Zack2216
First Post
Setting/intro: the character's, being notoriusly destructive or well known for attracting destruction have been transfered to a school (they will start as 8th graders) where they can monitered (contained) for the rest of their high school career. Detchitoyo Highschool is located in Sanzaku City, 3 hours north east of Tokyo, Japan. The city is large, but the population shrinks by 1% every year, due to families attempting to escape the regular mishaps that happen there on a regular basis, so there is room for more. The poplulation is about 3 million, and the city is up to date on most technologies and fads due to it's close proximy to tokyo and internet access. Other items are also accessable, as extraplanar entities make regular visits to the city, and many have set up shop there aswell selling oddities, magic items, souls, etc.
Current year is 2010.
Detchitoyo Highschool is a very large high school, covering several acres (and that is the complex alone, not including the sports areas). It is one of a couple high schools in the city, being the most populated and located in one of the more populated areas of Sanzuku. There are 2 other highschools, and their populations are almost as high. The principle is Ken Thazad. Students: 6k freshmen, 4k sophmore, 3k juniors, 2k seniors, 1k Illustrate'
The student poplulation is quite large, about 16,000. The population is seperated into 2 groups, the average students, and the 'talented' students. The talented students are unique, in that they have training in one or more professions (character classes). These students also oftentimes join Clubs that share similar interests. They are Sponsered by teachers, who also share these interests. Almost all clubs are snooty and tend to pay little attention to those outside their circles unless the student has shown great strength or aptitude, or defeated a stronger member of the club. Clubs recognize each other, but most of this is with hate or spite. Few clubs actually get along, usually because of a minor difference in technique, code, or belief. Fights happen regularly between the clubs, and the teahers tend to ignore them.
All right now for
Character Creation
All characters are to be built from 55 cp.
My argument for this so that defects aren't quite so common. That, and I already know you want to write a nice big character description for me.
I prefer the use of the feats outlined in the manual, although if you want to use feats from alternate settings, just bring it up with me.
House rules:
Races: I would prefer if you played one of these races, but I am open to any other races you guys may be interested in. Just bring it up.
All of the classes from the manual are available.
The adventurer class gives 1 extra cp at levels 1,2,4,6,8,10,11,12,14,16,18,20
This brings it up to the full 200 cp over 20 levels.
Human Point Cost
Base movement 0
+1 Feat at 1st Level 20
+4 Skill Points at 1st Level .5
+1 Skill Point each Level .5
Total Value 3
Final Cost -3 (3 character points are returned)
Elf Point Cost
Base movement 0
+2 Dexterity 1
-2 Constitution -1
Immunity to magical sleep spells 1
+1 Feat at 1st level 2
Total Value 3
Final Cost -3 (3 character points are returned)
Artificial Construct Point Cost
Base movement 0
No Constitution 0
Immune to poison, sleep, paralysis, stun 4
Immune to disease, death, necromantic effects 3
Cannot heal (must be repaired) -4
Not subject to critical hits or subdual damage 2
Not subject to Ability damage, Ability drain, or energy drain 2
Automatic Fortitude saves unless effect can target objects 3
Total Value 10
Final Cost 4
Tiefling: the character has some demonic traits because she is of demonic decent, and has a set of horns, bat wings, and a tail. They oftentimes also have slitted or monocolored eyes, or unusual skin colorations and possibly scales. Despite their heritage, Tieflings aren't always evil if raised in a normal (as normal as it could be) home.
Ability Point cost
Bse Movement 0
+2 charisma 1
+2 dexterity 1
+2 inteligence 1
Flight (normal) rank 2 6
Telekinesis: Fire only rank 3 6
Bane lvl 1 (crucifix) -1
Bane lvl 3 (hollowed ground (churches, graveyards, etc)) -3
Detectable (telekinesis: fire) lvl 3 -3
Marked lvl 2 -2
Total Value 6
Final Cost: 0
Aasimar: The character has some angelic heritage. This is shown by the characters wings, and often time glowing skin and odd colored eyes (by odd, they can have white yellow, or rainbow huyed pupils, or monocolored eyes). Aasimar are usually good natured, and try to help others when they can.
Ability Point Cost
Base Movement 0
+2 charisma 1
+2 wisdom 1
+2 constitution 1
Flight (normal) rank 2 6
Healing rank 1 4
Detectable (Healing) rank 3 -3
Marked lvl 2 -2
Total Value 8
Final cost: 2
Homebrew stuff:
Energy points: If the character has either the dynamic sorcery or magic attribute, he uses his highest mental stat modifier for determining bonus eps.
The Healing attribute is instantaneous (no 10 minutes).
Fusion
Cost: 8 character points/rank
Relevant ability constitution
Progression: When fused, the characters add 10 character points/rank of fusion to the new form
The character is able to join with another character or creature that has the fusion attribute, creating a partially new entity. The entity usually shares many of the same appearances and character personality traits as the base characters. The new entities personality is an amalgam of the two fused characters, averaging any extremes in either of the two characters. The characters do not lose all of their defects when fused, but can use gained character points to remove them. Only unfused characters can fuse, and only two characters can fuse at a time.When you fuse, you add the hit point totals together (not including bonus hp from constitution or the Damn Healthy! attribute), energy point totals (not including extra ep from the bonus energy attribute, or having high mental stats) base attack bonus, base abilities, and base saves. The new energy point total depends on the total base energy points and the new lowest mental modifier, unless either of the characters has the dynamic sorcery attribute or the magic attributes. You use the higher of the skill ranks of the fused characters. However, the new entity maintains any specializations the original characters had. The fused entity has the feats of both characters.
There are a two ways characters can fuse-
50/50: This represents a new entity that has equal shares of each character’s abilities. The two characters convert all of their attributes (not including Fusion) into character points, then use up to half (rounded down) of said character points to spend on attributes that either of the characters had before the Fusion. These repurchased attributes will be added to the new form. Also, each character gains an extra 10 character points per rank of fusion to spend on purchasing more ranks in attributes the characters already have. Also, the newly gained character points can be spent on attack combat mastery, defence combat mastery, damn healthy!, enhanced ability, special attack, and most defects that could apply to the new form.
75/25: This represents a new entity that has the major physical appearances of the lead character, and usually (though not all of the time) has some minor physical appearances of the second character. The lead character (the character that represents the 75%) retains all of his attributes. The other participant (the 25%) doesn't add any character points other than those gained from fusion to the new form. Both characters gain bonus character points depending on their ranks in fusion that they can add to the new form. These character points must be spent on attributes that the lead character has, or like the 50/50 form, characters can spend character points on attack combat mastery, defence combat mastery, damn healthy!, enhanced ability, and special attack, even if the lead form doesn't not have them. The new form can also have defects.
All attributes gained by the individual characters stack. So, if both characters purchase 2 ranks in force field with their extra character points, then the ranks add on to each other and stack, so the new entity has 4 ranks in force field. However, for them to stack, they have to be the same version. Such as in the last example, when both characters purchased ranks in force field, all of the ranks would have to be in one specific kind of force field, shield, self only or the extendable version. Otherwise, they exist separately of each other.
-Flunkies, own a big mecha, pet monster, personal gear, servant, organizational ties, and wealth ranks cannot be purchased beyond their original value through fusion (though their current ranks can be retained if either of the characters (or the lead character in the 75/25 form) has the attribute and enough character points to repurchase the original value of the attribute). Fusion is meant to affect the new characters, not the amount of items the character(s) own or any minions that the character may have, whether they are monsters or people.
Fusion specific (and alternate form) defects
Time Limit
1 bp - the fusion only lasts an hour
2 bp - the fusion only lasts 10 minutes
3 bp - the fusion only lasts 1 minute
Limiting
1 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends
2 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends, and the characters lose 25% of their health
3 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends and the characters lose 50% of their health
Defect
Drug Addiction
The character is addicted to a drug, and feels (physically or mentally) that he/she must have access to and must take that drug constantly. This addiction can range from needing it to relax or concentrate, or needing it to maintain his existance. Addicts are usually in denail, proclaiming that they aren't addicted and could stop whenever they want.
3 BP The character is constantly destracted, constantly thinking of the said addicted to drug(s), incurring a -1 check to all skill checks and defence rolls
6 BP The character, in addition to the earlier level, must make hourly concentration checks (DC 20) or the penalty to checks and defence increases to -2. The character suffers from withdrawl if the drug hasn't been taken in 3 days, the character must make a fortitude save DC 16, or suffer a constant -3 to all checks and defence rolls (this replaces the normal -1 to all checks) from constant headaches, nausea, stomach cramps, and halucinations.
9 BP The character, in addition to the earlier two levels, the drug is, once the character is addicted to it (though the character could just need it, never have been addicted to it), the drug is essential to the character staying alive, either becuase the drug has so warped (irreversibly) the characters body chemisty that it is required to maintain some sort of equilibrium in the characters body, or the drug is the only thing staving off the affects of a poison, disease, curse or nanoprobes programed to be inactive while the drug is detected in the characters system. -OR- The character is so addicted to the drug that the distraction penalty to skill chekcs and defence rolls is -2, and the Character hourly concentration DC is 25. If the character fails the concentration check, the penalty increases to -3. Also, the character enters withdrawl within 24 hours of taking the drug, unless the character makes a fortitude save DC 25, and the effects of the withdrawl are increased to -4.
Well, if I can think of anythink else, I will post it up. If you have any home brew stuff you would like to try out, go ahead and email me at Zack2216@hotmail.com and we can discuss it.
Current year is 2010.
Detchitoyo Highschool is a very large high school, covering several acres (and that is the complex alone, not including the sports areas). It is one of a couple high schools in the city, being the most populated and located in one of the more populated areas of Sanzuku. There are 2 other highschools, and their populations are almost as high. The principle is Ken Thazad. Students: 6k freshmen, 4k sophmore, 3k juniors, 2k seniors, 1k Illustrate'
The student poplulation is quite large, about 16,000. The population is seperated into 2 groups, the average students, and the 'talented' students. The talented students are unique, in that they have training in one or more professions (character classes). These students also oftentimes join Clubs that share similar interests. They are Sponsered by teachers, who also share these interests. Almost all clubs are snooty and tend to pay little attention to those outside their circles unless the student has shown great strength or aptitude, or defeated a stronger member of the club. Clubs recognize each other, but most of this is with hate or spite. Few clubs actually get along, usually because of a minor difference in technique, code, or belief. Fights happen regularly between the clubs, and the teahers tend to ignore them.
All right now for
Character Creation
All characters are to be built from 55 cp.
My argument for this so that defects aren't quite so common. That, and I already know you want to write a nice big character description for me.

I prefer the use of the feats outlined in the manual, although if you want to use feats from alternate settings, just bring it up with me.
House rules:
Races: I would prefer if you played one of these races, but I am open to any other races you guys may be interested in. Just bring it up.
All of the classes from the manual are available.
The adventurer class gives 1 extra cp at levels 1,2,4,6,8,10,11,12,14,16,18,20
This brings it up to the full 200 cp over 20 levels.
Human Point Cost
Base movement 0
+1 Feat at 1st Level 20
+4 Skill Points at 1st Level .5
+1 Skill Point each Level .5
Total Value 3
Final Cost -3 (3 character points are returned)
Elf Point Cost
Base movement 0
+2 Dexterity 1
-2 Constitution -1
Immunity to magical sleep spells 1
+1 Feat at 1st level 2
Total Value 3
Final Cost -3 (3 character points are returned)
Artificial Construct Point Cost
Base movement 0
No Constitution 0
Immune to poison, sleep, paralysis, stun 4
Immune to disease, death, necromantic effects 3
Cannot heal (must be repaired) -4
Not subject to critical hits or subdual damage 2
Not subject to Ability damage, Ability drain, or energy drain 2
Automatic Fortitude saves unless effect can target objects 3
Total Value 10
Final Cost 4
Tiefling: the character has some demonic traits because she is of demonic decent, and has a set of horns, bat wings, and a tail. They oftentimes also have slitted or monocolored eyes, or unusual skin colorations and possibly scales. Despite their heritage, Tieflings aren't always evil if raised in a normal (as normal as it could be) home.
Ability Point cost
Bse Movement 0
+2 charisma 1
+2 dexterity 1
+2 inteligence 1
Flight (normal) rank 2 6
Telekinesis: Fire only rank 3 6
Bane lvl 1 (crucifix) -1
Bane lvl 3 (hollowed ground (churches, graveyards, etc)) -3
Detectable (telekinesis: fire) lvl 3 -3
Marked lvl 2 -2
Total Value 6
Final Cost: 0
Aasimar: The character has some angelic heritage. This is shown by the characters wings, and often time glowing skin and odd colored eyes (by odd, they can have white yellow, or rainbow huyed pupils, or monocolored eyes). Aasimar are usually good natured, and try to help others when they can.
Ability Point Cost
Base Movement 0
+2 charisma 1
+2 wisdom 1
+2 constitution 1
Flight (normal) rank 2 6
Healing rank 1 4
Detectable (Healing) rank 3 -3
Marked lvl 2 -2
Total Value 8
Final cost: 2
Homebrew stuff:
Energy points: If the character has either the dynamic sorcery or magic attribute, he uses his highest mental stat modifier for determining bonus eps.
The Healing attribute is instantaneous (no 10 minutes).
Fusion
Cost: 8 character points/rank
Relevant ability constitution
Progression: When fused, the characters add 10 character points/rank of fusion to the new form
The character is able to join with another character or creature that has the fusion attribute, creating a partially new entity. The entity usually shares many of the same appearances and character personality traits as the base characters. The new entities personality is an amalgam of the two fused characters, averaging any extremes in either of the two characters. The characters do not lose all of their defects when fused, but can use gained character points to remove them. Only unfused characters can fuse, and only two characters can fuse at a time.When you fuse, you add the hit point totals together (not including bonus hp from constitution or the Damn Healthy! attribute), energy point totals (not including extra ep from the bonus energy attribute, or having high mental stats) base attack bonus, base abilities, and base saves. The new energy point total depends on the total base energy points and the new lowest mental modifier, unless either of the characters has the dynamic sorcery attribute or the magic attributes. You use the higher of the skill ranks of the fused characters. However, the new entity maintains any specializations the original characters had. The fused entity has the feats of both characters.
There are a two ways characters can fuse-
50/50: This represents a new entity that has equal shares of each character’s abilities. The two characters convert all of their attributes (not including Fusion) into character points, then use up to half (rounded down) of said character points to spend on attributes that either of the characters had before the Fusion. These repurchased attributes will be added to the new form. Also, each character gains an extra 10 character points per rank of fusion to spend on purchasing more ranks in attributes the characters already have. Also, the newly gained character points can be spent on attack combat mastery, defence combat mastery, damn healthy!, enhanced ability, special attack, and most defects that could apply to the new form.
75/25: This represents a new entity that has the major physical appearances of the lead character, and usually (though not all of the time) has some minor physical appearances of the second character. The lead character (the character that represents the 75%) retains all of his attributes. The other participant (the 25%) doesn't add any character points other than those gained from fusion to the new form. Both characters gain bonus character points depending on their ranks in fusion that they can add to the new form. These character points must be spent on attributes that the lead character has, or like the 50/50 form, characters can spend character points on attack combat mastery, defence combat mastery, damn healthy!, enhanced ability, and special attack, even if the lead form doesn't not have them. The new form can also have defects.
All attributes gained by the individual characters stack. So, if both characters purchase 2 ranks in force field with their extra character points, then the ranks add on to each other and stack, so the new entity has 4 ranks in force field. However, for them to stack, they have to be the same version. Such as in the last example, when both characters purchased ranks in force field, all of the ranks would have to be in one specific kind of force field, shield, self only or the extendable version. Otherwise, they exist separately of each other.
-Flunkies, own a big mecha, pet monster, personal gear, servant, organizational ties, and wealth ranks cannot be purchased beyond their original value through fusion (though their current ranks can be retained if either of the characters (or the lead character in the 75/25 form) has the attribute and enough character points to repurchase the original value of the attribute). Fusion is meant to affect the new characters, not the amount of items the character(s) own or any minions that the character may have, whether they are monsters or people.
Fusion specific (and alternate form) defects
Time Limit
1 bp - the fusion only lasts an hour
2 bp - the fusion only lasts 10 minutes
3 bp - the fusion only lasts 1 minute
Limiting
1 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends
2 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends, and the characters lose 25% of their health
3 bp - If the fused creature is brought down to 50% of its total HP, the fusion ends and the characters lose 50% of their health
Defect
Drug Addiction
The character is addicted to a drug, and feels (physically or mentally) that he/she must have access to and must take that drug constantly. This addiction can range from needing it to relax or concentrate, or needing it to maintain his existance. Addicts are usually in denail, proclaiming that they aren't addicted and could stop whenever they want.
3 BP The character is constantly destracted, constantly thinking of the said addicted to drug(s), incurring a -1 check to all skill checks and defence rolls
6 BP The character, in addition to the earlier level, must make hourly concentration checks (DC 20) or the penalty to checks and defence increases to -2. The character suffers from withdrawl if the drug hasn't been taken in 3 days, the character must make a fortitude save DC 16, or suffer a constant -3 to all checks and defence rolls (this replaces the normal -1 to all checks) from constant headaches, nausea, stomach cramps, and halucinations.
9 BP The character, in addition to the earlier two levels, the drug is, once the character is addicted to it (though the character could just need it, never have been addicted to it), the drug is essential to the character staying alive, either becuase the drug has so warped (irreversibly) the characters body chemisty that it is required to maintain some sort of equilibrium in the characters body, or the drug is the only thing staving off the affects of a poison, disease, curse or nanoprobes programed to be inactive while the drug is detected in the characters system. -OR- The character is so addicted to the drug that the distraction penalty to skill chekcs and defence rolls is -2, and the Character hourly concentration DC is 25. If the character fails the concentration check, the penalty increases to -3. Also, the character enters withdrawl within 24 hours of taking the drug, unless the character makes a fortitude save DC 25, and the effects of the withdrawl are increased to -4.
Well, if I can think of anythink else, I will post it up. If you have any home brew stuff you would like to try out, go ahead and email me at Zack2216@hotmail.com and we can discuss it.
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