BoltBeam
Falling Into The Sky
Gretel
- “Such cunning! Could you be a huntress to display knowledge comparable to Robert’s? If we do split as you suggest, I hope the group I join is graced by your presence as well.”
- Character Information
Link to CS: Here!
Hex Code: #c7b897
Status (physically): Fine
Status (mentally/emotionally): Fine
Powers: Magical abilities and species abilities
Bread Portal - Gretel's signature Blood Ability (by species), a personal teleporter. Can be set down somewhere and warped to at any time, but only one can be anywhere at a time, and warping to it destroys the previously set portal. There are no other restrictions.
Skill Seal Recovery – Nullifies any status or hindrance that would prevent skill usage of any kind (no more, no less).
Phantom Blow – A buff ability that is used on the user. It raises evasion by 50% to both evade an attack and then deal a counterattack while it is active. Upon a successful dodge, the enemy is struck from behind by the user.
Item – Self-explanatory; this ability allows the usage of consumable items you have collected (which is usually only possible on the main character’s turn). This is naturally useless without items, so I’ll be supplying HP and SP restoration items, along with status curing items and reviving items.
Nightmare Light – An ability that blinds and stuns an enemy – but the stronger they are than they normally would/should be, the longer they are stunned for.
Scholar – A copying ability that allows Gretel to learn and then later use attacks from other monsters and characters as if they were her own (downgraded or upgraded to her power level). If she is to learn a spell of some kind or ability off of another character, Gretel can only have one ability learnt from that character - meaning these additional slots are a 'lot' more valuable, as this can give Gretel access to that which she can't get normally.
Non-Elemental Attacks – Strictly physical damage, but these can inflict status elements in spite of their lack of elemental power. Includes Poison Bullet, Burst, Overlimit and Ivy Strike (Poison Bullet can inflict poison, Burst can inflict weakness which is draining SP each turn, and Overlimit needs a turn to charge but always hits).Water/Fire/Earth/Wind Attacks – All magical damage of the respective element, most commonly hitting all enemies at once or a maximum of 3 enemies. There are also some single target spells among them. Poifl Water and Slyphil Wind are the only exceptions, being physical attacks and can inflict poison and sleep infections respectively (where the stated status can ‘spread’ to and from all enemies).Stat Buffs – Gretel can raise the magical and physical power of one ally at a time (via Rise and Blow respectively), use Charge to raise her own physical power, or use Boost Strength or Boost Resistance to raise the target’s physical attack or defence respectively.Stat Debuffs – Gretel has access to skills that can lower both defences and both attacking forms as well – physical and magical. Lowering each individual defensive stat takes a while to charge on account of affecting all enemies (DEF Down, MEN Down), but there is also an option to lower both defensive or attacking stats at once on one target (ATK/Tec Down, DEF/Men Down). She can use Deep Poison to inflict heavy poison (poison but more damage) and Influtoad to inflict poison infection.SP Drain Fire – A fire elemental attack that deals magic damage to a maximum of 3 enemies at once. On occasion, it can drain SP of the injured targets and add it to Gretel’s.
Save SP – A passive skill that reduces SP costs of all abilities.
Regeneration – A buffing ability that is used on the user. At the start of each turn, it restores HP to the one affected by it.
EX Healia – A group heal ability that takes a while to charge. When unleashed, all allies as well as Gretel have their HP stat restored.
Disaster Rune – A magical attacking move that takes a while to charge, but when unleashed, it combines fire, water, earth and wind elemental damage into one and smashes all enemies at once with it. This is Gretel’s most powerful magical attack she can use in her initial move set, thanks to the fact that it always hits an enemy’s weakness in her source material and thus doing extra damage as a result of hitting said weakness.
Skills/Abilities: Intelligent and methodical
Course of action: Planning
RP Information
Location: Tropic Strip (North), Neon Haven (Following Cassie group)
Interactions: CapRock
Mentions: Jeef_jones
Nearby/In Group: Jeef_jones , @GearBlade654, CocoaMarshmallow , @Chungchangching
In this section, Gretel will note what she learns in notes - and they shall all be stored in here, organised by 'what' she learnt. This will grow over time, and if she learnt anything in particular from anyone else, that shall also be noted - it's good to credit your sources!
Blood Maidens are a superhuman and supernatural species, born from monsters known as Marchens, and are thus monsters themselves. Thanks to the Marchens, those born through them - literally (monster pregnancy) gain unnatural and magical powers. These often vary from one Blood Maiden to another, but each and every one of them have one signature ability tied to them genetically. In order to mask the monsters we take influence from, or purely appearance reasons, each Blood Maiden takes on the appearance of a human-like being, though there are several differences between a human and a Blood Maiden. A Blood Maiden is still technically a Marchen (long term), and in turn, is also a monster to that same degree. However, there are only 13 of them from my home world (I'm one of them), so in a setting like wherever this is may be hard to find them unless explicitly exposed in some manner.
Source: Myself
As far as powers seem to go, the power to wield and manipulate magic is a diverse and powerful ability - albeit incredibly hard to master, given how many spells there could be in all of time. They can come in all sorts of forms, but the magic I'm familiar with back home are split into magical attacks, power boosts and downs, healing-oriented spells and anything else that doesn't fit - a general skill. According to numerous sources of books I had plenty of time to read, magic spells are capable of all sorts of things - even beyond what I am familiar with - it ranges from transforming someone's entire being into something else to granting double-edged sword perks like immortality. However, magic eats at the user's energy supply in a way - often referred to as 'mana', or 'magical essence'. Basically, the more mana you have, the stronger and more spells you can use before your 'supply' runs out - though it can regenerate.
Source: Myself, various books
Tani Sako
- “That’s the spirit!” Tequilla nodded with an amused chuckle before setting down what he had in hand and heading over to Jack’s locker. He rummaged through it a bit until he had what he needed, letting out a small amount in cash as payment. He returned with a selection of different colored patches of polyester for Tani, laying them out over the counter. “Here you go, pick your favorite.”
- Character Information
Link to CS: Here!
Hex Code: #f37934
Status (physically): Fine
Status (mentally/emotionally): Confident and happy
Powers: Regeneration, electrical magic
Items: Arcane Needle, 100350 credits (somehow in a small bag)
Skills/Abilities: Small person benefits, craftsmanship
Course of action: Time to create-!
RP Information
Location: Polar Cap (North), Neon Haven
Interactions: CapRock
Mentions: None
Nearby/In Group: @darkred, PolikShadowbliss , Veradana