NAME:

CHARACTER NAME:

RACE:

CLASS:

Kim

Trixie Silverpunch

Goblin

Ghostbuster/Vampire

RACE/CLASS BONUSES

ATTACK

DEFENSE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

2

0

1

1

2

LEVEL/QUEST BONUSES

ATTACK

DEFENSE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

2

1

0

0

0

0

0

EQUIPMENT BONUSES

ATTACK

DEFENSE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

0

0

0

0

2

2

0

BONUS TOTALS

ATTACK

DEFENSE

INTEL

SPEED

STEALTH

WISDOM

CHARISMA

STRESS

FEAR

2

1

2

0

3

3

2

0

0

CURRENT LEVEL:

CURRENT EXPERIENCE POINTS AVAILABLE:

CURRENT MONEY AVAILABLE:

CURRENT MAX KI/MAGIC:

CURRENT MAX HEALTH:

15

5123

9011

0

5


BACKGROUND STORY:

I used to work in the Goblin Castle as a chicken herder.  For some reason the Goblin King likes to let chickens just hang out in the throne room.  No idea why.  But someone had to take care of them.  The throne room is a dangerous place to work.  The King is really moody.  Like for real, one minute he is singing and dancing and joyfully kicking goblins around, then he is brooding, and next thing you know he is yelling and screaming for us to "do something " because a fifteen year old girl is "attacking."  Also, I have never known someone so obsessed with changing clothes.  How many bloody outfits do you need in a day?  And don't even get me started on the glitter...

 

Well, I got sick and tired of being literally kicked around by the bipolar Goblin King.  So one day I straight out told him that I quit and he could take care of his own damn chickens.  Then I left.  Well, more like he kicked me out of the window. same thing really.  Now I am making my own way in the world.  Seeking fame!  Seeking Fortune!  Trying to stay alive....


TITLES/TREASURES/NOTABLE MENTIONS:

-Winner of the Guild Competition

-Vampirism with first level transfiguration: +1 to attack, defence, intelligence, speed, and stealth.

EQUPPED INVENTORY


LEG ARMOR

NAME:
ABILITIES:





ROLL RULES:
Mirror Greaves
Strongly reflective of radiation. Protects for -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.


HEAD ARMOR

NAME:
ABILITIES:





ROLL RULES:
Mirror Helm
Strongly reflective of radiation. Protects for -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.


CHEST ARMOR

NAME:

ABILITIES:





ROLL RULES:
Mirror Mail
Strongly reflective of radiation. Protects for -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.

FIRST HAND WEAPON
NAME:

ABILITIES:




ROLL RULES:
Mirror Blade, single handed
Strongly reflective of radiation. Single handed. Does +5 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:
A Short Saw-toothed blade
This is a dual edge saw toothed weapon designed for ripping and tearing. one handed. Can be dual wielded. Low durability. Adds +5 damage per hit. Critical hit causes major internal damage and bleeding.

GENERAL INVENTORY

Weighted Leggings

-1 damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Unbreakable




Basket Hat
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.

Spiked Fucking Bat

Does +3 damage per hit. Durable yet wooden. Critical hit causes major bone and tissue rending damage.



Sling Shot
+1 damage given. Two handed. 30 foot ranged. Unlimited ammo. Unbreakable.
Zuul Spirit Spell (requires 600exp to learn)
Any deathly blow dealt to the wielder will encase them in a casing of stone-like burnt dog flesh, leaving them barely alive

Use upon your demise, and revive with 1 health intact. Requires someone on your team to take a turn to withdraw you from your entombed burnt dog flesh casing otherwise you remain in a state of “petrification”. Uses all your remaining magic to use. Used on your defence. No roll required.  

Crystal Ball
See details of distant or unrevealed locations.
Passive – roll wisdom D20. Expends the crystal ball.
A Pocket Chain – 2 available

Chain down an item or cash from being stolen. One time use.

Roll wisdom D20 against the thief. Expends the bike chain regardless of success of the roll.
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.

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.

Swiss Army Knife
One handed. Low to moderate durability. +1 damage given. Heals +5 more health when eating food just by having this. Can be used as a general tool.
Passive roll wisdom D20 when required.
Orange Training Gi
-1% of damage done per hit. Strong durability. Chest armour.
Heat Resistant Body Armour
Body Armour that protects you from extreme heat. -3 damage done by enemy per hit. Heat and Fire Damage do not affect you. Low to moderate durability

Tobin’s Spirit Guide
Contains random factoids about certain baddies, spirits, sorcerers, and other paranormal creatures or phenomenon. (These may be made up on the spot by the DM but they become canon as soon as they are discussed)

Passively use at will. Consulting in battle takes a turn and requires a wisdom D20 roll
Soul Spell Rote
You can release a trapped spirit into the rote. Spirits contain spells that have already been determined by the DM for the most part. Unlike Soul Gems in weapons or armor, this item creates a unique spell, not adds a trait or stat to an armor or weapon.

Ancient ghost trap – 2 available

There's nothing fancy about this trap. This is as ancient as they come - its an enchanted bottle really. It holds one ghost. Once it is expended, the enchantment is gone, and it is useless except as a potion flask.
The Bat Medalion
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 purple like the color of your dark shrivelled heart.  Can summon the bat Zord if possible.
 D20 against quest difficulty, and at the moderator’s discretion.
Troll Baby Diaper

This special cloth leg armour looks ridiculous but it protects for -10 of damage done by enemy per hit. Its use requires you to wear an adult diaper to the WoW session (provided by DM). Its made of cloth and is vulnerable to moderate damage, particularly fire. Nullifies and protects you against all earth based magic attacks.

Kung Fu Explosive Bomb – 5 available
 Shaped like an egg and when used produces an explosive blast.  Blasts away all fighters in the vicinity of throw, knocking them off feet/out of air.  Smaller enemies may be stunned for 1 turn.  Range of 15 feet unless you use it in conjunction with a sling shot.
Doesn't require equipping. Uses 1 turn to use. Does D12 damage to all enemies in blast radius and may cause a loss of turn.
Turtle Hermit Gi

-1 of damage done by enemy per hit. Gives a 5% experience bonus when earning experience. Strong Durability. It will do  -1 spd and -1 stealth stats



Book:  “A Christmas Carol”
Grants +2 wisdom so long as it is in your inventory. Easily destroyed, very vulnerable to fire.









SPELLS, SKILLS AND ABILITIES, AND RECIPES


GOBLIN SKILLS:

Name: Crystal Ball Reading
Abilities: Can view crystal balls and see details of distant unrevealed locations.
Roll Rules: Passive – roll wisdom D20. Expends a crystal ball.




GHOSTBUSTER SKILLS:

Name: Communicate with Spirits
Abilities: Can speak to spirits, ask it questions.
Roll Rules: Passive – roll wisdom D10 and roll charisma D10.




Name: Ghostbust
Abilities: Capture spirits, keep them in a trap (1 spirit per trap)
Roll Rules: Passive – roll speed D20. In Combat – roll speed D20. Takes a turn. Spirit must be significantly weak (less than 20% health).




Name: Read Arcane Languages
Abilities: Read ancient unknown languages
Roll Rules: Passive – roll wisdom D20.




Name: Happy Slime
Abilities:  A potent goo that can cause someone angry to become passive, in some cases friendly, and in some cases amorous. Also can cause bronze statues to move.
Roll Rules: Passive or combat - roll intelligence D20. In combat the attack can either end the battle in a stalemate, cause an enemy to lose its next turn until provoked or attacked again, or bring to life a bronze construct nearby. (Bronze constructs will have their own abilities depending on the construct). It does no damage on its own. Uses a turn. Single target.  Uses 3 magic.




Name: Mad Slime
Abilities:  A potent foo that reacts to emotion. It can piss someone off, make someone upset, cause an ally, an enemy, or ones self, to go berserk.
Roll Rules: Combat or passive - roll intelligence D20. In combat the potential is that the slimed individual loses control of themselves for the next turn. While they still control their attack choice, they may harm an enemy or an ally (they roll D10, odd is an enemy, even is an ally). It boosts their regular hit 25%. Uses a turn. Single target.  Uses 3 magic.





VAMPIRE SKILLS:

Name: Transfiguration Level 1
Abilities: You can morph your body to the basic vampiric form which will increase your attack, defence, intelligence, speed, and stealth roles +1. This form is susceptible to sunlight in particular and will take added daytime direct sunlight damage but you will not experience daytime weakness in it. Honing this skill adds to the battle line of vampiric skills. You may transform at will.
Roll Rules: It takes 1 turns to transform, you are vulnerable to attack during it. 


GENERAL MAGIC:


Chinese black magic
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.
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.




"THX, The Audience is Listening"
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.
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.




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