Name: Naomi Kimishima Age: 31 Gender: Female Canon: Trauma Team CRAU Canon Point: Post-Trauma Team, Ryslig Link to Application:Here Link to HMD:Here Link to Permission List: N/A Link to Experience Points record:Here
Allows to carry an unlimited number of items (with dimensions of one meter or less) on one’s self.
0050
Throw
Throw an item at an ally. The item can be consumed by the target as a free action.
0100
Re-equip
Instantly change the weapon or armor currently equipped by self or ally.
0200
Safeguard
Consume a potion that nullifies all actions targeted at self on the next turn.
0350
Mix
Combine two or more items together to increase their efficiency.
0500
Treasure Hunter
Chance to find hidden items when moving.
0750
Unstable Reaction
Combined items into an unstable compound that will explode when thrown at a target.
1000
Job Lore
Allows self or an ally to swap active, passive, and stored jobs in battle.
EXP
MODIFIER SKILL
DESCRIPTION
0500
Switch Jobs
Can instantly swap to a different job without iMog slate and without time constraints.
EXP
JOB BONUS
DESCRIPTION
0000
Pharmacist
Chemists have improved knowledge of local herbs and can brew home remedies for minor illnesses with ease.
White Mage (Mastered)
EXP
SKILL
DESCRIPTION
0000
Esuna
Removes a status ailment from the target.
0050
Healing Magic Mastery
Power to control healing magics to heal damage inflicted on self or a single ally. Potency grows with experience, starting from 5% up to a maximum of 50% health healed per turn once all skills learned. Can be used to help with recovery, heal wounds or help the organism fight diseases more efficiently when used outside of battle.
0100
Wind Mastery
Power to control the wind element and focus it into single-target attacks. Potency grows with experience.
0200
Regen
Applies a regen effect on an ally for 10 turns, healing 5% of their health per turn.
0350
Divine Caress
Grants resistance to status ailments to an ally for three turns.
0500
Protect
Reduces magical and physical attacks endured by the party for three turns by 10%. Cannot be stacked with another White Mage's Protect.
0750
Medica
Casts healing magic on self and all nearby allies, but reduces potency by 75%.
1000
Holy
Ancient holy spell. Inflicts severe damage on all targets.
EXP
MODIFIER SKILL
DESCRIPTION
0500
Spellblade (Divine)
Imbues weapon with holy magic or healing magic. Weapons imbued with healing magic will regenerate health rather than cause damage upon hitting a target.
EXP
JOB BONUS
DESCRIPTION
0000
Bleach
With all the time spent keeping a white uniform clean on the battlefield, a White Mage can get the bloodstains out of anything.
Ranger (Mastered)
EXP
SKILL
DESCRIPTION
0000
Aim
Increase accuracy for the next attack. Enables to hit a target up to 100 feet away.
0050
Venomous Shot
Weak single-target attack. Afflicts the target with a poison effect.
0100
Lightning Strike
Medium lightning-element attack.
0200
Cupid
Weak single-target attack. Afflicts the target with a charm effect.
0350
Barrage
Enables to use two skills back to back next turn.
0500
Camouflage
Shrouds self and allies in mist, increasing evade rate by 10% and and escape chance by 50%.
0750
Bloodletter
Powerful single-target attack.
1000
Ribbon
Passive skill. Immune to all status ailments.
EXP
MODIFIER SKILL
DESCRIPTION
0500
Long Range
Enables to attack from a distance even with short range skills.
EXP
JOB BONUS
DESCRIPTION
0000
Happy Camper
Rangers have an affinity for tracking, hiking, and pitching a campsite.
Obtained: Tikbalang's Necklace - A blood red ruby sits in the center of this necklace. Using the blood of a human, dark magic allows the wearer to turn into a human once-a-day. (Cannot be used without a custom job)
Monster Mage Through the study of magics in this world and foreign, a curse once forced upon people by the feuding gods has been brought to heel. The Monster Mage is one who accepts this curse, sacrificing their humanity in order to physically take on monstrous forms to fight.
sᴛʀᴇɴɢᴛʜs: Though becoming a monster can be seen as painful and troubling, each form clearly has their natural advantages over humans when it comes to the realms of both physical and magical. ᴡᴇᴀᴋɴᴇssᴇs: Normal foods do not satiate their appetite completely. The consumption of other wild monsters - be it flesh, blood, energy, or soul - is necessary to maintain their unique strength when the Job is used.
physical power: S magical power: B attack potency: A healing potency: E physical defense: B magical defense: C speed: D
EXP
SKILL
DESCRIPTION
0000
Transform
Turn from human into one of eighteen monster forms. If Job is Active, character can shift between human and monster. However, what monster you become cannot be fully controlled nor can multiple transformations be done until this job is gradually mastered due to the body having to accommodate.
0050
Feast
Light physical attack with an intent behind it to consume the target. If target only has 5% health remaining, they are eaten. Proficiency goes up with experience, maxing at the monster mage devouring enemies with 15% health remaining with equal percent chance at a random stat boost.
0100
Roar
Monster Mage releases a startling roar, lowering a single enemy's speed and evasion. Can be used to target multiple enemies, but chances are only 25% of success.
0200
Monster Hunter
Strike an enemy to cause Bleeding/Sap status. Monster Mage then targets the bleeding foe to their demise, until the effect wears off, or treated by esuna.
0350
Flight Response
Passive. When a Monster Mage's health drops below 50%, their defense and evasion increases by 10%.
0500
Frenzy
Monster Mage purposefully makes themselves hungrier in order to guarantee their next attack hits.
0750
Predator Drive
Passive. For every enemy below 40% health the monster mage gains a magical or physical attack increase. Hunt down the weak. You're hungry.
1000
Haunting Grounds
Turns the day into night for three turns with the bonus of lowering enemy accuracy if they're under a status effect. If it's already night, blinds enemies for three turns instead. As well, raises the accuracy of the Monster Mage's party for said turns.
EXP
JOB BONUS
DESCRIPTION
0000
My, What Big Teeth You Have!
When human, various physical attributes remain be it ears, fangs, scales, or even multiple eyes.
EXP
MODIFIER SKILL
DESCRIPTION
0500
Adapt
Take on the previous attributes of the monster last transformed into without the physical change. Improvements vary.
EXP
MELODY
DESCRIPTION
3000
Fog Form
Unleash the true monster inside by abandoning all human forms and truly become a wicked creature that seeks to ravage all enemies for three turns.
Half-arachnid creature capable of immobilizing with webs and poisoning enemies through bites. They can traverse walls and hang from ceilings, and also detect vibrations on the ground, decreasing the chances of critical/surprise attacks. (Immune - Poison/Weakness - Water)
Demon
PP: C/MP: S/AP: B/HP: E/PD: B/MD: A/S: C
The standard devilish dark magic wielders that can bind, conjure dark flames, possess enemies (1 hour), and steal souls to feed themselves. With their wings, they can fly, easing how they traverse terrain. (Resist - Mental Ailments/Immune - Fire/Weakness - Holy, Silver)
Faerie
PP: D/MP: A/AP: C/HP: B/PD: C/MD: B/S: A
Small magic users that hinder enemies via confusion, hypnosis, or transformation. Their stature increases their evasion to physical attacks and with their faerie rings (3), they can drain their enemies to heal themselves or allies, or use them for movement. Although they have wings, they're better for hovering. (Resist - Magic)
Gargolye
PP: B/MP: C/AP: A/HP: D/PD: S/MD: C/S: B
Dragon-like beast capable of breathing and summoning fire though they're more likely to use their claws and talons. Where they would normally turn to stone in sunlight, they gain an edge in physical defense because their scales are stone-like. In flight, accuracy increases. (Immune - Fire/Weakness - Holy w/ reduced effects from White Magic)
Goblin
PP: C/MP: S/AP: B/HP: C/PD: B/MD: A/S: D
Though becoming trickster-like in nature, this is the all-around elemental magic users form. Bountiful cleverness in this field allows them to become invisible or disappear and traverse through shadows. (Weakness - Holy w/ reduced effects from White Magic)
Harpy
PP: A/MP: D/AP: S/HP: C/PD: C/MD: B/S: B
Feathered beings with advantage in the air. Their giant wings keep them regularly aloft and capable of striking fast with their talon feet. As well, their unique sensitivity to the air around them increases their evasion to magical attacks. (Weakness - Lightning)
Kelpie
PP: C/MP: A/AP: C/HP: S/PD: B/MD: D/S: B
Though capable of maintaining a mostly human appearance, they can shapeshift into the partial or full appearance of a horse. Their bodies are sticky, discouraging direct attacks lest a combatants get stuck or lose their weapon, but they can also use their seaweed hair to draw in nearby enemies. Once trapped, they're drain their captured victim to recover health making magic and critical hits the best way to make them let go. (Immune - Water)
Manticore
PP: A/MP: E/AP: A/HP: C/PD: B/MD: D/S: S
Assuming a cat-like form with wings and a scorpion tail, they strike with claws, fangs, and venomous sting. Between their leaping prowess and wings, they can cover the most distance with ease. (Resist - Fire/Weakness - Ice)
Merperson
PP: C/MP: A/AP: A/HP: D/PD: C/MD: B/S: B
Capable on land and in sea, this beautiful but deadly form can charm enemies with their voice, paralyze or poison with their spines, or manipulate and control water. If they choose, they can manipulate a Bleeding/Sap effected enemy, extending the status ailment or increasing the damage caused. (Immune - Water/Resist - Ice)
Minotaur
PP: S/MP: C/AP: B/HP: A/PD: B/MD: D/S: C
Half-human, half-bull, and plenty of physical strength and stamina to spare. Though the most physical form, they're capable of charming with an instrument in hand and their navigational ability across terrain (especially through mazes) is unparalleled. (Weakness - Mental Ailments)
Naga
PP: B/MP: C/AP: S/HP: D/PD: B/MD: C/S: A
This form is ruthless and capable of dealing quick strikes that can poison the unprepared enemy nearby or distant while their muscular tails can constrict and crush weakened prey if their claws haven't already cut them down. Maintaining their gaze for too long may turn one to Stone, and though they can be blinded, their ability to detect heat signatures keeps their accuracy from falling. (Immune - Poison/Resist - Fire/Weakness - Ice)
Nymph
PP: B/MP: B/AP: A/HP: A/PD: C/MD: C/S: D
Tied to the earth, this monster takes advantage of what's naturally available be it trees, leaves, flowers, etc. They might not be fast, but from a distance, they can attack with their roots to ensnare prey, trap them with sap, or cover them with spores to confound, poison, or force slumber. As well, a rooted Nymph can regenerate health. (Weakness - Fire)
Shade
PP: C/MP: S/AP: B/HP: D/PD: D/MD: A/S: B
Incorporeal, floating, and formless when without thought, this creature can assume many shadow forms through shapeshifting. Their main forms of interaction are through telekinesis and possession. Though they can pass through solid objects and have a low chance of being struck by physical attacks, it can hurt when they are. (Weakness - Holy w/ reduced effects from White Magic)
Troll
PP: A/MP: C/AP: B/HP: D/PD: A/MD:B/S: C
Thick-skinned with various rock-like protrusions, this form are lumbering monsters with the strength to move the earth or manipulate it through magic. They can willingly enter a rage and increase in size, boosting their strength, but making them a danger to everyone around them. (Weakness - Holy w/ reduced effects from White Magic)
Vampire
PP: C/MP: A/AP: C/HP: E/PD: B/MD: B/S: S
Legendary blood drinkers of the night, they have the ability to hypnotize beings to slumber with their gaze so they may feed or influence them to work in their service. And while quick, they may turn into a bat to lessen their chances of being harmed while increasing the damage they may receive, or assume the form of fog to become invulnerable, but at the cost of being unable to attack. (Weakness - Holy, Silver)
Wendigo
PP: A/MP: E/AP: S/HP: D/PD: B/MD: B/S: A
An insatiable creature from the cold, it always hunger for more. With a frigid bite that could freeze most and deadly claws, it's not easy to stop this form's relenting pursuit to feed. (Immune - Physical Ailments/Resist - Ice/Weakness - Silver, Fire)
Werebear
PP: A/MP: D/AP: B/HP: B/PD: A/MD: C/S: C
The mix of bear and human, this form might be cumbersome to work with, but they are tanks capable of taking and dealing back physical damage. They've no need to cause enemies to bleed in order to begin a pursuit - they only need be nearby and weakened. (Predator Drive - 50%/Weakness - Silver)
Werewolf
PP: B/MP: D/AP: A/HP: B/PD: C/MD: C/S: S
The infamous curse of the night, they may not be as strong as their bear counterpart, but they are quick. Without the ability to inflict the lycanthropy curse, their bites may poison those they attack. They do, however, gain a defensive advantage when amongst a party, instincts warping their view to see them as a pack. (Weakness - Silver)
Regains
Christmas/Starlight
Quest/Gil Tracker
Employment
Location: Myste Aura Hospital
Promotion Track: Previous Experience
Promotion - 12/18
Promotion Track: Previous Experience
no subject
Monster Mage
Through the study of magics in this world and foreign, a curse once forced upon people by the feuding gods has been brought to heel. The Monster Mage is one who accepts this curse, sacrificing their humanity in order to physically take on monstrous forms to fight.
ꜰᴀᴠᴏʀᴇᴅ ᴡᴇᴀᴘᴏɴ: Knives/Daggers, Natural Attributes
ꜰᴀᴠᴏʀᴇᴅ ᴀʀᴍᴏʀ: Light armor, No Armor
sᴛʀᴇɴɢᴛʜs: Though becoming a monster can be seen as painful and troubling, each form clearly has their natural advantages over humans when it comes to the realms of both physical and magical.
ᴡᴇᴀᴋɴᴇssᴇs: Normal foods do not satiate their appetite completely. The consumption of other wild monsters - be it flesh, blood, energy, or soul - is necessary to maintain their unique strength when the Job is used.
physical power: S
magical power: B
attack potency: A
healing potency: E
physical defense: B
magical defense: C
speed: D
no subject
DESCRIPTION