Selphie Tilmit 7.0

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Selphie Tilmit 7.0

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Post by QueenSelphie »

<<> Player Info <>>
IRC Nick: Sebastian/Kurama
Real Name (Optional):
Time Zone:

<<> Character Info <>>
Name: Selphie Tilmit
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
health_temp:
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
awareness_temp:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
dexterity_temp:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
strength_temp:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spirit_temp:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
luck_temp:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 1.5/18

* Master Tinker (3 pts) - This character can use any weapon or item it's crafted without suffering the untrained skill penalty.

* Scavenger (3 pts) - When making a loot or a Search check, this character may roll twice and take the better of the two results.

* Eternal Hope (2.5 pts) - Once per mission, when this character rolls a super-botch (bottom 1% of roll value), this character may roll a second time, but must accept the outcome of that second result.

* Mist Child (3 pts) - This character gains a +10 to Stealth checks.

* Curiosity (2 pts) - This character gains a +10 bonus when making Gather Information checks.

* Kneecapper (3 pts) - When this character inflicts the "Off Guard" status effect, it is considered to be one severity higher than normal.

-= Character Classes =-
 
1) Expert Pilot
Associated Statistic:
Description: A varied pilot is one of the most necessary people to have around in tight situations. Whether it's by land, sea, air, or space, these people can get you where you need to go, fast.
Effect: +5 to Heavy Mecha and Light Aircraft +3 Artisan: Engineering, Survival

2) Machinist
Associated Statistic:
Description: Machinists are precision engineers who use unique and pinpoint tools to create microgadgets or enhance or fine-tune existing ones. Their intricate knowledge of small-scale engineering makes them expert lockpicks and a knowledgeable mechanic.
Effect: +5 Artisan: Engineering, Subterfuge, 1 Vehicle Operation skill (Space Craft)

3)Gadgeteer/Tinker
Associated Statistic:
Description: Gadgeteers and tinkerers are a subset of hobbyists and engineers that customize and maintain their own array of useful little tools -- though some make their tools ... bigger. They're extremely varied and adaptable in their creations.
Effect: +5 Artisan: Engineering, +5 to 1 other artisan skill, +5 to 1 (Ground Vehicles)

 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -
One in a Million
Associated Class: Expert Pilot
Prerequisite:
Description: When it comes down to the breaking point in vehicle combat, whether it's in a massive battleship or twisting a Parisian corner in a Mini, sometimes ... you just get lucky.
Effect: Per engagement, the Expert Pilot can substitute his/her actual Vehicle Operation roll with a Luck roll, plus a (Vehicle Operation level * 25) bonus to it. This has GM-determined results, and can turn the tide of a massive battle or a life-or-eath situation... for better or worse.

*Feat 2(400XP) -
Jury Rigging
Associated Class: Machinist
Prerequisite:
Description: This character's an expert at making do with what's at hand rather than what's needed. He/she is able to use spare parts from a car engine to repair an aircraft engine, and can use the blade of a sword to repair the blade of an axe. It's all in the right application of duct tape and bailing wire.
Effect: A Machinist with this feat has the ability to create tools, gadgets, weapons, and other items made of materials up to 2 levels less than their Engineering skill allows (that is, if the skill level allows Radiant Metal smithing, the character can make any Metal-based item) without special tools or a workspace, simply what's at hand.

*Feat 3(600XP) -
Limit Break/Mysterious Power
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 Limit 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 draws from a separate magic list than Selphie's own Draw Pool.
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 are:
Full-Cure - Completely restores all HP and Cures all abnormal status effects to all conscious allies
Wall - Casts both Protect and Shell to all conscious allies.
Rapture - Removes a single random enemy from battle. Does not work in boss battles. (GM discretion)
The End - The battle is over The End. This can have both negative or positive consequences. (GM discretion)

Selphie's 'Slot' feat operates by rolling a 1d40 to choose which spell she casts. Only the spell cast and the number of casts is randomized, not the target. Selphie chooses the target(s) she wishes to cast upon. Selphie's Slot List will be kept in a seperate post to keep character sheet clutter to a minimum.

This feat can be purchased every 1000xp. This list will expand 40 Spells with each purchase. with each unique spell at 40, 80, 140, and 200

Selphie's 1st Feat Purchase Spell:
Full-Cure - Completely restores all HP and cures all abnormal status effects to all conscious allies.

*Feat 4(800XP) -
Attuned
Associated Statistic: Spirit
Description: The character is naturally more inclined to the world around them, whether it's considered "airheaded", abstractly creative, or more in tune with the beyond.
Effect: +50 Spirit (put in temporary)

*Feat 5(1000XP) -
Creativity
Associated Statistic: Spirit
Description: The character is a master at thinking 'outside the box', and has a lot of quirky ideas that they may scribble on napkins, doodle in class, or dream about in board meetings. They are able to use this to build elaborate machines, modify existing ones, or figure out special ways to repair existing ones.
Effect: +10 to Craft and Repair Skill Checks


Feat 6(1200XP) -
Jump In and Go
Associated Class: Expert Pilot
Prerequisite:
Description: Regardless of his or her technical expertise, some pilots just ... get it, and they recognize that most craft of a similar type all have similar operations, even if their interfaces or controls are laid out differently or they're centuries apart. Left is still left, and faster is always better.
Effect: Removes the "learning period" for new vehicles for pilots. When a new or unfamiliar vehicle is found and has locked systems or has restrictions put on it, the pilot is immediately informed of these to as great an extent as possible, and removes any negatives that would usually be incurred on learning to use a vehicle, regardless of size, nature, or type.

Feat 7(1400XP) -
They Don't Make Them Like They Used To
Associated Class: Gadgeteer/Tinker
Prerequisite:
Description: Some of the more enthusiastic gadgeteers and tinkers enjoy taking old devices or vehicles and remodeling them to compete with or surpass their modern counterparts. Sometimes this involves some very in-depth changes on the inside, sometimes it's just a paint job and a tune-up. Either way, what was originally started as a hobby-level competition has given countless people the opportunity to make a fortune on that one refurb.
Effect: A tinkerer/gadgeteer with this feat is able to easier find functioning/semi-functioning, older devices or vehicles than most others, even if they're in plain sight. If an older-generation device or vehicle (an original computer, a gas-guzzling all-metal car, a prop airplane, a rocket-boosted space-craft, etc.) is located, the tinker/gadgeteer can request the chance to refurb the device/vehicle via a GM, and can customize/enhance the vehicle/device to their whim with the proper Artisan skill until they declare themselves "finished", at which time the GM will give the device/vehicle effects/statistics appropriate to it.

Feat 8(1600XP) -
Roundabout Performer
Associated Statistic: Spirit
Description: The performance arts are your forte, you know how to sing, play an instrument, dance, and/or act; in other words you are a multi-talented performer.
Effect: The character gains a +10 to all performance checks.

Feat 9(1800XP) -
Skyfarer
Associated Statistic: Dexterity
Description: Most people are born on land or a planet and spend a good chunk of their lives there, you however are different; you were either raised on a ship of some sort or spent a good chunk of your life on one. You also do not suffer any penalties from not having sea/air/space legs.
Effect: +10 to Navigation, Rope, and Piloting checks for either ships (sea, air, or space). Must choose type at taking of the feat.

Feat 10(2000XP) -
Starfarer
Associated Statistic: Dexterity
Description: Most people are born on land or a planet and spend a good chunk of their lives there, you however are different; you were either raised on a ship of some sort or spent a good chunk of your life on one. You also do not suffer any penalties from not having sea/air/space legs.
Effect: +10 to Navigation, Rope, and Piloting checks for either ships (sea, air, or space). Must choose type at taking of the feat.
Feat 11(2200XP) -

Feat 12(2400XP) -

-
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
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: +
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:
(50 exp) Improved HP: +500 (x1)
(100 exp) Improved Soak: +25 (x1)
(150 exp) Improved Resistance: +5% (x1)
(200 exp) Implacable: +500 (x1)
(250 exp) Endure: +1% (x1)
(300 exp) Improved Survival: +10 (x1)
 
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: +
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:
(50, 500 exp) Improved Ranged: +5 (x2)
(100 exp) Improved Magic: +5 (x1)
(150, 450 exp) Improved Melee: +5 (x2)
(200 exp) True Sight: -10 (x1)
(250, 300 exp) Combat Reflexes: -10 (x2)
(350, 400 exp) Eyes in the Back: -10 (x2)
 
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: +
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:
(50, 450 exp) Improved Block: +5 (x2)
(100, 300, 350, 500 exp) Improved Dodge: +5 (x4)
(150, 400 exp) Improved Agility: +5 (x2)
(200, 250 exp) Improved Reaction: +5 (x2)
 
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: +
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:
(50, 150 exp) Improved Physical Damage: +100 (x2)
(100, 200 exp) Improved Slots: +2 (x2)
(250, 300 exp) Improved Item Effect: +100 (x2)
(350, 400 exp) Pierce: +50 (x2)
(450, 500 exp) Juggernaut: -100 (x2)
 
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: +
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:
(50, 100, 450, 500 exp) Improved Crafting: +5 (x4)
(150, 200 exp) Improved Magic Damage: +250 (x2)
(250, 300 exp) Improved Magic Defense: +5 (x2)
(350, 400 exp) Improved Item Use: +10 (x2)
 
Milestone Derivatives:
Improved Luck: + -> +5 luck roll result
( )  Luck: [] + | Bonus: +
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:
(50, 100 exp) Improved Luck: +5 (x2)
 
_______________________________________________________________________
<<>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 <>>
_______________________________________________________________________
<<> Character Description <>>
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.
_______________________________________________________________________
<<> 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.

_______________________________________________________________________
Last edited by QueenSelphie on May 7th, 2024, 11:52 pm, edited 11 times in total.
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QueenSelphie
Posts: 115
Joined: October 9th, 2008, 6:12 pm

Stuff I am not sure how to convert

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Post by QueenSelphie »

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.
Last edited by QueenSelphie on May 7th, 2024, 11:21 pm, edited 1 time in total.
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QueenSelphie
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SELPHIE'S SLOT MAGIC LIST

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Post by QueenSelphie »

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.
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QueenSelphie
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