NAME:

CHARACTER NAME:

RACE:


CLASS:

Alex

Purdii Burd

Type 2 Changeling  Griffin-like

Kleptomaniac

RACE/CLASS BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

0

2

1

0

-1

LEVEL/QUEST BONUSES

ATTACK

DEFENCE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

1

0

0

1

3

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

FEAR

STRESS

0

0

1

2

1

1

2

0

0


CURRENT LEVEL:

CURRENT EXPERIENCE POINTS AVAILABLE:

CURRENT MONEY AVAILABLE:

CURRENT MAX KI/MAGIC:

CURRENT MAX HEALTH:

26

5092

92415

0

5

BACKGROUND STORY:

She was born on the planet Thanagar. She doesn’t really remember her mother, her father or her nest mates. What she does remember of her people, she never really understood. On the day of her “awakening” (when her wings sprung forth) the people of her village turned cruel, hitting her while she walked through the streets, refusing to acknowledge her by name - not that she remembers, even refusing to teach her how to use a mace. The names she remembers are Freak, Abomination, and Cursed. She spent her early years wandering the streets, trying to get by in Downside with other alien slaves, and poverty stricken, although she always wound up with a pocket full of “Shiny.”

Eventually she fell through a crack in the wall, ending up in the town Gunther, getting picked up by a thief and a swindler when he saw the Shiny Shiny (gold) in front of her. He gave her clothes, a bed, and food. The only thing he required from her was to go into town for the day and to empty her pockets when she returned. Always surprised when they were full, he called her birdy, bright wings and swift fingers, not really giving her a name. He taught her to use the blades to defend her Shiny which she would give to the thief. Eventually years passed and the thief died. She stayed, keeping her wings and beast hidden. She didn’t need grief from the backwater plebeians. They wouldn’t understand the things she could do anyways.

 

Changeling first stage wings. Second stage, Tail, and eyes. Third is claws.  Forth is full form Griffin.

TITLES/TREASURES/NOTABLE MENTIONS:

-Zombie Princess

- Was spacetime shifted by a weeping angel

- Responsible for the total destruction of Avalon


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:

Government Issue Gear Headpiece

these dark dark navy business suits are made in special factories that only produce these suits. Stylish and sophisticated and classy. Owning the full set gives a +1 to charisma rolls. -2 damage done by enemy per hit. Strong durability

CHEST ARMOR
NAME:
ABILITIES:



ROLL RULES:
Cloak of Invisibility - Semi Legendary Armour
Chest armour. Medium durability. Protects for -5 damage per hit. If you flip the hood it will grant you complete visual invisibility.
FIRST HAND WEAPON
NAME:
ABILITIES:



ROLL RULES:

Sword of fire

Attack damage +4. Chance to do fire damage per turn of +4. Strong durability. Weak against water which can crack it. Acts as a torch in dark places.

Roll attack D20 to determine if extra fire damage per turn is applied.
SECOND HAND WEAPON
NAME:

ABILITIES:




ROLL RULES:
Chainsaw Short Sword
one handed. Can be dual wielded. Low to moderate durability, may require bike parts to repair from time to time. Does D10 +3 damage per hit plus an additional D6 roll. Critical hits on the attack roll means another additional D6 roll, plus major tissue damage with a chance to handicap or disable.
GENERAL INVENTORY
A Flip Blade
General tool - passive. May come in handy
Roll wisdom D20.
Rope – 865 feet
General tool. May come in handy
Roll wisdom D20.
Nintendo Power Pistol
Good for Duck Huntin’, or taking down Wild Gunman. one handed. Can be dual wielded. Made of mechanical parts which may require repair (will need bike parts and a tool). Adds +3 damage per hit. Can only fire one shot at a time per weapon per turn. Ranged up to 45 feet
Sling Shot
+1 damage per hit. Two handed. 30 foot ranged. Unlimited ammo. Unbreakable.

requires 1 turn in combat to equip/switch out new weapons. No roll required.
Bike Parts

just a generic box of bike parts to repair bikes n stuff. You still need a screw driver though, or a Swiss army knife
Roll wisdom D20.
Treasure Map
Leads to the lost treasure of One Eyed Willy through an underground catacomb filled with booby traps.
A Gold Pocketwatch
?? Worth money?

Orb of the dragon (from the labyrinth of the Mad Mage)
Prize for the guild competition stage 2. Does ???
Harpoon Gun
The ability to fire large projectiles/harpoons at an enemy.
Medium ranged, 150 feet or less. Requires a harpoon to fire. Harpoons may also be attached to rope.
The Holy Grail
A mythical chalice that will recover the life of one dead team mate or npc one time per questline.
Glasses of Truth
Put these on and see enchanted things the way they truly are
Do not need to be equipped in the traditional sense but if you do not inform the DM you have taken them off, and you are injured, they may break. Low durability.
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.
Dragon's Scale
Material goods for crafting, potions, selling, quests, etc.
Map of the known extent of Middle Earth
Gives you a good idea of where everything is
Check the Map screen on the web page to see the map.
The Thunderbird 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 white like white hot lightning.  Can summon the thunderbird Zord if possible.

D20 against quest difficulty, and at the moderator’s discretion.
Bandages
heals 2hp per turn for the duration of the quest

Pepsi Perfect

A soft drink from the distant future of 2015… “2015!!!!!!????”  Instantly gives you full health. Can only be used when health is 5 or lower. Drink takes 2 turns to fully heal you. You can not attack on those turns.


Cloak and dagger

-3 damage done by enemy per hit. Get +1 attack armour bonus on your stat sheet and do +1 additional damage on all attacks. Low to moderate durability
Bedivere's Sword - Semi Legendary Sword
Simple medium length sword of the Arthurian age, neither a short nor a long sword. One handed and double edged. Bedivere, who lost his hand in battle, was known for his bravery. This sword cannot be wielded with another weapon. Wielding this sword does not allow your enemy, regardless of their speed, to have a pre-emptive strike against its wielder or their group. In other words, you will be told when an opponent intends to attack, and you will have the chance at first blow. First blow will always do double damage.  (one handed but cannot be dual wielded. Strong durability. Adds +6 damage per hit)
A lockpick
If you have a lockpick skill, as Kleptomaniacs have available, you can use these to pick locks! Are discarded after each successful use. May break after too many unsuccessful uses.
SPELLS, SKILLS AND ABILITIES, AND RECIPES


Kleptomaniac Skills:


Name:  Take
Abilities: steal an item without getting caught
Roll Rules: Combat or passive - roll speed D10 and stealth D10. Can only be done once per city, but in every city, and once per battle, but in every battle (battle defined as “until fighting stops” regardless of number of enemies).  Can choose target, but may be limited by moderator.




Name:  Klepto
Abilities: randomly steal from team mates
Roll Rules: Random times, moderator chosen. Roll a dice to determine which team member, and random number generator to determine which item. Can be blocked if teammate owns a pocket chain and rolls successful.





CHANGELING TYPE 2 SKILLS:

Name:  Transformation
Abilities: You metamorphose into your more powerful forms.

Roll Rules: Combat only. No roll required. Takes 2 turns for each transformation – vulnerable.
Form 1: +1 to attack, speed, and defence

Form 2: +2 to attack, speed, and defence

Form 3: +4 to attack, speed, and defence

Form 4: +8 to attack, speed, and defence

Aggression increases with each form. If an ally sets you off, moderator decision based on situation, you roll to determine if you fight them. Roll D20 attack + bonuses, success = fight.

Revert back when choosing to or after each main mission day




Name:  Can use Ki
Abilities: You can use Ki and access the Ki attacks at the martial arts school.
Roll Rules:





Martial Arts Skills:


Name:  Explosive Wave
Abilities: A weak burst of energy is dispelled from the body and blasts enemies outside of immediate physical attack range.
Roll Rules: Combat - roll defence D10 and attack D10. Does D12 damage evenly distributed to any enemies immediately within physical attack range, and blasts them all outside the attack radius of yourself and very nearby allies. The enemy will not be able to perform a physical strike against you for their next turn, unless they have a ranged attack method. Flying enemies struck by the blast will be grounded outside the attack radius on their next turn. Takes 1 turn. Uses 3 ki.




Name: Cardboard Box Hobo Boxing
Abilities: A one-two combo in the old school style of street fisticuffs. This is an introductory technique You will need this technique to master the higher level "street fighting"  line of techniques available here or in the martial arts schools. Only kleptomaniacs can learn street fighting style techniques.
Roll Rules: An attack that is either weaponless or can only be paired with only hand weapons, such as gloves or claws. Close range. Combat - roll attack D20. Single target. Roll attack roll twice for damage done. Uses no magic or ki.




Name:  Jan Ken AKA Ro Sham Bo AKA Rock Paper Scissors

Abilities: Don't like the turn out of a dice roll? Redo it. IF you defeat the "trip guide" in a game of Rock Paper Scissors.

Roll Rules: Combat or passive - roll intelligence D20. In combat it requires you to give up your next turn but it can be used any time for any player for any dice roll (or series of rolls) of any type. After successfully completing the D20 roll, play a best  of 3 game of rock paper scissors with the game moderator. Winning the game allows you to allow a redo of the last roll. Winning all 3 games means it doesn't cost you any ki. Uses 2 ki per the attempt otherwise.






Adventuring Skills:


Name:  Detect Traps
Abilities: You can detect traps

Roll Rules: Passive – roll wisdom D20. Uses 6 ki per use.





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).





General Magic:


Name:  Illuminate
Abilities: Brings light to an area with normal darkness. Useful if you don't have tools to create torches, or a flashlight, or a candle, or something)

Roll Rules: Passive - roll intelligence D20. Uses 4 magic.






Zombie Princess Skills:


Name:  Strength of the undead king level 1
Abilities: At level 1: If you use this ability it can boost your attack and defence stats by 1 temporarily. It will also add +2 to every roll for damage done and -2 to every roll for damage received. Zombie, bitches!

Roll Rules: Uses no turn. Uses no magic. You may “transform” at will. 






Stoner Skills:

Name:  Weed Shield

Abilities: Activating this takes 1 direct blast of MAGIC ONLY, and neutralizes it in a cloud of smoke. Poof!

Roll Rules: Uses no turn as it is used on the defense turn. Uses 9 magic. No roll required.





Make a free website with Yola