TRIHAN'S PROFILE

Trihan
"It's more like a big ball of wibbly wobbly...timey wimey...stuff."
3359
Sidhe Quest
When everything goes wrong, it's up to our heroes to go and do a bunch of other stuff!

Giya
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Stances - Warrior Stance (+25% damage dealt, +25% damage taken), Protector Stance (-25% damage dealt, -25% damage taken), Balanced Stance (+10% damage dealt, -10% damage taken)
Warrior Stance allows use of attacking skills, Protector Stance allows use of defensive skills, Balanced Stance has no skills besides attack.
Giya loses 1% of his ATK/DEF for every 1% of health he's lost when he's in Warrior/Protector Stance. In Balanced Stance his stats are unaffected. This changes to a 1% increase after Giya finds out Madriol's true identity.

Guile
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Piracy - Plunder & Pillage, Ransack
Plunder deals 1/2 of Guile's normal ATK as damage, and gains 10% of the damage dealt in gold.
Pillage deals 1/4 of Guile's normal ATK as damage, plus an additional 1% damage for every plundered gold, which is lost.
Ransack - Attempts to deal 1/8 of Guile's normal ATK as damage and steal an item from an enemy. (25% chance)
If Guile is hit, he loses all plundered gold. Any gold left over when the battle is won/escaped is added to the party's total.
Guile's sidequest will increase Plunder to standard damage and Pillage to 1/2. Plunder's gold gain will be 20% damage, and Pillage's bonus will be 2% per gold plundered. Ransack will improve to 1/4 ATK and 50% chance of success.

Zach
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Shadow Spellcrafter
Player can create their own spells by combining runes to place into the recesses on Zach's hands. He starts out only being able to take the strain of four runes, but as he gains levels he is able to handle more (+1 rune every 5 levels?)
To begin with, as a side-effect of having his soul removed (though everyone assumes he's just incompetent) all of Zach's spells have a 5% chance to backfire, damaging him instead of the enemy.
Zach gets a 20% bonus to all runes that cause damage and -20% to all runes with healing effects. If the player defeats Deji Narise and retrieves Zach's soul, this increases to 50% for damage runes and no loss to healing.

Vandalis
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Sirius
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Mutation -> Lycanthropy
To begin with, Sirius will randomly transform into any enemy the party has battled against. After the sidequest where you find his cure, if you choose not to take it Mutation becomes Lycanthropy and he can choose which form he takes. If he chooses to remove his lycanthropy, his moveset will become [TBD] instead.

Caderiniel
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Lunar Spellcrafter
Player can create their own spells by combining runes to place into the recesses on Caderiniel's forehead. She starts out only being able to take the strain of six runes, but as she gains levels she is able to handle more (+1 rune every 4 levels?)
Caderiniel gets a 25% bonus to all runes with healing effects and -50% to all runes that cause damage.
Caderiniel has no inherent battle weakness besides not dealing much damage. She is physically weak and intended as a semi-pacifist, so her main focus is healing. Her sidequest will develop her character but won't result in any changes to battle mechanics like the other characters' do.

Melissa
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MPD - To begin with, Melissa will randomly pick a personality at the start of a battle:
TBD - brutal attacker, total bitch. No regard for who she hits, will attack enemy and friend alike.
TBD - shy, soft-spoken coward. 25% chance of ignoring battle orders and guarding.
TBD - Cocky egotist. Will take all attacks in place of party members.
After completing Melissa's sidequest where she meets the ghost of her dead comrade and forgives herself, she will revert to her true self and have a combination of the "abilities":
Brutal Attack - Deals a mighty blow that does 50% increased damage but has a 25% chance of missing.
Phalanx - Puts up Melissa's defenses, reducing damage dealt to her by 50%.
Intercept - Takes attacks in place of allies for a turn.

Katrina
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Observe - Katrina can spend her turn watching the enemy. She will predict what their next move will be, and if it's an enemy skill she has a 10% chance to learn it (+10% for every other time she's used Observe in that battle)
Trap - Katrina can spend her turn setting a trap for an enemy, which will prevent them from acting for 5 turns. Against bosses only lasts 2 turns with a 70% chance of failure.
Patch Up - Katrina can spend his turn performing basic first aid on an ally, healing them.
Killshot - Katrina can spend the next 3 turns preparing a killshot, which will kill an enemy instantly when she unleashes it. Against bosses only deals 10% of the boss's HP.