AFA Crane and Wind Daughter: Difference between revisions

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Added basic sheet, most crunch done
 
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Finishing touches
 
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==== Abilities (50 PP) ====
==== Abilities (50 PP) ====


Strength 20
Strength 20<br\>
Dexterity 16
Dexterity 16<br\>
Constitution 18
Constitution 18<br\>
Intelligence 18
Intelligence 18<br\>
Wisdom 18
Wisdom 18<br\>
Charisma 20
Charisma 20


==== Combat Stats (56 PP) ====
==== Combat Stats (63 PP) ====


Initiative: +3
Initiative: +3<br\>
Attack bonus: +8
Attack bonus: +10<br\>
Defense bonus: +8
Defense bonus: +10<br\>


Toughness save: +7
Toughness save: +7<br\>
Fortitude save: +12
Fortitude save: +11<br\>
Reflex save: +11
Reflex save: +11<br\>
Will save: +12
Will save: +12


==== Skills (35 PP) ====
==== Skills (35 PP) ====


Acrobatics +11
Acrobatics +11<br\>
Bluff +20
Bluff +20<br\>
Climb +5
Climb +5<br\>
Computers +4
Computers +4<br\>
Concentration +4
Concentration +4<br\>
Craft (Fate) +14
Craft (Fate) +14<br\>
Diplomacy +20
Diplomacy +20<br\>
Disable device +4
Disable device +4<br\>
Disguise +5
Disguise +5<br\>
Drive +3
Drive +3<br\>
Escape artist +7
Escape artist +7<br\>
Gather info +20
Gather info +20<br\>
Handle animal +5
Handle animal +5<br\>
Intimidate +8
Intimidate +8<br\>
Investigate +19
Investigate +19<br\>
Knowledge (Sidereal lore) +14
Knowledge (Sidereal lore) +14<br\>
Knowledge (Any) +4
Knowledge (Any) +4<br\>
Medicine +8
Medicine +8<br\>
Notice +19
Notice +19<br\>
Perform (Any) +5
Perform (Any) +5<br\>
Pilot +3
Pilot +3<br\>
Profession (Any) +4
Profession (Any) +4<br\>
Ride +3
Ride +3<br\>
Search +4
Search +4<br\>
Sense motive +19
Sense motive +19<br\>
Sleight of hand +3
Sleight of hand +3<br\>
Stealth +7
Stealth +7<br\>
Survival +7
Survival +7<br\>
Swim +5
Swim +5<br\>
Language 4 (Old realm, high realm, low realm, skytongue, seatongue)
Language 4 (Old realm, high realm, low realm, skytongue, seatongue)


==== Feats (33 PP) ====
==== Feats (34 PP) ====


Accurate attack
Accurate attack<br\>
Blind fight
Blind fight<br\>
Ambidexterity
Ambidexterity<br\>
Assessment
Assessment<br\>
Benefit (Diplomatic immunity, Access to Yu-shan, Access to the Cerulean Lute)
Benefit (Diplomatic immunity, Access to Yu-shan, Access to the Cerulean Lute)<br\>
Critical strike
Critical strike<br\>
Connected
Connected<br\>
Contacts
Contacts<br\>
Elusive target
Elusive target<br\>
Improved evasion
Improved evasion<br\>
Grappling finesse
Grappling finesse<br\>
Improved grapple
Improved grapple<br\>
Improved throw
Improved throw<br\>
Improved trip
Improved trip<br\>
Improved sunder
Improved sunder<br\>
Power attack
Power attack<br\>
Prone fighting
Prone fighting<br\>
Redirect
Redirect<br\>
Uncanny dodge
Uncanny dodge (hearing)<br\>
Fearless
Fearless<br\>
Jack of all trades
Jack of all trades<br\>
Lucky (x5)
Lucky (x5)<br\>
Artificer (Astrology)
Artificer (Astrology)<br\>
Master plan<br\>
Instant up<br\>
Set-up<br\>
Well-informed


==== Powers (29 PP) ====
==== Powers (21 PP) ====


Luck control (All versions)
Luck control (All versions)<br\>
Damage - Ursa major and Ursa minor (Rank 3, Ranged, Autofire, Split attack, Precise)
Damage - Ursa major and Ursa minor (Rank 3, Ranged, Autofire, Split attack, Lethal, Alternate power)<br\>
Damage - Vermillion heaven prana (Rank 5, Mighty, Affects insubstantial, Split attack. Alternate power)
Alternate power: Damage - Vermillion heaven prana (Rank 5, Mighty, Affects insubstantial, Split attack)<br\>
Immunity - Aging, Poison (half effect), Disease (half effect)
Immunity - Aging, Poison (half effect), Disease (half effect)<br\>
Protection 3
Protection 3<br\>
Leaping 2
Leaping 2


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==== Complications ====
==== Complications ====
Responsibility - Aside from saving creation, there's sidereal bureaucracy<br\>
Prejudice - Guess how much sense plans make when more than one sidereal thinks it through. Guess how easy it is for sidereals to be in the wrong place at the wrong time. Guess.<br\>

Latest revision as of 11:46, 12 March 2010

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The ninth Empress of the Starfall[edit]

Also known as Crane and Wind Daughter

Pictures[edit]

Background[edit]

Description[edit]

Abilities (50 PP)[edit]

Strength 20<br\> Dexterity 16<br\> Constitution 18<br\> Intelligence 18<br\> Wisdom 18<br\> Charisma 20

Combat Stats (63 PP)[edit]

Initiative: +3<br\> Attack bonus: +10<br\> Defense bonus: +10<br\>

Toughness save: +7<br\> Fortitude save: +11<br\> Reflex save: +11<br\> Will save: +12

Skills (35 PP)[edit]

Acrobatics +11<br\> Bluff +20<br\> Climb +5<br\> Computers +4<br\> Concentration +4<br\> Craft (Fate) +14<br\> Diplomacy +20<br\> Disable device +4<br\> Disguise +5<br\> Drive +3<br\> Escape artist +7<br\> Gather info +20<br\> Handle animal +5<br\> Intimidate +8<br\> Investigate +19<br\> Knowledge (Sidereal lore) +14<br\> Knowledge (Any) +4<br\> Medicine +8<br\> Notice +19<br\> Perform (Any) +5<br\> Pilot +3<br\> Profession (Any) +4<br\> Ride +3<br\> Search +4<br\> Sense motive +19<br\> Sleight of hand +3<br\> Stealth +7<br\> Survival +7<br\> Swim +5<br\> Language 4 (Old realm, high realm, low realm, skytongue, seatongue)

Feats (34 PP)[edit]

Accurate attack<br\> Blind fight<br\> Ambidexterity<br\> Assessment<br\> Benefit (Diplomatic immunity, Access to Yu-shan, Access to the Cerulean Lute)<br\> Critical strike<br\> Connected<br\> Contacts<br\> Elusive target<br\> Improved evasion<br\> Grappling finesse<br\> Improved grapple<br\> Improved throw<br\> Improved trip<br\> Improved sunder<br\> Power attack<br\> Prone fighting<br\> Redirect<br\> Uncanny dodge (hearing)<br\> Fearless<br\> Jack of all trades<br\> Lucky (x5)<br\> Artificer (Astrology)<br\> Master plan<br\> Instant up<br\> Set-up<br\> Well-informed

Powers (21 PP)[edit]

Luck control (All versions)<br\> Damage - Ursa major and Ursa minor (Rank 3, Ranged, Autofire, Split attack, Lethal, Alternate power)<br\> Alternate power: Damage - Vermillion heaven prana (Rank 5, Mighty, Affects insubstantial, Split attack)<br\> Immunity - Aging, Poison (half effect), Disease (half effect)<br\> Protection 3<br\> Leaping 2

Drawbacks[edit]

Complications[edit]

Responsibility - Aside from saving creation, there's sidereal bureaucracy<br\> Prejudice - Guess how much sense plans make when more than one sidereal thinks it through. Guess how easy it is for sidereals to be in the wrong place at the wrong time. Guess.<br\>