Enkai

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Philsys Data

Philsys Block

Enkai (Idran) Level 5; 1500/2500 XP
Max HP/MP: 163
Max TP: 27
Initiative: 8+2d6

Attributes

Courage: +3
Wisdom: +5
Intuition: +3
Charisma: +3
Agility: +7
Dexterity: +3
Strength: -1
Stamina: +0
Magic Aptitude: 4

Base AT/PA - 12/12 (Str) 16/16 (Dex)
Modified for skill (Unarmed) - 12/16

Base MATK: 12
Base MBlock: 19
Base Missile Evade: 33

Body=None

Weapon Damage - Unarmed (+0/+0, 0/0/0)
Light - 0+0-1+1d6 (1-5)
Medium - 0+0-2+2d6 (1-10)
Heavy - 0+0-3+3d6 (1-15)


Skills
  • Hammer - 5
    • <Cou/Agi/Str> = 9
  • Spear - 10
    • <Cou/Agi/Str> = 9
  • Water Magic - 10
    • <Mag/Wis/Int> = 12
  • Void Magic - 3
    • <Mag/Wis/Int> = 12
  • Chocobo Riding - 3
    • <Cou/Dex/Agi> = 13
  • Metalworking - 3
    • <Str/Dex/Sta> = 2
  • Engineering - 4
    • <Wis/Wis/Int> = 13
  • Creative Writing - 5
    • <Wis/Int/Cha> = 11
  • [s]Gymnastics - 10
    • <Agi=2>
  • [s]Balance - 8
    • <Agi=2>
  • [s]Missile Evasion - 6
    • <Agi=2>
  • [k]Gardening - 2
  • [k]History (Doma) - 2
  • [k]History (Krynus) - 4
  • [k]Navigation - 4
  • [k]Sailing - 2
  • [k]Electronics Use - 2
  • [k]Pet Care - 2

Spells and Techs

  • [Innate] Fairy qualities - Enkai's HP and MP are drawn from a single pool, and both spellcasting and physical damage will harm her. If she ever drops below 10% of maximum HP/MP, she will automatically drop into water form and begin regenerating. Further, if she spends an hour absorbing additional water into her form (about a cup or so), she becomes "supercharges", temporarily increasing her HP/MP by 50%.
  • [Innate] Water form - Enkai can take the form of a small puddle of water at will. As a puddle, she can do little more than move about, but she does slowly regenerate MP while in this state.
  • [Innate] Stretchiness - Enkai can elongate herself and distort her form, allowing her to squeeze through small or cramped spaces more easily. She also possesses (5 * Level)% damage reduction from blunt objects. If supercharged, her ability is even greater, allowing her to increase her size to almost a foot and a half tall.
  • [Innate] Bouncing - If Enkai falls from any appreciable height without landing on her feet or back, she will end up bouncing to a height 1.5x that from which she fell. The height will drop from there normally on successive bounces. If supercharged, she becomes even bouncier than normal, ricocheting further on a bounce.
  • [Innate] Aura Anomaly - ???
  • [Engineering=2] Fatal Flaw (5 TP)- Using this skill, Enkai can find a flaw in the design of a machine and use such knowledge how she sees fit - though she lacks the mechanical expertise to actually rework a finished product and thus exploit this flaw.
  • [Balance=4] Melee Evasion (4 TP) - Adds balance skill rank to all PA rolls made this round. Even if no parry roll is allowed, half of the user's balance skill rank is added to her PA for the remainder of the round.
  • [Water=1] Clean (4 MP) - Cleans an object the caster is in contact with. Objects affected by this spell appear as if dunked in a vat of water for a minute or so, and dried until the water was gone. Thus, some materials may not be very well cleaned by this, and others may be damaged. Objects on fire are not affected.
  • [Water=1] Water Ball (4 MP) - Flings a hard ball of water at a single target, dealing 8 + rank*2 + 1d6 water damage.
  • [Water=1] Create Water (8 MP) - Summons up to (rank*7.5) gallons of water within a foot of Enkai.
  • [Water=4] Guide Water (10 MP) - Allows Enkai to guide the flow or motion of a single amount of water, no greater than a full barrel's-worth. She can cause an amount of water to surge over the limits of its container, manipulate the surface to create miniature waves, set up small currents within, or the like, but she can do nothing to manipulate the water that it couldn't conceivably do without her influence.
  • [Water=4] Water Ball 2 (15 MP) - Flings up to 3 water balls at up to 3 targets, dealing 5 + rank*1.5 + 1d4 water damage per projectile.
    • These water balls are slightly smaller than those summoned by the earlier version.
  • [Water=4] Water Breathing (10 MP) - Allows the caster to breathe water for (rank*3) minutes.
  • [Water=8] Shape Water (20 MP) - Similar to Guide Water, this allows Enkai to influence a body of water. Beyond that spell, however, this allows her to cause water to take on shapes it otherwise would be unable to form; creating pillars or barriers of water upwards from a surface, pulling water away from the side of a container, or similar feats. This spell can only affect amounts of water up to (rank) gallons; shapes that don't require the entirety of a body of water to form, such as creating a wall from the surface of the ocean, function at the GM's discretion. Note that "objects" formed by this spell are still water, and have no special solidity by virtue of this spell, though currents may be set up within them to allow such things as deflecting light projectiles.
  • [Water=8] Water Walk (15 MP) - When this spell is cast, Enkai can stand, sit, or lay upon a surface of water as if it was solid, with about the rigidity of a soft mattress. This spell lasts for as long as Enkai can continue concentrating on it; though she can perform minor tasks such as walking, talking, and other such actions, but any major distractions or surprises break the spell instantly, as does any sort of combat either by or against her.
  • [Void=1] Dark Water (25 MP) - Summons a geyser of water from the Void at the target , dealing 15 + rank*2 + 1d6 Void damage.
    • Enkai has no conscious control over the casting of this spell.