Resubmission of stats and skillset. Opted for a DEF-over-HP route this time for stats while simultaneously trying to slightly address NEB's complaint about making him too frail (Silly as it looks, that set makes him a bit more durable than before).
Rass Sigkeit [Still incomplete]
Every generation calls out for a hero to rise among the ranks of the Imperial Military. This generation brings us Rass, who unlike his predecessors happens to come complete with his very own streak of idealism. Which helps explain his taste in companions, and his switching of sides. Nevertheless, he is still quite effective with his blood-based magic...
HP:F+
MP:C
Strength:D+
Dexterity:C+
Vitality:B-
Intelligence:C+
Spirit:B-
Speed:B
Accuracy:C
Evasion:B-
Magic Evasion:B-
Move:3
Weapon Groups:Light Swords, Shortspears, Rings
Armor Groups:Medium
Accessory Groups:Medium, Male, Caster (Note: Starts with one accessory that is locked. This functionally gives him two slots, not three)
Resource Description: Two different resource types; MP for his spells, cooldowns for physical skills.
Types of Moves/Specific Move Ideas:
*Subchanneling(1-turn cooldown):May select two non-movement non-defense actions this turn; the second must be a magic attack. Cost is paid for both actions.
[Spells]
*Rupture: Inflicts 40% cHP damage (ignores defensive stats) and may inflict Bleeding to a target
*Blood Slicer: Inflicts damage to a hex. Number of hits depends on closeness to Sigkeit. Deals backlash damage as part of casting.
*Coagulation: Stiffens the target's bloodflow, reducing DEX and EVA.
*Crimson Snare: Explodes the target's blood outward in a tense, solidified weblike mass. Deals damage to the primary target and immobilizes them. If this hits, attacks all adjacent hexes for the same effect.
*Detonator: Hyperpressurizes the target's blood, inflicting Fragile on a single target.
*Renewal: Heals the target as well as curing Poison and Bleeding. Inflicts Delay on the target.
*Red Gale: Inflicts damage over a conic area. Number of hits depends on closeness to Sigkeit. Deals backlash damage as part of casting.
*Asphyxiation: Reduces bloodflow and oxygen transfer through the target's brain, reducing target's INT and ACC.
*Overpulse: Uses magic to control his own blood directly in synchronization, increasing STR, SPD, DEX, and EVA significantly--but heavily reduces VIT, disables spellcasting and Subchannel, and consumes MP each turn until either out of MP, the battle ends, Sigkeit is unconscious, or the ability is deactivated. Self-only.
[Physical]
*Driving Kick(1-turn cooldown, shared with Inevitable Flurry): Range-1 melee physical attack with ATK based off of STR, single hit. Knocks the target back one hex and stuns momentarily
*Inevitable Flurry(1-turn cooldown, shared with Driving Kick): As a basic physical, but ITE.
*Flash Strike(3-turn cooldown, shared with Riot Buster): As basic physical, only halving the amount of time until next turn.
*Riot Buster(3-turn cooldown, shared with Flash Strike): As a physical attack, but in addition to bonus hits based on DEX, add bonus hits based on SPD to the same attack, applying the weapon's multiplier as normal.