Yukari Takeba

Starting Character Details

Character Details
Name Yukari Takeba Gender Female
Primary Arcana Lovers Secondary Arcanas Justice, Fortune
Evoker Rank 1 XP Total 1000
Aptitudes Fellowship, Perception, Social, Ballistic Skill, Fieldcraft, Agility, Finesse

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Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 25 2 -
Ballistic Skill 45 4 Simple
Strength 25 2 -
Toughness 25 2 -
Agility 45 4 Simple
Intelligence 30 3 -
Perception 40 4 -
Willpower 30 3 -
Fellowship 55 5 Simple
Realisation 10 1 -

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Vitals

Vitals
Wounds: 10 Exertion 4
Spell Points 8 Fatigue Threshold 2
Current Realisation 10 Realisation Points 1
Repression 0 Stress 0

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Traits

Asset Subname Description Effect
Charming - You're unusually attractive, not always in a way related to looks; it could be how you speak, smell, or act in some way. Gain +10 to Fellowship skill tests toward those who would be attracted to you.
Cynic - You're naturally suspicious of others, or maybe you have experience dealing with cons, lies and cheats. You don't have to be actually genuinely cynical. Gain the Scrutiny skill and +20 to Scrutiny tests to resist Charm or Deceive.
Driven - You're the sort of person who fights harder the more the odds are stacked against them. Gain one conditional Realisation Point to be used in any way you prefer when facing a superior foe or exceptionally bad odds.
Paranoia - You're always suspecting an ambush or a trap or some threat to come out of nowhere. Perhaps you grew up somewhere weird or dangerous, or maybe there's something terrible in your history that's made you like this. You gain the Paranoia 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 - - - - -
Stealth Ag X - - - -
Charm Fel X - - - -
Command Fel - - - - -
Deceive Fel X - - - -
Disguise Fel - - - - -
Inquiry Fel X - - - -
Commerce Int - - - - -
Demolitions Int - - - - -
Literacy Int X - - - -
Logic Int - - - - -
Medical Int - - - - -
Security Int - - - - -
Tech Use Int - - - - -
Awareness Per X - - - -
Scrutiny Per X - - - -
Survival Per - - - - -
Athletics Str - - - - -
Intimidate Str - - - - -
Carouse Tou - - - - -
Parry WS - - - - -

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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
Ranged Training - - Ballistic Skill General You may use Ranged weapons (Assault, Explosive, Manual and Precision) without taking the -20 nonproficient penalty.

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Ranged Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Rapid Reload - Ranged Training Ballistic Skill Fieldcraft Weapon reload times are reduced by a half action. Half Action reload times now become Free Action reload times.
Deadeye Shot - Ranged Training Ballistic Skill Finesse You reduce the penalty to called shots and for shooting at long or extreme range by -10.

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Mental Talents

Name Subname Effect Prerequisites Aptitude 1 Aptitude 2
Tier One
Tier Two
Paranoia - Combat Sense Perception Fieldcraft You gain a +2 bonus to Initiative tests, and you make automatic hidden awareness tests.

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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 3 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: Io

The Ancestor of Heroes
Details
Grade: 1 Name: Io Aptitudes: Restoration, Support, Wind Ineptitudes: Elec
Elemental Attributes
Imp Rend En Xp Fire Ice Elec Wind Light Dark
Weak Resist
Physical Attributes and Weapons
Traits: Amplify Emotion, Unnatural Fellowship (1) Wounds: 6
Weapon Name Weapon Type Range Damage Penetration Qualities
Ram Melee Melee 1d10+SB R 0 Concussive
Powers
Dia, Patra, (Garu), (Charmdi)

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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

Ranged Weapons

Name Class Range Rate of Fire Damage Penetration Clip Size Reload Upgrades Total Qualities
Bow (Basic) Ranged, Bow Medium (60m) S/-/- 1d10+2 R 1 1 Half Action - Super Hit Bonus (10); Brittle
Bow (Current) Ranged, Bow Medium (60m) S/-/- 1d10+2+1 (+3) R 1 1 Free Action - Super Hit Bonus (10); Brittle

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Ammunition

Name Weapon Qty
Ammunition Weapon Unlimited

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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

Name

Name SEES Arcana Fool
Rank 1 XP Bonus 5%
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

Income Expenditure Reason Remaining Total Expenditure
1000 0 Starting 1000 0
100 BS Simple 900 100
100 Fel Simple 800 200
200 Ranged Training 600 400
400 Ranged Talents: Deadeye Shot, Rapid Reload 200 800
100 Skills: Stealth 100 900
100 Agility Simple 0 1000

Starting Character Details

Character Details
Name Yukari Takeba Gender Female
Primary Arcana Lovers Secondary Arcanas Justice, Fortune
Evoker Rank 1 XP Total 1000
Aptitudes Fellowship, Perception, Social, Ballistic Skill, Fieldcraft, Agility, Finesse

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Characteristics

Characteristics
Name Value Bonus Modifiers
Weapon Skill 25 2 -
Ballistic Skill 40 4 -
Strength 25 2 -
Toughness 25 2 -
Agility 40 4 Fortune (+5)
Intelligence 30 3 -
Perception 40 4 Justice (+5)
Willpower 30 3 -
Fellowship 50 5 Lovers (+10)
Realisation 10 1 -

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Vitals

Vitals
Wounds: 10 Exertion 4
Spell Points 8 Fatigue Threshold 2
Current Realisation 10 Realisation Points 1
Repression 0 Stress 0

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Traits

Asset Subname Description Effect
Charming - You're unusually attractive, not always in a way related to looks; it could be how you speak, smell, or act in some way. Gain +10 to Fellowship skill tests toward those who would be attracted to you.
Cynic - You're naturally suspicious of others, or maybe you have experience dealing with cons, lies and cheats. You don't have to be actually genuinely cynical. Gain the Scrutiny skill and +20 to Scrutiny tests to resist Charm or Deceive.
Driven - You're the sort of person who fights harder the more the odds are stacked against them. Gain one conditional Realisation Point to be used in any way you prefer when facing a superior foe or exceptionally bad odds.
Paranoia - You're always suspecting an ambush or a trap or some threat to come out of nowhere. Perhaps you grew up somewhere weird or dangerous, or maybe there's something terrible in your history that's made you like this. You gain the Paranoia talent.

Injuries and Complications

Injury Effect Cause Incident

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Starting Skills

Free Starting

Literacy
Linguist (English, Japanese)
Lore (Japan)

From Arcana

Dodge
Charm
Deceive
Inquiry
Awareness

From Assets

Scrutiny

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