[color=Red][SIZE=4][b]Masoukishin Herald[/b][/SIZE][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-10%[/b]. - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]6 AP[/b] - [b]Magical Link[/b] [i]Class: Passive (Main)[/i] Able to execute weapons/abilities requiring [b]Spirit Power[/b]. - [b]Familiar:[/b] [i]Class: Passive (Main)[/i] [b]Abilities:[/b] Choose one ability upon taking this class. You may gain up to two abilities total. Each additional ability costs 200 UPs. You may take the same ability multiple times, but the bonus is halved. (Example, taking Dexterity twice gives you Dodge Cost -15%) - [b]Dexterity:[/b] Dodge Cost -10% - [b]Fury:[/b] Weapon Damage +10% - [b]Toughness:[/b] Damage Received -10% - [b]Sense:[/b] Accuracy +10% - [b]Potential:[/b] [i]Class: Passive (Main)[/i] Gain bonuses when HP is low. Bonus varies depending on level of remaining HP: -50% HP and below: Dodge Cost -5%; Damage Received -5%; Weapon Damage +10% -40% HP and below: Dodge Cost -10%; Damage Received -10%; Weapon Damage +20% instead -30% HP and below: Dodge Cost -15%; Damage Received -15%; Weapon Damage +30% instead -20% HP and below: Dodge Cost -20%; Damage Received -20%; Weapon Damage +40% instead [color=white][b]Series of Origin:[/b] Masoukishin: The Lord of Elemental[/color] [color=lightblue][b][u]Spirit Dependancy Link[/u][/b][/color] [b]Class:[/b] Type [b]Description:[/b] N/A. [b]Active Ability:[/b] Activate 1 of the following sub-ability per turn, starting from turn 2 (until all sub-abilities are unlocked) Requires [b]Spirit Power[/b] to use: 1. Celerity: [i]Dodge Cost -25%[/i] 2. Ferocity: [i]Weapon Damage +50%[/i] 3. Tenacity: [i]Damage Received -25%[/i] 4. Unlock Potential: [i]Enable all [b]Unlock Potential[/b] attacks.[/i] [color=Red][SIZE=4][b]Sei Senshi[/b][/SIZE][/color] [color=orange][b]Starting Max SP:[/b][/color] 100 [color=orange][b]Maximum SP Cap:[/b][/color] 200 [color=Orange][b]Skills & Abilities:[/b][/color] - Dodge Cost [b]-20%[/b] - Countercut Cost: [b]4 AP[/b] - Countershoot Cost: [b]5 AP[/b] - [b]Aura Energy[/b] [i]Class: Passive (Main)[/i] Able to execute weapons/abilities requiring [b]Spirit Power[/b]. - [b]Size Mastery[/b] [i]Class: Passive (Main)[/i] When in an S or SS sized unit, gain: Weapon Damage +25% and may Countercut as if 1 [b]Size[/b] larger. -[b]Guts:[/b] [i]Class: Passive (Main)[/i] Gain bonuses when Limit is low. Bonus varies depending on level of remaining Limit: -50% Limit and below: Dodge Cost -5%; Target's Dodge Cost +5%; Weapon Damage +5% -40% Limit and below: Dodge Cost -10%; Target's Dodge Cost +10%; Weapon Damage +10% instead -30% Limit and below: Dodge Cost -20%; Target's Dodge Cost +15%; Weapon Damage +15% instead -20% Limit and below: Dodge Cost -30%; Target's Dodge Cost +20%; Weapon Damage +20% instead [color=white][b]Series of Origin:[/b] Aura Battler Dunbine[/color] [color=lightblue][b][u]Aura Battler[/u][/b][/color] [b]Class:[/b] Type [b]Description:[/b] N/A. [b]Active Ability:[/b] [b]Hyperize:[/b] Pay 20 AP to initiate Hyper State. Each turn, pay 5 AP. Should this upkeep be unpayable, or user decides to stop, return to normal state and decrease HP to 10 and EN to 0. Usable only once per battle. Unit's size increases by 3 catagories (to a maximum of LL) while Hyperize is active. HP +50%, EN +25%, Weapon Damage +50%, Agi +25%, Target's Dodge Cost [b]+25%[/b]. This ability is only useable by classes with [b]Spirit Power[/b]