STATUS SCREEN
Name: Alexander Lavelle Harris
Age: 8 years
Alignment: True Neutral
Past Life: Ganondorf, King of Evil

Traits
Aura of Power: C (Plus), D (Plus) (Plus) (Plus) when not casting, D (Plus) 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 (Plus). 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: E (Plus). You like the dark, and it likes you. You gain a minor bonus to all forms of Dark Magic and social interactions with other creatures that have Dark Affinity. You do not yet suffer any penalties involving Light and its creatures.

Din's Favor: D (Plus). The Golden Goddess of Power has her eye on you. You gain a moderate bonus to magic that falls within her domains - mainly Earth, Fire, and Strength, but also Thunder - and to your physical endurance and strength, as well as a minor bonus when interacting with beings that venerate Din. Your ability to dance and play the drums is also moderately improved, though you still kind of stink at both. Maybe it would please Din if you took lessons?

Earth Affinity: E (Plus) (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: E (Plus) (Plus) (Plus). The Golden Goddess of Courage has her eye on you. You gain a minor bonus to magic that falls within her domains - mainly Wind, Life, and Spirit - and to your spiritual endurance and strength. You also find your fingers wishing for a flute... or an ocarina... no, no, bad idea. That's practically a Link-signal.

Filial Piety: D. 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 moderate bonus on social interactions with your elders, but also incurs a minor penalty when socializing with your peers, as talking to funky old people isn't cool in most circles these days. Disobedience or disrespect towards your seniors will still reduce your ranks in this skill.

Fire Affinity: E (Plus) (F (Plus) (Plus) (Plus) 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: D (Plus) (Plus). You keep your word. This reputation earns you a moderate bonus on social interactions, as long as you are telling the truth, but incurs a minor penalty when you lie. Significant dishonesty will reduce your ranks in this skill. Can you handle the truth?

Intimidating: B. You look like trouble on two legs. You gain a massive bonus when attempting to push others around, whether verbally, physically, or just by being tall, dark, and scary, but you also incur a major penalty on most social interactions. Your Social Prowess and skills can negate this penalty, as long as you are acting friendly; if observed when not acting friendly but also not doing something aggressive or hostile, you take only a minor penalty.

Law-Abiding: F (Plus). You respect the law. At least when it's convenient to do so.

Nayru's Favor: E (Plus). The Golden Goddess of Wisdom has her eye on you. You gain a minor bonus to magic that falls within her domains - mainly Water, Time, and Law, though Ice is also her balliwick - and to your mental clarity and resilience. You also kind of want to sing, or maybe strum something. You're not sure how Nayru would react to a rock ballad in her honor, though...

Past Life Experience: D (Plus) (Plus) (Plus). You dream of the life (or is it lives?) of Ganondorf every night. You can recall the contents of these dreams in moderate detail. Having this level of recall of your previous incarnation gives it a minor influence on your current form, which has developed moderate Gerudo skin, hair, and eye colors, as well as the makings of that nose. You have a Great Fairy's assurance that the physical resemblance will fade a bit in the near future. As long as you don't do something... stupid.

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 (Plus) (Plus) (Plus). 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: C. 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 major bonus in combat situations and social situations, but take a moderate penalty on some mental actions due to pigheadedness being stubborn and short-sighted.

Traumatic Memories: E (Plus). 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 (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus)). Against young adults (age 16 (Plus)), the penalty is a full rank, and against adults (age 20 (Plus)) 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.
Battle Awareness: F (Plus). You can read the flow of a fight. It says to you, "Wow, that looks dangerous."
Club Training: F. You know a bit about how to wield clubs. Walk softly, carry a big stick.
Crowd Control: F (Plus) (Plus) (Plus). 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.
Hand-to-Hand (Five Elements Style): E. You are a minor adept in Lu-sensei's school of kung fu badassery. You gain a minor bonus to attack and defense when using the Five Elements Style in combat. But in the end, you're still just a bug, Grasshopper.
Headbutt: F (Plus) (Plus) (Plus). 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 (Plus). 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 Filtration: F (Plus) (Plus) (Plus). A special technique that allows you to split ki into its three component energies. It's currently slow and inefficient, but it beats the heck out of tussling with certain spiritual presences that are too close to home.
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 (Plus). 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: D. A special technique which focuses magical and spiritual energy into a golden aura that increases all physical stats by ~550%. Drains roughly 1% of maximum reserves every 3 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 (Plus). 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 (Plus). 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 (Plus) (Plus). 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 (Plus) (Plus). 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 (Plus). 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 (Plus). 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?
Spirit Blast: F. A special technique which focuses your pure spiritual energy into a coherent beam of destruction. Theoretically.
Spirit Shot: F. A special technique which focuses your pure spiritual energy into rapid-firing projectiles of pain. Also theoretically.
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 (Plus) (Plus) (Plus). 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 (Plus). 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 (Plus). 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?
Wind Palm: F. A special technique that lets you launch bursts of compressed air when you punch. At the moment, however, you can't even blow out a candle with this.
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: C. You have a good understanding of general defensive magic. Your abjuration spells are significantly safer and more powerful than normal, letting you get rid of bad juju and summoned demons and even ward off demons that are walking the Earth under their own power. Back, vampire! I abjure thee!
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: D. You have a working understanding of creation magic. Your conjured items are moderately more stable and longer-lasting than normal, and they even have the special properties of their "real" counterparts. Permanency continues to be an issue, but hey, if it was EASY, Genesis wouldn't have taken six days, now would it?
Divination: C (Plus) (Plus). 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 (Plus) (Plus) (D (Plus) 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 (Plus) (Plus) (Plus). 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: D. You have a working understanding of mind magic. You have an easier time making friends and influencing people, and could even turn a hostile encounter into a non-violent one. Then again, when have you ever backed down from a fight?
Fire Elementalism: D (Plus) (Plus) (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 (Plus). You have a very basic understanding of the power of ice. It's cool.
Illusion: E (Plus) (Plus). 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: E (Plus). You have a basic understanding of how to create magic items. You can make simple single-use items (like scrolls) that trained magic-users can employ, although normal people are generally out of luck. Plus you still need to pay for the materials.
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 (Plus) (Plus). 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 (Plus) (Plus). 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: D (Plus). You're able to hide your magical energy. This reduces your Aura of Power by a half-rank when you aren't casting spells, or by a full rank if you are suppressing your power. You can also cast a few cantrips or a single 1st-level spell untraceably, although using more (or more powerful) spells will give you away. But what do you care? Now that you can cast Prestidigitation at will from the shadows, you are INVINCIBLE!
Mana Control: D (Plus) (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus). 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: D. You have a working understanding of magic that changes the form and composition of things. Your transformation spells gain moderate improvements to stability, scale, and complexity, and are safe-ish to use on living things for small-scale and/or temporary changes. But you still need more work before you can declare it to be Morphin' Time.
Water Elementalism: F (Plus). You have a very basic understanding of the power of water. It's... wet?
Wind Elementalism: E (Plus) (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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.
Arcanology: E (Plus). You have studied the traditions, methods, limitations, and trappings of different forms of magic. You gain a minor bonus to recognize a specific magical style at work or identify one of its practitioners.
Computer Literacy: F (Plus). 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: B. You are able to focus on the matter at hand. You can ignore massive distractions when performing complex tasks, and take moderate actions when doing something else - for example, readying a ki technique while casting a spell. Soon, shinies. Soon...
Cooking: F (Plus). You are able to cook. For a definition of "cooking" that includes frozen waffles and canned soup, three meals a day.
Cryptozoology: E (Plus) (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus). 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 (Plus) (Plus). 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 (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus) (Plus) (E (Plus) (Plus) without Comprehend Languages). You have a decent understanding of this foreign language, roughly at the level of a native speaker of your age. Wakarimasu. Again.
Listening: C. You hear things, including mysterious voices from nowhere! But only when a certain wizard is involved... so far. Anyway, you get a major bonus to hear things that aren't immediately obvious, or which might be drowned out by background noise.
Literacy: E (Plus) (Plus). You have no fear of musty old books and fancy writing. You get a minor bonus to the speed and accuracy with which you can comprehend, retain, recall, and reproduce written information. You still can't write all formal and loopy-style, though.
Local Knowledge (Moonlit World): E. You know the who, where, and what of the supernatural community. You gain a minor bonus when you need to find, identify, or understand people, places, or things that exist on the fringes of what normal people consider "reality." Basically, you know just enough to get into trouble. Like that's anything new.
Local Knowledge (Sunnydale): E. You know the who, where, and what of Sunnydale. You gain a minor bonus when you need to find, identify, or understand people, places, or things that are native to the town but beyond your personal circle of friends, acquaintances, and familiar locales - but a tour guide, you are not. Especially not on the Hellmouth.
Looking: B. You see everything, or damn near it. You get a massive bonus to spot things that aren't immediately obvious, or which are hidden, and can even see through various forms of magical concealment - at least the simple ones, at close range. Forget dead people; you're starting to see demons everywhere you look!
Meditation: D (Plus). 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 Control: F. You are able to use mental energy more efficiently. At least, you think you are.
Mental Defense: E (Plus) (Plus). 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.
Mental Power: F (Plus). You are able to affect mental entities with the power of your mind. Unfortunately, your mind bullets are currently blanks.
Mental Sense: F. You are able to sense purely mental phenomenon from beyond visual range. Though you're probably just imagining things.
Parazoology: E (Plus). 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: E. By all that's holy, you can actually solve puzzles! You gain a minor bonus on attempts to not break down in tears figure out those unholy aggravating Hylian puzzle-locks, as well as crosswords and their insidious ilk. But you'd still rather just blast through them.
Scenting: E (Plus) (Plus). 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: E. You can communicate without words. You get a minor bonus on attempts to communicate via body language, whether you're the one sending or receiving. You still look awfully fidgety, though.
Spiritual Knowledge: F (Plus) (Plus). You don't know nearly enough about the mysteries of souls. And it's already gotten you in trouble at least once.
Tactics: D (Plus). 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: D. You have an understanding of how to impart useful knowledge to others, and make it stick. You get a moderate bonus when tutoring a single student, and can teach a class of up to twelve at a normal rate. Teach us, Alex-sensei!
Totemic Knowledge: E (Plus) (Plus). You have basic knowledge of the spirit guides and their roles. You gain a minor bonus when dealing with such entities, and can invoke your own spirit beast through meditation or magic - though the Raging Boar does not seem to like you very much at the moment.
Trap Sense: E. You know how to find traps. You gain a minor bonus to locate mechanical traps, and can attempt to locate magical traps without using spells of your own. However, you don't get any bonuses to disarm these devious devices.
Zoology: F (Plus) (Plus). You have studied the appearance, habitats, abilities, and behaviors of natural animals. It's mostly trivial stuff, like the proper name for a group of pigs being a 'sounder' - but that's kind of a neat thing to know. Right?

Physical Prowess: C (Plus). 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: C. A high-speed movement technique that looks like teleportation. At this level, you can move about 8x faster than normal, either in a straight line for one minute, or as a split-second of "shuriken time," which you can come out of with either a physical attack or a second ki technique ready to go. Sucker punch!
Climbing: F (Plus). 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 (Plus). 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.
Drawing: F (Plus). You can't draw. At least, not anything more complicated than stick figures.
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: D. You can keep going in spite of fatigue, pain, and injury. You gain moderate resistance to weariness and general physical harm. It's still not quite as good as an extra Heart Container, but on the upside, you're able to keep up with that ball of energy you call a little sister.
Evasion: E (Plus) (Plus) (Plus). 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 (Plus) (Plus) (F 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 (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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.
Reflexes: F. You react faster and more accurately in response to changing conditions. Not enough to make any real difference, but hey, faster is faster!
Sleight of Hand: F (Plus) (Plus). Your hands are quicker than the eye. Sometimes including your own.
Speed: E (Plus) (Plus) (Plus). 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.
Spirit Resistance: F (Plus). You are harder to hurt with the forces of elemental Spirit. Just enough for the ghosts to be able to "play" with you...
Stealth: D (Plus) (Plus). You are skilled at sneaking around. You get a moderate bonus on attempts to hide and move silently. Nin-nin, for real!
Strength: E (Plus) (Plus) (Plus). 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 (Plus) (Plus). You can hide your physical power in everyday life. As long as nobody else is looking at you, anyway.
Strength Control: E (Plus). 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 (Plus). You are a popular kid. This is reduced by Intimidating, when you try to be scary.
Acting: C. You can act rather well. You get a major bonus when attempting to "play a role," whether you're on stage or off it, and people will overlook moderate "inconsistencies" between the things you say or do and what a normal boy your age would. Watch out for the Drama Club, though.
Allure (?): F (Plus). 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: C. You can keep yours, in the face of major problems. You're also less of a square. Bonus.
Elder King: F (Plus). You have a way of listening to your juniors that encourages them to trust and listen to you. For all of six seconds, before something shinier catches their attention.
Fighter's Rep: E (Plus) (Plus) (Plus). 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 (Plus) (Plus). 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 (Plus) (Plus) (Plus). You know how to get the best deals. As long as money isn't actually involved.
King of Beasts: E (Plus) (Plus). You have a way with animals, and you only had to get sat on by a monstrous boar once to figure it out! You get a minor bonus on social interactions with beasts.
King of Men: C. You are a bro, verging on being a boss. You get a major bonus on social interactions with males. But you STILL only know like, two guys your age. Weak, bro; weak.
King of Monsters: F (Plus) (Plus). You have a way of getting the things that go bump in the night to listen to you, without resorting to violence. You just have to be about a hundred times bigger, make threats, and offer bribes.
King of Women: C. You have a way with women that seems to counterbalance the disadvantage of being born male. You get a major bonus on social interactions with females.
Manners: C. You have them, and they're excellent. You get a major bonus in formal social situations, and a moderate bonus in informal ones. Note that this doesn't prevent you from being rude or talking trash when such is appropriate to the situation. Part of having good manners is doing what's expected of you, after all.
Threat: E (Plus) (Plus). 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: E (Plus). You are a student of the ancient art of trolling. If successful, your attempts to troll can induce a state of minor anger and annoyance in your victims - enough to get their attention on you for a moment, but no more. Y u no liek me, bro?
Words of Power: D (Plus). 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: D (Plus) (Plus). You have a way of listening to your elders that, in turn, encourages them to listen to you. You get a moderate bonus on social interactions with people older than you. Notice how you haven't had your cheeks pinched? Like, ever?

Spiritual Prowess: C (Plus). 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: E (Plus). You can fend off various forms of supernatural contamination. You gain minor resistance to "taint," although long-term exposure - like living on the Hellmouth - is far beyond your ability to ward off. Good thing you know purification rituals, huh?
Corruption Sense: D (Plus). You are able to detect supernatural contamination. Your sense of corruption is moderately more accurate, and you can actually shut out the Hellmouth's interference at point-blank range. That's too close for comfort when it comes to ID'ing demons, but it's a step in the right direction.
Ki Concealment: D. You are able to hide your ki. You get a moderate bonus on attempts to defeat aura-reading abilities, and can use a few minor ki techniques - like sensory enhancements - or a single more advanced technique undetected. Experienced ki-users will likely notice you if you do more than that, though. Your ninja-esque skills continue to grow...
Ki Control: C (Plus). 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: C. You are skilled at detecting and reading auras out of visual range. Your sense of unseen auras is considerably more accurate, allowing you to identify individuals you have met in passing, and you gain a significant degree of protection against being stunned by overwhelming auras.
Ki Sight: C (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus) (Plus). 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 Enhancement: F (Plus). You are able to reinforce your body with spiritual energy. Sometimes. To a negligible degree. And it always makes you glow in the dark to spiritually-sensitive eyes and spectral creatures. Why are you even messing with this technique?
Spiritual Power: D. You are able to affect spiritual entities with the power of your own soul. You get a moderate bonus when attempting to physically interact with spirits, but you also take a minor penalty when attempting to hide from them (which is reduced by Spiritual Concealment).
Spiritual Sense: D (Plus) (Plus). 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 (Plus) (Plus). 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.

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.

Magical Pen-Pal Alex: You have chosen to maintain regular correspondence with the kids you befriended during the World Tournament. As most of these kids are Japanese, this Social Priority will improve your grasp of the language, as well as providing a boost to certain other mental and social skills for as long as you continue it. You're... not entirely sure how one "completes" a Priority like this, though...

Mission: Interdimensional Postman: You promised to find a way for Briar to make contact with her mother, and you did! Mission: Complete!

Current Buffs: Spiritual Bandage (prevents aggravation and/or infection of Spiritual Damage, quarter-rank down to Spiritual Concealment)
Current Debuffs: Minor Spiritual Damage (chance of becoming Spiritual Damage if stressed)STATUS SCREEN

Name: Alexander Lavelle Harris
Age: 8 years
Alignment: True Neutral
Past Life: Ganondorf, King of Evil

Traits
Aura of Power: C (Plus), D (Plus) (Plus) (Plus) when not casting, D (Plus) 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 (Plus). 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: E (Plus). You like the dark, and it likes you. You gain a minor bonus to all forms of Dark Magic and social interactions with other creatures that have Dark Affinity. You do not yet suffer any penalties involving Light and its creatures.

Din's Favor: D (Plus). The Golden Goddess of Power has her eye on you. You gain a moderate bonus to magic that falls within her domains - mainly Earth, Fire, and Strength, but also Thunder - and to your physical endurance and strength, as well as a minor bonus when interacting with beings that venerate Din. Your ability to dance and play the drums is also moderately improved, though you still kind of stink at both. Maybe it would please Din if you took lessons?

Earth Affinity: E (Plus) (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: E (Plus) (Plus) (Plus). The Golden Goddess of Courage has her eye on you. You gain a minor bonus to magic that falls within her domains - mainly Wind, Life, and Spirit - and to your spiritual endurance and strength. You also find your fingers wishing for a flute... or an ocarina... no, no, bad idea. That's practically a Link-signal.

Filial Piety: D. 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 moderate bonus on social interactions with your elders, but also incurs a minor penalty when socializing with your peers, as talking to funky old people isn't cool in most circles these days. Disobedience or disrespect towards your seniors will still reduce your ranks in this skill.

Fire Affinity: E (Plus) (F (Plus) (Plus) (Plus) 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: D (Plus) (Plus). You keep your word. This reputation earns you a moderate bonus on social interactions, as long as you are telling the truth, but incurs a minor penalty when you lie. Significant dishonesty will reduce your ranks in this skill. Can you handle the truth?

Intimidating: B. You look like trouble on two legs. You gain a massive bonus when attempting to push others around, whether verbally, physically, or just by being tall, dark, and scary, but you also incur a major penalty on most social interactions. Your Social Prowess and skills can negate this penalty, as long as you are acting friendly; if observed when not acting friendly but also not doing something aggressive or hostile, you take only a minor penalty.

Law-Abiding: F (Plus). You respect the law. At least when it's convenient to do so.

Nayru's Favor: E (Plus). The Golden Goddess of Wisdom has her eye on you. You gain a minor bonus to magic that falls within her domains - mainly Water, Time, and Law, though Ice is also her balliwick - and to your mental clarity and resilience. You also kind of want to sing, or maybe strum something. You're not sure how Nayru would react to a rock ballad in her honor, though...

Past Life Experience: D (Plus) (Plus) (Plus). You dream of the life (or is it lives?) of Ganondorf every night. You can recall the contents of these dreams in moderate detail. Having this level of recall of your previous incarnation gives it a minor influence on your current form, which has developed moderate Gerudo skin, hair, and eye colors, as well as the makings of that nose. You have a Great Fairy's assurance that the physical resemblance will fade a bit in the near future. As long as you don't do something... stupid.

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 (Plus) (Plus) (Plus). 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: C. 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 major bonus in combat situations and social situations, but take a moderate penalty on some mental actions due to pigheadedness being stubborn and short-sighted.

Traumatic Memories: E (Plus). 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 (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus)). Against young adults (age 16 (Plus)), the penalty is a full rank, and against adults (age 20 (Plus)) 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.
Battle Awareness: F (Plus). You can read the flow of a fight. It says to you, "Wow, that looks dangerous."
Club Training: F. You know a bit about how to wield clubs. Walk softly, carry a big stick.
Crowd Control: F (Plus) (Plus) (Plus). 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.
Hand-to-Hand (Five Elements Style): E. You are a minor adept in Lu-sensei's school of kung fu badassery. You gain a minor bonus to attack and defense when using the Five Elements Style in combat. But in the end, you're still just a bug, Grasshopper.
Headbutt: F (Plus) (Plus) (Plus). 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 (Plus). 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 Filtration: F (Plus) (Plus) (Plus). A special technique that allows you to split ki into its three component energies. It's currently slow and inefficient, but it beats the heck out of tussling with certain spiritual presences that are too close to home.
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 (Plus). 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: D. A special technique which focuses magical and spiritual energy into a golden aura that increases all physical stats by ~550%. Drains roughly 1% of maximum reserves every 3 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 (Plus). 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 (Plus). 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 (Plus) (Plus). 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 (Plus) (Plus). 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 (Plus). 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 (Plus). 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?
Spirit Blast: F. A special technique which focuses your pure spiritual energy into a coherent beam of destruction. Theoretically.
Spirit Shot: F. A special technique which focuses your pure spiritual energy into rapid-firing projectiles of pain. Also theoretically.
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 (Plus) (Plus) (Plus). 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 (Plus). 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 (Plus). 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?
Wind Palm: F. A special technique that lets you launch bursts of compressed air when you punch. At the moment, however, you can't even blow out a candle with this.
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: C. You have a good understanding of general defensive magic. Your abjuration spells are significantly safer and more powerful than normal, letting you get rid of bad juju and summoned demons and even ward off demons that are walking the Earth under their own power. Back, vampire! I abjure thee!
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: D. You have a working understanding of creation magic. Your conjured items are moderately more stable and longer-lasting than normal, and they even have the special properties of their "real" counterparts. Permanency continues to be an issue, but hey, if it was EASY, Genesis wouldn't have taken six days, now would it?
Divination: C (Plus) (Plus). 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 (Plus) (Plus) (D (Plus) 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 (Plus) (Plus) (Plus). 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: D. You have a working understanding of mind magic. You have an easier time making friends and influencing people, and could even turn a hostile encounter into a non-violent one. Then again, when have you ever backed down from a fight?
Fire Elementalism: D (Plus) (Plus) (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 (Plus). You have a very basic understanding of the power of ice. It's cool.
Illusion: E (Plus) (Plus). 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: E (Plus). You have a basic understanding of how to create magic items. You can make simple single-use items (like scrolls) that trained magic-users can employ, although normal people are generally out of luck. Plus you still need to pay for the materials.
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 (Plus) (Plus). 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 (Plus) (Plus). 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: D (Plus). You're able to hide your magical energy. This reduces your Aura of Power by a half-rank when you aren't casting spells, or by a full rank if you are suppressing your power. You can also cast a few cantrips or a single 1st-level spell untraceably, although using more (or more powerful) spells will give you away. But what do you care? Now that you can cast Prestidigitation at will from the shadows, you are INVINCIBLE!
Mana Control: D (Plus) (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus). 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: D. You have a working understanding of magic that changes the form and composition of things. Your transformation spells gain moderate improvements to stability, scale, and complexity, and are safe-ish to use on living things for small-scale and/or temporary changes. But you still need more work before you can declare it to be Morphin' Time.
Water Elementalism: F (Plus). You have a very basic understanding of the power of water. It's... wet?
Wind Elementalism: E (Plus) (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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.
Arcanology: E (Plus). You have studied the traditions, methods, limitations, and trappings of different forms of magic. You gain a minor bonus to recognize a specific magical style at work or identify one of its practitioners.
Computer Literacy: F (Plus). 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: B. You are able to focus on the matter at hand. You can ignore massive distractions when performing complex tasks, and take moderate actions when doing something else - for example, readying a ki technique while casting a spell. Soon, shinies. Soon...
Cooking: F (Plus). You are able to cook. For a definition of "cooking" that includes frozen waffles and canned soup, three meals a day.
Cryptozoology: E (Plus) (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus). 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 (Plus) (Plus). 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 (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus) (Plus) (E (Plus) (Plus) without Comprehend Languages). You have a decent understanding of this foreign language, roughly at the level of a native speaker of your age. Wakarimasu. Again.
Listening: C. You hear things, including mysterious voices from nowhere! But only when a certain wizard is involved... so far. Anyway, you get a major bonus to hear things that aren't immediately obvious, or which might be drowned out by background noise.
Literacy: E (Plus) (Plus). You have no fear of musty old books and fancy writing. You get a minor bonus to the speed and accuracy with which you can comprehend, retain, recall, and reproduce written information. You still can't write all formal and loopy-style, though.
Local Knowledge (Moonlit World): E. You know the who, where, and what of the supernatural community. You gain a minor bonus when you need to find, identify, or understand people, places, or things that exist on the fringes of what normal people consider "reality." Basically, you know just enough to get into trouble. Like that's anything new.
Local Knowledge (Sunnydale): E. You know the who, where, and what of Sunnydale. You gain a minor bonus when you need to find, identify, or understand people, places, or things that are native to the town but beyond your personal circle of friends, acquaintances, and familiar locales - but a tour guide, you are not. Especially not on the Hellmouth.
Looking: B. You see everything, or damn near it. You get a massive bonus to spot things that aren't immediately obvious, or which are hidden, and can even see through various forms of magical concealment - at least the simple ones, at close range. Forget dead people; you're starting to see demons everywhere you look!
Meditation: D (Plus). 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 Control: F. You are able to use mental energy more efficiently. At least, you think you are.
Mental Defense: E (Plus) (Plus). 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.
Mental Power: F (Plus). You are able to affect mental entities with the power of your mind. Unfortunately, your mind bullets are currently blanks.
Mental Sense: F. You are able to sense purely mental phenomenon from beyond visual range. Though you're probably just imagining things.
Parazoology: E (Plus). 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: E. By all that's holy, you can actually solve puzzles! You gain a minor bonus on attempts to not break down in tears figure out those unholy aggravating Hylian puzzle-locks, as well as crosswords and their insidious ilk. But you'd still rather just blast through them.
Scenting: E (Plus) (Plus). 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: E. You can communicate without words. You get a minor bonus on attempts to communicate via body language, whether you're the one sending or receiving. You still look awfully fidgety, though.
Spiritual Knowledge: F (Plus) (Plus). You don't know nearly enough about the mysteries of souls. And it's already gotten you in trouble at least once.
Tactics: D (Plus). 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: D. You have an understanding of how to impart useful knowledge to others, and make it stick. You get a moderate bonus when tutoring a single student, and can teach a class of up to twelve at a normal rate. Teach us, Alex-sensei!
Totemic Knowledge: E (Plus) (Plus). You have basic knowledge of the spirit guides and their roles. You gain a minor bonus when dealing with such entities, and can invoke your own spirit beast through meditation or magic - though the Raging Boar does not seem to like you very much at the moment.
Trap Sense: E. You know how to find traps. You gain a minor bonus to locate mechanical traps, and can attempt to locate magical traps without using spells of your own. However, you don't get any bonuses to disarm these devious devices.
Zoology: F (Plus) (Plus). You have studied the appearance, habitats, abilities, and behaviors of natural animals. It's mostly trivial stuff, like the proper name for a group of pigs being a 'sounder' - but that's kind of a neat thing to know. Right?

Physical Prowess: C (Plus). 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: C. A high-speed movement technique that looks like teleportation. At this level, you can move about 8x faster than normal, either in a straight line for one minute, or as a split-second of "shuriken time," which you can come out of with either a physical attack or a second ki technique ready to go. Sucker punch!
Climbing: F (Plus). 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 (Plus). 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.
Drawing: F (Plus). You can't draw. At least, not anything more complicated than stick figures.
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: D. You can keep going in spite of fatigue, pain, and injury. You gain moderate resistance to weariness and general physical harm. It's still not quite as good as an extra Heart Container, but on the upside, you're able to keep up with that ball of energy you call a little sister.
Evasion: E (Plus) (Plus) (Plus). 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 (Plus) (Plus) (F 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 (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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.
Reflexes: F. You react faster and more accurately in response to changing conditions. Not enough to make any real difference, but hey, faster is faster!
Sleight of Hand: F (Plus) (Plus). Your hands are quicker than the eye. Sometimes including your own.
Speed: E (Plus) (Plus) (Plus). 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.
Spirit Resistance: F (Plus). You are harder to hurt with the forces of elemental Spirit. Just enough for the ghosts to be able to "play" with you...
Stealth: D (Plus) (Plus). You are skilled at sneaking around. You get a moderate bonus on attempts to hide and move silently. Nin-nin, for real!
Strength: E (Plus) (Plus) (Plus). 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 (Plus) (Plus). You can hide your physical power in everyday life. As long as nobody else is looking at you, anyway.
Strength Control: E (Plus). 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 (Plus). You are a popular kid. This is reduced by Intimidating, when you try to be scary.
Acting: C. You can act rather well. You get a major bonus when attempting to "play a role," whether you're on stage or off it, and people will overlook moderate "inconsistencies" between the things you say or do and what a normal boy your age would. Watch out for the Drama Club, though.
Allure (?): F (Plus). 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: C. You can keep yours, in the face of major problems. You're also less of a square. Bonus.
Elder King: F (Plus). You have a way of listening to your juniors that encourages them to trust and listen to you. For all of six seconds, before something shinier catches their attention.
Fighter's Rep: E (Plus) (Plus) (Plus). 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 (Plus) (Plus). 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 (Plus) (Plus) (Plus). You know how to get the best deals. As long as money isn't actually involved.
King of Beasts: E (Plus) (Plus). You have a way with animals, and you only had to get sat on by a monstrous boar once to figure it out! You get a minor bonus on social interactions with beasts.
King of Men: C. You are a bro, verging on being a boss. You get a major bonus on social interactions with males. But you STILL only know like, two guys your age. Weak, bro; weak.
King of Monsters: F (Plus) (Plus). You have a way of getting the things that go bump in the night to listen to you, without resorting to violence. You just have to be about a hundred times bigger, make threats, and offer bribes.
King of Women: C. You have a way with women that seems to counterbalance the disadvantage of being born male. You get a major bonus on social interactions with females.
Manners: C. You have them, and they're excellent. You get a major bonus in formal social situations, and a moderate bonus in informal ones. Note that this doesn't prevent you from being rude or talking trash when such is appropriate to the situation. Part of having good manners is doing what's expected of you, after all.
Threat: E (Plus) (Plus). 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: E (Plus). You are a student of the ancient art of trolling. If successful, your attempts to troll can induce a state of minor anger and annoyance in your victims - enough to get their attention on you for a moment, but no more. Y u no liek me, bro?
Words of Power: D (Plus). 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: D (Plus) (Plus). You have a way of listening to your elders that, in turn, encourages them to listen to you. You get a moderate bonus on social interactions with people older than you. Notice how you haven't had your cheeks pinched? Like, ever?

Spiritual Prowess: C (Plus). 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: E (Plus). You can fend off various forms of supernatural contamination. You gain minor resistance to "taint," although long-term exposure - like living on the Hellmouth - is far beyond your ability to ward off. Good thing you know purification rituals, huh?
Corruption Sense: D (Plus). You are able to detect supernatural contamination. Your sense of corruption is moderately more accurate, and you can actually shut out the Hellmouth's interference at point-blank range. That's too close for comfort when it comes to ID'ing demons, but it's a step in the right direction.
Ki Concealment: D. You are able to hide your ki. You get a moderate bonus on attempts to defeat aura-reading abilities, and can use a few minor ki techniques - like sensory enhancements - or a single more advanced technique undetected. Experienced ki-users will likely notice you if you do more than that, though. Your ninja-esque skills continue to grow...
Ki Control: C (Plus). 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: C. You are skilled at detecting and reading auras out of visual range. Your sense of unseen auras is considerably more accurate, allowing you to identify individuals you have met in passing, and you gain a significant degree of protection against being stunned by overwhelming auras.
Ki Sight: C (Plus) (Plus). 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 (Plus) (Plus) (Plus). 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 (Plus) (Plus). 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 Enhancement: F (Plus). You are able to reinforce your body with spiritual energy. Sometimes. To a negligible degree. And it always makes you glow in the dark to spiritually-sensitive eyes and spectral creatures. Why are you even messing with this technique?
Spiritual Power: D. You are able to affect spiritual entities with the power of your own soul. You get a moderate bonus when attempting to physically interact with spirits, but you also take a minor penalty when attempting to hide from them (which is reduced by Spiritual Concealment).
Spiritual Sense: D (Plus) (Plus). 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 (Plus) (Plus). 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.

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.

Magical Pen-Pal Alex: You have chosen to maintain regular correspondence with the kids you befriended during the World Tournament. As most of these kids are Japanese, this Social Priority will improve your grasp of the language, as well as providing a boost to certain other mental and social skills for as long as you continue it. You're... not entirely sure how one "completes" a Priority like this, though...

Mission: Interdimensional Postman: You promised to find a way for Briar to make contact with her mother, and you did! Mission: Complete!

Current Buffs: Spiritual Bandage (prevents aggravation and/or infection of Spiritual Damage, quarter-rank down to Spiritual Concealment)
Current Debuffs: Minor Spiritual Damage (chance of becoming Spiritual Damage if stressed)


#2

Minions
Amy Madison: E (Plus) (Plus). A quiet girl who'd be fairly ordinary, if not for the magical skills you've taught her.

Briar: E (Plus) (F (Plus) (Plus) physical, D mental). A two-inch tall fairy, invisible and inaudible to the majority of modern humans. A reliable source of basic information on just about anything you point her at. Also sort of your familiar, due to Hellmouthy shenanigans.

Cordelia Chase: E (Plus) (Plus). A pretty, wealthy, fashion-sensitive, and bluntly honest girl who's rapidly shaping up to be the queen bee of your age group. Also a blossoming ki adept. Totally not a minion.

Horse (?): E. A black colt with dully glowing red eyes and a brilliant red mane, native to the nearest Plane of Shadow. You suspect he's the reincarnation of Ganondorf's steed, though any special powers he might possess due to that or his extraplanar nature are currently unknown.

Larry Blaisdell: F (Plus) (Plus) (Plus). A big, outgoing guy who has all the makings of a future football star. Doesn't mind hanging out with girls. Has an awesome Grandma.

Moblin: E (Plus) (Plus) (Plus). An ugly, ill-tempered, rather large dog, bane of socks and shoes. He generally does what you tell him.

Wealth
Available Funds: $0.
Savings: $1000 (see Cheque, below).
Assets: None.

Inventory
Ambrose's Who's Who, SoCal Edition: An ordinary notepad with about a dozen double-sided pages' worth of information on the most prominent groups and individuals in the magical community(ies?) of your neck of the woods. By its creator's admission, it's nowhere near complete, but it's a start.

Blessed Sword: A Hyrulean-style hand-and-a-half sword, scaled down to match your size and strength. Aside from being the classic (Plus)1 sword, it's sanctified by the Golden Goddesses and appears to be absorbing small quantities of your excess ki, mana, and spirit - for reasons as yet unknown, although this gives you a (Plus) to non-physical stealth as long as the Blessed Sword is present. As a summoned weapon, you can only keep it for a matter of hours. Currently un-summoned.

Championship Belt: A white silk belt bearing the emblem of the World Martial Arts Tournament, a snarling green Oriental dragon with large, branching, antler-like horns, holding an orange crystal ball in one taloned paw. Zelda does indeed like it.

Cheap Drawing: A ham-fisted attempt at a cheap copy of an amateur's accidentally-created magical ritual circle. The now-defunct diagram it's based upon was in the viewing area of the Wolf's Den at the Sunnydale Zoo, its origins and function a mystery.

Cheque: Your winnings from the tournament. They work out to about 1000 USD.

Clay Bottle: Previously contained Gen's Spring Dew, and currently contains Riverside Shrine Water, which has affinity with Water. It's not Hylian glass, but it's still useful.

Cold Lava Club: A foot-long, roughly cone-shaped piece of glassy black volcanic rock. Makes a halfway decent club for when you want to get in touch with your inner caveboy.

Dragonfly Youkai Wing: A spell component, purchased from Uncle Gen's shop. Has affinity with Wind and Shadow.

Finalist's Plaque: A wooden-backed bronze commemorative plaque that proclaims the champion of the Twenty-First World Martial Arts Tournament's Under Tens Division. Still needs to have your name inscribed on it.

Glass Bead: A small bead of completely clear glass. It's utterly mundane, except for the fact that it is the first item Alex has ever conjured that is truly permanent - a magical milestone, as it were. Has affinity with Earth and Magic.

Gold Incense: A high-quality brand of incense, imbued with spiritual energy that you can actually sense. Has affinity with Fire and Spirit.

Guardian's Gauntlets: A matched pair of shiny steel armor pieces, formerly worn by a Guardian of the Silent Realm. Has affinity with Earth, Spirit, and Shadow.

Heart of Fire: A mystical trophy of your battle with the Volcanic Fury, Searfang. You've chosen to absorb its power to enhance your elemental affinity. As such, you gain a permanent passive half-rank ( (Plus) (Plus)) increase to Fire Affinity, Fire Elementalism, and Fire Resistance, and a quarter-rank ( (Plus)) increase to Earth Affinity, Earth Elementalism, and Earth Resistance.

Kagome's Ofuda: A paper prayer strip with the word "nakama" inked on it in slightly uneven characters, infused with potent but somewhat diffuse spiritual power. All in all, not a bad effort from a miko-in-training.

Kimono: Actually a fairly complete set of traditional Japanese attire, not including the underwear. A (rather expensive) gift from Cordelia, primarily in dark blue silk.

Map, Annotated 2.0: A print-out map of shrines and temples in the area around your hotel. Somewhat detailed, it has public information culled from the Internet for most of the addresses you've picked out as potential spiritual hot-spots. Lu-sensei recommends visiting the Higurashi Shrine.

Meishi: Personalized "business cards." You've obtained one that has the contact info for Arisawa Tatsuki and Kurosaki Ichigo, and another that has the contact info for Shuzen Kahlua. You also have Altria Drake's address, which apparently has a wizard handling the mail. Higurashi Kagome has given you her number and mailing address as well. Additionally, you have a mailing address for Kasumi and Ayane. More recently, you've acquired contact info for Beryl, though only as a drop-box for letters.

Ninja Letter: A polite, congratulatory threat from the renegade ninja Raidou.

Novelty Cheque: A gimmicky, vastly oversized version of your actual cheque. Not worth anything except perhaps a chuckle or two. What are you going to do with it, anyway?

Pendant: A seventh-birthday gift from Amy, made of polished dark wood carved in the shape of the Gerudo Crest.

Plush Dragon "Altria": Currently in Zelda's possession. A remarkably well-made and surprisingly accurate plush interpretation of a red, Oriental-style dragon. It looks a bit like that Volvagia creature you've seen in some of your dreams, but you decided to name it for your most formidable and respected opponent - for the lulz. As anticipated, Zelda loves it.

Scroll of Enchantment: A scroll purchased from Uncle Gen's shop, created by a magic-user he considers reputable and containing notes on - and possibly spells from - the school of mind-magic.

Searfang's Horns: The broken-off ends of the horns of the Volcanic Fury, Searfang, courtesy of Bando the Celestial Goron. They have a strong affinity to Fire, and a moderate affinity to Earth and Shadow. Very valuable.

Shadow Horsehair: A hair from the Horse's mane, with potential use as a spell component. Has affinity to Life and Shadow, and lesser affinity to Earth and Fire.

Spiritual Bandages: Pure spiritual material, harvested from Navi's Silent Realm and fashioned into bandages and dressings to help your spiritual wound heal without long-term consequences. Nasty things, those.

Tobin's Spirit Guide, Third Edition: A copy of one volume in the highly-regarded paranormal researcher's guide to the supernatural. This volume covers the Orient and its most common or most significant paranormal natives. Features annotations by Yakumo Koizumi, aka Lafcadio Hearn, an international author from the turn of the previous century, most famous for his collections of Japanese legends and ghost stories.

Tournament Documents: A complete copy of the World Martial Arts Tournament's rules (for all divisions), as well as the documentation necessary to register and a formal invitation to the next tournament, which is in four years' time.

Tournament Tapes: A set of VHS tapes containing unedited footage of the Twenty-First World Martial Arts Tournament. Interestingly, while pure magic and mixed magic/ki techniques show up just fine, most pure ki techniques seem to not have been visible to the cameras.

Xenolith: A palm-sized crystal cluster you found encased in an old lava flow. You're not sure what sort of mineral(s) it contains, but it's pretty. Has affinity to Earth, and lesser affinity to Fire.

Other Stuff
Ward on Alex's Room: A basic Abjuration-based warding array that helps to conceal magical activity within its boundaries. It allows Alex to cast any number of unsuppressed cantrips and/or suppressed 1st-level spells, or a small number of unsuppressed 1st-level spells, without being detected.