Roll Details

Untrained roll: 2d10 were rolled and the lowest result was kept.

Negative Modifier (1s rolled)

Taiyo

Sun Domain Level 10
Registered to Super Admin
Taiyo

Power Distribution

3 / 8
Techniques
2 / 4
Counters
1 / 2
Divine

Defense Attributes

Evade
7/10
Hardiness
8/10
Wits
5/10
Immortality
5/10

Health & Wounds

Combat Skills

External Arts
3/5
Internal Arts
5/5
Lightness Arts
1/5
Divinity
2/5

Character Skills

Specialist Skills

Medicine & Alchemy
3/5
Meditation
2/5
Survival
1/5
Talent
2/5
Trade
1/5

Unorthodox Skills

Disguise
5/5
Drinking
1/5
Gambling
1/5
Magical Arts
1/5
Theft
1/5

Physical Skills

Athletics
3/5
Endurance
3/5
Muscle
2/5
Ride
1/5
Speed
5/5

Mental Skills

Command
3/5
Detect
1/5
Empathy
1/5
Persuade
3/5
Reasoning
1/5

Knowledge Skills

Institutions
1/5
Supernatural
1/5
People & Places
1/5
Religion
1/5
Scholarly Arts
1/5

Character Biography

Taiyo is the secret daughter of Amaterasu who was conceived when she and Tsukuyomi was on speaking terms. Currently she resides in the celestial lands and takes over her mother's duties whenever needed.

Divine Essence

- Exposing a corrupt official or revealing a hidden crime
- Guiding lost souls with a beam of celestial light
- Preventing a divine war through truth and clarity
- Using her sacred mirror to reflect a person’s true self
- Lighting the way during the longest night or darkest storm
- Restoring a shrine’s sanctity by driving out blight and shadow

Signature Techniques

Cleaver of the Solitary Sun

Channelling the ancient powers of true archery, you unleash devastating ranged attacks. Ranged attacks gain +1d10 to the attack roll and do 1 extra Wound on a successful damage roll. This ability cannot be used when you have the high ground.

Requirements: None

Essence-Absorbing Seven Kicks

This a suite of seven kicks that absorb energy from your opponents and draw it into yourself. Each kick targets a particular ability, and on a successful attack using Internal Martial Arts, the target loses −1 or −1d10 to that ability, while you gain a +1 or +1d10 to that ability. The transfer only lasts one hour. During that time, you must roll Meditation TN 7 or take 1d10 damage per ability absorbed (for example, if you absorbed three abilities, you suffer 3d10 damage). The kicks are as follows: Mind-Absorbing Kick (Wits), Body-Absorbing Kick (Muscle), Soul-Devouring Kick (Hardiness), Beauty-Stealing Kick (Persuade), Lightning Kick (Speed), Mood Kick of the Long Journey (Endurance), and General-Devouring Kick (Command)

Requirements: None

Counter Techniques

Golden Armour Defence

You tighten your muscles to protect against bladed and sharp attacks. Roll Muscle against the attack roll; on a success, you stop the attack.

Requirements: None

Defence of Sun Bin

Whenever someone attacks you from a tactically unsound position (for example, from the low ground), you can roll Reasoning against the attack roll to avoid the attack.

Requirements: None

Iron Armour Defence

You tighten your muscles, making your body impervious to blunt objects and attacks. Roll Muscle against the attack roll. On a success, the attack does not succeed

Requirements: None

Divine Powers

Enervating Embrace

Can drain life essence by grabbing someone and sucking out their life energy, or simply by sleeping with them. If the former, make an Arm Strike Roll against Evade. On a Success, they drain them of 1 Hardiness. If the latter, they drain 1 Hardiness per evening

Requirements: Must be female

Equipped Weapons

Fan, Non-Folding

Melee
Damage: Speed + 0d10 Cost: 0
Effects: Add +1 to Evade against Melee attacks.

Deer Horn Knives

Melee
Damage: Speed + 1d10 Cost: 0
Effects: -1d10 attack penalty. +1d10 to Counters against melees (+2d10 against long weapons like spears). On a Total Success on a Counter Attempt, you disarm foe. If you get two 10s on a Counter, you break the target’s weapon.

Recent Dice Rolls

Time Skill Result
Medicine & Alchemy
Level 3
Hard Success!
Disguise
Level 5
Legendary Success!
Persuade
Level 3
Hard Success!

Character registered with

Divine Registry Office