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Quinn Simmons

Jan 23rd, 2019
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  1. NAME Quinn Simmons
  2. AGE 22
  3. SPECIES Previously human, now is draconic Atlantean
  4. APPEARANCE See images.
  5. QUOTE "???"
  6. BACKSTORY Previously studying history/biochemistry in Vancouver, British Columbia; henceforth transported to a hitherto unknown realm in an unknown body. A bookish lad who spent most of his time indoors. Has an older brother that play(ed?) a large role in his life.
  7.  
  8. GOALS
  9. +++ "I want to go home."
  10. + "I want to find out more about how I got here.
  11. + "I want to be okay in this body."
  12. + "????"
  13.  
  14. XP: 0
  15. LEVEL: 3
  16. ATTRIBUTES
  17. PWR 5
  18. RES 5
  19. DEX 16 (12 + 2[armour] + 2[siran])
  20. MND 6
  21. FORCE 2
  22. FINESSE 5
  23.  
  24. HP 58/58
  25. MP 0/0
  26. AVD 9
  27. ACC 3
  28. ARM 12
  29. MRM 4
  30.  
  31.  
  32. SKILLS
  33. Athletics 5
  34. Awareness 5
  35. Escape 2
  36. Inquiry 2
  37. Nature 1
  38. Scavenge 2
  39. Stealth 5
  40.  
  41.  
  42. INNATE ABILITY: JUMP
  43. With a standard action the Dragoon may leap a long range - vertically, horizontally, or both. Upon doing so, the Dragoon's turn immediately ends. Until the beginning of the Dragoon's next turn the character is considered to be soaring through the air too quickly to be targeted, and the Dragoon is immune to any negative or beneficial Single-target attacks or spells.
  44. Status conditions such as Poison continues to effect the Dragoon while they're jumping, and the character can still be affected by Group or Local target attacks. When the Dragoon lands at the beginning of their next turn, they may make an instant Force check to destroy the surface they land on, or an instantaneous melee attack against one enemy in Short Range - however, this attack may not be a critical hit or a limit break.
  45. Spells and effects treat the Dragoon as having the Auto-Flight status during the use of this innate ability, preventing them from suffering fall damage or being affected by Earth-based spells and abilities for the duration of Jump. The Dragoon may only use Jump while on a reasonably solid surface, and while riding a mount capable of Flight the attack is generally more of a swoop than a jump.
  46.  
  47. ABILITY: WHIRLING SPEAR
  48. Whenever an enemy makes a Short Ranged physical attack against you, they automatically take physical damage equal to (Finesse x Level), ignoring ARM, Protect, and Unusual Defense. Damage taken from Whirling Spear does not provoke counterattacks, and the damage occurs before the enemy makes their attack roll.
  49.  
  50. ABILITY: DRAGON'S FANG
  51. You may now calculate damage with Reach weapons with your DEX attribute instead of PWR, and when making an attack with Jump, you now target all enemies within Short Range of your landing. If you successfully deal damage to a target with a Jump attack you may alo cause a short-range knockback with a successful opposed Force roll.
  52.  
  53. ABILITY: LANCET
  54. By declaring the Dragoon is activating Lancet as an instant action, their next attack deals (MND * Weapon Tier) + 2d6 points of damage with a successful attack, and the Dragoon and all their allies recover HP and MP equal to this value. Lancet cannot cause a critical hit or limit break. This ability may normal be used only once per combat; however, the Dragoon regains the use of Lancet whenever they use their "Threaten" ability.
  55.  
  56.  
  57.  
  58. T2 Mirror Hasta (DEX * 2) + 2d6; Properties (2): Reach, Status Effect (Confuse)
  59. T2 Varian Skirmisher's Garb (12/4); Properties (1): Attribute Bonus (+2 DEX)
  60. T1 Dragon Talaria; Properties (2): Fragile, SOS-Status (Auto-Haste)
  61. Her armour consists first of a heavy breastplate, done in a vague Varian style. The curve of the plate conceals most of Quinn's already unimpressive bust. The breastplate ends just past the chest, exposing Quinn's midriff and allowing the sort of extreme alacrity that the dragon-woman needs in combat, although Quinn's a little unhappy about how much skin it exposes. For the legs, she wears tight, flexible shorts whose outer thighs are covered in thick llamelar plating, once again designed for providing a robust defense against powerful strikes in vulnerable areas.
  62.  
  63. Quinn also extracts from Nicole a peculiar footwear: a set of light sandals whose straps wrap around most of her bare lower legs. On the ankles, there are leathery dragon's wings. They... seem to twitch and contort from time to time. These shoes carry a powerful enchant, ready to spring to life when their wearer is in need.
  64.  
  65. Finally, her spear is is a long, smooth ash-tree shaft ending in a sinister array of hooks, barbs, and deadly sharp points. The entire spearhead, polished to a mirror shine, glimmers with a thousand points of disorienting reflected sunshine. It's hard to look at directly for too long.
  66.  
  67.  
  68. 250 fake gold coins
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