ToE-Shuu

Name: Shuu
Race: Maxwellian
Class: Shifter
Level: 11

HP: 62 / 105
MP: 17 / 45
LP: 0 / 10
Weight: 12
Drive: 11 / 20|40
Initiative: 1d6+12
Burst: 25% [+3 Potency/-2 MP]

R: Earth [-5]
W: Water [+5]

ATTRIBUTES
Sharp: +10 Critical
Showstopper: Group Overdrives deal +2 damage, Single Overdrives deal +5 damage.

CONDITIONS
Wound(10) - Reduce max HP by 10

EQUIPMENT
Type Name Effect Special Charges Weight
Weapon Axiom Buster 1d8+10 damage, Accuracy 10, Critical 10 After hitting, gain +1 die on the weapon for the remainder of the battle 3/3 6
Implement Drive Grimoire Spells cost -1 MP, further -1 on Burst. 2
Armor Medium Armor Armor 3, +15 Max HP 0/0 4
Accessory Wrought Clover [Q] Double the effects of LP expenditure until start of next turn Q 0
Charm Slayer's Charm Gain +1 potency per LP spent when attacking P 0

INVENTORY
[1] Fortune Cookie - Recover 1d6 LP to target, if used in battle reroll a 1. M-Recovery.
[2] Drought - Restores +20MP to target, grants any Short Status I (except Liberation or Absorb) at the start of the next round. M-Recovery.
[3] Camping Gear - Provides +1 to survival rolls when camping if two in party.
Credits: 85
Rations: 5

ABILITIES

[P] Gravity Drive Gain +10 Maximum HP, and +5 Maximum MP. Additionally, when not engaged in battle, may spend LP to recover HP, which each LP spent recovering +10HP.

[P] Cloak: Gain Cloak when using certain abilities or when using Defend. Ending a turn while Cloaked grants +1 Drive.

[P] Reactive Cloaking: Start battles under Cloak.

[P] Gravity Impact: Ambush abilities marked with [A] can only be used while cloaked, they have innate +30 Crit and +2 Crit Damage. Using an Ambush ability ignores rows when targetting

[P] Slam Capacitor: The first Critical Strike deals an additional +10 damage. If criticals are scored against multiple targets choose one enemy to take extra damage.

[P] Distortion Rush: For every turn ended while cloaked, Techniques gain +2 potency until the end of battle. Stacks indefinitely.

[P] Gravity Drive: Drive gauge can charge twice. Can execute the Overdrive on command rather than being forced to, expend the normal value. A golden halo appears on his back when an overdrive is charged, it sometimes gets in the way.

[S] Tactical Driver: 1MP. 100/25 CoS. Retreat, then Cloak. The Shifter and an ally gains Short Lucky at the start of the next round. M-Water.
C Recovery: Shifter recovers +1LP.
C Fire: Grants Short Lucky to a third target.

[S] Zenurik Dive: 1MP. 100/25 CoS. Retreat and Cloak. At the start of the next round, the Shifter and an ally gain Short Energize. M-Fire.
C Launch: True Heal both targets for +5HP.
C Water: Grants Short Energize to a third target.

[S] Void Batteries: 3MP. 100/25 CoS. May only be used while Cloaked. Deals 1d8+12 water damage to a single target, and the next time the Shifter uses an Assassination technique, restore +6MP to a single target. Additionally, any Short statuses currently on the Shifter will be reapplied at the start of the next round. M-Water.
C Fire: Grants another ally a Barrier (6).
C Recovery: Short Statuses are upgraded to II at the start of the next round.

[A][T] Warp Strike: 4MP. 90/50 CoS. Dash, then 2d8+22 damage to a single target. M-Launch. [Critical 50]
C Water: Increase damage by +10.
C Pin: Restore +4MP to an ally.

[A][T] Shooting Star: 3MP. 90/50 CoS. Dash, then deals 1d8+12 damage to two targets. Can use each combo once. M-Rush. [Critical 50]
C Air: Dash, then deal 1d8+10 damage to the entire group instead.
C Fire: Deals +4 damage.

[A][T] Graviton Fist: 4MP. 90/50 CoS. Dash, then deals 2d8+10 damage to a single target. You may Pull or Push the enemy into the opposite row. Generates M-Launch+5 immediately, and at the start of the next round as well. [Critical 50]
C Rush: Slow 4 the target.
C Earth: Inflicts Short K-Falter and Short E-Falter.

[A][T] Severance: 4MP. 90/50 CoS. Dash, then deals 2d8+10 supreme damage to a single target, and dispels all positive statuses from them. The next time that the target would be effected by a status that was dispels, it fails instead. M-Pin. [Critical 50]
C Recovery: +6 damage.
C Launch: Inflicts Long Toxin.

[T] Vanishing Trooper: 5MP. 80CoS. Can only be used if not Cloaked. Deals 1d8+10 damage to a single target, and if the target is Dazed by the end of the round, become Cloaked. M-Pin.
C Earth: Inflict Long Exhaust on the target.
C Launch: Inflict Short Toxin II on the target.

[OD] Overdrive: Dimension Cutter: 90/40CoS. Deals 1d8+18 damage and inflicts Long Shock. Ignores row restrictions. Scratch 6. [https://youtu.be/h_n6E8Hcg8I]

[OD] Overdrive: Degeneration Cannon: True Strike the entire enemy group for 14 supreme damage. M-Launch. [https://youtu.be/dnG2dZDgCp4]

[OD] Overdrive: Oro Funnels: Gain Long Focus. For the rest of the battle anytime you cast a Spell immediately cast a second, different, Spell paying it's normal costs. This spell cannot combo nor generates Momentum. M-Recovery. [https://youtu.be/SdqvZPiKYik]

[Q] Crashing Exit: If becoming Cloaked this round, True Strike a target for 8 damage.

[Q] Gravity Territory: After acting this turn, grant Barrier[X] to a target. X = Highest damage dealt this turn.

[D] Wormhole Pistol: Dazed. 100CoS. Turn Cloaked. If already Cloaked, True Strike a single target for 4 physical damage. M-Rush.

[D] Remote Deployment: Dazed. Use an item from the inventory.

TRAITS
Old Hand: Shuu has been doing this maintenance thing for a long time. I wonder where Ryu, Lenna and Kyo went.
Special: Starts with the Firewheel (Greataxe: True Strike for 5 Fire a second target, 2 Charges)
Special: When someone makes a mistake retroactively warn them, and they can choose to have acted differently. Don't use again until you tell the tale of a similar problem you've lived through in the past
Fate: Shuu'll meet his three friends Ryu, Lenna and Kyo, his old maitenance crew, somewhere in the adventure. One will become corrupt and complacent, one will become a champion of change, the other will turn out just like him.

Thorn In The Side: He shouldn't have been wandering too far from where he's been assigned, quite a few people are displeased at that.
Special: When you strike a blow against the enemy's plans, spend 1 LP and enter a scene of them cursing your name. Enter High Tide.
Special: When you infuriate someone that cursed your name, they become Hexed (K-Shatter II)

SKILLS
Skill Level
Operations 4
Insight 3
Agility 3
Mysticism 1

APPEARANCE
With a particularly larger amount of hard plating than most maxwellians, Shuu's plating is a dull and dirty golden color, the sort of color metal can only take after seeing much wear and tear. The inner coat, more elastic for his joints, is at first glance black but upon closer inspection it's such a dark shade of purple none could blame you for mistaking the colors. Shuu's most notable traits are a pair of retractable jets on his back, no longer do their work full capacity now barely able to hold on for a couple of seconds, and golden halo that appears behind him once he has enough charge- It is bothersome sometimes, so he carries a cloak in his belongings just in case.
When armed he carries two distinct weapons on his back, the large axe Firewheel, a relic found lost within the tower, and his own particular greatsword, the Dimension Cutter, which he only uses in special circumstances.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License