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- Name: Atricia Wellington
- (Real Name: Kanzaki Miyaka)
- Gender: Female
- Age: 17
- Species: Human
- APPEARANCE
- Atricia is of average height, with a fit, athletic build. She has deep blue eyes, and long light teal hair that is
- usually kept in a braid. Her fashion taste is geared towards long dresses and formal clothes. Accordingly, her normal outfit
- is a black dress with a suit-like top reminiscent of formal military uniforms, black gloves, brown leather boots, and black
- leggings. Blue Steel adds a cuirass, spaulders, vambraces, gauntlets, bases, chausses, as well as an extra protective layer
- of ice around her boots and waist, all composed of translucent ice with a deep blue sheen, hence the "Blue Steel" nickname.
- On the left breast of both her military dress and Blue Steel armor, as well as on both of her spaulders, is the symbol of
- two triangles arranged vertically in a shape resembling a hourglass, the symbol of the Third Chapter of the Order of the
- Hexagram.
- Miyaka for the most part looks like her tabletop self, with the exceptions of brown instead of blue eyes, black
- instead of teal hair, and a slimmer, more fragile build. She also usually lets her hair down instead of tying it up in any
- way. Miyaka also has a pair of square, thin-rimmed reading glasses. While she doesn't like wearing them very much (in fact
- the only likely chance the group might have had to see her wearing them would be when she read the rulebook and filled out
- her character sheet), they give her an air of intellect and brooding maturity, which certainly fits her.
- Also might be a good time to mention that Miyaka showed up to tabletop sessions in a wheelchair.
- ABILITIES LEVEL COST
- -Attack 2 3
- -Combat Expert 3 6
- -Quick 2 3
- -Arcane (Witchcraft) 2 3
- -Companion (Machteld) 1 1
- -Iron-Willed 1 1
- -Knowledge (Genre-Savvy) 2 3
- -Knowledge (Ice Magic) 2 3
- -Knowledge (Tactics) 1 1
- -Resistance (Ice) 3 6
- -Resistance (Non-elemental Magic) 1 1
- -Smart 2 3
- -Tough 1 1
- -Vigorous 1 1
- -Gear (Frostbourne Wrath) 2 3
- +Sword
- LEVEL COST
- +Attack 1 1
- +Intimidating 1 1
- +Iron-Willed 1 1
- +Endurance Reserve 1 1
- +SUBTOTAL 4
- -Gear (Sapphire Steel) 3 6
- +Armor and Shield
- LEVEL COST
- +Armored 2 3
- +<U> Secured 2 3
- +Resistance (Fire) 1 1
- +Beatiful 1 1
- +<U> Upkeep 2 -2
- +SUBTOTAL 6
- TOTAL 45
- SECURED: This gear cannot be lost or stolen. 3 point cost.
- UPKEEP: If the user takes 20 cumulative points of damage, the Gear is broken and stops granting its benefits. It can be
- repaired by spending one action and 5 EN for each Level in this Weakness.
- WEAKNESSES LEVEL
- -Ageism 1
- -Clumsy 2
- -Code of Conduct (Honorable Combat) 1
- -Easily Distracted 2
- -Endurance Use (Resistance - Non-elemental Magic) 1
- -Impaired Sense (Touch and Pain in feet) 1
- -Impulsive 2
- -Kind-Hearted 1
- -Naive 3
- -Sensitivity (Disability) 1
- -Shy 1
- -Soft-Spot (Books) 1
- -Soft-Spot (Music) 1
- -Soft-Spot (Unfortunate Circumstances) 1
- -Vulnerability (Fire) 2
- -Oblivious 1
- -Guardian (Machteld) 1
- -Guardian (Frostbourne Wrath) 2
- -Unlucky 2
- -Overconfident 2
- -Obsession (Living up to title of Knight-Captain) 2
- -Compulsion (Defend the Weak) 2
- -Ineptitude (Real World Common Knowledge) 1
- TOTAL 35
- WITCHRAFT SPELLS ABILITY END COST
- -Douse Vulnerability 1 (Electricity), Wet(lol) 10 Note: Only lasts until dried
- -Drowse Weak-willed 1, Oblivious 1 20
- -Frostbite Slow 1, Vulnerability 1 (Cold) 20
- -Frost Fever Vulnerability 1 (Cold), Vulnerability 1 (Heat) 20
- -Enfeeble Weak 1, Clumsy 1 20
- COMBAT ABILITIES Cost Roll DX END
- -Frostbourne Wrath, 『Fang of Winter』 3 4 0
- +Affinity: Ice, Cold +0
- +Barrier Buster +5
- +Weapon (Frostbourne Wrath) -5
- +This is the weapon and symbol of office bestowed upon the position of Knight-Captain of the Third Chapter of the Order of
- the Hexagram, a custom-made blade crafted by royal arcanesmiths from 『Crystallization of Water』, an elemental alloy whose
- production methods are a closely guarded secret of the Meritocratic Kingdom of Raldivar. Its ornery, decoration-like
- appearance belies its impressive mana-based durability and sharpness. It only allows a wielder of the Water element to
- utilize its full potential, and rends asunder any magic its rightful wielder deems hostile.
- -Azure Ram 3 3 0
- +Can be used without shield at the cost of having an extra instance of Ineffective.
- +Reach +5
- +Defensive +5
- +Ineffective -5
- +Weapon (Shield) -5
- +The set of armor and shield responsible for Atricia's fame as 『Captain Sapphire Steel』 is simply a set of armor conjured
- from magical ice, a not unusual concept among Water mages who routinely conjure ice shields and walls to protect themselves
- on the battlefield. However, Atricia's version is vastly specialized for her personal use: the armor and shield are designed
- specifically for her build and figure, and the spell is packaged with reinforcement enchantments and heat containment wards
- to both raise the durability and heat resistance of the armor and prevent Atricia from getting frostbite from wearing it.
- While skilled arcanesmiths can certainly craft armors with better performance and wider varieties of enchantments, Atricia's
- signature 『Sapphire Steel』 had a unique selling point: as it is made from her own Water magic, she can use her skillful
- mastery of it to direct the armor and shield to move as one with her body and support its own weight, effectively turning
- her into an armored knight with the speed and agility of an unburdened, unarmored duelist.
- -Winter Hydra's Feast 6 4 20
- +Affinity: Ice, Cold, Magic +0
- +Ranged +0
- +Armor Piercing +5
- +Accurate +5
- +Redirectable +5
- +Multiple Targets +10
- +Overwhelming +10
- +Elaborate Gestures -5
- +Buildup -5
- +Unwieldy -5
- +To those who consider Water an element of defense and utility, Atricia has this to say: you took an element of flow and
- movement and just kept it nearby uselessly, what do you expect? Their half-frozen, half-liquid state giving off an illusion
- of being alive, Atricia's snake-like frost bolts flawlessly flow and slither around obstacles, like river around rock, to
- pursue their hapless prey.
- -Winter's Venom 4 3 10
- +Roll: Attacker's Knowledge (Ice Magic) vs. Defender's relevant Resistances OR Barrier roll. Do not apply Surprised
- penalties.
- +Affinity: Ice, Cold, Magic +0
- +Armor Piercing +5
- +Continued Effect +10
- +Trap +5
- +Mandatory Trigger: User successfully hits the target with equipped weapon
- +Paralyzing +10
- +Fatiguing +0
- +Elaborate Gestures -5
- +Feather Blow -5
- +Ineffective -5
- +Buildup -5
- +Ice and cold magic are generally considered anti-mundane magics, spells that debilitate foes in ways that most mages worth
- their salt can overcome but non-casters are generally helpless against. However, whatever will those arrogant mages do when
- faced with not a big chunk of ice encased around their legs, but an insidious wave of cold, injected into their body with a
- cruel, pointy, barrier-busting blade?
- -By Frost And Fire, All Is Sundered 5 6 15
- +Affinity: Fire, Heat, Magic +0
- +Armor Piercing x2 +10
- +Accurate x2 +10
- +Barrier Buster +10
- +Effective x2 +10
- +Disarming +10
- +Assisted (Machteld) -15
- +Elaborate Gestures (Machteld) -5
- +Weapon (Frostbourne Wrath) -5
- +Builtup x2 -10
- +Water's unrelenting presence and unbound persistance, rejecting any magical deterrent. Fire's ceaseless ferocity and
- unignorable destruction, pervading through all physical obstacles. When one is infused into an unyielding specimen of the
- other, little remains able of enduring their combined assault.
- +Note: Attempting to use this attack immediately cancels Winter's Venom with no EN refund.
- HP: 50
- DEF: 4
- EN: 50
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