Application for
destinystrings
Jul. 2nd, 2013 04:20 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Application in comments, for space economization/section up-dividing/other such things.
Out Of Character Information
Here!
In Character Information
In Character Information I - World Information (Name, Age, Birthday, Arcanum, World Snapshot)
In Character Information II - Story Information (Backstory & Canon Standing)
In Character Information III - Personality
In Character Information IV - What Comes With Him (Canon Powers, Weapons/Items, Allies, Baggage)
Persona
Malagi
Writing Sample
Here!
Apologies for two things: One, I know I'm long-winded and not always in the most coherent manner. And two, yes, he and his Persona are named after the same guy. I used the Italian name for the Persona to make it harder to mix them up. But if characters in the actual games can do it (cough Maya cough), so can he :P
Out Of Character Information
Here!
In Character Information
In Character Information I - World Information (Name, Age, Birthday, Arcanum, World Snapshot)
In Character Information II - Story Information (Backstory & Canon Standing)
In Character Information III - Personality
In Character Information IV - What Comes With Him (Canon Powers, Weapons/Items, Allies, Baggage)
Persona
Malagi
Writing Sample
Here!
Apologies for two things: One, I know I'm long-winded and not always in the most coherent manner. And two, yes, he and his Persona are named after the same guy. I used the Italian name for the Persona to make it harder to mix them up. But if characters in the actual games can do it (cough Maya cough), so can he :P
Out of Character Information
Date: 2013-07-02 09:22 pm (UTC)Name: Hank Morgan | [
Age: 22
Time zone: -6 GMT.
Contact: Plurk:
Anything we should know?: Maugris has game canon from an RL RP; he's been played in a LARP at the University of Illinois in Urbana-Champaign, so I've got no claim on most of the story elements here, just Maugris and how he reacted to them. The setting belongs to the STs, most of the figures in his story (whose names will be left out) are NPCs from the game or other player characters, and his Thaum path was made by another player. Let me know if you want me to rework him to take these elements out (or at least make them vaguer). Or depower him, since he's a two-year-old character and as such pretty powerful.
In Character Information I - World Information (Name, Age, Birthday, Arcanum, World Snapshot)
Date: 2013-07-02 09:23 pm (UTC)Name: Landen Heath, alias "Maugris".
Age: 43, looks like vague late 20s
Birthday & Astrology Sign: May 30th, 1970; Gemini
Arcana: Strength
World Snapshot:
The World of Darkness is a world where the supernatural lurks in the shadows, in the fringes and under the surface of mortal society. Vampires, werewolves, practitioners of magic, fae, ghosts, demons, and stranger things are lurking just out of sight, for those who know how to look - but once you've looked, it's hard to avoid being drawn in, and supernatural creatures seldom welcome the intrusion. In this particular iteration of the World of Darkness, a large city called Metatropolis is located in central Illinois. Metatropolis is somewhat of a sink for the supernatural - over the decades of its existence since its incorporation in the 1950s from a few smaller cities (among them Champaign and Urbana), it's seen intrusions from the spirit realm, multiple openings and closings of a portal to hell, and raging conflicts between the Camarilla and Sabbat sects of vampires (and occasionally werewolves, mages, and fae as well). The Camarilla believes vampires should rule mortal society from the shadows, with a rigid hierarchy of rules to prevent the unstable nature of vampires from breaking loose and causing havoc in a carefully-wrought society of natural apex predators, while the Sabbat are a rebel faction that sees mortals as cattle and the Camarilla as despotic overlords manipulated by the monstrous precursor vampires known as the Antediluvians.
The last great clash between the two resulted in massive damage to the city as the Sabbat made surgical strikes and the tangled alliances of the Camarilla turned in on themselves, until even the mortal world took notice and the National Guard was called in to quell the "riots". Metatropolis was nearly emptied of vampires for five years. Now, when they've just begun moving into the city, politics are in a peculiar state - Metatropolis is neither a Camarilla city nor a Sabbat city, but thanks to the Treaty of Verona, a delicate balance of power between the two exists. It's not technically a ceasefire in the eternal war between the sects, but more of a cold war, with remaining hidden from mortals paramount over all. In addition to the Camarilla and Sabbat, though, the Anarchs (a third faction who primarily adhere to a jumble of personal philosophies but usually don't like the Camarilla OR the Sabbat much) and a handful of independent vampires have taken up residence, rendering an uneasy balance of power...
In Character Information II - Story Information (Backstory & Canon Standing)
Date: 2013-07-02 09:27 pm (UTC)Landen Heath had an unremarkable childhood and majored in Literature in college, mostly notable for his skill in fencing and his interest in fairy tales. He never moved out of Columbus, Ohio, his hometown. He was a couple of years into a dead-end job when he was embraced by a member of Clan Tremere, a group of vampires known for their command of the blood magic called Thaumaturgy, in order to help repel an incursion of Sabbat who were close to attacking the city. His introduction to the hidden society of the Camarilla caught his imagination, both in the fact that he could do magic now and in making him wonder what else might be out there, and he quickly immersed himself in the clan's immense occult archives, particularly fascinated by the mysterious rumors of the fae. Much like many vampires, he renamed himself sometime after the embrace, calling himself Maugris after the fairy-raised sorcerer knight who served Charlemagne in French chivalric romances (incidentally, that's where the name of his motorcycle came from, too - Bayard was a magical horse won by Maugris and given to his cousin Renaud de Montauban).
The newly-christened Maugris's most notable moment in Columbus was a peculiar incident. He was practicing his wind-based magic on the roof of the tallest building in the city when he saw a strange, ethereal woman - a fae, to the extent of his ability to tell - get apparently trapped in the air conditioning systems. A ring slipped from her finger, adorned with an orange butterfly whose wings flapped. He snatched the ring up and ran. Its wings turned blue and it ceased moving as he put it on his finger, but ever since then he seemed to be just a bit luckier… Apart from the fact that he shortly became fairly sure a fae presence of some variety was stalking him and had it out for him.
He was one of the small group of Kindred from the Camarilla sent to Metatropolis after the decision to reestablish vampiric presence in the city was made in the fall of 2011, but he quickly became disgusted with the morals (or lack thereof) of his fellows in the Camarilla. He quickly proved himself reliable, if not always willing to get his hands dirty, and when demon-possessed mortals murdered the Seneschal of the city's Camarilla, Maugris found himself suddenly elevated to the position and given the task of managing the rest of the city (Camarilla cities are ruled by a Prince, and the Seneschal is his right hand). Finding that the other sects of vampires seemed to have a better handle on the problems in the city that affected all of them, he struck up a working relationship with an influential member of the Sabbat, a manipulative Anarch who received psychic visions, and a young, rebellious member of the independent Clan Giovanni (an Italian clan with ties to organized crime the world over and necromantic powers). All of them were tied by a dissatisfaction with how the city's problems were being handled and an inclination toward the occult. Together, with Maugris as their apparent public face due to his high position in one of the sects, the four of them investigated the mystery of the mysteriously absorptive black orbs around the city that seemed to attract demons that possessed a variety of mortals. The first thing they found was that the city planning commissioner was a corrupt Masonic wizard, drawing power from a pact with a demon and the infernal energies of the orbs, as well as the flow of life in the city. Dealing with this man was the first great triumph for Maugris and his coterie - with the Anarchs to cause chaos and disrupt traffic flow, the Giovanni's political connections to lure the commissioner out, the Sabbat's brute strength to attack him directly, and the coterie's talents to investigate the office where the demon lurked, they succeeded in bringing the commissioner down and removing his demonic influence from the city. They proceeded to follow up on this trail for a while - they tracked down four mystical items that gave an Anarch the ability to destroy the black orbs, but resulted in her possession by a demon and the reopening of the portal to hell, then sunk quite a lot of occult study and resources into erecting a durable, permanent seal on the hell pit.
After this, the coterie began to drift apart. Maugris had to focus on his duties as Seneschal, and when rogue members of the Camarilla murdered the Baron (like the Prince, but for Anarchs) and he was brought into conflict with the Anarch he'd worked with before, he was forced to choose between the lives of his subordinates by the Prince - who among the Baron's murderers would be handed over to the Anarchs to die for their crimes. This was a horrible experience for Maugris, who hated killing, and sowed the seeds of a greater split. As much of the city was caught up in the mercenary vampire hunters brought to the city under the pretense of bolstering the police force, Maugris was tracking down mysterious, disappearing bald men with impossible technology and a tendency to attack people and control them, apparently at random, and then faced a cult that worshipped a sun god and drew real power from their devotion. The visionary Anarch, having received a prophecy that portended his death, fled the city. The rebellious Giovanni, in horror of the prospect of her clan enslaving her soul for all eternity, sacrificed herself to destroy the last of the black orbs. And in the spring, after the sun cult's ritual to bring their god to Earth was narrowly thwarted, the Sabbat priest simply left the city to find his own following elsewhere while Maugris ensured the death of a member of the Camarilla whose attempts to manipulate the hunters had brought them down on the heads of the vampires.
The summer, at least, was quiet. What little remained of the cult went into hiding, the bald men lay low, and the hunters drew down and settled into normal police work. The fall was marked by the beginnings of strange portals appearing in the city, weakenings in the fabric of reality, but Maugris had bigger problems - his fae pursuers had finally followed him to Metatropolis. In the presence of the growing number of Halloween decorations, Maugris's ring showed a tendency to fade back to its original orange and flap its wings, and tiny imps with pumpkin heads were seen being born from circles of gourds. His foes were the Pumpkin Court - the king, who commanded the imps and a legion of knights and pursued him for the ring he'd given to a maiden of the court of Air, and the queen, who drew power from mortal blood like a vampire and wanted the ring for herself as proof of her husband's infidelity. The Pumpkin King's servitors pursued Maugris through the city until he and a group of other vampires confronted the two of them in an abandoned Halloween shop, where Maugris blew the king across the room and dueled the queen with his cold iron sword, anathema to fae, with the intent to punish her for her attacks on mortals in the city. But he was brought down by the king's knights, hacking at his arm with long halberds to retrieve the ring. Maugris was driven into torpor from the damage. When he woke, the Pumpkin Court had been driven off, his ring had been destroyed to prevent their return, and he was bound by blood to the Prince, subordinated to his will. The finger he'd worn the ring on never did regrow, but thankfully the luck he had thought the ring brought him hadn't deserted him despite the loss of the ring itself.
The fall and winter were spent in investigating the strange portals - consulting the fae, human magic-users, even werewolves, hereditary enemies of vampires. But the Prince's treatment of vampires under his command and his attitude toward mortal lives grew intolerable, and around New Year's, one of Maugris's close friends in the Camarilla provided him with an ultimatum: by the end of that night, one of them would have declared their intention to replace the Prince as head of the Camarilla. Knowing that his friend was not nearly as capable of defending himself from either assassins in the Prince's employ or the Prince's own powers of manipulation, Maugris overcame the power of the blood bond to declare Praxis. He confronted the Prince about his policies before the Camarilla, and the Prince, used to the manner of old-world nobility and a grandstanding style, suited the occasion with a guillotine. Maugris still abhorred killing, however, and intended to let the Prince leave the city alive, until the Prince threatened to kill an innocent for every member of the Camarilla who stood behind Maugris, intending either to make a hypocrite of him or force him to prove that he would kill when necessary - Maugris never was sure which. Either way, when he stepped up to kill the Prince, he found he'd been tricked - the body the Prince had spoken from was that of a mortal, perhaps always has been. The real Prince had been hidden safe away in Boston this entire time.
As the Prince, Maugris's need to solve the city's problems doubled - but thankfully, his willingness to work with the other Sects, even the Sabbat, helped make it easier to look into the issues. And they only intensified as the mysterious portals became more frequent, parts of the city dropped out of reality and were erased from history entirely, and the bald men returned, striking directly against vampires now, believing them to be the cause of the damage to reality. Despite Maugris's efforts, though, the stress made the differing factions fractious, and as the reality damage reached a critical pitch and they all needed to pull together, two major problems happened - the vampiric cult called the Followers of Set called up their god, believing it would somehow help, and a rogue faction of the Camarilla, led by two of Maugris's most trusted advisers, murdered nearly all of the Sabbat in an attempt to push them out of the city. So it was with the Anarchs, the handful of independents who hadn't fled the city, the few Camarilla who hadn't joined the slaughter, the leader of the Sabbat, and a werewolf mystic, the only one who hadn't gotten the hell out of dodge, that they went to confront the source of the trouble - a demon who had been hidden within an Amish community. They burst in and destroyed the creature, but it was too late - the damage was irreversible, and when they escaped the demon's lair, Metatropolis was no more. Reality had been so badly damaged that they found themselves in Champaign in 1923 - ninety years in the past. But not all of their number had made it.
Maugris never arrived in 1923 with the rest of them. He'd vanished, somewhere in the flux of injured reality.
Canon Standing: (We want to know at what point in the game your character was picked, even if it is an OC ) After defeating the demon and vanishing in the reality storm that left the rest of the vampires stranded in 1923.
In Character Information III - Personality
Date: 2013-07-02 09:28 pm (UTC)Over his time in Metatropolis, Maugris has become defined by his struggle to hold on to his humanity to an extent that many vampires don't bother. Maugris is a skilled fighter, but he doesn't like fighting, and certainly doesn't like to fight to kill. Living in a city as fraught with trouble as Metatropolis and running a society of vampires, though, he's had to harden - he will fight and kill if he thinks someone poses a threat to his charges, the city as a whole, or innocent life. He doesn't deal well with authority - in fact, the only reason he didn't bug out to the Anarchs long ago was out of fear of what Clan Tremere does to users of Thaumaturgy who leave the Camarilla - but he has an extremely strong sense of duty for all that, it's just that he tends to decide what his duty is himself if he has any choice. He will try to protect his friends or anyone who he perceives to be under his charge, and will try to act for their best interests wherever he can, and can be surprisingly determined in doing so. Even when finally pushed to the breaking point and regarding it as time to cut his losses and run, he's extremely reluctant to leave a task undone, particularly if it means people are in danger.
Maugris doesn't really think of himself as a very good leader. He dithers over important decisions, often until it's too late, and will often obsess over certain subtleties while neglecting others. He's slowly gotten better at delegating important decisions and allowing advisors with expertise he lacks to take a fairly free rein with their own activities, as long as they don't conflict with what he believes to be the good of the whole. After the betrayal of some of said advisors in going after the Sabbat at a crucial time, though, it may take him a while to trust himself to make such decisions again.
Maugris doesn't lapse into the animalistic rage of frenzy often, but he does get angry quite often - not usually at verbal insults (in fact, sarcastic, joking barbs are one of his favored modes of humor), but a betrayal or attack on him or his friends will make him very angry, and he gets quite touchy if a situation forces him to violate his self-imposed standards of morality and even more so if he's reminded of it soon afterward. He tends to get angry when most people would get depressed, often at his own failings if there's no one convenient to blame; once he's actually gotten to the point of being depressed instead of angry he tends to go very quiet - mostly because this also tends to come at the point when he's run out of energy to be mad. He gets a lot more decisive when he's angry, but a lot less subtle - the decision to storm a demon's lair that some might see as one of his crowning moments of leadership came only after he was undermined by his advisors, he'd realized he was dealing with the results of a wide variety of blunders making things worse, and it was brought home to him that he'd failed to defend what he, regardless of position, had seen for a long time as his town, which meant his to protect and see grow into a better place.
Overall, though Maugris tries to be a nice person as well as a good one. He isn't the adept social manipulator some vampires are, but he's polite to most people, will try to put aside grudges when greater issues are at stake, and is relaxed and casual with his friends and good at judging the right attitude to work well with someone else. He likes it when people like him, even outside of ones who are actively supporting him - he's rather proud of how well he can actually talk with werewolves, even if that usually starts from the Anarchs' good relationship with them. He's willing to take advice, and likes to help talk people through their problems - he tries his hardest to be a good friend and a good listener, even if he gets restless when he doesn't have anything to do (and thus has a tendency to fidget and pace). The problem is that Maugris's life seems to be an ongoing exercise in discovering whether a vampire is capable of getting ulcers.
In Character Information IV - What Comes With Him (Canon Powers, Weapons/Items, Allies, Baggage)
Date: 2013-07-02 09:30 pm (UTC)Vampire vulnerabilities: Maugris suffers from the following vulnerabilities:
-Blood dependency: Maugris is a vampire. He needs to drink blood to survive. It doesn't have to be human - animal or synthesized blood works fine - but he needs some sort of blood. Without it, he risks going into a frenzy (see below) from hunger.
-Fire and sunlight: Vampires burn real good. Fire hurts Maugris severely (essentially, he has a Fire weakness), and direct sunlight affects him as if he was being burned. The latter issue is compounded by the fact that, unless he makes an effort of will, Maugris automatically falls asleep once the sun rises and doesn't wake up again until it sets. Both of these things have a chance to trigger Rotschreck (see below).
-Injury and healing: Vampires are essentially dead, and as such are much less vulnerable to firearms than living creatures (Maugris basically resists Shoot, if Shoot attacks are a thing here). Being stuck with sharp things affects them normally, though. In addition, Maugris can expend the power contained in the blood he's consumed to heal himself. More serious wounds will heal more slowly, but he can regenerate lost body parts. If Maugris is injured badly enough, though, he lapses into torpor while his body heals - in this state, he appears, to all intents and purposes, to be a dead body, and remains in this state for a period of time dependent on how much he's divorced himself from his former humanity. For Maugris, that's about three weeks. If he's burned to death by fire or sunlight or decapitated, though, he is subject to Final Death; his body disintegrates into ash, and he is Really Dead (you could also achieve this by continuing to whale on him while he's in torpor from damage, but really, at that point it's just easier to cut his head off or leave him for the sunrise). Incidentally, body parts removed from him also turn to ash.
-Staking: Piercing Maugris's heart with a wooden stake sends him into torpor, but rather than wake up after a few weeks, he awakens when the stake is removed. Of course, to do that, you have to actually get the stake through his heart, which requires decent aim to get the right spot around his ribs.
-Cannot Cross the Threshold: Maugris cannot enter a dwelling unless invited. This is not true of all vampires, but it is of him.
-Frenzy and Rotschreck: If Maugris is exposed to the sight or smell of blood when very hungry, or made angry enough, he may lose control and violently attack the closest thing, with preference for living (or otherwise animate) creatures. This is an animalistic assault - he won't use any powers except his enhanced strength, and if he doesn't already have his sword in his hand, he won't even bother to draw it. Persuasive people can still talk him down from frenzy… otherwise the best option is to lock him in a room somewhere and let him wear himself out. Thankfully, he's got enough self-control that he has to be very angry for it to become an issue. He has yet to actually frenzy from natural causes in a position to attack another being. A similar phenomenon is Rotschreck - if he doesn't control himself well enough, the sight of fire or sunlight can cause him to break and run as far away from the fire as he can, the first option being to get out of the room. Lighter flames are usually okay, he's fine with torches unless they're waved around right next to him, but bigger fires and direct sunlight are iffy.
Disciplines: Vampire special abilities. Maugris has access to the following. (These may not work exactly like they do in canon Old World of Darkness - I'm not familiar with the baseline rules and the game he's from is heavily houseruled.)
-Auspex: Maugris can enhance his perceptions in certain ways that are half-physical senses, half-psychic impressions.
--Auspex 1: Heightened Senses (Mind): Maugris can increase any of his physical senses to superhuman levels. For instance, if someone across the room is having a conversation on the phone, he can hear the other side of it, or tasting a bit of powder can tell him roughly what it's composed of (smell and taste are a package deal with this power). While a sense is heightened, though, he can be easily stunned by an extreme event associated with it (bright light, loud noise, pungent smell, etc.).
--Auspex 2: Aura Perception (Mind): Maugris can read someone's aura. This gives him ONE OF: a rough idea of their emotional state, whether they're lying, or their creature type (though in the last case, if he doesn't know what a type of creature's aura looks like, he can't identify it - his experience is limited to human, vampire, demon, werewolf, and fae auras). Very powerful beings have bright auras that can be unpleasant to look at.
--Auspex 3: The Spirit's Touch (Mind): Maugris can touch an object to learn ONE OF: a strong emotion associated with the object, a traumatic event associated with the object, or the last person to touch it (he gets a rough physical description). He does experience said emotion or the memory of said traumatic event, so if they left a strong impression he's in trouble.
-Potence 2 (Strike): Maugris is very strong. Outside of game mechanics from World of Darkness that's basically what it boils down to. For an idea of how strong, he's basically capable of shoving a much larger man to the ground easily if unresisted or taking down a locked door with one blow unless it's specially reinforced.
-Thaumaturgy: The Way of the Winds: Maugris can use magic to control the movement of air. Doing this is obvious - it involves waving hands and chanting (in fact, if he's gagged or his hands are bound he can't use Thaumaturgy). Using Thaumaturgy requires him to expend power taken from drinking someone's blood. No blood, no magic. Basically it makes him hungry faster. (For those familiar with the game, this is in fact a custom Thaum path created by another player there that Maugris uses.)
--Thaumaturgy: The Way of the Winds 1: Breath of Whispers (Wind, Mind): If Maugris has an unobstructed path of open air between himself and someone (basically, if one of them is in a building their room needs an open window or door), he can whisper a short message only they can hear and receive a reply.
--Thaumaturgy: The Way of the Winds 2: Slicing Winds (Wind): Maugris can basically cast Garu.
--Thaumaturgy: The Way of the Winds 3: Diffusion (Wind): Maugris can screw with air pressure in an area around him. He can either lower the air pressure, making it harder for people and flying objects to move, or raise it, making it easier. Either one, if maintained long enough, can cause people to begin suffocating. This requires him to concentrate as long as he wants to maintain the effect, and prolonged use consumes blood quickly.
--Thaumaturgy: The Way of the Winds 4: Raging Gale (Wind): Maugris can create a powerful gust of wind. Unless people caught in the gust (which is wide enough to catch several if they're close together) are strong enough to resist the force or brace themselves well, they get knocked over.
--Thaumaturgy: The Way of the Winds 5: Wind Shield (Wind): Maugris can wrap wind around himself to, essentially, make him much harder to hit and thus hurt. In game terms, call it an extended Sukukaja - it increases his Agility for the purposes of dodging, and lasts a good 10 minutes (easily long enough to outlast most fights) or until he ends it or is knocked unconscious despite it.
--Thaumaturgy Ritual: Deflection of the Wooden Doom (Mind): If he takes ten minutes right after he wakes up, Maugris can protect himself from his vulnerability to stakes for a night - the first time a stake is successfully driven into his heart after he performs the ritual, it disintegrates harmlessly. A splinter of wood held under his tongue powers the ritual - if it's removed, the ritual lapses whether or not he's been staked. The effect ends at sunrise.
--Thaumaturgy Ritual: Pavise of Foul Presence (Mind): If he takes twenty minutes after he wakes up, Maugris can imbue a blue cord with the power to protect him from one supernatural social ability directed at him. Essentially, direct mind control gets through, but attempts to alter his mood or disposition targeted solely at him will rebound upon their user - but only once, before the cord disintegrates. This also lapses at sunrise, and the cord must be worn visibly around his neck for the ritual to be effective. Usually Maugris will take half an hour out of his evening to do both.
Lucky (Mind): Maugris is in general just a little bit luckier than most people (think of it this way - where most people would find a quarter someone dropped on the sidewalk, Maugris would probably find a ten-dollar bill). This is not ridiculously effective, but it's a nice perk of being him.
Canon Weapons|Items:
Cold Iron Rapier (Strike) - For most purposes, it's a perfectly ordinary sword, though Maugris is pretty good with it and also very strong. It is, however, made of cold-forged iron, so it may deal extra damage to fae creatures (this probably works based off of whether fae are vulnerable to cold iron in their own canon).
Canon Allies:
Nothing here!
Canon Baggage:
A motorcycle, a touring type rather than a sport bike (so big sucker with a big gas tank and comfortable to sit on for a long time, meant for distance rather than fancy tricks). Blue paintjob, with the name "Bayard" painted on one side.
Persona - Malagi
Date: 2013-07-02 09:31 pm (UTC)[MALAGI]
LVL (1) | STRENGTH
Landen "Maugris" Heath |
COMBAT SKILLS
► Garu (Inflicts a small amount of Wind damage on one enemy.)
► Skewer (Inflicts a small amount of Physical damage on one enemy.)
► Garula (Inflicts a medium amount of Wind damage on one enemy.)
► Rakukaja (Doubles an ally's Defense. (1 turn))
▷ Swift Strike (Inflicts a small amount of Physical damage up to twice with a 10% chance of Confusion on all enemies.)
▷ Magarula (Inflicts a medium amount of Wind damage on all enemies (Requires a small wind skill).)
▷ Green Wall (Increases an ally's Wind resistance (resist wind effect).)
▷ Via Ventorum (Inflicts a medium amount of Wind damage on all enemies and doubles own Defense. (1 turn))
★ Arctic Blast (Inflicts a medium amount of Wind damage and a small amount of Ice damage on all enemies)
SUPPORT SKILLS
► Wind Boost ( Wind-based attacks are 25% times more effective.)
▷ Evade Physical (Triples evasion against Physical attacks.)
▷ Apt Pupil (Doubles the chance of delivering a Critical Hit.)
Writing Sample
Date: 2013-07-02 09:39 pm (UTC)Here's his thread on the testing meme!
Here's a dear_mun post with a decent amount of interaction.
This is a whole comment in case I need to add writing!