Erica 7.0 (return of the star child)

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Erica 7.0 (return of the star child)

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Post by Chanree »

<<> Player Info <>>
IRC Nick: Chanree
Real Name (Optional):
Time Zone: CET, UTC+01:00

<<> Character Info <>>
Name: Erica
Race: Star Child
Sheet Approved by: (leave blank)
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<<> Traits and Feats <>>

-= Traits =-
Points: 0.5/18
  • Elemental Repulsion (-3 pts) - FIRE!!!- Your character has repulsion to a given element and can not stand to be in the same room as it. This may be due to a character of ice element being in a room of fire, or it may be a vampire being in a room of light.
  • Biological Strength (3 pts) - The character's race is really really strong. STRONG. They are this way due to biological factors more than size or training, their bodies may be composed of denser materials or have super-efficient motive systems. This augments traits normally associated with the Strength stat.
  • Cat's Luck (2 pts) - Once per mission, this character may choose a dodge check to roll twice and take the better of the two rolls.
  • Temperate (-2 pts) - This character is more susceptible to changes in the environment's temperature, suffering more severe environmental penalties due to heat, cold, moisture, etc. The player rolls a step down on all physical actions untell suitable standards are found or provided for them.
  • Giant Killer (3 pts) - This character specializes in fighting creatures larger than it. When fighting creatures using the "Giant" or "Tiny" traits, this character gains a +10 bonus to physical attacks and physical defense against that target for each level that creature is above the character (i.e.: a Giant 1 character vs a Giant 3 character would benefit from +20, while a Tiny 2 character vs a Giant 2 character would gain a +40 bonus).
  • Daredevil (1 pts) - When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, the human with this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction.
  • Defensive Training (3 pts) - This character is considered always under the effect of Moderate "Counter" status. A counter attack that comes with a Critical defense receives a +500 damage bonus.
  • Mist Child (3 pts) - This character gains a +10 to Stealth checks.
  • Mountain-born (3 pts) - This character gains a +10 to Acrobatics checks.
  • Stability (2.5 pts) - This character has a 20% chance (on a luck roll, 801+) of resisting the "Off Guard" status family when it's inflicted.
  • Quick Reactions (2 pts) - This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.
-= Character Classes =-
 
1) Class - Fighter
Description: Fighters are very basic combatants at their cores; they do battle in rain, sleet, snow, wind, or sand, and can be turned to for direct problem solving. Their athletic training and brawn allows them to surpass obstacles in their path -- including other people, through sheer presence or violence.
Effect: +5 to [Weapon Proficiency: Swords OR Weapon Proficiency: Axes OR Weapon Proficiency: Polearms OR Weapon Proficiency: Clubs/Maces], +5 to Athletics, +3 to Acrobatics, Reaction

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 - Barbarian
Associated Statistic:
Description: The barbarian is skilled in use of very direct, heavy-damage, large weapons, as well as survival in the open wild. Barbarians are far from the type to be messed with from the front.
Effect: +5 to Weapon Proficiency: Axes/Hammers OR Swords OR Scythes, +3 to Survival, Perception, Athletics, Acrobatics
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) - Elemental Affinity - Fire - level 1 (0.75 damg / 500x dam)

*Feat 2(400XP) - Adaptation Feats - Heightened Senses (Specify Sense: Smell) - 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 sight, listen, touch, taste, or smell (Choose one). The character can use this with the Skills under Honed Perception Skills.

*Feat 3(600XP) -Ability feats - Champion's Duel -Associated Statistic: Strength
Description: This character specializes in one-on-one combat, and has a tendency to call out others to rise to its challenge. Anyone interfering in that breaks its focus and demoralizes it.
Effect: Allows a character to declare a single combat challenge to one enemy. Upon doing so, this character rolls one "step" higher than normal against that target, so long as no one else threatens that opponent or until the challenge ends. If another combatant attacks you or your foe, the challenge ends and the character instead rolls one "step" lower until the battle is over. This character can only challenge one character per battle.

*Feat 4(800XP) - Adaptation Feats - 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) - Adaptation Feats - Super Jumping - Associated Statistic: Dexterity
Description: The character is definitely one you don't want to play basketball with, and has the ability to get great air almost worthy of a hang-time meter when jumping.
Effect: +10 to 'Jump' skill checks, and represents an additional distance in the ballpark of five feet.

Feat 6(1200XP) -
Feat 7(1400XP) -
Feat 8(1600XP) -
Feat 9(1800XP) -
Feat 10(2000XP) -
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) -
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<<>Statistics<>>
Experience Total: 1000
Total: 1000/1000, 0 free

( ) Health: [200]+0 | Bonus: +20
HP: 10500 ((health * 50) + Milestones) | Armor: 225(base) (health + Milestones) | Physical Soak: 225 (health + Milestones + traits)
Magical Soak: 225 (health + Milestones + traits) | Status Resistance: 0% (See Milestones) | Death Threshold: +0 (Milestones)
Endure: 1% (Milestones) | Survival Result Bonus: +10 (Milestones)
Milestone Derivatives:
Endure: +1% -> +1% chance (1d100) that an attack that would KO instead leave the character at 1 HP
Improved HP: +500 -> +500 Max HP
Improved Soak: +25 -> +25 Phys/Mag Soak
Improved Survival: +10 -> +10 to final result of survival roll
Milestones:
(50 exp) Endure: +1% (x1)
(100 exp) Improved HP: +500 (x1)
(150 exp) Improved Soak: +25 (x1)
(200 exp) Improved Survival: +10 (x1)

( ) Awareness: [200]+0 | Bonus: +20
Initiative: 1d200 1d200 | Base Attack Bonus: +20 | Perception Bonus: +20
Melee: +5 (See Milestones) | Ranged: +5 (See Milestones) | Magic: +5 (See Milestones)
True Sight: 0 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: -10 (See Milestones)
Milestone Derivatives:
Improved Melee: +5 -> +5 awareness bonus on melee attacks
Improved Magic: +5 -> +5 awareness bonus on magic attacks
Improved Ranged: +5 -> +5 awareness bonus on ranged attacks
Eyes in the Back: -10 -> Reduces the 'roll outcome' of Sneak Attacks by -10
Milestones:
(50 exp) Improved Melee: +5 (x1)
(100 exp) Improved Magic: +5 (x1)
(150 exp) Improved Ranged: +5 (x1)
(200 exp) Eyes in the Back: -10 (x1)

( ) Dexterity: [200]+0 | Bonus: +20
Full Dodge: 25 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 20 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +5 (See Milestones)
Dodge Bonus: +5 (See Milestones) | Agility Bonus: +5 (See Milestones) | Flat-foot/reaction Bonus: +0 (See Milestones)
Style Points: 1025 (dexterity * 5)
Milestone Derivatives:
Improved Block: +5 -> +5 Dexterity bonus when blocking a melee attack
Improved Agility: +5 -> +5 Dexterity bonus when performing skill checks
Improved Dodge: +5 -> +5 Dexterity bonus when dodging an attack
Stylish: +25 -> +25 Style Points
Milestones:
(50 exp) Improved Block: +5 (x1)
(100 exp) Improved Agility: +5 (x1)
(150 exp) Improved Dodge: +5 (x1)
(200 exp) Stylish: +25 (x1)

( ) Strength: [200]+0 | Bonus: +20
Base Physical Damage: 500 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 22 (strength / 10) + Milestones | Momentum: 0 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 50 (See Milestones) | Brace: -100 (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +100 -> +100 damage
Pierce: +50 -> 50 of character's physical damage ignores armor
Juggernaut: -100 -> -100 damage reduction when bracing an attack
Improved Slots: +2 -> +2 Inventory Slots
Milestones:
(50 exp) Improved Physical Damage: +100 (x1)
(100 exp) Pierce: +50 (x1)
(150 exp) Juggernaut: -100 (x1)
(200 exp) Improved Slots: +2 (x1)

( ) Spirit: [100]+0 | Bonus: +10
Base Magical Damage: 200 (100 * 2) + 0 | Spell Points: 525 (spirit * 5) + Milestones | MP: 1200 (spirit * 10) + Milestones
Magic Defense: +0 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +0 (See Milestones)
Milestone Derivatives:
Improved Spell Points: +25 -> +25 Spell Points
Improved MP: +200 -> +200 Max MP
Milestones:
(50 exp) Improved Spell Points: +25 (x1)
(100 exp) Improved MP: +200 (x1)

( ) Luck: [100]+0 | Bonus: +10
Luck Points: 10 | Critical Damage: +500 (See Milestones) | Luck roll result: +5 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Critical: +500 -> +500 damage when inflicting a critical hit
Improved Luck: +5 -> +5 luck roll result
Milestones:
(50 exp) Improved Critical: +500 (x1)
(100 exp) Improved Luck: +5 (x1)

_______________________________________________________________________
<<>Skills<>>
1 665 (Used) / 2000 (Maximum) / 335 (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 - 5 Professional (335 points)
Bonuses: Dexterity: +20, Full Dodge: +25, Flat-foot Dodge: +20, Agility Bonus: +5 | Strength: +20, Momentum: +0

Dodge Leap
Cost: 60 SkP
Skill Level Required: 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.

Dodge Roll
Cost: 60 SkP
Skill Level Required: 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.

Athletics
Statistic: Strength/Dexterity
Uses: A measure of the character’s movement talents, including running, climbing, lifting, and other exerting tasks. This is also used to evade melee, ranged, and magic attacks.



Utility - 4: Educated/Trained (220)
Bonuses: Health: +20 | Awareness: +20, Perception Bonus: +20, True Sight: +0

Tracking Sense
Cost: 60 SkP
Skill Level Required: 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.

Combat | 5: Professional (335)
Bonuses: Awareness: +20, Base Attack Bonus: +20, Melee: +5, Ranged: +5, Combat Reflexes: +0, Sneak Attack Negation: +-10 | Dexterity: +20, Flat-foot/reaction Bonus: +0



Magic 5 Professional (335)
Bonuses: Spirit: +10, Magic Defense: +0 | Awareness: +20, Magic: +5

Artisan 3: Dedicated Student (130)
Bonuses: Spirit: +10, Crafting: +0

Field Training 3: Dedicated Student (130)
Bonuses: Awareness: +20, Perception Bonus: +20, True Sight: +0

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<<> Abilities <>>

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

-= Magical/Psionic (Spell Points) =-
Current Spell Points: 10 (Used) / 515 (Free) / 525 (Max) SpP
General Magic
Fire
Level 1:
Fire (10 mp, 10 SpP): A small fireball strikes a single target. (500 damage) (700 total damage)
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 60 000 g
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<<> Inventory <>>
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<<> Character Description <>>
Age: 22
Height: 5'6
Weight: 65 kg (optional)
Appearance: Standing 5'6 tall, wearing baggy pants, black bikini top, green vest, sneakers, a side bag and goggles.
Eye Color: grey
Hair Color: red hair
Notable Features: Haven't change so much, only her hair has become longer and changed from brunette to red. Plus she haven't change since slumber.

<<> Character Personality <>>
Favorite Food: pizza, hamburger, ramen
Likes: like to train, relax, sleep, collect manga and anime.
Dislikes: fighting stronger foes, lose and nightmares.
Favorite Color: red
Fears: Fears death, lose to the darkness. Mostly because of Maleficents old tricks.

<<>Character Background<>>
History:
Finding her family and race was joyful till the last piece fell from the chess board. Ororchi/Dr.Ochi pulled the last final draw against Bai suzhen who was working with 'The Master'. To pull up this made Bai Suzhen get the blame...but..Not only her got the blame. By the wrath of the master did he send a deadly ray to begin firing down to Galaxia and remove 80% of the people, houses and lands.
Erica had to take the hardest decision but she couldn't watch her own race to die out. She asked the master to remove the star gate and even told all star children to windraw back to Galaxia. Which they did but some decided to stay on earth, Senpoku for example didn't go back. It's unknown where he disappeared.
The battle against Orochi and his true form made Erica's mother Sin-you use the wheel of life to stab Orochi. Yet she took a price to fall into the death path. When he was down when everything was calm did Erica carry Sin-you's body and used her own hands to bury the body into the rocky cold ground to let Sin-you have her final slumber which she would never awake from.
Alone again...Erica struggles to live back again from square one before she met the team, all alone to never see the star children again. Lately Erica has acted so strange, the eyes of hers are cloudy, almost she isn't around them anymore but she is. The last action took it hard on her which made her sink low into the deepest darkness of depression. But there is something else....something that might appear later on...depend if Erica remembers it.

Update!
The star child fell into slumber. It’s unknown but the reports said the leaders of the Galaxia made sure to let the golden warrior to sleep. Her own brother Pisces cast the magic to make sure to be secured and stay in the limbo. During her sleep, he would remove the bad magic out of her left from Maleficent.
Only a few people know about this and tried to convince Pisces to get her back to the team. But he has refused and believes the team has only been a bad influence to his sister. With time, they finally got a deal with Pisces and let her continue to sleep till the time comes.
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<<> Special Notes <>>
n/a

Erica's new look

Image
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Last edited by Chanree on June 9th, 2025, 12:05 am, edited 3 times in total.
Chanree
Posts: 30
Joined: March 14th, 2009, 2:57 pm

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