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[[Campaign:Departers|Departers Campaign]] ==Character== [[File:Vee.png]] '''Name:''' Vee Irral<br/> '''Race:''' Half-esper (human)<br/> '''Age:''' 19<br/> '''Height:''' 5'9"<br/> '''Weight:''' 145 lbs.<br/> '''Description:''' Red skin, dark gray hair that resembles the comb of his chocobo.<br/> '''Destiny:''' 9<br/> '''Level:''' 6<br/> '''Job:''' Dark Knight. *''HP/Level:'' +6 ((Vit+6 x level)+10) *''MP/Level:'' +4 (+2 class, +2 race)(Int+4 x level) *''Attribute points/level:'' +1 *''Weapons:'' Arcane, Blade, Brawl, Huge, Reach *''Armor:'' Heavy *''Skill Points/Level:'' +1 *''ACC:'' 5 (2 + STR or INT rating) *''EVA:'' 10 (9) (7 + DEX rating [+2 DEX sword]) * Attack roll: 2d6+Accuracy vs. opponent's EVA '''Backstory:''' Vee's home town was on the fringe of the Magitek Empire, back when it was relatively small (or hadn't yet started rapid expansion). His father was a shining example of the good soldier, and due to his far-flung career he eventually found himself a half-esper child. When the Magitek Empire rose and saw the resource waiting to be exploited, his father fled with him to a far country, left him in the care of strangers (OR WERE THEY) and disappeared. Vee hasn't seen him since, and as he never fit in, he became a wanderer as soon as he was old enough (which wasn't that long ago. Maybe three years). Vee never knew his real parents, but although he don't know it yet he looks just like his father.<br/> '''Personality:''' Wild, free, enjoys the simple pleasure of racing his chocobo through the untamed countryside. Driven by a sense of not fitting in and rejects strong ties because of it. '''Quote:''' "Nice bird. Wanna race?"<br/> ==Attributes== '''STR:''' 9 (3)<br/> '''VIT:''' 6 (2)<br/> '''DEX:''' 11 (3) / 7 (2)<br/> '''INT:''' 6 (2)<br/> '''SPR:''' 7 (2)<br/> ==Stats== '''HP:''' 82<br/> '''MP:''' 60<br/> '''EVA:''' 10 (9)<br/> '''ACC:''' 5<br/> '''ARM:''' 15<br/> '''M.ARM:''' 5<br/> ==Skills== '''Athletics:''' 3<br/> '''Awareness:''' 2 '''Escape:''' 3<br/> '''Language:''' 3 (Monster Talk (difficulty 11) )<br/> '''Riding:''' 3<br/> '''Stealth:''' 3<br/> '''Survival:''' 3<br/> '''Swimming:''' 2<br/> ==Limit Breaks== Tier 1 limit break: '''Searing Wind''' * Area Effect (5 points) * Attack (Physical) 3 points (+2 Damage step increase from physical attack) * Elemental (Lightning) (1 point) * Movement (2 points) (Causes user or target to move Medium range) * Specialized Target (-1 point) (No affect on Arcana subtype) ==Spells== * Thunder -6 MP (INT x3) +2d6 damage * Elemental spikes -8 MP (lightning MARM damage equal to Spirit score when attacked. Lasts to end of combat) * Blind -10 MP (Reflectable, Resist 12; target affected by Blind status) Spell Rank Level 1 2, 4, 6 2 8, 10, 12 3 14, 18 4 22, 26 5 28 ==Equipment== '''Armor:''' Viking Mail (ARM 15, MARM 5) (SOS - Berserk at 25% HP)<br/> '''Left and Right Hand:''' Whisper Blade - Tier 2 sword (dmg STRx2 +2d6) Special: +2 Dexterity when equipped<br/> '''Accessories:''' Yellow Scarf (+2 DEX)<br/> '''Miscellaneous:''' <br/> '''Gil:''' 2695<br/> '''Items:''' * 1 Elixir * 2 Potion * 1 bag of 10 misc. potions [[File:Chocobo.png|Kohane]] * The innkeeper eyes Vee. "So," she asks, "I presume that her father doesn't know?" * <Vee> "Huh? What's that supposed to mean?" * <XR320> "Oh Vee, not again." * She leans back in her chair, "Nevermind, I guess you're playing innocent." * <Vee> "I swear I don't know what she's talking about!" Vee says, blushing an even-redder shade than usual. * The innkeeper gives a big, hearty, stereotypical and matronly "Mmmmhmmmm." * <Vee> "I gotta get out of here! This place is a nut-house!" * To calculate HP, add your VIT score with the HP/Level granted by your Job, multiply the total by your character level, then add 10. * To calculate MP, add your INT score with the MP/Level granted by your Job, and multiply the total by your character level. ==Abilities== '''Epic Ability: Soul Eater''' - Instant, Self * The name of this truly feared and rarely-spoken of ability is neither embellishment nor metaphorical. The ability to devour the souls of their fallen foes is the ultimate expression of a Dark Knight’s ruthlessness and utter lack of mercy. For the remainder of combat, any foe brought to 0 HP by the Dark Knight is instantly killed and cannot be resurrected in any manner short of expending destiny to Cheat Death. Furthermore, the Dark Knight’s combat prowess is temporarily augmented for every fallen foe. The user of Soul Eater receives a +1 increase to ACC and their damage step per enemy killed in this manner. The effect is cumulative – for example, a Dark Knight who normally has 4 ACC and deals (STR x 2) damage will have 10 ACC and deal (STR x 8) damage after killing 6 opponents. *The effects of Soul Eater – both the combat prowess increase as well as the ability itself – last until the end of the game session. '''Killing Machine''' – Standard, Local * Dark Knights are capable of cutting down their enemies in great numbers, not needing to pause to deal with lesser opponent. Make a normal attack action which deals 50% damage, but strikes every foe within Short Range. Killing Machine cannot be a critical hit or limit break. ''' Darkside''' – Standard, Single *The Dark Knight strikes his target, his blade burning with a black fire fueled by ceaseless rage. Make a normal attack action. If successful, 200% ARM Shadow damage is dealt by the attack. While powerful, Darkside has a price – if damage is dealt by this attack, the Dark Knight suffers damage equal to 25% of the Dark Knight's maximum HP. The damage done to the Dark Knight ignores ARM and Protect. This is a Short Range attack that may be used a number of times per session equal to the Dark Knight’s VIT rating. '''Animal Companion''' (chocobo named Kohane) – Passive * The character is accompanied in his journeys by a faithful animal, such as a trained dog or a mount, or something more exotic such as an elemental creation or robot. The Animal Companion is small or agile enough to avoid damage and status effects in combat; if the character controlling the Animal Companion is reduced to 0 HP or otherwise incapacitated, it will not act until its owner has been revived. Attacks from an Animal Companion cause damage which is insignificant enough that they do not bother participating in combat. Rather, they are versatile and skilled, able to follow simple instructions and relay information to their owner nonverbally. *Loyal (1): The Companion is fiercely loyal to its master, and can never be persuaded to act in any way contrary to the direct wishes of the PC. *Familiarity (2): Both you and your companion are of shared mind, and have an understanding that far exceeds intuition. You receive a +1 bonus to Ride skill checks when your companion is acting as the mount, or you as a player can choose to take control of your animal companion in non-combat situations. This can be taken multiple times. *Mount (5): The Animal Companion can be ridden with a successful Riding skill check, reducing travel times accordingly. (see p.127 for more information on this) A normal-sized Mount can carry up to two people. *Talkative (2): The Animal Companion is intelligent enough to understand the same languages your character does, and can respond with sign language, meaningful sounds, or body language. Often, this allows for animal companions to get information to and from NPCs when their owner isn’t around to help.
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