Scraped from
here.
STATUS SCREEN
Name: Alexander Lavelle Harris
Age: 8 years
Alignment: True Neutral
Past Life: Ganondorf, King of Evil
Traits
Aura of Power: C+, C when not casting, D+++ suppressed. You bear a trace remnant of the omnipotent energies of the Triforce of Power. At this level, it can be detected by magical examination or magically-sensitive demons, within a day of your passage; it is also evident to magically- or spiritually-aware beings in your presence. This is reduced by your Spiritual Prowess as long as you aren't actively casting spells, and also by your Mana Concealment. You're also able to gather respectable amounts of magical energy for spellcasting.
Blooded: F+. You have killed. Perhaps because they were a demon assassin and an evil sorcerer trying to kill you, it doesn't quite feel real as yet.
Dark Affinity: F+++. You like the dark. At least, you like it as long as you have your fairy-shaped nightlight...
Din's Favor: E+++. The Golden Goddess of Power has her eye on you. You gain a minor bonus to magic that falls within her domains - mainly Earth, Fire, and Strength, but also Thunder - and to your physical endurance and strength. Oddly enough, your ability to dance and play the drums is also improved.
Earth Affinity: E+ (E without Heart of Fire). You like the earth, and it likes you. You gain a minor bonus to all forms of Earth Magic and social interactions with other creatures that have Earth Affinity. You do not yet suffer any penalties involving the Wind and its creatures.
Farore's Favor: F+++. The Golden Goddess of Courage has her eye on you. If she likes what she sees, it might make her less inclined to send a wild Link after you.
Again.
Filial Piety: E++. You have respect for your forebears, and are willing to go to them for advice with problems you can't solve on your own. This reputation earns you a minor bonus on social interactions with your elders. It does not yet impede your ability to socialize with your peers, but significant disobedience or disrespect for your seniors will reduce your ranks in this skill.
Fire Affinity: E+ (F+++ without Heart of Fire). You like fire, and it likes you. You gain a minor bonus to all forms of Fire Magic and social interactions with other creatures that have Fire Affinity. You do not yet suffer any penalties involving Ice, Water, and their creatures.
Honest: E+++. You tend to keep your word. This reputation earns you a minor bonus on social interactions, as long as you are telling the truth. It does not yet impede your ability to lie, but significant dishonesty will reduce your ranks in this skill.
Intimidating: C+++. You look like the sort that does not play well with others. You gain a major bonus when attempting to push others around, whether verbally, physically, or just by being tall, dark, and scary, but you also incur a moderate penalty on most social interactions. Your Social Prowess currently negates the penalty, as long as you aren't trying to frighten people.
Law-Abiding: F+. You respect the law. At least when it's convenient to do so.
Nayru's Favor: F+. The Golden Goddess of Wisdom has her eye on you. ...now that you think on it, just who or what
does Nayru send after people that offend her?
Past Life Experience: C+++. You have dreams of the life (or is it lives?) of Ganondorf two or three times a night. You can recall the contents of these dreams in precise detail. Having this level of recall of your previous incarnation gives it an influence on your current form, which has developed moderate Gerudo skin, hair, and eye colors, as well as the makings of that nose.
Powerful Build: D. Though you're just eight years old, you have the physique of a child of eleven. This grants you a moderate bonus on combat and physical checks related to strength, reach, and toughness, but imposes a minor penalty on similar checks involving speed. You also have a higher food bill than most kids your age; clothing is less of a problem at the moment, since you can just buy teens' sizes, but you'll need to shop at the specialty stores in the future. It ain't easy bein' Mr. Big and Tall...
Protective: D++. You look out for your friends and loved ones. You gain a moderate bonus on actions taken to defend or avenge someone you care about. Failing to help a friend in need incurs a minor penalty until you have made amends.
Publicity: E. Your name, as they say, is large. At this level, you're mainly a local celebrity - although you're also on the radar of special interest groups and/or at the state level - and you get a minor bonus to social actions when interacting with such persons. Currently, you're not so popular as to attract what some people would consider an uncomfortable level of scrutiny.
Rage: F+. ALEX SMASH!
Totem of the Raging Boar: D++. Your actions have demonstrated an affinity for the Spirit of the Boar, who is fierce, fearless, and strong, yet also hard-headed, wild, and hungry. You gain a moderate bonus in combat situations and social situations, but take a minor penalty on mental actions.
Traumatic Memories: E+. You have seen things you rather wish you hadn't, and which you can't easily forget. You're slightly out of step with what society considers "normal," and gain a minor penalty to all social actions involving regular people, who rationalize away your oddities as best they can. Those aware of the violent supernatural underworld can still relate to you normally, though.
Warrior Born: D. You really enjoy a good fight. This grants you a moderate bonus in combat situations, as long as you are using weapons or martial arts, and on social interactions with other warriors. However, you also incur a minor penalty on interactions with more peaceful and/or magically-inclined individuals. Acts of cowardice or dishonor will reduce your ranks in this skill, so be sure to fight well.
Watchful: C+. You keep your eyes and ears open for trouble. You gain a major bonus to notice subtle or hidden details about your surroundings even when you aren't specifically on guard. Aside from making you appear overcautious, this extra alertness imposes a moderate penalty to your
initiative roll and Reflex saving throw reaction time when something does manage to surprise you.
Young: C. Despite everything, you are still just a child. Your traits and skills incur a penalty equal to half a rank when put in competition with those of an adolescent (age 12+). Against young adults (age 16+), the penalty is a full rank, and against adults (age 20+) the penalty is a rank and a half.
Skills
Combat Prowess: C. You are a skilled fighter. You can defeat most individuals of similar age, size, and training.
Club Training: F. You know a bit about how to wield clubs. Walk softly, carry a big stick.
Crowd Control: F++. You know a bit about how to fight off multiple opponents at once. But running away is clearly the superior option.
Finishing Blow: F. A special technique used to instantly finish a downed enemy. You're not very good at it, which is kind of annoying, because you certainly recall getting HIT with it often enough...
Grappling: F. You know a bit about how to fight in extremely close quarters. Dad approves.
Headbutt: F+++. A special technique that consists of slamming your skull into someone else's. Seems reasonably effective as long as you have a ki-buffer up, and your opponent doesn't have any fancy features like horns, cranial ridges, or a flaming skull.
Ki Blast: E. A special technique which focuses your pure life-force into a coherent beam of destruction. You can consistently deal damage equivalent to an unenhanced punch at a range of about twenty-five feet. Clearly, you need to punch harder.
Ki Shot: F. A special technique which focuses your pure life-force into rapid-firing projectiles of pain. You can get off half a dozen Ki Shots in one burst, but the damage is barely enough to stun small monsters. You need to use more gun.
Knife Training: F. You know something of the theory of wielding short blades. Pointy end goes into the other guy, right?
Leap Attack: F. A special technique that involves jumping at the enemy with a drawn weapon, and using the force of your "fall" to empower your strike. You're still working out whether a stab or a slash is the better option.
Maximum Power: E+++. A special technique which focuses magical and spiritual energy into a golden aura that increases all physical stats by ~425%. Drains roughly 1% of maximum reserves every 2 seconds of use, and sometimes causes visions that communicate one's true nature to an opponent through a meeting of fists. Not all opponents trigger this reaction, for reasons as-yet unknown.
Power Ball: F+. A special technique which focuses magical and spiritual energy into a golden orb that inflicts direct damage and temporary paralysis on its target. Seems to absorb "active" spells for added effect. Should not be used against plucky young heroes with magic swords.
Power Fist: F+. A special technique that consists of a powerful backhand punch, infused with your aura. Seems effective at stunning and knocking around smaller enemies.
Power Sense: F++. A special technique which focuses magical and spiritual energy into an extrasensory ability similar to short-range sonar. Should not be used near large, excited crowds.
Sneak Attack: F. A special technique which targets the enemy's weak points for increased damage. At the moment, however, the bonus is negligible, as your aim kind of stinks.
Spear Training: F-. You have a very basic idea about how to wield a spear. Pointy end goes into the other guy.
Spell Combat: F+. A special technique that lets you cast spells in melee, as long as you have one hand free or cast a spell that doesn't require fancy gestures. You take an extreme penalty to the accuracy of your attacks when using this ability, though, so it's pretty much useless against all but the biggest, slowest targets.
Spellstrike: F+. A special technique that lets you channel touch-range spells through your weapons. At the moment, it's hideously expensive, raising the mana cost of such spells by x4. Wasteful, much?
Staff Training: F. You know a bit about how to wield a staff. At this point, it's basically like you picked up a stick.
Substitution: F-. A high-speed movement technique that involves exchanging positions with a random object to avoid taking damage from an attack. Needs way more practice before you test it in actual combat conditions.
Sword Beam: F+++. A special technique that imbues your weapon (yes, even non-swords) with energy to increase the power of strikes, or attack at range. The move is currently full of holes, though, requiring too much time and energy to be useful in melee, and your energy-eating sword isn't helping.
Sword Training: D. You are proficient at wielding a blade. You gain a moderate bonus to combat actions when using a sword, but of course, that mandates HAVING a sword. Constantly summoning one would be expensive and give away some of your secrets, but on the other hand, do you really want to join the Trenchcoat Brigade?
Tonfa Training: F-. You know a little bit about how to wield a tonfa. Or is it a nightstick?
Weapon Defense: E+. You have a basic idea of how to protect yourself from weapon-using opponents. You gain a minor bonus to combat actions made to avoid or reduce damage from manufactured weapons. Just don't try to catching swords with your bare hands, okay?
Wisdom of the Raging Boar: F. A combination technique that consists of a bear hug, three rapid headbutts, and a suplex.
Magical Prowess: C. You are a skilled practitioner. You can defend yourself against the average spellcaster or demon or a fair-sized group of ordinary humans, and could give a novice Champion a run for his or her money.
Abjuration: D+++. You have a working understanding of general defensive magic. Your abjuration spells are safer and more powerful than normal, allowing you to reliably break curses and enchantments or banish summoned demons. That ought to be useful on the Hellmouth, eh?
Augmentation: C. You have a good understanding of enhancement magic, making such spells that you cast significantly more effective, longer-lasting, and more resistant to dispelling. Who needs Silver Gauntlets?
Conjuration: E++. You have a basic understanding of creation magic. Your conjured items are slightly more stable and longer-lasting than normal, although permanency and reproduction of special properties continue to elude you. On the other hand, you can pretty much spam wooden stakes at will.
Divination: C. You have a good understanding of informational magic. Your divination spells are significantly safer, more effective, and more difficult to notice. Let's True See... human, human, vampire (boom!), human, vampire (boom!), horribly gribbly thing from beyond (ow, my sanity! and boom!)...
Earth Elementalism: D+ (D without Heart of Fire). You have a working understanding of the power of earth. Your earth spells are safer and more powerful than normal, letting you shape earth, split stone, and make interesting pottery in a matter of seconds. And when all else fails, you can throw rocks!
Elementalism: E+++. You have a basic understanding of elemental magic - wind, fire, all that kind of thing. Your general elemental spells are slightly safer and more powerful.
Enchantment: E+++. You have a basic understanding of mind magic. You have a slightly easier time making friends and influencing people, at least until they find out you've been playing mind games.
Fire Elementalism: D++ (D without Heart of Fire). You have a working understanding of the power of fire. Your fire spells are moderately safer and more powerful. Why, you might even be able to incinerate a vampire without setting everything around him aflame!
Ice Elementalism: F+. You have a very basic understanding of the power of ice. It's cool.
Illusion: E+. You have a basic understanding of the magic of shadows and phantasms. Your illusion spells are slightly more convincing. That includes invisibility, by the way; time to make like the Predator...
Item Crafting: F++. You have a very basic understanding of how to create magic items. You might even be able to make something that does what you want it to!
Lightning Elementalism: E. You have a basic understanding of the power of lightning. Your electromagnetic magic is slightly safer and more powerful. You're still a long way from becoming Magneto, though.
Mage Sense: C. You're skilled at detecting magical energy even when you can't see it. You can interpret a significantly larger amount of information, with a moderately reduced chance of being overwhelmed by powerful magical signatures. The magic... it SPEAKS to you... very quietly...
Mage Sight: C+. You're skilled at reading pure magical auras. You can interpret a significantly larger amount of information than normal, with a moderately reduced chance of being overwhelmed by powerful magical signatures. But stop checking out your friends' moms!
Mana Concealment: E+++. You're able to hide your magical energy. This reduces your Aura of Power by a quarter-rank when you aren't casting spells, or by half a rank if you are suppressing your power. You can also cast a single untraceable cantrip, but casting successive cantrips or a more powerful spell will still give you away. The ninja would probably like this one.
Mana Control: D+++. You know how to use mana more efficiently. You get a moderate discount on all spells and mana-using special techniques, and your spells are slightly more likely to overcome those cast by a less-skilled opponent.
Mana Recovery: E. You recuperate spent mana more quickly than normal. You get a minor bonus to your hourly recovery, which is enough to take you from 0% to 100% in 43 hours and 12 minutes, rather than 48 hours.
Necromancy: D. You have a working understanding of the magic of death, spirits, curses, and undeath. your necromantic spells are moderately safer (for you) and more powerful. You're able to start playing shell games with souls. Not that you would...
Summoning: C+. You have a good understanding of space-time magic. Your summoning spells are significantly safer and more powerful than normal. You can safely use this type of magic in Sunnydale, although you'll probably still want to steer clear of the Hellmouth proper and one or two other weak-points, just to be sure.
Thunder Elementalism: E+. You have a basic understanding of the power of sound. Your thunder spells are slightly safer and more powerful, so the next time you Shout at an enemy indoors, you might not even take out the wall behind him!
Transformation: E+. You have a basic understanding of magic that changes the form and composition of things. Your transformation spells gain slight improvements to stability, scale, and complexity, but you're still a long way from being a threat to an Alchemist.
Water Elementalism: F+. You have a very basic understanding of the power of water. It's... wet?
Wind Elementalism: E++. You have a basic understanding of the power of wind. Your wind spells are slightly safer and more powerful. Blow 'em away!
Mental Prowess: D. You have very good mental capabilities for someone of your age. You're near the top of your classes, have no problem with books written for the under-13 audience (when you care to read), and are a fair hand at solving all sorts of puzzles.
Take that, Link!
Animal Handling: E. You are knowledgeable about the care, feeding, and training of animals. You might even be able to get Moblin to sit and stay one of these days.
Computer Literacy: F+. You have no fear of the dread machine. You can turn it on and off (deliberately, even!), type, use the mouse, and get on the Internet without getting totally lost.
Concentration: C+. You are able to focus on the matter at hand. You can ignore major distractions when performing complex tasks, and take minor actions when doing something else - for example, holding a pre-prepared ki technique at the ready while casting a spell. Sorry, shinies, but you'll just have to wait for your turn.
Cryptozoology: E+. You have studied the appearance, habitats, abilities, and weaknesses of Earth's non-human natives - aka "monsters." You gain a minor bonus to recognize a monster and when attempting to identify its particular traits.
Demonology: E+. You have studied the appearance, habitats, abilities, and weaknesses of extraplanar entities - aka "demons." You gain a minor bonus to recognize a demon and when attempting to identify its particular traits.
Dreamwalking: E+. You have a basic ability to control your dreams and defend yourself from mental intrusions while sleeping. This will probably just make you more interesting to certain dream-spying girls...
First Aid: F+. You know a little bit about emergency medicine. You can confidently say that it's better off left to those who have actual first aid training - or, you know, Briar.
Flight (Magical): E. You know the basic mechanics of spell-assisted aerial maneuvers. While in flight, you can perform minor actions such as the retrieval and use of items without losing control, but most combat-related actions will still send you out of control. Float like a butterfly? Yeah, right.
Hyrulean Theology: E+. You have a basic understanding of Hyrulean religious beliefs. You know what the Goddesses generally look for in their faithful, if not all the fine details, and you can manage a prayer. Though if they all get answers like the last one, you may want to avoid talking to the Goddesses at home. Or anywhere else flammable.
Japanese: D+++. You have a decent understanding of this foreign language, roughly at the level of a native speaker of your age. Since it was obtained by magic, it's only temporary unless or until you get some long-term practice in.
Listening: D+++. You hear things, currently not including voices in your head. You get a moderate bonus to hear things that aren't immediately obvious, or which might be drowned out by background noise.
Literacy: F+++. You have no fear of those musty old books. As long as they stay away from you, you'll stay away from them.
Looking: C++. You see things, though only ones that are actually there, which is quite a bit harder than seeing things which aren't there - anybody can do that. You get a major bonus to spot things that aren't immediately obvious, or which are concealed. And yes, thanks to another skill, you do see dead people.
Meditation: D. You know how to arrange your thoughts and the energy of your mind in a more efficient and beneficial manner. You gain a moderate bonus to ki and mana recovery when meditating, and it takes you just a quarter of an hour to get properly Zen. You don't even fall asleep anymore!
Mental Defense: E. You know how to construct defenses against all manner of mental attacks and influences. You still lack a will of iron - it's more like pre-Bronze Age copper or tin - but you get a slight bonus to resist such unwanted effects.
Parazoology: E. You have studied the appearance, habitats, abilities, and weaknesses of spectral entities - aka "spirits." You get a minor bonus on attempts to identify spirits. But you're still a long way from having memorized Tobin's Spirit Guide.
Puzzling: F+. You can solve puzzles! If you try really hard. And listen to Briar. And don't break down in tears. Oh, Goddesses, why...?
Scenting: E+. You smell things, for some strange and eldritch reason. Maybe your Totem is to blame...? Anyway, you get a minor bonus to detect odors that aren't immediately obvious.
Sign Language: F++. You can't do much more than flail around and hope that somebody correctly guesses what you're trying to say.
Tactics: D. You know how to think and plan beyond the moment, for yourself and a small group of allies. With a few minutes of thought, you can come up with a plan that will provide moderate bonuses to your actions and your allies' actions in a specific situation. Your plans still don't survive contact with the enemy, but they go out swinging.
Teaching: E+. You have a basic understanding of how to impart useful knowledge to others, and make it stick. You get a minor bonus when tutoring a single student, and can teach a class of six at a normal rate. The most important question remains: will you be addressed as Alex-sensei, Mister Harris, or Master Alexander?
Trap Sense: F+. You know the basics of finding traps. Which is to say, you tend to stumble over (and into) them.
Physical Prowess: C+. You are exceptionally physically capable for your age and build. You actually have to hold back a bit in gym class and on the playground, unless of course you want to stomp all over everybody...
Body Flicker: D+++. A high-speed movement technique that looks like teleportation. At this level, you can move about 4x faster than normal, either in a straight line for about a minute or a single, split-second movement that lets you maneuver freely. Meep meep!
Climbing: F+. You can climb. As long as it's a ladder, a staircase, or a fairly short wall with lots of handholds.
Dancing: F. You can't dance. Not in the non-combative sense, anyway.
Doppelganger: E+. A ki-based illusion technique that creates a visual "clone" of you. It's an obvious fake, but good enough to temporarily trick someone - or something - who doesn't know you that well or possess really exotic senses.
Earth Resistance: F (nil without Heart of Fire). You are harder to hurt with the forces of elemental Earth. But sticks and stones can still break your bones.
Endurance: E++. You can keep going in spite of fatigue, pain, and injury. You gain minor resistance to weariness and general physical harm. Think less Heart Container, more (cheap) new tunic and extended stamina meter.
Evasion: E++. You have some aptitude for getting out of harm's way. You gain a minor bonus on attempts to dodge everything from punches to explosions, although it works best when your attacker is too far away to compensate. And hey, you might even be able to duck out of Miss Kendall's sight!
Fire Resistance: F+ (nil without Heart of Fire). You are harder to hurt with the forces of elemental Fire. That said, you know that trick where you hold your hand over a candle flame? It hurts less, now, but it still hurts.
Ki Enhancement: D++. You are skilled at using ki to boost your body's natural abilities. Your enhancements are moderately more powerful than normal, increasing your overall physical capabilities by 3.25x. But why do you feel this urge to scream really loudly for a really long time...?
Ki Power: E. You generate more ki than is usual for someone of your age, build, and training. Minor amounts, but that's enough to give you an edge in contests of raw power.
Ki Recovery: E. You recuperate spent ki more quickly than normal. Instead of taking a full two days to recharge from zero, you can recover in 43 hours and 12 minutes. Maybe you should look into an Aura of Ki Power or something...
Pain Threshold: E+. You can take a hit. Minor injuries do not interrupt any actions you are taking. But feel free to scream like a girly-man if it makes you feel better.
Sleight of Hand: F++. Your hands are quicker than the eye. Sometimes including your own.
Speed: E++. You have some outstanding speed. You gain a minor boost to your movement speed, as long as you're moving under your own physical power and not by means of a vehicle or spell.
Stealth: D+. You are skilled at sneaking around. You get a moderate bonus on attempts to hide and move silently. Nin-nin, for real!
Strength: E. You have some outstanding physical power. You gain a minor bonus to your melee attack and damage, as well as your carrying capacity, maximum lift, and other general feats of strength. Flex those puny biceps, little girly-boy!
Strength Concealment: F++. You can hide your physical power in everyday life. As long as nobody else is looking at you, anyway.
Strength Control: E. You can use exactly as much or as little physical power as is necessary to get the job done. You are slightly less likely to accidentally damage fragile objects, including relatives, friends, sparring partners, tiny fairies... you know, the important people.
Social Prowess: C+. You are a popular kid. This is reduced by Intimidating, when you try to be scary.
Acting: D+. You can act normal. People will overlook moderate "inconsistencies" between the things you say or do, and what a normal boy your age would say or so. It's not lying, it's art! And helpful for when you want to ham it up!
Allure (?): F+. You saw a succubus doing something with her aura that made you zone out in confusion for a couple minutes. You might be able to recreate it, but why would you want to?
Cool: D. You can keep yours, in the face of moderate, unusual problems. You're also slightly less of a square. But only slightly.
Fighter's Rep: E+++. Your first time competing was at the World Martial Arts Tournament, and you won the Under Tens Division. This is a feat worthy of recognition within the martial arts community.
Guarded: D. You're careful about who you trust, since evil ninja could be lurking anywhere. You get a moderate bonus to conceal your true thoughts and feelings.
Haggling: F++. You know how to get the best deals. As long as money isn't actually involved.
King of Beasts: F++. You have a way with animals. They haven't attacked you yet.
King of Men: E++. You are a bro, if only a little one. You get a minor bonus on social interactions with males.
King of Women: D+++. You have a particular way with women, apparently as endearing as it is annoying. You get a moderate bonus on social interactions with females.
Manners: D+. You have them, and they're good. You get a moderate bonus in formal social situations, and a minor bonus in informal ones. You don't always get all the little details right, but it's a rare soul who doesn't appreciate someone making an effort to show due respect.
Threat: E+. You can deliver a well-chosen word of warning. You gain a minor bonus when making threats, using Social Prowess if you're being "subtle" and Intimidating when you're being overt. But don't monsters usually gang up on the biggest threat...?
Trolling: F+++. You are an initiate in the ancient art of trolling. However, unsuccessful troll is unsuccessful.
Words of Power: D. You have discovered that calling your attacks actually makes them stronger. You gain a moderate bonus to the effectiveness of your spells and special techniques if you ham it up when invoking them. THE GREAT BOAR SPIRIT APPROVES OF THIS MESSAGE.
Young King: E+. You have a way of listening to your elders that, in turn, encourages them to listen to you. You get a minor bonus on social interactions with people older than you.
Spiritual Prowess: C+. You've learned the basics of ki control, which lets you enhance your body in dangerous situations and resist spiritual attacks. This reduces the presence of your Aura of Power, when you aren't actively casting spells, and also reduces the undesirable side-effects of your Past Life Experience.
Corruption Resistance: F+++. You can fend off the taint of the Hellmouth, and other forms of supernatural contamination, but only for a few moments. Stay away from That Olde Black Magick, and be sure to cleanse yourself regularly.
Corruption Sense: E+. You are able to detect supernatural contamination. Your sense of corruption is slightly more accurate, but it is still easily overwhelmed in places like the Hellmouth. So you still can't tell who is a treacherous, self-serving wretch and who is just a demon.
Ki Concealment: E+++. You are able to hide your ki. You get a minor bonus on attempts to defeat aura-reading abilities. Most people with the proper training or experience in dangerous situations can still sense your ki, though.
Ki Control: C. You are adept at using ki more efficiently. You gain a major discount on ki techniques, and if you get into a "beam duel," you are moderately more likely to overcome your opponent.
Ki Sense: D++. You are able to detect and read auras out of visual range. Your sense of unseen auras is more accurate, allowing you to identify familiar individuals, and you gain a moderate degree of protection against being stunned by overwhelming auras.
Ki Sight: C+. You are skilled in the technique of reading an opponent's aura and fighting strength. This makes your readings considerably more accurate, and significantly reduces the odds of dangerous side-effects.
Spiritual Concealment: E++. You are able to hide your spiritual presence. You get a minor bonus on attempts to cloak your soul against notice by certain spells, spectral predators, and "enlightened" individuals.
Spiritual Control: D+. You are able to use spiritual energy more efficiently. You gain a moderate discount on spiritual techniques, and are less likely to attract unwanted ghostly attention. Considering that you live in Sunnydale, this is a GOOD thing.
Spiritual Power: E++. You have some ability to affect spiritual entities with the power of your own soul. You get a minor bonus when attempting to physically interact with spirits. On the other hand, your presence is a bit more obvious to them...
Spiritual Sense: D. You are able to sense purely spiritual phenomenon from beyond visual range. You get a moderate bonus to notice ambient spiritual energy, lingering spirits, or ethereal entities. Considering that you live in Sunnydale, you've got a bad feeling about this...
Spiritual Sight: D+. You are able to see purely spiritual phenomenon. You get a moderate bonus when trying to discern ambient spiritual energy, lingering spirits, or ethereal entities. You can now say it with confidence: you see dead people.
Totemic Knowledge: F++. You have obtained basic knowledge of the spirit guides and their roles, as well as how to invoke your own spirit beast - if you so dare.
Priorities
Me, My Dream Self, and Briar: You have accepted Briar's offer to train your magical and mental defenses to help you deal with a vague presence that appears to be lurking in your subconscious. As this Priority requires the development of mental organizational and defense skills, as well as a greater understanding of enchantment, you will receive a bonus to Magical and Mental Prowess in those fields until you complete or abandon this Priority.
Mission: Interdimensional Postman: You have promised to find a way for Briar to make contact with her mother, whose last known location is in Hyrule. As this Priority requires the development of long-distance travel capabilities - most likely flight or teleportation - as well as dimensional theory, you will receive a bonus to Magical Prowess in those fields until you complete or abandon this Priority.
Current Buffs: Blessed Sword (+ to Ki Concealment, Mana Concealment, and Spiritual Concealment)
Current Debuffs: Minor Impedance to Fire, Water, and Wind Elementalism (quarter-rank down), Moderate Impedance to Lightning and Thunder Elementalism (half-rank down), Major Impedance to Ice Elementalism and Summoning (rank down)