SOD-Rum-Ninety-Nine

Name: Rum Ninety-Nine
Race: Hundred
Class: Maverick
Level: 5

HP: 100 / 100
MP: 40 / 40
LP: 10 / 10
Weight: 8
Drive: 0 / 16
Initiative: 1d6+8

ATTRIBUTES
Vitality (+20 HP, +10 HP upon winning a battle)
Team-Spirit

EQUIPMENT
[Weapon] Sword (25 Potch) - 1d6+8 damage, M-Rush, +2 damage when you activate a combo, momentum generated by this weapon is +1. 4 WGT
[Shield] Standard Shield (25 Potch) - Reduce all incoming damage by 5. Three blocks per battle. 4 WGT
[Charm] Youth's Charm (50 Potch) - After finishing a battle in which you spent at least 1 LP, recover 1 LP.

INVENTORY
[1]
[2]
[3]
0 Potch - (alternate charms: slayer's, maidens. good accessories: scout boots, mystic beads,

ABILITIES

[P] Roar: When you spend LP, gain MP and Drive equal to the LP you spent.

[P] Follow My Lead: Maverick's are at their best at the head of the pack, leading the attack. When creating a Maverick, choose one of the following as your Follow My Lead effect:
- Anytime the Maverick spends LP, the next Momentum they generate is +3 better.

[P] Leader of the Pack: The Maverick may Quicken 2 after initiative is determined at the start of a battle. Roll an additional damage die on during the first round.

[Q] Right On Time: Swap your turn marker with an ally's. Finish the rest of your turn on your new turn marker, if you're now slower. It's tricky!

[T] Quick Hit: 2MP. 80CoS. Deal weapon damage to an enemy, then Quicken 1 the Maverick or an ally. M-Rush.
C Rush: Quicken 4, instead.
C Launch: Deal +5 Damage, then Retreat.

[T] Feint: 3MP. 80CoS. Dash, then deal weapon damage to an enemy. If the moment you choose matches the equipped weapons, it's +3 rather than +2. Generates a single M-Rush+2, M-Pin+2 or M-Launch+2
C Earth: Inflicts Short Taunt II.
C Water: Inflicts Short Shock II.

[S] Free Energy: 5MP. 100CoS. Restores 1d6+4 MP and grants Short E-Power to a single target. M-Recovery.
C Air: Grants Long E-Power instead
C Recovery: Grants Short E-Power to the entire row.

[S] Momentum Creation: 3MP. 100CoS. The Maverick gains Short Liberation at the start of next round. Generates M-Earth, M-Fire, M-Air, and M-Water.
C Supreme: All momentum generated is +2.
C Rush: The Maverick gains +2 Drive.

[T] Slam: 3MP. 80CoS. Deals weapon damage and Slow 2s the target. M-Launch
C Launch: +4 damage
C Earth: Short Exhaust II

[OD][S] Overdrive: Go Nuts: 100CoS. Grants a single ally Long Liberation & Long Focus, then cleanses them of all negative statuses. M-Recovery+8

[D] Follow The Plan: Dazed. Generate a single M-Rush+2, M-Pin+2 or M-Launch+2

[D] You Got This: Dazed. Grants an ally +2 Drive. M-Air

TRAITS
Swashbuckler
Impossible Quest

SKILLS
Lying 2
Mechanisms 3
Navigation 3

THE STRAT
so I had a hard time making level 0 skill #3
but like an ace, you can do whatever you want on maverick and it'll help
level 0 take whatever, level 1 take whatever
whatever!
go first and gen all the combo stuff for your allies
it's a constant +2 potency, occasionally bumping up to +5, and the LP expenditure helps you too
alternate strat- go dantali, alter Momentum Creation to specifically help all of your party in one turn
nuts, right?

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