Ficha Jawari

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

ATTRIBUTES & STATUS EFFECTS

NAME Jawari PRONOUNS Ele/Dele


BASE CURRENT

DEXTERITYO 6 6 K SLOW
IDENTITY Protetor da Vida e da Natureza K ENRAGED
TRAITS

INSIGHT O 10 10 K DAZED
THEME Doubt ORIGIN Metaverso
MIGHT O 6 6 K WEAK
K Admiration K Loyalty K Affection K Admiration K Loyalty K Affection K POISONED
WILLPOWER O
Região (mestre decide nome)
1 K■ Inferiority K
■ Mistrust K■ Hatred 4 K Inferiority K Mistrust K Hatred 10 10 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 35
(MIG x 5) + LEVEL + OTHER
17
CRISIS
35
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 65
(WLP x 5) + LEVEL + OTHER
65
3 l +1 Fabula Point when a Villain makes an entrance. l +2 Fabula Points if you surrender at zero HP.
IP 8 8
6 + OTHER
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 Spiritist/3 FREE BENEFITS +5MP, Rituals of Ritualism discipline 5
0 At the end of each session, you automatically gain 5 XP. Then: INITIATIVE MODIFIER: -2 SKILL INFORMATION
l Gain XP equal to【Fabula Points spent by the group ÷ number of Player Characters】. SPIRITUAL MAGIC (3): Heal, Aura, Barrier. Offensive (r) Spiritist spells use INS + WLP for the Magic Check
l Gain XP equal to【Ultima Points spent by Villains】. DEFENSE: 7
Finally, if you have 10 or more XP, lose 10 XP and gain 1 level.
MAGIC DEFENSE: 12

EQUIPMENT May equip: K Martial Armor K Martial Shields K Martial Melee Weapons K Martial Ranged Weapons
EQUIPPED ITEM DESCRIPTION

ACCESSORY
CLASS / LEVEL Tinkerer/1 FREE BENEFITS +2 IP, Pode iniciar Projetos
SKILL INFORMATION

ARMOR
Sage Robe +1 Defense +2 Magic Defense -2 Initiative - No Quality GADGETS (1): MINOR MAGISPHERES: You may perform the Inventory action and spend 2 Inventory Points to create a magisphere and
immediately perform the Spell action for free, casting one of the spells you have developed a prototype for. The spell follows the normal
rules (including MP costs and Magic Checks). (Acceleration, Elemental Weapon)
MAIN HAND
Staff WLP+WLP - HR+6 Physical - Two-handed - Melee - No Quality

OFF-HAND

BACKPACK & NOTES CLASS / LEVEL Esper FREE BENEFITS

QUIRK: FETTERED HEART: The first time you break a commandment during each scene, you SKILL INFORMATION

immediately suffer the shaken and weak status effects and lose half your current Hit Points and
Mind Points (rounded down), but also gain 2 Fabula Points.
After breaking your commandments 6 times, ignore any further violation unless it happens in the
presence of a Villain who follows or embodies your commandments. Upon your 7th violation, you ZENIT
lose this Quirk and change your Theme to one of the following: Belonging, Guilt, Justice or
Vengeance. Then, you immediately gain a Heroic Skill among those available for your Classes (you 320
may even choose a Heroic Skill whose requirements you do not satisfy, unless they include a Skill
you don’t have). Finally, you recover all HP and MP and recover from all status effects. From
CHARACTER NAME Jawari

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 Pilot FREE BENEFITS NAME MP TARGETS DURATION

SKILL INFORMATION Acceleration 20 One creature Scene

At the end of each of their turns, the target may choose one option: perform a free attack; or immediately perform the Spell action for
free, casting a spell with a total MP cost equal to or lower than 10 (paying its MP cost). Once the same creature has performed any two
options this way, this spell ends.

Elemental Shroud 5xT Up to three creatures Scene


CLASS / LEVEL Dancer FREE BENEFITS You weave magical energy and protect the targets from the fury of the elements. Choose a damage type: air, bolt, earth, fire or ice. Until
SKILL INFORMATION
this spell ends, each target gains Resistance against the chosen damage type.

Heal 10xT Up to three creatures Instantaneous

You invigorate your companions, soothing their pain and healing their fatigue. Each target recovers 40 Hit Points. This amount increases
to 50 Hit Points if you are level 20 or higher, or to 60 Hit Points if you are level 40 or higher.

CLASS / LEVEL Floralist/1 FREE BENEFITS +5MP


SKILL INFORMATION Aura 5xT Up to three creatures Scene
CHLOROMANCY (1): During a conflict, if there are no magiseeds in your garden, you may use an action and spend 20 Mind Points to
plant a magiseed among those you have discovered. You project your soul outside your body and direct it to surround the targets, shielding them from dangerous magic. Until this spell ends,
PILGRIM GAZALIA - Its flamboyant corolla is synonymous with abundance. each target may treat their Magic Defense as being equal to 12 against any effects that target it (they are still free to use their normal
1-2 At the end of your turn, choose yourself or another Player Character you can see. The chosen character regains 2 Inventory Point. Defense score if higher than 12). This score increases to 13 if you are level 20 or higher, or to 14 if you are level 40 or higher.
3 At the end of your turn, you and every other Player Character you can see regain 1 Inventory Point.

Barrier 5xT Up to three creatures Scene


CLASS / LEVEL FREE BENEFITS You project your soul outside your body and weave it into a barrier to protect the targets from attacks. Until this spell ends, each target
may treat their Defense as being equal to 12 against any effects that target it (they are still free to use their normal Defense score if
SKILL INFORMATION
higher than 12). This score increases to 13 if you are level 20 or higher, or to 14 if you are level 40 or higher.

HEROIC SKILLS
RITUALS Disciplines: K Arcanism K Chimerism K Elementalism K Entropism K Ritualism K Spiritism

Floralist Garden
4
CHARACTER NAME Jawari

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: K Arcanism K Chimerism K Elementalism K Entropism K Ritualism K Spiritism

You might also like