GMM Amal

Character Name: Amal al-Malak

Class: Sage
Current XP: 0
Total XP: 0
Feelin' Good?: I've got hope for the future.


WIL 10 LUC 9


HP: 550 / 550
MP: 550 / 550
Luck: 9 / 9


All your currently equipped and usable abilities and their effects go here for easier reference, with pre-calculated delays and damage and anything else you might need to know quickly. Cost is for stuff like MP or CTs

Action Name Cost Delay CoS Target Keywords Effect
Attack 50D 80 Single Technique, Deals 1d10 + 72 damage.
Item 40D 100 Single Support Consume one item and gain its effects.
Change Row 20D 100 Self Move the character into the row they are not currently in.
Wait 15D 100
Defend 30D 100 Support, Stance Gain a 4/5 defense factor until your next turn.
Chorus CT 10 MP 60 25D 100 Single Spell, Light, Condition Strikes a single target with a system of curved light for 11 x MAG + d12 magical light damage. The target shines (4): The next time they're struck by someone other than the Sage, that hit does +20% damage and the condition ends. Each time the target is struck by Chorus, increase the bonus for condition activation by +20%.
Interference CT 15 MP 60 35D 100 Single Spell, Barrier, Condition Creates barriers before an enemy, barring its path (4). This condition reduces all of the enemy's Spell and Technique CoSes by -20.
Corona CT 15 MP 60 35D 100 Single //Spell, Barrier, Condition Shrouds the target in light, inflicting a condition upon the enemy for (6) turns. While this condition lasts, any time the target deals damage to a character other than the user of Corona, the attack's damage is reduced by (4 x WIL).
Stasis CT 15 MP 60 25D 100 Single //Spell, Light, Condition, Control A bubble of sorcery forms over the target, inflicting 6 x MAG magical light damage. The target has difficulty moving, as if floating (6): All their actions have their delays increased by +10D. If the target suffers damage, this condition ends.
Prominence CT 10 MP 70 25D 100 Single Spell, Light, Condition An exactly-targeted arc of light slices through the target for 8 x MAG + d12 magical light damage. The target shines (4). Count the number of hits against the shining target - after they're struck three times, a prominence of light explodes to inflict 12 x MAG + d12 magical damage.
Simplicity CT 10 MP 60 30D 100 Single Support, Enhancement, Barrier Wraps the target in a golden halo (7). Whenever someone benefiting from the Enhancement is struck by a condition, they may choose to ignore that condition in exchange for losing 50 HP. (If multiple conditions are ignored, this HP loss is suffered for each one.)
Cure CT 15 MP 60 35D 100 Single Support, Recovery Restores 18 x WIL + d12 HP to the target.
Protect CT 10 MP 60 30D 100 Single Support, Barrier, Enhancement Wraps the target in a shield (5): They suffer -30% physical damage.
Sustain CT 10 MP 60 20D 100 Single Support, Barrier, Recovery // Grants the target 12 x WIL + d10 T.HP. Sustain grants twice as much T.HP when targeting allies in SoS.
Double Cure CT 20 MP 75 35D 100 Double //Support, Recovery Restores 15 x WIL + d10 HP to the targets.
Deep Cure CT 30 MP 60 35D 100 Single Support, Recovery Restores 24 x WIL + d12 HP to the target.
Life CT 15 MP 90 35D 100 Single Support, Life Revives the target with shining magic, restoring them from KO with 18 x WIL + d12 HP.
Perfect Cleanse CT 10 MP 100 15D 100 Single Support, Cleanse Removes all negative conditions from the target.


Reaction Name Trigger Cost Target Keywords Effect


Continuance - At the beginning of each of your actions, restore 3 x WIL HP to all the allies you targeted with your last action.


Strike Assist - Strike the target for weapon damage!
Guard Assist - Leap in and take an attack for an ally!
Potency - Your next support ability gains a recovery effect: After resolving it, choose one of its targets and restore 18 x WIL + d12 HP to them.
Innovation - You may cast two different Support abilities on the same target this action, paying only the higher CT and delay of the two spells. (Other costs, like MP, are paid for both spells as normal.)
Miracle Thesis - You raise your next support ability to its very limit: It now targets a group, gains an additional healing effect ( 12 x WIL + d12), and gains +20CT. Creating your masterwork has its price: You suffer +20% damage while preparing this spell.
Masterclass - It's the occasion to demonstrate a true mastery of magic: The next four abilities you use, support or spell - are CT15 0D actions. After you finish casting the fourth ability, you crash, and take on 80D while regaining (20 x WIL) MP. This CT reduction is applied before Miracle Thesis's increase, if you end up using your Thesis during a Masterclass.
Moment of Truth - Activate Moment of Truth when someone is struck by an attack, and one of your Barrier abilities affects that attack. Double the effects of any relevant Barrier abilities, then end them:
Sustain: Double the struck target's temporary HP, then reduce it to 0 after the attack.
Protect, Shell: Double the modifier granted by these enhancements.
Corona: Double the damage penalty.
Interference: Double the CoS reduction. Any rolls that are now too low to have hit become misses.
Simplicity: The condition is not only ignored, but the target is immune to that condition for the entire duration of the battle.


Weapon Power Dice Delay Properties
Luminous Staff 12 d10 50D 40 T.MP on hit
Armor Properties
Desert Robes 80 T.MP



Amal's a caring person - bright-eyed, smiling, looking towards the future. They have the time to help everyone even in the face of a terrible fate.
Sc: You're good at keeping groups of people going - through compassion, attention, and hard work. Spirit's always higher when you're around, and people tend to rely on you - both in a crisis, and both day to day. Care helps out whenever you're directly helping out your friends, especially in quieter times, and especially when long periods of hard work and attention are what's needed. It also applies to any effort to restore or increase morale, or to provide aid to the suffering.
Rf: Once per expedition, when you cook or brew something for someone, restore one luck to an ally.
Rf: Once per expedition, when you're victorious in battle, restore one luck to an ally.
Rf: Once per expedition, when your party experiences a loss, restore one luck to an ally.
Rf: Once per expedition, when you have physical contact with an ally, restore one luck to them. (A pat on the back suffices.)

Amal Keeps Some Secrets Survivalism Lore



They're not very tall, and look like they could have come from anywhere - darker skin, Rissan-shaded, but a mutt, more than anything, with shockingly light hair curling slightly under the white desert hood, and eyes that change colour depending on the light. A bright smile on a face of indeterminate gender and age - they look like they're probably in their mid to late teens, but they certainly don't seem to act that way. The sort of person who can fade into the background when it's necessary, and shine like a bright beacon of light in times of darkness. They've got little sun and moon stud earrings made out of a weird, rainbowy medal, and multicoloured threads woven into their white desert robes that they keep on even in the climate of Masharas.


Amal came to Masharas from Rissan a few years ago as part of a diplomatic envoy to strengthen their relationship with the city that may be Rissan's only, or best, hope for surviving the catastrophe it's undergone; they're not the sort of person you'd expect in such an expedition, and has frequently been mistaken for someone's son or daughter - but no, they're there on their own merits, and frequently comport themself with a gravitas deeper than their age - on more than one occasion they've spoken of the Shattering like they lived through it personally.

They've got a bright-eyed curiosity about the technology of Masharas; a childlike wonder about the possibilities for the future, should the nations navigate the treacherous pass between war and famine. They're a quick study - which comes from taking their studies as seriously as they take everything else - including sometimes just getting all dramatic about The Future and Everyone's Hopes And Dreams. It seems like the rest of the Rissan envoy is just used to this.

Not long after they got to Masharas there was a string of incidents involving kids getting kidnapped and killed. They'd befriended the son of one of the people involved in the Masharas trade delegation, and the son was kidnapped. Amal tracked the killer down. When the authorities found the remains, the most hardboiled examiner threw up on site. Amal doesn't like to talk about what happened there, and wouldn't even talk at all for a while afterwards, even though people were trying to call them a hero. (They're not a hero.)

It seems like Amal knows a surprising number of important people on a first-name basis, and has a recurring habit of having exactly the right documentation or owed favour on hand to smooth along diplomatic negotiations. They don't like to do that sort of thing, though! It's much better if everyone just gets along, guided on the wings of fate to a brighter future.

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