Solidarity: Tortures of the Mind [Profile Thread]
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Solidarity: Tortures of the Mind [Profile Thread]
~ Plot ~
We all look into ourselves for how we want to act. We are all heretically sinful and greedy, thinking innately only of ourselves. Altruism is not easy to come by, and the scientists from B.A.B.Y.L.O.N. knew this, and chose to exploit it for their own measures.
Four people were chosen to participate in a social experiment designed to make and break limits set by mortal morals and primal instinct. They were given a simple task: to escape from the prison that held them captive. Their reward: riches beyond their wildest dreams. Many have attempted this for many reasons, yet we have yet to see one successfully complete the requirements. The name of this particular endeavor was dubbed Project Ouroburos, its real goal to create super soldiers that were mostly immortal and non-biological, yet retaining superior intelligence that could be controlled. Many have tried and tried again to escape yet none have succeeded as of yet. Will these be the first, or will they succumb to the inner terror that lies within their fading humanity?
Solidarity: Tortures of the Mind
-----~---~---~-----
~ Profile Template ~
We all look into ourselves for how we want to act. We are all heretically sinful and greedy, thinking innately only of ourselves. Altruism is not easy to come by, and the scientists from B.A.B.Y.L.O.N. knew this, and chose to exploit it for their own measures.
Four people were chosen to participate in a social experiment designed to make and break limits set by mortal morals and primal instinct. They were given a simple task: to escape from the prison that held them captive. Their reward: riches beyond their wildest dreams. Many have attempted this for many reasons, yet we have yet to see one successfully complete the requirements. The name of this particular endeavor was dubbed Project Ouroburos, its real goal to create super soldiers that were mostly immortal and non-biological, yet retaining superior intelligence that could be controlled. Many have tried and tried again to escape yet none have succeeded as of yet. Will these be the first, or will they succumb to the inner terror that lies within their fading humanity?
Solidarity: Tortures of the Mind
-----~---~---~-----
~ Profile Template ~
- Code:
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Level:[/b]
[b]Next Level:[/b]
[b]Appearance:[/b]
[b]Profession:[/b]
[b]Weapon:[/b]
[b]Armor:[/b]
[b]Accessory:[/b]
[b]A-Ability:[/b]
[b]+ Skill #1:[/b]
[b]+ Skill #2:[/b]
[b]R-Ability:[/b]
[b]S-Ability:[/b]
[b]X-Ability:[/b]
[b]~ Stats ~[/b]
[b]HP:[/b]
[b]MP:[/b]
[b]Atk:[/b]
[b]Def:[/b]
[b]Int:[/b]
[b]Spr:[/b]
[b]Critical:[/b]
[b]Evasion:[/b]
[b]Movement:[/b]
[b]X Gauge:[/b]
[b]Skill Points:[/b]
[b]Upgrade Points:[/b]
Last edited by Gist on Sun May 25, 2014 1:46 pm; edited 2 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Solidarity: Tortures of the Mind [Profile Thread]
~ Floor Log ~
I'll get to this soon
~ Soundtrack Library ~
Soon I promise.
I'll get to this soon
~ Soundtrack Library ~
Soon I promise.
Last edited by Gist on Thu May 22, 2014 6:59 pm; edited 1 time in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
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Re: Solidarity: Tortures of the Mind [Profile Thread]
~ Inventory ~
Alpha Fiasco
Consumable Items
Potion 2x - Heals 10 HP upon use. Range: Self or Adjacent Cell.
Amphetamine 2x - Heals 30% Max HP and MP upon use. Range: 3 Cells.
Ether 1x - Heals 5 MP upon use. Range: Self or Adjacent Cell.
Key 1x - Opens a targed Locked Container. Range: Adjacent Cell.
Equipment Items
None.
Material Items
Green Gem - A gemstone that glints in the light. Is it worth anything?
Bronze Horn - The horn of a felled beast; it seems to shine even without a source of light, and is almost the color of gold.
Beta Fiasco
Consumable Items
Potion 3x - Heals 10 HP upon use. Range: Self or Adjacent Cell.
Ether 1x - Heals 5 MP upon use. Range: Self or Adjacent Cell.
Key 1x - Opens a targed Locked Container. Range: Adjacent Cell.
Equipment Items
None.
Material Items
Torn Page 2x - A page ripped from a foreign, forgotten tome. Try as you may, you just cannot decipher what secrets might have been recorded on it...
Alpha Fiasco
Consumable Items
Potion 2x - Heals 10 HP upon use. Range: Self or Adjacent Cell.
Amphetamine 2x - Heals 30% Max HP and MP upon use. Range: 3 Cells.
Ether 1x - Heals 5 MP upon use. Range: Self or Adjacent Cell.
Key 1x - Opens a targed Locked Container. Range: Adjacent Cell.
Equipment Items
None.
Material Items
Green Gem - A gemstone that glints in the light. Is it worth anything?
Bronze Horn - The horn of a felled beast; it seems to shine even without a source of light, and is almost the color of gold.
Beta Fiasco
Consumable Items
Potion 3x - Heals 10 HP upon use. Range: Self or Adjacent Cell.
Ether 1x - Heals 5 MP upon use. Range: Self or Adjacent Cell.
Key 1x - Opens a targed Locked Container. Range: Adjacent Cell.
Equipment Items
None.
Material Items
Torn Page 2x - A page ripped from a foreign, forgotten tome. Try as you may, you just cannot decipher what secrets might have been recorded on it...
Last edited by Gist on Sat Sep 27, 2014 2:56 pm; edited 4 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Solidarity: Tortures of the Mind [Profile Thread]
~ Enemy Profiles ~
Alpha Fiasco
Name: Arco
Venemous Sludge [INT BA, Range 3][BA On Hit: Poison] [Silencer]
Silencer: This Unit prevents all enemy INT based A-Skills from being executed.
Level: 8
A-Ability: Sheer Pollution
+ Fresh Scent: An uninfected being has come into sense. Time to roll. Moves 3 Cells, leaving behind Sludge Cells in its path. May pass through Occupied Cells, turning them into Sludge Cells as well. No Damage. Range: 3 Cells. Element: Dark. 16 MP.
Sludge Cells - denoted { }. Bestows Poison for 2 turns if Passed Through or if Occupied for any amount of time. If an Occupant is already Poisoned, their Poison has a chance of being upgraded to Severe Poison.
+ Vile Expulsion: A yellow liquid spews from an orifice on the sludge. Be warned, it hurts. 150% INT Damage. Interrupts all continuously-casted A-Skills and dispels all buffs. Range: 3 Cells. Element: Dark. 20 MP.
+ Lingering Taint: That disgusting feeling one gets when they touch something they shouldn’t have… No damage. Chance of Poison (Mod. +1). Chance of Taint (Mod. +1). Range: All Enemies. Element: Dark. 16 MP. Targets may only be affected if they have taken Damage during the current battle.
R-Ability: Divide: Upon death, splits into 3 immobile Blobs (Stats: 20/0/0/4/0/4/0/0/0). After 3 turns, any living Blobs combine and revive the User for [33% x {number of live Blobs}]% Max HP. This ability may only activate once per battle.
S-Ability: + Slick Reprieve: All damage that the User would suffer as the result of Poison or Burn heals the User instead.
E-Trigger: None.
HP: 60
MP: 90
Atk: 4
Def: 5
Int: 13
Spr: 7
Critical: 4%
Evasion: 6%
Movement: 2 Cells
See above for all others.
Beta Fiasco
None yet.`
Alpha Fiasco
Name: Arco
Venemous Sludge [INT BA, Range 3][BA On Hit: Poison] [Silencer]
Silencer: This Unit prevents all enemy INT based A-Skills from being executed.
Level: 8
A-Ability: Sheer Pollution
+ Fresh Scent: An uninfected being has come into sense. Time to roll. Moves 3 Cells, leaving behind Sludge Cells in its path. May pass through Occupied Cells, turning them into Sludge Cells as well. No Damage. Range: 3 Cells. Element: Dark. 16 MP.
Sludge Cells - denoted { }. Bestows Poison for 2 turns if Passed Through or if Occupied for any amount of time. If an Occupant is already Poisoned, their Poison has a chance of being upgraded to Severe Poison.
+ Vile Expulsion: A yellow liquid spews from an orifice on the sludge. Be warned, it hurts. 150% INT Damage. Interrupts all continuously-casted A-Skills and dispels all buffs. Range: 3 Cells. Element: Dark. 20 MP.
+ Lingering Taint: That disgusting feeling one gets when they touch something they shouldn’t have… No damage. Chance of Poison (Mod. +1). Chance of Taint (Mod. +1). Range: All Enemies. Element: Dark. 16 MP. Targets may only be affected if they have taken Damage during the current battle.
R-Ability: Divide: Upon death, splits into 3 immobile Blobs (Stats: 20/0/0/4/0/4/0/0/0). After 3 turns, any living Blobs combine and revive the User for [33% x {number of live Blobs}]% Max HP. This ability may only activate once per battle.
S-Ability: + Slick Reprieve: All damage that the User would suffer as the result of Poison or Burn heals the User instead.
E-Trigger: None.
HP: 60
MP: 90
Atk: 4
Def: 5
Int: 13
Spr: 7
Critical: 4%
Evasion: 6%
Movement: 2 Cells
See above for all others.
Beta Fiasco
None yet.`
Last edited by Gist on Thu May 22, 2014 11:06 pm; edited 3 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Solidarity: Tortures of the Mind [Profile Thread]
~ Inflictionary ~
((All credit goes to Shadow; the reason I didn't link it to the post on ZEJ is because of convenience. Used by permission of Shadow))
Addle ~ Cannot use Abilities for 3 Turns.
Apathy ~ MP cannot be Restored for 3 Turns.
Armor Break ~ Armor Equipment is Nullified for the duration of the Battle.
Airborne ~ Passes through Special Cells and Nature Cells, it is also Set with Null Earth and Vulnerable Wind for 3 Turns.
Berserk ~ Atk Stat is Increased by 100%, but Def Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.
Blind ~ Abilities and Basic Attacks have 50% Chance of Missing for 3 Turns.
Blood Loss ~ 25% Max HP Damage is added to the Base Damage taken. Damage Modifier.
Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is Increased by 100% if Vulnerable Fire. Instantly Alleviated with Water or Ice Elemental Basic Attacks or Abilities.
--- Severe Burn ~ 12% Max HP Damage every Turn for 5 Turns. Effect Damage is Increased by 3% Every Turn. Damage is Increased by 100% if Vulnerable Fire. Instantly Downgraded to Burn with Water or Ice Elemental Basic Attacks or Abilities.
Center of Attention ~ Enemy / Neutral Characters can only Target the Afflicted for 3 Turns with Damaging/Status Abilities or Basic Attacks.
Cloak ~ Cannot be detected by Enemy / Neutral Characters for 3 Turns.
Confusion ~ 33.33% Chance of hitting Self/Ally/Enemy for 3 Turns. Alleviated with Physical Damage.
Covered ~ Damage is directed to a Covering Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.
Covering ~ Takes Damage for a Covered Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.
Critical ~ Automatic Status triggered by having 25% Max HP or less.
DeProtect ~ Physical Total Damage received is Increased by 100% for 3 Turns.
DeShell ~ Magical Total Damage received is Increased by 100% 3 Turns.
Drown ~ Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.
Doom ~ Instant Death after 5 Turns.
Frail ~ HP cannot be Recovered for 3 Turns.
Freeze ~ Cannot execute Act Commands or Move Commands, and Damage received is Increased by 100% for 3 Turns. Duration is Increased by 2 Turns if Vulnerable Ice. Alleviated with Fire-Elemental Hits.
Haste ~ Available Act Actions and Move Actions per Turn are Increased by 1 for 3 Turns.
Health Regeneration ~ 15% Max HP Recovery every Turn for 5 Turns.
Health Sap ~ 15% Max HP Damage every Turn for 5 Turns.
Hustle ~ Available Act or Move Commands per Turn are Increased by 1 for 3 Turns.
Immobilize ~ Move Commands are restricted for 3 Turns.
Immune ~ Immune to Status Conditions for 3 Turns.
Infatuate ~ Treats Allies as Enemies and Attacks them until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.
Instant Death ~ Immediate KO Status. Bypasses Abilities, Effects and Bonuses involving HP reaching 0.
Intangible ~ Physical Abilities and Basic Attacks have 100% Chance of Missing (Overrides Sure Hits), but Magical Abilities and Basic Attacks have their Total Damage Increased by 100% for 3 Turns.
Invincible ~ HP cannot be Decreased by any means for 2 Turns.
KO ~ Self Explanatory.
Magic Loss ~ 25% Max MP Damage is added to the Base Damage taken. Damage Modifier.
Mana Flow ~ Doubles the Effectiveness of Cycle Mana for 3 Turns.
Mana Leak ~ 10% Max MP Damage every Turn for 5 Turns.
Mana Regeneration ~ 10% Max MP Recovery every Turn for 5 Turns.
Oblivion ~ Immediately Removed from the Battlefield.
Pain ~ Physical OR Magical Abilities have a Charge Use/Cast Time of +1 Turn, depending on the type of the afflicted Target.
Paralyze ~ Cannot execute Act Commands for 3 Turns.
Petrify ~ Cannot Act or Move for 3 Turns, but Total Damage received is Decreased by 50%. Instant Death by Critical Hit.
Poison ~ 12% Max HP Damage every Turn for 3 Turns.
--- Severe Poison ~ 16% Max HP Damage every Turn for 3 Turns.
Protect ~ Physical Total Damage received is Decreased by 50% for 3 Turns.
Purification ~ Total Damage received is Increased by 100%, Damage inflicted is converted to HP Recovery, and the Effectiveness of HP / MP Recovery is Increased by 100% for 3 Turns. Can only Target Enemies.
Rage ~ Int Stat is Increased by 100%, but Spr Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.
Reciprocation ~ Afflicted receives 50% Total Damage the Inflicter receives, and viceversa for 3 Turns. Effect does not include itself.
Reverse ~ Damage dealt and received is converted to Recovery and viceversa for 3 Turns.
Scramble ~ Available Act Commands (Except S and X-Abilities) are randomized for 3 Turns.
Seal ~ Prevents the execution of any Command for 3 Turns. Alleviated ONLY by specialized Items and Abilities, or a Trigger Command.
Shell ~ Magical Total Damage received is Decreased by 50% for 3 Turns.
Sleep ~ Cannot Act or Move for 3 Turns, and every Hit is a Sure Critical Hit. Alleviated with Physical Damage.
Slow ~ Can execute only 1 Command (Act / Move / Wait) per Turn for 3 Turns.
Spasm ~ 50% Chance of an Act Command being Cancelled.
Stasis ~ Cannot execute Act or Move Commands for 3 Turns.
Stop ~ Turns are Skipped for 3 Turns.
Taint ~ 12% Max MP Damage every Turn for 3 Turns.
Unconscious ~ Automatic Status triggered by having less than 0% Max MP, it is treated like KO. Recovers 5% Max MP per Turn. Alleviated by Current MP > 0.
Weapon Break ~ Weapon Equipment is Nullified for the duration of the Battle.
Warp ~ Can Warp to Any Cell instead of conducting a Movement Action for 3 Turns.
Weak ~ Max HP and MP are Decreased by 15% for 3 Turns. Can Stack up to 3 Times.
Wither ~ 2 Random Stats (Physical / Magical) are Decreased by 50% for 3 Turns.
Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Alleviated with HP Recovery.
Zombie ~ Afflicted gains [Vulnerable Light] and HP Recovery is converted to HP Damage for 3 Turns.
((All credit goes to Shadow; the reason I didn't link it to the post on ZEJ is because of convenience. Used by permission of Shadow))
Addle ~ Cannot use Abilities for 3 Turns.
Apathy ~ MP cannot be Restored for 3 Turns.
Armor Break ~ Armor Equipment is Nullified for the duration of the Battle.
Airborne ~ Passes through Special Cells and Nature Cells, it is also Set with Null Earth and Vulnerable Wind for 3 Turns.
Berserk ~ Atk Stat is Increased by 100%, but Def Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.
Blind ~ Abilities and Basic Attacks have 50% Chance of Missing for 3 Turns.
Blood Loss ~ 25% Max HP Damage is added to the Base Damage taken. Damage Modifier.
Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is Increased by 100% if Vulnerable Fire. Instantly Alleviated with Water or Ice Elemental Basic Attacks or Abilities.
--- Severe Burn ~ 12% Max HP Damage every Turn for 5 Turns. Effect Damage is Increased by 3% Every Turn. Damage is Increased by 100% if Vulnerable Fire. Instantly Downgraded to Burn with Water or Ice Elemental Basic Attacks or Abilities.
Center of Attention ~ Enemy / Neutral Characters can only Target the Afflicted for 3 Turns with Damaging/Status Abilities or Basic Attacks.
Cloak ~ Cannot be detected by Enemy / Neutral Characters for 3 Turns.
Confusion ~ 33.33% Chance of hitting Self/Ally/Enemy for 3 Turns. Alleviated with Physical Damage.
Covered ~ Damage is directed to a Covering Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.
Covering ~ Takes Damage for a Covered Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.
Critical ~ Automatic Status triggered by having 25% Max HP or less.
DeProtect ~ Physical Total Damage received is Increased by 100% for 3 Turns.
DeShell ~ Magical Total Damage received is Increased by 100% 3 Turns.
Drown ~ Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.
Doom ~ Instant Death after 5 Turns.
Frail ~ HP cannot be Recovered for 3 Turns.
Freeze ~ Cannot execute Act Commands or Move Commands, and Damage received is Increased by 100% for 3 Turns. Duration is Increased by 2 Turns if Vulnerable Ice. Alleviated with Fire-Elemental Hits.
Haste ~ Available Act Actions and Move Actions per Turn are Increased by 1 for 3 Turns.
Health Regeneration ~ 15% Max HP Recovery every Turn for 5 Turns.
Health Sap ~ 15% Max HP Damage every Turn for 5 Turns.
Hustle ~ Available Act or Move Commands per Turn are Increased by 1 for 3 Turns.
Immobilize ~ Move Commands are restricted for 3 Turns.
Immune ~ Immune to Status Conditions for 3 Turns.
Infatuate ~ Treats Allies as Enemies and Attacks them until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.
Instant Death ~ Immediate KO Status. Bypasses Abilities, Effects and Bonuses involving HP reaching 0.
Intangible ~ Physical Abilities and Basic Attacks have 100% Chance of Missing (Overrides Sure Hits), but Magical Abilities and Basic Attacks have their Total Damage Increased by 100% for 3 Turns.
Invincible ~ HP cannot be Decreased by any means for 2 Turns.
KO ~ Self Explanatory.
Magic Loss ~ 25% Max MP Damage is added to the Base Damage taken. Damage Modifier.
Mana Flow ~ Doubles the Effectiveness of Cycle Mana for 3 Turns.
Mana Leak ~ 10% Max MP Damage every Turn for 5 Turns.
Mana Regeneration ~ 10% Max MP Recovery every Turn for 5 Turns.
Oblivion ~ Immediately Removed from the Battlefield.
Pain ~ Physical OR Magical Abilities have a Charge Use/Cast Time of +1 Turn, depending on the type of the afflicted Target.
Paralyze ~ Cannot execute Act Commands for 3 Turns.
Petrify ~ Cannot Act or Move for 3 Turns, but Total Damage received is Decreased by 50%. Instant Death by Critical Hit.
Poison ~ 12% Max HP Damage every Turn for 3 Turns.
--- Severe Poison ~ 16% Max HP Damage every Turn for 3 Turns.
Protect ~ Physical Total Damage received is Decreased by 50% for 3 Turns.
Purification ~ Total Damage received is Increased by 100%, Damage inflicted is converted to HP Recovery, and the Effectiveness of HP / MP Recovery is Increased by 100% for 3 Turns. Can only Target Enemies.
Rage ~ Int Stat is Increased by 100%, but Spr Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.
Reciprocation ~ Afflicted receives 50% Total Damage the Inflicter receives, and viceversa for 3 Turns. Effect does not include itself.
Reverse ~ Damage dealt and received is converted to Recovery and viceversa for 3 Turns.
Scramble ~ Available Act Commands (Except S and X-Abilities) are randomized for 3 Turns.
Seal ~ Prevents the execution of any Command for 3 Turns. Alleviated ONLY by specialized Items and Abilities, or a Trigger Command.
Shell ~ Magical Total Damage received is Decreased by 50% for 3 Turns.
Sleep ~ Cannot Act or Move for 3 Turns, and every Hit is a Sure Critical Hit. Alleviated with Physical Damage.
Slow ~ Can execute only 1 Command (Act / Move / Wait) per Turn for 3 Turns.
Spasm ~ 50% Chance of an Act Command being Cancelled.
Stasis ~ Cannot execute Act or Move Commands for 3 Turns.
Stop ~ Turns are Skipped for 3 Turns.
Taint ~ 12% Max MP Damage every Turn for 3 Turns.
Unconscious ~ Automatic Status triggered by having less than 0% Max MP, it is treated like KO. Recovers 5% Max MP per Turn. Alleviated by Current MP > 0.
Weapon Break ~ Weapon Equipment is Nullified for the duration of the Battle.
Warp ~ Can Warp to Any Cell instead of conducting a Movement Action for 3 Turns.
Weak ~ Max HP and MP are Decreased by 15% for 3 Turns. Can Stack up to 3 Times.
Wither ~ 2 Random Stats (Physical / Magical) are Decreased by 50% for 3 Turns.
Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Alleviated with HP Recovery.
Zombie ~ Afflicted gains [Vulnerable Light] and HP Recovery is converted to HP Damage for 3 Turns.
Last edited by Gist on Thu May 22, 2014 7:30 pm; edited 3 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Solidarity: Tortures of the Mind [Profile Thread]
it burrrrrrrns
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Solidarity: Tortures of the Mind [Profile Thread]
Name: Telvren Nas'thal-ix
Gender: Male
Age: 19
Level: 8
Next Level: 2/24
Affiliation: AF
Appearance:
Profession: Shaman - With a wealth of knowledge regarding the spirits of the past, the one who claims this profession gives his life to said spirits, allowing him to channel their power in order to achieve new heights of existence which threaten to devastate the opposition. (Life Exchange)
*Life Exchange: Offers one's own blood to one's familiar spirits to unleash new abilities. Abilities vary depending on the user's current weapon. Special abilities are used in place of a basic attack and consume an Act action.
Weapon: Playful Wisps - Essences of playful spirits that deign not exact too much violence on those undeserving of such pain. (Damage: INT)(Range: 3 cells)
---Innocent Dance: Flutters about an enemy's head to dazzle them. No damage. Range: 3 cells. Chance of Confusion. 6 HP.
---Protection: Commands spirits to enter a defensive formation. Bestows Protect. Range: Self. 5 HP.
Armor: Terra Cloak - Old cloak said to be forged from the dirt of a faraway barren wasteland.
Accessory: Aurora Necklace - A necklace with jewels representing every color of life one can see. It makes the wearer feel omniscient. [+10 MP, +10% INT]
A-Ability: Strength of Ages:
+Avatar State: Unleashes a mighty burst of mana around oneself in an attempt to break one's own body apart, readying it to be consumed and possessed by an ancient spirit. Primes user for Channeling. Range: Self. 2 MP.
+Channel - Vuur: Calls forth the blazing spirit of fury giving one the power to command the flames at will unleashing an inferno of rage upon the opposition. Enters Vuur Avatar State. While channeling Vuur, INT is increased by 10%. Must be primed for Channeling. Range: Self. 4 MP.
---Incant: Aansteek: Unleashes a torrent of embers that cling to foes to burn them while making them more susceptible to the heat of the flames. No damage. Range: 2 layers of surrounding cells. Chance of Burn. Target Fire Resist -50%. 10 MP.
---Unleash: Veldbrand: Sets the battlefield ablaze with a feral, all-consuming fire that doesn't cease until it has tasted the bones of the enemies and withered them all to ash. 140% Int Dmg. Range: All enemies. 18 MP. Chance of Severe Burn. Fire elemental.
+Channel - Weerlig: Calls forth a spirit who hones its destructive prowess, striking fast and quick giving one the power to do the same, landing precise assaults upon the opposition. Enters Weerlig Avatar State. While channeling Weerlig, the user has permanent Sure Hit which cannot be dispelled by any means. Must be primed for Channeling. Range: Self. 10 MP.
---Incant: Skok Veld: Focuses static electricity around oneself and forces it to move, generating a force field of shocking force that repels projectile attacks while shocking those who are close enough. Repels all projectile-like ranged attacks back at the attackers. Enemies in surrounding cells take 100% Int Lightning Dmg and have a chance of becoming paralyzed for each turn they remain in a cell surrounding the user. Range: Self. 10 MP.
---Unleash: Oplewing: Charges an immense array of electricity, forming a circle through which it cycles again and again growing more and more powerful, drawing in more and more electricity before the user detonates it causing it to fire a massive ray of electrical discharge. 100% Int Dmg. Range: Straight line, one direction. Can be charged up to 3 times, each charge garnering 20% more damage. Charging doesn't take up an act action, and neither does detonation. Arrays automatically detonate upon reaching maximal charge. 8/10/12/14 (varies by charge) MP. Lightning elemental.
+Channel - Upepo: Calls forth a liberated spirit of the gales giving one the power to ascend to a higher state of freedom, manipulating the flowing winds and bending them to one's will. Enters Upepo Avatar State. While channeling Upepo, the user gains permanent Haste which cannot be dispelled by any means. Must be primed for Channeling. Range: Self. 16 MP.
---Incant: Kuinua: Stirs the gentlest of breezes to bolster the body and spirit, enhancing movement and reaction time, elevating both to new heights. Bestows Veil. Increases Move by 2 cells. Range: Self. 10 MP.
---Unleash: Kimbunga: Enrages the zephyrs to form a giant twisting maelstrom that ravages the battlefield, tearing up property and leaving naught but destruction and devastation in its wake. 180% Int Dmg. Range: All enemies. Destroys inanimate objects and litters the field with Rubble cells. 18 MP. Wind elemental.
+Channel - Mwanga: Calls forth a righteous spirit of the brightest light giving one the power to exact justice upon the foolish villains of this world in place of those who cannot defend themselves. Enters Mwanga Avatar State. When channeling Mwanga, enemies that attack the user have a 25% chance of becoming Blinded. Must be primed for Channeling. Range: Self. 12 MP.
---Incant: Ufunuo: The light suffuses all and banishes evil ailments from the bodies of those who seek nothing but the best for the world, granting them the ability to fight on uninhibited. Removes all negative status effects. Range: All allies. 24 MP.
---Unleash: Kubwa Mapenzi: From the heavens descends a marvelous radiance known not by anyone in the mortal realm, and with the coming of this otherwordly brilliance, great alleviation to the vicious wounds possessed by the righteous also deigns unveil itself. 200% Int HP Recovery. Range: Single target. 16 MP.
+Channel - Barafu: Calls forth a frozen spirit of the most frigid ice to spread its arctic touch across the lands, tainting the flowers of the field with frost and causing flakes of the purest snow to settle. Enters Barafu Avatar State. When channeling Barafu, enemies in a 3 cell radius of the user have a 25% chance of becoming afflicted with Frostbite. Enemies that have the Frostbite status become instantly Frozen if hit with an attack of the Ice element. Must be primed for Channeling. Range: Self. 10 MP.
---Incant: Mzunguko: The frost sways and streams around an enemy to form a ring of ice crystals that shred the target constantly over time. 70% Int Dmg. Range: 3 cells. Damage persists for 3 turns after initial use. Chance of Bleeding each time the foe is damaged. 19 MP. Ice elemental.
---Unleash: Dhoruba Waliohifadhiwa: Instantly lowers the temperature of the air to that of subzero levels, instantly shrouding everything in ice the first turn, and in the next turn, the ice condenses, expands, and explodes. Takes 2 turns to use. Applies Frostbite to all enemies the first turn guaranteed. Deals 240% Int Dmg the second turn. Range: All enemies. 18 MP. Ice elemental.
R-Ability: Essence of Life - Whenever this unit uses MP to cast a skill, the user gains Regen status for 5 turns which cannot be refreshed or extended by any means.
B-Ability: None.
S-Ability: Writ of Blood - This unit recovers MP equal to double the amount of any self-inflicted HP damage taken.
E-Trigger: Ancestral Might - Reenters current Avatar State with innate effects attached to said Avatar State being doubled or amplified. 3 turn duration. Damage dealt in Avatar State +20% for the duration.
D-Ability: Will of the Ancients (Earth) - From within the veins of the planet, the remnants of past life giving energy to our world erupt and hemorrhage, unleashing torrents of lost spirits into the skies, darkening it with a ghoulish canvas. The spirits use their powers of the past to whip up the elements to sunder the earth creating a massive cataclysm which one can only pray to live through. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Slow and Paralysis.
Stats:
HP: 30
MP: 45 (+10 from Aurora Necklace)
Atk: 1 (+0 from Playful Wisps)
Def: 6 (+0 from Terra Cloak)
Int: 11 (+1 from Playful Wisps)(+1 from Aurora Necklace)
Spr: 7 (+1 from Terra Cloak)
Critical: 7%
Evade: 14%
Movement: 2 cells (+0 from Shaman profession)
X-Gauge: 0/10
Skill Points: 0
Upgrade Points: 1
Upgrade Log:
Gender: Male
Age: 19
Level: 8
Next Level: 2/24
Affiliation: AF
Appearance:
- Spoiler:
- Rather short for a guy only claiming a height of 5'7", Telvren is a rather lean fellow possessing long legs and surprising agility. Possessing an olive complexion and flawless skin, painted with crimson markings--two blood red triangles beneath his eyes, a wavy line across his forehead, and two arcs marking the outer curves of his face--he wears a mask that he typically keeps pulled up out of his face, resting on his head at an angle, gently resting on his short, lustrous silver hair. The mask is white in color and portrays the visage of an ancestral spirit with cut out eye sockets and more crimson markings on the cheeks and forehead. His eyes are a creamy brown that seems to have a dull gleam in the light. He never smiles, and his face is set in a permanent frown, or at least it's permanent as far as anyone else is concerned. His clothes are a combination of different torn, dark green garments wrapped expertly around his thin torso and around his nice waist going down to his knees. Over top that, he wears several scarves, silver in color, and many belts and straps holding vials and small booklets. And over top all of that, he wears a cloak, earthen brown in hue and slightly frayed at the hem. He typically goes around barefoot, not particularly caring for shoes at all.
Profession: Shaman - With a wealth of knowledge regarding the spirits of the past, the one who claims this profession gives his life to said spirits, allowing him to channel their power in order to achieve new heights of existence which threaten to devastate the opposition. (Life Exchange)
*Life Exchange: Offers one's own blood to one's familiar spirits to unleash new abilities. Abilities vary depending on the user's current weapon. Special abilities are used in place of a basic attack and consume an Act action.
Weapon: Playful Wisps - Essences of playful spirits that deign not exact too much violence on those undeserving of such pain. (Damage: INT)(Range: 3 cells)
---Innocent Dance: Flutters about an enemy's head to dazzle them. No damage. Range: 3 cells. Chance of Confusion. 6 HP.
---Protection: Commands spirits to enter a defensive formation. Bestows Protect. Range: Self. 5 HP.
Armor: Terra Cloak - Old cloak said to be forged from the dirt of a faraway barren wasteland.
Accessory: Aurora Necklace - A necklace with jewels representing every color of life one can see. It makes the wearer feel omniscient. [+10 MP, +10% INT]
A-Ability: Strength of Ages:
+Avatar State: Unleashes a mighty burst of mana around oneself in an attempt to break one's own body apart, readying it to be consumed and possessed by an ancient spirit. Primes user for Channeling. Range: Self. 2 MP.
+Channel - Vuur: Calls forth the blazing spirit of fury giving one the power to command the flames at will unleashing an inferno of rage upon the opposition. Enters Vuur Avatar State. While channeling Vuur, INT is increased by 10%. Must be primed for Channeling. Range: Self. 4 MP.
---Incant: Aansteek: Unleashes a torrent of embers that cling to foes to burn them while making them more susceptible to the heat of the flames. No damage. Range: 2 layers of surrounding cells. Chance of Burn. Target Fire Resist -50%. 10 MP.
---Unleash: Veldbrand: Sets the battlefield ablaze with a feral, all-consuming fire that doesn't cease until it has tasted the bones of the enemies and withered them all to ash. 140% Int Dmg. Range: All enemies. 18 MP. Chance of Severe Burn. Fire elemental.
+Channel - Weerlig: Calls forth a spirit who hones its destructive prowess, striking fast and quick giving one the power to do the same, landing precise assaults upon the opposition. Enters Weerlig Avatar State. While channeling Weerlig, the user has permanent Sure Hit which cannot be dispelled by any means. Must be primed for Channeling. Range: Self. 10 MP.
---Incant: Skok Veld: Focuses static electricity around oneself and forces it to move, generating a force field of shocking force that repels projectile attacks while shocking those who are close enough. Repels all projectile-like ranged attacks back at the attackers. Enemies in surrounding cells take 100% Int Lightning Dmg and have a chance of becoming paralyzed for each turn they remain in a cell surrounding the user. Range: Self. 10 MP.
---Unleash: Oplewing: Charges an immense array of electricity, forming a circle through which it cycles again and again growing more and more powerful, drawing in more and more electricity before the user detonates it causing it to fire a massive ray of electrical discharge. 100% Int Dmg. Range: Straight line, one direction. Can be charged up to 3 times, each charge garnering 20% more damage. Charging doesn't take up an act action, and neither does detonation. Arrays automatically detonate upon reaching maximal charge. 8/10/12/14 (varies by charge) MP. Lightning elemental.
+Channel - Upepo: Calls forth a liberated spirit of the gales giving one the power to ascend to a higher state of freedom, manipulating the flowing winds and bending them to one's will. Enters Upepo Avatar State. While channeling Upepo, the user gains permanent Haste which cannot be dispelled by any means. Must be primed for Channeling. Range: Self. 16 MP.
---Incant: Kuinua: Stirs the gentlest of breezes to bolster the body and spirit, enhancing movement and reaction time, elevating both to new heights. Bestows Veil. Increases Move by 2 cells. Range: Self. 10 MP.
---Unleash: Kimbunga: Enrages the zephyrs to form a giant twisting maelstrom that ravages the battlefield, tearing up property and leaving naught but destruction and devastation in its wake. 180% Int Dmg. Range: All enemies. Destroys inanimate objects and litters the field with Rubble cells. 18 MP. Wind elemental.
+Channel - Mwanga: Calls forth a righteous spirit of the brightest light giving one the power to exact justice upon the foolish villains of this world in place of those who cannot defend themselves. Enters Mwanga Avatar State. When channeling Mwanga, enemies that attack the user have a 25% chance of becoming Blinded. Must be primed for Channeling. Range: Self. 12 MP.
---Incant: Ufunuo: The light suffuses all and banishes evil ailments from the bodies of those who seek nothing but the best for the world, granting them the ability to fight on uninhibited. Removes all negative status effects. Range: All allies. 24 MP.
---Unleash: Kubwa Mapenzi: From the heavens descends a marvelous radiance known not by anyone in the mortal realm, and with the coming of this otherwordly brilliance, great alleviation to the vicious wounds possessed by the righteous also deigns unveil itself. 200% Int HP Recovery. Range: Single target. 16 MP.
+Channel - Barafu: Calls forth a frozen spirit of the most frigid ice to spread its arctic touch across the lands, tainting the flowers of the field with frost and causing flakes of the purest snow to settle. Enters Barafu Avatar State. When channeling Barafu, enemies in a 3 cell radius of the user have a 25% chance of becoming afflicted with Frostbite. Enemies that have the Frostbite status become instantly Frozen if hit with an attack of the Ice element. Must be primed for Channeling. Range: Self. 10 MP.
---Incant: Mzunguko: The frost sways and streams around an enemy to form a ring of ice crystals that shred the target constantly over time. 70% Int Dmg. Range: 3 cells. Damage persists for 3 turns after initial use. Chance of Bleeding each time the foe is damaged. 19 MP. Ice elemental.
---Unleash: Dhoruba Waliohifadhiwa: Instantly lowers the temperature of the air to that of subzero levels, instantly shrouding everything in ice the first turn, and in the next turn, the ice condenses, expands, and explodes. Takes 2 turns to use. Applies Frostbite to all enemies the first turn guaranteed. Deals 240% Int Dmg the second turn. Range: All enemies. 18 MP. Ice elemental.
- Spoiler:
- +Channel - Nchi: Calls forth the adamant spirit of earth whose unyielding mind and unbreakable body serve as a beacon of hope for the weak, and under his protection, all will have nothing to fear. Enters Nchi Avatar State. When channeling Nchi, the ally party gains 10% DEF and SPR indefinitely and are immune to Fear and Hesitation or any variants of those status effects. Must be primed for Channeling. Range: Self. 24 MP.
---Incant: Kuimarisha: Draws in power from surrounding nature, evoking its magic to bestow various protections to oneself and nearby friendly units. Bestows Protect. Chance to take critical hits is reduced by 10% and critical hit damage is halved for the duration of Protect. Range: 2 cell radius. 12 MP.
---Unleash: Kisasi: Dislodges boulders from the earth to surround oneself, the earth's arm around oneself for protection, but the earth will only take so much before blasting outwards a forceful energy, scattering shards of rock like shrapnel onto the foes that would wish harm on the innocent. User gains a shield equal to [15% Max HP + (50% DEF)] for 3 turns. On the third turn, the shield shatters outward in an explosion dealing damage equal to [100% User INT + 30% Shield's missing health.] Range: Self, 3 cell radius (explosion.) If the shield breaks before the third turn, the explosion deals double damage and has a chance of Stunning all targets in the blast radius for 1 turn. 18 MP. Earth elemental.
+Channel - Giza: The murkiest abyss gives rise to the devastating spirit of darkness who sows seeds of doubt and discord amongst the opposition, slowly forcing their minds to deteriorate, eventually succumbing to paranoia. Enters Giza Avatar State. When channeling Giza, all enemies have a 25% chance of becoming afflicted by a random negative mental status effect each turn. Must be primed for Channeling. Range: Self. 14 MP.
---Incant: Machafuko: One feasts upon the chaos that the opposition has been thrown into and prepares to wreak further havoc with the immense power gained from one's seeds of sorrow. Boosts INT by [10% * (# of different negative status effects plaguing the enemy party)] with a cap at 100%. 3 turn duration. The boost will not be altered during its duration by additional status afflicted or status lost. Range: Self. 12 MP.
---Unleash: Hofu Kabisa: The moment has arrived at long last. Insanity swoops down upon the opposition with a forceful hand and all the paranoia welling up within the enemies is ignited into a wildfire of panic, damaging not only their psyche but their very life force as well. 150% Int Dmg + 10% for every negative mental status effect placed upon the targets. Range: All enemies. Targets lose 5% INT and SPR for each negative mental status effect with which they are afflicted. 26 MP. Dark elemental.
+Channel - Bahari: Calls upon the free-flowing spirit of water to carry one's ambitions to new heights, a freedom longed for but never reached now within one's grasp, and with this liberation in hand, all who oppose one will buckle beneath the brutal tides of battle. Enters Bahari Avatar State. When channeling Bahari, Movement is quadrupled indefinitely and can traverse obstacles that would otherwise be unable to be passed. Must be primed for Channeling. Range: Self. 24 MP.
---Incant: Kupanda Kwa Wimbi: The tides rise and give birth to amazing new power, the true strength of the waters becoming under one's control. On the user's next turn, no action may be taken, but the user gains 5% INT per cell traveled when they take their Move action next turn. The boost lasts for 5 turns. Range: Self. 21 MP.
---Unleash: Maji Mengi: Dashes to a foe using a rapid water current, conjuring a pillar of water around oneself upon arrival which melds down to form a shell around oneself and creating a large trident made of concentrated water which the user wields and unleashes a brutal combination attack upon the foe enhanced by the tidal power gained from the dash. 70% Int Dmg. Range: 6 cells. Dashes to cell adjacent to target. Damage is increased by 5% per cell traveled. 5 hits. 18 MP. Water elemental.
+Ascension: The spirit shreds its basic state and assumes its true form gaining untold boons and frightening power, their skills enhanced to more quickly decimate foes. Those who trifle with the spirits at their full strength are guaranteed to meet their end. Re-enters current Avatar State. Indefinite Protect, Shell, and Veil are added to the Avatar State's prior effects. All stats are increased by 10%. Skill damage output is increased by 20%. After 3 turns, the user leaves Avatar State and must re-prime in order to enter another one. All effects from this skill vanish at that point. Range: Self. 52 MP.
A-Ability: Might of Concepts *LOCKED*
+Wizened: To call forth the strength of the conceptual spirits, one must meditate and open up body, mind, and soul to the ways of the world and become a perfect vessel for the spirits to inhabit. Primes the user for advanced channeling. Must be used after Avatar State to channel a spirit from this A-Ability. Increases critical hit rate by 15% for 5 turns after the user channels a spirit. Range: Self. 8 MP.
+Channel - Wakati: Beyond the holds of the present rests the infinite presence of the spirit of time, and with his power at hand, all will kneel or be frozen in time forever. Enters Wakati Avatar State. When channeling Wakati, all enemies have a 25% of becoming Stopped each turn. Must be primed and wizened for Channeling. Range: Self. 16 MP.
---Evoke: Kuangalia Katika: Sends sinister threads through the reaches of time and pulls forth an enemy's demise from the future bringing it nearer to the present time. No damage. Range: Single enemy. Chance of Doom. 14 MP.
---Devastate: Kusambaratisha Ndoto Za: Cuts out a foe's existence in the timespace causing its presence to vanish completely without a space--no past, no present, no future. The shockwave caused by the sudden emptiness in the timespace buffets all other foes. Deals 150% Int Dmg to the main target and 100% Int Dmg to all other enemies. If the main target is Stopped, all damages are doubled. Range: Single enemy; all other enemies (shockwave.) 28 MP.
+Channel - Chuma: From the earth comes the great spirit of steel, a symbol for unyielding strength and valor. He protects the noble and valorous with his impenetrable metal, so those who show courage in the face of danger will know no fear. Enters Chuma Avatar State. When channeling Chuma, all physical damage taken is reduced by 75% and the ATK of all allies is boosted by 20% indefinitely. Must be primed and wizened for Channeling. Range: Self. 30 MP.
---Evoke: Nguvu Ngao: Stomps the earth causing shields of transparent steel to surround all allies, the shields directly linked to the spirit's essence causing the damage they block to be directed towards the user. Bolsters the DEF of all allies by 20% for 3 turns. All damage taken by allies affected by this skill is redirected towards the user for the duration. Range: All allies; no self benefit. 10 MP.
---Devastate: Kupasua: Conjures a storm of flying steel bits that slash and cut at the opposition mercilessly, the debris continuously ripping into the enemies over time. Deals 180% Int Dmg. Range: All enemies. Damage persists for 2 turns. 28 MP.
+Channel - Maisha: The great spirit of life is harnessed in a moment, and suddenly the powers of creation fall into one's hand. To extend life, remove fatal illnesses and diseases, and bestow great boons to enhance longevity are mere child's play for the one channeling this spirit. Enters Maisha Avatar State. When channeling Maisha, the user can execute basic attacks on allies to heal them for 50% of the user's INT. If the basic attack has multiple hits, all hits apply healing. Must be primed and wizened for Channeling. Range: Self. 6 MP.
---Evoke: Kuponya Ugonjwa: Essentially recreates the target's immune system making it so strong that all illness is purged and prevented, the target's body becoming alleviated of mortal wounds and more receptive to further healing. 120% Int HP Recovery. Removes all negative status effects. Target's received healing is increased by 20% for 3 turns. Bestows Immunity for 3 turns. Range: 3 cells. 42 MP.
---Devastate: Nafasi Ya Pili: Recreates life from nothingness, and with this second chance at life, the user grants benefits for the target to better survive and get vengeance for its death. Revives fallen target with 100% Max HP. Upon revival, target gains Protect, Shell, Veil, Vigilance, Haste, and Regen for 3 turns. If the target falls while the benefits are in effect, they are transferred to the user with renewed durations. Range: 3 cells. 96 MP.
+Channel - Mwelekeo: Lord of dimensions, the great spirit of space descends from the sky and takes its vessel, granting the ability to warp the fabrics of reality itself. All will bend and waver before his might. Enters Mwelekeo Avatar State. When channeling Mwelekeo, the user is able to relocate one enemy per turn, moving it to any cell a distance away from its current location equal to [Target Move x 2.] Must be primed and wizened for Channeling. Range: Self. ? MP.
---Evoke:
---Devastate:
+Channel -
R-Ability: Essence of Life - Whenever this unit uses MP to cast a skill, the user gains Regen status for 5 turns which cannot be refreshed or extended by any means.
B-Ability: None.
S-Ability: Writ of Blood - This unit recovers MP equal to double the amount of any self-inflicted HP damage taken.
E-Trigger: Ancestral Might - Reenters current Avatar State with innate effects attached to said Avatar State being doubled or amplified. 3 turn duration. Damage dealt in Avatar State +20% for the duration.
D-Ability: Will of the Ancients (Earth) - From within the veins of the planet, the remnants of past life giving energy to our world erupt and hemorrhage, unleashing torrents of lost spirits into the skies, darkening it with a ghoulish canvas. The spirits use their powers of the past to whip up the elements to sunder the earth creating a massive cataclysm which one can only pray to live through. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Slow and Paralysis.
Stats:
HP: 30
MP: 45 (+10 from Aurora Necklace)
Atk: 1 (+0 from Playful Wisps)
Def: 6 (+0 from Terra Cloak)
Int: 11 (+1 from Playful Wisps)(+1 from Aurora Necklace)
Spr: 7 (+1 from Terra Cloak)
Critical: 7%
Evade: 14%
Movement: 2 cells (+0 from Shaman profession)
X-Gauge: 0/10
Skill Points: 0
Upgrade Points: 1
Upgrade Log:
- Spoiler:
- -3: Decreased Channel - Weerlig MP cost.
-3: Decreased Channel - Weerlig MP cost.
-3: Decreased Unleash: Veldbrand MP cost.
-4: Decreased Incant: Mzunguko MP cost.
-4: Decreased Incant: Mzunguko MP cost.
Last edited by Masquerade on Fri May 30, 2014 11:25 pm; edited 7 times in total
Re: Solidarity: Tortures of the Mind [Profile Thread]
Name: Elena Malbraeze
Gender: Female
Age: 17
Level: 7
Next Level: 0/16
Affiliation: AF
Appearance:
Profession: Tribal Dancer - The one who claims this profession dances furiously to assault and debilitate the enemies, utilizing the forbidden moves and minuets of her tribe. [Natural Displacement]
*Natural Displacement: After performing a dance, allows the user to wind up in a cell different from the user's starting position that can be up to [Max Move] cells away from the starting position.
Weapon: Lightweight Slippers - Shoes that weigh barely anything allowing for more mobility, but fails to pack a punch...er, kick.
Armor: Loose Garments - Very loose clothing worn to increase agility, but it is in constant threat of simply falling off.
Accessory: Goldenrod Ribbons - Long flowing ribbons of a goldenrod hue, they make the wearer's dancing all the more tantalizing.
A-Ability: Ruthless Minuet:
+Dance of the Dragon: A short dance involve the user slashing at the foe with claws of mana and a couple of devastating kicks. 80% Atk Dmg. Range: Adjacent cell. 5 hits. 14 MP.
---Dance of the Inferno: With a few extra steps, the mighty flames of the dragon well up within oneself, unleashed in the form of a horrid sphere of flame that spreads like wildfire. 150% Atk Dmg. Range: Target - 3 cells; Splash - 3 cells radius. Chance of Severe Burn. 14 MP. Fire elemental.
+Catastrophic Dance: A dance that brings forth a dark cloud that shreds the defenses of the enemies. No damage. Range: All enemies. Chance of Deprotect. Chance of Deshell. 16 MP.
+Dance of Illusion: Dances forth at a quick pace before lunging into an immensely quick dash leaving behind a trail of afterimages that one utilizes to reverse one's actions, dashing through the enemy a second time. 130% Atk Dmg. Range: 3 cells. Cell behind target must be unoccupied. 2 hits. 12 MP. Boosts user's Evasion by 5% for 3 turns.
+Dance of Moonlight: With moves as swift as night, calls upon ethereal darkness to cover the sky allowing the moon to shine through, bestowing its gift upon the party. 100% Atk HP Recovery. Range: Ally party. 12 MP.
R-Ability: Vigorous Step - Upon taking a hit that lowers the user's HP into Critical levels, bestows Haste and boosts Evasion by 10% for 3 turns. [Cap: Once per battle.]
S-Ability: Quickstep - Allows the user to recover MP after moving equal to 5% Max MP per cell moved. [Cap: 100% Max MP Recovery.]
E-Trigger: Destruction Dance - Performs a few hasty steps before leaping into the air, plunging down into the ground with mighty explosions for several turns. Deals 150% Atk Dmg with each plunge, affecting one target cell and all cells surrounding it. Damage persists for 3 turns after initial activation. (Will hit for a max of 3 times.)
X-Ability: Waltz of Absolution (Holy) - Engages in a holy ritualistic dance that unburdens the enemy of their countless sins only to have the absolved transgressions manifest into a great maelstrom of destruction that annihilates the enemies. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 40
MP: 30
Atk: 9 (+1 from Lightweight Slippers)(+1 from Goldenrod Ribbons)
Def: 6 (+0 from Loose Garments)
Int: 2 (+0 from Lightweight Slippers)
Spr: 6 (+1 from Loose Garments)
Critical: 4%
Evasion: 9%
Movement: 2 cells (+2 from Tribal Dancer Profession)
X-Gauge: 0/10
Skill Points: 0
Upgrade Points: 0
Upgrade Log:
Gender: Female
Age: 17
Level: 7
Next Level: 0/16
Affiliation: AF
Appearance:
- Spoiler:
Profession: Tribal Dancer - The one who claims this profession dances furiously to assault and debilitate the enemies, utilizing the forbidden moves and minuets of her tribe. [Natural Displacement]
*Natural Displacement: After performing a dance, allows the user to wind up in a cell different from the user's starting position that can be up to [Max Move] cells away from the starting position.
Weapon: Lightweight Slippers - Shoes that weigh barely anything allowing for more mobility, but fails to pack a punch...er, kick.
Armor: Loose Garments - Very loose clothing worn to increase agility, but it is in constant threat of simply falling off.
Accessory: Goldenrod Ribbons - Long flowing ribbons of a goldenrod hue, they make the wearer's dancing all the more tantalizing.
A-Ability: Ruthless Minuet:
+Dance of the Dragon: A short dance involve the user slashing at the foe with claws of mana and a couple of devastating kicks. 80% Atk Dmg. Range: Adjacent cell. 5 hits. 14 MP.
---Dance of the Inferno: With a few extra steps, the mighty flames of the dragon well up within oneself, unleashed in the form of a horrid sphere of flame that spreads like wildfire. 150% Atk Dmg. Range: Target - 3 cells; Splash - 3 cells radius. Chance of Severe Burn. 14 MP. Fire elemental.
+Catastrophic Dance: A dance that brings forth a dark cloud that shreds the defenses of the enemies. No damage. Range: All enemies. Chance of Deprotect. Chance of Deshell. 16 MP.
+Dance of Illusion: Dances forth at a quick pace before lunging into an immensely quick dash leaving behind a trail of afterimages that one utilizes to reverse one's actions, dashing through the enemy a second time. 130% Atk Dmg. Range: 3 cells. Cell behind target must be unoccupied. 2 hits. 12 MP. Boosts user's Evasion by 5% for 3 turns.
+Dance of Moonlight: With moves as swift as night, calls upon ethereal darkness to cover the sky allowing the moon to shine through, bestowing its gift upon the party. 100% Atk HP Recovery. Range: Ally party. 12 MP.
R-Ability: Vigorous Step - Upon taking a hit that lowers the user's HP into Critical levels, bestows Haste and boosts Evasion by 10% for 3 turns. [Cap: Once per battle.]
S-Ability: Quickstep - Allows the user to recover MP after moving equal to 5% Max MP per cell moved. [Cap: 100% Max MP Recovery.]
E-Trigger: Destruction Dance - Performs a few hasty steps before leaping into the air, plunging down into the ground with mighty explosions for several turns. Deals 150% Atk Dmg with each plunge, affecting one target cell and all cells surrounding it. Damage persists for 3 turns after initial activation. (Will hit for a max of 3 times.)
X-Ability: Waltz of Absolution (Holy) - Engages in a holy ritualistic dance that unburdens the enemy of their countless sins only to have the absolved transgressions manifest into a great maelstrom of destruction that annihilates the enemies. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 40
MP: 30
Atk: 9 (+1 from Lightweight Slippers)(+1 from Goldenrod Ribbons)
Def: 6 (+0 from Loose Garments)
Int: 2 (+0 from Lightweight Slippers)
Spr: 6 (+1 from Loose Garments)
Critical: 4%
Evasion: 9%
Movement: 2 cells (+2 from Tribal Dancer Profession)
X-Gauge: 0/10
Skill Points: 0
Upgrade Points: 0
Upgrade Log:
- Spoiler:
- Empty.
Last edited by Masquerade on Wed Sep 24, 2014 10:25 pm; edited 2 times in total
Re: Solidarity: Tortures of the Mind [Profile Thread]
Name: Aeria Gaines
Gender: Female
Age: 17
Level: 7
Next Level: 0/16
Affiliation: AF
Appearance:
Profession: Fighter - The one who claims this profession rushes to the front lines to deal tons of physical damage while drawing the attention of foes to allow allies to use attacks without being threatened by a foe's attacks. (Shieldbearer)(Markswoman)
Weapon: Iron Sword - A fairly useful sword made of iron.
Gun: Rifle - A simple gun that's not very powerful. (Range: 4 cells)
Shield: Hard Wooden Shield - A shield made of hard wood. No. It's not what you think. (5% chance of Block)
Armor: Beginner's Coat - A piece of light armor made primarily from cloth with a bit of metal reinforcement.
Accessory: Flea Market Chain - Simple and slightly fashionable chain procured for a decent price at the flea market.
A-Ability: Enhanced Onslaught:
+Hot-Blooded Surge: With a burst of adrenaline, the user creates an aura that strengthens the user and draws the attention of enemies. Increases ATK by 40% for three turns. Range: Self only. Draws the attention of any enemy that the user attacks. 6 MP.
+Sky Shatter: Strikes the enemy with enough power to shatter the very sky. 140% Atk Dmg. Range: Adjacent cell. 10 MP.
+Earthen Wave: Slams the user's weapon into the ground causing a small wave of energy to hit surrounding enemies. 110% Atk Dmg. Range: All surrounding cells. Chance of Paralysis. 10 MP.
+Power Stroke: Concentrates and focuses mana into the user's blade causing it to glow with power before the user slams the user's weapon into the enemy. 130% Atk Dmg. Range: 2 cells. High critical hit chance. 12 MP.
+Spirit of the Fighter: A blazing aura erupts around the user as the user's fighting spirit is unleashed, ready to dish out horrid damage to the enemy. Next attack deals double damage. Range: Self only. 8 MP.
R-Ability: Lightfoot Stance - When attacked either physically or magically within a 3 cell radius of the user, the user gets a +10% chance to evade the attack.
S-Ability: Defense Expert - All physical damage taken is reduced by 10%.
D-Ability: Malice Cleaver (Neutral) - Draws in the hate and malice from the target and turns it back on it in the form a horrid strike from the user's weapon that rends the target's entrails from its very body. Deals 200% Piercing Atk damage to an enemy in an adjacent cell.
Stats:
HP: 55
MP: 25
Atk: 6 (+1 from Iron Sword)(+1 from Rifle)(+1 from Flea Market Chain)
Def: 9 (+1 from Beginner's Coat)(+1 from Hard Wooden Shield)
Int: 2 (+0 from Iron Sword)(+0 from Rifle)
Spr: 4 (+1 from Beginner's Coat)
Critical: 21%
Evasion: 7%
Movement: 2 cells (+1 from Fighter profession)
X-Gauge: 0/10
Skill Points: 0
Upgrade Points: 0
Upgrade Log:
Empty.
Gender: Female
Age: 17
Level: 7
Next Level: 0/16
Affiliation: AF
Appearance:
- Spoiler:
Profession: Fighter - The one who claims this profession rushes to the front lines to deal tons of physical damage while drawing the attention of foes to allow allies to use attacks without being threatened by a foe's attacks. (Shieldbearer)(Markswoman)
Weapon: Iron Sword - A fairly useful sword made of iron.
Gun: Rifle - A simple gun that's not very powerful. (Range: 4 cells)
Shield: Hard Wooden Shield - A shield made of hard wood. No. It's not what you think. (5% chance of Block)
Armor: Beginner's Coat - A piece of light armor made primarily from cloth with a bit of metal reinforcement.
Accessory: Flea Market Chain - Simple and slightly fashionable chain procured for a decent price at the flea market.
A-Ability: Enhanced Onslaught:
+Hot-Blooded Surge: With a burst of adrenaline, the user creates an aura that strengthens the user and draws the attention of enemies. Increases ATK by 40% for three turns. Range: Self only. Draws the attention of any enemy that the user attacks. 6 MP.
+Sky Shatter: Strikes the enemy with enough power to shatter the very sky. 140% Atk Dmg. Range: Adjacent cell. 10 MP.
+Earthen Wave: Slams the user's weapon into the ground causing a small wave of energy to hit surrounding enemies. 110% Atk Dmg. Range: All surrounding cells. Chance of Paralysis. 10 MP.
+Power Stroke: Concentrates and focuses mana into the user's blade causing it to glow with power before the user slams the user's weapon into the enemy. 130% Atk Dmg. Range: 2 cells. High critical hit chance. 12 MP.
+Spirit of the Fighter: A blazing aura erupts around the user as the user's fighting spirit is unleashed, ready to dish out horrid damage to the enemy. Next attack deals double damage. Range: Self only. 8 MP.
R-Ability: Lightfoot Stance - When attacked either physically or magically within a 3 cell radius of the user, the user gets a +10% chance to evade the attack.
S-Ability: Defense Expert - All physical damage taken is reduced by 10%.
D-Ability: Malice Cleaver (Neutral) - Draws in the hate and malice from the target and turns it back on it in the form a horrid strike from the user's weapon that rends the target's entrails from its very body. Deals 200% Piercing Atk damage to an enemy in an adjacent cell.
Stats:
HP: 55
MP: 25
Atk: 6 (+1 from Iron Sword)(+1 from Rifle)(+1 from Flea Market Chain)
Def: 9 (+1 from Beginner's Coat)(+1 from Hard Wooden Shield)
Int: 2 (+0 from Iron Sword)(+0 from Rifle)
Spr: 4 (+1 from Beginner's Coat)
Critical: 21%
Evasion: 7%
Movement: 2 cells (+1 from Fighter profession)
X-Gauge: 0/10
Skill Points: 0
Upgrade Points: 0
Upgrade Log:
Empty.
Last edited by Masquerade on Thu May 22, 2014 11:43 pm; edited 1 time in total
Re: Solidarity: Tortures of the Mind [Profile Thread]
Name: Anya Erisvel
Gender: Female
Age: 22
Level: 4
Next Level: 5/10
Affiliation: BF
Appearance:
Profession: Contractor - The one who claims this profession has roamed the lands in search of powerful, mythical beasts to form pacts with which enable her to summon them to her aid at any time.
Weapon: Wolf Claw - Being naught more than the claw of a feral wolf, it still bestows a weak mystical power to the possessor. (Damage: INT)(Range: 2 cells)
Armor: Maiden's Clothes - Garments of one who protects all that is pure and sacred in the world.
Accessory: Faded Talisman - Decrepit paper tag whose magical powers have weakened over the ages.
A-Ability: Summons - Major:
+Immediate Familiars: Brings forth the two souls to whom the user is closest, spirits bound by fate and furthermore by strength and will.
---Summon: Dextra: Summons a young girl, a fallen angel, with light blond hair and a red ribbon, her angellic form preserved, but wings turned black from the fall from grace, she aids the one who calls her with a blade composed of anguish and despair. Summons Dextra. Range: One surrounding cell. [1 level + 2] MP. 1/2 SC.
---Summon: Sinistra: Summons a young girl, another fallen angel, with red hair and black wings to aid the one who calls her with a blade of hatred and malice. Summons Sinistra. Range: One surrounding cell. [1 level + 2] MP. 1/2 SC.
+Breath of Life: Only a wisp of life mana in reality, this spirit dives into the earth and becomes an enormous golem, controlling its every move from the inside. Summons Valia. Range: One surrounding cell. [1 level + 4] MP. 1 SC.
+Howl of the World: The winds gather together to form a mighty tornado, and within lies the root of it all, a mighty bird composed of wind itself that guides the howling gales of the planet along their paths. Summons Tonorus. Range: One surrounding cell. ? MP. 1 SC.
+Heart of White: The night falls, and the only white amidst the darkness is the great wolf that appears, eyes hungering for flesh and heart aching to serve its master. Summons Celar. Range: One surrounding cell. ? MP. 1 SC.
+Soul of Dimension: Sky ripping apart and set ablaze with dark flames, the dragon from a different realm appears and descends upon our world, ready to wreak havoc and chaos with but a single command from the one it calls master. Summons Reizul. Range: One surrounding cell. ? MP. 3 SC.
R-Ability:Final Gift - Whenever one of the user's summons is KO'd, the user receives MP equal to half of the MP the summon had left, if any.
S-Ability: Power of the Collective - All damage taken is reduced by 10% times the number of summons the user has called to the field.
E-Trigger: Otherworld Surrender - Expels all mana from one's body in order to thrive on a different energy outside the scope of the user's current realm, empowering attacks and making them temporarily limitless. All MP costs are reduced to 0. Damage output of skills +50%. 3 turn duration.
D-Ability: Grand Summoning (Neutral) - Wipes away all summons upon the battlefield and harvests their remaining mana to bring one back with increased potential--one with enough strength to bring a great catastrophe to the world. Erases all of the user's summons on the battlefield. Summons one of the user's summons with increased capabilities at no MP cost. Summon only lasts for 3 turns. Summon bonuses include: Protect and Shell upon summoning, all stats +20%, 2 Act actions may be taken per turn, Evasion and Critical rates +10%, and Second Chance.
Stats:
HP: 35
MP: 25
SC: 1
Atk: 1 (+0 from Wolf's Claw)
Def: 5 (+0 from Maiden's Clothes)
Int: 7 (+1 from Wolf's Claw)
Spr: 4 (+1 from Maiden's Clothes)(+1 from Faded Talisman)
Critical: 1%
Evasion: 4%
Movement: 2 cells (+0 from Contractor profession)
X-Gauge: 5/5
Skill Points: 0
Upgrade Points: 6
Upgrade Log:
Blank.
Gender: Female
Age: 22
Level: 4
Next Level: 5/10
Affiliation: BF
Appearance:
- Spoiler:
Profession: Contractor - The one who claims this profession has roamed the lands in search of powerful, mythical beasts to form pacts with which enable her to summon them to her aid at any time.
Weapon: Wolf Claw - Being naught more than the claw of a feral wolf, it still bestows a weak mystical power to the possessor. (Damage: INT)(Range: 2 cells)
Armor: Maiden's Clothes - Garments of one who protects all that is pure and sacred in the world.
Accessory: Faded Talisman - Decrepit paper tag whose magical powers have weakened over the ages.
A-Ability: Summons - Major:
+Immediate Familiars: Brings forth the two souls to whom the user is closest, spirits bound by fate and furthermore by strength and will.
---Summon: Dextra: Summons a young girl, a fallen angel, with light blond hair and a red ribbon, her angellic form preserved, but wings turned black from the fall from grace, she aids the one who calls her with a blade composed of anguish and despair. Summons Dextra. Range: One surrounding cell. [1 level + 2] MP. 1/2 SC.
---Summon: Sinistra: Summons a young girl, another fallen angel, with red hair and black wings to aid the one who calls her with a blade of hatred and malice. Summons Sinistra. Range: One surrounding cell. [1 level + 2] MP. 1/2 SC.
+Breath of Life: Only a wisp of life mana in reality, this spirit dives into the earth and becomes an enormous golem, controlling its every move from the inside. Summons Valia. Range: One surrounding cell. [1 level + 4] MP. 1 SC.
+Howl of the World: The winds gather together to form a mighty tornado, and within lies the root of it all, a mighty bird composed of wind itself that guides the howling gales of the planet along their paths. Summons Tonorus. Range: One surrounding cell. ? MP. 1 SC.
+Heart of White: The night falls, and the only white amidst the darkness is the great wolf that appears, eyes hungering for flesh and heart aching to serve its master. Summons Celar. Range: One surrounding cell. ? MP. 1 SC.
+Soul of Dimension: Sky ripping apart and set ablaze with dark flames, the dragon from a different realm appears and descends upon our world, ready to wreak havoc and chaos with but a single command from the one it calls master. Summons Reizul. Range: One surrounding cell. ? MP. 3 SC.
R-Ability:
S-Ability: Power of the Collective - All damage taken is reduced by 10% times the number of summons the user has called to the field.
E-Trigger: Otherworld Surrender - Expels all mana from one's body in order to thrive on a different energy outside the scope of the user's current realm, empowering attacks and making them temporarily limitless. All MP costs are reduced to 0. Damage output of skills +50%. 3 turn duration.
D-Ability: Grand Summoning (Neutral) - Wipes away all summons upon the battlefield and harvests their remaining mana to bring one back with increased potential--one with enough strength to bring a great catastrophe to the world. Erases all of the user's summons on the battlefield. Summons one of the user's summons with increased capabilities at no MP cost. Summon only lasts for 3 turns. Summon bonuses include: Protect and Shell upon summoning, all stats +20%, 2 Act actions may be taken per turn, Evasion and Critical rates +10%, and Second Chance.
Stats:
HP: 35
MP: 25
SC: 1
Atk: 1 (+0 from Wolf's Claw)
Def: 5 (+0 from Maiden's Clothes)
Int: 7 (+1 from Wolf's Claw)
Spr: 4 (+1 from Maiden's Clothes)(+1 from Faded Talisman)
Critical: 1%
Evasion: 4%
Movement: 2 cells (+0 from Contractor profession)
X-Gauge: 5/5
Skill Points: 0
Upgrade Points: 6
Upgrade Log:
Blank.
Last edited by Masquerade on Thu May 22, 2014 8:22 pm; edited 3 times in total
Re: Solidarity: Tortures of the Mind [Profile Thread]
Name: Dextra
Gender: Female
Age: ?
Level: 4
Profession: Familiar - The one who claims this profession merely follows the orders of one who she has made a power bond with. With her blade of anguish and despair, she fights to the death for her master. (Combo Plus)(Dual Change Combination)
*Combo Plus: Adds 1 extra hit to the user's basic attack chain.
*Dual Change Combination: Allows for units with similar professions as the user to execute combination attacks in conjunction with the user.
Weapon: Dextra Blade - A unique blade with an obsidian hilt and a light green blade made of pure sorrow, it is said to render anyone it cuts into deep depression. (Added Effect: Apathy)
Armor: Crimson Bondage - Distinguishable battle gear that is tight-fitting and unnecessarily revealing.
Accessory: Black Wings - The wings of a fallen angel, it is a remind of one's loss.
A-Ability: To Protect The Master:
+Rapid Jab: Quickly stabs an enemy with the point of a blade. 110% Atk Dmg. Range: Adjacent cell. 4 MP.
---Power Slam: Smacks the enemy with the flat side of the user's blade with built up power. 140% Atk Dmg. Range: Set. Stuns target for 1 turn. 8 MP.
+Negative Slash: Slashes the enemy once, but causes a rift in space that slices the enemy once again. 90% Atk Dmg. Range: Adjacent cell. 2 hits. 6 MP.
---Somersault: Leaps and flips, slamming a heel into the enemy's head before whacking it in the same spot with the flat side of the user's blade. 130% Atk Dmg. Range: Set. 2 hits. Chance of Addle. 9 MP.
R-Ability: Dedication - When the user takes damage of any kind, the unit that summoned the user recovers HP equal to 5% of the damage dealt. Must be within 4 cells of the summoner to take effect.
S-Ability: Familiar Bond - Boosts all stats by 10% for each Familiar on the battlefield, but reduces stats by 10% if the user is the only Familiar on the battlefield.
E-Trigger: Gemini Rain - Grabs the arm of one's fellow familiar and leaps into the air, spinning each other around until they are a whirling blur which opens a vortex that unleashes a torrent of blades upon the opposition. Deals 150% Atk Dmg to all enemies in 2 layers of surrounding cells. Blades apply on-hit effects.
D-Ability: Lethal Cross (Neutral) - Teams up with the user's fellow familiar and slashes a target in an 'X' pattern at a perfect angle to cause the enemy to spin around rapidly, the result being a plague of eternal dizziness set upon the enemy. Deals 200% Piercing Atk damage to a single enemy on the battlefield.
Stats:
HP: 35
MP: 20
Atk: 7 (+1 Dextra Blade)(+1 from Black Wings)
Def: 4 (+0 from Crimson Bondage)
Int: 1 (+0 from Dextra Blade)
Spr: 5 (+1 from Crimson Bondage)
Critical: 5%
Evasion: 1%
Movement: 2 cells (+2 from Familiar profession)
X-Gauge: 5/5
Skill Points: 0
Upgrade Points: 6
Upgrade Log:
Blank.
~ | ~ | ~
Name: Sinistra
Gender: Female
Age: ?
Level: 4
Profession: Familiar - The one who claims this profession has chosen to ally herself with a master, and fights continuously to preserve that master's health using her blade composed of pure hatred and malice. (Combo Plus)(Dual Change Combination)
*Combo Plus: Adds 1 extra hit to the user's basic attack chain.
*Dual Change Combination: Allows for units with similar professions as the user to execute combination attacks in conjunction with the user.
Weapon: Sinistra Blade - A unique blade with an onyx hilt and frightening crimson blade composed of the pure malice and hatred felt by all living beings. (Added Effect: Bleeding)
Armor: Crimson Bondage - Distinguishable battle gear that is tight-fitting and unnecessarily revealing.
Accessory: Black Wings - The wings of a fallen angel, it is a remind of one's loss.
A-Ability: To Protect The Master:
+Rapid Jab: Quickly stabs an enemy with the point of a blade. 110% Atk Dmg. Range: Adjacent cell. 4 MP.
---Addition: Jabs the enemy again, plunging the weapon in as deep as it will go. 100% Atk Dmg. Range: Set. Chance of Pain. 8 MP.
+Negative Slash: Slashes the enemy once, but causes a rift in space that slices the enemy once again. 90% Atk Dmg. Range: Adjacent cell. 2 hits. 6 MP.
---Crimson Whirl: Stands upon one leg and performs a pirouette with blade outstretched, slashing at the enemy several times with a blade charged with an aura of anger. 80% Atk Dmg. Range: Set. 4 hits. Chance of Berserk. 13 MP.
R-Ability: Dedication - When the user takes damage of any kind, the unit that summoned the user recovers HP equal to 5% of the damage dealt. Must be within 4 cells of the summoner to take effect.
S-Ability: Familiar Bond - Boosts all stats by 10% for each Familiar on the battlefield, but reduces stats by 10% if the user is the only Familiar on the battlefield.
E-Trigger: Gemini Rain - Grabs the arm of one's fellow familiar and leaps into the air, spinning each other around until they are a whirling blur which opens a vortex that unleashes a torrent of blades upon the opposition. Deals 150% Atk Dmg to all enemies in 2 layers of surrounding cells. Blades apply on-hit effects.
D-Ability: Lethal Cross (Neutral) - Teams up with the user's fellow familiar and slashes a target in an 'X' pattern at a perfect angle to cause the enemy to spin around rapidly, the result being a plague of eternal dizziness set upon the enemy. Deals 200% Piercing Atk damage to a single enemy on the battlefield.
Stats:
HP: 35
MP: 20
Atk: 7 (+1 from Sinistra Blade)(+1 from Black Wings)
Def: 5 (+0 from Crimson Bondage)
Int: 1 (+0 from Sinistra Blade)
Spr: 4 (+1 from Crimson Bondage)
Critical: 5%
Evasion: 1%
Movement: 2 cells (+2 from Familiar profession)
X-Gauge: 5/5
Skill Points: 0
Upgrade Points: 6
Upgrade Log:
Blank.
~ | ~ | ~
Name: Valia
Gender: Female
Age: ?
Level: 4
Profession: Lifegiver - A small spirit, the one who claims this profession has the power to breath life into inanimate objects in order for them to serve her purpose.
A-Ability: Tools of Life:
+Golem Smash: Forces golem to slam down on an enemy with full force using both of its fists. 160% Atk Dmg. Range: 2 cells. Chance of Disable. 10 MP.
+Golem Fall: Simply causes the golem to slowly tip over before completely falling down, crushing targets in a line. 120% Atk Dmg. Range: Same row/column (in one direction.) Stuns both user and targets for 1 turn. 12 MP.
R-Ability:Crumble - Whenever the user takes a critical hit, the user retaliates unvoluntarily by having a large boulder of its body fall down upon the attacker hitting for 200% Atk Dmg.
S-Ability: Reduce Shock - Lowers physical damage taken by 15%.
E-Trigger: Unchained Golem - Unleashes the magical restraint upon the golem's body allowing it to do greater damage with little worry over its form. Grants Bravery and prevents negative status affects that hinder action or movement for 3 turns.
D-Ability: Vivid Genesis (Earth) - Bursts out of the golem and levitates the rocks, swirling them about the user to slam the enemies multiple times before shooting them outward to further damage the opposition. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 40
MP: 25
Atk: 5
Def: 7
Int: 6
Spr: 3
Critical: 1%
Evasion: 4%
Movement: 2 cells (+0 from Lifegiver profession)
X-Gauge: 0/5
Gender: Female
Age: ?
Level: 4
Profession: Familiar - The one who claims this profession merely follows the orders of one who she has made a power bond with. With her blade of anguish and despair, she fights to the death for her master. (Combo Plus)(Dual Change Combination)
*Combo Plus: Adds 1 extra hit to the user's basic attack chain.
*Dual Change Combination: Allows for units with similar professions as the user to execute combination attacks in conjunction with the user.
Weapon: Dextra Blade - A unique blade with an obsidian hilt and a light green blade made of pure sorrow, it is said to render anyone it cuts into deep depression. (Added Effect: Apathy)
Armor: Crimson Bondage - Distinguishable battle gear that is tight-fitting and unnecessarily revealing.
Accessory: Black Wings - The wings of a fallen angel, it is a remind of one's loss.
A-Ability: To Protect The Master:
+Rapid Jab: Quickly stabs an enemy with the point of a blade. 110% Atk Dmg. Range: Adjacent cell. 4 MP.
---Power Slam: Smacks the enemy with the flat side of the user's blade with built up power. 140% Atk Dmg. Range: Set. Stuns target for 1 turn. 8 MP.
+Negative Slash: Slashes the enemy once, but causes a rift in space that slices the enemy once again. 90% Atk Dmg. Range: Adjacent cell. 2 hits. 6 MP.
---Somersault: Leaps and flips, slamming a heel into the enemy's head before whacking it in the same spot with the flat side of the user's blade. 130% Atk Dmg. Range: Set. 2 hits. Chance of Addle. 9 MP.
R-Ability: Dedication - When the user takes damage of any kind, the unit that summoned the user recovers HP equal to 5% of the damage dealt. Must be within 4 cells of the summoner to take effect.
S-Ability: Familiar Bond - Boosts all stats by 10% for each Familiar on the battlefield, but reduces stats by 10% if the user is the only Familiar on the battlefield.
E-Trigger: Gemini Rain - Grabs the arm of one's fellow familiar and leaps into the air, spinning each other around until they are a whirling blur which opens a vortex that unleashes a torrent of blades upon the opposition. Deals 150% Atk Dmg to all enemies in 2 layers of surrounding cells. Blades apply on-hit effects.
D-Ability: Lethal Cross (Neutral) - Teams up with the user's fellow familiar and slashes a target in an 'X' pattern at a perfect angle to cause the enemy to spin around rapidly, the result being a plague of eternal dizziness set upon the enemy. Deals 200% Piercing Atk damage to a single enemy on the battlefield.
Stats:
HP: 35
MP: 20
Atk: 7 (+1 Dextra Blade)(+1 from Black Wings)
Def: 4 (+0 from Crimson Bondage)
Int: 1 (+0 from Dextra Blade)
Spr: 5 (+1 from Crimson Bondage)
Critical: 5%
Evasion: 1%
Movement: 2 cells (+2 from Familiar profession)
X-Gauge: 5/5
Skill Points: 0
Upgrade Points: 6
Upgrade Log:
Blank.
~ | ~ | ~
Name: Sinistra
Gender: Female
Age: ?
Level: 4
Profession: Familiar - The one who claims this profession has chosen to ally herself with a master, and fights continuously to preserve that master's health using her blade composed of pure hatred and malice. (Combo Plus)(Dual Change Combination)
*Combo Plus: Adds 1 extra hit to the user's basic attack chain.
*Dual Change Combination: Allows for units with similar professions as the user to execute combination attacks in conjunction with the user.
Weapon: Sinistra Blade - A unique blade with an onyx hilt and frightening crimson blade composed of the pure malice and hatred felt by all living beings. (Added Effect: Bleeding)
Armor: Crimson Bondage - Distinguishable battle gear that is tight-fitting and unnecessarily revealing.
Accessory: Black Wings - The wings of a fallen angel, it is a remind of one's loss.
A-Ability: To Protect The Master:
+Rapid Jab: Quickly stabs an enemy with the point of a blade. 110% Atk Dmg. Range: Adjacent cell. 4 MP.
---Addition: Jabs the enemy again, plunging the weapon in as deep as it will go. 100% Atk Dmg. Range: Set. Chance of Pain. 8 MP.
+Negative Slash: Slashes the enemy once, but causes a rift in space that slices the enemy once again. 90% Atk Dmg. Range: Adjacent cell. 2 hits. 6 MP.
---Crimson Whirl: Stands upon one leg and performs a pirouette with blade outstretched, slashing at the enemy several times with a blade charged with an aura of anger. 80% Atk Dmg. Range: Set. 4 hits. Chance of Berserk. 13 MP.
R-Ability: Dedication - When the user takes damage of any kind, the unit that summoned the user recovers HP equal to 5% of the damage dealt. Must be within 4 cells of the summoner to take effect.
S-Ability: Familiar Bond - Boosts all stats by 10% for each Familiar on the battlefield, but reduces stats by 10% if the user is the only Familiar on the battlefield.
E-Trigger: Gemini Rain - Grabs the arm of one's fellow familiar and leaps into the air, spinning each other around until they are a whirling blur which opens a vortex that unleashes a torrent of blades upon the opposition. Deals 150% Atk Dmg to all enemies in 2 layers of surrounding cells. Blades apply on-hit effects.
D-Ability: Lethal Cross (Neutral) - Teams up with the user's fellow familiar and slashes a target in an 'X' pattern at a perfect angle to cause the enemy to spin around rapidly, the result being a plague of eternal dizziness set upon the enemy. Deals 200% Piercing Atk damage to a single enemy on the battlefield.
Stats:
HP: 35
MP: 20
Atk: 7 (+1 from Sinistra Blade)(+1 from Black Wings)
Def: 5 (+0 from Crimson Bondage)
Int: 1 (+0 from Sinistra Blade)
Spr: 4 (+1 from Crimson Bondage)
Critical: 5%
Evasion: 1%
Movement: 2 cells (+2 from Familiar profession)
X-Gauge: 5/5
Skill Points: 0
Upgrade Points: 6
Upgrade Log:
Blank.
~ | ~ | ~
Name: Valia
Gender: Female
Age: ?
Level: 4
Profession: Lifegiver - A small spirit, the one who claims this profession has the power to breath life into inanimate objects in order for them to serve her purpose.
A-Ability: Tools of Life:
+Golem Smash: Forces golem to slam down on an enemy with full force using both of its fists. 160% Atk Dmg. Range: 2 cells. Chance of Disable. 10 MP.
+Golem Fall: Simply causes the golem to slowly tip over before completely falling down, crushing targets in a line. 120% Atk Dmg. Range: Same row/column (in one direction.) Stuns both user and targets for 1 turn. 12 MP.
R-Ability:
S-Ability: Reduce Shock - Lowers physical damage taken by 15%.
E-Trigger: Unchained Golem - Unleashes the magical restraint upon the golem's body allowing it to do greater damage with little worry over its form. Grants Bravery and prevents negative status affects that hinder action or movement for 3 turns.
D-Ability: Vivid Genesis (Earth) - Bursts out of the golem and levitates the rocks, swirling them about the user to slam the enemies multiple times before shooting them outward to further damage the opposition. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 40
MP: 25
Atk: 5
Def: 7
Int: 6
Spr: 3
Critical: 1%
Evasion: 4%
Movement: 2 cells (+0 from Lifegiver profession)
X-Gauge: 0/5
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