Player: Leee Real Name: Leonardo Western
Name: Lee Stun
Age: 27 Gender: Male Profession: Duelist
Race: Ratman, of the City (160 cm – 45 Kg)
Level: 1 (50/150 Xp) Class: Monk
PV: 9 Defense: 15 BN: +1
PM: 0 Speed: 30 ft.
Str +1 Dex +3.5
Con +1 Int +1.5
Wis +1.5 Cha +0.5
Feats:
Duel Time: You can use your Special Action to challenge a creature; you must perform a Persuasion test against an Insight objective. You perform this test with Advantage if the creature is hostile to you. The duel will be until one of the two falls or to death. In case of being until one of them falls defeated the loser will be forced to give a reward to the winner. While the duel is carried out, they can only attack each other and no other creatures.
Vision in the dark: 60 feet.
Dirty Rat: You are Immune to getting Sick and Resistant to Poison and you have an Advantage in endurance tests to resist Poisoning. You count as a creature of a larger size category with respect to the amount of food you need, and you can eat rotten food.
Sneak: Failure attacks while hiding does not reveal your position.
Sensitivity to the Sun: You have Disadvantage in attacks and Perception tests when you perceive sunlight directly.
Martial Arts: Your unarmed attacks can be performed using Dex and inflict 1d4 + Str or Dex (In case of attacking using Dex). When you make an attack with a weapon that you know how to use or disarm you can perform an unarmed attack as a Special Action.
Wise Defense: Add your Wis to your natural Defense.
Skills:
Strength (Str)
Reflex (Dex)
Simple Weapons, Short Swords
Drums (Cha)
Cards (Int + Cha)
Acrobatics (Dex)
Insight (Wis)
Athletics (Str)
Persuasion (Cha)
Stealth (Dex)
Idioms:
Rat
Human
Draconic
Equipment:
Sword Short / 1d6 / Light and Fine.
Card Set
Dirty clothes
Small drums
10 Gold
Spells: Not a caster.
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Player: Roooyy Real Name: Roy Arturo
Name: Satoru
Age: 13 Gender: Male Back History: Lone Survivor
Race: Eclipse Eye Bloodline (167 cm - 56 Kg)
Level: 1 (50/150 Xp) Class: Sorcerer
PV: 10 Defense: 14 BN: +1
PM: 4 Speed: 30 ft.
Str +1 Dex 0
Con +3 Int +0.5
Wis +0.5 Cha +2
Feats:
Survivor Born: In the Survival tests you treat every 9 or less as a 10. This does not apply to critical fails (1).
Eclipsed Eyes: You can activate your eyes for up to a minute as Special Action, while active you get vision in darkness up to 60 feet you can make eye contact with a creature to Enchant it. The creature must pass an Understanding of 12 test or be enchanted to you until your eyes are deactivated, the creature may try to get rid at the end of each of its turns. You can keep Enchanted a number of creatures equal to your BN. You can activate them a number of times equal to your Con modifier between long breaks.
Spellcaster: You are a Spellcaster. You use your Cha. You can use weapons that you know to use as Arcane Focus.
Combat Sorcerer: Your magical range attacks do not get Disadvantage when attacking something at 5 feet. You also get 1 extra PV per Level.
Fight Style (Defensive): You get +1 Defense.
Skills:
Stamina (Con)
Will (Cha)
Light and Medium Armors
Canes, Daggers, Short Swords, Long Swords
Thief Tools (Dex)
Perception (Wis)
Persuasion (Cha) (Talented)
Survival (Wis)
Idioms:
Human
Infernal
Orc
Equipment:
Armor Chain Shirt / Defense +3
Long Sword / 1d8 / 1d10 / Two handed
Thief Tools
Ancient clothes
10 Gold
Spells: Test = 13 Attacks = +3
(0 PM) Control Flames (S/V): You can generate and control small flames and do what you want with them. If you cast them at an enemy and hit them, you inflict 1d8 Fire damage.
(0 MP) Blue Flame (S/V): You cover a melee weapon with blue flames and attack, if you hit you inflict the normal damage of the weapon along with Cha Fire damage.
(0 PM) Poisonous Gas (S/V): You release around you a small poisonous cloud that spreads up to 10 feet. Creatures must pass a Stamina test or suffer 1d6 Poison damage.
(0 MP) Static Strike (S/V): You load a body weapon with energy and attack, if you hit you inflicts the normal damage of the weapon along with Cha damage Lightning.
(2 PM) Shockwave (S/V): Releases a salvo from your hand that inflicts 2d8 Lightning damage to creatures within 20 feet of you that do not pass a Hold test or half if they do. If they fail they are pushed 10 feet.
(2 PM) Flaming Hands (S/V): Release flames from your hand that inflict 3d6 Fire damage to creatures within 20 feet of you that do not pass a Reflex test or half if they do.
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Player: Jeen Real Name: Jennifer Stan
Name: Wauf Wof (Fast Fang)
Age: 13 Gender: Female Back History: Folk Hero
Race: Wolfborn, raised by Wolfs
Level: 1 (50/150 Xp) Class: Barbarian
PV: 15 Defense: 18 BN: +1
PM: 0 Speed: 35/30 ft.
Str 0 Dex +5
Con +3 Int -2.5
Wis +1.5 Cha +2
Feats:
Hero of the People: You are loved by most of the Wolves and are very willing to help you as much as possible.
Change forms: Ironically you are more Wolf than Human, while you are in your human form you have the same characteristics as your wolf form but different abilities. You can transform into Human using a Special Action a number of times equal to your Con between long breaks. You return to your Wolf form if you fall asleep, your PV are reduced to 0 or you use another Special Action for it.
Human (151 cm): While you are Human you are able to use weapons and tools, you can use any dowry and you get Advantage in Strength and Reflex tests to be able to use your members with greater freedom.
Wolf (181 cm): While you are Wolf you can carry a weapon tied to your body, move 5 feet more and talk. As an Action you can attack using Claws (Using Str or Des inflicts 1d4 + Str or Des) and Bite (1d6 + Str), and as Special Action you can Catch (You must perform a Strength test against one of the enemy, if you win you will be trapped) your goal if you used the bite. You can use any dowry in this way that is related to Str, Des or Con but only if they are related to Int, Sab or Car. You also have Disadvantage in Hand Play tests.
Sharp Senses: You have an Advantage in the Perception tests as long as your sense of smell is related.
Cursed Inheritance: When you come in contact with the silver you get Disadvantage in attacks, tests and roles until your next turn as well as losing the ability to use Change forms and return to your Wolf form.
Brother Wolf: You can understand and are understood by wolves, dogs and other canines. You have an advantage in tests of Deal with Animals towards them.
Like the Pack: When an ally makes a successful attack on a creature within 5 feet of you, you can use your Reaction to attack it as well.
Wild Nature: You have Disadvantage in tests of Persuasion against Humanoids.
Gross Defense: You add your Con to your natural Defense.
Fury: As a Special Action you can enter a state that grants you +2 damage done with melee attacks and Resistances to non-magical Physical damage. It lasts a minute and stops sooner if you do not attack or are attacked in a turn or if you use another Special Action to finish it. You can enter this state a number of times equal to your BN and recover its uses after a break. Traumatic events can trigger this effect without spending a use but when you end up suffering Psychic damage equal to Xd6 where X is your Level, this damage cannot be reduced in any way.
Skills:
Strength (Str)
Stamina (Con)
Simple and Complex Weapons
Blacksmith Tool (Int)
Acrobatics (Dex)
Intimidation (Cha)
Survival (Wis)
Deal with Animals (Cha)
Idioms:
Human
Equipment:
Rapier / 1d8 / Fine
Blacksmith Tools
Tunica
10 Gold
Spells: Not a caster.
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Player: Kiiins Real Name: Kilverth Hierro
Name: No one
Age: 955 Gender: Male Occupation: Adventurer
Race: High Elf (174 cm - 65 Kg)
Level: 1 (50/150 Xp) Class: Marksman
PV: 9 Defense: 16 BN: +1
PM: 0 Speed: 30 ft.
Str +1.5 Dex +4.5
Con +1 Int +2
Wis -1.5 Cha +1
Feats:
Born adventurer: You have a special capacity for adventure and avoid the dangers anyway; you are Resistant to the damage of the Traps.
Vision in the dark: 60 feet.
Fairy´s Ancestors: You cannot be asleep with magic.
Fight Style (Archery): You get +2 in range attacks.
Firearms Creator: You can create a Firearm and use them. The firearm cost 60 Gold and four hours. Weapon does damage that benefit from your Dex. They also have an insurance that prevents the weapon from firing if it is active (it does not require action to activate and deactivate it), a creature that does not know how to use Firearms will have to pass an Intellect test of 20 to realize it.
Pipe Shotgun: 2d6. 2 charges, Action to recharge. Range of 30/60 feet. Two-handed weapon. 1d4 + Str as a Butt attack.
You can reload when you take Hide as Action.
Making 10 charges costs 25 Gold and takes 2 hours.
Skills:
Reflex (Dex)
Intellect (Int)
Light and Medium Armors
Range Weapons, Scimitars, Short Swords, Long Swords and Rapier
Gypsy Tools (Int)
Thief Tools (Int)
Acrobatics (Dex)
Insight (Wis)
Investigation (Int)
Perception (Wis)
Stealth (Dex)
Idioms:
Human
Draconic
Elvish
Infernal
Dwarf
Equipment:
Studded Leather Armor / Defense +2
Gypsy Tools
Thief Tools
Pipe Shotgun (18 ammunition)
Old clothes
10 Gold
Spells:
(0 PM) Prestidigitation (S/V): You create a minor magical effect. It lasts up to two hours.
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Player: Chicken Real Name: Chun Wa
Name: Afkage Kgeaor
Age: 19 Gender: Male Occupation: Executioner
Race: Half Orc (190 cm - 99 Kg)
Level: 1 (50/150 Xp) Class: Fighter
PV: 14 Defense: 16 BN: +1
PM: 0 Speed: 30 pies.
Str +3.5 Dex -1.5
Con +4 Int +2
Wis -1.5 Cha+1.5
Feats:
Reputation: You have an Advantage in Intimidation tests, and if a creature fails an Insight test against your Intimidation it is Terrified.
Vision in the dark: 60 feet.
Incredible Stamina: If your PV are going to be reduced to 0 instead you are left in 1 of PV. You recover this ability after a long break.
Wild Attack: If a melee attack is a Critical you inflict an additional die of damage.
Fighting Style (Proximity): You get +2 damage with melee weapons.
Spirit of Combat: You can use your Special Action to convert your inspiration into health, recover 1d10 + Con + Level PV, if you exceed your maximum PV you get temporary PV, you can use this ability a number of times equal to your BN between long breaks.
Skills:
Strength (Str)
Stamina (Con)
Armor (All)
Simple Weapons, Complexes and Shields
Poison Team (Int)
Athletics (Str)
Insight (Wis)
Intimidation (Cha)
Investigation (Int)
Perception (Wis)
Idioms:
Orc
Giant
Equipment:
Armor Chainmail / Defense +6 / Disadvantage
Great Ax / 1d12 / Two-handed
Poisons Set
Common clothes
10 Gold
Spells: Not a caster
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Strong as an average D&D player Votes: 1 100.0%
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Weaker than me! Votes: 0 0.0%
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They are beast of combat! Votes: 0 0.0%