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Dythnix
Crew

PostPosted: Thu Nov 20, 2008 8:14 am
Just post em here guys...
That way we can find em easy.
There are like 3 others, and some archived, but this ones temporary because you might change your mind about your job or something, so... yea... you get what I'm sayin I think.
This is so we can ease into the system easier.  
PostPosted: Mon Nov 24, 2008 3:04 pm
CHARACTER NAME: Dythnix
Shortened & preffered nickname: Dy
PLAYER: Dythnix
RACE: Genome
AGE: Unknown
BIRTH DATE: March 26th
STAR SIGN: Aries
BLOOD TYPE: ?
JOB: Thief
HP: 68 / 68
MP: 0
JOB LEVEL: 5
XP: 7500
GIL: 30

____________
Appearance
¯¯¯¯¯¯¯¯¯¯¯¯
Too many, but his real appearance will be posted below soon.
____________
Background
¯¯¯¯¯¯¯¯¯¯¯¯
A self sustained thief, who has through many years of practice, honed his theivery to a fine edge. He isn't really a thief, just a treasure hunter who happens to know how to escape prisons and pick locks. Many things have happened on his adventures, things that have led people to believe he is an outlaw on purpose. He really doesn't want to be a thief, just find the worlds rarest treasures. Even as an outlaw, he continues to this day, to search for the many untold treasures of the world.
_____________
Personality
¯¯¯¯¯¯¯¯¯¯¯¯¯
An interesting side-effect of his adventures, is that he has learned how to develop multiple personalities. They are usually fully in his control, and are a valuble asset for remaining in disguise. However, he has done it so often, three of them became real personalities. The rest aren't real in his mind like those three are. This occasionally leads to him literally arguing with himself, which has been the cause of many strange moments.
_____________
Possessions
¯¯¯¯¯¯¯¯¯¯¯¯¯
A lucky locket, A small bag to carry stuff (including at least one set of spare clothing that looks quite different from whatever he's wearing at the time) and several odds and ends to help pick various locks.
______
Goals
¯¯¯¯¯¯
To hunt the vast lost trasures of the world, and to find someone important to him.
_________
A Quote
¯¯¯¯¯¯¯¯¯
What's the fun of being normal?
_________
Badges
¯¯¯¯¯¯¯¯¯
None.... yet.
____________
Attributes
¯¯¯¯¯¯¯¯¯¯¯¯
STATISTIC / VALUE / BONUS / TOTAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Strength/ 6 / 0 / 6
Vitality/ 6 / 0 / 6
Agility/ 10 / 0 / 10
Speed/ 10 / 0 / 10
Magic/ 6 / 0 / 6
Spirit/ 6 / 0 / 6

___________________
Combat Statistics
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STATISTIC | VALUE | BONUS | TOTAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Armor (ARM) = 16
M. Armor (MARM) = 27
Evade (EVA) = 20 (+ 5 Bracelet) = 25
M. Evade (MEVA) = 12
Magic Accuracy = 117
Dexterity (DEX) = 75
Mind (MND) = 67
Accuracy (ACC) = 90


___________
Abilities
¯¯¯¯¯¯¯¯¯¯¯
NAME | TYPE | TARGET | DC | EFFECTS & NOTES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Steal [Level 1]

Type: Fast
Target: Single

The hallmark of the Thief is the ability to Steal from anyone, anytime, anywhere - including in the midst of battle.

Step 1) To determine if the character successfully performs a Steal, first roll as if the character was making an attack action. If the to-hit roll is successful, then the character successfully steals from the enemy. Note: If the Thief is using two weapons, only one Accuracy roll is made and only one Expertise roll will follow if successful.

Step 2) Roll Expertise, Evasion. The Margin of success determines which item slot is stolen from. A failure steals the Common item, a success by 1-30 steals the Uncommon item, 30-50 nets the Rare item, and any higher success will earn the Very Rare item. If the Thief crits on this roll, increase the item type by one step (Common->Uncommon, Uncommon->Rare, Rare->Very Rare) and in the case of a crit on a Very Rare result, the Thief steals the Very Rare item and repeats this roll (rerolling another Very Rare result). If the thief steals from an empty slot, he may choose any slot of lower rarity to steal from.


________
Skills
¯¯¯¯¯¯¯¯
SKILL | VALUE | DEFAULT ATTRIBUTE | LEARNED?
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

ACTING / 40 / SPR / Int

ACROBATICS / 30 / AGI / Int

AWARENESS / 30 / MAG / Int

TRADE / 20 / MAG / Lrn

LANGUAGE (Common) / 50 / SPR / Lrn

LANGUAGE (Mogri) / 42 / SPR / Lrn

LANGUAGE (Brouge) / 40 / SPR / Lrn

LANGUAGE (Ancient) / 21 / SPR / Lrn

LORE (Folklore) / 30 / SPR / Lrn

LORE (Area) / 20 / SPR / Lrn

LORE (Summons) / 30 / SPR / Lrn

LEADERSHIP / 20 / SPR / Int

TWO WEAPONS / 50 / AGI / Lrn

KNIVES / 50 / AGI / Int

DISGUISE / 30 / MAG / Int

ESCAPE / 30 / AGI / Int

GAMBLING / 20 / MAG / Lrn

LOCKPICKING / 40 / AGI / Lrn

PICKPOCKET / 40 / AGI / Int

STEALTH / 40 / AGI / Int

STREETWISE / 20 / SPR / Lrn

TRAPS / 20 / MAG / Lrn


_________
Weapons
¯¯¯¯¯¯¯¯¯
TYPE | SLOT | DAMAGE | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type: Knife
Name: Baselard
Damage: 3 x AGI + d6
Slot: Left hand


Type: Knife
Name: Dirk
Damage: 2 x AGI + d6
Slot: Right hand


_______
Armor
¯¯¯¯¯¯¯
TYPE | SLOT | ARMOR | M. ARMOR | +EVA | +M.EVA | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Cap
Type: Hat
Slot: Head
ARM: 1
M.ARM: 3
+EVA: 0
+M.EVA: 0
Abilities: N/A


Name: Training suit
Type: Light Armor
Slot: Body
ARM: 4
M.ARM: 4
+EVA: 0
+M.EVA: 0
Abilities: Sleeproof


Name: Chocobracelet
Type: Armwear
Slot: Hands
ARM: 1
M.ARM: 2
+EVA: 5
+M.EVA: 0
Abilities: N/A

___________
Accessory
¯¯¯¯¯¯¯¯¯¯¯
TYPE | SLOT | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name:
Type:
Slot:
Abilities:


___________
Inventory
¯¯¯¯¯¯¯¯¯¯¯
TYPE | QUANTITY | EFFECTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Phoenix Down
Type: Item
Quantity: 1
Effects: Revives one player from K.O. at 1 hp

Name: Potion
Type: Item
Quantity: 3
Effects: Heals one target for 50 HP

______________________________
Advantages and Disadvantages
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Goddess's mark (3)
Effect: The character is attuned to the ebb and tide of Life Magic, and benefits significantly from healing effects. Items, Spells and other effects which increase a character’s HP restore +25% of their usual Hit Points when used on a character with Goddess’s Mark.
Reason: Just naturally more resistant to injury, he can survive even terrible injuries by the skin of his teeth.

Name: Ambidextrous (1)
Effect: The character is equally skilled with both hands, favoring neither left nor right.
Reason: He was born favoring neither hand, nothing special about it.

Name: Multitalented (Weapons) (2)
Effect: The character has a knack for picking up additional knowledge quickly.
Reason: He doesn't know why, he's just really good at learning how to use weapons. Another reason he's survived as long as he has...

Name: Animal Companion (5)
Effect:The character is accompanied in his journeys by a faithful animal, such as a trained dog or a mount. The Animal Companion is small – or agile – enough to avoid damage in combat; if the character controlling the Animal Companion is reduced to 0 HP or otherwise incapacitated, it will not act until its owner has been revived.
Stats & skills: Sentient, Summoned, flying, Mount, Keen senses, counter fang (AGI based), and highly skilled (Intimidation 50).
Reason: He has been with this wolf for a long time, and it is alot stronger than anyone would have thought. They were best friends in youth, and now, the wolf found out it's actually a young summon. But refuses to leave Dy's side. So, instead of being a full summon, the wolf has become bound to him.

Name: Devil's Brand (-4)
Effect: The character's spark of life glows a little dimmer than most. Items, Spells and other effects which increase a character’s HP restore 75% of their usual Hit Points when used on a character with Devil’s Brand.
Reason: Because his race is different from most, potions and tonics have less effect on his race, as they weren't developed with genomes in mind.

Name: Favored prey (Amorph) (-2)
Effect: Effect: The character is particularly vulnerable to attack from certain types of monsters. Declare a Monster Category Favored Prey is tied to when selecting this Disadvantage; monsters of this type will inflict 200% damage with every Attack Action they make against that character.
Reason: Growing up as a kid, he constantly faced danger from random monsters... Most didn't actually scare him, but one flan managed to get a hold on his foot one time, and he nearly got eaten. This, needless to say, scared the #### out of him. This fear, though diminished, keeps with him to this day.

Name: Code of Honor (-2)
Effect: A sense of honor has its downsides at times. Swearing to never attack a helpless opponent, the character refuses outright to take advantage of the element of surprise. As a result, a character with Code of Honor will not attack opponents suffering from the Status Conditions Unaware, Sleep, or Stop, and never acts in the Preemptive Round if his opponents cannot act in turn.
Reason: An honorable man, he said that most theives attack opponents unaware. He decided that maybe it will keep him differentiated from an average theif. Currently no one has taken notice, but he hopes someone will catch on soon.

Name: Slow learner (-3)
Effect: The character’s training is far from complete, and his powers show it. As a result, the character gains their Abilities several Levels behind what is normal for his job.
Reason: He's not stupid, actually he was above average intelligence last time he checked, but he's so lazy, that he puts learning things off....
____________________________


*Notes*
To be noted is that no one knows his true gender, as s/he's always in disguise. (But it is indeed a man, as you'll see)
This is to help throw off authorities and would-be bounty hunters.  

Dythnix
Crew


[Orphen]

5,600 Points
  • Forum Sophomore 300
  • Person of Interest 200
  • Friendly 100
PostPosted: Sat Aug 08, 2009 12:08 am
User Image
Click for larger image. All images © Square Enix 2009.

Name: Xaver..(Zay-ver)

Age: 42

Sex: Male

Race: Bangaa (½ Faas / ½ Bista Mix, Bista characteristics predominant)

Date of Birth: May 5th

Class and Job: Level 5 Monk [Warrior]

A Quote: Pain healsss, chicksss dig sscarsss, and glory lastsss forever.

--------------
Attributes
--------------


STR.....9.....[ Rating: 37 ].....( Maximum: 27 = 12 + 15 )
VIT.....9.....[ Rating: 37 ].....( Maximum: 27 = 12 + 15 )
AGI.....8.....[ Rating: 34 ].....( Maximum: 17 = 10 + 7 )
SPD.....6.....[ Rating: 28 ].....( Maximum: 17 = 9 + 8 )
MAG.....8.....[ Rating: 34 ].....( Maximum: 19 = 9 + 10 )
SPR.....5.....[ Rating: 25 ].....( Maximum: 13 = 8 + 5 )

-----------------------
Combat Statistics
-----------------------


HP: 127
30 + 9 (VIT) + 12 (One roll of your Job's HP Die) + (Job's Hit Die + [VIT/2] + 2 per level)

MP*: 0
10 + 5 (SPR) + 0 (One roll of your Job's MP Die, if it has one)

ARM: 10
8 x 1.25 (VIT Bonus)

M.ARM: 13
11 x 1.15 (SPR Bonus)

EVA: 29
6 (SPD) + 8 (AGI) + 15 (Modifiers from equipment)

M.EVA: 22
8 (MAG) + 5 (SPR) + 9 (Modifiers from equipment)

ACC: 101
50 (Weapon Skill) + 30 (Accuracy Bonus) + 5 (Level) + 16 (AGI x 2)

M.ACC: 121
100 + 5 (Level) + 16 (MAG x 2)

DEX: 71
50 + 5 (Level) + 16 (AGI x 2)

MND: 71
50 + 5 (Level) + 16 (MAG x 2)


EXP: 5000
EXP to Next Level: 2500

*Any Job without an MP Die will always have 0 MP, regardless of SPR.

--------------
Equipment
--------------


Name: Cat's Claws
Type: Claws
Slot: Weapon + Shield
Damage: 28 - 35 ([3 x STR] + d8)
Abilities:
Cost: 660 Gil

Name: Straw Hat
Type: Hat
Slot: Head
ARM: 1
M.ARM: 3
+EVA: +0
+M.EVA: +0
Abilities: Slow Proof
Cost: 175 Gil

Name: Training Suit
Type: Suit
Slot: Body
ARM: 4
M.ARM: 4
+EVA: +0
+M.EVA: +0
Abilities: Sleep Proof
Cost: 115 Gil

Name: Guardian Bracer
Type: Armwear
Slot: Hand
ARM: 3
M.ARM: 4
+EVA: +0
+M.EVA: +0
Abilities: +1 AGI
Cost: 520 Gil

-------------
Accessory
-------------


Name: Wolf Mantle [Heirloom]
Type: Statistic Booster
Slot: Accessory
+EVA: +15
+M.EVA: +9
Abilities:

-------------
Inventory
-------------


Name: Tonic
Type: Recovery
Quantity: 1
Effects: Restores 25 HP

-----------
Abilities
-----------


Brawler [Level 1]

Target: Self

Type: Support Ability

In any other profession's training, hand-to-hand fighting is a matter of last resort. Monks, however, are taught to rely on their fists from day one, honing their proficiency to the point where even a simple punch can become a force to be reckoned with. Brawler allows a Monk to make two attacks against a target with Claws, Flails, Gloves, Staves, or Brawling attacks at the cost of a single Attack Action. Calculate damage as if the Monk had made two separate Attack Actions against the target, rolling to hit as normal. Brawler's effects do not stack with those of the Two Weapons Skill.

Punch Rush [Level 1]

Target: Single

Type: Slow Action (2)

The Monk unleashes a flurry of rapid-fire punches, fists moving faster than the eye can follow. Punch Rush inflicts 150%, Armor Physical damage, striking automatically.

----------------
Advantages
----------------


Ambidextrous.....1 Point
The character is equally skilled with both hands, favoring neither left nor right. Characters with this Advantage do not suffer penalties for Off-Handed attacks as described in Chapter 7. In addition, they may purchase the Skill Two Weapons at the normal rate of one Skill Point per one point of Skill Rating.

Combat Reflexes.....2 Points
Through intensive training – or a healthy dose of paranoia – the character is adept at being able to react to danger at a moment’s notice. As a result, a character with Combat Reflexes can never be surprised in battle, and will always act in the Preemptive Round if ambushed. In addition, she is immune to the Status Condition Unaware.

Hardened.....2 Points
The character is tougher and heartier than her fellows, and can absorb far more damage in the long term. The character gains an additional 2 Hit Points per Level.

Heirloom (Wolf Mantle).....3 Points
A precious artifact has been passed down in the character's family for generations; now the character is able to use this heirloom for her own benefit. The character may take one Accessory worth up to 2500 G at character creation in addition to any other equipment purchased. Restrictions: Heirlooms may not be sold or otherwise disposed of under any circumstances, and must remain equipped until the character reaches Level 11.

Resistance (Weak).....4 Points
The character has built up a resistance to a specific set of Status Conditions, and is capable of weathering them better than most. This Advantage may be taken multiple times. All Conditions of this type that target the character have their CoS halved after modifying for Evasion or M. Evasion.

-------------------
Disadvantages
-------------------


Code of Honor.....2 Points
A sense of honor has its downsides at times. Because she has sworn to never attack a helpless opponent, the character will never take advantage of the element of surprise. A character with Code of Honor will not attack opponents suffering from the Status Conditions Unaware, Sleep, or Stop, and never acts in the Preemptive Round if her opponents cannot act in turn.

Code of Mercy.....2 Points
The character has sworn never to take a life. Whenever a character with Code of Mercy takes an Action that would reduce a target to 0 HP, they will ‘pull the blow’ to leave the target with 1 Hit Point. Under no circumstances can the character kill anything while they remain under their own control; the only exception to this rule are attacks made under the influence of Mystify-type Status Conditions.

Elemental Deficiency (Water).....3 Points
Something within the character leaves him vulnerable to a particular Element. Select one of the Combat Elements – Fire, Ice, Lightning, Water, Wind, Earth, Holy, Shadow, or Bio. Any damage of that element done to the character is increased by 50%. If the character gains a Resistance to the Element in question, attacks do normal damage; Immunities reduce damage to 50%, and Absorbance reduces damage of that Element to 0. This Disadvantage may be taken multiple times.

Fury.....1 Point
Deep inside the character is a raving, rabid beast that's just waiting to get out. A character with Fury is automatically afflicted with the Status Condition Berserk whenever her current Hit Points reach 25% or less of their maximum value during the course of battle. This Condition persists for as long as the character remains at 25% or less of her maximum Hit Points, and cannot be prevented or canceled by any means.

Vulnerability (Time).....4 Points
The character is inherently vulnerable to certain Status Conditions. If a Status of a type or category a character has a Vulnerability to targets him, its CoS is doubled after modifying for Evasion or M. Evasion; All [Status] Touch effects of the appropriate type have a 60% CoS and [Status] Strike effects have a 90% CoS. This Disadvantage may be taken multiple times, and is not affected by Status Resistances and Immunities.

---------------------------
Lores and Languages
---------------------------

0/184 Points to Spend

Language (Common Tongue): 50
Language (Bangaa): 50
Language (Viera): 30
Lore (Area): 40
Lore (History): 24
Lore (Monsters): 40

-------------------
Skill Aptitudes
-------------------


Weapon

-------
Skills
-------

0/280 Points to Spend

Acrobatics: 40 {I}
Awareness: 40 {I}
Climbing: 20 {I}
Cooking: 20 {L}
Etiquette: 20 {I}
Healing: 20 {L}
Inquiry: 20 {I}
Navigation: 20 {I}
Negotiation: 20 {I}
Survival: 20 {I}
Tracking: 20 {I}
Weapon (Brawl): 50 {I}
Weapon (Claws): 50 {I}

---------------
Possessions
---------------


Cat's Claws
Straw Hat
Training Suit
Guardian Bracer
Wolf Mantle [Heirloom]
5 Gil

-------
Goals
-------


Xaver is one of the handful of students who attempts to take the monk teachings to the level of seeking Nirvana, the fabled state of absolute inner peace, through whatever means available, be it through extensive meditation, aiding others, or ridding the world of evils.

---------------
Background
---------------


Xaver hails from the core village of the Bangaa, Bangaatora, deep within the forest of the Kingdom of Dij'Hiran. While most age-old traditions of the Bangaa are followed there, there was no denying the change in their society brought about by the mixing of social classes, slowly but surely breaking down the caste system. In those tribal lands, the evolution of technology has yet to be realized, indicating why the Bangaa that leave Bangaatora are inept with most, if not all, trappings of machinery.

Xaver is a Bangaa of the lowest caste of the antiquated (and mostly obsolete) Bangaa society, the Bista merchant caste. As such, he and the rest of the Bista are looked down upon particularly by the priest caste, the Bangaa Ruga; acknowledged only for their necessity to a functioning civilization. More accurately, he's a mixed breed, the offspring of a pure Faas father and a pure Bista mother, with the majority of his physical traits inherited from his mother. His father Kepver, now starting to get on in years, is one of the most well-known hunters among the Bangaa of their village and others, as was his father before him, and so the legacy goes. Unfortunately, Xaver knows very little of his mother, his only knowledge of her being what his father has told him. He learned early on that, while he was still an infant, their village was attacked by a wandering pack of Saurians. The pack was repelled with a fair amount of ease, but not before they managed to inflict a suitable amount of hell on the village. Given the ferocity of Saurians by nature, there were a small number of casualties resulting from the attack, one of which was his mother. She, like most Bangaa of Xaver's parents' generation, held no faith in the failing caste system, and her final wish was simply that Xaver be allowed to choose his own path in life, regardless of what their dated society expected of the Bista. To fulfill this wish, Kepver explained it to Xaver when he was old enough to understand what it meant, around age ten. Not long after, while Kepver was out on a hunt, Xaver wandered his village looking for something to captivate his young attention span. It was during this jaunt that he decided to become a Monk.

He came upon a small group of Bangaa Faas, the warrior caste, amidst a training session. He witnessed two Fighters go at each other with sword and shield, and even got to see a Knight spar with a Dragoon; but these matches paled in comparison to what he saw that truly wowed him. A Sword Master, looking most fearsome, stepped up. He was holding a broadsword in one hand and a short sword in the other, and had at least three more swords of different types on his back. His opponent...a blindfolded Bangaa Faas, wearing nothing but the standard garb for any Bangaa and completely unarmed, stepped in to the sparring ring. Surely there was no way he could win! At least, so Xaver thought. When the fight commenced, every attack the Sword Master threw was either deflected or dodged fluidly, while each hit from the blindfolded Bangaa landed squarely and left dents in the Sword Master's armor. When the Sword Master finally conceded defeat, he was in desperate need of armor repairs, more than half of his swords were broken, and nothing more than a few scratches had been left on his opponent, who had remained completely calm throughout the entire match. Thoroughly awed at this performance, Xaver ran up to the blindfolded Bangaa as he was leaving, eager to learn how he did what he did. "Child," the Bangaa began, "I am nothing more than a ssimple Monk, one who hasss trained body and mind beyond the waysss of weaponsss and armor. We sseek sstrength of sself, without having to overly rely on piecesss of metal." With a pat on the head, the Monk bid farewell to Xaver and went on his way.

When Kepver returned from his hunt, Xaver told him about what he had seen and experienced that day, as well as his decision to become a Monk. Of course, his father tried to dissuade him from the idea, but didn't press the issue when Xaver wouldn't let go of it, remembering his mate's last request. A few months later, during which time the young Xaver read up on what being a Monk would entail, the same Faas Monk returned for another friendly sparring session, which Xaver had made a hobby out of watching day in and day out. This time, Xaver approached the Monk and told him of his ambitions to join the order that the Monk was a part of. Xaver was warned that once the decision was made, it would be difficult to reconsider, but the young Bangaa held his ground on his idea, so the Monk agreed to take him to the monastery where he and his fellow Monks lived and trained. Kepver, knowing this day had to come eventually, offered no disagreement or resistance when Xaver told him he'd be leaving home that day to become a Monk, letting Xaver pack what little clothing he'd need as well as some food for the trip. It was a fond farewell as Kepver saw his son off to go join the order of the Monks, leaving him with a family heirloom; a mantle made from the skin of the fiercest wolf that Xaver's ancestors had ever killed (passed from father to son from generation to generation, that sort of thing). The journey took three days and three nights, and Xaver learned a few things about his traveling companion along the way. The Bangaa's name was Makul, and he was one of the older students at the monastery, nearing the completion of his training and being allowed to leave the monastery and seek his path in life; he estimated that he had about two years of training left. He was the offspring of a half-Faas and half-Sanga, his father, and a pure Ruga, his mother (though he didn't give any names), making him one of the oft-seen mixed breeds, but inheriting most of his physical traits from his father. He was a latecomer to the order, joining at age thirty-seven, and was sixty-five years of age, not necessarily 'old' but older than middle-aged. During the light of the fourth day traveling, they reached the monastery. It lay in a secluded area of a forest, two days and two nights travel on foot from the nearest town and away from prying eyes, on consecrated ground, warding off monsters of the forest. "Thisss," Makul informed Xaver, "isss the monassstery of the White Monksss of Gaia." Over the next thirty years, Xaver would train here under the tutelage of the Master Monks.

While Xaver had been expecting naught but Bangaa like Makul and himself, he was surprised to see members of many different races there, some he knew and some he had never even heard of. He saw Galka, Mithra, Ronso, and even Viera, as well as other non-human races like himself. There were also Humes and others that resembled them, if shorter and burlier or taller and more slender. Like most Monks, Xaver began his training at a young age; age eleven to be precise (he spent a year at the monastery becoming accustomed to traditions, a new way of life, and getting acquainted with his new brothers and sisters before beginning his training). He was taught the ways of the Monk, their code of honor, their fighting styles, introduced to the art of meditation, and how to train his body and mind. Throughout the first year of his training, he practically stuck to Makul like glue, learning everything about him that the Monk would reveal, earning him his first good friend. At the end of this first year, Makul completed his training and left the monastery to seek his own path. About ten years into his training, Xaver began to take a personal interest in one of the non-Monk Viera that were part of the monastery. Her name was Lielu. She was one of the White Mages on standby for combat training to heal any injuries that might happen during spars, and she was also one of the Viera that had left her village and The Wood. Part of his personal fascination was due to the attention he received from her when he sustained a serious injury during training. Xaver had been sparring with one of his Galka brothers, and had amateurishly fallen for a feint, only to receive a punch to the ribs that only a Galka could deliver, breaking almost all of them in the process and threatening critical damage to the vital organs that they normally protected. Bangaa are resilient creatures, but Galkas are built like the mountains and punch just as hard. The injury was his own fault; sparring sessions were no-holds-barred matches between students, where the only restriction was you were not allowed to kill your opponent. Xaver had very much survived, but had left in a crippling amount of pain. Lielu had been the White Mage on duty that day and brought him to the infirmary while another one of the White Mages took her place. She had been the one who tended to him until he made a full recovery. During his recovery, he had learned more about her from their regular conversations, and had grown rather fond of her company. The other part of his interest stemmed from the fact that he had a thing for exotic, long-legged women; a personal preference (and 'exotic' basically meant 'not a Bangaa and with good looks and a great figure'). Even with the aid of Lielu's White Magic, it took a scant month for Xaver to fully recover from his injury and be ready for his taxing Monk training once again.

This fascination soon became a romantic interest. However, given the cultural differences of the Bangaa and Viera, Lielu would always mistake Xaver's pick-up attempts as friendly compliments and banter. When he finally decided to be blunt and tell Lielu what he felt about her, she explained that she couldn't reciprocate his feelings for 'reasons he would have to be a Viera to understand'. While he took that particular response with a grain of salt, his training as a Monk had taught him to be respectful of the decisions and ideals of others, and Xaver made it known that while she couldn't return his feelings, he wouldn't deny them himself (that would only be self-destructive in the long run) and would only hope that one day she would come around. As the years of his training went by, these feelings never faded, but he became closer friends with Lielu than he ever could've hoped, learning everything about her that she would let him, and even learned how to speak the Viera language (with some pronunciation problems given the Bangaa normal of drawing out the s in words and the overall gutteral aspect of their voice). Eventually the time came when he had learned all that the Master Monks could teach him, and he and another handful of students completed their training. Xaver was sent forth into the world, with a peck on the snout from Lielu, to seek his own path in life and continue to train himself in ways that only he could. Should he decide to return to the monastery for whatever reason, he would be received with open arms and a warm welcome.

This brings Xaver's story around to present day, after a year of wandering from place to place, city to city, on foot or by vehicle (the vehicle trips weren't exactly pretty), where he is now forty-two years of age and at peak physical and mental health, still on the neverending journey of self-perfection and the quest for Nirvana.

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Traits
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Stable, practical, thorough, rational, emphatic, short-tempered, bull-headed, aloof, critical, indecisive.

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Basic Traits
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Zodiac: Taurus
Key Traits: Stable, practical, thorough, short-tempered, bull-headed, selfish, materialistic.

Blood Type: AB
Key Traits: Cool, controlled, rational, outgoing, popular, emphatic, aloof, critical, unforgiving, indecisive.

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Advanced Traits
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ORIGIN TRAITS

Family Ties
The character has a claim to greatness or notoriety through ancestors, parents, children, siblings, or extended relatives whose names and deeds are widely known.
-2 Point (Spontaneous): By spending 2 Points, the character can ‘cash in’ on the family name, turning a failed Etiquette, Negotiation, or Leadership roll into a success against anybody who is familiar with the character’s family.
-2 Points (Tied): By spending 2 Points, the character’s family connections help the character – or party – overcome an obstacle during the course of the session.
+4 Points (Tied): 4 Points are earned if events end up pitting the character against their family, cutting them off from the family’s resources and goodwill. This effect cancels out this Trait.

SOCIAL TRAITS

Allegiance (White Monks of Gaia)
The character belongs to a group or organization that may be capable of helping her out during the course of her travels – a mercenary group, a band of thieves, loyal vassals of a king or kingdom.
-2 Points (Tied): By spending 2 Points, a member of a group the character has membership with will appear during the course of the session to offer advice, small services, or items.
-3 Points (Tied): By spending 3 Points, members of a group the character has membership with will appear during the course of the session, helping her – or her party – overcome a challenge.
+1 Points (Tied): For 1 Point, the character will be called on to assist or perform services for their group during the course of the session.
+5 Points (Tied): For 5 Points, the character’s organization turns against them, canceling out this Trait.

Ally (Kepver the Bangaa)
The character has an ally – a partner, a mentor, a loyal servant, or simply a good friend – they can lean on in times of trouble. Specify who the ally is and what their relationship is based on when choosing this Trait.
-1 Point (Tied): By spending 1 Point, the character’s ally surfaces during the course of the session, and is willing to do a small favor or offer basic items to help them out.
-2 Point (Tied): By spending 2 Points, the character’s ally surfaces during the course of the session, and is willing to do a significant favor or offer an important item to help them out.
+4 Points (Tied): For 4 Points, the character’s ally betrays him – and by extension, the rest of the party – during the course of the session, canceling out this Trait.

Ally (Makul the Bangaa)
The character has an ally – a partner, a mentor, a loyal servant, or simply a good friend – they can lean on in times of trouble. Specify who the ally is and what their relationship is based on when choosing this Trait.
-1 Point (Tied): By spending 1 Point, the character’s ally surfaces during the course of the session, and is willing to do a small favor or offer basic items to help them out.
-2 Point (Tied): By spending 2 Points, the character’s ally surfaces during the course of the session, and is willing to do a significant favor or offer an important item to help them out.
+4 Points (Tied): For 4 Points, the character’s ally betrays him – and by extension, the rest of the party – during the course of the session, canceling out this Trait.

Ally (Lielu the Viera)
The character has an ally – a partner, a mentor, a loyal servant, or simply a good friend – they can lean on in times of trouble. Specify who the ally is and what their relationship is based on when choosing this Trait.
-1 Point (Tied): By spending 1 Point, the character’s ally surfaces during the course of the session, and is willing to do a small favor or offer basic items to help them out.
-2 Point (Tied): By spending 2 Points, the character’s ally surfaces during the course of the session, and is willing to do a significant favor or offer an important item to help them out.
+4 Points (Tied): For 4 Points, the character’s ally betrays him – and by extension, the rest of the party – during the course of the session, canceling out this Trait.

Mistaken Identity
For some reason, the character has been mistaken for someone else – a famous opera singer, a notorious criminal, somebody’s dead brother – and is now profiting from the ensuing confusion.
+1 Point (Tied): For 1 Point, the character’s mistaken identity results in them encountering trouble during the course of the session.
+4 Points (Tied): For 4 Points, the person the character is being mistaken for surfaces during the course of the session, blowing their ‘cover’ and canceling out this Trait.
-1 Point (Tied): By spending 1 Point, the character’s mistaken identity unexpectedly earns the character assistance during the course of the session.

Obligation (Continued Training)
The character has to split her world-saving activities with another obligation – a sickly sister, the security of a small village, personal favors owed to a monarch. Decide the nature of the character’s obligation when choosing this Trait.
+1 Point (Tied): For 1 Point, the character must attend to her obligation during the course of the session, distracting her from other activities.

Stigma
The character belongs to a group that faces active discrimination in society at large. Whether for racial, religious, or class reasons, the reality is that there’s plenty of people willing to make the character’s life unpleasant.
+1 Point (Tied): For 1 Point, the character encounters serious problems as a result of active discrimination during the course of the session.

PERSONAL TRAITS

Bottomless Pockets
You never realize how valuable a strategically-bent piece of wire is until you’re staring at the inside of a locked prison door. In keeping with this philosophy, the character has an odd or end for every situation.
-1 Point (Spontaneous): By spending 1 Point, the character can ‘conjure up’ a mundane item, no questions asked – provided it’s small enough for them to be carrying around. Even if they have no logical reason to be hauling around a lifetime’s supply of armor polish, twenty meters of rope, an LED-equipped Chocobo lure and invisible ink, the rest of the party can rest assured it’ll be there when they need it the most.

Compulsion (Meditation)
The character has a compulsive need for a certain something, whether a physical substance – herbal tea, coffee, cheap cigarettes – or a particular activity, such as high-stakes gambling or airship racing. As a result, they will be through hell and high water to get their ‘fix’.
+1 Point (Tied): For 1 Point, the character’s pursuit of his indulgence causes problems for himself – or the rest of the group – during the course of the session.
-4 Points (Tied): By spending 4 Points, the character ‘kicks the habit’ during the course of the session, canceling out this Trait.

Face in the Crowd
The character has the kind of features that just doesn't stay in the memory; those who see him once will rarely remember him even five minutes later.
+1 Point (Tied): For 1 Point, the character’s anonymity results in allies being unable to recognize him during the course of the session.
-1 Point (Spontaneous): By spending 1 Point, the character can automatically escape recognition and detection in a situation in which he is under scrutiny.
-5 Points (Tied): By spending 5 Points, the character can ensure that no reliable permanent records are kept on him; photographs and physical descriptions are vague enough to almost guarantee nobody will ever recognize him on the street.

Heightened Senses
The character has enhanced hearing, smell, or sight, allowing her to spot things that would normally not be obvious.
-1 Point (Spontaneous): By spending 1 Point, the character can reroll any Awareness or Perception Skill Test.
-1 Point (Tied): By spending 1 Point, the character’s senses uncover a secret or help the party overcome an obstacle during the course of a session.

Machine-Shy
Some characters are naturally ill at ease around technology, preferring not to get involved with it unless no other alternative presents itself; even then, their grasp of complex devices is likely to be slippery at best.
+1 Point (Tied): For 1 Point, all failed Task Checks involving machinery and complex equipment during the course of the session become Critical Failures. Any Critical Successes on these Task Checks are ignored.

Secret Place (Monastery of the White Monks of Gaia)
The character knows the location of a place whose whereabouts are not known to most of the world – a hidden treasure cache, a secretive village, an ancient shrine or temple. This place may have significance to the story as a whole, or simply hold important treasure; define what the place is when taking this Trait.
-1 Point (Spontaneous): By spending 1 Point, the character can learn one important thing about a trap, puzzle, device, treasure, or monster in the place in question.
-2 Point (Tied): By spending 2 Points, the character can guide other characters to the place in question during the course of the session.

Straight Arrow
The character has unusually upstanding moral values and disarming honesty – the kind of man who prides himself on being able to read another’s character off the basis of a handshake.
-1 Point (Spontaneous): By spending 1 Point, the character can instantly determine the truthfulness of any one statement or person.
+1 Point (Tied): For 1 Point, the character’s overwhelming honesty causes trouble for the party during the course of the session.

Traveling Sickness
Sailboats. Trains. Cars. Airships. Put a character with Traveling Sickness on a moving vehicle, and what happens next is far from pretty.
+1 Point (Spontaneous): 1 Point is earned every time the character suffers severe, incapacitating nausea from being onboard a moving vehicle, unless medicated beforehand – the Item Tranquilizer works wonders in this regard.
 
Kazuma Ryuuzaki rolled 1 10-sided dice: 4 Total: 4 (1-10)
PostPosted: Thu Feb 25, 2010 11:21 am
CHARACTER NAME: Kazuma Ryuuzaki
User Image - Blocked by "Display Image" Settings. Click to show.

PLAYER: Kazuma
RACE: Human
AGE: 21
BIRTH DATE: 03/01
STAR SIGN:
BLOOD TYPE: O-
JOB: Samurai
HP:_40_/_40_
MP:_0_/_0_
LEVEL: 1
XP: 0
GIL: 92

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A Quote
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"So you thought you could top me, eh?"
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Badges
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Attributes
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Strength (STR) -- [ 10 ] Rating: [ 40 ]
Vitality (VIT) -- [ 6 ] Rating: [ 28 ]
Agility (AGI) -- [ 8 ] Rating: [ 34 ]
Speed (SPD) -- [ 6 ] Rating: [ 28 ]
Magic (MAG) -- [ 4 ] Rating: [ 22 ]
Spirit (SPR) -- [ 4 ] Rating: [ 22 ]

Rating: ((Att x3) + 10)

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Combat Statistics
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Evasion -- [ 14 ]
AGI + SPD + EVA bonuses

Magic Evasion -- [ 8 ]
SPR + MAG + M. EVA bonuses

Armor -- [ 7 ]
ARM values + Table 2-2 Value

Magic Armor -- [ 4 ]
M. ARM Values + Table 2-2 Value

Dexterity -- [ 67 ]
Level + (AGI x 2) + 50

Mind -- [ 59 ]
Level + (MAG x 2) + 50

Accuracy -- [ 97 ]
Level + (AGI x 2) + Job’s Attack Bonus + Weapon Skill

Magic Accuracy -- [ 109 ]
Level + (MAG x 2) + 100


Expertise -- [ xx ]
(Expert Skill/2) + Level + (Skill’s Default Attribute x 2)

Invent -- [ xx ]
(Invent Rating/2) + Level + (AGI x 2)


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Abilities
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NAME | TYPE | TARGET | DC | EFFECTS & NOTES
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Iaido [Level 1]
Target: Varies Type: Slow Action (Varies)

A Samurai may call on a Katana's resident spirit for assistance at any point in battle. However, this talent is not without its price. Each use of Iaido has a CoS of (30 + Draw Out Rating) - Samurai's Level of exhausting the blade. Each Katana has a unique Iaido effect that can only be accessed while the Weapon in question is equipped. The table below shows each Katana’s Iaido effect.

Table 4-2: Iaido Effects KATANA TYPE TARGET RATING EFFECT
Ashura Slow (2) Group 1 Inflicts (2 x MAG) + 2d6, M. Armor Magical damage
Oborotsuki Slow (2) Single 1 Inflicts (4 x MAG) + 2d6, M. Armor Magical damage
Flat 30% CoS of inflicting Blind (4)
Kotetsu Slow (4) Group 5 Inflicts (4 x MAG) + 3d6, M. Armor Magical damage
Moutsurugi Slow (4) Single 5 Mind, M. Evasion CoS of inflicting Magic Break (6)
Namakura Slow (6) Single 10 Bestows Regen (6)
Mukademeru Slow (6) Single 10 Inflicts (8 x MAG) + 4d6, M. Armor Magical damage
Flat 30% CoS of inflicting Poison (∞)
Kagemitsu Slow (8 ) Group 18 Inflicts (12 x MAG) + 4d6, M. Armor Magical damage to Magic Points
Raikoumaru Slow (8 ) Group 18 Inflicts (12 x MAG) + 4d6, M. Armor Lightning Elemental damage
Bizen's Pride Slow (10) Single 24 Bestows Haste (6)
Onikiri Slow (10) Single 24 Inflicts (15 x MAG) + 5d6, M. Armor Magical damage
Murasame Slow (12) Party 35 Restores (15 x MAG) + 5d6 HP to Samurai and all allies
Ikuzatachi Slow (12) Group 35 Inflicts (16 x MAG) + 5d6, M. Armor Magical damage
Kiyomori Slow (14) Party 44 Bestows Shell (6) and Protect (6)
Jyurokusakura Slow (14) Single 44 Inflicts (19 x MAG) + 4d8, M. Armor Magical damage
Flat 30% CoS of reducing target to 0 HP (Death-type effect)
Heaven's Cloud Slow (16) Group 50 Inflicts (24 x MAG) + 4d8, M. Armor Magical damage
Kageshibari Slow (16) Single 50 Inflicts (27 x MAG) + 4d10, M. Armor Magical damage
Flat 30% CoS of inflicting Stop (4)
Shiranui Slow (18 ) Single 55 Inflicts (30 x MAG) + 4d10, M. Armor Magical damage
Chaos Blade Slow (18 ) Group 55 Flat 30% CoS of inflicting Blind (6), Slow (6), Poison (U), Confusion (6)
Roll separately for each Status Condition
Masamune Slow (20) Group 60 Inflicts (35 x MAG) + 4d10, M. Armor Magical damage
Genji Blade Slow (20) Party 60 Bestows Haste (6), Regen (6)

Soul Blade [Level 1]
Target: Single Type: Slow Action (Varies)

By tempering the power of the blade's spirit, a Samurai can release small amounts of its energy to inflict calamity upon his foes. Soul Blade has a CoS of Mind, M. Evasion of inflicting a certain Status Condition listed on Table 4-2. Each time Soul Blade is used, there is a CoS of (20 + Draw Out Rating) - Samurai’s Level of exhausting the blade.

Table 4-3: Soul Blade Effects Katana TYPE RATING EFFECT
Ashura Slow (2) 1 Berserk (6)
Oborotsuki Slow (2) 1 Blind (6)
Kotetsu Slow (3) 5 Confusion (6)
Moutsurugi Slow (3) 5 Spirit Down (6)
Namakura Slow (5) 10 Sleep (6)
Mukademeru Slow (5) 10 Poison (∞)
Kagemitsu Slow (7) 18 Silence (6)
Raikoumaru Slow (7) 18 Element Weak (Lightning) (6)
Bizen's Pride Slow (8 ) 24 Slow (6)
Onikiri Slow (8 ) 24 Disable (6)
Murasame Slow (9) 35 Sap (6)
Ikuzatachi Slow (9) 35 Armor Break (4)
Kiyomori Slow (10) 44 As Dispel
Jyurokusakura Slow (10) 44 Condemned (4)
Heaven's Cloud Slow (11) 50 Curse (4)
Kageshibari Slow (11) 50 Stop (4)
Shiranui Slow (12) 55 Meltdown (2)
Chaos Blade Slow (12) 55 Charm (4)
Masamune Slow (14) 60 Slow (6), Agility Break (6)
Genji Blade Slow (14) 60 Power Break (6), Magic Break (6)




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Skills
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(*) | SKILL | VALUE | DEFAULT ATTRIBUTE | LEARNED?
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Weapon (Swords) 50 {I}*
Riding 50 {I}
Animal Training 50 {L}
Survival 50 {I}
Navigation 45{I}
Tracking 20 {I}
Language (Common) 50 {L}
Language (Ancient) 50 {L}
Language (Mogri) 20 {L}
Lore (Swords) 50 {L}
Lore (Samurai) 40 {L}
*Affinity Skills

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Weapons
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TYPE | SLOT | DAMAGE | EQUIPMENT ABILITIES
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Name: Oborotsuki
Type: Katana
Slot: Right Hand
Damage: 2 x STR + d10
Abilities: Blind Touch


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Armor
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TYPE | SLOT | ARMOR | M. ARMOR | +EVA | +M.EVA | EQUIPMENT ABILITIES
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Name: Leather Plate
Type: Mail
Slot: Body
ARM: 5
M.ARM: 3
+EVA: 0
+M.EVA: 0
Abilities: -N/A-

Name: Leather Gauntlet
Type: Gauntlet
Slot: Hand
ARM: 2
M.ARM: 1
+EVA: 0
+M.EVA: 0
Abilities: -N/A-

Name:
Type:
Slot:
ARM:
M.ARM:
+EVA:
+M.EVA:
Abilities:

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Accessory
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TYPE | SLOT | EQUIPMENT ABILITIES
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Name:
Type:
Slot:
Abilities:


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Inventory
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TYPE | QUANTITY | EFFECTS
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Name:
Type:
Quantity:
Effects:


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Advantages and Disadvantages
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COMBAT REFLEXES
*+2 Points
TENACIOUS
*+4 Points
ANIMAL COMPANION (Dragon)
*+4 Points
**Sentient, Senses, Flying, Mount, Search, Very Large, Counter Fang

CODE OF HONOR
*-2 Points
GOLD SINK
*-4 Points
CRIPPLED ARM
*-4 Points
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Appearance
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Race: Human
Age: 21
Gender: Male
Height: 5'10"
Weight: 160
Hair Color: Black
Eye Color: Red

Description:
User Image

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Background
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Abandoned at a young age, Kazuma was taken in by a Master Samurai in the area before his fifth birthday, recognizing his potential. Most of his early years were taking care of the Samurai's chocobo's, handling and cleaning them. The Samurai taught the young boy of the sword and of fighting while mounted on an animal. But yet he made him expand his mind by teaching him an ancient language to learn of swordsman that he believed portrayed how a Samurai should be and the swords that they used. The Samurai did well with the young boy pushing him and training him body and mind, purging him of anger and replacing it with an iron focus on the world around him. The boy, after every grueling session, refused to give up and lose to the old man, a gift the Samurai had made note of long before this. Though one day, when he was fourteen, he finally got tired of the old man and his teachings and decided to have a duel to prove that he was already far better than his master. This though was not proven as the boy fought and fought with everything he had and the old man always came out the better swordsman. Though he didn't give up and continued to come at him, even after his master had said enough. To end the sham of a battle he decided to infilict on Kazuma a humiliation for his disobedience by severing the nerves in his left arm permanently. After this Kazuma left his master during the night becoming a Ronin to highen his abilities and return once more to return the favor the old Samurai had given him. Though after miles of treading through the forest looking for a training area he finally collapsed from exhaustion. The local Moogles in the forest nursed him back to health. To thank them Kazuma stayed their and learned some of their ways and their tongue to thank them properly and help them in anyway he could. Which happened to be ridding a cave of a Dragon which was nearby. Kazuma gladly took the mission and went off to slay the dragon or get rid of it anyway he could manage. As he approached the cave, the mighty dragon laid roaring and thrashing as if it were already in pain. Kazuma approached it and tried to talk with it to see if it understood him, it fortunately did. After asking why it laid their it told him it was due to the fact he was wounded and had a sword already stuck in him by some Knight that had tried to prove him valor. Kazuma took the sword out of the dragon and tossed it aside then aided the dragon in gathering anything he could to help heal it. After a week the dragon had recovered from it's wounds and thanked Kazuma and returned the favor by being his companion in his journeys. He decided to name his new friend Hiroki since his actual name he could not pronounce. He swiftly returned to the Moogles and told them the deed was done and how he did it then left with his monsterous new companion offering him a ride to wherever he needed to go. After seven years and countless run ins with other swordsman and travels with Hiroki, Kazuma had gained a drinking problem, spending a bit on it everytime he got some money. Though currently he has some problems with loan sharks in most places, he lives his life the same without a single difference.
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Possessions
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Goals
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To become the greatest swordsman in all history.

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Traits ( __ KP)
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Basic Traits
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ZODIAC: Pisces
BLOOD TYPE: O-

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Advanced Traits
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ORIGIN TRAITS


SOCIAL TRAITS

CONTACTS
Effect: The character has been knocking around long enough to pick up friends, acquaintances and contacts almost everywhere in the world; not always in the highest or most exalted of positions, but almost always useful in the right sort of situation.

-1 Point (Spontaneous): By spending 1 Point, the character can track down a contact in the current location. The GM should feel at liberty to veto this if there is no feasible way for the character to have a contact in that location.

Note that knowing somebody doesn’t automatically guarantee any special breaks or favors; just because the chief engineer of the Empire’s new Doom Sphere happens to be your old drinking buddy doesn’t mean he’ll hand over the security card to the construction site without wrangling.

-2 Points (Spontaneous): By spending 2 Points, the character can upgrade a previously-established contact in the current location to a close acquaintance – one who’s either well disposed enough to help the party out or owes the character a few favors.

+1 Point (Spontaneous): 1 Point is earned if a previously established contact is a traitor or otherwise dangerous to the character’s well-being.

HUNTED(Crime Lords)
Effect: Somebody is after the character. Perhaps it’s a crime lord looking to collect on a debt, or an evil sorceror on the search for suitable a sacrifice; regardless of the reasons, the character will spend an inordinate amount of time dodging a seemingly endless stream of thugs, henchmen, and troublemakers. Player and GM should decide why the character is wanted in the first place, and whether the terms specify ‘dead’ or ‘alive’.

+1 Point (Tied): For 1 Point, a weaker party or opponent will come after the character during the course of the session.

+2 Points (Tied): For 2 Points, a stronger party or opponent will come after the character during the course of the session.

+3 Points (Tied): For 3 Points, events over the course of the session leave the character wanted more than ever; from then on, only stronger opponents and parties will come after him.

-5 Points (Tied): By spending 5 Points, the character can do something during the course of the session to ensure they will never be pursued again, cancelling out this Trait.

PERSONAL TRAITS

COMPULSION (Liquor)
Effect: The character has a compulsive need for a certain something, whether a physical substance – herbal tea, coffee, cheap cigarettes – or a particular activity, such as high-stakes gambling or airship racing. As a result, they will be through hell and high water to get their ‘fix’.

+1 Point (Tied): For 1 Point, the character’s pursuit of his indulgence causes problems for himself – or the rest of the group – during the course of the session.

-4 Points (Tied): By spending 4 Points, the character ‘kicks the habit’ during the course of the session, cancelling out this Trait.

EIDETIC MEMORY
The character is blessed with an unusually sharp memory, being able to recall almost anything read, seen or heard during the course of their life – even minute details are retained precisely and completely.

-1 Point (Spontaneous): By spending 1 Point, the character’s player can ask the GM to repeat any one piece of information the character has previously learned.

HEIGHTENED SENSES
Effect: The character has enhanced hearing, smell, or sight, allowing her to spot things that would normally not be obvious.

-1 Point (Spontaneous): By spending 1 Point, the character can reroll any Awareness Skill Test.

-1 Point (Tied): By spending 1 Point, the character’s senses uncover a secret or help the party overcome an obstacle during the course of a session.

LONE WOLF
Effect: The character is ill at ease around the company of others; her poor ability to judge responses and gruff demeanour tend to cause offense more often than not.

+1 Point (Tied): For 1 Point, all failed Task Checks involving Social Skills during the course of the session become Critical Failures. Any Critical Successes on these Task Checks are ignored.
 

Kazuma Ryuuzaki

Distinct Conversationalist


aimike3

PostPosted: Sat Mar 13, 2010 1:51 pm
This is the complete version of my profile. If there are any issues, please inform me so I can fix them.

CHARACTER NAME: Aimike3
User Image

PLAYER: Aesor Viglin
RACE: Human
AGE: 23
BIRTH DATE: January 19th
STAR SIGN: Capricorn
BLOOD TYPE: A
JOB: Rune Knight
HP:_45_/_45_
MP:_19_/_19_
LEVEL: 1
XP: 0
GIL: 30

_________
A Quote
¯¯¯¯¯¯¯¯¯
"Oh, did you just cast Ultima? Oops, I think I absorbed it. Sorry, evil dude."
_________
Badges
¯¯¯¯¯¯¯¯¯
User Image - Blocked by "Display Image" Settings. Click to show.
Ability: Gives a discount of 50% in any shop of any Kingdom except for Black Markets.
How to get: You get this by donating at least 10K to the Guild Bank

____________
Attributes
¯¯¯¯¯¯¯¯¯¯¯¯

Strength (STR) -- [ 10 ] Rating: [ 40 ]
Vitality (VIT) -- [ 7 ] Rating: [ 31 ]
Agility (AGI) -- [ 5 ] Rating: [ 25 ]
Speed (SPD) -- [ 4 ] Rating: [ 22 ]
Magic (MAG) -- [ 6 ] Rating: [ 28 ]
Spirit (SPR) -- [ 8 ] Rating: [ 34 ]

Rating: ((Att x3) + 10)

___________________
Combat Statistics
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Evasion -- [ 9 ] (+0 from bonuses)
AGI + SPD + EVA bonuses

Magic Evasion -- [ 14 ] (+0 from bonuses)
SPR + MAG + M. EVA bonuses

Armor -- [ 9.6 ]
ARM values + Table 2-2 Value

Magic Armor -- [ 6 ]
M. ARM Values + Table 2-2 Value

Dexterity -- [ 51 ]
Level + (AGI x 2) + 50

Mind -- [ 53 ]
Level + (MAG x 2) + 50

Accuracy -- [ 91 ]
Level + (AGI x 2) + Job’s Attack Bonus + Weapon Skill

Magic Accuracy -- [ 131 ]
Level + (MAG x 2) + 100


Expertise -- [ xx ]
(Expert Skill/2) + Level + (Skill’s Default Attribute x 2)

Invent -- [ xx ]
(Invent Rating/2) + Level + (AGI x 2)


___________
Abilities
¯¯¯¯¯¯¯¯¯¯¯

NAME | TYPE | TARGET | DC | EFFECTS & NOTES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Runic (Lvl 1)
Type: Fast Action
Target: All Red, White, Black, Time, and Blue Magic, except those with Target: All. Monster Abilities with MP cost included.
DC: Always Succeeds
Effects and Notes: Absorbs the first spell cast, regardless of who cast it, and converts it into MP equal to the casting cost of the spell. If Runic absorbs nothing by the user's next turn, the Rune Knight decides whether to continue using Runic or to perform another action.

Name: Intuitive Magic
Type: Magic Ability
Target: Varies
DC: Task Check vs. Magic Accuracy
Effects: Barrier, Destruction, Elemental Manipulation. Cannot mimic a current spell. Can only be used once per scene. Cannot DIRECTLY harm an opponent, however, the spell can influence the harm of a character. (e.g Character creates an illusion that causes a guard to back up, falling off a cliff. The spell didn't hurt the guard, but the fall did.)




___________
Skills
¯¯¯¯¯¯¯¯¯¯¯

(*) | SKILL | VALUE | DEFAULT ATTRIBUTE | LEARNED?
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Weapon (Swords) 50 (AGI) (I)*
Negotiation 30 (SPR) (I)
Riding 35 (AGI) (I)
Awareness 50 (MAG) (I)
Trade 40 (MAG) (L)
Scavenge 20 (MAG) (L)
Tracking 20 (MAG) (I)
Vehicles 30 (AGI) (L)

Lore (Monsters: Amorph) 50
Lore (Area: Agartha) 50
Language (Ancient) 60



*Affinity Skills

___________
Weapons
¯¯¯¯¯¯¯¯¯¯¯

TYPE | SLOT | DAMAGE | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Short Sword
Type: Sword
Slot: Right Hand
Damage: (2*STR)+d10
Abilities: None


___________
Armor
¯¯¯¯¯¯¯¯¯¯¯

TYPE | SLOT | ARMOR | M. ARMOR | +EVA | +M.EVA | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Leather Plate
Type: Mail
Slot: Body
ARM: 5
M.ARM: 3
+EVA: 0
+M.EVA: 0
Abilities: None

Name: Leather Helm
Type: Helmet
Slot: Head
ARM: 3
M.ARM: 1
+EVA: 0
+M.EVA: 0
Abilities: None

Name: Leather Gauntlet
Type: Gauntlet
Slot: Hand
ARM: 2
M.ARM: 1
+EVA: 0
+M.EVA: 0
Abilities: None

______________
Accessory
¯¯¯¯¯¯¯¯¯¯¯¯¯¯

TYPE | SLOT | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: None
Type: None
Slot: None
Abilities: None


____________
Inventory
¯¯¯¯¯¯¯¯¯¯¯¯

TYPE | QUANTITY | EFFECTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Tonic
Type: Recovery Item
Quantity: 4
Effects: Restores 25 HP


______________________________
Advantages and Disadvantages
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Monster Killer (Flan) +1
Hardened +2
Resistance (Toxin) +2
Good Fortune +1

Code of Mercy -1
Fury -2
Elemental Deficiency (Holy) -3
____________
Appearance
¯¯¯¯¯¯¯¯¯¯¯¯
Race: Human
Age: 23
Gender: Male
Height: 6' 2"
Weight: 183
Hair Color: Very Light Brown
Eye Color: Greenish Blue

Description:

Aesor dresses in all black and has a tattoo that represents his allegiance to "Swords for Liberty". His light brown hair is messy and slightly gets in the way of his greenish blue eyes, but this does not hamper his eyesight whatsoever.

Aesor is a lone wolf, and likes to do things on his own. He doesn't accept help from anybody unless his life depends on it. He also rarely speaks, and most people who encounter him would think he's mute. When he does talk, though, he talks for long periods of time, almost like he was holding his words in and waiting to let them out.
____________
Background
¯¯¯¯¯¯¯¯¯¯¯¯
Aesor was a Rune Knight before he was a member of "Swords for Liberty". His mentor, Ignatius, brought him to "The Rune Trials", a location known only to Rune Knights. Here, Rune Knights to be pass a series of trials to become official Rune Knights. It was said by Ignatius that special items were hidden in the Trials, but they were so well guarded it would take a Rune Knight more skilled than himself to pass through.

After Aesor joined the "Swords for Liberty", he got the Mark of the Flame, a tattoo placed upon each member's left arm as a symbol of their allegiance to the group. During a job in which he had to destroy a government officials house, the government official found him, and Aesor barely escaped. This government official, Avarice, has been hunting for him ever since.

Soon afterwards, his girlfriend, Sofia, a White Mage in the "Swords for Liberty" group was poisoned by an assassin and, if not for the Time Mage Orgrath, would have died. The poison the assassin used is incurable, so she was put under the effect of the "Stop" spell indefinitely, for hopes that one day a cure is found.
_____________
Possessions
¯¯¯¯¯¯¯¯¯¯¯¯¯
Aesor only has a locket and a key. The locket contains a picture of Sofia, and the key the Time Mage gave him. Aesor doesn't know what the key is for, but the Time Mage said it was very important that he give it to him.
_______
Goals
¯¯¯¯¯¯¯
Aesor wants to revive Sofia and bring democracy to Agartha.

________________
Traits ( __ KP)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

______________
Basic Traits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ZODIAC: Capricorn
BLOOD TYPE: A

________________
Advanced Traits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ORIGIN TRAITS

None

SOCIAL TRAITS

Allegiance (Swords for Liberty)

-2 (Tied) Member of group shows up to give advice, a small favor, or items.

-3 (Tied) Members show up to help the party overcome a challenge.

+1 (Tied) Character has to perform duties for the group.

+5 (Tied) Organization turns on character, canceling the trait.

Nemesis (Avarice, the Government Official)

+1 (Tied) Nemesis shows up to fight.

-3 (Tied) Nemesis gives up for good. Trait canceled.

-5 (Tied) Nemesis becomes an ally. Trait canceled.

Stigma (Swords for Liberty)

+1 (Tied) Character encounters serious problems due to discrimination.

PERSONAL TRAITS

Cryptic

-1 (Spon.) The character can request a useful fact or piece of information from the GM in private. The information should be something nobody else could figure out, even with a successful Lore check.

Getaway King

-1 (Spon.) Character finds vehicle in chase scene.

-2 (Spon.) Vehicle character found is indestructible until the chase ends, and then it falls apart.

Lone Wolf

+1 (Tied) All failed social checks become critical failures.

Secret Place (The Rune Trials)

-1 (Spon.) The character can learn one useful fact about a trap, puzzle, device, treasure, or monster at this place.

-2 (Tied) The character can bring the party to this location without a Navigation check.

+1 (Tied) A villain begins to search for this place.  
PostPosted: Thu Apr 22, 2010 5:21 pm
Note to Self: 100 points used for Lore and stuff remaining. (Darn iPod battery!)

CHARACTER NAME: Weflin Bartels
User Image - Blocked by "Display Image" Settings. Click to show.

PLAYER: Aimike3
RACE: Human

AGE: 17
BIRTH DATE: 6/15
STAR SIGN: Gemini
BLOOD TYPE: B
CLASS: Expert
JOB: Engineer
HP:_33_/_33_
MP:_0_/_0_
LEVEL: 1
XP: 0
GIL: 160

_________
A Quote
¯¯¯¯¯¯¯¯¯

_________
Badges
¯¯¯¯¯¯¯¯¯


____________
Attributes
¯¯¯¯¯¯¯¯¯¯¯¯

Strength (STR) -- [ 6 ] Rating: [ 28 ]
Vitality (VIT) -- [ 7 ] Rating: [ 31 ]
Agility (AGI) -- [ 10 ] Rating: [ 40 ]
Speed (SPD) -- [ 6 ] Rating: [ 28 ]
Magic (MAG) -- [ 7 ] Rating: [ 31 ]
Spirit (SPR) -- [ 4 ] Rating: [ 22 ]

Rating: ((Att x3) + 10)

___________________
Combat Statistics
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Evasion -- [ 16 ]
AGI + SPD + EVA bonuses

Magic Evasion -- [ 7 ]
SPR + MAG + M. EVA bonuses

Armor -- [ 5.25 ]
ARM values + Table 2-2 Value

Magic Armor -- [ 7.35 ]
M. ARM Values + Table 2-2 Value

Dexterity -- [ 71 ]
Level + (AGI x 2) + 50

Mind -- [ 51 ]
Level + (MAG x 2) + 50

Accuracy -- [ 41 ]
Level + (AGI x 2) + Job’s Attack Bonus + Weapon Skill

Magic Accuracy -- [ 101 ]
Level + (MAG x 2) + 100


Expertise -- [ xx ]
(Expert Skill/2) + Level + (Skill’s Default Attribute x 2)

Invent -- [ xx ]
(Invent Rating/2) + Level + (AGI x 2)


___________
Abilities
¯¯¯¯¯¯¯¯¯¯¯

NAME | TYPE | TARGET | DC | EFFECTS & NOTES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Invention, Support, Self, See Appendix 1, Assembles a Device


___________
Skills
¯¯¯¯¯¯¯¯¯¯¯

(*) | SKILL | VALUE | DEFAULT ATTRIBUTE | LEARNED?
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

*Crafting (Weaponsmithing), 30, Mag, Learned
*Explosives, 50, Mag, Learned
*Invent, 70, Mag, Learned
*Repair, 50, Mag, Learned
Swords, 50, Agi, Intuitive
Inquiry, 60, Mag, Intuitive



*Affinity Skills

___________
Weapons
¯¯¯¯¯¯¯¯¯¯¯

TYPE | SLOT | DAMAGE | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Basic Flamethrower
Type: Invention
Slot: Two Handed
Damage: (DS*AGI),Arm, Fire Elemental damage
Abilities:
Target (Group)
CoS is Accuracy, Evasion
Damage Scale (1)
Base Attribute (AGI)


___________
Armor
¯¯¯¯¯¯¯¯¯¯¯

TYPE | SLOT | ARMOR | M. ARMOR | +EVA | +M.EVA | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Leather Outfit
Type: Suit
Slot: Body
ARM: 4
M.ARM: 4
+EVA: 0
+M.EVA: 0
Abilities: None

Name: Cap
Type: Hat
Slot: Head
ARM: 1
M.ARM: 3
+EVA: 0
+M.EVA: 0
Abilities: None

Name:
Type:
Slot:
ARM:
M.ARM:
+EVA:
+M.EVA:
Abilities:

______________
Accessory
¯¯¯¯¯¯¯¯¯¯¯¯¯¯

TYPE | SLOT | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name:
Type:
Slot:
Abilities:


____________
Inventory
¯¯¯¯¯¯¯¯¯¯¯¯

TYPE | QUANTITY | EFFECTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name:
Type:
Quantity:
Effects:


______________________________
Advantages and Disadvantages
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Gillionaire (-5)
Frail (+2)
Elemental Deficiency (Lightning) (+3)


____________
Appearance
¯¯¯¯¯¯¯¯¯¯¯¯
Race: Human
Age: 17
Gender: Male
Height: 5' 7"
Weight: 167 lbs
Hair Color: Brown
Eye Color: Green

Description:

Weflin dresses in a blue outfit with a red shirt underneath. He wears his brown hair short.

He is generally a very happy person who likes parties more than anything else, other than building, that is. Whenever he is designing, he concentrates on nothing putting his ideas on paper so he can construct them. He engulfs himself in the gears and screws and springs and various other mechanical parts, and once he starts, he doesn't stop until he gets hungry, gets tired, or gets finished.


____________
Background
¯¯¯¯¯¯¯¯¯¯¯¯
Weflin's father, Wayne, was a brilliant engineer, who, at the peak of his career, had constructed an entire airship for a famous person, althought who this was Wefln can't remember, as he was very young at the time. He made his first invention, a flamethrower, for his school project, and it received a blue ribbon for its magnificent workmanship.

Money has never seemed to be a problem in his family. For some reason, his family always has some way to get an extra few gil.
_____________
Possessions
¯¯¯¯¯¯¯¯¯¯¯¯¯
Weflin has his prized flamethrower.
_______
Goals
¯¯¯¯¯¯¯
Weflin's goal is to become a maker of Mechanical Suits, giving its wearer abilities he or she never had before. He also wants to make his own airship, so once he settles down he doesn't have to pay property taxes.

________________
Traits ( 0 KP)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

______________
Basic Traits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ZODIAC: Gemini
BLOOD TYPE: B

________________
Advanced Traits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ORIGIN TRAITS

Family Ties- Father.

SOCIAL TRAITS

PERSONAL TRAITS

Beauty (or in a man's case, handsomeness)
Bottomless Pockets
Eiditic Memory


PAGES IN RULEBOOK RELEVANT TO CHARACTER

278 (284 iPod), 83 (89 iPod)  

aimike3


Desmond Belmont

Fashionable Lunatic

PostPosted: Thu Apr 29, 2010 2:31 am
CHARACTER NAME:Amaterasu Ronso
User Image

PLAYER: Desmond Belmont
RACE: Ronso
AGE: 18
BIRTH DATE: November 5th
STAR SIGN: Sagittarius
BLOOD TYPE: AB
CLASS: Warrior
JOB: Dragoon
HP:_110_/_110_
MP:_20_/_20_
LEVEL: 2
XP:
GIL: 20

_________
A Quote
¯¯¯¯¯¯¯¯¯
I only live, to protect!
_________
Badges
¯¯¯¯¯¯¯¯¯


____________
Attributes
¯¯¯¯¯¯¯¯¯¯¯¯

Strength (STR) -- [ 10 ] Rating: [ 12 ]
Vitality (VIT) -- [ 8 ] Rating: [ 13 ]
Agility (AGI) -- [ 8 ] Rating: [ 9 ]
Speed (SPD) -- [ 6 ] Rating: [ 7 ]
Magic (MAG) -- [ 5 ] Rating: [ 12 ]
Spirit (SPR) -- [ 3 ] Rating: [ 7 ]

Rating: ((Att x3) + 10)

___________________
Combat Statistics
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Evasion -- [ 16 ]
AGI + SPD + EVA bonuses

Magic Evasion -- [ 8 ]
SPR + MAG + M. EVA bonuses

Armor -- [ 10 ]
ARM values + Table 2-2 Value

Magic Armor -- [ 5 ]
M. ARM Values + Table 2-2 Value

Dexterity -- [ 68 ]
Level + (AGI x 2) + 50

Mind -- [ 62 ]
Level + (MAG x 2) + 50

Accuracy -- [ 40 ]
Level + (AGI x 2) + Job’s Attack Bonus + Weapon Skill

Magic Accuracy -- [ 112 ]
Level + (MAG x 2) + 100


Expertise -- [ xx ]
(Expert Skill/2) + Level + (Skill’s Default Attribute x 2)

Invent -- [ xx ]
(Invent Rating/2) + Level + (AGI x 2)


___________
Abilities
¯¯¯¯¯¯¯¯¯¯¯

NAME | TYPE | TARGET | DC | EFFECTS & NOTES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Jump [Level 1]
Target: Single Type: Slow Action (Special CT)

Calling on the spirit of the Wind Drake, a Dragoon gains the ability to break the bonds of gravity and soar into the skies with a single bound. Jump can carry the Dragoon as far as 30 meters – vertically, horizontally, or a combination of both. If used as an attack, it inflicts 200%, Armor Physical damage on the target, striking automatically.

Jump essentially functions as a Slow Action. Once the Dragoon has Jumped, she will land during her next turn, regardless of whether it takes place later in the same Round or in the next Round entirely. While in the air, the Dragoon generates Initiative as normal, but moves too quickly to be targeted; she will not be affected by any Group attacks targeting her allies. Status Conditions continue to affect the Dragoon and count down as normal ‘in flight.'

As with any Slow Action, anything that would prevent the Dragoon from completing the Jump – up to and including the Dragoon's Hit Points being reduced to 0 or lower – will automatically cancel it, returning the Dragoon to the field of battle. Use of Jump may be restricted in areas with low ceilings, though this is left to the GM’s discretion.

Cherry Blossom [Level 8]
Target: Group Type: Slow Action (4)

The Dragoon charges her weapon with the Dragon Spirit, building up a critical quantity of energy before hurling it at the enemy. As the weapon strikes the ground, the charge releases in a series of fiery explosions, engulfing the immediate area. Cherry Blossom strikes automatically, inflicting 75%, Armor Physical damage on all opponents in the targeted Group.

Ancient Circle [Level 15]
Target: Party Type: Slow Action (6)

Every Dragoon knows that not everything with scales is a friend. By creating a circle of power around the party, the Dragoon can infuse all weapons in the area with the Dragon Spirit, allowing them to strike true against wyrms and their kin. When used, Ancient Circle gives any Weapon currently equipped by the Dragoon or her allies the Equipment Ability Dragon Killer, allowing her to strike Dragon enemies for +100% damage (4).

Lancer [Level 22]
Target: Single Type: Slow Action ( 8 )

Channeling the power of the Red Dragon into her weapon, the Dragoon lunges forward with bone-shattering force. Lancer inflicts 125%, Armor Physical damage on the target, striking automatically; in addition, 50% of the damage dealt is subtracted from the target’s MP. MP damage dealt by Lancer is not reduced by ARM or M. ARM.

Reis' Wind [Level 29]
Target: Party Type: Slow Action (10)

The Dragoon calls upon the power of the Holy Dragon Reis, enveloping her allies in a stream of life force that bestows the Status Condition Regen (4).

Dragonheart [Level 36]
Target: Self Type: Reaction

The Dragoon shrouds herself in the power of the Dragon Spirit, entrusting her life to its mercies. When triggered, Dragonheart has a flat CoS of 30% of bestowing the Status Condition Reraise (∞). This Ability may only be used once per battle or Scene.

Reaction Trigger: Physical Damage, Magical Damage

White Draw [Level 43]
Target: Single/Party Type: Slow Action (14)

The Dragoon summons the power of the White Dragon in a sweeping white mist that encircles the enemy, draining their magical energies before dissipating in a shower of mana-rich particles. White Draw inflicts 100%, M. Armor Magical damage to the target’s MP. Once damage has been calculated, every active character with an MP Die in the Party gains (MP Drained / Number of Active Characters in Party with MP Dice) MP.

Power Jump [Level 50]
Target: Special Type: Slow Action (Special CT)

Dragoon veterans jump high and true, marshalling their training to launch powerful attacks in mid-flight. Power Jump can carry the Dragoon as far as 60 meters – vertically, horizontally, or a combination of both.

Power Jump is in essence three Slow Actions with a Single target, each with a CT of 16. The first Action sees the Dragoon jump into the air. The second Action is undertaken on the following turn as the Dragoon remains in the air, hurling golden chi projectiles at her target’s Group. These inflict 150%, M. Armor Magical damage to all active combatants in the Group; use the Dragoon’s MAG, rather than STR, to calculate the base Weapon damage. The third occurs on the next turn, as the Dragoon fires another round of chi projectiles, resolved in the same manner as the first round. Once damage calculation is complete, the Dragoon then lands on her original target, inflicting 200%, Armor Physical damage. Beyond this, Power Jump is subject to the same rules and restrictions as Jump.

Dragon Breath [Level 57]
Target: Single Type: Slow Action ( 18 )

The Dragoon draws on the power of the rarest of all wyrmkind, the two-headed dragon, summoning two spectral dragon’s heads to perch on her shoulders and consume the enemy with waves of magical flame. Dragon Breath has a CoS of Dexterity,M. Evasion of inflicting (Target’s Maximum HP - Target’s Current HP) Physical damage. Damage dealt by Dragon Breath is not modified by Armor, but cannot exceed 999 HP.

Dragon Horn [Level 64]
Target: Group Type: Slow Action (Special CT)

Mastery of the Dragoon Jump gives the Dragoon unrivalled control over her landings, turning a single deadly impact into a series of brutal, unpredictable pounces. Dragon Horn can carry the Dragoon as far as 40 meters – vertically, horizontally, or a combination of both.

Unlike Jump and Power Jump, Dragon Horn has an initial Charge Time of 20 ticks before the Dragoon jumps; during this time, she can be targeted as normal, and is still vulnerable to attack. At the end of this Charge Time, the Dragoon leaps into the air. She does not land immediately during her next turn, but 20 ticks afterwards; in essence, this is a second Slow Action with another CT of 20.

Upon landing, the Dragoon strikes the initial target automatically for 200%, Armor Physical damage, then uses the force of the impact to propel herself back into the air for another attack. Roll a d8 and consult the table below to determine how many times the Dragoon ‘bounces’ after the initial landing.


___________
Skills
¯¯¯¯¯¯¯¯¯¯¯

(*) | SKILL | VALUE | DEFAULT ATTRIBUTE | LEARNED?
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POLEARMS

Default Attribute: Agility (AGI) Type: Intuitive

This Skill concerns itself with bladed melee weapons possessing a significantly greater reach than ordinary Swords and Axes; this includes both Polearms and Swallows.

SWORDS

Default Attribute: Agility (AGI) Type: Intuitive

This Skill covers larger bladed weapons, including Swords, Greatswords, Light Swords, and Katanas.

AXES

Default Attribute: Agility (AGI) Type: Intuitive

This Skill covers the usage of the heavy and often cumbersome Axes.

KNIVES

Default Attribute: Agility (AGI) Type: Intuitive

This Skill covers smaller bladed weapons such as Knives and Ninja Knives.

*Affinity Skills

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Weapons
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TYPE | SLOT | DAMAGE | EQUIPMENT ABILITIES
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Name: Iron Spear
Type: Polearm
Slot:
Damage: 2 x STR = d12
Abilities: none


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Armor
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TYPE | SLOT | ARMOR | M. ARMOR | +EVA | +M.EVA | EQUIPMENT ABILITIES
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Name: Parade Helm
Type: Helm
Slot: Head
ARM: 3
M.ARM: 1
+EVA: 0
+M.EVA: 0
Abilities: Immoblize Proof

Name: Fire Armor
Type: Mail
Slot: Body
ARM: 5
M.ARM: 3
+EVA: 0
+M.EVA: 0
Abilities: Fire Ward

Name: Leather Gauntlet
Type: Gauntlet
Slot: Hand
ARM: 2
M.ARM: 1
+EVA: 0
+M.EVA: 0
Abilities: none

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Accessory
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TYPE | SLOT | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name:
Type:
Slot:
Abilities:


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Inventory
¯¯¯¯¯¯¯¯¯¯¯¯

TYPE | QUANTITY | EFFECTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name:
Type:
Quantity:
Effects:


______________________________
Advantages and Disadvantages
FULL MOON HEART
4 Points
Effect: The character has a greater sensitivty to the flow of mana, and is able to replenish her spellcasting energies far quicker than most. Items and other effects which increase a character’s MP restore 125% of their usual Magic Points when used on a character with Full Moon Heart. Restrictions: Full Moon Heart does not affect Drain effects or HP recovery.
COMBAT REFLEXES
2 Points
Effect: Through intensive training and a healthy dose of paranoia, the character is adept at being able to react to danger at a moment’s notice, never letting her guard down. As a result, a character with Combat Reflexes can never be surprised in battle, and will always act in the Preemptive Round if ambushed; in addition, she is immune to the Status Condition Unaware
AMBIDEXTROUS
1 Points
Effect: The character is equally skilled with both hands, favoring neither left nor right.

Characters with this Advantage do not suffer penalties for Off-Handed attacks as described in Chapter 7; in addition, they may purchase the Skill Two Weapons at the normal rate of one Skill Point per one point of Skill Rating.

FURY
Effect: Deep inside the character is a raving, rabid beast that's just waiting to get out. A character with Fury is automatically afflicted with the Status Condition Berserk whenever her current Hit Points reach 25% or less of their maximum value during the course of battle. This Condition persists for as long as the character remains at 25% or less of her maximum Hit Points, and cannot be prevented or canceled by any means.
1 Point: A character with a Warrior Job gains Fury.
ELEMENTAL DEFICIENCY
3 Points
Effect: Something within the character has left him vulnerable to a particular Element. Select one of the Combat Elements – Bio, Fire, Ice, Lightning, Water, Wind, Earth, Holy, or Shadow. Any damage of that element done to the character is increased by 50%. If the character gains a Resistance to the Element in question, attacks do normal damage; Immunities reduce damage to 50%, and Absorbances reduces damage of that Element to 0.


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Appearance
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Race: Ronso
Age: 18
Gender: Male
Height: 6' 11.5"
Weight: 145 kg
Hair Color: Blonde
Eye Color: Blue

Description:
Usually doesn't wear his armor when he is relaxing unless feeling cautious. Amaterasu loves to protect the innocent no matter what race. He is soft hearted to human children and has a fancy for Viera.
_____________

____________
Background
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Born like a typical Ronso until his mother died protecting him from an fiend. He was then mourning over the loss for weeks till he got the courage to fight again and when he did he clawed his way to the top of his tribe and ventured of into the world keeping the peace.
_____________
Possessions
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Pendant of his tribe
_______
Goals
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To protect his people from harm and vanquish the evils in the world.
________________
Traits ( __ KP)
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Basic Traits
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ZODIAC:Sagittarius
BLOOD TYPE:AB

________________
Advanced Traits
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ORIGIN TRAITS
COLD RESISTANCE

SOCIAL TRAITS
Quiet most of the time

PERSONAL TRAITS
Befriends people quickly.  
PostPosted: Wed May 05, 2010 3:55 pm
CHARACTER NAME: Sayuri Yagyu
User Image

PLAYER: Shanoa Ecclesia
RACE: Human
AGE: 17
BIRTH DATE: April 14
STAR SIGN: Leo
BLOOD TYPE: O
CLASS: Mage
JOB: White Caller
HP:_250_/_250_
MP:_85_/_85_
LEVEL: 5
XP: 2500
GIL:

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A Quote
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"Never give up Hope!"
_________
Badges
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Attributes
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Strength (STR) -- [ 5 ] Rating: [ 25 ]
Vitality (VIT) -- [ 5 ] Rating: [ 30 ]
Agility (AGI) -- [ 10] Rating: [ 20 ]
Speed (SPD) -- [ 10 ] Rating: [ 20]
Magic (MAG) -- [ 15 ] Rating: [ 65 ]
Spirit (SPR) -- [ 15] Rating: [ 45 ]

Rating: ((Att x3) + 10)

___________________
Combat Statistics
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Evasion -- [ 20 ]
AGI + SPD + EVA bonuses

Magic Evasion -- [30 ]
SPR + MAG + M. EVA bonuses

Armor -- [ 10 ]
ARM values + Table 2-2 Value

Magic Armor -- [ 25 ]
M. ARM Values + Table 2-2 Value

Dexterity -- [ 75 ]
Level + (AGI x 2) + 50

Mind -- [ 85 ]
Level + (MAG x 2) + 50

Accuracy -- [35 ]
Level + (AGI x 2) + Job’s Attack Bonus + Weapon Skill

Magic Accuracy -- [ 135 ]
Level + (MAG x 2) + 100


Expertise -- [ xx ]
(Expert Skill/2) + Level + (Skill’s Default Attribute x 2)

Invent -- [ xx ]
(Invent Rating/2) + Level + (AGI x 2)


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Abilities
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NAME | TYPE | TARGET | DC | EFFECTS & NOTES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
White Magic [Level 1]
Target: Varies Type: Magic Ability

White Callers have the ability to cast White Spells from the lists in Chapter 8 in battle. They begin with two Level 1 Spells at Level 1, with additional Spells gained roughly every 3 Levels.

White Magic Spells gained By Level SPELL LEVEL NEW SPELL GAINED AT LEVELS
White 1 3, 6, 9
White 2 11, 13, 16, 19
White 3 21, 23, 26, 29
White 4 31, 33, 36, 39
White 5 41, 43, 46, 49
White 6 51, 53, 56, 59
Intuitive Magic [Level 1]
Target: Varies Type: Magic Ability

Like a pure White Mage, the White Caller can use her spellcasting abilities for other purposes. More details on Intuitive Magic can be found in Chapter 8.

Keywords: Healing, Holy, Wind, Barrier




Arcane Tongue [Level 1]
Target: Varies Type: Support Ability

White Callers have the ability to communicate with Summoned Monsters and other creatures of magical origin as if they had a relevant Language* Skill at a Rating of 100, even if the creature is not normally capable of communicating with intelligent beings.

Call [Level 1]
Target: Varies Type: Magic Ability (6)

White Callers have the ability to call on Summoned Monsters from the lists in Appendix III . In this case, the Summon in question materializes long enough to unleash a single effect, then disappears. White Callers gain one Summoned Monster – Lakshmi, Remora, or Valefor – at Level 1, acquiring additional Summons as the game progresses at the GM’s discretion.

Boost [Level 30]
Target: Varies Type: Magic Ability ( 8 )

An experienced White Caller can increase the power of her Summon’s attacks by spending additional time channeling a portion of her own power and mana into them. Boost is used in the same manner as Call, but increases the effect of the Summon – damage or healing – by +25%. Aside from the increased Charge Time, the MP cost – or Gil cost – of the Summon increases by +25% to compensate.



___________
Skills
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(*) | SKILL | VALUE | DEFAULT ATTRIBUTE | LEARNED?
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
TEACHING
Default Attribute: Spirit (SPR) Type: Learned

This Skill allows the character to impart her knowledge to others, giving her the ability to transfer Skills she already knows to another character. Skill Points placed into Teaching increase a character’s Rating at half the normal rate. As a result, it will take two Skill Points to raise the Rating by 1 unless the character has an Affinity for Scholastic Skills. If so, it takes only one Skill Point to raise the Rating by 1.

LORE*
Default Attribute: Magic (MAG) Type: Learned

Skills that cover a character's understanding of a particular concept or area, abstract or not – facts, figures, and essential information relating to a subject the character has studied in at least some detail. The quality, quantity, and detail of a character's knowledge in a particular Lore will increase with the Skill Rating. Though the sample Lores given below are broad, they can be as specialised as the player wants – the advantage in doing so is that information considered 'obscure' in a general Lore can be common knowledge in a specialised one. As a result, a character with Lore (Chocobo) will know more about these riding birds than one with Lore (Animal). Sample Lores:
Lore (Summons). Knowledge of the habitats, histories, strengths, weaknesses, and personalities of the major Summons of the world, from Alexander to Valefor.
Lore (Magic): Magic Lore gives the character a fundamental understanding of the principles of sorcery as well as the training to identify individual spells and enchantments. Further specialised by type: Black, White, Time, Spellblade, or Blue





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Weapons
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TYPE | SLOT | DAMAGE | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Oak Staff
Type: Stave
Slot: Hand
Damage: 2 x * + d8
Abilities: none


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Armor
¯¯¯¯¯¯¯¯¯¯¯

TYPE | SLOT | ARMOR | M. ARMOR | +EVA | +M.EVA | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name: Red Hat
Type: Hat
Slot: Head
ARM: 1
M.ARM: 3
+EVA: 0
+M.EVA:0
Abilities: +10 MACC

Name: Snow Robe
Type: Robes
Slot: Body
ARM: 3
M.ARM: 5
+EVA: 0
+M.EVA: 0
Abilities: Ice Ward

Name: Serum Wrist
Type: Armwear
Slot: Hands
ARM: 1
M.ARM: 2
+EVA: 0
+M.EVA: 0
Abilities: Poison Proof

______________
Accessory
¯¯¯¯¯¯¯¯¯¯¯¯¯¯

TYPE | SLOT | EQUIPMENT ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name:
Type:
Slot:
Abilities:


____________
Inventory
¯¯¯¯¯¯¯¯¯¯¯¯

TYPE | QUANTITY | EFFECTS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Name:
Type:
Quantity:
Effects:


______________________________
Advantages and Disadvantages
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


____________
Appearance
¯¯¯¯¯¯¯¯¯¯¯¯
Race: Hume
Age: 17
Gender: Female
Height: 5' 7"
Weight: 165
Hair Color: Brown
Eye Color: Emerald Green

Description: She is a very like able person, strongwilled, confident, and trusting unfortunatly her trusting side usually always gets her in trouble with people just wanting to use her.


____________
Background
¯¯¯¯¯¯¯¯¯¯¯¯
Both of her parents were killed by wandering fiends and she was raised in a temple by the high priest of her hometown. Since she was brought to the temple she has studied the art of magic mainly white calling, she was always fasinated that she could be the only white caller her village had. She has just gotten out on her own from the temple to find her own path in life. With staff in tow and years of knowledge she is detirmend to carve out her own path in this world and mabey the next.
_____________
Possessions
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Family Kimono
_______
Goals
¯¯¯¯¯¯¯
To become the best White Caller ever.
________________
Traits ( __ KP)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

______________
Basic Traits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ZODIAC:Leo
BLOOD TYPE: O

________________
Advanced Traits
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ORIGIN TRAITS
A little shy but has a stick to it attitude
SOCIAL TRAITS
Friendly, Kind to every one.
PERSONAL TRAITS
Can never say no to an innocent soul  

Shanoa Ecclesia

6,200 Points
  • Citizen 200
  • Tycoon 200
  • Entrepreneur 150
Reply
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