Name: Pica-Y-Mata
Race: If-Ys
Class: Stigma Blade
Level: 1 base + 1 (from Experienced attribute)
EXP: 36

HP: 100 / 100
MP: 40 / 40
LP: 10 / 10
Weight: 0
Drive: 4 / 8
Initiative: 1d6

R: Fire
W: Air


Type Name Effect Special Weight Charges & Magical Effects
Armor 0 WGT
Shield 0 WGT
Weapon 1 Fist d8+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 Grade C
Charm Rat's Charm When you're at 20 HP or lower: +1 Drive on your turn. 0 WGT Grade C


[1] —
[2] —
[3] —

Money: 100G
Rations: 10


Iron-Fist: Your fist is as strong as a weapon. It deals 1d6+6 (d8+6 with The Blade Call To Me) damage, rather than 1d4+2.
Experienced: You're 1 level higher than your experience level says you are. Keep track of your EXP normally, but learn abilities early!


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] 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, with each LP spent recovering +15HP.

[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 4 water damage, 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.

[S] Crackling Sword of Az-Atall: 11MP. 100CoS. Deals 1d10+16 air damage to a single target and inflicts Short Burning II. M-Air.
C Launch: Gains +4 damage potency to front row targets if cast from the front row.

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

[S] First Gate: 12MP. 100CoS. Deals 1d8+6 stigma (water) damage to the entire group. The first time you cast First Gate in each battle, add +2 damage per the number of rounds combat has lasted. M-Stigma (M-Water). ((So the first casting of First Gate would do 1d8+8 in round one, 1d8+10 in round two, 1d8+12 in round three, and so on with the first casting, then 1d8+6 with all further uses.))
C Stigma (C Water): Gain an additional Mark if used during the first round.

[T] Sever: 8MP. 80CoS. Deals weapon damage to a single target. Gains +10 damage potency against targets with more than half their max HP remaining. M-Pin.
C Earth: Short Toxin II the target as well.

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 (M-Water), and all physical damage dealt with it is stigma (water).) At the end of the battle, it dissipates back into nothingness, and your HP is reduced to 1.

[Q] Stigma Chains: Pull an enemy into the front row, then gain a Mark.


[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. If the battle ends before the Omen Wings rupture, the Stigma Blade folds them back up, recovering the Drive expended to activate this ability. 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.


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. (Stacks with Endurance, at least according to Ice.)
Sp - Once, when the entire party is dazed, instantly defeat all enemies.

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.


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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