Claire Oswald

* Fullbody
* Up Close
* Spider Form

## Biography

Full name; Clarissa Oswald, her shorthanded name Claire is the safest option to not have a sword in your throat.

Claire originates from off-world, in an Alternate Universe timeline of Undertale, she's the SOUL personification for PATIENCE, given form.

As a Banshee Teratect, Claire has the ability to transform into a Spideresque entity on a whim, but has recently forgotten some of her connections to this part of her being. Upon arriving to Kindyanos and encountering the White Arachne, the System reclassified her into her current species, rekindling some memories of that form.

Currently, Claire's been De-evolved into an Undead Teratect, which she claims is a great thing, and: "Will help me out so much in the future, you've got no idea!" doing so however, has placed her in a slight binding contract with the White Arachne, and Ancient Divine Beast, to which, she claims is super beneficial to her.

## Skills and Abilities

Claire has a unique control of Strings made from pure magic, but innately channels the Elemental magic of Ice far easier than most, weaponizing it into a flower, most keenly in the form of a Rose.

Her ability to Transform is currently inhibited by the system, but it is there.

Her abilities to Phase though objects, become Intangible, and Float over gaps are currently inhibited by the system, but they are there.

Claire can possess another person/creature, and influence their actions.

As an Undead Teratect, Claire can utilize her threads in swift combination with her Magic.

## Skills

**Skills not related to Classes:**

**Willpower Lv 1:** Gives higher resistance to control arts.

## Passives

Black Mage class Passive Ability:

**MR Blocker**

## Equipped Items

### Head:

Hat Slot: **High Witches Hat:** [+11 to MR]

Earrings Slot: N/A

Glasses Slot: **Familiar Glasses** (If you get a natural crit, you get a unique status for the next d5 turns that make bonuses that bring you to the range where you would crit, count as a crit. This has a 3 turn cooldown after being used.)

### Neck:

Necklace Slot 1: **Pendant from a Bygone Tim**e LV 1 ( P. ATK, ACC, MR, M ATK, DOD ≥ 10): If able to counter, you take no damage from the enemy if you choose to counter.

Necklace Slot 2: N/A

### Body:

Coat Slot: N/A

Overshirt: N/A

Undershirt Slot: N/A

Dress Slot: N/A

Left Arm: N/A

Bracelet Slot 1: **Strength Bracelets:** If you roll within 5 of your maximum attack, you do 1.5 times damage. (Does not work with Charged attacks)

Bracelet Slot 2: N/A

Ring Slot 1: **Fairies Hope Ring:** A Ring that used to have a fairy inhabiting it. All Stats are increased by 3, +5 to MR.

Ring Slot 2: **Substitute Gem's Ring:** [needs to be fitted] (A ring that when a gem is fitting into it, when you fall in battle, the gem will take the hit. If you fall 4 times while the gem is not fit, the ring shatters) (Catches 0 Fatal Attacks, then Gem Breaks.) (max 3.)

Weapon Slot 1: N/A

Right Arm: N/A

Bracelet Slot 3: N/A

Bracelet Slot 4: N/A

Glove/Armlet Slot 2: N/A

Ring Slot 3: N/A

Ring Slot 4: N/A

Weapon Slot 2: N/A

### Lower Body:

Belt Slot: Belt Pouch (Large)

Hip Slot 1: Sword sheath

Hip Slot 2: Sword sheath

Pants Slot: N/A

Shoes Slot: N/A

## Unequipped

*Weapons:*

Silver Shield Chain Knives + Void Metal Gun (Slotted) Void Metal Staff

**Staff of the Ice Witches Coven** <Long Staff> <Durability: 75/75>: +20 MATK A staff made of a Gredarch Metal mixture. When equipped, it can be used to float around, simulating having the [Float] Sense. This Costs 7 MR per turn to do.

**Stopped Time** <TOME, 5 Use Item> Stops enemy for d5 turns, costs 20 MR.

**Sakura Phoenix Wand:** [+5 to Fire magic, +5 to Plant magic] Sakura flowers are tied to the base of the wand, and engraved on the side is the word 'Sis.' {it's core is Phoenix.}

**Mirror Image:** <TOME> Makes a shadowy version of the muse for d5 amount of turns. Times whatever damage you do by two. The Mirror cannot be damaged unless it is a critical, then you take its critical damage, and it shatters. It costs 20 MR to use, and has a cooldown of 2 turns.

**Blue Rose Sword:** It is an ice sword that can absorb energy from attacks while blocking, and turn 1/3rd of it into damage for the next turn. (On Hand)

**Lifeforce Sword** <Bastard Sword>, <Durability: 50/50> : Damage is dependent on last number of health stat, rather than P. ATK. Damage is the last number of health, times 5. (On Hand)

**Queen’s Rose Thorn +:** +3 M ATK & +4 DOD, ATK Bonus Minor: When you fail a roll, you get +2 ATK if you use magic. ~ Piercing Bolt: Ice Magic Casted with Weapon pierces Block.

*Equipment:*

**Summer Hat:** Shields the sun from your eyes, while being worn, it prevents blindness.

**Vision Goggles <Headwear>:** Variable (maybe Flat +10ish) to find collection spots when you are hunting for them.

**Orange Backless dress;** it allows you to reroll a charisma check once per day. Obviously you have to be wearing it.

**Rivers Blight <Chestplate>**: Absorbs 1/4th damage from water magic.

**Lambent Hat <Hat>:** A hat with a little light on it. Additional Effect: 3 squares around are lit.

**Feather Boots <Shoes>**: +1 JUMP; Additional Effects: Liquid Walking

Shirt with the words “I AM THE HYPE”

Blue sun hat with a galaxy colored feather

Green Flower Dress: A dark green hand-sewn dress with blue flower patterns embroidered onto it.

**Speaker’s Robes:** (+13 M.Atk)

**Carapace Plated Prismatic Dress:** +8 ATK, +10 BLK - Special Ability: If your enemy rolls under 10, and still hits you, they are poisoned for d5 turns for d10 damage.

**The Silent:** A pair of boots that make you perfectly silent in moving. (+5 to accuracy, +5 to dodge. +5 to sneak rolls.)

*Accessories:*

Quiet Souls Ring: A ring that calms the soul. +20 Health Shield.

Shala's Necklace <Necklace>: Increases likelihood of drops from enemies.

Blurite Forged Silver Bracelets: If hit with a charge attack, and you are charging, your charge is brought up two levels immediately. Water Element, absorbs 1/4th of water attacks.

**Sapphire Earrings:** +12 Perception & +12 Accuracy with -9 MR

## Antiques

*Equipped:*

**Stylish** <Badge>: Anytime you attack, before you roll accuracy, roll your Charisma stat, if you get in the last 5 of your Charisma stat, you do a stylish attack, and do +5 Flat Damage.

**Haunt:** If knocked out in combat, and choose not to revive, the enemy that killed you will take -3 to their stats, and a -3 for every person after you. This does not stack if multiple people have this.

**Sight Boost (old):** With this item, one half of your total perception becomes a d# bonus to your accuracy.

**Something or Nothing** (ACC ≥ 30, REQ: Stylish): When you land a Stylish Hit in Combat, you gain 1 flat attack. However, if you attempt a stylish hit, and you miss, You lose all accumulated bonuses from this item.

**Rocket** <Badge>: “We’re blasting off agaaaaaiiiiiiiin!” When you KO an enemy, you can roll a d100. If you get a 90 or higher, that enemy will be removed from the fight for d5 turns, and cannot be revived during this time.

**Quick Change** <Badge> (DOD ≥ 30, ACC ≥ 30): Makes changing equipment and attacking be able to be done on the same turn.

*On Hand, but not Equipped:*

**The Allrounder** lv 2(ACC ≥ 50) <Badge>: Allows you to attack all enemies, however, you have to roll twice, lower roll is the one you take.

**Recon** <Badge>: At the start of your turn, you can pay 10 MR, and No Stamina to see an enemies Action Abilities.

**Critical Art** <Relic>: Empowers a Weaker Weapon to be able to release an «Armament Full Control Art»

**Stone of the Eternal Gambit** <Relic>: Upon combat start, roll a d100. If you get 85 or above, you do triple damage for your first successful attack.

*Unequipped:*

**Charmed, I'm sure:** Once every 7 turns, you can roll to charm an enemy, and if it is a success, they are an ally for d5 turns.

**A Globe** : An odd item only sold by Neko, allows you to freeze the enemy party in time for an amount of turns decided by a d3.

**Dodge Counter** (DOD ≥ 45) : When coming out of a dodge, if you beat the enemy's dodge by more than 15, upon your turn, you can attack twice, but your first attack is guaranteed.

**Monkey Grip Badge** <cannot use with Doublehand>: which helps you hold a two handed weapon in one hand, which would allow you to dual wield any weapon, or use a shield with any weapon.

**Aimed Shot** <Badge> (DOD ≥ 45, or ACC ≥ 45, and Ranged Weapon): You can aim at a specific part of an enemies body, with varying likelihood of success. Your accuracy stat is rolled against a predefined likelihood. If you roll more than 10 above the likelihood, you crit, but if your roll ends up more than 20 above the target number, you still fail.

**Noise Amblet** <Badge>: If you fail to talk someone down and your base rolls are not within 10 of each other, your next attack is an automatic critical hit.

**Hard Mode Badge**: Whenever you get into combat, its more brutal for you than anyone else, but the enemy is guaranteed to drop something, and upon defeating an especially tough enemy, you are guaranteed either a piece of equipment, or an antique to be your reward. When this is equipped, during combat, preface all your posts with [Hard Mode].

**Counter Clock** (1 Charges) - Once Per Combat, sets your HP back to how they were the turn before, cannot be used when you have fainted. Loses Charge After five times.

**Water Coin** (0 Charges) - You flip the coin, (d2), Heads (1), you make a water arrow that does 7 guaranteed damage. Tails (2), Summons a Wall that will take your damage during the dodging phase. If you take 60 or more damage during its use, it breaks, and must be repaired.

***Neko bell***: breaks after 4 In-Dungeon uses

## Consumable

3 Weak Revival Medicine

Purity Potion: Cleanses Body of all negative effects

Magic Tablet: +1 to Magic Rolls

1 Amulet Barrier Dust

3 Strengthening Pills

1 Night Vision cream

20 Green Pots: +20 HP

19 Blue Pots: +42 HP, +4 to MR

20 Orange Pots: +67 HP

10 High Blue Pots: +75, +8 to MR

Law: Fire Magic

Remove Law: Fire Magic

Remove Law: Ice Magic

Remove Law: Magic Attacks

Law: Passive Ability Activation

Law: Floating

## Misc

Eastern Castle Map

**High Witches's Cauldron**; A Large Steel Cauldron with large glowing Runes Carved into the sides. Creates Twice as Many Potions as a normal Cauldron

Two way Storage Box

## Other:

*Items She's picked up along the way:*

Crystal Tree stick

Sheer Ice Metal <Rarity: Ultra Rare> Effect Undocumented

Wooly Furs <3>: Additional Effect: HP+10, HP Regen 3pT.

Broken Sword

Empty potion bottle

12 Boar Meat

1 Spicy Fruit vine cutting

11 webs

12 cotton

8 daisy flowers

5 sticks

9 Sakura Flowers

*Contained within the Belt Pouch:*

**Stone Enchanted with [Appraise Lv 8]**

*Pets/Following Entities:*

Tannis (Heavenly Fox) (Lightning)

Bagel (Fire Breathing Plant) (Fire)

Fiera (Sociable Pyre Fairy/Flower Fairy) (Fire)

Ribbon (White Teratect) (Darkness Magic)

Sonata of a Lost Soul (Sword Familiar) (Cutlass)

## Trivia

Claire keeps a list of people who borrow money from her.

No one truly knows her Age, and she prefers to keep it that way.

Claire has a Soul Corridor with the Recently Hatched Hero; Hiro.

Claire's Last name was decided upon after the naming of her Sister, Clara! (Snow's Fun fact)