ENE STARWIN  D --- CHECKS Roll 3d10  and take the highest result for ----. Roll 2d10 and take the highest result for ----. Roll 1d10 for anything else. XP Whenever you ---- gain 1 XP . When ----, gain 3 XP . Whenever ---- gain 5 XP . YOU BEGIN WITH ????: ----- LEVEL UP CHOICES Light Shield: ???? Number   3:   You   load   the   #3   round,   a   red   shell   that   lights   your   Caster’s   turbines   up   red,   as   well.   You   fire   a   bright   red   beam   with   a large diameter, which produces a small explosion on contact. Number   4:   You   load   a   #4   round,   gold-yellow   shells   with   kanji   inscriptions.   Your   turbines   light   up   a   vibrant   purple.   You   fire   a   small, slow moving black hole. Sucks the victim’s life force / pulls the victim out of existence. Heavily drains the user, as well. Number   5:   You   load   a   #5   round,   a   red   shell   that   lights   your   turbines   up   blue.   You   fire   three   spiralling   beams   that   cancel   out energy (either a counter to energy attacks, or inflicts Silence). Number   12   /   13:   You   load   a   #12   round,   a   white   shell   that   lights   your   turbines   up   purple.   You   fire   a   ball   of   blue   energy   that   deals electrical   damage.   OR   you   load   a   #13   round,   a   golden   shell   with   a   green   kanji   symbol   that   lights   your   turbine   yellow.   Creates   an electrical blast. ????: Automatically succeed on a piloting check