Swaying Sanities
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Christine_Lotus

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Christine_Lotus Empty Christine_Lotus

Post  LotusBlossom Sun Jun 03, 2012 8:06 pm

Character Name: Lotus
Race: Elf/Human
Career Path: Life Witch

Age: 18
Gender: Female
Height: 5' 6''
Weight: 125
Hair:Blonde
Eyes: Purple
Birthplace:
Siblings: 0
Starsign:
Dooming:

EXPERIENCE:
To Spend: 1000

MONEY
Gold Crowns:
Silver Schillings:
Brass Pennies:

CHARACTER PROFILE: ['Starting' first, then the advance in parenthesis with an 'X' to indicate the number of advances currently taken, then the 'current']

WS 37 (+5%)
BS 43 (+5%)
S 27
T 53
Ag 48 (+5% / 1) 53
Int 69 (+10% / 2) 79
WP 71 (+15% / 3) 86
Fel 34 (+10% / 2) 44

A 1
W 16 (+2/ 2) 18
SB 2
TB 5
M 4
Mag 2 (+1 / 1) 3
IP 7
FP 2

COMBAT MOVEMENT:
Move/Disengage:
Charge:
Run:

ARMOR: [List armor type first, then the locations covered, then the armor points to be applied]
(example) Leather Jack, body and arms, 1 AP

WEAPONS: [list the name first, then the group, then damage with total in parenthesis, range, reload, and finally qualities]
(example) Sword, hand weapon, sb+1 (#), range: reach, no reload, no qualities

Quarter Staff

SKILLS: [Please list alphabetically, with the characteristic in parenthesis, also include highest level of acquirement in parentheisis]

Charm (Fel)
Gossip (Fel)
Outdoor Survival (Int)
Perception (Int)
Search (Int)
Swim (S)
Channeling
Read/Write
Character Knowledge (Empire)
Character Knowledge (Elves)
Speak Language Elves
Speak Language Magic
Speak Language Class
AK Magic
Mag. Sen.

Skills To Acquire:
Academic Knowledge (Magic), Academic Knowledge (Any One), Channeling, Charm or Intimidate, Common Knowledge (Any Two), Gossip, Magical Sense, Read/Write, Ride or Swim, Speak Arcane Language (Magic), Speak Language (Any Two)

TALENTS: [Please list alphabetically, no description necessary except for your own reference]

Aethyric Attunment
Hardy
Petty Magic (Arc)
Savvy
Arcane Lore (Life)
Fast hands
Mighty Missiles
Lesser Magic (Silence)
Lesser Magic (Move)
Excellent vision
Cool Headed
SIXTH SENSE - LIFE FORCES (You are particularly sensitive to the life forces of the beings around you. You can pick up on how strong or weak the life forces are as well as any changes in them.)
Ichor of Life (You no longer have blood in your veins. You share the same life-flow as plants.)

Talents To Acquire:
Arcane Lore (Any One) or Dark Lore (Any One), Aethyric Attunement or Dark Magic, Fast Hands or Very Resilient, Lesser Magic (Any Two), Meditation or Mighty Missile

TRAPPINGS: [Please list alphabetically, quantity, and then quality]
(example) Candles, 15, 4 common and 11 best

Backpack
Printed Book
Grimmore
Writing Kit

SPELL GRIMOIRE [Please list alphabetically, spell name 1st, then casting number, then casting time, then ingredients, then a brief description]

Curse of Thorns: 6, Half Action, a thorn (+1)
You cause thorns to grow inside the body of once character within 26 yards, wracking him with excruciating pain. On each of the target's next 1d10 turns, he must make a successful Will Power Test of lose 1 Wound (regardless of Toughness Bonus or armor) and suffer a -20% penalty on all tests for one round.

Earth Blood: 9, 1-10 Half Actions, a dagger (+1)
You absorb energy from the earth beneath your feet to heal yourself. You must be standing on natural earth. if cast successfully, Earth Blood heals Wounds equal to the number of Half Actions you spent casting the spell (maximum 10). You may not cast this spell on others.

Earth Gate: 14, Full Action, an iron key (+2)
You disappear into the earth and reappear anywhere within 48 yards. Both your departure and arrival points must be areas of natural earth, meaning you can't cast this spell while inside a building or on a cobblestone street, for example.

Ferment: 4, Half Action, a drop of pure water froma natural spring
You convert an amount of liquid (enough to sustain a dozen people for a day), no matter how foul or bracking, into a mildly fermented beverage of your choice (ale, beer, wine, mead, and so on). Unused liquid reverts back to its normal state in 24 hours. This is a touch spell.

Geyser: 22, Full Action, a dowsing rod blessed by a Priest of Taal (+3)
You cause a geyser of water to shoot up from an area of natural earth within 24 yards. Use the small template. Those affected take a Damage 4 hit and are knocked 4 yards in the direction of your choice by the erupting water. They must make a Toughness Test or be stunned for 1d10 rounds. They are knocked down regardless. After the initial burst, a pool forms in the area of the template, provind fresh water for the next hour.

Leaf Fall 12, Full Action, an oak leaf (+2)
You conjure a swirling vortex of leaves to spin about you for a number of minutes equal to your Magic Characteristic. While concealed by the spinning leaves, all Ballistic Skill Tests made against you suffer a -20% penalty, thuogh you yourself are not affected. You may only cast this spell on yourself.

Trees' Rustle: 18, 1 hour, a handful of moist earth (+2)
While sitting in the boughs of a tree, you converse with it, gaining knowledge of what is has seen and heard. Trees will not lie, but they are not quick of wit or speech and are unfamiliar with the reasons men do things. Trees may not cooperate with you if your companions are seen chopping firewood, burning campfires, or the like. They may also ask favors before answering questinos or parting with dearly held information. If the tree you converse with is part of a copse, wood, or forest,it is likely to have news and information about what the other trees nearby know, for trees are constantly in conversation about the goings-on in their wooded domains. After the hour of casting tme, you converse for one additional hour. However, because of the speed with which trees converse, this is only the equivalent of one minute of Human speech.

The Wilds Undisturbed: 11, Full Action, moss undisturbed for a decade (+2)
You move through wild lands as though traversing the most finely maintained roads in the Empire and leave no trace whatsoever of your passage. "Wild Lands" includes any wilderness generally uninhabited by Humans, but does not include ciltivated land of any type. The spell lasts until you cross a man-made road, Cross a track or trail generally used by intelligent creatures, enter a man-made structre, cut living wood to make a fire or shelter, or have travelled 100 miles. You can extend the effects of this spell to a number of other individuals equal to your Magic Characteristic, and you may cast this spell multiple times to affect a larger number of people. This is a touch spell.

Winter Frost 25, Full Action, a vial of melted snow gathered froma mountain's peak (+3)
You coat everything in a target area within 48 yards of you with a thick layer of frost. Use the large template. Anyone affected takes a Damage 4 hit and must make a successful Will Power Test or be helples for 1 round. The frost remains for a number of minutes equal to your Magic Characteristic. Movement in this area is at half rate.

Wood Shape 16, Full Action, a strip of bark (+2)
You allow a willing creature to take the shape of a tree. The type of tree depends on the character of the individual such that a melancholy person might transform into a weeping willow, while an evil witch would assume the form of a black oak. The target maintains the form of a tree for a number of hours equal to your Magic Characteristic. While in tree form, the creature can see and hear normally. A character in tree form is vulnerable to the normal sorts of things that could kill a tree, such as fire, axes, fungus, and so on. This is a touch spell.

PLEASE FOLLOW THESE SAME STEPS FOR COMPANION ANIMALS, RIDING HORSES, ETC.

Career Exits:
Charlatan, Master Wizard, Scholar


Last edited by Zemi on Mon Sep 10, 2012 10:19 am; edited 16 times in total (Reason for editing : Just updating some of my blanks.)

LotusBlossom

Posts : 3
Join date : 2012-05-31

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