Phoros: Tarah Featherook
Dec 18, 2017 19:23:56 GMT -7
Post by Nira on Dec 18, 2017 19:23:56 GMT -7
Personal Information ||| \name-| Tarah Featherook |-name/ --- /body age-| 15 |-body age\ /soul age-|2281|-soul age\ /gender-| Female |-gender\ /height-| 5'4ft or 162cm |-height\ /weight-| 121lbs or 54kgs |-weight\ --- \alignment-| Lawful Evil |-alignment/ \homeland-| Snow |-homeland/ \village-| Leaf |-village/ \bloodline-| Protean |-bloodline/ === |
Abilities:
Traits:
Grendle Ancestry
Rank: "B"
Skill: Heritage Trait
Effect: A trait that grants healing properties to the user.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: Some human bloodlines trace their linage back to a grendle, an offspring born of troll and human parentage. Living humans with this racial trait are immune to bleeding out. If they are also "C" Class they heal Minor damage per 15 rounds. If they "A" Class and they lose a limb, an organ, or any other body part, once per day the user's severed body members (fingers, toes, hands, feet, arms, legs, tails, broken bones, and ruined organs grow back. The physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 15 rounds otherwise. Regenerate also heals Serious Damage within 15 rounds, and rids the subject of exhaustion and/or fatigue. It has no effect on nonliving creatures (including undead). This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Heavenly Touch
Rank: "C"
Skill: Regional Trait
Effect: Growing up, the user was exposed to everyday miracles performed by their celestial friends, and some of their abilities rubbed off.
Special: ---
Drawback: ---
Description: At will, the user can touch a dying creature to stabilize them within a weaving movement. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Finite Life
Rank: "C"
Skill: Heritage Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
<Tarah: +10 Damage, Saves Unaffected; Observation, Sense Motive, Jump Good, Chakra Lore, Haggle>
<Phoros: -10 Damage, +1 Saves; Acting, Disguise, Musician (Singing), Persuasion, Intimidate>
<Vi: Damage Unaffected, -1 Saves; Divine Lore, Martial Lore, Ritual Lore (Travel), Ritual Lore (Restoration), Ritual Lore (Creation)>
Dissociative Identity Disorder or Alter Ego
Rank: "C"
Skill: Heritage Trait
Effect: Previously known as multiple personality disorder
Special: ---
Drawback: ---
Description: A mental disorder characterized by at least two distinct and relatively enduring identities or dissociated personality states that alternately control a person's behavior, and is accompanied by memory impairment for important information not explained by ordinary forgetfulness. These symptoms are not accounted for by substance abuse, seizures, other medical conditions or imaginative play in children. User establishes an alternate identity. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, and so on. At will, the user can switch their form between that of their normal identity and that of their alter ego. User may establish up to 3 Personalities to have the effects listed below.
2 Personalities: 1 Personality gains +1 on saves; other -1 on saves. Each Personality has 5 skills that have a 5 racial bonus on said skills. No personality may have +5 on the same skill. 1 Personality gains +10 Armour Points in Attack Damage; other -10 Armour Points in Attack damage.
3 Personalities: 1 Personality gains +1 on saves; 1 gains -1 on saves; other gains no benefits or penalties. Each Personality has 5 skills that have a 5 racial bonus on said skills. No personality may have +5 on the same skill. 1 Personality gains +10 Armour Points in Attack Damage; 1 gains -10 Armour Points in Attack Damage; other gains no benefits or penalties.
This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Taijutsu Specialist
M: Arms Flash
M: Eight Celestial Chakra Gates
M: Boxing
M: Armiger
- Divine Reflexes
-
Genjutsu Specialist
M:
M:
M:
M:
-
-
Ninjutsu Non-Specialist
Mastered: Earth
M: Crystal
-
-
Clan Non-Specialist
Mastered: Protean
Mastered: Soulcaster
-Art of the Bard
-
Misc Slots
Ritualist: Restoration
Music:
Tarah Featherook: The Falcon
Vi Gesic: The Nova
Alida Nefare: The Torn
Elsie Veratrose: The Saint
Tanni Orval: The Drumbeat
Deena Baycloud: The Inferno
Aryia Luseen: The Mother
Janice Knight: The Prodigy
Traits:
Grendle Ancestry
Rank: "B"
Skill: Heritage Trait
Effect: A trait that grants healing properties to the user.
Special: ---
Drawback: Cannot gain any other Ancestry Traits.
Description: Some human bloodlines trace their linage back to a grendle, an offspring born of troll and human parentage. Living humans with this racial trait are immune to bleeding out. If they are also "C" Class they heal Minor damage per 15 rounds. If they "A" Class and they lose a limb, an organ, or any other body part, once per day the user's severed body members (fingers, toes, hands, feet, arms, legs, tails, broken bones, and ruined organs grow back. The physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 15 rounds otherwise. Regenerate also heals Serious Damage within 15 rounds, and rids the subject of exhaustion and/or fatigue. It has no effect on nonliving creatures (including undead). This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Mirror Mind
Rank: "B"
Skill: Chakra Trait
Effect: The user's mind tries to force a mental effect to be shared.
Special: ---
Drawback: ---
Description: A user who spent their lives under the thumb of mental tyranny has learned how to oppose those shackles. Their mind becomes as dangerous as a trap. Once per day per Class Level, when the user is forced to roll a save against a mind-affecting effect with a rank equal or lower than their class level (D ranks as a D class, C ranks and below as a C class, etc), the user can make their foe suffer the same roll. When this ability is triggered, the original performer must make a save against their own mind-affecting effect equal in difficulty as the save the user endured. If the mind-affecting effect gives a person total control over their victim, and both sides fail their saves, the mind-affecting effect is cancelled both ways. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Will of Men, The
Rank: "C"
Skill: Faith Trait
Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers.
Special: ---
Drawback: ---
Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Heavenly Touch
Rank: "C"
Skill: Regional Trait
Effect: Growing up, the user was exposed to everyday miracles performed by their celestial friends, and some of their abilities rubbed off.
Special: ---
Drawback: ---
Description: At will, the user can touch a dying creature to stabilize them within a weaving movement. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Finite Life
Rank: "C"
Skill: Heritage Trait
Effect: A trait that enables the user to survive after death.
Special: ---
Drawback: ---
Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
<Tarah: +10 Damage, Saves Unaffected; Observation, Sense Motive, Jump Good, Chakra Lore, Haggle>
<Phoros: -10 Damage, +1 Saves; Acting, Disguise, Musician (Singing), Persuasion, Intimidate>
<Vi: Damage Unaffected, -1 Saves; Divine Lore, Martial Lore, Ritual Lore (Travel), Ritual Lore (Restoration), Ritual Lore (Creation)>
Dissociative Identity Disorder or Alter Ego
Rank: "C"
Skill: Heritage Trait
Effect: Previously known as multiple personality disorder
Special: ---
Drawback: ---
Description: A mental disorder characterized by at least two distinct and relatively enduring identities or dissociated personality states that alternately control a person's behavior, and is accompanied by memory impairment for important information not explained by ordinary forgetfulness. These symptoms are not accounted for by substance abuse, seizures, other medical conditions or imaginative play in children. User establishes an alternate identity. This alter ego has its own distinct physical characteristics, quirks, preferred clothing, and so on. At will, the user can switch their form between that of their normal identity and that of their alter ego. User may establish up to 3 Personalities to have the effects listed below.
2 Personalities: 1 Personality gains +1 on saves; other -1 on saves. Each Personality has 5 skills that have a 5 racial bonus on said skills. No personality may have +5 on the same skill. 1 Personality gains +10 Armour Points in Attack Damage; other -10 Armour Points in Attack damage.
3 Personalities: 1 Personality gains +1 on saves; 1 gains -1 on saves; other gains no benefits or penalties. Each Personality has 5 skills that have a 5 racial bonus on said skills. No personality may have +5 on the same skill. 1 Personality gains +10 Armour Points in Attack Damage; 1 gains -10 Armour Points in Attack Damage; other gains no benefits or penalties.
This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Taijutsu Specialist
M: Arms Flash
M: Eight Celestial Chakra Gates
M: Boxing
M: Armiger
- Divine Reflexes
-
Genjutsu Specialist
M:
M:
M:
M:
-
-
Ninjutsu Non-Specialist
Mastered: Earth
M: Crystal
-
-
Clan Non-Specialist
Mastered: Protean
Mastered: Soulcaster
-Art of the Bard
-
Misc Slots
Ritualist: Restoration
Music:
Tarah Featherook: The Falcon
Vi Gesic: The Nova
Alida Nefare: The Torn
Elsie Veratrose: The Saint
Tanni Orval: The Drumbeat
Deena Baycloud: The Inferno
Aryia Luseen: The Mother
Janice Knight: The Prodigy