Callow

Min

Jan 1st, 2016
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  1. Name: Min
  2. Species: Black Cat
  3. Age: Hasn't kept track.
  4.  
  5. Min was originally born as a normal kitten, growing up on the streets of Yubei as a stray until an encounter with an Emulator's Lunar Casket and thus the Red Moon changed her. She came across a kindly old woman that used to feed her and other strays fighting against the demon as a Wizard and, as she was being defeated, fruitlessly tried to help her. Near death, the influence of the dying woman's magic and the Red Moon awakened both a higher domain of intellect and even more of the bestial power within Min, allowing her to defeat the injured Emulator. The old lady informed her of the World Barrier and the Wizards fight against the Emulators before passing away, leaving Min to continue her life as a stray, keeping watch for more disturbances by the Emulators.
  6.  
  7. She eventually encountered another Emulator, this time attacking a young girl named Bi Yu. Min was not able to defeat the Emulator on her own, but managed to beat it back and escape safely with Yu. As a result, the normal girl had discovered that Min was a supernatural being and could even talk. Min urged the girl to never tell anyone else as it could lead to her being phased out of existence; the young girl agreed, but only after convincing the cat to live with her family, which included her mother and father Bi Li and Yingpei. The Bi family named the cat Min for both her nimbleness and her astounding cleverness for a cat.
  8.  
  9. Yu has kept her secret ever since, but enjoys showing off how cool her cat is to anyone she can, getting Min to pull off complex tricks that are just within the realm of something possible for a non-magic cat. While it's possible that she can turn into a human or hybrid form, Min herself has never tried, preferring the simplicity and carefree attitude of the cat's life.
  10.  
  11. Class: Werewolf*2
  12. Element: Wind*2
  13.  
  14. CL: 5
  15.  
  16. Strength: 10
  17. Finesse: 16
  18. Awareness: 16
  19. Knowledge: 6
  20. Spirit: 4
  21. Luck: 6
  22.  
  23. First score is base, score in parenthesis is accounting gear and constant skills, brackets are with all applicable skills active.
  24.  
  25. PACC: 19(20) [22]
  26. MACC: 6(7) [7]
  27. EVA: 23(23) [23]
  28. SPD: 26(23) [23]
  29.  
  30. PATK: 11(27) [55]
  31. MATK: 0(0) [0]
  32. PDEF: 4(22) [25]
  33. MDEF: 9(20) [25]
  34.  
  35. BODY: (7) 74
  36. MIND: (3) 27
  37.  
  38. Carrying Capacity: 5/16
  39. CF: 2
  40. Prana: 5
  41. Current crit/fumble:
  42.  
  43. Skills:
  44.  
  45. Class Skills(Werewolf):
  46.  
  47. BESTIAL(AUTOMATIC) 2/3
  48. Timing: Setup Process
  49. Check: Automatic
  50. Target: Self
  51. Range: None
  52. Cost: 5 MP
  53. Restrict: None
  54. You gain a +2 bonus to PACC Judges, and a +[SLx3] bonus to PATK Judges. This effect lasts until you spend a Minor Action to remove it, or until the end of the Scene.
  55.  
  56. ANIMAL ASPECT(AUTOMATIC) 2/3
  57. Timing: Constant
  58. Check: None
  59. Target: Self
  60. Range: None
  61. Cost: None
  62. Restrict: None
  63. Select one Attribute. You gain a +[SL+1] bonus to that Attribute. (Finesse)
  64.  
  65. RAMPAGE 1/3
  66. Timing: Major Action
  67. Check: Hit Check
  68. Target: Area (P)
  69. Range: Weapon
  70. Cost: None
  71. Restrict: Limit [SL]/Scene
  72. Make a Physical Attack against the target.
  73.  
  74. BEAST OF DIVINE SPEED(SECRET) 2/3
  75. Timing: Move Action
  76. Check: Automatic
  77. Target: Self
  78. Range: None
  79. Cost: None
  80. Restrict: None
  81. You may move. Additionally, you gain a +[SLx5] bonus to the PATK Judge of Physical Attacks. This effect lasts until the end of the Main Process.
  82.  
  83. BOILING VIGOR 1/3
  84. Timing: Downed
  85. Check: Automatic
  86. Target: Self
  87. Range: None
  88. Cost: None
  89. Restrict: Limit 1/Episode
  90. Use when you become Downed. You recover from the Downed condition. Set your HP to [(SLx5)+5]. This effect may be used even if you are affected by {BS: Pressure}, or are Downed.
  91.  
  92. Class Skills(Kung Fu Master):
  93.  
  94. BREATH CONTROL(AUTOMATIC) 1/3
  95. Timing: Constant
  96. Check: None
  97. Target: Self
  98. Range: None
  99. Cost: None
  100. Restrict: None
  101. When you use Prana in order to increase the Result of a Judge, increase it by an additional [SLx2].
  102.  
  103. DRAGON FIST(AUTOMATIC) 1/3
  104. Timing: Constant
  105. Check: None
  106. Target: Self
  107. Range: None
  108. Cost: None
  109. Restrict: None
  110. You gain a +[SLx4] bonus to PATK and PDEF.
  111.  
  112. FLASH 3/3
  113. Timing: Major Action
  114. Check: Hit Check
  115. Target: Single
  116. Range: Weapon
  117. Cost: None
  118. Restrict: Martial Use
  119. Make a Physical Attack against the target. You gain a +[SLx4] bonus to the damage of that attack.
  120.  
  121. DRAGON TAIL(ADVANCED) 1/3
  122. Timing Before Judge
  123. Check: Automatic
  124. Target: Self
  125. Range: None
  126. Cost: None
  127. Restrict: «Flash» 3, Martial Use
  128. Use before making the PATK Judge of a Physical Attack. Select one Bad Status. If you deal HP Damage with this attack, the target additionally takes the chosen Bad Status. If a rating is necessary, the rating becomes SL.
  129.  
  130. General Skills:
  131.  
  132. ANIMAL WIZARD(Kitten) 1/1
  133. Timing: Constant
  134. Check: None
  135. Target: Self
  136. Range: None
  137. Cost: None
  138. Restrict: None
  139. You gain a +1 bonus to SPD. Also, your “Species” changes to Animal. (However, if you species has already changed due to a class choice, that takes priority.) You are an animal, like a dog or a cat, that has become a Wizard. When you became a Wizard, you gained a mental capacity and intelligence different from that of humans.
  140.  
  141. MARTIAL ARTS KNOWLEDGE 1/1
  142. Timing: Constant
  143. Check: None
  144. Target: Self
  145. Range: None
  146. Cost: None
  147. Restrict: None
  148. Treat your unarmed attack as though it had +3 PATK.
  149.  
  150. MARTIAL ARTS KNOWLEDGE II 1/1
  151. Timing: Constant
  152. Check: None
  153. Target: Self
  154. Range: None
  155. Cost: None
  156. Restrict: «Martial Arts Knowledge» 1
  157. Treat your unarmed attack as though it had +2 PATK.
  158.  
  159. SHIELD STYLE 1/1
  160. Timing: Constant
  161. Check: None
  162. Target: Self
  163. Range: None
  164. Cost: None
  165. Restrict: None
  166. This skill only has an effect when you're equipped with an armor with (Slot: One-Hand). You gain a +2 bonus to the PATK Judge of Physical Attacks you make with (Class: Melee) weapons.
  167.  
  168. SHIELD STYLE II 1/1
  169. Timing: Constant
  170. Check: None
  171. Target: Self
  172. Range: None
  173. Cost: None
  174. Restrict: «Shield Style» 1
  175. This skill only has an effect when you're equipped with an armor with (Slot: One-Hand). You gain a +2 bonus to PDEF and MDEF.
  176.  
  177. MONSTER HAND 1/1
  178. Timing: Constant
  179. Check: None
  180. Target: Self
  181. Range: None
  182. Cost: None
  183. Restrict: Strength 10
  184. You gain a +3 bonus to the PATK Judges of Physical Attacks you make using (Class: Melee) weapons.
  185.  
  186. ATTRIBUTE UP(Finesse) 3/3
  187. Timing: Constant
  188. Check: None
  189. Target: Self
  190. Range: None
  191. Cost: None
  192. Restrict: None
  193. When you acquire this skill, select one Attribute. You gain a +SL bonus to the selected Attribute. Record the skill like «Attribute Up: Spirit», and treat each Attribute as its own separate skill.
  194.  
  195. ATTRIBUTE UP(Awareness) 3/3
  196. Timing: Constant
  197. Check: None
  198. Target: Self
  199. Range: None
  200. Cost: None
  201. Restrict: None
  202. When you acquire this skill, select one Attribute. You gain a +SL bonus to the selected Attribute. Record the skill like «Attribute Up: Spirit», and treat each Attribute as its own separate skill.
  203.  
  204. ATTRIBUTE UP(Knowledge) 2/3
  205. Timing: Constant
  206. Check: None
  207. Target: Self
  208. Range: None
  209. Cost: None
  210. Restrict: None
  211. When you acquire this skill, select one Attribute. You gain a +SL bonus to the selected Attribute. Record the skill like «Attribute Up: Spirit», and treat each Attribute as its own separate skill.
  212.  
  213. ATTRIBUTE UP II(Finesse) 3/3
  214. Timing: Constant
  215. Check: None
  216. Target: Self
  217. Range: None
  218. Cost: None
  219. Restrict: None
  220. When you acquire this skill, select one Attribute. You gain a +SL bonus to the selected Attribute. Record the skill like «Attribute Up: Spirit», and treat each Attribute as its own separate skill.
  221.  
  222. ATTRIBUTE UP II(Awareness) 3/3
  223. Timing: Constant
  224. Check: None
  225. Target: Self
  226. Range: None
  227. Cost: None
  228. Restrict: None
  229. When you acquire this skill, select one Attribute. You gain a +SL bonus to the selected Attribute. Record the skill like «Attribute Up: Spirit», and treat each Attribute as its own separate skill.
  230.  
  231. BODY UP 1/1
  232. Timing: Constant
  233. Check: None
  234. Target: Self
  235. Range: None
  236. Cost: None
  237. Restrict: None
  238. You gain a bonus equal to your Class Level (CL) to BODY. You may not acquire this skill if you have «MIND Up»
  239.  
  240. REGENERATION(SPELL) 1/1
  241. Timing: Setup Process
  242. Check: Automatic
  243. Target: Self
  244. Range: None
  245. Cost: None
  246. Restrict: 1/Episode
  247. HP Recovery Skill. You recover HP equal to the Result of a Recovery Judge. The Recovery Power for the Judge is as follows.
  248. Recovery Power: [MACC – 5] (max 5)
  249.  
  250. REGENERATION II(SPELL) 1/1
  251. Timing: Setup Process
  252. Check: Automatic
  253. Target: Self
  254. Range: None
  255. Cost: None
  256. Restrict: «Regeneration» 1, 1/Episode
  257. HP Recovery Skill. You recover HP equal to the Result of a Recovery Judge. The Recovery Power for the Judge is as follows.
  258. Recovery Power: [MACC] (max 10)
  259.  
  260. HYPER SENSE 1/1
  261. Timing: Constant
  262. Check: None
  263. Target: Self
  264. Range: None
  265. Cost: None
  266. Restrict: Awareness 10
  267. +1 MACC and PACC.
  268.  
  269. ???(Priestess of Chang'e/Artemis/Bastet) Skills:
  270.  
  271. Adept of the Red Moon. When dropping a living (non-emulator) magical creature to 0 HP receive 1 Prana
  272.  
  273. Equipment:
  274.  
  275. Beam Shield
  276. Armor(One Hand)
  277. Weight: 1
  278. SPD: - 1
  279. Minor Action. Change this armor's stats to: (PDEF: +3), (MDEF: +5). The wielder loses 3 MP for using this effect. This effect lasts until the end of the Scene.
  280.  
  281. Longinus Battle Uniform
  282. Armor(Outfit)
  283. Weight: 1
  284. PDEF: +7
  285. MDEF: +5
  286. SPD: -1
  287. This effect can be used when the wearer's HP is 10 or less. Cleanup Process. The wearer recovers 20 HP. Limit 1/Episode.
  288.  
  289. Powered Brace
  290. Armor(Glove)
  291. Weight: 3
  292. PDEF: +5
  293. MDEF: +4
  294. EVA: -1
  295. SPD: -2
  296. Constant. The wielder gains a +2 bonus to the PATK Judge of Physical Attacks made using (Class: Melee) weapons.
  297.  
  298. 3 MP Potions
  299. 6 HP Potions
  300. 2 Anti-Paralyze
  301. 2 Anti-Poison
  302. 2 Anti-Mind
  303.  
  304. 1 XP left.
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