Post by Beast Master on Feb 3, 2012 23:02:18 GMT -6
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STATISTICAL-
Total Experience Points: The total number of Experience Points your character has ever had. This is the sum of past Experience Points with Unused Experience Points. For more information, please see Experience Points Explained. All characters begin with 250 XP to spend at the time of their creation. PLEASE: AS YOU SPEND EXPERIENCE POINTS, PUT A NOTE NEXT TO THE STAT / BULLET WHERE YOU SPENT THE XP AND NOTE HOW MUCH YOU SPENT! For example-
Weapon: Sword (Spent 10 XP)[/ul]
Please also note that it IS possible to start with NEGATIVE XP, depending on your characters race / subclass. If this is the case, you MUST spend enough XP to have at least 1 XP in any stat. It CANNOT STAND IN A NEGATIVE UNLESS IT IS A MAGICAL OR COMBATANT STAT! These stats can remain at 0 if you have no skills in that area.
Beginning characters cannot exceed more than 10 XP in any stat! HOWEVER, if you start with more than 10 XP in that stat because of a racial advantage, you cannot exceed that default XP! After being accepted, your profile will be locked for 90 days. After 90 days, you will be able to expend any extra XP you have accumulated to beef up stats, buy more items / abilities, or however you please.
Unused Experience Points: This is the number of Experience Points your character has not used yet. For more information, please see Experience Points Explained. All characters begin with 250 XP to spend at the time of their creation.
[/li][li]Potions, Poisons, Elixirs, and Alchemies:[/b]
[/li][li]Basic Enchanted Items:[/b]
[/li][li]Advanced Enchanted Items:
[/li][li]Superior Enchanted Items:
[/li][li]Ultimate Enchanted Items:
[/li][li]Companions:
Physicality: NOTE: All bullets in Physicality MUST have a value assigned of at least 1 XP unless your character is dead. If your character is dead…well uh…you have a bigger problem starting out… At the beginning of your stay on Solabren, Physicality bullets cost 1 XP per point you wish to put in that stat. For example, if you want 10 points in Vitality, it cost only 10 XP to do so. However, after your stats are locked and then unlocked per your request after 90 days, stats then cost 2 XP per point you wish to improve your character. So, going back to Vitality, if you already have 10 points there and wish to bump it up to 12, it will cost you 4 XP to increase that number. Please remember that you cannot exceed 150 XP TOTAL amongst Physicality, Mental Fortitude, and Combatant Fortitude. Magical Aptitude does not affect this number.
Mental Fortitude: As with Physicality, at the beginning of your stay on Solabren, Mental Fortitude bullets cost 1 XP per point you wish to put in that stat. For example, if you want 10 points in Social, it cost only 10 XP to do so. However, after your stats are locked and then unlocked per your request after 90 days, stats then cost 2 XP per point you wish to improve your character. So, going back to Social, if you already have 10 points there and wish to bump it up to 12, it will cost you 4 XP to increase that number. Please remember that you cannot exceed 150 XP TOTAL amongst Physicality, Mental Fortitude, and Combatant Fortitude. Magical Aptitude does not affect this number.
Magical Prowess:
Combatant Fortitude:[/b] Because combat is such a large part of survival in Solabren, it has been broken down into specific areas of proficiency, as listed below. Just like with areas of skill listed above, the maximum total of points you can place in each field is 10 XP. The higher the points, the more skilled your character is in the area, with 0 or 1 being completely or almost completely unskilled.
At the beginning of your stay on Solabren, Combatant Fortitude bullets cost 1 XP per point you wish to put in that stat. For example, if you want 10 points in Hand to Hand, it cost only 10 XP to do so. However, after your stats are locked and then unlocked per your request after 90 days, stats then cost 2 XP per point you wish to improve your character. So, going back to Hand to Hand, if you already have 10 points there and wish to bump it up to 12, it will cost you 4 XP to increase that number. Please remember that you cannot exceed 150 XP TOTAL amongst Physicality, Mental Fortitude, and Combatant Fortitude. Magical Aptitude does not affect this number.
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STATISTICAL-
Total Experience Points: The total number of Experience Points your character has ever had. This is the sum of past Experience Points with Unused Experience Points. For more information, please see Experience Points Explained. All characters begin with 250 XP to spend at the time of their creation. PLEASE: AS YOU SPEND EXPERIENCE POINTS, PUT A NOTE NEXT TO THE STAT / BULLET WHERE YOU SPENT THE XP AND NOTE HOW MUCH YOU SPENT! For example-
Weapon: Sword (Spent 10 XP)[/ul]
Please also note that it IS possible to start with NEGATIVE XP, depending on your characters race / subclass. If this is the case, you MUST spend enough XP to have at least 1 XP in any stat. It CANNOT STAND IN A NEGATIVE UNLESS IT IS A MAGICAL OR COMBATANT STAT! These stats can remain at 0 if you have no skills in that area.
Beginning characters cannot exceed more than 10 XP in any stat! HOWEVER, if you start with more than 10 XP in that stat because of a racial advantage, you cannot exceed that default XP! After being accepted, your profile will be locked for 90 days. After 90 days, you will be able to expend any extra XP you have accumulated to beef up stats, buy more items / abilities, or however you please.
Unused Experience Points: This is the number of Experience Points your character has not used yet. For more information, please see Experience Points Explained. All characters begin with 250 XP to spend at the time of their creation.
- Below your Unused Experience Points will be a list of all the XP you have accumulated or spent during your stay at Solabren. PLEASE REMEMBER TO ANNOTATE EVERY XP EXPENDITURE! FAILURE TO DO SO MAY RESULT IN YOU LOSING XP, ITEMS, OR STAT POINTS!
Titles:- In their journeys, some will gain titles. While this really has little to do with your inventory or have any real effect on your gameplay, it is still nice to know that you can, in fact, add an OFFICIAL title that your character may be known by, or may become known by during his stay. Titles cost 10 XP to purchase. You can add them here and, subsequently, under your name in your character application as well.
Settlements:- List your characters settlements here, if they have any. A character who is a wanderer will most likely not have a settlement.
- Wagon or Traveling Settlement (Large tent, covered wagon, SMALL boat) will cost 10 XP to purchase.
- Ships (sailboats, warships, merchant vessels) cost 25 XP to purchase since they are mobile.
- Basic Settlements (Small Cottages / Houses) will cost 20 XP to purchase.
- Major Settlements (Compounds, fortresses / bases, etc) will cost 50 XP to purchase.
- Remember, owning a settlement means you can own a lot more things than a wanderer. Of course, the downside is that it does cost XP to establish a settlement. Be sure to list the location of this establishment and some information about it!
- Only Major Settlements or large Ships can come outfitted with basic companions such as rowers or house maids. These will be very simple complimentary characters and cannot leave the premises of the settlement!
Equipment:- Basic Kit:
- These are the very most basic items your character carries in his / her travels across Solabren. All basic items cost 2 XP unless you own a settlement, whereas they then cost 1 XP.
- This is going to be items like additional clothing, shovels, tools, food, flint, fire starting equipment, torches, tender, common jewelry, books, and anything else your character may carry on their person / have in their home that is of important note.
- This itemized list is primarily for items that will affect your characters livability / survival / game play. Extra drawers need not be listed (we don’t want to know how many sets of shitstreaked undies you own…). Survival supplies, medical supplies, food stores, and like equipment would be better listed, however.
- Weapons / Armor:
- Basic weapons and armor. This can include, bows and arrows / crossbows, long or short swords, daggers, spears, flails, great axes, short axes, or any other sort of weapon you can think of.
- Armor types you can include are leather armors, mails, plate armor, or any other sort of armor type that is basic and common.
- Prices for all items listed here are 10 XP a piece. Please remember that even though all these items retain the same price, armor pieces have their downfall; the lighter the armor, the more maneuverable it is. Heavier armor is cumbersome and will affect your movement accordingly. Keep that in mind as you RP your way across Solabren. Don’t forget that heavier armor will protect you better than light armor! Armor systems count as one item; you need not list each individual item (gauntlets, grieves, helm, etc).
[/li][li]Potions, Poisons, Elixirs, and Alchemies:[/b]
- Here you can list any liquids that give your character advantages for RP purposes. There are many different kinds of items that can go in this bracket, but all of them cost 15 XP to purchase, so long as they are simple in description and application. Poison for blades, healing potions, and similar items can be placed here.
- One time use items (think Molotov cocktails or Black Eggs for example…) only cost 5 XP a piece, since they are most likely purchased in numbers.
- All of these items may only have a basic ability. They may have one simple use (Molotov cocktails starting a fire, a poison that can paralyze NPC’s if administered correctly). If they item you have in mind has a greater use, then you will need to turn it into some sort of Enchanted Item.
[/li][li]Basic Enchanted Items:[/b]
- Items that have greater abilities / powers / applications than the Basic Kit or Weapons / Armor sections of your inventory, but are not so powerful as to make a profound impact on your skills / power / abilities, or give you any sort of extreme advantage in RP.
- These items would include specialized armors with superior protection in one field (such as deflecting arrows better than usual or swords or what have you, but no additional maneuverability), weapons with certain improved aspects such as accuracy or sharpness, enchanted jewelry or cosmetic pieces that does not give you an extreme advantage over an opponent in some field (for example, like a necklace that makes your footsteps softer or a ring that improves your dexterity slightly). These items are allowed two lesser abilities or one major ability.
- Basic Enchanted Item’s cost 25 XP a piece.
[/li][li]Advanced Enchanted Items:
- Advanced Enchanted Items are items that give you a better advantage in some field. Perhaps a jewel or item that recharges your magic quickly in battle? Or a light armor combination that gives you maneuverability AND superior protection?
- These items are allowed to be powerful, but remember this; the more multi-faceted the item, the less powerful each part of its “enchantment“. The golden rule is it can have up to 2 powerful enchantments or three lesser enchantments, or one powerful enchantment with two weaker ones.
- Cost- There are two ways to acquire Advanced Enchanted Items; first is to purchase them outright for 75 XP a piece. The second way is to upgrade a Basic Enchanted Item to an Advanced Enchanted item, costing 50 XP to do so (since you already paid 25 XP for the Basic). Please remember to give your item limitations!
[/li][li]Superior Enchanted Items:
- Superior Enchanted Items are the next step up on the chain for Enchanted Items. Superior Enchanted Items can give your character even greater advantages. Imagine a nearly impervious suit of armor that was light and extremely flexible, or a chakram you could throw that would ALWAYS return to you even after dealing a lethal blow, or perhaps a helmet or necklace that could allow you to breath underwater.
- These items are allowed to be more powerful than the majority of Enchanted Items (Advanced and Basic, obviously), but like Advanced Enchanted Items, the more multifaceted the item, the weaker each aspect will be. Superior Items are allowed to have up to three major attributes or up to five weaker ones.
- Cost- As before, there are two ways to upgrade to a Superior Enchanted Item. First is to buy it outright for 150 XP. Second is to upgrade from an Advanced Enchanted Item for 75 XP (since you already spent 75 XP originally on the Advanced Item). Please remember to give your item limitations!
[/li][li]Ultimate Enchanted Items:
- Ultimate Enchanted Items are the next step up on the chain for Enchanted Items. Ultimate Enchanted Items are the greatest of the enchanted items, giving your character a nearly perfect advantage in some field. Nearly impenetrable armor? The Staff of Reckoning, that allows Kragok to manipulate matter in almost any way he desires without exhausting his energy? These would be good examples of Ultimate Enchanted items.
- While Ultimate Enchanted items can maintain multiple abilities with each ability being very powerful, once they start developing three or more abilities, the abilities start to weaken. Ultimate Enchanted Items allow for one nearly flawless enchantment (such nearly impenetrable armor), if you so desire to go that way; please note, however, that such near flawless enchantments also require some sort of drawback; maybe the armor weighs a ton and no one with less than 16 strength can wear it. Otherwise the armor can have up to four major enchantments or up to seven lesser enchantments, or a combination of 2 major and 3 lesser, 3 major and 2 lesser, etc. Please remember to give your item limitations!
- Cost- Ultimate Enchanted items can be upgraded from Superior Enchanted Items for a cost of 150 XP (since you already paid 150 XP for said Superior Enchanted Item), or purchased outright for 300 XP.
[/li][li]Companions:
- Companions can be anything from basic animals (dogs, birds, horses, whatever) to magical creatures (Giant scorpion? Pegasus? A unicorn with frickin’ laser beam eyes?) to slaves or even a war band.
- Basic creatures / animals cost 10 XP each.
- Magical / advanced creatures cost 25 XP each. Please remember to have limitations on such creatures!
- Slaves / servants / basic sentient companions cost 25 XP each and will need a short description / background written out for this portion of your profile. These companions are not fit for combat! As a matter of fact, the golden rule for these companions are that they are non-combatant in nature. Small children would also fit into this category.
- Fighting Groups (specifically war bands) who are expendable and who are not dynamic in nature (though they can still be sentient) will cost 50 XP per group of six. These warriors only average 5 in ALL stats, cannot use basic epic items or magic, and come outfitted with basic weapons and armor. They are easily dispatched in battle, unlike their hardier ‘cousins’ listed above, so be advised.
- Dynamic complimentary characters will cost 50 XP per addition. This seems like a lot, but don’t forget that this gives your character a partner in combat or for whatever other reason! Remember, this is per addition! It is important to note that these characters will need to spend XP in order to have stats, but, unlike PC’s, will only require the main stats; Physicality, Mental Fortitude, Magical Aptitude, and Combatant Fortitude. YOU DO NOT HAVE TO BREAK THESE DOWN INTO EACH STAT BULLET! Instead, you can post an average for stats in each bracket. For example, one character might list an average of 8 XP in Physicality, 6 XP in Mental Fortitude, 50 XP in Magical Aptitude, and 10 XP in Combatant Fortitude. Also remember that any Magical Abilities or Enchanted Items used by these characters need to be listed in your inventory in the appropriate spaces (where your main character / PCs abilities / items are listed).
- Sentient companions can use any item in your inventory. To outfit them, you must provide them with equipment.
Physicality: NOTE: All bullets in Physicality MUST have a value assigned of at least 1 XP unless your character is dead. If your character is dead…well uh…you have a bigger problem starting out… At the beginning of your stay on Solabren, Physicality bullets cost 1 XP per point you wish to put in that stat. For example, if you want 10 points in Vitality, it cost only 10 XP to do so. However, after your stats are locked and then unlocked per your request after 90 days, stats then cost 2 XP per point you wish to improve your character. So, going back to Vitality, if you already have 10 points there and wish to bump it up to 12, it will cost you 4 XP to increase that number. Please remember that you cannot exceed 150 XP TOTAL amongst Physicality, Mental Fortitude, and Combatant Fortitude. Magical Aptitude does not affect this number.
- Vitality: Basically this is your characters health. The higher the number, the healthier your character. You may only start with a maximum total of 10 points in Vitality.
- Strength: Your characters strength. The higher the number, the stronger your character. You may only start with a maximum total of 10 points in Strength.
- Endurance: Your characters endurance. Endurance effects how long your character can last traveling / in battle / injured without collapsing. The higher the number, the more endurance your character has. You may only start with a maximum total of 10 points in Endurance.
- Speed: Your characters speed. The higher the number, the faster your character is. Please note that speed and agility are two separate things. Speed is simply how quick you can move. It has nothing to do with coordination / how clumsy you are. You may only start with a maximum total of 10 points in Speed.
- Agility: Your characters agility. The higher the number, the more agile your character. Agility is the numerical representation for how nimble / coordinated your character is. A low number means you have a clumsy character! You may only start with a maximum total of 10 points in Agility.
Mental Fortitude: As with Physicality, at the beginning of your stay on Solabren, Mental Fortitude bullets cost 1 XP per point you wish to put in that stat. For example, if you want 10 points in Social, it cost only 10 XP to do so. However, after your stats are locked and then unlocked per your request after 90 days, stats then cost 2 XP per point you wish to improve your character. So, going back to Social, if you already have 10 points there and wish to bump it up to 12, it will cost you 4 XP to increase that number. Please remember that you cannot exceed 150 XP TOTAL amongst Physicality, Mental Fortitude, and Combatant Fortitude. Magical Aptitude does not affect this number.
- Social: The numerical representation of how socially adept your character is when around other PC’s or NPC’s. The higher the number, the more adept your character is. You may only start with a maximum total of 10 points in Social.
- Skill: The numerical representation of how skilled your character is in his or her field of proficiency (warrior, bard, scholar). The higher the number, the more adept your character is. You may only start with a maximum total of 10 points in Skill.
- Cunning:The numerical representation of how cunning your character is. Cunning is your characters ability to think quickly and work problems out in a fast, efficient manner. The higher the number, the more adept your character is. You may only start with a maximum total of 10 points in Cunning.
- Slyness: The numerical representation of how sly / stealthy your character is. This stat is very important for stealthy characters such as assassins! The higher the number, the more adept your character is. You may only start with a maximum total of 10 points in Slyness.
- Will: The numerical representation of your character‘s will power. A greater will power will drive your character to fight harder, push themselves farther, learn faster, and take on much more complex tasks than a weaker willed character would attempt. The higher the number, the more will power your character has. You may only start with a maximum total of 10 points in Will.
- Intelligence: The numerical representation of how smart your character is. 1 = complete dumbass, while 10 is a true brainiac. Be realistic! We’re not all scholars! You may only start with a maximum total of 10 points in Intelligence.
Magical Prowess:
- Overall Magical Aptitude: Magical Aptitude differs from other stats on a few grounds. Please pay careful attention to magical rules listed below. This is the combined value of all XP spent on Innate Abilities and Magical Abilities. If you have 1 Innate Ability and 1 Major Magical Ability, for example, your Overall Magical Aptitude is 60.
- Innate Abilities:
- Innate Abilities are abilities that remain in a constant state of readiness / activity without the characters constant control, such as clairvoyance, improved healing, or other abilities that would be listed as an involuntary action.
- There are two kinds of Innate Abilities: Basic and Advanced. Basic Innate Abilities are just that; basic. They are simple stuff such as improved hearing, incomplete resistance to poison, better than usual sight, or other such abilities. Each Basic Innate ability costs 10 XP to purchase.
- Advanced Innate Abilities are a little more complex than their Basic counterparts. Improved Healing, near complete resilience to poisons, disease, or fatigue, or abilities that would near totally negate the effects of stat reducing abilities from other characters would fall into this category. Advanced Innate Abilities can have ONE major advantage each. They cost 50 XP to purchase.
- Magical Abilities:
- Differing from Innate Abilities, Magical Abilities are controlled, voluntary actions.
- Minor Magical Abilities are very simple in nature. Throwing a fireball? Casting a lightning spell? Maybe a little light that floats about you in the darkness and lights your way? These would be examples of Minor Magical Abilities. Minor Magical Abilities that are offensive or defensive in nature or that otherwise have combat applications that would directly affect your ability to fight or the ability of your opponent to attack or defend can only be used ONCE per thread, so use them wisely! These abilities cost 25 XP a piece. Don’t forget that these abilities need accurate descriptions of how they work and how they are limited.
- Major Magical Abilities are the more powerful gamut of spells you can learn, but remember; these are individual spells! These spells are simply talents in a particular school of magic. They do not encompass greater portions of the particular school the spell belongs to. These spells can also encompass portions of multiple schools of learning in order to create one talent so long as that talent results in one spell and not a menagerie of spells (this does not mean you cannot have multiple Major Magical Abilities that are similar in nature or related, mind you). Major Magical Abilities that are offensive or defensive in nature or that otherwise have combat applications that would directly affect your ability to fight or the ability of your opponent to attack or defend can only be used after every TWO posts. So, if you use it in post one, then your opponent makes a post, your next post CANNOT use that ability. It is not until the post afterwards that you can use it again. Likewise, you cannot over use spells either. These spells take a lot of magic/ether/mana/arcana to utilize and are therefore very draining on your character. Remember to assign each spell its own limitations accordingly! Major Magical Abilities cost 75 XP. Don’t forget that these abilities need accurate descriptions of how they work and how they are limited.
- Please list a description of the ability and if it is a Major or Minor Magical Ability!
- Schools of Magic:
- As there are multiple Schools of Magic in Solabren, there are, therefore, multiple magical aptitudes your character to possess. Your character is allowed to know up to FOUR Minor Schools of Magic or TWO Major Schools of Magic, or a combination of one Major and two Minor.
- Minor Schools of Magic are schools where your character is somewhat proficient but has not mastered the arcane arts all the way. Minor Schools only really give the character faster recharge times on APPLICABLE Major Magical Abilities (think of being able to throw a fireball with the ability to reduce a building to rubble in every post you make instead of every post), greater endurance (thus reducing fatigue from using spells), and better defense against spells used against your character by an opponent that are part of that school of magic. It cost 150 XP to unlock a Minor School of Magic. As with all magic, do remember that there are limitations to how much a school can boost your character!
- Major Schools of Magic are very expensive but, for the avid magic user / mage, might just be worth the effort to learn. Major Schools allow your character almost unlimited Major Magical Abilities within the confines of that school (along the bounds of reason naturally). For example, someone who Majors in Evocation could potentially throw an almost unlimited combination of Evocation style attacks without having to describe the better majority of them in their profile. On the other hand, however, this near unlimited knowledge and therefore probably prolific use of magic means your character will grow tired with the more magical attacks he or she throws (not so much as someone who does not Major in any school, though). Please remember that with a Major School comes a lot of responsibility not to God Mode or Power Play other characters! Major Schools of Magic cost 500 XP to unlock. Remember to impose limitations upon yourself! Major Schools REQUIRE that you do a comprehensive write up of your characters abilities and limitations within that school of learning. Failure to do so will result in you losing your Major School of Magic from your inventory until the write up is rectified.
Combatant Fortitude:[/b] Because combat is such a large part of survival in Solabren, it has been broken down into specific areas of proficiency, as listed below. Just like with areas of skill listed above, the maximum total of points you can place in each field is 10 XP. The higher the points, the more skilled your character is in the area, with 0 or 1 being completely or almost completely unskilled.
At the beginning of your stay on Solabren, Combatant Fortitude bullets cost 1 XP per point you wish to put in that stat. For example, if you want 10 points in Hand to Hand, it cost only 10 XP to do so. However, after your stats are locked and then unlocked per your request after 90 days, stats then cost 2 XP per point you wish to improve your character. So, going back to Hand to Hand, if you already have 10 points there and wish to bump it up to 12, it will cost you 4 XP to increase that number. Please remember that you cannot exceed 150 XP TOTAL amongst Physicality, Mental Fortitude, and Combatant Fortitude. Magical Aptitude does not affect this number.
- Hand to Hand: Simple unarmed, hand to hand fortitude. Is your character simply a brawler or a skilled martial artist?
- Close-Armed: The bread and butter of most fights in this day and time, Close-Armed combat is your characters ability to get in close with a weapon such as a sword or flail and fight. This also includes how skilled you are in the deployment of a shield and other immediate range tools.
- Ranged Combat: Your characters skill with weapons such as a staff, spear, or halberd. This does not include their ability to throw such a weapon and hit their target!
- Extended Accuracy: Extended Accuracy entails your characters employment of weapons like bows and arrows, crossbows, throwing spears, and like tools, and rates their ability to launch such a device to create effects on target.
- Fighting Style: A detailed description of your characters fighting style. Is your character simply a fighter in misfortune, a clumsy brawler who’s real world occupation is as a bard and he only wants to fight to defend himself? Or is he a crafty sellsword with a lengthy history of warfare? This will better help you solidify how your character fights, if at all, and will keep you from making huge deviations from that path in the future, especially during PC vs. PC combat events. Optional.
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[color=41281f][b]STATISTICAL-[/b][/color]
[color=9B6905][b]Total Experience Points:[/b][/color]
[color=9B6905][b]Unused Experience Points:[/b][/color]
[color=9B6905][b]Titles:[/b][/color][ul]
[li] [/li][/ul]
[color=9B6905][b]Settlements:[/b][/color][ul]
[li] Settlement 1
[/li][li] Settlement 2 [/li][/ul]
[color=9B6905][b]Equipment:[/b][/color][ul]
[li][color=9B6905][b]Basic Kit:[/b][/color]
[/li][li] Item 1
[/li][li] Item 2 [/li][/ul]
[/li][li][color=9B6905][b]Weapons / Armor:[/color][/b][ul]
[li] Item 1
[/li][li] Item 2 [/li][/ul]
[/li][li][color=9B6905][b]Potions, Poisons, Elixirs, and Alchemies:[/color][/b][ul]
[li] Item 1
[/li][li] Item 2 [/li][/ul]
[/li][li][color=9B6905][b]Basic Enchanted Items:[/color][/b][ul]
[li] Item 1
[/li][li] Item 2 [/li][/ul]
[/li][li][color=9B6905][b]Advanced Enchanted Items:[/b][/color][ul]
[li] Item 1
[/li][li] Item 2 [/li][/ul]
[/li][li][color=9B6905][b]Superior Enchanted Items:[/b][/color][ul]
[li] Item 1
[/li][li] Item 2 [/li][/ul]
[/li][li][color=9B6905][b]Ultimate Enchanted Items:[/b][/color][ul]
[li] Item 1
[/li][li] Item 2 [/li][/ul]
[/li][li][color=9B6905][b]Companions:[/b][/color][ul]
[li] Companion 1
[/li][li] Companion 2 [/li][/ul][/list]
[color=9B6905][b]Physicality:[/b][/color] [ul]
[li] [color=9B6905][b]Vitality:[/b][/color]
[/li][li] [color=9B6905][b]Strength:[/b][/color]
[/li][li] [color=9B6905][b]Endurance:[/b][/color]
[/li][li] [color=9B6905][b]Speed:[/b][/color]
[/li][li] [color=9B6905][b]Agility:[/b][/color] [/li][/ul]
[color=9B6905][b]Mental Fortitude:[/b][/color] [ul]
[li] [color=9B6905][b]Social:[/b][/color]
[/li][li] [color=9B6905][b]Skill:[/b][/color]
[/li][li] [color=9B6905][b]Cunning:[/b][/color]
[/li][li] [color=9B6905][b]Slyness:[/b][/color]
[/li][li] [color=9B6905][b]Will:[/b][/color]
[/li][li] [color=9B6905][b]Intelligence:[/b][/color] [/li][/ul]
[color=9B6905][b]Magical Prowess:[/b][/color][ul]
[li] [color=9B6905][b]Overall Magical Aptitude:[/b][/color]
[/li][li] [color=9B6905][b]Innate Abilities:[/b][/color]
[/li][li] Innate Ability 1
[/li][li] Innate Ability 2 [/li][/ul][ul]
[li] [color=9B6905][b]Magical Abilities:[/b][/color]
[/li][li] Ability 1
[/li][li] Ability 2 [/li][/ul] [ul]
[li] [color=9B6905][b]Schools of Magic:[/b][/color]
[/li][li] School 1
[/li][li] School 2 [/li][/ul]
[color=9B6905][b]Combatant Fortitude:[/color][/b] [ul]
[li] [color=9B6905][b]Hand to Hand:[/b][/color]
[/li][li] [color=9B6905][b]Close-Armed:[/b][/color]
[/li][li] [color=9B6905][b]Ranged Combat:[/b][/color]
[/li][li] [color=9B6905][b]Extended Accuracy:[/b][/color]
[/li][li] [color=9B6905][b]Fighting Style:[/b][/color] [/li][/ul]
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