Post by Auric on Jul 6, 2011 10:14:57 GMT -5
Aurelis Tiel Auric | Auric Silas
BATTLE STATISTICS AND INFORMATION
BATTLE STATISTICS AND INFORMATION
Total Fights: 5[/b]
Fights Won: 4
Fights Lost: 0
Level: 11
Weaponry
Reverse Charity
"A single cautious strike may do the work of thousands", the heavy pistol designated [Reverse Charity] is of extremely high quality make, if not slightly antiquated. It is a firearm with extraordinary performance even today. With the name etched on the side of the barrel, top-end ejection ports, a sturdy frame and masterfully assembled trigger mechanism, it requires very little maintenance. The weapon itself if made of an as of yet, unknown metal but features a silver finish that seems impossible to blemish.
It belonged to Karel, a particularly powerful individual -- even for a Gifted One, who was said to have suffered one tragedy and three mistakes before passing on a fraction of his knowledge then disappearing. Suffice to say, Auric always keeps this firearm at his side, in a hip holster on his right leg.
Magical Item
ECHO gloves
The Energy Channeling Hyper Occlusion gloves, or simply [ECHO gloves], are a set of leather gloves with the ambition of combining various AMP(Anti-matter principle)-based products and developing a device capable of warding magic. The R&;D failed in this endeavour. How Auric got his hands on a failed yet classified design, and more importantly, how he managed to get it to work is a question any sane person should avoid asking. The gloves themselves are of high quality leather, fingerless so as not to impede the wearer's dexterity and extra padding for the palm and knuckles.
Ruby Effect
Using the ECHO gloves enables the wearer to redirect or reflect any magic towards a different target, be it ally, enemy or environment. The new target is hit with the exact same strength as if the original caster had launched it against them instead, afflicting them with the same damage and passive abilities that would normally apply.
[Usable only by Gifted]
[Cooldown: X + 1, where X is the base cooldown of the magic being redirected][Active][Magical]
Junction Ω (Pure Gold #1/2)
Junction Ω is a logical item. That is to say, it doesn't physically exist but is a sort of internal interface for Auric to access and implement the stored imprints of the various magical "configurations" he has encountered and mentally analysed. By using these mental imprints, he is able to place himself into a certain mode; varying his approach to a given situation by adapting himself so that he might better fill his role in a battle.
The "modes" he may enter or use are unlocked by specific plot events and are aptly named by the concepts he's encountered. More modes may be added (but will still be proposed/approved of before its addition).
Junction Ω cannot be stolen or destroyed; but a successful Dispel will temporarily void its effects for two posts.
"All" Materia
Research notes stolen from Shin-ra. One of the many forms of materia out in the world, the "All" materia is fairly common. But its peculiarity stems from the way it channels magical energy; enabling it to efficiently spread the same amount of magic thin enough to be applied across a wide area with a minimum decrease in potency.
Effect: Magic targets all valid targets (all enemies or all allies). If the magic is originally intended to hit one primary target and multiple secondary targets, then both primary and secondary targets are treated as primary targets. Cooldown of magic used is also increased by 1.
All magic which targets all users anyway is completely unaffected (including cooldown).
Darkness
Gleamed into when Larxene teleported him within Midgar. The concept of Darkness and Light is completely understood, such that Auric may restore a fragment of a Nobody's heart but doing is both taxing and incredibly complicated. The same process enables him to piece together the fragmented memories of those who return from death in Calamity's wake.
Effect: Enables teleportation through Darkness; no other effect (plot related).
Deifacted Nethicite
Stolen from Draklor Laboratories. The Occurian legacy, Auric also procured the Dawn Shard which had lost its power; its nature being compared to the Archadian sample which was still fully-charged. Deifacted Nethicite has proven itself to be both an immensely abundant source of magical power and yet perhaps as equally unstable. It also has an inherent nature about it; it fears destruction and continuously hungers for power and if it cannot absorb it from the mist, it will even take it from any source it can find. Even its wielder.
Effect: ALL magic cast by Auric is 50% more potent but all magic cast by everyone else is partly drawn in (even if Auric isn't the target) such that all offensive magic deals 5 HP damage and all restorative magic recovers 5 HP (regardless of whether caster is friend or foe). Magic cast with status effects do not count.
Furthermore, if Auric junctions Deifacted Nethicite longer than two posts, he will lose a full half of his current HP for every post he has it junctioned onwards.
Manufacted Nethicite
Stolen from Draklor Laboratories. Developed to be a readily available version of Deifacted Nethicite, its power is also more easily harnessed. Furthermore, it lacks an inherent nature beyond the purpose it is built for. Manufacted Nethicite is utilized in a variety of different means. It is essentially the magical equivalent of a nuclear-powered battery. The key difference is that it is stable, its effects are predictable such that it can be (relatively) safely implanted into the body to drastically increase their physical strength and magical ability.
Effect: When junctioned, all effects on Auric are dispelled (but may be reapplied afterwards). All physical and magical abilities are 20% more potent. If junctioned longer than five posts, Auric gains the Poison status effect that affects him EVERY turn (rather than every other). If after ten, then Venom replaces the status effect. This Poison and Venom status effect cannot be dispelled but disappear once Auric has either removed this junction or junctioned something else.
Auracite (FFT)
(No source of Auracite found yet).Auracite are magical stones which hold the spirits of Lucavi demons. There are a total of 13 in existance, each a representation of a certain Zodiac sign. The stones themselves are not entirely evil; they are raw power, shaped by the wishes of the wielder. Due to the very nature of Auric's existence, it instead empowers the means of his will rather than his wishes -- therefore empowering his inherent abilities to new heights.
Effect: Empowers Auric's signature abilities:
- Intuition no longer has any restrictions on what abilities he may use.
- Lennart does double damage.
- Ljda can dictate the entire target's turn rather than simply one action.
- Champion's Cry stacks with itself for each one that applies.
[Usable only by Auric]
[Cooldown: 1][Active][Magical]
Pure Quartz Inventory Limit: 2/2
Allows your character to gain one signature sub-ability per crystal purchased. Limit of 3 subabilities. You do not lose this item on use.
License
A license entitles the holder a means of transportation other than their Arbiter and personal abilities.
This license is to certify ownership of the airship [Ragnarok], re-registered as the Ragnarok X-01.
Ragnarok X-01
This is a small list of changes made by Auric compared to the technical details and descriptions specified in the above link:
- The Cockpit has been equipped with comforts and luxuries compliant to the Cocoon Commercial Aviation standards; its layout has not otherwise changed. Each seat is now fully adjustable with a haptic interface. An SND interface visor is included here but has only been configured to be used by Auric himself (appropriating it further for casual use is both dangerous and seen as unnecessary); even so it requires a great amount of focus into his ability to properly perform an SND (Synaptic Net Dive).
- The Passenger Room has been appropriated into a personal bar, lounge and bedroom. Supplies are stocked; food rations, drinks and alcohol are all available here. The canopy remains but is reinforced to ensure that the windows are not a structural weakness. An independent communications and computer panel here remains for managing H4H Inc., so the user may login and be updated on its many corporate holdings and statuses and manage it all remotely. A personal armory has been installed in the wall and floor concealed but easily accessible should the need arise.
- The Hangar has been outfitted with a shuttle bay that stores a smaller shuttle airship along its rather high ceiling (the shuttle itself is used to transport between the Ragnarok and ground destinations or smaller aerodomes given the air ship's size). It has also been equipped with a machine shop and workbenches with all the needed tools that, provided there's enough raw materials can be used to manufacture any item as needed – it also features automated robotics so certain schematics can be reproduced automatically. The additional open space is used as a training ground.
- Automated Navigation has now been upgraded with automated combat manuevers; the Ragnarok can now participate in an aerial battle without a pilot.
- The four Reaction-model 6-step compression turbines used as the Ragnarok's Auxillary Engines has been replaced with four Reflex-model Multiplex glossair turbine, innovated by Auric but completed by Moogle mechanics featuring ideas from Cocoon airships and concepts of the glossair rings used by Ivalice (now patented by a subsidiary). The end result is an engine-system that provides both better manueverability and a much higher propulsian-to-weight ratio.
- Two Zodiac Long/Short Range Missile Systems (ZMS for short, patented again by a subsidiary) has been added to the list of Secondary Armaments. Equipped with only a single salvo each, each missile system carries 12 missiles which can be independently launched and guided; ideal for long ranges. As a single missile it breaches airships through kinetic force alone and detonates within it, almost always ensuring destruction of an airship. At short ranges or when so desired at long range, the missile can split its warhead and reveal five smaller missiles within that are self-guided with basic IFF; ideal for supporting ground battles or dispersing a fleet or swarm of smaller airships, it lacks the punch to get through larger air ships.
Signature Ability
GIFTED (Intuition)
Auric is one of The Gifted, a special group of people blessed with great talents, potential, power and ability. Sometimes referred to as Gifted One. The abilities of The Gifted manifest in a multitude of different ways; one may be able to tell the future, another is immortal and another again may be capable of communicating with animals. Their unique abilities are inherently available to them through Instinct; a natural or innate impulse. There are, however, a few abilities inherently capable of all Gifted; first and foremost they are able to identify one another – not necessarily knowing what their power may be, but knowing that they are in some way much like themselves. They have large potential for large amounts of raw power (some are even driven insane by it) and can even communicate with one another mentally, even from beyond the grave. Finally, they are able to pass on their unique ability to other Gifted, although it may take a while for them to master). They are so rare that even in Auric's travels of both Gran Pulse and Cocoon, he has only met only one other than himself.
In Auric, his Instinct manifests in pure Intuition (with Power being a latent manifestation which he will take great pains to hide). Capable of seeing things in a completely different light, inherently understanding of things that most would never be able to comprehend in their entire life, there is much reason why his abilities, were they to be known, would be feared. Furthermore, he has been tempered and forged in the fires of Gran Pulse, where every day is a relentless struggle for survival, where one single misstep can easily spell the end. In this land -- his people thrive and he is no different. In combat, Auric will read into the slightest of movements as if it were a pattern. The smallest shift in weight, to the tiniest change in grip, the tensing in muscle to the contrast of social cues, he evades oncoming blows by a hairline and countering his opponent, often returning a critical strike.
Auric's Instinct of intuition enables him to understand a great deal many things but in battle, it aids him in understanding a person at their most basic level.
Intuition is like Guard, it is a mode he may either enter or exit. When activated, Auric is immune from regular [Attack] commands, and any Physical Techniques are lowered by 5 HP damage but he is unable to use any other Techniques or Magic aside from those of items, Signature Abilities and Physical Techniques without exiting it (doing so automatically disengages Intuition).
Magical attacks are unaffected (as are Ruin and Ruinga).
[Cooldown: 2, after turned off][Active (ON/OFF)][Physical]
Sub-Ability[/i][/b]
Lennart
"Damn. And I was really starting to get used to the scenery..."
"Lennart" was the name of a mysterious wanderer, one of the Gifted. His inherent ability was immortality; due to his own reasons, he chose to live a life of solitude. Of all the Gifted, he seemed to be the most familiar with his Instincts, and was the one who imparted on Auric the ability to draw out his latent power. First and foremost, what Auric learned enabled him to draw out all of what he is it in its purest, unbound expression; then give it direction; often without warning.
Lennart does Non-Elemental, 25 HP damage and takes the form of a large blindingly white beam, doing both Magical and Physical damage. Furthermore all applicable passive abilities do NOT apply for both Auric and the target(s). The beam has a maximum radius in feet equal to his level (which can be made smaller as he required).
[Cooldown: 4][Active][Physical/Magical]
Ljda
"Everything's a language. Numbers, movements, thoughts, voices... it all comes down to your perception. Expand your perception and you'd be surprised by what gets said."
"Ljda" was the name of a Viera, one of the Gifted. Her inherent ability was being able to captivate or charm others without the use of magic. To Auric, this manifests differently as a form of omnilingualism; he can inherently understand and communicate in whatever language he needs to. Outside of battle he easily appeals to others and speaks words that they want to hear. While not the same as Ldja's talents it comes close, and the name seems imprinted in his memory as it fits perfectly given its function.
In battle, Ldja manifests as him communicating to his target using a language created specifically for them, which drives them into performing any of their action against any target he wishes. The command is absolute; but he cannot force them to do something outside of their capacity, meaning he cannot force someone to use an ability if it's currently in cooldown (conversely, forcing them to use an available ability still counts as them using it therefore placing it in cooldown).
[Cooldown: 3 posts][Active][Special]
Champion's Cry
"I am Aurelian! There can be no defeat!"
Before his exile, many were waiting for the time when Auric would officially be declared an Aurelian Champion; an honorific bestowed a total of only three other times in their history. To be an Aurelian Champion, it wasn't enough that you had to have been of great dedication, skill and merit. You had to have qualities which drove others to fight on well beyond what they were ordinarily capable of. When he walks the battlefield, friend and foe alike turn their heads; whether in reverence or fear.
Champion's Cry bestows an effect on the entire battlefield. It is an ability which is context-sensitive, its effects varying with the situation at hand. The variations are listed below and when initiated remain in effect until either a new effect is bestowed or Auric is knocked out, making him a prime target (the effects are NOT cumulative). The effect that is bestowed is dependent on the conditions, each preceding quote taking priority over the next. They are best identified by the words he might cry out:
Condition: Any Ally's HP <10% AND Auric's HP > 50%
Effect: Entire Allied party's HP will not drop below 1 HP except for Auric. Any fallen party members will be resurrected with 1 HP.
"No retreat! No surrender!"
Condition: Party Average HP < 50%
Effect: Party receives half damage and receives effects of Regen.
"I rise, YOU fall!"
Condition: Party Average HP > 50% AND Enemy Party Average HP < 75%
Effect: Party Attack +50%, Enemy Ability Cooldown +1 post
"Come! Show me what passes for fury among your misbegotten kind!"
Condition: Number of Enemy Party's Passive Abilities > Number of Allied Party's Passive Abilities
Effect: Enemy passive abilities are rendered ineffective
"Form up!"
Condition: None (when none of the above apply)
Effect: Improves party's offensive attacks by 5 HP damage, enemy attacks that strike multiple party members are lowered by 5 HP damage.
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[Cooldown: 2 posts][Active][Special]
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