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Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

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Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by Simply David on Fri 06 May 2011, 10:42 pm

At one time, the world was so peaceful. However, a powerful force has invaded the world. An evil being has discovered a mystic force known as the Super Power Lottery, and has taken advantage of the power it gave him to assemble an army, who he used the mystic force on as well. He then proceeded to attack the world.

The Super Power Lottery was saddened at the actions of the Evil Being, who was now attempting complete control of the world through the use of his demonic army.

So, the Super Power Lottery made the decision to give powers to a group of people to see if the humans can save themselves! And thus, our story begins...


--------

OK! So here's how this is going to work! (Explanation of rolls, stats, and super powers)

Spoiler:
You're going to roll our online dice. How the dice rolls will decide the stats for your character in the good guy's group, and if you want to make a villian, it will decide the stats for your villian.

But oh wait! Stats? Is that it? NO! I shall be making a list of 100 Super Powers! That's right, 100! And from those 100 powers, you shall find that each is numbered. You will roll a new Die just for this RP, which will have 100 sides! You roll it once to get a number, once you roll, the power that has the same number next to it will be given to your character!

DO NOT RE-ROLL! Also do not edit a post that had a dice roll. Ever. Doing so will be grounds for being banned from this Role Play.

You will roll for stats first in your post, then your position in the group, and then your Power. Once you've posted your dice rolls, you then make a post for your character, including the stats you rolled and any other necessary changes to be made.

You have a maximum of one character on the main good guy team. If your character dies you can make a new one. You can make a maximum of one villian, following all the same rules except instead of rolling for a character class just give him +1 in each stat. If you make a villian, they will be a mini-boss leading over a group of minions that follow a bigger boss-like-character.

You roll for each stat using a ten sided die. Your stat will be the number you roll. This is completely at random, and so if you get a bad setup please don't be upset, and if you get a good setup then great! And if you happen to roll all tens, then congrats! You've won the lottery!

Alright, so I'll first explain each stat. To figure out what your character's stats are, roll the "Number Factory" dice once for each, and whatever number you get shall be your stat.

Spoiler:
Physical Stats: Health, Attack, Defense, Speed, Agility, Skill
Magic Stats: Mana, Magic Attack, Magic Defense
Mental Stats: Will, Affection, Cunning

Physical:
Health: Your health total. Taking damage equal to or higher than your health will kill you. Your health stat is multiplied by five whatever you rolled, and that number will be your max HP.

Attack: In combination with the might of any weapon you're using, this effects how much damage you can do in any physical attack.

Defense: Used for blocking as well as the fact that, whatever this number is, it is taken away from the enemy's final damage number to reduce damage done in the case of an attack that actually hits.

Speed: Used for how fast you can run, and how far. This can be used to capture someone running away, or escape someone trying to capture you. It can also be used for racing, and other various running based activities.

Agility: This is used for determining your reaction and reflexes. Running too fast with a low agility can cause you to trip over yourself. Agility can be used for blocking. Agility has an effect on your accuracy and ability to dodge attacks.

Skill: Has the most affect on your accuracy and dodging chance. Can be used for a variety of things.

Magic:
Mana: How many spells you can cast. A single spell is any time you activate your power. Bigger spells result in using more mana. Mana very quickly recovers. Whatever you roll, multiply it by five, and that's your MP.
Note: If your MP is reduced (whether you spent it or otherwise) you will have a few ways to regain it. Sleeping will automatically restore it completely (Same with HP), having an especially intimate situation with someone will restore it completely, a person can give their own MP to another through physical contact, and it will recover itself very very slowly over time on it's own (not fast enough for combat). Also some potions or items may restore it.

Magic Attack: How affective your power is at what it does. The higher this is, the bigger a spell you can pull off and for the same amount of MP.

Magic Defense: Reduces the effects of anything supernatural. If your Magic Defense is high enough in conjunction with a roll, you can deflect, reduce the effect of, or even completely cancel out a spell that targeted you.

Mental:
Will: This can affect many many things. Through sheer willpower, one can break out of bonds, push over a car, win an arm wrestle, hit an enemy that is normally unhittable, break free from illusions, and more.

Affection: Affects if seduction works (both seducing others or keeping yourself from being seduced), or if you can calm down someone who is having a mental breakdown. Has other affects as well, some are pretty obvious.

Cunning: One's ability to outwit opponents. Can allow you to do many things, be creative about it. Be cunning.

______________

Alright, so here are a few possible things you can roll for(An ever-growing list until I finish it, likely won't all be here before we start):

Spoiler:
Seduction: Seducing someone lets you control them, and being seduced lets you gain Favor apart from what you might get from the Master. The seducer automatically succeeds in any combat against the seduced. (Which means he or she can give orders and always be obeyed). Seduction is considered a combat roll and the Seducer must always use their affection stat when rolling. The person being seduced, however, can choose any stat they want to combat it except Mana and Health. Failing a seduction can result in making future attempts more difficult and will result in -15 Stress.
The one seduced will lose stress if cheated on, or be relieved of stress while performing certain romantic activites with the one who seduced them. (see below for explanation of stress)

Haggling: When you haggle, you can reduce the price of something you're buying or increase the price of something you're selling. Failing a haggle has the slight chance of having a negative affect, and WILL result in -5 Stress.


_______________

Lottery tickets! By obtaining lottery tickets, you can cause certain events to happen. To buy a lottery ticket, you must use Favor earned during the RP.

Favor is earned from the Mentor mainly, and in special conditions.

Tickets: (list will be ever-expanding)

Spoiler:
For Price: 5 Favor
I HAVE THE POWER! Lottery: With this ticket, you can randomly increase one physical stat by one.
Use the Force Lottery: With this ticket, you can randomly increase any single Mental or Magic Stat by one.

For Price: 15
Magic Is Real Lottery: With this ticket, you can randomly increase one magic stat by one.
Booksmart Lottery: With this ticket, you can randomly increase one mental stat by one.

For Price: 25 Favor
Assault Lottery: With this ticket, you randomly increase either Attack or Magic Attack by one.
Stone Wall Lottery: With this ticket, you randomly increase either Defense or Magic Defense by one.
Fragile Speedster Lottery: With this ticket, you randomly increase either Speed or Agility.

For Price: 30 Favor.
Choice Lottery: You may increase any single stat of your choice by one at the time of redeeming your ticket.

For Price: 60 Favor
Super Power Lottery: That's right folks, for this ticket you can re-roll the Super Power Lottery and be given a random power in addition to what you already have! Congratulations on your choice and amazing ability to gain favor with people!
Ultimate Choice: Choose any five stats. Out of them, the GM will distribute 8 points as he/she sees fit. Better hope you gained favor from more than the Mentor alone~

_______________

Currency:

Spoiler:
The currency of this world is called Gul. The more gul you have, the more you can buy. You can spend gul for only material objects and certain special services such as hitching rides or sleeping in hotels. You will be getting gul through killing the mooks, summons, and bosses of the enemy army.

Prices for items may vary depending on how well the economy is, and the economy will be terrible when the RP starts due to the recent war. As the economy gets better, items will sell for more due to there being less desperation to sell. As the heroes of the world, you may get special discounts at some places, but many people are very tight with their wallets and are unwilling to part with their goods for any cheaper.

You can use Affection or Cunning to reduce prices in some circumstances by haggling. Prices will never drop to below 75% their start value, the exception being good sales (which you won't be able to haggle against).

Many items will be expensive right at the start, making possible future goals to try and buy as they would be really good weapons/armor/clothing.

You can also sell items to earn Gul, and you can haggle to gain more. You can also make a decent living off of stealing Gul, or even items and then selling the items...
_______________

Everyone will roll for a Five Man Band position as well. It is ok if more than one person ends up with the same position, seriously it is no big deal. There are certain stat bonuses and minuses given to each position. No stat can go below 1.

Spoiler:
Hero: 1
Boosts: +2 Strength, +3 Will
Reductions: -2 Defense, -1 Skill, -1 Magic Defense
Special: The Hero gets a +1 Attack boost when attacking using a sword.
Item Start: Hero's Sword

Stats for Hero's sword:
Might: 3
Hit: 90
Critical: 3
Weight: 3
Range: 1




Lancer: 2
Boosts: +1 Speed, +1 Agility, and +2 Skill.
Reductions: -1 attack, -3 Affection
Special: +1 Skill while using a lance
Item Start: Heroic Lance

Stats for Heroic Lance:
Might: 2
Hit: 100
Critical: 4
Weight: 4
Range: 2


Smart Guy: 3
Boosts: +2 Mana, +1 Magic Attack, +1 Magic Defense, +3 Cunning
Reductions: -3 Attack, -3 Defense
Special: A simple Spell of your choosing, to be judged on a case to case basis. Nothing grand
Item Start: Smart Staff

Stats for Smart Staff:
Might: 1
Hit: 60
Critical: 10
Weight: 1
Range: 1
Special: If used for a spell, then +1 Magic Attack for that spell.


The Chick: 4
Boosts: +3 Affection, +1 Cunning, +1 Magic Defense, +1 Mana, +1 Speed
Reductions: -3 Attack, -3 defense, -1 Will
Special: The ability to heal all allies completely once a day.
Items Start: Defender's Bow and arrows.

Stats for Defender's Bow:
Might: 3
Hit: 85
Critical: 1
Weight: 1
Range: 3-6 (+1 for every point of skill above 7)


The Big Guy: 5
Boosts: +3 Attack, +3 Defense, +3 health
Reductions: -3 Mana, -1 Magic Defense, -3 Cunning, -2 Skill
Special: +1 Defense while using any blunt melee weapon
Item Start: Big Hammer

Stats for Big Hammer:
Might: 6
Hit: 60
Critical: 1
Weight: 8
Range: 1


The Mentor: (not rolled for)
Boosts: +5 Skill, +10 Cunning
Reductions: -4 Every other stat.
Special: Old man.
I'll be controlling a Mentor. This guy will have known the Super Power Lottery for a long time and will gather the group together to train and lead them to save the world.

Items that you can carry with you:
Ok, so this is important. You can only carry your equipped weapon and clothing and accessories, two extras, and three items of any kind that are not weapons/clothing. The item can be an accessory. An accessory is a ring, necklace, amulet, etc. They may or may not have effects of some kind. Some effects are of a magical nature, but some necklaces can increase affection through beauty.

Explanation of Weapon stats:

Spoiler:
Might: In addition to your Attack/Magic Attack (depending on the weapon) and then modified by the roll and your target's defense/magic defense, it all comes together to equal damage output.
Hit: Modified by rolls, condition of the situation, and yours versus your target's skill, it all comes together to make a percentage chance of if you hit or not.
Critical: How much chance you have to critical. Critical only comes into play if you actually hit. This number is the percentage chance of a critical, as well as whatever other modifiers there are at the time. A critical will double damage dealt.
Range: 0.5 is the range of your fist. 1 is the range of a short melee weapon. 2 is the range of a long melee weapon such as a lance. 3+ is long range, too far away for a melee attack. If a Range is 1-2 or 3-6 it means that it include the numbers mentioned, and the numbers between them.
Special: Some weapons have a special effect. This is where anything not able to be explained in stats is mentioned.




Character Sheet:

Name:

Age:

Gender:

Race: (Remember that the Super Power Lottery will give you your special races, if you choose to be an elf/dwarf/etc. you won't get any stat changes)

Appearance: (If your power affects your appearance, be aware of this)

Five man Band position: (This does not have to affect personality OR backstory OR gender)

Stats:

Health:
Attack:
Defense:
Speed:
Agility:
Skill:

Mana:
Magic Attack:
Magic Defense:

Will:
Affection:
Cunning:

HP: (Health x5)
MP: (Mana x5)
Stress: 100/100

Stress Explosion:
Super Power:

Equipped weapon: (In a spoiler include the stats)
Equipped clothing/armor: (In a spoiler include the stats)
1st Equipped Accessory: (In a spoiler include the stats)
2nd Equipped Accessory: (In a spoiler include the stats)
1st Held Weapon/Armor: (In a spoiler include the stats)
2nd Held Weapon/Armor: (In a spoiler include the stats)
1st Held Item: (In a spoiler include effects)
2nd Held Item: (In a spoiler include effects)
3rd Held Item: (In a spoiler include effects)
Other:

Personality:

Bio: (This world is non-descript Medieval setting (sort of), and has anachronistic technology such as guns and cyborgs, but some how no cars or any modern style buildings. In any case, the world is so generic and out of place that any kind of story can work almost)


Last edited by Simply David on Wed 11 May 2011, 12:22 pm; edited 12 times in total

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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by Simply David on Sat 07 May 2011, 5:35 pm

Super Power Lottery! The list of powers shall grow to a total of 100. When you roll the 100 Sided Die (David's RP Dice) you will roll it but once, and the resulting number will represent what power you get from the list.

Any power that is lacking in information (once finished) will be better explained if it is gained by somebody should they need it.


HIdden Power: 000: The power to manipulate borders.

Spoiler:
  1. The power to create fire from your body, and the ability to manipulate any fire around you. You can still be burned by fire however.

  2. The power to create and manipulate lightning. You can still be electrocuted however.

  3. The power to control the wind all around you. You cannot remove oxygen from a target. You cannot create a tornado able to lift a building unless you have magic attack higher than 8. You cannot create wind blades. Anything else, however, is likely allowed.

  4. The power to manipulate any water around you. Under a full moon, with some practice, you can manipulate the blood in living organisms.

  5. Manipulation of the earth. You have to move your body to control it.

  6. The power to create and manipulate poison.

  7. The power to create any shape out of ice, and the ability to make the ice appear from nothing.

  8. Manipulation of metal through magnetic fields.

  9. Manipulation of light. You can make it solid and turn it into beams, and make places bright. You cannot remove light.

  10. Manipulation of shadow, allowing you to make use of any shadow in the way of making them tangible, or making an area dark.

  11. The power to teleport to anywhere you see. There is a brief five second waiting period between any two teleportations. Distance limitations are decided by Magic attack. Only your own items will go with you.

  12. The power to create a portal in the air from one point to another that you or anyone else may pass through. The portal can be as big as you want but can only go to places you've been before. You cannot make more than one within the same five minutes.

  13. The power to go back in time by a few seconds at a time.

  14. The power to go forward in time. This comes in two flavors: You can double up the speed of time, causing everything around you to move twice as fast, which makes everyone else think you're moving in slow motion but in your mind things will go more quickly. Or, you can jump forward in time by 12 hours, effectively skipping half a day. You will age along with time normally no matter which one you use, however.

  15. The power to slow down time around you. How slow time goes is dependent on your magic attack, and how long you can keep it up is dependent on your MP.

  16. The power of Hammerspace. You can create a portal to your own dimension, where you can place anything and everything. With this power, the limit of items you can hold is increased to infinity. Also, you can hide there for extremely short durations, though it will tire you out. You can't put another person in it.

  17. The power of fourth wall breaking. Please do not try to end the world by seeing that you are nothing more than a character that is being written for, it will annoy me. Also, don't annoy me, I can end you. I know you're reading this. -_-

  18. The power to create a space within which you can move things around to wherever you wish. Within this small space, you can switch places between any two objects (including but not limited to yourself), cause gravity to cease existence, or even keep an object or person petrified in place. This will consume much MP, and in some cases Magic Defense will allow someone to ignore any effects they want to while in the space.

  19. The power to completely ignore gravity at will. You cannot control weight, but rather choose to either pretend gravity doesn't exist for yourself or weigh the amount you are supposed to weigh. You also get the ability to push yourself using mana, which combined allows for flight.

  20. The ability to control the weight of any object, including but most certainly not limited to: Yourself, your allies, your enemies, rocks, trees, and buildings.

  21. You can make an object, person, or simply the air explode by waving both hands forward and concentrating. This requires a good deal of MP and most enemies will have enough Magic Defense that you will only harm part of them.

  22. Mass telekinesis, meaning the ability to move anything and everything, with the exception being living things, with a thought.

  23. You have the ability to see the future! In small visions. It will cost MP, but you can roll to see what you see. Depending on how good your roll and Magic attack are, will affect how true the vision is and how clear it is.

  24. You have the ability to read minds, and send messages to ONLY willing minds. Magic resistance can ignore this. You must activate it to use it. You can use this to keep contact with allies, or to read the enemy's plan of attack during a fight.

  25. The ability to send any object from one place to another by turning them into magical energy then sending them somewhere. This does not work on enemies. You can teleport yourself and your allies as well. Only short distances are allowed, and certain magic barriers may not allow passage.

  26. The ability to create illusions by messing with someone's mind. Enemies have the oppurtunity to roll to break free if they realise it is an illusion.

  27. The ability to create an earthquake using yourself as the center point. Size is limited to Magic Attack and MP spent. Also, you are not immune to dying from the effects. Randomly an aftershock may occur.

  28. Ultimate seduction. Using this power allows you to seduce anyone no matter the roll. Costs MP still. Rolls won't matter, so Magic attack and Magic Defense are also ignored.

  29. The power to roll to know something that is going on that you are not around to see. This will let you know anything but will cost MP to roll. A good enough roll will let you know something good. A bad roll will let you know something useless. (Please remember to stay IC about randomly deciding to know something)

  30. The power to ignore any and all pain. By feeling no pain, you will never flinch, and you're reflexes are never reduced.

  31. You are a Vampire. As such, you need to drink blood to live, will never age, have +2 to Strength, +2 to Defense, +4 Mana, +2 to Speed and Agility, will burn if you walk in sunlight, will have pale skin, and the ability to turn invisible while in shadows. The stat boosts are only in effect at night.

  32. You are a Fairy. As such, you are quite tiny, have wings that let you fly, Three Magic Attack spells and one healing spell given by the GM, +5 Mana, -5 Attack, -5 Defense, +4 Agility, +3 Magic Defense, +2 Magic attack, and ARE SO ADORABLE THAT I'LL GIVE YOU A PLUS 1 AFFECTION TOO!

  33. You are a Lycanthrope. You can choose if you want between Werewolf or Werehog, both have the same effects. At night, you get +1 to all stats except affection, which you get -1 to. During a full moon, you go full wolf form and get +5 instead, except your will = 0. You have no self control, and must roll to decide if you are allowed to do certain actions of your choosing. Any form of attention may cause you to attack the one getting your attention.

  34. You are a cyborg. As such many weapons are built into your body, and +1 Defense. What? You don't know what a cyborg is because this world has no such technology? Oh well, then. Just accept you have a large number of melee weapons and a flamethrower. You'll get the hang of it.

  35. Pheonix Form! You can shapeshift into a pheonix. While in pheonix form, you can regenerate wounds very quickly. While in human form, you can regenerate wounds slowly. While in pheonix form, you can fly, breath fire, and cut at enemies with your sharp talons.

  36. Animal Shapeshifting! Any real world animal is available to you, be it Rhinoes, humming birds, hippoes, or T-Rexes. The bigger the shapeshift, the more mana it costs.

  37. Weapon forms! You can shapeshift any individual limb on your body into a blade or other melee weapon. It is ill-advised that you fire off projectiles from your body.

  38. Liquid Form! You can change your body into water. The amount of water cannot exceed the volume of your body. Being in water form takes up MP continuously so while it does make you immune to physical attacks it will not be easy to keep it up. Also, be inventive with uses besides avoiding damage.

  39. Steel Form! You can cover your entire body into solid steel! The defense boost is so massive that blades and hammers are useless against you in almost all cases. Your body is a weapon! You become much heavier in the process, and it takes a moment to happen. Changing to or from this form costs MP.

  40. Shapeshift your appearance to look like anyone else! A high enough magic attack will even make your every mannerism copy over as well, making a flawless imitation.

  41. The power to create a boundary field of mana that belongs to only you, and within this boundary field everyone but yourself is drained of MP rapidly. Of course, it costs MP to activate it but once inside your MP is unaffected. The ground all around within this field takes the appearance of a barren and dead wasteland.

  42. The power to create a boundary field of mana that belongs to only you, and within this boundary field all allies get bonuses to their stats equal to half your Magic Attack. It costs MP to activate it, and the amount of MP you initially put in affects how long it will last. If you have 10 or more Magic attack, all enemies also get -1 to their stats. The ground all around takes the appearance of a field of flowers and the sky seems to be a deep blue to all inside.

  43. The power to create a boundary field of mana that belongs to only you, and within this boundary field you can summon all allies you have, no matter where they may be. They will automatically be sent back once the field is released. It only summons living allies (Vampires count among the living in their own way). The cost is increased for each Ally, and if you don't have enough MP the Boundary Field will end much more quickly than normal. Otherwise Magic attack affects how long it will last.

  44. The power to create a boundary field of mana that belongs to only you, and within this boundary field the sky is red, lightning strikes randomly throughout, rocks float in the air and randomly attack, the ground rubles constantly, and fire occassionally erupts from the ground, among other things. Also, it doesn't attack only your enemies, but also you and your allies all equally. A high enough Magic Attack can reduce the attacks pointed at you, but not by much. The GM (*coughmecough*) will control what all happens while in this boundary field.

  45. The power to create a boundary field of mana that belongs to only you, and within this boundary field all conflict comes to a hault. Everyone within it can rest, and nothing from the outside may penetrate it without permission. No conflict is allowed within this beautiful and serene garden that you have created from your mana. Even attempting is impossible. How long it lasts depends on how much Magic Attack you have. You can only activate it once per day and it drains all your MP at once.

  46. The power to create a boundary field of mana that belongs to only you, and within this boundary field nothing may move without your knowledge. This is one of the largest Boundary Fields in existence and within it nothing can happen without you knowing. It is similar to being Omniscient within a limited range, though you will not know people's thoughts. You can, however, feel intentions. Which is to say, someone with malicious intent to harm will easily be recognizable, and those who wish to help you will be clear. Using this, you can tell if someone is lying when you ask a question, and you can use it to defend a large area at once by knowing ever detail of combat.

  47. The power to create a boundary field of mana that belongs to only you, and within this boundary field you can create unbreakable walls. These barriers are impenetrable by any normal means, though a powerful enough magic may break it if it exceeds your own Magic Attack + Magic Defense. Creating the boundary field costs a good deal of MP, and the duration of its existence is dependent upon your Magic Attack.

  48. The power to create a boundary field of mana that belongs to only you, and within this boundary field everyone gains the ability to fly. The size of the boundary field is determined by Magic Attack. Your MP is drained while in use. You cannot disable while someone is still flying, unless that someone is you. Speed in flight is determined by Speed stat, but you yourself will fly at +1 Speed compared to the fastest there.

  49. The power to create a boundary field of mana that belongs to only you, and within this boundary field only those you deem shall be allowed. If someone is inside who you wish to not have inside, they will be forced out. Nothing at all is allowed inside. The duration of this ability is dependent on your Magic Attack. MP cost is not that high, and you can activate it up to twice a day. It has the appearance of a soft green meadow with a blue sky and clouds shaped like your favorite animal.

  50. The power to create a boundary field of mana that belongs to only you, and within this boundary field water is everywhere. Meaning, it will feel as if you are at the bottom of a pool, except everyone can breathe. There are sharks within this water that will obey your every command. The number of sharks is dependent on Magic Attack, as is how long the boundary field stays up. MP cost is high.

  51. Summon a dragon! For a high MP cost, you summon a single dragon capable of flight, breathing fire, and clawing down enemies. He will only exist for a short time determined by Magic Attack. While he is out, you cannot move.

  52. Summon the undead! Each time one is summoned, it costs MP. Magic Attack = how many you can control at once. Recently deceased on a battlefield or from a graveyard, both work well for sources of minions.

  53. Summon a Minion of the Underwolrd! Some call them demons. Demons are often very deadly in combat, and take many random forms. The number you summon will depend on MP spent, and how powerful they are is completely random. Magic Attack affects how much MP it costs to summon.

  54. Summon any kind of real world animal! Size of the animal affects how much MP it costs and Magic Attack determines how long they stick around.

  55. Summon flying mythical creatures! You can summon A pheonix, a Bird covered in lightning, or a bird surrounded by ice! All of these summons are costly, and while they are out, your speed and agility are dropped to one. Magic attack affects how long your summon stays out.

  56. Summon other Mythical Creatures! You can summon a Unicorn, a Centaur, a Jackelope, or a basalisk. The Basalisk only petrifies on sight, and the effect is temporary. Summoning the basalisk is expensive to summon MP-wise. Magic attack affects how long your summon stays out.

  57. Summon Elemental Atronachs! These elemental demons are useful, but which one you summon is completely random. Your Magic Attack affects how powerful they are when you summon them. Summoning more than one will limit your movements, putting your Speed and Agility at 1 each.

  58. Summon Earthen Golems! These Golems will be available in two varieties: A massive Golem capable of incredible strength, and a smaller Golem that has great agility and a sword + shield! You can choose which if your Magic Attack exceeds 3. How long they stay is dependent on Magic Attack. MP Cost is greater for the bigger one.

  59. Summon Weapons! These weapons will fight for you, and are generally quite generic. However, you can wield them, throw them, or have them float alongside you in a fight. They will be very fragile however so take caution. Strength of the weapon is determined by Magic attack.

  60. Summon Ghosts! You can use ghosts as weapons, armor, upgrades to your own ability, or even summon them aside as allies! Each ghost has their own special quality to contribute. You must find ghosts and befriend them to use them. You may start with one that will be by your side and level up over time. Having your ghost become tangible in any way costs MP. Magic Attack affects how well you can use them.

  61. The power of Friendship! For each ally you have with you, you get +1 in every stat. Note: Allies do not include an army.

  62. The Power of Friendship! Every ally you have with you gets +1 to all stats not being used against you.

  63. Re-Roll for all your stats. Add the new numbers to your old numbers. Choose any generic weapon type, and while using that weapon type, you get +1 to attack and Defense! Presto! You're either a badass normal or the most unlucky sunuvagun ever.

  64. Add 2 + *Your curent Magic Attack* to all of your stats. Choose any generic weapon type, and while using that weapon type, you get +1 attack and Defense while using it. You are now a badass normal!

  65. You have the ability to boost any physical stat by whatever your Magic Attack is. It costs MP. You cannot boost the same stat more than once at a time. This ability is not limited to yourself, but to use it on someone else you have to touch them. On an enemy, it has the opposite effect but it becomes Your Magic Attack - Their Magic Defense.

  66. You have the ability to boost any mental stat by whatever your Magic Attack is. It costs MP. You cannot boost the same stat more than once at a time. This ability is not limited to yourself, but to use it on someone else you have to touch them. On an enemy, it has the opposite effect but it becomes Your Magic Attack - Their Magic Defense.

  67. Strengthening and transformation. You can upgrade any physical weapon you are holding, dependent on Magic Attack, by inceasing Might or Hit, or by transforming it in some way. The transformations are nearly endless in options, but your Magic Attack may limit what is available. It costs MP to tamper with any weapon, though for the most part it is often cheap.

  68. You never have to eat, sleep, drink, breath, or get exhausted. You get +10 to Magic Defense. You can see in the dark and bright lights as if there was no light change. Poison has a 50% chance of simply not working on you every time. You cannot get diseases. (Note: Diseases may not play a part in this game)

  69. Thief! You have been born under the shadow of the thief, giving you the ability to steal any item no matter the role as long as you are undetected at the start of the attempt. Also +3 to Skill and Cunning.

  70. Warrior! You have been born under the shadow of the warrior, giving you a mastery of all weapons! You get +2 to all physical stats except attack, and +3 attack, but ONLY while holding a melee weapon. You also get +3 to both Attack and Defense regardless, and a +1 modifier to a cunning roll during combat.

  71. The ability to walk through any solid object, and the ability to make any other solid object go through you. You can also take other objects with you, such as clothing and weapons and other people.

  72. You are made of rubber. As such, blunt damage is useless against you, and you can use physical force to stretch yourself out. With a bit of practice, you can easily punch and kick from afar, or do other inventive things.

  73. The power to sprout any part of your body from any surface. Magic Attack affects how many you can summon at once. MP cost is 1 per sprouted body part.

  74. Super Strength! Ignoring your attack stat, you just have insanely massive amounts of strength! This allows you to lift boulders, beat someone so hard their head pops off, or whatever other amazing things come to mind! Note: uses MP any time you do something that uses physical strength. If MP is zero, effect goes away temporarily.

  75. Super Speed! Ignoring your actual speed stat, you just have the ability to run at near the speed of sound! You can dash so fast that people only see a blur as you pass. Note: uses MP any time you run. If MP is zero, effect goes away temporarily. You can use this for Agility as well but it takes a great deal more MP.

  76. Super Genius! Ignoring your actual cunning stat, you have the intelligence to figure out any situation! This can even include the GM giving you hints that your character should know. Note: Uses MP every time you use it. In general, the effect is arguable and may not take away MP. If MP is Zero, you go to your normal Cunning stat.

  77. Nature is alive at your touch! Cause plants to ignore their usual pacifist nature and come to life, or even take dangerous plants and make them more dangerous! Any plant you touch takes every command you give. Giving commands costs MP and Magic Attack affects how effective the plants will be.

  78. Regenerate! Your HP will recover at incredible rates, and drain from your MP to do so. Your Magic attack is how much HP you get for every MP.

  79. Laser beams! You can shoot lasers from your eyes, or throw energy blasts from your hands. The power is based on Magic Attack.

  80. Generic Magic! You can cast fireballs, ice beams, lightning bolts, etc. and the MP varies depending on the spell. You can make up your own spells for this, and I will tell you how much each costs!

  81. Mastery of all things cooking! This means that, as long as you have the ingredients, you can make anything! Food, potions, poisons, take your pick!

  82. The power to heal anyone and everyone of anything and everything! Range, amount of healing, Magic Attack, and the type of healing are all factors in MP cost.

  83. Armor piercing! All defense, including armor, will be ignored by your physical attacks! Every attack that does so costs MP, and Magic Attack is the only factor in cost.

  84. Invisibility! You can become invisible for a small MP cost and stay invisible as your MP is drained away. You can make any item of yours invisible with you as well for no additional cost(clothes, weapons, etc.), and you can make anything else you touch invisible for an increase of MP cost. If you are not moving, the drain is reduced significantly.

  85. Provoke! Without fail you can cause anyone to attack you instead of doing whatever they were doing. Costs MP and price is affected by what they were doing and your Magic Attack.

  86. Size Changing! You can change your size to any other size, MP cost increasing for the more your size changes.

  87. Frenzy! You can cause enemies to bicker, causing a sort of confusion among them. The way it works can differ based on how you want to go about it, and cost will also change.

  88. Berserk! You get stronger but dumber when you activate Berserk! All physical stats get +10, but all other stats go down to zero. The duration will depend on Magic Attack, and damage taken in this form will transfer back. Don't forget that when will = 0, you lose control of yourself, and may attack allies.

  89. Cat Person! You are a cat person! As such, you gain +3 Skill and Agility, and -1 Attack. You have special reflexes that give you bonus modifers while performing reflexive defensive rolls. Also, you get cat claws, cat ears, and a cat tail. You can climb things using the claws.

  90. Super Human! For a very short duration, you gain +5 to EVERY STAT! HURRAH! Duration is dependent on Magic Attack, and it costs 100% of your MP. After the effect drops, you are weakened in every stat by 4 (except Mana) until your MP is regained completely. This effect will not drop you below 1.

  91. Expert Martial Arts! You get +1 in every physical stat, and -1 in every magic Stat. You have such impressive physical techniques that you can take down a man who is bigger than you using specialized martial arts techniques, and you can extend your physical attacks by sending out your energy, meaning you can shoot short range Ki attacks. If you don't know what a ki attack is I'll explain it. No Massive ones like Kamehameha of course.

  92. Protection from Projectiles! Long range attacks will have significantly less effect on you, and if you see the source of the attack it will be easy to dodge/block it.

  93. You are a zombie! As such, you have +3 Defense, and won't die unless you take severe head trauma! By biting any living thing, you can cause it to become an undead minion that will obey your every command.

  94. You have the power to lay eggs! Once layed, they can be cracked open to reveal what's inside! 50% Chance it will be explosive, and 50% Chance it will contain a random item chosen by the GM!

  95. Puppet Master! You can take control of any inanimate object by connecting a string of mana to it! Works extra well with dolls.

  96. Bug Master! You can control any and every bug by giving them commands! You can also make them stronger if you have 8+ Magic attack. MP is slowly drained as the bugs follow your orders.

  97. No Guard! No attack is able to miss no matter what! This effect applies to you and enemies attacking you. It only applies if you activate it. It has no mana cost.

  98. You have the power to swallow an enemy whole and gain all their Powers! The stolen power is kept for a duration decided by Magic Attack.

  99. You have a set of technology given to you by the GM! You have no idea what it is until I give it to you. I'll explain once you get it. ;P

  100. The ability to glow in the dark! No matter how dark it is, you can be seen always! Congratulations! You've LOST the Super power Lottery!


Last edited by Simply David on Tue 10 May 2011, 2:36 pm; edited 3 times in total

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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by NazrinTsunMouse on Mon 09 May 2011, 2:47 pm

Code:

Health
[roll="Number Factory"==3]1[/roll]

Attack
[roll="Number Factory"==8]1[/roll]

Defense
[roll="Number Factory"==3]1[/roll]

Speed
[roll="Number Factory"==5]1[/roll]

Agility
[roll="Number Factory"==8]1[/roll]

Skill
[roll="Number Factory"==1]1[/roll]

Mana
[roll="Number Factory"==4]1[/roll]

Magic Attack
[roll="Number Factory"==9]1[/roll]

Magic Defense
[roll="Number Factory"==8]1[/roll]

Will
[roll="Number Factory"==6]1[/roll]

Affection
[roll="Number Factory"==7]1[/roll]

Cunning
[roll="Number Factory"==4]1[/roll]
_________________________

Five Man Band Type
[roll="Five Man Band"==5]1[/roll]
_________________________

Power
[roll="David's RP Dice"==72]1[/roll]

DAVID IS TALKING NOW!:
Well Flame pointed out to me this great thing called a Stress Explosion. I put it in this post because it keeps the first post uncluttered and also keeps it BEFORE people's characters.

Now to explain this.

Everyone will have 100/100 stress starting out. Over time it will go down due to certain actions. If anything bad happens to you, if you roll something bad, etc. etc., then your stress reduces. when your stress reaches 0/100 then you will have a Stress Explosion.

When you hit this, your character will suddenly feel the need to do a certain action. The action varies from person to person and you can choose what it is for your character. They will perform that for a certain number of posts until eventually your stress hits 100/100 again. Also, other characters can use affection rolls to help you, and someone can drop twenty stress from their own stress level to bring you back up to 100/100.

The options are: Drugs/Alcohol, Stealing, Violence, Gambling, Racing, Teasing, Mischief, Runing Away, Complaining, Seclusion, Crying, Rampage, Shopping, Binge, Spoiled Child, sleep, prayer.

If you have questions about any of them, ask. The name should be obvious in most cases, causing you to act like that for a few posts.

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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by Tom on Mon 09 May 2011, 4:38 pm

Character Sheet:

Name: Yuna

Age: 18

Gender: Female

Race: Human

Appearance:
Spoiler:
That, in her hand, is a dress.

Five man Band position: The Chick
Spoiler:
Boosts: +3 Affection, +1 Cunning, +1 Magic Defense, +1 Mana, +1 Speed
Reductions: -3 Attack, -3 defense, -1 Will
Special: The ability to heal all allies completely once a day.

Stats:

Health: 6
Attack: 2
Defense: 7
Speed: 2
Agility: 9
Skill: 7

Mana: 11
Magic Attack: 7
Magic Defense: 7

Will: 9
Affection: 11
Cunning: 2

HP: 30
MP: 55
Stress: 100/100

Stress Explosion: Crying

Equipped weapon: Defender's Bow
Spoiler:
Might: 3
Hit: 85
Critical: 1
Weight: 1
Range: 3-6 (+1 for every point of skill above 7)
Equipped clothing/armor: (In a spoiler include the stats)
1st Equipped Accessory: (In a spoiler include the stats)
2nd Equipped Accessory: (In a spoiler include the stats)
1st Held Weapon/Armor: (In a spoiler include the stats)
2nd Held Weapon/Armor: (In a spoiler include the stats)
1st Held Item: (In a spoiler include effects)
2nd Held Item: (In a spoiler include effects)
3rd Held Item: (In a spoiler include effects)
Other:

Super Power: 4 - The power to manipulate any water around you. Under a full moon, with some practice, you can manipulate the blood in living organisms.

Personality: Kind and gentle, Yuna is more preoccupied with keeping people alive, and does most of the cooking and cleaning. She is very mature, and finds it difficult to turn her back on people who need help. Sometimes her caring can be her downfall, and combined with her optimism, she is vulnerable to being tricked. Despite her being a sort of pillar for her teammates, she does cry, however, she doesn't allow people to see her. She is also very determined and a fair fighter, magic-wise. Do NOT insult her feminineness, deprive her of food or sleep, or mock her cooking/cleaning. She won't do anything, of course, but it's a bad idea to do that to the person that runs all of the domestic duties. To the eternal happiness/embarrassment of her comrades, she has no problem being in her underwear around her friends, but dislikes it when people she doesn't know stare at her.

Bio: Yuna was born fatherless, to a mother who was every bit as caring and beautiful as her daughter, in a tightly knit village. Her mother was a healer, and taught her daughter her skills, as well as to value and care for everything. Her village was made up of wise people, who many came to seek for help, and who used their intelligence to thrive. Eventually, Yuna, having seen many come to her village in search of help, left her home to travel and help the world with it's suffering.


Last edited by Tom on Tue 10 May 2011, 1:28 pm; edited 3 times in total

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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by NazrinTsunMouse on Mon 09 May 2011, 5:32 pm

Name: Satsuki Matou (Yes, yes I did just name her that)

Age: 17

Gender: Female

Race: Human

Appearance:
Spoiler:

Five man Band position: Smart Guy

Stats:

Health: 3
Attack: 6
Defense: 6
Speed: 4
Agility: 6
Skill: 10

Mana: 5
Magic Attack: 8
Magic Defense: 10

Will: 9
Affection: 7
Cunning: 12

HP: 15
MP: 25
Stress: 100/100

Stress Explosion: Violence

Equipped weapon: Smart Staff:
Spoiler:
Might: 1
Hit: 60
Critical: 10
Weight: 1
Range: 1
Special: If used for a spell, then +1 Magic Attack for that spell.
Equipped clothing/armor: (In a spoiler include the stats)
1st Equipped Accessory: (In a spoiler include the stats)
2nd Equipped Accessory: (In a spoiler include the stats)
1st Held Weapon/Armor: (In a spoiler include the stats)
2nd Held Weapon/Armor: (In a spoiler include the stats)
1st Held Item: (In a spoiler include effects)
2nd Held Item: (In a spoiler include effects)
3rd Held Item: (In a spoiler include effects)
Other: Knows the spell, "Cremate", it conjures up a stream of fire to send out at the opponent.

Super Power: Warrior! You have been born under the shadow of the warrior, giving you a mastery of all weapons! You get +2 to all physical stats except attack, and +3 attack, but ONLY while holding a melee weapon. You also get +3 to both Attack and Defense regardless, and a +1 modifier to a cunning roll during combat. (Note: I have not changed stats to follow these modifiers yet, will ask David about)

Personality: A very intelligent and kind hearted girl who always tries to do what is right. She sometimes tend to over think things and is easily worked up. So if you annoy her, she can and will beat you to a bloody pulp, otherwise she treats everyone with respect and caring. She is somewhat of a tactical genius just like her father and had hoped to one become a General of an army just like him.

Bio: The daughter of General Matou, one of the most famous Generals in the land, she had been studying in a special academy before she discovered her new powers. Someone who previously wasn't very good at physical combat, suddenly found herself fighting like a true warrior. News of an Evil being amassing an army caused the girl to set out in hopes of using her natural skills and her new found ability to stop it.


Last edited by Since I'm Nazrin on Tue 10 May 2011, 12:12 am; edited 3 times in total

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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by GenericSpider on Mon 09 May 2011, 6:06 pm

Name: Joe Jizowski.

Age: 23

Gender: male

Race: human

Appearance: Large, muscular man with black hair, and black eyes.

Five man Band position: The Big Guy

Stats:

Health: 13
Attack: 11
Defense: 13
Speed: 5
Agility: 8
Skill: 1

Mana: 0
Magic Attack: 3
Magic Defense: 4

Will: 1
Affection: 7
Cunning: 2

Super Power: Liquid Form

Personality: Likes to fight. Hence why he became a boxer, then a wrestler, then a kickboxer, then a soldier, then ditched his unit to join the five man band.

Bio: Was taught to fight by his father, and decided he wanted to be someone who fights for a living. He first became a boxer, then a wrestler, then a kickboxer, then a soldier, then ditched his unit to join the five man band.

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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by Dr. Phazon on Mon 09 May 2011, 7:38 pm

Name: Jack Ward

Age: 33

Gender: Male

Race: Human

Appearance: A man with dark blonde hair that is kept well groomed and under his hat, a black fedora. The hat matches the black trench coat he usually wears. Underneath the trench coat is a pair of tan slacks and a white work shirt. The left sleeve of his coat is empty, with no arm occupying it.

Five man Band position: The Chick

Stats:

Health: 9
Attack: 1
Defense: 2
Speed: 5
Agility: 7
Skill: 8

Mana: 5
Magic Attack: 9
Magic Defense: 7

Will: 9
Affection: 8
Cunning: 10

HP: 45
MP: 25
Stress: 100/100

Stress Explosion: Seclusion
Super Power: Mass Telekinesis

Equipped weapon: Defender's Bow
Spoiler:
Might: 3
Hit: 85
Critical: 1
Weight: 1
Range: 3-6 (+1 for every point of skill above 7)
Equipped clothing/armor: Clothes
1st Equipped Accessory:
2nd Equipped Accessory:
1st Held Weapon/Armor:
2nd Held Weapon/Armor:
1st Held Item:
2nd Held Item:
3rd Held Item:
Other:

Personality: Realistic and serious, Jack is a man who has seen a lot of crime in his life, and it has had an effect on him.

Bio: Previously working as a PI, Jack was a detective who had dealt with a lot of criminals, leaving his heart hardened by what he has seen people to be capable of. He is in very good shape due to some of the more physical aspects of his job, despite being a smoker and having to work with just one arm. He prefers not to speak about his history farther back than his detective career. When called on by Garruk, he had no cases to work on. He wasn't busy, but he also had no identifiable reason to go, not on that he shared, at least. He simply put on his coat and hat and walked out the door. Having previously used his right arm for everything, the telekinesis he received from the Super Power Lottery works very well for him, and his focused, level head allows him very good skill with it.


Last edited by Dr. Phazon on Fri 13 May 2011, 3:09 pm; edited 3 times in total
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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by ScorpionWins on Mon 09 May 2011, 10:17 pm

Character Sheet:

Name: Grae Frostbite

Age: 22

Gender: Male

Race: Human

Appearance:
Spoiler:

Five man Band position: The Smart Guy
Stats:

Health: 6
Attack: 1
Defense: 3
Speed: 9
Agility: 1
Skill: 7

Mana: 11
Magic Attack: 6
Magic Defense: 10

Will: 9
Affection: 3
Cunning: 12

HP: 30
MP: 55
Stress: 100/100

Stress Explosion: Rampage
Super Power: The power to control and create ice.

Equipped weapon: Smart Staff
Spoiler:
Might: 1
Hit: 60
Critical: 10
Weight: 1
Range: 1
Special: If used for a spell, then +1 Magic Attack for that spell.
Equipped clothing/armor: (In a spoiler include the stats)
1st Equipped Accessory: (In a spoiler include the stats)
2nd Equipped Accessory: (In a spoiler include the stats)
1st Held Weapon/Armor: (In a spoiler include the stats)
2nd Held Weapon/Armor: (In a spoiler include the stats)
1st Held Item: (In a spoiler include effects)
2nd Held Item: (In a spoiler include effects)
3rd Held Item: (In a spoiler include effects)
Other: Knows the spell "Frozen Heart", which induces bloodlust in someone, making them attack him, even if they ordinarily wouldn't.

Personality: Quite cold. Puns aside he's the smart, loner type.

Bio: A boy who liked the cold more than any given living creature, Grae sought to increase his own strength and nothing more. Thus was his only motivation to join the ragtag five man band.


Last edited by ScorpionWins on Wed 11 May 2011, 11:29 pm; edited 5 times in total
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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by Simply David on Mon 09 May 2011, 10:21 pm

Name: Garruk Barrage

Age: 90

Gender: Male

Race: Human

Appearance: A very old man with deep gray Hair and a long gray beard.

Five man Band position: Mentor

Stats:

Health: 1
Attack: 4
Defense: 1
Speed: 3
Agility: 1
Skill: 13

Mana: 2
Magic Attack: 4
Magic Defense: 1

Will: 5
Affection: 2
Cunning: 16

HP: 5
MP: 10

Super Power: None. The Mentor is incapable of playing the Super Power Lottery due to old age, and had no use for it when he was young.

Equipped weapon: Mentor's staff.
Equipped clothing/armor: Mentor's cloak.
1st Equipped Accessory: Lottery Amulet (Lets him speak with the Super Power Lottery from anywhere)
2nd Equipped Accessory:
1st Held Weapon/Armor:
2nd Held Weapon/Armor:
1st Held Item:
2nd Held Item:
3rd Held Item:
Other: Orb of Favor. This orb represents the favor he has earned from the Super Power Lottery as a close friend.

Personality: Amazingly kindhearted, but never truly showing it. Instead he comes off as mean and angry, constantly berating failure. However, when he gives a compliment many take it to heart.

Bio: From a young age Garruk has known the Super Power Lottery, the mystic being that takes many forms, and will give out powers to those who seek them. He never seeked power of any kind, and this is why the Super Power Lottery found him so amusing.

Due to the recent events he has convinced the Super Power Lottery to help Humanity save itself, by giving powers to a select group of people.

The Super Power Lottery's power is so impressive that he can give it out to people as if they were born with it, or even simply give it to them as they are now.

In the RP you will only see him as he gives out missions and favor. You can spend his favor for tickets that will give you various bonuses.


Last edited by Simply David on Wed 11 May 2011, 10:59 am; edited 1 time in total

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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by Whitepulse43 on Tue 10 May 2011, 12:22 am

Character Sheet:

Name: Kumar Tareth

Age: 19

Gender: Male

Race: human

Appearance:
Spoiler:


Five man Band position: Hero
Spoiler:
Hero: 1
Special: The Hero gets a +1 Attack boost when attacking using a sword.

Stats:

Health: 9
Attack: 12
Defense: 2
Speed: 4
Agility: 10
Skill: 6

Mana: 1
Magic Attack: 9
Magic Defense: 9

Will: 13
Affection: 2
Cunning: 6

Super Power:
HP: 45
MP: 5
Stress: 100/100

Stress Explosion: Seclusion
Super Power: 13. The power to go back in time by a few seconds at a time

Equipped weapon: Hero's sword
Spoiler:
Might: 3
Hit: 90
Critical: 3
Weight: 3
Range: 1
Equipped clothing/armor: (In a spoiler include the stats)
1st Equipped Accessory: (In a spoiler include the stats)
2nd Equipped Accessory: (In a spoiler include the stats)
1st Held Weapon/Armor: (In a spoiler include the stats)
2nd Held Weapon/Armor: (In a spoiler include the stats)
1st Held Item: (In a spoiler include effects)
2nd Held Item: (In a spoiler include effects)
3rd Held Item: (In a spoiler include effects)
Other:


Personality: Kumar has little confidense in himself at some areas like in look's, social and skills. He has good intentions and can be sarcastic and joking sometimes but can be broody even if he is cheerful. Can't turn blind eye when something wrong is done infront of his eyes.

Bio: Born in village which sometimes were attacked Bandits making it pretty much village with villager warriors who gained skills of warrior when they trained to defend against bandits. Kumar learned his skills of warrior from his father before e went to academy and trained there more into ways of warrior in literature and technique, but was bit secluded , leaving him unconfident in some matters. the News about armies forced him to leave the school and return to his homevillage and immediatly setting out again.


Last edited by Whitepulse43 on Tue 10 May 2011, 9:41 am; edited 1 time in total
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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by RandomHyuuga on Tue 10 May 2011, 1:08 am

Name: Kyoko Miyazaki

Age: 18

Gender: Female

Race: Human

Appearance:
Spoiler:

Five man Band position: Hero

Stats:

Health: 4
Attack: 7
Defense: 1
Speed: 1
Agility: 2
Skill: 4

Mana: 7
Magic Attack: 9
Magic Defense: 2

Will: 10
Affection: 2
Cunning: 10

HP: 20
MP: 45
Stress: 100/100

Stress Explosion: Alcohol
Super Power: 2 - The power to create and manipulate lightning.

Equipped weapon: Hero’s Sword
Spoiler:
Might: 3
Hit: 90
Critical: 3
Weight: 3
Range: 1

Equipped clothing/armor: (In a spoiler include the stats)
1st Equipped Accessory: (In a spoiler include the stats)
2nd Equipped Accessory: (In a spoiler include the stats)
1st Held Weapon/Armor: (In a spoiler include the stats)
2nd Held Weapon/Armor: (In a spoiler include the stats)
1st Held Item: (In a spoiler include effects)
2nd Held Item: (In a spoiler include effects)
3rd Held Item: (In a spoiler include effects)
Other:

Personality: She is normally quiet around people she doesn't know. Once she gets to know them, she becomes more outgoing and cheerful. She tries to stay calm and collected, but that's not always the case. Also, when she sees something, or someone, that she wants, she won't stop until she gets it or doesn't want it anymore.

Bio: When she was 13 years old, she ran into her favorite singer at a grocery store. Before she had a chance to really talk to him, one of her friends embarrassed her. She won't mention the details, but the singer ended up filing for a restraining order against her. Kyoko became really angry and accidentally zapped her friend with lightning. Ever since then, she has been trying to master her powers.

(I hope I did this right.)


Last edited by RandomHyuuga on Thu 12 May 2011, 12:45 am; edited 1 time in total
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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by BlackMageMaster on Tue 10 May 2011, 2:29 pm

Name: Elanor Whitby

Age: 23

Gender: Female

Race: Cyborg

Appearance:
Spoiler:

Five man Band position: The Chick

Stats:

Health: 8
Attack: 3
Defense: 6
Speed: 11
Agility: 6
Skill: 5

Mana: 5
Magic Attack: 8
Magic Defense: 10

Will: 8
Affection: 11
Cunning: 4

HP: 40
MP: 25
Stress: 100/100

Stress Explosion: Rampage
Super Power: Cyborg
Spoiler:
You are a cyborg. As such many weapons are built into your body, and +1 Defense. What? You don't know what a cyborg is because this world has no such technology? Oh well, then. Just accept you have a large number of melee weapons and a flamethrower. You'll get the hang of it.

Equipped weapon: Defender's Bow
Spoiler:
Might: 3
Hit: 85
Critical: 1
Weight: 1
Range: 3-6 (+1 for every point of skill above 7)
Equipped clothing/armor: (In a spoiler include the stats)
1st Equipped Accessory: (In a spoiler include the stats)
2nd Equipped Accessory: (In a spoiler include the stats)
1st Held Weapon/Armor: (In a spoiler include the stats)
2nd Held Weapon/Armor: (In a spoiler include the stats)
1st Held Item: (In a spoiler include effects)
2nd Held Item: (In a spoiler include effects)
3rd Held Item: (In a spoiler include effects)
Other:

Personality: Thoguh shy and soft spoken, Elanor is always polite to a fault. She is known for keeping silent unless spoken to, except in the company of very close friends or in the defense of those friends. Though her heart is in the right place, her solutions to problems can be at times...unethical.

Bio: Elanor is not quick to tell others of her past, and thus little is known about her. Most who know of her less than human nature learn quickly that she was gravely injured in an unspecified accident as a young teen, and the life saving procedure that made her what she is stunted her growth, leaving her with a permenantly youthful appearance. As she never speaks of her family, most assume they were victims of the same accident.

Speculation abounds as to why and how she came into posession of vast arsenal that is both concealed on and part of her person. Common theories are: She is an undercover government agent, she is a secret terrorist weapon, she is the product of a mad science experiment gone wrong, she is a former police special unit, and that she simply harbors a deep, secret love of sharp pointy objects. No one knows for certain, and she isn't likely to elaborate on the subject ny time soon.


Last edited by BlackMageMaster on Tue 10 May 2011, 2:55 pm; edited 1 time in total
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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

Post by White Mage Slave on Tue 10 May 2011, 2:47 pm

Name: Galkor Shootroot

Age: Forgot (He's never really counted)

Gender: Male (though there's some doubt)

Race: Tree spirit (and that's why)

Appearance: tall, "muscular", hanging rows of leaves for hair and clothes. His skin is smooth but hard, like a tree stripped of is bark. Compared to a human, he seems to be sporting a scraggly beard of grass.

Five man Band position: The Big Guy

Stats:

Health: 9 (6+3)
Attack: 12 (9+3)
Defense: 9 (6+3)
Speed: 1
Agility: 2
Skill: 1 (2-2)

Mana: 4 (7-3)
Magic Attack: 4
Magic Defense: 6 (7-1)

Will: 4
Affection: 3
Cunning: 1 (3 -3)

HP: (Health x5) 45
MP: (Mana x5) 20
Stress: 100/100

Stress Explosion:
Super Power: Regenerate! Your HP will recover at incredible rates, and drain from your MP to do so. Your Magic attack is how much HP you get for every MP.

Equipped weapon: Big Hammer
Spoiler:

Might: 6
Hit: 60
Critical: 1
Weight: 8
Range: 1
Equipped clothing/armor: (In a spoiler include the stats)
1st Equipped Accessory: (In a spoiler include the stats)
2nd Equipped Accessory: (In a spoiler include the stats)
1st Held Weapon/Armor: (In a spoiler include the stats)
2nd Held Weapon/Armor: (In a spoiler include the stats)
1st Held Item: (In a spoiler include effects)
2nd Held Item: (In a spoiler include effects)
3rd Held Item: (In a spoiler include effects)
Other:

Personality: Galkor has a hard time speaking- it is speculated that he is in fact quite stupid. He doesn't quite grasp many advanced concepts. He is, however, also very slow in body, so perhaps "slow" is an overall trait for him. He rarely acknowledges people outside of his friends, and is fiercely protective of them. He has a soft spot for cute things, however, so he is known to attempt being more sociable in the presence of cute people. He seems to have a great sense of morality and justice, however.

Bio: Since Galkor takes a long time to say much of anything, not much is actually known about him. It's not even known if he's actually a he, since trees have different sexes altogether from creatures. He seems to like helping people- or, at the least, children- and seems to innately dislike anything evil, which is why he is joining this fight against evil despite his shortcomings. Tree spirits are a rare species, so until someone feels like listening to his life story, much of his backstory will likely remain hearsay.
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Re: Super Power Lottery, and the generic story I'm using to make use of it - Character Creator

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