IGN (In-Game Name): Sgt_Gustave_Noir Real Name: Cameron Villeneuve Race (RL): Human Shard: Morrigan Guild: Task Force Hrimfaxi Impulse: Echelon Combat Kit Affinity: Dark Class: Spellslinger -> Mage Hunter Character Skill: Luna: On hit, Skill% chance to ignore half of enemy's defensive stat. Personal Fault: Melodrama: While under 50% of his maximum HP, Gustave cannot perform critical hits. // Acting as though hit point loss was actual wounds might not be tactically sound, but it makes for a great source of drama. And of annoyance from teammates. Personal Skill: Edgelord: While not adjacent to an ally, Gustave has +10 Hit and Eva. // Even if the game is all about teamwork, Gustave insists on working alone due to "traumatic past events". \ Personal Skill: Obscure Stealth Mechanics: If an enemy initiates combat against Gustave at range 2, he gains +2 DEF/RES until the end of his next turn. // Cameron has memorized every stealth mechanic in the game and how to use them to mess with the AI, even in open combat. \\ Personal Skill: "Traumatic Past Events": When a supported ally is attacked in the enemy phase, Gustave gains a point of Impulse Gauge. // Both despite and due to his edginess, Gustave truly appreciates his friends and wouldn't allow them to come to harm, "again". Preferred stats: SKL, MAG Weapon profs: Light Gun (D), Dark (D) Class Skill: Elemental Shot: The Spellslinger may spend 1 QL from both a tome and a gun to enhance their attack. This new attack counts as whatever Tome was used for WTA and effectiveness, and targets the lower of RES or DEF. Level: 1 Base Stats: (335/335%) HP: 18 (60%) STR: 0 (0%) MAG: 4 (65%) SKL: 4 (60%) LCK: 2+1 (20%) DEF: 1+2 (20%) RES: 3 (45%) SPD: 5 (65%) CON: 6+1 AID: 5(+1) MOV: 5 Current Stats: HP: 18 (60%) STR: 0 (0%) MAG: 4 (65%) SKL: 4 (60%) LCK: 3 (20%) DEF: 3 (20%) RES: 3 (45%) SPD: 5 (65%) CON: 7 AID: 6 MOV: 5 Inventory: Name | Type ( ) | Rng | Wt | Mt | Hit | Cr | Ql Tranq Round (Eclipse) | Anct (D) | 1-2 | 10 | 6 | 65 | 0 | 35/35 Inflicts Sleep for 1 turn Vulnerary (3/3) Battle Stats: Name: Eclipse AT: 10 Hit: 74 AS: 3 Eva: 9 Crit: 2 DG: 3 Impulse Techs: Minor Impulse Tech: Short-Range Teleporter [Impersonal Ambush]: Targeting an enemy at weapon range, Gustave moves to the opposite space behind them, then initiates combat with them. [2 QL] // Calling your opponent "kid" while using this tech is optional, but encouraged. Minor Impulse Tech: Electromagnetic Barrel Extension [Hypervelocity Coil]: Gustave's next combat gains WTA vs. Armored. [2 QL] // Sure, it makes the gun louder and less stealthy. But an elite mook taking a headshot and surviving to call for help is even less so. Major Impulse Tech: Fated Rifling [Swerving Round]: Gustave's next combat gains +3 MT and ignores the enemy's defensive terrain bonuses. [1 turn CD] // Waving your gun in an arc shouldn't make the bullet curve in the air. E pur si curvare. Impulse Burst: Field Order [High Noon Stratagem]: On the next player phase, Gustave and allies within 3 spaces gain +20 Crit. [Full Gauge] // A distant clock tower tolls for Gustave's enemies' doom. On the twelfth bell, his and his allies' weapons snap to aim at enemies' weakspots.