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21
Lost Characters / Keldan Mandarb
« Last post by administrator on January 26, 2012, 03:04:27 am »
Celebrity used: Robert Downey Jr.

Ghost Tag: ////The Iron Man\\\\

Name: Keldan Mandarb

Alliances/Affiliations: Rebel Alliance

Rank: Leader

Age: 520

Height: 6'3"

Weight: 120#

Nationality: Empire

Species: Dark Elf (mixed human heritage)

Eye color: Black

Hair color: Black

Skin color: Dark but not black like most dark elves

Weapons: Swords, daggers, exotic weapons, staves, polearms.

Skills and powers:

Dark Elf Heritage: Extraordinarily fast damage spell cast, bonus to illusion, damage, and manipulation spells, dark vision, rapid healing (self ONLY, EX ability, NOT SP)

Human heritage: Bonus to any charisma based attempts, bonus perception.

Silent casting: Keldan does not require verbal components to spells.

Still casting: Does not require somatic components to spells.

Keldan's Component Case (artifcat): Does not require material components to spells.

Negative Alignment: His energy structure is negative, dissallowing him the use of any "light" or "healing" spells.

Extended Spells: Spells with "over time" effects occur for 1.5 times as long as normal.

Death Grip (Sp, Evil): Keldan's form grows black bat-like wings, the texture of these wings is that of steel, the wings function as +2 armor only when used as a shield, his hands become massive claws, the claws deal normal tearing damage, but when they deal damage, they begin to rot the soul of the target. Effect does not terminate with the end of Death Grip transformation, or Keldan's death. Effect is a supernatural disease, much like cancer, only instead of turning the physical cells against the body, it corrupts and transforms the positive energy in a person's soul into negative energy. After one week (7 days), the target becomes undead, looses all positive energy spells and abilities they once had, and become enthralled by Keldan. In their old abilities place, they gain Fast healing (1, self, supernatural ability to regenerate), darkvision, calm mind (cannot fall under any mind control other than Keldan), Corrupted presence (treated as the undead and an overtly evil presence by all NPCs due to their nature of being unable to hide their decay), Plague (upon death, the body exudes a miasma which can spread the disease that brought them under Keldan's control. Must be inhaled for D4 rounds before taking effect.) Death Grip's poison may be cured by any high level divine caster. The earlier it is caught, the easier it is to cure, however, within an hour it will take enough power to intensely drain any healer's power. After two days, it will exhaust any healer. After four days, it will cause the healer to pass out. At five and six days it will consume the life of the healer in order to heal, and on the final day, without divine intervention or Keldan's will, the disease is unstoppable.

Bio: The first, and last, elven leader of the Magister's Conglomerate. Great great grandfather of Asane Shibaya, current Head Magistrix. He is trained in most martial weapons, armor, shields, he is talented in singing, lute and guitar, piano, painting, sculpting, engineering, public speaking, animal taming, riding, aviation, reading, reason and logic, research, mathematics, science and science theory, chemistry, explosives, marksmanship, cooking, archery, hunting, breeding (horses, dogs, armadillos... that one is a hell of a story.), Foraging, stealth, manipulation, politics, survival, whittling, carving, glass blowing, needlepoint, crochet, metallurgy, cryptography, and working physics. He has lived a very long lifetime, is very curious, and has learned how to become a spectre. He lives off of the grid, anyone who gets close to him disappears, sometimes without a trace. He fell from grace a year ago, when he vanished from the Conglomerate, taking several magisters with him. He had been overturned by the Magister's Council when he tried to send the conglomerate to war against the empire, to align the Conglomerate against the alliance between humans and elves. He realizes his hypocracy, but he is willing to work with humans in order to end the alliance, once done however, he would sever his ties with these mortals, which is the primary reason why he has a problem with the alliance, their short lifespans. He has, however, in the past, proposed alliances with other longer lived species, such as dwarves, trolls, and orcs. He likes the color hunter green, and enjoys much of american and chinese food, as well as the more traditional elven foods. His policies have tended towards the liberal side, with a very pronounced conservative streak where humans are concerned. For breakfast, without fail, he has two eggs, hash browns, white toast, dry, and a glass of orange juice. For this reason it is believed that he strays no more than 20 degrees past the equator when hiding. He is a first rate tactician, and is efficient at torture, manipulation, and other forms of coercion to get information out of captured subjects, or even free informants. His family is very old, and had a great sum of money, which dissappeared around the same time he did, it is assumed that he has a significant amount of money, and is considered extremely dangerous. He follows the dark god Feythyr, which requires prayer and sacrifice every friday. These sacrifices must be living, though not neccisarily humanoid, and must be prerformed outdoors. He is a fervent, and devout man, believing strongly in his god, and believes he is following Feythyr's plan. He has a tendency to plan things and then not get involved, to let his plan play out or fail while he watches from the sidelines, never truly involving himself which has made him difficult at best to catch. He is militantly against the alliance, however, he is only passively against humans. It is not that he believes in a mass genocide of humanity, but rather, he believes that humanity and elven kind should not be allied, should not mix cultures, and certainly should not be breeding together.
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Approved Characters / Celeste Elendel
« Last post by administrator on January 26, 2012, 03:03:16 am »
Celebrity used: Kristen Stewart

Ghost Tag: .:The Demon Within:.

Name: Celeste Elendel

Alliances/Affiliations: Elven Empire

Rank: Second in Command

Age: looks to be 30s

Height: 5'9

Weight: 110

Nationality: Elven Empire

Species: Dark Elf

Eye color: hazel

Hair color: dark brown

Skin color: dark brown / tan

Weapons:
Elven sword as well as staff

Armor:
Chest plate, Bracers

Shield:
Dark Elven Shield

Strength: 6
Stamina: 9
Intellect: 7
Charisma: 1
Wisdom: 6
Dex: 6
Speed: 6
Perception: 3
Manipulation: 1

Mana: 56 (8 points per 1 point Int)
Mana regeneration: 6 (1 points per 1 point Wis)
Health: 36 (4 points per 1 Stamina)
Armor: 25 / 35 (10 + Dex + Stam + Armor bonus)

Combat:
Initiative(Dex) = 6 + 1D20
Melee(Str) = 6 + 1D20
Range(Dex) = 6 + 1D20
Dodge(Dex) = 6 + 1D20

Skills and powers:

While she is under control, she has dark spells

Minor/Major dark spells

Portal (10, [instant])

Can open a magical door way to take the caster to any place she has been before. Stays open until caster walks thru it and then shuts immediately after.

Dark light - The light casted will have a very unholy nature anything that is effected by dark type spell will be effected either by being turned, repelled. She can hold this spell for up to 1 d 6 rounds if she rolls a 5-6 she will be unable to cast any dark spells for 1 d 6 rounds. This is not meant to be a damaging spell just a defensive one.

Malstorm (8, [channeled])

may use this spell to form a rain of damaging dark matter (all but the caster within 30 yards of target roll 1d100, target 75, or be hit with 1d4 damage for 3 rounds as long as channeled)

Censure Demons (10, [instant])

any demon within 30 feet of Caster must succeed on a DC 18 or be stunned for 1 round. A demon not stunned must succeed a second DC of 18 or will be sent back to its home plane. Only one demon may be sent back this way lowest roll goes first. Works as a dismissal spell any demons immune to such spell will auto roll high enough to ignore spell.
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Approved Characters / Kala Vanval
« Last post by administrator on January 26, 2012, 03:01:02 am »
Celebrity used: Liv Tyler

Ghost Tag: *~*Princess of the Alliance Empire*~*

Name: Kala Vanval

Alliances/Affiliations: Alliance Empire

Rank: Princess

Age: 130

Height: 5'9"

Weight: 100

Nationality: the Empire

Species: Elven

Eye color: Green/Blue

Hair color: Dark brown

Skin color: pale white

Weapons: Bow, sword, and dagger

Strength: 3
Stamina: 11
Intellect: 11
Charisma: 1
Wisdom: 11
Dex: 7
Speed: 3
Preception: 3
Manupliation: 3

Mana: 88
Mana regeneration: 11
Health: 44
Armor: 28

Combat:

Initiative = 7 + 1D20
Melee = 3 + 1D20
Range = 3 + 1D20

Skills and powers:

Pendant of Nobility: Changes color depending on her mood. White light meaning she is happy. Blue meaning she is sad. While wearing this pendant her mood also effects the area around her. While sad, a mist will form the ground left long enough snow will actually fall her skin will feel cold to the touch though it is none harmful to her. While happy the pendant will change from blue if sad before creating a huge burst of pure white light blinding any that see it then will fade to a dim white light. No weather effects and is a unsure what the Pendant effects while she is happy. Though Elves rumor it adds to her magic.

Divine Casting: Spells granted by a deity, no physical boundaries, she is high end light spells and low end on everything else.

Strength of Will: Resistant to mind-altering affects.

Natural ability no mana cost

Quickened healing: Healing spells are abnormally fast, able to heal even greivous wounds in a matter of minutes.

half heal
1 round 10 MP

Empowered healing: Able to heal more life threatening wounds, even able to bring back patients from the brink of death.

Full heal
2 round 20 MP

Perfect Resurrection: The ability to revive her comrides at will. This is a very draining spell will cause her to blank out for a period of time which decreases at use.

Full heal
1 round total mana - 10 MP per time used
((used 3 times so far))

Bio: Born into the royal family of the elves. Her past is fairly unknown to anyone. She was promised to and marryed to Nicholas. She doesn't get along with him well for reason that are very apparent, he will die before she does. Her light magic she was born with it and in that fact makes her extremely good at it.
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Approved Characters / Nicholas Loughlin
« Last post by administrator on January 26, 2012, 03:00:22 am »
Celebrity used: Hugh Jackman

Ghost Tag: .:Jack of all Trades:.

Name: Nicholas Loughlin

Alliances/Affiliations: Alliance Empire

Rank: Commander of the Elven Empire

Age: looks to be 30

Height: 6' 10"

Weight: 290

Nationality: Greece

Species: not exactly Human

Eye color: brown

Hair color: brown

Skin color: slightly tan

Weapons:
Short sword
Composite long bow

Armor:
Chest plate, Bracers
http://www.obliviet.com/imagex/ArmorMythologiGreekCorin1.jpg

Shield:
Trojan style
http://www.raisonsbrassband.com/images/Trojan-Shield.jpg

Strength: 11
Stamina: 11
Intellect: 6
Charisma: 6
Wisdom: 6
Dex: 6
Speed: 10 added 4 4-21
Preception: 2
Manupliation: 1

Mana: 48 (8 points per 1 point Int)
Mana regeneration: 6 (1 points per 1 point Wis)
Health: 44 (4 points per 1 Stamina)
Armor: 27 / 37 (10 + Dex + Stam + Armor bonus)

Combat:
Initiative = 6 + 1D20
Melee = 21 + 1D20
Range = 6 + 1D20
Dodge: 6 + 1D20

Skills and powers:
High fighting skill
Basic magic

Spells:

Portal (10, [instant])

Can open a magical door way to take him to any place he has been before. Stays open until he walks thru it and then shuts

immediately after.

XP buy 4-21

Fireball (4, [instant])

can form a single ball of fire. 1d4 damage. dodge DC is 25.

Firestorm (8, [channeled])

may use this spell to form a mundane firestorm, a rain of damaging

fireball (all but the caster within 30 yards of target roll 1d100,

target 75, or be hit with 1d4 damage), or may form one large

firebal, dodge DC is 25, damage class is D8.

XP buy 4-21

Frenzy (0, [passive])

Must be angered beyond control while frenzied gain a +6 to Str, +10 to HP, as well as all damage will be seemly meaningless. Will last until damaged. Once damaged it will last number of rounds equal to 3 + Stam or DC 20 rolled - 1 to DC each round. Nearest enemy will be attacked once all enemies are attacked nearest creature will be attacked. Once frenzy ends suffers a speed decrese by half as well as all damage points subtracted from HP if HP hits 0 passes out if below 5 of total dies.

XP buy 4-21

Bio:

His father was a noble man rich and famous too well known for his taste. He wanted Nicholas to be the nobleman he was named for a gentleman. Nick was far from the gentleman he wanted to do things others didn't he wanted to fight to go on trips to explore. When he was younger he fell in love with a beautiful woman though she was owned by his father a slave. His father always tried to get him to see slaves as nothing but a piece of property. When His father found out they he was in love with the beauty that was in chains his father sold the woman off making sure that Nicholas would never see her again. Nicholas left the house in an up roar when he came back from a two week trip to find that she was no longer in service to the house hold. He screamed and yelled at his father to the point of stating that he named his younger sister Lilly as the heir to the family name and stripped himself of the name so he would just be referred to as just Nicholas or Nick he would prefer. He traveled around the world learning new trade after new trade learning to fight in different styles. His view of slaves soon changed as he saw the world and they way they were treated. Magic was starting to be a part of his life as well as he hid it as a child but grew to learn more of it from elves. He finally returned to his father when he was 23, getting things back in order and even accepting back his name. His family was chosen to represent the human race, as well as he was chosen to marry the princess of the elves, Kala. He was well known for his unmatched speed by normal humans and his free form fighting style though it more was that of the very highly respected Greek Legion. His magic would aid him but he mainly doesn't use it his more physical enhanced then magical. There are rumors that he has lived longer then any human but he keeps that a secret. No one knows exactly his whole story of exactly how much he has seen but a small few that has a glimmer. His face appears off and on thru history though he would play it off as someone that looks like him rather then being him. He knows countless languages though acts as if he doesn't to his advantage. He is a skilled fighter and a skilled tactical thinker, though sometimes he acts quicker then he thinks.
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Approved Characters / Xanis
« Last post by administrator on January 26, 2012, 02:59:05 am »
Celebrity used: final fantasy 12 balthier
Ghost Tag:
Name: Xanis
Alliances/Affiliations: Neutral
Rank: n/a
Age: appears 25 actual ?
Height: 5'10"
Weight: 175
Nationality: Empire
Species: Half Demon
Eye color: silver
Hair color: black
Skin color: white
Weapons: bastard sword
Armor: dragonscale
Shield: half tower

Strength: 5
Stamina: 5
Intellect: 8
Charisma: 1
Wisdom: 7
Dex: 7
Speed: 5
Preception: 5
Manupliation: 1

Mana: 56 (8 points per 1 point Int)
Mana regeneration: 7 (1 points per 1 point Wis)
Health: 20 (4 points per 1 Stamina)
Armor: 22 / 32 (10 + Dex + Stam)

Combat:
Initiative = 7 + 1D20
Melee = 5 + 1D20
Range = 5 + 1D20 bows 7 + 1D20 guns
Dodge: 7 + 1D20

Skills and powers:
Soul Channeling-ability to channel spells or mana into weapons and armor to boost effects. Spells Channeled into weapons ?cast? when a successful hit is made and spells in armor improved defense by 1 for each 10 mana in the casting of the spell. One Channel = One Cast

Dracah Spirit-Spirit of Asheria the Dark resides within granting insight and seventh sense in both combat and interactions, however considering the difference in motives this is a fickle bonus. On a dice roll + Wisdom with a difficulty set by the scenerio with success granting +1d6 bonus on a Perception, Wisdom, or Intellect (non-spell casting) roll. Upon failing the motives of Asheria interfere and place a -1d6 penality on the same roll. This bonus applies only if next roll is taken in 4 rounds. Multiple uses of this skill cannot stack and a second attempt cannot be made while bonus/penality is in effect. Staff may invoke this ability.

Dracah Shift-manifest various aspects of Demonkind in physical form. Most notable are the fully functional wings and tail. Known to manifest Eyes (+1d4 Perception to sight based rolls), Ears (+1d4 Perception to sound based rolls), Vocal Cords (ability to speak in different tones and be heard over greater distances or frequences), Scales (+3 Natural Armor). Each ability requires 3 mana per round of usage per ability paid at beginning of round when specified. Armor requires 20 mana for a period of 10 rounds or until User suffers damage of more than 25% their max health.

Dark Absorbtion-
Absorbs and channels any unholy and dark energies into boosts of physical stats or as fuel for Runes. Any Dark or Unholy spells/abilites are absorbed. Effect of this spell can only reduce the effectiveness of that which is absorbed by 25% of it's maximum possible damage/effectiveness. Max Runic pool is equal to maximum mana pool. For each 4 points of Dark energy absorbed is turned into 1 Runic Power. 10 Runic points can increase Strength, Dexterety, Stamina, or Speed by 1 point for two rounds. For each minor rune in a spell costs 5 Runic Power, each major cost 10 Runic Power. No more than 4 minor and 3 major runes can be used in a Circle and require the Circle to be placed on a flat surface. Any Runes placed on the Caster require the normal costs but cut the maximum runic pool by the cost of the rune until cast.

Ancient Runes-
channels various spells and enhancements using runic spells and seals. Upon studing can create long lasting effects of both combat and utility by paying and maintaining equivilent costs. If a spell is requires Runic power that exceeds the user?s pool the spell the spell is then weakened by a proportionate amount.

Temporal Dislocation-
By expending great amounts of dark energies the User is able to shift their perception in the temporal stream by as much as four seconds forward. Using this, the User is able to have information of the near future flash into their mind and upon a successful dice roll + perception the information can be processed and used in combat offensively. A separate dice roll + Speed is needed to use this information for defensive measures. This spell lasts for 1d4/2 (rounded up) rounds. Mana cost of Perception x 4.

Minor runes:
Flame: +1d4 fire damage
Frost: +1d4 ice damage
Vampiric: attack deals 25% less damage to opponent but heals for that amount for the user to either the user's Health or Mana pool.
Light: object runed projects light as torch for 10 rounds
Shade: object runed casts shadows in the area of a torch for 10 rounds
Silence: muffles sounds as though in water. Range of a torch for 10 rounds
Clarity: brings calm and peace to those inside (no change to stats)
Confusion: brings chaos and stress to those inside (no change to stats)
Heal: +1d6 heal of hp. Cannot be used with damage runes
Vision: +2 to Perception rolls while inside the circle.
Mind: Doubles mana regen rate. Requires Extension Rune.
Guard: +1 to Defense. +3 if applied as a Major Rune

Major Runes:
Restortation: doubles the healing of a circle and can help regenerate limbs. Only one Rune of this type may be in a circle and cannot be placed with an Offensive rune.
Destruction: doubles the damage of a circle and allows 2x damage for those with elemental weakness. Only one of this rune may be in a circle.
Amplification: Doubles the effects of the circle. Only one of this rune may be in a circle.
Oblivion: Doubles the cost of the circle to triple it's effects. As an additional cost the caster must forfeit half his maximum health. This rune can be used if it woud kill the caster. Only one of this rune may be in a circle.
Extension: This rune allows the Circle's effects to continue for as long as Rune or Mana is poured into the Rune or if a Vampiric Rune is in effect. Any other manner that the seal can be powered is also applicible; but it requires a powerful source.
Binding: Makes the seal have a binding effect. The name of the bound creature must be spoken while the named creature is within the seal. Bound creature does not age, require food or water, and does not experience the flow of time around them. This Rune requires the Extension rune to be in the circle.
Peace: Most powerful White Rune. Requires Heal, Extension and Restoration Runes in the Circle. No offensive Actions may be taken while inside the circle.
War: Most powerful Black Rune. Requires Destruciton, Extension, and either Flame or Frost rune. No Healing or Restorative actions may be done while inside the circle.

Bio: The Legend of Xanis reads "A member of a dying race known only as Dracah. To become one a human must have made contact with a dying dark spirit and allow its soul to live on with the human. Dracah then bear the traits of the demon that bonded. In this case Asheria the Dark was known for causing terror and pain to non-demons for encrouching upon what Asheria considered to be her territories. The human was known for being kind to any and all sentient life regardless of their intentions. The fated encounter came shortly after the elven nations finally brought down Asheria for the razing of forests. After the bonding the boy slowly became tainted by the dark influence going to commit similar atrocities. But, the Boy was able to limit the rage only on Combatants or those who insult him by strict warrior standards. To end the conflict between them, the dracah challenged the Elven Royality after laying a swath of destruction to the palace. During the conflict the dracah was stunned by the beauty of one of the attendants which allowed the elven king a chance to lay a serious blow to him. In an act of desperation the Dracah prepared to bring down the palace with a final blow using The Rune Seal of Oblivion. By changing the last rune to the rune of Captivity rather than the rune of Darkness, the king then sealed the Dracah with his own magic. To keep the seal energized, the king linked it to the excess energies of hte palace lands. The sword, forged of demon fangs and dark magics the blade was stong enough to bring down the greatest warriors with but a touch. The armor listed is actually the manifested scales providing both armor and flexability. Only truly holy blades or devout spells have been known to penetrate the scales....but 20,000 years in captivity do wonders to weaken known powers. This limiting of powers has also allowed the Boy to regain a foothold over controlling these powers. Now with the Transistion of the Elven Island to the world of the humans has weakiened the seal enough for the end of captivity. Now allowed to roam, he seeks his sword and the redemption of his name: Vehx Zr deus Xanisia- "The Twinned Soul of the Dark"
A master in both the sword and rune he tends to bring the enemy into a open space then use his tail and sword to carve seals into the ground or surrounding areas then allowing to activate them at proper times in combat to both confuse and create openings for brute force trauma."
As noted, has a week spot for beautiful women. Most notable are any who can keep up in both combat and wit while being both beautiful and strong.
26
Approved Characters / Morgean Dawnblade
« Last post by administrator on January 26, 2012, 02:58:26 am »
Celebrity used: N/A

Ghost Tag: N/A

Name: Morgean Dawnblade

Alliances/Affiliations: Elven Empire

Rank: Huntress/Protector of Light

Age: 130

Height: 5'5

Weight: 120

Nationality: Elven Empire

Species: Light Elf

Eye color: Green

Hair color: Blonde

Skin color: fair

Weapons: elven long blade, elven short blade, dagger, and composite longbow
Armor: standard mail armor
Shield: standard round shield

Strength: 8
Stamina: 5
Intellect: 3
Charisma: 1
Wisdom: 7
Dex: 8
Speed: 6
Perception: 1
Manipulation: 1

Mana: 24 (8 points per 1 point Int)
Mana regeneration: 7 (1 points per 1 point Wis)
Health: 20 (4 points per 1 Stamina)
Armor: 23 (10 + Dex + Stam) / 28 (see me for number)

Combat(please replace stat with your number):
Initiative = 8 + 1D20
Melee = 8 + 1D20
Range = 8 + 1D20 bows 8 + 1D20 guns
Dodge: 8 + 1D20

Skills and powers:
Hunter's Mark (10, instant):
Increases speed by 2 and increases range damage by 2 for 3 rounds for marked target, target must be keyed at the beginning of round and remain unchanged until the next round or the target is dead which ever comes first with a 1 round cool down

Hunter's Fury (10, half round):
Arrows rain down from the sky dealing 1d20 worth of damage total over a period of a half a round DC30 half damage

Aimed shot (5, half round):
no miss chance, incresed critical chance.

Barbed shot (5, half round)
normal shot + bleed (DOT)

Sealing Shot (5, half round)
normal shot + cannot heal

Imbued Arrow (5, half round)
normal shot + 1d8 damage (in addition to the arrow's damage)

Fury of a Hunter (Full mana, instant)
User has 3 rounds to kill keyed target user gains an extra attack per round - 6 to hit roll and does double damage DC30 half damage once completed the 3 rounds and the target is still standing user is considered exhausted rolling a DC30 to recover or be down for a total of 3 rounds or until DC30 is reached before recovering. User can't use any other shots while in Fury.


Bio:
Born to the Elven Empire trained as a Huntress by her father and other elves of the city. Worked her way up in a young age to become a Protector. Gifted archer as she was born with the abilities she uses most of her powers are archer based. Though she is still skilled with swords. Trained also by elves of the city in melee combat and tested by the Commander himself giving her the position of protector. Highly trained tracker among the best, she is smart and quick on her feet but mostly keeps to herself.
27
Experience Spent / Buy Chart
« Last post by administrator on January 26, 2012, 02:55:35 am »
For your stats:
stat already in the range 1-5 takes 2 pts to gain a point
stat already in the range 6-10 takes 4 pts to gain a point
stat already 10+ takes 8 pts to gain a point

Spell buy:
2 xp per mana cost
ie mp cost 10 would cost 20
28
Submit a Character / Character Sheet Template
« Last post by administrator on January 26, 2012, 02:54:35 am »
Don't forget that magic is free form but please see the thread about magic in the general section. Your bio will support your magic or you will not be granted it.
About Magic: http://www.tylol.smfnew.com/index.php?topic=18.0

Celebrity used:

Ghost Tag:

Name:

Alliances/Affiliations:

Rank:

Age:

Height:

Weight:

Nationality: (Country equal to the modern world, Elven Empire, Blood Elf Empire, Conglomerate. See faction page for info.)

Species: ((See board/website))

Eye color:

Hair color:

Skin color:

Weapons: (Iron age weapons ONLY)
Armor: (Iron age, modern upon approval)
Shield: (Iron age, modern upon approval)

40 points (to divide among the stats below add each amount to the starting 1 point cause no character can start with a 0 in a stat we gave you a free point)

Strength: 1
Stamina: 1
Intellect: 1
Charisma: 1
Wisdom: 1
Dex: 1
Speed: 1
Perception: 1
Manipulation: 1

Mana: (8 points per 1 point Int)
Mana regeneration: (1 points per 1 point Wis)
Health: (4 points per 1 Stamina)
Armor: unarmored (10 + Dex + Stam) / armored (see me for number)

Combat(please replace stat with your number):
Initiative = Dex + 1D20
Melee = Str + 1D20
Range = Str + 1D20 bows Dex + 1D20 guns
Dodge: Dex + 1D20

Skills and powers:
(ALL magic/skill MUST be listed here. If its not here guess what you don't know it, can't use it. See post About Magic for more information.)

Bio: (if you don't back up HOW your character got trained/gift/whatever their power it wouldn't be granted. IE From a God/Goddess, Studied from a book, Trained by a Mage, etc if you have an issue speak to me for help)
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