Agamemnon - Ether Knight Frame 7.0
Posted: January 11th, 2026, 2:23 am
<<> Player Info <>>
IRC Nick: Malachai
Real Name (Optional): Mike
Time Zone: Eastern
Converted 1/10/2026
<<> Character Info <>>
Name: Agamemnon - Ether Knight Frame
Race: Artificial Life
Sheet Approved by: (leave blank)
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Age: ---
Height: 7ft
Weight: --- (optional)
Appearance: Before you stands an imposing crimson armored mech. The armor is very knight like with black trim and torso panels embellished with gold filigree and there are strategically placed gold trimmed exhaust ports. Two large vernier thrusters trimmed in white extend from its back along with two long white cylinders that extend from the mid back just below the thrusters. A singular horn like antenna extends from the top of the helmet shaped head, and a singular glowing eye stares out from a T shaped slit in the face plate.
Eye Color: Varies by state. Usually red when hostile, and blue/green when passive.
Hair Color: ---
Notable Features: Vernier thrusters, long white cylinders, and gold filigree.
<<> Character Personality <>>
Favorite Food: Does not eat
Likes: Mecha figurines and models
Dislikes: Confirmed enemies of the Dimensional Warriors
Favorite Color: Red
Fears: Not programmed to fear
<<>Character Background<>>
History:
Apollo Industries Prototype Advanced Combat Platform for Standalone Artificial Intelligence.
Designed to serve as a powerful variant for all Apollo Industries AI series with Standalone functionality. The frame is loaded with subroutines meant to supplement AI control by processing them locally on the frame. This will provide for greater flexibility for existing AI to fulfill multiple roles and change on the fly into the frame that is suitable for the present situation. Frame has been equipped with a zero point drive to minimize response times and passive camouflage to allow the unit to seamlessly blend in with the surroundings.
Initial tests of the prototype were promising, as it performed beyond expectations. The different AI used for each test were quickly able to fully utilize the frame's capabilities in a relatively short period of time.
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<<> Special Notes <>>
_______________________________________________________________________
IRC Nick: Malachai
Real Name (Optional): Mike
Time Zone: Eastern
Converted 1/10/2026
<<> Character Info <>>
Name: Agamemnon - Ether Knight Frame
Race: Artificial Life
Sheet Approved by: (leave blank)
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<<> Base Statistic modifiers <>>
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<<> Traits and Feats <>>
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<<>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: +
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
Artisan
Bonuses: Spirit: +, Crafting: +
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
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<<> Abilities <>>
-= Physical (Style Points) =-
-= Magical/Psionic (Spell Points) =-
Weapon Arcana
Level 1:
Level 2:
Level 3:
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<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Stone Guard
Ruby Greatsword
DC To Make: 122/192/262
Skill Level To Use: 4
Price: 1,440,000 gil (450,000 gil)
Augmentation Slots: 5
Roll Bonus: +10 (+20)
Damage Mod: +1050 (+700)
Refinements: 20/20
Axiomatic Optimization X: Ignore 5 successful blocks per Cleave attempt.
Portable Bastion X: Grants Acute 'Cover' to anyone standing behind this sword. The bearer is considered to be under Mild 'Cover' at all times.
Augments:
Slot 1: Off-Guard Touch: 10% chance to inflict Acute Off-Guard [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”.
Slot 2: Slow Touch: 10% chance to inflict Acute Slow [Rolls -60, Lose every third turn]
Slot 3: Enlighten Skill: Swords +16
Slot 4: Health +8
Slot 5: Spirit +8
Sunder
Alabaster Greatsword Gunblade
Price: 2,583,000 gil (630,000 gil)
Augmentation Slots: 6
Shadow Scales - Damage dealt is unsoakable
Voidrend (Saint Gestalt) - 200% damage to holy affinity Enemies, 50% damage against dark affinity
Pistol Gunblade Mod: Solid State Colt King Cobra - +1500 x 1d8 on full combo
Refinements: 20/20
Tempering X: +150 Damage
Heft X: +150 Damage / 400 Strength to wield
Roll Bonus: +11 (+22)
Damage Mod: +1800 (+1000)
DC: 130/200/270
Skill Required: 5
Augs:
Slot 1: Slow Touch: 10% chance to inflict Acute Slow [Rolls -60, Lose every third turn]
Slot 2: Reverse Touch: 10% chance to inflict Acute Reverse [Karma] Take damage equal to total damage of attacks preformed, before soak
Slot 3: Off-Guard Touch: 10% chance to inflict Acute Off-Guard [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”.
Slot 4: Enlighten Skill: Swords +16
Slot 5: Health +8
Slot 6: Spirit +8
Heavy Ruby Armor
Price: 595,575 gil (300,000 gil)
Physical Soak Bonus: 690
Magical Soak Bonus: 415
Crafting DC: 112/182/262
Natural Property: 50% Lightning Resistance
Augments: 4/8
Stat:
Slot 1: Exo-Skeleton V10 (Dex)
Effect: Bonus Range +100(+10)
Slot 2: Luck +8
Slot 3: Str +8
Slot 4: Aware +8
Support:
Slot 1&2: Insulation
Description: The suit is insulated allowing a user to come into contact with electrical devices up to a certain level of charge. Prevents "double damage" from electrical/lightning-based attacks due to armor/electronics. When "Shock" status is inflicted, reduces its severity by one level passively. (Acute becomes Moderate, Mild is ineffective).
Slot 3: Crystal Gel Polymer
Description: This polymer is chemically treated to harden on impact while remaining flexible when the wearer is in motion offering a world of capabilities. Increases both armor soak values of equipped armor by 100.
Slot 4: Internal Shielding IV
Description: An energy shield that works to protect the wearer from excess harm. Either via the area around them or hostile physical trauma. The Ariake Technologies model, a completely revolutionary take on energy shielding, is capable of high level protection to heat and some radiation. It holds an energy field that provides +200 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.
Slot 5: Enlighten Skill: Athletics +16
Slot 6: Enlighten Skill: Stealth +16
Slot 7: Enlighten Skill: Weapon Arcana +16
Slot 8: 6/day Cast Haste II - Inflicts Mild Haste for 1d5 rounds on 3 targets. (360MP)
Neck: Jasper Amulet of Waterwarding
Price: 225,000 gil
Crafting DC: 96/166/236
Max Enchantment Level: 4
Natural Property: +6
Water Defense 30%
Auto Status: Mild Regen [Refresh] +500HP/round
Ring 1: Pyrite Ring of Stamina
Price: 250,000 gil
Crafting DC: 98/168/238
Max Enchantment Level: 4
Natural Property: +7
HP +21%
Ring 2: Pyrite Ring of Manaweaving
Price: 250,000 gil
Crafting DC: 98/168/238
Max Enchantment Level: 4
Natural Property: +7
MP+18%
Skill Bonus: Reaction +2
Body Slots 13/15
Slots 1-2: Stealth Monitor
Restrictions: Occupies 2 Augmentation Slots
Description: A cranial implant with a series of hair-thin dermal sensors (typically implanted along the crown of the skull), the stealth enhancer ties in to existing vision augmentations and provides a direct feedback to the level of ambient sound generated by the user. The implant's central processing unit can also perform instant situation-based analysis of targets identified via line-of-sight and is capable of predicting the vision cones of these targets with great accuracy, even after loss of direct observation.
Slot 3: Mark & Track Software
Restrictions: Stealth Monitor
Description: By tagging targets, the user is able to track their movement up to a range of a 100m. An icon appears in the users field of view, displaying the target's location at all times, making stealth operations that much easier. To track 1 target, costs 10% max MP per "round"; for each additional target, adds 5% per round (3 targets = 20%).
Slot 4: Eye-Know Retinal Prosthesis
Description: An optical membrane implant and data-frame for vision augmentations, this device is a microthin base coating layered onto the inside of the human eye, with a synthetic neural tissue spike connected to the optic nerve; it is capable of projecting digital information directly on to the retina.
Slot 5: Flash Suppressant
Restrictions: Requires Eye-Know Retinal Prosthesis
Description: Experienced users of the Eye-Know Prosthesis can take advantage of its inherent self-preservation abilities, such as the Flash Suppressant, which prevents temporary or permanent blindness from all harsh light, including the most aggressive man-made sources. Reduces Reaction DC for flash-based weapons by half.
Slot 6: Ultrasound Scanner
Description: A unique device that functions similar to sonar and radar, but at a more constant and advanced pattern. The Ultrasound Scanner consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound map. Ultrasound is perfect to "see" textures, calculate distances between objects, and pick up things otherwise invisible to the naked eye (like people cloaked by an Invisibility spell), It can also be set to a passive mode, where it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside sources, such as motion sensors or someone else’s ultrasound sensors on active mode (or bats).
Slots 7-8: Cybernetic Arm Prosthesis
Restrictions: Occupies 2 Augmentation Slots
Description: The Cybernetic Arm Prosthesis is an augmented artificial limb built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize myomeres -- bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues, but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyber-limbs are capable of far exceeding human physical abilities. Grants a +15 bonus to strength-based lifting checks. Each roll with this uses 10% of a user's max MP. Actions be taken without the bonus and thus no MP cost.
Slot 9-12: Rhino Dermal Armor
Restrictions: Occupies 4 Augmentation Slots
Description: Essentially a technologically-advanced version of implanted body armor, this augmentation is able to reduce inflicted damage effects from blunt trauma, ballistic attacks, cutting, and/or slashing attacks. Increases natural Health-based soak by 50%; does not affect other armor.
Slot 13: EMP Shielding
Restrictions: Requires Rhino Dermal Armor
Description: Electromagnetically-conductive elements in the armor matrix dissipate electrical and magnetic damage as it occurs, thus shielding users from the neural overload and augmentation shut-down effects of electromagnetic pulse (EMP) weapons at any range. Increases a user's resistance to EMP-based attacks, negating most Mild and Moderate status effects incurred from them. Acute and higher severities are considered to be unaffected due to strain on the system.
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<<> Inventory <>>
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<<> Character Description <>><<> Traits and Feats <>>
<<>Statistics<>>
Experience Total:
Skill Points Total:
+0 Split XP Total = 0 * 0.7 = 0
+0 Gifted XP
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: +
Milestones:
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: +
Milestones:
Ability:
Precision Blow
Description: The honed senses of a well-trained warrior guide the blade, the bow, the bullet to find its target and strike true.
Effect: On a physical attack, you may spend 5 LP prior to rolling, allowing you to roll your attack twice and take the higher of the two rolls. This must be declared before attacking, and cannot be used after the attack roll is made.
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: +
Milestones:
Base Physical Damage: ((strength + strength_temp) * 2) + Milestones | Inventory Size: (strength / 10) + Milestones | Momentum: (See Milestones)
Item Effect: (See Milestones) | Pierce: (See Milestones) | Brace: (See Milestones)
Milestone Derivatives:
Improved Physical Damage: +
Milestones:
Ability:
Unrivaled Strength
Description: Legends speak of warriors who, in moments of focus, had no rival, none able to withstand their clarion call and mighty swings.
Effect: May be declared when attacking. If you strike, add your strength damage into your damage a second time. If you miss, you take your strength bonus as a penalty to all actions till your next turn.
Base Magical Damage: (300 * 2) + 0 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Magic Defense: +
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:
+0 Split XP Total = 0 * 0.7 = 0
+0 Gifted XP
Milestone Derivatives:
Improved HP: + -> +500 Max HP
( ) Health: [] + | Bonus: +Improved HP: + -> +500 Max HP
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: +
Milestones:
Milestone Derivatives:
Improved Melee: + -> +5 awareness bonus on melee attacks
(PC) Awareness: [] + | Bonus: +Improved Melee: + -> +5 awareness bonus on melee attacks
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: +
Milestones:
Precision Blow
Description: The honed senses of a well-trained warrior guide the blade, the bow, the bullet to find its target and strike true.
Effect: On a physical attack, you may spend 5 LP prior to rolling, allowing you to roll your attack twice and take the higher of the two rolls. This must be declared before attacking, and cannot be used after the attack roll is made.
Milestone Derivatives:
Improved Block: + -> +5 Dexterity bonus when blocking a melee attack
( ) Dexterity: [] + | Bonus: +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 Block: +
Milestones:
Milestone Derivatives:
Improved Physical Damage: + -> +100 damage
(PC) Strength: [] + | Bonus: +Improved Physical Damage: + -> +100 damage
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: +
Milestones:
Unrivaled Strength
Description: Legends speak of warriors who, in moments of focus, had no rival, none able to withstand their clarion call and mighty swings.
Effect: May be declared when attacking. If you strike, add your strength damage into your damage a second time. If you miss, you take your strength bonus as a penalty to all actions till your next turn.
Milestone Derivatives:
Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
( ) Spirit: [] + | Bonus: +Improved Magic Defense: + -> +5 Spirit roll bonus when resisting magic
Base Magical Damage: (300 * 2) + 0 | Spell Points: (spirit * 5) + Milestones | MP: (spirit * 10) + Milestones
Magic Defense: (See Milestones) | Item Defense: (See Milestones) | Crafting: (See Milestones)
Milestone Derivatives:
Improved Magic Defense: +
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 - Acrobatics
Name: Dodge Roll
Cost: 60
Effect: Perform a tumbling maneuver to evade an incoming melee, projectile, or ranged attack. This can also be used to avoid environmental hazards or magic attacks. An Acrobatics check with this Advanced Skill prevents this character from being the target of that attacker’s next immediate attack. This does not apply in one-on-one combat or against area-of-effect attacks that include the character, and can only apply to the most recent attacker.
General - Athletics
Name: Dodge Leap
Cost: 60
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.
Name: Dynamic Entry
Cost: 120
Effect: Using physical force, this character can break through different kinds of locks on different types of objects, whether it’s a bolted door, a padlocked gate, or a combination-locked case using its body or other solid implements of destruction using an Athletics check in lieu of Lockpicking. This is not subtle and may destroy some objects outright.
General - Reaction
Name: Block
Cost: 10
Effect: Use a melee weapon to block another melee attack.
Name: Counter Strike
Cost: 15
Effect: Negates the block bonus, but allows for a single melee physical retaliatory strike
Name: Combo Counter
Cost: 90
Effect: Allows for a successful block to be followed up with 1d2-hit melee attack.
Name: Aggressive Block
Cost: 90
Effect: Allows a person to block with a weapon.. If successful, the attacker must pass a Reaction check or suffer Mild “Off Guard” status plus half of the character’s normal melee damage. The DC to beat is half of the attacker's total roll.
Utility
Bonuses: Health: + | Awareness: +, Perception Bonus: +, True Sight: +
General - Perception
General - Stealth
Name: Conceal Self
Cost: 30
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
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.
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
Effect: Allows a 1d2 hit combo.
Name: Triple Strike
Cost: 60
Effect: Allows a 1d3 hit combo.
Name: Cleave
Cost: 15
Effect: A wide swing that targets up to 2 enemies.
Name: Improved Cleave
Cost: 60
Effect: A wide swing that targets up to 3 enemies.
Name: Advanced Cleave
Cost: 120
Effect: A wide swing that targets up to 4 enemies.
Name: Crescent Slash
Cost: 200
Effect: A wide swing that targets up to 5 enemies.
Magic
Bonuses: Spirit: +, Magic Defense: + | Awareness: +, Magic: +
Magic - Weapon Arcana
Artisan
Bonuses: Spirit: +, Crafting: +
Field Training
Bonuses: Awareness: +, Perception Bonus: +, True Sight: +
General - Survival
<<> Abilities <>>
-= Physical (Style Points) =-
Auto-Repair Subroutine
Agamemnon's repair systems kick into gear and start fixing damage.
Skill Level 2 (Swords)
15 Style points
4 Attribute Points available Max Attribute Level 4
Max Damage Level 4, 80 MP to use
[ ] Restorative
-- This ability restores HP instead of damaging it.
-- This does not affect attribute points.
Damage: Level 4: +400
Agamemnon's repair systems kick into gear and start fixing damage.
Skill Level 2 (Swords)
15 Style points
4 Attribute Points available Max Attribute Level 4
Max Damage Level 4, 80 MP to use
[ ] Restorative
-- This ability restores HP instead of damaging it.
-- This does not affect attribute points.
Damage: Level 4: +400
Backhand Strike
A powerful blow, delivered on the backhand for extra oomph.
Skill Level 3 (Swords)
30 Style points
5 Attribute Points available, Max Attribute Level 4
Max Damage Level 6, 180 MP to use
Damage: Level 4: +400
Range: Level 1: 1 target
A powerful blow, delivered on the backhand for extra oomph.
Skill Level 3 (Swords)
30 Style points
5 Attribute Points available, Max Attribute Level 4
Max Damage Level 6, 180 MP to use
Damage: Level 4: +400
Range: Level 1: 1 target
X Strike
A combination blow that forms an X, performed in the manner one would drawn an infinity symbol.
Skill Level 4 (Swords)
50 Style points
6 Attribute Points available, Max Attribute Level 4
Max Damage Level 8, 320 MP to use
Combo: Level 1: 1d2 hits
Damage: Level 4: +400
Range: Level 1: 1 target
A combination blow that forms an X, performed in the manner one would drawn an infinity symbol.
Skill Level 4 (Swords)
50 Style points
6 Attribute Points available, Max Attribute Level 4
Max Damage Level 8, 320 MP to use
Combo: Level 1: 1d2 hits
Damage: Level 4: +400
Range: Level 1: 1 target
Backhand Slash
A powerful cleaving blow, delivered on the backhand for extra oomph.
Skill Level 5 (Swords)
70 Style points
7 Attribute Points available, Max Attribute Level 5
Max Damage Level 10, 500 MP to use
Damage: Level 4: +400
Range: Level 3: 3 targets
A powerful cleaving blow, delivered on the backhand for extra oomph.
Skill Level 5 (Swords)
70 Style points
7 Attribute Points available, Max Attribute Level 5
Max Damage Level 10, 500 MP to use
Damage: Level 4: +400
Range: Level 3: 3 targets
Crimson Cross Strike(Mystic Arte)
A follow up combination that slashes up the middle of an opponent before bisecting them across the midsection.
Skill Level 5 (Swords)
70 Style points
7 Attribute Points available, Max Attribute Level 5
Max Damage Level 10, 500 MP to use
[ ] Mystic Arte
-- Provides +1 attribute point bonus.
-- Can only be performed at the end of a non-Ability 1d3 combo or greater. (Triple Strike, Rapid Strike, Flash Strike, etc.)
Combo: Level 1: 1d2 hits
Damage: Level 6: +800
Range: Level 1: 1 target
A follow up combination that slashes up the middle of an opponent before bisecting them across the midsection.
Skill Level 5 (Swords)
70 Style points
7 Attribute Points available, Max Attribute Level 5
Max Damage Level 10, 500 MP to use
[ ] Mystic Arte
-- Provides +1 attribute point bonus.
-- Can only be performed at the end of a non-Ability 1d3 combo or greater. (Triple Strike, Rapid Strike, Flash Strike, etc.)
Combo: Level 1: 1d2 hits
Damage: Level 6: +800
Range: Level 1: 1 target
Ether Drive Auto-Repair Subroutine(buff)
An Ether Drive subroutine kicks in, supplying additional power to Agamemnon's auto-repair systems.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Effect: Level 8: Chronic Regen: [Rejuvenate] Heal 2000 HP & 100 MP per round.
An Ether Drive subroutine kicks in, supplying additional power to Agamemnon's auto-repair systems.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Effect: Level 8: Chronic Regen: [Rejuvenate] Heal 2000 HP & 100 MP per round.
Let's Do This(buff)
Agamemnon activates redundant systems designed to keep its frame operational even under the threat of complete destruction.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Effect: Level 8: Chronic Endure: [Last Chance] The character is able to survive one single- or multi-hit attack that would normally render him/her unconscious OR dead (below 0 HP, above or below Death Threshold) with 1 HP.
Agamemnon activates redundant systems designed to keep its frame operational even under the threat of complete destruction.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Effect: Level 8: Chronic Endure: [Last Chance] The character is able to survive one single- or multi-hit attack that would normally render him/her unconscious OR dead (below 0 HP, above or below Death Threshold) with 1 HP.
Crimson Honor Guard(buff)
Agamemnon performs its knightly duty to defend one of its friends and comrades.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Effect: Level 8: Chronic Cover: [Improved Chivalry] Roll Block when covered ally is attacked. On success, parry the blow away entirely. On fail, take halved damage.
Agamemnon performs its knightly duty to defend one of its friends and comrades.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Effect: Level 8: Chronic Cover: [Improved Chivalry] Roll Block when covered ally is attacked. On success, parry the blow away entirely. On fail, take halved damage.
Perfect Counter Guard(buff)
Agamemnon enters a guard stance that allows for perfect countering of incoming attacks, even the successful ones.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Effect: Level 8: Chronic Counter: [Retort] Character counters with a normal attack when struck.
Agamemnon enters a guard stance that allows for perfect countering of incoming attacks, even the successful ones.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
Effect: Level 8: Chronic Counter: [Retort] Character counters with a normal attack when struck.
Crimson Edge(Mystic Arte)
A punishing, follow up strike, delivered with all the gathered momentum of a successful combo.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
[ ] Mystic Arte
-- Provides +1 attribute point bonus.
-- Can only be performed at the end of a non-Ability 1d3 combo or greater. (Triple Strike, Rapid Strike, Flash Strike, etc.)
Damage: Level 8: +1200
Range: Level 1: 1 target
A punishing, follow up strike, delivered with all the gathered momentum of a successful combo.
Skill Level 6 (Swords)
100 Style points
8 Attribute Points available, Max Attribute Level 6
Max Damage Level 12, 720 MP to use
[ ] Mystic Arte
-- Provides +1 attribute point bonus.
-- Can only be performed at the end of a non-Ability 1d3 combo or greater. (Triple Strike, Rapid Strike, Flash Strike, etc.)
Damage: Level 8: +1200
Range: Level 1: 1 target
Crushing Strike
A supremely powerful overhead blow, meant to crush one's foe with the sheer might of one's weapon.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
Damage: Level 8: +1200
Range: Level 1: 1 Target
A supremely powerful overhead blow, meant to crush one's foe with the sheer might of one's weapon.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
Damage: Level 8: +1200
Range: Level 1: 1 Target
Crushing Slash
A supremely powerful cleaving blow, meant to crush the resistance of one's gathered foes.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
Damage: Level 6: +800
Range: Level 3: 3 targets
A supremely powerful cleaving blow, meant to crush the resistance of one's gathered foes.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
Damage: Level 6: +800
Range: Level 3: 3 targets
Double X Strike
A combination of blows that forms an X twice over.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
Combo: Level 3: 1d4 hits
Damage: Level 5: +600
Range: Level 1: 1 target
A combination of blows that forms an X twice over.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
Combo: Level 3: 1d4 hits
Damage: Level 5: +600
Range: Level 1: 1 target
Infinity Chain(Skill Chain)
A combination of blows performed in the manner one would use to draw an infinity symbol in the air.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
[ ] Skill Chain
-- A perfect combo on this Ability leads to a Finishing Strike (only applies to multi hits of 1d3 or more)
-- The Ability level of the Finishing Strike can not exceed +1 of this skill
Combo: Level 3: 1d4 hits
Damage: Level 5: +600
Range: Level 1: 1 target
A combination of blows performed in the manner one would use to draw an infinity symbol in the air.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
[ ] Skill Chain
-- A perfect combo on this Ability leads to a Finishing Strike (only applies to multi hits of 1d3 or more)
-- The Ability level of the Finishing Strike can not exceed +1 of this skill
Combo: Level 3: 1d4 hits
Damage: Level 5: +600
Range: Level 1: 1 target
Singularity's Edge(Finisher)
Flowing from the momentum of the infinity chain, all force is gathered along the leading edge of the blade, recreating the crushing forces found at the event horizon of a black hole.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
[ ] Finishing Strike
-- Provides +2 attribute point bonus.
-- An Ability designed to be used with a Skill Chain Ability
Damage: Level 10: +2000
Range: Level 1: 1 target
Flowing from the momentum of the infinity chain, all force is gathered along the leading edge of the blade, recreating the crushing forces found at the event horizon of a black hole.
Skill Level 7 (Swords)
130 Style points
9 Attribute Points available, Max Attribute Level 7
Max Damage Level 14, 980 MP to use
[ ] Finishing Strike
-- Provides +2 attribute point bonus.
-- An Ability designed to be used with a Skill Chain Ability
Damage: Level 10: +2000
Range: Level 1: 1 target
-= Magical/Psionic (Spell Points) =-
Weapon Arcana
Level 1:
Magic Weapon (10 mp, 10 SpP): For 5 rounds, the character is able to imbue the weapons of one target with their spiritual energy, adding 100 to the character's normal damage.
Mirror Strike (10 mp, 10 SpP): This spell allows a single target's next attack to strike twice as many targets as normal (a 1-target will hit 2, a 4-target will hit 8, etc.). Whether the attack strikes or not, the spell fades immediately afterwards.
Reinforce Armaments (10 mp, 10 SpP): The character is able to improve the performance of others' defensive equipment. Physical armor soak on 1 target is raised to 150% for (Mage Level) rounds.
True Strike (10 mp, 10 SpP): This spell grants a boon to a single target's next action. Imbues a single target with a bonus equal to (+10 * Mage Level) (+100 at Level 10) on its next offensive combat action.
Level 2:
Bull's Strength (40 mp, 15 SpP): The character grants a bonus of +20 Strength/Mage Level to a character for lifting and damage purposes (+200 at Level 10).
Level 3:
Dispel Magic (90 mp, 20 SpP): The character is able to remove the most recent Mild status effect placed on a single target. This can only be used once every 3 rounds.
Locate Weakness (90 mp, 20 SpP): This spell allows a single target's most dangerous blows be exactly that -- most dangerous. For (Mage Level) rounds, on a critical hit, draw 2 crit cards and choose one..
Magic Weapon, Greater (90 mp, 20 SpP): For 5 rounds, the character is able to imbue the melee weapons of one target with their spiritual energy, adding magic damage +300 to the character's normal damage.
Slow (90 mp, 20 SpP): This spell inflicts a temporal distortion on a single target that makes it move considerably slower than normal. Inflicts Moderate "Slow" status on a single target for (Mage Level) rounds.
Versatile Weapon (90 mp, 20 SpP): This spell allows a single target's weapon to pierce through armor when attacking. For (Mage Level) rounds, armor soak on targets the subject attacks is reduced by (10% * Mage Level) (100% at Level 10) for the subject's attack only.
<<> Equipment Slots <>>
Note: Dual-Wielded items occupy 1 Equipment Slot (not Inventory Slot).
Stone Guard
Ruby Greatsword
DC To Make: 122/192/262
Skill Level To Use: 4
Price: 1,440,000 gil (450,000 gil)
Augmentation Slots: 5
Roll Bonus: +10 (+20)
Damage Mod: +1050 (+700)
Refinements: 20/20
Axiomatic Optimization X: Ignore 5 successful blocks per Cleave attempt.
Portable Bastion X: Grants Acute 'Cover' to anyone standing behind this sword. The bearer is considered to be under Mild 'Cover' at all times.
Augments:
Slot 1: Off-Guard Touch: 10% chance to inflict Acute Off-Guard [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”.
Slot 2: Slow Touch: 10% chance to inflict Acute Slow [Rolls -60, Lose every third turn]
Slot 3: Enlighten Skill: Swords +16
Slot 4: Health +8
Slot 5: Spirit +8
Sunder
Alabaster Greatsword Gunblade
Price: 2,583,000 gil (630,000 gil)
Augmentation Slots: 6
Shadow Scales - Damage dealt is unsoakable
Voidrend (Saint Gestalt) - 200% damage to holy affinity Enemies, 50% damage against dark affinity
Pistol Gunblade Mod: Solid State Colt King Cobra - +1500 x 1d8 on full combo
Refinements: 20/20
Tempering X: +150 Damage
Heft X: +150 Damage / 400 Strength to wield
Roll Bonus: +11 (+22)
Damage Mod: +1800 (+1000)
DC: 130/200/270
Skill Required: 5
Augs:
Slot 1: Slow Touch: 10% chance to inflict Acute Slow [Rolls -60, Lose every third turn]
Slot 2: Reverse Touch: 10% chance to inflict Acute Reverse [Karma] Take damage equal to total damage of attacks preformed, before soak
Slot 3: Off-Guard Touch: 10% chance to inflict Acute Off-Guard [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”.
Slot 4: Enlighten Skill: Swords +16
Slot 5: Health +8
Slot 6: Spirit +8
Heavy Ruby Armor
Price: 595,575 gil (300,000 gil)
Physical Soak Bonus: 690
Magical Soak Bonus: 415
Crafting DC: 112/182/262
Natural Property: 50% Lightning Resistance
Augments: 4/8
Stat:
Slot 1: Exo-Skeleton V10 (Dex)
Effect: Bonus Range +100(+10)
Slot 2: Luck +8
Slot 3: Str +8
Slot 4: Aware +8
Support:
Slot 1&2: Insulation
Description: The suit is insulated allowing a user to come into contact with electrical devices up to a certain level of charge. Prevents "double damage" from electrical/lightning-based attacks due to armor/electronics. When "Shock" status is inflicted, reduces its severity by one level passively. (Acute becomes Moderate, Mild is ineffective).
Slot 3: Crystal Gel Polymer
Description: This polymer is chemically treated to harden on impact while remaining flexible when the wearer is in motion offering a world of capabilities. Increases both armor soak values of equipped armor by 100.
Slot 4: Internal Shielding IV
Description: An energy shield that works to protect the wearer from excess harm. Either via the area around them or hostile physical trauma. The Ariake Technologies model, a completely revolutionary take on energy shielding, is capable of high level protection to heat and some radiation. It holds an energy field that provides +200 soak (physical & magical) until it soaks 4 hits; the shield then requires 5 rounds to recharge.
Slot 5: Enlighten Skill: Athletics +16
Slot 6: Enlighten Skill: Stealth +16
Slot 7: Enlighten Skill: Weapon Arcana +16
Slot 8: 6/day Cast Haste II - Inflicts Mild Haste for 1d5 rounds on 3 targets. (360MP)
Neck: Jasper Amulet of Waterwarding
Price: 225,000 gil
Crafting DC: 96/166/236
Max Enchantment Level: 4
Natural Property: +6
Water Defense 30%
Auto Status: Mild Regen [Refresh] +500HP/round
Ring 1: Pyrite Ring of Stamina
Price: 250,000 gil
Crafting DC: 98/168/238
Max Enchantment Level: 4
Natural Property: +7
HP +21%
Ring 2: Pyrite Ring of Manaweaving
Price: 250,000 gil
Crafting DC: 98/168/238
Max Enchantment Level: 4
Natural Property: +7
MP+18%
Skill Bonus: Reaction +2
Body Slots 13/15
Slots 1-2: Stealth Monitor
Restrictions: Occupies 2 Augmentation Slots
Description: A cranial implant with a series of hair-thin dermal sensors (typically implanted along the crown of the skull), the stealth enhancer ties in to existing vision augmentations and provides a direct feedback to the level of ambient sound generated by the user. The implant's central processing unit can also perform instant situation-based analysis of targets identified via line-of-sight and is capable of predicting the vision cones of these targets with great accuracy, even after loss of direct observation.
Slot 3: Mark & Track Software
Restrictions: Stealth Monitor
Description: By tagging targets, the user is able to track their movement up to a range of a 100m. An icon appears in the users field of view, displaying the target's location at all times, making stealth operations that much easier. To track 1 target, costs 10% max MP per "round"; for each additional target, adds 5% per round (3 targets = 20%).
Slot 4: Eye-Know Retinal Prosthesis
Description: An optical membrane implant and data-frame for vision augmentations, this device is a microthin base coating layered onto the inside of the human eye, with a synthetic neural tissue spike connected to the optic nerve; it is capable of projecting digital information directly on to the retina.
Slot 5: Flash Suppressant
Restrictions: Requires Eye-Know Retinal Prosthesis
Description: Experienced users of the Eye-Know Prosthesis can take advantage of its inherent self-preservation abilities, such as the Flash Suppressant, which prevents temporary or permanent blindness from all harsh light, including the most aggressive man-made sources. Reduces Reaction DC for flash-based weapons by half.
Slot 6: Ultrasound Scanner
Description: A unique device that functions similar to sonar and radar, but at a more constant and advanced pattern. The Ultrasound Scanner consists of an emitter that sends out continuous ultrasonic pulses and a receiver that picks up the echoes of these pulses to create a topographic ultrasound map. Ultrasound is perfect to "see" textures, calculate distances between objects, and pick up things otherwise invisible to the naked eye (like people cloaked by an Invisibility spell), It can also be set to a passive mode, where it doesn’t emit ultrasonic pulses but still picks up ultrasound from outside sources, such as motion sensors or someone else’s ultrasound sensors on active mode (or bats).
Slots 7-8: Cybernetic Arm Prosthesis
Restrictions: Occupies 2 Augmentation Slots
Description: The Cybernetic Arm Prosthesis is an augmented artificial limb built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize myomeres -- bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues, but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyber-limbs are capable of far exceeding human physical abilities. Grants a +15 bonus to strength-based lifting checks. Each roll with this uses 10% of a user's max MP. Actions be taken without the bonus and thus no MP cost.
Slot 9-12: Rhino Dermal Armor
Restrictions: Occupies 4 Augmentation Slots
Description: Essentially a technologically-advanced version of implanted body armor, this augmentation is able to reduce inflicted damage effects from blunt trauma, ballistic attacks, cutting, and/or slashing attacks. Increases natural Health-based soak by 50%; does not affect other armor.
Slot 13: EMP Shielding
Restrictions: Requires Rhino Dermal Armor
Description: Electromagnetically-conductive elements in the armor matrix dissipate electrical and magnetic damage as it occurs, thus shielding users from the neural overload and augmentation shut-down effects of electromagnetic pulse (EMP) weapons at any range. Increases a user's resistance to EMP-based attacks, negating most Mild and Moderate status effects incurred from them. Acute and higher severities are considered to be unaffected due to strain on the system.
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<<> Inventory <>>
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Age: ---
Height: 7ft
Weight: --- (optional)
Appearance: Before you stands an imposing crimson armored mech. The armor is very knight like with black trim and torso panels embellished with gold filigree and there are strategically placed gold trimmed exhaust ports. Two large vernier thrusters trimmed in white extend from its back along with two long white cylinders that extend from the mid back just below the thrusters. A singular horn like antenna extends from the top of the helmet shaped head, and a singular glowing eye stares out from a T shaped slit in the face plate.
Eye Color: Varies by state. Usually red when hostile, and blue/green when passive.
Hair Color: ---
Notable Features: Vernier thrusters, long white cylinders, and gold filigree.
<<> Character Personality <>>
Favorite Food: Does not eat
Likes: Mecha figurines and models
Dislikes: Confirmed enemies of the Dimensional Warriors
Favorite Color: Red
Fears: Not programmed to fear
<<>Character Background<>>
History:
Apollo Industries Prototype Advanced Combat Platform for Standalone Artificial Intelligence.
Designed to serve as a powerful variant for all Apollo Industries AI series with Standalone functionality. The frame is loaded with subroutines meant to supplement AI control by processing them locally on the frame. This will provide for greater flexibility for existing AI to fulfill multiple roles and change on the fly into the frame that is suitable for the present situation. Frame has been equipped with a zero point drive to minimize response times and passive camouflage to allow the unit to seamlessly blend in with the surroundings.
Initial tests of the prototype were promising, as it performed beyond expectations. The different AI used for each test were quickly able to fully utilize the frame's capabilities in a relatively short period of time.
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<<> Special Notes <>>
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