Post by Frederic Bourgault-Christie on Dec 4, 2005 7:02:59 GMT -5
Gilgamesh was busy being a Company Special Trooper, associating with the Punisher who is civilian assistance.
Gilgamesh:
Shared with Ross
HP: 840 (Hard * 12 + Pwr)
MP: 8800
DR: 60% Threshold 25
Strength: Build 16 Pwr 64 Mgc 110
Endurance: Working 64 Hardiness 64 Soul 16
Charisma: Looks 4 Personality 7 Aura 7
Perception: Range 18 Detail 17 Hearing 13
Intelligence: Logic 14 Strategy 24 Combat 47
Agility: Spd 26 Reflexes 42 Flexibility 10
Luck: Fortune 8 Critical Chance 8%
Reputation
Fire Resistance 70% Threshold 21
Cold Resistance 60% Threshold 22
Poison Resistance Full
Energy Resistance 55% Threshold 10
Psionic Resistance 88%
Magic Resistance 100%
Radiation Resistance 64% Threshold 13
Pain Resistance 108/270
Survival Resistance 11/33 - Penalty is half speed, double that until actual damage
Reputation CMF -1 Chaos Temple -3 Company 15 Townsfolk 10 Raiders -9 Karanda 0
Skills: Melee mastery, rifles, pilot cars, martial arts, throwing weapons, Literacy and Language English/runic/Sumerian, bow, running, weapon design, weapon identification, blacksmithing, weapon repair, first aid, holistic medicine, heavy weapons, pistols, energy weapons,
Flaws: Still adjusting to life on this planet, intensely combative, driven by guilt over service to evil forces, wants to achieve immortality in the eyes of others
Equipment
Holy Lance - No multi-attack except for stabs: multi-attack 2, custom grip: multi-attack and throwing,
Excalibur - Multi-attack melee -3, custom grip: multi-attack and damage
Excalipur - Multi-attack equal to melee * 3, custom grip: multi-attack and throwing,
Masamune - Multi-attack equal to melee, custom grip: multi-attack and damage
Judgment - Multi-attack equal to melee - 2, custom grip: multi-attack and damage
Yoichi's Bow - Multi-attack equal to melee / 2, custom grip: multi-attack and damage
Double-barreled minigun with sentry feature (custom grip: multi-attack and damage)
MP5: Clip, damage, (custom grip: multi-attack, hair trigger, auxiliary grenade launcher
M-16: (custom grip: multi-attack, hair trigger,
Stamsonite briefcase
Company Power Armor: amplified hearing, ultrasonic hearing, Advanced Thermal, motion detector unit, telescopic vision, retractable vibro-claws in all 8 fists: +40 damage and +5/25% AP to fist strikes, reflective armor, loudspeaker, radio,
Ironbane - 40 damage to people or living materials, 60 damage to regular materials, 120 damage vs. Elementals and magic barriers, 200 damage vs. strong materials and tech barriers, 40/40% armor piercing to materials, -20% to armor piercing vs. living, multi-attack equal to melee multi-attack minus 2
Firebute - 80 damage from morning star, 50 damage from whip, 20% chance of Fire 3 on enemies once per turn – 300 damage which is 50% fire and 50% magic, damage from whip is 25% fire and 75% physical, multi-attack equal to melee –4, morning star 10/20% AP/whip 0% AP
Mirror Shield - shield of mirrors, near-indestructible, giant-sized tower shield, displays the person caught in it’s gaze’s most profound desires and emotions to Gilgamesh and can be used to project the thoughts to the
gazer or to others, reflects energy and magic blasts, 20 damage from shield bash w/ multi-attack 2
Chocobo steed
Murasame - cursed version of Masamune due to design for killing and not for life-saving, both do 50% more damage when within each other’s presence, black bladed sword, inflicts 90% of Masamune’s damage but inflicts aggravated/magically resisting repair wounds, multi-attack equal to melee, 40% AP vs. organics/10% vs. non-organics
Marduk’s Net- requires Power of 60 or Flexibility of 15 + Power of 30 to break out, -90% to teleportation success rates
Apollo’s Bow - fires bolts of pure solar plasma, 60 damage w/30% AP/multi-attack 2/50% energy damage and 50% physical damage, damage goes up to 150 and AP up to 50% when shooting the supernatural and vampires
Assassin Dagger
Exeter
Shooting Star
Abilities
Jump two stories
Odin cut (can cut almost ANYTHING in half)
Forge Magic Weapons
Throw - throw things 5 times the range inflicting 3 times the damage, chance of breaking the item afterwards
Air Render
Earth Render
X-Fight: x4 multi-attack for ½ damage or accuracy (depends on which is more appropriate)
Demon Transformation: All combat skills go up a rank, x2 Power, x1.5 Spd and Reflex, Hardiness set to Full, DR set to Full,
Spells
White Wind - Heals 4 people including himself equal to HP, max range 80 feet, 240 MP
Tiny Song - Targets 3 with Mini, range earshot, duration 1 minute, chance of success 160%, 1/3 normal size (reduces Power/Build 1/3, damage resistances by half), 200 MP
Goblin Punch - Regular punch damage unless power level is roughly equivalent w/o equipment, then it becomes equal to 5 regular punches, melee range, only one punch from each hand, 0 MP
Crushing Fist- two modes: both last 5 minutes, melee mode +40 damage to punch attacks, long range mode allows remote punching of 50 feet, strike bonuses for both, can cast it on others within 50 foot radius, 100 MP
Fly L. 24
Call Lightning L. 15
Fireball L. 14
Holy Bolt L.17
Holy Light L. 3
Holy Strength L. 2
Barrier 2 L. 6
Barrier 3 L. 2
Globe of Daylight L. 9
Teleport L. 30
Combat Teleport: 2 MP a foot
Turn Dead - up to 60 feet, repels 20 dead, won’t come back for an hour, 300 MP
Telekinesis L. 10
Unholy Essence L. 4
Unholy Barrier L. 4
Holy Barrier L. 4
Holy Essence L. 4
Fly as the Eagle - 60 mph flight, lasts for an hour, only cast on self although can hold others, MP
Dispel L. 7-
Regen L. 14
Restoration L. 18
Heal L. 10
Heal 2 L. 8
Imbue Drain
Call Lightning
Ball Lightning
Minor Drain
Major Drain
Red Lightning
Mind Blast – Inflicts 100 psychic damage, 150% chance of confuse, 140% chance of paralyze, inflicts 10 damage a turn for
Magic Hammer – 800 MP, halves opponent’s MP, 140% success rate
Time Slip – 900 MP, casts Sleep and Age
Bad Breath –
Aero -
Punisher (Q2):
HP: 123
MP: 0
DR: 13/45% DR
Strength Build 8 Pwr 29 Mgc 0
Endurance Working 17 Hardiness 15 Soul 16
Charisma Looks 6 Person 5 Aura 4
Perception Range 9 Detail 9 Hearing 45
Intelligence: Logic 7 Strategy 13 Combat 41
Agility: Spd 28 Reflexes 48 Flexibility 7
Luck: Fortune 7 Critical Chance 20%
Fire Resistance 20%
Cold Resistance 20%
Poison Resistance 16%
Energy Resistance 10%
Psionic Resistance 74%
Magic Resistance 80%
Radiation Resistance 16%
Pain Resistance 13/39
Survival Resistance 3/9
Reputation CMF 0 Karanda 0 Townsfolk 0 Chaos Temple 0 Company 5 Raiders -7
Skills: Melee, martial arts, small guns, rifles/shotguns master, heavy weapons, energy weapons, throwing weapons, demolitions, demolitions disposal, first aid, sneak, smooth talk, weapon repair, weapon design, weapon identification, pilot cars, pilot motorcycles, impersonation, ventriloquism, knot tying, interrogation/intimidation, chemical/biological warfare (mostly for counteracting it), paramedic, forensic science, climbing, rappelling, Literacy/Language English/German/French/Japanese
Money: 200,000
Dual Sub-machineguns w/ manual hairtrigger
Karanda Shotgun – 10 round burst, manual hairtrigger
Black Rhino cutload
Chocobo steed
Heavy Kevlar body armor: 600 HP, 150 capacity, 10 thresh, 40% DR
3 HE grenades
Gas gun: 20 tear gas grenades, 20 tranq gas grenades, 10 chaff grenades, 30 smoke gas grenades. Launches 4 a turn
Ion rifle
EMP Bullet Rifle
Punisher Custom: .50 caliber sniper rifle with explosive armor piercing rounds, manual hairtrigger, nightvision/telescopic/infrared/ultraviolet sight, up to three round burst, 6000 feet
Gas mask: Heavy armor, thermal/UV visors
Motion detector
Needler: 200 rounds a second, manual hairtrigger
M-60 w/ manual hairtrigger
Utility belt
First aid kit: Tourniquets, bandages, slings, syrup of icecac, antidotes,
10 Stimpacks
5 Super Stimpacks
Vibro throwing knives
Combat knife, molecularly sharpened
Climbing gear
Mini-bazooka, WWI style w/ manual hairtrigger: Shoots miniature heat-seeking rockets
10 Plasma Grenades
C4
10 Pulse Grenades
10 Frag Grenades
Gilgamesh:
Shared with Ross
HP: 840 (Hard * 12 + Pwr)
MP: 8800
DR: 60% Threshold 25
Strength: Build 16 Pwr 64 Mgc 110
Endurance: Working 64 Hardiness 64 Soul 16
Charisma: Looks 4 Personality 7 Aura 7
Perception: Range 18 Detail 17 Hearing 13
Intelligence: Logic 14 Strategy 24 Combat 47
Agility: Spd 26 Reflexes 42 Flexibility 10
Luck: Fortune 8 Critical Chance 8%
Reputation
Fire Resistance 70% Threshold 21
Cold Resistance 60% Threshold 22
Poison Resistance Full
Energy Resistance 55% Threshold 10
Psionic Resistance 88%
Magic Resistance 100%
Radiation Resistance 64% Threshold 13
Pain Resistance 108/270
Survival Resistance 11/33 - Penalty is half speed, double that until actual damage
Reputation CMF -1 Chaos Temple -3 Company 15 Townsfolk 10 Raiders -9 Karanda 0
Skills: Melee mastery, rifles, pilot cars, martial arts, throwing weapons, Literacy and Language English/runic/Sumerian, bow, running, weapon design, weapon identification, blacksmithing, weapon repair, first aid, holistic medicine, heavy weapons, pistols, energy weapons,
Flaws: Still adjusting to life on this planet, intensely combative, driven by guilt over service to evil forces, wants to achieve immortality in the eyes of others
Equipment
Holy Lance - No multi-attack except for stabs: multi-attack 2, custom grip: multi-attack and throwing,
Excalibur - Multi-attack melee -3, custom grip: multi-attack and damage
Excalipur - Multi-attack equal to melee * 3, custom grip: multi-attack and throwing,
Masamune - Multi-attack equal to melee, custom grip: multi-attack and damage
Judgment - Multi-attack equal to melee - 2, custom grip: multi-attack and damage
Yoichi's Bow - Multi-attack equal to melee / 2, custom grip: multi-attack and damage
Double-barreled minigun with sentry feature (custom grip: multi-attack and damage)
MP5: Clip, damage, (custom grip: multi-attack, hair trigger, auxiliary grenade launcher
M-16: (custom grip: multi-attack, hair trigger,
Stamsonite briefcase
Company Power Armor: amplified hearing, ultrasonic hearing, Advanced Thermal, motion detector unit, telescopic vision, retractable vibro-claws in all 8 fists: +40 damage and +5/25% AP to fist strikes, reflective armor, loudspeaker, radio,
Ironbane - 40 damage to people or living materials, 60 damage to regular materials, 120 damage vs. Elementals and magic barriers, 200 damage vs. strong materials and tech barriers, 40/40% armor piercing to materials, -20% to armor piercing vs. living, multi-attack equal to melee multi-attack minus 2
Firebute - 80 damage from morning star, 50 damage from whip, 20% chance of Fire 3 on enemies once per turn – 300 damage which is 50% fire and 50% magic, damage from whip is 25% fire and 75% physical, multi-attack equal to melee –4, morning star 10/20% AP/whip 0% AP
Mirror Shield - shield of mirrors, near-indestructible, giant-sized tower shield, displays the person caught in it’s gaze’s most profound desires and emotions to Gilgamesh and can be used to project the thoughts to the
gazer or to others, reflects energy and magic blasts, 20 damage from shield bash w/ multi-attack 2
Chocobo steed
Murasame - cursed version of Masamune due to design for killing and not for life-saving, both do 50% more damage when within each other’s presence, black bladed sword, inflicts 90% of Masamune’s damage but inflicts aggravated/magically resisting repair wounds, multi-attack equal to melee, 40% AP vs. organics/10% vs. non-organics
Marduk’s Net- requires Power of 60 or Flexibility of 15 + Power of 30 to break out, -90% to teleportation success rates
Apollo’s Bow - fires bolts of pure solar plasma, 60 damage w/30% AP/multi-attack 2/50% energy damage and 50% physical damage, damage goes up to 150 and AP up to 50% when shooting the supernatural and vampires
Assassin Dagger
Exeter
Shooting Star
Abilities
Jump two stories
Odin cut (can cut almost ANYTHING in half)
Forge Magic Weapons
Throw - throw things 5 times the range inflicting 3 times the damage, chance of breaking the item afterwards
Air Render
Earth Render
X-Fight: x4 multi-attack for ½ damage or accuracy (depends on which is more appropriate)
Demon Transformation: All combat skills go up a rank, x2 Power, x1.5 Spd and Reflex, Hardiness set to Full, DR set to Full,
Spells
White Wind - Heals 4 people including himself equal to HP, max range 80 feet, 240 MP
Tiny Song - Targets 3 with Mini, range earshot, duration 1 minute, chance of success 160%, 1/3 normal size (reduces Power/Build 1/3, damage resistances by half), 200 MP
Goblin Punch - Regular punch damage unless power level is roughly equivalent w/o equipment, then it becomes equal to 5 regular punches, melee range, only one punch from each hand, 0 MP
Crushing Fist- two modes: both last 5 minutes, melee mode +40 damage to punch attacks, long range mode allows remote punching of 50 feet, strike bonuses for both, can cast it on others within 50 foot radius, 100 MP
Fly L. 24
Call Lightning L. 15
Fireball L. 14
Holy Bolt L.17
Holy Light L. 3
Holy Strength L. 2
Barrier 2 L. 6
Barrier 3 L. 2
Globe of Daylight L. 9
Teleport L. 30
Combat Teleport: 2 MP a foot
Turn Dead - up to 60 feet, repels 20 dead, won’t come back for an hour, 300 MP
Telekinesis L. 10
Unholy Essence L. 4
Unholy Barrier L. 4
Holy Barrier L. 4
Holy Essence L. 4
Fly as the Eagle - 60 mph flight, lasts for an hour, only cast on self although can hold others, MP
Dispel L. 7-
Regen L. 14
Restoration L. 18
Heal L. 10
Heal 2 L. 8
Imbue Drain
Call Lightning
Ball Lightning
Minor Drain
Major Drain
Red Lightning
Mind Blast – Inflicts 100 psychic damage, 150% chance of confuse, 140% chance of paralyze, inflicts 10 damage a turn for
Magic Hammer – 800 MP, halves opponent’s MP, 140% success rate
Time Slip – 900 MP, casts Sleep and Age
Bad Breath –
Aero -
Punisher (Q2):
HP: 123
MP: 0
DR: 13/45% DR
Strength Build 8 Pwr 29 Mgc 0
Endurance Working 17 Hardiness 15 Soul 16
Charisma Looks 6 Person 5 Aura 4
Perception Range 9 Detail 9 Hearing 45
Intelligence: Logic 7 Strategy 13 Combat 41
Agility: Spd 28 Reflexes 48 Flexibility 7
Luck: Fortune 7 Critical Chance 20%
Fire Resistance 20%
Cold Resistance 20%
Poison Resistance 16%
Energy Resistance 10%
Psionic Resistance 74%
Magic Resistance 80%
Radiation Resistance 16%
Pain Resistance 13/39
Survival Resistance 3/9
Reputation CMF 0 Karanda 0 Townsfolk 0 Chaos Temple 0 Company 5 Raiders -7
Skills: Melee, martial arts, small guns, rifles/shotguns master, heavy weapons, energy weapons, throwing weapons, demolitions, demolitions disposal, first aid, sneak, smooth talk, weapon repair, weapon design, weapon identification, pilot cars, pilot motorcycles, impersonation, ventriloquism, knot tying, interrogation/intimidation, chemical/biological warfare (mostly for counteracting it), paramedic, forensic science, climbing, rappelling, Literacy/Language English/German/French/Japanese
Money: 200,000
Dual Sub-machineguns w/ manual hairtrigger
Karanda Shotgun – 10 round burst, manual hairtrigger
Black Rhino cutload
Chocobo steed
Heavy Kevlar body armor: 600 HP, 150 capacity, 10 thresh, 40% DR
3 HE grenades
Gas gun: 20 tear gas grenades, 20 tranq gas grenades, 10 chaff grenades, 30 smoke gas grenades. Launches 4 a turn
Ion rifle
EMP Bullet Rifle
Punisher Custom: .50 caliber sniper rifle with explosive armor piercing rounds, manual hairtrigger, nightvision/telescopic/infrared/ultraviolet sight, up to three round burst, 6000 feet
Gas mask: Heavy armor, thermal/UV visors
Motion detector
Needler: 200 rounds a second, manual hairtrigger
M-60 w/ manual hairtrigger
Utility belt
First aid kit: Tourniquets, bandages, slings, syrup of icecac, antidotes,
10 Stimpacks
5 Super Stimpacks
Vibro throwing knives
Combat knife, molecularly sharpened
Climbing gear
Mini-bazooka, WWI style w/ manual hairtrigger: Shoots miniature heat-seeking rockets
10 Plasma Grenades
C4
10 Pulse Grenades
10 Frag Grenades