=Rena Raveneos, Human Bard/Mediator=
==Played by AmineHsu ([[mailto:Email@Address.com|Email@Address.com]])==
===Level: 45===
===EXP: 14000/18000===
===Gil: 44162===
===KP: 2(?)===
Stat | Val | Max | Attribute Value | ||
STR | 10 | 17 | 22 | HP | 739/739 |
VIT | 17 | 17 | 61 | MP | 414/414 |
AGI | 06 | 21 | 22 | Evasion | 61 |
SPD | 21(23) | 21 | 79 | M. Evasion | 55 |
MAG | 10 | 22 | 22 | Armor | 53 |
SPR | 22 | 22 | 76 | M. Armor | 54 |
Accuracy | Swords(96) | 157(77) |
Dexterity | 107 | |
Mind | 115 | |
Talk% | `139 | |
Sing% | 94 | |
M. Accuracy | 165 | |
Attack Damage | 1d10+20 |
Name | Value | SFX | Price | Custom | |
Right Hand | Oborotsuki | 1d10+2*STR | Blind Touch | 180 | No |
Left hand | Force Shield | 24 EVA / 19 MEVA | N/A | 3800 | No |
Body | Mirage Vest | 23 ARM / 23 MARM / 10 EVA | N/A | 4900 | No |
Arms | Mythril Armlet | 11 ARM / 10 MARM / 10 MEVA | None | 2600 | No |
Head | Traveler's Hat | 4 ARM / 6 MARM | Gil+ | 875 | No |
Accessory | Dash Shoes | +2 SPD | 4800 | No | |
Total | 17155 |
===Inventory:===
Living Steel x 1
Lineage x 1
===Abilities:===
TALK SKILL
The Mediator knows not the meaning of the phrase "actions speak louder than words." Often responsible for the resolution of the most heated debates, the Mediator has a way of speaking that comes off to be perceptively more powerful than the conventional speech of various societies. The Mediator can use her words in such a convincing manner that enemies will often become allies, allies will have a reason to continue fighting in the most dire of circumstances, or enemies may end up convincing themselves of their doom! Even when those around the Mediator do not understand her language, the meaning of her words are spoken loud and clear to the intended recipient, whether they want to hear her words or not.
Talk% is (Negotiation skill/2 + Level + SPRx2).
Capture [Level 1]
Type: Magic Target: Single
Capture allows the Mediator to 'store' a monster as a special attack. When a monster is reduced to 0 HP in battle, the Mediator has the option to catch it as a Fast action in the same round the monster is killed. At a later point in battle, the Mediator may choose to release a captured monster as a Fast action. The captured monster will appear on the battlefield, use a special ability determined by the GM that benefits the Mediator's party, and then escapes away. The Mediator can have only one monster captured at any a time to start, and any given specific monster may only be captured once. Notorious, Boss, and Superboss enemies are immune to being captured. Experience and Gil for a captured monster are awarded as normal.
As the Mediator gains levels, more monsters may be captured and held at the same time. At levels 32 and 62 the Mediator gains the ability to hold one extra captured monster, up to 3 total. These are released separately,
Entrust [Level 20]
Type: Magic Target: Single
When the Mediator's turn comes up, he may choose to switch places with another party member or monster. If the target is hostile (an enemy, or a Charmed/Confused party member), the chance of success is (Talk%), M.Evasion. Otherwise, success is automatic. If successful, the Mediator's action order is swapped with the other person's. This has different effects, depending on if the other person has acted yet or not. If they have not, they act immediately, and the Mediator acts later, on what would have been their turn. If they have already, the Mediator effectively gives up his turn to allow the other person an extra action on the Mediator's initiative.
Hide [Level 1]
Type: Fast Target: Single
One tactic available to a successful Mediator is simply put, "Not getting hit." This may be a cowardly tactic, but the Mediator's allies should be better equipped to take damage anyway. When using Hide the Mediator takes cover out of sight of everyone, friend and foe alike, and cannot be targeted or affected by any actions in the battle - likewise the Mediator cannot take any actions while hiding. However, the Mediator is still affected by any status conditions that were inflicted and active prior to the Mediator hiding. The Mediator must remain in hiding until the next Status Phase when he automatically emerges.
Advice [Level 1]
Type: Magic (Varying Charge Time)
Through her vast tactical knowledge, the advice of the Mediator is capable of granting a wide variety of benefits to their team, from helping them dodge enemy attacks, to point out the best way to attack enemy. As she increases in level, the Mediator slowly gains access to stronger advice along the way.
First Rank Advice [Level 1]
Footwork Advising
Type: Magic (2 CT) Target: Party
The Mediator advises the group on the best way to move, helping them attack faster, dodge enemy attack, and get in their own attacks, effectively granting the status condition Agility Up (4).
Super Natural Advising
Type: Magic (2 CT) Target: Party
The Mediator shares her knowledge of the super natural, pointing out not only the best way to avoid enemy magic, but for allies to aim their own magic. All party members within hearing distance are granted the status condition Spirit Up (4).
(( Until I think up better names.=>.<= ))
Fortitude Advising
Type: Magic (4 CT) Target: Party
The Mediator advises the party on how to building their defenses. All party members within hearing distance are granted the status condition Armor Up (4).
Resistance Advising
Type: Magic (4 CT) Target: Party
The Mediator advises the party, building their magical resistance. All party members within hearing distance are granted the status condition Mental Up (4).
Power Advice
Type: Magic (6 CT) Target: Party
Calling up images of old heroes and the strength of armies, the Mediator weaves inspirational advice that helps bolster the party's might. Those who hear this advice are granted the status condition Power Up (4).
Magic Advice
Type: Magic (6 CT) Target: Party
This difficult subject challenges the Mediator's skill to advise about it. However, successfully done, it grants all those who hear it the status condition Magic Up (4).
Dirty Tactics
Type: Magic (8 CT) Target: Party
Sometimes simple advice isn't enough. The Mediator draws upon all her knowledge to help the party strike against the enemies weak points, effectively granting them an Elemental Strike (4) of a element of the Mediator's choice.
Survival Advice
Type: Magic (8 CT) Target: Party
Using her knowledge of various environments, the Mediator can advice her party on how to survive under any condition, effectively granting them R:(Element) (4) of the Mediator's choice.
Sword Play Advice
Type: Magic
Tiamt Potential
Take up Capture Slots. By Spend (Full MP), a Used Ability maybe be replenished into a Empty Capture slot.
Tiamat's Breath
Type: Fast Target: Group
Tiamt's might breath attack. Deals d12+1170,125% damage. May Break the Damage Limit.
Tiamt's Love
Type: Fast Target: Group
Expression of Tiamt's Love for her children.
===Skills:===Skill Affinity | General |
Skill | Value | Spent |
Swords | 96% | 192 |
Negotiation | 100% | 100 |
Awareness | 100% | 35 |
Inquiry | 100% | 100 |
Animal Training | 80% | 80 |
Trade | 100% | 50 |
Crafting: Vulcan Forge Smithing | 52% | 32 |
Leadership | 38% | 0 |
Etiquette | 38% | 0 |
Smooth Talk | 38% | 0 |
Total | 579 |
Language: Non-Etherian | 50% | 0 |
Herbs | 100% | 100 |
Human World | 64% | 64 |
Katanas | 94% | 94 |
Shields | 94% | 94 |
Language: Ethersidian | 20% | 0 |
Magic - Strengthen | 20% | 0 |
Total | 352 |
===Advantages and Disadvantages:===
Disadvantage | Description | Effect | Value |
Weapon Inability | lacks the killer instinct needed for battle. | Can't Crit, Weapon Skills double cost | 3 |
Unskilled | is not really a artistic expert. | Loss of Artistic Affinity | 1 |
Coward | doesn't have the heart to face death. | Runs when at 25% HP or less. | 4 |
Total | 8 |
Advantage | Description | Effect | Value |
Secret Training | Being the daughter of a Smith, she acquired some unusual training. | Can use Katanas and Shields | 5 |
Hardened | From her helping around the forge, and dealing with her family, she's grown tough | +2 HP a level | 2 |
Multitalented | She is skilled at the simpler things in life | Gains General Affinity | 1 |
Total | 8 |
===Traits===
Contacts- Rena helped set up a beneficial trade route between the Alexanders and Ifrits, putting herself in the favor of a few.
===Appearance:===
Rena generally has a very plain appearance. She has red hair, and green eyes, but generally doesn't come across as very striking unless she works to pretty herself up with make-up. She's fit, though a bit athletic bulky side from the training and work she does with her family business. She general wear loose clothes, that don't reveal to much of her figure, but not so loose they'd snag on anything while working.
===Background:===
Born the daughter of a Blacksmith. She grew up, being trained is the different equipment which her family sold. She mostly worked in the store, working generally long days helping maintain it. Her father was neither especially skilled, nor renounced, but made consistently average items, which were supplied to all who needed them in their town. She went to school till she was sixteen, after which she started working full time in her parents store, and planning her own future. She was taught the value of a simple normal life, and about how deviating from that caused trouble. Her town was weary of travelers, especially weird ones claiming to be, or called 'Heroes'. While they gave these individuals their due, for the services they provided the world, they'd much prefer such people stay away from their town, as they would cause trouble. Her current life goals are to marry a man from a wealthy normal family, and live an easy life.