NAME:

CHARACTER NAME:


RACE:

CLASS:

Mike

Mitch Matthews AKA Michael

Mutant

Timelord

RACE/CLASS BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

0

0

0

1

1

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

0

0

1

1

0

0

CURRENT LEVEL:

CURRENT EXPERIENCE POINTS AVAILABLE:

CURRENT MONEY AVAILABLE:

CURRENT MAX KI/MAGIC:

CURRENT MAX HEALTH:

13

140

2400

22

54

BACKGROUND STORY:

My story is one of pain...both physical and emotional. I once had a family. A beautiful wife and

little girl. Until one night a...man...a monster, broke into or house and tortured and murdered my

family. Saving me for last. He tortured me, slowly mutilating me then for a finale he lit me on

fire and left me for dead. If it weren't for a wandering transient I wouldn't be alive            

today...although at first I wish I would've died. I wanted to make sure I could do my part and

make sure nothing like this ever happens to anyone. Taking up the name Michael after the arch

angel, I vowed to be a Watchmen. To protect all I could. I must've been doing something right

because one day out of the blue I was visited by someone who claimed to be God. He said to me,

"You protect others who can't help themselves. Under a name of one of our own. So you shall

become one of our own." He gave me 2 gifts. The first one: a screwdriver...yes a screwdriver.

That holds the key to time and space. And the 2nd: Wings of an angel. Because I guess...he made

me one…
TITLES/TREASURES/NOTABLE MENTIONS:
-N/A
EQUPPED INVENTORY
LEG ARMOR
NAME:
ABILITIES:
ROLL RULES:
HEAD ARMOR
NAME:
ABILITIES:
ROLL RULES:
CHEST ARMOR
NAME:
ABILITIES:
ROLL RULES:
Dalek Armour
-7 damage done. Indestructible.

FIRST HAND WEAPON
NAME:
ABILITIES:


ROLL RULES:
Large 2 Handed Pike
this is a large low-medium range weapon with a pointy end and a sharp edge. two handed. high durability. Adds + 7 damage per hit.

SECOND HAND WEAPON
NAME:
ABILITIES:
ROLL RULES:
(Large 2 Handed Pike second hand)
GENERAL INVENTORY
A “sonic” sonic screwdriver
It’s a screwdriver… And this one doesn’t just fix tools. It emits a sonic blast that can hurt enemies, potentially shatter items made of/with jewels or glass. Doesn’t need to be equipped. Currently +3 damage (will increase by +1 at level 20, 40, 60, 80, and 100)
Passive or combat - roll wisdom D20. Takes a turn.
English Long Bow
two handed. Requires arrows. Adds +4 damage per hit. Ranged weapon. Won't begin to lose attack strength until over 450 feet. Durable but made of wood
A quiver of wooden arrows, wind magic tipped – 18 available
Required for use with any bow. These ones have a wind magic effect and do wind damage. Add +4 damage to every hit in battle, and may blast an enemy some distance back in battle. There are 18 arrows per quiver
A quiver of wooden arrows, ice magic tipped – 18 available
Required for use with any bow. These ones have an ice magic effect and do ice damage. Add +4 damage to every hit in battle, and may freeze an enemy for a turn causing them to lose a turn. There are 18 arrows per quiver

A quiver of wooden arrows, flame magic tipped – 18 available

Required for use with any bow. These ones have a fire magic effect and do fire damage. Add +4 damage to every hit in battle, and may light an enemy on fire for +4 damage per turn until the fire is put out. There are 18 arrows per quiver

TIMELORD SKILLS:

Name: Do-Over
Abilities: Rewind a badly gone mission to an earlier point
Roll Rules: Takes 1 turn, combat or passive. Choose 5 numbers of a D20 roll. Must land on your number.




Name:  Time Quests
Abilities: The chance to change a main mission to a Time Quest
Roll Rules: D(however many players). All choose a number. You are assigned the unchosen number. Number rolled decides.





MUTANT SKILLS:

Name: Flight
Abilities: You have wings, you can fly
Roll Rules: Takes no turn, combat or passive – roll speed D20 once per turn only. Lasts 1 turn passive, 2 turns combat. Can use multiple times. Uses no magic.





EVERYONE SKILLS:

Name: "THX, The Audience is Listening"

Ability: Remember when this used to be at the start of movies? A high intensity sound wave will either do internal damage to an enemy, or shatter an enemies weapon, armour, shield, item, or talisman.

Roll Rules: Combat - roll intelligence D20. If successful, roll a D20, odd does damage, even shatters something - moderator determined. Damage or importance of item shattered depends on how high of roll the D20 was - moderator determined. Uses 1 turn. Single target. Uses 6 magic.





Name: The Daneuver

Ability: Do some crazy ass wacky shit and get a useless reward! The reward is probably not useless. .... It might be useless.

Roll Rules: In order to perform this you need to be creative. Think outside the box. Come up with a unique way to use your current setting and environment to "attack" the enemy.  This attack cannot be "normal" or this will fail. Announce your crazy plan, and roll your attack as usual.  If you succeed, you are guaranteed personal loot from the environment or the enemy based on the environment and enemy and the creativity of your attack. Uses 4 magic. Targets limited by your attack option. Loot limited to one per enemy not one per usage of this skill.  The enemy must eventually die to get the loot (it running doesn't count).





Name: Magic The Gathering Sucks, You Fucking Nerds! Level 1

Ability: dispels a summon currently on the battle field

Roll Rules: Combat - roll intelligence D10 and stealth D10. Takes 1 turn. Uses 4 magic points.





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