Apoc Flip

Character Name: That Is An Excellent Question, but he answers to 'Peregrine'

Class: Samurai
Current XP: When In Doubt…
Total XP: Ask Ice
Feelin' Good?: Like it should be party time.

Attributes

ATK 10 VIT 8
MAG 6 STM 6
WIL 10 LUC 8

Health

HP: 600 / Max ( 200 + 50 x VIT)
MP: 500 / Max ( 200 + 50 x STM)
Luck: 8 / 8

Actions

All your currently equipped and usable abilities and their effects go here for easier reference, with pre-calculated delays and damage and anything else you might need to know quickly. Cost is for stuff like MP or CTs
Action Name Cost Delay CoS Target Keywords Effect
Attack 60D 85/5 T: Single Technique Deals 1d12+150 damage.
Item 40D 100 T: Single Support Consume one item and gain its effects.
Change Row 20D 100 T: Self Move the character into the row they are not currently in.
Wait 15D 100
Defend 30D 100 Support, Stance Gain a 4/5 defense factor until your next turn.
Setting Tinder 60D 85/5 T: Single Technique, Fire 1d12+150 damage, +20 critical on next action. Shift: Earth
Stoking Fires 60D 85/5 T: Single Technique, Fire 1d12+150 damage, -10D to your next action. Shift: Water
Tortoiseshell Hammer 60D 85/5 T: Single Technique, Earth 1d12+150 damage and gain 2/5th damage reduction against the target til next turn. Shift: Fire
Moth Dance 60 MP 60D 75/35 T: Single Technique, Earth 1d12+180 damage. Shift: Wind
Drawing Steel and Breath 60D 85/5 T: Single Technique, Water 1d12+150 damage, regain 100 MP and -10D if target doesn't target you with its next action. Shift: Fire
Break on the Rocks 40 MP 60D 85/5 T: Single Technique, Water 1d12+150 damage, gain +10% potency with your next action each time an enemy doesn't damage you. Shift: Earth
Vow 60 MP 40D 100 T: Single Support, Water, Enhancement Heal 1d8+120 HP and grant target +20% potency with all actions (2). Shift: Fire
Good Medicine Returns CT20, 60 MP 30D 100 T: Single Support, Wind, Recovery Restore 1d12+180 to an ally, roll CoS. If 1-30, heal another ally and roll again. Shift: Fire

Reactions

Reaction Name Trigger Cost Target Keywords Effect

Supports

Quicks

A Sudden Spark [Strike Assist] - 1d12+150 damage when an ally strikes an enemy, gain 80 TMP, and shift to any ring.
Guard Assist - Leap in and take an attack for an ally!
Towering Pyre - If you use a Fire ability on your turn, double the value of the bonus to your next action that the ability grants.
Stones From Many Streams - If you use an Earth ability on your turn, grant the stance to all of your allies instead. The stance still last until your next turn.
Sea-deep Gut - When an action would kill you, ignore it and take +10D instead.

Gear

Weapon Power Dice Delay Properties
The Reveller's 15 d12 60D A loving gift, +5 Accuracy and Critical
Armor Properties
The Outfit of the Now -30 incoming damage

Learned Abilities

Ability Name

Ability Name Ability Type AP Cost MP Cost and/or CT Base Delay Base CoS Target Keywords Effect and Adjustments
Setting Tinder Active 0 60D 85/5 T: Single Technique, Fire 1d12+150 damage, +20 critical on next action. Shift: Earth
Moth Dance Active 0 60 MP 60D 75/35 T: Single Technique, Earth 1d12+180 damage. Shift: Wind
Good Medicine Returns Active 0 CT20, 60 MP 30D 100 T: Single Support, Wind, Recovery Restore 1d12+180 to an ally, roll CoS. If 1-30, heal another ally and roll again. Shift: Fire
A Sudden Spark S.A. Upgrade 0 Deal 1d12+150 damage and shift to any form.
Tortoiseshell Hammer Active 30 60D 85/5 T: Single Technique, Earth 1d12+150 damage, 2/5ths damage from target until next turn. Shift: Fire
Stones From many Streams Quick 30 Grants Earth stance effect from your next action to allies instead.
Drawing Steel And Breath Active 30 40 MP 60D 85/5 T: Single Technique, Water 1d12+150 damage, regain 100 MP and -10D if target doesn't target you with its next action. Shift: Fire
Break on the Rocks Active 30 40 MP 60D 85/5 T: Single Technique, Water 1d12+150 damage, and enter a stance until your next turn. Anytime an enemy does not deal damage to you with an action, gain +10% potency with your next action. Shift: Earth
Sea-deep Gut Quick 30 If an attack would kill you, ignore its effects and delay yourself by +10D.
Stoking Fires Active 30 60D 85/5 T: Single Technique, Fire 1d12+150 damage, and -10D to your next action. Shift: Water
Towering Pyre Quick 30 Double the bonus of the Fire move you just used.
Vow Active 30 60 MP 40D 100 T: Single Support, Water, Enhancement Heal 1d8+120 HP and grant target +20% potency with all actions (2). Shift: Fire

Skills

Tenacity

Sc: You're possessed with a never-say-die determination - half physical resilience, half iron-clad will, you shrug off even world-ending adversity that keeps you from your goal. Injuries and sicknesses are ignored. The worst of snowstorms are grounds for a strained smile, at worst. Though you might maintain a facade over it for the most part, when you truly become serious, you have a sort of air and aura that impresses upon those around you that you may well be more force of nature than human, in some way - people like to be with you, not against you.
Sp: In some fashion, you survive absolutely any catastrophe. Whenever something bad would normally happen to you, you can instead be taken off-screen - when you return, you're no worse for wear.

Care

Sc: You're good at keeping groups of people going - through compassion, attention, and hard work. Spirit's always higher when you're around, and people tend to rely on you - both in a crisis, and both day to day. Care helps out whenever you're directly helping out your friends, especially in quieter times, and especially when long periods of hard work and attention are what's needed. It also applies to any effort to restore or increase morale, or to provide aid to the suffering.
Rf: Once per expedition, when you cook or brew something for someone, restore one luck to an ally.
Rf: Once per expedition, when you're victorious in battle, restore one luck to an ally.
Rf: Once per expedition, when your party experiences a loss, restore one luck to an ally.
Rf: Once per expedition, when you have physical contact with an ally, restore one luck to them. (A pat on the back suffices.)
(That's right - four refreshes. And they're all really easy.)

Character

Appearance

A young man with spiked hair, dyed an outrageous shade of blue that matches his eyes. His clothes are outlandish and free-flowing, constantly changing but always comfortable. He moves with practiced grace, part battlefield and part ballroom, all dangerous. His smile is wild and carefree, his laugh is as pure as spring water, but there's an air of melancholy that he just can't quite shake.

Background

There was a town where every night was a party.
I lived there.
There was a girl, lovely most of the time.
We danced. She gave me a gift because I missed steps.
There was a beast, white and cold as snow.
We fought. It devoured me even as I cut the life from it.
There was a town where every night was a party.
I died there.
I think…

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