Name: Ashina Edokawa
Sex: Female
Species: Kitsune - Nine-tailed fox
Height:5’ 10”
Weight: 180lb
Age: 2,323
Age in appearance: ~30
Hair Color: Light purple
Eye Color: Light purple
Personality: Firm but fair to those she rules over, kind and caring to those she loves. Ashina maintains a calm demeanor even in the most dire of situations.
Weakness: Her daughter. Though she might not always admit it, she would give up anything for her daughter.
Profession: Head of the Edokawa clan and estate.
Weapons:
Armor:
Items:
Skills:
Oratory - An excellent public speaker, motivator, or anchorman. Depending on the situation can apply to either Reasoning or Psyche.
Resist Domination - The person has an unusually strong mind, and is more able to resist mind magic attacks. +1 psyche to defense against these attacks.
Languages: Japanese, Demonic/Yokai, Common.
Stats: Antro / Fox
Fighting: Ex (20) / Ty (6)
Agility: Fa (35) / ( Rm (30)
Strength: Gd (10) / Pr (4)
Endurance: Gd (10) / Gd (10)
Reasoning: Ma (25) / Ma (25)
Intuition: Rm (30) / In (30)
Psyche: In (40) / In (40)
Hit Points: 75
Stamina Points: 85
Mana: 95
Spells / Special Abilities:
Teleport:
Cost: 10mp ( double if to a different world ) + 5mp / person, up to 2.
Uses: None unless challenged, the psyche
Description: Ashina can transport herself to any place she has visited previously. The spell takes about a minute to cast and can be interrupted if someone or something breaks her concentration.
Shapeshift 1:
Cost: 5 MP, plus 2 SP per round
Uses: None unless contested, then Psyche
Description Ashina can alter her form from a fox form to human form. If she reaches 0 SP she will revert back to her human form, if there is room to do so. If there is not she risks being trapped in that form for an indefinite amount of time, GM discretion.
Shapeshift 2:
Cost: 5 MP plus 5 SP per round
Uses: None unless contested, then psyche
Description: Ashina can even make herself look like another object to hide from enemies. She dos this by placing a leaf on her forehead head and concentrating. the object can not be smaller then her fox form and no larger then her human form. In addition, her weight will always be between her fox and human form. If she reaches 0 SP she will revert back to her human form, if there is room to do so. If there is not she risks being trapped in that form for an indefinite amount of time, GM discretion.
Yokai Fire
Cost 15mp
Uses: Psyche
Description: Holding her thumb and forefinger up to her mouth, Ashina can blow fire in a cone, setting fire to anything caught in it. Up to three Defenders roll Agi to escape the flames or take Ex fire damage. The flames to not linger (unless they actually catch something on fire of course.)
Light Magic:
Fox Fire ( Yokai version of Ball of Light )
5mp per orb
Uses: Psyche
Description: Ashina can create 1/3/5 small floating spirit orbs of varying colors. These orbs can charm others into following them but their effect is a bit weak. Targets need to roll a green to resist their pull. those with Ex or higher Psyche are immune.
Banish
Cost: 10MP
Uses: Psyche
Description: Does Excellent damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Alternatively, this spell can do Remarkable damage to one non-living creature. Creatures resist with endurance. On a red roll, or any creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.
Flare
Cost: 10 MP
Uses: Psyche
Description: Creates a large blast of light in front of two opponents. Targets roll agility or intuition, whichever is lower. If the spell is successful, target is stunned for 1 round or until they get struck.
Regenerate
Cost: 10mp
Uses: Psyche
Description: Causes an organic being to start regenerating their health. Heals 10hp every round. Lasts 2 rounds on a white, 3 on a green, 4 on a yellow. Non-100 crit bonuses apply. This ability can also be used to regenerate severe injuries like loss of a body part. Target must be at full health when used, and most body parts will take 8 hours sleep to regain.
Mind Magic:
Basic Illusion
Cost: 5MP per person being affected
Uses: Psyche ( If being challenged, typically minor pranks need not be rolled )
Description: Can make those around you see small things that do not exist are not really happening. For this level, examples could be a glass dancing across a table. Or a spoon singing such a high note said glass breaks. Nothing larger then a house cat, and no more then three items at a time. Can include sight and sound. Opponents roll psyche, any yellow roll disbelieves. In addition, trying to grab said illusion will break the illusion.
Special Conditions:
1. Must have at least Typical Psyche to attempt to disbelieve an illusion. Only one attempt is allowed unless the person rolling has at last remarkable psyche, then they can roll every round. Those with amazing psyche or, if the caster has amazing psyche as well, one level higher then the caster, see through the illusion.
Hold Person:
Cost :10mp
Uses: None
Description: Ashina holds out her hand at her target. Opponent rolls Psyche and needs a yellow. If the roll is unsuccessful, her target is frozen in place and cannot move. This is a concentration spell so the spell will linger as long as she is focused on her target. However, if something shifts her focus (ie, she's attacked, casts another spell, or is distracted in some way) her hold will be broken. Opponents may also roll every round to try to break free.
Fox Form Only:
Ancient Knowledge 1
Cost: N/A
Uses: N/A
Requirements: GM Approval
Description: This being has a connection to the magical world around them. Gains 1mp per minute or round of combat.
Ancient Knowledge 2
Cost: N/A
Uses: N/A
Requirements: Ancient Knowledge 1, GM Approval
Description: This being has a deep connection to the magical world around them. Gains an additional 1mp per minute or round of combat ( for a total of 2 ).
Biography:
Legend says that when a fox has lived for 100 years, it gains a second tail and gains magical powers, becoming a yokai. Every 100 years after, the kitsune gain another tail up until their 1,000 year when they gain their ninth and final tail becoming one of the most powerful yokai. For Ashina, the tale was no different. Through sheer will and cunning, Ashina has climbed her way through the ranks of the yokai above her to become one of the most prominent, influential, and possibly oldest demons of Limbo. Over a century ago, she took on a lover, a human whom she admired and who was madly in love with her. While he passed away a number of years ago, they, had one child together, a daughter. While she isn’t the most attentive mother, she does care for her daughter. Despite her calm demeanor, she puts a lot of work into maintaining her status and estate, being a tough and conniving but fair ruler.