Hidden 9 yrs ago Post by Witch Cat
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I can't even post my CS. It's just 12 thousand characters! WHY, GOD? WHY ME?
Hidden 9 yrs ago Post by KabenSaal
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Try PMing it to me, little Kitten
Hidden 9 yrs ago Post by Witch Cat
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@KabenSaalI can't even PM it to you!
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@KabenSaalI can't even PM it to you! (Also you called me kitten omg)
Hidden 9 yrs ago Post by Witch Cat
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Ok so, it seems like I can post my old CS. So I'm just going to restart all my progress and do it all over again. Maybe this time I'll know what went wrong. Hey, at least I have a good idea of what I wanna do!
Hidden 9 yrs ago Post by KabenSaal
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Ok. PM'd you an idea.
Hidden 9 yrs ago 9 yrs ago Post by Witch Cat
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Name:
Coal

Race:
Homo Magi

A race of a magic touched beings. Though they may appear human (most of the times), they generally have many special quirks carefully hidden with disguises or spells. (Ex. Claws, tails, etc.)

Age:
16

Appearance:


Arsenal:
Ritual Knife

Bag O' Herbs


Chalk


Book of Shadows



Stats: 5 ATK 3 DEF 7 HP 13 ENG
Traits:
Strength of the Gods
As a free move on their turn, the user can add 25% to their Attack, or their DEF, to better suit the current situation.

Return Threefold Active Power Burns 3 Energy
The greatest lesson a witch can ever learn is knowing the presence of Karma. And of course, utilizing it.
Drawing in the powers of Karma, the user adopts a defensive pose, making them immune to all weak attacks, with a 25% chance the attack will bounce off them and return to the attacker with thrice the power. Stronger attacks may bypass the shield, but the effect of the attack will be dampened by 45-50%. The distinction between Light and Heavy attacks is a tricky one. But in some cases it's obvious, a few bullets won't do much harm, but a huge sweeping laser will pack a punch. Man-made weapons (not including explosives or heavy artillery) to "weak" powered attacks can be blocked a 100%, but anything past that can bypass the shield. However, if the attack is reflected, the shield-bearer faces no damage. The shield can also be casted over many people (Max. 5) for no extra cost and is invisible. The shield will expire after 3 turns. It blocks 2 Light Attacks before being unable to block it any longer, but Heavy Attacks can still be blocked. It takes 3 Heavy Attacks to dismantle the shields defences against Heavy Attacks. The shield shatters after 2 Light Attacks, and 3 Heavy Attacks. Or after 3 turns.

Meditate
Sitting down, standing, or falling off a roof, meditating can be done everywhere. By the simple act of closing one's eyes and concentrating, energy flow is increased, replenishing their energy by 5 energy points. However, while meditating, the user can't move, attack, or defend. They are left totally vulnerable for their turn. However, the caster can opt to Chant instead. Basically, a weakened version of meditating that only replenishes 2 Energy every turn, but this way the caster can still move around and attack/defend. But while chanting, the user can't communicate with others, and can only cast spells that require hand-movements.

Beast Within Active Power Burns 5 Energy
A handy tool to repress one's humanity and unleash full power of the beast within. Cast it upon yourself and transform into your spirit animal. Your speed, defence, and attack is given a 40% boost. Lasting 3 turns before the spell ends, it'll leave the caster Weakened(Light headed, difficultly concentrating, increases risk of making mistake in spell casting) for a turn. In their alternate animal state, the caster will be unable to use ranged weapons/powers. However, physical, close ranged, or melee weapons can still be used. Use it on a foe, and curse them to transform into a hideous, yet powerful, beast by drawing on the power of Circe. Leaving the foe dazed, confused, weakened, and angry. Lasts 3 turns, and leaves the afflicted passed out or Dazed (nauseas, difficultly walking, threat of puking) once over. A foe that has been transformed gains only a 10% boost to all their stats, become very dull, and can't use ranged weapons/powers, but still can use close ranged, physical ones. Both variations of the usage burns 5 energy

Quatuor Elementorum Active Power Burns All Energy
The most varied, and powerful spell of a witch's arsenal. This active trait calls upon the help of the elements. Fire, Water, Earth, and Air. This trait acts more like an Ultimate. Activating the spell will cause all the caster's energy to be used up. And for every 2 points of energy (Which we'll call "Pips" to make it easier) used when activating the spell, the elemental spells will gain a specific bonus. Activating the spell will give the caster 4 spells which he can use 3 times. They never expire, but however they do have some rules. No element can be used more than 3 times, you can use each element to either Bless,Curse, or Invoke a Goddess, you have to choose what path you want to take with each element (Paths being Bless,Curse, or Invoke a Goddess), and after choosing a path, it can't be changed. The spells can be stacked, but the trait itself can't be stacked (so no having 8 elemental spells, attempting to do so will cause the caster to Overflow). The spells can be used in any order, and the caster can send out all of his 4 spells in a single turn or save them up

The Elements
Fire

Water

Earth

Air

Power Summary:
Witchcraft

Or sorcery, wizardy, etc. Basically, magic.

Free points: (Hopefully enough for all these god damn traits)
Class:
Balanced

Negative Traits:
Overflow
Casting requires energy, burn too much and you run the risk of Overflowing, turning you into a being of pure magic. Though it may sound swell, in reality this often leaves in the caster in immense pain, and with weakened defences. After 3 turns however, the caster will return into his normal state. But he may be left unconscious, or weak and always with no energy left. However, there is an upside. In this Overflowed state, the caster's powers will increase two-folds, gain infinite energy, but also become more wild and hard to control. The caster's spells become wild and unpredictable, spells can attack the wrong target, be too weak or too strong, and a lot more mishaps. There is a 20% chance something will go wrong. Furthermore, the more magic the caster uses in this state, the more penalties the caster will have to face when brought back to normal. Use too much energy, and the caster could die. There are tell tale signs, and the caster can always choose to rest as to not be Overflowed. The way a caster becomes Overflowed is by using too many traits, or casting too many "large" spells (Shadow-walking, invisibility, etc.) in a row, 10 is the max. Going over it will cause the caster to Overflow. Chanting reduces the limit by 1 every turn, but Meditating reduces it by 5

Traumatophobia
The fear of getting hurt. The afflicted will usually try to stay out of harm's way, the closer to getting hurt the afflicted is, the more panicky and wild he or she becomes. And therefore, Coal chooses to fight from afar, using far-reaching and lasting spells to try his best to remain out of harms way.

Kakorrhaphiophobia
The fear of loosing. The closer to failing Coal is, the more reckless and desperate he becomes. But more problems can always arise. When his kakorrhaphiophobia and traumatophobia clash, he becomes an uncoordinated mess. The mix of wanting to get in close and finish 'em quick, clashing with the need to stay far back and out of harms way makes him hop back and forth between the two and doesn't leave much room for planning out a solid battle strategy. But in extreme cases, when he gets desperate, he does feel a little bit more bold, and will sometimes just take a deep breath and forget safety, and go in for a kill. This may sometimes be the action that saves him, but it also does decrease his reputation. And possibly even RATS'.

"Oops"
Whenever a spell is cast, there always is a small chance something can go wrong. A syllable misspoke, a hand movement fumbled up, a myriad of other things that can go wrong and explode in the caster's face. These mistakes could have an infinite number of effects, there is no good way to predict the effect of a messed up spell. Though usually it ends very, very Bad. And of course the caster would like to reduce that risk. Concentrating before casting will help, but will also slow you down. The more debuffs a caster has, or how panicked or scared he is will increase the chance of making a mistake (I'll leave this one up for the GM). So in the thick of battle, stay clear of the panicked caster's way.

Silence
A witch always needs a way to cast, be it with words, hand movements, ingredients, channellers, or any mixture of them. They never can just will a spell to work. A witch that can't at least speak, can't cast. And restricting even one spell-casting method can severely limit what spells Coal can use in battle. There are no substitutes in magic. Depending on what spell-casting method is being restricted, affects what type of spells he can or can't cast. Spells that require hand movements are generally used to be used in the physical world. Like levitations, altering time, etc. Spells that require chanting or incantations focus more on conjuring and the mysterious side of magic. Summoning fire, teleportation, etc. Spells that require ingredients are meant to be used like gadgets. Rocks that act as mini explosives, crystals that blind foes, etc.

Just a Kid
Teens aren't generally meant to go on life-threatening missions with mystical powers they barely understand. And so understandably, Coal is more prone to be Intimidated. Large, lumbering, villains can cause Coal to freeze in place, large explosions can make him uneasy, basically anything a teen wasn't meant to be thrust into will cause a little fright. However, with this fear, comes the rise of cautiousness. Coal will stick to cover, plan out tactics, and spend more time lashing out calculated attacks. But when cornered, all that rational thinking is thrown out of the window. Coal panics. And thus, his spells wilder, actions more unpredictable, and his want to remain alive spikes. This also ties in with his traumtophobia and kakorrhaphiophobia.
Hidden 9 yrs ago Post by Witch Cat
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Woo! Revised CS! I feel good about this one, just need to fill in a bit more info and then I'll be good. Just need to know if the GM likes my idea for the Special Elemental Spell (Which I renamed). Hopefully all these new numbers I added makes my CS more "legit". Only the critics can tell.
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Apparently, using too many "hider"s in a post will make the browser just crap itself. Good to know.
Hidden 9 yrs ago Post by Eklispe
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Alright @Witch Cat


1x Thank Thank
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Son of a Goku I missed a phobia. Your phobia of loosing will give you an extra 2, enough to give you a trait to net you that extra energy you wanted.
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Alright @Witch Cat


You are an amazing help! Thanks for helping out someone like me~
I tried to weaken my current traits, hopefully this helps with the whole balancing thing. All except Meditation, I had no idea what you were trying to say so I left it untouched for now.
Further more, no need to worry about me abusing any powers or arsenal. I want my character to be, well, balanced. I'll always try to fairly incorporate all the skills Coal has into a fight and not rely on one tactic. And also try to make his fears play a part( I don't really know what else I could add to his fears that relates to his character but I'll be thinking). I'm in the process of writing down the different elemental powers, so that'll be added on soon.
Here's hoping the GM is as generous as you.

P.S.- About the whole "Silence" thing, just wanted to add, restricting even one of those spell-casting methods can limit what Coal can use. You can't use substitutes in magic. So being Frozen, Silenced, Restricted, etc. can really disadvantage him.
Hidden 9 yrs ago Post by Eklispe
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No problem. The only thing I wanted to note on Meditate was that you can't be Chanting in the same turn you're spending energy with a spell or what not and that Vunerable is this case is going to mean 50% more damage taken, you don't need to really change anything just keep those things in mind.
Hidden 9 yrs ago 9 yrs ago Post by Witch Cat
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Woo! Added the new, and revised Elemental spell to my CS. A fair warning, I did write this up when it was late so it may seem a bit dodgy. I'll look at it again tomorrow to spot any faults when I'm all fresh and alert. But whoever wants can take a looks-y too and tell me what they think. Also added a new negative trait, so that's cool.
Hidden 9 yrs ago Post by Eklispe
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Pips hm? Been playing too much wizards101?
Hidden 9 yrs ago 9 yrs ago Post by Witch Cat
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@EklispeOh my God, YES! I knew I wasn't the only person who played that gane. Even though my version of Pips is way off from the one in the game, it doesn't hurt to just use the name when your creative juices are running dry.
Hidden 9 yrs ago 9 yrs ago Post by KabenSaal
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Hate to burst all your bubbles, but I think Overload has to much positive for a +4. I was thinking maybe +2 instead. The inability to be hit, and the x2 power increase while in this form makes it difficult to give any more. Just a Teen is good, since you will be facing a lot of things that the police can't handle, and they will be scary, and sometimes huge, so you can get +4 for that, but Traumaphobia only gets +2. Since while it is good, you have a chance of negating it as you start to lose, which considerably reduces it's negetivity, unlike Brick's Pyrophobia which is there, all the time. All fire, scary. And the Kakorrhaphiophobia isn't that terrible. Getting angry when you lose, as Shadows of Mordor teaches us, can be helpful, and the fact that it negates your bad trait means you get +2 from it. +2 is from the chance of killing someone, which will severely hamper RATS' reputation.

Aside from that, I agree with a lot of Eklipses suggestions about balancing your traits and working with your stats. But on the topic of points, a lot of your traits have multiples in them, so you need to chose two traits to get more than one active trait, and then buy off the rest at one point each.

Finally, there is no speed stat here. It's got no baring on the final ruling, so you might want to debuff the ATK, or DEF instead.

6 points to begin (4 for Balanced, 2 for magic cat)
-2(+4) for attack boost
-2(+2) for hp
-8(-6) for traits
-3(-9) for knife (Life Steal be stronk, yo)
-1(-10 for chalk (A strong 1, close to 2)
-1(-11) for herbs (Fairly utility, weak effects)
-2(-13) for book (Has some kick to it, status cure alone is like at least half a trait, so we'll give it to ya for 2)

Current Total: -13

Overflow: +2(-11)
Just a Teen: +4 (-7)
Traumatophobia: +2(-5)
Oops: Oy, +2(-3)
Silence: +1(-2)
Kakorrhaphiophobia +2 (0)
Hidden 9 yrs ago 9 yrs ago Post by KabenSaal
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@Witch Cat

Because I forgot to mention you and editting in mentions doesn't work. As it happens, you break even anyway....
Hidden 9 yrs ago 9 yrs ago Post by Witch Cat
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@KabenSaal Thanks for all your help, I don't know where I'd be without it. I'll do some editing later in the day. But quick question, can I say that a spell slows them down? I'll try to remove all the "%"s from my CS, and replace it with points.

EDIT: Oh you said my spells have too many multiples in them, and that I need to choose two traits for one active one (?) I don't really get what you're saying, mind rephrasing it for me?
Hidden 9 yrs ago Post by KabenSaal
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You can say the spell slows them down, but it won't do anything on it's own. Speed isn't a stat here, so it'd just be fluff.

And, for traits. Sorry. A Trait can do one thing. Some attacks might be able to do one other thing, like Kai Lao's granting of the Awakened buff, and Kuchi Daisho's stunning, but most buffs only give one bonus. But your hot headed does about three or four. So you have to chose one, or buy off the additions with extra points. So, Hot-headed can grant 25% to their attack. That's the trait. The stead-fast, and the igniting would have to be bought of seperately. Like-wise, you'd need an additional trait to make Stead-fast more than a defence buff. Having all three of them, with Stead fast granting defense, immunity to Panic, and shaking off pain - not sure what you were going for here, since pain isn't really a factor, if you are out of hp, you collapse, if you aren't, you dont - all on a single trait is to much. So, Hotheaded would cost about 4 points all together, with another two points to give stead-fast the additional procs. (It's pain thingie and panic immunity). Same with the rest.
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