FrozenWrath

kamigamaybe

Dec 9th, 2017
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  1. NAME: Platina (Real name unknown(?))
  2. World Influence Level: 2 Fool's Gold Spent: 3300
  3. RACE: Human (Martial Type)
  4. [Adaptive Evolution]: Characters with this [Race] are able to acquire Human Racial Talents. Also, they are able to [Equip] [Items] with [Restrict: Human].
  5.  
  6. MAIN STATS
  7. 06 Strength 06 Agility 02 Luck
  8. 01 Intellect 04 Will
  9.  
  10. FINAL COMBAT STATS
  11. Accuracy: 8 Evasion: 6 Initiative: 15
  12. Conjure: 1 Resist: 4 Insight: 2
  13. P. Damage: 17 M. Damage: 1 HP: 54
  14. Armor: 2 Barrier: 0 F/C Move: 20/7
  15.  
  16. SUB STATS
  17. P. Damage: 3 M. Damage: 1
  18. Initiative: 10 HP: 16
  19.  
  20. STYLE: God Hand A (Main)/Legacy User A (Sub)
  21. Main Style Bonuses:
  22. Accuracy +2 Evasion +1 Initiative +6
  23. Conjure +0 Resist +0 Insight +0
  24. P. Damage +4 M. Damage +0 HP +38
  25.  
  26. Racial Talents
  27. «Spirit Control» (WIL 1)
  28. Timing: Unique Range: User
  29. Target: User Cost: None
  30. You instantly manipulate and fine tune the spirit energy held within you with a special technique.
  31. Unique Effect. Use at any time. The target adds or subtracts 1 from the value of any one of their [Spirit] dice (this effect cannot raise it above 6 or lower it below 1). This Talent may be used once per round.
  32.  
  33. «Hidden Talent» (Fa Jing, WIL 1)
  34. Timing: Constant Range: User
  35. Target: User Cost: None
  36. Displaying your ability to learn things quickly, you acquire a particular technique or spell.
  37. Passive Effect. The target acquires one Talent not marked with ※●◎ from among the [Styles] they possess.
  38.  
  39.  
  40. Style Talents
  41. ※ Heaven and Earth (God Hand A, WIL 1)
  42. Timing: Unique Range: User
  43. Target: User Cost: [6]
  44. By bringing together mind and body, you generate tremendous power and send your foe flying.
  45. Use On Damage Calculation. The target gains +1 [Rank]. Also, the target may forcibly move any [Target] that took [Damage] up to 3 Sq. from their current square, ignoring [Engagements]. This Talent may be used once per round.
  46.  
  47. ※ Sublime Etherlight (Legacy User A, WIL 1)
  48. Timing: Unique Range: User
  49. Target: User Cost: None
  50. Enormous etherlight streams from your Regalia, enhancing spirit energy and your power. As it does, a sound like a roar resounds through the area.
  51. Use On Damage Calculation. The target gains +1 [Rank] at [Damage Calculation], and gains 1 [Overflow]. This Talent may be used once per combat (or scene).
  52.  
  53. Smiting Wave (God Hand A, WIL 1)
  54. Timing: Attack Range: Charge 4 Sq.
  55. Target: 1# Cost: [E]
  56. You hammer your opponent with a powerful strike while your whole body is wreathed in spirit energy.
  57. Physical Attack. The user gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation].
  58.  
  59. Spirit Inversion (Legacy User A, WIL 1)
  60. Timing: Prep Range: User
  61. Target: User Cost: [E]
  62. By utilizing the power of your Regalia, you create unique spirit energy.
  63. Unique Effect. The target gains 1 [Overflow]. This Talent may be used once per round (or scene).
  64.  
  65. «Fa Jing» (God Hand A, Hidden Talent, WIL 1)
  66. Timing: Constant Range: User
  67. Target: User Cost: None
  68. You have acquired an even greater spirit energy manipulation method.
  69. Passive Effect. The target may change the [Cost] of [Style: God Hand / Timing: Attack] Talents to [Steps], and if they do, gains +1 [Rank] at [Damage Calculation]. While applying this effect, even if the [Cost] of a Talent is "X", treat it as though "X, X". (Cannot receive the effect of «Power of Despair» or «Continuous Words of Power». Note that if «Inner Heaven» is already acquired, it may still be used to reduce cost to one die, negating the downside of this Talent.)
  70.  
  71. Hundred Strikes Art (God Hand A, WIL 2)
  72. Timing: Unique Range: User
  73. Target: User Cost: [6]
  74. You wreathe yourself in spirit energy, accelerating your mind and body, and then unleash a tremendous barrage of strikes as your attack lands.
  75. Use On Damage Calculation. The target gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation]. This Talent may be used once per round.
  76.  
  77.  
  78. GEAR AND STUFF
  79. Anti-Demon God Driver
  80. Restrict: Legacy User
  81. Mode: Switch Hand ACC: None
  82. PD: +9/+10 INIT: -2/-1
  83. Cost: 3,000G
  84. [Form: Hammer / Range: Engaged / Target: 1#]. A warhammer or glove-style Godforged Regalia believed to have been a favorite of the old gods of the martial arts. When [Equipped] as [Mode: Two Hands], treat as though [Equipped] with [Unarmed].
  85. LV: 1 / Cost: None
  86. - Acquire 1 [Godforged Power: Protector・Common] Each
  87. [Weapon] Certain Victory
  88. Effect: Your Godforged conceals the power to bring victory at the last second.
  89. While [Equipped], once per session, after [Influencing], treat the [Roll] result adopted for use at [Damage Calculation] as a "6".
  90. [Common] Unseen Spirit
  91. Effect: Causing your Regalia to emit strong spirit energy, you become invisible by cloaking yourself in it.
  92. Only usable [Out of Combat]. While [Equipped], the user cannot be seen by Innocents.
  93.  
  94. Reinforced Formal Wear [Protector]
  95. Restrict: None
  96. Evade: -1 INIT: -1
  97. Armor: +2 Barrier: +0
  98. Cost: 300G
  99. [Form: Suit]. A business suit or student uniform converted into an Artificial Regalia. Due to the side effects of the enhancement, dirt hardly clings to it.
  100.  
  101.  
  102. Hunter Set: Strength
  103. Etherdown Sleeping Bag
  104. Use: Rest (Sleep) Cost: 150G
  105. A sleeping bag woven from the hide of a unique Mononoke. Due to the spirit energy inherent in it, it's easier to recover your strength in than sleeping in a bed.
  106. The user gains +4 to [Rest Recovery Amount].
  107.  
  108. Spirit Gloves
  109. Use: Distortion Cost: 500g
  110. Special gloves that are able to directly touch supernatural phenomena. A five-pointed star is etched onto the back part of the glove.
  111. By using when attempting [Mend], the user gains a +1 modifier to the result of {Strength} checks.
  112.  
  113. Pomander
  114. Use: Other Cost: 5g
  115. A small talisman packed with various herbs.
  116. Use as [Range: User / Target: User]. The target may ignore failure or even [Fumble] on an [Appearance Check], and appear in the [Scene].
  117.  
  118. Rejuvenating Water x2
  119. Use: Distortion Cost: 500g
  120. Special gloves that are able to directly touch supernatural phenomena. A five-pointed star is etched onto the back part of the glove.
  121. By using when attempting [Mend], the user gains a +1 modifier to the result of {Strength} checks.
  122.  
  123. Sura
  124. Use: Other Cost: 200g
  125. A panacea refined from spring water found at a leyline. If an Innocent drinks it, they'll get completely wasted.
  126. Use as [Range: Engaged / Target: 1#]. The target gains [Remove: Darkness, Poison].
  127.  
  128. Amrita
  129. Use: Other Cost: 200g
  130. A cure-all created from the old gods churning the ocean.
  131. Use as [Range: Engaged / Target: 1#]. After giving [Remove: Downed] to the target, the target sets their {HP} to 1. The target may refuse this effect.
  132.  
  133. Sprig of Mistletoe x5
  134. Use: Other Cost: 100g
  135. A sprig of mistletoe created through knowledge of magic. It can disperse twisted natural laws by being nailed to the supernatural phenomenon itself.
  136. Use as [Range: Engaged / Target: 1#]. When used during [Mend], the target gains a +1 modifier to the result of {Strength} checks.
  137.  
  138. Calorie Block x5
  139. Use: Rest Cost: 100g
  140. Five foodstuffs in the form of blocks created on the basis of the Eucharist. Although it has uncommonly high calories and is perfectly nourishing, it doesn't taste very good.
  141. When [Resting], the user gains +5 [Rest Recovery Amount].
  142.  
  143. Holy Water x5
  144. Use: Other Cost: 50g
  145. Pure water that has been consecrated.
  146. Use as [Range: User / Target: User]. Until after the current round's [Timing: End], the target gains +1 [Rank] against [Class: Undead].
  147.  
  148.  
  149. BACKSTORY and all that
  150. Platina's parents were fine people, but then they died in a "car accident," or so the story goes. Whatever the case, Platina was sent to an orphanage, with a dog-tag around her neck reading "Platinu". It being a dark night then, she read it as "Platina", and, to be frank, that was a better name than what her parents gave her. Besides, it wasn't like she wanted to think about them, anyway.
  151. On a fine, summer day, she happened upon another girl at the orphanage, Akari, getting picked on by some of the less savoury kids. In a fit of anger towards those children, she blindly threw a punch, which the kids dodged, but the wall they were behind did not, and so, on that day, a wall ceased to exist, and some very important-looking people came by a few days later.
  152. It turned out that she would be taken away to a boarding school to "exercise control over herself". Leaving the orphanage, she was immediately informed of what was really going on: She was a Godhunter, destined to fight Aramitama, and would be sent to Mononoke High, where she would learn how to control her powers to better fight said Aramitama. Platina didn't really listen to much of that, except for the part where she'd be able to fight stuff. That was acceptable for her, and she had no complaints whatsoever about going to a place like that.
  153. If it was anything like the usual physical activities she loved, it'd be a breeze, and she'd be a star. Platina, the Star. Star Platina. That didn't sound that bad at all.
  154.  
  155. APPEARANCE maybe, possibly personality, too
  156. Red hoodie, brown hair, flat chest, probably a bit short for her age.
  157.  
  158. INCREDIBLY hot-blooded, loves JUSTICE, really wants to IMPROVE herself, hates people who refuse to CHANGE or GIT GUD
  159.  
  160. ACTUAL [Persona(lity)] and stuff
  161. Cover: Normal Student
  162. [Tenacity]​ +2 to the result of {Strength} checks, +1 to the result of {Will} check.
  163. Mobile (Can also speak with [Backstage] or [Retreated] PC)
  164. Residence (Rest Recovery Amount +3)
  165. Emergency Kit (Rest Recovery Amount +3)
  166. Motorcycle
  167. Bag
  168.  
  169. Origins: Unknown origin, most likely born with Shard.
  170. Crest Location: Right Palm
  171. Crest Form: A clenched fist, demonic in appearance.
  172. Goal: "Because I want to fight something strong."
  173.  
  174. For reference:
  175. {PD} = {Strength} ÷ 2 (round up) {MD} = {Intellect} ÷ 2 (round up)
  176. {Initiative} = {Agility} + 5 {HP} = {Strength} + {Will} + (World Influence LV x 3)
  177. {Accuracy} = {Strength} + Accuracy Modifier {Evasion} = {Agility} + Evasion Modifier
  178. {Conjure} = {Intellect} + Conjure Modifier {Resist} = {Will} + Resist Modifier
  179. {Insight} = {Luck} + Insight Modifier {Initiative} = {Initiative} {Sub Stat} + Initiative Modifier
  180. {PD} = {PD} {Sub Stat} + PD Modifier {MD} = {MD} {Sub Stat} + MD Modifier
  181. {HP} = {HP} {Sub Stat} + HP Modifier Full Move = {Initiative} + 5
  182. Combat Move = Full Move ÷ 3 (round up)
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