Post by Red Mage on Jan 21, 2010 15:35:41 GMT -6
Red Mage
Franchise: Final Fantasy
Custom Title: Warrior of Light
Alignment: Hero
Age: 24
Gender: Male
Special Abilities: (I'll be using a more Modern approach to Red Mage's abilities, I've given him many spells from FF11, and a few from FF12 appropriate for a Red Wizard)
SuperHuman: Humans have potential, potential in the FF universe beyond that of other humans. Red Mage represents the highest level of that potential, able to take slashs from deadly creatures Fire and Lightning from powerful mages, and keep fighting. He's fought with 3 others against the strongest monsters of his own world and won. By no means is he all powerful, but he is not a force to be taken lightly.
-General-
Job Class: Red Wizard - Excels in nothing, Red Wizards, like Red Mages, cast Black and White Magic, Wear Armor, and wield Swords/Shields. Red Wizards make up for their mediocre Spell Power with a vast range of Buff/Debuff Skills and the ability to Doublecast them, as well as being average Swordsmen wearing good Armor.
-Items-
Red Mage, like most heroes, uses a Bag of Holding to keep his items. It holds numerous health, energy, and status restore items as well as many pieces of spare armor and weapons.
Potion - Cures little HP
Hi-Potion - Cures some HP
X-Potion - Cures lots of HP
Ether - Cures little MP
Turbo Ether - Cures some MP
Dry Ether - Cures lots of MP
Elixir - Fully restores HP and MP
Megalixir - Fully restores HP and MP for multiple targets
Phoenix Down - Cures Death
Antidote - Cures Poison
Echo Herbs - Cures Silence
Eyedrops - Cures Blind
Gold Needle - Cures Petrify
Remedy - Cures all Status Effects
Sleeping Bag - Cures some HP and MP for multiple targets, out of battle
Tent - Cures lots HP and MP for multiple targets, out of battle
Cottage - Cure all HP and MP for multiple targets, out of battle
Strength Tonic - Raises Attack one battle
Protect Drink - Raises Defense one battle
Speed Drink - Raises agility one battle
Red Fang - Casts Fire (Wide Area form)
White Fang - Casts Blizzard (Wide Area form)
Blue Fang - Casts Thunder (Wide Area form)
Red Curtain - Casts Nul-Fire
White Curtain - Casts Nul-Frost
Blue Curtain - Casts Nul-Shock
Light Curtain - Casts Nul-All
Lunar Curtain - Casts Nul-Death
Vampire Fang - Casts Drain
Cockatrice Claw - Casts Petrify
Hermes' Shoes - Casts Haste
Spider's Silk - Casts Slow
Emergency Exit - Out of Battle, Casts Teleport.
-Spare Equipment-
-Weapon-
Mage Masher - Casts Silence on hit
Assassin Dagger - Casts Death on hit
Sage's Staff - Casts Life on hit, Increases Intelligence
Masamune - Rare Katana
Kikuichimonji - Increases Strength
Sun Blade - Good vs Undead
Wyrmkiller - Good vs Dragon
Great Sword - Good vs Giant
Coral Sword - Good vs Aquatic
Werebuster - Good vs Werewolves
Rune Blade - Good vs Mages
DeathBringer - Sometimes Casts Death on hit
Duel Rapier - Greatly increases Evasion
-Shield-
Buckler - Common Shield
-Armor-
Mythril Mail - Dwarven made Armor
Sage's Surplice - Increases Intelligence
Bard's Tunic - Resistant to Silence
Genji Armor - Resistant to Stone, Death, Poison
-Head-
Wizard's Hat - Increases Intelligence
Genji Helm - Increases Evasion and Magic Evasion
-Accessory-
Thief's Armlet - Increases Defense
Genji Gauntlets - Increases Evasion and Magic Evasion
-Equipment-
Red Mage holds the strongest equipment for his world.
Weapon: Lightbringer - Rare Red Mage only Weapon, sometimes casts Holy on hit, increases str/agil/int/stam, Evasion, and Accuracy
Alternate Weapon: Barbarian Sword - The physically strongest weapon in Gaia, it has no special effects.
Shield: Genji Shield - This rare shield is particularly known for its ability to imbune some evasion and magic evasion on the user.
Head: Red Cap - Rare Red Wizard Hat that increases Max HP.
Body: Red Jacket - This rare piece of equipment is woven with a thread that resists Fire element, and increases strength/stamina.
Accessory: Ribbon - A rare treasure, this Ribbon makes the wearer extremely resistant to Status Effects. Kept under his hat, as it does look girly.
Accessory: Angel's Ring - Grants Auto-Life to the user (Auto-Life is granted when battle starts, it automatically revives the user when he/she dies.) and grants immunity to Zombie, Blind, Frog, Poison, Slow, Silence, Immobilize, Disable, and Doom,
Accessory: Protect Ring - An Enchanted Ring that grants a Defense boost and resistance to Instant Death effects.
-Abilities-
Doublecast - The Traditional ability of Red Mages, it allows them to weave two spells into one casting, casting one then the other immediatly.
Composure - Buffs Red Mage casts on himself last 3 times as long.
Limit Break: QuadraMagic - When Red Mage is long in battle, emotions buildup. These emotions result directly into a Berserker-like mode that allows him to cast 4 spells in one casting instead of Doublecast for a short time. Afterwards, Red Mage will have exhausted his mana supply.
-Red Magic-
-Black-
Fire - Basic Fire Element Attack
Fira - Advanced Fire Element Attack
Firaga - Master Fire Element Attack
Thunder - Basic Electric Element Attack
Thundara - Advanced Electric Element Attack
Thundaga - Master Electric Element Attack
Blizzard - Basic Ice Element Attack
Blizzara - Advanced Ice Element Attack
Blizzaga - Master Ice Element Attack
Dark - Basic Dark Element Attack
Darkra - Advanced Dark Element Attack
Darkga - Master Dark Element Attack
Demi - Basic Gravity Element Attack
Stone - Basic Earth Element Attack
Aero - Basic Wind Element Attack
Aera - Advanced Wind Element Attack
Aeroga - Master Wind Element Attack
Bio - Basic Poison Element Attack, sometimes causes Poison Status
Biora - Advanced Poison Element Attack, sometimes causes Poison Status
Bioga - Master Poison Element Attack, sometimes causes Poison Status
Blind - Debuff, Causes Blind Status
Focus - Debuff, Reduces Evasion
Focara - Debuff, Multitarget, Reduces Evasion
Haste - Buff, Causes Haste Status
Paralyze - Debuff, Causes Paralyze Status
Sleep - Debuff, Causes Sleep Status
Sleepra - Debuff, Multitarget, Causes Sleep Status
Slow - Debuff, Causes Slow Status
Slowra - Debuff, Multitraget, Causes Slow Status
Temper - Buff, Enhances Physical Attacks
Scourge - Debuff, Causes Death
Teleport - Out of Battle, Short Range Warp
-White-
Cure - Healer, Restores a small amount of HP
Cura - Healer, Restores a medium amount of HP
Curaga - Healer, Restores a high amount of HP
Life - Raise, Removes Dead status
Blindna - Status Cure, Cures Blind
Poisona - Status Cure, Cures Poison
Ensuna - Status Cure, Cures all Status Effects
NulBlaze - Buff, Enhances resistance to Fire Element
NulFrost - Buff, Enhances resistance to Ice Element
NulShock - Buff, Enhances resistance to Electric Element
NulEarth - Buff, Enhances resistance to Earth Element
NulWater - Buff, Enhances resistance to Water Element
NulAero - Buff, Enhances resistance to Wind Element
Barblind - Buff, Reduces duration of Blind Status
Barsleep - Buff, Reduces duration of Sleep Status
Barpoison - Buff, Reduces duration of Poison Status
Barparalyze - Buff, Reduces duration of Paralyze Status
Barsilence - Buff, Reduces duration of Silence Status
Barpetrify - Buff, Reduces duration of Petrify Status
Enblizzard - Buff, Enhances Physical attacks to do Ice Element damage
Enfire - Buff, Enhances Physical attacks to do Fire Element damage
Enaero - Buff, Enhances Physical attacks to do Wind Element damage
Enstone - Buff, Enhances Physical attacks to do Stone Element damage
Enwater - Buff, Enhances Physical attacks to do Water Element damage - Buff, Enhances Water Element Attacks
Enthunder - Buff, Enhances Electric Element attacks
Blink - Buff, Increases Evasion
Protect - Buff, Reduces Physical Damage
Protectga - Buff, Multitarget, Reduces Physical Damage
Shell - Buff, Reduces Magical Damage
Shellga - Buff, Multitarget, Reduces Magical Damage
Regen - Buff, Causes Regen Status
Refresh - Buff, Causes MPRegen Status
Silence - Debuff, Prevents Magic Casting
Dispel - Debuff, Removes Random Buff
Weaknesses:
Red Mage is a well rounded jack of all trades kind of guy. He does everything and does it well, not spectacular but good enough to get the job done.
Mana: Red Mage does not have a regenerating mana pool sufficient enough to sustain heavy casting every turn. Doublecasting his strongest magics will quickly drain him of all mana, only letting him cast the most basic spells until his mana recovers. Red Mage overcomes this weakness by always carrying plenty of Ethers and Elixers to restore his Mana, but in mid-melee combat that is a difficult thing to do.
Equipment: Much of Red Mage's defenses, and his physical offenses, come from his artifact equipment he wears all the time. Should anything happen to his equipment, he would be physically weak and/or physically and magically vulnerable until he can don one. Of course he has spare equipment, but its not as strong as what he wears normally.
Franchise: Final Fantasy
Custom Title: Warrior of Light
Alignment: Hero
Age: 24
Gender: Male
Special Abilities: (I'll be using a more Modern approach to Red Mage's abilities, I've given him many spells from FF11, and a few from FF12 appropriate for a Red Wizard)
SuperHuman: Humans have potential, potential in the FF universe beyond that of other humans. Red Mage represents the highest level of that potential, able to take slashs from deadly creatures Fire and Lightning from powerful mages, and keep fighting. He's fought with 3 others against the strongest monsters of his own world and won. By no means is he all powerful, but he is not a force to be taken lightly.
-General-
Job Class: Red Wizard - Excels in nothing, Red Wizards, like Red Mages, cast Black and White Magic, Wear Armor, and wield Swords/Shields. Red Wizards make up for their mediocre Spell Power with a vast range of Buff/Debuff Skills and the ability to Doublecast them, as well as being average Swordsmen wearing good Armor.
-Items-
Red Mage, like most heroes, uses a Bag of Holding to keep his items. It holds numerous health, energy, and status restore items as well as many pieces of spare armor and weapons.
Potion - Cures little HP
Hi-Potion - Cures some HP
X-Potion - Cures lots of HP
Ether - Cures little MP
Turbo Ether - Cures some MP
Dry Ether - Cures lots of MP
Elixir - Fully restores HP and MP
Megalixir - Fully restores HP and MP for multiple targets
Phoenix Down - Cures Death
Antidote - Cures Poison
Echo Herbs - Cures Silence
Eyedrops - Cures Blind
Gold Needle - Cures Petrify
Remedy - Cures all Status Effects
Sleeping Bag - Cures some HP and MP for multiple targets, out of battle
Tent - Cures lots HP and MP for multiple targets, out of battle
Cottage - Cure all HP and MP for multiple targets, out of battle
Strength Tonic - Raises Attack one battle
Protect Drink - Raises Defense one battle
Speed Drink - Raises agility one battle
Red Fang - Casts Fire (Wide Area form)
White Fang - Casts Blizzard (Wide Area form)
Blue Fang - Casts Thunder (Wide Area form)
Red Curtain - Casts Nul-Fire
White Curtain - Casts Nul-Frost
Blue Curtain - Casts Nul-Shock
Light Curtain - Casts Nul-All
Lunar Curtain - Casts Nul-Death
Vampire Fang - Casts Drain
Cockatrice Claw - Casts Petrify
Hermes' Shoes - Casts Haste
Spider's Silk - Casts Slow
Emergency Exit - Out of Battle, Casts Teleport.
-Spare Equipment-
-Weapon-
Mage Masher - Casts Silence on hit
Assassin Dagger - Casts Death on hit
Sage's Staff - Casts Life on hit, Increases Intelligence
Masamune - Rare Katana
Kikuichimonji - Increases Strength
Sun Blade - Good vs Undead
Wyrmkiller - Good vs Dragon
Great Sword - Good vs Giant
Coral Sword - Good vs Aquatic
Werebuster - Good vs Werewolves
Rune Blade - Good vs Mages
DeathBringer - Sometimes Casts Death on hit
Duel Rapier - Greatly increases Evasion
-Shield-
Buckler - Common Shield
-Armor-
Mythril Mail - Dwarven made Armor
Sage's Surplice - Increases Intelligence
Bard's Tunic - Resistant to Silence
Genji Armor - Resistant to Stone, Death, Poison
-Head-
Wizard's Hat - Increases Intelligence
Genji Helm - Increases Evasion and Magic Evasion
-Accessory-
Thief's Armlet - Increases Defense
Genji Gauntlets - Increases Evasion and Magic Evasion
-Equipment-
Red Mage holds the strongest equipment for his world.
Weapon: Lightbringer - Rare Red Mage only Weapon, sometimes casts Holy on hit, increases str/agil/int/stam, Evasion, and Accuracy
Alternate Weapon: Barbarian Sword - The physically strongest weapon in Gaia, it has no special effects.
Shield: Genji Shield - This rare shield is particularly known for its ability to imbune some evasion and magic evasion on the user.
Head: Red Cap - Rare Red Wizard Hat that increases Max HP.
Body: Red Jacket - This rare piece of equipment is woven with a thread that resists Fire element, and increases strength/stamina.
Accessory: Ribbon - A rare treasure, this Ribbon makes the wearer extremely resistant to Status Effects. Kept under his hat, as it does look girly.
Accessory: Angel's Ring - Grants Auto-Life to the user (Auto-Life is granted when battle starts, it automatically revives the user when he/she dies.) and grants immunity to Zombie, Blind, Frog, Poison, Slow, Silence, Immobilize, Disable, and Doom,
Accessory: Protect Ring - An Enchanted Ring that grants a Defense boost and resistance to Instant Death effects.
-Abilities-
Doublecast - The Traditional ability of Red Mages, it allows them to weave two spells into one casting, casting one then the other immediatly.
Composure - Buffs Red Mage casts on himself last 3 times as long.
Limit Break: QuadraMagic - When Red Mage is long in battle, emotions buildup. These emotions result directly into a Berserker-like mode that allows him to cast 4 spells in one casting instead of Doublecast for a short time. Afterwards, Red Mage will have exhausted his mana supply.
-Red Magic-
-Black-
Fire - Basic Fire Element Attack
Fira - Advanced Fire Element Attack
Firaga - Master Fire Element Attack
Thunder - Basic Electric Element Attack
Thundara - Advanced Electric Element Attack
Thundaga - Master Electric Element Attack
Blizzard - Basic Ice Element Attack
Blizzara - Advanced Ice Element Attack
Blizzaga - Master Ice Element Attack
Dark - Basic Dark Element Attack
Darkra - Advanced Dark Element Attack
Darkga - Master Dark Element Attack
Demi - Basic Gravity Element Attack
Stone - Basic Earth Element Attack
Aero - Basic Wind Element Attack
Aera - Advanced Wind Element Attack
Aeroga - Master Wind Element Attack
Bio - Basic Poison Element Attack, sometimes causes Poison Status
Biora - Advanced Poison Element Attack, sometimes causes Poison Status
Bioga - Master Poison Element Attack, sometimes causes Poison Status
Blind - Debuff, Causes Blind Status
Focus - Debuff, Reduces Evasion
Focara - Debuff, Multitarget, Reduces Evasion
Haste - Buff, Causes Haste Status
Paralyze - Debuff, Causes Paralyze Status
Sleep - Debuff, Causes Sleep Status
Sleepra - Debuff, Multitarget, Causes Sleep Status
Slow - Debuff, Causes Slow Status
Slowra - Debuff, Multitraget, Causes Slow Status
Temper - Buff, Enhances Physical Attacks
Scourge - Debuff, Causes Death
Teleport - Out of Battle, Short Range Warp
-White-
Cure - Healer, Restores a small amount of HP
Cura - Healer, Restores a medium amount of HP
Curaga - Healer, Restores a high amount of HP
Life - Raise, Removes Dead status
Blindna - Status Cure, Cures Blind
Poisona - Status Cure, Cures Poison
Ensuna - Status Cure, Cures all Status Effects
NulBlaze - Buff, Enhances resistance to Fire Element
NulFrost - Buff, Enhances resistance to Ice Element
NulShock - Buff, Enhances resistance to Electric Element
NulEarth - Buff, Enhances resistance to Earth Element
NulWater - Buff, Enhances resistance to Water Element
NulAero - Buff, Enhances resistance to Wind Element
Barblind - Buff, Reduces duration of Blind Status
Barsleep - Buff, Reduces duration of Sleep Status
Barpoison - Buff, Reduces duration of Poison Status
Barparalyze - Buff, Reduces duration of Paralyze Status
Barsilence - Buff, Reduces duration of Silence Status
Barpetrify - Buff, Reduces duration of Petrify Status
Enblizzard - Buff, Enhances Physical attacks to do Ice Element damage
Enfire - Buff, Enhances Physical attacks to do Fire Element damage
Enaero - Buff, Enhances Physical attacks to do Wind Element damage
Enstone - Buff, Enhances Physical attacks to do Stone Element damage
Enwater - Buff, Enhances Physical attacks to do Water Element damage - Buff, Enhances Water Element Attacks
Enthunder - Buff, Enhances Electric Element attacks
Blink - Buff, Increases Evasion
Protect - Buff, Reduces Physical Damage
Protectga - Buff, Multitarget, Reduces Physical Damage
Shell - Buff, Reduces Magical Damage
Shellga - Buff, Multitarget, Reduces Magical Damage
Regen - Buff, Causes Regen Status
Refresh - Buff, Causes MPRegen Status
Silence - Debuff, Prevents Magic Casting
Dispel - Debuff, Removes Random Buff
Weaknesses:
Red Mage is a well rounded jack of all trades kind of guy. He does everything and does it well, not spectacular but good enough to get the job done.
Mana: Red Mage does not have a regenerating mana pool sufficient enough to sustain heavy casting every turn. Doublecasting his strongest magics will quickly drain him of all mana, only letting him cast the most basic spells until his mana recovers. Red Mage overcomes this weakness by always carrying plenty of Ethers and Elixers to restore his Mana, but in mid-melee combat that is a difficult thing to do.
Equipment: Much of Red Mage's defenses, and his physical offenses, come from his artifact equipment he wears all the time. Should anything happen to his equipment, he would be physically weak and/or physically and magically vulnerable until he can don one. Of course he has spare equipment, but its not as strong as what he wears normally.
History: (Credit goes to FF Wiki for most of it)
In the two centuries prior to the start of the story, violent storms sunk a massive shrine that served as the center of an ocean-based civilization, and the water crystal went dark. Two centuries before then, a group of people known as the Lufenian, who used the power of the wind crystal to craft giant aerial stations ("Flying Fortresses") and airships, watched their country decline as the wind crystal went dark. Eventually, the earth and fire crystals also went dark, plaguing the earth with raging wildfires and devastating the agricultural town of Melmond as the plains and vegetation decayed. Some time later, a sage called Lukahn tells of a prophecy that four Warriors of Light will come to save the world in a time of darkness.
The story begins with the appearance of the four youthful Warriors of Light, the protagonists of the story. The Warriors of Light each carry a darkened Crystal, one of each element. They arrive at Cornelia, a powerful kingdom that has just witnessed the kidnapping of its princess, Sarah, by a rogue knight named Garland who wants to acquire the kingdom. The Warriors of Light travel to the ruined Chaos Shrine in the corner of Cornelia, defeat Garland, and return Princess Sarah home. The grateful King of Cornelia builds a bridge that enables the Warriors of Light passage east of the country.
Traveling east, the Warriors of Light learn that a dark elf wizard named Astos has been terrorizing the area surrounding the inland sea of the southern continent, Elfheim, stealing a crystal that the witch Matoya needs for sight, putting the prince of the elves into a coma, and stealing the crown of a minor western king. As they travel, they liberate the town of Pravoka from a band of pirates and acquire the pirates' ship for their own use. The Warriors of Light now have the ability to travel across the water, but remain trapped within the Aldean Sea, in the center of a large continent. A large rock blocks the only exit from this sea. There is a group of dwarves in Mount Duergar trying to remove the rock, but they find themselves unable to proceed without Nitro Powder. The Nitro Powder is contained in a locked room in Castle Cornelia, the only key to which is held by the sleeping elven prince. They retrieve the stolen crown, only to find that the minor king was actually Astos. After defeating Astos, the Warriors of Light recover Matoya's crystal and return it to the witch, who makes them an herb that will awaken the elven prince. The prince gives them the Mystic Key, with which they travel to Castle Cornelia and retrieve the Nitro Powder, which they then take to the dwarves to help them finish their canal. With the rock now cleared, the Warriors of Light proceed into the greater world.
Sailing to Melmond, the Warriors of Light seek out and destroy the Fiend of Earth, the Lich, who is responsible for the earth's rotting. The Warriors of Light then enter the volcano Mount Gulg and defeat the Fiend of Fire, Marilith ("Kary"), who was awakened two hundred years prematurely by the Lich's defeat. The Warriors then acquire an Airship and visit the Cardia Islands to meet with the dragon king Bahamut who gives them the task of surviving the Citadel of Trials and getting proof of their deeds. When they return he gives them greater Job Classes, improvements of their original ones. The Warriors then defeat the Fiend of Water, the Kraken, in an underwater palace near Onrac, and Tiamat, the Fiend of Wind, in the Flying Fortress. The four Fiends defeated, and the crystals restored, the Warriors find that their quest is not yet over: The Fiends created an archdemon, Chaos, using the body of Garland, and sent him 2,000 years into the past. Following Chaos into the past, the Warriors discover that it was Chaos who had sent the four Fiends into the future, creating a time loop paradox.
During their adventure the Warriors of Light plumbed the depths of many acient dungons. The Earthgift Shrine contained an endless desert and a dense forest, which at the end held the Guardians of the crystals of the True Moon. Even with these, the weakest of these ancient dungeons, each rivaled the power of the strongest Fiend of Chaos. The Hellfire Chasm was indeed hell as the liquid magma the heroes treaded upon was torture as they healed themselves to pass. In the end they fought the four Archfiends also known as the Elemental Lords. Many times stronger than the Fiends of Chaos, if they teamed together they would have defeated Chaos with ease. Whisperwind Cove, the longest but not strongest of these dungeons, it contained several strange beings and while the others are weaker than teh Archfiends, the strongest is tougher than they've faced before. Within the Lifespring Grotto lies the most powerful of beings who rival Chaos. Shinryu, the guardian of the powerful weapon Ragnarok and Omega, creature spawned from an interdimensional rift. Finally, Labyrinth of Time with complex puzzles and its overlord Chornodia awaiting the Warriors of Light. Stronger than all else in this world by absorbing the strongest beings the Warriors of Light defeated; even Chaos himself pales in comparison, the Warriors of light barely, but successfully come out alive with powerful treasures.
Finally, the party challenged Chaos himself in a battle to save the world. The battle was fierce, but the battle hardened party had already defeated beings as strong and stronger than Chaos. As the final blow was about to be struck, an interdimensional rift opened. This place, being an abused pivot point in this timespace strained by the time and space disruptions the world has been ravaged with, from Chaos's Time Loop to the Warriors of Light adventures through every known and unknown time/space disruption, strained once again to adjust. However, finally the interdimensional physics at a level understood by no one present, although perhaps understood by the would-be invaders crossing the newly formed interdimensional gate, snapped. At this pivotal point, everything was thrown into true chaos, as Chaos and the Warriors of Light were lost in the uncountable number of timespace holes that suddenly appeared. After many moments of confusion, the world snapped back, assuming the manner it would have been had Chaos never appeared, which would have happened anyway if the Warriors of Light destoryed Chaos.
Sample Role Play Post:
Blinding light came forth to Red Mage's eyes. Red Mage quickly stands up and shakes off the dizziness, knowing all to well what happened as its happened a hundred times in the past. Behind him was White Mage, already casting another Curaga spell on Fighter. Red Mage already started incanting, restoring his magical defenses lost when he died. Theif darted all over the place, dealing many quick blows to the dragon god before them. Fighter stood in front, taking the brunt of Tiamat's many heads, but he is clearly becoming more and more injured as White Mage cannot keep up. "Stand Back and let me in!" As Red Mage called out, he quickly tossed out Thundaga and Firaga onto Tiamat. Unable to cast Flare which would do real damage to Tiamat who resists elemental spells, these spells would still cause a great annoyance and they surge around his entire body.
Fighter stood back while Red Mage stepped forward. Red Mage held his shield and his trusty sword, Wyrmkiller from the dwarves. Using only Wyrmkiller, Red Mage struck and parried Tiamat, while using his shield in a futile attempt to block some of the fire and lightning breath. Red Mage fought, until his body could hardly take anymore then jumped back and ran, collapsing and dieing from his wounds. Blinding light came to Red Mage's eyes, all to familiar again. Being the off tank while performing a status buffer role is a painful but necessary position of their team to work effectively.
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What about you? Anything else?: I'm Tasogare Reiken, and I don't have anything else at this moment.
What about you? Anything else?: I'm Tasogare Reiken, and I don't have anything else at this moment.