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SQ Character Sheet

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Jul 25th, 2013
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  1. Character Sheet
  2. ---------------
  3. ---------------
  4.  
  5. -------------------
  6. Party Members
  7. -------------------
  8.  
  9. (note that some former party members are listed; not all are necessarily with the main character at any given time)
  10.  
  11. Abigail Fang - The niece of the Archmage of Archon, Yi Fang. She is a talented Spirit mage. 9 years old.
  12.  
  13. Sir Donovan Flint - A knight of Dobshire, the capital of Arland, and fourth son of the lord and ruler of Arland. Wears adamantium half-plate and wields a two-handed longsword. 29 years old.
  14.  
  15. Joey - A young boy from Jacob's Field, now Sir Flint's squire. No particular magical talent. Wears leather armor and wields a shortsword. 16 years old.
  16.  
  17. Angel Auriel - Formerly a powerful angel of the Ringed City, now one of the leaders of Haven. Wears heavy plate steel and wields a sword and a wide, round buckler. Her magic isn't what it used to be, but her experience makes up for the loss in power. 732 years old.
  18.  
  19. Obis Vin - The exiled Prince of Kan Abar. He wears steel-adamantium plate armor and wields a ram-headed shield and a sword. He has no particular magical talent, but possesses a powerfully enchanted cape capable of completely hiding his presence. 32 years old.
  20.  
  21. Ila Marril - Formerly enslaved by the ring city, she is a powerful shadow mage trained in espionage and hand-to-hand combat, and now helps to lead Haven. She wears light leather armor and wields a punching dagger. 26 years old.
  22.  
  23. Freja Blackwater - The daughter of the infamous pirate Vidar Blackwater. The Blackwater family has long passed down a rare combination of Wind and Spirit magics. She wields two enchanted blades that extend out from her vambraces, and wears heavy leather armor with enchanted adamantium plates. 23 years old.
  24.  
  25. -----------------
  26. Shards of Erebus
  27. -----------------
  28.  
  29. Shards of True Darkness: 3
  30. (Isolation)
  31. {Hunger}
  32. (Silence)
  33. {Temerity}
  34.  
  35. New Shard:
  36. {Humanity}
  37.  
  38. Shard Scale: Broken < Fragile < Weak < Normal < Strong < Empowered < Resonant
  39.  
  40. Shards which are 'normal' or stronger give passive bonuses. When a shard falls to 'weak' or below, you lose passive bonuses. Empowered shards grant stronger passive bonuses. Bonuses are related to a shard's nature.
  41.  
  42. Broken - Unable to be used.
  43. Fragile - About to break, but power could still be forced out if needed. Possible backfire.
  44. Weak - Could make the difference in a pinch. Small chance of backfire. Loss of passive shard bonuses.
  45. Normal - The shard is at normal strength. No chance of backfire.
  46. Strong - The shard is charged with dark power, and can make a large difference in battle.
  47. Empowered - The shard is fully empowered, and can easily turn the tide of battle, if the timing is right.
  48. Resonant - (special)
  49.  
  50. --------------
  51. Learned Abilities
  52. --------------
  53.  
  54. Magic Power: Level 4
  55. - slow mana regeneration in dark areas, to a maximum of half mana
  56.  
  57. Resistances:
  58.  
  59. Ailment - Extreme
  60. Shadow - Extreme
  61. Spirit - Strong
  62. Earth - Strong
  63. Water - Fair
  64. Wind - Good
  65. Lightning - Weak
  66. Fire - Weak
  67. Light - Vulnerable
  68.  
  69. --------------
  70. Active (intent-use abilities that don't require mana)
  71. --------------
  72.  
  73. Consume - Devour the latent energy of enemies and magical artifacts to add to your own power and restore your health.
  74.  
  75. Glide - Your aura allows you to glide, dropping safely from large heights or covering large distances if starting from a high position. Gliding is always stealthier than flying.
  76.  
  77. Flight - Spread wings of darkness to soar through the air. Carrying capacity is based on physical strength.
  78.  
  79. Supersonic - Fly at supersonic speeds. You'll move extremely fast, but suffer a large penalty to stealth and magic stealth. Takes 1 turn to activate.
  80.  
  81. Mimic - Take on the vague form of things you've seen. Won't stand up to close examination, but works well in the dark.
  82.  
  83. Snuff - You shadow can put out the lights it touches.
  84.  
  85. Blink - Sight-range teleportation. (Cannot blink through walls, through the ground, into places you can't see, etc. 5-turn cooldown in battle. Auto-cooldown if battle ends. You can only Blink yourself and inanimate objects on your person. Max range 1/4 mile or 0.4 kilometers)
  86.  
  87. Focus - With a burst of concentration, you can significantly improve your detection of both the mundane and magical, but you also drastically increase the risk of giving yourself away. (think sonic ping)
  88.  
  89. Deep Focus - Long-range focus with heightened detection and scouting ability, but with a correspondingly higher chance of revealing yourself.
  90.  
  91. Berserk - Ignore your defenses and strike all around you in a vicious physical assault. Difficult to determine friend from foe.
  92.  
  93. Shadow Eater - Eat an enemy's shadow for a small heal. Their shadow will regenerate over the course of a day. However, things might turn sour if they notice their shadow is missing...
  94.  
  95. Doom Aura - Puts out all lights in an area at once. Large penalty to dodge if used during battle.
  96.  
  97. Compress - By sacrificing strength and defense, you can compress yourself and your aura to the size of a small mouse, greatly increasing dodge and physical and magical stealth. Warning: requires a turn to activate and deactivate.
  98.  
  99. Schattenkrieg - Wrap yourself in your aura and fly toward the enemy, becoming a living missile of darkness. Major bonus to physical attack and armor piercing. Optional: spend 5 mana to add additional shadow attack power. Chance for self-damage based on attack strength and target defense strength. Can stack with berserk, but self-damage is then guaranteed.
  100.  
  101. Analyze - You pause and concentrate on your surroundings, gaining an acute awareness of tricks and traps. Alt: In battle, reveal enemy weaknesses, or other useful information. Takes 1 turn, and may force defense or dodge check.
  102.  
  103. --------------------
  104. Spells (and other abilities that DO use mana)
  105. --------------------
  106.  
  107. Shadow Strike - Strike the foe with needles of darkness. (base power 2. Costs 2 mana)
  108.  
  109. Shadow Assault - Launch a flurry of shadowy projectiles at the enemy. (base power 4. Costs 4 mana. Can hit multiple enemies)
  110.  
  111. Shadow Beam - A concentrated beam of shadow power. Attacks faster than shadow strike/assault, and is more accurate. (Costs 6 mana; 6 base damage)
  112.  
  113. Shadow Blast - A wide, short blast of shadow magic. Costs 7 mana. 7 base damage at close range. Damage decreases rapidly at longer ranges. Can hit multiple enemies.
  114.  
  115. Nightflare - Disrupt target spell or enchantment. (costs 2 mana)
  116.  
  117. Nightblaze - Cancel enchantments and spells in an area around you. Success and range based on mana spent. (Spend 4 to 10 mana. Radius: 30 feet. Additional 20 feet per mana. Alternate: Spend 10 mana to attempt to cancel any one single spell in sight-range with a greatly enhanced success rate)
  118.  
  119. Shadowmeld - Magic-based stealth. Pay any amount of mana. Physical and magical stealth increases based on how much mana was spent until stealth is broken. Can be used to re-stealth mid-battle.
  120.  
  121. Shade - Create an illusory projection of yourself to confuse enemies. (dodge buff. Costs 1 mana)
  122.  
  123. Multishade - Create several illusory copies of yourself, reducing the chance you’ll be hit. More effective against groups than Shade. (costs 3 mana)
  124.  
  125. Gaping Maw - Your jaws crush and warp what you chew directly into the Nether. (costs 4 mana. Buff to strength, large buff to armor piercing. Close range only. If combined with successful consumption attempt, you don't take the extra turn to consume)
  126.  
  127. Spirit Whip - Lash the enemy with a whip of spirit magic. (base power 2. Costs 2 mana)
  128.  
  129. Bind - Trap an enemy in ropes of spirit magic. May spend 0 to 10 mana (determines strength).
  130.  
  131. Fear - Stun and disrupt foes nearby with a spiritual blast of magic. Weaker enemies may flee. (3 mana to cast)
  132.  
  133. Water Strike - A pressurized blast of water imbued with magical force. (2 base power. Costs 2 mana)
  134.  
  135. Ice Strike - Attack the enemy with a flurry of ice. (4 base damage. costs 4 mana. Can hit multiple enemies)
  136.  
  137. Surge - Form a powerful wave of water to manipulate the field of battle and disrupt enemies (5 mana)
  138.  
  139. Tidal Force - Tidal Force - Call upon the power of a huge wave to flood a wide area. Unlike Surge, this requires an immediate water source (10 mana)
  140.  
  141. Heal - Spend either 2, 4, or 6 mana to heal a target 4, 7, or 10 HP, respectively.
  142.  
  143. Purify - Spend 3 Mana: 100% chance to heal 1 ailment on target. Spend 6 mana: 85% chance to heal all target's ailments. Spend 9 mana: heal all of a target's ailments and the ailments of all those you are physically touching.
  144.  
  145. Earthforge - Reshape and move the earth and stone. Mana spend determines power level. Must spend 6 mana to launch a projectile of earth. (2, 4, or 6 mana)
  146.  
  147. Harden - Grant a temporary physical defense boost to an object. Does not work directly on individuals. (3 mana)
  148.  
  149. Sharpen - Sharpen an object, temporarily enhancing its cutting and slicing power. (3 mana)
  150.  
  151. Construct - Create an earthen golem assistant with a tiny power core. It isn't very intelligent, and can follow only simple orders, such as "move that boulder" or "protect this person". Otherwise, it will default to being your bodyguard. It shares earth/shadow elements. Golems last until defeated, but only 1 can be controlled at a time. (4 mana)
  152.  
  153. ----------------
  154. Special - Plot-related or otherwise special unlockable abilities. Some require raw EXP to activate.
  155. ----------------
  156.  
  157. Titanic - You grow titanic in size, doubling your physical strength and defense. You cannot use any other abilities while Titanic (aside from berserk). It would be a bad idea to do this indoors, or around allies. Forgoes all stealth. Can stack with berserk. Lasts three turns. Size minimum 20 feet tall, 7 feet wide. Maximum is double those dimensions. Requires 5 EXP to activate.
  158.  
  159. Pool of Darkness - Spend 15 experience points to create a Shadow element mana pool. Cannot be performed in battle. Mana pools can recharge your mana indefinitely, and may be useful for other things as well...
  160.  
  161. Experience Burn - convert raw, untapped power into mana. 1 EXP per 4 mana. Any amount can be spent, but can only be used once per day.
  162.  
  163. Hypersonic - Fly at ten times the speed of sound. Costs 2 EXP and takes a turn to activate. Can only carry one person or equivalent weight while in this state. Damage, piercing and area of effect of Schattenkrieg scaled appropriately. Momentum is difficult to control.
  164.  
  165. Erasure - All chaotic matter and energy you touch is permanently and totally erased. Lasts 2 turns. (10 EXP)
  166.  
  167. -----------------
  168. Summons
  169. -----------------
  170.  
  171. Wisp - A shadowy wisp from the Nether. (2 base shadow attack). Costs 1 mana to summon, 1 mana per action. Never breaks your control; if you run out of mana, it will merely vanish. [Level 0, Shadow]
  172.  
  173. -----------------
  174. Active Goals
  175. -----------------
  176.  
  177. 1) Sir Donovan Flint's Parasite - Flint's parasite, a demon known as a Shel'Kath, must be removed. You've made a deal with the lich, Yi Fang, to remove it.
  178.  
  179. 2) Abigail's Education - Abigail is learning to control her powers in Archon's Scholomance in a bid to be accepted into the Archonium and rise as Yi Fang's successor. Her rivals are many, and her enemies, powerful.
  180.  
  181. 3) The Staff of Winds - To free the earth elemental, Geb, the sage Taremtis told you to acquire the Staff of Winds - and that Yi Fang would be vital to doing so.
  182.  
  183. 4) The Four Keys - Four magic keys lock the great vault under Jacob's Field. You've learned from Adavan that the vault holds sealed the Goddess of Spirit, Hecate, one of the eight Elemental Lords.
  184.  
  185. 5) City 001 - You want to locate Steward and find out if the constructs will become your ally...but the robots are a complicated bunch, sometimes aggressive, and always secretive.
  186.  
  187. 6) The Throne of Kan-Abar - Obis seeks to regain his throne. It has been foretold he will parish in the attempt without your help.
  188.  
  189. 7) Establishing Independence - You've freed the Shadow and Spirit mages from the clutches of the Ring City, and they see you as their leader.
  190.  
  191. 8) Who is the Black Lady? - You've heard her name spoken across the land in fear and respect - the greatest Shadow mage of the modern age. Is she an ally, filtered through the lens of war and propaganda...or exactly as terrible a foe as advertised?
  192.  
  193. 9) Elven Inquisition - You know not what you truly are; your memories were sealed away. You want to find the elf you believe responsible and ask her some very pointed questions.
  194.  
  195. --------------------
  196. Notes on holdings and forces:
  197. --------------------
  198.  
  199. The Airship Noiralev
  200. -----
  201. Hold:
  202. 100 steel helmets, shields, spears
  203. 5 sets of adamantium half-plate armor
  204.  
  205. Repair:
  206. Engine is intact; rest of ship is pretty busted up. Weapons systems are slag, and the hull and shielding systems are heavily damaged. The jump drive is fried by your overcharge.
  207.  
  208. Forces:
  209. -----
  210. Airship crew: 34 men and women - elite soldiers specially trained to operate airship systems
  211.  
  212. Angels: 54 - powerful light mages that can easily soar through the sky
  213.  
  214. Shadow Mages: 329 - shadow mages of varying strengths, trained as assassins, spies, and field support.
  215.  
  216. Spirit Mages: 34 - Spirit mages that perform specialized tasks for the empire, including summoning, mental interrogation, and teleportation. Untrained for battle, but not defenseless.
  217.  
  218. -----------------
  219. Relative Magic Power Levels:
  220. -----------------
  221.  
  222. Godlike:
  223.  
  224. The Black Lady
  225. Sandalphon
  226. Yi Fang
  227.  
  228. The Highest:
  229.  
  230. 1) Sandalphon
  231. 2) Lucifer
  232. 5) Auriel (before she lost her powers)
  233. 6) Anahita
  234. 7) Michael
  235. 8) Raziel
  236. 14) Tyrael
  237.  
  238. Powerful Mages:
  239.  
  240. Duke Vellik
  241. Auriel
  242. Ila
  243. Cain
  244. Hamil
  245. Adavan
  246. Rogul (the orc that leads Refuge)
  247. Lesser Angels
  248.  
  249. Middleing:
  250.  
  251. Ring City Shadow Mages
  252. Archon Battle Mages
  253. Arland Mage-Knights
  254. Kan-Abar Abaerst (elite fire mages)
  255. Imperial Guild of Magic
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