The Masked Buccaneer

Name: Santiago Esquip, Sixth Son of a Large and Famous Family, OR the Masked Buccaneer!
Player: Svad/Le Squide
Race: Human
Class: Maverick
Level: 4
EXP: 179

HP: 70/ 110
MP: 29/ 45
LP: 10 / 10
Weight: 10
Drive: 0/ 16
Initiative: 1d6+10(1d6+6)

R: Water
W: Earth


Type Name Effect Special Weight Charges & Magical Effects
Armor Heavy Armor Reduce incoming physical damage by 5 Gain +20 Max HP 6 WGT
Weapon 1 Victorieuse II 1d6+6 Potency Accuracy 20. Scratch 6 on miss as well, or add +2 to a preexisting Scratch value. Rejuvenate -3/3 - Recover 15 HP. If Comboing, cleanse a status from self. 2WGT Rush
Weapon 2 El Pistol 1d6+6 Accuracy 10. Ammo 4 2WGT Pin
Implement X WGT
Accessory 0 WGT
Charm Someday Peace - Charm - +3 Damage to Fiends 0 WGT


[1] 1x A Chart of the Eastern Sea
Money: 74G
Rations: 5


Attribute 1: Team-Spirit: Whenever you generate momentum, it's +1.
Attribute 2: When calculating starting initiative, -4 from your roll/weight.


Passive Abilities

[P] Forward Thinking: At the end of each round, select a single momentum from the player's pool. Save it, and carry it into the new round rather than destroying it with the rest.
[P] Pep: Gain +2 drive at beginning of battle.
[P] Maverick's Endurance: The Maverick gains +10 Maximum HP, and +5 Maximum MP. Additionally, when not engaged in battle, the Maverick may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Follow My Lead: Mavericks are at their best at the head of the pack, leading the attack. Anytime the Maverick generates Momentum, it's +2 better than listed.
[P] Double Switch: When the Maverick actives their Switch Quick ability, they can activate two of them at once, rather than once.

[P] Switch Up: Flexible and prepared, Mavericks start with four separate "Switch" quicks. You can only use one of these four in a battle, but can use a different one every battle.
[P] Double Switch: When the Maverick actives their Switch Quick ability, they can activate two of them at once, rather than once.

Action Abilities

[T] Basic Attack: 80 CoS. 1d6+6 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.

[T] Fighting Spirit: 4MP. 80 CoS. Deals 1d6+8 damage. Grants Short Lucky and Short Focus to an ally. M-[Launch]
C [Launch]: Upgrade to Short II for both statuses.
C [Fire]: +4 damage potency.

[T] Piledriver: 4MP. 70CoS. Deals 1d6+8 damage. Swap initiative positions with target. If the Maverick is now slower, this attack gains +4 damage potency. M-[Pin]
C [Launch]: After changing initiatives, the Maverick Quicken 2s.
C [Earth]: +4 damage potency.

[S] Secret Weapon: 4MP. 100CoS. Grant an ally a Long Element Saber. When this ability is used, pick the element to grant - but you can only have one of each element on the field at once. Further applications of the same element remove the first from the ally it was previously used on. Generates momentum equal to the type of element saber deployed.
C [Same Element]: True Strike the enemy group for 6 damage of the same element.

[T] Pacesetter: 3MP. 80CoS. Deals weapon damage to a single target, then the Maverick Quicken 1s themself or an ally. M-Rush
C Rush: Quicken 1 three targets, rather than one.
C Recovery: +4 damage potency.

[T] Interrogate: 4MP. 80CoS. Deals weapon damage to a single target, and learn the target's elemental weakness. Generate a momentum+5 that aligns with the targets weakness.
C Enemy's Weakness: Grants an ally Short Element Saber of the same element. (Remember, you can activate combo effects after the ability is used and you see its effects!)

Quick Abilities

[Q] Quick Ability: Effects
[Q] Speed Switch: Swap the initiative of a target in your party with another ally.
[Q] Row Switch: If one combatant in your party dashes, another can retreat.
[Q] Status Switch: Transfer a status from one combatant onto one of its allies.
[Q] Drive Switch: Transfer 2 Drive from the Maverick or an ally to another target.


[OD] Double Up: You can perform any normal ability you have slotted, and ignore any MP costs when doing so.
[OD] It's Go Time: 100CoS. Deals weapon damage to a single target, then grants Short K-Power and Short E-Power to the Maverick and all allies. M-Rush.

Dazed Abilities

[D] Rev Up: 100CoS. Grant an ally Long Energize. M-[Air].
[D] Free Energy: 100CoS. Grant an ally Short Liberation. No momentum.


As the Masked Buccaneer, you have dogged, haunted and robbed the Imperial navy for years.
Even as the crushing supremacy of their new ships threatens to end the age of noble piracy, you have held on.
Di - +1 dice to rolls concerning ships, and +2 dice to rolls concerning your ship.
Di - +2 dice to outwit, outrun, outmaneuver and overpower Imperial forces while masked.
Sp - Whenever you steal or destroy Imperial property, gain at least one point of Panache. In combat against Imperial forces while masked, spend 1 Panache to gain 2 Drive, freely.
Sp - When you refit a ship to your tastes, choose one: It can't be beaten in a fair fight, it can weather any storm, nothing on the sea can outpace it.
Sp - You begin the game with an (injured, held as collateral for a loan, badly in need of refitting) ship. When you can pay 1000G, it's yours.
Opportunities to reduce this cost or to earn the money to pay it back will present themselves. Start with a sea chart, too!

Sc: You're good at improvising — moving with speed and daring when the chips are down and things are getting messy.
Sp: In a rollicking action scene, gain +1 die to all actions — that is, as long as you're constantly moving, and the scenery is kind of chaotic and shifting, you're better at everything.
Q: Stunt - When you attempt a trick or tactic with your action this turn, if it's the sort of thing that could work, it has a guaranteed effect. GM picks:
One of the enemy's abilities is destroyed or altered to be made worse for it, OR The enemy loses 20 HP (as Supreme damage) OR It receives a Status II, or a Long Status. Stunt fails if the attempted trick or tactic is ineffective. (Any character can attempt to try tricks, of course, but Stunt guarantees that they carry mechanical weight.)


Points Skill Description
2 Agility Running, dodging, leaping
2 Charm Likability and social finesse
Coercion Intimidation and leverage
1 Determination Stamina, endurance, and willpower
Experimentation Identifying and analyzing something through experimentation
Insight Seeing to the heart of things, piecing things together
Lore Knowledge
2 Lying False pretenses, disguises, forgery
Mechanisms Opening locks, sabotaging devices
Mysticism Spirits and the protocols of the unreal
2 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
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

Your personal story goes here

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