Post by blacktothefuture on Apr 29, 2013 11:38:04 GMT -5
Demon/Hacker/'Sartros - Lord of Flame'
HP - 102 (+3)
Energy - 95 (+3)
Secondary - PHYSICAL
Secondary - SPIRITUAL
Secondary - MENTAL
STR - 32 (+2)
DEX - 35 (+2)
CON - 30
PWR - 40
CTRL - 30
RESV - 40
INT - 37
WIT - 30
WIL - 40
Abilities - PHYSICAL - 4/4
Wire-fu - Lvl. 4 - D12+2
Ansatsuken - Lvl. 7 - D12+2
*Hadouken
*Gohadoken
*Shakunetsu Hadoken
*Zanku Hadoken
*Shoryuken
*Goshoryuken
*Tatsumaki Senpukyaku
*Tatsumaki Zankukyaku
*Tatsumaki Gorasen
*Joudan Sokutogeri
*Shinku Hadoken
*Shinku Tatsumaki Senpukyaku
*Metsu Shoryuken
*Shin Shoryuken
*Forbidden Shoryuken
*Metsu Hadoken
*Roll
*Hyakkishu
*Shoryureppa
*Shinryuken
*Shippu Jinraikyaku
*Kuzuryu Reppa
*Shinbu Messatsu
*Guren Senpukyaku
*Ashura Senku
*Tenma Shurettou
*Messatsu Gou Hadou
*Tenma Gou Zankuu
*Messatsu-Goshoryu
*Messatsu-Gourasen
*Raging Demon
*Kongou Kokuretsuzan
*Demon Armageddon
*Senkugoshoha
*Kongoshin
*Denjin Hadoken
Rindoukan Karate - Lvl.3 D12+2
*Hayate
*Karakusa
*Oroshi
*Tanden Renki
Retaliate - Lvl.2 D12+2
Abilities - SPIRITUAL - 4 (+1)/4 (+1)
Blazing Murder Overlord Style - Lvl. 7 - D12+2
*Fist of the Mortal Flame
*Flamethrower
*Jangshi transformation
*Dragon of the Darkness Flame
*Sword of Black Flame
*Black Dragon Wave
*Remote Viewing
*Mind/item reading
The Ripple Lvl. 3 - D12+2
*Zoom Punch
*SUNU-LIGHTO-OVA DURIVE!
Demon Magic Lvl. 3 - D12+2
*Smouldering Ember Empowerment
*Black Hole
*Purification
*Flight
*Eternal Chaotic Flame
*Stalker Flare
Vile Spear Lvl. 3 - D12
*A demonic blast of energy focused through a blade and fired.
Symbology Lvl.1 - D8+2
*Fire bolt
*Ice Needles
*Healing
*Silence
Abilities - MENTAL - 4/4
Hacking - Lvl. 7 - D8+2
*Repair RSI 1.0 (heal)
*Logic Barrage 1.0
*Gausian Blur (buff)
*Logic Blast
*UI Lag 1.0 (a.o.e. viral defense and accuracy lower)
*Emergency Repairs 1.0 (out of combat heal over time)
*Overclock (self buff, raise virus damage)
*Slow (out of combat accuracy and speed lower)
*Code Freeze 1.0 (out of combat root that ends when target is damaged)
*Restore Health 1.0 (out of combat heal)
*Restore Group 1.0
*Harmful Code 1.0
*Passive Code (self buff, raise healing)
*Bolster Health 1.0 (out of combat health increase)
*Movement Accelerator 1.0 (increase movement speed)
*Transmit Virus? (increase virus damage and defense)
*Repair and Upgrate (increase healing and sweep)
Alchemy - Lvl. 2 - D8
*Transmutation
*Flame Alchemy
Stand - Rage Against the Machine - lvl. 2 - D12 + 2
Mastery of Three Forms of Life - lvl.2 - D12 +2
(0 AP unspent)
Traits
Jack of All Trades - 15% increase to HP, Energy and 1.5 skill base increase.
Fire Demon - Fire-based attacks add Blazing Murder Overlords buff rating. Black is also immune to fire and if targeted with a fire-based attack restores an energy at the end of the turn once per turn.
World Warrior - When a block, parry or dodge is successful Black rolls an extra normal attack, if this attack is successful Black's next action gains a bonus of +30.
Veteran Warrior - If during a melee action/reaction your base roll is higher than your opponents their total roll is reduced.
First Hit No Quit - The first action/reaction after losing 'pride' may not be defended against, merely withstood.
You cannot get the level seven trait, that is impossible. Instead you must realize the truth, that it is not the level seven that traits but merely your mind - add INT to rolls.
Proper Form - re-roll a failed physical action once per combat.
Vigilance - one extra reaction a turn.
Adrenaline - After taking damage for the first time in a combat next attack gets +25.
Better Lucky - When a critical is rolled add two to all bonus dice.
Otherworldly - Roll twice against curses, charms and taunts, then take the greater.
Follow Through - Once per combat you may roll flat against an opponents successful block, if beaten the enemy is stunned for a turn.
Combat Reflexes - Keep reactions during a surprise round.
Payload - Spending max energy makes attacks do 25% extra damage.
Gifted Adept - Re-roll an execution roll once per session.
Heroic Spirit - Roll twice against instant death/fear effects and take the better.
Precision - Critical attacks ignore 25 points of soak.
Death Dealer - +30 to attack if the target has healed in the last turn or regenerates.
Blindside - +25 when attacking a target that did not target you this or last turn.
Ambidextrous - Off-hand attacks take no penalty.
Pride - Add 50 to your rolls as long as you have not been damaged in combat.
Strong Soul - Add half reserves to hit points.
Inner Reserves - Execution criticals give two energy instead of one.
Mind Over Matter - Add half of willpower to hit points.
Nerves of Steel - The first stun of the combat does not make you lose a turn. This also negates blitz.
Unshakeable - Roll saving throws for statuses twice and take the greater.
Quick and the Dead - Roll initiative twice and take the greater.
Trigger Finger - If you have the highest initiative you get a free action.
Toughness - The first attack that would reduce you to 0 HP of the combat is ignored.
Twist the Knife - Add 25 to effect rolls when target is below half health.
Crown of Thorns - Add half of strength to hitpoints.
Retsu Zai Zen - After scoring a critical you have 50% damage reduction for the turn.
Deep Breath - Recover an extra two energy during restoration.
Wary - +10 to rolls against feints and deceptions.
Battle Aura - Once per session on a successful spiritual action roll flat to reduce a spiritual ability's dice by one, criticals add +20 to this roll.
Overawe - Once per session on a successful mental action roll flat to reduce a mental ability's dice by one, criticals add +20 to this roll.
Intimidate - Once per session on a successful physical action roll flat to reduce a physical ability's dice by one, criticals add +20 to this roll.
Paranoia - Roll twice on perception checks and keep the greater of the two.
Cold Blood - Add 50 when attacking a stunned or otherwise helpless opponent.
(1 trait choices unspent)
Extra Ability Slot : Physical x3
Extra Ability Slot : Mental x3
Extra Ability Slot : Spiritual x3
Extra Gear Slot : Spiritual
Extra Gear Slot : Physical
Extra Gear Slot : Mental
Skills (Specializations : Physical and Cultural)
*Drawing - 20
*Graffiti - 20
**Meditation - 10
*Perception - 15
**Lore : Hetairia - 5
**Performance - 10
*Acting - 15
**Art : Line Drawing - 5
**Computer Operations - 15
**Computer Programming - 10
**Advanced (ugh!) Mathematics - 5
**Computer Hacking - 15
*Lore : Martial Arts - 20
**Lore : Demons and Monsters - 10
*Language : Japanese - 4
*Language : Italian - 2
*Language : Russian - 2
**Languange : Mystic - 10
*Painting - 5
*Tumble - 8
*Boxing - 5
*Cooking - 3
*Running - 3
**Identify Wards - 10
**Read Runes - 7
(20 skill points unspent for that skill I forgot to buy/need to buy now. Also my base is ten, fancy that.)
Equipment
Simple Arm Guards - Black arm guards that come down over the hands.
Serpents Horn - Attacks from this weapon require two reactions, ignore toughness, heroic spirit and all re-raises and grants +15 for each user-inflicted status upon the target. (Used along with an already equip weapon.)
Twin Maidens - +4 gloves that upon hit have a chance of making target ice-attuned.
Colt M1911's - A modified pair of colts and 2/3 bullets for each.
Red Silver Sword - Longsword surrendered by The Red Silver company.
Sci-fi Pistol - A break-action revolver that causes its bullets to bounce and ricochet.
Caster Gun - Part mechanation, part mysticism, this firearm shoots enchanted shells that draw on the users energy.
*One #3 (Large red beam), two #4's (Black Hole), a #1 () and a #9 (immensely powerful wind).
Il-su-don - +2 to strength, dexterity and +3 to HP and energy.
Fire Flower Supplement - +3 to all saves and a +6 to fire actions (does not stack).
Shikon Jewl - +15 on spiritual actions and +5 to soaks.
The Fire Crest - +15 on fire-based actions.
Improved Wired Reflexes - Grants +6 to initiative.
Items
Muscle Supplement - Grants +2 to strength.
Lesser Health Potion x4 - Heals 5 HP.
Health Potion - Heals 10 HP.
Holy Water x3 - Blessed water often used against evil creatures.
Cure All x1 - A special medicine that cures any ailment.
Twin Blade x1 - A pair of weapons for the 'twin blade' class.
Spirit Ring - Grants +1 to reserves.
Black Spiral Claws - +3 claws that double their effect when used against defensive abilities and deals double damage to supernatural.
Empty Bottle x1 - Can be filled by an alchemist.
Hand Talisman - Produces a second projectile on relevant attacks.
Charm Resist Potion - Bolsters defense against charms.
Witch Burning Potion - Burns witches. Dead.
Returning Stake - A wooden stake that may be thrown and returns to its thrower as if by magic.
Arctic Wind x1 - casts a powerful ice spell.
Zues's Fury x1 - casts a powerful lightning spell.
The Earth Crest - +15 to earth-based actions. (Earned from Game of Death but with demons, the raddest solo-session ever.)
The Air Crest - +15 to wind-based actions. (Earned from fighting a powerful monster martial artist.)
The Water Crest - +15 to water-based actions. (Earned by aiding ripple users vanquish a powerful vampire.)
The Time Crest - A crest that rules over the past. (Earned by not being a bitch-ass-nyigguh.)
Cash
$9,329,740 & ? in Hell money
HP - 102 (+3)
Energy - 95 (+3)
Secondary - PHYSICAL
Secondary - SPIRITUAL
Secondary - MENTAL
STR - 32 (+2)
DEX - 35 (+2)
CON - 30
PWR - 40
CTRL - 30
RESV - 40
INT - 37
WIT - 30
WIL - 40
Abilities - PHYSICAL - 4/4
Wire-fu - Lvl. 4 - D12+2
Ansatsuken - Lvl. 7 - D12+2
*Hadouken
*Gohadoken
*Shakunetsu Hadoken
*Zanku Hadoken
*Shoryuken
*Goshoryuken
*Tatsumaki Senpukyaku
*Tatsumaki Zankukyaku
*Tatsumaki Gorasen
*Joudan Sokutogeri
*Shinku Hadoken
*Shinku Tatsumaki Senpukyaku
*Metsu Shoryuken
*Shin Shoryuken
*Forbidden Shoryuken
*Metsu Hadoken
*Roll
*Hyakkishu
*Shoryureppa
*Shinryuken
*Shippu Jinraikyaku
*Kuzuryu Reppa
*Shinbu Messatsu
*Guren Senpukyaku
*Ashura Senku
*Tenma Shurettou
*Messatsu Gou Hadou
*Tenma Gou Zankuu
*Messatsu-Goshoryu
*Messatsu-Gourasen
*Raging Demon
*Kongou Kokuretsuzan
*Demon Armageddon
*Senkugoshoha
*Kongoshin
*Denjin Hadoken
Rindoukan Karate - Lvl.3 D12+2
*Hayate
*Karakusa
*Oroshi
*Tanden Renki
Retaliate - Lvl.2 D12+2
Abilities - SPIRITUAL - 4 (+1)/4 (+1)
Blazing Murder Overlord Style - Lvl. 7 - D12+2
*Fist of the Mortal Flame
*Flamethrower
*Jangshi transformation
*Dragon of the Darkness Flame
*Sword of Black Flame
*Black Dragon Wave
*Remote Viewing
*Mind/item reading
The Ripple Lvl. 3 - D12+2
*Zoom Punch
*SUNU-LIGHTO-OVA DURIVE!
Demon Magic Lvl. 3 - D12+2
*Smouldering Ember Empowerment
*Black Hole
*Purification
*Flight
*Eternal Chaotic Flame
*Stalker Flare
Vile Spear Lvl. 3 - D12
*A demonic blast of energy focused through a blade and fired.
Symbology Lvl.1 - D8+2
*Fire bolt
*Ice Needles
*Healing
*Silence
Abilities - MENTAL - 4/4
Hacking - Lvl. 7 - D8+2
*Repair RSI 1.0 (heal)
*Logic Barrage 1.0
*Gausian Blur (buff)
*Logic Blast
*UI Lag 1.0 (a.o.e. viral defense and accuracy lower)
*Emergency Repairs 1.0 (out of combat heal over time)
*Overclock (self buff, raise virus damage)
*Slow (out of combat accuracy and speed lower)
*Code Freeze 1.0 (out of combat root that ends when target is damaged)
*Restore Health 1.0 (out of combat heal)
*Restore Group 1.0
*Harmful Code 1.0
*Passive Code (self buff, raise healing)
*Bolster Health 1.0 (out of combat health increase)
*Movement Accelerator 1.0 (increase movement speed)
*Transmit Virus? (increase virus damage and defense)
*Repair and Upgrate (increase healing and sweep)
Alchemy - Lvl. 2 - D8
*Transmutation
*Flame Alchemy
Stand - Rage Against the Machine - lvl. 2 - D12 + 2
Mastery of Three Forms of Life - lvl.2 - D12 +2
(0 AP unspent)
Traits
Jack of All Trades - 15% increase to HP, Energy and 1.5 skill base increase.
Fire Demon - Fire-based attacks add Blazing Murder Overlords buff rating. Black is also immune to fire and if targeted with a fire-based attack restores an energy at the end of the turn once per turn.
World Warrior - When a block, parry or dodge is successful Black rolls an extra normal attack, if this attack is successful Black's next action gains a bonus of +30.
Veteran Warrior - If during a melee action/reaction your base roll is higher than your opponents their total roll is reduced.
First Hit No Quit - The first action/reaction after losing 'pride' may not be defended against, merely withstood.
You cannot get the level seven trait, that is impossible. Instead you must realize the truth, that it is not the level seven that traits but merely your mind - add INT to rolls.
Proper Form - re-roll a failed physical action once per combat.
Vigilance - one extra reaction a turn.
Adrenaline - After taking damage for the first time in a combat next attack gets +25.
Better Lucky - When a critical is rolled add two to all bonus dice.
Otherworldly - Roll twice against curses, charms and taunts, then take the greater.
Follow Through - Once per combat you may roll flat against an opponents successful block, if beaten the enemy is stunned for a turn.
Combat Reflexes - Keep reactions during a surprise round.
Payload - Spending max energy makes attacks do 25% extra damage.
Gifted Adept - Re-roll an execution roll once per session.
Heroic Spirit - Roll twice against instant death/fear effects and take the better.
Precision - Critical attacks ignore 25 points of soak.
Death Dealer - +30 to attack if the target has healed in the last turn or regenerates.
Blindside - +25 when attacking a target that did not target you this or last turn.
Ambidextrous - Off-hand attacks take no penalty.
Pride - Add 50 to your rolls as long as you have not been damaged in combat.
Strong Soul - Add half reserves to hit points.
Inner Reserves - Execution criticals give two energy instead of one.
Mind Over Matter - Add half of willpower to hit points.
Nerves of Steel - The first stun of the combat does not make you lose a turn. This also negates blitz.
Unshakeable - Roll saving throws for statuses twice and take the greater.
Quick and the Dead - Roll initiative twice and take the greater.
Trigger Finger - If you have the highest initiative you get a free action.
Toughness - The first attack that would reduce you to 0 HP of the combat is ignored.
Twist the Knife - Add 25 to effect rolls when target is below half health.
Crown of Thorns - Add half of strength to hitpoints.
Retsu Zai Zen - After scoring a critical you have 50% damage reduction for the turn.
Deep Breath - Recover an extra two energy during restoration.
Wary - +10 to rolls against feints and deceptions.
Battle Aura - Once per session on a successful spiritual action roll flat to reduce a spiritual ability's dice by one, criticals add +20 to this roll.
Overawe - Once per session on a successful mental action roll flat to reduce a mental ability's dice by one, criticals add +20 to this roll.
Intimidate - Once per session on a successful physical action roll flat to reduce a physical ability's dice by one, criticals add +20 to this roll.
Paranoia - Roll twice on perception checks and keep the greater of the two.
Cold Blood - Add 50 when attacking a stunned or otherwise helpless opponent.
(1 trait choices unspent)
Extra Ability Slot : Physical x3
Extra Ability Slot : Mental x3
Extra Ability Slot : Spiritual x3
Extra Gear Slot : Spiritual
Extra Gear Slot : Physical
Extra Gear Slot : Mental
Skills (Specializations : Physical and Cultural)
*Drawing - 20
*Graffiti - 20
**Meditation - 10
*Perception - 15
**Lore : Hetairia - 5
**Performance - 10
*Acting - 15
**Art : Line Drawing - 5
**Computer Operations - 15
**Computer Programming - 10
**Advanced (ugh!) Mathematics - 5
**Computer Hacking - 15
*Lore : Martial Arts - 20
**Lore : Demons and Monsters - 10
*Language : Japanese - 4
*Language : Italian - 2
*Language : Russian - 2
**Languange : Mystic - 10
*Painting - 5
*Tumble - 8
*Boxing - 5
*Cooking - 3
*Running - 3
**Identify Wards - 10
**Read Runes - 7
(20 skill points unspent for that skill I forgot to buy/need to buy now. Also my base is ten, fancy that.)
Equipment
Simple Arm Guards - Black arm guards that come down over the hands.
Serpents Horn - Attacks from this weapon require two reactions, ignore toughness, heroic spirit and all re-raises and grants +15 for each user-inflicted status upon the target. (Used along with an already equip weapon.)
Twin Maidens - +4 gloves that upon hit have a chance of making target ice-attuned.
Colt M1911's - A modified pair of colts and 2/3 bullets for each.
Red Silver Sword - Longsword surrendered by The Red Silver company.
Sci-fi Pistol - A break-action revolver that causes its bullets to bounce and ricochet.
Caster Gun - Part mechanation, part mysticism, this firearm shoots enchanted shells that draw on the users energy.
*One #3 (Large red beam), two #4's (Black Hole), a #1 () and a #9 (immensely powerful wind).
Il-su-don - +2 to strength, dexterity and +3 to HP and energy.
Fire Flower Supplement - +3 to all saves and a +6 to fire actions (does not stack).
Shikon Jewl - +15 on spiritual actions and +5 to soaks.
The Fire Crest - +15 on fire-based actions.
Improved Wired Reflexes - Grants +6 to initiative.
Items
Muscle Supplement - Grants +2 to strength.
Lesser Health Potion x4 - Heals 5 HP.
Health Potion - Heals 10 HP.
Holy Water x3 - Blessed water often used against evil creatures.
Cure All x1 - A special medicine that cures any ailment.
Twin Blade x1 - A pair of weapons for the 'twin blade' class.
Spirit Ring - Grants +1 to reserves.
Black Spiral Claws - +3 claws that double their effect when used against defensive abilities and deals double damage to supernatural.
Empty Bottle x1 - Can be filled by an alchemist.
Hand Talisman - Produces a second projectile on relevant attacks.
Charm Resist Potion - Bolsters defense against charms.
Witch Burning Potion - Burns witches. Dead.
Returning Stake - A wooden stake that may be thrown and returns to its thrower as if by magic.
Arctic Wind x1 - casts a powerful ice spell.
Zues's Fury x1 - casts a powerful lightning spell.
The Earth Crest - +15 to earth-based actions. (Earned from Game of Death but with demons, the raddest solo-session ever.)
The Air Crest - +15 to wind-based actions. (Earned from fighting a powerful monster martial artist.)
The Water Crest - +15 to water-based actions. (Earned by aiding ripple users vanquish a powerful vampire.)
The Time Crest - A crest that rules over the past. (Earned by not being a bitch-ass-nyigguh.)
Cash
$9,329,740 & ? in Hell money