Spirit's Resolution [Profile Thread]
4 posters
Page 1 of 1
Spirit's Resolution [Profile Thread]
Current Inventory
Medicinal Cream x3 (Recovers 20 HP upon use)
Spirit Shard x3 (Recovers 10 SE upon use)
Coagulant x2 (Removes Bleeding upon use)
Painkiller x2 (Removes Pain upon use)
Skeleton Key x5 (Unlocks target chest or door)
Materials
Sticky Petal x6 (Green petal covered in some weird translucent goo)
Thick Vine x8 (Vine with a surprising amount of girth)
Hallucinogen x1 (Vile toxin that causes the afflicted to see things that aren't there)
Petal Wing x2 (A flower petal that serves as a wing to a shambler)
Slimy Seed x3 (Perfectly spherical seed covered in a translucent slime)
Weapons/Armor/Accessories
None.
Key Items
Blank Seed (Strange glass trinket of miniature size. It looks a lot like the legendary Seeds used to create new dimensions and maintain their stability...)
Claire's Bag (Filled with supplies and magic artifacts, its contents are specifically catered to the mission in the Acuatl Marsh)
Current Coin: 61
Achievement Points: 8
Traveler's Map
+The Great City of Myridan
>North District
>Novarian/Marsh District
---Claire and Vaughn's Residence
---Elowyn Darby's Residence
---Exceed
>Government District
---Myridan Main Transportation Hub
---Myridan Department of Motor Vehicles
>Recreational District
---Cranton Woodland Mall
>South District
---Myridan Grand Library and Archives
---Starlights
+Acuatl Marsh
---Entrance
---Riverbed Walk
---Marsh Shallows
Medicinal Cream x3 (Recovers 20 HP upon use)
Spirit Shard x3 (Recovers 10 SE upon use)
Coagulant x2 (Removes Bleeding upon use)
Painkiller x2 (Removes Pain upon use)
Skeleton Key x5 (Unlocks target chest or door)
Materials
Sticky Petal x6 (Green petal covered in some weird translucent goo)
Thick Vine x8 (Vine with a surprising amount of girth)
Hallucinogen x1 (Vile toxin that causes the afflicted to see things that aren't there)
Petal Wing x2 (A flower petal that serves as a wing to a shambler)
Slimy Seed x3 (Perfectly spherical seed covered in a translucent slime)
Weapons/Armor/Accessories
None.
Key Items
Blank Seed (Strange glass trinket of miniature size. It looks a lot like the legendary Seeds used to create new dimensions and maintain their stability...)
Claire's Bag (Filled with supplies and magic artifacts, its contents are specifically catered to the mission in the Acuatl Marsh)
Current Coin: 61
Achievement Points: 8
Traveler's Map
+The Great City of Myridan
>North District
>Novarian/Marsh District
---Claire and Vaughn's Residence
---Elowyn Darby's Residence
---Exceed
>Government District
---Myridan Main Transportation Hub
---Myridan Department of Motor Vehicles
>Recreational District
---Cranton Woodland Mall
>South District
---Myridan Grand Library and Archives
---Starlights
+Acuatl Marsh
---Entrance
---Riverbed Walk
---Marsh Shallows
Last edited by Masquerade on Sun Sep 13, 2015 10:41 am; edited 10 times in total
Re: Spirit's Resolution [Profile Thread]
Chapter 00-B: Predator and Prey
Enemy Profiles
Kankaya, Lv. 4
Monster: Hunting Shambler
Type: Plant
A-Ability: Hunter’s Fury:
+Thorn Barrage: Fires thorn arrows in quick succession with a little something extra. 80% Atk Dmg. Range: 4 cells. 3 hits. Chance of Poison. 8 SP.
+Camoflauge: Jumps into foliage and becomes one with it. This unit goes Invisible for 3 turns. The next hit of a single attack performed is Critical.
+Howling Gale: Bursts from foliage and surges through the air around an enemy loosing arrows. 100% Atk Dmg. Range: Single target. Must have used Camoflauge on the previous turn. 5 hits. 18 SP.
R-Ability: None.
S-Ability: Eyes On You – As long as there is one Heaven’s Eye unit on the battlefield, this unit has Sight on all enemies and gains Sure Hit and elevated Critical Hit Rate against targets. Critical Hit Bonus is equal to 15%.
D-Ability: None.
Stats:
HP: 65
SP: 65
DD: --/--
Atk: 7
Def: 3
Psy: 2
Fai: 4
Evade: 8%
Move: 4 cells
*See above for Jajaluha
Iris, Lv. 3
Monster: Heaven’s Eye
Type: Plant
A-Ability: Trained Eye:
+Highlight: Showers an enemy in a strange light. Attacks made against a Highlighted enemy deal 20% more damage. 3 turn duration. Range: Single enemy. 6 SP.
+Kill On Sight: This unit focuses on a single enemy. Focusing takes up Act actions for each turn focused. While following an enemy’s movements, the attacks of other units on that enemy deal drastically more damage, increasing critical hit damage on the enemy by 100%. Range: Single enemy. 4 SP per turn focused.
R-Ability: None.
S-Ability: X-Ray Vision - An enemy focused by this unit has it's DEF and SPR reduced by 10% for the duration.
D-Ability: None.
Stats:
HP: 40
SE: 35
DD: --/--
Atk: 0
Def: 5
Psy: 10
Fai: 5
Evade: 5%
Move: 4 cells
*See above for Pupil
Neutral Profiles
(Main Story)
Name: Felicia Auburne
Gender: Female
Age: 28
Level: 5
Next Level: 7/48
Appearance:
Profession: Archmage - Capable of unleashing a valiant display of magical might, the one who claims this profession burdens all with an intense arcane power causing all to bow before her magic assault. (Basic Attacks +2)(Fire Affinity I)(Ice Affinity I)(Lightning Affinity I)(Elusive)
---Fire Affinity I: Damage taken from Fire attacks is reduced by 25%. Fire dmg output +10%.
---Ice Affinity I: Damage taken from Ice attacks is reduced by 25%. Ice dmg output +10%.
---Lightning Affinity I: Damage taken from Lightning attacks is reduced by 25%. Lightning dmg output +10%.
Weapon: Sorceress Heart - Tight black leather gloves infused with magic allowing the burning of glyphs onto the back with magic to execute magical attacks as a result. (2 hits)(Damage: INT)(Enables Burn Blow)(Enables Frozen Stab)(Enables Thunder Pulse)
---Burn Blow: Fire strike of the fist. Basic Attack damage. Range: Adjacent cell. Links to Basic Attack. Fire element.
---Frozen Stab: Fist becomes an icicle with which the enemy is stabbed. Basic Attack damage. Range: Adjacent cell. Links to Basic Attack. Ice element.
---Thunder Pulse: Slamming of the palm into the enemy creating an electric current. Basic Attack damage. Range: Adjacent cell. Links to Basic Attack. Lightning element.
Armor: Mana Archetype Beta Ver. - Black leather battle gear designed to enhance the flow of mana within the wearer, both weakening incoming spells whilst bolstering the wearer's own. (Mag dmg taken -10%)
Accessory: Mana Levias - Floating orbs filled with mana that amplify magic within the user's immediate vicinity. (Mag dmg output +10%)(Max MP +25%)
A-Ability: Enchanting Magic:
+Pyretongue: A serpent of flame coils about the foe and squeezes it tightly in its hot embrace. 120% Int Dmg. Range: 4 cells. Chance of Burn. 8 MP. Fire elemental.
+Flash Freeze: Envelops the enemy in a block of ice with but a mere snap of the fingers. No damage. Range: 4 cells. Chance of Freeze. 8 MP. Ice elemental.
+Teleportation: Warps one's form from one position on the battlefield to another. Range: Self. Counts as a Move action and not an Act action if used. 6 MP.
R-Ability: Mana Jamming - When damaged by magical means, the attacker has a high [75%] chance of becoming unable to use skills for 3 turns.
S-Ability: Levias Defense Formation - User DEF and SPR is innately boosted by 10%. For 2 turns upon activation, all damage taken is halved.
D-Ability: Arcane Manasweep (Neutral) - Radiates a huge shockwave of absolute pure mana that burns away all existences composed of or containing mana rendering the entire battlefield unto nothingness. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 25
MP: 35 (+9 from Mana Levias)
DD: 0/10
Atk: 1 (+0 from Sorceress Heart)
Def: 4 (+0 from Mana Archetype Beta Ver.)(+1 from Levias Defense Formation)
Int: 8 (+1 from Sorceress Heart)(+2 from Mana Levias)
Spr: 5 (+1 from Mana Archetype Beta Ver.)(+1 from Levias Defense Formation)
Evade: 5%
Movement: 2 cells (+0 from Archmage profession)
Skill Points: 0
Enemy Profiles
Kankaya, Lv. 4
Monster: Hunting Shambler
Type: Plant
A-Ability: Hunter’s Fury:
+Thorn Barrage: Fires thorn arrows in quick succession with a little something extra. 80% Atk Dmg. Range: 4 cells. 3 hits. Chance of Poison. 8 SP.
+Camoflauge: Jumps into foliage and becomes one with it. This unit goes Invisible for 3 turns. The next hit of a single attack performed is Critical.
+Howling Gale: Bursts from foliage and surges through the air around an enemy loosing arrows. 100% Atk Dmg. Range: Single target. Must have used Camoflauge on the previous turn. 5 hits. 18 SP.
R-Ability: None.
S-Ability: Eyes On You – As long as there is one Heaven’s Eye unit on the battlefield, this unit has Sight on all enemies and gains Sure Hit and elevated Critical Hit Rate against targets. Critical Hit Bonus is equal to 15%.
D-Ability: None.
Stats:
HP: 65
SP: 65
DD: --/--
Atk: 7
Def: 3
Psy: 2
Fai: 4
Evade: 8%
Move: 4 cells
*See above for Jajaluha
Iris, Lv. 3
Monster: Heaven’s Eye
Type: Plant
A-Ability: Trained Eye:
+Highlight: Showers an enemy in a strange light. Attacks made against a Highlighted enemy deal 20% more damage. 3 turn duration. Range: Single enemy. 6 SP.
+Kill On Sight: This unit focuses on a single enemy. Focusing takes up Act actions for each turn focused. While following an enemy’s movements, the attacks of other units on that enemy deal drastically more damage, increasing critical hit damage on the enemy by 100%. Range: Single enemy. 4 SP per turn focused.
R-Ability: None.
S-Ability: X-Ray Vision - An enemy focused by this unit has it's DEF and SPR reduced by 10% for the duration.
D-Ability: None.
Stats:
HP: 40
SE: 35
DD: --/--
Atk: 0
Def: 5
Psy: 10
Fai: 5
Evade: 5%
Move: 4 cells
*See above for Pupil
Neutral Profiles
(Main Story)
Name: Felicia Auburne
Gender: Female
Age: 28
Level: 5
Next Level: 7/48
Appearance:
- Spoiler:
- A mature, older woman, her voluptuous form is covered with a skin tight black leather outfit designed to increase the flow of mana within her. Her eyes are a blazing crimson and her hair is of the same color. Her figure is very athletic and slim; agile, yet pumping with power. She keeps her hair loose and hates to have it tied up. It's long and goes down to her lower back with some strands resting on her shoulder and going down her front. Her expression is typically indifferent, other times enraged. She looks fierce in battle, but is a quiet soul at rest.
Profession: Archmage - Capable of unleashing a valiant display of magical might, the one who claims this profession burdens all with an intense arcane power causing all to bow before her magic assault. (Basic Attacks +2)(Fire Affinity I)(Ice Affinity I)(Lightning Affinity I)(Elusive)
---Fire Affinity I: Damage taken from Fire attacks is reduced by 25%. Fire dmg output +10%.
---Ice Affinity I: Damage taken from Ice attacks is reduced by 25%. Ice dmg output +10%.
---Lightning Affinity I: Damage taken from Lightning attacks is reduced by 25%. Lightning dmg output +10%.
Weapon: Sorceress Heart - Tight black leather gloves infused with magic allowing the burning of glyphs onto the back with magic to execute magical attacks as a result. (2 hits)(Damage: INT)(Enables Burn Blow)(Enables Frozen Stab)(Enables Thunder Pulse)
---Burn Blow: Fire strike of the fist. Basic Attack damage. Range: Adjacent cell. Links to Basic Attack. Fire element.
---Frozen Stab: Fist becomes an icicle with which the enemy is stabbed. Basic Attack damage. Range: Adjacent cell. Links to Basic Attack. Ice element.
---Thunder Pulse: Slamming of the palm into the enemy creating an electric current. Basic Attack damage. Range: Adjacent cell. Links to Basic Attack. Lightning element.
Armor: Mana Archetype Beta Ver. - Black leather battle gear designed to enhance the flow of mana within the wearer, both weakening incoming spells whilst bolstering the wearer's own. (Mag dmg taken -10%)
Accessory: Mana Levias - Floating orbs filled with mana that amplify magic within the user's immediate vicinity. (Mag dmg output +10%)(Max MP +25%)
A-Ability: Enchanting Magic:
+Pyretongue: A serpent of flame coils about the foe and squeezes it tightly in its hot embrace. 120% Int Dmg. Range: 4 cells. Chance of Burn. 8 MP. Fire elemental.
+Flash Freeze: Envelops the enemy in a block of ice with but a mere snap of the fingers. No damage. Range: 4 cells. Chance of Freeze. 8 MP. Ice elemental.
+Teleportation: Warps one's form from one position on the battlefield to another. Range: Self. Counts as a Move action and not an Act action if used. 6 MP.
R-Ability: Mana Jamming - When damaged by magical means, the attacker has a high [75%] chance of becoming unable to use skills for 3 turns.
S-Ability: Levias Defense Formation - User DEF and SPR is innately boosted by 10%. For 2 turns upon activation, all damage taken is halved.
D-Ability: Arcane Manasweep (Neutral) - Radiates a huge shockwave of absolute pure mana that burns away all existences composed of or containing mana rendering the entire battlefield unto nothingness. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 25
MP: 35 (+9 from Mana Levias)
DD: 0/10
Atk: 1 (+0 from Sorceress Heart)
Def: 4 (+0 from Mana Archetype Beta Ver.)(+1 from Levias Defense Formation)
Int: 8 (+1 from Sorceress Heart)(+2 from Mana Levias)
Spr: 5 (+1 from Mana Archetype Beta Ver.)(+1 from Levias Defense Formation)
Evade: 5%
Movement: 2 cells (+0 from Archmage profession)
Skill Points: 0
Last edited by Masquerade on Mon Oct 05, 2015 3:09 pm; edited 26 times in total
Re: Spirit's Resolution [Profile Thread]
Last edited by Masquerade on Sun Sep 13, 2015 11:14 am; edited 5 times in total
Re: Spirit's Resolution [Profile Thread]
~ B E S T I A R Y ~
Humanoid
Swordsman of Silence (Location: Myridan/Defeated: 2/Exp: 2/Coin: 0/Items: None)
Beast
Marsh Pecker (Location: Acuatl Marsh/Defeated: 1/Exp: 1/Coin: 2/Items: ???????)
Reptilian
Masked Viper (Location: Acuatl Marsh/Defeated: 1/Exp: 3/Coin: 10/Items: Hallucinogen, ?????????? ?????)
Insect
None.
Plant
Marsh Shambler (Location: Acuatl Marsh/Defeated: 7/Exp: 1/Coin: 1/Items: Thick Vine, Sticky Petal)
Marsh Drone (Location: Acuatl Marsh/Defeated: 4/Exp: 2/Coin: 5/Items: Slimy Seed, Petal Wing)
Berserk Shambler (Location: Acuatl Marsh/Defeated: 1/Exp: 4/Coin: 21/Items: ????????? ????)
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
* * *
For the positive and negative statuses, see here: ~Inflictionary~
Humanoid
Swordsman of Silence (Location: Myridan/Defeated: 2/Exp: 2/Coin: 0/Items: None)
Beast
Marsh Pecker (Location: Acuatl Marsh/Defeated: 1/Exp: 1/Coin: 2/Items: ???????)
Reptilian
Masked Viper (Location: Acuatl Marsh/Defeated: 1/Exp: 3/Coin: 10/Items: Hallucinogen, ?????????? ?????)
Insect
None.
Plant
Marsh Shambler (Location: Acuatl Marsh/Defeated: 7/Exp: 1/Coin: 1/Items: Thick Vine, Sticky Petal)
Marsh Drone (Location: Acuatl Marsh/Defeated: 4/Exp: 2/Coin: 5/Items: Slimy Seed, Petal Wing)
Berserk Shambler (Location: Acuatl Marsh/Defeated: 1/Exp: 4/Coin: 21/Items: ????????? ????)
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
* * *
For the positive and negative statuses, see here: ~Inflictionary~
Last edited by Masquerade on Sun Sep 13, 2015 11:41 am; edited 9 times in total
Re: Spirit's Resolution [Profile Thread]
Name: Vaughn Carraway
Gender: Male
Age: 20
Level: 3
Next Level: 3/24
Appearance:
Profession: Slicer - Simple profession, but the deadliness and precision the one who claims it exhibits is complex in its own right, and certainly not anything to be messed with. Sharp objects in the right hands can lead to a very bad day for some unfortunate soul. (Azure Eye)
*Azure Eye: Boosts Hit Rate and Critical Hit Rate by 5%.
Weapon: Prep Knives - Stolen from work, they have sharp points and sharp blades. Don't make yourself next on the prep list. (2 hits)
Armor: White Apron - Spotless, therefore obviously not serving its function.
Accessory: Orange Ascot - Looks like we have a mystery on our hands!
A-Ability: Severance:
+Azure Flash: Blades flash to life in a blazing blue flame that shreds the fabrics of the enemy's psyche. No damage. Basic attacks reduces the target's SE by 2% per hit for 3 turns. Range: Self. 8 SE.
+Cyclic Slice: Leaps into the air and spins around, landing two vicious strikes on a foe from above. 120% Atk Dmg. Range: 3 cells. 2 hits. 10 SE.
R-Ability: None.
S-Ability: Deadly Ratio - Boosts the user's ATK by the percentage by which one's Critical Hit Rate is boosted. For example, if the user's Critical Hit Rate is boosted by 5%, then the user's ATK is also boosted by 5%.
D-Ability: Torrent of Azure Blades (Fire) - All becomes ensconced in the azure fire that burns the very essence of Spirit within those who oppose it and he who controls it. With an arsenal of unlimited blades, one begins to pull them from the fire and hurl them into a single foe from all directions, the darkness providing cover. Only a quick shadow can be seen from time to time as the foe becomes a pincushion, never to rise again. Deals 200% Piercing Atk damage to a single target on the battlefield. Survivors have a chance of losing 50% of their current SE which is then drained by the user in full.
Stats:
HP: 30 (+5 from Orange Ascot)
SE: 20
DD: 6/10
Atk: 6 (+1 from Prep Knives)
Def: 4 (+0 from White Apron)
Psy: 1 (+0 from Prep Knives)
Fai: 3 (+1 from White Apron)
Evasion: 5%
Movement: 2 cells (+2 from Slicer Profession)
Skill Points: 2
Gender: Male
Age: 20
Level: 3
Next Level: 3/24
Appearance:
- Spoiler:
- Vaughn, standing at a grand ol' 5 foot 8 inches, is slim in build having trained in gymnastics and acrobatics when he was younger. He is extremely flexible which aids him in combat greatly, not to mention he is able to accomplish great physical feats without the unnecessary expenditure of Spirit. He has fairly straight shoulder length silver hair and his eyes are a dazzling blue. While at work, he wears a white polo and white slacks with a white leather belt protected by a white apron. In more casual dress, he prefers to keep his fancy dress pants, picking khakis or darker colored slacks, and a nice shirt, usually button down accompanied with an orange scarf or ascot. Nice dress shoes finish the not-so-casual-after-all look.
Profession: Slicer - Simple profession, but the deadliness and precision the one who claims it exhibits is complex in its own right, and certainly not anything to be messed with. Sharp objects in the right hands can lead to a very bad day for some unfortunate soul. (Azure Eye)
*Azure Eye: Boosts Hit Rate and Critical Hit Rate by 5%.
Weapon: Prep Knives - Stolen from work, they have sharp points and sharp blades. Don't make yourself next on the prep list. (2 hits)
Armor: White Apron - Spotless, therefore obviously not serving its function.
Accessory: Orange Ascot - Looks like we have a mystery on our hands!
A-Ability: Severance:
+Azure Flash: Blades flash to life in a blazing blue flame that shreds the fabrics of the enemy's psyche. No damage. Basic attacks reduces the target's SE by 2% per hit for 3 turns. Range: Self. 8 SE.
+Cyclic Slice: Leaps into the air and spins around, landing two vicious strikes on a foe from above. 120% Atk Dmg. Range: 3 cells. 2 hits. 10 SE.
R-Ability: None.
S-Ability: Deadly Ratio - Boosts the user's ATK by the percentage by which one's Critical Hit Rate is boosted. For example, if the user's Critical Hit Rate is boosted by 5%, then the user's ATK is also boosted by 5%.
D-Ability: Torrent of Azure Blades (Fire) - All becomes ensconced in the azure fire that burns the very essence of Spirit within those who oppose it and he who controls it. With an arsenal of unlimited blades, one begins to pull them from the fire and hurl them into a single foe from all directions, the darkness providing cover. Only a quick shadow can be seen from time to time as the foe becomes a pincushion, never to rise again. Deals 200% Piercing Atk damage to a single target on the battlefield. Survivors have a chance of losing 50% of their current SE which is then drained by the user in full.
Stats:
HP: 30 (+5 from Orange Ascot)
SE: 20
DD: 6/10
Atk: 6 (+1 from Prep Knives)
Def: 4 (+0 from White Apron)
Psy: 1 (+0 from Prep Knives)
Fai: 3 (+1 from White Apron)
Evasion: 5%
Movement: 2 cells (+2 from Slicer Profession)
Skill Points: 2
Last edited by Masquerade on Thu Feb 23, 2017 8:40 pm; edited 7 times in total
Re: Spirit's Resolution [Profile Thread]
Name: Claire Connors
Gender: Female
Age: 18
Level: 3
Next Level: 3/24
Appearance:
Profession: Thaumaturge - With immense knowledge of Spirit-based magical artes and magical artifacts, the one who claims this profession blasts enemies away with a variety of spells while keeping allies refreshed and rejuvenated with mysterious incomprehensible powers. (Magic Weapon Specialist)
*Magic Weapon Specialist: Allows the user to dual wield Psyche-based weaponry.
Weapon: Oak Wand - Simple wand made from the wood of an oak tree. It helps conduct magic fairly well. (Damage: PSY)(Range: 3)
Weapon: Brass Goblet - Nondescript goblet constructed from cheap brass. (Damage: PSY)(Range: 3)
Armor: Grim Violet - Gothic style dress with a violet base and white frills.
Accessory: Astral Bow - Black hair bow colored black and dotted with specks of stars.
A-Ability: Magician's Might:
+Feiru: Simple fire spell that conjures embers to burn an enemy. 130% Psy Dmg. Range: 2 cells. Chance of Burn. 8 SE.
+Taste of Health: Offers restorative drink from one's goblet. How the liquid within gained those properties is a trade secret. 100% Psy HP Recovery. Range: Adjacent. 6 SE. Completely drains goblet upon use.
R-Ability: None.
S-Ability: Liquid Conjuration - Draws liquid into the goblet which can be used in a variety of ways through the execution of skills. Depending on how full the goblet is, the strength of skills and spells increase. The goblet fills by 25% per turn capping at 4 stacks (100%.) Skills and spells are affected in the following ways:
0% Full: Skill/spell has no effect and cannot be used.
25% Full: Skill/spell deals 10% more damage, heals for 10% more HP/SE, and/or has a 10% higher chance of inflicting negative status.
50% Full: Skill/spell deals 15% more damage, heals for 15% more HP/SE, and/or has a 15% higher chance of inflicting negative status. SE Cost of skill/spell is reduced by 10%.
75% Full: Skill/spell deals 20% more damage, heals for 20% more HP/SE, and/or has a 20% higher chance of inflicting negative status. SE Cost of skill spell is reduced by 15%. Skill/spell counts as a Free Action for the turn.
100% Full: Skill/spell deals 30% more damage, heals for 30% more HP/SE, and/or has a 30% higher chance of inflicting negative status. SE Cost of skill spell is reduced by 20%. Skill/spell counts as a Free Action for the turn. Damaging and healing skills are Critical and Sure Hit, bypassing any effects that may inhibit/prevent damaging or healing.
D-Ability: The Great Flood (Water) - Leading Spirit with the wand, one conducts mighty storm clouds in the air before tossing one's goblet high into the sky, the contents within filling the clouds with an infinite rain that falls upon the battlefield and unleashes the grandest flash flood the likes of which the world has never seen. May all sin be washed away from this world and onto the shores of Hell... Deals 100% Piercing Psy damage to all enemies on the battlefield. Survivors are subject to Wet and Weak.
Stats:
HP: 20
SE: 30 (+5 from Astral Bow)
DD: 0/10
Atk: 1 (+0 from Oak Wand)(+0 from Brass Goblet)
Def: 3 (+0 from Grim Violet)
Psy: 6 (+1 from Oak Wand)(+1 from Brass Goblet)
Fai: 4 (+1 from Grim Violet)
Evasion: 1%
Movement: 2 cells (+0 from Thaumaturge Profession)
Skill Points: 2
* * *
Name: Salari
Gender: Female
Level: 3
Title: Goddess of Cups - Ancient goddess of the cup and all that flows from it, she possesses the ability to control all liquids and to provide a great bounty to those who worship her, primarily the one who can call her their Psyche. (Ebbing/Flowing Life)
*Ebbing Life: All of this unit's Damage spells cost 20% less SE to cast. 3 turn cooldown. Overrides Flowing Life.
*Flowing Life: All of this unit's Recovery and Support spells cost 20% less SE to cast. 3 turn cooldown. Overrides Ebbing Life.
A-Ability: Bountiful Vitality:
+Riuto: Splashes down a large drop of healing water upon oneself or one’s ally. 120% Psy HP Recovery. Range: 3 cells. 12 SE. Water elemental.
+Riarudo: Looses mighty blast of water forward to devastate foes. 140% Psy Dmg. Range: 6 cells, linear. Chance of Weak. 14 SE. Water elemental.
+RiShield: Creates swirling barrier around oneself that slowly recovers wounds. Boosts DEF and FAI by 20%. Bestows Regen. 3 turn duration. Can be shorted out by Electric attacks. Range: Self. 10 SE.
R-Ability: None.
S-Ability: Everlasting Gift – Boosts duration of positive status bestowed by this unit by 1 turn.
D-Ability: Furious Downpour (Water) - An immensely strong spell that utilizes one's truest powers to conjure forth giant goblets in the sky to unleash their contents down upon the opposition, crushing them under the might of the greatest of torrential rain. Deals 100% Piercing Psy damage to all enemies on the battlefield. Survivors are subject to Weak and Frail.
Stat Adjustments:
HP: +25%
SE: +75%
DD: 3/10
Atk: -40%
Def: -10%
Psy: +20%
Fai: +30%
Evade: +/- 0%
Move: +/- 0 cells
Psyche Abilties:
---Water's Touch: This unit resists attacks and spells of the Water element.
Gender: Female
Age: 18
Level: 3
Next Level: 3/24
Appearance:
- Spoiler:
- Claire is slightly shorter than her compatriot, Vaughn, standing at 5 foot 7 inches. She tends to wear long dresses that make it hard to see her eloquent hourglass figure and she despises tight-fitting clothing. She hates to be the object of fantasy and prefers to be mysterious and enigmatic, something that translates to her look. Her long raven black and slightly lustrous hair falls straight down all the way to her lower back with some of it draping over her shoulders, the ends of the strands flipping upwards slightly. Her eyes are black as a starless night and she tends to wear a lot of cosmetics, lipstick of various colors, eyeliner, and the like. She likes to keep her nails done as well, and occasionally, she'll wear a bow or two in her hair. Keeping up her appearance is like a hobby to her rather than being vain.
Profession: Thaumaturge - With immense knowledge of Spirit-based magical artes and magical artifacts, the one who claims this profession blasts enemies away with a variety of spells while keeping allies refreshed and rejuvenated with mysterious incomprehensible powers. (Magic Weapon Specialist)
*Magic Weapon Specialist: Allows the user to dual wield Psyche-based weaponry.
Weapon: Oak Wand - Simple wand made from the wood of an oak tree. It helps conduct magic fairly well. (Damage: PSY)(Range: 3)
Weapon: Brass Goblet - Nondescript goblet constructed from cheap brass. (Damage: PSY)(Range: 3)
Armor: Grim Violet - Gothic style dress with a violet base and white frills.
Accessory: Astral Bow - Black hair bow colored black and dotted with specks of stars.
A-Ability: Magician's Might:
+Feiru: Simple fire spell that conjures embers to burn an enemy. 130% Psy Dmg. Range: 2 cells. Chance of Burn. 8 SE.
+Taste of Health: Offers restorative drink from one's goblet. How the liquid within gained those properties is a trade secret. 100% Psy HP Recovery. Range: Adjacent. 6 SE. Completely drains goblet upon use.
- Spoiler:
- +Icir: Looses a quick blast of ice. 110% Psy Dmg. Range: 4 cells. Sure Hit. 8 SE. Ice elemental.
+Spirit Surge: Offers a drink that restores the lost Spirit of friends. How the liquid within gained those properties is a trade secret. 50% Psy SE Recovery. Range: Adjacent. 6 SE. Completely drains goblet upon use.
+Ginan: Drops a bolt of powerful lightning down upon the head of a foe. 90% Psy Dmg. Range: Single enemy. High [75%] critical hit chance. 8 SE.
R-Ability: None.
S-Ability: Liquid Conjuration - Draws liquid into the goblet which can be used in a variety of ways through the execution of skills. Depending on how full the goblet is, the strength of skills and spells increase. The goblet fills by 25% per turn capping at 4 stacks (100%.) Skills and spells are affected in the following ways:
0% Full: Skill/spell has no effect and cannot be used.
25% Full: Skill/spell deals 10% more damage, heals for 10% more HP/SE, and/or has a 10% higher chance of inflicting negative status.
50% Full: Skill/spell deals 15% more damage, heals for 15% more HP/SE, and/or has a 15% higher chance of inflicting negative status. SE Cost of skill/spell is reduced by 10%.
75% Full: Skill/spell deals 20% more damage, heals for 20% more HP/SE, and/or has a 20% higher chance of inflicting negative status. SE Cost of skill spell is reduced by 15%. Skill/spell counts as a Free Action for the turn.
100% Full: Skill/spell deals 30% more damage, heals for 30% more HP/SE, and/or has a 30% higher chance of inflicting negative status. SE Cost of skill spell is reduced by 20%. Skill/spell counts as a Free Action for the turn. Damaging and healing skills are Critical and Sure Hit, bypassing any effects that may inhibit/prevent damaging or healing.
D-Ability: The Great Flood (Water) - Leading Spirit with the wand, one conducts mighty storm clouds in the air before tossing one's goblet high into the sky, the contents within filling the clouds with an infinite rain that falls upon the battlefield and unleashes the grandest flash flood the likes of which the world has never seen. May all sin be washed away from this world and onto the shores of Hell... Deals 100% Piercing Psy damage to all enemies on the battlefield. Survivors are subject to Wet and Weak.
Stats:
HP: 20
SE: 30 (+5 from Astral Bow)
DD: 0/10
Atk: 1 (+0 from Oak Wand)(+0 from Brass Goblet)
Def: 3 (+0 from Grim Violet)
Psy: 6 (+1 from Oak Wand)(+1 from Brass Goblet)
Fai: 4 (+1 from Grim Violet)
Evasion: 1%
Movement: 2 cells (+0 from Thaumaturge Profession)
Skill Points: 2
* * *
Name: Salari
Gender: Female
Level: 3
Title: Goddess of Cups - Ancient goddess of the cup and all that flows from it, she possesses the ability to control all liquids and to provide a great bounty to those who worship her, primarily the one who can call her their Psyche. (Ebbing/Flowing Life)
*Ebbing Life: All of this unit's Damage spells cost 20% less SE to cast. 3 turn cooldown. Overrides Flowing Life.
*Flowing Life: All of this unit's Recovery and Support spells cost 20% less SE to cast. 3 turn cooldown. Overrides Ebbing Life.
A-Ability: Bountiful Vitality:
+Riuto: Splashes down a large drop of healing water upon oneself or one’s ally. 120% Psy HP Recovery. Range: 3 cells. 12 SE. Water elemental.
+Riarudo: Looses mighty blast of water forward to devastate foes. 140% Psy Dmg. Range: 6 cells, linear. Chance of Weak. 14 SE. Water elemental.
+RiShield: Creates swirling barrier around oneself that slowly recovers wounds. Boosts DEF and FAI by 20%. Bestows Regen. 3 turn duration. Can be shorted out by Electric attacks. Range: Self. 10 SE.
R-Ability: None.
S-Ability: Everlasting Gift – Boosts duration of positive status bestowed by this unit by 1 turn.
D-Ability: Furious Downpour (Water) - An immensely strong spell that utilizes one's truest powers to conjure forth giant goblets in the sky to unleash their contents down upon the opposition, crushing them under the might of the greatest of torrential rain. Deals 100% Piercing Psy damage to all enemies on the battlefield. Survivors are subject to Weak and Frail.
Stat Adjustments:
HP: +25%
SE: +75%
DD: 3/10
Atk: -40%
Def: -10%
Psy: +20%
Fai: +30%
Evade: +/- 0%
Move: +/- 0 cells
Psyche Abilties:
---Water's Touch: This unit resists attacks and spells of the Water element.
Last edited by Masquerade on Wed Aug 12, 2015 4:45 pm; edited 4 times in total
Re: Spirit's Resolution [Profile Thread]
Natalia "Netta" Thorn
Female, 19 (September 30)
Appearance:
Profession: Artificer - Combining deadly aim, sharp eyes, and a knack for turning rocks into explosives, this unit is a master of creating hazards on the field of battle, a maze for the enemy. (Quiver)
Quiver - This unit holds different types of arrows that give extra effects.
Weapon: Wood Shortbow - A bow meant to hit with more power at the cost of having a reduced range. (3 cell range)
Armor: Wood Targe - A small shield to protect from frontal attacks.
Accessory: Rubber Boots - Black rubber useful for protecting from explosions and fire.
Quiver: Wooden Arrow - A standard arrow.
A-Ability: Ingenuity
Venom Flask Arrow - This unit takes out an arrow with a flask of venom in place of an actual arrowhead and fires it at an area. The vial splashes green liquid at the point of impact and a gas spreads, poisoning any within. If this ability hits an enemy unit, the poison is much stronger. Creates a Venom Cloud in a 3-cell radius at the point of impact. Enemies within the cloud may be Poisoned. If an enemy unit is hit, that unit has a higher chance to be Severely Poisoned. 5 cell range. 10 MP.
Exploding Caltrops - This unit throws out a litter of spikes on the ground and jumps away. If an enemy steps into the litter, the caltrops around it immediately explode, igniting nearby flammable sources and dealing damage. Turns a 2-surrounding cell area into an explosion hazard. This unit leaps 3 cells backward from the center. Enemies who step in the area take 120% Atk DMG and might be Burned. 10 MP.
Escape Danger - This unit flees from danger, backing a short distance away before blending in with the surroundings and fleeing a further distance is this unit wishes. Backs 2 cells away from an enemy unit and enters Stealth. 6 MP.
A-Ability: Item
R-Ability:Ranger's Trap - After laying a trap, this unit whistles at a target to coerce the target to walk towards this unit and her cleverly laid trap, greatly increasing the chances of the enemy unit walking right into their death. Taunts a target enemy after laying a trap. If the target is successfully Taunted, it has 15% reduced DEF for that turn.
S-Ability: Eagle's Eye - This unit is able to perceive traps, mechanisms, chests, items, useful flora, and invisible units on the battlefield. This unit cannot trigger traps and can open, utilize, or disarm traps, chests, doors, or other simple mechanisms. This unit is also immune to any status ailment that affects sight.
D-Ability: Expansive Minefield - There's nothing like the sight of an enormous explosion being set off by the right foot in the right place. Places 10 Combustion Mines randomly on the battlefield and gives each mine Center of Attention. The explosion radius covers 3 cells and will set off other mines in the vicinity. If all mines explode at once, the damage is devastating. 100% Piercing Atk DMG per mine. 150% Piercing Atk DMG if other mines are set off. 250% Piercing Atk DMG if all mines are set off from the chain-reaction.
Level: 3
Progress: 23/24
Stats:
HP: 30/30
MP: 20/20
DD: 4/10
Atk: 6 (+1 from Wood Shortbow) (+1 from Wooden Arrow)
Def: 3 (+1 from Wood Targe)
Int: 1
Spr: 4 (+1 from Rubber Boots)
Move: 2 (+2 from Artificer)
Evade: 5%
Skill Points: 1
Female, 19 (September 30)
Appearance:
- Spoiler:
Profession: Artificer - Combining deadly aim, sharp eyes, and a knack for turning rocks into explosives, this unit is a master of creating hazards on the field of battle, a maze for the enemy. (Quiver)
Quiver - This unit holds different types of arrows that give extra effects.
- Spoiler:
- Druid - Close relations with nature has turned this artificer into a hunter of unparalleled ingenuity. Combining deadly perception and nature's gifts turns this one into a deadly marshwood hunter. (Deerskin Quiver)(Netta's Boon)
Deerskin Quiver - Allows this unit to hold two different types of arrows that give different effects based on which one is used.
Netta's Boon - Adopting the skin of a beast does not consume an Action Phase and abilities used while in beast form cost 10% less MP.
Weapon: Wood Shortbow - A bow meant to hit with more power at the cost of having a reduced range. (3 cell range)
Armor: Wood Targe - A small shield to protect from frontal attacks.
Accessory: Rubber Boots - Black rubber useful for protecting from explosions and fire.
Quiver: Wooden Arrow - A standard arrow.
A-Ability: Ingenuity
Venom Flask Arrow - This unit takes out an arrow with a flask of venom in place of an actual arrowhead and fires it at an area. The vial splashes green liquid at the point of impact and a gas spreads, poisoning any within. If this ability hits an enemy unit, the poison is much stronger. Creates a Venom Cloud in a 3-cell radius at the point of impact. Enemies within the cloud may be Poisoned. If an enemy unit is hit, that unit has a higher chance to be Severely Poisoned. 5 cell range. 10 MP.
Exploding Caltrops - This unit throws out a litter of spikes on the ground and jumps away. If an enemy steps into the litter, the caltrops around it immediately explode, igniting nearby flammable sources and dealing damage. Turns a 2-surrounding cell area into an explosion hazard. This unit leaps 3 cells backward from the center. Enemies who step in the area take 120% Atk DMG and might be Burned. 10 MP.
Escape Danger - This unit flees from danger, backing a short distance away before blending in with the surroundings and fleeing a further distance is this unit wishes. Backs 2 cells away from an enemy unit and enters Stealth. 6 MP.
- Spoiler:
- Identify - This unit watches the target with a hawk-like perception, examining its every move and behavior and learning what makes it tick. Puts targeted unit in the Bestiary with full information on weaknesses. Grants this unit a permanent (cross-battle) +20% crit chance against Identified units. Must be in basic attack range to observe accurately. Takes two turns to fully identify an enemy, but this ability will not break stealth.
Acorn Toss - You wouldn't think these little suckers would hurt, but a strong arm and pinpoint accuracy can make one of these simple nuts into a deadly projectile. 130% Atk DMG. 3 cell range. Chance of Addle. ? MP.
Flare - This unit fires an specially crafted arrow coated in oil. The arrow catches fire, the blue light consuming the oil very slowly but providing a decent amount of light. 5 cell range. Illuminates a 3 cell radius area and reveals units in stealth.
Light Snack - Quickly takes a bite from an acorn to remove some fatigue and get some energy back. Restores 5 HP and MP. Uses a cooldown system based off of how many acorns this unit has collected. This unit can collect acorns simply by being near nature tiles. Can hold up to 5 acorns at a time.
Shell Shocker - This unit becomes supercharged with hyper energy, static coursing through and around this unit's body and to this unit's fingers and bow. This energy charges this unit's basic attacks to become swifter and more deadly than normal. Adds Lightning Element and a chance to cause Shock to basic attacks. Self only. This ability works on a 3-charge system, consumed by basic attack rounds. Additional hits within a basic attack round will not consume a charge.
Cover Fire - This unit keeps her eyes on a target ally and watches them with the eyes of an eagle. Whenever an enemy is about to perform an attack on that ally, this unit immediately fires a low-power arrow at that enemy, meant to startle that enemy, canceling their attack. Only works on one enemy per turn. Cover Fire does not consume action phases beyond the initial activation. Deals 60% Atk DMG to enemies about to attack the targeted unit. Interrupts basic attacks and spells/abilities that need to be channeled first. 50% Chance to cancel stronger abilities. Cover Fire lasts for 5 turns.
Netta's Thorn - This unit knocks an arrow coated in a very special toxin to her bow and takes aim. The arrow pierces through even the strongest armors due to the special toxin coating the arrowhead and deeply poisons the targeted enemy. 140% Atk DMG. Corrodes and ignores Armor bonuses. Inflicts target with Netta's Toxin. 3 cell range. ? MP.
*Netta's Toxin - Reduces afflicted's Atk and Def by 10% and inflicts 5% Max HP damage per turn for three turns.
A-Ability: Nature's Gift
Howling Wolfskin - Netta adopts the skin of a wolf, gifting her with great speed, agility, and attacking power. Netta loses the ability to use her normal attacking methods in exchange for this power. Grants +30% Atk, +2 Move, +35% Evade. Basic attacks are melee and may cause Bleeding.
---Rending Heart - Netta pounces on her target, claws and fangs bared. With a savage snarl she rips her target to shreds, overwhelming her target. 130% Atk DMG. Overwhelms target, making it impossible for them to Act or Move next turn. Adjacent cell range.
---Snapping Fangs - Netta snaps at her initial target, the power of her gift taking over for her and allowing her to leap at each of her enemies in turn and tear off some piece of their body. Leaps to an enemy and deals 140% Atk DMG. If another enemy is within three cells of the initial target and so on, Netta deals 100% Atk DMG to them. 3 cell range.
Cackling Ravenfeather - Netta adopts the feathers of a bird of prey, becoming a deadly hunter from the skies but losing her ability to attack normally. While in the form of a Raven, her defenses are decreased in exchange for immunity to short-ranged attacks and the Earth element. Grants +20% Atk, -10% Def, -10% Spr, +6 Move, +20% Evade, Flight. Basic attacks and abilities can be used without interrupting movement.
---Steelclaw Talons - Netta swoops down from above, shredding her target's head into ribbons with talons sharper than steel blades, causing major damage and major pain. 140% Atk DMG. Chance of Blood Loss.
---Peregrine Dive - Netta angles herself downward and shoots down like a bullet to slam her sharp beak into her target's head. 170% Atk DMG. May cause Addle.
Chattering Squirreltail - Netta adopts a few features of the squirrel, becoming far more agile and able to scale trees at impressive speeds. She retains all normal methods of attacking. Grants -10% Atk, +10% Spr, +2 Move, +45% Evade. Can scale trees without consuming movement and can jump to other nearby trees. Basic attacks gain +4 range while in trees.
---Acorn Storm - Netta procures a seemingly massive number of acorns and pelts a target with them. All of them. 70% Atk DMG. 20 hits. May cause Acorn Madness. 3 cell range.
---Squirrel Away - Netta skitters away from danger, vanishing from sight almost immediately due to her dizzying speed. Enters Stealth and causes nearby enemies to become Dazed. If Netta uses a basic attack or damaging ability to hit a previously Dazed enemy the next turn, her damage is increased by 50%.
Roaring Grizzlytuft - Netta adopts the body of a giant brown bear, losing all of her ranged abilities and crafty designs and stealth in exchange for an insane amount of power and defense. Basic attacks now Rend targets, reducing Def by 10% with every hit. Three basic attacks from Netta in this form may cause Fear and make even other enemies flee from her. Grants +50% Atk, +30% Def, +20% Spr, -1 Move, -10% Evade, +10% Crit Chance.
---Rampaging Warbeast - Netta lets out a feral roar before charging towards her target on all fours, becoming an unstoppable mass of muscle and fur. The first enemy hit is trampled. The second enemy hit is mauled. If no second enemy exists, the rampage does a 180 and Netta mauls the downed enemy for increased damage. 120% Atk DMG trample. 160% Atk DMG mauling. Damage increased by 50% of only one enemy is hit. 6 cell charge.
---Bonecracker Slam - Netta stands on hind legs. Then crashes down on her enemy with 600 pounds of raw power and muscle. 250% Atk DMG. Adjacent cell range. Can shatter Petrified or Frozen targets.
Snarling Sharktooth - Netta adopts some features of the fearsome underwater beasts, giving her a raw boost to power and speed while sacrificing her resistance to magic. She retains all damaging abilities but cannot use her ingenuity or stealth. Grants +30% Atk, +10% Def, -25% Spr, Haste. Basic attacks may cause Bleeding. This unit is able to breathe underwater and gains +2 Movement and +10% more Atk while in a water cell.
---Slicing Fangarrow - Netta uses a shark's tooth arrow for her bow, giving it extra penetration, even against the toughest of armors. 120% Atk DMG. 3 cell range. Ignores Armor bonuses. Interrupts channeled abilities.
---Bloody Anger - Netta enrages herself, increasing her power to its maximum level while sacrificing all ability to defend herself or evade attacks, but the blood that flows through her veins keeps her alive and healing. Berserks. Grants Regen.
A-Ability: Item
R-Ability:
S-Ability: Eagle's Eye - This unit is able to perceive traps, mechanisms, chests, items, useful flora, and invisible units on the battlefield. This unit cannot trigger traps and can open, utilize, or disarm traps, chests, doors, or other simple mechanisms. This unit is also immune to any status ailment that affects sight.
D-Ability: Expansive Minefield - There's nothing like the sight of an enormous explosion being set off by the right foot in the right place. Places 10 Combustion Mines randomly on the battlefield and gives each mine Center of Attention. The explosion radius covers 3 cells and will set off other mines in the vicinity. If all mines explode at once, the damage is devastating. 100% Piercing Atk DMG per mine. 150% Piercing Atk DMG if other mines are set off. 250% Piercing Atk DMG if all mines are set off from the chain-reaction.
Level: 3
Progress: 23/24
Stats:
HP: 30/30
MP: 20/20
DD: 4/10
Atk: 6 (+1 from Wood Shortbow) (+1 from Wooden Arrow)
Def: 3 (+1 from Wood Targe)
Int: 1
Spr: 4 (+1 from Rubber Boots)
Move: 2 (+2 from Artificer)
Evade: 5%
Skill Points: 1
Last edited by Zerifachias on Wed Aug 12, 2015 7:43 pm; edited 8 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 31
Location : Naletia
Re: Spirit's Resolution [Profile Thread]
Name: Wolfgang Scargrip
Gender: Male
Age: 22
Appearance:
Mercy: This unit refuses to kill, never making an attack drop a target’s HP below 1. If a unit is at 1 HP after being attacked by the user, then they are rendered Witless for the rest of the battle and cannot perform any action nor be recovered. If all remaining enemies in the battle are incapacitated, then the battle is considered won.
Decommission: All attacks by this unit have a [10%] chance of inflicting Stun.
Weapon: Shock Baton – A blunt object charged to neutralize hostile targets.
Armor: Tactical Vest – Standard-Issue protective covering to soften impact.
Accessory: Black Gloves – A Restrainer never likes getting his hands dirty.
A-Ability: Forbearance
+ Dive Tackle: The user tosses himself at a target with high speed, attempting to disable them as quickly as possible while avoiding crossfire. Moves the user up to 4 Cells ahead or adjacent to a collided enemy. 100% ATK DMG with chance of Disable, the user cannot be targeted by ranged attacks for the next enemy phase. 12 MP.
+ Sleeper Hold: The user performs a rear-naked choke on the target, attempting to strangle them unconscious. The more exhausted the target, the more effective the attack. When used on an enemy, they take an initial 80% ATK DMG and if the hold is successful they become unable to move or attack while the user remains in the initial cell, taking an extra 10% of their missing HP as damage with a chance of Sleep each turn until released or when the target falls asleep. The target may attempt to break free by struggling. Base success chance is 25% +5% per each 10% missing HP + 10% per negative status affliction on the target. Attempts to break the hold may be made by spending MP with the success rate being proportional to the percentage of max MP spent x 2, with failure resulting in a greater chance to fall asleep. Range: Adjacent Cell. 8 MP.
S-Ability:
+ Hostage Situation: This unit may use an Act action to pick up an enemy that is Dazed, Stunned, Witless, Disabled, or otherwise immobilized as a shield for the duration of the incapacitation. While being used as a shield, the unit moves with the user and takes all incoming damage for the user (this allows targets to have their HP reduced to 0). Only one unit may be used as a shield at a time, and those used as shields become permanently disarmed.
R-Ability:
+ Breakthrough Perseverance: Each time this unit fails at inflicting a status affliction on a target, they receive a stack of Breakthrough on them (Max: 6). For each stack of Breakthrough, the afflicted has a 10% higher susceptibility to this unit’s status afflictions which are consumed upon the next successful status affliction this unit places on them. The affliction will last 1 more turn per 2 stacks of Breakthrough consumed.
D-Ability:
+ Crackdown: For the next 3 turns, this unit is immune to negative status afflictions and Mercy now activates at 33% or less of an enemy’s max HP instead of at 1.
LVL: 2
EXP: 12 / 16
SP: 0
SKP: 2
HP: 30
MP: 15 (+5 from Black Gloves)
DD: 6/10
ATK: 6 (+1 from Shock Baton)
DEF: 3 (+1 from Tactical Vest)
INT: 1 (+0 from Shock Baton)
SPR: 2 (+0 from Tactical Vest)
EVADE: 3%
MOVE: 2 cells (+1 from Restrainer profession)
Personal Coin: 194
Gender: Male
Age: 22
Appearance:
- Spoiler:
Mercy: This unit refuses to kill, never making an attack drop a target’s HP below 1. If a unit is at 1 HP after being attacked by the user, then they are rendered Witless for the rest of the battle and cannot perform any action nor be recovered. If all remaining enemies in the battle are incapacitated, then the battle is considered won.
Decommission: All attacks by this unit have a [10%] chance of inflicting Stun.
Weapon: Shock Baton – A blunt object charged to neutralize hostile targets.
Armor: Tactical Vest – Standard-Issue protective covering to soften impact.
Accessory: Black Gloves – A Restrainer never likes getting his hands dirty.
A-Ability: Forbearance
+ Dive Tackle: The user tosses himself at a target with high speed, attempting to disable them as quickly as possible while avoiding crossfire. Moves the user up to 4 Cells ahead or adjacent to a collided enemy. 100% ATK DMG with chance of Disable, the user cannot be targeted by ranged attacks for the next enemy phase. 12 MP.
+ Sleeper Hold: The user performs a rear-naked choke on the target, attempting to strangle them unconscious. The more exhausted the target, the more effective the attack. When used on an enemy, they take an initial 80% ATK DMG and if the hold is successful they become unable to move or attack while the user remains in the initial cell, taking an extra 10% of their missing HP as damage with a chance of Sleep each turn until released or when the target falls asleep. The target may attempt to break free by struggling. Base success chance is 25% +5% per each 10% missing HP + 10% per negative status affliction on the target. Attempts to break the hold may be made by spending MP with the success rate being proportional to the percentage of max MP spent x 2, with failure resulting in a greater chance to fall asleep. Range: Adjacent Cell. 8 MP.
S-Ability:
+ Hostage Situation: This unit may use an Act action to pick up an enemy that is Dazed, Stunned, Witless, Disabled, or otherwise immobilized as a shield for the duration of the incapacitation. While being used as a shield, the unit moves with the user and takes all incoming damage for the user (this allows targets to have their HP reduced to 0). Only one unit may be used as a shield at a time, and those used as shields become permanently disarmed.
R-Ability:
D-Ability:
+ Crackdown: For the next 3 turns, this unit is immune to negative status afflictions and Mercy now activates at 33% or less of an enemy’s max HP instead of at 1.
LVL: 2
EXP: 12 / 16
SP: 0
SKP: 2
HP: 30
MP: 15 (+5 from Black Gloves)
DD: 6/10
ATK: 6 (+1 from Shock Baton)
DEF: 3 (+1 from Tactical Vest)
INT: 1 (+0 from Shock Baton)
SPR: 2 (+0 from Tactical Vest)
EVADE: 3%
MOVE: 2 cells (+1 from Restrainer profession)
Personal Coin: 194
Last edited by Vergil on Wed Sep 09, 2015 11:44 pm; edited 6 times in total
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 31
Location : Existential Dread
Re: Spirit's Resolution [Profile Thread]
Name: Nastasia
Age: 20
Gender: Female
Appearance:
(Arcana Adept) (Foresight) (Damage: Int) (Range: 3 Cells) (Equip: Heels)
Magical Chain: Enables the user to chain certain magical attacks together based upon their alignment as either Progressive or Reactive. Max Chain: 2 [Progressive --- Reactive].
Arcana Adept: Increases the user's Magical Damage Output by 10% and reduces the user's SE Costs by 10% passively.
Foresight: Increases the user's Hit Rate by 10% and increases the Damage Output of Returned Spells (i.e. Reversal, Reflect, etc.) by 10% passively.
Level: 3
Exp: 3/24
Weapon: Ruby Slippers- Not quite slippers, these fashionable red heels dazzle all who look upon them.
Armor: Trendy Getup- Both professional and chic, these garments are made for someone who wants to look good AND mean business.
Accessory: Mystery Potion- Tiny vial carrying a mysterious liquid strung on a chain and worn around the neck.
A-Ability: Crafting the Spell
+Gaia Lash – Taps one's right heel into the ground and spins forward, sending a malleable length of earth snapping in the target's direction. 90% Int Damage. 2 Hits. Progressive Type. Range: 4 Cells. 6 MP. Earth Elemental.
+Aura Pulse – Clicks one's heels together causing the user's energy to form a ring around her causing it to collide in on herself for direction before being fired in the direction of the user's choosing. 100% Int Damage. Increases the user's Int and Spr by 15% for Two Turns. Does not stack. Reactive Type Range: 3 Cells. 8 MP.
+Lluvia – Throws one's hands into the air before sending them swinging downward causing a torrent of water to loose itself upon them at breakneck speeds. 110% Int Damage. Sure Hit. Chance of Wet. Progressive Type. Range: 3 Cells. 8 MP. Water Elemental.
A-Ability: Arcane Prowess *LOCKED*
R-Ability:
+Reversal – Shreds the lingering remnants of spells cast at the user to return them at the attacker. Whenever the user is the target of an magic-based ability, she recasts the ability at the original caster based on her own stats so long as she has the ability to do so.
S-Ability:
+Alignment – Aligns ones' self with the power coursing through one's veins and cycles it continuously. The user recovers MP equal to 3% Max MP each turn.
D-Ability:
+Meteorshower – Stamps down on the ground releasing a massive glyph of energy which the user then uses as a medium to launch herself far past the heavens, allowing her to manipulate meteors of the starscape to rain down absolute hell upon the battlefield. 100% Piercing Int Damage. High Chance of Severe Burn. Chance of Instant Death. Range: All Enemies. 0 MP. Fire/Light Elemental.
Stats:
HP: 20
MP: 30 (+5 from Mystery Potion)
DD: 8/10
Atk: 1 (+0 from Ruby Slippers)
Def: 3 (+0 from Trendy Getup)
Int: 7 (+1 from Ruby Slippers)
Spr: 3 (+1 from Trendy Getup)
Evade: 2%
Move: 2 Cells (+0 from Sorceress Profession)
Skill Points: 1
Personal:
Coin: 130
Jobs:
Inventory:
- - - - -
Age: 20
Gender: Female
Appearance:
- Spoiler:
Magical Chain: Enables the user to chain certain magical attacks together based upon their alignment as either Progressive or Reactive. Max Chain: 2 [Progressive --- Reactive].
Foresight: Increases the user's Hit Rate by 10% and increases the Damage Output of Returned Spells (i.e. Reversal, Reflect, etc.) by 10% passively.
- Spoiler:
- Arcana Adept+: Increases the user's Magical Damage Output by 20% and reduces the user's SE Costs by 15% passively.
Foresight+: Increases the user's Hit Rate by 20% and increases the Damage Output of Returned Spells (i.e. Reversal, Reflect, etc.) by 15% passively.
Level: 3
Exp: 3/24
Weapon: Ruby Slippers- Not quite slippers, these fashionable red heels dazzle all who look upon them.
Armor: Trendy Getup- Both professional and chic, these garments are made for someone who wants to look good AND mean business.
Accessory: Mystery Potion- Tiny vial carrying a mysterious liquid strung on a chain and worn around the neck.
A-Ability: Crafting the Spell
+Gaia Lash – Taps one's right heel into the ground and spins forward, sending a malleable length of earth snapping in the target's direction. 90% Int Damage. 2 Hits. Progressive Type. Range: 4 Cells. 6 MP. Earth Elemental.
+Aura Pulse – Clicks one's heels together causing the user's energy to form a ring around her causing it to collide in on herself for direction before being fired in the direction of the user's choosing. 100% Int Damage. Increases the user's Int and Spr by 15% for Two Turns. Does not stack. Reactive Type Range: 3 Cells. 8 MP.
+Lluvia – Throws one's hands into the air before sending them swinging downward causing a torrent of water to loose itself upon them at breakneck speeds. 110% Int Damage. Sure Hit. Chance of Wet. Progressive Type. Range: 3 Cells. 8 MP. Water Elemental.
- Spoiler:
- +Pyro – Conjures a fairly large ball of swirling fire in the palm of one's hand before firing it off not as a sphere, but a finite laser which scathes more than the target's body. 130% Int Damage. Deals additional damage equivalent to 25% of the total to the target's MP. Reactive Type. Range: 3 Cells; Linear [One Target]. ? MP. Fire Elemental.
+Darkened Hand – Snaps one's fingers causing a hand made out of pure darkness to rise up from beneath the target, grasping them and smacking them around wildly before retreating back into the nether. 75% Int Damage. 4 Hits. Chance of Addle. Progressive Type. Range: 4 Cells. ? MP. Darkness Elemental.
+Zephyr Blitz – A simple twirl manifests blurry copies of the user composed of wind itself to fly outward and surround the target before launching at them head on all at once. 160% Int Damage. Knocks target back up to three cells. Reactive Type. Range: 4 Cells. ? MP. Wind Elemental.
+Prismatic – Stamps one foot down whilst throwing one's dominant hand into the air, causing a prism of light energy to burst into existence around the user and shatter instantly, sending the shards of pure light outward. 80% Piercing Int Damage. Progressive or Reactive Type. Range: Surrounding Cells. ? MP. Light Elemental.
+Ultima Drive – Swells energy into the surrounding area, swirling it and spiraling it in a rapid surge which causes the user to fly higher and higher into the sky with an impressive speed. From here, the energy converges in on itself as the user spins faster and faster, speeding like a bullet to her destination and exploding in a massive burst of ether which harms the very soul of all nearby. 240% Int Damage. No Type. Range: 6 Cells + Two Cell Radius. ? MP.
A-Ability: Arcane Prowess *LOCKED*
- Spoiler:
- +Lightning Kick – Gathers a vicious jolt of lightning at the base of one's dominant foot and leaps into the air aided by magic to strike the target with a terrible kick which brings forth all the power of the heavens. 140% Int Damage. Increased Hit Chance. User lands adjacent to the target. Reactive Type. Range: 4 Cells. ? MP. Lightning Elemental.
---Evaporate – Suddenly bursts into a vicious ball of flame that soars right into the target before spiraling away, leaving the user to reform safely away from danger. 110% Int Damage. User teleports to chosen cell up to 4 Cells away. No Type. Range: Set. ? MP. Fire Elemental.
+Frozen Glare – Concentrates icy energy to one's eyes, closing them for a moment before turning the cruelest gaze on the target, trapping them where they stand before ice streams upwards encasing them in its cruel grasp. 100% Int Damage. High Chance of Immobilize. Chance of Freeze. Progressive or Reactive Type. Range: 6 Cells. ? MP. Ice Elemental.
+Azure Rush – Delightfully bounces up into the air and taps one's heels together, conjuring forth a burst of light blue energy to surge forward at a rapid pace, blistering foes with its might; allies caught in its path feel power rise within themselves. 125% Int Damage. Allies in range have their Critical Hit Ratio increased by 20% for Three Turns. Range: 6 Cells; Linear. Progressive Type. ? MP.
+Flash Flare – Snaps multiple times causing bursts of flame to appear in tandem with one another and fly in each direction around her. 110% Int Damage. Progressive Type. Range: 4 Cells; Linear; All Directions; One Target Each. ? MP. Fire Elemental.
+Metallics – Throws one's hands to the ground, concentrating all of the user's energy into sending forth not a surge of rock but pure metal, which barrels toward the target. 210% Int Damage. User becomes made of metal for Three Turns following the use of this ability. Metal: User's Move is reduced to 1 Cell, the user's Physical Damage Input is reduced by 50%, and the user gains a weakness to the Fire Elemental. Progressive Type. Range: 3 Cells; Linear; First Target. ? MP.
R-Ability:
S-Ability:
+Alignment – Aligns ones' self with the power coursing through one's veins and cycles it continuously. The user recovers MP equal to 3% Max MP each turn.
D-Ability:
+Meteorshower – Stamps down on the ground releasing a massive glyph of energy which the user then uses as a medium to launch herself far past the heavens, allowing her to manipulate meteors of the starscape to rain down absolute hell upon the battlefield. 100% Piercing Int Damage. High Chance of Severe Burn. Chance of Instant Death. Range: All Enemies. 0 MP. Fire/Light Elemental.
Stats:
HP: 20
MP: 30 (+5 from Mystery Potion)
DD: 8/10
Atk: 1 (+0 from Ruby Slippers)
Def: 3 (+0 from Trendy Getup)
Int: 7 (+1 from Ruby Slippers)
Spr: 3 (+1 from Trendy Getup)
Evade: 2%
Move: 2 Cells (+0 from Sorceress Profession)
Skill Points: 1
Personal:
Coin: 130
Jobs:
- Spoiler:
- NORTH DISTRICT AVILAN CUISINE (Profession: Hostess. Duties include greeting customers, seating customers, and taking orders. 9 Coin/hr. Friday @ 11 am)
Inventory:
- Spoiler:
- Professional Attire (Nice white blouse, knee-length black skirt, and sensible black flats that make up a very professional get-up.)
- - - - -
- Psyche:
- Name: Verena
Gender: Female
Level: ?
Appearance:- Spoiler:
Seamless Spellcraft: After casting a spell, allows the user to wind up in a cell different from the user's starting position that can be up to [Max Move / 2] cells away from the starting position. Activates Fluid Step. Can only activate once per turn.
Fluid Step: The user recovers 1% Max SE per cell traveled through.
A-Ability: Interwoven Spellcraft
+Luz Butterfly / Lucent Swarm – Twirls forward to release brilliant shine from which a butterfly composed entirely of light flutters swiftly through the target. If unleashed through the tapestry, elicits a bountiful swarm of light-composed butterflies to overwhelm the target. 75% Psy Damage. Increased chance to hit. Small chance of Daze. Range: 3 Cells. ? SE. Light Elemental / 100% Psy Damage. 5 Hits. High Chance of Daze. Range: 3 Cells. Set SE. Light Elemental
+Cinder Whirl / Flame Crash – Leaps into the air and spins sending a ring of embers flying at the target. If unleashed through the tapestry, vaults forward to evoke even greater roar of flame, crashing down and releasing a stream of fire in every direction to scathe all nearby. 110% Psy Damage. Chance of Burn. The user moves 1 cell forward. Range: 4 Cells. ? SE. Fire Elemental / 130% Psy Damage. The user lands at the target cell. Range: 6 Cells + 2 Cell Radius. Set. SE. Fire Elemental.
+Siphon / Extortion – Unleashes a off-colored sphere of energy which charges through the target and saps the life force of the target. If unleashed through the tapestry, fires off a myriad of those very same sphere to drain every last drop from the target. 120% Psy Damage. The user recovers 50% of the damage dealt as HP. Range: 3 Cells. ? SE. / 120% Psy Damage. The user recovers 75% of damage dealt as HP and SE. Range: 3 Cells. Set SE.
R-Ability:
+Spellweaver's Tapestry – Every time the user casts magical-based ability she gains one stack of Spellweaver's Tapestry. Upon reaching four stacks of Spellweaver's Tapestry, the user may cast an advanced version of any spell the next time an act action is available to her for no extra cost. All stacks are consumed immediately after the spell is cast. The user may only gain two stacks of Spellweaver's Tapestry per turn.
S-Ability:
+Lithe – The user enters battle under the effects of Doublecast.
D-Ability:
+Final Stride – Utilizing an eerily familiar dance, the user unleashes a vast amount of potent magical energy in the form of silvery ribbons which affix themselves to the target in order to pin them down so that the very essence of user may be fired forth to ensure that the target may not tread upon the battlefield again. 200% Piercing Psy Damage. Target has its Movement reduced to 0 Cells for Five Turns. This effect cannot be dispelled. If the target is KOed before this effect wears off, their Movement is reduced to 0 Cells permanently should they be revived. Range: 6 Cells. 0 SE.
Stat Adjustments:
HP: +/- ?%
SE: +/- ?%
DD: ?/?
Atk: +/- ?%
Def: +/- ?%
Psy: +/- ?%
Fai: +/- ?%
Evade: +/- ?%
Move: +/- ? Cells
Psyche Abilities:
Unknown.
Last edited by Silver on Wed Aug 12, 2015 5:16 pm; edited 4 times in total
Re: Spirit's Resolution [Profile Thread]
Master Schedule
Current Date: Wednesday, June 5, 2245
Monday
Nothing.
Tuesday
-Wolfgang should check on Darby's residence.
-Nastasia has Driver's Ed at 5pm. (0/4)
Wednesday
-6/5/2245: Nastasia will be going with Claire and Vaughn to Acuatl Marsh.
Thursday
None.
Friday
-Wolfgang should check on Darby's residence.
Saturday
None.
Sunday
None.
* * *
Mini Arc Hub
No Place Like Home
-Netta has run away from Myridan and into the marsh.
-Netta encounters some of the local wildlife.
-Netta is aided by a mysterious Mana-wielding woman named Felicia who is aiming to take down the shambler royalty in their home base deep within the marsh.
-While camping out in a tree, Netta and Felicia are discovered by Vaughn, Claire, and Nastasia, and all five of them become caught in a trap laid by the shamblers.
The Rivalry
-Wolfgang accepts the job as housesitter for actress, Elowyn Darby.
-Darby advises Wolfgang to check her residence on Tuesdays and Fridays while paying close attention to the room of her deceased daughter, Celestine.
Atelie's Wish
-Wolfgang visits a local gas station, Exceed, and meets a young woman, Sasha Desante. The two agree to meet at a club, Starlights, the night of Wednesday, June 5, 2245 at 8pm.
-Wolfgang and Sasha meet up for a fun night at Starlights and have a great time. Sasha implores Wolfgang to visit her sometime at her workplace, the Exceed in the Novarian District.
A Wealth of Knowledge
-Wolfgang meets an interesting stranger at the library in Myridan. He receives a speed train ticket to the Ancient Capitol of Cordelia. The stranger, who introduces himself as Matthias Loreman, wishes to accompany him sometime.
Current Date: Wednesday, June 5, 2245
Monday
Nothing.
Tuesday
-Wolfgang should check on Darby's residence.
-Nastasia has Driver's Ed at 5pm. (0/4)
Wednesday
-6/5/2245: Nastasia will be going with Claire and Vaughn to Acuatl Marsh.
Thursday
None.
Friday
-Wolfgang should check on Darby's residence.
Saturday
None.
Sunday
None.
* * *
Mini Arc Hub
No Place Like Home
-Netta has run away from Myridan and into the marsh.
-Netta encounters some of the local wildlife.
-Netta is aided by a mysterious Mana-wielding woman named Felicia who is aiming to take down the shambler royalty in their home base deep within the marsh.
-While camping out in a tree, Netta and Felicia are discovered by Vaughn, Claire, and Nastasia, and all five of them become caught in a trap laid by the shamblers.
The Rivalry
-Wolfgang accepts the job as housesitter for actress, Elowyn Darby.
-Darby advises Wolfgang to check her residence on Tuesdays and Fridays while paying close attention to the room of her deceased daughter, Celestine.
Atelie's Wish
-Wolfgang visits a local gas station, Exceed, and meets a young woman, Sasha Desante. The two agree to meet at a club, Starlights, the night of Wednesday, June 5, 2245 at 8pm.
-Wolfgang and Sasha meet up for a fun night at Starlights and have a great time. Sasha implores Wolfgang to visit her sometime at her workplace, the Exceed in the Novarian District.
A Wealth of Knowledge
-Wolfgang meets an interesting stranger at the library in Myridan. He receives a speed train ticket to the Ancient Capitol of Cordelia. The stranger, who introduces himself as Matthias Loreman, wishes to accompany him sometime.
Similar topics
» Terraform [Profile Thread]
» The Retroprogression Profile Thread
» The Guardian and the Sea [Profile Thread]
» Abrogation [Profile Thread]
» End of Days [Profile Thread]
» The Retroprogression Profile Thread
» The Guardian and the Sea [Profile Thread]
» Abrogation [Profile Thread]
» End of Days [Profile Thread]
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum