Keylo
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Re: DG3 Character Sheets
Ladies and Gentlemen, I revive (soontm), and present to you the Magnificent Marlome!
Ladies and Gentlemen, I revive (soontm), and present to you the Magnificent Marlome!
Name: Formerly, Ayame the Relentless, now goes by The Magnificent "Marlome"
Class: Spirit Wielder
Race: Kitsune
Sex: Female
Body: 10
Mind: 24
Spirit: 40
Hit Points (HP): 10 + 24/2 + 40/2 = 42
Pleasure to Orgasm (PP): 10/2 + 24 + 40/2 = 49
Spirit Energy (EP): 10/2 + 24/2 + 40 = 57 + 30 +20 = 107
Speed: 10
Dodge: 74/2 = 37
Armor:
Resistance: 40/2 = 20
Perception: sqrt(40*10) = 20
Stealth: sqrt(10*10) = 10
Grapple: 10
Spirit Ceiling: 107/5 = 21.4 = 21
Experience: 0
Corruption: 0
Talents:
Psion (CLASS)
Lucky
Psyker
Natural Mage: Focus in Entropy
Massive Energy Pool
Spunky
Spirit Warrior
Greater Energy Pool
Starseeker
Flaws:
Tainted Bloodline (RACIAL)
Infertile (RACIAL)
Sensitive (RACIAL)
Mutated: Tight x3
Mutated: Soft Skin x3
Mutated: Claws, Fangs (Venomous Attack), Odd Hair
Mutations:
Naturally Warped (RACIAL)
Shapeshifting (RACIAL)
Kitsune Heritage (RACIAL)
Funny Ears (RACIAL)
Fluffy Tail (Racial)
Tight x3 (FLAW)
Soft Skin x3 (FLAW)
Odd Hair (FLAW)
Claws (FLAW)
Fangs (Venomous Attack, FLAW)
Skills:
None
Base Casting: 12
Favored Elements: Entropy
Magic Feats:
Spells:
Entropy
Powers:
Psion
Spirit Warrior
Celestial
Aptitudes
~~~~~~~
Inventory:
Bio/Description:
Initially, Ayame, born with almost ideal features for the means of acquiring nine tails, lived and breathed solely for the task. Travelling the world in search of the most powerful souls she could acquire, Ayame tracked and hunted down candidates for tails with an almost feverish passion, using both charm and violence to get what she wanted. Known to hunt targets mercilessly even over the course of multiple seasons, she was considered extreme even by her own kind. No true compassion did she hold for anyone. No remorse whatsoever did she have for victims of her actions. Everything existed but as a means to collect nine of the most powerful and wonderful tails the world had ever seen. Thanks to this fervor and determination however, she would indeed succeed in her quest far sooner than most anticipated, earning eight tails in the span of naught but a few decades. However at the end of her journey, in which she pretended to be enamored with a remarkably powerful street magician, but one whose life was ebbing away from an unknown curse, she experienced something she never had before. Empathy for another creature, and a different outlook on life altogether. Things that made her veer away from what had been the sole purpose, as she truly grew fond of her companion and diverted her attention to searching for a cure. Alas though, fate was a cruel mistress, and such was not to be. In the end, on the night before the curse would take her companion's life away, she reluctantly claimed that person as her last tail...one of a noble silver and grey, achieving the purpose of her kind...but feeling empty and unfulfilled. Unable to bear her grief, she sank away into the recluses of her mind, into the memories of her and her most favorite companion, of the happy times they had spent together for the longest time. Until the day finally she would come to a single memory from her deceased partner, a will of sorts that had been made seemingly in the knowledge of what would take place, one that requested that she not allow herself to be bound by their memory and instead...to enjoy life to its fullest, as they had in their last days. "Carpe Deim, seize the day. Though Kitsune are reviled by some as predators and thieves, their free spirit and carefree nature is their greatest asset of all." Breaking free from the shackles of despair and her mourning, it would be then that Ayame would do the unthinkable, throwing aside the tails she had collected so diligently over the years of her life as not only a way to give herself an overarching purpose once again, but to also discard her former self in the process. No more would she seek only after the souls of the strong, but instead her hunt would be for a simpler thing: Fun, risks, thrills, and so forth. Taking on the handle of her deceased partner, "The Magnificent Marlome" and their outlook on life, she once again began her journeys yet again...seeking out fun, thrills, and happy times.
Though...the alien invasion would make that just a bit harder than before. And as chaotic battlegrounds are horrible places for performers, her journeys currently take her to Archeron. Where, despite being populated by demons, order exists (for her to destroy). Perhaps she could wait out there for a few decades, till civil order was restored.
Appearance:
Something like this, but with a suit instead. Consider this an alternate costume.
Casual Appearance:
The OOC section:
Class: Spirit Wielder
Race: Kitsune
Sex: Female
Body: 10
Mind: 24
Spirit: 40
Hit Points (HP): 10 + 24/2 + 40/2 = 42
Pleasure to Orgasm (PP): 10/2 + 24 + 40/2 = 49
Spirit Energy (EP): 10/2 + 24/2 + 40 = 57 + 30 +20 = 107
Speed: 10
Dodge: 74/2 = 37
Armor:
Resistance: 40/2 = 20
Perception: sqrt(40*10) = 20
Stealth: sqrt(10*10) = 10
Grapple: 10
Spirit Ceiling: 107/5 = 21.4 = 21
Experience: 0
Corruption: 0
Talents:
Psion (CLASS)
Lucky
Psyker
Natural Mage: Focus in Entropy
Massive Energy Pool
Spunky
Spirit Warrior
Greater Energy Pool
Starseeker
Flaws:
Tainted Bloodline (RACIAL)
Infertile (RACIAL)
Sensitive (RACIAL)
Mutated: Tight x3
Mutated: Soft Skin x3
Mutated: Claws, Fangs (Venomous Attack), Odd Hair
Mutations:
Naturally Warped (RACIAL)
Shapeshifting (RACIAL)
Kitsune Heritage (RACIAL)
Funny Ears (RACIAL)
Fluffy Tail (Racial)
Tight x3 (FLAW)
Soft Skin x3 (FLAW)
Odd Hair (FLAW)
Claws (FLAW)
Fangs (Venomous Attack, FLAW)
Skills:
None
Base Casting: 12
Favored Elements: Entropy
Magic Feats:
Spells:
Entropy
Level 1
Least Luck Manipulation (Utility) [One target that the caster designates takes either a 1d6 – 2 bonus to all rolls, or a 1d6 - 2 penalty to all rolls.]
Pitfall (Utility, Trap) [Summons a trap that causes any creature caught in it to fall into a pit. Creatures in the pit must spend a round of climbing and win a Resistance check against the caster in order to climb out. The fall deals 10 points of damage that ignores AV unless the character has an active effect that reduces fall damage.]
Level 2
Lesser Luck Manipulation (Utility) [One target that the caster designates takes either a 2d6 - 4 bonus to all rolls, or a 2d6 – 4 penalty to all rolls.]
Life Steal (Bolt) [Deals damage as a spell one level lower, but the caster regains an amount of HP equal to 1/2 the damage dealt by this spell.]
Power of Chaos (Buff) [Can increase Mind, Dodge or Stealth.]
Hex of Weakness (Utility) [One target creature affected by this spell gains the Weakened status.]
Level 3
Energy Drain (Bolt) [This spell deals damage as a spell one level lower, but deals damage to the target’s EP instead of their HP. The caster gains an amount of EP equal to the damage dealt by this spell.]
Wrack (Bolt) [Deals damage as a spell one level lower, but the target must win a Resistance check against the caster or be stunned.]
{EL} Blightning (Line) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Luck Manipulation (Utility) [One target that the caster designates takes either a 3d6 - 6 bonus to all rolls, or a 3d6 - 6 penalty to all rolls.]
Hex of Blindness (Utility) [One target creature affected by this spell is Blinded.]
Zombify (Utility) [The character raises a corpse as a zombie. This effect is identical to the same function of the Animate Spirit Power.]
Level 4
Greater Luck Manipulation (Utility) [One target that the caster designates takes either a 4d6 - 8 bonus to all rolls, or a 4d6 – 8 penalty to all rolls.]
Mass Wrack (Ball) [Targets affected by this spell must win a Resistance check against the caster or be Stunned for 1 round.]
Hex of Paralysis (Utility) [One target creature affected by this spell is Weakened and Paralyzed.]
Chaos Curse (Emanation) [Targets hit by this spell also take a 2d6 penalty to all non-damage rolls until the end of the encounter.]
Agony Warp (Cone) [This spell deals damage as a spell one level lower, but creatures affected by it lose an amount of EP equal to ½ the damage that they take from it.]
{HF} Blackflame Blade (Utility) [The caster selects one target creature within 100 feet of them. That creature is immediately attacked by a weapon formed of black fire which deals 2d12 + Mind/2 damage to that target and uses the character's Mind stat to determine its attack roll. The damage inflicted by this spell is not multiplied by spell level, but it does ignore the armor of the target. In addition, the character can maintain this spell by paying 3 EP upkeep, and it will continue to attack the same creature until that creature dies, at which point it can be moved to any other creature within 100 feet. This attack is always lethal, and cannot be used to knock and opponent unconscious.]
Level 5
Greatest Luck Manipulation (Utility) [One target that the caster designates takes either a 5d6 – 10 bonus to all rolls, or a 5d6 - 10 penalty to all rolls.]
Reaper (Summon) [The Reaper has double the stats of a normal summon, but if it isn’t able to kill at least three creatures before the encounter ends it attacks the caster. The reaper's Dodge stat is capped at 50, and its Speed stat is capped at 25.]
Chaos Shard (Bolt) [A target hit by this spell must win a Resistance check against the caster or die instantly. The caster takes 10 points of damage when they cast this spell even if they fail the casting check.]
{EL} Blightning Strike (Ball) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Least Luck Manipulation (Utility) [One target that the caster designates takes either a 1d6 – 2 bonus to all rolls, or a 1d6 - 2 penalty to all rolls.]
Pitfall (Utility, Trap) [Summons a trap that causes any creature caught in it to fall into a pit. Creatures in the pit must spend a round of climbing and win a Resistance check against the caster in order to climb out. The fall deals 10 points of damage that ignores AV unless the character has an active effect that reduces fall damage.]
Level 2
Lesser Luck Manipulation (Utility) [One target that the caster designates takes either a 2d6 - 4 bonus to all rolls, or a 2d6 – 4 penalty to all rolls.]
Life Steal (Bolt) [Deals damage as a spell one level lower, but the caster regains an amount of HP equal to 1/2 the damage dealt by this spell.]
Power of Chaos (Buff) [Can increase Mind, Dodge or Stealth.]
Hex of Weakness (Utility) [One target creature affected by this spell gains the Weakened status.]
Level 3
Energy Drain (Bolt) [This spell deals damage as a spell one level lower, but deals damage to the target’s EP instead of their HP. The caster gains an amount of EP equal to the damage dealt by this spell.]
Wrack (Bolt) [Deals damage as a spell one level lower, but the target must win a Resistance check against the caster or be stunned.]
{EL} Blightning (Line) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Luck Manipulation (Utility) [One target that the caster designates takes either a 3d6 - 6 bonus to all rolls, or a 3d6 - 6 penalty to all rolls.]
Hex of Blindness (Utility) [One target creature affected by this spell is Blinded.]
Zombify (Utility) [The character raises a corpse as a zombie. This effect is identical to the same function of the Animate Spirit Power.]
Level 4
Greater Luck Manipulation (Utility) [One target that the caster designates takes either a 4d6 - 8 bonus to all rolls, or a 4d6 – 8 penalty to all rolls.]
Mass Wrack (Ball) [Targets affected by this spell must win a Resistance check against the caster or be Stunned for 1 round.]
Hex of Paralysis (Utility) [One target creature affected by this spell is Weakened and Paralyzed.]
Chaos Curse (Emanation) [Targets hit by this spell also take a 2d6 penalty to all non-damage rolls until the end of the encounter.]
Agony Warp (Cone) [This spell deals damage as a spell one level lower, but creatures affected by it lose an amount of EP equal to ½ the damage that they take from it.]
{HF} Blackflame Blade (Utility) [The caster selects one target creature within 100 feet of them. That creature is immediately attacked by a weapon formed of black fire which deals 2d12 + Mind/2 damage to that target and uses the character's Mind stat to determine its attack roll. The damage inflicted by this spell is not multiplied by spell level, but it does ignore the armor of the target. In addition, the character can maintain this spell by paying 3 EP upkeep, and it will continue to attack the same creature until that creature dies, at which point it can be moved to any other creature within 100 feet. This attack is always lethal, and cannot be used to knock and opponent unconscious.]
Level 5
Greatest Luck Manipulation (Utility) [One target that the caster designates takes either a 5d6 – 10 bonus to all rolls, or a 5d6 - 10 penalty to all rolls.]
Reaper (Summon) [The Reaper has double the stats of a normal summon, but if it isn’t able to kill at least three creatures before the encounter ends it attacks the caster. The reaper's Dodge stat is capped at 50, and its Speed stat is capped at 25.]
Chaos Shard (Bolt) [A target hit by this spell must win a Resistance check against the caster or die instantly. The caster takes 10 points of damage when they cast this spell even if they fail the casting check.]
{EL} Blightning Strike (Ball) [Creatures hit by this spell must win a Resistance check against the caster or become Weakened.]
Powers:
Psion
Telekinesis
The character moves objects using their mind. This power can be used in a variety of ways, depending on the circumstances.
-The character can use this power to do any of the following:
1) The character pays X EP, and selects an object within 100 feet of them. That object moves up to 10X feet and any creatures that it strikes take 2d4 * X Force damage, but it has to move in a straight line.
2) The character pays 1 + X EP and selects a single creature within 50 feet of them. That creature must win a Resistance check vs 5X or gain the Bound status. In addition, the bound creature takes 5X damage per round. The character can pay X EP to upkeep this effect every turn, but they lose all other actions.
Mind Cutter
The character severs matter at a molecular level with their mind, causing cuts that no mortal or even supernatural blade could hope to replicate.
-The character pays X EP.
-One target creature within 50 feet of the character takes (2d8 + 1) * X damage that only counts ½ of the target’s AV.
Pyrokinesis
The character controls fire with their mind.
-The character can do any one of the following. Note that all costs increase by 2 if the character has to conjure fire of their own, rather than manipulate flame that is already present.
1) Pay X EP. The character then can choose to target either all creatures within a 10 foot radius explosion that starts anywhere within the character's line of sight, or all creatures within a 30 foot long, 90 degree cone originating from the character. Those creatures take Xd6 + 6 points of Heat/Fire damage.
2) Use it to conjure a fire elemental. This summon behaves exactly like the Spell Summon Fire Elemental, including its EP cost and the stats of the summoned creature. For the purpose of this power, assume that the character has the Focus in Fire Talent.
Mind Worm
The character invades another creature's mind. This can be used in any number of ways, either to gather information, transfer information without speaking, erase part of the target's memory, or completely wipe a creature's mind out and reduce them to a vegetable.
-The character chooses one of the following:
1) The character pays 4 + X EP. One target creature within 50 feet of the character must win a Resistance check against DC 5X or be killed instantly. This effect erases their mind completely, turning them into a lifeless vegetable that cannot even feed itself. This damage cannot be repaired in any way, even by the character who used this power.
2) The character pays 8 EP. One target creature within 50 feet can make a Resistance check against the character. If they lose this check or choose not to resist, the character gains information possessed by the creature in the form of memories (this is decided by the GM, but you can suggest what sort of information you're looking for.) If the creature resists they take 20 damage that ignores armor, but if they win the Resistance check the damage is halved and the character doesn't get the information that they want. The character can choose to leave the creature's mind intact or erase the memories that they searched for.
3) The character pays 3 EP. The targeted creature gains information from the character's mind of the character's choosing. This information must all be of the same subject: it cannot be used to grant someone else the entirety of the character's memories.
The character moves objects using their mind. This power can be used in a variety of ways, depending on the circumstances.
-The character can use this power to do any of the following:
1) The character pays X EP, and selects an object within 100 feet of them. That object moves up to 10X feet and any creatures that it strikes take 2d4 * X Force damage, but it has to move in a straight line.
2) The character pays 1 + X EP and selects a single creature within 50 feet of them. That creature must win a Resistance check vs 5X or gain the Bound status. In addition, the bound creature takes 5X damage per round. The character can pay X EP to upkeep this effect every turn, but they lose all other actions.
Mind Cutter
The character severs matter at a molecular level with their mind, causing cuts that no mortal or even supernatural blade could hope to replicate.
-The character pays X EP.
-One target creature within 50 feet of the character takes (2d8 + 1) * X damage that only counts ½ of the target’s AV.
Pyrokinesis
The character controls fire with their mind.
-The character can do any one of the following. Note that all costs increase by 2 if the character has to conjure fire of their own, rather than manipulate flame that is already present.
1) Pay X EP. The character then can choose to target either all creatures within a 10 foot radius explosion that starts anywhere within the character's line of sight, or all creatures within a 30 foot long, 90 degree cone originating from the character. Those creatures take Xd6 + 6 points of Heat/Fire damage.
2) Use it to conjure a fire elemental. This summon behaves exactly like the Spell Summon Fire Elemental, including its EP cost and the stats of the summoned creature. For the purpose of this power, assume that the character has the Focus in Fire Talent.
Mind Worm
The character invades another creature's mind. This can be used in any number of ways, either to gather information, transfer information without speaking, erase part of the target's memory, or completely wipe a creature's mind out and reduce them to a vegetable.
-The character chooses one of the following:
1) The character pays 4 + X EP. One target creature within 50 feet of the character must win a Resistance check against DC 5X or be killed instantly. This effect erases their mind completely, turning them into a lifeless vegetable that cannot even feed itself. This damage cannot be repaired in any way, even by the character who used this power.
2) The character pays 8 EP. One target creature within 50 feet can make a Resistance check against the character. If they lose this check or choose not to resist, the character gains information possessed by the creature in the form of memories (this is decided by the GM, but you can suggest what sort of information you're looking for.) If the creature resists they take 20 damage that ignores armor, but if they win the Resistance check the damage is halved and the character doesn't get the information that they want. The character can choose to leave the creature's mind intact or erase the memories that they searched for.
3) The character pays 3 EP. The targeted creature gains information from the character's mind of the character's choosing. This information must all be of the same subject: it cannot be used to grant someone else the entirety of the character's memories.
Spirit Warrior
Battle Aura
The character begins to glow as power surges through their body, granting them heightened strength and speed temporarily.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character gets a bonus to attack rolls, melee damage, Speed and Dodge equal to 3X, as well as a +X bonus to Resistance.
-In addition, the character cannot attempt to make any Stealth checks so long as this Power is active.
Energy Wave
Like energy blast but covers a wider area.
-The character pays X EP.
-Then, the character deals (1d6 + 4) * X damage to all creatures within 1 of the possible ranges:
1) All creatures with a 10 foot radius of any spot within line of sight.
2) All creatures within a 30 foot, 120 degree cone.
Flight
The character uses their energy to allow them to fly.
-The character pays 3 EP. In addition, they must pay 1 EP upkeep every round.
-The character gains the ability to fly at five times their Speed so long as this power is active.
Instant Transmission
The character can teleport themselves and anyone they are in contact with to any location that they have been previously, or can see from where they are.
-If out of combat, the character pays 6 EP, and teleports to any location that they have previously been to or can see from their current position.
-If in combat, the character pays X EP and teleports to any location up to 15X feet away from where they currently are. The space they enter must be empty and visible to them.
The character begins to glow as power surges through their body, granting them heightened strength and speed temporarily.
-The character pays X EP. In addition, they must pay X - 2 EP upkeep every round.
-The character gets a bonus to attack rolls, melee damage, Speed and Dodge equal to 3X, as well as a +X bonus to Resistance.
-In addition, the character cannot attempt to make any Stealth checks so long as this Power is active.
Energy Wave
Like energy blast but covers a wider area.
-The character pays X EP.
-Then, the character deals (1d6 + 4) * X damage to all creatures within 1 of the possible ranges:
1) All creatures with a 10 foot radius of any spot within line of sight.
2) All creatures within a 30 foot, 120 degree cone.
Flight
The character uses their energy to allow them to fly.
-The character pays 3 EP. In addition, they must pay 1 EP upkeep every round.
-The character gains the ability to fly at five times their Speed so long as this power is active.
Instant Transmission
The character can teleport themselves and anyone they are in contact with to any location that they have been previously, or can see from where they are.
-If out of combat, the character pays 6 EP, and teleports to any location that they have previously been to or can see from their current position.
-If in combat, the character pays X EP and teleports to any location up to 15X feet away from where they currently are. The space they enter must be empty and visible to them.
Celestial
Meteor
The character calls down a meteor from the sky to crush their foes.
-The character pays X + 5 EP and targets a spot within line of sight.
-One round after the character uses this power, a meteor falls onto an area with a twenty foot radius, dealing (2d10 + 8) * (X + 2) damage to all creatures in that area, also causing massive property damage and quite possibly crushing them. The full implications of this power are to be decided by your GM.
Scrying
The character gains the ability to see the future.
-The character can do any one of the following, with the listed cost.
1) Paying 5 EP, the character glimpses into the future, seeing an event determined by the GM. They are allowed some say in the gist of what they're looking for, but the visions are often vague and unspecific, and the details are solely up to the GM. Also, there is never a guarantee that the vision will come true in full. This vision takes 1 minute.
2) Paying 5 EP, the character glimpses at another location, and may both see and hear what occurs at that location, though they generally cannot interact in any way with things on the other side. This can also be used to target a creature rather than a location, but the creature gets a Resistance against the character check to resist the effect.
3) Paying 4 EP in combat, the character gains the ability to automatically dodge the next attack sent against them. This ability only takes up the character's move action, but does not allow them to avoid attacks that cannot miss.
4) Paying 8 EP, the character astrally projects themselves to a location or creature, allowing them to communicate and interact with powers with creatures and objects at that location.
Starblade
The character calls forth a blade formed of pure star light.
-The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-Attacks with the blade deal ((1d8 + 1) * X) + Spirit/4 damage. Creatures struck by the blade take a -X penalty to Stealth and Dodge until the end of the encounter, with multiple hits not stacking this penalty.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as a sword (any of the three kinds depending on how the player describes it,) and gets the attack bonus if the character has the Skill with X Talent.
Void Touch
The character exposes a creature to an aspect of the void, with the power to drive a person mad, or to kill them outright.
-The character pays 5 + X EP and chooses one of the following:
1) Sound: The target creature is exposed to the sounds of the universe, driving them to madness. Touched creatures must win a Resistance check against a DC equal to 5X or be driven at least temporarily insane.
2) Sight: The target is shown a vision of a star being born up close, rendering them blind and causing intense pain. The targeted creature takes 4X damage and is blinded for X rounds.
3) Touch: The target is exposed to the void in full, taking 12X damage that ignores AV.
The character calls down a meteor from the sky to crush their foes.
-The character pays X + 5 EP and targets a spot within line of sight.
-One round after the character uses this power, a meteor falls onto an area with a twenty foot radius, dealing (2d10 + 8) * (X + 2) damage to all creatures in that area, also causing massive property damage and quite possibly crushing them. The full implications of this power are to be decided by your GM.
Scrying
The character gains the ability to see the future.
-The character can do any one of the following, with the listed cost.
1) Paying 5 EP, the character glimpses into the future, seeing an event determined by the GM. They are allowed some say in the gist of what they're looking for, but the visions are often vague and unspecific, and the details are solely up to the GM. Also, there is never a guarantee that the vision will come true in full. This vision takes 1 minute.
2) Paying 5 EP, the character glimpses at another location, and may both see and hear what occurs at that location, though they generally cannot interact in any way with things on the other side. This can also be used to target a creature rather than a location, but the creature gets a Resistance against the character check to resist the effect.
3) Paying 4 EP in combat, the character gains the ability to automatically dodge the next attack sent against them. This ability only takes up the character's move action, but does not allow them to avoid attacks that cannot miss.
4) Paying 8 EP, the character astrally projects themselves to a location or creature, allowing them to communicate and interact with powers with creatures and objects at that location.
Starblade
The character calls forth a blade formed of pure star light.
-The character pays X EP. In addition, they must pay 1 EP upkeep every round.
-Attacks with the blade deal ((1d8 + 1) * X) + Spirit/4 damage. Creatures struck by the blade take a -X penalty to Stealth and Dodge until the end of the encounter, with multiple hits not stacking this penalty.
-The character can attack in the same turn that this power is activated, but only using this power. If the character has the Duelist Talent, they can use this power as their weapon. If the character has the Two Weapon Fighting Talent, this power can be used as one (or both if they conjure two) of their weapons. If the character has the Unarmed Fighter Talent, this power counts as unarmed even if it is used to attack rather than that character's unarmed attack. The weapon conjured by this power counts as a sword (any of the three kinds depending on how the player describes it,) and gets the attack bonus if the character has the Skill with X Talent.
Void Touch
The character exposes a creature to an aspect of the void, with the power to drive a person mad, or to kill them outright.
-The character pays 5 + X EP and chooses one of the following:
1) Sound: The target creature is exposed to the sounds of the universe, driving them to madness. Touched creatures must win a Resistance check against a DC equal to 5X or be driven at least temporarily insane.
2) Sight: The target is shown a vision of a star being born up close, rendering them blind and causing intense pain. The targeted creature takes 4X damage and is blinded for X rounds.
3) Touch: The target is exposed to the void in full, taking 12X damage that ignores AV.
Aptitudes
Harmful Spirit
Multifocused
Multifocused
~~~~~~~
Inventory:
Throwing Knives(2d12 + Body/4, 10 foot range, come in packs of 5, deals +2d6 damage if used in a sneak attack)
These uncouth weapons are rarely used by the "Magnificent Marlome" however, too pointy and too obvious. No sense of artistic flair AT ALL.
??? Decks of Cards, including but not limited to Tarot Cards, Hanafuda Cards, Playing Cards, Harrowing Cards, and so forth.
The tools of trade by which the Magnificent Marlome performs her tricks, serving as both her ammo for Psionic abilities and the means by which she earns her travel expenses. Once, one group that had cornered her thought to have expended all of her cards....only for her to simply pull three more out from literally thin air. The academy explains this as "cardspace".
??? Doves
The Magnificent Marlome is said to keep two doves with her at all times, or nearby for use in her performances.
Clothes (AV = 1, EV = 0, TP = 25, DU = 2.)
Traveler’s clothes, complete with stereotypical black hooded cloak, easily removable robe. Also includes her costume, which she often has underneath for a "grand reveal", consisting of a top hat, a silver mask of "comedy" (as per the Drama Masks), an over the top cape, and a long black tail coat for the street magician look. Surprisingly modest for a kitsune, but that's mainly because "The Magnificent Marlome" only resorts to gratuitous sex as a means of escape AFTER the top hat is dropped. One does not simply ask to be pampered by a fluffy tail.
These uncouth weapons are rarely used by the "Magnificent Marlome" however, too pointy and too obvious. No sense of artistic flair AT ALL.
??? Decks of Cards, including but not limited to Tarot Cards, Hanafuda Cards, Playing Cards, Harrowing Cards, and so forth.
The tools of trade by which the Magnificent Marlome performs her tricks, serving as both her ammo for Psionic abilities and the means by which she earns her travel expenses. Once, one group that had cornered her thought to have expended all of her cards....only for her to simply pull three more out from literally thin air. The academy explains this as "cardspace".
??? Doves
The Magnificent Marlome is said to keep two doves with her at all times, or nearby for use in her performances.
Clothes (AV = 1, EV = 0, TP = 25, DU = 2.)
Traveler’s clothes, complete with stereotypical black hooded cloak, easily removable robe. Also includes her costume, which she often has underneath for a "grand reveal", consisting of a top hat, a silver mask of "comedy" (as per the Drama Masks), an over the top cape, and a long black tail coat for the street magician look. Surprisingly modest for a kitsune, but that's mainly because "The Magnificent Marlome" only resorts to gratuitous sex as a means of escape AFTER the top hat is dropped. One does not simply ask to be pampered by a fluffy tail.
Bio/Description:
Initially, Ayame, born with almost ideal features for the means of acquiring nine tails, lived and breathed solely for the task. Travelling the world in search of the most powerful souls she could acquire, Ayame tracked and hunted down candidates for tails with an almost feverish passion, using both charm and violence to get what she wanted. Known to hunt targets mercilessly even over the course of multiple seasons, she was considered extreme even by her own kind. No true compassion did she hold for anyone. No remorse whatsoever did she have for victims of her actions. Everything existed but as a means to collect nine of the most powerful and wonderful tails the world had ever seen. Thanks to this fervor and determination however, she would indeed succeed in her quest far sooner than most anticipated, earning eight tails in the span of naught but a few decades. However at the end of her journey, in which she pretended to be enamored with a remarkably powerful street magician, but one whose life was ebbing away from an unknown curse, she experienced something she never had before. Empathy for another creature, and a different outlook on life altogether. Things that made her veer away from what had been the sole purpose, as she truly grew fond of her companion and diverted her attention to searching for a cure. Alas though, fate was a cruel mistress, and such was not to be. In the end, on the night before the curse would take her companion's life away, she reluctantly claimed that person as her last tail...one of a noble silver and grey, achieving the purpose of her kind...but feeling empty and unfulfilled. Unable to bear her grief, she sank away into the recluses of her mind, into the memories of her and her most favorite companion, of the happy times they had spent together for the longest time. Until the day finally she would come to a single memory from her deceased partner, a will of sorts that had been made seemingly in the knowledge of what would take place, one that requested that she not allow herself to be bound by their memory and instead...to enjoy life to its fullest, as they had in their last days. "Carpe Deim, seize the day. Though Kitsune are reviled by some as predators and thieves, their free spirit and carefree nature is their greatest asset of all." Breaking free from the shackles of despair and her mourning, it would be then that Ayame would do the unthinkable, throwing aside the tails she had collected so diligently over the years of her life as not only a way to give herself an overarching purpose once again, but to also discard her former self in the process. No more would she seek only after the souls of the strong, but instead her hunt would be for a simpler thing: Fun, risks, thrills, and so forth. Taking on the handle of her deceased partner, "The Magnificent Marlome" and their outlook on life, she once again began her journeys yet again...seeking out fun, thrills, and happy times.
Though...the alien invasion would make that just a bit harder than before. And as chaotic battlegrounds are horrible places for performers, her journeys currently take her to Archeron. Where, despite being populated by demons, order exists (for her to destroy). Perhaps she could wait out there for a few decades, till civil order was restored.
Appearance:

Something like this, but with a suit instead. Consider this an alternate costume.
Casual Appearance:

The OOC section:
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