![]() | Quick Stats: Derill Banetail (Storm Eye) -Lvl 2, 62 HP, 120 MP, 26 TP |
Background:
Name: Derill Banetail ("Div", "Divine"); age - 200; eyes - green; hair - none; height - 7' 4"
History:Derill has a rather dark past. He originates from an alternate plane of existence where dragonkind rule the world and coexist peacefully, and he was a member of one of the highest ranking noble families there. He was suddenly thrust into the known world and time when, at the age of 50, an evil and powerful vampire cast a curse upon him, locking up his strongest powers and making him forget everything he knew. The vampire then sent him and his brother Silverblade, through an unknown warp spell, to the northernmost corner of Riva, near Valth. The young Derill, surprised to see his equipment intact, immediately fled to the Shuman Mountains, where he spent the next 150 years trying to recover his old skills... in vain. The vampire had locked up his dragon powers permanently. Silverblade fled to parts unknown. However, Derill still retained his mind and was able to figure out how to use tons of magic again... he just can't use the powers he used to have. However, he's been able to withstand ice better than the others around him.
Recently, Derill has been able to get a new start on life by venturing to Doma. He settled in the westernmost area, yet he hasn't had any visitors. If only someone would come to see him he'd be happier. As it stands, he is quite grouchy, and also somewhat rude. He is considering adventuring, if only to meet more people. Among those people he's met is a nekojin named Captain Pervy. In the town of Caen, the two heard about a very evil man named Lord Trein. After much tribulation (including Derill getting poisoned), the quartet managed to kill Trein after one of his allies, Vell, started a fire in a forest near Caen. Both Vell and Trein died in that.
Physical Description: Derill Banetail is a 'dragon-kin', one of the only ones in the known world. Dragon-kin, which can live to be over 450 years old, look much like tall humanoids, except all of their features are those of dragons. Dragon-kin even have wings, claws, scales, and tails, just like dragons. Derill's scale color is a dark brass-like tone, and he has three extra horns, two on top of his head that are much like bull horns, and one on his nose that looks like a rhino horn. It is rumored that he can breathe fire, but this rumor is false; he instead has the capability to breathe ice.
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Name: Derill Banetail RPer: Storm Eye Race: Dragon-kin Level: 2 XP: 970/1250 Max HP: 62 Max MP: 120 Max TP: 26 Initiative: 4+2d6 (6-16) |
Courage: +3 Wisdom: +4 Intuition: +6 Charisma: (-2) Agility: +1 Dexterity: +2 Strength: +1 Stamina: +1 Magic Aptitude: 6 |
Modified for skill (Sledgehammer): 13/13 Modified for armor (Sledgehammer): 12/12 Final AT/PA (sledgehammer): 11/10 PA with Pistol: 11 Base Dodge: 18
Body=Light Scale Mail (AC 11, -1/-1) Weapon Damage: Light Pistol
Weapon Damage: Sledgehammer (-1/-2; two-handed; req's STR +1)
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| ---Skills---
Weapon (Sledgehammer) - 4 <str/agi/cou> Weapon (Firearms) - 4 <dex/dex/cou> Fire Magic - 6 <mag/int/wis> Ice Magic - 6 <mag/int/wis> Lightning Magic - 4 <mag/wis/int> Healing Magic - 4 <mag/int/wis> Telepathy - 2 <mag/int/wis> Tracking - 4 <int/int/sta> Flying - 2 <agi/cou/sta> Psicraft - 3 <int/wis/wis> [k]Applied Magical Theory - 4 [k]Elemental Melding - 4 [s]Magic Resistance - 4 <cou/int/mag> Earth Magic - 1 <mag/int/wis> Light Magic - 1 <mag/int/wis> |
--Skills/Techs--
GMs may stop here. Future Skills: (with potential future descriptions) Fire Magic: -Rank 10 (replaces Flame Arrow): Firebomb (27 MP) - Derill blasts a nearby opponent with an explosive blast of fire magic, dealing 26+rank*7+3d6 damage. -Rank 14 (replaces Pyrokinetic Blast): Corona (80 MP) - Derill calls the intense heat of the sun to fry all creatures within twenty feet, inflicting 25+rank*7+4d6 damage. Ice Magic: -Rank 7: Blizzard (33 MP) - A torrent of ice bolts strikes the target and anything in a ten-foot radius (except Derill, if he is in that radius) for 10+rank*3+3d4 damage. This spell can get by most overhanging obstacles, but such obstacles grant a +2 bonus to saving throws against this spell (by giving the targets time to get away). -Rank 9 (replaces Ice Ray): Diamond Saw (40 MP) - Derill summons two blades of ice that slice through the target. This attack deals 29+rank*8+3d8 damage to one target or 15+rank*5+2d6 to two targets. -Rank 11 (replaces Ice Knife): Winter Chill (Malediction rank 4 req'd; 45 MP) - Derill calls forward a blowing hail storm. This deals 15+rank+1d4 damage for (rank/3, rounded down) rounds and obscures the vision of those within its 6-foot radius to the point where they cannot see their hands in front of their face. -Rank 13 (replaces Ice Lance): Solidify (70 MP) - Derill uses his innate skill with ice magic to freeze every single enemy within ten feet. Not only does this deal 20+rank*6+2d6 damage, it freezes the opponents for rank+1d4 rounds. -Rank 15 (replaces Cryokinetic Blast): Diamond Dust (85 MP) - The move that Shiva (from the Final Fantasy games) made famous, Derill charges up a very strong blast of ice magic before letting it go, impaling all enemies in a 90-degree arc with the power of ice. This inflicts 26+rank*8+3d6 damage. Thunder Magic: -Rank 6: Thunder Fan (M-Theory rank 3 req'd; 45 MP) - Derill releases a blast of lightning from his hand that fries everything within a 120-degree arc in front of him for 13+rank*3+4d4 damage. If he 'closes' the fan, it deals 26+rank*6+4d4 damage to a single target. -Rank 8 (replaces Zap): Energy Blast (34 MP) - A large ball of lightning strikes one target for 22+6*rank+3d6 damage. -Rank 10 (replaces Dragon Shock): Thunder Wave (43 MP) - Derill casts a wave of thunder at all opponents in a ten foot corridor in front of him, dealing 10+rank*3+2d6 damage. -Rank 12 (replaces Energy Blast): Zap Cannon (62 MP) - Derill fires a large blast of electricity from his outstretched, turned-up palm. It deals 34+rank*8+3d6 damage when it hits. Healing Magic: -Rank 8: Soul Transfer (51 MP, 2d10 HP) - Derill uses his own life force to bring a target out of unconsciousness. Twice the number of HP he sacrifices is how much HP the target has when they come back to normal, which is instantly. -Rank 14 (replaces Body Adjustment): Restore Flesh (65 MP) - Derill restores the flesh of a single target, healing 25+rank*6+3d12 HP and curing all conditions except death, unconsciousness, and petrification. Telepathy: -Rank 4: Mind Scan (20 MP) - Derill can attempt to read the minds of others. -Rank 5: Glaring Spirals (14 MP) - Derill's hypnotism technique. He can make others fall asleep if they meet his gaze, or, if they are already asleep, he can force them to obey (somewhat reasonable) short commands. -Rank 7: Id Insinuation (20 MP) - Derill penetrates an opponent's mind, slicing through the thickest of mental defenses. This power is resisted by COU+(2*INT)+d20 rather than the normal resistance check (but ranks of magic resistance still apply). -Rank 9: Mind Blast (31 MP) - Derill blasts a group of opponents with the sheer power of his mind. This technique, commonly seen in illithids, deals damage to all in a (rank*4) foot long cone, which is (rank*2) feet wide at the cone's end. -Rank 12: Hypercognition (51 MP) - Derill can figure out a lot about a particular subject, enough to draw valid and reasonable conclusions from seemingly minimal knowledge. In truth, this is a rigorous mental process Derill undertakes, psychically digging up all information he can find on the subject. Psychokinetics: -Rank 4: Kinetic Motion (X MP) - By expending X MP, Derill can lift an object weighing X*8 pounds or less, moving it at (rank+10) feet per round. -Rank 8: Mind Blade (20 MP to create - 10 MP per turn upkeep) - Derill summons a blade of mental energy to his hand. This blade has no AT/PA penalties, and Derill wields it as if his Sword skill was (mental rank/3). Holy Magic: -Rank 3: Spirit Blast (14 MP) - Derill fires a blast of holy energy from his arm. This deals 12+rank*4+2d6 damage. -Rank 5: Sever the Tie (Mental rank 5 req'd; 31 MP) - Derill causes a severe disruption in opponents that rely on death energy - namely, the undead. This spell deals 25+rank*8+3d4 damage to undead within a 10-foot radius of the target, though the strongest undead (say, liches and zombie dragons) have a chance of resisting this completely. -Rank 8 (replaces Spirit Arrow): Spirit Wave Blaster (50 MP) - Derill fires his most powerful attack with straight holy energy, a blast of beams that spread out very little. This deals 27+rank*7+3d8 damage to a single target. Dark Magic: -Rank 1: Dark Bolt (5 MP) - Derill fires a small bolt of deadly energies at the target, dealing 6+rank*2+1d4 damage. -Rank 3: Dark Beam (13 MP) - Derill fires a beam of darkness from his fist, dealing 13+rank*4+2d6 damage to a single target. -Rank 3: Soma Transfer (Mental rank 3 req'd; 19 MP) - Derill drains the life force of a single target, dealing 11+rank*2+2d4 damage which is absorbed by Derill as HP. Does not work at all on undead creatures. -Rank 5: Dark Bomb (23 MP) - Derill causes an explosion of darkness energy that affects all within a 15-foot radius of the target, inflicting 8+rank*2+1d6 damage. -Rank 8 (replaces Dark Bolt): Blade of the Rebel (37 MP) - Derill fires a large amount of dark energy at the target, dealing 25+rank*6+3d6 damage. -Rank 10 (replaces Dark Beam): Dark Dragon Blast (51 MP) - A pillar of dark magic, in the shape of a long serpentine dragon, bursts out from the ground below a chosen target. This deals 12+rank*8+4d12 damage. Earth Magic: -Rank 3: Crush (23 MP) - Derill calls down 'fists' of earth magic to crush all opponents for 9+rank*3+2d6 damage. This can also be directed at only one target, in which case the damage is 17+rank*5+2d6. -Rank 5: Corrosion (Malediction rank 5 required, 19 MP) - A ball of earth magic that causes metal to rust. Deals 10+rank*3+1d6 damage to organic creatures and reduces their AC by (rank/3, rounded up). If directed at a metallic monster, however, the damage is 34+rank*7+3d6. -Rank 6: Seismic Fist (Strength 3 req'd; 22 MP) - Derill slams the ground, causing a small shockwave to assault those within 10 feet for 15+rank*4+2d8 damage and stunning them for 1 round. -Rank 8 (replaces Stone Toss): Whipping Rocks (31 MP) - A shower of rocks slams into everything within a 120-degree arc of Derill for 15+rank*3+2d6. -Rank 11 (replaces Seismic Fist): Earthquake (43 MP) - Derill causes the earth to shake, dealing 23+rank*6+3d6 damage to all on the ground and stunning them for 1d3 rounds. Malediction Magic: -Rank 1: Bio (Earth magic rank 1 req'd; 10 MP) - Causes 8+rank*2+1d6 damage and may actually inflict (rank/2, rounded up) levels of poison to the target, if they fail their chance to resist by 10 or more. -Rank 2: Amplify Damage (Dark Magic rank 1 req'd; 16 MP) - A curse is brought upon the target, causing them to take 50% extra damage from physical attacks for (average rank) rounds. -Rank 4: Weaken (Dark Magic rank 3 req'd; 27 MP) - A curse comes upon the target, causing them to deal 1/3 less damage with each attack. This is figured out before AC comes into play. This lasts (average rank) rounds. -Rank 6 (replaces Amplify Damage): Life Tap (Dark Magic rank 7 and Healing Magic rank 6 req'd; 35 MP) - A curse comes upon the target, and 50% of the life energies lost due to physical wounds after this takes effect go to healing the one who dealt the wounds. This lasts (average of dark and malediction ranks) rounds. -Rank 8 (replaces Weaken): Lower Resist (Dark Magic rank 8 req'd; 41 MP) - A curse falls upon the target, reducing their MBlock by 4 and their magical AC by 6 (this can make it negative) for (average rank) rounds. Combinations (requires Melding skill equal to average rank): -Fire rank 2, Holy rank 2 - Power Flash (34 MP) - Derill causes an intense burst of light in one area. All within 6 feet take damage, split evenly between fire and holy, and all within 15 feet are blinded. -Holy rank 2, Fire rank 4, Telekinetics rank 3 - Oculoso (4 MP per turn in effect) - While this power is in effect, Derill's eyes project light in a 15-foot cone in front of him. This light is sufficient to harm creatures sensitive to it if it is directed at them. This can also pierce magical darkness if Derill succeeds at an opposed magic check against it. -Fire rank 2, Ice rank 2 - Antipode (13 MP) - Deals damage, split evenly between fire and ice. -Thunder rank 4, Earth rank 4 - Triad Thunder (23 MP) - Derill fires out a "bola" of electrically charged rocks. It wraps around an opponent and shocks them when it hits. -Telekinetics rank 3, Thunder rank 5 - Pulse Wave (21 MP) - Derill amplifies his own bioelectric pulses to assault one opponent. These pulses also arc to one nearby target within range. -Fire rank 7, Holy rank 7, Earth rank 7, Telekinetics rank 8 (replaces Mind Blade) - Armageddon's Wrath (45 MP to create - 21 MP per turn upkeep) - Derill creates a blade out of his strongest emotions. This blade has an AT/PA modifier of -2/-3 due to its size, but it augments Derill's COU greatly while it lasts. "Spectrum Magic" (requires Fire, Ice, Earth, Thunder, Holy, Telekinetics, and Dark ranks to be all at least the rank listed): -Rank 1: Prism Ball (17 MP) - Derill forms the seven elements into a ball that he throws at the opponent. Deals 4+(average rank)*6+1d6 damage to one target. -Rank 3: Rainbow Gun (27 MP, 5 TP) - Derill fires the seven elements at the same time through his gun. Deals 12+(average)*7+2d4 damage to one target. The tech point cost is optional, but if it is paid, the damage from the gun also applies. -Rank 5 (replaces Prism Ball): Rainbow Flash (38 MP) - Derill fires the seven elements in a beam projecting from his fist. Deals 18+(average rank)*10+1d8 damage to one target. -Rank 7 (replaces Rainbow Flash): Ultra Rainbow Flash (61 MP) - Same as Rainbow Flash, except the elements are fired from Derill's open palm. Deals 20+(average rank)*14+2d6 damage to one target. -Rank 9: Spectrum Heart Beam (40 HP, 100 MP) - Derill taps into his own aura to release the seven elements through his HEART. 20+(average rank)*11+7d4 damage is dealt to all within a 15-foot wide, 45-foot long path in front of Derill. | |