Rainbow Dash 7.0

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Rainbow Dash 7.0

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Post by QueenSelphie »

<<> Player Info <>>
IRC Nick: Sebastian/Kurama
Real Name (Optional):
Time Zone:

<<> Character Info <>>
Name: Rainbow Dash
Race: Equestrian/Pegasus
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> 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:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0.5/18

* Flight (2 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly short distances.

* Hooves (2 pts) - Halves environmental hazards as long as they only exist at floor level, and boosts running speed by half again. Improves Kicking weapon damage multiplier by 1.

* Burst Speed (2 pts) - Once per half hour, the character can double his running speed for one round. This is accompanied by an Endurance check vs one's own Dexterity, failure resulting in exhaustion (one round spent recovering)

* Improved Flight (3 pts) - The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat. Can fly long distances.

* Quick Reactions (2 pts) - This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.

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

* 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.
Sight

* Unusual Eyes (-1.5 pts) - Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.

* 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.
Hearing

-= Character Classes =-
 
1)Class - Monk
Associated Statistic:
Description: While the term 'monk' originated from old monastic faiths that trained the body to hone the soul, it is not always so with every practitioner. Monks are, however, very spiritual fighters, whether it's based in a higher power, the self, or simply spiritual energy.
Effect: +5 to Martial Arts, Athletics, +3 to Perception, Acrobatics

2)Class - Athlete
Associated Statistic:
Description: At the peak of physical development, athletes are among the strongest, fastest, or hardiest of their peers. Often involved in competitions, athletes can be either quiet professionals or boisterous superstars.
Effect: +5 Athletics, Acrobatics, +3 to Reaction, Swimming

3)Class - Scout
Associated Statistic:
Description: Scouts, whether classical or modern, are masters of stealth and precision. They are used to survey areas ahead of others, to lay traps, or to simply move in and out of areas where others can't go. They pick their fights strategically and prefer keeping themselves hidden over direct combat.
Effect: +5 to Weapon Proficiency: Bows & Crossbows OR Sniper Rifles, +3 to Stealth, Perception, Search, Survival
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -
Spiritual Strike
Associated Class: Monk
Description: Monks are trained to channel their spiritual side into their attacks, using their focus to create flourishes of energy, as well as add power to their strikes.
Effect: When you take this feat, choose one of the following:
1) Mystical Speed: Trade 10 spirit for a +1 boost to your attack roll. Repeatable.

*Feat 2(400XP) -
Alternate Form - Super Rainbow Dash
Associated Statistic: None
Description: Transform into an alternate form, which by default has the same amount of experience points you do. Alternate forms can not have effects (such as flunkies) last beyond their time length. When the form ends, so does any ability/projection/etc it was creating.
Effect: Every time you select this feat, elect any two of the following. There is a base time limit on Alternate Forms. 5 minutes out of combat, and 5 rounds in combat.
• +100 Stat Points
• +Sixth Sense
Associated Status: Awareness
Description: This character has sharper senses than most, can see, hear, and smell a little better, and gets "gut feelings" more frequently than most, along with better hand-eye coordination.
Effect: +50 Awareness (put in temporary). This grants +5 to Awareness rolls and +50 to Initiative checks.

*Feat 3(600XP) -
Can't Touch This
Associated Class: Athlete
Description: Even in the heat of the moment or unusually tight, enclosed spaces, the athlete is able to use his/her physical training to its utmost, becoming more agile and fleet enough of foot to avoid damage in unusual and creative ways.
Effect: Allows an Athlete to substitute Athletics or Acrobatics to perform a dodge check, even when otherwise inapplicable (a tight hallway, from a standing start). Some areas may still not be applicable.

*Feat 4(800XP) -
Adaptation
Associated Statistic: Health
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

*Feat 5(1000XP) -Eagle Vision
Associated Class: Scout
Prerequisite:
Description: Training and memorization allows a talented Scout to recognize a number of important things that might influence the decisions of others, ranging from weapons to vehicles to fortifications.
Effect: Passively identify weapons, equipment, and other important information when exploring a target. Can be an area or a particular subject; the narrower, the more specific.

Feat 6(1200XP) -
Flight
Associated Statistic: Dexterity
Description: The ability to travel without touching the ground, whether it's by jetboots, wings, telekinesis, or any other myriad ways to accomplish this feat.
Effect: The character has the ability to fly at twice its current running speed

Feat 7(1400XP) -
Alternate Form
Associated Statistic: None
Description: Transform into an alternate form, which by default has the same amount of experience points you do. Alternate forms can not have effects (such as flunkies) last beyond their time length. When the form ends, so does any ability/projection/etc it was creating.
Effect: Every time you select this feat, elect any two of the following. There is a base time limit on Alternate Forms. 5 minutes out of combat, and 5 rounds in combat.
• +100 Stat Points
• Improved Weapon (+500 to weapon's damage modifier)

Feat 8(1600XP) -
Distance Counter
Associated Class: Athlete
Description: By using his/her physical prowess in creative and acrobatic ways, the athlete is able to return damage more confidently than others against targets usually immune to counterattacking.
Effect: This feat allows an Athlete to use Reaction-skill Counterattack Advanced Skills on targets at a range, even without critical rolls. (You're still rolling dodge for use of this feat.)

Feat 9(1800XP) -
Improved Flight
Associated Statistic: Strength/Dexterity
Prerequisite: Flight Feat
Description: You are experienced in flying without the aid of machinery and it shows. You can fly longer, farther, and faster than others who share the skies with you.
Effect: You fly at 5x running speed, and receive a +10 bonus to flight checks. While in the air, +5 bonus is granted to Strength, Dexterity, and Health rolls.

Feat 10(2000XP) -
Foresight
Associated Class: Scout
Prerequisite:
Description: As important as knowing the enemy is knowing oneself and ones own limits, and any Scout worth his salt knows not to start a fight he can't win. This can be evoked to prevent fatal misteps, allowing the Scout to await the proper moment to act..
Effect: The Scout gains the ability to prevent an action he or she has failed to roll correctly. This does not allow a reroll or an alternate action to be chosen; The Scout literally stays put and does nothing for a moment to wait for a better time. This cannot be evoked for botches, and only for rolls that the Scout is aware of and knows there are negative consequences for failing.

Feat 11(2200XP) -
True Fist
Associated Class: Monk
Description: Masters of Martial Arts, monks do not require multiple hits to do severe damage to an opponent. One attack is sufficient to carry their damage home.
Effect: 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 12(2400XP) -
Alternate Form
Associated Statistic: None
Description: Transform into an alternate form, which by default has the same amount of experience points you do. Alternate forms can not have effects (such as flunkies) last beyond their time length. When the form ends, so does any ability/projection/etc it was creating.
Effect: Every time you select this feat, elect any two of the following. There is a base time limit on Alternate Forms. 5 minutes out of combat, and 5 rounds in combat.
• +100 Stat Points
• +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 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 Soak: +
Improved HP: +
Improved Resistance: +%
Implacable: +
Improved Survival: +
Endure: +%
( )  Health: [] | Bonus: +50
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 Soak: +
Improved HP: +
Improved Resistance: +%
Implacable: +
Improved Survival: +
Endure: +%
Milestones:
(50, 100 exp) Improved Soak: +25 (x2)
(150, 200 exp) Improved HP: +500 (x2)
(250, 300 exp) Improved Resistance: +5% (x2)
(350 exp) Implacable: +500 (x1)
(400 exp) Improved Survival: +10 (x1)
(450, 500 exp) Endure: +1% (x2)
 
Milestone Derivatives:
Improved Melee: +
Improved Ranged: +
True Sight: -
Combat Reflexes: -
Eyes in the Back: -
( )  Awareness: [] | Bonus: +50
Initiative: 1d500 | 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: +
True Sight: -
Combat Reflexes: -
Eyes in the Back: -
Milestones:
(50, 100 exp) Improved Melee: +5 (x2)
(150, 200 exp) Improved Ranged: +5 (x2)
(250, 300 exp) True Sight: -10 (x2)
(350, 400 exp) Combat Reflexes: -10 (x2)
(450, 500 exp) Eyes in the Back: -10 (x2)
 
Milestone Derivatives:
Improved Block: +
Improved Dodge: +
Improved Agility: +
Improved Reaction: +
( )  Dexterity: [] | Bonus: +60
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: +
Improved Dodge: +
Improved Agility: +
Improved Reaction: +
Milestones:
(50, 100, 550 exp) Improved Block: +5 (x3)
(150, 200, 600 exp) Improved Dodge: +5 (x3)
(250, 300 exp) Improved Agility: +5 (x2)
(350, 400, 450, 500 exp) Improved Reaction: +5 (x4)
 
Milestone Derivatives:
Improved Physical Damage: +
Improved Momentum: +
Pierce: +
Juggernaut: -
( )  Strength: [] | Bonus: +40
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: +
Improved Momentum: +
Pierce: +
Juggernaut: -
Milestones:
(50, 200 exp) Improved Physical Damage: +100 (x2)
(100, 150 exp) Improved Momentum: +5 (x2)
(250, 300 exp) Pierce: +50 (x2)
(350, 400 exp) Juggernaut: -100 (x2)
 
Milestone Derivatives:
Improved Magic Defense: +
Improved Item Use: +
( )  Spirit: [] | Bonus: +20
Base Magical Damage: (200 * 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 Magic Defense: +
Improved Item Use: +
Milestones:
(50, 100 exp) Improved Magic Defense: +5 (x2)
(150, 200 exp) Improved Item Use: +10 (x2)
 
Milestone Derivatives:
Improved Critical: +
Draw!: +%
Critical Defense: -
No-Sell: +%
( )  Luck: [] | Bonus: +26
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: +
Draw!: +%
Critical Defense: -
No-Sell: +%
Milestones:
(50, 100 exp) Improved Critical: +500 (x2)
(150 exp) Draw!: +2% (x1)
(200 exp) Critical Defense: -500 (x1)
(250 exp) No-Sell: +2% (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 - Athletics

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.

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.

Name: Dynamic Entry
Cost: 120
Required Skill Level: 6
Untrained: Yes; may result in status effect or stat injury until treated.
Type: Enabler
Effect: Using physical force, this character can break through different kinds of locks on different types of objects, whether it’s a bolted door, a padlocked gate, or a combination-locked case using its body or other solid implements of destruction using an Athletics check in lieu of Lockpicking. This is not subtle and may destroy some objects outright.
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.

Name: Tumble
Cost: 60
Required Skill Level: 4
Untrained: No
Type: Bonus
Effect: Halve damage taken from falling, within reason.

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.

Name: Kip Up
Cost: 90
Required Skill Level: 5
Untrained: No
Type: Enabler
Effect: Allows a character to recover from the “Off-Guard” status or a similar effect and act in the same action. This does not affect durations of the status effect, but when the character is able to get up, it is able to perform a standard action.
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: 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
    Prerequisites: Block
    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.
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Perception
  Name: Detect Trap Trigger
    Cost: 30
    Required Skill Level: 3
    Untrained: Yes; requires a Luck roll.
    Type: Enabler
    Effect: With an intimate knowledge of trap mechanisms, this character can recognize them while moving. This allows the character to detect tripwires, infrared beam mechanisms, false steps, pressure plates, runes, and other kinds of trap markers. Se full skill listing for details.
  Name: Tracking Sense
    Cost: 60
    Required Skill Level: 4
    Untrained: No
    Type: Enabler
    Effect: Train up the senses to perceive and isolate specific scents, prints, or sensations at nearly a moment’s notice, allowing that character to pursue it within a small area.
  Name: Tremor Sense
    Cost: 90
    Required Skill Level: 5
    Untrained: No
    Type: Enabler
    Effect: Feel and isolate subtle changes in the air or ground, allowing detection of changes in the character’s immediate environment. This can be used to detect breathing, footsteps, or other similar, subtle movements, but requires intense focus (a standard action) without interruption.
 
General - Stealth
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: Shadowing
    Cost: 60
    Required Skill Level: 4
    Untrained: Yes; losing sight of the target allows it to go undetected.
    Type: Enabler
    Effect: Allows this character to follow a target entity as it moves without detection. See full skill listing for details.
 
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: 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
    Prerequisites: Chi Arts
    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: +
 
Magic - Druidic Arcana
    Name: Arcane Intuition
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Action
    Effect: Gives the ability to recognize a Druidic Arcana spell.
  Name: Arcane Defense
    Cost: 10
    Required Skill Level: 1
    Untrained: No
    Type: Action
    Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
  Name: Natural Bonus
    Cost: 15
    Required Skill Level: 2
    Untrained: No
    Type: Bonus
    Effect: A caster receives support from nature in areas well imbued with life. Forests and marshes grant +10 to the roll of any spell of the druidic discipline cast.
Psionics - Electrokinesis

Name: Electric Shield
Cost: 10
Required Skill Level: 1
Untrained: No
Type: Action
Effect: This creates an electromagnetic shield around you which must be maintained to operate. This reduces the damage of any projectile which hits you by 50%.

Name: Energetic Flow
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Action
Effect: Increases the metabolic energy in a persons body, granting them a (Electrokinesis Level) bonus to athletic actions.

Name: Electrokinetic Control
Cost: 90
Required Skill Level: 5
Untrained: No
Type: Action
Effect: Your control over your own electrokinetic field of energy has extended to being able to power devices when no power is present at all as well as pick up on radio frequincies via that same field. See full skill listing for details.

Name: Greater Energetic Flow
Cost: 60
Required Skill Level: 4
Untrained: No
Prerequisites: Electrokinetic Control
Type: Action
Effect: Speeds up the energy in a body, allowing a person to make an extra melee hit that ordinary people would not be able to achieve. This allows an additional strike to be made in normal "Attack" combination attacks, not Ability-type attacks.
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
[/spoiler]
_______________________________________________________________________
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
Sonic Rainboom
Cost: 100 StP
Required Skill Level: 6
Description: The is Rainbow's signature move and the only pony ever to be fast enough to pull it off. The Sonic Rainboom is an attack that generates a sonic boom and a rainbow at the same time. The Rainboom creates a concussive blast that is strong enough to demolish unsound buildings. The attack itself is very flashy and draws a lot of attention to Rainbow Dash.
[] Extended Casting Time
[] Skill Chain 1d3
Combo Level 2: 1d3 hits
Range Level 1: 1 target
Damage Level 6: +800
1080 MP to use

Double Rainboom
Cost: 100 StP
Required Skill Level: 6
Description: The Double Rainboom is a second concussion blast after the first Rainboom is achieved.
[] Finishing Strike
Range Level 1: 1 target
Damage Level 9: +1600
1080 MP to use

Sonic Rainboom Blast
Cost: 100 Stp
Required Skill Level: 30 - Advanced Skill Chi bolt
Description: Rainbow's signature Sonic Rainboom condensed into a chi bolt like energy wave.
Level 2: 2 targets
Damage Level 6: +800
1080 MP to use

-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
Attack Name: Arc Lightning
Description: The power to control electricity, be it the electromagnetic energy around you or the internal bio-electric energy the body produces, to create powerful effects on the world around you.

Special Notes: At levels 15, 35, and 45 choose one of the 2 effect traits. Mix and match where you wish.
Level 1: +300
Level 2: +600
Level 3: +1000
Level 4: +1500
2. Mild: [Magnetize] Paralysis effect until item is dropped
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 35000
_______________________________________________________________________
<<> Inventory <>>
Name: Jasper Bracers
Price: 337,500 gil
DC to Make: 86/156/216
Augmentation Slots: 4
Roll Bonus: +18
Damage Modifier: +550
Skill Level Required: 3

Iron Mane MK III
Class: Mech, Small
Price: 35000 gil + 17500 gil per hard point(122500 gil)
DC: 15000
AP: 15
HP: 5 to 10(10)
Maneuvering: 125%
Pilot Risk: 56%
A flying suit designed for a pony Rainbow Dash's size, with armored segments to encase and protect her wings, designed loosely resembling a pony Iron Man suit. Its color scheme now is monochromatic much more closely resembling that of dash's sonic rainboom. It now glows with a light crystal blue hue now emitting energy throughout the frame.

'Pony Bonds' - Rainbow Dash can call this suit from anywhere, has a 3 AP Barrier and a +10 to any pilot check. Description: Overflowing with the power of friendship, the feeling upon donning this armor is that of always having your friend beside you.
Hard Points:
1. Friendship Barrier: 3 AP Barrier (only regenerates during a new battle)
2. FST - Reinforced Fists/Feet Damage: 10,000 HP / 1 AP Damage Uses: Unlimited Roll Bonus: 0 Target: 1
3. LRG - Light Railgun Damage: 15,000 HP / 3 AP Energy Cost: 1
Targets: Ground, Space, 1 Target
4. Stability Augmentation System Energy Cost: 1 When performing maneuvering checks (but not combat-related dodges), such as terrain navigation, adds a bonus of +20 to the total roll.
5. Emergency Medical Energy Cost: 0.5 A powerful set of automatically-injected stimulants, sedatives, and restoratives (selected by need, of course) helps maintain a pilot's health and functionality while secured in the vehicle. When activated, restores 5% of max HP per round.
6. Shield: A shield adds +10 to a vehicle’s dodge roll, and does not take Armor Point or Hard Point damage unless it is specifically targeted. If the shield hardpoint is attacked and the vehicle dodge/blocks the attack, the shield does not take Armor Point or Hard Point damage.
7. Fusion Reactor: 5 Reactor Points
8. Liquid Metal Cooling: Recharge 5 RP Per Round

_______________________________________________________________________
<<> Character Description <>>
Age: Young Adult
Height: 5'6
Weight: (optional)
Appearance: Rainbow Dash as a pony is a light blue Pegasus with a rainbow striped mane and tail. Her eyes are magenta in color. Her cutie mark is a cloud with a multicolored lightening bolt.
Eye Color: Magenta
Hair Color: Rainbow
Notable Features: She is a light blue pegasus pony.

<<> Character Personality <>>
Favorite Food: Apple Cider
Likes: Her friends, and anything to do with going fast.
Dislikes: Slowing Down and waiting.
Favorite Color: Any color that is cool.
Fears: She can some performance, anxiety, and also confined tight spaces.

<<>Character Background<>>
History:
Rainbow Dash was born and raised in the city of Cloudsdale. She was at the top of her class in the young fliers training school where she preformed the first ever sonic rainboom. This is a move that breaks both the sound bearer and the light spectrum all at once. Rainbow Dash is a loyal friend, but she can be bold, brash, and stubborn due to her competitive nature. She can also be reckless sometimes. Princess Celestia came to her and offered her a quest that would take her from the world she knew and into a stranger place.
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
Last edited by QueenSelphie on July 26th, 2023, 12:59 am, edited 28 times in total.
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QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

Things that still need to be converred

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Post by QueenSelphie »

Iron Mane MK III
Class: Mech, Small
Price: 35000 gil + 17500 gil per hard point
DC: 15000
AP: 15
HP: 5 to 10
Maneuvering: 125%
Pilot Risk: 56%

A flying suit designed for a pony Rainbow Dash's size, with armored segments to encase and protect her wings, designed loosely resembling a pony Iron Man suit. Its color scheme now is monochromatic much more closely resembling that of dash's sonic rainboom. It now glows with a light crystal blue hue now emitting energy throughout the frame.

'Pony Bonds' - Rainbow Dash can call this suit from anywhere, has a 3 AP Barrier and a +10 to any pilot check. Description: Overflowing with the power of friendship, the feeling upon dawning this armor is that of always having your friend beside you.

Hard Points:
1. Friendship Barrier: 3 AP Barrier (only regenerates during a new battle)
2. FST - Reinforced Fists/Feet Damage: 10,000 HP / 1 AP Damage Uses: Unlimited Roll Bonus: 0 Target: 1
3. LRG - Light Railgun Damage: 15,000 HP / 3 AP Energy Cost: 1
Targets: Ground, Space, 1 Target
4. Stability Augmentation System Energy Cost: 1 When performing maneuvering checks (but not combat-related dodges), such as terrain navigation, adds a bonus of +20 to the total roll.
5. Emergency Medical Energy Cost: 0.5 A powerful set of automatically-injected stimulants, sedatives, and restoratives (selected by need, of course) helps maintain a pilot's health and functionality while secured in the vehicle. When activated, restores 5% of max HP per round.
6. Shield: A shield adds +10 to a vehicle’s dodge roll, and does not take Armor Point or Hard Point damage unless it is specifically targeted. If the shield hardpoint is attacked and the vehicle dodge/blocks the attack, the shield does not take Armor Point or Hard Point damage.
7. Fusion Reactor: 5 Reactor Points
8. Liquid Metal Cooling: Recharge 5 AP Per Round

<> Equipment Slots <>>
Jasper Bracers
Price: 257985 gil
Roll Bonus: +38
Damage Modifier: 38
Augmentation Slots: 4
Crafting DC: 5256
Skill Level Required: 25
Last edited by QueenSelphie on July 20th, 2023, 10:15 pm, edited 1 time in total.
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QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

Rainbow Dash (Vehicle Combat) Stats

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Post by QueenSelphie »

AP: 26000/3000=8
Hard Points: 0

AP Damage: 6/2 = 3 + 2 damage feats = 5
Sonic Rainboom = 3 AP
Double Rainboom = 3 AP
Electrokinesis = 1 AP (Mild magnetize)

AP Soak: 1 AP (50% reduced damage from projectiles Electric Shield)
Maneuverability: 100%
Attack Roll: 1d100+6 +(To Hit Bonus)
Dodge/Maneuver Roll: 1d100+6+4(Energetic Flow)
Pilot Risk: 100%

Notes:
Chance of failure while in flight is reduced to critical hits/botches only, due to the fact that as opposed to a normal individual flying, a creature safely considered to be a 'vehicle' likely has sufficient wingspan/capability of recovery whereas an individual would be much more flimsy.
Thu Jul 10, 2008 9:34 pm
Last edited by QueenSelphie on July 25th, 2023, 9:53 pm, edited 3 times in total.
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QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

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