Lucinda Ravenclaw

A place for us to stow character sheets whose players haven't been around for a while, as an alternative to deleting them in case the player does return.
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Lucinda Ravenclaw

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Post by Chanree »

<<> Player Info <>>

IRC Nick:  Chanree
Real Name (Optional): 
Time Zone: 
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name:  Lucinda Ravenclaw
Race:  Human
Age:  unknown data. Look around her 25's (to find about her, research must do)
Height:  5'8
Weight: (optional) How dare you ask about my weight!
Appearance:  Red hair, orange eyes, always dressed to show nearly her lustful body.
Eye Color:  orange
Hair Color:  red
Notable Features: she got a symbol on behind her neck. A crow with one foot and 3 red claws.

<<> Character Personality <>>

Favorite Food:  Italian
Likes:  love, flirt, people, adult themed subjects, magic
Dislikes: Haggis (weird scottish food)
Favorite Color:  orange & red
Fears:  witch hunters.


<<>Character Background<>>

History:  Ravenclaw family. Long generation that have survive the past centuries. But 350 years ago would a war break out and the Ravenclaw family had to aid to defend their homeland of Britannia, known today as Great Britain, United Kingdom, England. Not so many family members of the Ravenclaw survived, but there was hope for the family to at least continue their line but in secret. Rumors said the family split into 2 groups. One moved more closer to Russia to keep in touch and find more about the dark magic while the other group stayed behind to stay in the shadows.

The history of Ravenclaw have been removed by unknown reason. For Lucinda's part did appear 100 years later when she was still young and began her magic. She was 50 year old and still good looking teenage girl. It's really unknown how she could still look so beautiful.

Yet there is a rumor about her, when she was 200 years old. The rumors says by that time she grew more powerful and began to handle her powers more. Tales of her scared the people and spread it all over United kingdom about 'The witch of Blackwell.' which is a location outside of Carliste


They spread so bad rumors about she would put anyone into her spell and even made pacts to demons. Funny, she didn't made pacts with demons so that part wasn't true but to curse someone? That thought made her research more into her magic abilities and found a new way to set more fear, even play smart with her cards to calm down some town people. It went for 35 years till it began to calm down. Settle herself to follow the humans and the new era. She had to do to make sure to stay hidden.

Today would she be around 300 years old. Look she's 25 year old, gorgeous and very attractive. There are sayings she roam around the northern part of United kingdom where she have most made good friends with the town people and can live peaceful.

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<<>Statistics<>>

Total Experience Points: 1500

Health:  50
Health Roll: 5 (+1 Bonus for every 10 Health)
HP: 2000 /2000 hp (Health * 40)

Dexterity:  100
Flat Foot Dodge: 10 (+1 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll:25 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 25 (+1 Bonus for every 10 Dexterity + skill)
Style Points:400 StP (Dexterity * 4)

Strength:  100
Inventory Slots 10/Comfortable Carry: (+1 Bonus for every 10 Strength)
Base Damage: 50(+1 Bonus for every 10 Strength * 5)
Max Carry Weight:400 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 420 (Base Damage * Weapon mod.)

Endurance:  50
Defense (Damage Absorb): 200 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 5 (+1 Bonus for every 10 Endurance)

Intelligence:  500
MP: 3500 MP (Intelligence * 7) (Improved magic II)
Skill Points: 2000 SkP (Int * 4)

Magic Affinity:  200
Spell Points: 800 SpP (Magic Affinity * 4)
Magic Attack Roll: 45(+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 5 (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit:  300
Base Magic Damage: 245 [( (+1 per 10 Spirit) + (Skill Level) ) * 7) * Mage Level] (impro II)

Willpower:  200
Mental/Magic Defense Roll: / 45 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak:100 (+1 Bonus for every 10 Willpower * 50) (impro 1)

Luck:  0
Luck Roll: (+1 Bonus for every 10 Luck) 
Luck Points: (+1 for every 10 Luck)
Critical Modifier: 1d4+ (+0.1 for every 10 Luck)
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<<>Skills<>>
(Used) 1990/2000 (Maximum) Skill Points

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Movement Skills
(Dexterity: +0 / Strength: +0)

Athletics – 10 – 65
Acrobatics – 10 – 65
Roll – 15 – 130


Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)

Speechcraft – 20 – 220
Gather Information – 15 - 130

Blackmail (Intimidation)
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Search for and properly use evidence to coerce people. The quality of the evidence grants a circumstantial bonus to Speechcraft rolls.

Seduction (Diplomacy)
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Use physical charm to help convince someone to see things your way. 

Lie Detector (Bluffing)
Cost: 15 SP
Required Skill Level: 10
Type: Bonus (+10)
Effect: The character, being such a good bluffer, can pick out other people's lies easier.

Terror (Intimidation)
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Use your prowess to scare people. This allows a character to add a bonus of a character's Combat Skill level to its Speechcraft checks (a maximum of +50).

Grifter (Bluffing)
Cost: 60 SP
Required Skill Level: 20
Type: Bonus
Effect: The character is extremely adept at spinning lies and staying in character, granting a +15 to Speechcraft "defense" checks (non-cumulative).

Gather

Intelligence Web Search
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Search underground networks for information

Sense Motive
Cost: 30 SP
Required Skill Level: 15
Type: Bonus (+10)
Effect: Attempt to see the underlying reasoning in the persons mind

Interrogation
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Use psychological tactics to force information out of a person

Combat Skills
(Dexerity: +0)

Staves – 15 - 130


Magic Skills
(Magic: +0 / Spirit: +0)
Nercomancy – 25 - 335
Arcana sience – 20 - 220
Draw magic - 15 - 130


Arcane Intuition
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana, Shadowmancy)

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

- Soul Capture
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: When killing an opponent, a necromancer may redirect their soul to a vessel, stopping it from being revived by normal means.

Scribe Scroll
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Gives you the ability to write a scroll that another person can use, provided they have a sufficient magic affinity to cast the spell.

Arcane Identification
Cost: 30 SP
Required Skill Level: 15, 'Arcane Intuition' Advanced Skill
Type: Enabler
Effect: Recognize a spell casted in a discipline you have this advanced skill in.

- Soul Analysis
Cost: 55 SP
Required Skill Level: 20
Type: Enabler
Effect: This allows a necromancer to review a soul for basic information, and involves a roll against the targets will check.

Artisan / Knowledge Skills
(Intellligence: +0)


Field Training Skills
(Intelligence: +0(intel/2))

Disguise - 20 - 220
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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) 780 /800 (Max) SpP


0 Level Necromancy 5 MP to cast, *.5 damage, 5 Spell Points

Resistance - Target gains +5 to Health Checks/Endurance Checks (vs. statuses, toxins, etc.), as well as +5 Willpower vs. mental manipulation, illusions, etc.

Acid Splash - Deals unsoakable damage to a single target.

Detect Charm - Use extrasensory perception to recognize unnatural mental/emotional influences (magic, psionic, drug-induced, etc.) active within two Areas.

Detect Magic - Use extrasensory perception to recognize items or sources of magical power within two Areas.

Detect Poison - The user is able to use ethereal senses to find and pinpoint sources of airborne, foodborne, venom-type, or various other toxins within (Mage Level) Areas. Each cast lasts for 1 round/action.

Dancing Lights - Creates torches or other lights which can move about at the caster’s direction. These last for 1d5 rounds in combat and 5 minutes apiece out of combat.

Touch of Fatigue - Touch a single target and deal damage, as well as inflict Mild Sleep effect. Does not work in combat due to adrenaline rush.

Message - Whispering conversations can be held at distances of up to two Areas away. Only one member of the conversation is required to possess the spell for this to work.

1st Level Necromancy 10 MP to cast, *1 damage, 10 Spell Points

Delusional Pride - This spell inflicts a severe sense of hubris on a single target, bolstering his/her self-confidence to annoying levels... however, that sense of self also protects them from exterior influences. The subject of this spell receives a roll penalty of (Mage Level * 10) (-100 at Level 10) to skill checks and physical combat rolls for (Mage Level) rounds, but receives a roll bonus of (Mage Level * 10) (+100 at Level 10) magic and magic defense rolls, as well as Willpower checks vs. Intimidation, Diplomacy, and "Charm"-like effects.

Detect Undead - The character has the ability to sense and locate Undead-, Dark, or Devil/Demon-type characters within (Mage Level) Areas for 5 rounds.

Disguise Self - This spell allows a caster to change the appearance of a single target in various, unique, purely aesthetic ways. This grants a bonus equal to (caster's Mage Level * 10) (+100 at Level 10) to a character's Disguise rolls, and lasts for 1d5 rounds/actions per cast.

Entropic Shield - The character is able to place a buffering shield of spiritual energy around themselves or another target. When a ranged or magical attack is used against the shielded subject, caster adds +5/Mage Level to their Dodge check for 5 rounds.

Hypnotism - This spell fascinates a single target. Magic defense only; if a target fails to defend, the target can take no action other than to stare at the origin of the fascination dazedly, including the place where the cast originated from if the caster moves. This effect lasts for (Mage Level) rounds, or until the fascinated target is shaken, attacked, or an overtly offensive action is taken towards it.

Magic Missile - This spell creates a cluster of magical projectiles that barrage a single target. Creates 2 (+1 every 2 Mage Levels) (7 at Level 10) missiles that deal Level 1 spell damage apiece; however, when damage is entered, it counts as 1 attack for soak purposes).

Memory Lapse - This spell addles a single target's memories, making it difficult for them to perform common tasks. Inflicts Mild "Lapse" status for (Mage Level) rounds.

Obscuring Mist - The user is able to conjure a thick mist in the Area they occupy. Anyone inside of it suffers from Mild "Blind" status. The mist lasts for 5 rounds.

Restore Corpse - The character is able to restore a decomposed corpse to its original, living look for uses of identification or preservation for burial.

Sleep - This spell places a target into brief, light sleep. Inflicts Mild "Sleep" status.

Level 2 Necromancy 40 MP to cast, *2 damage, 15 Spell Points


3rd Level Necromancy Spells 90 MP to cast, *3 damage, 20 Spell Points


4th Level Necromancy 160 MP to cast, *4 damage, 30 Spell Points


5th Level Necromancy 250 MP to cast, *5 damage, 40 Spell Points

Name: Body charm
Cost: 40 SpP
Required Skill Level: 5
Description: Who needs to speak when you can use your own body to distract your enemy? Just wiggle your shoulder, move the hip and maybe show some clevage. No matter gender, unless opponent gender can see through your little vixen game against their strong will.
1 taget
10% chance of Terminal Charm
acute Off guard ( [Stunned] Target is knocked over and stunned for 3 turns) 30% chance of moderate

Affects: Biological, Robots
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<<> Traits and Feats <>>

-= Race Traits =-

Race:  Human
Traits: 

-= Character Traits =-


Status Effect Resistance 
Pre-requisite: Racial/GM Assigned
Description: Unusually resilient for their unassuming build and fleshy pinkness, humans with the right tenacity can ward off or shrug off adverse effects on their bodies.
Effect: Occurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.

Mysterious Power
Pre-requisite: Racial/GM Assigned
Description: Humans have an astonishing rate of occurance with regards to mutation, exposure to higher powers, and simply unexplainable wellsprings of power when threatened, leading some to refer to the species on a whole as Weirdness Magnets. These mysterious powers are often circumstancial, and even the holder of the power may not fully understand it without a life long search for its root.
Effect: Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.

Elemental Affinity Darkness 1
Access to the "Necromancy" school of magic.

Sense Balance - The character is able to sense and locate nearby disruptions of the balance between all of the elements, whether it's Fire/Water, Shadow/Light, or Holy/Darkness. The stronger or larger the disturbance, the easier the character will be able to recognize it. This is a passive ability and does not cost MP unless the disturbance is great enough to drain the character by sensing it.



-= Feats =-
Improved Magic I
Associated Statistic: Intelligence
Description: Some of a mage's talent is natural, bearing a deeper mental expanse than most, having a greater quantity of mana to expend.
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.

Environmental Resistance
Associated Statistic: Endurance
Description: The character comes from a particularly harsh or unique climate; as a result the character has a naturally built up resistance to the conditions of that climate, and to other conditions similar to it. 
Effect: The character suffers no penalties from these conditions such as heat, cold, wind, humidity, subterra, low-oxygen, high gravity, etc.



Feature

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Witch
Associated Statistic: 
Description: A wilding practitioner of older, darker magics, the witch can either be a benevolent spirit dabbling in dark arts... or a malevolent crone bent on selfish greed and terror. They're not all women, either.
Effect: +10 to a Magic School of choice, Artisan: Arcane Science; +5 Speechcraft, Knowledge: Mythology


*Feat 2 (100 XP) - Diplomat
Associated Statistic: 
Description: A mediator or negotiator whose purpose involves peaceful bargaining with second or third parties, the diplomat is generally an educated person with a great penchant for dealbreaking.
Effect: +10 Speechcraft, Artisan: Writing, +5 Gather Information, Decrypt Code/Language

*Feat 3 (200 XP) - Improved Magic II
Associated Statistic: Intelligence
Description: One with this feat is able to tap into a deep pool of magic, wielding spells with nigh-impunity.
Effect: Increases the character's Magic Points (MP), changing the modifier from *6 to *7.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*7=490 so the character has 490 MP.


*Feat 4 (300 XP) - Manadrive
Associated Statistic: Intelligence
Description: A character's spiritual 'battery' naturally restores itself over time, but only to a certain level.
Effect: Every round in combat, restore 2% maximum MP to a total of 10%. Outside of combat, MP gradually restores itself to 10% MP. This feat only activates when a character is reduced below 10% max MP, and will only restore up to 10% max MP (that is, a 1500 MP character will not regen past 150 MP).


*Feat 5 (400 XP) - Thaumaturge
Associated Statistic:
Description: Generally regarded as fearsome individuals, thaumaturges are practitioners of darker magic than most are familiar or comfortable with. Their blood rituals and vitae-based magics are often the stuff of bedtime stories to scare children... or tawdry tales to scare adults.
Effect: +10 Arcana or Necromancy, +5 Biology, Monster Lore, Artisan: Arcane Science, Concentration

*Feat 6 (500 XP) -
Improved Magic Damage I
Associated Statistic: Spirit
Description: A taker of this feat wields greater raw arcane might than most, the caster's chanting intensifying the strength of a spell.
Effect: Increases the Magic Damage modifier from *5 to *6.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*6 = 60.


*Feat 7 (600 XP) - Sickening Spell
Associated Class: Thaumaturge
Prerequisite: 
Description: The Thaumaturge is able to imbue his/her spells with a nasty "poisonous" gout of spiritual energy in addition to their normal effects.
Effect: Any spell the Thaumaturge possesses that does not inflict a status effect already may be altered at no additional MP cost to inflict a Mild or Moderate status effect of his/her choice from the following: Disease, Poison, Sleep, Slow, Feeble, Fatigue.

*Feat 8 (700 XP) - Deceitful
Associated Statistic: Intelligence
Description: You little liar...most of the time not a nice thing to say about someone, but it's the the truth about any character who has this feat. The character is good at tricking people in multiple ways. 
Effect: The character Recieves a +10 to Disguise, Bluff, and Diplomacy checks.


*Feat 9 (800 XP) - Improved Magic Damage II 
Associated Statistic: Spirit
Description: The sheer intensity of a spell chant by a taker of this feat bears even greater arcane force than the last.
Effect: Increases the Magic Damage modifier from *6 to *7.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*7 = 70.

*Feat 10 (900XP) Elemental Affinity Darkness 2-

Malevolence - The character is able to grapple with/lay hands on a single target and increase the severity of negative status effects placed on it by +1 Severity per round the caster is able to maintain his hold in a Strength vs. Strength grapple. "Contagious" status effects are not spread to the caster when this is used, and if a status has a limited duration, it will not be lost as long as the caster maintains contact.

Aura of Doom - The character is able to exude a great deal of spiritual energy or pressure, using it to intimidate all creatures within a wide area. The character rolls his/her Affinity roll vs. all targets in (Affinity Level) Areas, and whoever fails succumbs to Acute "Stop" status for (Affinity Level * 2) rounds

*Feat 11(1000XP) Elemental Affinity Darkness 3-

Reaper Chop - Once per diem, the character is able to instill the "Countdown" status on a single target. This effect reduces a target to -1 HP in 1d5+5 rounds. This effect will not work on all targets.

Coercion - The character naturally exudes an ethereal presence about him/her that makes other beings naturally wary of displeasing this character. The character is able to add his/her Affinity bonus to his/her Intimidate and Gather Information (face-to-face) rolls. Each time this bonus is used, expends level-requisite MP.


Feat 12(1200XP) - Improved Magic Soak I
Associated Statistic: Willpower
Description: Some of the more magically inclined are better conditioned to withstand an arcane assault, rendering the forces of magic less effective.
Effect: This increases the Magic Soak from *40 to *50.
Example: The character has a 60 Willpower. The character has 6*40=240 to soak from a Magic attack before taking HP damage. With this Feat, the character has 6*50=300 instead to soak.

Feat 13(1400XP) -  Mind Shield
Associated Statistic: Willpower
Description: The character exhibits stronger-than-average human resistance to mental and spiritual influence.
Effect: +50 to Will (Temporary). This grants +5 to the Mental Defense roll, as well as improves magical damage soak.

Feat 14(1500XP) - Poor, Unfortunate Souls
Associated Class: Witch
Description: One of the more truly fearsome powers of a witch is her ability to steal the aspects of others to use herself; beauty, charm, wit, intelligence, even their voice, are all subject to a witch's selfish desires. Woe be to those, those poor unfortunate souls.
Effect: By spending (Skill Level * 100) (5000 MP at Level 50) MP, a Witch may leech Skill Levels off of a target -- willing or otherwise -- to use herself for up to 5 rounds. This does not include any advanced skills, only roll bonuses and skill level perks. Alternately, a Witch may spend (Amount * 100) (2000 MP for 200 points) MP to drain the statistics of a target, willing or otherwise, to use for herself for 5 rounds.

Feat 15(1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) - 
Feat 20(2500XP) - 
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:  Name: Quartz Staff
Price: 483840
Augmentation Slots: 7
Roll Bonus: +42
Damage Mod: 8.4
DC To Make: 1080 
Skill Level To Use: 15

CB-OSP:
Side Arm:
Armor: Denzium-Lined Robe
Price: 1000000
Physical Soak Bonus: 1300
Magical Soak Bonus: 3150
Dodge Bonus: +20
Crafting DC: 2520

Pendant: 
Ring 1: 
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>


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<<> Special Notes <>>

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Chanree
Posts: 29
Joined: March 14th, 2009, 2:57 pm

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