Final Fantasy :: Requiem Of Shadows

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 Tira's Enchantments

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Character Information
Gil: 500
Home World: Spira
Maximum AP: 1000

PostSubject: Tira's Enchantments   October 1st 2010, 3:37 pm

Name: Mindlink
Magic: None, passive
Effect: Allows Tira to speak telepathically to whomever she wishes, provided that they are in the same thread and that Tira either knows where they are or who they are, unless that person is either Mairi or Yuna or one of her attached NPCs. If the ability is used to bring someone into the thread then that person must be on the same world. In the case of Mairi or Yuna or an attached NPC, though, location is not a factor. The connection provides only communication, much like speech, though on some occasions (RP related) some emotional content is also communicated (mostly hers).
Past: Coming that close to utter destruction marked Tiraleen by wiping her clean of almost all influences, leaving her utterly malleable in the hands of those nearest and dearest. The power required, though, to wake her from that brink left its mark on her soul, transforming her into a Summoner and perhaps a little bit of something else, too. It's that something else that is contributing to some of the odd abilities that are starting to make themselves known.

Name: Metalshaping (Enchantment Ability)
Magic: None, but must be activated
Effect: Tiraleen can cause metal to bend and shape according to her will, though the area of effect is relatively small because this is an Enchantment and not a spell. She can manipulate up to 2 cubic feet of metal at any one time; bending, warping, twisting, and so on. The ability extends no further than two feet away from any part of her body. Weapons which are infused with the wielder's will (such as those created through the Weapons Template) resist the manipulation. Those which are simply created through a spell, though, are not so tied to the soul of another being and thus can be manipulated, as can ammunition and arrows.
Past: Tiraleen has some ability with Metal magic, she just has never used it for much of anything. Recently, though, she has begun to explore other applications of her natural magic and this is the result. She claims that it wasn't because of the interfering nature of a certain plantshaper, but since one of the things she does is smooth back out the lead lining of her handbag after she's had to waylay on some guy . . . Well, there's not much for her to say anymore.

Name: Selkie Doublejump
Magic: None, passive
Effect: Tiraleen can jump twice as far in any direction by making an acrobatic tumble in midair at the apex of the regular jump.
Past: Selkies are known for being agile and fleet-footed beings, given to all sorts of acrobatics in the name of adventure. In fact, in the lands where the Selkies originate, this is the ability they are most known for, other than their natural flair for thievery. This ability would enable them to reach switches and ledges far out of the reach of the shorter Lilties, or the Yukes, or the Clavats that they sometimes traveled with. The ability was deemed *so* valuable that a series of scratch off cards was marketed purely for giving the winners the chance to use the Doublejump without being Selkies.

Name: Red Boots Give You WIIIIIIIIIIIINGS!!!!!!
Magic: None, passive ability
Effect: Increases Tiraleen's Speed by 20%.
Past: Tiraleen has a pair of special boots. They're red and on the ankles there are small golden wings stitched into the leather. But what makes these boots especially important to Tira is that these boots have WHEELS on the bottom. Wheels mean that she can move much more quickly over the ground. In all honesty, what happened is that Mairi-chan pulled a pair of these "roller boots" from her pocket and was skating through the Swordsman when Sorin appropriated them out of curiosity. With a little help from the girl in terms of finding the proper wheel material (that is also the same hard material that is used as a plug at the toe to aid in slowing down and stopping) he was able to reproduce the boots and made a pair for Tiraleen. He is considering approaching Steel about marketing these boots for children as toys. It helps that the two girls LOVE to skate through Bastok at full tilt with grins on their faces and having the time of their lives.

Name: Ninja Mobility
Magic: None, passive
Effect: Tiraleen can move in the manner of the shadowy Ninja of legend. She can walk or run along normally impossible surfaces such as liquids, or perpendicular walls, or even down sheer cliff faces. She can balance perfectly on any object, be that a single rope strung across a chasm or the slender branch of a tree, and she can run along that object at need. She can also leap great distances (upwards of a mile at a time), though she cannot change direction mid-leap without the aid of some other surface from which to push off. Note: A Leap is not a Jump. Doublejump may not be used with a Leap action.
Past: Tiraleen became a Ninja on the world of Vana'diel. She had been something very similar to the Ninja once before, when she was still called Tehlira le'Naen, Bittersweet. As Bittersweet she had learned how to move in impossible, unbelievable ways, and when she took up the path again the old instincts rose again to the surface. She's still discovering how she knows what she knows, but it is highly probable that she will be able to teach others to do the same as she is able to do, something that could make her very valuable to the Ninja of Vana'diel who consider these abilities to be Lost Arts.


Level Group 100 -- Also answers to Grizz or Tira
High Summoner of Spira

"So, this is my life now, we travel from place to place and the days just seem to fly by... But sometimes, I find myself stopping... I'm listening for your whistle."
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Character Information
Gil: 500
Home World: Gaia
Maximum AP: 2000

PostSubject: Re: Tira's Enchantments   October 6th 2010, 12:10 am

Carry over approved.


Kuja's trance theme
Kuja's Profile
Max AP 2000
Level Group 200
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Tira's Enchantments
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