IFA LOCKHAR  T Tifa   lead   a   fairly   normal   life,   once--a   tour   guide   living   in   the   town   of   Nibelheim,   taking   martial arts    lessons    from    the    master    Zangan.    Everything    changed    when    the    legendary    SOLDIER, Sephiroth,   set   fire   to   her   hometown.   From   there,   Tifa   joined   the   resistance   group   AVALANCHE, and   became   the   owner   of   the   bar   7th   Heaven,   which   worked   as   the   group’s   base   of   operations-- hoping   to   make   a   difference   in   an   unjust   world.   With   the   Great   Collide   Tifa   finds   herself   a   bit   in over her head, but she’s still determined to do right where she can. CHECKS Roll   3d10    and   take   the   highest   result   for   checks   to   gather   information,   motivate   others,   or bartend. Roll   2d10   and   take   the   highest   result   for   unarmed   attack   checks,   checks   to   dodge   incoming attacks, and feats of acrobatics or athleticism. Roll 1d10 for anything else. XP When    your    own    difficulty    expressing    yourself,    or    your    tendency    to    repress    your    emotions presents a problem for you or your party members, gain 1 XP . Whenever you stay to fight a losing battle, despite the odds clearly being against you, gain 3 XP . Whenever   you   act   as   the   emotional   backbone   of   your   team   in   a   trying   time,   or   help   someone finally work through one of their personal issues, gain 5 XP . YOU BEGIN WITH Zangan-Ryu:   You   are   a   master   of   Zangan-Ryu   style   martial   arts.   After   an   enemy   attacks   you--whether   the   attack   manages   to deal   damage   or   not--you   get   +1   on   one   defense   check   of   your   choice   made   before   your   next   turn.   Unlike   normal   bonuses,   the bonus   from   Zangan-Ryu   does   accumulate   and   stack   with   itself.   If   five   enemies   attack   you,   for   example,   then   you   get   +5   to   one defense check. The bonus resets when you use it, at the end of your next turn, or when combat ends, whichever comes first. LEVEL UP CHOICES Added   Effect   [Mystify]:   You   have   slotted   Added   Effect   and   Mystify   Materia.   Whenever   you   roll   a   10   on   an   attack   check,   you   may choose to inflict the Rage  status effect. Counter-Attack:    You   have   slotted   Counter-Attack   Materia.   Whenever   you   fully   defend   against   an   attack   (that   is,   you   take   no damage   from   it),   you   may   immediately   make   an   attack   of   your   own   without   using   up   your   turn.   Your   counter-attack   is   made   with a   -2   penalty.   If   the   enemy   is   a   distance   away   but   you   could   reach   them   with   a   side   action,   you   may   rush   straight   up   to   them, moving to their position to make the counter-attack. Fairy   Ring:   You   possess   a   Fairy   Ring,   a   gold   ring   adorned   with   depictions   of   protective   fairies.   It   renders   you   immune   to   Poison   and Blind  status effects. Final   Heaven:   You   have   mastered   the   ultimate   technique   of   Zangan-Ryu   style   martial   arts,   Final   Heaven.   You   may   draw   energy into   your   fist,   driving   the   entirety   of   it   into   your   opponent.   When   you   use   Final   Heaven,   treat   one   attack   check   as   though   you rolled a 10, and treat your target’s armor as though it were halved (rounding down). Shut this ability down the first time it’s used. Power   Soul:   When   you   are   in   critical   condition,   your   ability   to   fight   through   the   pain   increases   dramatically.   If   you   have   less   than 5 HP, roll 3d10 and take the highest result for unarmed attack checks instead of the usual 2d10. Speed   Plus:   You   have   acquired   Speed   Plus   Materia,   which   allows   you   to   move   at   incredible   speeds.   You   automatically   have Haste    status.   You   can   run   straight   up   or   along   vertical   surfaces,   or   run   across   surfaces   that   shouldn’t   be   able   to   support   your weight (like the surface of water, or across bamboo tips) as long as you maintain your momentum. Steal   As   Well:   You   have   acquired   Steal   as   Well   Materia,   which   allows   you   to   take   items   when   you   deal   damage.   Whenever   you make   an   attack   check   to   deal   an   unarmed   strike,   you   may   take   -2   on   the   attack   check   to   automatically   grab   an   object   off   their person, as well. Underwater   Materia:    You   possess   Underwater   Materia.   You   can   swim   with   the   grace   and   speed   of   a   dolphin,   and   you   can breathe underwater as effectively as you can on land.