sod:Pica-Y-Mata

Name: Pica-Y-Mata
Race: If-Ys
Class: Stigma Blade
Level: 0
EXP: 9

HP: 70 / 80
MP: 32 / 40
LP: 6 / 10
Weight: 0
Drive: 6 / 8
Initiative: 1d6

R: Fire
W: Air

Equipment

Type Name Effect Special Weight Charges & Magical Effects
Armor 0 WGT
Shield 0 WGT
Weapon 1 Fist d6+6 damage. M-Weapon = M-Rush 0 WGT
Implement 0 WGT
Accessory Mystic's Beads [Q] Generate a single momentum from one of the following types: Earth, Fire, Air, Water. 0 WGT
Charm Rat's Charm When you're at 20 HP or lower: +1 Drive on your turn. 0 WGT

Inventory

[1] —
[2] —
[3] —

Money: 0G
Rations: 10

Attributes

Iron-Fist: Your fist is as strong as a weapon. It deals 1d6+6 damage, rather than 1d4+2.
True-Hearted: Your True Strikes and True Heals gain +2 potency.

Abilities

Passive Abilities

[P] New Day, New Face: After you take a Full Rest, you may change form, re-choosing any of your class, your learned abilities and your attributes, as it pleases you.

[P] Mark of the Exile: Pica-Y-Mata is fueled by the Abyssal power source. Your choice of power source determines what element momentum your M-Stigma abilities generates, what element momentum you consume to activate C-Stigma, and which element Stigma-elemental damage deals.
- Abyssal: Stigma momentum and damage is water. Whenever you cast a Spell, you gain a Abyssal Mark. When you use a Technique with a melee weapon, you can choose to expend any number of Abyssal Marks in order to either roll an extra damage die, or True Strike an additional enemy for 3+2 water damage, per Mark.

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.

[S] First Gate: 13MP. 100CoS. Deals 1d8+12 stigma (water) damage to the entire group. M-Stigma: M-Water.
C Water: Gain an additional Mark if used during the first round.

[T] Blackwing: 12MP. 80CoS. Dash, then deal weapon damage to three targets. M-Rush.
C Rush: Targets a fourth enemy.

[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.

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. (d10+13 potency, M-Stigma: M-Water, all physical damage dealt is Stigma: Water, two-handed.) At the end of the battle, it dissipates back into nothingness, and your HP is reduced to 1.

OVERDRIVES

[OD] War-Body: You gain Long Liberation II, Short E-Power II, Short K-Power II, and Short H-Power II. M-Recovery.

[OD][S] Omen Wings: 100CoS. Form wings of Stigma Energy. Has no effect when used, but at the start of the next round, the energy ruptures, dealing 1d8+14 stigma: water damage to the entire group. M-Stigma: M-Water.

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-Stigma: M-Water.

Traits

Undying
Death is something that happens to other people.
Sp - You cannot die. If you are ever separated from the party in perilous circumstances, you will eventually return to them, no worse for wear. Even being buried 10,000 miles beneath the earth or confined to another dimension can't stop you.
Sp - Outside of battle, you can spend 1LP to recover 8HP.
Sp - Once, when the entire party is dazed, instantly defeat all enemies.

Prisoner
Fresh out of irons.
Di - When the alternative is getting arrested again, gain +2 dice.
Sp - Generate your character with half the money.
Sp - When you fully rest in relative comfort, restore your LP to 2 more than its maximum.
Sp - Immunity to Weary and Distracted.

Skills

Points Skill Description
Agility Running, dodging, leaping
Charm Likability and social finesse
1 Coercion Intimidation and leverage
3 Determination Stamina, endurance, and willpower
1 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
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
1 Survival Foraging, hunting, tracking, you roll it when resting in the wilderness

Character Background

The Empress feared the strength and cunning of Pica-Y-Mata, and left him to languish at the bottom of the ocean. It's probably for the best, as Pica-Y-Mata isn't the type of If-Ys to wear the face of the common folk, but to adapt and change and pursue the perfect form. Not assimilation, but evolution, no matter how terrifying or alien the visage.

His current form is that of a scorpion-tailed humanoid figure, comprised of obsidian chitin and some sort of transparent emerald-green viscous substance. Sometimes the goo moves like one expects human muscle to, but Pica-Y-Mata seems to be able to control its shape by will to cartoonish or disturbing effect, depending.

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