Post by littlejesse on Oct 1, 2011 12:38:30 GMT -5
Alignment: Lawful Good
Hp:36
Tp:33
Strength: 5
Vitality: 4
Speed: 6
Dexterity: 5
Intelligence: 5
Wits: 4
Willpower: 6
Presence: 6
Perception: 6
Luck: 5
Teamwork: 5
Equipment:
Bitch gun
Bow and arrows
HP: 375 (551)
TT: 368
Strength: 5
Vitality: 5 (9)
Speed: 6
Dexterity: 5
Intelligence: 5
Wits: 4
Willpower: 12
Presence: 6
Perception: 6
Luck: 5
Teamwork: 6
Roles:
Striker:
Defender: 1
Leader: 1
Controller:
Advantages:
Ability Specialization (Law card) 2
Ability Specialization (Health regen) 3-192 per turn (12 + [30 + 30 more per level])
Unbelievably Tough (4)
Disadvantages:
Weakness (Time) 4
Weakness (Blind) 2
Weakness (Poison) 2
Class Archetype
Lord of Order(2/6)
Judge(6/2)
Race Archetype
Human
Abilities:
Law magic lv4/4
Drop it Punk- A disarm
Police Custody- I designate 1 party member and whoever attacks them gets a -3
Penalize-
Long Arm of the Law- A immobilization spell that works based on how far they are from you
blur-blessing
Combat - Blessing
Blur obscures the target's true position, increasing its Ranged Defense by 50%.
Dispel
Combat - Blessing/Curse
Dispel removes all spells from the target.
Displacement
Combat - Curse
Displacement causes the target to move 2 yards in a direction of the caster's choice, if possible.
Magic Fist
Combat - Curse
Magic Fist does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.
Precision
Combat - Blessing
Precision increases the target's Ranged Attack by 25%, and also gives target no penalty for range, walls or obstacles.
Visions
Adventure - Informational
Visions shows you the exact number of troops in an army and reveals the skills of enemy hero.
Unfortunately, scouting reports of one's enemy are not always accurate. A set of checks and balances are necessary for victory.
Cowardice
Combat - Curse
Cowardice makes the target unable to attack an enemy with more total hit points for 3 turns.
Create Illusion
Combat - Summon
Create Illusion forms a duplicate of the target creature with a number of hit points based on the level of the caster. // Illusions have 0 mana and 20% less defense.
Flight
Combat - Blessing
Flight grants a friendly target the ability to fly until the end of the combat.
Ice Bolt
Combat - Direct Damage
Ice Bolt does a number of points of cold damage based on the level of the caster to a single target within the line of sight of the caster.
Power Drain
Combat - Curse
Power Drain causes the target's spells to cost double the normal spell points.
Slow
Combat - Curse
Slow causes the enemy target to move at half speed and movement.
Steal Enchantment
Combat - Curse/Blessing
Steal Enchantment removes a beneficial spell from an enemy target and places it on a random friendly target.
Banish
Combat - Curse
Banish destroys a number of summoned creatures based on the caster's skill.
Forgetfulness
Combat - Curse
Forgetfulness restrains an enemy target from using ranged attacks for the duration of the combat.
Mass Blur
Combat - Blessing
Mass Blur obscures the true position of all friendly targets, increasing their Ranged Defense by 50%.
Mass Dispel
Combat - Blessing/Curse
Mass Dispel removes all spells from all targets.
Efforts to increase the power of Dispel resulted in a power that, unfortunately, cannot be directed. Nonetheless, it is quite effective.
Mass Precision - 5 mana
Combat - Blessing
Mass Precision increases the Ranged Attack of all friendly ranged targets by 25%, and also gives the target no penalty for range, walls and obstacles.
Teleport
Combat - Blessing/Curse
Teleport instantly moves the target to another designated point on the battlefield.
Town Gate
Combat/Adventure - Blessing
Town Gate transports the caster to the nearest town.
Berserk
Combat - Curse
Berserk forces the target to attack the nearest creature or hero, whether friend of foe. It lasts until the target attacks.
Blind
Combat - Curse
Blind causes an enemy target whithin the line of sight of the caster to become unable to take an action for 3 rounds. It is dispelled if the target takes damage.
Chaos magic lv1/4
fire
aura
haste
magic arrow
bloodlust
White magic lv2/4
Cure
Poisana
Aero
Protect
Silence
Water
Dia
Confuse
Barwater
Barfire
Libra
Vox
Moragan's magic
Superhuman str. lv1/4
Law card lv2/No cost (5)
Health regen lv5/3
Judge sword lv1/3
Starting Traits:
Multi Melee Master
Prodigy / Will
Equipment:
Helmet of Moragan
Judge sword
Hp:36
Tp:33
Strength: 5
Vitality: 4
Speed: 6
Dexterity: 5
Intelligence: 5
Wits: 4
Willpower: 6
Presence: 6
Perception: 6
Luck: 5
Teamwork: 5
Equipment:
Bitch gun
Bow and arrows
HP: 375 (551)
TT: 368
Strength: 5
Vitality: 5 (9)
Speed: 6
Dexterity: 5
Intelligence: 5
Wits: 4
Willpower: 12
Presence: 6
Perception: 6
Luck: 5
Teamwork: 6
Roles:
Striker:
Defender: 1
Leader: 1
Controller:
Advantages:
Ability Specialization (Law card) 2
Ability Specialization (Health regen) 3-192 per turn (12 + [30 + 30 more per level])
Unbelievably Tough (4)
Disadvantages:
Weakness (Time) 4
Weakness (Blind) 2
Weakness (Poison) 2
Class Archetype
Lord of Order(2/6)
Judge(6/2)
Race Archetype
Human
Abilities:
Law magic lv4/4
Drop it Punk- A disarm
Police Custody- I designate 1 party member and whoever attacks them gets a -3
Penalize-
Long Arm of the Law- A immobilization spell that works based on how far they are from you
blur-blessing
Combat - Blessing
Blur obscures the target's true position, increasing its Ranged Defense by 50%.
Dispel
Combat - Blessing/Curse
Dispel removes all spells from the target.
Displacement
Combat - Curse
Displacement causes the target to move 2 yards in a direction of the caster's choice, if possible.
Magic Fist
Combat - Curse
Magic Fist does a number of points of damage based on the level of the caster to a single target within the line of sight of the caster.
Precision
Combat - Blessing
Precision increases the target's Ranged Attack by 25%, and also gives target no penalty for range, walls or obstacles.
Visions
Adventure - Informational
Visions shows you the exact number of troops in an army and reveals the skills of enemy hero.
Unfortunately, scouting reports of one's enemy are not always accurate. A set of checks and balances are necessary for victory.
Cowardice
Combat - Curse
Cowardice makes the target unable to attack an enemy with more total hit points for 3 turns.
Create Illusion
Combat - Summon
Create Illusion forms a duplicate of the target creature with a number of hit points based on the level of the caster. // Illusions have 0 mana and 20% less defense.
Flight
Combat - Blessing
Flight grants a friendly target the ability to fly until the end of the combat.
Ice Bolt
Combat - Direct Damage
Ice Bolt does a number of points of cold damage based on the level of the caster to a single target within the line of sight of the caster.
Power Drain
Combat - Curse
Power Drain causes the target's spells to cost double the normal spell points.
Slow
Combat - Curse
Slow causes the enemy target to move at half speed and movement.
Steal Enchantment
Combat - Curse/Blessing
Steal Enchantment removes a beneficial spell from an enemy target and places it on a random friendly target.
Banish
Combat - Curse
Banish destroys a number of summoned creatures based on the caster's skill.
Forgetfulness
Combat - Curse
Forgetfulness restrains an enemy target from using ranged attacks for the duration of the combat.
Mass Blur
Combat - Blessing
Mass Blur obscures the true position of all friendly targets, increasing their Ranged Defense by 50%.
Mass Dispel
Combat - Blessing/Curse
Mass Dispel removes all spells from all targets.
Efforts to increase the power of Dispel resulted in a power that, unfortunately, cannot be directed. Nonetheless, it is quite effective.
Mass Precision - 5 mana
Combat - Blessing
Mass Precision increases the Ranged Attack of all friendly ranged targets by 25%, and also gives the target no penalty for range, walls and obstacles.
Teleport
Combat - Blessing/Curse
Teleport instantly moves the target to another designated point on the battlefield.
Town Gate
Combat/Adventure - Blessing
Town Gate transports the caster to the nearest town.
Berserk
Combat - Curse
Berserk forces the target to attack the nearest creature or hero, whether friend of foe. It lasts until the target attacks.
Blind
Combat - Curse
Blind causes an enemy target whithin the line of sight of the caster to become unable to take an action for 3 rounds. It is dispelled if the target takes damage.
Chaos magic lv1/4
fire
aura
haste
magic arrow
bloodlust
White magic lv2/4
Cure
Poisana
Aero
Protect
Silence
Water
Dia
Confuse
Barwater
Barfire
Libra
Vox
Moragan's magic
Superhuman str. lv1/4
Law card lv2/No cost (5)
Health regen lv5/3
Judge sword lv1/3
Starting Traits:
Multi Melee Master
Prodigy / Will
Equipment:
Helmet of Moragan
Judge sword