Junpei Iori

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

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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 -

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Vitals

Vitals
Wounds: 11 Exertion 4
Spell Points 7 Fatigue Threshold 3
Current Realisation 10 Realisation Points 1
Repression 0 Stress 0

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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

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.

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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).

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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.

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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.

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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.

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Personae

Active Slots

Slot 1: Hermes

The God of Magicians
Details
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)

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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

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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

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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

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Armour

Name Body Arm Leg Head Special
Light Plate 4 4 (WS2) 4 (WS2) 4 (WS3) -

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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.

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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

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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 -

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Vitals

Vitals
Wounds: 11 Exertion 4
Spell Points 7 Fatigue Threshold 3
Current Realisation 10 Realisation Points 1
Repression 0 Stress 0

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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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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

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