Post by Frederic Bourgault-Christie on Nov 13, 2006 19:17:57 GMT -5
Name: Shyanhya
Race: Wood Elf
Classes: Warden, Wood Elf Defender of the Forest, Bladesinger, Arcane Archer, Red Mage (10), Martial Artist (10), Dragon Thief (10), Siprt Limbce (5), Omni Ahmoqa (5), White Witch (5), Paladin (5), Veneficium Secutor (10), Alchemist (10), (one from each Job Gem, one from each Tome)
Abilities:
Communal
Spells
Ultima 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
Martial Arts
Feign 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
Forbidden 2
Ultima 3
Kobra's Crystalline Curse
(1 per trainer
(1 Magic F2
(6 unique
Relevant Totema:
Valorian
Merits:
Trainers:
Tunare
Pram
Kilik (staff)
Hualin (staff)
Eiko (FF9)
Rock Adams (mace)
Schala
Porunga
Garnet
Old Man Geo
Here's the directions:
*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=1
cotgrpg.proboards78.com/index.cgi?action=display&board=cotgrules&thread=1139645145&page=1
cotgrpg.proboards78.com/index.cgi?action=display&board=cotggroupresources&thread=1142470218
*Come up with an initial sketch of the character concept, including
-Ethical Archetype
-Hobbies
-History
-Physical description
-Disposition
-Quirks
-Family members and friends
-Resources, contacts and interests
*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 31,000%, 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.
*Your net Affinities should add up to 2550-3050, and your net attributes should include some Forbiddens and some Godlikes (we can talk about that in the thread or process of creation).
*After determing trainers, classes, etc. determine abilities. You get 1 Forbiddens (Forbiddens being abilities like Meganuke, Ultima 2, etc.) per 1.5 Class Points, 5 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, Dryad and Salamando).
*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: One complete
-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.
-1 Magic-based F2
-1 additional F2
-1 Transgressive Materia
-1 weapon up to bankai status
-1 Djinn
-1 special heroic transformation
-A few items of incredible stature from
*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)
-Crashing Heavens Room
-Crashing Heavens Code Name
-The Guardian Force and Magicite you've chosen from the team
-Your relations to any other CH NPC or PC and any Apprentices you'd like to have
We've done Merits. Now we need to work out:
*Attributes (probably high P. Ability, Will, and maybe Cha or Keen)
*Affinities (probably high Magic and Tech, maybe a unique one)
*Classes (choosing new ones, the Tome Classes - one fire-based, one magic-based like Red Mage, one martial art or martial art based like Monk or Shaolin Kung Fu,
*Abilities (aside from the ones listed)
*Equipment (from trainers, your own money and beginning equipment, etc.)
*Personal Totem (animal or plant spirit like Wood Turtle or Raging Bull)
*Zodiac Sign, both Occidental and Oriental
*Energon Disc shapes
*Any symbiotes, cybernetics, bio-wizard or genetic or biotech modifications,
Race: Wood Elf
Classes: Warden, Wood Elf Defender of the Forest, Bladesinger, Arcane Archer, Red Mage (10), Martial Artist (10), Dragon Thief (10), Siprt Limbce (5), Omni Ahmoqa (5), White Witch (5), Paladin (5), Veneficium Secutor (10), Alchemist (10), (one from each Job Gem, one from each Tome)
Abilities:
Communal
Spells
Ultima 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
Martial Arts
Feign 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
Forbidden 2
Ultima 3
Kobra's Crystalline Curse
(1 per trainer
(1 Magic F2
(6 unique
Relevant Totema:
Valorian
Merits:
Trainers:
Tunare
Pram
Kilik (staff)
Hualin (staff)
Eiko (FF9)
Rock Adams (mace)
Schala
Porunga
Garnet
Old Man Geo
Here's the directions:
*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=1
cotgrpg.proboards78.com/index.cgi?action=display&board=cotgrules&thread=1139645145&page=1
cotgrpg.proboards78.com/index.cgi?action=display&board=cotggroupresources&thread=1142470218
*Come up with an initial sketch of the character concept, including
-Ethical Archetype
-Hobbies
-History
-Physical description
-Disposition
-Quirks
-Family members and friends
-Resources, contacts and interests
*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 31,000%, 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.
*Your net Affinities should add up to 2550-3050, and your net attributes should include some Forbiddens and some Godlikes (we can talk about that in the thread or process of creation).
*After determing trainers, classes, etc. determine abilities. You get 1 Forbiddens (Forbiddens being abilities like Meganuke, Ultima 2, etc.) per 1.5 Class Points, 5 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, Dryad and Salamando).
*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: One complete
-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.
-1 Magic-based F2
-1 additional F2
-1 Transgressive Materia
-1 weapon up to bankai status
-1 Djinn
-1 special heroic transformation
-A few items of incredible stature from
*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)
-Crashing Heavens Room
-Crashing Heavens Code Name
-The Guardian Force and Magicite you've chosen from the team
-Your relations to any other CH NPC or PC and any Apprentices you'd like to have
We've done Merits. Now we need to work out:
*Attributes (probably high P. Ability, Will, and maybe Cha or Keen)
*Affinities (probably high Magic and Tech, maybe a unique one)
*Classes (choosing new ones, the Tome Classes - one fire-based, one magic-based like Red Mage, one martial art or martial art based like Monk or Shaolin Kung Fu,
*Abilities (aside from the ones listed)
*Equipment (from trainers, your own money and beginning equipment, etc.)
*Personal Totem (animal or plant spirit like Wood Turtle or Raging Bull)
*Zodiac Sign, both Occidental and Oriental
*Energon Disc shapes
*Any symbiotes, cybernetics, bio-wizard or genetic or biotech modifications,