CHARACTER SHEET ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ NAME: Sakura Costello-Holly, maiden name Holly MONIKER: The Starweaver AGE: 19 (mental age, 19½) [chronologically ~54 by the time of the O2 campaign] BIRTHDAY: June 1 PLAYER: CyberBotX RACE: Human CLASS: Cosmic Mage JOB: Secretariat of the Nuo Police, Dance Instructor (Currently); Agent, Part-time Gardener / Part-time Dancer (Formerly) HP: 446/446 (Hit Die: 1d6) MP: 736/786 (Magic Die: 1d10) [576 without armor or Natural Arcanist] BP: 235/300 LEVEL: 50 XP: N/A ____________ Appearance ¯¯¯¯¯¯¯¯¯¯¯¯ 5'7"; 140 lbs.; C cup; nearly black (very dark brown) eyes; elbow length sandy blond hair tied in a ponytail with a simple black ribbon; average build; a sparkly white short-sleeve (ending right above her elbows) dress with the skirt ending right above the knees, black trim at the ends of the sleeves, skirt, and neckline; a black cape ending halfway between the knees and ankles, clasped with a simple golden chain; sparkly white ballet flats with black trim around the upper; a golden heart-shaped pendant around her neck _____________ Personality ¯¯¯¯¯¯¯¯¯¯¯¯¯ Sakura is a somewhat adventurous, kind-hearted girl. She is usually nice to just about everyone, unless pushed enough in the wrong way. She tries to show a sense of maturity despite only barely being an adult herself. She can be blunt with her honesty, due to her upbringing. When driven by her compulsion to make things tidy, she can act a bit crazy. While there wasn't a lot of technology back in Wildecoast and she didn't really have much of a stance on it, she is often confused by the more advanced technology (from her point of view) that exists in Outside. She has a tendancy to worry about the wellbeing of her teammates, especially Dacquoise (with Dacq, it's possibly to fill in the void left by losing her younger sister, Sayrui). _______ Goals ¯¯¯¯¯¯¯ Sakura has a few desires. She wishes to spread her family's business outside of Wildecoast. She also wishes to make her dancing into a career and become known world-wide. As for her cosmic magic, she currently considers that to be a hobby although still takes it serious and hopes to one day surpass the teachings of her mentor, Fidona. After Decadus destroyed her world, however, her new goal is to help in Mr. Bear's fight to stop Decadus once and for all. To this effect, she also wishes to make sure that no other worlds are destroyed by Decadus. More recently, with the possiblity that her world may not be gone and that she may still be alive (but in a coma) back home, she now wishes to find the truth regarding the "game" between Bear, Decadus, and the Brothers. With the creation of Nuo and Sakura's arrival there with the others, her goals have changed drastically. Now married, but knowing that things must be done before everything can be peaceful, she wants to help restore what is missing to the city. She also wishes to go find the others who had left Nuo early on, due to them leaving from the lack of Sakura and her friends. ___________ Backstory ¯¯¯¯¯¯¯¯¯¯¯ Sakura Holly is the second child of Crocus and Kiku Holly, born in the merchant port town of Wildecoast, on the planet Draith. Sakura's parents are both Geomancers and run a gardening shop, where they not only raised plants for sale but also for their own use. The oldest child in the family is Royce, a somewhat rebellious 21 year old Fighter, who was infamous for being a pervert and attempting to hit on just about every female in the town. Sakura also has a younger sister named Sayuri, age 14, who also helps with the family business and looks up to Sakura to the point of also training to be a Cosmic Mage. Sakura led a pretty normal life in Wildecoast as a child. At the age of 5, however, she met her mentor, a Viera Cosmic Mage named Fidona. Fidona saw potential in Sakura (and later on, Sayuri as well), and started training each of them. Fidona was also the one who taught Sakura how to speak the Viera native language of Fluorgan, as well as giving ongoing teaching of the Runic language. At the age of 7, Sakura decided she needed something a bit more to do in her spare time besides learning Cosmic Magic or helping her family's gardening, so she took up dancing as a hobby. She would eventually become a very graceful ballet dancer and started doing shows at the local dance theater. At the age of 10, Sayuri would give Sakura a golden heart-shaped pendant (because she thought it would look pretty on Sakura), and Sakura would wear it nearly all the time, as a show of affection for her little sister. At the age of 13, on a day that started off like any other (aside from having no lessons), Sakura decided to try to learn to swim. Unfortunately for her, the day's good weather went bad, turning into rain and then a thunderstorm. The waters of Wildecoast became very violent, and Sakura was unable to get back to shore. That, combined with the storm, spooked her to the point of never learning to swim. Sakura lives between the Xylon family (who run a computer shop, Xylon Brand Computers) and the Takino family (in charge of the local library). She would occasionally visit the Tart family's bakery, Tart Confectioners, and knew Marina Tart well, but had never actually met Marina's daughter, Dacquoise. Sakura owns one of Xylon Brand's computers but only used it on occassion. Although she is becoming a very skilled Cosmic Mage, she has yet to actually put those skills to real use. ____________________ Outside Happenings ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ After a series of events that ended with Decadus and an alternate universe Bear being turned into gemstones for use in a spell by Dacq, the Brothers were banished, a new solar system (dubbed the Dacquoi system, after Dacq due to her being the one who cast the spell to create it) was created with 12 planets, and Outside City crash landed onto the 4th planet of the system, which is surrounded by 4 different colored moons. Although lacking in power and magic due to Bear's "death", the survivors started building a new Outside, dubbed Nuo. The party would be caught in a time bubble where 5 years passed by while only seconds went by for them, and then they ended up on the planet as well. The party has since restored magic to the planet, but it is not a permanent restoration of mana. For her contined Runic language training, Sakura has become student to the Horatio Twins, Allen and Wendy, as well as a geomancer friend of their's, Walter. She is learning reading of Runic from Allen, speaking of Runic from Wendy, and will be learning writing of Runic from Walter. She has yet to actually start learning to write in Runic, though. Sakura has a boyfriend named Acuzio Costello, originally thought to be a cashier at the local supermarket, but is in reality something of an undercover detective working for the Central Tower. During their first date, Acuzio was forced to do battle with a giant turtle-man (later learned to be a Quav), and technically died in the attack despite stopping the turtle, but it later turns out that he was still alive and was sent to recover at the Central Tower. Their second date went considerably better, consisting of a double-date along with Dacq and Bryl. Sakura has learned some "dark secrets" about Acuzio's past, consisting of him being born magicless (called a Pariah on his world), shunned and abused as a child, and becoming an assassin, killing off any families that had 'disposed' of a Pariah child. They have had a third date that didn't go quite so well, due to someone trying to kill Acuzio during the dinner, and later Sakura had to (sorta) rescue Acuzio from his would-be killer. It would later be revealed that Acuzio had been working for Decadus from the start, under Shera's employ, but despite this, he was still in love with Sakura. After the party ended up in Nuo and restored magic, Sakura and Acuzio finally married. After an attack on the mansion that left the portal between the mansion and the city destroyed, Sakura attempted to open a gate between the two. After a failed attempt to break through the wards (which retaliated by trying to kill her), she successfully opened a gate, but the gate appears to have integrated itself into the wards as opposed to going through them, and the gate itself appears to be a series of anomalies. This turned out to have occurred in a paradox space, and is thought to have not actually happened. ____________ Attributes ¯¯¯¯¯¯¯¯¯¯¯¯ STATISTIC RATING BONUS TOTAL BOOST% ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Strength 5 15% Vitality 10 25% Agility 18 35% Speed 12 30% Magery 18 +5 23 37% Willpower 16 32% [+6 stat points, can go into anything but MAG and WIL, from training with Cori] ___________________ Combat Statistics ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ STATISTIC RATING BONUS TOTAL ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ DC 6 +0 6 (+1 / 10 levels) MDC 8 +1 9 (+1 / 7 levels) Magic% 173% (100 + level + MAG) Defense 30 +45 75 Armor 5 + level (50) + armor (145) 200 Magic Defense 39 +75 109 Magic Armor 8 + level (50) + armor (205) 263 ________ Skills ¯¯¯¯¯¯¯¯ SKILL RATING BOOST TOTAL DEFAULT ATTRIBUTE ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Magic Lore (Cosmic) 200% 37% 237% MAG (+) Magic Lore (White) 200% 37% 237% MAG (+) Lore (Astronomy) 145% 37% 182% MAG (+) Staves 100% 35% 135% AGI (-) [+20% when using Orbiting Three Arm Staff] Area Knowledge (Wildecoast) 30% 37% 67% MAG (+) Brawling 100% 35% 135% AGI (-) Language (Common) 200% FLUENT Lore (Plants) 140% 37% 177% MAG (+) Acrobatics 115% 35% 150% AGI Language (Fluorgan) 50% 37% 87% MAG (+) Language (Runic) 80% 37% 117% MAG (+) Research 145% 37% 182% MAG (+) Dancing 120% 35% 155% AGI (*) Awareness 115% 37% 152% MAG Skill points remaining: 0 (Affinity: Scholastic) (Deficiency: Weapon & Combat) (* Social skills get +5% against males) [Dances currently known: Ballet] _________ Weapons ¯¯¯¯¯¯¯¯¯ ITEM TYPE LOCATION DAMAGE NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Bronze Staff Staff In Storage 1d8+3 +10% to Staves (enchantment) Orbiting Three Arm Staff Staff Equipped 6d10 +20% to Staves (enchantment) +50% to magic damage (focus lens) Attacks all enemies (enchantment) __________________________________ Orbiting Three Arm Staff Details ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A long, silver rod. At the bottom, a round orb that looks like a planet, with beautiful shifting colors inside. At the top, a slightly larger planet with orbiting bodies, resembling a planetarium. Also at the top, floating around the planetarium, a small lens which never breaks orbit from the staff, no matter happens. It breaks into three parts, the top part with the planetarium on it extends out on a chain and can orbit around Sakura. For image, see: http://quincy.burningsmell.org/tumblr2/2012-03-11-14.png _______ Armor ¯¯¯¯¯¯¯ TYPE ITEM ARM M.ARM DEF M.DEF NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Armwear Emergence 45 70 +15 +30 (All part of one set) +60 Max MP, +5 MAG Robe Emergence 100 135 +30 +45 See Below for Details Accessory Cure Ring (Right Hand) 0 0 +0 +0 Grants Auto-Regen (Gains (3d6+WIP)*MDC HP at the start of each round) Accessory* Badge (Soul Battery) 0 0 +0 +0 See Item Below * Does not count against the 1-accessory-only rule _________________________ Emergence Armor Details ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Emergence armor contains: * Armlets containing a Variable Projection System, which can produce energy for offense, defense, or a variety of utilitarian things. It has 3 modes: - The Bolt, the longer you hold it, the stronger it gets. Does 20d damage. - The Shield, flimsy but can be repaired and empowered with charges. Each charge blocks 30 points of damage from any target, and if strong enough to completely negate a ranged attack, it will deflect or even reflect the attack. - The Grapple, which can allow Sakura to reach further and pull harder. It can also work like a rope. Number of charges needed depends on the object being reached for or pulled. Every charge uses up 5 BP. * Anklets containing Boost Units that can be activated to increase running speed or ability to jump. 5 BP to activate, no running cost. * Disk on the back, containing a Beacon Unit that uses no energy and allows Outside to know where Sakura is, a Survival Unit that protects against gasses and natural elements, and a Gravity Unit that will allow for walking on any surface when activated. Aside from the free Beacon, 5 BP to activate either of the other options, no running cost. When activated, the armor overlays on top of her outfit (and may replace parts of her outfit in some cases), and when deactivated, will restore her outfit to how it was prior (within reason, depending on damage taken). The entirety of the armor is white with silver trim. Due to the nature of the armor, it is considered weightless so as not to inconvenience Sakura. Sakura's staff is slung across her back, between her back and her cape, sticking out in a way to be easily pulled out. Armor is currently at Tier 3. Tier progression is as follows: Tier 1: Metal shoulder pads, metal corset, metal skirt (shorter than her usual outfit's skirt), metal armlets, metal anklets Tier 2: Same as Tier 1, except the armlets are now guantlets and the anklets are now boots (replacing her current footwear until the armor is unsummoned) Tier 3: Same as Tier 2, except the corset has expanded into the style of a sleeveless shirt, and her cape takes on a semi-wispy look for the bottom 1/3 of the cape (if she isn't wearing her cape when the armor is summoned, a phantom-like cape will appear and looks similar but is intangible), with the addition of black gems running down the sides of the skirt and torso portions of the armor Tier 4: Same as Tier 3, with the addition of a metal headband and the bottom 1/2 of her cape becoming wispy Tier 5: Same as Tier 4, with the addition of a black gem in the center of the headband, the torso armor expanding to the style of a short-sleeve shirt (the sleeves being shorter than her usual outfit's sleeves), and her cape becoming entirely wispy with a minor starfield sparkle effect to it __________________________________ Accessories/Recovery Items/Other ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ITEM TYPE NOTES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Badge (Soul Battery) Accessory Small oval-shaped gemstone, normally located on Sakura's heart-shaped pendant Lollipop Support Single-use Bravery spell Bank Chip Misc. Thin black rectangle, about 3 inches long, half an inch tall, displays amount in bank (No longer in her possession, was given to Bear in Nuo due to the lack of a monetary system currently) Cell Phone Misc. Upgrade from her previous cell phone, is a Plasma Glass model, in compact mode it looks like two metal bars attached to each other. Wearing it around her neck like another necklace. Contains a "present thoughts" program, originally from Faara, which lists nearly everyone in range (used to only work on those in Bear's mansion). Old phone was a gift from Acuzio originally, then replaced with Acuzio's phone, which at the time had contained a "future diary" program from Faara. Unknown Envelope Misc. Envelope found in a classroom of the Library of Alexandria, seems off, don't know why (MISSING) Ethers x2 Healing Chocolate flavored, heals 30% MP Ring Misc. It only kinda looks like a ring, with machinery bits on it, can be used to hold her badge Cookies x12 Healing Dacq baked, party approved! Assortment of snickerdoodle, chocolate chip, and peanut butter cookies of healing awesomeness, each heals 768 HP, but upon consumption, one cannot bare to eat more, otherwise they will get a stomach ache. Business Card Misc. Business card for one Lillian D. Alegon, a licensed researcher, met at the carnival after Sakura managed to knock Cori into the water of the dunk tank using the ball that Lillian was given by Dacq Ring Misc. A cheap, but metal, ring, with a hand-made gemstone set in it, won by Acuzio at the carnival, currently being worn on her left hand Bank Chip Transfer Rod Misc. A small metal rod with tiny dials and a digital display, can take a bank chip on either end and transfer money between them Gate Key Misc. An oddly shaped key who's only use is to open the temporary gate that Sakura created, see below for information about the gemstones it uses (No longer in her possession, might never have even existed) Shape-change Pendants Misc. A collection of pendants that induce temporary shape-changing: elf (apparently makes her a Sun Elf), chromatic dragon elf, gria, viera, and moogle (this one is currently in Lawrence's possession) ITEM LIMIT: STR (5) [Badge doesn't count] GP: 100607 [+100K that needs to be given to Lawrence] [Currently invalid] __________ Gate Key ¯¯¯¯¯¯¯¯¯¯ The gate key looks similar to the gate key from Chrono Trigger, an oversized key with useless golden spikes all over it and a gemstone at the end. The gemstone appears to determine the destination of the gate and is called a keystone. Thus far, Sakura has the following keystones: * Blue: Leads to different points in time in the "Dead Universe", where a Mr. Bear rules over a dead Outside city. * Green: Leads to the "Proper Universe", where the characters are actually from, but to different points of time. At one point, it took her and Lawrence to 700 years in the future, where the only thing "alive" was a mind in a computer named Captain Warden. * Red: ??? * Black: ??? * Clear: ??? * Cracked Grey: ??? (Keystones with ??? after them are unused, their effects on the gate currently unknown.) ___________ Abilities ¯¯¯¯¯¯¯¯¯¯¯ ABILITY TYPE COST EFFECTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Cosmic Magic Class N/A See below chart Magic Counter Special N/A Declare at the start of your turn that you are countering, as well as if you are going to take any additional action. When attacked by a spell, roll a Lore check against the spell type (if you do not have the Lore, use 1/2 of your highest Magic Lore), you must roll under that to counter the spell. If taking any other action during the turn, you suffer a 50% penalty on all rolls for the action. If the action was to defend, you only resist 1/4 of the damage instead of 1/2. You cannot do a combo if countering. On success, the spell is destroyed. Magic Obliterate Special MP cost of Spell being Obliterated Does not need forward declaration. Upon attempting to obliterate a spell, roll a check against the spell type of (Your Lore % - Their Lore % + Your M.DEF) (if you do not have the Lore, use 1/2 of this using your highest Magic Lore). On success, the spell is destroyed. The MP is lost only on a success destruction. Overcharge Special Up to 3x MP For a 2x increase on MP usage, effects of spells are increased by 50%. For a 3x increase on MP usage, effects of spells are increased by 100%. Spell Unlocker Special N/A (Passive) All spells up to the current max level are known and can be cast. Borrowed/Lent Time Special Any amount of HP, MP, or BP This ability can be used either before a battle occurs or during a battle. Regardless of when it's done, it'll be as if Sakura has taken damage or used the energy. If done before a battle, though, Sakura's maximums will also be lowered. At the end of the battle, her maximums will be restored. Outside of a battle, Sakura can sacrifice any amount of her current HP, MP, and/or BP (but she must keep at least 1 of whatever she is sacrificing) and sends that forward in time, but only to another party member. Once a battle occurs, the target's stats for whatever was sacrified will be restored to full PLUS the amount sacrified. At the end of the battle, the maxes will be restored to their original values. Anything unspent by the target will not be returned to Sakura (only her maximums will return). During a battle, Sakura can sacrifice any amount of her future self's HP, MP, and/or BP (even more than she might actually have), and brings that to the current time, but only to herself. This is instantly added to her current and max for those stats. After the battle, if Sakura's MP or BP would be lowered below 0, the negatives may carry over as HP damage (up to the GM). Natural Acanist Special N/A (Passive) +150 Max MP, +1 MDC, +20% on all Magic Counter and Magic Obliterate attempts that are of lores unknown to Sakura, Magic Obliterate on known lores within max spell level requires no roll (just MP use). Extra Physical Attack Special 7 Init At the start of battle after initiative is rolled, or at the end of a round, you may take an initiative penalty of 7 as many times as you like (as long as you stay above 1 init) to earn that many extra physical attacks. These extra attacks occur after your normal action for your lowered initiative. Ludicrous Speed Bear Crash 100 BP The current initiative order is frozen, and all allies immediately take 2 turns. In addition, everyone's initiative is temporarily reset to what it was at the start of the round and then doubled, allowing for initiative draining to be done. After the extra turns, everyone's initiative is returned to how it was prior to this ability being used, and the initiative order is resumed from after Sakura's turn. RULE FOR CASTING ABOVE AVAILABLE SPELL LEVEL Spells above current max level can be cast as a higher Lore cost. -20% per spell level until -100% Lore, 2x MP to cast. On a success or critical success, spell is cast as it would have been. On an epic success, the spell is permanently learned. On a fail, the spell fails and you lose the MP, but on a critical fail, you lose 4x MP instead of 2x MP. On an epic fail, it appears as if nothing happened and you lose none of the MP, but this must be marked down. Spell Progression Magic Level XP Level Level 1 1, 1, 1, 4, 7 Level 2 9, 12, 15 Level 3 17, 20, 23 Level 4 25, 28, 31 Level 5 33, 36, 39 Level 6 41, 44, 47 Level 7 49, 52, 55 Level 8 57, 60, 63 Level 9 65, 68, 71 Level 10 73, 76, 79 Any Level 83, 87, 91, 95, 99 ________ Spells ¯¯¯¯¯¯¯¯ (S.PEN == Success Penalty, L.PEN == Lore Penalty) LVL NAME COST TARGET DURATION S.PEN L.PEN ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1 Bomb 5 Single Instant Deals 3d6 Non-Elemental damage to the target. 1 Fireflies 5 N/A 1d6+(MAG/3) hours Creates a cloud of firefly-like lights. The caster has completely control over the fireflies, and can make them form short glowing messages, fly through trees, etc. When clustered together, they can create low-light visibility in darkness. The fireflies can be moved as far away as the caster wants, and do not require the caster's concentration to remain. However, if the caster is not within visual range of the fireflies, the caster cannot tell if they have been dispelled. The fireflies can be detonated (as a free action) to end the spell, causing 1d6 Light damage to all nearby enemies. 1 Lock 5 N/A Indefinite When cast on an object with a lock, the lock closes itself perfectly. It can still be unlocked through conventional means. When cast on an opening without a lock, such as a cave mouth, a magical barrier appears. This barrier must be tied to a command word when the spell is cast. The barrier can be removed by speaking the command word to it, dealing 50 damage to it, killing the caster, or using Unlock or Magic Unlock on it. The barrier has 0 DEF, 0 MDEF, 0 ARM, and 0 MARM. 1 Magnetize 7 Single 1d6+(MAG/3) minutes The target becomes highly magnetic to metal objects. 1 Starlight 10 All Enemies Instant -10% -10% Two rounds after casting this spell, stars fall from the sky in mass quantities. This has a Magic% chance of inflicting Blind status [Target for offensive actions is halved] on any enemy that can see the phenomenon. This also deals 3d6 Non-Elemental damage to Undead and enemies suffering from the Zombie condition. 1 Stick 5 Single 1d6+(MAG/3) minutes Gravity is enhanced around the target's hands. They can stick to anything - climbing a sheet of glass, the weapon in their hands (preventing being Disarmed), etc. 1 Super Sprint 4 Single 1d6+(MAG/3) rounds The target gets (MAG/5) added to SPD. In addition, the target's running speed is tripled. 1 Unlock 5 N/A Instant -10% Instantly unlocks any normal (key-based) lock and dispels barriers created by the Lock spell. This has no effect against Magic Lock spells, nor does it have any effect on puzzle or combination locks. 2 Bend Space 20 Single 1d6+(MAG/3) rounds The target gains the 'Curve of Sight' Advantage [No longer needs line of sight to hit intended target, ignores cover]. 2 Blink 10 Single 1d6+(MAG/3) hours Inflicts Blur status [+20 DEF] on the target. The target appears somewhat hazy. 2 Detect Gate 20 Self 1d6+(MAG/3) hours The caster can detect spacial or temporal distrubances within 1d6+(MAG/3) miles. The only information this spell reveals is the disturbance's general location and simply if it is a portal or a rip, not specifically what kind. 2 Etherialize 15 Self 1d6+(MAG/3) rounds The caster becomes immaterial. They cannot affect material objects other than their own inventory. They can pass through walls. They cannot attack or cast spells. They cannot be physically attacked, but spells can still deal damage. Spells cannot affect the caster in any other way than dealing damage. 2 Featherfall 7 Single 1d6+(MAG/3) minutes Slows the effects of gravity on the target, they will float harmlessly off cliffs and other such drops, at 10% normal falling speed. This spell can be cast on objects. 2 Mini 8 Multiple 1d6+(MAG/3) rounds -10% -10% * targets Magic% chance of inflicting Mini status [STR and VIT set to 1, weapon and armor bonuses nulled, magic attack damage is halved] on target(s). 2 Mute 9 Multiple 1d6+(MAG/3) rounds -10% * targets (50+[Level/3]+[MAG/2])% chance to inflict Silence status [Can't cast spells, speak, use General's shouts, sing Bard songs, or use their voice in any way] on the target(s). 2 Ward 10 Single 1d6+(MAG/3) hours Inflicts Ward status [+20 M.DEF] on the target. 2 Zodiac: Gemini 10 Single Instant Deals 3d6 Wind damage to the target. This is a Wind Sign. ECHO: (Level/10)d5 HP healing to a single party member. 2 Zodiac: Leo 10 Single Instant Deals 3d6 Fire damage to the target. This is a Fire Sign. ECHO: (Level/20)d5 Earth damage to the target. 3 Comet 20 All Enemies Instant Deals 5d6 Non-Elemental damage to all enemies. 3 Displacement 20 Self 1d8+(MAG/3) hours The caster becomes invisible. A visible image of them appears in the immediate area. The caster can manipulate objects and it'll appear as though the image is the one doing so. Any attack targetting the image will miss, but also cause the image to disappear and this spell to stop. 3 Gravity 20 Single Instant -20% -20% Magic% chance to reduce the target's current HP by 25%. 3 Phase Shift 20 Self Instant The caster instantly moves to any unoccupied location within 1d6+(MAG/3) yards. If there are solid objects between the caster's current location and the new location, this maximum distance is halved. 3 Slow 15 Single 1d8+(MAG/3) rounds -10% Magic% chance to inflict the Slow status [Initiative is halved] on the target. 3 Stonefall 15 Single Instant Gravity increases, forcing the target to drop out of the air. This grounds jumping Dragoons, dispels the Float and Levitate statuses, and yanks Flying creatures to the ground. If the floating, levitation, or flying is a constantly-active ability, the target cannot lift back off the ground during this turn or the next. 3 X-Ray 10 Self 1d6+(MAG/3) minutes The caster gains the ability to see through containers and walls up to (MAG/3) feet thick. 3 Zodiac: Cancer 10 Single Instant Deals 3d6 Water damage to the target. This is a Water Sign. ECHO: The target receives -10% Wind resistance. This counts as a negative status effect and can be dispelled normally. This effect lasts 3 rounds after the first application; stacking this effect does not increase or otherwise refresh its duration. 3 Zodiac: Virgo 10 All Enemies Instant Deals 2d6 Earth damage to all enemies. This is an Earth Sign. ECHO: The target receives -5 DEF. This counts as a negative status effect and can be dispelled normally. This effect lasts 3 rounts after the first application; stacking this effect does not increase or otherwise refresh its duration. 4 Aurora 30 All Enemies Instant -20% -20% This spell creates a flowing river of stars across the sky or roof. After 2 rounds, these stars explode brilliantly. This has a Magic% chance to inflict Blind status [Target for offensive actions is halved] on any enemy that can see the phenomenon. This also deals 6d6 Non-Elemental damage to Undead and enemies suffering from the Zombie condition. 4 Bombra 26 Multiple Instant Deals 6d6 Non-Elemental damage to the target(s). 4 Debarrier 25 Single Instant Eliminates any protective spells affecting the target, including spells like Shell, Barrier, Anti-Doom, and any spells that increase elemental resistance. 4 Delay 15 Single 1d8 rounds The next 3d6 damage of any type that the target would receive is temporarily negated. When the duration of this spell expires, the target takes that damage. 4 Dive 20 Single 1d8+(MAG/3) hours The target can breathe underwater and withstand deep-diving water pressure. 4 Flight 25 Self 1d8+(MAG/3) hours The caster can fly at twice their running speed. They get +10 DEF and M.DEF. The caster can use a Cosmic Magic Lore check at a -50% penalty in place of the Flight skill to execute Aerial Maneuvers. 4 Float 25 All Allies 1d8+(MAG/3) rounds Inflicts the Float status [Immune to ground-based attacks and limited levitation (can use Aerial Maneuvers as per Flight skill at a -30% penalty)]. Float granted this way does not change a Geomancer's Terrain to High Places, and does not grant the ability to use Flying Maneuvers. 4 Haste 20 Single 1d8+(MAG/3) rounds Inflicts Haste status [Initiative is doubled] on the target. 4 Unbalance 25 All Enemies Instant -20% -20% Magic% chance to inflict the Stun status [Cannot take action, if targetted DEF and M.DEF don't apply, consciously flying targets are grounded, wears off after target skips next turn after infliction] on each enemy. This spell can also knock over statues, etc. 4 Warp 20 All Enemies or Allies Instant Either all enemies or all allies are transported to the last major floor entrance (staircase, door, trapdoor, etc) they came through. 5 Cometra 40 Single Instant Deals 8d6 Non-Elemental damage to the target. 5 Control Gate 75 N/A 1d8+(MAG/3) hours This spell can either stabilize, eliminate, or activate an existing spatial or temporal portal or disturbance. It cannot alter or discover its destination. If stabilizing a disturbance or portal, it remains stabilized for the duration, and its destination and location cannot be changed during this duration. If activating it, the portal becomes usable for transportation/teleportation by anyone; the mage can only lock it out with a separate spell, such as Magic Lock. 5 Gravira 40 Single Instant -30% -30% Magic% chance to reduce the target's current HP by 50%. 5 Hold 30 Single 1d8+(MAG/3) rounds -30% -30% Magic% chance of encircling the target with magical ropes. These ropes can be cut in 2 rounds of careful cutting from outside, or by dealing 50 damage to the target. The character inside the ropes cannot move or act. 5 Magic Lock 25 N/A Indefinite When cast on an object with a lock, the lock closes itself perfectly. The lock is then secured by magical means and cannot be unlocked through conventional means. When cast on an opening without a lock, such as a cave mouth, a magical barrier appears. This barrier must be tied to a command word when the spell is cast. The barrier can be removed by speaking the command word to it, dealing 200 damage to it, killing the caster, or using Magic Unlock on it. The barrier has 0 DEF, 0 MDEF, 0 ARM, and 0 MARM. When the magic is dispelled, the lock is still physically locked as normal. 5 Magic Unlock 25 N/A Instant -20% Instantly unlocks any normal or magical locks and dispels barries created by the Lock or Magic Lock spells. This also works against puzzle or combination locks. 5 Ruse 40 Single 1d8+(MAG/3) rounds Create 1d10 mirror images of the target. For each existing mirror image, the target gets +5 DEF. Whenever a physical attack misses the target, an image is destroyed. 5 Shatter 20 Single Instant -30% -30% Magic% chance to inflict the Shatter status [Target is in many pieces and also considered Dead, can only be restored with spells that restore life at 100% HP; if target is normal sized or larger, all nearby combatants take (CasterLevel/5)d6*MDC physical damage; cannot be used on artifact-level items] on any solid object, including glass, Petrified or Frozen enemies, and metallic objects. Enemies have a ([Level/2]+[STR/2]+[VIT/2]) bonus to their M.DEF against this Magic% roll. 5 Teleport 40 Self Instant The caster's location is instantly changed to any unoccupied spot within 1d8+(MAG/3) yards. Obstacles between the caster's current location and the new location do not hamper this spell in any way. 5 Zodiac: Libra 30 Single Instant Deals 5d6 Wind damage to the target. This is a Wind Sign. ECHO: (Level/20)d5 HP healing to each party member. 5 Zodiac: Sagittarius 30 Single Instant Deals 5d6 Fire damage to the target. This is a Fire Sign. ECHO: (Level/10)d5 Fire damage to the target. 6 Exit 40 Multiple Instant -10% * targets Teleports the target(s) to the entrance or exit of the current dungeon or structure. The caster must have seen and walked through this entrance/exit; if the caster was led in blindfolded, this spell automatically fails. If using this spell to warp enemies, apply the Lore Penalty; otherwise, this is not a harmful spell. 6 Levitation 25 Single 1d8+(MAG/3) minutes The target can freely move up and down to a range of 1d8+(MAG/3) yards from their starting point (when this spell is cast). Moving more than 1 foot horizontally per turn, or vertically past the height limit, ends the spell. If the target is hostile or non-sentient, the caster controls the target's movement. 6 Reflect 40 Single 1d8+(MAG/3) rounds Inflicts Reflect status [All spells are reflected back to the caster, can only be reflected once, cannot reflect spells targeting all] on the target. (This spell is considered beneficial.) 6 Shapechange 30 Single 1d8+(MAG/3) rounds -30% -30% Magic% chance to change the target into another type of creature. The caster chooses the type; penalties may apply depending on how poorly the caster knows the new creature's biology, size differences, etc. GM determines the exact effects of becoming a new creature. 6 Slowga 40 All Enemies 1d6+(MAG/3) rounds -30% -30% Magic% chance to inflict the Slow status [Initiative is halved] on all enemies. 6 Stone 50 Single Indefinite -30% -30% Magic% chance to inflict the Petrify status [Turned to stone, cannot take action, cannot be healed or harmed] on the target. 6 Vanish 50 Single 1d8+(MAG/3) rounds Inflicts Vanish status [Cannot be targeted or affected by physical attacks, damaging magical attacks auto-succeed, +25% to target of status effect inflictions; spells hitting Vanish dispell it]. 6 Zodiac: Capricorn 30 All Enemies Instant Deals 4d6 Earth damage to all enemies. This is an Earth Sign. ECHO: The target receives -5 M.DEF. This counts as a negative status effect and can be dispelled normally. This effect lasts 3 rounts after the first application; stacking this effect does not increase or otherwise refresh its duration. 6 Zodiac: Pisces 30 Single Instant Deals 5d6 Water damage to the target. This is a Water Sign. ECHO: The target receives -10% Earth resistance. This counts as a negative status effect and can be dispelled normally. This effect lasts 3 rounts after the first application; stacking this effect does not increase or otherwise refresh its duration. 7 Bombga 65 All Enemies Instant Deals 9d6 Non-Elemental damage to all enemies. 7 Comet Rush 50 Self 1d10+(MAG/3) hours As long as there is at least 50 feet of "runway" (a straight, unobstructed path), the caster can run at 25 times normal running speed. The caster gains a (MAG/5) bonus to SPD. At any time during the duration of this spell, the caster can utilize it to attack, dealing unarmed damage plus (SPD/5) bonus dice of damage (the same dice your unarmed attack uses). This attack does not require a "runway". 7 Cometga 50 Multiple Instant Deals 9d6 Non-Elemental damage to 1d6 randomly-chosen enemies. 7 Graviga 66 Single Instant -40% -40% Magic% chance to reduce the target's current HP by 75%. 7 Hastega 50 All Allies 1d6+(MAG/3) rounds Inflicts Haste status [Initiative is doubled] on all allies. 7 Return 50 N/A Instant The caster must have had 50 or more current MP at the beginning of the current battle. When the caster casts Return, time warps, returning everything to the state it was when the battle began, including every combatant's HP, MP, and status conditions. After this occurs, the caster loses 50 MP. The presence of sufficiently powerful enemies can cause this spell to fail, as determined by the GM. 8 Banish 80 Single Instant -40% Magic% chance to destroy conjurations and return summons to their original state/plane of existence. 8 Clone 75 Self 1d10+(MAG/3) hours Makes a magical replica of the caster. It has no will of its own; the caster's consciousness is controlling its actions. It can obey commands to perform simple actions and spells (up to Level 4). The clone's stats are identicl to the caster's, except that it only has MAG% of the caster's maximum HP and MP. 8 Invisibility 70 Single 1d10+(MAG/3) rounds Combines the effects of Etherialize and Vanish. 8 Moonbeam 75 All Enemies Instant -40% -40% Two rounds after this spell is cast, the area is filled with painfully bright moonlight. This deals 10d6 Non-Elemental damage, and has a Magic% chance of inflicting Blind status [Target for offensive actions is halved]. 8 Rewind 75 N/A Instant Time warps, returning everything to the state it was at the beginning of the last round of combat, right before the person with the highest Initiative acted. 8 Stop 60 Single 1d10+(MAG/3) rounds -40% Magic% chance to inflict the Stop status [Target cannot take actions]. 8 Zodiac: Aquarius 60 Single Instant Deals 7d6 Wind damage to the target. This is a Wind Sign. ECHO: (Level/20)d5 HP healing to each party member. Each party member is cured of 1 random negative status effect. 8 Zodiac: Aries 60 Single Instant Deals 7d6 Fire damage to the target. This is a Fire Sign. ECHO: (Level/10)d5 Wind damage to the target. 9 Aging 70 Single 1d10+(MAG/3) rounds -50% -50% Magic% chance to inflict the Old status [Target's base stats and skill ratings are halved]. 9 Meteor 100 All Enemies Instant 11d6 Non-Elemental damage to all enemies. 9 Sink 50 Single 1d4+(MAG/3) rounds The ground/floor beneath the target softens and gives way beneath them, regardless of what material it is made of (unless that material is magic-resistant, in which case this spell fails). When the duration of this spell ends, the materials re-harden around the target, potentially suffocating them. 9 Vacuum 100 Self 1d10+(MAG/3) rounds An invisible field, (MAG/3) feet wide, surrounds the caster. Magic items and spells do not function within this field. Equipment within this field functions as if it had no enchantments. Summoned creatures and incorporeal undead stop existing if they enter this field, but reappear in the same location if the field moves away, expires, or is dispelled. This field does not revoke the life or existence of magic-imbued creatures such as elementals or golems (unless they are Summoned). This field cannot dispel spells with a defined area and duration, such as a Barricade or Wall of Fire. 9 X-Zone 100 All Enemies Instant -50% -50% Magic% chance to suck each enemy into another dimension. 9 Zodiac: Scorpio 60 Single Instant Deals 7d6 Water damage to the target. This is a Water Sign. ECHO: The target receives -10% Fire resistance. This counts as a negative status effect and cnn be dispelled normally. This effect lasts 3 rounds after the first application; stacking this effect does not increase or otherwise refresh its duration. 9 Zodiac: Taurus 60 All Enemies Instant Deals 6d6 Earth damage to all enemies. This is an Earth Sign. ECHO: The target receives -5 ARM and MARM. This counts as a negative status effect and can be dispelled normally. This effect lasts 3 rounts after the first application; stacking this effect does not increase or otherwise refresh its duration. 10 Black Hole 150 All Enemies Instant -50% Magic% chance to suck each enemy into another dimension. Enemies that remain after this dimensional transfer attempt are left with only 10% of their current HP. 10 Bombja 120 All Enemies Instant Deals 13d6 Non-Elemental damage to all enemies. 10 Create Gate 250 N/A 1d10+(MAG/3) days -80% Create a spatial or temporal disturbance, opening a portal to another location or time. While creating a gate is relatively easy, accurately fixing its destination is very difficult. This gate remains open and usable to anyone until either the duration expires or the caster decides to close it. 10 Future Self 250 Self Instant The caster pulls themselves out of the time stream from two rounds in the future. There are, in effect, now two of the caster, each with identical stats, inventory, etc. The Future Self counts as a separate target; they will be erased when this spell is over. Unlike the Clone spell, the Future Self can do anything the caster is capable of doing. The Future Self acts immediately upon being summoned. During the next round, both the caster and the Future Self act on the same Initiative. At the end of that round, both the caster and the Future Self disappear (effects on the caster do not tick down their duration, etc). Anything the Future Self brought along from the future is erased when they disappear. Two rounds later, the caster reappears. This spell can have numerous strange and/or harmful effects, as dictated by the GM; messing with the time stream in such a direct manner is tricky! 10 Galaxy Stop 120 All Enemies 1d10+(MAG/3) rounds -50% Magic% chance of inflicting the Stop status [Target cannot take actions] on all enemies. 10 Quick 200 Self Instant Instantly take two more turns immediately after casting this spell. Thie spell cannot be cast during either of those turns. 10 Zodiac: Ophiucus 150 Single Instant Deals 3d8 Fire damage, 3d8 Water damage, 3d8 Earth damage, 3d8 Wind damage, 3d8 Lightning damage, and 3d8 Ice damage to the target. The caster's MDC is split between these effects, as is the target's MARM. After casting this spell, all of the caster's current Echoes trigger, but the spell generates no new Echoes, and all of the caster's current Echoes end afterward. ____________ Advantages ¯¯¯¯¯¯¯¯¯¯¯¯ - Absolute Time (1) During her training as a Cosmic Mage, Sakura was taught how important it was to always know the time, as it would vastly help with her spells. She would carry that training to helping her family's gardening business as well. This instilled a very inate sense of time to Sakura, and she always knows exactly what time it is. - Adroit [Staves] (3) As part of her Cosmic Magic training, Sakura was taught how to use her staff as a weapon in case she either was too weak to cast magic, up against an enemy that had a strong defense to magic, or was trying to conserve her magic. However, Sakura was too weak to utilize the staff as an effective weapon. Fidona taught Sakura to use her finesse in order to provide a boost in the staff's potential. (Basically use AGI instead of STR to damage addition for staves.) - Beauty (1) As a result of her part-time dancing career, Sakura used to always take the time to keep herself looking beautiful. It has now got to the point where her beauty seems almost natural and she hardly has to do anything to keep her appearance up. This has helped her dancing career that much more. Sometimes she is bothered by guys, but hasn't let it affect her too much. - Night Vision (1) More often than not, Fidona would have Sakura train her Cosmic Magic skills at night, so as to help her to get in touch with the magic she was teaching. From the prolonged exposure to such low-light conditions, Sakura gained the ability to see better in the dark than most people. _______________ Disadvantages ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ - Can't Swim (1) This is coupled with Sakura's Phobia, see below. - Compulsion [Tidyness/Cleanliness] (1) Sakura can't stand untidyness or dirtiness. She likes things to be very, very organized so it's easier to find things, and has applied this to just about everything she does. Part of this stems from her upbringing, and part of it stems from her Cosmic Magic training. If she ever comes across anything being out of place, untidy, and/or in need of cleaning, she will be hardpressed to allow that to slide. (To resist, she must pass a Hard Willpower check [(WIP*2+30)% target].) (At this point, I'm just doing 50/50 rolls because it's too easy for her to resist at it is.) - Honest (1) While helping out with her family's gardening, she was taught to always tell people the truth regarding the plants that they were selling. As a result, this had the impact of keeping her from lying later in life as well. She has got a bit better about this and is able to stop herself from speaking the truth, but she is only able to avoid revealing the truth, she is still unable to tell a lie. - Obsession [Chocolate] (2) Although Sakura had never met Dacq, the Holly family would usually buy baked goods from the Tart family's bakery. As much as Sakura loved their confections, she fell in love with their chocolate treats. She has a hard time resisting anything that contains chocolate, even in small amounts, regardless of knowing how bad it is to eat too much of the stuff. - Phobia [Astraphobia a.k.a. Fear of Thunder and Lightning] (2) When Sakura was 13, she was attempting to learn to swim, foolishly without supervision. However, during her attempt, it started to rain. Sakura thought nothing of it at first and kept trying. But as luck would have it, things picked up and it started to storm. The thunderstorm caused the waters around Wildecoast to become violent, and Sakura was unable to get back to shore. She nearly drowned as she heard the thunder and saw the lightning all around her. In the end, she was saved by Fidona who wanted to give a surprise lesson. The whole ordeal scared Sakura so much that she not only was unable to learn how to swim, but she would forever be afraid of thunder and lightning. She is very weary of learning to swim again. _______________ Miscellaneous ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ CLOTHING ¯¯¯¯¯¯¯¯¯¯ Sparkly white dress (see Appearance above) Fancy blue dress Sparkly white sleeveless dress (very similar to her default otherwise) Fancy white dress with glittery stars on top and black stripes on the skirt White spaghetti-strap dress with black polka-dots White sundress Black and white short-sleeve striped minidress (horizontal stripes) Knee-length dress in the style of Rin Kagamine's MeltDown dress (short-sleeve, frilly yellow neckline right under the chin, top half is white on the left and black on the right with 3 yellow bows, skirt half is black on the left and white on the right with a frilly yellow trim and yellow on the inside, opposing color frills at the ends of the sleeves, see link for example: http://nanamyhatake.deviantart.com/art/Colored-Rin-MeltDown-287758075) Short sleeveless dress (black band just under the breasts, white top above that, black skirt below that) Short white dress with really short sleeves, black band around the waist, black wave trim at the end of the skirt and sleeves Simple white nightgown Pink leotard with attached frilly short skirt White t-shirt White tube-top shirt White spaghetti-strap shirt Black t-shirt with velcro holes for wings cut out of the back Frilly pink blouse Black miniskirt Short white skirt Short white pleated skirt Short black skirt Short black skirt with velcro hole for tail cut out of the back (All the above short skirts are just slightly shorter than her default, ending just above her knees) Long black skirt (Longer than her default, ending halfway between her knees and ankles) Short pink frilly skirt Black jogging pants Black running shorts Black cape with golden chain (see Apperance above) Black hair ribbon (see Appearance above) Black leggings with yellow trim down the front (slightly above knee-length, goes with MeltDown dress above) White socks with black trim at the top (slightly below knee-length) White ballet flats (see Appearance above) Black flat shoes White sneakers White 2" pumps White slippers White boots with yellow soles and a yellow ribbon near the top (slightly below knee-length, goes with MeltDown dress above) ROOM ¯¯¯¯¯¯ Various plants of various sizes adorn the room A small wooden table with a bonsai cherry blossom tree on it A section of the floor has been replaced with hardwood flooring for dancing practice (Only at the party's mansion) On the ceiling is a painting of the moon from Draith and a bunch of stars (Only in Bear's mansion) A Small TV and an NES A few chairs and footrests A bed (of course, but I should probably describe it) 2 dressers, 2 nightstands by the bed, and a wardrobe A small plastic windup robot on one of the nightstands Normal sized closet Normal sized bathroom Anything else Acuzio might've put in the room as well CELL PHONE CONTACTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Unless otherwise noted, none of the below contacts are valid anymore.] Allen & Wendy [Wendy's is Valid] Acuzio <3 [Valid] Bryl [Valid] Emergency Emergency (Bear) Giles Kassandra [Valid] Lillian [Valid] Luma [Valid] Lumine [Valid] Shera's Room Tower Val [In the future, all of her kids, possibly the other kids as well] (And the rest of the party, most likely) [Valid as of right now] MESSAGES FROM BEAR ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Delivered: * Acuzio * The Five Masters * Fleur/Koala * Lumine * Lillian * Allen & Wendy * Luma ANSWERS WITHOUT QUESTIONS?! ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ "Yes, they are connected." "Yes, it is very important." "Everything will be fine." NOTEABLE NPCs ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [Unless otherwise noted, they have not been encountered in Nuo or are not in Nuo. Can possibly be assumed she did eventually meet most of those who were not in Nuo.] Acuzio Costello-Holly (Sakura's love <3, was a police officer who sometimes goes undercover, is an Elf, is unlucky, heals faster than most, was born magicless and shunned on his homeworld which eventually turned him into an assassin before ending up in Outside, was working for Decadus the entire time he was in Outside, was tried for it after everyone ended up in Nuo, had to get his left arm replaced with a robotic one due to Bear smashing his real one while the party was fighting Decadus, is Commander of the Nuo police force, is now married to Sakura, lives in the Tart/Costello-Holly mansion, thinks Sakura is too good for him) Aldier & Lydia Zweihander (The SteamQueens, run a cafe and hold mecha battles, Aldier speaks German) Allen & Wendy Horatio (Twins, Allen is a black mage and teaching Sakura how to read Runic, Wendy is a white mage and teaching Sakura how to speak/understand Runic, tricksters, were safe in the archives after Outside's fall, living in the archives located in a crater in the center of Cateau) Bloodthirst for Knowledge (Senior agent group consisting of Castitas "Caster" Denigen, Dizzy & Myrh Calico, Porrum Malory, and Salax Denigen) Bryl Tart (formerly Voffner, Dacq's significant other; is also Anubis, the Avatar of Death; in Nuo, is now married to Dacq, lives in the Tart/Costello-Holly mansion) Cori Hanya (Teacher at the Central Tower Battle Hall, direct subordinate of Val, is nicknamed The Unbreakable, joined with Bloodthirst for Knowledge when they left Nuo) Cu (Member of the Libram of Time at Professor N's observatory, considered to be the least imposing of those in that part of the cult, fidgets a lot) Faara Roshah (Also known as The Charlatan, is the Avatar of Time, wears a mask most of the time to hide the scar running down her face, may possibly be dead after time skipping the party a bit, it's been subtlely hinted by Luma that Faara may still be around...) Fleur (Another member of the Libram of Time [supposedly, and worships Sakura unlike the others], female [or at least claims to be], has clawed hands and feet, claims to have white skin and silver hair, apparently talks too much, can only be around at night, may possibly be Koala [turns out she isn't]) Fth'Sho-Ka (Better known as Shoka, part of a bug-like race, female, was considered a Ranger by her own race, uses a mental communication technology called "The Hive", is most likely the Matron of her particular tribe after they came to Outside) Gemma-2 (Member of the Libram of Time, first one to speak to Sakura after asking around for someone from the cult, unknown gender, not a mage, doesn't seem to live in Nuo[?]) Giles Veratoga (Quartermaster to the Agents, office in the Central Tower) Koala (Alien of an unknown race, was symbiotically inhabiting the body of one of Shoka's race, tan woman, dark green hair, looks rather normally human except she has exceptionnally sharp triangular teeth, has some form of time control powers and might be "chronologically unanchored") Lillian D. Alegon (A "licensed researcher" according to her business card, but in reality is an "information broker", used to be Acuzio's partner 10 years ago until 6 years in when he walked into her home and saw her naked [this was before the 5 year skip to Nuo], she's crazy and holds grudges for a long time, parts of her body are prosthetic, she can shoot lasers from her eyes [really], lives in some of the community housing in Nuo, is Vice-Commander of the Nuo police force) Luma Luminous (A young girl that appears to be almost like Shera but is actually a clone of her, has a bit of a temper and is currently running the catacombs, is known as the Black Queen in Nuo and runs Cateau, despises Shera, eventually "married" Kit [unofficially]) Lumine (Used to be Control AI of the mansion's computers, looks and acts like a young version of Shera, has adopted herself to Dacq, usually wears all pink, was recently "reborn" after a paradox as a green plant girl and sees Zvaka as her master [also can no longer access the mansion's computers], living in the grove in Nuo) Pamela (Librarian[?] at Nuo's library, the Aurora Major Library, small and "odd" looking, hair style this isn't really a style, unnatural hair color, eyes a little too big, has a really nervous laugh) Professor N & Chris (Run a planetarium, Chris is part shark and a strong psychic who wears a special helmet to prevent him from reading everyone's thoughts, currently running some sort of observatory or something outside of Nuo) Screwloose (Real name Jamie Curio, wears a dragon costume that apparently used to be his armor when he was an Agent, kinda crazy at times, on Dacquoi 4 lives in a forest basin in a village next to Walter's village [have not visited]) Shera Luminous (Maid of the mansion, blindfolded as some form of punishment [but she appears to still have some way to see], also seems to be an engineer of sorts, appears to have been working for Decadus [even hiring Acuzio to work for Decadus], whereabouts unknown since Decadus' death but presumed dead) The Five Masters (Consisting of Kim, Lesi, Ordo, Victor/Ia, and one other who's name has yet to be revealed in-game, run a resturant and each has their own signature style, have rebuilt their restaurant in Nuo, using a replicator obtained from Luma) Valentia Vitiate (Battlemistress of the Central Tower Battle Hall, her and Giles possibly have a thing going on) Walter (Geomancer friend to the twins, currently giving Zvaka additional training, has offered to teach Sakura how to write in Runic, on Dacquoi 4 lives in a forest basin in a village next to Screwloose's village [have not visited])