Alright, here is the discussion thread for Aria's companions. If you have any questions or suggestions, please feel free to post them here!
I'm having a bit of trouble visualizing Aria in my head, just how much of her lower body is deer-like? Everything below her belly, just her legs or something else?
think this: https://e621.net/post/show/354589/breasts-elora-fantasy-faun-female-fur-hair-hooves- But with a more deer-like tail (Just that little bob they have) and antlers instead of those kind of horns. Kind of from the hips down in deer.
The nose would be similar to the picture, but not as quit as pronounced. As for the ears, they wouldn't be that long. They would almost be elf-like. Human size with a small tip. I'll try to post shortly or in the morning/afternoon. I've been out of town all day and JUST got home lol. I've got church in the morning as well, so I have to get up early. (Yes, I go to church, which is why I'm FALLENSaint lol.)
Lol any other questions? I'll answer them to the best of my ability! OH! I mentioned this to Hvast in a PM, so let me clarify here! HP: There is none! Well, there is, but it isn't going to be a solid number. I'll be doing most everything in combat with dice rolls, so if I roll a hard hit, it will effect the player more. I'll let you all know when your character is too hurt to continue fighting. MP: Spell casting will be decided by where the magic comes from Gods/Demons: Cast all you want! Demon magic though will come with a Taint if used too often. Spirits: 5 spell in a row, after that, you will have to give it time to "Recharge." This is done by going a turn without casting. Go one turn, you regain one cast. Go two turns, you regain two casts and so on. Defensive magic: For spells like Ice Shield or Bark Armor, the castor gains +100 armor, meaning when the enemy attacks, I will roll 5 D20 and add the total. They have to HIT 100 to break the armor. If they get say, 50, then on the next turn you would have 50 armor remaining of your magical protection. If you cast to protect the group, it is only +50, but I will allow stacking of defensive spells, so if two people cast defensive spells, the group gets +100 and can be great protection! Weapons? Claws and fists will get a 2 D6 (Getting perfect 6 on both equals critical) Ranged weapons get a D8. Again, perfect 8 equals crit. (Ranged weapons can't be countered if an enemy has that ability) Swords: D10 Spears: D12 Magic: Light Damage: D10 Medium: D12 Heavy: D20! Critical rolls for anything means I roll AGAIN and give extra damage. Crits will also knock enemies off balance unless it is a special enemy. There will probably be exceptions to rules, but this is how I'm planning to do my rolls in case anyone is interested. If anyone wants to do searches or try their luck at something, it will probably be done with 5 D20. Searches can turn up hidden things at times..... Both good and bad.....