Echo Thirty-Six

Name: Echo Thirty-Six
Race: Hundred
Class: Ironclad
Level: 3
EXP: 117

HP: 100 / 100
MP: 40 / 40
LP: 10 / 10
Weight: 8
Drive: 6 / 16
Initiative: 1d6+8

R: Air
W: Earth

Equipment

Type Name Effect Special Weight Charges & Magical Effects
Shield Shining Wall Reduce incoming damage by 10 Three (Two) blocks per battle 4(6) WGT [B] Bounce Magic - 2/2 - Activate when blocking Fire/Water/Air/Earth damage. True Strike an enemy other than your attacker for damage equal to the incoming value.
Weapon 1 Mace 1d6+8 [Launch] +4 damage if you didn't hit a target with a weapon last round. 4 WGT
Accessory Mystic's Beads Generate a single momentum from one of the following types: Earth, Fire, Air, Water. 0 WGT
Charm 0 WGT

Inventory

[1] Virindigris' Left Hand - Able to create a passage to Virindigris' Right Hand.
[2] Imperial Rifle - 1d6+10; Ranged. +2 damage to targets in the back row. 2 Ammo before reloading.
[3] 1x Item - Description

Money: 236G
Rations: 6 Days

Attributes

Vigour: Heal 10HP when defending.
Level Headed: Whenever you defend, you can generate a single momentum of any type you wish.

Abilities

Name of Attack Cost CoS Target Type Effect
Action Abilities
Basic Attack - 80 Single Technique 1d6+8 physical damage. M-Launch.
Defend - 100 Self - Echo heals 10 HP and refreshes the number of times they can Block with their shield to its maximum value. Until your next turn, you take -5 damage from all sources.
Additionally, you may Reload any equipped Firearms to their maximum ammo value, Quicken 1, and/or generate a single momentum of any type.
Item - 100 Varies - Use an item from your inventory. Targeting, effects and momentum vary from item to item.
Iron Driver 2MP 80 Single Technique
C Air:
C Fire:
Field:
1d6+8 physical damage, then grant the Ironclad a Bubble (10). M-Launch.
True Heal Echo for +10 HP, as well.
+4 damage Potency, and the attack can ignore row restrictions.
Restores +6 HP to the Ironclad.
Covering Blow 2MP 80 Single Technique
C Earth:
C Water:
1d6+8 physical damage, and select an ally. For the rest of the round, anytime that ally would be targeted by an attack, Echo can choose to become the target instead. M-Pin.
The Ironclad gains a Barrier (4) as well.
True Heal the target ally for +10 HP, as well.
Volt Buster 4MP 80 Single Technique
C Air:
C Rush:
1d6+8 physical damage and inflict Short Shock on a single target. If the Ironclad has Defended during this battle, gain +3 damage potency. M-Launch.
If the Ironclad Defended last turn, inflicts Long Shock II instead of Short Shock I.
C Rush: If the Ironclad Defended last turn, gains +6 damage potency.
Suppressing Fire 4MP 100 Single Spell
C Rush:
C Pin:
True Strike for 3 fire damage, inflict Long Challenge and Short Burning II. M-Fire.
Target an additional enemy in the opposite row.
Also Inflicts Long Burning.
Jamming Wave 4MP 100 Front Row Spell
C Water:
C Earth:
C Fire:
C Air:
Inflict Short Shock II to all front row targets, then Quicken I the Ironclad. M-Air.
Inflict Long Taunt, as well.
Inflict Long Challenge, as well.
Inflict Long Exhaust, as well.
Inflict Long Shock, as well.
Overdrives
Overdrive: Ferocity 100% OD 80 Single Technique 3d6+8 physical damage, and inflicts Short K-Shatter & Short E-Shatter. M-Launch.
Overdrive: Force Field 100% OD 100 Party - Grants the Ironclad and allies a Barrier (8). M-Recovery.
Quick Abilities
Mystic's Beads - 100 Self Quick Generate a single momentum from one of the following types: Earth, Fire, Air, Water.
Aegis - 100 Single Quick Grant a single ally a Bubble (10).
Dazed Abilities
Stand Strong - 100 Single Dazed Grant an ally a Bubble (8). M-Recovery.
Remote Mine - 100 Single Dazed
C Fire:
C Earth:
C Pin:
True Strike a single target for 1 fire damage. M-Fire.
Inflicts Long Burning, as well.
+10 damage potency.
+10 damage potency.

Passive Abilities

[P] Roar: When you spend LP in battle, gain MP and Drive equal to the LP you spent.

[P] Ironclad's Endurance: The Ironclad gains +20 Maximum HP. Additionally, when not engaged in battle, the Ironclad may spend LP to recover HP, which each LP spent recovering +15HP.

[P] Heavily Armoured: True to their name, an Ironclad is constantly covered in armour, and perfectly at home inside of it. When creating an Ironclad, choose one of the following as your Heavily Armoured effect:
- When the Ironclad equips a Shield, it has -2WGT. You can Block +1 additional time with a shield now, too. Anytime the Ironclad Defends while wearing a Shield, they refresh the number of times they can Block with their shield to its maximum value.

Action Abilities

[T] Basic Attack: 80CoS. Deals weapon damage. M-Weapon.

Defend: 100CoS. Until your next turn, you take -5 damage from all sources. Additionally, you may Reload any equipped Firearms to their maximum ammo value. May Quicken 1 as well.

Item: 100CoS. Use an item from your inventory. Targeting, effects and momentum vary from item to item.

[T] Iron Driver: 2MP. 80CoS. Deal weapon damage to a single target, then grant the Ironclad a Bubble (10). M-Launch.
Field: Restores +6 HP to the Ironclad.
C Air: True Heal the Ironclad for +10 HP, as well.
C Fire: +4 damage Potency, and the attack can ignore row restrictions.

[T] Covering Blow: 2MP. 80CoS. Deal weapon damage to a single target, and select an ally. For the rest of the round, anytime that ally would be targeted by an attack, the Ironclad can choose to become the target instead. M-Pin.
C Earth: The Ironclad gains a Barrier (4) as well.
C Water: True Heal the target ally for +10 HP, as well.

[S] Suppressing Fire: 4MP. True Strike a single target for 3 fire damage, then inflict Long Challenge and Short Burning II. M-Fire.
C Rush: Target an additional enemy in the opposite row.
C Pin: Also Inflicts Long Burning.

[T] Volt Buster: 4MP. 80CoS. Deal weapon damage and inflict Short Shock on a single target. If the Ironclad has Defended during this battle, gain +3 damage potency. M-Launch.
C Air: If the Ironclad Defended last turn, inflicts Long Shock II instead of Short Shock I.
C Rush: If the Ironclad Defended last turn, gains +6 damage potency.

[S] Jamming Wave: 4MP. 100CoS. Inflict Short Shock II to all front row targets, then Quicken I the Ironclad. M-Air.
C Water: Inflict Long Taunt, as well.
C Earth: Inflict Long Challenge, as well.
C Fire: Inflict Long Exhaust, as well.
C Air: Inflict Long Shock, as well.

Quick Abilities

[Q] Mystic's Beads: Generate a single momentum from one of the following types: Earth, Fire, Air, Water.

[Q] Aegis: Grant a single ally a Bubble (10).

OVERDRIVES

[OD][T] Overdrive: Ferocity: 80CoS. Deals weapon damage to a single target with +2 additional damage dice, and inflicts Short K-Shatter & Short E-Shatter. M-Launch.

[OD] Overdrive: Force Field: Grants the Ironclad and allies a Barrier (8). M-Recovery.

Dazed Abilities

[D] Stand Strong: Dazed. Grant an ally a Bubble (8). M-Recovery.

[D] Remote Mine: Dazed. True Strike a single target for 1 fire damage. M-Fire.
C Fire: Inflicts Long Burning, as well.
C Earth: +10 damage potency.
C Pin: +10 damage potency.

Traits

Divine Blessing:
You have a special connection to a higher power - it watches over you, and guides your fate.
Sp - When you're Dazed, and you can't give up, pray for a blessing. You may recover to full HP, MP, and Drive.
Sp - At any time, when you hope with all your heart, pray for a blessing. You might get one.
Sp - If you turn your back on your higher power, swap this trait out. Gain a powerful magic weapon.

Ranger:
At home in the wilderness.
Di - +1 die to camping, hunting, and dealing with any hazard presented by a natural obstacle - including natural beasts.
Mo - Animals and plants - natural foes.
Sp - When foraging, you gain an additional success option: 'Cure a condition'.

Ursa Major:
In addition to being a leader of your people, respected as a hero of the Hundred, you are an extremely large bear.
Sp - Once per expedition, rampage like a legendary bear. (Think of this like auto-succeeding a Strength check. Maybe a few strength checks. Have fun.)

Skills

Points Skill Description
Agility Running, dodging, leaping
Charm Likeability and social finesse
Coercion Intimidation and leverage
2 Determination Stamina, endurance, and willpower
Experimentation Identifying and analyzing something through experimentation
Insight Seeing to the heart of things, piecing things together
Lore Knowledge
Lying False pretenses, disguises, forgery
Mechanisms Opening locks, sabotaging devices
2 Mysticism Spirits and the protocols of the unreal
Navigation Reading the weather, finding the way, steering a ship or caravan
Operation Use and understanding of complex machines
Sorcery Solving a problem though magic
Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
2 Strength Smashing, lifting, throwing, cutting
2 Survival Foraging, hunting, tracking, you roll it when resting in the wilderness

Character Background

The town I find myself in is far outside my experience: ocean instead of mountains, beach instead of forest. The titanic remains housing it drive this in deeper, its ancient spirit a strange presence at the back of my mind.

My people have been forced to abandon their homes, fleeing before the empire who once ignored us as long as we left them alone. I didn't want to abandon my charge, my home, but cooler heads prevailed due to the sheer size of the force arrayed against us after we were told to leave. What help would we be with our corpses littering the ground, the grove burned to the ground?

For now, we will help with what we can in this strange new land. This expedition into an 'arcolith'… Maybe it will lead to some means of fighting back against the Empire, or maybe it will just shed some light on the tales of our creators. At the very least, my share can help provide food and shelter for my people when this voyage is done.


Echo Thirty-Six towers above most people, even amongst the other members of his tribe. Clothed in an outfit made from deer and wolf pelts, dark-brown shaggy fur covers the rest. A few scars poke out from the edges of the clothing, mostly noticeable due to the lack of fur over them from some angles. The most notable ones are the one near his notched right ear, and the one down most of his right arm due to the sleeveless vest he wears; this one appears intentional, as it has a knotted pattern to it. Although crude at first glance, the stone mace he carries is well-balanced, and the hulking shield of hide and bone he bears on his back is quite sturdy.

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