Character Information
Full Name:
Aurora
Heritage / Culture:
Slizzar
Age:
23
- Note, most Slizzar found in the world are Slizzar born tens of thousands of years ago. This is because Sarakand exists in a warped time-bubble where time can pass slower or faster than the world around it. Slizzar can in reality only become 300 years old, but many are from a different time.
- Many of her appearances she shifts into looks around her actual age.
Birthday:
Birthday: 5 December
Year born: 312
Gender / Pronouns:
Ungendered, They/Them
Preference appearance: Feminine
Preferred Pronouns: She/Her
Orientation:
Polyamorous
Partner:
Unknown
Religion:
Main Religion: Draconism
Deities:
-
Gaia is the creator Dragon of all things flora in nature. Gaia designs the trees, the plants, the flowers, and all non-sentient life matter that form the very basic foundations of the food chains all over the world. Gaia is considered a very anti-social Dragon, in the sense that he rarely speaks with mortals, yet is touched to help them by the convictions of his lover. Gaia is worshiped to restore blighted landscapes and environments, but also for protection against the natural dangers of the dense forests, and for plants to clear the way out for anyone lost. It should be noted that not all plants are actually by Gaia's design, as many Gods of other Religions claim the mantle of nature-God, and invariably change plants in their domain to suit them.
Gaia was killed by Teled Elves during the Mage Wars, but his soul was preserved as Dragons never truly die. The current vessel of his Dragonsoul is Iorwerth, once a mortal Aelrrigan Knight from Kintyr who was trapped by the Death Gods to become a servant of the Malefica to save the soul of his lover. Iorwerth acted on behalf of the Malefica for many decades, but was freed by the intervention of mortals in Aloria, and then tasked to carry the Dragonsoul as his burden for serving the Death Gods. He remains scarred by Dark Metal shards embedded in his body, but now enjoys freedom from the control of the Malefica with his lover. -
Aurora is the Dragon of Life and Creation, traditionally held as the chief administrator of the Creation Particles, the Elderlaw principles used to create living bodies and design organisms. From the smallest creatures that require microscopes to see, to massive sky whales and dune snakes, Aurora crafts the food chains of the world, carefully balancing predators and prey, scavengers and providers. She designs each creature with the intent to live and continue the cycle of life and death, a dance between herself as the Life Dragon, and Umbra as the Death Dragon. It is her love for Umbra and his for her, that causes them both to appear as halves of each other, elements of white and black in equal balance and never truly meet. She is worshiped for good hunts and healthy children.
Aurora has a personally painful history, from the Cold March during which she led the Dregodar north into Ellador, to her eventual demise at the hands of the Dwarves where she became the Undead Dragon Frisit, or so the Dregodar becoming Isldar had thought. Aurora's body was actually possessed by the Ordial Entity known later as Frisit, an agent of the Death Goddess the Glacial, who was plotting to subject the Isldar to her rule and expand her domain in Aloria through their deadly means. When Aurora was revived, this plot was revealed, immediately plunging the Isldar into Civil War while Aurora retreated to her Craters of Creation to restore damaged ecosystems. -
Nox is traditionally held as the Dragon of Knowledge, but his unofficial title is the Dragon of Deceit, Plotting, and Scheming. Nox is the architect of the Codexes, the Draconic sites that hold information of the past 130,000 years recorded in painful detail, something that makes his sites particular targets by nefarious actors. He is however skilled in deploying all this knowledge to hide, obfuscate his intentions, and even plot around fellow Dragons to get his way, most notoriously in the creation of the Slizzar that caused him to be imprisoned for over a hundred thousand years, while he continued to influence the world through them. It is said that Nox used Elderlaw to create mirrors on Aloria, or the concept of reflection, leading his enemies to smash mirrors.
Nox is sometimes held with distrust among the faithful, especially those who harbor resentment towards the Slizzar for having been created in an act of defiance by Nox, but also because Nox while being an upstanding Dragon God, is still entertaining his own plots away from the other Dragons without their knowledge. This has also led some who hold him as patron to consider themselves above the common Draconist faithful and imitate their lord in his game of scheming against their own erstwhile allies. Nobody can deny, however, that Nox is one of the few remaining unbroken consciousnesses that has been alive since the beginning of time, and thus has endless knowledge.
Other: Depends on the form she takes
Occult:
Magic Realm: To be Determined
Magic School:
The Mend School covers the concept of repairing, restoring, or reverting humanoid or animal bodies. This is in essence healing Magic. The Mend School is almost universally thought of positively because it cannot harm, and can restore even lost limbs.
The Body School covers the usage of Magic to alter the physical states of the body. This is not healing Magic like from the Mend School, but should be considered for example steroids Magic, or Shapeshifting Magic in its simplest interpretation.
The Summoning School covers the usage of Magic to dominate Spirits or Demons, restrain them, or add additional security to Demon summonings and contract binding. It also includes using Magic to perform Exorcisms and cast out Demons.
Magic Origin:
Birth Origin refers to a Mage who was aligned to any realm from birth, and manifested from an early age.
Teaching Origin refers to a Mage who was aligned by being taught by a mentor, or book.
Training:
Mentor Training refers to a Mage who was taught Magic by singular or multiple Mage mentors.
Book Training refers to a Mage who is largely self-taught, learning theory and techniques from books.
Affinity: None
Affliction: None
- None
- None
Character Occupation:
Depends on the form she takes
Character Title:
Unknown
Family:
Arya Silverstag | Mother
Arenthir | Father
Aristocrat:
Commoner
Nicknames:
The Dark Lord's Child
One with many faces
Appearance Information:
Eye Color:
Dark Green
Skin Color:
Black and Silver
Hair:
Silver
Height:
Can be seen around 2-3 meters tall but is around 6-7 meters in length due to her snake lower half
Body Type:
Muscular upper body with her lower half appearing that of a snake.
Additional Features:
To Be Determined
Inventory:
To Be Determined
-
Name: Aria Blossom
Heritage: Lanlath
Religion: Draconist
Occupation: Alchemist and Medic
Eye Color: Dark Green
Hair Color: Blonde
Personality: To be Determined
Extra Details:
She appears a lot like Arenthir, even if it was never intentional. -
Name: Grace Sterling
Heritage: Ailor
Religion: Unionism
Occupation: Mercenary
Eye Color: Dark Green
Hair Color: Brown
Personality: To be Determined
Extra Details: - To be Determined
Skill Information:
Hobbies and Talents:
-
Alchemy Hobby
Alchemy Hobby covers broadly things done with potions, chemicals, and science. This includes but is not limited to medical healing and concoctions, salves and potions for different hair colors, hormone replacement therapy, making fireworks, cleaning foams, changing materials, or generally adding alchemical parts to daily tasks or the body to create a better standard of living.
Medical Hobby
Medical Hobby covers broadly things done to heal, treat, and diagnose people and animals. This includes but is not limited to diagnosing ailments, prescribing medicine, performing check-ups, and other basic medical roleplay. While "realistically" non-magical medical healing is slower, we do not enforce this on players, and can treat people with medicine and technology just as good as you can with magic.
Athletic Hobby
Athletic Hobby cover broadly things involving physical labor. This includes but is not limited to lifting heavy objects, carrying other people around, helping others reach a physical fitness goal of theirs, as well as other basic physical labor or athletic roleplay. This hobby is fairly simple but very open ended, allowing the user to manifest their physical prowess however they see fit. Players are asked to self-moderate with what is reasonable and acceptable in roleplay to all participants. -
Magical Talent
Magical Talent covers broadly things done with magic or that have a magical feel to them. MassiveCraft does not in theory limit the creative freedom of magic roleplay. A mage can create autonomous lights or brooms, give magical effects to drinks, or ignite and douse fires with a simple gesture. Mages can also use their magic to heal and cleanse, so magically closing wounds and restoring lost limbs or healing magical rot of the world can be done. Healing cannot be done before or in combat. Alternatively, mages can use their magic to corrupt and harm.
Magic talent has no morality, but to use magic talent a character must be considered a mage of some alignment, and some uses of magic Talent can be considered sinistral magic. - Chem Feeding does not grant any Abilities, but grants utility for dealing with the Afflicted. The Chemist can produce Magic Aureates, which are apple-sized edible crystals which can satiate the feeding hunger of Vampires or Geists. The same object sates any of their hungers as if they have fed from a real person. Aureates can be produced one of two ways. Firstly, the Chemist must use an attack emote against someone. If they succeed in doing at least 1 HP Damage, they gain 1 Magic Aureate, and only one can be produced per day. The second method, is to take a blood sample of their own, and mix it through a complex alchemical process to become a Magic Aureate. Up to three can be produced this way, but any Afflicted who consumes this Aureate becomes enthralled to the Chemist, meaning they listen to the commands and directives of the chemist against their will (this is all within reason, and with consent, the Chemist should not start acting against the interest of the Afflicted, and any weirdness forces the addiction to be retconned). This mechanic is disabled if the Chemist becomes Afflicted themselves. The only exception to this is if the Chemist has an Invaded or Vested Spirit Affliction. Chem Feeding is gained for free upon Point Buying any Chem Point Buy Pack.
- To Be Determined
Mechanics:
-
Mechanic 1: Slizzar are immune to any type of mind control or mind scrying from mortals, particularly Mind Control, but also Mechanics that would result in thralling, emotion-reading, emotion influencing and so forth. Additionally, if someone is actively attempting to do any of these things to a Slizzar, that Slizzar becomes aware of the attempt, and who is attempting it.
Mechanic 2: Slizzar can perfectly mimic Afflictions and Affinities, including Transformations and even the aesthetics of Abilities and Mechanics, even if they do not actually work that way. For example, a Slizzar can perfectly mimic the appearance of a Vampire and then use fake Vampire teeth to engage in fake blood drinking. There is no way to distinguish this from the real thing, meaning Slizzar can seamlessly infiltrate groups. Anyone attempting to call out a Slizzar for not being authentic in their mimicry of something they are not, is engaging in meta-gaming. Note, however, this does not actually give them the Mechanics. They can for example summon Archon-like wings if they are mimicking Archon, but that does not give them flight or the function as described in the Archon Mechanic.
Mechanic 3: Slizzar have an advanced network of off-screen politicians and Nobles under their control. As a result, whenever an Imperial Assembly is called, Slizzar are able to sit in the noble section of the Assembly, and their votes count for 2 Votes instead of one. Votes are always cast as "Aye" or "Nay", in order to use this mechanic, the Slizzar must say "Aye (a political Power)" for the vote to work. Additionally, Slizzar can be embedded into Noble Families, attaching to their Family-Leader as either an Ally or Manipulator. So long as both the Family Leader and the Slizzar are present at the same Imperial Assembly (in absentia or proxy voting does not count), the Family Leader may also use this Mechanic (but must be sure to use the formatting described above for it to count). Additionally, for this to count the Slizzar must self-register as embedded into a particular Noble Family through the Ticket Bot. It is not possible to stack this effect multiple times for multiple Slizzar embedded.
Mechanic 4: Slizzar have an advanced network of bureaucrats, bankers, and other wealthy persons they can call upon, to give them access to the new wealth of the Regalian Empire. Firstly, this means they have access to an off-screen wealth that is close but not equivalent to registered Aristocrats. It essentially means Slizzar are wealthy, and have money to throw around. Secondly, it creates a situation where Slizzar can "claim" Noble Countryside Estates. These claims are not exclusionary, that is to say, we only have a limited number of Estates available, and multiple players trying to "claim" the same Estate. For this reason, we request players make use of the holographic display to indicate if players are already present, and suspend disbelief about who owns what Estate. Chances of multiple players trying to use the same Estate at the same time, is low.
Mechanic 5: Slizzar are natural Persuaders with their ability to get into the heads of others. Any Persuasion Rolls done by a Slizzar, have their final Dice result increased by +1. This effect does not stack with other Mechanics that have the same effect on Persuasion Rolls. - Shifting is the term Slizzar use when they change appearances. While it is in theory possible for Slizzar to play the lottery and appear randomly each time, most Slizzar use so-called Templates, which are pre-set designs of appearances they strongly remember, and can thus reliably re-create. Slizzar all treat shapeshifting very differently. Some Slizzar never shapeshift, preferring to be out in the open as their birth self, while others are always shapeshifted, to avoid detection. Then some combine a mixture of the two, or those who reveal their identity as a Slizzar on some Templates, but not on others. How a Slizzar feels about Shapeshifting and their Templates, depends on the Slizzar, and their ideology, and the motivations for what they do. Some Slizzar may benefit from revealing their true identity to their strongest allies for the benefit of trust, while others keep their identity completely hidden so as to always have an escape route available if things go bad. Exact rules on Shapeshifting are defined in the Heritage Traits. Keep in mind that Shapeshifting overall is incredibly powerful and flexible in Roleplay, but also meaningful OOC. If you find that your Character is not being trusted by the people around them, experiment with a bit of open-ness about their Slizzar identity. We have found that players who retain 100% secrecy as a Slizzar, have a hard time making meaningful IC connections because it OOC sucks for other players to emotionally invest in Characters that are deceiving theirs. That is technically Metagaming, but this feeling is still very strong, and we do not blame them.
- Because many Slizzar go through life entirely disguised and pretending to be a different people or society, their reproduction cycle could unintentionally reveal them. At a base line, all children born from at least one Slizzar parent will always be full Slizzar. In case this is not desirable, the Slizzar can perform the Birth Rites, in which they have more clearer control over how their offspring will be created, this allows them to dictate several different processes. Firstly, they can choose to have one or two children born. Secondly, they can choose for each child born, whether they will be born not-Slizzar (taking the Heritage from their biological parent, and whatever the Slizzar pretended to be), full Slizzar, or Delayed Slizzar. Delayed Slizzar will be born as not-Slizzar, but when they become 18 years old, are suddenly informed through visions and dreams about their true identity, and how to become a full Slizzar. If they agree and venture to the nearest Dragon Temple to connect with their true self, they become full Slizzar, if they reject for up to 12 months and never visit such a site, they will be not-Slizzar forever. It is also possible, if two children are chosen, to have each born differently, for example one as Delayed Slizzar, and one as not-Slizzar, or full Slizzar, or other combinations. Note, most Slizzar found in the world are Slizzar born tens of thousands of years ago. This is because Sarakand exists in a warped time-bubble where time can pass slower or faster than the world around it. Slizzar can in reality only become 300 years old, but many are from a different time.
-
Light Manipulator
You can produce bright lights in your hands, at your fingertips, or in the air that will light up large areas like rooms or large open caverns. This light can be used to make an area that is conventionally dark as night appear bright as day, but does not have any Combat applications, and some Magical forms of darkness overrule Light Manipulation.
Emotion Sense
You can sense the emotional states of others, even when they are trying to hide it with their expression or body language. This will not detail why or how they came to such an emotion, you will just be able to feel it by looking at them. You can also try to telepathically heighten or lessen these emotions, though it is up to the other person whether this succeeds.
Demon Kindred
Demons see you as one of them, despite not being a Demon yourself. During Duke Summonings, the Duke will not use anything you say against you or as extra cost. You can Veilwalk without negative consequences, and Demons cannot possess you, or consume your soul under any circumstances, meaning you have some natural protections against Demons that other mortals do not.
Languages:
Common
Zahram (Arabic) [ Zor ]
Altalar (High Elven) [ Alt ]
Agasi (Elven Hindi) [ Aga ]
Katharic/Pannarokh (Unique) [ K ]
Wai-lan (Middle Chinese) [ W ]
Backstory/Plothooks:
- A Slizzar born from Rakthashira, also known as Arenthir, and Arya Silverstag. One that was swiftly taken away to the Slizzar city known as Sarakand, where time was far different compared to the rest of the world. After all, barely a few days later they returned as one would consider a young adult.
- To Be Determined
- To Be Determined
- To Be Determined
Combat Proficiencies and Abilities
Attack Stat: 7
Magic
Defense Stat: 5
Magic
[15/15 points spent]
Proficiency Points:
Magic: 15
-
Shapeshift Pack [ Racial Pack ]
The Shapeshift Pack allows a Character to change the fundamental genetic composition of their Character through for example the use of body-changing Alchemy or body-morphing technology like nanites. The Character can change their heritage (for example from Ailor to Eronidas or Solvaan, or even a combination of the two or three), including but not limited to taking visual aspects of individual peoples and combining them visually, though this never changes their Heritage Traits. Furthermore, they can change Gender Presentation, Biological Sex, Height, Hair, Facial Structure, Body Shape, Hair Color and texture, and even apply visual effects on their body like Tattoos, Mutations, and additional (non-combat) functional limbs or body parts. The Mundane version of this Pack does not count as a Disguise but is applied indefinitely, meaning the Shapeshifting does not break until an antidote or reversal is applied. Keep in mind that Shapeshifting should not be used in anti-RP ways to avoid consequences perpetually, while it can help with Crime RP or to keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that Shapeshifters have a bad reputation in the lore, your Character may receive hostility for openly Shapeshifting in front of other Characters.
Mind Control Pack [ Racial Pack ]
The Mind Control Pack allows a Character to establish a level of control or influence on other Characters through the use of Alchemical addiction, or pheromone serums, or mind-control chips and machines. This Pack has several functions, each of which is explained below. Keep in mind that Mind Control, to rob someone of their free will and agency, is one of the most heinous moral crimes in most cultures and Religions. You should expect Characters to react with extreme hostility if your Character is found to be using Mind Control. Some Characters may also be immune to Mind Control, but in such instances, these Mechanics simply don't work, they don't suddenly notice that someone tried to Mind Control them. Using any form of Mind Control is not telegraphed, meaning it cannot be seen when used by others (unless someone was there when it was applied). This means the only way to discover Mind Control of any kind, is with educated guesswork.
Control Thralling: The Character can establish Mind Control over a Character with OOC consent (which can be revoked at any time). Mind Control can vary from the Target becoming completely unable to act and waiting for commands, or being mostly in control of themselves, but just not being able to reject commands from the user. Mind Control cannot be overwritten, and can be removed from any Knocked Out person (they will always violently resist being freed) by removing the device or substance that Mind Controls them. There is no upper limit to the amount of people Mind Controlled this way. Make sure to always communicate the level of (dis)comfort Players may have with Mind Control before engaging in it. -
Oceanic Pack
The Oceanic Pack allows a Character to function underwater as if it is above water. This means they gain normal movement speed, the ability to wear armor, the ability to breathe underwater, use weapons, use attack Emotes, use Abilities, and speak underwater through the use of biology-altering alchemy, or the use of underwater adaptation gear and equipment. Those with the Oceanic Pack essentially, can function and live underwater indefinitely, such as in the rivers, and the underwater sections of the Sewers and other roleplay Zones. This effect cannot be shared with others, except for the underwater breathing, which can be granted to up to two users, so long as they hold one hand each of the user.
Magical Variant: The Magical Variant of Oceanic Pack also allows the user to extend the full effects of Oceanic Pack to 2 additional Allies so long as they remain within 10 Blocks of the user (no longer needing to hold their hand). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
Safeguard Pack
The Safeguard Pack allows the user to become less affected by Afflictions, which has a couple of effects. Firstly, they are unaffected by Vampire Charm or Mortisphage Charm. Secondly, while they can be infected with Afflictions, they are more willing to seek Curing, dampening that influence on their mentality only. Thirdly, while it usually takes 72 hours for a Thrall to turn into a Fledgling, the Safeguard Pack extends this from 72 Hours to 1 Week, giving them more time to seek curing before it costs Divinium. Finally, they cannot be fed upon by Vampires or Mortisphages, as their body becomes caustic to them. This can all be achieved through a combination of mind-guarding nanites or chips, or bloodstream alchemy.
Magical Variant: The Magical Variant of Safeguard Pack additionally grants the user the ability to use Exorcism on anyone (except themselves). Exorcism is useful in a variety of settings, for example, if a Character has had Mind Control established on them, or some other form of magic where the description of the Mechanic specifies that it can be removed with an "Exorcism Ability, or Exorcism Mechanic". If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.
Arcane Bolts Pack [ Arcane ] [ Stance ]
You can enter Arcane Bolts without using an Action, but ending it requires one. Arcane Bolts confers the following benefits and limitations: You cannot use Abilities from Melee, Shielding. Your Attacks can be made at Emote Range, but your Max Attack is 9 (dice 19). When you Attack someone more than 5 Blocks away from you, the block distance of your Move or Movement Abilities for that turn is capped at 6. When you use an Ability from Arcane Point Buy, set the Minimum of your next Attack Roll to 2, if you have a minimum of 9 Points in Magic, set it to 4 instead. Arcane Bolts counts as Ranger Stance for the purpose of Enemy Abilities. Arcane Bolts has an indefinite duration, until ended by you, or until combat is over.
Timer: 20 Minutes, once ended
Range: Self
Arcane Aura Pack [ Arcane ] [ Passive Power ]
Arcane Aura isn't active until you are given the Prone, Fleeting, or Snared Status Effect. When it activates, you can remove the Status Effect and instead grant yourself +4 Blocks Move Speed on your next Move.
Timer: Once per Combat
Range: Self
Arcane Portent Pack [ Arcane ] [ Instant Power ]
Target yourself or an Ally within Range and roll /dice 0 6. For the next 2 Turns, without using an Action, add this result to the final result of either an Attack or Defense Dice Roll made by the Target, but this must be declared before the Roll. Additionally, if you roll a 0, gain an additional use of Arcane Portent.
Timer: Twice per Combat
Range: Emote Range
Arcane Echostrike Pack [ Arcane ] [ Instant Power ]
Target yourself and grant +2 Attack to your next Attack Emote. Instead of dealing -2HP Damage, it deals -1HP Damage this turn, and -1HP Damage the next turn. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Timer: Twice per Combat
Range: Self
Arcane Eruption Pack [ Arcane ] [ Instant Power ]
You displace all Characters within Range 4 blocks away from you If they Impact, apply -2 Defense for 2 turns. If at least 4 Characters Impact, apply the Prone Status Effect to one of them.
Timer: Twice per Combat, Once per Health Stage 3 & 2
Range: 2 Blocks
Arcane Shove Pack [ Arcane ] [ Instant Power ]
Target an Enemy within Range and Displace them 6 Blocks in any direction.
Timer: Twice per Combat, Once per Health Stage 3 & 1.
Range: Emote Range
Arcane Snare Pack [ Arcane ] [ Instant Power ]
Target one enemy within Range and apply the Snared Status Effect. Alternatively, reduce the range of your next Move to 1 Block and apply the Prone Status Effect to the Target instead. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Timer: Once per Combat
Range: Emote Range
Arcane Cleanse Pack [ Arcane ] [ Instant Power ]
Target yourself or an Ally and remove 1 Status Effect of choice. Additionally, if Arcane Cleanse is used on yourself, you can apply the removed Status Effect to an Enemy within Range, but if you do, reapply the removed Status Effect to yourself as well, but with a 2 Turn duration (if applicable). This transferred Status Effect cannot Target the same Enemy that applied the initial Status Effect.
Timer: Twice per Combat, but only during Health Stage 3/2
Range: 10 Blocks
Arcane Distortion Pack [ Arcane ] [ Instant Power ]
Apply the Confused Status Effect for 2 Turns to all Characters within Range of you, including yourself. Additionally, when you use your Action to use this Ability, you may refund your Action, but only if you immediately spend it to make a Basic Attack.
Timer: Once per Combat, Only on Health Stage 2/1
Range: 3 Blocks
Arcane Isolate Pack [ Arcane ] [ Instant Power ]
Target an Enemy within Range that is affected by a Link Power or that possesses a Block Token gained from an Ability, break it. If a Link Ability is broken, apply the Marked Status Effect to yourself. If a Block Token is broken, apply the Brittle Status Effect to yourself.
Timer: Twice per Combat, Once per Health Stage
Range: Emote Range
Arcane Warp Pack [ Arcane ] [ Movement Power ]
You move to a non-vertical unoccupied space in range. If you use Arcane Warp on yourself, you may refund your Action, but only if you immediately spend it to make a Basic Attack. Additionally, if used on an Ally, it does not use the Ally's Move but it applies the Snared Status Effect on them. Arcane Warp does not provoke Move Reactions.
Timer: Once per Combat
Range: 10 Blocks
Arcane Barrier Pack [ Arcane ] [ Link Power ]
Target an Ally and apply a Link to them that, when targeted by a Ranged Attack Emote, the Ally's Minimum Defense Roll is set to 7 for Ranger Stance Attacks, 6 for Deadeye Stance Attacks, and 5 for any other Ranged Attack. Additionally, if Arcane Barrier is Link Broken, grant the Ally 1 Block Token. If either of you leave range of the other, the Link's effects are suspended, but it doesn't break.
Timer: Once per Combat
Range: Emote Range
Arcane Healing Pack [ Arcane ] [ Link Power ]
Target an Ally and apply a Link to them that does nothing at first. After 2 Turns, heal +1HP and remove one Status Effect on the Ally. After another 2 Turns, heal +1HP on the Ally and apply the Bloody Status Effect on yourself which lasts for 2 Turns.
Timer: Once per Combat
Range: 10 Blocks
Arcane Counter Pack [ Arcane ] [ Counter Power ]
You can only use this when an Enemy within Range uses an Ability from Arcane Point Buy. If it Targets you or an Ally, give the Target +1 Defense for their next 3 Defense Rolls, and remove a Status Effect from them. If it Targets themselves or another Enemy, inflict -1 Defense for their next 3 Defense Rolls and apply the Vulnerable Status Effect.
Timer: Twice per Combat, Once per Health Stage
Range: Emote Range
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