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Cloud Strife - FF7 (Remix)

Posted: August 21st, 2024, 12:19 am
by QueenSelphie
<<> Player Info <>>
IRC Nick:
Real Name (Optional):
Time Zone:

<<> Character Info <>>
Name: Cloud Strife
Race: Human (Altered)
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: 0/18

* Junior Hero (5 pts) - A regular hero in their own right. These beings are those who have already had and succeeded on trails and adventures in thier respective lives before arrival within the game. This increases their starting xp to account for such a harrowing tale. This can only be taken at character creation.
Note: If combined with past life, player must take hunted.
100 xp

* Haunted (-1 pts) - Your character has a skeleton in the closet in the form of a living or possibly dead being they’ve annoyed. This character will go out of their way to cause problems for you, and would like to make your life a short, living hell.
Cloud is haunted by Sephiroth. Whether Sephiroth is alive, dead, or a ghost from Cloud's tramatic events. Sephiroth seems to take pleasure in tormenting Cloud after the incident at Nibelheim.

* Quick Reactions (2 pts) - This character benefits from a +10 bonus when rolling flat-footed or against Reaction checks.

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

* 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.
General - Athletics
General - First Aid
General - Vehicle Operation : Light Ground

* Relentless (3 pts) - When this character inflicts the "Knockback/Wall Rush" status, it is considered to be one severity higher than normal.

* Stubborn (2 pts) - When resisting the "Confuse" status family, this character gets to roll defense against it twice and choose the better of the two results.

* Nimble Faller (2 pts) - When this character suffers the "Knockdown/Wall Rush" status effect, reduce the damage inflicted by 25%.

-= Character Classes =-
 
1)Class - Fighter
Description: Fighters are very basic combatants at their cores; they do battle in rain, sleet, snow, wind, or sand, and can be turned to for direct problem solving. Their athletic training and brawn allows them to surpass obstacles in their path -- including other people, through sheer presence or violence.
Effect: +5 to [Weapon Proficiency: Swords OR Weapon Proficiency: Axes OR Weapon Proficiency: Polearms OR Weapon Proficiency: Clubs/Maces], +5 to Athletics, +3 to Acrobatics, Reaction

2)
Class - Knight
Associated Statistic:
Description: Knights, while considered somewhat archaic by some civilizations, still maintain a heavy presence across states, countries, and even worlds. Knights are generally bound by some sort of code of conduct and service to another, whether it's a fief lord, a government, a faith, or simply a buyer.
Effect: +5 to [Weapon Proficiency: Swords OR Weapon Proficiency: Axes/Hammers OR Weapon Proficiency: Polearms OR Weapon Proficiency: Clubs/Maces], +5 to Speechcraft, +3 to Light Land Vehicle Operation and Artisan: Writing

3)Class - Red Mage
Associated Statistic:
Description: The Red Mage is a talented jack-of-all-trades, even wielding magic in one hand and a weapon in the other. Their diversity is most stapled down by their use of both black and white magics with equal proficiency, making them often easily recognizable.
Effect: +3 to any 1 Weapon Proficiency, +3 Materia Magic, +3 to Reaction, Light Ground Vehicle, and Perception
-= Feats =- (* denotes feats taken at character creation.)
 
(* denotes feats taken at character creation.)

Limit Break
Associated Statistic: Spirit
Description: When in dire situations, a character is able to push him/herself past normal limits, putting a good portion or even all of their skill, energy, and power into a single few seconds in an attempt to overcome an obstacle, whether it be environmental, hostile, or otherwise.
Effect: This feat allows for Abilities to be categorized as Limit Breaks. Abilities that are categorized as such are given a bonus to strength according to the tier of Limit Break they are assigned as, from Level 1 to Level 4. A character's "Limit Gauge" is 100% of their HP. When a character takes damage, their gauge is filled at a 1:2 ratio to the damage actually incurred (after soak, reductions, etc.). When a character's Limit Gauge is filled, they have access to the next level of Limit Breaks. When a character drops below 0 HP, the character's Limit Gauges are decreased by 20% of the gathered amount, the damage that caused a KO is not added or calculated in any way. The more Limit Gauges a character has, the higher level of Limit Break Ability they can use. 1 Gauge = Level 1, 3 Gauges = Level 3, etc. Within the custom ability system limit breaks are allowed to exceed the custom 'limits' damage may exceed the level restriction of any limit break and status effects can have 1 level higher than the abilities allowed.
 
*Feat 1(200XP) -
Limit Break-
Level 1: Cross Slash.
Level 1: Braver
Level 1: Focused Thrust
Level 1: Forward Smash/Wall Rush-

*Feat 2(400XP) -
Quick Attack
Associated Class: Fighter
Description: Fighters are masters of opportunity. When an enemy trips or falls, their blade is ready to strike the target at a moment’s notice, giving them an edge in combat.
Effect: If an enemy botches an attack or dodge against this character, a fighter may make a reaction check. If the reaction check beats the enemy botch, the fighter may roll for a single hit of opportunity.

*Feat 3(600XP) -
Adaptation
Associated Statistic: Health
Description: The character is able to adjust easily to any environment, and is able to use different pieces of it to their advantage. Example: using pieces of the environment for makeshift shelters, tools, or food.
Effect: +10 to Survival Skill checks.

*Feat 4(800XP) -
Defender
Associated Class: Knight
Description: The honorable knight's charge is to defend from harm those who cannot otherwise protect themselves, their code the unwavering steel that holds within.
Effect: On a successful cover (the block must succeed), this feat grants them +200 damage and +5 to attack/defense/dodge rolls for 1d3 rounds

*Feat 5(1000XP) -
Broken Chain
Associated Class: Red Mage
Prerequisites:
Description: The Red Mage's variable disposition in combat techniques makes them all the more powerful the more versatile they make themselves.
Effect: A Red Mage's combat actions are divided into 3 categories: physical, black magic (offensive), and white magic (defensive/supportive). Item usage is negligible in this context. By performing no same type of action consecutively, the character begins to benefit from a +200 increase in damage/effect after 3 different types of action, up to a max of +800 after 7 different types of action (1st, 2nd, 3rd action: +0; 4th action: +200; 5th action: +400; 6th action: +600; 7th action: +800). If this character performs two actions of the same type consecutively, this chain is broken. Example: physical, black, physical, black (+200), white (+400), physical (+600). But, physical, black, white, white (+0), physical, black, white, physical (+200). Note the chain resets after the 2 consecutive white actions.

Feat 6(1200XP) -
Roadrunner
Associated Statistic: Dexterity
Description: Most people are born on land or a planet and spend a good chunk of their lives there, you however are different; you were either raised on a ship of some sort or spent a good chunk of your life on one. You also do not suffer any penalties from not having sea/air/space legs.
Effect: +10 to Navigation, Rope, and Piloting checks for either ships (land). Must choose type at taking of the feat.

Feat 7(1400XP) -
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 8(1600XP) -
Super Speed
Associated Statistic: Dexterity
Description: The character exhibits an unusually dextrous and quick nature, able to move their bodies in unusually quick ways, as well as able to negotiate the world around them in strange ways, such as clearing terrain.
Effect: +50 to Dexterity. This does not affect Style Points.

Feat 9(1800XP) -
Super Strength
Associated Statistic: Strength
Description: The character exhibits stronger-than-average human strength.
Effect: +50 to Strength. This grants the character bonuses of +5 to Inventory Slots and Maximum Carrying Weight, as well as Base Damage. The Base Damage boost also goes to weapon damage.

Feat 10(2000XP) -
Mysterious Power
Associated Statistic: Varies
Pre-requisite: GM Approval
Description: Dimensional Warriors have an astonishing rate of occurrence with regards to mutation, exposure to higher powers, and simply unexplainable wellsprings of power when threatened, leading some to refer to the group on a whole as Weirdness Magnets. These mysterious powers are often circumstantial, and even the holder of the power may not fully understand it without a life long search for its root.
Effect: Grants the character a custom Ability Feat, which generally outstrip normal Custom Attacks and scale well. This ability is statted on creation of the character, and cannot be a carbon copy of an existing feat.

Limit Gauge Charge:
This mysterious power lets Cloud bypass the normal restraints of the Limit Gauge and charge a single attack in a time of need. This ability leaves Cloud wide open during the time it takes to charge in a number of turns. He can't attack or defend. Depending on the level of the limit attack. This can be from 1-5 rounds In combat. It can't be used more than once per either battle or mission GM discretion. This is a Smash Bros Inspired ability.

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
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
( )  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: +
Improved Resistance: +%
Implacable: +
Endure: +%
Milestones:
(50, 200 exp) Improved HP: +500 (x2)
(100 exp) Improved Soak: +25 (x1)
(150 exp) Improved Resistance: +5% (x1)
(250 exp) Implacable: +500 (x1)
(300 exp) Endure: +1% (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
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: +
Initiative: 1d450 | 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: +
True Sight:
Combat Reflexes:
Eyes in the Back:
Milestones:
(50, 350 exp) Improved Melee: +5 (x2)
(100, 400 exp) Improved Ranged: +5 (x2)
(150, 450 exp) Improved Magic: +5 (x2)
(200 exp) True Sight: -10 (x1)
(250 exp) Combat Reflexes: -10 (x1)
(300 exp) Eyes in the Back: -10 (x1)
 
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: +
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:
(50, 250 exp) Improved Block: +5 (x2)
(100, 300 exp) Improved Dodge: +5 (x2)
(150, 350 exp) Improved Agility: +5 (x2)
(200, 400, 450 exp) Improved Reaction: +5 (x3)
 
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
Improved Slots: + -> +2 Inventory Slots
Improved Momentum: + -> +5 Strength roll bonus when performing skill checks
Pierce: + -> 50 of character's physical damage ignores armor
Juggernaut: -> -100 damage reduction when bracing an attack
Improved Item Effect: + -> +100 damage when using one-use items
( )  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 Physical Damage: +
Improved Slots: +
Improved Momentum: +
Pierce: +
Juggernaut:
Improved Item Effect: +
Milestones:
(50, 250 exp) Improved Physical Damage: +100 (x2)
(100 exp) Improved Slots: +2 (x1)
(150 exp) Improved Momentum: +5 (x1)
(200, 300 exp) Pierce: +50 (x2)
(350, 400 exp) Juggernaut: -100 (x2)
(450 exp) Improved Item Effect: +100 (x1)
 
Milestone Derivatives:
Improved MP: + -> +200 Max MP
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: +
Base Magical Damage: (325 * 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 MP: +
Improved Magic Damage: +
Improved Magic Defense: +
Improved Item Use: +
Milestones:
(50, 250 exp) Improved MP: +200 (x2)
(100, 300 exp) Improved Magic Damage: +250 (x2)
(150 exp) Improved Magic Defense: +5 (x1)
(200 exp) Improved Item Use: +10 (x1)
 
Milestone Derivatives:
Improved Critical: + -> +500 damage when inflicting a critical hit
Critical Defense: -> -500 damage when struck by 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: +
Critical Defense:
Milestones:
(50 exp) Improved Critical: +500 (x1)
(100 exp) Critical Defense: -500 (x1)
 
_______________________________________________________________________
<<>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
Required Skill Level: 3
Type: Enabler
Effect: Proper technique allows this character to physically carry another character its own size class or smaller through an Athletics check.
Name: Powerlifting
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: Train the body to sustain incredible weights it’s unaccustomed to for brief amounts of time. This can be used to exert force on objects, as well. Some applications can be holding an automatic door in place, preventing walls from closing in, or “catching” an immense weight.
Name: Dodge Leap
Cost: 60
Required Skill Level: 4
Type: Enabler
Effect: Use an athletic maneuver -- a dash, a skid, a slide, a jump -- to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. A successful check with this Advanced Skill allows the character to fully avoid an attack, while a failed check with this Advanced Skill allows the character to reduce incoming damage by 10%. This can stack with other Brace-enhancing feats, traits, or primary characteristics, up to a maximum of 50%. This maneuver can only be used once a round.
 
General - Reaction
Name: Block
Cost: 10
Required Skill Level: 1
Type: Enabler
Effect: Use a melee weapon to block another melee attack.
Name: Counter Strike
Cost: 15
Required Skill Level: 2
Type: Action
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike
Name: Quick-Draw
Cost: 15
Required Skill Level: 2
Type: Action
Effect: Allows for the change of 1 piece of equipment per round as a free action.
Name: Recovery
Cost: 30
Required Skill Level: 3
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.
Name: Redirect Attack
Cost: 90
Required Skill Level: 5
Type: Enabler
Effect: Allows a character to block a melee attack and, in lieu of a counterattack, direct the opponent’s attack toward another target within melee range.
 
General - Acrobatics
Name: Leaping Strike
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: This character can reach and attack enemies that are up to one Area above it. This can also be used to attack Giant-class creatures when normally out of reach.
Name: Tumble
Cost: 60
Required Skill Level: 4
Type: Bonus
Effect: Halve damage taken from falling, within reason.
 
 
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
 
General - Perception
Name: Detect Trap Trigger
Cost: 30
Required Skill Level: 3
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. Se full skill listing for details.
Name: Tracking Sense
Cost: 60
Required Skill Level: 4
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.
 
General - Computer Use
Name: Breach Security
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: Using either manual input or software assistance, “break into” a computer system to access files and perform other actions on it. This is only necessary on a secured system. After a check is made, it may require multiple Standard Actions to complete the breach. If a character is interrupted or the process is stopped, another check must be made and the process starts again.
 
General - Stealth
Name: Conceal Self
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: Allows a character to use the environment to shield itself from other creatures’ or objects’ perception. See full skill listing for details.
Name: Move Silently
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: Allows a character to move at half-speed with a low sound report. This does not obscure a character visually while it’s on the move, but if there is nothing facing that character, it does not trigger Perception checks on its passing. This does not stop other forms of detection.
 
General - Search
Name: Scrutinize
Cost: 30
Required Skill Level: 3
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.
Name: Locate Hidden Compartment
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: Search an object (a piece of furniture, a single wall) for hidden compartments. This can be a scrutinizing look, tapping for hollowness, or similar techniques, and does not disturb the object more than that. If a hidden compartment is located, this skill does not activate or open it, simply reveals it to the character’s perception.
 
General - Disguise
Name: Quick Change
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: By donning objects and materials within the Area, or removing certain articles from their own person, this character can create a disguise with only a single Standard Action outside of combat. It generally will not stand up to scrutiny beyond a passing glance, but allows the character to utilize a Stealth check to remain undetected if in a crowd.
Name: Match Uniform
Cost: 60
Required Skill Level: 4
Type: Enabler
Effect: Allows this character to create a disguise resembling a target organization’s standard garb, whether it’s a doctor, a soldier, or a businessman. A Disguise check will yield the result, which can then be used against both Perception and Search checks to discern its quality.
 
 
Combat
Bonuses: Awareness: +, Base Attack Bonus: +, Melee: +, Ranged: +, Combat Reflexes: +, Sneak Attack Negation: + | Dexterity: +, Flat-foot/reaction Bonus: +
 
Weapon Proficiency - Swords
Name: Dual Strike
Cost: 15
Required Skill Level: 2
Type: Action
Effect: Allows a 1d2 hit combo.
Name: Cleave
Cost: 15
Required Skill Level: 2
Type: Action
Effect: A wide swing that targets up to 2 enemies.
Name: Power Strike
Cost: 30
Required Skill Level: 3
Type: Action
Effect: Allows for a single strike at a -5 penalty that deals 1.5x damage.
Name: Triple Strike
Cost: 60
Required Skill Level: 4
Type: Action
Effect: Allows a 1d3 hit combo.
Name: Improved Cleave
Cost: 60
Required Skill Level: 4
Type: Action
Effect: A wide swing that targets up to 3 enemies.
Name: Improved Power Strike
Cost: 90
Required Skill Level: 5
Type: Action
Effect: Allows for a single strike at a -5 penalty that deals 2x damage.
 
 
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
 
Magic - Assisted Magic
Name: Arcane Intuition
Cost: 10
Required Skill Level: 1
Type: Action
Effect: Gives the ability to recognize a spell in the Assisted Magic discipline.
Name: Materia Manipulator
Cost: 60
Required Skill Level: 4
Type: Action
Effect: Allows a materia user to slot an additional materia into the same 'single slot' materia slot.
 
 
Artisan
Bonuses: Spirit: +, Crafting: +
 
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
 
General - First Aid
Name: Field Medic
Cost: 15
Required Skill Level: 2
Type: Enabler
Effect: Using standard medical supplies and techniques, this character can restore a target’s Hit Points equal to (Spirit * Skill Level) with a Standard Action. This can be used in and out of combat. See full skill listing for details.
Name: C.P.R.
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: Using standard medical supplies and techniques, this character is able to bring a character back to 1 HP when it is suffering the “Death” status effect with a Standard Action. This can be used in and out of combat. The mental focus this requires expends 90 MP.
Name: Pharmacist
Cost: 60
Required Skill Level: 4
Type: Enabler
Effect: Doubles the effect of Potions and Ethers. This does not affect percentage-based healing items.
 
General - Vehicle Operation: Light Ground
Name: Assault Driving
Cost: 30
Required Skill Level: 3
Type: Enabler
Effect: Allows this character to use its vehicle chassis as a weapon without the “Ram” weapon mounted to it. When used as a Standard Action, a successful check against an opponent’s Vehicle Operation will deal (1 per two skill levels) AP damage without damaging the character’s vehicle. In lieu of dealing damage, this skill can also force a target to move in the direction it’s pushed, but not both. If the vehicle has a “Ram”-type weapon equipped, its damage is raised by 1 AP.
Name: Hot Wiring
Cost: 60
Required Skill Level: 4
Type: Enabler
Effect: With an understanding of the inner workings of most vehicle chasses, this character can make a check to force-start a vehicle without the key or authentication.
 
 
 
_______________________________________________________________________
<<> Abilities <>>

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

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

Cross Slash -
Cross Slash is a strong single attack that carves an ominous symbol physically in the air. It does more damage than a normal attack as well as dealing off guard status.
Skill Level 4
50 Style points
Level 1: 1 target - 1
Level 1: "Mild" Off Guard 1d3 - 2
Level 5: +600 - 5
6 Attribute Points available, Max Attribute Level 4
Level 1: Limit Break +2 = 8
Max Damage Level 8, 480 MP to use
Mild: [Knockdown] Character is knocked to the ground or otherwise stunned, requiring a standard action to “get up.” Character suffers -15 to physical actions until character “gets up.”

Braver -
Braver: Cloud leaps into the air and comes down with single strong attack
Skill Level 4
Level 1: 1 target - 1
Level 7: +1000
50 Style points
6 Attribute Points available, Max Attribute Level 4
Level 1: Limit Break +2 = 8
Max Damage Level 8, 480 MP to use

Focused Thrust-
This attack rushes forward with a piercing attack. This attack isn't very strong but it focuses on dealing "Off Guard" status.
Skill Level 4
Level 1: 1 target - 1
Level 1: +2
Level 3 (6 Attribute Points): "Acute" Status
50 Style points
6 Attribute Points available, Max Attribute Level 4
Level 1: Limit Break +2 = 8
Max Damage Level 8, 480 MP to use
Acute: [Stunned] A target is heavily stunned. Character loses two actions and requires a standard action to “get up”. Character rolls all actions at 1 step lower until character “gets up”.

Forward Smash/Wall Rush-
Cloud smashes the broad side of his buster into a target to knock them back.. This attack isn't very strong but it focuses on dealing "Knockback/Wallrush" status.
Skill Level 4
Level 1: 1 target - 1
Level 1: +2
Level 3 (6 Attribute Points): "Acute" Status
50 Style points
6 Attribute Points available, Max Attribute Level 4
Level 1: Limit Break +2 = 8
Max Damage Level 8, 480 MP to use
Acute: Acute: 3 Areas; if object/wall is struck, take inflicting character’s full damage in addition.



-= Magical/Psionic (Spell Points) =-

Current Spell Points: (Used) / (Max) SpP
25% of gained Exp
Slots (Fire+Cure)=(Widecast) (Choco/Mog)
AP: 0
0/0, 0 free

Materia Magic:
Materia Name: Fire
Cost: 25,000 gil
Available:
AP To Mastery: 1000
Description:
Level 1: Fire - A small fireball strikes a single target. (10 MP)(+500 damage)
Level 2: Fira - A large plume of fire engulfs a target. (160 MP)(+2000 damage) (0/200 AP)
Level 3: Firaga - A swirling cyclone of heat and fire surrounds a target. (490 MP)(+7000 damage) (0/350 AP)
Level 4: Master (0/450 AP)

Materia Name: Blaze
Cost: 72990 gil
Available:
AP To Mastery: 1500
Description:
Level 1: Blaze - A pair of fireballs launch toward a chosen target. Hits 1d2 times. (90 MP)(+600 damage)
Level 2: Blazera - A trio of powerful fireballs surround and ignite a chosen target. Hits 1d3 times. (360 MP)(+1500 damage)(0/300 AP)
Level 3: Blazega - A quartet of fireballs surround and ignite around a chosen target. Hits 1d4 times. (810 MP)(+3000 damage)(Requires Firaga & Blazera)(0/450 AP)
Level 4: Mastery (0/750 AP)

Materia Name: Lightning
Cost: 8550 gil
Available:
AP To Mastery: 1000
Description:
Level 1: Thunder - A single bolt of lightning crashes from the sky. (10 MP)(+500 damage)
Level 2: Thundara - A single bolt of pure, powerful lightning rends through a target. (160 MP)(+2000 damage)(0/200 AP)
Level 3: Thundaga - A series of massive jagged thunderbolts fall from the sky and rip through a target. (490 MP)(+7000 damage)(0/350 AP)
Level 4: Mastery (0/450 AP)

Materia Name: Restore
Cost: 8550 gil
Available:
AP To Mastery: 1000
Description:
Level 1: Cure - A healing flow of energy that augments recovery. (10 MP)(+500 damage)
Level 2: Cura - An even stronger flow of curative energy that heals and mends the wounds of one target. (160 MP)(+2000 damage)(0/200 AP)
Level 3: Curaga - A series of powerful curative magics swirl around 1 target before infusing into their bodies. (490 MP)(+7000 damage)(0/350 AP)
Level 4: Mastery (0/450 AP)

Name: Widecast
Cost: 20000 gil
Available:
AP to Master:
Description: Adds an additional target to the attached spell for every level. These totals do not stack.
Level 1: +1 Target
Level 2: +2 Targets (100 AP)
Level 3: +3 Targets (200 AP)
Level 4: +4 Targets (300 AP)
Level 5: +5 Targets (400 AP)
Level 6: MASTER (500 AP)

[Choco/Mog]
Ap:
Level 1: 1-50 AP
Level 2: 50-100 AP
Level 3: 100-150 AP
Level 4: 150-200 AP
MASTERED Level 5: 200-250 AP
Description: The spirit of a heroic young moogle who stood up to a Magitek walker as it advanced on Marshe, only to be plucked out of harm's way at the last second by a passing chocobo. His spirit of unrequited sacrifice lives on, transcending time and space in search of impossible fights to join and gain honor. The moogle is unremarkable, sitting astride a yellow chocobo and wearing a hachimachi.
Level 1: (200 MP * Level)
Summon Attack: Deathblow!
The chocobo and rider comes charging on the battlefield from nowhere at top speed, smashing into the enemy ranks with such force that a huge cartoon fight cloud is kicked up. The dizzied moogle is scooped up and carted off before anyone can react. Deals 11,000 unsoakable Wind damage per level, with a 5% Fear chance per level

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<<> Equipment Slots <>>

Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).

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

Funds:
Zollars z (+50,000z Monthly)
Gil +1,774,294g (+300,000 Monthly)
Crowns c (+500,000 Monthly)
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<<> Inventory <>>

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

Name: Buster Sword(Denzium Greatsword)
DC To Make: 4200
Skill Level To Use: 1
Price: 142,650(155,488) gil
Augmentation Slots: 4
Roll Bonus: +6
Damage Mod: +150
Slot 1-2: ()=() Normal Growth Materia Slots
Slot 3: () Normal Growth Materia Slot
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<<> Character Description <>>
Age: 26
Height: 5'8"
Weight: (optional)
Appearance: Cloud is a young man with spiky blonde hair, blue mako eyes, and a lean muscular build. He wears the standard 1st Class SOLDIER Uniform with the sleeves completely removed. One his left arm he wears a metal bracer with padding underneath of it and a large spiky Pauldron on his shoulder. He wears leather gloves on both hands to protect from wear of the Buster Sword he wields. Around his waist is a leather belt along with a shoulder harness that magnetically holds his buster sword in place.
Image
Eye Color: Blue (Mako Shine)
Hair Color: Blonde
Notable Features: Cloud eyes shine due to the mako he was exposed during the SOLDIER initiation process.

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

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