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Messages - Daedalus

Pages: 1 ... 34 35 36 [37]
1801
Side Quests / Re: The Halfblood Swordsman
« on: December 30, 2013, 01:25:11 pm »
Jie Hu, feeling encouraged by the fact that he -hopefully- woulden't have to face that student again before his match with the Master, merrily walked over the dojo once again.

1802
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 09:35:49 pm »
"I am." Jie Hu Replied with a nod.

Weapons master, Multi attack, Crashing mirror, Rapid strike.  Use weapons master on the first attack, same with crashing mirror.


Remember to save that luck point to escape death or to counter a botch if i can take him down with that blow.(which i doubt) :D

1803
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 09:16:37 pm »
" I agree." Jie Hu said thoughtfully. "But before we start, i need to commend you on your Mori Mushito's skills. It's been some time since anyone has been able to fight me like that, the last one gave me this rather noteable scar." He pointed to the scar on his face while smiling excitedly.

"If i lose, would you allow me the honour of joining this dojo? A wise old man told me when i was but a small little kid, a true master is an eternal student."

1804
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 08:59:44 pm »
The Master of the School sighs and waves his hand at Jie Hu - "Take whatever time you need. Would you care for some sake?"
"I would like to have some sake with you before our duel. And we can discuss the terms of it as we drink." He replied, using a trauma pack. Though he only drinks to be polite.

1805
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 08:54:10 pm »
"I am." Jie Hu said, wiping off some blood from his lip.

"My name is Jie Hu Okamura." He bowed slightly to acknowledge him as the dojo master. "Would you allow me a minute or two to patch or do you want to fight as it is?" He asked, no longer smiling, but with a look that said he could accomlish anything as long as he wished it enough.

1806
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 08:04:44 pm »
"What kind of man are you to interrupt a duel between two warriors?`" Jie Hu shouts completely infuriated, but not losing focus on his opponent. "You are no warrior, go back to mommy." pointing one of his swords at the man who put the stone there as he attacks with the other sword, soon follewed by the sword he pointed at the other student moments ago.

Rapid strike, crashing mirror on one of the attacks.

1807
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 07:12:40 pm »
OOC: Ooooh i cant wait to see what this does...

BIC: "You're not even going to tell me your name? How rude."

Rapid strike, Crashing mirror technique AF.

1808
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 06:43:57 pm »
Jie Hu's smile broadens.

"My name is Jie Hu, and you will remember it as im the man who is going to beat you." He replied. "Make some room." He added shortly after, unsheeting his swords.

1809
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 06:15:41 pm »
Hmm... a little warmup could be nice.. and heck, if i couldent take on two in a row waht kind of swordsman would i be. He thought to himself, while maintaining his smile all the time, not allowing himself to show one bit of nervousness.

"Who is your top student?" He asked, while looking them all over.

1810
Side Quests / Re: The Halfblood Swordsman
« on: December 29, 2013, 05:17:40 pm »
Jie Hu didnt say anything at first, just a confident smile on his face as he approached. When he was close enough, within swordsreach, he stopped and declared "I'm not here to join your dojo, im here to take away your honour. Bring me your master, this a challenge."

1811
Background
Jie Hu was born shortly before the great war, from a samurai father and a chinese mother. His mother was a business woman, who traveled trough Nippon selling her goods when she met Jie Hu's father, it was love at first sight and shortly after Jie Hu was born. Soon after however the war came and Jie Hu's family was disciminated by their whole village. Noone liked them but they overcame it, and began teaching the Jie Hu the ways of the sword, but before teaching him anything, they taught him to dance, and to paint, explaining with "If you cant even master your body and a painting pencil, how you expect to master a sword?"
Jie Hu soaked everything up they told him, and soon danced as beutiful as he painted. Then the real training began, with a sword. It was soon noticed that he was a natural with a sword and learned it to near perfection.

During Jie Hu's childhood he was constantly discriminated, and he constantly got into fights with 'normal' Nipponese kids. He got scolded time after time, that he should just accept reality, but he refused and constantly practiced dancing, painting and eventually swordsmanship. Due to being half Chinese, he constantly tried to prove that he was just as good as any other kid, and always tried to be better than everyone else. This however led to many scars, the msot noteable one on his right side of the face. But he didn't allow himself to be discouraged by a few scars, and despite what everyone  told him, he didn't let anything thay said about him being worse than everyone else just because he was half Chinese get to him, without him trying to beat them to a pulp that is. As a person Jie Hu is friendly and outgoing, but still trying to overachieve and sarcastic at times.
Honour is everything to him, and he would never do anything to smudge his honour. Too much.
All his training, and his rather unique circumstances while growing up taught him one thing though, to never give up. He believes anything can be achieved and always tries his hardest, he doesnt know the meaning of the words "giving up."

Now, when he's seen as an adult by the society, he desperately seeks to prove to the society that people can count on him. He is no longer shunned by his peers, instead they accept him as a samurai, he just have the rest of the country to prove his worth to. But to him, this is a small obstacle to overcome on his journey to greatness.

Ultra awesome theme song: <iframe width="640" height="360" src="//www.youtube.com/embed/HYP2KSZ4Q8w?feature=player_detailpage" frameborder="0" allowfullscreen></iframe>

1812
Power and Edge Notes
Edges_
Instant Stand: The character can quickly regain his feet after being thrown, tripped, or knocked down, doing so as a Free Action rather than the normal Move Action.

Rapid Strike: The character is lightning quick in close quarter combat. He can use back-to-back Attack Actions (Attack + Attack) when making Close Quarter attacks, without spending Surge Points during combat.

Amazing Feats_
Heroic Surge: The character can explode with a burst of adrenalin, allowing him to spend as many of his Surge Points per round as he likes, without the usual one per round restriction.

Boomerang Weapon Throw: [1 Surge| 1 Action | 1 Attack]
This Amazing Feat allows the character to actually throw his melee weapon out to a range of 30x ft for a ranged Melee Attack and to then have the weapon loop back around for him to catch once again.

Celestial Blade: [1 Surge| Full Round | 1 Scene]
By fervently petitioning the Ancestors, one can conjure a glorious blade of radiating spirit energy from their hand and use it as a they would a sword. The Celestial Blade is also imbued with Spirit Cutting and causes Double X-Damage to Undead, Spirits, Demons, and Oni attacked with it.

It is also possible to overlay the Celestial Blade over an existing bladed weapon, in the case where the character already has one and just needs the flow of spirit energy for the scene. In such a case, base damage is calculated from the better of the two weapons.

Crashing Mirror Technique: [1 Surge| Add | Instant]
This Amazing Feat causes a phantom mirror image attack to trace immediately after the successful strike of any Close Quarter (Melee or Unarmed) attack – in effect hitting the target twice with the same blow! When used, the target takes double the full damage of the attack mirrored.

Multi Attack: The character can take two Close Quarter attacks per Attack Action, sacrificing accuracy for speed. Multi Attacks cannot Crit, suffer a -2 Penalty on each attack, and cannot be used with Called Shots or any other roll that requires a MTN to succeed.

Reap the Field: [1 Surge| Full Round | Instant]
Make a Close Quarter (Melee or Unarmed) attack on all opponents in 10 ft radius, rolling attacks separately for each.

True Strike: [1 Surge| Add | Instant]
Automatically hit on a Close Quarter (Melee or Unarmed) attack with an effective Die Value of 10 – except when the opponent Crits on a Defense roll or uses Uncanny Dodge or Uncanny Parry.

Vengeful Counter Stance: [1 Surge| Add to Defense Actions | 1 Scene]
By spending a Surge Point and using Vengeful Counter Stance, one can preemptively use a Defense Action on a round-to-round basis to Counterattack all Close Quarter Attacks coming his way with Defense (Parry). Unlike normal Parry rolls, Vengeful Counter Stance can be used unarmed as well as armed, and any successful Parry in this case, does the weapon's normal Damage plus X-Roll as if a successful strike had been made with the weapon. Note that while these damaging Parries can Crit, they are not subject to other Edge or Amazing Feat enhancements.

Weapons Master: [1 Surge| Add | Instant]
Spend a Surge Point to make a single Armor Piercing Close Quarter (Melee) attack (or) disregard the MTN normally associated with Called Shots while making a single Melee attack.

1813
Jie Hu Okamura (Halfblood Samurai) - 62 / 63 XP



Gender Male; Age 17; Ht 6’1”; Wt 172 lbs; Stature Atlhletic; Disposition Cool, Joker, Sarcastic; Distinctive Features: Half Chinese; Scar on the right side of his face

Abilities
Str 5; Agi 3; Con 5; Int 3; Wis 2; Pre 2; Vitality (0) 27; Wounds (-2) 10 (Armor 10) DECEASED
Saves
React 8; Endure 10; Will 11; Luck 4; Surge 6
Movement
Init 8*; Move 30 ft (run 150; Leap 5 high/25 long)

Attacks
Unarmed Strike 17/5S; Grapple Moves 17/5S; Silver-Inlaid Classic Sword Pair 19+2X/8L

Combat Skills
Defense 11 (Dodge -1*; Parry +3*) ~5
Ranged 6 (Shoot; Target; Throw)
Close Quarter 17 (Grapple; Melee +2; Unarmed) ~7

General Skills
Acrobatics 10 (Balance; Escape; Tumble) ~4
Artistry 10 (Cooking, Painting; Sculpting; Music; Writing) ~5
Athletics 13 (Climb; Jump; Sprint; Swim) ~3
Evaluate 5 (Appraise; Gamble; Sense Motive; Streetwise)
Fabricate 6 (Construction; Mechanics; Weaponsmith)
Face 10 (Bluff; Entertain; Feint; Intimidate; Taunt) ~5
General Knowledge 6 (Trivia; In The News; Who's Who)
Larceny 6 (Forgery; Open Locks; Sleight of Hand)
Medic 6 (Slow Poison; Treat Injury)
Outdoors 5 (Handle Animal; Ride; Survival; Track)
Perception 5 (Listen; Search; Spot)
Sabotage 10 (Disable Device; Trap Setting) ~4
Socialize 8 (Diplomacy; Interrogation; Gather Info) ~3
Stealth 5 (Conceal; Disguise; Hide; Move Silently)

Advanced Skills
Political Sciences 9 (Economics; Law; Politics) ~3

Edges and Feats
Instant Stand; Rapid Strike; Athletic; Duelist; Iron Will; Powerful Ties; Second Language (Imperial); Spirited; Toughness; Weapon Specialist

~Boomerang Weapons Throw; ~Celestial Blade; ~Crashing Mirror Technique; ~Heroic Surge; ~Multi Attack; ~Reap The Field; ~True Strike; ~Vengeful Counter Stance; ~Weapons Master

Flaws
Obligation (Daimyo); Superstitious; Vengeful

Equipment Normal Load 100; Encumbered 200; Limit 300; Drag 1200
Manor House; Noble’s Diet; Horse; Rickshaw; Noble Attire; Lamellar Armor; Silver-Inlaid Classic Sword Pair; Scholar’s Case (chalks, hourglass, inks, magnifying glass, merchant’s scale, mirror, paper, pens, paints, brushes, canvas, scrolls, scroll tubes, waterproof case); Travel Pack (backpack, bedroll, candles, lantern, rations, tent, tinderbox); Trauma Packs (2); Book 'The Art of War'; Permit to Carry Arms; Emblems of Station; Traveling Papers

(Pittances 0; Goods 50; Assets 90; Riches 0)

  • 10 Doshin (10 in Sendai / 0 with)
  • Doshin Leader: Domo Origato (Stargazer)


1814
MistBorn / Re: Char creation and background
« on: December 11, 2013, 12:08:37 am »
Name: Juan Kitagawa

Description:
A man in his mid-twenties, generally wears rogue-isch clothes, except when hes at a tavern. Then he always wear fancy-clothing, he is also seen alot picking up some of the wealthier women of the town, noone knows what he does for a living, and he works hard to keep it that way. Other than that hes your standard thief, relying on his wits and his charisma more than brute force.

Background and History:
Juan grew up on the country side. One day his small village was attacked brutally by bandits, his family was slaughtered trying to escape, Juan only made it thanks to falling down into a small cave, which he manages to stay hidden in. He traveled to the nearest city, thanks to natural charisma and a little help from his talents in Feruchemy he managed to beg to stay alive.
One day however, the leader of a nearby thieves gang confronted Juan, saying that he had to join them or die. Juan grudgingly joined them. This was however, a long time ago and Juan has since accepted the thieves gang as his new family.

Attributes:
Physique:2
Charisma:5
Wits:4

Traits and powers:
Major 1: Feruchemi
Major 2: Has a knack for social skills, and people tend to like him without much effort.
Minor: Is streetwise, knows all the local fences, thieves, and even some beggars.
Traits: Has a reasonable skill with a pistol, heck Juan found them so cool he just had to have one and know how to use it.

1815
Introductions / Re: Hey, Silver here!
« on: November 05, 2013, 12:46:40 am »
Silver's thread after Aeon posted...



Sorry to Necro this but it seems to fun not to! I mean, it really die after Aeon posted haha^^

1816
Side Quests / Re: Keitaro's Tournament
« on: October 31, 2013, 08:17:03 am »
Kitiro walks around in the masses of people, looking for his friend Keitaro. He was pretty sure he dident want to compete in the tournament but maybe he could help heal people if they got to bashed up.

1817
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 29, 2013, 06:19:00 pm »
"Yes, lets hope it wont come to that." Kirito said chuckling.

"Goodbye Slit-tooth sensei" he said bowing again.

1818
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 29, 2013, 06:03:26 pm »
"Oh, i completely forgot about that!" He said with surprised look. "Thank you, i would appreciate the papers." He bowed down a little some got Thorns height."If you ever need a place to hide when you're in Sendai feel free to use my house. As long as noone sees you entering it's fine with me."

1819
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 29, 2013, 05:46:09 pm »
"I have no doubt we will meet again Split-tooth sensei." He said bowing. "Is there anyone who can help me find the way back to the road?"

1820
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 27, 2013, 08:05:29 pm »
Kirito stopped chuckling, though keeping the smile. "Now, lets make the best of it"

1821
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 26, 2013, 09:22:46 pm »
"I did suspect Thorn of being a ninja, when we met him, but i wouldent even dare to guess he was a master. Have no fear, i will not tell anyone about this, even if i wished to tell them. I mean no disrespect but thats one favor i never get to call in. Though i there's one certain priest the world would be better off without" kirito replied with a slight chuckle.

1822
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 26, 2013, 08:03:39 pm »
"You know... i never cared much for my daimyo. even though i would never say it in any place besides here. I mean, ive heard so many bad things about nezumi, but when i met you proved them all wrong. You are different from us humans in appearence, but at the same time you're not." Kirito sighs. "I guess you can only trust what you see and hear with your own ears and eyes. Anything you might say, i swear on the five gods of creation that i will not say a word about if you wish i dont."

1823
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 26, 2013, 12:35:27 pm »
Once all the leaches are off and tossed into the dinner pails, Split Tooth casts Restore Vitality on Kirito - and he awakens.

"Congratulations! You did it!" Split Tooth smiles.
"Yay!" kirito said groggily. "whats next?" he asked as he got up from the ground, still feeling a bit lightheaded but he dident let that bother him.

1824
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 25, 2013, 12:48:37 pm »
Kirito quickly asks "Elemental, we need to hurry! And on a side note can i call you Mizu instead?" he said with a little chuckle. "Alright split-tooth!" he replied as he started to  feel lightheaded. "We need to hurry this up.." he thought to himself while quickly saying a quick prayer to the five gods.

1825
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 24, 2013, 11:02:36 pm »
"This should be interesting." he thought to himself, while beginning to remove his outer robes, leaving his mesh armor on though. he then began walking and if needed swimming towards the elemental. He then breathed in, breathed out a few times before taking a deep breath and dived down.

1826
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 24, 2013, 05:15:15 pm »
"Greetings Elemental, my name is Kirito Kirigaya." Kirito replied with a bow. "Now, i am supposed to lift up 5 melon sized rocks with my hands, and might as well bring them here. I need your help so i dont get stuck in anything or drown. Also, can you help me locate them first? dont move the rocks though." he asked.

1827
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 24, 2013, 03:27:02 pm »
Kirito attempts to summon a water elemental do help him with this task.

1828
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 24, 2013, 02:35:24 pm »
"Oh, you dident hafto a throw a feast in my honour." Kirito said with surprise, altough not very fond of worm-apples he decided to eat anyway to not offend any of them.

1829
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 23, 2013, 02:47:07 pm »
"yes, its true. Forgive me for showing it." he said with a friendly smile to the children.

1830
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 22, 2013, 09:47:07 pm »
"then lets hurry up, i cant wait to get started" Kirito replies as he smiled happily.

1831
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 22, 2013, 08:56:10 pm »
"Fair enough." Kirito replied. "I wont ask for the details"
"So, how far is it from here to our destination?"

1832
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 22, 2013, 05:49:01 pm »
"Get ouf jail for free card? What are you talking about? and more importantly, more favors the which humans get to call in?" kirito  replied, confused on what they were talking about.

Surely they couldent be talking about HIS daimyo?...

1833
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 21, 2013, 12:25:05 pm »
"Greetings Thorn. I dont know where he is, but i do regret healing him. He proved to be a... rather nasty human. Split-Tooth Sensei has 100 times more honour in life than him." he said, looking serious for a moment.
"But, if it was you who shot that dart, would you care to show me how to use the weapon sometime when i'm not working with split-tooth sensei?" he added with another of his characteristic smile.

1834
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 20, 2013, 07:59:01 pm »
"I cant wait to learn Sensei" he replied with happy smile, excited to not go on another kidnapping adventure, as he loathed one certain priest in the company.

1835
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 20, 2013, 06:48:03 pm »
"oh really? I suppose you will teach me about the surrounding area aswell sensei?" he asked, as he gestured to to begin their journey.

1836
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 20, 2013, 05:53:10 pm »
"Yes Sensei" he ginerly replied again. "Hmm.. do you know much of these lands we will be traveling trough?"

1837
Side Quests / Re: Kirito's Secrets of the Shaman
« on: October 20, 2013, 04:35:22 pm »
"Yes, sensei" kirito gingerly replied while getting his gear (mainly all of the stuff he had previously on the journey). Then he walked back to Split-tooth. Eagerly awaiting their journey.

1838
Mythic Nippon: The Demon God of Sendai / Re: Kirito Kirigaya
« on: September 25, 2013, 07:39:12 pm »
Shaman Spells_

Control Flames (Fire; 5; I)
Control Flames allows the Hexslinger to manipulate existing flames within his line of sight.  For each casting, the Hexslinger can cause a fire to move in any direction (even against the wind) a number of feet equal to (5 x INT) or to increase or decrease the overall diameter of the fire by a like amount.  The fire must move across some surface, but the surface does not have to be flammable (the Hexslinger could move a fire across water for example).  In addition to controlling movement, the Hexslinger can also choose to increase or decrease the amount of heat generated by a fire, up to doubling its Base Damage or reducing the heat down to nothing.  Note however that unless the heat of a fire is reduced down to nothing, it will still cause other flammables in its path to ignite as normal (See Fire Hazards in core rules).

Danger Sense (Sense; 10; S) Po
The Danger Sense spell gives the Hexslinger advanced warning of any imminent danger to himself (like an ambush), although it doesn’t give him specific information about what the danger is or where it will originate.  While in effect however, the Hexslinger gets a +2 bonus to Initiative and Reflex Saves, and cannot be caught Flat-Footed except on a Botched Initiative roll.

Freezing Touch (Ice; 5; I) Attack; Po
Freezing Touch allows the Hexslinger to focus intense cold into his hands, which he can then transfer into another living creature through touch, causing the creature to become lethargic and Fatigued.  Once contact with a victim is made, the spell ends – although a Hexslinger can hold the cold in his hands indefinitely until then.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Frost  (Ice; 5; M) Indirect Save
The Frost spell causes a thin sheet of ice to instantly coat everything in any 15x15’ area within the Hexslinger’s line of sight and lasts for as long as the Hexslinger maintains it.  While the ice is too thin to have any damaging effect on living creatures, it can be used with Ice Walk and is very slippery, requiring anyone walking over it to make a Balance roll each round to avoid slipping and falling prone.

Heat Sink (Fire; 10; I) Optional Attack; Save; Po
The Heat Sink spell allows the Hexslinger to draw out and absorb the heat from any object or creature by touch.  When cast, the Hexslinger’s touch can be used to instantly cool any hot object, or to prevent something from catching fire.  If used on a person, the target must make a Fortitude Save MTN 15 or Crit, or become Fatigued.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Heightened Senses (Body; 5; S) Po
Heightened Senses allows the Hexslinger to greatly increase one of his normal senses for a Scene as follows:
  • Hearing - Increasing this sense gives the Hexslinger a +6 bonus to all Listen rolls, but makes him susceptible to loud noises and sound based attacks.  Anytime the character is caught in an explosive based Area Attack, he must make an additional Fortitude Save or be Stunned.  The Hexslinger also suffers a –4 penalty when making a Save against the Tone spell or other similar effects.
  • Sight - Increasing this sense gives the Hexslinger night vision and a +3 bonus to all Search and Spot rolls.  It also makes him susceptible to any attacks specifically targeting sight, imposing a –4 penalty to any Saves rolled against such effects.
  • Smell - Increasing this sense allows the Hexslinger to identify objects and beings by smell (provided he is already familiar with them) and to identify those who have handled an object or been in a particular area within the last 8 hours.  It also allows the Hexslinger to identify poisons and other impurities in food or drink and to detect (or ‘see’) invisible gases in the air (allowing him and those he warns, to stay clear of poison gas clouds).
  • Touch - Increasing this sense allows the Hexslinger to tell the exact weight of any object he can lift and to unerringly determine whether an unconscious person is alive or dead.  It also gives him a +6 bonus to all Open Locks rolls used against hard locks.
.
Ice Bolt (Ice; 10; I) Attack
When cast, the Ice Bolt spell allows the Hexslinger to shoot a heavy shard of ice from his hands, up to a range of 100’.  A Ranged Attack roll is required as normal to strike any particular target, which takes 10L (plus the X-Roll of the attack) in damage upon impact.

Ice Walk (Ice; 5; M) Po
Ice Walk allows the Hexslinger to move over snow and ice as if it were smooth level ground.  He can even climb these surfaces, such as a frozen waterfall or glacial wall, without fear of slipping or falling (no climb roll needed, but climbing movement and combat penalties do apply).  This spell can also be used in conjunction with Absolute Zero and Frost to coat, climb, and adhere to any surface that can support the Hexslinger’s weight, including overhangs and ceilings.

Ignite (Fire; 5; I)
Ignite allows the Hexslinger to start a one foot diameter fire anywhere within line his of sight by simply concentrating on the desired area.  Once created, the fire acts as normal (see Fire Hazards in core rules).

Initiative (Time; 5; I)
Unlike other spells, the Initiative spell can be cast as a Free Action, but only once at the beginning of each combat.  If successful, the Hexslinger’s cannot be Stunned by an Ambush and does not roll Initiative as normal for the Combat, but instead starts on a ‘20’ in the First Wave, as if he had rolled a Crit (getting two Actions on the first round.

Light Touch (Air; 10; M)
Light Touch allows the Hexslinger to telekinetically pick up and move any object (or creature) up to 50 pounds, within line of sight.  The object moves at a Base Movement of (5’ x INT) and can be double moved (two Actions) if desired, but not ‘Run’.  Creatures caught with this ability can still change facing and attack (if in range), but have no control over their own Movement.  Light Touch can be maintained over multiple rounds with concentration.

Mote (Light & Sound; 5; M or I) Po
Mote allows the Hexslinger to cause small dazzling motes of light to appear and move about anywhere within his line of sight, each about as bright as 100 watt bulb.  Once created, the motes remain until dismissed or the Hexslinger moves more than 100’ away, at which point they flicker out.  There is no limit to the number of Motes the Hexslinger can bring into being, although an excessive amount can obscure vision (see Concealment in core rules).

Passwall (Dimensional; 10; R) Po
Passwall allows the Hexslinger to become Incorporeal for one round, untouchable, ghostlike, and able to pass through solid objects, as if they were not there.  Because the spell lasts for a complete round, only his available movement limits the distance that the Hexslinger can pass through solid objects.  Getting caught in a solid object when the spell ends kills the Hexslinger instantly however – but does allow him or her to come back as a Ghost or Haunt.

As appropriate to the setting, this spell can also be used to cross the barrier between the Physical and Spirit World, much in the same way that the Manifest Edge allows other creatures to do so.

Potion (Legacy; 10; Until Activated)
The Potion spell allows the Hexslinger to store a single magic spell in a magical elixir, which can then be used by anyone who drinks the Potion.  Note that only certain spells can be bottled with Legacy Magic as a Potion (as indicated in their spell notation with a ‘Po’).  To cast the Potion spell, the Hexslinger must first gather the appropriate components using either his Alchemist’s Lab edge or with the MTN 15/1m Availability roll.  Once the components have been gathered, the Potion spell can be cast, which takes a number of hours dependant upon the Drain of the spell to be set in the item.

Drain   Casting Time
5   | 2 hours
10   | 4 hours
8♠   | 8 hours
13♠   | 16 hours
18♠   | 32 hours

If the Potion spell is unsuccessfully cast, then the time is wasted and the Hexslinger must take the appropriate time over to try again.  Once the Potion spell has been successfully cast, the elixir is then ready to receive a spell, but requires a successful casting of the spell in question on the first try, or the Potion is ruined and the process must begin anew.

Further, once the spell has been set in the Potion, the Hexslinger must spend a Luck Point to complete the process or the Potion will be a dud.  Luck Points spent on the creation of Potions are not trapped within the Potions and return in the usual manner.  Note that all spells stored in any Legacy Magic item take only a single Action to cast and require no roll vs. Drain.  Once a Potion has been drunk (the casting Action), its spell goes off and it is gone.

Repair (Artisan; 10; I) Attack/Touch
Each casting of the Repair spell instantly restores a number of lost Armor, Hardness, Structure, or System Points, to any one nonliving object touched, equal to 10 (plus the X-Roll of the casting)

Slow (Time; 10; S) Attack
Slow allows the Hexslinger to distort the movement of time around something he touches, causing the object or creature to move at a slower than normal rate.  For objects, it causes them to function and move at half speed.  For living creatures it reduces the amount of Actions they get per round by 1 (though a creature reduced to zero Actions per round can still take an Action every other round and use Surge for Extra Actions as normal.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Spiff (Artisan; 5; I) Attack/Touch
The Spiff spell instantly cleans and polishes any one nonliving object or area that the Hexslinger touches; making it appear upkept and well cared for, but not actually affecting its normal wear and tear in any way.

Stunning Grasp (Energy; 5; I) Attack; Po
When cast, the Stunning Grasp spell charges the Hexslinger’s touch with a powerful electric charge that Stuns on contact.  Once contact with a victim is made, the energy is transferred and the spell ends – although a Hexslinger can hold the energy indefinitely until then.  Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Suppress Toxins (Life; 5; I) Po
Suppress Toxins instantly counters the effects of all poisons or diseases, reversing any Condition change, Ability Point, or Wound Point loss imposed by the toxin.

Suspended Animation (Body; 5; Indefinitely) Po
Suspended Animation allows the Hexslinger to shut down the functions of his body, enabling him to survive indefinitely without food, water, air, or warmth (and even in the vacuum of space).  While in Suspended Animation, the Hexslinger appears as dead but is actually aware of his surroundings and the passage of time, allowing him to awaken instantly whenever he desires.

Tone (Light & Sound; 5; M or I) Po
Tone allows the Hexslinger to cause individual tones of sound to be heard at varying volumes that move about anywhere he desires within his line of sight.  Once created, the Tones remain in existence until dismissed or the Hexslinger moves more than 100’ away, at which point they fade out.  There is no limit to the number of Tones the Hexslinger can bring into being, although an excessive amount can drown out normal hearing.

Weaken (Destruction; 5 I) Attack/Touch
The Weaken spell allows the Hexslinger to reduce the Hardness or Armor Value of any nonliving object he touches by 10 (plus the X-Roll of the casting).

Advanced Spell Edges_

Fireball (Fire; 13♠; I) Save as Area Attack
Fireball causes a superheated inferno of flames to erupt at any point within the Hexslinger’s line of sight.  The attack does not travel from the Hexslinger to the target, but rather bursts into being wherever the Hexslinger desires, doing 18L PA20’r Damage (plus the X-Roll of the casting).  Note that the fiery burst is handled as a Passive Area Attack and acts as an incendiary (see Fire Hazards in core rules)

Reflect Magic (Protection; 13♠; I)
The Reflect Magic spell can be cast with either a Defensive Action or in conjunction with the Interrupt Option of Surge and automatically bounces any spell being cast back at its caster.

---

Shared Spell_

Teleport (Dimensional; 18♠; I)
Teleport allows the Hexslinger to instantly move any distance, to any location he has ever been to, without actually crossing the space in between – he is suddenly gone from the one place and appears as suddenly in the other.  When Teleporting, the Hexslinger can also bring a number of passengers along with him (and whatever gear they can carry among them), as long as they are in linked contact with the Hexslinger (i.e. holding hands together, with the Hexslinger physically touching at least one of them).  Just how many passengers, is limited by the Hexslinger’s Wisdom Score, as outlined in the table below.

Note however, that it is not possible to Teleport into a position already occupied by another creature or object.  In the case where a Hexslinger attempts to do so, either inadvertently or by intention, the spell will automatically fail.

WisdomMax Passengers
1-2| 2
3-4| 10
5-6| 25
7-8| 50
9-10| 100

1839
Mythic Nippon: The Demon God of Sendai / Re: Kirito Kirigaya
« on: September 25, 2013, 07:38:55 pm »
Power and Edge Notes
Edges_
Holy Symbol: This Edge represents a powerful icon or symbol of power bestowed on the Priest by his Theological Base. When a Surge Point is spent, the Holy/Unholy Symbol allows the Priest to channel god-like power against any Demons, Oni, Spirits, or Undead he touches with the symbol for the duration of the Combat Scene. Note that touching a victim intentionally avoiding contact with the Priest’s Symbol requires a normal Unarmed or Grapple Attack. Any creatures of the appropriate type successfully touched by the Holy/Unholy Symbol (treat as silver for the purpose of effecting Incorporeal creatures) Takes 20L AP Damage (plus the X-roll of the attack) minus the Priest’s Psychosis Score.

Sensitive: The character can feel the presence of supernatural energies when they are nearby, whether magic, demons, spirits, or psychic powers. Only the proximity of these energies are felt, but not their precise location or nature (unless the Sensitive happens to be touching the source at the time).

Amazing Feats_
Spirit Sight: The character can see through the curtain that separates the realms at will, allowing him to notice any unmanifested spirits, demons, or oni within his line of sight.

Spells_
Restore Vitality (Life; 5; I): Restore Vitality instantly restores 10 Vitality Points each time it is used and counters the Conditions of Fatigued, Exhausted, Unconscious, Nauseated, and the special Disabled status induced by Surgery.

Suppress Toxins (Life; 5; I): Suppress Toxins instantly counters the effects of all poisons or diseases, reversing any Condition change, Ability Point, or Wound Point loss imposed by the toxin.

Close Wounds (Life; 10; I): Close Wounds instantly restores a flat (no X-Roll) 5 Wound Points each time it is used, Stabilizing Dying characters and taking Disabled characters back to Wounded.

Food & Water (Creation; 10; Pmt): Each successful casting of the Food & Water spell creates a day’s worth of food and drink for one person. The type of food and drink created is left to the imagination of the Hexslinger, though the actual quality and tastiness of it is determined by the level of success rolled on the casting. This can range from barely stomachable to the finest cuisine in the world – though the nutritional value will always be the same; enough to sustain one person for a day.

Wildcard (Creation; 10; S): The Wildcard spell allows the Hexslinger to produce virtually any mundane non-complex item that lasts for one scene. Below is a list of items that can be produced with the Wildcard spell, though others are certainly possible as allowed by the GM:

  • Ammunition: Any Type (number of pieces equal to X-Roll)
  • Armor: Such As Leather, Breastplate, Buckler, or Shield
  • Clothing or Camouflage: Any One Article
  • Furnishings: Any Simple (such as a chair, table, or cot)
  • Gear: Any Simple (such as a backpack, canteen, chain hoist, climbing gear, fire kit, grappling hook, lantern, lock pick, spyglass, rope, simple hard lock, shackles, sleeping bag, snowshoes, tent, or torch)
  • Specialty Items: Any Simple (such as bandages, bottle, box, candy, fake mustache, false limb, glasses, makeup, needles, scissors, toy, twine, or wig)
  • Tools: Any Simple (such as an axe, crowbar, cutters, hammer, hand drill, wrench, pick, pliers, saw, shovel, or sledge)
  • Weapons: Any Except Great Bow, Great Crossbow, and Repeating Crossbow
  • Other Items: As Determined By The GM
.
Familiar (Summoning; 8♠; Pmt): The Familiar spell allows the Hexslinger to summon a loyal or pet-like Familiar to serve him, though he can only have one Familiar in his service at any particular time. Once summoned, a Familiar lasts until it is destroyed or hit with Dispel Magic.

Since Familiars are not truly mortal, any lost or destroyed Familiar can be recreated with all of its previous personality and memories simply by recasting the Familiar spell.

Heal (Life; 13♠; I): Heal instantly restores a character to full Vitality, Wound, and Ability Points. In doing so it also counters the Conditions of Blinded, Deafened, Disabled, Diseased, Dying, Exhausted, Fatigued, Poisoned, Stabilized, Unconscious, and Nauseated.

Elemental (Summoning; 18♠; 24 hours): The Elemental spell allows the Hexslinger to summon a faithful Elemental servant of Air, Earth, Fire, or Water. Once summoned, the Elemental will remain for 24 hours, or until destroyed, or hit with Dispel Magic.

Further, a Hexslinger can only have one Elemental in his service at any particular time, but can swap one out for another simply by recasting the spell. Since Elementals are not truly mortal, a particular Elemental can be resummoned over and over again, even after it has been physically destroyed, thus allowing the Hexslinger to develop a familiar relationship with one.

Note that Elementals always attack Imps and Demons on sight (to the exclusion of all else) until either one of them is destroyed.

Regeneration (Life; 18♠; I): Regeneration does everything Heal does but also allows the restoration of lost limbs and organs, instantly re-growing them all in a matter of seconds.

---

Messenger (Summoning; 5; I): The Messenger spell allows the Hexslinger to summon a small animal of any type to deliver a message to anyone he knows the location of and that is within walking or flying distance of the summoned creature. Once the animal has been given the message, it then travels via natural means to the intended recipient – where it then repeats the message word for word in a human-like voice. Once the message has been passed, the animal reverts back to normal (which can prove interesting, if the animal is of a dangerous or aggressive type).

Read Minds (Mind; 10; I) Save; Po: Read Minds allows the Hexslinger to read the surface thoughts of anyone within his line of sight. Doing so reveals what a target is currently thinking, allowing the Hexslinger to detect lies and bluffs instantly and prevents the target from surprising the Hexslinger in any way. If the Hexslinger questions the target in conjunction with this ability, he can manipulate what the target thinks about by simply bringing it up in conversation. Targets actively trying not to think about (and thus reveal) something must make a Willpower Save to do so, although the Hexslinger will instantly know that they are hiding something, and can simply cast Read Minds again to force another Save out of the target.

Shield (Protection; 10; S): The Shield spell creates an invisible shield of force that automatically positions itself between the Hexslinger and any perceived danger, granting him continuous Partial Cover to any attack he is aware of and a +4 bonus to Dodge.

Magic Ward (Protection; 8♠; 1 Year): The Magic Ward spell allows the Hexslinger to designate a physical area where magic cannot function. Once cast, the Magic Ward remains for one year without any further action from the Hexslinger and can only be dispelled with a MTN 15 or Crit Dispel Magic roll. The size of the area to be warded is dependant on how many successful back-to-back castings of the Magic Ward spell the Hexslinger can manage. Successfully casting the spell once is sufficient to ward a small area, ten feet in diameter; successfully casting the spell twice in a row wards an entire room (or Large Size equivalent); successfully casting the spell three times in a row wards an entire house (or Huge Size equivalent); while successfully casting the spell four times in a row wards an entire housing complex (or Colossal Size equivalent).
Note that Legacy Magic items will not function in a Magic Ward, but are not destroyed or nullified by them, as they are by Dispel Magic.

Precipitation (Weather; 8♠; M): The Precipitation spell allows the Hexslinger to control the amount of water in the air and whether or not it rains, all within a two-mile radius. When cast, the Hexslinger sets the level of precipitation and can then maintain it for as long as he desires, through concentration. The various effects of the Precipitation spell are dependent on whether the temperature is above or below freezing as outlined below:

Temperature Above Freezing
  • None: The Hexslinger can instantly stop all precipitation in the area of effect.
  • Fog: The Hexslinger can create a thick fog, limiting visibility to as little as 20’ and granting everyone within sight of each other Partial Concealment.
  • Rain: The Hexslinger can cause a continuous but gentle rain in the area of effect, which can impose a Minor penalty (-2) to some Skill rolls (such as Listen and Spot).
  • Deluge: The Hexslinger can cause a furious and continual downpour in the area of effect, which can impose a Major penalty (-4) to some Skill rolls (such as Ranged, Thrown, Listen and Spot) and can cause minor flooding.
.
Temperature Below Freezing
  • None: The Hexslinger can instantly stop all precipitation in the area of effect.
  • Snow: The Hexslinger can cause a continuous but gentle snowfall in the area of effect, which can impose a Minor penalty (-2) to some Skill rolls (such as Drive and Spot).
  • Blizzard: The Hexslinger can whip up Blizzard (see Hazards in core rules) in the area of effect.
  • Ice Storm: The Hexslinger can cause a freezing rain that coats everything it touches in a thin layer of incredibly slick ice, imposing a Major penalty (-4) to some Skill rolls (such as Balance, Climb, Drive, Jump, Pilot, Ride, and Tumble).
.
Temperature (Weather; 8♠; M): The Temperature spell allows the Hexslinger to instantly set the overall temperature within a two-mile radius and then maintain it for as long as he desires, through concentration. There are only three options when casting the Temperature spell: Hot, Temperate, and Cold. Temperate is considered the normal temperature range and is typically the default temperature setting of the game. Hot (above 90°) and Cold (below freezing) are the two extremes of the temperature range and impose penalties as detailed in the Hazards section (see Hot and Cold in core rules).

Unbreakable (Protection; 8♠; S): When cast, the Unbreakable spell causes the Hexslinger’s skin and bones to take on a steel-like resilience, granting him an Armor Value of 15/–4. In addition to the normal Armor protection offered, the Unbreakable spell can even block 5 points of Armor Piercing Damage (including damage from mental attacks), but has no effect against Drain Damage incurred from the casting of spells.

Wind (Weather; 8♠; M): The Wind spell allows the Hexslinger to instantly set the overall direction and speed of the wind within a two-mile radius and then maintain it for as long as he desires, through concentration. Wind speed can be set to any of the following: Calm, Light Breeze, Steady Breeze, Windy, Gusty, Storm Winds, or Hurricane. See the Hazards section of core rules for the effects of high wind and how it effects the movement of fire and smoke.

Dispel Magic (Protection; 13♠; I): A successfully cast Dispel Magic automatically snuffs out the effects of any one spell. It can be used to dispel preexisting effects, nullify Legacy Magic items, or interrupt a spell as it is cast when used in conjunction with the Interrupt Option of Surge.

Disaster (Weather; 18♠; Variable Duration): Using this spell, the Hexslinger can cause a natural disaster to occur, whether it be an earthquake, hurricane, tornado, volcanic eruption, tsunami, meteor strike, etc. It takes 10 minutes to call up a natural disaster and once it occurs, the Hexslinger has no control over it, other than to watch it run its course. The extent of the disaster and its effects on the local area are left entirely up to the GM, though they will generally be catastrophic in scope.

Weather Set (Weather; 18♠; 24 Hours): The Weather Set spell allows the Hexslinger to instantly set all aspects of the weather simultaneously (Precipitation, Temperature, and Wind) in a ten-mile radius, which then remain in effect for the next 24 hours. Once set, the weather conditions require no further concentration from the Hexslinger, although he may voluntarily end the spell at anytime before its duration if desired, at which point all weather conditions return back to normal.

---

Fatigue (Death; 5; I) Attack: When cast, the Fatigue spell charges the Hexslinger’s touch with an energy draining power that causes Fatigue on contact. Once contact with a victim is made, the negative energy is transferred and the spell ends – although a Hexslinger can hold the energy indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Weaken (Destruction; 5 I) Attack/Touch: The Weaken spell allows the Hexslinger to reduce the Hardness or Armor Value of any nonliving object he touches by 10 (plus the X-Roll of the casting).

Corrosive Touch (Destruction; 10; I) Attack/Touch: When cast, the Corrosive Touch spell caused the Hexslinger’s grasp to eat away at any nonliving object he touches, dealing (10L Damage (plus the X-Roll of the casting) per casting. Note that Hardness and Armor still apply against this damage as normal.

Drain Vitality (Death; 8♠; I): Drain Vitality allows the Hexslinger to drain (5 points plus the X-Roll of the casting) points of Vitality, with but an evil stare, from anyone he can see within 30’. Note that Drain Vitality only works against Vitality Points and does not effect Wound Points in any way.

Imp (Summoning; 8♠; 1+ Months): The Imp spell allows the Hexslinger to summon a minor demon to serve him, though he can only have one Imp in his service at any particular time. Once summoned, an Imp lasts for one month, plus a number of months equal to the X-Roll of the casting, or until the Imp is destroyed or hit with Dispel Magic.

In order to ensure that a Imp does what the Hexslinger intends, the Hexslinger must successfully Intimidate or Taunt the Imp every time he directs it to do something – or the Imp will twist the command in some way as to cause the Hexslinger grief. A Botch on one of these rolls instantly frees the Imp from the service of the Hexslinger and allows it to either turn on the Hexslinger or run rampant.

Demon (Summoning; 13♠; 24 hours): The Demon spell allows the Hexslinger to summon one of four kinds of Demons: a Fiend (physical, monstrous, and violent); a Succubus (physical, human-looking, and subtle); an Unclean Spirit (incorporeal, ghostly, and possessing); or an Oni (physical, cunning, and dangerous).  Once summoned, a Fiend, Succubus, and Unclean Spirit will remain for 24 hours, or until destroyed, or hit with Dispel Magic.  An Oni on the other hand, just serves for 24 hours and is then free to do what it wants (including killing the summoner if it is capable and so desires) and is not affected by Dispel Magic in the same way as the other Demon Types. During the 24 hours the Demon is 'under control', it will grudgingly obey the Hexslinger, but only to the letter of his commands and will continually try to warp them to its own will.

In order to ensure that a Demon does what the Hexslinger intends, the Hexslinger must successfully Intimidate or Taunt the Demon every time he directs it to do something – or the Demon will twist the command in some way as to cause the Hexslinger grief.  A Botch on one of these rolls is exceptionally bad, as it instantly frees the Demon from the service of the Hexslinger and allows it to either turn on the Hexslinger or run rampant.

Further, a Hexslinger can only have one Demon in his service at any particular time, but can swap one out for another simply by recasting the spell (which is a bad idea when dealing with Oni).  Since Demons are not truly mortal, a particular Demon can be resummoned over and over again, even after it has been physically destroyed, thus allowing the Hexslinger to develop a familiar relationship with one – though this is usually only done for a particular Succubus that the Hexslinger has become enthralled with…

Poison (Death; 13♠; I) Attack; Partial Save: When cast, the Poison spell charges the Hexslinger’s touch with one of the three types of Poison (see Poisons in core rules), which can then be transferred into another living creature by touch, causing the creature to suffer the normal effects of the chosen poison. Once contact with a victim is made, the spell ends – although a Hexslinger can hold the Poison in his hands indefinitely until then. Touching a victim that is intentionally avoiding contact with the Hexslinger requires a normal Unarmed or Grapple Attack.

Zombie (Death; 13♠; Pmt): The Zombie spell allows the Hexslinger to create a zombie slave or skeletal servant from any dead corpse. Once created, a Zombie is completely under the control of its master and lasts until destroyed or dispelled.

Whither (Death; 18♠; I) Partial Save: The Wither spell allows the Hexslinger to drain the very life force from anyone within sight. Those targeted can make a MTN 10 or Crit Fortitude Save or take 20SL AP Damage (plus the X-Roll of the casting). Those that make the Save reduce the amount of damage by their X-Roll, and take no damage on a Crit.

1840
Kirito Kirigaya (Priest/Shaman - Emissary of Five Gods) - 56 / 59 XP


Gender Male; Age: 21; Ht 5'8"; Wt 175 lbs; Stature Meek; Disposition Peaceful, Compassionate, Healer; Distinctive Features: Nothing special

Abilities
Str 2; Agi 3; Con 3; Int 5; Wis 5; Pre 2; Vitality (0) 15 0; Wounds (-2) 8 0 (Armor 10) DECEASED
Saves
React 8; Endure 8; Will 10; Luck 4+1 0; Surge 4 0
Psychosis 3
Movement
Init 11; Move 30ft (Run 60; Leap 2 high/10 long)

Attacks
Unarmed Strike 5/2S; Grapple Moves 5/2S; Staff 5/4S; Sword 5/5L; Glaive 3/6L

Combat Skills
Defense 11 (Dodge -1; Parry) ~5
Ranged 6 (Shoot; Target; Throw)
Close Quarter 5 (Grapple; Melee; Unarmed)

General Skills
Acrobatics 6 (Balance; Escape; Tumble)
Artistry 13 (Cooking, Painting; Sculpting; Music; Writing) ~5
Athletics 5 (Climb; Jump; Sprint; Swim)
Evaluate 13 (Appraise; Gamble; Sense Motive; Streetwise) ~5
Fabricate 11 (Construction; Mechanics; Weaponsmith) ~3
Face 5 (Bluff; Entertain; Feint; Intimidate; Taunt)
General Knowledge 10 (Trivia; In The News; Who's Who)
Larceny 6 (Forgery; Open Locks; Sleight of Hand)
Medic 8 (Slow Poison; Treat Injury)
Outdoors 11 (Handle Animal +2; Ride; Survival; Track) ~3
Perception 8 (Listen; Search; Spot)
Sabotage 8 (Disable Device; Trap Setting)
Socialize 8 (Diplomacy; Interrogation; Gather Info) ~3
Stealth 8 (Conceal; Disguise; Hide; Move Silently)

Advanced Skills
Occult Sciences 16 (Arcana; Occult; Spells +2) ~7
Political Sciences 13 (Economics; Law; Politics) ~4
Social Sciences 13 (Philosophy; Psychology; Religion) ~4

Edges and Feats
Animal Affinity; Holy Symbol; Priest; Sensitive; Shaman; Advanced Spells (Fire Ball, Reflect Magic); Concentration; Linguist; Photographic Memory; Potency; Religious Ties; Second Languages (Old Realm, Imperial, Merchant’s Cant, Primitive, Ninja Hand Signs); Spell Reserves; Underworld Ties; Witchdoctor

~Spirit Sight

Spells
ENERGY POOL: 15 0
Holy Spells: (Restore Vitality 5, Suppress Toxins 5, Close Wounds 10, Food & Water 10, Wildcard 10, Familiar 8♠, Heal 13♠, Elemental 18♠, Regeneration 18♠)
Universal Spells: (Messenger 5, Read Minds 10, Shield 10, Magic Ward 8♠, Precipitation 8♠, Temperature 8♠, Unbreakable 8♠, Wind 8♠, Dispel Magic 13♠, Disaster 18♠, Weather Set 18♠)
Unholy Spells*: (Fatigue 5, Weaken 5, Corrosive Touch 10, Drain Vitality 8♠, Imp 8♠, Demon 13♠, Poison 13♠, Zombie 13♠, Whither 18♠)

Shamantic Magic: Close Wounds 10; Control Flames 5; Corrosive Touch 10*; Danger Sense 10; Fatigue 5*; Fire Ball 13♠; Food & Water 10; Freezing Touch 5; Frost 5; Heat Sink 10; Heightened Senses 5; Ice Bolt 10; Ice Walk 5; Ignite 5; Initiative 5; Light Touch 10; Messenger 5; Mote 5; Passwall 10; Potion 10; Read Minds 10; Reflect Magic 13♠; Repair 10; Restore Vitality 5; Send Thoughts 10;  Shield 10; Slow 10; Spiff 5; Stunning Grasp 5; Suppress Toxins 5; Suspended Animation 5; Tone 5; Weaken 5*; Wildcard 10

Flaws
Code of Honor (Spare Innocents); Heroic; Obligation (Daimyo)

Equipment Normal Load 25; Encumbered 50; Limit 75; Drag 300
Manor House; Noble’s Diet; Horse; Scholar Attire; Lamellar Armor; Mesh Armor; Staff; Sword; Glaive; Scholar’s Case (chalks, hourglass, inks, magnifying, glass, merchant’s scale, mirror, paper, pens, scrolls, scroll tubes, waterproof case); Travelling Pack (backpack, bedroll, candles, lantern, rations, tent, tinderbox); Drugs (Waspwood Bark (4), Purge root (4), Yellow lotus (4); Wulong Tea (6)); Musical Instrument; Permit To Carry Arms; Emblems of Station; Traveling Papers

(Pittances 50; Goods 25; Assets 3; Riches 1)

  • Doshin Contact: Ken-ichi Tsubasa (Speed Reader)
  • Pet Macaw Monkey
  • 'Tiger' Familiar
  • Shared Spell: Teleport (Drain 18♠)

1841
Introductions / Re: Welcome To The Bounty Head Bebop Comlink
« on: September 25, 2013, 03:29:58 am »
Necroing is fun, yup. hehe!

I R SPAMBOT, ALL UR BASE R BELONG TO ME PWN!

1842
Media & Mayhem / Re: Lady Z Hits the Bricks
« on: September 23, 2013, 02:04:25 am »
like i said on Big B flying kick, you are one scary family.

1843
Media & Mayhem / Re: My 360 Drop Kick
« on: September 20, 2013, 08:48:17 am »
You are one scary family. ;)

1844
Media & Mayhem / Re: Pikachu Adventure I
« on: September 19, 2013, 10:46:47 pm »
Necroing is fun. Especially since i feel i hafto comment on this since it's awesome.

1845
Media & Mayhem / Re: My 360 Drop Kick
« on: September 19, 2013, 10:42:35 pm »
Remins me not pick a fight with you online of Offline.

1846
Introductions / Re: Hola
« on: September 19, 2013, 10:31:20 pm »
 Thank you thank you! Gaah to many buttons make me confused. Haha^^ Ah, i'll learn the basics of this forum soon enough :3

1847
Introductions / Hola
« on: September 19, 2013, 09:29:51 pm »
Yup, thanks berka for fixing my IP issue and dont delete my account, it's not spam. :) yes, i did read that part because im bored.(i mean seriously, who reads stuff like that)

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