Reika Sayuri

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ATTRIBUTES & STATUS EFFECTS

NAME Reika Sayuri PRONOUNS Ela


BASE CURRENT

DEXTERITYO 1d6 1d6 K SLOW


IDENTITY Quimérica gata K ENRAGED
TRAITS

INSIGHT O 1d8 1d8 K DAZED


THEME Redenção ORIGIN Antiga descendente do clã Shin’en Sayuri
MIGHT O 1d8 1d8 K WEAK
K Admiration K Loyalty K Affection K Admiration K Loyalty K Affection K POISONED
1
Clã Shin'en Sayuri K Inferiority K
■ Mistrust K Hatred 4 K Inferiority K Mistrust K Hatred WILLPOWER O 1d10 1d10 K SHAKEN
K Admiration K Loyalty K Affection K Admiration K Loyalty K Affection
BONDS

2 K Inferiority K Mistrust K Hatred 5 K Inferiority K Mistrust K Hatred HIT POINTS, MIND POINTS, INVENTORY POINTS
K Admiration K Loyalty K Affection K Admiration K Loyalty K Affection
MAX CURRENT
3 K Inferiority K Mistrust K Hatred 6 K Inferiority K Mistrust K Hatred
HP 50
(MIG x 5) + LEVEL + OTHER
25
CRISIS
50
FABULA POINTS
l +1 Fabula Point if you have none at the start of a session. l +1 Fabula Point when you fumble a Check.
MP 60
(WLP x 5) + LEVEL + OTHER
60
l +1 Fabula Point when a Villain makes an entrance. l +2 Fabula Points if you surrender at zero HP.
IP 8
6 + OTHER
8
l Spend 1 Fabula Point after performing a Check to invoke a trait to reroll one or both dice (not on a fumble).
l Spend 1 Fabula Point after performing a Check to invoke a bond and add its strength to the result (once per Check).
l Spend 1 Fabula Point to alter the story. If you alter an existing element, you need permission from whoever introduced it. CHARACTER LEVEL
EXPERIENCE POINTS CLASS / LEVEL ARCANIST nvl 2 FREE BENEFITS +5 HP
5
At the end of each session, you automatically gain 5 XP. Then: INITIATIVE MODIFIER: SKILL INFORMATION
l Gain XP equal to【Fabula Points spent by the group ÷ number of Player Characters】. [1] BIND AND SUMMON: You may bind Arcana to your soul and summon them later. When you encounter a new Arcanum, the Game
l Gain XP equal to【Ultima Points spent by Villains】. DEFENSE: 11 Master will reveal what you must do in order to bind them. You may use an action and spend 30 Mind Points to summon the power of
Finally, if you have 10 or more XP, lose 10 XP and gain 1 level.
MAGIC DEFENSE: one of the Arcana you have previously bound (see next page).
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[1] RITUAL ARCANISM: You may perform Rituals of the Arcanism discipline, as long as their effects fall within the domains of one or more
EQUIPMENT May equip: K Martial Armor K Martial Shields K Martial Melee Weapons K Martial Ranged Weapons Arcana you have bound (see next pages). Arcanism Rituals use WLP + WLP for the Magic Check.
EQUIPPED ITEM DESCRIPTION

ACCESSORY
CLASS / LEVEL SYMBOLIST nvl 1 FREE BENEFITS +2 IP
SKILL INFORMATION

ARMOR
DEF: 11 M.DEF: [INS]+1 [1] SYMBOLISM

MAIN HAND
[MIG+WLP]+2 Dano: [HR]+7 Manopla: Terra, Catalisador: Veneno

OFF-HAND

BACKPACK & NOTES CLASS / LEVEL CHIMERIST nvl 2 FREE BENEFITS +5 MP Ritual de ritualismo

PLANET ORACLE: When you cause one or more allies to recover Hit Points and/or Mind Points, SKILL INFORMATION

each of those allies recovers 5 additional Hit Points and/or Mind Points and you choose a status [1] FERAL SPEECH: You can communicate with creatures of the beast, monster and plant Species.
effect from among dazed, enraged, poisoned, shaken, slow, and weak: each of those allies recovers [1] SPELL MIMIC: When you see a creature belonging to the beast, monster or plant Species cast a spell, you may immediately choose to
from the chosen status effect. The recovery effect increases to 10 Hit Points and/or Mind Points if learn that spell as a Chimerist spell of your own: if you do, record the Species of the creature you learned it from. When you first acquire
you are level 30 or higher. You also gain the ability to perform Rituals of the Spiritism discipline. ZENIT this Skill, choose INS + WLP or MIG + WLP . From now on, your offensive (rr) Chimerist spells will use the chosen Attributes for
the Magic Check, regardless of the Attributes used by the creature you learned the spell from. You may have up to SL + 2 different
190 Chimerist spells memorized this way. If you want to memorize a new Chimerist spell but are already at your limit, you must forget one of
your old spells and replace it with the new spell.
CHARACTER NAME Reika Sayuri

OTHER CLASSES Keep track of additional class information here. Remember, you can only have up to 3 non-mastered classes. ARCANA & SPELLS Keep track of any spells you have learned, as well as any Arcana you have bound, here.

CLASS / LEVEL FREE BENEFITS NAME MP TARGETS DURATION

SKILL INFORMATION SYMBOL OF REVENGE 2 IP

When a creature in Crisis hits the creature bearing this symbol with an attack or offensive spell, the creature in Crisis recovers 5 Hit Points
and 5 Mind Points.

SYMBOL OF WEAKNESS 2 IP
CLASS / LEVEL FREE BENEFITS When you create this symbol, choose a damage type: air, bolt, dark, earth, fire, ice, light, or poison. The creature bearing this symbol
SKILL INFORMATION
suffers 5 extra damage from sources dealing damage of the chosen type.

CLASS / LEVEL FREE BENEFITS

SKILL INFORMATION

CLASS / LEVEL FREE BENEFITS

SKILL INFORMATION

HEROIC SKILLS
RITUALS Disciplines: ■ Arcanism K Chimerism K Elementalism K Entropism K
K ■ Ritualism K
■ Spiritism
CHARACTER NAME Reika Sayuri

ARCANA & SPELLS Keep track of any spells you have learned, as well as any Arcana you have bound, here.

NAME MP TARGETS DURATION NAME MP TARGETS DURATION

RITUALS Disciplines: ■ Arcanism K Chimerism K Elementalism K Entropism K


K ■ Ritualism K
■ Spiritism

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