Eleanor (Original)
Posted: December 18th, 2009, 4:58 am
_______________________________________________________________________
DW CHARACTER SHEET 5.0
<<> Player Info <>>
IRC Nick: Tidus
Real Name (Optional):
Time Zone (GMT Modifier):
_______________________________________________________________________
<<> Character Information <>>
-= Basics =-
Name: Eleanor
Age: 19
Race: Human
Height: 5’ 7”
Weight: 136 lbs
Appearance:
Eye Color: emerald green
Hair Color: Light Brown
Notable Features:
-= Personality =-
Favorite Food: Steak
Likes: to daydream from time to time, wholesome conversations, testing limits of her magic, and good friends.
Dislikes: Cold Hearted people, being told what she can and cannot do.
Favorite Color: sapphire blue
Fears: reptiles
-= Background =-
History: Eleanor’s gift and ability of the linker core was recognized at an early age, roughly 10 or 11 years. Her home world was stricken with a war, which took control over many of the cities and small towns. Before the eyes of herself and her brother their parents were murdered. It was at this point her gift took true form. In a strong burst of energy and light, she struck back at their attackers defending herself and her younger sibling.
She chose to study and improve her talents at the Time Space Administration Bureau Academy. In her trainings she tended to push her abilities to the limit, as a means of her own personal interest to defend those she loves and cares for. Thusly, her primary school in these studies became the Mid-Childan magic, as a means to further boost her creative abilities in magic, without too many limitations. Through the years of training she perfected her skills through the use of a twin set of earings known as her intelligent device she refers to as Farvardin. The primary form it takes when she calls upon it’s aid is a pair of gloves on her hands, enhancing her magical prowess and enabling greater use and control of her spells. Other than the gloves for fisticuff fighting and magical amplification, her Intelegent device also takes on a secondary form of an assault rifle for greater long range attacks.
Presently she is in training to be a TSAB Enforcer, due to her skills and battle prowess she has earned herself, primarily for her front line abilities. Favoring her ID in the form of the gloves as a primary use. Presently she is spending most of her time training when available to improve her skills and enhance her battle capabilities.
Notable Accomplishments:
Acknowledged of her skills and abilities at an early age.
Training (If any): Received tactical training at the TSAB academy as well as the control and use of her Intelegent device.
_______________________________________________________________________
<<> Statistics <>>
500 points to distribute
Vital Statistics
Physical
Health: 60
Hit Points: 2,400 / 2,400 HP (Health * 40)
Dexterity: 50
Style Points: 200 StP (Dexterity * 4)
Strength: 40
Inventory Slots: 4 (+1 Slot for every 10 Strength)
Base Physical Damage: 120 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 160 (+1 Bonus for every 10 Strength * 40) lbs (pounds)
Endurance: 50
Defense (Damage Absorb): 200 (+1 Bonus for every 10 Endurance * 40)
Mental:
Intelligence: 145
Magic Points: 725 / 725 MP (Intelligence * 5)
Skill Points: 580 SkP (Intelligence * 4)
Magic Affinity: 50
Spell Points: SpP 200 (Magic Affinity * 4)
Magic/Psionic Level: 4 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)
Spirit: 40
Base Magic Damage: 960 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30[40] )
Willpower: 60
Magic/Psionic Damage Soak: 240 (+1 Bonus for every 10 Willpower * 40[50])
Luck: 5
Luck Points: __0__ LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________
<<> Skills <>>
_575__/_580__ Skill Points (Current/Maximum)
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
Athletic Skills
<skill> <level> <points>
Roll: lvl 5 (25 SP)
Statistic: Dexterity
Used: Helps with dodge rolls
Reaction: lvl 5 (25 SP)
Statistic: Dexterity
Used: Countering sneak attacks, surprises, etc
Honed Perception Skills
<skill> <level> <points>
Minor Skills
<skill> <level> <points>
Combat Skills
<skill> <level> <points>
Martial Arts: +10 (10) -= 65 =-
Used: Required for hand to hand combos
Assult Rifles: +7 (7) -= 38 =-
Used: Required for use with medium/light weight automatic firing weapons
Magic Skills
<skill> <level> <points>
Mid-Childan Magic:____+20____ (20) -= 220 sp =-
Used: Required for Mid-Childan of any form
Knowledge Skills
<skill> <level> <points>
Gather Information:____+7____ (7) -= 38 sp =-
Statistic: Intelligence
Used: Rolled when talking to an NPC to determine how helpful the info you got was.
TSAB Magic:____+8____ (8) -= 46 sp =-
USed: Required for Knowledge of TSAB magic.
Vehicle Skills
<skill> <level> <points>
Survival Skills
<skill> <level> <points>
Ambush:____+7____ (7) -= 38 sp =-
Statistic: Intelligence
Used: Benefits survival rolls in given situations.
(Gives +(Int/20) per level to all actions done in situation)
Crafting Skills
<skill> <level> <points>
-= Advanced Skills =-
Improved Punch
Cost: 15 SP
Required Skill Level: 10
Type: Bonus
Effect: Your fists and feet now count as a *2 weapon.
Mid-Childan Magic
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: This decides the path of your school you go with, a quick summary guideline as to what would be best for -you- is: 'Mid-Childan: Neutral All Round'
Spell Warding
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
Intelligent Device
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Makes you capable of wielding an Intelligent Device which eases magical useage, serving much like a book for other casters and as a weapon. Keep in mind that Belkan users will have german speaking devices and altho while they speak monotonely and shortly, they are sentient.
Elemental Magic (Ice)
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Aligns your magic and Intelligent Device to a specific element, making all your spells be in that element. This cannot be changed or reversed if picked, the only thing left unelemental if picking this will be physical attacks or other schools magic, it also automatically changes the magic circle to a matching color if possible.
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
__075_/_200__ Style Points (Current/Maximum)
Freezing Shell Shock
Skill Level 10
15 Style points
4 Attribute Points available Max Attribute Level 4
Max Damage Level 4, 120 MP to use
Effect: Used in conjunction with Farvardin, in glove form, Eleanor calls up her spell circle, channeling the moisture in the air to her fists, to give a no so strong but send a bone chilling wave through her enemies nerves to render them unable to take an action.
Level 1: 1 target
Level 1: *0.5
Level 2: Low Status Effect (Stun)
Icicle Barrage
Skill Level 15
30 Style points
5 Attribute Points available, Max Attribute Level 4
Effect: Eleanor summons a spell circle, calling on the moisture within the air to collect and form around her fists. Each punch launches a close/short range icicle at her foe causing physical and minor ice damage.
Max Damage Level 6, 270 MP to use
Level 3: 1d3 hits (single or multiple opponents)
Level 2: *1.0
Polar Paralysis
Skill Level 15
30 Style points
5 Attribute Points available, Max Attribute Level 4
Max Damage Level 6, 270 MP to use
Effect: Presently her strongest and deadliest close range move, Farvardin calls up the atmospheric moisture once again to deliver a singular chilling punch toward her foe. The force alone will give her foe the effect of being winded and knocked off from their feet.
Level 1: 1 target
Level 3: *1.5
Level 1: Very Low Status Effect (Knockdown)
-= Magical/Psionic (Spell Points) =-
_100__/__200_ Spell Points (Current/Maximum)
Level 1 - MP costs = 15/20 with/without Intelligent Device.
Guardian - Boosts yourself with beneficial guarding energy to boost evasive abilities temporary. +20 to Dodge, first hit drops effect.
Protection - Encases a target or two in a weak shield that is capable of repelling attacks up to equal your magical damage.
Sweeping Shackles - Swipe a set of magical shackles at a target to attempt knocking it over.
Magical Shot - The basic of a ranged magical attack in the form of a simple energy ball, considered highly customizeable later on by most users. Deals base magic damage.
Level 2 - MP costs = 60/80 with/without Intelligent Device.
Magic Chains - The basics for binding targets, this spell creates magical chains that Slows a target down for 1d5 rounds.
_______________________________________________________________________
<<> Feats <>>
(* denotes feats possessed at Character Creation)
* Feat 1 (Free)- Linker Core
Description: An immaterial extension to ones soul, people (or creatures) that possess this holds latent magical powers that to some is never discovered. However discovered it can lead to great achievements in magical prowess.
Effect: No specific effects on its own, gives limited telepathy within visual range unless stated otherwise to others that have a Linker Core, and grants access to Belka/Mid-Childa magic.
* Feat 2 (100 XP)- Arcane Mastery
Associated Statistic: Magic Affinity
Description: The character exhibits a natural intuition with their own spiritual energy, and are able to warp it in ways particular to that character, rather than in a way dictated by skill alone.
Effect: +10 to Arcane Arts rolls regardless of discipline or school.
* Feat 3 (200 XP)- Improved Magic Damage I
Associated Statistic: Spirit
Effect: Increases the Magic Damage modifier from *30 to *40.
* Feat 4 (300 XP)- Physical Offensive Mastery
Associated Statistic: Dexterity
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed.
Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)
* Feat 5 (400 XP)- Projection
Associated Statistic: Spirit
Effect: Roll a d100, DC 50 to project a visual illusion of yourself. This requires a concentration check per round to remain active during combat.
For a DC of 80, the illusion can be complete (speech, visual and heat signature)
* Feat 6 (500 XP)- Improved Magic Soak I
Associated Statistic: Willpower
Effect: This increases the Magic Soak from *40 to *50.
Feat 7 (600 XP)-
Feat 8 (700 XP)-
Feat 9 (800 XP)-
Feat 10 (900XP)-
Feat 11(1000XP)-
Feat 12(1200XP)-
Feat 13(1400XP)-
Feat 14(1500XP)-
Feat 15(1600XP)-
Feat 16(1800XP)-
Feat 17(2000XP)-
Feat 18(2200XP)-
Feat 19(2400XP)-
Feat 20(2500XP)-
_______________________________________________________________________
<<> Weapons/Items <>>
-= Equipment Slots =-
Weapon: Farvardin
CB-OSP:
Side Arm:
Armor: TSAB Academy Cadet Uniform
Pendant: Farvardin
Ring 1:
Ring 2:
-= Item Slots =-
Slot 1:
Slot 2:
Slot 3:
Slot 4:
_______________________________________________________________________
<<> Inventory <>>
Name: Farvardin
Price: 10000 credits
Augmentation Slots: 3
Roll Bonus: Gloves - +2 | Assault Rifle: +0
Damage Modifier: Gloves - +*0.5 | Assault Rifle - 1500
DC to Make: 60
Skill Level Required: 10
Description: Eleanor's Intelligent Device, its primary form is in the shape of sapphire blue square-cut stud earrings. Calling upon its power transforms the device into a pair of black gloves with silver detailing and the same square cut gemstones on the back. The tertiary form of this ID is a assault rifle for greater long range ability.
Name: TSAB Academy Cadet Uniform
Price: N/A
Benefit: +3 Dodge, +5 Endurance, +5 Willpower
Description: The basic magician uniform given to new cadets in the TSAB academy. It's simple and light, but durable to withstand most basic fighting.
_______________________________________________________________________
<<> Special Notes <>>
The way Farvardin's glove modifier works is that it stacks with the bonus Eleanor earns by purchasing martial arts advanced skills such as improved punch. This will change her normal damage modifier from *1.0 to *1.5, and if she purchases Improved Punch, it will change from *2.0 to *2.5. As the weapon is augmented by either nanotechnology experts in D.W. or by the engineers in the Time-Space Administration Bureau, the modifier will go up -- however, it will never go higher than +*2.0, so expect many of her augmentations to go instead to her I.D.'s secondary form, the rifle.
Due to the nature of Eleanor's Intelligent Device, we MAY experiment with different types of rounds loaded into her rifle as demonstrated by Teana Lanstar in Magical Girl Lyrical Nanoha StrikerS, as different rounds had different effects. This may take shape in simply adding the effects of already-available projectile rounds (armor piercing, incendiery, etc.) to the Intelligent Device and simply giving them names (Barret-V and R.F., for instance, were the names of the rounds that Teana loaded often), or may be something more unique. The reason this is important is that the Center Guard and gunners in general rely on the versatility of their weapons to make an advantage for themselves. If this is a) not possible or b) too complicated, we'll try to figure something out to compensate for it.
The Intelligent Devices cannot be augmented by normal means, such as at a weapons' or magic shop. They will not mount normal augmentations, such as scopes -- however, they can be modified by engineers to be given the same effects, such as a targetting system enhancement (a replacement for a Digital Scope, the Aerodynamic Enhancements, or for the Augmented Casting enchantment), a velocity output accelerator (damage boosts for ranged weapons), or a myriad of other changes. The Intelligent Devices may also be modified at some time to load the Cartridge System, which can be read about in the Skills section, as well as frame reinforcements should she desire to advance into Drive Form. The addition of Barrier Jackets to the Device will need to be made by an engineer as well. As you can see, changing the weapon will not happen very often.
Finally, Eleanor's 'Projection' feat will be the first that I've ever seen it used in D.W., which means that we will be experimenting HEAVILY with it as a couple of GMs have agreed that it >.> sucks the way it's written, so we're going to attempt to work with it while you're in-character to have it modified to something useful and something that we could meld into something like Teana Lanstar's illusion abilities, as they are virtually the same thing in the first place. Expect these changes to be drastic, but beneficial (we hope) in the end.
_______________________________________________________________________
DW CHARACTER SHEET 5.0
<<> Player Info <>>
IRC Nick: Tidus
Real Name (Optional):
Time Zone (GMT Modifier):
_______________________________________________________________________
<<> Character Information <>>
-= Basics =-
Name: Eleanor
Age: 19
Race: Human
Height: 5’ 7”
Weight: 136 lbs
Appearance:
Eye Color: emerald green
Hair Color: Light Brown
Notable Features:
-= Personality =-
Favorite Food: Steak
Likes: to daydream from time to time, wholesome conversations, testing limits of her magic, and good friends.
Dislikes: Cold Hearted people, being told what she can and cannot do.
Favorite Color: sapphire blue
Fears: reptiles
-= Background =-
History: Eleanor’s gift and ability of the linker core was recognized at an early age, roughly 10 or 11 years. Her home world was stricken with a war, which took control over many of the cities and small towns. Before the eyes of herself and her brother their parents were murdered. It was at this point her gift took true form. In a strong burst of energy and light, she struck back at their attackers defending herself and her younger sibling.
She chose to study and improve her talents at the Time Space Administration Bureau Academy. In her trainings she tended to push her abilities to the limit, as a means of her own personal interest to defend those she loves and cares for. Thusly, her primary school in these studies became the Mid-Childan magic, as a means to further boost her creative abilities in magic, without too many limitations. Through the years of training she perfected her skills through the use of a twin set of earings known as her intelligent device she refers to as Farvardin. The primary form it takes when she calls upon it’s aid is a pair of gloves on her hands, enhancing her magical prowess and enabling greater use and control of her spells. Other than the gloves for fisticuff fighting and magical amplification, her Intelegent device also takes on a secondary form of an assault rifle for greater long range attacks.
Presently she is in training to be a TSAB Enforcer, due to her skills and battle prowess she has earned herself, primarily for her front line abilities. Favoring her ID in the form of the gloves as a primary use. Presently she is spending most of her time training when available to improve her skills and enhance her battle capabilities.
Notable Accomplishments:
Acknowledged of her skills and abilities at an early age.
Training (If any): Received tactical training at the TSAB academy as well as the control and use of her Intelegent device.
_______________________________________________________________________
<<> Statistics <>>
500 points to distribute
Vital Statistics
Physical
Health: 60
Hit Points: 2,400 / 2,400 HP (Health * 40)
Dexterity: 50
Style Points: 200 StP (Dexterity * 4)
Strength: 40
Inventory Slots: 4 (+1 Slot for every 10 Strength)
Base Physical Damage: 120 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 160 (+1 Bonus for every 10 Strength * 40) lbs (pounds)
Endurance: 50
Defense (Damage Absorb): 200 (+1 Bonus for every 10 Endurance * 40)
Mental:
Intelligence: 145
Magic Points: 725 / 725 MP (Intelligence * 5)
Skill Points: 580 SkP (Intelligence * 4)
Magic Affinity: 50
Spell Points: SpP 200 (Magic Affinity * 4)
Magic/Psionic Level: 4 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)
Spirit: 40
Base Magic Damage: 960 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30[40] )
Willpower: 60
Magic/Psionic Damage Soak: 240 (+1 Bonus for every 10 Willpower * 40[50])
Luck: 5
Luck Points: __0__ LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________
<<> Skills <>>
_575__/_580__ Skill Points (Current/Maximum)
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
Athletic Skills
<skill> <level> <points>
Roll: lvl 5 (25 SP)
Statistic: Dexterity
Used: Helps with dodge rolls
Reaction: lvl 5 (25 SP)
Statistic: Dexterity
Used: Countering sneak attacks, surprises, etc
Honed Perception Skills
<skill> <level> <points>
Minor Skills
<skill> <level> <points>
Combat Skills
<skill> <level> <points>
Martial Arts: +10 (10) -= 65 =-
Used: Required for hand to hand combos
Assult Rifles: +7 (7) -= 38 =-
Used: Required for use with medium/light weight automatic firing weapons
Magic Skills
<skill> <level> <points>
Mid-Childan Magic:____+20____ (20) -= 220 sp =-
Used: Required for Mid-Childan of any form
Knowledge Skills
<skill> <level> <points>
Gather Information:____+7____ (7) -= 38 sp =-
Statistic: Intelligence
Used: Rolled when talking to an NPC to determine how helpful the info you got was.
TSAB Magic:____+8____ (8) -= 46 sp =-
USed: Required for Knowledge of TSAB magic.
Vehicle Skills
<skill> <level> <points>
Survival Skills
<skill> <level> <points>
Ambush:____+7____ (7) -= 38 sp =-
Statistic: Intelligence
Used: Benefits survival rolls in given situations.
(Gives +(Int/20) per level to all actions done in situation)
Crafting Skills
<skill> <level> <points>
-= Advanced Skills =-
Improved Punch
Cost: 15 SP
Required Skill Level: 10
Type: Bonus
Effect: Your fists and feet now count as a *2 weapon.
Mid-Childan Magic
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: This decides the path of your school you go with, a quick summary guideline as to what would be best for -you- is: 'Mid-Childan: Neutral All Round'
Spell Warding
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
Intelligent Device
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Makes you capable of wielding an Intelligent Device which eases magical useage, serving much like a book for other casters and as a weapon. Keep in mind that Belkan users will have german speaking devices and altho while they speak monotonely and shortly, they are sentient.
Elemental Magic (Ice)
Cost: 30 SP
Required Skill Level: 15
Type: Enabler
Effect: Aligns your magic and Intelligent Device to a specific element, making all your spells be in that element. This cannot be changed or reversed if picked, the only thing left unelemental if picking this will be physical attacks or other schools magic, it also automatically changes the magic circle to a matching color if possible.
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
__075_/_200__ Style Points (Current/Maximum)
Freezing Shell Shock
Skill Level 10
15 Style points
4 Attribute Points available Max Attribute Level 4
Max Damage Level 4, 120 MP to use
Effect: Used in conjunction with Farvardin, in glove form, Eleanor calls up her spell circle, channeling the moisture in the air to her fists, to give a no so strong but send a bone chilling wave through her enemies nerves to render them unable to take an action.
Level 1: 1 target
Level 1: *0.5
Level 2: Low Status Effect (Stun)
Icicle Barrage
Skill Level 15
30 Style points
5 Attribute Points available, Max Attribute Level 4
Effect: Eleanor summons a spell circle, calling on the moisture within the air to collect and form around her fists. Each punch launches a close/short range icicle at her foe causing physical and minor ice damage.
Max Damage Level 6, 270 MP to use
Level 3: 1d3 hits (single or multiple opponents)
Level 2: *1.0
Polar Paralysis
Skill Level 15
30 Style points
5 Attribute Points available, Max Attribute Level 4
Max Damage Level 6, 270 MP to use
Effect: Presently her strongest and deadliest close range move, Farvardin calls up the atmospheric moisture once again to deliver a singular chilling punch toward her foe. The force alone will give her foe the effect of being winded and knocked off from their feet.
Level 1: 1 target
Level 3: *1.5
Level 1: Very Low Status Effect (Knockdown)
-= Magical/Psionic (Spell Points) =-
_100__/__200_ Spell Points (Current/Maximum)
Level 1 - MP costs = 15/20 with/without Intelligent Device.
Guardian - Boosts yourself with beneficial guarding energy to boost evasive abilities temporary. +20 to Dodge, first hit drops effect.
Protection - Encases a target or two in a weak shield that is capable of repelling attacks up to equal your magical damage.
Sweeping Shackles - Swipe a set of magical shackles at a target to attempt knocking it over.
Magical Shot - The basic of a ranged magical attack in the form of a simple energy ball, considered highly customizeable later on by most users. Deals base magic damage.
Level 2 - MP costs = 60/80 with/without Intelligent Device.
Magic Chains - The basics for binding targets, this spell creates magical chains that Slows a target down for 1d5 rounds.
_______________________________________________________________________
<<> Feats <>>
(* denotes feats possessed at Character Creation)
* Feat 1 (Free)- Linker Core
Description: An immaterial extension to ones soul, people (or creatures) that possess this holds latent magical powers that to some is never discovered. However discovered it can lead to great achievements in magical prowess.
Effect: No specific effects on its own, gives limited telepathy within visual range unless stated otherwise to others that have a Linker Core, and grants access to Belka/Mid-Childa magic.
* Feat 2 (100 XP)- Arcane Mastery
Associated Statistic: Magic Affinity
Description: The character exhibits a natural intuition with their own spiritual energy, and are able to warp it in ways particular to that character, rather than in a way dictated by skill alone.
Effect: +10 to Arcane Arts rolls regardless of discipline or school.
* Feat 3 (200 XP)- Improved Magic Damage I
Associated Statistic: Spirit
Effect: Increases the Magic Damage modifier from *30 to *40.
* Feat 4 (300 XP)- Physical Offensive Mastery
Associated Statistic: Dexterity
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed.
Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)
* Feat 5 (400 XP)- Projection
Associated Statistic: Spirit
Effect: Roll a d100, DC 50 to project a visual illusion of yourself. This requires a concentration check per round to remain active during combat.
For a DC of 80, the illusion can be complete (speech, visual and heat signature)
* Feat 6 (500 XP)- Improved Magic Soak I
Associated Statistic: Willpower
Effect: This increases the Magic Soak from *40 to *50.
Feat 7 (600 XP)-
Feat 8 (700 XP)-
Feat 9 (800 XP)-
Feat 10 (900XP)-
Feat 11(1000XP)-
Feat 12(1200XP)-
Feat 13(1400XP)-
Feat 14(1500XP)-
Feat 15(1600XP)-
Feat 16(1800XP)-
Feat 17(2000XP)-
Feat 18(2200XP)-
Feat 19(2400XP)-
Feat 20(2500XP)-
_______________________________________________________________________
<<> Weapons/Items <>>
-= Equipment Slots =-
Weapon: Farvardin
CB-OSP:
Side Arm:
Armor: TSAB Academy Cadet Uniform
Pendant: Farvardin
Ring 1:
Ring 2:
-= Item Slots =-
Slot 1:
Slot 2:
Slot 3:
Slot 4:
_______________________________________________________________________
<<> Inventory <>>
Name: Farvardin
Price: 10000 credits
Augmentation Slots: 3
Roll Bonus: Gloves - +2 | Assault Rifle: +0
Damage Modifier: Gloves - +*0.5 | Assault Rifle - 1500
DC to Make: 60
Skill Level Required: 10
Description: Eleanor's Intelligent Device, its primary form is in the shape of sapphire blue square-cut stud earrings. Calling upon its power transforms the device into a pair of black gloves with silver detailing and the same square cut gemstones on the back. The tertiary form of this ID is a assault rifle for greater long range ability.
Name: TSAB Academy Cadet Uniform
Price: N/A
Benefit: +3 Dodge, +5 Endurance, +5 Willpower
Description: The basic magician uniform given to new cadets in the TSAB academy. It's simple and light, but durable to withstand most basic fighting.
_______________________________________________________________________
<<> Special Notes <>>
The way Farvardin's glove modifier works is that it stacks with the bonus Eleanor earns by purchasing martial arts advanced skills such as improved punch. This will change her normal damage modifier from *1.0 to *1.5, and if she purchases Improved Punch, it will change from *2.0 to *2.5. As the weapon is augmented by either nanotechnology experts in D.W. or by the engineers in the Time-Space Administration Bureau, the modifier will go up -- however, it will never go higher than +*2.0, so expect many of her augmentations to go instead to her I.D.'s secondary form, the rifle.
Due to the nature of Eleanor's Intelligent Device, we MAY experiment with different types of rounds loaded into her rifle as demonstrated by Teana Lanstar in Magical Girl Lyrical Nanoha StrikerS, as different rounds had different effects. This may take shape in simply adding the effects of already-available projectile rounds (armor piercing, incendiery, etc.) to the Intelligent Device and simply giving them names (Barret-V and R.F., for instance, were the names of the rounds that Teana loaded often), or may be something more unique. The reason this is important is that the Center Guard and gunners in general rely on the versatility of their weapons to make an advantage for themselves. If this is a) not possible or b) too complicated, we'll try to figure something out to compensate for it.
The Intelligent Devices cannot be augmented by normal means, such as at a weapons' or magic shop. They will not mount normal augmentations, such as scopes -- however, they can be modified by engineers to be given the same effects, such as a targetting system enhancement (a replacement for a Digital Scope, the Aerodynamic Enhancements, or for the Augmented Casting enchantment), a velocity output accelerator (damage boosts for ranged weapons), or a myriad of other changes. The Intelligent Devices may also be modified at some time to load the Cartridge System, which can be read about in the Skills section, as well as frame reinforcements should she desire to advance into Drive Form. The addition of Barrier Jackets to the Device will need to be made by an engineer as well. As you can see, changing the weapon will not happen very often.
Finally, Eleanor's 'Projection' feat will be the first that I've ever seen it used in D.W., which means that we will be experimenting HEAVILY with it as a couple of GMs have agreed that it >.> sucks the way it's written, so we're going to attempt to work with it while you're in-character to have it modified to something useful and something that we could meld into something like Teana Lanstar's illusion abilities, as they are virtually the same thing in the first place. Expect these changes to be drastic, but beneficial (we hope) in the end.
_______________________________________________________________________