SOD-StigmaBlade

Name: Nameless
Race: Maxwellian
Job: Stigma Blade

HP: 115
MP: 50
LP: 10
Weight: 10
Drive Gauge: 0/36 (18)
Initiative: 1d6+10
Item Slots: 3

R: Fire
W: Water

Steadfast - +20 MaxHP/+10 MaxMP
Team Spirit - +1 to generated Momentum

Weapon: Greatsword (30G) - 1d8+10, Guard Strike (targets hit by it deal -3 damage to you next round) - 6W
Armor: Medium Armor (30G) - +15 MaxHP, -3 incoming damage - 4W
Shield:
Accessory: Mystic's Beads (30G) - Generate an elemental momentum as a Quick.
Charm: Slayer's Charm (10G) - Gain +1 Potency per LP spent

Items -
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[P] Mark of the Exile: Celestial - 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 stacks in order to either roll an extra damage die, or True Heal the Stigma Blade for +3HP, per stack.

[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.

[Q] Seal Breaker: To use Seal Breaker, you must voice your desire for power - either in words, or by yelling.
Draw massive power from the Stigma, refilling your MP instantly. Then roll 1d10:
1-2: No Special Effect
3-4: Suffer Long Burning II.
5-6: You gain the Wound (30) Mood, reducing your Max HP by 30. Worsen existing wounds by 30.
7: Reduce your LP to 0. If your LP is already 0, reduce your HP to 1.
8: Take Supreme damage equal to your 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.
10: A weapon you are holding (if any) shatters and you are equipped with Lunacalibur instead. (13 POW, M-Stigma, all physical damage dealt is Stigma, two-handed.) At the end of the battle, it dissipates, and you are left with 1 HP.

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

[T] Blackwing: 10MP. 80CoS. Dash, then deal weapon damage to three targets. M-Rush+1.
C Rush: Targets a fourth enemy.

[S] First Gate: 12MP. 100CoS. Deals 1d8+12 fire damage to the entire group. M-Fire+1.
C Fire: Gain an additional Mark if used during the first round.

[S] Chronometabolism: 8MP. 100CoS. Restore 1d8+15 HP and Quicken 3 the Stigma Blade. M-Recovery+1
C Water: Cleanse one of the following: K-Falter, E-Falter, or Challenge.

[OD][S] Omen Wings: 100CoS. Nothing happens immediately. At the start of the next round, deal 1d8+14 fire damage to the entire group. M-Fire+1.

[OD] Overdrive: Light's Crossing: True Strike the entire enemy group for 12 supreme damage. M-Supreme+1.

[D] Not Yet…!: Dazed. 35CoS. Remove Dazed form the Stigma Blade and recover 1d8+20 HP. M-Recovery

Exorcist
Sc: The signs of evil spirits - devils, fiends, worse things - can be subtle, lurking like a miasma. You recognize them - haunted looks in eyes, fell presences over places. Your senses twig whenever you're entering some place that's been affected by supernatural presences. You know certain etiquette and rituals - you can perform them to force a spirit to show itself, or declare its name. Who taught you? What strange haunts have you seen in your travels?
Sp: When a non-PC spirit is present, you gain +1 die to all skill rolls, even if it's friendly. You start the game with a Peace count of 0. When you destroy or appease a spirit, gain 1 Peace.
Q: Recite the Names - All spirits present must identify their weaknesses.
Q: Expel - True Strike target weakest spirit present for Supreme damage equal to your Peace.
(Spirits are the Lantern-Lit, the Umbral, the Lunar (except actual bats) the Y, and elemental devils. )

Banner-Carrier
Sc: Unless your allies have said otherwise, they're probably following your lead.
Sp: When you're the one to move on - moving deeper into a passage, or leaving a place, gain a Lead point. Be ready to track them — you'll get a lot of them!
Sp: Whenever you're nearby, you can spend a Lead point to treat a single roll of 4 as a success on an ally's skill check.
Sp: When you ask someone to lead a party - whether yours or another, if you split up - You can hand any number of your Lead points off to them. They can spend them like you.

Skills -
Determination ****
Lore **
Insight **

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