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- Name: Sigyl Walker
- Equipment:
- Leather Armor
- Broken Pendant
- 71 Gold
- Background: She was born in the Istora forest (Chasal), a part of the Astea clan. She was dragged on a crusade for power and to fight against whatever evils that plague Relvar.
- Weapons: Two curved swords
- Appearance: Sigyl stood at about 5'4 with soft, very light purple that's leaning on the verge of pink eyes, and dark blue short ruffled hair. Sigyl probably weighed about 115 pounds for the most part, but still had a pretty curvy body-type. "This is weird, what are we doing?"
- Mutation:
- From her forehead sprout a pair of bony, curved horns. Along with a ring of spike that grow from within her hair. These spikes are about three inches long, and seem to form some kind of demonic crown.
- Magic: Time magic: This is a mental magic used by mages of the Istora Forest. By using their soul essence to create a field around them that makes them perceive time twice as fast, thus making their enemies appear as if they had been set to slow motion. This magic is highly unstable, and even in the most powerful mages case can only be used for two rounds before leaving the mage feeling completely drained and barely capable of motion.
- As such, those who were born to the clan Ateas will find that instead of a +2. They get a +4 as well as their duration of spells having a chance of lasting 1d4 rounds longer than the initial 1 round.
- Sons and Daughters of Chasal: As an inhabitant of Istora, you find Time Magic comes to you with ease. Thus giving you a +2 to your resistance roll, making it easier for you to recoup after using time magic.
- Quinth type/abilities: Fill this out later
- Skills:
- You get 20 points to spend in the various abilities
- Strength: 3 How hard you hit, as well as what you can move
- Agility: 8 How fast you are on your feet
- Luck: 5 How much loot you may or may not get
- Resistance: 6 How many times you can cast your Quinth abilities, only applicable after you capture a dungeon
- Wisdom: 8 How effective your tatical attacks and Quinth spells are
- Dexterity: 6 How well you can use acrobatics/hold on to your weapons
- Endurance: 3 How effectively you resist spells and damage
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