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Oathbound Divinity Mythic Fantasy TTRPG
Portrait of Hayate
LEVEL 3

Oathbearer Dossier

Hayate

Wind Domain · Level 3

“A mortal adept specializing in the mastery of wind and storms, with unparalleled speed and grace in movement.”

五行 Elemental Attributes (Wuxing)
五行 Wuxing
[mù]
Grace Attribute Icon
Wood Grace
2 TN 8
[huǒ]
Divinity Attribute Icon
Fire Divinity
1 TN 9
[tǔ]
Might Attribute Icon
Earth Might
0 TN 10
[jīn]
Insight Attribute Icon
Metal Insight
1 TN 9
[shuǐ]
Flow Attribute Icon
Water Flow
3 TN 7
Divinity Attribute Icon
Divinity
1 TN 9
Grace Attribute Icon
Grace
2 TN 8
Insight Attribute Icon
Insight
1 TN 9
Might Attribute Icon
Might
0 TN 10
Flow Attribute Icon
Flow
3 TN 7
Sacred Disciplines

Techniques & Powers

Signature Techniques

Twin Wakizashi Master

general
Skill: None

You use the paired short swords with grace and skill, easily deflecting blows and slipping in strikes. When using twin wakizashi, you gain a +3 to Evade (rather than +1). If this number causes your Evade to exceed 10, then the attacker takes a −1d10 to their attack. In addition, on a total success on your attack roll, you can make one additional attack against that target with the wakizashi.

RequiresNone

Fishing Rod Master

general
Skill: None

You can use a fishing rod as a lethal weapon. In your hands, using Speed to attack, a fishing rod does Speed + 2d10 damage. On a total success on the attack roll, you cause the foe to bleed, and they suffer −1 Endurance. You can also spin around and strike up to one target per level provided they are within reach of your rod on any given attack.

RequiresNone

Jade Kicks

general
Skill: None

You attack effectively at close range with high and flexible kicks. Your kicks do Muscle plus 2 Extra Wounds when you are at extremely close range, or 3 Extra Wounds if the opponent is trying to grab or hold you in some manner this round, or if you are holding the Target.

RequiresNone

Poison Cultivation

general
Skill: None

By ingesting various poisons and toxins for many years, you turn your blood itself into a deadly poison. At any time, you can cut yourself to extract Blood Poison from your veins and use it to coat a weapon, or slip it into food or drink. If you take a Wound in combat, anyone including allies within 10 feet must roll Athletics TN 6 to avoid the resulting spray of blood, or be struck by the poison. This ability also provides innate defenses against other types of poison; all poisons suffer a −1d10 penalty when rolling against you.

RequiresNone

Strangling Hair

general
Skill: None

You send long tendrils of hair out to confine or strangle opponents. This can be used for a variety of things, and has a range of 10 feet per character level. To restrain an opponent with your hair, roll Internal Arts versus Evade. On a success, your hair wraps around your opponent, restraining them until the beginning of your next turn and inflicting 1 Wound. On a total success, damage is increased to 2 Wounds. You must have at least waist-length hair to use this ability. Your hair can be used for similar, non-combat purposes, as adjudicated by the GM.

RequiresNone

Counter Techniques

No counter techniques bound

Divine Powers

No divine powers bound

Bound Possessions

Weapons & Relics

Yari

Yari

Weapon

A straight-bladed spear, the primary weapon of ashigaru foot soldiers.

Naginata

Naginata

Weapon

A pole weapon with a curved blade, favored by warrior monks.

Jo

Jo

Weapon

A shorter staff used for quick, precise strikes.

Mortal Mastery

Skills & Proficiency

Background bonus
Domain bonus
Allocated points
Empty
1

Divinity

TN 8

Invoke

1/5

Purify

1/5

Resist

1/5

Manifest

1/5
2

Grace

TN 6

Inspire

1/5

Negotiate

1/5

Perform

1/5

Deceive

1/5
1

Insight

TN 8

Observe

2/5

Foresee

0/5

Discern

0/5

Recall

0/5
0

Might

TN 10

Strike

0/5

Withstand

0/5

Break

0/5

Intimidate

0/5
3

Flow

TN 4

Evade

0/5

Travel

2
2/5

Channel

0/5

Shape

0/5
Fate Chronicle

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