Difference between revisions of "Clouded Horizons:Xu Xucai"

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'''Xu Xucai''' is the Justice Advocate General of Balamb Garden, a minor protagonist in the ''[[Clouded Horizons]]'' series.
 
 
{{CH-8rCharInfo
 
{{CH-8rCharInfo
 
| name = Xu Kels Xucai
 
| name = Xu Kels Xucai
Line 6: Line 5:
 
| caption = Xu outside Balamb.
 
| caption = Xu outside Balamb.
 
<!--Personnel Information-->
 
<!--Personnel Information-->
| age = 21
+
| dobYear = 2132
 +
| dobMonth = 5
 +
| dobDay = 17
 
| race = Hume
 
| race = Hume
| birthday = May 17, 2134
 
 
| gender = Female
 
| gender = Female
| profession = Monk
+
| profession = Daimyo
 
| theme_song = Tobira no Mukou he
 
| theme_song = Tobira no Mukou he
 
| theme_artist = YeLLOW Generation
 
| theme_artist = YeLLOW Generation
Line 25: Line 25:
 
<!--Additional Information-->
 
<!--Additional Information-->
 
| birth_realm = Eighth Realm
 
| birth_realm = Eighth Realm
| add_pips = [[Image:CH8r_SpecOps_Captain.jpg|150px]] <br/> Captain, Special Operations
+
| add_pips = [[Image:CH8r_SpecOps_Col.jpg|150px]] <br/>Colonel<br>Special Operations
 +
| appearances =
 +
* [[Lore:Dimensional Legend|Dimensional Legend]]
 +
* [[Lore:The Heiress|The Heiress]]
 
}}
 
}}
 
+
'''Xu Xucai''' is the Justice Advocate General of Balamb Garden, a minor character in the ''[[Clouded Horizons]]'' series.
 
==Personnel Information==
 
==Personnel Information==
 
===Biography===
 
===Biography===
{{Quote|You don’t know what it’s like to do what I’ve done… and suddenly to discover one morning that you care. Honestly, I hope you never do. |Liam Jacob Bayloh, “Angel” to Katanas DeValle}}
+
{{Quote|You'll never make SeeD. It's a joke to call yourself a captain. |Xu Xucai, to Seifer Almasy}}
In a world of darkness and light, things in the light are often oblivious to the other side; the darkness which follows the light's every move. So, it is a shock that a being can exist that is both light and dark; a vampire, trying to atone for the sins of his past.
 
 
Angel’s past is that of the ''Scourge of Dollet''  [[Clouded Horizons:Angelus|Angelus]]. History records him as being  [[:Category:Dollet Dukedom|Dollet’s]] reaper; a beast which wrought the death toll that brought hundreds to their grave. His infamy was worldwide until the day when his name reached the doorstep of the  [[Clouded Horizons:Estharian Grand Council|Estharian Grand Council]], which immediately set in motion to stop his actions which were bringing Dollet to its knees. And within days, his punishment was complete. He never saw the faces of the people who cursed him with a soul that fateful day.
 
  
He escaped that day, and didn’t return to Dollet for years to come, choosing to live out his days in [[Clouded Horizons:Centra|Centra]]. He spent day in and day out repenting for the sins of the ''Scourge'', and was approached ten years after the cursing of his soul by a young man who identified himself as  [[Clouded Horizons:Will|Will]]. He offered a chance to work for a deity, one who was interested in his well being, as well as being highly impressed at the steps he was willing to undertake to atone for the sins of his past. After a short meeting with Freya, [[Clouded Horizons:Odin|Odin]], and [[Clouded Horizons:Xeios|Xeios]], the latter two being impressed with the sincerity that the vampire was answering each of the Creator’s questions.  
+
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.
  
With her two advisers' (unnecessary) blessing, Angel was given the title of [[Clouded Horizons:Planeswalker|Planeswalker]] of the 19th order. And thusly began the beginning of his journey.  
+
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 [[Clouded Horizons:Cid Kramer|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.
  
Following directives given to him by the deity, and going by the directives that he himself felt he had to follow, he became a champion of the  [[:Category:Ethereal Plane|Ethereal Plane]]; a warrior truly blessed and trusted by the creator. With this came benefits bestowed upon him in the years following. The largest benefit came only a year after his induction into the 19th order when she bestowed upon him the ability to walk in the light. For the first time since his Siring fifty-one years previous, he was able to watch the sunrise and walk amongst humans. Along with this ability, he was also given the ability to handle holy items which would help him years later. For the first time, he truly felt as if he wasn’t the cursed vampire, but the [[:Category:Vayash Moru|Vayash Moru]] that his “race” was titled.  Things continued along this path for many years after, Angel continuing to gain favor with Freya and respect in the Ethereal Plane… but with that respect came a price; one he wasn’t aware of, nor was he prepared for.
+
While [[Clouded Horizons:Squall Leonhart|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 [[Clouded Horizons:Seifer Almasy|Seifer Almasy]]; however his escape stopped that.
  
A [[Clouded Horizons:Destine|Pillar of Reality]] was jealous of his position and reputation, and was aware of where he resided in the Mortal Plane. A clandestine meeting with a certain [[Clouded Horizons:Sephiroth|general]] of the Centran forces brought about a plan to assist both of them. While the General’s plans for Centra would be carried out by his forces, a certain scourge from the past would assist in bringing him the popularity he would require to assume leadership of Centra.
+
She continued in this position until the [[:Category:First Team|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 [[Clouded Horizons:Kitaras Nicholai|member of SeeD]].
 
 
Fifty-three years after the Estharian Council’s curse took hold, during the coup d'état that would result in the Lunar Cry destroying the Centran culture, the ''Scourge of Dollet'' reappeared; a hex on his soul preventing it from stopping his most base instincts to kill and feed.
 
 
 
Hours before the catastrophe that would ruin Centra forever took place however, Will once again appeared. This time, his purpose was simple; to reverse the hex that his sister had placed on Angel. He was successful, and Angel only requested one thing of the Erudite which was the removal of his memory from that time. Will complied, and Angel moved on with his life, continuing to follow the directives of the Creator.
 
 
 
The years passed once again without any incidents, until such a point when Angel took an investigation on regarding a weapons manufacturing company in the nation of [[:Category:Republic of Galbadia|Galbadia]]. Certain practices and a possible trade agreement with a new company in Esthar caused him to turn an eye of suspicion upon [[:Category:Videlic Arms|Videlic Arms]] and [[:Category:Vector Industries|Vector Industries]]. While he could find no fault in Vector Industries beyond the mysterious identity of the proprietor, Videlic’s leadership seemed to be committing acts that were dangerous not only to the company’s image (which Angel wasn’t interested in), but the Galbadian nation itself. He confirmed what evidence he found, and made the hardest decision he’d made in some time.
 
 
 
He confronted President U’dashika, as well as his son regarding evidence that he’d discovered that linked them to supplying weapons that were used in crimes in countries around the world. Neither could deny it, but instead tried to quash him into silence; first by bribes, then by trying to kill him. As a result, he was forced to kill both, when it became apparent that his life would be at stake, and that they would not stop their actions. At the time, he was unaware that he had left the heir to the company, [[Clouded Horizons:Takomashi U’dashika|Takomashi]] alive, which he didn’t learn for quite some time.
 
 
 
A few years passed, and he got word during his travels of an organization recently founded which was looking to hire a few extra hands to work on getting things off the ground. While they were looking for ''significantly'' younger people, Angel took a gamble and explained everything about himself, including his nature as a Vayash Moru, and a Planeswalker to [[Clouded Horizons:Cid Kramer|Cid Kramer]] who was in charge of the organization. With a few agreements in place, Cid agreed to allow Angel to join as a full member of SeeD after a demonstration of his combat abilities.
 
 
 
At first, he did a great deal of instructing, however, it was later realized that his style and that of the rest of the teaching staff differed greatly. By his own choice, he stepped down from instructing, choosing to be a field officer. He continued that throughout the Sorceress Conflict, until he transferred from [[:Category:Balamb Garden|Balamb Garden]] to [[:Category:Trabia Garden|Trabia Garden]] under direct and ''[[Lore:Negotiations|highly]]'' influenced request by [[Clouded Horizons:Darius DeValle, Sr.|Headmaster DeValle]]. He was an instructor of the combat division for a short time until another was hired to work in his stead. He returned to field work at that point, still continuing the balance his SeeD duties as well as his duties to the Plane.
 
 
 
During the first two months, he grew closer to people that worked there, including the Garden Commander, [[Clouded Horizons:Katanas DeValle|Katanas DeValle]], and knew that the boy considered him a mentor, as well as a friend. He kept an eye on Katanas’ studies, as he had realized quite early that he, [[Clouded Horizons:Darius DeValle, Jr.|his youngest brother]], and his father were all Planeswalkers.
 
 
 
Angel continued on this path until March of 2152, where at the behest of Freya, he went to the [[:Category:Tenth Realm|Tenth Realm’s]] [[Clouded Horizons:Spira|Spira]] to meet and test the abilities of a potential [[Clouded Horizons:Benji Powell|Planeswalker]]...
 
  
 
===Personality===
 
===Personality===
Angel, despite (and perhaps because) of the burden of his past, is easy-going; a master conversationalist. He makes and keeps friends easily and because of that, he has resources all across the Mortal Plane. Beyond that, he is protective of his wife, [[Clouded Horizons:Yuna Kaname|Yuna Kaname]], those he considers friends second, those who serve under him in Garden third.
+
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===
 
Angel has had a hand in or been associated with nearly every major event in the [[:Category:Eighth Realm|Eighth Realm]] of the ''Clouded Horizons'' series. For more information, see the [[Synopsis_of_Clouded_Horizons|synopsis]] page.
 
  
 
==Combat Information==
 
==Combat Information==
{{Quote|Make no mistake. You won’t get through me, nor will you kill me. |Liam Bayloh during battle}}
+
{{Quote|The Galbadians are just gluttons for punishment. |Xu Xucai, during the battle for Dollet.}}
 
 
Angel is a focused fighter, knowing his abilities and knowing how to press others to their limits. Primarily a melee fighter, he uses his pulse rifles, his blade Atma, as well as his Diviner, Peacemaker in equal amounts. This allows him a truly unpredictable way of fighting.
 
 
 
* '''Master Swordsmanship Specialist''': As a Guardian with over two hundred years of blade experience, Angel specializes with larger swords. However, he isn't afraid, nor is he unskilled with smaller blades.
 
  
* '''Skilled Rifle Specialist''': Honing his aim, Angel has become an expert with rifles, skilled in melee range especially. He has increased his skill especially over the last ten years, allowing him to use two rifles easily in battle.
+
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.
  
* '''Exceptional Strength''': Because of his status as a Vayash Moru, Angel has incredible strength; much more than any mortal man. He uses this strength in addition to his techniques allowing for a unique style of fighting.
+
* '''Master Sai Specialist''': Training with sais since the first time she picked up a weapon, her skill with them is legendary at Balamb Garden.
  
* '''Exceptional Agility''': While not as fast as some, his agility allows him incredible movement in battle.
+
* '''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.
  
* '''Great Spiritual Energy''': Angel has a formidable amount of spiritual power, enough to remain in battle for great lengths of time. He is not against using bursts of reiatsu to attract an enemy to him and has been seen doing so on a few separate occasions.  
+
* '''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 Magic User''': While not relying heavily on it, Angel is a versed mage, allowing him to use spells in difficult situations.
+
* '''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===
 
===Combat Attributes===
 
'''Experience'''
 
'''Experience'''
* '''Vayash Moru''' (200)
+
* '''Hume''' (83)
* '''Guardian''' (65)
+
* '''Daimyo''' (70)
 
* ''Secondary Classes''
 
* ''Secondary Classes''
:'''Paladin''' (100), '''Soul Linker''' (100), '''Warrior''' (50), '''Red Mage''' (50), '''Gunner''' (43), '''Marksman''' (50)
+
:'''Ninja''' (50), '''Twin Blade''' (50), '''Gunner''' (40), '''Marksman''' (50), '''White Mage''' (55), '''Mediator''' (60)
 
* ''Tertiary Classes''
 
* ''Tertiary Classes''
:'''White Mage''' (50), '''Monk''' (50), '''Thief''' (50)
+
:'''Thief''' (50)
 
'''Elemental Preferences'''
 
'''Elemental Preferences'''
* Lightning
+
* Wind
* Holy
 
  
 
{{CH-8rCombatBlock
 
{{CH-8rCombatBlock
 
<!--Character Statistics Block-->
 
<!--Character Statistics Block-->
|stamina = 3,022
+
|stamina = 1,240
|mana = 2,153
+
|mana = 1,383
|accuracy = 2,754
+
|accuracy = 2,404
|evasion = 1,658
+
|evasion = 2,433
|strength = 1,750
+
|strength = 782
|vitality = 1,630
+
|vitality = 716
|mind = 795
+
|mind = 744
|spirit = 1,737
+
|spirit = 882
|agility = 1,156
+
|agility = 1,059
|dexterity = 1,236
+
|dexterity = 1,164
|luck = 1,049
+
|luck = 949
 
<!--Elemental Affinities Block-->
 
<!--Elemental Affinities Block-->
 
|fire = 10%
 
|fire = 10%
|ice = 0%
+
|ice = 5%
|lightning = 10%
+
|lightning = 15%
 
|water = 0%
 
|water = 0%
|wind = 5%
+
|wind = 25%
 
|earth = 5%
 
|earth = 5%
|holy = 20%
+
|holy = 10%
|dark = 15%
+
|dark = 0%
 
<!--Resistances Block-->
 
<!--Resistances Block-->
 
|disease = 0%
 
|disease = 0%
|poison = 5%
+
|poison = 10%
|wound = 30%
+
|wound = 15%
|fear = 15%
+
|fear = 10%
 
}}
 
}}
 
===Talents===
 
===Talents===
 
{{NavFrame|Talents|
 
{{NavFrame|Talents|
* Implement Proficiency: Light Blade - Allows a Light Blade weapon to be used as an Implement.
+
* Proficiency: Fur Armor - Gain proficiency with Fur armor.
* Implement Expertise: Light Blade - Light Blade Implements now increase Mana by 15% and Mana regen by 2 pips.
+
* Proficiency: Leather Armor - Gain proficiency with Leather armor.
* Proficiency: Double Sword - Gain proficiency with the Double Sword.
+
* Specialization: Leather Armor - Increases Physical Defense by 10% while wearing Leather armor.
* Specialization: Double Sword - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Double Sword.
+
* Mastery: Leather Armor - Increases Physical Defense by 15% and grants 5% Damage Reduction while wearing Leather armor.
* Mastery: Double Sword - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Double Sword.
+
* Proficiency: Sai - Gain proficiency with the Sai.
* Proficiency: Rifle - Gain proficiency with the Rifle.
+
* Specialization: Sai - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Sai.
* Specialization: Rifle - Increases Physical Damage by 10% and decreases Delay by 5% while wielding a Rifle.
+
* Mastery: Sai - Increases Physical Damage by 15%, Critical Hit chance by 7%, and Parry chance by 5% while wielding a Sai.
* Proficiency: Kukri - Gain proficiency with the Kukri.
+
* Wind+ - Increases Wind Affinity by 10%.
* Proficiency: Kunai - Gain proficiency with the Kunai.
 
* Holy+ - Increases Holy Affinity by 10%.
 
* Divine Aid - Whenever using a Holy-elemental Spell that restores Stamina, it also restores +2% Mana.
 
* Turn Undead - Whenever using a Holy-elemental Spell against an Undead target, treat the target's Holy Affinity as though it were 50% lower.
 
* Divine Sanction - After making a Holy-elemental attack against one target, the next time that target makes an attack, it takes 1.35x Holy Damage if an ally was the only target of that attack.
 
* Lightning+ - Increases Lightning Affinity by 10%.
 
* Thunderclap - Whenever dealing Lightning damage to two or more targets with an Ability that doesn't inflict Stun status, it also inflicts Stun status.
 
* Resounding Bolt - Whenever dealing Lightning damage with an Ability that only targets one enemy, that Ability deals an additional 0.25x Lightning damage every 3 seconds for 9 seconds.
 
* Overheat - Whenever dealing Fire damage with a Spell, that Spell deals an additional 0.35x Mana damage.
 
* Insulation - Whenever dealt Ice damage, treat Ice Affinity as though it were 33% higher when applying that damage.
 
 
}}
 
}}
  
 
===Racial Traits===
 
===Racial Traits===
{{NavFrame|Vayash Moru|
+
{{NavFrame|Hume|
 
'''Active'''
 
'''Active'''
* Vampiric Bite - Drains 20% maximum Stamina.
+
* Sprint - Increases Agility by 25%.
* Vampiric Gaze - Inflicts Immobilize and Disable status.
+
* Inspire - Restores 15% Stamina. Restores 2% Stamina every second.
* Unholy Feast - Drains 10% maximum Stamina.
+
* Dodge - Evades the next physical attack.
  
 
'''Passive'''
 
'''Passive'''
* Porphyric Hemophilia - +20% Stamina, +15% Dark Affinity, +10% Fear (effect) Resistance
+
* Environmental Adaptability - +5% Fire Affinity, +5% Ice Affinity.
* Bloodletter - +10% Stamina restoration from Drain effects.
+
* Indomitable Spirit - +5% Spirit.
* Vrykolakas - -10% Holy Affinity, Undead.
+
* Easily Inspired - +5% Stamina restoration.
* Writ of Corpse - -10 pips Stamina regen when exposed to sunlight.
+
* Mortal Condition - -10% Poison (effect) Resistance, -10% Disease (effect) Resistance.
 
}}
 
}}
  
 
===Equipment===
 
===Equipment===
 
{{NavFrame|Equipment|
 
{{NavFrame|Equipment|
* '''Peacemaker'''
+
* Unavailable.
** Type: Double Sword
 
** Base Damage: 60
 
 
 
* '''Atma Weapon'''
 
** Type: Double Sword
 
** Base Damage: 50
 
 
}}
 
}}
  
 
==Ability Information==
 
==Ability Information==
 
===Skills===
 
===Skills===
{{NavFrame|Fealty|
+
{{NavFrame|Iaido|
'''Active'''
 
* Guardian's Ward - Increases Block and Parry Efficiency by 5...50%.
 
* Stinging Blow - Deals 1.4x physical damage. Chroma: If this attack fails to hit, target's Stamina regen is reduced by 3 pips.
 
* Shield Blow - Deals 0.8...1.6x physical damage. Increases Threat by 5...33%.
 
* Shield Bash - Deals 0.6x physical damage. Increases Threat by 10...21%. Chroma: If the user has 75% or higher Threat, inflicts Stun status.
 
* Overwhelm - Must follow a successful Parry. Deals 1.7x physical damage. Inflicts Cripple status.
 
* Vexing Blow - Deals 1.6x physical damage. Increases Threat by 3...9%.
 
* Whirling Retaliation - Must follow a successful Parry. Deals 1.45x physical damage to all enemies.
 
* Catch a Breath - Restores 10...17% Stamina. Bestows Regen status.
 
* Guardian's Pledge - Increases Block and Parry Efficiency by 10...21% and Vitality by 5...50%.
 
* Taunt - Increases Threat by 15...53%.
 
* Vigilance - Increases Evasion and Accuracy by 5...27%.
 
* Guardian's Challenge - Increases Threat by 50...80%.
 
* Thrill of Danger - Chroma: For each enemy, restores 17% Stamina and 6% Mana.
 
* Warrior's Heart - Increases Maximum Stamina by 50...151%.
 
* Stamp - Chroma: If any enemy is activating a skill, it is interrupted. Chroma: For each skill interrupted by Stamp, +7 seconds to Stamp's reactivation time.
 
* Deep Breath - Decreases skill activation and reactivation time by 5...20%.
 
* Turn the Tables - Deals 1.5x physical damage. Chroma: For each negative status effect on the user, dispels that status and places it on target enemy.
 
 
 
'''Spells'''
 
* Guardian's Defense - Increases Block skill by 10…75%.
 
 
 
'''Passive'''
 
* Walking Fortress - Whenever physical damage is taken, if that damage is less than 1…7% of the user's maximum Stamina, it is reduced to 0.
 
* Robust Constitution - Hexes and negative status effects have a 33…66% chance to last half their duration
 
* Mastery: Shield - Increases Block chance by 0%.
 
* Stamina+ - Increases Stamina by 40%.
 
* Spirit+ - Increases Spirit by 40%.
 
* Strength+ - Increases Strength by 21%.
 
* Mana+ - Increases Mana by 21%.
 
* Vitality+ - Increases Vitality by 21%.
 
* Luck+ - Increases Luck by 10%.
 
* Agility+ - Increases Agility by 10%.
 
* Block+ - Increases Block chance by 10%.
 
* Parry+ - Increases Parry chance by 10%.
 
* Wound Resist+ - Increases Wound (effect) Resistance by 10%.
 
}}
 
 
 
{{NavFrame|Chivalry|
 
 
'''Active'''
 
'''Active'''
* Cover - Must target an ally. Bestows Cover status.
+
* 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.
* Valiant Strike - Chroma: For each enemy, increases Accuracy by 7%.
+
* 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.
* Smite - Deals 1.2x Holy Damage. Chroma: For the duration, deals 0.1x Holy damage each second.
+
* Rising Sun Strike - Strikes 3 times. Each hit deals 0.35x physical damage. Chroma: Against aerial enemies, deals double damage.
* Defender's Zeal - Chroma: Whenever damage is taken, a random ally restores 8% Stamina.
+
* Symbolic Gestures - Symbols are 33% more potent. Chroma: While on the midline, Symbols instead activate 33% faster.
* Armor of Divinity - Increases Physical Defense by 15%. Increases Holy Affinity by 10%.
+
* Skyfury Strike - Strikes 2 times. Inflicts Berserk status. Inflicts Confuse status.
* Total Defense - Must target allies. Bestows Cover status. Chroma: For each ally granted Cover status, decreases the user's Agility by 10%
+
* 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.
* Shield Bash - Deals 1.8x physical damage. Inflicts Stun status.
+
* Reliable Strike - Lead attack. Deals 1.2x physical damage. Unpreventable.
* Forebearance of Judgement - Decreases Holy Affinity by 33%.
+
* 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.
* Divine Sword - Deals 3.0x Holy damage.
+
* 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'''
 
'''Spells'''
* Evangelize - The user becomes an Angel. Abilities gain "Chroma: If this ability hits, deals an additional 0.75x Holy damage and removes an Enchantment." Inflicts Haste Daze status.
+
* 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.
* Divine Circle - Increases Holy Affinity by 35%.
+
* Raging Lion - Chroma: Whenever dealt physical damage by Hexed target, increases the user’s physical damage against Hexed target by +7%.
* Saint Cross - Deals 1.5x Holy damage.
+
* Rending Aura - Chroma: While affected by a Hex, melee attacks remove Enchantments.
* Radiant Delirium - Deals 1.8x Holy damage. Inflicts Confuse status.
+
* Vanishing Breeze - Deals 1.45x Wind damage. Chroma: If this ability hits, bestows Vanish status upon the user.
* Rampart - Bestows Shell and Protect status.
+
* 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.
* Divine Retribution - Target is Marked. Chroma: Whenever Marked target takes damage, deals 0.8x Holy damage. Chroma: Whenever Marked target deals damage, deals 1.2x Holy damage.
+
* 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'''
 
'''Passive'''
* Sentinel - Replaces the Defend command, reducing received damage by 0%.
+
* Strikeback - Whenever targeted by 0%.
* Aura of Enmity - Whenever dealt physical damage, grants a 10…50% chance to deal 0.75…1.4x Holy damage to the attacker.
+
* Ambidexterity - Reduces the damage penalty incurred while wielding two weapons from 0.5x to 0.6…0.8x.
* Specialization: Shield - Increases Block chance by 1…15% and reduces received physical damage by 0%.
+
* Proficiency: Katana - Increases Physical Damage 1…25% while wielding a Katana.
* Spirit+ - Increases Spirit by 40%.
+
* Agility+ - Increases Agility by 40%.
* Vitality+ - Increases Vitality by 40%.
+
* Evasion+ - Increases Evasion by 40%.
* Stamina+ - Increases Stamina by 21%.
 
 
* Strength+ - Increases Strength by 21%.
 
* Strength+ - Increases Strength by 21%.
 +
* Luck+ - Increases Luck by 21%.
 
* Accuracy+ - Increases Accuracy by 21%.
 
* Accuracy+ - Increases Accuracy by 21%.
* Block+ - Increases Block chance by 10%.
+
* Stamina+ - Increases Stamina by 10%.
* Physical Defense+ - Increases Physical Defense by 10%.
+
* Dexterity+ - Increases Dexterity by 10%.
* Magic Defense+ - Increases Magic Defense by 10%.
+
* Lightning+ - Increases Lightning Affinity by 10%.
* Holy+ - Increases Holy Affinity by 10%.
+
* Wind+ - Increases Wind Affinity by 10%.
* Wound Resist+ - Increases Wound (effect) Resistance by 10%.
+
* Parry+ - Increases Parry Skill by 10%.
 
}}
 
}}
  
{{NavFrame|Mystic Link|
+
{{NavFrame|Ninjutsu|
 
'''Active'''
 
'''Active'''
* Stance of the Charging Boar - Must be Enchanted. Hand-to-Hand attacks gain +15% Physical Defense penetration. Chroma: For each Enchantment, increases Strength by 10%.
+
* Vanish - Bestows Vanish status. Chroma: If an action is made or damage is received, this stance ends.
* Stance of the Wary Badger - Must be Enchanted. Chroma: For each Enchantment, increases Evasion and Physical Defense by 10%.
+
* Ninja Seal - Doubles the potency of the next Symbol.
* Stance of the Graceful Crane - Must be Enchanted. Chroma: For each Enchantment, increases Agility and Accuracy by 10%.
 
  
 
'''Spells'''
 
'''Spells'''
* Mirage Coat - Increases Parry skill by 50%. Chroma: When this Enchantment ends, deals 1.2x Earth damage to all enemies.
+
* Hyoton - Consumes 1 'Tsurara.' Deals 1.3x Ice damage and decreases Fire Affinity by 20%.
* Veil of Thorns - Bestows Ice Spikes status. Chroma: When this Enchantment ends, bestows Blaze Spikes status.
+
* Katon - Consumes 1 'Uchitake.' Deals 1.3x Fire damage and decreases Water Affinity by 20%.
* Arcane Fervor - Reduces the Mana cost of Enchantments by 50%.
+
* Suiton - Consumes 1 'Mizu-Deppo.' Deals 1.3x Water damage and decreases Lightning Affinity by 20%.
* Eremite's Zeal - Chroma: For each enemy, restores 9% Mana.
+
* Raiton - Consumes 1 'Hiraishin.' Deals 1.3x Lightning damage and decreases Earth Affinity by 20%.
* Heart of Fury - Reduces Delay by 33%. Chroma: When this Enchantment ends, deals 1.4x Fire damage to all enemies.
+
* Doton - Consumes 1 'Makibishi.' Deals 1.3x Earth damage and decreases Wind Affinity by 20%.
* Faithful Intervention - Chroma: When Stamina drops below 50%, restores 35% Stamina.
+
* Futon - Consumes 1 'Kawahori-Ogi.' Deals 1.3x Wind damage and decreases Ice Affinity by 20%.
* Vow of Silence - Inflicts Silence status. Bestows Spell Immunity status.
+
* Kurayami - Consumes 1 'Sairui-Ran.' Inflicts Blind and Silence status.
* Mystic Sandstorm - Removes all Enchantments. Chroma: For each Enchantment removed, deals 0.35x Earth damage.
+
* Dokumori - Consumes 1 'Kodoku.' Inflicts Poison and Sap status.
* Dust Cloak - Weapon damage becomes Earth elemental. Deals 1.4x Earth damage to all enemies. Chroma: When this Enchantment ends, inflicts Blind status upon a random enemy.
 
* Vital Boon - Increases maximum Stamina by 50%. Chroma: When this Enchantment ends, restores 30% Stamina.
 
* Guiding Hands - Physical attacks become unpreventable.
 
* Torrential Sandsea - Chroma: Whenever an Enchantment ends, inflicts Blind status upon a random Enemy.
 
* Heart of Holy Flame - Weapon damage becomes Holy elemental. Deals 1.5x Fire damage to all enemies. Chroma: When this Enchantment ends, inflicts Heat status upon all enemies.
 
  
 
'''Passive'''
 
'''Passive'''
* Mysticism - Whenever an Enchantment ends, restore 1…5% Mana.
+
* Natural Evasion - Increases Evasion by 0%.
* Auramancy - Increases the duration of Enchantments by 0%.
+
* Seven Chakras - Decreases the activation time of Symbols by 0%.
* Flesh and Spirit - Unarmed attacks deal +0.5…0.75x Mana damage.
+
* Proficiency: Katana - Increases Physical Damage by 0%.
* Mana+ - Increases Mana by 40%.
+
* Agility+ - Increases Agility by 40%.
* Spirit+ - Increases Spirit by 40%.
+
* Evasion+ - Increases Evasion by 40%.
* Stamina+ - Increases Stamina by 21%.
+
* Strength+ - Increases Strength by 14%.
* Strength+ - Increases Strength by 21%.
+
* Mind+ - Increases Mind by 14%.
* Agility+ - Increases Agility by 21%.
+
* Dexterity+ - Increases Dexterity by 14%.
* Vitality+ - Increases Vitality by 10%.
+
* Mana+ - Increases Mana by 5%.
* Dexterity+ - Increases Dexterity by 10%.
+
* Luck+ - Increases Luck by 5%.
* Accuracy+ - Increases Accuracy by 10%.
+
* Parry+ - Increases Parry chance by 5%.
* Holy+ - Increases Holy Affinity by 10%.
+
* Critical+ - Increases Critical Hit chance by 5%.
* Fire+ - Increases Fire Affinity by 10%.
+
* Poison Resist+ - Increases Poison (effect) Resistance by 5%.
 
}}
 
}}
  
{{NavFrame|Art of War|
+
{{NavFrame|Renkei|
 
'''Active'''
 
'''Active'''
* Provoke - Inflicts Provoke status.
+
* Gale Blade - Strikes 3 times. Each hit deals 0.4x Wind damage.
* Rend Power - Deals 1.35x physical damage. Inflicts Fear status.
+
* Sparrow Counter - Strikes 2 times. Each hit deals 0.6x Earth damage.
* Rend Armor - Deals 1.35x physical damage. Inflicts Expose status.
+
* Red Flame - Strikes 3 times. Each hit deals 0.4x Fire damage.
* Flametongue - Deals 1.2x Fire damage.
+
* Hold and Release - Must follow Sparrow Counter and Red Flame. Deals 0.8x Fire and 0.8x Earth damage and has Staminalink.
* Ice Brand - Deals 1.2x Ice damage.
+
* Lightning Rage - Strikes 15 times. Each hit deals 0.1x Lightning damage.
* Defender - Increases Physical Defense by 25%. Decreases Melee Damage by 25%.
+
* Flowing Dance - Strikes 6 times. Each hit deals 0.2x Water damage.
* Rend Speed - Deals 1.35x physical damage. Inflicts Cripple status.
+
* Rapid Attacks - Must follow Gale Blade and Lightning Rage. Strikes 5 times. Each hit deals 0.24x physical damage and inflicts Expose status.
* Rend Magic - Deals 1.35x physical damage. Inflicts Sap status.
+
* Wildflower - Strikes 6 times. Each hit deals 0.2x Earth damage.
* Thunder Blade - Deals 1.2x Lightning damage.
+
* Spinning Attack - Must follow Flowing Dance and Wildflower. Strikes 12 times. Each hit deals 0.05x Water and 0.15x Earth damage.
* Liquid Steel - Deals 1.2x Water damage.
+
* Tiger Claws - Strikes 2 times. Each hit deals 0.5x Fire damage and has Manalink.
* Warcry - Increases Melee Damage by 25%.
 
* Aggressor - Increases Melee Damage by 25%. Decreases Physical Defense by 25%.
 
* Delay Buster - Increases target's weapon delay by 15%.
 
  
 
'''Passive'''
 
'''Passive'''
* Stoneskin - Reduces received Physical Damage by 0%.
+
* Flash of Blades - Increases Parry chance by 0%.
* Double Attack - Basic physical attacks have a 5…25% chance to strike twice.
+
* Natural Speed - Reduces the effect of Slow status by 0%.
* Proficiency: Heavy Armor - Increases Physical Defense by 0%.
+
* Specialization: Two-Weapon - Increases Physical Damage by 1…15% and decreases Delay by 0%.
* Strength+ - Increases Strength by 40%.
+
* Dexterity+ - Increases Dexterity by 40%.
* Vitality+ - Increases Vitality by 40%.
+
* Accuracy+ - Increases Accuracy by 40%.
* Stamina+ - Increases Stamina by 14%.
 
 
* Agility+ - Increases Agility by 14%.
 
* Agility+ - Increases Agility by 14%.
 +
* Evasion+ - Increases Evasion by 14%.
 
* Luck+ - Increases Luck by 14%.
 
* Luck+ - Increases Luck by 14%.
* Mind+ - Increases Mind by 5%.
+
* Parry+ - Increases Parry chance by 5%.
* Dexterity+ - Increases Dexterity by 5%.
+
* Fire+ - Increases Fire Affinity by 5%.
* Block+ - Increases Block chance by 5%.
+
* Lightning+ - Increases Lightning Affinity by 5%.
* Critical+ - Increases Critical Hit chance by 5%.
+
* Wind+ - Increases Wind Affinity by 5%.
* Wound Resist+ - Increases Wound (effect) Resistance by 5%.
 
}}
 
 
 
{{NavFrame|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.
 
* Reraise - Bestows Reraise status.
 
* Esunaga - Removes all negative status effects.
 
}}
 
 
 
{{NavFrame|Blitz|
 
'''Active'''
 
* Boost - Increases the damage of the next melee attack by 15%.
 
* Repeating Punch - Strikes 3 times. Each hit deals 0.4x physical damage.
 
* Far Fist - Deals 1.5x physical damage. Inflicts Curse status.
 
* Split Punch - Must hit two enemies. Strikes 2 times. Each hit deals 1.3x physical damage.
 
* Counter Attack - Increases Parry Skill by 20%. Decreases Physical Defense by 25%.
 
* Withering Strike - Inflicts Confuse and Expose status.
 
* Lifebane - Deals 1.6x physical damage. Inflicts Doom status.
 
* Blistering Strike - Deals 1.2x physical damage. Chroma: If a target is under the effects of a Stance, Shout, or Enchantment, instead deals 1.85x physical damage and inflicts Blind, Poison, and Silence status to that target.
 
* Revive - Revives with 15% Stamina and 5% Mana.
 
* Flurry of Blows - Strikes 4 times. Each strike deals 0.45x physical damage. Inflicts Slow status.
 
* Chakra - Removes Poison, Sap, and Blind status. Restores 15% Stamina.
 
* Chi Blast - Deals 1.6x Holy damage.
 
* Formless Strikes - Physical weapon attacks deal magic damage instead.
 
}}
 
 
 
{{NavFrame|Red Magic|
 
'''Active'''
 
* Swordmage - Imbues your next 1…3 physical attacks with the effect(s) of your next spell.
 
* Doublecast - Casts two spells simultaneously.
 
* Convert - Switches current Stamina and Mana.
 
 
 
'''Spells'''
 
* Cure I - Restores Stamina equal to 1.2x magic damage.
 
* Quake I - Deals 1.2x Earth damage.
 
* Poison - Inflicts Poison status.
 
* Paralyze - Inflicts Paralyze status.
 
* Protect - Bestows Protect status.
 
* Blind - Inflicts Blind status.
 
* Water I - Deals 1.2x Water damage.
 
* Bio - Deals 1.2x magic damage. Inflicts Sap status.
 
* Slow - Inflicts Slow status.
 
* Aero I - Deals 1.2x Wind damage.
 
* Shell - Bestows Shell status.
 
* Silence - Inflicts Silence status.
 
* Oil - Inflicts Oil status.
 
* Regen - Bestows Regen status.
 
* Sleep - Inflicts Sleep status.
 
* Cure II - Restores Stamina equal to 1.45x magic damage.
 
* Dispel - Removes all positive status effects.
 
* Quake II - Deals 1.45x Earth damage.
 
* Raise - Revives with 25% Stamina.
 
* Water II - Deals 1.45x Water damage.
 
* Refresh - Bestows Refresh status.
 
* Aero II - Deals 1.45x Wind damage.
 
* Esuna - Removes all negative status effects.
 
* Haste - Bestows Haste status.
 
 
 
'''Passive'''
 
* Fast Cast - Decreases spell activation and reactivation time by 0%.
 
* Spellblade - Combo the successful casting of a Spell targeting a single enemy with a basic attack.
 
* Replenish - Gain 1…20% magic damage taken as Mana.
 
* Strength+ - Increases Strength by 40%.
 
* Spirit+ - Increases Spirit by 40%.
 
* Vitality+ - Increases Vitality by 14%.
 
* Mind+ - Increases Mind by 14%.
 
* Luck+ - Increases Luck by 14%.
 
* Evasion+ - Increases Evasion by 5%.
 
* Accuracy+ - Increases Accuracy by 5%.
 
 
* Earth+ - Increases Earth Affinity by 5%.
 
* Earth+ - Increases Earth Affinity by 5%.
* Wind+ - Increases Wind Affinity by 5%.
 
* Fear Resist+ - Increases Fear (effect)Resistance by 5%.
 
 
}}
 
}}
  
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}}
 
}}
  
===Other===
+
{{NavFrame|White Magic|
Angel doesn’t generally rely on the special abilities that he has, choosing to use the weapons on hand. However, he does have a powerful arsenal of other special abilities should he choose to use them. Sometimes as desperation moves, but he is not above a bit of showing off when he feels it is appropriate.  
+
'''Active'''
 +
* Divine Seal - Doubles the potency of the next Holy spell.
  
* '''Desperado''': Angel jumps into the air and unleashes the fury with two pulse rifles. Normally using a rope or chain, he is also known to use higher ground to pull off a similar ability depending on the circumstances.
+
'''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.
  
* '''Inverse''': An enemy is covered in white energy which will explode moments later.
+
'''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%.
 +
}}
  
* '''Kyuuten no Kanshiki''': Angel causes a gate to appear above the enemy targets. The gate is locked, however, moments after appearing; the lock itself breaks and sends a supernova of light towards all enemy targets. After that, Angel will grab an enemy target, tossing them at the gate, which causes it to shatter, the fragments exploding as they hit the ground. One of his most powerful attacks; and because of that Angel doesn’t use it often.
+
{{NavFrame|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.
  
* '''Spire''': Angel slams a blade into an enemy target and casts Thundara on the blade.
+
'''Passive'''
 
+
* Negotiation - Status effects caused by 0%.
* '''Swords of Heaven''': Both swords act as wings and lift Angel in the air where he slices through the air creating shockwaves capable of hitting single or multiple targets.
+
* 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.
====Diviner====
+
* Spirit+ - Increases Spirit by 40%.
After his adventures in Soul Society, Angel was gifted with a [[Diviner]] by the name of '''Peacemaker'''. The Diviner takes the form of a claymore. Since receiving the blade, he has released both its ''Shikai'' and ''Bankai'' abilities.
+
* Luck+ - Increases Luck by 40%.
*'''Shikai''': Peacemaker glows bright green. It is activated by the command "mediate" (kaisuru).
+
* Mind+ - Increases Mind by 21%.
 
+
* Accuracy+ - Increases Accuracy by 21%.
: '''Shikai Special Ability''': In its initial release, Peacemaker, upon striking an enemy, dispels any Enchantments. Whenever it removes an Enchantment in this way, it converts that Enchantment into magic damage that cuts into the target, burning away Mana.
+
* Evasion+ - Increases Evasion by 21%.
 
+
* Stamina+ - Increases Stamina by 10%.
*'''Bankai''': Named '''Hagemu Peacemaker''' (''Zealous Peacemaker''). Its release command is "bring about justice" (''motarasu koumeiseidai''). Peacemaker becomes a solid black double weapon, a glowing-green axe on each end. In addition, it can split into three sections, connected by a lengthy chain. Angel gains a set of form-fitting black armor and matching cloak in this form.
+
* Strength+ - Increases Strength by 10%.
 
+
* Vitality+ - Increases Vitality by 10%.
: '''Bankai Special Ability''': In its final release, when split into three sections, the command "judge" (hanji) causes the axes to glow with greater intensity and the chain to lengthen, allowing for inward cleaves with enough force to cut through even full plate with fair ease. It also allows for ranged sweeping strikes.
+
* Dexterity+ - Increases Dexterity by 10%.
 +
* Parry+ - Increases Parry chance by 10%.
 +
}}
  
 
===Overdrives / Limit Breaks===
 
===Overdrives / Limit Breaks===
 
{{NavFrame|Overdrives / Limit Breaks|
 
{{NavFrame|Overdrives / Limit Breaks|
* '''Dark Wings of Angels''': Angel grows a single black wing, which ups his strength, speed, and intelligence. The wing also can act as a shield, batting away attacks that stray too close to him.
+
* Unknown.
 
}}
 
}}
  
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[[Category:Eighth Realm]]
 
[[Category:Eighth Realm]]
 
[[Category:Mortal Plane]]
 
[[Category:Mortal Plane]]
[[Category:Ethereal Plane]]
+
[[Category:Hume]]
[[Category:Vayash Moru]]
+
[[Category:Balamb Island]]
[[Category:Planeswalker]]
+
[[Category:Balamb Garden]]
[[Category:Federated Commonwealth of Esthar]]
+
[[Category:First Team]]
[[Category:Esthar Garden|Esthar Garden]]
 
 
{{DEFAULTSORT:{{PAGENAME}}}}
 
{{DEFAULTSORT:{{PAGENAME}}}}

Latest revision as of 13:01, 16 September 2012

Xu Kels Xucai
The Hand of Justice
CH8r Xu Xucai.jpg
Xu outside Balamb.
Character Profile
DOB: May 17, 2132
Age: 20
Race: Hume
Gender: Female
Profession: Daimyo
Theme: Tobira no Mukou he
Artist: YeLLOW Generation
Garden Profile
Garden Attended: Balamb Garden
SeeD ID Number: 10278
Highest Rank: CH8r Balamb Colonel.jpg
Colonel
Justice Advocate General
Merit Awards: 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)
Additional Information
Birth Realm: Eighth Realm
Rank(s): CH8r SpecOps Col.jpg
Colonel
Special Operations
Story Appearances
Appearances:

Xu Xucai is the Justice Advocate General of Balamb Garden, a minor character in the Clouded Horizons series.

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.

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)
  • Tertiary Classes
Thief (50)

Elemental Preferences

  • Wind

Talents

Racial Traits

Equipment

Ability Information

Skills

Overdrives / Limit Breaks

Navigation

v · e
Clouded Horizons
Realms
1st Realm - 2nd Realm - 3rd Realm - 4th Realm - 5th Realm - 6th Realm - 7th Realm - 8th Realm - 9th Realm - 10th Realm
Canon Stories
Final Fantasy X: Destiny's Call - Final Fantasy X-2: Eternal Requiem - Final Fantasy VIII: Dimensional Legend - Final Fantasy IX: Runic Legacy - Clouded Horizons: Halcyon - A Question of Honor - Affinity - Breakfast at Powell's - Casualties - Duty - Family Rites - Foreshadow of Memory - Guardian - The Heiress - Judgment - Memoirs - Nature - Negotiations - Of Thieves and Emissaries - Origins - Ought - Sanctuary - Shades - Subtleties of Honor - Trial by Fire
Terms
The Balance - Crystal Path - Diviner - Planeswalker
Archive
Character Themes - Jazz Café - Lore - Soundtracks - Tropes
Project Creators / Administrators
Darius DeValle - Benji Powell - Daniel Rydell
v · e
Characters
Hume
Raj Ahten - Rubedo Alaberti - Seifer Almasy - James Alnon - Celes Chére - Locke Cole - Rachel Colleigh - Silvia Conrad - Katal Corelia - Maya D'Angelo - Darius DeValle Jr. - Darius DeValle Sr. - Katanas DeValle - Revolver DeValle - Melisse Doctus - Aiva Furello - Lindsey Geneave - Isamu Hashimoto - Maria Hiraki - Brian Houghton - Naoki Ishida - Juliett Jareau - Lenne Kaibara - Yuna Kaname - Rikku Katsuragi - Cid Kramer - Tetsuya Kurabasa - Uriko Kurabasa - Yuki Kurabasa - Tidus Kuroda - Squall Leonhart - Daniel Margulis - Leon Masters - Sarek Matthews - Carlos Milagros - Shuyin Mishima - Alexander Munro - Laurel Murphy - Alidar Nox - Jarok Nox - Benji Powell - Sumiko Remiere - Hikari Tanaka - Takomashi U'dashika - Xu Xucai - Paine Zaraki
Vayash Moru
Liam Bayloh
Quincy
Serene Elmirae - Miyuki Itsumi - Seijin Matsumoto - Shigeru Matsura - Ryou "Haseo" Misaki - Chieko Murakami - Shino Nanao - Saori Oshima - Kouji Shibara - Maria Takahashi - Dmitri Yuriev
Malakh
Andréa Beoulve - Ein Beoulve - Etchel Beoulve - Kari Inihara - Fia Nelcas - Cierra Olivier - Ledah Rozwelli - Malice Ructor - Lina U'noei
Daiesthai
Cencididore Ancules - Ulquiorra Cifer - Antonio Devega - Grimmjow Jaegerjaquez - Manes - Ventaro Musiklaro - Nokadama Sevenelia Phinarus - Shawlong Qufang - Yuriel Reman - Jymallius Stonstri - Shiromieka Sureya - Xeria - Chika Yasoru
Erudite
Alva Vincent - Destine, Pillar of Probability - Fayt, Pillar of Predestination - Hyne, Pillar of Finalé - Kisara - Mai Kuroki - Kitaras Nicholai - Arragious Nicholai - Odin - Will, Pillar of Foretelling - Xeios
Ancient
Aizen Sosuke - Lukälius diVanégo - Erasmus - Freya Vanadis - Wilhelm
Locations
Mortal Plane - Ethereal Plane - Nether Plane - Soul Plane
Organizations
Akatosh Chantry - Balamb Garden - Conrad Synthetics - The Eighteen - Espada - Esthar Garden - Estharian Presidential Guard - Executive Outcomes - Gilead Order - Order of Grim Angels - House DeValle - Royal Thieves Guild - Scientia - Trabia Garden - Videlic Arms - Vector Industries
Archives
Professions - Magic - Lore