NAME:
CHARACTER NAME:
RACE:
CLASS:
Sam
The Grand Magi Azrael Shalashaska The Destroyer, Devourer of Souls, Lover of Fluffy Things
Daemoni
Necromancer/Dragon Lord
ATTACK
DEFENCE
INTEL
SPEED
STEALTH
WISDOM
CHARISMA
0
0
1
0
0
0
0
ATTACK
DEFENCE
INTEL
SPEED
STEALTH
WISDOM
CHARISMA
0
0
1
0
0
0
0
ATTACK
DEFENCE
INTEL
SPEED
STEALTH
WISDOM
CHARISMA
0
0
3
0
0
0
0
ATTACK
DEFENCE
INTEL
SPEED
STEALTH
WISDOM
CHARISMA
STRESS
FEAR
0
0
5
0
0
0
0
0
0
CURRENT LEVEL:
CURRENT EXPERIENCE POINTS AVAILABLE:
CURRENT MONEY AVAILABLE:
CURRENT MAX KI/MAGIC:
CURRENT MAX HEALTH:
9
3705
15575
0
5
Being a Millennia old is troublesome, especially in the daemoni realm. Though being the grand magi of the court of whispers does have its perks, things need to change, for a daemoni necromancer with severe ADHD and a perverse mind, things must always be fun, and destructive. So with his first creation in hand "the undead staff Viktor" and his faithful pet "Cuddles" Azzy as he is known to friends and foes alike is off to find a new adventure. Watching over the thirteen can wait, there are things to destroy, souls to feast on, and fluffy things to play with.....then explode......and then bring back from the dead......then explode again.
EQUPPED INVENTORY
LEG ARMOR
HEAD ARMOR
CHEST ARMOR
SECOND HAND WEAPON
GENERAL INVENTORY
Combat - roll wisdom D20. Does not consume the potion if unsuccessful.
Cherry Picker does nothing for the first 3 turns. Each turn the player rolls. If the player rolls the quest difficulty 3 or more times then an orgy ensues amongst targeted individuals. Cherry Picker must be guarded or hidden his first 3 turns as he is vulnerable. After the third turn, Cherry Picker can slash at throats in addition to his sexual power. Roll D12 for damage. Cheery Picker does not automatically defend you if attacked. Cherry Picker can defend himself on defense turns after the third turn. To summon no roll required. Takes 1 turn to summon. Uses 9 magic.
Health: 30
Magic: None
Strongly
reflective of radiation. Single handed. Does -3 damage per hit. Strong
durability but prone to being shattered with the right force. When mirror gear
is worn as a set (head, chest, leg, and weapon) it allows the user to become as
the enemy on the battlefield. Worn as a set it also adds +2 to stealth.
Mirror ability: you control your character,
which appears as one (choose) of the enemies on the field. You can only use attacks you have seen the
enemy also perform, or have wisdom checked and discovered, so take notes. Doing
a wisdom check in battle takes 1 turn, roll wisdom D20. Learning an already
performed move takes no turn. Once the enemy is gone you no longer appear as
the enemy nor do you retain knowledge of their moves.
SPELLS, SKILLS AND ABILITIES, AND RECIPES
Skeletal Warrior Attack Turn:
Follows normal attack rules. No stat boosts. Hit damage roll D10 +3 generic sword damage.
Skeletal Warrior Defend Turn:
Normally defends a player during their defend turn. No stat boosts. Normal damage taken -2 due to generic shield.
Your Skeletal Warrior starts with 30 health, zero magic.
Roll Rules: In
combat - roll intelligence D20. Uses 1 turn to summon. Imp gets its own
attack turn, or you can place it in a defensive position for an ally
(it reluctantly obeys) (each repositioning costs a turn. It default
protects you). Uses4 magic to summon.
Imp attack turn: Follows normal attack rules. No stat boost. Hit damage roll D10 + 4 generic bow and arrow damage (no distance handicap up to 100 feet).
Imp defend turn: Normally defends a player during their defend turn. No stat boosts. Normal damage taken -3 due to dark aura.
Imp starts with 37 health, zero magic.
ADVENTURE SKILLS:
Name: Taste
Roll Rules: Uses 2 magic. Takes a turn if in combat. Roll Wisdom D20.
TRANSFORMATIVE SKILLS:
Abilities:
Transform into an animalistic version of the necromancer daemoni.
You can choose your animal face each transformation time.
Bam!
Dark Animal Form! ...If you want
Roll Rules: Takes 1 combat turn, vulnerable. In this form, your intelligence goes up by 1. This transformation is not natural for your race. Your stats return to normal after the quest day.
STONER SKILLS:
Abilities: Summons forth a magical needle that injects a potent toxin right into the veins of an enemy. Causes poison damage per turn.
Roll Rules: Combat - roll intelligence D20. Single target only. Damages for +3 poison damage per turn from then on to enemies vulnerable to poison. Does no additional damage that turn. Takes 1 turn to cast. Uses 3 magic.