Name: Harino Yasuya
Race: Driftin
Class: Ace
Level: 4
Experience: 178

HP: 57 / 100
MP: 21 / 40
LP: 7 / 10
Weight: 16
Drive: 10 / 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 Standard 3 blocks, reduce each by 5 0/0 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


Rations x4
Credits: 89
Free Knight Points: 1

[20:01:16] <PseudoGM> Scanning through the other available postings there's not much that's of any interest. Lots of smaller things in down, but nothing particulrly suited to your skillset. There's a small one for 5G to check up on the power relay station on the floor above this one and make sure a Ryu hasn't messed with it…. and then another bigger one to track down a War Tortiose somewhere between here and the next settlement up for 80G.


[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


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 2 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.

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