Seiume Rudri
Race: Driftin
Origin: Yue-To
Class: Mystic Lv. 2
Steadfast (+15 HP, +15 MP)
Team Spirit (when ally consumes momentum created by Rudri, +1 potency to that attack)
Attributes: aligned Water, discordant Air
(waterproof fur, but they're a light little thing!)

HP 65/65
MP 55/55
LP 10/10
Drive 11/16
Init 1d6+6
Armor 2

Bow (1 WGT, 3 POW, ranged, unlimited ammo)
Magic Gauntlets (1 WGT, +10 range for M-Burst)
Splint Mail (4 WGT, +10 HP, 2 ARM)

1. Tonic

Trait: Rookie of the Companies
Sc: Bright-eyed and bushy-tailed, you're on the way to the front for the first time. But you're well-packed!
Sp: When your optimism is tested, you can Panic. If you do so, whenever things are bad in the same way, you gain +1 Drive - you've grown a little.
(Picks up +mood when shown the ropes)

Speed I
Survival I
Mysticism II
Insight II

A bit of a mismash Driftin, with huge fluffy fennec ears, a long tail like a pangolin's, and a huge tuft of fur at the end of that tail like a lion's. Their skin is deep olive, and they dress more like a nomadic desert dweller than a proper To noble. Being both -fairly- odd and the youngest of a fair number of siblings, Rudri was "volunteered" for duty when Yue-Be moved for secession. They may or may not have an affinity for a certain Hundred veteran…

P - Speed - At the start of battle after init is determined, you can Quicken 2 or Slow 2 yourself. Anytime you spend an LP, you can Quicken 1 or Slow 1 yourself.

P - Tactical Guard - When you Defend, you generate a single Momentum of any type you wish.

Q - Elemental Gambit - Generate a single M-Fire, M-Water, M-Earth or M-Air immediately.

[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] Flame: 4 MP. 100 CoS. Deals 6 fire damage. Ignite any number of arrows to recover 2 MP and inflict Short Burning to the embedded target. M-Fire
C Recovery: Dispel positive statuses from targets you ignite arrows on.
C Earth: +2 damage.

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

OD - Spinkick - [T] Strike a target with your weapon. Deals normal damage and Slow 4s the target. You then gain 4 Drive. Momentum is based on the weapon's.

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