T IFA LOCKHAR TTifa 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.CHECKSRoll 3d10and 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.XPWhen 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 WITHZangan-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 CHOICESAdded 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 Poisonand 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 can run as fast as a car, or +20 additional feet per round in combat. 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.