[1º Heaven Empire RPG] Projeto LEGADO
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[1º Heaven Empire RPG] Projeto LEGADO
Legado é o nome do projeto de Nikolai. Legado seria a ajuda que Akira teria para o futuro. Mas no fim o chip não se tornou necessário.
A morte tornou o Legado necessário, e então Akira carregou um fardo que fragmentou sua mente...
Mas hoje Akira deixou este fardo, e o Legado pode seguir seu próprio rumo...mas que destino terão Jiro, Todoroki e Lumi?
Lumi:
-------------------------------------------------------------------------------
Jiro Hino
OLD Version:
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Todoroki:
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Versão 1.0 - OLD
A morte tornou o Legado necessário, e então Akira carregou um fardo que fragmentou sua mente...
Mas hoje Akira deixou este fardo, e o Legado pode seguir seu próprio rumo...mas que destino terão Jiro, Todoroki e Lumi?
Lumi:
- Spoiler:
Lumi é um símbolo, um conjunto de memórias. Akira se lembra muito pouco de seu pai, e seu subconsciente sempre maquinou como seria sua vida na Finlândia. Lumi é o resultado dessas duas coisas: memória e sonho. Mas nem Lumi consegue compreender exatamente quem é ele, e o mais importante, o porquê dele existir.
Como todos os três membros do Legado, sua aparência é a mesma de Akira. Quando está verdadeiramente no controle do corpo, seus olhos ficam brancos e ele passa a usar uma armadura prateada.
Depois de treinar o caminho do Kamen Rider Oni, ele se tornou capaz de adquirir uma forma rider.
-Armored Snake Eater: Se transforma em uma cobra gigante revestida de uma armadura prateada (em discussão)
- Spoiler:
- Técnicas:
- Solar blaze: Lumi ergue a espada e absorve a luz do sol, então a espada fica com uma chama branca, possui o poder queimante do sol
- Eletric Fire: Lumi soca o chão e abre-se uma grande rachadura, dessa rachadura sai uma mistura de fogo e eletricidade
- Eletric Greatsword: A espada fica cheia de eletricidade.
- Controle da luz
Lumi shifts:
Fire&Thunder Shift:
- Ganha poderes de fogo e trovão
Light Shift:
- Ganha alguns poderes de luz
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Jiro Hino
- Spoiler:
- Jiro faz parte de uma familia de Kamen Riders. Seu bisavô foi Kamen Rider Ozu, e assim seu avô, seu pai, e muitos tios e primos. Em seu mundo, foi criada uma Academia para treinar os futuros kamen riders no caminho da justiça.
Enérgico, e em alguns momentos indisciplinado, Jiro se mostrou um potencial rider muito poderoso.
Uma série de eventos e tragédias levaram ao colapso da Academia, e então ele foi praticamente empurrado para outra dimensão (o mundo de Ianoran) junto com o antigo rider belt de seu bisavô (com uma modificação que permitia o uso de combos de core medals livremente, mas limitava o poder máximo delas).
Ele encontrou um bem jovem Akira, e um misterioso ninja chamado Tatsuya. Foi adotado por Tatsuya e seu destino agora estava entrelaçado aos dois (e ao de Todoroki, que mais tarde se juntaria ao grupo também).
Sua morte e transferência para o chip Geth (e consequentemente a mente de Akira) o tornou 'letárgico', não tomando consciencia de todos os anos que ficou na mente dele. Mas inconscientemente ele influenciava Akira a ser mais impulsivo, criando um dos elementos do grande conflito interno de Akira
Jiro recentemente adquiriu as core medals que faltavam (até mesmo as que combinadas formariam Putotyranossaurus, a forma monstruosa e selvagem do Ozu) e agora tem acesso a grande gama de magias e efeitos que elas proporcionam.
OLD Version:
- Spoiler:
Jiro shifts:
Tajadoru:
*Voa, parecido com uma águia. Possui poderes de fogo.
Tajadoru Shift:
- Ganha o poder de voar e poder de fogo
Shauta :
*Incapaz de voar, parecido com animais marinhos. Possui poderes de água e de eletricidade de enguias.
Shauta Shift:
- Ganha o poder da água e toque eletrizante aprimorado
Sagozo:
*Incapaz de voar, tem grande força e pode causar pequenos tremores e vibracionar o que está perto
Sagozo Shift:
- Ganha um bônus de força + 2 e alguns poderes sônicos
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Todoroki:
- Spoiler:
Todoroki é outra personalidade de Akira. É a representação do melhor amigo de Tatsuya (pai de Akira). Ele pode usar uma armadura chamada Oni que é criada a partir de um raio. Luta usando o som para derrotar os inimigos
Ele usa uma guitarra-espada chamada Retsurai
Técnicas:
- Ongekidan! Raiden Gekishin!: técnica final de Todoroki, ele finca a parte da espada da guitarra no inimigo, coloca o simbolo Oni que está em seu cinto na guitarra e começa tocar até que a vibração destrua todas as células do inimigo.
- Garras: Garras crescem de seus punhos (usado quando está sem a Retsurai ou em momento de perigo)
- Possui algumas habilidades de bardos
Todoroki shifts:
Bard Shift:
- Ganha a habilidade de conjurar magias de até 1o nível de bardo
Thunder Shift:
- Ganha a habilidade de usar o elemento trovão
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Versão 1.0 - OLD
- Spoiler:
Habilidades:
CON 14 ……………………………….INT 10
FR 17……………………………………SAB 10
DES 12…………………………………..CAR 10
Classe: Masked Hero
Class Features:
All of the following are class features for the Masked Hero
Weapon and Armor Proficiency:
The Masked Hero is not proficient in any weapons or armor, relying solely on unarmed strikes and natural armor.
Unarmed Strike: At 1st level, a Masked Hero gains Improved Unarmed Strike as a free feat. A Masked Hero's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Masked Hero may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a Masked Hero striking unarmed. A Masked Hero may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a Masked Hero’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A Masked Hero’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A Masked Hero also deals more damage with her unarmed strikes than a normal person would. Please check with the Monk table for the amount of damage you will do, per size category.
Suit Up For a Masked Hero to activate their Hero Armor and Hero Fist abilities, they have to suit up. Suiting up is a spontaneous summon of their weapons and armor, directly onto their person. However, it takes a standard action to get ready. Without it, the Masked Hero deals normal Unarmed Damage and has no Natural Armor. They will also not be able to use their Colour abilities.
When a Masked Hero hits the 5th level, they get Improved Suit Up, which turns it into a Free Action.
Hero Armor A Masked Hero has a handcrafted suit of armor that can be summoned at will. It is treated as Magical, even when it has no enchantments. It takes up the Armor and Helmet slot, and has a base Armor Class of 3. However, the Armor gains AC equal to half the Masked Hero's Base Attack Bonus (rounded up). A Masked Hero can still buy magical items, but can not wear armor over their Hero Armor. For all intents and purposes, the Hero Armor is Weightless.
Hero Fist This is the Masked Hero's weapon. Similar to a gauntlet, the Hero Fist lies flat against the hero's skin, almost like a second layer of skin. It is treated as magical, even when it has no enchantments. The Hero Fist (at the start) can not be upgraded. The Hero Fist is considered part of the Hero Armor, and can not be removed from the suit.
Upgradable Armor (Ex) At the 2nd Level, a Masked Hero can begin to Enchant their armor, similar to any other piece of Armor. The standard rate for paying for the enchantments still apply.
Upgradable Fist (Ex) At the 3rd Level, a Masked Hero can begin to Enchant their Hero Fist, similar to any other weapon. The standard rate for paying for the enchantments still apply.
Colour Shift (Su) At the 3rd Level, a Masked Hero can choose a colour for their armor, which bestows upon it a temporary ability. The ability lasts for 5 turns, at which point the armor returns to its standard colour, as decided upon by the wearer. A Colour Shift has to be prepared before combat, and can be stored for up to 24 hours. A Masked Hero has Colour Shifts equal to the user's level divided by 3, rounded down.
Red Colour Shift A Red Colour Shift grants the user a temporary boost of 4 Strength and allows the Masked Hero to use the Monk ability 'Flurry of Blows' freely during the duration of the shift.
When Upgraded once, a Masked Hero can use the feat Evasion while in Colour Shift.
Evasion (Ex): With one upgrade in the Red Colour Shift, if a Masked Hero makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it'll instead takes no damage. A helpless Masked does not gain the benefit of evasion.
When Upgraded twice, a Masked Hero can use the feat Improved Evasion while in Colour Shift.
Improved Evasion (Ex): With two upgrades in the Red Colour Shift, a Masked Hero’s evasion ability improves. It still takes no damage on a successful Reflex saving throw against attacks, but henceforth it takes only half damage on a failed save. A helpless Masked Hero still does not gain the benefit of improved evasion.
When Upgraded three times, a Masked Hero can use the ability Abundant Step while in Colour Shift.
Abundant Step (Su): With three upgrades in the Red Colour Shift, a Masked Hero can slip magically between spaces, as if using the spell dimension door, once per day. Its caster level for this effect is one-half its Masked Hero level (rounded down).
When Upgraded four times, a Masked Hero can use the ability Helios Drop while in Colour Shift.
Helios Drop (Ex): When Red Colour Shift is Upgraded four times, a Masked Hero can strike from the heavens with the sheer power of passion. Besides doing a full attack, the target also takes 8d6 Crush damage. If the target is also unable to beat the Masked Hero in a Strength Check, the target is also on fire for 1d6 rounds.
When Upgraded five times, a Masked Hero can use the ability Burning Heart while in Colour Shift.
Burning Heart (Ex): When Red Colour Shift is Upgraded five times, a Masked Hero can strike their foes with an Earth-shattering blow. The Masked Hero does a Full Attack, each punch also carrying 4d6 fire damage. The Masked Hero also gains +5 on their attack roll. The target must pass a DC15 + Masked Hero Level or be lit on fire for 1d6 rounds. This attack can be used once per day and can not be combined with Flurry. This attack can only be used once per day, and doing so requires a 5 turn recharge where the Masked Hero loses their Hero Armor AC Bonus.
Yellow Colour Shift A Yellow Colour Shift grants the user the ability to attack at a range. The user has a 30 foot range and can make ranged Touch Attacks, similar to their Unarmed Strike. The Colour Shift also temporarily raises the Masked Hero's Attack Roll by +2.
Blue Colour Shift A Blue Colour Shift grants the user a boost in both Constitution and Armor Class. The Con boost is worth 4 points, and the Armor Class increase is the Hero's new Con Modifier.
Green Colour Shift A Green Colour Shift grants the user the Rogue's Sneak Attack ability for five turns. Furthermore, the Masked Hero also gains Trapfinding for the duration of the change.
First Colour (Ex) This is where a Masked Hero picks up his or her first Colour. You don't have to stick with one of them forever, though sticking with one each time you upgrade will make it stronger.
At the 6th level, a Masked Hero can either pick up another Colour or upgrade one he or she already has.
At the 9th level, a Masked Hero can either pick up another Colour or upgrade one he or she already has.
At the 12th level, a Masked Hero can either pick up another Colour or upgrade one he or she already has.
At the 15th level,a Masked Hero can either pick up another Colour or upgrade one he or she already has.
At the 18th Level, a Masked Hero can either pick up another Colour or upgrade one he or she already has.
Slow Fall (Ex) At 4th level or higher, a Masked Hero within arm’s reach of a wall can use it to slow his or her descent. When first using this ability, they take damage as if the fall were 20 feet shorter than it actually is. The Masked Hero’s ability to slow their fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her Masked Hero level.
Ki Strike (Su) At 4th level, a Masked Hero’s unarmed attacks are empowered with ki. Their unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 16th level, their unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Purity of Body (Ex): At 6th level, a Masked Hero gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 8th level or higher, a Masked Hero can heal their own wounds. They can heal a number of hit points of damage equal to twice his or her current monk level each day, and they can spread this healing out among several uses.
Power Armor (Ex): Upon attaining the 9th level, a Masked Hero's Hero Armor upgrades. The Masked Hero can take one of the following abilities to use as part of their upgraded armor.
Water Walk (Su): The Masked Hero can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Masked Heroes crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
Fly (Su): The Masked Hero can fly at a speed of 60 feet (or 40 feet if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Flying requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject can charge but not run, and it cannot carry aloft more weight than its maximum load.
True Seeing (Su): The Masked Hero can see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Diamond Body (Su): At 11th level, a Masked Hero gains immunity to poisons of all kinds.
Hero Time (Ex): At 12th level, a Masked hero can tap into the sheer power of their heroism and channel it into their attacks. Hero Time costs three Colour Shifts, and lasts for as long as a normal Colour Shift. During this time, a Masked Hero can add 1/2 (rounding down) of their Base Attack Bonus to their Damage Rolls. When the five turns are over, the effect wears off and the Hero has to 'recharge'. During this time, he or she can not Colour Shift and also takes a deduction of 1/4 (rounding down) of their Base Attack Bonus to their Damage Rolls.
Diamond Soul (Ex): At 13th level, a Masked Hero gains spell resistance equal to his orher current monk level + 10. In order to affect the Masked Hero with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Masked Hero’s spell resistance.
Persist Colour (Ex): At 15th level, a Masked Hero can choose to lose their ability to Colour Shift and instead resort to using only one Colour. In exchange, the Hero has an unlimited charge on their Colour of choice. However, if a Persist Colour Hero uses Hero Time, they will still have to Recharge in Neutral Colour Shift.
Timeless Body (Ex): Upon attaining 18th level, a Masked Hero no longer takes penalties to his or her ability scores for aging and cannot be magically aged. Any such penalties that they has already taken, however, remain in place. Bonuses still accrue, and the Masked Hero still dies of old age when his or her time is up.
Perfect Self: At 20th level, a Masked Hero becomes a magical creature. He/She is forevermore treated as an outsider rather than as a humanoid (or whatever the Masked Hero’s creature type was) for the purpose of spells and magical effects. Additionally, the Masked Hero gains damage reduction 10/magic, which allows it to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Masked Hero can still be brought back from the dead as if it were a member of her previous creature type.
Pericias:
Balance (Dex), 10
Climb (Str), 5
Craft (Int), 7
Diplomacy (Cha), 7
Escape Artist (Dex), 7
Hide (Dex),
Jump (Str), 12
Knowledge (Geography) (Int),
Knowledge (Local) (Int),
Knowledge (Dungeoneering) (Int),
Move Silently (Dex),
Profession (Wis), 10
Sense Move (Wis), 15
Spot (Wis),
Swim (Str),
Tumble (Dex) 12
Talentos:
-ACROBÁTICO [Geral]
-ATAQUE DESARMADO APRIMORADO [Geral]
-ATAQUE PODEROSO [Geral]
-AUTO-SUFICIENTE [Geral]
-DESVIAR OBJETOS [Geral]
-FORTITUDE MAIOR [Geral]
-INICIATIVA APRIMORADA [Geral]
-MAGIAS EM COMBATE [Geral]
-SEPARAR APRIMORADO [Geral]
-TRESPASSAR [Geral]
[/font]
Última edição por isaac-sky em Dom Jul 15, 2012 1:58 pm, editado 14 vez(es)
isaac-sky- Guarda Real
- Data de inscrição : 21/10/2011
Idade : 30
Localização : Entre Nárnia e a Terra Média
Emprego/lazer : Dominar o mundo/ RPG/ SKA
O que sou
Raça: Humano
Classe: Ninja
Re: [1º Heaven Empire RPG] Projeto LEGADO
OLD Version
- Spoiler:
Ficha definitiva do LEGADO, ainda falta organizar esse tópico aqui, mas ja esta perfeito para usar no RPG
BBA +17/+12/+7/+2
Última edição por isaac-sky em Sex Jun 15, 2012 1:22 am, editado 1 vez(es)
isaac-sky- Guarda Real
- Data de inscrição : 21/10/2011
Idade : 30
Localização : Entre Nárnia e a Terra Média
Emprego/lazer : Dominar o mundo/ RPG/ SKA
O que sou
Raça: Humano
Classe: Ninja
Re: [1º Heaven Empire RPG] Projeto LEGADO
Ficha v3. Larguei aquela classe bizarra kkkkkkkkkkkk
Ficha v4
Lembrar de trocar o talento de ataque desarmado para o talento de familiar
Transformações:
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
- Spoiler:
Ficha v4
Lembrar de trocar o talento de ataque desarmado para o talento de familiar
Transformações:
[Tens de ter uma conta e sessão iniciada para poderes visualizar este link]
Última edição por isaac-sky em Seg Set 10, 2012 5:00 pm, editado 4 vez(es)
isaac-sky- Guarda Real
- Data de inscrição : 21/10/2011
Idade : 30
Localização : Entre Nárnia e a Terra Média
Emprego/lazer : Dominar o mundo/ RPG/ SKA
O que sou
Raça: Humano
Classe: Ninja
Re: [1º Heaven Empire RPG] Projeto LEGADO
OLD
Equips v.2 (200.000 PO)
*Armas
(Adamantine Katana)(50.000 PO):
- Trepassar poderoso
- Armazenar magias(http://www.dandwiki.com/wiki/SRD:Heroism)
- Velocidade
(Adamantine Katana)(50.000 PO):
- Velocidade
- Sangramento
Aparell:
Anel Proteção (+2) 8.000 PO
Hero Armor:
- Resistencia a Magia(19) 25.000 PO
- Invulnerabilidade (+3 de Bonus) 9.000 PO
- Forma Etérea 49.000
Restantes: 9.000 PO
- Spoiler:
200.000 PO Total
Hero Armor
- Resistencia a Magia(13) 15.000 PO
- Invulnerabilidade (+3 de Bonus) 9.000 PO
- Forma Etérea 49.000
Anel (evasão) (25.000 PO)
Anel (movimento subito) (25.000 PO)
Arma:
Punhos de adamantine:
- Trepassar poderoso (1000 PO)
- Armazenar magias (1000 PO) (http://www.dandwiki.com/wiki/SRD:Heroism)
- Velocidade (18.000 PO)
27000 PO Restantes
Equips v.2 (200.000 PO)
*Armas
(Adamantine Katana)(50.000 PO):
- Trepassar poderoso
- Armazenar magias(http://www.dandwiki.com/wiki/SRD:Heroism)
- Velocidade
(Adamantine Katana)(50.000 PO):
- Velocidade
- Sangramento
Aparell:
Anel Proteção (+2) 8.000 PO
Hero Armor:
- Resistencia a Magia(19) 25.000 PO
- Invulnerabilidade (+3 de Bonus) 9.000 PO
- Forma Etérea 49.000
Restantes: 9.000 PO
isaac-sky- Guarda Real
- Data de inscrição : 21/10/2011
Idade : 30
Localização : Entre Nárnia e a Terra Média
Emprego/lazer : Dominar o mundo/ RPG/ SKA
O que sou
Raça: Humano
Classe: Ninja
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