Post by xarat on Jun 14, 2015 4:07:22 GMT -8
Character Name: Ethanial Blake Commander of the the Green Hounds of Justice.
Player Name: Tara
Alias: Ethan, Drake
Family/Allies/Friends: none known
Archetype: Dragon
Age: 2000 at least (appears 25)
Height: 6'5 human, 7'5ft half form, 35ft by 50ft dragon
Weight: 240lbs human, 400lbs half form, 30 tons dragon
Hair: Brown with a white streak in human/ in anthro form green with a white streak
Eyes: Green iridescent
Nationality: British
Description:
Human form:
Ethan is a tall young man with boyish looks, and scruffy brown hair tied back at the nape loosely. He is of an athletic build, though his arms and chest are slightly more muscular from his days as a blacksmith. He prefers to wear greens and browns as colours for clothing.
Anthro form:
When in anthro form, he grows to 7'5ft tall, a full foot taller than his human form. His hair darkens to a rich green, though the white streak remains. His upper body grows more muscular and is pitted with scars. There is a tattoo on his right arm which he has in human form, he just keeps it covered. It is of an unusual design, it appears to be a stylised dragon with a few odd symbols. In human form it is green and almost looks metallic, in dragon form it appears silvery and metallic on the scales. It matches one of another dragon by the name of Niraana. He also has two curved pointed horns on his head, a long tail and large wings capable of flight.
Dragon form:
He's a very large green dragon, slightly larger than most in this form.
Occupation: Blacksmith and Swordsman
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STATISTICS
Human/anthro/dragon
Fighting: Remarkable/Incredible/Remarkable
Agility: Excellent/Remarkable/Incredible
Strength: Remarkable/Remarkable/Amazing
Endurance: Excellent/Remarkable/Incredible
Reasoning: Excellent/Remarkable/Excellent
Intuition: Excellent/Remarkable/Remarkable
Psyche: Remarkable/Incredible/Incredible
_____________________________________________________________
Health - 100/160/150
Mental Health - 70/100/90
Karma -
Popularity -
Contacts -
Resources - excellent
Appearance - good
_____________________________________________________________
Talents:
*Languages: The character with this Talent has a natural understanding of languages. The character gains 4 additional language at start, and made add other languages at half the cost of a Talent (500 paints regardless of who teaches it). Characters without languages Talent must gain this Talent first to learn other languages. The gaining of additional languages assumes someone is available to teach these languages. A Player character with this Talent does not have to assign a language at start, but may fill one in later as need be.
Languages known/spoken: English, Latin, Gaelic, French, tibetan
*Weapons Engineering/Design: Archaeic weapons only, such as swords and knives. Can create with the use of correct facilities such as a forge.
*Leadership*
*Sharp Weapons: Characters with this Talent gain a +1CS to hit when attacking with a weapon that resolves attacks on the Edged Attack column of the Battle Effects Table. This includes swords, daggers (unless thrown), and spears, but excludes claws and other natural extensions that inflict this type of damage.
Martial Arts: D
*Runesmith: The character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
Talent Name - Statistic Used - Points.
_____________________________________________________________
Flaws
*Personal Code: the character with this quirk lives solely by a personal code of conduct, disregarding the laws of society unless they happen to coincide with his own. In order to disregard this code, the character must pass a Psyche FEAT roll at a -1 CS. *
*Curiosity: The character with this quirk is a naturally curious person and finds mysteries of any sort irresistable. In most circumstances they will find that their curiosity easily overrides their common sense. To resist temptation, the person with this flaw will have to pass a Reason FEAT roll at -1cs or succumb to the siren call of the unknown. *
*Honesty: the character is honest. Normally, this is a good thing, but is counted as a negative quirk as it prevents the character from lying, if necessary. In order to tell a lie, or even stretch the truth, the honest character must pass a Psyche FEAT roll at -1 CS. *
*Impulsiveness: an impulsive character is one that consistently jumps the gun, doing thing right as they occur to them. To resist the urge to act on a whim, the character must make a Reason FEAT roll at -1 CS, the failure of which indicates that he goes with his 'bad self'. *
Quirks
*Ambidexterity: a character with ambidexterity can use items in either hand, without penalty (I recommend a character normally be at -2 CS if using an item in his 'off' hand). This can come in handy in all sorts of situations.
*Fighting Logistics: this character has a naturally tactical mind. In combat, after the character fights another for 1d10 rounds (not turns), he can acquire a +1 CS to all Fighting FEATs concerning said opponent. This plus will last until this foe undergoes radical changes
*Sensory Increase: the character with an increased sensory range can make Intuition FEAT rolls concerning that sense at a +1 CS. This can apply to any of the 'normal' five senses (hearing, sight, smell, touch, taste), or any super human sensory power the character has.
*Cash Flow: this simply means that the character has a higher Resources rank than he originally rolled. He has some sort of money making machine in the corporate world that rolls in the bucks, with little maintenance necessary
_____________________________________________________________
Powers: NONE
Power Name - Rank - Points.
Breath weapon - Fire
Amazing in anthro form / Monstrous damage in full dragon form : against 3 targets/1 area
Also has limited control of fire when in other forms.
_____________________________________________________________
Personality: He is a chivalrous man, and very respectful to all. He is soft spoken and never raises his voice, even when angry. He is slow to anger, preferring to think things through instead of using violence to solve issues. He is wary of his own strength and often steps more carefully than he needs to, as he doesn't want to harm anyone at all. He follows a strict code of honour and ensures that justice is served whenever it can be. He also refuses to kill, even when it is the last resort, he would do all in his power to prevent killing the other.
History: Ethanial did not know his parents, he only remembers being raised with a kindly old fighter by the name of Robert. He taught him honour and the way of the sword. He also taught him to value knowledge, and gave him much through the years. When Robert died, Ethan set out on his own to find his fortune. It was around this time that he discovered his true heritage, when he came in contact with a young dragoness. She taught him how to shift forms, how to wield the dragon magics inherant to him. She taught him how to use his strength to overpower his enemies but not to kill them. Together they formed a strong bond of friendship, and travelled as friends. After a time, they went their separate ways. Eventually, Ethan found love and settled down with his wife. She gave him a son, and he took up working as a blacksmith, learning the trade as an apprentice until trouble came to them. It found him faster than he hoped, and his world was turned upside down when the fighting landed in his town. Nothing was the same again. He left the town and went in search of the army, as he had nothing left to do but fight.
They both joined the ranks of the army, though they did not realise for a while, that they fought in the same army. However they eventually ended up fighting side by side. The war was known as the Great War, and was against a great evil. Ethan moved up the ranks quickly, until he was made a Captain of the men. Men feared dragons more now than ever, and bands of mercenaries tore through the countryside, killing dragons all over. Ethan heard of a plot to kill a family nearby, and rushed to save them but he was too late. All that was left was a terrified young dragon who was mute, unable to speak after the horror she had witnessed. He took her carefully with him, and took her to a man he knew, a sorceror. She was too young and too afraid to shift forms, she was stuck in half dragon half human and she stood out like a sore thumb. Ethan had no idea how to care for her mind, though he was already attached to her and she to him. He stayed with her as she recovered, though she never spoke. Eventually he felt the wanderlust take him again and bade her farewell for a short time as he travelled again.
He spent endless days travelling the globe and helping people in distress, never staying in one place too long. Eventually he happened to meet up with his old friend again, and noted she had a sister, the little dragoness he had saved. They spent a long time together, and grew close as friends until his friends left one day. He roamed the lands in search of them, to no avail. He started to fight again, using his abilities. He was found half dead on the side of a mountain in Tibet about 200 years ago after people heard him calling out weakly. There he learned new skills and expanded on his magical knowledge with the monks who saved him. Now he finds himself in a strange land, having left the monastery finally, to travel once again.
Though he knows some modern devices, he is a strange man in a strange world. He has his motorbike which he acquired in Asia, and has brought it with him. The only possessions he carries are the ones in his saddle bags and backpack.
Equipment - Broadsword and Shortsword, motorbike
Player Name: Tara
Alias: Ethan, Drake
Family/Allies/Friends: none known
Archetype: Dragon
Age: 2000 at least (appears 25)
Height: 6'5 human, 7'5ft half form, 35ft by 50ft dragon
Weight: 240lbs human, 400lbs half form, 30 tons dragon
Hair: Brown with a white streak in human/ in anthro form green with a white streak
Eyes: Green iridescent
Nationality: British
Description:
Human form:
Ethan is a tall young man with boyish looks, and scruffy brown hair tied back at the nape loosely. He is of an athletic build, though his arms and chest are slightly more muscular from his days as a blacksmith. He prefers to wear greens and browns as colours for clothing.
Anthro form:
When in anthro form, he grows to 7'5ft tall, a full foot taller than his human form. His hair darkens to a rich green, though the white streak remains. His upper body grows more muscular and is pitted with scars. There is a tattoo on his right arm which he has in human form, he just keeps it covered. It is of an unusual design, it appears to be a stylised dragon with a few odd symbols. In human form it is green and almost looks metallic, in dragon form it appears silvery and metallic on the scales. It matches one of another dragon by the name of Niraana. He also has two curved pointed horns on his head, a long tail and large wings capable of flight.
Dragon form:
He's a very large green dragon, slightly larger than most in this form.
Occupation: Blacksmith and Swordsman
_____________________________________________________________
STATISTICS
Human/anthro/dragon
Fighting: Remarkable/Incredible/Remarkable
Agility: Excellent/Remarkable/Incredible
Strength: Remarkable/Remarkable/Amazing
Endurance: Excellent/Remarkable/Incredible
Reasoning: Excellent/Remarkable/Excellent
Intuition: Excellent/Remarkable/Remarkable
Psyche: Remarkable/Incredible/Incredible
_____________________________________________________________
Health - 100/160/150
Mental Health - 70/100/90
Karma -
Popularity -
Contacts -
Resources - excellent
Appearance - good
_____________________________________________________________
Talents:
*Languages: The character with this Talent has a natural understanding of languages. The character gains 4 additional language at start, and made add other languages at half the cost of a Talent (500 paints regardless of who teaches it). Characters without languages Talent must gain this Talent first to learn other languages. The gaining of additional languages assumes someone is available to teach these languages. A Player character with this Talent does not have to assign a language at start, but may fill one in later as need be.
Languages known/spoken: English, Latin, Gaelic, French, tibetan
*Weapons Engineering/Design: Archaeic weapons only, such as swords and knives. Can create with the use of correct facilities such as a forge.
*Leadership*
*Sharp Weapons: Characters with this Talent gain a +1CS to hit when attacking with a weapon that resolves attacks on the Edged Attack column of the Battle Effects Table. This includes swords, daggers (unless thrown), and spears, but excludes claws and other natural extensions that inflict this type of damage.
Martial Arts: D
*Runesmith: The character is a transcriber and translator of runes, especially ancient, magical runes. The character has a +2CS whenever studying, deciphering, or inscribing runes.
Talent Name - Statistic Used - Points.
_____________________________________________________________
Flaws
*Personal Code: the character with this quirk lives solely by a personal code of conduct, disregarding the laws of society unless they happen to coincide with his own. In order to disregard this code, the character must pass a Psyche FEAT roll at a -1 CS. *
*Curiosity: The character with this quirk is a naturally curious person and finds mysteries of any sort irresistable. In most circumstances they will find that their curiosity easily overrides their common sense. To resist temptation, the person with this flaw will have to pass a Reason FEAT roll at -1cs or succumb to the siren call of the unknown. *
*Honesty: the character is honest. Normally, this is a good thing, but is counted as a negative quirk as it prevents the character from lying, if necessary. In order to tell a lie, or even stretch the truth, the honest character must pass a Psyche FEAT roll at -1 CS. *
*Impulsiveness: an impulsive character is one that consistently jumps the gun, doing thing right as they occur to them. To resist the urge to act on a whim, the character must make a Reason FEAT roll at -1 CS, the failure of which indicates that he goes with his 'bad self'. *
Quirks
*Ambidexterity: a character with ambidexterity can use items in either hand, without penalty (I recommend a character normally be at -2 CS if using an item in his 'off' hand). This can come in handy in all sorts of situations.
*Fighting Logistics: this character has a naturally tactical mind. In combat, after the character fights another for 1d10 rounds (not turns), he can acquire a +1 CS to all Fighting FEATs concerning said opponent. This plus will last until this foe undergoes radical changes
*Sensory Increase: the character with an increased sensory range can make Intuition FEAT rolls concerning that sense at a +1 CS. This can apply to any of the 'normal' five senses (hearing, sight, smell, touch, taste), or any super human sensory power the character has.
*Cash Flow: this simply means that the character has a higher Resources rank than he originally rolled. He has some sort of money making machine in the corporate world that rolls in the bucks, with little maintenance necessary
_____________________________________________________________
Powers: NONE
Power Name - Rank - Points.
Breath weapon - Fire
Amazing in anthro form / Monstrous damage in full dragon form : against 3 targets/1 area
Also has limited control of fire when in other forms.
_____________________________________________________________
Personality: He is a chivalrous man, and very respectful to all. He is soft spoken and never raises his voice, even when angry. He is slow to anger, preferring to think things through instead of using violence to solve issues. He is wary of his own strength and often steps more carefully than he needs to, as he doesn't want to harm anyone at all. He follows a strict code of honour and ensures that justice is served whenever it can be. He also refuses to kill, even when it is the last resort, he would do all in his power to prevent killing the other.
History: Ethanial did not know his parents, he only remembers being raised with a kindly old fighter by the name of Robert. He taught him honour and the way of the sword. He also taught him to value knowledge, and gave him much through the years. When Robert died, Ethan set out on his own to find his fortune. It was around this time that he discovered his true heritage, when he came in contact with a young dragoness. She taught him how to shift forms, how to wield the dragon magics inherant to him. She taught him how to use his strength to overpower his enemies but not to kill them. Together they formed a strong bond of friendship, and travelled as friends. After a time, they went their separate ways. Eventually, Ethan found love and settled down with his wife. She gave him a son, and he took up working as a blacksmith, learning the trade as an apprentice until trouble came to them. It found him faster than he hoped, and his world was turned upside down when the fighting landed in his town. Nothing was the same again. He left the town and went in search of the army, as he had nothing left to do but fight.
They both joined the ranks of the army, though they did not realise for a while, that they fought in the same army. However they eventually ended up fighting side by side. The war was known as the Great War, and was against a great evil. Ethan moved up the ranks quickly, until he was made a Captain of the men. Men feared dragons more now than ever, and bands of mercenaries tore through the countryside, killing dragons all over. Ethan heard of a plot to kill a family nearby, and rushed to save them but he was too late. All that was left was a terrified young dragon who was mute, unable to speak after the horror she had witnessed. He took her carefully with him, and took her to a man he knew, a sorceror. She was too young and too afraid to shift forms, she was stuck in half dragon half human and she stood out like a sore thumb. Ethan had no idea how to care for her mind, though he was already attached to her and she to him. He stayed with her as she recovered, though she never spoke. Eventually he felt the wanderlust take him again and bade her farewell for a short time as he travelled again.
He spent endless days travelling the globe and helping people in distress, never staying in one place too long. Eventually he happened to meet up with his old friend again, and noted she had a sister, the little dragoness he had saved. They spent a long time together, and grew close as friends until his friends left one day. He roamed the lands in search of them, to no avail. He started to fight again, using his abilities. He was found half dead on the side of a mountain in Tibet about 200 years ago after people heard him calling out weakly. There he learned new skills and expanded on his magical knowledge with the monks who saved him. Now he finds himself in a strange land, having left the monastery finally, to travel once again.
Though he knows some modern devices, he is a strange man in a strange world. He has his motorbike which he acquired in Asia, and has brought it with him. The only possessions he carries are the ones in his saddle bags and backpack.
Equipment - Broadsword and Shortsword, motorbike