Status Menu
Starting Stats: 12 HP / 8 Attack / 5 Defense / 5 Special Attack / 5 Special Defense / 10 Speed
Starting Features: Marksman [+Atk ]/ Skirmisher [+Spd], Double Shot [+Atk] / Counter Stance [+Spd], Aiming Down the Sights [+Atk] / Harrier [+Spd], Focused Training, Clear Shot [+Atk] / Outmaneuver [+Spd]
Starting Edges: Novice Guile, Novice Acrobatics, Novice Technology Education, Novice General Education
Level 2: Acrobat, Novice Focus, +Speed
Level 3: Tumbler [+Spd], +Speed
Level 4: Adept Guile, +Attack
Level 5: Aerialist [+Spd], +HP
Amateur Trainer: +2 Attack
Level 6: Adept Perception, Adept Athletics, +HP, +1 Attack from Amateur
Level 7: Skill Monkey, +HP
Level 8: Expert Combat, +Speed, +1 Attack from Amateur
Level 9: Flip Out [+Spd], +Attack
Capable Trainer: Attack Bonuses
Level 10: Expert Acrobatics, Novice Intuition, +Attack, +1 Attack from Amateur
Level 11: Death from Above [+Spd], +Attack
Level 12: Master Combat, Adept Intuition, +1 Attack from Capable, +1 Attack
Level 13: Dead-Eye Shot [+Atk], Swift Strikes [+Spd], +Attack
Level 14: Adept Tech Edu., +HP, +1 Attack from Capable
Level 15: Quick Reflexes [+Spd], +1 Attack
Level 16: Expert Technology, +1 Attack from Capable, +1 HP
Level 17: Quick Gymnastics [+Spd], +1 Attack
Level 18: Master Acrobatics, +1 Attack from Capable, +1 HP
Level 19: Burst of Speed [+Spd], +1 Attack
Level 20: Expert Perception, +1 HP, +1 Attack from Capable
Level 21: Crippling Shot [+Atk] / Weapon Finesse [+Spd], +1 Attack
Level 22: Expert Technology, +1 Attack, +1 Attack from Capable
Level 23: Hunter [+Spd], +1 Attack
Level 24: Novice Stealth, +1 Attack, +1 Attack from Veteran
Level 25: Pack Tactics [+Spd], +1 Attack
Level 26: Novice Survival, +1 Attack, +1 Attack from Veteran
Level 27: Hunter's Reflexes [+Spd], +1 HP
Level 28: Adept Stealth, +1 HP, +1 Attack from Veteran
Level 29: Don't Look Away [+Spd], +1 Defense
Level 30: Adept Survival, +1 Defense, +1 Attack from Veteran
Level 31: Expert Survival, +1 HP
Level 32: Blur, +1 HP , +1 Attack from Elite
Level 33: Expert Stealth, +1 HP
Level 34: +1 Attack, +1 Attack from Elite
Level 35: +1 HP
Level 36: +1 Attack, +1 Attack from Elite
Level 37: +1 HP
Level 38: +1 Attack, +1 Attack from Elite
Level 39: +1 HP
Level 40: +1 Attack, +1 Attack from Elite
Level 41: +1 HP
Level 42: +1 Attack, +1 Attack from Champion
Level 43: +1 HP
Level 44: +1 Attack, +1 Attack from Champion
Level 45: +1 HP
Level 46: +1 Attack, +1 Attack from Champion
Level 47: +1 Attack
Level 48: +1 Attack, +1 Attack from Champion
Level 49: +1 Attack
Level 50: +1 HP, +1 Attack from Champion
- through to Duelist
Movelist
Struggle (AW AC 3, 4 m, Normal DB 5: 1d8+8, No Effect)
Double Swipe (EOT AC 2 , 4 m, Normal DB 4: 1d8+6, 2 targets or 1 Target Double Strike)
Drill Peck (AW AC 2, 4 m, Flying DB 8: 2d8+10 / 19, Flinches on 18+ AC.)
Sacred Fire: (EOT AC 3, 4 m, Fire DB 9: 2d10+10 / 19, Uses Weapon range, burns on Even AC.)
Deadly Strike: (Scx2 AC 2 , 4 m, Normal DB 6: 2d6+8, 1 target WR, Is an automatic crit on hit)
Abilities
Sniper |
On crit, add +3d10 damage. |
Vanguard |
+5 damage against enemies with lower initiative that have not acted yet in the round. |
Discipline |
Scene - Free Action - If the user gains initiative and is Confused, Enraged, Infatuated, or Flinched, they may activate Discipline to cure themselves of any of these conditions. |
Run Away |
The user cannot be Slowed, Stuck, or Trapped. The user does not provoke AoOs by Shifting. |
Combo Striker |
On accuracy roll of 1, 10 or 11, make a Struggle Attack as a Free Action. Combo Striker can trigger itself. |
Auto-Endure |
Uses Endure automatically when would otherwise be KO'd. |
Lancer |
During their turn, if the user Shifts at least 3 meters, they gain a +3 Bonus to Critical Hit Range until the beginning of their next turn (can break the cap). If they do not Shift or Disengage at all, they gain +5 Damage Reduction until the beginning of their next turn. |
Spike Shot, Trinity, Moxie, Discipline |
|
BODY |
Acrobatics |
Master (6) |
Intimidate |
Pathetic (1) |
Athletics |
Untrained (2) |
Stealth |
Expert (5) |
Combat |
Master (6) |
Survival |
Expert (5) |
MIND |
General |
Novice (3) |
Pokemon |
Untrained (2) |
Medicine |
Untrained (2) |
Technology |
Expert (5) |
Occult |
Pathetic (1) |
|
|
Perception |
Expert (5) |
Guile |
Adept (4) |
SPIRIT |
Charm |
Pathetic (1) |
Focus |
Novice (3) + 3 |
Command |
Untrained (2) |
Intuition |
Novice (3) |
|
Capabilities |
Overland |
6+2 |
Swimming |
3 |
High Jump |
1 |
Long Jump |
2 |
Power |
5 |
Throwing |
6 |
Relentless Justice
Relentless Justice (+Atk)
[EX]
Prerequisite: Embody the Marksman and Skirmisher classes.
Static
As an Extended Action, you practice one move to exclusion - That move becomes a Weapon Move (gaining Weapon Range and any other benefits that entails) until you replace that move with another Extended Action. (Note for builds: You'll unlock more move slots for this later, so plan ahead). You also gain the following Gun Kata:
Mechanic: Gun Kata are stances you can take as a free action on your turn for a number of AP listed in each. They last for the Scene or until you switch to a different Gun Kata.
Dances with Wolves
1 AP
Effect: While in this kata, if an enemy's accuracy check misses you by 5 or more, you may redirect the attack against a different foe in the attack's range.
Open Range
1 AP
Effect: While in this kata, you deal additional damage equal to the number of meters you have moved this round, and treat your Jump capabilities as one higher.
True Grit
2 AP
Effect: You may take up to two additional attacks of opportunity per round, and may use Counter Stance at range.
The Speed of an Ocelot (+Atk) [EX]
Static (Special)
Effect: You gain the move Drill Peck. This move's Range is updated to "WR, Ricochet." The Ricochet keyword allows you to shoot targets who are not in line of sight, so long as there is a path of surfaces for your bullet to reach them. Range is calculated between yourself and the target, not the distance the bullet has to travel. This move also gains the Effect: "Drill Peck Flinches the target on 18+."
You also gain the Lightning Hands power. As a Swift Action usable EoT, you may make a Struggle Attack.
In addition, you become filled with a small amount of DETERMINATION. Under 1/3 Hit Points, you gain +10 DR.
True Rune of Ideals (Blazing)
Spells:
Level 1: Inner Warmth - Standard Action. Use the move Aqua Ring (Fire type). You also gain the effects of Shroud of Embers (as fire rune), which lasts as long as Aqua Ring remains in play.
Level 2: Trailblazer - Shift Action. Shift up to your Overland speed +3. You may leave a Fire Hazard (as the Pledge effect in each space you shift through, and these never harm your allies). Inner Warmth is a Swift Action the turn you use this.
Level 3: Furious As a Blaze - Standard Action. Use the move Overheat as a physical Weapon move. Your attack raises instead of lowers. This may be a Special move if the user wishes it. If you use Blazing Saddles and Inner Warmth in the same turn as this spell, you become Blazing, as the Fire Bringer feature Blazing Inferno.
Level 4: Locked.
Ability: You gain the Ability Discipline.
Ability 2: Locked.
Technique 1: You gain the move Sacred Fire (DB 8). This move counts as a Weapon Attack.
Technique 2: Wildfire - Scene. When using Sacred Fire, inflict the Wildfire status on your target before applying damage from Sacred Fire. Keep track of any damage you inflict on the target while they have the Wildfire status (this damage is 'Stocked'). At the end of your next turn, the Wildfire status is removed, and the target automatically takes 25% of the Stocked damage, applying only 1/4 of their respective Defense stat or damage reduction. +1 Sacred Fire DB.
Technique 3: Sundowner - You gain the move Blue Flare. This move may be Physical. If the target would be Resistant or Immune to the Fire Type, this move deals normal damage. +1 Sacred Fire DB.
Technique 4: Locked.
War Abilities (Only one may be active at one time)
War Ability 1: Rose of Conviction x1 - Standard Action. Make an attack against two enemies within four tiles, or against all adjacent enemies. This cannot be countered. This may be used as flaming projectiles, or you may choose to use this as a Rune attack instead.
War Ability 2: Locked.
War Ability 3: Locked.
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Inventory
Equipment |
Head |
Glasses, Mesa's Bandana |
Rounded rectangular frames. Acts as a Helmet (15 damage reduction vs critical hits, resists Headbutt and Zen Headbutt, and can't be flinched by those moves), and grants the Shatter Shield ability, which functions as Bulletproof. Furthermore, any move that triggers Shatter Shield deals a Tick of damage to the attacker. |
Main Hand |
"Achromatic Hawkmoon" and "Umbra Hawkmoon" revolvers |
Customized, six-shot, double action. Wielded akimbo. Stats. |
|
Sword of Lightning Rune |
Makes attacks with weapon deal Electric damage if activated. |
Off-Hand |
Steel Bracers |
Effectively a Light Shield. +1 Evasion. |
Body |
Fitted Carthan-style sharpshooter's outfit, Nouveau Light |
Someone's got to make this look good. DR 10, 2 upgrade slots free. |
Feet |
Boots |
Well-worn, but well-maintained. |
Accessory |
|
|
Runes |
Braviary Rune |
Level 1. Enables techniques for ranged weaponry. |
|
True Rune of Ideals |
Linked with Reshiram, and once borne by Robin Isaacs. Enables powerful, searing fire attacks. |
|
Holy Rune |
+5 initiative, +2 overland speed. |
Money |
6660 P |
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Key Items
Mom's Locket: A silvered locket belonging to my mother, hiding a rather intricate timepiece. My father gave this to her as an engagement gift, and bears a simple filigree. Laurent helped me repair this after it attained some water damage. I still wonder why she left it behind.
Other Items
Trickshot Rune
Stone Edge TM
Two Obsidian materials (for offensive items)
Marksman's Insight Crystal
Two "Vollstrecker Custom" revolvers - Light Ranged. +1 Accuracy, Adept: Bullseye, Master: Furious Strikes.
Consumable Items
Rune Crystal x3
Fruit Juice (Super Soda Pop) x2
Super Potion x 5
PP Up x 1
Pillage TM
Pokeballs
Basic Ball x7
Ultra Ball x1
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