Selphie Tilmit 7.0
Posted: May 1st, 2024, 8:10 pm
<<> Player Info <>>
IRC Nick: Sebastian/Kurama
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Selphie Tilmit
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
Age: Young Adult
Height: 5'1.5"
Weight: 101 (optional)
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. She also likes to wear yellow coveralls when working in the hanger/garage
Eye Color: Green
Hair Color: Brown
Notable Features: She is small but other wise looks like an ordinary human woman.
<<> Character Personality <>>
Favorite Food: Pizza, hotdogs, chocolate, and candy
Likes: Her friends, Irvine, Laguna, Trains, Large Mechs, and being happy.
Dislikes: Broccoli, People disrespecting her friends, and licorice
Favorite Color: Green and Yellow
Fears: The Dark and Being alone. (But she is fine with space battles)
<<>Character Background<>>
History:
Selphie has settled into the Dimensional Warriors as one of their top pilots and mechanics. Anything that drives, flies and/or dives she is at home in. Her relationship with Irvine is healthy and thriving. It is hard to imagine they ever been apart or had a rough start in the beginning.
_______________________________________________________________________
<<> Special Notes <>>
Draw Magic
Allows a character to withdraw a variable number of spells from a target creature using a standard magic casting roll. These spells are stored in the character’s “spell inventory” and can be cast at-will. This allows characters to withdraw some magic that may be beyond their skill level, in which case it is usable but its damage effect is limited to the caster’s skill level (i.e. if a level 5 spell grants +1000 damage but the character is only level 3, its damage is capped at the standard level 3 +600 damage).
Junction
Allows a character to “equip” a Summon-type creature in its item slots, taking up twice as many slots as its Compatibility level. When that Summon is equipped, allows the character to cast its assigned spells according to its Compatibility Level. This does not require Spell Points, but the caster must have the requisite Spell Level in Assisted Magic. This also provides access to unique abilities that can only be accessed with Junctioning.
_______________________________________________________________________
IRC Nick: Sebastian/Kurama
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Selphie Tilmit
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
_______________________________________________________________________
<<> Traits and Feats <>>
_______________________________________________________________________
<<>Statistics<>>
<<>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: +
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
Name: Grenadier
Name: Suppression Tracking
Name: Knockdown
Name: Power Strike
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
Name: Draw-Cast
Name: Enhanced Junction
Name: Arcane Intuition
Artisan
Bonuses: Spirit: +, Crafting: +
Name: Craft Ground Vehicles
Name: Defensive Mechanisms
Name: Craft Aircraft
Name: Craft Spacecraft
Name: Empathetic Show
Name: Captivating Performance
Name: Empassioned Show
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
Name: Hot Wiring
Name: Hot Wiring
Name: Assault Driving
Name: Hot Wiring
Name: Hot Wiring
Name: Tactical Stop
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Draw Magic
Level 1: - 10 Fire x10 A small fireball strikes a single target. (+500 damage)
Level 4: - 15 Fira x10 A large plume of fire engulfs a target. (+2000 damage)
Level 1: - 10 Thunder x10 A single bolt of lightning crashes from the sky. (+500 damage)
Level 4: - 15 Thundara x10 A single bolt of pure, powerful lightning rends through a target. (+2000 damage)
Level 1: - 10 Blizzard x10 A single ball of ice drops onto an enemy. (+500 damage)
Level 4: - 15 Blizzara x10 The area around a targets flash-freezes before it explodes into a dense cloud of ice. (+2000 damage)
Level 1: - 10 Cure x10 Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP
Level 4: - 15 Cura x10 A stronger healing flow of energy mends the body and restores lost HP. Restores 20% of 1 target's HP.
Level 1: - 15 Sleep x10 Renders an enemy unconscious for 1d5 rounds or 1d8 hours outside of combat. Strong enough contact with the subject will awaken them.
Level 6: - 30 Flarera x 6 A powerful blast akin to the burst of a small star that engulfs 3 enemies. This spell ignores all forms of defense except armor/natural soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1000 Level 5 Draw Magic)(+1500 damage)
Level 9: Quick - Alters time around one target, granting them an immediate turn.
Level 9: Ardorga x 2 - The ground underneath 4 targets blasts upwards in a powerful thermal upheaving. (810 MP)(+3000 damage)
_______________________________________________________________________
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 1,200,000 (+300,000 Monthly)
Crown: 2,400,000 (+500,000 Monthly)
Zollar: 200,000 (+50,000z Monthly)
_______________________________________________________________________
<<> Inventory <>>
Name: Dead Star(Neosteel headed Mace)
Price: 58,500 gil
DC to Make: 50/80/110
Augmentation Slots: 1
Roll Bonus: +3
Damage Modifier: +200
Skill Level Required: 2
Slot 1: FRAGLAS Mode - Once per mission, the trigger may be pressed to activate a FRAGLAS style effect. The Mace is capable of distinguishing between allied and hostile forces and will not damage allies.
Name: Timber Express(Amber headed Flail)
Tempering V(+50 damage)
Aerodynamic Refining V(+5 roll bonus)
Payload Aerodynamics V(+25% damage dealt to a successful block)
Price: 105,000(199,500) gil
DC to Make: 92/162/232
Augmentation Slots: 2
Roll Bonus: +30(+35)
Damage Modifier: +270(+320)
Skill Level Required: 3
Name: SeeD Uniform(Light Denzium Armor)
Price: 12,640 gil
DC to Make: 36/63/90
Physical Soak: 15
Magical Soak: 35
Cloth Blends(The studios of "visionary" designer V.R. al-Busiri -- the son of a front-line soldier and an officer -- have put into mainstream production and spotlight their newest lines of armored clothing -- or rather, clothing that functions as armor. Ranging from formalwear to everyday clothing, cloth weaves are able to provide protection while at the same time looking stunning for any occasion. They're also extremely useful for disguises...)
Stat 1:
Stat 2:
Support 1: Class A Uniform(Considered a proper military uniform. +5 to Speechcraft to those who respect it, and +3 to dodge.)
Support 2: Utility Belt(+5 inventory slots, holds 1-slot items.)
Support 3:
Name: Osprey Modular Backpack
Manufacturer: Varies
Price: 3200 gil
DC to Make: 150
Restrictions: Occupies 3 Support Augmentation Slots
Description: A large, deep-pocketed backpack is attached to elastic webbing and vest and torso loops and straps to help create a full-body supported carrying system. Originally known as the MOLLE system of carrying for soldiers, the Osprey is the updated, widely-available version usable by hikers, adventurers, and soldiers alike. When added to an armor, adds 20 Inventory Slots, and can carry up to 8-slot items.
Name: AT4 Anti-Armor Rocket(Amber-Garnet)
Price: 525,000 gil
DC to Make: 102/172/252
DC to Dodge: 60
AP Damage: 3
Hard Points: 2 (HP+1)
Damage Modifier: 4350
Skill Level Required: 3
Gold Medal: +100 performance OUI +10 perform after
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<<> Character Description <>><<> Traits and Feats <>>
<<>Statistics<>>
Experience Total:
Skill Points Total:
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: +
Improved Resistance: +%
Implacable: +
Endure: +%
Improved Survival: +
Milestones:
Initiative: 1d500 | 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 Ranged: +
Improved Magic: +
Improved Melee: +
True Sight:
Combat Reflexes:
Eyes in the Back:
Milestones:
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 Block: +
Improved Dodge: +
Improved Agility: +
Improved Reaction: +
Milestones:
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 Physical Damage: +
Improved Slots: +
Improved Item Effect: +
Pierce: +
Juggernaut:
Milestones:
Base Magical Damage: (500 * 2) + 500 | 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 Damage: +
Improved Magic Defense: +
Improved Item Use: +
Milestones:
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 Luck: +
Milestones:
_______________________________________________________________________Skill Points Total:
Milestone Derivatives:
Improved HP: + -> +500 Max HP
Improved Soak: + -> +25 Phys/Mag Soak
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
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
( ) Health: [] + | Bonus: +Improved HP: + -> +500 Max HP
Improved Soak: + -> +25 Phys/Mag Soak
Improved Resistance: +% -> +5% resistance to negative Status Effects (Capts at 50%)
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
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: +
Improved Resistance: +%
Implacable: +
Endure: +%
Improved Survival: +
Milestones:
Milestone Derivatives:
Improved Ranged: + -> +5 awareness bonus on ranged attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
Improved Melee: + -> +5 awareness bonus on melee attacks
True Sight: -> -10 to Illusion or Invisibility detection DCs
Combat Reflexes: -> Reduces DC for Grenade-like weapons by -10
Eyes in the Back: -> Reduces the 'roll outcome' of Sneak Attacks by -10
( ) Awareness: [] + | Bonus: +Improved Ranged: + -> +5 awareness bonus on ranged attacks
Improved Magic: + -> +5 awareness bonus on magic attacks
Improved Melee: + -> +5 awareness bonus on melee attacks
True Sight: -> -10 to Illusion or Invisibility detection DCs
Combat Reflexes: -> Reduces DC for Grenade-like weapons by -10
Eyes in the Back: -> Reduces the 'roll outcome' of Sneak Attacks by -10
Initiative: 1d500 | 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 Ranged: +
Improved Magic: +
Improved Melee: +
True Sight:
Combat Reflexes:
Eyes in the Back:
Milestones:
Milestone Derivatives:
Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
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
( ) Dexterity: [] + | Bonus: +Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
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
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 Block: +
Improved Dodge: +
Improved Agility: +
Improved Reaction: +
Milestones:
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
Improved Slots: + -> +2 Inventory Slots
Improved Item Effect: + -> +100 damage when using one-use items
Pierce: + -> 50 of character's physical damage ignores armor
Juggernaut: -> -100 damage reduction when bracing an attack
( ) Strength: [] + | Bonus: +Improved Physical Damage: + -> +100 damage
Improved Slots: + -> +2 Inventory Slots
Improved Item Effect: + -> +100 damage when using one-use items
Pierce: + -> 50 of character's physical damage ignores armor
Juggernaut: -> -100 damage reduction when bracing an attack
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 Physical Damage: +
Improved Slots: +
Improved Item Effect: +
Pierce: +
Juggernaut:
Milestones:
Milestone Derivatives:
Improved Crafting: + -> +5 Spirit roll bonus when crafting
Improved Magic Damage: + -> +250 magic damage
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
Improved Item Use: + -> Raises DCs to avoid one-use items by +10
( ) Spirit: [] + | Bonus: +Improved Crafting: + -> +5 Spirit roll bonus when crafting
Improved Magic Damage: + -> +250 magic damage
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
Improved Item Use: + -> Raises DCs to avoid one-use items by +10
Base Magical Damage: (500 * 2) + 500 | 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 Damage: +
Improved Magic Defense: +
Improved Item Use: +
Milestones:
Milestone Derivatives:
Improved Luck: + -> +5 luck roll result
( ) Luck: [] + | Bonus: +Improved Luck: + -> +5 luck roll result
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 Luck: +
Milestones:
<<>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 - Reaction
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
General - Perception
General - Search
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
Weapon Proficiency - Heavy Weapons
Name: Grenadier
Name: Suppression Tracking
Weapon Proficiency - Clubs / Maces
Name: Knockdown
Name: Power Strike
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
Magic - Assisted Magic
Name: Draw-Cast
Name: Enhanced Junction
Name: Arcane Intuition
Artisan
Bonuses: Spirit: +, Crafting: +
Artisan - Engineering
Name: Craft Ground Vehicles
Name: Defensive Mechanisms
Name: Craft Aircraft
Name: Craft Spacecraft
Artisan - Performance
Name: Empathetic Show
Name: Captivating Performance
Name: Empassioned Show
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
General - Vehicle Operation: Heavy Aircraft
Name: Hot Wiring
General - Vehicle Operation: Heavy Ground
Name: Hot Wiring
General - Vehicle Operation: Light Ground
Name: Assault Driving
Name: Hot Wiring
General - Vehicle Operation: Light Aircraft
General - Vehicle Operation: Heavy Mecha
Name: Hot Wiring
Name: Tactical Stop
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Draw Magic
Level 1: - 10 Fire x10 A small fireball strikes a single target. (+500 damage)
Level 4: - 15 Fira x10 A large plume of fire engulfs a target. (+2000 damage)
Level 1: - 10 Thunder x10 A single bolt of lightning crashes from the sky. (+500 damage)
Level 4: - 15 Thundara x10 A single bolt of pure, powerful lightning rends through a target. (+2000 damage)
Level 1: - 10 Blizzard x10 A single ball of ice drops onto an enemy. (+500 damage)
Level 4: - 15 Blizzara x10 The area around a targets flash-freezes before it explodes into a dense cloud of ice. (+2000 damage)
Level 1: - 10 Cure x10 Cure - A healing flow of energy that augments recovery. Restores 10% of 1 target's HP
Level 4: - 15 Cura x10 A stronger healing flow of energy mends the body and restores lost HP. Restores 20% of 1 target's HP.
Level 1: - 15 Sleep x10 Renders an enemy unconscious for 1d5 rounds or 1d8 hours outside of combat. Strong enough contact with the subject will awaken them.
Level 6: - 30 Flarera x 6 A powerful blast akin to the burst of a small star that engulfs 3 enemies. This spell ignores all forms of defense except armor/natural soak. (Shell, Wall, and Brace, for example, are ineffective.) (360 MP)(+1000 Level 5 Draw Magic)(+1500 damage)
Level 9: Quick - Alters time around one target, granting them an immediate turn.
Level 9: Ardorga x 2 - The ground underneath 4 targets blasts upwards in a powerful thermal upheaving. (810 MP)(+3000 damage)
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Weapon:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:
Gil: 1,200,000 (+300,000 Monthly)
Crown: 2,400,000 (+500,000 Monthly)
Zollar: 200,000 (+50,000z Monthly)
_______________________________________________________________________
<<> Inventory <>>
Name: Dead Star(Neosteel headed Mace)
Price: 58,500 gil
DC to Make: 50/80/110
Augmentation Slots: 1
Roll Bonus: +3
Damage Modifier: +200
Skill Level Required: 2
Slot 1: FRAGLAS Mode - Once per mission, the trigger may be pressed to activate a FRAGLAS style effect. The Mace is capable of distinguishing between allied and hostile forces and will not damage allies.
Name: Timber Express(Amber headed Flail)
Tempering V(+50 damage)
Aerodynamic Refining V(+5 roll bonus)
Payload Aerodynamics V(+25% damage dealt to a successful block)
Price: 105,000(199,500) gil
DC to Make: 92/162/232
Augmentation Slots: 2
Roll Bonus: +30(+35)
Damage Modifier: +270(+320)
Skill Level Required: 3
Name: SeeD Uniform(Light Denzium Armor)
Price: 12,640 gil
DC to Make: 36/63/90
Physical Soak: 15
Magical Soak: 35
Cloth Blends(The studios of "visionary" designer V.R. al-Busiri -- the son of a front-line soldier and an officer -- have put into mainstream production and spotlight their newest lines of armored clothing -- or rather, clothing that functions as armor. Ranging from formalwear to everyday clothing, cloth weaves are able to provide protection while at the same time looking stunning for any occasion. They're also extremely useful for disguises...)
Stat 1:
Stat 2:
Support 1: Class A Uniform(Considered a proper military uniform. +5 to Speechcraft to those who respect it, and +3 to dodge.)
Support 2: Utility Belt(+5 inventory slots, holds 1-slot items.)
Support 3:
Name: Osprey Modular Backpack
Manufacturer: Varies
Price: 3200 gil
DC to Make: 150
Restrictions: Occupies 3 Support Augmentation Slots
Description: A large, deep-pocketed backpack is attached to elastic webbing and vest and torso loops and straps to help create a full-body supported carrying system. Originally known as the MOLLE system of carrying for soldiers, the Osprey is the updated, widely-available version usable by hikers, adventurers, and soldiers alike. When added to an armor, adds 20 Inventory Slots, and can carry up to 8-slot items.
Name: AT4 Anti-Armor Rocket(Amber-Garnet)
Price: 525,000 gil
DC to Make: 102/172/252
DC to Dodge: 60
AP Damage: 3
Hard Points: 2 (HP+1)
Damage Modifier: 4350
Skill Level Required: 3
Gold Medal: +100 performance OUI +10 perform after
_______________________________________________________________________
Age: Young Adult
Height: 5'1.5"
Weight: 101 (optional)
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. She also likes to wear yellow coveralls when working in the hanger/garage
Eye Color: Green
Hair Color: Brown
Notable Features: She is small but other wise looks like an ordinary human woman.
<<> Character Personality <>>
Favorite Food: Pizza, hotdogs, chocolate, and candy
Likes: Her friends, Irvine, Laguna, Trains, Large Mechs, and being happy.
Dislikes: Broccoli, People disrespecting her friends, and licorice
Favorite Color: Green and Yellow
Fears: The Dark and Being alone. (But she is fine with space battles)
<<>Character Background<>>
History:
Selphie has settled into the Dimensional Warriors as one of their top pilots and mechanics. Anything that drives, flies and/or dives she is at home in. Her relationship with Irvine is healthy and thriving. It is hard to imagine they ever been apart or had a rough start in the beginning.
_______________________________________________________________________
<<> Special Notes <>>
Draw Magic
Allows a character to withdraw a variable number of spells from a target creature using a standard magic casting roll. These spells are stored in the character’s “spell inventory” and can be cast at-will. This allows characters to withdraw some magic that may be beyond their skill level, in which case it is usable but its damage effect is limited to the caster’s skill level (i.e. if a level 5 spell grants +1000 damage but the character is only level 3, its damage is capped at the standard level 3 +600 damage).
Junction
Allows a character to “equip” a Summon-type creature in its item slots, taking up twice as many slots as its Compatibility level. When that Summon is equipped, allows the character to cast its assigned spells according to its Compatibility Level. This does not require Spell Points, but the caster must have the requisite Spell Level in Assisted Magic. This also provides access to unique abilities that can only be accessed with Junctioning.
_______________________________________________________________________