Tom Lucnephwyr

Character Name: Lucnephwyr ("Luc" or "Neph" or "Wyr")

Class: Sage
Current XP: 9
Total XP: 339
Feelin' Good?: I'm feeling good, thank you!

Attributes

ATK 10 VIT 8
MAG 6 STM 8
WIL 10 LUC 6

Health

HP: 485 / 600
MP: 290 / 600
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 CTs
Action Name Cost Delay CoS Target Keywords Effect
Attack 40D 80 Single Technique, Deals 1d8+90 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.
Cure 60 MP CT15 35D 100 Single Support, Recovery Restores 1d12+180 HP
Double Cure 75 MP CT20 35D 100 Double Support, Recovery Restores 1d10+150 HP
Vaccine 60 MP CT10 35D 100 Single Support, Cleanse, Enhancement Removes a single negative condition from the target, and grants them an enhancement (U): They're immune to the next application of that condition.
Life 90 MP CT15 35D 100 Single Support, Life Revives the target with 1d12+180 HP
Grandeur 60 MP 40D 80 Single Technique Deals 1d8+108 damage.
If the struck target's next action fails to target you, your next technique deals +20% damage and gains 20 critical.
Praxis: Magic 40D 80 Single Technique Deals 1d8+81 damage.
On a hit, charges 40 TMP
Letter Opener 40D 80 Single Technique Deals 1d8+81 damage. On a hit, your next support or spell ability's CT is reduced by 10.
Brilliance 45D 80 Single Technique Deals 1d8+90 damage.
On a hit, your next Support ability also restores 1d8+54 HP to one of its targets.

Reactions

Reaction Name Trigger Cost Target Keywords Effect

Supports

Glorify - You inflict +20% damage when your current HP is at least equal to 90% of its maximum value. (540 or higher.)
Improvisation - When the result check for a weapon ability is between 1-10, you can choose one of your Quick abilities and refresh it.
Continuance - At the beginning of each of your actions, restore 30 [3 x WIL] HP to all the allies you targeted with your last action.

Quicks

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.
Pairing - Your next support ability becomes T: Double.
Linearize - Your next support ability becomes T: Row.
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 200 MP. This CT reduction is applied before Miracle Thesis's increase, if you end up using your Thesis during a Masterclass.

Strike Assist [Bookend] - Weapon damage when an ally strikes an enemy!
Guard Assist [The Pure Hearted] - Leap in and take an attack for an ally!

Gear

Weapon Power Dice Delay Properties
Grimoire 9 d8 40D Spell Charge
Armor Properties
??? [Heavy] ARM 30

Skills

Care [Dryad]

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.)

Lore [Wisp]

Sc: You're learned in a breadth of knowledge - historical, mystical, scientific - often with a special knowledge of the very edges of knowing and the understood. You can read most ancient scripts, and you may even speak them. When you do encounter something that you haven't studied, you typically know the best resource to consult, or the best expert to seek - you're just away from your library right now, is all.
Sp: You can spend one luck and recite the scientific name of a monster or paranormal entity - if you do so, you can recount a useful fact about it, typically pertaining to one of its weaknesses.
Rf: Once per expedition, when you encounter something completely unknown in the current world, you can recover one luck.

Character

Appearance

A red dragonling at just over a meter's height, he boasts a lizardlike face and fairly human-styled hands- scaly, clawed, but with five digits. Dragon's haunches and tail, and the beginnings of ridges protruding from his back. Big, honest, golden, slitted eyes. He typically wears student's robes, and because I am a master of describing things I will tell you that they're basically [uniforms of the Geo students in Legend of Mana]. Laden down with a messenger's bag (often carrying a grimoire) and a walking staff (doubles as a COMBAT STAFF (when I have the budget for it)). When excited or otherwise emotionally charged, smoke comes from his nostrils/mouth. Can breathe a puff of fire given some deep breaths, but can't sustain.

HE ALSO HAS WINGS. LITTLE WINGS. BUT HE CAN'T FLY. YET.

Background

Amid the life and depth of Sycorax, between the merchants and the hovels, bells fill the afternoon air with the end of the school day. Lucnephwyr, a dragonling of a decade plus two, is among the many youths that attend the packed schoolhouses, learning according to the Four Arts - Historical, Mathematic, Romantic, Martial. A model student in spirit, Lucnephwyr is an ordinary kid who takes extraordinary care with those around him. Lucnephwyr's life, for the most parts, follows the same streets as an idyllic childhood story would run- groups of friends, occasional mischief, growing into their own. Sometimes slow when unprompted, he's quick to lend a hand once he gets a hint, and enjoys teaching things he's learned- once he's sure he's learned them.

During the school year, he stays in a room above the silky-tail'd tailors- there is no family that calls Lucnephwyr 'theirs,' his is a family made of found uncles and aunts, brothers and sisters. Free time is spent in a myriad of ways, either goofing off with friends, studying, or sparring with friends, because who WOULDN'T want to join Yhe Holmat's elite squad? When alone, he helps out around the neighborhoods. Not particularly skilled in any trade, he learns learns and does what he can, earning allowance money here and there. A token amount he gives to his landlords, a non-zero amount spent on sweets, but the lion's share he saves for the end of the school year. When summer arrives and kids get their seasonal break, Lucnephwyr visits numerous libraries, checks out dozens of books and tomes (using goodwill and a reputation for being careful, he goes far over the typical limit), packs several oversized bags, and hires a caravan to head out, to head home.

Leaving the noisy, lively, crowded, cozy city behind, the cart wheels follow familiar roads out to the uncountable boughs of the Mana Tree.

In the Mana Lands sits a partially collapsed stone house, an enormous dragon skull resting against it. Its walls are overgrown with vines and shrubbery. The Mana Lands have claimed the house, but Lucnephwyr keeps it in order. Each summer begins with a week-long gardening action that ends with the place looking pastorally perfect in any hour's sun or moon. Days are quiet, nights are quiet. There is much reading by candlelight, cups of tea with honey. The sound that travels on the winds and dies just as quick are of Lucnephwyr, out back, going through his staff, sword, tome drills. He meets with the caravans just a ways away, infrequent as they are, to learn news and trade for sweets: because it isn't that rationing fails you, it's that you fail rationing. Some days, he journeys deeper into the lands, and dares to speak- but mostly, listen- with the elder monsters that have known more ages than most have forgotten. Some, he knows. Some, you just can't know, or don't have the guts to get near! Scary even to other monsters! That's how it goes.

When summer reaches its end, he packs up, locks the door tight, and buys a ride back to Sycorax. Unpacks, returns all the books (using the last of his money to pay all the late fees he's acquired), and is ready to begin the new school year.

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