Zephyr Seventeen

Name: Zephyr-Seventeen
Race: Hundred
Class: Elementalist
Level: 2
EXP: 50 / 75

HP: 80 / 80
MP: 50 / 50
LP: 10 / 10
Weight: 2
Drive: 10 / 10
Initiative: 1d6+2

R: Air
W: Water

Equipment

Type Name Effect Special Weight Charges & Magical Effects
Armor
Implement 1 Grimoire Spells cost -1MP. If you cast a Spell with no MP cost recover +1 MP. When your spells Burst, they cost -2MP. 2 WGT
Shield
Implement 2 ??? 0 WGT ??
Accessory Soldier's Beads [Q] Generates Rush, Launch, Pin or Recovery. 0 WGT
Charm Crane's Charm 0 WGT When an enemy targets you and misses, gain +1 drive.

Inventory

[1]
[2]
[3]

Money: 66G
Rations: 13

Attributes

[1] Zealous: When you burst, roll an additional die.
[2] Bravery: +2 Drive upon winning a battle.

Abilities

Passive Abilities

[P] Elementalist's Endurance - The Elementalist gains +10 Maximum MP. Additionally, when not engaged in battle, the Elementalist may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Roar: When you spend LP in battle, gain MP and Drive equal to the LP you spent.

[P] Essence: Elementalist draw most of their offensive power from the ambient essence that spreads throughout the land. At the start of each battle, and at the start of each of the Elementalist's non-Dazed turns, roll 1d4 and generate a single random essence. Most of the Elementalist's Quick abilities cost a certain number of essence of specific types in order to be used, in exchange for the vastly higher number of them that the Elementalist has compares to other classes. Elementalists are capable of using Quick actions at the end of the turns, as well as the start of them. At the end of battle, all unused Essence is lost.
1. Fire
2. Water
3. Earth
4. Air

[P] Essence Skills: Elementalist begin with a large amount of quick abilities that are fueled by essence. When you create an Elementist, pick three of the following five sets:
- Power Set
[Q] Pure Mana: x1 E-Any. Consume a single essence of any type to recover +5MP.

[Q][S] Explosion: x1 E-Fire, x1 E-Water, x1 E-Earth, x1 E-Air. 2(1)MP. 100CoS. Deals 1d10+20 damage. Element is based on the first Essence generated this turn. Generates a momentum of the same type.

[Q][S] Inferno: x2 E-Fire, x1 E-Air. 2(1)MP. Deals 1d6+8 fire damage to three targets.

[Q][S] Flood: x2 E-Water, x1 E-Earth. 3(2)MP. Deals 1d6+6 water damage to all enemies.

[Q][S] Storm Rod: x2 E-Air, x1 E-Water. 2(1)MP. Deals 1d8+10 air damage to two targets in the same row.

[Q][S] Lava Spout: x2 E-Earth, x1 E-Fire. 2(1)MP. Deals 1d8+10 earth damage to two targets in different rows.

- Air Set
[Q] Erode: x1 E-Air. Inflicts Short E-Shatter on an enemy.

[Q] Erode 2: x2 E-Air. Inflicts Long E-Shatter on an enemy.

[Q] Wind 0: 1x E-Air. True Strike a single enemy for 6 air damage.

[Q][S] Wind: x2 E-Air. 2(1)MP. 100CoS. Deals 1d6+6 air damage to two enemies.

[Q][S] Wind 2: x3 E-Air. 100CoS. (+1 MP) Deals 1d8+9 air damage to two enemies.

[Q][S] Wind 3: x1 E-Fire, x1 E-Water. 3(2)MP. Deals 1d6+6 air damage to two enemies.

- Fire Set
[Q] Burn: x1 E-Fire. Inflicts Short Burning on an enemy.

[Q] Burn 2: x2 E-Fire. Inflicts Long Burning on an enemy.

[Q] Fire 0: 1x E-Fire. True Strike a single enemy for 6 fire damage.

[Q][S] Fire: x2 E-Fire. 2(1)MP. 100CoS. Deals 1d6+6 fire damage to two enemies.

[Q][S] Fire 2: x3 E-Fire. 100CoS. (+1 MP) Deals 1d8+9 fire damage to two enemies.

[Q][S] Fire 3: x1 E-Earth, x1 E-Air. 3(2)MP. 100CoS. Deals 1d8+10 fire damage to an enemy.

Action Abilities

[T] Basic Attack: 80CoS. Deals weapon damage. M-Weapon. 1d4+2

Defend: 100CoS. Until your next turn, you take -5 damage from all sources. Quicken 1. Additionally, you may Reload any equipped Firearms to their maximum ammo value.

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

[S] Swell: 3(4)MP. 100CoS. Restores 1d8+10 HP to a single target, then roll 1d4 to randomly generate an essence. M-Recovery.
Field: Restores 15 HP to a single target.
C Fire: Restores +3HP and forces the essence and momentum generates to be Fire.
C Water: Restores +3HP and forces the essence and momentum generates to be Water.
C Earth: Restores +3HP and forces the essence and momentum generates to be Earth.
C Air: Restores +3HP and forces the essence and momentum generates to be Air.

[S] Breeze: 4(5)MP. 100CoS. Restores 1d8+10 HP to two targets. M-Air
Field: Restores 13 HP to two targets.
C Air: Generates an additional Air Essence.
C Earth: Grants the targets a Bubble (5).

[S] Unmake: 4(5)MP. 100CoS. Deals 1d8+6 physical damage. When this Spell is cast, the Elementalist may consume any amount of essence to fuel the attack, each one adding +4 damage. If more essence of one type fueled this attack than any other, change its damage and momentum to match. M-Recovery.
C Rush: +4 damage.
C Pin: Slow 3s the target.
C Launch: Push or Pull the target into the opposite row.

[S] Quench: 5MP. 100CoS. Restores 1d10+16 HP to a single target. M-Water.
Field: Restores 18 HP to a single target.
C Fire: Grants the target a Barrier (5).
C Water: Generates an additional Water Essence.

Quick Abilities

[Q] Draw Essence: Generates a single essence of any type, and generates a matching momentum.

OVERDRIVES

[OD][T] Overdrive: Ferocity: 80CoS. Deals weapon damage to a single target with +2 additional damage dice, and inflicts Short K-Shatter & Short E-Shatter. M-Launch.

[OD] Overdrive: All Creation: Generates x1 E-Fire, x1 E-Water, x1 E-Earth, and x1 E-Air. Generates M-Fire+4, M-Water+4, M-Earth+4 and M-Air+4.

Dazed Abilities

[D] Gather Essence: Dazed. Roll 1d4, and generate an essence as you would at the start of a turn. Momentum generates is the same element.

[D][S] Essence Detonation: Dazed. 2MP. 100CoS. Deals 1d6+4 damage. Element for the damage and momentum generates are randomly determined via 1d4, using the essence chart.

Traits

[Hundred Racial Trait, Peter PLZ]

Ranger
You're skilled at navigating the world's frontiers and wild places, either as a professional scout or a hermit of the wilderness. Though you're most at home in a certain kind of terrain, you're blessed with a hard-wearing fortitude and wisdom that quickly accustoms you to even unnatural obstacles. You tend to be the person that makes sure everyone has packed appropriate clothing, too.

You have advantage on all rolls involving the wilderness and natural obstacles, including camping and foraging. This applies when dealing with natural beasts, too.

When you voice a reasonable theory about an animal's behavior the GM will try to treat your opinion as fact. You can also tell whenever animals are influenced to act unnaturally, though you can't predict their behavior in that case.
When you forage, you gain an additional success option: "Cure a condition with a scavenged natural cure."

Skills

Points Skill Description
Academics Formal learning and experimental science
Charm Likability and social finesse
Coercion Intimidation and leverage
1 Determination Stamina, endurance, and willpower
Insight Seeing to the heart of things, piecing things together
Lying False pretenses, disguises, forgery
Machines Understanding and subverting devices like locks
Mysticism Spirits and the protocols of the unreal
1 Prowess Strength and agility
3 Sorcery Solving a problem though magic
Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
3 Wayfaring Survival and navigation

Character Background

A shaman of sorts that has been roaming about the world. His battalion is not a known name, nor have any others of his family been seen around in decades. Much like the stigma of his race suggests he has been doing mercenary work. But he seems to be attempting to track down signs of something else in his travels. This is a tale of revenge against a monster most foul. But it would do little good to recount it here. I am sure you will see it soon enough.

Description

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When one gets close to this Hundred they can pick up the lingering scent of incense. His demeanor can be a bit aloof at times, but he has a clear head on his shoulders and seems like the kind of person you would want around in a bind. Standing at Six feet and seven inches this Hundred towers over most and sticks out like a sore thumb. The man shares a few traits with that of a Griffin, most notably his beak like face. What seems like an overly elaborate mask is actually a bone exterior. This Hundred carries no weapons on him but those who can sense such things can tell that he is a spell caster of sorts. His garb is simple, donning leather sandals on his feet and a rather unique pair of pants. From the waist up only trinkets are worn, fur adorning his chest.

Swell, Breeze, Unmake | Draw Essence | Warm | Essence Rain | Catalyst | Upgrade Swell | Status Set | Quench | Like Autumn | Cresyl Stain | Flow | Upgrade Breeze

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