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- Aspiring Emperor Quest NPC Character Sheets
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- This pastebin will contain NPC character sheets. Background detail on NPCs can be found in the general pastebin under the NPC listing for the character. Many NPCs do not have public character sheets.
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- OTHER EDITIONS
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- This is the latest edition of the NPC character sheets of AEQ.
- A master pastebin with links to all editions for all bins is below.
- http://pastebin.com/6Su7M3fh
- NB: All content added since the most recent edition has a #NEW# tag above it. Use Ctrl+F to find new content this way.
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- TABLE OF CONTENTS
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- 1. Undine
- 2. Salamander
- 3. Gnome
- 4. Tarfinn
- 5. Taira
- 6. Caitlyn
- 7. Vadoric
- 8. Maloric
- 9. Sarah
- 10. Felix
- #NEW# Undine's sheet has been updated.
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- 1. UNDINE
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- Name: Undine
- Class: Pure Water Elemental
- Title: Champion
- Magic Type: Sorcerous
- Equipment: Expensive clothes
- Place of Power: 1 / 4
- Personality: Well-mannered and pleasant
- Sub-personality: Jealous
- STATS
- Strength [3]
- Endurance [3]
- Speed [5]
- Intelligence [4]
- Magic [6]
- Resistance [5]
- Charisma [1]
- SKILLS
- Martial Arts I – proficiency in a variety of martial arts and in combining them.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Sorcery (Water Element) III – ability to use complex water sorceries. Undine is exceptionally skilled even if her power is currently limited.
- Knowledge (Sorcerous) III – extensive knowledge of sorcery and sorcerous magicks.
- ABILITIES
- Empower Self I - you use magic to increase your physical attributes by one point for one hour.
- Water Control II – you may manipulate or create anything of the water element (water, ice etc) within a moderate radius. You may control a maximum volume of 50m^3. With extended concentration, you may control a much larger amount of water over a greater distance.
- Imitate Sorcery II – you may imitate the effects of a sorcery not within the water domain with more or less equal effect with some concentration. Many complex sorceries can be accomplished now but those with more permanent effects are still out of reach.
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- 2. SALAMANDER
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- Name: Salamander
- Class: Pure Fire Elemental
- Title: Maloric’s Familiar
- Magic Type: Sorcerous
- Equipment: Skimpy metal bikini, wicked scimitar
- Level: 2 / 5
- Personality: Brash and arrogant
- Sub-personality: Petulant
- STATS
- Strength [5]
- Endurance [3]
- Speed [6]
- Intelligence [2]
- Magic [5]
- Resistance [5]
- Charisma [1]
- SKILLS
- Weaponry III – exceptional proficiency in a great variety of weapons.
- Martial Arts I – proficiency in a variety of martial arts and in combining them.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Sorcery (Fire Element) II – ability to use intermediate fire sorceries. Salamander isn’t exceptionally talented at using her fire abilities, but she is great at overwhelming power.
- Knowledge (Magic) I – general knowledge of magic.
- ABILITIES
- Empower Self I - you use magic to increase your physical attributes by one point for one hour.
- Fire Control I – you may manipulate or create anything of the fire element (fire, magma etc) within a close radius. You may control a maximum volume of 10m^3. With extended concentration, you may control a much larger amount of fire over a greater distance.
- Immolate II – you summon a great amount of magical energy and shift it rapidly between planes, with explosive consequences. This very large and hot explosion can be manipulated like all fire and is not subject to the volume limits of Fire Control. She can also do this over a much slower period of time, granting her magical flight or other strange abilities due to sheer amount of magical power she is using, without actually blowing it up.
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- 3. GNOME
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- Name: Gnome
- Class: Pure Earth Elemental
- Title: Talon’s Familiar(?)
- Magic Type: Sorcerous
- Equipment: Thick leather clothes, oversized gauntlets
- Level: 2 / 5
- Personality: Quiet and dutiful
- Sub-personality: Hard-headed
- STATS
- Strength [5]
- Endurance [5]
- Speed [4]
- Intelligence [3]
- Magic [5]
- Resistance [4]
- Charisma [3]
- SKILLS
- Leadership I - the ability to effectively command and inspire a large company.
- Martial Arts III – exceptional proficiency in a variety of martial arts and in combining them.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Sorcery (Earth Element) II – ability to use intermediate earth sorceries. Gnome has much greater capability than this but is currently limited in power.
- Knowledge (Sorcerous) II – great knowledge of sorcery and sorcerous magicks.
- ABILITIES
- Empower Self II - you use magic to increase your physical attributes by two points for two hours.
- Flow Manipulation I – you manipulate the flow of magical energy to ensure your attacks strike true. You may penetrate magical barriers at will, disrupt magical effects and limit an opponent’s melee capability.
- Earth Control I – you may manipulate or create anything of the earth element (dirt, stone etc) within a close radius. You may control a maximum volume of 10m^3. With extended concentration, you may control a much larger amount of earth over a greater distance.
- #NEW# Added Finn's sheet. Note that imbued sorcery means he's not doing the casting himself.
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- 4. Tarfinn
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- Name: Tarfinn (alias Finn Tarnn)
- Class: Ranger
- Title: Squire
- Magic Type: (Imbued) Sorcerous
- Equipment: Scimitar, light armour, longbow
- STATS
- Strength [2]
- Endurance [5]
- Speed [3]
- Intelligence [3]
- Magic [5]
- Resistance [5]
- Charisma [2]
- SKILLS
- Weaponry I –proficiency in a large variety of weapons.
- Archery II – great proficiency at archery using all types of bows and crossbows
- Martial Arts I – proficiency in a variety of martial arts and in combining them.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Imbued Sorcery II – ability utilise the sorcerous tattoos imbued into your body. This enables you to increase or decrease the effects of otherwise passive abilities as well as mitigate negative effects if you overuse them.
- ABILITIES
- (PASSIVE) Empower Self II – you use sorcery to increase your physical attributes by two points for two hours. Due to the nature of your power, this ability will automatically reactivate itself when it expires.
- Improvised Transmutation I – you may manipulate the magic within your tattoos so as to cast simple combat transmutation. Simple illusions, temporary enchantments and elemental (e.g. fire) additions to objects are possible. Actual creation of matter or non-trivial modifications are beyond your ability.
- (PASSIVE) Wondrous Body II – you give yourself the ability to regenerate grievous physical wounds at a very rapid rate by connecting your body directly to your sorcerous power flow. Non-fatal injuries can be healed in a matter of seconds and near-fatal injuries in minutes but you have difficulty healing magical injuries. The initial connection drains stamina and all healing drains sorcerous power – the ability will last for six hours without initiating a new connection. Due to the nature of your power, this ability will automatically reactivate itself when it expires.
- Express Power I – you may reduce your Endurance by one point for 24 hours in exchange for completely refilling your magical reservoir (MP). You may also exchange your physical healthiness (HP) for more magical power (MP) at any time so long as you do not endanger your own life in doing so.
- #NEW# Added Taira's sheet. Although it says her level is at max, she can still technically improve - it just means she isn't currently weakened at all unlike your Champion or familiars.
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- 5. Taira
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- Name: Taira
- Class: Female Nine-Tailed Mystic Fox
- Title: Ancient Mystic Fox
- Magic Type: Spiritual
- Equipment: Elegant robes
- Level: 5 / 5
- Personality: Mischievous and inquisitive
- STATS
- Strength [3]
- Endurance [3]
- Speed [5]
- Intelligence [5]
- Magic [8]
- Resistance [6]
- Charisma [4]
- SKILLS
- Martial Arts I – proficiency in a variety of martial arts and in combining them.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Spirit Techniques (Arrays) III – ability to use complex spirit techniques. Mystic Foxes make use of spirit arrays that they draw with their tails. With nine tails, Taira can draw multiple complex arrays simultaneously thereby allowing her to use multiple abilities and patterns at once.
- Knowledge (Magic) II – great knowledge of magic, be it sorcery or spiritual.
- ABILITIES
- Force Techniques IV – you may generate raw force (i.e. massless kinetic energy). This force can be projected at a moderate distance and at up to one thousand targets or over an area of 200m^2. Maximum force against one thousand targets is that of a strong war hammer blow. These techniques ignore magical barriers.
- Elemental Techniques II – the ability to create and manipulate the elemental forces of water, wind, earth and fire. These elements can be projected at a moderate distance and of a maximum volume of 25m2. You cannot use extended concentration with these techniques.
- Teleportation III – you may instantly teleport yourself and up to ten people up to fifty kilometres. With extended concentration, you may take up to one five hundred people with you or a similar amount of mass (approximately 50000kg) up to a distance of four map tiles once per day. Lesser amounts can be done at greater distance or more often.
- Spiritual Fire II – a sorcery cleansing fire. Highly effective against magical beings. May be project up to moderate distance over an area of up to 100m^2. This fire will not burn physical beings, just sorcerous and sorcerous effects.
- Spiritual Body I – you may replace your physical body with a spiritual clone under your control for up to 24 hours. The clone can do everything you can do and has all the same physical needs (hunger, sleep etc) and still suffers from pain. When the time expires, you dismiss the clone or the clone ceases to function your physical body will take its place in the world – except you will have no magical energy at that moment and have half health and stamina.
- #NEW# All sheets below this are of old characters that have previously not had full/public sheets.
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- 6. Caitlyn
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- Note: This isn't Caitlyn's complete sheet. You don't know enough about her draconic abilities yet, specifically any of her active sorcery besides empowerment.
- Name: Caitlyn
- Class: (Black) Feldragon Knight
- Title: Knight
- Magic Type: Sorcerous
- Equipment: Greatsword and shield, plate armour
- STATS
- Strength [5]
- Endurance [3]
- Speed [4]
- Intelligence [2]
- Magic [6]
- Resistance [6]
- Charisma [2]
- SKILLS
- Leadership O – the ability to effectively command and inspire a small party.
- Weaponry II – great proficiency in a large variety of weapons.
- Battlefield Control I – increases all attributes by one when fighting in a battlefield of own creation.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Sorcery (Draconic) II – ability to use intermediate sorcery. This sorcery is draconic in origin and very different to how mages use their power.
- ABILITIES
- Empower Self I – you use sorcery to increase your physical attributes by one point for one hour.
- Empower Weapon I – you strengthen a weapon or shield in one of your hands with sorcery, increasing its durability and the force it applies when used. This is an instantaneous ability and the energy placed into the weapon will fade when it is used.
- (PASSIVE) Sorcerous Body II – your body contains a very large amount of sorcerous energy due to your draconic nature so this ability is always active. Almost all physical and magical effects that operate by modifying the function of the physical body (poison, drugs etc) have no effect on you but you are still sensitive to mental attacks (or magical attacks that affect the mind through ingestion of physical agents). You are also insensitive to pain. The regeneration of your magical power is increased but it also slows rapidly as you become more wounded.
- Draconic Flight – you have the ability to protrude draconic wings and fly.
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- 7. Vadoric
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- Name: Vadoric
- Class: Male Five-Tailed Mystic Fox
- Title: Enforcer
- Magic Type: Spiritual
- Equipment: Functional grey and red robes
- STATS
- Strength [3]
- Endurance [3]
- Speed [3]
- Intelligence [3]
- Magic [5]
- Resistance [4]
- Charisma [1]
- SKILLS
- Martial Arts II – great proficiency in a variety of martial arts and in combining them.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Spirit Techniques (Arrays) II – ability to use intermediate spirit techniques. Mystic Foxes make use of spirit arrays that they draw with their tails. With five tails, Vad is limited in the number and complexity of the arrays he can draw but is very skilled at what he can do.
- Knowledge (Magic) I – general knowledge of magic, including sorcery, spiritual and astral techniques
- ABILITIES
- Empower Self II - you use magic to increase your physical attributes by two points for two hours.
- Force Techniques II – you may generate raw force (i.e. massless kinetic energy). This force can be projected at a long distance and at up to ten targets or over an area of 25m^2. Maximum force against ten targets is that of a strong war hammer blow. These techniques ignore magical barriers.
- Elemental Techniques I – the ability to create and manipulate the elemental forces of water, wind, earth and fire. These elements can be projected at a close distance and of a maximum volume of 5m2. You cannot use extended concentration with these techniques.
- Disruption Techniques I – you may generate disruptive forces amongst magical energies that disrupt barriers and prevent spell casting at a close distance. This can prevent spiritual techniques as well as sorcery.
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- 8. Maloric
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- Name: Maloric Reegan
- Class: Mage (Magister-rank)
- Title: Archmagister
- Magic Type: Sorcerous
- Level: 2 / 5
- Equipment: Magically reinforced combat robes, specialised channeller’s staff, focus ring and amulets
- STATS
- Strength [2]
- Endurance [3]
- Speed [2]
- Intelligence [4]
- Magic [5]
- Resistance [4]
- Charisma [2]
- SKILLS
- Weaponry I – proficiency in a large variety of weapons.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Sorcery (Evocation) II – ability to use intermediate sorcery. Your talents lie in a variety of formal and informal teachings but with a heavy basis in pre-existing knowledge and spells.
- Sorcery (Rituals) II – ability to use intermediate sorcerous rituals. Rituals are a difficult field of magic as they require mages to be able to control their power as it flows in reality rather than in their own mind. You have the ability to enable mages of a lower level of rituals to participate in rituals one level higher than their own talent allows.
- ABILITIES
- Sorcerous Disruption I – you can channel raw magical energy at up to a long distance in such a way that makes it difficult for other sorcerers to cast spells. This will also disrupt all targets who rely on ambient sorcerous energy.
- Summoning I – you can summon magical beasts of your own creation that can last for up to 24 hours. Instantaneous summons are of limited combat usefulness but extended concentration and a ritual can enable you to summon several combat-capable summons.
- Enchantment II – you can place high-quality near-permanent enchantments on items, including large volumes of similar items. More esoteric enchantments still require independent work and research but are within reach.
- Channelling II – you can channel a large volume of raw magical energy with your standard evocation or a small volume with near-transmutative ability. This power can be used freely for projectiles, barriers and spells in general.
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- 9. Sarah Hawkins
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- Name: Sarah Hawkins
- Class: Noble; Mage (Journeyman-rank)
- Title: Archduchess of Vitria
- Magic Type: Sorcerous
- Equipment: Magically reinforced clothing, focus rings and amulet
- STATS
- Strength [1]
- Endurance [2]
- Speed [2]
- Intelligence [4]
- Magic [3]
- Resistance [3]
- Charisma [3]
- SKILLS
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Sorcery (Evocation) II – ability to use intermediate sorcery. Your talents lie heavily in formal teachings and as a result you lack the experience necessary to cast more improvised spells using your existing talents and knowledge.
- Sorcery (Rituals) I – ability to use basic sorcerous rituals. Rituals are a difficult field of magic as they require mages to be able to control their power as it flows in reality rather than in their own mind. Your talents lie mostly in personal rituals rather than with other people.
- ABILITIES
- Channelling I – you can channel a moderate volume of raw magical energy with standard evocation. This power can be used freely for projectiles, barriers and spells in general.
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- 10. Felix Tarn
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- Name: Felix Tarn
- Class: Knight
- Title: Personal Guard
- Magic Type: Sorcerous
- Equipment: Sword and shield, plate armour
- STATS
- Strength [3]
- Endurance [3]
- Speed [3]
- Intelligence [2]
- Magic [2]
- Resistance [2]
- Charisma [3]
- SKILLS
- Leadership II – the ability to effectively command and inspire a small army.
- Weaponry II – great proficiency in a large variety of weapons.
- Battlefield Basics I – proficiency in all general battlefield skills (dodging, blocking etc).
- Sorcery (Instinctive) I – ability to use basic sorcery. This sorcery is instinctive rather than properly learnt. You don’t need a focus to cast and are better at ad hoc spells.
- ABILITIES
- Empower Self I – you use sorcery to increase your physical attributes by one point for one hour.
- Ad Hoc Projection I – you may project raw magical energy up to melee distance of minor strength. This projected energy may be used as a barrier, to deflect magical attacks or to propel oneself a moderate distance at high speed. The ad hoc nature of this ability makes it versatile, if weak.
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