Callow

Nekonori Sakue

Feb 17th, 2016
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  1. Name: Nekonori Sakue(猫仙 生玖恵)
  2. Age: Uncertain, may be hiding age with Shapeshift one way or another
  3.  
  4. Started as an Onmyouji assassin specializing in hunting down and delivering divine judgement on Yokai and various other supernatural evils. Was infected by a werecat she was hunting and disappeared from Japan in shame. Eventually learned to accept her fate and worked under Kengshu in Sapphire fighting Emulators and befriending other redeemed supernaturals.
  5.  
  6. Class: Onmyouji/Werewolf
  7. Element: Light/Light
  8.  
  9. CL 10
  10.  
  11. Strength: 7
  12. Finesse: 8
  13. Awareness: 6
  14. Knowledge: 12
  15. Spirit: 10
  16. Luck: 6
  17.  
  18. First score is base, score in parenthesis is accounting gear and constant skills, brackets are with all applicable skills active.
  19.  
  20. PACC: 11(10) [14]
  21. MACC: 21(21) [23]
  22. EVA: 26(24) [26]
  23. SPD: 22(14) [16]
  24.  
  25. PATK: 3(3) [8]
  26. MATK: 28(67) [74]
  27. PDEF: 18(19) [21]
  28. MDEF: 11(17) [21]
  29.  
  30. BODY:(8) 88
  31. MIND:(2) 50
  32.  
  33. Carrying Capacity: 12/17
  34. Memory: 18/20
  35. CF: 2
  36. Prana: 4
  37. Current crit/fumble:
  38.  
  39. Class skills(Werewolf):
  40.  
  41. BESTIAL(AUTOMATIC) 1/3
  42. Timing: Setup Process
  43. Check: Automatic
  44. Target: Self
  45. Range: None
  46. Cost: 5 MP
  47. Restrict: None
  48.  
  49. 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.
  50.  
  51. ANIMAL ASPECT(AUTOMATIC) 1/3
  52. Timing: Constant
  53. Check: None
  54. Target: Self
  55. Range: None
  56. Cost: None
  57. Restrict: None
  58.  
  59. Select one Attribute. You gain a +[SL+1] bonus to that Attribute. (Knowledge)
  60.  
  61. PRIMORDIAL(SECRET) 1/3
  62. Timing: Constant
  63. Check: None
  64. Target: Self
  65. Range: None
  66. Cost: None
  67. Restrict: None
  68.  
  69. Reduce your Max Prana by 1. While under the effects of «Bestial», you gain a +[SL+1] bonus to all Judges that use Combat Stats.
  70.  
  71.  
  72. Class skills(Onmyouji):
  73.  
  74. EXORCIST BOW POSSESSION(AUTOMATIC, ITEM) 1/1
  75. Timing: Constant
  76. Check: None
  77. Target: Self
  78. Range: None
  79. Cost: None
  80. Restrict: None
  81.  
  82. Select one (Category: Exorcist Bow) Broom from the Item List. You acquire that item. You may change which Broom you have chosen during Preplay.
  83.  
  84. YIN AND YANG(AUTOMATIC) 1/3
  85. Timing: Constant
  86. Check: None
  87. Target: Self
  88. Range: None
  89. Cost: None
  90. Restrict: None
  91.  
  92. You gain +1 MACC, and +[SLx3] MATK.
  93.  
  94. NAME(Nekonori Sakue) 1/3
  95. Timing: Constant
  96. Check: None
  97. Target: Self
  98. Range: None
  99. Cost: None
  100. Restrict: None
  101.  
  102. You gain +1 MACC, and +[SLx5] MIND.
  103. This skill represents that you are named or nicknamed after a person or place prominent on the stage of history, or indeed are that person. As such, you wield power that lives up to that name.
  104.  
  105. SHIKIGAMI TYPE-1 3/3
  106. Timing: After Judge
  107. Check: Automatic
  108. Target: Self
  109. Range: None
  110. Cost: None
  111. Restrict: Limit [SL]/Episode
  112. Use after making the dice roll for a MACC Judge. Change the dice roll to be a Critical. This skill cannot be used if you rolled a Fumble.
  113.  
  114. SHIKIGAMI TYPE-0(ADVANCED) 1/1
  115. Timing: «Shikigami Type-1»
  116. Check: Automatic
  117. Target: Self
  118. Range: None
  119. Cost: None
  120. Restrict: «Shikigami Type-1» 3
  121. When you use «Shikigami Type-1», it may affect any Judge, not just MACC.
  122.  
  123. BURST CHARM(SECRET) 3/3
  124. Timing: Move Action
  125. Check: Automatic
  126. Target: Self
  127. Range: None
  128. Cost: None
  129. Restrict: Limit [SL]/Scene
  130.  
  131. Change the target of magic to [Target: Area (P)]. The effects of this skill last until the end of the Main Process.
  132.  
  133. STRIKES LIKE RAIN(SPELL) 1/3
  134. Timing: Major Action
  135. Check: Hit Check
  136. Target: Single
  137. Range: Weapon
  138. Cost: None
  139. Restrict: Exorcist Bow Equip
  140. Make a Magical Attack against the target. The MACC Judge of that attack takes -2, but the MATK Judge gets +[SLx5].
  141.  
  142.  
  143. Class skills(Ninja):
  144.  
  145. HEART OF THE BLADE(AUTOMATIC) 1/3
  146. Timing: Constant
  147. Check: None
  148. Target: Self
  149. Range: None
  150. Cost: None
  151. Restrict: None
  152.  
  153. When you acquire this skill, select one Combat Stat. You gain a +[SLx2] bonus to the chosen stat. (MATK)
  154.  
  155. DARK ARTS(AUTOMATIC) 1/3
  156. Timing: Constant
  157. Check: None
  158. Target: Self
  159. Range: None
  160. Cost: None
  161. Restrict: None
  162.  
  163. When you acquire this skill, select either PATK or MATK. Whenever you Critical on a Judge with with the chosen Combat Stat, add [SL+5] to the Result.(MATK)
  164.  
  165. PINPOINT STRIKE 3/3
  166. Timing: After Judge
  167. Check: Automatic
  168. Target: Self
  169. Range: None
  170. Cost: 8 MP
  171. Restrict: None
  172.  
  173. Use when you roll a Critical for the Hit Check of an attack. When rolling to defend against this attack, the defender takes a -[SLx10] penalty to PDEF and MDEF (to a minimum of 0.)
  174.  
  175.  
  176. General Skills:
  177.  
  178. ATTRIBUTE UP 2/3
  179. Timing: Constant
  180. Check: None
  181. Target: Self
  182. Range: None
  183. Cost: None
  184. Restrict: None
  185.  
  186. 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. (Spirit)
  187.  
  188. ATTRIBUTE UP II 2/3
  189. Timing: Constant
  190. Check: None
  191. Target: Self
  192. Range: None
  193. Cost: None
  194. Restrict: None
  195.  
  196. 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. (Knowledge)
  197.  
  198. DOUBLE ENCHANTMENT 5/5
  199. Timing: Constant
  200. Check: None
  201. Target: Self
  202. Range: None
  203. Cost: None
  204. Restrict: Enchantment Dual Wield
  205.  
  206. You may perform Magical Attacks by adding together the MATK modifiers of two (Slot: One Hand) Enchantments you have equipped. However, the combined Memory of your equipped Enchantments cannot exceed [(SLx2)+8]. Further, you are limited to the shorter range on the Enchantments you have equipped; if you attack outside the range of one of your Enchantments, you cannot apply the effects of this skill.
  207.  
  208. DOUBLE ENCHANTMENT II(ITEM) 1/1
  209. Timing: Constant
  210. Check: None
  211. Target: Self
  212. Range: None
  213. Cost: None
  214. Restrict: «Double Enchantment» 1, Enchantment Dual Wielding
  215.  
  216. All (Slot: One Hand) Enchantment you have equipped get +1 to MACC (to a max of 0).
  217.  
  218. FAMILY TECHNIQUE 2/3
  219. Timing: Constant
  220. Check: None
  221. Target: Self
  222. Range: None
  223. Cost: None
  224. Restrict: None
  225.  
  226. Select up to SL number of weapons you have Preserved. Those weapons get +1 MATK.
  227.  
  228. FAMILY TECHNIQUE II(ITEM) 1/1
  229. Timing: Constant
  230. Check: None
  231. Target: Self
  232. Range: None
  233. Cost: None
  234. Restrict: «Family Technique» 1
  235.  
  236. The Enchantment you selected with «Family Technique» gets an additional +2 to MATK.
  237.  
  238. WIZARD EYE(SPELL) 1/1
  239. Timing: Major Action
  240. Check: MACC
  241. Target: Self
  242. Range: None
  243. Cost: 1 MP
  244. Restrict: None
  245.  
  246. Succeed at an MACC Judge using the Appearance Difficulty for the Scene in order to appear in that Scene with the body of a familiar, rather than as yourself. You may decide what the familiar looks like. This effect lasts until the end of the Scene.
  247.  
  248. SHAPESHIFT(SPELL) 1/1
  249. Timing: Major Action
  250. Check: Automatic
  251. Target: Self
  252. Range: None
  253. Cost: 5 MP
  254. Restrict: None
  255.  
  256. You change your outward appearance. However, it can not change drastically from your basic appearance, such as making your physique suddenly massive. In order to see through this guise, someone must make an Opposed Judge against you, both using Awareness, and win. This effect lasts until the end of the Episode.
  257.  
  258. AUGMENT REALITY(SPELL) 1/1
  259. Timing: Auto Action
  260. Check: None
  261. Target: Self
  262. Range: None
  263. Cost: 1 MP
  264. Restrict: None
  265.  
  266. You project an image of yourself using colored light. It is also possible to display letters, mojis, and patterns. However, it cannot display the image of hidden characters. This effect lasts until the end of the Scene.
  267.  
  268. HEAL(SPELL) 1/1
  269. Timing: Major Action
  270. Check: Automatic
  271. Target: Single
  272. Range: Short
  273. Cost: 5 MP
  274. Restrict: None
  275.  
  276. HP Recovery Skill. The target recovers HP equal to the Result of the Recovery Judge. The target may refuse this effect. Recovery Power for this Judge is as follows:
  277. Recovery Power: [MACC – 10] (max 10)
  278.  
  279. HEAL II(SPELL) 1/1
  280. Timing: Major Action
  281. Check: Automatic
  282. Target: Single
  283. Range: Short
  284. Cost: 5 MP
  285. Restrict: None
  286.  
  287. HP Recovery Skill. The target recovers HP equal to the Result of the Recovery Judge. The target may refuse this effect. Recovery Power for this Judge is as follows:
  288. Recovery Power: [MACC – 5] (max 20)
  289.  
  290.  
  291. Gear:
  292.  
  293. BROOM OF THE GOD TREE
  294. Type: Magic
  295. Capacity: 1
  296. Weight: 8
  297. PACC: -1
  298. MACC: +1
  299. MATK: +5
  300. PDEF: +1
  301. MDEF: +2
  302. SPD -3
  303. Slot: Glove
  304. Class: Accessory
  305. This Broom can be acquired with «Exorcist Bow Possession». The wielder gains a +3 bonus to Recovery Judges.
  306. A Broom crafted from the bark of a sacred tree a millennium old.
  307.  
  308. SPIT RAY
  309. Enchantment(Light)
  310. Range: Short
  311. Slot: One Hand
  312. Memory: 2
  313. MACC: -2(1)
  314. MATK: +5(8)
  315.  
  316. JUDGEMENT RAY
  317. Enchantment(Light)
  318. Range: Short
  319. Slot: One Hand
  320. Memory: 16
  321. MACC: -4(3)
  322. MATK: +19(22)
  323. SPD: -2
  324.  
  325. JUUREN MIKO OUTFIT
  326. Weight: 1
  327. MDEF: +3
  328. PDEF: +2
  329. EVA: -1
  330. SPD: -1
  331. +1 MDEF when Onmyouji
  332.  
  333. MAGICAL MUFFLER
  334. Weight: 2
  335. MDEF: +1
  336. MATK: +1
  337. PDEF: +1
  338. EVA: -1
  339. SPD: -1
  340.  
  341. MAGICAL RIBBON
  342. Weight: 1
  343. MACC: +1
  344. MDEF: +1
  345. SPD: -1
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