kajarainbow

Cara One Piece Valor

Mar 7th, 2016
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  1. Cara, the Merfolk Captain.
  2. Dorky fan of humans and pirates, rather muscular, loves her pet land shark.
  3.  
  4. Ever since she was a kid, Cara had dreamed of being a commander in the Merfolk Guard. By working hard, she managed to get close to her dream and made friends in the Guard. But then a cute mermaid she had a crush on murdered her best friend and framed her for the crime, all to climb up into the rank both her and her friend had occupied. Sentenced to death, Cara managed to escape from prison by having her shark help her wrest free the bars on her window. She promptly fled the Merfolk kingdom to the human lands she'd dreamed of. After spending some time on the human islands, she heard about the daring pirates and Gold Rogers and promptly became excited, deciding to become the greatest pirate captain ever. She promptly began putting into becoming a pirate all the passion she had put into the Merfolk Guard. Meantime, Kasa climbed higher up in the ranks, eventually becoming the leader of the Merfolk Guard...
  5.  
  6. World concepts: the Merfolk kingdom, possibly the fishmen (either allies or eternal rivals/enemies), the Merfolk Guard
  7.  
  8. Major NPCs:
  9. Kasa (possibly a different name if you can think of a better one). Think Dahlia Hawthorne as a mermaid, only with actually considerable combat strength. Basically, cuteness belying her actual evilness (she certainly fooled Cara). Blackmailer, framer, murderer, tyrannical commander who's managed to impress the native young king into letting her do whatever she wants.
  10.  
  11. The other members of the Merfolk guard, Cara's former friends. Some of them take the charges against her seriously, while others don't believe she'd do such a thing. Those that've publicly expressed misgivings about Kasa've wound up in prison or simply disappeared.
  12.  
  13.  
  14.  
  15. Strength Muscle
  16. 12 9
  17. Agility Dexterity
  18. 2 4
  19. Spirit Aura
  20. 1 3
  21. Mind Intuition
  22. 12 9
  23. Guts Resolve
  24. 10 8
  25.  
  26. Health: 280/280
  27. Increment: 56
  28. Critical: 112
  29. Stamina: 54/54
  30. Increment: 11
  31. Strength Attack: 34
  32. Mind Attack: 34
  33. Damage Increment: 10
  34. Defense: 32
  35. Resistance: 23
  36. Move: 3
  37. Initiative: +4
  38.  
  39.  
  40. Skills: 44 SP, 33 used
  41. Companion
  42. Level Progression: Slow
  43. Cost: 6/4 SP
  44. Effect: You gain access to a Companion. The Companion takes up its own space and has a Move of 4, and defends using your Active Attributes. Companions may substitute defenses as normal, and suffer no penalty for substituting. Companions are immune to the effects of Weaken Cores or status conditions, but any Weaken Core effects applied to you also apply to the Companions as well.
  45. Companions do not possess their own Actions, Skills or Techniques. When using a Technique, you may have the Technique originate from the Companion instead. Companions move on your Move Action. Companions do not have their own Health, whenever a Companion is hit by a Technique, it is disabled and cannot move or have Techniques originate from it. You may use a Support Action to revive a disabled Companion, after which it can be used as normal.
  46. Special: You must take this Skill to take and use any other Skills in the Companion category. If an enemy hits your Companion with a Technique that inflicts damage, they are disabled. If a disabled Companion is within your Zone of Control, you can revive them with a Support Action. Companions share the benefit of any active boosts and Transformations when applicable.
  47. Level Up: You gain access to an additional Companion.
  48.  
  49. Companion 1: Whitey the Land Shark. Speed 6
  50.  
  51. Fast Companion lv. 2
  52. Level Progression: Fast
  53. Cost: 2/1 SP
  54. Effect: Your Companion’s Move increases by 1. If you have multiple Companions, this applies to all of them.
  55. Level Up: Your Companion’s Move increases by a further 1.
  56. Special: You must have the Companion Skill to take this Skill.
  57.  
  58. Improved Swimming
  59. Level Progression: Fixed
  60. Cost: 4 SP
  61. Effect: When underwater, you do not suffer the usual penalties to rolls, nor do you treat the water as rough terrain.
  62. Special: This Skill grants a +1 bonus to all Athletic rolls when swimming. This bonus stacks with Proficiency.
  63.  
  64. Mount
  65. Level Progression: Slow
  66. Cost: 3/1 SP
  67. Effect: Select one of your Companions, this Companion can now be ridden. If you are adjacent to your companion, you may expend a Support Action to ride them as a mount. The Companion is removed from the battle and cannot be targeted while you are riding it, and you now use the Companion’s Move distance instead of your own when using an action to move. As a Support Action, you may stop riding the Companion, and it re- enters the battle in a space adjacent to you.
  68. Level Up: Another Companion can be ridden as a mount.
  69. Special: You cannot use any other Companion Skills while riding your Companion as a mount. If you have the Ally Mount Skill, your allies may mount your Companion in your stead.
  70.  
  71. Sense Malice
  72. Level Progression: Fixed
  73. Cost: 2 SP
  74. Effect: Your Companion can alert you to nearby people having hostile intent towards you or your friends.
  75. Special: You must have the Companion Skill to take this Skill.
  76.  
  77. Water Adaptation
  78. Level Progression: Fixed
  79. Cost: 6 SP
  80. Effect: You gain Valor normally while immersed in liquid, and do not begin drowning if knocked unconscious. If the liquid is hazardous (such as lava or acid), you still take damage. In addition, you suffer no penalty to your rolls for being in water.
  81.  
  82. Versatile Fighter lv. 2
  83. Level Progression: Fast Cost: 6/3 SP
  84. Effect: You gain an additional 4 Technique Points.
  85. Level up: You gain a further 2 Technique Points.
  86.  
  87. Techniques: 34 total, 34 used
  88. Water Jet, Technique Level 7, Mind
  89. Line 6, damage 69, stamina cost 5
  90. Line 2, Smart Area of Effect, Damage Core 4
  91. Reload Limit
  92.  
  93. Super Smash/Great White Bite, Technique Level 7, Strength
  94. Damage 84, stamina cost 4
  95. Damage Core 7
  96. Reload Limit
  97.  
  98. Spinning Torpedo, Technique Level 7, Strength
  99. Movement 6, damage 69, stamina cost 4
  100. Rush, Whirlwind Attack, Damage Core 4
  101. Vitality Limit, Companion limit
  102.  
  103. Geyser, Technique Level 6, Mind
  104. Damage 64, stamina cost 4
  105. Damage Core 3, Knock Down
  106. Reload Limit
  107.  
  108. Great Swing, Technique Level 7, Strength
  109. Reposition 5 squares, damage 64, stamina cost 5
  110. Reposition lv. 3, Throw, Damage Core 3
  111. Reload Limit
  112.  
  113. Water Cyclone Level 8, Mind
  114. Ultimate Damage Core 6
  115. Persistent Damage
  116. Damage 74, radius 2, range 6, stamina cost 8
  117. Blast Radius 2, Smart AoE, Effect Lock
  118. Valor limit 3, Slow Limit, Injury Limit 2
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