FA-Alder

NAME: Alder Neons
CLASS: Sage
RACE: Dantali Elf
ATTRIBUTES:
Will: +20 MP. Recover 5 MP upon winning a battle.
Vigor: Heal 10 when defending. Once per battle, C-Any to Heal +10 more when using any ability. (Doing this before you've combod with the ability in question doesn't prevent it from comboing normally later)

WEAK: Fire
RESIST: Air

HP: 45 / 45
MP: 46 / 60
LP: 7 / 10
Drive: 16 / 20 [Showdown - https://www.youtube.com/watch?v=5mdkmTXDG2I ]
Init: 1d6+10

GEAR
[W]Rifle [Pin]: 4 WGT, 5 POW - Firearm. Ammo 2.
[W]Crossbow [Pin]: 2 WGT, 4 POW - Firearm. Ammo 1. Charges 1. Expend a Charge to inflict 3 fire damage on the entire row when attacking. Charges can be refilled by praying at Shrine and leaving a donation!
[I]Orb: WGT 1 - Your spells produce a special elemental resistance field around you when cast; until the end of your next turn, you take -2 damage from the element of the spell you just cast.
[I]Magic Gauntlets: WGT 1 - The Insight range for your spells is increased by +10.
[A]Light Armor: 2 WGT, +5 Max HP, 1 Armor

ITEMS
[1] DROUGHT: Restores 10MP now, and grants any Short Status I you want at the start of the next round. M-Recovery
[2] x
[3] x

TRAITS
Strange Visitor
Sc: You're a mysterious outsider - a Maxwellian, an If-Ys, or a Dantali Elf. Talk to the GM about what this means.
Sp: If you ever visit your homeland, enter High Tide.
Sp: When you begin battle with a magician, Quicken 2.

ABILITIES
[Passive] Spatial Warp - Whenever you score a Critical Hit or a Insight, you deal +1 damage or +2 restoration and can choose to move the target into the opposite row.
[Passive] Tactical Guard - When you Defend, you generate a single Momentum of any type you wish.

[Quick] Elemental Gambit - Generate a single M-Fire, M-Water, M-Earth or M-Air immediately.
[T] Demonstrate: 3MP. 80CoS. Deal weapon damage to an enemy, then the Sage gains Long H-Power. M-Rush.
C Recovery: Deal +2 Damage.
C Air: The Sage gains a Barrier (3) as well.

[T] Conjuration: 3MP. 80CoS. Deal weapon damage to an enemy, and the next spell the Sage casts hits an additional target. M-Rush.
C Water: Change the damage from Physical to Water. Additionally, choose another target and Pull them.
C Air: The Sage also gains Long Focus.
C Supreme: Rather than gaining +1 target, the Sage's next spell targets an entire row!

[S] Chorus: 4MP. 100CoS. Deals 5 fire damage, and inflicts Short E-Shatter. M-Fire.
C Fire: Inflicts Short E-Shatter II, instead.
C Launch: Deals +2 Damage.

[S] Acclaim: 5MP. 100CoS. Restores 7HP to an ally, and grants Short K-Power. If the target is defending, grants Long K-Power instead. M-Recovery.
C Launch: Additionally restores 4HP to the entire group.
C Rush: Also gives +2 Drive to the ally.

[S] Solace: 5MP. 100CoS. Restores 7HP to an ally, and grant a Barrier (4). If the target is defending, restores 12HP instead. M-Recovery.
C Earth: Restores an additional +7HP.
C Rush: Also gives +2 Drive to the ally.

[S] Purify: [S] 4 MP. 100 CoS. Remove all negative statuses from the target and grant Long Energize. If target is Dazed, restore 7 HP and end Daze. M-Fire
C Earth: Grant Barrier (4).
C Fire: Quicken the target 4.

[S] Overdrive - Separation Of Night and Day: 100CoS. Inflict 5 Water damage to one target in each enemy row, and Long Chill them. Then, restore 5HP one target in each ally row, and Long Energize them. This abilities generates two types of momentum as once, and requires two momentum to activate its combos. M-Recovery and M-Ice.
C Recovery&Water Together: Two targets in each row, rather than one.
C Fire&Pin Together: Deals +4 damage, and +4 HP restoration.

[S] Overdrive - Nova Regulus: Deal 5 damage with the same element as the one you resist, and Long Exhaust to all the enemies. Momentum based on the element of the attack.

[S] Advise: Dazed. 100 CoS. Grants an ally +1 Drive and Short K-Power and E-Power. M-Rush

SKILLS
Speed *
Experimentation *
Sorcery *
Mysticism **
Lore *

DESCRIPTION: A tall, rail-thin man bearing a pastel pink suit. Straight blonde hair that goes down to his shoulders. He wears a lot of jewelry- silver rings and finger claws and finger chains, a pocketwatch, a lapel pin with a sparkling red gem in it.

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