Something of Revolution

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Something of Revolution

Post by Durn on Sun Jul 31, 2011 11:53 am

Completed Events

Chapter 1 - Prelude to the Relations

Event 001
Encounter 001: The Gates of Freyja
Encounter 002: The Branching Paths
Encounter 003: The Next Obstacle of Many


---~---

Enemies


TBA

---~---

Achievements

Achievement Points: 35

Acquired Achievements:

LIGHTS OUT: Defeat both Foxtail Shades without activating their S-Ability. [10 Points]

ESSENCE OF LIFE: Defeat the Verdant Earth encounter without suffering any damage from Essence Burst. [25 Points]

Achievements In Progress:

GOTTA SCAN EM ALL: Use Lacie's Scan on 151 different types of enemies. [150 Points] [2/151]

Failed Achievements:

N/A


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Re: Something of Revolution

Post by Durn on Sun Jul 31, 2011 11:53 am

Inventory


Consumables

Potion x3 - Restores 20 HP upon use.

Recovery Algae x1 - Grants HP Regeneration upon use.

Lesser Mana Elixir x1 - Restores 10 MP upon use.

Anti Poison Elixir I x2 - Removes 1 Poison Debuff upon use.

Anti Paralysis Elixir I x2 - Removes 1 Paralyzation Debuff upon use.

Brass Key x4 - Unlocks 1 adjacent Locked Chest upon use.

Materials

Mana Essence x2 - A small orb which radiates a bright blue energy. It appears to be highly fragile.

Earth Essence x3 - A small stone of a spheroidal shape which radiates a bright green energy. It seems to be very sturdy.

Tuft of Black Fur x2 - A patch of fur likely found on a wolf or fox.

Chunk of Iron x3 - A metallic ore used to craft armor and weaponry of an acceptable durability.

Salt x1 - The snow of the seas!

Weapons

Cracked Silver Sword - Silver swords are more useful for killing monsters. This one has cracked from overuse. [Silver Sword / +1 ATK / Can be Equipped by: Lacie]

Simple Spellblade - A metal blade with a simple design, it is made out of special metal to help channel elements. [Spellblade / +1 ATK / Can be Equipped by: Ashe]

Armor

N/A

Accessories

N/A

Key Items

Map of Seria - An old map of the most populated continent of Advena.

Order of the Exalted One - A strip of parchment on which the orders of King Invidia are written.

Junk

Chipped Rock x2 - A small, gray stone found on creatures of the earth. If you squint your left eye and look at it with your head tilted to the side, it kind of looks like Abrahail Lincsworth.

Decaying Bone x4 - These are definitely not human bones, but then again, they aren't even shaped like any kind of bone. They're kind of, odd. Awkward, even. Who knows how long they've been decaying?

Vine x1 - A stringy, rope-like, natural growth found on the roof of many moist caverns.

Current Gold: 1,350

Map of Seria

+The Folkvangr
- - - Freyja Ruins
- - - - - - Vestibule
- - - - - - Corridors
- - - - - - Treasure Chamber


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Re: Something of Revolution

Post by Durn on Sun Jul 31, 2011 11:54 am

Bestiary

Humanoid

N/A

Beast

N/A

Undead

Foxtail Shade (Location: Freyja Ruins/Number Defeated: 2/Gold: 20)

Reptilian

N/A

Demon

N/A

Insect

N/A

Plant

Ruin Overgrowth (Location: Freyja Ruins/Number Defeated: 2/Gold: 15)

Aquatic

N/A

Elemental

S Stonevessel (Location: Freyja Ruins/Number Defeated: 4/Gold: 25)
Earthen Hand (Location: Freyja Ruins/Number Defeated: 4/Gold: 25)
Aquavessel (Location: Freyja Ruins/Number Defeated: 1/Gold: 30)
S Verdant Earth (Location: Freyja Ruins/Number Defeated: 2/Gold: 100)

Machine

N/A


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Re: Something of Revolution

Post by Durn on Sun Jul 31, 2011 11:54 am

Inflictionary

Addled - Afflicted cannot use any skills for 3 turns.

Apathy - Afflicted is unable to recover MP by any means for 3 turns.

Berserk - Attack is doubled, but Defense is halved. Only basic attacks can be executed while Berserk.

Bleeding - The afflicted loses 10% Max HP each turn until restored to full health. Enemy attacks have a higher chance of being critical hits.

Blind - Attacks have a 50% chance of missing for 3 turns.

Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.

Broken - This can only occur if the afflicted was first Petrified. The afflicted is killed by being broken into pieces. Afflicted can still be revived.

Burn - The afflicted suffers from a scorch mark made by fire or other substances. 12% Max HP Damage each turn for 3 turns.

Confusion - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Can be cured upon physical attack.

Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.

Curse - Afflicted becomes the victim of a curse and takes damage equal to have of the damage the afflicted deals with any attack for 3 turns.

Deep Sleep - A more advanced version of Sleep. Under this status, only the most severe amounts of damage can waken the afflicted, as well as a few medicinal items and magic.

Deprotect - Doubles all Physical damage taken for 3 turns.

Deshell - Doubles all Magical damage taken for 3 turns.

Disable - Afflicted can no longer take action for 3 turns.

Doom - Afflicted experiences Instant Death after 5 turns.

Frail - Afflicted is unable to recover HP by any means for 3 turns.

Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire Magic or Fire-Based attacks.

Hypothermia - The afflicted takes damage equal to 10% of their Max HP each turn for 5 turns. At the 5th turn, they suffer 40% Current HP damage.

Immobilize - Afflicted can no longer move for 3 turns.

Infatuation - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies. Cures randomly.

Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.

Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.

Nightmare - A vicious affliction in which the HP of the victim is sapped away by a terrible nightmare. 10% Max HP DMG each turn for as long as the afflicted is asleep.

Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.

Paralyze - Afflicted can no longer move or take action for 3 turns.

Petrify - The afflicted is turned to stone. Obviously, they cannot do anything while in this state. Critical strikes made against the afflicted cause the afflicted to become Broken.

Plague - Afflicted takes 17% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.

Poison - The afflicted suffers from a terrible substance in their bodies, slowly leeching their health away. 14% Max HP Damage each turn for 3 turns.

Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.

Sap - HP is reduced by 15% Max HP per turn for 5 turns.

Seal - Afflicted can no longer move or take action for 3 turns.

Severe Burn - The afflicted suffers from a much more severe scorch mark made by fire or other substances. 17% Max HP Damage each turn for 5 turns.

Shrink - The afflicted shrinks in size, halving their Attack for 3 turns. Physical attacks directed at the afflicted also cause double damage.

Silence - Afflicted cannot execute any Magical skills or basic attacks.

Sleep - The afflicted can no longer move or act, but they are waken by taking damage or by certain medicinal items and magic. If the sleeper awakes due to an attack, that attack becomes critical.

Slow - The afflicted may only take a turn once every 2 turns instead of 1. The movement of the afflicted is also halved.

Stop - The afflicted can no longer move or perform actions. Time has halted for them due to mental, physical, or magical reasons.

Toxin - The afflicted suffered from an extremely bad poison in their bodies. 21% Max HP Damage each turn for 4 turns.

Venom - The afflicted is Stopped and takes 17% Max HP Damage for 3 turns.

Weak - Max HP of the afflicted is reduced by 15% for 3 turns.

Wet - Afflicted takes double damage from Thunder Magic and Thunder-Based attacks for 3 turns.

Zombie - Afflicted is turned undead causing a weakness to Light Magic and Light-Based attacks and healing moves for 3 turns.


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Re: Something of Revolution

Post by Durn on Sun Jul 31, 2011 11:55 am

Temporary Party Members


N/A


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Re: Something of Revolution

Post by Durn on Sun Jul 31, 2011 11:55 am

Name: Aria Eivstraelis
Gender: Female
Age: 27
Level: 4
Next Level: 12/16
Appearance:
Spoiler:
Profession: Enchantress - A mage whose abilities alter the existing restraints and traits of currently existing objects. An enchantress's powers range from temporarily increasing the constitution of an ally to manipulating the shape of a nearby object.
Weapon: Grimoire of Manipulation: Volume I - An old, dusty tome. It covers the basics of object manipulation.
Armor: Enchantress Guise - A combination of robes and sashes that, when put together, form the typical attire of an enchantress.
Accessory: Wizard's Hat - A peculiar hat which gently floats above the enchantress's head.

A-Ability: Enhancement Spellwork: Aqua

+ Enchanting Formation: Hydro Ring: The enchantress dampens the land around her, creating a ring of water, which is used by the enchantress as an aquatic source of power. Creates a Water Ring cell beneath the feet of the caster. As long as the caster remains within the ring, the output of her Water-based spells are increased by 25%. Only one Enchanting Formation may be active at one time. Range: Self. 8 MP. Water Element.

+ Hydra Strike: Requires Enchanting Formation: Hydro Ring to be active. Thin whips of water rise from the ring surrounding the enchantress, proceeding to lash out at a target with great force. 2 Hits. 110% Intellect Damage. Range: 3 Cells. 8 MP. Water Element.

+ Mana Globules: The enchantress condenses the moisture in the air into several water bubbles, which quickly surround the target. After draining the target's mana reservoirs, the bubbles return to the enchantress, who absorbs her target's extracted mana. Absorbs damage as MP. 30% Piercing Intellect Damage. Range: 3 Cells. Water Element.

A-Ability: Item

R-Ability: N/A

S-Ability:
+ Endless Reach: As long as Aria stays within the center of her active Enchanting Formation, the range of her spells becomes indefinite.

Awakening: Primordial Usurping - The enchantress temporarily seizes control of the elements of the earth, ordering them to barrage the target with a lengthy onslaught of elemental power. 200% Intellect Damage. Range: Foe. Element matches element of active Enchanting Formation.

HP: 20
MP: 30 (+5 from Wizard's Hat)
Atk: 0 (+0 from Grimoire of Manipulation: Volume I)
Def: 3 (+0 from Enchantress Guise)
Int: 7 (+1 from Grimoire of Manipulation: Volume I)
Spr: 4 (+1 from Enchantress Guise)
Move: 2 cells (+0 from Enchantress Profession)

Skill Points: 2

Affinity:

Lacie - 2
Ashe - 0
Anemone - 0
Daniel - 1


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Re: Something of Revolution

Post by Zerifachias on Sun Jul 31, 2011 12:18 pm

Name: Lacie
Age: 21
Gender: Female
Appearance:
Spoiler:




Level: 4
Progress: 12/16

Profession: Blue Knight - A generic name for a powerful warrior. However, there is only one Blue Knight in this world, and she has a knack for fighting. (Dual Wield)(Specialty Sword)(Equips Swords)

*Specialty Sword - When using a certain type of sword (steel or silver) against an appropriate enemy, increase the damage output of that sword by 10%. This works for Basic attacks and A-Abilities. This ability also allows Lacie to use the most effective sword against an enemy during battle instead of the ineffective sword. Essentially, Lacie can attack twice with the more effective sword instead of one for each due to Dual Wield.

Spoiler:
Honorable Knight - A true warrior of the sword who always honors her opponents and her allies, and treats them as they should be treated, with respect. Beasts are given death befitting their deeds, and the souls of all humans who fall by her blade are recognized as warriors. (Dual Wield)(Specialty Sword)(Morale Regen)(+1 Basic Attack)

*Morale Regen - Whenever Lacie inflicts a status effect on the enemy with an ability, she regains all mana used from that ability.

Chivalrous Knight - The knight who refuses to fight an unarmed opponent, and refuses to use tricks and deceive enemies in order to gain the upper hand in a battle. She is very powerful in this stage and will hold nothing back, even against a weaker enemy. She honors the fallen and gives respect to those above and below her own skill level equally. (Dual Wield)(Specialty Sword)(Morale Regen)(No Tricks)(+2 Basic Attack)

*No Tricks - Traps are immediately nullified if Lacie is the one to spring them, ambushes are immediately countered, theft will always fail when targeting Lacie, and sneak attacks of any type, magical or physical, will ALWAYS fail when the target is Lacie.

Dragoon Knight - The most powerful and respected knight there ever will be. She is an honorable and chivalrous knight who brings the very definition of 'dueling' to a new kind of extreme. She is blessed by the gods and holds tremendous power and command, truly unrivaled by any other. (Tri-Wield)(Monkey Grip)(Specialty Sword)(Morale Regen)(No Tricks)(Victor)(+3 Basic Attack)

*Monkey Grip - Lacie is able to wield 2-handed weapons with only a single hand.
**Victor - Whenever Lacie defeats an enemy, increase all of her stats by 10%.

Weapon: Rusty Steel Sword - Steel swords are more useful for defeating human-like enemies, but this one seems a bit rusty. (Effectiveness +10% Against Human-like Enemies)
Weapon: Ironvine - An extraordinarily narrow, yet sharpened and sturdy blade made of solid silver. A long vine can be found dangling at the backside of the sword's grip. (Effectiveness +10% Against Monsters)(Effectiveness +10% Against Plants)
Armor: Old Armored Dress - A dress with modifications to allow better maneuverability and defense. It has almost no effect on Lacie's speed.
Accessory: Blue Ribbon - A thin, blue ribbon that helps keep Lacie's hair in a neat bun, which she only wears during times of combat. It seems important to Lacie... (+1 Spirit)

A-Ability: Elementalist Knight

+ Waterfall Blade - Summoning power from the core of her being, Lacie jumps high above the enemy with her sword tip pointed down. As she falls, Lacie's sword rips through the air and creates a torrent of water that crashes down upon the enemy along with the sword. 130% Atk DMG. Water elemental. Adjacent cell range. May cause Wet. 8 MP.

+ Firespout Blade - Summoning power from the core of her being, Lacie twists her arm back, as if preparing for a stabbing attack. Lacie then spins her entire body around and slashes down upon the enemy, a noticeable trail of fire following the tip of the blade. 130% Atk DMG. Fire Elemental. Adjacent cell range. May cause Burn. 8 MP.

Spoiler:
+ Lightningstrike Blade - Summoning power from the core of her being, Lacie stabs her sword into the ground and spreads out her arms, palms facing the sky. Sparks fly from her fingertips and Lacie quickly grabs her sword, slicing at the enemy from the side, the electric current running through the sword and into the enemy. 130% Atk DMG. Lightning Elemental. Adjacent cell range. May cause Paralysis. ??? MP.

+ Aeroclypse Blade - Summoning power from the core of her being, Lacie takes a single step back and poises her blade, ready to strike at any time. With a sudden flash from the sword and a furious number of blows, Lacie effectively slices her enemy so very quickly the enemy is dazed by the attack. 130% Atk DMG. 3 hits. Wind Elemental. Adjacent cell range. May cause Confusion. ??? MP.

+ Ragnarok - Lacie holds both of her swords high into the air, summoning power from the core of her being. Combining the two sword's powers together, Lacie slices down upon an enemy, a bright light flashing and also cutting through the enemy with a purification sword. 140% Atk DMG. 2 hits. Light Elemental. Adjacent cell range. Chance of Blind. ??? MP.

+ Icemirror Blade - Summoning power from the core of her being, Lacie charges up her blade with powers cold as ice. The silver sword flashes once before revealing a sort of mirror-like appearance. Lacie then takes her sword and slices the enemy at the neck, the wound immediately freezing over, and at the same time, the enemy is sliced from behind due to the mirror sword's effect. That wound also freezes over. 130% Atk DMG. 2 hits. Ice elemental. Adjacent cell range. Chance of Freeze. . ??? MP.

+ Gaia Blade - Lacie sheaths both of her sword and cracks her knuckles. Summoning power from the core of her being, Lacie springs forward and punches the enemy with tremendous strength, pounding the enemy into the ground. Lacie then jumps back and takes out her sword and slams it into the enemy's gut, the ground beneath them crippling in response. 100% Atk DMG for the punching. 4 hits. 150% Atk DMG for the sword attack. Earth elemental. Adjacent cell range. Chance of Immobilize. ??? MP.

+ Nirvana Blade - Lacie holds both of her sword outwards and places her feet at shoulder-width, as if forming a cross. Summoning power from the core of her being, Lacie moves quickly, spinning her arms powerfully and slicing at the enemy, trails of dark energy flowing out of the enemy with each strike until a cloud of shadow envelops the enemy and suffocates it. 120% Atk DMG. 13 hits. Dark Elemental. Adjacent cell range. Chance of Suffocation. Chance of Curse. ??? MP

A-Ability: Preemptive Knight

+ Sprinter - By using this ability when the battle begins, Lacie can effectively increase her speed through the entirety of the battle. Speeds up Lacie's movements to the point where she becomes a blur. Increase Evade by 10%. Also, if Lacie enters an 2 cell gap between her and an enemy, she can close that gap in order to attack. If this ability is used at the start of the battle, it will last for the entirety of the battle. If used at any other point in time, it will only stay active for 3 turns. ??? MP.

+ Blink - Lacie can use this ability to effectively teleport into enemy ranks or out of a dangerous spot. Teleports Lacie to a cell with a maximum distance of 5 cells. Lacie may link a basic attack to the end of this skill if she wishes. ??? MP.

+ Before The Counterattack - By using this ability when the battle starts, Lacie can effectively increase her block chance through the entirety of the battle. Increases Block Chance by 50%. Increases Counter Chance by 25%. Increases Evasion by 10%. If this ability is used at the very start of the battle, it will last for the entirety of that battle. If used at any other point in time, it will last a mere 3 turns. ??? MP.

+ Initiator - If Lacie uses this ability to inflict damage on the enemy, and she is the first character to inflict damage on another character, temporarily increase the damage output by this ability by 60%, and increase Lacie's Atk stat by 20%. The buff will not wear off during battle. 100% Atk DMG. Adjacent cell range. Either sword can be used. ??? MP.

+ Clash - In preparation for the enemy's attack, Lacie rushes the enemy and pins the enemy's weapon with her own weapon, effectively stopping that enemy in the enemy's tracks. This small fight lasts for quite awhile before the enemy is able to push Lacie away or Lacie stops pushing. Takes up the enemy's act and movement phases in return for Lacie's during the time this ability is active. Can last more than one turn, but at a cost. ??? MP. ??? MP to continue the ability per turn.

+ Core Quickening - By using this ability at the start of the battle, Lacie can effectively increase her movement and reaction speeds. Through sending vibrations throughout her body and into the core of her being, Lacie can quicken the electricity by which her nerves send information to the brain and back. Increase Evasion by 40%. Increase Counter Chance by 60%. Increase number of basic attacks by 1. This ability can be used ONLY at the BEGINNING of a battle, and not any period before. ??? MP.

+ Ambush - Lacie is able to stop an enemy in it's tracks by completely disarming the enemy and forcing them to back off before the enemy can attack or counter attack. By using this ability, Lacie risks taking a critical hit in exchange for completely stopping the enemy's next act or move phase. 120% Atk DMG is done to the enemy during this. Force the enemy back a single cell and immobilize and disable the enemy for that one turn. There is a higher chance of Lacie taking a critical hit during this. ??? MP.

+ Mercurial Thrust - Lacie acts first in battle, taking up her sword and, using her powerful legs as springs, she leaps forward with incredible speeds, her sword brandished directly in front of her. Lacie slices through the closest enemy with astounding power and speed. Such a fast attack cannot be avoided so early in battle, so it hardly ever misses. 160% Atk DMG. Attacks the closest enemy to Lacie. If used at the beginning of the battle, it will not miss. It cannot be used at any other point in the battle. Chance of Flinching. ??? MP.

A-Ability: Commander Knight

+ Burning Ambition - A cold rage settles in Lacie as she stares down her enemy with bloodlust in her eyes. Her ordinarily green eyes turn to a dangerous yellow color, and a dark circle appears around her pupil. This deadly form of Lacie increases her powers dramatically so that no foe could ever stand in front of Lacie's sword. Increases Atk by 50%. Reduce damage taken by 20%. Lasts for 3 turns. Cannot be used twice in the same battle. ??? MP.

+ Eclipse - Lacie becomes the moon itself at the moment where sunlight is blocked from the earth's view. With powerful legs, Lacie jumps up towards the sky, the sun blocking her attack from the enemy's view. With a decisive blow, Lacie cuts through the enemy before the enemy has a chance to so much as defend itself. 170% Atk DMG. 3 cell range. High Chance of Critical Hit. Chance of Blind. ??? MP.

+ Beast Slayer - Lacie quickly takes her silver sword and uses it to cut down her beastly enemies, showing absolutely no mercy when slicing through the flesh and armor of these beasts. Lacie attacks these enemy beasts in such a brutal manner, that it completely disables the beast. However, as a result, this attack does not work well on humanoid enemies. 180% Atk DMG. Tears through the weaknesses of beastly enemies and disables them temporarily. Does half damage on humanoid enemies. Does not include the bonus from the silver sword. Adjacent cell range. ??? MP.

+ Charge Forward - Lacie dashes forward with incredible speed, her sword bare and flashing around her as she cuts through any enemy that happens to be near her path. Her real attack is aimed at the one in her way, a simple stabbing technique that also cuts down any enemies nearby. A dangerous skill for the user and the victims. 160% Atk DMG to the first enemy blocking Lacie's forward path. If there are no enemies blocking Lacie's path, stop her in front of the nearest wall or obstacle blocking her path. Any enemies within an adjacent cell to Lacie's path each take 120% Atk DMG. Straight line range. ??? MP.

+ Crippling Blow - Lacie changes up her style of attack to something she is not particularly used to. As a result, the enemy does not expect the attack coming, when Lacie slams the flat side of her blade down upon the enemy's head, causing the blade to ring and the enemy's skull to crack open from the force. 80% Atk DMG. High chance of Concussion. Range: Adjacent cell. Less likely to miss elusive enemies. Can be easily blocked by shield-bearers. ??? MP.

+ Mortal Draw - Lacie raises her sword up above her head, holding it with both hands as she glares down at the enemy, waiting for the perfect moment to strike. When she finds that moment, Lacie quickly swings her sword down upon the enemy's neck, slicing it in two. This blow will always deal death if it does not miss. There is no defense for this attack. This blow takes two turns to prepare, if Lacie is hit in the turn before landing the attack, she will flinch and the attack will be nullified. This attack will not work on mini-bosses or boss characters. Range: Adjacent Cell. ??? MP.

+ Immortal Field - Lacie raises her swords into the air, crossing them into an X shape above her head. Summoning power from deep within her core, Lacie throws both swords out at her sides, landing not too far away. Both swords then emit a small glow of light. The light expands in a bubble-shape, forming around Lacie, providing a small layer of cover around her. This thin layer prevents any ranged attacks from hitting Lacie so long as she remains inside the protective field. Expands a small layer with a 3 cell radius where Lacie currently is and remains there for the duration of the battle. The layer will prevent any ranged attacks from hitting anything within the circle, whether it be enemy or ally attacks. All healing spells and abilities that are cast from within the field are immediately nullified. ??? MP.

+ Inspire Courage - Lacie alone has the courage to beat out fear, and so it is up to her to pass on her will to her comrades who fight with her. A few encouraging words, the power from the core of her being, and a two-step victory process is enough. Inspires Lacie's comrades, boosting their main attacking stat by 35%. Does not affect Lacie. ??? MP.

A-Ability: Dragoon Knight

+ Overwhelm - Lacie fiercely attacks her enemy with incredible force, quickly overpowering the enemy and slicing through every defense that the enemy has, leaving the enemy helpless and weak. 150% Atk DMG per hit. 7 hits. Chance of Armor Break. Chance of Weapon Break. Chance of Weak. Adjacent cell range. ??? MP.

+ Flash Strike - Lacie takes up a very strange stance, poising to strike like a snake with her sword hovering dangerously. In an instant, Lacie slashes through the enemy a countless number of times, returning to her stance in between each strike, making it seem like she never once moved from her spot. The enemy falls to bleed and convulse on the ground. 100% Atk DMG per hit. 21 hits. Adjacent cell range. May cause Bleeding. ??? MP.

R-Ability: Defensive Reflex - Whenever Lacie is attacked by a ranged attack, either magical or physical, she is able to react quickly and use her blade to slice through the attack and severely lessen the attack's power. Reduces damage taken by ranged attacks by 30%. If a ranged attack would ordinarily do less damage than 5% of Lacie's maximum HP, the attack is blocked or destroyed and no damage is taken. Can only be used once per turn.

S-Ability: Scan - Lacie has been granted the ability to scan the enemy to find out all sorts of information about them. Usable only once per battle. Grants access to such knowledge as elemental affinity and weakness, weak spots to increase critical hit chance (by 15%), and whatever the enemy ate that morning. Does not work on fully-fledged boss characters, but has a 50% chance of working on mini-bosses. Using "Scan" also takes up Lacie's turn (acts as an action, but not a move).

Spoiler:
+ Large Scan - Lacie's ability to scan the enemy has increased by quite a lot. By scanning a certain area, Lacie can identify and examine each and every enemy within the 5 square cells of the scan. This scan allows Lacie access to such information as the enemy's elemental affinity and weakness, weak spots to increase critical hit chance (by 25%), and whatever the enemy ate last night. Does not work on fully-fledged boss characters, but has a 65% chance of working on mini-bosses. Using "Large Scan" also takes up Lacie's action phase during a turn, but still allows her to move.

+ Pinpoint Scan - Lacie's ability to scan has completely maxed out to the highest level, allowing her access to all the information that she wants, and with every single enemy that she can see. This scan allows her to quickly absorb information from any enemy on the battlefield. Such information consists of elemental affinity and weakness, weak spots to increase critical hit chance (by 40%), and alerts Lacie to what that enemy is carrying that she can loot after the battle (Increases loot find chance by 25%). Does not work on fully-fledged boss characters, but has a 75% chance of working on mini-bosses. Using "Pinpoint Scan" also takes up Lacie's action phase during a turn, but still allows her to move.

Awakening: Final Strike - Lacie takes up both of her swords and crosses them together, crouching a little bit to ready for a deadly blow. Using her powerful legs as springs, Lacie leaps at her enemy, her swords cross-slashing her enemy and pushing the enemy away until they crash into something. Lacie comes out unharmed, but the enemy has not only blood pouring from its X-shaped wound, but the enemy's back has broken due to the force of the crash. 200% Piercing Atk DMG to a single enemy. Pushes the enemy and Lacie back until they crash into a structure of some sort. If the structure is weak (has an HP bar), it will break. High chance of Paralysis.

Stats:
HP: 35
MP: 20
Atk: 6 (+1 from Rusty Steel Sword)(+2 from Ironvine)
Def: 5 (+1 from Old Armored Dress)
Int: 0
Spr: 2 (+1 from Blue Ribbon)
Move: 2 (+1 from Blue Knight Profession)

Skill Points: 0

Affinity:
Aria - 0
Ashe - 0
Anemone - 0
Daniel - 3


Last edited by Zerifachias on Wed Nov 23, 2011 7:30 am; edited 21 times in total

Zerifachias
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Re: Something of Revolution

Post by Silver on Sun Jul 31, 2011 12:27 pm

Name: Ashe Valentine
Age: 19
Gender: Female
Appearance:
Spoiler:
-------------------
Profession:
Spoiler:
+ *Spellblade*- The one who claims this profession has chosen to take up the hard to master spellblade. Wielding not only sheer force but the power of the elements, she can gain the upper hand against almost everyone. (Equip: Spellblades/Swords)

+ Elemental Knight- The one who claims this profession has mastered the basics of the spellblade to a fine point where she can manipulate them. Shrouding both allies and enemies in elemental auras, she can either be your greatest ally or worst nightmare. (Elemental Anger) (Shieldbearer) (+1 Basic Attack) (Equip: Spellblades/Swords)
Elemental Anger: Increases Elemental Damage Output by 5%.
Shieldbearer: Allows the user to Equip a Shield.


+ Natura Knight- The one who claims this profession has risen up to become a knight for the Goddess of Elements. Using said elements to ravage the battlefield, all enemies bow before her might. (Elemental Fury) (Elemental Veil) (Shieldbearer) (+2 Basic Attacks) (Equip: Spellblades/Swords)
Elemental Fury: Increases Elemental Damage Output by 10%.
Elemental Veil: Grants 10% Resistance to All Elements.
Shieldbearer: Allows the user to Equip a Shield.


+ Natura Guardian- The one who claims this profession has vowed to protect the elements of the world and the patron Goddess of them so that she may continue to keep the world in balance. (Elemental Aggression) (Elemental Protection) (Shieldbearer) (+3 Basic Attacks) (Equip: Spellblades/Swords)
Elemental Aggression: Increases Elemental Damage Output by 15%.
Elemental Protection: Grants 15% Resistance to All Elements.
Shieldbearer: Allows the user to Equip a Shield.


*Class* is currently Equipped
Level: 4
Exp: 12/16
-------------------
Weapon: Guardian of the Purest Rose- Almost as old as the Rose of Revolution itself, however, it has suffered much more damage. Fortunately, its pure white metal has maintained its beauty over time.
Armor: Reinforced Dress- A dress that has been reinforced to protect the body from elements and physical blows.
Accessory: Elemental Crest- A crest containing a series of symbols, each one corresponding with one of the eight elements.
-------------------
A-Ability: Elemental Swordplay

+ Flametongue- Ashe evokes the fire symbol on her spellblade, causing the metal to melt and heat up until the blade is made of flame itself.
(Damage: --/Effect: Basic Attacks: Fire Element/Basic Attacks: Burn 25%/Range: Self/Mp: 8/Element: Fire)

- Pyro Rogue- Fire erupts Ashe dragging her blade along her foe's skin, the mere touch of the volcanic temperatures causing the skin to shriek out in utter and total pain.
(Damage: 140% Atk/Effect: Severe Burn 50%/Range: Adjacent Cell/Mp: /Element: Fire)

- Volcanic Forge- Ashe thrusts her blade into the ground, the fire enveloping the metal racing down to the inner earth causing a giant eruption that batters the battlefield around her.
(Damage: 160% Int/Effect: Severe Burn 50%/Range: 2 Cell Radius/Mp: /Element: Fire)


+ Icebrand- Ashe evokes the ice symbol on her spellblade, causing the metal to slowly drop in temperature until it becomes frozen solid.
(Damage: --/Effect: Basic Attacks: Ice Element/Basic Attacks: Freeze 25%/Range: Self/Mp: 8/Element: Ice)

- Glacian Landing- Ashe jumps high into the air, causing the air around her blade to form icicles from the water in the air, which rain down upon her target and those nearby him as she strikes down.
(Damage: 120% Atk/Effect: Freeze 50% [Main Target]/Any Enemy in a Surrounding Cell takes Half Damage/Range: 3 Cells/Mp: /Element: Ice)

- Glacier Shatter- Ashe creates a makeshift glyph with her blade and the rock beneath her, causing the rock to rise from the ground and shift until it is pure ice and snow. With a single slash all the icy energy is released and sent flying at her foes.
(Damage: 100% Int/Effect: Freeze 75%/Range: All Enemies/Mp: /Element: Ice)


+ Thunderblade- Ashe evokes the lightning symbol on her spellblade causing the particles in the air around the blade to collide against each other and become electricity.
(Damage: --/Effect: Basic Attacks: Lightning Element/Basic Attacks: Paralyze 25%/Range: Self/Mp: 8/Element: Lightning)

- Paralytic Sparks- Ashe slashes at a foe, purposefully missing so they are caught off guard for a quick follow up filled with lightning energy.
(Damage: 160% Atk/Effect: Paralyze 50%/Range: Adjacent Cell/Mp: /Element: Lightning)

- Lightning Rod- Ashe thrusts her blade forward, causing a jolt of lightning to rush forward, out of her blade and to a foe waiting on the other end of the battlefield.
(Damage: 100% Int/Effect: +10% Damage Output [Each Cell Traveled]/Range: Straight Line/Mp: /Element: Lightning)

+ Liquidsteel- Ashe evokes the water symbol on her spellblade causing the blade to congeal and spread apart until it is water held into place only by the strange magic acting upon it.
(Damage: --/Effect: Basic Attacks: Water Element/Basic Attacks: Wet 25%/Range: Self/Mp: 8/Element: Water)

- Oceanic Uprising- Ashe too congeals until she is only a transparent watery form of her former self. She then sinks into the ground, rising up with three devastating slashes, after which she can only move.
(Damage: 90% Atk x 3/Effect: Ashe becomes Liquified/Range: Single Enemy/Mp: /Element: Water)

- Flood Expulse- Ashe directs the water from the earth to her, creating a shield of swirling water around her before she thrusts it outward in every direction.
(Damage: 140% Int/Effect: Wet 50%/Range: Surrounding Cells/Mp: /Element: Water)

+ Zephyrpierce- Ashe evokes the wind symbol on her spellblade causing the air around her to pick up the pace and whip wildly.
(Damage: --/Effect: Basic Attacks: Wind Element/Basic Attacks: Float 25%/Range: Self/Mp: 8/Element: Wind)

- Avian Massacre- Ashe slashes her foe several times, each strike doing a mere fraction of her total power, but each strike making for the final outcome.
(Damage: 50% Atk x 10/Effect: --/Range: Adjacent Cell/Mp: /Element: Wind)

- Maelstrom- Ashe throws her blade at a foe, the winds around her acting upon it in such a way that it pulls up a large gust that knocks all foes away.
(Damage: 100% Int/Effect: Knocks All Foes Back 2 Cells/Range: All Enemies/Mp: /Element: Wind)

+ Gaia Collide- Ashe evokes the earth symbol on her spellblade shoving the blade in the ground and allowing it to absorb the earthen materials so that it may deal more damage.
(Damage: --/Effect: Basic Attacks: Earth Element/Basic Attacks: +20% Damage Output/Range: Self/Mp: 8/Element: Earth)

- Terra Crash- Ashe kicks off the earth below, rushing forward and delivering a horrible slash in which rock also pummels her foe.
(Damage: 200% Atk/Effect: Ashe Lands in Cell Adjacent to Foe/Range: Single Enemy/Mp: /Element: Earth)

- Depart Fissure- Ashe jumps high into the air and thrusts her blade into the earth below upon landing, causing a violent fissure that all enemies fall prey to.
(Damage: 180% Atk/Effect: Oblivion 10%/Range: All Enemies/Mp: /Element: Earth)

+ Excalibur- Ashe evokes the light symbol on her spellblade causing all the light in the current area to rush to the blade, allowing her to utilize the rays.
(Damage: --/Effect: Basic Attacks: Light Element/Basic Attacks: Blind 25%/Acts as a Torch in Dark Areas/Range: Self/Mp: 8/Element: Light)

- Valiant Light- Ashe thrusts her blade into the air causing the light that has built up to burst outwards, the force of the light knocking her enemies aside.
(Damage: 150% Int/Effect: Blind 50%/Range: All Enemies/Mp: /Element: Light)

- Flash Barrier- Ashe thrusts her blade into the ground causing all the light to flood out around her, creating a veil that resists all attacks.
(Damage: --/Effect: Protect/Shell/Range: Self/Mp: /Element: Light)

+ Chaos Ripper- Ashe evokes the darkness symbol on her spellblade causing all shadows to jump to the blade and mutate until the blade itself secretes the darkness as a deadly poison.
(Damage: --/Effect: Basic Attacks: Dark Element/Basic Attacks: Poison 25%/Range: Self/Mp: 8/Element: Dark)

- Ends of the Earth- Ashe strikes her foe in such a way that they believe they have been transported to an alternate dimension in which they are slowly poisoned to death by the unstable conditions of the end of the world.
(Damage: 150% Atk/Effect: Severe Poison 50%/Range: Adjacent Cell/Mp: /Element: Dark)

- Apocalypse- Ashe thrusts her blade into the ground and turns away, the shadows seeping from the blade and latching onto her enemies, dragging them down into a never ending hell in which they endure torture from the god of death himself.
(Damage: 180% Int/Effect: Seal 50%/Range: All Enemies/Mp: /Element: Dark)

-------------------
A-Ability: Elemental Guidance

+ Elemental Break- Ashe evokes all the symbols on her spellblade, causing them to glow a black color that places a breaking seal from a specific element onto one of her enemies.
(Damage: --/Effect: Makes Target Weak to [Element]/Range: 3 Cells/Mp: /Element: Varies)

+ Elemental Adversity- Ashe evokes all of the symbols on her spellblade, causing them to glow a silver color that then causes all symbols to light up one by one empowering Ashe.
(Damage: --/Effect: +25% Debuffing Chance/Range: Self/Mp: /Element: --)

+ Elemental Guard- Ashe evokes the all of the symbols on her spellblade, causing them to glow a white color that places a cover from a specific element on either herself or an ally.
(Damage: --/Effect: Makes Target Resistant to [Element]/Range: 3 Cells/Mp: /Element: Varies)

+ Elemental Blessing- Ashe evokes all of the symbols on her spellblade, causing them to glow a golden color that then causes one of the symbols to rise up and attach to an ally, making their attacks retain the corresponding element.
(Damage: --/Effect: Makes Target's Attacks [Element]/Range: 3 Cells/Mp: /Element: Varies)

+ Elemental Curse- Ashe evokes all of the symbols on her spellblade, causing them to glow a bronze color that then causes all of the symbols to rise up and attach to an enemy, making their attacks unable retain the elemental affinity.
(Damage: --/Effect: Makes Target Unable to Use Elemental Attacks/Range: 3 Cells/Mp: /Element: --)

-------------------
A-Ability: Elemental Mastery

+ Syphon Blade- Ashe activates the neutral seal on her spellblade, causing the blade to absorb any energy from the target.
(Damage: 30% Pierce Atk/Effect: Damages Mp/Absorb Damage as Mp/Range: Adjacent Cell/Mp: --/Element: --)

+ Elemental Crash- Ashe rushes her target, slamming her spellblade into a determined weak point to break their defenses slightly.
(Damage: 100% Atk/Effect: -20% Def and Spr/Range: Adjacent Cell/Mp: /Element: --)

+ Elemental Spiral- Ashe spins around several times, a random element attaching to her blade as she strikes.
(Damage: 150% Atk x 3/Effect: --/Range: Adjacent Cell/Mp: /Element: Varies)

+ Elemental Shot- Ashe evokes a random symbol on her spell blade, causing the blade to slowly transform to the element corresponding to the symbol. At the last moment, she creates three wide slashes which sends waves of the elemental energy at her opponent.
(Damage: 150% Int x 3/Effect: --/Range: Straight Line/Mp: /Element: Varies)

+ Nullam Elementi- Ashe evokes all of the symbols on her spellblade and then thrusts it into the ground, kneeling in the process. A prayer sent to the Goddess of Elements, a light shines and swirls around Ashe healing a few minor wounds.
(Heal: 25% Max Hp/Effect: --/Range: Self/Mp: /Element: --)

-------------------
A-Ability: Will of Nature

+ Ragnarok- Ashe evokes a hidden underlying symbol on her spellblade, causing all of the elements to react at once, transforming her blade into Ragnarok, the blade of legends, only handled by those who also holds the Gods' trust.
(Damage: --/Effect: Basic Attacks: Varying Element/Basic Attacks: Varying Effects 50%/Range: Self/Mp: 16/Element: --)

- Embracing Destiny- "A new dawn has led me down this path... the promises I made cling to me... I shall embrace this life of mine... until my story reaches its end..."
(Damage: 120% Atk x 3/150% Atk/Effect: +25% Atk and Def [3 Turns] [Self Only]/Range: Adjacent Cell/Mp: /Element: --)

- Remembrance of Faith- "When I accepted their secrets... I let them place all of their trust in me... I will complete the task asked of me... no matter what may stand in my way... I have faith that they chose me for a reason..."
(Damage: 200% Int/Effect: +25% Int and Spr [3 Turns] [Self Only]/Range: 3 Cells/Mp: /Element: --)

- Final Moments- "The end is near... if I go down... I'm going to take you with me... it's the only way to stop this once and for all... these are our final moments."
(Damage: 250% Atk/250% Int/Effect: Instant Death 25%/Range: Adjacent Cell/Mp: /Element: --)

+ Natura's Blessing- Ashe evokes all the symbols on her blade, including the underlying one, and thrusts it into the ground, summoning one of Natura's Guardians to her side.
(Damage: --/Effect: Summons [Elemental] Titan/Only 1 can be Summoned at a Time/Range: Surrounding Cell/Mp: /Element: Varies)

-------------------
R-Ability:

+ Elemental Counter- Whenever attacked from an adjacent cell, Ashe counters for 100% Atk varying elemental damage. Whenever the target of an attack from afar, she counters for 100% Int varying elemental damage.
-------------------
S-Ability:

+ Elemental Advantage- Whenever attacks an enemy with an Element they do not resist, null, or are weak to, they take 20% more damage.
-------------------
D-Ability: Elemental Finale- Ashe rushes her foe, slashing them over and over with an elemental blade.
(Damage: 200% Pierce Atk/Effect: --/Range: Single Enemy/Mp: --/Element: Varies)
-------------------
Stats:
Next Level: Mp, Atk, Int

Hp: 20
Mp: 20
Atk: 4 (+2 from Guardian of the Purest Rose) (+1 from Elemental Crest)
Def: 4 (+1 from Reinforced Dress) (+1 from Guardian of the Purest Rose)
Int: 4
Spr: 4
Move: 2 Cells (+1 from Spellblade Profession)
-------------------
Skill Points:
-------------------
Affinity:

Aria: 0
Lacie: 0
Anemone: 3
Daniel: 0


Last edited by Terra on Wed Nov 23, 2011 8:13 pm; edited 11 times in total

Silver
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Re: Something of Revolution

Post by Kurio on Sun Jul 31, 2011 12:35 pm

Name: Anemone (Real name "Xue Xiehua")
Gender: Female
Age: 18
Level: 4
Next Level: 12/16
Appearance:
Spoiler:

Profession: Jian Dou Shi - An extremely fast foreign fighter skilled in the use of swords with their specialty being one-on-one fights. The name of the profession loosely translates to "Duelist". [Dual Wield]

Weapon: Strange Sword - A longsword with a hilt design that no one has seen before.
Weapon: Exotic Sword - A curved longsword that slightly resembles a katana.
Armor: Doll Dress - A traditional foreign dress made of silk.
Accessory: Heavy Armlet - A rather heavy bracelet-like accessory.

A-Ability: Swordplay

+ Anticipation - Anemone readies herself to avoid attacks directed toward her. [Range: Self. Increases Evasion by 25% for 3 turns. 8 MP (At level 8 or higher, it equals the user's level)]

+ Cutter - A sword swing made with such skill that a vaccum is created in the air which slices like a blade and flies like an arrow. [120% ATK Dmg. Range: 5 cells. 8 MP]

+ Swift Dash - After preparation, Anemone gains a sudden burst of speed, making her amazingly quick for several minutes. [Range: Self. Grants Haste and makes Anemone immune to all movement impairing effects for 3 turns. Can only be used if Anemone did not move or attack the previous turn. Cannot be used on the first turn of a battle. 8 MP]

A-Ability: Item

R-Ability: N/A

S-Ability: Dueling - Each turn Anemone can only be attacked by one enemy, and if Anemone attacked an enemy during that turn then only the enemy that was attacked may attack Anemone.

D-Ability: Cataclysm - As Anemone's name suggests, all hope fades for the target when she jumps up and strikes down with a force strong enough to break the earth, causing the ground around her to rise up in order to create a natural arena for her and her target that prevents any outside intervention. The arena does not disappear until either her or her target is dead. [200% Piercing ATK Dmg. Range: Any. Moves Anemone next to her target. Creates an arena with walls in a 2 cell radius around where Anemone lands. No attacks or abilities from outside the wall can reach into the wall. Wall dissipates when either Anemone or the target is K.O.ed]

Stats
HP: 30
MP: 25
ATK: 7 (+1 from Strange Sword) (+1 from Exotic Sword) (+1 from Heavy Armlet)
DEF: 4
INT: 0
SPR: 2 (+1 from Doll Dress)
Movement: 2 (+2 from Jian Dou Shi Profession)

Skill Points: 2

Affinity:

Aria: 0
Lacie: 0
Ashe: 3
Daniel: 0


Last edited by TheBokeGaeru on Tue Nov 22, 2011 10:58 pm; edited 5 times in total

Kurio
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Re: Something of Revolution

Post by Masquerade on Sun Jul 31, 2011 2:49 pm

Name: Daniel Caldwell
Gender: Male
Age: 19
Level: 4
Next Level: 12/16
Appearance:
Spoiler:

Profession: Priest - Can he really be called this? The one who claims this profession comes from the unknown and wields unorthodox magic that can have adverse effects on foes whilst bolstering those who ally with him.

Weapon: Empty Staff - Rumored to be filled with numerous souls from which it drew energy, this staff is now nothing more than an empty remnant of what it used to be.
Armor: Dull Robes - Boring, monotonous robes.
Accessory: Crystal Fang Pendant - Necklace composed of a gold chain with an odd, fang-shaped crystal at the end of it. (MP+5)

A-Ability: From A Different World:

+Divert Retraction: Shrouds an enemy in a strange aura that slowly sucks away at its life force whilst the user directs the lost energy towards the user's self. 120% Int Dmg. Range: 3 cells. Chance of Sap. User recovers HP by an amount equal to 100% of the damage dealt by Sap caused from this attack each turn for the entire duration of the status. 14 MP.

+Unknown Redemption: A ray of energy completely envelops an ally from above, and as it dissipates, it alleviates any wounds that the target may have acquired from the battle. 100% Int HP Recovery. Range: 3 cells. 6 MP.

+Advent Diversion: Blasts an enemy with a wavelength of energy that messes with the target's vision and judgment causing them to unleash attacks in every direction with no discretion on who might be hit. 120% Int Dmg. Range: 3 cells. Chance of Confusion. If the enemy under effect of Confusion caused by this attack executes an attack against itself or one of its allies, the attack is automatically critical. 10 MP.

+Misled Decision: Amasses stray mana and directs it to form into a hard shell around an ally that has varied effects, but overall attempts to mitigate damage dealt. Bestows Protect OR Shell. Range: 3 cells. If used on a target that already possesses Protect/Shell, this spell automatically bestows the one that the target does not already possess. ? MP.

+Obstruct Deletion: Swings staff through the air unleashing a burning wave of supercharged mana that bursts into embers that slowly eat away at the target's flesh, reducing the target's ability to fight back. 120% Int Dmg. Range: 3 cells. Chance of Burn. If Burned, the target loses 12% of their total ATK each turn for the entire duration of the Burn. ? MP.

+Expanse Donation: Summons a light shower of twinkling lights that fall upon allies and meld into their wounds, sowing them up instantly and removing disease and other ailments along with it. 80% Int HP Recovery. Removes all negative physical status effects. Range: Self and all allies within 4 cells of the user. ? MP.

+Reduce Salvation: Directs chains of light to burst out of the ground and restrict the target tightly, draining away the target's energy and stamina leaving nothing but an empty shell behind of what it used to be. 120% Int Dmg. Range: 3 cells. Chance of Weak. If Weakened, the target's Max MP is also reduced by 15% and if felled while in a Weak state caused by this attack, the target cannot be revived by any means. ? MP.

+Delight Vibration: Unleashes a small shockwave of energy around the user that distorts the air to create a vaccuum that draws in mana, focuses it, and uses it to bolster the mana cycles of all who happen to be within the space. Boosts all stats by 10% for 5 turns. Bestows MP Regen for 5 turns. Range: Self and all adjacent cells. ? MP.

+Betray Creation: Besets the battlefield with a scourge of pure bolts of energy that strike down at foes turning them into foul abominations, the energy lingering about to shroud attacks made at them into devastating moves of a holy nature with which to fell the beasts. 150% Int Dmg. Range: All enemies. Chance of Zombie. All basic attacks and skills made against Zombified targets made so by this attack are all of the Holy element which will obscure the innate element should the attack/skill possess one. ? MP.

+Abyss Pulsation: Stabs the ground with the user's staff opening a vortex of darkness out of which the user pulls a lost soul, saving it from the grasp of death and returning it back to it's physical, living state. Revives target with 40% Max HP. Range: Single ally. ? MP.

A-Ability: Procession *LOCKED*

+Breaking: Deadly impact by an unseen, concentrated sphere of energy that completely shatters the target's defenses, both physical and magicl. Reduces target DEF and SPR by 30% for 3 turns. Range: 3 cells. ? MP.

+Killing: Lures the soul from the body with a swift, hummed melody before everything else comes splattering out of the victim's mouth: blood, bones, and guts. 150% Int Dmg. Range: 3 cells. Chance of leaving the target with 1 HP. ? MP.

+Scheming: Fills the mind with devious plots to greatly boost the strength of spells, coming up with innovative ways to amplify any damage dealt. Boosts INT and Critical Hit Rate by 50% for 3 turns. Range: Self. ? MP.

R-Ability: Realm Reprise - Whenever the user successfully executes a healing spell upon a target, the user recovers MP equal to 10% of the amount healed.

S-Ability: Vicinal Energy - Regains MP equal to 5% Max MP at the beginning of each turn.

D-Ability: Lord of Cruelty (Darkness) - Slams the end of one's weapon down into the ground evoking a vortex beneath the enemy in question, an upsurgence of ghostly spirits rising from the portal and lifting the enemy into the air, writhing about it and tearing away its life force slowly before unleashing it to fall back to the earth whilst they traverse the vortex back to their own world. Deals 200% Piercing Int damage to a target up to 6 cells away.

Stats:

HP: 20
MP: 35 (+5 from Crystal Fang Pendant)
Atk: 0 (+0 from Empty Staff)
Def: 4 (+0 from Dull Robes)
Int: 7 (+1 from Empty Staff)
Spr: 2 (+1 from Dull Robes)
Movement: 2 (+0 from Priest Profession)

Skill Points: 2

Affinity:

Aria - 1
Lacie - 2
Ashe - 0
Anemone - 0

_________________


*Thanks to Mayari for the wonderful avatar/signature combo

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Masquerade
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Re: Something of Revolution

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