Felicia (Flower Ark)

Felicia

Class: Mystic
Race: If-ys
Attribute 1: Combo Queen - +1 Potency when activating combos.
Attribute 2: Agile - +5 Action CoS, and you deal 1 supreme damage anytime you'd otherwise miss.
Resistance: Water
Weakness: Air

Vitals

HP: 45/45
MP: 40/40
LP: 10/10
Drive: 0/16
Initiative: 1d6+6
Armor: 1

Equipment

Staff [Launch] - Weight 1, Power 3; +1 MP on Technique hits.
Pistol [Pin] - Weight 2, Power (4); Ranged, Ammo 4.
Magic Gauntlets - Weight 1, Burst Range +10
Light Armor - Weight 2, +5 Max HP, Armor 1

Items

(nothing)
(nothing)
(nothing)

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

Arrows are embedded into enemies anytime the Mystic performs a Technique and hits. Arrow stay embedded in the target and lasts until the Mystic expends them using theirs spells, though spending arrows for additional effects is optional.

When you create a Mystic, choose one of the following three weapons and gain a benefit from it:
Pistol: Your Pistols deal +1 damage.
Rifle: Your Rifles have -1WGT, and +1 Bullet.
Bow: You can equip a Bow, which is a unique weapon for Mystic only. Bows have 1WGT, 3POW, and Unlimited Ammo, allowing them to continuously attack from the back row without reloading. Its basic attack momentum is Pin.

[T] Twin Arrow: 2MP. 80CoS. Deals weapon damage -1 to two different enemies. M-Pin.
C Launch: Deal +2 damage with the attacks.
C Rush: Make an additional attack against a third target.
C Pin: Instead of attacking two different targets, attack the same target three times. Each hit embeds a unique arrow into the target.

[S] Lightning: 4MP. 100CoS. Deals 6 air damage to an enemy. Additionally, you can expend arrows in different targets to make them hit by this attack, as well. M-Air.
C Pin: Inflicts Short Shock to struck targets.
C Launch: Deal +2 Damage.

[S] Freeze: 4MP. 100CoS. Deals 6 water damage to an enemy. Additionally, you can expend arrows in different targets to make them hit by this attack, as well. M-Water.
C Fire: Inflicts Short K-Shatter to struck targets.
C Launch: Deal +2 Damage.

[S] Thorns: 4MP. 100CoS. Deals 6 earth damage to an enemy. Arrows inside the struck target can be expended to inflict an additional +3 damage per arrow. M-Earth.
C Water: Other enemies in the same row are the target are embedded with an arrow.
C Pin: Inflicts Long Disease as well.

[S] Four Blessings: 5MP. 100CoS. Grants Long E-Guard to a row of allies. M-Recovery
C Fire: Also restores 6HP to the allies.
C Recovery: Also grants Short E-Power to allies.

[S] Overdrive - Tan-y-Vull, The Foolish Boar: 100CoS. Conjures Tan-y-Vull, inflicting 6 Earth damage to all enemies. M-Earth.
C Earth: Deal +2 Damage.
C Pin: Deal +2 Damage.

[S] Overdrive - War-Body: Regain 10 HP, 10 MP, and gain any Short Status II you wish. M-Recovery.

[S] Y-Visitor: Dazed. 100CoS. Restores 4HP to an ally. Choose one of: M-Fire/M-Water/M-Air/M-Earth.

Skills

Charm II
Coercion
Determination
Mechanisms
Sorcery

Description

A bubbly, energetic If-ys that often takes the shape of a tanned, purple-haired feline Driftin - the tell is that her gaze might be a little too piercing and a little too feline. Felicia's been watching the goings-on of spoken and beast alike with distant, lackadaisical amusement, puzzled at the lengths at folk will go to in order to cause trouble, though it might be a tad hypocritical given the amount of trouble and scuffles she's gotten herself into and out of over the years. Though, she feels like something big is looming, something big that prickles the hairs on the back of her neck. So she's latched herself onto one of these groups of weirdos heading up to the shrine, hoping for adventure and excitement. Because really, is there much that could stand up to her hidden arsenal?

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