Chris Lightfellow

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Chris Lightfellow


Post by Strato »

<<> Player Info <>>

IRC Nick: Packie
Real Name (Optional): Patrick
Time Zone: Pacific
Sheet Approved by: (leave blank)

<<> Character Description <>>

Name: Chris Lightfellow
Race: Human
Age: 22
Height: 5'10"
Weight: 140 lbs
Appearance: Chris Lightfellow is a woman with a fairly pale complexion, and a naturally noble appearance about her. Long silver hair nrealy reaches her hips, a pair of amethyst-colored eyes highlighting her facial features, bearing an expression that often gives off a certain sense of calm.
Eye Color: Blue
Hair Color: Silver
Notable Features: The symbol of the True Water Rune on the back of her right hand.

<<> Character Personality <>>

Favorite Food:
Likes: Honoring the fallen, Hospitality
Dislikes: Excessive fame, Bureaucracy, Insincerity
Favorite Color: Green
Fears: The possibility of her battle instincts overriding her reasoning and causing her to do something terrible.

<<>Character Background<>>

History: Daughter of Wyatt and Anna, Chris was orphaned at a young age and attended the Zexen Military Academy at 13. Her father had went missing and Anna perished from her grief. She graduated at the age of 16, well ahead of the rest of her class, becoming a secondary knight serving the knight captain, Galahad. During a war between the Zexen and the Grasslands, Galahad and Pelize were slain in battle, making Chris the acting Knight Captain. She swiftly rallied their forces to a decisive victory, gaining a reputation in Zexen as the Silver Maiden, while those in the Grasslands began to call her the Silver-Haired Demon and the Goddess of Death.

The knights were soon called back by the council to negotiate a truce with the Grasslands, but they were undermined by the sudden death of Chief Ziphon of the Lizard Clan. Chris' party, assumed to be the perpetrators, were attacked in the Grasslands. Salome hatched a plan to set nearby Karaya Village ablaze, and divert the attention of the Grasslanders. While there, a Karayan boy named Lulu swiftly drew his dagger and charged at Chris. Without a econd thought, Chris drew her sword and killed him, left with a heavy burden on her heart for the deed, though Chris eventually escaped with the help of a young man named Nash, who told Chris the tale of the Flame Champion, and her father Wyatt. Intrigued, Chris resolved to find her father. After a fight with Lulu's close friend Hugo, Chris travels the Grasslands with Nash.

Her ventures eventually brought her to the Kuput Forest, where she meets Yuiri and Yumi, and is led to the secret village of Alma Kinan. There, she meets a young girl named Yun, who is about to be sacrificed through the ritual of soul-sending. Chris, distraught with the idea that such a sacrifice is necessary, is soon shown by Yun how much she missed and loves her father. The seer, Yun, also informs her that her time is short, for Wyatt's life would end soon. She leaves with determination to find her father and reverse his fate. After defending Chisha Village, she ventures into a system of caverns, where she would find Hugo and Geddoe waiting, to determine the next Flame Champion.

Their initial resistance against the Holy Kingdom of Harmonia proved fruitless, but in a bold moment, they bluffed with the True Fire Rune, and convinced Harmonia to withdraw half of their forces, just enough to turn the tide. Chris would find her father, and soon inherit the True Water Rune from him, explaining he had to keep the Harmonian assassins away from his family before he passed away. Luc would eventually manage to take the True Water Rune from her, seeking to use it and four others to destroy the True Wind Rune bound to him. Chris would storm the Ceremonial Site and reclaim her rune, and the Fire Bringer would defeat Luc and end the Second Fire Bringer War. From there, Chris would continue dedicating herself to keeping the peace as captain of the Zexen Knights.



Starting XP(1500)
Junior Hero(100)

Total Experience Points: 1600/1600

Health: 200
HP: 12000/12000

Dexterity: 200
Style Points: 800

Strength: 200
Inventory Slots/Comfortable Carry: 20
Base Damage: 140
Max Carry Weight: 800

Endurance: 200
Defense (Damage Absorb): 800
Survival Roll: +20

Intelligence: 450
MP: 2250 MP
Skill Points: 1800 SkP

Magic Affinity: 50
Spell Points: 200
Mage/Psion Level:

Spirit: 100
Base Magic Damage:
Magic Damage:

Willpower: 100
Mental/Magic Defense Roll:
Magic Damage Soak:

Luck: 100
Luck Points: 10
Critical Modifier: 1d4+1


1800/1800 Skill Points

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Movement Skills
(Dexterity: +0 / Strength: +0)

Athletics L10(65 SkP)
Acrobatics L10(65 SkP)
Swimming L10(65 SkP)
Roll L15(130 SkP)

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

Reaction L15(130 SkP)

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

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

Cost: 15 SP
Skill Level Required: 10
Type: Action
Effect: Draw a weapon/item and use it on same round of combat

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

Perception L10(65 SkP)
Speechcraft L15(130 SkP)(Extra Training - 65 SkP))
Stealth L5(25 SkP)

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

Gather Info L10(65 SkP)
Search L5(25 SkP)
Concentration L5(25 SkP)
Decrypt Code/Laguage L5(25 SkP)

Combat Skills
(Dexterity: + (Enhanced Attack Maneuver +))

Swords L25(335 SkP)(Extra Traiing - 130 SkP)

Name: Dual Strike
Cost: 15 SP
Skill Level Required: 10
Availability: L10 for shortswords/swords, L15 for longswords/greatswords
Prerequisites: None
Type: Action
Effect: Allows a 1d2 hit combo.

Name: Triple Strike
Cost: 60 SP
Skill Level Required: 20
Availability: L20 for shortswords, L25 for swords, L30 for longswords, L35 for greatswords
Prerequisites: Dual Strike
Type: Action
Effect: Allows a 1d3 hit combo.

Name: Cleave
Cost: 15 SP
Skill Level Required: 10
Availability: L10 for greatswords/longswords, L15 for swords/shortswords
Prerequisites: None
Type: Action
Effect: A wide swing that targets up to 2 enemies.

Name: Improved Cleave
Cost: 60 SP
Skill Level Required: 20
Availability: L20 for greatswords, L25 for longswords, L30 for swords, L35 for shortswords
Prerequisites: Cleave
Type: Action
Effect: A wide swing that targets up to 3 enemies.

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

Arcana L10(65 SkP)

Arcane Intuition
Cost: 10 SP
Required Skill Level: 5
Type: Action
Effect: Gives the ability to recognize the discipline of a spell (Alchemy, Divine, Druid, Environmental, Enchantment, Monster, Necromancy, Technomancy, Weapon Arcana, Shadowmancy)

Arcane Defense
Cost: 10 SP
Required Skill Level: 5
Type: Action
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.

Artisan / Knowledge Skills
(Intellligence: +0)

Artisan: Writing L20(220 SkP)

Formal Writing
Cost: 30 SP
Level Required: 15
Prerequisites: None
Type: Bonus
Effect: An understanding of the use of language to guide the reader with a train of thought. Published works gain 10% in value.

Knowledge: Military Science L10(65 SkP)

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

Survival L15(130 SkP)
First Aid L5(25 SkP)
Vehicle Operation: Light Land(Mounted) L15(65 SkP)

Combat Dodging
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: Grants a +5 to avoiding attacks in a vehicle.


<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: 70/800

Mystic Art - Duelist's Dance
Cost: 70 StP, 750 MP
Requirement: Swords L25
Description: Chris' unrelenting advance culminates in a series of devastating, precise strikes to bring her foes to heel.
Range 1(1 target)
Combo 2(1d3 hits)
Damage 4(*2 damage)

-= Magical/Psionic (Spell Points) =-
Current Spell Points: 60/200

LEVEL 1(10 MP)(10 SpP)


Crafter's Fortune - This spell grants a temporary boon to a target's creative faculties. The next Craft check by the target receives a (caster's Mage Level * 10) (+100 at Level 10) roll bonus. Each time this bonus is used, costs leve-requisite MP.

LEVEL 2(40 MP)(15 SpP)



<<> Traits and Feats <>>

-= Racial Traits =-

Enhanced Attack Maneuver(+2/10 points in Dex for attacking purposes)

Mysterious Power - True Water Rune
Description: One of the 27 True Runes, representing the element of Water. Once in possession of her father Wyatt, he removed it from himself after the first Fire Bringer War, and sought to reclaim it in the second. The 27 True Runes were said to be the source of all things, remnant sparks resulting from the primordial clash of two entities simply known as the Sword and the Shield.
Effect: With the True Water Rune, Chris can take additional levels in Elemental Affinity: Water as the game proceeds, with a cap of Arcana skill, divided by 10 (round down). If, at any point, the rune is removed, then Chris will not have access to her Elemental Affinity until it is reclaimed.

Windfall Cash
Pre-requisite: Racial/GM Assigned
Description: Humans love money, possibly more than any other race in the universe. Even those who are evolved past the primal urge to hoard green paper know that it is the blood of civilization and the tinder of dreams. Through simple good fortune or business savvy, the character blessed with this Feat enjoys a consistantly greater wealth than the average person.
Effect: Increases starting Credits by 10%. When Mission-Based Credits are given out, roll Luck (1d1000+LuckBonus). (Result/15)% bonus to the credit reward (So a perfect 1000 would grant +66%, or two thirds the reward. A 500 would grant +33%, or one third more, ect). This applies only to end-of-mission rewards, not treasure finds, enemy drops, or selling items.

Junior Hero
Pre-requisite: Racial/GM Assigned
Description: With a natural proclivity for adventure, many humans spend their lives in search of it in one form or another, from the world traveler to the humble gamer nerd. The character's prior adventures have prepared them for the one they are thrust into now, granting a greater pool of starting Experience.
Effect: +100 EXP. Feat subject to enhancement with inflation.

Extra Training
Pre-requisite: Racial/GM Assigned
Description: Most humans spend their entire lives in preparation for bigger and better things, whether in formal education or training, or simply self improvement and study of the arts they wish to make their worth in. This manifests in additional SP to a particular skill they spent a lot of time honing.
+65 SP granted to one backstory-relevant Skills, essentially starting them at Level 10.
+130 to ONE backstory-relevant Skill, essentially starting it at level 15

-= Character Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Knight(+10 to Swords/Speechcraft, +5 to Vehicle Operation Light Land/Artisan: Writing)
*Feat 2 (100 XP) - Warlord(+10 to Swords/Speechcraft, +5 Perception/Knowledge: Military Science)
*Feat 3 (200 XP) - Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.
*Feat 4 (300 XP) - Diplomat(+10 Speechcraft, Artisan: Writing, +5 Gather Information, Decrypt Code/Language)
*Feat 5 (400 XP) - Courageous Hero(Knight)
Description: The knight is not easily intimidated by beasts. Their years of training to be heroes allow them to resist intimidation from their opponents.
Description: +20 to Speechcraft defense rolls.
*Feat 6 (500 XP) - Improved Physical Damage I
Associated Statistic: Strength
Description: This character is able to deal harder and more lethal blows than most other people. Whether it's a harder right hook or a weightier chop, this one will sting more than anyone else.
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 5. The equation changes to (+1 per 10 points of Strength) * 6.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.
*Feat 7 (600 XP) - Combat Leader(Warlord)
Description: An effective martial leader knows how to inspire and bolster morale in the heat of battle. This rousing presence makes allies and brothers-in-arms fight harder, for longer, and smarter.
Effect: A Warlord selects 1 target to grant First Strike in an initiative to (forfeiting their rolled initiative that round), and selects up to 3 other targets to give an Initiative bonus of 50% to (if 200 Dex, roll 1d300 for Initiative). Not applicable to all combat situations.
*Feat 8 (700 XP) - Ambassador
Associated Class: Diplomat
Description: An ambassador is a step above a standard diplomat, with great legal precedence and respect in their home representation. In most civilizations with any sort of trade or negotiating procedure, ambassadors are granted great leeway in their practices.
Effect: Character is far less likely to be attacked by NPC's while attempting formal diplomatic missions, provided they do not attempt a provocative action (espionage, attack, etc). Attacking a diplomat unprovoked has severe repercussions.
*Feat 9 (800 XP) - Improved Hit Points I
Associated Statistic: Health
Description: This character is hardy and full of vitality. S/he can go longer, harder, faster, and take more harm than other characters.
Effect: Boosts HP. The modifier of *40 is changed to *60.
Example: A character with 70 Health usually has 2800 HP (70 * 40 = 2800), but with this feat their HP becomes 4200 HP (70 * 60 = 4200).
*Feat 10 (900XP) - Water Affinity Level 1
*Feat 11(1000XP) - Extra Attack
*Feat 12(1200XP) - Enhanced Willpower(+2/10 points in Willpower)
*Feat 13(1400XP) - Well Met
Associated Class: Knight
Description: A knight knows how to avoid killing their opponent unnecessarily. After years of training, they are masters of their chosen weapon with enough proficiency to leave an enemy at exactly the brink of losing without killing them.
Effect: On a blow that would otherwise knock unconscious or kill, a knight may opt to leave a target at 1 hp. There is no guarantee they will not continue to fight anyway however...
*Feat 14(1500XP) - Onward, to Victory!(Warlord)
Description: When in the heat of battle, a warlord's mere presence is enough to bolster others. When making a final, desperate push, a warlord is the only one who can be consistently relied on to pull every last ounce of effort out of his/her comrades.
Effect: Once per mission, the Warlord may grant up to 5 targets a single extra action for 3 rounds.
Feat 15(1600XP) - Enhanced Spirit I(+2/10 points in Spirit)
Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -

<<> Equipment Slots <>>

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

Weapon: Denzium Sword
Side Arm:
Armor: Denzium Mail
Ring 1:
Ring 2:


<<> Inventory <>>

Name: Denzium Sword
DC To Make: 2800
Skill Level To Use: 19
Price: 95,100 gil
Augmentation Slots: 4
Roll Bonus: +25
Damage Mod: 25

Denzium Mail
Price: 118,875 gil
Physical Soak Bonus: 3150
Magical Soak Bonus: 1300
Crafting DC: 3080


<<> Special Notes <>>

Last edited by Strato on January 20th, 2023, 4:09 am, edited 5 times in total.
Posts: 331
Joined: December 31st, 2008, 10:08 pm

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