Boris

## Biography

Its a child version of Boris made by the ink machine at... some point. He is rather one-of-a-kind! Or at least he likes to think he is. Bendy and his brother Boris survived\* a lot of hellish situations at the studio, and once they got out they went on all sorts of adventures! And now, they are having even more at Nixden!

## Skills and Abilities

Inky Abilities:

* These abilities are the ones Boris has that relate directly to his and Bendy's Ink. If it has an (X) before the name of a given ability, It hasn't been confirmed as something that can be used.
	+ Its notable that Boris is much smarter than Bendy, and as such will usually be the one to come up with and test out new ideas.
* (Ink Manip)[Neutral element talent]
	+ Tis the basis of his Inky Abilities, and why he always has Neutral Element Talent Equipped. Both Bendy and Boris can control ink and make it into various cartoony objects and such.
* (InkProp)[Neutral Element Talent]<4-8 MR>:
	+ the user creates a statless prop that can be up to the size of themself. Small(tool or chair sized) props cost 4 MR, big ones cost 8, and they last about 3 turns.
	+ If you add another amount of MR (the same as what was used to create it) it becomes “heavy”, making it difficult to move and causing it to do double damage (using Physical attack) if somehow dropped onto an opponent (think Anvil)
* (StageCraft)[Neutral Element Talent]:
	+ Basically speaking, creates things relating to a full stage setup. There are various options, with the current ones as follows:
		- (Instant Wall)<12 MR>:
			* Creates a Stage Wall that prevents passage through a space.
			* Lasts 1d3 turns.
			* Can act as cover, and generally cannot be shot through.
			* Its notable that this was the original option, and as such Bendy also has this.
		- (Wall)<8 MR, 1 charge>:
			* Creates a Stage Wall that prevents passage through a space.
			* Lasts 1d5 turns.
			* Can act as cover, and generally cannot be shot through.
			* Multiple walls can be placed on a turn, however each individually costs 8 MR and 1 Charge to place, and they share the same d5 when deciding how long they last.
		- (X)(Facade)<6MR>:
			* Creates a Facade that prevents passage through a space
			* Can act as cover, and generally cannot be shot through.
			* Lasts until destroyed.
				+ has 1d10 HP.
			* using charge, extra Facades can be placed, with 1 charge and 6 MR per extra facade.
		- (X)(Stage)<6 MR, 1 charge>:
			* Creates a Stage, that can act as half cover or be stood upon for buffs.
			* Lasts 1d5 turns.
			* Buffs accuracy by 5 and dodge by 10 for anyone standing on it, friend or foe.
			* Can place multiple Stages by using more charge, each individually costing 1 charge and 6 MR
		- (X)(Stagelight)[Neutral Element Talent][Light Element Talent]<5MR, 1 charge>:
			* Lasts 1d6 turns
			* It has 2 options:
				+ (Stage-Fright): Debuffs an enemy stat by 1d10
				+ (Spot-Light): Buffs an Ally Stat by 1d10
			* Can be cast on a tile, but can also just exist as a light from the sky(or ceiling).
				+ When it is on a tile it requires line of sight, but can change targets and what it is doing once per turn.
				+ When it is as a "Light from the sky", it can only target one person for its duration, and cannot change effects.
		- (X)(The Band)[Neutral Element Talent][Instruments]<8 MR, 2 charge>:
			* Lasts 1d6 turns
			* Buffs a given stat for all allies by 1d14, and plays a jaunty tune in the meantime.
			* It can be targeted, having one half of the caster's current MR as it's health pool, to end the song and buffs early.
			* On a grid, it takes up two spaces, and prevents passage, though it cannot act as cover.
* (InkBlot)[Neutral Element Talent]<6 MR>:
	+ Blinds for 1d7 turns by physically covering the target's eyes in a weirdly sticky ink.
* (X)(Vaultrap)[Neutral Element Talent]<8 MR, 1 Charge>:
	+ Creates a circle of ink on a tile that lasts 1d5 turns and is invisible to enemies.
	+ pushes enemies or allies that step on it up to 3 spaces away, once per turn.
	+ Can be charged more to add 1 extra possible spaces pushed away per extra charge time, up to 7 total spaces.
* (Ink Slick)[Neutral Element Talent]<12 MR>
	+ Creates a 1 by 3 area of [Inky Terrain] for 1d5 turns.
		- It takes Enemies 2 movement to move from a tile of [Inky Terrain] to another tile.
		- It takes allies 0 movement to move from a tile of [Inky Terrain] to another tile.
		- A Tile of [Inky Terrain] can be consumed in place of 1 charge for other Inky Abilities, so long as the relevant ability effects the tile or something on it in some way.
* (X)(Inky Restraint)[Neutral element Talent]<4 MR>
	+ cuffs rise out of a tile of [Inky terrain], attempting to restrain whomsoever is on the tile for the remainder of the [Inky Terrain]'s duration.
	+ uses MR in place of accuracy due to most of the accuracy being due to the person being on the tile.

Recovery magic:

* Heal: Heals HP+25%. Costs 10 MR.
* Shell: Creates an HP shield designed to absorb magical attacks for 1d5+5 turns. Roll Current MR and add 30 for the shield health.
* Protect: the exact same thing as shell, but for physical attacks.

	+ Passive: Holy Aura: Randomly recover HP at the start of a turn. Roll a d100. If you get your range of Luck below 100, ie if your Luck is 20, you need to get 80 or above,  you are fully healed.

## Equipped Items

* Head:
* Hat Slot: Green Beret <Hat> <Durability: 25/25>: +9 DOD, Additional Effect: Block Arrow
* Earring Slot 1
* Earring Slot 2
* Back: small Backpack (Size 16)
* Coat Slot: White Robe <Durability: 20/20>: Effect: Half Damage from Elementals; Skill: White Mage: Turbo MP(300)
* Overshirt Slot: Beginner's Clothing: Outerwear (2 less incoming Damage)
* Undershirt Slot: ChainMail: +20 Block
* Left Arm:
* Bracelet Slot 1: Resurrection Bracelet
* Bracelet Slot 2
* Bracelet Slot 3: Boris's Bracelet (10/10): +10 Block
* Bracelet Slot 4: Anti-control-circuit Bracelet
* Ring Slot 4
* Weapon Slot 2: Golden Tree Staff <Two-Handed> <40/50 Durability> <Max Damage: 15>: +19MR; Additional Effect: MR Recovery upon Durability lost.
	+ A staff who’s end is shaped like an ornate tree.
	+ There are runes on it that say “To hold the magic of the world”, but neither Boris nor the GUI can actually read them.
* Pants Slot: Beginner’s Clothing: Pants (2 less incoming Damage)
* Leggings Slot:
* Shoes Slot: Beginner’s Clothing: Boots (5 DOD)

## Unequipped

* Beginner Stick <Two Handed>: DOD + 10
* Beginner Wand <One Handed>: M. ATK + 5, MR + 5

## Antiques

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

## Consumable

* Anti Law Cards:
	+ Target Area
	+ Possession
* Restoration:
	+ (3)Charm Potion: A Charm Resistance Potion that lasts d7 turns.
	+ (4)Blue Potion: Heals 60 HP, and restores 10 MR.
	+ (2)MR Potion: **Restores** +30% MR
	+ (1)Revival Medicine: **Restores** HP+20% at 0 HP and Awakens

## Misc

* 11,750 VC
* 9 Volcanic Resort Prize Tickets
* 30 frames of animation
* 5 pieces of paper

## Trivia

* Boris can play multiple instruments due to the role of his original concept.
* Boris had to "grow up" rather early in his life due to having so many traumatic things happen in his life, including dying once by the hands of an iteration of Alice Angel. Though, Mostly, He grew up so Bendy wouldnt have to.
* Boris has become very good at comforting people without saying anything on account of having to comfort Bendy while being \*incredibly quiet\* while at the studio, and beyond this because he used to not have a voice in the first place.
* \*Boris died back at the studio, and Bendy brought him back in an even more inky body, but lets not think about that too hard alright?
* Technically speaking the brothers are bound to each other in a way similar to soul-binding because of the whole "death and revival" thing Boris went through. Boris and Bendy both become rather tired and uncomfortable when kept too far apart for too long as a result of this, though exact details are unknown.