Val	CHA	Cost	Roll	Notes
18	STR	8	13-	300kg, 3 1/2d6
18	DEX	24	13-	OCV:  6/DCV:  6
15	CON	10	12-
15	BODY	10	12-
10	INT	0	11-	PER Roll:  11-
14	EGO	8	12-	ECV:  5
15	PRE	5	12-	PRE Attack:  3d6
14	COM	2	12-
4	PD	0		Total:  4 PD
4	ED	1		Total:  4 ED
3	SPD	2		Phases:  4, 8, 12
8	REC	2	
36	END	3	
42	STUN	10	
Total Characteristics Cost:  85

Movement:	Running:  6"/12"
		Swimming:  2"/4"

Cost	Powers & Skills
Combat Training:
10	Combat Skill Levels:  +2 with HTH
1	Martial Arts:  Self-taught; Use Art with Fighting Gloves
	Maneuver	OCV	DCV	Damage
5	Booya		+1	+3	3 1/2D6 Strike
5	Heel drop	-2	+1	7 1/2D6 Strike
4	Mach kick	0	+2	5 1/2D6 Strike
3	Meteor strike	0	+1	3 1/2D6 +v/5:  Target Falls

58	Magic Pool:  Variable Power Pool:  50 Point Pool, Starts at 0 points (-1), 
	Gestures (-1/4), Incantations (-1/4), Only for drawn spells (-1/2)
40	Draw:  Transfer:  2D6 END to VPP, Usable at Range (+1/2), 0 END (+1/2), 
	Only to maximum value (-1/2)
60	Guardian Force Summoning:  Variable Power Pool:  50 Point Pool, Only for 
	particular Guardian Force attacks (-1), Gestures (-1/4), Incantations (-1/4)
7	Punch Rush:  HA:  +3D6 (5D6 w/STR), Autofire:  5 (+1/2), Act 11- (-1) END 5
34	Burning Rave Limit Break:  EB:  12D6, AoE:  Line (+1), No Range (-1/2), 
	Act 8- (-2), END 12
20	Force Wall:  8 DEF, Linked to Guardian Force Summoning (-1/2), Guardian 
	Force Summoning fails if force wall knocked down (-1/2) END 4

10	Fighting Gloves:  HA:  +3D6 (6 1/2D6 w/STR), 0 END (+1/2), IIF (-1/4)

5	Acrobatics 14-
5	Breakfall 14-
3	Conversation 12-
5	KS:  Martial Arts 14-
2	KS:  Magical Theory 11-
3	Persuasion 12-
3	Streetwise 12-
3	Survival 12-
286	Total Powers & Skills Cost
371	Total Character Cost

100+	Disadvantages
20	Hunted:  Galbaldian army (AsPow, NCI) 11-
	Psychological Limitation:
10	Bad Tempered (Common, moderate)
15	Impulsive & Reckless (C, S)
10	Truthful (Common, moderate)
15	Sense of Duty to Garden (C, S)
5	Rivalry:  Seifer
10	Watched:  Garden (As pow, NCI) 11-
186	Experience
371	Total Disadvantage Points

Background/History: Zell was raised in an orphanage and adopted at a young age by the Dinchts, from whom he took his name. Believing to be their real son, he was inspired by stories of his "grandfather," a brilliant general, and joined Garden to be a soldier.

In between getting in trouble and begging for hot dogs, Zell taught himself martial arts based on "Combat King" magazine, a magazine for martial arts enthusiasts that shouldn't be taken seriously. Somehow it paid off, and Zell became the best unarmed fighter in all for Garden.

Personality/Motivation: Zell is an encouragable, impulsive, reckless and eternally good-natured and smiling kind of guy. He scoffs at danger, yawns at plans more intense than "break in and fight," and yet is so full of good intentions that he finds it hard to lie. After years of clashes, Zell considers Seifer Almasy, a fellow student, to be his ultimate rival. It's a one-way thing.

Powers/Tactics: Zell's martial arts training (?) resulted in the following maneuvers:
Booya - A quick, surprise headbutt. Zell doesn't feel a thing.
Heel Drop - Zell saunters up to the foe, swiftly raises his leg straight up, then drops it straight down onto the opponent's head.
Mack Kick - Zell spins around for a roundhouse kick.
Meteor Strike - After lifting the opponent over his head, Zell leaps into the air and tosses them unceremoniously onto the ground.

Zell uses studded leather gloves to add extra impact to his blows.

Zell is also trained in the use of pseudo magic, made possible through monsters known as "Guardian Forces" (GFs). GFs rest in the user's mind, and enable him to draw magic spells from the environment or from opponents. These are "stocked" in the Variable power Pool for later use. All spells have limited charges, and once a charge is used, it is gone until the spell can be redrawn.

Note: The spells should be pre-designed, and the "charges" of a spell drawn should depend on the amount of Transfer rolled.

The GF itself can also be summoned, delivering a powerful attack to the user's opponents. While summoning, the user is protected by the GF itself; if the GF is knocked out, the summoning will abort and the GF must be revived later. A person can use more than one GF; however, only one may be summoned at a time, and changing GFs takes time.

Appearance: Zell is a lean but strong young man of seventeen. He wears his blond hair short and spiky, and has bright blue eyes. His face is marked, both with elaborate tattoos winding over the left side and his ever-present grin.

(Zell Dincht created by Squaresoft. Character sheet by Max Fauth)

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