Pacifist

Born from the desire to break free, weak in body but strong in spirit the journey of a pacifist will be a difficult one.
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==Description==
Pacifism (AKA Pacifist) is a worldwide attempt to purge the world of violence. Armed with a weaker CQC presence, but unique powerful long ranged attacks. Pacifist can be obtained by solely sparing enemies without dealing any damage until you reach lv 5. A enemy can be spared by raising the small blue bar (above their healthbar) to max, once it is maxxed out it their name will glow yellow. Simply hit a perfect SPARE and they will be immediately forced to respawn somewhere else without the option to Restart or Re-Align, functioning similarly to dying.
Their health system is unique as they only gain 1 max health for ever level after level 4. Because of this, they are required to stock up on armor to make up for their max hp. They can do this by sparing enemies or by consuming Armor increasing items. Due to this their Armor will be on a constant decline during fights with the only way for them to consistently restore it being by using healing items. As a result of this third partying a Pacifist will severely hinder their ability to continue fighting as long as Rage doesn't activate. 
Pacifists can do large amounts of mercy damage with their ACTS, so stay alert to any animations that might telegraph a powerful CQC ACT while rushing them down. As a Pacifist if you get rushed down, utilize your Specials such as Fake Hit, and Trip to ward off any players attempting to rush you. As the attacker you should avoid these attacks but keep charging them down with Lunge or Pursuit. Utilizing your Speak acts to slow them down/drain stamina can also make rushing a Pacifist down that much more easier. Be wary that Pacifists can use Boast to heavily increase their CQC DPS. this comes out the cost of reducing their TALK Action damage (does not apply to Plead) and consuming large amounts of TP. 
==ACT's==
blablabla short descriptiopn of the majority of their ACTS
===Talk===
"Mercy, Buffs & Debuffs" 
Pacifists TALK actions are surprisingly a high source of DPS. Instead of mainly focusing on debuffs/utility (like Obliteration or Neutral), Pacifist TALKs focus on inflicting Mercy damage on the enemy. This doesn't mean that their TALK actions cannot provide major utility, their debuffs range from reducing Defense to being a alternative way of Sparing!
Talk 	Talk 	Talk 	Talk 	Talk 	Talk
Name 	Cooldown 	Projectile Properties 	Visual Example	Summary 	Extra Info
Talk 	5 Seconds 	Relatively fast but small projectile 	 	Its small stature is made up via its projectile speed. This allows Talk to deal chip damage if your opponent decides to play passively. 	
#Has the same mercy damage as Encourage.
#Has a further reach than Encourage.
Encourage	10 Seconds	Large, slow projectile speed, short ranged 	 	Easy to land at close ranges but travels less distance in comparison to Talk. Use this in CQC as it is easy to land aswell as disabling their FIGHT action. 	
#Disables the enemy's FIGHT for 5 seconds.
Awaken 	10 Seconds	Area of effect hitscan. Not really a projectile 	 	this sucks so much im not writing a summary. 	
#Awaken removes 25% of the enemy's current TP when landed (minimum reduction amount is 10% TP).
#Awaken deals more mercy damage depending on the amount of Obliteration players that are hit by it.
Plead 	15 Seconds	Multihit melee attack that can land for a total of 5 times. Functions as a melee attack rather than a projectile	 	Relatively weak by itself but can deal large amounts of damage with the right setup. Boasting a enemy can heavily increase its damage. Additionally hitting its Concentrated variant is hard, yet rewarding. Uniquely, Plead inflicts half a stack of Pressure for every hit, which is nice if you know you are going to win and want to add additional XP to the Spare.	
# Every half stack of Pressure increases victory XP by 4%.
#Reduces defense by 3 for every hit landed, this debuff lasts for 8 seconds.
#*If the Plead was Concentrated it will instead reduce Defense by 5 per tick.
#Hitting a Obliteration with this move even once locks their EXECUTE for 8 seconds.
#*Additionally, hitting more then one plead refreshes this 8 second move lock instead of stacking.
===Specials===
"Special Actions" 
WIP (feel free to contribute!)
Specials	Specials 	Specials 	Specials 	Specials 	Specials
Name 	Visual Example	Unique Properties 	Summary 	Strategy 	Extra Info
Pacify
(50% TP)	 	
* Uses a unique minigame similar to Icering except with 2 reticles.
* Hitbox functions very similarly to SPARE. 	Pacify will start winding up, during this time you will have to play a unique minigame heavily similar to Icering. Landing a single BAD (red highlight) during the minigame will cause Pacify to simply not do anything. Successfully winning the minigame will cause a you to release a decently sized hitbox around you (approximately the same as SPARE). Anyone hit by it will take 1 Mercy damage aswell gain Mercy for each point of missing HP that they have (up to a maximum of 24 Mercy damage). Additionally landing Pacify on a WEAKENED opponent (25% health or under/red username) will immediately Spare them with no Mercy needed on them beforehand, this can also be used on Pacifists to help them escape from a losing fight.	 	
#If the target has missing health, add Mercy damage depending on how hurt the target is, 1 Mercy damage for every missing health on the opponent (cap of 24). 
#* If the target is WEAKENED (red healthbar) it will instantly SPARE them.
#
#Can be Blocked and Dodged
#Pacify cannot be held down like a FIGHT
Boast
(48% TP)	 	Functions as a very large Area of Effect attack that is nearly impossible for enemies to avoid. 	 	 	
# Boast increases Mercy damage against victims by 25% (will always lead to a minimum of +1 damage) aswell as reducing your Defense by 50% and converting it into Attack.
#Reduces Talk Actions Mercy Damage by 25%. Boast's positive Mercy Damage increase is not applied to projectiles. 
#*This uniquely does not apply to Plead.
#The duration of Boast is [13?] seconds.
# Can be Blocked or Dodged
Bawl
(30% TP)	 	Functions as a large AOE move, Mercy damage scales with distance. Mercy damage can be avoided by looking away and additionally it functions as a counter move with a small unavoidable AOE if activated.	Upon using Bawl, the user will be forced into a crying animation for [?] seconds, if you are not attack during this animation you will deal Mercy damage in a very large AOE attack. This Mercy damage can be easily avoided by looking away. If a Pacifist gets hit by this move their Walkspeed will increase by 8 for 1 second. If you are hit during the windup for Bawl its counter attack will activate, dealing all damage dealt as Mercy Damage in a small circle hitbox. 	Using Bawl exactly before a enemy is going to hit you can be a effective way to rack up mercy damage on the enemy. They will not be able to react or possibly dodge the Bawl Counter and the mercy damage caused by it will quickly add up in CQC. This can also be used in Pacifist teams to heavily increase your teammates walkspeed and cause confusion for the enemy, bonus points if this throws off a possible Mercy down that the enemy was going to land.	
#Bawl Counter does not negate the damage that triggered it, however it will return it as Mercy Damage. 
#* As a weak countermeasure it will provide death prevention and leave you at 1 health should the attack be fatal.
#Fake Bawl by itself locks a opponents Actions for 6 seconds
#*If it was a Bawl Counter it will additionally apply a 8 second lock for EXECUTE (for Obliteration) or Focus (if they are Neutral)
#Fake Bawls hitbox can be avoided by making your character look the opposite direction!
#*This can also work for Fake Bawl counter as long as YOU weren't the person that activated it.
Trip
(24% TP)	 	Functions as a close range melee attack. 	On hit stun the enemy for ??? seconds and remove ??% Mercy damage from them. Landing a M1 on them while they are stunned will instead deal ??% mercy damage on them, effectively giving you a heavy advantage in CQC. 	 	
# Trip can be used as a alternative to your FIGHT action if you have accumulated too much fatigue on it.
# Using Trip when the enemy has high Bloodlust will instead cause a negative Mercy gain. Refrain from using it in team fights as it will actively hinder your Spare progression
#* A argument can be made that it can allow many Pacifists to dogpile on the enemy which is a powerful option if you have good teammates.
Concentrate
(65% TP)	 	Will cause a unique minigame on any Talk actions you use, hitting well enough HEAVILY increases your mercy damage. 	 	 	
# The circle amounts in the minigame varies depending on the act you cast.
==STRATEGY==
In general: 
# Constantly manage your Armor. Make sure to heal it up if you're less then 50% of your max armor by using shield crackers, or sparing a enemy NPC. A overprepared Pacifist is miles more threatening than a normal one.
#If you run out of stamina immediately use a act that locks one of the enemy's ACTS (better yet, their FIGHT). This lowers their option of dealing damage while you are out of stamina.
#*You can alternatively try to cast a powerful move such as Boasted Plead/Fake Hit to out-damage any attempts your enemy might try to take on you. This can lead to the attack completely missing and only ward off the enemy for a few seconds.
Against Obliteration:
#A Obliteration player has multiple built in counters to even the playing fields against you. Watch out for their Denounces aswell as Revoke as these pose the biggest threat to you.
#Try to constantly preserve your stamina while making sure you aren't being shredded. 
#*Standing still doubles your stamina 
#*If you use ALL of your stamina it will start to regen at double the rate until you are at 45% of your max stamina. You are unable to utilize stamina during this time however.
#*Maxing out Stamina should be a #1 priority on most Soul types.
#**A exception for this can be made for Perseverance who can focus more heavily on CQC dominance and survivability 
#A Obliteration can easily punish incompetent zoning with their abundance of moves. Try to maintain a distance where the Obliteration will generally get little reward for using their anti-zoning moves. 
#*A skilled Obliteration can possibly aim their Revoke backflip into a Pacifist who has made too much distance, this normally results in them getting a very easy revoke hit on the Pacifist. Try your absolute best to prevent this as it is a heavy detriment during a battle.
Against Neutral
#Wip
When working together with other Pacifists(make fontcolor blue): 
#Wip
==TRIVIA== 
*hi