I'm probably gonna rework Phann for this given the CS is pretty much the same as the original version. Aside from the stats being more flexible is there anything else I should be aware of for the purposes of reworking the character?
I'm not sure how much has changed, but the CS template is at least the same as the original version of this RP so if your looking for examples the Character Sheets from that might be helpful.
@TheMushroomLord They’re mainly just guidelines for me to enable things to happen for the characters. You probably remember that no matter how high your stats are, the heroes have no idea how to put them into practice at first
Just to let you know due to my Tactile Defensiveness (dyspraxiafoundation.org.uk/wp-content…) I can't wash my hands properly and I have to put my fingers into my mouth multiple times a day since I have false teeth and have to take them out to clean them so yeah not good. Now I don't have all symptoms but I do have a headache and had to throw up after eating just a little bit. Honestly I doubt it's likely at least at the moment but this way you know what's up
Phann wasn’t born into the best of circumstances. Her father left when she was only little, leaving Phann with no one but her mother to find support and comfort in. Unfortunately for Phann, her mother happened to be a rather vain and manipulative woman, who found no problems with utilising her position in Phanns heart as a means of controlling her, often threatening to take away the love Phann relied on as a means to get what she wanted.
As Phann got older, her mother's abuse grew with her and Phann became the subject of her mothers blame for everything that went wrong in their lives. Rather than cave however, Phann gradually became more and more aware of her mother's abuse and slowly began to develop in her mind a strong notion of right and wrong, finding fault in not just her mother's ideals but also to a lesser extent those of society in general. Eventually, Phann abandoned those ideals entirely, her own ideas evolving into a more concrete moral framework in their place.
Unsurprisingly, Phann's mother did not approve of her daughter living by a philosophy that would see her in a negative light, especially since she could only see herself positively, but to Phann who used the framework as a means to affirm her actions, the worse her mother retaliated the more steadfast her own beliefs became. She was 12 years old when her mother finally went too far, lashing out at her in a fit rage and permanently scalding her face and body. Her mother later tried to call it an accident, but Phann no longer wanting anything to do with her mother jumped upon the opportunity and was taken away from home.
After that Phann was placed into an orphanage where her academic prowess was soon discovered and over the next few years she would take to science and philosophy, excelling in both. A normal child with even a fraction of Phann's intelligence probably would have been adopted pretty quickly, but unfortunately, years spent under her mothers care had resulted in Phann's more abstract ideals reaching an absurd extreme in her mind, to the point where she opted to spend much of her time acting like a stereotypical crazy person simply because she found it fun and to spite anyone that would judge her for it. As smart as she was no one wanted to adopt a child that spent most of their time around people acting like a lunatic, especially not one disfigured as Phann.
Years passed in the orphanage and eventually, thanks to her grades at school, Phann was able to apply for a scholarship at Kurtzpel and after some debate as to whether it would be more damaging to the university's public image to accept a seemingly crazy person or for Phann to publicize her entrance exam results and tell the public she was denied entry, Phann was begrudgingly accepted. Needless to say, in a high-class university filled with inflated egos and the stuck up sons and daughters of the rich Phann didn’t make many friends.
In the moments leading up to the end, Phann had watched the hijackers go about their business wanting to do something, but for whatever reason had found herself unable to do anything but stare. She'd watched as the eight-wheeler sped towards them and just before the truck had collided with the bus time had seemed to slow for Phann as if to give her the time to contemplate her impending doom. She wasn’t really afraid of death, having long since decided that there wasn't any special significance to life or death, if anything, living seemed like the scarier prospect. Instead, it was the actual dying part that scared her. As far as Phann knew no one would miss her and at least it would probably be quick, so logically those where the scary parts out of the way. Still, some part of her worried it might be painful... CRASH!
Phann was not expecting anything beyond death, she finds the idea that even life isn't sacred rather amusing, but might need to rethink her ideas on a whole bunch of things.
Legend: The Crimson Jester
Legend speaks of a skilled mage, cunning trickster and schemer of epic proportions, parading around in the guise of a jester. The Crimson Jester, master of madness, killer of kings.
The Crimson Jester is said to appear around the roots of great evils, particularly those at the hands of tyrants or similar, from where they will orchestrating some elaborate scheme to bring their adversary down. It is not simply enough for the Crimson Jester to defeat enemy, rather their downfall must be made into a show for all to see, as dramatic and ironic as the situation will allow.
The Crimson Jester is not a strong combatant and though they can produce a wide range of magical effects, they lack the raw magical power to produce much more than cantrips. Instead, the Jester's strengths lie in their cunning and trickery, as well as the strategies they employ.
As for the Jesters true nature, there is a great divide in opinion. Some say that they’re a champion of the people, fighting for what he believes is right and bringing joy to those in need. Others would say they’re a scoundrel, devoid of honour and utterly insane. In actuality, it’s a combination of both.
Notable Items
Crimson Jester's Garbs: The Crimson Jesters Garbs are a set of magical vestments, always appearing as a many-pocketed jesters costume coloured in some combination of red, black and white. The garb itself has several magical properties, making it worthy of the Jester’s legend.
Legendary Durability: Like many legendary magic items the Crimson Jester's Garbs are very hard to damage and repairs itself over time.
Transformative: The outfit has transformative abilities that seemingly operate off a mind of their own. While the garbs will modify themselves as necessary to suit the jester's needs, it is not controlled by the jester. Aside from completely changing its appearance every so often, the garbs will frequently make minor alterations to their appearance when observers aren't paying attention, particularly those observers are unaware of the garbs properties. Seemingly the only purpose for this is to confuse and infuriate onlookers.
Hammerspace: Phann can place non-living objects into an extradimensional space by concealing them from visual observation with the garb. Due to the nature of this function, the object must be in motion to be stored and must be concealed by the garb at the time it is stored. Removing objects from the hammerspace works in much the same way as putting it in, requiring Phann to reach into the garb and pull the object back into perspective.
Prop Summoning: The garb is capable of producing small mundane items that one might expect to be able to find at a novelty store or carried by a stage performer. Objects produced in this way are all of exceedingly high quality but lack any magical properties save for vanishing if they are badly damaged, have persisted for a day or Phann is done using them.
Skullduggery: Phann is naturally stealth, subterfuge and trickery. She doesn’t see any innate good in honour and excels at fighting dirty.
Nimble: Small, flexible and nimble. Phann uses all of these traits to their fullest extent in combat, weaving in and out of enemies and allies alike and making herself a difficult target to pin down or hit.
Performer: As the Crimson Jester, Phann is gifted in just about every type of stage performance and party trick, particularly favouring magic tricks, acrobatics and theatrics.
Magical Abilities
Hemomancer: Rather than drawing upon mana to create magical effects, Phann shapes her own lifeforce into spells. The primary advantages of this method of spellcasting are that it allows Phann to utilise magic in places she would normally not be able to and eliminates the need to gather mana in preparation for spellcasting. The drawbacks are that it is difficult to tell exactly how much lifeforce has been used, making it dangerous to use carelessly, and unlike mana, lifeforce cannot be drawn upon over a greater period to create bigger effects limiting the maximum power of her spells to what she can safely provide.
Master Novice Mage: Phann's knowledge of magic is all very low level, with even her most powerful spells only being on par with what could be expected on a novice mage in terms of power. What she lacks in power however, she makes up for in sheer versatility. Where a master pyromancer might be conjuring up a pillar of flame, Phann is instead producing minor manifestations of each of the elements. Where a powerful healer might be bringing the injured back from the brink of death, Phann is instead healing cuts and bruises.
Phann is not suited to a fair fight, physical or magical. She, however, sees little point in honour or pride and will happily fight dirty or run away as the situation calls for.
When forced to engage in fair battle, Phann devotes the majority of her attention to avoiding damage and creating advantages for herself, and if possible, turning it into an unfair battle. Generally, she will move in to attack when an easy or safe opportunity presents itself or she deems it necessary to secure her victory.
Due to the limitations on her magic imposed by her hemomancy and knowledge Phann opts to fight smart, not hard, aiming to maximise the efficiency of low powered attacks rather than waste her resources.
Drawing out her lifeforce does not hurt Phann, rather it is accompanied by a sensation of coolness followed by a slight numbness in the affected area until the lifeforce replenishes. Overdrawing her lifeforce can cause the affected areas to function poorly or stop functioning at all until life force has been replenished.
Ahh got a draft up! The whole thing probably needs to be edited and refined, the things in {{}} are just placeholder's and I've changed/moved around a bit from the original, but for the most part, it should be a pretty complete draft. It's getting late here and I can't see any glaring mistakes at the moment, so I'll work on it more tomorrow.
Just to let you know due to my Tactile Defensiveness (dyspraxiafoundation.org.uk/wp-content…) I can't wash my hands properly and I have to put my fingers into my mouth multiple times a day since I have false teeth and have to take them out to clean them so yeah not good. Now I don't have all symptoms but I do have a headache and had to throw up after eating just a little bit. Honestly I doubt it's likely at least at the moment but this way you know what's up