News:

Populated by the admins and moderators of your other favorite sites!

Main Menu

Status Screen (PC Sheets)

Started by Anastasia, December 26, 2012, 11:00:56 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Anastasia

Post your sheets here. They can be works in progress.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Merc

#1
"Mutts like you can growl and whine all you want, just so long as you remember your place.  You do NOT make trouble here, got it?"








Name:Santos Delascura
Race:Human
Job:Warrior
Lv:4
   
Wealth:- (See Party wealth)
Destiny:   8

Attributes:








PWR18 (12+1+1+4)
RES7 (4+3)
DEX11
MND3
   
Force6
Finesse   3

Combat Statistics







HP:105
MP:n/a
AVD:7
ACC:5
ARM:35 (20+15)
M.ARM:   15

Attack:   2d6+5 (Dmg +54, Properties: Reliable, Counterattack, Distance, Dual-Wielding, monster killer (aerial), MP damage, element ward [fire/wind])

Skills









4     Athletics
1Acting
4Awareness
4Inquiry
4Negotiation
4Stealth
4Synthesis (Weapons)
3Thievery

Job Abililities
Spoiler: ShowHide
Innate - Victory Pose: (Warrior) Whenever destiny is awarded to the party for defeating a boss or major enemy, the warrior receives a bonus point.
Beso Toxico: (Ninja) All non-improbable weapons are treated as having "Spellburst: Virus" property (negate all healing on target 4 rounds). Can also cast "Hex" as a slow action with no MP cost.
Image: (Ninja) Create 3 copies that each grant +1 AVD. Copies vanish when attacked, reducing avoidance bonus accordingly.
Grim Reaper: (Ninja) During pre-emptive round, character scores critical hit on 8-12, not just 12.
First Strike: (Warrior) May always act during pre-emptive round, and may make an immediate physical Counterattack whenever they take damage during a pre-emptive round.
Lunatic's High: (Limit Break) All allies gain the Regen positive status effect for 4 rounds (+20% HP end of each character's turn). In addition, they succeed on critical hits on a natural roll of 11 or 12 for 4 rounds.


Equipment
Equipped:
Gunblade (Main Hand), Fire Kaiser (Off-Hand), Berserker's Mail (Armor), Mithril Gauntlets (Accessory)

Gunblade: Element Ward (Wind), Monster Killer (Aerial).
Kaiser: Element Ward (Fire), MP Damage. Note: Link above incorrectly states +1 AVD.
Armor: +20 ARM, +15 M.ARM, +1 PWR plus +3 RES plus SOS-Berserk.
Accessory: +15 ARM.

Inventory:
Potion, Antidote, Vampire Fang x3, Zombie Killer

Misc:
(Consumed) PWR Source: Permanently raises PWR by 1 point.
(Consumed) HP Source: Permanently raises HP by 5 points.
(Pact) Ifrit: Pact bonus +4 PWR.
Level-up points: (1) PWR+2, (2) PWR+1, (3) DEX+2

Goals:
#1 - Have a monument named in his honor. A parade would be neat too.
#2 - Gain a notoriously awesome nickname, like "Thousand Man Slayer".
#3 - Have more than one lover in a town. Not get into trouble for it.
Lifetime - Be knighted/gain a position of nobility for services beyond measure.

Santos Delascura was born in Pasturburg, and frequently travels up and down the Zamarck River, hired as a bodyguard typically for some merchants when he isn't partying it out in Rosewall, one of the large merchant towns further up north in the Zamarck Kingdom.

Recently he's headed back 'home' to Glacierwind Valley due to the increased monster presence and the potential for fame and fortune as a hero. One of the reasons he'd originally left Pasturburg was to seek his fortune and make a living that could match his actual worth, and while it's been improving it's slow.

The opportunities here, however, could be limitless, just as long as he can find the right team of people to group with instead of the usual mutts and troublemakers that he's partnered with...
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Nephrite

#2
Morrie showed little aptitude for arcane arts at a young age, instead preferring to spend most of his time outdoors running around and getting into trouble. It was no surprise, then, that he became a Geomancer officially after enough training.

Despite his appearance, Morrie is surprisingly resilient and durable, although not as nimble as some of his other fellow Geomancers might be.


LEVEL: 4

Name: Morrie
Race: Human
Job: Geomancer
Quote: "It is the natural order of all things... but even that order can be chaos."               

Destiny: 7                                                      


Goals:
1. Find the mystery of Glacierwind Valley
2. Discover if the cause of monsters in Glacierwind extends further.
3. See what the land says around the ruins there.

Ultimate Goal: Be able to understand what the planet is saying.

PWR: 3
RES: 13 (+3) (+3) (19)
Force: (PWR+RES/4) = 5

DEX: 4
MND: 10 (+4) 14
Finesse: (DEX+MND/4) = 4



HP: (RES (19) + Job (18) X Level (4) ) = 148, 136 with Fire Ring
MP: (MND (14) + Job (0)) x (Level (4)) = 56

AVD: (1/4 DEX + Job) 6
ACC (1/2 Level + Job) 3
ARM: 3
M.ARM: 3

Element Ward (all), Normal to Shadow

ACC Bonus 1
AVD Bonus 5


Skills:  Max points 5 (Fin + 1)

Athletics: 4
Awareness: 4
Healing: 4
Lore: Monster 2 (4/29, Level 3 skill points) (+5 via Blue Magic) (+7)
Nature: 4
Synthesis: Alchemy 5
Synthesis: Armor 5(Added 1/30 via 2 points left over from start and 2 points from leveling)

Spoiler: ShowHide

500 gil  -- 190 left

1/29 - Add 300 Gil (Pooled gold, Ebenezer's payment, Mad Pony bounty)
1/30 - Add 161 (Further pooled money from sale of items)
1/30 - Remove 75 to create Tier 1 Wind Strike Aero Crystal
2/12 - Added Bag of Holding, split 432 into 216, 216 to Santos.
2/26 - Add 177 Gil from sale of items.
3/17 - Remove 750, failed attempt at synthesis
3/24 - Add 479 from sale of items.
4/2 - Remove 100, Cursed Armband.
4/8 - Add 388 Gil
4/8 - Remove 200
4/15 - Add 303 (Shiva fight), 500 (treasure)
4/15 - Add 95 (sale of 3 items)
4/21 - Add 10 gold (sale of 4 antidotes)
5/4 - Add 588 gold from the vampire trip and the sale of items
5/6 - Add 110 gold from sale of Barbarian Sword
6/3 - Add 250 Gil from Lady Wichel fight. Whoops!
6/3 - Remove 900 Gil for purchasing a Red Ring.
6/6 - Remove 1200 for Tier 3 weapon.
6/9 - Add 766 Gil from Turban/other stuff.
6/23 - Add Lavastone
6/30 - Add Lodestone and 1745 Gil from Ifrit Adventure
7/28 - Buy Phoenix Down for 540


*** Bag of Holding Inventory (31/40) *** 9/20

Spoiler: ShowHide

4/22 - add 1x Ether (Vampire Cave 1)
4/22 - add 1x Stone Blade, 1x Stone Knife, 1x Rage Silver, 1x Gold Needle (Vampire Cave 2)
4/29 - Bag of Holding made Holdingerer, up to 30 slots.
4/29 - Added Vampire Loot from Treasure Box Except Burning Maracas, given to Mycol,  Vampire Drops, Ice Materia
5/4, removed the Stone Blade, Knife, Mage's Hat, Vitality Crystal, two vampire fangs and Opal Shield
5/6 Removed Rage Silver
6/3 - Added Phoenix Down.-*
6/9 - Add Flame Saber, Zombie Eye, Bomb Fragment
6/11 - Add Flame Saber, 2x Fire Stone, Fire Ore, Imp's Armor, Star Pendant
6/16 - Removed 1x Fire Stone and 3x Bomb Fragment
6/16 - Remove 1 Magic Tart
6/30 - Removed Fire Ore, Flame Sabers, Mail of Tragedy, Wolf Berries, Zombie Eye, Sprint Shoes, Imp Armor and Star Pendant.
7/11 - Added Zombie Eye, Staff of the Marsh
7/16 - Added 2x Revivify, Staff of the Marsh
7/24 - Removed 6 Revivify, Add Ether, Staff of the Marsh
7/28 - Another Staff goes in, 2 Meltbombs come out.
8/12 - remove Tent
8/20 - Removed Staves, Zombie Eye


9/3 - Add 3 Hi Potion, Antidote, Mushboom Outfit
9/20 - Add 2 Revivify, 2 Potion, Hi-Potion, X-Potion, Dead Crystal & also add Poison Materia, Malboro Tentacle, Remedy

Consumables:
3x Ether (Restores 25% of a target's maximum MP, 20g)
5x Revivify (Removes the negative status effect Zombie, 20g)
3x Antidote (Removes the negative status effect Poison, 20g)
2x Gold Needle (Removes the negative status effect Petrify. 50g)
2x Eye Drops (Removes the negative status effect Blind, 20g)
2x Chocolate Chip Cookies. Tier 3 food, 200 gil, hp restore (50%). Delicious cookies.
2x Oatmeal Cookies. Tier 3 food, 200 gil, mp restore (50%). Delicious cookies.
3x Evil Eye, casts Blank Gaze (Blue Magic)
4x Hi Potion
1x X-Potion
2x Potion

Poison Materia
Malboro Tentacle
Remedy

Red Ring      Tier 2 accessor  1,000 gil   Element ward (fire) plus status proof (slow)
Mushboom Outfit


This bag does not take an inventory slot. It can store up to 30 items within it. Such items are securely kept and do not count against your inventory limit. However, it takes a bit of time to get an item out, so you can't take items out of the bag during combat.


*Gale Crystal, tier 3 arcane, 2900 gil, quick cast plus element strike (wind) plus element enhancer (wind) plus +3 RES. A crystal absolutely saturated in wind power (MND (9) x 4)+2d6 damage
*Shiny Red Cap: Tier 3 accessory, 2150 gil, +3 RES plus skill bonus (lore:everything +2). Favored by red mages who have touched the Optimization Force.
*Gaia's Gift: Tier 3 medium armor 5000 gil   3 ARM, 3 M. ARM, Elemental ward (all)   Stops elements, not swords.

1x Evil Eye: Casts Blank Gaze
1x Meltbomb: Tier 2 consumable, 90 gil, casts melt when used as an item and uses the user's stats to determine damage. Full of face-melting power.
Gold Needle (Removes the negative status effect Petrify. 50g)


Ice Mail: Tier 2 medium armor, 950 gil, +10 ARM, +11 M.ARM, element ward (ice) plus special. Armor made out of non-melting ice.
Special: Once per combat, a geomancer wearing Ice Mail may treat the terrain as Snow for the sake of geomancy.

Lodestone Tier 2 arcane   1,000 gil   Quick cast plus element strike (earth) plus +4 ARM   A stone hypercharged with magnetic force.
Lavastone, tier 2 arcane, 1050 gil, quick cast plus +2 PWR plus element strike (fire) plus element enhancer (fire) plus special. A stone made of barely solid lava. It's safe to touch.

Special: Once per battle, a Geomancer can draw on this stone's power to act as if the terrain was lava for geomancy.
Special: The lavastone may be used as a consumable to cast Firaga. If used in this way, the lavastone shatters and is lost.

Innate: Geotrance, Observe
Job Abilities: Geoawareness, Favored Terrain (Plains), Earth's Embrace (level 2)

Earth's Embrace

The Geomancer no longer takes damage from or suffers any negative penalties from Difficult Terrain, nor can they drown underwater.

Geoawareness:

Geotrance can now be used as a Standard Action. Also reduces the chances of Pre-emptive attacks on the party at GM Discretion.

Geotrance (Plains)

Wind Shear (Offensive): Multiple blasts of cutting air are launched through the sky toward the target, dealing (Highest Attribute x Half Level) + 2d6 points of Wind damage to one
enemy. If you possess the Wind Strike property, Wind Shear deals an additional two steps of damage. 

((Highest Attribute (19) x (Half Level (2) + 3))(95)+2d6

Sun Bath (Defensive): Golden light shimmers and dances over the battlefield, restoring (Finesse (4) x Level (4)) + 2d6 hit points to all party members.

Tempest (Maelstrom): Tempest (Maelstrom): An unstoppable cyclone fills the area, bolts of thunder crisscrossing the sky. Tempest inflicts Seal status upon all enemies with no roll to resist as well as the Blind status with an opposed force roll. In addition, anyone with Flying will lose their property during the Tempest. Furthermore, the Elemental Field of the current combat then becomes Lightning. All Lightning damage deals an additional two steps of damage.


Blue Magic

Goblin Bomb (3 MP)
Target: Single
Type: Non-elemental
The caster conjures forth a black metallic sphere topped with a lit fuse. It explodes instantly, dealing (PWR x 4) + 2d6 points of M.ARM Fire damage unless the target is of a lower level than
the caster. In such a situation, the attack inflicts (PWR x 8) +2d6 damage instead. There is a 25% chance that Goblin Bomb will explode prematurely, dealing damage to the caster of this spell
as well as the intended target.

For me, this does 12+2d6 damage.

Flash (7 MP)
Target: Single
Type: Non-elemental
Resistible
The caster creates a sudden explosion of searing phosphorescent light, inflicting (DEX x 3) + 2d6 damage to one enemy and inflicting the target with the negative status effect
Blind for one round with a successful opposed roll.

This is 12+2d6 damage. I'd assume the opposed roll is Force.


Poison Breath (6 MP)
Target: Single
Type: Status
Resistible
A morass of multicolored toxins is exhaled in a sickly plume. The target is affected by Poison, and the caster gains a +2 bonus on the opposed resist roll to apply this status effect.

No damage. Again, guessing Force.

Flamethrower (20 MP)
Target: Single
Type: Elemental (Fire)
Reflectable
The caster releases a blistering stream of fire from their mouth or fingers, scorching their intended target for (PWR x 7) + 2d6 Fire damage.

This does 21+2d6 damage.

Frog Song (20 MP)
Target: Single
Type: Status
Resistible
The Blue Mage hums, sings or ribbits a haunting melody, a song with its roots in the oldest of curses. Frog Song afflicts a Humanoid or Beast listener with the negative status effects Transform and Seal, transmuting them into a harmless green amphibian no more than a few inches tall.

Ramuh

Limit Break

Breath of the Earth: This limit break heals 50% HP to all allies and removes all negative conditions. In addition, Morrie has better understood his destiny now! The destiny cost to use Breath of the Earth has decreased to 2! It may now be used with 50% or less  HP remaining.

Veryslightlymad

#3
A bizarre fungal creature that appeared in town one day, Mycol (get it?) is a break-dancing compulsive braggart with an insatiable curiosity about humans and their customs.

LEVEL: 4

Name: Mycol L'thrishdasumaladid (I will spell this differently every time, if it ever comes up.)
Race: Mushboom (Unusual, Plant)
Job: White Mage (Nee Time Mage, Red Mage)
Quote: "It feels like we've done this before because we have. A million, billion times."

Languages
Swamp Imp

Destiny: 2

GOALS:
1: Understand and integrate with humans
2: Instruct others on the cyclical nature of time
3: Win a dance competition
ULTIMATE GOAL: Establish a long-lasting/permanent alliance or trade relationship between the Mushbooms and the Humans.

Attributes:
Power: 9
Resistance: 5 (9, after Titan)
Force: 3 (4 with Titan)

Dex: 8
Mind: 10
Finesse: 4

HP Total: 84 (100 with Titan) (105 with Robe)
MP Total: 64
AVOID: 6
ACCURACY: 2

ARM: 10
M.ARM: 25
Abilities:

~Body and Soul(White Mage Innate): If conscious at end of battle, allies can be restored to 100% Max HP
~Telekinesis(Time Mage): (Physically interact with non-sentient objects up to medium distance away)
~Mana Shield(Time Mage): (Standard action: All attacks hitting the time mage become MP damage property (50% damage to HP, 50% to MP)
~Unusual Race(Special): (Plant. +2 Mind)
~Runic(Red Mage):Runic Absorbs and Negates the first spell cast in the Red Mage's presence from Friend or foe. This is a standard action. Lasts until spell is absorbed or start of next turn. Gain MP equal to casting cost of spell. Once per combat.


Skills:
(Max points = 5. Finesse + 1)

Escape ~ 5
Stealth ~ 5
Perform ~ 5
Nature ~ 5
Mercantile ~ 3
Language ~ 5

Equipment

Robe of the Archfungi: Tier 3 light armor, 2200 gil, +10 ARM, +21 M.ARM, SOS-Protect plus +5 hp. Organically grown and artisan crafted.
Wyrmbeats, tier 3 arcane, 6000 gil, quick cast plus monster killer (dragon) plus element strike (lightning). A rhythm that torments dragons. Take that, dragon superiority!
Weedslayer Ring: Tier 3 accessory, 2300 gil, monster killer (plant). The bane of all plant life everywhere, even Malboros.


LIMIT BREAK[/u]
Berserk Dance: Deals (PWR*7)+2d6 points of ARM damage to one enemy. In addition, Mycol can inflict berserk on himself or any willing allies if he so chooses. (2 destiny cost)

Spells

Enervate: 5MP (Single, Effect) (Time)
The Time Mage creates a localized pocket of accelerated time
around a small nonorganic object, causing it to age hundreds of
years in an instant. Some materials disintegrate in seconds.
Steel, iron, and certain other metals can rust or become brittle
due to 'prolonged' exposure to the humid air, and when making
a Force check to destroy an object affected by Enervate, the
difficulty should be reduced significantly. Enervate deals (PWR x
6) +2d6 points of Non-Elemental damage if used on a Construct
enemy.


Quickening: 2MP (Self, Status) (Time)
The Time Mage speeds up the atoms that compose his body,
moving more rapidly than any person should ever be able to.
Upon successfully casting this spell, and at the start of each of
his subsequent turns, the Time Mage loses 25% of his
maximum HP. However, while the spell lasts, the character
gains the effects of the Haste status. The Time Mage may
choose to end the effects of this spell at the end of each of his
turns as an instant action.

Sprint: 5MP (Single, Status) (Time)
A series of red rings materialize around the target's legs or
equivalent anatomy, glowing with suffused power before fading
away again. The target's movement speed is doubled for
several minutes – they can now travel a Medium range distance
instead of a Short range each round.


Water: 5MP (Single or Group) (Black)
Water begins to filter out of the air, forming a solid ball around
the target that lifts it off the ground before bursting in a shower
of liquid. Water inflicts (PWR x 3) + 2d6 points of Water damage
to the target, or (PWR x 1) + 2d6 points of Water damage to all
enemies.


Watera (20 MP)
Target: Single or Group
Type: Elemental (Water)
Reflectable
The ground buckles and cracks as a column of water erupts,
violently immersing an enemy before dispersing again. Watera
inflicts (PWR x 5) + 2d6 points of Water damage to the target, or
(PWR x 3) + 2d6 points of Water damage to all enemies.


Fire (5 MP) (Black)
Target: Single or Group
Type: Elemental (Fire)
Reflectable
A burning sphere of fire rushes towards a chosen point,
exploding on impact. Fire inflicts (PWR x 3) + 2d6 points of Fire
damage to the target, or (PWR x 1) + 2d6 points of Fire damage
to all enemies.


Stop (4 MP) (White)
Target: Single
Type: Status
Reflectable, Resistible
The joints of the target bend and lock suddenly, leaving the
target unable to move. While definitely uncomfortable, the
paralyzing effects of this spell are completely painless and
cause no lasting damage. The target is affected by the negative
status effect Stop.


Aspir (1 MP) (Black)
Target: Single
Type: Elemental (Shadow)
Orbs of blinding pink energy form around the target, growing
larger and more luminous as they draw magical energies from
the target; once full, the orbs return to the caster, transferring
the stolen energy upon contact. Aspir destroys (PWR x 1) + 2d6
points of the target's MP, and the caster regains a number of
Magic Points equal to the amount lost by the target.


Life (30 MP) (White)
Target: Single
Type: Recovery
A smiling cherubim descends from the heavens and basks an
unconscious ally in a golden glow – no matter how close to their
demise the target may have been, they find themselves whisked
safely from the brink of death.
This spell may only be cast on Short Range allies with 0 HP or
less, and it returns them to 1 HP.


Imp Summon (5MP) (Summon?!)
Target: Single
Type: Elemental (Wind)
The character is able to summon an imp to attack his enemies with the full fury of imp-kind. This deals (PWR * 4) + 2d6 points of wind damage to a single target. The imp vanishes after dealing damage and is a spell effect, so it is not subject to being attacked or taking damage.
~~~~~
I also have a plain ol' VEST lying around. Vest (Tier 1 Light Armor) (+2 ARM +6 M.ARM)
Mage's Hat, Tier 2 Accessory, 4 M.ARM, 650 gil
Bikini: Tier 2 light armor, 1000 gil, +12 ARM, +12 M.ARM, +1 AVD, +1 MND. It works by magic. Really.
1x Hi-Ether
1x Magic Tart
Opal Shield, tier 2 shield, 350 gil, +5 ARM, +4 M.ARM, +1 AVD plus element ward (lightning). Often mistaken for a diamond shield.
Rattle and Roll Maracas: Tier 2 arcane, 1000 gil, quick cast plus +2 DEX. Maracas that really get you shaking, rattling and rolling.
Cold Iron Maracas, tier 2 arcane, 900 gil, quick cast plus monster killer (arcana). Maracas that maim magical minions massively.
Burning Maracas, tier 2 arcane, 855 gil, quick cast plus element strike (fire) plus +1 RES. Maracas consumed with burning spirit.

Iron Dragoon

#4
Name: Lehko Mocorho
Class: Paladin (Engineer, Ninja)
Level: 4
Age: 20
Race: Mithra (Male)
Destiny: 6

Quote: "Technology.. It's going to happen no matter what. We Mithra need to learn to use it too, or we'll be run over by it."

Goals:
Spoiler: ShowHide

Lifetime: Find a way to integrate technology into ecology.
#1: Advance engineering knowledge.
#2: Show that Mithra men are tough enough to be let out on their own.
#3: Mithra-built, nature-powered, clockwork airship!


Stats:
Spoiler: ShowHide

PWR- 12 (10)
RES - 11 (9)
DEX - 13 (7)
MND- 11 (5)

Force: 5
Finesse: 6


Combat Stats :
Spoiler: ShowHide
HP- 144/144
MAGIC- 52/52
ARM- 35
M.ARM- 35
AVD- 9
ACC- 3


Attacks:
Pistol 1: S&W Magi ATK: 2d6+3 +26 DAM (Ranged, Quick Cast, Special: All spells are increased by one step)
Pistol 2: S&W Almighty ATK: 2d6+3 +26 DAM (Ranged, +1 PWR/+1 RES/+1 DEX/+1 MND/+1 AVD)
Orlandeau's Strike: (PWR x (2 x Level)) + 2d6 Holy M.ARM damage

Limit Break:
Dynamite: Cost - 2, Deals (PWR*6)+2d6 points of fire damage to all enemies.
Black Cat's Fortune: Cost - 3, You may treat all 1s on a d6 as 6s for the rest of the encounter.

Bjomolf:
Bite: 2d6+20
Hamstring: 2d6+20, slow action, +1 ACC, -2 to target's AVD for 1 round
Howl: Inflicts Confuse on one target, can only be used once per battle.

Summon:
Shiva: 1 destiny point to summon; gain +4 DEX as pact bonus.

Skills:
Spoiler: ShowHide

Awareness- 9
Mercantile- 9
Nature- 3
Synthesis (Cooking)- 5
Synthesis (Tinkering)- 9
Vehicles- 2


Abilities:
Spoiler: ShowHide
Innate- Cover (P. 62)
Status Resistant (Trait): (P. 100) Immune to Paralysis and Seal.
Gillionaire (ENG): (p. 36)
Skillful Hero (Trait): (P. 98)
Orlandeau's Strike (PAL): (P. 64)


Spells:
Spoiler: ShowHide

Poisona: 3 MP - Single Target, removes status effect Poison
Dia: 7 MP - Single Target, PWRx2 + 2d6 Holy damage, removes magically granted Invisibility and natural Stealth (targets who have taken damage cannot successfully make Stealth rolls until end of combat)
Cure: 7 MP - Single Target, MNDx2 +2d6 healing


Pet:
Spoiler: ShowHide

Bjomolf
Level 3 Normal Beast

Stats:
[spoiler]
PWR- 12
RES- 7
DEX- 6
MND- 2

Force- 4
Finesse- 2


Combat Stats :
Spoiler: ShowHide

HP- 111/111
MP- 12/12
ARM-4
M.ARM-4
AVD- 7
ACC- 4


Destiny: 3

Earth: - Fire: - Ice: Vulnerable Lightning: - Water: - Wind: Resistant Holy: - Shadow: -

Status Immunities: -

Biological Attacks: -

Combat Abilities: Call for Help, counterattack: Bite (25%)

Bite: 2d6+20
Hamstring: 2d6+20, slow action, +1 ACC, -2 to target's AVD for 1 round
Howl: Inflicts Confuse on one target, can only be used once per battle.
[/spoiler]

Proficiencies:
Spoiler: ShowHide

Weapons: Brawl, Huge, Ranged, Blade, Concealed, Dual Wield, Arcane
Armor: Light, Medium, Heavy, Shields
Magic School: White


Equipment:
Spoiler: ShowHide
Gil: 2992
S&W Magi ATK: 2d6+3 +26 DAM (Ranged, Quick Cast, Special: All spells are increased by one step)
S&W Resolve: Tier 2 ranged, 900 gil, ranged plus +2 RES.
Blessed Silver Armor: Tier 4 heavy armor, 11250 gil, +35 ARM, +35 M.ARM, +4 MND plus status proof (poison) plus status proof (zombie) plus special. Holy armor made from shining silver.
Glorious Armband: Tier 2 accessory, 1,000 gil, +1 PWR plus +1 RES plus +1 DEX plus +1 MND plus SOS-Shell plus SOS-Protect.
Chocolate Chip Cookies x2. Tier 3 food, 200 gil, hp restore (50%)
Oatmeal Cookies x0. Tier 3 food, 200 gil, mp restore (50%)


Background:
Spoiler: ShowHide
Lehko learned engineering and tinkering from books and sporadic training from a merchant/engineer that traded with his village regularly. He eventually fled his village because he was convinced that with the way Humes are having a population explosion, compared to the Viera, and with Hume technology becoming widespread, he was convinced that the Viera needed to find a way to integrate technology into ecology, both keeping up and respecting nature and their tradition. His wives disagreed with his argument about embracing technology and viewed his tinkering as an indulgence. The village chieftainness had about the same reaction, and so he took it upon himself to find a way to achieve his goals. This lead to Lehko leaving the village on his own.

Since Mithra, and all Viera, males are considered too valuable to let loose on the world, Lehko is rather ignorant of many common things. He often does not understand references or cultural expectations outside of his own race. Additionally, he gets rather nervous when any other Mithra is in the area. As males are prized, and having left his village, he is more or less considered an unattached outsider, which makes him quite the prize for any female Mithra. Though, he's gotten the feeling that at least one of his wives have been only a few steps behind him on occasion.

During his travels and trials, Lehko has managed to pick up a few tricks from his companions, as well as other sources. He's learned a few tricks of the Ninja from watching Santos, mainly how to conceal weapons and how to use both hands separately for dual wielding. From watching the spell casting Morrie and Mycol, he was inspired to delve into magic. This led him to finding his guiding light for his faith in helping his fellows and all Mithra.
This is not the greatest post in the world, no... this is just a tribute.

Soul

#5


Name: Penelo
Age: 13
Race:  Moogle
Job: Red Mage

Background: ShowHide

Appearance: Being a moogle, she is rather short!
   Despite all of that, she does wear clothes. She dresses in
   toned robes of black and blue with gold embroideries, her
   pointed hat matching in nature.

Quote: Don't underestimate me just because I'm small!

Background & Goals: A optimistic black mage, Penelo
   set out on the world to experience life itself. She's not
   depressed or pessimistic in the slightest, wanting to see what
   the world has to offer her. She hopes to one day become
   powerful enough a mage to show the people who mocked her short
   stature that she is just as capable as they are.

Goals:
* #1: Obtain a powerful staff.
* #2: Show the prowess of a Moogle, so that people see Moogles
      as more than a lesser race.
* #3: Discover a rare artifact that shows some hint to a lost
      history of the past.
* Lifetime: Be recognized as a powerful mage that leaves a mark
      on history in some fashion.


Attributes:
* Power (PWR): 12 (18 with Lich Staff & Wizard's Kenpogi)
* Resolve (RES):  5
* Dexterity (DEX): 3
* Mind (MND):  10 (13 with Black Mage Hat)

Secondary Attributes:
* Force: 5 (6 with unusual species)
* Finesse: 4 (5 with unusual species)

Combat Statistics:
* Hit Points (HP): 76
* Magic Points (MP): 68 (118 with Lich Staff)
* Avoidance (AVD): 6 (7 with unusual species)
* Accuracy (ACC): 3
* Armor (ARM): 11
* Magic Armor (M.ARM): 20

Equipment:

* Hands: Lich's Staff, tier 3 arcane, 5000 gil, quick castx2
   plus +50 MP plus +3 PWR plus element proof (earth). The staff of
   Lich, Fiend of Earth.
* Armor: Wizard's Kenpogi: Tier 3 light armor, +11 ARM, +20
   M.ARM, +3 PWR. A steel robe remade to be a martial arts uniform.
   Focuses your ki.
* Accessory: Black Mage's Cap, tier 3 accessory, 2,500 gold,
   +3 MND plus special. The iconic hat of any black mage.
       Special: A black mage that wears this cap gains status
       proof (seal) and element enhancer (fire, ice, lightning).

* 2x Chocolate Chip Cookies. Tier 3 food, 200 gil, hp restore 50%.
    Delicious cookies.
* 2x Potions. 25g each, hp restore (25%).
* 1x Phoenix Down

Arcane Weapons: ShowHide

Arcane Weapons
   They use the user's MND attribute instead of PWR to calculate
   damage with a melee swing. 2d6+ Tier x MND.
Quick Cast:
   Once per combat a character using an Arcane weapon may
   activate this property as an Instant action, causing the next
   spell they cast to be treated as a Standard action instead of
   a Slow action.


Skills:
* Awareness: 5
* Escape: 4
* Language - 5
   * Moogle
   * Common
   * Swamp Imp
* Lore - Everything: 5
* Inquiry: 5
* Stealth - 4 (6 with unusual species)

Destiny: 2 points

Job Abilities:

* Innate Ability: Encyclopedia: The character may invest
   into a unique skill known as Lore (Everything) so long as they
   remain a Red Mage, which they may roll in place of any
   specialized Lore check. This even includes nonexistant Lore
   types such as Lore (Animal Husbandry) or Lore (Embarassing
   Childhood Nicknames for Members of the Royal Family).

* Unusual Species: Beast. A tiny character is usually less
   than three feet in height, standing eye-to-eye with a Moogle
   or possibly even having to look up at one. They gain a permament
   +1 bonus to their AVD score, a +2 bonus to Stealth,
   and a +1 bonus to all Force or Finesse rolls where his or her
   size could possibly be advantageous.

* Counter Magic: The mage gains Magical Counterattack (100%).
   Whenever the Black Mage is affected by any spell cast on him by
   an enemy, he may return fire with any spell he knows
   automatically as a Counterattack. The spell still costs MP, but
   is considered an instant action. The Black Mage cannot use
   Counter Magic if he is occupied with a Slow action of his own or
   if the spell was Reflected, and he may only perform one magical
   counterattack each round.

* Obliterate: You're capable of imposing your will on
   colossal inanimate objects, deadly artifacts and protective
   wards, turning them all into piles of rubble. Once per session,
   the black mage may activate Obliterate as an instant action even
   when it would interrupt an enemy's turn, in order to make a
   Force check to destroy any Large object (such as a weapon
   wielded by a titanic enemy creature, a towering marble pillar
   falling towards them, or even an entire town) at up to a Long
   Range with a +4 bonus to the check. At the GM's discretion,
   Obliterate can also be used to destroy smaller, non-sentient
   objects that are predominantly magical in nature.

* Specialization: Ice
   You deal an additional step whenever you inflect elemental
   damage of your chosen type. Whenever you roll maximum damage
   with a damage dealing spell, regardless of the spell's normal
   elemental type, you gain an additional advantage based on your
   chosen element.
   Ice: Deadly cold freezes the enemy in place and inflicts 
   the negative status effect Stun for one round.

Magic:

Blizzard (5 MP)
* Target: Single or Group
* Type: Elemental (Ice)
* Reflectable
   A flurry of high-speed ice particles are launched at the target,
   inflicting (PWR x 3) + 2d6 points of Ice damage to a single
   target, or (PWR x 1) + 2d6 points of Ice damage to all enemies.
   (PWR x 5 or x 3 with Ice Specialization & Black Mage Hat)

Blizzara (20 MP)
* Target: Single or Group
* Type: Elemental (Ice)
* Reflectable
   The air around the target condenses to freezing point in an
   instant, encasing it in a towering spire of ice. Blizzara inflicts
   (PWR x 5) + 2d6 points of Ice damage to the target, or (PWR x 3) +
   2d6 points of Ice damage to all enemies.
   (PWR x 7 or x 5 with Ice Specialization & Black Mage Hat)

Fire (5 MP)
* Target: Single or Group
* Type: Elemental (Fire)
* Reflectable
   A burning sphere of fire rushes towards a chosen point,
   exploding on impact. Fire inflicts (PWR x 3) + 2d6 points of Fire
   damage to the target, or (PWR x 1) + 2d6 points of Fire damage
   to all enemies.
   (PWR x 4 or x 2 with Black Mage Hat)

Water (5 MP)
* Target: Single or Group
* Type: Elemental (Water)
* Reflectable
   Water begins to filter out of the air, forming a solid ball around
   the target that lifts it off the ground before bursting in a shower
   of liquid. Water inflicts (PWR x 3) + 2d6 points of Water damage
   to the target, or (PWR x 1) + 2d6 points of Water damage to all
   enemies.

Sleep (5 MP)
* Target: Single
* Type: Status
* Reflectable, Resistible
   Clouds of light mist play around the target as an apparition of
   the moon appears overhead. If the target doesn't resist the
   calming influence of the starlight softly showered over it, it
   becomes inflicted with the Sleep status ailment.
   Although Sleep ends if the target takes damage, this spell
   remains a powerful method of temporarily taking one foe out of
   the fight.

Twilight (2 MP)
* Target: Local
* Type: Effect
   Torches and lanterns wink out, and a strange darkness creeps
   outwards, reducing the illumination in the area and turning the
   battlefield into Difficult Terrain. Bright, direct sunlight becomes
   shadowy and causes a -2 penalty to attack rolls for both
   enemies and allies alike. If the spell is cast in an environment
   that is already dark, the area becomes pitch black and all
   combatants are affected by the negative status effect Blind,
   which cannot be removed by other spells or items.
   The effects of the Twilight spell last for several turns.

Frog Song (20 MP)
* Target: Single
* Type: Status
* Resistible
   The Blue Mage hums, sings or ribbits a haunting melody, a song
   with its roots in the oldest of curses. Frog Song afflicts a
   Humanoid or Beast listener with the negative status effects
   Transform and Seal, transmuting them into a harmless green
   amphibian no more than a few inches tall.

Quickening (2 MP)
* Target: Self
* Type: Status
   The Time Mage speeds up the atoms that compose his body,
   moving more rapidly than any person should ever be able to.
   Upon successfully casting this spell, and at the start of each of
   his subsequent turns, the Time Mage loses 25% of his
   maximum HP. However, while the spell lasts, the character
   gains the effects of the Haste status. The Time Mage may
   choose to end the effects of this spell at the end of each of his
   turns as an instant action.

Limit Break:

Dust Requiem
* Target: Group
   Deals (PWR x 5) + 2d6 damage to all enemies by summoning giant
   boulders from the sky.nstant action.

Using Limit Breaks: ShowHide

Using Limit Breaks
   There are two ways to perform a Limit Break.
   When you have less than 25% health and roll a critical strike.
   When you spend three points of destiny.
   Limitation: Only one limit break per round, and the limit break
   replaces your normal attack instead of being used alongside it.


Esper Summon:

Catoblepas: ShowHide

Catoblepas

   A thundering of hooves announces the arrival of the Great
   Boar, though he seems much less impressive and much more
   intimidating up close. Catoblepas charges onto the battlefield
   from afar, legs flailing as he runs and casting great clouds
   of earth up in his wake. The large green-furred beast skids to a
   halt in front of the summoner, great head hanging low to the
   ground despite a very long neck. He snorts, his head very pig-
   like save for the mane and the single glowing eye.

HP: Penelo's HP X2: 152

Abilities:

Cycloptic Tackle: The esper overruns a single target,
   attempting to trample them with his many hooves. The attack
   deals (RES x 5) or (PWR x 4) + 2d6 points of damage.

Medusa's Eye: Catoblepas lowers his head to the ground
   and stares intently ad the target, his eye glowing a dull orange.
   The target's eyes are drawn to the gaze and fixed with terror...
   then the beast blinks and lifts his head away from the ground,
   the look having shocked the system of the target to inflict
   (RES x 3) + 2d6 points of damage and, with a successful
   opposed roll, Petrifies the target for one round.

Unblinking Stare: Catoblepas affixes his gave to a single
   target, stripping away their magical fortifications. Until
   combat ends, that foe suffers a -1 penalty on opposed rolls to
   resist negative status effects, and the effect is cumulative.

Spells: Catoblepas can channel the effects of Ray Bomb, Melt,
   and Blank Gaze from his unblinking eye.

[Spoiler=Spells]
Ray Bomb (25 MP)
* Target: Single
* Type: Non-Elemental
* Reflectable
   Brilliant spheres of energy appear before the caster, joining
   together into a single searing burst of destruction. Ray Bomb
   inflicts (PWR x 6) + 2d6 points of Non-Elemental damage.

Melt (25 MP)
* Target: Single
* Type: Effect
* Reflectable
   This powerful and unique spell allows the caster to channel
   white-hot heat into an inanimate object – usually armor – and
   render it twisted and worthless until the magick ends.
   If cast on a weapon or other held object, Melt deals (PWR x 2) +
   2d6 points of Fire damage to the item's holder every round until
   the spell ends, or until the item is dropped. If cast on armor, in
   addition to the damage taken each round, the target's ARM
   score is reduced to zero as fabrics ignite and metal becomes
   fragile.
   Melt lasts for a total of three rounds, and is therefore incredibly
   useful to neutralize foes with high physical defenses.
   Regardless if the spell is effective – or even if it is reflected or
   otherwise negated – the caster of Melt deals themselves (PWR
   x 2) + 2d6 points of Fire damage due to the incredible heat
   channeled by this spell.
   Melt cannot be re-cast on the same target until the effects have
   worn off.

Blank Gaze (20 MP)
* Target: Single
* Type: Status
   The target stares into his target's soul, eliminating magical
   protection with the power of the Evil Eye. Blank Gaze
   automatically removes one random beneficial magic effect from
   an enemy with no resistance roll, and their M.ARM score is
   reduced to zero until the end of the caster's turn.


Astral Flow, Devil's Eye: Catoblepas lowers his head and
   stares across the battlefield, his single eye glowing a bright
   red. Visions of lifeless stones and statues float around his
   head, and all the targets attempt to break away from the
   beast's intent stare. When he finally closes his eye, all
   enemies must make a successful resistance check to avoid
   being afflicted with the negative status effect Petrify.

Special: Resistance to Earth, Beast Killer.

Devotion:
   This Esper is a slothful being that knows the value in waiting
   for the right time to strike, felling its opponents with a single
   glance. If the party ever duplicates this method and defeats a
   group of similar-level foes in a Pre-Emptive combat round,
   Catoblepas will forever after only require 1 point of destiny to
   call forth.

Pact Gift:
   After Catoblepas gets over his initial shock that a summoner
   would take the time to form a bond with one as grotesque as
   he, he happily serves his partner with a far more stubborn
   tenacity than before.
   Catoblepas now calculates his HP as (Summoner's Max HP x 5)
   instead of only double the value. Furthermore, he also gains a
   Resistance to Shadow.
[/spoiler]
Summon Mechanics: ShowHide

   Catoblepas is a rank 2 individual esper. That means that he can
   be summoned for 2 points of destiny by Penelo. This is a slow
   action, just like casting a spell. Special rules for them are
   noted below.

- Catoblepas has HP equal to 2x Penelo's max HP score. Right now
   Catoblepas would have 152/152 HP if summoned.
- Summons always have zero ARM and M.ARM. They share the same
   evade as their summoner.
- Summons have the trait impervious, which means they're
   basically status immune. Some have exceptions to this as
   noted in their description. They're also immune to knockback,
   disarm, equipment breaking or targeting, falling damage,
   can't have their spells interrupted, can't be swayed with
   skills, can't be intimidated or coerced and can't be affected
   by haste unless they innately have auto haste.
- A summon acts immediately once they are summoned. Which means
   you do your slow action and wait a round, it appears when
   you finish and acts right away.
- Once summoned, a summon takes the place of the summoner. Soul
   controls the summons in place of Penelo. Penelo's removed
   from the battle and untargetable/invincible during this time.
- A summon stays for 3 rounds, until it is reduced to zero HP or
   until it is dismissed by the summoner. At this point the
   summoner immediately rejoins the battle and becomes
   vulnerable again.
- A summon that makes it to three rounds can use its Astral Flow
   ability before leaving. Think of this sort of as a limit
   break.
- All damage by summons are automatic and deals non-elemental
   M.ARM damage unless specified otherwise.