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- Aiko Shoda
- 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.
- Element: Wind
- Arcana: Fool
- Persona: Gula
- Social Links:
- Death, Kouki Hagiwara
- The Empress, Yuri Fujisaki
- Strength, Takeshi
- Strength Muscle
- 3 7
- Agility Dexterity
- 13 12
- Spirit Aura
- 18 15
- Mind Intuition
- 3 7
- Guts Resolve
- 18 15
- Health: 355/355
- Increment: 71
- Critical: 142
- Stamina: 114/114
- Increment: 23
- Spirit Attack: 67
- Damage Increment: 16
- Defense: 43
- Resistance: 43
- Move: 5
- Initiative: +14
- 68 SP + 8 Flaws = 88, 86 used
- Flaws
- Despair
- Level Progression: Fixed
- Value: +3 SP
- Effect: Whenever one of your allies is reduced to 0 Health or less by an enemy, you lose 2 Valor.
- 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.
- Ice Element Vulnerability Level 3
- Level Progression: Slow
- Effect: From a certain element, Defense or Resistance (whichever is applicable) is reduced by 6.
- Level up: Defense or Resistance is reduced by a further 4.
- Weak Physical Attacker level 2 (-9)
- Level Progression: Fast
- Value: +3/+2 SP
- Effect: Strength and Agility Attack decrease by 6.
- Level Up: Attack decreases by a further 3.
- Skills
- Bravado, Level 3
- Level Progression: Slow
- Cost: 6/6 SP
- Effect: +1 Valor at the start of battle.
- Level Up: You start with an additional +1 Valor.
- Combination Attack
- Level Progression: Fixed
- Cost: 6 SP
- 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
- both get +2 to your attack rolls while making the attack. After the end of
- this round, your Initiative is reset to its normal value
- for this scene.
- Energy Attacker, Level 2
- Level Progression: Slow
- Cost: 6/3 SP
- Effect: Mind and Spirit Attack increases by 6.
- Level Up: Mind and Spirit Attack increases by a further 3.
- Favorable Success
- Level Progression: Fixed
- Cost: 4 SP
- 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.
- Special: You can only use this Skill if the meter moved in the direction you intended to move it.
- Inspire, Level 2
- Level Progression: Slow
- Cost: 5/3 SP
- Action: Support
- Effect: Increase the Valor of one ally within 5 spaces by one.
- 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.
- Level Up: You may Inspire one additional ally.
- Line Deflect
- Level Progression: Fixed
- Cost: 5 SP
- 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.
- 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.
- Proficiency (Negotiation, Empathy)
- Level Progression: Fixed
- Cost: 2 SP (4 total)
- Effect: Choose a challenge action group such as Athletic or Negotiation. You gain a +1 bonus to all uses of that action group.
- Special: You can take this Skill multiple times, choosing a different action group each time.
- Quick to Act
- Level Progression: Fixed
- Cost: 3 SP
- Effect: When rolling Initiative, add 2 to the roll.
- Recharge, Level 2
- Level Progression: Slow
- Cost: 5/3 SP
- Action: Support
- 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.
- Special: You cannot use this on effects created by Ultimate Techniques.
- Level Up: You may Recharge one additional effect within range.
- Tireless level 3
- Level Progression: Fast
- Cost: 5/2 SP
- Effect: Maximum Stamina increases by 8.
- Level up: Maximum Stamina increases by a further 6.
- 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.
- Versatile Fighter, Level 3
- Level Progression: Fast
- Cost: 6/3 SP
- Effect: You gain an additional 4 Technique Points.
- Level up: You gain a further 2 Technique Points.
- Wind Element Resistance, Level 3
- Level Progression: Slow
- Effect: When attacked by a certain element, Defense or Resistance (whichever is applicable) is increased by 6 for purposes of the attack.
- Level Up: Defense or Resistance is increased by a further 4.
- Techniques
- 67 TP, 63 used
- Wind Blessing, Tech level 12
- Range 8, 4 targets, stamina cost 9
- Level 4 Boost Core, Range 2, Multiple Targets 3
- Fly
- Level Progression: Slow
- Cost: 6/2 SP
- Action: Support
- 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.
- 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.
- Level Up: +1 Move while flying.
- Great Accuracy
- Level Progression: Fixed
- Cost: 8 SP
- Effect: When rolling any attack roll, add 1 to the roll.
- Ammunition Limit level 3: may only use 1 times in a scene.
- Valor Limit Level 3: May not use below 3 Valor
- Pain Curse, Tech level 12
- Piercing Strike: ignore defense and resistance
- Range 8, damage 86, stamina cost 5
- Level 2 Ranged, Level 10 Damage Core
- Mercy Limit: may not reduce HP below 1.
- Valor Limit Level 1: May not use below 1 Valor
- Health Limit Level 2: costs 10 health every time used.
- Vulnerability Curse, Tech level 10
- Range 8, stamina cost 3
- Level 2 Ranged, Level 4 Weaken Core
- Inflicts Level 4 Energy Vulnerability (-10 Resistence), Level 4 Physical Vulnerability (-10 Defense)
- Ammunition Limit level 2: may only use 2 times in a scene.
- Valor Limit Level 1: May not use below 1 Valor
- Healing Breeze, Tech level 12
- Range 8, healing 66, stamina cost 9
- Level 2 Ranged, Level 9 Healing Core, Level 1 Multiple Target
- Valor Limit Level 2: May not use below 2 Valor
- Shredding Winds, Tech level 12
- Range 8, Burst 1, damage 122, stamina cost 6
- Level 2 Ranged, Level 1 Burst, Level 1 Multiple Target, Level 8 Damage Core, Elemental Attack: Wind
- Valor Limit Level 2: May not use below 2 Valor, Minimum Range 1, Immobile Limit: May not move before using tech.
- Enlil Persona, Tech level 12
- Stamina cost 0
- Ultimate Transformation Core level 12
- Unyielding Determination
- Level Progression: Fixed
- Cost: 6 SP
- Effect: Gain an extra Valor every time the GM awards you Valor.
- Extra Action
- Level Progression: Fixed
- Cost: 12 SP
- Effect: You may use two Support Actions every turn.
- Special: If you use a Slow Action, it denies both of your Support Actions.
- Stamina Recovery level 2
- Level Progression: Slow
- Cost: 4/2 SP
- Effect: Stamina recovers by 4 every combat round.
- Level up: Stamina recovery per round increases by 4.
- Ultimate Health Limit (1 health increment, 15+5 Stamina per Season, 25 now), Vitality Limit, Valor Limit 3
- Enlil's Territory, Tech level 14
- Stamina cost 16, radius 4, Zone of Control expanded to fill radius.
- Zone of Influence Core level 11, Blast Radius 1, Influential Control 3, Effect Lock
- Slow level 4
- Level Progression: Slow
- Value: +2/+1 SP
- Effect: Your Move is reduced by 1.
- Level Up: Move is reduced by a further 1.
- Special: You cannot increase the level of this Flaw if doing so would reduce your Move below 1.
- Unmovable level 2
- Level Progression: Slow Cost: 6/2 SP
- 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.
- Level up: Distance moved is reduced by a further 2.
- 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.
- Resistant level 1
- Level Progression: Slow
- Cost: 4/2 SP
- Effect: Resistance increases by 4. Level up: Resistance increases by a further 2.
- Limits: Immobile (-3), Sequence (-4, usable only after Enlil Persona), Vitality (-3), Valor 3 (-6)
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