Saga:Claret

Name: Claret K. Moorghan
Race: Human
Class: Sage
Level: 2
EXP: 50

HP: 120 / 120
MP: 60 / 60
LP: 10 / 10
Weight: The total from all your equipped gear.
Drive: 3 / 20
Initiative: 1d6+12

R: Earth
W: Air

Equipment

Type Name Effect Special Weight Charges & Magical Effects
Armor Heavy Armor Reduce incoming physical damage by -5. +20 HP. 6 WGT
Shield X WGT
Weapon Greatsword 1d8+10 Struck enemies do -3 to me until I act again 6 WGT
Accessory Dragon Feather Quicken 2 0 WGT
Charm 0 WGT

Inventory

[1]
[2]
[3]

Money: 55G
Rations: 6

Attributes

Steadfast: +20 Max HP, +10 Max MP
Sharp: +10 Critical

Abilities

Passive Abilities

[P] Pep: Gain +2 drive at beginning of battle.
[P] Trade Secret: At the end of your turn, if you did not use your action to cast a spell that recovers HP, then gain +3 HP recovery Potency on your next HP recovery spell. This bonus stacks if gained multiple times. Any unused bonus is lost at the end of the battle.
[P] Sage's Endurance: The Sage gains +10 Maximum MP. Additionally, when not engaged in battle, the Sage may spend LP to recover HP, which each LP spent recovering +10HP.

Action Abilities

[T] Basic Attack: 80/10CoS. 1d8+10. M-Launch.

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.

[T] Demonstrate: 3MP. 80/10CoS. 1d8+10 physical, and the next Spell the Sage cast both rolls an additional die and rerolls any 1s. The additional die bonus stacks if gained multiple times. The bonus is lost if not used by the end of the battle. M-Launch+1.
C Pin: +4 damage potency.
C Water: The next spells rolls two extra dice, instead.

[S] Purify: 5MP. 100CoS. Cleanse a single negative status from a single target and grant them Long Energize. If target is Dazed, restore 1d8+18 HP and end Dazed instead. M-Fire
C Air: Cleanse all statuses, rather than one.
Field: Restores 21 HP to a single target, but may only be used on targets with 10HP or less.
C Earth: Grant Barrier (8).
C Fire: Quicken 4 the target.

[S] Solace: 5MP. 100CoS. Restores 1d8+12 HP to a single target, and grants a Barrier (4). If the target has been dealt damage by an enemy since the end of your last turn, the Barrier is (8) instead. M-Recovery.
Field: Restores 18 HP to a single target.
C Rush: Also gives +2 Drive to the ally.
C Earth: +5 HP recovery potency.

[S] Bolster: 6MP. 100CoS. Restores 1d6+10 HP to three targets. M-Recovery.
Field: Restores 12 HP to three targets.
C Pin: +3 HP recovery potency.
C Rush: The Sage can Dash or Retreat after this Spell, and True Heals themself for +5HP.

Quick Abilities

[Q] Dragon Feather: Quicken 2
[Q] Expand: Next spell targets an additional target

OVERDRIVES

[OD][S] Overdrive: Seal Evil: 100CoS. Deals 1d10+15 fire damage to a single target. When the target is Dazed, the Sage recovers +5MP. M-Fire.
[OD] Overdrive: Double Up: You can perform any Action Ability you know, and ignore any MP costs when doing so.

Dazed Abilities

[D] Encourage: Dazed. 100CoS. Grants an ally +2 Drive. M-Rush
[D][S] Weak Heal: Dazed. 2MP. 100CoS. Restores 1d6+4 HP to a single target. M-Recovery.

Traits

Academic

As student or professor, you're a researching, adventuring member of one of the world's academic traditions. In addition to your mastery of academic lore and minutiae, especially in your field of study, you are connected to an international community of scholars - a network very useful to tap for knowledge, if you can handle the inherent eccentricities of the profession.

You have advantage on rolls related to the field of your study, as well as rolls related to navigating an academic context.

You know four academic experts, colleagues or mentors of yours - feel free to leave them undefined until needed. You may ask each expert a difficult question once (by letter, or in person) - you gain advantage while acting using their information. If you do a big favor for an expert, they probably owe you another good answer.

You can ask a question vaguely related to any of your studies as if you scored an automatic success on a skill check, once. Refresh this power when you spend downtime with access to academic resources, such as any well-stocked library.

Free Knight (Mercenary)

When you're in civilization, and you don't have a contract, you'll often be offered one: a contract is a job to go out and achieve some heroic task, and return. Pay for a day's work in the direction you were going already (one or two fights) is likely 20G. Work that takes you out of your way often pays more - about 100G - which is good, since you'll have to convince your companions it's worth doing. These rates are for monster-busting or bandit-fighting work — wartime service against the armed force of another nation usually pays about double that.

When you complete a contract, get paid and gain a point of Respect. Spend Respect 1-for-1 to turn failed dice into automatic successes on Charm or Streetwise rolls to gather information as your reputation as a professional hero opens doors. You can spend Respect in the same way whenever you make a social skill check to get permission from someone.

When you encounter a monster that troubles ordinary people, you can roll Lore with advantage to ask questions about it as if you had studied it - you have a professional familiarity with it.

If Claret is traveling with another mercenary, he's probably following their lead, so they can just take the same contracts together.

Skills

Points Skill Description
1 Academics Formal learning and experimental science
Charm Likability and social finesse
1 Coercion Intimidation and leverage
Determination Stamina, endurance, and willpower
Insight Seeing to the heart of things, piecing things together
Lying False pretenses, disguises, forgery
Machines Understanding and subverting devices like locks
Mysticism Spirits and the protocols of the unreal
3 Prowess Strength and agility
Sorcery Solving a problem though magic
Stealth Avoiding attention, sneaking into places, detecting alarms, stealing
Streetsmart Fast talking, bribery, underworld politics
3 Wayfaring Survival and navigation

Character Background

With quiet green eyes and spectacles that seem to survive even the most pitched battle, Claret's an unusual sight on the battlefield. He keeps the waist-length single black braid that's the sign of his time at the Academy, but has otherwise mostly abandoned his former life to travel the world and fight monsters. He was apparently a scholar of world history, before. He polishes his armor and treats his fellows of the profession in a friendly, familiar manner.

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