Callie's Heroes

CHARACTER SHEET - Callie Archer (Iron Tier)



Name: Calliope (Callie) Willow Archer

Age: 26

Class: Ranger

Race: Gnome

Level: Iron Tier

Gender: Female

SKILLS

SKILL: BURST SHOT (IRON TIER)

MANA USAGE: MEDIUM

CASTING TIME: INSTANT

RECHARGE TIME: 30 SECONDS

CHARGES: 1

DESCRIPTION: This ability imbues a prepped arrow with the power to create a burst of bright light, sound, and concussive force upon impact. However, the arrow must be fired within 10 seconds of the spell's completion, or the enchantment will dissipate. As the skill advances, its recharge will decrease, the window of opportunity to fire the arrow will expand, and the number of charges will increase.

SKILL: FLARE (IRON TIER)

MANA USAGE: LOW

CASTING TIME: 3 SECONDS

RECHARGE TIME: 60 SECONDS

CHARGES: 1

DESCRIPTION: This ability enchants a prepped arrow, causing it to emit bright light. The casting process requires 3 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. After being fired, the arrow will begin to glow a maximum of 3 seconds (variable at cast time) after release and will glow for 20 seconds. If fired skyward, the arrow will descend gently towards the ground once it reaches its peak. As the skill advances, the casting and recharge time will decrease. Additionally, the duration of the glow will increase, as well as the window of opportunity to fire the arrow and the number of charges available.

SKILL: INSTINCTIVE DODGE (IRON TIER)

STAMINA USAGE: LOW (SPECIAL)

DESCRIPTION: Individuals possessing this skill can effortlessly evade known incoming attacks by utilizing their stamina. As they progress to higher tiers, their likelihood of success increases, their stamina expenditure decreases, and they gain the capability to ultimately dodge unseen attacks.

SKILL: MULTISHOT (IRON TIER)

MANA USAGE: MEDIUM

CASTING TIME: INSTANT

RECHARGE TIME: 60 SECONDS

CHARGES: 1

MULTIPLIER: 3

DESCRIPTION: This ability imbues a prepped arrow with the power to split into 3 projectiles upon release. Each projectile can be aimed at the same target or different targets within a 15-degree cone in front of the weapon. The arrow must be fired within 10 seconds of the spell's completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, projectile count, maximum charge count, and area of effect will increase.

SKILL: PIERCING SHOT (IRON TIER)

MANA USAGE: MEDIUM

CASTING TIME: 2 SECONDS

RECHARGE TIME: 50 SECONDS

CHARGES: 1

DESCRIPTION: This ability imbues a prepped arrow with enhanced power, allowing it to penetrate hardened targets with ease. The casting process requires 2 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and piercing capability will increase.

SKILL: RAPID FIRE (IRON TIER)

MANA USAGE: MEDIUM

CASTING TIME: INSTANT

RECHARGE TIME: 40 SECONDS

CHARGES: 1

MULTIPLIER: 4

DESCRIPTION: This ability imbues a prepped arrow to release 4 arrows in rapid succession, in the direction aimed at time of each release. The arrow must be fired within 10 seconds of the spell's completion, or the enchantment will dissipate. As the skill level increases, the recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and number of arrows fired will increase.

SKILL: SNIPER SHOT (IRON TIER)

MANA USAGE: HIGH

CASTING TIME: 6 SECONDS

RECHARGE TIME: 60 SECONDS

CHARGES: 1

DESCRIPTION: This ability imbues a prepped arrow for extreme damage at long range. The casting process requires 6 seconds, and once complete, the arrow must be fired within 10 seconds, or the effect will dissipate. As the skill level increases, the casting and recharge time will decrease, the window of opportunity to fire the arrow will expand, and the damage, maximum charge count, and range will increase.

PERKS

PERK OF UNKNOWN ORIGIN: ADVANCED ARCHERY (IRON TIER)CLASS PERK: ADVANCED ARCHERY (IRON TIER)

MANA USAGE: SPECIAL (LOW)

CASTING TIME: NONE

RECHARGE TIME: NONE

DESCRIPTION: Individuals possessing this perk are more likely to successfully hit their intended target. As the tier level advances, they gain the ability to utilize a minor amount of mana to enhance their chances of hitting their target or execute challenging, perhaps even seemingly unfeasible, trick shots. This perk synergizes with the TINKER trait in the exploration of perk-related projects.

CLASS PERK: AMBIDEXTERITY

DESCRIPTION: The ability to use either hand to perform actions without penalty.

PERK: BOWYER/FLETCHER (IRON TIER)

MANA USAGE: SITUATIONAL AT HIGHER TIERS

CASTING TIME: SITUATIONAL AT HIGHER TIERS

RECHARGE TIME: SITUATIONAL AT HIGHER TIERS

DESCRIPTION: Provides the knowledge to craft simple arrows and bows from common components. Higher tiers of this perk allow for advanced crafting, replicating arrows, summoning components, and imbuing crafted bows and arrows with temporary magical runes and effects, enhancing their capabilities. This perk synergizes with the TINKER trait in the exploration of perk-related projects.

CLASS PERK: DUAL WIELD - BLADES

DESCRIPTION: Proficiency in combat using a one-handed bladed weapon in one or both hands without penalty.

CLASS PERK: WILDERNESS TRACKING (IRON TIER)

MANA USAGE: SPECIAL (LOW)

DESCRIPTION: Knowledge of the tracking of people and creatures in wilderness settings. Tracking may be enhanced by channeling a small amount of mana during use. Mana enhanced tracking is only effective in woodland, marsh and swamp environments. Higher tiers of this perk will enable enhanced tracking in additional biomes and reduce likelihood of quarry being able to evade the tracker.

CLASS PERK: WILDERNESS STEALTH (IRON TIER)

MANA USAGE: SPECIAL (LOW)

DESCRIPTION: Knowledge of stealth techniques in any wilderness environment. Wilderness Stealth may be further enhanced by channeling a small amount of mana during use. Mana enhanced stealth is only effective in woodland, marsh and swamp environments. Higher tiers of this perk will allow enhanced wilderness stealth in additional biomes and reduce likelihood of the user being detected.

CLASS PERK: WILDERNESS SURVIVAL

DESCRIPTION: Those who possess this perk have the aptitude to sustain themselves in the wild by utilizing the natural resources available to them. They possess knowledge of essential wilderness survival skills such as hunting, trapping, foraging, fire-making, constructing shelter, and more.

OFF-CLASS PERKS

PERK OF UNKNOWN ORIGIN: CARPENTRY (IRON TIER)

MANA USAGE: SITUATIONAL AT HIGHER TIERS

DESCRIPTION: Basic knowledge of carpentry and woodworking science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical construction components. This perk synergizes with the TINKER trait in the exploration of perk-related projects.

PERK OF UNKNOWN ORIGIN: ELECTRICAL (IRON TIER)

MANA USAGE: SITUATIONAL AT HIGHER TIERS

DESCRIPTION: Basic knowledge of electrical science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical electrical components. This perk synergizes with the TINKER trait in the exploration of perk-related projects.

PERK OF UNKNOWN ORIGIN: PLUMBING (IRON TIER)

MANA USAGE: SITUATIONAL AT HIGHER TIERS

DESCRIPTION: Basic knowledge of plumbing science, construction and regulations. Higher tiers of this perk allow the use of mana to assist project construction, as well as the crafting of magical plumbing components. This perk synergizes with the TINKER trait in the exploration of perk-related projects.

PERK OF UNKNOWN ORIGIN: BOOKKEEPING/LOGISTICS

DESCRIPTION: Knowledge and skill in money, inventory and logistical practices and record keeping. This perk synergizes with the TINKER trait in the exploration of perk-related projects.

TRAITS

RACIAL TRAIT: CHILDLIKE CHARM

DESCRIPTION: Gnomes emit a mild charm that affects individuals with nurturing tendencies, even if subconscious. Those affected may view the Gnome as a vulnerable child in need of help or protection, rather than a potential threat. However, this charm is only suggestive in nature and cannot coerce someone into doing something they are not inclined to do. As this trait operates as a suggestive charm, it will bypass most passive charm defenses. Beings who are Gnome-sized or smaller are immune to this charm.

RACIAL TRAIT: DARKVISION

MANA USAGE: MANA MUST BE PRESENT IN USER

DESCRIPTION: Provides the ability to see in the dark with a monochromatic, false-light vision. Effect may be activated or deactivated at will. Requires the presence of mana within the Gnome's body to function.

RACIAL TRAIT: MANA-ENHANCED HEARING

MANA USAGE: MANA MUST BE PRESENT IN USER

DESCRIPTION: Gnomes possess highly sensitive hearing, enabling them to detect even faint or far-off sounds with careful concentration. When underground, a Gnome can accurately discern the direction of sound regardless of any echoes present. Requires the presence of mana within the Gnome's body to function.

RACIAL TRAIT: RESIST FEAR

MANA USAGE: SPECIAL

CASTING TIME: NONE

RECHARGE TIME: 10 MINUTES

DESCRIPTION: Gnomes possess a natural resistance towards situations and influences that evoke fear. If they happen to be affected by an active Fear effect, they may choose to spend mana in an attempt to fend it off. The amount of mana required for this depends on the intensity of the effect. This trait is ineffective against self-generated emotional fear-effects.

RACIAL TRAIT: TINKER

DESCRIPTION: Gnomes have an inherent mental ability to design, engineer and create strange new ideas, contraptions, weapons, machines and projects. Will synergize with related perks, skills and traits to expand the knowledge base that may be utilized by this trait.

SYNERGIZED PERKS: Advanced Archery, Basic Carpentry, Basic Plumbing, Basic Electrical, Bookkeeping/Logistics, Bowyer/Fletcher

SYNERGIZED TRAITS: Underground Sense

RACIAL TRAIT: UNDERGROUND SENSE

DESCRIPTION: Like Dwarves, Gnomes have a natural affinity for underground environs. They can sense direction and grade of underground passages, and will seldom get lost. They can easily discern the stability of ceilings or floors, and how to remove rock and earth without causing collapse, etc. They possess knowledge of essential underground survival skills. Provides a premonition-like danger warning in underground areas giving the Gnome up to thirty seconds warning, as well as the general direction of the danger. This danger sense does not function during combat or other periods of high activity. This trait synergizes with the TINKER trait in the exploration of trait-related projects.


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