Quick Stats:
Griff (Shinigori) - Lvl 9 - 146 HP, 63 MP, 63 TP

Background:

name: Griff - age: 23 - eyes: red - hair: blonde - height: 6'7"

Griff is the son of Frederick, the once great Barian Grand General. He lived hapily for four years with his parents, untill his mothers second pregnancy had complications at birth, allowing the doctors to only save the child. Seeing the devistation the loss of a loved one had put on his father, Griff made a deal with a demon. If Griff ever died, the demon would bring him back to life.

Over the next 18 years, Griff and his sister, Cervant, attended the best academies in Barius. Griff eventually was recruited into the military as an Assassin. Soon after, Fredericks position as Grand General was taken by Vladmir Vaniyakna, and Frederick was sent into an early retirement.Yet Griff remained in the military. His father and sister, however, noticed that Vaniyaknas influence over him brought out the worst of his temper. He grew increasingly violent and rough tempered, untill the day he snapped, and killed Cervant with a warhammer, and fled into a nearby forest, where Vaniyakna caught him, and used magic to bring his darkside to the top. Calling himself "Cooper", Griff did battle with his friends, untill he was defeated and brought to his senses. He went to confront Vaniyakna, and ended up getting stabbed in the stomach and thrown off the roof of Squall Castle, in Barius.

The demon he had made his promise with 18 years ago kept his part of the deal. Griff was revived, but with the demon in control. Griffs eyes had turned red, his teeth became sharp, and the biggest feature of his new incarnation was his left hand being replaced by a very sharp, very leathal demonic claw capable of stealing souls. Calling himself "Foenix", the demonic Griff stalked Doma, untill Will Baseton used a forbidden technique to split the real Griff from the demonic Foenix.br>
Now Griff searches for a way to seal his claws ability to steal souls, and return to a normal, non demonic life.

 

--Basic--
Name: Griff
RPer: Shinigori
Race: Demon-Half
Level: 9
XP: 4655/5000
Max HP: 146
Max MP: 63
Max TP: 63
Initiative: 7+2d6 (9-19)
--Attributes--
Courage: +4
Wisdom: +3
Intuition: +3
Charisma: +1
Agility: +3
Dexterity: +4
Strength: +6
Stamina: +7
Magic Aptitude: 2
Base AT/PA - 15/15
Modified for skill - 27/18
Modified for armor - 23/14

Body=Hide Armor (AC 15)

Weapon Damage - Longsword (-1, -1 penalty, x2, roll damages/hits for both separately)
Thrusting - 16+1d6 (17-22)
Slashing - 26+2d4 (28-34)
Chopping - 35+2d6 (37-47)


Fire Ring- Allows for the rank of one Fire spell to be boosted by four- Works once per day.

--Skills--
Swordsmanship - 15 <Str/Agi/Cou>
Ambidexterity - 8 <Dex/Dex/Agi>
Fire Skills - 10 <Int/Wis/Mag>
Two Weapon Fighting - 8 <Dex/Dex/Agi>
Intimidation - 2
Hellfire Magic - 9 <Mag/Wis/Int>
[s]Double Weapon fighting - 8 <Dex/Agi>
[s]Missile Evasion - 2 <Dex>
[s]Limb Defense - 4 <Dex>
[s]Pain Resistance - 4 <Sta>
[k]Guard Tactics- 2<Dex>
[k]Doman Laws- 2<Dex>
[k]Castle Layout- 2<Dex>
Stealth- 6<Agi>
--Spells/Techs--
  • [Swordsmanship=2]Jumping Slice (2 TP) - Self explanatory. Deals 2x normal damage as a physical attack.
  • [Swordsmanship=3]Impale (4 TP) - Self explanatory. Deals 2.5x normal damage as a physical attack, with a chance to damage an enemy's armor class.
  • [Swordsmanship=5]Hundred Hand Strike (5 TP) - Griff attacks with speeds so fast, he can strike multiple times. He attacks 1d4+2 times, with a slash attack.
  • [Innate]Defensive Throw (5 TP) - When parrying an attack, Griff rolls a D20. On results higher then a 15, Griff grabs the target, spins under them, and throws them over his shoulder, dealing 25 + 3D6 subdual damage. This can only be done on targets roughly Griffs size, up to a foot taller, and two feet shorter.
  • [Innate]Beam Slash (8 MP) - A beam, in the form of a vertical blade, shoots from Griff's sword. Deals 10 + 3d6 damage to a single target.
  • [Innate]Intimidate- Griff is a very imposing figure. Before an opponent can attack him, they must pass a courage check (3*Cour > D20)
  • [Swordsmanship=3, Magic Aptitude=2]Cyclonic (2 TP, 10 MP) - Basically Max Cyclone of Chrono Trigger fame,  just spinning  with the sword out, creating a field of energy. This deals 2x normal damage to all within range, a 360 degree arc for 5 feet in all directions.
  • [Hellfire Magic=2, Swordmanship=7] HellFire Strike (8 TP, 10 MP) - Griff engulfs his sword with his Hellfire magic, and charges the target, slashing once with both swords, for (Swordsmanship * 4) + 3D10 Physical damage, and (Hellfire Magic * 4) + 3D10 Dark damage.
  • [Fire Skills=1]Fire (5 MP) - Deals 8 + (rank*3) + 2d6 damage through a burst of flame energy.
  • [Fire Skills=4]Advanced Fire(18 MP) - Deals 12+(rank*6) + 2d6 damage to a foe.
  • [Guard Tactics = 4] Break Down (2 TP, non-combat) - With a bit of effort, Griff can ram, kick, slam something into, or otherwise break down a door or weak section of wall. When using this skill, Griff rolls a D20- On a score of 5 or higher, the door is opened. 10 or higher, any locks on the door that where locked at the time are broken. On a 18 or higher the door is knocked off it's hinges entirely. (Effects are GM's call.)
  • [Guard Tactics = 4] Armlock (5 TP) - Griff grabs the targets arm and whirls it behind their back, and holds them there, preventing movement, and bestows a -4/-4 penalty on the target, as well as making Griff the only targetable character the next round. Costs 5 TP initially, then can be mantained for 2 TP per turn. Additionally, Griff's RPer can pay an additional 6 TP to break the arm outright.
  • [Hellfire Magic = 2]Hellrazor (7 MP, 2 TP) -A flaming earthen spike shoots from the ground, slicing the target, causing (Rank*2 + 25) Dark damage
  • [Hellfire Magic = 4]Hellfire Inferno (20 MP, 5 TP)- Griff collects Hellfire magic in his claw, then hurls it at the enemy, causing the fire to explode upon impact and engulf the target, causing (rank*4) + 40) Dark damage. The GM then rolls a D6. On a roll of 1 or 2, the target catches fire, and takes an additional (D4 + 6) damage per turn until it is put out by either water magic, or the target stopping, dropping, and rolling.




Quick Stats:
Kristoph Akina (Shinigori) - Lvl 2 - 71 HP, 103 MP, 24 TP

Background:

name: Kristoph (Kris) Akina - age: 31 (5) - eyes: Greenish Gray - hair: White (light gray) - height: 5'6 (3'6) - Information in parenthesis applies to child form."

Kristoph Akina was born the son of a wealthy Doman merchant. One day, he and his family where sailing the waters of the Vlari sea, when something struck his fathers ship, causing it to sink. Both of his parents drowned, but Kristoph survived by clinging to a peice of wreckage.

Eventually, Kristoph washed up on a doma shore, where he was found and taken to an orphanage. He lived there untill he was 18, then moving out on his own. The years pass, and Kristoph works various odd jobs to stay alive.

Eventually, Kristoph witnesses Griff defending a woman from a bandit. Kristoph decides that he wants to learn to fight so that he can be a hero, too, but turns to magic due to his weak physical stature...

He enters a few academies and learns some magic, but decides that the "lower" academies arent worth his time and trys to move on, but finding more competition, he sabotages other students to get ahead, but slips up and rumors spread. The rumors caused everyone to look down on him, and because of that, he develops an inferiority complex, and soon he begins desiring to show other students his power, but ends up kicked out of the academy for misconduct, and becomes very angry at the world in general

Before his expultion, Kristoph did research into a forbidden type of magic, due to its unpredictability and raw power. The power of Chaos magic.

Soon after, Kristoph tracked down Griff in order to show him that he followed in Griffs footsteps. When he tried to demonstrate his Chaos magic for Griff, the spell backfired and hit him, making his magic skill not only look poor, but inaccurate as well. After receiving a talk from Griff about how one must be responsible with such power, Kristoph became extremly enraged, and set out with his Chaos magic to "teach" those who would look down upon him.

Eventually, Kristoph met Karin Vaza, and developed a bit of a crush on her. Being introduced to some of her friends, and eventually making friends of his own, Kristophs demeanor changed drasticly to a half-decent person. Soon after, a couple of Kristophs spells backfired on him, first leaving him a child half the time, changing back and forth between a 5-year old version of himself, and the adult version, and soon after, a similar spell backfired again, and left him a Nekojin.

As a child, his magic is weaker, and his mind reverts to that of a 5-year old. He carries a teddy-bear with an inlaid magic stone that increases his chaos-power, and if he lost it in his Child form, his spells would only be about half as strong, even for such a powerful mage. He was eventually adopted in proper by Karin, and has made it his goal to help people in need.

In situations where Kristophs body is producing adrenalin, including combat, or even just a heated argument, Kristoph rolls a d2. On a one, he changes form to whatever form hes not currently in. On a two he remains in his current form. Checks can only be made once every hour in game time. In Child form, Kristophs Charisma and Agility both get a +1 modifier, while his Wisdom and Courage both get a -1 modifier.


 

--Basic--
Name: Kristoph (Kris) Akina
RPer: Shinigori
Race: Human/Nekojin
Level: 2
XP: 0/1500
Max HP: 71
Max MP: 103
Max TP: 24
Initiative: 2+2d6 (4-14)
--Attributes--
Courage: +2
Wisdom: +4
Intuition: +3
Charisma: +3
Agility: 0
Dexterity: +1
Strength: +2
Stamina: +2
Magic Aptitude: 6
Base AT/PA - 5/5
Modified for skill - 8/6
Modified for armor - 8/5

Body=Heavy Robes (AC 4)

misc= Mr. Bear( Increases Kris's magic in Child form. Without it, he cannot use certain attacks, and all his magic skill ranks are reduced by half.)

Raikris- A small plushie that looks almost identical to Kris, except for black markings over it. Enables the Avatar tech.

Dagger
Thrusting - 6+1d6 (7-12)
Slashing - 11+2d4 (13-19)
Chopping - 15+2d6 (17-27)

--Skills--
Chaos Magic - 6
Eavsdropping - 4
Observant - 4
Knives - 4
Bullshit- 4
Summoning(Conjuration)- 2
Deception - - 4
Bluff - 4
Manipulation - 4
Fishing - 4
--Spells/Techs--
  • [Innate]Exhurt-Kristoph has the tendancy to try a bit too hard at times. This applies to his magic, aswell. For the cost of 1.5x normal MP, and half the spells cost in HP, he can get cast a spell with a +1 bonus to that spells rank.
  • [Innate]Innocence (Child form only)- Due to Kristophs appearance, behavior, and attitude while in his child form, it sometimes becomes a bit difficult for some to bring themselves to try to harm him. In child form, Kris gets a +2 to PA rolls due to the attacker having to bring themselves to hurt a five-year-old catboy.
  • [Innate]Disruption (4 MP)- Launches a small ball of chaos energy from Kris/tophs palm, dealing 8+rank*2+1d6 non-elemental damage. Critical hits roll for effect.(3d6)
  • [Chaos Magic = 4] Disjoin (12 MP)- Launches a medium sized blast of Chaos Energy from Kris/tophs palm, 14+rank*4+2d6 non-elemental damage. Critical hits roll for effect.(5d6)
  • [Chaos Magic = 4] Destabilization (30 MP, 7 TP)- Puts up a feild of Chaotic Energy in a 10 foot Radius around Kris, striking anything inside for 10+rank*2+3d6 non-elemental damage. Critical hits roll for effect.(3d6)
  • [Innate, Item Granted] Force Swap (10 TP)- Thanks to Nakibe, Mr. Bear's been enchanted to allow Kris and Kristoph to change to their other form (Kris to Kristoph, Kristoph to Kris) at will. They need simply ask the bear to change them, and it'll happen.
  • [Chaos Magic = 4, Summoning = 2, Item Granted, Child Form Only] Pandemonium(20 MP, 10 TP) -Kris summons Mr. Bear's Grisly form (with the help of Chaos Stone inside Mr. Bear) to attack an enemy for 10+5d6 Damage. He then lasts (1+d(average of summoning and Chaos Magic ranks)) turns, and is controled by the GM, with Kris capable of influencing him slightly (Suggesting actions and targets, but Mr. bear doesn't always listen (at the GMs descression), and may attack another target, or just not take action).
  • [Innate, Item Granted, Adult form only] Avatar (1/2 of max MP)- Kristoph, in a rather large display of Chaotic magic, concentrates a pure chunk of his aura into the Raikris plushie, and with it, Kris' very esscence. This causes the plushie to become a temporary body for Kris, allowing the pair to act individually of eachother for awhile. In battle, they continue to act independantly of one another, taking actions at separate times, but drawing energy from the same pool. Kris can cast any of his normal spells, and has 75% of Kristophs maximum HP. Should Kris be knocked out while Avatar is activated, Kristoph's HP is halved. Should Kristoph be knocked out, Avatar ends, and Kris rejoins Kristoph. The total length of this tech is d(Rank/2) Hours.
  • [Chaos Magic = 4] Chaos Veil (10 MP)- Puts a feild of chaotic energy around the targets head, lasting (2d6) turns. The feild of Chaotic Energy makes everything the target sees, hears, smells, and tastes random, effectivly confusing them.
  • [Summonging = 1] Rope Magic (3 MP)- Summons a rope to tie up the target. Rope lasts (Rank+d2) rounds.
  • [Summoning = 2] Chain Magic (6 MP)- Summons chains to chain the target to the ground. Chains last (Rank+d4) Rounds.
  • [Chaos Magic = 4] Elemental Chaos (7 mp)- Does (rank + 2d6) damage of a random element. Elemental proporty is decided by a roll on the "Chaos Element" chart, which Shinigori can provide.
  • [Knives = 2] Upward Slice (3 TP)- Does 1.5x normal Slicing damage
  • [Knives = 4] Double Stab (5 TP)- Does 2x normal stabbing damage.
Quick Stats:
Janda C.A. Purvis (Shinigori) - Lvl 6 - 61 HP, 121 MP, 45 TP

Background:

name: Janda - age: 5 - eyes: hazel - hair: brown - height: (Normally) 3'2" (At times, just over four inches tall)

Cervant Lyone Amanziani was born in the Barian City of Storms roughly 20 years ago. Her mother died birthing her, so she was raised by her father, Frederick, and her brother, Griff. She was always outgoing and friendly, and ended up taking up interest in Magic, deciding not to follow her brothers Melee training. She soon found she liked both Lightning and White magic best, and began to study them exclusively.

The three lived comfortably for 19 years, until the night Frederick left on what he called 'business', leaving Griff and Cervant alone for the night. It was then that the demon Foenix, who had taken posession of Griff years ago, decided to test his control over him, and ordered Griff to attack Cervant with a decorative warhammer. Cervant ran as long as she could, but in the end, it was no use. Griff caught her and attacked her, breaking multiple bones, and puncturing one of her lungs, and her heart, with broken ribs. Griff soon came to his senses and fled, leaving Cervant for dead. Frederick returned home, finding his son missing and his daughter severely wounded, and rushed her to a white mage. Cervant held on for another three days, then finally gave up, dying on the fourth.

Although most Barians beleive death is the end, Cervant was surprised to find herself confronted by a group of celestials after her death. They explained what had happened, and asked her- If she had the chance to speak with Griff once more, what would she do? Simply following her beleifs, she gave her answer- She'd forgive him. The angels where pleased with her answer, so pleased that it was decided she had the makings of an Ideal angel of Forgiveness in her, and it was made to be so.

Cervant soon found herself in Doma, searching for Foenix. She made quite a few friends, including James Mandrew, who she fell in love with. Her brother was also freed from Foenix's control, and having nowhere else to stay, she moved in with him for a short bit. But eventually, she had a rather unfortunate run-in with the Chaos Mage Kristoph Akina, who had targetted Will Baseton for his Slots attack, threatening to turn him into the child he was acting like. Cervant, not wanting to see her friend get hurt, made a quick descision to knock Will out of the way, but got hit by the blast herself. Cervant, now trapped in a child's body, panicked and began running. She soon found her way to Glass Maker Square, where she came across Enlil, who offered to help her in any way possible.

With the help of Enlil, and her father Aliester, Cervants mental regression was slowed in some ways, and halted outright in others. It was agreed that she would be staying with Enlil until the effects of the Chaos Magic wore off. She was subjected to a bit of shape-change magic, and given a new name to protect her identity. Now going by Janda, Cervant has begun to consider Enlil her mother, and the Slums her home, and is willing to do anything to help her mother, or the people of the slums.

Unfortunitly, her willingness to be helpful has placed her in a bit of trouble- A confrontation with a tricky mage left her an amnesiac, after he forced James to destroy her memories to save her life. For a time, she had no memory of what happened before her regression.

Eventually, her memory began to disappear completely; when a group of offworlders stepped in- Amadeus Valford and his small band of Twilight Elves, a race living in a sub dimention known as Memoria, offered their assistance. Getting to work on Janda, Valford assisted a larger group stop the leak in Janda's memories- And discovered something interesting in the process. Janda has wild talent as both a Telepath and a Memory mage- An art Valford thought lost on Gaera.

Now, Janda continues to study under Valford a few days a week while attending normal classes on Gaera. She still lives with Enlil, and works to regain her memories fully, so that she could be of better help to Enlil and to her friends.

 

skill points.
--Basic--
Name: Janda C.A. Purvis (Cervant Lyone Amanziani)
RPer: Shinigori
Race: Angel(Ideal- Forgiveness)
Level: 6
XP: 1310/3250
Max HP: 61
Max MP: 121
Max TP: 45
Initiative: 8 + 2d6
--Attributes--
Courage: 3
Wisdom: 3
Intuition: 4
Charisma: 7
Agility: 5
Dexterity: 3
Strength: -2
Stamina: -1
Magic Aptitude: 6
Base AT/PA - 10/10
Modified for skill - 10/13
Modified for Equipment - 10/12 (10/13 after the Upgrade technique is used)

Misc= Dragon Scale Necklace - A gift from Enlil, Janda uses it to remind herself of her mothers love and support, and to remind her that she's not alone- Grants a +1 modifier to Courage checks.

Body=Light Clothes (AC 4)

Weapon Damage - Celestial Blade- A weapon given to Cervant/Janda to use against Foenix, this blade feeds off her magical energy to give itself power and substance. Breaking the seal on it in an attempt to save her Mother and friends, Janda now uses it only when nessessary- It's damage, along with her skill using it, is based off her ranks in Holy Magic. At current, it does (25% Rank in Holy)/(50% Rank in Holy)/(75% Rank in Holy) (2/5/8) Base damage, with a 0/-1 modifier to her AT/PA. Her skill with it is (1/2 Rank in Holy magic) (5)-
However, with the Upgrade technique, Janda can give her sword more of her power to feed from, upgrading it to a short sword with a 0/0 modifier, and damage of (33% rank in Holy)/(66% rank in holy)/(100% rank in Holy) (3/6/10)
Knife
Thrusting - 1 + 1D6 (2-7)
Slashing - 2+2d4 (4-10)
Chopping - 3+2d6 (5-15)

Unarmed Damage-
Punching - 1 + 1d6 (2-7)
Kicking - 3 + 2D6 (5-15)

--Skills--
Holy Magic - 12 <Int/Wis/Mag>
Benediction Magic - 4<Int/Wis/Mag>
Dream Magic - 2<Int/Wis/Mag>
Flight - 5
Musical Talent/Singing - 8 <Cha/Cha/Int>
Memory Magic - 2<Int/Wis/Mag>
Telepathy - 1<Int/Wis/Mag>
Hiding - 5
Non-Aerodynamic Throwing - 2 <Cou/Str/Dex>
[s]Balance - 2<Agi>
[s]Evade Physical - 4 <Agi>
[s]Swimming - 2 <Agi/Sta/Str>>
[s]Eavesdropping - 4<Int>
[k]Slums Knoledge - 4
[k]Plushies and other childrens toys - 4
(Four additional points to be allocated once she gets over her amnesia)
--Spells/Techs--
  • [Innate]Flight - Janda has recently relearned the basics of flying, and can fly slightly slower then most birds.
  • [Innate]Aura Form (5 TP)- Being a Celestial Angel, Janda has access to her aura form, manifesting herself in it as a floating, glowing light. While in this form, she can't use any magic save a select few skills, nor attack physically, nor can she be harmed physically. In order to shift into this form in combat situations, it would take one turn to actually shift, and another to get her bearings in her new form.
  • [Innate]Sidhe Curse - Accompanying her mother along on a journey to the island of Dartmoore, Janda was transported to the home of the Dark Sidhe along with several others. Eventually becoming separated from the group, Janda accidentally stumbled into the home of one of the Sidhe. As punishment for her "Dishonor", Janda became cursed, causing her to shrink to just over four inches in height. Eventually, she was helped, but only partially, by another Celestial. The curse will reassert itself in times when Janda's weak physically (HP < 10%), is struck hard enough (Critical hits), or wants to run and hide away due to emotional trauma. In her shrunken state, Janda is able to fly indefinitely, and gets a +4 boost to her PA for being a much smaller target. However, she cannot attack physically in this state, and requires a short period to concentrate before regaining her natural size once more.
  • [Innate]Harmlessness - Being such a small, innocent child, Janda can make herself appear completely harmless with ease. Out of combat, this means she may be ignored if noticed by someone (At the GMs descression). In battle, this skill can be used to make herself seem like she's not a threat at all, and becomes completely untargetable for three rounds. (2 TP out of battle, 5 TP in battle, works at the GMs descression.)
  • [Innate]Halo (Aura form only, 3 TP) - While in Aura form, Janda glows just slightly, and has the ability to freefloat. Using those two aspects, she can float above someones head and make it appear as if they have a halo, making them a bit more persuasive, giving them a +2 to charisma rolls.
  • [Innate]Soul Hug (2 TP) - Janda has picked up a technique called the "Soul Hug", taught to her by the ArchAngel Estyn. When used, it gives both Janda and the target a nice, warm feeling all over, and feels rather pleasant. When used on an ally, they get a +2 boost to their PA the next time it's rolled. When used on an opponent, they're likely to become a bit distracted, and get a -2 to their PA.
  • [Innate]Staying Blow - If Janda lands an attack on an enemy that would kill them, the damage may be treated as subdual damage instead, knocking them out rather than terminating their life. Janda will always use this attack unless specifically noted by the player.
  • [Innate] Upgrade- Short Sword (10% of max)- Janda takes her blade in hand, while allowing it to feed more energy off of her, converting it into a short sword- New stats are listed in the equipment section.
  • [Holy Magic=1]Cure (7 MP) - Heals one target, restoring 8+rank*2+1d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).
  • [Holy Magic=4, Benediction=3]Regen - (24 MP) Target regains (Holy rank)+2d4 HP per round, for (Ben rank) rounds.
  • [Holy=4]Advanced Cure (18 MP) - Heals one target, restoring 15+rank*4+2d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).
  • [Benediction=3]Protect (30 MP) - Reduces Physical Damage by Rank+1d6 Points for 4 rounds.
  • [Benediction=3]Shell (36 MP) - Reduces Magical Damage by Rank+1d6 Points for 4 rounds.
  • [Dream Magic=1] Dreamwalk - Janda may attain full awareness while dreaming, and traverse the Plane of Dreams
  • [Dream Magic=1] Navigate (MP10/20/30/50) - This allows Janda to navigate through the Plane of Dreams and find a particular goal with a successful dream magic check. People or things she is intimate familiar with cost 10 MP and require a difficulty check of 20. Something fairly familar will require 20 MP and a 30 difficulty roll. Something she has only passing knowledge of will take 30 MP and a 35 difficulty. Something she is unfamiliar with will require 50 MP and a 45 difficulty roll. If what see seeks is outside the dimension she rests within in reality, MP costs are doubled, and +30 difficulty added. For each hour spent searching, the difficulty is reduced by 3 cumilatively
  • [Telepathy=1] Unskilled Telepathy- (0 MP out of battle, 2 MP In battle) With a successful attack roll, Janda can communicate telepathically with a single target.
  • [Memory Magic=2]Sense Memory(7 MP)- Using Memory Magic, Janda scans a targets memories, searching out one that holds substantial significance in the target's mind. She can also search for specific memorys- Happy, sad, neutral yet significant- With slightly more difficulty. With greater difficulty, she can locate any memories the target tried to forget, or had locked away by a mentalist.
Quick Stats:
Jaeko (Shinigori) - Lvl 1 - 70 HP, 55 MP, 20 TP

Background:

Name: Jaeko Messiah Williams - age: 1 - eyes: Silver - hair: Black - height: 5'10

Jaeko is a summoned monster, and was created almost a year ago by Vladimir Vaniyakna. He was meant to be a copy of Vaniykanas son, but there was a complication in the summoning process, and Jaeko ended up being infused with a soul, drasticly changing what Vaniyakna had in mind. He ended up older then expected, with glowing silver eyes, and bits and peices of some unknown persons past for a memory. Vaniyakna considered him a failed project, and left him without knowing the truth.

Jaeko served in an elite faction of Vaniyaknas private army, commander of the Black Soul Knights. He turned out to be very good with guns, and was given an entire arsonal of 17 to work with. But things didn't work out, and Jaeko stopped following orders, eventually quitting the knights. He was inprisoned for treason, but managed to escape with some help from Frederick Amanziani, managing to steal not only the entire arsonal of guns he had been given, but a Barian Warship, the Gargantua, in his retreat, fleeing to Doma with it. In a final show of his power, Vaniyakna revealed Jaekos true past to him, making Jaeko emotionally and mentally unstable.

Jaeko tries to live his life to the fullest possible. He works as a mercenary and bounty-hunter to make ends-meat, but he's also an avid treasure hunter and adventurer, when the opportunities present themselves.


 

--Basic--
Name: Jaeko Messiah Williams
RPer: Shinigori
Race: Artificial Human
Level: 1
XP: 1500/1000
Max HP: 70
Max MP: 55
Max TP: 20
Initiative: 3+2d6
--Attributes--
Courage: 2
Wisdom: 0
Intuition: 4
Charisma: 3
Agility: 1
Dexterity: 3
Strength: 2
Stamina: 3
Magic Aptitude: 3
Base AT/PA - 10/10
Modified for skill with Guns - 14/10
Modified for armor - 11/8

Body= Long Dark Coat AC:17 -3/-2
Weapon Damage - Heavy Pistol - 6, 4d8 (x 14, uses two at a time), 48 additional bullets.
Shotgun - 10, 6+2d20 (x2), 10 additional shells
Divine Nightmare- Combination of Jaekos shotguns - while in use, Jaeko cannot use his regular shotguns. (Allows Divine Nightmare tech)

--Skills--
Firearms - 4<Dex/Dex/Cou>
Weapons Modification- 4 <Int/Int/Dex>
Boat Piloting - 2 <Int/Int/Dex>
Energy Magic <Mag/Wis/Int>
Ambidexterity - 4 <Dex>
Fishing - 2
[s]Two Weapon Style(Ranged) - 4<Dex>
[K]Ettiquette: Governmental - 4
[K]Strategy - 4
[k]Torture - 4
[k]Survival - 4
--Spells/Techs--
  • [Firearms=4, Innate] Quick Draw- At the cost of 4TP, Jaeko can get a +2 bonus when Initiative is being rolled.
  • [Firearms=1, Strategy=2, Innate] Take Aim (1TP)- Jaeko takes aim with whatever gun he's currently using, and gets a +3 to both his To-Hit rolls on his next attack.
  • [Firearms=2] Trick Shot (3 TP)- Jaeko richochets a shot off something, giving the attack a -3 penalty to hit, but the shot is uneffected by any cover the target may be hiding behind(At the GM's discression).
  • [Firearms=3] Pistol Whip (3 TP)- Jaeko slams the butt of his pistol into the targets face, dealing 1.5x Unarmed damage(Non-lethal).
  • [Firearms=3, Strategy=3] Sweep Shot (5 TP)- Jaeko unloads his guns at everyone in an area, trying to hit as many people as possible. Everyone within the intended area is shot at, be they friend or foe, for normal damage, but a -3 to hit.
  • [Firearms=4, Strategy=4] Gun Grab (No Cost)- When out of ammo with one gun, Jaeko can simply holster it and switch to the next, rather then spend time reloading(This will automaticly be done unless Jaekos RPer states otherwise)
  • [Firearms=4, Energy Magic=4, Item Granted]Divine Nightmare Blast (MP: 75% of max, TP: 50% of max, HP Drain: 25)- Jaeko pulls out his biggest gun, the Divine Nightmare, and begins channeling his power into it. He takes awhile to charge it, then lets the energy loose on one opponent for 75 + ((Average rank) D6) damage.(Two turn charge period)
Quick Stats:
Nezetta Corradino (Shinigori) - Lvl 5 - 86 HP, 110 MP, 40 TP

Background:

name: Nezetta Corradino - age: 17 - eyes: Ice blue - hair: Brown - height: 5'3

Nezetta Corradino is one of the only non-humans in Barius. Orphaned at a young age due to her fathers disappearance and her mothers death when Barian loyalists burned down their house. Luckily for Nezetta, her mothers killers didn't know she escaped the blaze, or she too would likely be dead.

Found in her human form by Frederick Amanziani and Gerome Lezeone about a mile from Blizzardia when she was four, Nezetta was fortunate enough to find a spot in King Lezones heart, as he took her into his care and raised her in Squall Castle. Neither Fred nor Lezone knew of what she was, though both had suspisions that all wasn't as it appeared- One doesn't find a four year old girl only a mile from Blizzardia who's more starved than frozen. All became clear to them when she blurted that she'd have to transform soon, or end up 'going sick in the head, like her mother'.

Although non-human, Nezetta was still accepted by Lezone, although her true race was kept a secret for her own protection. All went well for the next nine years, until Vladimir Vaniyakna appeared. Soon, he took over Freds position as Grand General, and began forcing more and more decisions upon the king. Nezetta was captivated by Vaniyakna's charisma and power, and became convinced that he really was doing the right thing for Barius.

It didn't take long for Vaniyakna to find out her secret- She herself told him, as a show of trust. However, he soon incorperated that into his plans, deciding he could use her in quite a few ways. Making her his bodyguard, they soon began bonding, actually becoming somewhat close. Soon after, Nezetta was given the title of Vaniyakna's second in command, and when Jaeko Williams was inprisoned, and Miguel Loaf disappeared, she was named the new head of the Black Soul Knights.

In the war in Doma, she followed Vaniyakna without question, using her magic to cut into demons. After the war, she was assigned to stay in Doma and collect information that could prove valuable to Barius.


 

--Basic--
Name: Nezetta Corradino
RPer: Shinigori
Race: Dragon(Frost)
Level: 5
XP: 555/2500
Max HP: 86
Max MP: 110
Max TP: 40
Initiative: 7+2d6
--Attributes--
Courage: 3
Wisdom: 5
Intuition: 3
Charisma: 1
Agility: 4
Dexterity: 2
Strength: 2
Stamina: 2
Magic Aptitude: 6
Base AT/PA - 11/11
Modified for skill - 15/14
Modified for armor - 12/9

Body=Black Soul Knight Standard Issue Armored Coat- AC 15, -1/-1

Weapon Damage -Weapon Damage - Armored Combat Boots (-2/-3) (9/12/17)
Toe-kick- 11 + 1D6
Heel-Kick- 16 + 2D4
Heel-Smash- 23 + 2D6

--Skills--
White Magic - 12 <Int/Wis/Mag>
Ice Magic - 11<Int/Wis/Mag>
Combat Footwork (Boots weapon skill) - 7<Cou/Agi/Str>
Dancing- 9 <Agi>
Improvisational Weaponry - 2<Cou/Agi/Str>
Jumping - 2 <Str/Agi/Dex>
[K]Strategy- 6
[K]Foreign Languages- Barian- 8
[K]Etiquette (Government) - 2
--Spells/Techs--
  • [Innate]Ice/Cold resistance - A passive skill. Due to her race, Nezetta recieves 50% base damage reduction from ice/cold based effects. As she increases in level (75% at 5, 100% at 10, 25% absorption at 15, and 50% absorption at 20) this bonus increases. However, she recieves 1.5 times as much damage from Fire based damage, but only up until level 10--at that point, she suffers 3 times as much.
  • [Combat footwork = 4, Dancing = 4] Combat Routine (2 TP to switch to this dance, 1 TP per turn to maintain, can be used as a free-action) - Nezetta goes into her combat footwork routine, a series of very quick foot motions, designed to prepare her to strike and throw the enemy off as to what she's doing and where she's coming from. While preforming this dance, Nezetta gets an additional +2 to her AT, which lasts until she switches to another dance, or stops dancing.
  • [Combat Footwork = 4, Dancing = 4] Defensive Dance (2 TP to switch to this dance, 1 TP per turn to maintain, can be used as a free-action) - Nezetta goes into her defensive routine, a quick series of forwards-backwards-side to side motions, designed to make her a much harder target to hit. While preforming this dance, Nezetta gets an additional +2 to her PA, which lasts until she switches to another dance, or stops dancing.
  • [Combat Footwork = 6, Dancing = 5] Speed Flaminco (4 TP to switch to this dance, 3 per turn to maintain, CANNOT be used as a free action) - Nezetta goes into a series of very quick steps, giving her a bit more agility, and allowing her to move with increased momentum while she continues her dance. While this dance is in effect, she gains + 3 to her Agility.
  • [Dancing = 8] Catchy Rondo (6 TP to switch to this dance, 4 TP per turn to maintain, CANNOT be used as a free action)- Nezetta begins into a rather fast paced, eye catching series of moves in an attempt to distract the enemy. Everyone who's never seen the dance before, be they ally, enemy, or NPC, makes a check against Nezetta's dancing rank, based on their wisdom. (Wis x 3 + D20 > Nezetta's dancing stat x 2 + d20 to pass.) Anyone who failed the check will be enraptured in the dance, and forced to skip their turn for this round.
  • [Combat Footwork = 6] Nutcracker Combo (6 TP)- Nezetta runs twards the enemy and preforms a high kick, getting as close to the face as possible, and hits multiple times- Twice with the toe, once with the heel, then jumps back and gives the target a sharp kick to the crotch (If applicable). Total damage for this attack is (3 x Toe Kick) damage + (Heel Kick) damage.
  • [White Magic=1]Beam (6 MP) - Deals 6+rank*2+1d6 holy damage to a single target.
  • [White Magic=4]Ray (15 MP) - Deals 14+rank*4+2d6 holy damage to a single target.
  • [White Magic=4]Radiance (28 MP) - Deals 10+rank*2+1d6 holy damage to all targets within a 10 foot radius of the caster's target.
  • [Holy=8]Exorcism (56 MP) - Deals 14+rank*4+2d6 points of holy damage to all unfriendly targets within a 20 foot radius of the target.
  • [Ice=1]Ice (4 MP) - Does 8+rank*2+1d6 ice damage to a single target.
  • [Ice=4]Frost (12 MP) - Does 14+rank*4+2d6 ice damage to a single target.
  • [Ice=4]Ice Storm (29 MP) - Does 10+rank*2+3d6 ice damage to all within a 10 foot corridor in front of the caster
  • [Ice=8]Blizzard(58 MP) - Deals 16+rank*4+2d6 points of ice damage to all within a 15 foot corridor in front of the caster.
  • [Ice=9]Cold Foot (30 MP) - Nezetta uses her magic in an attempt to freeze a targets feet to the floor, immobilizing them. Ice lasts (Rank/2) hours, or until shattered.
  • [Ice=3]Freeze (5 MP) - The caster causes a small (Rank/2 gallons) amount of non-solid matter to freeze within the caster's line of sight. (Non-opaque containers still count as within line of sight.) The freezing point of the substance cannot be lower than -20. Thus, some liquids and most gases will not be affected by this spell.
  • [Ice=7] Frost Spear (30 MP) - Nezetta channels her energy into creating a spear made of ice, which she may use at the rank of her Improvised Weaponry skill. The spear lasts (Rank+D3) turns, and has stats of 13/0/0, with a -1/+1 modifier to her AT and PA. While holding the spear, Nezetta cannot proform any of her dances.
  • [White Magic = 10, Combat Footwork = 7] Flash Kick (5 TP, 20 MP)- Nezetta channels an ammount of White magic into her foot, and attempts to kick her target in the eyes, causing the magic to be released with a bit of a flash. Both a Parry and Magic Resist rolls are made, and damage is that of a normal Heel Kick combined with the Advanced Beam spell ((16+2d4) + (54+2d6) damage). On a critical hit, the target is blinded for D3 rounds.
  • [White Magic=1]Consecrate (18 MP) - Make a piece of land (100 ft sq.) imbued with Holy energy for (rank*5) days. The enchanted area has all the effects of a piece of truly holy land until the spell wears off. It cannot be cast on an area enchanted with Desecrate unless the caster is at least 3 ranks higher than the caster of Desecrate. All undead and unholy creatures cannot pass through this area of land, and neither can other creatures of shadow, such as demons. Should they wish to do so, they must make a COU*3+d20 check vs. the caster's spellcasting check. If they succeed, they may pass through the area, but they suffer 100 points of damage as a result.
  • [White Magic=1]Cure (7 MP) - Heals one target, restoring 8+rank*2+1d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).
  • [White Magic=4]Advanced Cure (18 MP) - Heals one target, restoring 15+rank*4+2d6 HP. Some targets may be damaged for the same amount instead (undead, for example) and some may not be affected at all (powerful shadow-based creatures).
  • [White Magic=4]Revive (30 MP, 4 TP) - Revives an unconscious ally to 10% of their total HP (round up). The target suffers no disorientation penalty (besides some penalties for burdening injuries such as crushed bones) and can take actions right away (as in, their next turn in the normal initiative order).
Quick Stats:
Loake Raven Recht (Shinigori) - Lvl 1 - 75 HP, 0 MP, 25 TP

Background:

name: Loake Raven Recht - age: 27 - eyes: Green - hair: Brown - height: 5'8

Loake Raven Recht was born in Kohlingen to a wealthy merchant family. At a young age, Loake took an interest in mechanics, seeing some of the stuff that his father had collected over the years. Studying it, along with his father ships, he soon began getting ideas of how to implement them together. As the years went on, he took on a career in shipbuilding, mainly doing design work, but in his free time, he'd design machines of various sorts. His dream- Create a ship that could sail in the sky.

Soon, Loakes father died in an accident, and his mother of greif soon after. Loake was left with nothing but his dreams and his families fortune. Putting that fortune to work, he poured himself into his machines, until eventually, he created what he was searching for- An machine capable of making a ship fly. Quickly investing into the technology, he retrofitted all of his fathers old sailing ships into airships. But that wasn't quite good enough for Loake- His fathers prized ship, a captured pirate frigate, was too heavy for the engines to lift. Reinvesting his time and energy into machines, Loake soon found he was out of money, and out of a job. In his mind, there was only one option to get the money and equipment he needed to make that final ship float- Crime.

Taking the remains of his fathers workers and organising them into a crime syndicate, Loake soon began robbing caravans, using his ships to get in and out quickly. Of course, he found that this wasn't the most effective way- The coal needed to power the engines was too expensive. Loake again began working to make his engines smaller, more efficient, and less costly. As he was on the verge of doing so, he discovered a legend of an artifact said to give it's posesser incredible power. He began searching for it- And due to his life of crime, soon had people after his head. Finally managing to locate the treasure, the Dragons Gauntlet, Loake did all he could to get to it- Sacrificing many of his men, and almost all of his fleet in the process. But in the end, he got the gauntlet- But it too got him. As he put it on, it's magic scarred him forever- Turning him into a dragonhalf.

His men gone, his fleet scattered and broken, and his resources running out, Loake did the most sensible thing in his mind- Return to Kohlingen with his new engine designs in a final attempt to get his fathers Frigate off the ground. Taking advantage of his new form, Loake made it back soon enough. Applying his new engines and the remaining manpower he had, Loake succedded- He converted the final ship in his fathers fleet to an airship. Deeming it his flagship "Armageddon", Loake went into hiding with it, plotting revenge on those who had destroyed his fleet and his sindicate before.

Rebuilding his fleet in secret, Loake only ventured outside his basecamps every once in awhile. The few times he did, he managed to pick up an enemy or two, until they decided to come after him once again. This time, Loake was assisted by another man, Aleksander Kole, a businessman he met in his shipbuilding days. The events surrounding the incident are unclear, but Loake managed to escape once more, taking the Armageddon and a number of his rebuilt ships with him.

When the war started, Loakes original intent was to keep out of it. However, Loakes greed and opportunism soon got the better of him, and he found himself on the way to Castle Hyral to offer his services, in the agreement that he be pardoned of his crimes, given a large sum of money, and given a castle. Using his ships to aid the resistance, Loake commanded his men with a spirit and attitude few would have deemed possible from him- Even he has a hard time beleiving it was truely him commanding the ships that aided the resistance in the major battles.

Now a free man, Loake works to support himself through his skills in machinery, and still takes a ride in his ships when he gets the chance- However, most aren't in good condition, being damaged in the war, or still run on his old engines, costing an arm and a leg to get moving.

 

--Basic--
Name: Loake Raven Recht
RPer: Shinigori
Race: Dragon-Half (Affinity unknown)
Level: 1
XP: 500/1500
Max HP: 75
Max MP: 0
Max TP: 25
Initiative: 8+2d6
--Attributes--
Courage: 3
Wisdom: 1
Intuition: 3
Charisma: 1
Agility: 5
Dexterity: 5
Strength: 2
Stamina: 3
Magic Aptitude: 0
Base AT/PA - 13/13
Modified for skill with Knives - 13/15
Modified for skill with Guns - 15/13
Modified for armor - 14/11

Body= Studded Leather 11 -1/-1

Weapon Damage - Heavy Dagger 5,8,11 +1/-1
Thrust- 7 + 1D6 (8-13)
Slash- 12 + 2D4 (14-20)
Chop- 17 + 2D6 (19-29)

Weapon Damage - Revolver - Accuracy: 8, 4d8 damage, 60 additional shots, can be fired 6 times before reloading is required

--Skills--
Knives - 2<Cou/Agi/Str>
Firearms - 2<Dex/Dex/Cou>
Flight - 5 <Agi/Cou/Sta>
Lock Picking - 2 <Dex/Dex/Int>
Traps - 2 <Int/Int/Dex>
Mechanics - 5 <Mag/Int/Wis>
Ambidexterity - 2 <Dex>
[s]Two Weapon Style - 2<Dex>
[s]Evade Physical - 3<Agi>
[s]Evade Missile - 3<Agi>
[S]Airship Repairs - 4
[S]Making Enemies - 4
[K]Airships- 4
--Spells/Techs--
  • [Innate] Flight - Allows Loake to fly at speeds equal to most birds with no effort, double with a stamina check.
  • [Innate] Flying Kick (2 TP) - Loake flies into the air and drops onto the enemies head with a nice stomping motion, then jumps off, doing 10+2D6 subdual dammage.
  • [Innate] Flying Slash (3 TP) - Loake flies into the air and makes a pass at the enemy, attempting to slash it with his knife. Does 2x normal Slashing damage with a -1 modifier to hit.
  • [Two Weapon Style = 2] Shoot while slash (0 TP) - This tech allows Loake to use his knife and his gun at the same time, as he's been doing for years.
  • [Mechanics=4] Repairs (4 TP)- If given the nessessary parts, equipment, and time, Loake can fix a broken peice of machinery and return it to working order. Time required is (Mechanics rank/Difficulty level of repairs needed) hours.
  • [Mechanics=4] Machine Usage (1 TP)- If given the proper time to figure it out, Loake can usually determine what a peice of machinery does and how to work it. Time required is (Mechanics rank/Difficulty level of machine usage) hours.
  • [Making Enemies=2] Taunt (1 TP)- Being the charming person he is, Loake often taunts his enemies. When used, this skill makes Loake the only target capable of being attacked by the one effected by this attack during their next turn.