Silvanis - Old returning

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Silvanis - Old returning

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by Pollyester May 10th, 2019, 1:38 am
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<<> Character Description <>>

Name: Silvanis
Race: Human
Height: 5'6
Weight: 150
Appearance: Casual Goth
Eye Color: Dark
Hair Color: Dark almost Black Hair, Red tips
Notable Features: Always wears Black or Dark colors, for the moment Black Hip hugging Jeans and a torn tshirt, Shades. Heavy boots. Sometimes wears shorts and a tank top in hotter weather. Worn Backpack
Image
<<> Character Personality <>>

Favorite Food: chocolate, healthy otherwsie and drinkin
Likes: gargoyles, well armored boys
Dislikes:
Favorite Color: black/red
Fears: spiders

<<>Character Background<>>
History: Raised by her grandmother in Canada. Learned psionics while young and used it for small things to keep it hidden. As a fan girl she can be for animes and toons, she took to after school activities such as learning to use swords, with her grandmothers approval of course, she seen it as a way for Sil to defend herself. She ended up with the Dw group when a portal opened and dropped her there. Has been mostly a fighter assisting with missions and with the help of the group she has improved in combat both close and range.

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<<>Statistics<>>
Total Experience Points: 2175 / 2175

Health:
Health Roll:
HP: (*80)

Dexterity:
Dex Bonus:
Style Points: (*4)

Strength:
Inventory Slots/Comfortable Carry: (+1/10)
Base Damage: 100 (*5)
Max Carry Weight: 800 lbs (*40)

Endurance:
Endurance Bonus:
Defense (Damage Absorb): (*40)
Survival Roll:

Intelligence:
Intelligence bonus:
MP: (*5)
Skill Points: Skp (*4)

Magic Affinity:
Magic Affinity Bonus:
Spell Points: SpP (Magic Affinity * 4)
Magic Attack Roll: 65 (+2 (feat) Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 5 (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit:
Spirit Bonus:
Base Magic Damage: 700 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower:
Willpower bonus:
Magic Damage Soak: (*40)

Luck:
Luck Bonus:
Luck Roll: (+1/10)
Luck Points: (+1/10)
Crit Mod: 1d4+
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<<>Skills<>>

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Movement Skills
(Dexterity: +0 / Strength: +0)
Athletics: 10 (65 Points)
Acrobatics: 10 (65 Points)
Roll: 20(220 Points)
- Dodge Roll: (+10) Strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability. (15sp)
Reaction: 20 (220 Points) (General)
- Block - Allows a person to block with a weapon. This adds a +5 bonus to blocking. (10sp)
- Counter Strike - Negates the block bonus, but allows for a single melee physical retaliatory strike. (15sp)
- Quick Draw: Draw a weapon/item and use it on same round of combat (15sp)
Stealth: 10 (65 Points)
- Conceal Self - Bonus +10 Makes it easier to find a place to hide.(10sp)

Utility Skills
Perception - Level 20 (220 Points)
Search - 15 (115 points)

Minor Skills
<skill> <level> <points>

Combat Skills
Sword- Level 30 (475 points)
- Dual Strike - 1d2 combo (15 sp)
- Triple Strike - 1d3 combo (60 sp)
- Rapid Strike - 1d4 combo (120 sp)
- Cleave - 2 enemies (15sp)
- Improved Cleave - 3 enemies (60 sp)
Sniper - 20 (220 sp)
- Sweet Shot - Called shots by marksmen deal 2x normal damage and have a +5 to hit. (15 sp)
- Improved Critical - An educated sniper knows just where to strike on a target, meaning a critical hit roll becomes 1d5+(your crit modifier). (30sp)
- Improved Sweet Shot - Called shots by marksmen deal 2.5x their normal damage and have a +10 to hit. (60sp)


Magic Skills
Telekinesis - Level 20 (220 points)
- Telekinetic Defence Allows a quick witted psion to engage their telekinesis as a limited defensive measure, either to deflect or to outright stop the attack. (15 sp)
- Improved Range - 2 areas (30 sp)
- Telekinetic Surge - (TK level / 5) targets Mild "Off Guard" at (+1 Severity / 15 TK Levels) *1 Dmg (30 sp)
- Controled Telekinesis - levitate people (55 sp)

Field Training Skills

Artisan/Knowledge Skills

Vehicle Skills
<skill> <level> <points>
Light Ground - Level 20 (220 points)
- Combat Dodging - Grants a +5 to avoiding attacks in a vehicle. (10 sp)
- Combat Maneuvers - Reduce penalties taken from attacking and moving, boosts chances of maneuvering in combat. (30 sp)
- Stunt Operation - Provides a bonus of +5/10 levels of Vehicle Operation in the used vehicle, up to a maximum of +25 at Level 50. (60)

Survival Skills
<skill> <level> <points>
Survival - 10 (65 Points)

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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP



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<<> Traits and Feats <>>

-= Race Traits =-

Race: Human

Stat:Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).

Standard:The Old Fashioned Way
Associated Statistic: Luck
Description: 'Eyyyyy! The golden touch has the ability to kickstart simple machinery. The character either hits or kicks the piece of equipment in question. The equipment can range from a simple mechanical assembly to a security computer system.
Effect: Once per three days a character can literally kickstart some piece of simple to moderately complicated equipment. This will NOT work on dimensional or other high order technologies such as space ship engines, warp cores, etc.

Trait: Dare Devil
Pre-requisite: Racial/GM Assigned
Description: Fortune favors the bold, and so does the adrenal gland. Humans that hold on to the reckless immortality of youth are at their best when the chips are down and the odds are against them, known as heroes to some and idiots to others, but daredevils to all.
Effect: When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, the human with this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction or Block.

Trait: Windfall Cash
Pre-requisite: Racial/GM Assigned
Description: Humans love money, possibly more than any other race in the universe. Even those who are evolved past the primal urge to hoard green paper know that it is the blood of civilization and the tinder of dreams. Through simple good fortune or business savvy, the character blessed with this Feat enjoys a consistantly greater wealth than the average person.
Effect: Increases starting Credits by 10%. When Mission-Based Credits are given out, roll Luck (1d1000+LuckBonus). (Result/15)% bonus to the credit reward (So a perfect 1000 would grant +66%, or two thirds the reward. A 500 would grant +33%, or one third more, ect). This applies only to end-of-mission rewards, not treasure finds, enemy drops, or selling items.

Additional: Unnatural Balance (needs approval?)
Pre-Requisite: GM Assigned
Description: Your character has an unnatural balance and suffers no penalties from performing actions in precarious positions. You can work upside down, balancing from one leg with no penalty.

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Psychic Warrior
Associated Statistic:
Description: A soldier who combines psionic power with physical prowess.
Effect: +5 to a Weapon Proficiency, +5 to Telekinesis OR Force Sensitivity, +5 to Roll, Reaction, Gather Information, Speechcraft

*Feat 2 (100 XP) - Aegis Manifestation
Associated Class: Psychic Warrior
Prerequisites: "Combat Manifestation"
Description: A powerful Psychic Warrior's defensive barriers may be manifested into an actual, persistent shield rather than simply a reflexive defense.
Effect: The user is able to create a Heavy-class shield of psionic energy that can be "carried" in one hand. This two-dimensional barrier is projected in front of the hand and can be used as mobile Full Cover and may defend others. This barrier has (full-power telekinetic damage * 5) HP, will "break" when that amount of damage is taken, and costs (Telekinesis level * 50) MP (2500 at Level 50) to create.

*Feat 3 (200 XP/s) - Improved Hit Points II
Associated Statistic: Health
Description: This character is remarkably sturdy and full of energy. Performance in combat and performing stressful activities is remarkably improved over normal people.
Effect: Boosts HP. The modifier of *60 is changed to *80.

*Feat 4 (300 XP) - Extra Attack
Associated Statistic: Dexterity
Description: The character exhibits reaction and movement speeds above and beyond that of others, allowing them to take more than one action in a round.
Effect: A character must have at least 200 Dexterity to qualify for this feat. In normal and group combat, character rolls a second initiative at half their dexterity value. This makes the character twice the target as well.

*Feat 5 (400 XP) - Hammer Space
Associated Statistic: Strength
Description: The character is able to, without really much explanation, stash a small amount of items into "hammer space," whether it's on their person, in some sort of bag they carry, or just out of the spiritual void.
Effect: The character can keep six slots worth of items in a pocket dimension, which can be removed at any point by reaching into a bag, opening a small portal, etc. This can be done as a free action. Items containing other items (a backpack) will be emptied by gnomes. The gnomes will also refuse to allow living things or items unwillingly taken from other people.

*Feat 6 (500 XP/s) - Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 7 (600 XP) - Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: The character is able to teleport 2 line-of-sight areas away from his/her current position. This will not pass through solid, even flimsy objects.

*Feat 8 (700 XP) -Scout
Associated Statistic:
Description: Scouts, whether classical or modern, are masters of stealth and precision. They are used to survey areas ahead of others, to lay traps, or to simply move in and out of areas where others can't go. They pick their fights strategically and prefer keeping themselves hidden over direct combat.
Effect: +10 to Weapon Proficiency: Bows and Arrows OR Crossbows OR Sniper Rifles, +5 to Stealth, Perception, Search, Survival
Spotter

*Feat 9 (800 XP/s) - Spotter
Associated Statistic:
Prerequisite:
Description: This character is better able to provide locations for targets that are generally otherwise hidden, "highlighting" them for his/her allies to increase their targetting capabilities. Especially helpful for sniper partners!
Effect: When in the presence of another character who is performing a ranged Sneak Attack, can "spot" for the ally and raise his/her damage modifier by +*1.

*Feat 10 (900XP) - Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

*Feat 11(1000XP) - Improved Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: This feat requires Teleportation. The character can teleport up to 4 Areas away, into areas that are out of their line-of-sight, but not through solid, even flimsy, objects.

Feat 12(1200XP/s) -Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dexterity bonus of +8. With this feat, that becomes +16.

Feat 13(1400XP) - Regeneration
Associated Statistic: Health
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 5% maximum HP to a total of 25%. Outside of combat, the body gradually repairs itself to 25% HP and sutures small or superficial wounds. This feat will only activate when a character drops below 25% HP, and will only regenerate up to 25% of the character's max HP (that is, a 4000 HP character will not regen past 1000 HP).

Feat 14(1500XP) - Great Teleportation
Associated Statistic: Will Power
Description: By some ways or means, whether magical, psionic, temporal, or technological, this character is able to seemingly disappear from one place and reappear a short distance away without moving from A to B.
Effect: This feat requires Improved Teleportation. The character is able to teleport up to 10 Areas away, into areas that are out of their line-of-sight, and even through solid, flimsy objects, such as thin walls, windows, or doors.

Feat 15(1600XP/s) - Improved Physical Damage I
Associated Statistic: Strength
Description: This character is able to deal harder and more lethal blows than most other people. Whether it's a harder right hook or a weightier chop, this one will sting more than anyone else.
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 5. The equation changes to (+1 per 10 points of Strength) * 6.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.

Feat 16(1800XP) -Improved Regeneration
Associated Statistic: Health, requires Regeneration feat
Description: By various means, whether biological or external, the character's body gradually and passively repairs itself over time, but only up to a certain amount. If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours.
Effect: Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).

Feat 17(2000XP) - Eagle Vision
Associated Class: Scout
Prerequisite:
Description: Training and memorization allows a talented Scout to recognize a number of important things that might influence the decisions of others, ranging from weapons to vehicles to fortifications.
Effect: Passively identify weapons, equipment, and other important information when exploring a target. Can be an area or a particular subject; the narrower, the more specific.

Feat 18(2200XP/s) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon: Weapons
Name: Rose Thorn(Diamondium Alloy Sword)
DC To Make: 3040
Tempering V(+2.5 damage modifier)
Aerodynamic Refining V(+10 to-hit)
Temper Crossguard VII(+14 to blocks)
Special Ability: Bite of The Rose(When Silvanis attacks an enemy, tiny barbs on the blade cause it to deal an additional 10% of its damage as unsoakable.)
Skill Level To Use: 21
Price: 128,400(500,760) gil
Augmentation Slots: 4
Roll Bonus: +28(+38)(+52 when blocking)
Damage Mod: 28(30.5)

CB-OSP:
Side Arm:
Armor: Denzium Armor
Price: 95100 gil
Physical Soak Bonus: 2180
Magical Soak Bonus: 2180
Crafting DC: 2800
Pendant:
Ring 1:
Ring 2:

--Vehicle--
Class: Ground, Bike
Price: 3500 gil + 1750 gil per hard point
DC: 6000
AP: 4
HP: 2 to 4
Maneuvering: 125%
Pilot Risk: 90%
Description: Small vehicles which possess two or three wheels and are designed for individual use only (or possibly 2 with a sidecar). Bikes are the fastest and most maneuverable ground vehicle class, but are also the most dangerous due to their lack of protection of the pilot. Although they can be customized, the lack of available space limits the amount of customization options a pilot has.
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<<> Inventory <>>

Backpack - clothes, food, water, just some basics.
From Chocobo Digs:
- 1 Necklace of Blizzara: A necklace containing 8 spheres, each containing the spell Blizzara, save for one larger one that contains blizzaga. You may remove these orbs and throw them like grenades to cast the spell on an enemy
- 2 Potions
- Spare Weapon Name: Denzium Sword
DC To Make: 2800
Skill Level To Use: 19
Price: 1887500
Augmentation Slots: 4
Roll Bonus: +31
Damage Mod: 18


Zollar: 30,000 Crowns: Gil:
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<<> Special Notes <>>
Quick Rolls Ref: https://docs.google.com/document/d/184s ... sp=sharing
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Fear the Cute Ones
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