Post by Misty Storm on Jun 5, 2011 0:20:16 GMT -5
Name: Misty Storm
Age: Eighteen
Status: Engaged to Zachary Collins (06/30/11) ( tidalreign )
Companion/Guard: Alnon A.K.A. 'Big Al' ( A Satyr Protector, First Class )
Big Al's Rank[/u] Combat Companion (( 1d30 - 30 HP ))
Big Al's Skillset[/u]:
Race: Demi-God ( Half Human / Half God. )
Racial (free) Skill[/u]: Diehard : You have the ability to stay within combat longer than normal. By stating "Diehard" at the beginning of combat (excluding Endurance Matches), you gain 5 more hp.
Divine Nature: Daughter of Zeus. Has control over Air / Lightning.
Languages[/u]: Common, Auran, Ancient.
Class: Fighter / Rogue
Guild[/u]: Scar Clan
Rank[/u]: Grinja Defender (( 2d60 ))
Other[/u] Iron Womb Cast on 06/25/11 by Mistress d'Syr
Weapons:
Defenses:
Miscellaneous:
Potion Pocketbelt:
Adventure Gear:
Bedroll, blanket, chain (10 ft), fishing net, ink, ink pen, paper, belt pouch, rucksack, trail rations, tent, soap, waterskin, iron pot, grappling hook, crowbar, miners pick, hempen rope, spyglass, flint and steel.
Skillset:
[/li][li]Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to only do half damage to the fighter.
[/li][li]Kippup : The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
[/li][li]Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. In normal rp, after spars and the like you may just rp that you are self healing, no need for healing points.
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Spells[/u]:
Misty's Story:
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Age: Eighteen
Status: Engaged to Zachary Collins (06/30/11) ( tidalreign )
Companion/Guard: Alnon A.K.A. 'Big Al' ( A Satyr Protector, First Class )
Big Al's Rank[/u] Combat Companion (( 1d30 - 30 HP ))
Big Al's Skillset[/u]:
- Sacrifice ( Take (logical) dmg for another once per combat. )
- Dualist ( Skilled using 2 weapons, 1/2 dmg in the off hand weapon )
- Parry ( Protects yourself from 1/2 dmg dealt once per combat. )
- Protective Parry ( Protects yourself and another, the other combatant only takes 1/2 dmg. Once per combat )
- Healing Affinity ( Gives ability to heal self and others up to 10 pts at least )
Race: Demi-God ( Half Human / Half God. )
Racial (free) Skill[/u]: Diehard : You have the ability to stay within combat longer than normal. By stating "Diehard" at the beginning of combat (excluding Endurance Matches), you gain 5 more hp.
Divine Nature: Daughter of Zeus. Has control over Air / Lightning.
Languages[/u]: Common, Auran, Ancient.
Class: Fighter / Rogue
Guild[/u]: Scar Clan
Rank[/u]: Grinja Defender (( 2d60 ))
Other[/u] Iron Womb Cast on 06/25/11 by Mistress d'Syr
Weapons:
- Jupiter Katana ( +3 Fighter Bonus )
- White Oathbow ( +5 Swift Defeat ; +10 Swift Death (once per adventure)
- Clear Gem (+2 ATK boost to Lightning/Air Attacks )
- Flaming Strike ( +5 ATK boost to weapon or unarmed attacks )
Defenses:
- Shield of Aegis ( +2 DEF / "Frightful" When gazed upon a foe may either be so afraid they lose a turn, or flee if it is the last standing foe. DC15 to save. )
Miscellaneous:
- Goggles of Keen Sight ( +5 Spot Checks )
- Medallion of Thought-Reading ( DC15 to save against Surface Thought reading. May be done twice in 24 hour period. Muns should comply in IMs about characters surface thoughts if they fail their save. No deep thoughts. )
- Tarnished Halo Badge ( One Full Heal; One use. )
Potion Pocketbelt:
- 3 Health (up to 10hp)
- 1 Darkvision ( B/W in dark places; one use)
- 1 Spider Climb ( Climb the walls and ceilings like a spider; one use )
- 1 Remove Curse. ( Heals any curse; one use.)
- 2 Speed Potions.
- 2 Blur Potions.
- 2 Anti-Paralyzation Potions. ( Negates Paralyzation )
- 1 left/2 Raise Dead Potions. ( Brings back from the brink of death. If hp is 10, raising with this will bring them to 9/10 ; one use. )
Adventure Gear:
Bedroll, blanket, chain (10 ft), fishing net, ink, ink pen, paper, belt pouch, rucksack, trail rations, tent, soap, waterskin, iron pot, grappling hook, crowbar, miners pick, hempen rope, spyglass, flint and steel.
Skillset:
- Point Blank Shot : You are adept at using your ranged weapon, in close combat. In close combat your ranged weapon gets a +1 to attack.
- Magical Affinity : You have innate or learned magic ability. You cannot use magic in RaS without this skill.
- Lockpicking : You are skilled at picking locks and gain a +5 to any lockpicking (Rogue) checks that you make.
- Levitation : You have inborn talent of some kind to levitate at will.
- Knowledge: You have accrued knowledge of Anthropology and Archeology (ancient ruins and humanoids, ancient history, legends), and Mythology (local myths and legends) . You gain a +5 to each knowledge check asked for in that area.
- Elemental Resistance : Pick one element to take a defense of +5 against. (Lightning)
- Sword and Board : Rather than swinging two weapons, or using a two-handed weapon, you've chosen to use a shield in your off-hand, making you a dangerous foe. This grants you a +2 to defense when your shield is used.
- Battle Rager : The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d)
- Honor Shield : A knight or fighter can choose to shield one opponent, once per combat, the attack glances off the knight's shield and no one takes damage. They must use a shield in combat to use this skill.
- Combat Companion
[/li][li]Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to only do half damage to the fighter.
[/li][li]Kippup : The character gets back on his feet with a flip or roll and is able to perform a counterattack immediately upon being attacked. This enables the fighter or brawler to roll 1d of their dice on an attack immediately after they are attacked, once per combat. They may also use any attack bonuses on their weapon they have up to +5.
[/li][li]Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points per adventure to self-heal yourself during adventures. In normal rp, after spars and the like you may just rp that you are self healing, no need for healing points.
[/li][/ul]
Spells[/u]:
- Forthcoming.
Misty's Story:
//\//\ Misty was born in another realm called 'Earth' as a result of a God passing himself off as a human and having a relationship with a human woman. Misty's mother was not a strong woman as she'd heard that her mother went crazy and abandoned Misty in a torrential rainstorm. Bouncing from orphanage and foster home for her whole life, she had no idea she was anything more than a troublemaker. It never failed, her temper or emotions got the best of her and somewhere a storm erupted, or the electricity shorted out. This is what got her on the move initially, the last time she got detention she was so angry the electrical wiring in the school burnt up! She was claimed by Zeus once the beacon went up, but she was also a target for monsters who had been looking for her because of her bloodline.
With help from her friend Big Al, who she learned later was her satyr protector, Misty ran off to a place supposedly for people like her; half-bloods they called them. But, she'd only spent two weeks there before she was shipped off again 'for her own safety.' In those two weeks, she had met and struck up an alliance with Zachary Collins, a son of Poseidon, who ended up following her to her next destination: The Crimson Order Citadel. They have since begun traveling on adventures and to various realms, which has led them to Cair Rhyfellion and Ad'nes Novoeth where they keep residence. For now, Big Al has maintained correspondence with Camp Half'blood from their residence at The Citadel. //\\/\
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