Aida 7.0

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Aida 7.0

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Post by Plum »

<^> Player Info <^>

IRC Nick: Saturnine / Saturn
Real Name (Optional):
Character Name: Aida Ganudha
Character Race: Human
Time Zone: PST
Sheet Approved by:

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<^> STATISTICS <^>
Total Experience Points: 1,250 / 1,273 (Down from 1,900)
Spare EXP: 23


( ) Health: [200] | Bonus +20
HP: 10,000/12,000 (Health * 50) | Natural Soak: 200 (Health) | Status Resistance: (See Milestones) | Endure %: (See Milestones)
Milestones:
• [Improved HP (4): +500 Max HP]

( ) Awareness: [300] | Bonus +30
Base Attack Bonus: +30 | Perception Bonus: +30
Milestones:
• [Improved Melee (2): +5 Awareness roll bonus on melee attacks]
• Improved Ranged (2): +5 Awareness roll bonus on ranged attacks]
• [Improved Magic (2): +5 Awareness roll bonus on magic attacks]

(P) Dexterity: [300] | Bonus +30
Full Dodge: 1s4+?? | Flat-Foot Dodge: 1s4+?? | Style Points: 1,500 (Dexterity * 5)
Milestones:
• [Improved Block (2): +5 Dexterity roll bonus when blocking a melee attack]
• [Improved Dodge (2): +5 Dexterity roll bonus when dodging an attack]
• [Improved Agility: (2) +5 Dexterity roll bonus when performing skill checks]
Primary Power: Go With The Flow
Effect: When Aida successfully dodges/blocks an attack (not will resist/royal guard/DC reaction), she has the option of moving away or towards the attacker by one area as a free action.

(P) Strength: [200] | Bonus +20
Base Physical Damage: 400 (Strength * 2) | Inventory Size: 20 (Strength / 10)
Milestones:
• [Improved Physical Damage (2): +100 physical damage]
• [Improved Momentum (2): +5 Strength roll bonus when performing skill checks]
• Primary Power: Monkey Grip
Effect: Aida may dual wield 6-, 7-, and 8-slot weapons at the penalty of 4- and 5-slot weapons (-20). She may also dual wueld 4- and 5-slot weapons at the penalty of 2- and 3-slot weapons (-15), and 3-slot weapons or smaller without penalty.

( ) Spirit: [200] | Bonus: +20
Base Magical Damage: 400 (Spirit * 2) | Spell Points: 2,000 (Spirit * 5) | MP: 2,000/2,000 (Spirit * 10)
Milestones:
• [Improved Magic Defense (2): +5 Spirit roll bonus when resisting magic]
• [Improved Magic Damage (2): +250 magic damage]

( ) Luck: [50] | Bonus: +5
Luck Points: 5 (Luck / 10) | Draw Chance: (See Milestones) | No-Sell Chance: (See Milestones)
Milestones:
• [Improved Luck (1): +5 luck roll result]

Luck points must be used as you roll. Declare their use in the roll itself, such as [1s5+40 Athletics (5 luck points)]
You may not use more than 10 luck points on one roll result.
Luck points cannot affect a botch. If a botch is rolled, any luck points used in the roll are refunded.
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<^> SKILLS <^>
Skill Points: 2,510 / 2,546
Unspent SkP: 31

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Level 1 - 25 SkP
Level 2 - 65 SkP
Level 3 - 130 SkP
Level 4 - 220 SkP
Level 5 - 335 SkP
Level 6 - 475 SkP
Level 7 - 640 SkP
Level 8 - 830 SkP
Level 9 - 1045 SkP
Level 10 - 1285 SkP
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1-3 - Any human can have these
4-6 - Someone who has some level of training
7-8 - Someone with advanced training, but not necessarily an expert
8-9 - Expert
10 - Master
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MOVEMENT SKILLS
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ATHLETICS (Level 4 - 220 SkP) ((280))
Statistic: Strength/Dexterity
STR Roll: 1s4+35
DEX Roll: 1s4+45
Athletics Dodge: 1s4+55
Uses: A measure of Aida's movement talents, including running, climbing, lifting, and other exerting tasks. This is also used to evade melee, ranged, and magic attacks.

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 Aida to fully avoid an attack, while a failed check with this Advanced Skill allows her 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.
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SWIMMING (Level 2 - 65 SkP) ((65))
STR Roll: 1s2+30
DEX Roll: 1s2+40
Swimming Dodge: 1s2+40
Statistic: Strength/Dexterity
Uses: Measures Aida's ability to navigate through water or other permeable, malleable liquids. Some applications of this skill may also be utilized in zero-g environments. This is the only skill that can be used to evade melee, ranged, and magic attacks while underwater.
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ACROBATICS (Level 4 - 220 SkP) ((310))
Statistic: Strength/Dexterity
STR Roll: 1s4+33
DEX Roll: 1s4+43
Acrobatics Dodge: 1s4+53
Uses: A measure of Aida's movement ability, involving manipulating her own body rather than exerting force on other objects. This is also used to evade melee, ranged, and magic attacks.

Leaping Strike - Cost: 30 SkP - Skill Level Required: 3 - Untrained: No - Type: Enabler
Effect: Aida can reach and attack enemies that are up to one Area above her. This can also be used to attack Giant-class creatures when normally out of reach.

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 Aida 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 Aida, and can only apply to the most recent attacker.
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REACTION (Level 4 - 220 SkP) ((245))
Statistic: Awareness
Perceptive Reaction (Awareness): 1s4+43
Evasive Reaction (Dexterity): 1s4+53
Uses: Allows the user to block melee and some ranged attacks with a weapon. This statistic is also used for certain evasion checks and may be called upon in quickly-changing events or for sudden, rapid actions.

Block - Cost: 10 SP - Skill Level Required: 1 - Untrained: No - Type: Enabler
Effect: Use a melee weapon to block another melee attack.

Quick-Draw - Cost: 15 SP - Skill Level Required: 2 - Untrained: No - Type: Action
Effect: Allows for the change of 1 piece of equipment per round as a free action.

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UTILITY SKILLS
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PERCEPTION (Level 3 - 130 SkP) ((130))
Roll: 1s3+35
Statistic: Awareness
Uses: Representing the five (or more) senses in the body, allows the user to perceive the world sharply around them. This can be used to scan an environment (a “spot” check), or to detect objects or entities around them in all directions (as a defense against Stealth checks).
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STEALTH (Level 3 - 130 SkP) ((190))
Roll: 1s3+30
Statistic: Dexterity
Uses: With trained movements and an understanding of typical sentient and automated behavior, allows Aida to move throughout and interact with an environment while remaining undetected. Aida can use this general skill to hide, creep, and perform many actions without alerting other nearby entities to her presence. It is assumed a character with this skill knows how to effectively remain concealed, so many of the Advanced Skills rely on forcing other characters to expend more energy or time seeking them rather than simply spotting them.
Checks using these skills can be countered with Perception checks anytime an entity is within visual, audial, or olfactory range of Aida; however, some Advanced Skills force a target entity to use the Search skill, which is limited and focused on a single Area, involving a much more involved inspection of the area Aida is operating in. Note that most Advanced Skills do not stop an entity from using Perception to detect Aida while she is in motion.

Conceal Self - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; enemies can detect Aida with a general Awareness roll instead of an opposed Stealth check. - Type: Enabler
Effect: Aida can use the environment to shield herself from other creatures' or objects' perception. Invoking a Stealth check using this Advanced Skill allows Aida to hide herself specifically with objects that provide the "Concealment" status effect, forcing entities that are aware of her presence within that Area to use a Search check to detect her. An overt act using this skill will automatically reveal Aida's location. Moving from within the "Concealment" effect removes the concealed effect and allows her to be detected with Perception checks until she finds another hiding place. If Aida is discovered while under the effect of "Conceal Self," she must leave the Area and break the entity's detection before "Conceal Self" can be used again. Not every object in an environment can provide a proper “Concealment” status effect, and so will not be effective in forcing the use of a Search check.

Move Silently - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; enemies can detect Aida with a general Awareness roll instead of an opposed Stealth check. - Type: Enabler
Effect: Allows Aida to move at half-speed with a low sound report. This does not obscure her visually while on the move, but if there is nothing facing her, she does not trigger Perception checks on her passing. This does not stop other forms of detection.
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GATHER INFORMATION (Level 3 - 130 SkP) ((160))
Awareness Roll: 1s3+30
Spirit Roll: 1s3+20
Statistic: Awareness/Spirit
Uses: Using intuitive interaction with an area, a group of entities, or certain fonts of knowledge, allows this character to learn and remember details about particular subjects. This allows a character to watch, listen, and absorb information, data, and notes about a subject, as well as research them with different methods. A character with this general skill but no advanced skills will be limited in their abilities to gather effective information; sources will not answer questions, subject matter will elude them in reference materials, and they will not overhear useful, actionable intelligence.

Observe & Report - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; results are based on a Luck roll and entities will become aware of Aida inquiring about the subject matter. - Type: Enabler
Effect: Aida is decent in reading the ambiance and environment of an area, whether it's eavesdropping, people-watching, or holding small talk with people within a particular area. A check using this Advanced Skill allows Aida to inquire or learn about a particular subject in such a way that it doesn't draw attention to her; however, depending on the engaged group or the location, results will vary.
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SPEECHCRAFT (Level 3 - 130 SkP) ((160))
Roll: 1s3+25
Diplomacy Roll: 1s3+30
Intimidation Roll: 1s3+30
Statistic: Spirit
Uses: By appealing to an entity's ethos, pathos, or logos, use convincing arguments, weave tales, or exert force of will to encourage it to follow Aida's wishes. Allows Aida to negotiate, threaten, outsmart, or simply out-talk another. She may use this general skill to achieve her goals in diplomacy, intimidation, or warding off such charm or threat, while Advanced Skills offer clarity and delineate specific maneuvers that can be used against targets.

Sense Motive - Cost: 30 SkP - Skill Level Required: 3 - Untrained: No - Type: Enabler
Effect: Attempt to see the underlying reasoning in the subject's mind. Aida may use Speechcraft to resist other Speechcraft checks against her.
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COMBAT SKILLS
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WEAPON PROFICIENCY: SUBMACHINE GUNS (Level 5 - 335 SkP) ((345))
Shooting Roll (PDWs): 1s5+108 - Controlled Shots: 1 (+1) - 1,220 physical damage per hit
Shooting Roll (Magitek SMG): 1s5+80 - Controlled Shots: 1 (+1) - 480 Ice or Thunder damage per hit
Shooting Roll (Denzium SMG): 1s5+80 - Controlled Shots: 1 (+1) - 480 physical damage per hit

Submachine guns, carbines, and PDWs are considered 3-slot weapons. Despite being fully-automatic, however, these weapons don't have large enough magazines and have too high a rate of fire to provide long-term suppressing fire (without training). SMG-class weapons suffer from a light weight and a high rate of fire, even without full-auto enabled on them; each controlled shot beyond a weapon's listed amount suffers a -5 roll penalty.

Suppressing Fire - Cost: 10 SP - Skill Level Required: 1 - Untrained: No. - Type: Action
Effect: Enables suppressing fire for SMGs. Suppressing fire gives you a -20 to attack; however, anyone who melee attacks during the round of suppression must pass Reaction vs the initial attack roll or be hit. Any enemy not behind cover at the end of the round is automatically hit.
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WEAPON PROFICIENCY: MARTIAL ARTS (Level 5 - 335 SkP) ((375))
Fighting Roll (???): 1s5+?? - Hits: 1d3 - ??? physical damage per hit

Dual Strike - Cost: 10 SP - Required Skill Level: 1 - Untrained: No. - Type: Action
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.

Triple Strike - Cost: 30 SP - Required Skill Level: 3 - Prerequisites: Dual Strike - Untrained: No. - Type: Action
Effect: Grants the owner the ability to perform a 3 hit martial arts combo for full damage. Roll a 1d3.

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MAGIC SKILLS
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ARCANA MAGIC (Level 4 - 220 SkP) ((250))
Assertive Roll (Awareness): 1s4+45
Defensive Roll (Spirit): 1s4+45
Base magic damage (before bonus spell damage & spell level): ???

Arcane Defense - Cost: 10 SP - Required Skill Level: 1 - Untrained: No. - Type: Action
Effect: Enables defence against magic with one's Arcana skill.

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Artisan / Knowledge Skills
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Field Training Skills
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<^> ABILITIES <^>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP

Level 1 Physical Skills
10 Style points, 20 MP to use, 3 Attribute Points available (Feat: +2), Max Damage Level 2, Max Attribute Level 2
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Level 2 Physical Skills
15 Style points, 80 MP to use, 4 Attribute Points available (Feat: +2), Max Damage Level 4, Max Attribute Level 4
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Level 3 Physical Skills
30 Style points, 180 MP to use, 5 Attribute Points available (Feat: +2), Max Damage Level 6, Max Attribute Level 4
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Level 4 Physical Skills
50 Style points, 320 MP to use, 6 Attribute Points available (Feat: +2), Max Damage Level 8, Max Attribute Level 4
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Level 5 Physical Skills
70 Style points, 500 MP to use, 7 Attribute Points available (Feat: +2), Max Damage Level 10, Max Attribute Level 5
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Level 6 Physical Skills
100 Style points, 720 MP to use, 8 Attribute Points available (Feat: +2), Max Damage Level 12, Max Attribute Level 6
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Level 7 Physical Skills
130 Style points, 980 MP to use, 9 Attribute Points available (Feat: +2), Max Damage Level 14, Max Attribute Level 7
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Level 8 Physical Skills
150 Style points, 1,280 MP to use, 10 Attribute Points available (Feat: +2), Max Damage Level 15, Max Attribute Level 8
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Level 9 Physical Skills
175 Style points, 1,620 MP to use, 12 Attribute Points available (Feat: +2), Max Damage Level 15, Max Attribute Level 9
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Level 10 Physical Skills
200 Style points, 2,000 MP to use, 15 Attribute Points available (Feat: +2), Max Damage Level 15, Max Attribute Level 10
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-= Magical/Psionic (Spell Points) =-
Current Spell Points: 50/1,500
You are welcome to discard previously learned spells at your discretion. However, there is no 'trading up', i.e. exchanging a L4 and L3 for a L7 spell.

If a spell you possess is in NeXT already, you may keep it.
If a spell you already possess is in NeXT but is now in a higher level:
-If the spell is now level 6 or lower, you may keep it, though note the change in MP and spell point cost.
-If the spell is now level 7 or higher but you still have sufficient skill level to wield the spell, consult a GM.
-If the spell is L7 or above and you can't wield it with your current skill level, you may exchange it for a spell of the level it was in the previous system iteration (if it was level 6 before, you may exchange it for a L6 or lower spell, or forget it entirely if you so desire).

If a spell you had before is not in NeXT, or a spell you had previously now has prerequisites you have not fulfilled, you may do one of the following.
-Exchange a spell for another spell of the same level (unless the spell is level 7 or above, in which case it must be a spell of similar effect, such as Fire III for Firaga). As an example, if you had Blizzara II, a L5 spell, you may exchange it for Freezera.
-Exchange a spell for multiple spells whose levels add up to the level of the spell you just lost (or fewer).
-Forget the spell entirely.


Skill Level 1 Spells (-15 Magic Affinity for one week)
10 Spell Points, 20 MP to cast, 3 Attribute Points available (Feat: +2), Max Attribute Level 2

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Skill Level 2 Spells (-30 Magic Affinity for one week)
15 Spell points, 80 MP to cast, 4 Attribute Points available (Feat: +2), Max Attribute Level 4
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Skill Level 3 Spells (-45 Magic Affinity for one week)
20 Spell points, 180 MP to cast, 5 Attribute Points available (Feat: +2), Max Attribute Level 4
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Skill Level 4 Spells (-60 Magic Affinity for one week)
30 Spell points, 320 MP to cast, 6 Attribute Points available (Feat: +2), Max Attribute Level 4
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Skill Level 5 Spells (-75 Magic Affinity for one week)
40 Spell points, 500 MP to cast, 7 Attribute Points available (Feat: +2), Max Attribute Level 5
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Skill Level 6 Spells (-90 Magic Affinity for one week)
60 Spell points, 720 MP to cast, 8 Attribute Points available (Feat: +2), Max Attribute Level 6, custom spell damage: +1,500
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Skill Level 7 Spells (-105 Spirit for one week)
75 Spell points, 980 MP to cast, 9 Attribute Points available, Max Attribute Level 7
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Skill Level 8 Spells (-120 Spirit for one week)
100 Spell points, 1280 MP to cast, 10 Attribute Points available, Max Attribute Level 8
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Skill Level 9 Spells (-135 Spirit for one week)
125 Spell points, 1620 MP to cast, 12 Attribute Points available, Max Attribute Level 9
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Skill Level 10 Spells (-150 Spirit for one week)
150 Spell points, 2000 MP to cast, 15 Attribute Points available, Max Attribute Level 10
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Level 0 Arcana Spells - 10 MP to cast, 5 Spell Points
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Level 1 Arcana Spells - 20 MP to cast, 10 Spell Points

Abundant Ammunition - This spell, when cast on a weapon that requires reloading (suppressing fire weapons, etc.), allows a weapon to continue firing for an additional round. This only works on standard ammunition.

Longshot - This spell removes some barriers of range from a single weapon. Single shot per cast: allows a target to ignore (Mage Level) Areas of distance when firing at a range, negating those Areas' increments to a shooting DC.

Cure - A healing flow of energy that augments recovery. (+500 damage) (NEEDS TO STUDY THIS)

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Level 2 Arcana Spells - 40 MP, *2 damage, 15 Spell Points

Reloading Hands - This spell magically reloads a target slow-loading weapon for a short time. This spell removes the need to reload a "suppressing fire" weapon for (Mage Level) rounds.

Ricochet Shot - This spell allows a target to ricochet their projectile-based attacks from one target to another. For (Mage Level) rounds, the spell recipient's number of targets is doubled.

Magic Siege Engine - Aida is able to enchant siege, artillery, or vehicular weapons. For 5 rounds, the weapon's accuracy bonus is doubled, and its damage is raised to 150%. NOT YET LEARNED

Protect - Creates a barrier around the target that halves physical damage for 1d5 rounds.
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Level 3 Arcana Spells - 90 MP, *3.0 damage, 20 Spell Points
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Level 4 Arcana Spells 160 MP to cast, 30 Spell Points

Cura - An even stronger flow of curative energy that heals and mends the wounds of one target for ???? HP (+2000) (Requires Cure)
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Level 5 Arcana Spells - 250 MP to cast, 40 Spell Points
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Level 6 Arcana Spells 360 MP to cast, 60 Spell Points
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<^> TRAITS, CLASSES & FEATS <^>
-= TRAITS =-

Traits: 16.5/18 points

Illusion Resistance (2)
Effect: Gain a +10 bonus to checks resisting or seeing through an illusion, whether physical, technological, magical, or psionic.

Stubborn (2)
Effect: When resisting the "Confuse" status family, roll defense against it twice and choose the better of the two results.

Ambidextrous (2.5)
Effect: Reduces penalties incurred from Dual Wielding by half.

Confidence (1)
Effect: +5 to diplomacy and intimidation checks, and +5 to main skill (Unarmed).

Daredevil (1)
Effect: When in mortal danger by circumstance, below 50% HP, or actively attempting something that promises injury on a failure, this feat gains a +10 to whatever roll is called for. If more than one of these are true, each additional context grants another +5. The third only applies to dodges if an Athletic skill is used instead of Reaction.

Arcane Focus (3)
Effect: +10 bonus when making a magic defense check.

Quick Reactions (2)
Effect: +10 bonus when rolling flat-footed or against Reaction checks.

Giant Killer (3)
Prerequisite: None
Effect: As a Galbadian Soldier who often had to contend with wild monsters as well as enemy soldiers, Aida is familiar with fighting creatures larger than herself. When up against "Giant"-type enemies, or if for some reason Aida is turned "Tiny", she gains a +10 bonus to physical attacks and physical defense against that target for each size level that creature is above her. (i.e.: a normal-sized Aida vs. a Giant-3 target would give her +30 accuracy and +30 block/dodge.)
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-= CHARACTER CLASSES =-

1) Ravager: +5 Weapon Proficiency: Submachine Guns, +5 Athletics, +3 Reaction & Acrobatics

2) Inquisitor: +5 Weapon Proficiency: Unarmed & Arcana, +3 Survival & Search

3) Warlord: +5 to any single 5+-Slot Weapon Proficiency (?????), +5 Speechcraft & Perception


-= FEATS =-

Feats are designed to be extraordinary deeds a character can perform. You may choose a feat for a slot once that character has reached the prerequisite XP for that slot.

(* denotes feats taken at character creation.)

*Feat 1 (200XP) - {Run 'n' Gun} (Class: Ravager)
Description: "They don't call it the Mobile Division for nothing!"
Effect: Aida can perform a Move action and a regular attack action at the same time. Attack must be regular 1-hit strike.

*Feat 2 (400XP) - {The Light of Truth} (Class: Inquisitor)
Description: Aida's devout dedication to the ideals of truth, justice and freedom triumphing over the forces of tyranny and evil is so profound, so self-rightous and based, that it has accidentally transcended the borders of Galbadia vs. Esthar, and even the planet Gaia. With her mission to eradicate those who would seek the subversion of moral and philosophical foundations, Aida turns the burning light truth against the universe itself to scour the sinister shadows.
Effect: In combat, Aida may use a Standard Action to remove all levels of the "Confuse" status effect from a single character. Out of combat, when dealing with "thralls" or other sorts of mind-controlled, indoctrinated, drug-influenced, or similar effects (at GM discretion, not all-inclusive or -exclusive), Aida has the ability to break the effects at least temporarily, sometimes permanently.

*Feat 3 (600XP) - {Hold the Line} (Class: Warlord)
Description: This rallying call pays tribute to the immoveable heroes of the front line---those who refuse to acknowledge incoming fire, and consider "dodging" to be an abstract concept akin to cowardice.
Effect: Once per battle, Aida grants a team or group of NPCs inspirational Mild "Defense" and Mild "Endure" statuses for 5 rounds.

*Feat 4 (800XP) - {Deployment Tactics} (Awareness)
Description: "Hey Aida, what the hell was that?" "What? I saved your life." "But you called me a slur." "So what? I'm a hero."
Effect: Once per battle, Aida directs her team in avoiding attacks; On activation, the team may dodge attacks at one "step" higher until Aida's next turn.

*Feat 5 (1,000XP) - {Assault Tactics} (Awareness)
Description: The battle-cry of the Galbadian army serves as a reminder of the two pillars of successful military campaigns: attack, and further attack.
Effect: Once per battle, Aida can direct her team in an all-out offense; On activation, the team deals 150% damage until Aida's next turn.

Feat 6 (1,200XP) - {Field Tactics} (Awareness)
Description: With sharp geometric angles of the Galbadian crest to symbolize the rigid chain of command, Elite G-Soldiers embody the sanctity and moral fortitude of unblemished leadership over the mud-caked soldiers they direct.
Effect: Once per battle, Aida may direct her team in maneuvering the field, whether it's indoors or out; On activation, the team benefits from Mild "Concealment" status until Aida's next turn.

LEVEL UP TO UNLOCK MORE FEATS
Feat 7 (1400XP) - (LOCKED)
Feat 8 (1600XP) - (LOCKED)
Feat 9 (1800XP) - (LOCKED)
Feat 10 (2000XP) - (LOCKED)
Feat 11 (2200XP) - (LOCKED)
Feat 12 (2400XP) - (LOCKED)
Feat 13 (2600XP) - (LOCKED)
Feat 14 (2800XP) - (LOCKED)
Feat 15 (3000XP) - (LOCKED)
Feat 16 (3200XP) - (LOCKED)
Feat 17 (3400XP) - (LOCKED)
Feat 18 (3600XP) - (LOCKED)
Feat 19 (3800XP) - (LOCKED)
Feat 20 (4000XP) - (LOCKED)
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<^> EQUIPMENT SLOTS & MONEY <^>
Weapon: Integrated Submachine Gun
Side Arm: Battlefists & Paramagic
Armor: Medium
Pendant:
Ring 1:
Ring 2:

Gil: ?
Zollar: ?
Crowns: ?

Each month:
100,000 gil
50,000 zollar
500,000 crowns
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<^> INVENTORY <^>
B. Bauer K-VOLT Submachine Gun (Denzium)
Magitek Retrofit (Can be enchanted. Deals magic damage & has Weapon Aura. Can no longer use conventional ammunition.)
Price: 8,000(23,600) gil
DC to Make: 40/70/100
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +25
Damage Modifier: 480
Skill Level Required: 1
Slot 1: Name: "Sirocco" Cell Management System(An advanced separator allows the firearm to freely swap between 2 different cells.)
Ammo 1 - Blizzard Cell(Ice-elemental)
If the wielder has a magic skill of level 4 or above, this becomes a 'Blizzara Cell' and also deals +100 damage.
If the wielder has a magic skill of level 7 or above, this becomes a 'Blizzaga Cell' and also deals +250 damage.
If the wielder has a magic skill of level 10 this becomes a 'Blizzaja Cell' and also deals +500 damage.
Ammo 2 - Thunder Cell(Lightning-elemental)
If the wielder has a magic skill of level 4 or above, this becomes a 'Thundara Cell' and also deals +100 damage.
If the wielder has a magic skill of level 7 or above, this becomes a 'Thundaga Cell' and also deals +250 damage.
If the wielder has a magic skill of level 10 this becomes a 'Thundaja Cell' and also deals +500 damage.

Denzium Gloves
Price: 10,000 gil
DC to Make: 36/63/90
Augmentation Slots: 3
Roll Bonus: +12
Damage Modifier: +100
Skill Level Required: 1

B. Bauer K-VOLT Submachine Gun (Denzium)
Price: 8,000 gil
DC to Make: 40/70/100
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +25
Damage Modifier: 480
Skill Level Required: 1


(There are two of these)
Galbadian PDW (Misriah Armory MA-5K Submachine Gun (Jasper))
Price: 180,000 gil
DC to Make: 96/166/236
Augmentation Slots: 4
-) Tuning: Controlled Shots +1
-) Damage Tuning III: +30 Damage
1) Full-Auto Retrofit: +5 Accuracy, -50 Damage
2) Thermal Sight System: +5 Accuracy, negates vision obstructions, see through thin walls.
3) Tuning: Targeting VI: +5 Accuracy
4) Ammunition - Caseless FMJ: Reduces dual-wielding penalties by half.
Controlled Shots: 1 (+1)
Roll Bonus: +38
Damage Modifier: 1,240 (+30) (-50)
Skill Level Required: 3


Thermal Sight System - Cost: 5,670 gil - Restrictions: Weak to EMP
Description: A bleeding edge high-tech sight that can be used even with extreme heat sources, as it's system can pick out mobile enemies from superheated terrain. +5 to roll bonus, negates vision obstructions, see through thin walls.

Targetting VI - Price: 3,670 gil
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +5. Can be stacked with other accuracy augmentations, but is a permanent modification.


Misriah Armory MA-5K Carbine PDW (Full-Auto Retrofit)
Price: 206,280 gil
Augmentation Slots: 4
Roll Bonus: +97 (+78 [+25%])
Damage: 11,774 [10,238](13650)[-25%][+15%]
DC: 5960
Skill Required: 3+1
Tunings: 4
Damage: +5%,+10%,+15%
Controlled Shots: +1 shot per -7 roll bonus (+6 Shots @ roll bonus of +55)


Misriah Armory MA-5K Carbine
Price: 206,280
Augmentation Slots: 4
Roll Bonus: +78
Damage: 13,650
DC: 5960
Skill Required: 25

Full-Auto Retrofit x2
Price: 25% of base weapon - 25,785 Zollars
DC to Make: 25% of base weapon - 1490
Restrictions: Pistols, SMGs only
Alters a weapon's inner workings, giving it a fully-automatic setting and making lighter, quicker, and more responsive pieces and portions of it. This retrofit changes a Pistol into a Machine Pistol and a Submachine Gun into a Personal Defense Weapon (PDW).
Effect: Raises weapon accuracy by +5, but lowers damage by -50. This does not allow Suppressing Fire.

TUNE: Controlled Shots (for 2 guns) - Can reduce the amount of accuracy sacrificed to get another Controlled Shot. From +1 Shot per 10 Roll Bonus to +1 Shot per 7 Roll Bonus - Cost: 25,785 DC: 2980
TUNE: Damage (for 2 guns) - Adds +25% more damage to a weapon. - Cost: 25,785 DC: 2980

SLOT 1: Targeting VI (x2)
Price: 3,360 gil
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +10. Can be stacked with other accuracy augmentations, but is a permanent modification.

SLOT 2: Thermal Sight System (x2)
Cost: 5,670 gil
Restrictions: Weak to EMP
Description: A bleeding edge high-tech sight that can be used even with extreme heat sources, as it's system can pick out mobile enemies from superheated terrain. +10 to roll bonus, negates vision obstructions, see through thin walls.

Ammunition - Caseless FMJ x2
Cost: 4,480 gil
Restrictions:
Description: Caseless submachine gun/carbine ammunition does not require ejecting brass casings, making dual wielding these weapons easier. Reduces dual-wielding penalties by half.


Submachine guns, carbines, and PDWs are considered 3-slot weapons. ONLY PDW-class weapons (using the Full-Auto Retrofit) may be dual-wielded.
Despite being fully-automatic, however, these weapons don't have large enough magazines and have too high a rate of fire to provide long-term suppressing fire.

SMGs, PDWs, and Carbines all hold the unique ability to sacrifice weapon accuracy for extra controlled shots. By reducing a weapon's Roll Bonus by -10, a user can increase his/her Controlled Shots by 1. This can be used to reduce the bonus and add shots up to HALF the weapon's Roll Bonus (i.e.: if a weapon's bonus is +50, you can reduce it by -25 and add 2 shots (to make 1d3)).


G-Soldier Uniform (red) (Denzium Heavy Armor) (OUTDATED)
Price: 10,000 gil (formerly 1,000,000 gil)
Physical Soak Bonus: 35 (+75)
Magical Soak Bonus: 15 (+75)
Crafting DC: 44/77/110
12 augmentation slots [4 statistic, 8 support]
1] [open]
2] [open]
3] [open]
4] [open]
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1]
2] Battle Dress Uniform (Outdated, missing item) - Manufacturer: MADE IN GALBADIA - Price: (formerly 200,000 gil) - DC to Make: 20% of armor crafting DC
Description: The battle dress uniform is the everyday wear of a G-soldier. With the obvious intent of combat, this uniform is generall more imposing and fear-inspiring than it is soothing or calming. When worn, the uniform grants a +5 bonus to Intimidation rolls as well as a +5 bonus to Dodge rolls, whether they're Run, Jump, or Roll.

3] Heavy Assault Uniform (Outdated, missing item) - Manufacturer: MADE IN GALBADIA - Price: (formerly 100,000 gil) - DC to Make: 10% of armor crafting DC
Description: Psychological warfare is one of the finer points of combat, and the ability to scare or startle an enemy can give all the edge a wearer needs. When worn, provides a +10 bonus to Intimidation rolls.

4] High-End Ceramic Plates - Manufacturer: MADE IN GALBADIA - Price: 33% of armor's original price (25,000 gil? How?) - DC to Make: 33% of armor's original DC
Description: These plates are designed for controlled collapses on impact. Increases both armor soak values by 75.

5] Close Assault Package (CAP Aug) - Manufacturer: MADE IN GALBADIA - Price: 5,600 gil (formerly 75,000 gil) - DC to Make: 15% of armor's original DC
Description: By modifying and bulking up the torso, arms, or legs of an armor piece, the user is able to have close-combat weapons installed. These weapons can be made of any material, but can only be up to 3 inventory slots large. The weapon is considered collapsible and retractable, making it easy to conceal and ideal for quick, discrete intervention. The weapon occupies the CAP Aug's slot in the armor when equipped.

6] [open]
7] [open]
8] [open]

Battle Dress Uniform: Featuring a high collar scientifically designed to deflect mud, blood, and indirect non-lethal projectiles, this armor bestows the authority to overcome close-quarters combat through a time-honored tradition: the delegation---or court-martialing---of subordinates.

Smoke Grenade Mk. 1
Manufacturer: Dah'tan Manufacturing
Price: 250 gil
DC to Make: 20
Description: To avoid, DC 120, inflicts mild "Blind" status.

Smoke Grenade Mk. 2
Manufacturer: Rosenkov Materials
Price: 900 gil
DC to Make: 40
Description: To avoid, DC 140, inflicts mild "Blind" status.

Name: Smoke Grenade Mk. 3
Manufacturer: Gateway Personal Defense
Price: 1950 gil
DC to Make: 60
Description: To avoid, DC 160, inflicts moderate "Blind" status.

(None of these grenades are purchased yet)
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<^> CHARACTER BIO <^>

Name: Aida Ganudha
Codename: G-Unit
Race: Human
Age: ??
Height: 5'7" / 170 cm
Weight: 116?
Appearance:
Eye Color: Yellow
Hair Color: Black
Notable Features: Long hip-length hair worn in a utilitarian single-braid

Personality:

Favorite Food: Gelatin deserts (it's good for your hair and nails)
Favorite Color: Red & desert hues

Likes: Ironically, despite what her fiery and war-hungry personality might suggest, Aida dreams of world peace and idyllism. Perhaps unsurprisingly, she believes the best methods of securing her idyllic dreams are through the total annihilation of those who would seek to corrupt and erode the foundations of good. She loves the thrill of battle and conquest.

Dislikes: Aida sees dishonesty and corruption as being the prime reasons that other societies fall to evil, and turn into greater threats for neighboring nations. On a galactic scale her disdain has only increased, as the reach of tyranny is able to extend far beyond its natural limitations.

Fears: The total collapse of Galbadian society ranks highest in her fears. The potential destruction of Galbadia (and Gaia) is a threat that Aida takes seriously, and it fuels her zealous aggression towards all things that could threaten her homeland. Owing so much personal pride and investment and meaning of life to her homeland, she's also afraid of being outcast from her society.

<^> Character Background <^>

History:

Early life:

Career:

Evolution:

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<^> SPECIAL NOTES <^>

"It's never a war crime the first time."
"Patriotism isn't my only 'tism."

EXP each month:
1000-2000: 25 XP
2001-3000: 15 XP
3001+: 5 XP

?-Month Beginner Warrior:
?-Month Intermediate Warrior:
?-Month Veteran Warrior:

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Joined: December 12th, 2008, 12:00 pm

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