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1 | Name: | |
2 | - | Name: Your character's name |
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3 | Age: | |
4 | - | Age:16~26 |
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5 | Appearance: | |
6 | - | Appearance: What do you look like? |
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7 | Personality: | |
8 | - | Personality: What are you like? |
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9 | Soul weapon: Your soul, manifested into an actual object. Preferable if you made it somehow pertain to your character's personality. The 'Soul Weapon' is the core of all of your powers. It may be a familiar, an item, and of course, most commonly, an actual weapon for combat. | |
10 | - | Soul weapon: Your soul, manifested into an actual weapon. Preferable if you made it somehow pertain to your character's personality. Your character may or may not have discovered their soul weapon already; for up to two weeks. |
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11 | Background: | |
12 | - | The soul weapon's base form needs to be an actual weapon. Bows/weapons that use ammo manifest raw spiritual energy instead. |
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14 | - | Background: What your life was, yo. |
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15 | --------------------------- | |
16 | - | Throughout the course of your life, you've experienced a series of bizarre dreams, night terrors, and surreal events that extended far from the ordinary. Different events could've also encompassed your life; different powers and events depending on your ability score may reflect on what happened, as well as the overall nature of your spirit weapon. Your spirit weapon can be dormant at the beginning of the roleplay, or your character can know about it in some way. The choice is yours. |
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18 | - | Demon Souls Devoured: 0 |
18 | + | Ability Scores: You begin with five points. 0 Is distinctly average. Statistics may be raised further on in-game. As you defeat demons, your weapon absorbs their essence, allowing you to raise your stats further. After 5, it requires two points, 10, three, and so on and so forth, until you hit the cap at 20. |
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20 | If you wish to go negative, you may reduce a single statistic down to -2, gaining one point for each removed. | |
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22 | Strength: Raw power and might. Governs physical attacks. | |
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24 | Agility: Your ability to evade or outrun the enemy. Primarily for evasive maneuvers or acrobatic feats. | |
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26 | - | Ability Scores: You begin with five points to spend among these five. Upon reaching 5 in a single stat, you must spend two skill points to upgrade it further. |
26 | + | Resistance: Your ability to withstand physical punishment. 'Don't Die' stat. |
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28 | - | Please note that 0 is distinctly average, and will not penalize you :( |
28 | + | Spirit: Your ability to control spiritual energy. Whereas willpower is your ability to withstand trauma and project your power, spirit is more about understanding your weapon, and serves as an 'intellect' stat in that sense. To understand your weapon, is to understand how to utilize its magical powers. Also a general shoe-in for an 'intelligence' statistic. |
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30 | - | Strength: Your ability to deal damage to the enemy, typically applied to physical attacks. |
30 | + | Willpower: Allows you to properly withstand certain traumatic events. Your willpower allows you to withstand mental attacks, as well as assert your mind over controlling effects. Willpower determines the raw power of your magical abilities. |
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32 | - | Agility: Your ability to evade or outrun the enemy. Also determines certain ranged attacks; particularly bows or throwing weapons. |
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33 | --------------------------------- | |
34 | - | Resistance: Your ability to withstand physical punishment, and evade death. |
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35 | Abilities | |
36 | - | Spirit: The power of your soul. Used for utilizing more magical effects; in the beginning, this stat won't really come to play. Later on, you'll be allowed more abilities depending on the amount of points placed in this statistic. (One skill slot per two points) Also noted to be important for casters, as they use raw spirit for most of their attacks. |
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37 | Your soul weapon begins with up to two unique abilities. For every two points in spirit, you may begin with one extra. Your soul weapon develops new powers and abilities over the course of the play as well. |