Name: Eidolon
Race: Maxwellian
Class: Stigma Blade
Level: 2

HP: 120 / 120
MP: 40 / 40
LP: 10 / 10
Weight: The total from all your equipped gear.
Drive: ?? / 20
Initiative: 1d6+12

R: Fire
W: Water


Type Name Effect Special Weight Charges & Magical Effects
Armor Heavy Armour Reduce incoming physical damage by 5. Gain +20 Max HP 6 WGT
Shield X WGT
Weapon Greatsword d12+10 (scratch 4) 6 WGT
Implement X WGT
Accessory 0 WGT
Charm 0 WGT


[1] Revival Tonic - Select a single Dazed target - remove Dazed and True Heal them for +30HP. M-Recovery.
[2] Magic Drink - Restores +20MP to a single target instantly, then grants them any Short Status II you choose (other than Liberation or Saber) at the start of the next round. M-Recovery.
[3] —

Money: 57G
Rations: 7


Agile: Increase the damage die when using weapons by one size, Additionally, anytime you miss with a Technique, Scratch for 1+(Weapon's WGT/2) damage. (Or in the case of Batons, add 1 to its Scratch damage value)
True-Hearted: Your True Strikes and True Heals gain +2 potency.


Passive Abilities

[P] Reserve Power: Activate Overdrives at will instead of automatically. Can stock Drive equal to twice the size of your ordinary gauge. Active Overdrives using the normal drive value rather than increased maximum.
[P] Stigma Blade's Endurance - The Stigma Blade gains +20 Maximum HP. Additionally, when not engaged in battle, the Stigma Blade may spend LP to recover HP, which each LP spent recovering +15HP.
[P] Mark of the Celestial Exile - Stigma momentum and damage is Fire. Whenever you cast a Spell, you gain a Celestial Mark.
When you use a Technique with a melee weapon, you can choose to expend any number of Celestial Marks in order to either roll an extra damage die, or True Heal the Stigma Blade for +4 (+6) HP, per Mark.
[P] The Blades Call To Me: Any melee weapon that the Stigma Blade equips, increases its die potency by one step. This applies to Barehanded damage, as well.

Action Abilities

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

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

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

[T] Monte Cristo: 8MP. 80CoS. Deals weapon damage +5 to a single target. If the target has ever dealt damage to the Stigma Blade, gain an additional +5 damage potency. M-Launch.
C Fire: Inflicts Long Taunt.

[T] Phantom Edge: 9MP. 80CoS. Deals supreme weapon damage to a single target and inflicts Long Curse. Any other enemies currently inflicted with Curse take damage as if they had spent 1 LP. M-Pin.
C Pin: Lower the CoS check result by -20. This combo effect my be activated even on a miss.

[T] Gravity Blade: 9MP. 80CoS. Dash, Deal weapon damage to a single target, then Slow 3 the target as well. This attack has +60 Critical. M-Launch+4
C Air: Slow 5 the target, instead.

[S] Chronometabolism: 8MP. 100CoS. Restore 1d8+15 HP to the Stigma Blade, and Quicken 3 as well. M-Recovery. Gain a Celestial Mark.
Field: Restores 21 HP to the Stigma Blade.
C Water: Cleanse one of the following: K-Falter, E-Falter, or Challenge.

[S] Signed in Blood: 10MP. Offer a single ally a forbidden power. If they accept, they lose 10HP, and gain Long Fire Saber II. M-Fire. Gain a Celestial Mark.
C Recovery: Grant the ally a Barrier (5).

Quick Abilities

[Q] Seal Breaker: To use Seal Breaker, you must voice your desire for power - whether you calmly request your desire be sated, or passionately demand it at the top of your lungs, the choice is yours.
Draw massive power from the Stigma, refilling your MP to its maximum instantly. Then roll 1d10:

1-2: No Special Effect
3-4: Inflicts Long Burning II on the Stigma Blade.
5-6: The Stigma Blade is inflicted with the Wound (30) Condition, reducing Max HP by 30. Worsen existing wounds by 30.
7: Reduces the Stigma Blade's LP to 0. If LP is already 0, reduce the Stigma Blade's HP to 1 instead.
8: The Stigma Blade is dealt Supreme damage equal to your current HP. Allies may offer to suffer any amount of this damage instead, reducing the amount you take.
9: The Drive gauge of all enemies instantly fills to maximum.
10: A weapon you are holding (if any) is destroyed, and you are equipped with Lunacalibur instead. (Lunacalibur functions as a weapon with the same WGT as the weapon it replaces, or 0WGT if you had no weapon equipped, 1d12+13 potency, generates M-Stigma, and all physical damage dealt with it is Stigma.) At the end of the battle, it dissipates back into nothingness, and your HP is reduced to 1.

[Q] Nemesis: Select a single enemy - when it damages the Stigma Blade, it gains +3 damage potency. Anytime the Stigma Blade targets this enemy until the end of the battle, gain an additional Mark, even if the ability being used normally would not generate one.


[OD][T] Overdrive: Cerberus: 80CoS. Deals weapon damage to a single target, twice. Scratch 4 on a miss. M-Rush
[OD] Overdrive: Missile Barrage: True Strike the entire enemy group for 12 supreme damage. M-Launch.

Dazed Abilities

[D] Not Yet…!: Dazed. 35CoS. Remove Dazed form the Stigma Blade and recover 1d8+20 HP. M-Recovery
[D] My Power Awakens: Dazed. 100CoS. The Stigma Blade recovers +1 MP and gains a Mark. M-Fire.


Maxwellian Soldier

You're a Maxwellian Soldier - an artificial hero created by the genius of a distant, unknown civilization, sent - across time, space, or stranger frontiers - in order to fight a great battle on the behalf of the people of this world. You likely only have foggy memories of your creation - recollections of alien skylines, of tender moments shared with your creators, of implanted memories. Nevertheless, you feel a purpose thrumming deep within your chest, the pulse of your Atomic Heart.

You have an Atomic Heart, a sort of artificial soul. It renders you completely immune to any effect that would erase or alter your memory, including changes in the past due to time travel. It also renders you immune to anything that would cause you to stop existing without physically destroying you.

Whenever you gain a level, reflect back on your journey so far and record a lesson, embedding it in the atomic heart: Categorize this lesson about the world as either "Learning how to protect lives" or "Learning how to live". When you have more lessons about protecting people, you have advantage on rolls to act like an emotionless martyr machine, or to face impossible odds. When you have more lessons about living, you have advantage on rolls to show special consideration to those you care about, or to harm those you detest.

When you dislike the result of a skill check to act under pressure perform a physical feat or task, you may choose to push your body to its limits: you automatically succeed instead, at the cost of losing an arm. This limb takes up an item slot, and may be safely reattached when you rest, or with about an hour's time and a successful Machines check. Having a detached arm doesn't impair your ability to fight in any way, but does make many non-combat tasks more complicated.


You possess a second sight, gaining occasional glimpses of knowledge you cannot possibly have. This might be a prophetic affliction, such as Indefinite Tontine Syndrome, or it might be practice in interpreting the signs of a ritual deck. You often perceive unusual things about people, seeing shapes and auras that suggest their fates or hidden natures.

You may occasionally feel ripples of distant events - that is to say, the GM may occasionally choose to describe meetings and occurrences happening worlds or ages away, which you wake from as if a dream. You can't remember specifics from these ripples, but you can choose to have them color your interests, actions, and opinions. (For example, if the GM describes the generals of the Empire preparing for a sneak attack, you can go "There's no way they plan to actually hold to that treaty!")

You can, as an action while resting, glimpse the future, rolling 1d8 on the chart below and asking a question - the answer appears to you in the form of a vision. The information available in this way can be impossible for you to have, if false. If you draw from a common ritual deck to do so, the names of the hearts majeur corresponding to these questions are listed. (Corps mineur are lesser signs, and that's what you get when you don't specifically open yourself to the universe while drawing. Funny how that works.)
1: "What monster lurks, forgotten, secret, somewhere?" (The Slayer)
2: "Who will suffer unjustly, betrayed?" (The Greatfish)
3: "What treasure awaits the brave?" (The Crane)
4: "What peril awaits the foolish?" (The Maiden)
5: "What catastrophe have we ourselves made?" (The Elixir)
6: "Whose love is the greatest?" (His Majesty)
7: "What cannot continue?" (The Fountain)
8: "Who's about to get away with everything, if we don't smarten up?" (Orchestra Accrox)


Points Skill Description
Academics Formal learning and experimental science
Charm Likability and social finesse
Coercion Intimidation and leverage
2 Determination Stamina, endurance, and willpower
2 Insight Seeing to the heart of things, piecing things together
Lying False pretenses, disguises, forgery
2 Machines Understanding and subverting devices like locks
Mysticism Spirits and the protocols of the unreal
2 Prowess Strength and agility
Sorcery Solving a problem though magic
Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
Wayfaring Survival and navigation

Character Background

"Mercy, saith the Watchman, is found only in Shadow."

the eidolon carries a sigil of a God unknown in these lands: an eternal unblinking eye. there's a -light- behind it, shining out from where a heart would be, making him a lantern in the name of this God whose name he does not remember. what he does remember is this: a drive to serve, and a drive to know the truth of everything, the beginning of every story, and the beginning of that beginning, tracing the unbroken chain of causality back and back, vigilant unto the genesis of all things, the deepest and most secret truth of Creation. for if you know that truth, you can work your way back- or forward?- to any truth, any knowledge, to be found in this world or any other. and there are others, in the world, who seek the truth- perhaps not the same truth, but seekers nonetheless. it is good to walk by their side, it is good to protect them from the horrors that stare back at you, when you pierce the darkness with merciless light.

"Between fire and starlight, between the world and all worlds that may have been and all worlds that may yet be: there I will stand, sword raised, in defiance!"

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