Kyle Broadsky

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Brave Fencerjin Broadsky!

Philsys Data

Philsys Block

Kyle Broadsky (Capntastic) Level 6; 500/3250 XP
Max HP: 110
Max MP: 52
Max TP: 50
Initiative: 8+2d6

Attributes

Courage: +5
Wisdom: +2
Intuition: +4
Charisma: +1
Agility: +6
Dexterity: +3
Strength: +2
Stamina: +3
Magic Aptitude: 1

Base AT/PA - 15/15
Modified for skill (Rapier) - 19/21
Modified for skill (Fisticuffs) - 19/15
Modified for equipment (Rapier) - 20/20
Modified for equipment (Fisticuffs) - 19/15

Base MATK: 7
Base MBlock: 24
Base Missile Evade: 26 (30 for the first missile attack in any one round)

Body= Traveller's Coat (AC 3, 0/0)
Other Gear= Ice Ring (reduces damage from fire attacks by 8 points)
Ring of Healing Amplification: Cast one White Magic spell at +4 once/day
Grappling Hook: 8+1d6 Damage - Accuracy of Agi+Dex+3 - Hooks enemy if critical
Quintessential Rapier: Add +3 to Dowsing rank when used to detect one of the four elements

Weapon Damage - Quintessential Rapier (8/10/X(15), +1/-1)
Light Attack - 20+1d6 (21-26)
Medium Attack - 24+2d6 (26-36)
Heavy Attack - (31+3d6 (34-49))
Attacks per round: 2

Weapon Damage - Fisticuffs
Light Attack - 6+1d6 (7-12)
Medium Attack - 8+2d6 (10-20)
Heavy Attack - 10+3d6 (13-28) Attacks per round: 1

Skills
  • Treat Wounds - 4
    • <Int/Dex/Dex> = 10
  • Cooking - 2
    • <Int/Int/Dex> = 10
  • Improvisational Weaponry - 2
    • <Str/Agi/Cou> = 13
  • Rapier - 10
    • <Dex/Agi/Cou> = 14
  • Fisticuffs - 4
    • <Dex/Agi/Cou> = 14
  • Fencing - 6
    • <Dex/Agi/Cou> = 13
  • White Magic - 4
    • <Int/Wis/Mag> = 7
  • Dowsing Magic - 2
    • <Int/Wis/Mag> = 7
  • [k]Travel Survival - 2
  • [k]Geography: Igala - 2
  • [k]General Knowledge: Doma - 2
  • [k]Weapon Knowledge - 2
  • [k]Metals and Metal Properties - 2
  • [k]Explosives/Pyrotechnics - 4
  • [s]Advanced Parry - 12
    • <Agi> = 18
  • [s]Evade Missile - 4
    • <Agi> = 18

Spells and Techs

  • [Item-Granted] Gecko-jin form - Kyle's true form is that of a gecko-jin, a subrace of lizard people. In this shape, his Stamina and Strength increase by one, while his Dexterity and Agility decrease by one.
  • [Rapier=4, Fencing=2] Distesa (2 TP) - Kyle attacks the foe with a fencing style thrust attack that does medium damage.
  • [Rapier=4, Fencing=3] Fendente (2 TP) - Kyle attacks with a powerful downward fencing slash that does heavy damage. (Since a rapier does not normally HAVE heavy damage, 15 is the base number used here when a rapier is the weapon being used, and the chop damage is listed in parentheses in the damage descriptions.)
  • [Advanced Parry=4, Fencing=4] Riposte (2 TP) - Kyle skips his turn and has (Advanced Parry/2) added to his PA until his next turn. If he parries any physical attacks, he gets to instantly attack back with the same type of attack (T/S/C) with (Fencing/2) added to his AT
  • [Rapier=4, Fencing=4] Zero Strike (10 TP) - Kyle dashes about the enemy, slashing at an incredible speed. Deals 1d6+1 Slashes, with -2 Damage for each slash.
  • [Fencing=3] Dis-arm (3 TP) - On a successful fencing roll, Kyle disarms the opponent of their melee weapon.
  • [Improv Weapons=4] Hilt Crash (2 TP)- Kyle attacks with the hilt of his rapier, a subdual attack dealing light damage -4. Target suffers -2/-2 and cannot cast for d2 turns.
  • [Rapier=6, Fencing=4] Cross Slash (4 TP) Kyle makes a quick double slash; the second retracing the first path, making for a deep cut. Works as a normal medium attack dealing double damage.
  • [Rapier=10, Fencing=6] Ace Impale (6TP) Kyle rather fiercely runs the target through, or in the case of large beasties, forces his rapier a good ways in. Used mainly in desperate situations, and rarely against humanoids. Light Damage + 50%, and leaves the enemy with a -3/-3 modifier until the wound is properly dealt with.
  • [Rapier=10, Fencing=6] Precision Spade - (7TP) Kyle slashes at a precise part of a target's arm/leg muscles. Works as a normal medium attack along with -3 Str to arm on normal, unusable on crit/ -2 Agi on normal, -4 on crit to leg.
  • [E&P=2, Improv Weap=2] Make it Lovely (5TP) Kyle lights a firecracker, waits a few seconds, and throws it directly above the enemy. The resulting explosion's force is quite painful, disorienting, and near deafening! -3/-3 to the target, and -1/-2 to those next to it. Lasts for d2 rounds. The effects and duration is double for those with highly sensitive ears.
  • [Fisticuffs=4] Skydozer (7TP) - Kyle takes a turn to get into position and roll up his sleeves. Next turn, he charges at a feasible opponent fist first (+2d6 to AT). If it is a critical hit, the target is knocked out, otherwise it does normal damage. Bonuses may be given if the target is caught offguard or otherwise unexpecting.
  • [White Magic = 1] Curo (5 MP) - Heals one target, restoring 5+rank*2+1d6 HP. A weakened variant of the Cure spell. While not as powerful, is easier to cast, and extra sparkly! Damages undead.
  • [White Magic = 4] Curo 2 (15 MP) - Heals one target, restoring 10+rank*4+3d6 HP. A unique and more stylish version style of Cure 2. Damages undead!