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Wanderlost

Melissa Kokinos (AMGC)

Dec 23rd, 2015
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  1. Name: Melissa Kokinos
  2. Apparent Age: 7
  3. Body: Overdeveloped [+1! STR, (VIT), or LCK] Lamia type.
  4. Hair: Deep Red. Curly and waist length.
  5. Eyes: Iron grey. Slitted and predatory.
  6. Skin: Warm Olive.
  7. Height: 4'7" (55") Human./5'1" (61") Lamia.
  8. Weight: 61 lbs Human./227 lbs Lamia.
  9. Total Length: ~11' (132") Lamia.
  10. Birthday: May 25th, 1982
  11. Actual Age: 35
  12. Picture: None yet.
  13.  
  14. True Form:
  15. STR: 5 [4+1]
  16. VIT: 6 [4+1+1]
  17. AGI: 5 [4+1]
  18. MAG: 9 [4+1+1+1+1+1]
  19. LCK: 4 [4]
  20. Total: 29
  21.  
  22.  
  23. Illusion:
  24. STR: 3 [3]
  25. VIT: 4 [3+1]
  26. AGI: 3 [3]
  27. MAG: 3 [3]
  28. LCK: 3 [3]
  29. Total: 16
  30.  
  31. Natural Dice: STR: 3 VIT: 3 AGI: 3 MAG: 5 LCK: 2
  32. Knockback: 4
  33. Dodge: 4
  34. Mystic/Spec Attack: 6
  35. Sapper: 5
  36. Hide: 4
  37.  
  38. Base 3 Dice: STR: 6 VIT: 6 AGI: 6 MAG: 8 LCK: 5
  39. Knockback: 7
  40. Dodge: 7
  41. Mystic/Spec Attack: 9
  42. Sapper: 8
  43. Hide: 7
  44.  
  45.  
  46.  
  47. Wound Pool: 12/12 [Thresholds below 9, 6, and 3]
  48. Mana Pool: 9/9
  49. Fortune Pool: 4/4 (Can use 1 per roll. Spent points are treated as bonus rolls of 10.)
  50. Soak: 4/4 (SK=1+VIT/2, Ablative defense. The final point cannot be depleted.)
  51.  
  52. Specialization: Fire -
  53. - [Monster Girls gain no stats from Specialization]
  54. A fire specialist can attack using great blasts of flame. Used creatively you can generate fire blasts from your feet and get kind of a ghetto rocket jump. Or proclaim yourself the dragon princess and spew fire from your mouth. This path is focused on offense and has some of the best direct damage abilities. Good for frying individuals or whole groups of people. Fire users become more inspiring and courageous. The cleansing property of fire allows them to purify things with flame. This is often destructive or painful.
  55. - Out of costume they retain a high resistance to heat.
  56. Spell Tree: http://mgcyoa.sync.in/FireSpec
  57.  
  58. WEAKNESS: Water
  59. - When attacked by magic from the Specialization you are weak against, you take -1 defense dice against their Specialization magic.
  60.  
  61.  
  62. Weapon: Mystic - "Snake Charmer" bracelet. A coiled, golden snake that runs the length of Melissa's forearm. The eyes are two cracked grey stones, seemingly out of place on such a finely crafted piece of jewelry.
  63. - [+1 MAG]
  64. - Attacks Via MAG test
  65. - Magical Missile: Make a Mystic (MAG) attack. If successful, deal 2 damage, ignoring Soak.
  66. - Arcane Barrage: Make a Mystic (MAG) attack. If successful, deal 1 damage with 1 penetration.
  67. - If multitargeting, take no penalty for the second target.
  68. - (Free Enhancement) Enchanted: [+1 die to Mystic and Spell attacks.]
  69.  
  70.  
  71. Outfit: Flowing - A loose-fitting toga, once of purest white. Stains, smudges, and damage take time to fade, though it always remains wearable, if only just. The accompanying silver circlet she wears is tarnished and missing its central gem.
  72. - [+1 STR]
  73. - (Free Enhancement) Artful Dodger: [+1 die to Dodge rolls.]
  74.  
  75.  
  76. Power: Regeneration -
  77. - [+1 VIT]
  78. - You heal and recover magical energy faster than normal way faster. If it doesn't kill you outright, you can live through almost any injury. Your wounds will heal even as the blows are struck, and your severed limbs can be reattached just by holding them to the stumps.
  79. - You'll outlast your opponents in a fight, as you'll rarely ever tire. This has benefits even when not transformed, increasing stamina and recovery speed, though your healing rate is greatly reduced.
  80. - Passive:
  81. - Every turn, heal +1 HP.
  82. - Every two turns, heal +1 Mana and +1 Soak.
  83. - 1 Mana, Instant, once per turn:
  84. - Heal +1 HP. This can only be used once per turn.
  85.  
  86. Perks:
  87. 1 Awareness:
  88. - [+1 AGI]
  89. - You become much more aware of everything your mundane senses tell you. This won't help your magic, but will make you harder to surprise or ambush. You will quickly notice if someone is failing to cast a shadow or reflection, or if there's a particular scent in the air.
  90. - Passive:
  91. - [+2 successes on Initiative rolls.]
  92. - [+2 dice on Perception rolls.]
  93.  
  94. 2 Wings:
  95. - [+1 AGI]
  96. - Your outfit comes equipped with wings of some sort. You can glide from any height, or fly with some difficulty. If you already have or later gain the ability to fly without them, your maneuverability and speed vastly increases.
  97. - Passive:
  98. - [+1 die on Dodge and Disengage rolls.]
  99.  
  100. 3 Big Backpack:
  101. - [+1 VIT]
  102. - You get a big backpack full of useful items for survival. The inside is somewhat larger than expected, and each day it can generate a set of objects to help you live with modest, but nutritious meals, clean water, changes of clothes that fit your new body, ID appropriate to the area you are in, and some basic survival tools. It also initially comes with a small laptop that will never break and always has an internet connection, and a large but limited and nonrefreshing lump sum of cash to get by with.
  103. - The backpack itself can be summoned to you if you lose it, but nothing that isn't inside it will come along with it.
  104. - This perk has no mechanical effect.
  105.  
  106.  
  107. 4 Environmental Sealing:
  108. - [+1 VIT]
  109. - You are immune to environmental extremes of pressure and temperature, and can generate your own air supply in a thin layer around your body. You can share these benefits with people touching you. It doesn't protect you from direct magic attacks, though.
  110. - Passive:
  111. - You are immune to hostile environmental effects that would affect your body, such as loss of air or ambient heat or toxins. This does not stop them from impeding you otherwise, such as with smokescreens.
  112.  
  113. 5 Living Weapon:
  114. - [+1 MAG]
  115. - Your weapon is animate, aware, alive after a fashion. It cannot die or be targeted by anything that wouldn't normally target a magical girl's weapon. It can communicate with you and float around, but it can't do a ton on its own.
  116. - Reaction, when making a defensive roll, once per encounter:
  117. - [+2 dice to the defensive roll.]
  118.  
  119. 6 Mirror Move
  120. - You are very good at copying attacks.
  121. - 1 Mana, Reaction, when an attack against you resolves, once per encounter:
  122. - Make an identical attack on the original attacker. This uses the same successes and any added effects. The reflected attack resolves after the original attack, but you do not need to have been hit by the original attack. This cannot reflect Powers.
  123.  
  124.  
  125. Mon Perks:
  126. 1 nPedalism:
  127. - [+1 to STR, (AGI), or VIT.]
  128. - You are no longer bipedal. You may have a serpent's lower body, a mermaid's tail, smoke and mist like a genie, be a centaur, or anything similar.
  129. - Passive:
  130. - [Gain a +1 die bonus to Knock Back rolls.]
  131.  
  132. 2 Sanctum:
  133. - [+1 AGI, AGI, or (MAG).]
  134. - You are one with the environment you have an affinity for. For some this may be shadows, for others water or lava. Whatever it is, you can freely travel through and sneak around in it.
  135. - Chosen environment is fire.
  136. - 1 MP, Action:
  137. - Meld into your chosen environment, becoming invisible and immune to damage for 1 turn.
  138. - Alternatively, you can do this to change location to another area in visible sight.
  139.  
  140. 3 Simulacrum: (POSSIBLY UP FOR CHANGING)
  141. - [+1 ANY (MAG)]
  142. - Your ability to mimic other people and creatures makes you a natural at blending in to your surroundings as a predator. Appearance, mass, and the physicality may be accurately simulated, but your voice is retained.
  143. - [+2 die on rolls to Flee or Hide] Additional bonuses may be granted by your GM.
  144. - Third Eye can see through your disguise, and a Purification artifact will break it to others’ perception. If you have the Disguise Artifact perk, you may also believably simulate voice and other tics.
  145.  
  146. 4 Sapper:
  147. - [+1 MAG]
  148. - You are a being known to exist by living off magic itself. You can hold the hunger for magical power in most of the time, but if you let it out, it seems to become a bottomless void of mana.
  149. - Action:
  150. - Make a Mystic (MAG or LCK) attack at up to Far range. If successful, steal 1 MP/success, up to half the target's current MP.
  151. - For the remainder of the encounter, you lose 1 MP per turn and Regeneration restores Soak instead of MP if present.
  152.  
  153. 5 Evolution:
  154. - [+1 ANY (MAG)]
  155. When put under pressure, the corrupt magic in you adapts on a supernatural level. You tend to
  156. cannibalize the skills of others, stealing and mimicking any techniques that might help in your
  157. pursuit of victory.
  158. - Passive, when a Spell is used against you or an ally:
  159. - You gain the ability to use that Spell, ignoring prerequisites.
  160. - At the end of the encounter, you lose all spells granted by this perk.
  161.  
  162. 6 Stitches:
  163. - [+1 ANY]
  164. - There are bonds within your spirit, threaded through your magic and body to connect them closer together. The line between your magic and your life itself is blurry, with each intermingling with the other.
  165. - Instant, once per turn:
  166. - Convert up to 4 of your current HP to an equal amount of current Soak, or vice versa.
  167.  
  168.  
  169. Last updated: 3/5/2018 (WIP. Upgrading to Corruption 1.3 and PC-like stats.)
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