NAME:

CHARACTER NAME:




RACE:

CLASS:

Sam

The Grand Magi Azrael Shalashaska The Destroyer, Devourer of Souls, Lover of Fluffy Things

Daemoni

Necromancer/Dragon Lord

RACE/CLASS BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

1

0

0

0

0

LEVEL/QUEST BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

1

0

0

0

0

EQUIPMENT BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

3

0

0

0

0

BONUS TOTALS

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

BACKGROUND STORY:

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.


TITLES/TREASURES/NOTABLE MENTIONS:
-Dragon Lord
-Have joined the Blood Mage school of magic
 

EQUPPED INVENTORY


LEG ARMOR

NAME:
ABILITIES:


ROLL RULES:
Weighted Leggings
-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable


HEAD ARMOR

NAME:
ABILITIES:


ROLL RULES:
Weighted Headpiece
-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable


CHEST ARMOR

NAME:
ABILITIES:



ROLL RULES:
Ornate Blood Red Robe of the king of Long Forgotten Castle
Complete protection against biological agents, viruses, poison.  -4 damage done by enemy per hit. Moderate durability. Allows blood mages to use magic at 10 reduction in health cost.

FIRST HAND WEAPON
NAME:
ABILITIES:


ROLL RULES:
Wand of Voldemort - Legendary Wand
One handed. Indestructible. Adds +3 intelligence to the weapon/armour stat bonus.  Does D20 x 2 damage per hit.


SECOND HAND WEAPON

NAME:
ABILITIES:



ROLL RULES:
The Needle of Love  - Legendary Wand
A legendary wand. Thin and made of metal. It turns immaterial things into flesh and blood. It requires the drawing of blood to use and is thus part of the arsenal of a blood mage
Normal spell’s roll. It will do equal damage to the amount of health poured into it plus the spell’s normal damage. The health can be drawn from other players apart from the holder of the wand…with or without their permission. Requires a successful intel roll against an allies defence if they object.

GENERAL INVENTORY

The Dragon Medallion
A super weapon. Can be activated in times of extreme stress. You must announce an attempt to activate. Unknown weapon enhancement ability.  Makes you glow silver like the hardened scales of a dragon.  Can summon the dragon Zord if possible.
Passive or combat – roll wisdom D20. Lasts 1 turn passive, or until hit combat. Takes 1 turn to use in combat.
Super Mario Racoon Tail (Feather)

Allows the player the ability to fly for a short time
Passive or combat – roll wisdom D20. Lasts 1 turn passive, or until hit combat. Takes 1 turn to use in combat.
Vial of Transport Cream - Horcrux
Transports one item from one player’s inventory to another’s.

Super Mario Power Glove
Adds +1 to all attack dice rolls, for success of attack and for damage rolls.
Combat. No roll required. Remains active for the duration of the quest day. One time use.  Does not take a turn to equip and does not replace weapon.
Delivery Ticket
This ticket entitles one free instantaneous delivery of goods purchased from one store to another store or location somewhere else in the world. You see, not all stores are the same. Some stores have some items, and in another city their stores may have other items, or at a different price. However if you see something you want in this town, but can't afford it, you may want to pick up a delivery ticket so that when you are really far away, too far to come back and pick it up yourself, you can have it brought to you and purchased at the other location for the same price.
Occultists Resurrection (requires 2000 exp to learn)
Accidentally kill someone too soon? Unable to detect or get the cooperation of the spirit of the dead?  Just rip them out of the afterlife by bringing their body back to life for potential interrogation. Unhindered by that whole not feeling pain, not being afraid thing might loosen their tongue a little.
Only works on non player characters, recently deceased or otherwise. Passive - roll intelligence D20, thrice, and must succeed all three times. (Interrogation or other actions taken require additional rolls. This is just for the resurrection). Uses 4 magic points per attempt.
Vial of Pure T Virus
Has the ability to mutate the body of the host into a nearly unkillable weapon of biological warfare. The virus effects will remain permanent on a body, making the user nearly unkillable with even 1 health point remaining. The mutant however possesses unknown properties, as well as necrotic properties. The body will deteriorate, mutate, and the personality of the user will eventually become consumed with the virus posing a great risk to those around it. Until then, you’re a zombie bro. How awesome is that! Virus can be cured with death, or use of the anti-viral, which causes death. 

Combat - roll wisdom D20. Does not consume the potion if unsuccessful.

Summon Cherry Picker The Filthy Jackalope (requires 2000 exp to learn)
This little hornball (pun intended) will sex up the battlefield turning some fights into an orgy that will culminate in completion in a gruesome and violent way.

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


Mirror Shield

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.


Mage Robes
Chest armour. Adds +1 to the wearers intelligence. -5 damage per hit for protection. Indestructible. And if the DM doesn’t check and accidentally calls out the wearer to assess whether their chest armour is destructible or not, it will cast a shield spell that will make the wearer invulnerable for the next 2 turns or the first 2 turns in  the upcoming battle if not in combat.

SPELLS, SKILLS AND ABILITIES, AND RECIPES


NECROMANCER SKILLS:

Name: Ability to Summon
Abilities: Necromancers can summon forth dark creatures of the nether.
Roll Rules: Limited to a combat roll, but the summon persists until unsummoned or destroyed. A summon is limited to one summon at a time unless explicitly stated.




Name: Summon Skeletal Warrior Level 1
Abilities: A skeletal warrior with a sword and shield appears and fights alongside you and takes damage intended for you.
Roll Rules: In combat – roll intelligence D20. Skeletal Warrior gets its own attack turn, or you can place it in a defensive position for an ally (each repositioning costs a turn. It default protects you, no turn required). Costs 4 magic to summon.

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.




Name: Summon a foul mouthed imp
Abilities: Summons a foul mouthed imp with a bow and arrow to fight along side you and take damage intended for you.

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.





BLOOD MAGE SKILLS:

Name: Blood Mage Level 1
Abilities: To use health points in place of magic points.
Roll Rules:  Announce your intention to the DM. At your current level you will subtract 6 health for every one magic point you wish to convert to.




Name: Blood Mage Gear
Abilities: You can wear and reap the benefits or consequences of blood mage gear 
Roll Rules:  If there is conflicting benefits or cons in wearing multiple gear with multiple effects then the DM will work out the best possible solution.





DARK MAGIC SPELLS:

Name: Black Bolt Level 1
Abilities: A blast of something dark and evil feeling shoots forth from your weapon, causing damage and dread to come over the intended target.
Roll Rules: Combat - roll intelligence D20. Does dark damage to enemies vulnerable to dark. Targets 1 enemy. Uses 1 turn. For damage roll intelligence D10 +4. Uses 2 magic to cast.




Name: Ghonnoherpesiphilaids
Abilities:  Gives the target ghonnoherpesiphilaids, a terrible terrible genital disease. It's way worse than Blue Waffle.
Roll Rules:  Combat - roll intelligence D20. Initial cast does no damage, but will do disease damage for +3 each turn if successful. Can target more than one enemy per turn but must roll for each and will cost 3 magic for each attempt. Uses 1 turn.




Name: Horcrux Spell
Abilities:  Enchants one item to allow a revival from death from that one item. The spell works so long as the item is in the inventory. The item is destroyed upon revival and then a new item must be enchanted.
Roll Rules:  Combat or passive. Health is revived to a D20 roll.





DRAGON LORD SKILLS:

Name: Dragon can devour other dragons
Abilities: This sounds like a niche technique that can only be used in certain locations, riskily, but never underestimate the power that can be obtained by a dragon when it devours another available dragon. Your dragon would obtain an immediate enhancement, growth, and be full for an extended period and able to withstand more damage in the short term.
Roll Rules: Dragons can only devour other dragons smaller than itself. The risks of performing this move are great, in that dragons don’t take kindly to being swallowed and depending on the situation may not take kindly to you swallowing other dragons. And if the people nearby worship dragons, forget about it! Its suicide! Taking the social risks into account, roll D20 against the quest difficulty, twice, and accept the consequences.




Name: Summon Dragon
Abilities:  Summons your dragon to the battlefield
Roll Rules: To summon your dragon to battle requires two successful rolls of D20 in a row. This roll requires no turn but can only be attempted once per your turn.





ADVENTURE SKILLS:

Name: Taste

Ability: It is a heightened sensory ability to tell you about your environment if applicable.

Roll Rules: Uses 2 magic. Takes a turn if in combat. Roll Wisdom D20.






TRANSFORMATIVE SKILLS:


Name: Transformation Type I

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:


Name: Injection-Ha Level 1

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.





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