Page 1 of 1

Blaze 7.0

Posted: March 14th, 2026, 6:52 pm
by BlazingStarX
<<> Player Info <>>
IRC Nick: Malachai
Real Name (Optional): Mike
Time Zone: Eastern

<<> Character Info <>>
Name: Blaze
Race: Human
Sheet Approved by: (leave blank)
Converted on: 3/14/2026
_______________________________________________________________________
<<> Base Statistic modifiers <>>
health_temp:
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
awareness_temp:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
dexterity_temp:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
strength_temp:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spirit_temp:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
luck_temp:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 0/18

* Shards of the Past (3 pts) - This character may choose up to three skills to be considered "Extra Training," allotting them 65 skill points apiece to those particular skills. Each skill costs 1 point.
General - Reaction
Weapon Proficiency - Pistols
Artisan - Blacksmithing

* Ambidextrous (2.5 pts) - This character halves penalties incurred from Dual Wielding.

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

* Curiosity (2 pts) - This character gains a +10 bonus when making Gather Information checks.

* Master Tinker (3 pts) - This character can use any weapon or item it's crafted without suffering the untrained skill penalty.

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

* Quick Reactions (2 pts) - This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.

* Scion (2.5 pts) - This character is considered to be constantly under the effect of "Detect Magic," able to discern magical or spiritual energies within one Area. This will alert them of creatures and objects that are magical in nature, but with the effect "always on," it doesn't guarantee recognition, identification, or a precise location.

* Addiction (Alcohol) (-1 pts) - This character is chemically or physically dependent on an external subject of some kind, whether it's a drug, a chemical, or something simply necessary for them to live. Without this substance/item, a character will begin undergoing various forms of withdrawal syndrome as determined by a GM.

-= Character Classes =-
 
1) Gunslinger
Associated Statistic:
Description: Gunslingers, whose inception dates back to the grey area between classical and modern civilization, are talented showmen and pistoliers, whose wide array of flashy tricks make them a unique and challenging adversary to face -- it's hard to tell where the next bullet will come from; something some people just can't take the pressure of.
Effect: +5 to Weapon Proficiency: Pistols, +3 to Acrobatics, Subterfuge, Reaction, Speechcraft

2) Agent
Associated Statistic:
Description: Intelligence operatives, also known as secret Agents or spies, are talented operators and purveyors of the unknown. They're keyed into intelligence networks, moles, fences, and are generally all about getting the drop on whoever their target is -- for better or worse.
Effect: +5 to Stealth, +3 to Perception, Subterfuge, Speechcraft, Search

3) Blacksmith
Associated Statistic:
Description: Blacksmiths are the purveyors and vendors of metals and metal products. From sheet armor to daggers to cannon barrels to stoves and household supplies, the blacksmith can make it all. For a price, of course.
Effect: +5 to Artisan: Blacksmithing, Artisan: Engineering, +3 to Weapon Proficiency: Axes/Hammers, Speechcraft
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) - Hand Loader
Associated Statistic:
Prerequisite:
Description: This character has a penchant for specialized ammunition for firearms of all kinds, and is able to handle them with care and efficiency, boosting their effectiveness.
Effect: When using specialized ammunition, status effects are raised by +1 Severity, and damage is raised by +150.

*Feat 2(400XP) - Spon's Table
Associated Statistic:
Prerequisite:
Description: A table that helps measure the strength of a metal-crafted item, this enables a blacksmith to more easily strengthen weaponry.
Effect: Reduces Tempering DC by 10%. Increases tempering bonus by 50%. (Instead of a +10 damage modifier bonus, weapon receives a +15 bonus.)
AND
Effect: When "Tuning" a firearm, Gunsmiths can place an additional 10% bonus onto a weapon's Damage above the standard threshold. The DCs do continue to go up appropriately.

*Feat 3(600XP) - Wetworks
Associated Class: Agent
Prerequisite:
Description: Sometimes clandestine operations have to get dirty.
Effect: The Agent may, upon taking this feat, slot another feat from the following Classes into the same feat slot, so long as the character does not have that class as a selected one: Scout, Assassin, Commando, Nightblade, Ninja.
Foresight
Associated Class: Scout
Prerequisite:
Description: As important as knowing the enemy is knowing oneself and ones own limits, and any Scout worth his salt knows not to start a fight he can't win. This can be evoked to prevent fatal misteps, allowing the Scout to await the proper moment to act..
Effect: The Scout gains the ability to prevent an action he or she has failed to roll correctly. This does not allow a reroll or an alternate action to be chosen; The Scout literally stays put and does nothing for a moment to wait for a better time. This cannot be evoked for botches, and only for rolls that the Scout is aware of and knows there are negative consequences for failing.

*Feat 4(800XP) - Force Field
Associated Statistic: Spirit
Description: The character is able to project a "bubble" shield of spiritual energy around itself.
Effect: Create a force field that will absorb (Spirit * 5) HP in damage. This field is for 1 person only. This field regenerates (Spirit) HP every round until broken, then requires sleep to repair.

*Feat 5(1000XP) - Assault Tactics
Associated Statistic: Awareness
Description: Some old-fashioned people may think you need a bugle or a war drum to call a charge; all this character needs is a few commands and everyone just seems to get the idea.
Effect: Once per battle, this character can direct his/her party members in an all-out offense. Until the character's next turn, the characters' party members deal 150% damage.

Feat 6(1200XP) - Quick Draw
Associated Statistic:
Prerequisite:
Description: This character's fastest drawing arm makes him/her deadly in sudden conflict, giving him/her a brief bonus to attacking with the drawn weapon right off the bat.
Effect: When the character or allied party initializes combat (is the aggressor), this character rolls 1d100, 75+ for "First Strike" ahead of all initiatives, with Mild 'Sharpen' for the duration of the battle.

Feat 7(1400XP) - Aerodynamic Design
Associated Statistic:
Prerequisite:
Description: Knowledge of the effect air resistance has upon the swing of a weapon allows a talented smith to refine a weapon that will cut swift as the wind.
Effect: Reduces Refined Aerodynamics DC by 10%. Gain an additional +1 bonus to the weapon's accuracy every 2 refinement levels.
AND
Effect: When "Tuning" a firearm, Gunsmiths can place an additional 10% bonus onto a weapon's Roll Bonus above the standard threshold. The DCs do continue to go up appropriately.

Feat 8(1600XP) - Wetworks
Associated Class: Agent
Prerequisite:
Description: Sometimes clandestine operations have to get dirty.
Effect: The Agent may, upon taking this feat, slot another feat from the following Classes into the same feat slot, so long as the character does not have that class as a selected one: Scout, Assassin, Commando, Nightblade, Ninja.
Lethal Injection
Associated Class: Assassin
Prerequisite:
Description: A true assassin makes the most out of every advantage they have, knowing just when to twist the knife. One who enjoys the use of poisons or specialty bullets likewise knows the best method of delivery for swift and terrible profit.
Effect: When making a successful sneak attack or critical hit, with either a poisoned weapon or a special bullet, the trait of the poison or bullet is calculated twice.

Feat 9(1800XP) - Trick Shot
Associated Statistic: Awareness
Description: Most shooters are trained in center-of-mass, practiced shooting. This one's... special, and uses it for a myriad of different effects; namely, getting rid of another character's weapon.
Effect: When using a ranged weapon of any kind, this character can perform a single-strike attack to disarm a target (some exceptions will apply). This inflicts Chronic "Off-Guard" status, knocking a character off its feet and knocking the weapon 1d3 Areas away (if applicable).

Feat 10(2000XP) - Creativity
Associated Statistic: Spirit
Description: The character is a master at thinking 'outside the box', and has a lot of quirky ideas that they may scribble on napkins, doodle in class, or dream about in board meetings. They are able to use this to build elaborate machines, modify existing ones, or figure out special ways to repair existing ones.
Effect: +10 to Craft and Repair Skill Checks

Feat 11(2200XP) - Baile de Muerto
Associated Class: Gunslinger
Prerequisite:
Description: While most gunslingers are tried and true showmen almost as much as warriors, it takes a particularly brash state of mind to keep that up in the heat of battle. Those who take this feat gain the dubious quality of remaining flippantly dynamic even when lives are on the line, their dance of death a unique combination of wild and graceful.
Effect: This feat must be activated by name and maintained by a steady supply of flashy, extravegant posts. It can only be called once per battle, but lasts as long as the pizazz it feeds off of. Half of Spirit Bonus is added to pistol attack rolls, as long as the attack before it was successful. This feat is disabled for the rest of battle if the descriptions of the gunslinging fall short, or if the character botches an attack.

Feat 12(2400XP) - Master Smith
Associated Statistic:
Prerequisite: Spon's Table, Aerodynamic Design
Description: Reflective of a thorough understanding of weapons and armor and how they work, an expert smith can modify it to perfection and adjust on the fly to the customer's specifications.
Effect: Reduces DC of any smithing modification to a melee weapon/armor by 10%. This stacks with Spon's Table & Aerodynamic Design. All smithing modifications take up -1 augmentation slot. If the augment takes up 1 slot ordinarily, it now takes up 1/2 slot.
AND
Effect: Reduces Gunsmithing DCs by a standard 20% across the board.

Feat 13(2600XP) - Wetworks
Associated Class: Agent
Prerequisite:
Description: Sometimes clandestine operations have to get dirty.
Effect: The Agent may, upon taking this feat, slot another feat from the following Classes into the same feat slot, so long as the character does not have that class as a selected one: Scout, Assassin, Commando, Nightblade, Ninja.
Eagle Vision
Associated Class: Scout
Prerequisite:
Description: Training and memorization allows a talented Scout to recognize a number of important things that might influence the decisions of others, ranging from weapons to vehicles to fortifications.
Effect: Passively identify weapons, equipment, and other important information when exploring a target. Can be an area or a particular subject; the narrower, the more specific.

Feat 14(2800XP) - Investigator
Associated Statistic: Awareness
Description: Your character is a master at gathering information through various means be it for good or for bad, and as such s/he has is good at a few choice things in this sometimes murky field.
Effect: The character recieves a +10 to gather info and search checks; and a +5 to spot and listen checks.

Feat 15(3000XP) - Spiritual Researcher
Associated Statistic: Spirit
Description: This character's intense focus, whether by studying, training, or meditating, allows it to take its innate abilities beyond others'.
Effect: This character seeks new applications for spiritual energy of any kind. When creating a Custom Ability, grants +2 Attribute Points.

Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:
Milestone Derivatives:
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
( )  Health: [] + | Bonus: +
HP: ((health * 50) + Milestones) | Armor: (health + Milestones) | Physical Soak: (health + Milestones + traits)
Magical Soak: (health + Milestones + traits) | Status Resistance: (See Milestones) | Death Threshold: (Milestones)
Endure: (Milestones) | Survival Result Bonus: (Milestones)
Milestone Derivatives:
Improved Resistance: +%
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Resistance: +5% (x10)
 
Milestone Derivatives:
Improved Ranged: + -> +5 awareness bonus on ranged attacks
Improved Melee: + -> +5 awareness bonus on melee attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
(PC)  Awareness: [] + | Bonus: +
Initiative: 1d800 | Base Attack Bonus: | Perception Bonus:
Melee: (See Milestones) | Ranged: (See Milestones) | Magic: (See Milestones)
True Sight: (See Milestones) | Combat Reflexes: (See Milestones) | Sneak Attack Negation: (See Milestones)
Milestone Derivatives:
Improved Ranged: +
Improved Melee: +
Improved Magic: +
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400, 450, 500 exp) Improved Ranged: +5 (x10)
(550, 600, 650 exp) Improved Melee: +5 (x3)
(700, 750, 800 exp) Improved Magic: +5 (x3)
Ability:Precision Blow
Effect: On a physical attack, you may spend 5 LP prior to rolling, allowing you to roll your attack twice and take the higher of the two rolls. This must be declared before attacking, and cannot be used after the attack roll is made.

 
Milestone Derivatives:
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
Improved Reaction: + -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Improved Agility: + -> +5 Dexterity bonus when performing skill checks
(PC)  Dexterity: [] + | Bonus: +
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: (See Milestones)
Dodge Bonus: (See Milestones) | Agility Bonus: (See Milestones) | Flat-foot/reaction Bonus: (See Milestones)
Style Points: (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +
Improved Reaction: +
Improved Agility: +
Milestones:
(50, 100, 150, 200, 250, 300 exp) Improved Dodge: +5 (x6)
(350, 400, 450, 500, 550, 600 exp) Improved Reaction: +5 (x6)
(650, 700 exp) Improved Agility: +5 (x2)
Ability:Evasive Action
Effect: On a Dodge or a Block, this character may spend 5 LP before making their roll, allowing them to roll twice and take the higher of the two rolls. This must be declared before rolling, and cannot be used after the dodge/block roll is made. This cannot be used with DC checks, will resists, or Royal Guard.

 
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
( )  Strength: [] + | Bonus: +
Base Physical Damage: ((strength + strength_temp) * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400 exp) Improved Physical Damage: +100 (x8)
 
Milestone Derivatives:
Improved Crafting: + -> +5 Spirit roll bonus when crafting
( )  Spirit: [] + | Bonus: +
Base Magical Damage: (400 * 2) + 0 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Crafting: +
Milestones:
(50, 100, 150, 200, 250, 300, 350, 400 exp) Improved Crafting: +5 (x8)
 
Milestone Derivatives:
Draw!: +% -> +2% chance to draw a second Critical card
Improved Critical: + -> +500 damage when inflicting a critical hit
( )  Luck: [] + | Bonus: +
Luck Points: | Critical Damage: (See Milestones) | Luck roll result: (See Milestones)
Draw chance: (See Milestones) | Critical Defense: (See Milestones) | Draw defense: (See Milestones)
Milestone Derivatives:
Draw!: +%
Improved Critical: +
Milestones:
(50, 100, 150, 200, 250 exp) Draw!: +2% (x5)
(300 exp) Improved Critical: +500 (x1)
 
_______________________________________________________________________
<<>Skills<>>


0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master
Movement
Bonuses: Dexterity: +, Full Dodge: +, Flat-foot Dodge: +, Agility Bonus: + | Strength: +, Momentum: +
 
General - Acrobatics
Name: Dodge Roll
Cost: 60
Effect: Perform a tumbling maneuver to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. An Acrobatics check with this Advanced Skill prevents this character from being the target of that attacker’s next immediate attack. This does not apply in one-on-one combat or against area-of-effect attacks that include the character, and can only apply to the most recent attacker.
 
General - Athletics
Name: Dodge Leap
Cost: 60
Effect: Use an athletic maneuver -- a dash, a skid, a slide, a jump -- to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. A successful check with this Advanced Skill allows the character to fully avoid an attack, while a failed check with this Advanced Skill allows the character to reduce incoming damage by 10%. This can stack with other Brace-enhancing feats, traits, or primary characteristics, up to a maximum of 50%. This maneuver can only be used once a round.
 
General - Reaction
Name: Quick-Draw
Cost: 15
Effect: Allows for the change of 1 piece of equipment per round as a free action.
 
General - Swimming
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Perception
General - Subterfuge
General - Stealth
Name: Conceal Self
Cost: 30
Effect: Allows a character to use the environment to shield itself from other creatures’ or objects’ perception. See full skill listing for details.
Name: Move Silently
Cost: 30
Effect: Allows a character to move at half-speed with a low sound report. This does not obscure a character visually while it’s on the move, but if there is nothing facing that character, it does not trigger Perception checks on its passing. This does not stop other forms of detection.
 
General - Gather Info
General - Search
General - Speechcraft
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Pistols
Name: Sneak Attack
Cost: 15
Effect: Someone fluent with a sidearm knows how to use it subtly, granting a +5 to sneak attack rolls.
Name: Show Off
Cost: 30
Effect: A flashy style of using the pistol is to spin it and attempt tricks while shootin. While it's not the most effective... it looks good. Reduces to-hit penalty of additional controlled shots to -1 per shot.
Name: Gunslinging
Cost: 90
Effect: After a little practice, a flashy pistolier may remove penalties from additional pistol shots.
Name: Showmanship
Cost: 160
Effect: The trained flaunter knows how to do rather eyecatching moves with a pistol, and can gain a +1 bonus for each additional shot added on.
Name: Weaver Grip
Cost: 30
Effect: A no nonsense firing method, seemingly too basic to even be called a technique, but with a subtle perfection that maximizes efficiency at the cost of flair. Effects apply only if a pistol-class weapon is held in both hands, and cannot be combined with any effect that increases Controlled Shot number. Controlled Shots reduced to 1. Called Shot penalty is negated.
Name: By the Book
Cost: 90
Effect: The training and practice to keep a level head and never waste a round on an unsecured firing position, even in moments of high tension. Effects apply only if a pistol-class weapon is held in both hands, and cannot be combined with any effect that increases Controlled Shot number. Controlled Shots reduced to half. +5 To Hit, Called Shot penalty negated completely.
Name: Advanced Marking
Cost: 160
Effect: Special operations training to rapidly switch targets even in the middle of a firing pattern.
Effects apply only if a pistol-class weapon is held in both hands, and cannot be combined with any effect that increases Controlled Shot number.
Controlled Shots reduced to half. +10 To Hit, Called Shot penalty negated completely. Each shot can target a different enemy.
 
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Magic - Assisted Magic
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Artisan - Blacksmithing
Name: Radiant Metal Crafting
Cost: 60
Effect: Unlocks crafting of Tier 1 weapons/armor.
Name: Radiant Gem Crafting
Cost: 200
Effect: Unlocks crafting of Tier 2 weapons/armor.
 
Artisan - Engineering
Name: Simple Gadgets/Instruments
Cost: 30
Effect: Grants an Engineer an additional bonus of (Engineering Skill Level / 5) (round up) to any Artisan roll he/she performs.
Name: Complex Gadgets/Instruments
Cost: 120
Effect: Grants an Engineer an additional bonus of (Engineering Skill Level / 2) (round up) to any Artisan roll he/she performs.
 
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
General - Survival
General - Vehicle Operation: Light Air/Spacecraft
 
 
_______________________________________________________________________
<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: 750(Used) / 3500(Max) StP

Skill Shot
Skill Level 4 (Pistols)
50 Style points
6 Attribute Points available, Max Attribute Level 4
Max Damage Level 8, 320 MP to use
Description: In an impressive display of marksmanship, Blaze puts his shots where they will really count, dealing twice as much damage.
Damage: Level 4: *2.0
Range: Level 1: 1 target
Combo: Level 1: 1d2 hits

Improved Skill Shot
Skill Level 6 (Pistols)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Description: In a startlingly display of accuracy, Blaze's shots seem to find the 'chinks' in his target's armor, dealing serious damage.
Damage: Level 6: +800
Range: Level 1: 1 target
Combo: Level 1: 1d2 hits

Dead Eye Draw
Skill Level 8 (Pistols)
150 Style points
10 Attribute Points available, Max Attribute Level 8
Max Damage Level 15, 1280 MP to use
Description: Blaze holsters his pistols in one smooth motion, then like a gunslinger from the old west, he draws one in a flash and fires a trio of shots aimed at vital points, dealing heavy damage.
[ ] Mystic Arte
-- Provides +1 attribute point bonus.
-- Can only be performed at the end of a non-Ability 1d3 combo or greater. (Triple Strike, Rapid Strike, Flash Strike, etc.)
Damage: Level 8: +1200
Range: Level 1: 1 target
Combo: Level 2: 1d3 hits

Advanced Skill Shot
Skill Level 8 (Pistols)
150 Style points
10 Attribute Points available, Max Attribute Level 8
Max Damage Level 15, 1280 MP to use
Description: In a startlingly display of accuracy, Blaze's shots seem to find the 'chinks' in his target's armor, dealing heavy damage.
Damage: Level 8: +1200
Range: Level 1: 1 target
Combo: Level 1: 1d2 hits

Make It Rain (DW/SC)
Skill Level 8 (Pistols)
150 Style points
12(10) Attribute Points available, Max Attribute Level 8 (Spiritual Researcher)
Max Damage Level 15, 1280 MP to use
Description: Blaze seemingly takes a moment to check his magazines before suddenly unloading twin salvos, like he was gunslinging, only it just kept going!
[ ] Dual Wield
-- This attack can be performed with two weapons acting in sync, giving 2dx instead of 1dx hits
-- This ability costs 3 attribute points.
[ ] Skill Chain
-- A perfect combo on this Ability leads to a Finishing Strike (only applies to multi hits of 1d3 or more). The finishing strike must be used on your next turn.
-- The Ability level of the Finishing Strike can not exceed +1 of this skill
Damage: Level 1: +100
Range: Level 1: 1 target
Combo: Level 7: 2d12

Rest In The Shade (DW/FS)
Skill Level 8 (Pistols)
150 Style points
14(10) Attribute Points available, Max Attribute Level 8 (Spiritual Researcher)
Max Damage Level 15, 1280 MP to use
Description: Blaze keeps up the pressure by continuing to fire more and more rounds from both his pistols, till there is so much lead in the air that it was creating its own shade.
[ ] Dual Wield
-- This attack can be performed with two weapons acting in sync, giving 2dx instead of 1dx hits
-- This ability costs 3 attribute points.
[ ] Finishing Strike
-- Provides +2 attribute point bonus.
-- An Ability designed to be used with a Skill Chain Ability of at least 1d3 hits. The Finishing Strike is used on the same turn, and when used, you cannot use another for 3 rounds.
Damage: Level 2: +200
Range: Level 1: 1 target
Combo: Level 8: 2d16

-= Magical/Psionic (Spell Points) =-
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Hyper Nova Alpha
S&W M29 Pistol(Kunzite)
Solid State Retrofit (+10 Roll +2 Shots)
Price: 633,240 gil (165,000 gil)
DC to Make: 90/160/220
Augmentation Slots: 4
Controlled Shots: 2 (+6)
Roll Bonus: +48 (+33)
Damage Modifier: 1190 (1140)
Skill Level Required: 4
Tunings: 7/12
Damage: +10, +20, +30, +40, +50
Shots: +1, +2
Aug 1: Targetting VI
Price: 2400 gil
Restrictions:
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +5. Can be stacked with other accuracy augmentations, but is a permanent modification.
Aug 2: Weapon Aura: Allows weapon to strike Heartless and other immaterial foes.
Aug 3: Athletics +16
Aug 4: Ammunition - Hammerhead Rounds
Cost: 1920 gil
Restrictions:
Description: Hammerhead ammunition, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. Each attack with Hammerhead rounds (regardless of controlled shots) inflicts Mild "Off Guard" status.
Or
Ammunition - Cryo Rounds
Cost: 1920 gil
Restrictions:
Description: Standard ammunition is replaced with a tiny amount of liquid nitrogen contained within a discarding sabot. Each attack with cryo rounds (regardless of controlled shots) inflicts "Freeze" status. First strike incurs Mild, and each successive strike (unless status is cured) inflicts next level of status.

Hyper Nova Omega
S&W M29 Pistol(Kunzite)
Solid State Retrofit (+10 Roll +2 Shots)
Price: 633,240 gil (165,000 gil)
DC to Make: 90/160/220
Augmentation Slots: 4
Controlled Shots: 2 (+6)
Roll Bonus: +48 (+33)
Damage Modifier: 1190 (1140)
Skill Level Required: 4
Tunings: 7/12
Damage: +10, +20, +30, +40, +50
Shots: +1, +2
Aug 1: Targetting VI
Price: 2400 gil
Restrictions:
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +5. Can be stacked with other accuracy augmentations, but is a permanent modification.
Aug 2: Weapon Aura: Allows weapon to strike Heartless and other immaterial foes.
Aug 3: Reaction +16
Aug 4: Ammunition - Hammerhead Rounds
Cost: 1920 gil
Restrictions:
Description: Hammerhead ammunition, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. Each attack with Hammerhead rounds (regardless of controlled shots) inflicts Mild "Off Guard" status.
Or
Ammunition - Cryo Rounds
Cost: 1920 gil
Restrictions:
Description: Standard ammunition is replaced with a tiny amount of liquid nitrogen contained within a discarding sabot. Each attack with cryo rounds (regardless of controlled shots) inflicts "Freeze" status. First strike incurs Mild, and each successive strike (unless status is cured) inflicts next level of status.

Side Arm:
Nexus
Manufacturer: Armali Council
Price: 212,100 gil (73500 gil)
DC to Make: 10000
Restrictions: Up to Etaware Assist-Soft, 5-slot Combat-Softs
Description: The Armali Nexus is a high-tech, militarized weapon that specializes in combat-grade technology, including a wide range of vehicles, weapons, and cyberwarfare. With a specialized dual-booted operating system, this model of Omni-Tool is versatile, responsive, and reliable. The Nexus has 5 Cyberware slots.
Slot 1: Deltaware Blacksmithing +8
Slot 2: Deltaware Engineering +8
Slot 3: Deltaware Search +8
Slot 4: Deltaware Survival +8
Slot 5: Mineral Scanner
Price: 105000 gil
Restrictions:
Description: Uses a comprehensive database of minerals, elements, alloys, etc. to provide information about both raw materials and finished products on the fly. Does not register magical augmentation or enchantment.

Armor:
Dense Heavy Jadeite Armor
Natural Property +264HP
Price: 773,550 gil (330,000 gil)
DC to Make: 114/184/264
Physical Soak: 750
Magical Soak: 450
Augmentations: 4/8
Stat 1: Exo-Skeleton V10 Dex +100
Stat 2: Aware +80
Stat 3: Str +80
Stat 4: Spirit +80
Support 1-2: Variable Pressurized Suit
Manufacturer: Bauer & Kopka
Price: 29,400 gil
DC to Make: 15% of armor's original DC
Restrictions: Occupies 2 Support Augmentation Slots
Description: A pressurized suit uses a complex series of electronic and mechanical systems to fully seal the suit from outside forces. It uses its own circulated oxygen, temperature regulating, and bodily support systems to allow a wearer to operate in usually dangerous or lethal locales, including space and underwater.
Support 3: Cardiovertor Defibrillator
Manufacturer: LIMB International, Inc.
Price: 51,000 gil
DC to Make: 50% of armor's original DC
Restrictions:
Description: The Sentinel RX Health System can be upgraded with an Implanted Cardiovertor Defibrillator capable of restarting a human heart up to eighty times without requiring a recharge. Once per diem, activates Auto-Life to bring a knocked-out character back to consciousness with 25% maximum HP.
Support 4: Crystal Gel Polymer
Manufacturer: Biological Space Laboratories
Price: 50% of armor's original price
DC to Make: 50% of armor's original DC
Restrictions:
Description: This polymer is chemically treated to harden on impact while remaining flexible when the wearer is in motion offering a world of capabilities. Increases both armor soak values of equipped armor by 100.
Support 5: Internal Shielding IV
Manufacturer: Ariake Technologies
Price: 40,575 gil
DC to Make: 40% of armor's original DC
Restrictions:
Description: An energy shield that works to protect the wearer from excess harm. Either via the area around them or hostile physical trauma. The Ariake Technologies model, a completely revolutionary take on energy shielding, is capable of high level protection to heat and some radiation. It holds an energy field that provides +200 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.
Support 6: Bio-Suit
Manufacturer: Binary Helix
Price: 22,875 gil
DC to Make: 10% of armor's original DC
Restrictions:
Description: This is a skin attachment that goes on the inside of armoring. It directly affects the portion of the body its connected to allowing it to induce stimuli on muscles to increase performance. Bio suits are required for some upgrades.
Support 7: Nanite Infusion IV
Manufacturer: CryNet Systems
Price: 31,725 gil
DC to Make: 50% of armor's original DC
Restrictions: Requires Bio-Suit
Description: A field of nanomachines is distributed throughout the gap between the internal layer of an armor and the external layer of the bio-suit,. Allows for the use of four Nanite Boost programs at a time.
Boost 1: Nanite Stabilizer Program
Manufacturer: LIMB International, Inc.
Price: 8400 gil
DC to Make: 25% of armor's original DC
Restrictions: Requires Bio-Suit, Nanite Infusion
Description: This allows the nanites to heal the wearers wounds over time when outside of combat or in a serious situation where first-aid may not be readily avalible, by monitoring the user's vital stats and keeping the unconscious body stabilized until it can be properly treated. This prevents passive HP loss below -1 HP when a user is rendered unconscious by a lethal attack. Active HP loss is not prevented.
Boost 2: Nanite Antibodies Program
Manufacturer: LIMB International, Inc.
Price: 8400 gil
DC to Make: 25% of armor's original DC
Restrictions: Requires Bio-Suit, Nanite Infusion
Description: This programs the nanites to prevent invasion from various poisons and toxins. Provides 25% resistance against the Plague, Poison, and Disease families of Status Effects.
Boost 3: Nanite Regeneration Program
Manufacturer: Carrington Institute
Price: 14,175 gil
DC to Make: 15% of armor's original DC
Restrictions: Requires Bio-Suit, Nanite Infusion
Description: High-tech regenerative and mending nanomachines heal and repair wounds and damage to the wearer's body in idle times between the armor's other uses. Between battles, a user is restored to a maximum of 25% maximum HP. If user is above 25% HP, no effect.
Boost 4: Nanite Repair Program
Manufacturer: Carrington Institute
Price: 6000 gil
DC to Make: 20% of armor's original DC
Restrictions: Requires Bio-Suite, Nanite Infusion
Description: A lattice network of self-repairing nanomachines is injected into the external layer of the wearer's bio-suit, allowing them to freely move between user and armor. When armor is damaged, these nanomachines hurry to repair the external damage caused. When inflicted with an "armor damaging" status (Melt, Feeble, etc.), these nanomachines reduce the severity by one level per round, and will otherwise passively repair superficial damage.
Support 8: Pistols +16

Pendant:
Jadeite Amulet of the Unseen Sigh
Price: 330000 gil
Crafting DC: 104/174/244
Max Enchantment Level: 5
Natural Property: +6 1/5
Fatigue-touch - Mild, Customs Friendly[Duration is 1d5 rounds unless stated otherwise by the effect itself. This duration is unaffected by effects, such as metamagic or sustenance on a casting aid. When striking an enemy, roll luck. Status takes hold on 901+.] [Tired] Character suffers a -5 to actions from a lack of sleep.
Auto-Invisible(Mild, Non-Customs-Friendly)[Duration is 1d5 rounds unless stated otherwise by the effect itself. This duration is unaffected by effects, such as metamagic or sustenance on a casting aid. The effect activates at the start of battle.] [Fade] The target is partially invisible, making for a confusing target. Attacks rolled under 25% of the attacker's possible roll miss automatically. The Faded character's anti-detection roll results are raised to 125% (a roll result of 60 becomes 75).

Ring 1:
Cardinal Ring of Falling Feathers
Price: 360000 gil
Crafting DC: 106/176/246
Max Enchantment Level: 5
Natural Property: +7 7
Avian-Killer - Deal 175% (7*25%) bonus damage to Avians
Enchant: Acrobatics +10

Ring 2:
Ruby Ring of Solid Lucidity
Price: 300000 gil
Crafting DC: 102/172/242
Max Enchantment Level: 5
Natural Property: +5 1/4
Melt Ward 10%
Confuse Ward 40%
Enchant: Perception +10

Zollars: 1,833,209 (50,000 zollar monthly income)
Crowns: 13,369,500 (500,000 crown monthly income)
Gil: 17,058,750 (100,000 Gil monthly income) (630,000gil from Projects)
Tokens: 600
_______________________________________________________________________
<<> Inventory <>>
Inventory Slots 35/40

Slot 1-2: M-Potion x2
Manufacturer: Cyrez Pharmaceuticals
Price: 4480 gil
DC to Make: 250
Restrictions:
Description: Designed as a miracle cure potion for injury prevention, and the most powerful public curative potion Cyrez sells, the M-Potion is one of the highest readily available curative liquids on the market. The potion is stored in a special container designed to prevent air contact or contamination. Restores 5000 hp immediately.

Slot 3: Seria Pill++
Manufacturer: Tyrell Medical Enterprises
Price: 5600 gil
DC to Make: 200
Restrictions:
Description: A counter product produced by Tyrell Medical to combat Omnicorps product. The Seria pill will restore 1500(1000) MP when consumed.

Slot 4-6: Biogenesis x3
Manufacturer: AntiBiotiX
Price: 3000 gil
DC to Make: 400
Restrictions:
Description: A unique blend of hormones and muscle stimulants gives a user a quick edge, pushing muscles harder, faster. Induces a light-adrenaline rush for the user, giving them quicker reactions and a "high" as a side effect. Not intended for athletic competitions! Raises the Dexterity statistic by 200 points for 5 rounds.

Slot 7-9: BuffOut x3
Manufacturer: Great Khan Chems, LLC
Price: 3000 gil
DC to Make: 400
Restrictions:
Description: A disarmingly simple chalky tablet, BuffOut is a popular performance-enhancing drug favored by soldiers, bodybuilders, and high-endurance bi-, tri-, or pentathlon athletes. Pain is merely an afterthought, even in the heat of marathon training sessions ... or heavy combat. Raises physical damage soak by 200 points for 5 rounds.

Slot 10-12: Prozium x3
Manufacturer: Cyrez Pharmaceuticals
Price: 1000 gil
DC to Make: 200
Restrictions:
Description: An extremely powerful psychotropic medication originally designed to suppress wild emotions, violent outbursts in psychiatric patients, and combat highs, prozium has found lighter use for preventing stress, calming both mind and body, and providing an almost sedate, emotionless trance to its users. Raises the Spirit statistic by 100 points for 5 rounds.

Slot 13-14: Delta Ether++ x2
Manufacturer: Omnicorp
Price: 9450 gil
DC to Make: 500
Restrictions:
Description: A modified version of the previous formula allowed Omnicorp to produce the Delta Ether. An oddly shaped black bottle with red lettering makes it stand out on the shelf. Using it restores a whopping 2250(1500) mp with no side effects.

Slot 15-18: Bullet Berry x 4
Made by one of Mac's Personas, The Alraune
Description: A bizarre little berry shaped like a bullet, with a metallic finish to it's smooth, stiff skin. Using it will recover 1800 MP, and grant +200 Dexterity for 1d3 rounds.

Slot 19-20: Ammo Loads x2

Slot 21: Gamma Ether
Manufacturer: Omnicorp
Price: 21150 gil
DC to Make: 1500
Restrictions:
Description: A crystal green flask masks the more potent gamma ether, an object capable of restoring 3500 mp. Most of the applications for this are military, yet it is sold over the counter.

Slot 22-28: Elixir β x7
Manufacturer: Cyrez Pharmaceuticals
Price: 4800 gil
DC to Make: 600
Restrictions:
Description: Restores 40% of a character’s Max HP and MP.

Slot 29-33: Remedy β x5
Manufacturer: S&S Suppliers
Price: 14,175 gil
DC to Make: 160
Restrictions:
Description: Removes up to “Moderate” effect of all status effects from a single character after 1d4+1 rounds, excluding Off Guard, Bleeding, Curse, Weak, Radiation, Phazon, Plague, Tiberium, and Death families.

Slot 34: Shining Refractor - Retrofits weapon into an unsoakable energy stream, affects heartless, and gains a +20 to hit

Slot 35: Crafting Robes
Light Denzium Armor
Price: 10,000 gil
DC to Make: 36/63/90
Physical Soak: 15
Magical Soak: 35
Augmentations: 2/3
Stat 0.5: Spirit +80
Stat 1: Aware +80
Support 0.5: Blacksmithing +16
Support 1: Engineering +16

_______________________________________________________________________
<<> Character Description <>>
Age: 36
Height: 6'
Weight: (optional)
Appearance: Blaze wears his hair semi short and spiky and has a well groomed beard. He wears a Zinogre pelt long-coat that consists of bright turquoise scales trimmed with white and blue fur along the edges of the material. The collar is lined with more of the thick white and blue fur with gold spines flaring out along the edges. The shoulders, elbows and forearm parts of the sleeves are adorned with plates of the golden spikes and the cuffs even sport more of the blue and white fur trim. Underneath the long-coat is a black nano-carbon skull-suit with turquoise trim along the edges of the synthetic muscles groups, along with a golden hued belt sporting holsters patterned after the spikes that are part of the long-coat.
Eye Color: Brown w/copper flecks
Hair Color: Naturally Black, dyed electric blue at the tips
Notable Features: Sleeve tattoos on both arms of flames

<<> Character Personality <>>
Favorite Food: Nachos, spicy cuisine, gummy bears
Likes: Westerns, Flashy clothing, Alcohol
Dislikes: Oppressive authority, poor opsec, disrespect, wasting his time
Favorite Color: Orange
Fears: Explosions, Being somewhere strange and dark alone

<<>Character Background<>>
History:
As a young child, Blaze was urged to pursue different sports and activities, most of which he found too tedious or boring, till he was enrolled in a martial arts class. He enjoyed it as more of a pastime though, finding books and learning to be far more appealing to his keen mind. When he was old enough his father introduced young Blaze to handguns. He showed a natural aptitude for it and developed a great love for target and trick shooting. It took some careful balancing between his studies, attending martial arts classes, and dragging his father to the range as often as he could.
It wasn’t till after he graduated that Blaze found his next calling, the military. His basic training was almost too easy, if it wasn’t for an underlying hatred of the instructors and their almost abusive authority. Still Blaze was able to distinguish himself, and after basic was assigned to an intelligence unit, where he received further training in the skills he would need to gather and piece together usable intel. He found he enjoyed the dynamics of field work and undercover operations, even the darker aspects that would dirty one’s soul.
Once his military contract was up, Blaze choose to leave the service to ply his now honed skills as a freelance intelligence broker. As to date, he’s not entirely sure if it was such a wise move, but only time will tell.
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________