| Cost |
Name |
| 10 |
Battle-Tested: +2 with Magic |
| 4 |
Born in the Saddle: Penalty Skill Levels: +2 vs. Riding penalties with All Attacks (6 Active Points); Conditional Power Power only works when mounted (-1/2) |
| 2 |
Tribeswoman: CuK: Kring Nomad 11- |
|
|
| 0 |
Acting 8- |
| 5 |
Animal Handler (Birds, Equines) 14- Notes: +10 for Chocobos due to Shaman of the Great Chocobo |
| 3 |
AK: Plains of Kring (Home Region) 12- |
| 0 |
Climbing 8- |
| 0 |
Concealment 8- |
| 3 |
Conversation 13- |
| 1 |
Courtier: High Society 8- |
| 0 |
Deduction 8- |
| 5 |
Faith: Power 13- |
| 3 |
Healing: Paramedics 12- |
| 2 |
Languages: Nomad, Common w/literacy, Uruk w/literacy () |
| 3 |
Oratory 13- |
| 2 |
Orienteering: Navigation (Land) 12- |
| 3 |
Persuasion 13- |
| 0 |
PS: Healer 11- |
| 3 |
PS: Shaman 12- |
| 3 |
Riding 12- |
| 3 |
Scholar |
| 2 |
1) KS: Combat Casting (3 Active Points) 12- |
| 1 |
2) KS: Flora and Fauna (2 Active Points) 11- |
| 1 |
3) KS: Herbalism and Healing (2 Active Points) 11- |
| 2 |
4) KS: Shamanism and Spirit Lore (3 Active Points) 12- |
| 1 |
5) KS: Spear Fighting (2 Active Points) 11- |
| 2 |
6) KS: Spirit World (3 Active Points) 12- |
| 0 |
Shadowing 8- |
| 3 |
Stealth 12- |
| 0 |
Survival (Desert) 8- |
| 2 |
Survival (Temperate/Subtropical) 12- |
| 1 |
TF: Carts & Carriages, Chocobos, Custom Adder, Equines |
| 3 |
WF: Common Melee Weapons, Staffs |
| 73 |
Total Skills Cost |
| Cost |
Name |
| 1 |
Fringe Benefit: Mercenary Guild: Membership |
| 1 |
Fringe Benefit: Novice Shaman |
| 2 |
Total Perks Cost |
| Cost |
Name |
| 7 |
Mark of the Great Chocobo Spirit: Animal Friendship (20 Active Points); Conditional Power Only Vs. Chocobos (-2) |
| 2 |
Skeptic: Resistance to Persuasion (+2 to roll) |
| 8 |
Spirits' Blessing: Combat Luck (6 PD/6 ED) (12 Active Points); Conditional Power Non-Resistant (-1/2) |
| 17 |
Total Talents Cost |
|
|
| Cost |
Power |
END |
| 0 |
Spirit Sense (Passive): Detect Power (Spirit Sense base) A Class Of Things 12- (Unusual Group), Custom Adder, Sense | 0 |
|
| |
| 5 |
Shaman: Elemental Control, 10-point powers | |
| 3 |
1) Shaman of the Great Chocobo: +10 PRE (10 Active Points); Only vs Chocobos and Spirits (-1/2) | |
| 4 |
2) Shamanic Defenses: (Total: 10 Active Cost, 7 Real Cost) +5 PRE (5 Active Points); Defensive Only (-1) (Real Cost: 2) plus Power Defense (5 points) (Real Cost: 5) | 0 |
| 5 |
3) Spirit Sense (Active): (Total: 10 Active Cost, 10 Real Cost) Discriminatory with Detect Power (Spirit Sense base) A Class Of Things (Real Cost: 5) plus Range with Detect Power (Spirit sense base) A Class Of Things (Real Cost: 5) | 0 |
|
| |
| 50 |
Shamanic Magic: Multipower, 75-point reserve, (75 Active Points); all slots Gestures (-1/4), Incantations (-1/4) | |
| 1m |
1) Shamanic Magic: Blessing of the Blue Chocobo: Swimming 6", Usable By Other (+1/4) (7 Active Points); Limited Power Chocobos Only (-1), Limited Power Only Across Surface (-1/2), Gestures (-1/4), Incantations (-1/4) | 1 |
| 1m |
2) Shamanic Magic: Blessing of the Red Chocobo: Clinging (25 STR), Usable By Other (+1/4) (19 Active Points); Limited Power Chocobos Only (-1), Limited Power No Steeper than Vertical Surfaces (-1/4), Gestures (-1/4), Incantations (-1/4) | 0 |
| 1u |
3) Shamanic Magic: Chocobo Spirit's Blessing: Running 5", Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only vs. Mounts and Draft Animals) (-1/2), Gestures (-1/4), Incantations (-1/4) | 1 |
| 3u |
4) Shamanic Magic: Lesser Warding: Change Environment 4" radius (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Day), Personal Immunity (+1/4) (59 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4)Notes: -5 to EGO Roll For Spirits To Enter; Special Effect: 1 Day = Until Sunrise. May formally invite spirits across the barrier, but must recast to revoke permission | 6 |
| 2u |
5) Shamanic Magic: Seance: (Total: 40 Active Cost, 19 Real Cost) Perceive into a single other dimension: Spiriit Realm with Normal Hearing and Normal Sight (10 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 7) plus Sight and Hearing Groups Images Increased Size (4" radius; +1/2), Transdimensional (Single Dimension: Spirit Realm; +1/2) (30 Active Points); No Range (-1/2), Conditional Power Only to Expand Spirit Communication (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 12) | 3 |
| 2u |
6) Shamanic Magic: Spirit Strike: Hand-To-Hand Attack +6d6, Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (+1/2) (60 Active Points); Limited Power Only Affects Spirits (-1), Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)Notes: Does not harm a possessed being if used via the Witches' Spear. | 6 |
| 2u |
7) Shamanic Magic: Spirit Trap: Entangle 4d6, 4 DEF, Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); Spirits Only (-1), Gestures (-1/4), Incantations (-1/4) | 6 |
| 4u |
8) Shamanic Magic: Stupid Elemental Spirit Tricks: Minor Transform 3d6, Variable Special Effects (Limited Group of SFX; +1/4), any [special effect] power one at a time (+1/4*), Reduced Endurance (0 END; +1/2) (60 Active Points); Gestures (-1/4), Incantations (-1/4) | 0 |
| 5u |
9) Shamanic Magic: Summon Help From Above: Summon 215-point Spiritual Chocobo or Choco-Mog combo, Devoted (+3/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4)Notes: Second Limit Break power. Best used for Wave Motion Gun level problems | 7 |
| 5u |
10) Shamanic Magic: Summon Hydris: Summon 215-point Water Hound Spirit, Devoted (+3/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4)Notes: Spirit House: One of the stones of Ars, the Witch's Spear | 7 |
| 5u |
11) Shamanic Magic: Summon Ursul: Summon 215-point Earth Bear Spirit, Devoted (+3/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4)Notes: Spirit House: One of the stones of Ars, the Witch's Spear | 7 |
| 1u |
12) Black Magic: Elemental Blade: Hand-To-Hand Attack +4d6, Variable Special Effects (Fire -> Ice -> Wind -> Earth -> Thunder -> Water ->; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Hand-To-Hand Attack (-1/2), Variable OAF (-1/2), Gestures (-1/4), Incantations (-1/4) | 0 |
| 1u |
13) Black Magic: Elemental Blade Avalanche Strike: Hand-To-Hand Attack +4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)Notes: Usage: Vs. pesky zippy people | 3 |
| 2u |
14) Black Magic: Elemental Blade Chilling Frost: Drain DEX 4d6 (40 Active Points); Conditional Power Must Be Used with Elemental Blade (-1/4), Gestures (-1/4), Incantations (-1/4)Notes: Usage: Numb Reflexes and fine manipulation until warmed up | 4 |
| 2u |
15) Black Magic: Elemental Blade Inferno Blast: Hand-To-Hand Attack +4d6, Personal Immunity (+1/4), Explosion (+1/2) (35 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)Notes: Usage: When swarmed | 3 |
| 2u |
16) Black Magic: Elemental Blade Shocking Blow: Hand-To-Hand Attack +4d6, No Normal Defense ([Standard]; +1) (40 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)Notes: Usage: Non-lethal attack | 4 |
| 2u |
17) Black Magic: Elemental Blade Water Hammer: Hand-To-Hand Attack +4d6, Double Knockback (+3/4) (35 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)Notes: Usage: "Get out of my face!" | 3 |
| 1u |
18) Black Magic: Elemental Blade Wind Razor: Hand-To-Hand Attack +4d6, Armor Piercing (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)Notes: Usage: Vs. tough things | 3 |
| 3u |
19) Black Magic: Elemental Curse: Minor Transform 4d6 (Target into Target w/Vulnerability vs. specific element, Normally or via curse-breaking abilities), Variable Special Effects (Limited Group of SFX; Fire -> Ice -> Wind -> Earth -> Thunder -> Water ->; +1/4) (50 Active Points); Gestures (-1/4), Incantations (-1/4)Notes: Limit Break power | 5 |
| 5u |
20) Black Magic: Six Elements: Energy Blast 10d6, Variable Special Effects (Fire -> Ice -> Wind -> Earth -> Thunder -> Water ->; +1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4) | 3 |
| 3u |
21) White Magic: Cure: Healing BODY 4d6 (40 Active Points); Gestures (-1/4), Incantations (-1/4) | 4 |
| 4u |
22) White Magic: Esuna: Dispel 11d6, any Status Effect power one at a time (+1/4), Cumulative (+1/2) (58 Active Points); Gestures (-1/4), Incantations (-1/4) | 6 |
|
| |
| 124 |
Total Powers Cost |
| Equipment |
END |
| Spear: Hand-To-Hand Attack +2d6, Can Be Thrown (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4), Required Hands One-Handed (-0) Notes: Signature Weapon | 0 |
| Spear: +1 OCV | |
| | |
| Aelum Brigandine Armor: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2), Real Armor (-1/4) Notes: Has comfort/mobility enchantment, 7kg | 0 |
| | |
| Dusty - Basic Riding Chocobo: Follower (0 Active Points) | |
| | |
| Enchanted Braid Band: +2 COM Notes: Also DEF 5, hair only. Found in Grandpear's Basement | |
| Cost |
Maneuver |
| 4 |
Atemi Strike (Nerve Strike): 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND Notes: Represents strikes with the non-pointy end. |
| 4 |
Block (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort |
| 5 |
Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike |
| 4 |
Thrust (Martial Strike): 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike |
| 1 |
Weapon Element: Spears, Staffs Notes: +1 Use Art With Staff |
| 18 |
Total Martial Arts Cost |
|