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Derill Banetail (PhilSys character)

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.

--Basic--
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)
--Attributes--
Courage: +3
Wisdom: +4
Intuition: +6
Charisma: (-2)
Agility: +1
Dexterity: +2
Strength: +1
Stamina: +1
Magic Aptitude: 6
Base AT/PA: 11/11
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
Base MAttack: 16
Base MBlock: 22 (+4 with Magic Shielding)

Body=Light Scale Mail (AC 11, -1/-1)

Weapon Damage: Light Pistol
To Hit: 6 (10 with Firearms rank)
Damage: 3d8
Bonus Shots/Round: 0

Weapon Damage: Sledgehammer (-1/-2; two-handed; req's STR +1)
Thrusting: N/A
Slashing: 17 + 2d4 (19-27)
Chopping: 26 + 2d6 (28-38)
Bonus Actions: 0

---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--
  • [Innate] Dragon-kin Properties - A passive skill. Due to Derill's dragon-kin nature, he receives 50% damage reduction from ice-based effects. As he increases in level (5, 10, 15, and 20), this bonus increases (by 25% per increment). However, Derill takes 2 times as much damage from fire-based attacks, but only until level 10 - after that point, he takes 3 times as much damage.
  • [Innate] Ice Breath - Instead of attacking normally, Derill can let loose a wide blast of ice from his mouth. This attack deals 4+(stamina*4)+2d6 ice damage to a group of targets within a 15-foot wide, 9-foot long cone in front of Derill (use MAG/INT/STA with Derill's level as a bonus rather than the standard MAttack), but can only be used a number of times per day equal to Derill's Stamina statistic.
  • [Sledgehammer=2] Rib Cracker (4 TP) - Derill can attempt to break the opponent's ribs with his sledgehammer. Treat this as a Chopping attack, except multiply Strength by 4 instead of 3, and the attack only suffers a -4 penalty rather than a -6.
  • [Sledgehammer=4] Head Bash (8 TP) - Derill can try to crush the opponent's head. This requires a successful attack roll, and can only be used if his opponent is at 1/4 or less health. A successful attack roll will instantly slay the target (I'll let you figure out why).
  • [Firearms=2, Innate] Concentrate (5 TP)- Derill can concentrate for a round on aiming at his next target. This action always comes at the end of the round or, if Derill is the last character to act in the round, it occurs during the next round. Adds +4 to hit and +1 damage.
  • [Fire=1] Flame Arrow (8 MP)- Derill projects a bolt of fire from his finger. If successful, this attack does 10+rank+2d4 damage to one enemy.
  • [Fire=4, Telepathy=2] Pyrokinetic Blast (25 MP)- Derill projects a blast of fire from his mind. This attack does 10+(fire rank*2)+(telepathy rank)+2d6 damage to all within a 10-foot radius from the target. Half of this, rounded up, is fire damage, but the other half, rounded down, is from mental power, and thus fire immunities and weaknesses do not count against the mental half.
  • [Fire=6] Gilzade Salvo (30 MP) - Derill unleashes a barrage of fireballs. Each fireball gets its own attack roll and its own resist roll, but all fireballs target the same creature, with each dealing 11+(rank*3)+1d6 damage. The number of fireballs thrown is equal to (fire rank/2), with this number capping at 5.
  • [Ice=1] Ice Ray (6 MP)- Derill projects a ray of cold from his finger. This attack does 8+rank+2d6 damage to one target.
  • [Ice=3] Ice Knife (14 MP)- Derill calls down shards of ice to strike the target. This attack does 10+(rank*3)+2d6 damage to one target, and has a percentage chance equal to half the damage inflicted of freezing the opponent's feet to the ground for 1d4 rounds. If this happens, the target may not move from where they are standing but may still attack and cast long range spells.
  • [Ice=4, Telepathy=2] Cryokinetic Blast (39 MP)- Derill projects a blast of ice from his mind. This attack does 14+(ice rank*4)+(telepathy rank)+2d6 damage to all within a 10-foot radius from the target. Half of this damage, rounded up, is ice damage, but the other half, rounded down, is from mental power, and thus ice immunities and weaknesses do not count against the mental half.
  • [Ice=5] Ice Lance (23 MP) - Derill shoots a spear of ice at an opponent, dealing 17+rank*5+3d4 damage.
  • [Lightning=2] Zap (10 MP)- Derill calls down lightning bolts to strike the target. This attack does 8+(rank*3)+1d12 damage.
  • [Lightning=4]Dragon Shock (20 MP)- Derill releases a bolt of thunder from his outstretched hands that is shaped like a dragon's head, which ricochets from target to target. This attack deals 12+(rank*5)+2d20 damage, divided evenly amongst (rank/2) targets of Derill's choice (round down for any fractions). If there are not enough targets, enemies can be targeted more than once, but not in rapid succession. If there is only one target, Derill must take some of the damage.
  • [Telepathy=2, Lightning=4]Electrokinetic Blast (32 MP)- Derill releases a blast of electricity from his mind. This attack does 12+(lightning rank*3)+(telepathy rank)+2d6 damage to all within a 10-foot radius of the target. Half of this, rounded up, is lightning damage, but the other half, rounded down, is from mental power; thus, lightning immunities and weaknesses do not count against it.
  • [Melding=4, Lightning=4, Fire=4] Deep Fry (40 MP, 5 HP)- Derill sacrifices a part of his own life force to try and fry the opponent from the inside out. Does 8+(fire rank*6)+2d6 fire damage and 6+(lightning rank*5)+2d8 lightning damage to one target.
  • [Light=1] Spirit Shock (7 MP) - Derill fires a small bolt of holy energy at the target, dealing 8+rank*2+1d8 damage.
  • [Earth=1] Stone Toss (9 MP) - Derill tosses a small ball of earth magic at the opponent, dealing 12+rank*2+1d8 damage.
  • [Healing=1] Recover (6 MP)- Derill attempts to heal the injuries of a single target. This spell recovers 2+rank*2+1d6 HP to any target. If used against undead, it harms them.
  • [Healing=2, Telepathy=2] Body Adjustment (15 MP)- Derill can attempt to speed the recovery of an ailing character rapidly. Remove up to (rank/2, rounded up) levels of poison, and cure magically induced paralysis and blindness, as well as confused status.
  • [Healing=4] Mega Recover (25 MP)- Derill channels a large amount of magic into healing one target. Recovers 19+(rank*4)+2d8 HP to one target. Again, if used against undead, it harms them.
  • [Telepathy=1] Telepathy (0 MP Non-Combat or 3 MP In Combat)- Derill can attempt to contact one willing enemy or ally via telepathy (does not work on unwilling targets).
  • [Telepathy=2] Guarded Telepathy (0 MP Non-Combat Or 5 MP in combat)- Derill can protect his telepathic messages from prying 'ears' and 'eyes'. In order to listen in, the listener must make a Telepathy skill check roll vs. Derill's Telepathy skill check roll.
  • [Telepathy=2, Magic Shielding=4] Inertial Barrier (5X MP)- Derill can generate a shield of kinetic force around himself that grants him a +X bonus to PA for 1d4 rounds.
  • [Telepathy=1, Psicraft=1] Psionic Sensing - A passive skill that functions outside of combat only. If a psionic ability is being used or is functioning within (psicraft rank*7) feet of Derill, he may make a Psicraft check. If that check succeeds (difficulty is up to the GM), Derill recognizes what Mental Magic spell is being used or is functioning (describing what the spell does in general; describing every last detail of the spell would likely be horrible metagaming!), and between RPs he can attempt to learn the spell with a successful Psicraft check (difficulty up to the GM, but it should be nearly impossible to learn the spell this way). Derill has only one chance to learn a Mental Magic spell this way; if the attempt fails, he cannot try to learn that spell again unless he recognizes it again at a later date. No bonuses for repeated exposure.
  • [M-Theory=3, Psicraft=3, Innate] Mana Fury (15 TP) - Derill goes into a blind rage of spellcasting. Until the end of the combat in which this tech is used, any spell he casts must be used offensively. However, the ranks of his spells increase by 4, and his Intuition goes up by 2, both for the purposes of casting spells (the rank increase would affect damage as well).


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.