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- Rolled 5, 18, 7, 3, 13, 13, 18, 15, 13, 13, 3 = 121 (11d20)
- ORIGIN: Bloodline (Chose Air, +1 Agility)
- Age 16 (Silver, change from 11), Overdeveloped (+1 Strength*)
- Air Specialization (+4 Agility)
- Melee Weapon (+1 Strength, +1 Vitality) [Close Range]
- Flowing Outfit (Bronze, change from Elaborate; +1 Strength) [+2 Evasion]
- Power of the Third Eye (Bronze, change from Duplication)
- Perks: Purification Artifact, Monstrous Metamorphosis, Familiar (Silver, change from Masculinity), Healing Artifact, Fated (+1 Luck*)
- Patron: Puchuu (Shiro)
- Rapport: 31% Stability: 100%
- Well-Connected – (RP-Based) – This ability has no effect in combat.
- Chatty – (Passive) – Puchuu Patron Scan has a 40% chance to provide additional trivia on the Target, which may or may not include info on how to take it out easier.
- Expendable – (RP-based) – This ability has no effect in combat.
- Cagey – (Permanent) – Puchuu Patron Scan NEVER provides all of the information. When using Puchuu Patron Scan, roll 1d4. That piece of info is ALWAYS missing for the duration of this combat.
- Statistics (Transformed)
- 4 + 1 + 3 + 4 = 11 Strength (1 Gold used)
- 3 + 1 + 5 + 1 + 1 = 10 Agility (2 Bronzes used)
- 3 + 1 + 1 = 5 Vitality
- 3 + 1 + 2 = 6 Magic (1 Silver used)
- 4 + 1 = 5 Luck
- Powers and Perks
- Third Eye (Lv 1 Power) - You can choose to add your current MAG stat to your Evasion against enemy spells. Additionally, you can choose to add your current MAG stat to your side of a Contest against enemy spells (if the contest is a stat-based contest, you add the value of your MAG, not d4s equal to your MAG). This is a Boost ability.
- Purification Artifact (Item) – This perk grants the “Purifier” relic, as described in the Items section.
- Monstrous Metamorphosis (Trigger) – When your HP is less than or equal to 20% of your maximum HP, increase your STR, AGI, and VIT by 2, but also apply the Berserk condition. When your HP becomes greater than or equal to 50% of your maximum HP, decrease your STR, AGI, and VIT by 2, and remove the Berserk condition. You cannot gain the effects of this perk if you are immune or resistant to the Berserk condition. The Berserk condition this perk applies cannot be removed, except by this perk’s own effect.
- Familiar (Assist) - You gain a familiar that you can stat out as you wish. Your familiar starts with 1 point in each stat (plus the stat bonus from your Specializations), and 8 free points to spend amongst those stats. When you create your familiar, pick Slash, Bash, or Pierce. The familiar’s attack deals that damage type, based on the sum of its STR, AGI, and MAG divided by 2. You can call your Familiar as an Assist using 2 MS to perform one ability it knows. As with other Assists, a Familiar cannot be targeted by abilities. It otherwise functions as any other character does.
- Healing Artifact (Item) - This perk grants the “Restorative” item, as described in the Items section.
- Fated (Passive; Lifesaver) When you would be reduced to 0 or less HP for any reason while in Civilian form, your HP becomes 1 instead. You can only use one “Lifesaver” ability per battle, but you can use that one ability as many times as you fulfill the condition(s) of activation.
- Purifier
- o You automatically obtain this relic with the “Purification Artifact” perk.
- o Holds 3 Charges maximum. Recovers all charges during a Reprieve.
- o Use Item: Pay 2 MAG or 1 VIT to restore 3 charges to this relic.
- o Use Item: Expend 1 charge of this relic and target a combatant with a CP value(s). Reduce each of the CP values of that Target by 2.
- o Reactive: If you would gain CP due to the effect (but not cost) of an ability, you can expend 1 charge from this item instead.^12
- Restorative
- o You automatically obtain this relic with the “Healing Artifact” perk.
- o Holds 2 Charges maximum. Recovers 1 Charge during a Reprieve.
- o Use Item: Pay 3 MAG or 5 VIT to restore 1 charge of this relic.
- o Use Item: Expend 1 charge of this relic and target any 1 combatant (at any range).
- Restore 3d12 HP to that Target.
- o Use Item: Expend 2 charges of this relic. Restore 2d12 HP to yourself and all allies.
- Spells/Abilities
- Air Buffer (Active) [1 Vitality OR 1 Magic] Channel. Increase your EVA against Ranged Attacks and Mystic Attacks by 5 for 3 turns.
- Wind Shaver (Speed) [2 Magic] SP 2: Move 1 Stage towards a Target for every 2 AGI you have, ignoring movement requirements (but not restrictions). This turn, your Melee Attacks against that Target ignore that Target’s DEF.
- Force Guard (Inherent/Defensive – Reactive) [1 Strength] May use this ability when an opponent is using an ability on you that applies your DEF, after they roll damage but before you roll Evasion. Triple your DEF stat against that one ability. May not use Force Guard against the same ability you use Force Evade or Fortune Boost against.
- Force Evade (Inherent/Defensive – Reactive) [1 Vitality] Use when an opponent is using an ability on you that applies your Evasion, after they roll damage, but BEFORE you roll Evasion. Double the value of your Evasion roll against that ability. May not use Force Evade against the same ability you use Force Guard or Fortune Boost against.
- 50 HP (30 Untransformed) 10 Critical (8 Untransformed)
- 1 Defense (1 Untransformed) 9 Evasion (3 Untransformed)
- Spell Rating/Sync Rate/Skill Rank: 17
- Outfit Enh 1: Accelerate
- Outfit Enh 2: EVA Boost (EVA +5)
- Weapon Enh 1: Sharpness I (CRIT +10)
- Weapon Enh 2: Sharpness II (CRIT +10)
- Weapon Enh 3: Sharpness III (CRIT +20)
- Familiar (Kuro) - Pierce Type
- 1 + 1 = 2 Strength
- 1 + 4 = 5 Agility
- 1 + 2 = 3 Vitality
- 1 + 4 = 5 Magic
- 1 + 1 = 2 Luck
- 6d4 Pierce attack
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