Jo Solberg
Class: Mediator
Current XP: 33
Total XP: 163
Feelin' Good?: Less and less. Blame entropic decay.
Attributes
ATK | 6 | VIT | 8 |
MAG | 8 | STM | 10 |
WIL | 10 | LUC | 6 |
Health
HP: 593 / 600
MP: 555 / 700 (+80 TMP)
Luck: 4 / 6
Actions
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 CTsAction Name | Cost | Delay | CoS | Target | Keywords | Effect |
Attack | — | 50D | 80 | T: Single | Technique | Deals (1d10 + 72) damage. |
Item | — | 40D | 100 | T: Single | Support | Consume one item and gain its effects. |
Change Row | — | 20D | 100 | T: 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. | ||
Rapid Pulse | 80 MP | 50D | 100 | T: Single | Support, Enhancement, Pulse | Restores d6+50 HP immediately and target restores 120 HP at the end of each of their actions (2). |
Solid Pulse | 80 MP | 50D | 100 | T: Single | Support, Enhancement, Pulse | Restores d6+50 HP immediately and target restores 50 HP at the end of each of their actions (6). |
Geo Dash | 15CT, 60 MP | 35D | 100 | T: Single | Spell | Requires active Pulse. Deals d10+120 magic wind damage, with +30% extra damage for each Pulse enhancement you have active. |
Air Pressure | 10CT, 60 MP | 40D | 100 | T: Single | Spell | Requires active Pulse. Deals d12+144 magic wind damage to an enemy, and ends a Pulse effect on an ally, granting it any remaining healing. |
Tellur Web | 15CT, 60 MP | 35D | 100 | T: Special | Spell | Requires active Pulse. Deals d10+120 magic wind damage to a number of targets equal to the number of Pulse enhancements you have active. |
Recirculate | 30CT, 75 MP | 20D | 100 | T: Single | Spell | Deals d12+144 magic wind damage. Refresh a Quick ability not used since the end of your last action. |
Reverse Vacuum | 10CT, 75 MP | 50D | 100 | T: Single | Spell | Deals d12+144 magic wind damage. Dispel one of your Pulse effects — heal the party for 40 HP for each tick that was in the Pulse. |
Reactions
Reaction Name | Trigger | Cost | Target | Keywords | Effect |
Supports
Name | Effect |
Empty Stance | When an attack damages you, you can direct half the damage away from you into your reserve damage. At the start of your next turn, you can divide the reserve damage between any number of party members. |
Under Control |
If the battle ends while you have Pulses active, you can choose to either grant the target HP equal to the remaining ticks, or regain 70 MP for yourself, for each individual Pulse. ||
Quicks
Bank Shot - Spell Assist - 80 + d12 magical damage when an ally strikes an enemy, or 144 + d12 if you pay 60 MP!
Guard Assist - Leap in and take an attack for an ally!
Spark - Use before acting. Restore 120 + d10 HP to a target of your choice.
Split Pulse - Use before acting. Next Pulse is T: Double, but has its duration halved.
Lifeline - Use after acting. Every active pulse on an ally ticks down and heals whatever remained.
Gear
Weapon | Power | Dice | Delay | Properties |
Cue Stick | 12 | d10 | 50D | Gain 40 TMP per hit. |
Armor | Properties |
Sharp Suit | 80 TMP |
Skills
Investigation
Sc: Your keen intellect and fine perception make you a force to be reckoned with. You pick up on small details that offer up a wealth of information to those who know how to look, and you possess an excellent corpus of world knowledge that equips you to make the necessary connections. You're skilled both in investigating specific sites, turning up any clues that might be hidden there, and in doing research and footwork - chasing down leads, asking questions, looking through archives. You likely have some connections to the legal system - if not as a formal detective, you at least have a contact or two that you share information and insight with.
Sp: When you glance over something or someplace, you can spend one luck - if you do so, it offers up a clue to a matter of interest to you. Your first two uses of this ability each expedition are free.
Rf: Once per expedition, when an Ace who has taunted you suffers a comeuppance at your hands, restore one luck to an ally.
Spycraft
Sc: You're skilled in intrigue: In understanding the conspiracies and bonds of power that surge underneath the surface, in easily adopting alternate identities, in listening at doors, in breaking codes, in lifting documentation on false pretenses. This might imply professional training and a support structure, or you might be a free agent.
Sp: When you have an opportunity to poison one or two people (By close, unguarded contact, or by accessing their food or drink) you can spend one luck and poison them with a sleeping drug - they'll sleep until you're done what you need to do, with no after-effects.
Sp: When false documentation might be useful, and you might feasibly have prepared some in advance, you can spend one luck and produce the necessary papers. They'll pass immediate inspection.
Rf: Whenever you successfully blackmail someone, restore one luck to an ally. Use this ability only once per target.
Learned Abilities
Ability Name
Ability Name | Ability Type | AP Cost | MP Cost and/or CT | Base Delay | Floor | Base CoS | Target | Keywords | Effect and Adjustments |
Empty Stance | |||||||||
Spark | |||||||||
Solid Pulse | |||||||||
Rapid Pulse | |||||||||
Split Pulse | |||||||||
Under Control | |||||||||
Geo Dash | |||||||||
Tellur Web | |||||||||
Recirculate |
Character
Appearance
Solberg has black hair, sharp features, and a discerning expression becoming of an investigator. Solberg's mode of dress consists of a white button-down shirt, a black vest with pinstripe pants, and a red scarf-tie. But it's pretty useless to discuss personal looks. Everyone in the Agency dresses that way or similar. It's not notable.
Jo comes from an era of skyscrapers, gridlike streets, streets that shine with the slick of rain and road lights, factory and cigarette smoke (though Solberg prefers lollipops for an oral fix), brilliantly lit nightscapes, glass citadels floating in the sky, jazz music accompanied by coffee and whiskey, and small traces of warmth found in the glow of the Ferris Wheel fluorescent lights, warmth from lights in a city where light seems to burn cold and empty.
Background
The city gives the power of decision entirely to its citizens, at least in name. It is a city of mob rule, of the 51%, and of constant flux.
Those in the glass enclaves, the Agency, try to conduct the chorus of the masses. They see cycles and patterns, they see how one decision turns into another decision turns into another, and they see order born from the chaos and collisions of opinion, from the entropy of the masses. Soon enough, they'll begin to plant their own seeds and guide that cycle.
Solberg has always been one of the landed elite, if only by birth. Titles aren't passed by birth, of course, but familial connections and wealth provided the necessary proximity for Jo. But the guaranteed sense of safety and deceit always left a strange taste in Jo's mouth. Before long, as a form of subtle resistance to the Agency's methods, Jo began work as a reporter under a pseudonym with a mission to better inform the public — to inspire, to show the public what they could be, not to control.
If it weren't for a wrong turn in the Agency's archives somewhere, Jo's mission might have remained little more than a footnote in history, the quixotic well-intentioned efforts of someone who was just too small to change things.