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Post by Black Fox on Apr 24, 2006 21:47:57 GMT -5
so ya...pretty much a badass right here. huh equipment, i think im gonna go with one gun this time, have you seen black cat? theres a badass pistol called Hades on the show, im thinking something like that, and of course i have a blade cause of my training. with like mugen and stuff. but its 2 shorter blades but pretty much the same style of fighting as mugen mixed with the capiora. i dont really know what i can have for equipment and what not but at least that.
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Post by Frederic Bourgault-Christie on Apr 24, 2006 21:52:55 GMT -5
You can have a ton. Vehicles, independent drones, explosives, bounty-hunting devices such as force handcuffs/neuronic whips/etc., etc. Stuff to do is (this is the standard protocol, some is already done, but bear with me): *Accustomize yourself with the world. Here is an excerpt from the initial file: « Crashing Heavens Abdicates It has been merely a few years since the destruction of the All-Monster. Thrash Ranari, Badcat Xiang, Xenocratis Venificum Secutor, Fred Lumina-Weise, Firebrand the Red Blaze, Dragon Lancer, Ebony of the White Heart, Sylphana Rossis, and untold numbers more have passed into fame and fortune. With the ringing of the Golden Knight’s final words, “Let this be the final battle”, has passed an old age, and into a new. People reminesce over the rapid change: the United States’ Cryo program coming to an end, attempts at world peace and revolutionary change finally becoming plausible, demons and humans living in harmony, Hell itself becoming a place for redemption and not for punishment. Unfortunately, the Old Guard, the term coined by Badcat himself regarding him and his colleagues, is now so in demand throughout the universe and through untold time periods that they can do very little. Too much of their time is spent managing, preserving the current gains, defending, and preparing the world for hope and happiness. And all new eras are won, regrettably, partially in blood. For political and economic change, heroes have no place. Now the Old Guard has become bureaucrats, administrators, instead of riding out in the glorious Ranger’s Wings, preparing to save the universe from they who seek to control Fate. Crashing Heavens is almost officially disbanded – the Rangers almost becoming a charity organization. But there is still work for heroes to do. Not all is well in the transition to the new age, and the vacuum left by the departing Old Guard has made an exciting new time for heroines and heroes of all ilks. Needless to say, your characters belong in this time period. Now a name can be made for oneself. You have been selected by the original Crashing Heavens to fill their shoes and help to create a new world. You are the clichéd best and brightest. In the words of Badcat, now a premier quipster, “Go out and kick some new ass.””> Other resources for this task include: cotgrpg.proboards78.com/index.cgi?action=display&board=cotggroupresources&thread=1134082015&page=1cotgrpg.proboards78.com/index.cgi?action=display&board=cotgrules&thread=1139645145&page=1cotgrpg.proboards78.com/index.cgi?action=display&board=cotggroupresources&thread=1142470218*Come up with an initial sketch *Determine your Race (Races are listed, in part, in Rifts, FB and CotG sections; in addition, any race can be converted or created): Races give starting Affinities, Attributes, Rank Boosts (that which are used to raise attributes) and Class Points *Determine Traits (see the Traits thread: generally, things that set the person aside from others, such as unique genetic abilities, supersoldier training, insanities, behavioral quirks or defects, etc.) In your case, your Trait Points can add up to 5, instead of the normal 0. You automatically add Red Mage (10), Martial Artist (10), Veneficium Secutor (5), Dragon Thief (5), Thrash Ahmoqa (5), White Witch (5) and Paladin (5) because those are the Communal Classes. *Determine Classes (a certain amount of Class Points from your race plus 70 from past experience since you are coming into a high power campaign; Classes are listed in both the Class List and Classes threads under Rules). Class Points should end up totalling 200-300 CPs. *Choose 10 trainers from the Old Guard (i.e. anyone from pretty much any continuity, from Worf to Raistlin to D'rrizt) *From the trainers, classes, etc. determine your Skills and Merits (Merits are basically Feats, Skills are enumerated as %s), as well as Affinities (Ki, Magic, Psi, Tech). Skill %s should end up adding to 30,000%, 725% is the max in any one skill (and only in rare cases: limit of five skills at the most and only at my approval). A good rule of thumb for Merits is 5 Forbidden 2/Transgressive, 20 Forbidden, 50 Legendary and 100 Normal. *You are given 20 million GP (equivalent of 2 billion dollars) from Crashing Heavens funds to buy equipment, Rank Boosts/Class Points (100,000 per Rank Boost or Class Point), Affinities (100,000 per 10 points - this is explained in more detail in the rules section), etc. *After determing trainers, classes, etc. determine abilities. You get 1 Forbiddens (Forbiddens being abilities like Meganuke, Ultima 2, etc.) per 1.5 Class Points, 2 Forbidden 2s from your unique ability set (Forbidden 2s are abilities the next exponential level up, abilities like Jin's Chronanova which uses raw speed to create an area of non-existence and launches it as a physical attack at foes), and 1 F2 from each trainer. In addition, some Traits will provide in the neighborhood of 5-15 Fs and sometimes an F2, and CH PCs receive the Communal Abilities plus 10 Martial Arts Forbiddens and 10 Forbiddens per elemental spirit (in this case, *See Group Resources and add what is listed there at the bottom. In particular, those are: -Job Gem and Tome Classes -Transformation from the Energon Disc (one bestial, one mechanical) -3 alchemical conctions, F2 power -Dark-Light Path -Various Communal Abilities, Merits, Skills, etc. In the case of Communal Skills, if you have the Skill in question, reimburse yourself the amount given by Communals. I.e. PC Bob was planned to have Shotgun 700%. The team's skills include Shotgun at 300%. PC Bob spends only 400% on the Shotgun skill total and thus gets 300% extra to spend. - *Finish the character concept, history, etc. now that you have all of your current statistics fleshed out. That should include: -Zodiac Sign -Blood Type (if applicable) -Personal Totem -Patron God (if any)
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Post by Black Fox on Apr 24, 2006 22:17:02 GMT -5
OK...seeing as the actual making of the character...will take me forever ill do that later. but i can do the Zodiac sign Aries no god hes agnostic.
He was orphaned at a young age, lost his mother very young, and his father when he was nine. lived fending for himself and came across all his trainers and has thought of them as mentors some, stranger than others some moer anti social some more open some laid back, some more tight. He is now about 26. After joining the Crashing heavens team, he is ready to help the new age. Hes got a Han Solo persona, yet believes firmly in a rebellion or a good cause and will go out of his way to help someone he cares deeply for. Lost his eye when he lost his father and went for a time with an eye patch till he aqquired enough money to get a cybernetic eye. He lives his life as a bounty hunter bringing in high end bounties and murderers.
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Post by Frederic Bourgault-Christie on Apr 24, 2006 22:30:13 GMT -5
You can whittle away at it. At the least you'll want some F2s and Fs.
Personality-wise, you have a lot in common with a lot of people: Quion, Denios, arguably Ardunum, etc.
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Post by Black Fox on Apr 26, 2006 22:25:57 GMT -5
contacts;
Proffesors -Ancient History Dr.Rombult -Occult Dr. Kurai -Ancient Religions and mythology Dr. Rash
Ex Cop Frank Swill
Bounty Hunters -Wild Bill -Shaq -Jameson
Information Brokers Jo' Ka Ankush
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Post by Black Fox on Apr 26, 2006 22:26:19 GMT -5
eh its usually a personality i take.
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Post by Frederic Bourgault-Christie on Apr 26, 2006 23:38:12 GMT -5
No problem, was just saying you'd have some philosophical company, as well as a lot of people with different and even disagreeing outlooks.
Get at least a location and a little more data for your contacts so I can more effectively play them.
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Post by Black Fox on Oct 14, 2006 17:47:49 GMT -5
Most of the time when Derrick is out hes on his ship the Black Hawk, but if not hes at his home on mars.
The Proffesors are mostly located on earth in Japan, and United States and South America
Information Broker lives on Mars and the bounty hunters he met along on other missions and stayed in contact with them
The ex cop helped Derrick when he was young, and was the one investigating his fathers murder which is still unsolved.
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Post by Frederic Bourgault-Christie on Oct 14, 2006 18:55:50 GMT -5
Okay, cool, sounds good. When we recover the sheet from Tony, we'll be able to edit it here and have an idea as to how to proceed.
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Post by Black Fox on Jan 17, 2007 0:53:08 GMT -5
Name: Derrick Nightblade Race: Human Patron God: None (Agnostic) Occidental Zodiac: Aries Oriental Zodiac: Yang Metal Dragon Personal Totem: Retainer Scorpion Personality and History:He was orphaned at a young age, lost his mother very young, and his father when he was nine. He lived fending for himself and came across all his trainers and has thought of them as mentors some, stranger than others some more anti social some more; open some laid back, some more tight. He is now about 26. After joining the Crashing Heavens team, he is ready to help the new age. Hes got a Han Solo persona, yet believes firmly in a rebellion or a good cause and will go out of his way to help someone he cares deeply for. Lost his eye when he lost his father and went for a time with an eye patch till he aqquired enough money to get a cybernetic eye. He lives his life as a bounty hunter bringing in high end bounties and murderers. Attributes: Str – VHGodlike Int – VHGodlike 5/20 Will - VHGodlike 5/20 Reflex - L Forbidden 5/20 Keenness -L Forbidden 5/20 Charisma - VH Godlike Paranormal Ability - L Forbidden 10/20 Endurance – VH Godlike 10/20 Affinities: Tech – 1400 Psi – 1400 Ki – 200 Magic – 300 +50 Affinity for fire attacks +25 for Leaf
Classes: -Bounty Hunter (50) -Gun Master (50) -Capoeira (10) -Telekinetic (40) -Dragon Thief (30) -Hacker (10) -Ace (25) -Hero (25) -Master of the Unseen Blade (20) -Veneficium Secutor (10) -Omni Ahmoqa (5) -Siprt Limbce (5) -Red Mage (10) -Martial Artist (10) -White Witch (5) -Paladin (5) -Psychic (40) -State Alchemist (10) -Blue Mage (4) -Summoner (4) -Genkai School Master (4) -SWAT Officer (4) -Burster (6) -Cyber-Knight (4) -Controller Magus (4) -Sea Inquisitor (4) -Taido (6) -Blaster (6) -Mech Dreamer (6) -Ninja (6)
Equipment: Black Cat *Heaven: Amorachius, a sword with a nail from the crucifixion of christ built into the hilt and it has insane powers againsts deamons and what not and its also rumored to be excalibur *Hell: Carnokas, mad alchemist from Hell, focuses on armor piercing and AOE *Innate spirit: Black Cat, *Black Cat shikai: Black armor and auto-fire *Shikai *Shikai 3 *Bankai 1 *Bankai 2 *Bankai 3 *Vash modifications *Scard modifications: TW Fireball and Lightning effects, *Spike modifications *Caster Gun shells *Summon Gun shells Black Hawk Exodus *Size configurations: -0: Completely deactivated -1: Passive field and underarmor -2: Normal sized armor -3: Power armor -4: Giant robot -5: Colossal robot *Passive Superhuman Strength and Speed enchant to Derrick and within a short aura range *Amulet of the Sun incorporated (71 from Spekkio) *Chitin Armor and Insect Pincers incorporated (87 from Spekkio) *Telemechanic control and amplifier *Intuitive Combat amplifier *See Aura, Sense Evil, Presence Sense, etc. visions *Sixth Sense radar *Enhanced psi-defense *ARCHIE-3 linkup *Psychic radio *Breathe without Air and Mystic Portal can be activated *Shoulder Medium Missiles *Shoulder Mini-Missiles *Fusion Blocks/Land Mines *Arch-230 Plasma Cannon *Arch 860 Rail Gun *Retractable vibro-blade *Variable laser in forearm *Double-barred laser ball turret *Chest lasers *Language translator Incarnate Trap
Ironbane
Scard backup weapons Silver plated throwing knives Mugen's Sword Vash's special bullets P.P.E. Talisman Ring of Elder Scepter of Command Arabian robot horse Tinted goggles Gas mask Survival pack Robot medical kit IRMSS kit Distancing binoculars Blood and Thunder III Scroll Cosmic Faultline Scroll Edges of Falling Steel (Steel Rain III) Scroll Cybernetics:
Cybernetic eye
Shotgun arm Amplified hearing Adamantium exoskeleton Wired reflexes Merits: Trainers Vash the Stampede Spike Spiegel Warlord Scard Hagan Lonovich Garet Training Mugen Training Sheba Training Tetsuo Training Akira Training Fortune Training Forbidden Control Revulsion Dam Sum Sing Demon Digestion Double Edge Doctrine Expanding Gum Diet Flux Striking Fury and Fright Doctrine Gravity Training Hallucination Training Impossibilty Training Iron Hand Irfry Poker Blade Joint Hardening Kangeiko/Shochu Geiko Laughing Pain Life Stone Lotus Pillar Low Oxygen Neck Beefing Running the Gauntlet Sensory Deprivation Shochu Geiko Stroboscopic Combat Practice Weightlessness Training Yoke Training Sword Ki Gun Ki Falling Technique X-Magic Forbidden Ignore Ritual Components Forbidden Ignore Somatic Components Forbidden Ignore Equipment Restrictions Forbidden Ignore Verbal Components Forbidden Ignore Alignment Restrictions (Magic) Forbidden Fire Resistance Forbidden Status Effect Resistance: Burn Forbidden Status Effect Resistance: Berserk Golem Threshold
Traits: (Positive) -Dead Eye -Observant -Tactician -Extreme Reflexes (Negative) -Stubborn -Heavy Heart -Bad Childhood(orphaned) (Neutral) -Quick Thinker (not deep but fast)
Abilities:
Forbidden
Telekinetic TK Sweepstorm (can either be damaging or not damaging, sweeps people together into larger and larger clumps and uses their own mass to push them) TK Storm (expels enemies with the adjusted equivalent of hurricane force winds) (25 other Forbiddens
Bounty Hunter: (33 Bounty Hunter Forbiddens
Gun Master: (33 Gun Master Forbiddens (10 Forbiddens with Black Cat in particular
Leaf Synergy with the Retainer Scorpion Evocation of the Retainer Scorpion Arthropodic Legend Mail (armor power) Seizers of Subdual (tail and pincers focused on seizing) Summon Scorpio Summon Retainer Scorpion (instant) Conjure Retainer Scorpion (long term) Toxic Pincer (long term intersecting poison blasts) Possess with Retainer Scorpion
Siprt Limbce (3 Fs plus a Blessing - essentially another ability - from each of the following spirits: Wyld, Zale Maymon, Atlas Dragon, and 3 from the Mist Dragon
Forbidden 2 Team Identify: Identifies enemies, combined with the Tag aura, and gives the team subdual abilities Dealers Curse: Anyone near you gets a Tag that you can use to either turn them into a bomb, put a cage around them, etc. Caster Roulette: Derrick quick loads a certain amount of casters depending on a roll of die and unleashes them into the enemy. Metabolism Boost: During Battle Derrick Metabolism increases giving him extremely high regeneration powers. It is building up during non combat. Tk Trap: Any attack on Derrick is countered with telekinetic spikes forming around the enemy and coming down upon it for massive damage. Summon Storm IV: Derrick Summons a freak lightning storm and taps into its power allowing him to direct the strikes of lightning. Chakram of Chance: stores the luck and effort you do create for a later time, like a karmic cash-in. Akira:Increases Derricks Power exponentially that lets him activate hidden parts of yourself and your consciousness that lay dormant around the universe. Implosion Dynamics: One of Derricks moves that is so powerful, it causes him into a coma and tears a the fabric of reality itself imploding everything around him into a mass of its former self leaving a large blacked crater. Mind Forge: Allows Derrick to block scrying better hiding his presence and abilities. Multiple enemies kata: Derrick unsheathes blade and goes into a beserk of sorts attacking dodging and attacking multiple enemies with maximum amount of force and minimum amount of damage. He uses enemies as weapons throwing them like weights and his own sword at the same time. Growth IV: Out-of-battle functions, like light special beacons or reactivate ancient machinery or move objects. It could also include with some Earth added some functions like a massive growth spurt (which could be used in battle for damage and out of battle to, say, open some doors or create a massive plant pathway). Can Supercharge Existing growth. Skull Forge: Passive, DIO extender, every turn you create a new set of Archie-like devices. Escalation: Draws upon the enemies hate to increase his own power unleashing powerful train of bullets. Beast Tornado Strut: Derrick unleashes furry of attacks that call upon a water tornado in the shape of a beast that can destroy a planet. Celestial Fragmentation Cascade: charge of energy that shoots and seperates into multiple energy shots like a barrage of missles TK Force the size of a continent with infinite fingers that can manipulate objects just as a normal hand and against multiple foes do any martial arts move. A permanent DIO element and have a good number of sub powers.
Skills: Gun 740% Black Cat 740% Pilot Spaceship 740% Pilot Black Hawk 740% Running 740% Gunslinging 740% Reflex Training 740%
Telekinetics 700% Telekinetic Power 700% Pilot Snub Fighters 700% Pilot Trucks 700% Dodge 700% Jumping 700% Boxing 700% Mugen Sword Form 725% aikido 700% Capoeira 700% Street Brawling 725% Lore: Occult 700% Lore: Trading Runs 700% Streetwise: Criminals 700% Streetwise: Drugs 700% Tazer 700% Bounty Hunting: 725% Law: Police Specialization 700% Capturing 700% Knowledge: Judicial System 725% Pilot Exodus 725%
Repair Exodus 700% Repair Black Cat 700% Repair Black Hawk 700% Knowledge: Crime Bosses 700% Lore: Space Mythology 700% Disguise 700% Make-up Artist 700% Plastic Surgery 700% Immitate Voice 700% Telepathy 700% Bluff 700% Intimidate 700% Demolitions 700% Grenades 700% Close Combat shooting 700%
Alchemy - 550% Lore Magic - 550% Armor Proficiency - 300% Astronomy - 300% Barometry - 300% Biology - 300% Botany - 300% Brewing - 300% Chain Weapons - 300% Clockwork Mechanics - 300% Close Quarters Combat - 700% Dancing - 300% General Science - 300% General Weapons - 300% Genetics - 300% Electromagnetic Mechanics - 300% First Aid - 700% Forging - 300% Gas Mechanics - 300% Hacking - 700% Hammer 300% Heavy Weapons - 700% History 300% Iscariot Art - 300% Knife - 700% Lenscrafting 300% Lore: Astral - 300% Lore: Demons - 300% Lore: Dragon - 300% Lore: Realms of the Dead/Ghosts 300% Lore: Taoist/Mythological Creatures/Spirit Realms 300% Lore: Universe 300% Mechanics - 300% Music - 300% Negotiation - 300% Neurology - 300% Ninjutsu - 300% Observation - 300% Origami - 300% Pick Pocket - 300% Pilot Car - 300% Pilot General 300% Pilot Mech 300% Pilot Spaceship - 300% Portal/Dimensional Mechanics - 300% Potionmaking 300% Prowl - 700% Rifle - 300% Sniping - 700% Sword - 700% Trident 300% War Pick - 700% Wrestling - 700% White Lotus - 300% X-Men Commando Martial Art - 300%
Potions: Annath’s Draft Flame Elixir Halaster’s Quaff Great Elixir
Chih Shu Po Tzu (revival potion, offers a second sight, Reraise)
Huang Shui Yueh Hua (Greater Yin Elixir)
Pi Cheng Fei Hua (supernatural control over ki + blinding speed and dexterity)
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Post by Black Fox on Jan 17, 2007 22:41:37 GMT -5
Learned Abilities:Red Chaff (Diamond Missile + red crystal controlling laser + when the crystals break down a spell targeting chaff breaks down) Living City Summon Mist of the Shadow Veil Time Bend Time Bend 2 Restorer Barriers Natural Regeneration Ki Firebreath Jump Cherry Blossom Dragon Sword Excellia's Defense All Mudras Aesthetic Blind Man's Kata Mana Magic (odd chaotic Dryad-based magic, can be used to create a Mana Saber on a blade) Alter of one's choice (thanks to the Alter Skull) Fear Ghost Cloud (stolen from Phobos) Speed Equalizer Ultima 2 Meganuke Conjure Pyramid (summons a full megalithic pyramid with all ley line control and other powers) Unjustified Cascade (uneven temporal wave across an enemy target) Split Form Hallucination III (hallucinations can use all equipment at full power and have limited combative ability) Hashishim's Castle SpellsUltima 2 Ultima 3 X-Meteor Tellah's Meteo Steel Torrent (Steel Rain II) Vicious Cycle (Vicious Circle II) Warrior Century (Warrior Horde II) Megalopolis (Metropolis II) Meganuke SummonsSalamando Atlas Dragon Zale Maymon Wyld Living Desert Beast of Informed Fist Beast of Parched [or Desert] Alchemy Beast of Arcane Circles Ifrit Shiva Ramuh Shoat Bismarck Bahamut Odin Knights of the Round Eden Hades Sylph Lamprey Chocobo Choco-Mog Abyssal Leviathan Maw-Demon Heart Midnight Highwayman Bane Manticore Golden Sutra Ravana Gnosis Titan Blue MagicRoulette Chlorine Blind Aero Aero 2 Aero 3 Aero-All ?? (does damage equal to the difference between max HP and current HP) Dark Shock (halves target level) L. ? Pearl (normally last digit of current GP; if that is 0, set to 5) L. 3 Flare L. 4 Muddle L. 5 Doom Missile Big Guard Beta Flash Luna Song Magic Hammer Rippler Guard Off Stone Shadow Flare Shadow Flare II Cleansweep Aquarake Goblin Punch Step Mine Force Field Emission Invulnerable? ?? Doom Blade Mind Blast Tiny Song Trine L. 4 Suicide Frog Song White Wind Angel Whisper Dragon Force Death Force Laser Matra Magic Bad Breath Magic Breath Chocobuckle Death Sentence Pandora's Box Blood Suck 1000 Needles Death Claw Pep Up L. 2 Old Exploder Dischord Quasar Train Grand Train Fallen One Acid Ultra Waves Shockwave Pulsar Raybomb Laser Eye Homing Laser Gatling Gun Tome of FlameHalf damage from all fire and heat attacks and 25% less damage from electricity. The character also heals 3 times as quickly from burns. The character can, at will, conjure: a flaming sword, a flaming field for the hands, a flaming shield, and a flaming suit of full plate mail (or any other type of armor). All spells related to fire and heat gain 10% to range, duration, spell strength (what one has to roll against to save), and spell cast time. They also gain 50% to damage and cost 20% less. The character can blast bolts of fire from his fingertips or eyes and even breathe fire like a flamethrower! The character is a virtual encyclopedia about fire (the data has been burnt into his memory by trauma). Thus, he is especially effective at dealing with it and preparing for it, extending from supplies to performing medical care. This also means that all spells that the character is using to cure burns are twice as effective when treating the burn. Bobro the Water Mage casts a watery healing spell that cures 50 HP on Orbob, who has taken 20 points of burn damage and 40 points of bullet damage. The 20 points only count as 10, and thus Orbob is completely healed. The character's fire attacks have a higher thermal mass and are thus harder to eliminate through interception by cooling attacks. The character's fire attacks pierce fire resistances. Martial ArtsFeign Death (Tech) Fortress Penetration Kata One Mind Kata Warrior Spirit Kata Five Principles Kata Windmill Kata Spear Kata Trident Kata Scimitar Kata Knife Kata Hammer Kata Blind Man's Katas Chi Ball Kata Chi Defense Kata Dragon Line Kata Mending Chi Kata Ying-Yang Kata Healing Atemi Neural Atemi Blood Flow Atemi Withering Flesh Atemi Dim Mak Open Hand Atemi Grasping Hand Atemi Enlightenment Atemi (cures possession or mind control) Blindness Atemi Chi Block Atemi Tien Hsueh Amnesia Finger-Snap Tien Hsueh (throws off balance) Puppet Dance Tien Hsueh Long-Distance Dim Mak Chi Awareness Chi Relaxation Chi Healing Chi Combat Eight Horse Stomp Light Body Climbing Sword Chi Technique Shift Internal Organs Vital Harmony Iai-Jutsu Kaijutsu (kiais) Discorporate Zenjoriki Calm Minds Zenjoriki Mind Walk Zenjoriki Two Minds Zenjoriki Spirit Burst Zenjoriki Body Chi/Kokyu (boost attributes) Hardened Chi (barrier) Soft Chi (strike bonus or dodge bonus) Find Weakness (Chi) Fist Gesture (Negative Chi) One Finger Chi (Negative Chi) Dark Chi (Negative Chi) Tamashiwara Art of Mystic Invisibility (cloud minds) Radiate Positive Chi Heal the Mind Chi Weight Control Chi Overcharge Fill Object with Chi Divert Incoming Chi Control Negative Chi/Negative Chi Polarity Inflict Negative Chi Illness Ki Barrier Zanzoken Ki Flight DIO:Derrick TK Force Skull Forge Seizers of Subdual Black Cat [Incarnate Exodus Black Hawk Red Shadow Ninja Archie Robots Sometimes Robot Mount Tzemke Hive
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Post by Frederic Bourgault-Christie on Jan 18, 2007 17:53:41 GMT -5
You get:
*1 Forbidden per 1.5 Class Points (round normally; so White Witch, being a 5 CP Class, would provide 3 Forbiddens, while Veneficium Secutor would provide 7) *20 extra for your playing experience *10 Forbidden Abilities from your Tabs from Spekkio *10 martial art Forbiddens *5 alchemical Forbiddens *10 Leaf/nature Forbiddens *10 Flame Forbiddens *10 Forbiddens per trainer *5 unique Forbiddens from each Energon Disc shape
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Post by Black Fox on Jan 19, 2007 0:42:47 GMT -5
Ok im assuming these aren't my special abilities seeing as we got those taken care of. so im just going to start listing a bit and after this lets go over class points distribution and skills, i need to do my original skills and class points also, plus any i have gotten.
and im going to assume that for forbiddens under like flame have to do with flame.
20 extra forbiddens for playing 1.) Tk storm, Derrick forms energies around him drawing from his own telekinetics and P.P.E. from others unharmfully to cause an extreme amount of TK blasts, slices to scatter the area in front of him. equivelant to hurricane force winds and blasts more meant to weaken and batter up opponents than Kill them. 2)Powerhouse TK: passive ability, takes away from derricks precision and gives major buffs into power. Derrick is more of a powerhouse in Telekinises than precision. 3.)
Martial Arts Forbiddens 1.) Jun kut form(made up name) Passive ability: Training in multiple martial arts has increase Derricks overall speed and agility. 2.)
Alcehmical Forbiddens
Flame Forbiddens
Leaf/Nature Forbiddens 1.) Totem animal Summon: Summons Derricks totem animal.
Trainer Forbiddens
5 Unique forbiddens
ima work out these a little bit more later.
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Post by Frederic Bourgault-Christie on Jan 19, 2007 17:36:03 GMT -5
All seems fine, but hurricane force is pussy. That's high level Normal or Legendary. Forbidden is world-shattering force.
The Powerhouse is actually a Merit, as are most specializations.
The Totem Animal Summon would actually be level III, and there's a few types of summon. You can summon it spiritually and have it attack or act as a spirit, summon it spiritually and have it possess something physical, summon an exemplar of that spirit (i.e. your totem is Bull so you summon a Bull), summon it into yourself to empower you, summon it into yourself to transform you (which in turn is different from the internal totemic transformation, a Synergy rather than an Evocation to use the Magi terminology), and summon swarms of the animal in question. Then there's the note that summons can be long-term or instant attack or effect. Also, derivatives of the totem in question, such as toxins, special appendages like wings, boosts in attributes, etc. are also available.
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Post by Black Fox on Jan 19, 2007 18:03:07 GMT -5
ya i meant the equivelent of a hurricane force to a enemey/ally of our power level.
The totem animal we decided on is a scorpion
i think i actually have the abilities from my trainers. those are like the forbiddens i have up already im not sure though
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Post by Frederic Bourgault-Christie on Jan 19, 2007 18:43:33 GMT -5
All right, that works then.
The Retainer Scorpion in particular. So your Leaf Fs could be Synergy with the Retainer Scorpion, Evocation of the Retainer Scorpion, Arthropodic Legend Mail (armor power), Seizers of Subdual (tail and pincers focused on seizing), Summon Scorpio, Summon Retainer Scorpion (instant), Conjure Retainer Scorpion (long term), maybe a long-range Teeth like poison attack, Possess with Retainer Scorpion...
No, those are your F2s. You get Forbiddens, Legendaries and Normals as well from each trainer. Over time, your Classes will provide F2s, and right now they also provide Legendaries and Normals. Make sense?
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Post by Black Fox on Jan 19, 2007 19:02:46 GMT -5
(Derricks) Gun 740% Black Cat 740% Pilot Spaceship 740% Pilot Black Hawk 740% Running 740% Gunslinging 740% Reflex Training 740%
Telekinetics 700% Telekinetic Power 700% Pilot Snub Fighters 700% Pilot Trucks 700% Dodge 700% Jumping 700% Boxing 700% Mugen Sword Form 725% aikido 700% Capoeira 700% Street Brawling 725% Lore: Occult 700% Lore: Trading Runs 700% Streetwise: Criminals 700% Streetwise: Drugs 700% Tazer 700% Bounty Hunting: 725% Law: Police Specialization 700% Capturing 700% Knowledge: Judicial System 725% Pilot Exodus 725%
Repair Exodus 700% Repair Black Cat 700% Repair Black Hawk 700% Knowledge: Crime Bosses 700% Lore: Space Mythology 700% Disguise 700% Make-up Artist 700% Plastic Surgery 700% Immitate Voice 700% Telepathy 700% Bluff 700% Intimidate 700% Demolitions 700% Grenades 700% Close Combat shooting 700%
(communal) Alchemy - 550% Lore Magic - 550% Armor Proficiency - 300% Astronomy - 300% Barometry - 300% Biology - 300% Botany - 300% Brewing - 300% Chain Weapons - 300% Clockwork Mechanics - 300% Close Quarters Combat - 700% Dancing - 300% General Science - 300% General Weapons - 300% Genetics - 300% Electromagnetic Mechanics - 300% First Aid - 700% Forging - 300% Gas Mechanics - 300% Hacking - 700% Hammer 300% Heavy Weapons - 700% History 300% Iscariot Art - 300% Knife - 700% Lenscrafting 300% Lore: Astral - 300% Lore: Demons - 300% Lore: Dragon - 300% Lore: Realms of the Dead/Ghosts 300% Lore: Taoist/Mythological Creatures/Spirit Realms 300% Lore: Universe 300% Mechanics - 300% Music - 300% Negotiation - 300% Neurology - 300% Ninjutsu - 300% Observation - 300% Origami - 300% Pick Pocket - 300% Pilot Car - 300% Pilot General 300% Pilot Mech 300% Pilot Spaceship - 300% Portal/Dimensional Mechanics - 300% Potionmaking 300% Prowl - 700% Rifle - 300% Sniping - 700% Sword - 700% Trident 300% War Pick - 700% Wrestling - 700% White Lotus - 300% X-Men Commando Martial Art - 300%
modified skills
Synergy with the Retainer Scorpion Evocation of the Retainer Scorpion Arthropodic Legend Mail (armor power) Seizers of Subdual (tail and pincers focused on seizing) Summon Scorpio Summon Retainer Scorpion (instant) Conjure Retainer Scorpion (long term) Toxic Pincer (long term intersecting poison blasts) Possess with Retainer Scorpion
Forbiddens leaf.
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Post by Frederic Bourgault-Christie on Jan 19, 2007 20:25:06 GMT -5
Added. To respond to your MSN question: Yes, all Classes cost 1 CP. Your Dark-Light Class costs 1/2 CP per 1, and cross-racial classes can sometimes cost more. Don't forget the Totema Classes! (At the moment, only Valorian).
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Post by Black Fox on Jan 21, 2007 0:04:35 GMT -5
Ok thanks so i have 200-300 points to spend, care to go into anymore detail on it or give me a link to where i can read it, or ill just look around and try to figure it out.
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Post by Black Fox on Jan 22, 2007 2:29:00 GMT -5
Classes: -Bounty Hunter (50) -Gun Master (50) -Capoeira (10) -Hacker (10) -Ace (25) -Hero (25) -Master of the Unseen Blade (20) -Telekinetic (40) -Dragon Thief (30) -Veneficium Secutor (10) -Omni Ahmoqa (5) -Siprt Limbce (5) -Red Mage (10) -Martial Artist (10) -White Witch (5) -Paladin (15) -Psychic (40) -State Alchemist (10) -Blue Mage (4) -Summoner (4) -Genkai School Master (4) -SWAT Officer (4) -Burster (6) -Cyber-Knight (4) -Controller Magus (4) -Sea Inquisitor (4) -Taido (6) -Blaster (6) -Mech Dreamer (6) -Ninja (6)
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Post by Frederic Bourgault-Christie on Jan 22, 2007 14:16:32 GMT -5
Yes. I told you the relevant links, field additional questions as necessary.
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Post by Black Fox on Jan 22, 2007 14:21:02 GMT -5
ok is that fine? if not feel free to tell me what to change some of the points might not add up but i think alot of them are because of the communal classes
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Post by Frederic Bourgault-Christie on Jan 24, 2007 16:29:10 GMT -5
Seems fine. I'll add that in to your sheet as well as note how many Fs that'll give, some of the worked on Fs, etc.
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