Human Mediator

=Rena Raveneos, Human Bard/Mediator=
==Played by AmineHsu ([[mailto:Email@Address.com|Email@Address.com]])==
===Level: 45===
===EXP: 14000/18000===
===Gil: 44162===
===KP: 2(?)===

===Stats:===
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
===Equipped:===
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.

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