Jensen (Human) (F) THUNDER FORCE 1st Commander 35HP | 30MP | 2 MVMT +5 ACADEMICS PHYSIQUE SHOOT +4 ATHLETICS NOTICE +3 MANA WILL +2 DRIVE +1 FIGHT > IMMUNE : LIGHT > RESIST : LIGHTNING DARK > WEAK : WATER SPELLS - LV5 PURPLE - LV4 SILVER GRAY - LV3 GOLD GREEN BLUE - LV2 GOLD BLACK WHITE ORANGE - LV1 GOLD RED GREEN BLUE SILVER INVENTORY - GREEN Ring - RED Ring - Rifle - Pistol x2 - 2DMG ammo x30 - 3DMG ammo x60 - HP Potion LRG x2 - MP Potion LRG x2 - ELE Potion LRG x2 - 250z ADVANCED AWARENESS x2 - During INITIATIVE rolls, you can turn up to 2 MINUS to PLUS LIGHTEN THE LOAD - When you or your ALLY is at half HP or lower: Switch positions MYSTIC SUPPRESSING FIRE (1MP) - You can treat one non-AUTO-FIRE SHOOT weapon (GUN) as AUTO-FIRE TO WHOM IT MAY CONCERN - ONCE/ROUND You can pay double the MP on one spell; Double the DMG of any LV1, LV2, or LV3 spell, and if you do, you can increase its overall range by the following amounts: LV1 : This spell hits ALL characters in two connecting ZONES LV2 : This spell hits all characters in a 2x4 grid of ZONES LV3 : This spell hits ALL characters on the BATTLEZONE, except yourself DESPERATION DEFENSE - Twice/Fight, while you or your ALLY are at 10HP or less: > REACTION : Discard one SHOOT weapon to CANCEL one enemy spell ------------------------- Valeos (Gila Monster) (M) THUNDER FORCE 2nd Commander 35HP | 10MP | 3 MVMT +5 ATHLETICS FIGHT PHYSIQUE +4 DRIVE RAPPORT +3 ACADEMICS WILL +2 PROVOKE +1 MANA > IMMUNE WHITE > RESIST SILVER BROWN > WEAK GREEN SPELLS > LV3 GRAY > LV2 RED SILVER > LV1 GREEN BLUE PINK INVENTORY - BLACK Ring - PINK Ring - Shield (15MP) - Longsword x2 - Handaxe x2 - HP Potion LRG x1 - MP Potion LRG x1 - MP Potion MED x2 - ELE Potion LRG x3 - 250z HELPING HAND - Once per fight, you can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK (can be used as a REACTION) GOT YOUR BACK - Once per fight, you can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS (can be used as a REACTION) TACTICAL TAUNT - REACTION : If an ALLY is TARGETED by an ATTACK: that ENEMY must roll a WILL save VS your PROVOKE roll; if they FAIL, that enemy must ATTACK you instead at +2DMG on a HIT/MATCH (ONCE/ENEMY) MYSTIC BLADESMITH - You can INFUSE two FIGHT weapons with one MP ADAPTIVE ANTI-MAGE - Any STATUS affecting you from a SPELL (not including INFUSION) is permanently applied to your WEAPONS, as though they were INFUSED (STATUS cannot STACK in this way) CALAMITY STRIKE - If you use FIGHT, you can ATTACK all players in a line, in a number of ZONES equal to the number of MVMT you do, but you cannot use MVMT this turn ------------------------- CAELUM / STARMAKER (LV X) 120HP | 120MP | UNLIMITED MVMT +5 ALL SKILLS IMMUNE STEALTH EFFECTS RESIST ALL STATUS WEAK NONE INVENTORY Catsith (lizard) Staff of Stars (3DMG) (Two-Handed) (Flexible) - Naturally INFUSED with AXIOM (does not require payment) - Scales to the user's size & need (Flexible does not increase DMG) - Can be used with STEALTH regardless of limitations ----- INDIGO SPELLS (AXIOM MAGIC) - Your spells carry no STATUS and cannot CRIT, but cannot be CANCELLED & ignores immunities/resistances - GOLD SHIELDS & SPELLS REDUCE THE DMG BY THE MP PAID, DOES NOT CANCEL EXTRAPLANAR (1MP) - INDIGO Infusion spell STELLARRAYS (1MP) *Star shaped ray of INDIGO magic* - Target 1 player; Deal 1DMG STELLARNIGHT (3MP) *Line of INDIGO star-shaped blasts* - Deal 3DMG to all ENEMIES in a 1x4+1 L-shaped grid of ZONES STELLARNULL (5MP) *An INDIGO colored shooting star eats and reverses the effects of a spell* - REACTION : COUNTER any cast SPELL, then re-cast it for free, as though it was your own MILKYWAY MADNESS (10MP) *An INDIGO star shower rains down across the entire BATTLEZONE* - All other characters in all ZONES take 5DMG CONSTILAQUICE (15MP) *Your gaze compels an enemy to work with you to perform one ACTION in place of your own* - TARGET must make a WILL roll vs your WILL roll: If they FAIL, that TARGET must attack an ENEMY with any ACADEMICS, FIGHT, SHOOT, or STEALTH ACTION ----- STUNTS GAZE OF MESSIAH - ONCE/TURN : See all enemy WEAKNESSES, then give one player one WEAKNESS STAR BODY - FIVE/FIGHT : REACTION : Half DMG from any ATTACK RIVERS OF MAGATSUHI - ONCE/TURN : Give up one entire set of TURN ACTIONS to increase your & all ALLIES' stats by +1 for 3 turns, but this duration increases by 1 for each subsequent use. This spell automatically ends & resets all bonuses if you take 15DMG STELLARNOVA - If RIVERS OF MAGATSUHI increases all stats to +10 : Skip all remaining TURN ACTIONS for the round, including REACTION, and remove all PLUSSES to all abilities; all players are reduced to 1HP ------------------------- King Akarui 35HP | 30MP | 3 MVMT +5 ACADEMICS PHYSIQUE STEALTH +4 FIGHT DRIVE +3 MANA WILL +2 ATHLETICS +1 NOTICE > IMMUNE GREEN > RESIST GRAY BLACK > WEAK YELLOW SPELLS - LV5 GREEN - LV4 GREEN BLACK - LV3 GOLD PINK PURPLE - LV2 GOLD PINK WHITE BLACK - LV1 GOLD GREEN PINK WHITE BLACK INVENTORY - CHRYS CROSS Regalia - ORANGE Ring - BLUE Ring - PURPLE Ring - PINK Ring - WHITE Ring - SILVER Ring - BROWN Ring - War Axe - +1 Longsword - Sickle x2 - Daggers x10 - Senbon x10 - HP Potion LRG x2 - MP Potion LRG x2 - ELE Potion SML (LIGHT) SECOND SWING - You can now attack TWICE per turn with any one 4/5DMG FIGHT weapon, but the second ATTACK is made at DISADV SHADOW STRIKE - Any STEALTH HIT with a WEAPON will make the TARGET unable to ATTACK you on their next turn, but you also cannot ATTACK that TARGET on your next turn ASSASSINATION - You do DOUBLE DMG on a STEALTH CRIT HIT with a WEAPON BEACON OF TRUTH - Anyone you HIT with a FIGHT/STEALTH ATTACK cannot use DARKNESS magic or STEALTH attacks against YOU CROWN AND SCEPTER - ONCE/TURN : Sacrifice 1 of your 2 TURN Actions to TARGET anyone; Ask them a question, and if they are WRONG, they cannot use any ATTACK actions on their next TURN 1) How many Spells have I cast since we started fighting? 2) Who did I hit two turns ago? 3) How much mana have I spent? FREIKUGEL (MP in multiples of 10) - THRICE/FIGHT + ONCE/TURN : MAGIC attack using FIGHT roll vs ACADEMICS to dodge: Targets all characters in one ZONE; 1DMG per MANA spent ------------------------- FIRST KING ZEROTH 35HP | 40MP | 2 MVMT +5 ACADEMICS MANA PHYSIQUE +4 ATHLETICS FIGHT +3 WILL NOTICE +2 DRIVE +1 PROVOKE > IMMUNE GOLD > RESIST All Magic Colors > WEAK INFUSED Weapons SPELLS - CALAMITY GOLD - LV5 GOLD - LV4 GOLD - LV3 GOLD - LV2 GOLD - LV1 GOLD ADVANCED AWARENESS - During INITIATIVE rolls, you can turn one MINUS to a PLUS NATURAL WEAPON (Hooves) - You can make a 2DMG melee ATTACK while EMPTY HANDED POWERFUL LEGS During your turn, you can either: - 1) Increase your MVMT by 1 - 2) Turn one MINUS on a FIGHT roll to a BLANK MIDAS' MIGHT - All FIGHT attacks are INFUSED fists with GOLD magic that do DMG equal to the difference between YOUR FIGHT roll & the opponent's ATHLETICS/STEALTH roll on a HIT HELIOS' HEALING - Any HIT you make with GOLD magic restores 1HP & 1MP EQUALIZATION - ONCE/FIGHT : At 10HP or less: You recover 3HP & 1MP per spell used in this fight, and for the rest of the fight, all HITS against you with MAGIC you are resistant to only do 1DMG ------------------------- CORRUPTED KING NASH-ZEROTH 40HP | 60MP | 4 MVMT +6 DRIVE MANA PHYSIQUE +5 ACADEMICS ATHLETICS WILL +4 FIGHT SHOOT +3 DECEIVE INVESTIGATE +2 BURGLARY +1 NOTICE > IMMUNE GOLD > RESIST All Magic Colors > WEAK GOLD Weapons SPELLS - CALAMITY GOLD - LV5 GOLD - LV4 GOLD - LV3 GOLD - LV2 GOLD - LV1 GOLD ADVANCED AWARENESS - During INITIATIVE rolls, you can turn one MINUS to a PLUS ENHANCED NATURAL WEAPON (Hooves) - You can make a 3DMG melee ATTACK while EMPTY HANDED SCULPTED LEGS - During your turn, you can either: - 1) Increase your MVMT by 2 - 2) Turn one MINUS on a FIGHT roll to a PLUS ADAPTIVE IMMUNITY - Every HIT you take from a SPELL gives you RESISTANCE to that color - Every HIT you take from a SPELL turns that color's RESISTANCE to IMMUNITY OVERABUNDANT DISCHARGE - All SPELLS you cast will now TARGET all players and only need one roll ULTIMATE RETALIATION - Once / Fight : You can sacrifice all IMMUNITY & RESISTANCE types: You gain 5HP per IMMUNITY and 1HP per RESISTANCE, then deal 1DMG to all players per IMMUNITY sacrificed - (this is treated as a GOLD spell with no LEVEL)