Selphie Tilmit 5.0

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Selphie Tilmit 5.0

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Post by QueenSelphie »

<<> Character Information <>>

<<>Character Description<>>
Name:Selphie Tilmit
Race: Human
Height: 5'1" 1/2
Weight: 101
Appearance: Selphie is a small girl with brown flipped back hair and large green eyes. She can be scene either wearing her SeeD uniform, a pair of yellow overalls or a yellow sundress with either brown boots or red sandles.
Image
Eye Color: Green
Hair Color: Brown
Notable Features:She doens't have any distinguishing features

<<>Character Personality<>>
Favorite Food:Pizza, hotdogs, chocolate, and candy
Likes: Her friends, Irvine, Laguna, trains, and being happy
Dislikes: being sad, brocolli, and mean people
Favorite Color: Green and Yellow
Fears: The Dark and being alone

<<>Character Background<>>
History: Selphie lived in an orphanage when she was very young along with Irvine, Squall, Zell, Quistis and Seifer. She was pretty good friends with the majority of them especially Irvine who was her best friend.

One by one they all got adopted or transfered to a special orphanage/military school called Garden. Selphie was transfered to Trabia Garden where she was raise and brought up and trained to fight against the Sorceress in a special force called SeeD. Sometime during this period she made contact with her first GF though unaware of it at the time it slowly started to take away her memories of the orphange and most of her past.

It would be by luck that she would be sent to Balamb Garden to take her field exam in order to qualify in becoming a SeeD member. There she meet Squall, Zell, Quistis and Seifer. Though she didn't remember who they were. The exam was a success and she and the others except Seifer passed the test.

During their first mission as SeeD they started having these strange dreams about a guy named Laguna. Selphie developed a crush on Laguna and became one of his biggest fans. She would later make a website and a BBS about him and his magazine articals, and any trivia you need answered about Laguna don't be afraid to ask her.

Sometime after their first mission they were then sent to an attempt an assasination on the Sorceress Edea unaware of the higher works in play. This is where they meet up with Irvine. Selphie didn't like him at first. Though his flirtations with her made her feel all fluttery. She didn't really know why though he pretty much flirted with the other girls there but he seemed to pick her out when they were on the train. The mission was a failure as Irvine couldn't handle the pressure at the last moment. They were all imprisoned for high treason and attempting to assasinate the Sorceress. While they were in prison they learned that those held responsible will be dealt with and two missles were launched on heading for Balamb Garden and one heading to Trabia Garden (Selphie's home)

While they couldn't save Trabia in time with Selphie and others that went with her managed to divert the missles and they missed Balamb. They later went to visit Trabia where they say the damage first hand. Selphie was crushed as the missle had made a direct hit and everything was destroyed. It was here that Irvine told them everything about the past and growing up with them at the orphanage. They speculated that it was the GFs that made them forget since they all except Irvine junctioned with one before recently.

With there memories renewed and a new found sense of what was going on it was time for action. They would come across a hidden city called Esthar after Rinoe lost consciness. There they met Laguna and got shot into space. They also aquired an awesome ship called Ragnarok. It looked like a red dragon and Selphie picked up flying it pretty quickly.

After the events in FF8 life seemed to go almost back to normal. She keeps a diary now so she won't forget anything and if she does she can go back and read what has happened. Selphie and Irvine rekindled their friendship and possibly could go farther though he still has issues about flirting with other girls.

Notable Accomplishments: She helped saved the world and fights along side her friends still

Training (If any):She was trained at Garden to become a fighter.

<<>Weapons/Items<>>
Weapon Name: Mod #: Effect of weapon

Slot 1 - Brand Name Clothes
Slot 2, 3 - Strange Vision
Slot 4 - Utility Belt

Belt Slot 1
Belt Slot 2
Belt Slot 3
Belt Slot 4
Belt Slot 5


___________________________________________________________________________

<<> Statistics <>>
Exp: 682
Salary 79200

Vital Statistics

Physical

Health: 90 (HP-J +10+ HP+10%) = 110
HP: 3600 / 3600 (4400) hp (Health * 40)
HP-J: Thunder


Dexterity: 100 (Dex-J +10 +Dex +10%) = 111
Style Points: 400 StP (Dexterity * 4)
Dex-J: Cure

Strength: 72
Inventory Slots: +7 (+1 slot per 10 points in Strength)
Base Damage: 210 (+1 per 10 points Strength * 30)
Max Carry Weight: 280 (+1 per 10 points Strength * 40) lbs (pounds)
Weapon Damage: 1470 (Base Damage x Weapon mod.)

Endurance: 50
Defense (Damage Absorb): 200 (+1 point per 10 Endurance *40)


Mental:

Intelligence: 100
Magic Points: 500 / 500 hp (Intelligence * 5)
Skill Points: 400 (Int * 4)

Magic Affinity: 80
Magic Level: 2 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery)
Spell Points: 328 SpP (Magic Affinity * 4)

Spirit: 80
Base Magic Damage: 540 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 60
Magic/Psionic Damage Soak: 240 (+1 Bonus for every 10 Willpower * 40)

Luck: 50
Luck Points: 1 LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________

<<> Skills <>>
400/5 Skill Points (Current/Maximum)

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

Athletic Skills
<skill> <level> <points>
Jumping - 3 (16)
Statistic: Strength
Balance - 3 (16)
Statistic: Dexterity
Roll - 3 (16)
Statistic: Dexterity
Reaction - 3 (16)
Statistic: Dexterity
Honed Perception Skills
<skill> <level> <points>
Spot - Level 1 (11 points)

Minor Skills
<skill> <level> <points>
Search - 3 (16)
Statistic: Intelligence
Repair - 3 (16)
Statistic: Intelligence
Note: +13 with feat
First Aid - 3 (16)
Statistic: Intelligence

Combat Skills
<skill> <level> <points>
Weapons Proficiency: Nunchaku - 12 (88)

Magic Skills
<skill> <level> <points>
Arcane Arts - 10 (65)
Statistic: Magic and Spirit


Knowledge Skills
<skill> <level> <points>

Vehicle Skills
<skill> <level> <points>
Vehicle Combat - Spacecraft - 10 (65)
Statistic: Dexterity
Note: Feat: Selphie has a general ability to operate most combat vechiles the ones stated are the ones she is more adapted to.


Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>
Craft - Medicine 3 (16)
Statistic: Spirit

-= Advanced Skills =-



_______________________________________________________________________

<<> Abilities <>>

-= Physical (Style Points) =-
400/___ Style Points (Current/Maximum)




-= Magical/Psionic (Spell Points) =-
328/___ Spell Points (Current/Maximum)
Draw Magic
* = junctioned
8 Fire - Unleashes a single fireball at an enemy. x8 (Level 1)
*10 Thunder - Unleashes a single bolt of lightning at an enemy. x10 (Level 1) Hp-J
10 Blizzard - Unleashes a single ball of ice at an enemy. x10 (Level 1)
*10 Cure - A simple healing spell. Restores *1 HP to a target. x10 (Level 1) Dex-J
7 Cura - A stronger healing spell. Restores *2 HP to a target. x7 (Level 2)
5 Sleep - Puts an enemy to sleep for 1d5 rounds in combat or 1d8 hours outside of combat. x5 (Level 2)

Carbuncle
Attack: Ruby Light
Element: None (Casts Reflect)
Location: Draw from Iguion or Krysta

Carbuncle leaps from a hole in the ground and fires a beam of Ruby Light onto the party casting reflect on them. The first couple of boss fights after you get Carbuncle it really comes in handy, after that Carbuncle becomes rather ineffective when bosses start using magic such as Meteor and Ultima which cannot be reflected. He is a nice addition to the party though with abilities such as Abiltityx3 and Vit Bonus
Ability 1 (000 XP): Draw - Allows character to Draw Magic Spells from Enemies
Ability 2 (100 XP): HP+10% - Raises character's Hit Points +10%
Ability 3 (200 XP): Magic - Improves character's ability to cast Magic Spells, granting a +10 bonus to any magic used.
Ability 4 (300 XP): Hp-J - Can Junction Magic to character's Health.
Ability 5 (400 XP): Dex-J - Can Junction Magic to character's Dexterity
Ability 6 (500 XP): Dex+10% - Raises character’s Dexterity bonus +10%
Ability 7 (600 XP): Recover - Restores all HP of a party member
_______________________________________________________________________

<<> Feats <>>

(* denotes feats possessed at Character Creation)

* Feat 1 (Free)-
Limit Break - Slot
Associated Statistic: Health
Effect: When your body is pushed beyond tolerance, this uses your adrenaline to perform amazing abilities and special attacks beyond your normal power. Limit breaks must follow a set progression. Level 1 abilities can not exceed level 1-3 and get a bonus attribute point, Level 2 abilities are level 4-6 and get 2 bonus attribute points, level 3 limit breaks go up to levels 7-9 with 3 bonus attribute points, and a level 4 ability MUST be level 10, and receives 4 bonus points. The previous level must have at least 2 abilities (a 1-1 and 1-2 limit) before the next level can be taken.

Activating a limit is simple. Your body, as it takes damage, accumulates limit points. One limit point is 2 points of damage (so 1000 damage gives you 500 points) up to a MAXIMUM of 5000 points in one attack. As you accumulate these points, you may cash them in to have a Limit Break. Unlike in games, your limit meter does NOT reset when you become KO, but you do lose 10% of your stored points. You can not hold more points than your maximum level (If you only have level 2 limits, you can not exceed 40000 points).

Slot lets Selphie to have the ability to randomly cast magic without having to know it up to 1-5 times depending on level of the spell. There are four types of Magic exclusive to Selphie's Limit Break, but they are extremely powerful and special spells that must be bought each time she purchases this Feat again.

Selphie's 'Slot' feat operates by rolling a 1d20 to choose which spell she casts. Only the spell cast and the number of casts is randomized, not the target. Selphie chooses the target(s) she wishes to cast upon. Selphie's Slot List will be kept in a seperate post to keep character sheet clutter to a minimum.

Selphie's 1st Feat Purchase Spell:
Full-Cure - Completely restores all HP and cures all abnormal status effects to all conscious allies.

To perform this Feat, Selphie rolls 1d20, which selects her spell. She then rolls 1d5 to select how many casts she gets. Afterwards, she selects her targets, then rolls Magic Affinity + Arcane Arts + Feats + Slot Feat (+10) to strike if it isn't a restorative or buffing spell. She rolls this once, and if there are multiple targets, each target rolls Willpower + Arcane Arts to avoid, and if any targets have more than one strike designated to them, Selphie rolls 1d(number of hits) to deal regular spell level damage.

Level 1 (1-1/1-2/etc) Abilities: 20000 points

** Feat 2 (100 SP)-
Vehicle Piloting Mastery
Stat: Dexterity
Enhancement: +10 to any vehicular operation rolls.

* Feat 3 (200 SP)-
Vehicle Combat Mastery
Stat:Dexterity
Enhancement: +10 to any vehicular combat rolls.

* Feat 4 (300 SP)-
Mimic
Associated Statistic: Intelligence
Effect: Attempt to mimic a skill you have seen (up to a maximum of level 5) for 3 minutes. Roll a d100, DC 6 to mimic the skill at level 1, DC 80 to mimic it at level 5 (or the level the person knew the skill at, whichever is lower)

* Feat 5 (400 SP)-
Vehicle Repair Mastery
Stat: Intelligence
Enhancement: +10 to any vehicular repair rolls.

* Feat 6 (500 SP)-
Improved Dodge
Associated Statistic: Dexterity
Effect: This improves the Flat Foot and regular Dodge Rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: Amy has a 40 Dexterity. She would normally earn +4 to Flat Foot Dodge. She doubles this to become +8 with this Feat.

Feat 7 (600 XP)-
Limit Break - Slot
This purchase of 'Slot' grants Selphie access to a larger and more diverse spell list as well as 'Do Over's. She now rolls 3d40 and may select one of the three rolled Spells to cast according to the rules lined up in the first purchase. The expanded spell list is in the seperate post below to prevent clutter.

Selphie's 2nd Feat Purchase Spell:
Wall - Forms a great yellow barrier around a target that halves all magical and physical damage for 1d5 rounds.

Feat 8 (700 XP)-

Feat 9 (800 XP)-

Feat 10 (900XP)-
Feat 11(1000XP)-
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)-
_______________________________________________________________________

<<> Weapons/Items <>>

-= Equipment Slots =-
Name: Strange Vision
Price: n/a
Augmentation Slots: 2
Roll Bonus: +5
Damage Modifier: 5.0
DC to Make: n/a

Name:Titanium Nun-chuk
Price: 5000 credits
Augmentation Slots:3
Roll Bonus:+10
Damage Modifier::7.5
DC to Make:50

Name: Brand Name Clothes
Price: 100 credits
Benefit: +2 dodge
Description: Brand name clothing that looks better than cheaper no name brand, but offers no tangible benefit other than looking better and having a known brand.

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.

-= Item Slots =-
Slot 1:

_______________________________________________________________________

<<> Inventory <>>

_______________________________________________________________________

<<> Special Notes <>>
Image - Image
QueenSelphie
Posts: 110
Joined: October 9th, 2008, 6:12 pm

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