Abilities/Powers: Abilities: As an esper, and having been trained as a biological weapon, Terra can be quite strong both physically and magically. Her mind may not recall the training, but her body does, so much of the fighting is done on automatic. Her preferred weapon is a sword, but she can also use maces (like flails and morning stars) and daggers. As for armor, Terra has and needs very little; her clothing consists of what looks like the outfit a harem girl might wear, being a minidress and leggings, (or variations thereof) with only armor on her shoulders.
Limit Break (Riot Blade): Terra performs this move by swinging her sword in an swiping (arc like) up-down pattern once. This results in sending five glowing green crescent-shaped blades towards her enemy. The damage that each of the energy-like crescent blades causes is variable, pending consent of the opponent or the situation, and there is no guarantee that all five will even hit.
Magic: In addition to her physical abilities, she has a number of magical spells at her disposal. The majority of her spells are offensive healing, but she also possesses less powerful spells that aren't particularly for battle, or exactly support. To list a few, her FF6 spells available are Fira, Cura, and Antidote. She has a few stronger spells (Dissidia) which would eventually be unlocked, such as Blizzara, Graviga, Thundara, Flood, and Tornado.
Esper: Terra, being who and what she is, as the offspring of an Esper and a Human, has the additional ability of transforming into her Esper form - a female, humanoid beast covered in flames and pink fuzziness. Being half esper, she can - with permission - sense the presence of other espers. She also tends to be more feral when in her esper form, and has the ability to connect with other espers or their cultural equivalent (given permission of course.) In this form she has the ability to fly, and is hardier and stronger than her human form. In addition to this, her reflexes and speed increase, as well as her senses - sight, smell, hearing; all that good stuff. Given her otherworldy nature, Terra in both forms, is capable of seeing some things that normal humans can't, such as spirits - and can feel the presence of monsters and allies alike, being more in tune with the world around her. Unfortunately it also sort of makes her more susceptible to the things that will effect animals, such as high pitched sounds and smells. In further detail to what is mentioned earlier, Terra is capable to synchronize with, or feel the mind of other espers (or the cultural equivalent given permission) and can speak with them ( again with player consent - be they physically there, in spirit or in memory depending on culture) for as long as they allow. Lastly is more of a downside to being an esper like Terra; the Power Flare. This is basically what happens when Terra loses control of her powers, usually as a direct result of emotional distress. Best description of it would be akin to a power/force blast that damages the surrounding area, or a force wave that would effectively shove anyone around her -away-. (Further in theory, those capable of junctioning with espers/eidolons/GFs have the ability to do the same with Terra, if they become aware of her nature, and provided permission is given by mods and it's worked out ahead of time. )
Strengths: Though for the most part Terra resembles a normal - if strange - human girl, her Esper heritage grants her a greater amount of strength both physically and magically. This isn't to say that she is so strong she can bench press a car or nuke the world - it just gives her that extra -oomph- or edge she might need against an opponent that would be stronger for a normal human. Weaknesses: Espers were creatures of magic, and as such Terra's own magic feeds off of her energy - or more to the point, each time she casts a spell she gets a little more tired. Depending on which spell she's casting, and if she's doing anything else at the time, depends on exactly how tired she gets. Wielding her magic is relatively equal to how she wields her sword - if she's doing both at the same time, she runs out of reserves for her magic much more quickly, whereas she can still fight physically as long as she's still conscious. Once her energy reserves for her magic is depleted, she can't cast anything again until she rests, or at least drinks an ether.
Items/Weapons: Maduin's Pendant, Her Sword, and an inactive Slave Crown(which will probably never come into play but you never know!)
Terra Bradford | FF6/Dissidia (Not Reserved) | 3/4
Abilities: As an esper, and having been trained as a biological weapon, Terra can be quite strong both physically and magically. Her mind may not recall the training, but her body does, so much of the fighting is done on automatic. Her preferred weapon is a sword, but she can also use maces (like flails and morning stars) and daggers. As for armor, Terra has and needs very little; her clothing consists of what looks like the outfit a harem girl might wear, being a minidress and leggings, (or variations thereof) with only armor on her shoulders.
Limit Break (Riot Blade): Terra performs this move by swinging her sword in an swiping (arc like) up-down pattern once. This results in sending five glowing green crescent-shaped blades towards her enemy. The damage that each of the energy-like crescent blades causes is variable, pending consent of the opponent or the situation, and there is no guarantee that all five will even hit.
Magic:
In addition to her physical abilities, she has a number of magical spells at her disposal. The majority of her spells are offensive healing, but she also possesses less powerful spells that aren't particularly for battle, or exactly support. To list a few, her FF6 spells available are Fira, Cura, and Antidote. She has a few stronger spells (Dissidia) which would eventually be unlocked, such as Blizzara, Graviga, Thundara, Flood, and Tornado.
Esper: Terra, being who and what she is, as the offspring of an Esper and a Human, has the additional ability of transforming into her Esper form - a female, humanoid beast covered in flames and pink fuzziness. Being half esper, she can - with permission - sense the presence of other espers. She also tends to be more feral when in her esper form, and has the ability to connect with other espers or their cultural equivalent (given permission of course.) In this form she has the ability to fly, and is hardier and stronger than her human form. In addition to this, her reflexes and speed increase, as well as her senses - sight, smell, hearing; all that good stuff.
Given her otherworldy nature, Terra in both forms, is capable of seeing some things that normal humans can't, such as spirits - and can feel the presence of monsters and allies alike, being more in tune with the world around her. Unfortunately it also sort of makes her more susceptible to the things that will effect animals, such as high pitched sounds and smells. In further detail to what is mentioned earlier, Terra is capable to synchronize with, or feel the mind of other espers (or the cultural equivalent given permission) and can speak with them ( again with player consent - be they physically there, in spirit or in memory depending on culture) for as long as they allow.
Lastly is more of a downside to being an esper like Terra; the Power Flare. This is basically what happens when Terra loses control of her powers, usually as a direct result of emotional distress. Best description of it would be akin to a power/force blast that damages the surrounding area, or a force wave that would effectively shove anyone around her -away-. (Further in theory, those capable of junctioning with espers/eidolons/GFs have the ability to do the same with Terra, if they become aware of her nature, and provided permission is given by mods and it's worked out ahead of time. )
Strengths: Though for the most part Terra resembles a normal - if strange - human girl, her Esper heritage grants her a greater amount of strength both physically and magically. This isn't to say that she is so strong she can bench press a car or nuke the world - it just gives her that extra -oomph- or edge she might need against an opponent that would be stronger for a normal human.
Weaknesses: Espers were creatures of magic, and as such Terra's own magic feeds off of her energy - or more to the point, each time she casts a spell she gets a little more tired. Depending on which spell she's casting, and if she's doing anything else at the time, depends on exactly how tired she gets. Wielding her magic is relatively equal to how she wields her sword - if she's doing both at the same time, she runs out of reserves for her magic much more quickly, whereas she can still fight physically as long as she's still conscious. Once her energy reserves for her magic is depleted, she can't cast anything again until she rests, or at least drinks an ether.
Items/Weapons: Maduin's Pendant, Her Sword, and an inactive Slave Crown(which will probably never come into play but you never know!)