Artifact (0/1):Inventory:-Mana Stone (Mana: 0/15.3)
-Mage Stone (Mana: 0/10)
-Mage Stone (Mana: 0/10)
-Mage Stone (Mana: 0/31)
-Mage Stone (Mana: 0/50)
-Release Stone (Output: 15)
-Release Stone (Output: 3.3)
-Release Stone (Output: 3.3)
-Release Stone (Output: 3.3)
-Focus Stone
--Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion)
--Propulsion Blast (Power a melee attack with a kinetic blast on impact [no AP/Mana is lost from Propulsion Blast if the melee attack misses]) (+Damage = Arcane + Mana)-Power Flow Bracelet (Output: 0.1) (Mana: 0/1)
--Memory Stone: Use Power Flow on the wearer as long as there is mana-Healing Lantern (Mana: 0/100)
-Gold Coin (Qty.7)
-Silver Coin (Qty. 3)
-Copper Coin (Qty. 28)
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Suicide Note-Envelope
(Roll 222)--Handwritten Notes
--Project Heartstone Notes
-Metal Briefcase
--Heartstone (Qty. 4)
-Kinetic Bolt Staff (Construct) (Security: Level 2 - Code 47) (Mana: 0/1, Output: 2)
-Cotton Shirt
-Potato Sack Pants
-Roast Bird Drumstick (+1.5 Impact)
-Crossbow Bolt (+2 Edge , +2 Impact) (Qty. 6)
-Crossbow Bolt (AM Head) (+4 Impact) (Qty. 9)
-Marble (Artificial Matter) (+0 Impact) (Qty. 1)
-Taschenblitz II (Mana: 65) (UNARMED)
-Halberd (Artificial Matter) (Security: Level 2 - Code 47) (20/20 Durability) (+15/15 Edge | +10/10 Trauma)
-AM Black Mage’s Hooded Robe (8 Armor Resilience , 40/40 Durability) (+8/8 Physical Defense) (Armor does not take damage from Trauma)
Equipped:-Running Pants (+1 Evasion)
-Combat Boots (+1 Evasion)
-Bandages (Old)
-Bandages (Old)
-Black Mage’s Hooded Robe (5 Armor Resilience , 0/30 Durability) (+1.37/4 Physical Defense) (Armor does not take damage from Trauma)
-Padded Shirt (5 Armor Resilience , 14.3/30 Durability) (+1.9/4 Physical Defense) (Armor does not take damage from Trauma)
-Plate Armor (Artificial Matter) (Security: Level 2 - Code 47) (10 Armor Resilience , 33.3/40 Durability) (+16.65/20 Physical Defense)
-Gauntlet (Artificial Matter) (Security: Level 2 - Code 47) (Right Hand) (+5 Impact) (7 Armor Resilience , 0/30 Durability) (+15/15 Physical Defense)
-Gauntlet (Artificial Matter) (Security: Level 2 - Code 47) (Left Hand) (+5 Impact) (7 Armor Resilience , 30/30 Durability) (+15/15 Physical Defense)
-Greave (Artificial Matter) (Security: Level 2 - Code 47) (10 Armor Resilience , 40/40 Durability) (+20/20 Physical Defense)
-Greave (Artificial Matter) (Security: Level 2 - Code 47) (10 Armor Resilience , 40/40 Durability) (+20/20 Physical Defense)
Skills:(Magic)-(Spirit)--(Mana)---Deposit (Discharge a select amount of mana into a source that is in contact) (does not consume AP)
---Withdrawal (Take a select amount of mana from a source that is in contact) (does not consume AP)
---Form Artificial Matter (Create magic’d solids) (Durability: Steel) (Efficiency: 1 Mana = 2 Durability)
---Form Memory Stone (Create a memory stone) (Efficiency: Low)
---Form Mana Stone (Create a mana stone) (Efficiency: 1 Capacity = 6 Mana)
---Form Conduit (Create mana conduits)
---Form Release (Create a release crystal) (Efficiency: 1 Capacity = 8 Mana)
---Form Focus (Create a focus crystal) (Efficiency: 1 Ability = 8 Mana , Ability Strength (per ability): 100% = 8 Mana [cannot exceed 100%])
---Form Sparker (Create a Mana Sparker) (Efficiency: 1 Impulse = 0.01)
---Security Sequence (Level: 2) (Load a memory crystal with a magic sequence that protects the construct from deconstruction)
-(Kinetic)--(Impulse) (Offensive skills lower target’s Will by 50% for Stagger check)
---Micro Meteor (Launch an object with kinetic force) (+ to Projectile = Arcane + Mana)
---Meteor Shower (Fire multiple projectiles with damage evenly distributed) (Inflicts Total + to Projectile = Arcane + Mana)
---Kinetic Bolt (Launch an orb of kinetic energy that explodes upon impact) (Inflicts Trauma = Arcane + Mana)
---Levitation (pick up and levitate small objects)
---Course Correction (Repeat the Land/Miss on a melee attack (consuming AP), but the target has 0 Evasion)
---Blast Wave (Lets out a powerful but short-ranged concussive wave) (Inflicts Trauma = [Arcane + Mana] * 1.5)
---Propulsion Blast (Power a melee attack with a kinetic blast on impact [no AP/Mana is lost from Propulsion Blast if the melee attack misses]) (+Damage = Arcane + Mana)
---Counter Force (Single Turn Condition) (Applies counteracting forces to a target, lowering strength and evasion) (-Strength, -Evasion = Arcane + Mana)
---Impulse Evasion (Evasion) (Can use Standard AP or Evasion AP) (Launch yourself with kinetics to evade an attack) (Can be used when Stumbled, can be used to recover from a Stumble) (Evasion = Arcane + MP)
---Weak Blur (Use kinetics to propel yourself with extreme speed, quickly moving across large ground) (If used directly after attacking, Blur is cast before the target uses any evades, counters, or triggers) (+Movement = [Arcane + Mana] * 0.12) (First use: +Speed = [Arcane + Mana] * 0.5)
--(Fortification) (If cast with Mana, Mana is only drained when abilities are disturbed/buffed attacks land)
---Stabilize (Direct Magic) (Single Turn Condition) (Lock an object’s movement relative to a target) (+Trauma Resistance = Arcane + MP)
---Lockdown (Single Turn Condition) (Lock your bones in place and petrify your skin, resisting damage) (+Physical Damage Resistance = Arcane + Mana , affected parts are unable to move [affects evasion])
---Power Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and strengthen their movements with kinetics) (+Strength = Arcane + Mana)
---Agility Flow (Single Turn Condition) (Cast at beginning of turn) (Fortify your bones and accelerate their movements with kinetics) (+Evasion = Arcane + Mana)
-(Thermic)--(Fire)---Heat (Direct Magic) (Warm up a target, burning it with enough energy) (Inflicts Burn = Arcane + Mana)
---Fireball (Launch an orb that unleashes an explosion of heat on impact) (Inflicts Burn = Arcane + Mana)
--(Ice)---Freeze (Cool down a target, freezing it with enough energy) (Consumes 2x AP) (Inflicts Freeze = Arcane + Mana)
-(Pure)--(Light)---Illuminate (Create light, blinding a target if strong enough) (Inflicts Blind = Arcane + Mana)
(Physical)-Evade (Evasion) (Dodge an incoming attack) (Dodge successful if Evasion >= Attack Aim) (Uses Standard AP or Evasion AP)
-Intermission (Spend 1 standard AP to recover 1 Stamina and Mana, and expedite debuff recovery by 1 turn)
(Hybrid)-Falling Star (Modifier, Melee) (Used with another attack, does not consume AP) (Leap up into the air with kinetic force and attack while falling, strengthening the damage of a single attack) (+Strength = Evasion + Arcane + Mana, Evasion is 0 for the next incoming attack)
(Other)-Counter Strike (Counter) (Instantly attack following an enemy’s attack if your Speed Roll is higher)
Passives:Strength: 6
Arcane: 18
Aim: 10
Evasion: 5 +2
Will: 10
Speed: 5
-Berserker (Passive) (Grants a separate pool of AP for melee attacks)
-Fortified Resolve (Grants a separate pool of AP for Fortification magic)
-Acrobat (Grants a separate pool of AP for evasion)
-Accelerator (Passive) (+10% Damage and Aim to all “Meteor” skills)
-Quick Rest (Passive) (If no action in the turn, all standard AP is recovered at the end of the turn) (Cannot be used if stumbled or in negative standard AP)
-Constitution (+15% Maximum Base HP)