Castellia- A Fantasy Setting (Clefairy! Obsidiaris! Ash Ketchum!)

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L-Space
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Re: Legendary Beasts

Post by L-Space » Thu Nov 02, 2017 6:58 pm

Jabroniville wrote:
Thu Nov 02, 2017 8:52 am
THE LEGENDARY BEASTS:
-The Legendary Beasts are thought to have died out centuries ago, fighting alongside the Eight Great Heroes that helped form Modern Castellia. Raikou, Entei & Suicune were large, predatory monsters that controlled pure elemental force, and were sacred to Wizards, particularly Elementalists. It was not until modern times that the creatures were resurrected at the dawning of a new era of heroes, where they might possibly aid the next generation against the dire threats they face.
Jab's Notes: These guys are the "Legendary Trio" of the second generation of Pokemon games, taking the place of Articuno, Zapdos & Moltres, including copying the Elemental Types and themed-builds (predatory mammals instead of birds). I was never particularly taken with their designs, as their odd head-dresses make them look a bit stunted and weird.
I think Entei has a decent look, Suicune is ok, but Raikou has always been very off putting to me.
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Formerly luketheduke86

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Raikou

Post by Jabroniville » Fri Nov 03, 2017 7:28 am

Image

RAIKOU
Role:
One-Shot Super-Cat
PL 11 (248)
STRENGTH
8 STAMINA 9 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Athletics 3 (+11)
Expertise (Survival) 8 (+9)
Intimidation 13 (+14 Size)
Perception 9 (+10)
Ranged Combat (Energy Beams) 6 (+11)
Stealth 8 (+11, +5 Size, +9 Coat)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 3, Improved Hold, Improved Initiative, Prone Fighting, Ranged Attack 5

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 4 (32 mph) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]
"Cold-Capable Hunter" Movement 1 (Environmental Adaptation- Cold) [2]

"Cat Agility" Leaping 1 [1]
"Spotted Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dark Forests & Jungles or Plains) [1]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +1 [1]
Protection 1 [1]

"Electric Type"
Immunity 20 (Water & Ground Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Electrical Effects) (Flaws: Limited to Half-Effect) [5]
Electrical Aura 5 [20]
Immunity 3 (Aging, Cold, Heat) [3]
Immunity 2 (Starvation & Thirst, Suffocation) (Flaws: Limited to Half-Effect) [1]

"Thundershock" Blast 10 Linked to Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (40) -- [47]
  • AE: "Lightning Storm" Blast 11 (Extras: Multiattack) (33)
  • AE: "Thunder" Blast 11 (Feats: Penetrating 6) (27)
  • AE: "Thunder Storm" Damage 10 (Extras: Area- 120ft. Cone +2) (30)
  • AE: "Thunder Wave" Affliction 11 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged) (22)
  • AE: "Discharge" Damage 10 (Extras: Area- 30ft. Burst) Affliction 10 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Burst) (40)
  • AE: "Electrical Storm" Environment 4 (250 feet) (Impede Movement, Light 2, Visibility 2) (20)
  • AE: "Boosted Aura" Electrical Aura 5 (20)
Offense:
Unarmed +9 (+9 Damage, DC 2224
Claws & Teeth +9 (+11 Damage, DC 25)
Thundershock +11 (+10 Ranged Damage & Affliction, DC 25 & 20)
Lightning Storm +11 (+11 Ranged Damage, DC 26)
Thunder Storm +10 Area (+10 Damage, DC 25)
Discharge +10 Area (+10 Damage & Affliction, DC 25 & 20)
Electrical Aura +9 (+5-10 Damage, DC 20 & 25)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +10, Fortitude +11, Will +7

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 66 / Skills: 50--25 / Advantages: 19 / Powers: 116 / Defenses: 22 (248)

-Raikou is a lightning-blasting creature resembling a Sabre-Toothed Tiger with a large faceplate.

Jab's Notes: Raikou is based on the "Raiju" creatures that aided the Thunder God, Raijin.
Last edited by Jabroniville on Sat Nov 04, 2017 9:11 pm, edited 1 time in total.

Jabroniville
Posts: 5112
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Suicune

Post by Jabroniville » Sat Nov 04, 2017 9:10 pm

Image
Image

SUICINE
Role:
One-Shot Super-Fox Thing
PL 11 (287)
STRENGTH
8 STAMINA 9 AGILITY 3
FIGHTING 11 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 0

Skills:
Acrobatics 3 (+6)
Athletics 3 (+11)
Expertise (Survival) 8 (+9)
Intimidation 13 (+14 Size)
Perception 9 (+10)
Ranged Combat (Energy Beams) 6 (+11)
Stealth 8 (+11, +5 Size, +9 Coat)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Great Endurance, Improved Critical (Natural Weapons) 3, Improved Hold, Improved Initiative, Prone Fighting, Ranged Attack 5

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 4 (32 mph) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]
"Cold-Capable Hunter" Movement 1 (Environmental Adaptation- Cold) [2]

"Cat Agility" Leaping 1 [1]
"Spotted Coat" Enhanced Skills 4: Stealth 4 (+12) (Flaws: Limited to Dark Forests & Jungles or Plains) [1]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, -6 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +1 [1]
Protection 1 [1]

"Ice-Type Creature"
Immunity 20 (Plant & Earth Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Cold Effects) [10]
Immunity 1 (Cold Environments) [1]
Movement 1 (Environmental Adaptation- Arctic) [2]
Immunity 3 (Aging, Cold, Heat) [3]
Immunity 2 (Starvation & Thirst, Suffocation) (Flaws: Limited to Half-Effect) [1]

"Icy Wind" Blast 11 Linked to Affliction 11 (Fort; Hindered/Exhausted) (Extras: Ranged, Cumulative) (Flaws: Limited Degree) (44) -- [54]
  • AE: "Freeze Beam" Snare 11 (33)
  • AE: "Ice Shard" Blast 10 (Feats: Accurate) & Enhanced Advantage: Improved Initiative 2 (23)
  • AE: "Ice Fang" Blast 11 Linked to Snare 10 (Flaws: 50% Chance of Working) (Dim. Range -1) (40)
  • AE: "Hail" Environment 4 (250 feet) (Impede Movement, Visibility, Cold 2) Linked to Damage 10 (Extras: Area- 30ft. Burst) (36)
  • AE: "Tailwind" Enhanced Dodge & Parry 2 (Extras: Affects Others, Ranged) (6)
  • AE: "Ice Bonds" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Ranged) (41)
  • AE: "Ice Wave" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Area- 60ft. Cone) (41)
  • AE: "Ice Stream" Affliction 10 (Strength; Hindered & Vulnerable/Prone & Defenseless/Paralyzed) (Feats: Dynamic) (Extras: Cumulative, Extra Condition, Area- 30ft. Line) (41)
  • AE: Create Ice 8 (Feats: Dynamic, Innate, Precise) (Extras: Continuous) (27)
  • AE: "Make Brittle" Weaken Toughness 8 (Extras: Ranged, Affects Objects Only +0) (16)
Offense:
Unarmed +11 (+9 Damage, DC 2224
Claws & Teeth +11 (+11 Damage, DC 25)
Freeze Beam +11 (+11 Ranged Affliction, DC 21)
Ice Wind +11 (+11 Ranged Damage & Affliction, DC 26 & 21)
Ice Shard +11 (+10 Ranged Damage, DC 25)
Ice Bonds +10 Area (+10 Affliction, DC 20)
Make Brittle +11 (+8 Ranged Weaken, DC 18)
Initiative +7

Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +10, Fortitude +11, Will +7

Complications:
Disabled (Animal)- Suicune cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Abilities: 66 / Skills: 50--25 / Advantages: 19 / Powers: 155 / Defenses: 22 (287)

-Suicine is the most lupine of the three Legendary Beasts, being a fast-moving creature that resembles a fox or wolf. He is associated with purifying water.

Jab's Notes: Suicune is kind of like the Kirin of Eastern mythology, and Fujin, the Leopard-skin-wearing God of the Wind.

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Pent

Post by Jabroniville » Mon Nov 06, 2017 11:19 am

Image

PENT (Centaurian Lancer)
Role:
The Timid One
Family Crests: Horse/Lion/Pegasus/Dragon
PL 8 (117)
STRENGTH
4 STAMINA 4 AGILITY 4
FIGHTING 9 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 1

Skills:
Acrobatics 2 (+6)
Athletics 4 (+8)
Deception 5 (+6)
Expertise (Soldier) 7 (+8)
Insight 5 (+8)
Intimidation 3 (+5 Size)
Investigation 6 (+9)
Perception 6 (+9)
Persuasion 4 (+5)
Ranged Combat (Javelin) 6 (+11)
Stealth 2 (+5 Size)

Advantages:
Accurate Attack, Close Attack, Equipment 4, Evasion, Defensive Attack, Great Endurance, Improved Critical (Sword), Improved Critical (Lance), Improved Critical (Javelins), Improved Defense, Improved Trip, Interpose, Last Stand, Move-By Action, Power Attack, Set-Up, Ranged Attack 6, Takedown, Teamwork

Powers:
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]
Senses 2 (Extended Vision, Low-Light Vision) [2]
"Horse's Lower Body" Features 1: +2 to Resist Trip Attempts [1]
Speed 3 (16 mph) [3]

Equipment:
"Lance" Strength-Damage +3 (Feats: Reach 2, Penetrating 2) (Inaccurate) (6) -- (8)
  • AE: "Javelins" Strength-Damage +0 (Extras: Ranged 6) (Diminished Range -1) (5)
  • AE: "Short Sword" Strength-Damage +1 (Feats: Improved Critical) (2)
"Full Plate Armour" Protection 2 (Extras: Impervious 5) (7)
"Shield" Enhanced Dodge 2 & Parry 1 (3)

Offense:
Unarmed +10 (+4 Damage, DC 19)
Short Sword +10 (+5 Damage, DC 20)
Javelin +11 (+5 Ranged Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (+10 Shield, DC 20), Parry +9 (+10 Shield, DC 20), Toughness +4 (+6 Plate Armour), Fortitude +7, Will +6

Complications:
Relationship (Megara)- Megara was forced to train a young Pent. Trading naiivete for a timid, frightened nature, Meg was cruel to him at first, while Pent near-openly worshipped her like a goddess. Eventually, Pent was able to win her over once he learned a few things about being a man.
Relationship (Mathias)- Mathias & Pent are old friends, being trained from a very young age by the leader of the Centaurian Lancers (Megara's father).
Rivalry (Wild Centaurs)- The Wild & Civilized Centaur sub-races are in great opposition to each other, though war has not broken out in generations. The Wild Centaurs view Pent's people as decadent and race-traitors, while most think Wild Centaurs are hedonistic, backwards and uncivilized. Both distrust each other on sight.

Total: Abilities: 40 / Skills: 50--25 / Advantages: 27 / Powers: 13 / Defenses: 12 (117)

Jab's Notes: Pent is just another Centaur on the team, and a more positive example of the race- he's lower-level than Megara, and has no Magic Weapons, but is still a solid fighter.

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Ken
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Re: Legendary Beasts

Post by Ken » Mon Nov 06, 2017 2:43 pm

Jabroniville wrote:
Thu Nov 02, 2017 8:52 am
Image

THE LEGENDARY BEASTS:
-The Legendary Beasts are thought to have died out centuries ago, fighting alongside the Eight Great Heroes that helped form Modern Castellia. Raikou, Entei & Suicune were large, predatory monsters that controlled pure elemental force, and were sacred to Wizards, particularly Elementalists. It was not until modern times that the creatures were resurrected at the dawning of a new era of heroes, where they might possibly aid the next generation against the dire threats they face.
Jab's Notes: These guys are the "Legendary Trio" of the second generation of Pokemon games, taking the place of Articuno, Zapdos & Moltres, including copying the Elemental Types and themed-builds (predatory mammals instead of birds). I was never particularly taken with their designs, as their odd head-dresses make them look a bit stunted and weird.
Legendary Beasts? This is where to find them.

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Tessera

Post by Jabroniville » Wed Nov 08, 2017 9:26 am

Image

TESSERA (Human/Frost Giant Barbarian)
Role:
Hot Amazon, The Angry One, The Berserker
Family Crests: Frost Dragon & Winter Wolf
PL 9 (151)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 5 (+11)
Expertise (Arctic Survival) 9 (+9)
Insight 2 (+2)
Intimidation 12 (+12)
Perception 5 (+5)
Ranged Combat (Spear) 4 (+8)
Stealth 2 (+4)

Advantages:
All-Out Attack, Attractive, Benefit (Frost Giant Jarl's Daughter), Chokehold, Daze (Intimidation), Diehard, Equipment 2, Extraordinary Effort, Fascinate (Intimidation), Fast Grab, Fearless, Follow-Up Strike, Great Endurance, Improved Critical (Axe), Improved Critical (Spear), Improved Grab, Improved Initiative, Improved Smash, Improvised Weapon, Languages (Giant & Humanoid), Power Attack, Ranged Attack 4, Startle, Takedown 2, Tracking, Withstand Damage

Powers:
"Frost Giant Traits"
"Giant Senses" Senses 2 (Low-Light & Extended Vision) [2]
Movement 1 (Environmental Adaptation- Arctic Terrain) [2]
"Norseman" Enhanced Skills 4: Stealth 4 (+8) (Flaws: Limited to Arctic Terrain) [1]
"Used to the White" Immunity 2 (Visual Dazzles) [2]
Immunity 6 (Cold, Cold Damage) [6]

"Frost Axe & Spear" (Flaws: Easily Removable) [18]
Strength-Damage +2 (Feats: Improved Critical, Reach 2, Split, Variable- Cold & Slashing Damage, Penetrating 4) (11)
Linked to
Affliction 6 (Fort; Impaired & Fatigued/Disabled & Restrained/Paralyzed) (Feats: Split) (Extras: Cumulative) (19)
-- (30 points)

Equipment:
"Thrown Spear" Strength-Damage +1 (Extras: Ranged 7) (Diminished Range -1) (7)

Offense:
Unarmed +10 (+6 Damage, DC 21)
Frost Weapons +10 (+8 Damage, DC 23)
Thrown Spear +8 (+7 Ranged Damage, DC 22)
Initiative +2

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +7, Fortitude +10, Will +8

Complications:
Motivation (Frost Giant Treasures)- Some items from her family's treasury were brought along as a dowry of sorts when she was to be married- when they were stolen during the Gallean attack, Tessera was forced by law to attempt to return them. She also much avenge her fiancee, even though she didn't like him.
Responsibility (Temper)- A true Nordic Barbarian, Tessera is prone to intense bouts of Rage, and finds it very difficult to stop hitting things once she really gets going. This can be dangerous to her allies, or for those who wish for stealth or subtlety.
Weakness (Frost Giant)- Like all Frost Giants, Tessera is weaker against Fire & Heat Effects than other attacks.
Relationship (Leland)- The bookish and odd young Wizard annoyed and disgusted the powerful Tessera at first, but they eventually grew closer

Total: Abilities: 50 / Skills: 38--19 / Advantages: 31 / Powers: 31 / Defenses: 20 (151)

-Tessera is one of the many children of Stomrvald, the King of the Grimmsvell Frost Giants. A full-blooded royal, her mother was the Princess of a Human tribe under the Giants' dominion, and was made to be one of Stomrvald's harem as part of an alliance. Her mother (who could be transformed via Alchemy into a Frost Giant-sized woman) died years ago, but it appeared that she was not an unfavourable woman to her husband- she was one of his favourite wives. Even so, her Human blood ensured that Tessera would never attain full power in the Frost Giant hierarchy. In fact, her small size (a mere 7'4") all but guaranteed her a position as a woman-pawn to be married off to another Human Kingdom as yet another alliance measure. Tessera worshipped her father, and was mortified beyond belief that she was sent from her beloved homeland, and forced to marry some young Prince from Marsellia, to forge an alliance in case of a Gallean attack (Gallea is between Marsellia and the Grimmsvell, but can be reached by sea).

-It was in Marsellia that she met this wispy, frail boy, and she was immediately disgusted. But still, she had to obey her father, and brought along a few Frost Giant treasures as part of a dowry. However, the night before their wedding, the Gallean Army made it's attack, and the Prince was killed, and the dowry stolen. Out of honour and Frost Giant Law, Tessera was now forced to attempt vengeance, and to get the treasures back. To do this, she allied with The Light Brigade, though her arrogance and temper often made her the least-liked party member. She bickered with Leland (the Mage reminded her of the Prince, and the weakness of Human Men in general), and was usually the first to foolishly attack, but the rest of the gang got used to her.

Jab's Notes: Every party needs a "Leeroy Jenkins", and every part needs a super-hot chick from another race (extra points for a different type of skin colouration than humans get- I made Tessera snow-white, because blue skin almost seems TOO "out there"). Combine the two and you get a unique character, especially if she's Half-Giant (I figure most half-breeds would be around the size of the mother, not merely a mix of both parents, so she merely looks like an Amazon, and isn't 11 feet tall or anything). Any fetishistic things that can be made from this aren't my problem :).

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catsi563
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Re: Castellia- A Fantasy Setting (Vulpix & Ninetails! Heroes! Legendary Beasts!)

Post by catsi563 » Wed Nov 08, 2017 7:26 pm

Combine the two and you get a unique character, especially if she's Half-Giant (I figure most half-breeds would be around the size of the mother, not merely a mix of both parents, so she merely looks like an Amazon, and isn't 11 feet tall or anything). Any fetishistic things that can be made from this aren't my problem :)
Ill take 2 please :mrgreen:
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Re: Castellia- A Fantasy Setting (Vulpix & Ninetails! Heroes! Legendary Beasts!)

Post by scc » Thu Nov 09, 2017 1:01 pm

I have this miniature. I use her in my Zombicide Black Plague games.

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Learic & Jarrel

Post by Jabroniville » Sun Nov 12, 2017 8:06 am

Image

LEARIC (Elf Quester)
Role:
Experienced & Cynical Fighter, The Charmer
Family Crests: Horse/Lion/Pegasus/Dragon
PL 7 (125)
STRENGTH
2 STAMINA 2 AGILITY 4
FIGHTING 9 DEXTERITY 3
INTELLIGENCE 2 AWARENESS 2 PRESENCE 4

Skills:
Acrobatics 4 (+8)
Athletics 6 (+8)
Deception 4 (+8, +10 Attractive)
Expertise (Quester) 6 (+8)
Insight 4 (+6)
Investigation 4 (+6)
Perception 5 (+7)
Persuasion 3 (+7, +9 Attractive)
Stealth 2 (+6)

Advantages:
Accurate Attack, Attractive, Beginner's Luck, Daze (Deception), Defensive Attack, Equipment 4, Evasion, Fascinate (Persuasion), Improved Aim, Improved Critical (Crossbow) 2, Improved Critical (Sword), Improved Defense, Improved Disarm, Improved Initiative, Jack-of-All-Trades, Languages (Many Castellian), Move-By Action, Precise Attack (Ranged/Cover), Quick Draw, Ranged Attack 6, Second Chance (Tripping Traps), Set-Up, Takedown, Teamwork, Tracking, Uncanny Dodge

Powers:
"Elf Physiology"
Immunity 1 (Aging) [1]
Senses 1 (Low-Light Vision) [1]

Equipment:
"Crossbow" Blast 5 (10) -- (11)
  • AE: "Longsword" Strength-Damage +3 (Feats: Improved Critical) (4)
"Heavy Armour" Protection 3 (3)

Offense:
Unarmed +9 (+2 Damage, DC 17)
Longsword +9 (+5 Damage, DC 20)
Crossbow +9 (+5 Ranged Damage, DC 20)
Initiative +8

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+5 Armour), Fortitude +5, Will +7

Complications:
Relationship (Jarrel)- The two are best friends and allies, and are extremely loyal to each other. BUT THAT'S THE END OF IT, THANK YOU VERY MUCH.
Motivation (Questing Stereotypes)- Like most Questers, Jarrel & Learic are in it for money, fame and ladies. It isn't until much later, after facing down some truly evil foes, and getting to know their teammates, that the pair become devout members of The Light Brigade.
Power Loss (Crossbow)- Crossbow's require a significant amount of time & skill to operate- they can only fire once per round if one's hands are free. They are also prone to jamming and bolt-shortages. No simple Bow & Arrow, even getting dirty could affect it negatively.

Total: Abilities: 56 / Skills: 38--19 / Advantages: 35 / Powers: 2 / Defenses: 13 (125)

Image

JARREL (Dwarf Quester)
Role:
Experienced Fighter, The Bawdy Guy
Family Crests: Hammer & Shield
PL 7 (118)
STRENGTH
3 STAMINA 4 AGILITY 2
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 2 (+4)
Athletics 5 (+8)
Close Combat (Unarmed) 1 (+8)
Close Combat (Sword) 1 (+8)
Deception 5 (+7)
Expertise (Quester) 7 (+8)
Insight 4 (+7)
Investigation 4 (+7)
Perception 5 (+8)
Persuasion 4 (+6)
Stealth 4 (+6)

Advantages:
Accurate Attack, Assessment, Beginner's Luck, Contacts, Daze (Persuasion), Defensive Attack, Diehard, Equipment 3, Improved Critical (Axe), Improved Critical (Sword) 2, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Interpose, Jack-of-All-Trades, Languages (Many Castellian), Luck, Power Attack, Precise Attack (Close/Concealment), Quick Draw, Ranged Attack 7, Set-Up, Takedown 2, Teamwork, Tracking, Well-Informed, Withstand Damage

Powers:
"Immovable" Enhanced Strength 2 (Flaws: Limited to Resisting Movement) [2]
"Subterranean Features" Senses 1 (Low-Light Vision) [1]

Equipment:
"Axe" Strength-Damage +4 (Feats: Penetrating 5) (9) -- (11)
  • AE: "Sword" Strength-Damage +3 (Feats: Split, Penetrating 4) (8)
  • AE: "Bow & Arrow" Blast 4 (8)
"Heavy Armour" Protection 3 (3)

Offense:
Unarmed +8 (+3 Damage, DC 18)
Sword +8 (+6 Damage, DC 21)
Axe +7 (+7 Damage, DC 22)
Bow & Arrow +6 (+4 Ranged Damage, DC 19)
Initiative +8

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +4 (+7 Armour), Fortitude +7, Will +7

Complications:
Relationship (Learic)- The two are best friends and allies, and are extremely loyal to each other. BUT THAT'S THE END OF IT, THANK YOU VERY MUCH.
Motivation (Questing Stereotypes)- Like most Questers, Jarrel & Learic are in it for money, fame and ladies. It isn't until much later, after facing down some truly evil foes, and getting to know their teammates, that the pair become devout members of The Light Brigade.

Total: Abilities: 44 / Skills: 42--21 / Advantages: 38 / Powers: 3 / Defenses: 12 (118)

Jab's Notes: Learic & Jarrel sort of represent the "Han Solo" archetype in the overall story- standard greedy Mercenaries, they act as comic relief in their own way, as well as representing the more experienced, worldly hands when compared to the naiive kids (Pent, Leland & Mathias), crazy people (Tessera), or orderly military types (Megara). Chances are, if somebody has some piece of information about a wild character, a type of monster, or a Kingdom, it'll be these two. I also use the pair to "deflate" the old Fantasy stereotypes, as Jarrel is a beardless Dwarf you uses numerous weapons (Axe AND Sword), and is best friends with a happy-go-lucky, bearded Elf who uses a Crossbow and wears Heavy Armour.

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Zach

Post by Jabroniville » Tue Nov 14, 2017 12:50 pm

Image

ZACH (Human Red Wizard/Fighter)
Role:
Team Nerd, Glass Cannon, Studious Wimp
Family Crests: Sphinx & Wildcat
PL 9 (141)
STRENGTH
1 STAMINA 1 AGILITY 2
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 5 AWARENESS 4 PRESENCE 0

Skills:
Athletics 4 (+5)
Close Combat (Daggers) 2 (+8)
Deception 2 (+2)
Expertise (Magic) 8 (+13)
Insight 2 (+6)
Intimidation 4 (+4)
Investigation 2 (+6)
Perception 4 (+8)
Ranged Combat (Magic) 2 (+8)
Stealth 4 (+6)

Advantages:
Accurate Attack, Artificer, Beginner's Luck, Benefit 2 (Status- Master Mage), Defensive Attack, Defensive Roll 2, Equipment, Improved Aim, Improved Critical (Magic) 2, Power Attack, Ranged Attack 2, Ritualist, Teamwork, Trance, Well-Informed

Powers:
"Magical Might"
Senses 4 (Detect Magic- Acute, Analytical & Ranged) [4]

"Red Magic"
"Meteor Storm" Blast 10 (Feats: Indirect) (Extras: Area- 30ft. Burst +9) (30) -- [38]
  • AE: "Eldritch Field" Force Field 6 (6)
  • AE: "Eldritch Bolt" Blast 10 (Feats: Penetrating 5, Split, Ricochet, Homing, Variable 3- Fire, Magic or Lightning) (29)
  • AE: "Eldritch Spray" Blast 8 (Extras: Multiattack) (24)
  • AE: "Eldritch Fire" Damage 9 (Feats: Penetrating 4) (Extras: Area- 60ft. Cone) (22)
  • AE: "Lightning Bolt" Damage 9 (Feats: Penetrating 4) (Extras: Area- 60ft. Line +2) (27)
  • AE: "Lightning Sphere" Damage 9 (Feats: Penetrating 5) (Extras: Area- 30ft. Burst) (23)
  • AE: "Lightning Crashes" Dazzle Visuals 9 (Extras: Area- 60ft. Burst +2) (Flaws: Touch Range) (27)
  • AE: "Ruby Hand of Ensarement" Snare 9 (27)
Equipment:
"Ruby Staff"
"Paired Daggers" Strength-Damage +2 (Feats: Improved Critical, Split) (4)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Paired Daggers +8 (+3 Damage, DC 18)
Blasts +8 (+8-10 Ranged Damage, DC 23-25)
Area Effects +9 (+9 Damage, DC 24)
Ruby Hand +8 (+9 Ranged Affliction, DC 19)
Initiative +2

Defenses:
Dodge +9 (DC 19), Parry +8 (DC 18), Toughness +1 (+3 D.Roll, +9 Force Field), Fortitude +4, Will +9

Complications:
Power Loss (Magic)- Zach must be able to gesture and speak to cast spells. He also requires a Ruby Staff to cast spells without being forced to roll on the Miscast Table if he gets a "1".
Relationship (Tessera)- They bicker, as couples are wont to do. She's also much stronger physically than his is, and demands strength, which becomes an issue.

Total: Abilities: 46 / Skills: 34--17 / Advantages: 19 / Powers: 42 / Defenses: 17 (141)

-Zach is a Court Magician, trained since childhood (where he showed some latent magical tendencies, such as manipulating fire or heat) under the typical Marsellian systems for the Schools of Magic. In dealing with the distrust and isolation Mages typically acquire, he grew very distant and studious in his ways, avoiding much contact with the outside world. This left him very intelligent, but a bit clueless socially. He developed a rivalry with Iselande, the King's daughter, and a hero-worship of the Chairmaster of the Schools, who drove him mercilessly in his learnings. Eventually, upon the Gallean invasion, Zach was to begin his 'final stage' of training- field applications. With most of the other Mages busy, he was given the dangerous mission of allying with the Light Brigade's search for the Royal Crown.

-Zach underwent many problems initially. Frail and weak physically, and needing time to cast his spells, he was very limited in combat, and had to be protected by his comrades, which disgusted Tessera, a strong barbarian obsessed with might. Lacking courage and self-esteem, Leland was a liability at first, but eventually developed much greater levels of power. Eventually, he and Tessera found love, though still she taunted him.

Jab's Notes: There's some rule that says all Mages need to be wussies, unless you make them quasi-Gods or Bladesingers or whatever. I figure Zach here would start off as a weakling, but thanks to his super-huge girlfriend, he'd gain in talent so that he was at least a half-assed Warrior. He also takes a role as the team's key Blaster (along with Gregory the Ranger). He can also use a Force Field, but only as an Alternate Effect- he's REALLY below his defensive caps if he's Blasting away, as all good Mages should be.

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Boone

Post by Jabroniville » Thu Nov 16, 2017 2:16 am

Image

BOONE (Human/Skeleton Thief)
Role:
Butt-Monkey, The Sneaky Fighter
Family Crests: None (adopts Mathias')
PL 6 (107)
STRENGTH
1 STAMINA -- AGILITY 3
FIGHTING 6 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 2 PRESENCE -1

Skills:
Athletics 4 (+5)
Close Combat (Sword) 2 (+8)
Close Combat (Spear) 2 (+8)
Deception 5 (+4)
Expertise (Soldier) 3 (+3)
Expertise (Religion) 4 (+4)
Insight 8 (+10)
Intimidation 7 (+6)
Perception 4 (+6)
Persuasion 2 (+1)
Sleight of Hand 4 (+8)
Stealth 5 (+8)

Advantages:
Accurate Attack, Equipment 2, Hide in Plain Sight, Improved Critical (Sword), Improved Defense, Improved Initiative, Set-Up, Ranged Attack 2, Teamwork

Powers:
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
"Bag of Bones" Immunity 10 (Piercing Damage, Cold Damage) (Flaws: Limited to Half-Effect) [5]
Protection 4 [4]
"Re-Attach Remains" Regeneration 2 (Feats: Diehard) [3]

"Sneak Attack" Strength-Damage +2 (Flaws: Limited to When Enemy is Vulnerable/Restrained) [1]

Equipment:
"Spear" Strength-Damage +2 (Feats: Reach 2) (4) -- (5)
  • AE: "Sword" Strength-Damage +2 (Feats: Improved Critical) (3)
"Shield" Enhanced Parry & Dodge 1 (2)

Offense:
Unarmed +6 (+1 Damage, DC 16)
Sneak Attack +6 (+3 Damage, DC 18)
Sword & Shield +8 (+3 Damage, DC 18)
Sneaking Weapons +6 (+5 Damage, DC 20)
Initiative +3

Defenses:
Dodge +7 (+8 Shield, DC 18), Parry +7 (+8 Shield, DC 18), Toughness +4, Fortitude --, Will +5

Complications:
Power Loss (Magic)

Total: Abilities: 20 / Skills: 50--25 / Advantages: 11 / Powers: 43 / Defenses: 8 (107)

-Boone was once a Human Warrior- a generic soldier with no real outstanding features. When he was part of a Village Defense Group that was slain by Obsidiaris, the Troll Necromancer, he was raised as a Skeleton as part of an ever-growing army of personal guards for the madman. As part of a horde, he attacked The Light Brigade, and most of his "allies" were turned or destroyed. In order to gain information about the Troll's next move, the Brigade tried to question the Skeletons. Using an improvised Magic Spell from Princess Isabella's White Magic, they inadvertently returned Boone's sentience to him! This unheard-of act gave him back certain memories, and they grew over time. Out of gratitude to the heroes, and because he had nowhere else to go (his family, who he was remembering more and more, surely couldn't accept his new form), Boone joined the Brigade on their mission.

-Not overly competent, and not much good in a fight, Boone was nonetheless loyal. Without a designated lock-picker or Thief-type, the Brigade discovered a handy use for Boone at least- As a creature immune to poisons, most drains, and certain types of damage, Boone made an ideal trap-tripper and thief!

Jab's Notes: A fun little idea I had- I always hated having to drag along Thieves & Rogues in Video Games (it's one more guy who's only iffy at fighting, and can only "Unlock Doors" and junk), so I made him kind of a Butt-Monkey, but in a sad way (the whole "lost family" bit).

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Cubone

Post by Jabroniville » Fri Nov 17, 2017 8:36 am

Image

"Wears the skull of its deceased mother. Its cries echo inside the skull and come out as a sad melody."
-Some sick bastard wrote this in a GAME TARGETED AT CHILDREN


CUBONE (aka Karakara)
Role:
Bone-Thrower, Mourning Orphan
PL 5 (48)
STRENGTH
-2 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Athletics 6 (+4)
Perception 3 (+4)
Ranged Combat (Bonerang) 4 (+6)
Stealth 3 (+6)

Advantages:
Accurate Attack, Improved Initiative, Ranged Attack 2

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
Features 2: Instantaneously Knows of Mother's Death, Instinctively Knows Exact Location of Mother's Corpse [2]

"Bonerang"
"Thrown Weapon" Blast 4 (Feats: Homing 2, Improved Critical, Ricochet 2) (Flaws: Source- Bone-Shaped Object) (9) -- [10]
  • AE: "Hand Weapon" Strength-Damage +4 (Feats: Improved Critical) (Flaws: Source- Bone-Shaped Object) (3)
Offense:
Unarmed +6 (-2 Damage, DC 13)
Hand Weapon +6 (+2 Damage, DC 17)
Bonerang +6 (+4 Ranged Damage, DC 19)
Initiative +7

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +3, Fortitude +4, Will +4

Complications:
Disabled (Animal)- Cubone cannot speak to humans, nor use their paws to easily manipulate objects.
Obsession (Mothers)- Cubones instinctively know of the death of their own mother, and will do whatever it takes to gain access to her corpse, and wear her skull as helmet. They will kill, die and suffer in order to do this.

Total: Abilities: 12 / Skills: 16--8 / Advantages: 4 / Powers: 15 / Defenses: 9 (48)

Era: Modern
Range: Plains, Light forests
Stereotypes: Mournful, ornery
Colouring: Brown
Size: Up to 4 feet tall
Encounter Groups: Solitary.
Diet: Birds, rodents
Tactics: Flee using speed, or kick with powerful legs.

-The distinctive "Cubone" is a bipedal reptilian species which has evolved to be able to use a hand weapon, much like the Kamonegi (Farfetch'd) of the High Elven lands. Though possessing only animal-level intelligence, the creatures maintain the opposable thumbs, 3-D vision and accuracy required to throw objects as if they were boomerangs. Typically, the creatures utilize a curved bone, such as a rib or limb-bone, wielding them as ranged weapons to better take down avian prey.

-Most notable, however, are the funerary rituals of the creatures- a Cubone knows instinctively when its own mother dies. As such, it takes great effort to reach the location of its parent's death and, if possible, takes the mother's skull and places it around their own head as a permanent helmet- as they grow, its own head will literally merge with the skull, becoming one. Captive or pet Cubones are known to become implacable with regard to this, and have died from the strain of captivity. A Cubone has never failed in locating its own mother's corpse. If more than one child exist, the first one to the corpse wins the skull- the others will make do with the other bones.

-On one notable island, Cubones have evolved to enable fire creation on their mothers' bones, turning their "Bonerangs" into flaming weapons that do extra damage.

Jab's Notes: This one's origin is pure "WHAT THE SHIT, POKEMON DESIGNERS?". See, Cubone's distinctive skull-helmet is supposed to be thee THE SKULL OF ITS OWN DEAD MOTHER, and the in-game information contains information about the creature's mournful crying! Like, SERIOUSLY??? Despite this fame, Cubone is not a super-competitive Pokemon, and possesses very few Ground-type moves- really, this thing seems designed to be part of the "Normal" group, but possesses many unique bone-related maneuvers. Cubone is in a similar group with Grimer/Muk, Voltorb/Electrode and others, that have a pretty plain, generic evolution that's simply "The same, but kinda bigger", as Marowak is simply a taller, more-streamlined, less-cute version of Cubone. It evolves up at Level 28- pretty typical for the "Mid-Tier" Pokemon- anything higher than that is usually very competitive and quite powerful.

-Cubone had a notably interestin debut in the Anime series, as like Sandshrew, it got a "focus episode" in which it took on Ash's Pikachu, though in this case, Cubone was defeated. Its appearances in the show after that were strictly minor. Despite that, a Ghost Marowak is an important plot-pointed in the original video game, as the ghost of the creature killed by Team Rocket appears as the "Boss" of a haunted mansion- you must avenge the orphaned Cubone.

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Woodclaw
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Location: Como, Italy

Re: Castellia- A Fantasy Setting (Heroes! Legendary Beasts! Cubone!)

Post by Woodclaw » Fri Nov 17, 2017 4:48 pm

I've been too much into Pokemons, but Cubone is a design I found incredibly endearing, in spite of the creepy notes.

Also, Jab, I'd like to know why you hae issue with Rogue style characters in games. Usually I find them very useful.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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L-Space
Posts: 351
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Re: Castellia- A Fantasy Setting (Heroes! Legendary Beasts! Cubone!)

Post by L-Space » Fri Nov 17, 2017 6:52 pm

Yea, I always found Cubone to be pretty cute, even if he is wearing the bones of a dead relative.

Though the initial story is sad and a great part of the game, it does bring up some questions about the Cubone species as a whole. How does Cubone's mother keep dying so they can take their mother's skulls? What happens if the mother lives? If the mother is always expected to die, then how is the species not rapidly dying off? There are a couple fan theories trying to explain it. The most popular one is that Cubones were originally supposed to be orphaned Kangaskhans. Or that they're actually abandoned Charmanders that never got there tails lit.
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Re: Castellia- A Fantasy Setting (Heroes! Legendary Beasts! Cubone!)

Post by Jabroniville » Fri Nov 17, 2017 9:21 pm

Woodclaw wrote:
Fri Nov 17, 2017 4:48 pm
I've been too much into Pokemons, but Cubone is a design I found incredibly endearing, in spite of the creepy notes.

Also, Jab, I'd like to know why you hae issue with Rogue style characters in games. Usually I find them very useful.
I just didn't care for the idea of a "Skill Class" that wasn't good at fighting, and was really there for artificial stuff that the GM/game had to include if you had a Rogue, just to make them useful. Particularly in video games, where character slots were limited, and sometimes you were forced to bring along a guy who could unlock chests & doors instead of more Fighter/Mage-themed characters.

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