ToE- Yin

Name: Olu-ja-Yn "Yin"
Race: If-ys
Class: Mystic
Level: 4
Current XP: 178

Insert new description here

HP: 69 / 80
MP: 49 / 60
LP: 5 / 10
Weight: 10
Drive: 8 / 18
Initiative: 1d6+10

R: Air
W: Earth

EQUIPMENT:
Type Name Effect Special Weight Cost
Armor Back Pack Gain +1 Item Slot. Gain +10 Max MP 2WGT 30
Weapon Power Rifle(Bow) 1d10+10, +10 Accuracy, 3 Ammo 5 charges, +2 dmg 6WGT 40
Implement Orb Spells have their die potency increased by one size Your spells have +10 Burst rate 2WGT 25
Accessory Mystic's Beads [Q] Generate a single momentum from one of the following types: Earth, Fire, Air, Water. 30
Charm Majesty's Charm When missing no more than 10 HP: gain +2 potency with damage and healing rolls. 20

INVENTORY:
[1] Rations: 4
[2] Drought (Restores +20MP to a single target instantly, then grants them any Short Status I you choose (other than Liberation or Absorb) at the start of the next round. M-Recovery.)
[3] Small, leather-bound notebook with a strap to tie it closed.
[4]
Money: 24

ATTRIBUTES:
Will: +10 Max MP. Recover 5 MP upon winning a battle.
Graze: Increase the damage die when using firearms by one size, and when you miss a target it loses 1+(Weapon's WGT/2) HP.

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] Ritual Arm: Any Rifle the Mystic equips rolls 1d8 for damage rather than 1d6, gains +5 Accuracy, and has +1 Ammo capacity.

[P] Sacred Arrows: Anytime the Mystic hits an enemy with a firearm, they embed a single ethereal Arrow into the target. Arrows embedded into targets can be detonated when casting certain Mystic spells in order to gain specific effects. These are covered in more detail on the spells in question.

[P] Last Rites: Anytime an enemy is defeated, the Mystic recovers +1MP.


Spell dice upped from Orb bonus. Accuracy bonus applied. Charm effect applied

1.)[T] Blessed Arrow: 3MP. 90CoS. Deals weapon damage to an enemy (1d10+12), then True Heals 2HP and grants Long Stalwart to an ally. M-Recovery
Field: Restores 8 HP to a single target
C Launch: +2 damage, lower the 1d100 roll by 20. Embed an additional arrow in the struck target.
C Earth: +8HP recovered to the ally.

2.)[S] Metal: 4MP. 100CoS. Deals 1d10+14 earth damage. Expend any number of arrows on any target to REGAIN +1AMMO PER and inflict Short Toxin to the embedded targets. M-Earth
C Water: True Strike any enemy for 5 earth damage.
C Launch: Inflicts Long Toxin on the struck target

3.)[S] Flame: 4MP. 100CoS. Deals 1d10+14 fire damage. Expend any number of arrows on any target to RECOVER 2MP PER and inflict Short Burning to the embedded targets. M-Fire
C Recovery: Dispel positive statuses from targets you ignite arrows on.
C Earth: True Strike two different enemies for 4 fire damage.

4.)[S] Four Winds: 5MP. 100CoS. Deals 1d8+14 air damage. Expend any number of arrows in any target to grant the Mystic or allies an equal number of Long E-Guards. M-Air.
C Air: Inflicts Long E-Falter
C Rush: True Strike any enemy for 5 air damage.
C Fire: True Strike three different enemies for 3 air damage.

5.)[T] Divine Arrow: 3MP. 90CoS. Deals weapon damage (1d10+12) and embeds two arrows in the struck target rather than one. M-Pin
C Pin: +5 damage.
C Air: Embed an arrow in every enemy, rather than two into a single one.

KD combat notes:
If the [S] roll is 35 or lower you score a Burst! When a spell Bursts, add +3 to it and reduce its cost by -1MP.
If the [T] roll is 91 or higher you miss, but the target loses 4 HP (Graze)
If 10+ damage is taken rolls are at -2


[Q] Reflex Shot: True Strike an enemy for 4 physical damage and embed an arrow in them..


[OD] War-Body: You gain Long Liberation II, and any two Short Status II's you wish. M-Recovery

[OD][S] Re-Yll-Dan of the Forked Horn: 100CoS. Deals 1d12+16 air damage to two targets. M-Air.


[D] Y-Visitor: Dazed. 100CoS. True Heals 4HP to an ally. Generates M-Fire, M-Earth, M-Water or M-Air Must have an ability slotted that generates the same type of momentum.

TRAITS:
Background:
Spy- Send reports, get favors. And gadgets.
Di - When performing a mission for your agency, +1 die.
Sp - When you file a report on your actions to the agency, receive a Support point, and possibly, a mission. Don't file reports when you have an outstanding mission.
Sp - Spend a Support point to gain a useful gadget or tool… agency's choice.
Sp - When you're in trouble, spend a Support point- someone nearby is secretly an agent!

Talents:
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.

Points Skill Description
Agility Running, dodging, leaping
Charm Likability and social finesse
1 Coercion Intimidation and leverage
Determination Stamina, endurance, and willpower
Experimentation Identifying and analyzing something through experimentation
2 Insight Seeing to the heart of things, piecing things together
Lore Knowledge
2 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 caravant
Operation Use and understanding of complex machines
2 Sorcery Solving a problem though magic
2 Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
Strength Smashing, lifting, throwing, cutting
Survival Foraging, hunting, tracking, you roll it when resting in the wilderness
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