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croiduire:orbs:characters:shadow_wars:uduak [2015/11/17 11:01] Croi Duirecroiduire:orbs:characters:shadow_wars:uduak [2020/03/13 15:01] Croi Duire
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 +====== Uduak ======
 +^      Full Name |  Uduak  |
 +^         Player |    |
 +^ Game (Context) |  The Orbs of the Dead God (Shadow Wars)  |
 +^   Race/Species |  Alcanti  |
 +^         Gender |  Female  |
 +^         Height |  6 ft 10 in  |
 +^         Weight |  700 lbs  |
 +^            Age |  12,535  |
 +^   Apparent Age((Earth human equivalent)) |  |
 +^           Hair |  Hairless  |
 +^           Eyes |  Red  |
 +^           Skin |  Silver-grey  |
 +
 +===== Character Sheet =====
 +^ Class and Level |  Robocop  20  |
 +^             Kit |  Alcanti  |
 +^       Alignment |  Lawful Neutral  |
 +
 +==== Tracking ====
 +^                        Current  ^  Base    ^ Notes                   ^
 +^            Hit Points |  100  |  100  | No current injuries.    |
 +^          Power Points |  162  |  162  |                         |
 +^        Fatigue Points |   20  |   20  | Fresh                   |
 +^         Experience (Robocop) |  3,750,000  |  3,750,000  | **Next Level:** No further advancement possible         |
 +
 +==== Ability Scores ====
 +^        Score  ^  Current  ^  Base  ^ Notes  ^
 +^      Strength |   18/99     18/99   | **Attack Adj.:** +2; **Damage Adj.:** +5; **Weight Allowance:** 235 lbs; **Max Press:** 380 lbs; **Open Doors:** 15(3); **Bend Bars/Lift Gates:** 35%  |
 +^     Dexterity |   18     18   | **Missile Adj.:** +2; **Reaction Adj.:** +2; **Armour Class:** -4  |
 +^  Constitution |   N/    N/  | **Special:** See Background & Notes  |  
 +^  Intelligence |   16     16   | **Bonus Languages/Proficiencies:** 5  |
 +^        Wisdom |   16     16   | **Magic Defence Adj.:** +2  |
 +^      Charisma |   16     16   | **Comeliness Modifier:** +2; **Initial Reaction Adj.:** +7; **Loyalty Base:** +6; **Max. Number of Henchmen:** 10  |
 +^    Perception |   17     17   | **Find/Rem. Traps bonus:** +5%; **Detect Noise bonus:** +10%; **Detect Assassin bonus:** +5%; **Detect Illusion bonus:** 5%; **Tracking bonus:** +10%/+2  |
 +^    Comeliness |   16     16   | **Charisma Modifier:** +2   |
 +
 +==== Combat Statistics ====
 +^                Current  ^  Base  ^ Notes                      ^
 +^         THAC0 |   11     11   | **Melee:** 9; **Missile:**  9  |
 +^  Armour Class |  With Dexterity Adjustment, trunk: AC -4; arms & legs: AC 0; hands, wrists, neck & head: AC 2  |  Trunk: AC 0; arms & legs: AC 4; hands, wrists, neck & head: AC 6  |  Symbiont absorbs the first 50 hp of damage if Uduak is struck where it covers her   |
 +
 +=== Attacks ===
 +^    Weapon  ^  Init.  ^  Attacks  ^  THAC0               ^^  Damage                      ^  Range                                 ^^^
 +^       :::  ^  :::    ^  :::      ^  Melee    ^  Missile  ^  :::                          Short      Medium (-2)  ^  Long (-5)  |
 +^            |                                                                    |            |                           |
 +
 +==== Saving Throws ====
 +^  Paralysation, Poison, & Death Magic |     |
 +^             Petrifaction & Polymorph |     |
 +^                   Rod, Staff, & Wand |     |
 +^                        Breath Weapon |     |
 +^                                Spell |     |
 +
 +==== Weapon Proficiencies ====
 +^         Proficiency  ^  Level        ^  Slots  ^ Notes  ^
 +
 +==== Nonweapon Proficiencies ====
 +^              Proficiency  ^  Score  ^  Attribute        ^  Slots  ^ Notes  ^
 +|  Agriculture  |  20  |  Intelligence + Wisdom, divinely enhanced    2   |Includes knowledge of seed selection and preservation   
 +|  Alchemy  |  15  |   Intelligence -1      |   |
 +|  Ancient History  |  15  |  Intelligence -1      |    |
 +|  Ancient Languages  |  16  |  Intelligence +0    1  |    | 
 +|  Animal Handling  |  17  |  Wisdom + Perception, averaged +1  |  1  |   |
 +|  Direction Sense  |  16  |  Wisdom + Perception, averaged +0  |  1  |    |
 +|  Distance Sense  |  16  |  Wisdom + Perception, averaged +0  |  1  |    |
 +|  Investigation  |  14  |  Intelligence + Perception, averaged -2    1  |    |
 +|  Observation  |  16  |  Intelligence + Perception, averaged +0  |  1  |    |
 +|  Read/Write  |  17  |  Intelligence +1    2  |Includes the ability to read and write dwarven runes and other ancient alphabets.   |
 +|  Religion  |  16  |  Intelligence + Wisdom, averaged +0  |  Bonus  |    |
 +|  Weather Sense  |  16  |  Wisdom + Perception, averaged +0  |  1  |A proficiency check can be made once every six hours; +1 bonus for every six hours of observation  |
 +
 +
 +==== Languages ====
 +Common, Draconic, Dwarven, Elvish, Gnomish, Goblinoid, Orcish, Sylvan
 +
 +
 +===== Powers =====
 +==== Replenishing Power ====
 +^   Power Points     162   |Every time all of Uduak's power points have been expended she must consume 48 ounces of oil of vitriol combined with 80 ounces of water to replenish them. Every pound of sulphur-bearing ore yields 1d4 ounces of oil of vitriol; a maximum of 10 lbs of ore can be processed at any one time; processing takes a full day and requires an alchemical laboratory plus the time to collect/mine the ore (2d20 hrs). Alternatively, there is a 25% chance per alchemist visited that it will be available for purchase for (1d6+4) x 20 gold/8 ounces. Rather than paying, an Alcanti can also try to intimidate, charm, suggest, dominate, etc. However, if the Alcanti returns to an alchemist previously taken unfair advantage of and tries that a second time, charm and suggestion will not work, and the target saves against domination at +6...a small safeguard the gods emplaced lest the Alcanti abuse their powers for their own benefit.   |
 +
 +==== Utility Powers ====
 +^   Teleport Without Error     15 pp to activate.   |Additional 5 pp for every 250 lbs, or fraction thereof, above 250 lbs initial allowance, 10 additional pp for every 250 miles, or fraction thereof, over the first 250 miles achieved by activation; can carry a maximum of 1050 lbs above her own weight. Uduak can teleport herself and 50 lbs of gear 250 miles at a cost of 25 pp; 1500 miles costs 75 pp.   |
 +^   Light     1 pp to activate.   |No material components necessary, otherwise, as per spell except can only be cast upon the caster himself. Produces about 40 lumens (3 candlepower).   |
 +^   Greater Light     5 pp to activate.   |No material components necessary, otherwise, as per spell. Lasts twice as long (40 turns); produces twice as much light (about 80 lumens/6 candlepower).   |
 +^   Continual Light     10 pp to activate.   |No material components necessary, otherwise, as per spell.   |
 +^   Sending     25 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Permanency     150 pp to activate.   |Per spell, plus all Defensive Powers used within personal fortress.   |
 +
 +==== Command Powers ====
 +^   Power Word "Hold"     25 pp to activate.  |Can affect a total of 150 hp/casting. Affects people, animals, monsters, and undead. Range: 20 yds; duration: 10 rounds. If attempting to hold more than 150 hp, target(s) with highest lvl will be free of effect, until total affected is reduced below 150 hp.   |
 +^   Tongues     10 pp to activate, 5 pp per additional turn.   |Otherwise, per spell. Available as a permanent effect.   |
 +^   Suggestion     15 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Mass Suggestion     30 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Eyebite     25 pp to activate.   |Does not affect Alcanti or Shadow, otherwise, per spell.   |
 +^   Charm     10 pp to activate.   |Can affect people, animals, and monsters. Otherwise per //Charm Person or Mammal// spell.   |
 +
 +==== Offensive Powers ====
 +^   Lightning Bolt     15 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Chain Lightning     30 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +
 +==== Defensive Powers ====
 +Are only available to an Alcanti in his fortress.
 +
 +^   Spectral Force     30 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Advanced Illusion     50 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Permanent Illusion     150 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Programmed Illusion     75 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Screen     150 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Guards and Wards     75 to 150 pp to activate, depending on complexity.   |No material components necessary, otherwise, per spell.   |
 +^   Vacancy     50 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Mirage Arcana     100 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Simulacrum     100 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Monster Summoning I     50 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Monster Summoning II     75 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Monster Summoning III     100 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Monster Summoning IV     125 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +^   Monster Summoning V     150 pp to activate.   |No material components necessary, otherwise, per spell.   |
 +
 +===== Inventory =====
 +^  Item  ^  Quantity  ^  Type  ^  Description & Notes  ^
 +|   Symbionts         Protection & Life Support   |Description in history   |
 +|   Tool Kit         General   |Part of portable pack/survival kit; includes 1 extra vial of Oil of Vitriol   |
 +|   Fortress         Residence   |Ancient, filled with deadly traps and exotic treasures...the usual guff   |
 +|   Complete Alchemical Laboratory         General   |Fully equipped, with components stockpiled for the upcoming cometary pass; in fortress   |
 +|   Oil of Vitriol     18     Consumable Supplies   |Full 48 oz vials stored in Alchemical Laboratory   |
 +
 +
 +===== Background & Notes =====
 +==== Symbionts ====
 +Second Skin Armour is the name people use to describe a strange and mysterious magical artefact, very rare and very precious--only a scant handful have ever been discovered...
 +
 +The Alcanti call it the Symbiont and know it is one of their greatest strengths and greatest vulnerabilities; an integral component of their operation, it provides the power for day-to-day functioning and for repair in the event an Alcanti is damaged. It has 50 hp, and--for good or ill--absorbs the first 50 hp of damage delivered to its wearer; damage above 50 usually, but not always, kills it. It appears black to mortal eyes, but it's not...if a thin film is spread out in bright light it becomes apparent that it's a very dark green due to the chlorophyll it contains. It must receive several hours of sunlight (or Continual Light containing the same full spectra as sunlight) nearly every day to stay healthy, and thereby useable. When an Alcanti wears this organic construct it transfers energy to him; in return it draws nutrients (predominantly nitrogen, phosphate, and potassium) and water from him in obligate mutualism.
 +
 +Just like organic people, Alcanti need to drink fresh water every day (or as close to that optimum as they can get). They can take in nitrogen from the air (while they don't precisely breathe, in the way that people do, they have a respiratory system to permit normal speech including lung analogs where gas absorption takes place) and every one to two months they need to consume potash and apatite or guano (most Alcanti prefer the mineral forms to guano, but actually guano serves the same essential purpose, and provides all three necessary nutrients).
 +
 +When a Symbiont is touched by an Alcanti, or certain organic races, it flows up to completely cover his body. The wearer has to push the Symbiont back from those places he doesn't want covered, usually the head and hands, although some allow it to flow up and form a cowl leaving only the face exposed. The Symbiont itself will not cover the soles of the feet or wherever it will be subjected to constant abrasion, or where the hair covering is so thick it can not feed. It can be trained to conform to the preferences of its customary wearer; after three or four wearings with the same configuration, it will flow to the limits previously set and no further. It will not attach itself to scaled or furred creatures, but the relatively sparse hair on humans, elves, and dwarves does not impede its feeding; it will accept them as hosts.
 +
 +Each day an Alcanti does not wear his Symbiont he loses 1 hp. When he is reduced to 0 hp, he stops functioning; he doesn't die, and can be revived if some external force places a Symbiont on his body, but he is completely defenceless and very easy to kill. If a healthy Symbiont is placed on an Alcanti that has "powered off" it will take him 2 days to revive; he must have acquired 10 hp before active operation can be restored. He will have no memory of anything that occurred while he was unpowered. If an Alcanti has been injured, a healthy Symbiont can restore 5 hp/day as well.
 +
 +Unlike the Alcanti, Symbionts can, and must, reproduce; they only have a lifespan of between 750 and 1000 years. Once every 100 to 200 years a Symbiont will start to writhe, putting out small, spiky protrusions. In time one of these will grow until it's about a foot long, thicken into a rounded (sausage-like) shape, and then the base where it connects to its "mother" will start to constrict until the bud has completely detached. The baby Symbiont must be carefully nurtured; the easiest way to do this is to allow it to attach to the same host as its parent. The parent will flow to allow the bud access to nutrients and sunlight. When it reaches about half its mature size, it can be removed and wearing can be alternated. The immature Symbiont will flow to cover the host, but it's thin and has only half the hp of a mature specimen.
 +
 +==== Fatigue ====
 +An Alcanti does not--can not--sleep, but he is organic enough that he //does// tire. Every time he uses his powers, fights for five minutes, or engages in vigorous exertion for ten minutes, he loses one fatigue point. When he is reduced to zero he can do absolutely nothing until he has rested, not even walk or raise a weapon in self-defence. It takes two minutes of complete rest to recover one fatigue point. Any activity, even something as non-strenuous as walking, doubles the time needed. If an Alcanti is injured he tires more quickly and takes longer to recover. If he is between 25 and 50% down, he loses two fatigue points every time he uses his powers, fights for five minutes, or engages in vigorous exertion for ten minutes, and needs three minutes to recover one point, between 51 and 75% down, he loses three fatigue points every time he uses his powers, fights for five minutes, or engages in vigorous exertion for ten minutes, and needs four minutes to recover one point, between 76 and 100% down, he loses three fatigue points every time he uses his powers, fights for five minutes, or engages in vigorous exertion for ten minutes, and needs four minutes to recover one point.
 +
 +==== Unusual or Altered NWPs ====
 +  * **Alchemy:**  Intelligence -1 (2)\\
 +Alcanti are well-versed in all aspects of laboratory technique, scientific method, the proper way to conduct experiments, and the properties of various chemicals, reagents, and substances. If they have access to their laboratories, they can use their knowledge to identify unknown elements or compounds, create small doses of acids, incendiaries, or pyrotechnical substances, or brew certain potions.
 +
 +Identifying substances or samples of unknown material requires 1 to 4 days and a successful proficiency check. Simple materials, such as powdered metals or ores, provide the alchemist with a +1 to +4 bonus on his check, at the DM’s discretion. Rare, complex, or damaged or incomplete samples might impose a –1 to –4 penalty.
 +
 +Other than oil of vitriol, Alcanti must pass a proficiency check in order to successfully manufacture a substance; creating dangerous substances such as acids or burning powders takes, on average, 1d3 days and (1d4+1) x 10 gp per vial, or 2--7 (1d6+1) days and (4d4+4) x 10 gp per flask, modified by the substance (for example, producing glacial acetic acid is obviously going to take considerably longer and be more expensive and risky than making simple vinegar; if they want to make fluoroantimonic acid they can probably do it, but that would be--or was--a lengthy quest in and of itself, first obtaining the magical or blessed vessels to contain it, then gathering the materials for each step and passing literally dozens of proficiency checks). Failing a proficiency check with a natural roll of 20 might result in an explosion or other mishap that exposes the Alcanti, or anyone else in the immediate area, to the effects of both the blast and the substance, and damages the laboratory for up to 10%–60% or 1d6 x 10% of its construction value, again depending on the substance being made. If he was making carbolic acid, he'd probably have to do some repainting...
 +
 +When used as a weapon, acid damage is variable, depending on the acid and its concentration, and will be arbitrated on a case-by-case basis. It is apt to be considerably greater than the value given in the PHB.
 +
 +Incendiaries ignite when exposed to air. A flask of incendiary liquid inflicts damage no less than that of burning oil (2d6 points in the first round and 1d6 in the second.) Incendiary powders or liquids can easily start fires if used on buildings, dry brush, or other such surfaces.
 +
 +Pyrotechnic materials resemble incendiaries, but create clouds of billowing smoke. A vial creates a cloud of smoke 5 feet high by 5 feet wide by 5 feet deep, obscuring vision. A flask creates a cloud of smoke 10 feet high by 10 feet wide by 10 feet deep. The clouds persist for 1d3 rounds, depending on the wind and other conditions.
 +
 +==== Astronomy ====
 +The night sky as seen from the continent of Tamaranth is a brilliant and beautiful thing, crowded with stars in a hundred constellations, and jewelled with seven moons and five planets.
 +
 +The major moons are Candra, the largest moon, and Lixue, only slightly smaller but far enough out that it appears to be only two-thirds the size. Its orbit is permanently 45º ahead of and above Candra. The minor moons are Nuala, Ophira, Malana, Kyros and Halle. Of the seven moons, the five minor moons are small enough that their effect on tides is negligible. Together the two major moons have an effect similar to Luna on Terra insofar as the length of day and other rotational effects are concerned, but the tides differ a little in that all areas experience a mixed semidiurnal tide cycle, with Lixue acting as an intensifier.
 +
 +The planets of Tamarsphere are Iliana, rocky planet closer to the sun than Tamaranth; Marnin, a rocky planet further from the sun than Tamaranth, ice covered and very bright; next out is Morathi, a medium sized gas giant; then Esus, the largest gas giant in the sphere; and Tethra, the gas giant furthest out, midway in size between Morathi and Esus.
 +
 +
 +
 +==== Personality Chart ====
 +^  //Primary Motivators// |            ^   Sense of Humour |                  |
 +^   Emotional Disposition |            ^             //Sexuality//           ^^
 +^               Moodiness |            ^       Orientation |                  |
 +^          //Core Traits//            ^^            Libido |                  |
 +^        Outlook |                        Expressiveness |                  |
 +^      Integrity |                      Expressive Style |                  |
 +^  Impulsiveness |                              Openness |                  |
 +^       Boldness |                       Promiscuousness |                  |
 +^    Flexibility |                            //Religion & Spirituality//  ^^
 +^       Affinity |                             Adherence |                  |
 +^    Comportment |                             Tolerance |                  |
 +^  Interactivity |                            Expression |                  |
 +^     Disclosure |                            Conversion |                  |
 +^     Conformity |                              Attitude |                  |
 +^                                                                          ^^^^
 +^      Topics of Conversation |                                             |||
 +^  Quirks, Habits, & Oddities |                                             |||
 +^        Hobbies & Enjoyments |                                             |||
 +^  See http://rpg.ashami.com/ for reference  ^^^^
 +
 +==== Character Questionnaire ====
 +=== The Basics ===
 +  ? What is your full name?
 +  : FIXME
 +  ? Where and when were you born?
 +  : FIXME
 +  ? Who are/were your parents? (Know their names, occupations, personalities, etc.)
 +  : FIXME
 +  ? Do you have any siblings? What are/were they like?
 +  : FIXME
 +  ? Where do you live now, and with whom? Describe the place and the people.
 +  : FIXME
 +  ? What is your occupation?
 +  : FIXME
 +  ? To which social class do you belong?
 +  : FIXME
 +  ? Do you have any allergies, diseases, or other physical weaknesses?
 +  : FIXME
 +  ? Are you right- or left-handed?
 +  : FIXME
 +  ? What words and/or phrases do you use very frequently?
 +  : FIXME
 +  ? What do you have in your pockets?
 +  : FIXME
 +  ? Do you have any quirks, strange mannerisms, annoying habits, or other defining characteristics?
 +  : FIXME
 +
 +=== Growing Up ===
 +  ? How would you describe your childhood in general?
 +  : FIXME
 +  ? What is your earliest memory?
 +  : FIXME
 +  ? How much schooling have you had?
 +  : FIXME
 +  ? Did you enjoy school?
 +  : FIXME
 +  ? Where did you learn most of your skills and other abilities?
 +  : FIXME
 +  ? While growing up, did you have any role models? If so, describe them.
 +  : FIXME
 +  ? While growing up, how did you get along with the other members of your family?
 +  : FIXME
 +  ? As a child, what did you want to be when you grew up?
 +  : FIXME
 +  ? As a child, what were your favourite activities?
 +  : FIXME
 +  ? As a child, what kinds of personality traits did you display?
 +  : FIXME
 +  ? As a child, were you popular? Who were your friends, and what were they like?
 +  : FIXME
 +  ? When and with whom was your first kiss?
 +  : FIXME
 +  ? Are you a virgin?  If not, when and with whom did you lose your virginity?
 +  : FIXME
 +  ? Describe any influences in your past that led you to do the things you do today.
 +  : FIXME
 +
 +
 +=== Past Influences ===
 +  ? What do you consider the most important event of your life so far?
 +  : FIXME
 +  ? Who has had the most influence on you?
 +  : FIXME
 +  ? What do you consider your greatest achievement?
 +  : FIXME
 +  ? What is your greatest regret?
 +  : FIXME
 +  ? What is the most evil thing you have ever done?
 +  : FIXME
 +  ? Do you have a criminal record of any kind?
 +  : FIXME
 +  ? When was the time you were the most frightened?
 +  : FIXME
 +  ? What is the most embarrassing thing ever to happen to you?
 +  : FIXME
 +  ? If you could change one thing from your past, what would it be, and why?
 +  : FIXME
 +  ? What is your best memory?
 +  : FIXME
 +  ? What is your worst memory?
 +  : FIXME
 +
 +=== Beliefs And Opinions ===
 +  ? Are you basically optimistic or pessimistic?
 +  : FIXME
 +  ? What is your greatest fear?
 +  : FIXME
 +  ? What are your religious views?
 +  : FIXME
 +  ? What is your political ideology?
 +  : FIXME
 +  ? What are your views on sex?
 +  : FIXME
 +  ? Are you able to kill? Under what circumstances do you find killing to be acceptable or unacceptable?
 +  : FIXME
 +  ? In your opinion, what is the most evil thing any human being could do?
 +  : FIXME
 +  ? Do you believe in the existence of soul mates and/or true love?
 +  : FIXME
 +  ? What do you believe makes a successful life?
 +  : FIXME
 +  ? How honest are you about your thoughts and feelings (i.e., do you hide your true self from others, and in what way)?
 +  : FIXME
 +  ? Do you have any biases or prejudices?
 +  : FIXME
 +  ? Is there anything you absolutely refuse to do under any circumstances?  Why do you refuse to do it?
 +  : FIXME
 +  ? Who or what, if anything, would you die (or otherwise go to extremes) for?
 +  : FIXME
 +
 +=== Relationships With Others ===
 +  ? In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does your treatment of them change depending on how well you know them, and if so, how?
 +  : FIXME
 +  ? Who is the most important person in your life, and why?
 +  : FIXME
 +  ? Who is the person you respect the most, and why?
 +  : FIXME
 +  ? Who are your friends?  Do you have a best friend?  Describe these people.
 +  : FIXME
 +  ? Do you have a spouse or significant other?  If so, describe this person.
 +  : FIXME
 +  ? Have you ever been in love? If so, describe what happened.
 +  : FIXME
 +  ? What do you look for in a potential lover?
 +  : FIXME
 +  ? How close are you to your family?
 +  : FIXME
 +  ? Have you started your own family? If so, describe them. If not, do you want to? Why or why not?
 +  : FIXME
 +  ? Who would you turn to if you were in desperate need of help?
 +  : FIXME
 +  ? Do you trust anyone to protect you? Who, and why?
 +  : FIXME
 +  ? If you died or went missing, who would miss you?
 +  : FIXME
 +  ? Who is the person you despise the most, and why?
 +  : FIXME
 +  ? Do you tend to argue with people, or avoid conflict?
 +  : FIXME
 +  ? Do you tend to take on leadership roles in social situations?
 +  : FIXME
 +  ? Do you like interacting with large groups of people? Why or why not?
 +  : FIXME
 +  ? Do you care what others think of you?
 +  : FIXME
 +
 +=== Likes And Dislikes ===
 +  ? What is/are your favourite hobbies and pastimes?
 +  : FIXME
 +  ? What is your most treasured possession?
 +  : FIXME
 +  ? What is your favourite colour?
 +  : FIXME
 +  ? What is your favourite food?
 +  : FIXME
 +  ? What, if anything, do you like to read?
 +  : FIXME
 +  ? What is your idea of good entertainment (consider music, social events, theatre, art, etc.)?
 +  : FIXME
 +  ? Do you smoke, drink, or use drugs? If so, why?  Do you want to quit?
 +  : FIXME
 +  ? How do you spend a typical night without work the following day?
 +  : FIXME
 +  ? What makes you laugh?
 +  : FIXME
 +  ? What, if anything, shocks or offends you?
 +  : FIXME
 +  ? What would you do if you had insomnia and had to find something to do to amuse yourself?
 +  : FIXME
 +  ? How do you deal with stress?
 +  : FIXME
 +  ? Are you spontaneous, or do you always need to have a plan?
 +  : FIXME
 +  ? What are your pet peeves?
 +  : FIXME
 +
 +=== Self Images & Etc. ===
 +  ? Describe the routine of a normal day for you. How do you feel when this routine is disrupted?
 +  : FIXME
 +  ? What is your greatest strength as a person?
 +  : FIXME
 +  ? What is your greatest weakness?
 +  : FIXME
 +  ? If you could change one thing about yourself, what would it be?
 +  : FIXME
 +  ? Are you generally introverted or extroverted?
 +  : FIXME
 +  ? Are you generally organized or messy?
 +  : FIXME
 +  ? Name three things you consider yourself to be very good at, and three things you consider yourself to be very bad at.
 +  : FIXME
 +  ? Do you like yourself?
 +  : FIXME
 +  ? What are your reasons for being an adventurer (or doing the strange and heroic things that RPG characters do)? Are your real reasons for doing this different than the ones you tell people in public? (If so, detail both sets of reasons...)
 +  : FIXME
 +  ? What goal do you most want to accomplish in your lifetime?
 +  : FIXME
 +  ? Where do you see yourself in 5 years?
 +  : FIXME
 +  ? If you could choose, how would you want to die?
 +  : FIXME
 +  ? If you knew you were going to die in 24 hours, name three things you would do in the time you had left.
 +  : FIXME
 +  ? What is the one thing for which you would most like to be remembered after your death?
 +  : FIXME
 +  ? What three words best describe your personality?
 +  : FIXME
 +  ? What three words would others probably use to describe you?
 +  : FIXME
  
croiduire/orbs/characters/shadow_wars/uduak.txt · Last modified: 2020/03/13 15:09 by Croi Duire