Luna 7.0 (WIP)

1 post Page 1 of 1

Luna 7.0 (WIP)

Quote

Post by Delfin »

<<> Player Info <>>
IRC Nick: Flandre
Real Name (Optional): André
Time Zone:

<<> Character Info <>>
Name: Luna Izayoi
Race: Lunarian
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Traits and Feats <>>

-= Traits =-
Points: 4/18

<<> Traits and Feats <>>

-= Traits =-

Points: 4/18

* Ambidextrous (2.5 pts) - This character halves penalties incurred from Dual Wielding.

* Striking (-1.5 pts) - This character has some kind of natural attribute, whether it's skin color, hair color, eye color, etc., that makes it very easy to pick out in a crowd. If this character is recognized by a group, it will be easier to recognize and memories don't fade easily.

* 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.

* Mist Child (3 pts) - This character gains a +10 to Stealth checks.

* Silent Hunter (2 pts) - This character benefits from a +10 bonus when conducting a Sneak Attack.

* 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.

* Nimble Faller (2 pts) - When this character suffers the "Knockdown/Wall Rush" status effect, reduce the damage inflicted by 25%.


Mysterious Power
Pre-requisite: Racial/GM Assigned
Description: Humans have an astonishing rate of occurance with regards to mutation, exposure to higher powers, and simply unexplainable wellsprings of power when threatened, leading some to refer to the species on a whole as Weirdness Magnets. These mysterious powers are often circumstancial, and even the holder of the power may not fully understand it without a life long search for its root.
Effect: Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.

Frozen Moon
As a unique power from her temporal affinity, Luna can manipulate pockets of time around individual targets. As a free action on her turn, she may force a target to make a will save against her affinity for progressively worse effects. This effect does not wear off as normal, however the effect immediately ends if Luna is hit
On the first turn, Luna may focus rather than use a free action, giving the first turn a potential 2 successes
1 Success: Mild Slow
2 Successes: Acute Slow
3 Successes: Chronic Stop
4 Successes: Terminal Stop


-= Character Classes =-
 
1) Nightblade
Associated Statistic:
Description: Nightblades are talented close-combat specialists much like ninja or assassins, utilizing stealth and light steps combined with a powerful surprise attack to end foes before they're even known to exist.
Effect: +5 Weapon Proficiency: Swords, +5 Stealth, +3 Acrobatics & Perception

2)
3)
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP)
Elemental Affinity: Time
Level I

*Feat 2(400XP)
Shadow Dance
Associated Class: Nightblade
Description: As much as skill, a Nightblade must be a master of theatrics. By deceiving their opponent into thinking they possess superhuman abilities, they become the subject of legends.
Effect: By making a dramatic dodge (superhuman or otherwise remarkable for its acrobatics or methodology), a Nightblade gains a +10 to their next attack roll. This is post dependant and –must be declared- during the dodge.

*Feat 3(600XP)
Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.

*Feat 4(800XP)
Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

*Feat 5(1000XP)
Heightened Senses (Listen)
Associated Statistic: Awareness
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense.
Effect: +10 to listen. The character can use this with the Skills under Honed Perception Skills.

Feat 6(1200XP)
Favored Weapon - Soul
Prerequisite: Generally taken on creation, but this is flexible with good IC reason
Description: Some warriors, humans in particular, develop a certain emotional attachment to their weapon, whether it be a samurai's katana becoming an extension of his body, a mercenary naming his favorite grenade launcher, or a squire taking up the sword of his fallen master. The character starts with an above average weapon, which may have unique abilities or better stats than usual for its tier.
Effect: Applies one of the below traits to a starting weapon. Multiple iterations can be taken, applying to different traits below, or applying to a different starting weapon. With the exception of 'Soul' and 'Sword Eater', this Feat adds a +15% to the Cost of upgrading, and +10% to the DC.

Feat 7(1400XP)
No Second Glances
Associated Class: Nightblade
Description: The reflexes of a Nightblade are honed well beyond that of normal humans. They think quicker, move faster, and react more rapidly than an average human. This can catch the uninitiated off guard.
Effect: Two effects: +5 to reaction checks, and against a poorly trained enemy (low level mook, rent-a-cop security and so on), a Nightblade may make a flatfoot attack even if spotted. This only works if the enemy would not otherwise be expecting you to attack (those familiar with you, well trained enemies, already alerted guards won’t fall for this).

Feat 8(1600XP)
Seek and Destroy
Associated Statistic: Awareness
Description: Claiming a surprise attack isn't just about being stealthy; it can be about speed, planning, or just dumb luck. This character has a certain something about it allowing it to get the jump on just about anyone... intentionally or otherwise.
Effect: Once per target, when this character performs a Sneak Attack against a single target, that single target does not get a Perception check to notice the attack. This does not prevent Perception checks against this character moving around, or normal detection rolls; only Sneak Attacks themselves are affected.

Feat 9(1800XP)
Stealthy
Associated Statistic: Dexterity
Description: The character is a natural to taking to the shadows and hiding themselves from sight as well as moving inconspicuously.
Effect: +10 to Sneak Attack, Hide, and Move Slowly skills.

Feat 10(2000XP)
Elemental Affinity: Time
Level II

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: 2060
Total: 2050/2060, 10 free

( ) Health: [350]| Bonus: +35
HP: 17500 ((health * 50) + Milestones) | Armor: 425 (health + Milestones) | Physical Soak: 425 (health + Milestones + traits)
Magical Soak: 425 (health + Milestones + traits) | Status Resistance: 20% (See Milestones) | Death Threshold: +0 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +0 (Milestones)
Milestone Derivatives:
Improved Resistance: +20%
Improved Soak: +75
Milestones:
(50, 150, 250, 350 exp) Improved Resistance: +5% (x4)
(100, 200, 300 exp) Improved Soak: +25 (x3)

( ) Awareness: [350]| Bonus: +35
Initiative: 1d350 1d350 | Base Attack Bonus: +35 | Perception Bonus: +35
Melee: +15 (See Milestones) | Ranged: +0 (See Milestones) | Magic: +0 (See Milestones)
True Sight: -20 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: -20 (See Milestones)
Milestone Derivatives:
Improved Melee: +15
True Sight: --20
Eyes in the Back: --20
Milestones:
(50, 200, 350 exp) Improved Melee: +5 (x3)
(100, 250 exp) True Sight: -10 (x2)
(150, 300 exp) Eyes in the Back: -10 (x2)

(PC) Dexterity: [450]| Bonus: +45
Full Dodge: 60 ((dexterity / 10) + See Milestones) | Flat-foot Dodge: 60 ((dexterity / 10) + See Milestones) | Block Bonus: +5 (See Milestones)
Dodge Bonus: +15 (See Milestones) | Agility Bonus: +10 (See Milestones) | Flat-foot/reaction Bonus: +15 (See Milestones)
Style Points: 2250 (dexterity * 5)
Milestone Derivatives:
Improved Block: +5
Improved Dodge: +15
Improved Agility: +10
Improved Reaction: +15
Milestones:
(50 exp) Improved Block: +5 (x1)
(100, 250, 350 exp) Improved Dodge: +5 (x3)
(150, 400 exp) Improved Agility: +5 (x2)
(200, 300, 450 exp) Improved Reaction: +5 (x3)
Ability:
Counter Force
Description: You’re so quick that, while others may not be able to make the dash, you can clear a gap between a character you normally wouldn’t be able to counterattack in time to do so.
Effect: Allows a character to dodge a ranged attack and counter it (no bonuses to either) with a single strike from a melee weapon. Only works if the target is within melee range of the attacker and vice versa. Character must have purchased “Reaction: Counter Strike” advanced skill.

( ) Strength: [450]| Bonus: +45
Base Physical Damage: 1300 (strength * 2) + Milestones | Inventory Size: 47 (strength / 10) + Milestones | Momentum: 10 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 0 (See Milestones) | Brace: -200 (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +400
Juggernaut: --200
Improved Momentum: +10
Improved Slots: +2
Milestones:
(50, 100, 350, 400 exp) Improved Physical Damage: +100 (x4)
(150, 200 exp) Juggernaut: -100 (x2)
(250, 300 exp) Improved Momentum: +5 (x2)
(450 exp) Improved Slots: +2 (x1)

( ) Spirit: [150]| Bonus: +15
Base Magical Damage: 150 (150 * Mage Level) + 0 | Spell Points: 750 (spirit * 5) + Milestones | MP: 1900 (spirit * 10) + Milestones
Magic Defense: +5 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +0 (See Milestones)
Milestone Derivatives:
Improved MP: +400
Improved Magic Defense: +5
Milestones:
(50, 150 exp) Improved MP: +200 (x2)
(100, 200 exp) Improved Magic Defense: +5 (x2)

(PC) Luck: [300]| Bonus: +30
Luck Points: 30 | Critical Damage: +1000 (See Milestones) | Luck roll result: +50 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: -1000 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Critical: +1000
Improved Luck: +50
Critical Defense: --1000
Milestones:
(50, 200 exp) Improved Critical: +500 (x2)
(100, 250 exp) Improved Luck: +25 (x2)
(150, 300 exp) Critical Defense: -500 (x2)
Ability:
Avert Disaster
Description: Some people just have all the luck -- either a last-moment realization, pure, unadulterated fortune, or the devil's advantage. It comes at a cost, though; who knows what could happen down the line if it's all used up in the heat of the moment? This character's biggest choice is when to risk it and when to fold.
Effect: Once per battle, this character may spend 5 LP to negate one critical hit against itself, reducing it to a normal attack regardless of its roll.

_______________________________________________________________________
<<>Skills<>>
4020 (Used) / 4120 (Maximum) / 100 (Free) (Skill Points (Max XP*2))

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: +45, Full Dodge: +60, Flat-foot Dodge: +60, Agility Bonus: +10 | Strength: +45, Momentum: +10
General - Acrobatics 335 = Level 5
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: 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 475 = Level 6
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.

Name: Wall Running
Cost: 120
Required Skill Level: 6
Untrained: No
Type: Enabler
Effect: Use momentum to defy gravity for a brief time. This allows the character to run across vertical surfaces for a single standard move action.
General - Reaction 335 = Level 5
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: 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: Aggressive Block
Cost: 90
Required Skill Level: 5
Untrained: No
Prerequisites: Block
Type: Action
Effect: Allows a person to block with a weapon.. If successful, the attacker must pass a Reaction check or suffer Mild “Off Guard” status plus half of the character’s normal melee damage. The DC to beat is half of the attacker's total roll.
General - Swimming 25 = Level 1

Utility
Bonuses: Health: +35 | Awareness: +35, Perception Bonus: +35, True Sight: +-20
General - Perception 220 = Level 4
General - Stealth 335 = Level 5
Name: Conceal Self
Cost: 30
Required Skill Level: 3
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
Type: Enabler
Effect: Allows a character to use the environment to shield itself from other creatures’ or objects’ perception. See full skill listing for details.

Name: Move Silently
Cost: 30
Required Skill Level: 3
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
Type: Enabler
Effect: Allows a character to move at half-speed with a low sound report. This does not obscure a character visually while it’s on the move, but if there is nothing facing that character, it does not trigger Perception checks on its passing. This does not stop other forms of detection.

Name: Camouflage
Cost: 90
Required Skill Level: 5
Untrained: No
Type: Enabler
Effect: Allows the character to change its outer appearance to match its surroundings. See full skill listing for details.
General - Search 65 = Level 2
General - Linguistics / Decryption 25 = Level 1

Combat
Bonuses: Awareness: +35, Base Attack Bonus: +35, Melee: +15, Ranged: +0, Combat Reflexes: +0, Sneak Attack Negation: +-20 | Dexterity: +45, Flat-foot/reaction Bonus: +15
Weapon Proficiency - Swords 475 = Level 6
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: 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: +15, Magic Defense: +5 | Awareness: +35, Magic: +0
Psionics - Ipsokinesis 220 = Level 4
Name: Adept Initiate
Cost: 15
Required Skill Level: 2
Untrained: No
Type: Bonus
Effect: The stat bonus from the Adept skill doubles (+5 becomes +10).

Name: Adept Novice
Cost: 60
Required Skill Level: 4
Untrained: No
Prerequisites: Adept Initiate
Type: Bonus
Effect: The stat bonus from the Adept skill increases 3x (+20 becomes +60).

Name: Split Focus
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Action
Effect: Your focus may be split equally between two stats. This raises the mp cost by 15%.

Name: Resist Burnout
Cost: 15
Required Skill Level: 2
Untrained: No
Type: Action
Effect: The chance of burnout drops by 5%. This can not drop the chance lower than 1%.

Name: Improved Resist Burnout
Cost: 60
Required Skill Level: 4
Untrained: No
Prerequisites: Resist Burnout
Type: Action
Effect: The chance of burnout drops by 10%. This can not drop the chance lower than 1%.

Name: On The Fly
Cost: 60
Required Skill Level: 4
Untrained: No
Type: Action
Effect: Changing stats while Ipsokinesis is active no longer requires a dedicated round.

Artisan
Bonuses: Spirit: +15, Crafting: +0
Artisan - Performance 220 = Level 4
Name: Captivating Performance
Cost: 30
Required Skill Level: 3
Untrained: Yes, the Concentration check is replaced with a Luck check with an increasing DC.
Type: Ability
Effect: A performer has the ability to enrapture an audience, willing or otherwise, with their work. This character makes an Artisan: Performance check versus a target audience to pull their complete attention to the user. Audience can make a Concentration check to stay focused on what they were doing; a failure means the target will remain distracted for (skill level) rounds or actions. A performer can make consecutive checks to keep a target enthralled.
Artisan - Engineering 65 = Level 2

Field Training
Bonuses: Awareness: +35, Perception Bonus: +35, True Sight: +-20
General - First Aid 130 = Level 3
Name: C.P.R.
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Enabler
Effect: Using standard medical supplies and techniques, this character is able to bring a character back to 1 HP when it is suffering the “Death” status effect with a Standard Action. This can be used in and out of combat. The mental focus this requires expends 90 MP.
General - Survival 65 = Level 2

_______________________________________________________________________
<<> 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: Kaguya (Denzium Long Sword)
Side Arm:
Armor: Light Denzium Armor
Pendant:
Ring 1:
Ring 2:

Money:


_______________________________________________________________________
<<> Inventory <>>

Name: Denzium Long Sword - Favored Weapon: Soul
Price: 12,500 gil
DC to Make: 40/70/100
Augmentation Slots: 4 (-1)
Roll Bonus: +9
Damage Modifier: +125
Skill Level Required: 1
Soul Mod: Slowtouch

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

Grimmchild - A mysterious charm belonging to an individual calling himself Grimm.

_______________________________________________________________________
<<> Character Description <>>
Age: 21
Height: 161cm
Weight: 45kg (optional)
Appearance: A slim human-looking young girl in ornate eastern clothing. Despite her otherwise human appearance, the bunny ears she has makes it clear she is anything but. She has long black hair that almost seems to shimmer in a dark blue color at times when exposed to light, and like her hair, her dark blue eyes sometimes appear brighter as if glowing in direct light.
https://i.imgur.com/Unk3Nyg.png
https://i.imgur.com/6YuGkUg.jpg
Eye Color: Dark blue
Hair Color: Black
Notable Features: Her lack of human ears and the bunny ears she has instead.

<<> Character Personality <>>
Favorite Food: Grilled (non-rabbit) meat and roasted potatos
Likes: Silence, moonlight
Dislikes: Being referred to as a rabbit repeatedly
Favorite Color: Blue & black
Fears: Tied up in small places (claustrophobic)

<<>Character Background<>>
History:
Being a lunarian, or a moon rabbit to be more precise, Izayoi has lived all her life with the group of lunarians branded traitors in the Moon Kingdom and banished to Gensokyo on Earth, a time long before her being born. While her life in Gensokyo has mostly been eventless as she works with the other moon rabbits to protect the forest around Eientei. She has extensive training with a blade and has been given mild affinity to controlling time but she has not seen actual combat use with it as the only time it was required she was still in training and was easily knocked unconscious as a weak mook during one of the many 'incidents' that occurs occasionally in Gensokyo and have to usually be resolved by the local shrine maiden.
She does not have many friends thanks to her rather frank nature of saying things as she percieve them and some of her fellow lunarians have proven to be quite lazy despite having work to do which rarely sits well with her. Thanks to her self-served distance of others she is often alone in various sections of forests she is asked to guard.
_______________________________________________________________________
<<> Special Notes <>>

_______________________________________________________________________
Last edited by Delfin on July 20th, 2023, 10:32 pm, edited 4 times in total.
Hurp Durp This is a Signature.
Delfin
Train Conductor
Posts: 31
Joined: November 8th, 2008, 11:44 pm
Location: Southern Sweden

1 post Page 1 of 1