Name: Harino Yasuya
Race: Driftin
Class: Ace
Level: 5
Experience: 285

HP: 100 / 100
MP: 40 / 40
LP: 10 / 10
Weight: 16
Drive: 14 / 24
Initiative: 1d6+16

R: Water
W: Air


Sharp: +10 Critical
Agile: Increase the damage die when using melee weapons by one size, and when you miss a target it loses 1+(Weapon's WGT/2) HP


Type Name Effect Special Charges Weight
Weapon Greatsword 1d10+10 damage, On a hit, you take -3 damage from the target until your next turn. M-Launch 4 damage on misses 0/0 6
Armor Heavy Armor Armor 5, +20 Max HP 0/0 6
Shield Lantern Shield 3 blocks, reduce each by 5 Inflicts Long Shock on the attacker 4/4 4
Accessory Soldier's Beads [Q] Generate a single momentum from one of the following types: Rush, Launch, Pin, Recovery. 0
Charm Slayer's Charm When you spend LP on an ability, gain +1 Potency per LP. 0


[1] Grappling Hook - Thrown and hooked on high, provides +1 die to Agility and Strength rolls to traverse a gap or climb a wall, and allows your allies to follow you with ease.
[2] Camping Gear - Tents, bedding, and other necessities for camping: each is enough for three party members. If sufficient gear is brought, +1 die to Survival rolls to establish camp.
[3] Standard Shield
Rations x22
Credits: 144
Free Knight Points: 0

[19:50:24] <PseudoGM> As for new jobs on the board… looks like there's one to clear out the water process plant on this floor? Seems like some gremlins managed to find a way inside and have been making a mess of things. [70C]

Bug Ice about info for the water treatment plant and the above floors next week


[P] Speed: At the start of battle after turn order is determined, you can Quicken 2 or Slow 2 yourself. Anytime you spend an LP, you can Quicken 1 or Slow 1 yourself.

[P] Indomitable - As elite warriors, Aces are capable of wading through dozens of fights without slowing down.
- Recover 12HP at the end of each battle.

[P] Revenge Drive: Anytime an enemy performs an Overdrive, the Ace gains Short Lucky at the start of their next turn. If multiple enemies Overdrive before the start of the next round, gain Short Lucky II instead.

[Q] Overdrive Read: The GM describes the target's Overdrive to you.

[Q] Guard Breaker: Convert physical damage you deal to Supreme this turn.

[T] Rally Strike: 4MP. 80/10 CoS. Deal 1d10+10 damage to an enemy, and the Ace gains +2 Drive. M-Rush
C Air: Every ally in the Ace's row gains +2 Drive.
C Pin: Automatically hit if you missed, automatically critical if you hit.

[T] Hero Saber: 4MP. 80/10 CoS. Deal 1d10+10 damage to an enemy, then True Heal the Ace for +10HP. M-Recovery.
Field: Restores 12 HP to the Ace.
C Rush: True Heal an ally for +10HP.
C Earth: Change the damage from physical to supreme, and deal +4 damage.

[T] Strike Down: 3MP. 80/10 CoS. Deal 1d10+10 damage to an enemy, and suppresses -2 Drive. M-Pin.
C Launch: Deal +4 damage.
C Water: You remove -5 Drive from the target instead of -2.

[T] Dashthrough: 5MP. 80CoS. Dash, then deal 1d10+10 damage to a single target in each enemy row. If the Ace was in their own back row before dashing, this attack rolls an additional damage die. M-Rush
C Air: Deal +3 Damage.
C Launch: The target in the front row is Pushed into the back, and the target in the back row is Pulled into the front.

[T] Whallop: 3MP. 40CoS. Deals weapon damage, then double it. This attack's Critical threshold is 10 lower than normal, making it harder to Critical with, as well as being less accurate. M-Launch
C Pin: +30 CoS
C Water: M-Launch+6, rather than M-Launch. This combo can be activated and take effect, even if the ability misses.

[OD][T] Overdrive: Spinkick: 80/10 CoS. Deals 1d10+10 damage and Slow 4s the target. You then gain +4 Drive. M-Launch+3 []

[OD][T] Overdrive: Weight of the World: 80/10 CoS. Deal 2d10+20 damage. M-Launch. []

[D] Shout: Dazed. Grant an ally Short K-Power & Short E-Power, and +1 Drive. M-Wind

[D][T] Grit: Dazed. 60CoS. Deals 1d10+8. Momentum is based on weapon. (M-Launch)


Free Knight: Though she calls herself a ronin, she seems to have fallen into this profession during her wanderings by asking for monsters to test her skills against.
A hired arm, but a respected one.
Sp - When you ask around in a town, you'll often be offered a contract - often killing monsters. Payment's never in advance. When you complete it, gain a Knight point. And the pay.
Sp - Spend a Knight point to meet another Free Knight in the area - they're good for swapping tips about local monsters and hazards.
Mo - Legendary monsters, especially dragons.

Battle-Reader: Part of her style relies on getting a bead on her opponent's capabilities.
Qu - Overdrive Read: The GM describes the target's Overdrive to you.
(Quick: 1-6. Normal: 7-10. Slow: 11+)


Skill Level Description
Agility 3 Running, dodging, leaping
Determination 3 Stamina, endurance, and willpower
Strength 3 Smashing, lifting, throwing, cutting


Only a little shorter than average, Harino is a driftin with fox-like ears and tail that matches her black hair, and red eyes that shine with delight during battle. She often wears dark red and black clothing in the former Far Eastern style that's rare but not completely unseen in the Tower, and weilds a pair of long, curved blades she insists are called 'katanas'.


The eldest child of the Yasuya family, Harino shows the most promise to inherit the family's sword style and dojo, but she left on a journey to 'refine her swordsmanship' before her parents could tie her down with an arranged marriage she didn't feel she was ready for. She wanders between the various floor-towns as a sword-for-hire, ready and willing to test her skills against various foes, avoiding her home floor-town until she's ready to settle down.

[02:04:57] <Ice|Sleep> Mecha Gremlin - "Big ass things, like a half robot half gremlin sort of deal. Got a shoulder mounted gatlin gun that's constantly firing even while it's punching shit. armor plating seems to work against spells too, but it'll fall off if you can smack it with some supreme damage."
[02:04:57] <Ice|Sleep> Metal Goblin - "These are basically their shock troopers. Look like the "hungry" gremlins, aside from the fact they they got a really metallic sheen to 'em. So these things are fast and go over drive really quick, but if you can hit them with an earth attack - which they resist by the by - it'll ground them a bit and unenergize 'em. Would suggest starting there so the fuckers dont' overwhelm ya. What else was there? Right, they could harden themselves up, hit a bit harder, a bit harder to hurt. Nothin' too fancy - ground 'em and you're good to go."
[02:04:57] <Ice|Sleep> Hungry Gremlin - "Alright, these things are basically little shits. They'll tear parts of your armor off ya while trying to eat you first of all, so watch out for that. Second of all, they seem to kind of passively feed off of magical energy or something? They're weak to fire so out magus starts burning the thing, right? Then the next time he goes to cast, fire didn't seem to bother it at all, only energized it. Seems like you gotta cycle your elements, I guess?"
[02:04:57] <Ice|Sleep> Curious Gremlin - "Oh right, those things. Yeah they're not especially dangerous, especially on their own… but they're a nuance for sure. They like pulling up shiney or neat looking objects, especially off nearby machinery, and showing it off to the other gremlins. Which… seems to both stength them someone, and also send them into over drive quicker? Which is annoying but not really scary. Be glad you got one of those things instead of another mecha gremlin or something when they pop up."
[02:04:58] <Ice|Sleep> Nega Gremlin - "Weird little critters, pitch black all over except for their eyes, which is like… kinda one of those dot matrix billboards, only smaller and more elaborate with patterns and shit. Anyway they're casters, seems like water and air focused. They do something weird when something starts to die around 'em too. Think they resisted water?"
[02:04:59] <Ice|Sleep> Hijack'd Guard - "So somehow they managed to short out parts of the security guard bot's minds and hijacked control of them. The good news is that most of them wasted a few shots from their guns before taken over. Bad news is their guns were pretty hi capacity in the first place and they're pretty annoying in general. Can activate laser sights to make 'em more dangerous, and if they give you a warning shot your best bet is to just do nothing for a couple of seconds. Weak to air, as you'd expect. Huh? Right yeah, also armor peicing rounds when they over drive. "

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