Edward Elric - The Full Metal
Edward Elric - The Full Metal
_______________________________________________________________________
<<> Character Information <>>
-= Basics =-
Name: Edward Elrich
Race: Human
Weight
Age: 16
Apperance:
Noteable Features: Is only 16 but a top ranking state alchemist, automail transplant replacement on right arm and left leg.
-= Personality =-
Dislikes:Seeing alchemy be used for wrong. Manipulation
Fears: The laws of equivilency no longer applying
-= Background =-
Fears:
Background: Edward Elrich is an Alchemist. At the age of 12 he and his brother Alphonse lost there mother. An an attempt to bring her back they used forbidden alchemy in an attempt to create a soul. Sadly there is no way to accuratly create soul. The attempt failed costing Edward his right arm and Alphonse his physical body. Edward now travels the land in search of the philosipher stone in hopes of using its power to return himself and his brother to normal. He joined the state military in hopes of using its resources to get what he needs. A web of lies,truth, and revalations await him on his journey. Edward is pulled into the current universe by Lloyd against Ed's wishes. He is then found by the desceptive Wilhelm who convinces him to build a massive crystal array. For the time he aids the DW memembers not calling himself one of them. He vows to find his home and finish what he continues to say "Will make things equal.". Ed is an outgoing child with many secrets. He uses his own code of morals and the laws of alchemy to almost always govern his life. Wilhelm brought edward into his dimension because he needed edwards unique abilities to create an crystal array needed to fight against nullspace entities. With the promise of returning him home right after. However this was not the case. Edward would be held up by the events of the dimensional warriors. Reluctent to be apart of them at first out of the need to return to his home for the sake of his brother alphonse. Eventually however this dissolves and a young edward elric becomes apart of the team. Wilhelm would cross edward again and again using the enticement of his return home while he was sidetracked by fighting entiters such as 'The Master', 'Invantos', and Jameson and Aiko that would eventually leave the team. With the help of time travelers he along with the other DW members are given a chance to continue and do so without fail. This eventually leads Edward back to his brother alphonse who stowed himself away with him. Knowing alphonse was close is something that both comforts and concerns edward however. Wilhelm seeks to discover edwards ability to transmute alchemy without any form of seal,words, or transmutation circle in order to use dimensional alchemy at a whim. Edward refused and since wilhelm's defeat in the realm of imaginary numbers has sought after his former tormentors research in order to use this magic art himself and improve on it in ways its creator could never imagine.
Training: Martial Arts training and a highly advanced and unatural knowledge and understanding of Alchemy
_______________________________________________________________________
<<> Statistics <>>
1215 points to distribute
88,000
Vital Statistics
Physical
Health: 80
Hit Points: 4800/4800 HP (Health * 60)
Dexterity: 86
Style Points: 344 StP (Dexterity * 4)
Strength: 100 (+70) (+50) (225)
Inventory Slots: 22 (+1 Slot for every 10 Strength)
Base Physical Damage: 880 (+1 Bonus for every 10 Strength * 40)
Maximum Carry Weight: 880 (+1 Bonus for every 10 Strength * 40) lbs (pounds)
Endurance: 80 (+50) 130
Defense (Damage Absorb): 520 (+1 Bonus for every 10 Endurance * 40)
Mental:
Intelligence: 570
Magic Points: 3420/3420 MP (Intelligence * 6)
Skill Points: 2280 SkP (Intelligence * 4)
Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic/Psionic Level: 7 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)
Spirit: 110
Base Magic Damage: 1640 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )
Willpower: 50
Magic/Psionic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)
Luck: 10
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________
<<> Skills <>>
5/2280 Skill Points (Current/Maximum)
0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master
Athletic SKills
<Roll> <10> <55>
Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Effect: Allows the character to do a strong roll to get away from danger.
<Reaction> <10> <55>
Block
Cost: 10 SP
Skill Level Required: 5
Effect: Allows a person to block with a weapon, offering a +5 to dodge rolls.
<Running> <6> <21>
<Swimming> <6> <21>
<Climbing> <6> <21>
<Jumping> <6> <21>
<Balance> <6> <21>
Honed Perception Skills
<Spot> <5> <15>
<listen> <5> <15>
Minor Skills
Combat Skills
<Martial Arts> <15> <120>
Improved Punch
Cost: 15 SP
Required Skill Level: 10
Effect: Your fists and feet now count as a *2 weapon.
Dual Strike
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.
<Weapon Profiency - Alchemy Weaponry - Melee> <20> <210>
Cleave
Cost: 30 SP
Skill Level Required: 15
Effect: Allows for a single strike which strikes up to 1d3 enemies grouped together.
Dual Strike
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.
Magic Skills
<Alchemy> <30> <465>
Alchemic Recognition
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Gives the ability to read and comprehend alchemical formulae and symbols over regular writing, and allows the reader to interpret another persons writing.
Alchemical Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
Reactive Alchemy
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: A quick witted alchemist may use their alchemy defensively to protect themselves from physical attack. To use alchemy defensively, roll reaction/2 + alchemy/2.
Alchemic Weapons
Cost: 30 SP
Required Skill Level: 15
Type: Ability
Effect: Allows you to create an alchemical weapon. This weapon is considered a 'spirit weapon' with a modifier no greater than your alchemy level. This costs MP equal to...
*1: 45 *2: 90 *3:150 *4:250 *5: 400 *6: 600 *7: 800 *8: 1200 *9: 1500 *10: 2500
Due to the limited capabilities of the weapon, a knowledge in its use (weapons proficiency) is sufficient to pass as the knowledge in this case. Alchemic weapons have no bonuses and may only be augmented with poison.
Alchemic Crafting
Cost: 55 SP
Required Skill Level: 20
Type: Bonus
Effect: Allows you to add 1/4th of your alchemy bonus to any craft roll you already possess to produce a firm finished product.
Knowledge Skills
<Chemistry> <15> <120>
<Physics> <6> <21>
*nondiscount*<Engineering> <15> <130>
<Mythology> <5> <15>
<Bluff> <5> <15>
<Diplomacy> <5> <15>
Craft
<Alchemic Craft> <20> <210>
*non discount*<Repair> <15> <130>
Craft Wonderous Item
Cost: 130 SP
Required Skill Level: Arcane Arts 25, Craft (type) 20
Type: Enabler
Effect: Create a magical item or weapon.
Repair Structure
Cost: 70 SP
Required Skill Level: Knowledge: Engineering 15, Repair 15
Type: Enabler
Effect: Repair a damaged building or space station etc.
Repair Magic Item
Cost: 70 SP
Required Skill Level: Arcane Arts 15, Repair 15
Type: Enabler
Effect: Repairs damaged magical items.
Repair Capital Ship
Cost: 70 SP
Required Skill Level: Knowledge: Engineering 15, Repair 15
Type: Enabler
Effect: Repairs damage to a Capital Ship.
Recharge Magic Item
Cost: 90 SP
Required Skill Level: Arcane Arts 20, Repair 15
Type: Enabler
Effect: Recharges and restores the energy to a magical item.
Vehicle Skills
<skill> <level> <points>
Survival Skills
<skill> <level> <points>
Crafting Skills
<skill> <level> <points>
-= Advanced Skills =-
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
344/344 Style Points (Current/Maximum)
-= Magical/Psionic (Spell Points) =-
400/400 Spell Points (Current/Maximum)
_______________________________________________________________________
<<> Feats <>>
(* denotes feats possessed at Character Creation)
* Feat 1 (Free)- Arcane Mastery
Associated Statistic: Magic Affinity
Description: The character exhibits a natural intuition with their own spiritual energy, and are able to warp it in ways particular to that character, rather than in a way dictated by skill alone.
Effect: +10 to Arcane Arts rolls regardless of discipline or school.
* Feat 2 (100 XP)-Armor
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This bonus also applies to the +5 you will place in Defense Rolls. It does not apply to Survival rolls.
* Feat 3 (200 XP)-Improved Physical Damage
This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 30. The equation changes to (+1 per 10 points of Strength)*40.
* Feat 4 (300 XP)-Super Strength
Stat: Strength
Enhancement: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.
* Feat 5 (400 XP)-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 6 (500 XP)-Improved Defense
Associated Statistic: Endurance
Effect: Increases Defense Absorb Modifier alters to *50 instead of *40.
Feat 7 (600 XP)-Dodge Mastery
Associated Statistic: Dexterity
Description: The character exhibits a sort of 'second nature' about 'the five D's of dodging' (dodge, dip, duck, dive, and dodge), whether it includes using the environment or a weapon to defend themselves, or simply getting out of the way.
Effect: +5 to flat-foot ('Reaction'-based) dodge, +10 to regular ('Roll'-based) dodge, and blocking with a weapon ('Weapons Proficiency'-based dodge)
Feat 8 (700 XP)-Physical Offensive Mastery
Associated Statistic: Dexterity
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed.
Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)
Feat 9 (800 XP)-Improved Magic I
Associated Statistic: Intelligence
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.
Feat 10 (900XP)- Certified Genious
Edward ability to deduce, rationlize, and come to conclusions logically are abnormal in and of itself. There is almost no basic subject he cant touch basis on.
+10 Knowledge Checks
Feat 11(1000XP)- Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.
Feat 12(1200XP)-Improved Health I
Associated Statistic: Health
Effect: Boosts HP. The modifier of *40 is changed to *60.
Feat 13(1400XP)-
Feat 14(1500XP)-
Feat 15(1600XP)-
Feat 16(1800XP)-
Feat 17(2000XP)-
Feat 18(2200XP)-
Feat 19(2400XP)-
Feat 20(2500XP)-
_______________________________________________________________________
<<> Weapons/Items <>>
-= Equipment Slots =-
Weapon:
CB-OSP:
Side Arm:Flashlight(Installed) Wrist Blaster (Installed) 5 Missile Rocket Launcher (Installed)
Armor:Custom Clothing(Titanium Underlacing) (+2 Dodge/+20 Endurance) Keverlar Undershirt (+10 Endurance)
Arm:Titanium Cybernetic Arm (+75 Strength)
Leg:Titanium Cybernetic Leg (N/A Statistics)
Pendant: State Locket +5 to rolls dealing with alchemy
Ring 1:
Ring 2:
-= Item Slots =-
Slot 1:
_______________________________________________________________________
<<> Inventory <>>
Alchemy Crafted Weaponry
1.Crafted (Actual) 'Augment Lance' - A finely crafted lance with ornate designs along its spear. Its pole is slightly enlarged except at the grip where a twisting mechanism holds itself.
A system of internal chains allows edward to make exotic whip like attacks as well as spear strikes with use of the internal switch switching it the chain connected to the spearhead to loosen or retract.
It can also be launched into a wall and be used as a grappling hook.
*5 Damage Modifier, No To hit
_______________________________________________________________________
<<> Special Notes <>>
<<> Character Information <>>
-= Basics =-
Name: Edward Elrich
Race: Human
Weight
Age: 16
Apperance:

Noteable Features: Is only 16 but a top ranking state alchemist, automail transplant replacement on right arm and left leg.
-= Personality =-
Dislikes:Seeing alchemy be used for wrong. Manipulation
Fears: The laws of equivilency no longer applying
-= Background =-
Fears:
Background: Edward Elrich is an Alchemist. At the age of 12 he and his brother Alphonse lost there mother. An an attempt to bring her back they used forbidden alchemy in an attempt to create a soul. Sadly there is no way to accuratly create soul. The attempt failed costing Edward his right arm and Alphonse his physical body. Edward now travels the land in search of the philosipher stone in hopes of using its power to return himself and his brother to normal. He joined the state military in hopes of using its resources to get what he needs. A web of lies,truth, and revalations await him on his journey. Edward is pulled into the current universe by Lloyd against Ed's wishes. He is then found by the desceptive Wilhelm who convinces him to build a massive crystal array. For the time he aids the DW memembers not calling himself one of them. He vows to find his home and finish what he continues to say "Will make things equal.". Ed is an outgoing child with many secrets. He uses his own code of morals and the laws of alchemy to almost always govern his life. Wilhelm brought edward into his dimension because he needed edwards unique abilities to create an crystal array needed to fight against nullspace entities. With the promise of returning him home right after. However this was not the case. Edward would be held up by the events of the dimensional warriors. Reluctent to be apart of them at first out of the need to return to his home for the sake of his brother alphonse. Eventually however this dissolves and a young edward elric becomes apart of the team. Wilhelm would cross edward again and again using the enticement of his return home while he was sidetracked by fighting entiters such as 'The Master', 'Invantos', and Jameson and Aiko that would eventually leave the team. With the help of time travelers he along with the other DW members are given a chance to continue and do so without fail. This eventually leads Edward back to his brother alphonse who stowed himself away with him. Knowing alphonse was close is something that both comforts and concerns edward however. Wilhelm seeks to discover edwards ability to transmute alchemy without any form of seal,words, or transmutation circle in order to use dimensional alchemy at a whim. Edward refused and since wilhelm's defeat in the realm of imaginary numbers has sought after his former tormentors research in order to use this magic art himself and improve on it in ways its creator could never imagine.
Training: Martial Arts training and a highly advanced and unatural knowledge and understanding of Alchemy
_______________________________________________________________________
<<> Statistics <>>
1215 points to distribute
88,000
Vital Statistics
Physical
Health: 80
Hit Points: 4800/4800 HP (Health * 60)
Dexterity: 86
Style Points: 344 StP (Dexterity * 4)
Strength: 100 (+70) (+50) (225)
Inventory Slots: 22 (+1 Slot for every 10 Strength)
Base Physical Damage: 880 (+1 Bonus for every 10 Strength * 40)
Maximum Carry Weight: 880 (+1 Bonus for every 10 Strength * 40) lbs (pounds)
Endurance: 80 (+50) 130
Defense (Damage Absorb): 520 (+1 Bonus for every 10 Endurance * 40)
Mental:
Intelligence: 570
Magic Points: 3420/3420 MP (Intelligence * 6)
Skill Points: 2280 SkP (Intelligence * 4)
Magic Affinity: 100
Spell Points: 400 SpP (Magic Affinity * 4)
Magic/Psionic Level: 7 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)
Spirit: 110
Base Magic Damage: 1640 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )
Willpower: 50
Magic/Psionic Damage Soak: 200 (+1 Bonus for every 10 Willpower * 40)
Luck: 10
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________
<<> Skills <>>
5/2280 Skill Points (Current/Maximum)
0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master
Athletic SKills
<Roll> <10> <55>
Dodge Roll
Cost: 15 SP
Skill Level Required: 10
Effect: Allows the character to do a strong roll to get away from danger.
<Reaction> <10> <55>
Block
Cost: 10 SP
Skill Level Required: 5
Effect: Allows a person to block with a weapon, offering a +5 to dodge rolls.
<Running> <6> <21>
<Swimming> <6> <21>
<Climbing> <6> <21>
<Jumping> <6> <21>
<Balance> <6> <21>
Honed Perception Skills
<Spot> <5> <15>
<listen> <5> <15>
Minor Skills
Combat Skills
<Martial Arts> <15> <120>
Improved Punch
Cost: 15 SP
Required Skill Level: 10
Effect: Your fists and feet now count as a *2 weapon.
Dual Strike
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Grants the owner the ability to perform a 1-2 martial arts combo for full damage.
<Weapon Profiency - Alchemy Weaponry - Melee> <20> <210>
Cleave
Cost: 30 SP
Skill Level Required: 15
Effect: Allows for a single strike which strikes up to 1d3 enemies grouped together.
Dual Strike
Cost: 15 SP
Skill Level Required: 10
Type: Enabler
Effect: Allows for an attack with two strikes. Roll 1d2 to determine hits that connect.
Magic Skills
<Alchemy> <30> <465>
Alchemic Recognition
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Gives the ability to read and comprehend alchemical formulae and symbols over regular writing, and allows the reader to interpret another persons writing.
Alchemical Defense
Cost: 10 SP
Required Skill Level: 5
Type: Enabler
Effect: Enables you to defend against magic by adding your skill bonus to your will roll.
Reactive Alchemy
Cost: 15 SP
Required Skill Level: 10
Type: Enabler
Effect: A quick witted alchemist may use their alchemy defensively to protect themselves from physical attack. To use alchemy defensively, roll reaction/2 + alchemy/2.
Alchemic Weapons
Cost: 30 SP
Required Skill Level: 15
Type: Ability
Effect: Allows you to create an alchemical weapon. This weapon is considered a 'spirit weapon' with a modifier no greater than your alchemy level. This costs MP equal to...
*1: 45 *2: 90 *3:150 *4:250 *5: 400 *6: 600 *7: 800 *8: 1200 *9: 1500 *10: 2500
Due to the limited capabilities of the weapon, a knowledge in its use (weapons proficiency) is sufficient to pass as the knowledge in this case. Alchemic weapons have no bonuses and may only be augmented with poison.
Alchemic Crafting
Cost: 55 SP
Required Skill Level: 20
Type: Bonus
Effect: Allows you to add 1/4th of your alchemy bonus to any craft roll you already possess to produce a firm finished product.
Knowledge Skills
<Chemistry> <15> <120>
<Physics> <6> <21>
*nondiscount*<Engineering> <15> <130>
<Mythology> <5> <15>
<Bluff> <5> <15>
<Diplomacy> <5> <15>
Craft
<Alchemic Craft> <20> <210>
*non discount*<Repair> <15> <130>
Craft Wonderous Item
Cost: 130 SP
Required Skill Level: Arcane Arts 25, Craft (type) 20
Type: Enabler
Effect: Create a magical item or weapon.
Repair Structure
Cost: 70 SP
Required Skill Level: Knowledge: Engineering 15, Repair 15
Type: Enabler
Effect: Repair a damaged building or space station etc.
Repair Magic Item
Cost: 70 SP
Required Skill Level: Arcane Arts 15, Repair 15
Type: Enabler
Effect: Repairs damaged magical items.
Repair Capital Ship
Cost: 70 SP
Required Skill Level: Knowledge: Engineering 15, Repair 15
Type: Enabler
Effect: Repairs damage to a Capital Ship.
Recharge Magic Item
Cost: 90 SP
Required Skill Level: Arcane Arts 20, Repair 15
Type: Enabler
Effect: Recharges and restores the energy to a magical item.
Vehicle Skills
<skill> <level> <points>
Survival Skills
<skill> <level> <points>
Crafting Skills
<skill> <level> <points>
-= Advanced Skills =-
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
344/344 Style Points (Current/Maximum)
-= Magical/Psionic (Spell Points) =-
400/400 Spell Points (Current/Maximum)
_______________________________________________________________________
<<> Feats <>>
(* denotes feats possessed at Character Creation)
* Feat 1 (Free)- Arcane Mastery
Associated Statistic: Magic Affinity
Description: The character exhibits a natural intuition with their own spiritual energy, and are able to warp it in ways particular to that character, rather than in a way dictated by skill alone.
Effect: +10 to Arcane Arts rolls regardless of discipline or school.
* Feat 2 (100 XP)-Armor
Associated Statistic: Endurance
Description: Represents natural skin/body armor
Effect: +50 Endurance (Put in temporary). This bonus also applies to the +5 you will place in Defense Rolls. It does not apply to Survival rolls.
* Feat 3 (200 XP)-Improved Physical Damage
This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 30. The equation changes to (+1 per 10 points of Strength)*40.
* Feat 4 (300 XP)-Super Strength
Stat: Strength
Enhancement: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.
* Feat 5 (400 XP)-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 6 (500 XP)-Improved Defense
Associated Statistic: Endurance
Effect: Increases Defense Absorb Modifier alters to *50 instead of *40.
Feat 7 (600 XP)-Dodge Mastery
Associated Statistic: Dexterity
Description: The character exhibits a sort of 'second nature' about 'the five D's of dodging' (dodge, dip, duck, dive, and dodge), whether it includes using the environment or a weapon to defend themselves, or simply getting out of the way.
Effect: +5 to flat-foot ('Reaction'-based) dodge, +10 to regular ('Roll'-based) dodge, and blocking with a weapon ('Weapons Proficiency'-based dodge)
Feat 8 (700 XP)-Physical Offensive Mastery
Associated Statistic: Dexterity
Description: The character has an almost intuitive grasp of inflicting harm on an object or enemy, whether it be armed with almost any weapon or completely unarmed.
Effect: +10 to physical attack rolls. (Weapons Proficiencies, Martial Arts)
Feat 9 (800 XP)-Improved Magic I
Associated Statistic: Intelligence
Effect: Increases the character's Magic Points (MP), changing the modifier from *5 to *6.
Example: The character has an Intelligence of 70. 70*5=350. With the modifier adjusted by this Feat, the change is 70*6=420 so the character has 420 MP.
Feat 10 (900XP)- Certified Genious
Edward ability to deduce, rationlize, and come to conclusions logically are abnormal in and of itself. There is almost no basic subject he cant touch basis on.
+10 Knowledge Checks
Feat 11(1000XP)- Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.
Feat 12(1200XP)-Improved Health I
Associated Statistic: Health
Effect: Boosts HP. The modifier of *40 is changed to *60.
Feat 13(1400XP)-
Feat 14(1500XP)-
Feat 15(1600XP)-
Feat 16(1800XP)-
Feat 17(2000XP)-
Feat 18(2200XP)-
Feat 19(2400XP)-
Feat 20(2500XP)-
_______________________________________________________________________
<<> Weapons/Items <>>
-= Equipment Slots =-
Weapon:
CB-OSP:
Side Arm:Flashlight(Installed) Wrist Blaster (Installed) 5 Missile Rocket Launcher (Installed)
Armor:Custom Clothing(Titanium Underlacing) (+2 Dodge/+20 Endurance) Keverlar Undershirt (+10 Endurance)
Arm:Titanium Cybernetic Arm (+75 Strength)
Leg:Titanium Cybernetic Leg (N/A Statistics)
Pendant: State Locket +5 to rolls dealing with alchemy
Ring 1:
Ring 2:
-= Item Slots =-
Slot 1:
_______________________________________________________________________
<<> Inventory <>>
Alchemy Crafted Weaponry
1.Crafted (Actual) 'Augment Lance' - A finely crafted lance with ornate designs along its spear. Its pole is slightly enlarged except at the grip where a twisting mechanism holds itself.
A system of internal chains allows edward to make exotic whip like attacks as well as spear strikes with use of the internal switch switching it the chain connected to the spearhead to loosen or retract.
It can also be launched into a wall and be used as a grappling hook.
*5 Damage Modifier, No To hit
_______________________________________________________________________
<<> Special Notes <>>