Post by Game Master on Jan 15, 2007 2:07:21 GMT -5
Firebug
Race: Human (Southern)
age: 20
height: 5'10"
weight: 157
hair: black/shoulder length/small white stripe at forehead (birth mark)
eyes: pale blue
Story: Firebug came from a "middle class" familywho live in the city of Old Timiro. His father teaches elemental magic in the School of Fire Magic at the Timiro College, while his mother works as an empath for the ministry of trade where she assists in negotiating contracts and treaties.
Firebug attended the Timiro College for a period before he found it time to move on, which came shortly after he was asked not to return. Furthering his studies he attended some smaller schools in the area, even some magical schools but eventually left all of those as well. There were many arguments with his parents but finally he left home with whatever he could carry and all the money he had in the world. Maybe he'll see home again someday, but who knows.
For now he's unattached and the world is now his university, everywhere his laboratory, and everyone his experiment.
OCC: Psi-Mystic Level: 4 HP: 29, ISP: 96 (64), PPE: 94 (84)
Current XP: 13,000 Needed for next level: 17,481
Alignment: Anarchist
IQ: 22
ME: 9
MA: 23
PS: 9
PP: 9
PE: 11
PB: 7
SPD: 9
OCC SKILLS:
Speak Southern Tongue 98%, Speak Elven 78%, Speak Ogremesh 78%, Math: Basic 88%, Land Navigation 60%, Dowsing 45%
RELATED SKILLS:
Lore: Demons & Monsters 58%, Lore: Geomancy & Ley Lines 58%, Astronomy & Navigation 58%, Literacy: Southern 63%, Rope Works 58%
Secondary Skills:
Athletics General, Horsemanship: General 58%/43%, Cooking 53%, Use & Recognize poison 44%/36%, First Aid 38%
W.P. Knife +2s, +2p, +2thr
W.P. Whip +2s, +2e, +2d, may not parry
HAND TO HAND: Expert
3 Attacks per Melee, +2 Strike, +3 Parry, +3 Dodge, +2 Roll with punch, +2 Pull punch
Special Abilities:
+1 parry & dodge while on horseback
+1d4 damage while on horseback
+1d6 damage from charge while on horseback
+2 Save vs. Mind control drugs/potions/charms
+4 Save vs. Possession
+2 Save vs. Horror factor
Saves vs. Psionics as a MASTER psionic
Gains one Psionic power from sensitive or Physical at lvls; 3,5,7,9,11,15
Gains 2 wizard spells per lvl.
IQ. Bonus: +8% on all skills (currently reflected)
MA Bonus: 75% Invoke Trust (natural leader)
MA Bonus: 75% intimidation (Fear will keep them in line)
PSIONICS:
Exorcism: Costs 10 isp, Range 8', Requires 30 minutes of preperation & 6d6 minutes with the possessed. Success; 35%/28%. Increase +7% each lvl.
Sense Evil: 2 isp, Range 140' radius, duration 2 minutes per lvl. Mystic may sense supernatural evil beings, general direction, aprox number as well as intensity and source wether it be object/room/person etc.
Sixth Sense: 2 isp, Range 90', Duration: until danger happens or passes. Gives Mystic a precog flash of imminent danger to himself or somebody within range. The character will have no details other then something life threatening will occure within 60 seconds. (4 melees). Power is triggered automaticlly unless the mystic doesn't have the available isp. The following bonuses apply for the FIRST melee round when the attack occurs. +6 Initiative, +2 parry, +3 dodge, may not be surprised from behind.
Meditation: no cost, Range: self, Duration: varies, self hypnotic trance allowing the Mystic to regain 6 isp per hour.
Mind Block: 4 isp, Range: self, Duration: 10 minutes per level. Ability to close ones mind to psychic/mental emanations. When in use the Mystic may NOT use any other psychic power. Mind block prevents telepathy, empathy, hypnotic suggestion, induced nightmares and empathic transfer. Also adds +1 save vs. all psychic and mental attacks.
Bio-Regeneration: 6 isp, Range: Self, Duration: Permanent. Ability to heal ones self through metal will alone. May be used to heal the mystic of disease, poison, or physical injuries. Process requires 1 full minute of concentration, meaning the Mystic cannot use any other psionic power during that time. This power will not replace missing limbs but will restore 2-12 hit points per melee round (15 seconds). In addition, when cuts and scrapes are healed in this manner there is NO scarring. Power may be used as often as every other minute and as long as the Mystic has enough I.S.P.
Detect Psionics: 6 isp, Range: Self, sense range is 30' per lvl of Mystic. Duration: 1 minute per lvl. A mental Probe that will indicate the presence of psionic energy within range. It will not pinpoint where the energy is coming from. The Mystic may probe an individual directly. In this case the Mystic may determine if a Mind block is in place, rough power level of Psionic ability (none, low, medium or high) and if a person is psionicly possessed.
Telepathy: 4 isp Range: read surface thoughts up to 60' and commune with others through thought up to 140' away. Duration: 2 minutes per lvl of Mystic. Prevented by Mind Block and may only save vs. Psionics if suspected. Abilities are obvious. (I hope)
See Aura: 6 isp, Range: 60' must have LOS. Duration: 2 melees (30 seconds). No save allowed but may be stopped with a mind block. All things have an aura normaly invisible to the naked eye. The mystic may learn the following when reading someone or somethings aura;
1. Estimate general lvl of xp. Low 1-3, medium 4-7, high 8 and up.
2. Presence of magic
3. presence of psychic abilities
4. High of low PPE level
5. Healthy or sick
6. Presence of a possessing entity
7. Pesence of an unusual aberation which indicates a serious illness, nonhuman, mutant, or supernatural being in disquise, but no specifics.
Object read: 6 isp, Range: touch, Duration: varies, usually 2d6 minutes. Base skill %s: Impressions: 56% may reveal general alignment of last owner, emotional state, objects general function/use, enchantment, possession and more. Images: 48% will glimps snippets of isolated events in the past. Traumatic and emotional events are easiest to see. Will include impressions giving greater detail. Present: 38% for an additional 4 isp the mystic may focus to see the most previous owner at this very second. The Mystic may attempt to see impressions, images and present details all at once or seperately.
Night Vision: 4 isp, Range: Self, 600', Duration: 10 minutes per level. Through a form of bio-manipulation the Psychic may make his eyes more sensative to light. the eyes can amplify existing light to make visibility posable. Note there must be some light source to work. May not see in total darkness.
Spell Magic:
Lvl:1
Globe of Daylight: COST: 2ppe, Range: up to 30' away from caster. Duration: 12 melee rounds (3 minutes) per level. a small globe of daylight bright enough to illuminate a 12' area per level. It is true daylight so may be used to keep Vampires at bay. The globe can be moved anywhere within 30' of the caster and moves at 12 landspeed.
Sense Magic: COST 4 ppe. Range: 120' diameter. Duration 2 minutes per level of caster. Enables Mage to detect/sense/feel the presence of magical energy. Like a geiger counter, the caster can tell if he is near (within 20') or far (up to max range). The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of invoking magic, or if magic is being used in the range area.
Cloud of Smoke: COST 2 ppe. Range: 90'. Duration 4 melee rounds per level of caster. This spell enables the arcanist to create a cloud of dense, black smoke (30x30x30 foot max) up to 90' away. Victims caught in the cloud will be unable to see anything beyond it and vision is impaired; They can see no more than 3 feet in front of them and those shapes are blurry unless within a foot. While in the cloud, victims will be -5 stike and -9 to parry & Dodge.
Lvl:2
Befuddle: COST 6 ppe. Range 100'. Duration; 2 minutes per lvl of caster. Save vs. spell magic has no effect. An enchantment temporarily causes a victim to become confused and disoriented. Those effected are -2 strike, parry and dodge; Attacks per melee are reduced by half & all skills suffer a penalty of -20%. Each invocation affects only one person.
Detect Concealment: COST 6 ppe. Range Area affect: 30'. Duration: Instant. This spell will instantly negate any concealment spell(s) & reveal any objects which may have been mysticlly concealed. May be directed at a specific area, individual OR an entire 30' area.
Extinguish Fire: COST 4 ppe. Range: 20' radius, up to 80' away. Duration: 1 minute per lvl of caster. Mage may instantly put out up to a total of 40' of flames per 15 seconds. 1 melee.
Mystic Alarm: COST 5 ppe. Range 12' one object. Duration: One YEAR per level of the caster. The spell caster protects his possessions by placing a mystical alarm on them. The invocation creates invisible ward-like symbols on any one, specific, non-living item. If the object is touched or disturbed by anyone other then the spell caster, a silent alarm will buzz in the mages head. The alert is instant at any distance away EVEN if the mage or item is in another dimension. Once disturbed the alarm disappears and must be recast.
Lvl:3
Armor of Ithan: COST: 10ppe, Range: Self OR one other. Duration: 1 minute (4 melee rounds) per level of caster. Named after the magic armor of the dwarf king Ithan, this mystical armor has an AR of 18 and 100 SDC plus 10 sdc per level. The wearer is also 50% resistant to fire, cold and lightmning damage. Recipiants of the armor must be willing and touched to gain armor.
Lvl:4
Astral Projection: COST: 10ppe, Range: Self, Duration: 5 minutes per level. Prep time: must meditate for 4d4 minutes prior to projection. Description: There are two full PAGES in the rule book. Mostly used to journey to the Astral plane of existance, spy on beings and locating invisible supernatural beings. If you are not familier with the concept of Astral Projection and its dangers I do not recommend taking it.
Fire Bolt: COST: 10ppe. Range: 100' +5 per level. Mage may create and direct a bolt of fire. The caster is +4 to strike but target may dodge as normal. The mage fire causes 5d6 damage but the mage may reduce the damage inflicted by increments of 1d6 to a minimum of 1d6 if desired. The damage is increased to 7d6 if within a ley line and 1d6x10 if within a Nexus point.
Shadow Meld: COST: 10ppe, Range: self, Duration: 2 minutes (8 melee) per level. This unique spell allows the caster to step into shadows becoming totally invisible, even to spell magic. The shadow must be a minimum of five feet long to be effective. Theshadow serves as a superiormeans of hiding. The mage can move, walk, or run through the length of the shadow or from shadow to shadow. While in a shadow the caster gains prowl at 60% OR +15% to current skill. Intense light will dispell the shadow, leaving the mage revealed. Any light less then 3 torches in strength will just create more shadows. While in a shadow, attackers are -5 to hit him. Magical and Psionic attacks suffer no penalty.
Gold/valuables: 450gp, Small burnt statue resembling elvis (good luck charm; protected by Mystic Alarm), bag of gold (yet to be evaluated), Scroll of Fiery Touch (defensive, think human torch)
Equipment: 1 set travel cloths, 1 set fine cloths, leather boots, Hooded cloak, belt, blanket, backpack, 2 med. sacks, 2 small sacks, water skin, 3 weeks of rations, notebook, pocket mirror, hair comb and a tinderbox.
Armor:
Studded Leather AR: 13, SDC: 38 (spell armor of Ithan AR of 18 and 140 SDC + 50% resist fire/electricity)
Weapons:
Silver 'coated' dagger 1d6, 8' Bull Whip 2d6, 6' Quarter Staff 2d6
Notes:
Insanity: Psycho-Reliance; Good luck Charm. If lost, Firebug loses ability to cast all spell magic and may not use any psionic ability. Charm must be recovered or replaced. Replacement is subject to GM approval.
May lift 180 lbs.
May Carry 90 lbs.
Race: Human (Southern)
age: 20
height: 5'10"
weight: 157
hair: black/shoulder length/small white stripe at forehead (birth mark)
eyes: pale blue
Story: Firebug came from a "middle class" familywho live in the city of Old Timiro. His father teaches elemental magic in the School of Fire Magic at the Timiro College, while his mother works as an empath for the ministry of trade where she assists in negotiating contracts and treaties.
Firebug attended the Timiro College for a period before he found it time to move on, which came shortly after he was asked not to return. Furthering his studies he attended some smaller schools in the area, even some magical schools but eventually left all of those as well. There were many arguments with his parents but finally he left home with whatever he could carry and all the money he had in the world. Maybe he'll see home again someday, but who knows.
For now he's unattached and the world is now his university, everywhere his laboratory, and everyone his experiment.
OCC: Psi-Mystic Level: 4 HP: 29, ISP: 96 (64), PPE: 94 (84)
Current XP: 13,000 Needed for next level: 17,481
Alignment: Anarchist
IQ: 22
ME: 9
MA: 23
PS: 9
PP: 9
PE: 11
PB: 7
SPD: 9
OCC SKILLS:
Speak Southern Tongue 98%, Speak Elven 78%, Speak Ogremesh 78%, Math: Basic 88%, Land Navigation 60%, Dowsing 45%
RELATED SKILLS:
Lore: Demons & Monsters 58%, Lore: Geomancy & Ley Lines 58%, Astronomy & Navigation 58%, Literacy: Southern 63%, Rope Works 58%
Secondary Skills:
Athletics General, Horsemanship: General 58%/43%, Cooking 53%, Use & Recognize poison 44%/36%, First Aid 38%
W.P. Knife +2s, +2p, +2thr
W.P. Whip +2s, +2e, +2d, may not parry
HAND TO HAND: Expert
3 Attacks per Melee, +2 Strike, +3 Parry, +3 Dodge, +2 Roll with punch, +2 Pull punch
Special Abilities:
+1 parry & dodge while on horseback
+1d4 damage while on horseback
+1d6 damage from charge while on horseback
+2 Save vs. Mind control drugs/potions/charms
+4 Save vs. Possession
+2 Save vs. Horror factor
Saves vs. Psionics as a MASTER psionic
Gains one Psionic power from sensitive or Physical at lvls; 3,5,7,9,11,15
Gains 2 wizard spells per lvl.
IQ. Bonus: +8% on all skills (currently reflected)
MA Bonus: 75% Invoke Trust (natural leader)
MA Bonus: 75% intimidation (Fear will keep them in line)
PSIONICS:
Exorcism: Costs 10 isp, Range 8', Requires 30 minutes of preperation & 6d6 minutes with the possessed. Success; 35%/28%. Increase +7% each lvl.
Sense Evil: 2 isp, Range 140' radius, duration 2 minutes per lvl. Mystic may sense supernatural evil beings, general direction, aprox number as well as intensity and source wether it be object/room/person etc.
Sixth Sense: 2 isp, Range 90', Duration: until danger happens or passes. Gives Mystic a precog flash of imminent danger to himself or somebody within range. The character will have no details other then something life threatening will occure within 60 seconds. (4 melees). Power is triggered automaticlly unless the mystic doesn't have the available isp. The following bonuses apply for the FIRST melee round when the attack occurs. +6 Initiative, +2 parry, +3 dodge, may not be surprised from behind.
Meditation: no cost, Range: self, Duration: varies, self hypnotic trance allowing the Mystic to regain 6 isp per hour.
Mind Block: 4 isp, Range: self, Duration: 10 minutes per level. Ability to close ones mind to psychic/mental emanations. When in use the Mystic may NOT use any other psychic power. Mind block prevents telepathy, empathy, hypnotic suggestion, induced nightmares and empathic transfer. Also adds +1 save vs. all psychic and mental attacks.
Bio-Regeneration: 6 isp, Range: Self, Duration: Permanent. Ability to heal ones self through metal will alone. May be used to heal the mystic of disease, poison, or physical injuries. Process requires 1 full minute of concentration, meaning the Mystic cannot use any other psionic power during that time. This power will not replace missing limbs but will restore 2-12 hit points per melee round (15 seconds). In addition, when cuts and scrapes are healed in this manner there is NO scarring. Power may be used as often as every other minute and as long as the Mystic has enough I.S.P.
Detect Psionics: 6 isp, Range: Self, sense range is 30' per lvl of Mystic. Duration: 1 minute per lvl. A mental Probe that will indicate the presence of psionic energy within range. It will not pinpoint where the energy is coming from. The Mystic may probe an individual directly. In this case the Mystic may determine if a Mind block is in place, rough power level of Psionic ability (none, low, medium or high) and if a person is psionicly possessed.
Telepathy: 4 isp Range: read surface thoughts up to 60' and commune with others through thought up to 140' away. Duration: 2 minutes per lvl of Mystic. Prevented by Mind Block and may only save vs. Psionics if suspected. Abilities are obvious. (I hope)
See Aura: 6 isp, Range: 60' must have LOS. Duration: 2 melees (30 seconds). No save allowed but may be stopped with a mind block. All things have an aura normaly invisible to the naked eye. The mystic may learn the following when reading someone or somethings aura;
1. Estimate general lvl of xp. Low 1-3, medium 4-7, high 8 and up.
2. Presence of magic
3. presence of psychic abilities
4. High of low PPE level
5. Healthy or sick
6. Presence of a possessing entity
7. Pesence of an unusual aberation which indicates a serious illness, nonhuman, mutant, or supernatural being in disquise, but no specifics.
Object read: 6 isp, Range: touch, Duration: varies, usually 2d6 minutes. Base skill %s: Impressions: 56% may reveal general alignment of last owner, emotional state, objects general function/use, enchantment, possession and more. Images: 48% will glimps snippets of isolated events in the past. Traumatic and emotional events are easiest to see. Will include impressions giving greater detail. Present: 38% for an additional 4 isp the mystic may focus to see the most previous owner at this very second. The Mystic may attempt to see impressions, images and present details all at once or seperately.
Night Vision: 4 isp, Range: Self, 600', Duration: 10 minutes per level. Through a form of bio-manipulation the Psychic may make his eyes more sensative to light. the eyes can amplify existing light to make visibility posable. Note there must be some light source to work. May not see in total darkness.
Spell Magic:
Lvl:1
Globe of Daylight: COST: 2ppe, Range: up to 30' away from caster. Duration: 12 melee rounds (3 minutes) per level. a small globe of daylight bright enough to illuminate a 12' area per level. It is true daylight so may be used to keep Vampires at bay. The globe can be moved anywhere within 30' of the caster and moves at 12 landspeed.
Sense Magic: COST 4 ppe. Range: 120' diameter. Duration 2 minutes per level of caster. Enables Mage to detect/sense/feel the presence of magical energy. Like a geiger counter, the caster can tell if he is near (within 20') or far (up to max range). The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of invoking magic, or if magic is being used in the range area.
Cloud of Smoke: COST 2 ppe. Range: 90'. Duration 4 melee rounds per level of caster. This spell enables the arcanist to create a cloud of dense, black smoke (30x30x30 foot max) up to 90' away. Victims caught in the cloud will be unable to see anything beyond it and vision is impaired; They can see no more than 3 feet in front of them and those shapes are blurry unless within a foot. While in the cloud, victims will be -5 stike and -9 to parry & Dodge.
Lvl:2
Befuddle: COST 6 ppe. Range 100'. Duration; 2 minutes per lvl of caster. Save vs. spell magic has no effect. An enchantment temporarily causes a victim to become confused and disoriented. Those effected are -2 strike, parry and dodge; Attacks per melee are reduced by half & all skills suffer a penalty of -20%. Each invocation affects only one person.
Detect Concealment: COST 6 ppe. Range Area affect: 30'. Duration: Instant. This spell will instantly negate any concealment spell(s) & reveal any objects which may have been mysticlly concealed. May be directed at a specific area, individual OR an entire 30' area.
Extinguish Fire: COST 4 ppe. Range: 20' radius, up to 80' away. Duration: 1 minute per lvl of caster. Mage may instantly put out up to a total of 40' of flames per 15 seconds. 1 melee.
Mystic Alarm: COST 5 ppe. Range 12' one object. Duration: One YEAR per level of the caster. The spell caster protects his possessions by placing a mystical alarm on them. The invocation creates invisible ward-like symbols on any one, specific, non-living item. If the object is touched or disturbed by anyone other then the spell caster, a silent alarm will buzz in the mages head. The alert is instant at any distance away EVEN if the mage or item is in another dimension. Once disturbed the alarm disappears and must be recast.
Lvl:3
Armor of Ithan: COST: 10ppe, Range: Self OR one other. Duration: 1 minute (4 melee rounds) per level of caster. Named after the magic armor of the dwarf king Ithan, this mystical armor has an AR of 18 and 100 SDC plus 10 sdc per level. The wearer is also 50% resistant to fire, cold and lightmning damage. Recipiants of the armor must be willing and touched to gain armor.
Lvl:4
Astral Projection: COST: 10ppe, Range: Self, Duration: 5 minutes per level. Prep time: must meditate for 4d4 minutes prior to projection. Description: There are two full PAGES in the rule book. Mostly used to journey to the Astral plane of existance, spy on beings and locating invisible supernatural beings. If you are not familier with the concept of Astral Projection and its dangers I do not recommend taking it.
Fire Bolt: COST: 10ppe. Range: 100' +5 per level. Mage may create and direct a bolt of fire. The caster is +4 to strike but target may dodge as normal. The mage fire causes 5d6 damage but the mage may reduce the damage inflicted by increments of 1d6 to a minimum of 1d6 if desired. The damage is increased to 7d6 if within a ley line and 1d6x10 if within a Nexus point.
Shadow Meld: COST: 10ppe, Range: self, Duration: 2 minutes (8 melee) per level. This unique spell allows the caster to step into shadows becoming totally invisible, even to spell magic. The shadow must be a minimum of five feet long to be effective. Theshadow serves as a superiormeans of hiding. The mage can move, walk, or run through the length of the shadow or from shadow to shadow. While in a shadow the caster gains prowl at 60% OR +15% to current skill. Intense light will dispell the shadow, leaving the mage revealed. Any light less then 3 torches in strength will just create more shadows. While in a shadow, attackers are -5 to hit him. Magical and Psionic attacks suffer no penalty.
Gold/valuables: 450gp, Small burnt statue resembling elvis (good luck charm; protected by Mystic Alarm), bag of gold (yet to be evaluated), Scroll of Fiery Touch (defensive, think human torch)
Equipment: 1 set travel cloths, 1 set fine cloths, leather boots, Hooded cloak, belt, blanket, backpack, 2 med. sacks, 2 small sacks, water skin, 3 weeks of rations, notebook, pocket mirror, hair comb and a tinderbox.
Armor:
Studded Leather AR: 13, SDC: 38 (spell armor of Ithan AR of 18 and 140 SDC + 50% resist fire/electricity)
Weapons:
Silver 'coated' dagger 1d6, 8' Bull Whip 2d6, 6' Quarter Staff 2d6
Notes:
Insanity: Psycho-Reliance; Good luck Charm. If lost, Firebug loses ability to cast all spell magic and may not use any psionic ability. Charm must be recovered or replaced. Replacement is subject to GM approval.
May lift 180 lbs.
May Carry 90 lbs.