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A character in the [https://wiki.rpg.net/index.php/Fabula_Ultima_Dawn_Approaches Fabula Ultima: Dawn Approaches] game.
 
 
 
=Astra Ylluminae=
 
=Astra Ylluminae=
  
'''Quick Reference'''<br>
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==Character Details==
Current HP: 38<br>
 
Current MP: 26<br>
 
Current IP: 6<br>
 
 
 
=Character Details=
 
  
 
'''Name:''' Astra Ylluminae<br>
 
'''Name:''' Astra Ylluminae<br>
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'''Pronouns:''' She/Her<br>
 
'''Pronouns:''' She/Her<br>
  
==Bonds==
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BONDS<br>
'''Acca-Nirsi:''' Inferiority<br>
 
'''The Empire:''' Hatred<br>
 
  
==Attributess==
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==ATTRIBUTES==
'''DEX''' d6<br>
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DEX d6<br>
'''INS''' d10<br>
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INS d10<br>
'''MIG''' d6<br>
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MIG d6<br>
'''WLP''' d10<br>
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WLP d10<br>
  
'''FP:''' 3<br>
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FP: 3<br>
'''HP:''' 38 Crisis: 19<br>
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HP: 35 Crisis: 17<br>
'''MP:''' 76<br>
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MP: 73<br>
'''IP:''' 6<br>
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IP: 6<br>
  
'''INIT MOD:''' -2<br>
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INIT MOD: -2<br>
'''DEF:''' 7<br>
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DEF: 7<br>
'''M.DEF:''' 12<br>
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M.DEF: 12<br>
  
==Level and Classes==
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==CLASSES==
'''Level:''' 8<br>
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Entropist 2 (Entropic Magic 2)<br>
Entropist 4 (Entropic Magic 3, Ritual Entropism)<br>
 
 
Loremaster 1 (Focused 1)<br>
 
Loremaster 1 (Focused 1)<br>
Spiritist 3 (Spiritual Magic 3)<br>
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Spiritist 2 (Spiritual Magic 2)<br>
  
==Equipment==
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==EQUIPMENT==
 
Armor: Sage robe [DEF=DEX+1 M.DEF=INS+2 INIT MOD=-2]<br>
 
Armor: Sage robe [DEF=DEX+1 M.DEF=INS+2 INIT MOD=-2]<br>
 
Main Hand: Staff [WLP+WLP] HR+6 physical<br>
 
Main Hand: Staff [WLP+WLP] HR+6 physical<br>
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Zenit: 260<br>
 
Zenit: 260<br>
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(200 + 10 * Cash Money: 2d6 6)<br>
  
==Skills==
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==SKILLS==
 
 
'''Entropic Magic [3]'''<br>
 
Each time you acquire this Skill, learn one Entropist spell. Offensive ( ⚡ ) Entropist spells use【INS + WLP】for the Magic Check.
 
 
 
'''Ritual Entropism'''<br>
 
You may perform Rituals whose effects fall within the Entropism discipline.<br>
 
Entropism Rituals use 【INS + WLP】 for the Magic Check.
 
 
 
'''Focused [1]'''<br>
 
Permanently increase your maximum Mind Points by 【SL × 3】. When you perform an Open Check using 【INS + INS】, you gain a bonus equal to 【SL】 on that Check (this only applies to Open Checks).
 
 
 
'''Spiritual Magic [3]'''<br>
 
Each time you acquire this Skill, learn one Spiritual spell. Offensive ( ⚡ ) Spiritist spells use【INS + WLP】for the Magic Check.
 
 
 
==Spells==
 
 
 
'''Acceleration'''<br>
 
MP 20 / Target: One creature / Duration: Scene<br>
 
You bend the fabric of time. Until this spell ends, the target gains the ability to perform a single additional action during each of their turns. Once the target has performed a total of two additional actions granted by this spell, this spell ends.
 
 
 
'''Drain Spirit''' <br>
 
⚡ / 5 MP / Target: One creature / Duration: Instantaneous<br>
 
You consume a creature's psyche. The target loses【HR+15】Mind Points. Then, you recover an amount of Mind Points equal to half the Mind Points loss they suffered (if the loss was reduced to 0 in some way, you recover none).
 
 
 
'''Drain Vigor''' <br>
 
⚡ / MP 10 / Target: One creature / Duration: Instantaneous<br>
 
You steal another creature's life force. The target suffers 【HR+15】 dark damage. Then, you recover an amount of Hit Points equal to half the Hit Points loss they suffered (if the loss was reduced to 0 in some way, you recover none).
 
 
 
'''Cleanse'''<br>
 
MP 5 × T / Target: Up to three creatures / Duration: Instantaneous<br>
 
You strengthen and purify the soul energy coursing through your companions. Each target recovers from all status effects.
 
 
 
'''Heal'''<br>
 
MP 10 × T / Target: Up to three creatures / Duration: Instantaneous<br>
 
You invigorate your companions, soothing their pain and healing their fatigue. Each target recovers 40 Hit Points. This amount increases to 50 Hit Points if you are level 20 or higher, or to 60 Hit Points if you are level 40 or higher.
 
 
 
'''Lux''' <br>
 
⚡ / MP 10 × T / Target: Up to three creatures / Duration: Instantaneous<br>
 
You focus your inner energy into a barrage of blinding soul rays. Each target hit by this spell suffers 【HR + 15】 light damage.<br>
 
''Opportunity:'' Each target hit by this spell suffers dazed.
 
 
 
=Background=
 
 
 
Astra grew up in the quiet city of St. Luxerne, a civilized and gentle community which lay far from any frontlines amid foothills and green valleys. They're known all over the world for their cheese and of course their university with its own observatory up in the mountains.
 
 
 
But the Empire's belligerence warps everything it touches, even here in this peaceful little place.
 
 
 
The departments for astrology, magic, and arcanitech were all repurposed for R&D to research a theoretical weapon called the Star Engine, a magical weapon which would utilize the principles of light and darkness. When activated, it would suck up all nearby ether energies like a black hole, stripping everything nearby of magical protection and mind points to defend itself. Immediately after, the engine would explode, a newborn sun with a brief existence. In essence, it's a massive bomb that could overwhelm any target.
 
 
 
The staff did their calculations and preliminary work. The closer they got to success, the more they realized this would be a power that nobody could contain. The slightest mistake in its construction could cause a detonation that would erase everything for a mile around. The project had to be stopped.
 
 
 
The staff took their concerns to General Faust, who was in charge of the operation. He dismissed their concerns. The head of the project, Doctor Caelum, protested again but was executed as an example for the others.
 
 
 
By a twist of fortune, the Empire was thrown into chaos. The team destroyed their lab and escaped, setting back the research by decades.
 
 
 
That is, if Doctor Caelum is indeed dead as they were told. But maybe he's was imprisoned and brought elsewhere, where the sinister general can use him to restart the dreadful Star Engine research...
 
 
 
As for Astra, she was a mere research assistant to Doctor Caelum at the time. Despite being forced to, she feels guilty over her involvement with the project. She also understands that the Empire will always keep searching for new, terrible weapons. She has to stop them.
 
 
 
==Q&A==
 
  
===“What is the price your character paid for insubordination?”===
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Entropic Magic [2]: Each time you acquire this Skill, learn one Entropist spell. Offensive ( ⚡ ) Entropist spells use【INS + WLP】for the Magic Check.
Home. I could never return to St. Luxerne so long as the Empire is still in control. Both for my own sake and for the sake of my friends and family.
 
  
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Focused [1]: Permanently increase your maximum Mind Points by 【SL × 3】. When you perform an Open Check using 【INS + INS】, you gain a bonus equal to 【SL】
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on that Check (this only applies to Open Checks).
  
===“Which factions promised you their help? Which factions might oppose you?”===
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Spiritual Magic [2]: Each time you acquire this Skill, learn one Spiritual spell. Offensive ( ) Spiritist spells use【INS + WLP】for the Magic Check.
'''+ The Firebrands''' are a small but highly motivated resistance group within and around St. Luxerne. They're limited in their means (for now) but helped me escape the city when I had to. Should I have need of their assistance again, I'm sure they'd be all too eager to help just to stick it to the man.
 
  
'''+ Black Sun''' is an underground network of treasure hunters, collectors, black market dealers, and illegal spellcasters interested in unearthing magics forbidden by the Empire. Their operations have flourished as custom checks have become a low priority on the Imperial agenda. Black Sun agents can be found skulking in many an old ruin, while their top brass are typically minor nobility and affluent merchants. They won't mind helping a down on her luck wizard... for a price.
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==SPELLS==
  
'''- The Inquisition''' of the Imperial Church is fully under the control of the Empire in all but name. Or at least they were, when the Empire was still a single unified authority. Nevertheless I'm a renegade wizard and the paperwork has been filed that marks me as a heretic and outlawed spellcaster. The Inquisition has some excellent witch-hunters but fortunately the internal turmoil has paralyzed the Church with indecision and conflicting loyalties. Politics, eh? Still, one can't afford to be careless.
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Drain Spirit (⚡ 5 One creature Instantaneous) You consume a creature's psyche. The target loses【HR+15】Mind Points. Then, you recover an amount of Mind Points equal to half the Mind Points loss they suffered (if the loss was reduced to 0 in some way, you recover none).
  
'''- Gaira's Watchers''' is an ancient group of guardians who watch over a sealed... something. The details have been lost to time. Some say Gaira was a weapon, or an evil god, or maybe some curse. Whatever it is, the seal is genuine, an ancient vault hidden in some faraway cavern where nobody would think to look for it. It is prophesied that seal will break when the opposing forces of Light and Dark join in harmony. Could it be a reference to the Star Engine? After a chance encounter (and interrogation) with one of the runaway researchers, the implications are disturbing.
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Drain Vigor (⚡ 10 One creature Instantaneous) You steal another creature's life force. The target suffers 【HR+15】 dark damage. Then, you recover an amount of Hit Points equal to half the Hit Points loss they suffered (if the loss was reduced to 0 in some way, you recover none).
  
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Heal (10 × T Up to three creatures Instantaneous) You invigorate your companions, soothing their pain and healing their fatigue. Each target recovers 40 Hit Points. This amount increases to 50 Hit Points if you are level 20 or higher, or to 60 Hit Points if you are level 40 or higher.
  
===“What are your enemies’ crimes, and why is noone else opposing them?”===
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Lux (⚡ 10 × T Up to three creatures Instantaneous) You focus your inner energy into a barrage of blinding soul rays. Each target hit by this spell suffers 【HR + 15】 light damage.
General Faust twists science and magic into weapons of war, killing anyone who stands in his way. Those that try to stop him are dealt with ruthlessly, unless they can be exploited. In that case they're put into indentured servitude until their usefulness is at an end.
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Opportunity: Each target hit by this spell suffers dazed.

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