Nanami 7.0
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Nanami 7.0
<^> Player Info <^>
IRC Nick: Saturnine / Saturn
Real Name (Optional):
Character Name: Nanami
Character Race: Prydean? Miquote? Mithra?
Time Zone: PST
Sheet Approved by: Malachai(BlazingStarX) on 1/11/2026
Updated: 1/10/2026
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<^> STATISTICS <^>
Total Experience Points: 2,144 (down from 3,200)
Spare EXP: 0
( ) Health: [200] | Bonus +20
HP: 10,000 / 10,000 (Health * 50) | Natural Soak: 200 (Health) | Status Resistance: (See Milestones) | Endure %: (See Milestones)
Milestones:
• Improved Survival (4): +10 to final result of a Survival roll.
(P) Awareness: [700] | Bonus +70
Base Attack Bonus: +70 | Perception Bonus: +70
Milestones:
• Improved Melee (4): +5 Awareness roll bonus with melee attacks
• Improved Ranged (10): +5 Awareness roll bonus on ranged attacks
• Sharpened Senses: Perception rolls can be made twice, and Nanami can keep the higher roll.
(P) Dexterity: [700] | Bonus +70
Full Dodge: 1s5+90 | Flat-Foot Dodge: 1s5+100 | Style Points: 2,500 (Dexterity * 5)
Milestones:
• Improved Agility (10): +5 Dexterity roll bonus when performing skill checks
• Improved Dodge (4): +5 Dexterity roll bonus when dodging an attack
• Go With The Flow: When Nanami Successfully dodges/blocks an attack (not using will resist/royal guard/DC reaction), she has the option of moving away or towards the attacker by one area as a free action.
( ) Strength: [300] | Bonus +30
Base Physical Damage: 600 (Strength * 2) | Inventory Size: 30 (Strength /10)
Milestones:
• Improved Physical Damage (4): +100 damage
• Improved Momentum (2): +5 Strength roll bonus when performing skill checks
( ) Spirit: [200] | Bonus: +20
Base Magical Damage: 400 (Spirit * 2) | Spell Points: 800 (Spirit * 5) | MP: 2,000 (Spirit * 10)
Milestones:
• Improved Magic Defense (2): +5 Spirit roll bonus when resisting magic
( ) Luck: [44] | Bonus: +4
Luck Points: 4 (Luck / 10) | Draw Chance: (See Milestones) | No-Sell Chance: (See Milestones)
Milestones:
• Improved Luck (0): +5 luck roll result
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<^> SKILLS <^>
<^> ABILITIES <^>
<^> TRAITS & FEATS <^>
<^> Equipment Slots <^>
<^> INVENTORY <^>
<^> CHARACTER DESCRIPTION <^>
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IRC Nick: Saturnine / Saturn
Real Name (Optional):
Character Name: Nanami
Character Race: Prydean? Miquote? Mithra?
Time Zone: PST
Sheet Approved by: Malachai(BlazingStarX) on 1/11/2026
Updated: 1/10/2026
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<^> STATISTICS <^>
Total Experience Points: 2,144 (down from 3,200)
Spare EXP: 0
( ) Health: [200] | Bonus +20
HP: 10,000 / 10,000 (Health * 50) | Natural Soak: 200 (Health) | Status Resistance: (See Milestones) | Endure %: (See Milestones)
Milestones:
• Improved Survival (4): +10 to final result of a Survival roll.
(P) Awareness: [700] | Bonus +70
Base Attack Bonus: +70 | Perception Bonus: +70
Milestones:
• Improved Melee (4): +5 Awareness roll bonus with melee attacks
• Improved Ranged (10): +5 Awareness roll bonus on ranged attacks
• Sharpened Senses: Perception rolls can be made twice, and Nanami can keep the higher roll.
(P) Dexterity: [700] | Bonus +70
Full Dodge: 1s5+90 | Flat-Foot Dodge: 1s5+100 | Style Points: 2,500 (Dexterity * 5)
Milestones:
• Improved Agility (10): +5 Dexterity roll bonus when performing skill checks
• Improved Dodge (4): +5 Dexterity roll bonus when dodging an attack
• Go With The Flow: When Nanami Successfully dodges/blocks an attack (not using will resist/royal guard/DC reaction), she has the option of moving away or towards the attacker by one area as a free action.
( ) Strength: [300] | Bonus +30
Base Physical Damage: 600 (Strength * 2) | Inventory Size: 30 (Strength /10)
Milestones:
• Improved Physical Damage (4): +100 damage
• Improved Momentum (2): +5 Strength roll bonus when performing skill checks
( ) Spirit: [200] | Bonus: +20
Base Magical Damage: 400 (Spirit * 2) | Spell Points: 800 (Spirit * 5) | MP: 2,000 (Spirit * 10)
Milestones:
• Improved Magic Defense (2): +5 Spirit roll bonus when resisting magic
( ) Luck: [44] | Bonus: +4
Luck Points: 4 (Luck / 10) | Draw Chance: (See Milestones) | No-Sell Chance: (See Milestones)
Milestones:
• Improved Luck (0): +5 luck roll result
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<^> SKILLS <^>
4,280 / 4,288 Skill Points (current XP * 2)
Spare SkP: 8
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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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MOVEMENT SKILLS
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ATHLETICS (Level 4 - 220 SkP) ((310))
Statistic: Strength/Dexterity
STR Roll: 1s4+46
DEX Roll: 1s4+126
Dodge Roll: 1s4+76
Uses: A measure of Nanami’s movement talents, including running, climbing, lifting, and other exerting tasks. This is also used to evade melee, ranged, and magic attacks
Cats typically prefer to ambush their prey, since, by and large, cats are not good at long distance running (even cheetahs have to give up the chase after roughly a minute of sprinting).
However, being that Nanami's cardiovascular system shares identical characteristics of human capability, this may not always be the case.
Flanking: A maneuver that involves Nanami moving around the environment to reduce the effects of the "Concealment" status effect. Not all uses of the "Concealment" status can be flanked, but a successful maneuver will wither reduce or negate the status effect. As a combat move, this is considered a Standard Action but certain skills, feats, traits, or other effects can allow Nanami to act while making a flanking maneuver.
Hauling - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; may result in status effect or stat injury to either character. - Type: Enabler
Effect: Proper technique allows Nanami to physically carry another character her own size class or smaller through an Athletics check.
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 Nanami 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))
Statistic: Strength/Dexterity
STR Roll: 1s2+40
DEX Roll: 1s2+120
Dodge Roll: 1s2+70
Uses: Measures Nanami'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 5 - 335 SkP) ((575))
Statistic: Strength/Dexterity
STR Roll: 1s4+46
DEX Roll: 1s4+126
Dodge Roll: 1s5+96
Uses: A measure of Nanami'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: Nanami 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.
Tumble - Cost: 60 SkP - Skill Level Required: 4 - Untrained: No - Type: Bonus
Effect: Halve damage taken from falling, within reason.
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 Nanami from being the target of that attacker's next immediate attack. This prevention does not apply in one-on-one combat or against area-of-effect attacks that include Nanami, and can only apply to the most recent attacker.
Stunt Acrobatics - Cost: 90 SkP - Skill Level Required: 5 - Untrained: No - Type: Enabler
Effect: Allows Nanami to take a standard action while performing an Acrobatics check.
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REACTION (Level 5 - 335 SkP) ((375))
Statistic: Awareness
Perceptive Reaction (Awareness): 1s5+86
Evasive Reaction (Dexterity): 1s5+106
Uses: Allows Nanami 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: Nanami may use a melee weapon to block another melee attack.
Recovery - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; requires a Luck roll. - Type: Enabler
Effect: Train the body to reactively protect itself from injury, enabling to grab the closest ledge/handhold, move the hands to protect the head/chest, or other similar last-ditch efforts to mitigate harm when failing a check.
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UTILITY SKILLS
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PERCEPTION (Level 5 - 335 SkP) ((515))
Statistic: Awareness
Rolls:
(spot): 2s5+70
(hearing): 2s5+95
(smell): 2s5+70
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).
With dynamic vision, cats continuously adjust to their surroundings, making them natural hunters and incredibly observant companions. Every head tilt, every stare, and every silent pause is their way of reading the world around them.
Detect Trap Trigger - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; requires a Luck roll. - Type: Enabler
Effect: With an intimate knowledge of trap mechanisms, this character can recognize them while moving. This allows the character to detect tripwires, infrared beam mechanisms, false steps, pressure plates, runes, and other kinds of trap markers. 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.
Tracking Sense - Cost: 60 SkP - Skill Level Required: 4 - Untrained: No - Type: Enabler
Effect: Nanami's feline senses have been honed through genetics to perceive and isolate specific scents, prints, or sensations at nearly a moment's notice, allowing her to pursue it within a small area.
Tremor Sense - Cost: 90 SkP - Skill Level Required: 5 - Untrained: No - Type: Enabler
Effect: Feel and isolate subtle changes in the air or ground, allowing detection of changes in the character’s immediate environment. This can be used to detect breathing, footsteps, or other similar, subtle movements, but requires intense focus (a standard action) without interruption.
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SUBTERFUGE (Level 3 - 130 SkP) ((175))
Statistic: Dexterity
Roll: 1s3+126
Uses: With training in typical behavior patterns, perceptions and general rogue-ery, uses the art of deception to trick other entities into either believing or not believing what they perceive in front of or around them. This can be used to perform sleight of hand tricks, as well as “deceive” inanimate objects into believing the user has legitimate access to it.
Disarm Trap - Cost: 15 SkP - Skill Level Required: 2 - Untrained: Yes; a Luck roll is required to see if the trap is triggered. - Type: Enabler
Effect: With knowledge of inner trap workings of various types, Nanami 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.
Lock Picking - Cost: 30 SkP - Skill Level Required: 3 - Untrained: No - Type: Enabler
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.
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STEALTH (Level 6 - 475 SkP) ((715))
Statistic: Dexterity
Stealth Roll: 1s6+146
Uses: With trained movements and an understanding of typical sentient and automated behavior, allows Nanami to move throughout and interact with an environment while remaining undetected. Nanami 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 Nanami; 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 Nanami is operating in. Note that most Advanced Skills do not stop an entity from using Perception to detect Nanami while she is in motion.
Conceal Self - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; enemies can detect Nanami with a general Awareness roll instead of an opposed Stealth check. - Type: Enabler
Effect: Allows Nanami to use the environment to shield herself from other creatures' or objects' perception (such as guards or video cameras). Nanami may make a Stealth check using this Advanced Skill 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 Nanami's location. Moving from within the “Concealment” effect removes the concealed effect and allows Nanami to be detected with Perception checks until she finds another hiding place. If Nanami is discovered while under the effect of "Conceal Self," tshe 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 Nanami with a general Awareness roll instead of an opposed Stealth check. - Type: Enabler
Effect: Allows Nanami to move at half-speed with a low sound report. This does not obscure her visually while active, but if there is nothing facing her, she does not trigger Perception checks on her passing. This alone does not stop other forms of detection, such as thermal vision or picking up her scent.
Shadowing - Cost: 60 SkP - Skill Level Required: 4 - Untrained: Yes; losing sight of the target allows it to go undetected. - Type: Enabler
Effect: Allows Nanami to remain undetected as she follows a moving target. A successful Stealth check using this Advanced Skill allows Nanami to keep track of a target (within a reasonable distance) without giving herself away, moving through crowds of people or an environment, even if line-of-sight is broken temporarily. Other entities may detect Nanami or force her to make other checks to avoid alerting the primary target.
Momentary Distraction - Cost: 120 SkP - Skill Level Required: 6 - Untrained: Yes; requires a Luck roll to determine if target is affected/distracted. - Type: Enabler
Effect: When detected, Nanami can force a target's attention away with a Standard Action to break its line of sight or detection, allowing Nanami to make another Stealth check to conceal herself from the pursuer. This can be as simple and old-fashioned as feigning surprise and exclaiming "What's that?", or a more elaborate or theatrical method, such as a bright flash or light or sound, but regardless of the exact manner employed, 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.
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SEARCH (Level 4 - 220 SkP) ((400))
Statistic: Awareness
General Search: 1s4+73
Tracking Search: 1s4+83
Uses: Using a mix of logical deduction, educated guesses, and a keen, thorough disposition, this character can scan and scrounge through a particular area for a target subject. This can be studying a piece of the environment, scouring through objects, or meticulously perusing a particular subject for differences or changes. The Search skill can be used to locate objects within the environment, but without particular Advanced Skills -- even if the character performs the action described by the skill -- it will not yield the sought target even if the character is made aware it is there, whether by circumstance, timing, or chance.
Scrutinize - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; results are based on a Luck roll. - Type: Enabler
Effect: Nanami may invoke this ability to 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.
Locate Hidden Compartment - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; results are based on a Luck roll. - Type: Enabler
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.
Locate Trap Mechanism - Cost: 60 SkP - Skill Level Required: 4 - Untrained: No - Type: Enabler
Effect: By searching an area without striking a trap trigger, Nanami can locate and isolate the components of a trap. This does not disarm a trap itself, but allows her to identify it, its operation, its trigger(s), and ways to disable it.
Recognize Disturbance - Cost: 60 SkP - Skill Level Required: 4 - Untrained: Yes; requires a check against the target’s Stealth skill. - Type: Enabler
Effect: Nanami knows her surroundings well enough to recognize when something has been changed in it, allowing her 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 Nanami on the track of a subject utilizing the Stealth skill.
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GATHER INFORMATION (Level 3 - 130 SkP) ((160))
Statistic: Awareness/Spirit
Awareness Roll: 1s3+70
Spirit Roll: 1s3+20
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 Dani inquiring about the subject matter. - Type: Enabler
Effect: Nanami 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 Nanami 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))
Statistic: Spirit
Rolls:
(general): 1s3+10
(diplomacy): 1s3+10
(intimidation): 1s3+13
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 Nanami’s wishes. Allows Nanami 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. Nanami may use Speechcraft to resist other Speechcraft checks against her.
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COMBAT SKILLS
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WEAPON PROFICIENCY: KNIVES (Level 4 - 220 SkP) ((260))
Sneak Attack: 1s4+126 (1 hit for ???? damage)
Attack: 1s4+93 (1d3 hits for ???? damage)
Block: 1s5+75
"A knife thrust can happen as fast as 0.14 seconds. When you blink your eyes, it takes 0.10 to 0.40 seconds. For you to initiate a defensive action, it takes about half a second. And so, the mathematics of knife defense is impossible. Even if you see it coming and you initiate a defense, the likelihood of you being successful at it is very low."
Dual Strike - Cost: 10 SP - Skill Level Required: 1 - Prerequisites: None - Untrained: No. - Type: Action
Effect: Allows a 1d2 hit combo.
Name: Triple Strike - Cost: 15 SP - Skill Level Required: 2 - Prerequisites: Dual Strike - Untrained: No. - Type: Action
Effect: Allows a 1d3 hit combo.
Sneak Attack - Cost: 15 SP - Skill Level Required: 2 - Prerquisites: None - Untrained: No. - Type: Bonus
Effect: A knife wielder is naturally uncanny at wielding it in the dark. This grants a +10 to sneak attack rolls.
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WEAPON PROFICIENCY: MARTIAL ARTS (Level 4 - 220 SkP) (260)
Gloves
Sneak Attack: 1s4+118 (1 hit for ???? damage)
Attack: 1s4+95 (1d3 hits of 1,000 damage)
Block: 1s5+75
Maintain Grapple: 1s4+117 For every failed attempt by the target to escape, deal Nanami's base physical damage (600) without applying soak.
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Teeth & Nails
Sneak Attack: 1s4+118 (1 hit for ???? damage)
Attack: 1s4+95 (1d3 hits of 1,000 damage)
Block: 1s5+75
Maintain Grapple: 1s4+117. For every failed attempt by the target to escape, deal Nanami's base physical damage (600) without applying soak.
Cats hunt using a stealthy "stalk and pounce" method, relying on keen senses to locate prey; Using patient stalking, once in striking distance, they gather their powerful hind legs and leap, extending their claws to grab the prey. A precise neck bite with their sharp canines sever the spine for a quick kill, though they might "play" with it first to tire it out, or for instinctual practice.
Dual Strike - Cost: 10 SP - Required Skill Level: 1 - Untrained: No. - Type: Action
Effect: Allows a 1d2 hit combo.
Triple Strike - Cost: 30 SP - Required Skill Level: 3 - Prerequisites: Dual Strike - Untrained: No. - Type: Action
Effect: Allows a 1d3 hit combo.
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WEAPON PROFICIENCY: THROWING (Level 4 - 220 SkP) ((220))
Sneak Attack: 1s4+148 (1 hit for ???? damage)
Attack: 1s4+125 (1 hit for ???? damage)
Range: Up to 4 Areas
Humans learned to throw rocks as a crucial evolutionary step, developing specialized anatomy around 2 million years ago, using stones for defense against predators and later for hunting, transforming them from prey to predators and enabling migration, with physical changes like increased elastic energy storage in tendons and muscles for powerful, accurate throws. This innovation, along with tool-making and fire, helped define what it means to be human, leveraging physics for survival.
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Magic Skills
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ARCANA (Level 2 - 65 SkP) ((65))
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Artisan / Knowledge Skills
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Field Training Skills
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SURVIVAL (Level 1 - 25 SkP) ((25))
Statistic: Health
Health Roll: 1s1+60
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Spare SkP: 8
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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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MOVEMENT SKILLS
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ATHLETICS (Level 4 - 220 SkP) ((310))
Statistic: Strength/Dexterity
STR Roll: 1s4+46
DEX Roll: 1s4+126
Dodge Roll: 1s4+76
Uses: A measure of Nanami’s movement talents, including running, climbing, lifting, and other exerting tasks. This is also used to evade melee, ranged, and magic attacks
Cats typically prefer to ambush their prey, since, by and large, cats are not good at long distance running (even cheetahs have to give up the chase after roughly a minute of sprinting).
However, being that Nanami's cardiovascular system shares identical characteristics of human capability, this may not always be the case.
Flanking: A maneuver that involves Nanami moving around the environment to reduce the effects of the "Concealment" status effect. Not all uses of the "Concealment" status can be flanked, but a successful maneuver will wither reduce or negate the status effect. As a combat move, this is considered a Standard Action but certain skills, feats, traits, or other effects can allow Nanami to act while making a flanking maneuver.
Hauling - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; may result in status effect or stat injury to either character. - Type: Enabler
Effect: Proper technique allows Nanami to physically carry another character her own size class or smaller through an Athletics check.
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 Nanami 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))
Statistic: Strength/Dexterity
STR Roll: 1s2+40
DEX Roll: 1s2+120
Dodge Roll: 1s2+70
Uses: Measures Nanami'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 5 - 335 SkP) ((575))
Statistic: Strength/Dexterity
STR Roll: 1s4+46
DEX Roll: 1s4+126
Dodge Roll: 1s5+96
Uses: A measure of Nanami'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: Nanami 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.
Tumble - Cost: 60 SkP - Skill Level Required: 4 - Untrained: No - Type: Bonus
Effect: Halve damage taken from falling, within reason.
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 Nanami from being the target of that attacker's next immediate attack. This prevention does not apply in one-on-one combat or against area-of-effect attacks that include Nanami, and can only apply to the most recent attacker.
Stunt Acrobatics - Cost: 90 SkP - Skill Level Required: 5 - Untrained: No - Type: Enabler
Effect: Allows Nanami to take a standard action while performing an Acrobatics check.
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REACTION (Level 5 - 335 SkP) ((375))
Statistic: Awareness
Perceptive Reaction (Awareness): 1s5+86
Evasive Reaction (Dexterity): 1s5+106
Uses: Allows Nanami 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: Nanami may use a melee weapon to block another melee attack.
Recovery - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; requires a Luck roll. - Type: Enabler
Effect: Train the body to reactively protect itself from injury, enabling to grab the closest ledge/handhold, move the hands to protect the head/chest, or other similar last-ditch efforts to mitigate harm when failing a check.
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UTILITY SKILLS
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PERCEPTION (Level 5 - 335 SkP) ((515))
Statistic: Awareness
Rolls:
(spot): 2s5+70
(hearing): 2s5+95
(smell): 2s5+70
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).
With dynamic vision, cats continuously adjust to their surroundings, making them natural hunters and incredibly observant companions. Every head tilt, every stare, and every silent pause is their way of reading the world around them.
Detect Trap Trigger - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; requires a Luck roll. - Type: Enabler
Effect: With an intimate knowledge of trap mechanisms, this character can recognize them while moving. This allows the character to detect tripwires, infrared beam mechanisms, false steps, pressure plates, runes, and other kinds of trap markers. 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.
Tracking Sense - Cost: 60 SkP - Skill Level Required: 4 - Untrained: No - Type: Enabler
Effect: Nanami's feline senses have been honed through genetics to perceive and isolate specific scents, prints, or sensations at nearly a moment's notice, allowing her to pursue it within a small area.
Tremor Sense - Cost: 90 SkP - Skill Level Required: 5 - Untrained: No - Type: Enabler
Effect: Feel and isolate subtle changes in the air or ground, allowing detection of changes in the character’s immediate environment. This can be used to detect breathing, footsteps, or other similar, subtle movements, but requires intense focus (a standard action) without interruption.
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SUBTERFUGE (Level 3 - 130 SkP) ((175))
Statistic: Dexterity
Roll: 1s3+126
Uses: With training in typical behavior patterns, perceptions and general rogue-ery, uses the art of deception to trick other entities into either believing or not believing what they perceive in front of or around them. This can be used to perform sleight of hand tricks, as well as “deceive” inanimate objects into believing the user has legitimate access to it.
Disarm Trap - Cost: 15 SkP - Skill Level Required: 2 - Untrained: Yes; a Luck roll is required to see if the trap is triggered. - Type: Enabler
Effect: With knowledge of inner trap workings of various types, Nanami 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.
Lock Picking - Cost: 30 SkP - Skill Level Required: 3 - Untrained: No - Type: Enabler
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.
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STEALTH (Level 6 - 475 SkP) ((715))
Statistic: Dexterity
Stealth Roll: 1s6+146
Uses: With trained movements and an understanding of typical sentient and automated behavior, allows Nanami to move throughout and interact with an environment while remaining undetected. Nanami 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 Nanami; 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 Nanami is operating in. Note that most Advanced Skills do not stop an entity from using Perception to detect Nanami while she is in motion.
Conceal Self - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; enemies can detect Nanami with a general Awareness roll instead of an opposed Stealth check. - Type: Enabler
Effect: Allows Nanami to use the environment to shield herself from other creatures' or objects' perception (such as guards or video cameras). Nanami may make a Stealth check using this Advanced Skill 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 Nanami's location. Moving from within the “Concealment” effect removes the concealed effect and allows Nanami to be detected with Perception checks until she finds another hiding place. If Nanami is discovered while under the effect of "Conceal Self," tshe 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 Nanami with a general Awareness roll instead of an opposed Stealth check. - Type: Enabler
Effect: Allows Nanami to move at half-speed with a low sound report. This does not obscure her visually while active, but if there is nothing facing her, she does not trigger Perception checks on her passing. This alone does not stop other forms of detection, such as thermal vision or picking up her scent.
Shadowing - Cost: 60 SkP - Skill Level Required: 4 - Untrained: Yes; losing sight of the target allows it to go undetected. - Type: Enabler
Effect: Allows Nanami to remain undetected as she follows a moving target. A successful Stealth check using this Advanced Skill allows Nanami to keep track of a target (within a reasonable distance) without giving herself away, moving through crowds of people or an environment, even if line-of-sight is broken temporarily. Other entities may detect Nanami or force her to make other checks to avoid alerting the primary target.
Momentary Distraction - Cost: 120 SkP - Skill Level Required: 6 - Untrained: Yes; requires a Luck roll to determine if target is affected/distracted. - Type: Enabler
Effect: When detected, Nanami can force a target's attention away with a Standard Action to break its line of sight or detection, allowing Nanami to make another Stealth check to conceal herself from the pursuer. This can be as simple and old-fashioned as feigning surprise and exclaiming "What's that?", or a more elaborate or theatrical method, such as a bright flash or light or sound, but regardless of the exact manner employed, 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.
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SEARCH (Level 4 - 220 SkP) ((400))
Statistic: Awareness
General Search: 1s4+73
Tracking Search: 1s4+83
Uses: Using a mix of logical deduction, educated guesses, and a keen, thorough disposition, this character can scan and scrounge through a particular area for a target subject. This can be studying a piece of the environment, scouring through objects, or meticulously perusing a particular subject for differences or changes. The Search skill can be used to locate objects within the environment, but without particular Advanced Skills -- even if the character performs the action described by the skill -- it will not yield the sought target even if the character is made aware it is there, whether by circumstance, timing, or chance.
Scrutinize - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; results are based on a Luck roll. - Type: Enabler
Effect: Nanami may invoke this ability to 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.
Locate Hidden Compartment - Cost: 30 SkP - Skill Level Required: 3 - Untrained: Yes; results are based on a Luck roll. - Type: Enabler
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.
Locate Trap Mechanism - Cost: 60 SkP - Skill Level Required: 4 - Untrained: No - Type: Enabler
Effect: By searching an area without striking a trap trigger, Nanami can locate and isolate the components of a trap. This does not disarm a trap itself, but allows her to identify it, its operation, its trigger(s), and ways to disable it.
Recognize Disturbance - Cost: 60 SkP - Skill Level Required: 4 - Untrained: Yes; requires a check against the target’s Stealth skill. - Type: Enabler
Effect: Nanami knows her surroundings well enough to recognize when something has been changed in it, allowing her 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 Nanami on the track of a subject utilizing the Stealth skill.
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GATHER INFORMATION (Level 3 - 130 SkP) ((160))
Statistic: Awareness/Spirit
Awareness Roll: 1s3+70
Spirit Roll: 1s3+20
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 Dani inquiring about the subject matter. - Type: Enabler
Effect: Nanami 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 Nanami 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))
Statistic: Spirit
Rolls:
(general): 1s3+10
(diplomacy): 1s3+10
(intimidation): 1s3+13
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 Nanami’s wishes. Allows Nanami 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. Nanami may use Speechcraft to resist other Speechcraft checks against her.
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COMBAT SKILLS
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WEAPON PROFICIENCY: KNIVES (Level 4 - 220 SkP) ((260))
Sneak Attack: 1s4+126 (1 hit for ???? damage)
Attack: 1s4+93 (1d3 hits for ???? damage)
Block: 1s5+75
"A knife thrust can happen as fast as 0.14 seconds. When you blink your eyes, it takes 0.10 to 0.40 seconds. For you to initiate a defensive action, it takes about half a second. And so, the mathematics of knife defense is impossible. Even if you see it coming and you initiate a defense, the likelihood of you being successful at it is very low."
Dual Strike - Cost: 10 SP - Skill Level Required: 1 - Prerequisites: None - Untrained: No. - Type: Action
Effect: Allows a 1d2 hit combo.
Name: Triple Strike - Cost: 15 SP - Skill Level Required: 2 - Prerequisites: Dual Strike - Untrained: No. - Type: Action
Effect: Allows a 1d3 hit combo.
Sneak Attack - Cost: 15 SP - Skill Level Required: 2 - Prerquisites: None - Untrained: No. - Type: Bonus
Effect: A knife wielder is naturally uncanny at wielding it in the dark. This grants a +10 to sneak attack rolls.
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WEAPON PROFICIENCY: MARTIAL ARTS (Level 4 - 220 SkP) (260)
Gloves
Sneak Attack: 1s4+118 (1 hit for ???? damage)
Attack: 1s4+95 (1d3 hits of 1,000 damage)
Block: 1s5+75
Maintain Grapple: 1s4+117 For every failed attempt by the target to escape, deal Nanami's base physical damage (600) without applying soak.
---
Teeth & Nails
Sneak Attack: 1s4+118 (1 hit for ???? damage)
Attack: 1s4+95 (1d3 hits of 1,000 damage)
Block: 1s5+75
Maintain Grapple: 1s4+117. For every failed attempt by the target to escape, deal Nanami's base physical damage (600) without applying soak.
Cats hunt using a stealthy "stalk and pounce" method, relying on keen senses to locate prey; Using patient stalking, once in striking distance, they gather their powerful hind legs and leap, extending their claws to grab the prey. A precise neck bite with their sharp canines sever the spine for a quick kill, though they might "play" with it first to tire it out, or for instinctual practice.
Dual Strike - Cost: 10 SP - Required Skill Level: 1 - Untrained: No. - Type: Action
Effect: Allows a 1d2 hit combo.
Triple Strike - Cost: 30 SP - Required Skill Level: 3 - Prerequisites: Dual Strike - Untrained: No. - Type: Action
Effect: Allows a 1d3 hit combo.
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WEAPON PROFICIENCY: THROWING (Level 4 - 220 SkP) ((220))
Sneak Attack: 1s4+148 (1 hit for ???? damage)
Attack: 1s4+125 (1 hit for ???? damage)
Range: Up to 4 Areas
Humans learned to throw rocks as a crucial evolutionary step, developing specialized anatomy around 2 million years ago, using stones for defense against predators and later for hunting, transforming them from prey to predators and enabling migration, with physical changes like increased elastic energy storage in tendons and muscles for powerful, accurate throws. This innovation, along with tool-making and fire, helped define what it means to be human, leveraging physics for survival.
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Magic Skills
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ARCANA (Level 2 - 65 SkP) ((65))
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Artisan / Knowledge Skills
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Field Training Skills
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SURVIVAL (Level 1 - 25 SkP) ((25))
Statistic: Health
Health Roll: 1s1+60
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GRAPPLING
A non-damaging method of locking a target into a limited range of motion during combat. A grapple can come in many forms, whether it’s simply holding onto a target’s limbs or midsection or engaging them in a battle of strength or maneuvering. This maneuver can only be used on targets up to one size class larger than the character (so if a character is normal sized, it can only grapple with characters from Tiny 3 to Giant 1).
Grappling can be performed with the Martial Arts skill or a Weapon Proficiency for a melee-type weapon, which can be considered a “locking” maneuver with the weapon(s) in use. If any of these checks are critical successes or failures, they do not draw from the crit deck.
Status: Grappled - An entity is limited in its range of motion due to being held by another one. The target of a grapple is unable to take “move” actions on its own. Any action that is not breaking or reversing the grapple is rolled one “step” down throughout the grapple, including attacks and defense, but damage is calculated normally.
Initiating a grapple: A character declares the combat maneuver and rolls a standard Martial Arts or Weapon Proficiency-based attack against the target. The target can choose to either dodge (Athletics/Acrobatics) or block the attack to resist it. If the target fails to defend against it, both the character and the target are considered grappled.
Breaking a grapple: The entity that initiated the grapple can break it as a “free action” on its turn. On its turns, the target of a grapple can make an Athletics, Acrobatics, Martial Arts, or Weapon Proficiency check against the initiating character’s Martial Arts or Weapon Proficiency to break it as a free action. The target can act regardless of whether the grapple is broken.
Reversing a grapple: The target of a grapple can, as a standard action, try to reverse the grapple on the initiating character. This can be made with a Martial Arts or Weapon Proficiency check, with either of those as a defense for the initiating character. If the original target wins, it is now considered to be the initiating character, which means it can break the grapple as a free action on its next turn.
Assisted grappling: If multiple entities try to grapple a target, a “main” entity is selected to roll the checks, with all other entities adding their “assist bonus” to it, equal to their Martial Arts or Weapon Proficiency skill level * 5. This can be used to either help an entity initiate a grapple, maintain a grapple, or break one.
DUAL WIELDING
Any weapon of 5 slots or less can be dual-wielded. However, when attacking with both simultaneously, the secondary weapon must deal half-damage, and you will incur an accuracy penalty.
If the weapon is 1 slot, you will incur no accuracy penalty.
If the weapon is 2 or 3 slots, you will incur a -15 accuracy penalty.
If the weapon is 4 or 5 slots, you will incur a -20 accuracy penalty.
You can dual-wield ANY two weapons that are 5 slots or less. Weapon proficiencies may also have advanced skills that pertain to their respective accuracy penalties, so keep an eye out.
Examples:
dagger and martial arts
martial arts and throwing weapon
throwing weapon and dagger
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-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
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Skill Level 1 - 10 Style points - 3 Attribute Points available, Max Attribute Level 2 - Max Damage Level 2, 20 MP to use
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Skill Level 2 - 15 Style points - 4 Attribute Points available Max Attribute Level 4 - Max Damage Level 4, 80 MP to use
(80 MP) {The Lion Sleeps}
Description: Lions will bring their prey down, then one will clamp its mouth over the nose and mouth of its victim in order to suffocate it.
Effect: A technique reserved only during grapples; Following a full strike combo, Nanami clamps her hand (or otherwise) over the nose and mouth of her opponent (declare/charge). After 1 full round of time, during which the victim may attempt an escape, Nanami's attack fully activates (use). Failing to escape this stage will nonlethally suffocate the target into a Moderate Sleep for 1d10 minutes.
Martial Arts
Range: 1, Accuracy 2 (+4 to hit), Nonlethal, Moderate Sleep, mystic art, extended charge time
-- Ability requires 1 full round of charge time. (Round 1: Declare/Charge. Round 2: Use)
(80 MP) {Tiger Nerves}
Description: Tigers usually bite down on the neck, inserting their canines in between the 4th and 5th vertebrae so as to paralyze their prey.
Effect: A technique reserved only during grapples; Following a full strike combo, Nanami attempts to nonlethally bite the back of her opponent's neck. Failing to escape this stage will cause Moderate Shock to their nervous system for 1d3 rounds. Every round they must roll a number after selecting their action, with the following results;
1-5 = Unaffected, Act normally.
6 = Drop weapon.
7 = Drop weapon or used item at feet.
8 = Drop weapon or used item at feet, cast spells target randomly.
Martial Arts
Range: 1, Nonlethal, Moderate Shock, mystic art
(80 MP) {Top Down Jaguar}
Description: Jaguars will more often than not just bite straight into the skull of its prey and kill it almost immediately.
Effect: A technique reserved only during grapples; Following a full strike combo, Nanami uses a knife in place of a large fang, attempting to hit her grappled prey with a head stab for ???? damage.
Knives/Daggers
Range 1, Damage 4 (+400), mystic art
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Skill Level 3 - 30 Style points - 5 Attribute Points available, Max Attribute Level 4 - Max Damage Level 6, 180 MP to use
Skill Level 4 - 50 Style points - 6 Attribute Points available, Max Attribute Level 4 - Max Damage Level 8, 320 MP to use
Skill Level 5 - 70 Style points - 7 Attribute Points available, Max Attribute Level 5 - Max Damage Level 10, 500 MP to use
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-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
Level 0 spells 5 MP to cast, 5 Spell Points
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Level 1 Spells 10 MP to cast, 10 Spell Points
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Level 2 spells 40 MP to cast, 15 Spell Points
Returning Weapon - Put a temporary enchantment on a weapon that returns it to its point of origin safely when thrown. Lasts for 5 rounds.
NOT YET LEARNED/PURCHASED
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Level 3 Spells 90 MP to cast, 20 Spell Points
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Level 4 spells 160 MP to cast, 30 Spell Points
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Level 5 spells 250 MP to cast, 40 Spell Points
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Level 6 spells 360 MP to cast, 60 Spell Points
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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.
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.
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A non-damaging method of locking a target into a limited range of motion during combat. A grapple can come in many forms, whether it’s simply holding onto a target’s limbs or midsection or engaging them in a battle of strength or maneuvering. This maneuver can only be used on targets up to one size class larger than the character (so if a character is normal sized, it can only grapple with characters from Tiny 3 to Giant 1).
Grappling can be performed with the Martial Arts skill or a Weapon Proficiency for a melee-type weapon, which can be considered a “locking” maneuver with the weapon(s) in use. If any of these checks are critical successes or failures, they do not draw from the crit deck.
Status: Grappled - An entity is limited in its range of motion due to being held by another one. The target of a grapple is unable to take “move” actions on its own. Any action that is not breaking or reversing the grapple is rolled one “step” down throughout the grapple, including attacks and defense, but damage is calculated normally.
Initiating a grapple: A character declares the combat maneuver and rolls a standard Martial Arts or Weapon Proficiency-based attack against the target. The target can choose to either dodge (Athletics/Acrobatics) or block the attack to resist it. If the target fails to defend against it, both the character and the target are considered grappled.
Breaking a grapple: The entity that initiated the grapple can break it as a “free action” on its turn. On its turns, the target of a grapple can make an Athletics, Acrobatics, Martial Arts, or Weapon Proficiency check against the initiating character’s Martial Arts or Weapon Proficiency to break it as a free action. The target can act regardless of whether the grapple is broken.
Reversing a grapple: The target of a grapple can, as a standard action, try to reverse the grapple on the initiating character. This can be made with a Martial Arts or Weapon Proficiency check, with either of those as a defense for the initiating character. If the original target wins, it is now considered to be the initiating character, which means it can break the grapple as a free action on its next turn.
Assisted grappling: If multiple entities try to grapple a target, a “main” entity is selected to roll the checks, with all other entities adding their “assist bonus” to it, equal to their Martial Arts or Weapon Proficiency skill level * 5. This can be used to either help an entity initiate a grapple, maintain a grapple, or break one.
DUAL WIELDING
Any weapon of 5 slots or less can be dual-wielded. However, when attacking with both simultaneously, the secondary weapon must deal half-damage, and you will incur an accuracy penalty.
If the weapon is 1 slot, you will incur no accuracy penalty.
If the weapon is 2 or 3 slots, you will incur a -15 accuracy penalty.
If the weapon is 4 or 5 slots, you will incur a -20 accuracy penalty.
You can dual-wield ANY two weapons that are 5 slots or less. Weapon proficiencies may also have advanced skills that pertain to their respective accuracy penalties, so keep an eye out.
Examples:
dagger and martial arts
martial arts and throwing weapon
throwing weapon and dagger
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-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
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Skill Level 1 - 10 Style points - 3 Attribute Points available, Max Attribute Level 2 - Max Damage Level 2, 20 MP to use
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Skill Level 2 - 15 Style points - 4 Attribute Points available Max Attribute Level 4 - Max Damage Level 4, 80 MP to use
(80 MP) {The Lion Sleeps}
Description: Lions will bring their prey down, then one will clamp its mouth over the nose and mouth of its victim in order to suffocate it.
Effect: A technique reserved only during grapples; Following a full strike combo, Nanami clamps her hand (or otherwise) over the nose and mouth of her opponent (declare/charge). After 1 full round of time, during which the victim may attempt an escape, Nanami's attack fully activates (use). Failing to escape this stage will nonlethally suffocate the target into a Moderate Sleep for 1d10 minutes.
Martial Arts
Range: 1, Accuracy 2 (+4 to hit), Nonlethal, Moderate Sleep, mystic art, extended charge time
-- Ability requires 1 full round of charge time. (Round 1: Declare/Charge. Round 2: Use)
(80 MP) {Tiger Nerves}
Description: Tigers usually bite down on the neck, inserting their canines in between the 4th and 5th vertebrae so as to paralyze their prey.
Effect: A technique reserved only during grapples; Following a full strike combo, Nanami attempts to nonlethally bite the back of her opponent's neck. Failing to escape this stage will cause Moderate Shock to their nervous system for 1d3 rounds. Every round they must roll a number after selecting their action, with the following results;
1-5 = Unaffected, Act normally.
6 = Drop weapon.
7 = Drop weapon or used item at feet.
8 = Drop weapon or used item at feet, cast spells target randomly.
Martial Arts
Range: 1, Nonlethal, Moderate Shock, mystic art
(80 MP) {Top Down Jaguar}
Description: Jaguars will more often than not just bite straight into the skull of its prey and kill it almost immediately.
Effect: A technique reserved only during grapples; Following a full strike combo, Nanami uses a knife in place of a large fang, attempting to hit her grappled prey with a head stab for ???? damage.
Knives/Daggers
Range 1, Damage 4 (+400), mystic art
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Skill Level 3 - 30 Style points - 5 Attribute Points available, Max Attribute Level 4 - Max Damage Level 6, 180 MP to use
Skill Level 4 - 50 Style points - 6 Attribute Points available, Max Attribute Level 4 - Max Damage Level 8, 320 MP to use
Skill Level 5 - 70 Style points - 7 Attribute Points available, Max Attribute Level 5 - Max Damage Level 10, 500 MP to use
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-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
Level 0 spells 5 MP to cast, 5 Spell Points
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Level 1 Spells 10 MP to cast, 10 Spell Points
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Level 2 spells 40 MP to cast, 15 Spell Points
Returning Weapon - Put a temporary enchantment on a weapon that returns it to its point of origin safely when thrown. Lasts for 5 rounds.
NOT YET LEARNED/PURCHASED
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Level 3 Spells 90 MP to cast, 20 Spell Points
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Level 4 spells 160 MP to cast, 30 Spell Points
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Level 5 spells 250 MP to cast, 40 Spell Points
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Level 6 spells 360 MP to cast, 60 Spell Points
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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.
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.
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-= Traits =-
Traits: 17.5/18 points
Cornered Fury: (2) - Prerequisite: None - Effect: When Nanami is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.
Mist Child: (3) - Prerequisite: None - Effect: Gain a +10 bonus to Stealth checks.
Improved Sense: Hearing: (3) - Prerequisite: None - Effect: In pitch-black conditions, cats rely on their keen hearing to move around safely. +25 to Perception checks using hearing.
Trailblazer: (2) - Prerequisite: None - Effect: Allows Nanami to move at normal walking speed while tracking.
Stalker: (2) - Prerequisite: None - Effect: Gain a +10 bonus when using Perception or Search checks to track a target creature.
Silent Hunter: (Value: 2) - Prerequisite: None - Effect: Gain a +10 bonus when conducting a Sneak Attack.
Quick Reactions: (2) - Prerequisite: None - Effect: +10 bonus when rolling flat-footed or against Reaction checks.
Natural Weapon (claws, teeth) (2) - Prerequisite: None - Effect: A true claw is made of a hard protein called keratin. Claws are used to catch and hold prey in carnivorous mammals such as cats and dogs, but may also be used for such purposes as digging, climbing trees, self-defense and grooming, in those and other species. While appearing mostly flat like a human, Nanami's nails may suddenly terminate into points that she can use as short claws, treating them (and her teeth) as Martial Arts weapons. These weapons cannot be removed from Nanami, are treated as "Favored Weapons," and are upgraded as normal Gloves (DC, cost, etc.).
Mauling Fangs: (3) - Prerequisite: Natural Weapon - Effect: In mammals, a fang is a modified maxillary tooth, used for biting and tearing flesh. They are generally used to hold or swiftly kill prey, such as in large cats. The tiger for example attacks from behind or at the sides and tries to knock the target off balance. It latches onto prey with its forelimbs, twisting and turning during the struggle as it tries to pull it to the ground.
Nanami receives a +10 bonus to checks made to keep a grapple locked on an enemy, or simply hold onto something. For every failed attempt by the target to escape, deal Nanami's base physical damage (without applying soak).
Mood Features: (-2) - Effect: Nanami's feline anatomy (tail, ears, eyes) react to her emotional state, which can telegraph her thoughts in a way, and give her intentions away rather easily to creatures or objects that can recognize it. Nanami suffers a -10 to Speechcraft checks, whether offensive or defensive. This may also telegraph when she is considering Sucker Punching somebody (Pugilist Feat).
Unusual Eyes: (-1.5) - Effect: Cat eyes do more than see; they also communicate a range of emotions to other cats and humans. When a cat is excited, fearful, or surprised, their pupils often dilate dramatically, making their eyes appear much larger. In contrast, a calm or content cat will have narrower pupils. However, lighting can also affect pupil size, so it’s important to consider the situation when interpreting this behavior.
-----------------------------------------------------------------------------------------------------------------
-= CHARACTER CLASSES =-
1) Pugilist: +5 Martial Arts, +3 Stealth, Artisan: Medicine, Athletics & Reaction
Wild cats in general kill quickly. They tend to go for the throat and end things fast. This is easier and safer for the cat, since a) the prey animal won't fight back and hurt them as long, and b) the struggle won't attract other predators who might steal the prey or injure the original predator (this is a bigger issue for smaller cats like cheetahs, who live alongside larger predators that could hurt them like lions and hyenas). They don't always go straight for the throat, as it really depends on angle, but they do go for the kill very fast, through any means.
2) Rogue: +3 Daggers, Sneak Attack, Stealth, Subterfuge, Acrobatics & Search
3) Juggler: +5 Throwing Weapons, +3 Athletics, Subterfuge, Acrobatics & Reaction
-= FEATS =-
(* denotes feats taken at character creation.)
*Feat 1 (200XP) - {The Tyson} (Class: Pugilist)
Description: Biting is one of the most primitive, easy, and effective techniques used across all mammals alike. The user uses their jaws/teeth to tear the flesh, skin or otherwise cause damage and pain to the opponent. A genetic mutation around 2.4 million years ago weakened human jaw muscles, allowing them to relax their grip on the skull. This relaxation reduced skull force, enabling the skull to expand and accommodate a larger brain, a crucial step in human evolution. Despite weaker muscles, the modern human system is highly efficient at converting muscle force into bite force, thanks to leverage. However, this efficiency comes with biomechanical risks; powerful molar bites can strain the jaw joint, a trade-off for smaller facial structures.
Effect: On a full combo of 1d3 hits or greater, Nanami may opt to add an additional, unavoidable, unsoakable half-damage hit from biting her opponent. Cannot be used in conjunction with The Stinger.
*Feat 2 (400XP) - {Semper Paratus} (Class: Rogue)
Effect: Nanami may take a single sub-class feat from any other class that possesses at least one similar Class Skill to one she already owns, so long as she does not have that class as a selected one.
+ + Rogue & Assassin share Stealth + +
S.P. Feat - {Fearful Reputation} (Class: Assassin)
Description: The animal kingdom features intimidation through established hierarchies, physical displays (bright colors, size), and direct aggression like bullying to establish dominance, secure resources, or mates. Fear in the animal kingdom is a vital instinct for survival, triggering fight-or-flight responses to predators and dangers, manifesting through behavioral changes like freezing, fleeing, or group defense, and even influencing ecosystems via the "ecology of fear," where the mere presence of predators shapes prey movement and behavior.
Effect: Every killing blow landed after taking this feat grants one point of Reputation. One extra point is granted on a critical hit or Sneak Attack, and the total points granted are doubled if the unfortunate target was at full health when death came knocking. At any time, Nanami can announce her street cred to the enemy, resulting in a Fear chance to every lesser soul equal to her Reputation points * 5%.
Kill scoreboard: 0
*Feat 3 (600XP) - {Heave, Ho!} (Class: Juggler)
Description: Throws are powered by rapid, sequential activation of many muscles, starting in the legs and progressing through the hips, torso, shoulder, elbow and wrist. Torques generated at each joint accelerate segmental masses, creating rapid angular movements that accumulate kinetic energy in the projectile until its release. It has been shown that internal (medial) rotation around the long axis of the humerus is the largest contributor to projectile velocity. This rotation, which occurs in a few milliseconds and can exceed 9,000°/sec, is the fastest motion the human body produces.
Effect: When using Throwing Weapons, Nanami's range limitation is increased to (Weapon Proficiency: Throwing Weapon) Areas, up to 10 Areas away with Level 10.
*Feat 4 (800XP) - {Bright Eyed and Bushy Tailed} (Health)
Description: Most people need at least 8 hours of sleep to function at their best, Nanami, however, requires only 4. She also utilizes Polyphasic sleep (or segmented sleep), which is the system of sleeping during multiple periods over the course of 24 hours, in contrast to monophasic sleep, a single period of sleep within 24 hours.
Effect: Nanami does not take sleep penalties unless she has less than 4 hours of a sleep a day (exempting MP & HP recovery). She also benefits from a 20% resistance to the "Sleep" family of status effects (roll a 1d100; on 80-100, resist).
*Feat 5 (1000XP) - {Stealthy}
Description: "Another weird thing about evolution---if you hang around anything enough, you'll start to look like it so predators won't get to you."
Effect: Gain +10 to Sneak Attack, Hide, and Move Slowly.
*Feat 6 (1200XP) - {Sucker Punch} (Class: Pugilist)
Description: In the Second Age of the Dimensional Warriors, when life was as brutal and sudden as it was uncertain, Nanami learned an important fundamental: Sometimes in order to persevere, one must be willing to cast aside notions of honorable civilized combat and eliminate their problem before it begins.
Effect: If an opponent would otherwise take the first turn in combat, Nanami may take one full hand to hand attack before they act. This must be declared during the lead up to combat, and can not be used when surprised.
*Feat 7 (1400XP) - {Thug Life} (Class: Rogue)
Description: The stigma of the ruthless is one of common criminals preying on the weak, but just as many are agents of revenge against the evils of the world.
Effect: Makes Intimidate a +3 Class Skill. In addition, Nanami can choose to make an Intimidate check against an enemy during combat. If the check is successful, and the target has less HP than twice the basic attack damage of her equipped weapon, they will drop anything valuable they are carrying and run for their lives.
*Feat 8 (1600XP) - {Feature: Cat Eyes}
Description: Unlike the round pupils of humans, a cat's vertical slit-shaped pupils can expand and contract rapidly, allowing them to adjust quickly to changing light conditions. The tapetum lucidum is another extraordinary feature found behind the retina. It acts like a mirror, reflecting light back through the retina to increase the available light for photoreceptor cells. This gives cats their famous glowing eyes at night and allows them to see in light levels that are nearly one-sixth of what humans need. With fewer types of cone cells in their eyes, cats focus more on movement detection and low-light sensitivity---both vital skills for a natural predator.
Effect: +10 Spot. Natural darkvision can safely enhance light sources without casting a signature, and passively adjust between light levels. Unlike the namesake gadget from Ariake Technologies, Nanami's bona-fide cat's-eye vision means that while Reaction DC for flash-based weaponry remains the same, the duration is NOT automatically maximum if the check is failed.
*Feat 9 (1800XP) - {Breach Cover} (Awareness)
Description: Once upon a time, Nanami suffered an impermanent fatal head injury when peeking out from behind cover during a hostile engagement. That moment inspired more indirect methods of handling blind corners. Whether it's by ricocheting objects around walls, precise angling, positional flanking, or just piercing through the cover with the right tool, Nanami may reduce the effect of the environment protecting a target.
Effect: When attacking a target under the "Concealment" status, Nanami may treat that Cover as if it were one severity lower (Acute is treated as "Moderate," Mild is negated, etc.)
*Feat 10 (2000XP) - {Reactive Stealth} (Awareness)
Description: "And those friendly faces; Well they just, disappear somehow; Behind the glass, the dirty window curtains and shades coming down..."
Effect: If Nanami is under the "Concealment" status (behind cover) and an enemy attacks it, she may spend a standard action and move to another area of cover/"Concealment." When she does, Nanami can make a Stealth check to hide from her attacker.
*Feat 11 (2200XP) - {Hunt the Hunter} (Awareness)
Description: "A hunter must stalk his prey until the hunter becomes the hunted. Then the prey becomes the predator. Then the predator and the hunter fight."
Effect: If an enemy is hidden and Nanami locates them with a Perception check, she may take an immediate action against that enemy only, if it is within her normal action range.
LEVEL UP TO UNLOCK MORE FEATS
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)
-----------------------------------------------------------------------------------------------------------------
Traits: 17.5/18 points
Cornered Fury: (2) - Prerequisite: None - Effect: When Nanami is alone in an initiative battle, roll one step higher on attack, defense, magic, and magic defense checks.
Mist Child: (3) - Prerequisite: None - Effect: Gain a +10 bonus to Stealth checks.
Improved Sense: Hearing: (3) - Prerequisite: None - Effect: In pitch-black conditions, cats rely on their keen hearing to move around safely. +25 to Perception checks using hearing.
Trailblazer: (2) - Prerequisite: None - Effect: Allows Nanami to move at normal walking speed while tracking.
Stalker: (2) - Prerequisite: None - Effect: Gain a +10 bonus when using Perception or Search checks to track a target creature.
Silent Hunter: (Value: 2) - Prerequisite: None - Effect: Gain a +10 bonus when conducting a Sneak Attack.
Quick Reactions: (2) - Prerequisite: None - Effect: +10 bonus when rolling flat-footed or against Reaction checks.
Natural Weapon (claws, teeth) (2) - Prerequisite: None - Effect: A true claw is made of a hard protein called keratin. Claws are used to catch and hold prey in carnivorous mammals such as cats and dogs, but may also be used for such purposes as digging, climbing trees, self-defense and grooming, in those and other species. While appearing mostly flat like a human, Nanami's nails may suddenly terminate into points that she can use as short claws, treating them (and her teeth) as Martial Arts weapons. These weapons cannot be removed from Nanami, are treated as "Favored Weapons," and are upgraded as normal Gloves (DC, cost, etc.).
Mauling Fangs: (3) - Prerequisite: Natural Weapon - Effect: In mammals, a fang is a modified maxillary tooth, used for biting and tearing flesh. They are generally used to hold or swiftly kill prey, such as in large cats. The tiger for example attacks from behind or at the sides and tries to knock the target off balance. It latches onto prey with its forelimbs, twisting and turning during the struggle as it tries to pull it to the ground.
Nanami receives a +10 bonus to checks made to keep a grapple locked on an enemy, or simply hold onto something. For every failed attempt by the target to escape, deal Nanami's base physical damage (without applying soak).
Mood Features: (-2) - Effect: Nanami's feline anatomy (tail, ears, eyes) react to her emotional state, which can telegraph her thoughts in a way, and give her intentions away rather easily to creatures or objects that can recognize it. Nanami suffers a -10 to Speechcraft checks, whether offensive or defensive. This may also telegraph when she is considering Sucker Punching somebody (Pugilist Feat).
Unusual Eyes: (-1.5) - Effect: Cat eyes do more than see; they also communicate a range of emotions to other cats and humans. When a cat is excited, fearful, or surprised, their pupils often dilate dramatically, making their eyes appear much larger. In contrast, a calm or content cat will have narrower pupils. However, lighting can also affect pupil size, so it’s important to consider the situation when interpreting this behavior.
-----------------------------------------------------------------------------------------------------------------
-= CHARACTER CLASSES =-
1) Pugilist: +5 Martial Arts, +3 Stealth, Artisan: Medicine, Athletics & Reaction
Wild cats in general kill quickly. They tend to go for the throat and end things fast. This is easier and safer for the cat, since a) the prey animal won't fight back and hurt them as long, and b) the struggle won't attract other predators who might steal the prey or injure the original predator (this is a bigger issue for smaller cats like cheetahs, who live alongside larger predators that could hurt them like lions and hyenas). They don't always go straight for the throat, as it really depends on angle, but they do go for the kill very fast, through any means.
2) Rogue: +3 Daggers, Sneak Attack, Stealth, Subterfuge, Acrobatics & Search
3) Juggler: +5 Throwing Weapons, +3 Athletics, Subterfuge, Acrobatics & Reaction
-= FEATS =-
(* denotes feats taken at character creation.)
*Feat 1 (200XP) - {The Tyson} (Class: Pugilist)
Description: Biting is one of the most primitive, easy, and effective techniques used across all mammals alike. The user uses their jaws/teeth to tear the flesh, skin or otherwise cause damage and pain to the opponent. A genetic mutation around 2.4 million years ago weakened human jaw muscles, allowing them to relax their grip on the skull. This relaxation reduced skull force, enabling the skull to expand and accommodate a larger brain, a crucial step in human evolution. Despite weaker muscles, the modern human system is highly efficient at converting muscle force into bite force, thanks to leverage. However, this efficiency comes with biomechanical risks; powerful molar bites can strain the jaw joint, a trade-off for smaller facial structures.
Effect: On a full combo of 1d3 hits or greater, Nanami may opt to add an additional, unavoidable, unsoakable half-damage hit from biting her opponent. Cannot be used in conjunction with The Stinger.
*Feat 2 (400XP) - {Semper Paratus} (Class: Rogue)
Effect: Nanami may take a single sub-class feat from any other class that possesses at least one similar Class Skill to one she already owns, so long as she does not have that class as a selected one.
+ + Rogue & Assassin share Stealth + +
S.P. Feat - {Fearful Reputation} (Class: Assassin)
Description: The animal kingdom features intimidation through established hierarchies, physical displays (bright colors, size), and direct aggression like bullying to establish dominance, secure resources, or mates. Fear in the animal kingdom is a vital instinct for survival, triggering fight-or-flight responses to predators and dangers, manifesting through behavioral changes like freezing, fleeing, or group defense, and even influencing ecosystems via the "ecology of fear," where the mere presence of predators shapes prey movement and behavior.
Effect: Every killing blow landed after taking this feat grants one point of Reputation. One extra point is granted on a critical hit or Sneak Attack, and the total points granted are doubled if the unfortunate target was at full health when death came knocking. At any time, Nanami can announce her street cred to the enemy, resulting in a Fear chance to every lesser soul equal to her Reputation points * 5%.
Kill scoreboard: 0
*Feat 3 (600XP) - {Heave, Ho!} (Class: Juggler)
Description: Throws are powered by rapid, sequential activation of many muscles, starting in the legs and progressing through the hips, torso, shoulder, elbow and wrist. Torques generated at each joint accelerate segmental masses, creating rapid angular movements that accumulate kinetic energy in the projectile until its release. It has been shown that internal (medial) rotation around the long axis of the humerus is the largest contributor to projectile velocity. This rotation, which occurs in a few milliseconds and can exceed 9,000°/sec, is the fastest motion the human body produces.
Effect: When using Throwing Weapons, Nanami's range limitation is increased to (Weapon Proficiency: Throwing Weapon) Areas, up to 10 Areas away with Level 10.
*Feat 4 (800XP) - {Bright Eyed and Bushy Tailed} (Health)
Description: Most people need at least 8 hours of sleep to function at their best, Nanami, however, requires only 4. She also utilizes Polyphasic sleep (or segmented sleep), which is the system of sleeping during multiple periods over the course of 24 hours, in contrast to monophasic sleep, a single period of sleep within 24 hours.
Effect: Nanami does not take sleep penalties unless she has less than 4 hours of a sleep a day (exempting MP & HP recovery). She also benefits from a 20% resistance to the "Sleep" family of status effects (roll a 1d100; on 80-100, resist).
*Feat 5 (1000XP) - {Stealthy}
Description: "Another weird thing about evolution---if you hang around anything enough, you'll start to look like it so predators won't get to you."
Effect: Gain +10 to Sneak Attack, Hide, and Move Slowly.
*Feat 6 (1200XP) - {Sucker Punch} (Class: Pugilist)
Description: In the Second Age of the Dimensional Warriors, when life was as brutal and sudden as it was uncertain, Nanami learned an important fundamental: Sometimes in order to persevere, one must be willing to cast aside notions of honorable civilized combat and eliminate their problem before it begins.
Effect: If an opponent would otherwise take the first turn in combat, Nanami may take one full hand to hand attack before they act. This must be declared during the lead up to combat, and can not be used when surprised.
*Feat 7 (1400XP) - {Thug Life} (Class: Rogue)
Description: The stigma of the ruthless is one of common criminals preying on the weak, but just as many are agents of revenge against the evils of the world.
Effect: Makes Intimidate a +3 Class Skill. In addition, Nanami can choose to make an Intimidate check against an enemy during combat. If the check is successful, and the target has less HP than twice the basic attack damage of her equipped weapon, they will drop anything valuable they are carrying and run for their lives.
*Feat 8 (1600XP) - {Feature: Cat Eyes}
Description: Unlike the round pupils of humans, a cat's vertical slit-shaped pupils can expand and contract rapidly, allowing them to adjust quickly to changing light conditions. The tapetum lucidum is another extraordinary feature found behind the retina. It acts like a mirror, reflecting light back through the retina to increase the available light for photoreceptor cells. This gives cats their famous glowing eyes at night and allows them to see in light levels that are nearly one-sixth of what humans need. With fewer types of cone cells in their eyes, cats focus more on movement detection and low-light sensitivity---both vital skills for a natural predator.
Effect: +10 Spot. Natural darkvision can safely enhance light sources without casting a signature, and passively adjust between light levels. Unlike the namesake gadget from Ariake Technologies, Nanami's bona-fide cat's-eye vision means that while Reaction DC for flash-based weaponry remains the same, the duration is NOT automatically maximum if the check is failed.
*Feat 9 (1800XP) - {Breach Cover} (Awareness)
Description: Once upon a time, Nanami suffered an impermanent fatal head injury when peeking out from behind cover during a hostile engagement. That moment inspired more indirect methods of handling blind corners. Whether it's by ricocheting objects around walls, precise angling, positional flanking, or just piercing through the cover with the right tool, Nanami may reduce the effect of the environment protecting a target.
Effect: When attacking a target under the "Concealment" status, Nanami may treat that Cover as if it were one severity lower (Acute is treated as "Moderate," Mild is negated, etc.)
*Feat 10 (2000XP) - {Reactive Stealth} (Awareness)
Description: "And those friendly faces; Well they just, disappear somehow; Behind the glass, the dirty window curtains and shades coming down..."
Effect: If Nanami is under the "Concealment" status (behind cover) and an enemy attacks it, she may spend a standard action and move to another area of cover/"Concealment." When she does, Nanami can make a Stealth check to hide from her attacker.
*Feat 11 (2200XP) - {Hunt the Hunter} (Awareness)
Description: "A hunter must stalk his prey until the hunter becomes the hunted. Then the prey becomes the predator. Then the predator and the hunter fight."
Effect: If an enemy is hidden and Nanami locates them with a Perception check, she may take an immediate action against that enemy only, if it is within her normal action range.
LEVEL UP TO UNLOCK MORE FEATS
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)
-----------------------------------------------------------------------------------------------------------------
Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Credits: 1,362,075 (defunct?)
Gil: 1,975,955
Zollars: 20,000
Crowns: 200,000
5 Crowns = 1 Gil
1 Zollar = 2 Gil
-----------------------------------------------------------------------------------------------------------------
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Credits: 1,362,075 (defunct?)
Gil: 1,975,955
Zollars: 20,000
Crowns: 200,000
5 Crowns = 1 Gil
1 Zollar = 2 Gil
-----------------------------------------------------------------------------------------------------------------
x3 Rathian Hide
x3 Rathian Spike
x2 Velociprey Hide
x2 Bird Wyvern Fang
x14 Lagiacrus Hide
x29 Shell Shockers
x1 Lagiacrus Sapphire
x2 Deviljho Talon
x2 Deviljho Hide
x1 Deviljho Gem
x3 Large Beaks
x2 Yian Kut-Ku Claws
x1 Yian Kut-Ku Hide
x1 Durallium Ore
x1 Starman badge
x1 Rainbow pinion, worth 1,000,000 credits
x1 spell scroll: Firaga
x2 Hi Potion
x3 Delta Ether
Extreme Mode: Blue Testament Card: 'Yield' - For the next round, take no action what so ever. Should an enemy attack you and you are able to successfully block or dodge, you may counter with a normal action. For this one action, your roll to hit is doubled. (540 mp)
A 5 foot tall T-Rexaur plushie. The detail was really good, and would fuck with her sleep most assuredly by sitting too still in the dark room, giving Nanami a blurry image of this memory to look at whenever she rolled over in bed.
A T-Rexaur card, granting her one use of DEVOUR. A 10% chance to automatically kill an enemy... in the most grisly way possible. Nanami began to feel very hungry.
Penguin Ice Sculpture. Explodes when thrown, freezing those caught in the blast... Nanami pocketed it, and the card.
Storm Feather (2000 credits) (2nd ROFM run): A metallic card that can inflict 'Knockdown' status on a target. One Use Item
Storm Eagle Card (Extreme Challenge)
Robotnik's Egg Walker Spiked Fist (Counts as Martial Arts weapon, x3 damage mod, 8 Augment slots) (Relic)
Cyborg Ninja Costume: +30 to intimidation (Relic. Unsure if this is an armor or an accessory. Never had armor values.)
Jade Talisman (pendant accessory): +400 Magic Damage
[Tonberry's Lantern]
Description: An ancient lantern of wrought iron, with faded panes of glass housing a candle. A soft amber flame casts a gentle glow of light through the deepest shadows, offering comfort in any dark and lonesome journey.
Effect: Produces light over a small area. Different colored filters can be placed on the panes to be used as signal lights or to conceal the light from detection.
Demon Fangs: A primitive necklace fashioned from strips of leather tightly wound around the fangs of what used to be a large demon. Valued at 2,500 Credits.
Analysis Panel (Accessory): Reveals information about some enemies.
Shadow Hide (armor mod): (Reduce damage taken from dark-based attacks by 10%)
Blue Cloak (pendant accessory): +50 Strength
Max's Cat Ring (Durallium Ring)
Price: Priceless! (previously 1,000,000 credits)
Crafting DC: Previously 2,880
Max Enchantment Level: 4
Natural Properties: +50 Strength Stat
Lockpicking Kit
Price: 50,000 credits
DC to Make: 300
Effect: A simple set of necessary tools to allow the picking of many different types of locks, both high and low-tech. As these are generally mundane, easy-to-find tools in every day labor, they're not considered illegal. Using them, however, is another story. Provides a +5 bonus to Sleight of Hand rolls to pick locks.
SSX-5 Nanite "Stealth" Rope
Price: 200,000 credits
DC to Make: 800
Effect: This controllable nanomachine colony is very, very simply programmed; it forms a long length of rope-like cord (how long? long enough.) that is strong enough to lift metric tonnes of weight at a time. The main advantage of nanite rope is that it is nearly monofilament until touched by a "control rod" (included), which makes the cord bundle and gain its full tensile strength. Another function of the control rod is to collapse the rope, simply causing the nanite colony to disperse, leaving no trace of the rope. The nanites swarm back into the control rod when collapsed for another use.
"All-Seeing Eye" Electrobinoculars
Price: 50,000
DC to Make: 5,500
Effect: High-caliber electronic binoculars which use digital magnification to display high resolution images of far areas. Functions as both standard optics and camera, allowing images seen in the unit to be saved for later use.
Kalashnikov SB-62K "Shining Laser" Crossbow (Phazite)
Price: 40,000-ish gil (previously 404,360 credits)
Roll Bonus: +14 (+1 laser, +20 scope, +20 refractor)
Augmentation Slots: 4
1) Longshot High-Powered Scope (Grants +20 to roll bonuses) (Relic)
2) Shining Refractor (Converts weapon into an unsoakable energy stream, affects heartless, grants +20 to roll bonuses) (Relic)
3) Demon Killer Orb (Inflicts double damage to Demons and Aberrations) (Relic)
4) Laser Sight: The SLC utilizes a green targeting beam that follows parallel to the path of the projectile. Can be seen by an alert enemy. +1 to roll bonus.
Damage: 700 Unsoakable energy
Crafting DC: 48/78/108
Skill Level Required: 1
Dark Dagger 1 (Phazite Gunblade Dagger)
DC to Make: 44/71/98
Skill Level To Use: 1
Price: 25,000-ish gil (Previously 715,575 credits)
Augmentation Slots: 3
0: Tempering 10: Boosts Weapon Mod by +10 per level. (+100 at Level X)
1: Shadow Edge: Imbues knife with Dark damage and has a 10% chance of inflicting Slow Death on successful attack. (Relic)
2: Vibro Gunblade
3: empty
Roll Bonus: +22
Damage Mod: +100 Dark; Trigger: +210 per hit; Tempering X: +100 per hit
Dark Dagger 2 (Phazite Gunblade Dagger)
DC to Make: 44/71/98
Skill Level To Use: 1
Price: 25,000-ish gil (Previously 715,575 credits)
Augmentation Slots: 3
0: Tempering 10: Boosts Weapon Mod by +10 per level. (+100 at Level X)
1: Shadow Edge: Imbues knife with Dark damage and has a 10% chance of inflicting Slow Death on successful attack. (Relic)
2: Vibro Gunblade
3: empty
Roll Bonus: +22
Damage Mod: +100 Dark; Trigger: +210 per hit; Tempering X: +100 per hit
--(Original Dark Dagger pistol templates are unknown, therefore scaling them off phazite pistols)
Celestia's Vestments (Orichalcum Medium Armor)
Price: 110,000 gil (previously 4,000,000 credits)
Physical Soak Bonus: 325 (225 + 100)
Magical Soak Bonus: 325 (225 + 100)
Crafting DC: 66/106/146
-Armor Mods-
1) Enchant: +40 Stealth
2) (empty)
3) (empty)
--
1) Crystal Gel Polymers: Increases both armor soak values of equipped armor by 100.
2) The Shadow King's Cloak: Rule the shadows with this ancient regal drape, offering +10 to Stealth. (Relic)
3) Chameleon Skin (Sneaking Tech): The armor is designed to mimic the environment around it, greatly enhancing the wearer's ability to avoid detection. It can also match its heat with the environment around it, protecting the wearer from normal means of heat detection. Grants +5 to Hide and +3 to Move Slowly.
4) (empty)
5) (empty)
Obsidian Great Sword
Price: 820,000 (+410,000) gil
DC to Make: 175/265/355
Augmentation Slots: 7
Roll Bonus: +26 (-13)
Damage Modifier: +1900 (+950)
Skill Level Required: 6
Size: 12 Slots
Cost +50%, Damage Modifier +50%, To-hit bonus -50%, DC +20
Jasper Long Bow
DC to Make: 106/176/256
Skill Level To Use: 3
Price: 281,250 gil
Augmentation Slots: 2/2
1) Collapsible: When not in use, only takes up 1 inventory slot, and may be hidden from sight.
2) Archer's Resin: Improves bow mod by x2 and accuracy by +10.
Roll Bonus: +20 (+10)
Damage Mod: +660 (+120)
Mossberg C-2000 Crossbow (Starmetal)
Price: 76,000 gil (previously 472,840 credits)
Augmentation Slots: 4
1) Longshot High-Powered Scope: Grants +20 to roll bonuses (Relic)
2) Archer's Resin: +10 Accuracy, raises weapon damage by 2 models. (Relic)
3)
4)
Controlled Shots: 1 (+1)
Roll Bonus: +15 (+20 scope, +10 resin)
Damage: 1,025 (+75 from resin)
Crafting DC: 64/104/144
Skill Level Required: 2
Ammunition: Boxing Glove Rounds - Cost: 1,920 gil
Description: A bolt/arrow with a small, puffy boxing glove enclosing the end of the arrow. Deals non-lethal damage.
Ammunition: E. Conduit Rounds - Cost: 3,200 gil
Description: This Ether round, when it hits an enemy, creates a powerful but localized aetheric field that connects in a straight line back to the attacker's bow. This creates a "conduit" that all other spiritual energy can be funneled through; any spell that is cast through that conduit instantly hits the enemy. The Conduit round deals no damage itself, and lasts for 5 rounds or until it is removed by the target, which requires a standard action.
Ammunition: E. Sniper Rounds - Cost: 3,200 gil
Description: An interesting variation of the Ether Bolt program, the Ether Sniper allows a user to "charge" a round for up to 2 rounds. Generally speaking the result is more potent than firing separate crossbow bolts. Charging an E. Sniper round for one action (charge... shoot) will double the weapon's roll bonus and triple the weapon's damage/damage modifier. Charging the E. Sniper round for two actions (charge... charge... shoot) will triple the weapon's roll bonus and quintuple the weapon's damage/damage modifier.
-----------------------------------------------------------------------------------------------------------------
x3 Rathian Spike
x2 Velociprey Hide
x2 Bird Wyvern Fang
x14 Lagiacrus Hide
x29 Shell Shockers
x1 Lagiacrus Sapphire
x2 Deviljho Talon
x2 Deviljho Hide
x1 Deviljho Gem
x3 Large Beaks
x2 Yian Kut-Ku Claws
x1 Yian Kut-Ku Hide
x1 Durallium Ore
x1 Starman badge
x1 Rainbow pinion, worth 1,000,000 credits
x1 spell scroll: Firaga
x2 Hi Potion
x3 Delta Ether
Extreme Mode: Blue Testament Card: 'Yield' - For the next round, take no action what so ever. Should an enemy attack you and you are able to successfully block or dodge, you may counter with a normal action. For this one action, your roll to hit is doubled. (540 mp)
A 5 foot tall T-Rexaur plushie. The detail was really good, and would fuck with her sleep most assuredly by sitting too still in the dark room, giving Nanami a blurry image of this memory to look at whenever she rolled over in bed.
A T-Rexaur card, granting her one use of DEVOUR. A 10% chance to automatically kill an enemy... in the most grisly way possible. Nanami began to feel very hungry.
Penguin Ice Sculpture. Explodes when thrown, freezing those caught in the blast... Nanami pocketed it, and the card.
Storm Feather (2000 credits) (2nd ROFM run): A metallic card that can inflict 'Knockdown' status on a target. One Use Item
Storm Eagle Card (Extreme Challenge)
Robotnik's Egg Walker Spiked Fist (Counts as Martial Arts weapon, x3 damage mod, 8 Augment slots) (Relic)
Cyborg Ninja Costume: +30 to intimidation (Relic. Unsure if this is an armor or an accessory. Never had armor values.)
Jade Talisman (pendant accessory): +400 Magic Damage
[Tonberry's Lantern]
Description: An ancient lantern of wrought iron, with faded panes of glass housing a candle. A soft amber flame casts a gentle glow of light through the deepest shadows, offering comfort in any dark and lonesome journey.
Effect: Produces light over a small area. Different colored filters can be placed on the panes to be used as signal lights or to conceal the light from detection.
Demon Fangs: A primitive necklace fashioned from strips of leather tightly wound around the fangs of what used to be a large demon. Valued at 2,500 Credits.
Analysis Panel (Accessory): Reveals information about some enemies.
Shadow Hide (armor mod): (Reduce damage taken from dark-based attacks by 10%)
Blue Cloak (pendant accessory): +50 Strength
Max's Cat Ring (Durallium Ring)
Price: Priceless! (previously 1,000,000 credits)
Crafting DC: Previously 2,880
Max Enchantment Level: 4
Natural Properties: +50 Strength Stat
Lockpicking Kit
Price: 50,000 credits
DC to Make: 300
Effect: A simple set of necessary tools to allow the picking of many different types of locks, both high and low-tech. As these are generally mundane, easy-to-find tools in every day labor, they're not considered illegal. Using them, however, is another story. Provides a +5 bonus to Sleight of Hand rolls to pick locks.
SSX-5 Nanite "Stealth" Rope
Price: 200,000 credits
DC to Make: 800
Effect: This controllable nanomachine colony is very, very simply programmed; it forms a long length of rope-like cord (how long? long enough.) that is strong enough to lift metric tonnes of weight at a time. The main advantage of nanite rope is that it is nearly monofilament until touched by a "control rod" (included), which makes the cord bundle and gain its full tensile strength. Another function of the control rod is to collapse the rope, simply causing the nanite colony to disperse, leaving no trace of the rope. The nanites swarm back into the control rod when collapsed for another use.
"All-Seeing Eye" Electrobinoculars
Price: 50,000
DC to Make: 5,500
Effect: High-caliber electronic binoculars which use digital magnification to display high resolution images of far areas. Functions as both standard optics and camera, allowing images seen in the unit to be saved for later use.
Kalashnikov SB-62K "Shining Laser" Crossbow (Phazite)
Price: 40,000-ish gil (previously 404,360 credits)
Roll Bonus: +14 (+1 laser, +20 scope, +20 refractor)
Augmentation Slots: 4
1) Longshot High-Powered Scope (Grants +20 to roll bonuses) (Relic)
2) Shining Refractor (Converts weapon into an unsoakable energy stream, affects heartless, grants +20 to roll bonuses) (Relic)
3) Demon Killer Orb (Inflicts double damage to Demons and Aberrations) (Relic)
4) Laser Sight: The SLC utilizes a green targeting beam that follows parallel to the path of the projectile. Can be seen by an alert enemy. +1 to roll bonus.
Damage: 700 Unsoakable energy
Crafting DC: 48/78/108
Skill Level Required: 1
Dark Dagger 1 (Phazite Gunblade Dagger)
DC to Make: 44/71/98
Skill Level To Use: 1
Price: 25,000-ish gil (Previously 715,575 credits)
Augmentation Slots: 3
0: Tempering 10: Boosts Weapon Mod by +10 per level. (+100 at Level X)
1: Shadow Edge: Imbues knife with Dark damage and has a 10% chance of inflicting Slow Death on successful attack. (Relic)
2: Vibro Gunblade
3: empty
Roll Bonus: +22
Damage Mod: +100 Dark; Trigger: +210 per hit; Tempering X: +100 per hit
Dark Dagger 2 (Phazite Gunblade Dagger)
DC to Make: 44/71/98
Skill Level To Use: 1
Price: 25,000-ish gil (Previously 715,575 credits)
Augmentation Slots: 3
0: Tempering 10: Boosts Weapon Mod by +10 per level. (+100 at Level X)
1: Shadow Edge: Imbues knife with Dark damage and has a 10% chance of inflicting Slow Death on successful attack. (Relic)
2: Vibro Gunblade
3: empty
Roll Bonus: +22
Damage Mod: +100 Dark; Trigger: +210 per hit; Tempering X: +100 per hit
--(Original Dark Dagger pistol templates are unknown, therefore scaling them off phazite pistols)
Celestia's Vestments (Orichalcum Medium Armor)
Price: 110,000 gil (previously 4,000,000 credits)
Physical Soak Bonus: 325 (225 + 100)
Magical Soak Bonus: 325 (225 + 100)
Crafting DC: 66/106/146
-Armor Mods-
1) Enchant: +40 Stealth
2) (empty)
3) (empty)
--
1) Crystal Gel Polymers: Increases both armor soak values of equipped armor by 100.
2) The Shadow King's Cloak: Rule the shadows with this ancient regal drape, offering +10 to Stealth. (Relic)
3) Chameleon Skin (Sneaking Tech): The armor is designed to mimic the environment around it, greatly enhancing the wearer's ability to avoid detection. It can also match its heat with the environment around it, protecting the wearer from normal means of heat detection. Grants +5 to Hide and +3 to Move Slowly.
4) (empty)
5) (empty)
Obsidian Great Sword
Price: 820,000 (+410,000) gil
DC to Make: 175/265/355
Augmentation Slots: 7
Roll Bonus: +26 (-13)
Damage Modifier: +1900 (+950)
Skill Level Required: 6
Size: 12 Slots
Cost +50%, Damage Modifier +50%, To-hit bonus -50%, DC +20
Jasper Long Bow
DC to Make: 106/176/256
Skill Level To Use: 3
Price: 281,250 gil
Augmentation Slots: 2/2
1) Collapsible: When not in use, only takes up 1 inventory slot, and may be hidden from sight.
2) Archer's Resin: Improves bow mod by x2 and accuracy by +10.
Roll Bonus: +20 (+10)
Damage Mod: +660 (+120)
Mossberg C-2000 Crossbow (Starmetal)
Price: 76,000 gil (previously 472,840 credits)
Augmentation Slots: 4
1) Longshot High-Powered Scope: Grants +20 to roll bonuses (Relic)
2) Archer's Resin: +10 Accuracy, raises weapon damage by 2 models. (Relic)
3)
4)
Controlled Shots: 1 (+1)
Roll Bonus: +15 (+20 scope, +10 resin)
Damage: 1,025 (+75 from resin)
Crafting DC: 64/104/144
Skill Level Required: 2
Ammunition: Boxing Glove Rounds - Cost: 1,920 gil
Description: A bolt/arrow with a small, puffy boxing glove enclosing the end of the arrow. Deals non-lethal damage.
Ammunition: E. Conduit Rounds - Cost: 3,200 gil
Description: This Ether round, when it hits an enemy, creates a powerful but localized aetheric field that connects in a straight line back to the attacker's bow. This creates a "conduit" that all other spiritual energy can be funneled through; any spell that is cast through that conduit instantly hits the enemy. The Conduit round deals no damage itself, and lasts for 5 rounds or until it is removed by the target, which requires a standard action.
Ammunition: E. Sniper Rounds - Cost: 3,200 gil
Description: An interesting variation of the Ether Bolt program, the Ether Sniper allows a user to "charge" a round for up to 2 rounds. Generally speaking the result is more potent than firing separate crossbow bolts. Charging an E. Sniper round for one action (charge... shoot) will double the weapon's roll bonus and triple the weapon's damage/damage modifier. Charging the E. Sniper round for two actions (charge... charge... shoot) will triple the weapon's roll bonus and quintuple the weapon's damage/damage modifier.
-----------------------------------------------------------------------------------------------------------------
Name: Nanami
Nickname: Ochre
Race: Demi-Human (Feline)
Age: Unknown, hard to tell (looks low-20's)
Height: 5'5"
Weight: 115 lbs
Appearance
Eye Color: Green
Hair Color: Sepia Orange
Notable Features: Feline features: expressive ears, tail & eyes, bright hair; Has a funny way of speaking sometimes. Has some facial birthmarks that resemble Prydean/Miquote/Mithra racial patterns.
<^> Character Personality <^>
Favorite Food: Meat & fish
Likes:
Working with her hands. Making performative art. Music is a passionate hobby and offers comfortable distractions. Has recently begun to find layered meaningfulness in the various forms of martial combat.
Dislikes:
She can put up with loud volumes, but hearing extremely agitating sounds such as a fork scraping across a plate or the sound of metal scraping on metal, will make Nanami start tweaking and make immediate attempts to block her hearing and leave the area, or failing that, make immediate attempt stop the source of the sound.
Displays of animal cruelty (while generally regarded as universally hated among most people) is a surefire way to trigger Nanami's personal vendetta.
Favorite Colors: Orange, Green & Teal
Fears and Insecurities:
Nanami used to struggle with her identity, torn between embracing her animal nature and fitting in with human society. She's getting better.
She has a chronic case of masochism, which led to years of self-destructive behavior and low self-esteem. Somewhat improving.
She lived with a constant fear of abandonment and often found herself drawn to stronger individuals, desperate for validation and protection, even as she resented her own dependency that stemmed from a combination of loneliness, trauma, and unresolved issues.
Nanami has, for a long time, clung to a sense of projected superiority in her stealth and killing prowess, masking her insecurities with bravado and a fierce competitive streak.
She is afraid of losing any of her senses, as she feels they are intrinsic to her identity and self-worth.
Among her most personal of insecurities is the fear of perceived racial differences between her and those closest to her.
---------------------------------------------------------
<^> CHARACTER BACKGROUND <^>
History:
Orphaned in the wilderness, taken in by a human girl and kept hidden, taught some Japanese and given a name.
-------------------
Early life
Became a Dimension Warrior (a kind of altruistic space-mercenary) at age 13. Thrown into the deep end with everybody else and forced to fight for survival. Because of her weak and small stature she relied on her stealthy instincts. Lacking the physical strength to wield larger weapons and the money to afford them, she picked pockets for extra money and learned how to fight with knives.
-------------------
Career
A few years later, following a debilitating loss, Nanami's group split up and went into hiding for a while. Nanami became frozen in her escape pod's stasis-induced sleep and was lost to the obscurity deep space for several years. Her pod would later be discovered by space salvagers, and through the providence of being sold and traded around, eventually found herself back in the midst of the new Dimension Warriors. After that, Nanami became keenly interested in musical expression through instruments and dance, while experiencing life as a wilderness explorer and survival enthusiast. Able to afford better weapons, Nanami learned how to use throwing weapons, crossbows, and longbows to hunt and kill from long distances, and even studied some magic.
-------------------
Lingering Trauma
After a while Nanami came to the harrowing realization that she was the last remaining individual from her original era and peer group. A group which had taken the place of both a traditional family upbringing as much as a gateway into a career of armed combat. Or maybe she'd known it all along, subconsciously repressing the unsettling truth. That against all odds and expectation she'd survived long enough to feel something change within herself and become replaced by an aching nostalgia for the past. The sheer ruthlessness and killer instinct Nanami had depended on for survival was found doubting itself and its place among the current era of Dimension Warrior cultural conduct. A deeper sense of isolation and shame consumed her, feeling outclassed and surpassed by every new Warrior around her.
What followed was a long stretch of introspective depression as Nanami retreated to the comfort of dreams. With some exceptions, she barely made her presence known to others around her for a long time. She had always been good at vanishing from sight and might have struggled with disappearing forever were it not for the intervention of Rriss'Pehn, whose continued presence throughout the years had kept Nanami more socially active---though with her ambitions relegated to endless dreaming, all she could manage besides that was to follow him and support his interests.
-------------------
Evolution
Then one day Nanami woke up and felt different. The ache of nostalgia was still there, but diminished before a growing sense of rekindled ambition. She realized that she no longer felt like murmuring about the way things used to be and groveling emptily about her place in the world to others who still possessed their fire.
The unsettling truth suddenly held appeal. She would show everyone the depths of her era's ruthlessness---bygone no longer.
The ferocity, the cunning, the sheer determination to persevere and the mastery of one's domain.
And so Nanami would drape herself in a fearsome title, thereby granting herself a sense of purpose and fulfillment while at the same time, giving prestige to a title which she figured was already hers by means of survival-based inheritance; but through which her future actions would surely fill with illustriousness:
Nanami, the oldest Dimension Warrior.

--------------------------------------------------------------
<^> Special Notes <^>
May not actually be the oldest Dimension Warrior, but she's quite close, and would happily settle for "Most Terrifying".
Nickname: Ochre
Race: Demi-Human (Feline)
Age: Unknown, hard to tell (looks low-20's)
Height: 5'5"
Weight: 115 lbs
Appearance
Eye Color: Green
Hair Color: Sepia Orange
Notable Features: Feline features: expressive ears, tail & eyes, bright hair; Has a funny way of speaking sometimes. Has some facial birthmarks that resemble Prydean/Miquote/Mithra racial patterns.
<^> Character Personality <^>
Favorite Food: Meat & fish
Likes:
Working with her hands. Making performative art. Music is a passionate hobby and offers comfortable distractions. Has recently begun to find layered meaningfulness in the various forms of martial combat.
Dislikes:
She can put up with loud volumes, but hearing extremely agitating sounds such as a fork scraping across a plate or the sound of metal scraping on metal, will make Nanami start tweaking and make immediate attempts to block her hearing and leave the area, or failing that, make immediate attempt stop the source of the sound.
Displays of animal cruelty (while generally regarded as universally hated among most people) is a surefire way to trigger Nanami's personal vendetta.
Favorite Colors: Orange, Green & Teal
Fears and Insecurities:
Nanami used to struggle with her identity, torn between embracing her animal nature and fitting in with human society. She's getting better.
She has a chronic case of masochism, which led to years of self-destructive behavior and low self-esteem. Somewhat improving.
She lived with a constant fear of abandonment and often found herself drawn to stronger individuals, desperate for validation and protection, even as she resented her own dependency that stemmed from a combination of loneliness, trauma, and unresolved issues.
Nanami has, for a long time, clung to a sense of projected superiority in her stealth and killing prowess, masking her insecurities with bravado and a fierce competitive streak.
She is afraid of losing any of her senses, as she feels they are intrinsic to her identity and self-worth.
Among her most personal of insecurities is the fear of perceived racial differences between her and those closest to her.
---------------------------------------------------------
<^> CHARACTER BACKGROUND <^>
History:
Orphaned in the wilderness, taken in by a human girl and kept hidden, taught some Japanese and given a name.
-------------------
Early life
Became a Dimension Warrior (a kind of altruistic space-mercenary) at age 13. Thrown into the deep end with everybody else and forced to fight for survival. Because of her weak and small stature she relied on her stealthy instincts. Lacking the physical strength to wield larger weapons and the money to afford them, she picked pockets for extra money and learned how to fight with knives.
-------------------
Career
A few years later, following a debilitating loss, Nanami's group split up and went into hiding for a while. Nanami became frozen in her escape pod's stasis-induced sleep and was lost to the obscurity deep space for several years. Her pod would later be discovered by space salvagers, and through the providence of being sold and traded around, eventually found herself back in the midst of the new Dimension Warriors. After that, Nanami became keenly interested in musical expression through instruments and dance, while experiencing life as a wilderness explorer and survival enthusiast. Able to afford better weapons, Nanami learned how to use throwing weapons, crossbows, and longbows to hunt and kill from long distances, and even studied some magic.
-------------------
Lingering Trauma
After a while Nanami came to the harrowing realization that she was the last remaining individual from her original era and peer group. A group which had taken the place of both a traditional family upbringing as much as a gateway into a career of armed combat. Or maybe she'd known it all along, subconsciously repressing the unsettling truth. That against all odds and expectation she'd survived long enough to feel something change within herself and become replaced by an aching nostalgia for the past. The sheer ruthlessness and killer instinct Nanami had depended on for survival was found doubting itself and its place among the current era of Dimension Warrior cultural conduct. A deeper sense of isolation and shame consumed her, feeling outclassed and surpassed by every new Warrior around her.
What followed was a long stretch of introspective depression as Nanami retreated to the comfort of dreams. With some exceptions, she barely made her presence known to others around her for a long time. She had always been good at vanishing from sight and might have struggled with disappearing forever were it not for the intervention of Rriss'Pehn, whose continued presence throughout the years had kept Nanami more socially active---though with her ambitions relegated to endless dreaming, all she could manage besides that was to follow him and support his interests.
-------------------
Evolution
Then one day Nanami woke up and felt different. The ache of nostalgia was still there, but diminished before a growing sense of rekindled ambition. She realized that she no longer felt like murmuring about the way things used to be and groveling emptily about her place in the world to others who still possessed their fire.
The unsettling truth suddenly held appeal. She would show everyone the depths of her era's ruthlessness---bygone no longer.
The ferocity, the cunning, the sheer determination to persevere and the mastery of one's domain.
And so Nanami would drape herself in a fearsome title, thereby granting herself a sense of purpose and fulfillment while at the same time, giving prestige to a title which she figured was already hers by means of survival-based inheritance; but through which her future actions would surely fill with illustriousness:
Nanami, the oldest Dimension Warrior.

--------------------------------------------------------------
<^> Special Notes <^>
May not actually be the oldest Dimension Warrior, but she's quite close, and would happily settle for "Most Terrifying".
Last edited by BlazingStarX on January 11th, 2026, 3:52 pm, edited 1 time in total.
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