Rin Character Sheet: Level 37
Added 2023-11-17 20:40:56 +0000 UTCFirst time posting Rin's character sheet, as some of her abilities had mild spoilers about Archemi's magic and artificing system (ie. the significance of ley lines) that I wanted to leave until later in the series. But you can get a rough idea how that works from her info :D
Some of her gear isn't listed here, nor her skills: there are a LOT of skills, which is where the strength of the crafter classes lie.
Rin Lu
Level 38 Mystic Weaponeer
==Stats==
Strength: 55
Dexterity: 98
Stamina: 78
Willpower: 102
Wisdom: 91
Intelligence: 121
HP: 2318
EXP: 88,649 (5644 to Level 39)
Adrenaline: 411
==Gear==
Spellgloves of Patience
20 Magical Armor
+ 27% Mana efficiency
+ 15% Spell duration
-10% Casting speed
Grants immunity to Slow, Sleep, and Confusion debuffs.
Mastercrafter’s Jazerant
330 Armor
+ 15% Damage reduction from ballistics, Light & Air Elemental effects
+ 30% Crafting Speed
+ 25% Evasion
+ 10% Mana efficiency
Light Armor
Body Slot
88% Durability
Level Required: 30
Price: 1255 gold olbia
A finely made, well-fitted armored tunic with non-conductive armor panels sewn between two layers of alchemically-treated leather. This jazerant is light enough to be worn during delicate workshop tasks.
Tourmaline Crafting Goggles
55 Armor
+ 25% crafting speed
+ 10 points to Mechanical, Welding, Arcane Circuitry skills
Ring of Peace
Protects against the Fear and Hypnosis debuffs.
150 gold Olbia (25% discount)
Bangles of Insight
+ 10 Wis, +5 Int
==Abilities==
=Racial=
- Construct: Immune to Stranging, suffocation, drowning, starvation and dehydration effects, poison, and disease.
- Mana Blood: For Mercurions, mana is the stuff of life itself. You are unable to leverage herbal healing remedies and may only gain benefit from alchemical potions containing mana. You are immune to mana toxicity and in fact will heal when immersed in or exposed to concentrated mana.
- Artificed: Organic methods of surgery are inapplicable to your artificed body. You are able to reattach severed limbs, rebuild damaged components, and refuel yourself with liquid azurine (‘blue’ mana) in place of receiving first aid or other medical care, provided you have the resources to do so. You may gain the Autorepair skill to increase the speed and efficiency at performing self-repairs, or you can consult specialized Mercurion technicians to address medical issues.
- Siren: All Mercurions have voices that could bring an angel to tears. You gain +10 to any singing-related tasks, skill checks, or performances. With certain classes, your voice may be trained as a weapon.
- Magicsense: Mercurions are intensely connected to the power and presence of mana in the earth and environment around them. You are under the permanent effect of a Sense Aether spell, able to Detect and assess magical effects, artifacts, and locations within 50ft.
- Leyliner: You have a natural sense of orientation due to Archemi’s vast mana ley-lines, the planetary ‘arteries’ through which mana flows. As a result, you cannot lose your sense of direction while underground.
=Traits=
· Savant: You are unusually, highly intelligent within a narrow field. You gain +10 to three technical skills within the same skill family, but -15 to Persuasion and Insight checks.
· Naïve: You are more susceptible to deception, with a -5 penalty, but have increased resistance to corruption and insight (+5).
=Path Abilities=
Artificing: Roboticist Specialization
Your primary crafting tree is the arcanotech Roboticist specialization, meaning that you have the knowledge and skill to craft autonomous machines powered by mana capable of performing a range of tasks, including offense and defense, companionship, and terrain navigation. You gain +25 acuity to all skill checks related to the creation of blueprints, prototypes, machines and related tools when designing or implementing robots for any functional purpose.
Create Robot VI
You are able to design and craft a variety of machina, with a maximum tonnage of 12 tons. Specific skills are required to create different kinds of robots. Basic robot types include mobile and stationary turrets, vehicles, and tanks. This ability synergizes with tools and skills to affect the difficulty of technical abilities and tasks. Mana reactivity during Encoding is reduced by 60%.
Empower Robot V
Increase offensive robot attack power by 50%, and gain the ability to add new weapons to existing robots. This skill lets you retrofit older models with updated parts and systems with greater ease, providing a 25% affinity bonus for all craft checks related to retrofitting.
Electromagnetic Armor IV
You have learned how to protect your robots with powerful electromagnetic armor created by encoding mana with Air and Light magic. EMP Armor increases your robots’ base defense by 40%. Level this skill to learn how to create robotic armor that can discharge electric shocks, EMPs, and even generate force-fields.
Magic Weaponeer III
You can engineer magical, elemental weapons and equip them to your robots. Elemental weapons do not affect the structural integrity of your machines and deal +15% elemental damage.
Overload VI
You are able to push your mana engines and magitech power systems to their limits, strategizing ways to increase efficiency and-or power output. Your machines use 30% less mana and can be overclocked at maximum operational temperatures for up to three minutes without damage.
Artificing: Weapon Specialization
Your secondary crafting tree is the weapon specialization tree: you have learned how to machine both melee weapons and advanced firearms, which you are able to empower with magical effects, damage abilities, and elemental damage resistance. You can also create munitions and explosives:
· Flechette Trap V
· Spider Mines III
· Fusilade II
· Forcefield III
· Dynamos I
· Firearms (Rifles) III
· Firearms (Pistols) II
· Swords I
· Polearms III
=Magic=
As a Mystic Weaponeer, you have access to spells and a limited selection of magical Path Abilities:
Dual-Wielding II
You are able to wield two spellgloves with a reduced mobility penalty of 20%, allowing you to double-cast.
Double Casting VI
You are able to cast multiple spells back-to-back with reduced penalty: instead of the usual 100% penalty to concentration and focus, you receive a 40% penalty.
Efficient Caster II
Your spells are cast with 25% reduced mana cost.
=Spells=
· Acid Splash
· Thunderbolt
· Fire Bolt
· Haste
· Magic Hand
· Resistance
· Kinetic Blow
· Mage Shield
· Ring of Swords
· Lightning Lure
· Induce Heat
· Freeze
· Water Walk
· Skill Empowerment
· Fabricate (Metals: Iron, Steel, Bluesteel, Aurum)