Selphie Tilmit 7.0
Selphie Tilmit 7.0
<<> Player Info <>>
IRC Nick: Sebastian/Kurama
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Selphie Tilmit
Race: Human
Sheet Approved by: (leave blank)
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Age: Young Adult
Height: 5'1.5"
Weight: 101 (optional)
Appearance: Selphie is a small girl with brown flipped back hair and large green eyes. She can be scene either wearing her SeeD uniform, a pair of yellow overalls or a yellow sundress with either brown boots or red sandles. She also likes to wear yellow coveralls when working in the hanger/garage
Eye Color: Green
Hair Color: Brown
Notable Features: She is small but other wise looks like an ordinary human woman.
<<> Character Personality <>>
Favorite Food: Pizza, hotdogs, chocolate, and candy
Likes: Her friends, Irvine, Laguna, Trains, Large Mechs, and being happy.
Dislikes: Broccoli, People disrespecting her friends, and licorice
Favorite Color: Green and Yellow
Fears: The Dark and Being alone. (But she is fine with space battles)
<<>Character Background<>>
History:
Selphie has settled into the Dimensional Warriors as one of their top pilots and mechanics. Anything that drives, flies and/or dives she is at home in. Her relationship with Irvine is healthy and thriving. It is hard to imagine they ever been apart or had a rough start in the beginning.
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<<> Special Notes <>>
Draw Magic
Allows a character to withdraw a variable number of spells from a target creature using a standard magic casting roll. These spells are stored in the character’s “spell inventory” and can be cast at-will. This allows characters to withdraw some magic that may be beyond their skill level, in which case it is usable but its damage effect is limited to the caster’s skill level (i.e. if a level 5 spell grants +1000 damage but the character is only level 3, its damage is capped at the standard level 3 +600 damage).
Junction
Allows a character to “equip” a Summon-type creature in its item slots, taking up twice as many slots as its Compatibility level. When that Summon is equipped, allows the character to cast its assigned spells according to its Compatibility Level. This does not require Spell Points, but the caster must have the requisite Spell Level in Assisted Magic. This also provides access to unique abilities that can only be accessed with Junctioning.
_______________________________________________________________________
IRC Nick: Sebastian/Kurama
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Selphie Tilmit
Race: Human
Sheet Approved by: (leave blank)
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<<> Base Statistic modifiers <>>
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<<> Traits and Feats <>>
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<<>Statistics<>>
<<>Skills<>>
0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master
Movement
Bonuses: Dexterity: +, Full Dodge: +, Flat-foot Dodge: +, Agility Bonus: + | Strength: +, Momentum: +
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
Name: Grenadier
Name: Suppression Tracking
Name: Knockdown
Name: Power Strike
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
Name: Draw-Cast
Name: Enhanced Junction
Name: Arcane Intuition
Artisan
Bonuses: Spirit: +, Crafting: +
Name: Craft Ground Vehicles
Name: Defensive Mechanisms
Name: Craft Aircraft
Name: Craft Spacecraft
Name: Empathetic Show
Name: Captivating Performance
Name: Empassioned Show
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
Name: Hot Wiring
Name: Hot Wiring
Name: Assault Driving
Name: Hot Wiring
Name: Hot Wiring
Name: Tactical Stop
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<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Draw Magic
Level 1: - 10 Fire x10 A small fireball strikes a single target. (+500 damage)
Level 2: - 15 Fira x10 A large plume of fire engulfs a target. (+2000 damage)
Level 1: - 10 Thunder x10 A single bolt of lightning crashes from the sky. (+500 damage)
Level 2: - 15 Thundara x10 A single bolt of pure, powerful lightning rends through a target. (+2000 damage)
Level 1: - 10 Blizzard x10 A single ball of ice drops onto an enemy. (+500 damage)
Level 2: - 15 Blizzara x10 The area around a targets flash-freezes before it explodes into a dense cloud of ice. (+2000 damage)
Level 1: - 10 Cure x10 Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP
Level 2: - 15 Cura x10 A stronger healing flow of energy mends the body and restores lost HP. Restores 20% of 1 target's HP.
Level 2: - 15 Sleep x10 Renders an enemy unconscious for 1d5 rounds or 1d8 hours outside of combat. Strong enough contact with the subject will awaken them.
Level 6: - 30 Flarera x 6 A powerful blast akin to the burst of a small star that engulfs 3 enemies. This spell ignores all forms of defense except armor/natural soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1000 Level 5 Draw Magic)(+1500 damage)
Level 9: Quick - Alters time around one target, granting them an immediate turn.
Level 9: Apocalypse x 2 - A powerful blast of flames rains down from the sky, searing the entire enemy party
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 1,200,000 (+300,000 Monthly)
Crown: 2,400,000 (+500,000 Monthly)
Zollar: 200,000 (+50,000z Monthly)
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<<> Inventory <>>
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<<> Character Description <>><<> Traits and Feats <>>
<<>Statistics<>>
Experience Total:
Skill Points Total:
HP: ((health * 50) + Milestones) | Armor: (health + Milestones) | Physical Soak: (health + Milestones + traits)
Magical Soak: (health + Milestones + traits) | Status Resistance: (See Milestones) | Death Threshold: (Milestones)
Endure: (Milestones) | Survival Result Bonus: (Milestones)
Milestone Derivatives:
Improved HP: +
Improved Soak: +
Improved Resistance: +%
Implacable: +
Endure: +%
Improved Survival: +
Milestones:
Initiative: 1d500 | Base Attack Bonus: | Perception Bonus:
Melee: (See Milestones) | Ranged: (See Milestones) | Magic: (See Milestones)
True Sight: (See Milestones) | Combat Reflexes: (See Milestones) | Sneak Attack Negation: (See Milestones)
Milestone Derivatives:
Improved Ranged: +
Improved Magic: +
Improved Melee: +
True Sight:
Combat Reflexes:
Eyes in the Back:
Milestones:
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: (See Milestones)
Dodge Bonus: (See Milestones) | Agility Bonus: (See Milestones) | Flat-foot/reaction Bonus: (See Milestones)
Style Points: (dexterity * 5)
Milestone Derivatives:
Improved Block: +
Improved Dodge: +
Improved Agility: +
Improved Reaction: +
Milestones:
Base Physical Damage: ((strength + strength_temp) * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +
Improved Slots: +
Improved Item Effect: +
Pierce: +
Juggernaut:
Milestones:
Base Magical Damage: (500 * 2) + 500 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Crafting: +
Improved Magic Damage: +
Improved Magic Defense: +
Improved Item Use: +
Milestones:
Luck Points: | Critical Damage: (See Milestones) | Luck roll result: (See Milestones)
Draw chance: (See Milestones) | Critical Defense: (See Milestones) | Draw defense: (See Milestones)
Milestone Derivatives:
Improved Luck: +
Milestones:
_______________________________________________________________________Skill Points Total:
Milestone Derivatives:
Improved HP: + -> +500 Max HP
Improved Soak: + -> +25 Phys/Mag Soak
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
Implacable: + -> +500 Death Threshold
Endure: +% -> +1% chance (1d100) that an attack that would KO instead leave the character at 1 HP
Improved Survival: + -> +10 to final result of survival roll
( ) Health: [] + | Bonus: +Improved HP: + -> +500 Max HP
Improved Soak: + -> +25 Phys/Mag Soak
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
Implacable: + -> +500 Death Threshold
Endure: +% -> +1% chance (1d100) that an attack that would KO instead leave the character at 1 HP
Improved Survival: + -> +10 to final result of survival roll
HP: ((health * 50) + Milestones) | Armor: (health + Milestones) | Physical Soak: (health + Milestones + traits)
Magical Soak: (health + Milestones + traits) | Status Resistance: (See Milestones) | Death Threshold: (Milestones)
Endure: (Milestones) | Survival Result Bonus: (Milestones)
Milestone Derivatives:
Improved HP: +
Improved Soak: +
Improved Resistance: +%
Implacable: +
Endure: +%
Improved Survival: +
Milestones:
Milestone Derivatives:
Improved Ranged: + -> +5 awareness bonus on ranged attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
Improved Melee: + -> +5 awareness bonus on melee attacks
True Sight: -> -10 to Illusion or Invisibility detection DCs
Combat Reflexes: -> Reduces DC for Grenade-like weapons by -10
Eyes in the Back: -> Reduces the 'roll outcome' of Sneak Attacks by -10
( ) Awareness: [] + | Bonus: +Improved Ranged: + -> +5 awareness bonus on ranged attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
Improved Melee: + -> +5 awareness bonus on melee attacks
True Sight: -> -10 to Illusion or Invisibility detection DCs
Combat Reflexes: -> Reduces DC for Grenade-like weapons by -10
Eyes in the Back: -> Reduces the 'roll outcome' of Sneak Attacks by -10
Initiative: 1d500 | Base Attack Bonus: | Perception Bonus:
Melee: (See Milestones) | Ranged: (See Milestones) | Magic: (See Milestones)
True Sight: (See Milestones) | Combat Reflexes: (See Milestones) | Sneak Attack Negation: (See Milestones)
Milestone Derivatives:
Improved Ranged: +
Improved Magic: +
Improved Melee: +
True Sight:
Combat Reflexes:
Eyes in the Back:
Milestones:
Milestone Derivatives:
Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
Improved Agility: + -> +5 Dexterity bonus when performing skill checks
Improved Reaction: + -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
( ) Dexterity: [] + | Bonus: +Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
Improved Agility: + -> +5 Dexterity bonus when performing skill checks
Improved Reaction: + -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: (See Milestones)
Dodge Bonus: (See Milestones) | Agility Bonus: (See Milestones) | Flat-foot/reaction Bonus: (See Milestones)
Style Points: (dexterity * 5)
Milestone Derivatives:
Improved Block: +
Improved Dodge: +
Improved Agility: +
Improved Reaction: +
Milestones:
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
Improved Slots: + -> +2 Inventory Slots
Improved Item Effect: + -> +100 damage when using one-use items
Pierce: + -> 50 of character's physical damage ignores armor
Juggernaut: -> -100 damage reduction when bracing an attack
( ) Strength: [] + | Bonus: +Improved Physical Damage: + -> +100 damage
Improved Slots: + -> +2 Inventory Slots
Improved Item Effect: + -> +100 damage when using one-use items
Pierce: + -> 50 of character's physical damage ignores armor
Juggernaut: -> -100 damage reduction when bracing an attack
Base Physical Damage: ((strength + strength_temp) * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +
Improved Slots: +
Improved Item Effect: +
Pierce: +
Juggernaut:
Milestones:
Milestone Derivatives:
Improved Crafting: + -> +5 Spirit roll bonus when crafting
Improved Magic Damage: + -> +250 magic damage
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
Improved Item Use: + -> Raises DCs to avoid one-use items by +10
( ) Spirit: [] + | Bonus: +Improved Crafting: + -> +5 Spirit roll bonus when crafting
Improved Magic Damage: + -> +250 magic damage
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
Improved Item Use: + -> Raises DCs to avoid one-use items by +10
Base Magical Damage: (500 * 2) + 500 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Crafting: +
Improved Magic Damage: +
Improved Magic Defense: +
Improved Item Use: +
Milestones:
Milestone Derivatives:
Improved Luck: + -> +5 luck roll result
( ) Luck: [] + | Bonus: +Improved Luck: + -> +5 luck roll result
Luck Points: | Critical Damage: (See Milestones) | Luck roll result: (See Milestones)
Draw chance: (See Milestones) | Critical Defense: (See Milestones) | Draw defense: (See Milestones)
Milestone Derivatives:
Improved Luck: +
Milestones:
<<>Skills<>>
0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master
Movement
Bonuses: Dexterity: +, Full Dodge: +, Flat-foot Dodge: +, Agility Bonus: + | Strength: +, Momentum: +
General - Reaction
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
General - Perception
General - Search
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
Weapon Proficiency - Heavy Weapons
Name: Grenadier
Name: Suppression Tracking
Weapon Proficiency - Clubs / Maces
Name: Knockdown
Name: Power Strike
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
Magic - Assisted Magic
Name: Draw-Cast
Name: Enhanced Junction
Name: Arcane Intuition
Artisan
Bonuses: Spirit: +, Crafting: +
Artisan - Engineering
Name: Craft Ground Vehicles
Name: Defensive Mechanisms
Name: Craft Aircraft
Name: Craft Spacecraft
Artisan - Performance
Name: Empathetic Show
Name: Captivating Performance
Name: Empassioned Show
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
General - Vehicle Operation: Heavy Aircraft
Name: Hot Wiring
General - Vehicle Operation: Heavy Ground
Name: Hot Wiring
General - Vehicle Operation: Light Ground
Name: Assault Driving
Name: Hot Wiring
General - Vehicle Operation: Light Aircraft
General - Vehicle Operation: Heavy Mecha
Name: Hot Wiring
Name: Tactical Stop
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Draw Magic
Level 1: - 10 Fire x10 A small fireball strikes a single target. (+500 damage)
Level 2: - 15 Fira x10 A large plume of fire engulfs a target. (+2000 damage)
Level 1: - 10 Thunder x10 A single bolt of lightning crashes from the sky. (+500 damage)
Level 2: - 15 Thundara x10 A single bolt of pure, powerful lightning rends through a target. (+2000 damage)
Level 1: - 10 Blizzard x10 A single ball of ice drops onto an enemy. (+500 damage)
Level 2: - 15 Blizzara x10 The area around a targets flash-freezes before it explodes into a dense cloud of ice. (+2000 damage)
Level 1: - 10 Cure x10 Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP
Level 2: - 15 Cura x10 A stronger healing flow of energy mends the body and restores lost HP. Restores 20% of 1 target's HP.
Level 2: - 15 Sleep x10 Renders an enemy unconscious for 1d5 rounds or 1d8 hours outside of combat. Strong enough contact with the subject will awaken them.
Level 6: - 30 Flarera x 6 A powerful blast akin to the burst of a small star that engulfs 3 enemies. This spell ignores all forms of defense except armor/natural soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1000 Level 5 Draw Magic)(+1500 damage)
Level 9: Quick - Alters time around one target, granting them an immediate turn.
Level 9: Apocalypse x 2 - A powerful blast of flames rains down from the sky, searing the entire enemy party
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 1,200,000 (+300,000 Monthly)
Crown: 2,400,000 (+500,000 Monthly)
Zollar: 200,000 (+50,000z Monthly)
_______________________________________________________________________
<<> Inventory <>>
_______________________________________________________________________
Age: Young Adult
Height: 5'1.5"
Weight: 101 (optional)
Appearance: Selphie is a small girl with brown flipped back hair and large green eyes. She can be scene either wearing her SeeD uniform, a pair of yellow overalls or a yellow sundress with either brown boots or red sandles. She also likes to wear yellow coveralls when working in the hanger/garage
Eye Color: Green
Hair Color: Brown
Notable Features: She is small but other wise looks like an ordinary human woman.
<<> Character Personality <>>
Favorite Food: Pizza, hotdogs, chocolate, and candy
Likes: Her friends, Irvine, Laguna, Trains, Large Mechs, and being happy.
Dislikes: Broccoli, People disrespecting her friends, and licorice
Favorite Color: Green and Yellow
Fears: The Dark and Being alone. (But she is fine with space battles)
<<>Character Background<>>
History:
Selphie has settled into the Dimensional Warriors as one of their top pilots and mechanics. Anything that drives, flies and/or dives she is at home in. Her relationship with Irvine is healthy and thriving. It is hard to imagine they ever been apart or had a rough start in the beginning.
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<<> Special Notes <>>
Draw Magic
Allows a character to withdraw a variable number of spells from a target creature using a standard magic casting roll. These spells are stored in the character’s “spell inventory” and can be cast at-will. This allows characters to withdraw some magic that may be beyond their skill level, in which case it is usable but its damage effect is limited to the caster’s skill level (i.e. if a level 5 spell grants +1000 damage but the character is only level 3, its damage is capped at the standard level 3 +600 damage).
Junction
Allows a character to “equip” a Summon-type creature in its item slots, taking up twice as many slots as its Compatibility level. When that Summon is equipped, allows the character to cast its assigned spells according to its Compatibility Level. This does not require Spell Points, but the caster must have the requisite Spell Level in Assisted Magic. This also provides access to unique abilities that can only be accessed with Junctioning.
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Last edited by QueenSelphie on May 7th, 2024, 11:52 pm, edited 11 times in total.
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Stuff I am not sure how to convert
Pandemona
Description: An enigmatic creature that is questionably even sentient, for it says precious little and its face leaves little room for emotion. Pandemona is a demon of some sort that seems to enjoy battle to some degree, but anything else is a mystery due to its elusive nature.
The creature stands hulking and tall, with a powerful body. It has smooth, almost rubbery purple skin decorated here and there with patches of scarlet scales that form unusual patterns. Its hands are flat and flipper-like with pink nails, and its feet are covered in white feathers and seem to be hooved. Its face is taken up mostly by three crystalline, amber ovals, presumably its eyes, and tall cyan feathers stand tall from the back of it in a curious sort of ponytail. The most vexing and memorable point of its anatomy however is the triplicate of massive apertures on its right shoulder, which lead into its long tail, a light blue affair capped yellow with a cyan border. The tail is hollow, and can expand to many times its normal size when air, among other things, is drawn in through the shoulder maws.
Guardian Force HP: 14,000 * Level
Grants: 2x Zephyr per mission
Level 1: (300 MP * Level)
Summon Attack: Tornado Zone
Pandemona drops down a column of spinning wind, bracing itself in the ground and sucking up the enemy party through the great mouths in its shoulder; Even enemies larger than it are magically compressed to fit inside. Once the gathering is complete, it spits them back out in a tumbling ball of tornado that crashes to the ground in a heap. Deals 1d3 hits of 7500 unsoakable Wind damage, with 5% chance per level, per hit of being Moderately (and reasonably) Confused.
Carbuncle
Description: An adorable little spirit creature with a playful nature and a heart of gold. Or possibly diamond. Carbuncle is a dragon with a great affinity for gems and especially the magical light that passes through them, seeking to share the beauty of such things with his friends. The creature is quasi sentient, with an adorable catlike mentality and a great love of shiny objects.
Carbuncle appears a small dragon-like being with a tendency to teleport about. His body is covered in very fine fur with the occasional cushy puff of it and one or two fin-like appendages decorating its small bulk. Its four stubby legs do little, as it mostly flies about, and its most notable feature is the large, very pure gemstone in its forehead, the exact type changing often.
Guardian Force HP: 10,000 * Level (takes half damage from magic)
Out of Combat Effects: With a natural affinity for gems and crystals, Carbuncle's assistance causes them to glow brighter and helps purify their karats over time. This grants a +5 per level bonus to gemwork, and also allows it to be used as a sort of radar to locate such riches.
Level 1: (300 MP * Level)
Summon Attack: Ruby Light
Leaping from a hole in the dimension, Carbuncle shines his hallowed light over the allied party, granting them Reflect status for Level rounds.
Name: Dead Star
Price: 776180
Augmentation Slots: 1
Roll Bonus: +7
Damage Mod: 19.7
DC To Make: 2880
Skill Level To Use: 21
Augmentation 1: FRAGLAS Mode - Once per mission, the trigger may be pressed to activate a FRAGLAS style effect. The Mace is capable of distinguishing between allied and hostile forces and will not damage allies.
Timber Express (Amber Flail [Nunchuks])
DC To Make: 5600
Skill Level To Use: 25
Price: 177,120
Augmentation Slots: 2
Roll Bonus: +83
Damage Mod: 23.1
Tempering: 5
Aerodynamic Refining: 5
Special II: 5 (25% damage even if successfully blocked (not dodged)
Emerald-Lined Robe
Augmentation Slots 5: Cloth Blends (0) Back Pack : 1-3
Price: 200000
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700
Crafting DC: 1269
Name: Cloth Blends (Normal Clothes)
Manufacturer: V.R. al-Busiri Designs
Price: +10% of base armor cost
DC to Make: 10% of armor crafting DC
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...
Name: "Class A" Uniforms (SeeD Uniform)
Manufacturer: Various
Price: +10% of base armor cost
DC to Make: 10% of armor crafting DC
Restrictions: Light Armor only
Description: The formal uniforms of both modern and classical militaries are generally shined and prettier than their battle dress counterparts. Whether they're blues, whites, greens, reds, greys, blacks, yellows, or plaid, the uniform of an officer is generally unmistakable amongst peers. When the proper uniform is worn -- whether it's governmental or mercenary -- the uniform grants a +5 bonus to Diplomacy with those who respect it, and always grants a +5 bonus to Dodge, whether it's Roll, Jump, or Run.
Name: Utility Belt
Manufacturer: Varies
Price: 10000
DC to Make: 100
Restrictions:
Description: A complex series of independent, flexible straps support thick, durable pouches, holsters, loops, and lanyards that are each able to function independently of one another to support a myriad of small tools or objects. When added to an armor, adds 5 Inventory Slots, but is only capable of holding 1-slot items/weapons.
Name: Osprey Modular Backpack
Manufacturer: Varies
Price: 40000
DC to Make: 150
Restrictions: Occupies 3 Support Augmentation Slots
Description: A large, deep-pocketed backpack is attached to elastic webbing and vest and torso loops and straps to help create a full-body supported carrying system. Originally known as the MOLLE system of carrying for soldiers, the Osprey is the updated, widely-available version usable by hikers, adventurers, and soldiers alike. When added to an armor, adds 20 Inventory Slots, and can carry up to 8-slot items.
Name: AT4 Anti-Armor Rocket
Manufacturer: Saab-Bofors Dynamics
Price: 150000
DC to Make: 5000(4 checkpoints)
Restrictions:
Vehicle AP Damage: 3
Vehicle HP Damage: 2 (HP+1)
Pilot Risk Damage: +10
Description: An improvement on anti-armor weapons developed the AT4, an unguided, shoulder-fired weapon that uses high-velocity rocket propulsion to reduce the time between launch and impact, allowing it to cross a greater distance and impact harder. Deals 60,000 damage to vehicles/mechs, 30,000 to personnel. To avoid, Piloting/Reaction check, DC 200.
Gold Medal +100 performance OUI +10 perform after
Also Selphie's Limit Break
Limit Break
Associated Statistic: Willpower
Description: When in dire situations, a character is able to push him/herself past normal limits, putting a good portion or even all of their skill, energy, and power into a single few seconds in an attempt to overcome an obstacle, whether it be environmental, hostile, or otherwise.
Effect: This feat allows for Abilities to be categorized as Limit Breaks. Abilities that are categorized as such are given a bonus to strength according to the tier of Limit Break they are assigned as, from Level 1 to Level 4. A character's "Limit Gauge" is 100% of their HP. When a character takes damage, their gauge is filled at a 1:2 ratio to the damage actually incurred (after soak, reductions, etc.). When a character's Limt Gauge is filled, they have access to the next level of Limit Breaks. When a character drops below 0 HP, the character's Limit Gauges are decreased by 20% of the gathered amount, the damage that caused a KO is not added or calculated in any way. The more Limit Gauges a character has, the higher level of Limit Break Ability they can use. 1 Gauge = Level 1, 3 Gauges = Level 3, etc. Within the custom ability system limit breaks are allowed to exceed the custom 'limits' damage may exceed the level restriction of any limit break and status effects can have 1 level higher than the abilities allowed.
Limit Break - Slot
Slot lets Selphie to have the ability to randomly cast magic without having to know it up to 1-5 times depending on level of the spell. There are four types of Magic exclusive to Selphie's Limit Break, but they are extremely powerful and special spells that must be bought each time she purchases this Feat again.
These spells will be in the list of spells that will be rolled.
Selphie's exclusive spells are
Full-Cure - Completely restores all HP and cures all abnormal status effects to all conscious allies.
Wall - Casts wall
Rapture - Removes a random enemy from battle. Does not work on bosses. GM discretion how this actually works.
The End - It is a spell that Ends the battle. Also GM discretion on whether or not it works.
Description: An enigmatic creature that is questionably even sentient, for it says precious little and its face leaves little room for emotion. Pandemona is a demon of some sort that seems to enjoy battle to some degree, but anything else is a mystery due to its elusive nature.
The creature stands hulking and tall, with a powerful body. It has smooth, almost rubbery purple skin decorated here and there with patches of scarlet scales that form unusual patterns. Its hands are flat and flipper-like with pink nails, and its feet are covered in white feathers and seem to be hooved. Its face is taken up mostly by three crystalline, amber ovals, presumably its eyes, and tall cyan feathers stand tall from the back of it in a curious sort of ponytail. The most vexing and memorable point of its anatomy however is the triplicate of massive apertures on its right shoulder, which lead into its long tail, a light blue affair capped yellow with a cyan border. The tail is hollow, and can expand to many times its normal size when air, among other things, is drawn in through the shoulder maws.
Guardian Force HP: 14,000 * Level
Grants: 2x Zephyr per mission
Level 1: (300 MP * Level)
Summon Attack: Tornado Zone
Pandemona drops down a column of spinning wind, bracing itself in the ground and sucking up the enemy party through the great mouths in its shoulder; Even enemies larger than it are magically compressed to fit inside. Once the gathering is complete, it spits them back out in a tumbling ball of tornado that crashes to the ground in a heap. Deals 1d3 hits of 7500 unsoakable Wind damage, with 5% chance per level, per hit of being Moderately (and reasonably) Confused.
Carbuncle
Description: An adorable little spirit creature with a playful nature and a heart of gold. Or possibly diamond. Carbuncle is a dragon with a great affinity for gems and especially the magical light that passes through them, seeking to share the beauty of such things with his friends. The creature is quasi sentient, with an adorable catlike mentality and a great love of shiny objects.
Carbuncle appears a small dragon-like being with a tendency to teleport about. His body is covered in very fine fur with the occasional cushy puff of it and one or two fin-like appendages decorating its small bulk. Its four stubby legs do little, as it mostly flies about, and its most notable feature is the large, very pure gemstone in its forehead, the exact type changing often.
Guardian Force HP: 10,000 * Level (takes half damage from magic)
Out of Combat Effects: With a natural affinity for gems and crystals, Carbuncle's assistance causes them to glow brighter and helps purify their karats over time. This grants a +5 per level bonus to gemwork, and also allows it to be used as a sort of radar to locate such riches.
Level 1: (300 MP * Level)
Summon Attack: Ruby Light
Leaping from a hole in the dimension, Carbuncle shines his hallowed light over the allied party, granting them Reflect status for Level rounds.
Name: Dead Star
Price: 776180
Augmentation Slots: 1
Roll Bonus: +7
Damage Mod: 19.7
DC To Make: 2880
Skill Level To Use: 21
Augmentation 1: FRAGLAS Mode - Once per mission, the trigger may be pressed to activate a FRAGLAS style effect. The Mace is capable of distinguishing between allied and hostile forces and will not damage allies.
Timber Express (Amber Flail [Nunchuks])
DC To Make: 5600
Skill Level To Use: 25
Price: 177,120
Augmentation Slots: 2
Roll Bonus: +83
Damage Mod: 23.1
Tempering: 5
Aerodynamic Refining: 5
Special II: 5 (25% damage even if successfully blocked (not dodged)
Emerald-Lined Robe
Augmentation Slots 5: Cloth Blends (0) Back Pack : 1-3
Price: 200000
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700
Crafting DC: 1269
Name: Cloth Blends (Normal Clothes)
Manufacturer: V.R. al-Busiri Designs
Price: +10% of base armor cost
DC to Make: 10% of armor crafting DC
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...
Name: "Class A" Uniforms (SeeD Uniform)
Manufacturer: Various
Price: +10% of base armor cost
DC to Make: 10% of armor crafting DC
Restrictions: Light Armor only
Description: The formal uniforms of both modern and classical militaries are generally shined and prettier than their battle dress counterparts. Whether they're blues, whites, greens, reds, greys, blacks, yellows, or plaid, the uniform of an officer is generally unmistakable amongst peers. When the proper uniform is worn -- whether it's governmental or mercenary -- the uniform grants a +5 bonus to Diplomacy with those who respect it, and always grants a +5 bonus to Dodge, whether it's Roll, Jump, or Run.
Name: Utility Belt
Manufacturer: Varies
Price: 10000
DC to Make: 100
Restrictions:
Description: A complex series of independent, flexible straps support thick, durable pouches, holsters, loops, and lanyards that are each able to function independently of one another to support a myriad of small tools or objects. When added to an armor, adds 5 Inventory Slots, but is only capable of holding 1-slot items/weapons.
Name: Osprey Modular Backpack
Manufacturer: Varies
Price: 40000
DC to Make: 150
Restrictions: Occupies 3 Support Augmentation Slots
Description: A large, deep-pocketed backpack is attached to elastic webbing and vest and torso loops and straps to help create a full-body supported carrying system. Originally known as the MOLLE system of carrying for soldiers, the Osprey is the updated, widely-available version usable by hikers, adventurers, and soldiers alike. When added to an armor, adds 20 Inventory Slots, and can carry up to 8-slot items.
Name: AT4 Anti-Armor Rocket
Manufacturer: Saab-Bofors Dynamics
Price: 150000
DC to Make: 5000(4 checkpoints)
Restrictions:
Vehicle AP Damage: 3
Vehicle HP Damage: 2 (HP+1)
Pilot Risk Damage: +10
Description: An improvement on anti-armor weapons developed the AT4, an unguided, shoulder-fired weapon that uses high-velocity rocket propulsion to reduce the time between launch and impact, allowing it to cross a greater distance and impact harder. Deals 60,000 damage to vehicles/mechs, 30,000 to personnel. To avoid, Piloting/Reaction check, DC 200.
Gold Medal +100 performance OUI +10 perform after
Also Selphie's Limit Break
Limit Break
Associated Statistic: Willpower
Description: When in dire situations, a character is able to push him/herself past normal limits, putting a good portion or even all of their skill, energy, and power into a single few seconds in an attempt to overcome an obstacle, whether it be environmental, hostile, or otherwise.
Effect: This feat allows for Abilities to be categorized as Limit Breaks. Abilities that are categorized as such are given a bonus to strength according to the tier of Limit Break they are assigned as, from Level 1 to Level 4. A character's "Limit Gauge" is 100% of their HP. When a character takes damage, their gauge is filled at a 1:2 ratio to the damage actually incurred (after soak, reductions, etc.). When a character's Limt Gauge is filled, they have access to the next level of Limit Breaks. When a character drops below 0 HP, the character's Limit Gauges are decreased by 20% of the gathered amount, the damage that caused a KO is not added or calculated in any way. The more Limit Gauges a character has, the higher level of Limit Break Ability they can use. 1 Gauge = Level 1, 3 Gauges = Level 3, etc. Within the custom ability system limit breaks are allowed to exceed the custom 'limits' damage may exceed the level restriction of any limit break and status effects can have 1 level higher than the abilities allowed.
Limit Break - Slot
Slot lets Selphie to have the ability to randomly cast magic without having to know it up to 1-5 times depending on level of the spell. There are four types of Magic exclusive to Selphie's Limit Break, but they are extremely powerful and special spells that must be bought each time she purchases this Feat again.
These spells will be in the list of spells that will be rolled.
Selphie's exclusive spells are
Full-Cure - Completely restores all HP and cures all abnormal status effects to all conscious allies.
Wall - Casts wall
Rapture - Removes a random enemy from battle. Does not work on bosses. GM discretion how this actually works.
The End - It is a spell that Ends the battle. Also GM discretion on whether or not it works.
Last edited by QueenSelphie on May 7th, 2024, 11:21 pm, edited 1 time in total.
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SELPHIE'S SLOT MAGIC LIST
SELPHIE'S SLOT MAGIC LIST
This is Selphie's Slot Magic List with her second purchase of the Slot Limit Break Feat. Each time she purchases the feat again her slot list will change and grow, and all the changes will be reflected here for reference.
On a 1d40:
1. Open/Close - Allows the caster to open or close objects at a distance, including doors, windows, chests, barrels, boxes, etc. If something is preventing that object from simply opening (a lock, a bar, a latch, etc.) that object does not open. Large or heavy objects (a reinforced door, a bulkhead, etc.) may not work with this spell, depending on the caster's Mage Level (GM discretion).
2. Fire - A small fireball strikes a single target. (10 MP)(+500 damage)
3. Prestidigitation - Allows a caster to perform minor magical tricks for an hour; these include sleight of hand tricks, cleaning or soiling an area, slowly lift and move small objects, chill, warm or flavor non-living material, create small, crude, and artificial, fragile objects, and perform minor "stage magician" tricks.
4. Blizzard - A single ball of ice drops onto an enemy. (10 MP)(+500 damage)
5. Thunder - A single bolt of lightning crashes from the sky. (10 MP)(+500 damage)
6. Blizzaga - A series of large icicles are hurled at a target. (490 MP)(+7000 damage)
7. Thundara - A single bolt of pure, powerful lightning rends through a target. (160 MP)(+2000 damage)
8. Thundaga - A series of massive jagged thunderbolts fall from the sky and rip through a target. (490 MP)(+7000 damage)
9. Quake - A hard rock falls upon a single target. (10 MP)(+500 damage)(10 SpP)
10. Quara - A duo of sharp rocks jut out of the ground, striking a target. (160 MP)(+2000 damage)(Requires Quake)(30 SpP)
11. Quaga - A platform of earth erupts from beneath a targets, then shatters and explodes upwards to drop them back to the ground amidst the falling debris. (490 MP)(+7000 damage)
12. Water - A large ball of water crashes into its target. (10 MP)(+500 damage)(10 SpP)
13. Watera - A large wave of water crashes over a target. (160 MP)(+2000 damage)(Requires Water)(30 SpP)
14. Waterga - A powerful geyser of water erupts underneath a targets. (490 MP)(+7000 damage)
15. Aero - A swirl of wind and debris envelops the foe. (10 MP)(+500 damage)(10 SpP)
16. Aera - A sudden gust of wind sends a targets flying in the air and crashing about. (160 MP)(+2000 damage)
17. Meltdown - A ray of raw energy melts away an enemy's defenses. Inflicts Moderate 'Feeble' status for 1d5 rounds.
18. Silence - Restricts the vocal cords and renders spellcasting and speech futile. Inflicts Mild "Silence" status.
19. Sleep - Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status.
20. Confuse - Sends the target into a daze, unable to distinguish friend from foe for 1d5 rounds. Inflicts Mild "Confuse" status for 1d5 rounds.
21. Demi - Gravity wrings a character's stamina from him/her. Reduces HP by 1/4th, up to a maximum of 5,000 HP. (40 MP)(Requires Ruin)(15 SpP)
22: Demira - Gravity wrings the stamina and energy from a character. Reduces HP by 1/3rd, up to 15,000 HP. (250 MP)
23. Cure - A healing flow of energy that augments recovery. (10 MP)(+500 damage)(10 SpP)
24. Cura - An even stronger flow of curative energy that heals and mends the wounds of one target. (160 MP)(+2000 damage)(Requires Cure)(30 SpP)
25. Curaga - A series of powerful curative magics swirl around 1 target before infusing into their bodies. (490 MP)(+7000 damage)
26. Float - Allows a target to levitate for 1d5 rounds, preventing tripping traps and nullifying Earth-based damage.
27. Brave - Emboldens one target by infusing the caster's spiritual strength into theirs. Inflicts Chronic "Offense" status for 1d5 rounds
28. Ruinra - A blast of raw non-elemental spiritual energy explodes upon a target. (160 MP)(+2000 damage)(Requires Ruin)(30 SpP)
29. Ruinga - The caster's hand projects a number of powerful spiritual energy projectiles to strike a target. (490 MP)(+7000 damage)
30. Onyx - A wave of dark energy strikes 2 targets. (90 MP)(+600 damage)
31. Pearl - A small explosion of Holy energy around a single target affects them in a strange and mysterious way... Inflicts Mild "Reverse" status for 1d5 rounds. (40 MP)(+1000 damage)
32. Flare - A massive explosion of spiritual energy swirls around 2 targets. Ignores all forms of defense except natural/armor soak. (Shell, Wall, and Brace, for example, are ineffective.)
33. Prismga - A whole circle of brilliant prismatic points spiral around a single target. Inflicts Acute "Blind" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Prismra & Luciga)
34. Dark - A swirl of Darkness engulfs a foe. (10 MP)(+500 damage)
35. Drain - Saps HP from a target, absorbing half of afflicted damage as HP. (40 MP)(+400 damage)
36. Aeroga - A target is caught in a violent updraft, then dropped to the ground. (490 MP)(+7000 damage)
37. Comet - Sends 1d2 comets crashing into an enemy from high above. This spell has the capacity of inducing collateral damage. Alternately, this spell can deal 1 AP of damage to a vehicle of any type (hits not rolled). (90 MP)(+600 damage)
38. Arise - Brings a KO'd combatant back to consciousness and 50% of their max HP
39. Immobilize - Weighs down a selected target, rendering them unable to move or dodge for 1d5 rounds.
40. Full-Cure - Completely restores all HP and cures all abnormal status effects to all conscious Party Members.
This is Selphie's Slot Magic List with her second purchase of the Slot Limit Break Feat. Each time she purchases the feat again her slot list will change and grow, and all the changes will be reflected here for reference.
On a 1d40:
1. Open/Close - Allows the caster to open or close objects at a distance, including doors, windows, chests, barrels, boxes, etc. If something is preventing that object from simply opening (a lock, a bar, a latch, etc.) that object does not open. Large or heavy objects (a reinforced door, a bulkhead, etc.) may not work with this spell, depending on the caster's Mage Level (GM discretion).
2. Fire - A small fireball strikes a single target. (10 MP)(+500 damage)
3. Prestidigitation - Allows a caster to perform minor magical tricks for an hour; these include sleight of hand tricks, cleaning or soiling an area, slowly lift and move small objects, chill, warm or flavor non-living material, create small, crude, and artificial, fragile objects, and perform minor "stage magician" tricks.
4. Blizzard - A single ball of ice drops onto an enemy. (10 MP)(+500 damage)
5. Thunder - A single bolt of lightning crashes from the sky. (10 MP)(+500 damage)
6. Blizzaga - A series of large icicles are hurled at a target. (490 MP)(+7000 damage)
7. Thundara - A single bolt of pure, powerful lightning rends through a target. (160 MP)(+2000 damage)
8. Thundaga - A series of massive jagged thunderbolts fall from the sky and rip through a target. (490 MP)(+7000 damage)
9. Quake - A hard rock falls upon a single target. (10 MP)(+500 damage)(10 SpP)
10. Quara - A duo of sharp rocks jut out of the ground, striking a target. (160 MP)(+2000 damage)(Requires Quake)(30 SpP)
11. Quaga - A platform of earth erupts from beneath a targets, then shatters and explodes upwards to drop them back to the ground amidst the falling debris. (490 MP)(+7000 damage)
12. Water - A large ball of water crashes into its target. (10 MP)(+500 damage)(10 SpP)
13. Watera - A large wave of water crashes over a target. (160 MP)(+2000 damage)(Requires Water)(30 SpP)
14. Waterga - A powerful geyser of water erupts underneath a targets. (490 MP)(+7000 damage)
15. Aero - A swirl of wind and debris envelops the foe. (10 MP)(+500 damage)(10 SpP)
16. Aera - A sudden gust of wind sends a targets flying in the air and crashing about. (160 MP)(+2000 damage)
17. Meltdown - A ray of raw energy melts away an enemy's defenses. Inflicts Moderate 'Feeble' status for 1d5 rounds.
18. Silence - Restricts the vocal cords and renders spellcasting and speech futile. Inflicts Mild "Silence" status.
19. Sleep - Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status.
20. Confuse - Sends the target into a daze, unable to distinguish friend from foe for 1d5 rounds. Inflicts Mild "Confuse" status for 1d5 rounds.
21. Demi - Gravity wrings a character's stamina from him/her. Reduces HP by 1/4th, up to a maximum of 5,000 HP. (40 MP)(Requires Ruin)(15 SpP)
22: Demira - Gravity wrings the stamina and energy from a character. Reduces HP by 1/3rd, up to 15,000 HP. (250 MP)
23. Cure - A healing flow of energy that augments recovery. (10 MP)(+500 damage)(10 SpP)
24. Cura - An even stronger flow of curative energy that heals and mends the wounds of one target. (160 MP)(+2000 damage)(Requires Cure)(30 SpP)
25. Curaga - A series of powerful curative magics swirl around 1 target before infusing into their bodies. (490 MP)(+7000 damage)
26. Float - Allows a target to levitate for 1d5 rounds, preventing tripping traps and nullifying Earth-based damage.
27. Brave - Emboldens one target by infusing the caster's spiritual strength into theirs. Inflicts Chronic "Offense" status for 1d5 rounds
28. Ruinra - A blast of raw non-elemental spiritual energy explodes upon a target. (160 MP)(+2000 damage)(Requires Ruin)(30 SpP)
29. Ruinga - The caster's hand projects a number of powerful spiritual energy projectiles to strike a target. (490 MP)(+7000 damage)
30. Onyx - A wave of dark energy strikes 2 targets. (90 MP)(+600 damage)
31. Pearl - A small explosion of Holy energy around a single target affects them in a strange and mysterious way... Inflicts Mild "Reverse" status for 1d5 rounds. (40 MP)(+1000 damage)
32. Flare - A massive explosion of spiritual energy swirls around 2 targets. Ignores all forms of defense except natural/armor soak. (Shell, Wall, and Brace, for example, are ineffective.)
33. Prismga - A whole circle of brilliant prismatic points spiral around a single target. Inflicts Acute "Blind" status for 1d5 rounds. (640 MP)(+10000 damage)(Requires Prismra & Luciga)
34. Dark - A swirl of Darkness engulfs a foe. (10 MP)(+500 damage)
35. Drain - Saps HP from a target, absorbing half of afflicted damage as HP. (40 MP)(+400 damage)
36. Aeroga - A target is caught in a violent updraft, then dropped to the ground. (490 MP)(+7000 damage)
37. Comet - Sends 1d2 comets crashing into an enemy from high above. This spell has the capacity of inducing collateral damage. Alternately, this spell can deal 1 AP of damage to a vehicle of any type (hits not rolled). (90 MP)(+600 damage)
38. Arise - Brings a KO'd combatant back to consciousness and 50% of their max HP
39. Immobilize - Weighs down a selected target, rendering them unable to move or dodge for 1d5 rounds.
40. Full-Cure - Completely restores all HP and cures all abnormal status effects to all conscious Party Members.
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