NAME:
CHARACTER NAME:
RACE:
CLASS:
Candice
Lydia Green
Fairy
Stoner/Possessed
ATTACK
DEFENCE
INTEL
SPEED
STEALTH
WISDOM
CHARISMA
ATTACK
DEFENCE
INTEL
SPEED
STEALTH
WISDOM
CHARISMA
ATTACK
DEFENCE
INTEL
SPEED
STEALTH
WISDOM
CHARISMA
ATTACK
DEFENCE
INTEL
SPEED
STEALTH
WISDOM
CHARISMA
STRESS
FEAR
CURRENT LEVEL:
CURRENT EXPERIENCE POINTS AVAILABLE:
CURRENT MONEY AVAILABLE:
CURRENT MAX KI/MAGIC:
CURRENT MAX HEALTH:
They say when a baby has its first laugh a fairy is born.
This is true. But I've always been in a different mindset than other fairies. I
experiment and tinker with non-traditional methods So much so that I have been
thrown out of my home world of pixie hollow. Now I'm off to make my own story
and have some fun along the way.
TITLES/TREASURES/NOTABLE MENTIONS:
-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable
-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable
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.
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.
a
flaming sword that does normal attack damage +4 and the chance to catch an item
on fire for 4 damage per turn. Strong durability but weak against water which
can crack it. It acts a s a torch in
dark places.
Roll
D20 against the quest difficulty to determine if a flammable enemy catches
fire.
Expelliarmus ( requires 800 experience to learn)
Expel a weapon or shield from an enemies hands
Combat
- intelligence D20. Single target. Uses a turn. Uses 4 magic.
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 green like. Can
summon the butterfly Zord if possible.
D20 against quest difficulty, and at the moderator’s
discretion.
Material goods for crafting, potions, selling, quests, etc.
Material goods for crafting, potions, selling, quests, etc.
Material goods for crafting, potions, selling, quests, etc.
Material goods for crafting, potions, selling, quests, etc.
Material goods for crafting, potions, selling, quests, etc.
Long
Forgotten Castle Key
Unlocks
a locked door in the Long Forgotten Castle
Can
be used multiple times per 1 questline. Acts as fairy dust, causes flight for
limited time.
Required
to brew potions. Insert ingredients and roll for success.
Material goods for crafting, potions, selling, quests, etc.
Material goods for crafting, potions, selling, quests, etc.
Material goods for crafting, potions, selling, quests, etc.
Material goods for crafting, potions, selling, quests, etc.
+1
damage per hit. Two handed. 30 foot ranged. Unlimited ammo. Unbreakable.
Grow
big, double in size. Provides the
ability to do double the damage normally rolled. Lasts until you are hit.
Combat
– wisdom D20. When hit, any hit, you will revert to normal size and lose the
ability. Takes a turn.
Spring
Operated Boxing Glove (Weapon)
Two handed. Up to 30 foot range. Light durability, made of
leather and machine parts and may require bike parts to repair. Adds +5 attack
damage.
Material goods for crafting, potions, selling, quests, etc. Can also be used as a Molotov for fire damage against an enemy.
Takes one turn. Roll Wisdom D20. Does D10 +4 damage . To determine flammability roll D20 against the quest difficulty and can add +5 damage per turn against the enemy. Does extra damage against enemies and armour susceptible to fire damage.
Book
of Ancient Chinese Potions
Learn
potions over time with experience at the DM’s discretion.
Head
armour. Does -2 damage per hit, Increases intelligence +1. Enchanted so is
damage proof to magic but is easily burned by ordinary fire. Medium durability.
Standard
Arrows – 18 left
This cool full face cover is made from a special
solid-liquid-solid layer material. It is easy to see through, changes shape
with mood apparently, and scares the crap out of people. Head armor. -2 damage
done by enemy per hit. Adds +1 to attack and +1 to defence rolls, but -1 to
charisma. Moderate durability.
-2%
of damage done by enemy per hit. Moderate durability.
Adds
+2 damage per hit. Tool or weapon. Single handed. Low durability. Can be
repaired with bike parts if broken.
this
claw is a killing machine and fits snug to the knuckle. single handed. Can be
dual wielded. breakability low likelihood. Adds +6 damage per hit
SPELLS, SKILLS AND ABILITIES, AND RECIPES
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.
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.
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.
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.
Abilities:
Can
make potions from recipes.
Roll
Rules:
Passive – roll wisdom D20. Potions
depend on the ingredients used. Use with recipes, or without at your own risk.
Requires a brew pot, and uses the ingredients, and 1 flask per potion.
Abilities:
Cure
a health depleting status ailment (like poison, or thorns, or parasitism, or
the cold)
Roll
Rules: Combat
or passive - roll intelligence D20. Single target only. Uses a turn. Uses 4
magic.
Name:
Chinese
black magic
Abilities:
This
spell is a general magic attack that deals physical damage to an enemy or spiritual
damage to a spirit enemy and can incapacitate them for a turn.
Roll
Rules: Combat
- roll intelligence D20. Does physical damage to enemies vulnerable to physical
damage, spiritual damage to enemies vulnerable to spiritual damage. Targets 1
enemy. Uses 1 turn. For damage roll intelligence D10 + 5. Uses 3 magic to
cast.
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.
Abilities:
Evvvvvverythhhhhhhhing
innnnn slowwwwww moooooootion, maaaaaaaan. Puts the next turn of battle into a
unique perspective. You can know what the enemy attacks are going to be in
their next turn before they even take place. Could be useful.
Roll
Rules: Combat
- roll intelligence D10 and wisdom D10. Requires 1 turn. Targets all enemies on
the battlefield. Reveals only the immediate next enemy turn intention only. If
an enemy is killed or blasted back or away, it obviously will change things but
you will be informed. Takes 4 magic to use.
Name:
Fear
and Loathing in Las Vegas
Abilities:
A
potent magic cocktail creates one of three statuses on an enemy: fear,
paranoia, or hallucination. May be useful for a much needed reprieve or break.
Roll
Rules: Combat
- roll intelligence D20. Roll D6 for status (1 or 2 = fear, 3 or 4 = paranoia,
5 or 6 = hallucination) Fear causes an enemy to try to run away from the battle
for the next turn. Paranoia causes an enemy to target another enemy on the
battlefield for the next turn. Hallucination can be hilarious, or frightening,
depending on the enemy. The enemy will lose their next turn either way. Single
target only. Uses a turn. Uses 3 magic.
Abilities:
Your
potion has the ability to hold an enemy in place for one turn making them an
easy target. They get a -5 to their defence rolls and cannot move until your next turn.
Roll
Rules:
Add to a hot brew pot 1 of each: Marijuanas, Blue Grass, Gold (Not money, an
actual piece of gold). Follow the potion making roll rules. Requires an empty
flask for storage.
Abilities:
Its
basically synthetic blood. Use this to heal a vampire for 5+D4 health. Can also
be used to administer first aide to stop ongoing bleeding damage of injured
party members. It won't recover health for non vampires.
Roll
Rules:
Add to a hot brew pot 1 of each: Bloodroot, Stone, any herb. Follow the potion
making roll rules. Requires an empty flask for storage.
Name:
Poltergeist
Level 1
Abilities:
You
no longer need a generic ranged weapon because you can toss light weight
objects at an enemy using your deep seated inner anguish and long repressed
teenage angst. In other words, throw stones, arrows, sticks, and other small
items at the enemy all while still holding your sword and shield. Throws at a
medium speed.
Roll
Rules: Combat
- roll intelligence D20. You must have items either in your inventory or
environment to throw (in other words to throw an arrow, you need arrows). At
level 1 throw only 1 item at a time and target 1 enemy at a time and uses 1
turn. At level 1 the item only moves at medium speed so does only half the
normal damage that item would do (ie: an arrow that does +4 damage normally
will only do +2). Uses 2 magic. You can
keep your non ranged weapon or shield equipped and on the ready. This ability
can be used passively but is harder to control.
Ability: Levitate
something minimally heavy
Roll Rules:
Passive - roll intelligence D20. Uses 3 magic.