Juri Rapport I think idk Edward: 2 Edelgard: 2 [hider=Juri Han] [b]Name:[/b] Juri Han [b]Origin:[/b] Street Fighter [b]Appearance:[/b] [hider=Time to Play!] [img]https://i.pinimg.com/originals/41/e2/12/41e212e82d0c1e15de98d7f6ca1d69c9.jpg[/img] [/hider] [b]Personality:[/b] A cruel young woman who enjoys destroying and dominating. A hedonistic thrill-seeker with a mean streak a mile wide, Juri Han is no stranger to the physical pleasures this world has to offer. And no stranger to death and murder, either. She insults and berates most people around her for their perceived weaknesses. Spend enough time around her and one might discover the gaps in the façade. She finds her life has a lack of purpose and direction. It's her own fault because she pushes everyone away with her hideous demeanor, but she is also lonely. Juri hates rules and being told what to do. She hates tyrants and authoritarianism. Anyone who is true to themselves and lives for themselves can earn Juri's respect, and she has worked with others in the past to achieve her own ends. Mainly power, or revenge. She has a soft spot for animals, particularly arachnids. She'll kill other killers without a second thought but tends to let other people who get in her way off with a harsh beating. She has acted selflessly in the past, coming to the rescue of others in need. Ask her why, and risk being insulted, or assaulted should one push their luck. She leaves the truly innocent out of it, and when she spots the truly evil, they disgust her. Despite her thuggish, short-sighted behavior, Juri is highly educated and well-read. Juri is no stoic. She possesses an excitable, curious demeanor, if only often to find out whatever the 'problems' are and exploit them. Should something be too boring, she'll immediately discard it and try to find the next thing to entertain her. There's playfulness about her that can make her appear almost innocent. Often times she'll play up the crazy killer role, despite being quite grounded in reality. All this to say, Juri Han is a very complicated woman. [b]Background:[/b]Juri Han was a martial arts prodigy at a young age. Extremely studious, she worked hard to make her parents proud. Even as a young girl she couldn't deny the thrill of destroying her opponents. She loved her mother and greatly respected her father, who was renowned nation-wide in Korea for working as a criminal prosecutor. But when he went after Shadoloo, the evil Dictator M. Bison struck back. In the attack, Juri's parents were murdered, and she lost her left eye. Whatever life Juri Han could have had was over. Juri learned the only real law in this world was the law of violence. Kill or be killed. Juri sought power, greater strength, and revenge against M. Bison. To this end she joined the rival criminal organization SIN as a researcher. She built much of the technology behind the Feng Shui Engine herself. She worked for Seth, the android. When all out war broke about between SIN and Shadaloo, Juri enjoyed the chaos, and played both sides. Eventually she betrayed Seth, killing one of his last back-up bodies, and took over. She made an attempt on M. Bison's life by herself, but failed. SIN didn't last long under her rule. Despite having actually conned, duped, and backstabbed her way into the power she claimed to be so hungry for, she quickly let it all come to ruin because of the responsibility involved and lack of direction. It's not like she actually wanted to take over the world or deal crazy psycho power drugs or run an army or whatever the hell it was evil overlords did all day. It was way too much work and not her style. After murdering anyone else who worked on the Feng Shui Engine so only she would know its secrets, she left. Eventually M. Bison's evil schemes caught up to him, and he attracted the attention of the heroes of the world. Juri was no hero but she was an opportunist who took advantage to get revenge. While she did help save the world, and even saved some of the heroes from harm (there's nothing she hates more than brainwashing) in the end the one who got the pleasure of killing M. Bison was that goody two-shoes Ryu. Part of her chaotic nature is sometimes doing selfless things for no reason. Why she re-programmed and resurrected Seth in a new body and let him roam free, she has no idea. Maybe it was just kinda funny? No longer having revenge as an excuse for her schemes, she has spent her days since wandering around trying to find something to do, working contract jobs as hired muscle or assassinations. To what end, she doesn't know. There's a sense of tragedy about her, and it's becoming increasingly difficult for her to hide it. [b]In the Now:[/b] Juri is as aimless as ever, but the World of Light has presented her with ample opportunity for distraction. She has been going around stirring up trouble and trying to find ways to entertain herself. Naturally this means finding work to fund her habits. And with Juri almost anything is on the table. [b]Job:[/b] Sadistic Spider [b]Specialty:[/b] Juri has extreme speed and mobility, and can be stealthy to boot, making her a viscous flanker and ambusher, especially if there is technology she can disable or exploit. When she has an isolated opponent to go against, Juri thrives in one on one engagements. [b]Inventory:[/b] Feng Shui Engine: The artificial left eye given to her by SIN. She can use her ki to empower it for dramatic effect and returns. By itself, however, it is capable of detecting and giving her a general gauge of the power level of a sentient being she scans with it. It's also a universal input and output port for her hacking skills. Smart Phone: A modern day cellular device capable of long ranged communication, access to networks, currency, a wide host of boring games Juri hates, camera, pictures of spiders, identification, etc. Sports Motorcycle: For travelling around at high speed. For leisure or business. Kept in Midna's magic garage. [s]Honorary Mafia Tommygun: Earned for her work with the Chef Mafia, a classic Chicago Typewriter to rattle rats and coppers. Or anyone else Juri feels like shooting at. It was upgraded by Bowser Junior to shoot fire bullets. After finding the new toy below and running low on ammo, she discarded it.[/s] [hider=Ghoulsaw][center]You have obtained: [B][url=https://imgur.com/puOM3ui]Ghoulsaw[/url][/b] The cruelest of weapons built for the crudest of Grineer soldiers. Rips through metal like flesh, and through flesh like day-old pudding. It never seems to run out of fuel, and the dextrous wielder can even plunge its blade into sufficiently soft ground to ride it like a deadly skateboard.[/center][/Hider] [b]LEVEL:[/b] 6 [b]Abilities:[/b] (Powers, spells, special moves, an iconic piece of equipment, and so forth) [list] [*][b]Feng Shui Engine[/b] - Access to the powerful array of abilities her artificial eye grants her, including scanning for a nearby power levels and hacking, and with further level ups, super attacks and techniques. [*][b]Fuhajin Stocks [/b] - She can enhance her special moves by doing a ki-enhanced kick. This increases the utility of her special moves in a variety of ways. She can store up to four. [*][b] Drive Gauge [/b] - Six internal 'bars' of energy to be used for various Drive techniques. It is expended on blocking, working as a guard meter. The upside compared to say, Sakura or Karin, is that while she has Drive Gauge, she takes no chip damage, and reduced blockstun. She starts with the ability to spend two bars of Drive Gauge to use a powerful Overdrive Art. Overdrive Arts are powerful versions of her special moves, made even more effective if combined with a Fuhajin. [*][b] Drive Gauge II [/b] [u][b]Parry, Rush, Reversal, Impact[/b][/u] Juri gains the four primary uses for her Drive Gauge beyond blocking and OD moves. [u][b]Drive Parry:[/b][/u] For a slow but continuous use of her drive gauge, Juri enters an immobile, highly defensive state. Glowing blue, she can parry all strikes and projectiles that come her way without taking any damage. Attacks that move her are halved in their pushback, and the other half is given to the attacker. Parrying will reward her with free drive gauge. Parrying allows Juri to negate damage and pushback from attacks that would normally blow through her guard through power, and the state of heightened focus renders her immune to strikes that attempt to confuse or overwhelm her defense, even against multiple enemies. If she times her parry exactly when the attack will hit her, such as when an enemy's attack is slow, or they become too predictable, Juri will Perfect Parry. This gives her a significant advantage and usually allows her to strike back against the enemy if its a melee hit. Against a projectile it allows her to move without interruption. This also gives her bonus drive gauge. Counter strikes done immediately after a Perfect Parry have a significant damage reduction, encouraging Juri to use the advantage to aid in her positioning or resource management. If Juri is grabbed during Parry, the attack goes through and she loses a bar of Drive Gauge and the grab does double damage, as well as being a Hard Knockdown she can't roll out of. (Like any Punish Counter grab.) If she uses Parry and no attacks come her way, there is a brief period of recovery where she can do nothing but block, and is still in a Punish Counter state for any attacks that she fails to block, or grabs. [b][u]Super Meter:[/u][/b] Juri gains access to a new resource that increases when she deals damage, and to a lesser degree when she blocks and receives damage. There are three Super Meters available max, and different moves she can spend them on. Level 1: Fuharenjin: Juri unleashes a flurry of projectiles via deadly kicks. The move is an armor-breaking and invincible. It can be used as a reversal or a combo ender, and does more damage if she has a Fuha stock beforehand. Level 2: Feng Shui Engine: Juri taps into the true power of the Feng Shui engine for a limited time. For a limited amount of time, she can ‘cancel’ her normal attacks into other normal attacks as long as they are in ascending order from light to heavy. Her attacks become more powerful and erratic, and she can perform even more attacks in the air. This technique is not a reversal, but she can start off with an armor breaking blitz of a dash to close the distance or convert into a combo. Level 3: Kaisen Dankai Raku: An invincible, armor breaking reversal or combo ender, and Juri’s most powerful attack. Typically she kicks an opponent into the air, meets them there, kicks them back down and ‘impales’ then on her foot. When Juri is at less than 25% health, this move does an extra 20% damage, becoming a Critical Art. Alternatively, Juri can perform the Sakkai Fuhazan. Juri jumps up into the air and unleashes a single, devastating slash of ki energy that has high range and speed. [*][b]Passion Dash[/b] - Juri's dash causes a small magic burst at its terminus and inflicts Weak, decreasing outgoing damage by 30% for 4 seconds. [*][b]Tearing Whirlwind[/b] - When performing a spin attack, nearby enemies are sucked in. [*][b]Razor Burst[/b] - When performing a dash, Juri can leave behind a vortex of cutting winds that deals some damage and slows enemies by 37.5% for 1.5 seconds. [/list] [b]Skills:[/b] (Passive abilities, outstanding ‘stats’, and talents/proficiencies) [list] [*][b]Taekwondo Ki User:[/b] - A martial artist of superhuman strength, speed, and skill. Able to easily overpower common force multipliers such as mundane swords, guns, explosives, etc. She can project her internal force and energy out from herself with dangerous close ranged ki projectiles. [*][b]Speed[/b] - Juri is incredibly fast and agile, even by Street Fighter standards. [*][b]Skill Name[/b] - Skill Description [*][b]Skill Name[/b] - Skill Description [/list] [b]Weaknesses:[/b] (Practical limitations, detrimental ‘stats’, and deficiencies. Include three) [list] [*][b]Burnout State[/b] - Once out of Drive Gauge, she incurs many weaknesses. She takes increased chip damage and block stun, and loses access to all Drive related techniques, making her defense severely weaker and limiting her damage dealing. While in Burnout, a significantly hard impact will Stun her, leaving her helpless for several seconds. Even if she blocks an attack it is possible to Stun her should she hit the environment hard enough as a result. She loses Drive Gauge when she blocks, when she is hit with a punish counter, or when she is hit with an attack that costs the opponent some of their own resource. Super, mana, energy, focus, whatever it may be, if it is a limited power it will take away some of her Drive Gauge on hit depending on the damage and cost. [*][b]Punish Counter[/b] - While Juri is able to capitalize off the mistakes of her enemies with her techniques, there is a tangible benefit from doing the same to her. Catching her in the recovery of performing an attack will sap some of her Drive Gauge and exacerbate the effects of the the attack. For example, an attack that might have normally just knocked her back a few steps may rattle her energy for her to collapse to her knees should it hit her after she missed an attack. [*][b]Short Range[/b] - While she has numerous methods of closing the gap that might make her dangerous an opponent who relies on long range, she has no notable proficiency in anything like marksmanship. Her ki attacks are mostly just for controlling space just outside of the range of her hands and feet. [/list] [b]Spirits:[/b] (Any spirits your character possesses should be listed here with their type) [list] [*][b]Spirit name[/b] [center][hider=Sombra]Spirit consumed: [b][url=https://i.imgur.com/x4xNJ8U.png]Sombra[/url][/b] The host's skin has darkened a little. Her hairstyle has become more asymmetrical, with a shaved strip along her cranium on the non-pink side along with the loss of one of her hair-horns. The remaining hair-horn has shifted to stick out at the back like a more traditional ponytail. Meanwhile, her hair is longer and thicker on the other side, curling upward toward the end. The pink is a bit more purple, and the black a bit more brown. Her pink eye is also more purple, and there are two electronic implants on the shaved part of her head. Her fighting gloves and footpads now overlay longer gloves and socks of a plastic consistency and bright blue-pink gradient, with artificial nails on top also colored cyan. Her black body tape has expanded into a black and purple undersuit, although the spider design is maintained by masses of pink digits. Her personality is a bit more cool-headed and calculating, a bit more cheeky than downright crass, but no less sarcastic. This spirit confers the ability [b]Hack[/b]. She can target an enemy and, as long as she's not interrupted via damage, shut down any equipment or abilities with an electronic component, turning them off and preventing their reactivation for 6s. A holographic purple skull is projected above the target's head for the duration. She can also hack small-to-medium machines to increase their operation speed for a while. This spirit also confers the Weakness [b]Unfair Fighter[/b], increasing the damage taken by ranged weapons by 15%[/hider][/center] [/list] [b]Rapport:[/b] (You can keep track of your Rapport here. As you level up Rapports, consider linking the posts here and listing what they give you) [list] [*][b]Character A / Character B[/b] - D Rank 3/5 [/list] [/hider] [hider=Sakura Kasugano] [b]Name:[/b] Sakura Kasugano [b]Origin:[/b] Street Fighter Alpha 2 [b]Appearance:[/b] [hider=Pleased To Meet You!] [img]https://www.fightersgeneration.com/news2021/news/duel/sakura-streetfighter-duel-fashion-art2.jpg[/img] [img]https://www.fightersgeneration.com/news2021/news/duel/sakura-streetfighter-duel-fashion-art.jpg[/img] [/hider] [b]Personality:[/b] Bubbly, gregarious, outgoing, kind-hearted and a ferocious drive for battle and self-improvement. Sakura could have once been considered naive, but her good nature has withstood the tests presented to her by the world of light. Sakura is strong of will and introspective. She really loves to fight, win or lose, and will throw hands with anyone at any time if they are open to it. It's the best way to get to know someone and to hopefully make friends. Sakura is an open book and can get ahead of herself, and has a small sarcastic streak. [b]Background:[/b] A girl like any other growing up in the woven neighborhoods of Japan, Sakura became fixated on street fighting and on the legendary world warrior Ryu at a young age. A self-taught prodigy, above all she sought his wisdom and to be his student, and following him took her on quite a few adventures. Her rival is Karin Kanzuki, the preposterously wealthy heiress who she does battle with on occasion. Her beleaguered best friend Kei often struggled to match her energy. Sakura did battle with figures like Sagat and Zangief, and even villains like M.Bison himself in defense of Ryu. After returning home safely from the battle against Seth's forces, Sakura considered her future before being taken into the world of light. [b]In the Now:[/b] While under Galeem's influence, Sakura spent most of her time fighting in various tournaments in Esaka, the Tiered City. Ryu was notably absent, and Sakura left to go find him, her journey bringing her to the Friend Hearted fighter. After the battle she joined the Seekers, following them to Alcamoth. Then she took off to the Deepl Blue, becoming a ship girl and meeting and befriending Bella. She travelled into the rotted core, survived the Maw, and delivered a mortal blow upon the Orphan Guardian. During this time she reunited with Karin Kanzuki in Limsa Lomscuttle, eventually freeing her. Sakura followed the Seekers to Midgar, where they weaved through corruption and urban decay and constant supernatural crisis until they slayed the Guardian beneath there. Warfare is against Sakura's gentle (if punch hungry) nature, and needing a break from it, she decided to stay with Karin Kanzuki at Midgar to help rebuild and shelter the refugees of the great city. She even reunited with her parents. Since then she has been helping move heavy things and battling stray monsters and warding off bandits. As her mental strength has recovered, and the citizens situation stabilizes, her thoughts drift once again to the Seekers and the all-important battle that is deciding the fate of the universe. Ultimately, she could only sit it out for so long. [b]Job:[/b] Street Fighter [b]Specialty:[/b] A close ranged powerhouse with medium range capability. Her skills and combos let her battle against single opponents, while her strength and speed let her keep up with groups. Sakura is a versatile frontline fighter with the speed and utility skills to support her teammates. [b]Inventory:[/b] New Clothes: A thankful refugee tailor made her a durable custom set of clothing. The jacket is comfortable and keeps her warm, though can be unzipped or wrapped around the waist in hotter climates. Backpack: A backpack for holding goodies and supplies. Some money, bandages, food, water, [s]toys[/s] collectibles, etc. Smart Phone + Earphones: For keeping up in Midgar. Fancy Mountain Bike: To make people eat dust. [b]Lv:[/b] 10 [b]EXP:[/b] See posts [b]Abilities:[/b] (Powers, spells, special moves, an iconic piece of equipment, and so forth) [list] [*][b]EX SPECIAL MOVES[/b] - Through dealing and to a lesser extent taking damage, Sakura builds up an EX meter, up to three (four) bars. She can spend an EX bar to enhance one of her special moves, or spend three bars to perform a high damaging Critical Art. [*][b]V-Meter[/b] - Two bars of V-Meter, built through taking damage or using V-Skills. She can use them to perform a V-Reversal, which is a no-damage, no-risk defensive technique to interrupt enemy offense. Alternatively she can spent a bar of V-Meter on a V-Shift, which is a high risk precise dodge that allows her to counter-attack if successful, but leaves her exposed if failed.   [*][b]V-Skills[/b] - Two mobility options that build V-Meter. A large leap that can take Sakura up to twenty feet in the air, or fast, long-ranged, high speed dodge roll that can be used to avoid attacks or as a combo tool. [*][b]V-Trigger[/b] - When she has two bars of V-Meter, Sakura can spend both to access to a comeback mechanic known as V-Trigger. Activating them gives her some attacking advantage, and lets her enter one of two empowered states. These states last for about thirty seconds, but go away much more quickly when she uses the enhanced techniques. Haru Arashi: Sakura's palms to begin to glow bright blue. Her Ki based projectile attacks hit harder, dealing more damage and becoming more difficult to block, with greater knockbock. She also gains greater control over her Ki, allowing her access to moves like the "Hogosho" a short range concentrated blast of Ki energy. Sakura Senpu: Sakura's fist and feet become enveloped in blue flame. Her strikes heat up, dealing more damage and becoming more difficult to overcome. Her melee and special moves become more lethal and unpredictable, letting her defense flow quicker into her offense. [*][b]Focus[/b] - Sakura gains access to an armored state that lets her absorb one hit of damage. She can use it on the fly, leaving and entering the state at will, but she must be standing still to Focus. If she charges up for a second, she can unleash an unblockable, armor-breaking Focus Attack that crumples whoever it hits. Armor breaking moves or grabs can counter Focus. She can spend two bars of EX to cancel a move into a Focus state to apply pressure or to escape an unsafe move. Absorbed damage still applies, but is returned over time to Sakura in the form of grey health. [*][b]Red Focus[/b] - Spend three EX to enter a state of Red Focus, raising giving her Focus state an infinite amount of armor, countering armor breaking moves. As long as Sakura has health, she can absorb it. [*][b]Revenge Gauge[/b] - A pure comeback mechanic. When Sakura is at half health, she can perform a free super attack called an Ultra Combo. If she is at 25% health, the Ultra Combo does more damage. This allows her to spend EX more freely if the fight calls for it while still having access to a super attack if things get rough. [*][b]Round Two[/b] - In a situation where she would normally be knocked unconscious, Sakura instead enters a dazed, downed state. Taking any damage during this state will KO her. However, if she goes ten seconds without taking damage, she will regain health back to full. All resources except EX meter are lost. [*][b]Tag[/b] - "Tag Out" an ally as if they were swapping positions in a tag team game. To facilitate this, the tagged out ally gains some health regen and a retreating speed boost, while Sakura's next attack gains a high amount of knock back from the momentum of the switch. [*][b]Brain Drive[/b] - An alternate form of empowerment, with more of a focus on her newly acquired psychic abilities. Filled up by dealing damage to opponents. Once activated Sakura's psychic powers strengthen and become less draining to use, and her physical attack speed increases for a limited amount of time. [*][b]DARK SAKURA[/b] - Sakura locks in. Spend a full EX gauge and V-Meter to enter an empowered state. Sakura's aura changes from blue and white to purple and pink. Her eyes turn a sharp shade of red, and her skin burns into a vibrant, brown-orange shade. EX fireballs become powerful super fireballs that deal high damage and break armor. Her special attacks become easier to link into each other, allowing for relentless offense. Sakura gains access to a short ranged invincible teleporting dash, dramatically increasing her evasiveness and mobility. If she builds up an extra four bars, she can become the Raging Demon, a powerful, invulnerable teleporting command grab move. Sakura unleashes a flurry of pummeling strikes from all directions. This move is a penance for the evil ones in this world, dealing more damage depending on the amount of sins their soul has yet to atone for. This empowered state lasts until the battle is over, or Sakura is knocked unconscious. Notably, while the actual empowered state ends, Dark Sakura herself will not go away unless she purposefully de-transforms. Dark Sakura is rougher, more battle hungry, pitiless, delinquent, cheeky, headstrong and less strategic. Though she still retains all of her other positive personality traits. A disempowered 'casual' Dark Sakura has blue energy with a hint of pink, and her eyes turn to a usual brown state. Again everything else about her is normal, including the need to gain full resources to enter the empowered state. Only the physical and personality differences remain until the transformation is undone. When used properly, this isn't an evil form at all. [*][b]Ability Name[/b] - Ability Description [/list] [b]Skills:[/b] (Passive abilities, outstanding ‘stats’, and talents/proficiencies) [list] [*][b]Self Taught Ki Enhanced Ansatsuken Style Karate[/b] - Extreme martial prowess grants Sakura heightened durability, strength, mobility, and the power to project her spiritual strength outwards through ki projectiles. She can block powerful attacks with blue defensive ki from her body. [*][b]GUTS Scaling[/b] - Being low health, like for anyone, isn't great for Sakura. But as she takes more of a beating, her will to fight doesn't fade. When Sakura is on low health, she gains damage resistance. How much magic does she have in that pixel? [*][b]Rival Schools[/b] - Sakura's V-Skill jump doubles in height. Sakura can perform all of her special moves in the air. Her Chin Buster Kick becomes a powerful launcher, and she can perform juggling air combos and multiple air attacks. [*][b]Advanced Ki Techniques[/b] - Taking pages from her various crossover appearances, Sakura gains access to a wider range of more powerful fireballs. She can fire one handed fireballs mid air or on the ground, charge them up for more powerful blasts with AoE damage. Her uppercut gains a projectile shield, allowing her to blast through ranged attacks at high speed or mid-air. [*][b]Skill Name[/b] - Skill Description [/list] [b]Weaknesses:[/b] (Practical limitations, detrimental ‘stats’, and deficiencies. Include at least three) [list] [*][b]Stun[/b] - A secondary health bar that fills up fast, but empties just as easily. When Sakura takes damage, the bar starts to fill. When she goes a few seconds without taking damage of any kind (chip and grey included) it begins to empty. If the bar becomes full, Sakura becomes Stunned and is rendered dazed and helpless until she takes damage or five seconds pass. Basically if she takes too much damage too quickly, her situation will get even worse because of Stun. This weakness directly contradicts with her wide array of comeback mechanics, so getting beat up isn't a free ticket to greater power, and prevents her from taking on a role as a tank. [*][b]Elemental Weaknesses[/b] - Frost damage prevents her stun from draining, and electrical damage deals more stun. Poison can still be applied through her block to drain her health over time. Fire can burn through her block to deal grey damage, and she takes more damage when burning. And naturally anything that applies any kind of stun effect on its own merit would increase the stun bar as well. [*][b]Crush Counter[/b] - If Sakura makes a mistake and her attacks are interrupted by a strong enough attack, she will be Crush Countered. Crush Counters deal more stun to Sakura and her reaction to them is stronger than otherwise, leaving her more exposed to punishing follow ups from her opponents. Of course being counter hit in any way is bad, but Crush Counters tend to be pretty unfortunately spectacular for Sakura. Even if nothing else comes of it, the Hard Knockdown leaves Sakura floored for a second or two. [*][b]Satsui No Hado[/b] - Dark Sakura doesn't typically channel the Satsui no Hado, but it is obviously adjacent to it. Under extreme circumstances, Sakura may unintentionally enter the Dark Sakura state. But entering Dark Sakura through rage as opposed to heightened control, focus, and battle rhythm has negative effects on Sakura's personality and state of mind, making it a problem all on its own. Her violence can easily turn on allies. This form of the Dark Sakura state is marked by purple and black aura, brighter redder eyes, and an extreme lack of cheerful demeanor and mental stability. Channeling too much inner power before she is ready is bad for her soul. Any raw power that may be accessed from the Satsui no Hado is offset not just by the mental instability, but the draining of her very vitality as her body almost literally burns to keep up the output. This is a risk Sakura is having to mitigate as her powers grow. She fully intends for this to never, ever happen. [/list] [b]Spirits:[/b] (Any spirits your character possesses should be listed here with their type) [list] [*][b]Yushin Clements[/b] - A random psychic spirit Sakura adopted to infiltrate a psionic police force in Midgar. Sakura's psychic third eye is opened, allowing her access to psychic powers and psychic awareness. In particular, this Spirit confers the power [b]Mental Connection[/b] an ability that allows her to move herself or a target like a psychic grappling hook, as long as she has thoughts (either stray thoughts or an ally's thoughts) to latch onto. It confers the weakness [b]Harsh Reality.[/b] Psychically aware creatures can sense her presence. Psychic damage deals additional Stun to Sakura. If Sakura is Stunned with psychic damage, she enters an even more vulnerable, longer lasting Brain Crush state, which opens her up to a one hit KO that breaks through abilities like Round Two. [*][ [/list] [b]Rapport:[/b] (You can keep track of your Rapport here. As you level up Rapports, consider linking the posts here and listing what they give you) [list][/list] [/hider]