Raval "Rhonen" Bastakoty - Were-Panther

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Raval "Rhonen" Bastakoty - Were-Panther

Post by Rhonen »

Player Name: Gavin
YIM Handle: KRL#9797

Character Name: Raval Damodar Bastakoty
Alias: Rhonen
Race: Were-Panther
O.C.C.: Nordanor (Sorcerer)
Alignment: Unprincipled
XP Level: 3
XP Points: 5,001
Next Level @ XP: 10,001
Racial Hostilities: Vampires, all minions of The Dark.
Disposition: Strict and Serious. The mission and the tribes above all!
Insanity: TO BE DETERMINED VIA YIM CHAT WITH THE GAME MASTER ONCE PC SHEET IS COMPLETED

ATTRIBUTES
I.Q.: 12
M.E.: 15
M.A.: 19
P.S.: 24
P.P.: 21
P.E.: 24
P.B.: 14
Speed:
Human: 24 (16.36 MPH)
Hybrid: 39 (26.59 MPH)
Panther: 86 (58.64 MPH)

PHYSICAL DATA
P.P.E.: 98
I.S.P.: 26
H.P.: 69
S.D.C.: None – See Racial Abilities
Horror Factor: 12 (does not apply in human form)
Age: 24
Sex: Male
Height: 6’ (Human/Hybrid), 5’ High & 10’ long (Panther)
Weight: 226 lbs (Human/Hybrid), 427 lbs (Panther)
Description: Human) Tall and muscular with extremely short black hair, blue eyes with a twinkle of mischief, and tan skin that makes him look like he is Mediterranean/Hispanic/etc. (Hybrid) Humanoid panther with same black fur and blue eyes. (panther) Giant black panther, same color fur and eyes.

Racial Abilities
Natural Armor Rating: Almost all non-magical weapons do no damage. Weapons
min 50% silver content do double damage. Magic and
Psionics do full damage. Wolfbay will hold werebeasts
at bay.
Speak while in animal shape:
Nightvision: 300’
Bio-Regenerations: 2D6 HP/hour
Keen color vision & hearing
HTH attacks damage those beings harmed only by magical means
Shape-Change: Human/Hybrid/Full Panther. Metamorphosis takes 15 seconds.

Natural Abilities
Perception Bonus: 31% (3%)
Charm/Impress: 20%
Invoke Trust/Intimidate: 55%
Max. Encumbrance: 67 lbs (142 lbs)
Max. Carrying Weight: 420 lbs
Max. Lifting Weight: 840 lbs
Max. Jumping Ability: (Racial) Leap 30’ long & 30’ high from standing start.

Special Abilities
Understand Principles of Magic: 74% (2%)
See Ley Lines
Sense Ley Lines & Nexus Points: Line of sight or 1 Mile
Ambidextrous
Sorcerous Proficiency: Sensitive to the Supernatural: The character can "feel" the presence of supernatural beings. The character doesn't have to concentrate to use this power. S/he just gets a horrible intuition that tells him or her that something supernatural is close. In the presence of something really nasty, like a Nightlord, the feeling is so powerful that it will even wake the character from sleep, or cause him or her to mumble even when in a coma.
Range: 30'/Lvl (Nightbane in Morphus, vampires, wampyrs, entities, ghosts, living magic, minor demons, Hunters, Hounds, Scuttlers, Vfrawk and most other lesser Minions of the Nightlords)
150'/lvl (gods, demons,Guardians, Nightlords, Night Princes, Hound Masters, Ashmedai, and other Greater Minions of the Nightlords)

Psionics
Minor Psionic

Sixth Sense – 2 ISP
Range: 90’
Duration: Instant
Saving Throw: None
Effect: The sixth sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him
(within 90 feet/27.4 m) . The character will not know what the danger is or where it will come from, nor who it will be directed
at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees) !
The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of
somebody he greatly cares about (friend, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening
event which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps
or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S .P. the sixth sense is temporarily rendered inoperative.
Bonuses:
The sudden flash of insight provides the following bonuses.
All bonuses apply only to the initial melee.
+6 on initiative roll
+2 to parry
+3 to dodge
The character can not be surprised by a sneak attack from behind.

See the Invisible – 4 ISP
Range: 120’
Duration: 1 Minute per Level
Saving Throw: None
Effect: The character can see forces, objects and creatures which can tum invisible or are naturally invisible. Even if the creatures
have no form per se, the psychic will be able to discern the vaporous image or energy sphere which is the being. This includes ghosts, entities and the astral body.

Mind Block – 4 ISP
Range: Self
Duration: 10 Minutes per Level
Saving Throw: None
Effect: This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural
or psychic forces, the character can not sense anything, can not use psychic abilities, nor be influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, and empathic transfer. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of + I to save vs all psychic and mental attacks.

Presence Sense – 4 ISP
Range: Self
Duration: 10 Minutes per Level
Saving Throw: None
Effect: Presence sense is a sixth sense which will alert the character to the presence of supernatural and magic creatures in the area. The
ability can not pinpoint the location of the presence, but will
give the psychic the impression of whether it is near (within 50
feet/ 1 5 . 2 m) or far (beyond 90 feet/27.4 m). It will also give the
character a vague idea of how many presences there are; one ( 1
or 2), a few ( 3 to 6), several (7 to 1 4), or many ( 1 5 or more). The
psychic can also sense human presences, but with much less accuracy.
It is more of a feeling of "We are not alone." The person
' s distance is undeterminable and the number of people is
limited to a sense of one or two or many (and that is only right
50% of the time).

Spell Knowledge
Spell Strength: 12

Level 1

Cloud of Smoke – 2 PPE
Range: 90’
Duration: 1 Minute per Level
Saving Throw: None
Effect: This magic enables the sorcerer to create a cloud of dense,
black smoke (30 ft/9. 1 m x 30 ft/9 . 1 m x 30 ft/9. 1 m maximum
size) up to ninety feet (27 .4 m) away. Victims caught in the
cloud will be unable to see anything beyond the cloud, and their
impaired vision allows them to see no more than three feet (0.9
m) in the cloud (and that means only a blurry shape). While in
the cloud, victims will be at -5 to strike, parry and dodge.

Globe of Daylight – 2 PPE
Range: 30’
Duration: 3 Minutes per Level
Saving Throw: None
Effect: A small globe or sphere of true daylight is magically created.
the light is bright enough to illuminate a 1 2 ft (3.65 m) area per
each level of its creator' s experience. Because it is daylight, it
can ward off most vampires, keeping them at bay just beyond
the edge of light. The creator of the globe can mentally move it
along with himself, or send it up to 30 feet (9. 1 m) ahead. The
maximum speed at which the globe can travel is equal to a speed
attribute of 1 2 .

See Aura – 6 PPE
Range: 100’
Duration: 1 Melee Round
Saving Throw: None, but a psychic mind block will mask the
presence of psychic abilities, the level of P.P.E. and possession
Effect: All things, organic and inorganic , have an aura. The aura has
many distinctions, and can be used to see or sense things invisible
to the eye . Seeing an aura will indicate the following :
• Estimate the general level of experience. Low ( 1 -3), medium
(4-7), high (8th and up) .
• The presence of magic (no indication of what, or power levels).
• The presence of psychic abilities.
• High or low base P.P.E.
• The presence of a possessing entity .
• The presence of an unusual human aberration, which indicates
a serious illness, non-human, or alien, but does not
specify which.
Note: Cannot tell one ' s alignment from this spell.

Sense Evil – 2 PPE
Range: 90’
Duration: 2 Minutes per Level
Saving Throw: None, except a psychic mind block or protection from magic circle.
Effect: The sense evil invocation will enable its spell caster to feel or sense the presence of supernatural evil. It will indicate how
many supernatural evil presences are within the 90 foot (27.4 m)
area; one, a few (2-6), several (7- 1 4) , or many ( 1 5 or more). It
can also register the intensity of the evil and pinpoint the general
location of the source(s) to a particular room(s), possessed object,
person, or an approximate distance (very close, near, far,
etc.).

Sense Magic – 4 PPE
Range: 120’
Duration: 2 Minutes per Level
Saving Throw: None
Effect: This magic ability enables the character to sense or feel the
presence of magic. Like a Geiger counter, the individual can tell
if he is near (within 20 ft/6. 1 m) or far (toward the limit of the
range) . The ability can also indicate whether a person or object
is enchanted/under a magic spell (this does not include psychic
powers or Nightbane talents), is in the process of invoking
magic, or if magic is being used in the range area. Note : Men of
magic and most supernatural beings do not register as magic except
when actually casting a spell/using magic.

Level 2

Chameleon – 6 PPE
Range: Self or others by touch
Duration: 4 Minutes per Level
Saving Throw: None
Effect: This spell enables the affected person to seemingly alter the color and pattern of his clothes and physical body, enabling him to blend into the surrounding environment. Movement destroys the effectiveness of
this magic.
90% undetectable if unmoving.
70% undetectable if moving 2 feet per melee round or slower.
20% undetectable if moving 6 feet (1.8 m) per melee round.
Totally ineffective if moving any faster.

Concealment – 6 PPE
Range: Small objects up to 40’ away.
Duration: 5 Minutes per Level
Saving Throw: Standard
Effect: This magic makes any small object sort of invisible. Actually,
it affects the perception of anybody who looks at it. Unless the
person(s) makes a successful saving throw, the item cannot be
seen. This can be applied to one item on one ' s person or out in
the open. Only one object is affected each time the magic is invoked.
The object cannot be living and must be smaller than 1 4
inches (0. 35 m ) in length and height, 6 inches (0. 1 5 m ) in width, and weigh 14 pounds (6.4 kg) or less. Each person who looks at
the place where the enchanted object is resting must roll a saving
throw versus magic. A failed roll means that particular individual
will not see it until the magic lapses. Note: If the object is
used as a weapon or picked up by the mage or anyone who does
see it, the enchantment is broken and it becomes clearly visible
to all.

Fear - Horror Factor: 16 – 5 PPE
Range: 20’ area, up to 100’ away
Duration: 1 Minute per Level
Saving Throw: Special: Save vs Horror Factor
Effect: The invocation creates a sensation of fear over a particular
area (20 ft/6. l m maximum area of effect) . The mystic can place
the enchantment on an area occupied with people, or an area that
is not presently occupied. Anybody entering the area of enchantment
must roll to save vs horror factor 1 6. A failed roll means
the person is suddenly washed with terror and will be momentarily
stunned, lose initiative, and will be the last person to attack
and will not be able to defend himself against an opponent ' s first
strike each melee the person is in the area of fear. Also see the
Horror Factor explanation in the combat section of this book.

Levitation – 5 PPE
Range: 60'
Duration: 3 Minutes per Level
Saving Throw: Standard
Effect: Magic levitation enables the invoker of the magic to raise himself, or other people, or an object, straight up into the air and suspend it there (hover) . Movement is limited to straight up and
down; no horizontal motion is possible. Weight is restricted to 200 lbs (90 kg) plus 20 lbs (9 kg) per level of experience. Unwilling victims of the magic get a saving throw; a successful roll means the person is not affected by the levitation and remains planted firmly on the ground. Maximum height possible is 60 ft
( 1S.3 m) plus 1 0 ft (3.0 m) per level of experience. Targets can be affected up to 60 ft ( 1 S . 3 m) away.

Mystic Alarm – 5 PPE
Range: 12’
Duration: 1 year per level
Saving Throw: None
Effect: The sorcerer can protect his possessions and domicile by placing mystic alarms on them. The invocation creates invisible,
ward-like symbols on any one, specific, non-living object. If this
object is touched or disturbed by anyone other than the spell
caster, a silent alarm will alert him instantly, even if he is thousands
of miles away or in another dimension. Once disturbed,
the alarms disappear. The mystic alarm has a limited life of one
year per level of the sorcerer.

Level 3

Breathe Without Air – 5 PPE
Range: Self or others by touch.
Duration: 3 Minutes per Level
Saving Throw: None
Effect: This invocation enables the person to function normally without air, whether it be underwater or in a vacuum, or in an area with little or no oxygen. Unfortunately, the magic does not protect the person from magic toxins or other types of magic, but does protect against natural and man-made gases.

Energy Bolt – 5 PPE
Range: 150’
Duration: Instant
Saving Throw: Dodge 18+
Effect: The incantation creates an energy bolt that the mage can mentally direct by simply looking at his intended target. The bolt
may appear to fire from a hand or finger or the eyes, but needs
no physical gesture, such as pointing. Damage is normally 4D6,
but is increased to 6D6 under the influence of a ley line and SD6
at a ley line nexus. P.P.E. cost is still only five despite the increased
damage capability. One energy bolt can be fired at one
target per each spell invocation.

Magic Armor – 10 PPE
Range: Self or other
Duration: 1 Minute per level
Saving Throw: None
Effect: This powerful spell instantly creates an invisible, weightless, noiseless, full suit of mystic armor upon the spell caster (or
other) . This mystic armor has an A.R. of 14 and an S.D.C. of
100 plus 10 per level of the caster; fire, lightning and cold do
one-half damage.

Level 4

Fire Bolt – 7 PPE
Range: 100’ + 5’ per level
Duration: Instant
Saving Throw: Dodge
Effect: Like the energy bolt, the sorcerer can create and direct a bolt of fire . Bonus to strike is +4. Damage is normally 6D6, but increases
to 8D6 at ley lines and to 1D6x10 at a ley line nexus.

Repel Animals – 7 PPE
Range: 30’
Duration: Instant
Saving Throw: Standard for Animals
Effect: An enchantment that will make even a hostile predatory animal
stop, tum, and leave the area without harming the mage or anybody near him. The animal will not return for hours . The enchantment can affect six animals simultaneously.

Shadow Meld – 7 PPE
Range: Self
Duration: 2 Minutes per level
Saving Throw: None
Effect: This unique magic enables the mage to step into shadows, becoming totally invisible, even to a " see the invisible" spell. The
shadow must be at least five feet ( 1 .5 m) tall to become an effective
hiding place. The shadow serves as a superior means of hiding
or moving unseen. The mage can move, walk, or run
throughout the length of shadows or from shadow to shadow.
While in shadow/darkness, the mage prowls at 60% proficiency
(or at + 15% to normal skill, whichever is higher). Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light, less than 10 torches or 300 watts, will only create more shadows. While hidden in shadows, the character is still susceptible to magic, psychic and physical attacks, although attackers are at -5 to strike him (because they cannot see him) . Area effect magic does not suffer any penalty. Infrared optics are the only means that can be used to see somebody in a shadow.

Level 6

Tongues – 12 PPE
Range: Self or others by touch.
Duration: 3 Minutes per level.
Saving Throw: None
Effect: The magic enables the character to perfectly understand and
speak all spoken languages (98% proficiency). An understanding of written languages is not provided by this magic (see the Eyes of Thoth).

Level 9

Summon & Control Felines – 50 PPE
Range: Varies
Duration: 5 hours per level
Saving Throw: Standard animal, but only if a part of the player
character's group.
Effect: pentacles and pentagrams are used for summoning or potentially evil intent. The Chinese geomancers found that circles
represent mutual support, the cycle of life, and flowing energy.
But pentacle, the five pointed star, represented mutual destruction
and evil. That is why all protection magic incorporates the
circle and all summoning utilizes the pentagram. The summon and control felines pentacle will provide 1D4. felines plus one additional canine per level of experience. The animals will be under the complete control of
the mage, obeying his every command, and will fight to the
death. The pentacle will also give the sorcerer the power to control
any other felines which were not originally summoned,
within 200 ft (61.0 m)/line of vision, as long as the mystic remains
in the pentacle. The feline originally summoned will
obey the arcanist in and out of the pentagram for the duration of
the enchantment, then leave.

Racial Skills
Prowl: 85%
Swim: 60%
Track by Smell: 60%
Climb: 98%/97%
Land Navigation: 90%
Acrobatics:
- Walk Tightrope: 69% (3%)


O.C.C. Skills
Language: dUnaidon; 98%
Language: English: 85% (5%)
Language: Spanish: 55% (5%)
Literacy: dUnaidon: 98%
Literacy: English: 45% (5%)
Computer Operation: 65% (5%)
Research: 60% (5%)
Lore: Vampire: 45% (5%)
Lore: Demon: 50% (5%)
Principles of Magic: 76% (2%)

O.C.C. Related Skills
Tracking: 45% (5%)
Intelligence: 49% (4%)
Detect Ambush: 50% (5%)
Wilderness Survival: 50% (5%)
Paramedic: 60% (5%)
Lore: Children: 60% (5%)
Math: Basic: 65% (5%)
Chemistry: 45% (5%)
Pilot: Motorcycle (3rd): 64% (4%)
Radio: Basic (3rd): 50% (5%)

Secondary Skills
Running
Boxing
Pilot: Auto: 69% (2%)
Gymnastics:
- Parallel Bars/Rings 60% (3%)
- Sense of Balance 65% (5%)
- Climb Rope 82% (2%)
- Back Flip 75% (5%)

Combat Data
HTH Type: Donathair
Number of Attacks:
- Human 5
- Hybrid/Panther 6
Initiative Bonus: 6
Strike Bonus: 7
Parry Bonus: 7
Dodge Bonus: 7
HTH Damage Bonus: 8
Bonus to Roll w/Punch: 10
Bonus to Pull a Punch: 4
Bonus to Disarm: 2
Attacks:
Final Strike: 1 Action to prepare, 25 PPE Double Damage
Nerve Strike: Paralysis of body part for 1D4 Melees
Human Punch: 1D6+8
Claw (Panther): 2D6+8
Claw (Hybrid): 5D6+11
Restrained Claw (Hybrid): 2D6+11
Power Claw (Hybrid): 1D4*10+11 (counts as 2 attacks
Bite (Panther): 1D2
Bite: Hybrid: 1D4
Body Fip
Snap Kick: 1D lower
Knife Hand: 2D6+6
Jump Kick: 1D higher*2
Roundhouse Kick: 1D higher

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

Paired Weapons
Knife +1 Strike +1 Parry +1 Throw (+1 strike 2, 7, 11, 15. +1 Parry 2, 4, 8, 11, 15. +1 Throw 7, 11, 15)
Modern: +1 strike, 4, 7, 10, etc.
Auto Pistol (Weapon of Choice +1 attack, +3 strike)
Auto Rifle

Saving Throw Bonuses
Coma/Death: 18%
Magic (varies): 13
Lethal Poison (14+): 5
Non-Lethal Poison (16+): 5
Insanity (12+):
Psionics (12+): 6
Possession: 6
Mind Control: 6
Horror Factor: 13
Last edited by Rhonen on Fri Mar 31, 2023 2:05 pm, edited 15 times in total.
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Rhonen
Posts: 6
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Re: Rhonen “Raval” Bastakoty - Nightbane - In Progress

Post by Rhonen »

Equipment

2018 Dodge Durango

Carried/In Hand
None

Worn on Person
- Silver Plated Boots (Rifter 5 pg 96)
- Black Tactical/Military pants (has secret, velcro opening in back for tail)
- Black, Sleeveless UnderArmor shirt - customer crossed dagger sheaths built into back.
- Black leather bracers - silver studs on them on the outside. Interior 6" throwing knife sheath.
- Black biker's leather jacket. raised silver crosses on each shoulder (4" tall), 2 raised silver crosses on back-shoulders (3" tall), left breast has a a skull outline with no lower jaw and vampire teeth, impaled downward by a long sword so the cross piece makes a cross. The hand holding the crosspiece is a fist with a black rose.
- Oakley wrap around sunglasses
- Truck and house keys, 2 pens
- Cell phone
- Silver cross on chain
- Wallet w/fake ID, credit cards, and $200.00 cash
- PK-383 3.5" folding knife w/ glass breaker and seat belt cutter
- 6 - 6" silver plated throwing knives (3 in each forearm bracer sheath
- 2 - Silver Daggers (1 in each back sheath)
- 2 - Glock 23 .40 cal S&W in belt holsters
- 2 - 2 magazine belt pouches
- 6 - 13 rnd magazines (78 silver rounds total)

Backpack
(kept in backpack)
• Space: Black Tactical/Military pants (has secret, velcro opening in back for tail)
• Space: Black, Sleeveless UnderArmor shirt - customer crossed dagger sheaths built into back.
• Space: 2 - 2 magazine belt pouches with full magazines (52 silver rounds total)
• Space: Field Gun Cleaning Kit
• Space: 2 - Plastic Canteens
• Space: 4 - Energy Bars
• Space: 6 - Wooden Stakes
• Space: Wooden Mallet
• Space: Notebook & pens
• Space: Zippo Lighter & Container of lighter fluid
• Space: 2 - Walie-Talkies

Stored in Vehicle
- Jack/Spare Tire/Tools
- Spare box of silver .40 cal S&W ammo
- Spare box of silver 7.62 ammo
- SAR Galil Assault Rifle 7.62 w/ full magazine (25 silver rnds)
- Butt Stock Magazine Pouch - 2 - 25 rnd Magazines with Silver 7.62 ammo (50 rnds total)
- 12 Wooden Stakes
- Wooden Mallet
- 6 Molotov Cocktails: 3D6 damage to a 12 foot (3.6 m) radius. Burns for 8 melee rounds (two minutes), but may cause secondary and larger fires if combustible materials are set ablaze.

Stored in studio apartment - Mystic Alarms on door and windows.
- Clothing, including a suit for formal occasions.
- Spare boots
- small library (with books on history, the occult, myths and
legends, etc.),
- a personal computer
- pocket tape recorder
- notepad
- magnifying glass
- Queen sized bed, desk, couch, lamps, kitchen gear, etc.
- Workout area with Geniqua Wing Chun Wooden Target Training Dummy, heavy bag, speed bag.


Gear Stats

2018 Dodge Durango
- AWD, 14/22 MPG
- Lockable compartment in back
- AR: 10
- SDC: 310
- Speed: 120 MPH
- Range: 200 Miles

6" silver plated throwing knives - 1D6 SD
Silver Dagger - 1D6 SD

Glock 23 .40 cal S&W
Damage - 4D6 SD
Range - 135'
' - Guide Rod Laser Sight +1 Strike

SAR Galil Assault Rifle 7.62
Damage - 5D6 SD
Range - 1,800'
Magazine - 25 round
- Folding Stock

Black biker's leather jacket
- AR: 12
- SDC: 25
Last edited by Rhonen on Mon Feb 06, 2023 9:19 am, edited 4 times in total.
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Rhonen
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Re: Rhonen “Raval” Bastakoty - Nightbane - In Progress

Post by Rhonen »

Background Story

Raval does not remember much about his parents. When his ability (Sorcerous Proficiency to Sense Supernatural) was first noticed at age 3, his parents were approached by a Donathair representative. From that point on he was raised in a Donathair training compound high in the Rocky Mountains. He does not even know what his original tribe is. He understands that this is done so that a Donathair’s loyalty is to all Tribes and The Children in general, but sometimes he wonders.

His childhood and training were a mix of compassion and the worst training scenes from a martial arts movie or The Legend of the 10 Rings. Perhaps the most important, and influential, person in Raval’s life is his Were-Wolf mentor, Istros. Istros was there both in training, but also to sooth and treat his injuries. In addition to martial arts and weapons, the cadets of Donathair have the best education, both traditional and modern, that can be provided.

All Donathair are initially trained as warriors, and Raval was no different. Until, at age 10, his ability to channel magic apart from his natural abilities became visible. At that time he left Istros and the mountains for El Torre del Conocimiento in the Yucatan Penninsula and his new mentor, Adyora the Thornheart. While Istros was firm, but kind, Adyora was cruel. Like many before, Raval was disappointed he would not be a Warrior, and Adyora was determined to beat that out of him, and temper his desire and magical ability into a greater strength.

Now, as an agent, Raval has been sent into the world. With Donathair numbers being lost in the battle with the Nightlords and The Dark, they are using a different tactic. Instead of a team of were-beasts. A single, or team of two is sent to work with a group of other warriors. Of course, Raval knows the end result of this. Everyone he works with, who becomes aware of The Children, will be given a choice at the end of the world. They can either become a part of the support network and undergo the Oath, a psychic and magical ritual that prevents them from revealing The Children’s secrets, or be killed.

The mission, the Tribes, and The Children above all.


Nordanor (Sorcerer)
1 0,000-2,600
2 2,601-5,000
3 5,001-10,000
4 10,001-20,000
5 20,001-30,000
630,001-50,000
7 50,001-80,000
8 80,001-120,000
9 120,001-170,000
10 170,001-230,000
11 230,001-300,000
Last edited by Rhonen on Mon Feb 06, 2023 6:02 am, edited 1 time in total.
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Rhonen
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Re: Rhonen “Raval” Bastakoty - Nightbane - In Progress

Post by Rhonen »

Rolls-Original
Human/Base Skills
I.Q.:(min 12) 2d6+2 2d6: [5, 6] = 11
M.E.:(min 11) 3d6 3d6: [4, 4, 1] = 9
M.A.: 4d6 4d6: [3, 5, 5, 5] = 18
P.S.:(min 16) 4d6 4d6: [1, 4, 5, 4] = 14 5
P.P.:(min 16) 4d6 4d6: [1, 2, 5, 6] = 14 2
P.E.:(min 10) 4d6 4d6: [1, 1, 5, 5] = 12 4
P.B.: 4d6 4d6: [4, 2, 1, 2] = 9
Speed: 6d6 6d6: [4, 4, 4, 2, 2, 2] = 18 4d4 4d4: [3, 3, 3, 2] = 11
Hybrid: Base+3d6 3d6 3d6: [3, 6, 2] = 11
Panther: 1d6*10+15 1d6 1d6: [3] = 3 See speed 4d4 above


PPE: 2d4*10+10+PE 2d4 2d4: [1, 3] = 4
PPE: Lvl 1 2d6 2d6: [1, 3] = 4
ISP: 4d6+ME 4d6 4d6: [2, 2, 1, 6] = 11
HP: 15d6+PE 15d6 15d6: [1, 3, 3, 4, 1, 1, 5, 2, 3, 6, 6, 3, 1, 6, 4] = 49
HP: Lvl 1 1d8 1d8: [5] = 5
Last edited by Rhonen on Wed Mar 29, 2023 1:27 pm, edited 1 time in total.
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Rhonen
Posts: 6
Joined: Sun Feb 05, 2023 9:09 am

Re: Rhonen “Raval” Bastakoty - Nightbane - In Progress

Post by Rhonen »

Lvl 2 & 3 Rolls
HP: 2D8 2d8: [6, 1] = 7
PPE: 4D6 4d6: [4, 6, 6, 4] = 20

Cash: 3D4*100+200 3d4: [3, 4, 3] = 10 $1,200.00
Property: 2D4*1000 2d4: [2, 2] = 4 $4,000.00
General Disarray

Re: Raval "Rhonen" Bastakoty - Nightbane - Ready for Review

Post by General Disarray »

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Rhonen
Posts: 6
Joined: Sun Feb 05, 2023 9:09 am

Re: Raval "Rhonen" Bastakoty - Nightbane - Ready for Review

Post by Rhonen »

Rolls-Per GMl

IQ: 3d6-L+2: [1, 5, 1]-L+2 = 8
ME 4d6-L: [4, 5, 6, 2]-L = 15
5D6: 5d6-L: [1, 1, 5, 5, 6]-L = 17
5D6: 5d6-L: [3, 3, 4, 4, 6]-L = 17
5D6: 5d6-L: [4, 5, 5, 4, 6]-L = 20
5D6: 5d6-L: [2, 4, 3, 2, 5]-L = 14
5D6: 5d6-L: [3, 4, 3, 6, 6]-L = 19
SPD Human: 7d6-L: [2, 1, 3, 5, 1, 1, 1]-L = 13
SPD Hybrid: Human + 4d6-L: [3, 4, 5, 6]-L = 15
SPD Panther: [roll]2d6-L[/roll}*10+15 : 2d6-L: [1, 6]-L = 6
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