ERITH GAINSBOROUG  H Half   human   and   half   ancient   Cetra,   Aerith   was   raised   in   the slums   of   Sector   5   where   she   grew   and   sold   flowers   out   of   an old   church.   Aerith   was   eventually   dragged   into   a   war   for   the planet,    with    the    sinister    Shinra    Inc    seeking    to    drain    the world   of   its   life   force,   the   villainous   Sephiroth   looking   to injure   the   planet   and   use   its   healing   process   to   become   a god,    and    the    eco-terrorist    group    AVALANCHE    trying    to oppose     both     parties.     Aerith     aided     and     accompanied AVALANCE   for   a   significant   part   of   their   journey;   however, while   praying   for   the   strength   to   save   the   planet,   she   was murdered    by    Sephiroth.    The    Great    Collide    has    somehow brought   Aerith   back,   and   she   does   not   intend   to   waste   her regained   life.   Aerith   will   protect   life   from   those   who   would exploit its power, at any cost. CHECKS Roll   3d10    and   take   the   highest   result   for   checks   involving knowledge    of    nature    (such    as    identifying    flowers,    etc), checks   to   recognize   or   understand   magical   phenomena,   and checks to motivate or inspire. Roll    2d10    and    take    the    highest    result    for    checks    to    defend    against    magic-based    attacks,    checks    involving    diplomacy    or persuasion, and checks to gather information. Roll 1d10 for anything else. XP When you help cheer someone up or get them back on track, gain 1 XP . When you find a place where nature is at its strongest (a rich forest, a clear lake filled with life, etc), gain 3 XP . Whenever you protect a living world from those that would destroy it or harvest its resources carelessly, gain 5 XP . YOU BEGIN WITH Blessing   of   the   Ancients:    You   are   half   Cetra,   one   of   the   Ancients   and   the   last   of   your   kind.   You   have   a   natural   knack   for fostering   and   utilizing   magic,   particularly   holy   and   healing   varieties.   When   you   use   the   ability   Breath   of   the   Earth,   Fury   Brand, Great   Gospel,   Healing   Wind,   Planet   Protector,    or   Seal   Evil,    you   may   turn   them   into   abilities   that   affect   all   targets   at   no penalty   (all   allies   present   or   all   enemies   present,   depending   on   the   ability’s   description)   by   using   them   as   a   main   action   instead of a side action. When used as a side action, these abilities only affect a single target. LEVEL UP CHOICES Breath   of   the   Earth:   You   summon   the   natural   curing   abilities   of   the   Planet,   which   appears   as   bright   blue   swirls   around   the target.   As   a   side   action,   you   may   cure   yourself   or   one   ally   of   all   negative   status   effects.   After   you   use   this   ability,   roll   1d10;   on   a   1- 5, shut it down. Fury   Brand:   You   can   fill   an   ally   with   holy   might   and   righteous   anger.   You   can   target   yourself   or   one   ally   nearby   as   a   side   action; the   target   rolls   3d10   for   all   attack   checks   until   the   start   of   your   next   turn.   After   you   use   this   ability,   roll   1d10;   on   a   1-5,   shut   it down. Great   Gospel:   Your   ultimate   Limit   Break.   After   a   brief   prayer,   you   or   one   of   your   allies   will   see   visions   of   angels--and   for   a moment,   it   seems   to   be   raining.   As   a   side   action,   you   may   heal   yourself   or   one   ally   of   1d10   HP,   and   the   affected   target   rolls   3d10 on all defense checks until the start of your next turn. If you roll a 6 or higher on the heal check, shut this ability down. Healing   Wind:   You   pray,   conjuring   magical   winds   that   bring   recovery.   As   a   side   action,   you   may   use   Healing   Wind   to   restore   HP to   yourself   or   one   ally   nearby.   Roll   2d10   and   the   take   the   higher   outcome,   and   restore   that   much   as   HP.   If   you   roll   a   6   or   higher, shut this ability down. Holy   Materia:   Though   your   white   materia   isn’t   nearly   as   powerful   as   it   was   in   your   own   world,   it   still   packs   quite   a   punch.   You must   spend   1   main   action   praying   for   Holy,   and   cannot   take   any   side   actions   on   the   turn   you’re   charging   it.   On   the   next   turn   you can   bring   down   Holy,   a   massive   sphere   of   blinding   white   light   with   a   swirling   halo   about   it,   as   a   main   action.   Treat   the   attack   as though   you   had   rolled   a   10   against   every   enemy   in   the   area,   and   treat   their   defense   score   as   though   it   were   2   lower   against   this attack.   Against   undead,   demons,   and   the   truly   evil,   you   gain   an   additional   +2   bonus.   Shut   this   ability   down   after   it’s   used   the   first time. Planet   Protector:    With   a   short   prayer,   you   convince   the   cosmos   that   you   and   your   allies   are   the   guardians   of   this   world,   and need   a   little   extra   help   doing   your   jobs.   You   can   use   Planet   Protector   on   yourself   or   one   ally   as   a   side   action;   stars   swirl   around the   target,   forming   a   shield.   This   barrier   can   withstand   up   to   5   damage   before   breaking,   taking   it   on   behalf   of   whoever   it protects.   The   shield   also   vanishes   at   the   end   of   combat   (or   after   1   minute,   if   out   of   combat).   After   you   use   Planet   Protector,   roll 1d10; on a 1-5, shut it down. Princess   Guard:    You   carry   a   powerful   staff,   the   Princess   Guard.   For   every   ally   that   has   dropped   to   0   HP   in   the   current   fight,   you and   your   remaining   allies   gain   a   +1   bonus   on   all   attack,   defense,   and   heal   checks.   The   bonus   from   Princess   Guard   stacks   with itself,   but   not   with   other   +   bonuses;   thus,   if   you’ve   had   two   allies   fall,   you   gain   a   +2   bonus,   three   allies   a   +3,   but   these   do   not combine with, say, a +1 from another source. This bonus resets to +0 at the end of combat. Seal   Evil:   You   manifest   holy   power   in   an   attempt   to   stop   evil   deeds.   As   a   side   action,   you   may   inflict   one   foe   you   can   see   with   the status   effect   Silence ,   and   render   them   stunned;   they   can   still   act,   but   cannot   move   from   where   they   are   until   the   start   of   your next turn. After you use this ability, roll 1d10; on a 1-5, shut this ability down.