Downystram

Archer EMIYA

Sep 22nd, 2013
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  1. +5 Archery
  2. +4 Weapons. Athletics
  3. +3 Resolve. Mysteries. Intimidate
  4. +2 Alertness. Surivaval. Sleight of hand. Endurance.
  5. +! Fists. Empathy. Rapport. Investigation. Leadership
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  7. Stress: 6
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  9. Fate: 6
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  13. 1. Servant - Does not have to take endurance rolls when using magic but FATE points are lost until recharged by master.
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  15. 2. Forge - When activated with FATE point gives a +1 to weapon or archery rolls for the rest of the conflict. Can never be considered unarmed.
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  17. 3. UBW - When activated with FATE point this ability makes weapon and archery rolls both count for the maximum level they can possibly be and gives you a +4 to these rolls. Swords can be shot as projectiles. Yes you have to do the chant
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  19. 4. Independent Action - Can remain in the world when master is slain and create a contract with another.Can expend all fate points permanently when a lethal injury is taken to remain in the world for a brief period and make a single +4 archery attack.
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  21. 5. Wrought Iron Hero - Will regain FATE points if put in harms way to protect another but will not do so with those that display the qualities of a “hero of justice”
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  23. 6. Kanshou and Bakuya - Prefers close combat despite his class and will only use archery when it is the only viable option.
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