Character Name: Thomas Spinner
Level: 50
EXP: ? / ?
Class: Warrior
Current AP: 25
Total AP: 2085
Innate Charge Method: Striker (3 LP on damage)
Changeable: Tactician (6 LP when landing a status/effect)
. | ATK | VIT | SPD | MAG | SPR | : | HP | MP | ARM | MARM | EVA | MEVA | Accuracy | Critical |
Base | 8 | 6 | 8 | 4 | 4 | : | — | — | — | — | — | — | — | |
Class | 4 | 2 | 4 | : | 70 | 30 | ||||||||
Support Abilities | : | 2 | ||||||||||||
Equipped Gear | 3 | : | 4 | 3 | 5 | |||||||||
Final | 15 | 8 | 12 | 4 | 4 | : |
==Health==
HP: 1270 / 1270
MP: 230 / 230
LP: 150 / 200
Property | Value | : | Element | Property |
EVA | 15 | : | Fire | Neutral |
ARM | 40 | : | Ice | Resistant |
MEVA | : | Lightning | Resistant | |
MARM | : | Water | Neutral | |
Accuracy | : | Holy | Neutral | |
Critical | 35 | : | Shadow | Neutral |
===Status Resistances===
(Add as Present)
Name | Cost | Delay | Floor | CoS | Target | Keywords | Effect |
Attack | — | 15D | F12 | 80 | T: Single | Technique, Weapon | Deals 1d6+135 physical damage. |
Defend | — | 23D | F20 | 100 | T: Self | Technique, Stance | Applies a 1/2 Defense Factor to all damage taken until your next turn. |
Item | — | 28D | F20 | 100 | T: Single | Technique, Item | Consume one item and gain its effects. |
Change Row | — | 18D | F15 | 100 | T: Self | Movement | Move the character into the row they are not currently in. |
Change Weapon | — | 10D | F10 | 100 | T: Self | Item, Speedy | Allows the character to change what is equipped in their weapon and shield slot. |
Sneak Attack | — | 15D | F12 | 80 | T: Single | Technique, Weapon, Stance | Deals 1d6+135 physical damage, for each consecutive use vs the same enemy, add +25%, if the enemy hasn't targeted you. |
Advance | — | 15D | F12 | 80 | T: Single | Technique, Weapon | Deals 1d6+168 physical damage. I take +25% damage until my next turn. |
Keen Edge | 8 MP | 15D | F12 | 80 | T: Single | Technique, Weapon | Deals 1d6+135 physical damage. Innate Critical 2, for a total of 45. |
Delay Buster | 15 MP | 15D | F12 | 80 | T: Single | Technique, Weapon, Effect: Delay | Deals 1d6+135 physical damage. 50% CoS to Delay the target by 10. |
Piercethrough | 17 MP | 15D | F12 | 80 | T: Special | Technique, Weapon | Deals 1d6+135 physical damage to one target in each row, ignoring row mods. |
Armor Break | 25D | F18 | 70 | T: Single | Technique, Status: Deprotect | Inflicts Deprotect (4). While this is active, the targets ARM is Sealed. | |
Magic Break | 25D | F18 | 70 | T: Single | Technique, Status: Defaith | Inflicts Defaith (4). While this is active, the targets Enhance Element is Sealed. | |
Rush | 15 MP | 15D | F15 | 80 | T: Single (Front Row) | Technique, Weapon, Effect: Push | Deals 1d6+135 physical damage and pushes the target into the back row. |
Launch | 25 MP | 27D | F20 | 80 | T: Single | Technique, Weapon, Effect: Delay | Deals 1d6+135 physical damage and delays the target by 7. Inflicts Float (1), and until the targets next turn it takes +25% to incoming damage. |
Wish | 317 HP | 28D | F12 | 100 | T: Single | Technique, Recovery | Restores 634 HP to the target. |
Tactical Maneuver | T: Self | Speedy | Do nothing for 1, 3, 5 or 7 ticks. | ||||
Bonecrusher | Reaction | 40 | T: Single | Technique, Weapon | Deals 1d6+202 physical damage in return when hit by single target physical melee damage. | ||
Strikeback | Reaction | 60 | T: Single | Technique, Weapon | Deals 1d6+135 physical damage when missed by physical melee damage. | ||
Reflex | Reaction | 30 | T: Self | Automatically dodge the attack, if hit by an ability that deals physical melee damage. | |||
Ravage | Support | If I punch the same target as the last acting ally did, I deal +25% damage. | |||||
Do Over | 100 LP | 28D | F15 | 100 | T: Group (Row) | Technique, Recovery | Restores 1d8+450 HP. |
Hold It! | 150 LP | 28D | F15 | 75 | T: Single | Magic, Status: Lock | Inflicts Lock (6) |
Flurry | 200 LP | 20D | F12 | 80 | T: Single | Technique, Weapon, Multi-Hit | Deals 6d6+67 physical damage, Seven separate times. |
Weapon | Power | Dice | Delay | Floor | Properties | Special Properties |
Godhand | 9 | d6 | 27D | F12 | Critical 1 | Critical 2, +2 ATK |
Armor | Properties | Special Properties |
Linen Cuirass | 8 Armor, +1 ATK | R: Lightning |
Ice Shield | Evasion 3 | R: Ice |
Accessories | Properties |
Chantage | Auto-Regen, Start Battles With Reraise (U) |
Genji Glove | Critical 2 |
=Learned Abilities=
===Sneak Attack===
AP: 130
Type: Action
Technique, Weapon, Stance
Target: Single
[W]D F[W]
The first time Sneak Attack is used against a target, it deals normal weapon damage - further consecutive Sneak Attacks inflict increasing damage, as long as the target ignores the Warrior. As long as the Warrior continues to use Sneak Attack against the same initial target, +25% is added for each such action, up to +100% maximum. If the Warrior fails to use Sneak Attack on the initial target on their turn, the bonus is reset back to zero. This bonus will also be reset to zero if the target being Sneak Attacked performs any action which targets the Warrior.
CoS: 80
===Advance===
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Warrior momentarily focuses all his effort on the next attack, dealing larger damage in exchange for defense. Advance deals weapon damage with a x1.25 Power multiplier. Until the Warriors text turn, all damage they receive is granted a +25% situational modifier.
CoS: 80
===Keen Edge===
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 8
The Warrior steps forward while thrusting for a weak point in his foes defenses. Keen Edge deals normal weapon damage, and innately has two ranks of Critical.
CoS: 80
===Wish===
AP: 130
Type: Action
Technique, Recovery
Target: Single
40D F15
When Wish is used, reduce the Warrior's HP by 20% of their Max HP. The target has their health restored by twice this amount.
CoS: 100
===Armor Break===
AP: 130
Type: Action
Technique, Status: [[ffrpgseed:Statuses#Seal|Seal]], [[ffrpgseed:Statuses#Deprotect|Deprotect]]
Target: Single
37D F18
Inflicts Deprotect (4) upon the target. In addition, the Armor monster property is Sealed until this status effect is cured or otherwise removed.
CoS: 70
===Fencer===
AP: 150
Type: Support
Equipment: When the Warrior wields a one handed weapon in a single hand, they receive 2 ranks of Critical.
===Bonecrusher===
AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: The Fighter is hit for single target physical melee damage.
The Warrior reacts quickly and brutally, lashing out to inflict weapon damage with a x1.5 Power multiplier.
CoS: 40
===Tactical Maneuver===
AP: 10
Type: Action
Speedy
Target: Self
Special
When Tactical maneuver is used, the Warrior may choose to be Delayed by either 1, 3, 5 or 7. Tactical Maneuver has no other effect.
CoS: 100
===Delay Buster===
AP: 130
Type: Action
Technique, Weapon, Effect: [[ffrpgseed:Statuses#Delay|Delay]]
Target: Single
[W]D F[W] MP: 12
The Warrior lets off a powerful attack aimed at sending his opponent reeling back. Delay Buster deal normal weapon damage, and has an additional 75% CoS to Delay the target by 10.
CoS: 80
===Magic Break===
AP: 130
Type: Action
Technique, Status: [[ffrpgseed:Statuses#Seal|Seal]], [[ffrpgseed:Statuses#Defaith|Defaith]]
Target: Single
37D F18
Inflicts Defaith (4) upon the target. In addition, the Enhance Element monster properties are Sealed until this status effect is cured or otherwise removed.
CoS: 70
===Strikeback===
AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: Being missed by a melee action that inflicts physical damage.
Having blocked the attack, the Warrior powers through to counter - Strikeback inflicts weapon damage.
CoS: 60
===Piercethrough===
AP: 130
Type: Action
Technique, Weapon
Target: Special
[W]D F[W] MP: 17
The Warrior puts the full force of strength into an attack and skewers not one, but two enemies in a single attack. Pierce through deals normal weapon damage to two targets, one in the front row and one in the back row. The target in the back row does not receive the situational damage modifier for being in the back row for this attack.
CoS: 80
===Ravage===
AP: 150
Type: Support
The Warrior keeps the heat on the enemy, following through on an ally's attack. Ravage activates when the previous action taken by the party was a damaging action performed by one of the Warrior's allies, granting a +25% situational modifier to damage inflicted on all targets damaged by that action that have not acted between the ally's action and the Warrior's. (When the Warrior attacks the same enemy that the ally acting before him attacked, and that enemy has not yet taken a turn, Ravage boosts damage.)
===Rush===
AP: 130
Type: Action
Technique, Weapon, Effect: [[ffrpgseed:Statuses#Push|Push]]
Target: Single (Front Row)
[W]D F[W] MP: 12
After knocking the target off balance, the Warrior then gives a shove and sends the enemy flying back. Rush can only target enemies in the front row, and deals normal weapon damage before moving the target into the back row.
CoS: 80
===Launch===
AP: 130
Type: Action
Technique, Weapon, Effect: [[ffrpgseed:Statuses#Delay|Delay]]
Target: Single
[W]+12D F5+[W] MP: 25
The Warrior winds up and slams into a single target with enough force to send it flying into the air! Launch deals normal weapon damage, and Delays the target by 7, and sends the enemy sailing helplessly through the air, inflicting Float (1). Until the beginning of the target's next turn, they receive a +25% situational modifier to all incoming damage.
CoS: 80
===Reflex===
AP: 150
Type: Reaction
—
Target: Self
Trigger: Being hit by a melee action that inflicts physical damage
The Warrior instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 30
==Limit Breaks==
==Rank 1 - Do Over==
Type: Action
Technique, Recovery
Target: Group (Row)
40D F15
Restores (10 x ATK + 1d8) HP to a row.
CoS: 100
Adjustment: +5 Power per tier above 1.
==Rank Two - Hold It!==
Type: Action
Magic, Status: Lock
Target: Single
40D F15
Inflicts Lock (6)
CoS: 75
==Rank Three - Flurry==
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
5+[W]D F[W]
Deals weapon damage with a x0.5 power modifier and +1 die. Seven attacks.
CoS: 80
Adjustment: +1 die per tier.
=Talents=
Changeable: Wingman: Scoundrel
1 - Danger Sense Expertise 1
2 - Insight Expertise 1
3 - Dependable: Physical
4 - Huntsman Expertise 1
5 - Physical Aptitude 1
6 - Insight Expertise 2 (+20)
7 - Wingman: Technical
8 - Wingman: Technical
9 - Huntsman Expertise 2 (+20)
10 - Physical Aptitude 2 (+10)
11 - Dependable: Wilderness
12 - Danger Sense Expertise 2 (+20)
=Character=
==Appearance==
Detective Thomas Spinner, a man in his early twenties, is a little on the short side and built wirily. He has brown eyes and blond hair which, while not cropped, isn't especially long either - just enough that it could be considered a little shaggy, but still presentable. He's generally seen in a crisp blue suit (with white under shirt) while on duty, and his black shoes seem to always be shined. It's not terribly uncommon to find him wearing a thin pair of sunglasses either. He carries a small blue and gold cloth star in one of his pockets, which was given to him as a good luck charm when he was younger.
==Background==
Being a detective was something that Thomas had wanted to do ever since he was a little kid. He had grown up watching cop shows on television, and thought it was basically the coolest thing ever. he was also one of those sorts of people that, when he finally decided to put some effort into becoming one during high school, that was surprised to find out how different actual investigative work is from the shows. And while he was perhaps not the smartest of people to ever pursue this career, he was very dedicated to it and put in a ton of effort into his studies.
Luckily for Thomas, he more than made up for in intuition. He's always been fairly good at reading people, and seems to have a bit of a sixth sense when it comes to knowing when something is just off or something bad is about to happen. Both of these traits he found came in handy during Academy testing and training, which he enrolled in right after high school. He wound up graduating from the Academy with marks good enough to go straight into detective work, which is where he is now. Thomas is still pretty new to the force in general, and trying to get his baring with all this real detective work, but it's been working out pretty well so far, and he's still enthusiastic about getting out there and solving crimes, now that he's more or less got a handle on how things tend to work from his more experienced partners.