NAME:

CHARACTER NAME:

RACE:

CLASS:

Candice

Lydia Green

Fairy

Stoner/Possessed

RACE/CLASS BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

0

0

2

1

1

LEVEL/QUEST BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

4

0

0

0

0

0

0

EQUIPMENT BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

1

0

0

0

0

BONUS TOTALS

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

STRESS

FEAR

4

0

1

0

2

1

1

0

0

CURRENT LEVEL:

CURRENT EXPERIENCE POINTS AVAILABLE:

CURRENT MONEY AVAILABLE:

CURRENT MAX KI/MAGIC:

CURRENT MAX HEALTH:

20

1394

23487

0

5

BACKGROUND STORY:

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:

-Possessed

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:
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.
FIRST HAND WEAPON
NAME:
ABILITIES:






ROLL RULES:
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.
SECOND HAND WEAPON
NAME:
ABILITIES:




ROLL RULES:
Sword of fire
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.
GENERAL INVENTORY

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.
The Butterfly 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 green like. Can summon the butterfly Zord if possible.

D20 against quest difficulty, and at the moderator’s discretion.

An unknown blue potion
??
Roll wisdom D20 to use

Oregano – 3 available

Material goods for crafting, potions, selling, quests, etc.
Bay Leaf
Material goods for crafting, potions, selling, quests, etc.
Heart of a weeping angel
Material goods for crafting, potions, selling, quests, etc.

Wolfs Eye Balls

Material goods for crafting, potions, selling, quests, etc.
Wang Bats Penis Bone
Material goods for crafting, potions, selling, quests, etc.
Long Forgotten Castle Key
Unlocks a locked door in the Long Forgotten Castle
Rose Dust - 2 available
Can be used multiple times per 1 questline. Acts as fairy dust, causes flight for limited time.
Roll wisdom D20
Brew Pot – 2 available
Required to brew potions. Insert ingredients and roll for success.
Roll wisdom D20
Cinnamon
Material goods for crafting, potions, selling, quests, etc.
Saffron
Material goods for crafting, potions, selling, quests, etc.
Bluegrass – 2 available
Material goods for crafting, potions, selling, quests, etc.
Hallucinogenic Mushrooms
Material goods for crafting, potions, selling, quests, etc.
Sling Shot (Weapon)
+1 damage per hit. Two handed. 30 foot ranged. Unlimited ammo. Unbreakable.

Super Mario Mushroom
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.

Rope, 75 feet
It’s a rope
Fire Slug Slime
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.
Dinner for One B
Restores 30% of health. 
Book of Ancient Chinese Potions
Learn potions over time with experience at the DM’s discretion.  
Basket Hat (Head armour)
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
Use with a bow.
Rorschach Test Mask

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.

Leather Cape
-2% of damage done by enemy per hit. Moderate durability.
Switch Blade
Adds +2 damage per hit. Tool or weapon. Single handed. Low durability. Can be repaired with bike parts if broken.
A long blade steel claw
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

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.

STONER SKILLS:

Name: Can use recipes
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.




Name: Herbal Remedy
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.




Name: That sticky icky
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.





RECIPES:

Name: Potion of Goop
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.




Name: Blood Wine
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.


POSSESSED SKILLS:


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.





GENERAL MAGIC:

Name: Leviosum

Ability: Levitate something minimally heavy

Roll Rules: Passive - roll intelligence D20. Uses 3 magic.





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