Clarafina Rosemont

Class: Hunter
Current XP: 15
Total XP: 105
Feelin' Good?: Marvelous, in fact!


ATK 10 VIT 10
WIL 6 LUC 10


HP: 503 / 700
MP: 330 / 500
Luck: 6 / 10


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 T: Single Technique, Deals 1d10+120 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.
True Strike MP100 50D 80 S T Deals 1d10+120, then detonates conditions for 36 a hit.
Barbed Strike MP60 50D 80 S T 120+d10 damage. Wounds for one-fifth (3).
As You Wish MP60 50D 80 S T, C
Wounds for half final damage result (3). ||
Luck Bane MP60 50D 80 S T,C 1d10+120 damage. Enemy takes 50 damage per spent LP (4).
Soul Bind MP50 50D 80 S T,C 1d10+120 damage. Bind vs. receiving support: 150 damage. (4)
Heart Bind MP50 50D 80 S T,C 1d10+120. Bind vs. named spell: 120 damage. (4)
Arm Bind MP50 50D 80 S T,C 1d10+120. Bind vs. non-basic T: 90 damage. (4)
Black Spot MP50 CT15 35D 100 S S, C Hexes for 84+d10 magical damage. Luck benefits vs. that target are doubled (4).


Reaction Name Trigger Cost Target Keywords Effect


Bad To Worse - When an enemy is multiply bound, binds do additional damage. (+20%, +50%).
Learn Your Lesson - Enemies that trigger binds take +20% damage (1).


Cut the Strings - [S.A] Strike from behind with a fearsome blow: weapon damage when an ally strikes an enemy!
Guard Assist - Leap in and take an attack for an ally!


Weapon Power Dice Delay Properties
Axe - "Pecado" 12 d10 50D Critical 10
Armor Properties
Mail Armor 30



Sc: You hold a special place in society that sets you among the social circles of the movers-and-shakers - if not royalty or nobility, you hold some claim to fame that means that you can have a meeting arranged with just about anyone and receive hospitality nigh anywhere you go. You move with ease in high society, and tend to have a natural understanding of higher politics on a personal level.
Sp: Once per Ace, when an Ace causes you difficulty, you can spend one luck and force them to treat you with hospitality and respect your status - you tend to get captured instead of killed, people are willing to sit down with tea with you, that sort of thing. This doesn't mean that they stop acting against your interests, but it means that they will treat you with decency while they do so, at least until you attack them.
Sp: Once per game, you can spend one luck and call for reason - causing groups that are otherwise mortal enemies to slow down and treat each-other peacefully, even when this seems completely unreasonable. Both parties have to at least nominally respect your status. When this peace is either formalized in a treaty or betrayed, you regain this ability.
Rf: Once per expedition, when you and another party member have a chance to enjoy the comforts of high society, you can restore one luck to an ally.


Sc: You can diagnose and treat most injuries, and tend to carry supplies and tools to handle most smaller problems. You can perform surgery, especially if others are willing to do exactly what you say, and you have a clean environment. You carry a certain social respect as a healer, doctor, or a medic. You may use modern techniques, folk healing, or magic-assisted medicine to accomplish this, depending on your approach.

Sp: You can spend one luck to perform a miraculous surgery, treating someone as if you were in a fully equipped hospital in any situation simply by making do. This typically isn't magical - you have to be resourceful - but whatever cobbled together approach you try tends to work.

Sp: Once, you can spend one luck to play God, performing an incredible feat of healing that keeps someone alive stable even when, by all rights, they should be long gone. Typically, this allows them to sleep but do little else, though they may occasionally be capable of sitting up, speaking a little, or eating. It may be possible to restore them completely, but this ability makes no promises about this. Refresh this when the first beneficiary of this ability passes away.

Rf: Once per expedition, if you take a moment to give badly needed medical care to someone, outside of the scope of your mission, you can restore one luck to an ally.

Learned Abilities

Ability Name Ability Type AP Cost MP Cost and/or CT Base Delay Floor Base CoS Target Keywords Effect and Adjustments
True Strike
Black Spot
As You Wish

Luck Bane



Princess Clarafina dresses in the utmost of courtly fashion - though, most in the Court prefer bright colors and masks, whereas the 12th Princess has been derided as dressing too drably, in black lace and a veil that's only suitable for mourning. She goes unmasked, traditionally, displaying her chilly amber eyes (the symbol of royalty!) and her thin lips. She has an average build and a voice of acclaimed sonority.

She accessorizes in black - long gloves, tall laced boots with the slightest of heel. She wears a rose immersed in formaldehyde in a glass amulet. One touch of color is the red purse that she's purposed as her medical bag - a gas mask hangs from the outside of it.

Since most people at the Court don't know her hobby, the whisper about her is that she is being incredibly macabre, and showing an absurd lack of good taste. Not that one can speak ill of a Rosemont too loudly, that is.

She keeps her axe, "Pecado", in her laboratory hidden in the library tower.


Princess Clarafina Rosemont is the 12th princess of the Rosemont family - the twelfth daughter of the king of Uld Fia, and as such, one of the many middle daughters of the Soaring Court. Born in the sky, all she has known all her life is the Soaring Court - the eternally roaming airship citadel, and emblem of the Rosemont's divine right. It has not landed since before she was born.

Though it is claimed that the longer and longer voyages of the Soaring Court are due to the extreme piety of the holy family, and how absolute their seclusion must be from worldly matters, it is a quarantine - all the richest and most noble of the kingdom are fleeing the White Death, a gruesome plague that has ravaged the lower world.

However, somehow, impossibly, the disease has crept into the Court, as well. For three years, without her family's knowledge, Clarafina has been investigating what few cases of the Death have appeared within the citadel, before they're vanished to the furnaces.

She hasn't gotten anywhere. She has learnt a trace of magic, she has attempted to isolate the plague, to treat it with all known schools of medicine (because, in youthful arrogance, she believes she is the first.) She will have to go deeper.

The secret she seeks is "the true nature of the White Death".

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