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kytonlord

FJ RPG Character Info

Dec 2nd, 2015
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  1. ███████████ Basic Info ███████████
  2.  
  3. Kyton
  4. Orc Wizard (Invoker, Necromancer, Witch)
  5. 24 HP, 53 MP
  6. Defense 129
  7.  
  8. 9 Experience (out of 11 available)
  9. 75 Essence (-15 for Shiklah)
  10.  
  11. "Magic is power, and power is neither gentle nor pleasant."
  12.  
  13. █████████████ Stats █████████████
  14.  
  15. Content Level 153
  16. Comment Level 239
  17.  
  18. Spell Power +0 Attune: Dark +3, Earth +1
  19. Companions 1 (0.5)
  20. Pets 2
  21.  
  22. Strength +1
  23. Agility —1
  24. Toughness +1
  25. Intelligence +0
  26. Willpower +3 +1 non-combat hostilities w/ non-Bosses
  27. Charisma —1 +1 non-combat hostilities w/ non-Bosses
  28. Luck +0
  29.  
  30. ███████████ Abilities ███████████
  31.  
  32. ■ Sorcery
  33. Action - Use *roll picture* to generate a random image as spell inspiration, using one part, concept, or aspect of that image to build a spell from. Costs MP.
  34.  
  35. ■ Cantrip
  36. Action - As "Sorcery" except limited to no more than 1 creature and no more than 1 damage, debuff, or buff. Cantrip cannot summon a creature for more than 1 round. No MP cost.
  37.  
  38. ■ Invoke
  39. Standard Action (X MP, minimum 0) - The invoker utters an incantation using *roll words* and X+1 "favorite tags", where X is equal to the mana spent. Favorite Tags are chosen from the invoker's user profile, or from the target's user profile if the target is another adventurer. Invocations, like spells, can have a wide variety of effects, but invocations typically deal poor damage and are better suited for buffs and debuffs. Invocations have –2 Spell Power, compared to other spells.
  40.  
  41. ■ Vitality Drain
  42. Gain +2 HP for every non-summoned creature knocked Unconscious or Slain during an encounter.
  43. HP gained from Vitality Drain (whether from the passive effect or the attack) can exceed the Necromancer's maximum value.
  44. Standard Action (X MP, min 3, max 12) - The necromancer makes a magical ranged Intelligence or Willpower attack against a creature. This attack deals X–2 Dark damage and cannot Critically Hit. If the attack deals damage, the Necromancer gains X–2 HP.
  45.  
  46. ■ Blood Hex
  47. Gain +2 MP for every non-summoned creature knocked Unconscious or Slain during an encounter.
  48. MP gained from Blood Hex (whether from the passive effect or the attack) can exceed the Witch's maximum value.
  49. Standard Action (X HP, min 2, max 15) - The witch makes a magical ranged Intelligence or Willpower attack against a single creature.
  50. This attack deals X–1 Dark MP damage (HP & MP damage on a Critical hit). If the attack deals damage, the Witch gains X–1 MP.
  51.  
  52. ███████ Feats & Privileges ██████
  53.  
  54. ● Feat ● Ancestral Magic
  55. Your Orcish ancestors are pleased with the pride you take in your heritage. Spiritual forces of the damned (ghosts, spirits, Erma, etc) will be less likely to target you if an alternative option is available. In addition, your Ancestors will ensure that your spells are always available to you, reducing the duration of any Manablock you suffer by 1 round.
  56.  
  57. ● Feat ● Just the Tip
  58. Constant use of your staff has given you greater control over its unholy power.
  59. You may use staves, wands, and similar tools to cast Cantrips, without spending MP or charges. Use the item's normal image search and number rolls, but follow the rules for casting a Cantrip. Scrolls, spellbooks, and other objects without a randomized image result cannot be used in this way.
  60.  
  61. ● Feat ● Take Me to your Leader
  62. No other army can quite match the sheer domination an Orcish Warlord has over his horde. Commanding a heady mix of fear, loyalty, envy and respect, he drives them to death and glory. You've been exposed to every possible reason one warrior might be led by another, and as a result, you're particularly good at realizing where someone's loyalties really lie. As a Prince of Blood, using these ties to hurt them just feels right.
  63. You gain +1 Willpower and Charisma for non-combat hostilities (Interrogation, Intimidation, etc) against non-Bosses.
  64. When a non-Boss, non-summoned creature is knocked Unconscious during a round in which you successful attacked it, you gain 1 charge. Charges last until the end of the Quest, or until spent. You may spend Charges for the following effects.
  65. 1 Charge: Taunt a Boss creature for 1 round.
  66. 2 Charges: +1 to one stat for 2 rounds.
  67. 3 Charges: Your next spell is Inspired or Empowered.
  68.  
  69. ● Privilege ● Fair Deals
  70. You can go to an armorer or other merchant of "male" interests and assume you’ll get a fair deal and not be taken advantage of.
  71.  
  72. ● Privilege ● Freedom of Religion
  73. You can practice religion without subjugating yourself or thinking of yourself as less because of your sex.
  74.  
  75. ● Privilege ● Definitely Not a Wench
  76. You can travel without being profiled as a prostitute because of your expression or appearance.
  77.  
  78. ███████ Blessings & Powers ██████
  79.  
  80. ● Blessing ● Prince of Blood
  81. Free Action (4 MP) - Once per encounter, incite yourself and a touched creature to Bloodlust for 1 round. Bloodlust allows you to take a second Standard Action on your next turn. You cannot cast this spell without affecting a second creature.
  82.  
  83. ● Power ● Corrupting Conjuration
  84. Free Action (Necromancer only) - Twice per encounter, give a demon, undead, or spirit you have summoned +1 Presence, Fading, or Vigor, or +4 HP or MP. If you use this ability on an undead creature, you may double this bonus or apply it to two of those qualities.
  85. Standard Action (X MP, Necromancer only) - Make a magical ranged Willpower attack against a spirit, undead, or summoned creature. This attack deals X damage and gains a 1/4 X bonus to the roll, where X is the mana spent. On a critical hit, or against a summoned creature, the target takes triple damage or is immediately banished. If the target is not an undead creature, then this attack roll is contested by the target's Presence, Fading, Willpower bonus, or 1/4 their HP (whichever is greater).
  86.  
  87. ● Power ● Erupting Evocation
  88. Free Action (4 MP) - Once per encounter, your next damaging spell or magical attack deals +4 damage to a single affected creature. If you are an Orc, that spell or attack Dazes all creatures it hits for 1 round, except for Orcs and Half-Orcs.
  89. Standard Action (X MP, minimum 1) - Make a Luck roll with a –2 penalty and a bonus equal to 1/4 the MP spent. If you are an Orc, you may channel your power through the ground to add your Strength bonus (if any) to this roll.
  90. If the roll succeeds, make an attack against a target creature and every creature in melee range of them.
  91. If the roll fails, make an attack against every creature in the area.
  92. This is a magical ranged Willpower attack with a –2 penalty. This attack deals X damage and gains a 1/4 X bonus to the roll, where X is the MP spent. Critical Hits deal normal damage, but Daze the victims for 2 rounds. Roll once and compare the result to all affected creatures, who contest the roll with their Agility bonus (if any). If you channeled the power through the ground, then this attack deals Earth damage, deals no damage to Soaring creatures, deals half damage (rounded up) to Hovering creatures, and gains a +2 bonus against all creatures on or near the ground.
  93.  
  94. ███████████ Inventory ███████████
  95.  
  96. ● Item (weapon, dagger) ● The Thistles of Zillywich
  97. Free Action (4 MP) - When you cast your next spell this round, you may also recast a spell you'd cast last round as though it were a 4 MP Sorcery. Resolve both spells independently.
  98.  
  99. ● Item (weapon, mace) ● Rumbling Mace
  100. Attacks with this weapon have a 50% chance to deal Penetrating damage (ignoring Protection and Durability).
  101. There is a slot on the Mace's handle where the Ring of Depths can be slid.
  102.  
  103. ● Item (spellcraft) ● Staff of Shaman Magic
  104. Spellcraft (4 MP) using "roll 1, 1-15" on an image search for "shaman magic" to cast the spell.
  105.  
  106. ● Item (clothing) ● Wizards' Robe
  107. Grants the wearer Attune 2 [Dark].
  108.  
  109. □ Item (clothing) ● Necromancer's Robe
  110. [NOT IN USE]
  111. Grants +4 MP. Has 3 charges for its special powers.
  112. Free Action (1 charge, Wizard only) - Command an undead, giving it Courage [2] and +1 Vigor, Presence, Fading, or +4 HP or MP.
  113. Free Action (1 charge, Cleric only) - Turn an undead, giving it Fear [2] and ‒1 Vigor, Presence, Fading, or ‒4 HP or MP.
  114.  
  115. ● Item (wrists) ● Mana Bracers
  116. Grants +4 MP.
  117.  
  118. ● Item (ring) ● Ring of Depths
  119. Grants the wearer Attune 1 [Earth, Dark].
  120. Can be slid onto the "Rumbling Mace," gaining 1 charge per encounter after the Mace is used in an attack.
  121. Spend a charge to add Influence [Earth] or Influence [Dark] to a Sorcery or Cantrip you cast.
  122.  
  123. ● Item (ring) ● Empty Band
  124. Grants the wearer a second "versatility" gem slot, currently holding the Fiendish Gemstone.
  125.  
  126. ● Item (gem) ● Fiendish Gemstone
  127. If you have at least +2 Willpower, you may use Prince of Blood a second time in an encounter, but must target an evil creature.
  128. When you use your Prince of Blood power on an evil creature, you regain 4 MP and you become evil for 4 rounds. During this time, you gain the target's creature type (in addition to your own), and some other effect based on the Gemstone's slot.
  129. □ Defense ● The creatrue gains Invulnerability [1] and you gain their Weaknesses and Resistances (but not Immunities) for 4 rounds.
  130. ► Versatility ● The creature gains Flawless [1] and you gain one non-offensive power or feat they possessed (if any) for 4 rounds.
  131. □ Offense ● The creature deals +4 damage for 1 round and you gain one offensive power or feat they possessed (if any) for 4 rounds.
  132.  
  133. ● Item (gem) ● Opal
  134. □ Defense ● Activate to lower the chance of being affected by random target actions by 50%. This has a high chance of drastically reducing the overall number of affected targets of those actions.
  135. ► Versatility ● Activate to redirect incoming or recent damage from yourself to your follower, or vice versa.
  136. □ Offense ● You can spend 4 MP after a spell is cast to pick some aspect of that spell's image and use it to modify an attack on your turn.
  137.  
  138. ██████████ Consumables ██████████
  139.  
  140. 13 d'jay
  141.  
  142. ● Item ● Roachstone
  143. Free Action - Your next spell gains Influence [Void] and is more likely to deal Dark damage.
  144. Make a WIL or INT roll; the Roachstone is destroyed if you fail.
  145.  
  146. ● Item (oil, potion) ● Midas Flask
  147. A small flask containing a clear liquid. Anything the liquid touches is turned to gold, a Rare Earth Metal which is effective versus Undead and Dark Creatures. This increases its monetary value at the cost of the items' integrity (Weapons suffer an attack penalty: -1 misc./ -50 strike, Armor imposes a -50 penalty to Defense. DM may add other effects as needed).
  148. Standard Action - Throw as a ranged Agility attack. This attack deals 8 damage and causes Weakness (Fire and Physical damage) [2].
  149. This attack cannot Crit.
  150.  
  151. ● Item (potion) ● Crippling Potion
  152. Standard Action - Inflicts Cripple [2].
  153.  
  154. ███████████ Followers ███████████
  155.  
  156. ● Companion ● Shiklah the Succubi
  157. 8 HP, 24 MP, Str -1, Agi +1, Tuf +0, Int +1, Wil +2, Cha +2, Lck +0
  158. All males on the battlefield, whether friend or foe, suffers an Anti-Taunt against her, unless she is the only combatant they face. (Cannot willingly attack her, and must employ means to avoid harming her)
  159. Spellcraft (8 MP) - Summon a demon using "1-5" on an image search, with a three word phrase containing "demon".
  160. Standard Action - Once per Quest, target a male creature and make a Charisma roll. If the roll succeeds, that creature is seduced (?).
  161. Shiklah cannot recover MP by any means during a quest (but may do so after each Quest as normal).
  162.  
  163. █████████████ Fluff █████████████
  164.  
  165. Kytonlord ("Kyton") studied magic from the Orcish Warlord Hjerroc the Arcane, but left his tribal encampment to better understand the power outsiders possessed. He is gruff, impatient, and exceedingly prideful. His poor social skills are tempered by cunning, intuition, and the thirst for power that carried him through Hjerroc's ranks so quickly. Honor and tradition are important to the Orcish tribes, and Kytonlord keeps these values even as he wanders. He'll eagerly join a battle or fight, but he normally won't hurt innocents or children, and he's not a fan of deception and subterfuge.
  166.  
  167. The Thistles of Zillywich are the thistles that belonged to a silly witch.
  168. Originally a pair of humble needles, the witch of Blimbleybooper spent a full Kringlepomp Festival knitting with Sumplump threads, which can only be harvested by the Yibbletop Boys of Rundidedly. This imbued the needles with magical power, to nobodies great surprise. Now they rest on the sacred Yunglerizz Altar, awaiting the day they can be used for shits and giggles.
  169.  
  170. The Prince is one who destroys, and as the Prince of Blood, you are suited to using bonds and relations to devastating effect. Under your power, allies will grow bloodthirsty, to the point that they may even hate you, but destroying bonds and relations fills your role as well as using them to destroy others.
  171.  
  172. ███████████ Reference ███████████
  173.  
  174. ● Quest History ●
  175. A Call to Arms (DM)
  176. A Problem with Mudkips (DM)
  177. A Line in the Sand (DM)
  178. The Skaian Skirmish
  179. Grave Peril
  180. Destiny's Labyrinth (DM)
  181. Autocrats with a Capital "Au"
  182. The Festival of Kalypse
  183. The Long Nightmare (DM)
  184. Assault on Hagglers' Hill (DM)
  185. The Zenith Anvil
  186.  
  187. ● Offered Prestige Paths ●
  188. Dominator, Elementalist, Conjurer
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