Campaign:Departers/Vee
Character
Name: Vee Irral
Race: Half-esper (human)
Age: 19
Height: 5'9"
Weight: 145 lbs.
Description: Red skin, dark gray hair that resembles the comb of his chocobo.
Level: 1
Job: Dark Knight.
- HP/Level: +6
- MP/Level: +4 (+2 class, +2 race)
- Weapons: Arcane, Blade, Brawl, Huge, Reach
- Armor: Heavy
- Skill Points: 14
- ACC: 4 (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.
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?"
Attributes
STR: 7 (2)
VIT: 5 (1)
DEX: 7 (2)
INT: 4 (1)
SPR: 7 (2)
Stats
HP: 21
MP: 8
EVA: 14
ACC: 9
ARM: 0
M.ARM: 0
Skills
Athletics: 3
Escape: 3
Language: 2 (Monster Talk (difficulty 11) )
Riding: 3
Stealth: 3
Survival: 2
Swimming: 2
Spells
Spell Rank Level 1 2, 4, 6 2 8, 10, 12 3 14, 18 4 22, 26 5 28
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.
Innate Ability: Black Magic – Standard, Varies
- Though they will never achieve the level of dominance over the black arts as their Black Mage brethren, Dark Knights are capable of casting their share of spells from the same school. Many Dark Knights choose rather different spells than pure mages, focusing on magicks that weaken their enemies with negative status effects, or gaining the knowledge to raise an army of undead allies…
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.
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.
Equipment
Armor: None
Left and Right Hand: Whisper Blade - Tier 2 sword (dmg STRx2 +2d6) Special: +2 Dexterity when equipped
Accessories: None
Miscellaneous:
Gil: 0