Shadow the Hedgehog
Posted: October 31st, 2024, 6:05 am
<<> Player Info <>>
IRC Nick:
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Shadow
Race: Hedgehog (Genetically Engineered)
Sheet Approved by: (leave blank)

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<<> Traits and Feats <>>
-= Traits =-
Points: 0/22
1) 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], +5 to Athletics, +3 to Acrobatics, Reaction
2) 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 OR Swords OR Pistols OR Sub-Machine Guns OR Bows/Crossbows, +3 Sneak Attack, +3 to Stealth, Subterfuge, Acrobatics, Search
3) 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
-= Feats =- (* denotes feats taken at character creation.)
(* denotes feats taken at character creation.)
*Feat 1(200XP) - Can't Touch This
Associated Class: Athlete
Description: Even in the heat of the moment or unusually tight, enclosed spaces, the athlete is able to use his/her physical training to its utmost, becoming more agile and fleet enough of foot to avoid damage in unusual and creative ways.
Effect: Allows an Athlete to substitute Athletics or Acrobatics to perform a dodge check, even when otherwise inapplicable (a tight hallway, from a standing start). Some areas may still not be applicable.
*Feat 2(400XP) - Improved Combo
Associated Class: Fighter
Description: Fighters know how to squeeze the most out of a single attack action, and can land one extra regular hit when performing a regular attack.
Effect: Fighters engaging with weapons that support combo strikes may add a +1 to their number of possible hits(1d2 becomes 1d3, etc). This does not apply to dual wielding.
*Feat 3(600XP) - Rouge - Semper Peratis - Trickster
Air Trick
Associated Class: Trickster
Prerequisite:
Description: By utilizing any sort of visual distraction, whether it's a flash, smoke, a shimmer of light, a teleportation-like effect, or simply a 'what's that!?', this character can deceive others at a crucial moment to execute their own attack flawlessly.
Effect: Allows a character to counterattack ranged attacks by disappearing and reappearing above the target if the character's dodge beats the roll by 25.
*Feat 4(800XP) - Flying - Jet boots
*Feat 5(1000XP) - Mysterious Power: Chaos Control: Shadow posses the unique ability to manipulate chaos energy allowing to use a myriad array of capabilities.
This feat is linked to time affinity, as shadow's affinity with time grows. So to will the bonus to AP granted by this feat.
Scale Affinity Level 1~5: +1 AP~5 AP, finding and holding chaos emeralds can temporarily grant an additional bonus to AP, but only while shadow is in possession of a chaos emerald with additional affects dependent on chaos emeralds.
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: [100]+0 | Bonus: +10
HP: 5000 ((health * 50) + Milestones) | Armor: 100(base) (health + Milestones) | Physical Soak: 100 (health + Milestones + traits)
Magical Soak: 100 (health + Milestones + traits) | Status Resistance: 0% (See Milestones) | Death Threshold: +0 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +0 (Milestones)
Milestone Derivatives:
Milestones:
(PC) Awareness: [200]+0 | Bonus: +20
Initiative: 1d200 1d200 | Base Attack Bonus: +20 | Perception Bonus: +20
Melee: +10 (See Milestones) | Ranged: +0 (See Milestones) | Magic: +10 (See Milestones)
True Sight: 0 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: 0 (See Milestones)
Milestone Derivatives:
Improved Melee: +10 -> +5 awareness bonus on melee attacks
Improved Magic: +10 -> +5 awareness bonus on magic attacks
Milestones:
(50, 150 exp) Improved Melee: +5 (x2)
(100, 200 exp) Improved Magic: +5 (x2)
Ability:
(PC) Dexterity: [300]+0 | Bonus: +30
Full Dodge: 50 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 40 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +0 (See Milestones)
Dodge Bonus: +20 (See Milestones) | Agility Bonus: +0 (See Milestones) | Flat-foot/reaction Bonus: +10 (See Milestones)
Style Points: 1500 (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +20 -> +5 Dexterity bonus when dodging an attack
Improved Reaction: +10 -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Milestones:
(50, 100, 250, 300 exp) Improved Dodge: +5 (x4)
(150, 200 exp) Improved Reaction: +5 (x2)
Ability:
( ) Strength: [150]+0 | Bonus: +15
Base Physical Damage: 600 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 15 (strength / 10) + Milestones | Momentum: 0 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 0 (See Milestones) | Brace: 0 (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +300 -> +100 damage
Milestones:
(50, 100, 150 exp) Improved Physical Damage: +100 (x3)
( ) Spirit: [100]+0 | Bonus: +10
Base Magical Damage: 450 (100 * 2) + 250 | Spell Points: 500 (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 Magic Damage: +250 -> +250 magic damage
Improved MP: +200 -> +200 Max MP
Milestones:
(50 exp) Improved Magic Damage: +250 (x1)
(100 exp) Improved MP: +200 (x1)
( ) Luck: [150]+0 | Bonus: +15
Luck Points: 18 | Critical Damage: +0 (See Milestones) | Luck roll result: +0 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Luck Points: +3 -> +1 Luck Point
Milestones:
(50, 100, 150 exp) Improved Luck Points: +1 (x3)
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<<>Skills<>>
1985 (Used) / 2000 (Maximum) / 15 (Free) (Skill Points (Max XP*2))
0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master
Movement
Bonuses: Dexterity: +30, Full Dodge: +50, Flat-foot Dodge: +40, Agility Bonus: +0 | Strength: +15, Momentum: +0
General - Athletics 475 = Level 6
Name: Wall Running (120)
Type: Enabler
Effect: Use momentum to defy gravity for a brief time. This allows the character to run across vertical surfaces for a single standard move action.
General - Acrobatics 130 = Level 3
Name: Leaping Strike (30)
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.
Utility
Bonuses: Health: +10 | Awareness: +20, Perception Bonus: +20, True Sight: +0
General - Reaction 220 = Level 4
Name: Block (10)
Name: Counter Strike (15)
Name: Quick-Draw (15)
Name: Recovery (30)
General - Concentration 65 = Level 2
Name: Spiritual Ward (15)
General - Perception 25 = Level 2
General - Computer Use 25 = Level 1
General - Search 25 = Level 1
Combat
Bonuses: Awareness: +20, Base Attack Bonus: +20, Melee: +10, Ranged: +0, Combat Reflexes: +0, Sneak Attack Negation: +0 | Dexterity: +30, Flat-foot/reaction Bonus: +10
Weapon Proficiency - Martial Arts 335 = Level 5
Total Adv. Skill SP Cost: 205
Dual Strike
Triple Strike
Rapid Strike Allows for 1d4(5) combo
Chi Arts: Effect: Drain 100 MP to increase attack damage on a hand-to-hand attack by +100. The maximum # of times you can do this for one attack is your Spirit/50 (round down).
Chi Bolt: Effect: Augments Chi Arts, allowing the martial artist to throw ranged bolts of life force. These are identical to strikes utilizing Chi Arts, but are ranged and can optionally substitute Spirit for Strength in the damage formula. This damage is Magical in nature and non-elemental.
Aikido: When you land full hits on a combo, roll luck. On 501+, opponent is knocked down.
Magic
Bonuses: Spirit: +10, Magic Defense: +0 | Awareness: +20, Magic: +10
Psionic Power: Electrokinesis - 220 = Level 4
Energetic Flow - Add kinesis level to athletic action
Greater Energetic Flow - Ad an additional strike to normal attack combinations.
Artisan
Bonuses: Spirit: +10, Crafting: +0
Field Training (25 Sp)
Bonuses: Awareness: +20, Perception Bonus: +20, True Sight: +0
General - Vehicle Operation: Light 25 = Level 1
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Current Spell Points: 280 (Used) / 220 (Free) / 500 (Max) SpP
Sorceror's Arcana
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Zoisite Gloves
Price: 570,000 gil
DC to Make: 108/178/238
Augmentation Slots: 4
Roll Bonus: +24
Damage Modifier: +1400
Skill Level Required: 5
Side Arm:
Armor:
Name: Light Beryl Armor
Price: 670,000 gil
DC to Make: 150/230/310
Physical Soak: 825
Magical Soak: 1375
Stat:() ()
Support:()()()
Roll 1 Step Higher on dodges
Pendant:
Ring 1:
Ring 2:
Gil: 35000
_______________________________________________________________________
<<> Inventory <>>
Inhibitor Rings: These rings exist to limit shadows full power and to control his ability to not over exert the large amounts of power he can produce. Though limiting it also allows him a more refined use of those abilities for a longer period of time.
Reduces the cost of shadows use of mp by % based on his current Chaos Control Level.
Level 1: 10%, Level 2: 20%, Level 3: 30%, Level 4: 40%, Level 5: 50%
When Worn: Reduces Shadows damage by -200
While worn shadow gains a round of 'charge' per round of up to 7 rounds. When full, after 7 rounds, shadow can release his full power gaining a bonus +1400 damage & +14 to hit for 4 rounds that battle/encounter. This power only lasts tell shadow is knocked unconscious or an encounter ends. Which would also reset his inhibitor rings. Additionally should a full charge be reached but not used, it is lost at the end of the encounter.
GM Note: This is an item, and can be taken away or destroyed.
_______________________________________________________________________
<<> Character Description <>>
Age: 50ish
Height: 3 Ft 3 In
Weight: 33 lbs (optional)
Appearance: He stands around three feet tall, yet his stance radiates confidence and power. His sleek, jet-black fur is marked by striking red streaks running along his quills, arms, and legs, giving him a fierce, almost fiery aura. His sharp quills curve back, setting him apart with a fierce silhouette, and a tuft of white fur rests proudly on his chest, contrasting against the dark.
Eye Color: Crimson
Hair Color: Black / Red / White
Notable Features:
<<> Character Personality <>>
Favorite Food: Hot Chocolate
Likes: Exploring Solitary Locations
Dislikes: Being Manipulated
Favorite Color:
Fears:
<<>Character Background<>>
History:
Shadow the Hedgehog's backstory is one of tragedy, resilience, and identity. Created over 50 years ago by Dr. Gerald Robotnik on the Space Colony ARK, Shadow was designed as the "Ultimate Lifeform" to cure diseases and bring hope. His DNA includes alien elements from Black Doom, a leader of the Black Arms alien race, which enhances his powers. Shadow developed a strong bond with Gerald’s granddaughter, Maria Robotnik, whose death during a raid on the ARK led him to vow to protect humanity. Though initially driven by vengeance, Maria's memory inspires Shadow to pursue a path of justice, even as he grapples with his own dark origins. Shadow would ultimately conquer his dark ties during an attempt by several entities to alter history for sonic and indirectly himself. Allowing himself to fully be with Gerald envisioned for shadow's purpose but more importantly what -HE- envisioned. He is shadow, the ultimately life form
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
IRC Nick:
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Shadow
Race: Hedgehog (Genetically Engineered)
Sheet Approved by: (leave blank)

_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0/22
- Nimble Faller (2 pts) - When this character suffers the "Knockdown/Wall Rush" status effect, reduce the damage inflicted by 25%.
- Ferocity (3 pts) - This character is considered to be consistently under Mild "Endure" status. The character is able to survive one one-hit/area attack that would normally render him/her unconscious (below 0 HP, above Death Threshold) with 1 HP.
- Born Alone (3 pts) - When this character reduces a target below 0 HP, character gains the HP from the felling blow back as restored HP.
- Resilient Brute (4 pts) - When this character uses "Brace" to defend against a melee attack, this character may use "Counterstrike" advanced skills as if the attack had been blocked.
- Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
Enhanced Sight - Status Effect Resistance (3 pts) - Occurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.
- Bioluminescence (-2 pts) - This character, or a portion of it (eyes, hair, etc.) emits a glow that is only visible in the darkness. That makes it easier to pick them out in otherwise difficult situations. This character rolls a step down on stealth roles in this situation. But hey, they are a great source of light!
- Hunted (-2 pts) (Black Arms) - Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.
- Hunted (-2 pts) (Black Doom) - Someone or something is tracking your character, and they want to find you. It may be that you are wanted, angered the wrong person, or they want to give you something, but your pursuers are closing. Any GM, at any point in time can call for a luck role with a player and initiate combat vs. an monster, being or entity.
- Dirty Reputation (-2 pts) - Your character is well known to be devious and double dealing. While this may or may not mean evil, it does mean your word can not be trusted at times, which makes you the bane of law enforcement. Your questionable morality also gives you a +10 to intimidation, while accepting a -10 to diplomacy.
- Tiny 1 (2 pts) - Your character is smaller than the average person, and as such is a harder target to hit. You gain a +15% to dodge and a +5 to diplomacy checks (you look harmless), but your muscles deal 15% less the damage of a normal person.
- Unusual Eyes (-1.5 pts) - Your eyes give you away. Something about your eyes is inhuman, they may be cat, demonic, fae, cetran, or other, but your eyes will give away your nature to anyone who looks at you close enough. Players must actively note this in conversation or interaction with a character.
- Astral Beacon (-2 pts) - This character's spiritual presence, even if not manifested as magical power, makes it very apparent to magical, spiritual, psionic, astral, etc. detection. this character rolls a step lower on Stealth checks if another creature or object is using spiritual means of detecting this character.
- Quick Reactions (2 pts) - This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.
- 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.
- Burst Speed (2 pts) - Once per half hour, the character can double his running speed for one round. This is accompanied by an Endurance check vs one's own Dexterity, failure resulting in exhaustion (one round spent recovering)
- Striking (-1.5 pts) - This character has some kind of natural attribute, whether it's skin color, hair color, eye color, etc., that makes it very easy to pick out in a crowd. If this character is recognized by a group, it will be easier to recognize and memories don't fade easily.
- Mistaken Identity (1 pts) - Your character is confused commonly with someone famous or infamous. This can be both a boon and a burden depending on the circumstances.
- Famous/Infamous (2 pts) - Your characters reputation proceeds you. People in distant lands will have heard of your deeds and may react accordingly.
- Intelligence Network (0 pts) - You have access to a network of resources which can obtain information in the right circuits. The broader the scope of the network, the broader the information, but the more general it becomes. Use of the network is an IC action and must be roleplayed. This trait has no function if the network can not be reached.
Gun via Rouge the Bat - Quills (2 Points) - This character has protrusions from its epidermal layer that behave as a defensive mechanism. When this character is attacked with the Martial Arts skill, this character automatically deals back damage equal to its physical damage soak.
- Camouflage Fur (2 Points) - This character's exterior is adaptable to camouflage in low-light environments. When performing a Stealth check in low-light areas (GM determination), this character gains a +10 bonus.
- Balance Receptor (2 Points) - This character may roll twice and take the higher result when performing Athletics or Acrobatics checks regarding balance (GM determination); for instance, this will not affect normal speed running or climbing, but when on narrow ledges or similar tricky situations.
- Skeleton in the closet (-4 Points) - A portion of shadow's DNA belongs to an alien race known as black doom. While they have been combatted and defeated they can always come back, with that information attempting to mess with shadow for their own ends is always possible.
1) 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], +5 to Athletics, +3 to Acrobatics, Reaction
2) 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 OR Swords OR Pistols OR Sub-Machine Guns OR Bows/Crossbows, +3 Sneak Attack, +3 to Stealth, Subterfuge, Acrobatics, Search
3) 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
-= Feats =- (* denotes feats taken at character creation.)
(* denotes feats taken at character creation.)
*Feat 1(200XP) - Can't Touch This
Associated Class: Athlete
Description: Even in the heat of the moment or unusually tight, enclosed spaces, the athlete is able to use his/her physical training to its utmost, becoming more agile and fleet enough of foot to avoid damage in unusual and creative ways.
Effect: Allows an Athlete to substitute Athletics or Acrobatics to perform a dodge check, even when otherwise inapplicable (a tight hallway, from a standing start). Some areas may still not be applicable.
*Feat 2(400XP) - Improved Combo
Associated Class: Fighter
Description: Fighters know how to squeeze the most out of a single attack action, and can land one extra regular hit when performing a regular attack.
Effect: Fighters engaging with weapons that support combo strikes may add a +1 to their number of possible hits(1d2 becomes 1d3, etc). This does not apply to dual wielding.
*Feat 3(600XP) - Rouge - Semper Peratis - Trickster
Air Trick
Associated Class: Trickster
Prerequisite:
Description: By utilizing any sort of visual distraction, whether it's a flash, smoke, a shimmer of light, a teleportation-like effect, or simply a 'what's that!?', this character can deceive others at a crucial moment to execute their own attack flawlessly.
Effect: Allows a character to counterattack ranged attacks by disappearing and reappearing above the target if the character's dodge beats the roll by 25.
*Feat 4(800XP) - Flying - Jet boots
*Feat 5(1000XP) - Mysterious Power: Chaos Control: Shadow posses the unique ability to manipulate chaos energy allowing to use a myriad array of capabilities.
This feat is linked to time affinity, as shadow's affinity with time grows. So to will the bonus to AP granted by this feat.
Scale Affinity Level 1~5: +1 AP~5 AP, finding and holding chaos emeralds can temporarily grant an additional bonus to AP, but only while shadow is in possession of a chaos emerald with additional affects dependent on chaos emeralds.
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: [100]+0 | Bonus: +10
HP: 5000 ((health * 50) + Milestones) | Armor: 100(base) (health + Milestones) | Physical Soak: 100 (health + Milestones + traits)
Magical Soak: 100 (health + Milestones + traits) | Status Resistance: 0% (See Milestones) | Death Threshold: +0 (Milestones)
Endure: 0% (Milestones) | Survival Result Bonus: +0 (Milestones)
Milestone Derivatives:
Milestones:
(PC) Awareness: [200]+0 | Bonus: +20
Initiative: 1d200 1d200 | Base Attack Bonus: +20 | Perception Bonus: +20
Melee: +10 (See Milestones) | Ranged: +0 (See Milestones) | Magic: +10 (See Milestones)
True Sight: 0 (See Milestones) | Combat Reflexes: 0 (See Milestones) | Sneak Attack Negation: 0 (See Milestones)
Milestone Derivatives:
Improved Melee: +10 -> +5 awareness bonus on melee attacks
Improved Magic: +10 -> +5 awareness bonus on magic attacks
Milestones:
(50, 150 exp) Improved Melee: +5 (x2)
(100, 200 exp) Improved Magic: +5 (x2)
Ability:
(PC) Dexterity: [300]+0 | Bonus: +30
Full Dodge: 50 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 40 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +0 (See Milestones)
Dodge Bonus: +20 (See Milestones) | Agility Bonus: +0 (See Milestones) | Flat-foot/reaction Bonus: +10 (See Milestones)
Style Points: 1500 (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +20 -> +5 Dexterity bonus when dodging an attack
Improved Reaction: +10 -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Milestones:
(50, 100, 250, 300 exp) Improved Dodge: +5 (x4)
(150, 200 exp) Improved Reaction: +5 (x2)
Ability:
( ) Strength: [150]+0 | Bonus: +15
Base Physical Damage: 600 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 15 (strength / 10) + Milestones | Momentum: 0 (See Milestones)
Item Effect: 0 (See Milestones) | Pierce: 0 (See Milestones) | Brace: 0 (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +300 -> +100 damage
Milestones:
(50, 100, 150 exp) Improved Physical Damage: +100 (x3)
( ) Spirit: [100]+0 | Bonus: +10
Base Magical Damage: 450 (100 * 2) + 250 | Spell Points: 500 (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 Magic Damage: +250 -> +250 magic damage
Improved MP: +200 -> +200 Max MP
Milestones:
(50 exp) Improved Magic Damage: +250 (x1)
(100 exp) Improved MP: +200 (x1)
( ) Luck: [150]+0 | Bonus: +15
Luck Points: 18 | Critical Damage: +0 (See Milestones) | Luck roll result: +0 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Luck Points: +3 -> +1 Luck Point
Milestones:
(50, 100, 150 exp) Improved Luck Points: +1 (x3)
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<<>Skills<>>
1985 (Used) / 2000 (Maximum) / 15 (Free) (Skill Points (Max XP*2))
0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master
Movement
Bonuses: Dexterity: +30, Full Dodge: +50, Flat-foot Dodge: +40, Agility Bonus: +0 | Strength: +15, Momentum: +0
General - Athletics 475 = Level 6
Name: Wall Running (120)
Type: Enabler
Effect: Use momentum to defy gravity for a brief time. This allows the character to run across vertical surfaces for a single standard move action.
General - Acrobatics 130 = Level 3
Name: Leaping Strike (30)
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.
Utility
Bonuses: Health: +10 | Awareness: +20, Perception Bonus: +20, True Sight: +0
General - Reaction 220 = Level 4
Name: Block (10)
Name: Counter Strike (15)
Name: Quick-Draw (15)
Name: Recovery (30)
General - Concentration 65 = Level 2
Name: Spiritual Ward (15)
General - Perception 25 = Level 2
General - Computer Use 25 = Level 1
General - Search 25 = Level 1
Combat
Bonuses: Awareness: +20, Base Attack Bonus: +20, Melee: +10, Ranged: +0, Combat Reflexes: +0, Sneak Attack Negation: +0 | Dexterity: +30, Flat-foot/reaction Bonus: +10
Weapon Proficiency - Martial Arts 335 = Level 5
Total Adv. Skill SP Cost: 205
Dual Strike
Triple Strike
Rapid Strike Allows for 1d4(5) combo
Chi Arts: Effect: Drain 100 MP to increase attack damage on a hand-to-hand attack by +100. The maximum # of times you can do this for one attack is your Spirit/50 (round down).
Chi Bolt: Effect: Augments Chi Arts, allowing the martial artist to throw ranged bolts of life force. These are identical to strikes utilizing Chi Arts, but are ranged and can optionally substitute Spirit for Strength in the damage formula. This damage is Magical in nature and non-elemental.
Aikido: When you land full hits on a combo, roll luck. On 501+, opponent is knocked down.
Magic
Bonuses: Spirit: +10, Magic Defense: +0 | Awareness: +20, Magic: +10
Psionic Power: Electrokinesis - 220 = Level 4
Energetic Flow - Add kinesis level to athletic action
Greater Energetic Flow - Ad an additional strike to normal attack combinations.
Artisan
Bonuses: Spirit: +10, Crafting: +0
Field Training (25 Sp)
Bonuses: Awareness: +20, Perception Bonus: +20, True Sight: +0
General - Vehicle Operation: Light 25 = Level 1
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<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Current Spell Points: 280 (Used) / 220 (Free) / 500 (Max) SpP
Sorceror's Arcana
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Zoisite Gloves
Price: 570,000 gil
DC to Make: 108/178/238
Augmentation Slots: 4
Roll Bonus: +24
Damage Modifier: +1400
Skill Level Required: 5
Side Arm:
Armor:
Name: Light Beryl Armor
Price: 670,000 gil
DC to Make: 150/230/310
Physical Soak: 825
Magical Soak: 1375
Stat:() ()
Support:()()()
Roll 1 Step Higher on dodges
Pendant:
Ring 1:
Ring 2:
Gil: 35000
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<<> Inventory <>>
Inhibitor Rings: These rings exist to limit shadows full power and to control his ability to not over exert the large amounts of power he can produce. Though limiting it also allows him a more refined use of those abilities for a longer period of time.
Reduces the cost of shadows use of mp by % based on his current Chaos Control Level.
Level 1: 10%, Level 2: 20%, Level 3: 30%, Level 4: 40%, Level 5: 50%
When Worn: Reduces Shadows damage by -200
While worn shadow gains a round of 'charge' per round of up to 7 rounds. When full, after 7 rounds, shadow can release his full power gaining a bonus +1400 damage & +14 to hit for 4 rounds that battle/encounter. This power only lasts tell shadow is knocked unconscious or an encounter ends. Which would also reset his inhibitor rings. Additionally should a full charge be reached but not used, it is lost at the end of the encounter.
GM Note: This is an item, and can be taken away or destroyed.
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<<> Character Description <>>
Age: 50ish
Height: 3 Ft 3 In
Weight: 33 lbs (optional)
Appearance: He stands around three feet tall, yet his stance radiates confidence and power. His sleek, jet-black fur is marked by striking red streaks running along his quills, arms, and legs, giving him a fierce, almost fiery aura. His sharp quills curve back, setting him apart with a fierce silhouette, and a tuft of white fur rests proudly on his chest, contrasting against the dark.
Eye Color: Crimson
Hair Color: Black / Red / White
Notable Features:
<<> Character Personality <>>
Favorite Food: Hot Chocolate
Likes: Exploring Solitary Locations
Dislikes: Being Manipulated
Favorite Color:
Fears:
<<>Character Background<>>
History:
Shadow the Hedgehog's backstory is one of tragedy, resilience, and identity. Created over 50 years ago by Dr. Gerald Robotnik on the Space Colony ARK, Shadow was designed as the "Ultimate Lifeform" to cure diseases and bring hope. His DNA includes alien elements from Black Doom, a leader of the Black Arms alien race, which enhances his powers. Shadow developed a strong bond with Gerald’s granddaughter, Maria Robotnik, whose death during a raid on the ARK led him to vow to protect humanity. Though initially driven by vengeance, Maria's memory inspires Shadow to pursue a path of justice, even as he grapples with his own dark origins. Shadow would ultimately conquer his dark ties during an attempt by several entities to alter history for sonic and indirectly himself. Allowing himself to fully be with Gerald envisioned for shadow's purpose but more importantly what -HE- envisioned. He is shadow, the ultimately life form
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<<> Special Notes <>>
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