| Character Sheets and Questions | |
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| Tweet Topic Started: Nov 6 2010, 01:33 PM (263 Views) | |
| Vara | Nov 6 2010, 01:33 PM Post #1 |
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Kakarot
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Name: Jack Fiddler Gender: Male Age: 27 Nationality: American Alignment: Lawful Neutral Description: A man standing in at around five and a half feet tall, Jack is rather physically fit. He wears loose, torn jeans, a light blue shirt, a black leather jacket hanging to mid thigh, and a revolver at his hip. His groomed blond hair hanging only to his forehead, Jack's eyes hold a piercing quality, similar to his light hearted personality, which is given to bouts of extreme seriousness. History: Jack entered the police force immediately after finishing high school, and by his early twenties, was a fully fledged Officer. Assigned as a second to an aged detective, Sergeant Fiddler, Jack spent the next two years working on cases with his superior, and shortly began training as a detective himself, idolizing the man. A large number of murders had been building up in Jack's jurisdiction, and Sergeant Fiddler became curious. Realizing that all the murders might actually be connected, Sergeant Fiddler began prying deeper; eventually discovered a link to a certain man, and promptly contacted Jack. Sergeant Fiddler was cut off in the middle of the conversation before telling Jack exactly what he knew. Worried at the disconnect, Jack rushed off to Sergeant Fiddler's location only to find his mentor dead. Torn by grief, Jack was given leave from the job to deal with the stress of losing his partner. Eventually returning months later, Jack seemed a little more empty, and a lot more cold. Though with a few more months, a certain kindness and a sense of deadpan humor had worked itself back into Jack. Picking up the case himself, Jack had assembled every tool he could in order to find Fiddler's killer, eventually taking up basic magic from a distant relative. Now pursuing the assassin, Jack followed a lead and joined the Holy Grail War, striving farther than many magus could ever hope to dream for. Taking his mentor's name as his own, Jack Fiddler searches for personal justice and revenge. Health: 130 (18) Mana: 130 (16) Strength: D+ Endurance: C Agility: D Magical Energy: D Magical Defense: C- Luck: B -----Abilities----- Journey of Truth - C -Fiddler has, above all else, studied the art of looking for clues. Upon entering an area, Fiddler will look for the signs of battle and movement, becoming aware of any fights that happened over the past 4 turns in that area, and being told which turns the fight occurred, as well as tracking the movement of anyone who was present. Footprints from the previous turn, as well as the current turn, will be displayed to Fiddler, as well as the direction they travel in on a compass bearing. This ability does not track the presence of Flight based movement. -----Skills----- Evidence Tampering (75 Mana, 40 Health) Rank: C+ Type: Anti-Personnel Damage: ~ Maximum Targets: 1 Classification: Magical Effect Description: Fiddler has cast off his life as a proper detective, as his search is currently one of personal justice. Using the complex application of strengthening magic he was taught alongside his knowledge of human nature, Fiddler tampers with the attributes of his target. When used against a servant, this skill swaps all of the target's stats with their contracted master's, causing the servant to have their master's stats and the master to have the servant's. When used against a master, this skill causes the same effect, but if that master has more than one servant, the master's original servant is the one affected. If the target master has more than one servant and none of their contracted servants are their original servant, then the servant with the highest luck is selected. This effect lasts 2 turns, beginning on the turn after use and can only be used on each target only once in the entire war, unless that target is a servant who acquired a new master, or a master who contracted an extra servant, in which case the original servant would be immune to the effect. This provision also disallows the ability to use this ability on a servant whose master was struck by this, causing them both to be affected, and vice versa. A Mentor's Lesson (25) Rank: B Type: Support Damage: ~ Maximum Targets: Self Classification: Physical Effect Description: When used, this ability awakens Fiddler's sense of duty and justice. While focused, no Physical Barrier will affect Fiddler in any way. This ability lasts until the end of the turn after use but does not affect his servant. Justice (50) [30 Upkeep] Rank: C Type: Support Damage: ~ Maximum Targets: ~ Classification: Magical. Bounded Field Description: Constructing a field woven with the values and morals of law he upholds, Fiddler casts his spell, creating a bounded field around the current area. Entry and exit are permitted from the field, but those of a Chaotic or Evil alignment receive a - in all stats. Those with Lawful and Good aligments receive a + in all stats. Chaotic Evil and Lawful Good alignments will only receive one - or + in all stats, and Chaotic Good and Lawful Evil aligned characters are unfazed. Investigate (40) Rank: D Type: Support Damage: ~ Maximum Targets: 1 Classification: Physical Effect. Description: Fiddler spends an hour or so investigating the entrance of an adjacent area. By doing so, Fiddler will discover any traps, bounded fields, reality marbles, or familiars present in the target area. Interrogation Room (50) [30 Upkeep] Rank: B Type: Support Damage: ~ Maximum Targets: ~ Classification: Magical. Boundary Field. Description: Using a boundary field that feeds upon the tension in the air, Fiddler creates an environment in his current area that allows masters to combat one another directly. Servants will protect their masters from attacks by enemy servants or those servant's familiars, but the masters' familiars as not guarded against. Cold Regard (15) Rank: C Type: Anti-Personnel Damage: Endurance + 10. Maximum Targets: 1 Classification: Physical. Ranged. Description: Drawing his generally unused revolver, Fiddler takes aim with surprising skill and contempt, and fires at the targets non-vital areas, intending to cause wounding and pain.. Snakefire Shooter (45) Rank: B+ Type: Anti-Fortress Damage: 11 Magical per shot. Maximum Targets: 6 Classification: Magical. Ranged. Description: Loading six specially made bullets into his revolver, Fiddler takes aim at the target and fires. Snaking out in a winding path from each chamber of his revolver, glowing projectiles light up the sky. Colliding with the target and taking root into their body, the shots incubate for a small period of time. Occuring at the beginning of the movement phase, the shots explode. Broken String (60) Rank: B Type: Support Damage: ~ Maximum Targets: 1 Classification: Physical Effect. Trap. Description: Fiddler employs a long trusted tactic. Tying a long segment of instrumental string across the entrances to an area, Fiddler lays his trap. Anyone who enters the trapped area, Flying or not, will break the strings, causing a number of flares to be remotely fired, illuminating the area for 3 turns, starting on the turn activated. No form of concealment is able to be used while the flares are active, and the events happening in that area will be visible to the public, though in less detail than the users private update would entail. |
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| Vara | Nov 7 2010, 10:27 PM Post #2 |
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Kakarot
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![]() Class: Rider Identity: Count Cidolfus Orlandu - Thunder God Cid Series: Final Fantasy Tactics Alignment: Chaotic Good Classifications: Human ----------Stats--------- Health: 240 (26) Mana: 250 (16) Strength: B Endurance: C- Agility: C+ Magical Energy: C Magical Defense: C- Luck: D- Noble Phantasm: A+++ ------Abilities------ Defend - D -Years on the battlefield have taught Orlandu one thing: Never do nothing. Any turn in which no offensive actions are taken, Orlandu takes up a defensive position, reducing all damage taken by 15%. Riding - D -The ability to ride various animals designed for the purpose. Years in the military trained Orlandu in mounted combat, and especially on chocobos. Loyalty - A -Orlandu with faithfully serve his master's cause at all times. Should all of Orlandu's master's command spells be used, the contract will remain, and with no penalty. In addition, the 'Just Die' command spell does not kill Orlandu, but simply breaks the contract with his current master. Orlandu may not, however, attack his current master under any circumstances he has control over. Actions explicitly performed with a 'Listen You!' command spell will have a 30% increase in effectiveness, although the duration of the command spell will be only one turn. Counter Tackle - E -When struck in combat, Orlandu throws himself into his attacker, causing them to take 10 absolute damage. -------Skills------ Punch Art - Wave Fist (20)[10 Health] Rank: D Type: Anti-Personnel Damage: Strength + 15 Maximum Targets: 1 Classification: Physical. Ranged. Description: Orlandu has studied the combat art of Monks, over the years, and has retained a few of their skills upon entering the Grail War. Wave Fist allows Orlandu to strike a target from a distance with his bare fist, by utilizing air pressure and body energies. Though after years of practice and aging, this skill takes a small toll on Orlandu. Equip Change - Gae Bolg (40) Rank: B Type: Support Damage: ~ Maximum Targets: Self Classification: Physical Effect. Item. Description: Orlandu has spent many years of his life as a soldier, and though he regrets many things, he cannot argue against the skills he's gained, regardless of their applications. Equipping the powerful spear, Gae Bolg, allows Orlandu to fight particularly efficiently while mounted. Normally, Gae Bolg will raise Orlandu's Luck by one rank, and cause his Basic Attacks to become Strength + 1. While mounted on a Chocobo, or any other vehicle or mount, Orlandu will employ defensive tactics as well, causing him to take 10% reduced damage from all sources while this skill is active. Orlandu cannot use any Holy, Mighty, or Fell Sword abilities while Gae Bolg is equipped. Gae Bolg may be unequipped during the Decay or Support Phase of any turn. Holy Sword - Stasis Sword (30) Rank: D+ Type: Anti-Personnel Damage: Strength + 12 Maximum Targets: 2 Classification: Magical. Holy. Description: Orlandu encases the target in condensed mana, halting their motion and harming them. After being struck, the target becomes unable to take more than one offensive action the next time they act, be it a basic attack, a skill, or a Noble Phantasm. Holy Sword - Split Punch (45) Rank: C Type: Anti-Personnel Damage: Strength + 14 Maximum Targets: 1 Classification: Magical. Holy. Description: Using holy energy to drag up the negative wishes and desires of demons and devils, Orlandu strikes the target with the hardened edge of those intentions. This skill is not affected by the Abilities (does not include Skills) of anyone but Orlandu. Holy Sword - Crush Punch (40) Rank: C+ Type: Anti-World Damage: Strength + 22 Maximum Targets: 1 Classification: Magical. Holy. Description: Bringing about an embodiment of planet death, Orlandu stabs the target with the concentrated energy. If the victim is at or below 10% health, or if they currently possess E-- Luck, then they will instantly die regardless of any skills or abilities. Holy Sword - Lightning Stab (60) Rank: B+ Type: Anti-Personnel Damage: Strength + 36. Maximum Targets: 2 Classification: Magical. Electric. Description: A powerful strike of lightning from the heavens. The victim of this skill ends up being magically restricted, losing 10 base, and 10% after calculations, damage from their next skill powered by Magical Energy. This effect does not stack. Mighty Sword - Shellbust Stab (60) Rank: B Type: Anti-Personnel Damage: Strength + 28 Maximum Targets: 1 Classification: Magical. Holy. Description: Assaulting the target with divine energy, Orlandu shatters their physical defenses. Shellbust Stab ravages the target's armor and defenses, lowering the victim's endurance by -- until the end of battle. This effect does not stack. Mighty Sword - Blastar Punch (55) Rank: B Type: Anti-Personnel Damage: Strength + 28 Maximum Targets: 1 Classification: Magical. Holy. Description: Assaulting the target with divine energy, Orlandu shatters their physical defenses. Blastar Punch uses its terrible energy to strike at the target's head, addling them and their natural abilities, causing the damage dealt by this skill to not be healed by any means except standard regeneration for 5 turns afterward. The duration of this effect is refreshed on repeated uses, but the damage that cannot be healed will accumulate. Mighty Sword - Hellcry Punch (55) Rank: B Type: Anti-Personnel Damage: Strength + 28 Maximum Targets: 1 Classification: Magical. Holy. Description: Assaulting the target with divine energy, Orlandu shatters their means of physical attack. Hellcry Punch weakens the victim's arms and attempts to tamper with their weapons, lowering the victim's Strength by -- until the end of battle. This effect does not stack. Fell Sword - Dark Sword (0) Rank: B++ Type: Anti-Personnel Damage: Magical Energy + 20 Maximum Targets: 1 Classification: Magical. Absorption. Description: Utilizing some of his darker sword skills, Orlandu strikes at the lifeblood energy of the target, dealing damage directly to their mana, instead of health, and refunding that amount to Orlandu. Fell Sword - Night Sword (50) Rank: B+ Type: Anti-Personnel Damage: Magical Energy + 20 Maximum Targets: 1 Classification: Magical. Absorption. Description: Utilizing some more of his darker sword skills, Orlandu strikes at the tethers of the target's life, draining health equal to the damage he dealt. Gyashl Greens (50) Rank: E Type: Support Damage: ~ Maximum Targets: 1 Classification: Summoning. Description: Orlandu uses the entire turn to call a Chocobo mount. The Chocobo may be any colour. While mounted on a Chocobo, the rider's agility is raised by one rank, and their movement range in increased by one. The rider of the Chocobo is also able to use the Ocean to travel through, but not stay in. The Chocobo may not be targeted while mounted. -While on their own, Chocobo's have 30 health, E rank Everything, are classified as Animals, and will attack anyone who attacks them for Strength + 1 before they are actually struck. If a Chocobo is not attacked, at the end of turn it will heal the player who has taken the most damage (as a percentage) that turn for 15 health. If no one has taken damage in combat, then the Chocobo will heal whoever is missing the highest percentage of health, then flee to another area. ------Noble Phantasm----- Equip Change: Excalibur (80) Rank: EX Type: Support Damage: ~ Maximum Targets: Self Classification: Physical Effect. Item. Holy. Description: Bringing forth his battle hardened blade, Orlandu takes up his true mantle as Thunder God Cid. The holy power of Excalibur causes Orlandu to regen 15 health at the end of every turn this sword is active, as well as raising his Strength and Agility by +++. This sword stays active for 3 attacks, but cannot be used until 2 turns after it wears off. While Excalibur is equipped, all damage classified as Holy will heal Orlandu as opposed to harming him. In addition, if Orlandu becomes unable to use his weapon, be it his basic weapon or Excalibur, he will not be able to use his sword skills. Holy Sword - Holy Explosion (100) Rank: A+ Type: Anti-Civilization Damage: Strength + 72 Maximum Targets: 5 Classification: Magical. Holy. Description: Taking aim at the target master, Orlandu calls down the divine wrath of Heaven, and causes damage to each servant that is contracted to that master, and every familiar they control to a maximum of five targets. Each target must be in the current area, and if the master is alone (or the target is alone and not a master) then damage is done to this target normall. All victims of this skill are gripped by a zealous insanity, and will strike a random target immediately after this skill is used with a Physical attack of Strength -5. __________________________________ Reminder: Despite using Strength to power his moves, all of Orlandu's attacks classified and Magical will be reduced by Magical Defense. Orlandu also will naturally have a basic sword equipped, so his sword techniques are available from the start. There is no cost for this weapon to be Equipped. |
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8:55 PM Jul 10