Godiva Korr 7.0

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Godiva Korr 7.0

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Post by Lloth »

<<> Player Info <>>
IRC Nick: Lloth
Real Name (Optional): Foxx
Time Zone: Cen

<<> Character Info <>>
Name: Godiva
Race: Zeltron
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: 0/18

* Common Sense (3 pts) - You have demonstrated the rarely seen common sense, and the GM will occasionally give you warnings if a character should be aware of consequences of their actions.

* Natural Charmer (2 pts) - In certain cases (GM determination), this character may "take 10" while performing Speechcraft checks.

* Junior Hero (5 pts) - A regular hero in their own right. These beings are those who have already had and succeeded on trails and adventures in thier respective lives before arrival within the game. This increases their starting xp to account for such a harrowing tale. This can only be taken at character creation. Note: If combined with past life, player must take hunted.
100 xp

* Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
Empathy

* Cat's Luck (2 pts) - Once per mission, this character may choose a dodge check to roll twice and take the better of the two rolls.

* Defensive Training (3 pts) - This character is considered always under the effect of Moderate "Counter" status. A counter attack that comes with a Critical defense receives a +500 damage bonus.

-= Character Classes =-
 
1)
2)
3)
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -
*Feat 2(400XP) -
*Feat 3(600XP) -
*Feat 4(800XP) -
*Feat 5(1000XP) -
Feat 6(1200XP) -
Feat 7(1400XP) -
Feat 8(1600XP) -
Feat 9(1800XP) -
Feat 10(2000XP) -
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
( )  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: +%
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)
 
Milestone Derivatives:
Improved Melee: + -> +5 awareness bonus on melee attacks
Improved Ranged: + -> +5 awareness bonus on ranged attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
True Sight: -> -10 to Illusion or Invisibility detection DCs
Eyes in the Back: -> Reduces the 'roll outcome' of Sneak Attacks by -10
( )  Awareness: [] + | Bonus: +
Initiative: 1d260 | 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 Melee: +
Improved Ranged: +
Improved Magic: +
True Sight:
Eyes in the Back:
Milestones:
(50 exp) Improved Melee: +5 (x1)
(100 exp) Improved Ranged: +5 (x1)
(150 exp) Improved Magic: +5 (x1)
(200 exp) True Sight: -10 (x1)
(250 exp) Eyes in the Back: -10 (x1)
 
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
Stylish: + -> +25 Style Points
( )  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: +
Stylish: +
Milestones:
(50 exp) Improved Block: +5 (x1)
(100 exp) Improved Dodge: +5 (x1)
(150 exp) Improved Agility: +5 (x1)
(200, 300 exp) Improved Reaction: +5 (x2)
(250 exp) Stylish: +25 (x1)
 
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
Improved Slots: + -> +2 Inventory Slots
Improved Momentum: + -> +5 Strength roll bonus when performing skill checks
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 Momentum: +
Pierce: +
Juggernaut:
Milestones:
(50 exp) Improved Physical Damage: +100 (x1)
(100 exp) Improved Slots: +2 (x1)
(150 exp) Improved Momentum: +5 (x1)
(200 exp) Pierce: +50 (x1)
(250 exp) Juggernaut: -100 (x1)
 
Milestone Derivatives:
Improved Spell Points: + -> +25 Spell Points
Improved MP: + -> +200 Max MP
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: (300 * 2) + 250 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Spell Points: +
Improved MP: +
Improved Magic Damage: +
Improved Magic Defense: +
Improved Item Use: +
Milestones:
(50 exp) Improved Spell Points: +25 (x1)
(100 exp) Improved MP: +200 (x1)
(150 exp) Improved Magic Damage: +250 (x1)
(200, 300 exp) Improved Magic Defense: +5 (x2)
(250 exp) Improved Item Use: +10 (x1)
 
Milestone Derivatives:
Improved Critical: + -> +500 damage when inflicting a critical hit
Improved Luck: + -> +5 luck roll result
No-Sell: +% -> +2% chance to nullify an opponent's Critical card when struck
Draw!: +% -> +2% chance to draw a second Critical card
Critical Defense: -> -500 damage when struck by a Critical hit
( )  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 Critical: +
Improved Luck: +
No-Sell: +%
Draw!: +%
Critical Defense:
Milestones:
(50 exp) Improved Critical: +500 (x1)
(100 exp) Improved Luck: +5 (x1)
(150 exp) No-Sell: +2% (x1)
(200 exp) Draw!: +2% (x1)
(250 exp) Critical Defense: -500 (x1)
 
_______________________________________________________________________
<<>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 - Acrobatics
 
    Name: Dodge Roll
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Perform a tumbling maneuver to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. An Acrobatics check with this Advanced Skill prevents this character from being the target of that attacker’s next immediate attack. This does not apply in one-on-one combat or against area-of-effect attacks that include the character, and can only apply to the most recent attacker.
 
    Name: Tumble
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Bonus
    Effect: Halve damage taken from falling, within reason.
 
    Name: Stunt Acrobatics
    Cost: 90
    Required Skill Level: 5
    Untrained: No
    Type: Enabler
    Effect: Allows the character to take a standard action while performing an Acrobatics check.
 
General - Athletics
 
    Name: Dodge Leap
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Use an athletic maneuver -- a dash, a skid, a slide, a jump -- to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. A successful check with this Advanced Skill allows the character to fully avoid an attack, while a failed check with this Advanced Skill allows the character to reduce incoming damage by 10%. This can stack with other Brace-enhancing feats, traits, or primary characteristics, up to a maximum of 50%. This maneuver can only be used once a round.
 
General - Reaction
 
    Name: Block
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Enabler
    Effect: Use a melee weapon to block another melee attack.
 
    Name: Counter Strike
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Prerequisites: Block
    Type: Action
    Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike
 
    Name: Quick-Draw
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: Allows for the change of 1 piece of equipment per round as a free action.
 
    Name: Recovery
    Cost: 30
    Required Skill Level: 3
    Untrained: Yes; requires a Luck roll.
    Type: Enabler
    Effect: Train the body to reactively protect itself from injury, allowing the character to grab the closest ledge/handhold, move its hands to protect its head/chest, or other similar last-ditch efforts to mitigate harm when failing a check.
 
General - Swimming
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Concentration
General - Gather Info
General - Perception
General - Search
General - Speechcraft
 
    Name: Sense Motive
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Enabler
    Effect: Attempt to see the underlying reasoning in the subject’s mind. This allows a character to use Speechcraft to resist other Speechcraft checks against them.
 
    Name: Shift Attitude
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Enabler
    Effect: Use convincing arguments to change a target audience’s perception of the character and their party, for at least a short time. Consider perceptions to be “Hostile,” “Unfriendly, “Neutral,” “Friendly,” “Fanatic.” A successful Speechcraft check with this Advanced Skill will change the target audience’s view of the character and their party one “step” in the direction it desires (positive or negative), whereas a failure will move it one “step” in the opposite direction.
 
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Martial Arts
 
    Name: Dual Strike
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Action
    Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.
 
Weapon Proficiency - Swords
 
    Name: Dual Strike
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: Allows a 1d2 hit combo.
 
    Name: Triple Strike
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Prerequisites: Dual Strike
    Type: Action
    Effect: Allows a 1d3 hit combo.
 
    Name: Cleave
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: A wide swing that targets up to 2 enemies.
 
    Name: Power Strike
    Cost: 30
    Required Skill Level: 3
    Untrained: No
    Type: Action
    Effect: Allows for a single strike at a -5 penalty that deals 1.5x damage.
 
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Magic - Force Sensitivity
 
    Name: Sense Force
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Action
    Effect: Allows the character to “feel” the Force passively at all times, alerting them automatically to “disturbances.” Small disturbances will only be perceived locally, while major disturbances can be felt across galaxies. As an active ability, a character can make a Force Sensitivity check to seek out objects or entities within a wide area, but only by “presence” rather than absolute location.
 
    Name: Force Defense
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Action
    Effect: Allows the character to use Force Sensitivity as a magic and psionics defense check.
 
    Name: Alter Force
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Action
    Effect: Allows the character to manipulate objects remotely using the Force. On unopposed, relatively small objects, no check is required; however, larger, more complex, or opposed maneuvers or objects may be assigned DCs or MP costs. This is largely a non-combat use of Force Sensitivity, as more targeted abilities (Force Push, Force Pull, etc.) against other entities will be resisted and must be used with Force powers.
 
    Name: Search Feelings
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Action
    Effect: As a form of precognition, make a Force Sensitivity check against a GM-assigned DC to determine whether an out-of-combat action will yield favorable or unfavorable results in the short-term. The answer does not take into account the long-term consequences of a contemplated action.
 
    Name: Extend Force
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Action
    Effect: Extend the duration of a Force Power by 2 rounds at double MP cost.
 
    Name: Sense Surroundings
    Cost: 120
    Required Skill Level: 6
    Untrained: No
    Type: Action
    Effect: As a form of sensory perception, make a Force Sensitivity check against a GM-assigned DC to ignore the effects of the “Invisibility,” “Illusion,” and “Concealment” status effects. This may not be used to outright oppose a Stealth check, but can be used to detect objects or entities that are otherwise hidden by the environment or other objects (i.e. technology or magic).
 
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
General - Vehicle Operation: Light Ground
General - Vehicle Operation: Light Aircraft
General - Vehicle Operation: Light Spacecraft
General - First Aid
 
 
_______________________________________________________________________
<<> Abilities <>>

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

-= Magical/Psionic (Spell Points) =-

Force Powers
Jedi
Level 2:
Battlemind (40 mp, 15 SpP): A Jedi technique where one's morale and fighting spirit are augmented through sheer focus and attunement to the Force. Grants a +5 bonus to physical attack/dodging for the next 1d5 rounds.
 
Force Resistance (40 mp, 15 SpP): A Jedi technique that allows a user to greatly reduce the effect that the Force and spiritual energy has on their bodies or others'. This halves all magical/psionic damage dealt to the target for 1d5 rounds.
 
 
Level 3:
Battle Precognition (90 mp, 20 SpP): A Jedi technique that gave the user a greater sense of the flowing Force during combat, granting a +10 to Reaction Checks and Blocks. This lasts for 1d5 rounds.
 
Jedi Mind Trick (90 mp, 20 SpP): The highly regarded Mind Trick is a Jedi technique that influences the surface thoughts only of sentient, weak-minded individuals, coercing them into agreement through suggestion rather than flipping their opinions entirely. This is used to garner information, resolve matters, and form distractions.
 
 
Level 4:
Electric Judgement (160 mp, 30 SpP): A Jedi technique that has only found one use throughout the Order, but was recorded by Jedi Master Plo Koon, its creator. This technique blasts a barrage of yellow and green electricity from the user's hand, and while its similarities to more notorious Sith powers is obvious, this technique instead focused on rendering a target unconscious rather than killing them. There is only one level of this technique. 1d3 strikes.
 
Force Ionize IV (160 mp, 30 SpP): This basic Jedi technique allows a user to electrify, overload, and damage electronic systems such as droids, robots, or machinery. This level of the skill deals severe damage to the target, and at this stage the target may be quite sizeable, extending to small vehicles or small turrets.
 
Force Regeneration 3 (160 mp, 30 SpP): This Force technique allows a Jedi to accelerate the body's natural healing process rapidly. This grants +1000 HP/round for 1d10 rounds or 1d10 hours outside of combat.
 
Force Stasis (160 mp, 30 SpP): A more advanced form of Force Stun, this Jedi technique renders a target completely immobile, placing them in a form of 'stasis' temporarily. Inflicts the 'Stop' status effect for 1d5 rounds.
 
Malacia (160 mp, 30 SpP): a Jedi technique used to suppress and incapacitate enemies. This technique disturbs a target's inner equilibrium, rendering the target almost completely helpless. While under this effect, the target suffers from the 'Flu' and 'Confuse' status effects.
 
 
Level 5:
Force Light (250 mp, 40 SpP): One of the Jedi's most devastating offenses versus Sith and other Dark Side opponents, this technique literally weakened a target's connection to the Force through multiple blasts of Force energy that struck manifestations or nexus points of the Dark Side, whether places, spirits, or even living beings, though this sometimes had negative side effects. This technique uses 3 blasts of Force energy against a target, and each successful strike reduces the target's Force Sensitivity level by 5. Once a target's Force Sensitivity has been nulled, the target's Force Elemental Affinity will then be targetted, at a ratio of 3 blasts per level of Affinity. This attack deals no actual damage.
 
Force Valor (250 mp, 40 SpP): Force Valor was a light side Force power that increased the resolve, accuracy, and speed of one's self and one's allies. Tapping into the Force, a Jedi could increase the rate at which one's capacities functioned, allowing the body to move more quickly, strike more powerfully, and fight with improved accuracy. The more wise, charismatic, and skilled the caster was, the more profound the effects of Force Valor were.
 
Force Valor (250 mp, 40 SpP): A Jedi technique that allows a character to surround itself and its allies in the Force, using the user's own resolve to enhance its and the others' bodies and spirits, granting them improved capabilities. This grants up to 5 characters +500 maximum HP (this does not restore HP), +50 Dexterity, +50 Strength, +50 Magic Affinity, +50 Spirit, and +50 Willpower.
 
 
Level 6:
Force Absorb (360 mp, 60 SpP): A very rare Jedi technique that allows a user to merge with the Force enough to use it to intercept and absorb types of harmful energy around them. This effect allows a Jedi to reduce the damage inflicted by energy-based weapons to 1/10th its normal damage. Lasts for 1d5 rounds.
 
 
Neutral
Level 1:
Force Empathy (10 mp, 10 SpP): A honed, general Force sensing technique that allow a user to pick up on and interpret people's emotions.
 
Force Healing I (10 mp, 10 SpP): This Force technique allows a user to use the Force to replenish one's energy and mend minor wounds on the body on the spot.
 
Force Push (10 mp, 10 SpP): One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target.
 
Tapas (10 mp, 10 SpP): A general Force technique learned by beginners that allows them to manipulate the Force into maintaining homeostasis in uncomfortable temperatures.
 
 
Level 2:
Force Jump (40 mp, 15 SpP): This Force-Sensitive technique uses the Force to assist a user's body, granting a +10 to Jump checks when used.
 
Force Pull (40 mp, 15 SpP): This Force Sensitive technique, akin to telekinesis, allows a user to interact at distance with the physical world. It should be noted that this is the passive, blanket form of Force telekinesis, and allows for simple movement of inanimate objects.
 
Force Speed I (40 mp, 15 SpP): This general technique allows a user to increase a target's moving and perception speed with the Force, granting them the ability to move at rates quicker than their normal fashion. Imbues 'Haste' effect.
 
Saber Boomerang throw (40 mp, 15 SpP): An offensive use of the lightsaber, this Force Sensitive technique allows for long-distance lightsaber combat. The user may throw the lightsaber across great distances to strike at up to x enemies, where x = the user's Force Sensitivity level/5. This attack deals only the user's physical lightsaber damage before returning to the user's hand.
 
 
Level 3:
Breath Control (90 mp, 20 SpP): Using the Force, the user numbs the body's instinct to shut itself down after oxygen deprivation, allowing the user to reserve the amounts of air in the lungs. Additionally, an invisible bubble is erected around the user to keep poisonous gases out. This effect lasts for 1d3+x hours, where x = the user's Force Power level. (i.e., a Level 15 Force Sensitivity user rolls 1d3+3 while a Level 30 user rolls 1d3+6.)
 
 
Level 4:
Alchaka (160 mp, 30 SpP): A rigorous personal training technique that combines intense exercises that are very difficult to perfect. This type of technique exhausts a character's body through repetition and is intended to clear the mind and reattune the body with the strength of the Force. This technique incurs a -20 Dexterity, -20 Strength penalty, but grants +10 to all Force-related rolls, all for the next 24 hours.
 
Farsight (160 mp, 30 SpP): A meditative technique that allows a user to sense and view events happening in other places or times using the Force. These visions are focused mainly on strong imagery and emotions, but allow a user to view such things as when friends or others are in danger, probable outcomes of an action, or examining details of past events. This technique requires actual meditation to be used.
 
Force Cloak (160 mp, 30 SpP): This Force-Sensitive ability uses the Force to bend and warp light and sound around their bodies to hide them from view. Unlike other Force stealth techniques, this one is able to deceive beings immune to other Force-based illusions, including droids and sensors. Lasts as long as can be maintained. 160 MP + 80 MP/round or 160 MP + 80 MP/minute
 
Force Deflection (160 mp, 30 SpP): This rare Force-Sensitive technique creates a barrier of Force in front of a user's hand that intercepts energy weapons, completely nulling their effects. This technique allows a user to react defensively to an energy weapon attack with a Dexterity + Force Sensitivity roll, and will ONLY nullify weapon damage below a user's threshold, which is determined by a user's Force Sensitivity level. Every 5 Force Sensitivity levels = +1000 damage that can be nulled. If the damage is over this threshold, the power is completely nulled, and DOES NOT reduce damage. It's all or none, and is on a per-hit basis rather than 'total damage.'
 
Force Push IV (160 mp, 30 SpP): One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target.
 
Force Wave II (160 mp, 30 SpP): A refinement of Force Push, this operates off of the same principle, but rather than a single focused burst, this spreads out the technique across more targets. Strikes up to 5 targets for *2 spell level damage and Knockdown, and causes moderate collateral damage.
 
Saber Javelin Throw (160 mp, 30 SpP): Another offensive use of the lightsaber, this Force Sensitive technique allows for long distance lightsaber combat. The user may throw the lightsaber across great distances to strike at a single enemy, using the weapon like a javelin before manipulating it in the air for x hits, where x = the user's Force Sensitivity level/10. This attack deals only the user's physical lightsaber damage per hit before returning to the user's hand.
 
 
Level 5:
Force Concealment (250 mp, 40 SpP): A more advanced technique that allows Force users to mask their ability to use the Force completely from other users. This effect lasts for up to 8 hours after casting. This gives a Force user the appearance of a normal non-Force Sensitive individual.
 
Force Healing V (250 mp, 40 SpP): This Force technique allows a user to use the Force to replenish one's energy and mend severe wounds on the body on the spot.
 
Force Immersion (250 mp, 40 SpP): A specialized technique developed by the Fallanassi, a skilled user immerses his/her presence in the Force, rendering themselves undetectable by any means -- organic, artificial, Force-based, or otherwise. Only careful scrutiny could pierce the Immersion technique, and even then the weak-minded would remain oblivious to their presence. This form of illusion can only be breached via a Willpower + Psionic Mastery/Arcane Arts vs. Magic Affinity + Force Sensitivity roll once active and lasts for 1d8 hours.
 
Force Listening II (250 mp, 40 SpP): The Force grants comprehension of different languages to the user, allowing them to understand a multitude of spoken languages for 1d5 hours.
 
Force Push V (250 mp, 40 SpP): One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target. At this point, minimal collateral damage begins to apply.
 
 
Level 6:
Force Body II (360 mp, 60 SpP): An alternate form of the original Force Body technique, this technique allows a character to push the body through sheer willpower, ignoring an dpossibly sacrificing the health and well-being of the character to sustain the connection to the Force. This technique renders a character immune to the Knockout (KO) status for 1d3 rounds. However, the character IS able to be killed, and in order to drop a user of this technique, they must be. That is, a user of this skill must be brought to the death threshold before any effect can be felt. (Negative twice the user's maximum HP. That is, a user with 2000 HP can be brought to -4000 HP without going KO.) If this effect wears off while the character is in the negative HPs, the user is rendered instantly KOd.
 
Force Persuasion (360 mp, 60 SpP): Described as the use of the Force to exert influence over a target, this Force Sensitive power is different from Jedi Mind Trick in that it attempts to completely persuade or sway a target's opinion rather than the temporary lapse that the Mind Trick utilizes. This is rolled against a target's Mental Defense.
 
Force Push VI (360 mp, 60 SpP): One of the most basic Force Sensitive techniques known, Force Push is simply a burst of Force energy at a target. Deals damage and Knockdown status to one target. At this point, moderate collateral damage applies.
 
Force Wave IV (360 mp, 60 SpP): A refinement of Force Push, this operates off of the same principle, but rather than a single focused burst, this spreads out the technique across more targets. Strikes up to 10 targets for *4 spell level damage and Knockdown, and causes devastating collateral damage.
 
 
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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: 35000
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<<> Inventory <>>
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<<> Character Description <>>
Age: 27
Height: 5'11"
Weight: 145 (optional)
Appearance: A beautiful strawberry red skin near human with long dark blue hair and a curvaceous body.
Eye Color: Purple
Hair Color: Blue
Notable Features:

<<> Character Personality <>>
Favorite Food: Corrilian Whiskey
Likes: Friends, family, the New Jedi Order
Dislikes: Bullies, people who don't know how to have fun
Favorite Color: Green
Fears: Loosing the ground she made as a Jedi; being tempted by the dark side once again.

<<>Character Background<>>
History:
Ten years after the destruction of the first Deathstar.
Godi started out as a gifted racer, working the race circuits to build her name and gain a sponsor. Her skill brought her to the attention of an attending Jedi Knight of the New Jedi Order, who senses that the Force was strong with her. Convincing Godi of her talent was the least of his problems; it was getting her to understand the genuine commitment and obligation she was getting into.
Always the Zeltron thrillseeker, Godi tossed herself into her lessons with enthusiasm. Not to say she fell into the cliche of the dumb sexy padawan; she showed her teachers what made her a great racer. She was intelligent, articulate, and perceptive. In contrast, she was outspoken, her hedonist attitude distracting, and she still needed to learn to control her feelings better. Paired off with Kyle Katarn, there was a hope that he would tame the young Zeltron into a Jedi.
Traveling with Katarn did open Godi's eyes to the purpose the Jedi served. The galaxy was in desperate need of protectors, healers, and heroes. To accomplish this, Godi needed to find her balance in how she would approach the problems the galaxy would soon throw at her. Unfortunately, she would have to work quickly as the Markos Ragnos incident began and almost swallowed her soul.
A cult of dark side force users attempted to bring about the Sith Lord, Markos Ragnos. Their efforts to recruit or corrupt other force years scored another padawan from the New Jedi Order. Also, a fellow student that joins the same time Godiva did. He had not been as famous or talented in the Force as Godi, but he tried. The lure of a quicker path lured him to the dark side and joining the cult. His betrayal to the order hit Godi particularly hard. Zeltrons are notorious about their passions, and Godi felt her anger smoldering. The campaign against the cult pushed her talents and abilities harder than any other time.
Before the last big push against the cult on Korriban, Godi tracked down her former friend due to the machinations of the cult leader. Having a more robust student of the Force would benefit the cult. Finally faced off against her old friend, Godi defeated him and other members of the cult in a fierce battle. Godi found herself standing over her fallen friend; lightsaber pointed at his chest. The spiritual warfare was no less challenging, standing on the apex of temptation by the dark side of the Force. All the anger and frustrations of the past few months building up to this point. Only the timely intervention of Katarn help Godi find focus, and she pushed away from the dark side and forgave her friend.
Having learned a valuable lesson about letting her feelings get the better of her good judgment, she hurried to Korriban to engage in the final battle with the cult and the Jedi Order. Somehow, through a mix of dumb luck and the Force, she squared off against the cult leader once more, now empowered by an evil force ghost. Finding her focus and destiny in the Force, Godi defeats both by destroying the staff used to raise the evil force spirit. Ragnos returns to his grave, and the leader assumes room temperature.
Once the chaos has settled and cleaned up finished. Godi is promoted to Jedi Knight by Luke Skywalker and bidden to continue her efforts to defend the galaxy.
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<<> Special Notes <>>
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Lloth
Posts: 6
Joined: October 25th, 2019, 3:21 am

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