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profession

SOLDIER

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General: Ishilde

Rank: Soldier


Both the offence and defence of the tribe, the soldiers often consist of brave, strong cats who will put their lives for the sake of the vulnerable. Led by the General, these cats carry out most of the border patrols on each isle, ward off threats, and hunt. Additionally, these cats may also be stationed in each outlook post within every island but Isle Euryx, as well as posted to guard the bridge entrances to Zepharyx on the mainland. Normally threats are contained, but in the case of an emergency, soldiers are ordered to immediately use their powers to put pressure on the stepping stone bridges to "drop" them; therefore, the threat will be unable to reach the main island. Soldiers are expected to also be the head of any expedition party heading out for the Misty Bog on Isle N'tu, for they are usually the cats who know how to navigate through the thick fog. Due to the powers granted to them by the Air Spirit, Air Tribe’s soldiers are aerial combat specialists. As a result, it’s advised to not pick a fight with them whilst airbourne.
 

Entfernt Regensturm

stats

Stats

STR

INT

STH

CHR

SPD

ARC

TGH

Base

9

8

1

1

1

15

20

Equipment

6

n/a

n/a

n/a

n/a

0

15

Hobbies

n/a

n/a

n/a

n/a

n/a

0

15

Purchased

0

1

n/a

n/a

n/a

0

0

Other

2

1

n/a

n/a

n/a

n/a

n/a

Total

17

10

1

1

1

15

50

HOBBIES

Climbing

Building

Swimming

Your character is better than others at climbing trees or cliffs and is less likely to fall off.
Master: + 15 TGH

Your character can build structures.

Novice: + 0 TGH

Your character is better than others at swimming and is less likely to drown.
locked: + 0 STR

BOOSTS

dmg Die

Accuracy

Stealth Die

Pacify/Tame

Dodge

Damage

Damage R.

Profession

5d6

4

0

20 %

20 %

n/a

n/a

+ 1 dmg die

Mani.png

Skill 1: Master | Skill 2: Novice | Skill 3: Novice | Skill 4: Novice | Skill 5: Master

Skill 6: Novice | Skill 7: Novice | Skill 8: Novice | Skill 9: Prof.| Skill 10: Novice

Skill 11: locked | Skill 12: Novice | Skill 13: locked | Skill 14: locked | Skill 15: Novice

Skill 16: locked | Skill 17: locked | Skill 18: locked | Skill 19: locked

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Primordial State: locked

Signature: n/a

1. Magnetoreception

Mastery

Master

Arcane

n/a

Additional Notes

Primary's passive. Accuracy boost is added onto the character's card under battle effects. Each mastery gains +1 point.

The user is able to sense small changes within magnetic/electrical fields. At first they'll only be able to make sense of the slightest of shifts within the magnetic sphere, with some users claiming that they are able to see the electrical field around all objects/creatures. As time continues, the user will become more self-aware and knowledgeable of the electrical field within their surroundings to the point of being able to foresee changes to their environment i.e. a change in the planet's magnetic sphere to the oncoming approach of a predator.

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Novice: Adds +1 accuracy.
Proficient: Adds +2 accuracy.
Adept: Adds +3 accuracy.

Master: Adds +4 accuracy.

Art by Blank

skills

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