Cloud Strife - FF7 (Remixed)

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Cloud Strife - FF7 (Remixed)

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Post by QueenSelphie »

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

Name: Cloud Strife
Race: Human (Altered)
Age: 26
Height: 5'8
Weight: (optional)
Appearance: Cloud is a young man with spiky blonde hair, blue mako eyes, and a lean muscular build. He wears the standard 1st Class SOLDIER Uniform with the sleeves completely removed. One his left arm he wears a metal bracer with padding underneath of it and a large spiky Pauldron on his shoulder. He wears leather gloves on both hands to protect from wear of the Buster Sword he wields. Around his waist is a leather belt along with a shoulder harness that magnetically holds his buster sword in place.

Image

Eye Color: Blue (Mako shine)
Hair Color: Blonde
Notable Features: Cloud eyes shine due to the mako he was exposed during the SOLDIER initiation process.

<<> Character Personality <>>

Favorite Food: Not sure but I am going to say Pizza
Likes: Being able to protect and support his friends
Dislikes: Shinra, Hojo, and Sephiroth
Favorite Color: Blue
Fears: Ghosts and loosing his friends.


<<>Character Background<>>

History: A lot has happened to Cloud since he was last seen by the Dimensional Warriors. He has experienced the traumatic events that happened during the Nibelheim incident that has left him with some PTSD that causes temporary blackouts and distress when he remembers the incident. He does not remember much after his separation from Zack, but sometime after he becomes a mercenary for hire. He refers to himself as an Ex-SOLDIER whenever someone ropes him in with the organization he use to work for. He is then hired by Avalanche for the fateful day of the Mako reactor 1 bombing. (Following unspoilery incidents and not wanting to write out the whole plot of FF7/FF7R) Cloud has set off for an unknown fate that awaits him as Sephiroth's ever present shadow looms over him.

His has gained many skills through his training and conditioning in the Shinra military before going the SOLDIER initiation this includes Strength based athletics as well as vehicle combat training.

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<<>Statistics<>>

Junior Hero +100

Health: 200
Health Roll: +20 (+1 Bonus for every 10 Health)
HP: 8200/8200 hp (Health * 40)
Limit Break: Level 1 /

Dexterity: 250
Flat Foot Dodge: +50 (+2 Bonus for every 10 Dexterity + (reaction skill/2))
Dodge Roll: +50 (+2 Bonus for every 10 Dexterity + Skill)
Physical Attack Roll: +50 (+2 Bonus for every 10 Dexterity + skill)
Style Points: 1000 StP (Dexterity * 4)

Strength: 300 (Super Strength x2) = +10
Inventory Slots/Comfortable Carry: 60 +10 = 70 (+2 Bonus for every 10 Strength)
Base Damage: 180 +10 = 190(+1 Bonus for every 10 Strength * 6)
Max Carry Weight: 2400 +10 = 2440 (+2 Bonus for every 10 Strength * 40) lbs
Weapon Damage: 6750 (Base Damage * Weapon mod.)

Endurance: 150
Defense (Damage Absorb): 600 (+1 Bonus for every 10 Endurance *40)
Survival Roll: +15 (+1 Bonus for every 10 Endurance)

Intelligence: 322
MP: MP 1610 (Intelligence * 5)
Skill Points: SkP 1288 (Int * 4)

Magic Affinity: 130
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: 110
Base Magic Damage: [11 + 10 ) * 5) * 2] = 210

Willpower: 100
Mental/Magic Defense Roll: +11 (+1 Bonus for every 10 Willpower + Skill Level)
Magic Damage Soak: 440 (+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)
Fate Points: 2
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<<>Skills<>>


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 - Str/Dex
Athletics - 10 *extra training Skill
Acrobatics - 10
---Advanced Skill: Feline Grace - Effect: +10

Roll - 10
Reaction -15
---Advanced Skill: Block - Effect: Allows a person to block with a weapon. This adds a +5 bonus to blocking.
---Advanced Skill: Counter Strike - Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike.
---Advanced Skill: Quick-Draw - Effect: Draw a weapon/item and use it on same round of combat

Utility Skills
Health -
Perception - 10

Dex-
Stealth -10
---Advanced Skill: Conceal Self - Effect: Makes it easier to find a place to hide. +10

Half-Int-
Computer Use - 10
Gather Information - 10
Search -10

Field Training Skills

End/Half-Int-
Survival - 10
---Advanced Skill: Whip Latch - Effect: Strike a rope against an object and have it secure itself

Half-Int-
First Aid - 10
---Advanced Skill: Herb Lore - Effect: Combine plants to create a healing salve
---Advanced Skill: C.P.R. - Effect: Allows you to stabilize and prevent further 'bleeding out' for an unconscious combatant. To do this, roll your first aid skill. The DC for success depends on how deep in the negatives the KO'd character is. DC = (HP in the negatives) / 100

Dex-
Vehicle Operation - Light Ground - 15 *Extra Training
---Advanced Skill: Combat Dodging - Effect: Grants a +5 to avoiding attacks in a vehicle.
---Advanced Skill: Combat Maneuvers - Effect: Reduce penalties taken from attacking and moving in the same round and boosts chances of maneuvering in combat well.

Combat Skills
Dex-
Weapon Proficiency: Swords (GreatSword) - 20
---Advanced Skill: Dual Strike - Effect: Allows a 1d2 hit combo.
---Advanced Skill: Cleave - Effect: A wide swing that targets up to 2 enemies
---Advanced Skill: Power Strike - Effect: Allows for a single strike at a penalty that increases the damage. The penalty is -5 for every extra 250 damage put on the attack. This can be done a maximum of 5 times.

Magic Skills
MA-
Materia - 10
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<<> Abilities <>>

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

Cross Slash -
Cross Slash is a strong single attack that carves an ominous symbol physically in the air. It does more damage than a normal attack as well as dealing off guard status.
Skill Level 20
50 Style points
Level 1: 1 target - 1
Level 1: "Mild" Off Guard 1d3 - 2
Level 5: *2.5 - 5
6 Attribute Points available, Max Attribute Level 4
Level 1: Limit Break +2 = 8
Max Damage Level 8, 480 MP to use


-= Magical/Psionic (Spell Points) =-
Current Spell Points: (Used) / (Max) SpP
25% of gained Exp
AP:

Materia Magic:
Materia Name: Fire
Cost: 8550 gil
Available:
AP To Mastery: 150/0
Description:
Level 1: Fire - A small fireball strikes a single target. (10 MP) (10 SpP) (*1)
Level 2: Fira - A larger fireball strikes a foe. (40 MP) (15 SpP) (50 AP) (*2)
Level 3: Firaga - A powerful blast of flame engulfs an enemy. (90 MP) (20 SpP)(*3) (50 AP)
Level 4: Master (50 AP)

Materia Name: Lightning
Cost: 8550 gil
Available:
AP To Mastery: 150/0
Description:
Level 1: Thunder - A single bolt of lightning crashes from the sky. (10 MP) (10 SpP) (*1)
Level 2: Thundara - A powerful bolt of lightning strikes an enemy. (40 MP) (15 SpP) (*2) (50 AP)
Level 3: Thundaga - A small convergence of thunderbolts crashes upon an enemy. (90 MP) (20 SpP) (*3) (50 AP)
Level 4: Mastery (50 AP)

Materia Name: Restore
Cost: 8550 gil
Available:
AP To Mastery: 150/0
Description:
Level 1: Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP. (10 MP) (10 SpP) (*1)
Level 2: Cura - A stronger healing flow of energy mends the body and restores lost HP. Restores 20% of 1 target's HP. (40 MP) (15 SpP) (*2) (50 AP)
Level 3: Curaga - A stronger healing flow of energy. Restores 30% of 1 target's HP. (90 MP) (20 SpP) (*3) (50 AP)
Level 4: Mastery (50 AP)

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<<> Traits and Feats <>>

-= Race Traits =-

Race: Human (Altered)
Race Traits:
Junior Hero Effect: +100 EXP. Feat subject to enhancement with inflation.

Extra Training - Effect: +65 SP granted to one backstory-relevant Skill essentially starting it at Level 10 (Athletics)
AND +130 to one backstory-relevant Skill, essentially starting it at level 15. (Light Ground Vehicles)

Negative Traits:

Haunted - Cloud is haunted by Sephiroth. Whether Sephiroth is alive or dead, he seems to take pleasure in tormenting Cloud after the incident at Nibelheim.

Free Feats:
Free: SIF - Enhanced Lift I
Associated Statistic: Strength
Description: This feat grants a character the ability to move, carry, lift, and hold much greater weight than is normally feasible. Granted the ability to inquire about others' ability to lift.
Effect: Increases the Maximum Carry Weight a character can hold from +1 bonus to +2 per every 10 points in Strength. This multiplication of the bonus also applies to strength based rolls, but not to damage.
Example: The character has a Strength of 70. The character would normally gain a +7, but instead with this Feat gains +14 to Strength checks.

Free: Standard Feat
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

-= Character Traits =-

-= Feats =-

(* denotes feats taken at character creation.)

*Feat 1 (Free) -
Limit Break-
Level 1: Cross Slash.

*Feat 2 (100 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 Materia Magic, +5 to Reaction, Light Ground Vehicle, and Roll


*Feat 3 (200 XP) -
Enhanced Dodge
Associated Statistic: Dexterity
Description: This character has quicker reflexes and a keener sense of direction, allowing him/her to avoid or deflect blows away from his/her body, whether it's flipping, blocking, or jumping.
Effect: This improves the Flat Foot, regular Dodge, and Block rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dodge Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 4 (300 XP) -
Graceful Combatant
Associated Class: Fighter
Description: Given proper circumstances, fighters can apply their grace in combat to attacking multiple opponents at once, allowing them to do battle against odds others would find intimidating.
Effect: On a divine attack roll, a fighter receives an extra melee combat action versus another target


*Feat 5 (400 XP) -
Broken Chain
Associated Class: Red Mage
Prerequisites:
Description: The Red Mage's variable disposition in combat techniques makes them all the more powerful the more versatile they make themselves.
Effect: A Red Mage's combat actions are divided into 3 categories: physical, black magic (offensive), and white magic (defensive/supportive). Item usage is negligible in this context. By performing no same type of action consecutively, the character begins to benefit from a 50% increase in effect after 3 different types of action, up to a max of 300% after 7 different types of action (1st, 2nd, 3rd action: 100%; 4th action: 150%; 5th action: 200%; 6th action: 250%; 7th action: 300%). If this character performs two actions of the same type consecutively, this chain is broken. Example: physical, black, physical, black (+50%), white (+50%), physical (+50%). But, physical, black, white, white (+0%), physical, black, white, physical (+50%). Note the chain resets after the 2 consecutive white actions.

*Feat 6 (500 XP) -
Enhanced Attack Maneuver
Associated Statistic: Dexterity
Description: This character is able to predict the movements of others and respond appropriately. Dodging, blocking, and taking cover are all taken into consideration, whatever it takes to land the hit.
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.
Example: A character with 60 Dexterity typically has an attack Dexterity bonus of +6. With this feat, that becomes +12.

*Feat 7 (600 XP) -
Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.

*Feat 8 (700 XP) -
Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

*Feat 9 (800 XP) -
Enhanced Agility
Associated Statistic: Dexterity
Description: Meant for acrobats, contortionists, gymnasts, ninjas, and similar, this feat allows a character to perform unusual feats of athletic skill, whether it's running, balancing, or jumping long distances.
Effect: This improves the Dexterity bonus on noncombat, non-piloting, and nondodge related rolls. Instead of a +1 bonus for every 10 points, the character earns +2 per every 10 points.
Example: A character with 80 Dexterity normally has a Dexterity bonus of +8. With this feat, that becomes +16.

*Feat 10 (900XP) -
Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

*Feat 11(1000XP) -
Roadrunner
Associated Statistic: Intelligence/Dexterity
Description: Most people are born on land or a planet and spend a good chunk of their lives there, you however are different; you were either raised on a ship of some sort or spent a good chunk of your life on one. You also do not suffer any penalties from not having sea/air/space legs.
Effect: +10 to Navigation, Rope, and Piloting checks for either ships (land). Must choose type at taking of the feat.

*Feat 12(1200XP) -
Improved Physical Damage I
Associated Statistic: Strength
Description: This character is able to deal harder and more lethal blows than most other people. Whether it's a harder right hook or a weightier chop, this one will sting more than anyone else.
Effect: This affects Base Damage, which in turn will have an affect on Weapon Damage when used with a weapon that requires Strength. The formula regularly for Base Damage is (+1 per 10 points) * 5. The equation changes to (+1 per 10 points of Strength) * 6.
Example: The character has a 60 Strength. This would grant +6. 6*5 = 30. With the Feat, the equation changes to 6*6 = 36.

*Feat 13(1400XP) -
Quick Attack
Associated Class: Fighter
Description: Fighters are masters of opportunity. When an enemy trips or falls, their blade is ready to strike the target at a moment’s notice, giving them an edge in combat.
Effect: If an enemy botches, a fighter may make a reaction check. If the reaction check beats the enemies total dodge, the fighter may roll for a single hit of opportunity

*Feat 14(1500XP) -
Adaptation
Associated Statistic: Endurance
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

Feat 15(1600XP) -
Enhanced Magic Affinity I
Associated Statistic: Magic Affinity
Description: A character with this feat bears a natural intuition of how magic works, able to hone their spellcasting to nigh-surgical precision.
Effect: For every 10 points in Magic Affinity, the character gains +2 to roll to cast Magic, using the Magic Attack Roll.
Example: The character has an 80 Magic. The character normally would roll +8. However, the character with this Feat would roll +16 instead.


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: Buster Sword
Side Arm:
Armor: Denzium Armor
Pendant:
Ring 1:
Ring 2:

Funds:
Zollars z (+50,000z Monthly)
Gil +900,000g (+300,000 Monthly)
Crowns c (+500,000 Monthly)
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<<> Inventory <>>

Denzium Armor
Price: 95100 gil
Physical Soak Bonus: 2180
Magical Soak Bonus: 2180
Crafting DC: 2800
Augmentation Slots 8

Name: Buster Sword(Denzium Greatsword)
DC To Make: 4200
Skill Level To Use: 19
Price: 142,650(155,488) gil
Augmentation Slots: 4
Roll Bonus: +12
Damage Mod: 37.5
Slot 1-2: () () Normal Growth Materia Slots
Slot 3: () Normal Growth Materia Slot

<<> Roll Log <>>

-= Basic =-

Init die: 1d300
HP: 8000
MP: 1500
Regen:
Physical Soak: 2780
Magical Soak: 2580
Luck Roll: 1d1000+10

Health: +20 (+1 Bonus for every 10 Health)

Flat Foot Dodge: +60 (Improved Dodge) +8(Reaction Skill 15/2) +5(Super Speed) +10 (Class Feats) = 1dw+
Reaction: +60(Improved Dodge) +15(Reaction skill) +5(Super Speed)+10 (Class Feats)= 1dw+
Dodge: +60(Improved Dodge) +10(Roll) +5(Super Speed) +10 (Class Feats)= 1dw+
Block: +60(Improved Dodge) +15(Reaction) +5 (Advanced Skill: Blockl) +20(Weapons Proficiency: Sword) +12(Buster Sword) +10 (Class Feats)= 1dw+

Physical Attack: +60 (Enhanced Attack Maneuver) +20(Weapons Proficiency: Sword) +12(Buster Sword) +10(Class Feats)= 1dw+


Survival: +15(Endurance) +10 (Survival Skill) +10 (Adaptation: Feat) = 1dw+

Magic/Psionic Attack: 22 (Enhanced Magic Affinity I) +10(Materia) +5 (Red Mage: Feat) =1dw+

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

Luck : 1d1000+10

-= Skills =-



-= Abilities =-



-= Feats =-
Last edited by QueenSelphie on October 3rd, 2020, 8:51 pm, edited 83 times in total.
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