ToE- Yin

Name: Olu-ja-Yn "Yin"
Race: If-ys
Class: Magus
Level: 8
Current XP: 583

Under construction… again

HP: 80 / 80
MP: 41 / 60
LP: 8 / 10
Weight: 4
Drive: 7 / 12
Initiative: 1d6+4

R: Air
W: Earth

Type Name Effect Special Weight Cost
Armor Back Pack Gain +1 Item Slot. Gain +10 Max MP 2WGT 30
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

[1] Bestiary
[2] Fire Prince's Charm +1
[3] 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.)
[4] Storm Canister
Non-slotted inventory: Rations: 10, Small, leather-bound notebook with a strap to tie it closed.
Money: 100

Will: +10 Max MP. Recover 5 MP upon winning a battle.
Resourceful: When you miss with a Spell, gain +2MP and +2 Drive. Additionally, anytime you roll a 1 with a spell's potency die, reroll it.


[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] Masterwork: Whenever the Magus scores a Burst, any status the Spell would inflict is upgraded to the II version.

Spell dice upped from Orb bonus. Charm effect applied

1.) [C][S] LOD: 5MP. 80CoS. Deals 1d10+14 fire damage and inflicts Long Burning. M-Fire.
C Pin: Automatically hit

2.) [C][S] AUM: 5MP. 80CoS. Deals 1d10+14 air damage and inflicts Long Shock. M-Air.
C Pin: Automatically hit.

3.) [C][S] UX: 4MP. 100CoS. Dispel or Cleanse a status from a single target, and mark it next to UX in the chronicle. The Magus then recovers +8MP. Generates no momentum.
C Rush: True Strike the target for 5 physical damage.
C Water: True Strike the target for 5 water damage.
C Recovery: True Heal the target for +5HP.

4.) [C][S] GED: 5MP. 80CoS. Deals 1d10+14 earth damage and inflicts Long K-Shatter. M-Earth.
C Pin: Automatically hit.

5.) [E][S] YON: Termination. 4MP. 100CoS. Inflicts Long Taunt to an enemy onto one of the Magus' allies. The first time the enemy suffer Taunt punishment damage, True Strike the target for 6 physical damage. M-Pin.
AUM: Generates an extra M-Air. STRESS: YON deals 1d8+10 air damage.
BIS: Lower the CoS by -20, and target two enemies.
FOEN: The True Strike damage is now a True Heal effect on the ally Taunt is directed to, and procs when the enemy targets them.
GAN: Adds a combo option to the ability: C Earth: The True Strike is earth damage, and hits the entire enemy group.
GED: Generates an extra M-Earth. STRESS: YON deals 1d8+10 earth damage.
LOD: Generates an extra M-Fire. STRESS: YON deals 1d8+10 fire damage.
NIX: Increase the True Strike damage by +6.
SUUF: When the True Strike takes effect, grant the ally Taunt is directed onto +2 Drive.
TOX: The bonus punishment from the Magus can activate twice, rather than once.
UQ: Adds a combo option to the ability: C Fire: The True Strike is fire damage, and hits the entire enemy group.
UX: Grants the ally the Taunt is directed to the recorded buff.
YUF: When the True Strike takes effect, the target loses 1MP or 1LP.
ZID: Adds a combo option to the ability: C Air: The True Strike is air damage, and hits the entire enemy group.

6.) [E][S] IX: Termination. 4MP. 100CoS. Deals 1d10+14 physical damage. M-Rush.
AUM: +2 damage. STRESS: damage and momentum are air, instead.
BIS: Lower the CoS by 20, and target two enemies rather than one.
FOEN: +2 damage. STRESS: Restores HP rather than inflicts damage, generates recovery momentum instead.
GAN: Adds a combo option to the ability: C Earth: +5 damage.
GED: +2 damage. STRESS: damage and momentum are earth, instead.
LOD: +2 damage. STRESS: damage and momentum are fire, instead.
NIX: +3 damage. STRESS: damage is supreme, instead.
SUUF: If the targeted enemy is dazed by the end of the round, the Magus gains +3 Drive.
TOX: +4 damage.
UQ: Adds a combo option to the ability: C Fire: +5 damage.
UX: Inflict the recorded status, as well.
YUF: The target loses 1MP or 1LP.
ZID: Adds a combo option to the ability: C Air: +5 damage.

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 [S] roll misses (per spell) you gain +2MP and +2 Drive.
Anytime you roll a 1 with a spell's potency die, reroll it.
If 10+ damage is taken rolls are at -2

[Q] Shed Cloak: Dispel and cleanse all statuses from the Magus. Recover +4HP per each status removed.

[Q] Untested Formula: The next non-overdrive Spell the Magus casts has -20CoS, but automatically scores a Burst so long as it hits.

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

[OD][E][S] RE: 80CoS. Termination. Deals 1d8+10 physical damage to the entire enemy group. M-Launch.
AUM: +1 damage. STRESS: Inflicts Long Shock.
BIS: +20CoS.
FOEN: Dispels a status on Burst.
GAN: +1 damage. STRESS: Inflicts Long Exhaust.
GED: +1 damage. STRESS: Inflicts Long K-Shatter.
LOD: +1 damage. STRESS: Inflicts Long Burning.
NIX: +4 damage.
SUUF: Slow 1s each target.
TOX: Rather than a Long status, RE inflicts a Short II status instead.
UQ: +1 damage. STRESS: Inflicts Long Curse.
UX: +1 damage. STRESS: Inflicts the recorded status.
YUF: +1 damage. STRESS: Inflicts Long E-Falter.
ZID: +1 damage. STRESS: Inflicts Long Chill.

[D] Hasty Scrawls: Enter any single syllable the Magus knows into their chronicle, with no other benefit. M-Rush

[D][E] Sustain: True Heals all undazed allies for +1HP. Consume any number of syllables for +2HP restored each. M-Recovery.

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!

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

In Chronicle:
LOD, GED, UX- K Shatrer I, AUM

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