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Zeri's Motley Crew of Characters

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Post by Zerifachias Fri Sep 19, 2014 9:13 pm

Jens Smith
Male, 30 (March 29)

Appearance:
Spoiler:

Profession: Innovator - Nothing is too strange or wild to the one who wants to create new strange and wild things. But remember, always have a backup plan. (Genius)

Genius - Provides immunity to statuses such as Berserk and Charm/Mesmerize.

Weapon: Golden Gun - A small pistol more suited to close range, otherwise it suffers a heavy accuracy decrease. (3 cell range gains a +10% damage increase)(4 cell range has a 70% hit rate)
Armor: Simple Suit - Suited for suiting around in a suit.
Accessory: Mechanical Goggles - Useful for blocking wind currents and harmful chemicals.

A-Ability: Flask of Venom

Purpose - The user inspires oneself with a directive, a purpose. This seems to supercharge the user's weapon, generating an electrical current into the bullets. For the next three turns, this unit's basic attacks deal 30% more damage and apply one stack of Zap. When an enemy unit accumulates three stacks of Zap, they are Paralyzed for three turns. Self only. 6 EN.

Secret: Toxin Vial - The user reveals a special vial filled with dangerous chemicals. When coated over a tape of bullets or a blade, it provides a way to poison enemies. Applies Poison to basic attacks and Abilities that use a physically-based weapon. Adjacent cell range. 4 EN.

R-Ability: Lucky Number Six - After six consecutive basic attacks on a specific target, this unit receives a permanent 40% damage boost against that specific target.

S-Ability: Second Shot - There is a 40% chance that this unit can shoot two bullets in the same basic attack combo. All on-hit effects apply as normal. The second shot counts towards any kind of basic attack counter.

Final Judgement: The Most Unfair Russian Roulette Game - "Bang. You lose." 200% Piercing Atk DMG to a single enemy. Instant Death cutoff is raised to 60% Max HP rather than 50%.

Level: 3
Progress: 0/30

Stats:

HP: 35/35
EN: 50/50
Atk: 5 (+1 from Golden Gun)(+1 from Mechanical Goggles)
Def: 4
Int: 1
Spr: 2 (+1 from Simple Suit)
Crit: 4%
Evade: 3%
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Post by Zerifachias Fri Oct 03, 2014 10:32 pm

Renate Virrin
Female, 23 (October 3)
Appearance:
Spoiler:

Profession: Red Fury - "When I get angry, bad shit happens to peoples faces. Ya don't want me to get ang- TOO LATE." (Dual Sword)

Dual Sword - Allows this unit to equip a second sword.

Weapon: Red Blade - A blood-red blade that seems to have never been cleaned properly.
Weapon: Berserker's Mallet - Actually a sword.
Armor: Metal Suit - It's heavy and made of metal.
Accessory: Metal Boot - "Wots that? Youer wonderin' where I got this? Lemme demonstrate. HYAAAAH!"

A-Ability: Rampaging Berserker

Devastating Shout - "GRAAAAAAAARGH!" The unit empowers herself while taunting enemies around her, effectively reducing their damage output around her while daring them to attack her. Taunts nearby enemies. Enemies Taunted deal 20% less damage to this unit. 3 cell radius around the unit.

Heartseeker - The user's eyes glow red with fury as the user seeks her target with a frontal jab, aiming directly for her target's heart. The sight and smell of blood only further increase the user's uncontrollable rage. 160% Atk DMG. Adjacent cell range. Bestows Regen upon the user for 5 turns.

Purple People Eater - "Imma gonna eat joo. No. Seriously. C'mere. I SAID GET YOUER FOCKING BITCH-ASS OVER 'ERE YA FOCKIN' COCKSUCKER." This unit lunges at a target enemy, taking a bite out of their shoulder with her dual swords, tearing open the socket and removing the target's arm by force. 130% Atk DMG. 2 hits. Chance of Disable. Leaps up to 3 cells from current cell, lands in the closest adjacent cell to the target.

Target - "I got a thousand pet peeves, but ya just really piss me off. C'mere focker." This unit marks a target for death, making her own attacks against that target deal 40% more damage while making her attacks against other units are reduced by the same amount. The mark disappears after the target is ko'd.

R-Ability: "RRRRAAAAAAAGGGGHHHHHHH!" - Whenever this unit becomes Berserk, she bestows a passive regeneration on herself that lasts for as long as her berserking does, granting her 15% Max HP Regen per turn.

S-Ability: Berserk Mode - Grants this unit the ability to toggle the Berserk affliction on herself. This does not take up an action, but cannot be toggle off/on the same turn it was used to turn on/off respectively.

Final Judgement: Angry - "Ya just had to do it. Ya made me angry. Happy now? Everyone's gonna die now. I SAID, ARE YOU FOCKING HAPPY YOU BITCH-ASS SHITHEAD?" Deals 200% Piercing Atk DMG to a single unit. Chance of Bleed. Chance of Blood Loss. Chance of Decapitation.

Level: 5
Progress: 0/45

Stats:

HP: 51/51
EN: 50/50
Atk: 10 (+1 from Red Blade)(+1 from Berserker's Mallet)(+2 from Metal Boot)
Def: 6 (+3 from Metal Suit)
Int: 1
Spr: 3 (-1 from Metal Suit)
Move: 2 (+1 from Red Fury Profession)
Crit: 7%
Evade: 4%

Skill Points: 0
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Post by Zerifachias Sat Oct 18, 2014 9:52 pm

Sophie Kerner
Female, 22 (August 19)

Appearance:
Spoiler:

Profession: Silver Wind - "Hear the roar of my blade as it sears through the wind. I am the breath that takes life away, the howl that pierces silence, the blaze that quells the cold." (Elementalist)(Wields Rapiers; Katanas)

Elementalist - This unit's elemental power is increased in exchange for a weakness. +10% Wind Affinity; +10% Fire Affinity. -10% Water Affinity

Weapon: Wind - An ancient rapier that has been passed down the Kerner family line for generations.
Armor: Battlemage Dress - An old dress used by clerics to weather hostile magical attacks.
Accessory: Butterfly Hairclips - A pair of clips used to hold back one's hair. They are shaped like butterflies.

A-Ability: A Gentle Breeze

Zephyr - The user thrusts her sword forward in a stabbing motion, dealing damage and sending out a shockwave of air that smites the first unit in line of fire. Deals 120% Atk DMG with the stab and sends out a 100% Atk Wind DMG burst that hits the first target in it's way. 4 cell range.

Blazing Sear - The user lights her rapier on fire and slashes at a nearby enemy, cutting through armor and flesh alike before unleashing a line of fire that spreads across a wide area before converging in a line directly in front of the user. If the fire hits any opposition before collapsing, it will not converge. 120% Atk DMG with the strike. Deals 100% Atk Fire DMG to any enemy, including the first, in a 4 cell-wide 180 degree inverted cone. If no enemies, other than the first, are hit, the fire converges in the center, dealing 140% Atk Fire DMG to all enemies in a 4-cell line. Adjacent cell range (can be used for just the second effect).

Arctic Wing - The user creates a chill of air that surrounds her own body in the form of wings. She lifts herself off the ground and charges a target, stopping just before hitting and sending a blast of cold air with her wings at the target, chilling them before stabbing them. Alternatively, she can blast a target too far away to charge with her wings. 100% Atk Ice DMG. 120% Atk DMG from the dash-and-stab. 3 cell range charge. 6 cell range blast.

Daylight Star - The user creates a light at the tip of her sword and thrusts it forward, sending out a beam of intense light energy that pierces through her target to strike any and all enemies in the line of fire. The intense beam can cause mild disintegration. 130% Atk DMG from the thrust. 120% Atk Light DMG from the beam. Adjacent cell range (can be used for just the second effect). May cause Burn.

Surge - The user becomes like lightning, in the blink of an eye surging forward in a long thrust to stab through a target and cause massive damage. The speed of the attack causes electricity to erupt from the point of impact, surging outwards to affect nearby enemies. If this ability is used for the dash, the surge of electricity starts at the user's ending point. 140% Atk DMG. 100% Atk Lightning DMG. 4 cell dash range (always goes the full distance). 3 cell shockwave radius.

Bloom of the Black Rose - From the tip of the user's sword shines a black light, and from that light blooms a magnificent rose. The rose remains until it wilts, granting a massive amount of power to the beholder. Boosts Atk by 60% for three turns. Self only.

R-Ability: Riposte - This unit automatically counters basic attacks from an adjacent cell range and has a 25% chance to dodge ranged attacks. This ability can only activate once per turn.

S-Ability: Efficient Elements - Using an ability that does not require the first strike to hit has the cost halved. Alternatively, using the first strike increases the damage output by 10%.

Final Judgment: Dance of a Thousand Blades - The user disappears, becoming like the wind as she strikes her target with the force of a typhoon. Swift as a coursing river she strikes, using the fury of fire to annihilate her target with a series of swift and devastating attacks. 200% Piercing Atk DMG. Deals 50% more damage if the target is isolated (3 cells). (Wind/Fire Elemental)

Level: 1
Progress: --/--

Stats:

HP: 25/25
STA: 5/5
Atk: 5 (+1 from Wind)(+1 from Butterfly Hairclips)
Def: 4
Int: 1
Spr: 2 (+1 from Battlemage Dress)
Move: 2
Crit: 4%
Evade: 5%

Skill Points: 0
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Post by Zerifachias Sun Nov 02, 2014 7:38 pm

Vivian Ares
Female, 24 (December 19)

Appearance:
Spoiler:

Profession: Universe Mage - A proficient high-range magic user who uses the forces of the universe to alter the stage of battle. (Topsy-Turvy)

Topsy-Turvy - The damage this unit receives is converted into the opposite type. Physical damage is magical, and magical damage is physical.

Weapon: Staff of the Ancients - An incredibly old staff that once belonged to an ancient king.
Armor: Talisman of Force - A talisman that projects a barrier, literally turning this unit's stamina into a barrier.
Accessory: Glass Eye - A replacement eye to fill in the empty space in her left socket.

A-Ability: World of Imbalance

Gravity - "Focus, the power of that holds the universe together, and bind my enemy to the mortal plane!" Deals 130% Int DMG. May cause Silence. 5 cell range.

Reverse - "Structure of mortals, decayed corpse of man, reverse so that your affliction becomes strength and your strength your affliction!" Bestows/Inflicts Reverse on a target. 4 cell range.

Restore/Ravage - "Banish the evil within you, and you shall feel a cleansing light take you. Refuse, and it is your demise I serve." Heals for 120% Int DMG. 5 cell range. Light Elemental

Spite - "You sins have been counted and the scales have determined that the only mercy you shall be given is the mercy of death." Deals 150% Int DMG. Afflicts the target with Misfortune. 5 cell range. Dark Elemental.

R-Ability: Black Hole - This unit consumes negative status effects to boost her own power. Removes a random negative status issue within a 3 cell range and boosts this unit's Int by 20% for one turn. This ability has a smaller chance to activate a second time to extend the duration by 2 turns.

S-Ability: Magic Artifact Collector - Ancient and Magical equipment have secondary effects based on their type.

Weapons
Staff: Basic attacks gain +3 range.
Tomes: Spells cost 20% less to cast.


Armor
Talisman: Grants immunity to negative Physical afflictions
Doll: Grants immunity to negative Mental afflictions


Final Judgment: Graviaga - "Kneel before me, mortals and demons, and know that none can escape the forces that hold the universe together. Become bound to the world in which you serve! Graviaga!" 100% Piercing Int DMG to all enemies. Enemies afflicted by a negative status take 50% more damage and the status immediately changes to Silence. The Silence duration is 3 turns, regardless of the state of the original status. All beneficial statuses in play are consumed. The number of beneficial statuses consumed increase this ability's power by 10% each up to a cap of 100%.

Level: 5
Progress: 0/30

Stats:
HP: 38/38
EN: 50/50
Atk: 1
Def: 3
Int: 10 (+1 from Staff of the Ancients) (+1 from Glass Eye)
Spr: 6 (+1 from Talisman of Force)
Move: 2 (+0 from Universe Mage Profession)
Crit: 4%
Evade: 3%

Skill Points: 0


Last edited by Zerifachias on Thu Jan 14, 2016 7:59 pm; edited 1 time in total
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Post by Zerifachias Thu Dec 04, 2014 4:37 pm

Wisteria Varshtig-Night
Female, 16 (December 31)

Appearance:
Spoiler:

Faction: The Night Shroud
Level: 1
Progress: 0/12

Profession: Void Magi - One who specializes in controlling her enemies and her surroundings. By using magic, she can change the flow of battle with a simple whisper of a word. Careless words are more dangerous than swords. (Breathe)

Breathe - This unit's heritage allows her to be both calm and decisive. Every breath is deliberate. This unit restores 1% Max MP per turn.

Weapon: Black Umbrella - Simple and inconspicuous.
Light Armor: Winter Blouse - Warm and resistant to cold.
Accessory: Cotton Gloves - She never takes these off for some reason.

A-Ability: Void Magic

Winter's Embrace - With a flourish of magic, the user quickly chills the air surrounding her target, wrapping the target in a casing of ice, possibly freezing them in place. 130% Int DMG. 3 cell range. May cause Freeze. 14 MP. Ice Elemental.

Demon Grasp - A single motion upwards summons a brutal hand to claw and grab at the target's legs, possibly rooting them in place and making them more susceptible to critical hits. Deals 60% Int DMG over three turns. May cause Immobilize on any turn this spell is active. If rooted, critical hit chance increases by 20% for all units against the afflicted. 3 cell range. 6 MP. Non-Elemental.

Crushing Prison - A devastating magic that influences even the deepest reserves of the target's mana. Deals 100% Int DMG immediately. Deals 20% Int DMG each turn for three turns. While under the effect of Crushing Prison, the afflicted cannot use channeled or healing spells. 3 cell range. 12 MP.

A-Ability: Item

R-Ability: Rifts and Portals - After casting a spell, this unit creates a portal in an adjacent cell to her (prioritizes front, left, and right cells in that order) that can teleport any one unit or projectile to the corresponding adjacent cell to the target.

S-Ability: White Chains - An invisible link connects this unit to her allies. At any point during the battle, she can send energy down the chains to an ally to bolster their raw power or restore a portion of their reserves. Applies one stack of White Chain to all allies at the beginning of the battle. This unit may consume the stacks on an ally to boost their Atk or Int by 50% for two turns or immediately restore 40% of their Max HP and MP. These stacks cannot be refreshed by any means.

D-Ability: Snowfall - Her dance is like a thousand flakes of snow, scattered to the wind. One glance and you are enraptured. The way she moves with the light in her eyes, there is nothing else in this world so beautiful. 100% Int Ice DMG to all enemies. Covers the battlefield in Snowy Cells.

Stats:

HP: 15/15
MP: 25/25
Atk: 1 (+0 from Black Umbrella)
Def: 2 (+0 from Winter Blouse)
Int: 4 (+1 from Black Umbrella)(+1 from Cotton Gloves)
Spr: 3 (+1 from Winter Blouse)
Move: 2 cells (+0 from Void Magi profession)
Evade: 1%
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Post by Zerifachias Sat Dec 06, 2014 1:00 am

Xylia Black
Female, 22 (December 6)

Appearance:
Spoiler:

Faction: The Height of Power
Level: 1
Progress: 0/12

Profession: Brawler - One who uses heavy hits to knock out targets or wrestle them to the ground in order to rip off a few limbs. (Brutality)

Brutality - Beating enemies into submission is an art. Enjoying it is just a perk. 10% Chance to Stun enemies with basic attacks.

Weapon: Nunchuck - A very hard weapon used to crack skulls.
Armor: Blurred Out - A custom suit made for the purpose of flexibility.
Accessory: Grey Scarf - She doesn't like people touching it, for some reason.

A-Ability: Reaver

Iron Dragon - With the weight of iron, this unit slams her forehead into her target. The force behind the attack is enough to make any man or beast stagger. It can also crush solid rock. 100% Atk DMG. Ignores 50% of target's Defense. Shatters Frozen or Petrified targets. Adjacent cell range. 8 MP.

Opportunist - This unit takes full advantage of weaknesses or exploits and deals swift and heavy blows against her target. Deals 150% Atk DMG to an Incapacitated foe. May cause Disable. This ability cannot be used on a healthy enemy. 2 cell range. 10 MP.

Charging Bull - This unit charges a target, hitting them and knocking them flat on the ground. If the target was already knocked to the ground, she tramples them, doing extra damage. 120% Atk DMG. Knocks target down for 1 turn. 5 cell range charge. Deals 20% Bonus DMG if the target was already knocked down. 8 MP.

A-Ability: Item

R-Ability: Undying Pain - Every turn this unit is the target of an attack, increase her passive damage output by 10%. Stacks up to 10 times. The stacks fall off if this unit is not attacked.

S-Ability: Masochist - This unit gets stronger the less health she has and grows more uncontrollable the more she hits something. 1% Bonus DMG for every 1% Missing HP. Every 5 basic attacks, this unit's next basic attack is empowered to do 75% more damage.

D-Ability: Flurry - Just one second is enough for this unit to tear apart her enemy. On top of insane damage, the enemy is knocked out for a good three turns. 200% Atk DMG.

Stats:
HP: 25/25
MP: 15/15
DD: 0/10
Atk: 4 (+1 from Nunchuck)
Def: 3 (+1 from Custom Suit)
Int: 1
Spr: 2
Move: 2 (+1 from Brawler Profession)
Evade: 3%
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Post by Zerifachias Sun Dec 14, 2014 8:34 pm

Savil Valsihn
Female, 21 (December 14)

Appearance:
Spoiler:

Profession: The First Mage - A human who has magic coursing through her veins, the first of any human in the world. Raised by elves, she hopes to be the guiding light for her fellow humans under the thumb of dragons. (Battlemage)

Battlemage - This unit is trained in both physical and magical combat. 10% Boost to Atk and Int.

Weapon: Thrusting Sword - A strong sword meant for stabbing things.
Armor: Armor of the Valsihn - Elven word for "Human"
Accessory: Star of Dirmithan - A guide to keep one from getting lost.

A-Ability: The Elements

Fire - Casts a sphere of fire to hurl at the enemy. 120% Int DMG. May cause Burn. Fire Elemental. 5 cell range. 2 MA.

Surge - Dashes forward, striking the target with lightning quickness. 100% Atk DMG. Dashes up to 3 cells towards the target. This move can be used twice per turn. 7 EN.

R-Ability: N/A

S-Ability: Magic Rush - After casting a spell, this unit becomes supercharged, making the next basic attack deal additional damage equal to 100% of this unit's Int.

Judgment: ~Sealed~

Stats:

HP: 35/35
EN: 25/25
MA: 10/10
Atk: 4 (+1 from Rapier)(+1 from Battlemage)
Def: 2 (+1 from Armor of the Valsihn)
Int: 4 (+1 from Star of Dirmithan)(+1 from Battlemage)
Spr: 2 (+0 from Armor of the Valsihn)
Move: 2 (+1 from The First Mage Profession)
Evade: 2%
Crit: 4%
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Post by Zerifachias Fri Dec 19, 2014 8:50 pm

Ellendra Vallen
Female, 24 (January 1)

Appearance:
Spoiler:

Profession: Spirit Guide - A woman with incredible knowledge of both magic and spirits. She calls upon spirits to aid her and her allies in battle, and makes up for her lack of physical strength for an potent magical connection. (Enchanter)

Enchanter - Spells that affect how basic attacks work have their duration increased by 1 turn.

Weapon: Second's Staff - A staff given to one in the elven clan with magic.
Armor: Elven Robes - A dress made of finely woven silks and feathers.
Accessory: Talisman of Nirvana - An old replica of a talisman depicting the dragon known as Nirvu.

A-Ability: The Power of Spirits

Spirit of Valor - She summons a spirit to guide her chosen, to show them the path they must take to achieve victory. The spirit follows the chosen unit, giving them courage and granting them additional power to make their burden lighter. Boosts targeted unit's Atk by 30% of the caster's Int. 3 MP.

Spirit of Faith - She summons a spirit to guide her chosen, to help them believe in the forces of nature around them. The spirit follows the chosen unit, bolstering their arcane knowledge so that they might become attuned to nature's forces. Boosts targeted unit's Int by 30% of the caster's Int. 3 MP.

A-Ability: Item

R-Ability: N/A

S-Ability:

Final Judgement: ~Sealed~

Stats:

HP: 30/30
EN: 25/25
MP: 10/10
Atk: 1
Def: 2
Int: 5 (+1 from Second's Staff)(+1 from Talisman of Nirvana)
Spr: 4 (+1 Elven Robes)
Move: 2 (+1 from Spirit Guide Profession)
Evade: 2%
Crit: 3%
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Post by Zerifachias Fri Dec 26, 2014 2:54 pm

Vienna "Scarlet" Rin
Female, 19 (October 11)

Appearance:
Spoiler:

Profession: Spirit Gunner - One who uses bullets made from her very own essence, her very spirit. Her attacks are strong, but there is a price to pay for such power. (Dual Spirit)

Dual Spirit - This unit fires twice with just one shot. Every Basic Attack is two hits per combo.

Weapon: Spirit Gun - Something that is used to literally fire spirit energy. (5 cell range)
Armor: Lady of Red - A nice red dress that blends in with her hair.
Accessory: Leather Boots - Big ones. Easy to run in.

A-Ability: Fade-Knocker

Power Shot - Just a little more energy, a little more spirit taken away to fire the very essence of life at the target, it's purpose twisted into something dark and harmful. 130% Int DMG. 5 cell range. This ability can Shatter Frozen targets. ? MP.

Backflip - With a simple press on the ground, flying backwards is an easy task for one so limber. What's more, being able to control that distance makes it all the more impressive. Jumps up to 4 cells from current position. This ability can be used to scale obstacles. ? MP.

R-Ability: Spirit Rush - When this unit reaches Critical Status, Soul Caliber's damage bonus quadruples, and the HP cost is removed for 3 turns.

S-Ability: Soul Caliber - Every bullet uses a portion of this unit's own soul to power up the attack. Basic attacks deal 25% more damage but costs 5% Max HP per Basic Attack round.

Level: 4
Progress: --/--

Stats:

HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Crit:
Evade:

Skill Points: 0
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Post by Zerifachias Wed Dec 31, 2014 5:03 pm

Alisentra "Ali" Nylund
Female, 21 (July 26)

Appearance:
Spoiler:

Profession: Fencer - One skilled with the blade, preferring to use rapiers or short swords for quick jabs and thrusts rather than the bulky swings of a long sword. (Dancer)

Dancer - Every movement is a dance, every jab is a thousand. +1 Hit to Basic Attacks. +1 Move.

Weapon: Lightning Steel - A blade made of steel, it is both light and sharp.
Armor: Fencer's Mail - Light protection against blades.
Accessory: Charm - A little luck never hurt. (+1 Spr)

A-Ability: Dance Water, Dance

Furious Jabs - Quickly, like lightning she strikes. The number of jabs is impossible to count, it only appears as one strong thrust, but in that moment, several holes appear in armor and flesh alike. 80% Atk DMG. 5 hits. Adjacent cell range. 8 EN. 0 MP.

Fluid Striking - There is no water here, but that does not seem to matter. She her dance is elegant and deliberate, as if she were moving through water. Even her attacks, quick as they are, have a certain intent. Boosts Atk by 20%. Grants Water Element to Basic Attacks and A-Abilities. A-Abilities that already have an element change to the Water Element. Self only. 2 MP.

Twirling Death - She spins, and her blade stings like ice, leaving wounds that burn like fire. You bleed, you burn, you freeze. She dances away with fluid grace very unlike the savage killer she really is. 90% Atk DMG. 3 hits. Adjacent cell range. Chance of Bleed. Chance of Chill. Chance of Burn. 10 EN. 0 MP. Neutral Elemental. Ice Elemental. Fire Elemental.

Keen Defense - It's as if she knows when you want to attack, it makes you second-guess yourself. She leaves this tiny opening on her side, an expert blade might actually catch her. But most don't. She just dances around your blade and guts you like a fish. Taunts an enemy. If the target takes the bait, the attack is automatically dodged and heavily countered. 150% Atk DMG. Adjacent cell range. 8 EN. 3 MP.

Lunge - She knows her range is short, but her movements are so quick, not even an archer can keep up with her. She dodges attacks with ease, and when she lunges at you? It's like watching your own reaper approach with blinding speed. 130% Atk DMG. Jumps to an adjacent cell closest to the starting position. 3 cell range. 6 EN. 0 MP.

A-Ability: Item

R-Ability: Endless Barrage - After successfully hitting a combination of attacks, her attacks seem endless and without stop. Enemies hit 10 times in perfect succession are Dazed for 3 turns.

S-Ability: Internal Bleeding - Even if she doesn't pierce the flesh, no man can survive the force of her jab. Basic attacks have a 20% chance to cause Bleeding. This unit has a 20% damage bonus against Bleeding enemies.

Judgement:

Level: 6
Progress: 0/60

Stats:

HP: 35/35
EN: 30/30
MP: 10/10
Atk: 6 (+1 from Lightning Steel)
Def: 3 (+1 from Fencer's Mail)
Int: 1
Spr: 2 (+1 from Charm)
Move: 2 (+2 from Fencer Profession)(+1 from Dancer)
Evade: 4%
Crit: 2%

Skill Points: 0
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Post by Zerifachias Wed Dec 31, 2014 6:26 pm

Kiera Ridley
Female, 22 (August 5)

Appearance:
Spoiler:

Profession: Battlemage - When you think of a battlemage, usually you think of a mage in medium armor, holding a staff and a great many offensive spells. No one ever expects to see a mage in full body armor, wielding swords of spirit magic. (Fade Step)

Fade Step - When this unit attacks an enemy unit, they warp to an adjacent cell, as long as the enemy unit is up to three cells away.

Weapon: Roselia - A simple-looking rose that turns into a massive spirit blade upon receiving magic. (Frontal Cell AoE Basic Attacks \|/ Side cells take 80% Atk DMG)
Armor: Battlemage Suit - A heavier set of armor than most rogues would be willing to don.
Accessory: Petal Ring - A very small ring made of two small flowers.

A-Ability: Knight-Enchanter

Holy Barrier - She erects a barrier of protection, preventing magic from ever reaching her. As one on the front line, she is more vulnerable than most mages to magic. 3 cell range. Bestows Reflect. 4 MP.

Immolate - She creates a fiery explosion on the ground beneath her target, surrounding them with fire and smoke. 140% Int DMG. 3 cell range. Chance of Burn. 8 EN. 4 MP.

A-Ability: Item

R-Ability: Catch the Blade - No one ever sees a mage on the front lines. No one ever sees a mage catch a physical blade or pluck an arrow with just her hands, either. Boosts Block Chance by 40% when attacked physically.

S-Ability: Spirit Blade - This unit uses a giant spirit blade to attack, and every swing of her enormous weapon progressively shreds her enemy's defenses. Every Basic Attack takes off 5% of enemies' Spr.

Judgement:

Level: 3
Progress: 0/30

Stats:

HP: 30/30
EN: 30/30
MP: 15/15
Atk: 1
Def: 3 (+1 from Battlemage Suit)
Int: 5 (+1 from Roselia)(+1 from Petal Ring)
Spr: 3
Move: 2 (+1 from Battlemage Profession)
Evade: 2%
Crit: 3%

Skill Points: 0
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Post by Zerifachias Sat Jan 03, 2015 11:18 pm

Veign Kline
Male, 23 (August 23)

Appearance:
Spoiler:

Profession: Unbreakable - "Through all strife, my shield will not break. My soul will not falter. My knee will never bend." (Impenetrable)(King's Sword)(King's Shield)

Impenetrable - This unit is immune to Piercing attacks and Critical Hits.
King's Sword - This unit is capable of wielding a two-handed weapon with one hand.
King's Shield - This unit receives no penalty from using Tower Shields.


Weapon: Vain - A large bastard sword that most would need two hands to use. (Added Effect: Bleeding)(+10% Crit Chance)(Surrounding-cell range)
Shield: Chevalier's Sheild - An enormous shield that protects the whole body at a cost. (-50% DMG by ranged)(30% Block Chance)(-2 Move)
Armor: Kingly Armor - Strong plate mail that has been heavily enchanted. (Immune Fire)(Immune Lightning)
Accessory: Auza's Gift - A sapphire pendant given as a gift. The power it holds is incredible. (Immune Negative Status)

A-Ability: Lay Down Your Swords

Disarm - He cuts it off, right where the arm meets the shoulder, putting the word "disarm" very literally. 130% Atk DMG. Chance of Disable. Adjacent cell range.

Shield Bash - Using his shield, he lunges at an enemy with incredible speed, slamming into the target and throwing them back half a mile. 140% Atk DMG. Throws target 5 cells away. 2 cell range.

Overpower - He chops off hands with his sword and breaks bones with his shield. There is nothing that can stop this tank. Increases Atk and Def by 30% for three turns. Self only.

Grappling Chain - He throws a metal chain with a hook attached to it that can grab or even penetrate armor, then, with a great deal of strength, he pulls his target to him and gives them a good kick in the face for their trouble. 100% Atk DMG. Pulls an enemy up to 3 cells away to the closest adjacent cell.

Shield Charge - With his shield out in front of him, he digs a foot into the ground and takes off, barreling past any and all enemies in his way, knocking them down and trampling them. Charges for 6 cells, dealing 100% Atk DMG to any enemy unit encountered. All affected units are knocked down.

Sunder - Using his bastard sword, he rips through an enemy's defenses with just two simple, wide-arcing attacks before the third attack cuts the target right down the center. 100% Atk DMG. 2 hits. Reduces target Def by 10%. 130% Atk DMG for the third hit. Chance of Bleeding. Adjacent cell range.

Indomitable - He slams his foot on the ground and becomes like a wall, unable to be pushed around or controlled. While active, this unit cannot be displaced, Immobilized, or Charmed by any means. Self only.

Dragon Rage - An incredibly risky, but powerful attack where he drops his shield to favor a two-handed approach, swinging his massive sword through the air in order to cleave his enemy in twine. 200% Atk DMG. Chance of Instant Death. This unit suffers a 50% Def reduction for two turns after use of this ability. Adjacent cell range.

Grievous Wounding - He prepares his blade for devastating attacks while keeping his guard up at all times. There is power behind every swing, and no magic can heal the wounds made by them. While active, damage dealt by this unit cannot be healed by any means. Self only.

A-Ability: Lay Down Your Staff

Demon-Killing Blow - With much training, he can see any weaknesses in demons at any time, and he uses that to deal a swift, devastating attack. 100% Atk DMG. This ability does Piercing damage against demons. Adjacent cell range.

Threaten - His indomitable presence frightens them, and he becomes the largest threat on the scene. Any enemies near enough to feel his presence is compelled to attack him. Taunts any enemy within a 4 cell radius.

Cleansing Slash - He attacks, bastard sword whistling through the air with impossible speed. The sword cuts through the target, leaving the blood exposed as a strange, nullifying magic enters the body of the target, stripping the enemy of any beneficial status. 120% Atk DMG. Dispels beneficial statuses.

Hand of the Gods - There is no distance that cannot be closed for this unit, even if that requires using magic to smite an enemy from a distance. A single bolt of holy magic strikes down his target, branding them and stunning them. Stuns a target up to 4 cells away. Magic damage dealt to this unit is increased by 30%.

Challenging Bellow - He shouts at his target, frightening them and taunting them from afar, then holds up his shield, as if daring them to try to find a way to get around his insurmountable defense. Taunts an enemy. Reduces incoming damage from the Taunted target by 20%.

A-Ability: Lay Down Your Shields

Shatter - All it takes is a single swing, and his sword arm has all but dented armor and cracked shields to the point of uselessness. 120% Atk DMG. Chance of Armor Break. If target wields a shield, it can break. Adjacent cell range.

Power Kick - He lifts up his shield and kicks his target, throwing them back a good distance. 80% Atk DMG. Throws target back 3 cells. Adjacent cell range.

Bullhorns - He lifts up his shield over his body and points his sword, then lunges, impaling and crushing his target beneath the weight of his body and shield. 140% Atk DMG. Chance of Addle.

A-Ability: Lay Down Your Life

Sacrifice - This unit sacrifices everything to protect one unit from destruction. Defends a unit from any and all killing blows for the duration of the battle, regardless of this unit's own status. Automatic cast. Auza only. No MP.

R-Ability: Steady Resolve - An unwavering encroach is almost as terrifying as a charging elephant. When this unit moves towards an enemy unit, the enemy may be stricken with Fear and be unable to move.

S-Ability: Holy Bulwark - He is the shield against evil, and the sword that pierces through doubt. Standing behind this unit grants a 30% increase to all defensive stats. All ranged attacks aimed at allies that have to pass over this unit's cell are automatically blocked.

Judgement: The Warrior's Charge - A warrior that has nothing left to lose is a dangerous foe. Watch as he charges his enemy, giant shield in hand, as holy light prevents the target from moving. Then, all at once he crashes into the enemy, utterly destroying their body or dealing significant, irrevocable damage. 200% Piercing Atk DMG. Chance to Shatter target as if they were Petrified. Automatically Shatters Frozen or Petrified enemies. Damage dealt by this attack cannot be healed.

Level: 20
Progress: --/--

Stats:

HP: 140/140
MP: 75/75
Atk: 15 (+12 from Vain)
Def: 13 (+8 from Kingly Armor)(+6 from Chevalier's Shield)
Int: 1 (+0 from Vain)
Spr: 11 (+6 from Kingly Armor)(+3 from Auza's Gift)
Move: 2 (+1 from Unbreakable Profession)
Evade: 3%
Crit: 3%


Last edited by Zerifachias on Sat Apr 04, 2015 5:01 pm; edited 1 time in total
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Zeri's Motley Crew of Characters - Page 4 Empty POKEMON!?!?!??!

Post by Zerifachias Mon Jan 19, 2015 7:55 pm

Ellie Nymeria
Female, 20 (April 14)

Appearance:
Spoiler:

Background: Ellie was born in Mossdeep City, so most of her life was spent near the water. She did not leave her hometown until much later in life, at the age of 18. Ellie first went to Sootopolis, but quickly moved to Lilycove city after discovering how isolated Sootopolis was. She did not enjoy enclosures at all, and wanted the freedom that the water used to offer her. While working part-time at the Lilycove department store as a front desk clerk, Ellie got to know many of the inhabitants of the city and spoke to many travelers. The contest hall always was a big part of the attraction, not to mention the fresh sea air and access to Mt. Pyre. Ellie found the burial mountain depressing, so she never went there.

While going back to her apartment, Ellie came across two members of Team Aqua. Their headquarters was nearby, and she overheard them talking about how they were going to fix the world by expanding the oceans. Interested, Ellie decided to file an application to join Team Aqua, not really knowing what the team was all about. It was quite a shock to her to realize that the dream this organization had led to a nearly-apocalyptic disaster, and she was ashamed to have been part of something so evil. But after the leader, Archie, learned of his mistake, he made a public apology in front of Team Aqua in headquarters. On live television too! Ellie decided to stay with the reformed Team Aqua, though many of her friends left that day. She wanted to better the world, perhaps in a less cataclysmic way than the original plan. Cleaning the oceans, lakes, and rivers would be an excellent start, Archie told her. Ellie agreed.

Ellie enjoys plenty of her life. She enjoys being a part of Team Aqua, now that the once-crime syndicate was reformed. She also liked the department store in Lilycove, it was an interesting place to meet new people, and she was still friends with her old manager. Her ex-boyfriend, Conner, was a contestant whom frequently stayed in Lilycove. She would watch his contests with interest, but found, after a time, that she was losing interest. As her interest in contests dwindled, so did her interest in Conner. They split up after two months, Conner never returned to Lilycove's contest hall.

It was not a coincidence that Ellie's favorite Pokemon were of the ice and water type. After raising her Wailmer and refusing to let it evolve, she found a Corsola during one excursion to Pacifidlog Town with her former boyfriend and fell in love. She never really battled anyone, not when she could help it. She was much more interested in making sure her Pokemon were safe and healthy. Sometimes that meant letting them battle. Sometimes that meant giving them a much needed bath. And sometimes that meant finding them a new friend. Her father, for her 20th birthday, gave her a small, shivering Pokemon called Snorunt. Ellie found it to be adorable and kept it. Her team did not expand any further than that. Ellie did not make enough money as a simple member of Team Aqua. She hated the word "Grunt," even if that was what her position was.

Ellie now works for Team Aqua in Mauvile City, doing her part to clean the lake just south of the metropolis. The Gym Leader, Watson, welcomed her with open arms and a great big smile and helped her find a good, clean place to stay during her time in the city. She lives in one of the big apartment buildings near the gym, and isn't foolish enough to try her luck at the gym, either. Ellie still wears her Team Aqua suit while on duty, and she has received disapproving looks from time to time. When she's off duty though, no one seems to recognize her, despite her hair being a very unique aqua blue color.

~-~

Current Pokemon:

Wailmer: The oldest of the three, in terms of "knowing Ellie." She has him keep an everstone on hand at all times, to prevent him from ever evolving into a Wailord. This was more for Ellie's sake rather than Wailmer's. She doesn't make enough to feed a Wailord, and always being near large pools of water is not a guarantee. Besides, both seem to enjoy the current state of affairs.

Nature: Hardy

Corsola: Ellie found Corsola during a trip to Pacifidlog Town, the second oldest of the three. Ellie dotes on the pokemon and desires nothing more than to keep Corsola happy and healthy. The coral stalks on this pokemon have never browned or changed from their white and pink color, a symbol of Ellie's dedication to her pokemon.

Nature: Jolly

Snorunt: As a gift from her father, Ellie received a Snorunt, the youngest of the three. Always shivering as if it was never warm, Ellie constantly worried about Snorunt early on, but has since developed an understanding that Snorunt always shivered, regardless of how warm it was. Snorunt is the only one of the three pokemon that really enjoys battling other pokemon, especially ones weaker than it. Ellie refuses to allow her pokemon to become a bully, and limits the fighting to necessity only.

Nature: Hasty

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Post by Zerifachias Sat Mar 28, 2015 7:24 pm

Violetta Moonwalker
Female, 4 (August 7)

Appearance:
Spoiler:

Profession: Psyborg - A different kind of cyborg that has been overloaded with energy during creation. These beings use a supernatural kind of force that powers their bodies and repel incoming attacks. (Psy Blaster)

Psy Blaster - This unit's basic attacks deal AoE damage after hitting the target, hitting any enemies up to 2 cells directly behind the target for 50% damage.

Specialization: Helmsman
Bonus: Increases Evasion by 10% while in Space Combat (+5% per Rank after 1) and has improved effectiveness in Scouting Aftermissions.
Blood Type: N/A

Weapon: Power Core - A battery lodged in this unit's chest, overloaded with energy.
Armor: Fine Plating - It's fine.
Accessory: External Memory - A small stick in the back of this unit's neck. In case of emergencies.
Augment: N/A

A-Ability: Probe

Overcharge - This unit overloads with electricity, boosting this unit's overall damage output and causing a slight malfunction in nearby machines due to the static charge. Boosts Int by 20%. Reduces Spr of nearby machines by 20%. Lasts 3 turns. Self only.

Beam - This unit fires out a focused beam of charged energy at the target that can melt flesh and cause major damage to malfunctioning machines. 120% Int DMG. 4 cell range. Machines under the effects of Overcharge take double damage.

A-Ability: Item

R-Ability: N/A

S-Ability: Reboot - This unit enters a shut-down phase that sends her body into a massive reset cycle that completely restores this unit's energy. This unit is put into stasis for 2 turns during the reset. This unit uses Energy in place of Mana.

Final Judgment:

C-Ability: N/A

Level: 1
Progress: --/--

Stats:

HP: 20
EN: 50/50
TP: --/--
Atk: 1
Def: 2 (+1 from Fine Plating)
Int: 4 (+1 from Power Core)(+1 from External Memory)
Spr: 3
Move: 2 (+1 from Psyborg)
Crit: 3%
Evade: 2%
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Post by Zerifachias Wed Apr 22, 2015 9:13 pm

Sabrina Tammen
Female, 20 (April 1)

Appearance:
Spoiler:

Profession: Kinetic - One whom uses the forces of magic around her body rather than within to interact with the world around her. (Psychokinesis)(Basic Attacks = Int-Based; 5 cell range)

Psychokinesis - This unit's basic attacks apply a debuff called "Thoughtless" which decreases the effectiveness of abilities and spells by 10%.

Weapon: Elven Dagger - A dagger forged by the elves; note the designs, particularly the dragon's eye.
Armor: Royalty - Does a royal dress make one royalty?
Accessory: Charm of Myths - It's a fake representation of an elven jewel.

A-Ability: Just a Thought

Force - The target is struck with a massive force of spiritual energy, knocking the target flat on its back and forcing it to spend time getting back up and wonder what the hell just hit it. 120% Int DMG. Knocks down the target for 1 turn. 4 cell range. No EN. 6 MP.

Crush - The target is pressed with crushing weight on either side by an invisible force. Bones snap and limbs break under the immense pressure of this simple thought. 140% Int DMG. May cause Disable. 4 cell range. No EN. 8 MP.

A-Ability: Item

R-Ability: Magic Daggers - Upon being attacked by a ranged physical attack, this unit stops the attack short and counters with a basic attack to the assailant, regardless of range. This ability has a 25% higher Critical Hit chance and includes the bonus from Piercing Concentration for a total of 35% bonus Crit Chance.

S-Ability: Piercing Concentration - This unit is able to concentrate so thinly that her every basic attack has a much higher critical strike chance, and every critical hit does far more damage than it should. 10% Boost to Crit Chance. Critical hits on basic attacks do 250% DMG instead of 200%.

Final Judgment: (TBD)

Stats:

HP: 30/30
EN: 20/20
MP: 25/25
Atk: 1
Def: 2
Int: 4 (+1 from Elven Dagger) (+1 from Charm of Myths)
Spr: 3 (+1 from Royalty)
Move: 2
Crit: 4% (+10 from Piercing Concentration)
Evade: 2%
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Post by Zerifachias Wed Apr 29, 2015 4:17 pm

Natalia "Netta" Thorn
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.

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 leather 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.

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.

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.

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.

Final Judgment: TBD

Level: ---
Progress: --/--

Stats:
HP: 20/20
MP: 20/20
Atk: 4 (+1 from Wood Shortbow) (+1 from Wooden Arrow)
Def: 3 (+1 from Wood Targe)
Int: 1
Spr: 2 (+1 from Rubber Boots)
Move: 2 (+1 from Artificer)
Crit: 3%
Evade: 4%

Skill Points: --
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Post by Zerifachias Wed Apr 29, 2015 8:44 pm

Emmethia "Emm" Kozai
Female, 21 (April 29)

Appearance:
Spoiler:

Profession: Spirit Tamer - One whom collects the essence of spirits and stores them in little glass vials, which she can then call to aid her in battle. (Spirit Blade)

Spirit Blade - Basic attacks and all physical abilities will ALWAYS hit intangible units.

Weapon: Thin Blade - A single-edged blade that is used more for slashing than piercing.
Armor: Tracksuit - Form-fitting gear that repels wind resistance.
Accessory: Chime - A small bell tied to the sheath. It makes a sound whenever she moves.

A-Ability: Jar of Wisps

Shadow Strike - She fades into the shadows and becomes one, the blade of darkness plunging into the very soul of her enemy. 120% Atk DMG. 3 cell range. Dark Elemental. This attack bypasses R-Abilities and shields.

Chime - A ring of her bell resonates with the soul, and everything she is becomes silent. Only the chime reveals her position now. Reduces Threat generation by 50%.

A-Ability: Item

R-Ability: Soul Sipper - After using an Essence Charge, this unit regains a portion of her HP and MP. 20% Max HP and MP restored after using an Essence Charge.

S-Ability: Essence Collector - This unit is able to collect the essence of spirits to grant her abilities extra power. After slaying an enemy, this unit gains an Essence Charge that she can store in a bottle and keep with her. Bottled essences can be used at any time and are stored in a personal inventory, even after the battle ends. Different types of Essence gives different kinds of benefits. Upon using an Essence Charge, the bonus applied lasts for the duration of the battle and the Charge is consumed. Only one Essence Charge may be active at one time; Using other Essence Charges will overwrite the current bonus.

Bottle of Wrath - Empowers physical abilities and basic attacks for the duration of the battle by 20%

Bottle of Love - Basic attacks and abilities can infatuate enemy units, regardless of gender, giving a passive, 50% chance to apply Charm/Infatuate.

Bottle of Danger - This unit becomes more acute to sensing danger, giving her a 30% boost to Evade.

Bottle of Elements - This unit's basic attacks become an elemental type that she can change at any point.

Bottle of Avarice - This unit's Critical Strike chance increases by 15% and boosts the Drop Rate of rare items by 20%.

Bottle of Wisdom - This unit becomes more resistant to elemental attacks. 10% Damage reduction vs Elemental damage.

Bottle of Perseverance - This unit will not be affected by physical negative status issues.

Final Judgment: TBD

Level: ---
Progress: --/--

Stats:
HP: 25/25
MP: 15/15
Atk: 4 (+1 from Thin Blade)
Def: 3 (+1 from Tracksuit)
Int: 1
Spr: 2 (+1 from Chime)
Move: 2 (+1 from Spirit Tamer)
Crit: 5%
Evade: 2%
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Post by Zerifachias Sun May 03, 2015 11:39 am

Uqwa Getsig
Female, 24 (May 3)

Appearance:
Spoiler:

Profession: Executioner - One whom specializes not in combat, but in the utter destruction of enemies. Her policy of "leave no survivors" is something she takes with her in any aspect of her life. (Lethal Aim)

Lethal Aim - This unit aims for the vitals every time. +10% Crit Chance.

Weapon: Black Scythe - A long weapon with a curved blade and a long reach. (2 cell range)
Armor: Black Vest - A suit fitting for carrying out executions.
Accessory: Bloodstained Gloves - They were once white.

A-Ability: No Mercy

Crescent Shredder - The user curves the blade of the scythe and drags it across the ground and slices through the target from the ground-up. The attack slashes through armor and causes the target to bleed from the wound caused. 120% Atk DMG. 2 cell range. Chance of Blood Loss.

Lotus - The user spins, holding out the scythe and catching onto enemies surrounding this unit and slashing through them. 100% Atk DMG. 2 surrounding cell radius. Any enemy within 1 surrounding cell stops the attack short and is knocked down. Clockwise rotation.

Fury - The user channels her inner rage, becoming stronger and faster. Increases Atk by 20%. Increases CHR by 25%. 3 turn duration; self only.

A-Ability: Item

R-Ability: Fury of the Devil - Upon reaching Critical Status, this unit becomes enraged, entering Berserk mode and granting Haste and Lifesteal upon herself. This mode ends in three turns. If this unit kills an enemy unit while in this mode, this unit's HP is fully restored and the mode automatically ends. This ability can only activate once per battle.

S-Ability: Proximity Strike - This unit's basic attacks and abilities are more effective if she uses the scythe's range. Add 30% damage to basic attacks and abilities made at maximum range.

Final Judgment: TBD

Level: ---
Progress: --/--

Stats:
HP: 35/35
EN: 30/30
STA: 15/15
Atk: 4 (+1 from Black Scythe) (+1 from Bloodstained Gloves)
Def: 3 (+1 from Black Vest)
Int: 1
Spr: 2
Move: 2 (+1 from Executioner profession)
Crit: 14%
Evade: 2%
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Post by Zerifachias Mon May 04, 2015 3:19 pm

DD Zeri
Male, 23 (April 28)

Appearance:
Spoiler:

Profession: Cool Guy - Nothing like a cool mornin' breeze to chill off some aggression. (Fracture) (Int-based Basic Attacks: 4 cell range)

Fracture - Basic attacks Shatter frozen targets to deal 20% of their Max HP. Consumes the Frozen debuff.

Weapon: Ice Pick - A long, thin spear covered in frost.
Armor: Casual Friday - Anything but casual.
Accessory: Tied Tie - It's tied nicely.

A-Ability: It's Raining Ice

Creeping Cold - It starts as a cool breeze and a little sniffle, but eventually becomes a dangerous chill. Inflicts Creeping Chill on a target. After 3 turns pass, the target is Frozen.

Frostbite - Charges a small area with cold magic before releasing it, causing the ground to burst with frozen particles. 140% Int DMG. 6 cell range. Reduces target Spr by 15%. Ice Elemental.

Spoiler:

A-Ability: Item

R-Ability: Snowstorm - Close proximity to this unit can cause some pretty chilling effects. Enemy units within 3 cells of this unit are effectively Chilled, reducing their Atk and Int by 15% each and their Movement by 50%.

S-Ability: Spears of Ice - Every successful basic attack has a chance to cause Chill on the target. Chilled targets have the duration reset for each new successful application of Chill. If a Chilled effect is refreshed three times before failing, the target becomes Frozen.

Final Judgement: Shards of the Diamond Dust - Like the changing of the wind, a storm of freezing hail, snow, and ice assaults the battlefield like a plethora of spears. All enemies are impaled by this relentless assault and are frozen where they stand, unable to move or do anything. Even those who claim the fury of the sun cannot withstand these temperatures. Shattering targets who are Frozen by this ability removes them from the battle instead of dealing damage. Ice Elemental.

Level: 1
Progress: 0/12

Stats:

HP:
MP:
Atk:
Def:
Int:
Spr:
Move: 2
Crit:
Evade:
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Post by Zerifachias Mon Jun 29, 2015 4:52 pm

Hiki Arnell
Appearance:
Spoiler:

Birthdate: Summer 623, June 30.
Height: 5'6''
Weight: 130lbs
Hair: Midnight Blue
Eyes: Pale Indigo
Body Type: Slender
Blood Type: A-

Background: Hiki Arnell is the firstborn child of King Sigmund I, a well-known and well-liked man whom cared for his people as much as his predecessors. The blood of magic runs strongly through her veins, as it does with all of the true blood heirs to the royal throne. Hiki grew up, pampered and cared for by a wet nurse, knowing full well that one day she would take over the throne of her father and her father's fathers. Ermith did not distinguish man from women when it came to matters of the throne, and so Hiki would eventually learn politics from her father and his royal advisers.

When the gift of magic finally revealed itself in Hiki's blood, she was taken in by the clerics of the cathedral to learn the secrets of magic and train in the element she was affiliated with. Light, as it turned out, was a dangerous element to toy with, just as Dark was, but perhaps on a lesser scale. The absolute purity of the element could corrupt mankind in a different way, a corruption coming from obsession with goodness.

Personality: Extroverted; Enjoys the presence of others greatly and always wishes to find someone new to make friends with. Life in a castle surrounded by guardsmen and siblings is stifling, Hiki always tries to get her personal guard to take her outside to meet the people of her city. The citizens notice this, of course, and works absolute wonders for her public image, but that is not the reason Hiki goes out to see them. She cares for her people with a kind and gentle heart. Hiki sees sorrow in one of her people as her own suffering, as well as their joy.

Attributes:


Last edited by Zerifachias on Thu Aug 20, 2015 6:50 pm; edited 3 times in total
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Post by Zerifachias Mon Aug 17, 2015 6:43 pm

Cetri Virianna Reshe
Female, 23 (August 17)

Appearance:
Spoiler:

Profession: Justice - A warrior who leads the way to the path of light and smites evildoers wherever they roam. She brings forth swift death to betrayers and gives gifts of passion to those whom bear no ill will towards others. (Smite)

Smite - Basic attacks deal 10% more damage and are of the Light element.

Weapon: Pathfinder - A hand-and-a-half sword that is slightly longer and heavier than a longsword, but does not require both hands to wield.
Armor: Plate Mail - Heavy armor that provides decent protection against blades.
Accessory: Crowned Helm - A ring of steel around her head that is able to close at the top for more protection.

A-Ability: Guiding Light

Purge - A shout in the darkness and a swing of the sword to bring forth waves of light energy that pulse and smite the darkness. 100% Atk DMG. 4 cell range. Cleanses target of one beneficial status. Light Elemental.

Light Convergence - Light particles gather and empower the sword, causing it to glow and bring forth an impenetrable light. Grants On-Hit effect: Burn for abilities and basic attacks for three turns. Can link a basic attack to this ability, if in range. Self only.

Brilliance - A shining beacon, of hope or of burning light, the view lies with its beholder. Allies within sight range of this unit are granted a 15% Atk and Int boost. Enemies take 1% Max HP DMG per turn for as long as they can see this unit.

A-Ability: Item

R-Ability: Resurgence - If this unit should ever fall below 35% Max HP levels, this unit is granted a shield of impenetrable light and power that boosts her resistances by a great amount for a short duration. Enemies who can see this unit will be inclined to attack her. Grants 200% Armor and Spirit for 2 turns. Taunts all enemies in sight.

S-Ability: Bulwark of the Legion - This unit's charisma and strength instills hope and courage in her allies, knowing they have her favor. Grants 20% of this unit's Armor and Spirit to allies within three cells of this unit.

Final Judgment: Judgment Cascade - She calls upon the wind and the sun and all the forces of nature in the world to judge her enemies, to bring forth the sufferings of all who are against the enemy. The very forces of magic are brought to bear down upon her enemies, ever more effective against the evilest of foes. 150% Piercing Atk DMG to all evildoers within 3 cells of this unit. Enemies who align with the Dark element take 50% extra damage. This ability ignores Immunity or Resistance to Light.

Freeform:

Birthdate: 610 Autumn, October 11 (32 years)
Height: 5'11''
Weight: 180lbs
Hair: Golden Brown
Eyes: Ruby
Body Type: Lean, Athletic
Blood Type: AB+

Background: The daughter of a large and powerful noble family tasked with the protection of the blue blood. Each heir to the family is born knowing that they will once take up the mantle of Knight-Commander. Cetri was born with this knowledge, knowing that as the heir it was her duty to follow her predecessors and become that which no woman has been before. Knight-Commander of the King's Armies. Her gender became an issue many times during her training, but Cetri persevered and grew in body and in mind at an alarming rate. From a very young age, Cetri gained the honor of Shadowing a Knight until he met his death at the hands of a barbarian raid.

Cetri was the only survivor of the attack. The company she was with were thirty heavily armed and well-trained soldiers and three Knights. Their task was simple, rout the enemy out of the abandoned village and do what they could to restore it. The company arrived and slew the barbarians who made the village their camp, but that was not the whole of the raiding party, as Cetri would come to find out later when she saw a scout over a hill. She warned the others not to let down their guard, but they ignored her, for she was just a woman.

The barbarians came in great numbers, overtaking and overpowering the drunken soldiers and killing them all. Cetri lived only by hiding beneath one of her fallen allies and faking her own death. She knew she could not win against so many a foe, but even to this day her only regret, her biggest fear, is that she may not be forgiven for her cowardice. Eventually Cetri returned to the capital, blooded and bruised and alone. Her rank was stripped from her, and she had to start from the beginning as a Recruit all over again.

It was Princess Hiki whom eventually came to Cetri and absolved her of her past, giving her a title that Cetri believed she had no right in taking. She became a fully fledged Knight, and just one year later an act that saved Princess' Hiki's life gave Cetri what she longed and dreamed of achieving, but never daring to ask for: Knight-Commander.

Personality: Above all else, Cetri is humble. She takes pride in only Princess Hiki and the King, and her sacred duty to protect them from evil. She remains skeptical of the people not within the castle's walls, and even then she is suspicious, but only for the sake of those whom she must protect above all else. Cetri would not hesitate to dispatch an enemy or give her life for the sake of the King and his family, especially Princess Hiki. To others, she remains distant, a scar of the past where her gender caused many to mock her and take her for a fool. She pays them no heed now, for now she is the one laughing.

Attributes:
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Post by Zerifachias Sun Sep 13, 2015 8:34 am

Zerunia "Zuzu" Vortell
Female, 17 (September 13)

Persona:
Spoiler:

Rank: Novice
Level: 1
Progress: 0/12
Classification: Ranged; Crippling Strikes
Merits: None

Crisis Calling: Spirit Bow - A longbow formed from the converging of light crystals, centered around a small bracelet the wielder wears. Attacks from this bow are enhanced by her willpower and sap away the life force of targets. (5 cell range)(Soul Arrow)

Soul Arrow - Basic Attacks and abilities have an added effect that reduces their Atk and Def by 15% for as long as they remain the sole target of the attack.

Armor: Battle Skirt - A uniform given for the specific purpose of enhancing her mobility while in combat.
Accessory:

C-Ability: Spirit Hail

Culling Arrow - Fires a large beam of light at the target that explodes upon contact with a target, hitting it and any enemies nearby. The power loaded within the arrow saps at their essence, draining power from their souls. 120% Atk DMG. 7 cell range. 60% Atk DMG to surrounding enemies. Enemies struck by this attack have a greater chance to suffer a Critical Hit next turn.

Essence Calling: Eye of Prejudice - She stares down her targets, marking them with malice in her eye and no sense of pity or mercy for the weakened. As she hates receiving pity, so too she hates giving it. Allows this unit to Mark a Target at the beginning of the battle. This unit has 25% increased Critical Strike Chance and 50% increased Critical Strike Damage against that Target. This unit can only switch Targets after the first one is eliminated.

Q-Ability: Lightning Storm; Havoc Rain - You create lines of defense and formations to break through ours. Let me show you how none of that matters in the face of a greater power! Calls forth a great storm of wind and lightning to rain down upon the enemy lines, dealing damage to all while charging them with stacks of Shock. Attacking a Shocked enemy increases the stacks they have and deals damage to all nearby enemies and also increasing their stacks by twice what the target received. 100% Piercing Atk DMG to all enemies. Applies the Shock Charge debuff on all enemies. Attacking a Shocked enemy increases that target's stacks by 1 and deals piercing damage to the enemy and other nearby enemies based on how many stacks they have accrued. Shock can be removed through Discharging, which occurs when one Shocked target affects all other Shocked targets to create a chain effect that doubles the damage dealt by the Shock Charges of the target hit to start the Discharge. Shock will affect any enemy within 3 cells of each other. If by chance this ability can be used again before the Shock Charges dissipate, the initial damage increases to 150% Piercing Atk DMG and their stacks double, then Discharges.

Stats:

HP:
SB:
Atk:
Def:
Abs:
Per:
Move:
Agility:

Honors: 0

Merits:

Nothing Doing
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Post by Zerifachias Sat Oct 31, 2015 1:14 pm

Aveline Lycan
Female, 17 (April 21)

Persona:
Spoiler:

Rank: Novice
Level: 1
Progress: 0/12
Classification: Rogue; Quick, Evasive
Merits: None

Crisis Calling: Wolf Fang Brace - A brace with a long, sharp blade that is sharp enough to cut through flesh and bone with ease. Attacks from this weapon cause the enemy to bleed from their spirit. (2 hits)(Adjacent Cell Range)(Arm of Andruil)

Arm of Andruil - Basic attacks and damaging physical abilities by this unit also cause the target's soul to bleed. Applies a stack of Bleed on the target and deals 5% Max HP damage with the attack. Up to 5 stacks can be applied to any single target. These Bleed stacks are treated differently from the negative status Bleeding and do not cause persistent damage.

Armor: Aveline's Wolf Armor - A set of sturdy leather plates that offer decent protection.
Accessory: Wolf Idol - A small idol of a wolf. It doubles as a whistle.

C-Ability: The Howling

Twin Fangs - Aveline channels her strength and calls forth her idol to assist her in battle, turning her offhand into the shape of a wolf's head and greatly augmenting her basic attacks and passive ability. Reactivating this ability causes the wolf head to howl, increasing her damage. Increases Basic Attack damage by 20% for the duration of the battle (first cast). Increases Atk by 40% (all casts after the first).

Essence Calling: Lunge - After identifying the enemies, Aveline is able to lunge at her designated target in order to attack them, closing any gap with a great deal of speed and sacrificing almost nothing in return, other than her own poor decisions should she be surrounded. When targeting an enemy with an adjacent-range attack, Aveline lunges at the target and does additional damage based on the distance traveled (+10% DMG per cell traveled). Aveline cannot lunge at enemies who are out of sight or if something blocks her path.

Q-Ability: Loyal Hounds - Aveline breathes into her idol, the whistle sounding a piercing calling that causes two beasts as big as she is to appear at her side. For the duration of this ability, the wolves copy her movements and attacks, essentially tripling her own damage. The presence of these wolves invigorates Aveline, granting her an endless supply of energy to use abilities. Restores all SB upon cast. While this ability is active (5 turns), Aveline's SB cannot be depleted. All basic attacks and abilities are mimicked by the two wolves.

Stats:

HP:
SB:
Atk:
Def:
Abs:
Per:
Move:
Agility:

Honors: 0

Merits:

Nothing Doing
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Post by Zerifachias Fri Feb 05, 2016 8:43 pm

Vivian Lamb
Female, 24 (December 19)

Appearance:
Spoiler:

Profession: Galaxia Arbiterou - The Elements are one of the basic forms of magic. This is the undisputed truth of this world and there exists beings who can control many of these Elements. What if there was a mage who could control all of the Elements - that mage would be granted overwhelming power and dominion over the universe itself. (Mental Fortitude)

Mental Fortitude - Unwavering concentration allows this unit no limit to the number of targets her spells affect within range restrictions.

Weapon: Diamond Choker - A black band around her neck with a small diamond in the center.
Armor: Black Dress - Parts of it are see-through.
Accessory: Hairpin - Holds up the hair neatly.

A-Ability: World of Imbalance

Bullet Storm - This unit takes chunks of whatever happens to be nearby and causes it to whirl around her body, heavily damaging any enemy unit she sends the shrapnel at. 80% Int DMG per hit. Up to 8 hits possible. Mental Fortitude allows multiple targets. 5 cell range.

Projectile Redirection - This unit prepares a spell in advance to take all projectiles fired in her direction and stop them in their tracks. After stopping projectiles, this unit can redirect those projectiles to one or multiple enemies for a free action. A projectile's effectiveness is determined by its type plus 120% of this unit's Int stat. Mental Fortitude allows multiple targets if there are multiple projectiles (source of the attack is irrelevant). Range is irrelevant.

Zero Gravity - This unit removes gravity from a small area, making it impossible for any unit to escape the field. Affects a 2x2 area. Suspends all in the targeted area in Zero-Gravity. Units suspended take 50% more magic damage. The field lasts until after this unit's next turn ends. 3 cell range.

Throw - This unit takes hold of her target with powerful magic and throws it across the battlefield wherever she wants to throw it. Units take damage appropriate for the situation. If a unit was picked up, deal 20% of this unit's Int as piercing DMG immediately. Mental Fortitude allows multiple ragdolls targets. 3 cell range (grab). 7 cell range (throw).

Liusia Convergence - This unit taps into the vast confluences of energy that power the world and takes a small portion of it to create a state of overflowing energy in her body. Increases Int by 35% and reduces MP costs by 10%.

Psychokinesis - This unit focuses on a target and crushes that target with her mind's power alone. This kills the target. 250% Int DMG. Mental Fortitude allows multiple targets. 3 cell range.

Ceris Magna - This unit unleashes a blast of concentrated magical energy at a target. The energy turns rocks to ash and freezes liquids in an instant. 160% Int DMG. Freezes organic enemies. Burns/Melts inorganic enemies. 7 cell range.

Antimatter Ray - This unit loads up a severe amount of energy into a single point in front of her. So much energy is stored in that one place that the light from the sun or other sources are dimmed significantly. Once the energy is ready to be released, the resulting catastrophe destroys the battlefield all at once. 500% Int DMG to all enemy units. Takes 5 turns to channel power. If this unit is interrupted, the Antimatter Ray is unleashed prematurely to deal 250% Int DMG to all units, including this one.

R-Ability: Black Hole - This unit consumes negative status effects to boost her own power. Removes a random negative status issue within a 3 cell range and boosts this unit's Int by 20% for one turn. This ability has a smaller chance to activate a second time to extend the duration by 2 turns.

S-Ability: Gravity Aura - Magic surrounds this unit at all times, removing her connection to the limits of gravity and allowing her to fly through the air, unbound by the laws of physics. This unit Levitates and cannot be displaced or Immobilized.

Final Judgment: N/A
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Post by Zerifachias Thu Feb 11, 2016 6:17 pm

Nigel Svetin
Male, 27 (February 11)

Appearance:
Spoiler:

Profession: Blade of Echoes - Ordinary men are able to train their bodies in order to perform great feats of strength. Mages can train their minds to perform otherworldly feats. Very few men are able to train their spirits to fight alongside their bodies. (Coordinated Movement)

Coordinated Movement - This unit can use an Action phase during the Movement phase and vice-versa without interrupting either phase.

Weapon: Wisp Hunter - A blade comprised of light particles, though it has a physical form.
Armor: Traditional Doublet - A difficult to move in cloth that is quite pretty despite.
Accessory: Brass Pendant - Standard metal that has little actual use.

A-Ability: Power of the Spirit

Meteor Cleave - Strikes downward at the target from above with the sword. Especially effective against Suspended foes. 120% Atk DMG. Suspended enemies take 10% Max HP DMG and are no longer Suspended. Adjacent cell range.

Quickened Draw - Slashes at the enemy with great speed to throw them off balance, then lands another, more precise strike when the target's guard goes down. 90% Atk DMG. 2 hits. The second hit is always a Critical Hit. Adjacent cell range.

A-Ability: Item

R-Ability: N/A

S-Ability: Second Spirit - This unit is capable of using his own spirit-self as a second unit but cannot split from the spirit. All of this unit's attacks and abilities are mirrored by the spirit, doubling the damage or utility they provide.
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