Playtest Dolls

Rob-y-n - If-ys ???

Me today, you tomorrow.
The possibilities!

Pick any other character on this page. Remove its racial (non-equipment related) passive, and it's racial OD (the second one in the box!). Replace it with this:
[S] OD - War-Body 100C Recover 10 HP and 10 MP. Pick a single Short Status II. [Recovery]

Everything else on the sheet is the same! Have fun being someone else, every battle!

Sam the Lonely - Dwarven Fighter

He accepted the debt of his father and went into exile, hoping to pay it off: A fortune in fortune.
A wandering sell-axe. The price he must pay will leave kingdoms in flames.

Equipment: Great-Axe. Heavy Armor.
HP 50/50
MP 28/28
LP 8/8
Drive 0/16

Initiative: +0

Great-Axe - Critical 20.
Heavy Armor - Take -2 physical damage.
Turning Wheel - Whenever you miss or hit a resistance, regain 1 MP & 1 LP.
Strong vs. Fire, weak vs. Water

[T] Attack C80 5 physical. [Launch]
[T] Power Strike C80 4MP 7 physical. [Launch] Any Element: Damage is same element, change momentum to same element. If momentum generated by Power Strike enables a combo, it deals +2 damage.
[T] Put Down C80 2MP 5 physical & -2 Drive. [Pin] Water: Instead, -5 Drive. Launch: +2 Damage.
[T] Charge C80 2MP Dash, then 5 physical & Short Taunt. [Rush] Air: Long Taunt instead. Rush: +2 Damage.
[T] Spread Wave C80 4MP 5 physical. Same-row targets take 2 physical. [Rush] Any Element: Instead, same-row targets take 4 elemental damage. Launch: Sam gains +2 Drive.
[T] Hero Saber C80 4MP 5 physical. Heal 7 to self. [Recovery] Rush: Heal 7 to comboing ally. Earth: change damage from physical to supreme, and deal +2 damage.
[S] Grapple C80 Dazed Inflict Short K-Shatter & E-Shatter to a target. [Pin]
[S] OD - Admiralty Sword C80 5 physical & -2 drive. T: Row. [Pin] Launch: T:Group instead. Pin: Hits a one target a second time. Rush: Ally which granted momentum gains Long K-Power.
[S] OD - Eternal Engine C100 Grants Long Lucky. T: Party. [Supreme]

Kit Ko Ne - Driftin Fighter

A master of the sword with a big, fluffy fox-tail.
Haggles passionately over money, will kill for fried tofu.

Equipment: Sword, Medium Armor, Shield.
HP 45/45
MP 28/28
LP 8/8
Drive 0/13
Initiative: +3

Sword - Accuracy 10. Combos you start or activate deal +1 damage.
Medium Armor - Take -1 physical damage.
Shield - Block 1. (3/3).
Speed - Quicken/Delay up to 2 at the start of battle. Quicken/Delay 1 whenever you spend an LP.
Strong vs. Water, weak vs. Earth

[T] Attack C90 4 physical. [Rush]
[T] Power Strike C90 4MP 6 physical. [Launch] Any Element: Damage is same element, change momentum to same element. If momentum generated by Power Strike enables a combo, it deals +2 damage.
[T] Put Down C90 2MP 4 physical & -2 Drive. [Pin] Water: Instead, -5 Drive. Launch: +2 Damage.
[T] Charge C90 2MP Dash, then 4 physical & Short Taunt. [Rush] Air: Long Taunt instead. Rush: +2 Damage.
[T] Spread Wave C90 4MP 4 physical. Same-row targets take 2 physical. [Rush] Any Element: Instead, same-row targets take 4 elemental damage. Launch: Kit gains +2 Drive.
[T] Hero Saber C90 4MP 4 physical. Heal 7 to self. [Recovery] Rush: Heal 7 to comboing ally. Earth: change damage from physical to supreme, and deal +2 damage.
[S] Grapple C80 Dazed Inflict Short K-Shatter & E-Shatter to a target. [Pin]
[T] OD - Admiralty Sword C90 4 physical & -2 drive. T: Row. [Pin] Launch: T:Group instead. Pin: Hits a one target a second time. Rush: Ally which granted momentum gains Long K-Power.
[T] OD - Spin Kick C80 4 physical & Delay struck target up to 4. Kit gains +4 drive. [Rush]

Vass Kreuzet - Alloci Fighter

A knight of the Alloci. Having implanted himself with iron to pierce illusions, he seems emotionless, or cruel.
A stalwart that will kill the winter, or die at its hands.

Equipment: Rifle, Heavy Armor
HP 50/50
MP 28/28
LP 8/8
Drive 0/20
Initiative: +0

Rifle - Fires two shots before reloading.
Greatsword - Accuracy 10, Critical 10. (Add 10 CoS when performing melee attacks.)
Heavy Armor - Take -2 physical damage.
Phantom Knight - Start battle with a Barrier (4).
Strong vs. Water, weak vs. air

Attack (Rifle) C80 5 physical. [Pin]
Attack {Greatsword) C90 5 physical. [Launch]
[T] Power Strike C80 4MP 7 physical. [Launch] Any Element: Damage is same element, change momentum to same element. If momentum generated by Power Strike enables a combo, it deals +2 damage.
[T] Put Down C80 2MP 5 physical & -2 Drive. [Pin] Water: Instead, -5 Drive. Launch: +2 Damage.
[T] Charge C80 2MP Dash, then 5 physical & Short Taunt. [Rush] Air: Long Taunt instead. Rush: +2 Damage.
[T] Spread Wave C80 4MP 5 physical. Same-row targets take 2 physical. [Rush] Any Element: Instead, same-row targets take 4 elemental damage. Launch: Vass gains +2 Drive.
[T] Hero Saber C80 4MP 5 physical. Heal 7 to self. [Recovery] Rush: Heal 7 to comboing ally. Earth: change damage from physical to supreme, and deal +2 damage.
[S] Grapple C80 Dazed Inflict Short K-Shatter & E-Shatter to a target. [Pin]
[T] OD - Admiralty Sword C80 5 physical & -2 drive. T: Row. [Pin] Launch: T:Group instead. Pin: Hits a one target a second time. Rush: Ally which granted momentum gains Long K-Power.
[S] OD - True Iron C100 Remove all statuses from target. If Ally, grant Barrier (4) and Heal 7. [Recovery]. If enemy, inflict 6 supreme and Falter. [Supreme]

Sgt. Pekkel - Driftin Maverick

Sgt. Pekkel's always sunny. Oh, does anyone need some boots? He has spares.
Cute-as-a-button bunny-eared enlisted officer / career criminal.

Equipment: Pistol
HP 40/40
MP 28/28
LP 8/8
Drive 0/10

Initiative: +6

Pistol - Fires 4 shots before reloading. Ranged.
Speed - Quicken/Delay up to 2 at the start of battle. Quicken/Delay 1 whenever you spend an LP.
Strong vs. Earth, weak vs. Fire

[T] Attack C80 4 physical. [Pin]
[T] One, Two C80 2MP 4 physical & an ally gains Short K-Power. [Rush] Supreme: Long K-Power instead. Fire: Grant Short Power to a row instead of one ally. Rush: Grants Short Power 2 instead.
[T] Quick Hit C80 2MP 4 physical. Quicken another target 1. [Rush] Rush: Quicken 4 instead. Launch: +3 damage and Retreat.
[T] Short Fuse C80 4MP Dash, then 4 physical & Short Taunt. If the target suffers taunt damage before your next turn, you gain Short Power II at the start of that turn. [Launch] Air: Pekkel gains Short Lucky. Pin: Long Taunt instead. Rush: Pick a target - an ability they've already comboed with regains the ability to combo again.
[T] Alms Taking C80 3 MP 4 physical & Dispel a status. [Rush] Fire: Gain Short Status which you dispelled at the start of the next round. Water: Heal 10 HP. Rush: Pick an ally and cleanse a status.
[T] Shredder C80 4MP 6 physical to a target that haven't acted yet. This attack can combo off of multiple momentum at once. [Pin] Any: +1 damage per momentum consumed to power the combo.
[S] Hey, Ugly! C100 Dazed* Slow 1 an enemy. If the enemy is already at the bottom of the initiative list, deal 2 supreme instead. [Pin]
[T] OD - The World Cries Out!! C80 Quicken yourself 4, then 4 physical. This attack can combo off of multiple momentum at once, creating additional hits. Additional hits are C70. [Rush] Launch/Pin/Rush: 3 physical damage. Supreme/Recovery: 3 supreme damage. Fire: 2 fire & Short Burning. Water: 2 water & Short Chill. Air: 2 air & Short Shock. Earth: 2 earth & Short K-Shatter.
[T] OD - Spin Kick C80 4 physical & Delay struck target up to 4. Pekkel gains +4 drive. [Rush]

Zozomo - Familiar Maverick

Despite having been passed on from master to master, Zozomo retains both his endless optimism and his dark sense of humor.
A cat-shaped, cigar-chomping, straw-hatted Familiar.

Equipment: Greatsword, Heavy Armor
HP 50/50
MP 28/28
LP 8/8
Drive 0/16

Initiative: +0

Greatsword - Accuracy 10, Critical 10.
Heavy Armor - Take -2 damage from physical attacks.
Stuffed Body - When at 0HP, if you have some Drive, you can act normally rather than being limited to the Dazed action. Lose 1 Drive per action, 1 Drive when struck.
Strong vs. Earth, weak vs. air

[T] Attack C90 5 physical. [Launch]
[T] One, Two C90 2MP 5 physical & an ally gains Short K-Power. [Rush] Supreme: Long K-Power instead. Fire: Grant Short Power to a row instead of one ally. Rush: Grants Short Power 2 instead.
[T] Quick Hit C90 2MP 5 physical. Quicken another target 1. [Rush] Rush: Quicken 4 instead. Launch: +3 damage and Retreat.
[T] Short Fuse C90 4MP Dash, then 5 physical & Short Taunt. If the target suffers taunt damage before your next turn, you gain Short Power II at the start of that turn. [Launch] Air: Zozomo gains Short Lucky. Pin: Long Taunt instead. Rush: Pick a target - an ability they've already comboed with regains the ability to combo again.
[T] Alms Taking C90 3 MP 5 physical & Dispel a status. [Rush] Fire: Gain Short Status which you dispelled at the start of the next round. Water: Heal 10 HP. Rush: Pick an ally and cleanse a status.
[T] Shredder C90 4MP 7 physical to a target that haven't acted yet. This attack can combo off of multiple momentum at once. [Pin] Any: +1 damage per momentum consumed to power the combo.
[S] Hey, Ugly! C100 Dazed* Slow 1 an enemy. If the enemy is already at the bottom of the initiative list, deal 2 supreme instead. [Pin]
[T] OD - The World Cries Out!! C80 Quicken yourself 4, then 5 physical. This attack can combo off of multiple momentum at once, creating additional hits. Additional hits are C70. [Rush] Launch/Pin/Rush: 3 physical damage. Supreme/Recovery: 3 supreme damage. Fire: 2 fire & Short Burning. Water: 2 water & Short Chill. Air: 2 air & Short Shock. Earth: 2 earth & Short K-Shatter.
[S] OD - Miracle Star C100 Transfer entire Drive gauge to ally. Grants Long Stalwart and Long K-Guard. [Recovery]

Richte - Hundred Ironclad

A famous mercenary heroine once called the "Queen of the Night". Back from a long retirement - or the grave - to do battle again.
A foul-mouthed, hard-drinking towering lady-Bat soldier.

Equipment: Spear, Medium Armor.
HP 45/45
MP 28/28
LP 8/8
Drive 0/12

Initiative: +4

Spear - Add +1 damage onto any spear attack if target has already acted this round.
Medium Armor - 1 less damage from physical attacks.
Roar - For each LP you spend, gain 1 MP, 1 Drive.
strong vs. Fire, weak vs. air

[T] Attack C80 4 physical. [Pin]
[T] Jump C80 2MP Jump out of range. Lower turn marker by one space. On next turn, 8 ranged physical damage to a target. [Rush] Earth: 3 fire damage to other same row targets. Launch: +4 damage.
[S] Grappling Hook C80 2MP Pull a target into the front row & Long Taunt & Short K-Break. [Pin] Water: Instead, Long K-Shatter. Launch: Also deal 3 physical damage.
[T] Skewer C80 4MP T: Double. 3 physical. If you discard weapon, attack is ranged. [Pin] Air: Also inflicts Short E-Shatter. Recovery: +2 damage; damage and momentum are both Supreme instead, and weapon must be discarded.
[T] Impact Charge C80 3 MP Dash, then 4 physical & Short Challenge 2. [Rush] Rush: +2 damage. Recovery: Richte recovers 7 HP.
[T] Iron Drive C80 2MP 4 physical & Richte gains a Ward (5). [Launch] Air: Richte recovers 7 HP. Fire: +2 damage, and attack can ignore row restrictions.
[S] Stand Strong C100 Dazed Grant an ally a Ward (5). [Recovery]
[T] OD - Batallion Crash C80 4 Supreme damage, with +1 damage per back row ally. Front-row allies gain Long K-Guard. [Launch] Launch: +2 damage. Air: Ally which granted momentum gains +2 Drive.
[T] OD - Ferocity C100 7 physical & Long K-Shatter.

Lugo R. Roy - Maxwellian Ironclad

A golden knight that crash-landed in a cornfield one fateful night.
A childish soul that loves justice and good deeds!

Equipment: Daggers, Heavy Armor.
HP 50/50
MP 28/28
LP 8/8
Drive 0/13

Initiative: +3

Daggers - Deal +1 damage if target hasn't acted this round.
Shield - Block 1. (3/3).
Heavy Armor - 2 less damage from physical attacks.
Reserve Power - Can stock up to 26 Drive. Activate Drive whenever you have enough, instead of being forced to.
Strong vs. Water, weak vs. Earth

[T] Attack C80 3 physical. [Rush]
[T] Jump C80 2MP Jump out of range. Lower turn marker by one space. On next turn, 6 ranged physical damage to a target. [Rush] Earth: 3 fire damage to other same row targets. Launch: +4 damage.
[S] Grappling Hook C80 2MP Pull a target into the front row & Long Taunt & Short K-Break. [Pin] Water: Instead, Long K-Shatter. Launch: Also deal 3 physical damage.
[T] Skewer C80 4MP T: Double. 2 physical. If you discard weapon, attack is ranged. [Pin] Air: Also inflicts Short E-Shatter. Recovery: +2 damage; damage and momentum are both Supreme instead, and weapon must be discarded.
[T] Impact Charge C80 3 MP Dash, then 3 physical & Short Challenge 2. [Rush] Rush: +2 damage. Recovery: Lugo recovers 7 HP.
[T] Iron Drive C80 2MP 3 physical & Lugo gains a Ward (5). [Launch] Air: Lugo recovers 7 HP. Fire: +2 damage, and attack can ignore row restrictions.
[S] Stand Strong C100 Dazed Grant an ally a Ward (5). [Recovery]
[T] OD - Batallion Crash C80 3 Supreme damage, with +1 damage per back row ally. Front-row allies gain Long K-Guard. [Launch] Launch: +2 damage. Air: Ally which granted momentum gains +2 Drive.
[S] OD - Missile Barrage C100 5 Supreme damage to all enemies.

Fennel Millepropose - Human Mystic

"Encyclopedia Millepropose". She'll record the whole world in it!
A sweetheart artist of unparalleled ambition, beloved by the spirits.

Equipment: Grimoire&Bow.
HP 40/40
MP 28/28
LP 8/8
Drive 0/10

Initiative: +6

Grimoire&Bow - Spells costs are reduced, and attacks are ranged. Twenty shots before reloading.
Pep - Gain +2 Drive at the beginning of every battle.
Strong vs. Fire, weak vs. Earth

[T] Attack C80 3 physical, embeds an arrow. [Pin]
[T] Twin Arrow C80 2MP 2 physical to two targets, embedding arrows in them. [Pin] Launch: +2 damage. Rush: Hit a third target. Pin: Instead, hit a single target three times, embedding three arrows.
[S] Lightning C100 3MP 6 air damage. T: Single, but can consume arrows in other targets to damage them as well. [Air] Pin: Also Short Shocks. Launch: +2 damage.
[S] Freeze C100 3MP 6 water damage. T: Single, but can consume arrows in other targets to damage them as well. [Water] Pin: Also Short K-Shatters. Launch: +2 damage.
[S] Thorns C100 3MP 6 earth damage. Can consume arrows on the struck target to inflict +3 damage per arrow. [Earth] Water: Embeds an arrow into other targets in the same row. Pin: Also Long Diseases.
[S] Four Blessings C100 5MP T: Row. Grants Long E-Guard. [Recovery] Recovery: Also grants Short E-Power. Fire: Also restores 6 HP to the targets.
[S] Y-Visitor C100 Dazed Restores 4 HP to a target. [Fire, Water, Air, or Earth. Your choice]
[S] OD - Tan-y-Vull C100 T:Group. 6 Earth damage. [Earth] Earth +2 damage. Pin: +2 damage.
[?] OD - Double Up C? Take an additional action this turn. Pay no costs for it.

Marimina Tira Misu - Dantali Mystic

An investigator who aims to untangle a knot in the timestream.
A spoiled ambassador from a parallel dimension. Did she have to bring all her luggage?

Equipment: Rifle
HP 40/40
MP 28/28
LP 8/8
Drive 0/12

Initiative: +4
Strong vs. air, weak vs. Earth.

Rifle - Two shots before reloading. Ranged.
Spatial Warp - Pay 3MP when using a T: Single ability to teleport the target into the other row and inflict +25% damage.

[T] Attack C80 5 physical, embeds an arrow.[Pin]
[T] Twin Arrow C80 2MP 4 physical to two targets, embedding arrows in them. [Pin] Launch: +2 damage. Rush: Hit a third target. Pin: Instead, hit a single target three times, embedding three arrows.
[S] Lightning C100 3MP 6 air damage. T: Single, but can consume arrows in other targets to damage them as well. [Air] Pin: Also Short Shocks. Launch: +2 damage.
[S] Freeze C100 3MP 6 water damage. T: Single, but can consume arrows in other targets to damage them as well. [Water] Pin: Also Short K-Shatters. Launch: +2 damage.
[S] Thorns C100 3MP 6 earth damage. Can consume arrows on the struck target to inflict +3 damage per arrow. [Earth] Water: Embeds an arrow into other targets in the same row. Pin: Also Long Diseases.
[S] Four Blessings C100 5MP T: Row. Grants Long E-Guard. [Recovery] Recovery: Also grants Short E-Power. Fire: Also restores 6 HP to the targets.
[S] Y-Visitor C100 Dazed Restores 4 HP to a target. [Fire, Water, Air, or Earth. Your choice]
[S] OD - Tan-y-Vull C100 T:Group. 6 Earth damage. [Earth] Earth +2 damage. Pin: +2 damage.
[S] OD - Nova Regulus C100 T:Group. 5 Air damage & Long Exhaust. [Air]

Hakkuru Ariku - Dantali Magus

S Magus
It's easier to test spells in war torn dimensions,
and the portal was still open.

Equipment: Pistol
HP 40/40
MP 28/28
LP 8/8
Drive: 0/10

Initiative: +6

Pistol - Four shots before reloading. Ranged.
Spatial Warp - Pay 3MP when using a T: Single ability to teleport the target into the other row and inflict +1 damage.
Strong vs. Water, weak vs. Fire.

[T] Attack C80 3 damage. [Pin]
[S] LOD C70 5MP 6 fire damage + Burn [Fire] Pin: C100 instead.
[S] AUM C70 5MP 6 air damage + Shock [Air] Pin: C100 instead
[S] UX C100 4MP Remove a status, record in chronicle with UX. Hakkuru regains 8MP. Launch/Pin/Rush: Deal 4 physical as well. Recovery: Restore 7HP to Hakkuru. Water: Instead of removing the status, pick one: It's a Long Status now, or upgrade it to II. (Enter the non-upgraded version into the Chronicle.)
[S] FOEN C100 5MP Restore 7 HP to a target. Hakkuru gains E-Power II, which is dispelled the first time he inflicts elemental damage. [Recovery] Fire: Also Long Energize the healed target.
[S] IX C100 4MP 6 physical. IX gains bonuses while expending syllables from other used spells. Combo column contains bonus effects, rather than combos. Pick a single syllable to stress, if any available syllables grant a Stress entry. [Rush] lod: +1 damage, Stress: change damage and momentum to fire. aud: +1 damage, Stress: change damage and momentum to air. ux: expend a status from the chronicle and inflict that status. foen: +1 damage, Stress: Change damage to healing, momentum to Recovery. nix: +1 damage per status on the target.
[S] VOSS C100 Dazed Long Diseases a target. VOSS makes additional attacks while expending syllables from other used spells. Additional attacks can freely target anyone, have C30, and syllables aren't expended on a miss. Combo column contains bonus effects, rather than combos. [Water] lod: Long Burning. aum: Long Shock. ux: Long version of the status in the chronicle. foen: Long H-Power II. nix: Long Curse II.
[S] OD - NIX C100 6 supreme damage. +1 damage for each status on the enemy. [Supreme] Launch: +1 additional damage for each status on the target.
[S] OD - Nova Regulus C100 T:Group. 5 Water damage & Long Exhaust [Water]

Jeanne - Human Magus

S Magus
Some kind of human magus…?
What are they even doing here.

Strong vs. Earth, weak vs. Fire.

Equipment: Staff
HP 40/40
MP 28/28
LP 8/8
Drive: 0/8

Initiative: +8

Staff - Gain +1MP when you hit something with a melee attack.
Pep - At the start of battle, gain +2 Drive.
Strong vs. air, weak vs. Fire

[T] Attack C80 3 physical. [Launch]
[S] LOD C70 5MP 6 fire damage + Burn [Fire] Pin: C100 instead.
[S] AUM C70 5MP 6 air damage + Shock [Air] Pin: C100 instead
[S] UX C100 4MP Remove a status, record in chronicle with UX. Hakkuru regains 8MP. Launch/Pin/Rush: Deal 4 physical as well. Recovery: Restore 7HP to Hakkuru. Water: Instead of removing the status, pick one: It's a Long Status now, or upgrade it to II. (Enter the non-upgraded version into the Chronicle.)
[S] FOEN C100 5MP Restore 7 HP to a target. Hakkuru gains E-Power II, which is dispelled the first time he inflicts elemental damage. [Recovery] Fire: Also Long Energize the healed target.
[S] IX C100 4MP 6 physical. IX gains bonuses while expending syllables from other used spells. Combo column contains bonus effects, rather than combos. Pick a single syllable to stress, if any available syllables grant a Stress entry. [Rush] lod: +1 damage, Stress: change damage and momentum to fire. aud: +1 damage, Stress: change damage and momentum to air. ux: expend a status from the chronicle and inflict that status. foen: +1 damage, Stress: Change damage to healing, momentum to Recovery. nix: +1 damage per status on the target.
[S] VOSS C100 Dazed Long Diseases a target. VOSS makes additional attacks while expending syllables from other used spells. Additional attacks can freely target anyone, have C30, and syllables aren't expended on a miss. Combo column contains bonus effects, rather than combos. [Water] lod: Long Burning. aum: Long Shock. ux: Long version of the status in the chronicle. foen: Long H-Power II. nix: Long Curse II.
[S] OD - NIX C100 6 supreme damage. +1 damage for each status on the enemy. [Supreme] Launch: +1 additional damage for each status on the target.
[?] OD - Double Up C? Take an additional action this turn. Pay no costs for it.

Jonathan C. Justice - Maxwellian Sage

Protect Everyone!
And Save Even Dantali!

Strong vs. Fire, weak vs. air.

HP 45/45
MP 28/28
LP 8/8
Drive: 0/12

Equipment: Axe, Light Armor
Initiative: +4

Axe - Crit 1-10
Light Armor - -1 Physical damage
Reserve Power - Can stock up to 24 Drive. Activate Drive whenever you have enough, instead of being forced to.
Strong vs. air, weak vs. Water

[T] Attack 80C 4 physical. [Rush]
[T] Demonstrate 80C 3MP 4 physical & Jonothan gains Long H-Power [Rush] Air: Sage Gains Barrier (3). Recovery: +2 damage.
[T] Conjuration 80C 3MP 4 physical & Jonothan's next spell has +1 Target [Rush] Water: change the damage from physical to water. Also choose a second target, and Pull them into the front row. Supreme: Jonothans's next spell is T: Row instead of +1 target.
[S] Chorus 100C 4MP 5 fire damage + Short E-Shatter [Fire] Fire: Short E-Shatter II instead. Launch: +2 damage
[S] Acclaim 100C 5MP Restores 7HP & Short Power. If the target is defending, grants Long Power instead. [Recovery] Launch: Additionally restores 4HP to Jonothan's group. Rush: Also grants +2 Drive.
[S] Solace 100C 5MP Restores 7HP & Barrier (4). If the target is defending, restores 12HP instead. [Recovery] Earth: Additionally restores +7HP more. Rush: Also grants +2 Drive.
[S] Advise 100C Dazed Grants the target +1 Drive, and Short K-Power & E-Power [Rush]
[S] OD - Night and Day 100C 5 water damage to one enemy in each row & Long Chill. Restore 5HP to one ally in each row & Long Energize. [Water & Recovery] Recovery&Water Together: Two targets per row instead. Fire&Pin Together: +4 damage and +4HP Restored.
[S] OD - Missile Barrage C100 5 Supreme damage to all enemies. [Supreme]

Ticot - Familiar Sage

Ten tons of sass in a 2 pound package.
I hope you don't plan on letting her down!

Equipment: Pistol
HP 40/40
MP 28/28
LP 8/8
Drive: 0/10

Initiative: +6

Pistol - Four shots before it needs to reload. Ranged.
Stuffed Body - When at 0HP, if you have some Drive, act normally rather than being limited to the Dazed action. Lose 1 Drive per action, 1 Drive when struck.
Strong vs. air, weak vs. Earth

[T] Attack 80C 4 physical. [Pin]
[T] Demonstrate 80C 3MP 4 physical & Ticot gains Long H-Power [Rush] Air: Sage Gains Barrier (3). Recovery: +2 damage.
[T] Conjuration 80C 3MP 4 physical & Ticot's next spell has +1 Target [Rush] Water: change the damage from physical to water. Also pick a second target, and pull them into the front row. Supreme: Ticot's next spell is T: Row instead of +1 target.
[S] Chorus 100C 4MP 5 fire damage + Short E-Shatter [Fire] Fire: Short E-Shatter II instead. Launch: +2 damage
[S] Acclaim 100C 5MP Restores 7HP & Short Power. If the target is defending, grants Long Power instead. [Recovery] Launch: Additionally restores 4HP to Ticot's group. Rush: Also grants +2 Drive.
[S] Solace 100C 5MP Restores 7HP & Barrier (4). If the target is defending, restores 12HP instead. [Recovery] Earth: Additionally restores +7HP more. Rush: Also grants +2 Drive.
[S] Advise 100C Dazed Grants the target +1 Drive, and Short K-Power & E-Power [Rush]
[S] OD - Night and Day 100C 5 water damage to one enemy in each row & Long Chill. Restore 5HP to one ally in each row & Long Energize. [Water & Recovery] Recovery&Water Together: Two targets per row instead. Fire&Pin Together: +4 damage and +4HP Restored.
[S] OD - Miracle Star C100 Transfer entire Drive gauge to ally. Grants Long Stalwart and Long K-Guard. [Recovery]
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