[hider="Rivery Gerald"] [b]Name:[/b] Geralt of Rivia, Gwynbleidd, “White Wolf” [b]Game Origin:[/b] The Witcher [b]Appearance:[/b] [url=http://witcherhour.com/wp-content/uploads/2016/07/grandmaster-wolven-gear-look.jpg]Geralt[/url] The host is slightly taller than normal, thought not by much. His hair is a pale strawberry blond, and his armor is now a suit of [url=https://imgur.com/a/V9o7pSy] half-plate[/url], with his legs and arms covered by leather underneath the plates on his thighs and forearms. He looks a bit more youthful, though a tinge of madness still peaks through his bright, blue eyes. From the shoulders of his gear extend two half-capes of a slightly translucent white material that is mistakable for silk when dry. Personality-wise, Geralt is a bit conflicted. He seeks to do what is right, and while he does not agonize over following orders, he has a bit of a rebellious streak in him, and revels in a challenge. As LCCB Assistant Manager, the host is adorned in riot gear, wielding a riot shield and a pistol. His orange-white hair is voluminous, flowing down to his hips. As Ardor Blossom, the host has gained a noticeable amount of size, his skin has darkened and become hardened and scaly. His armor has transformed into a heavy tan jacket with a black undershirt, and he wears orange pants beneath it. His eyes are a bright orange, while his hair has become a darker orange. In this form, Geralt has rudimentary draconic wings that can be used to lengthen his jumps and buffet enemies with wind, but not fly. He has grown large horns on either side of his head, and his hands end in vicious claws. His demeanor is more dour and quicker to anger in this form. [b]Personality:[/b] Geralt is, for all intents and purposes, a mercenary, and thus he often comes across as aloof or uncaring. However, Geralt is a strong believer in equality among sentient creatures, as well as justice. He often betrays his contractors if he discovers that the monster he has been hired to slay is not a threat, or circumvents the details of his contracts to meet a non-violent resolution if one is possible. He is well-known throughout Skellige, the Northern Realms and the Nilfgaardian Empire as a fierce and loyal friend, willing to traverse through veritable nightmares for those he holds dearest. The Orphan of Kos left a deep wellspring of rage within Geralt, leaving him prone to bouts of rage. His personality is more calm and in control, much less inclined to fly off the handle into a rage with the fusion with Ishmael, but also more critical of allies. He seeks to do what is right, and while he does not agonize over following orders, he has a bit of a rebellious streak in him, and revels in a challenge. [b]Background:[/b] Born to a sorceress and a warrior, Geralt was brought to “Witcher School” as a young boy. After surviving the Witchers’ rite of passage, the Trial of the Grasses, Geralt voluntarily underwent a series of experimental mutations which killed all other subjects. He managed to survive these experiments, however, and became a Witcher unlike any other. Geralt has fought all manner of creatures, from wyverns to kings to trolls and vampires. He was killed once, only to reappear years later with no recollection of his past, though he likely won’t be able to recreate this feat without a powerful sorceress at his side. Speaking of powerful sorceresses, Geralt has romanced two: Triss Merigold and Yennefer of Vengerberg. His fate was once sealed to Yennefer’s by a Djinn, but the two recently severed their magical bond and affirmed their love to be unbroken by the loss of that magical tether. His daughter figure, Cirilla, looks up to Yennefer as a mother, as well. [b]Job:[/b] Witcher [b]Specialty:[/b] Monster Slayer [b]Level:[/b] 14 [b]Experience:[/b] 18/140 [b]Abilities:[/b] [list] [*][b]Quen Sign[/b] (Witcher) - produces two types of shields capable of absorbing and dispersing large amounts of kinetic energy before explosively shattering, sending foes reeling. The first is passive and offers lesser protection, while the second requires an active concentration and is capable of weathering greater stress. Starter Power. [*][b]Igni Sign[/b] (Witcher) - launches a burst of extremely hot flames, capable of bubbling flesh on contact, heating metal red-hot, and igniting flammable gasses in the air. It is a versatile Sign, capable of being used at varying levels of power. It can be used for mundane tasks such as lighting campfires, as well as in combat to damage enemy armor or light them aflame. If Geralt focuses his concentration, he can spout a continuous stream of fire to focus the damage on a specific area or target. Level up Power. [*][b]Yrden Sign[/b] (Witcher) - places a magical trap with one of two configurations. The Area Trap slows enemies that enter a circle with a radius of approximately one and a half meters. Additionally, any spectral enemies within the trap are forced into a more corporeal form, increasing their vulnerability to damage from physical sources (such as bombs and silver swords). Lasts for twenty seconds. The Glyph of Warding places a Visible Glyph on the ground which actively attacks hostile creatures and can destroy airborne projectiles within a ten-yard radius. However, the glyph can only attack approximately three times per second, and its attacks are not particularly powerful. Lasts for fifteen seconds. Level up Power. [*][b]Axii Sign[/b] (Witcher) - A simple, [s]yet quite unbreakable[/s] but effective sign, Axii assails the foes mind and bends them to the user's will. In combat, the sign serves one of two purposes: stunning an opponent, or, when focused on more actively, controlling an opponent in combat. Stunning an enemy is as simple as making the sign, and the attack will overwhelm the enemy's mind and leave them too disoriented to coordinate themselves for a period of about seven seconds. Overriding an enemy's mind and controlling them is a much more difficult task. Typically impossible on more mentally resilient enemies (usually boss or mini-boss level), Axii nonetheless can wreak havoc on a group of foes if they're not expecting to have to fight one of their own. It also serves a second purpose of taking the heat off Geralt if he's surrounded. Oddly enough, many enemies seem to be even deadlier when being puppeted by the sign. Whether the effect of a removal of some inhibition, or even breaking the biological inhibitors that adrenaline deactivates (in humans, at least) is unknown. It's simply...known, that enemies controlled by Axii are deadlier than they would otherwise be. Outside of combat, Axii must be maintained much more actively to produce anything more than a simple command. However, Geralt can use the sign to give complex orders to an individual. Of course, if others see him doing this to their friend, it tends to go over poorly. A few peasants may have lost their teeth or their lives trying to fight Geralt when he foolishly used this sign with others witness to what he was doing. Others...wisely ran in the opposite direction. Level up power. [*][b]Aard Sign[/b] (Witcher) - Force incarnated, Aard produces a roughly cone-shaped blast of concentrated telekinetic energy, capable of forcing even hearty wyverns to stumble. It's also been known to knock barriers aside, blow open locked doors (Or sometimes knock them right off the hinges!), and knock grown men clean off their feet. Creatively applied, Aard can also produce a smaller and somewhat less powerful circular blast of force around Geralt, typically only strong enough to force men to stumble or risk losing their footing, rather than knocking them down outright. Level up Power. [*][b]Second Life[/b] (Witcher) - When Vitality reaches 0, you become temporarily invulnerable and regenerate 100% Vitality. The effect can only be triggered once every 180s. Level up Power. [*][b]Eldritch Lightning[/b] (Orphaned God) - Allows the host to call forth waves of electricity with a scream. From the Orphan of Kos Spirit. [*][b]Hateful Flesh[/b] (Orphaned God) - Allows to pull the Orphan’s cleaver from within himself at a moderate health cost. The heaviest of his three weapons, it possesses an edge of siderate, a mineral said to have fallen from the great beyond, and rather than men or monsters, it deals extra damage to eldritch and spectral enemies. The host can pull clumps of extremely volatile tissue from the cleaver, which can then be used as contact explosives. From the Orphan of Kos Spirit. [*][b]Identity[/b] (LCCB Sinner) - allows the host to switch out his current set of weaponry, equipment, and proficiencies to a different loadout, with additional identities available via level investment. Spirits applied to an identity will only affect that identity. This comes with the identity LCCB Assistant Manager, which comes with a set of riot armor that resists blunt and explosive damage, a tall ballistic shield, a pistol that shoots tremor-inducing Quake Rounds, and associated skills. [b][i]Identities[/i][/b]: [b]LCCB Assistant Manager[/b] - comes with a set of riot armor that resists blunt and explosive damage, a tall ballistic shield, a pistol that shoots tremor-inducing Quake Rounds, and associated skills. [b]Ardor Blossom Star[/b] - An E.G.O. Identity. Replaces all equipment with and orange coat, orange-and-black-striped short dress, black leggings, and boots alongside flaming moth wings, granting the ability to lob explosive fireballs at enemies. The fireballs can cause Burn, and if he puts more power into them, he can launch more fireballs albeit with a random spread. If she strikes an enemy she burned, it will cause an explosion of three more explosive fireballs that fly in random directions. [*]Ardor Blossom Identity Ability - [b]Ground Shaker[/b] (Dark Dragon) - A powerful stomp that unleashes a wave of heavy dark explosions forward, although it must by charged by dealing damage. From Barbatos's Spirit. [*]Ardor Blossom Identity Ability - [b]Shuriken Shower[/b] (Ninja Dragon) - Summons a rain of 14 shadow-infused ninja stars in an area, though this must be charged by dealing damage. The 14th star deals 58% more damage, and this ability also energizes the host and nearby allies, decreasing stamina usage and boosting stamina regen. From Shinobi's Spirit [*][b]Brain Eater[/b] (Psi General) - Allows Geralt to permanently copy psychic abilities via aggressive grappling of other psychics' heads. Only psychic abilities can be taken for his own. From Karen Travers Spirit [*][b]Foul Legacy: Raging Tide[/b] (Fatui Harbinger) - Allows the host to enter a melee stance endowed with weapons of pure Hydro energy. This allows him to execute quick attacks with dual blades, or stronger attacks with a joined twinblade. All attacks in this stance apply the Wet status, and critical hits apply Riptide, which deal additional Hydro attacks when triggered. From Tartaglia's Spirit [*][b]Demon Fang[/b] (Paladin) - Sends a cutting shockwave along the ground to deal unaspected slash damage. From Flynn Scifo's Spirit. [*][b]Basic Spells[/b] (Paladin) - Grants two basic spells, First Aid and Luminant Scythe. Each spell requires two seconds of uninterrupted channeling to cast, and require about as much stamina as casting a Sign. [b]First Aid[/b] heals an ally for 25% of their maximum HP, while [b]Luminant Scythe[/b] summons two angled rings of light to surround an enemy, along with four orbs of light which all crash into an enemy, dealing medium holy-aspected damage. [*][b]Advanced Artes[/b] (Paladin) - Grants two more advanced abilities, Guardian Field and Holy Lance. Each ability costs roughly the stamina required to cast two Signs in short order, slightly exhausting Geralt after use and requiring a period of roughly fifteen seconds before he uses any costly abilities again, otherwise he risks severe physical exhaustion and an even longer period before he can use abilities. [b]Guardian Field[/b] creates a ten-foot diameter field of blue light around Geralt, which damages enemies and heals himself and all allies within for 10% of their maximum HP over a period of three seconds. [b]Holy Lance[/b] requires five seconds of uninterrupted channel time, after which it summons six lances of holy light, five around the target and one above. The five lances rapidly crash into the target in succession, each stunlocking the target in place for about half a second, and the final lance strikes into the target with tremendous force, knocking them up and back. [/list] [b]Skills:[/b] [list] [*][b]Extreme Poison/Disease Resistance[/b] (Witcher) - Geralt is immune to all but the absolutely deadliest poisons, which allows him to utilize the Witchers’ deadly concoctions as medicine, where they would normally destroy a normal human’s body in minutes. Starter Strength. [*][b]Superior Regeneration[/b] (Witcher) - While not enough to regenerate lost limbs, Geralt possesses regenerative abilities far beyond that of any human being. He can survive wounds that would be fatal to regular humans because he can simply heal them quickly enough to not die from them, and other, non-lethal wounds disappear significantly more quickly than they would for anybody without an absurdly powerful healing factor. Starter Strength. [*][b]Encyclopedic Knowledge[/b] (Witcher) - Geralt’s mind is a trove of knowledge, owing to his advanced age, wealth of experience, and quick wit. He houses a nearly encyclopedic knowledge of the various potions, bombs, and oils he can create. He can easily and readily identify the ingredients to these, though they are not always readily available, of course. Along with that knowledge, Geralt also knows the names, appearances, behavioral patterns, and weaknesses of every type of monster to roam the Continent, though this knowledge is of less use against creatures he hasn't researched or fought, including humans. He can, of course, use this knowledge to approximate what may work against any monsters he comes up against. This knowledge is also useful in performing autopsies, though Geralt lacks the proper tools to perform all but the most basic autopsies. This knowledge also pertains to investigating and breaking curses, though those are often unique cases based as much on knowledge of the creature as they are knowledge of the personal circumstance. Level up Strength. [*][b]Witcher Physiology[/b] (Witcher) - Geralt's mutations as a Witcher grant him a number of attributes that make him stand out from ordinary humans. His strength, reflexes, durability, speed, and endurance are enhanced well beyond that of the average person's. He is strong enough to stand toe-to-toe with a troll, fast enough to race a wolf, agile enough to dodge an arrow, and sturdy enough to...stand toe-to-toe with a troll. His nose rivals that of a bloodhound, allowing him to track scents he can get a good read on. Overall, a Witcher stands beyond an ordinary human in ways few can match. Level up Strength. [*][b]Protective Instincts[/b] (Witcher) - Geralt's time in the maw has reawakened the instincts that once drove him to wage a war to rescue his daughter. When an ally of Geralt's is in danger (by his perception, so just fighting a few weak enemies wouldn't suffice as a trigger) or has been previously harmed by an enemy, Geralt is strongly motivated to protect or avenge them. He becomes faster, stronger, and more resilient (mentally and physically) when he is fighting directly on the behalf of or for the safety of others. Maw Strength. [*][b]Famine[/b] (Maw Reward Skill) While hungry, gain speed boost and stamina regain that ramp up the hungrier you are. Maw Strength. [*][b]Mutation Resistance[/b] (Witcher) - Owing to Geralt's history of taking (alchemically sanitized) monster parts into himself for power prior to Galeem's combining of the worlds, he has now gained a sort of resistance to the negative effects of Spirit Fusion. When Fusing with a Spirit, Geralt reduces the effects of any weakness they may impose. Fears become general aversions, and damage vulnerabilities are reduced in severity, for example. Level up Strength. [*][b]Unrelenting Stamina[/b] (Witcher) - Owing to his Mutations and training as a Witcher, Geralt's stamina regenerates at a markedly increased rate. Signs can be cast more often, and summons can be called upon more frequently without over-taxing Geralt. Level up Strength. [*][b]A Call Beyond[/b] (Orphaned God) - The Orphan of Kos has given Geralt an affinity for and insight into nightmarish things beyond mortal ken. From the Orphan of Kos Spirit. [*][b]Monstrous Physique[/b] (Orphaned God) - The inhuman strength of the Orphan of Kos has suffused into Geralt, improving his already-impressive physical strength to levels far beyond human. This also improves his physical durability, allowing him to withstand more punishment. Level Up Strength from having the Orphan of Kos Spirit. [/list] [b]Weaknesses:[/b] Despite his manifold abilities, Geralt is still human. His enhanced healing still takes time to work on grievous wounds unless he makes use of his limited Swallow potions, and he still requires the staples of life: food, water, sleep, and air. After a period of heavy damage and healing, he’ll need to eat quite a bit to recover that energy. His signs, while powerful, drain his fabled stamina heartily; it can take a few seconds for him to recover his energy and willpower before utilizing another, which can leave him vulnerable to a quick opponent. Geralt is also often treated as a subhuman by those who hold such views; his mutations and inhuman abilities, along with the reputation of Witchers as cold-blooded killers, often leaves Geralt on the outskirts of society. [b]Fear of Starvation[/b] - Geralt's experience with starvation on the Maw was harrowing to the Witcher. Despite his outward nonchalance, losing consciousness mid-fight due to not eating enough has left a growing seed of doubt in his mind. Geralt becomes constantly way about having enough to eat, to the point that lacking some kind of reserve of food will result in him growing irritable, and arguing for a course of action that is more likely to allow access to food, or an opportunity to rest. Combined with the Famine strength, Geralt becomes more and more manic as his speed increases and his hunger grows. Geralt's potions provide the bare minimum level of comfort, as they are more supplements for his abilities than actual food. In a pinch, he will use them to satiate his fear rather than for their stated purpose, though that will ultimately result in him feeling even worse for wasting after a short while if he's not able to reach some kind of food for relief. Maw Weakness. [b]Rager[/b] - It it easier for Geralt to give into anger when fighting (or in general) and suffer compromised decision-making with no increase to combat ability. From the Orphan of Kos Spirit. (Somewhat mitigated due to the fusion with Ishmael) [b]Fatal Slash[/b] - The host takes more damage from unmitigated slash-type attacks. From Ishmael's Spirit. [b]Brain Crush[/b] - Puts Geralt into a special staggered state if enough brain damage is dealt in quick succession. From Karen Travers' Spirit. [b]Self-imposed Self-improvement[/b] - Makes Geralt much more inclined to choose the weapon he's least proficient with when starting a fight. From Tartaglia's Spirit. [b]Disaster Chef[/b] - Automatically ruins any food he cooks, making it downright toxic to those without sufficient poison resistance. From Flynn Scifo's Spirit. Ardor Blossom Identity Weakness - [b]Shapeshift Limit[/b] - Puts a timer on how long the host can remain in his Ardor Blossom Identity before reverting to default, incurring a cooldown before the host can become Ardor Blossom again. While this timer normally lasts 30s, taking damage decreases it according to the damage taken. From Barbatos's Spirit. Ardor Blossom Identity Weakness - [b]Light Bane[/b] - Increases the damage taken from the light element by 25%. From Shinobi's Spirit. [b]Spirits:[/b] [list] [*] Striker- [url=https://imgur.com/T8YTq2M]Fizz[/url]: A playful trickster striking with an assassin’s dexterity, arriving in a flash and gone just as quickly. His quick flurry of trident attacks can cause bleeding, and he can also pull off a corkscrew dash attack. Benched. [*] Striker- [url=https://imgur.com/Mo9uRZM]Judicator[/url]: An abominable monstrosity, made all the more horrific for its undeniably human element. Although borne of the lowest depths imaginable, a cursed amalgam of sea creature and doomed mariner, it bears an undeniably connection to the cosmos–specifically the constellation Libra. It is slow and not that strong physically, although it takes up a lot of space, and can be called on reasonably often. Its scales, however, can induce stress in targets in a wide area,pelt them with spectral fire, of grant healing through the act of flagellation. Active. [*] Striker- [url=https://i.imgur.com/qMkiisH.png]Monsoon[/url]: A Striker that excels in hit-and-run assassination tactics with a medium cooldown. When summoned, he can perform a handful of attacks with his sais, separate into a magnetic tornado and then corkscrew forward, perform a leaping stab attack with high crit rate, throw a smoke bomb, or take a couple seconds to gather up loose metal into a large mass to hurl at a target (though taking too much damage during the charge will stop the move). He has the passive of auto-dodging slash damage and can therefore not transfer that type of damage to the host. Active. [*] Striker- [url=https://i.imgur.com/OkuyWz3.png]Zero[/url]: A Striker that excels in hit-and-run assassination tactics with a medium cooldown. When summoned, he can perform sweeping elemental slashes with his katanas, hitting once with each, while moving in a desired direction. He can also throw two handfuls of energy kunai, or unleash a dual-element spin slash to clear an area. He has a passive that lets him deal extra damage to an enemy's back. Benched. [*] Fused- Orphan of Kos. Guardian of the Blue. Grants the [b]Eldritch Lightning[/b] and [b]Hateful Flesh[/b] Abilities, the [b]A Call Beyond[/b] and [b]Monstrous Physique[/b] Skills, along with the [b]Rager[/b] Weakness. [*] Fused- Ishmael. LCCB Sinner encounter in Arahabaki. Grants the [b]Identity[/b] Ability, along with the [b]Fatal Slash[/b] Weakness. [*] Fused- Karen Travers. Major General of Midgar’s Other Suppression Force. Defeated during the battle against Consul C and Tycoon. Grants the [b]Brain Eater[/b] Ability and the [b]Brain Crush[/b] Weakness. [*] Fused- Flynn Scifo. Paladin of Brave Vesperia. Spirit found inside a capsule machine. Grants the [b]Demon Fang[/b], [b]Basic Spells[/b], and [b]Advanced Artes[/b] Abilities, along with the [b]Disaster Chef[/b] Weakness. [*] Fused- Tartaglia. One of the Eleven Fatu Harbingers. Spirit found inside a capsule machine. Grants the [b]Foul Legacy: Raging Tide[/b] Ability, along with the [b]Self-Imposed Self-Improvement[/b] Weakness. [*] Fused (Ardor Blossom Identity)- Barbatos. A dragon forcefully fused with Aldred by a shadowy syndicate. Spirit found inside a capsule machine. Grants the [b]Ground Shaker[/b] Ability, along with the [b]Shapeshift Limit[/b] Weakness. [*] Fused (Ardor Blossom Identity)- Shinobi. A ninja dragon, shrouded in mystery. Spirit found inside a capsule machine. Grants the [b]Shuriken Shower[/b] Ability, along with the [b]Light Bane[/b] Weakness. [/list] [b]Kindred Spirits:[/b] Yennefer of Vengerberg- Geralt’s True Love, once bound to him by Djinn, but affirmed as his lover once their freedom was taken back. A powerful and untamed sorceress, Yennefer is a force of nature to rival Geralt, a magical powerhouse who could destroy armies with her spells. She also serves as a surrogate mother to Ciri. Cirilla Fiona Elen Riannon- Geralt and Yennefer’s surrogate daughter, Heir Apparent to the Nilfgaardian Throne/Empress of Nilfgaard/Witcher, Source of Magic, Walker of Worlds, and many, many other things. Ciri is a gifted swordfighter, a natural magic-user capable of [i]incredible[/i] yet unpredictable feats of magic, and nearly a Witcher in her own right. She lacks the mutations, but her magical abilities and the training Geralt gave her make her, in essence, her own kind of Witcher. Zenkichi Hasegawa: [hider=Persona 5 Strikers Spoilers Within] A man from a world wholly different from Geralt's, but facing a war much like the White Wolf's. After the death of his wife at the hands of a powerful politician, Zenkichi tossed aside his morals, his pride, and his sense of justice to protect his daughter, not realizing the pain he was causing her. When confronted with his misdeeds and the consequences they caused, he turned his back on the man he'd become, reaffirming his commitment to justice and awakening his Spirit of Rebellion, [i]Valjean[/i]. A man just trying to do his job and protect his family, thrust into a war infinitely beyond his meager life, the final Phantom Thief, Wolf, accepts the call to greatness and fights for more than just himself. [/hider] [b]Inventory:[/b] A Steel sword, a Silver sword, 4 [3] [u]Dimeritium[/u] bombs (These block the usage of magic in an area for about 30 seconds), 4 [3] [u]Grapeshot[/u] bombs (These detonate into a deadly blast of shrapnel). [u]Hanged Man’s Venom[/u] (A blade oil containing a poison deadly to humans and humanoid creatures like elves, dwarves and such), [u]Draconid oil[/u] (A blade oil which is poisonous to draconic creatures), and [u]Cursed Oil[/u] (A blade oil poisonous to cursed beings, such as werewolves, berserkers, and Botchlings). A flask containing five [three] doses of [u]Swallow[/u] (A potion which improves the healing of wounds and the body’s recovery from them), and another containing five [five] doses of [u]Cat[/u] (A potion which grants sight even in total darkness, as well as an immunity to hypnotic effects for around half an hour). One hunting knife, with a smooth front edge and serrated back edge. A hand crossbow with 30 [29] small bolts (mostly for hunting, but the bolts are capable of harming humans with even light armor, due to the crossbow’s shockingly high draw weight). One 30-foot length of rope. Six chunks of salted pork rations. Geralt wears a suit of half-plate armor. It best protects against attacks from blades and claws. In addition to these, Geralt also carries the alchemical ingredients necessary to create two more batches of his oils, potions and bombs (One more for grapeshot). Finally, Geralt’s Wolf medallion acts as a magic detector, vibrating when in the presence of magic, to a scale equivalent to the strength of the magic present. [b]Bleed Amulet[/b]:reduces his exceptional poison resistance to merely fantastic levels, but makes it harder to cause him to bleed, and mystically increases his own ability to spill his enemy's blood. [b]Sword Primid Sticker[/b] (equipped), [b]Primid Sticker[/b] (equipped), Beam Sword, 55 Gil, 475 Gold. [b]Steel Diver[/b]:A handheld torpedo launcher. The torpedoes don't seek, but they do shoot straight forward after a brief delay as if the air itself was water, and boat impressive stopping power despite limited ammunition. With 7 missiles. [b]ATG Missile Mark 1[/b]: A shoulder-mounted missile platform that has a 10% chance to fire a seeking missile at an enemy that is struck by the wearer's attack, when the attack makes contact. The missile deals 300% of the damage of the attack that triggers it. It does not inflict splash damage [b]Odysseus's Bow[/b]: Every fourth attack with this weapon triggers a chain lightning effect, damaging the target and up to 4 nearby enemies for roughly 2/3 of the bow's normal damage. With 50 [30] arrows. One Pirate Paint Brush: An incredibly rare find. At first glance it seems to have no function, but if applied at the Fountain of Dreams, it can turn anyone into a pirate version of themselves [s]Geralt also has a plasma pistol from Tora, which can be recharged by electricity.[/s] This item was lost when Mirage returned to Limsa Lominscuttle via Palico and remains with him. [b]Monsoon's Katanas and Sai[/b]: A pair of sai with no special properties. Two katanas from Monsoon, one of which has innate fire damage, the other which possesses innate lightning damage. [b]Outfits[/b]: Easily equipable outfits, contained in vacuum-sealed plastic bags. One “Refined Noble’s Outfit”, one “Military BDU” outfit, and one “Semi-Formal Dress Outfit”. [/hider] [hider= Zenkichi Hasegawa/Wolf] [b]Name: Zenkichi Hasegawa, “Wolf”[/b] [b]Game Origin: Persona 5 Strikers[/b] [b]Appearance:[/b] A tall, fit man, befitting his occupation as a Public Security Agent, Zenkichi tends to wear the same outfit whenever it is remotely appropriate: a black suit with jarringly out of place white sneakers. He keeps his black hair about shoulder-length, and wears a simple pair of square rimless glasses. As Wolf, the Phantom Thief, Zenkichi’s appearance changes dramatically. He wears a black ankle-length tailcoat with black tassels at the end of the sleeves with a silverish-gray collar folded up at forehead-length with a large-brimmed fedora-based hat attached on the collar with a long swordfish-like point up at the front of the hat as the tailcoat has large 'V'-fashioned lapels. He also wears a high-collared jacket coat with silver accents with matching double bandolier belts and a matching holster belt where he can keep his firearm on the right side and puts the belt around his waist with another holster belt on the left side, with black pants and silverish-gray accented black winklepicker shoes. Appearances: [url=https://imgur.com/n4Xsecm]Zenkichi Hasegawa[/url] [url=https://static.wikia.nocookie.net/megamitensei/images/3/38/P5S_Wolf.png/]Wolf[/url] The host's skin has gotten a little darker, and he has a slightly stronger brow, bigger nose, and much stubblier face. His hair is a little shorter and curls up in front. His build is slightly wider. His tie is gone, and his shirt is white instead of blue, with one more button undone. His jacket is less like a suit jacket and more like a coat, with yellow patches and a taller collar. His personality is a little less high-strung. The host has gotten taller, standing at about 6 feet, 4 inches tall, in addition to gaining some visible muscle mass. His skin has darkened further, and his hair has turned a dark blue while shortening to reach his ears. His suit has been replaced with a dark blue tunic and gray pants, and he has gained some armor pieces. His shoulders are covered by pauldrons, while his forearms and shins are protected by vambraces and greaves. Personality-wise, the host has become less bound by a sense of duty to order, and more inclined to follow his own personal ideals of honor and justice. [b]Personality:[/b] Zenkichi is, generally, a very straightforward person, even telling the Phantom Thieves outright that they were the prime suspects in the Jail Outbreak case he was investigating, and that he didn’t believe they were actually responsible, offering to work with them to catch the real culprits. He is an intelligent and shrewd individual with a strong sense of justice, risking his life and his career to protect his newfound allies. His fraught relationship with his daughter and the death of his wife have caused his self-worth to falter, Zenkichi spent a long while keeping his head down, focusing on his job while quietly waiting for the opportunity to strike against those responsible for what he’d lost. His Persona, Valjean, represents the desire to live a moral life and seek justice against the evil that he had once lost sight of in his desperation to protect his daughter from forces beyond his reach. As Wolf, the Phantom Thief, Zenkichi is relentless in the pursuit of justice, tearing through enemies with heavy weapons and Almighty spells. He understands that the Monarchs the Phantom Thieves hunt have traumas which induced their situations, but he does not let that knowledge give him pause in seeking to bring them to justice. As the bearer of the Apostle Arcana (Sometimes referred to as the Priest or the Hierophant), Zenkichi represents both fairness and compassion, bringing justice to evildoers, but not condemning them as lost causes as others might. A little less high-strung due to fusing with Devinder Crousley's Spirit. [b]Background:[/b] A Public Security Agent from Tokyo, Zenkichi and his daughter Akane moved to Kyoto after the death of his wife, Aoi, at the hands of a drunk driver with political influence who blamed the accident on his secretary. This incident lead to the suicide of that secretary and a tense relationship between Zenkichi and Akane, as the former received threats against his daughter’s life. In a small twist of fate, the politician protecting the killer was Masayoshi Shido, the same man who had Joker, Zenkichi’s eventual ally, arrested for protecting a woman from sexual assault at his hands. Zenkichi, in return, kept his head down, did his job, and entrusted his superior officer to one day, when she was powerful enough, get justice in his stead. This, however, enraged his daughter, who saw the lack of action as cowardice on his part. She became a fan of the Phantom Thieves for their strong sense of justice and unwillingness to back down in the face of a fight, while Zenkichi was tasked with investigating them after a new rash of heart-stealing incidents appeared to be occurring throughout Japan. Secretly the work of Akira Konoe and Kuon Ichinose to bring true justice to the world and understand the hearts of humanity, respectively, Zenkichi immediately saw the differences between the two cases and struck a deal with the Phantom Thieves. Providing them with police intelligence and assisting them in breaking the Monarchs' chains, Zenkichi eventually Awakened his own Persona, Valjean, when fighting to rescue the Thieves from his own daughter’s Jail, where the truth of his actions was laid bare to him: by refusing to fight for justice for his daughter’s sake, he allowed the family of the deceased secretary to suffer for crimes they did not commit. Re-affirming his belief in justice, Zenkichi and the Phantom Thieves put a stop to the re-emerging Demiurge, arrested those responsible, and used the opportunity to also bring the killer of Zenkichi’s wife to justice. Bidding a fond farewell (for now) to the Phantom Thieves, Zenkichi and Akane were shortly thereafter brought to the World of Light, their memories of understanding and reconciliation twisted and robbed from them, though the loss of Aoi still remained, Zenkichi has regressed to a semi-awakened fighter for justice, searching to bring down a conspiracy he doesn’t fully understand at the heart of Midgar. [b]Job:[/b] Phantom Thief [b]Specialty:[/b] Bruiser- Among the Phantom Thieves, Zenkichi stands out as an offensive powerhouse, capable of both dealing out damage and taking hits. He is not quite as tanky as Ryuji, but he makes up for it by being both physically and magically stronger than he is. Combined with his lack of elemental weakness, unresistable Almighty magic, and some minor buffing and debuffing ability, Zenkichi is the best all-around fighter that the Thieves can field, barring Joker with an extremely powerful Persona. [b]Level:[/b] 7 [b]Experience:[/b] 67/70 [b]Abilities:[/b] [list] [*] [b]Apostle Persona- Valjean[/b] (Phantom Thief) [url=https://static.wikia.nocookie.net/megamitensei/images/f/fd/Zenkichi_and_Valjean.jpeg/]Valjean[/url] A Persona based off the protagonist of Les Misérables, Valjean represents Zenkichi’s desire to live a good and moral life after being granted a second chance. With no weaknesses and powerful offensive abilities, Valjean is a truly terrifying frontline combatant, as well as providing quality mid-range combat potential with Gun and Almighty skills, and a minor array of buffs and debuffs. Begins with the spell Megido, an Almighty spell that deals medium unresistable magic damage to enemies in a wide area, and the attack Triple Down, which deals light Gun damage to enemies in a wide area three times. Each “shot” of triple Down can miss or be dodged. [*][b]Level 2 Ability: -Kaja Suite[/b] (Phantom Thief) - Zenkichi gains Tarukaja, Rakukaja, and Sukukaja, which can temporarily boost one ally's attack power, defense, or agility for a short period of time (roughly one minute). These buffs share a collective cooldown of one minute. [*][b]Level 3 Ability: Fury[/b] (Phantom Thief) - A self buff for Zenkichi that increases his offensive capabilities in exchange for slowly draining his vitality. While Fury mode is active, Zenkichi's attack power and attack speed are increased, and each of his sword attacks lets out a small AoE shockwave in the direction of his sword swing. His Vampiric Strikes ability still works while Fury is active, but the vitality drain is typically faster than the absorption, unless Zenkichi is cleaving through a very large number of enemies, and even then it's usually only enough to roughly break even. [*][b]Level 4 Ability: Offensive Improvement[/b] (Phantom Thief) - Zenkichi gains the attacks Deathbound and One-Shot Kill. Deathbound summons a swarm of hands from the ground to deal Medium Physical damage to a wide area two times, with each attack being dodgeable. One-Shot Kill deals Severe Gun damage to a narrow area, with a high chance of dealing Critical damage. [*][b]Level 5 Ability: Megidola[/b] (Phantom Thief) - A powerful spell which deals Heavy unresistable Almighty magic damage to a wide area. [*][b]Level 6 Ability: Heat Riser[/b] (Phantom Thief) - a superior buff skill that combines Tarukaja, Sukukaja, and Rakukaja, increasing the recipient's attack, defense, and speed for roughly 1 minute. Has a cooldown of roughly 3 minutes, separate from the individual buff skills. [*][b]Level 7 Ability: Megidolaon[/b] (Phantom Thief) - The most powerful Almighty attack available to Zenkichi, Megidolaon summons a beam of energy that causes an explosion, which deals severe unresistable magic damage to a wide area, with a high chance of dealing critical damage. [*][b]Free Ability (Tycoon Battle Reward): Agneyastra[/b] (Phantom Thief)- The most powerful physical attack Zenkichi can muster, Agneyastra deals medium physical damage, in the form of a swarm of meteorites, to a wide area three times, with a high chance of dealing critical damage. Each individual attack can be dodged. [*][b]Sandalphon's Covenant[/b] (Covenant) - At the start of trials, inflicts the "Locked Sigil" debuff on the host for 300 seconds, but grants them the "Preservation Protocol" effect. The user can change which Protocol is active (Preservation, Restoration, or Purification) by announcing its name. These Protocols activate when a Skill is used and provide a defense buff, a health burst, and a status cleanse respectively. These effects will target himself if an offensive skill is used, or the target if a support skill is used. Locked Sigil's remaining time will be reduced by six seconds each time the user uses a Skill and by 18 seconds each time the user removes an affliction from an ally. When the Locked Sigil effect wears off, the user will be granted the "Sigil Released" effect instead. Sigil Released grants the user all three Protocols at once, marked by the appearance of a halo above the host’s head. [*][b]Ike Fusion Ability: Eruption[/b] (Ranger) - Causes blue flames to build up on the host's sword when its held with both hands facing the ground. These flames continue to intensify over the course of a couple seconds, during which the host's stance is extremely difficult to break at all, until the blaze tops out. When the sword is finally plunged down, it unleashes pillars of flame that deal heavy damage and guard break. A longer charge boosts the size, damage, and number of eruptions. [*][b]Tyrael Fusion Ability: Smite[/b] (Archangel)- Calls down a blast of the host's primary element in an area to deal damage. It leaves behind a field that boosts allies' movement speed by 25% for 2 seconds. The field itself lasts for 6 seconds, the same as the ability's cooldown, though it still takes a chunk of SP to use. [/list] [b]Skills:[/b] [list] [*][b]Combat Prowess[/b] (Phantom Thief) - Whether as Wolf or Zenkichi, he is a formidable foe. Boasting excellent strength thanks to his Persona, a robust health pool, and a lack of elemental weaknesses, Zenkichi Hasegawa is a great ally to have in battle, as well as a fearsome enemy. [*][b]Investigator’s Eye[/b] (Phantom Thief) - As a Public Security Agent, both before and after the World of Light’s creation, Zenkichi is an excellent detective, catching things that others might miss and being able to piece together clues with ease. [*][b]Vampiric Strikes[/b] (Phantom Thief) - Zenkichi has the ability to regenerate a small amount of life/health from each successful non-ability attack on an enemy. [*][b]Paracryptozoologist[/b] (Paranormal Investigator) - Grants a degree of strong intuition about supernatural creatures, specifically figuring out their behaviors and attributes. [/list] [b]Weaknesses:[/b] [list] [*][b]Self-Doubt[/b] - After the death of his wife and the alienation of his daughter, Zenkichi’s sense of self-worth took a nosedive. Even his codename is representative of this: he chose the moniker of wolf to separate himself from the dog of the state he felt he had become. When it comes to taking care of his daughter or others, he’s quick to be hard on himself, perhaps more than is necessary. [*][b]Ties to Akane[/b] - While not [i]strictly[/i] a weakness per se, Zenkichi’s relationship with his daughter is…less than ideal, especially given that they will be working back to the state they were at when Galeem destroyed the worlds. She can see right through him, and he strives to be somebody she can be proud of, even if he stumbles along the way. He is willing to do anything to protect her, which is what landed him in his unfortunate situation in the first place- threats against her life caused him to keep his head down, try not to rock the boat, and just [i]deal[/i] with the corruption staring him in the face. And, of course, she can be targeted to hurt him, though that comes with the risk of angering the wolf inside and winding up in a world of hurt. [*][b]Sluggish Striker[/b] - While Zenkichi is the strongest Phantom Thief, the great size of his weapon also makes his attacks slower and easier to dodge. While his revolvers can mitigate this weakness somewhat, they also have a semi-limited ammo pool (regenerating when Valjean is re-summoned at the start of a fight) and take quite a while to reload during a fight. [*][b]Ladlubber[/b] - He is much less good at swimming. From Devinder Crousley's Spirit. [*][b]Weapon Trilemma: Sword[/b] - Decreases the host's accuracy against (but increases the damage taken from) enemies wielding polearms, including spears, lances, halberds, javelins, scythes, and so forth by 15%. From Ike’s Spirit. [*][b]Mana Hungry[/b] - Increases the SP cost of all skills by approximately 10%. From Tyrael’s Spirit. [/list] [b]Spirits:[/b] [list] [*] Striker- [b][url=https://i.imgur.com/pkOHZSj.png]Sosha[/url][/b] A spear-wielding dragoon with a wind affinity, fiery spirit, and short cooldown. She can attack with her polearm, performing rapid stabs or a lunging stab, or perform a high jump followed up a plunging thrust that pierces defense to deal serious damage if she managed to land it. Additionally, she can be summoned to grab and carry her host prior to a landing, which will negate fall damage. [*] Inherited- Devinder Crousley. A paranormal investigator and amateur cryptozoologist. Found on the corpse of one of Lady Nya’gai’s victims. Grants the [b]Paracryptozoologist[/b] Ability, along with the [b]Landlubber[/b] Weakness. [*] Fused- Ike. Leader of the Greil Mercenaries and wielder of the Legendary blade, Ragnell. Grants the [b]Eruption[/b] Ability, along with the [b]Weapon Trilemma: Sword[/b] Weakness. [*] Fused- Tyrael. Archangel of Justice, ally of the Horadrim against the Prime Evils. Grants the [b]Smite[/b] Ability, along with the [b]Mana Hungry[/b] Weakness. [/list] [b]Guest List:[/b] The Phantom Thieves- Zenkichi’s allies in taking down the Monarchs in the Metaverse, Zenkichi is separated from his young co-conspirators, and in this strange new world, would prefer to at least know what they’re up to, despite them having gone their separate ways after their last adventure. Akane Hasegawa- Zenkichi’s daughter, and the singular most important person to him in the world after his wife’s death. Zenkichi threw aside his personal beliefs to try and protect her, though for a while he only succeeded in pushing her further away by doing so. Hector of Ostia- Marquess of Ostia, wielder of the Lightning Axe Armads, and one of the Slayers of the Fire Dragon, Hector is a noble and stalwart warrior, and a proactive leader of his territory. He suffers no fools and is fiercely protective of his daughter, Lilina. However, Hector hides from many a dark secret- he is cursed to die in battle, rather than enjoy a peaceful end. [b]Inventory:[/b] Claymore (manifests with Valjean), Dual Revolvers (manifest fully loaded with Valjean each fight and can be reloaded once per fight, albeit slowly), cell phone, 2,000 Yen (currency). 530 Kins (Psionic Currency, Universal Pistol Ammo x4 (Any sidearm that can be wielded and fired in a single hand can accept ammunition from this miraculous pickup for a full refill), Memory Alloy x2 (can be sold or used to forge weapons), machine core x3 [b][url=https://i.imgur.com/IYPmj3Q.png]Closing Statement[/url][/b] [i]A heavy greatsword of futuristic make. It's shorter than one might think but quite wide, capable of high destructive power if wielded with enough strength. Even its crossguard or the blunt back of its blade can deal substantial impact damage. Its weight makes it impractical to use for defense however. It deals bonus Dark damage and comes with the weapon skill Closer: After an ally attacks, an enemy with less than 30% health, increases combat readiness (a mix of dexterity and speed) of the wielder against that enemy by 35% and boosts perception for 20 seconds. Can only be activated once every 20 seconds[/i] [url=https://i.imgur.com/vbrMPQL.png][b]Hero's Sword[/b][/url] [i]A long straight saber, almost like a kendo stick, with an elaborate white handguard. Its laser blade glows brilliantly as a breaking dawn, its vivid red a foreboding promise to any who lurk in the dark. Wielded with dexterity and righteous resolve, it inflicts concentrated heat damage, capable of stripping armor in order to reduce defense, and its range can be extended when slashing (and especially stabbing) at the expense of some SP/mana/energy[/i] [url=https://i.imgur.com/Qs5iUhc.png][b]Greatsword[/b][/url] [i]A coarse iron lump of an ultra greatsword. Mows down foes by utilizing its incredible weight.[/i] [url=https://i.imgur.com/yu8KGM4.png][b]Etiquette[/b][/url] [i]A self-defense weapon adored by the leader of the Bastards. It can be disguised as an umbrella, but it bares its teeth in the moment of attack. Social dignity can be seen not only in the ballroom but also on the battlefield. The leader of the Bastards did not lose his poise on either stage. This one-handed rapier is best suited for dexterous hands, but its canopy can provide crucial protection as well[/i] [b]Vest of the Dead[/b] [i]A Protector that takes the form of an old-fashioned suit vest. It provides a surprising amount of defense but has no secondary bonuses[/i] [b][url=https://i.imgur.com/AtmsuQO.png]Can of Sham[/url][/b] [i]A can of high quality Shamway ham, the number 1 maker of meat-like products. The lunch of champions. The recipe is top secret and better left undisclosed. Provides a little health when eaten. Can be used to make much tastier, heartier Sham Chowder[/i] [b]Ammo Box[/b] [i]A rusted metal tin that can be set down and opened to fully resupply long guns and handguns (no more than one apiece) for up to three people[/i] [b]Airhorn[/b] [i] A child's toy, serving as a reminder of Galeem's cruelty.[/i] [b]Outfits[/b] Several easily-equipable outfits, contained in vacuum-sealed bags. One “Policeman’s uniform” and one “HAZMAT Suit.” [b]Bowler hat[/b] [i]A smart-looking hat that, nonetheless, doesn’t quite fit Zenkichi’s typical style.[/i] [/hider] [hider=Edelgard Brings the Fire!] [b]Name:[/b] Edelgard von Hresvelg [b]Origin:[/b] Fire Emblem: Three Houses [b]Appearance:[/b] [hider=Edelgard][img]https://i.imgur.com/ukYXk0S.jpeg[/img][/hider] [b]Personality:[/b] Edelgard carries within her a deep wellspring of hatred for evil, brought about by the torture she endured under Those Who Slither in the Dark. However, her psyche is twisted deeply by that torture, and she is willing to commit atrocities in the name of destroying evil, fully aware of the irony in doing so. If she sees no better way, she will not hold back for the sake of her own morals or to keep her conscience clean. Edelgard will do [i]anything[/i] for the ends that she seeks, which can easily rub others the wrong way. She is not heartless, but she is more than willing to act the part for what she believes to be the greater good, going so far as to plunge her homeland into a years-long war to rid it of the influence of what she perceives to be evil organizations abusing their power for their own ends. When faced with the hypocrisy of her actions, Edelgard is not afraid to admit that such is the truth, but will not back down from her course of action nonetheless. Ultimately, the trust and assistance of those closest to her are Edelgard’s greatest assets and most trusted treasures, as without those things, she has lived with nothing but enemies and terrible memories around her. Socially, she can appear cold to those she is not close with, affecting a refined air befitting her status as Emperor. Secretly, she is simultaneously afraid to trust others, but desperate to find somebody worthy of such trust. If somebody irritates her, she has been known to, somewhat childishly, mockingly imitate them behind their backs. As a friend and ally, she is steadfast and loyal, willing to protect those closest to her at risk to herself, and showing a somewhat unexpected unwillingness to endanger those closest to her for her goals. [b]Background:[/b] [hider=The Emperor Who Plunged a Land Into War]Once a student at the Garreg Mach Monastery Officers’ Academy, Edelgard was secretly working to undermine the Church of Seiros, the continent of Fodlan’s de facto religion, and the dragons that controlled it. Experimented on and forcibly implanted with a second Crest by a shadowy organization, Those Who Slither in the Dark, Edelgard had come to despise the society that the Church of Seiros upheld, and allied with that same shadowy organization to destroy it, albeit reluctantly. Donning the identity of the Flame Emperor, she fought a shadow war against the Church of Seiros while attending the Academy at its heart and growing close to its newest professor, Byleth. When the time came, she invited her newfound confidant to witness her coronation as the Empress of the Adrestian Empire, which served as the final step in the setup of her plans. She also reveals to Byleth at this time that the Church of Seiros is secretly controlled by a race of immortal dragons who have used the power of the church to manipulate Fodlan to their ends, suppressing advancement and slaughtering dissenters, revealed to her by original copies of ancient tomes that the Imperial Palace held from ancient times. After revealing herself as the Flame Emperor, Edelgard is able to convince Byleth and her class to join her, and together they attack the Church of Seiros and begin a war that would last years, with Byleth vanishing for five years after an attack from the Archbishop, Rhea. After reuniting with her teacher, Edelgard is able to renew her offensive against the other nations of Fodlan, subsuming the Leicester Alliance and forcing its leader, Claude, into exile. From here, she defeats the army of the Holy Kingdom of Faerghus, slaying its king, Dimitri. With the other nations of Fodlan crippled or under her control, Edelgard leads her army into battle against Rhea, who transforms into her dragon form and sets the city of Fhirdiad aflame to halt Edelgard’s advance. It is fruitless, however, and Rhea the Immaculate One is slain, putting an end to the Church of Seiros’ dominion over Fodlan. In the years that follow, Edelgard and her allies lead a shadow war against her previous allies who had once experimented on her, eventually destroying them and ushering in a shaky but hopeful order in a unified Fodlan. One month after the Adrestian Empire’s final victory, the Imperial City of Enbarr was consumed in a massive light, dragging it and all its residents to the World of Light.[/hider] [b]In the Now:[/b] Edelgard serves as a Lieutenant in the armies of Skyworld, leading angelic strike forces against corrupted enemies, in an ironic twist of fate that once more has her serving under the command of religious authorities. [b]Job:[/b] Flame Emperor [b]Specialty:[/b] Physical Dreadnought with some magical ranged damage and healing. [b]Inventory:[/b] Steel shield, Emperor’s Armor, Short ax(es) (throwable, 25 uses) 3 doses of elixir (fully heals the user), Large Bouillon (can be sold for 5,000 zenny to the right dealer), Black Eagle Pendant [b]Lv:[/b] 1 [b]EXP:[/b] 0/10 [b]Abilities:[/b] [list] [*][b]Aymr[/b] - A false Heroes’ Relic made specifically for Edelgard, Aymr is an ax of tremendous power. In addition to dealing extra damage to draconic foes, it serves as a symbol of royal power: if Edelgard faces an enemy alone, it will have a demoralizing effect on them, reducing their attack and defense somewhat. [*][b]Basic Magic[/b] - Edelgard can cast the basic spells Fire and Heal. Fire is a basic offensive spell that deals modest fire damage, and heal is a basic healing spell that restores roughly one-quarter of a target’s health. Each spell can be used ten times per combat. [/list] [b]Skills:[/b] [list] [*][b]Mighty Glacier[/b] - Edelgard is an archetypal example of the mighty glacier trope. Each swing of her ax can fell lesser enemies, and she can take dozens of blows from the same without so much as a scratch. [*][b]Hammerspace[/b] - Through a clever series of pouches, straps, and a dash of magic from her advisors, Edelgard can carry significantly more than is immediately apparent on her, grabbing useful items and even weapons on her person from seemingly nowhere. [*][b]Dual-Crest Bearer[/b] - Edelgard possesses two Crests, a Major Crest of Flames, and a Minor Crest of Serios. The Crest of Seiros grants her Abilities a small amount of additional power, while the Crest of Flames heals her for a small amount with each blow dealt to an opponent, and rarely shields her from an opponent’s counterattack. [/list] [b]Weaknesses:[/b] [list] [*][b]Heavy Armor[/b] - Edelgard’s armor, while useful in helping protect her from damage, is far from light. It slows her movement down noticeably, leaving her vulnerable to being chipped at by enemies with sufficient power or magic to harm her. [*][b]Magic Vulnerability[/b] - While not quite as dramatic as her lack of speed in armor, Edelgard’s armor does little to protect her from magical attacks, forcing allies to engage and take the heat off of her if she is targeted by a magic user with any sort of long-ranged attacks. [*][b]Weapon Trilemma: Axes[/b] - Decreases Edelgard’s accuracy against (and increases the damage taken from) enemies wielding swords and sword-like weapons by 15%. [/list] [b]Spirits:[/b] (Any spirits your character possesses should be listed here with their type) [list] [*][b]Spirit name[/b] - Type [/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]