Tom Maria

Maria Altsie

Class: Commando
Current XP: 14
Total XP: 374
Feelin' Good?: Why should I tell you? Hmph!


ATK 10 VIT 7
WIL 10 LUC 8


HP: 550 / 550
MP: 447 / 550
Luck: 2 / 8


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 + 120 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.
After Me 57D 80 Single Technique Deals d10+120 damage. The next hit to strike that enemy before it acts inflicts +30% damage.
Cover 50D 80 Single Technique, Recovery Deals d10+96 damage. The next ally to strike that enemy before it acts gains 100 HP.
Slice 60 MP 50D 80 Single Stance, Technique Select a target and enter a stance. At the start of your next turn, deal d10+120 damage. Slice gains a +20% damage increase for each time the target was hit by a damaging action while the preparation stance was active.
PiƱata 60 MP 50D 80 Single Stance, Technique, Recovery Select a target and enter a stance. At the start of your next turn, deal d10+120 damage. Each time an ally strikes the target during the preparation stance, they heal 100 HP.
Intercede 50D 80 Single Stance, Technique Select both an enemy target as well as a KOed ally target. At the start of your next turn, deal d10+120 damage to the target, d10+240 if the ally was revived. While in Intercede's stance, redirect all enemy techniques and spells targeting the chosen ally onto yourself.
Forward Strike 50D 80 Single Technique, Recovery Deals d10+120 damage. If followed by an Attack Assist, the ally deals +20% damage with it, and you restore 80 HP to the ally.
Bulwark Strike 70D 80 Single Technique, Recovery Deals d10+120 damage. Choose an ally and refresh their Guard Assist, then restore 80 HP to either yourself or the ally.
Restore CT 15, 80 MP 35D 100 Single Support, Enhancement Target gains a condition [5] that heals 90 HP after each of their actions. Taking damage ends this effect.
Urgent Restore CT 10, 120 MP 40D 100 Single Support, Enhancement Target gains a condition [3] that heals 180 HP after each of their actions. Taking damage ends this effect.


Reaction Name Trigger Cost Target Keywords Effect
Chain Scheme An ally hits with an attack assist. 200 MP Single Technique Strike the target for d10 +120 damage. An ally's assist can follow this attack, too.


Domino Effect - Whenever an enemy is slain, you and your allies' attack assists gain a stacking +10% damage modifier for the rest of the battle.
Matter of Time - After you've acted three times, you and your allies' attack assists inflict +30% damage for the rest of the battle.
Stance Breaker - When you strike an enemy with one of your Attack Plan abilities, that enemy's stances end.


Punishing Strike - d10+120 damage when an ally strikes an enemy! Copies situational modifiers from the triggering strike.
Encouraging Guard - Leap in and take an attack for an ally! The original target gets +30% on their next action.
Turning Point - Before Action: When you execute your next Attack Plan attack, refresh the attack assist of each ally whose actions triggered your preparation stance and boosted its final effect.


Weapon Power Dice Delay Properties
Axe 12 d10 50D Critical 10
Armour Properties
Heavy 30 Armour


Status (Undine)

Maria is a member of the Altsie noble family, with all the privileges and trappings that go with it.
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.

Agility (Jinn)

Maria has received training in various noble arts, amongst them ballet and horse-riding,as well as some military training, for quick decision-making in a crisis.
Sc: Your reflexes and agility are second to none: Whenever you need to move somewhere quickly, or react quickly, Agility says you can. You can bound effortlessly from roof-top to roof-top, scale any surface that has some sort of holds along the way by bounding or climbing, and lose any but the very best in a pursuit. Your reaction time is incredible - your ability to shout "This way, now!" is a powerful asset to your party in a flash.
Sp: When you're somewhere that would be difficult for your party to join you at, spend one luck - you make an easy route for them to regroup with you, somehow. The first use of this ability each expedition is free.





"Huh? You want want to know about my past? Why?" she asks, her arms crossed under her breasts.

"Well…if you insist. I, Maria, was born as the third child of the Altsie family. With an older brother and sister to secure the succession, I was mostly free to decide what I wanted to do."

"Of course I did most of the lessons nobles are expected to do. I took well to some of them. Others…are best not spoken of. Some of my spare time was spent hanging around the soldiers, though. I picked up how to fight, how to follow, how to lead, both from the rear and the front. Mother didn't like it, of course, but it was better I did it with supervision than on my own, without."

"The monsters? No, I haven't been able to get off the leash that much yet. But I'm sure I will someday. To get back at them for all the harm they've cause to my family, my friends, and the city."

"Okay, scratch the part about not fighting the monsters yet. Looks like I did, and it didn't turn out great."


Angel Slaying

TheTale: She assembles it out of parts - a six-meter long, lean rifle of icy metal, with glass running down the barrel. In the back of its housing, in glass orb, a facsimile-tree, flowering, connected to the trigger.
TheTale: She points to Charlotte and Maria. "Come here. I'm going to show you how to fire it."
Maria: "Okay." She walks over.
Charlotte: "As you wish."
TheTale: She takes Charlotte, standing her behind the gun, taking one of her hands and setting one along the side of the housing, the other on the glass orb. Cold to the touch. "Back position." She explains.
TheTale: She takes Maria, kneeling her beside it, setting her arms upon it, letting her feel the weight, feel the barrel shift in her hands. One hand on the trigger, the other to point it. "Front position." She explains.
Maria nods.
TheTale: To Charlotte: "Concentrate." [60D]
Charlotte nods, closing her eyes and doing so…
TheTale: A blue flame fills the orb, shining in its leaves and its stem, a heat undulating threatening to shake it apart.
TheTale: "As soon as you do this, count. If you don't release it after ten, the gun will separate. Catastrophically."
[OOC] TheTale: Within 10D…
TheTale: To Maria: "Now. Aim and fire." [60D]
Maria takes aim at the practice target, then pulls the trigger.
TheTale: The flame within the orb swirls and vanishes. A sheaf of light runs along the gun.
TheTale: Nothing happens.
TheTale: "Perfect."

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