Gustave the XV

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Gustave the XV

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Post by shinichizio »

<<> Player Info <>>

IRC Nick: shinichizio
Real Name (Optional):
Time Zone: PST
Sheet Approved by: (leave blank)
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<<> Character Description <>>

Name: Gustave Eugene the XV, AKA Gustave the Shade
Race: Human
Age: 20
Height: 6'1"
Weight: 176 lbs.
Appearance: Gustave carries himself with the royal line's typical powerful and top-heavy build, to say nothing of their taste for crazy coiffure. Well muscled and tanned, his angular features and strong chin leave him with a classically handsome type of look.
Eye Color: Black
Hair Color: Black
Notable Features: Unnatural eye coloration, impossible hair style

<<> Character Personality <>>

Favorite Food: Ice Cream
Likes: Justice, Fighting, Carousing
Dislikes: Paperwork, Hangovers
Favorite Color: Red
Fears: Fame, Responsibility


<<>Character Background<>>

History: The world of Sandail; in one story torn by death, betrayal and otherworldly influence. This is another story. Gustave XIII, born royal of Finney and famed for his mastery of steel (slightly less famed for his utter ineptitude at magic), successfully waged a war of unification and brought the civilized world to heel under his empire. Even with an entire continent under his banner, he often set out alone to adventure and test his might.
On one of the most famous of these he discovered a great and otherworldly entity known only as 'The Egg', which disappeared almost as soon as he laid hands upon it. Many years later, our hero Gustave XV is born into the world, grandson of Emperor Gustave the Steel.

Despite being the firstborn son of the emperor's firsborn son, Gustave the Shade - as he was called, for it was much in vogue for nobility to take a secondary title like that - held very little relative importance with affairs of state. The Steel's uncanny vitality and personal power left him a capable ruler even in old age, and even his heir was something of a lesser functionary. As a result Gustave XV had quite a bit of free time on his hands, time he mostly frittered away on the common excesses of youth such as wild parties and idiot dares. This did not mean he was a total wastrel of course; Imperial law stated that all of noble blood must posess 'practical skills', which mostly took the form of combat training. Common speculation held that the Emperor Gustave likely wished to avoid internal feuding among useless aristocratic children. So it was that Gustave the Shade spent a good deal of his free time learning how to fight with a sword, albeit spending more time learning flashy tricks than solid basics.

In this era a curious phenomenon has begun spreading throughout Sandail; children born without even the slightest hint of magical energy, or Anima as it was called, often posessing strange features and talents. They came to be known as 'Egg Children' thanks to the popular rumor that the emperor's meddling adventurism disturbed the natural balance somehow. Gustave XV was one of these so-called egg children.

(Canon: SaGa Frontier 2 alt.)

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<<>Statistics<>>

Total Experience Points: 1000

Health: 150
Health Roll: +15 (+1 Bonus for every 10 Health)
HP: 15000/15000 hp (Health * 100)

Dexterity: 150 (500 Alternate Form)
Flat Foot Dodge: +15+7.5 (+1 Bonus for every 10 Dexterity + reaction skill/2)
Dodge Roll: +15+15 (+1 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +15+20 (+1 Bonus for every 10 Dexterity + skill)
Style Points: 600 StP (Dexterity * 4)

Strength: 150 (500 Alternate Form)
Inventory Slots/Comfortable Carry: 15 (+1 Bonus for every 10 Strength)
Base Damage: 750 (+1 Bonus for every 10 Strength * 5)
Max Carry Weight: 600 (+1 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 750*WEAPON (Base Damage * Weapon mod.)

Endurance: 150
Defense (Damage Absorb): 750 (+1 Bonus for every 10 Endurance *50)
Survival Roll: +15 (+1 Bonus for every 10 Endurance)

Intelligence: 200
MP: 1000 MP (Intelligence * 5)
Skill Points: 800 SkP (Int * 4)

Magic Affinity: 0
Spell Points: 0 SpP (Magic Affinity * 4)
Magic Attack Roll: +0/+0 (+1 Bonus for every 10 Magic + Magic Level of Skill used.)
Mage Level: 0 (Skill Level / 5)
Psionic Level: 0 (Skill Level / 5)

Spirit: 0
Base Magic Damage: 0 [( (+1 per 10 Spirit) + (Skill Level) ) * 5) * Mage Level]

Willpower: 100
Mental/Magic Defense Roll: +10/+10 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 400 (+1 Bonus for every 10 Willpower * 40)

Luck: 100
Luck Roll: +10 (+1 Bonus for every 10 Luck)
Luck Points: 10 (+1 for every 10 Luck)
Critical Modifier: 1d4+1 (+0.1 for every 10 Luck)
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<<>Skills<>>
790 / 800 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: +15 / Strength: +15)
Athletics 5 (25)
Acrobatics 5 (25)
Swimming 5 (25)
Roll 5 (25)
Reaction 25 (335)
-Block (10); Bonus. Allows a person to block with a weapon. This adds a +5 bonus to blocking.


Utility Skills
(Health: +15 / Intelligence: +10(intel/2) / Willpower: +10)
Perception 5 (25)


Combat Skills
(Dexerity: +15)
Swords 25 (335)


Magic Skills
(Magic: +0 / Spirit: +0)


Artisan / Knowledge Skills
(Intellligence: +20 / Spirit +0)


Field Training Skills
(Intelligence: +10(intel/2))




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<<> Abilities <>>

-= Mysterious =-
Needs Review and Approval
Name: Mana Void
Cost: idklol
Description: Releasing the hunger deep within, strike at a foe's vital energies.
Does: My idea was that it would be a toggleable mode that costs 5% max MP per turn and causes all standard physical attack damage to hit MP instead of HP. Targets with zero max (or current?) MP would be harmed normally, targets brought below 0 MP would suffer Acute Silence until healed back to full MP.


-= Physical (Style Points) =-
Current Style Points: 25 / 600 StP

Name: Deep Breathing
Cost: 10 StP, 30 MP
Required Skill Level: Athletics 5
Description: Control of the breath is central to physical fitness.
Attribute 1: Effect 1 (Mild Regen)

Name: Strong Stance
Cost: 15 StP, 120 MP
Required Skill Level: Swords 10
Description: One can rarely strike without being struck at in turn; thus a swordsman must always be prepared for ripostes.
Attribute 1: Effect 1 (Mild Defense)
Attribute 2: Effect 1 (Mild Endure)

Name: Cannonball Cut
Cost: 70 StP, 750 MP
Required Skill Level: Swords 25
Description: Leap into the air, and fall upon your enemy with a single overwhelming attack!
Attribute 1: Damage 6 (3.0* damage)
Attribute 2: Targets 1 (Single)



-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / 0 SpP



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<<> Traits and Feats <>>

-= Race Traits =-
Race: Half-Demon
Weakness (Holy)

Status Effect Resistance; ccurrence rate of [Blind], [Confuse], [Disease], [Poison], [Silence], [Bleeding], and [Shock] up to Acute reduced by 10%, and Duration of any such status reduced by 1.

Mysterious Power; Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat -1 (Demon Racial Standard) - Regeneration (Obsoleted by Improved Regeneration)

*Feat 0 (Demon Racial SIF) - Improved Defense I (Increases Defense Absorb Modifier alters from *40 to *50.)

*Feat 1 (Free) - Nightblade (+10 Weapon Proficiency: Swords, +10 Stealth, +5 Roll, +5 Perception)

*Feat 2 (100 XP) - No Second Glances [Nightblade]; Two effects: +10 to reaction checks, and against a poorly trained enemy (low level mook, rent-a-cop security and so on), a Nightblade may make a flatfoot attack even if spotted. This only works if the enemy would not otherwise be expecting you to attack (those familiar with you, well trained enemies, already alerted guards won’t fall for this).

*Feat 3 (200 XP) - Improved Hit Points I (Boosts HP. The modifier of *40 is changed to *60.)

*Feat 4 (300 XP) - Onion Knight (+10 to all skills that are level 40 or higher and supported by another Job Feat.)

*Feat 5 (400 XP) - Hard to Kill; The 'Death' thresshold is doubled, to twice the max HP into the negatives.

*Feat 6 (500 XP) - Improved Hit Points II (Boosts HP. The modifier of *60 is changed to *80.)

*Feat 7 (600 XP) - Harder to Kill; The death thresshold is increased again, to three times one's max HP into the negatives.

*Feat 8 (700 XP) - Improved Regeneration; If the character is knocked unconscious, this will fight "bleed" at the normal rate, but will not wake it up without 8 hours of rest or assistance. This will also not regenerate limbs unless the limbs are held to the regenerating wound by stitches or other means for hours. Every round in combat, restore 10% maximum HP to a total of 50%. Outside of combat, the body gradually repairs itself to 50% HP and sutures small, superficial, and smaller lingering wounds. This feat will only activate when a character drops below 50% HP, and will only regenerate up to 50% of the character's max HP (that is, a 4000 HP character will not regen past 2000 HP).

*Feat 9 (800 XP) - Improved Hit Points III (Boosts HP. The modifier of *80 is changed to *100.)

*Feat 10 (900XP) - Cultivate Onion Gear [Onion Knight]; Undergoes a strange ritual, planting a peice of equipment in the ground and alternatively praying over and watering the accessory. This allows helmets, gauntlets, leggings, rings, and other accessories to be transformed into mighty Onion Gear. The transformed item has its Augmentation Slots filled, or replaced, all at once with randomized but very powerful factors, and can only be used by the Onion Knight that created it. The process requires the item to be buried for the full duration of a mission.

*Feat 11(1000XP) - Onion Sprout [Onion Knight]; Grants two Job Feats of any class except Onion Knight. These temporary feats are locked within the Sprout and lost if the Knight removes it or his/her Onion Gear. Other feats with 'hard' components like items or equipment cannot be taken with this one. (Must be wearing three peices of Onion Gear to benefit from this skill)

Feat 12(1200XP) -
Feat 13(1400XP) -
Feat 14(1500XP) -
Feat 15(1600XP) -
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: Emerald Greatsword (+11, 33 DMod, 0/3 Aug)
CB-OSP:
Side Arm:
Armor: Emerald-Lined Robes (1060 PSoak, 2700 Msoak, 0/2 Stat, 0/3 Supp)
Pendant:
Ring 1:
Ring 2:

Credits: 500,000 (+1,000,000 after 3 months)
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<<> Inventory <>>
0/15 Slots



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<<> Special Notes <>>

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Last edited by shinichizio on May 14th, 2014, 8:53 pm, edited 2 times in total.
shinichizio
Posts: 7
Joined: March 27th, 2014, 3:49 pm

Re: Gustave the XV

Quote

Post by shinichizio »

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<<> Roll Log <>>

-= Basic =-

Init die: 150
HP: 15000/15000
MP: 1000/1000
Regen: 1500 HP/round, up to 7500.
Physical Soak: 1810
Magical Soak: 3100
Luck Roll: 1d1000+10

Health: 1d40+15 (+1 Bonus for every 10 Health)

Flat Foot Dodge: 1d70+32 (+1 Bonus for every 10 Dexterity + (Reaction skill / 2))
Dodge: 1d60+25 (+1 Bonus for every 10 Dexterity + Roll Skill)
Block: 1d140+66 (+1 Bonus for every 10 Dexterity + Weapons Proficiency + block advanced skills + weapon bonus

Physical Attack: 1d130+61 (+1 Bonus for every 10 Dexterity + Martial Arts/Weapons Proficiency Skills)

Survival: 1d40+15 (+1 Bonus for every 10 Endurance)

Magic/Psionic Attack: Bilko! (+1 Bonus for every 10 Magic Affinity + Arcane Arts/Psionic Mastery Skill)

Magic/Psionic Defense Roll: 1d30+10 (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Luck : ______ d1000+(1 point to 10 points in Luck)

-= Skills =-
Athletics: 1d50+20
Acrobatics: 1d50+20
Swimming: 1d50+20
Roll: 1d60+25
Reaction: 1d110+50

Perception: 1d60+25
Stealth: 1d20+25 UNTRAINED (+10 job bonus)

Swords: 1d110+50


-= Abilities =-
Deep Breathing: 30 MP, Mild Regen (Refresh) on self for 1d3 rds
Strong Stance: 120 MP, Mild Defense and Endure (Protect/Endure) on self for 1d3 rds
Cannonball Cut: 750 MP, 3* damage to single target


-= Feats =-
Hard to Kill, Harder to Kill, Improved Regeneration, Nightblade, Onion Knight, No Second Glances

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shinichizio
Posts: 7
Joined: March 27th, 2014, 3:49 pm

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