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Feerk the Unknowable and Deadly Trickster

Concept: A fiend from the chaos dimension who took on human form in order to disrupt the ordered flow of time.

Aspiration: Cause as much cosmic mischief as she possibly can.

Relationships: Bullies Azkhan, Loves Isabella like a Sister, Wanted by the Paladins of Order

Archetype: Harlequin

Elemental Type: Water

Character Info

Class Abilities

Attributes

Body Mind Spirit
6 10 8

Base Statistics

Health Initiative Mana Carrying Capacity Action Points
50 28 60 40 3
Physical Attack Magical Attack Physical Defense Magical Defense
6 6 3 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 0 16 18 14

Abilities

Name Type Cost Description
Gamble Ranged 1 AP Wager up to 5 times your tier HP, MP and Shell against an enemy, who must either match your wager or wager the rest of what they have. Then, both you and your target roll a 1d10. The character with the lower roll loses what they wagered. If the roll is a tie, nothing happens.
Jubilee Special 2 AP At the end of the round, the initiative order is called again.
Double Or Nothing Passive N/A When you lose with the Gamble ability, you may double your wager against the enemy in exchange for rerolling. You may double down in this manner until you can no longer bet enough combined HP, MP and Shell to keep up with the bet, at which point you must bet the rest of what you have.
Roulette Wheel Passive N/A When you call initiative, you may choose to call that the result will be even or odd instead of a specific number. If your call is correct, your initiative counts as 1.5x its value, rounded down, and you always win on a tie. If your call is incorrect, your initiative counts as 0.75x its value, and you always lose on a tie.
Flex Debuff (Magical Accuracy) Ranged 6 MP, 1 AP When you take this power, choose one of the nine character statistics. Using this ability lowers the specified statistic of the target by one level on the Bonus Tracker.
Flex Debuff (Status Accuracy) Ranged 6 MP, 1 AP When you take this power, choose one of the nine character statistics. Using this ability lowers the specified statistic of the target by one level on the Bonus Tracker.
Flex Debuff (Resistance) Ranged 6 MP, 1 AP When you take this power, choose one of the nine character statistics. Using this ability lowers the specified statistic of the target by one level on the Bonus Tracker.

Inventory

Equipment:

Currency: 1000 cr.

Job Info

Striker

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
12 6 11 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
15 0 16 18 14

Abilities:

Rank Name Type Cost Description
1 Strike Melee 3 MP, 1 AP Make a colorless physical attack that deals 1.5x damage on a hit in addition to other modifiers.
2 Water Attack Melee 3 MP, 1 AP Make a physical attack whose elemental type is the same as your base elemental type.
3 Power Attack Melee 5 MP, 1 AP Make a colorless physical attack. On a hit, this attack’s damage is multiplied by 2 in addition to other modifiers.
4 Cleave Multi 7 MP, 1 AP Make a colorless, melee physical attack against all enemies in the front row.
5 Leaping Strike Ranged 5 MP, 1 AP Make a colorless physical attack against a single target.
6 Water Cleave Multi 10 MP, 1 AP Make a melee physical attack against all enemies in the front row whose elemental type is the same as your base elemental type.
7 Whirlwind Multi 12 MP, 1 AP Make a colorless physical attack against all enemies on the battlefield.
8 Water Leap Ranged 8 MP, 1 AP Make a physical attack against a single target whose elemental type is the same as your base elemental type.
9 Water Whirlwind Multi 15 MP, 1 AP Make a physical attack against all enemies on the battlefield whose elemental type is the same as your base elemental type.

Caster

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
6 16 3 11
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 6 16 18 14

Abilities:

Rank Name Type Cost Description
1 Magic Missile Ranged 3 MP, 1 AP Make a colorless magical attack against a single target.
2 Elemental Bolt Ranged 5 MP, 1 AP Make a magical attack against a single target whose elemental type is the same as your base elemental type.
3 Trained Spellcaster Passive N/A Flex powers that are magical attacks cost 5 MP instead of 10 MP.
4 Magic Chain Special 8 MP, 1 AP Make a ranged, colorless magical attack against a single target. If you break the target’s Shell, you may use this ability again against another target without spending any MP or AP.
5 Magic Burst Ranged 7 MP, 1 AP Make a colorless magical attack against a single target. On a hit, the attack deals 2x damage in addition to other modifiers.
6 Elemental Burst Ranged 9 MP, 1 AP Make a magical attack against a single target whose elemental type is equal to your elemental type. On a hit, the attack deals 2x damage in addition to other modifiers.
7 Elemental Chain Special 10 MP, 1 AP Make a ranged magical attack against a single enemy whose elemental type is your base elemental type. If you break the target’s Shell, you may use this ability again against another target without spending any MP or AP.
8 Magic Storm Multi 13 MP, 1 AP Make a colorless magical attack against all enemies on the battlefield.
9 Elemental Storm Multi 15 MP, 1 AP Make a magical attack against all enemies on the battlefield that has the same elemental type as your base elemental type.

Healer

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
16 14 3 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
11 0 16 18 14

Abilities:

Rank Name Type Cost Description
1 Heal Ally 5 MP, 1 AP Restore an amount of HP to a single target equal to your Magical Attack.
2 Cleanse Ally 8 MP, 1 AP Reset the Bonus Tracker for all of a single target’s statistics back to +0.
3 Revive Ally 10 MP, 1 AP Revive a single downed target back to 1 HP.
4 Life Aura Multi 2 AP Heal yourself an all allies for 5 HP.
5 Mend Ally 11 MP, 1 AP Heal a single target for an amount of HP equal to twice your Magical Attack.
6 Cure Ally 12 MP, 1 AP Remove all status effects from a single target.
7 Raise Dead Special 15 MP, 1 AP Revive a single downed target back to half its current maximum HP, rounded down.
8 Multiheal Multi 15 MP, 1 AP Heal yourself and all allies for an amount of HP equal to your Magical Attack.
9 Treatment Ally 18 MP, 1 AP Remove all status effects from a single target, and reset the Bonus Tracker for all of their statistics back to +0.

Defender

Rank: 5

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
6 6 9 11
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 10 16 18 14

Abilities:

Rank Name Type Cost Description
1 Taunt Ranged 1 AP Inflict the Taunted status on a single target. A Taunted character can only use single-target magical attacks, physical attacks, and status-inflicting abilities, and only on you. It can also use the Move action to move into range of you if needed. Each character can only be Taunted by a single other character at a time. If the character cannot reach you by any means, they will act as though they are not Taunted.
2 Guard Ally 5 MP, 1 AP Inflict the Guarded status on a single ally, which remains until the beginning of your next turn. Every time that ally is targeted by a physical attack, magical attack, or status-inflicting ability, you become the target instead. If they are targeted by a Multi- or All-type ability, the ability is simply negated against them.
3 Shield Self 7 MP, 1 AP Inflict the Shielded status effect on yourself. While you are Shielded, if you are hit by a physical attack the damage dealt to you is automatically reduced to 0 and the Shielded status effect is removed.
4 Counter Self 7 MP, 1 AP Inflict the Countering status effect on yourself. While you are Countering, the next time you are hit with a physical attack the attacker takes damage as though they were also a target of the same attack and the Countering status is removed.
5 Multitaunt Multi 9 MP, 1 AP Inflict the Taunted status on every enemy on the battlefield.

Support

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
6 14 9 13
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 0 16 18 14

Abilities:

Rank Name Type Cost Description
1 Buff (Status Accuracy) Ally 5 MP, 1 AP Move the statistic associated with your archetype a single step up the Bonus Tracker for the selected target.
2 Shell (Water) Ally 7 MP, 1 AP Apply an amount of Shell equal to your Magical Attack of the type of your base elemental type to a single ally. If they already have a Shell of a different elemental type, its elemental type changes to the elemental type of this ability and increases by the same amount.
3 Protect (Water) Ally 9 MP, 1 AP Apply the Protected status effect to a single target, which goes away at the beginning of your next turn. While a character is Protected, they are immune to receiving damage or status effects of your base elemental type. Characters can be Protected from more than one elemental type at the same time.
4 Multibuff (Status Accuracy) Multi 10 MP, 1 AP Move the statistic associated with your archetype a single step up the Bonus Tracker for yourself and all of your allies.
5 Haste Ally 12 MP, 1 AP The target of this ability receives the Hasted status effect during the Effect Phase of this round. The effect then lasts for three subsequent rounds. While the target is Hasted, they have +1 AP to use per round.
6 Multishell (Water) Multi 14 MP, 1 AP Apply an amount of Shell equal to your Magical Attack of the type of your base elemental type to yourself and all of your allies. If they already have a Shell of a different elemental type, its elemental type changes to the elemental type of this ability and increases by the same amount.
7 Power Buff (Status Accuracy) Ally 16 MP, 1 AP Move the statistic associated with your archetype three steps up the Bonus Tracker for the selected target.
8 Multiprotect (Water) Multi 20 MP, 1 AP Apply the Protected status effect to yourself and all of your allies, which goes away at the beginning of your next turn. While a character is Protected, they are immune to receiving damage or status effects of your base elemental type. Characters can be Protected from more than one elemental type at the same time.
9 Multihaste Multi 25 MP, 1 AP You and all of your allies receive the Hasted status effect during the Effect Phase of this round. The effect then lasts for three subsequent rounds. While the target is Hasted, they have +1 AP to use per round.

Saboteur

Rank: 10

Statistics:

Physical Attack Magical Attack Physical Defense Magical Defense
16 6 3 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
13 6 16 18 14

Abilities:

Rank Name Type Cost Description
1 Debuff (Physical Accuracy) Ranged 3 MP, 1 AP Move an enemy down one level on the Bonus Tracker for the statistic that your archetype debuffs.
2 Debilitate (Confused) Ranged 7 MP, 1 AP Use a status-inflicting ability on a single target that inflicts the status effect associated with your elemental type on a hit.
3 Slow Ranged 12 MP, 1 AP The target of this ability receives the Slowed status effect during the Effect Phase of this round. The effect then lasts for three subsequent rounds. While the target is Slowed, they have -1 AP to use per round.
4 Multidebuff (Physical Accuracy) Multi 12 MP, 1 AP Move all of your enemies down one level on the Bonus Tracker for the statistic that your archetype debuffs.
5 Vulnerability (Water) Ranged 8 MP, 1 AP Inflict the Vulnerable status on a single target. When a target is Vulnerable, the next time they are hit by an attack of your base elemental type, it affects them as though they had a 2x weakness to that elemental type, and the Vulnerable status is removed. Characters can be Vulnerable to multiple elemental types at a time. If a character has a 2x or greater weakness to the elemental type it is Vulnerable to, the Vulnerable status does nothing.
6 Power Debuff (Physical Accuracy) Ranged 10 MP, 1 AP Move an enemy down three levels on the Bonus Tracker for the statistic that your archetype debuffs.
7 Multidebilitate (Confused) Multi 18 MP, 1 AP Use a status-inflicting ability on all enemies on the battlefield that inflicts the status effect associated with your elemental type on a hit.
8 Multislow Multi 28 MP, 1 AP All enemies on the battlefield receive the Slowed status effect during the Effect Phase of this round. The effect then lasts for three subsequent rounds. While the target is Slowed, they have -1 AP to use per round.
9 Multivulnerability (Water) Multi 19 MP, 1 AP Inflict the Vulnerable status on all enemies on the battlefield. When a target is Vulnerable, the next time they are hit by an attack of your base elemental type, it affects them as though they had a 2x weakness to that elemental type, and the Vulnerable status is removed. Characters can be Vulnerable to multiple elemental types at a time. If a character has a 2x or greater weakness to the elemental type it is Vulnerable to, the Vulnerable status does nothing.

Eidolon

Basic Info

Name: Millennium Koi

Description: A massive, rainbow-colored fish whose scales shift like the patterns on the side of a cuttlefish.

Elemental Type: Water

Archetype: Caster

Combat Info

Statistics:

Health Physical Attack Magical Attack Physical Defense Magical Defense
120 16 30 16 26
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
18 24 24 24 24

Abilities:

Name Type Cost Description
Attack Melee 1 AP Make a colorless physical attack against a single target.
Full Restore Self 1 Anima, 1 AP The eidolon removes all status effects from itself and immediately restores itself to full HP.
Magic Blast Ranged 1 AP Make a colorless magical attack against a single enemy.
Water Blast Ranged 1 AP Makes a magical attack whose elemental type is the same as the user’s elemental type against a single enemy.
Dragonslayer Melee 1 Anima, 2 AP Makes a colorless physical attack against a single target. If the target’s HP is at maximum, the attack’s damage is multiplied by 4 in addition to other modifiers. Otherwise, it is multiplied by 2.
Apocalypse Multi 1 Anima, 2 AP Make a magical attack against all enemies on the battlefield that has the same elemental type as your base elemental type. On a hit, it deals 3x damage in addition to other multipliers.
Second Chance Multi 1 Anima, 2 AP Revive yourself and all of your allies, remove all status effects from all of you, reset the Bonus Tracker for all of your statistics, and bring you all back to full HP.
Comeback Multi 1 Anima, 2 AP Move yourself and all of your allies to +7 on the Bonus Tracker for the statistic that your archetype buffs and inflict the Hasted status effect on yourself and all of your allies.
Vortex Multi 1 Anima, 2 AP Use a status-inflicting ability on all enemies on the battlefield that inflicts the status associated with your elemental type on a hit, and also inflicts Slowed and moves them down one level on the Bonus Tracker for the statistic your archetype debuffs regardless of whether or not it hits them.
Spin the Revolver Ranged 1 Anima, 2 AP Choose an enemy and roll a 1d6. If the result is a 6, the enemy takes damage equal to quadruple your eidolon’s Magical Attack. If not, roll again. If the result is a 6, then your eidolon takes damage equal to quadruple its Magical Attack. Keep going back and forth with the die like this until either your eidolon or the enemy have taken damage.