S QUALL LEONHAR TAn aloof swordsman and a member of the mercenary group SeeD. Squall’s journey has involved a great deal of maturing, and growing into not just a soldier, but a leader. No stranger to building a fighting force from the ground up--nor to compressions of time and space--Squall seeks to establish stability and sanity in this new world the way he had tried to do in his own.CHECKSRoll 3d10and take the highest result for checks that involve military tactics or strategy, navigating wildnerness, identifying or recognizing magic and magical phenomena, card games, researching information, or ballroom-style dancing.Roll 2d10 and take the highest result for checks to attack checks with magic or a gunblade, and defense checks to dodge or block with your gunblade.Roll 1d10 for anything else.XPWhenever your cold, detached nature causes tensions with your teammates or other problems, gain 1 XP.When you convince others to trust and follow you through your actions and dedication rather than your words, gain 3 XP.When you stop a powerful enemy from using magic to control, destroy, or otherwise perform a great evil, gain 5 XP.YOU BEGIN WITHRelentless Revolver:You are a master of gunblades, a pistol-like implement with a blade extending from it. When you squeeze the trigger of a gunblade, a shockwave runs down the length of the sword; perfectly timed, it deals additional damage as it cuts through a foe. When you roll an attack check with your gunblade, if either of the dice read 1-3, add the two dice together instead of taking the higher outcome.LEVEL UP CHOICESAlert: A power gained from junctioning a Guardian Force, you are more alert and aware of your surroundings. You receive +2 on checks to notice things, and you can never be ambushed--your party always has the initiative in fights. Finally, you are immune to Armor Break.Darkside: Drawing on the power of an abyssal Guardian Force, you have gained the ability to increase your power at the cost of your own health. You may grant yourself a +3 bonus on a single attack check as a side action, but you take 2 damage (which cannot be altered) if you do so.Elem-Atk-J: You can junction elemental magic to your basic attacks. When you take a full rest, choose whether to get a +2 bonus on gunblade damage against foes weak to Fire, Ice, or Electricity. You possess this bonus until the next time you take a full rest, at which point you may switch.Renzokuken: You attack in desperate, rapid fire succession with your gunblade. When you have 4 or less HP remaining, you may turn one of the dice of any attack check you make with your gunblade into a 3 (and trigger your Relentless Revolver ability). You may only take the following abilities once you’ve taken this one--they are finishers that modify or add to Renzokuken:Blasting Zone: You may choose to perform this, Fated Circle, or Lion Heart (if you have them) in addition to Renzokuken. At the end of your barrage, you raise your gunblade into the air, firing a beacon of light skyward before bringing it down on every enemy in a 25 foot line at no penalty. If you use Blasting Zone with Renzokuken you receive a +2 on the attack check against flying, levitating, or otherwise airborne opponents; you force them out of the air on impact, and prevent them from being able to take to the air for the rest of the fight. Shut Blasting Zone down after use.Fated Circle: You may choose to perform this, Blasting Zone or Lion Heart (if you have them) in addition to Renzokuken. At the end of your rapid attack sequence, you spin with your sword, releasing a massive wave of energy. All enemies within 15 feet of you (including your original target) take an automatic 3 damage, which cannot be raised or lowered. Shut Fated Circle down after using it.Lion Heart: You may choose to perform this, Blasting Zone, or Fated Circle (if you have them) in addition to Renzokuken. At the end of your gunblade blitz, you dash straight through the enemy; a moment later, a small explosion originates inside them. In addition to treating one of the dice as a 3 (as per Renzokuken), treat the other dice as a 10, doing the maximum damage possible automatically. Shut Lion Heart down after using it.ST-Def-J [Pain]: You have junctioned Pain spells to your Status Defense, granting you magical resilience against multiple afflictions. You are immune to the Blind, Silence, and Poison status effects.Triple: You cast a spell that multiplies magics used. For the rest of the fight, any magic-based abilities (attacking or healing) of you and your teammates can target up to 3 targets at no penalty (unless the ability is normally self-targeting). However, rolls for magic ability shutdowns are made at a -2 penalty for the rest of the fight, as triple-casting spells burns through magic faster. Shut this ability down after use.