An
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.
Roll
3d10
and
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.
Whenever
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
.
Relentless
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.
Alert:
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.