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Class record

Mogul

Utility

Tier
2
Difficulty
2 / 5
Main role
Utility
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Merchant mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Riding, Deception, Intimidation, Negotiation, Appraise or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Cunning, Reason, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus, Power, Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Pecorine stared nervously at the disheveled bandits and fought the instinct to adjust her glasses from where they’d slipped slightly down her nose. She didn’t want to provoke them by bringing her hands down from where she had them raised. Three of the bandits were struggling with the ties and tarp over the supply wagon and she figured it would only be a minute before they got frustrated enough to start hacking at the ropes. Her escorts were scowling at the bandits, their weapons stacked on the frosty ground nearby. Well, the crimson haired demon girl, Exa, was flexing her fists, ready to start punching the moment it wouldn’t get Pecorine killed.

The bandit leader stepped forward, ignoring his subordinates still arguing over the supply wagon. They didn’t want to ruin the tarp or ropes because they were as valuable for their survival as the money and supplies in the wagon.

“Miss Pecorine, how nice to see you again.”

She had no idea who this man was.

“Y-yes, um,” she hesitated, trying to put a name to the weather-beaten face before giving up. “Things look like they haven’t been going well.”

He scoffed. “Of course they haven’t! Ever since that bitch Aniela kicked us out, we’ve had to fend for ourselves!” Some of the other bandits grumbled in agreement.

Oh, she thought. These were some of the delinquents that Aniela had asked to leave after they had been caught trying to steal from Maid Mall. It was…safer for them than to let the expeditioners handle it themselves.

“But you’ve always been good to us, Miss Pecorine,” the leader continued. “Always with fair prices, always making sure everyone could get a little something.”

Well, she tried. Honestly, it had mostly been Aniela’s idea. To prevent hoarding and to reduce the exploitation of other expeditioners. Because while she wanted to support everyone here in Mirane as best she could, she still needed to send regular shipments back out home to Madeline. Some things money just couldn’t buy and a lot of those things could be found in the Astra Line, apparently. She didn’t know how much help what she managed to collect did for everyone back home. Fontina was really stingy with war news, but she chose to believe that it was all worth it.

And it was unfortunate that this poor man thought that just because she was nice and a little bit scared of fighting that she’d just give away the things meant for Princess Cherry and Madeline. A bad decision on Mr. Gundy’s part--

Gundy! That was his name!

Poor Mr. Gundy had no idea what was about to hit him. Literally.

“Well, I’m sorry, Mr. Gundy.”

“Who the hell is Gundy? My name is--”

Pecorine spread the fingers on her still raised right hand open and closed and open again. Whatever Mr. Gundy had been about to say was interrupted as his head snapped back in a spray of blood. Moments later, a deep gunshot echoed through the mountains. Pecorine leapt away from the nearest bandits just as Exa let out an excited whoop, wings and a fiery halo appearing over her head as she launched herself with a wide grin into the nearest bandit. The poor man barely had time to yelp before he was being punched repeatedly in the face. The rest of her guards used that opening to collect their weapons and demonstrate their displeasure at being ambushed.

Pecorine just…tried to stay out of the way. They were professionals, after all.

Tactical guidance

Playing Mogul

The Mogul is an utility class who can be very powerful in combat, depending how much money they are willing to use.

Lord of Mercenary gives you two extra units on the field that do not take your actions to control. Their usefulness depends on the cost you're willing to pay, but even the weakest ones at least can serve as distractions and the expensive ones can help actually fill weaknesses in your party composition, though at the cost of a lot of money. Still, if you know you're going somewhere dangerous it's a worthwhile investment.

Obvious Intent helps you from getting engaged on by melee characters. It's a cheap way to make them spend extra ap if they plan to commit to you.

Secret Art: Shot FromThe Blue is a powerful ability that can be triggered at any point as it's an RP action. It's just a good chunk of unavoidable damage with an added benefit of instantly deleting grunts.

Overcharge and Discount is a useful passive that just saves you money or makes you more money in the long run.

Mogul

Class features

Abilities unlocked

Complete rules for every ability granted by Mogul.

Key ability

Merchant Lord

Class feature

Benefit 1

Procurement Limit increases to 3000 and you can procure materials that cost <= 3000 clim per ingot/block.

Benefit 2

You gain proficiency in Pistols.

Benefit 3

Upon mastering this class, the Procurement Limit increases to 4000 and you can procure materials that cost <= 4000 clim per ingot/block.

No listed cost
Range
Self
Keywords
Flashback

At the start of a new adventure, you can hire an NPC to help you for the entire adventure. You can also use this ability at other times that the DM allows you to. When you summon them, choose a name and appearance for the character unless the DM does.

The cost is per week and depends on the NPC. If your hired help dies, you cannot use this ability until you complete a new separate adventure. This ability counts as 1 towards your summon limit as long as the mercenary is in your employ, unless specified. These mercs can be modified through Expert Summoner breakthrough, but this must be done the moment you hire them.

Refer to the Monster guide for stats of mercenaries. The mercenaries and costs are:
Archer: 250/ Week
Acolyte: 750c / Week
Tank: 500c / Week
Apprentice: 750c/ Week
Rogue: 200c / Week
Brute: 200c / Week

No listed cost
Range
Self
Keywords
Interlude

While on adventure, you get a 5% discount from NPC vendors, stacking with Bulk Orders if applicable, and can sell items for 10% more.

You may use an IP to give this discount effect to yourself and up to 9 other characters for that Interlude phase, for a total of a 800c discount.

0 RP1 MP
Range
Self

If an enemy is planning to move into a space in which it can melee attack you, you may move up to your speed away from them.

Requirements

Can only be used at the moment an enemy declares a movement.

0 RP3 MP
Range
Self

You recall hiring a sniper specifically for a situation like this. 

The sniper mercenary, off screen, takes a single shot at the target before retreating. You grant the signal, and the sniper fires, dealing heavy damage with full pierce and sure hit to the target. This shot uses the stats from the Sniper NPC, attacking with +6 Accuracy (if relevant) and dealing 4d6+10 damage.

Shot From The Blue does not gain Sure Hit and Full Pierce against targets with Instinct.

If the target is a grunt, kill them instantly.

Requirements

Target is outdoors or reasonably visible from outdoors. Costs 500 Clim to use.