River Solis (wip)

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River Solis (wip)

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Post by GadoTheLion »

<<> Player Info <>>

IRC Nick: AugustRei
Real Name (Optional):
Time Zone:

<<> Character Info <>>

Name: River Solis
Race: Human
Sheet Approved by: (leave blank)
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<<> Base Statistic modifiers <>>
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
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<<> Traits and Feats <>>
-= Traits =-

Points: 0.5/18

* Hardy (3 pts) - This character gains +100 natural physical damage soak.

* Ferocity (3 pts) - This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.

* Cornered Fury (2 pts) - When this character is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.

* 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.

* Stubborn (2 pts) - When resisting the "Confuse" status family, this character gets to roll defense against it twice and choose the better of the two results.

* Relentless (3 pts) - When this character inflicts the "Knockback/Wall Rush" status, it is considered to be one severity higher than normal.

* Junior Hero (2 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.
40 xp

-= Character Classes =-

1) Monk (+5 to Martial Arts, Athletics, +3 to Perception, Acrobatics)
2) Athelete (+5 Athletics, Acrobatics, +3 to Reaction, Swimming)
3) Fighter (+5 to Athletics, +3 to Acrobatics, Reaction )

-= Feats =- (* denotes feats taken at character creation.)

*Feat 1(200XP) -True Fist (Monk) - Number of hits is rolled as normal. The damage that would have been done is applied as one hit, rather than many hits. Cost is 25 MP for each hit in the 'combo' (if you roll 1d5 and get 2 hits, this costs 50 MP, etc). Does not apply to customs.
*Feat 2(400XP) - Parkour (Athlete) - When performing a series of "Athletics" checks, the character may choose to have a roll "carry over" to complete more checks, up to (Athletics Skill) times. For example, if the first roll is 100 with a skill of 20, the character can parkour over up to 4 more checks if the roll beats the checks' DC. If a check is over 100, the character must roll again or automatically fail.
*Feat 3(600XP) - Improved Combo (Fighter) - Fighters engaging with weapons that support combo strikes may add a +1 to their number of possible hits(1d2 becomes 1d3, etc). This does not apply to dual wielding.
*Feat 4(800XP) - Destructive - When this character performs a melee attack against a character under the "Concealment" status, reduces the severity of the status effect by one level. If performed against a character with Mild "Concealment" status, the cover the target is using is destroyed completely.
*Feat 5(1000XP) - Limit Break

_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:


( ) Health: [] | Bonus: +20
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: +
Milestones:
(50, 100 exp) Improved HP: +500 (x2)
(150, 200 exp) Improved Soak: +25 (x2)
( ) Awareness: [] | Bonus: +20
Initiative: 1d200 | 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: +
Milestones:
(50, 100, 150, 200 exp) Improved Melee: +5 (x4)
(PC) Dexterity: [] | Bonus: +20
Full Dodge: ((dexterity / 10) + See Milestones) | Flat-foot Dodge: ((dexterity / 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: +
Milestones:
(50, 100, 150, 200 exp) Improved Block: +5 (x4)
Ability:
Go With The Flow
Description: Moving through the ebb and flow of battle is essential for the quick-witted warrior.
Effect: When you successfully dodge/block an attack (not will resist/royal guard/DC reaction), this character has the option of moving away or towards the attacker by one area as a free action.

(PC) Strength: [] | Bonus: +25
Base Physical Damage: (strength * 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: +
Pierce: +
Milestones:
(50, 100, 150 exp) Improved Physical Damage: +100 (x3)
(200, 250 exp) Pierce: +50 (x2)
Ability:
Iron Fist
Description: The bare hands and arms of a fierce fighter, over time, become cracked, calloused...and strong.
Effect: Lifting rolls may be rolled twice, with the greater roll of the two being the one taken in any given situation. When using no weapon, this character's natural damage is doubled. This bonus does not take effect when a weapon is equipped, even if damaged or destroyed.

( ) Spirit: [] | Bonus: +10
Base Magical Damage: (100 * Mage Level) + 0 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved MP: +
Milestones:
(50, 100 exp) Improved MP: +200 (x2)
( ) Luck: [] | Bonus: +5
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: +
Milestones:
(50 exp) Improved Critical: +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: Leaping Strike
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Enabler
Effect: This character can reach and attack enemies that are up to one Area above it. This can also be used to attack Giant-class creatures when normally out of reach.

General - Athletics


Name: Powerlifting
Cost: 30
Required Skill Level: 3
Untrained: Yes; may result in status effect or stat injury until treated.
Type: Enabler
Effect: Train the body to sustain incredible weights it’s unaccustomed to for brief amounts of time. This can be used to exert force on objects, as well. Some applications can be holding an automatic door in place, preventing walls from closing in, or “catching” an immense weight.



Name: Hauling
Cost: 30
Required Skill Level: 3
Untrained: Yes; may result in status effect or stat injury to either character.
Type: Enabler
Effect: Proper technique allows this character to physically carry another character its own size class or smaller through an Athletics check.



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.


Utility
Bonuses:Health: + | Awareness: +, Perception Bonus: +, True Sight: +
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
Type: Action
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike



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.



Name: Redirect Attack
Cost: 90
Required Skill Level: 5
Untrained: No
Type: Enabler
Effect: Allows a character to block a melee attack and, in lieu of a counterattack, direct the opponent’s attack toward another target within melee range.

General - Perception


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.



Name: Triple Strike
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Action
Effect: Allows for an attack with three strikes. Roll a 1d3 for number of hits.



Name: Rapid Strike
Cost: 60
Required Skill Level: 4
Untrained: No
Type: Action
Effect: Allows for an attack with four strikes.



Name: Rapid Combo
Cost: 120
Required Skill Level: 6
Untrained: No
Type: Action
Effect: Allows for an attack with five strikes.



Name: Aikido
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Action
Effect: Allows the last hit of your attack (whether 1 hit, or you land a full combo on 1d2 hits or above) to be a quick grapple-and-throw. When you land full hits on a combo, roll luck. On 501+, opponent is knocked down.



Name: Shaolin
Cost: 100
Required Skill Level: 6
Untrained: No
Type: Action
Effect: Allows the last hit of your attack (whether 1 hit, or you land a full combo on 1d2 hits or above) to be a strike toward a specific pressure point. When you land full hits on a combo, roll luck. On 501+, opponent is stunned, losing 1 action.



Name: Chi Arts
Cost: 15
Required Skill Level: 2
Untrained: No
Type: Action
Effect: Drain 100 MP to increase attack damage on a hand-to-hand attack by +100. The maximum # of times you can do this for one attack is your Spirit/50 (round down).



Name: Chi Bolt
Cost: 60
Required Skill Level: 4
Untrained: No
Type: Action
Effect: Augments Chi Arts, allowing the martial artist to throw ranged bolts of life force. These are identical to strikes utilizing Chi Arts, but are ranged and can optionally substitute Spirit for Strength in the damage formula. This damage is Magical in nature and non-elemental.


Magic
Bonuses:Spirit: +, Magic Defense: + | Awareness: +, Magic: +

Artisan
Bonuses:Spirit: +, Crafting: +
Artisan - Cooking


Field Training
Bonuses:Awareness: +, Perception Bonus: +, True Sight: +
General - Survival

_______________________________________________________________________
<<> Abilities <>>

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

-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon: Durallium Gloves
Price: 20,000 gil
DC to Make: 38/65/92
Augmentation Slots: 3
Roll Bonus: +12
Damage Modifier: +125
Skill Level Required: 1

Side Arm:

Armor: Light Denzium Armor
Price: 10,000 gil
DC to Make: 36/63/90
Physical Soak: 15
Magical Soak: 35

Pendant:
Ring 1:
Ring 2:
Gil: 35000
_______________________________________________________________________
<<> Inventory <>>
_______________________________________________________________________
<<> Character Description <>>
Age: 25
Height: 5'11"
Weight: (optional)
Appearance: Image

Eye Color: Yellow
Hair Color: Teal
Notable Features: Horizontal scar just above the nose

<<> Character Personality <>>
Favorite Food: Tiramisu
Likes: Fighting
Dislikes: Sacrifice
Favorite Color: Gold
Fears: Heights

<<>Character Background<>>
History:
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Last edited by GadoTheLion on July 19th, 2023, 3:53 am, edited 2 times in total.
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GadoTheLion
The Only Gay Eskimo
Posts: 13
Joined: November 7th, 2008, 8:00 pm

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