LadyOfStars
Tu'er Shen the Rabbit God
When completeing your character sheets please be detailed with your character's personality and background. Images are acceptable for character appearances, but please include their height and any markings that may not be visible in the image. If you have any questions just ask
Name:
Age:
Gender:
Appearance:
Personality:
Class:
Attributes:
Strength -
Durability -
Dexterity -
Intelligence -
Charm -
Chi -
Skills:
Equipment:
Backstory:
Other:
Name:
Age:
Gender:
Appearance:
Personality:
Class:
Attributes:
Strength -
Durability -
Dexterity -
Intelligence -
Charm -
Chi -
Skills:
Equipment:
Backstory:
Other:
Strength: [What determines how strong your character is and powerful strikes. After five points, your character can start breaking wood and throwing people around with ease. Ten points, your character noticeably becomes more bulky and is able to crack rock, bricks and wood. This also impacts on your stamina, the means to carry on and maintain yourself in a fight. Five points, means you don’t wear down as easy, keeping yourself going for ten minutes and slightly more. fifty points, metal and steel cannot stop you either, hitting your way through like a titan]
Durability: [This attribute directly affects the amount of damage your character can withstand. At five points your character can shrug off hits from foes with average strength. Ten points will allow your character to survive a great deal of blunt force, while making it to twenty points grants an immunity to dull weapons. At max, this attribute will allow a character to survive high falls and poorly made weapons will chip on their body, 50 points]
Dexterity: [This will greatly influence how much your character can dodge; five points allows you to dodge hits from characters possessing four points or less, so much so, you’re able to dance around them. Ten points allows you to be more flexible and agile with your movements. You find the battlefield to be more of an effortless dance. Dexterity also impacts on your endurance and how far you can run; five points allows you run a few miles etc. You’re also mastering your own skills and finesse over weapons, swords, blades, axes; weapons come easier to you than anything else. Five points, you’re more than a little average, landing your hits and parrying with your chosen weapon; ten points, you’re slowly becoming a master in your own right. 50 points your master]
Intelligence: [This attribute will grant you the knowledge to advance through the world around you; enabling you to spot the smallest of details. Your reason and logic cannot be disputed, the higher your stat, the easier you’ll have to sway people to side of the issue. A useful stat for Elementalists, the more complex the spell, the more intelligence you need to interpret its complexity. Five points upgrades you to simple fireballs, torrents of water, and spurts of your element. Ten points will now grant you the means to shape your element into something deadly; to deadly fire torrents or commanding the forces around you etc. Thirty points will allow you to summon constructs, weaponry, structures, 40 points will allow you do wide range of area damage and 50 points is a master]
Charm: [A useful trait for the more roguish or mischievous characters on the list. Charm allows you to utilize persuasion, to hostile threats and stubborn people. You have a way of words that is unparalleled to anything else; you’re able to request more for additional rewards for every mission, gain more information and even talk your way out of a tricky situation. Five points will grant you the means to pester barkeeps, wanderers, citizens for more information, if possessing a lower charm score than you, you’ll successfully manage to get a bit of information out of them. Ten points, you’re slowly becoming a master of your words, so much so, the world seems to tilt in your favour, charming some hostile encounters. And 50 points will allow you to charm hostile encounters; animals and tame the more ferocious animals found within the RP; 20 points you can tame smaller animals]
Chi [MANA]: [The source of all abilities, this will determine how much chi your character has and how well they can control it. Someone with zero points here will have no control over their chi and it will seem as though they have none. After the fifth point, characters will have enough chi to utilize a few dozen spells or abilities and they will have a novice control over their chi. The control and chi reserves increase with every point, with a noticeable change for characters at every fifth point.]
Durability: [This attribute directly affects the amount of damage your character can withstand. At five points your character can shrug off hits from foes with average strength. Ten points will allow your character to survive a great deal of blunt force, while making it to twenty points grants an immunity to dull weapons. At max, this attribute will allow a character to survive high falls and poorly made weapons will chip on their body, 50 points]
Dexterity: [This will greatly influence how much your character can dodge; five points allows you to dodge hits from characters possessing four points or less, so much so, you’re able to dance around them. Ten points allows you to be more flexible and agile with your movements. You find the battlefield to be more of an effortless dance. Dexterity also impacts on your endurance and how far you can run; five points allows you run a few miles etc. You’re also mastering your own skills and finesse over weapons, swords, blades, axes; weapons come easier to you than anything else. Five points, you’re more than a little average, landing your hits and parrying with your chosen weapon; ten points, you’re slowly becoming a master in your own right. 50 points your master]
Intelligence: [This attribute will grant you the knowledge to advance through the world around you; enabling you to spot the smallest of details. Your reason and logic cannot be disputed, the higher your stat, the easier you’ll have to sway people to side of the issue. A useful stat for Elementalists, the more complex the spell, the more intelligence you need to interpret its complexity. Five points upgrades you to simple fireballs, torrents of water, and spurts of your element. Ten points will now grant you the means to shape your element into something deadly; to deadly fire torrents or commanding the forces around you etc. Thirty points will allow you to summon constructs, weaponry, structures, 40 points will allow you do wide range of area damage and 50 points is a master]
Charm: [A useful trait for the more roguish or mischievous characters on the list. Charm allows you to utilize persuasion, to hostile threats and stubborn people. You have a way of words that is unparalleled to anything else; you’re able to request more for additional rewards for every mission, gain more information and even talk your way out of a tricky situation. Five points will grant you the means to pester barkeeps, wanderers, citizens for more information, if possessing a lower charm score than you, you’ll successfully manage to get a bit of information out of them. Ten points, you’re slowly becoming a master of your words, so much so, the world seems to tilt in your favour, charming some hostile encounters. And 50 points will allow you to charm hostile encounters; animals and tame the more ferocious animals found within the RP; 20 points you can tame smaller animals]
Chi [MANA]: [The source of all abilities, this will determine how much chi your character has and how well they can control it. Someone with zero points here will have no control over their chi and it will seem as though they have none. After the fifth point, characters will have enough chi to utilize a few dozen spells or abilities and they will have a novice control over their chi. The control and chi reserves increase with every point, with a noticeable change for characters at every fifth point.]
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