| Ability Name | Score | Max | Modifier | Stat | Rating | |
| Strength (STR) | 9 | 25 | 0 | HP | 118/130 | |
| Vitality (VIT) | 10 | 22 | 0 | MP | 0/0 | |
| Agility (AGI) | 7 | 20 | 0 | Def | 17 | |
| Speed (SPD) | 6 | 20 | 0 | M.Def | 20 | |
| Magic (MAG) | 11 | 18 | 0 | ARM | 21 | |
| Spirit (SPR) | 6 | 15 | 0 | M.ARM | 12 |
Time Jump: Audra's original spell/skill. Using her knowledge of Time Magic, Audra rapidly casts a spell that calls on that branch of magic's purest power. This creates a spell circle at her feet that consumes her in a flash of light. Removed from the time stream (and the battlefield), she builds up power, reappearing on her next rolled action. Charged with temporal flux, she moves with enhanced speed and strength to strike at her target's weakest spot for 200%, Armor weapon damage.
Imaginative(Scholastic) (Advantage, value 3): Audra has a knack for theory; not only has she invented her own unique suite of Dragon Magic, she is ingenious enough in the theoretical realm that she is able to reroll any Scholastic skill check, once per check.
Mentor (Advantage, value 2): Audra has good relations with her family (barring her older brother), and is free to return home at any time. Due to this, while at home she can learn new skills if she desires for 75% of the usual cost.
Compulsion (Disadvantage, value 3): Audra is very confident in her abilities, and can't help showing off once in a while. Every four rounds, she has to restrain herself from showing off. If she fails the 50% CoS, she'll pull off a dramatic manoeuvre that has absolutely no tactical value. (Rounds since last check: 1)
Sealed Ability (Disadvantage, value 2): Audra's unique spells based on Dragon Skills take considerably longer to develop; she counts as being four (4) levels lower when determining what Dragon Magic she can access.
Top| Skill | Rating | Modifier |
| Polearms | 68 | |
| Staves | 44 | |
| Brawl: Phoenix Style | 44 | |
| Acrobatics | 58 | |
| Perception | 54 | |
| Navigation | 40 | |
| Swimming | 42 | |
| Climbing | 50 | |
| Language: Common | 62 | |
| Language: Ancient Arcane | 54 | |
| Lore: Time Magic | 66 | |
| Lore: Arcana | 50 |
| Slot | Equipped | Stats | Abilities |
| Right Hand | Mythril Pike | 4 x STR + 1d12 | - |
| Left Hand | N/A | ||
| Body | Bronze Armor | 11/7 | - |
| Head | Soldier Helmet | 3/1 | +10 Attack% |
| Arms | Bright Gauntlet | 2/1 | Blind Proof |
| Accessory | Small Mantle | - | +5 Def, +3 M.Def |
| Item | Quantity | Price | Description |
| Mythril Pike | 1 | 900 | (Equipped) 4 x STR + 1d12 |
| Bronze Armor | 1 | 675 | 11 ARM, 7 M.ARM |
| Bright Gauntlet | 1 | 150 | 2 ARM, 1 M.ARM, Blind Proof |
| Soldier Helmet | 1 | 170 | 3 ARM, 1 M.ARM, +10 Attack% |
| Small Mantle | 1 | 400 | +5 Def, +3 M.Def |
| Electro Marble | 0 | 100 | Spell: Thunder (4 x MAG + 1d8) |
| Bomb Fragment | 0 | 100 | Spell: Fire (4 x MAG + 1d8) |
| Arctic Wind | 0 | 100 | Spell: Blizzard (4 x MAG + 1d8) |
| Bird Feather | 1 | 100 | Spell: Aero (4 x MAG + 1d8) |
| Bomb Core | 0 | 300 | Spell: Fira (12 x MAG + 3d8) |
| Potion | 9 | 50 | Restores 50 HP |
| Ether | 1 | 150 | Restores 30 MP |
| Eye Drops | 2 | 50 | Cures Blind |
| Antidote | 1 | 50 | Cures Poison/Venom |
| Phoenix Down | 0 | 500 | Revives fallen ally to 1 HP |
| Fire Cracker | 0 | 5 | 1d6+1 Fire damage to eight random targets |
| Item Name | Description | Where Obtained |
| Crest of Ifrit | A piece of paper containing a sketch of the Crest of Ifrit. | In the Shrine of Ifrit, traced from the Crest found in the Lava Elemental's Tablet. |
| Symbol of Omega | A piece of paper containing a sketch of the Symbol of Omega. | On the Overworld Map, traced from the Key of Omega taken from a Chocobo. |
| Elemental Dust | A large supply of dust used for basic non-combat elemental magic. | The Garuda Airship shop of high prices. |
| World Map | A map showing the continents. | A bar. Seriously. |
| Control Crystal | A crystal used to aim the cannons of one Red Dragoon Airship. | The Red Dragoon Airship "Reunion" |
| Red Dragoon Uniform | A uniform in the Red Dragoon Style, and Audra's size. | The Red Dragoon Airship "Reunion" |
Because I'm rushed, this will be filled in later. Unless you want me to deliberate for an hour over hair colour.
Audra is, for the most part, the incarnation of Pride. She's usually confident in her skills, and certain about victory. Mind, this isn't always the case - if it's clearly evident that a foe's too strong, she will suggest a retreat. The Berserker Replicas left her rather shaken, as there was little she could do against them.
There's also the small matter of acting without thinking. Some of her fellow party members have shown annoyance with how much she talks, as she occasionally does so without thinking. Explaining the party's goals and quests to a complete stranger met in the Shrine of Ifrit is one example. The infamous 'Lava Elemental' incident is another. The party now has an informal rule barring Audra from all ancient runes as a result of that event.
Another thing to keep in mind is Audra's flair for the dramatic. If there's a simple way and an overdramatic way to do something, the latter will be done every time. This habit has developped to the point where it interferes in battle...much to certain party members' dismay.
Audra's greatest fear seems to be failure. She was quite worried about her uselessness in the Berserker Replica battle, and did her best to jump at any opportunity to help. Due to this fear, she is currently avoiding Port Tharsis...she refuses to return there until she's achieved some measure of success in her personal quest.
Aside from the occasional moment where Audra mentally delves into the timestream in silence, she is rather energetic. She 'knows' (by which the author means 'thinks') that she's beautiful, skilled, and brilliant. As mentioned above, she is very confident in her own abilities until it's blatantly shown otherwise. Let the party pray that this confidence doesn't result in another Lava Elemental incident...
Character Theme: "Get Along" (Slayers Opening)
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"...so you want to hear my past? Fine, I've got nothing better to do than vent and rant at the lot of you. Don't go thinking you're going to get everything, though. Some things I'll just save for another day. Now, where to begin...I might as well start by talking about the family. Who you grow up with kind of determines who you are."
"The Houjin family...well, grandpa, or great-grandpa, or someone around there was an adventurer. Save-the-world type. Went on epic quests, killed evil things, earned a ton of cash from slaying villains. All in all, he had a good career. Then he retired, and had a family. The thing is, he always talked about what he considered the key to success in adventuring, and tried to make sure his entire family learned it. He even stuck this idea in the family motto."
"'Animus corpusque iunxerunt' or something along those lines. Means 'Body and Spirit United'. Basically, he drilled into anyone who'd accept his training that you had to train your body, becoming skilled in weapons, and you had to train your mind, usually by learning magic. As a result, anyone with the name of Houjin who becomes an adventurer tends to be one with swords and spells. My uncle was a Dark Knight, for instance. Some rather powerful Shadow spells, combined with decent weapon skills."
"Anyway, enough about that. Suffice it to say that while I was growing up, my brothers and I were taught quite a bit about magic. I focus on the variety that requires some odd items to supply the power. Just about anyone can use the items normally, and one's innate magical power fuels the elemental energy. I usually just try to draw out the elemental energy with a spell circle, and cast whatever spell the power will allow. More or less the same effect, but it wins for style."
"The other way to cast magic is by meditating, burning incense, dealing with demons, whatever it takes to build up a good spiritual reserve so you can power your own spells. I honestly never really got the hang of that. Didn't see much point to sitting around doing nothing when you could at least be reading or something. So I just did enough of the exercises so I could pull off a few minor tricks, and abandoned any effort to gather up enough power to make something go boom. Dad didn't mind. He always went on about everyone being free to make their own choices. More on THAT later."
"Since I wasn't going to go and train my spirit, I decided to focus on training my mind. I have a bit of a knack for speed-reading, and picking up new ideas easily. I decided to read up as much as I could on temporal theory, and see if any of it could be useful. If you let me, I could ramble on for hours about how time travel results in a build-up of such-and-such energy. I did that to my older brother once, while we were on a long boat trip and he had nowhere to escape. And he never learned to swim. Heh."
"Anyway. Did a lot of reading. Came up with an idea or two for use in combat. Still working out the bugs, but I'll show the neat tricks off to you all once they're done. But I'll save that for another day. Finally, there was training of the body. I trained in a couple of fighting styles. Learned enough to throw a punch in a pinch, and picked up some cool staff tricks. Wanted a weapon that would pack a real punch, though. So I went with a spear - my staff training isn't completely wasted on it, and it keeps enemies a good distance away. I could do worse."
So for quite a few years, I spent a third of my time training physically, a tiny bit on meditating, and then spent most of the rest of my time studying. Tried to be a model student. Didn't help much, though, my big brother always upstaged me. He does deserve some credit, I'll admit - he managed to work out a neat trick involving ancient runes and slicing incoming spells in two. Rather neat, I'll admit. Resulted in him being my little brother's hero, though, while I was more or less forgotten despite all my efforts."
"Things changed a little while ago. Maybe a year or two. The thing about big brother's rune trick is that you have to design a sigil to channel the magic, and engrave it on your hand or something. I think when my brother designed his personal rune, he messed up somewhat. When he absorbed spells, his temprament changed depending on the spells. Fire spells made him hot-headed, Ice ones made him near-emotionless. And the effects grew..."
""One day, he just lost it, grabbed the family heirloom, and ran off somewhere. I was rather furious - the heirloom he stole was our ancestor's adventuring weapon. Powerful sword of some kind that granted the wielder magical strength. Not sure what kind of strength it was, as no one's been able to unlock its power in a long time. I think my brother stole it thinking he'd discover its secrets later."
"As you can imagine, most of us were rather upset. My little brother was shocked that his 'great big brother' would do such a thing. Not sure what he'll end up doing. Too many paths open to him. Dad, on the other hand, just shrugged and said that had been big bro's choice. Didn't condemn him one bit. Dad's a bit too philosophical at times. As for me, I'm out for blood. For years, he'd been the shining star of the family, eclipsing me, and then he goes and betrays all the trust he'd earned."
"This whole tale is part of why I'm out here. After the commotion had died down a bit, I decided to go and tell Dad that I was leaving. Explained that I wanted to go see the world, develop my skills, and beat my big brother into a pulp and get our heirloom back. He just shrugged and said that was my choice, as he always does. So I gathered up my things, told my little brother not to become angst-filled and gloomy, and set off."
"And from there I set out. Had an interesting encounter on the road out from my hometown, but I think I've talked enough for tonight. Now someone besides Korimako get me a drink. I don't trust him not to spike it."
TopYojimbo's ruins went badly. Best we recieved was information on the top four Red Dragoons. Lady Ashley, a student of white magic that uses her healing powers in unique ways. Lord Ravana, a swordsman who has mastered many fighting disciplines and is lethal to all. Lady Dita, a dancing mystic who charms the most violent men and enslaves them to do her bidding. A time-lost gunman named Eliott Wake with perfect skills and a precognitive power.
Note to self. Next time I'm looking to get spell supplies, stop by Nilrem's Alchemy in Den Finn. He seems to be a nice guy, and gave me a good deal.
Well, that went badly. Invaded a Red Dragoon ship called the Reunion. Caused some chaos. They don't have many Wyverns now, and their cannons are toast. Just a small poke at the war machine. Disguised myself as a troop, but got found out when they discovered how good I am. A name got dropped, though...It's probably just someone else. That has to be it...
...okay. This has been...interesting. We fought, and defeated, Lady Ashley. I managed to unveil her critical weakness, and was hit by a Holy 'Gladius' attack in exchange. Afterwards, we had words with Ixion, and the mute Ashley. I learned some...interesting things from those exchanges. Apparently, using Ultima Weapon to 'stop' Bahamut just sends him somewhere/when else. And fate decrees that where he goes from here is a thousand years ago. The Red Dragoons are from the resulting disaster, and are basically interfering so that our world's sacrificed to save theirs.
Dad would just smile and nod at that. I...honestly, I can sort of see why they'd do that kind of thing. I'd rather find a way to kill Bahamut. End him permanently. I have an idea...Ixion tells us that Bahamut's power grows exponentially over time. Ultima Weapon can barely 'nudge' him into another timestream, apparently.
If we activate Ultima Weapon soon enough...maybe we can use its power for something else. Channel it into a Time Travel spell, so we can fight Bahamut closer to its creation...Ixion says that Ultima can't timetravel, and that we don't have enough power. I still think it's possible.
I'm left wondering, though. Why would he have chosen that time over ours?...is there some temporal theory I'm missing? And how did he get to be such an expert on Time magic? That was my specialty when we were kids! How...
Oh, before I forget. I hate Lady Dita. So does Landry. Calling Dita a harlot is an insult to those who have to live that way. We beat her, though. The drunkard, surprisingly, dealt the final blow...I beat he pulled his punch so that she wouldn't be too badly hurt for 'later'. If it were anyone else...but those two deserve each other. Heh.
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