NAME:

CHARACTER NAME:

RACE:

CLASS:

Greg

Mordecai Mundus

Dark Elf

Mind Freak

RACE/CLASS BONUSES

ATTACK

DEFENSE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

2

0

0

0

-1

LEVEL/QUEST BONUSES

ATTACK

DEFENSE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

0

0

0

0

0

EQUIPMENT BONUSES

ATTACK

DEFENSE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

3

0

0

0

1

BONUS TOTALS

ATTACK

DEFENSE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

FEAR

STRESS

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:

1

400

5493

10

27

BACKGROUND STORY:

Chased away from home by his Uncle after he killed his father who was leader of their tribe. He is looking to gain help to seek revenge on his uncle.

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:
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:
Vibra-wand
Its shaped like a dick, and flesh colored, AND it vibrates. Imagine waving this thing around! You need this, or a staff,  if you are to cast magic spells as a Mindfreak. Other classes can use magic without a wand or staff. one handed.  Unbreakable. Get +2 intelligence weapon bonus and a +1 charisma weapon bonus on your stat sheet. It adds 2 damage to all your attacks as well
SECOND 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.
GENERAL INVENTORY
A Proton Accelerator Gun
Two handed. It does +7 damage per hit and if it is used against a spirit enemy it can hold them in place for one turn (they miss a  turn). They are only licenced to be used by ghostbusters . Having two or more of them, however, you can potentially risk crossing the streams, which could help, or cause a small nuclear explosion killing just about everyone. It’s bad. It’s really bad.

SPELLS, SKILLS AND ABILITIES, AND RECIPES


DARK ELF SKILLS:

Name: Polyphony

Abilities: Ability to speak in two voices at once (and thus cast two spells as once creating a hybrid spell)

Roll Rules: In combat or passive – roll your normal spell rolls. The combined effect of the spell will depend ultimately on the DM with some input from the player.





Name: Elemental Duality

Abilities: Can learn two elemental magics at a time only.

Roll Rules:






MIND FREAK SKILLS:

Name:  Magic Missile

Abilities: a magical spark attack for damage against one enemy

Roll Rules: Combat, 1 turn – roll intelligence D20. Hit damage roll intelligence D10 + bonuses +1.






GHOSTBUSTER SKILLS:

Name:  Slightly Psychic

Abilities: Passing Dr. Peter Venkman’s not entirely rigorously scientific experiment, you appear to be slightly psychic (mostly he just wanted to get laid. You deserve to know).

Roll Rules: You can throw wisdom D20 during your quest and instead of a normal wisdom roll you might learn something from the future or hidden from normal view. If you fail the roll though you take a 5 magic hit or 7 health hit as you relive the trauma of the original experiment.





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