FrozenWrath

kamigaperhaps

Dec 22nd, 2017
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  1. NAME: Kourin
  2. World Influence Level: 1 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. 04 Strength 05 Agility 02 Luck
  8. 01 Intellect 03 Will
  9.  
  10. FINAL COMBAT STATS
  11. Accuracy: 6 Evasion: 6 Initiative: 14
  12. Conjure: 1 Resist: 3 Insight: 2
  13. P. Damage: 16 M. Damage: 1 HP: 48
  14. Armor: 2 Barrier: 0 F/C Move: 19/7
  15.  
  16. SUB STATS
  17. P. Damage: 2 M. Damage: 1
  18. Initiative: 10 HP: 10
  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. Style Talents
  40. ※ «Heaven and Earth» (God Hand A, WIL 1)
  41. Timing: Unique Range: User
  42. Target: User Cost: [6]
  43. By bringing together mind and body, you generate tremendous power and send your foe flying.
  44. 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.
  45.  
  46. ※ «Sublime Etherlight» (Legacy User A, WIL 1)
  47. Timing: Unique Range: User
  48. Target: User Cost: None
  49. Enormous etherlight streams from your Regalia, enhancing spirit energy and your power. As it does, a sound like a roar resounds through the area.
  50. 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).
  51.  
  52. «Smiting Wave» (God Hand A, WIL 1)
  53. Timing: Attack Range: Charge 4 Sq.
  54. Target: 1# Cost: [E]
  55. You hammer your opponent with a powerful strike while your whole body is wreathed in spirit energy.
  56. Physical Attack. The user gains a +[any one of user's {Main Stats}] modifier at [Damage Calculation].
  57.  
  58. «Spirit Inversion» (Legacy User A, WIL 1)
  59. Timing: Prep Range: User
  60. Target: User Cost: [E]
  61. By utilizing the power of your Regalia, you create unique spirit energy.
  62. Unique Effect. The target gains 1 [Overflow]. This Talent may be used once per round (or scene).
  63.  
  64. «Fa Jing» (God Hand A, Hidden Talent, WIL 1)
  65. Timing: Constant Range: User
  66. Target: User Cost: None
  67. You have acquired an even greater spirit energy manipulation method.
  68. 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.)
  69.  
  70.  
  71. GEAR AND STUFF
  72. Anti-Demon God Driver
  73. Restrict: Legacy User
  74. Mode: Switch Hand ACC: None
  75. PD: +9/+10 INIT: -2/-1
  76. Cost: 3,000G
  77. [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].
  78. LV: 1 / Cost: None
  79. - Acquire 1 [Godforged Power: Protector・Common] Each
  80. [Weapon] Certain Victory
  81. Effect: Your Godforged conceals the power to bring victory at the last second.
  82. While [Equipped], once per session, after [Influencing], treat the [Roll] result adopted for use at [Damage Calculation] as a "6".
  83. [Common] Unseen Spirit
  84. Effect: Causing your Regalia to emit strong spirit energy, you become invisible by cloaking yourself in it.
  85. Only usable [Out of Combat]. While [Equipped], the user cannot be seen by Innocents.
  86.  
  87. Reinforced Formal Wear [Protector]
  88. Restrict: None
  89. Evade: -1 INIT: -1
  90. Armor: +2 Barrier: +0
  91. Cost: 300G
  92. [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.
  93.  
  94.  
  95. Hunter Set: Strength
  96. Etherdown Sleeping Bag
  97. Use: Rest (Sleep) Cost: 150G
  98. 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.
  99. The user gains +4 to [Rest Recovery Amount].
  100.  
  101. Spirit Gloves
  102. Use: Distortion Cost: 500g
  103. Special gloves that are able to directly touch supernatural phenomena. A five-pointed star is etched onto the back part of the glove.
  104. By using when attempting [Mend], the user gains a +1 modifier to the result of {Strength} checks.
  105.  
  106. Pomander
  107. Use: Other Cost: 5g
  108. A small talisman packed with various herbs.
  109. Use as [Range: User / Target: User]. The target may ignore failure or even [Fumble] on an [Appearance Check], and appear in the [Scene].
  110.  
  111. Rejuvenating Water x2
  112. Use: Distortion Cost: 500g
  113. Special gloves that are able to directly touch supernatural phenomena. A five-pointed star is etched onto the back part of the glove.
  114. By using when attempting [Mend], the user gains a +1 modifier to the result of {Strength} checks.
  115.  
  116. Sura
  117. Use: Other Cost: 200g
  118. A panacea refined from spring water found at a leyline. If an Innocent drinks it, they'll get completely wasted.
  119. Use as [Range: Engaged / Target: 1#]. The target gains [Remove: Darkness, Poison].
  120.  
  121. Amrita
  122. Use: Other Cost: 200g
  123. A cure-all created from the old gods churning the ocean.
  124. 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.
  125.  
  126. Sprig of Mistletoe x5
  127. Use: Other Cost: 100g
  128. A sprig of mistletoe created through knowledge of magic. It can disperse twisted natural laws by being nailed to the supernatural phenomenon itself.
  129. Use as [Range: Engaged / Target: 1#]. When used during [Mend], the target gains a +1 modifier to the result of {Strength} checks.
  130.  
  131. Calorie Block x5
  132. Use: Rest Cost: 100g
  133. 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.
  134. When [Resting], the user gains +5 [Rest Recovery Amount].
  135.  
  136. Holy Water x5
  137. Use: Other Cost: 50g
  138. Pure water that has been consecrated.
  139. Use as [Range: User / Target: User]. Until after the current round's [Timing: End], the target gains +1 [Rank] against [Class: Undead].
  140.  
  141.  
  142. BACKSTORY and all that
  143. Kourin remembered that day vividly. How couldn't she? All that fire, all that panic of being unsure as to what she should do, her parents on the floor, as she tried to wake them up, but then getting pulled away from them, and crying as she felt someone, something, hiding within those flames.
  144. An accident, they said. With the new renovations to the place, it would never happen again. But for now, her parents would pay the price, and she would be in an orphanage.
  145.  
  146. And so, life went on. Another girl there, Akari, befriended her on a particularly miserable day, and they stuck together. But in her dreams, that memory of the past, that feeling, would still return. Nobody really helped her with it.
  147. "It's a dream, don't worry about it."
  148. "Maybe you should distract yourself."
  149. "Aww, is itty bitty Kourin scaaared?"
  150. One day, she punched the flames away. Her parents still wouldn't wake up, however. Particularly frustrated with that, Kourin took it out on some bullies picking on Akari, who unfortunately dodged it, leaving the wall behind them to not dodge, and promptly cease to exist on that day.
  151.  
  152. A few days later, some very important-looking people came by. No, she wasn't in trouble. They needed people like her. Something about keeping the peace? Whatever, it beat sleeping in class.
  153.  
  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." ("Because I want to make sure nobody else will have to suffer, because of them.")
  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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