Okuni 6.0

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Okuni 6.0

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Post by Chanree »

<<> Player Info <>>

IRC Nick:
Real Name (Optional):
Time Zone:
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Okuni
Race: Human (from moon tribe)
Height: 5'4
Weight: 120
Appearance: Image
Eye Color: light brown
Hair Color: hazel brown
Notable Features:

<<> Character Personality <>>

Favorite Food: rice balls, sayuki stew
Likes: animals, love singing and dance, act.
Dislikes: mean people, people that trick others, war.
Favorite Color(s); Pink, teal and light blue.
Fears: to be the suffering person to see people die front of her, the rumors is true about her which could make people greedy and maybe start a war.


<<>Character Background<>>

History:

The dancer from Izumo shrine they called her. A beautiful miko that wanted to work in the theater and collect money to the shrine.

But this beauty had many names, some believed she was the lotus princess from the old tales was told. The people have seen her walk nearby the pound with her umbrella at the night and everything sparkles and lights up. Even some believed she was the moon princess that was trying to tell the moon tribe to come and get her.

The truth is...Okuni was one of those who used to live on the moon as a child. A part of the moon were under attacked but unknown how so Okuni was one of those people was well found as a baby near bamboo area but not inside cause a samurai passed by and used the bamboos tree as training then got scared when he heard the cry.

The mikos from the Izumo shrine took her in already as a baby and taught her from the start to live like a miko. But she was not working with them first in a young age and tried to find out who she really was. Yet the answers about her was still unknown, still she was trying to find about her.

Then one night when the moon was bright and reflected the water stood Okuni near the river bank and made a small pray. This was the first time she really used her real powers and cast a wonderful spell to give life in the water. This is here people thought she was either the lotus princess or one of the moon tribe. Okuni began her real training to work on her new abilities and magic, to serve to aid those who have got sick and even bring luck.

But the young miko's heart begin to change her heart, she had to find out about herself more and told the other mikos that she would not tell the others about the rumors about her. To return this she would send money to aid the shrine so they could survive the winter. Okuni would begin her journey as the travling dancer and actress.

It's still unknown for her if she can really be one of the moon tribe but more and more have shown when she try to send contact to them so they could answer. She doesn't know how but soon enough she'll find it out.

But that she doesn't know....she's the last of her kind.....

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<<>Statistics<>>

Total Experience Points: 1000 + Junior Hero (20 xp) = 1225

Health: 100
Health Roll: 10 (+1 Bonus for every 10 Health)
HP: / hp (Health * 40)

Dexterity: 200
Flat Foot Dodge: (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: (+1 Bonus for every 10 Dexterity + skill)
Style Points: StP (Dexterity * 4)

Strength: 100
Inventory Slots/Comfortable Carry: (+1 Bonus for every 10 Strength)
Base Damage: (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 110
Defense (Damage Absorb): (+1 Bonus for every 10 Endurance *40)
Survival Roll: (+1 Bonus for every 10 Endurance)

Intelligence: 300
MP: MP (Intelligence * 5)
Skill Points: 1200 SkP (Int * 4)

Magic Affinity: 150
Spell Points: 800 SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit: 100
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 150
Mental/Magic Defense Roll: / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: (+1 Bonus for every 10 Willpower * 40)

Luck: 15
Luck Roll: 1 (+1 Bonus for every 10 Luck)
Luck Points: 0 (+1 for every 50 Luck)
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<<>Skills<>>
(Used) 1200/ 8 (Maximum) 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

Athletic Skills
(Dexterity: +20 / Strength: +10)

running - 10 65
climb - 10 65
Balance - 8 46
jumping - 5 25
roll - 10 65

Honed Perception Skills
(Health: +0)


Minor Skills
(Intelligence: +30(intel/2) / Willpower: +10)

Singing - 20 (220)
Dance 10 (65)
Music 8 (46)

Combat Skills
(Dexerity: +20)

Bows - 20 (220)

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

Bardic Arcana - 20 (220)

Artisan / Knowledge Skills
(Intellligence: +0)


Vehicle Skills
(Dexterity: +0)


Survival Skills
(Intelligence: +0)

-= Advanced Skills =-

Feline Grace
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows a person to remain balanced while on narrow ledges or awkward positions.

Dodge Leap
Cost: 10 SP
Skill Level Required: 5
Type: Bonus (+10)
Effect: Allows the character to leap out of the way of danger. Requires an open area or it cannot be declared.

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.

Seasoned Performer
Cost: 15 SP
Required Skill Level: 10
Type: Bonus (+10)
Effect: The character is used to performing, and doesn't take penalties due to stage fright.


- Musical Synchronization
Cost: 10 SP
Required Skill Level: 5
Type: Bonus
Effect: Recieve a bonus from singing levels. Every 5 singing levels grants you a +1 bonus to your casting roll.

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

- Waltz Tempo
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: Allows you to queue up 2 songs on one roll

- Mezzo Forte
Cost: 30 SP
Required Skill Level: 15
Type: Bonus
Effect: You gain the ability to boost the spell modifier by *1 at will, with no change in mp cost.

Arcane Identification
Cost: 30 SP
Required Skill Level: 15, 'Arcane Intuition' Advanced Skill
Type: Enabler
Effect: Recognize a spell casted in a discipline you have this advanced skill in.

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<<> Abilities <>>

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



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP

Lvl 0

* Detect Magic: Detects spells and magic items within 60 ft. 15 MP

* Read Magic: Read scrolls and spellbooks. Costs 5 MP

* Dancing Lights:Creates torches or other lights which can move about at the caster’s direction. These last for 1d5 rounds in combat and 1d5 minutes out of combat. 10MP

* Flare: Creates a small flash of light that disorients a person or creature for one round, granting a -5 penalty to all rolls. 15MP (Will resist only)

* Light: Gives an object a torch-like radiance. This lasts for 1d5 rounds or 1d5 minutes. Costs 12 MP

* Ghost Sound: Allows the caster to create illusionary sounds. 5MP

* Mage Hand: Move an object of up to 5 pounds as if you were telekinetic. 20 MP (Will resist only)

* Mending: Makes minor/cosmetic repairs to an object (holes in clothing/burn in clothing/spill on keyboard). Costs 15 MP

* Message: The caster can send a whisper to a person who is a distance away, such as the other side of a room or building. 10MP

* Open/Close: Opens or closes small or light things such as drawers and small boxes or books. 10MP

* Know Direction: Wherever the bard is s/he is able to discern north. 5 MP

* Lullaby: Makes one subject drowsy if a will roll is failed; –5 on Spot and Listen checks, and –10 on Will saves against sleep. This requires the bard to sing or play an instrument. 20 MP (Will resist only)

* Prestidigitation: Minor parlor tricks of magic such as one would expect of the amateur magician. Real slight of hand, tiny illusions, etc. 5MP

* Daze: 1 Humanoid creature loses next action due to a sudden disorientation. 25MP (Will resist only)

* Resistance: Target gains +5 to Health, Willpower and Endurance checks. 20 MP

*Summon Instrument: Summons one instrument of the caster’s choice which lasts for 1d5 rounds in combat and 1d3 hours outside of combat. 30MP

lvl 1

lvl 2

* Hold Person: Paralyzes 1d3 humanoids for 1d3 rounds. 71 MP (Will resist only)

* Hypnotic Pattern: Fascinates 1d3 targets for 1d3 rounds. The hypnotized beings will not attack during this time unless attacked. 63MP (Will resist only)

Deep Slumber: Puts 1d5 targets to sleep for 1d8 hours. This requires the bard to sing or play an insrtrument. 55MP

* Shatter: A sonic attack which does *2 vibration damage, and can shatter crystalline structures or creatures by having a *3 against such things. This requires the bard to sing or play an instrument. 75MP

lvl 3

* Good Hope: Subjects gain +15 on all rolls for 1d5 rounds. This requires the bard to sing or play an instrument. 123 MP

lvl 4



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<<> Traits and Feats <>>

-= Race Traits =-

Race:
Traits:

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Elemental Affinity - Holy Level 1 - Control Existing Holy

*Feat 2 (100 XP) - Mind Shield
Associated Statistic: Willpower
Description: The character exhibits stronger-than-average human resistance to mental and spiritual influence.
Effect: +50 to Will (Temporary). This grants +5 to the Mental Defense roll.


*Feat 3 (200 XP) - Improved Dodge I
Associated Statistic: Dexterity
Effect: This improves the Flat Foot and regular Dodge 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) - 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 5 (400 XP) - Round about Performer
Associated Statistic: Willpower/Endurance
The performance arts are your forte, you know how to sing, play an instrument, dance, and/or act, in otherwords you are a multitalented performer and have a +10 to all performance checks.

*Feat 6 (500 XP) - Improved Magic Damage I
Associated Statistic: Spirit
Effect: Increases the Magic Damage modifier from *30 to *40.
Example: 30*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10)) becomes 40*((spirit (every 10 points of spirit = +1) + skill) x spell mod (1-10))


*Feat 7 (600 XP) - Armor
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This bonus also applies to the +5 you will place in Defense Rolls. It does not apply to Survival rolls.

*Feat 8 (700 XP) - Elemental Affinity: Holy Level 2 - Repair


*Feat 9 (800 XP) - Improved Magic Soak I
Associated Statistic: Willpower
Effect: This increases the Magic Soak from *40 to *50.
Example: The character has a 60 Willpower. The character has 6*40=240 to soak from a Magic attack before taking HP damage. With this Feat, the character has 6*50=300 instead to soak.

*Feat 10 (900XP) - Elemental Affinity: Holy Level 3 - Reinforce

*Feat 11(1000XP) - Damn Lucky
Associated Statistic: Luck
Description: The character exhibits behavior that is strongly smiled upon by fate.
Effect: +50 to Luck. This grants +5 more to bonus roll.



Feat 12(1200XP) - Enhanced Attack Maneuver I
Associated Statistic: Dexterity
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

Feat 13(1400XP) -
Feat 14(1500XP) -
Feat 15(1600XP) -
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) -
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<<> Equipment Slots <>>

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

Weapon: Name: Jade Long Bow
DC To Make: 1065
Skill Level To Use: 13
Price: 450000
Augmentation Slots: 2
Roll Bonus: +20
Damage Mod: 15

CB-OSP:
Side Arm:
Armor: Star Sapphire-Lined Robe
Price: 600000
Physical Soak Bonus: 1220
Magical Soak Bonus: 3000
Crafting DC: 1350
Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>


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<<> Special Notes <>>

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Chanree
Posts: 29
Joined: March 14th, 2009, 2:57 pm

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