Shei-sher goat for holyquest

mixedupDiscord Sep 15th, 2013 (edited) 1,170 Never
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  1. Name:              Shei-sher
  2. Gender:            Male    
  3. Race:              Goat    
  4. Class:             Spellwright    
  5. Age and Maturity:  12---> 15->11(almost 12)---> 16    
  6. Deity:             S̶a̶b̶u̶u̶l̶ ̶-̶-̶ ̶D̶r̶e̶a̶m̶i̶n̶g̶ ̶(̶F̶)
  7.                   ̶ ̶S̶h̶'̶h̶a̶r̶e̶l̶ ̶-̶-̶ ̶G̶o̶a̶t̶s̶ ̶a̶n̶d̶ ̶L̶o̶y̶a̶l̶t̶y̶ ̶(̶M̶)̶
  8.                    Buiwong -- Spiders and Fables (M)
  9. Alignmaturity:     Lawful Good---> Neutral Good----> Neutral Evil----> True Neutral
  10. Skills:
  11. -(RACIAL)Goatcraft: passive; Min -1 for all climbing and agility rolls, and can use anything as food, including non-food items
  12. -(RACIAL)Highlander: passive; You naturally adapted to the conditions of mountainous areas. Cold damage is reduced by 1 (minimum of 1 damage). Rolls affected by Goatcraft are automatically successful in mountainous terrain. Your attacks made from high ground receive a +1 bonus.
  13. -(RACIAL)Restless: passive; The founders of coffee drinks and rumored to never sleep, goats always seem to have much more energy for a creature of their size. While you and your kin neither confirm nor deny the rumors, you do have an unnatural tolerance to sleep magic and effects. You are completely immune from skills such as Sleep Serum or Knockout as well as magic meant to put you to sleep and are no longer required to rest for the night on long journeys (although your companions will probably keep you)
  14. -(RACIAL)Griffon Flight: Griffons can fly, and have a +1 bonus to divebomb attacks from high altitude. This is about as taxing as running at full speed.
  16. -ASTRAL PROJECTION: spell; you project your spirit, leaving your physical body behind as you send yourself to a distant location. While projecting, your body is unconscious and immobile, and you are unaware of anything that happens to it unless you are in its vicinity. Your spirit is intangible and invisible, but can still be detected by magic or other spirits, and it cannot manipulate or pass through physical objects. Wherever your spirit travels, you can hear and see everything around you in the physical world. Returning to your physical body is automatic.
  17. -TINKER: Can repair broken objects, restore negative quality weapons to +0, fix up worn down loot to make it more valuable or get a poorly working mechanism back into shape.
  18. -APPRAISE: instant; Determine the number of remaining hits and wounds on an enemy, and possibly weaknesses. More powerful enemies may be harder to Appraise. Out of combat, quickly determine value of objects, study mechanisms and documents, size up other ponies, etc.
  19. -SPELL EMULATOR: passive. The smith gains access to 2 points worth of Spells, taken from any class or mix of classes. These spells can be used normally, but obey all their usual restrictions.
  20. -SPELLBREAKER: recharge 2 (minus 1), spell, ranged; nullify a spell or magic effect
  21. -PHASE AURA: Your body sheds light in a small radius of 5 meters, in a color you choose when you learn this skill. All creatures in this range cannot turn invisible or become hidden, creatures already hidden or invisible are made clear, and incorporeal beings and lingering magical effects and wards manifest a visible shape. Effect persists roll minus five turns (six lasts one, seven lasts two, etc.)
  22. -CURSE OF IRON+1: Recharge 3(minus 1); Heats up the weapons and armour of the target to a red hot blaze, burning those who touch them. Disarms the target as well as deals damage, and makes their weapons impossible to pick up for a turn afterwards. Autocrits heavily armoured targets.
  23. -GABBY'S SEAL: Turns a living enemy into an walking corpse. For all intents and purposes this target now counts as Undead and a corpse. This effect ends if someone removes the seal from their body.
  24. -CONTROL+1: Spell, attempts to take control of a hostile or neutral undead. More powerful undead may require a higher minimum roll. Also used to take control of a larger undead at recharge 2.
  25. -Dark Corridor; instant: Conjure a corridor that takes to somewhere you've been to previously. Results may vary with longer distance between target locations.
  26. ------------------------------------- ------------------------------------------------- ----------------------------------------
  27. -Jhana of Malleable Flesh: Spell, Recharge 2(minus 1): You can escape from any physical binding or grapple by moving yourself freely through space in a radius of three meters in any direction. During this time, you are considered intangible for the purposes of moving through physical obstructions, unless said obstruction is larger than your three meter radius. This ability naturally has DC - 2 and stacks with other bonuses.
  28. >Passive: You can contort your body into any shape with ease; this reduces the DC of Helplessness Recovery by 1
  29. ------------------------------------ -------------------------------------------------- ----------------------------------------
  30. -Chorazin's Miracle: recharge 4(minus 1); Summons a burst of colorful butterflies that latch onto the target. Reduces an angel or demon's Ranking, resulting in a rollback of their bonuses, skills, etc to the previous rank. May be used to reverse demonization or angelfication of recently turned mortals.
  33. BP =5                                 EP =6                             H/W =8/7                           PM =2
  34. BP Used = 3BP for Alchemy, 1BP for Control, 1BP for Curse of Iron         EP Used = 4EP for Wounds, 2EP for Hits      PM: Max 2 minions
  35. Witching Lantern Charges: 1
  36. >>>DATA -2 wounds stolen by Metatron = REAL H/W =8/5
  38. Talent: Timid; +1 to actions when not involved in combat. Does not apply to social rolls e.g. Intimidate, persuade, etc.
  41. --I Dream of Alchemy+2: Instant; Thrice per session; Forge a small- to medium-sized object out of a natural elemental source, such as water or earth. If this object is a weapon, it carries the elemental properties* of the material it was made from and is +1 quality on a critical forging roll. Objects made with this skill disappear after a few hours. If this skill is used to make Bits or fake documents, they are obviously counterfeit upon close inspection. Keys made with this skill work just as well as their real counterparts, but break after being used. Forging an object requires access to an amount of source material equivalent in size to the desired object.
  42. --A Vision of Thralls: Twice per combat; Instant; Summon either 1 monster from the “Medium” tier, or 2 from the “Small” tier of the Compendium of Monsters. If “I Dream of Monsters” has already been chosen, this skill’s rolls get +1. Grants one Pet Mastery point. All summoning weakens the Firmament.
  43. >
  44. --Phantasmagoria of Conquest: 3 times per Combat; Automatic; Sacrifice X hits to deal 4X damage and inflict a status condition on up to 3 targets.
  45. Sends a hot, white wind of energy around the vicinity and wrapping its targets. The wind plants a Vampiric Garden in the area, flowers, fungi, grasses, and herbs grow from the afflicted target's skin applying +1DC to all rolls for 3 turns. The Vampiric Garden affecting a target can be healed to prolong its effect another turn and raise the DC another point for a maximum of +3DC. The afflicted opponent cannot be healed without healing the Vampiric Garden, but not Vice-Versa. The Vampiric Garden can be destroyed or preemptively counteracted by a successful roll with fire, electricity, or pestilence. For this reason the effect cannot be applied to molten, or non-physical creatures. Reusing the skill on afflicted targets renews status duration and adds a point of Dice Challenge.
  48. --Sulphureous Brume: Recharge 2(minus 1); Ranged; Pick two targets; This effect spreads a mist around those targets which will either increase their damage received by 2 for 2 turns, or reduce their damage dealt by 2 for 2 turns. Effect is chosen when cast.
  51. --Black Threads; Spell; Ranged; Recharge 3(minus 1); Create a tether between two targets. What happens to one target (damage, status effects, intimidation, persuasion etc.) will also happen to the other. Killing one target does not kill the other.
  52. --What If: Automatic; Once per Day; You may switch out your talent for a different one. This effect lasts 24 hours, and can be manually disabled prior to the time limit.
  55. --Can I Borrow This?: Instant; Recharge 3(minus 1); Ranged; On success, you steal 1 of the target's chances to act next turn, completely stunning them if they can only take 1 action per turn. Next turn, you can use this stolen action in addition to your normal ones.
  56. --Impatience: Passive/Instant; As a passive effect, all recharge periods on your abilities are reduced by 1. As an Instant action, you can reduce 1 ally's current recharge periods by 1.
  58. Inventory:
  59. 250bits
  60. (Equipped)
  61. [ARMOR]
  62. Mariposan ceremonial Patrician's Tunic
  63. Silver Anklet
  64. [WEAPON]
  65. Staff with small hammer and rings at the end
  66. Staff of the Cloudsmith: Roll to change the weather in the local area to rainy, cloudy, stormy, or clear. Can store one weather pattern that is not on this list in its orb for future use
  67. [BAG]
  68. sheep stomach bag (under coat)
  69. (Within Bag)
  70. vine-and-origami headdresses (from Circadia make's wearer less noticeable by Evil beings)
  71. [MISC]
  72. Chalk
  73. quil
  74. Sketchbook
  75. Crow-ley's Book of Sigils
  76. pouch of salt
  77. praymore (for soothing wounds)
  78. Vials
  79. Vial of orange goop
  80. Vial of mercury
  81. Vial of crow Blood (Vial treated for blood to never spoil)
  82. Vial of Jasmine juice (vial treated for juice to never spoil)
  83. Vial of ink
  84. Feathers
  85. Crystal ball and pieces (broken) can sustain a forest
  86. Matches
  87. Black leather cloak with a circle inscribed within a square woven in silver color on the back
  88. HALF Red Skull
  89. [Game additive]
  90. 1 1/2 flasks of dark matter (contained within a vial of infinite resources)
  91. vial of infinite resources
  92. Tree of sapphen (planted in Vadahara)
  93. Witching Lantern
  94. Piece of Vipaka (Chariot flesh) (4 pieces)
  95. p̶h̶e̶o̶n̶i̶x̶ ̶p̶e̶t̶.̶ ̶d̶o̶r̶m̶a̶n̶t̶ ̶w̶i̶t̶h̶i̶n̶ ̶m̶a̶t̶c̶h̶
  96. An effigy of Pravda's throne (for summoning the Demon Lords)
  97. Small crystal scrying orb (ThreeCoins)
  98. V̶a̶e̶ ̶V̶i̶c̶t̶i̶s̶:̶ ̶U̶p̶o̶n̶ ̶a̶ ̶s̶u̶c̶c̶e̶s̶s̶f̶u̶l̶ ̶h̶i̶t̶,̶ ̶t̶h̶e̶ ̶t̶a̶r̶g̶e̶t̶'̶s̶ ̶D̶C̶ ̶t̶o̶ ̶H̶i̶t̶ ̶n̶e̶x̶t̶ ̶t̶u̶r̶n̶ ̶b̶e̶c̶o̶m̶e̶s̶ ̶0̶,̶ ̶s̶u̶c̶h̶ ̶t̶h̶a̶t̶ ̶e̶v̶e̶n̶ ̶a̶ ̶c̶r̶i̶t̶f̶a̶i̶l̶ ̶s̶u̶c̶c̶e̶e̶d̶s̶ ̶a̶g̶a̶i̶n̶s̶t̶ ̶t̶h̶e̶m̶.̶[Disposable materials]
  99. A supply of Regina's white orchids
  101. ====Tablets====
  102. >Figure of the Loyal Hoplite: For the rest of combat, all actions allies take autocrit; normal failures are re-rolled once per turn; critfails incur no penalty
  103. >Figure of the Indomitable Emperor: 15d10 wave of terror, each success autocrits; all enemies in range are struck with awesome fear of the user and allies
  104. >Image of the Falling Stars: 10d10 meteor shower, each success dealing autocrit damage to all in range (allies get free action to flee)
  105. >Image of the Endless Garden: Party and all allies are fully healed; their Hits and Wounds are doubled; until the end of combat, they cannot go helpless, merely losing 1 wound if their Hits fall to 0, after which their Hits are restored to their full (doubled) amount.
  106. >Figure of the Mountain Goddess: 20d10 earthquake, each success dealing autocrit damage to all in range (allies get free action to flee)
  107. >Image of the Broken Earth: 25d10 volcanic eruption, each success dealing autocrit damage to all in range; failures are re-rolled once; Magma damage on all successes (allies get free action to flee)
  110. -_SACRIFICED_-
  111. >̶N̶a̶m̶e̶:̶ ̶P̶h̶e̶o̶ ̶
  112. >̶G̶e̶n̶d̶e̶r̶:̶ ̶f̶e̶m̶a̶l̶e̶ ̶
  113. >̶H̶/̶W̶:̶ ̶4̶/̶4̶ ̶>̶S̶k̶i̶l̶l̶s̶:̶ ̶
  114. >̶B̶l̶i̶n̶d̶i̶n̶g̶ ̶F̶l̶a̶r̶e̶:̶ ̶R̶e̶c̶h̶a̶r̶g̶e̶ ̶2̶;̶ ̶A̶ ̶d̶a̶z̶z̶l̶i̶n̶g̶ ̶d̶i̶s̶p̶l̶a̶y̶ ̶o̶f̶ ̶l̶i̶g̶h̶t̶ ̶b̶l̶i̶n̶d̶s̶ ̶f̶o̶e̶s̶,̶ ̶D̶a̶z̶i̶n̶g̶ ̶t̶h̶e̶m̶ ̶a̶n̶d̶ ̶l̶o̶w̶e̶r̶i̶n̶g̶ ̶t̶h̶e̶i̶r̶ ̶d̶a̶m̶a̶g̶e̶ ̶b̶y̶ ̶h̶a̶l̶f̶.̶ ̶
  115. >̶R̶e̶s̶u̶r̶r̶e̶c̶t̶:̶ ̶A̶u̶t̶o̶m̶a̶t̶i̶c̶ ̶I̶n̶s̶t̶a̶n̶t̶,̶ ̶O̶n̶c̶e̶ ̶p̶e̶r̶ ̶S̶e̶s̶s̶i̶o̶n̶;̶ ̶A̶f̶t̶e̶r̶ ̶t̶h̶e̶ ̶p̶h̶o̶e̶n̶i̶x̶’̶s̶ ̶c̶o̶r̶p̶s̶e̶ ̶i̶s̶ ̶l̶o̶o̶t̶e̶d̶,̶ ̶i̶t̶ ̶r̶e̶v̶i̶v̶e̶s̶ ̶a̶n̶d̶ ̶b̶l̶i̶n̶d̶s̶ ̶a̶l̶l̶ ̶n̶e̶a̶r̶b̶y̶ ̶c̶r̶e̶a̶t̶u̶r̶e̶s̶ ̶a̶n̶d̶ ̶f̶l̶e̶e̶s̶.̶ ̶I̶f̶ ̶i̶t̶ ̶d̶i̶e̶s̶ ̶i̶n̶ ̶t̶h̶e̶ ̶m̶i̶d̶d̶l̶e̶ ̶o̶f̶ ̶c̶o̶m̶b̶a̶t̶,̶ ̶i̶t̶ ̶r̶e̶v̶i̶v̶e̶s̶ ̶o̶n̶e̶ ̶t̶u̶r̶n̶ ̶l̶a̶t̶e̶r̶,̶ ̶b̶l̶i̶n̶d̶i̶n̶g̶ ̶e̶v̶e̶r̶y̶t̶h̶i̶n̶g̶ ̶a̶n̶d̶ ̶f̶l̶e̶e̶i̶n̶g̶.̶ ̶
  116. >̶M̶a̶l̶l̶e̶a̶b̶l̶e̶ ̶M̶o̶r̶p̶h̶o̶l̶o̶g̶y̶:̶ ̶P̶a̶s̶s̶i̶v̶e̶;̶ ̶F̶u̶s̶i̶n̶g̶ ̶w̶i̶t̶h̶ ̶a̶n̶y̶ ̶s̶m̶a̶l̶l̶-̶s̶i̶z̶e̶d̶ ̶o̶b̶j̶e̶c̶t̶ ̶b̶e̶c̶o̶m̶e̶s̶ ̶A̶u̶t̶o̶m̶a̶t̶i̶c̶;̶ ̶i̶f̶ ̶i̶t̶ ̶i̶s̶ ̶a̶ ̶w̶e̶a̶p̶o̶n̶,̶ ̶i̶t̶ ̶g̶a̶i̶n̶s̶ ̶t̶h̶e̶ ̶F̶i̶r̶e̶ ̶e̶l̶e̶m̶e̶n̶t̶ ̶a̶n̶d̶ ̶+̶1̶ ̶t̶o̶ ̶a̶l̶l̶ ̶a̶c̶t̶i̶o̶n̶s̶ ̶d̶o̶n̶e̶ ̶w̶h̶i̶l̶e̶ ̶u̶s̶i̶n̶g̶ ̶i̶t̶.̶ ̶C̶a̶n̶ ̶b̶e̶ ̶u̶s̶e̶d̶ ̶o̶u̶t̶s̶i̶d̶e̶ ̶c̶o̶m̶b̶a̶t̶ ̶t̶o̶ ̶m̶e̶l̶d̶ ̶i̶n̶t̶o̶ ̶l̶a̶r̶g̶e̶r̶ ̶o̶b̶j̶e̶c̶t̶s̶ ̶a̶n̶d̶ ̶i̶n̶t̶e̶r̶a̶c̶t̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶m̶ ̶(̶w̶i̶t̶h̶ ̶r̶e̶a̶s̶o̶n̶a̶b̶l̶e̶ ̶l̶i̶m̶i̶t̶s̶ ̶v̶a̶r̶y̶i̶n̶g̶ ̶b̶y̶ ̶o̶b̶j̶e̶c̶t̶ ̶s̶i̶z̶e̶)̶.̶ ̶I̶f̶ ̶t̶h̶e̶ ̶o̶b̶j̶e̶c̶t̶ ̶i̶s̶ ̶b̶r̶o̶k̶e̶n̶,̶ ̶P̶h̶e̶o̶ ̶l̶o̶s̶e̶s̶ ̶1̶ ̶w̶o̶u̶n̶d̶ ̶a̶n̶d̶ ̶i̶s̶ ̶e̶j̶e̶c̶t̶e̶d̶ ̶a̶u̶t̶o̶m̶a̶t̶i̶c̶a̶l̶l̶y̶.̶
  118. Name: Gadriel
  119. HP: 25
  120. ShapeShift
  121. Corpse Explosion
  122. Marksman Shot
  123. Trick Shot
  124. Spell Resonance
  125. Heal
  126. Inure
  127. +1 to all abilities
  129. Appearance:
  130. AGE 12: A young cute looking kid. He has pale fur a gray sheen and dark green eyes. His horns are stubby. And over all he seems to be a meek child goat with a shy personality.
  132. AGE 15: Shei-Sher's horns have grown long enough to develop a curve, his eyes are more fiery than they once were and overall the goat has developed a more piercing appearance.
  134. AGE 16: Shei-Sher is a kid brimming with potential and at the precipice of realizing himself. He has the serenity to accept loss and the heart to endure hardship. His horns have grown a couple inches though are slender. He bears wings of jet black belonging to his godmother and is prepared to sacrifice himself for a greater purpose.
  136. Description:
  137. A young apprentice alchemist/servant of the notorious occultist Aliester Crow-ley from Mr’uthgar. Amongst the goat kin within the servant stocks of Mr'uthgar, Shei-sher was a profoundly timid kid, even around brothers and sisters of his own kind. Such an unfortunate trait to have. Especially when Aliester Crow-ley had been lurking the stocks searching for a new errand boy. It was Shei-sher that caught his eye. Unnaturally shy and submissive. Just what he had been looking for. Crow-ley that mad magician had found the perfect servant to subject to his experiments, one who wouldn't dare question, one who would naively trust anyone who fed them, and most importantly one who would never cross their mind with thoughts of escape. And so Shei-sher had spent most of his upbringing being apprentice, servant, and guinea pig to Aliester Crow-ley.
  138. At least until he was sent away to journey the world. "Shei-Sher my apprentice, I am afraid we can no longer perform our ventures together. You have exceeded your worth but still posses the mind of a child.. I will send you away, so you may find yourself. And when you have matured enough, come back to me.. That is when we may continue." Shei-sher now journeys Accorsia in attempt to discover what it is to be a buck.
  140. HQ NOTES
  141. Autumn: no, but Miracle, and Blessings, mentioned a witch named Vizsla
  142. Autumn: one of the three witches of Gehenna
  143. Autumn: no. but volkama said she's the one responsible for bringing the demons to starchart. miracle and blessings said that she and the other witches were planning on using the spells of the sons of god to open the seal of tartarus and let out a Beast imprisoned there, one of the Old Chaos which exists outside of existence
  144. Autumn: for reference, the sons of god were demigods in their own right; the witches can cast spells of theirs that would take a whole crew of archmages to do normally
  145. Autumn: blessings and miracle also mentioned that azawakh, one of the witches, was killed by amy
  146. Autumn: prior to amy's joining the game
  147. Autumn: but clearly in order for that to happen, she'd have to have been weakened, which blessings confirmed
  149. Witching Lantern: Catalyst; Enables the use of Control on demons. If Control is not known, holder gains Control for as long as they carry this. Holds 3 charges. Charges are only consumed by successful uses of Control, never failures. Charges are gained by feeding the Lantern a soul of a recently-deceased being.
  151. --Effect: Resting Comfortably: If a demon is sufficiently weakened (>=10% HP remaining), the user may roll 1d10 to attempt to seize the demon, trapping it inside the Lantern. The roll must beat the percentage of HP that the target has remaining, rounded down.
  153. --Cursed: In the presence of this item, demons in combat will retain at least 10% of their HP when attacked. When attacked further, they will retain 5% of their HP. For example, if a demon has 40 HP but takes 50 HP worth of damage, it will retain 4 HP. If it takes more damage, it will retain 2 HP.
  155. Description: A dark brass lantern with a chilling white flame. An accidental result of Mudi the Young's practice of life-draining, quickly refined by envious Vizsla. Demons, beings of uncapped willpower and potential, can hardly be controlled, but the soul-flame of the Lantern enables the user to steer and direct demons with their will, like a slave-owner guiding a pack-mule with a carrot. NOTE: All demons take up at least two minion slots to control. Stronger ones will require more.
  157. ---
  159. Sefer Yad: Shield; Enables the storing of solar light, up to two charges. These charges can be released at any time to brighten a dark room. Charges are gained from absorbing prolonged sunlight, meaning it cannot perpetually recharge itself by re-absorbing a spent charge. If the user is blinded by strong light, their vision will return to normal when the shield detects the excess of light.
  161. Description: A shield wrought from the cocoon of a dead angel. Always cold to the touch. Chestplates such as these are commonly used to fly into stars, the domains of the gods, or the Sun, domain of the Solar Ponies. In life, this angel was a soldier of Mirror Image, the Cherub who fled to Earth upon witnessing Metatron's effortless euthanasia of a traitorous Chariot.
  163. ----
  165. -Switch-Cane: A new form of Ecclessian anti-demon weaponry. In its first form, it is an ordinary cane. But with a twist of the handle, it becomes a lengthy chain whip. Highly effective on faraway targets, but also on unruly recruits in need of discipline. [Passive: First form tag is Single, second form tag is Great. When in second form, can roll to lasso the whip around a faraway target. Switching back to first form after lassoing a target will reel in that target if they are light enough to be moved. If not, then the user is reeled in instead. Switching forms when NOT lassoing a target is auto-instant. Roll required when lassoing.].
  167. Other NOTES
  169. Ask Autumn if can work in a masterwork weapon using cloudsmith staff, Sefer Yad, Switch-Cane, and vipaka metal (and maybe other stuff.)
  170. Ask Crow-ley where you can find a smith to make it
  171. Sky Maker: Made from the flesh of the Vipaka, The hammer fabricated from the Sefer Yad, worked into the disassembled components of the cloudsmith staff and switch cane, and stoked under mysterious rites. While having the same functionality as the Cloudsmith Staff and the Switch Cane, The Sky Maker is especially designed for raising small firmament bubbles in Tartarus. All attacks made with the Sky Maker have a +2 to rolls against demons, shades, Tartarian creatures, and evil beings. All attacks are also tagged with the Light Element. This weapon has cleave functionality. The staff has a similar skill to the Sefer Yad.
  172. Living Solar Light: recharge 4, instant; Releases a blinding ray of light which illuminates the entirety of it's inhabited environment. This attack can even shine through cover and is tagged with the Light element. Evil things may refrain from approach or flee on high enough rolls.
  174. If Shei gets his data back from Metatron, he keeps it in a bottle until the fabrication of the staff so one last skill can be added
  175. Humble Abode: Destroys Sky Maker; Shei-Sher flings his weapon sky high and initiates a suicide pact made with the data of himself. The Sky Maker Staff explodes destroying itself and shooting everything within range with volatile light radiation. Fluff wise Shei's data inside the staff is pulling the trigger on self-destruction -it counts as a sacrifice for another person. Using this action will also raise a firmament.
  181. [DATED]
  182. Shei-sher psychology, inform AutuDMn:
  183. homesick, even though his home was always nerve wracking
  184. Lived very lonely life, both griffons and goats rejected him because of his unique status in society: regarding this Shei-sher got the chance to reconnect with his race during his Exodus. Attempts to be socialable were still awkward because ironically he had assumed a unique status as their shepherd.
  186. The Party is literally his only friends ever, considers them family but wouldn't easily admit it because scared of rejection.
  187. Usually only ever had religiousites and fanatics as role models. No one to teach him how to be normal.
  189. Mommy issues, most of adolesecence didn't have a mother to nurture him, When he did for a 1-2 years with Gabby the party split; Shei-sher felt a sense of abandonment. Not long after reuniting she died without him having said goodbye; no closure.
  190. Dania, a well mannered, sophisticated, painted sheep was Shei-sher's ideal companion. The age difference allowed her to fulfill the nurturing love Shei-sher craves. Discovering she was Prince Novelus made Shei-sher feel manipulated like an alter boy. Sense of love and happiness being an illusion. Freudian psychology comes into play, Shei never truly had a mother, absence of oedipus complex lended homosexual tendencies. Shei-sher is insecure of this, overcompensates with strict sense of chasity. Shei-sher possibly homosexual?
  191. Shei-sher recieved chance to reconnect with biological mother. Shei-sher's upbringing makes him unable to relate to his mother, adopts sense of alienation. Unsure if his own mother truly loves him. Plays a facade of loving son to compensate for inadequacies in relationship.
  192. Meeting Viszla; hope is lit to replace mother role by inserting Viszla into family unit. Rejection causes sense of embarassment.
  194. Natural goat psychology&physiology compels Shei to shut down emotionally or physically when confronted with intensely negative emotions
  196. Occult practices facilitate an escape from personal problems
  197. Growing need for control, desires command over minions to possess a family that will never reject him.
  199. Shei-Sher has overcome Goat psychological&physiological compulsions. No longer freezes up when faced with fear or at least is capable of pushing past the constraints of his nervous system. Possesses an indomitable will.
  200. Wracked with tremendous, buried guilt and shame for having become a slave to other forces, for not being a proper shepherd for his tribe, and for mixing his companions with the dealings of Buiwong. Harbors nothing but love and admiration for companions and is secretly hoping for the day he can sacrifice himself for them. Finds spiritual purpose in his great work. Shei-Sher is convinced his destiny is to offer himself as a sacrificial goat to revitalize the world he knows that has become rotten. This idea isn't driven by guilt or slave morality but by an incorruptible love for all the people and country he has seen in his travels. When the time comes in Tartarus he will be ready to sacrifice himself to Amy Thest, His ultimate Answer to the angels is sacrificing his life on a wager his love can overpower them.
  201. No longer Desires control over others. Only seeks control over himself.
  204. >Enemies roll
  205. then
  206. >Players roll
  208. JOY Stage 1 +2 to persuasion, athletic and endurance checks of all kinds +2 to physical attacks -Weak to Mind effects +Null to Emotion-based effects -JOY Addiction +Movement Speed doubles
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