Post by blacktothefuture on Aug 13, 2012 12:05:13 GMT -5
HP - 165
Energy - 71
Primary - PHYSICAL
Secondary - SPIRITUAL
Tertiary - MENTAL
STR - 50 (+8,+5)
DEX - 350
CON - 50
INT - 50
WIT - 50
WIL - 30 (+3)
PWR - 50
CTRL - 50
RESV - 30(+8)
Abilities - PHYSICAL - 5/5
Styles of the Jade Empire - lvl. 7 - D12 + 4
*White Demon - Slow and ponderous style with powerful kicks.
*Legendary Strike - A fearsome style seen by few and mastered by fewer.
*Spirit Thief - With this support style even the chi of others is within ones grasp.
*Heavenly Wave - Manipulating ones chi to slow an opponents movements.
* Paralyzing Palm - An esoteric style built around its paralyzing palm strikes.
*Storm Dragon - A style that sends lightning surging through an opponents veins.
*Viper - Swift strikes that sour the blood and disrupt the organs.
*Iron Palm - A low stance style that throws the users entire momentum into its blows.
*Seven Thunders - A chain of hits to the seven vital points of the body.
*Willow - Tenacious and durable this style wears down the opponent with whipping strikes.
*Black Mantis - A rare variant of Heavenly Wave this style strikes at an enemy's vulnerable points.
*Leopard Fist - Similar to White Demon in power and speed it us strangely uncommon.
*Monkey Paw - A style that mirrors the fast and unpredictable movements of a monkey.
*Divine Void - Named for its circular nature assaulting all opponents within the users own "void".
*Leaping Tiger - This style is defined by its quick, leaping movements and punishing claw strikes.
*Thousand Cuts - Raining quick, sharp strikes this style leaves opponents little chance to counterattack.
*Fortunes Favorite - Time-tested weapon style.
*Flawless - Staff combat refined to a flawless degree.
*Tang's axes - A devastating and deadly weapon style.
*Spear - A simple, easy to learn weapon style that keeps opponents at spear's length.
*Morning Stars - Belonging as much to life as it does to death this style is legendary.
*Eyes of the Dragon - A weapon style employing blades sharp enough to treat stone as silk.
*Death's Razor - The legacy of Death's Hand, this style is unparalleled in its deadliness.
*Drunken Master - A style that flows like wine and is just as destructive.
*Iron Viper - Harmonious offensive synergy of the low and high paths.
Mein Chu'an - lvl. 7 - D12 + 6
*Shatter Strike - A special strike that damages objects and machinery.
*Trial Strike - A special strike that reveals an opponents weaknesses.
*Sticky Hands - A special technique that locks down an opponents movements.
*Dragon Skin - Adds dice to soak rolls.
Blitz Commands - lvl. 7 - D12 + 4
*Tongue of the Dragon - Fires a great gout of flame like the dragons of old.
*Roar of the Sky Bison - A great ancient wind tosses the enemy about and slams them back down to earth.
*Stomp of the Badgermole - Issues a rolling shockwave through the earth that batters the enemy about.
*Sting of the Moon Spirit - Swift slashing strikes reminiscent of how a coy swims through water.
Hokuto Shinken - lvl. 7 - D12 + 4
Nishi Shinku Ha! (Two Finger Air Snatch)
Ganzan Ryozan Ha! (Boulder Splitting Wave)
Hokuto Gokin Budan Kyaku! (North Star Muscle Cutting Kick)
Hokuto Hiei Ken! (North Star Flying Defensive Fist)
Hokuto Hyakuretsu Dan! (North Star Hundred Crack Fist)
Nanto Seiken - lvl. 7 - D12 + 4
Nanto Hakurō Ken - South Dipper White Heron Fist
Nanto Hōō Ken - South Dipper Fenghuang Phoenix Fist
Nanto Kōkaku Ken - South Dipper Flamingo Fist
Nanto Koshū Ken - South Dipper Lone Eagle Fist
Nanto Saigo no Shō - The Last General of South Dipper
Nanto Suichō Ken - South Dipper Waterbird Fist
Ryozanpaku Rhythm - lvl. 7 - D? +?
To swiftly switch between a varied array of martial arts.
Abilities - SPIRITUAL - 3/3
Bending - lvl. 7 - D12 + 4
*Earth bending - Martial command over the element of earth.
**Metal bending - A deeper command of earth extending to minerals.
*Fire bending - Martial command over the element of fire.
**Lightning bending - A deeper command of plasma extending to lightning.
*Water bending - Martial command over the element of water.
**Blood bending - A deeper command of fluid extending to blood and other such liquids.
*Air bending - Martial command over the element of air.
**Energy Bending - An ultimate understanding of the nature and flow of all energy and the power to manipulate such.
Magic Styles of the Jade Empire - lvl. 7 - D12 + 4
*Immortal Tempest - Harsh winds with the smooth temperance of stone defends the user and counters the enemy.
*Dire Flame - A terrifying manipulation that immolates all who dare challenge it.
*Ice Shard - Soul-chilling cold capable of slowing or freezing an opponent solid.
*Stone Immortal - The mighty power of stone and crystal at ones hands.
*Tempest - With the winds at ones beck and call other opponents are effortlessly blown away.
*Toad Demon - To take the deceptively deadly form of a toad demon.
*Horse Demon - To take on the sadistic, fiery visage of a horse demon.
*Red Minister - To adopt the form of a spirit-leeching sage.
*Rhino Demon - To command the size and power of a rhino demon.
*Jade Golem - To embrace the brutal cunning of a Jade Golem.
*Elephant Demon - To embody the force of an elephant demon.
*Bull Demon - To strike fear into the hearts of all as a bull demon.
*Ogre - To become a hearty ogre.
*Fox Demon - To shift into the form of a swift and sleek fox demon.
Monk Techniques - lvl. 7 - D12
Purify - Cures an abnormal status.
Chakra - Heals HP.
Air Render - A fist attack done through the air.
Earth Render - A first attack done through the earth.
Kick - A flying kick capable of targeting multiple enemies at once.
Focuse - A meditative technique that empowers the user.
Dragon of the Darkness Flame - lvl. 6 - D12
*Ja
*Ou en
*Satsu ken
*Kyoko
*Ryu
*Sai!
*DRAGON OF THE DARKNESS FLAME!
Abilities - MENTAL - 1/1
Glorious Strategy - lvl. 7
*Wherein patience is learned.
*Wherein studying is done.
*Wherein preparations are made.
*Wherein plans become motion.
*Wherein effort is matched against effort.
*Wherin the unexpected is dealt with.
*Wherein victory is achieved.
Kiai-jutsu - lvl. 7
*Shout
*Shout louder
*Shout harder
*Shout twice but it fluxuates
Two Minds - lvl. 7
Traits
Iron Body - +50% HP.
Chaos Soul - (Active at 20%) HP. Critical range becomes 85-100.
Harmonic Combo - When support, magic and martial styles are used in that order the last part counts as a critical.
Passive Pressure-point Defense - Pressure point attacks used against you have a flat chance to backfire.
Opened Chakras - Bending styles don't go on cool-down.
Shifting Stances - When using a style of attack (magic, melee, or mental) the user is immune to damage and effect from the same.
EAS : Physical
EAS : Physical
EAS : Physical
EAS : Spiritual
EAS : Spiritual
EAS : Spiritual
EAS : Mental
EAS : Mental
EAS : Mental
Adrenaline - After taking damage for first time in combat next attack gains +25.
Combat Reflexes - Keep reaction during surprise rounds.
Ambidextrous - No penalty for wielding weapons in off hand.
Proper Form - Re-roll a melee attack once per combat.
Conditioning - Reduce cool downs by 1.
Pray - After making a successful spiritual action the next healing/defensive action is an automatic critical.
Sha Kai Jin - Heal hit points after successfully defending against a spiritual action with a spiritual reaction.
Genre Savvy - +15 on wits checks to identify an opponents plan or attack.
Body Check - When an enemy fails a melee-range attack against you roll flat to knock them prone.
Follow Through - Once per combat roll against an enemy that successfully blocked you to stun them for a turn.
Righteous Fury - When lowered to 25% of your hit points or less your next attack is a critical.
Better Lucky - Upon scoring a critical all bonus dice add +1.
Muscle Mass - When the enemy fails a melee attack against you a portion of the damage is reflected.
Crown of Thorns - Add half of strength to hit points.
Retsu Zai Zen - 50% damage reduction after scoring a critical.
Heroic Spirit - When facing an instant death roll twice.
Toughness - Can ignore one attack per combat.
Strong Soul - Add half of reserve to hit points.
Pride - Add 50 to your rolls as long as you have not been damaged in combat.
Mind over Matter - Add half your willpower to reserves.
Diamond in the Rough - As long as your are below 50% HP roll all rolls (accept exhaustion and wound) twice and take the greater.
Unshakeable - Roll twice for saves against status effects and take the greater.
Fight like a Man - Range attacks deal half damage.
Quick and the Dead - Roll initiative twice and keep the greater.
Skills
Bluff - 15 (+20)
Perception - 50
Lore : Narcotics - 50
Lore : SCP - 50
Lore : Martial Arts - 50
Language : Japanese - 30
Language : French - 30
Language : Russian - 30
Language : Chinese - 30
Shadowboxing - 50
Lore : Celestial Bureaucracy - 10
Sense Motive - 50
Drawing - 50
(25 unspent)
Equipment
Spirit Monk Amulet - Allows user to equip essence gems. (7/7)
*Charm Gem - Increased bluff by 5.
*Lucky Hand - Bonus money from enemies.
*Gem of Black Flame - +3 to reserves and willpower.
*Cyclone Gem - Damages enemies that attack wearer.
*Superior Charm Gem - +15 to bluff
*Gold Tongue - +10 to bluff, diplomacy and intuition
*Scholar Gem - +3 to Intelligence.
*Reserve Gem - +5 to Reserves
Obsidian Axes - Some pretty sweet axes.
Flame tongue - A nifty flame sword.
Sozin's Sword - Forged from sozin's comet it increases fire damage by 50% and deals fire damage itself.
Pole arm - A weapon necessary for 'flawless'.
Tien's Justice - (+15)
Snap and Crackle - Maces that ignore con soak and deal fire/lightning damage.
Viper - A sword and dagger granted in honor and given in love. (Grants +6, Fang may poison and whenever a target is poisoned by this blade attacks with the two blades automatically connect.) [Now is +7]
Mantle of Spell Resistance - (Spells roll vs DC 70)
Adamantine Gauntlet - (+5, once per combat may be activated for double damage, knockdown and stun.
Titan's Belt - Grants wearer great (+8) strength.
Gloves of Sun Soul - May activate a "smite evil" effect twice per encounter. Deathblow disintegrates evil/dark-aligned enemies.
Energy Potion x2 - (Restores 5 energy per potion.)
Allies
Mitsuki - Sword Monk (PHYS, SPRT, MNTL)
*Active - Joins player actively.
*Passive - Decisive Strike : All actions and reactions are treated as stunning fist for three turns after activation.
*Support - +15 to Melee attacks, Lore : Martial Arts, Acrobatics and Shadowboxing.
Bocobo the Chocobo - A trusty green chocobo that may cross any terrain.
*Peck - Stoically pecks the shit out of enemy.
*Earthquake - A vicious stomp that creates an earthquake.
Cash
$9000 / 150,000 GP
Energy - 71
Primary - PHYSICAL
Secondary - SPIRITUAL
Tertiary - MENTAL
STR - 50 (+8,+5)
DEX - 350
CON - 50
INT - 50
WIT - 50
WIL - 30 (+3)
PWR - 50
CTRL - 50
RESV - 30(+8)
Abilities - PHYSICAL - 5/5
Styles of the Jade Empire - lvl. 7 - D12 + 4
*White Demon - Slow and ponderous style with powerful kicks.
*Legendary Strike - A fearsome style seen by few and mastered by fewer.
*Spirit Thief - With this support style even the chi of others is within ones grasp.
*Heavenly Wave - Manipulating ones chi to slow an opponents movements.
* Paralyzing Palm - An esoteric style built around its paralyzing palm strikes.
*Storm Dragon - A style that sends lightning surging through an opponents veins.
*Viper - Swift strikes that sour the blood and disrupt the organs.
*Iron Palm - A low stance style that throws the users entire momentum into its blows.
*Seven Thunders - A chain of hits to the seven vital points of the body.
*Willow - Tenacious and durable this style wears down the opponent with whipping strikes.
*Black Mantis - A rare variant of Heavenly Wave this style strikes at an enemy's vulnerable points.
*Leopard Fist - Similar to White Demon in power and speed it us strangely uncommon.
*Monkey Paw - A style that mirrors the fast and unpredictable movements of a monkey.
*Divine Void - Named for its circular nature assaulting all opponents within the users own "void".
*Leaping Tiger - This style is defined by its quick, leaping movements and punishing claw strikes.
*Thousand Cuts - Raining quick, sharp strikes this style leaves opponents little chance to counterattack.
*Fortunes Favorite - Time-tested weapon style.
*Flawless - Staff combat refined to a flawless degree.
*Tang's axes - A devastating and deadly weapon style.
*Spear - A simple, easy to learn weapon style that keeps opponents at spear's length.
*Morning Stars - Belonging as much to life as it does to death this style is legendary.
*Eyes of the Dragon - A weapon style employing blades sharp enough to treat stone as silk.
*Death's Razor - The legacy of Death's Hand, this style is unparalleled in its deadliness.
*Drunken Master - A style that flows like wine and is just as destructive.
*Iron Viper - Harmonious offensive synergy of the low and high paths.
Mein Chu'an - lvl. 7 - D12 + 6
*Shatter Strike - A special strike that damages objects and machinery.
*Trial Strike - A special strike that reveals an opponents weaknesses.
*Sticky Hands - A special technique that locks down an opponents movements.
*Dragon Skin - Adds dice to soak rolls.
Blitz Commands - lvl. 7 - D12 + 4
*Tongue of the Dragon - Fires a great gout of flame like the dragons of old.
*Roar of the Sky Bison - A great ancient wind tosses the enemy about and slams them back down to earth.
*Stomp of the Badgermole - Issues a rolling shockwave through the earth that batters the enemy about.
*Sting of the Moon Spirit - Swift slashing strikes reminiscent of how a coy swims through water.
Hokuto Shinken - lvl. 7 - D12 + 4
Nishi Shinku Ha! (Two Finger Air Snatch)
Ganzan Ryozan Ha! (Boulder Splitting Wave)
Hokuto Gokin Budan Kyaku! (North Star Muscle Cutting Kick)
Hokuto Hiei Ken! (North Star Flying Defensive Fist)
Hokuto Hyakuretsu Dan! (North Star Hundred Crack Fist)
Nanto Seiken - lvl. 7 - D12 + 4
Nanto Hakurō Ken - South Dipper White Heron Fist
Nanto Hōō Ken - South Dipper Fenghuang Phoenix Fist
Nanto Kōkaku Ken - South Dipper Flamingo Fist
Nanto Koshū Ken - South Dipper Lone Eagle Fist
Nanto Saigo no Shō - The Last General of South Dipper
Nanto Suichō Ken - South Dipper Waterbird Fist
Ryozanpaku Rhythm - lvl. 7 - D? +?
To swiftly switch between a varied array of martial arts.
Abilities - SPIRITUAL - 3/3
Bending - lvl. 7 - D12 + 4
*Earth bending - Martial command over the element of earth.
**Metal bending - A deeper command of earth extending to minerals.
*Fire bending - Martial command over the element of fire.
**Lightning bending - A deeper command of plasma extending to lightning.
*Water bending - Martial command over the element of water.
**Blood bending - A deeper command of fluid extending to blood and other such liquids.
*Air bending - Martial command over the element of air.
**Energy Bending - An ultimate understanding of the nature and flow of all energy and the power to manipulate such.
Magic Styles of the Jade Empire - lvl. 7 - D12 + 4
*Immortal Tempest - Harsh winds with the smooth temperance of stone defends the user and counters the enemy.
*Dire Flame - A terrifying manipulation that immolates all who dare challenge it.
*Ice Shard - Soul-chilling cold capable of slowing or freezing an opponent solid.
*Stone Immortal - The mighty power of stone and crystal at ones hands.
*Tempest - With the winds at ones beck and call other opponents are effortlessly blown away.
*Toad Demon - To take the deceptively deadly form of a toad demon.
*Horse Demon - To take on the sadistic, fiery visage of a horse demon.
*Red Minister - To adopt the form of a spirit-leeching sage.
*Rhino Demon - To command the size and power of a rhino demon.
*Jade Golem - To embrace the brutal cunning of a Jade Golem.
*Elephant Demon - To embody the force of an elephant demon.
*Bull Demon - To strike fear into the hearts of all as a bull demon.
*Ogre - To become a hearty ogre.
*Fox Demon - To shift into the form of a swift and sleek fox demon.
Monk Techniques - lvl. 7 - D12
Purify - Cures an abnormal status.
Chakra - Heals HP.
Air Render - A fist attack done through the air.
Earth Render - A first attack done through the earth.
Kick - A flying kick capable of targeting multiple enemies at once.
Focuse - A meditative technique that empowers the user.
Dragon of the Darkness Flame - lvl. 6 - D12
*Ja
*Ou en
*Satsu ken
*Kyoko
*Ryu
*Sai!
*DRAGON OF THE DARKNESS FLAME!
Abilities - MENTAL - 1/1
Glorious Strategy - lvl. 7
*Wherein patience is learned.
*Wherein studying is done.
*Wherein preparations are made.
*Wherein plans become motion.
*Wherein effort is matched against effort.
*Wherin the unexpected is dealt with.
*Wherein victory is achieved.
Kiai-jutsu - lvl. 7
*Shout
*Shout louder
*Shout harder
*Shout twice but it fluxuates
Two Minds - lvl. 7
Traits
Iron Body - +50% HP.
Chaos Soul - (Active at 20%) HP. Critical range becomes 85-100.
Harmonic Combo - When support, magic and martial styles are used in that order the last part counts as a critical.
Passive Pressure-point Defense - Pressure point attacks used against you have a flat chance to backfire.
Opened Chakras - Bending styles don't go on cool-down.
Shifting Stances - When using a style of attack (magic, melee, or mental) the user is immune to damage and effect from the same.
EAS : Physical
EAS : Physical
EAS : Physical
EAS : Spiritual
EAS : Spiritual
EAS : Spiritual
EAS : Mental
EAS : Mental
EAS : Mental
Adrenaline - After taking damage for first time in combat next attack gains +25.
Combat Reflexes - Keep reaction during surprise rounds.
Ambidextrous - No penalty for wielding weapons in off hand.
Proper Form - Re-roll a melee attack once per combat.
Conditioning - Reduce cool downs by 1.
Pray - After making a successful spiritual action the next healing/defensive action is an automatic critical.
Sha Kai Jin - Heal hit points after successfully defending against a spiritual action with a spiritual reaction.
Genre Savvy - +15 on wits checks to identify an opponents plan or attack.
Body Check - When an enemy fails a melee-range attack against you roll flat to knock them prone.
Follow Through - Once per combat roll against an enemy that successfully blocked you to stun them for a turn.
Righteous Fury - When lowered to 25% of your hit points or less your next attack is a critical.
Better Lucky - Upon scoring a critical all bonus dice add +1.
Muscle Mass - When the enemy fails a melee attack against you a portion of the damage is reflected.
Crown of Thorns - Add half of strength to hit points.
Retsu Zai Zen - 50% damage reduction after scoring a critical.
Heroic Spirit - When facing an instant death roll twice.
Toughness - Can ignore one attack per combat.
Strong Soul - Add half of reserve to hit points.
Pride - Add 50 to your rolls as long as you have not been damaged in combat.
Mind over Matter - Add half your willpower to reserves.
Diamond in the Rough - As long as your are below 50% HP roll all rolls (accept exhaustion and wound) twice and take the greater.
Unshakeable - Roll twice for saves against status effects and take the greater.
Fight like a Man - Range attacks deal half damage.
Quick and the Dead - Roll initiative twice and keep the greater.
Skills
Bluff - 15 (+20)
Perception - 50
Lore : Narcotics - 50
Lore : SCP - 50
Lore : Martial Arts - 50
Language : Japanese - 30
Language : French - 30
Language : Russian - 30
Language : Chinese - 30
Shadowboxing - 50
Lore : Celestial Bureaucracy - 10
Sense Motive - 50
Drawing - 50
(25 unspent)
Equipment
Spirit Monk Amulet - Allows user to equip essence gems. (7/7)
*Charm Gem - Increased bluff by 5.
*Lucky Hand - Bonus money from enemies.
*Gem of Black Flame - +3 to reserves and willpower.
*Cyclone Gem - Damages enemies that attack wearer.
*Superior Charm Gem - +15 to bluff
*Gold Tongue - +10 to bluff, diplomacy and intuition
*Scholar Gem - +3 to Intelligence.
*Reserve Gem - +5 to Reserves
Obsidian Axes - Some pretty sweet axes.
Flame tongue - A nifty flame sword.
Sozin's Sword - Forged from sozin's comet it increases fire damage by 50% and deals fire damage itself.
Pole arm - A weapon necessary for 'flawless'.
Tien's Justice - (+15)
Snap and Crackle - Maces that ignore con soak and deal fire/lightning damage.
Viper - A sword and dagger granted in honor and given in love. (Grants +6, Fang may poison and whenever a target is poisoned by this blade attacks with the two blades automatically connect.) [Now is +7]
Mantle of Spell Resistance - (Spells roll vs DC 70)
Adamantine Gauntlet - (+5, once per combat may be activated for double damage, knockdown and stun.
Titan's Belt - Grants wearer great (+8) strength.
Gloves of Sun Soul - May activate a "smite evil" effect twice per encounter. Deathblow disintegrates evil/dark-aligned enemies.
Energy Potion x2 - (Restores 5 energy per potion.)
Allies
Mitsuki - Sword Monk (PHYS, SPRT, MNTL)
*Active - Joins player actively.
*Passive - Decisive Strike : All actions and reactions are treated as stunning fist for three turns after activation.
*Support - +15 to Melee attacks, Lore : Martial Arts, Acrobatics and Shadowboxing.
Bocobo the Chocobo - A trusty green chocobo that may cross any terrain.
*Peck - Stoically pecks the shit out of enemy.
*Earthquake - A vicious stomp that creates an earthquake.
Cash
$9000 / 150,000 GP