Irvine Kinneas 7.0
Irvine Kinneas 7.0
<<> Player Info <>>
IRC Nick: Kurama/Sebastian
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Irvine
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
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.

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 <>>
_______________________________________________________________________
IRC Nick: Kurama/Sebastian
Real Name (Optional):
Time Zone:
<<> Character Info <>>
Name: Irvine
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: Knockdown
Name: Knockback
Name: Improved Knockdown
Name: Improved Knockback
Name: Sweet Shot
Name: Improved Critical
Name: Improved Sweet Shot
Name: Counterfire
Name: Sneak Attack
Name: Show Off
Name: Weaver Grip
Name: Gunslinging
Name: By the Book
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
Name: Arcane Intuition
Name: Enhanced Junction
Name: Draw-Cast
Name: Arcane Defense
Artisan
Bonuses: Spirit: +, Crafting: +
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
Name: Rope Skills
_______________________________________________________________________
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Spell Points:
Weapons Arcana: Customs -
Blind Shot
Cost: SpP
Required Skill Level: 4
Effect: Irvine's Guardian Force imbues his shot to inflict the Blind status.
Attribute 2: Blind- (Mild) Roll bonus of to-hit while attacking is reduced by 25%. Negated by Improved Senses or eyeless sight. 1d3
Attribute 1: Range 1 (1 target)
Attribute 2: Level 2 + 4
Attribute 1: Damage 2 (+400)
MP to Use: 320
Poison Shot
Cost: SpP
Required Skill Level: 4
Effect: Irvine's Guardian Force imbues his shot to inflict the Poison status.
Attribute 2: Mild: [Poison] Reduces a character's HP by 250 each round.1d3
Attribute 1: Range 1 (1 target)
Attribute 2: Level 2 + 4
Attribute 1: Damage 2 (+400)
MP to Use: 320
Silence Shot
Cost: SpP
Required Skill Level: 5
Effect: Irvine's Guardian Force imbues his shot to inflict the Silence status.
Attribute 4: Moderate: [Speechless] Character is unable to cast magics from levels 1-6
Attribute 1: Range 1 (1 target)
Attribute 2: Level 2 + 4
Attribute Points: 7
MP to Use: 320
Straight Shootin'
Cost: SpP
Required Skill Level: 4
Effect: Irvine's Guardian Force imbues his shot to be most accurate in tight situations.
Attribute 1: Damage 2 (+400)
Attribute 2: Range 1 (1 target)
Attribute 3: Accuracy 2 (+4)
MP to Use: 320
From the Hip
Cost: SpP
Required Skill Level: 4
Effect: Irvine fires several shots from his weapon at his hip, spreading the shots out across multiple enemies.
Attribute 2: Damage 2 (+400)
Attribute 4: Range 4 (4 targets)
MP to Use: 320
Ring the Bell
Cost: SpP
Required Skill Level: 4
Effect: Irvine fires a shot hits a target so hard that they can hear a bell ringing. It causes Confusion.
Attribute 2: Damage 2 (+400)
Attribute 2: Range 1 (1 target)
Attribute 2: Mild: [Addled] Roll 1d2 before action is chosen. 1, must target random enemy/s. 2, must target random ally/s.
MP to Use: 320
_______________________________________________________________________
<<> 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 <>>
Sniper Augments:
Name: Digital Scope System
Cost: 3360 gil
Restrictions: Weak to EMP
Description: A high-powered camera is attached directly under the barrel of a weapon, which is fed into a camera-based scope at the top of the weapon for the shooter's use. Magnifies up to 30x with crystal-clear accuracy, but doesn't offer the utility of other scope systems. +10 to roll bonus.
Name: Name: Suppressor
Cost: 480 gil
Restrictions:
Description: A muzzle brake which hides the flash, as well as silencing the weapon, however, muzzle velocity is decreased. Reduces weapon damage by 50, but the weapon is rendered inaudible.
Bipod
Cost: 480 gil
Restrictions:
Description: A sturdy, pronged stand fits under the barrel of this large weapon to balance against a surface. Requires an action to deploy before it can be used. When deployed, grants +10 to hit, but becomes immobile. User can fire from behind cover, but dodge rolls cannot use Advanced Skills (Dodge Roll). Requires another action to fold up.
-Pistols
Colt King Cobra Pistol (Alabaster) x 2
Price: 252,000 gil
DC to Make: 100/170/230
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +38
Damage Modifier: 1500
Skill Level Required: 5
-Snipers
Name: Cerberus (Kassa Fabrications Harpoon Sniper Rifle(Alabaster-Opal)
Price: 630,000 gil
DC to Make: 120/190/270
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +21
Damage Modifier: 3300
Skill Level Required: 5
-Shotguns
Name: Diablos (Jormangund Technology Savage Shotgun - Alabaster)
Price: 420,000 gil
DC to Make: 110/180/250
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +20
Damage Modifier: 2500
Skill Level Required: 5
Ammunition:
Shotgun:
Name: Ammunition - SCMITR Flechettes
Cost: 1920 gil
Restrictions:
Description: An improvement on basic flechette design, the SCMITR style of projectile fills a sabot round with long, then, aerodynamic blade-like ammunition that improves the scatter range of a shotgun. When using SCMITR ammunition, a shotgun's natural target range is improved from 3 to 5.
Name: Ammunition - Riot
Cost: 640 gil
Restrictions:
Description: Otherwise known as "bean bag rounds," riot ammunition is actually small pouches of rubber pellets that inflict damage but -- unless egregiously abused -- will not kill a target. All damage is considered to be nonlethal, only able to reduce a target to 1 HP and no less.
Name: Ammunition - Slug
Cost: 640 gil
Restrictions:
Description: Slugs replace the standard shot-based ammunition of shotguns with solid gauge rounds. These eliminate shotgun spread damage, allowing them to only target one target at a time, but the weapon's range limitations are removed.
Name: Ammunition - Penetrating Slug
Cost: 1920 gil
Restrictions:
Description: Penetrating slugs are densely-coated shotgun slugs that function in the same manner as armor-piercing rounds. They are only able to strike one target at a time, do not have the shotgun's range restrictions, and each attack inflicts Moderate "Melt" status.
Name: Ammunition - CS
Cost: 1920 gil
Restrictions:
Description: A shotgun shell is replaced with a tiny canister that, upon being fired, begins to release a cloud of CS tear gas in an area. All targets in a single Group (or if unavailable, an Area) must make a Reaction check, DC160, to avoid the effects. Inflicts Moderate "Pain" status for 1d5 rounds.
Name: Ammunition - Dragon
Cost: 1920 gil
Restrictions:
Description: Incendiary ammunition is loaded into the weapon and, rather than detonating on impact, actually looses a blast of flame from the barrel of the weapon directly, turning it into a miniature flamethrower. Dragon rounds are composed of a napalm derivative. The shotgun's damage is turned into flame-based damage, and inflicts Moderate "Burn" status on targets struck, setting them on fire. Only receives one controlled shot when using Dragon ammunition regardless of anything else.
Pistol -
Name: Ammunition - Tranquilizer Dart
Cost: 640 gil
Restrictions:
Description: Standard ammunition is replaced with a sabot-contained dart that, when an organic target is struck, inflicts Acute "Sleep" status.
Name: Ammunition - Magnetic Piton
Cost: 1920 gil
Restrictions:
Description: A futuristic response to the somewhat archaic grappling hook, the magnetic piton is a powerful electromagnet attached to a clamp-plate and a thick, durable cable that can be used to attach itself to any metallic or alloy surface to tug the bearer of the firing device to the clamp. With over triple the weight capacity of the standard hook and pull, the MagPit is capable of even anchoring small vehicles to one another without straining the device.
Name: Ammunition - Tracking Dart
Cost: 1920 gil
Restrictions:
Description: Standard ammunition is replaced with a dart that, when a target is struck, implants a high-tech UMN-tracked transmitter into the target.
Name: Ammunition - Armor-Piercing Rounds
Cost: 1920 gil
Restrictions:
Description: AP rounds are bullets with dense steel casings and tiny molten cores that ravage armor plating and reinforcement. Each attack with AP Rounds (regardless of controlled shots) inflicts Moderate "Melt" status.
Name: Ammunition - Tungsten Rounds
Cost: 3200 gil
Restrictions:
Description: Tungsten rounds are made with an extremely dense metal that allows them to fully pierce armor. Each attack (regardless of controlled shots) with tungsten rounds negates body armor soak (natural soak still applicable).
Name: Ammunition - Black Talon Rounds
Cost: 1920 gil
Restrictions:
Description: Black Talon rounds are a special type of hollow point ammunition that, upon impact, spread outwards in a three-pronged shape to deal more damage to targets. Each attack with Black Talon rounds (regardless of controlled shots) inflicts Mild "Pain" status for the next round.
Name: Ammunition - Hammerhead Rounds
Cost: 1920 gil
Restrictions:
Description: Hammerhead ammunition, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. Each attack with Hammerhead rounds (regardless of controlled shots) inflicts Mild "Off Guard" status.
Name: Ammunition - Cryo Rounds
Cost: 1920 gil
Restrictions:
Description: Standard ammunition is replaced with a tiny amount of liquid nitrogen contained within a discarding sabot. Each attack with cryo rounds (regardless of controlled shots) inflicts "Freeze" status. First strike incurs Mild, and each successive strike (unless status is cured) inflicts next level of status
Name: Light Bloodstone Armor
Price: 490,000 gil
DC to Make: 104/174/234
Physical Soak: 640
Magical Soak: 1060
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 (Light Bloodstone Armor)
Price: 3500 credits
Benefit: + 4 Inventory Slots, 4 1-2 Slot items,
+640 Physical Soak, +1060 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.
Name: Utility/Gun Belt
Benefit:
Description: This is a heavy duty ornate leather gun belt. It carries Irvine's pistols, extra ammo storage, as well as a special holster designed to hold his short handled shot guns. It also functions as a Utility belt for storing a wallet, phone, and other necessary items.
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: Frag Grenade Mk. 5
Manufacturer: Ares Armaments
Price: 5250 gil
DC to Make: 100
Description: To avoid, DC 200, deals 2000 damage.
Name: Smoke Grenade Mk. 1
Manufacturer: Dah'tan Manufacturing
Price: 250 gil
DC to Make: 20
Description: To avoid, DC 120, inflicts mild "Blind" status.
Name: "Pocket Secretary" Personal Data Assistant
Manufacturer: Conatix Industries
Price: 800 gil
DC to Make: 1000
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. Checks made using this device may not exceed a +10 total bonus.
Name: "Torch" Personal Flashlight
Manufacturer: Hahne-Kedar
Price: 480 gil
DC to Make: 50
Restrictions:
Description: A typical full sized flashlight designed to produce light over a small area. Different colored filters can be placed on the end to be used as signal lights or to conceal the beam of the light from detection.
Name: Glo-Bright Ambient Illumination Sticks
Manufacturer: Devlon Industries
Price: 1440 gil
DC to Make: 75
Restrictions:
Description: Compact multicolored glow flares designed to produce bright light when cracked. Safe and non-heat forming, these sticks have many applications and last for several hours.
Name: M-Potion
Manufacturer: Cyrez Pharmaceuticals
Price: 4480 gil
DC to Make: 250
Restrictions:
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 5000 hp immediately.
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: SSX-5 Nanite "Stealth" Rope
Manufacturer: CRYNet Systems
Price: 16,230 gil
DC to Make: 800
Restrictions:
Description: This controllable nanomachine colony is very, very simply programmed; it forms a long length of rope-like cord (how long? long enough.) that is strong enough to lift metric tonnes of weight at a time. The main advantage of nanite rope is that it is nearly monofilament until touched by a "control rod" (included), which makes the cord bundle and gain its full tensile strength. Another function of the control rod is to collapse the rope, simply causing the nanite colony to disperse, leaving no trace of the rope. The nanites swarm back into the control rod when collapsed for another use.
Name: "All-Seeing Eye" Electrobinoculars
Manufacturer: Binary Helix
Price: 2400 gil
DC to Make: 5500
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.
_______________________________________________________________________
<<> 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: +
Implacable: +
Endure: +%
Improved Survival: +
Improved Resistance: +%
Milestones:
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:
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:
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:
Base Magical Damage: (300 * 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 Defense: +
Improved Magic Damage: +
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 Critical: +
Milestones:
_______________________________________________________________________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: +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%)
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:
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: +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
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:
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: +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
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:
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: +Improved Slots: + -> +2 Inventory Slots
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 Slots: +
Pierce: +
Juggernaut:
Milestones:
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: +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
Base Magical Damage: (300 * 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 Defense: +
Improved Magic Damage: +
Improved Item Use: +
Milestones:
Milestone Derivatives:
Improved Critical: + -> +500 damage when inflicting a critical hit
( ) Luck: [] + | Bonus: +Improved Critical: + -> +500 damage when inflicting a critical hit
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:
<<>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
General - Reaction
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
General - Perception
General - Speechcraft
General - Gather Info
General - Search
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
Magic - Weapons Arcana
Name: Arcane Defense
Bonuses: Spirit: +, Crafting: +
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
General - Survival
Name: Rope Skills
<<> Abilities <>>
-= Physical (Style Points) =-
Current Style Points: (Used) / (Max) StP
-= Magical/Psionic (Spell Points) =-
Spell Points:
Weapons Arcana: Customs -
Blind Shot
Cost: SpP
Required Skill Level: 4
Effect: Irvine's Guardian Force imbues his shot to inflict the Blind status.
Attribute 2: Blind- (Mild) Roll bonus of to-hit while attacking is reduced by 25%. Negated by Improved Senses or eyeless sight. 1d3
Attribute 1: Range 1 (1 target)
Attribute 2: Level 2 + 4
Attribute 1: Damage 2 (+400)
MP to Use: 320
Poison Shot
Cost: SpP
Required Skill Level: 4
Effect: Irvine's Guardian Force imbues his shot to inflict the Poison status.
Attribute 2: Mild: [Poison] Reduces a character's HP by 250 each round.1d3
Attribute 1: Range 1 (1 target)
Attribute 2: Level 2 + 4
Attribute 1: Damage 2 (+400)
MP to Use: 320
Silence Shot
Cost: SpP
Required Skill Level: 5
Effect: Irvine's Guardian Force imbues his shot to inflict the Silence status.
Attribute 4: Moderate: [Speechless] Character is unable to cast magics from levels 1-6
Attribute 1: Range 1 (1 target)
Attribute 2: Level 2 + 4
Attribute Points: 7
MP to Use: 320
Straight Shootin'
Cost: SpP
Required Skill Level: 4
Effect: Irvine's Guardian Force imbues his shot to be most accurate in tight situations.
Attribute 1: Damage 2 (+400)
Attribute 2: Range 1 (1 target)
Attribute 3: Accuracy 2 (+4)
MP to Use: 320
From the Hip
Cost: SpP
Required Skill Level: 4
Effect: Irvine fires several shots from his weapon at his hip, spreading the shots out across multiple enemies.
Attribute 2: Damage 2 (+400)
Attribute 4: Range 4 (4 targets)
MP to Use: 320
Ring the Bell
Cost: SpP
Required Skill Level: 4
Effect: Irvine fires a shot hits a target so hard that they can hear a bell ringing. It causes Confusion.
Attribute 2: Damage 2 (+400)
Attribute 2: Range 1 (1 target)
Attribute 2: Mild: [Addled] Roll 1d2 before action is chosen. 1, must target random enemy/s. 2, must target random ally/s.
MP to Use: 320
<<> 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 <>>
Sniper Augments:
Name: Digital Scope System
Cost: 3360 gil
Restrictions: Weak to EMP
Description: A high-powered camera is attached directly under the barrel of a weapon, which is fed into a camera-based scope at the top of the weapon for the shooter's use. Magnifies up to 30x with crystal-clear accuracy, but doesn't offer the utility of other scope systems. +10 to roll bonus.
Name: Name: Suppressor
Cost: 480 gil
Restrictions:
Description: A muzzle brake which hides the flash, as well as silencing the weapon, however, muzzle velocity is decreased. Reduces weapon damage by 50, but the weapon is rendered inaudible.
Bipod
Cost: 480 gil
Restrictions:
Description: A sturdy, pronged stand fits under the barrel of this large weapon to balance against a surface. Requires an action to deploy before it can be used. When deployed, grants +10 to hit, but becomes immobile. User can fire from behind cover, but dodge rolls cannot use Advanced Skills (Dodge Roll). Requires another action to fold up.
-Pistols
Colt King Cobra Pistol (Alabaster) x 2
Price: 252,000 gil
DC to Make: 100/170/230
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +38
Damage Modifier: 1500
Skill Level Required: 5
-Snipers
Name: Cerberus (Kassa Fabrications Harpoon Sniper Rifle(Alabaster-Opal)
Price: 630,000 gil
DC to Make: 120/190/270
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +21
Damage Modifier: 3300
Skill Level Required: 5
-Shotguns
Name: Diablos (Jormangund Technology Savage Shotgun - Alabaster)
Price: 420,000 gil
DC to Make: 110/180/250
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +20
Damage Modifier: 2500
Skill Level Required: 5
Ammunition:
Shotgun:
Name: Ammunition - SCMITR Flechettes
Cost: 1920 gil
Restrictions:
Description: An improvement on basic flechette design, the SCMITR style of projectile fills a sabot round with long, then, aerodynamic blade-like ammunition that improves the scatter range of a shotgun. When using SCMITR ammunition, a shotgun's natural target range is improved from 3 to 5.
Name: Ammunition - Riot
Cost: 640 gil
Restrictions:
Description: Otherwise known as "bean bag rounds," riot ammunition is actually small pouches of rubber pellets that inflict damage but -- unless egregiously abused -- will not kill a target. All damage is considered to be nonlethal, only able to reduce a target to 1 HP and no less.
Name: Ammunition - Slug
Cost: 640 gil
Restrictions:
Description: Slugs replace the standard shot-based ammunition of shotguns with solid gauge rounds. These eliminate shotgun spread damage, allowing them to only target one target at a time, but the weapon's range limitations are removed.
Name: Ammunition - Penetrating Slug
Cost: 1920 gil
Restrictions:
Description: Penetrating slugs are densely-coated shotgun slugs that function in the same manner as armor-piercing rounds. They are only able to strike one target at a time, do not have the shotgun's range restrictions, and each attack inflicts Moderate "Melt" status.
Name: Ammunition - CS
Cost: 1920 gil
Restrictions:
Description: A shotgun shell is replaced with a tiny canister that, upon being fired, begins to release a cloud of CS tear gas in an area. All targets in a single Group (or if unavailable, an Area) must make a Reaction check, DC160, to avoid the effects. Inflicts Moderate "Pain" status for 1d5 rounds.
Name: Ammunition - Dragon
Cost: 1920 gil
Restrictions:
Description: Incendiary ammunition is loaded into the weapon and, rather than detonating on impact, actually looses a blast of flame from the barrel of the weapon directly, turning it into a miniature flamethrower. Dragon rounds are composed of a napalm derivative. The shotgun's damage is turned into flame-based damage, and inflicts Moderate "Burn" status on targets struck, setting them on fire. Only receives one controlled shot when using Dragon ammunition regardless of anything else.
Pistol -
Name: Ammunition - Tranquilizer Dart
Cost: 640 gil
Restrictions:
Description: Standard ammunition is replaced with a sabot-contained dart that, when an organic target is struck, inflicts Acute "Sleep" status.
Name: Ammunition - Magnetic Piton
Cost: 1920 gil
Restrictions:
Description: A futuristic response to the somewhat archaic grappling hook, the magnetic piton is a powerful electromagnet attached to a clamp-plate and a thick, durable cable that can be used to attach itself to any metallic or alloy surface to tug the bearer of the firing device to the clamp. With over triple the weight capacity of the standard hook and pull, the MagPit is capable of even anchoring small vehicles to one another without straining the device.
Name: Ammunition - Tracking Dart
Cost: 1920 gil
Restrictions:
Description: Standard ammunition is replaced with a dart that, when a target is struck, implants a high-tech UMN-tracked transmitter into the target.
Name: Ammunition - Armor-Piercing Rounds
Cost: 1920 gil
Restrictions:
Description: AP rounds are bullets with dense steel casings and tiny molten cores that ravage armor plating and reinforcement. Each attack with AP Rounds (regardless of controlled shots) inflicts Moderate "Melt" status.
Name: Ammunition - Tungsten Rounds
Cost: 3200 gil
Restrictions:
Description: Tungsten rounds are made with an extremely dense metal that allows them to fully pierce armor. Each attack (regardless of controlled shots) with tungsten rounds negates body armor soak (natural soak still applicable).
Name: Ammunition - Black Talon Rounds
Cost: 1920 gil
Restrictions:
Description: Black Talon rounds are a special type of hollow point ammunition that, upon impact, spread outwards in a three-pronged shape to deal more damage to targets. Each attack with Black Talon rounds (regardless of controlled shots) inflicts Mild "Pain" status for the next round.
Name: Ammunition - Hammerhead Rounds
Cost: 1920 gil
Restrictions:
Description: Hammerhead ammunition, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. Each attack with Hammerhead rounds (regardless of controlled shots) inflicts Mild "Off Guard" status.
Name: Ammunition - Cryo Rounds
Cost: 1920 gil
Restrictions:
Description: Standard ammunition is replaced with a tiny amount of liquid nitrogen contained within a discarding sabot. Each attack with cryo rounds (regardless of controlled shots) inflicts "Freeze" status. First strike incurs Mild, and each successive strike (unless status is cured) inflicts next level of status
Name: Light Bloodstone Armor
Price: 490,000 gil
DC to Make: 104/174/234
Physical Soak: 640
Magical Soak: 1060
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 (Light Bloodstone Armor)
Price: 3500 credits
Benefit: + 4 Inventory Slots, 4 1-2 Slot items,
+640 Physical Soak, +1060 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.
Name: Utility/Gun Belt
Benefit:
Description: This is a heavy duty ornate leather gun belt. It carries Irvine's pistols, extra ammo storage, as well as a special holster designed to hold his short handled shot guns. It also functions as a Utility belt for storing a wallet, phone, and other necessary items.
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: Frag Grenade Mk. 5
Manufacturer: Ares Armaments
Price: 5250 gil
DC to Make: 100
Description: To avoid, DC 200, deals 2000 damage.
Name: Smoke Grenade Mk. 1
Manufacturer: Dah'tan Manufacturing
Price: 250 gil
DC to Make: 20
Description: To avoid, DC 120, inflicts mild "Blind" status.
Name: "Pocket Secretary" Personal Data Assistant
Manufacturer: Conatix Industries
Price: 800 gil
DC to Make: 1000
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. Checks made using this device may not exceed a +10 total bonus.
Name: "Torch" Personal Flashlight
Manufacturer: Hahne-Kedar
Price: 480 gil
DC to Make: 50
Restrictions:
Description: A typical full sized flashlight designed to produce light over a small area. Different colored filters can be placed on the end to be used as signal lights or to conceal the beam of the light from detection.
Name: Glo-Bright Ambient Illumination Sticks
Manufacturer: Devlon Industries
Price: 1440 gil
DC to Make: 75
Restrictions:
Description: Compact multicolored glow flares designed to produce bright light when cracked. Safe and non-heat forming, these sticks have many applications and last for several hours.
Name: M-Potion
Manufacturer: Cyrez Pharmaceuticals
Price: 4480 gil
DC to Make: 250
Restrictions:
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 5000 hp immediately.
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: SSX-5 Nanite "Stealth" Rope
Manufacturer: CRYNet Systems
Price: 16,230 gil
DC to Make: 800
Restrictions:
Description: This controllable nanomachine colony is very, very simply programmed; it forms a long length of rope-like cord (how long? long enough.) that is strong enough to lift metric tonnes of weight at a time. The main advantage of nanite rope is that it is nearly monofilament until touched by a "control rod" (included), which makes the cord bundle and gain its full tensile strength. Another function of the control rod is to collapse the rope, simply causing the nanite colony to disperse, leaving no trace of the rope. The nanites swarm back into the control rod when collapsed for another use.
Name: "All-Seeing Eye" Electrobinoculars
Manufacturer: Binary Helix
Price: 2400 gil
DC to Make: 5500
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.
_______________________________________________________________________
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.

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 <>>
_______________________________________________________________________
Last edited by QueenSelphie on October 5th, 2026, 11:58 pm, edited 34 times in total.
- 
Things that need to be converted
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.
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.
Last edited by QueenSelphie on September 24th, 2026, 1:42 am, edited 3 times in total.
- 