Esdeath, Ice Queen, General

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Esdeath, Ice Queen, General

by Kalem November 10th, 2017, 9:36 am
<<> Player Info <>>

IRC Nick: TheRaven (Still is sitting, still is sitting, upon the…)
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Esdeath
Race: Human
Age: 23
Height: 5’7”
Appearance: https://vignette.wikia.nocookie.net/vil ... 0608022421
Eye Color: Blue
Hair Color: Blue
Notable Features: Visible Brand on her chest

<<> Character Personality <>>

Favorite Food: Nothing Specific, prefers to eat from powerful monsters
Likes: Battle, Torture, Hunting
Dislikes: Naivety, Weakness
Favorite Color: White and Black
Fears: Becoming Weak

<<>Character Background<>>

History:
Esdeath grew up in a small village of hunters, who hunted the local, Danger Beasts, killing and butchering them for food and trade. Esdeath’s father had a simple philosophy that was brought on by this harsh, dangerous life. “The Strong Survive and the Weak Die.”

Growing up in the kill or die environment robbed Esdeath of Empathy, the necessity of harvesting some trophies from Danger Beasts while they were still alive soon taught her to view the suffering of others as a pleasant occurrence.

Esdeath lived for hunting, training her skills and honing her body, she left her village to hunt in the mountains alone, at a very young age. Returning with her prey to find her village slaughtered. Her father reinforcing the philosophy of “The Strong Survive, and the Weak Die,” with his final breath.

Esdeath, now without purpose joined the Imperial Army, where she quickly demonstrated her prowess and incredible skill. Rising to the rank of General and the attention of Minister Honest, she was given her choice of Teigu. She drank the Imperial Arm known as ‘Demon’s Extract’. Giving her the power to manipulate ice, and her unique trump card ability.

Esdeath continued to thrive in the military life, leading her troops to crush numerous rebellions, with a cruel efficiency, and a malice that left many looking upon her actions sickened with the Empire. As rebellion after rebellion rose up, only to be crushed by Esdeath, the Empire began to spiral.

Before long, Esdeath was recalled to do battle with a group of assassins known as Night Raid, or Night’s Raid. Her finest soldiers were killed, so she formed a new squad of 6 Imperial Arms users that were in turn killed by Night Raid. During this, Esdeath had begun a search for love, and had found it in an individual named Tatsumi, only to discover that Tatsumi was a member of Night Raid, and Esdeath and her unit were responsible for killing a number of his friends. The divide between Esdeath and Tatsumi was unconquerable, and soon it became a simple resolve, that Esdeath would be the one to take his life.

Tatsumi died in the final battle between the Revolutionary Army, Night Raid, and The Empire.
Esdeath as the battle came to an end, was confronted by one of the last members of Night Raid, and arguably its strongest, Akame.

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<<>Statistics<>>

Total Experience Points: 1600

Health: 150
Health Roll: 1d40+15 (+1 Bonus for every 10 Health)
HP: 9,000 / 9,000 hp (Health * 60)

Dexterity: 300
Flat Foot Dodge: 60+ (+2 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: 60+ (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: 60+ (+1 Bonus for every 10 Dexterity + skill)
Style Points: 1,200 StP (Dexterity * 4)

Strength: 100
Inventory Slots/Comfortable Carry: 10 (+1 Bonus for every 10 Strength)
Base Damage: 50 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 400 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: (Base Damage * Weapon mod.)

Endurance: 50
Defense (Damage Absorb): 200 (+1 Bonus for every 10 Endurance *40)
Survival Roll: 1d20+5 (+1 Bonus for every 10 Endurance)

Intelligence: 500
MP: 2,500 MP (Intelligence * 5)
Skill Points: 2,000 SkP (Int * 4)

Magic Affinity: 150
Spell Points: SpP (Magic Affinity * 4)
Magic Attack Roll: (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: (Skill Level / 5)
Psionic Level: (Skill Level / 5)

Spirit: 100
Base Magic Damage: [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 200
Mental/Magic Defense Roll: / (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Roll: (+1 Bonus for every 10 Luck)
Luck Points: (+1 for every 10 Luck)
Critical Modifier: 1d4+ (+0.1 for every 10 Luck)
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<<>Skills<>>
(Used) 2,180 / 2,195 (Maximum) Skill Points

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Movement Skills
(Dexterity: +0 / Strength: +0)
<Athletics> <10> <65>
<Acrobatics> <10> <65>
<Roll> <20> <220>
-Dodge Leap <10>
<Reaction> <15> <130>
-Block <10>
--Counter Strike <15>
-Quick Draw <15>

Utility Skills
(Health: +0 / Intelligence: +0(intel/2) / Willpower: +0)
<Perception> <15> <130>
<Speechcraft> <10> <65>
<Gather Information> <5> <25>
<Search> <10> <65>
<Concentration> <10> <65>
<Monster Training> <10> <65>

Combat Skills
(Dexerity: +0)
<Martial Arts> <15> <130>
-Dual Strike <10>
--Triple Strike <30>

<Swords> <25> <335>
-Dual Strike <15>
-- Triple Strike <60>

Magic Skills
(Magic: +0 / Spirit: +0)
<Weapon Arcana> <25> <335>
-Arcane Defense <10>

Artisan / Knowledge Skills
(Intellligence: +0)
<Cooking> <5> <25>
<Botany> <5> <25>
<Medicine> <10> <65>
<Military Science> <10> <65>

Field Training Skills
(Intelligence: +0(intel/2))
<Survival> <15> <130>

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<<> Abilities <>>

-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP


Ice Affinity
Ice Barrier
Level 1, 10 Spell Points, 30 MP
Range 1: 1 Target
Status 2: Mild Defense: ½ Physical Damage

Ice Shell
Level 2, 15 Spell points, 120 MP
Status 4: Moderate Defense: ½ Magical Damage

Cold Focus
Level 2, 15 Spell points, 120 MP
Status 4: Moderate Offense: Adds Spr bonus to Physical Accuracy

Ice Shard
Level 3, 20 Spell points, 270 MP
Range 1: 1 Target
Damage 2: *2
[2] Elemental: Ice


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<<> Traits and Feats <>>

-= Race Traits =-

Race: Human
Traits:
Trait 1: Mysterious Power - Blood Type Imperial Arm, Trump Card
Once per mission, Esdeath can use her ability to stop space and time completely, for the duration of a single action, allowing her to complete a single action against a single target. Esdeath rolls reaction vs her opponent's, and if she is successful, her attack is treated like a sneak attack.
At 2000 xp, Esdeath's reaction check receives a +20 bonus.
At 3000 xp, the resulting sneak attack deals 4x damage instead of the usual 3x.

Trait 2: Junior Hero
Pre-requisite: Racial/GM Assigned
Description: With a natural proclivity for adventure, many humans spend their lives in search of it in one form or another, from the world traveler to the humble gamer nerd. The character's prior adventures have prepared them for the one they are thrust into now, granting a greater pool of starting Experience.
Effect: +100 EXP. Feat subject to enhancement with inflation.

Trait 3: Extra Training
Pre-requisite: Racial/GM Assigned
Description: Most humans spend their entire lives in preparation for bigger and better things, whether in formal education or training, or simply self improvement and study of the arts they wish to make their worth in. This manifests in additional SP to a particular skill they spent a lot of time honing.
Effect:
+65 SP granted to one backstory-relevant Skill essentially starting it at Level 10
AND
+130 to one backstory-relevant Skill, essentially starting it at level 15.


SIF: Enhanced Agility

Feat 0: Ice Affinity 1

-= Character Traits =-

Hunted: Night Raid
Hunted: Revolutionary Army

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) - Fighter
Description: Fighters are very basic combatants at their cores; they do battle in rain, sleet, snow, wind, or sand, and can be turned to for direct problem solving. Their athletic training and brawn allows them to surpass obstacles in their path -- including other people, through sheer presence or violence.
Effect: +10 to [Weapon Proficiency: Swords ], +10 to Athletics, +5 to Acrobatics, Reaction

*Feat 2 (100 XP) - Improved Combo
Associated Class: Fighter
Description: Fighters know how to squeeze the most out of a single attack action, and can land one extra regular hit when performing a regular attack. This does not apply to dual wielding.
Effect: Fighters engaging with weapons that support combo strikes may add a +1 to their number of possible hits(1d2 becomes 1d3, etc.)

*Feat 3 (200 XP) - Enhanced Attack Maneuver

*Feat 4 (300 XP) - Inquisitor
Associated Statistic:
Description: A powerful and convinced believer, the Inquisitor takes up a cause or patron and the responsibility of purging violators, heretics, or non-believers, whether it's political, religious, natural, or hereditary.
Effect: +10 to 1 Weapon Proficiency, Arcana, +5 Survival, Search

*Feat 5 (400 XP) - Know Thy Enemy
Associated Class: Inquisitor
Description: An Inquisitor is mandated to exterminate or suppress the presence of an unwanted, whether it's faith, politics, or species, or some other denomination, and thus is given power to chase and eradicate it.
Effect: Select an entity for the Inquisitor to root out; this must be narrowly tailored within reason. The character is thus granted the "Preferred Enemy" trait (+15 to all actions involving that enemy) and gains Mild "Sharpen" status when engaging in combat with them. In addition to that, while traveling, an Inquisitor is considered to have the "Intelligence Network" trait when hunting this particular entity. Using this feat does not remove incognito status.
As Esdeath possesses no true master or cause, outside the pursuit of enemies to subjugate and conquer, she may instead choose once per event (for the duration of that event), and only as often as once a week for short events, select from the list below.
Foreign Empires
Specific Military Force or group, (band of assassins, Mercenary Group)
Specific Race (aside from Human)
Rebels/Desidents

*Feat 6 (500 XP) - Enhanced Dodge

*Feat 7 (600 XP) - Red Mage
Associated Statistic:
Description: The Red Mage is a talented jack-of-all-trades, even wielding magic in one hand and a weapon in the other. Their diversity is most stapled down by their use of both black and white magics with equal proficiency, making them often easily recognizable.
Effect: +5 to any 1 Weapon Proficiency, +5 to any 1 magic, +5 to any three skills

*Feat 8 (700 XP) - Sword and Sorcery
Associated Class: Red Mage
Prerequisite: A Spellcasting skill and Weapon skill of equal level, Off-hand must either be empty or equipped with a casting aid (if the casting aid is a staff, standard Dual Wielding penalties apply); This feat stops functioning if prerequisites come undone.
Description: The apex of Red Mage multitasking lays in this formidable skill, which turns an otherwise humble jack of all trades into a whirlwind of flashing steel and flying spells.
Effect: Allows the Red Mage to make a physical and magical action in the same turn. This cannot be utilized during an Extra Attack round.
For purposes of Broken Chain, this counts as 'both' a physical attack and whichever type of spell is cast; Making a physical attack OR a same-color spell on the next turn will break the chain.

*Feat 9 (800 XP) - Enhanced Magic Affinity I

*Feat 10 (900XP) - Ice Affinity 2

*Feat 11(1000XP) - Ice Affinity 3

Feat 12(1200XP) - Enhanced Willpower I

Feat 13(1400XP) - The Best Defense
Associated Class: Fighter
Description: Fighters work best when they are on the offensive, and once they have the upper hand in a battle, it can be difficult to overturn them.
Effect: For every successful melee attack, gain a +5 dodge bonus up to a maximum of +25. This bonus is reset should you miss an attack, when you would go over +25, or should anything ‘reset’ the tide of battle (the opponent spends a turn fleeing to a better position, gets knocked down, etc)

Feat 14(1500XP) - Proselytize
Associated Class: Inquisitor
Description: An Inquisitor, whether religious, political, or otherwise, has a unique force of character and charisma that makes others want to follow along in their example and join the fervor. The ability to fan an already existing flame can change everything.
Effect: An Inquisitor -- through fear, benevolence, or sheer charisma -- may choose to interact with the populace of an area in order to temporarily sway them into following his/her example and taking up the Good Fight against the Inquisitor's chosen target. This effect lasts for as long as the Inquisitor remains in the area, and its effects include the "Judicial Ties: Level 3" and "Intelligence Network" traits. Using this feat breaks an Inquisitor's incognito status. This may have unforeseen consequences.

Feat 15(1600XP) - Improved Hit Points I

Feat 16(1800XP) -
Feat 17(2000XP) -
Feat 18(2200XP) -
Feat 19(2400XP) -
Feat 20(2500XP) -
Feat 21(2600XP) -
Feat 22(2800XP) -
Feat 23(3000XP) -
Feat 24(3200XP) -
Feat 25(3400XP) -
Feat 26(3500XP) -
Feat 27(3600XP) -
Feat 28(3800XP) -
Feat 29(4000XP) -
Feat 30(4200XP) -
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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

Currency:

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<<> Inventory <>>

General’s Gloves (Denzium)
Name: Denzium-Tipped Glove-Bracers
Price: 99855 gil
Roll Bonus: +25
Damage Modifier: *25
Augmentation Slots: 3
Crafting DC: 2520
Skill Level Required: 19
Augmentations: [⅔]
+10 to Dex
+10 to Str

Ice Queen’s Rapier (Denzium)
Name: Denzium Sword
DC To Make: 2800
Skill Level To Use: 19
Price: 95,100
Augmentation Slots: 4
Roll Bonus: +25
Damage Mod: 25
Augmentations: [2/4]
+10 to Dex
+10 to Str

General’s Raiment (Denzium)
Denzium-Lined Robe
Price: 76080 gil
Physical Soak Bonus: 1300
Magical Soak Bonus: 3150
Dodge Bonus: +20
Crafting DC: 2520
Augmentations:
Statistical [2/2]
+10 to MA
+10 to Spr

Support [1/3]
Name: "Class A" Uniforms
Manufacturer: Various
Price: +10% of base armor cost
DC to Make: 10% of armor crafting DC
Restrictions: Light Armor only
Description: The formal uniforms of both modern and classical militaries are generally shined and prettier than their battle dress counterparts. Whether they're blues, whites, greens, reds, greys, blacks, yellows, or plaid, the uniform of an officer is generally unmistakable amongst peers. When the proper uniform is worn -- whether it's governmental or mercenary -- the uniform grants a +5 bonus to Diplomacy with those who respect it, and always grants a +5 bonus to Dodge, whether it's Roll, Jump, or Run.

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<<> Special Notes <>>

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