Alianor Sheridan

Name: Harino Yasuya
Race: Driftin
Class: Ace
Level: 13
EXP: 1001

HP: 120 / 120
MP: 13 / 40
LP: 6 / 10
Weight: 16
Drive: 17 / 24
Initiative: 1d6+16

R: Water
W: Air


Type Name Effect Special Weight Charges & Magical Effects
Armour Carapace Mail Reduce incoming physical damage by 5. Gain +20 Max HP. 6 WGT Anytime you're Slowed or Pushed, you gain +2 potency on your next action.
Shield Lantern Shield Reduce incoming damage by 5 Three blocks per battle 4 WGT Inflicts Long Shock on the attacker [1/4]
Weapon 1 Brute Katana 1d10+10 Accuracy & Critical 10. M-Launch 6 WGT The attack targets a second enemy in the same row. [2/2]
Accessory Lightning in a Bottle [Q] The user gains +2 Drive. 0 WGT
Charm Violet-Glass Charm Reduce incoming air damage by 3. 0 WGT


[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.

Credits: 516
Rations x16
Free Knight Points: 3


Sharp: +10 Critical.
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.


Passive Abilities

[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] Ace's Endurance: The Ace gains +20 Maximum HP. Additionally, when not engaged in battle, the Ace may spend LP to recover HP, which each LP spent recovering +15HP.

[P] Indomitable: As elite warriors, Aces are capable of wading through dozens of fights without slowing down.
- Recover 15HP 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 your next turn, gain Short Lucky II instead.

[P] Wide Open: When any enemy in the front row has a negative status, you can perform melee attacks against the back row.

[P] Blue Ribbon: The Ace has Protection from all negative statuses.

Action Abilities

[T] Basic Attack: 90/20 CoS. Deals 1d10+10 damage. M-Launch.

Defend: 100CoS. Until your next turn, you take -5 damage from all sources. Quicken 1.

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

[T] Rally Strike: 4MP. 90/20 CoS. Deal 1d10+10 damage to a single target, and the Ace gains +2 Drive. M-Rush
C Air: Every ally in the Ace's row gains +2 Drive.
C Pin: The Ace gains +5 Drive, instead.

[T] Hero Saber: 4MP. 90/20 CoS. Deal 1d10+10 damage to a single target, 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. 90/20 CoS. Deal 1d10+10 damage to a single target, 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: 3MP. 90/20 CoS. Dash, then deals 1d10+10 damage to a single target in each enemy row. M-Rush
- Upgraded, can combo twice per battle.
C Air: Deal +3 Damage.
C Fire: If you used this from the back row, +3 damage and damage and momentum is Fire.
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. 50/20 CoS. Deals 2d10+18 damage to a single target. Scratch 6 on a miss. 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.

[T] Precision Strike: 3MP. 110/20 CoS. Deals 1d10+10 damage to a single target. The Ace has +10 critical against this target for the remainder of this battle. This bonus increases each time that target is struck by Precision Strike again. M-Rush
C Rush: Quicken the Ace 3.
C Pin: M-Rush+4 instead.
C Launch: +4 damage.

[T] Formation Breaker: 4MP. 90/20 CoS. Deals weapon damage and Slow 1 a single target. If the target's current HP is equal to its maximum when Formation Breaker hits, gain +10 damage potency. M-Launch
C Rush: +6 damage potency and inflict Long K-Shatter, as well.
C Fire: +6 damage potency and inflict Long E-Shatter, as well.
C Recovery: +6 damage potency, and Slow 3 the target instead.

[T] Finishing Strike: 4MP. 90/20 CoS. Deals weapon damage to a single target. If the target has 50HP or less, gain +6 damage potency. If the target is Dazed by the end of the round, the Ace recovers 20 HP. M-Launch
C Pin: +6 additional damage potency to targets with 50HP or less, for a total of +12.
C Water: If the target is Dazed by the end of the round, the Ace's allies all recover +10 HP as well.

Quick Abilities

[Q] Lightning in a Bottle: Harino gains +2 Drive.

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

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

[Q] Full Attack: The next attack the Ace makes deals +4 damage and rolls an additional damage die.


[OD][T] Overdrive: Spinkick: 80/10 CoS. Deals 1d10+10 damage and Slow 3s a single target. The Driftin can then Quicken 3. Scratch 6 on a miss. M-Rush []

[OD][T] Overdrive: Admiralty Sword: 80/10 CoS. Deal 1d10+10 damage to two targets, and suppress -2 Drive on both. M-Rush. []

[OD][T] Overdrive: Shockwave: 80/10 CoS. Deals 1d10+10 damage to a single target in the front row and a single target in the back row. Damage is Supreme, rather than physical. M-Rush. []

Dazed Abilities

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

[D][T] Grit: Dazed. 60CoS. Deals 1d10+10. 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+)


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

Character Background

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.


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'.

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