Name: Hayreddin
Race: Human
Class: Weapon Master
Level: 1
EXP: 31 / 45

HP: 120 / 120
MP: 40 / 40
LP: 6 / 10
Weight: 4
Drive: 8 / 12
Initiative: 1d6+4

R: Fire
W: Air


Type Name Effect Special Weight Charges & Magical Effects
Armor X WGT
Shield X WGT
Weapon 1 Flail 1d6+6 [Rush] +3 damage against targets whose turn marker is below yours. 1 WGT
Weapon 2 Staff 1d6+6 [Launch] Gain +1MP on a hit, and if you cast a spell next round it's -1MP. 1 WGT
Weapon 3 Reliable Pistol 1d6+6 [Pin] Ranged. Accuracy 10. 4 Ammo before reloading. 1 WGT [Grade C] [3/3] After striking, roll an additional damage die.
Weapon 4 Dagger 1d6+6 [Rush] Critical 20 1 WGT
Accessory Lightning in a Bottle The user gains +2 Drive. 0 WGT
Charm 0 WGT


[3] Dungeon Map - To the treasury

Money: 113G
Rations: 5


Attribute 1: Bravery. Gain +2 Drive upon winning a battle.
Attribute 2: Vitality. +20 Max HP. Gain +10 HP upon winning a battle.


Passive Abilities

[P] Pep: Gain +2 drive at beginning of battle.

[P] Weapon Master's Endurance: The Weapon Master gains +20 Maximum HP. Additionally, when not engaged in battle, the Weapon Master may spend LP to recover HP, which each LP spent recovering +15HP.

[P] Armed to the Teeth: Weapon Masters make use of a lot of weapons - far more than any other class. Luckily, they're rather adapt at carrying them all. Whenever a Weapon Master has a weapon equipped, only count half of its Weight when factoring in initiative rolls and Drive Gauge penalties. Additionally, when first creating a Weapon Master, all weapons are purchased at half cost (they cost their normal amount after gen though, so make sure you start with what you need!).

[P] Elemental Stances: Weapon Masters function a little bit different from other classes. Rather than having a list of abilities available for use each round, they perform basic attacks, which are powered up by various elemental stances based on each weapon. When first creating a weapon master, assign every single type of weapon to one of the four stances: Fire, Earth, Wind or Water. Weapons may be assigned in any way that pleases the Weapon Master, so long as every element has at least one weapon assigned to it. From now on, any time the Weapon Master performs a basic attack while wielding as specific weapon, that are considered to be in that stance. If, during the course of adventuring, the Weapon Master happens upon a new type of weapon not on the equipment list, assign a stance to it the first time they perform a Full Rest while having access to it. (If desired, you can assign a elemental stance to your Unarmed Attack as well.)

Each stance has a Mastery level. Any time you perform an attack with a weapon, you can spend 4MP and activate a number of Mastery effects for that stance, up to your Mastery level with said stance.

You start at L0 with your Mastery level for each elemental stance at 1, and 2 Mastery abilities (marked with [M] for each stance, chosen from the lists below. As you level up, you will select additional Mastery abilities. Certain Mastery abilities cannot be selected until you reach a certain level.

Action Abilities

[T] Basic Attack: 80CoS. Deals weapon damage. M-Weapon.

Defend: 100CoS. Until your next turn, you take -5 damage from all sources. Quicken 1. Additionally, you may Reload any equipped Firearms to their maximum ammo value.

Item: 100CoS. Use an item from your inventory. Targeting, effects and momentum vary from item to item.

FIRE STANCE: Flail, Hammer, Greataxe, Shotgun, Axe
[M] Strike - +3 Damage
[M] Break - Inflicts Short K-Shatter I

EARTH STANCE: Staff, Greatsword, Rifle
[M] Protect - You gain a Barrier (5)
[M] Take You All On - Inflicts Short Challenge I on two different targets you did not attack.

AIR STANCE: Pistol, Baton, Spear
[M] Drag - Slow 1 the target.
[M] Shift - Before or after attacking, Dash or Retreat.

WATER STANCE: Dagger, Sword, Mace
[M] Stumble - You gain +2 Mastery next round.
[M] Lead - Grant Short Lucky to an ally.

Quick Abilities

[Q] Temper: You have +1 Mastery Levels with your action this round, and don't need to pay an MP cost to activate Mastery this round.


[OD] Double Up: You can perform any Action Ability you know, and ignore any MP costs when doing so.

[OD] Open Arsenal: 80CoS. Deals weapon damage to a single target. You may repeat this attack, as long as you use a new weapon and attack a new target with each repeated attack. Generates a single Momentum from one of the weapons used.

Dazed Abilities

[D] Meditation: Select a single stance. The next action your make with it after Daze ends gains +2 Mastery Levels. Can't stack bonus onto the same stance. Generates Momentum equal to the stance.

[D] Refocus: End short statuses on a single target. If the target has none, grant them Short Lucky instead. M-Recovery.


Trait 1: Out of Place
You're from a distant, distant land.
Sp - When you audaciously defy the ordinary way of the world, gain Blessed (Lucky) until things calm down.
Sp - When you return to your homeland, enter High Tide.
Sp - It's okay if you don't read any of the setting information.
Mo - Others from the same place as you.

Trait 2: Thorn in the Side
You ruin the day of the powerful. They take it personally.
Sp - When you strike a blow against the plans of the enemy, spend 1 LP and cut to them cursing your name. Enter High Tide.
Sp - When you do something to infuriate someone who has cursed your name, they're Hexed (K or E Shatter II, your choice) until they do something to get back at you. That's right. Inflicting Conditions against NPCs.

Trait 3: Do Right What Is Wrong
You can't leave injustice lie.
Sp - Whenever you enter a new place, you'll quickly learn what is unjust there. If you set it right, the place gains the Fire Inside - it'll be guaranteed to be doing more or less better when you get back.
Sp - Once, everyone you've helped shows up to help you, or at least, wish you luck. Each entity will provide, in order if they can, material assistance, a gift of treasure, or a point of Good Wishes. Each point of Good Wishes grants a Blessing (Any I status that isn't Liberation or Absorb) to an ally. Two points for Liberation or Absorb. One point to upgrade a Blessing to II.


Points Skill Description
1 Agility Running, dodging, leaping
1 Charm Likability and social finesse
Coercion Intimidation and leverage
1 Determination Stamina, endurance, and willpower
Experimentation Identifying and analyzing something through experimentation
3 Insight Seeing to the heart of things, piecing things together
Lore Knowledge
Lying False pretenses, disguises, forgery
Mechanisms Opening locks, sabotaging devices
Mysticism Spirits and the protocols of the unreal
Navigation Reading the weather, finding the way, steering a ship or caravan
Operation Use and understanding of complex machines
Sorcery Solving a problem though magic
2 Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
Strength Smashing, lifting, throwing, cutting
Survival Foraging, hunting, tracking, you roll it when resting in the wilderness

Character Background

A mysterious stranger who smells of spice.
A booming laugh, a kind smile, and a walking stick are his companions.
Despite the large and sudden Imperial bounty on his head, nobody seems keen to report him.

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