Character
Thelosa-Aisa
Age: 12
Gender: Male
Race: Tarutaru
Height: 2'9
Weight: 79 lbs
Class: Summoner/Time Mage
Basic Traits:
Inquisitive, Analytical, Resourceful, Ambitious, Diligent, Aloof, Arrogant, Cynical, Critical, Mischevious
Advanced Traits:
Ancient History
Higher Calling
Hunted (debt)
Secret Place
Walking Disaster
Level 52
EXP: 663,000/689,000
Stats:
STR 6
VIT 12
AGI 7
SPD 15
MAG 21
SPR 30
Max values: 16/13/19/18/24/30
Advantages: Pure Soul 2, Hardened 2, Good Fortune 1
Disadvantages: Gold Sink -5
HP: 593
MP: 1253
EVA: 22
M. EVA: 61
ARM: 70
M. ARM: 120
DEX: 116
MND: 144
ACC: 146
M. ACC: 214
Weapon Slot: Firewheel Rod
Offhand Slot: Empty
Body Slot: Angel Robe
Head Slot: Red Hood
Hand Slot: Wizard Bracelet
Accessory Slot: Ribbon
Inventory:
Hi-Potion x12
Hi-Ether x6
Hyper Ether x2
Phoenix Down x3
9925 gil
Angel Robe: 10400 gil, 27 ARM, 38 M. ARM, auto-reraise, +5 M. EVA
Firewheel Rod: 2800 gil, fire enhancer (6xSTR)+2d6
Red Hood: 6300 gil, 16 ARM, 21 M. ARM, +10% MP
Wizard Bracelet: 3200 gil, 11 ARM, 10 M. ARM, +5 M. EVA, +20 M. ACC
Ribbon: Artifact, Fatal Proof, Mystify Proof, Seal Proof, Time Proof, Toxin Proof, Transform Proof, Weak Proof
Summons:
Tier 1: Ramuh "Baldie" "Merlin" "Old man" "Sparky"
Tier 2: Atomos
Tier 3: Golem "BFG" "Bubba"
Tier 4: Doomtrain
Tier 5: Phoenix "Polly"
Time Magic:
1: Hold, Sprint, Escape, Tractor, Yawn
2: Float, Slow, Speed, Gravity
3: Immobilize, Regen, Reset, Teleport
4: Haste
Skills:
770 points for whatever
55 art (mostly just architecture)
100 inquiry (50 pts spent)
+50 awareness = 80 total
80 Systems
80 Alchemy
70 Cudgels
70 weapon systems
60 etiquette
80 negotiation
60 repair
70 leadership
55 navigation
454 for language and lore
100 lore: summons (50 pts spent)
100 lore: time magic (50 pts spent)
80 language: ancient (40 pts spent)
+40 common (20 pts spent) = 90 total
80 lore: Empire of Jelduno history (40 pts spent)
50 lore: Empire of Jelduno folklore (25 pts spent)
70 lore: SECRET place folklore (35 pts)
70 lore: monsters - arcana (35 pts spent)
70 lore: monsters - construct (35 pts spent)
60 lore: Callalypso history (30 pts)
40 lore: Rose Union history (20 pts)
70 lore: Continent of Fog folklore (35 pts)
60 lore: black magic (30 pts)
30 lore: area SECRET place (15 pts)
Spells and Summons and Shit
Arcane Tongue Level 1
Target: Varies Type: Support Ability
Summoners have the ability to communicate with Summoned Monsters and other creatures of magical origin as if they had a relevant Language* Skill at a Rating of 100, even if the creature is not normally capable of communicating with intelligent beings.
Summon Level 1
Target: Varies Type: Magic Ability
Summoners have the ability to call on Summoned Monsters from the lists in Appendix III. Unlike the weaker Callers, Summoners have the ability to keep a Summon in battle over longer periods of time by entering a trance-state, turning a Summoned Monster into a potent and active force in the field. Summoners gain one Summoned Monster – Lakshmi, Remora, Valefor, Ifrit, Ramuh, or Shiva – at Level 1, acquiring additional Summons as the game progresses at the GM’s discretion.
Grand Summon Level 33
Target: Varies Type: Magic Ability (15)
An experienced Summoner can unlock a Summon’s full potential, bringing them to the battlefield at the height of their powers. Grand Summon follows the same basic rules as Summon, but brings the Summoned Monster into the battle with all Abilities available, Grand Summon Abilities included.
Haste
Effect: The combatant is surrounded by a red aura; when they move, it is with such speed that they appear like a blur to the untrained eye. Combatants affected by Haste double their Initiative scores during the Initiative Phase when determining the order of combat, and may gain additional Actions as a result of this – see the rules on Extreme Initiative on page 4 for more details. If in a Scene where no Initiative is generated, Haste bestows two Actions by default. For purposes of Task Checks, the character’s SPD Rating is also increased by 50%.
Canceled by: Dispel, Slow
Protect
Effect: The combatant is encased in a cocoon of power which absorbs the kinetic energy of incoming attacks. Whenever a combatant under the effects of Protect is struck by Physical damage or Elemental damage reduced by Armor, that damage is reduced by 50% after it has been modified for ARM.
Canceled by: Dispel, Debarrier
Wall
Effect: An invisible barrier of impenetrable force surrounds the combatant, nullifying physical attacks. Whenever a combatant under the effects of Wall is struck by Physical damage or Elemental damage reduced by Armor, that damage is reduced to 0.
Canceled by: Dispel, Debarrier
FLOAT 15 MP
Target: Party Type: Status (Strengthen) R
Shining motes sparkle around the caster's allies as they are buoyed into the air on golden rings of anti-gravitational energy, bestowing the Status Condition Float (6).
SLOw 12 MP
Target: Single Type: Status (Time) R
A ghostly clock appears behind the target, hands counting time as normal before suddenly slowing down. Slow has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition Slow (6).
Teleport 10 MP
Target: Party Type: Support NR
The air ripples, beginning to glow as the party dematerializes, reappearing a distance away just seconds later. Targets affected by Teleport immediately move (MAG x 5) meters in a direction of the caster’s choosing, passing through any solid objects – such as walls – without ill effects. However, the Teleport will fail if the caster’s destination is inside a solid structure or occupied by another person or object; in this case, MP and time are still spent as normal. If cast in a multi-level or -story structure, Teleport will automatically move the Party one level up or down; if used in combat, a successful casting of Teleport has effects equal to a successful Escape Action for all Party members.
Prerequisite: Escape
IMMOBILIZE 20 MP
Target: Single Type: Status (Time) R
The target is encased in a bubble of reddish-orange light, freezing
time for the target’s legs or equivalent anatomy. Immobilize has a
CoS of (M. ACC - 50), M. Evasion of inflicting the Status Condition
Immobilize (6).
REGEN 25 MP
Target: Single Type: Status (Strengthen) R
Green motes shower down on the target, speeding up its natural
healing processes to grant the Status Condition Regen (6).
HASTE 35 MP
Target: Single Type: Status (Strengthen) R
The ground beneath the target glows with brilliant light as the outline
of a ghostly red clock materializes around them, hands accelerating
before the magic fades away, bestowing the Status Condition Haste
(4).
Prerequisite: Speed
Hit Point Modifier: x 2 = 1186
Support Abilities: Lightning Enhancer, Elemental Absorbance: Lightning,
Elemental Weakness: Earth/Water
(11 x STR) + 4d8 = 66 + 4d8 damage
Normal Spells:
SHOCK STRIKE
VARIABLE COST
Target: Single Type: Elemental (Lightning)
Support
Ramuh lifts his staff high, allowing it to be struck by an errant bolt of lightning from the clouds. Whirling his staff once over his head, he points it at the target and the accumulated electrical charge leaps out, sending countless thousand volts into the target's body. Shock Strike inflicts a certain amount of Lightning Elemental damage to the target, striking automatically – see the Advancement table for more details. This damage is reduced by M. ARM as normal. Shock Strike also has a CoS of (M. ACC - 50), M. Evasion to cancel all Enhance- and Barrier-type Status Conditions on the target, save Shield.
(15 x MAG) + 4d10 (42 MP) = 315 + 4d10
Poison
Thunder
Elemental Spikes (lightning)
Thundara
Bio
Grand Summon Spells:
JUDGEMENT BOLT* VARIABLE COST
Target: Group Type: Elemental (Lightning)
The wind begins to howl as Ramuh chants in an arcane language, drawing a swirling, twisting mass of stormclouds to him. He stands unflinching
as lightning begins to flash and crackle, letting the bolts strike him again and again until his staff sizzles with barely contained power before
hoisting it aloft. In an instant, electricity springs forth in all directions, a rolling wheel of million-volt devastation that spins and scorches with
erratic but deadly force. Judgment Bolt inflicts a certain amount of Lightning Elemental damage to all eligible combatants in the Group, striking
automatically – see the Advancement table for more details. This damage is reduced by M. ARM as normal.
(20 x MAG) + 4d12 (74 MP) = 420 + 4d12
THUNDAGA 60 MP
Target: Single/Group Type: Elemental (Lightning) R
A deafening peal of thunder rolls across the battlefield as lightning bolt after lightning bolt crashes to earth, trapping all targets in a sizzling sphere of electrical energy before dissipating again. Thundaga inflicts (18 x MAG) + 5d8, M. Armor Lightning Elemental damage.
NULL ELEMENT 30 MP
Target: Party Type: Status (Strengthen) R
A shimmering barrier of magical energy rises up to cover the party, glowing in a variety of hues as streaks of elemental energy run over its surface. Null Element bestows the status Condition Element Immune (6); the caster must specify which Element is affected when casting the Spell. Additional castings of Null Element may add additional Elements; casting Null Element for an Element the target already has an Immunity towards, however, will not produce any additional effect.
Choose between:
Null Element (Earth)
Null Element (Water)
Hit Point Modifier: x 2.5 = 1482
Support Abilities: SOS-Spirit Up
(13 x STR) + 4d8 = 78 + 4d8
Normal Spells:
Engulf 50 mp
Target: Single Type: Status (Fatal)
Atomos fixes a single opponent with tiny, mindless eyes, mouth glowing a threatening violet as an irresistible force seizes the victim. Slowly, inch by agonizing inch, the unfortunate foe is dragged towards that terrible void, fighting every step of the way. Engulf has a CoS of (M. ACC - 50), M. Evasion of Ejecting the target.
Meteorite
Gravity
Comet
Grand Summon Spells:
G-Force Infinity* 125 Mp
Target: Group Type: Status (Fatal)
The blue depths of Atomos suddenly turn dark; the already foreboding void in the Summon's innards grows deeper and blacker, turning into an
irresistible force that draws in the Summoner's foes without mercy. G-Force Infinity has a CoS of (M. ACC - 50), M. Evasion of Ejecting all eligible
combatants in the targeted Group; roll separately for each eligible combatant.
DEMI 50 MP
Target: Single Type: Status (Fatal) NR
An opaque gray sphere encloses the target; seconds later, crushing gravitational forces compress, releasing the target only once the sphere has shrunk to a speck of its former self. Demi has a CoS of (M. ACC - 50), M. Evasion of reducing the target to 50% of its current HP. This damage is not modified for ARM or M. ARM, but is still subject to the Damage Cap.
QUASAR 82 MP
Target: Group Type: Arcane (Magical) NR
The skies part, drawing down a searing shower of celestial debris
and radiation to bombard the battlefield. When casting Quasar, roll a
d% for each opponent on the battlefield four times; the combatants
with the highest rolls in each instance will be targeted by the Spell.
Make standard M. ACC rolls against all affected opponents’ M. EVA
scores to determine whether the Spell hits; each successful strike
inflicts (8 x MAG) + 2d8 Magical damage. If there is only one eligible
target, it will be struck four times for the listed damage.
QUARTER 75 MP
Target: Group Type: Status (Fatal) NR
Spheres of black and violet surge out to enclose all opponents, crackling with audible force as the gravity inside the bubbles increases a hundredfold. Quarter has a CoS of (M. ACC - 50), M. Evasion of reducing the target to 25% of its current HP. This damage is not modified for ARM or M. ARM, but is still subject to the Damage Cap.
Hit Point Modifier: x 2.5 = 1482
Support Abilities: Auto-Protect
Attack: (19 x STR) + 5d12 = 114 + 5d12
Spells (normal):
Earthen Defender 100 mp
Target: Single Type: Support
Golem leans over and thrusts a hand into the ground. Should an enemy make a successful Physical attack against any ally, the hand will rise from the earth and block the attack; Golem takes the damage instead. Once the attack has been blocked, Golem pulls its hand back and counterattacks, making an immediate Attack Action against the opponent who made the original attack. After this, Earthen Defender has no further effect – it must be used again.
FAITH 15 MP
Target: Single Type: Status (Strengthen) R
A translucent shield of gold encloses the target, slowly rotating as
golden motes dance around it in graceful circles to bestow the
Status Conditions Armor Up (4) and Mental Up (4).
PROTECT 20 MP
Target: Single Type: Status (Barrier) R
Four dull-blue crystalline shapes wink into existence around the
target in perfect symmetry, glowing as they radiate a barrier of
magical energy to bestow the Status Condition Protect (6).
Grand Summon Spells:
Earthen Guardian* 125 mp
Target: Party Type: Support
Golem stands firm as large boulders materialize over its head and a massive rockslide tumbles down onto it. Rather than burying it, however, the
rocks simply add to Golem's mass, making a much larger presence on the field. Once Earthen Guardian is engaged, all Physical damage dealt to
allies is dealt to Golem instead. Unlike other Grand Summon Abilities, using Earthen Guardian does not result in Golem's dismissal; instead, it
remains in effect until the Summoner is incapacitated, Golem is reduced to 0 or fewer Hit Points, or the battle ends.
PRotectga 50 MP
Target: Party Type: Status (Barrier) R
Gray-blue crystals of magical energy form around the party, raising
a protective barrier to grant them the Status Condition Protect (6).
WALL 85 MP
Target: Single Type: Status (Barrier) R
Columns of radiant red light emerge from the ground around the
target, rotating slowly as they wrap it in a shell of protective magic
before disappearing, granting the Status Condition Wall (4).
Hit Point Modifier: x 2 = 1186
Support Abilities: Bio Enhancer, Elemental Absorbance: Bio, Elemental Weakness: Earth/Wind/Water
(16 x STR) + 5d10 = 96 + 5d10
Normal Spells:
Diabolic Whistle VARIABLE COST
Target: Single Type: Elemental (Bio)
Status (Special)
Noxious steam erupts from the Doomtrain's smokestack as its whistle rings out, a sound shrill and loud enough to break through the world of the
living and into the realms of the dead. As if on command, a host of evil spirits emerge from the foul vapors, chittering and cackling as they swarm
the target. Diabolic Whistle inflicts a certain amount of Bio Elemental damage to the target, striking automatically – see the Advancement table for more details. This damage is reduced by M. ARM as normal. Diabolic Whistle also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Conditions Blind (6), Confuse (6), Immobilize (6), and Poison (∞). Roll once for all Conditions.
(22 x MAG) + 4d12 (108 MP) = 462 + 4d12 damage
Blind
Poison
Sleep
Berserk
Slow
Immobilize
Silence
Zombie
Bio
Confuse
Slowga
Grand Summon Spells:
Midnight Express* VARIABLE COST
Target: Group Type: Elemental (Bio)
Status (Special)
The battlefield seems to grow darker; overhead, stars appear in strange constellations, twisting disconcertingly. As if on cue, the great lamp atop
the Doomtrain's head winks to life, bathing the Summoner's foes in pale, bone-white light. Suddenly, a great whispering cuts into the air; initially
low and sibilant, it draws closer and closer until shadows begin appear at the edges of light. As they pass into the glare of the Doomtrain's lamp,
the shadows resolve into pale, shrouded phantoms; in short order, the souls of the newly departed simply wash over the enemy ranks, barely
caring for the damage they inflict as they prepare to board the train to their final reward. Midnight Express inflicts a certain amount of Bio
Elemental damage to all eligible combatants in the targeted Group, striking automatically – see the Advancement table for more details. This
damage is reduced by M. ARM as normal. Midnight Express also has a CoS of (M. ACC - 50), M. Evasion of inflicting the Status Conditions
Condemned (4), Meltdown (4), Toad (6), and Venom (4) – roll separately for each eligible combatant, but only once for all Conditions.
(28 x MAG) + 5d10 (150 MP) = 588 + 5d10 damage
Curse
Disable
Mini
Stone
Sap
Pain
Stop
Venom
Hit Point Modifier: x 2.5 = 1482
Support Abilities: Auto-Reraise
Attack: (19 x STR) + 5d10 = 114 + 5d10
Normal Spells:
Blaze of Life VARIABLE COST
Target: All Type: Elemental (Fire)
Recovery
Phoenix hovers above the battlefield, a cascade of feathers showering down with every beat of its mighty wings. Where the feathers touch allies, they radiate warmth and light; where they strike the enemy, they burst into hot and wicked flames, scorching without mercy. Blaze of Life inflicts a certain amount of Fire Elemental damage on all eligible enemy combatants on the battlefield, striking automatically – see the Advancement table for more details. This damage is reduced by M. ARM as normal. Unconscious allies are revived as if they had been targeted by the Spell Raise.
(26 x MAG) + 5d10 (117 MP) = 546 + 5d10 damage
Cure
Fire
Fira
Raise 38 MP
Target: Single Type: Recovery NR
Spirals of twinkling red light encircle the target, showering it with a
gentle drift of ghostly, radiant feathers. Raise restores any target
whose current HP is 0 or lower to 10% of their maximum HP.
Undead monsters targeted by Raise – as well as combatants
affected by the Status Condition Zombie – will not be revived; if their
current Hit Points are greater than 0, they have a CoS of (M. ACC -
50), M. Evasion of being instantly reduced to 0 HP, regardless of
current HP, ARM or M. ARM values, or the Damage Cap.
Grand Summon Spells:
Rebirth Flame* VARIABLE COST
Target: All Type: Elemental (Fire)
Recovery
Phoenix circles above the battlefield again, singing its powerful song. Finally, it dives again, wreathing its entire body in flame. To the party, the
flame pulses with the heat of life; to the Summoner's foes, it burns with the intensity of a raging sun. Rebirth Flame inflicts a certain amount of
Fire Elemental damage on all eligible enemy combatants on the battlefield, striking automatically – see the Advancement table for more details.
This damage is reduced by M. ARM as normal. Unconscious allies are revived as if they had been targeted by the Spell Arise.
(33 x MAG) + 5d10 (184 MP) = 693 + 5d10 damage
CURAGA 57 MP
Target: Single/Group Type: Recovery R
A brilliant constellation of blue and violet light encircles the target’s
body, restoring (18 x MAG) + 5d8 HP before fading away.
RERAISE 65 MP
Target: Single Type: Status (Strengthen) R
Borne by miniature cherubs, a single spark of golden light drifts
down towards the target, glowing softly as it settles on its
destination. In a radiant burst of light, spark and cherubim fade
away, granting the Status Condition Reraise (∞).
FIRAGA 60 MP
Target: Single/Group Type: Elemental (Fire) R
A colossal sphere of white-hot fire crashes onto the target, sparking
a furious explosion that engulfs it in a cloud of ash and cinders.
Firaga inflicts (18 x MAG) + 5d8, M. Armor Fire Elemental damage.
NUKE 115 MP
Target: Single Type: Elemental (Fire) R
Status (Fatal)
Spheres of orange flame rush towards the target, engulfing it in an
ever-growing explosion with the heat and fury of a newborn star.
Nuke inflicts (27 x MAG) + 4d12, M. Armor Fire Elemental damage;
in addition, it has a CoS of (M. ACC - 50), M. Evasion of inflicting the
Status Condition Heat (2).
567+4d12