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Aiko Shoda Valor Persona

Sep 23rd, 2015
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  1. Aiko Shoda
  2.  
  3. Curious, eager to please, kinda impulsive. Aspiring writer. Got branded as a slut for fooling around with this popular guy and is trying to offset her negative reputation.
  4.  
  5. Element: Wind
  6. Arcana: Fool
  7. Persona: Gula
  8.  
  9. Social Links:
  10. Death, Kouki Hagiwara
  11. The Empress, Yuri Fujisaki
  12. Strength, Takeshi
  13.  
  14. Strength Muscle
  15. 3 7
  16. Agility Dexterity
  17. 13 12
  18. Spirit Aura
  19. 18 15
  20. Mind Intuition
  21. 3 7
  22. Guts Resolve
  23. 18 15
  24.  
  25. Health: 355/355
  26. Increment: 71
  27. Critical: 142
  28. Stamina: 114/114
  29. Increment: 23
  30. Spirit Attack: 67
  31. Damage Increment: 16
  32. Defense: 43
  33. Resistance: 43
  34. Move: 5
  35. Initiative: +14
  36.  
  37. 68 SP + 8 Flaws = 88, 86 used
  38.  
  39. Flaws
  40. Despair
  41. Level Progression: Fixed
  42. Value: +3 SP
  43. Effect: Whenever one of your allies is reduced to 0 Health or less by an enemy, you lose 2 Valor.
  44. Special: You only lose Valor the first time an ally is reduced to 0 Health or less in a scene. You do not lose Valor if the ally was created by a Summoning Technique. You cannot have both Despair and Revenge. Any Soldier-class allies only reduce Valor by 1. Any Flunky-class allies do not reduce Valor.
  45.  
  46. Ice Element Vulnerability Level 3
  47. Level Progression: Slow
  48. Effect: From a certain element, Defense or Resistance (whichever is applicable) is reduced by 6.
  49. Level up: Defense or Resistance is reduced by a further 4.
  50.  
  51. Weak Physical Attacker level 2 (-9)
  52. Level Progression: Fast
  53. Value: +3/+2 SP
  54. Effect: Strength and Agility Attack decrease by 6.
  55. Level Up: Attack decreases by a further 3.
  56.  
  57. Skills
  58. Bravado, Level 3
  59. Level Progression: Slow
  60. Cost: 6/6 SP
  61. Effect: +1 Valor at the start of battle.
  62. Level Up: You start with an additional +1 Valor.
  63.  
  64. Combination Attack
  65. Level Progression: Fixed
  66. Cost: 6 SP
  67. Effect: Once per round, delay your turn until an ally attacks, then attack the same target. Your initiative is set to just before your ally. You
  68. both get +2 to your attack rolls while making the attack. After the end of
  69. this round, your Initiative is reset to its normal value
  70. for this scene.
  71.  
  72. Energy Attacker, Level 2
  73. Level Progression: Slow
  74. Cost: 6/3 SP
  75. Effect: Mind and Spirit Attack increases by 6.
  76. Level Up: Mind and Spirit Attack increases by a further 3.
  77.  
  78. Favorable Success
  79. Level Progression: Fixed
  80. Cost: 4 SP
  81. Effect: Whenever you successfully move a meter by 2 or more points, you may also move a related meter 1 point in the direction of your choice.
  82. Special: You can only use this Skill if the meter moved in the direction you intended to move it.
  83.  
  84. Inspire, Level 2
  85. Level Progression: Slow
  86. Cost: 5/3 SP
  87. Action: Support
  88. Effect: Increase the Valor of one ally within 5 spaces by one.
  89. Special: You cannot use this Skill on someone who has more Valor than you do. You cannot use this Skill on yourself. This Skill grants a +1 bonus to all Negotiation rolls when being Inspiring. This bonus stacks with Proficiency.
  90. Level Up: You may Inspire one additional ally.
  91.  
  92. Line Deflect
  93. Level Progression: Fixed
  94. Cost: 5 SP
  95. Effect: Every time you successfully guard against a Technique with the Line Attack modifier using Aura, you may deflect the line from your space, using the remaining movement the attack had, starting from the space you occupy.
  96. Special: You cannot redirect the Technique directly back in the direction it came from. If the Technique has Line Variation, the originator may retake control of it by bending it again.
  97.  
  98. Proficiency (Negotiation, Empathy)
  99. Level Progression: Fixed
  100. Cost: 2 SP (4 total)
  101. Effect: Choose a challenge action group such as Athletic or Negotiation. You gain a +1 bonus to all uses of that action group.
  102. Special: You can take this Skill multiple times, choosing a different action group each time.
  103.  
  104. Quick to Act
  105. Level Progression: Fixed
  106. Cost: 3 SP
  107. Effect: When rolling Initiative, add 2 to the roll.
  108.  
  109. Recharge, Level 2
  110. Level Progression: Slow
  111. Cost: 5/3 SP
  112. Action: Support
  113. Effect: Pick one Boost or Persistent Effect Technique currently in effect on the field initiated by you or an ally within 5 spaces. Pay half of the Stamina cost of the Technique, and reset the duration of the effect to last until the end of your turn two turns from now.
  114. Special: You cannot use this on effects created by Ultimate Techniques.
  115. Level Up: You may Recharge one additional effect within range.
  116.  
  117. Tireless level 3
  118. Level Progression: Fast
  119. Cost: 5/2 SP
  120. Effect: Maximum Stamina increases by 8.
  121. Level up: Maximum Stamina increases by a further 6.
  122. Special: If Tireless is granted by a Boost Technique, it provides additional Stamina in addition to increasing your maximum Stamina. This Stamina is lost when the Boost expires.
  123.  
  124. Versatile Fighter, Level 3
  125. Level Progression: Fast
  126. Cost: 6/3 SP
  127. Effect: You gain an additional 4 Technique Points.
  128. Level up: You gain a further 2 Technique Points.
  129.  
  130. Wind Element Resistance, Level 3
  131. Level Progression: Slow
  132. Effect: When attacked by a certain element, Defense or Resistance (whichever is applicable) is increased by 6 for purposes of the attack.
  133. Level Up: Defense or Resistance is increased by a further 4.
  134.  
  135. Techniques
  136. 67 TP, 63 used
  137.  
  138. Wind Blessing, Tech level 12
  139. Range 8, 4 targets, stamina cost 9
  140. Level 4 Boost Core, Range 2, Multiple Targets 3
  141.  
  142. Fly
  143. Level Progression: Slow
  144. Cost: 6/2 SP
  145. Action: Support
  146. Effect: You may expend 4 Stamina to begin Flying, as well as an additional 4 Stamina each round to remain aloft. While Flying, your Move increases by 1, and you cannot be targeted by melee attacks by enemies who are not also Flying. If any enemy is not Flying, you may freely move through the space they occupy, as long as you don’t stop on it. You are unaffected by land-based rough terrain while Flying, and it takes no action to remain aloft while Flying. If you are Immobilized, you cannot take flight.
  147. Special: If you are not attacked by surprise, you may start the battle already Flying. If you choose to do so, you must spend 4 Stamina at the beginning of the scene. If you acquire the Fly Skill from a Boost or Transformation, you may begin flying immediately as a free action, paying all costs as normal.
  148. Level Up: +1 Move while flying.
  149.  
  150. Great Accuracy
  151. Level Progression: Fixed
  152. Cost: 8 SP
  153. Effect: When rolling any attack roll, add 1 to the roll.
  154.  
  155. Ammunition Limit level 3: may only use 1 times in a scene.
  156. Valor Limit Level 3: May not use below 3 Valor
  157.  
  158. Pain Curse, Tech level 12
  159. Piercing Strike: ignore defense and resistance
  160. Range 8, damage 86, stamina cost 5
  161. Level 2 Ranged, Level 10 Damage Core
  162. Mercy Limit: may not reduce HP below 1.
  163. Valor Limit Level 1: May not use below 1 Valor
  164. Health Limit Level 2: costs 10 health every time used.
  165.  
  166. Vulnerability Curse, Tech level 10
  167. Range 8, stamina cost 3
  168. Level 2 Ranged, Level 4 Weaken Core
  169. Inflicts Level 4 Energy Vulnerability (-10 Resistence), Level 4 Physical Vulnerability (-10 Defense)
  170. Ammunition Limit level 2: may only use 2 times in a scene.
  171. Valor Limit Level 1: May not use below 1 Valor
  172.  
  173. Healing Breeze, Tech level 12
  174. Range 8, healing 66, stamina cost 9
  175. Level 2 Ranged, Level 9 Healing Core, Level 1 Multiple Target
  176. Valor Limit Level 2: May not use below 2 Valor
  177.  
  178. Shredding Winds, Tech level 12
  179. Range 8, Burst 1, damage 122, stamina cost 6
  180. Level 2 Ranged, Level 1 Burst, Level 1 Multiple Target, Level 8 Damage Core, Elemental Attack: Wind
  181. Valor Limit Level 2: May not use below 2 Valor, Minimum Range 1, Immobile Limit: May not move before using tech.
  182.  
  183. Enlil Persona, Tech level 12
  184. Stamina cost 0
  185. Ultimate Transformation Core level 12
  186. Unyielding Determination
  187. Level Progression: Fixed
  188. Cost: 6 SP
  189. Effect: Gain an extra Valor every time the GM awards you Valor.
  190.  
  191. Extra Action
  192. Level Progression: Fixed
  193. Cost: 12 SP
  194. Effect: You may use two Support Actions every turn.
  195. Special: If you use a Slow Action, it denies both of your Support Actions.
  196.  
  197. Stamina Recovery level 2
  198. Level Progression: Slow
  199. Cost: 4/2 SP
  200. Effect: Stamina recovers by 4 every combat round.
  201. Level up: Stamina recovery per round increases by 4.
  202. Ultimate Health Limit (1 health increment, 15+5 Stamina per Season, 25 now), Vitality Limit, Valor Limit 3
  203.  
  204. Enlil's Territory, Tech level 14
  205. Stamina cost 16, radius 4, Zone of Control expanded to fill radius.
  206. Zone of Influence Core level 11, Blast Radius 1, Influential Control 3, Effect Lock
  207. Slow level 4
  208. Level Progression: Slow
  209. Value: +2/+1 SP
  210. Effect: Your Move is reduced by 1.
  211. Level Up: Move is reduced by a further 1.
  212. Special: You cannot increase the level of this Flaw if doing so would reduce your Move below 1.
  213.  
  214. Unmovable level 2
  215. Level Progression: Slow Cost: 6/2 SP
  216. Effect: Whenever an effect would move you against your will, the distance moved is reduced by 2. Furthermore, if another combatant is thrown or pushed into you, you are treated as a wall - their push movement ends instantly, and they take the additional Damage Increment from the collision. You take no damage from the collision.
  217. Level up: Distance moved is reduced by a further 2.
  218. Special: If you successfully defend against a Technique with the Rush Attack modifier using Muscle, their movement and attack end, and you may place them on any space within your Zone of Control.
  219.  
  220. Resistant level 1
  221. Level Progression: Slow
  222. Cost: 4/2 SP
  223. Effect: Resistance increases by 4. Level up: Resistance increases by a further 2.
  224.  
  225. Limits: Immobile (-3), Sequence (-4, usable only after Enlil Persona), Vitality (-3), Valor 3 (-6)
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