CHARACTER SHEET ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ NAME: Sakura Holly AGE: 18 PLAYER: CyberBotX RACE: Human CLASS: Cosmic Mage JOB: Agent (Currently); Part-time Gardener / Part-time Dancer (Formerly) HP: 446/446 (Hit Die: 1d6) MP: 636/636 (Magic Die: 1d10) BP: 120/120 LEVEL: 50 XP: N/A ____________ Appearance ŻŻŻŻŻŻŻŻŻŻŻŻ 5'7"; 140 lbs.; D 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻ 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. ___________ Backstory ŻŻŻŻŻŻŻŻŻŻŻ 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ For her contined Runic language training, Sakura has become student to the Horatio Twins, Allen and Wendy. Sakura has a boyfriend named Costello Acuzio, 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. ____________ Attributes ŻŻŻŻŻŻŻŻŻŻŻŻ STATISTIC RATING BONUS TOTAL BOOST% ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Strength 5 15% Vitality 10 25% Agility 18 35% Speed 12 30% Magery 18 35% Willpower 16 32% ___________________ Combat Statistics ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ STATISTIC RATING BONUS TOTAL ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ DC 6 (+1 / 10 levels) MDC 8 (+1 / 7 levels) Magic% 168% (100 + level + MAG) Defense 30 +20 50 Armor 5 + level (50) + armor (65) 120 Magic Defense 34 +40 74 Magic Armor 7 + level (50) + armor (85) 142 ________ Skills ŻŻŻŻŻŻŻŻ SKILL RATING BOOST TOTAL DEFAULT ATTRIBUTE ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Magic Lore (Cosmic) 200% 35% 235% MAG (+) Lore (Astronomy) 145% 35% 180% MAG (+) Staves 100% 35% 135% AGI (-) Area Knowledge (Wildecoast) 30% 35% 65% MAG (+) Brawling 100% 35% 135% AGI (-) Language (Common) 200% FLUENT Lore (Plants) 140% 35% 175% MAG (+) Acrobatics 115% 35% 150% AGI Language (Fluorgan) 50% 35% 85% MAG (+) Language (Runic) 80% 35% 115% MAG (+) Research 145% 35% 180% MAG (+) Dancing 120% 35% 155% AGI (*) Awareness 115% 35% 150% MAG Skill points remaining: 0 (Affinity: Scholastic) (Deficiency: Weapon & Combat) (* Social skills get +5% against males) [Dances currently known: Ballet] _________ Weapons ŻŻŻŻŻŻŻŻŻ ITEM TYPE LOCATION DAMAGE NOTES ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Bronze Staff Staff In Storage 1d8+3 +10% to Staves (Rank D enchantment) Helix Arm Staff Staff Equipped 3d8 +20% to Staves (?) +10% to magic damage _______ Armor ŻŻŻŻŻŻŻ TYPE ITEM ARM M.ARM DEF M.DEF NOTES ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Armwear Emergence 15 25 +5 +15 (All part of one set) +60 Max MP Robe Emergence 50 60 +15 +25 See Below for Details Accessory Badge (Outside Agent) 0 0 +0 +0 See Item Below _________________________ Emergence Armor Details ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 20 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 not active, the "armor" looks very much like her normal outfit. When activated, the armor overlays on top of her outfit. The entirety of the armor is white with silver trim. It consists of metal shoulder pads, metal corset, metal skirt (shorter than her outfit's skirt), as well as the above additional items. All the metal is light-weight 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. (This description needs updating due to upgrade in the Emergence armor.) __________________________________ Accessories/Recovery Items/Other ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ITEM TYPE NOTES ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Badge (Outside Agent) 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 Cell Phone (Black) Misc. Gift from Acuzio! Wearing it around her neck like another necklace Unknown Envelope Misc. Envelope found in a classroom of the Library of Alexandria, seems off, don't know why (MISSING) Ethers x3 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 ITEM LIMIT: STR (5) [Badge doesn't count] GP: 3507 ___________ Abilities ŻŻŻŻŻŻŻŻŻŻŻ ABILITY TYPE COST EFFECTS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Cosmic Magic Class N/A See below chart Magic Counter Special N/A Declare at the start of your turn that you are counting, 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 half 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 1/4th of the damage instead of 1/2. You cannot do a combo if countering. 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 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 (until a battle occurs). 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, either to herself or 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. 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, either to herself or to another party member. This is instantly added to the target's current and max for those stats. After the battle, in addition to Sakura losing the stats, the target's stats will be lowered by what was added during the battle. Also additionally, if Sakura's MP or BP would be lowered below 0, the negatives will carry over as HP damage. 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 ŻŻŻŻŻŻŻŻ (S.PEN == Success Penalty, L.PEN == Lore Penalty) LVL NAME COST TARGET DURATION S.PEN L.PEN ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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. 2 Blink 10 Single 1d6+(MAG/3) hours Inflicts Blur status [+20 DEF]. Target appears somewhat hazy. 1 Bomb 5 Single Instant Deals 3d6 Non-Elemental damage to target. 7 Bombga 65 All Enemies Instant Deals 9d6 Non-Elemental damage to all enemies. 4 Bombra 26 Multiple Instant Deals 6d6 Non-Elemental damage to target(s). 3 Comet 20 All Enemies Instant Deals 5d6 Non-Elemental damage to all enemies. 5 Cometra 40 Single Instant Deals 8d6 Non-Elemental damage to 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. 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. 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. 3 Displacement 20 Self 1d8+(MAG/3) hours Caster becomes invisibile. 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. 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. 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. 4 Flight 25 Self 1d8+(MAG/3) hours Caster can fly at twice their running speed. They get +10 DEF and M.DEF. 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. 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. 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. 3 Phase Shift 20 Self Instant 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. 7 Return 50 N/A Instant 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. 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. 3 Slow 15 Single 1d8+(MAG/3) rounds -10% Magic% chance to inflict the Slow status [Initiative is halved] on target. 6 Slowga 40 All Enemies 1d6+(MAG/3) rounds -30% -30% Magic% chance to inflict the Slow status [Initiative is halved] on all enemies. 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. 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 target. 1 Super Sprint 4 Single 1d6+(MAG/3) rounds Target gets (MAG/5) added to SPD. In addition, the target's running speed is tripled. 5 Teleport 40 Self Instant Caster's location is instantly changed to any unoccupied spot within 1d8+(MAG/3) yards. Obstacles between caster's current location and the new location do not hamper this spell in any way. 1 Unlock 5 Single 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. 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]. 3 Zodiac: Cancer 10 Single Instant Deals 3d6 Water damage to target. This is a Water Sign. ECHO: 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. 6 Zodiac: Capricorn 30 All Enemies Instant Deals 4d6 Earth damage to all enemies. This is an Earth Sign. ECHO: Target receives -5 M.DEF. This counts as a negative status efect and can be dispelled normally. This effect lasts 3 rounts after first application; stacking this effect does not increase or otherwise refresh its duriation. 2 Zodiac: Gemini 10 Single Instant Deals 3d6 Wind damage to 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 target. This is a Fire Sign. ECHO: (Level/20)d5 Earth damage to target. 5 Zodiac: Libra 30 Single Instant Deals 5d6 Wind damage to target. This is a Wind Sign. ECHO: (Level/20)d5 HP healing to each party member. 6 Zodiac: Pisces 30 Single Instant Deals 5d6 Water damage to target. This is a Water Sign. ECHO: Target receives -10% Earth resistance. This counts as a negative status efect and can be dispelled normally. This effect lasts 3 rounts after first application; stacking this effect does not increase or otherwise refresh its duriation. 5 Zodiac: Sagittarius 30 Single Instant Deals 5d6 Fire damage to target. This is a Fire Sign. ECHO: (Level/10)d5 Fire damage to target. 3 Zodiac: Virgo 10 All Enemies Instant Deals 2d6 Earth damage to all enemies. This is an Earth Sign. ECHO: Target receives -5 DEF. This counts as a negative status efect and can be dispelled normally. This effect lasts 3 rounts after first application; stacking this effect does not increase or otherwise refresh its duriation. ____________ Advantages ŻŻŻŻŻŻŻŻŻŻŻŻ - 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 ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ - Can't Swim (1) This is coupled with Sakura's Phobia, see below. - Compulsion [Tidyness] (1) Sakura can't stand untidyness. 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 and/or untidy, she will be hardpressed to allow that to slide. (To resist, she must pass a Hard Willpower check.) - 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. - Obsession [Chocolate] (2) Although Sakura had never met Dot, 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 [Brontophobia a.k.a. Fear of Thunder and Lightning] (2) When Sakura was 13, she was attempting to learn to swim. 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. _______________ Miscellaneous ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ CLOTHING ŻŻŻŻŻŻŻŻŻŻ Sparkly white dress (see Appearance above) White t-shirt with black skirt (longer than her default, going down to halfway between her knees and her ankles) or black jogging pants Fancy blue dress Sleeveless white dress (very similar to her default otherwise) Fancy white dress with glittery stars on top and black stripes on the skirt Simple white nightgown Black cape with golden chain (see Apperance above) Black hair ribbon (see Appearance above) White ballet flats (see Appearance above) White sneakers White 2" pumps White slippers ROOM ŻŻŻŻŻŻ Various plants of various sizes adorn the room 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 (1 has probably been delegated for Acuzio to use), 2 endtables by the bed, and a wardrobe Normal sized closet CELL PHONE CONTACTS ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Allen & Wendy Acuzio <3 Bryl Emergency Emergency (Bear) Giles Shera's Room Tower Val (And the rest of the party, most likely) NOTEABLE NPCs ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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) Bloodthirst for Knowledge (Senior agent group consisting of Castitas "Caster" Denigen, Dizzy & Myrh Calico, Porrum Malory, and Salax Denigen) Bryl Voffner (Dacq's significant other; is also Anubis, the Avatar of Death) Costello Acuzio (Surname first, Sakura's love <3, is a police officer who sometimes goes undercover, is an Elf, is unlucky and can sense immediate misfortune) 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) Fth'Sho-Ka (Better known as Shoka, part of a bug-like race, female, was considered a Ranger by her own race) Giles Veratoga (Quartermaster to the Agents, office in the Central Tower) Lumine (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) Professor N & Chris (Runs a planetarium, Chris is part shark and a strong psychic who wears a special helmet to prevent him from reading everyone's thoughts) Screwloose (Real name Jamie, wears a dragon costume that apparently used to be his armor when he was an Agent, kinda crazy at times) 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) 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) Valentia (Battlemistress of the Central Tower, 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)