NAME:

CHARACTER NAME:

RACE:

CLASS:

Caylee

Jazzy Stone

Fairy

Companion

RACE/CLASS BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

0

2

1

3

3

LEVEL/QUEST BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

1

1

0

0

0

0

0

EQUIPMENT BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

0

0

0

0

0

BONUS TOTALS

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

STRESS

FEAR

1

1

0

2

1

3

3

0

0

CURRENT LEVEL:

CURRENT EXPERIENCE POINTS AVAILABLE:

CURRENT MONEY AVAILABLE:

CURRENT MAX KI/MAGIC:

CURRENT MAX HEALTH:

13

2140

29818

24

54

BACKGROUND STORY:
Jazzy, following Lydia Green's lead got kicked out of Pixie Hollow for an entirely different reason...she’s a whore ok....
TITLES/TREASURES/NOTABLE MENTIONS:
-N/A
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:
Yellow Gold Infused Platemail
-18% of damage taken per hit. Durable to powerful hits.
FIRST HAND WEAPON
NAME:
ABILITIES:
ROLL RULES:
Enhanced Steel Scythe 
Mid ranged. 2 Hand. Does group damage in a small radius. Roll D20 for damage to main enemy and D10 to additional enemies.  Can passively be used to collect herbs and plants when found.

SECOND HAND WEAPON
NAME:
ABILITIES:
ROLL RULES:
Enhanced Steel Scythe  (second hand)
GENERAL INVENTORY
Butchery hatchet

one handed. Can be dual wielded. Medium durability. Adds +2 damage per hit.

Copper – 2 available
Material goods for crafting, potions, selling, quests, etc.
Diamond
Material goods for crafting, potions, selling, quests, etc.
Silver
Material goods for crafting, potions, selling, quests, etc.
 Switch Blade
Longer, sharper, automatic flip, and more deadly than the flip blade. This one can be used as a weapon and still operate as a tool.
single handed. Can be dual wielded. Low durability. Can be repaired with bike parts if broken. Adds +2 damage per hit.
Torch
Light your way through a dark path, or light something on fire once lit.
Passive, no roll required. Automatically lights when used. It has a device, OK! As a weapon the torch must already be lit to use, and roll wisdom D10 and attack D10 against the enemy roll. Does fire damage to enemies vulnerable to fire. Will put out the torch once used. Torches are one time use only, and once out or once a lit area is reached is automatically put out. Uses 1 turn in combat if used.
The Whale Medalion
A super weapon. Can be activated in times of extreme stress. You must announce an attempt to activate. Alters your current weapon into the giant bone of a whale penis.  Makes you glow blue like a whale.  Can summon the whale Zord if possible.
D20 against quest difficulty, and at the moderator’s discretion.
Coffee
“Somethin’ without sugar….” Sugar Free Coffee, instantly gives you 10 Health and a speed boost (allows you to hit a foe twice).
Takes 1 turn to drink. Effects follow next turn.
Long Crooked Staff
Your basic run of the mill magical staff. 2 handed.  Unbreakable. Get +1 intelligence weapon bonus on your stat sheet.
Magic Ice Arrows – 18 left
Requires a bow. Does +1 damage to enemies of the bow used. Has the added effect of “ice” on vulnerable enemies. Ice effects also slows down enemies, may bring flying enemies to the ground and possibly shatter them, freezes water, and puts out fire, etc.
Rose Dust
Can be used multiple times per 1 questline. Acts as fairy dust, causes flight for limited time.

Roll wisdom D20
Gray’s Middle Earth Almanac
Used to see possible future events or details about an area within Middle Earth. Also can be used to find out the outcome of a sporting event or competition in the area and use it for betting purposes.
Passive – roll wisdom D20.
805 ft of rope
Its rope
Roll wisdom D20
Sling Shot
+1 damage per hit. Two handed. 30 foot ranged. Unlimited ammo. Unbreakable. 
Ancient Chinese Statuette
?? Worth money?
The Scorpion Medallion

Magically bound to this player and can only be given, not taken, by any means. Acts as a special summon of the legendary Scorbono into battle.
Just like any other magical medallion this device requires a successful D20 roll against the quest difficulty to activate, and only at the moderators discretion.

 

Scorbono can be summoned offensively or defensively, but not both (must be announced).

 

Offensive: The power of Scorbono is always scaled to match the most powerful enemy on the battlefield.

 

Defensive: Scorbono will protect his summoner at all costs.

 

Scorbono can take or deal 2 solid hits of damage before his essence fades. He has access to his entire inventory and skills prior to his immortalization, scaled up to match an enemy, plus all skills available of his class and race, and in addition the Danoever.

 

Scorbono is, uh, interesting, and the use of this medallion may not go exactly as you had planned....

 

His skill use will use the medallion users magic and or health. Can only be used once per quest, if the dm permits any medallion use at all

Bandages
heals 2hp per turn for the duration of the quest

SPELLS, SKILLS AND ABILITIES, AND RECIPES

FAIRY SKILLS:

Name: Ability to Shrink
Abilities: You can shrink
Roll Rules: In combat or passive – roll stealth D20. Does not take a turn. Cannot return to normal size on the same turn. Your hit damage rolls are cut in half, and damage taken rolls are doubled while shrunk.




Name: Pre-emptive strike
Abilities: You can hit first, while shrunk, provided your turn occurs before your enemy is hit by an ally and alerted to your presence. Automatic hit.
Roll Rules: In combat– no attack roll required. Normal hit damage roll, hit damage is cut in half. Only works on the first combat turn.




Name: Pre-emptive hide
Abilities: You can hide to avoid damage, while shrunk, provided your turn occurs before your enemy is hit by an ally and alerted to your presence. Automatic hide.
Roll Rules: In combat– no stealth roll required. You cannot be hit that entire turn. Only works on the first combat turn.




Name: Fairy Flight
Abilities: You can fly if you have fairy dust
Roll Rules: Takes no turn, combat or passive – roll speed D10 and wisdom D10 once per turn only. Lasts 1 turn passive, 2 turns combat. Can use multiple times. Uses 1 Fairy Dust item each time.





COMPANION SKILLS:

Name: Companion Charm
Abilities: Can earn money and/or gifts on normal intelligence gathering by asking questions of quest-pertinent non-player characters.
Roll Rules: Passive – roll charisma D20.  Must be normal intel gathering pertinent to the quest only.




Name: Companion Guild Client List
Abilities: Clients hiring companions through the guild may sometimes be sent to you. Chance to learn intel on quest, or world, or allies, and money or gifts.
Roll Rules: Built into quest by moderator or random through moderator dice rolls. When available, passive – roll charisma D20.




Name: Schmooze Your Allies
Abilities: See your allies’ current stat sheets at any time, in battle or otherwise.
Roll Rules: Requires you to sexily  ask your ally to show you their stat sheet. No roll required. They must comply.




Name: Jack Off
Abilities: Heals an ally, or deals divine light damage to an enemy.
Roll Rules: Combat - roll intelligence D20. Heals an ally 6 health points. Or deals an undead or evil foe damage equivalent to intelligence D10 + bonuses + a D6 roll. Uses 3 magic points. Takes 1 turn.




Name: Play The Flute 
Abilities: A relaxing melody can soothe beastly enemies.
Roll Rules: Combat - roll intelligence D20. Calms a beast foe and reduces their attacks to 80% of maximum for the next 3 turns. Uses 2 magic points. Takes 1 turn.




Name: Page 3 “Book of Restrictions” – Prevent Penis
Abilities: What? You didn't think that companions had standards and limitations? This restriction prevents the status of penis (losing turns growing a penis or losing one) from being cast on someone.
Roll Rules: Combat or passive - no roll required. You have said it, and it shall be so. Choose an ally or yourself, and then state the restriction.  That ally will not be afflicted by the stated status and the restriction will last until the next battle ends. This is a pre-emptive status restriction only. That means it must be cast before and only before the affliction is caused. Because you often do not know what the next enemy's attack type or move is going to be, it's sort of a gamble without advanced information. Targets 1 player. Costs 2 magic points per restriction applied.  Takes 1 turn in combat.




Name: Meat Curtain
Abilities: Form a shield from the bodies of dead foes.
Roll Rules: Requires there to be dead enemies on the battlefield. You can use your magical ability to form a meat curtain that contains a small slit from which you can thrust a weapon during attack turns. The meat curtain will absorb 50% of damage done to you, possibly more with added meat (see below) depending on size and number of dead enemies. Takes one turn to cast. Will not allow you to cast additional spells once it is in use. Will use 3 magic per each turn it is in use. You can cancel it any time. The meat shield can take damage and be destroyed by successive or very strong attacks. You can use additional 2 magic to add an additional body to the shield as they die and make the shield stronger or repair. If one of your friends dies, they can be used as the shield too.




Name: Breast Implants

Ability: You get Breast Implants from a shady cosmetic surgeon. They are used as a distraction. When used they pull enemies toward you, allowing other allies to attack or get away. Enemies and yourself are more vulnerable to attacks.

Roll Rules: Combat – D20 for Speed, Costs 3 Magic, up to a 20 Foot Radius.





GENERAL MAGIC:

Name: Leviosum
Abilities: Levitate something minimally heavy.
Roll Rules: Passive - roll intelligence D20. Uses 3 magic





ADVENTURING SKILLS:

Name:  Detect Traps
Abilities: You can detect traps
Roll Rules: Passive – roll wisdom D20. Uses 6 magic per use.




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