Name: Lawrence Wargrave Player: KuroMa Race: Human Age: 42 Aspect: Dark Inquisitor Level: 12 GP: 5017 XP: 38500 BP: 120 HP: 147/147 (+40 bonus from Emergence Armor) MP: 110/110 HP Die: 1d10 MP Die: 1d8 STR: 13/10 30% VIT: 8/10 20% WIP: 11/10 30% MAG: 10/10 25% AGI: 8/10 20% SPD: 5/10 15% [20 skill points have been used at level 1] [The extra points from level 5 and 10 have gone into Strength] [110 skill points left] DC: 2 (+1 every 8 levels) MDC: 2 (+1 every 9 levels) DEF: 8+5+30+10=53 ARM: 4+12+70+30=116 MDEF: 11+10+20=41 MARM: 6+12+25=68 Equipment: RARM: Slithering Judgment 3d10 + 13, 50% poison 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: BADG: Agent's Gemstone INVN: - Lolipop x1 IT TASTES LIKE JUSTICE. (Acts as a Bravery spell) - Cookies x2 Recover 29 HP. -=- Skills -=- - Default, boring stuff - Area Knowledge (MAG) (30%) + 25% = (55%) Invaluable information on a place that's doomed to begin with. Brawling (AGI) (30%) + 20% = (50%) For dealing ridiculous 1d6 damage. - Inquisitor skills - Law Magic Lore (MAG) (100%) + 25% = (125%) 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%) + 25% = (65%) 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) (110%) + 20% = (130%) Spears and Scythes. [20 points have been used to buy 40 skill points at level 1.] [10 points have been used to raise it from 80 to 100, then 10 points to raise it from 100 to 110.] Negotiation (WIP) (30%) + 30% = (60%) 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) (40%) + 20% = (60%) 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. [20 points have been used to buy 40 skill points at level 1.] Disarm (AGI) (40%) + 20% = (60%) 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. [20 points have been used to buy 40 skill points at level 1.] Jumping (STR) (10%) + 30% = (40%) 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. [5 points have been used to buy 10 skill points at level 1.] Streetwise (WIP) (30%) + 30% = (60%) 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. [60 points have been used to buy 30 skill points at level 1.] Acting (WIP) (15%) + 30% = (45%) 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. [15 points have been used to buy 15 skill points at level 1.] Intimidation (WIP) (20%) + 30% = (50%) 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. [20 points have been used to buy 20 skill points at level 1.] [An Inquisitor is entitled to 160 skill points at level 1] [Humans are entitled to extra 20 skill points at level 1, these have been used in stats] -=- 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. Black Wave (Level 5) - Init-2 125% weapon damage with added Dark element to all enemies. Dark Voice (Level 10) - 4 MP 3d6+WP*MDC Dark 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. (Next) 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. -=- 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 dark 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 4d6 fire, ice or lightning elemental damage. Acts exactly as black magic but is an automatic success since it's a penalty. 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. -=- 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 2 15 Level 3 17, 20, 23 Level 4 25, 28, 31 Level 5 33, 36, 39 Level 6 41, 44, 47 Level 7 49, 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: