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Line 8: |
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| | age = 21 | | | age = 21 |
| | race = Hume | | | race = Hume |
− | | birthday = May 17, 2134 | + | | birthday = May 17, 2132 |
| | gender = Female | | | gender = Female |
| | profession = Daimyo | | | profession = Daimyo |
Revision as of 10:56, 31 December 2010
Xu Xucai is the Justice Advocate General of Balamb Garden, a minor protagonist in the Clouded Horizons series.
Xu Kels Xucai The Hand of Justice
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Xu outside Balamb.
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Character Profile
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DOB:
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{{{dobDay}}}, {{{dobYear}}}
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Age:
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Expression error: Unrecognized punctuation character "{".
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Race:
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Hume
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Gender:
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Female
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Profession:
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Daimyo
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Theme:
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Tobira no Mukou he
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Artist:
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YeLLOW Generation
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Garden Profile
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Garden Attended:
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Balamb Garden
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SeeD ID Number:
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10278
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Highest Rank:
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Colonel Justice Advocate General
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Merit Awards:
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Induction into SeeD (Balamb) Promotion to Ensign (Balamb)) Promotion to Lieutenant Promotion to Captain (Balamb) Promotion to Major (Balamb) Received Garden Instructor License Promotion to Colonel (Balamb) Induction into JAG Corp Promotion to Ensign (Balamb - First Team) Promotion to Lieutenant (Balamb - First Team) Promotion to Captain (Balamb - First Team)
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Additional Information
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Birth Realm:
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Eighth Realm
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Rank(s):
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Captain, Special Operations
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Personnel Information
Biography
- "You'll never make SeeD. It's a joke to call yourself a captain. "
- ―Xu Xucai, to Seifer Almasy
Xu was born in the port town of Fisherman's Horizon. Through a turn of events, her parents left Fisherman's Horizon and took her to Balamb Garden where they left her, never to return again. She spent her early years at Garden forming a friendship with the intrepid student Quistis Trepe, learning the finer points of Triple Triad, and of course, beginning her training with her weapon of choice; the sai.
As she went through instructors and classes, her insatiable want for knowledge was acknowledged. She passed classes with incredibly high grades. When she graduated from SeeD, she immediately tested for her instructor license and was awarded it. Before she could begin instructing full time, however, she was approached by Headmaster Cid Kramer as he required someone to assist him with the day to day operations of Garden. She took up the position, as well as beginning to study the prerequisites for her true passion in Garden; the justice system.
While Squall Leonhart was finishing his final weeks as a Cadet, Xu was testing to become the primary JAG Officer for Balamb Network. And days before Squall Leonhart graduated, she took the position. Her first job was soon slated for a trial for the rogue cadet Seifer Almasy; however his escape stopped that.
She continued in this position until the First Team was formed at Balamb Garden by Commander Squall Leonhart. She tested into the team and joined the team a few months later, along with a certain other member of SeeD.
Personality
While working, Xu is incredibly focused and direct; which allows her full reign of the court room, the office, or the battle field. Outside of that, she is friendly and approachable, with an intellect that few can claim. She relates well with people inside and outside the Network, able to make conversation with most anyone.
Synopsis
Xu first made her appearance in the Eighth Realm's Vector's Gambit arc. For more information, see the synopsis page.
Combat Information
- "The Galbadians are just gluttons for punishment. "
- ―Xu Xucai, during the battle for Dollet.
Xu's reliance on her dual sais comes from years of training with them. She moves in and out of combat, allowing for for equal coverage on attacks for her and her allies, while giving her enemies very few shots on her that aren't answered.
- Master Sai Specialist: Training with sais since the first time she picked up a weapon, her skill with them is legendary at Balamb Garden.
- Skilled Rifle Specialist: While not as skilled as others, Xu received the required training with firearms offered by Balamb Garden. She considers firearms a last resort, preferring others to use the projectile weapons.
- Enhanced Agility: Allowing her to be on the move constantly, Xu's agility allow her sais to move through the battlefield far faster than many others.
- Skilled White Magic User: While not her primary skill, Xu has training in white magic; allowing her to be a force of help on the battlefield to her allies.
Combat Attributes
Experience
- Hume (83)
- Daimyo (70)
- Secondary Classes
- Ninja (50), Twin Blade (50), Gunner (40), Marksman (50), White Mage (55), Mediator (60)
- Thief (50)
Elemental Preferences
Character Attributes
Stamina
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Mana
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Accuracy
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Evasion
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1,240
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1,383
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2,404
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2,433
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Strength
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Vitality
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Mind
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Spirit
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Agility
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Dexterity
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Luck
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782
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716
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744
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882
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1,059
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1,164
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949
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Elemental Affinities
Fire
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Wind
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Lightning
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Holy
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10%
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25%
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15%
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10%
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Ice
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Earth
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Water
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Dark
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5%
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5%
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0%
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0%
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Status Effect Resistances
Disease
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Poison
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0%
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10%
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Wound
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Fear
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15%
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10%
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Talents
Talents
- Proficiency: Fur Armor - Gain proficiency with Fur armor.
- Proficiency: Leather Armor - Gain proficiency with Leather armor.
- Specialization: Leather Armor - Increases Physical Defense by 10% while wearing Leather armor.
- Mastery: Leather Armor - Increases Physical Defense by 15% and grants 5% Damage Reduction while wearing Leather armor.
- Proficiency: Sai - Gain proficiency with the Sai.
- Specialization: Sai - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Sai.
- Mastery: Sai - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Sai.
- Wind+ - Increases Wind Affinity by 10%.
Racial Traits
Hume
Active
- Sprint - Increases Agility by 25%.
- Inspire - Restores 15% Stamina. Restores 2% Stamina every second.
- Dodge - Evades the next physical attack.
Passive
- Environmental Adaptability - +5% Fire Affinity, +5% Ice Affinity.
- Indomitable Spirit - +5% Spirit.
- Easily Inspired - +5% Stamina restoration.
- Mortal Condition - -10% Poison (effect) Resistance, -10% Disease (effect) Resistance.
Equipment
Ability Information
Skills
Iaido
Active
- Flash of Blades - Requires an off-hand weapon. Increases Agility by 10%. Chroma: Whenever making a basic melee attack, 33% chance to add an additional 1...2 off-hand attacks.
- Bounding Tiger - Chroma: Whenever targeted by an enemy attack, shift to the midline. Chroma: Whenever making a melee attack from the midline, shift to the frontline.
- Rising Sun Strike - Strikes 3 times. Each hit deals 0.35x physical damage. Chroma: Against aerial enemies, deals double damage.
- Symbolic Gestures - Symbols are 33% more potent. Chroma: While on the midline, Symbols instead activate 33% faster.
- Skyfury Strike - Strikes 2 times. Inflicts Berserk status. Inflicts Confuse status.
- Crippling Accuracy - Increases the Critical Hit chance of Dual Attacks by 15%. Chroma: Whenever an attack results in a Critical Hit, that attack inflicts Cripple status.
- Reliable Strike - Lead attack. Deals 1.2x physical damage. Unpreventable.
- Bared Fangs - Requires two-weapons. Chroma: Whenever making a basic melee attack against a single target, instead attack that target with mainhand weapon and a random adjacent target with off-hand weapon.
- Pounce - Melee attacks can strike targets on the backline. Chroma: If wielding a reach weapon from the frontline, instead deal an additional 1.2x physical damage to enemies on the backline.
Spells
- Wavering Light - Deals a random amount of damage between 0.1x and 0.5x Holy damage each second. Chroma: If cast from the midline, instead inflicts Haste Daze status upon all enemies.
- Raging Lion - Chroma: Whenever dealt physical damage by Hexed target, increases the user’s physical damage against Hexed target by +7%.
- Rending Aura - Chroma: While affected by a Hex, melee attacks remove Enchantments.
- Vanishing Breeze - Deals 1.45x Wind damage. Chroma: If this ability hits, bestows Vanish status upon the user.
- Trickbind - Chroma: If cast from the frontline, inflicts Immobilize status upon all enemies. Chroma: If cast from the midline, interrupts the next Spell Hexed target activates.
- Swirling Mists - Deals 1.2x Water damage. Inflicts Poison status. Chroma: If cast from the frontline, deals an additional 0.6x Water damage. Chroma: If cast from the midline, also inflicts Blind status.
- Heat Wave - Deals 1.2x Fire damage. Chroma: If cast from the frontline, deals an additional 0.8x Fire damage. Chroma: If cast from the midline, inflicts Heat status.
Passive
- Strikeback - Whenever targeted by 0%.
- Ambidexterity - Reduces the damage penalty incurred while wielding two weapons from 0.5x to 0.6…0.8x.
- Proficiency: Katana - Increases Physical Damage 1…25% while wielding a Katana.
- Agility+ - Increases Agility by 40%.
- Evasion+ - Increases Evasion by 40%.
- Strength+ - Increases Strength by 21%.
- Luck+ - Increases Luck by 21%.
- Accuracy+ - Increases Accuracy by 21%.
- Stamina+ - Increases Stamina by 10%.
- Dexterity+ - Increases Dexterity by 10%.
- Lightning+ - Increases Lightning Affinity by 10%.
- Wind+ - Increases Wind Affinity by 10%.
- Parry+ - Increases Parry Skill by 10%.
Ninjutsu
Active
- Vanish - Bestows Vanish status. Chroma: If an action is made or damage is received, this stance ends.
- Ninja Seal - Doubles the potency of the next Symbol.
Spells
- Hyoton - Consumes 1 'Tsurara.' Deals 1.3x Ice damage and decreases Fire Affinity by 20%.
- Katon - Consumes 1 'Uchitake.' Deals 1.3x Fire damage and decreases Water Affinity by 20%.
- Suiton - Consumes 1 'Mizu-Deppo.' Deals 1.3x Water damage and decreases Lightning Affinity by 20%.
- Raiton - Consumes 1 'Hiraishin.' Deals 1.3x Lightning damage and decreases Earth Affinity by 20%.
- Doton - Consumes 1 'Makibishi.' Deals 1.3x Earth damage and decreases Wind Affinity by 20%.
- Futon - Consumes 1 'Kawahori-Ogi.' Deals 1.3x Wind damage and decreases Ice Affinity by 20%.
- Kurayami - Consumes 1 'Sairui-Ran.' Inflicts Blind and Silence status.
- Dokumori - Consumes 1 'Kodoku.' Inflicts Poison and Sap status.
Passive
- Natural Evasion - Increases Evasion by 0%.
- Seven Chakras - Decreases the activation time of Symbols by 0%.
- Proficiency: Katana - Increases Physical Damage by 0%.
- Agility+ - Increases Agility by 40%.
- Evasion+ - Increases Evasion by 40%.
- Strength+ - Increases Strength by 14%.
- Mind+ - Increases Mind by 14%.
- Dexterity+ - Increases Dexterity by 14%.
- Mana+ - Increases Mana by 5%.
- Luck+ - Increases Luck by 5%.
- Parry+ - Increases Parry chance by 5%.
- Critical+ - Increases Critical Hit chance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
Renkei
Active
- Gale Blade - Strikes 3 times. Each hit deals 0.4x Wind damage.
- Sparrow Counter - Strikes 2 times. Each hit deals 0.6x Earth damage.
- Red Flame - Strikes 3 times. Each hit deals 0.4x Fire damage.
- Hold and Release - Must follow Sparrow Counter and Red Flame. Deals 0.8x Fire and 0.8x Earth damage and has Staminalink.
- Lightning Rage - Strikes 15 times. Each hit deals 0.1x Lightning damage.
- Flowing Dance - Strikes 6 times. Each hit deals 0.2x Water damage.
- Rapid Attacks - Must follow Gale Blade and Lightning Rage. Strikes 5 times. Each hit deals 0.24x physical damage and inflicts Expose status.
- Wildflower - Strikes 6 times. Each hit deals 0.2x Earth damage.
- Spinning Attack - Must follow Flowing Dance and Wildflower. Strikes 12 times. Each hit deals 0.05x Water and 0.15x Earth damage.
- Tiger Claws - Strikes 2 times. Each hit deals 0.5x Fire damage and has Manalink.
Passive
- Flash of Blades - Increases Parry chance by 0%.
- Natural Speed - Reduces the effect of Slow status by 0%.
- Specialization: Two-Weapon - Increases Physical Damage by 1…15% and decreases Delay by 0%.
- Dexterity+ - Increases Dexterity by 40%.
- Accuracy+ - Increases Accuracy by 40%.
- Agility+ - Increases Agility by 14%.
- Evasion+ - Increases Evasion by 14%.
- Luck+ - Increases Luck by 14%.
- Parry+ - Increases Parry chance by 5%.
- Fire+ - Increases Fire Affinity by 5%.
- Lightning+ - Increases Lightning Affinity by 5%.
- Wind+ - Increases Wind Affinity by 5%.
- Earth+ - Increases Earth Affinity by 5%.
Gunplay
Active
- Potshot - Deals 1.4x physical damage.
- Cheap Shot - Deals 1.2x physical damage. 20% Physical Defense penetration.
- Enchanted Ammo - Deals 1.4x Mana damage.
- Quarter Pounder - Deals physical damage equal to 1/4 times the target's current Stamina.
- On The Level - Chroma: If this ability hits, deals damage equal to 16 times the user's Gunner level.
Passive
- Trigger Happy - Adds the Trigger Happy command, allowing the use of a Gun Attack that strikes an enemy over a duration of 1.8 seconds for 0.45x physical damage each hit.
- Zero In - Ranged attacks that target the same enemy deal +0.07x physical damage for each consecutive attack that preceded it.
- Full Auto - Increases the duration of Trigger Happy by 0%.
- Dexterity+ - Increases Dexterity by 30%.
- Accuracy+ - Increases Accuracy by 30%.
- Luck+ - Increases Luck by 14%.
- Agility+ - Increases Agility by 14%.
- Evasion+ - Increases Evasion by 14%.
- Stamina+ - Increases Stamina by 5%.
- Strength+ - Increases Strength by 5%.
- Vitality+ - Increases Vitality by 5%.
- Critical+ - Increases Critical Hit chance by 5%.
- Poison Resist+ - Increases Poison (effect) Resistance by 5%.
Marksmanship
Active
- Sniper Shot - Results in a Critical Hit. 10% Physical Defense penetration.
- Equip: Scope - Gun Attacks from the backline deal +0.25x physical damage.
- Slug Shot - Deals 1.2x physical damage. Hits up to three adjacent targets.
- Intent Focus - Increases Mana regeneration by 1 pip every 3 seconds. Ends if the user uses an Ability.
- Hot Shot - Strikes 3 times. Each hit deals 0.45x Fire damage. Inflicts Disable status.
- Equip: Scattershot - Gun Attacks from the frontline hit up to two additional targets for half damage.
- Snipe: Arm - Deals 1.35x physical damage. Inflicts Disable status.
- Snipe: Leg - Deals 1.35x physical damage. Inflicts Paralyze status.
- Equip: Silencer - Gun Attacks from the midline accrue 33% less Threat.
Passive
- Rapid Shot - Decreases the Delay of Guns by 0%.
- Anti-Air - Gun attacks deal +0.25x…1.3x physical damage against aerial targets.
- Proficiency: Gun - Increases Physical Damage by 0%.
- Dexterity+ - Increases Dexterity by 40%.
- Accuracy+ - Increases Accuracy by 40%.
- Strength+ - Increases Strength by 14%.
- Vitality+ - Increases Vitality by 14%.
- Agility+ - Increases Agility by 14%.
- Stamina+ - Increases Stamina by 5%.
- Luck+ - Increases Luck by 5%.
- Evasion+ - Increases Evasion by 5%.
- Critical+ - Increases Critical Hit chance by 5%.
- Wound Resist+ - Increases Wound (effect) Resistance by 5%.
Flimflam
Active
- Steal: Gil - Must target an enemy. Steals 5…15% Gil.
- Blinding Dust - Reduces Accuracy by 20% and Agility by 10%.
- Steal: Item - Must target an enemy. Steals a random item.
- Flee - 75% chance to escape from battle.
- Enrage - Hexed target ignores accrued Threat and attacks at random.
- Steal: Equip - Must target an enemy. Steals a random piece of equipment.
- Sneak Attack - Must be under Vanish status. Results in a Critical Hit. Deals +2…5x physical damage.
- Steal: Heart - Drains 15% Stamina.
- Steal: Soul - Drains 15% Mana.
- Cure Poison - Removes Poison, Sap, and Blind status.
- Exploit Opening - Inflicts Stun status. Opens a Link Attack.
- Addle - Interrupts the target's action and doubles the activation time of Abilities.
White Magic
Active
- Divine Seal - Doubles the potency of the next Holy spell.
Spells
- Cure I - Restores Stamina equal to 1.2x magic damage.
- Banish I - Deals 1.2x Holy damage.
- Protectra - Bestows Protect status.
- Aquaveil - Prevents spells from being interrupted.
- Cure II - Restores Stamina equal to 1.45x magic damage.
- Banish II - Deals 1.45x Holy damage.
- Cura - Restores Stamina equal to 1.35x magic damage.
- Shellra - Bestows Shell status.
- Cure III - Restores Stamina equal to 1.7x magic damage.
- Regen - Bestows Regen status.
- Raise - Revives with 25% Stamina.
- Curaga - Restores Stamina equal to 1.6x magic damage.
- Arise - Revives with 100% Stamina.
- Esuna - Removes all negative status effects.
- Banish III - Deals 1.7x Holy damage.
- Regenra - Bestows Regen status.
- Holy - Deals 2.0x Holy damage.
Passive
- Resistance - Increases Magic Defense by 0%.
- Soul Shield - Bestows Shell status while in Critical status.
- Centered - Bestows Refresh status.
- Mana+ - Increases Mana by 40%.
- Spirit+ - Increases Spirit by 40%.
- Vitality+ - Increases Vitality by 21%.
- Mind+ - Increases Mind by 21%.
- Evasion+ - Increases Evasion by 21%.
- Holy+ - Increases Holy Affinity by 10%.
- Fear Resist+ - Increases Fear (effect) Resistance by 10%.
- Poison Resist+ - Increases Poison (effect) Resistance by 10%.
- Wound Resist+ - Increases Wound (effect) Resistance by 10%.
- Disease Resist+ - Increases Disease (effect) Resistance by 10%.
Speechcraft
Active
- Entice - Inflicts Charm status.
- Stall - Inflicts Slow status.
- Praise - Bestows Bravery status.
- Intimidate - Inflicts Fear status.
- Preach - Bestows Faith status.
- Enlighten - Inflicts Shear status.
- Condemn - Inflicts Doom status.
- Beg - Must target an enemy. Gives Gil equal to 10% maximum Stamina.
- Insult - Inflicts Berserk status.
Passive
- Negotiation - Status effects caused by 0%.
- Misinterpretation - Whenever a status effect is gained, has a 1…15% chance to reduce Threat to 0%.
- Reconciliation - Whenever an enemy loses a status effect, gain 1…5% Mana.
- Spirit+ - Increases Spirit by 40%.
- Luck+ - Increases Luck by 40%.
- Mind+ - Increases Mind by 21%.
- Accuracy+ - Increases Accuracy by 21%.
- Evasion+ - Increases Evasion by 21%.
- Stamina+ - Increases Stamina by 10%.
- Strength+ - Increases Strength by 10%.
- Vitality+ - Increases Vitality by 10%.
- Dexterity+ - Increases Dexterity by 10%.
- Parry+ - Increases Parry chance by 10%.
Overdrives / Limit Breaks
Overdrives / Limit Breaks
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