Table of Contents
|
Prince Valentin Vittore
Class: Sage
Current XP: 0
Total XP: 0
Feelin' Good?: Melancholy, but still hopeful.
Attributes
ATK | 10 | VIT | 8 |
MAG | 6 | STM | 8 |
WIL | 10 | LUC | 6 |
Health
HP: 600 / 600 (Glorify threshold: 540)
MP: 600 / 600
Luck: 6 / 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 CTsSupport, Barrier,
Action Name | Cost | Delay | CoS | Target | Keywords | Effect |
Attack | — | 50 | 90 | T: Single | Technique, | Deals d10+120 damage. |
Item | — | 40 | 100 | T: Single | Support | Consume one item and gain its effects. |
Change Row | — | 20 | 100 | T: Self | — | Move the character into the row they are not currently in. |
Wait | 15 | 100 | — | |||
Defend | 30 | 100 | Support, Stance | Gain a 4/5 defense factor until your next turn. | ||
Sustain |
Sustain grants twice as much T.HP when targeting allies in SoS. ||
Praxis: Will | [W] | [W] | T: Single | Technique | Strike for 0.9x weapon damage (d10 + 108). On a hit, charge 60 T.HP. | |
Letter Opener | [W] | [W] | T: Single | Technique | Strike for 0.9x weapon damage (d10 + 108). On a hit, reduce next Support or Spell CT by 10. |
Reactions
Reaction Name | Trigger | Cost | Target | Keywords | Effect |
Supports
Glorify - Inflict +20% damage when your current HP is at least equal to 90% of its maximum value.
Quicks
Final Argument - Weapon damage when an ally strikes an enemy!
King's Justice - Leap in and take an attack for an ally!
Gear
Weapon | Power | Dice | Delay | Properties |
Arma Vittore | 12 | d10 | 50 | Accuracy 10 |
Armor | Properties |
Bulletproof Vest | Armor 30 |
Skills
Status
He is, after all, the son of the Crown Prince of Selva, and while that means significantly less now than it once did, there are still people from all walks of life who, for one reason or another, still love his family - either as heroes, for stepping down in favour of the revolution, or out of a (to Val, misguided) hope for a restoration. Sometimes this comes in handy!
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.
Care
Even when he was a kid, before he started reading philosophy books that'd trickled in from the outside world or not been banned outright, before any of his tutors, he cared about people: what happened to them, whether or not they suffered, whether or not they were happy. It's only gotten stronger, underlined by everything he's learned, read, or lived.
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.)
Character
Appearance
rull cute
Background
yeah i'll write this