Irvine Kinneas 7.0

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Irvine Kinneas 7.0

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Post by QueenSelphie »

<<> Player Info <>>
IRC Nick: Kurama/Sebastian
Real Name (Optional):
Time Zone:

<<> Character Info <>>
Name: Irvine
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
health_temp:
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
awareness_temp:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
dexterity_temp:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
strength_temp:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spirit_temp:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
luck_temp:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 1/18

* Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
Sight

* Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
hearing

* Fearless (2 pts) - This character gains a +10 bonus when rolling against Speechcraft checks.

* Emissary (2 pts) - Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.

* Silent Hunter (2 pts) - This character benefits from a +10 bonus when conducting a Sneak Attack.

* Merciless Precision (2 pts) - When this character deals a Sneak Attack against a target that is already under a status ailment (some may not apply), this character adds 1* to its Sneak Attack damage multiplier.

* Shards of the Past (3 pts) - This character may choose up to three skills to be considered "Extra Training," allotting them 65 skill points apiece to those particular skills. Each skill costs 1 point.
Weapon Proficiency - Shotguns
Weapon Proficiency - Sniper Rifles
General - Reaction

-= Character Classes =-
 
1)
2)
3)
 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -
*Feat 2(400XP) -
*Feat 3(600XP) -
*Feat 4(800XP) -
*Feat 5(1000XP) -
Feat 6(1200XP) -
Feat 7(1400XP) -
Feat 8(1600XP) -
Feat 9(1800XP) -
Feat 10(2000XP) -
Feat 11(2200XP) -
Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
Skill Points Total:
Milestone Derivatives:
Improved HP: + -> +500 Max HP
Improved Soak: + -> +25 Phys/Mag Soak
Implacable: + -> +500 Death Threshold
Endure: +% -> +1% chance (1d100) that an attack that would KO instead leave the character at 1 HP
Improved Survival: + -> +10 to final result of survival roll
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
( )  Health: [] + | Bonus: +
HP: ((health * 50) + Milestones) | Armor: (health + Milestones) | Physical Soak: (health + Milestones + traits)
Magical Soak: (health + Milestones + traits) | Status Resistance: (See Milestones) | Death Threshold: (Milestones)
Endure: (Milestones) | Survival Result Bonus: (Milestones)
Milestone Derivatives:
Improved HP: +
Improved Soak: +
Implacable: +
Endure: +%
Improved Survival: +
Improved Resistance: +%
Milestones:
(50, 100 exp) Improved HP: +500 (x2)
(150, 200 exp) Improved Soak: +25 (x2)
(250 exp) Implacable: +500 (x1)
(300 exp) Endure: +1% (x1)
(350 exp) Improved Survival: +10 (x1)
(400 exp) Improved Resistance: +5% (x1)
 
Milestone Derivatives:
Improved Melee: + -> +5 awareness bonus on melee attacks
Improved Ranged: + -> +5 awareness bonus on ranged attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
Eyes in the Back: -> Reduces the 'roll outcome' of Sneak Attacks by -10
Combat Reflexes: -> Reduces DC for Grenade-like weapons by -10
True Sight: -> -10 to Illusion or Invisibility detection DCs
( )  Awareness: [] + | Bonus: +
Initiative: 1d550 | Base Attack Bonus: | Perception Bonus:
Melee: (See Milestones) | Ranged: (See Milestones) | Magic: (See Milestones)
True Sight: (See Milestones) | Combat Reflexes: (See Milestones) | Sneak Attack Negation: (See Milestones)
Milestone Derivatives:
Improved Melee: +
Improved Ranged: +
Improved Magic: +
Eyes in the Back:
Combat Reflexes:
True Sight:
Milestones:
(50, 300 exp) Improved Melee: +5 (x2)
(100, 150, 200, 500, 550 exp) Improved Ranged: +5 (x5)
(250 exp) Improved Magic: +5 (x1)
(350 exp) Eyes in the Back: -10 (x1)
(400 exp) Combat Reflexes: -10 (x1)
(450 exp) True Sight: -10 (x1)
 
Milestone Derivatives:
Improved Dodge: + -> +5 Dexterity bonus when dodging an attack
Improved Agility: + -> +5 Dexterity bonus when performing skill checks
Improved Reaction: + -> +5 Dexterity Bonus when performing Flat Foot or Reaction-based dodges
Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
( )  Dexterity: [] + | Bonus: +
Full Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Flat-foot Dodge: (((dexterity / 10) + (dexterity_temp / 10)) + See Milestones) | Block Bonus: (See Milestones)
Dodge Bonus: (See Milestones) | Agility Bonus: (See Milestones) | Flat-foot/reaction Bonus: (See Milestones)
Style Points: (dexterity * 5)
Milestone Derivatives:
Improved Dodge: +
Improved Agility: +
Improved Reaction: +
Improved Block: +
Milestones:
(50, 100, 350, 400 exp) Improved Dodge: +5 (x4)
(150, 200, 450 exp) Improved Agility: +5 (x3)
(250, 300, 500 exp) Improved Reaction: +5 (x3)
(550 exp) Improved Block: +5 (x1)
 
Milestone Derivatives:
Improved Slots: + -> +2 Inventory Slots
Pierce: + -> 50 of character's physical damage ignores armor
Juggernaut: -> -100 damage reduction when bracing an attack
( )  Strength: [] + | Bonus: +
Base Physical Damage: ((strength + strength_temp) * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Slots: +
Pierce: +
Juggernaut:
Milestones:
(50, 100 exp) Improved Slots: +2 (x2)
(150 exp) Pierce: +50 (x1)
(200, 250, 300 exp) Juggernaut: -100 (x3)
 
Milestone Derivatives:
Improved Crafting: + -> +5 Spirit roll bonus when crafting
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
Improved Magic Damage: + -> +250 magic damage
Improved Item Use: + -> Raises DCs to avoid one-use items by +10
( )  Spirit: [] + | Bonus: +
Base Magical Damage: (200 * 2) + 250 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Crafting: +
Improved Magic Defense: +
Improved Magic Damage: +
Improved Item Use: +
Milestones:
(50 exp) Improved Crafting: +5 (x1)
(100 exp) Improved Magic Defense: +5 (x1)
(150 exp) Improved Magic Damage: +250 (x1)
(200 exp) Improved Item Use: +10 (x1)
 
Milestone Derivatives:
Improved Critical: + -> +500 damage when inflicting a critical hit
( )  Luck: [] + | Bonus: +
Luck Points: | Critical Damage: (See Milestones) | Luck roll result: (See Milestones)
Draw chance: (See Milestones) | Critical Defense: (See Milestones) | Draw defense: (See Milestones)
Milestone Derivatives:
Improved Critical: +
Milestones:
(50, 100 exp) Improved Critical: +500 (x2)
 
_______________________________________________________________________
<<>Skills<>>


0: Untrained | 1: Hobbyist | 2: Novice/Beginner | 3: Dedicated Student | 4: Educated/Trained | 5: Professional | 6: Advanced | 7: Specialist | 8: Expert | 9: Adept/Prodigy | 10: Master

Movement
Bonuses: Dexterity: +, Full Dodge: +, Flat-foot Dodge: +, Agility Bonus: + | Strength: +, Momentum: +
 
General - Athletics
 
    Name: Hauling
 
General - Reaction
 
    Name: Recovery
 
    Name: Quick-Draw
 
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Perception
 
    Name: Detect Trap Trigger
 
    Name: Tracking Sense
 
    Name: Tremor Sense
 
    Name: Phase Sight
 
General - Speechcraft
 
    Name: Sense Motive
 
    Name: Shift Attitude
 
General - Gather Info
 
    Name: Observe & Report
 
General - Search
 
    Name: Scrutinize
 
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Shotguns
 
    Name: Knockdown
 
    Name: Knockback
 
    Name: Improved Knockdown
 
    Name: Improved Knockback
 
Weapon Proficiency - Sniper Rifles
 
    Name: Sweet Shot
 
    Name: Improved Critical
 
    Name: Improved Sweet Shot
 
    Name: Counterfire
 
Weapon Proficiency - Pistols
 
    Name: Sneak Attack
 
    Name: Show Off
 
    Name: Weaver Grip
 
    Name: Gunslinging
 
    Name: By the Book
 
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Magic - Assisted Magic
 
    Name: Arcane Intuition
 
    Name: Enhanced Junction
 
    Name: Draw-Cast
 
    Name: Advanced Draw
 
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
General - Vehicle Operation: Light Ground
General - Survival
 
    Name: Rope Skills
 
 
 
_______________________________________________________________________
<<> Abilities <>>

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

-= Magical/Psionic (Spell Points) =-
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 35000
_______________________________________________________________________
<<> Inventory <>>
_______________________________________________________________________
<<> Character Description <>>
Age: Young Adult
Height: 6'0"
Weight: 175 (optional)
Appearance: Irvine is a 6'0 lean well built guy. He has long brown hair that reaches down to the small of his back. He usually keeps it in a pony tail with a few shorter strands loose. His eyes are blue like sapphires and he's clean shavin. He wears a blue vest and a necklace covered my a long tan duster. He wears pair of brown tanned chaps over a pair of blue jeans and a pair of brown boots. He also wears a pair of black gloves with the fingers cut of and a black cowboy hat. Hidden mostly undetneath his long coat is his gun belt which houses a pair of twin revolver style Colt Dragoons. Strapped to the outside of his right thigh is a support that his shotgun is hooked to. The weight of his gun on his leg doesn't seem to affect his gait at all as he carries himself long strides.
Image
Eye Color: Blue
Hair Color: Brown
Notable Features: He has long hair and he looks like a cowboy

<<> Character Personality <>>
Favorite Food: Irvine's not a very picky eater, but he loves barbequed stuff.
Likes: His gun and his girl Selphie.
Dislikes: Pressure, tight situations
Favorite Color: Forest Green
Fears: Cracking under pressure, not meeting expectations.

<<>Character Background<>>
History:
Irvine was an orphan raised in an orphanage under the care of Cid and Edea. There he also grew up with Squall, Quistis, Zell, Seifer, and Selphie. He eventually got adopted out by Martine and grew up at Galbadia Garden where he served as a rifle expert under Headmaster Martine. He got back together with the 'orphanage gang' though a joint mission to assassinate sorceress Edea. After the botched assassination where our "fearless" gunman chickened out, General Caraway ordered him to get Rinoa out of prison and take her home. He would of left the others there if Rinoa hadn't tried to gouge his eyes out. That woman is feisty. After being persuaded to go back to rescue the gang he has pretty much stuck around. When they go to check the damaged at Trabia Garden, he tells them about the orphanage that they all grew up in since they didn't seem to remember him and he remembered them. It seems they figure that it is their GFs that made them forget, since Irvine hadn't used one til he met up with them for the mission. He would succeed in passing his SeeD exam later on after the events of defeating Ultimeca.
His latest mission lead him to be in the service of the Dimensional Warriors. He originally was sent with Quistis and later Selphie joined them. He was there for quite some time until he was needed for something back at Galbadia Garden.
Irvine has again been called away by his SeeD duties along with Selphie this time. They have been dealing with the repercussions and aftermath of the war going on. It has been quite a bit of chaos as the stream of orphaned children as been a constant flow.
Irvine nowadays has settled into his role as a house husband/spouse. He does a lot of the desk and paper work as well keeps the house in order. He still trains and does all those things, but he enjoys a bit more of a laid back roll.
_______________________________________________________________________
<<> Special Notes <>>
_______________________________________________________________________
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QueenSelphie
Posts: 115
Joined: October 9th, 2008, 6:12 pm

Things that need to be converted

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Post by QueenSelphie »

Cerberus
Description: A great three headed dog of yore that guards Hell, both to keep intruders out and the damned in. He is a 'good dog' in all respects, though far more intelligent than he appears, a fact he uses to gain an advantage against those who think of him as a simple beast.
Cerberus appears as a massive dog with pitch black fur and dark, dark red demon scales in equal measure, his three heads full of razor sharp teeth with shiny black eyes gleaming with intelligence. His long tail is lizard-like, and he often wears a collar around each neck, sometimes with chains still attached.
Guardian Force HP: 12,000 * 4 = 48000
Out of Combat Effects: Cerberus is an excellent guard, and can be left to watch over a certain place and inform the master if anyone comes through. Sneaking past Cerberus requires beating a DC 30*Level with a sneak check. Cerberus can instead add +10 per level to Perception for purposes of detecting ambushes by walking along ahead of the party.
Level 1: (250 MP * 4) = 1000
Summon Attack: Counter Rockets
With a mighty howl, Cerberus imbues his allies with a blessing of his own power, partitioning off a bit of each targets soul to form a triple consciousness that can cast independently of one another. Grants Double and Triple statuses to 4 allies.

Diablos
Description: A dread demon that dwells in a pocket dimension within a magic lamp, a nether plane of dark matter. There he sleeps and dreams, gazing upon the dreams and nightmares of mortals in place of his own and awaiting those strong or wise enough to overcome his might. Diablos has little care for much of anything, apathetic to all but his dreaming and the call of those who have proven their worth. Despite his fearsome appearance, he is not inherently evil, but rather disturbingly neutral.
Diablos manifests as a demon of some stature, covered in thick, dull scales of red and black, decorated well with matching ridges and horns as well as a pair of massive bat wings. He often travels in the form of a swarm of pitch black bats made seemingly from hyper condensed ichor, using his 'true' wings mostly to hover wherever he has chosen to manifest. He maintains a bemused expression most of the time.
Guardian Force HP: 16,000 * Level
Out of Combat Effects: Diablos can be called upon from his slumber to gaze upon the dreams of others, rolling a standard scry check of +20 per level against their base willpower, unless they are so vigilant that they have learned to protect themselves even in sleep. The higher Diablos' level, the clearer the information gleaned from these dreams becomes and the longer he can 'watch' undetected
(one hour per level, usually).
Level 1: (300 MP * Level)
Summon Attack: Dark Messenger
Diablos appears in a burst of bats, slowly reaching skyward to bring a blob of hyper condensed gravity into hand and lob it straight down at the hapless enemy. On contact it crushes the life out of them, dealing 5% of the target's current HP per level in gravity damage.

Name: Longshot High-Powered Scope
Cost: 70000
Restrictions:
Description: A traditional glass-and-metal scope, with a fully-functioning telescopic lens to allow manual, hand-operated sighting. Grants a +20 to roll bonuses.

Name: Suppressor
Cost: 20000
Restrictions:
Description: A muzzle brake which hides the flash, as well as silencing the weapon, however, muzzle velocity is decreased. Reduces weapon damage by 25%, but the weapon is rendered inaudible.

-Pistols
Name: Colt Dragoon
Price: 45000
Augmentation Slots: 3
Roll Bonus: +16
Damage:1500
DC:339
Skill Required:10

-Snipers
Name: Outlander (Mauser SP-66)
Price: 1417500 credits
Augmentation Slots: 3
Roll Bonus: +20
Damage:31500
DC:17000
Skill Required: 15

Name: Diabolos (Chinese 205th Armory Type 93)
Price: 405000 gil
Augmentation Slots: 3
Roll Bonus: +38
Damage:73130
DC: 13000
Skill Required: 25

-Shotguns
Name: Valiant (Ural Combinat Wolverine) (Scatter Shot Normally)
Price: 40000 credits
Augmentation Slots:0
Augmentation Slots: 3
Roll Bonus: +9
Damage:14500
DC:870
Skill Required: 10
Valiant's versatility comes into play during Irvine's limit break, besides his normal shot, He can use various ammos that cause different effects.

The Odin, named after the Guardian Force of the same name. It kicks like a six legged horse, but the end result will make you believe Odin has indeed visited this battle field.
Name: Odin (Elkoss Combine Scimitar) (Scatter Shot)
Price: 1189500
Augmentation Slots: 3
Roll Bonus: +26
Damage:39650
DC:4100
Skill Required: 20
Like Valiant before, this weapon allows Irvine to use different ammo to cause different effects during his limit break.

Name: Cerberus (GWA AA-12)
Price: 245700 gil
Augmentation Slots: 4
Roll Bonus: +32
Damage:51100
DC:5840
Skill Required: 25

Name: Sentinel Arms Striker
Price: 257850 gil
Augmentation Slots: 4
Roll Bonus: +33
Damage:52500
DC:5960
Skill Required: 25

Denzium-Lined Robe
Price: 200000
Physical Soak Bonus: 1060
Magical Soak Bonus: 2700
Crafting DC: 1269

Name: Denzium Stetson (Accessory slot)
Price: 95100 gil
Crafting DC: 2800
Max Enchantment Level: 4
Natural Property: +3 to Dex
HP +10%

Name: Duster Overcoat
Price: 3500 credits
Benefit: +5 Inventory Slots, 4 1-2 Slot items 1 5 Slot item
+100 Physical Soak, + 400 Magic Soak
Description: A large overcoat with several large pockets two on the outside and two on both sides on the inside of the coat capable of storing up to two slot items. There is also a sturdy hook capable of carrying and concealing one 5 slot item (usually a shotgun).

Name: "Class A" Uniforms (SeeD Uniform)
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.

Name: Utility Belt
Price: 50 credits
Benefit: +5 Inventory Slots
Description: A snug belt with numerous compartments designed to hold tools. The slots can only be used for 1 slot items.

Name: Fragmentation Grenade
Manufacturer: Hahne-Kedar
Price: 20000
DC to Make: 50
Restrictions: None
Description: A standard shrapnel-based grenade. 4000 damage. To avoid, DC120 (140 in cover).

Name: Smoke Grenade
Manufacturer: Ariake Technologies
Price: 10000
DC to Make: 125
Restrictions: None
Description: A steel-grey cylinder that, when activated, mixes a set of chemicals inside that produce a dense fog within seconds of activation. Provides a +20 bonus to dodge checks in the area it's activated unless some form of vision enhancement is used. Colored smoke is also used as various forms of signals.

Name: "Pocket Secretary" Personal Data Assistant
Manufacturer: Conatix Industries
Price: 1000
DC to Make:
Restrictions:
Description: A small hand held personal digital assistant. Comes complete with stylus and computer hookup cable, as well as calculator, word processing, address book, scheduling software, clock, black jack, and a web browser. Supports simple applications.

Name: M-Potion (x2)
Manufacturer: Cyrez Pharmaceuticals
Price: 1200 credits
DC to Make:
Description: Designed as a miracle cure potion for injury prevention, and the most powerful public curative potion Cyrez sells, the M-Potion is one of the highest readily available curative liquids on the market. The potion is stored in a special container designed to prevent air contact or contamination. Restores 1000 hp.

Name: Medicated Noodle Soup
Manufacturer: Antibiotix
Price: 1000 credits
DC to Make:
Description: Just like ma made, sold to a factory and mass produced. Tastes surprisingly good, and doesn't leave you hungry. Cures poison, cold, flu, mental and physical exhaustion. Comes in a special blue thermos that auto heats the soup when opened.

Name: Rope
Price: 20 credits
Description: A simple length of durable rope

Name: "All-Seeing Eye" Electrobinoculars
Manufacturer: Binary Helix
Price: 50000
DC to Make:
Restrictions:
Description: High-caliber electronic binoculars which use digital magnification to display high resolution images of far areas. Functions as both standard optics and camera, allowing images seen in the unit to be saved for later use.
Last edited by QueenSelphie on May 7th, 2024, 12:14 am, edited 2 times in total.
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QueenSelphie
Posts: 115
Joined: October 9th, 2008, 6:12 pm

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