WeaponsName: Dragon Shard
Type: Ninjato/Sword
Element: Non-Elemental (Draconic Resonance)
Effect:
Reforged Will: This is the Sword that was Broken and as such it is stronger than what it once was. A successful strike with the blade adds light Draconic energy (Non-elemental) to the physical damage that is dealt along with inflicting a 10% weakness towards Non-Elemental energy that lasts for 3 posts.
Reinforced Sheathl: The Sheath may be used as an off-hand weapon and defensive device of the same strength as the blade itself, though it does bludgeoning-type damage rather than the slashing style of the blade. When she successfully blocks a strike with the Sheath, a burst of Draconic (Non-Elemental) energy, Light strength or Base Magical (Tier 1), explodes to strike her opponent.
Long/Short range: Short to mid range. It's a sword and can't exactly be thrown with any efficiency.
World: Spira/Vana'diel
Description: A Ninjato resembles the larger Katana in that it is a single-edged weapon with a chisel point, but while the Katana is known for the visible curve to the blade, a Ninjato is straight-spined and noticeably shorter, as long as the Wakizashi perhaps. The blade itself, disregarding the handle, is about two and a half feet long. The handle is cord-wrapped around a full tang (that part of the sword that is not blade and to which the handle is attached). The cord wrappings themselves are white, with silver and jade dragons set underneath an outermost layer of blue-green cord to match the color of draconic magic. The square tsuba, a hallmark of the Ninjato, is silver like the blade and is in the shape of a twisting dragon.
The simple lacquered bamboo sheath that carries Dragon Shard, with a cord wrapping on the end to attach it to a belt, has been altered with thin rods of the same silvery metal that makes up Dragon Shard's blade. It gleams silver and blue-green in the light.
History:
"Seek for the Sword that was Broken, reforged in the power of the Dragon's Will. Seek for the daughter reborn, a clay-soft soul tempered strong as steel. Reclaimed from the Shadow, her wings will spread out. Seek for the Sword that was Broken, she is our only hope."Silverdrake was shattered.
The dragon-sword that was as much her Sensei's Legacy as the book that carried his soul, or at least a connection to that soul, Silverdrake was so much more than simply another weapon. Tiraleen received the sword when she completed her initial training, when she set out on her journey, and in many ways that sword was an extension of how she viewed herself. She was her Sensei's vengeance on the Scion who broke his honor and ultimately killed him.
She was the Silver Dragon that Gilgamesh had warned Sephiroth was coming in his place.
But someone, or some thing, found Tiraleen on her single-minded quest to resurrect her Sensei and left her as broken and splintered as her sword. Through the intervention of those who loved her, Tiraleen's unresponsive body and the shards of her weapon were carried to Vana'diel where they each found restoration in a new form.
Tiraleen is no longer the warrior that she once was, and neither is her sword.
Still formed of the same unknown silver-colored metal that could even be reformed dragon scales for all anyone knows, the former longsword is now a ninjato much like the former Rune Knight has found a new calling as a Ninja.
---
SpellsName: Dragon Strike
Description & Effect: Three of the runic tattoos on Tiraleen's body begin to glow and the glow infuses Tira with magical power. She can focus that power through her weapon and strike an enemy with it at short range or she can focus that power into a globe in the palm of her hand and send it flying towards an opponent beyond the reach of her sword (or whatever she's using).
AP/MP Cost: 10MP
Class: Offensive
Element: Non-Elemental
Range: Short to medium (max range 30 feet or 10 yards)
Effect: Tier 1 Non-Elemental strike in a burst of blue-green energy. Single Target, non-tracking.
Duration: Single post, instantaneous
Name: Swordwall
Description & Effect: Tiraleen stands completely still and closes her eyes for a moment in concentration. There is a burst of energy around her and it coalesces into a circular wall of dragon-shaped swords enveloped by magic surrounding her and anyone closest to her. The swords serve to protect her from impacts until the spell fades at which time the swords shatter and dissipate and she is free to return to the battle as needed.
AP/MP Cost: 60 MP
Class: Defense
Element: Earth
Range: Self + 5 foot radius
Effect: Protects Tira from physical attacks and magical attacks equal to the casting cost of the spell in strength for the duration. If a spell exceeds the casting cost then the excess energy breaks through the barrier, but is weakened by that amount. However, she cannot attack nor can she move from her position until the spell is done.
Duration: 2 posts (goes in at the beginning of the first post and comes out on the next)
Name: Flying Dragon
Description & Effect: Tiraleen slashes her weapon through the air at her target and causes a sickle shaped crescent of metal to fly towards the target and then return to her, much like a very long-distance yo-yo. The crescent passes through and strikes any opponents between her and the intended target, both on the outward attack and on the return. The attack does Non-Elemental damage as well as melee damage.
AP/MP Cost: 40 MP
Class: Offensive
Element: Non-Elemental
Range: up to 40 feet
Effect: Causes both physical melee damage (a regular weapon strike on both phases as well as Tier 2 Non-Elemental magic damage to the intended target as well as any secondary targets within a straight line and standing between her and the intended target.
Duration: Single post
Name: Dragonlight
Description & Effect: Tiraleen starts to glow from inside her skin, the contrast causing the runes tattooed on her to stand out in stark relief. A large draconic shape formed completely of light shoots up from her body about ten feet into the air above her head. The dragon flies over to the intended location as directed by Tiraleen and floats there for a moment before beams of light spread out in all directions from it causing Light based damage to opponents within the radius of effect.
AP/MP Cost: 40 MP
Class: Offensive
Element: Light
Range: 30 foot radius around a single point, non-tracking, Area of Effect
Effect: Moderate (Tier 2) magical attack using Light energies to attack all opponents within range of the spell.
Duration: Single post
Name: Wheel of the Dragon
Description & Effect: Tiraleen draws upon the energy of her draconic tattoos and they start to glow. Three of the dragons inscribed on her skin pull themselves loose to fly around her for a moment in a swirl of energy. Each one is the size of a winged lizard as long as her arm from nose to tail. One is blue like the water, one is red like fire, and one is green like the leaves of a tree. Tira points her arm towards her opponent and the dragonlings fly towards the opponent to swirl around that opponent in a wheel shape, alternately striking them with bursts of energy from their mouths. Green followed by Red followed by Blue followed by Green again. The cycle is repeated three times and the blasts become stronger each time until all three dragonlings detonate around the opponent and reform again as tattoos on their caster.
AP/MP Cost: 70 MP
Class: Offensive
Element: Non-Elemental
Range: Long range - no further than 50 feet from Tira
Effect: Tier 3 Non-Elemental attack, Single target, tracking
Duration: Single post
Name: Brittle
Description & Effect: Tiraleen reaches out her hand towards an opponent and for a moment a shield of light surrounds that target, the light grows brighter until finally the shield shatters, leaving the afterimage of cracks on their armor, the mystical signal that their armor no longer protects them as it once did. That which was strong is now Brittle.
AP/MP Cost: 30 MP
Class: Offensive Support (DeBuff)
Element: Light
Range: No further than 40 feet from Tiraleen
Effect: Causes the negative status, Brittle, which is an anti-Protect. This means that the target is 50% more vulnerable to physical damage while the spell lasts. However, the spell is susceptible to being broken by Esuna and similar restorative spells.
Duration: 4 posts
Name: Fragile
Description & Effect: Tiraleen reaches out her hand towards an opponent and for a moment a shell of light surrounds that target, the light grows brighter until finally the shell shatters, leaving the afterimage of cracks on their armor, the mystical signal that their defenses no longer protect them as they once did. That which was strong is now Fragile.
AP/MP Cost: 30 MP
Class: Offensive Support (DeBuff)
Element: Light
Range: No further than 40 feet from Tiraleen
Effect: Causes the negative status, Fragile, which is an anti-Shell. This means that the target is 50% more vulnerable to magical damage for the duration. However, the spell is susceptible to being broken by Esuna and similar restorative spells.
Duration: 4 posts
---
SummonsName: The Wolfmother (Timmain)
Type: Light/Non-Elemental
Attacks: (When combat-enabled Timmain can attack with fangs, claws, or any other aspects of her body that she wishes.)
Normal:
Self-Shaping – Timmain is a Self-Shaper, which means that she is able to alter her body as easily as a potter would shape clay. She can take any form she wishes, alter any part of her body as she wills. Her body is all the changeable clothing she needs.
Magic:
Song of Ancient Sending – She forms a telepathic connection with her target that causes the target to be overwhelmed by images of the sheer immensity of time and space as well as the timelessness of a Wolf's consciousness. This attack causes mental strain from the images that leaves the target shaken and unnerved, as well as causing Moderate Non-Elemental damage.
Extreme:
Matriarch of the Tribe – She raises her voice in a wolf howl and is answered by a chorus of howls. A wolf pack with Lilty-sized elfin riders armed with swords and spears rides through to swarm attack her target and then ride off, causing Heavy damage that is mixed Non-Elemental and Holy Elemental.
Cost: 300 MP
World: Spira
Description: The Wolfmother has three forms that she usually chooses to take depending on her needs. One is that of an ethereal elfin Woman with golden amber eyes and long silver-white hair that flows to the floor. In that form she customarily feels no need for other clothing, though she sometimes wears a simple gown woven of crystalline strands that shimmers with all the colors of the rainbow. Another is that of a great white Wolf, as tall at the shoulder as a small adult. The third form is a blend of the two, the powerful WolfWoman who has claws and fangs as well as magic to call to defend her children.
Of the three forms, the Wolf form is not usually combat-enabled and thus is her default form. She is bound in that form unless she is Summoned into battle by the energy of the one she has chosen as her child. When she is Summoned she draws upon the magic within her child to enable her to change her form so that she can join in the battle.
As a note: Timmain is telepathic in any form and can speak with people even when she is a Wolf.
History: Timmain's people once roamed the stars in a vessel formed of the very soil of their exhausted planet. She was their Memory, remembering where they had been so that they could chart the path forward. After thousands and thousands of years that vessel came to a rest on a tiny two-mooned world where Timmain chose to remain in the form of a Wolf. While in this form she found Tiraleen on a strange world, broken and shattered and in dire need of a protector. She chose to bind herself to the remnant of a warrior girl because this child needed her more than she needed freedom.
Picture:
---
EnchantmentsName: 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.
---
FormsName: Dragonborn – First Form
Magic: 150 MP
Requirements: Have Draconic tattoos, or other Draconic character resonance (such as Draconic Racial descent), will the transformation
Description: Tiraleen floods her system with magical energy that causes all the tattoos on her body to shine so brightly that they seem to stand out from her. She then begins to swell as the power causes her to grow and shift her shape. When the transformation is complete, she is a fully functional dragon, complete with wings and the ability to use them. Her hair is a maroon mane that flows down her back that is marked by maroon patterning covered with black spots. Her tail is marked by a significant tuft of similarly maroon hair as well. She has horns as well as the silver jewelry of her armor.
She's big, not Bahamut big, but big enough to dwarf even a Galka. As a point of comparison, Steel (who is the Galka she is most often set beside) would stand about even with the top of her hip when she is standing and he is roughly 8 feet tall. That means that she is roughly 20 feet in length from her muzzle to her tail, give or take a foot or three. (Think Ruth the White Dragon of Pern or the first Dragons of that series, before they started the growth spurt)
Good qualities: Wings and the associated flight; insane strength, crazy agility, unbelievable magic . . . okay that's something of an exaggeration but basically most stats are markedly increased. She's a dragon, for crying out loud. She's strong enough to lift and/or toss about three quarters of a ton (1500 lbs) at a time. Speed is increased by about 1 1/2 times on the ground and 2 1/2 times in the air. Her scales and naturally thick skin are going to provide high defensive capabilities (about 50% protection against physical damage), and her ability to dodge is excellent when she's in midair. Her natural weapons include powerful claws on all four limbs, a thick tail perfect for sweeping an opponent off their feet, and her butcher-knife teeth, not to mention the weapon of all weapons for Dragons . . . Dragonsfire.
Tiraleen can produce a burst of Draconic-resonating Non-Elemental Energy that burns blue-green as opposed to the familiar red and orange of Fire Energy. The burst is on par with Tier 3 damage. The burst is single target. It travels in a straight line at a fast pace of speed from her muzzle to the target or until it hits something in the case of a miss. After use, there is a 3 post cooldown period before it can be used again. There is an Area of Effect variation, the Blast, that can only be used once every 5 posts. The Dragonsfire Blast is a cone of effect reaching up to 100 feet from the point of origin, her muzzle, naturally. (That's five times her length, for comparison.) Because it's a cone, the widest part is the furthest away and that is a rough circle about 20 feet in diameter (roughly her length, give or take a foot or two . . . or three or four). It is a stream of Dragonsfire, much like a Flamethrower.
Bad qualities: She's a dragon, so size alone is going to limit where she can go while in Form and she's liable to destroy buildings simply by not paying attention to where her tail is, as well as making her a pretty darn big target to aim at. She has very little ability to dodge anything when she's on the ground because, hey, she's a Big Darn Target. Because she's a dragon she naturally cannot use any of her normal weapons. She also must rely on the natural armor of her draconic body. The formation of her muzzle makes natural speech difficult to say the least so for any true communication apart from body language and inarticulate noises, she must resort to use of Telepathy. Being a Flying creature she takes more damage from Wind spells and is vulnerable to some uses of Gravity.