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 Marco Thompson

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Marco




Posts : 10
Join date : 2011-06-14

Marco Thompson Empty
PostSubject: Marco Thompson   Marco Thompson Icon_minitimeTue Jun 14, 2011 6:34 pm

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Le Coral Character Sheet
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IRC Nick: Marco
Accepted By:
Real Name: Markus
Real Age: 20

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Character Information
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Name: Marco Thompson
Home: Ji'kai
Allegience: Le'Coral
Age: 18
Hair Color: Chestnut
Eye Color: Blue
Height: 5'11"
Weight: 180lbs
Description:
Picture:

Marco Thompson 0c511a7d21c6a574dd1307e3cc167290


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Skill Information
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Level: 8
EXP: 2600/8000
GT: 2850
HP: 130
FP: 100
STA: 60

320 Stat Points

Constitution: 30
Power: 45
Knowledge: 45
Will Power: 30
Dexterity: 50
Perception: 50
Luck: 30
Charisma: 40

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Defense Section
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Physical:100%
Energy:100%

Fire:100%
Water:100%
Lightnign:100%
Earth:100%
Ice:100%

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Talents Section
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Skill Points: 310/320
Class: Fighter

---Name(Stat)(Lvl): (SP/EXP)

Evasion(DEX)(Lvl 5): (65/0)
Swordplay(PCN)(Lvl 4): (50/0)
Conjury(PCN)(Lvl 2): (20/0)
Striking(PCN)(Lvl 2): (20/0)
Resistance(CON)(Lvl 2): (20/0)
Restraint(WIL)(Lvl 2): (20/0)
Computer Use(KWN)(Lvl 1): (15/0)
Gather Info(CHA)(Lvl 2): (20/0)
Persuasion(CHA)(Lvl 3): (35/0)
Armoring(KWN)(Lvl 2): (10/0)
Cooking(KWN)(Lvl 1): (5/0)
Spot(PCN)(Lvl 2): (20/0)
Sense Motive(PCN)(Lvl 2): (20/0)
Check-Up(PCN)(Lvl 1): (10/0)
First Aid(DEX)(Lvl 1): (10/0)
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Weapon And Armor Information
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--Weapon--

Name: Knight's Sword
Description: A sharp sword with a somewhat large blade. One-handed.
Effect:90%POW dmg
Cost:

Name: Wizard's Blade
Description: A slim sword coated in magic energy
Effect: 70%[Pow]/70%[Know]; goes against energy defense; uses POW normally, but uses Know for spells.

Name: Duelist's Longsword
Description: A longsword imbued with protective light energy. This reacts to the user's subconcious.
Effect: 75%POW; at 25% HP or below all defenses improve by 15%

Name: Serenity
Description: A long Katana that has a astounding sense of pride with it, along with the handled made out to be like a flute, Upon playing said flute, the person who played will summon a mighty War Eagle to fight for them. This sword used to belong to Kikau.
Effect: 95% Damage (Stats are handled by me)
Buy: N/A
Sell: 7000


--Armor--
Name: Captain's Garb
Description: A blue decorated battle uniform with a finishing touch of two very slim capes. Also used for diplomacy tactics.
Effect:+5CHA +10%physical defense +10HP
Cost:

Name: Basch's Shield
Description: A round, wieldy buckler with medium weight. Can also be used for offensive purposes.
Effect:10% chance of deflecting attacks; 80%Pow when used as a weapon
Cost:

Name: Animator
Description: A grip used for the hilt of the blade. Whenever used it allows Marco to siphon his spells into the blade, giving it a magical essence.
Effect:5STA to attach to a weapon; once attached can change most single target spells into a weapon enchantment.
Cost:

--Items--

Name: Poison Shurikens
Description: Poisoned Shurikens made by the ninja of Neuown and given to the knights as a thank you gift for saving them.
Effect: DC 20, Poison [8/4], 50% POW
Buy: 600
Sell: 400
Number: 20

Name: Gera
Description: A powerful potion that hardens the skin to increase defense, lowers physical and energy defense.
Effect: Increases defense for Energy and Physical by 10% for 3 rounds.
Buy: N/A Yet
Sell: 300
Number: 5


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Ability Information
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ARU: 10

Name: Ice Prison
Description: Marco places his hand, or sword to the ground as a pillar of ice shoots up from under a target an engulfs it, freezing it.
Effect:DC 10+[KNOW/5] Freeze(X/5) Every failed attempt to escape(after capture) lowers the DC by 1. Minimum DC however is 12.
Type: Single Target
Cost:10STA, 8FP

Name: Strike Guard
Description: A reactionary ability where Marco sheathes his sword (if not sheated already), then counters an incoming melee attack by performing a full swing with his shield, then using the carried momentum by jumping up and pulling out his sword, spinning once then doing a downward slash.
Effect:First his is -15% POW, but DC15 Stun; second attack is +20%POW
Type: Quick
Cost:15STA, 7FP

Name: Stabilize
Description: A cure spell used to heal fresh wounds and remedy any physical ailments that reduces HP.
Effect: Heals 70%Know HP; can cure HP draining physical status effecs
Type: Single Target
Cost:10STA; 7FP; +4FP per status effect cured

Name: Vortex
Description: A combo attack where Marco makes wide swings with his sword, while leaving a strong trail of electricity. Any melee attackers attempting to interrupt Marco during his attack would get shocked.
Effect:3 hits, +20%[know] Elec damage; all failed melee interupters take the electric damage as well.
Type: Combo
Cost:20STA 13FP

Name: Surge Blast
Description: Using the power of wind, Marco powers his feet, then blasts off towards an opponent bashing him/her with his shield, the remaining power of his wind blasting through the shield to knock the target off their feet.
Effect:+10%[know]wind damage; +10% per charge. DC12(+3 per charge level) Prone status. If max charged (charge 3) attack becomes a 'breaking' attack.
Type: Charge
Cost:15STA 7FP; +4FP per charge

Name: Swarm
Description: A gripping magic ability where Marco places a hand on a target and 'poisons' them with fire magic slowly burning their insides. Marco is enabled to intensify the burning as long as he is in close distance to the target. Used for interrogation purposes.
Effect: DC15 'Poison'(5/3) If marco is in contact he can chose to 'boost' the poison by another increment of strength.
Type: Single Target; misc
Cost:10STA 7FP; +4 per boost
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Passive Abilities
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Name: Duelist
Description: As an experienced soloist, Marco is enabled to use his skills and abilities at a higher level when fighting alone.
Effect:+10 to all stats, and +2 to all skills when fighting alone
Cost:

Name: Empathy
Description: An inner feeling within Marco, allowing him to feel the emotion of the people he interacts with.
Effect:Roll sense motive to detect not just if they're hiding some thing but emotions as well
Cost:

Name: Hybrid
Description: A showing of Marco's experience in multiple combat areas, trained to transition from one skill to the other in a fluid motion.
Effect: Able to compound multiple skills together wholely into one action if the action can use multiple skills. (like shooting a magic bullet from a gun)
Cost:

Name: Flash Reaction
Description: The ability to react quickly to the situation at hand. If Marco detects any incoming attacks or traps towards his allies, he is enabled to interrupt the target or defend the ally.
Effect:Able to get a reroll for noticing ambushes or traps. Also able to interrupt using abilities that are not charge, but at 50% extra FP cost.
Cost:

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Job Information
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Name: Dream Knight/(Temporary) Dream Knight Captain
Pay Rate:
Job:
Promotion:

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Family Information
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Father: Luke Thompson
Mother: Dorothy Thompson
Siblings: Teresa Mitchell, Ruka Thompson

Hometown Born: Ji'Kai
Family History: ---

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History Information
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Biography:

Biography: Marco was born in Ji'kai, and is the older brother of Teresa and Ruka. He is also a close childhood friend of Alliria. He is a wise scholar and very logical in his studies, making an excellent tactician.

His background is pretty dull, only staying in Ji'kai with the plan for having a normal life with his friends and family. However, he gained a lucky encounter with Prince Desmond. Thanks to his charisma, Desmond appointed him as Ambassador of Ji'kai and was ordered to move to Le'Coral, where his occupation started.

Along with Alliria, they both moved to the City of Dreams and gained new occupations. While Marco is a diplomat for the Alliance, his skills as a tactician and prowess in battle has earned him the right of becoming a Dream Knight. Due to his travels and activities, his name is well-known to the higher ups in the Alliance.

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Accepted By: (Person), (Date, Time, Year, Day)
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Last edited by Marco on Fri May 04, 2012 12:09 am; edited 5 times in total
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Marco




Posts : 10
Join date : 2011-06-14

Marco Thompson Empty
PostSubject: Campaign   Marco Thompson Icon_minitimeSun Aug 14, 2011 1:27 pm

Marco
Movement Range: 5
Unit HP: 120
Unit AP: 6 [3 + Dex/15]
Unit Number: 12
Rank: New
Type: Footsoldier, Mage

Bonus' against Units

Melee Units: +3
Ranged Units: +1
Mobile Units: +1
Stationary Units: -3
Special Units: +2

Terrain Data

Grassland: 0.5 MR
Desert: 1 MR
Mountain Range: 2 MR
Water: 2 MR
Deep Water: 4 MR
Road: 0.5 MR

Weapons
Magic Tome: 1 AP, Range 3, d8 Damage.
Short Swords: 1 AP, Range 1 - d4 Damage to a single unit.
Serenity: 1 AP, Range 1, d9 Damage, 10% Chance of Bleed Effect (d7 Damage per round)

Armor
Mage Robe: +1 MR, +1 Attack when using a spell.
Light Metal Armor: Lowers attack on Unit by 1
Captain's Garb: +5 HP, +1 Unit Number

Special Abilities

Stabilize: 1 AP, Range 1, Recovers d10 HP to any unit.

Vortex: 1 AP, Range 5, d13 Damage, 20% Chance of Stunning the enemy.

Duelist: Passive, When entering a duel with an enemy officer, increase the stats of this person as per normal ability.

Fire: 1 AP, Range 3, d10 Damage, 10% Chance of catching the square on fire and if that succeeds 10% Chance of confusion.
Lightning: 1 AP, Range 3, d10 Damage, 10% Chance of Paralysis.
Water: 2 AP, Range 3, d6 damage, 10% Chance of washing away 25% of the units Numbers.
Wind: 1 AP, Range 5, d10 Damage, 10% of Stunning an enemy unit.
Ice: 1 AP, Range 3, d8 Damage, 10% chance of freezing an enemy unit.
Earth: 2 AP, Range 3, d10 Damage, 25% Chance of panic on the enemy unit
Harass: 0.5 AP, Alllows you to strike an enemy multiple times, until you miss or run out of AP.
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.


Footsoldier
Movement Range: 4
Unit HP: 25
Unit AP: 5
Unit Number: 5

Bonus' against Units

Melee Units: +1
Ranged Units: -1
Mobile Units: +0
Stationary Units: +1
Special Units: +0

Terrain Data

Grassland: 0.5 MR
Forest: 2 MR
Desert: 1 MR
Mountain Range: 1 MR
Water: 1 MR
Deep Water: 3 MR
Road: 0.5 MR

Weapons
Short Swords: 1 AP, Range 1 - d4 Damage to a single unit.

Armor
Light Metal Armor: Lowers attack on Unit by 1

Special Abilities
Harass: 0.5 AP, Alllows you to strike an enemy multiple times, until you miss or run out of AP.
Hide: 1 AP, Allows you to hide in a square that has brush, forest, mountain, ect. While in this if you strike an enemy your damage will be doubled.


Archers
Movement Range: 3
Unit HP: 20
Unit AP: 4
Unit Number: 4

Bonus' against Units

Melee Units: +2 (Range 3 or Higher), -2 (Range 2 or below)
Ranged Units: +2 (Range 3 or Higher), -2 (Range 2 or below)
Mobile Units: +3 (Range 3 or Higher), -3 (Range 2 or below)
Stationary Units: +1 (Range 3 or Higher), -1 (Range 2 or below)
Special Units: +1 (Range 3 or Higher), -1 (Range 2 or below)

Terrain Data

Grassland: 1 MR
Forest: 1 MR
Desert: 1 MR
Mountain Range: 0.5 MR
Water: 1 MR
Deep Water: 2 MR
Road: 0.5 MR

Weapons
Bow: 1 AP, Range 5 (+1 For every 100 Feet of Height), d5 Damage
Cross Bow: 1 AP, Range 7 (+1 for every 100 Feet of Height), d7 Damage

Armor
N/A

Special Abilities
Fire Arrows: 1 AP, d5 Damage, 10% Chance of catching the square hit on fire, should it catch on fire 10% Chance of Confusion on the enemy unit.
Volley: 2 AP, d10 Damage, You fire to simultaneous Waves of Arrows upon an enemy.
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