Name: Lawrence Wargrave Player: KuroMa Race: Human Age: 42 Aspect: Holy Inquisitor Level: 50 GP: 3117 XP: N/A BP: 0 (+300) HP: 655/655 MP: 512/512 HP Die: 1d10 MP Die: 1d8 STR: 26/10 37% VIT: 16/10 32% WIP: 14/10 32% MAG: 15/10 32% AGI: 22/10 32% SPD: 10/10 25% DC: 7 (+1 every 8 levels) MDC: 6 (+1 every 9 levels) DEF: 22+10+30+10+40=112 ARM: 8+50+70+30+160=318 MDEF: 14+15+20+20=69 MARM: 7+50+50+40=147 Magic%: 100+50+10=160 Equipment: RARM: Bitter Memories 6d40 + 26, 50% poison, 25% attack twice LARM: Emergence Shield 30 DEF / 20 MDEF HEAD: Emergence Helmet 20 ARM / 10 MARM TRSO: Emergence Mail 40 ARM / 30 MARM HNDS: Emergence Gauntlet 10 ARM / 10 MARM ACSY: Pod Bracelet Auto-Shell/Auto-Protect 33% less damage from magical attacks (reduce after applying MARM) 33% less damage from physical attacks (reduce after applying ARM) BADG: Agent's Gemstone INVN: - Lolipop x1 IT TASTES LIKE JUSTICE. (Acts as a Bravery spell) - Cookies x2 Recover 29 HP. - Hi-Cookies x12 Recover 768 HP. - Antidote x1 -=- Skills -=- - Default, boring stuff - Area Knowledge (MAG) (30%) + 32% = (62%) Invaluable information on a place that's doomed to begin with. Brawling (AGI) (30%) + 35% = (65%) For dealing ridiculous 1d6 damage. - Inquisitor skills - Law Magic Lore (MAG) (122%) + 32% = (154%) When casting any spell, a successful Magic Lore check must first be made. Also used for learning extra spells when leveling up. If another character casts a spell, and the effects are not immediately apparent, you can make a Magic Lore skill check (with a 25% penalty if you cannot cast the Type of magic it is from) to determine the effects of the spell. A Critical Success on this check gives you the exact name of the spell, while all types of Failure produce nothing. [50 points have been used to buy 50 skill points at level 12] Strategy (MAG) (40%) + 32% = (72%) Make a Strategy check each round of combat. Keep track of how many rounds you've used it in a row. When you're ready to blow it, add your choice of 5DEF/5MDEF/10% Weapon Skill/10% Magic Lore Skill per round of success, lasting until the end of the round. Failing a Strategy check resets your round count to 0. Polearms (AGI) (168%) + 35% = (203%) Spears and Scythes. Negotiation (WIP) (30%) + 32% = (62%) In addition to bargaining/haggling and persuasion, this is the go-to skill for outright lying and other types of BS. Negotiation used to haggle with a merchant will always result in a Skill Contest, and most merchants have a minimum Negotiation Rating of 60% before Boost%. Negotiation rolls' difficulties should always be modified in some way by the target's WIP. - Bought skills - Shield Block (AGI) (65%) + 35% = (100%) Only usable with a shield equipped. If used actively, this skill takes up your turn in combat. You can use this skill even if you are not spending your entire turn Blocking, but if you do, halve your total Shield Block skill for the action. When an enemy attacks you, and you successfully make a Shield Block skill roll, decrease the incoming attack's damage by half. If you Critically Fail, the incoming attack gains an extra +1 DC. Each successive use of Parry or Shield Block in a round applies a -25% penalty to your total rating in both skills until the end of the turn. Disarm (AGI) (40%) + 35% = (75%) Make this check with a penalty to the Target equal to the enemy's DEF. If successful, the enemy's weapon is ejected from their hand 1d10 feet in a random direction. If failed, attack normally at half final damage. Jumping (STR) (10%) + 35% = (45%) You may jump 3' horizontally and 1.5' vertically for every 20% total skill in Jumping. Cut the jump distance/height in half if you do not get a running start. Double them if you are a Dragoon. Streetwise (WIP) (47%) + 32% = (79%) This is mainly used in dealing with the criminal element in an area. This ranges from locating crime bosses, to dealing with local criminals without looking foolish, to obtaining black market goods. Acting (WIP) (16%) + 32% = (48%) This is used for both formal playacting as well as the fine art of being an imposter. When performing a play, the result of the skill check can influence NPC reactions to both the character and the troupe, if any. Intimidation (WIP) (68%) + 32% = (100%) This is used to threaten, glare, or bully someone into acquiescing to your requests or demands. A 5% penalty per level difference applies if the target is higher level than the user. A 20% penalty applies if the target is significantly larger in size or stature than the user. Stealth (AGI) (100%)+ 35% = (135%) Used to hide and/or move without being noticed. The user always believes this check is successful. The victims can counter this skill with a successful Awareness check, modified by the amount the user succeeded by (this includes a bonus if they failed, and with a failed awareness check, the victim still doesn't catch the user). -=- Abilities -=- Pacta sunt servanda (Level 1): "Inquisitors have a roleplay-usable ability to magically force someone who has signed a contract or sworn an oath to abide by the details of their promise." Enact (Level 1) Make a Law Magic Lore check. On success, cast a new Law. Enacting a new Law uses your turn. Once in effect, Laws last for 1d8 + (WIP / 5) rounds. Breaking a Law does not remove it from the field. You can only have Laws in effect with a total level of ([Level / 4] + [WIP / 4]). You cannot Enact a law whose level would put your total over this number. Using Repeal removes a law from the field, including removing its level from this count. Using Repeal also takes up your turn. Repeal (Level 1) Make a Law Magic Lore check. On success, remove an existing Law. This need not be a Law you Enacted yourself. Pardon (Level 1) - Init-4 Removes one Yellow Card from the target. White Wave (Level 5) - Init-2 125% weapon damage with added Holy element to all enemies. Holy Voice (Level 10) - 4 MP 3d6+WP*MDC Holy damage. Treat as a normal magic attack. Probation (Level 10) - 20 MP At the start of each turn, for each combatant with a Yellow Card, check Law Magic Lore against their MDEF. On success, deal (Level/5)d6*MDC chosen element damage. Lasts for (1d6+[WP/5]) rounds. Objection! (Level 15) - 6 MP Name a target with a Yellow Card. Roll a %, target is ([Level/3]+AGI+WP). On a success, act immediately before the target during next turn. White Shockwave (Level 20) - Init-8 (Magic% - DEF)% chance to knock down an enemy, forcing them to skip their next action. Objection Overruled/Sustained! (Level 25) - 15 MP Skill Contest between Law Lore and the skill the enemy wants to use. On victory, enemy's action is canceled (but Lawrence may only apply Consequences for the next two turns). If the enemy wins, Lawrence loses his next turn. Holy Shout (Level 30) - 22 MP 5d6+WP*MDC Holy damage. 33% chance of silence. Contempt of Court! (Level 40) - Init-12 Target's MP drops to 0 for (1d4+MAG/6) turns. This MP restoration can put the target's current MP above maximum. White Draw (Level 50) - Init-14 Deal weapon's max die roll to enemy MP. Split among party members. Holy elemental attack. -=- Measure Twice, Cut Once: Lawrence can spend a turn, and all damage done in the next turn is Maximized. Guilty: Target Gets a 10d10 Universal Penalty for 4d4 Rounds. Can be used once per battle. Innocent: Target gets a 10d10 Universal Bonus for 4d4 Rounds. Can be used once per battle. Hung Jury: Pick High or Low and Odds and Evens. Roll 1d12. If you get One Match, Everybody gets a free additional attack on their next turn. If you get Two Matches, The same thing, but you also immediately place 1d4 Yellow Cards on the Target. Can be used once per battle. Desperate Appeal: If the Remaining HP/MP/BP of the party is smaller than 20% (this includes adding in fallen members as having 0 hp), HP/MP and BP is restored to Full, except for Lawrence, who is reduced to 1 on all three. HP/MP/BP restoring banned for 1d4 turns, minimum of 2. Big Law Daddy (Puttin' the book to 'em) - 100 BP 1d20 Yellow Cards are inflicted at random on the opponents, with Lawrence choosing the Consequence each time. He may then inflict a Red Card on any enemy with a Yellow Card before his turn ends. -=- Juridical Acts -=- Level 1 = Protection from Good MP: 10, T: Single, 1d6+MAG/3 rounds 50% Light resistance. MAG/3 bonus to all stats when fighting good/light characters. Law: Ban (Weapon) Choose a type of weapon when you Enact this Law. Any weapon that any character can have a skill in is a valid choice, including Ribbon. Any attack made with that weapon type is forbidden. Penalty: Corporal Punishment MP: 2 Make a physical attack against the lawbreaker. This attack is an automatic success. Penalty: Blind Justice MP: 6 Inflicts Blind. Penalty: Clapped In Irons MP: 5 Victim receives 10% to all skills. Reduce victim's STR and VIT by MAG/2. Red Card: Penance Init-2 3d6 + WIP holy element damage per Yellow Card on the victim. Remove all Yellow Cards from the victim. This spell is calculated using your MDC against the victim's MARM. This is considered a magical attack. = Level 2 = Law: Ban Damaging (Combatant) [Extra for level 2] Dealing any damage to a chosen combatant is forbidden. 0 damage, healing the character, or attacking with an element the character can absorb don't count. Healing a zombie counts. Penalty: FIRE-ing Squad MP: 10 4d6 fire, ice or lightning elemental damage. Acts exactly as black magic but is an automatic success since it's a penalty. Penalty: One Night In The Pokey MP: 6 Inflicts Sleep. Green Card: Pro Bono Lawrence pays the MP cost of the next spell the target casts. If he doesn't have enough, he pays all of his remaining MP and the target pays the rest. = Level 3 = Law: Ban Targeting (Combatant) Any attacks that target that combatant are forbidden, including attacks that target all enemies/all allies. Unfocused spells exempt. Penalty: Water Boarding MP: 16 5d6+MAG damage among wind, water, or earth. Penalty: Censorship [Extra] MP: 9 Inflicts Silence. Red Card: Wage Garnishment MP: 8 Magic% chance to inflict Arcane Seal. = Level 4 = Law: Ban (Elemenet) An element (fire, ice, lightning, water, earth, wind, light, dark, poison) is banned. Multi-elemental spells not exempt. 0 damage or absorption exempt. Red Card: Prohibition [Extra for level 4] Init-12 Victim cannot intentionally break a given law for the next 1d4+WP/3 rounds. If it would break a law by accident or someone else's control, it will be kept from acting instead. Red Card: Disease Init-10 Magic% chance to inflict a Disease. Remove 1 yellow card even on failure. Green Card: Immediate Action Init-15 Lawrence gives away his turn to an ally. = Level 5 = Penalty: Restraining Order MP: 20 Reduce all of the victim's base stats by MAG/2. Penalty: Freeze, Dirtbag! MP: 24 Stop. Penalty: Fira-ing Squad 5d6+MAG fire, ice or lightning damage. Green Card: Diplomatic Resistance MP: 40 Ally gains 50% resistence to all elements for 1d4 rounds. = Level 6 = Penalty: Watera Boarding 6d6+MAG wind, water or earth damage. Penalty: Doing Hard Time MP: 24 Petrify. Red Card: Guilty By Association Init-18 Apply a Consequence to all enemies, but pay MP only once. Removes 1 yellow card from a single enemy. Green Card: Acquittal [Extra for level 6] MP: 20 Equal to Esuna. = Level 7 = Debilitate: Fire Target: Single Duration: 1d10+MAG/3 Rounds MP: 100 Target loses 100% fire resistance. Penalty: Graveyard Shift [Extra for level 7] MP: 30 Zombify. -=- Other notes: -=- Affinity: Weapons & Combat Deficiency: Artistic Weapons: Axes, Cudgels, Hammers, Katanas, Polearms, Scythes, Swords, and 2H Swords. Armor: Gauntlets, Helmets, Mail, and Shields. - When a Law is broken, you must immediately enact one known Consequence of your choice upon the combatant who broke it. If the person who broke the law is an ally, the Consequence must have a minimum level of at least half that of the broken Law. The only time you do not apply a Consequence is when you are unable to because of either a status condition or a lack of MP (for ALL possible Consequences; if you have enough for only one specific Consequence, you must use it). In addition, even if you cannot activate any Consequences, anyone who breaks a Law receives a Yellow Card. Yellow Cards on your allies are removed after battle; on enemies, they last for 1 day. A combatant can have multiple Yellow Cards; keep track of how many each has. Note that you yourself can break your own Law, and you must apply a Consequence if you do so (under the same stipulation as for an ally). Nobody escapes an Inquisitor's justice - not even himself. - Law Magic Progression: Magic Level XP Level Level 7 52, 55 Level 8 57, 60, 63 Level 9 65, 68, 71 Any Level 73, 76, 79, 83, 87 -=- The unimportant stuff -=- Appearance: Personality: Backstory: (ask CBX for the URL of that log, you know the one)