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Mikoto Tribal 7.0

Posted: July 20th, 2023, 9:28 pm
by QueenSelphie
<<> Player Info <>>
IRC Nick: Kurama/Sebastian
Real Name (Optional):
Time Zone:

<<> Character Info <>>
Name: Mikoto
Race: Genome
Sheet Approved by: (leave blank)
_______________________________________________________________________

Roll Log
Character: Mikoto
Health: 480
HP: 24500
Base Roll: 1s4+48
Survival: 1s4+
Physical Soak: 530 (490) = 1020
Magic Soak: 530 (820) = 1350
Armor: 530
Awareness: 500
Init: 500 Sixth Sense +50
Melee:
Garnet Daggers X2: 1s6+ (Skill): level 6 (Aware): 50 (Milestone):+20 (Feat):+5 (Sixth Sense)+5 (Roll Bonus):+30
Sabretooth(Alabaster Dagger) 1s6+ (Skill): level 6 (Aware): 50 (Milestone):+20 (Feat):+5 (Sixth Sense)+5 (Roll Bonus):+44
Tail Dagger: 1s6+ (Skill): level 6 (Aware): 25 (Milestone):+20 (Feat):+5 (Sixth Sense)+5 (Garnet):+30
Tail Dagger: 1s6+ (Skill): level 6 (Aware): 25 (Milestone):+20 (Feat):+5 (Sixth Sense)+5 (Garnet):+44
Sneak Attack: 1s6+ (Skill): level 6 (Aware): 50 (Milestone):+20 (Feat):+5 (Sixth Sense)+5 (Stealthy: Feat)+10 (Sneak Attack: Advanced Skill)+10 (Garnet Dagger):+30
Sneak Attack: 1s6+ (Skill): level 6 (Aware): 50 (Milestone):+20 (Feat):+5 (Sixth Sense)+5 (Stealthy: Feat)+10 (Sneak Attack: Advanced Skill)+10 (Alabaster):+44
-
Swallow: 1s5+ (Skill): level 5 (Aware): 50 (Milestone):+20 (Feat):+5 (Sixth Sense)+5 (Lapis Lazuli Swallow): +23
MA: 1s3+ (Skill): level 3 (Aware): 50 (Milestone):+20 (Feat):+5 (Sixth Sense)+5
Magic: 1s4+ (Skill): level 4 (Aware): 50 (Milestone):+10 (Feat):+5 1s4+ (Skill): level 4 (Aware): 50 (Milestone):+5 (Sixth Sense)+5
Perception: 1s4+ (Skill): level 4 (Aware): 50 (Feat):+5 (Sixth Sense)+5
Search: 1s4+ (Skill): level 4 (Aware): 50 (Feat):+5 (Sixth Sense)+5
Sharpened Senses
Description: There are some people who can truly master their environment, having a general feel for their surroundings, whether braving the wilds, or simply appreciating the subtle flavors of a well-cooked meal.
Effect: Perception rolls can be made twice, and you can keep the higher roll.
Dex: 500
Athletics: 1s6+ (Skill): level 6 (Dex): 50 (Milestone):+10 (Class Feat):+5 (Super Speed)+5
Acrobatics: 1s4+ (Skill): level 4 (Dex): 50 (Milestone):+10 (Class Feat):+5 (Super Speed)+5
Dodge: 1s6+ (Skill): level 6 (Dex): 50 (Milestone):+20 (Class Feat):+5 (Super Speed)+5
Flat-Foot: 1s6+ (Skill): level 6 (Dex): 50 (Milestone):+20 (Class Feat):+5 (Super Speed)+5

Reaction: 1s3+ (Skill): level 3 (Dex): 50 (Milestone):+15 (Class Feat):+5
Block: (Garnet Daggers) 1s3+ (Skill): level 3 (Dex): 50 (Milestone):+15 (Class Feat):+5 (Super Speed)+5 (Roll Bonus):+30
Block: (Alabaster Dagger) 1s3+ (Skill): level 3 (Dex):50 (Milestone):+15 (Class Feat):+5 (Super Speed)+5 (Roll Bonus):+44
Block: (Lapis Swallow) 1s3+ (Skill): level 3 (Dex):50 (Milestone):+10 (Super Speed)+5 (Roll Bonus):+23

Stealth: 1s8+ (Skill): level 8 (Dex):50 (Milestone):+10 (Feat):+5 (Super Speed)+5 (Stealthy: Feat)+10
Subterfuge: 1s5+ (Skill): level 5 (Dex):50 (Milestone):+10 (Feat):+5 (Super Speed)+5 (Stealthy: Feat)+10
Strength: 500
Athletics: 1s6+ (Skill): level 6 (Dex): 50 (Milestone):+10 (Class Feat):+5
Acrobatics: 1s4+ (Skill): level 4 (Dex): 50 (Milestone):+10 (Class Feat):+5

Base Physical Damage: 1200
Garnet Daggers: : Base Damage: 1200 + Damage Modifier: 260
Tail Damage: Base Damage: 700 + Damage Modifier: 260

Alabaster Dagger: Base Damage: 1200 + Damage Modifier: 500
Tail Damage: Base Damage: 700 + Damage Modifier: 500

Lapis Swallow: Base Damage: 1200 + Damage Modifier: 910

Sneak Attack Damage:
Garnet Daggers: Base Damage: 1200 + Damage Modifier: 260 * 2
Tail Damage: Base Damage: 700 + Damage Modifier: 260 * 2

Alabaster Dagger: Base Damage: 1200 + Damage Modifier: 500 * 2
Tail Damage: Base Damage: 700 + Damage Modifier: 500 * 2
Brace:-100
Spirit: 200
MP: 2200
Magic Defense: 1s4+ (Skill): level 4 (Spirit):+20 (Milestone):+10
Magic: 1s4+ (Skill): level 4 (Spirit): 20
Magic Damage: 400
Luck:
Luck Points:
Luck roll:
Windfall
Description: Some people are more resourceful than others, and some just manage to stumble into good fortunes.
Effect: At the beginning of a mission or a hunt, the character with Windfall rolls luck. If the roll passes a DC of 751, the following happens.
Roll 1d7.
1 - +(1d25+25)% XP for the character.(If this is a hunt, reroll.)
2 - +(1d10+10)% XP for the party.(If this is a hunt, reroll.)
3 - +(1d50+50)% mission money earnings for the character. Does not apply to sold items.(If there is no mission money earnings, reroll.)
4 - +(1d25+25)% mission money earnings for the party. Does not apply to sold items.(If there is no mission money earnings, reroll.)
5 - +3 items at mission's end.
6 - +10 luck points for use during the mission by the character.
7 - +3 luck points for use by every character in the mission.
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<<> Base Statistic modifiers <>>
health_temp:
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
awareness_temp:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
dexterity_temp:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
strength_temp:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spirit_temp:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
luck_temp:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 1/18

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

* Black Cat (2 pts) - Once per encounter, this character may expend 5 Luck Points and force an attacker to re-roll its attack. This must be declared before the character makes its defense roll, and the attacking target must use the second result.

* 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.

* Name: Merciless Precision (2 pts) - When this character deals a Sneak Attack against a target that is already under a status ailment (some may not apply), this character adds 1* to its Sneak Attack damage multiplier.

* Phobia (-2 pts) - This character has an unnatural fear of...something. Must specify the phobia upon taking this trait. Charater suffers Moderate "Stop"(Character has a 50% chance of not acting, but can still flee) when in the presence of this fear.
Deep Water

* Scavenger (3 pt) - When making a loot or a Search check, this character may roll twice and take the better of the two results.

* Kneecapper (3 pts) - When this character inflicts the "Off Guard" status effect, it is considered to be one severity higher than normal.

* Analytical Mind (2 pts) - When performing checks involving complex problems (traps, puzzles, etc.), this character gains a +10 bonus to the required skill; or, if the puzzle is unchecked, the character can be given a "hint" by a GM to solve the puzzle.

* Prehensile Tail (3 pts) - Grants an additional attack that can even wield weapons, at halved Strength and Dexterity. This only applies to one attack per round if the taker also has a second turn Feat.

* Junior Hero (2 pts) - A regular hero in their own right. These beings are those who have already had and succeeded on trails and adventures in thier respective lives before arrival within the game. This increases their starting xp to account for such a harrowing tale. This can only be taken at character creation.
Note: If combined with past life, player must take hunted.
40 xp

-= Character Classes =-
 
1) Class - Trickster
Associated Statistic:
Description: Sly and subversive, the trickers are happy little pranksters that use their skills at subterfuge and deception to their advantage -- for better or worse.
Effect: +5 Athletics OR Stealth, +3 to the other, +3 Speechcraft, Subterfuge, Acrobatics

2) Class - Thief
Associated Statistic:
Description: Thieves have been commonplace throughout civilization, since there was ever "have" and "have not". However, there is a difference between the quick-fingered pickpocket and the scheming cat burglar: style.
Effect: +5 Weapon Proficiency: Daggers/Knives OR Weapon Proficiency: Bows & Crossbows, +3 Stealth, Search, Perception, Subterfuge

3) Class - Rogue
Associated Statistic:
Description: "Rogue" is another polite term for "thief," or a euphemism for other generally frowned-upon trades. Rogues are crafty, clever, and talented infiltration experts, and are generally motivated by personal gain.
Effect: +3 to Weapon Proficiency: Daggers/Knives, +3 Sneak Attack, +3 to Stealth, Subterfuge, Acrobatics, Search
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -
Fortune Finder
Associated Statistic:
Prerequisite:
Description: This character's Midas touch allows him/her to find more valuable items or simply more stacks of credits in places where most wouldn't locate them.
Effect: When using "Search" to look for items, or when Steal/Mugging a character (or similar actions), the Luck roll associated with the result is raised by (that skill (Search/Stealth/etc) level * 25) (+250 at Level 10) (a Luck result of 500 is raised to 750).

*Feat 2(400XP) -
Mimic
Associated Statistic: Awareness
Description: The character has a borderline eidetic short-term memory and an extreme attention to detail, making them able to notice miniscule movements and the finest parts of performing an action or using a skill they would otherwise never have for a short period of time.
Effect: Attempt to mimic a skill the character has seen (up to a maximum of level 5) for 3 minutes. This feat breaks the "unlearned skill" barrier of +20, allowing a character to use full bonus aside from the mimicked skill cap of 1.

*Feat 3(600XP) -
Fight the Power!
Associated Statistic:
Description: This character is sick and tired of those who try to impose rule and law on others.
Effect: When fighting against an agent, soldier, or representative of an ordained government, this character's critical hit rate is raised to 10% and gains +250 damage.

*Feat 4(800XP) -
First Impressions
Associated Statistic: Spirit
Description: Allows a character to slide easily into new environments, situations, groups, and jobs.
Effect: When trying to blend into a group of people or an area that the party has not established a rapport or reputation with (GM's discretion), this character rolls its Speechcraft, Disguise, and other contextual effects one "step" higher than normal. Once a reputation, rapport, or other such recognition has been established -- for better or worse -- this effect is nullified

*Feat 5(1000XP) -
Finesse
Associated Class: Trickster
Prerequisite:
Description: This character's smooth style of operation puts him/her ahead of the curve of others, whether it's a small task like busting a tiny lock or using a simple flip of a wrist to flip the bearer of it.
Effect: If a Trickster passes a check using one of its Class Skills by more than 50, that check pass does not consume a round's action or a standard action like it would another character. This allows them to assist others more easily or take another action.

Feat 6(1200XP) -
Scrounger
Associated Statistic:
Prerequisite:
Description: This character's ability to make the unusable, usable, and to find even the smallest bit of working material out of what would usually be considered scrap makes him/her much better at finding the important bits, such as ammunition or machine parts.
Effect: When rummaging through damaged/destroyed objects or environments, this character's Luck roll associated with finding things of importance or use is raised by (that skill (Search/Stealth/etc) level * 25) (+250 at Level 10) (a Luck result of 500 is raised to 750).

Feat 7(1400XP) -
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 8(1600XP) -
Deceitful
Associated Statistic: Spirit
Description: You little liar...most of the time not a nice thing to say about someone, but it's the the truth about any character who has this feat. The character is good at tricking people in multiple ways.
Effect: The character Recieves a +10 to Disguise, Bluff, and Diplomacy checks.
Feat 9(1800XP) -

Feat 10(2000XP) -
Light Step
Associated Class: Trickster
Prerequisite:
Description: This character's affinity at sneaking around helps prevent him/her setting off traps, whether pressurized or trip-style of whatever kind.
Effect: When making an Athletics or Stealth check, if the result beats the DC to find traps hidden on the ground, the Trickster will not set them off even if he or she fails the Spot check to know they're there in the first place.

Feat 11(2200XP) -
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 12(2400XP) -
Bump
Associated Class: Thief
Prerequisite:
Description: While distraction and sleight go hand in hand, a thief who masters the art of opportunism can use the smallest openings to get what they want. A brief collision with an associate can become an open window a mile wide, just waiting for the right hand to reach through.
Effect: A target can be considered 'flat footed' for the most mundane of reasons, even if entirely aware that the thief is there. Any successful social check will give the necessary opening, or a simple crash will suffice.. Though the latter brute force method will likely only work once, and may arouse suspicion in the paranoid.

Feat 13(2600XP) -
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 14(2800XP) -
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 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 HP: + -> +500 Max HP
Improved Soak: + -> +25 Phys/Mag Soak
Implacable: + -> +500 Death Threshold
Improved Survival: + -> +10 to final result of survival roll
Endure: +% -> +1% chance (1d100) that an attack that would KO instead leave the character at 1 HP
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
( )  Health: [] + | Bonus: +
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 HP: +
Improved Soak: +
Implacable: +
Improved Survival: +
Endure: +%
Improved Resistance: +%
Milestones:
(50 exp) Improved HP: +500 (x1)
(100, 150 exp) Improved Soak: +25 (x2)
(200, 250 exp) Implacable: +500 (x2)
(300, 350 exp) Improved Survival: +10 (x2)
(400 exp) Endure: +1% (x1)
(450 exp) Improved Resistance: +5% (x1)
 
Milestone Derivatives:
Improved Melee: + -> +5 awareness bonus on melee attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
True Sight: -> -10 to Illusion or Invisibility detection DCs
Combat Reflexes: -> Reduces DC for Grenade-like weapons by -10
Eyes in the Back: -> Reduces the 'roll outcome' of Sneak Attacks by -10
(P)  Awareness: [] + | Bonus: +
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 Magic: +
True Sight:
Combat Reflexes:
Eyes in the Back:
Milestones:
(50, 100, 400, 450 exp) Improved Melee: +5 (x4)
(150 exp) Improved Magic: +5 (x1)
(200, 500 exp) True Sight: -10 (x2)
(250 exp) Combat Reflexes: -10 (x1)
(300, 350 exp) Eyes in the Back: -10 (x2)
 
Milestone Derivatives:
Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
Improved Agility: + -> +5 Dexterity bonus when performing skill checks
Improved Reaction: + -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Stylish: + -> +25 Style Points
( )  Dexterity: [] + | Bonus: +
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 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: +
Stylish: +
Milestones:
(50, 100 exp) Improved Block: +5 (x2)
(150, 200 exp) Improved Dodge: +5 (x2)
(250, 300 exp) Improved Agility: +5 (x2)
(350, 400, 500 exp) Improved Reaction: +5 (x3)
(450 exp) Stylish: +25 (x1)
 
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
Improved Slots: + -> +2 Inventory Slots
Improved Item Effect: + -> +100 damage when using one-use items
Juggernaut: -> -100 damage reduction when bracing an attack
Improved Momentum: + -> +5 Strength roll bonus when performing skill checks
Pierce: + -> 50 of character's physical damage ignores armor
( )  Strength: [] + | Bonus: +
Base Physical Damage: ((strength + strength_temp) * 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 Slots: +
Improved Item Effect: +
Juggernaut:
Improved Momentum: +
Pierce: +
Milestones:
(50, 100 exp) Improved Physical Damage: +100 (x2)
(150, 200 exp) Improved Slots: +2 (x2)
(250, 300 exp) Improved Item Effect: +100 (x2)
(350 exp) Juggernaut: -100 (x1)
(400, 450 exp) Improved Momentum: +5 (x2)
(500 exp) Pierce: +50 (x1)
 
Milestone Derivatives:
Improved MP: + -> +200 Max MP
Improved Spell Points: + -> +25 Spell Points
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
( )  Spirit: [] + | Bonus: +
Base Magical Damage: (200 * 2) + 0 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved MP: +
Improved Spell Points: +
Improved Magic Defense: +
Milestones:
(50 exp) Improved MP: +200 (x1)
(100 exp) Improved Spell Points: +25 (x1)
(150, 200 exp) Improved Magic Defense: +5 (x2)
 
Milestone Derivatives:
Improved Critical: + -> +500 damage when inflicting a critical hit
Improved Luck: + -> +5 luck roll result
Improved Luck Points: + -> +1 Luck Point
Draw!: +% -> +2% chance to draw a second Critical card
No-Sell: +% -> +2% chance to nullify an opponent's Critical card when struck
Critical Defense: -> -500 damage when struck by a Critical hit
(P)  Luck: [] + | Bonus: +
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: +
Improved Luck: +
Improved Luck Points: +
Draw!: +%
No-Sell: +%
Critical Defense:
Milestones:
(50 exp) Improved Critical: +500 (x1)
(100 exp) Improved Luck: +5 (x1)
(150, 200 exp) Improved Luck Points: +1 (x2)
(250, 300, 500 exp) Draw!: +2% (x3)
(350, 400 exp) No-Sell: +2% (x2)
(450 exp) Critical Defense: -500 (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: Str/Dex
Name: Dodge Leap
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
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: Awareness
Name: Block
Effect: Use a melee weapon to block another melee attack.
Name: Counter Strike
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike
Name: Quick-Draw
Effect: Allows for the change of 1 piece of equipment per round as a free action.
Name: Recovery
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.
General - Acrobatics: Dex/Str
Name: Leaping Strike
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
Effect: Halve damage taken from falling, within reason
Name: Dodge Roll
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.
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
General - Perception: Aware
Name: Detect Trap Trigger
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. This is an active skill, and a check is rolled when it’s declared; that result is kept until the character reaches the next point of interest, and as the character moves, that result is used to detect traps within the Area around it.
General - Stealth: Dex
Name: Conceal Self
Effect: Allows a character to use the environment to shield itself from other creatures’ or objects’ perception. A character may make a Stealth check using this Advanced Skill to hide itself specifically with objects that provide the “Concealment” status effect, forcing entities that are aware of its presence within that Area to use a Search check to detect it. An overt act using this skill will automatically reveal the character’s location. Moving from within the “Concealment” effect removes the concealed effect and allows the character to be detected with Perception checks until it finds another hiding place. If a character is discovered while under the effect of “Conceal Self,” that character 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.
Name: Move Silently
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
Effect: Allows this character to follow a target entity as it moves without detection. A successful Stealth check using this Advanced Skill allows the character to keep track of a target within a reasonable distance without giving themselves away, moving through either crowds or an environment, even if line-of-sight is broken temporarily. Other entities may detect the character or force them to make other checks to avoid alerting the target entity.
Name: Lost in the Crowd
Effect:Allows a character to blend in with a crowd of other entities within an Area. With a successful Stealth check using this Advanced Skill, the other entities behave as if the character belongs there, whereas a failure will make the entities turn on and point out the character’s intrusion.other checks to avoid alerting the target entity.
Name: Camouflage
Effect: Allows the character to change its outer appearance to match its surroundings. Preparing it takes time (out-of-combat) and some resources in reach -- foliage, rubble, face-paint, make-up, etc. -- but when a character is Camouflaged and stationary, even an entity that enters the target’s Area and is looking right at it does not automatically perceive it is there, and a Perception check is not triggered when the entity enters, passes through, or leaves the character’s Area. It is only possible to find the character with a dedicated Search check in the Area with knowledge that something is hidden there (some other kind of external detection, such as another entity informing it, radar, or other means of nonvisual detection). When the character moves, the Camouflage effect falls until the character stops moving again. If the character leaves the surroundings it is Camouflaged in, the effect is lost.
Name: Momentary Distraction
Effect: When detected, allows this character to force a target entity’s attention away with a Standard Action to break its line of sight or detection, allowing the character to make another Stealth check to conceal themselves from the target entity. This can be as simple as the old-fashioned “What’s that?!” or a more elaborate method, such as a bright flash or light or sound, but this Advanced Skill makes the distraction so effective it forces a target to look away. Note this may still not work against all entities, but it is effective at giving at least a single action’s time of distraction both in- and out of combat..
General - Subterfuge: Dex
Name: Steal
Effect: Allows a person to sneak up on and steal an item from a person. Roll this to sneak up, and then luck to determine the quality of the item.
Name: Disarm Trap
Effect: With knowledge of inner trap workings of various types, this character can roll a Subterfuge check to disable the mechanisms involved in activating the trap. This can neutralize many types of traps; failure does not necessarily trigger the trap. Some traps may require multiple checks and extended time to disarm them safely.
Name: Sleight of Hand
Effect: Can do balancing and dealing cards in ways as well as magic card tricks. This can also be used for concealing small items.
Name: Lock Picking
Effect: Allows this character to utilize different tools to bypass different types of locks. After making a check using Sleight of Hand, this can take one or multiple Standard Actions depending on the complications of the lock. It is assumed the character has the necessary tools on them, regardless of sophistication, unless specified otherwise. Some locks may require multiple checks. If the process is interrupted or the character’s focus is broken, they must check and start again.
Name: Mug
Effect: Attack a person with a single strike, as well as steal their item. This strike must be melee.
General - Search: Aware
Name: Scrutinize
Effect: Deeply examine every aspect of a single Area. This involves opening storage areas, pulling apart objects that can easily be dismantled, and scouring objects for a particular subject. A check with this Advanced Skill can yield other objects than what is sought.
Name: Locate Hidden Compartment
Effect: Search an object (a piece of furniture, a single wall) for hidden compartments. This can be a scrutinizing look, tapping for hollowness, or similar techniques, and does not disturb the object more than that. If a hidden compartment is located, this skill does not activate or open it, simply reveals it to the character’s perception.
Name: Recognize Disturbance
Effect: The character knows their surroundings well enough to recognize when something has been changed in it, allowing them to recognize differences or out-of-place items. This can include noticing footprints, disturbed particulates, or moved objects. A check with this Advanced Skill can put this character on the track of a subject utilizing the Stealth skill.
General - Disguise: Aware/Spirit
Name: Quick Change
Effect: By donning objects and materials within the Area, or removing certain articles from their own person, this character can create a disguise with only a single Standard Action outside of combat. It generally will not stand up to scrutiny beyond a passing glance, but allows the character to utilize a Stealth check to remain undetected if in a crowd.
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Daggers
Name: Dual Strike
Effect: Allows a 1d2 hit combo
Name: Sneak Attack
Effect: A knife wielder is naturally uncanny at wielding it in the dark. This grants a +10 to sneak attack rolls
Name: Improved Sneak Attack
Effect: Rather than simply stopping at one strike, this allows for 1d2 hits on a sneak attack opportunity.
Name: Triple Strike
Effect: Allows a 1d3 hit combo
Weapon Proficiency - Staves / Swallows
Name: Dual Strike
Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.
Name: Power Strike
Effect: Allows for a single strike at a -5 penalty that deals 1.5x damage.
Weapon Proficiency - Martial Arts
Name: Dual Strike
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.
Name: Aikido
Effect: Allows the last hit of your attack (whether 1 hit, or you land a full combo on 1d2 hits or above) to be a quick grapple-and-throw. When you land full hits on a combo, roll luck. On 501+, opponent is knocked down.
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Magic - Arcana
Name: Arcane Intuition
Name: Arcane Defense
Name: Arcane Identification
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
Survival
Survival: Health

_______________________________________________________________________
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
Name: What's That?!
Required Level: 4 Speechcraft/(Bluff)
Description: Mikoto distracts a target into inaction. Causes "Moderate Off Guard Status Mild: Moderate: [Stagger] Target loses 2 turns due to confusion
50 Style points
2: Level 2: 2 targets
4: Level 2: "Moderate" Off Guard
6 Attribute Points available, Max Attribute Level 4
Max Damage Level 8, 480 MP to use

Name: Annoy
Cost: 50
Required Level: 4 Speech Craft/(Bluff) vs Will roll
Description: Mikoto Annoys the opponent causing them to not be able to concentrate on casting magic.
6 Attribute Points available, Max Attribute Level 4
Level 4: Moderate Silence (1d3 Rounds)
Level 1: 1 Target
Level 1: +2
MP: 120 MP

-= Magical/Psionic (Spell Points) =-

General Magic
Defensive
Level 2:
Float (40 mp, 15 SpP): Allows a target to levitate for 1d5 rounds, preventing tripping traps and nullifying Earth-based damage.
 
Blink (40 mp, 15 SpP): Creates a pseudo double-image of the target. Grants a +20 to dodge rolls until the target is struck, or for 1d5 rounds.
 
 
Status-Ailments
Level 1:
Sleep (10 mp, 10 SpP): Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status. [Will-Resist Only]
 
 
Level 2:
Blind (40 mp, 15 SpP): Clouds an enemy's vision. Inflicts Mild "Blind" status for 1d5 rounds. [Will-Resist Only]
 
Confuse (40 mp, 15 SpP): Sends the target into a daze, unable to distinguish friend from foe for 1d5 rounds. Inflicts Mild "Confuse" status for 1d5 rounds. [Will-Resist Only]
 
Immobilize (40 mp, 15 SpP): Weighs down a selected target, rendering them unable to move or dodge for 1d5 rounds.
 
 
Level 4:
Disable (160 mp, 30 SpP): A hindering, painful surge of spiritual energy attempts to incapacitate a single target. Inflicts Acute "Pain" status for 1d5 rounds.
 
Fog (160 mp, 30 SpP): A powerful spiritual energy targets the mind, making it difficult to remember details and past events. Inflicts Mild "Lapse" status for 1d5 rounds.
 
Meltdown (160 mp, 30 SpP): A ray of raw energy melts away an enemy's defenses. Inflicts Moderate 'Feeble' status for 1d5 rounds. (800 damage) ( total damage)
 
 
Time
Level 2:
Slow (40 mp, 15 SpP): Inflicts Mild Slow for 1d5 rounds.
 
Haste (40 mp, 15 SpP): Inflicts Mild Haste for 1d5 rounds.
 
 
Level 4:
Stop (160 mp, 30 SpP): Time halts around one target, rendering them unable to act or dodge for 1d3 rounds.
 
 
Sorceror's Arcana
Level 0:
Prestidigitation (5 mp, 5 SpP): Allows a caster to perform minor magical tricks for an hour; these include sleight of hand tricks, cleaning or soiling an area, slowly lift and move small objects, chill, warm or flavor non-living material, create small, crude, and artificial, fragile objects, and perform minor "stage magician" tricks.
 
 
Level 1:
Feather Fall (10 mp, 10 SpP): Allows the caster to select (Mage Level) targets; these targets fall more slowly, preventing them from taking damage when they land. This does not grnt the subjects the ability to fly, nor overly guide their descent. When the spell fades, a normal rate of falling resumes. This spell works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.
 
Jump (10 mp, 10 SpP): Allows the caster to grant a single target a (+2 per Mage Level) bonus to Acrobatics checks for 1d5 checks.
 
 
Level 2:
Invisibility (40 mp, 15 SpP): This spell renders a subject invisible for a short time, or until it is forced to move overtly quickly or until it makes an attack. This spell grants a single target Acute "Invisibility" effect for (Mage Level) rounds or until it is forced to make an Athleticism check (except Move Slowly) or an attack, including Sneak Attacks.
 
Spider Climb (40 mp, 15 SpP): This spell allows a character to walk and climb on parallel surfaces and remain upside down on surfaces for a short time. This effect does not add to Climbing checks, and lasts for (Mage Level) rounds per cast.
 
 
_______________________________________________________________________
<<> 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
_______________________________________________________________________
<<> Inventory <>>
Name: Garnet Dagger
Price: 100,000 gil
DC to Make: 84/154/214
Augmentation Slots: 4
Roll Bonus: +30
Damage Modifier: +250
Skill Level Required: 3
Slot 1: Starman Killer(+100% damage to Starmen)
Slot 2-3: Aerorend(Grants L2 Wind Affinity to weapon)

Name: Garnet Dagger
Price: 100,000 gil
DC to Make: 84/154/214
Augmentation Slots: 4
Roll Bonus: +30
Damage Modifier: +250
Skill Level Required: 3
Slot 1: Starman Killer(+100% damage to Starmen)
Slot 2-3: Aerorend(Grants L2 Wind Affinity to weapon)

Name: Sabretooth(Alabaster Dagger)
Serrated - Damage is unsoakable
Tempering V(+50 damage)
Aerodynamic Refining III(+6 roll bonus)
Price: 210,000(298,200) gil
DC to Make: 100/170/230
Augmentation Slots: 4
Roll Bonus: +38(+44)
Damage Modifier: +500(+550)
Skill Level Required: 5
Slot 1: Flamestrike(Grants L1 Fire Affinity to weapon)

Name: The Ogre(Denzium Swallow)
Price: 7,000 gil
DC to Make: 44/77/110
Augmentation Slots: 4
Roll Bonus: +11
Damage Modifier: +60
Skill Level Required: 1
Slot 1: Blindtouch(On a hit, roll luck. On 901+, inflicts Moderate Blind for 1d5 rounds.)

Name: Lapis Lazuli Swallow
Price: 371,000 gil
DC to Make: 126/196/276
Augmentation Slots: 7
Roll Bonus: +23
Damage Modifier: +910
Skill Level Required: 5
Slot 1-2: Aquarend(Grants L2 Water Affinity to weapon)
Slot 3-4: Silencestrike(On a hit, roll luck. On 751+, inflicts Mild Silence for 1d5 rounds.)

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

Name: Light Cardinal Armor
Price: 360,000 gil
DC to Make: 96/166/226
Physical Soak: 490
Magical Soak: 820
Stat 1:
Stat 2:
Support 1: Fire Barrier(Fire Damage -50%)
Support 2:
Support 3:

Name: Utility Belt
Manufacturer: Varies
Price: 640 gil
DC to Make: 100
Restrictions:
Description: A complex series of independent, flexible straps support thick, durable pouches, holsters, loops, and lanyards that are each able to function independently of one another to support a myriad of small tools or objects. When added to an armor, adds 5 Inventory Slots, but is only capable of holding 1-slot items/weapons.

Name: Denzium Ring of Fortune
Price: 10000 gil
Crafting DC: 40/70/100
Max Enchantment Level: 1
Natural Property:
+2 Luck Points

Name: Garnet Amulet of Acrobatics
Price: 200000 gil
Crafting DC: 94/164/234
Max Enchantment Level: 4
Natural Property:
Acrobatics +8
Health stat +10

2 mysterious golden crested containers each of which appear to contain exactly one drop of a crystal blue liquid

Name: Potion
Manufacturer: Cyrez Pharmaceuticals
Price: 1920 gil
DC to Make: 80
Restrictions:
Description: A large glass flask containing a light blue liquid. The bottle, complete with cork cap, resembles an alcohol flask, but has small spiked outcroppings to resemble a chalice. Restores 2000 HP immediately.

Name: Antidote
Manufacturer: AntiBiotiX
Price: 480 gil
DC to Make: 30
Restrictions:
Description: A small translucent vial with a cloudy white liquid inside. Cures Mild "Poison" status effects after 1d4+1 rounds.

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

Name: Stun Grenade Mk. 1
Manufacturer: Kassa Fabrications
Price: 250 gil
DC to Make: 20
Description: To avoid, DC 120, inflicts mild "pain" status.
_______________________________________________________________________
<<> Character Description <>>
Age: Young Adult
Height: 4'9
Weight: (optional)
Appearance: Mikoto is a young looking girl. She is about 4'9 with short blonde hair and blue eyes. She is lean and athletic. She is wearing a pink and grey plaid shirt unbuttoned and tied around her waist. Underneath which is a black short sleeved shirt with a white front with some rock band logo on it. Her pants are tan cargos that come down to her feet..on her feet are a pair of pink converse like high tops..she has several wrist bands on her arms on her right arm is one that is black and white checks with a hot pink one above it..while on her left is a brown leather wrist band. Around her waist is a shiny new tanned leather belt that she has attached her dagger holsters too along with a hook case for her UMN. She also has a long blonde monkey like tail
Eye Color: Blue
Hair Color: Blonde
Notable Features: She has a prehensile monkey tail.

Image

<<> Character Personality <>>
Favorite Food: Chocolate and Pizza
Likes: Zidane, The Tantalus group, Kuja, and Treasure
Dislikes: Garland
Favorite Color: Pink
Fears: Garland and Deep Water

<<>Character Background<>>
History: Mikoto is the Young sister of Zidane and Kuja. She has a passion and lust for life living like the beginning of each day was going to be the next big adventure. Her time with the Dimensional Warriors has been one of an amazing time of harrowing adventures, hard times and what ever life throws their way. She is brave, curious and at times a little reckless,
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________

Things that still need converting

Posted: July 20th, 2023, 9:30 pm
by QueenSelphie
Name: Training bats x2
Weapon Class: Swallow
Price: N/A
Augmentation Slots: 1
Roll Bonus: +1
Damage Mod: 0.7
DC To Make: N/A
Skill Level To Use: 1

Name: Electric Starman Killer Garnet Dagger x 2
DC To Make: 5148
Skill Level To Use: 25
Price: 140130 gil
Augmentation Slots: 4
Name: (Starman)killer x 2 damage against Starmen
Name: Aerorend
Effect: Grants a weapon a level 2 wind affinity. This weapon now deals 200% damage against earth-affinity enemies and 50% damage against wind-affinity enemies.
Roll Bonus: +55
Damage Mod: 18.5

Sabretooth [Alabaster] Dagger
DC To Make: 6012
Skill Level To Use: 30
Price: 555000 gil
Augmentation Slots: 4
Roll Bonus: +79
Damage Mod: 25
1: Serrated
2: Flamestrike (150% against water enemies, 75% against fire enemies)
Tempering V
Aerodynamics III

Name: The Ogre (Denzium Swallow)
Price: 1200000
Augmentation Slots: 4
Roll Bonus: +25
Damage Mod: 17.5
DC To Make: 3080
Skill Level To Use: 19
Name: Blindtouch
Equipment: Weapons, Accessories
Effect: Upon strike, this weapon has a 10% chance (90+ on a d100) of inflicting Moderate "Blind" status on an enemy (see listing) for 1d5 rounds.
DC: 600
MP Cost: 2000
Mage Level Required: 4
Augmentation Slots Occupied: 1
Emerald-Lined Robe
Augment slots: 5
Price: 200000
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700
Crafting DC: 1269

Name: Lazurite (Lapis Lazuli) Swallow
Price: 509760 gil
Augmentation Slots: 7
Roll Bonus: +48
Damage Mod: 33.6
DC To Make: 9592
Skill Level To Use: 30
[1. 2] Improved Critical (Critical hit is now 1d5)
Aquarend (200% against fire, 50% against water)

Name: Utility Belt
Manufacturer: Varies
Price: 10000
DC to Make: 100
Restrictions:
Description: A complex series of independent, flexible straps support thick, durable pouches, holsters, loops, and lanyards that are each able to function independently of one another to support a myriad of small tools or objects. When added to an armor, adds 5 Inventory Slots, but is only capable of holding 1-slot items/weapons.

Name: Jade Ring
Price: 49000
Crafting DC: 1065
Max Enchantment Level: 2
Natural Property: +5 to Health Bonus (not hp)
+10% HP

Name: Garnet Amulet of Balance
Price: 1167750 crowns
Crafting DC: 5720
Max Enchantment Level: 6
Natural Property:
Health stat +50
Balance checks +15

1 antidote, 1 potion, and 2 mysterious golden crested containers each of which appear to contain exactly one drop of a crystal blue liquid

Name: Smoke Grenade x 5
Manufacturer: Ariake Technologies
Price: 10000
DC to Make: 125
Restrictions: None
Description: A steel-grey cylinder that, when activated, mixes a set of chemicals inside that produce a dense fog within seconds of activation. Provides a +20 bonus to dodge checks in the area it's activated unless some form of vision enhancement is used. Colored smoke is also used as various forms of signals.

Name: Stun Grenade / Flashbang x 5
Manufacturer: Rittergruppen Manufacturing
Price: 20000
DC to Make: 200
Restrictions: None
Description: A sleek dark grey ball with a depressing section at the top of it, this grenade creates a bright flash and a loud bang that register across both the audible and visible spectra in order to affect as many creatures as possible. Inflicts Acute Off-Guard effect on biological targets. Mechanical targets unaffected. To avoid, DC160 (180 in cover).

Cardinal Cardigan [Cardinal-Lined Robe]
Price: 300000 gil
Physical Soak Bonus: 3350
Magical Soak Bonus: 6650
Dodge Bonus: +38
Crafting DC: 5796
Fire Barrier (50% fire damage reduction after soak)