A ERITH GAINSBOROUG HHalf 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.CHECKSRoll 3d10and 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.XPWhen 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 WITHBlessing 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 CHOICESBreath 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.