Junpei Iori
Table of Contents
Starting Character Details
Character Details | |||
---|---|---|---|
Name | Junpei Iori | Gender | Male |
Primary Arcana | Magician | Secondary Arcanas | Chariot, Emperor |
Evoker Rank | 1 | XP Total | 1000 |
Aptitudes | Agility, Intelligence, Offense, Weapon Skill, Strength, Willpower, Resolution |
Characteristics
Characteristics | |||
---|---|---|---|
Name | Value | Bonus | Modifiers |
Weapon Skill | 45 | 4 | Simple |
Ballistic Skill | 25 | 2 | - |
Strength | 45 | 4 | Simple |
Toughness | 35 | 3 | - |
Agility | 40 | 4 | |
Intelligence | 40 | 4 | |
Perception | 30 | 3 | - |
Willpower | 30 | 3 | - |
Fellowship | 25 | 2 | - |
Realisation | 10 | 1 | - |
Vitals
Vitals | |||
---|---|---|---|
Wounds: | 11 | Exertion | 4 |
Spell Points | 7 | Fatigue Threshold | 3 |
Current Realisation | 10 | Realisation Points | 1 |
Repression | 0 | Stress | 0 |
Traits
Asset | Subname | Description | Effect |
---|---|---|---|
Fearless | - | You're either recklessly brave, suicidal, or an idiot. | Increase your Fearless trait by 1. |
Thrill Seeker | - | You're either addicted to thrills, or whenever you find yourself in dangerous situations, you just switch on. | Whenever you spend a Realisation Point in dangerous situtations where you are outmatched or performing an exceptionally brave feat, roll a 1d10. On a 10, the Point is regained. Furthermore, if you engaged in dangerous activities during the day, you lose one point of stress. |
Troublemaker | - | You're not comfortable with authority, and you wriggle and worm and squeeze your way out of it whenever possible. | You gain two of the following skills: Stealth, Security, Sleight of Hand. Authority figures take a -20 penalty to Charm or Command tests against you if attempting to make you do something. |
Unremarkable | - | You're not remarkable to look at. In fact you're actively forgetful. People trying to remember your face have a genuine problem doing so. | You gain the Unremarkable talent. |
Injuries and Complications
Injury | Effect | Cause | Incident |
---|---|---|---|
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Skills
SKILL LIST | ||||||
---|---|---|---|---|---|---|
Skill Name | Characteristic | Known | Trained | Experienced | Master | Bonuses |
Acrobatics | Ag | - | - | - | - | - |
Dodge | Ag | X | - | - | - | - |
Sleight of Hand | Ag | X | - | - | - | - |
Stealth | Ag | X | - | - | - | - |
Charm | Fel | - | - | - | - | - |
Command | Fel | - | - | - | - | - |
Deceive | Fel | - | - | - | - | - |
Disguise | Fel | - | - | - | - | - |
Inquiry | Fel | - | - | - | - | - |
Commerce | Int | - | - | - | - | - |
Demolitions | Int | - | - | - | - | - |
Literacy | Int | X | - | - | - | - |
Logic | Int | - | - | - | - | - |
Medical | Int | - | - | - | - | - |
Security | Int | X | - | - | - | - |
Tech Use | Int | - | - | - | - | - |
Awareness | Per | - | - | - | - | - |
Scrutiny | Per | - | - | - | - | - |
Survival | Per | - | - | - | - | - |
Athletics | Str | X | - | - | - | - |
Intimidate | Str | - | - | - | - | - |
Carouse | Tou | - | - | - | - | - |
Parry | WS | X | - | - | - | - |
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Basic Skill Reference Cards
- Acrobatics
- Athletics
- Awareness
- Carouse
- Charm
- Command
- Commerce
- Deceive
- Disguise
- Demolitions
- Dodge
- Inquiry
- Intimidate
- Literacy
- Logic
- Medicae
- Parry
- Scrutiny
- Security
- Sleight of Hand
- Stealth
- Survival
- Tech Use
Skill Name | Acrobatics |
---|---|
Characteristic | Aglity |
Aptitudes | Aglity, General |
Action | Full Action unless otherwise noted |
Description | |
Acrobatics is the skill of moving with Aglity, grace and balance. Balancing on a tight rope, understanding the best stance for a jump, or somersaulting away from an enemy- all of these are uses of Acrobatics. Use of Acrobatics include keeping your balance in unstable or uneven ground, jumping from a height and landing without harming yourself, or moving around enemies without slowing down. | |
Special Uses | |
Maneuvering | You may make a Disengage action (normally a Full Action) as a Half Action, so long as you pass an Acrobatics +0 test first. |
Contortionist | As a Full Action, you may test Acrobatics to free yourself from bonds or restraints. This may only be tested once to escape restraints; if you fail the first time, then you are simply too tightly bound to wriggle free. This test may be modified depending on the quality of the bonds. You may also use Acrobatics to escape from a grapple in place of testing Strength or Aglity. |
Jumping | When jumping or leaping, you may test Acrobatics in place of Aglity and Strength tests. |
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Specialist Skills
Skill Name | Linguist |
---|---|
Characteristic | Intelligence |
Aptitudes | Intelligence, Social |
Action | Free Action |
Specialist Examples | English, French, Japanese, Russian |
Description | |
Linguist represents the ability to speak and understand a language. Most of the time, there is no need to test Linguist in regular conversation. Tests may be needed for particularly difficult tasks, such as understanding an extremely thick accent or understanding a garbled radio message. However, this skill may also be tested when trying to decipher or understand a language you are not familiar with. Generally, even the most basic of sentences from another language requires a Linguist test to understand, with bonuses or penalties being applied depending on how close the language is to one of your own: for example, it is much easier for someone who speaks Spanish to understand Portuguese than it is for them to understand Chinese. Sometimes the necessary context is simply missing, and Linguist tests are impossible. |
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Combat Talents
Proficiency Talents
Name | Subname | Effect | Prerequisites | Aptitude 1 | Aptitude 2 |
---|---|---|---|---|---|
Tier One | |||||
Melee Training | - | - | Weapon Skill | General | You may use Melee weapons (Light Blade, Power, Polearm, Shield and Unarmed) without taking the -20 nonproficient penalty. |
Melee Talents
Name | Subname | Effect | Prerequisites | Aptitude 1 | Aptitude 2 |
---|---|---|---|---|---|
Tier One | |||||
Duelist | - | Melee Training | Weapon Skill | Offense | Whilst engaged in melee with only a single enemy who is not engaged with anyone else, you gain +2 Degrees of Success to all Weapon Skill tests against that enemy. |
Swift Attack | - | Melee Training | Weapon Skill | Offense | You may perform the Swift Attack action. |
Furious Charge | - | Melee Training | Weapon Skill | Strength | You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent). |
Personal Talents
Interpersonal Talents
Name | Subname | Effect | Prerequisites | Aptitude 1 | Aptitude 2 |
---|---|---|---|---|---|
Tier One | |||||
Unremarkable | - | - | Fellowship | Social | You're know how to seem forgettable, and blend into a crowd easily. Attempts to recall your face or spot you in a crowd take a -20 penalty, and you take a +20 bonus to Deceive tests to persuade someone that they've never seen you before. This talent doesn't work if you're particularly distinctive in relation to the crowd or are wearing unique or flashy items. |
Metaphysical Talents
Persona Talents
Name | Subname | Effect | Prerequisites | Aptitude 1 | Aptitude 2 |
---|---|---|---|---|---|
Tier One | |||||
Evoker Rank | 1 | - | General | General | Your Evoker Rank, which measures how powerful you are as a Persona User. You may not fuse or control a Persona with a Grade higher than your Rank. Evoker Rank also has many other effects, most notably on your SP and TP Pools. Every time you take this talent, you increase your Rank by One. You must spend an amount of XP equal to the purchasing rank multiplied by ten; if you are purchasing Rank 3, then you must spend 300 XP for example. You may only purchase an Evoker Rank once every 2,000 XP spent, starting at Rank 1 at 0 XP. |
Persona Active Slot 1 | Starting | Evoker Rank 1 | General | General | This turns a single Persona Slot into an Active Slot. Personas in Active Slots can be used in combat. You begin the game with this talent. |
Persona Slot | 2 | Evoker Rank 1 | General | General | A Persona Slot allows you to store a single Persona per slot in your tome. Note that Slots begin automatically counting as Inactive: you may possess the Persona and fuse it, but you cannot swap to it during combat. You begin with three Persona slots, and may purchase more up to a maximum of 6. |
Tome Talents
Name | Subname | Effect | Prerequisites | Aptitude 1 | Aptitude 2 |
---|---|---|---|---|---|
Tier One | |||||
Tome Inventory | 1 | Evoker Rank 1 | General | General | Unlocks the Tome Inventory ability, which stores up to X*2 items within the Tome itself that can be retrieved as you would any other item from a pocket. You begin with one purchase in this talent. |
Personae
Active Slots
Slot 1: Hermes
The God of MagiciansDetails | |||||||||
---|---|---|---|---|---|---|---|---|---|
Grade: | 1 | Name: | Hermes | Aptitudes: | Offense, Fire, Might | Ineptitudes: | Wind | ||
Elemental Attributes | |||||||||
Imp | Rend | En | Xp | Fire | Ice | Elec | Wind | Light | Dark |
Resist | Weak | ||||||||
Physical Attributes and Weapons | |||||||||
Traits: | Hoverer (AB/2), Weapon Master (1) | Wounds: | 8 | ||||||
Weapon Name | Weapon Type | Range | Damage | Penetration | Qualities | ||||
Bladed Boots | Melee | Melee | 1d10+SB Rend | 0 | Power | ||||
Powers | |||||||||
Assault Dive, Agi, (Plasma Edge), (Red Wall) |
Inactive Slots
Slot Two: Empty
Details | |||||||||
---|---|---|---|---|---|---|---|---|---|
Grade: | 1 | Name: | Aptitudes: | Ineptitudes: | |||||
Elemental Attributes | |||||||||
Imp | Rend | En | Xp | Fire | Ice | Elec | Wind | Light | Dark |
Physical Attributes and Weapons | |||||||||
Traits: | Wounds: | ||||||||
Weapon Name | Weapon Type | Range | Damage | Penetration | Qualities | ||||
Powers | |||||||||
Slot Three: Empty
Details | |||||||||
---|---|---|---|---|---|---|---|---|---|
Grade: | 1 | Name: | Aptitudes: | Ineptitudes: | |||||
Elemental Attributes | |||||||||
Imp | Rend | En | Xp | Fire | Ice | Elec | Wind | Light | Dark |
Physical Attributes and Weapons | |||||||||
Traits: | Wounds: | ||||||||
Weapon Name | Weapon Type | Range | Damage | Penetration | Qualities | ||||
Powers | |||||||||
Equipment
Melee Weapons
Name | Class | Range | Damage | Penetration | Upgrades | Total Qualities | ||
---|---|---|---|---|---|---|---|---|
Two-Handed | ||||||||
Greatsword (Base) | Melee (Power) | Melee | 2d10+1R | 1 | - | Handling (Unbalanced), Power; Devastating (1), Cleaving, Tearing | ||
Greatsword (Current) | Melee (Power) | Melee | 2d10+1+4+1(6)R | 1 | - | Handling (Unbalanced), Power; Devastating (1), Cleaving, Tearing |
Armour
Name | Body | Arm | Leg | Head | Special |
---|---|---|---|---|---|
Light Plate | 4 | 4 (WS2) | 4 (WS2) | 4 (WS3) | - |
Social Links
SEES (Fool)
Name | SEES | Arcana | Fool |
---|---|---|---|
Rank | 1 | XP Bonus | 0.05 |
Days Available | N/A | ||
Special Ability | |||
Team Actions: Navigator gains Team Action points equal to Rank of this Social Link. |
Experience Log
Income | Expenditure | Reason | Remaining | Total Expenditure |
---|---|---|---|---|
1000 | 0 | Starting | 1000 | 0 |
100 | WS Simple | 900 | 100 | |
100 | Strength Simple | 800 | 200 | |
200 | Melee Training | 600 | 400 | |
600 | Tier 1 Melee Talents: Duelist, Swift Attack, Furious Charge | 0 | 1000 |
Starting Character Details
Character Details | |||
---|---|---|---|
Name | Junpei Iori | Gender | Male |
Primary Arcana | Magician | Secondary Arcanas | Chariot, Emperor |
Evoker Rank | 1 | XP Total | 1000 |
Aptitudes | Agility, Intelligence, Offense, Weapon Skill, Strength, Willpower, Resolution |
Characteristics
Characteristics | |||
---|---|---|---|
Name | Value | Bonus | Modifiers |
Weapon Skill | 40 | 4 | Emperor (+5) |
Ballistic Skill | 25 | 2 | - |
Strength | 40 | 4 | Chariot (+5) |
Toughness | 35 | 3 | - |
Agility | 40 | 4 | Magician (+5) |
Intelligence | 40 | 4 | Magician (+5) |
Perception | 30 | 3 | - |
Willpower | 30 | 3 | - |
Fellowship | 25 | 2 | - |
Realisation | 10 | 1 | - |
Vitals
Vitals | |||
---|---|---|---|
Wounds: | 11 | Exertion | 4 |
Spell Points | 7 | Fatigue Threshold | 3 |
Current Realisation | 10 | Realisation Points | 1 |
Repression | 0 | Stress | 0 |
Traits
Asset | Subname | Description | Effect |
---|---|---|---|
Fearless | - | You're either recklessly brave, suicidal, or an idiot. | Increase your Fearless trait by 1. |
Thrill Seeker | - | You're either addicted to thrills, or whenever you find yourself in dangerous situations, you just switch on. | Whenever you spend a Realisation Point in dangerous situtations where you are outmatched or performing an exceptionally brave feat, roll a 1d10. On a 10, the Point is regained. Furthermore, if you engaged in dangerous activities during the day, you lose one point of stress. |
Troublemaker | - | You're not comfortable with authority, and you wriggle and worm and squeeze your way out of it whenever possible. | You gain two of the following skills: Stealth, Security, Sleight of Hand. Authority figures take a -20 penalty to Charm or Command tests against you if attempting to make you do something. |
Unremarkable | - | You're not remarkable to look at. In fact you're actively forgetful. People trying to remember your face have a genuine problem doing so. | You gain the Unremarkable talent. |
Injuries and Complications
Injury | Effect | Cause | Incident |
---|---|---|---|
-- Back to Top --
Starting Skills
Free Starting
Literacy
Linguist (English, Japanese)
Lore (Japanese)
From Arcana
Athletics
Dodge
Lore (Video Games)
Parry
Stealth
From Assets
Security
Sleight of Hand
page revision: 1, last edited: 13 Dec 2016 12:45