Barbarriccia (Zyxyl Transformation)

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Barbarriccia (Zyxyl Transformation)

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by BlazingStarX April 29th, 2019, 6:32 pm
<<> Player Info <>>

IRC Nick: Malachai_Blackhart
Real Name (Optional): Mike
Time Zone: Eastern
Sheet Approved by: (leave blank)

<<> Character Description <>>

Name: Barbarriccia, Fiend of Wind
Race: Wind Fiend (Demon)
Age: ??
Height: 6'
Weight: (optional)
Barbarriccia appears to be tall young woman with an extremely long wild mane of blonde hair, fine features, stunning sky blue eyes, and a slim build. She wears little in the way of clothing, having only an ornate, blue and gold bikini style top and a brightly colored blue and green loincloth to give her some modesty. She wears multiple accessories and trinkets, the most notiable is a blue fading into green feather hanging on a chain from her left ear.
Eye Color: Sky blue
Hair Color: Blonde
Notable Features: Extremely long mane of hair

<<> Character Personality <>>

Favorite Food: Whipped Cream, Meringue
Likes: Fluffy clouds, Magnificent Thunderheads, Birds, Raging Storms, Tornados
Dislikes: Becalmed Skys, Warriors of Light, 'Blighted Despot' Scarmiglione
Favorite Color: Azure
Fears: Claustrophobia(trait), Anything that has to do with going under ground.

<<>Character Background<>>

History: (working on it, get off my back!)



Total Experience Points: 1500

Health: 150 +15
Health Roll: 15 (+1 Bonus for every 10 Health)
HP: 6000/6000 hp (Health * 40) DT: -12000hp

Dexterity: 150 {200} +15{+20}
Flat Foot Dodge: 38{48} (+2 Bonus for every 10 Dexterity + 8(15/2))
Dodge Roll: 50{60} (+2 Bonus for every 10 Dexterity + 20)
Physical Attack Roll: 50{60} (+2 Bonus for every 10 Dexterity + 20)
Style Points: 600 StP (Dexterity * 4)

Strength: 100 +10
Inventory Slots/Comfortable Carry: 10 (+1 Bonus for every 10 Strength)
Base Damage: 50 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 400 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 100 +10
Defense (Damage Absorb): 500 (+1 Bonus for every 10 Endurance *50)
Survival Roll: 10 (+1 Bonus for every 10 Endurance)

Intelligence: 500 +25
MP: 2500MP (Intelligence * 5)
Skill Points: 2000 SkP (Int * 4)

Magic Affinity: 150 +30
Spell Points: 600 SpP (Magic Affinity * 4)
E/WA Attack Roll: 50 (30+20)(+2 Bonus for every 10 Magic + Magic Level of Skill used.)
Tele Attack Roll: 55 (30+25)
E/WA Level: 4 (Skill Level / 5)
Tele Level: 5 (Skill Level / 5)

Spirit: 150 {200} +15{+20}
Base E/WA Damage: 840{1125} (((15{20}+20)6)4)[( (+1 per 10 Spirit) + (Skill Level) ) * 6) * Mage Level]
Base Tele Damage: 1200{1350} (((15{20}+25)6)5)
Base Wind Damage: 1620{1800} (((15{20}+30)6)6) Level 3 Wind - [(Spirit +1/10) + 30] * 6 * 6

Willpower: 100 +10
Mental/Magic Defense Roll: 35/30 (10+25/20)(+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 100 +10
Luck Roll: 10(+1 Bonus for every 10 Luck)
Luck Points: 10(+1 for every 10 Luck)
Critical Modifier: 1d4+1 (+0.1 for every 10 Luck)

1990 / 2000 Skill Points

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 (455)
(Dexterity: +0 / Strength: +0)

Athletics - 10 (65)
Statistic: Strength / Dexterity
Used: Both for speed and strength in covering distances, via Running, Climbing, and some similar actions.
Running Speed:
Level 0 = 30 ft per round
Level 1-49: 30 base +5 ft per skill level
Level 50: 300 ft per round

Roll - 20 (220)[15]
Statistic: Dexterity
Used: Essential in dodging attacks or parts of the environment; can be considered the "combat roll."

-Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Type: Bonus (+10)
Effect: Allows the character to do a strong roll to get away from danger. This can be performed in tighter spaces than the Dodge Leap ability.

Reaction - 15 (130)[25]
Statistic: Dexterity
Used: Knee-jerk actions, such as blocking incoming attacks or defending against surprises or sneak attacks.

Cost: 10 SP
Skill Level Required: 5
Type: Bonus
Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.

-Counter Strike
Cost: 15 SP
Skill Level Required: 10, 'Block' Advanced Skill
Type: Enabler
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike

Utility Skills (345)
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)

Perception - 10 (65)
Statistic: Health
Used: To perceive the world around a character through bodily senses, such as smell, sight, hearing, taste, or touch.

Speechcraft - 5 (25)
Statistic: Half-Intelligence / Willpower
Used: To speak, negotiate, intimidate, or lie to another character convincingly.

Stealth - 5 (25)[10]
Statistic: Dexterity
Used: To hide, move silently, perform sneak attacks, steal from targets, and other similar acts of subterfuge.

-Conceal Self
Cost: 10 SP
Prerequisites: Level 5
Type: Bonus (+10)
Effect: Makes it easier to find a place to hide.

Gather Information - 5 (25)
Statistic: Half-Intelligence
Used: Rolled when talking to an NPC to determine how helpful the info you got was.

Search - 5 (25)
Statistic: Half-Intelligence
Used: Allows for the search of a set area for a set, known object, such as a room for a disc, a portion of forest for a specific plant, or a city block area for someone hiding.

Concentration - 15 (130)[30]
Statistic: Willpower
Used: To resist an action or series of actions from being interrupted by external factors, such as an extended cast or a focus-heavy activity.

-Combat Concentration
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: Gives a +5 bonus to concentration checks made in combat.

Speak Language - Demonic (10)
Statistic: Half-Intelligence
Used: Allows translation of known languages and conversation in them. Choose the language the character can speak, other than the basic language of the game.
NOTE: This skill need only be purrchased with 10 Skill Points to be used. It does not level up as others do.

Combat Skills (365)
(Dexerity: +0)

Daggers - 20 (220)[145]

-Dual Strike
Cost: 10 SkP
Skill Level Required: 5
Prerequisites: None
Type: Enabler
Effect: Allows a 1d2 hit combo.

-Triple Strike
Cost: 15 SkP
Skill Level Required: 10
Prerequisites: Dual Strike
Type: Enabler
Effect: Allows a 1d3 hit combo.

-Improved Critical
Cost: 60 SkP
Skill Level Required: 20
Prerequisites: None
Type: Enabler
Effect: Critical hit modifier becomes 1d5+(your crit modifier).

-Rapid Strike
Cost: 60 SkP
Skill Level Required: 20
Prerequisites: Dual Strike, Triple Strike
Type: Enabler
Effect: Allows a 1d4 hit combo.

Magic/Psionic Skills (695)
(Magic: +0 / Spirit: +0)

Enchantment / Weapon Arcana - 20 (220)[70]

-Arcane Defense
Cost: 10 SkP
Required Skill Level: 5
Prerequisites: None
Type: Enabler
Effect: Allows you to add your magic skill level in a magic defense roll.

Cost: 60 SkP
Required Skill Level: 20
Prerequisites: None
Type: Enabler
Effect: Allows one to strike up to 3 grouped enemies with a conjured weapon.

Monster Spells / Summoning - 5 (25)

Telekinesis - 25 (335)[45]

- Telekinetic Defense
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Allows a quick witted psion to engage their telekinesis as a limited defensive measure, either to deflect or to outright stop the attack.

- Telekinetic Surge
Cost: 30 SP
Required Skill Level: 15
Type: Ability
Effect: This allows your telekinetic force to be expelled as a wave which may induce knockdown on up to (TK level / 5) targets around you. Inflicts Mild "Off Guard" at (+1 Severity / 15 TK Levels) (Acute at Level 45) and deals *1 damage.

Artisan / Knowledge Skills (65)
(Intellligence: +0)

Knowledge Physics - 10 (65)
Statistic: Intelligence
Used: Studied or learned knowledge about a particular subject. Knowledge skills can be extremely varied, either vague or specific, and can be character-specific.

Field Training Skills (65)
(Intelligence: +0(intel/2))

Survival - 10 (65)
Statistic: Endurance / Half-Intelligence
Used: A general skill that provides bonuses and effects to living and working in adverse conditions and environments.


<<> Abilities <>>

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

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

Arcane Weapon
Level 1 - 20 MP
Level 2 - 80 MP
Level 3 - 180 MP
Level 4 - 320 MP
Level 5 - 500 MP
Level 6 - 720 MP
Level 7 - 980 MP
Level 8 - 1280 MP
Level 9 - 1620 MP
Level 10 - 2000 MP

TK Detrude
Description: While the power of telekinesis can extend to the manipulation of energy, its most basic form is the outright control of kinetic force. Expelling it, slamming it, and carrying things with it into the area around -- sometimes with -- that area.
Level 1: *1
Level 5: * 2
Level 10: *3
Level 15: *4, Mild "Knockback": 1 Area. If object/wall is struck, take 25% of attack damage again.
Level 20: *5
Level 25: *6
Level 30: *7
Level 35: *8, Moderate "Knockback": 2 Areas. +50% attack damage.
Level 40: *9
Level 45: *10, Acute "Knockback": 3 Areas. +100% attack damage.
Level 50: *11

Wind Abilities
MP Costs
Level 1: 40
Level 2: 160
Level 3: 360
Level 4: 640
Level 5: 1000

I -

- Alter Winds - The character is able to minorly shift and adjust existing wind currents within (Affinity Level) (3)Areas. The wind can be increased or decreased, its direction can be subtly changed, and other similar adjustments, but it cannot be completely banished or created.

II -

- Gust of Wind - The character is able to form a violent spiral of hard wind that affects all targets in (Affinity Level * 2) (6)Areas in a single direction, including upwards. This spell can make flight incredibly difficult, forcing flying creatures to beat the roll with a Flight check to avoid it. Characters on the ground avoid normally, or suffer "Knockdown" and "Knockback," +1 Severity/Affinity Level (Terminal & Terminal at Level 5).
- Cloak of Winds - The character is able to form a shrouding, swirling tempest of wind around up to (Affinity Level) (3)targets. This wind buffers away ranged attacks (including gunfire) with a +10*Affinity Level bonus (+50 at Level 5) (+30)to Dodge checks, and any melee attacking target must pass a Reaction check, DC100 + (25 * Affinity Level) (DC225 at Level 5)(DC175), to succeed. A failure repels the attack away harmlessly, a success pierces the wind and the cloaked character can dodge/block/brace as normal.


- River of Wind - The character is able to create a narrow corridor of wind that courses through several Areas. The "river" is only 1 Area wide/deep, but "flows" up to (Affinity Level * 2) (6)Areas in the direction its "current" is moving. Any targets or characters caught in the affected Areas must beat a Movement Check, DC100 + (50 * Affinity Level) (DC350 at Level 5)(DC250) or be swept 1 Area in the current's direction with "Knockback" and "Knockdown" +1 Severity/Affinity Level (Terminal & Terminal at Level 5).
- Control Wind - The character is able to manipulate wind and air currents for better or worse. This can create wind in doldrums or calm lesser storms, and at high levels may even stop or defer raging cyclones or nightmarish winds. The character can manipulate winds within (Affinity Level * 2) (6)Areas.

IV -

- Sirocco - The character is able to create a searing-hot blastwave of down-draft air and project it downwards onto a single Area, affecting all targets inside. This actually deals a mix of Fire- and Wind-element Affinity damage, and any who are struck by it suffer from Acute "Fatigue" status for (Affinity Level) (4)rounds.
- Control Weather - The character is able to manipulate local weather patterns; unless otherwise specified, this spell only works outside in actual weather-affected environment. Can turn rain to shine, shine to rain, shine to snow, et cetera. This effect lasts for (Affinity Level) (4)hours and can be spread over vast distances due to the size of actual weather systems.

V -

- Whirlwind - The character is able to create a powerful vortex of winds in air, over ground, or water. This powerful wind system is (Affinity Level) (5)Areas in diameter and can be guided on a path of (Affinity Level * 2) (10)Areas at a rate of 1 Area per character action without concentration before dissipating. Any targets caught in the wide area of devastation of this spell must dodge or take (Affinity damage). Any non-Giant character must also pass a Reaction check, DC 100 + (50 * Affinity Level) (DC350 at Level 5) or be swept upwards into the cyclone, which will require intervention for the character to be removed before the cyclone dissipates. Each round a target is caught in the cyclone, it takes the caster's Affinity damage.
- Winds of Vengeance - The character is able to circle him/herself in a bubble of swirling, tempest-level winds that are focused enough to actually only influence the immediate area around them, keeping it tightly contained around the user nearly two-dimensionally. This makes the user incredibly difficult to reach, as well as dangerous to approach. This effect grants a bonus of +(20 * Affinity Level) (+100 at Level 5) to dodge against all ranged attacks (even vehicle or siege weapons), and anything that attempts to breach the wall must must defeat a DC175+ (50 * Affinity Level) (DC425 at Level 5) Reaction check before an attack roll in order to reach a shrouded target, or suffer caster's Affinity damage and Knockback +1 Severity/Affinity Level (Terminal at Level 5). If the attacker succeeds in the Reaction check, the Winds-user can dodge, block, or brace as necessary. The Winds of Vengeance last for (Affinity Level) (5)rounds.

<<> Traits and Feats <>>

-= Race Traits =-

Race: Demon (Wind Fiend)
Traits: Mysterious Appeal, Weakness Holy, Hunted
Requested Traits: Favored Terrain Air, Claustrophobia

-= Character Traits =-

(Request)Favored Terrain Air
Pre-Requisite: Racial
Description: The species of the character is naturally at home in a certain location, and enjoys a flat bonus to all actions taken in said environment.

Mysterious Appeal
Pre-Requisite: Alternate Form, Racial/GM Assigned
Description: The character's grandeur is too much to simply mask over with a change of appearance, as he or she simply emanates mystery and power. Through the outlined methods, it may be possible for NPCs and characters to see through the Alternate Form of the holder of this trait.

Weakness Holy
Pre-Requisite: Racial / GM Assigned
Description: This character suffers when exposed to the subject of its weakness, whether it's elemental, physical, spiritual, natural, et cetera. This can manifest in different ways, but generally the character will suffer adverse and increased effects (such as increased damage, worse status effects, statistical penalties, roll penalties, etc.) when exposed to or affected by the subject of its weakness.

Pre-Requisite: GM Assigned
Description: Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing.

(Request) Claustrophobia (fear of enclosed spaces)
Pre-Requisite: GM Assigned
Description: Your character has a crippling fear of enclosed spaces. Generally speaking the phobia is only listed if it is consequential (fear of dying in small places while a candle is burning does not need to be listed, fear of water does).

-= Feats =-

(* denotes feats taken at character creation.)

*Racial Feat - 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).

*Racial Feat - Improved Defense I
Associated Statistic: Endurance
Description: They say sometimes all you really need is stronger skin. Though it may work for everyone as far as words go, sometimes you'd like the sticks and stones to be staved off all the same. Takers of this feat have stronger bodies, able to bear a greater brunt of punishment.
Effect: Increases Defense Absorb Modifier alters from *40 to *50.
Example: The character has a 40 Endurance. The Defense Absorb equation is: +1 point per 10 Endurance *40. The equation would normally be 4*40=160. However, with this Feat the equation becomes 4*50=200. The character could then soak 200 points of damage before losing HP.

*Feat 1 (Free) - Transformation (Zyxyl - Fiend of Lightning)
Associated Statistic: None
Description: The character transforms into an entirely other entity, such as a dragon, demon, or other being, and do not eat MP per round like alternate forms. The separate entity has its own character sheet, and is maintained independently from other characters, having its own special powers, skills (including knowledges), feats and stats.
Effect: The alternate form starts at 1500 exp, and gains experience individually through the course of missions and other events. Experience gained from one may be spent on the other, however there is a 20% exp bonus for splitting the experience evently between two forms.

*Feat 2 (100 XP) - Transform: Demonic
Pre-Requisite: Demon or Half Demon
Description: Taps into inner demonic power and lets loose one's full strength. Aside from the grotesqueity of the walking sin that now stands among them, friend and foe alike are buffetted by waves of pure, concentreated 'wrongness' that demonic entities put off.
Effect: Grants +50 to two non-Int stats while transformed. Demons, while transformed, put off a much stronger, almost choking aura, which makes their nature completely obvious to even mundane or unintelligent creatures. Those with spiritual senses may feel them from even miles around, and those nearby must pass a Will or Endurance check vs 100 or spend one turn recovering from the burst of darkness, whether friend or foe.

*Feat 3[SIF] (200 XP) - 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 4 (300 XP) - Red Mage
Associated Statistic:
Description: The Red Mage is a talented jack-of-all-trades, even wielding magic in one hand and a weapon in the other. Their diversity is most stapled down by their use of both black and white magics with equal proficiency, making them often easily recognizable.
Effect: +5 to Daggers, +5 to Enchantment/Weapon Arcana, +5 to Roll, Reaction, Concentration

*Feat 5 (400 XP) - Elemental Affinity Wind Lv1
Damage reductions for attack with same element (Air vs Air) Level 1: 75% damage.
Damage multiplications for attack with opposite element (Air vs. Earth) Level 1: 150% damage.

*Feat 6[SIF] (500 XP) - 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 7 (600 XP) - Hard to Kill
Pre-Requisite: Half Demon, Demon
Description: Demon anatomy and life force makes it very difficult to actually kill one, even if they've technically been defeated. Blackened, redundant organs pick up where others have left off in fueling the hellish force of existance that allows Demons to live when the universe itself doesn't want them there.
Effect: The 'Death' thresshold is doubled, to twice the max HP into the negatives.

*Feat 8 (700 XP) - Psychic
Associated Statistic:
Description: Psychic utilizes mental energy and the law of physics to engage in combat.
Effect: +10 to Telekinesis, +5 to Roll, Reaction, Concentration, Knowledge: Physics

*Feat 9[SIF] (800 XP) - Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.

*Feat 10 (900XP) - Elemental Affinity Wind Lv2
Damage reductions for attack with same element (Air vs Air) Level 1: 50% damage.
Damage multiplications for attack with opposite element (Air vs. Earth) Level 1: 200% damage.

*Feat 11(1000XP) - Sword and Sorcery
Associated Class: Red Mage
Prerequisite: A Spellcasting skill and Weapon skill of equal level, Off-hand must either be empty or equipped with a casting aid (if the casting aid is a staff, standard Dual Wielding penalties apply); This feat stops functioning if prerequisites come undone.
Description: The apex of Red Mage multitasking lays in this formidable skill, which turns an otherwise humble jack of all trades into a whirlwind of flashing steel and flying spells.
Effect: Allows the Red Mage to make a physical and magical action in the same turn. This cannot be utilized during an Extra Attack round.
For purposes of Broken Chain, this counts as 'both' a physical attack and whichever type of spell is cast; Making a physical attack OR a same-color spell on the next turn will break the chain.

Feat 12[SIF](1200XP) - Improved Magic Damage I
Associated Statistic: Spirit
Description: A taker of this feat wields greater raw arcane might than most, the caster's chanting intensifying the strength of a spell.
Effect: Increases the Magic Damage modifier from *5 to *6.
Example: A character has 50 spirit and level 5 Arcana. Their magic damage, ordinarily, is 1*10*5 = 50. It is now 1*10*6 = 60.

Feat 13(1400XP) - Passive Levitation
Associated Class: Psychic
Prerequisites: None
Description: After sufficient training, a telekinetic becomes sufficiently powerful and knowledgeable about their own mass that they can lift themselves as a free action.
Effect: Enables wingless flight at 0 MP cost and can be used in conjunction with another action. A psychic can not use this power to lift another person without spending MP.

Feat 14(1500XP) - Elemental Affinity Wind Lv3
Damage reductions for attack with same element (Air vs Air) Level 1: 33% damage.
Damage multiplications for attack with opposite element (Air vs. Earth) Level 1: 250% damage.

Feat 15[SIF](1600XP) -
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18[SIF](2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21[SIF](2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24[SIF](3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27[SIF](3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30[SIF](4200XP) -

<<> Equipment Slots <>>

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

Weapon: Runeblade hilt
Dissertation, Draft
Cost: 95100 gil
DC: 2520
Level/Material: 25/Denzium
Augment Slots: (3)/7
Bonus: 23
Nature 1-5 Runeblade: Twin - Tome Only. A Weapon Arcanum spell produces two weapons instead of one, subject to Dual Wielding rules equivilant to whatever Skill is used to use them. This of course means that it cannot be used to create two two-handed weapons.
Nature 6-7 Sustenence - Enhances durations of magic that has them. This cannot more than double any duration, and if duration is randomized, it is added after the roll. Level 2: +2 Rounds

Armor: Denzium-Lined Robe
Price: 76080 gil
Physical Soak Bonus: 1300
Magical Soak Bonus: 3150
Dodge Bonus: +20
Crafting DC: 2520
Augs 2/3
Cloth Blends
Restrictions: Light Armor only; occupy 0 Support Augmentation Slots
Description: The studios of "visionary" designer V.R. al-Busiri -- the son of a front-line soldier and an officer -- have put into mainstream production and spotlight their newest lines of armored clothing -- or rather, clothing that functions as armor. Ranging from formalwear to everyday clothing, cloth weaves are able to provide protection while at the same time looking stunning for any occasion. They're also extremely useful for disguises...

Streamlined Design
Restrictions: Light Armor requires 2 Support Augmentation Slots
Description: To streamline an armor is to remove extraneous or inefficient portions to make it quicker, lighter, and more maneuverable. It also includes adding comfortable padding, flexible joints, flexing insides, and underarmor to reduce friction when moving. All in all, it nearly creates an entirely new armor to be worn. This augmentation grants the user a +10 bonus to Dodge checks, whether it's Run, Jump, or Roll.

Ring 1:
Ring 2:


<<> Inventory <>>


<<> Special Notes <>>
Elemental Absorption (1-3)
Pre-Requisite: GM assignment, Elemental Affinity
Description: Your elemental skills have grown beyond the average affinity, and you are now capable of absorbing and strengthening yourself in your own element.
1: Limited Absorption
2: Full Absorption
3: Environmental Strength
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January 15th, 2013, 4:13 am

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