Generic Fantasy Roleplay Knowledge Thread

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Generic Fantasy Roleplay Knowledge Thread

Zaleramancer
Administrator
This is for things like rules, classes, races, and monsters.

No discussion.

Please post your class in this thread.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Potion Summoner

Philote
Administrator
This post was updated on .
Potion Summoner

Resource: Stock of Potions that must be refreshed.

Philote wrote
Goliath

A tall race born from the mountain stone. They are rather clannish, preferring their mountain homes to the flatlands.  Goliaths possess amazing strength and durability. Symbols and tattoos decorate the stony flesh of a Goliath, which they believe hold the very essence of who they are. The worst possible punishment is to have those tattoos wiped clean. They stand head and shoulders above other races, and have moss-like hair.

*Goliaths are very strong and tough. Their strength and constitution is raised one step at character creation.
*Goliaths have very thick skin. This durable rocky substance gives them the benefit of light armor, even while unarmored.

*Goliaths lack in speed and flexibility. Their dexterity is moved down one step at character creation.
*Goliaths are exceedingly heavy. They are nearly incapable of swimming, and most mounts can't carry them. They also have an unfortunate tendency to sink boats.

Languages: Common, Giant (Giants, Orcs, Ogres)

Strength (Str) Very High
Dexterity (Dex) Very Low
Constitution (Con) Very High
Intelligence (Int) Mid
Wisdom (Wis) Mid
Charisma (Cha) Low
Philote wrote
1. Cauldron Shield
        (Primary Weapon)
2. Potion Set I
        (Fortitude, Health, Decay)
3. Cauldron Defense
        (Uses cauldron to slightly absorb attacks, intercept attacks, and generally protect allies)
4. Potion Bolt
        (Fires a potion bolt at target with different effect depending on potion)
5. Potion License
        (Increases the amount of potions I’m allowed to have from clan. 10/20/30 at level 5/10/15)
6. Potion Set II
        (Frost, Fiery, Volt)
7. Potion Spread
        (Area of Effect ability depending on potion used)
8. Unstable Concoction
        (Mixes two potions to form a grenade)
9. Herbalism and Chemistry
(Vast knowledge of Plants and Ability to set off Chemical reactions)
10. Cauldron Armor and Potion Gauntlet
        (Plate Armor and Secondary Weapon, can apply potions to it.)
11. Clan Paige
        (Summons assistant from clan)
12. Potion Set III
        (Berserk, Feather, Shadowy)
13. Potion Storm
        (Summon several of one type of potion on a target)
14. Potion Trap
        (Can summon hidden mine that activates certain potion)
15. Magic Vial
        (Able to absorb something and then redirect it out)
16. Potion Set IV
        (Summon Undead, Mind Altering, Nullify)
17. Potion Fountain
        (Summons sentry that defends location with potion that is applied to it, and is able to be moved. Minimum cost of three potions.)
18. Alchemic Mind
        (Channel the knowledge of my clan for a period, putting me in trance where I have increased ability)
19. Cauldron Summon
        (Summons a Cauldron that follows me and is filled with a certain potion, increasing effect)
20. Potion Blood
        (The Potion Summoner's blood is replaced with a magical substance. More susceptible to beneficial magic, potions become more effective, and can revive self once per day.)
Traveler’s Outfit
Cauldron Shield
Lamp
Oil
Backpack
Bedroll
Flask
Rations, trail x 3
Chain
Flint and steel
Romans 8:31 What, then, shall we say in response to this? If God is for us, who can be against us?

1 Corinthians 13:1-3 If I speak in the tongues of men or of angels, but do not have love, I am only a resounding gong or a clanging cymbal. If I have the gift of prophecy and can fathom all mysteries and all knowledge, and if I have a faith that can move mountains, but do not have love, I am nothing. If I give all I possess to the poor and give over my body to hardship that I may boast, but do not have love, I gain nothing.
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Re: Generic Fantasy Roleplay Knowledge Thread

Marvelous Miscreant
Administrator
This post was updated on .
In reply to this post by Zaleramancer
Name: Logan
Class: Spellsword
Race: Half Elf Half Human

Strength (Str) High
Dexterity (Dex) Mid
Constitution (Con) High
Intelligence (Int) Mid
Wisdom (Wis)  Low
Charisma (Cha) Low

Spellsword

Level 1: Sword Charge: Channels energy into his sword to increase damage and cutting power.
Call Sword: Allows the Spellsword to call his blade to himself with magic.

Level 2: Triple slash: Allows the Spellsword’s blade attacks to strike three times from only one hit.

Level 3: Blade Throw: The Spellsword throws his blade with pinpoint accuracy.

Level 4: Flare: Casts a blinding flash of light to distract and blind enemies. Direct contact can burn the target.

Level 5: Increased Senses: Temporarily boosts the Spellsword’s Senses to allow for amazing combat moves. The Spellsword can hear the enemies who try to sneak up on him and see the battle more clearly. This allows him to fight with more skill than normal.
Warrior’s Edge: Boosts strength and fighting skills for 3 minutes
Warrior’s Shield: Boosts defensive properties of the Spellsword for 3 minutes
Rally Call: Emits a call that causes allies to temporarily fight better.

Level 6: Living Blade: The spellblade's sword is able to absorb what it cuts, allowing it to repair itself when doing so and to upgrade itself.

Level 7: Singing Blade: The spellblade's sword virbates with magical energy, making it hum. This does area of effect magic damage to enemies nearby, and allowing the spellblade to hit with a weaker magical strike if his melee strike misses.

Level 8: Deflect Spell: Sword can deflect combat spells

Level 9: Eagle Eye: Allows the Spellsword to magically see an enemy’s weak point.
Reflect: Temporarily reflects a fraction of damage back at the attacker.

Level 10: Spell Enchantment: The spellblade copies one spell cast against him and enchants his blade to mimic it.

Level 11: Battle Cry: the Spellsword shouts a battle cry that temporarily frightens nearby enemies.

Level 12: Fire Blade: Allows the Spellsword to ignite his blade with flames to increase damage.
Frost Blade:  Allows the Spellsword to channel cold into his blade to increase damage.
Lightning Blade: Allows the Spellword to channel electricity into his blade to increase damage.

Level 13: Magic Slash: Allows the Spellsword’s blade attacks to fire a slash of energy towards the enemy. (Power increases with leveling)

Level 14: Big Blade: Increases the size of the Spellsword’s blade for a huge attack

Level 15: Blade Ward: The Spellsword sticks his blade into the ground to provide a protective aura for his nearby allies.

Level 16: Pulse: Spellsword slams the ground with his blade to create a pulse that forces enemies backwards.

Level 17: Super Cut: A one shot attack that can cut through most anything. Requires a very long recharge time

Level 18: Earth Spilt: Spellsword stabs his blade into the ground to create a large fissure

Level 19: Magic Blades: Temporarily summons two magic blades to assist in fighting. The magic blades float and fight on their own.

Level 20: Blade Storm: Summons a small storm of magical blades to attack the enemy


Spellsword's strain level = Current level x2 + 4. Using each ability causes strain points to be added.

Level one: 1 Strain Point.
Level two: 1 Strain Point.
Level three: 2 Strain Points.
Level four: 2 Strain Points.
Level five: 4 Strain Points.
Level six: 4 Strain Points.
Level seven: 3 Strain Points.
Level eight: 4 Strain Points.
Level nine: 5 Strain Points.
Level ten: 4 Strain Points.
Level eleven: 4 Strain Points.
Level twelve: 6 Strain Points.
Level thirteen: 6 Strain Points.
Level fourteen: 6 Strain Points.
Level fifteen: 6 Strain Points.
Level sixteen: 8 Strain Points.
Level seventeen: 7 Strain Points.
Level eighteen: 8 Strain Points.
Level nineteen: 9 Strain Points.
Level twenty: 10 Strain Points.


Items to start with:
Backpack
Caltrops
Candle
Winter Blanket
Bedroll
Rations, Trailx3
Flask
Signal Whiste
Praise the Sun
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Re: Generic Fantasy Roleplay Knowledge Thread

Celadon's Penultimate
Administrator
This post was updated on .
In reply to this post by Zaleramancer
Phasma Geist
Race: Human (Psychic)
Gender: Female
Class: Spirit Medium
Familiar: Casper (Black Cat)

Strength (Str) Low
Dexterity (Dex) Mid
Constitution (Con) Low
Intelligence (Int) High
Wisdom (Wis)  High
Charisma (Cha) Mid

Level 1: Sense Spirits- Sense the presence of spirits; when they manifest in the material plane, their position (even if out of normal sight range), their alignment and base thoughts/emotions/motives
-Spirits must be manifested, and in range

Level 2: Spirit Affinity- A fond rapport with spirits of her same alignment (Chaotic Good), and fair rapport with spirits of similar alignment (Neutral Good, Lawful Good etc.); the further from her alignment, the worse the rapport
-Works only on same or similar alignment (and some are pacifists, meaning they won't fight with/for her)

Level 3: Speak with Spirits- Communicate with spirits, regardless of the language they had in life; the language they speak is the universal language of the afterlife
-Does not force spirits to respond

Level 4: Aura Reading- Not only can Phasma perceive disembodied spirits; she can read spirits while still within living bodies; she can sense base emotions, motives and if a subject is possessed
-Particularly strong auras can be overwhelming

Level 5: Mediumistic Automatism- Spirits of similar (good) alignment can enter Phasma's body to relay messages from the Astral Realm (via speech/writing, motion, etc.); spirits of opposite (Evil) alignment have a harder time
-The longer a spirit stays embodied, the more it wears her out afterward

Level 6: Familiar Link- Mentally and empathically link with Casper, her black cat familiar; the two can perceive each others' thoughts, emotions and physical condition; both master and Familiar become slightly more dexterous
-Mental/emotional effects affect BOTH parties

Level 7: Psychometry- Touching an object or subject brings allows Phasma to read any psychic imprints left on it; memories of the past, visions of the future, information about the object, etc.; this is random.
-Involuntary; limited to three imprints a day

Level 8: Psychometric Projection (Psychic Imprinting)- Phasma is now capable of voluntarily producing her own psychic imprints, and leaving them wherever she likes
-Can only imprint up to three a day

Level 9: Astral Projection- Phasma can not only project psychic imprints--she can project her PSYCHE! Her spirit can physically leave her body, and travel, via flight, through the Material and Astral Realms.
-Body left vulnerable to harm (except for Casper's defense)

Level 10: Touch Intangible- Her psychic sense of touch has developed so greatly, that Phasma can now touch spirits like another living being; on a subconscious level, she can sense when they attempt to influence her
-Makes her more susceptible to spirit Telekinesis

Level 11: Harm Intangible- Phasma's touch can now induce psychic pain in the essence of a spirit of her opposite alignment; opposite-alignment spirits also feel this pain in attempting to influence or dominate her
-Intense emotion causes her to harm even benevolent spirits

Level 12: Banish- Phasma's psyche has grown so much that she is capable of sending most spirits and a few lesser demons packing, with the sheer force of her mind (difficulty depending on the strength of the spirit)
-Spirits do not stay away permanently; only two uses per day

Level 13: Exorcise Spirit- Phasma is capable of expelling a spirit, even when it is within a living body, or object, so long as the body is not its rightful one; ease varies with spirit strength and number
-Only three uses per day

Level 14: Ward Off Spirits- Phasma's range has grown, in addition to her power. Now she can not only send them away when in proximity; she can keep them from GETTING in proximity (difficulty varies on spirit's strength)
-Only two uses per day

Level 15: Astral Trapping- Phasma's powers have gotten so advanced, that not only can she prevent manifestation of a spirit on the Material Plane, she can immobilize a spirit while still in the spirit world.
-Number of uses ranges from 1-3, depending on strength of spirit being trapped

Level 16: Summon Spirits and Undead- Phasma has surpassed defensive repulsion of spirits; now she can call spirits to assist her; frightening foes, attacking them, possessing them, etc.; Undead raise and act on their own
-Only lasts for two rounds (or whatever the equivalent of five minutes is)

Level 17: Automatic Abilities- Phasma can channel more than thoughts, memories and emotions; she can channel whatever abilities the spirits have (that they will allow)
-Only two abilities channeled per day

Level 18: Sense Death and the Dead- Phasma can perceive whenever a person is about to die, is dying, or has died in her immediate vicinity; she may also sense the presence of the dead and the undead (and what kind)
-The more violent the death, or the more power the undead, the worse her symptoms get when she senses it

Level 19: Compel Spirits and Undead- Phasma is capable of compelling spirits and undead now; they will easily follow any command she gives (in their capability); even liches, vampires and similarly intelligent undead have a hard time resisting
-The smarter it is, the harder it is to compel; also, only two to three uses per day, depending on power

Level 20: Smite Undead- Phasma's touch has gone beyond simply hurting spirits; she may now actually cause damage to physically corporeal undead, and the longer she keeps physical contact, the closer they get to fatality
-Only works two to three times a day, depending on the strength of the undead

(Number of uses per day may be increased later)
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic Fantasy Roleplay Knowledge Thread

GreenDay
In reply to this post by Zaleramancer
Name: Entren Alquar
Race: Winged Forest Elf
Class: Ranger
Clan: The Extants

Animal Companions:
1st Level: Black Mamba
5th Level: Gains Falcon
10th Level: Gains Jaguar (ridable)
15th Level: Gains Hawk
20th Level: Gains Boa Constrictor

1: Eagles Eye: Fire arrows with near perfect aim for 1 minute, amount of minutes increases with each level until 10th.
2: Silver Fury: Move extremely quickly and nimbly,  and gain amazing speed when attacking with hunting knives. Lasts for 5 minutes, increasing to 10 at 4th Level, and 15 at 8th Level.
3: Plant Snare: Command the forces of Nature to entrap your enemy with vines and plants, amount of enemies entrapped increases with each level until 5th. Only lasts for 5 minutes, increasing to 10 at 6th Level.
4: Vine Tentacles: Control vines to do your whim, starts with 2 vines, increases by 2 vines with each level until 8th.
5: Animal Form: Change your shape into an animal for various uses, change lasts for 10 minutes or until dismissed.
6: Bestial Fury: My Animal Companions become enraged and all physical parameters become enhanced. Can only be used 3 times per day.
7: Tree Walking: By phasing into a tree, I can remain inside for 1 minute, or I can teleport to another tree and walk out of that one. Can only be used 3 times per day.
8: Flare: Fire a medium bolt of fire that can harm enemies, burn something, or be used as a signal. Can travel 100 yards, and can be used 5 times a day.
9: Polymorph: Change others into animals. Can be used in a 10 yard radius, or be cast on a subject. You can turn them into the animal of your desire, or allow them to choose. Affects you as well. Lasts for 10 minutes, or until dismissed by you. Can be used 3 times a day.
10: Rain Of Arrows: Fire several arrows at once, in a large volley. Can only be used in conjunction with Silver Fury.
11: Scrying: Observe another being. Requires a natural pool of water.
12: Summon Animal: Summon the desired animal to assist you. Must have something the animal likes, or something related to it, like a piece of fur. Starts with normal animals, advances to magical animals at 15th Level, Elementals at 19th Level, and even Inter-Planear creatures at 20th.
13: Control Weather: Control the weather around you. Can create average storms at first, advancing to disastrous weather at 17th Level. Can only be used 3 times a day, then 5 at 16th Level.
14: Animal Merging: Assume bestial traits, while retaining your normal form. Requires desired animal to be within sight. Can only be done 5 times a day.
15: Trick Shot: Know exactly how to shoot an arrow for it to do a certain thing, like bounce off a tree, hit a lever, fall down, and sever a rope. Is a passive ability that activates along with Eagle Eye.
16: Trap Mastery: You can make extremely intricate traps with varying effects.
17: Dexterity Mastery: You can substitute Dexterity for another Attribute involving something physical. Can be used 7 times a day.
18: Tree Allies: Turn anything made of wood into a large Treant. Requires a wooden object, and can only be used 5 times a day. Treants remain for 1 hour or until dismissed.
19: Earthquake: Create a powerful tremor to split the ground. Can only be done once a day.
20: Nature's Reverence: When in a forested area or a place with sufficient plants, all attributes are increased by 1 level, and all senses heightened. Passive. Nature watches over you and protects you.All plant abilities are increased when under this effect. When in times of dire need, all plants around you will come to your aid, once per day. Grants extreme survival skills when under this effect.
You aren't symmetrical. You. Aren't. Symmetrical.
YOU! AREN'T! SYMMETRICAL!?!?!?!?!?!
DDDDDDDDIIIIIIIIIIIIIIIEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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Re: Generic Fantasy Roleplay Knowledge Thread

neogenetica
This post was updated on .
In reply to this post by Zaleramancer
Name:Neo
Race:Non aging Human
Class:Soul Master

Strength:Medium
Dexterity:Medium
Constitution:Low
Intelligence:High
Wisdom:High
Charisma:Low

Level 1:Sense Soul. The ability to sense the souls of others and have a very small influence over them. Increases in whose soul you can sense, influence, and range as the level increases.

Level 2:Soul Storing. The power to store collected souls for other uses. Some wandering souls may be stored in this. Number of souls stored and the more powerful souls can be stored as level increases.

Level 3:Soul Gathering. You passively capture wandering souls to put in storage. Range and force of gathering increase with level. Can also gather the souls that you have loosened from people.

Level 4:Soul Wield. Use a soul and shape it into a combative form to use as an offensive tool.

Level 5:Soul Magnet. Increases the ability to gather and capture souls. Increases as level does.

Level 6:Soul Steal. A more advanced form of Soul Gathering. Allows for the direct capture of a targets soul. Number of souls capable of being stolen and ability to capture more powerful souls increases as level does. At first only the souls of the weak willed can be stolen and only one at a time.

Level 7:Soul Bomb. Forms an orb composed of several souls that will explode and deal spiritual and physical damage. Number of souls put into bomb increases with level.

Level 8:Minor Soul Binding. Binds a single soul or multiple souls into an object for enhanced capabilities. Number of souls put in and range of objects increases over time.

Level 9:Minor Soul Influence. Allows for minor influencing of the more complex characteristics of souls such as alignment, location, and minor activity.

Level 10:Soul Contract. Allows the easy gain of people's or other entities souls through agreement such as writing or formal vow. Level if souls able to be out in contract increases with level. Will not work if both parties do not agree. If something is part if the contract on the side of the person who gains the soul it must be done to retain the soul gained.

Level 11:Soul Fusion. Allows for the fusion if souls to produce a single more powerful soul. Number of souls able to be fused increases with level.

Level 12:Higher Soul Weaponry. Makes the weaponization of souls more powerful as well as range of weapons able to be made out of souls.

Level 13:Soul Enhancement. Enhances the users own soul at a high cost of quickly used up souls. Boosts soul capabilities for the time used.

Level 14:Soul Morphing. The power to change one soul into another including the users. Types of souls to be changed into increases with level.

Level 15:Guardian Blocking. Blocks the Guardians of a person from protecting their soul. At first only low level guardians can be blocked but the level increases each level.

Level 16:Superior Soul. Permanently protects the users own soul from stealing, etc. Amount of protection increases every level.

Level 17:Soul Infusion. Allows for the souls of others to be used for physical statistics. Number of souls infused increases with level.

Level 18:Soul Range. Allows souls to be stolen from extra planear and dimensional beings as well as allowing the gathering and stealing to dip into other planes and nearby dimensions.

Level 19:Soul Monstrosity. Uses fused souls to form a being that attacks enemies. Also allows a fused soul to assume the soul form of a high demon or being so long as it is comprised of enough souls for the power level. Massive soul cost.

Level 20:Soul Judgment. Causes a soul or souls to either be elevated to a higher plane/their heaven or open a dark portal on the ground from which shadowy claws cone out and drag them into a demonic or malevolent dimension based on your judgment. Massive soul cost.
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn


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Re: Generic Fantasy Roleplay Knowledge Thread

Celadon's Penultimate
Administrator
This post was updated on .
In reply to this post by Celadon's Penultimate
REVISED

Shadowulf1 wrote
Phasma Geist
Race: Human (Psychic)
Gender: Female
Class: Spirit Medium
Familiar: Casper (Black Cat)

Strength (Str) Low
Dexterity (Dex) Mid
Constitution (Con) Low
Intelligence (Int) High
Wisdom (Wis)  High
Charisma (Cha) Mid

Level 1: Familiar Link- Mentally and empathically link with Casper, her spiritually-attuned black cat familiar; the two can perceive each others' thoughts, emotions and physical condition; master and Familiar become slightly more dexterous
-Mental/emotional effects affect BOTH parties

Level 2: Psychometry- Touching an object or subject brings allows Phasma to read any psychic imprints left on it; memories of the past, visions of the future, information about the object, etc.; this is random.
-Involuntary; limited to three imprints a day

Level 3: Sense Spirits- Now, Phasma may perceive spirits on her own (even if she is out of Casper's range); when they manifest in the material plane, their position (even if out of normal sight range), their alignment and base thoughts/emotions/motives
-Spirits must be manifested, and in range

Level 4: Spirit Affinity- A fond rapport with spirits of her same alignment (Chaotic Good) which means they may elect to defend or protect her, and fair rapport with spirits of similar alignment (Neutral Good, Lawful Good etc.) which means they often will at least defend her, if not fight for her; the further from her alignment, the worse the rapport
-Works only on same or similar alignment (and some are pacifists, meaning they won't fight with/for her)

Level 5: Speak with Spirits- Phasma may now communicate with spirits, regardless of the language they had in life; the language they speak is the universal language of the afterlife
-Does not force spirits to respond

Level 6: Aura Reading- Not only can Phasma perceive disembodied spirits; she can read spirits while still within living bodies; she can sense base emotions, motives and if a subject is possessed
-Particularly strong auras can be overwhelming

Level 7: Mediumistic Automatism- Spirits of similar (good) alignment can enter Phasma's body to relay messages from the Astral Realm (via speech/writing, motion, etc.); spirits of opposite (Evil) alignment have a harder time
-The longer a spirit stays embodied, the more it wears her out afterward

Level 8: Astral Projection- Phasma can not only perceive other disembodied spirits--she can project her OWN spirit! Her spirit can physically leave her body, and travel, via flight, through the Material and Astral Realms.
-Body left vulnerable to harm (except for Casper's defense)

Level 9: Domination Immunity- Phasma is now able to withstand possession by any intangible entity of opposite (evil) alignment; she is also immune to being compelled or charmed by means such as a Charm Spell or a Hypnotic Song
-Can still be possessed by similar (good) aligned spirits (though she gains greater control over time

Level 10: Touch Intangible- Her psychic sense of touch has developed so greatly, that Phasma can now touch spirits like another living being; on a subconscious level, she can sense when they attempt to influence her
-Makes her more susceptible to a spirit's Telekinesis

Level 11: Harm Intangible- Phasma's touch can now induce psychic pain in the essence of a spirit of her opposite alignment; opposite-alignment spirits also feel this pain in attempting to influence or dominate her
-Intense emotion causes her to harm even benevolent spirits

Level 12: Banish- Phasma's psyche has grown so much that she is capable of sending most spirits and a few lesser demons packing, with the sheer force of her mind (difficulty depending on the strength of the spirit)
-Spirits do not stay away permanently; only three uses per day

Level 13: Exorcise Spirit- Phasma is capable of expelling a spirit, even when it is within a living body, or object, so long as the body is not its rightful one; ease varies with spirit strength and number
-Only three uses per day

Level 14: Ward Off Spirits- Phasma's range has grown, in addition to her power. Now she can not only send them away when in proximity; she can keep them from GETTING in proximity (difficulty varies on spirit's strength)
-Only three uses per day

Level 15: Astral Trapping- Phasma's powers have gotten so advanced, that not only can she prevent manifestation of a spirit on the Material Plane, she can immobilize a spirit while still in the spirit world.
-Number of uses ranges from 1-5, depending on strength of spirit being trapped

Level 16: Summon Spirits and Undead- Phasma has surpassed defensive repulsion of spirits; now she can call spirits to assist her; frightening foes, attacking them, possessing them, etc.; Undead raise and act on their own
-Only lasts for two rounds (or whatever the equivalent of five minutes is)

Level 17: Automatic Abilities- Phasma can channel more than thoughts, memories and emotions; she can channel whatever abilities the spirits have (that they will allow)
-Only three abilities channeled per day

Level 18: Sense Death and the Dead- Phasma can perceive whenever a person is about to die, is dying, or has died in her immediate vicinity; she may also sense the presence of the dead and the undead (and what kind)
-The more violent the death, or the more powerful the undead, the worse her symptoms get when she senses it

Level 19: Compel Spirits and Undead- Phasma is capable of compelling spirits and undead now; they will easily follow any command she gives (in their capability); even liches, vampires and similarly intelligent undead have a hard time resisting
-The smarter it is, the harder it is to compel; also, only two to three uses per day, depending on power

Level 20: Smite Undead- Phasma's touch has gone beyond simply hurting spirits; she may now actually cause damage to physically corporeal undead, and the longer she keeps physical contact, the closer they get to fatality
-Only works two to three times a day, depending on the strength of the undead
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic Fantasy Roleplay Knowledge Thread

Marvelous Miscreant
Administrator
In reply to this post by Marvelous Miscreant
I've revised my post as well.
Praise the Sun
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Re: Generic Fantasy Roleplay Knowledge Thread

Celadon's Penultimate
Administrator
Somehow, I imagined that you'd have psionic Blade Sharpening in there somewhere. Don't know why.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic Fantasy Roleplay Knowledge Thread

Marvelous Miscreant
Administrator
Ordinary blades would need sharpening, but I have no ordinary blade. If I were to use an ordinary blade with some of my skills it would break under the strain.
Praise the Sun
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Re: Generic Fantasy Roleplay Knowledge Thread

Celadon's Penultimate
Administrator


“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic Fantasy Roleplay Knowledge Thread

Marvelous Miscreant
Administrator
Praise the Sun
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Re: Generic Fantasy Roleplay Knowledge Thread

Celadon's Penultimate
Administrator
Hm...wonder if I should put Casper's information. It's not much, but still...maybe it should be included?
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic Fantasy Roleplay Knowledge Thread

Marvelous Miscreant
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Definatly.
Praise the Sun
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Re: Generic Fantasy Roleplay Knowledge Thread

Celadon's Penultimate
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“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic Fantasy Roleplay Knowledge Thread

jester_of_god
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Welcome one and All to the Jesters Carnival, where the prizes are greater than your wildest dreams, but the nightmares here shall silence you before you can even scream.
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Re: Generic Fantasy Roleplay Knowledge Thread

Marvelous Miscreant
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Wrong thread Jester.
Praise the Sun
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Re: Generic Fantasy Roleplay Knowledge Thread

Zaleramancer
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In reply to this post by jester_of_god
Sure if you want.

I still need your revised class, though.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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Re: Generic Fantasy Roleplay Knowledge Thread

Celadon's Penultimate
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In reply to this post by Celadon's Penultimate
@Zale: My revised powers are okay, right? Cause if so, I'll work on Casper next.
“…Judge not what a man has done, but judge what he could have done if he was a different bloke altogether. For art thou a leper? And a leper can changeth his spots…”   --Rudy Wade, Misfits (Series 4, Episode 8)
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Re: Generic Fantasy Roleplay Knowledge Thread

Zaleramancer
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Yes.
“She'd become a governess. It was one of the few jobs a known lady could do. And she'd taken to it well. She'd sworn that if she did indeed ever find herself dancing on rooftops with chimney sweeps she'd beat herself to death with her own umbrella.”
― Hogfather
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