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- Name: Fleur de Sel Caramelir
- Title: Le Chevalier des Fleurs~!
- Power: Magnetization
- Wish: For the world to be less polluted
- Class: Knight (Resistance/Evasion +1)
- A young girl whose family has recently moved to town for "some fresh air". She's a very cheery person, but you really have to wonder if she's really all that sociable at times.
- [12:34 PM] Flamy: A white blouse, a red tie, a blue skirt (perhaps too short), a pair of emergency shorts in case of wardrobe failure, and THE one and only winning Caramelir smile!
- Despite her title meaning "Knight of Flowers", she is dressed in a black robe and wields a staff. Several stones float about her, which she uses to attack with.
- STATS
- HP: 25 REF: 6
- POW: 9 RES: 4
- ACC: 9 EVA: 4
- SKILLS
- Notation: r = round, t = turn
- OpB = Once per battle (equivalent of Cooldown: 1 Battle)
- Attack (Basic; Offensive, Attack)
- Cost: 1 Major Action (Cooldown: N/A)
- Conditions: N/A
- User attempts a standard attack on a target within 0-2 range.
- If successful, deal 3 damage, plus any modifiers as listed below, in order:
- Power and Resistance – Add or subtract 1/2 of the difference between the user’s Power and the enemy’s Resistance.
- Damage Multipliers – Multiply the damage as indicated in certain skills.
- True Damage – Add any and all true damage after accounting for multipliers. This damage type also ignores all barriers, such as from Shield and Reflector.
- Move (Basic; Movement)
- Cost: 1 Minor Action (Cooldown: None)
- Conditions: Target space within 1 range, target space is not obstructed
- Effect: User moves to target space.
- Boost (Basic; Buff)
- Activation Cost: 1 Overcharge level for rolls, dependent on cooldown for skills
- Cooldown: N/A
- Conditions: User is rolling using magic, or user is attempting to use a skill in cooldown, user has not yet used Boost three times in a round
- Effect depends on usage.
- If user is using Boost on a roll, user gains +1 to Accuracy or Evasion, and +2 to Power or Resistance, depending on which stat is relevant for the given action.
- If user is attempting to use a skill, the skill may be used with at the cost of one Boost and half its cooldown at the time, rounded up, as Overcharge. The cooldown time of this skill resets, and this cost is doubled for every time the skill is used with Boost until the skill cools down normally.
- Cleanse (Basic; Defensive, Debuff Cleanser)
- Cost: 1 Minor Action (Cooldown: 3r)
- Conditions: User is afflicted with a dispellable debuff
- User dispells one debuff from self, as long as said debuff can be dispelled.
- Recover (Defensive, Healing)
- Cost: None (Cooldown: OpB)
- Conditions: User is outside of battle
- User regains ¼ of their HP, rounded up.
- Inflict (Common; Offensive, Active, Attack Modifier, Debuff)
- Cost: 1 Minor Action (Cooldown: 3r)
- Conditions: None
- Enchants user’s next attack with Debuff, inflicting one of Stunned, Bound, Bleeding, or Weakened for 4 rounds if successful. Repeated uses may either increase the number of debuffs that the enchanted attack inflicts if it hits, or enchant the next attack in line with Inflict.
- Cover (Knight Inherent; Defensive, Passive, Movement)
- Cost: N/A (Cooldown: 1r)
- Conditions: Ally within 3 range that is targeted by a non-Area of Effect (AoE) attack, ally has not yet rolled for Evasion
- User may switch positions with target ally and force incoming attack to target the user instead.
- When an ally within Range 3 is targeted by a non-Area of Effect (AoE) attack, but has not yet rolled for Evasion: User may switch positions with that ally and change the target to the user instead.
- Defiance (Knight; Offensive, Passive, Threshold, Buff)
- Cost: N/A (Cooldown: N/A)
- Conditions: User’s HP is at or below 50% (rounded up).
- User gains the Defiant buff, which adds +4 to Power and +2 to Accuracy. This buff cannot be removed except by bringing the user’s HP above 50%.
- Reflector (Knight; Defensive, Passive, Buff)
- Cost: N/A (Cooldown: N/A)
- Conditions: User successfully attacks a target, Reflector buff target
- Effect: User applies the Reflector buff on self or ally within 0-2 range, or refreshes the damage limit of a target within 0-2 range who already has the buff. This buff allows the affected ally to ignore and reflect up to 2 damage per attack, to a minimum of 0 damage taken from the attack. Any reflected damage is treated as true damage. This lasts until the end of the following round, or until 6 damage has been reflected.
- Reflex (REF) = (Accuracy + Evasion)/2, rounded down
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