Post by bunnyelemental on Oct 3, 2016 18:42:39 GMT -8
Character Name: Princess Isanthya Bloodtalon Player Name: Katrina/Robokat/Roulette Alias: Bloodtalon Concept: Magic/Enchanted Items Stat Base: ?? Age: 22 Height: 6'0" Build: Athletic Skin: Golden Hair: Black/white Eyes: Brown Race/Species: Huairan Description: A winged amazonian with magical relics and spells. Occupation: Royalty/Adventurer |
ARCHETYPE
-Shaman/Enchanted weapons/armor
HISTORY
Nestled deep within the amazon rainforest, the Bloodtalon tribe has made its home for centuries. Princess Isanthya was born of royal blood and is next in line for the throne. A Bloodtalon leader must be strong as well as wise. In order to test herself as a warrior and to learn the ways of the world, she embarked upon a quest into this modern world. She plans to one day return home, a champion.
The Bloodtalon tribe are not the only denizens of the mystic valley located in the Amazon rainforest. The mortal enemies of the Huaira bird people are the Sukkuluku, the lizardmen who inhabit the lower regions.
When the spirit wardens of the Sukkuluku learned that a Huairaan princess had been sent into the world on a quest to become a hero, they decided to send one of their own. Prince Kadjja, untried and untested but aching to prove his worth to his kin, has set out to hunt the wandering Huairaan. He has vowed to bring back her wings as a trophy.
PERSONALITY
Innocent, yet prideful. Isanthya carries herself with an air of royalty and can sometimes unintentionally insult the people around her with her high born expectations. That said, she is a warrior and a shaman. She is valorous, and seeks to be the hero and the leader that her people hope she will one day become.
ATTRIBUTES
Fighting--> Remarkable
Agility---> Incredible
Strength--> Excellent
Endurance-> Excellent
Reason----> Good
Intuition-> Excellent
Psyche----> Incredible
CONTACTS
Meztli Bloodtalon - Steward and messenger of the Bloodtalon tribe
SKILLS
Weapon Mistress (Slashing)- Intensive training throughout her childhood grants Isanthya and almost intuitive proficiency with any weapon that deals Slashing damage, using them at +1CS Fighting/Agility. This applies to thrown weapons, but not firearms.
Aerial Ace - +1CS to Agility based Flight checks. If Isanthya has plenty of airspace to move around, she can always roll her Flight when dodging, even against a melee attack.
Isanthya will be knocked out of the air however if she takes more than her Endurance (20) damage in the span of one round, possibly taking fall damage in the process. Entering aerial combat mode is a full round action.
Lore Arcana - +2CS to Reasoning or Intuition checks regarding magic.
POWERS
Winged Flight - Poor airspeed (100 MpH) for continuous flight, with her full Agility for control and manuevering even at top speed. She can achieve Typical airspeed (150 miles per hour) for an hour at a time if she passes a Yellow Endurance check.
*Peregrine Dive - If diving from a high place, Isanthya can achieve speeds of up to 250 miles per hour, striking with crushing force if she chooses to end the dive with an attack. Her effective Strength for this attack is considered Remarkable, but she must land afterward.
Talons - Unarmed attacks and Grapple attempts are made at Remarkable strength. She can also cling to a surface with them to resist being moved at Incredible strength.
Super Vision - Grants +3CS Intuition (Amazing) for purely visual purposes. Objects are considered one fifth as far away for purposes of determining how clearly she can see them (An object 100 feet away would be visible as if it were 20 feet away).
Arcane Amp - Isanthya has an affinity for magical weapons and armor. She can spend a spell of any level to enhance the power of such an equipment; Weapons remain 'amped' until the power goes off a number of times equal to the level of the spell spent, while Armor remains amped for a full round per level of spell spent.
If she acquires a new artifact, she must use it for the duration of one mission to unlock its secret power.
Shamanism - Isanthya is a warrior priestess, able to command the power of the spirits worshipped by her kind. This magic jitterbugs the line between arcane and divine, not quite godly but not quite mortal either. It is thus difficult to defend against; Essentially her magic is treated as if the effect of it just happened to occur. All spells are a full round action.
She can cast 3 Level 1 spells per day, 2 level 2 spells per day, and 1 level 3 spell per day.
Isanthya starts play with access to two domains of spells. Additional domains may be learnable at a later date by making pacts with new spirits, but if so she can only access two domains at a time per day.
*Domain: Fire
Level 1; Firebolt - A small bolt of flame, rolled on Agility and dealing Psyche (40) fire damage at range. Multiple casts can be volleyed, each rolled at -1CS Agility.
Level 2; Fireblast - A large bolt of flame, rolled on Agility, that explodes in a 10 foot radius, dealing Psyche (40) fire damage to any target in the area. This is a highly lethal attack.
Level 3; Will-o-Wisp - Creates a small familiar of flame that orbits the target, countering melee attacks against them with 20 Fire damage if the attack rolls a Green or lower. The Wisp lasts for three rounds.
*Domain: Wind
Level 1; Zephyr - Creates a sudden gust of wind in a line 5 feet wide and 20 feet long. Rolled on Psyche, with any target that fails to avoid it being Knocked Down. On a Green or White the targets are instead staggered.
Level 2; Wind Cloak - Creates a swirling sphere of wind and feathers around a target. They roll +2CS Agility when dodging ranged attacks for three rounds. This also serves as a makeshift aqualung for as long as it lasts.
Level 3; Peaceful Skies - The wind fades to eerie stillness in the current area. For three rounds, any projectiles fired will travel barely a foot before falling harmlessly to the ground.
WEAKNESSES=
Just Hatched Yesterday - Isanthya's early life was sheltered from the chaos of the modern world, leaving her somewhat naive. She rolls Poor against nonmagical attempts to deceive her and to successfully use technology, and may be forced to check Reasoning to access common knowledge whenever it would be funny.
Avian Physiology - Hollow bones give a -20 penalty to HP (This is accounted for in the listing above)
Wing/Eye Coordination - Isanthya relies heavily on her vision to fly. Any effect that impedes her ability to see has an equal effect on her ability to fly (If outright blinded, she can still putter along at a walking pace).
FLAWS=
Obvious Mutation/Alien Appearance: Wings
BOOK-KEEPING
Health --------> 90/90
Mental Health -> 80/80
Karma ---------> 0
Popularity ----> 0
Resources -----> Rm
EQUIPMENT
Phoenix Eye - +1CS Slashing, Thrown weapon. On a Yellow hit, the target is set ablaze, taking 10 Fire damage per round until they pass a Yellow Agility check to put out the flames.
*Amp - The entire damage of the enhanced strike is considered magical, Fire damage. On a Yellow hit, the resulting on-fire status deals 30 damage per round instead of 10.
Thunderbird's Eye - +1CS Slashing, Thrown weapon. Deals 10 bonus Electrical damage if it strikes the same target a second time in the same round.
*Amp - A single attack roll affects any number of enemies that have been struck at least once already this round. All damage dealt is considered magical, Electric damage.
Frostbeak - +1CS Slashing, melee weapon. On a yellow attack, metal armor is frozen solid and becomes very brittle to Called Shots against it; Until warmed back up, its material hardness is considered -1CS. This stacks up until Shift 0, where the armor disintegrates completely.
*Amp - All damage dealt by the weapon is considered magical, Cold damage. This damage is nonlethal, and reducing the target to or below 0 HP puts them harmlessly in cryogenic stasis until they are warmed up.
Force Armor - Very light armor with deceptive protective properties. While it doesn’t seem to cover enough to guard from anything but eyes, the armor generates a skintight protective field. Grants Good (10) physical armor. A Called Shot cannot bypass this armor since it covers the entire body.
*Amp - Armor increases to Excellent (20) against a single type of damage (Slashing, Bludgeoning, or Piercing).
Jewelry; Lesser artifacts. Isanthya can wear two rings and one bracelet at a time; She can instead choose to wear 3 rings or 2 bracelets. Any artifact smaller than armor but larger than a ring is considered a bracelet.
If she opts not to wear her armor, she can equip an additional bracelet or 2 additional rings.
When she switches bracelets and rings, it takes her one hour to attune to the new items and gain their benefits.
Ring of Fire - Provides Excellent (20) protection from flames, and halves the effects of extreme heat.
Ring of Thunder - Provides Excellent (20) protection from electricity, and protects the wearer entirely from natural lightning.
Ring of Ice - Provides Excellent (20) protection from ice, and halves the effects of extreme cold.
Third Eye Circlet - A circlet of silver inlaid with opals that hangs low on the forehead to resemble a third eye. Grants access to the ‘Sight’ domain in addition to Isanthya’s current domains, though it shares the number of spells per day.
Level 1; Snake Eye - Grants Thermal vision to a target for 3 rounds.
Level 2; Owl Eye - Grants perfect Darkvision to a target for 3 rounds.
Level 3; Eagle Eye - Doubles a target’s visual range and acuity for 3 rounds. They gain a +2CS to Agility based attacks and vision based Intuition checks.
Quetzalcoat Bangle - A beautiful armlet of burnished brass, crafted in the form of a winged serpent biting its own tail. Grants access to the ‘Storm’ domain in addition to Isanthya’s current domains, though it shares the number of spells per day. These spells are only usable outdoors.
Level 1; Ride the Lightning - The caster teleports herself or an ally up to 1 mile in any direction, transforming them into lightning. This teleport has very imprecise control, but will never teleport a target into an object or liquid. It will almost religiously however stick them in a tree if it can.
Level 2; Quicken - Allows a target to make a single full round of actions at full CS. For two rounds afterward, they will be exhausted as if they had rolled down to Typical.
Level 3; Thunder Judgement - For one round, any target that moves from where they are standing is struck by lightning. This deals Amazing (50) lightning damage.
Belt Pouch of Holding - A container imbued with a simple enchantment that allows her to carry additional small items around without having to worry about scattering them everywhere everytime she does a barrel roll.
NOTES:
Approved by: (GM puts in Nick and Date)
Rank | Bot Code | Value |
Shift-0 | Sh-0 | 0 |
Feeble | Fb | 02 |
Poor | Pr | 04 |
Typical | Ty | 06 |
Good | Gd | 10 |
Excellent | Ex | 20 |
Remarkable | Rm | 30 |
Incredible | In | 40 |
Amazing | Am | 50 |
Monstrous | Mn | 75 |
Unearthly | Un | 100 |
Shift-X | X | 150 |
Shift-Y | Y | 200 |
Shift-Z | X | 500 |