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[Tribal Tactics] Characters


Smokefish

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This is where you post up your characters. Refer to the Mechanics Thread on how to make a character.
 
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Hentaispider

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Re: [Nyanworld] The Character/Stats Thread

=Hera, Helen, Penelope[ChH]=
Units: 3
Life: 3
Act: 2
Mov: 6
Body: 0
Mind: 0
Weight: 1/2
Evasion: +2
XP:15 unspent, 15 total.

+Vital Strike: Arms([-2], -2 to Attack Rolls, Lasts 2+Body Turns), Legs([-2], -1 Mov & -2 to Defense Rolls, Lasts 2+Body Turns), Attacks as per Weapon used, -1 Penalty to Damage
+Trick Shot(As per Shoot but with the following changes: -2 to Hit, +1 to Crit Chance, +Hvy-Type)

Skirmish(+1 to Attack Rolls per 2 Hexes moved)
Nimble(+1 Evasion)
Small Target(Cover bonuses are increased by 1)
Killer Instinct(+1 Crit Chance)
Bow Specialization: +2 to Attack Rolls, +6 Shots, +1 Range, +Trick Shot

Lightweight(-1 to All Rolls & -1 Move when wearing Heavy Armor)
Endurance(10XP): +1 Life

Proficiencies: H2H, Sword, Spear, Bow, Javelin, Shield, Cloth, Light Armor

=Equipment=
H2H: Flail(Melee[+0], D1+Body, Cnc)
Bow: 2H, 1wght, 18 Shots, Shoot(Projectile[+4], D2, R5, Prc)
Hide Cloak: +1 Evasion, Cloth

=Description/Background=
Hera is the bossy one.
Helen is always complaining.
Penelope is generally clueless.
 
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Courage Wolf

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Re: [Nyanworld] The Character/Stats Thread

=Ryxis[TiW]=
Units: 1
Life: 18, DR1 VS Slsh/Prc
Act: 2
Mov: 4
Body: 2
Mind: 0
Weight: 4/5
XP: 15 Unspent, 15 Total

+Shieldwall: Uses all Acts, +1 Shield Bonus, Counts as Heavy Cover for Allies
+Armor Crush(Mace)(Melee[+2], D8, Hvy Cnc, Reduces all DR by 1, Lasts 4 Rounds)

Might Makes Right(As long as this Group have a higher (Total Life*Body) than their opposing target, they gain a +1 Bonus to All Rolls)
Imposing Physique(Non-Magical Debuffs last 1 round less on this Group)
Big Target(-1 to Total Cover Bonus)
Juggernaught(Double Life Bonuses, Weapons/H2H gain Hvy Type)

Mace Specialization: +2 to Attack Rolls, +Armor Crush
Shield Specialization: +2 to Attack Rolls, +1 Shield Bonus, Counts as Light Cover for Allies
Conditioning(+1 Weight Limit)

=Equipment=
H2H: Flail(Melee[+0], D3, Hvy Conc)

Mace: 1H, 1wght, Smash(Melee[+4], D7, Hvy Conc)
Shield: OH, 1wght, +2 Shield Bonus, Counts as Light Cover for Allies, Bash(Melee[+2], D5, Hvy Conc)
Bone Armor: +3 Life, DR1 VS Slsh/Prc, 2 Weight, Heavy Armor

=Description/Background=
Umm, he's really big, generally really mellow, and... yea I guess. Standard orange and black with amber eyes. He just chills out and drinks more then any person ever should. Also, he breaks things. Just because he can.
 
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Host

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Re: [Nyanworld] The Character/Stats Thread

=Kachende,Gahman[JaH]=
Units: 2
Life: 8, DR1 VS Slsh/Prc
Act: 2
Mov: 5
Body: 1
Mind: 0
Weight: 3/3

Bloodthirsty(+1 to Attack Rolls, +1 to Crticial Hit Chance, Active VS Damaged Groups)
Killer Instinct(+1 Crit Chance)
Ferocious Maw(H2H Added: Bite)

Javelin Specialization: +2 to Attack Rolls, +6 Shots, Throw gains Hvy-Type, +Thrust(Melee[+2], D2+Body, Prc)
Hand-to-Hand Specialization: +2 to Attack Rolls, Flail is replaced with 3 Specialist H2H Attacks
Proficiency: +Heavy Armor

Proficiencies: H2H, Sword, Spear, Bow, Javelin, Shield, Cloth, Light Armor, Heavy Armor

=Equipment=
H2H: Bite(Melee[+4], D4, Hvy Prc), Claw(Melee[+2]x2, D2, Slsh, Arm), Headbutt(Melee[+4], D2, Cnc, Head), Kick(Melee[+4], D4, Cnc, Leg)

Javelin: 1H, 1wght, 6 Shots, Throw(Projectile[+2], D4, R3, Prc), Thrust(Melee[+4], D3, Prc)
Bone Armor: +3 Life, DR1 VS Slsh/Prc, 2 Weight, Heavy Armor

=Description/Background=
Aloof derision is the permeating culture among most-any settlement of the various breeds of felines, larger ones especially. The relationship between most-any given cats tends more towards standoffish than close, though they are capable of working together to at least some limited extent. Kachende and Gahman’s relationship is an exception to this rule. Though the pair of jaguar are superficially antagonistic to each other, there is nothing either wouldn’t do to help their counterpart.

Being jaguar, both are far from the sleek attractiveness typical to their cousins, possessing instead brutish, short faces compared to most of the other animal-headed cat-people. The difference between short jaguar faces and slightly longer leopard features is quite mild, but one that felinids pick up on easily, given that it differentiates ‘average’ from ‘brutish’. A much more visible difference between jags and their cousins is the more noticeable musculastructure. Despite being the same size as a leopard (typically referred to as a ‘panther’), there is little way for a feline to confuse the two.

These two jaguars in particular are very much typical specimens, perhaps not as heavily muscled as others of their kind could be, as they had emphasised speed and precision rather than pressing their natural advantage. Despite this, their honed skill in combat well made up for their lower beefiness. Katchende had the sharper features of the two, and perhaps a sharper wit to match, while Gahman was the more likely to comment out of turn, but both were quite loyal to the tribe, if not as much as to each other.
 
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Chibichibi

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Re: [Nyanworld] The Character/Stats Thread

=Nerina[SpS]=
Units: 1
Life: 8, DR1 VS Slsh/Conc, 1 Res
Act: 2
Mov: 4F
Body: 0
Mind: 2, Draws 4 Mana
Weight: 2/2

Spell-Weaving(+1 to Magic Rolls, +1 to Mana Drawn)
Ancestral Ward(+1 Resistance to Allies, including Self, within 1 Hex Range)
Attunement(Fire Affinity: The Group gains access to 2+Mind amount of Spells Known from the Fire Element
Flight(Ignores Terrain Penalties when moving)
Lightweight(-1 to All Rolls & -1 Move, Active when wearing Heavy Armor)

Staff Specialization: +1 to Magic Rolls, +1 to Magic Range
Life Affinity: The Group gains access to 2+Mind amount of Spells Known from the Life Element
Toughness: +1 Life

Proficiencies: H2H, Staff, Cloth, Light Armor

=Equipment=
H2H: Flail(Melee[+0], D1+Body, Cnc)
Staff: 2H, 1wght, +1 Mana Drawn, Whack(Melee[+2], D1, Cnc)
Hide Armor: +1 Life, DR1 VS Slsh/Conc, 1 Weight, Light Armor

=Spells=

-Life-
Heal(Support[+7], H7, R6, One Unit)
Area Heal(Support[+5], H4, R5, One Group)
Awaken(Support[+5], Awakens a Defeated Unit, H3, R5, One Unit)
Fortune(Support[+7], +1 to Attack Rolls, +1 to Defense Rolls, Lasts 4 Turns, R5, One Group)

-Fire-
Firebolt(Projectile[+4], D7, R5, Mgc, One Unit)
Fireball(Target(Blast[+4], D4, One Group), Splash(Blast[+2], D3, R1 AOE), R5, Mgc)
Fireblast(Blast[+2], D3, R5, Mgc, One Group)

Burning Blades(Support[+7], Weapons deal +1 Mgc Damage, Lasts 4 Turns, R5, One Group)

=Description/Background=
Nerina was born to a village concubine and in the youngest of five sisters. She was born, as all in her community were, within the local healing hall though the circumstances of her birth were... unusual to say the least. She was born with mossy green hair and at the moment she can squalling into the world the sun darkened in an eclipse.

Unfortunately her mother did not survive her birthing and she was raised by her sisters.

When she was a small child she was captured while out gathering flowers by a group of roving Tiger slavers.

When she was a little older she attempted an escape, only to be caught and branded with a crescent moon under her jaw on the left side. When she was a young teen her Eldest sister finally managed to track them down and bought her back from the slavers.

On the way back to their hometown, she noticed a small green rat, the same shade as her hair. She picked it up, knowing it must be special and indeed it is. For 5 hours, once a day, the rat turns into a beautiful Tiger man who looks upon her as his own child. A few years later the man/rat returned from scurrying about the alleys and brought her a mysterious locked book, which she has yet to be able to open. Hoping the Shamans might be able to help, she joined their number.

Thus she begins her adventure, seeking a way to open the book and hone her Shamanistic talents.

She is a surprisingly lighthearted person for the trials that she's endured.
 
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Courage Wolf

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Re: [Tribal Tactics] The Character/System Thread

Slim, Dim, and Callirynoxus (Three guess who the smart one is :D )
-Skinkbold[Sk]-
Units: 3
Life: 3
Act: 2
Mov: 5w
Body: 0
Mind: 0

+Stalk: Undetected Movement, Lasts until Acting, May not use while detected by enemy
Erratic Movement(+2 Evasion)
Small Target(Cover bonuses are increased by 1)
Aquatic(The Group does not suffer from Water-related Terrain Penalties)
Lightweight(-1 to All Rolls & -1 Move, Active when wearing Heavy Armor)

Hunters
Act: +1
Mov: +1

Proficiencies: H2H, Sword, Spear, Bow, Javelin, Shield, Cloth, Light Armor
Class Traits: Martial

Killer Instinct(+1 Crit Chance)
Martial Discipline(This Group automatically gain 3 Martial Traits during creation, Free Traits can't cost more than 10XP each for this class)

Equipment~!
Bow: 2H, 1wght, 12 Shots, Shoot(Projectile[+2], D2+Body, R4+Body, Prc)
Hide Cloak: +1 Evasion, Cloth
Mace: 1H, 1wght, Smash(Melee[+2], D3+Body*2, Conc)(Actually, they're just big rocks, but THEY think they're maces.)

Traits~!
Bow Specialization(10XP): +2 to Attack Rolls, +6 Shots, +1 Range, Trick Shot(Projectile[+0], Effects as per Shoot, +1 to Crit Chance, +Hvy-Type)
Endurance +1 Life
Mace Specialization!(10XP): +2 to Attack Rolls, Maces gain: Armor Crush(Melee[+0], D4+Body*2, Hvy Cnc, Reduces all DR by 1, Lasts 2+Body Rounds)
 

Atmo

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Re: [Tribal Tactics] The Character/System Thread

=Rog, Gro and Gor, [Li][W]=
Units: 3
Life: 7=4+1+1+1
Act: 1
Mov: 3
Body: 1=1+0
Mind: 0
Weight: 3
Experience: 0XP

+Intimidating Roar(Leader Only): Special[+5], R2 Circle AoE, -2 to Attack Rolls, Only Affects Enemies, Lasts 1 Turn
+Shieldwall: Uses all Acts, +1 Shield Bonus, Counts as Heavy Cover for Allies, Requires Shields & Shield Specialization
Martial Discipline(This Group automatically gain 3 Martial Traits during creation, Free Traits can't cost more than 10XP each for this class)
Leadership(+1 to Offensive Rolls for all Allies(including self) within 2 Hexes range of the Group, does not stack)

+Power Attack: [-2], Attacks as per Weapon used, +2 Bonus to Damage for Single-Attacks, +1 Bonus to Damage for Multi/Dual-Wield Attacks.
Spear Specialization: +2 to Attack Rolls, +2 to Attack Rolls during Overwatch, Thrust gains Hvy-Type
Endurance: +1 Life


=Equipment=
Spear: 2H, 1wght, Thrust(Melee[+2], D3+2, R2, Prc+Hvy), Smack(Melee[+4], D2+1, Cnc) Thrust(Melee[+2], D3+Body*2, R2, Prc), Smack(Melee[+2], D2+Body, Cnc)
Hide Armor: +1 Life, DR1 VS Slsh/Conc, 1 Weight, Light Armor

=Description/Background=
Rog, Gro and Gor works as a mercenary trio, helping the weak for food.
 
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Armacalic

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Re: [Tribal Tactics] The Character/System Thread

=Walker, Tosha[PaH]=
Units: 2
Life: 4
Act: 2+1=3
Mov: 4+1=5
Body: 1
Mind: 0
Weight: Weight Limit = 3
Experience: 0

Proficiencies: H2H, Sword, Spear, Bow, Javelin, Shield, Cloth, Light Armor
Class Traits: Martial

+Prowl: Undetected Movement, Lasts until Acting, May not use while detected by enemy
Ambush(+2 to Attack Rolls, +1 to Critical Hit Chance, Only active during Prowl and the turn Prowl is ended)
Nimble(+1 Evasion)
Killer Instinct(+1 Crit Chance)
Martial Discipline(This Group automatically gain 3 Martial Traits during creation, Free Traits can't cost more than 10XP each for this class)

=Traits=
Martial
Sword Specialization(10XP): +2 to Attack Rolls, +1 to Defense Rolls, Swords Gain: Double-Slash(Melee[+0]x2, D2+Body, Slsh)
Resilience(10XP): +1 to Defense Rolls VS Negative Status Effects
Dual Wield(10XP)(Can wield two 1H Melee Weapons, can use both per Act with -2 to Attack Rolls, also works with 1H Melee+Shield at the loss of Shield Bonus for the round. Requires Specialization in wielded Weapons)

=Equipment=
Sword: 1H, 1wght, Slash(Melee[+2], D2+Body*2, Slsh), Stab(Melee[+2], D3+Body, Prc)
Sword: 1H, 1wght, Slash(Melee[+2], D2+Body*2, Slsh), Stab(Melee[+2], D3+Body, Prc)
Hide Cloak: +1 Evasion, Cloth

=Description/Background=
Walker is somewhat of a serious, but kind hearted individual. With little else in his mind that the continued existence of himself and those that he knows. So he hunts, in order to keep some peace around his home, but naturally, this has been the source of some problems of its own.

He beat the risks, and the hostiles, that came with job, and instead of dying young he made it into adulthood with a bit of a name to himself, causing that more and more stronger individuals and groups sought to challenge and defeat the local legend that was the “Walking Death”, as he became known by anyone who didn’t actually know him.

He protects his home turf to this day, with the hopes that one day the fighting will stop and he is able to forsake his swords.
 
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Aust_Nailo

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Re: [Tribal Tactics] Characters & Mechanics

=Elena, Lyna [HaS]=

Units: 2/2
Life: 3+1=4x2=8
Act: 2
Mov: 3F
Body: 0
Mind: 1
Weight: 2/2
Experience: 15

Traits:

+Powercast(10XP): Choose a spell to be cast, and spend additional Mana for any one of the following Benefits: +1 to Magic Roll, +1 to Range, +? to Duration, +1 to Damage, +1 to Healing. May choose multiple bonuses for one Mana each (Free)


Attunement(This group automatically gain one Elemental Affinity)
Skywarded(+1 Resistance, +1 Evasion VS Ranged)
Flight(Ignores Terrain Penalties when moving)
Lightweight(-1 to All Rolls & -1 Move, Active when wearing Heavy Armor)

*Channeling(10XP): +1 to Mana Drawn (Free)
*Elemental Affinity(10XP): The Group gains access to 2+Mind amount of Spells Known from an Element. The Spells are chosen for the Group as a whole. Can be purchased once per Element.(Free)

*Proficiency(5XP): The Group becomes Proficient in the use of a type of Weapon or Armor. Price does not increase with multiple purchases.

Toughness(10XP): +1 Life

Proficiencies: H2H, Staff, Bow, Cloth, Light Armor
=Equipment=
Hide Cloak: +1 Evasion, Cloth
Staff: 2H, 1wght, +1 Mana Drawn, Whack(Melee[+2], D1+Body, Cnc)
=Spells=
Elena:
(Wind)
Looping Jolt(Direct[+2], D1+Mind, R2+Mind, Mgc, One Group)
Thunderbolt(Direct[+2], D2+Mind*2, R2+Mind, Mgc, One Unit)
Guiding Winds(Support[+5], +1 Evasion, +1 Cover, +1 Move, Lasts 1+Mind Turns, R3+Mind, One Group)

(Dark)
Darkbolt(Projectile[+2], D3+Mind*2, R2+Mind, Mgc, One Unit)
Exhaust(Direct[+2], -1 to All Rolls, -1 Move, Lasts 1+Mind Turns, R2+Mind, Mgc, One Group)

Ghoulhide(Support[+5], +1 DR VS Slsh/Conc, Lasts 1+Mind Turns, R2+Mind, One Group)


Lyna:
(Water)
Frost Nova(Blast[+0], D1+Mind, R2+Mind, Mgc, One Group)

Flash Freeze(Support[+5], Alters affected Hexes to Rough Terrain, Lasts 1+Mind Turns, R2+Mind, R1 AoE)
Reflective Sphere(Support[+5], +2 Resistance, +DR1 VS Mgc, Lasts 2+Mind Turns, R2+Mind, One Group)

(Dark)
Darkbolt(Projectile[+2], D3+Mind*2, R2+Mind, Mgc, One Unit)
Exhaust(Direct[+2], -1 to All Rolls, -1 Move, Lasts 1+Mind Turns, R2+Mind, Mgc, One Group)

Ghoulhide(Support[+5], +1 DR VS Slsh/Conc, Lasts 1+Mind Turns, R2+Mind, One Group)
=Description/Background=

A pair of harpy mages, Elena and Lyna have been on the road for some time, following mysterious circumstances. Elena is a practiced spell caster who has served as an advisor of many other harpy tribes. Apperance wise, both bear the typical Harpy apperance: Humanoid body, feathered arms ending in human hands, clawed feet starting at the knees, and wings on their backs. However, since each of them come from different harpy tribes, they possess different wings and colorizations. Elena bears resemblence to an owl, possessing large wings and grey feathers. The wings are quite large, meaning she flies much slower She also possesses long pointed ears for better hearing. Lyna on he other hand is the last noble daughter of the hawk tribe. She possess much lighter wings meant for fast flying and has feathers that are colored dark brown and red.

Elena adopted the orphan Lyna many moons ago and has trained the magically gifted girl in the ways of magic. The two posess similar talents in Dark magic but both have taken different elements in their studies, Elena practicing Wind and Lyna practicing Water. They travel seeking to expand their abilities and eventually find a harpy tribe to call home.
 
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