Page 1 of 1

Irvine Kinneas 7.0

Posted: May 7th, 2024, 12:10 am
by QueenSelphie
<<> Player Info <>>
IRC Nick: Kurama/Sebastian
Real Name (Optional):
Time Zone:

<<> Character Info <>>
Name: Irvine
Race: Human
Sheet Approved by: (leave blank)
_______________________________________________________________________
<<> Base Statistic modifiers <>>
health_temp:
hp_mult:
physical_soak:
magical_soak:
improved_hp:
improved_soak:
improved_resistance:
improved_dt:
improved_endure:
improved_survival:
awareness_temp:
initiative:
improved_melee:
improved_ranged:
improved_magic:
improved_sight:
improved_reflexes:
improved_eyes:
dexterity_temp:
stp_mult:
improved_block:
improved_dodge:
improved_agility:
improved_reaction:
stylish:
improved_initiative:
strength_temp:
damage_mult:
improved_damage:
improved_slots:
improved_momentum:
improved_item:
improved_pierce:
juggernaut:
spirit_temp:
magical_damage_mult:
spp_mult:
mp_mult:
magic_defense:
item_defense:
improved_magic_damage:
improved_spp:
improved_mp:
improved_magic_defense:
improved_item_defense:
improved_crafting:
luck_temp:
improved_crit:
improved_luck:
improved_luck_points:
improved_draw:
improved_crit_defense:
improved_draw_defense:
_______________________________________________________________________
<<> Traits and Feats <>>
-= Traits =-
Points: 1/18

* Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
Sight

* Improved Sense (3 pts) - Your senses are more advanced than other races or beings, and give you a +25 to Perception checks using that sense.
hearing

* Fearless (2 pts) - This character gains a +10 bonus when rolling against Speechcraft checks.

* Emissary (2 pts) - Once per encounter, when making a Speechcraft check, this character may roll twice and take the better of the two results.

* Silent Hunter (2 pts) - This character benefits from a +10 bonus when conducting a Sneak Attack.

* Merciless Precision (2 pts) - When this character deals a Sneak Attack against a target that is already under a status ailment (some may not apply), this character adds 1* to its Sneak Attack damage multiplier.

* Shards of the Past (3 pts) - This character may choose up to three skills to be considered "Extra Training," allotting them 65 skill points apiece to those particular skills. Each skill costs 1 point.
Weapon Proficiency - Shotguns
Weapon Proficiency - Sniper Rifles
General - Reaction

-= Character Classes =-
 
1)Class - Commando
Associated Statistic:
Description: The modern civilizations' Commando units are among some of the most highly trained and versatile soldiers of the new war. They're well-educated and precise, and while trained in each other's work, each generally specialize in one role to support a group rather than stand alone.
Effect: +5 to [ Weapon Proficiency: Shotgun], +3 Athletics, Reaction, Artisan: Engineering, Survival

2)Class - Scout
Associated Statistic:
Description: Scouts, whether classical or modern, are masters of stealth and precision. They are used to survey areas ahead of others, to lay traps, or to simply move in and out of areas where others can't go. They pick their fights strategically and prefer keeping themselves hidden over direct combat.
Effect: +5 Sniper Rifles, +3 to Stealth, Perception, Search, Survival


3)Class - Gunmage
Associated Statistic:
Description: A modern mage on the bleeding edge of magitech combat, they walk the wild frontier of magic and science combined. Investing spiritual power delicately into the powder of a round, the hammer of a pistol, or the gears and pullies of a crossbow.
Effect: +3 to [Weapon Proficiency: Pistols], +3 to Weapon Arcana, +3 to Concentration, Acrobatics, Athletics, Artisan: Arcane Science

 
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)
 
*Feat 1(200XP) -
Sniper
Associated Statistic:
Prerequisite:
Description: This character's long-standing patience, still movement, and unerring accuracy in the heat of the moment makes him/her an invisible visage of the Grim Reaper, or as some have said, "the last thing you'll never see."
Effect: When performing ranged Sneak Attacks, this character's damage is raised by +250.


*Feat 2(400XP) -
Sixth Sense
Associated Status: Awareness
Description: This character has sharper senses than most, can see, hear, and smell a little better, and gets "gut feelings" more frequently than most, along with better hand-eye coordination.
Effect: +50 Awareness (put in temporary). This grants +5 to Awareness rolls and +50 to Initiative checks.

*Feat 3(600XP) -
Ioun Bullet
Associated Class: Gunmage
Description: Some modern Mageknights are able to conduct their magics at a range using their new weapon -- the gun. By enchanting a given weapon with his/her spiritual energy, the Mageknight is able to use their guns like wizards use wands.
Effect: The character is able to cast spells at half of his/her Mage Level (round down) (Level 5 spells at Level 10 Magic skill) using his/her gun attack roll. This is considered a magic attack and deals full magic damage + half of one hit of the weapon's damage.


*Feat 4(800XP) - Limit Break
Limit Break (Shot)
Associated Statistic: Health
Irvine's Limit is called Shot. Shot basically gives normal ammunition a status effect based on the properties of that ammunition. This effect can also enhance ammunition that already has a status effect.

*Feat 5(1000XP) -
Gun Nut
Associated Statistic:
Prerequisite:
Description: This character has a way with modern firearms that impresses and concerns others, to the point where nearly any modern firearm is simply natural in his/her hands.
Effect: This character no longer suffers an "Unskilled" penalty when using weapons that operate under Pistols, SMGs, Shotguns, Assault Rifles, Sniper Rifles, or Heavy Weapons skills.

Feat 6(1200XP) -
Spotter
Associated Statistic:
Prerequisite:
Description: This character is better able to provide locations for targets that are generally otherwise hidden, "highlighting" them for his/her allies to increase their targetting capabilities. Especially helpful for sniper partners!
Effect: When in the presence of another character who is performing a ranged Sneak Attack, can "spot" for the ally and raise his/her sneak attack damage by +250.


Feat 7(1400XP) -
Heightened Senses Sight
Associated Statistic: Awareness
Description: The character exhibits a natural advantage in one of the five senses. If multiple senses deserve this, a feat must be bought for each sense.
Effect: +10 to sight

Feat 8(1600XP) -
Charge Clip/Quiver
Associated Class: Gunmage
Description: An experimental technique originally invented with the advent of clip loading technology. By concentrating the charge of magic from the gun into the bullets of the clip alone, or into a quiver of bolts, a more stable but less versatile duration can be achieved.
Effect: Alters the duration of gun-based weapon enchantments. Rather than lasting a certain number of rounds, the number is applied to how many attacks can be made with the weapon before the charge runs out.
Suppressing Fire instantly ends this effect, but the Severity is enhanced by 1 stage.

Feat 9(1800XP) -
Attuned
Associated Statistic: Spirit
Description: The character is naturally more inclined to the world around them, whether it's considered "airheaded", abstractly creative, or more in tune with the beyond.
Effect: +50 Spirit (put in temporary)

Feat 10(2000XP) -
Shotgun Surgeon
Associated Statistic:
Prerequisite:
Description: This character's proficiency with shotguns and scatter-type weaponry is remarkable, able to make these usually widely inaccurate weapons as precise as a rifle.
Effect: When using shotguns and pellet-type ammunition, allows for full damage to multiple targets rather than half.
-
Feat 11(2200XP) -
Feat 12(2400XP) -
Feat 13(2600XP) -
Feat 14(2800XP) -
Feat 15(3000XP) -
Feat 16(3200XP) -
Feat 17(3400XP) -
Feat 18(3600XP) -
Feat 19(3800XP) -
Feat 20(4000XP) -
_______________________________________________________________________
<<>Statistics<>>
Experience Total:
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: +
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:
(50, 100 exp) Improved HP: +500 (x2)
(150, 200 exp) Improved Soak: +25 (x2)
(250 exp) Implacable: +500 (x1)
(300 exp) Endure: +1% (x1)
(350 exp) Improved Survival: +10 (x1)
(400 exp) Improved Resistance: +5% (x1)
 
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: +
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:
(50 exp) Improved Melee: +5 (x1)
(100, 150, 200, 300, 500, exp) Improved Ranged: +5 (x5)
(250 exp) Improved Magic: +5 (x1)
(350 exp) Eyes in the Back: -10 (x1)
(400 exp) Combat Reflexes: -10 (x1)
(450 exp) True Sight: -10 (x1)
 
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: +
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:
(50, 100, 350, 400 exp) Improved Dodge: +5 (x4)
(150, 200, 450 exp) Improved Agility: +5 (x3)
(250, 300 exp) Improved Reaction: +5 (x2)
(500 exp) Improved Block: +5 (x1)
 
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: +
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:
(50, 100 exp) Improved Slots: +2 (x2)
(150 exp) Pierce: +50 (x1)
(200, 250, 300 exp) Juggernaut: -100 (x3)
 
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: +
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:
(50 exp) Improved Crafting: +5 (x1)
(100, 250 exp) Improved Magic Defense: +5 (x2)
(150, 300 exp) Improved Magic Damage: +250 (x2)
(200 exp) Improved Item Use: +10 (x1)
 
Milestone Derivatives:
Improved Critical: + -> +500 damage when inflicting a critical hit
( )  Luck: [] + | Bonus: +
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:
(50, 100 exp) Improved Critical: +500 (x2)
 
_______________________________________________________________________
<<>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
 
Name: Hauling
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; may result in status effect or stat injury to either character.
Type: Enabler
Effect: Proper technique allows this character to physically carry another character its own size class or smaller through an Athletics check.
 

General - Reaction
Name: Quick-Draw
Cost: 15 SP
Skill Level Required: 2
Untrained: No
Type: Action
Effect: Allows for the change of 1 piece of equipment per round as a free action.
Name: Recovery
Cost:Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; requires a Luck roll.
Type: Enabler
Effect: Train the body to reactively protect itself from injury, allowing the character to grab the closest ledge/handhold, move its hands to protect its head/chest, or other similar last-ditch efforts to mitigate harm when failing a check.

 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Perception
 
Name: Detect Trap Trigger
Cost:30 SkP
Skill Level Required: 3
Untrained: Yes; requires a Luck roll.
Type:Type: Enabler
Effect: With an intimate knowledge of trap mechanisms, this character can recognize them while moving. This allows the character to detect tripwires, infrared beam mechanisms, false steps, pressure plates, runes, and other kinds of trap markers. This is an active skill, and a check is rolled when it’s declared; that result is kept until the character reaches the next point of interest, and as the character moves, that result is used to detect traps within the Area around it.
Name: Tracking Sense
Cost: 60 SkP
Skill Level Required: 4
Untrained: No
Type:Type: Enabler
Effect: Train up the senses to perceive and isolate specific scents, prints, or sensations at nearly a moment’s notice, allowing that character to pursue it within a small area.
Name: Tremor Sense
Cost: 90 SkP
Skill Level Required: 5
Untrained: No
Type: Enabler
Effect: Feel and isolate subtle changes in the air or ground, allowing detection of changes in the character’s immediate environment. This can be used to detect breathing, footsteps, or other similar, subtle movements, but requires intense focus (a standard action) without interruption.
General - Speechcraft
Name: Sense Motive
Cost: 30 SkP
Skill Level Required: 3
Untrained: No
Type: Enabler
Effect: Attempt to see the underlying reasoning in the subject’s mind. This allows a character to use Speechcraft to resist other Speechcraft checks against them.
General - Gather Info
Name: Observe & Report
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; results are based on a Luck roll and entities will become aware of the character inquiring about the subject matter.
Type: Enabler
Effect: This character’s trained in reading the ambiance and environment of an area, whether it’s eavesdropping, people-watching, or holding small talk with people within a particular area. A check using this Advanced Skill allows the character to inquire or learn about a particular subject in such a way that it doesn’t draw attention to them; however, depending on the engaged group or the location, results will vary.
 
General - Search
Name: Scrutinize
Cost: 30 SkP
Skill Level Required: 3
Untrained: Yes; results are based on a Luck roll.
Type:Type: Enabler
Effect: Deeply examine every aspect of a single Area. This involves opening storage areas, pulling apart objects that can easily be dismantled, and scouring objects for a particular subject. A check with this Advanced Skill can yield other objects than what is sought.
 
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
 Artisan
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.
_______________________________________________________________________
<<> Character Description <>>
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.
Image
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 <>>
_______________________________________________________________________

Things that need to be converted

Posted: May 7th, 2024, 12:13 am
by QueenSelphie
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.