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Post by Crowco Cooper on Jun 22, 2017 13:38:16 GMT
Hey, Cooper here! As y'all know I do a lot of work with the codex. Thing is, there's a lot of things that go in which I'm not to sure about. That's what I'm making this for. You all can help me test stuff. Now you'll probably see some stuff come up that doesn't look like something that would be in srt. That's because I have a side project going that i also want to get sorted. The setting of the situation will change multiple times and will not be connected together. Your character will also be of a rank 5 plus level. Some times I will aks of you to use a vehicle or pet, or even use an entirely system. Keep this in mind. Now if you would, go ahead and make a character. Thanks in advance. Bio: Name: Age: Race: Faction: Element: Skill tree: Profession: Spells useable: Skills useable: Preferred way of fighting : Basic Appearance: Health: Mana: Stamina: (Stat points are 200, unlike the regular 100 for actual SRT starters) Equipment: (Not restricted, go ahead and play with anything from the codex) Name: Jojha Free
Gender: Male
Age: 27
Race: Avian
Faction: SRT
Element: Pure Magic
Skill tree: Dexterity
Profession: Enchanter
Spells useable: Bound weapon - The caster casts a binding enchantment over their melee weapon, allowing them to throw the weapon over close range and have it fly itself back to the wielder. It also allows for creative fighting techniques. The modern spellsword can't go without it. Uses 10 mana. Can roll 1 time to throw a weapon over close range. Effect lasts 3 rounds, can be thrown up to 3 times.
Experienced magic weapon - the caster summons a one- or two-handed weapon out of thin air to wield for one round. Alternatively, six weapons can be "summoned" and thrown in rapid succession. It is recommended that this throwing is done with melee weapons. The weapon(s) that are casted are translucent and glow, making it impossible to sneak with them. The weapons are not actually summoned, but rather formed from the magic someone releases. Melee - Does 20 magic damage. Roll 1-5 dices with 6 sides. Need 1, 3 or 6 to hit. AP 2. Melee range. Ranged - Does 10 magic damage. Roll 1-10 dices with 6 sides. Need 1 or 6 to hit. AP 1. Mid range. Thrown - Does 25 magic damage. Roll 1-6 dices with 6 sides. Need 1 or 6 to hit. AP 2. Close range. Uses 50 mana.
Anguish -The caster lets magic surge through their weapon, giving it more AP. This lasts a good 3 rounds. Takes a round to prepare the weapon, lasts one round. Adds +1 AP to the weapon wielded by the caster for 3 rounds. Uses 15 mana.
Time crumble - Allows for three round of attacks to be launched in one round. Giving the caster supernatural movement by massively increasing their perception of time. The spell takes one round to prepare, after which for two round long no more spells can be casted. Can not launch spells during the three round time the spell gives. The servants of sycropahs used this spell to gain a slight understanding of the world as their god saw it. It is a holy pure mana spell. Uses 50 mana.
Skills useable: Dodge - It is not just Strength that wins a fight, and this skill is one that proves it. Requires the user to have both hands free. If a melee attack lands on a 1, the user can choose to dodge that attack and attacks following that. Costs 10 Stamina, and an additional 5 for every attack dodged afterward.
Speed time - This melee weapon skill allows the user to gain a rush of adrenaline, which in turn seemingly slows down time for the user, allowing him/her to get in two more attacks. +2 attacks for the round. Uses 20 stamina. Lasts 1 round.
Preferred way of fighting: Jojha prefers a far more creative way of fighting instead of the typical guns blazing approach. Using his own magical potential and his blade, he is one to use debuffs to weaken his opponents only so he may buff himself in an attempt to make the battle swift. With a blade resting in his hands and his own magical potential, Jojha can be a real threat in the heat of the fight.
Basic Appearance: 6"6 foot tall, Piercing bright blue eyes, straight jet black hair cut short, Soft facial features, medium build and snow white wings that are three meters long when put together.
Health: 95
Mana: 120
Stamina: 70
Equipment: Icarus armor - Armor used mostly by stealth units that prefer agility, stealth, and the element of surprise over brawn. It is fitted with wingsuit expansions and is often colored completely black. This allows for the wearer to glide through the sky. All the issues of icarus armor universally have rain camo with grey-black pallet. Adds 45 health, 20 mana. Movement speed 2. AP 1.
Sword of light - Old technology has allowed for swords to be made out of magic. The result of it being a borderline knock off of lightsabers. But we guarantee you it's totally different in no way. Very obvious to see, and therefore impossible to sneak with. They can have different colours, something which can be modified on the spot. One-handed sword. Costs 750 dollars. Does 10 magic damage. AP 2. Roll 1-6 dices with 6 sides. 1, 3, 4 or 6 to hit
15x Throwing knife - Nothing special a knife that is thrown at a person to deal damage simple. Got 15. Roll 1 dice with 6 sides. 1, 3, or 6 to hit. Deals 5 stab damage and if left in will deal 1 bleeding damage per turn. Short range
USP - The USP is the main pistol for the soldiers of SRT. It is the typical pistol used by both police and military organisations everywhere. The USP comes with 19 bullet magazines, modding capabilities, and a slight bit more stopping power than that of other pistols. Costs 750 dollars. Does 8 bullet damage. AP 1.
Tanto - A miniature katana with the size of a knife. This knife finds its use most often as a dualwielding knife to join a wakizashi or katana. Their sharp edge give them a stunning damage and speed. Costs 2000 dollars. Does 15 slash/stab damage. 35 when sneaking. AP 1.
2x Incendiary grenade - This little piece of flaming white phosphorus will burn just about anywhere. 6 second timer. Fire will spread over a 2 meter diameter area. Flames will extinguish after 4 turns, but will last if flammable material supplied. Note: Illegal to use in civilian areas under International Law. Not that Xerna cares, but then again they'd use molotovs. Costs 500 dollars. Major burning damage inside blast zone. AP 1.
M18 Stun Grenade - For your everyday breach and clear needs. 6 second timer, and will blind and deafen anyone within 1.5 meter radius without protection or cover. Do not throw in water, you really don't want to do that. Costs 500 dollars. Minor stun and blinded for 1 round, and -2 accuracy for one round after. AP 1.
3x M67 Fragmentation grenade - Your classic grenade, used by numerous military forces around the world. It has a 6 second timer. And no, it does not deal holy damage, even though we did have a man called Monthy test it on rodents. Cost 500 dollars. 15 explosive damage if within 1.5 metre, 10 explosive damage between 1.5 metre to 3 metre, and 5 explosive damage between 3 metre and 6 metre. AP 3.
Name: "The One-Man Army"
Age: 27
Race: Fairy Faction: UAF Element: Light Skill tree: Strength
Profession: Armorer
Spells usable: Sun's blessing - A spell that can only be used when sun rays are touching the skin of the caster. This spell allows for an increase of health, regardless of whether this would heal existing wounds or boost the maximum health is up to the circumstances. Can be used on both self and others, as long as sunrays are touching the target and caster. Heals/buffs 10 health. Uses 10 mana.
Nova - The user compresses particles of pure light and energy to create a pulsing crystal-like orb of energy, ready to violently burst when it hits someone. Due to it's burst effect, it's too dangerous to use at melee range. Does 15 damage. Uses 15 mana. Roll 1 dice with 6 sides. 1 or 6 to hit. Mid range at most, close range at least.
Denial of fate - This spell was made especially for the warriors of Zerna who proved themselves loyal to her. The spell allows the caster to ward death for little longer so they can still fight or flee. Uses 20 mana. Lasts 5 rounds. When health reaches 0 or below, the health of the caster is healed to 1 health, regardless of how much damage was done. Can be casted only once every 50 rounds. Holy spell.
Skills usable: Mighty strike - This skill allows the user to either use the butt of a gun, a blunt weapon or the hilt of a blade to strike your opponent into a daze, stunning them for one round. Roll 1 dice with 6 sides. Need 1 or 6 to hit. Does 5 blunt damage. Uses 15 stamina. Minor stun.
Preferred way of fighting: "Overwhelming Melee force combined with supporting fire from two different firing positions. Suppressing the enemy in question and forcing them to remain in cover-- or whatever can survive the combined force of two LMG ammo boxes filled with explosive ammunition long enough to be butchered by a squadron of Void Warriors."
Basic Appearance: Standing at 4'10" with a slim build, this particular fairy has large eyes the color of freshly cut grass, and wings more alike to a Dragonfly. However, that fragility is more than offset by the sheer arsenal hanging off his frame at any given moment-- both the weapons and his demeanor making him appear larger-than-life.
Health: 90 Mana: 75 Stamina: 35
Equipment: Duplicus - A self contained spell version of the void spell "clone". Uses m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast clone.
1x Full Elixir. fully heals
3x Aegis - A self contained spell version of the void spell "void warrior". Uses m21 spell container to make. Journeyman level enchanter object. Enchanter must be able to cast void warrior.
1x Advanced medium combat armour - An advanced version of medium combat armour boasting a plate armour design covering the chest, knees, shoulders and elbows. This plate armour allows one to brush off projectiles and explosions, rather than absorb them. A bit more expensive, but at least it allows one to avoid potentially deadly attacks. As they say, no price on the privilege of life. Adds 150 health, 20 mana. Movement speed 2. AP 2. Need 3 aramide, 1 silicon and 2 titanite to make. Journeyman armorer gear. Movement speed 2 when made by armorer.
Minimi - While it isn’t the miniature clone of a super villain, it is still pretty fantastic. It is enough that this is a favorite LMG of the UAF and a number of foreign countries, including the US of A. Sporting a nice looking 100 round box. Burst - Does 5 bullet damage. Auto - Does 2 bullet damage. AP 3. ( +100 Explosive round - This bullet modification adds an explosive payload to the bulletpoint, causing heavy blast damage upon impact. This allows one to surpass armour and heavily damage any target, be it infantry or materiel. Makes 5 bullets per production. Need 1 lead, 2 gunpowder and a metal workshop to make. Master level bullet. x2.0 damage. +2 AP)
Double-barrelled shotgun - Or doubles, as people like to call them. Now this here isn't one of the fancy hunting rifles you find in your gun-nut dad's armory, but rather the half broken thing with repairs all over used by criminals. Normally it'd be all markative about these weapons, but this thing is just a sorry excuse for a gun. Naturally, it holds only two shells. But at least you can hold two times the amount shells you normally would. Can saw off the front part of the barrel for 500$ to make it a secondary weapon. Halved reload time. Single shot - Does 5 damage. AP 2. Roll 1 dice with 6 sides. 1 to hit. Double shot - Does 10 damage. AP 2. Roll 1 dice with 6 sides. 1 to hit. Can carry 16 shells.
Shredder - A handheld version of the chainsaw. It has the shape of a cleaving machete, but its edges are set with bladed chains. The grip of the shredder is also its fuel-tank. It is very loud though, so sneaking is not within the range of possibilities. The shredder has received multiple rewards for oscar winning horror movie roles. Need 3 steel, 1 titanite, metal workshop to make. Roll 1-2 dices with sides, need 1 or 6 to hit. If the attach hits, roll 11 dices with 6 sides. Does 5 damage for every dice that hits 1. AP 2. Expert blacksmith blade.
Name: Ari Huntley
Age: 29
Race: Avian
Faction: UAF
Element: Wind
Skill tree: Perception
Profession: Gunsmith
Spells useable: None.
Skills useable: Careful Aim, Hawk Eyes, Camouflage, Penetration. Careful aim - The user aims his/her attack carefully. Spending one round preparing before launching out a round where the attacks have an increased accuracy. This can only be used for two handed ranged weaponry. +2 accuracy to sniper rifles/explosives. +1 acuracy to diverse two handed ranged weaponry. Uses 20 stamina.
Hawk eye - Removes a round of preparation for any weapons that requires one by firing using natural aim and a good eye. -1 round preparing. Uses 10 stamina.
Camouflage - Utilizing the environment, a good triggerman knows how to stay hidden and keep attacking. Even when the enemy is looking for you. It allows for the user to stay hidden after launching an attack. This only works at long range. Uses 25 stamina. Stay hidden after an attack at long range, relocate to reset advantage.
Penetration - A skill in which the user may fire a bullet, which in turns degrades the AP value of your enemies armour by 3. This skill is exclusive to Rifles. +1 round preperation to fire. Uses 25 stamina
Preferred way of fighting: Ari is an experienced sniper, preferring engagement at long range. He is not, however, good at using anything that doesen't fire bullets.
Basic Appearance: Ari is Caucasian and stands at 1.90 meters, with green eyes and bleached feathers and hair.
Health: 75
Mana: 10
Stamina: 150
Equipment:
Ghillie suit - A suit made up out of colored strings and such to create optimal camouflage. It only works for one kind of environment, though, as a green ghillie suit tends to fail in the desert. The pallet of the suit depends on the area for which it is used. Adds 15 health. Use no stamina when using the 'camouflage' skill. Movement speed 2. AP 1. Costs 2500 dollars.
Standard combat knife- Any soldier will find themselves using one of these one time or another. The m9 bayonet comes equipped with stainless steel, survival rope grip, bayonet capabilities and saw teeth on the back. This baby will keep you alive in the amazons for days, as long as you result to a healthy diet of snakes. Does 5 stab/slash damage, 15 when sneaking. AP 1
P90 - This unique looking SMG is perfect for close quarters, and considering the clever design of the magazine means it can carry an astounding 50 bullets. Medics and vehicle crews of the UAF both enjoy using it, as do a number of special forces around the world. As it happens, you can manually refill the P90 magazines if you have the patience for taking bullets from Five-Seven magazines. Muffled. Semi - Does 7 bullet damage. Auto - Does 3 bullet damage. AP 1.
M200 Intervention -The reason why soldiers wet their bed at night. This high power rifle will make your body into a pulp even if you're sitting in a tank. Uses 5 bullet magazines. Bolt action fire. When using this, it is required to spend a round setting up your aim. Being hit in the process of this will reset the aim. Does 50 damage. Long range. AP 5. +1 accuracy when standing still. +1 accuracy at long range, -1 accuracy below long range. Roll 1 dice with 6 sides. 1, 2, 3, 4 or 6 to hit.
Radio-pack - Ever wanted to be badass in that one war film? No not that guy with machine gun or the sniper rifle, but that dude with the sweet backpack-looking radio! Typically issued to scouts or leaders, this will allow communication over ranges that personal comms just cannot match. In the case of leaders, they often have it modified to boost their team's communication at the cost of range. And before you ask- yes it is encrypted. Just make sure the enemy doesn't get a hold of your equipment, m'kay
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