Name: Jet
Age: 26
Race: Human
Gender/Sex: Male
Description: A thin guy. With a full body jetpack. And a backpack. That turns into a jet.
Perks:
Gotta go fast!!: Gotta go fast!! Jet uses the jet thrusters to augment his speed. He gains +2 agility per level.
Light anatomy: My frame is slight; my lift, tremendous. Jet has a very thin skeletal build, adding +1 per level to agility when flying.
Deadfall: Come and get me!! He takes no damage when falling distances farther than 30 feet.
Complications:
Light anatomy: Sticks and stones will definitely break my bones. Jet takes +100% damage from physical attacks from blunt objects. Like a baseball bat.
Man of Machinery: Aside from the jets, I'm a normal person. Jet cannot use any magic or magic items for any magic effects.
Equipment:
Armour Name: Jet suit.
Type: Mechanical
Effects: Propels user through the air using jet propulsion.
Defense Bonus: 2 DEF
Description: A flight suit with two large jet thrusters on the dorsal side angled away from the middle for the backpack jet, and smaller thrusters on the hands, feet, and joints.
Weapon Name: Afterburner
Type: Chosen
Weapon Damage: 1d6 (ranged)
Effects: Burning: Has a 85% chance to set the opponent on fire.
Description: A compact flamethrower, with a blue flame.
Accessory Name: R8-21b
Type: Modifiable
Effects: Summon/Transform: Turns into a fully functioning jet fighter. Without the weapons.
Description: A large backpack that seems rather inconspicuous, until the user initiates the transformation sequence. Then it's a jet. Upon user leaving said jet, it folds back up into a backpack and opens a parachute and wings, it then guides itself slowly to the ground nearby the user.
Accessory Name: (Level 1) Ultralight component
Type: Chosen
Effects: Adds RES+ItemLevel to Agility. It takes away the RES of the jet, and adds it to the total agility.
Description: A key that unlocks the armor and initiates storing the armor. This make the jet super light and, as such, it flies faster and has more control. This lasts until the jet is destroyed, or until it is put back on.
Stats:
Level: 1
XP: 0
HP: 35
Init: 1d20+7
Defense: 2
Stats: 0 Points to assign. The total points one may place in a single stat is 6+Level.
Physical Attack: 2
Resilience: 4
Special Attack: 5
Fame/Infamy: 2
Agility: 7
Knowledge: 4
Skills: You may have six skills, not counting your Basic Attack and Defense skills, which are unmodifiable.
Basic Attack
Basic Defense
SCRAM Jet: Jet vectors all thrust into the forward thrusters in an attempt to get as far away from the danger as possible. Has a 5% chance to knock an enemy back. Enemies that are knocked back have their cooldowns extended by 1 turn. (4 turn cooldown.) (Special)
Rocket Assisted Punches: Jet fires the thrusters at the elbow joints to accelerate his punches to a higher velocity. Enemies hit are knocked prone (They can't dodge or block while prone) for 1 turn. (2 turn cooldown) (Physical)
Rocket Jump: Jet vectors all thrust downwards to propel himself to a higher position at most 40 feet higher. He stays in the air 2 turns unassisted, this gives him a AgiD6% evasion while in the air. (3 turn cooldown) (Agility)
Meteor Strike: Jet falls from a great height and punches the ground/target, inflicting x3 damage on the target hit, and has a (1d20) chance to knock all enemies, within 10 feet, into the air. For every 40 feet of air, roll 1d6 for damage. (No cooldown/Height requirement at least 40 feet) (Physical)
Chaff Shower: If UltraLight Component is used, Jet can jettison the stored armor to act as temporary cover. This burns the armor and renders it unusable until repaired. +3 to evade while active. (No cooldown/Jet armor required) (Special)
Jet Fueled: While his thrusters/jet is active, he gains +2 agility. (Passive)
Other:
Name: R8-21b
Age: N/A
Type:
Race: Fighter Jet
Gender/Sex: N/A
Description: An experimental fighter jet that is deployed from a backpack. It is not autonomous and takes three turns to deploy. Once deployed a user can enter the jet and fly it.
Equipment:
Weapon Name: (Level 1) Sidewinder missiles
Type: Chosen
Weapon Damage: 1d20
Effects: Explosion: Explodes dealing 1d10 in a 15 foot radius from the initial target.
Description: A rack of sidewinder missiles. There are 12 in all.
Armour Name: Jet Armor
Type: Modifiable
Effects: None
Defense Bonus: +4 Defense
Description: Aluminum plates that deflect damage away from the user.
Accessory Name: Fuel Tank
Type: Modifiable
Effects: Holds fuel.
Description: A tank holding jet fuel.
Stats:
Fuel Level: 50/50
Level: 1
XP: 0
HP: 39
Init: 1d20+6
Defense: 4
Stats: (Depends on the type of summon)
Physical Attack: 0
Resilience: 8
Special Attack: 7
Fame/Infamy: 3
Agility: 6
Knowledge: 0
Skills: The number of skills you may take depends on the type of summon, not counting your Basic Attack and Defense skills, which are unmodifiable.
Basic Attack
Basic Defense
Other: Has no skills, as it is non-autonomous.
It consumes 5 fuel per turn. Once it runs out of fuel, it can no longer function and falls back to earth as a backpack.
Blitz. Is there anything I should change about my character?
I'm assuming the Jet is a Partner summon?
Lower his stats appropriately(I THINK it's 18-20 points but I can't remember for the life of me right now).
Lower the damage of the Sidewinder down to something more appropriate, too, like 1d10-1d12 mebbe.
As for the character itself, boost SCRAM Jet a lot. I'd say something like just extending the cooldown by 1 turn and lowering the cooldown, because right now it's almost completely worthless.
Rocket-Assisted Punches should prolly have some damage boost on it as well, tbh. Like, say, 1.2x multiplier or something like that.
Chaff Shower is pretty useless too. Burning a piece of equipment means it should probably be more along the lines of 'doubled evasion rate for the turn it's active' or something.
And give the burning given by the Afterburner some sort of stats. I'm assuming it's a damage-over-time effect? Something like 1d6 damage for 3 turns or whatever?