Edgar 7.0 [WIP]
Edgar 7.0 [WIP]
<<> Player Info <>>
IRC Nick: Tellos
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Edgar Figaro
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Character Description <>>
Age: 27
Height: 6'0"
Weight: (optional)
Appearance:
Eye Color: Blue
Hair Color: Blonde
Notable Features:
<<> Character Personality <>>
Favorite Food:
Likes: Women
Dislikes: Lectures and those who give them
Favorite Color: Green
Fears: Losing his kingdom, his brother or his friends.
<<>Character Background<>>
History:
History: Edgar, along with his brother Sabin, was born a prince to the throne of Figaro to his father Stewart Remy Figaro and his mother, an orphan named Crystale who may have had some mage descent. His mother died in childbirth. At the age of fourteen, Edgar participated in the "hunting of the Antlion", a Figaro rite of passage into adulthood, and with his brother's help, he succeeded. His liking of women started early; at the age of fifteen he got into trouble for flirting with his uncle's wife. When Edgar was only seventeen the Gestahlian Empire poisoned his father. Their father died asking both of his sons rule the kingdom together.
Sabin was more worried that people were more concerned with who would be king next rather than mourning the loss of their father. Edgar wishing to follow his fathers last wishes refused to run away with Sabin away from the castle and abandon the kingdom, instead opting to flip a coin to decide who would remain and who would leave. Edgar however in wishing to give his brother his freedom tricked him using a double headed coin. Sabin not catching the trick left to live his own life while Edgar took up the mantle of King of the nation. Edgar then set about the business of running Figaro and protecting it’s people. In time he’d find issue with the Empire even though he was in the public eye and ally of the Empire, he was in secret working with a resistance movement called the returners through a man named Locke he kept contact with.
Besides his political dealings Edgar’s notable reputation for flirting had in the past gotten him into trouble. Something his Brother often called a bad habit Edgar flirted frequently with many women among the palace and court up to even the wives of others. This extended later to members of his team until he finds one deemed too young. Locke would eventually bring Terra Bradford to him which once more he’d try flirting with her but to no avail. However this posed a problem because the Empire was looking for this woman and was following her and traced her back to Edgars castle. Despite attempts to hide her Kefka one of the Empires top advisors and commanders and all around insane man. Edgar never liked him to start and his attack on the castle only solidified his dislike more.
Escaping with the help of Castle Figaro’s submerging system Edgar began his journey with Locke and Terra and his brother and many others in defeating Kefka. During this time Edgar never stopped worrying over the situation at hand. Despite his joking and flirting he was concerned for those who joined them as the world was turned to ruin by Kefka as his plans came to light. The destruction of the world and the subjection and draining of Espers to power his mad desire for power over all life under his later built tower. Edgar Managed in this time to grow even closer to his brother Sabin and perhaps reconcile the past and why he refused to leave and why he gave Sabin his freedom and gave up his own. This had until then been the only truly point of contention between the otherwise two close brothers. During this time Edgar also let the flirty Façade drop some to allow others to see the genuinely concerned man under. Edgar at times becomes a personal advisors to the team despite his own doubts at his ability to live up to his father as a king. During the battle on Kefka’s tower where finally after so many lives had been lost Edgar comes to terms with his past and himself and side by side with the others confronts the madman where they finally defeat and destroy Kefka.
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
<<>Statistics<>>
Experience Total: 3140
Total: 3100/3140, 40 free
( ) Health: [500]+0 | Bonus: +50
HP: 26000 ((health * 50) + Milestones) | Armor: 575(base) (health + Milestones) | Physical Soak: 575 (health + Milestones + traits)
Magical Soak: 575 (health + Milestones + traits) | Status Resistance: 10% (See Milestones) | Death Threshold: +500 (Milestones)
Endure: 1% (Milestones) | Survival Result Bonus: +10 (Milestones)
Milestone Derivatives:
Improved HP: +1000 -> +500 Max HP
Improved Soak: +75 -> +25 Phys/Mag Soak
Improved Resistance: +10% -> +5% resistance to negative Status Effects (Capts at 50%)
Implacable: +500 -> +500 Death Threshold
Endure: +1% -> +1% chance (1d100) that an attack that would KO instead leave the character at 1 HP
Improved Survival: +10 -> +10 to final result of survival roll
Milestones:
(50, 450 exp) Improved HP: +500 (x2)
(100, 350, 400 exp) Improved Soak: +25 (x3)
(150, 200 exp) Improved Resistance: +5% (x2)
(250 exp) Implacable: +500 (x1)
(300 exp) Endure: +1% (x1)
(500 exp) Improved Survival: +10 (x1)
( ) Awareness: [600]+0 | Bonus: +60
Initiative: 1d600 1d600 | Base Attack Bonus: +60 | Perception Bonus: +60
Melee: +25 (See Milestones) | Ranged: +5 (See Milestones) | Magic: +15 (See Milestones)
True Sight: -10 (See Milestones) | Combat Reflexes: -10 (See Milestones) | Sneak Attack Negation: -10 (See Milestones)
Milestone Derivatives:
Improved Melee: +25 -> +5 awareness bonus on melee attacks
Improved Ranged: +5 -> +5 awareness bonus on ranged attacks
Improved Magic: +15 -> +5 awareness bonus on magic attacks
Combat Reflexes: -10 -> Reduces DC for Grenade-like weapons by -10
Eyes in the Back: -10 -> Reduces the 'roll outcome' of Sneak Attacks by -10
True Sight: -10 -> -10 to Illusion or Invisibility detection DCs
Milestones:
(50, 100, 400, 500, 600 exp) Improved Melee: +5 (x5)
(150 exp) Improved Ranged: +5 (x1)
(200, 250, 550 exp) Improved Magic: +5 (x3)
(300 exp) Combat Reflexes: -10 (x1)
(350 exp) Eyes in the Back: -10 (x1)
(450 exp) True Sight: -10 (x1)
( ) Dexterity: [600]+0 | Bonus: +60
Full Dodge: 70 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 75 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +15 (See Milestones)
Dodge Bonus: +10 (See Milestones) | Agility Bonus: +10 (See Milestones) | Flat-foot/reaction Bonus: +15 (See Milestones)
Style Points: 3050 (dexterity * 5)
Milestone Derivatives:
Improved Block: +15 -> +5 Dexterity bonus when blocking a melee attack
Improved Dodge: +10 -> +5 Dexterity bonus when dodging an attack
Improved Agility: +10 -> +5 Dexterity bonus when performing skill checks
Improved Reaction: +15 -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Stylish: +50 -> +25 Style Points
Milestones:
(50, 100, 600 exp) Improved Block: +5 (x3)
(150, 200 exp) Improved Dodge: +5 (x2)
(250, 300 exp) Improved Agility: +5 (x2)
(350, 400, 550 exp) Improved Reaction: +5 (x3)
(450, 500 exp) Stylish: +25 (x2)
( ) Strength: [600]+0 | Bonus: +60
Base Physical Damage: 1500 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 64 (strength / 10) + Milestones | Momentum: 10 (See Milestones)
Item Effect: 100 (See Milestones) | Pierce: 100 (See Milestones) | Brace: -200 (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +300 -> +100 damage
Improved Slots: +4 -> +2 Inventory Slots
Improved Momentum: +10 -> +5 Strength roll bonus when performing skill checks
Improved Item Effect: +100 -> +100 damage when using one-use items
Pierce: +100 -> 50 of character's physical damage ignores armor
Juggernaut: -200 -> -100 damage reduction when bracing an attack
Milestones:
(50, 200, 550 exp) Improved Physical Damage: +100 (x3)
(100, 150 exp) Improved Slots: +2 (x2)
(250, 300 exp) Improved Momentum: +5 (x2)
(350 exp) Improved Item Effect: +100 (x1)
(400, 450 exp) Pierce: +50 (x2)
(500, 600 exp) Juggernaut: -100 (x2)
( ) Spirit: [600]+0 | Bonus: +60
Base Magical Damage: 1700 (600 * 2) + 500 | Spell Points: 3050 (spirit * 5) + Milestones | MP: 6400 (spirit * 10) + Milestones
Magic Defense: +0 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +30 (See Milestones)
Milestone Derivatives:
Improved Spell Points: +50 -> +25 Spell Points
Improved MP: +400 -> +200 Max MP
Improved Crafting: +30 -> +5 Spirit roll bonus when crafting
Improved Magic Damage: +500 -> +250 magic damage
Milestones:
(50, 100 exp) Improved Spell Points: +25 (x2)
(150, 200 exp) Improved MP: +200 (x2)
(250, 300, 350, 400, 550, 600 exp) Improved Crafting: +5 (x6)
(450, 500 exp) Improved Magic Damage: +250 (x2)
( ) Luck: [200]+0 | Bonus: +20
Luck Points: 20 | Critical Damage: +1000 (See Milestones) | Luck roll result: +10 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Luck: +10 -> +5 luck roll result
Improved Critical: +1000 -> +500 damage when inflicting a critical hit
Milestones:
(50, 200 exp) Improved Luck: +5 (x2)
(100, 150 exp) Improved Critical: +500 (x2)
[/list]
<<> Traits and Feats <>>
-= Traits =-
Points: 1/18
IRC Nick: Tellos
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Edgar Figaro
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Character Description <>>
Age: 27
Height: 6'0"
Weight: (optional)
Appearance:
Eye Color: Blue
Hair Color: Blonde
Notable Features:
<<> Character Personality <>>
Favorite Food:
Likes: Women
Dislikes: Lectures and those who give them
Favorite Color: Green
Fears: Losing his kingdom, his brother or his friends.
<<>Character Background<>>
History:
History: Edgar, along with his brother Sabin, was born a prince to the throne of Figaro to his father Stewart Remy Figaro and his mother, an orphan named Crystale who may have had some mage descent. His mother died in childbirth. At the age of fourteen, Edgar participated in the "hunting of the Antlion", a Figaro rite of passage into adulthood, and with his brother's help, he succeeded. His liking of women started early; at the age of fifteen he got into trouble for flirting with his uncle's wife. When Edgar was only seventeen the Gestahlian Empire poisoned his father. Their father died asking both of his sons rule the kingdom together.
Sabin was more worried that people were more concerned with who would be king next rather than mourning the loss of their father. Edgar wishing to follow his fathers last wishes refused to run away with Sabin away from the castle and abandon the kingdom, instead opting to flip a coin to decide who would remain and who would leave. Edgar however in wishing to give his brother his freedom tricked him using a double headed coin. Sabin not catching the trick left to live his own life while Edgar took up the mantle of King of the nation. Edgar then set about the business of running Figaro and protecting it’s people. In time he’d find issue with the Empire even though he was in the public eye and ally of the Empire, he was in secret working with a resistance movement called the returners through a man named Locke he kept contact with.
Besides his political dealings Edgar’s notable reputation for flirting had in the past gotten him into trouble. Something his Brother often called a bad habit Edgar flirted frequently with many women among the palace and court up to even the wives of others. This extended later to members of his team until he finds one deemed too young. Locke would eventually bring Terra Bradford to him which once more he’d try flirting with her but to no avail. However this posed a problem because the Empire was looking for this woman and was following her and traced her back to Edgars castle. Despite attempts to hide her Kefka one of the Empires top advisors and commanders and all around insane man. Edgar never liked him to start and his attack on the castle only solidified his dislike more.
Escaping with the help of Castle Figaro’s submerging system Edgar began his journey with Locke and Terra and his brother and many others in defeating Kefka. During this time Edgar never stopped worrying over the situation at hand. Despite his joking and flirting he was concerned for those who joined them as the world was turned to ruin by Kefka as his plans came to light. The destruction of the world and the subjection and draining of Espers to power his mad desire for power over all life under his later built tower. Edgar Managed in this time to grow even closer to his brother Sabin and perhaps reconcile the past and why he refused to leave and why he gave Sabin his freedom and gave up his own. This had until then been the only truly point of contention between the otherwise two close brothers. During this time Edgar also let the flirty Façade drop some to allow others to see the genuinely concerned man under. Edgar at times becomes a personal advisors to the team despite his own doubts at his ability to live up to his father as a king. During the battle on Kefka’s tower where finally after so many lives had been lost Edgar comes to terms with his past and himself and side by side with the others confronts the madman where they finally defeat and destroy Kefka.
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
<<>Statistics<>>
Experience Total: 3140
Total: 3100/3140, 40 free
( ) Health: [500]+0 | Bonus: +50
HP: 26000 ((health * 50) + Milestones) | Armor: 575(base) (health + Milestones) | Physical Soak: 575 (health + Milestones + traits)
Magical Soak: 575 (health + Milestones + traits) | Status Resistance: 10% (See Milestones) | Death Threshold: +500 (Milestones)
Endure: 1% (Milestones) | Survival Result Bonus: +10 (Milestones)
Milestone Derivatives:
Improved HP: +1000 -> +500 Max HP
Improved Soak: +75 -> +25 Phys/Mag Soak
Improved Resistance: +10% -> +5% resistance to negative Status Effects (Capts at 50%)
Implacable: +500 -> +500 Death Threshold
Endure: +1% -> +1% chance (1d100) that an attack that would KO instead leave the character at 1 HP
Improved Survival: +10 -> +10 to final result of survival roll
Milestones:
(50, 450 exp) Improved HP: +500 (x2)
(100, 350, 400 exp) Improved Soak: +25 (x3)
(150, 200 exp) Improved Resistance: +5% (x2)
(250 exp) Implacable: +500 (x1)
(300 exp) Endure: +1% (x1)
(500 exp) Improved Survival: +10 (x1)
( ) Awareness: [600]+0 | Bonus: +60
Initiative: 1d600 1d600 | Base Attack Bonus: +60 | Perception Bonus: +60
Melee: +25 (See Milestones) | Ranged: +5 (See Milestones) | Magic: +15 (See Milestones)
True Sight: -10 (See Milestones) | Combat Reflexes: -10 (See Milestones) | Sneak Attack Negation: -10 (See Milestones)
Milestone Derivatives:
Improved Melee: +25 -> +5 awareness bonus on melee attacks
Improved Ranged: +5 -> +5 awareness bonus on ranged attacks
Improved Magic: +15 -> +5 awareness bonus on magic attacks
Combat Reflexes: -10 -> Reduces DC for Grenade-like weapons by -10
Eyes in the Back: -10 -> Reduces the 'roll outcome' of Sneak Attacks by -10
True Sight: -10 -> -10 to Illusion or Invisibility detection DCs
Milestones:
(50, 100, 400, 500, 600 exp) Improved Melee: +5 (x5)
(150 exp) Improved Ranged: +5 (x1)
(200, 250, 550 exp) Improved Magic: +5 (x3)
(300 exp) Combat Reflexes: -10 (x1)
(350 exp) Eyes in the Back: -10 (x1)
(450 exp) True Sight: -10 (x1)
( ) Dexterity: [600]+0 | Bonus: +60
Full Dodge: 70 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: 75 (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: +15 (See Milestones)
Dodge Bonus: +10 (See Milestones) | Agility Bonus: +10 (See Milestones) | Flat-foot/reaction Bonus: +15 (See Milestones)
Style Points: 3050 (dexterity * 5)
Milestone Derivatives:
Improved Block: +15 -> +5 Dexterity bonus when blocking a melee attack
Improved Dodge: +10 -> +5 Dexterity bonus when dodging an attack
Improved Agility: +10 -> +5 Dexterity bonus when performing skill checks
Improved Reaction: +15 -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Stylish: +50 -> +25 Style Points
Milestones:
(50, 100, 600 exp) Improved Block: +5 (x3)
(150, 200 exp) Improved Dodge: +5 (x2)
(250, 300 exp) Improved Agility: +5 (x2)
(350, 400, 550 exp) Improved Reaction: +5 (x3)
(450, 500 exp) Stylish: +25 (x2)
( ) Strength: [600]+0 | Bonus: +60
Base Physical Damage: 1500 ((strength + strength_temp) * 2) + Milestones | Inventory Size: 64 (strength / 10) + Milestones | Momentum: 10 (See Milestones)
Item Effect: 100 (See Milestones) | Pierce: 100 (See Milestones) | Brace: -200 (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +300 -> +100 damage
Improved Slots: +4 -> +2 Inventory Slots
Improved Momentum: +10 -> +5 Strength roll bonus when performing skill checks
Improved Item Effect: +100 -> +100 damage when using one-use items
Pierce: +100 -> 50 of character's physical damage ignores armor
Juggernaut: -200 -> -100 damage reduction when bracing an attack
Milestones:
(50, 200, 550 exp) Improved Physical Damage: +100 (x3)
(100, 150 exp) Improved Slots: +2 (x2)
(250, 300 exp) Improved Momentum: +5 (x2)
(350 exp) Improved Item Effect: +100 (x1)
(400, 450 exp) Pierce: +50 (x2)
(500, 600 exp) Juggernaut: -100 (x2)
( ) Spirit: [600]+0 | Bonus: +60
Base Magical Damage: 1700 (600 * 2) + 500 | Spell Points: 3050 (spirit * 5) + Milestones | MP: 6400 (spirit * 10) + Milestones
Magic Defense: +0 (See Milestones) | Item Defense: +0 (See Milestones) | Crafting: +30 (See Milestones)
Milestone Derivatives:
Improved Spell Points: +50 -> +25 Spell Points
Improved MP: +400 -> +200 Max MP
Improved Crafting: +30 -> +5 Spirit roll bonus when crafting
Improved Magic Damage: +500 -> +250 magic damage
Milestones:
(50, 100 exp) Improved Spell Points: +25 (x2)
(150, 200 exp) Improved MP: +200 (x2)
(250, 300, 350, 400, 550, 600 exp) Improved Crafting: +5 (x6)
(450, 500 exp) Improved Magic Damage: +250 (x2)
( ) Luck: [200]+0 | Bonus: +20
Luck Points: 20 | Critical Damage: +1000 (See Milestones) | Luck roll result: +10 (See Milestones)
Draw chance: +0% (See Milestones) | Critical Defense: 0 (See Milestones) | Draw defense: +0% (See Milestones)
Milestone Derivatives:
Improved Luck: +10 -> +5 luck roll result
Improved Critical: +1000 -> +500 damage when inflicting a critical hit
Milestones:
(50, 200 exp) Improved Luck: +5 (x2)
(100, 150 exp) Improved Critical: +500 (x2)
[/list]
<<> Traits and Feats <>>
-= Traits =-
Points: 1/18
- Fearless (2 pts) - This character gains a +10 bonus when rolling against Speechcraft checks.
- Master Tinker (3 pts) - This character can use any weapon or item it's crafted without suffering the untrained skill penalty.
- Analytical Mind (2 pts) - When performing checks involving complex problems (traps, puzzles, etc.), this character gains a +10 bonus to the required skill; or, if the puzzle is unchecked, the character can be given a "hint" by a GM to solve the puzzle.
- Millionaires Club (2 pts) - This characters personal holdings are very vast and exceed one million credits. They may get away with larger withdrawls than a smaller character, but are also recognizable for their wealth, which may attract undesirable attention.
- Hidden Assets (3 pts) - This character has access to unusually vast resources for a player, and may include corporate holdings, trust accounts, stocks, or other non cash assets. While not directly cash, a character may make transfer some to cash. Transferring too many, however, or violating the rules of the account, may lead to loss of access or criminal charges.
- Junior Hero (5 pts) - A regular hero in their own right. These beings are those who have already had and succeeded on trails and adventures in thier respective lives before arrival within the game. This increases their starting xp to account for such a harrowing tale. This can only be taken at character creation. Note: If combined with past life, player must take hunted.
100 xp
-= Character Classes =-
1)
2)
3)
-= Feats =- (* denotes feats taken at character creation.)
(* denotes feats taken at character creation.)
*Feat 1(200XP) -
*Feat 2(400XP) -
*Feat 3(600XP) -
*Feat 4(800XP) -
*Feat 5(1000XP) -
Feat 6(1200XP) -
Feat 7(1400XP) -
Feat 8(1600XP) -
Feat 9(1800XP) -
Feat 10(2000XP) -
Feat 11(2200XP) -
Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
_______________________________________________________________________
<<>Skills<>>
6260 (Used) / 6280 (Maximum) / 20 (Free) (Skill Points (Max XP*2))
0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master
Movement
Bonuses: Dexterity: +60, Full Dodge: +70, Flat-foot Dodge: +75, Agility Bonus: +10 | Strength: +60, Momentum: +10
General - Acrobatics 220 = Level 4
Name: Tumble
Cost: 60
Required Skill Level: 4
Untrained: No
Type: Bonus
Effect: Halve damage taken from falling, within reason.
Name: Dodge Roll
Cost: 60
Required Skill Level: 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 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 220 = Level 4
Name: Dodge Leap
Cost: 60
Required Skill Level: 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 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 220 = Level 4
General - Swimming 220 = Level 4
Utility
Bonuses: Health: +50 | Awareness: +60, Perception Bonus: +60, True Sight: +-10
General - Computer Use 335 = Level 5
Name: Breach Security
Cost: 30
Required Skill Level: 3
Untrained: Yes; an attempt is automatically detected by the system.
Type: Enabler
Effect: Using either manual input or software assistance, “break into” a computer system to access files and perform other actions on it. This is only necessary on a secured system. After a check is made, it may require multiple Standard Actions to complete the breach. If a character is interrupted or the process is stopped, another check must be made and the process starts again.
General - Disguise 65 = Level 2
General - Speechcraft 335 = Level 5
Name: Quick Wits
Cost: 60
Required Skill Level: 4
Untrained: Yes; the target becomes hostile.
Type: Enabler
Effect: When interacting with a target entity after failing a covert, hostile, or suspicious action, this character can make a Speechcraft check to convince the target entity to remain unsuspicious about the failed action. A failure may turn the target hostile. This may not be applicable on all targets.
Name: Sense Motive
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Enabler
Effect: Attempt to see the underlying reasoning in the subject’s mind. This allows a character to use Speechcraft to resist other Speechcraft checks against them.
General - Gather Info 220 = Level 4
Name: Intelligence Web Search
Cost: 30
Required Skill Level: 3
Untrained: Yes; sources’ DCs to reveal information are substantially higher due to lack of trust.
Type: Enabler
Effect: Use “inside sources” in a particular group or organization to learn about a particular subject. This information may be skewed or incomplete due to the group or organization’s knowledge or standing of the subject matter. This skill is enhanced when a character has traits improving its Ties to the entity, but it is not required.
General - Perception 220 = Level 4
Name: Detect Trap Trigger
Cost: 30
Required Skill Level: 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. Se full skill listing for details.
General - Search 130 = Level 3
General - Stealth 130 = Level 3
Name: Move Silently
Cost: 30
Required Skill Level: 3
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
Type: Enabler
Effect: Allows a character to move at half-speed with a low sound report. This does not obscure a character visually while it’s on the move, but if there is nothing facing that character, it does not trigger Perception checks on its passing. This does not stop other forms of detection.
Name: Conceal Self
Cost: 30
Required Skill Level: 3
Untrained: Yes; opponents can detect character with a general Awareness roll rather than an opposed Stealth check.
Type: Enabler
Effect: Allows a character to use the environment to shield itself from other creatures’ or objects’ perception. See full skill listing for details.
General - Concentration 220 = Level 4
Name: Spiritual Ward
Cost: 15
Required Skill Level: 2
Untrained: No
Type: Enabler
Effect: Allows for the user to defend against magical and psionic attacks directed against it. Using Concentration as the base skill, add Spirit bonus and any other skill or magic defense roll bonuses. This is not affected by bonuses that enhance a user’s casting skill.
Combat
Bonuses: Awareness: +60, Base Attack Bonus: +60, Melee: +25, Ranged: +5, Combat Reflexes: +-10, Sneak Attack Negation: +-10 | Dexterity: +60, Flat-foot/reaction Bonus: +15
Weapon Proficiency - Polearms 335 = Level 5
Name: Dual Strike
Cost: 15
Required Skill Level: 2
Untrained: No
Type: Action
Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.
Name: Triple Strike
Cost: 90
Required Skill Level: 5
Untrained: No
Prerequisites: Dual Strike
Type: Action
Effect: Allows for an attack with three strikes. Roll a 1d3 for number of hits.
Name: Armor Piercing
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Action
Effect: Strike at half your combo hits, round up. (1d3 becomes 1d2, 1d2 becomes 1 hit, etc.) This attack can now reduce armor effectiveness of an enemy by 10%, stacking to a maximum of 50%. Cannot stack with customs.
Weapon Proficiency - Martial Arts 335 = Level 5
Name: Dual Strike
Cost: 10
Required Skill Level: 1
Untrained: No
Type: Action
Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.
Magic
Bonuses: Spirit: +60, Magic Defense: +0 | Awareness: +60, Magic: +15
Magic - Arcana 475 = Level 6
Name: Arcane Defense
Cost: 10
Required Skill Level: 1
Untrained: No
Type: Action
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
Name: Arcane Intuition
Cost: 10
Required Skill Level: 1
Untrained: No
Type: Action
Effect: Gives the ability to recognize the discipline of an Arcana spell.
Artisan
Bonuses: Spirit: +60, Crafting: +30
Artisan - Engineering 830 = Level 8
Name: Simple Gadgets/Instruments
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Bonus
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
Required Skill Level: 6
Untrained: No
Prerequisites: Simple Gadgets/Instruments
Type: Bonus
Effect: Grants an Engineer an additional bonus of (Engineering Skill Level / 2) (round up) to any Artisan roll he/she performs.
Name: Radiant Metal Energy Weaponsmithing
Cost: 60
Required Skill Level: 4
Untrained: No
Type: Enabler
Effect: Allows crafting of Tier 1 Energy Weapons.
Name: Defensive Mechanisms
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Enabler
Effect: Reduce the Pilot Risk to a vehicle by 25% of its original value. To perform this modification, Artisan: Vehicle DC is (Original * 100).
Artisan - Writing 220 = Level 4
Name: Formal Writing
Cost: 30
Required Skill Level: 3
Untrained: No
Type: Bonus
Effect: An understanding of the use of language to guide the reader with a train of thought. Published works gain 25% in value.
Field Training
Bonuses: Awareness: +60, Perception Bonus: +60, True Sight: +-10
General - Vehicle Operation: Mounted 220 = Level 4
General - Vehicle Operation: Light Aircraft 220 = Level 4
General - Vehicle Operation: Heavy Aircraft 220 = Level 4
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<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Current Spell Points: 1050 (Used) / 2000 (Free) / 3050 (Max) SpP
General Magic
Earth
Level 1:
Quake (10 mp, 10 SpP): A hard rock falls upon a single target. (500 damage) (2200 total damage)
Level 2:
Terra (40 mp, 15 SpP): Spiritual energy temporarily cakes around a single target. Inflicts mild "Clod" status for 1d5 riounds. (1000 damage) (2700 total damage)
Level 3:
Sunder (90 mp, 20 SpP): The rumbling earth launches large stones at 2 targets. (600 damage) (2300 total damage)
Level 4:
Quara (160 mp, 30 SpP): A duo of sharp rocks jut out of the ground, striking a target. (2000 damage) (3700 total damage)
Level 6:
Sundera (360 mp, 60 SpP): The rumbling earth launches large stones at 3 targets. (1500 damage) (3200 total damage)
Fire
Level 1:
Fire (10 mp, 10 SpP): A small fireball strikes a single target. (500 damage) (2200 total damage)
Level 2:
Inferno (40 mp, 15 SpP): A searing fire burns the adversary, setting the target ablaze, inflicting "Burning [mild]" status. (1000 damage) (2700 total damage)
Level 3:
Blaze (90 mp, 20 SpP): A pair of fireballs launch toward a chosen target. Hits 1d2 times. (600 damage) (2300 total damage)
Level 4:
Fira (160 mp, 30 SpP): A large plume of fire engulfs a target. (2000 damage) (3700 total damage)
Level 6:
Ardora (360 mp, 60 SpP): The ground underneath 3 targets blasts upwards in a powerful thermal upheaving. (1500 damage) (3200 total damage)
Holy
Level 3:
Luminaire (90 mp, 20 SpP): A sphere of holy energy strikes 2 targets. (600 damage) (2300 total damage)
Level 4:
Diara (160 mp, 30 SpP): A beam of holy power sweeps through 2 targets, smiting them. (2000 damage) (3700 total damage)
Ice
Level 1:
Blizzard (10 mp, 10 SpP): A single ball of ice drops onto an enemy. (500 damage) (2200 total damage)
Level 2:
Freeze (40 mp, 15 SpP): An icy wind carries tiny chunks of ice to scrape and cut a single target. Inflicts Mild "Freeze" status for 1d5 rounds. (1000 damage) (2700 total damage)
Level 3:
Chill (90 mp, 20 SpP): A sleet of jagged ice forming beneath 2 enemies. (600 damage) (2300 total damage)
Level 4:
Blizzara (160 mp, 30 SpP): The area around a targets flash-freezes before it explodes into a dense cloud of ice. (2000 damage) (3700 total damage)
Ice Lance (240 mp, 30 SpP): A large, single icicle erupts in the midst of 2 targets. Inflicts Mild "Freeze" status for 1d5 rounds. This spell ordinarily cannot be bought. (800 damage) (2500 total damage)
Level 6:
Frostra (360 mp, 60 SpP): A trio of icicles form in the air, launched at a target. 1d3 hits. (1500 damage) (3200 total damage)
Lightning
Level 1:
Thunder (10 mp, 10 SpP): A single bolt of lightning crashes from the sky. (500 damage) (2200 total damage)
Level 2:
Asper (40 mp, 15 SpP): A blast of electricity strikes a target in one of its most vulnerable places. Inflicts Mild "Shock" status for 1d5 rounds. (1000 damage) (2700 total damage)
Level 3:
Burst (90 mp, 20 SpP): A surge of electricity through 2 targets. (600 damage) (2300 total damage)
Level 4:
Thundara (160 mp, 30 SpP): A single bolt of pure, powerful lightning rends through a target. (2000 damage) (3700 total damage)
Level 5:
Aspera (250 mp, 40 SpP): A series of electrical blasts strike a single target, riddling it with energy. Inflicts Moderate "Shock" status for 1d5 rounds. (3500 damage) (5200 total damage)
Non-Elemental
Level 6:
Cometra (360 mp, 60 SpP): A rain of 1d3 comets is sent crashing down upon a single enemy. This spell has the capacity to inflict collateral damage. Alternately, this spell can deal 2 AP of damage to a vehicle of any type(hits not rolled). (1500 damage) (3200 total damage)
Restorative and Support
Level 1:
Cure (10 mp, 10 SpP): A healing flow of energy that augments recovery. (500 damage) (2200 total damage)
Level 2:
Blindna (40 mp, 15 SpP): Eliminates the fog over a target's senses. Removes Mild, Moderate, and Acute "Blind" statuses.
Level 3:
Heal (90 mp, 20 SpP): A wave of curative energy washes over 2 targets. (600 damage) (2300 total damage)
Cleanse (90 mp, 20 SpP): Purifies a target's bloodstream of ailments. Removes Mild, Moderate, and Acute "Disease" statuses.
Raise (90 mp, 20 SpP): Restores an unconscious ally back to health at 25% of their max HP.
Level 4:
Cura (160 mp, 30 SpP): An even stronger flow of curative energy that heals and mends the wounds of two targets. (2000 damage) (3700 total damage)
Level 5:
Regenega (250 mp, 40 SpP): A strong flow of steady healing energy that constantly rejuvenates a target. Inflicts Acute "Regen" status for 1d5 rounds.
Status-Ailments
Level 1:
Sleep (10 mp, 10 SpP): Lulls and soothes a target to sleep. Inflicts Mild "Sleep" status. [Will-Resist Only]
Level 3:
Sleepra (90 mp, 20 SpP): A more powerful Sleep spell that soothes 1 target to slumber. Inflicts Moderate "Sleep" status. [Will-Resist Only]
Level 5:
Sleepga (250 mp, 40 SpP): 1 target is lulled to sleep by a strong magical relaxant. Inflicts Acute "Sleep" status. [Will-Resist Only]
Level 6:
Blindga (360 mp, 60 SpP): Target is blinded by a dark fog clouding their vision. Inflicts Acute "Blind" status for 1d5 rounds. [Will-Resist Only]
Osmora (360 mp, 60 SpP): A trio of spiritual parasites invade one target's body, sapping its mana energies and bringing them to the caster. (500 damage) (2200 total damage)
Water
Level 1:
Water (10 mp, 10 SpP): A large ball of water crashes into its target. (500 damage) (2200 total damage)
Level 2:
Aqua (40 mp, 15 SpP): The air around a single target grows heavily saturated, making it difficult to move or breathe. Inflicts [Mild Soak] status for 1d5 rounds. (1000 damage) (2700 total damage)
Level 3:
Flood (90 mp, 20 SpP): A surge of water sweeping away 2 foes. (600 damage) (2300 total damage)
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
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<<> Inventory <>>
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