Eternal Dream: Online - Low of Solipsism
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Eternal Dream: Online - Low of Solipsism
Name: Crysis
Gender: Female
Age: 17
Appearance:
Weapon: Ice Bangles - A pair of rings made from solid ice which fit perfectly around the wearer's wrist. [Added Effect: Freeze]
Armor: Fluffy Overcoat - A coat worn to keep the wearer warm while casting chilling spells.
Accessory: Amulet of Memories - Nobody's quite sure what's inside of it aside from the wearer.
A-Ability: Wakes of Winter
+ Borealis Aurore: Crysis sends a shiver of frost down the spine of the earth, which spreads beneath the feet of the target and all of those who stand near it. Has a chance of freezing foes standing within 2 cells of the target.
(D: -- / A: 75% Freeze to Target, 50% Freeze to Nearby / R: 5 / MP: 14 / E: Ice)
+ Resis Wiosna: Crysis encircles her ally in a glacial bubble of energy, empowering them with the resilience of the northern seas.
(D: -- / A: Bubble / R: 3 / MP: 8 / E: Water)
+ Aliora Fanalis: Crysis conjures a quartet of icicle pillars which rise around the unit of her choice. No spells may interact beyond a pillar, and no unit may move through them. These pillars have 5 HP and 5 DEF and SPR, lasting until destroyed.
(D: -- / A: Surrounds with Ice Pillars / R: 5 / MP: 12 / E: Ice)
R-Ability:
+ Glacial Defense: When attacked from a range of 2 cells or less, Crysis has a 50% chance of inflicting Freeze upon her pursuer.
S-Ability:
+ Everlasting Snowfall: All abilities and attacks aimed toward an ally within 5 cells of Crysis has a 20% chance of missing, added onto the target's existing EVADE.
Awakening:
+ Clear Wind: Crysis calls upon a refreshing cold front, which replenishes the health of her allies by 50% and cleanses them of all negative status effects.
(D: -- / A: Cleanse, Heal 50% Max HP / R: All Allies / MP: 0 / E: Wind)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 20 / 20 (+5 from Amulet of Memories)
MP: 45 / 45
ATK: 0
DEF: 6 (+1 from Amulet of Memories) (+1 from Fluffy Overcoat)
INT: 5 (+1 from Ice Bangles)
SPR: 6 (+1 from Fluffy Overcoat)
EVADE: 1%
MOVE: 2 (+0 from Frost Mage Profession)
Gender: Female
Age: 17
Appearance:
- Spoiler:
Weapon: Ice Bangles - A pair of rings made from solid ice which fit perfectly around the wearer's wrist. [Added Effect: Freeze]
Armor: Fluffy Overcoat - A coat worn to keep the wearer warm while casting chilling spells.
Accessory: Amulet of Memories - Nobody's quite sure what's inside of it aside from the wearer.
---------~---------
A-Ability: Wakes of Winter
+ Borealis Aurore: Crysis sends a shiver of frost down the spine of the earth, which spreads beneath the feet of the target and all of those who stand near it. Has a chance of freezing foes standing within 2 cells of the target.
(D: -- / A: 75% Freeze to Target, 50% Freeze to Nearby / R: 5 / MP: 14 / E: Ice)
+ Resis Wiosna: Crysis encircles her ally in a glacial bubble of energy, empowering them with the resilience of the northern seas.
(D: -- / A: Bubble / R: 3 / MP: 8 / E: Water)
+ Aliora Fanalis: Crysis conjures a quartet of icicle pillars which rise around the unit of her choice. No spells may interact beyond a pillar, and no unit may move through them. These pillars have 5 HP and 5 DEF and SPR, lasting until destroyed.
(D: -- / A: Surrounds with Ice Pillars / R: 5 / MP: 12 / E: Ice)
---------~---------
R-Ability:
+ Glacial Defense: When attacked from a range of 2 cells or less, Crysis has a 50% chance of inflicting Freeze upon her pursuer.
---------~---------
S-Ability:
+ Everlasting Snowfall: All abilities and attacks aimed toward an ally within 5 cells of Crysis has a 20% chance of missing, added onto the target's existing EVADE.
---------~---------
Awakening:
+ Clear Wind: Crysis calls upon a refreshing cold front, which replenishes the health of her allies by 50% and cleanses them of all negative status effects.
(D: -- / A: Cleanse, Heal 50% Max HP / R: All Allies / MP: 0 / E: Wind)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 20 / 20 (+5 from Amulet of Memories)
MP: 45 / 45
ATK: 0
DEF: 6 (+1 from Amulet of Memories) (+1 from Fluffy Overcoat)
INT: 5 (+1 from Ice Bangles)
SPR: 6 (+1 from Fluffy Overcoat)
EVADE: 1%
MOVE: 2 (+0 from Frost Mage Profession)
Last edited by Durn on Tue Dec 25, 2012 12:53 am; edited 3 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online - Low of Solipsism
Name: Memory Order
Gender: Male
Age: 18
Appearance:
Weapon: Unmemoir - A simply crafted bracelet with a metal plate that reads: "What we have forgotten." [Added Effect: Charm]
Armor: Lie - Iron ring made with a small gold and royal blue insignia.
Accessory: Gift - Strange sphere of glass that seems to hold some sort of importance.
A-Ability: Air As Synapse
+ Love Induction: Memory Order sends a pulse to the target's brain, effectively overtaking their brain with false emotions and signals. Charms the target for 1 turn per 4 MP the target uses to cast this spell.
(D: -- / A: 100% Charm / R: 5 / MP: 4 + 4MP per turn / E: Lightning)
+ Duplicate Corner: Memory Order commands any charmed units to attack the target, should they be in range to do so. Memory Order proceeds to attack the target equal to the amount of times the charmed units attacked the target.
(D: 100% INT x? + [100% ATK/INT x? per Charm]/ A: -- / R: 3 / MP: 8 / E: Lightning)
+ Delusion Break: Memory Order severs the emotional bond he as crafted between himself and his charmed foes. All charmed foes are freed from their status, taking piercing INT damage equal to the amount of damage they dealt to their allies while charmed.
(D: P D = D dealt while charmed / A: -- / R: -- / MP: 18 / E: Lightning)
R-Ability:
+ Body Friend: When Memory Order is targeted by a skill, and a unit he has charmed lies within 2 cells of him, he may redirect the attack to the charmed unit. Can only be activated once per turn.
S-Ability:
+ World As Mind: Memory Order's MP is doubled.
Awakening:
+ Shatter the Bonds: Memory Order fires immense pulses of energy into the mind of a foe, increasing in intensity by +20% P DMG per charmed foe.
(D: 180% P INT + x% P INT / A: -- / R: Foe / MP: 0 / E: Lightning)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 25 / 25 (+5 from Gift)
MP: 35 / 35 (x2 from World As Mind)
ATK: 0
DEF: 4 (+1 from Lie)(+1 from Gift)
INT: 8 (+2 from Unmemoir)
SPR: 6 (+1 from Lie)
EVADE: 2%
MOVE: 2 (+0 from Judge Profession)
Gender: Male
Age: 18
Appearance:
- Spoiler:
Weapon: Unmemoir - A simply crafted bracelet with a metal plate that reads: "What we have forgotten." [Added Effect: Charm]
Armor: Lie - Iron ring made with a small gold and royal blue insignia.
Accessory: Gift - Strange sphere of glass that seems to hold some sort of importance.
---------~---------
A-Ability: Air As Synapse
+ Love Induction: Memory Order sends a pulse to the target's brain, effectively overtaking their brain with false emotions and signals. Charms the target for 1 turn per 4 MP the target uses to cast this spell.
(D: -- / A: 100% Charm / R: 5 / MP: 4 + 4MP per turn / E: Lightning)
+ Duplicate Corner: Memory Order commands any charmed units to attack the target, should they be in range to do so. Memory Order proceeds to attack the target equal to the amount of times the charmed units attacked the target.
(D: 100% INT x? + [100% ATK/INT x? per Charm]/ A: -- / R: 3 / MP: 8 / E: Lightning)
+ Delusion Break: Memory Order severs the emotional bond he as crafted between himself and his charmed foes. All charmed foes are freed from their status, taking piercing INT damage equal to the amount of damage they dealt to their allies while charmed.
(D: P D = D dealt while charmed / A: -- / R: -- / MP: 18 / E: Lightning)
---------~---------
R-Ability:
+ Body Friend: When Memory Order is targeted by a skill, and a unit he has charmed lies within 2 cells of him, he may redirect the attack to the charmed unit. Can only be activated once per turn.
---------~---------
S-Ability:
+ World As Mind: Memory Order's MP is doubled.
---------~---------
Awakening:
+ Shatter the Bonds: Memory Order fires immense pulses of energy into the mind of a foe, increasing in intensity by +20% P DMG per charmed foe.
(D: 180% P INT + x% P INT / A: -- / R: Foe / MP: 0 / E: Lightning)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 25 / 25 (+5 from Gift)
MP: 35 / 35 (x2 from World As Mind)
ATK: 0
DEF: 4 (+1 from Lie)(+1 from Gift)
INT: 8 (+2 from Unmemoir)
SPR: 6 (+1 from Lie)
EVADE: 2%
MOVE: 2 (+0 from Judge Profession)
Last edited by Durn on Tue Dec 25, 2012 12:54 am; edited 3 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online - Low of Solipsism
Name: Walter
Gender: Male
Age: 24
Appearance:
--- Unthinking Fighter - Walter doesn't have time to think, therefore he cannot be affected by mental statuses.
Weapon: Fists - About as simple as it gets. [Disarm Immunity]
Armor: Suit and Bowtie - Made for the classiest of men, yet worn by the least.
Accessory: Sunglasses - Worn to make kicking ass and beating in faces seem easy.
A-Ability: Breaking Bones
+ Uppercut Smash: Walter rushes toward his target, punching them in the gut, knocking them slightly into the air, and them pummeling them back down to the ground with a two-handed slam to the back of the neck.
(D: 150% ATK x2 / A: -- / R: 1 / MP: 16 / E: Neutral)
+ Chivalrous Kick: Walter delivers a skull-crushing blow to the target's skull, effectively knocking them out cold with a single kick. Cannot be used against female enemies, simply because Walter is just that much of a gentleman.
(D: 200% ATK/ A: Cannot be used against females / R: 1 / MP: 14 / E: Neutral)
+ Fuck the Government: Walter tosses out the last of his morality, passively increasing his ATK by 50%. Chivalrous Kick can now be used against female characters. Lasts 3 turns.
(D: -- / A: +50% ATK / R: Self / MP: 10 / E: Neutral)
R-Ability:
+ Nonviolent Discussion: Whenever a foe damages Walter, he proposes a gentle discussion in response, which may or may not result in skull-smashing and organ-pulling depending on the foe's future actions. Whenever a foe damages Walter, there is a 60% chance that the foe will be afflicted with Fear.
S-Ability:
+ No Time For Bruises: Walter doesn't have time to cry over injuries, therefore he is immune to physical statuses.
Awakening:
+ Punch: You heard the guy.
(D: 200% P ATK / A: 25% Instant Death / R: 1 / MP: 0 / E: Neutral)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 40 / 40 (+5 from Sunglasses)
MP: 25 / 25 (+5 from Sunglasses)
ATK: 8 (+2 from Fists)(+1 from Sunglasses)
DEF: 5 (+1 from Suit and Bowtie)(+1 from Sunglasses)
INT: 0
SPR: 4 (+1 from Suit and Bowtie)(+1 from Sunglasses)
EVADE: 5%
MOVE: 2 (+2 from Brawler Profession)
Gender: Male
Age: 24
Appearance:
- Spoiler:
--- Unthinking Fighter - Walter doesn't have time to think, therefore he cannot be affected by mental statuses.
Weapon: Fists - About as simple as it gets. [Disarm Immunity]
Armor: Suit and Bowtie - Made for the classiest of men, yet worn by the least.
Accessory: Sunglasses - Worn to make kicking ass and beating in faces seem easy.
---------~---------
A-Ability: Breaking Bones
+ Uppercut Smash: Walter rushes toward his target, punching them in the gut, knocking them slightly into the air, and them pummeling them back down to the ground with a two-handed slam to the back of the neck.
(D: 150% ATK x2 / A: -- / R: 1 / MP: 16 / E: Neutral)
+ Chivalrous Kick: Walter delivers a skull-crushing blow to the target's skull, effectively knocking them out cold with a single kick. Cannot be used against female enemies, simply because Walter is just that much of a gentleman.
(D: 200% ATK/ A: Cannot be used against females / R: 1 / MP: 14 / E: Neutral)
+ Fuck the Government: Walter tosses out the last of his morality, passively increasing his ATK by 50%. Chivalrous Kick can now be used against female characters. Lasts 3 turns.
(D: -- / A: +50% ATK / R: Self / MP: 10 / E: Neutral)
---------~---------
R-Ability:
+ Nonviolent Discussion: Whenever a foe damages Walter, he proposes a gentle discussion in response, which may or may not result in skull-smashing and organ-pulling depending on the foe's future actions. Whenever a foe damages Walter, there is a 60% chance that the foe will be afflicted with Fear.
---------~---------
S-Ability:
+ No Time For Bruises: Walter doesn't have time to cry over injuries, therefore he is immune to physical statuses.
---------~---------
Awakening:
+ Punch: You heard the guy.
(D: 200% P ATK / A: 25% Instant Death / R: 1 / MP: 0 / E: Neutral)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 40 / 40 (+5 from Sunglasses)
MP: 25 / 25 (+5 from Sunglasses)
ATK: 8 (+2 from Fists)(+1 from Sunglasses)
DEF: 5 (+1 from Suit and Bowtie)(+1 from Sunglasses)
INT: 0
SPR: 4 (+1 from Suit and Bowtie)(+1 from Sunglasses)
EVADE: 5%
MOVE: 2 (+2 from Brawler Profession)
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online - Low of Solipsism
Name: Noah
Gender: Male
Age: 17
Appearance:
Weapon: Deck of Cards - A simple deck which could be bought at any old thrift store.
Armor: School Uniform - Gotta look classy.
Accessory: Class Ring - An old ring with a fading bloodstain splattered across its center gem.
A-Ability: Chance and Consequence
+ Roulette of Fate: Eight of Noah's cards float upward in a circular formation, spinning for a set period of time before flipping the northernmost card, revealing one status affliction that will afflict the target: Burn, Freeze, Poison, Bleeding, Drain, Blind, Disable, or Slow.
(D: -- / A: Inflicts 1 Random Status / R: 3 / MP: ? / E: Neutral)
+ Karma Slash: Removing a single card from the top of his deck, Noah enchants it with the blazing energy of fate, proceeding to throw it toward his target in a cutting motion. The effect of this skill varies depending on which card from Roulette of Fate the target has been afflicted by. If the target is afflicted with more than one negative status directly applied by Roulette of Fate, then Noah may choose which Karma Slash to activate. If the target is not afflicted with a negative status directly applied by Roulette of Fate, then this skill deals damage equal to 100% of Noah's INT with no added effect at an MP cost of 4.
--- Burn - Two of Scorches: Halves the target's ATK for three turns, instantly consuming the target's Burn status to deal damage equal to 25% of its current HP. ? MP. Fire Element.
--- Freeze - Three of Frosts: Adds two additional turns to the target's Freeze status, with a 25% chance of spreading Freeze to any foe within 2 cells of the target. ? MP. Ice Element.
--- Poison - Four of Plagues: Consumes the target's Poison status and applies Severe Poison, lowering its DEF and SPR by 25% for the duration of the Severe Poison. ? MP. Earth Element.
--- Bleeding - Five of Traumas: Deals damage equal to 10% of the target's maximum HP, with a 50% chance of causing Blood Loss. ? MP. Neutral Element.
--- Drain - Six of Winds: Deals damage equal to 25% of the target's current HP, healing Noah for 50% of the damage dealt. ? MP. Wind Element.
--- Blind - Seven of Shadows: Deals damage equal to 5% of the target's maximum HP per turn, increasing Noah's EVADE by 35% while this effect persists. ? MP. Dark Element.
--- Disable - Eight of Shocks: Inflicts Daze onto the target and all foes within 2 cells of it. Cannot be cast on the same target more than once per application of Roulette of Fate. ? MP. Earth Element.
--- Slow - Nine of Hours: Inflicts Seal onto the target. Cannot be cast on the same target more than once per application of Roulette of Fate. ? MP. Light Element.
(D: Varies / A: Varies / R: 3 / MP: Varies / E: Varies)
+ Dice Card: Noah reveals a random card from his deck, dealing damage equal to the power of that card. Randomly deals piercing damage ranging from 1 to Noah's INT.
(D: ?% P INT / A: -- / R: 3 / MP: 4 / E: Neutral)
R-Ability:
+ Hopeless Draw: Upon taking damage, there is a 25% chance that the attacker's HP will be directly altered to Noah's current HP, without calculating in DEF and SPR.
S-Ability:
+ Rift of Delusions: Upon reaching Critical status, Noah enters Stasis for one turn and restores HP equal to 25% of his maximum HP upon leaving Stasis. Cannot be activated more than once per battle.
Awakening:
+ Temporal Roulette: Noah's entire deck of cards begins to encircle the target, revolving in speeds which rival that of the greatest of tornados, proceeding to encroach upon the target until they have been shred to bits.
(D: 200% P INT/ A: 75% Blood Loss / R: 3 / MP: 0 / E: Wind)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 30 / 30 (+5 from Class Ring)
MP: 35 / 35 (+5 from Class Ring)
ATK: 1
DEF: 6 (+1 from School Uniform)
INT: 4 (+1 from Deck of Cards)
SPR: 6 (+1 from School Uniform)
EVADE: 2%
MOVE: 2 (+1 from Clairvoyant Profession)
Gender: Male
Age: 17
Appearance:
- Spoiler:
Weapon: Deck of Cards - A simple deck which could be bought at any old thrift store.
Armor: School Uniform - Gotta look classy.
Accessory: Class Ring - An old ring with a fading bloodstain splattered across its center gem.
---------~---------
A-Ability: Chance and Consequence
+ Roulette of Fate: Eight of Noah's cards float upward in a circular formation, spinning for a set period of time before flipping the northernmost card, revealing one status affliction that will afflict the target: Burn, Freeze, Poison, Bleeding, Drain, Blind, Disable, or Slow.
(D: -- / A: Inflicts 1 Random Status / R: 3 / MP: ? / E: Neutral)
+ Karma Slash: Removing a single card from the top of his deck, Noah enchants it with the blazing energy of fate, proceeding to throw it toward his target in a cutting motion. The effect of this skill varies depending on which card from Roulette of Fate the target has been afflicted by. If the target is afflicted with more than one negative status directly applied by Roulette of Fate, then Noah may choose which Karma Slash to activate. If the target is not afflicted with a negative status directly applied by Roulette of Fate, then this skill deals damage equal to 100% of Noah's INT with no added effect at an MP cost of 4.
--- Burn - Two of Scorches: Halves the target's ATK for three turns, instantly consuming the target's Burn status to deal damage equal to 25% of its current HP. ? MP. Fire Element.
--- Freeze - Three of Frosts: Adds two additional turns to the target's Freeze status, with a 25% chance of spreading Freeze to any foe within 2 cells of the target. ? MP. Ice Element.
--- Poison - Four of Plagues: Consumes the target's Poison status and applies Severe Poison, lowering its DEF and SPR by 25% for the duration of the Severe Poison. ? MP. Earth Element.
--- Bleeding - Five of Traumas: Deals damage equal to 10% of the target's maximum HP, with a 50% chance of causing Blood Loss. ? MP. Neutral Element.
--- Drain - Six of Winds: Deals damage equal to 25% of the target's current HP, healing Noah for 50% of the damage dealt. ? MP. Wind Element.
--- Blind - Seven of Shadows: Deals damage equal to 5% of the target's maximum HP per turn, increasing Noah's EVADE by 35% while this effect persists. ? MP. Dark Element.
--- Disable - Eight of Shocks: Inflicts Daze onto the target and all foes within 2 cells of it. Cannot be cast on the same target more than once per application of Roulette of Fate. ? MP. Earth Element.
--- Slow - Nine of Hours: Inflicts Seal onto the target. Cannot be cast on the same target more than once per application of Roulette of Fate. ? MP. Light Element.
(D: Varies / A: Varies / R: 3 / MP: Varies / E: Varies)
+ Dice Card: Noah reveals a random card from his deck, dealing damage equal to the power of that card. Randomly deals piercing damage ranging from 1 to Noah's INT.
(D: ?% P INT / A: -- / R: 3 / MP: 4 / E: Neutral)
---------~---------
R-Ability:
+ Hopeless Draw: Upon taking damage, there is a 25% chance that the attacker's HP will be directly altered to Noah's current HP, without calculating in DEF and SPR.
---------~---------
S-Ability:
+ Rift of Delusions: Upon reaching Critical status, Noah enters Stasis for one turn and restores HP equal to 25% of his maximum HP upon leaving Stasis. Cannot be activated more than once per battle.
---------~---------
Awakening:
+ Temporal Roulette: Noah's entire deck of cards begins to encircle the target, revolving in speeds which rival that of the greatest of tornados, proceeding to encroach upon the target until they have been shred to bits.
(D: 200% P INT/ A: 75% Blood Loss / R: 3 / MP: 0 / E: Wind)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 30 / 30 (+5 from Class Ring)
MP: 35 / 35 (+5 from Class Ring)
ATK: 1
DEF: 6 (+1 from School Uniform)
INT: 4 (+1 from Deck of Cards)
SPR: 6 (+1 from School Uniform)
EVADE: 2%
MOVE: 2 (+1 from Clairvoyant Profession)
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online - Low of Solipsism
Name: Sakura
Gender: Female
Age: 21
Appearance:
Weapon: Exotic Fan - An exotic, yellow fan with a golden, dragon-shaped pattern. [Added Effect: Poison]
Armor: Colorful Kimono - Sporting a fantastic mixture of blues, reds, and greens, this traditional Japanese dress is like a living rainbow of tackiness.
Accessory: Sakura Blossom - A delicate flower which gently lies atop the wearer's hair.
A-Ability: The Work of Jiāng Zǐyá
+ Ember Flares: Sakura launches a wondrous firework into the sky, which rallies the energy of her teammates. Bestows Bravery unto all allies within 3 cells of Sakura.
-- Winning Round: Applies to Sakura's entire party.
(D: -- / A: Bravery / R: 3 Layers of Surrounding Cells / MP: 14 / E: Fire)
+ Twirling Fan: Sakura throws her fan as if it were a boomerang, allowing it to swiftly gain momentum as it grows closer to its target, its serrated edges allowing it to easily cut the target's skin.
--- Winning Round: No longer costs MP.
(D: 100% ATK x4 / A: -- / R: 3 / MP: 9 / E: Wind)
+ Falling Tree Trap: Sakura pulls a string which triggers a trap wired to a nearby tree, instantly causing the tree to fall atop a nearby foe, dazing them for a short period of time.
--- Winning Round: Deals damage equal to 150% of Sakura's ATK.
(D: -- / A: 100% Daze / R: Foe / MP: 12 / E: Earth)
R-Ability:
+ Winning Round: Upon reaching the 7th turn of battle, Sakura's skills become enhanced according to their given descriptions.
S-Ability:
+ Sakura Nagashi: All damage dealt to Sakura and allies standing within 3 cells of her is reduced by 10%.
Awakening:
+ Strategist's Final Hand: Sakura's R-Ability "Winning Round" activates for two turns.
(D: -- / A: Activates Winning Round / R: Self / MP: 0 / E: Neutral)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 35 / 35
MP: 25 / 25 (+10 from Sakura Blossom)
ATK: 7 (+1 from Exotic Fan)
DEF: 6 (+1 from Colorful Kimono)
INT: 1
SPR: 4 (+3 from Colorful Kimono)
EVADE: 2%
MOVE: 2 (+0 from Strategist Profession)
Gender: Female
Age: 21
Appearance:
- Spoiler:
Weapon: Exotic Fan - An exotic, yellow fan with a golden, dragon-shaped pattern. [Added Effect: Poison]
Armor: Colorful Kimono - Sporting a fantastic mixture of blues, reds, and greens, this traditional Japanese dress is like a living rainbow of tackiness.
Accessory: Sakura Blossom - A delicate flower which gently lies atop the wearer's hair.
---------~---------
A-Ability: The Work of Jiāng Zǐyá
+ Ember Flares: Sakura launches a wondrous firework into the sky, which rallies the energy of her teammates. Bestows Bravery unto all allies within 3 cells of Sakura.
-- Winning Round: Applies to Sakura's entire party.
(D: -- / A: Bravery / R: 3 Layers of Surrounding Cells / MP: 14 / E: Fire)
+ Twirling Fan: Sakura throws her fan as if it were a boomerang, allowing it to swiftly gain momentum as it grows closer to its target, its serrated edges allowing it to easily cut the target's skin.
--- Winning Round: No longer costs MP.
(D: 100% ATK x4 / A: -- / R: 3 / MP: 9 / E: Wind)
+ Falling Tree Trap: Sakura pulls a string which triggers a trap wired to a nearby tree, instantly causing the tree to fall atop a nearby foe, dazing them for a short period of time.
--- Winning Round: Deals damage equal to 150% of Sakura's ATK.
(D: -- / A: 100% Daze / R: Foe / MP: 12 / E: Earth)
---------~---------
R-Ability:
+ Winning Round: Upon reaching the 7th turn of battle, Sakura's skills become enhanced according to their given descriptions.
---------~---------
S-Ability:
+ Sakura Nagashi: All damage dealt to Sakura and allies standing within 3 cells of her is reduced by 10%.
---------~---------
Awakening:
+ Strategist's Final Hand: Sakura's R-Ability "Winning Round" activates for two turns.
(D: -- / A: Activates Winning Round / R: Self / MP: 0 / E: Neutral)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 35 / 35
MP: 25 / 25 (+10 from Sakura Blossom)
ATK: 7 (+1 from Exotic Fan)
DEF: 6 (+1 from Colorful Kimono)
INT: 1
SPR: 4 (+3 from Colorful Kimono)
EVADE: 2%
MOVE: 2 (+0 from Strategist Profession)
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online - Low of Solipsism
Name: Swallowtail
Gender: Male
Age: 20
Appearance:
--- Blend: It's actually pretty easy to make yourself part of your surroundings. EVADE is increased by 10%.
--- Dual Wield: User is capable of wielding two weapons at once.
Weapon: Blackened Dagger - As dagger forged by the dark teeth of onyx lizards, this weapon has a grim, blackened tone to it.
Weapon: Blackfire Shiv - Capable of purging foes with the boundless energy of flame, this weapon was forged in intense heat. [Added Effect: Burn]
Armor: Tricky Garments - Colorful robes which distract the enemy with their looseness.
Accessory: Emerald - A bright, green gem.
A-Ability: Shadow Games
+ Double Strike: Swallowtail tosses his daggers from a distance, aiming for vital movement organs in order to sever the target's movement. Can potentially apply on-hit effects that have been enchanted onto the user's weaponry.
(D: 100% ATK x2 / A: 50% Slow / R: 3 / MP: 9 / E: Neutral)
+ Emerald Trap: Swallowtail plants a 3x3 trap which activates when a foe walks over a trapped cell. Upon activation, emerald spikes arise from the ground and impale the target, potentially poisoning them with the venom of poisonous snakes.
(D: 130% ATK / A: 50% Poison / R: Beneath User in 3x3 Area / MP: 10 / E: Neutral)
+ Tailwind Rush: Swallowtail ambushes his foe with the power of the wind behind him, slashing at the foe's vital organs several times before they can even notice. After using this skill, Swallowtail's EVADE is increased by 20% for 3 turns.
(D: 110% ATK x3 / A: +20% EVADE to User / R: 1 / MP: 16 / E: Wind)
R-Ability:
+ Death Reflex: When Swallowtail would have been KO'd by an enemy's attack, he may survive with 1 HP. This effect may only activate once per battle.
S-Ability:
+ Wind Cloak: At the beginning of the battle, Swallowtail gains Invisibility. This status fades after three turns or after Swallowtail inflicts damage onto a foe.
Awakening:
+ Peacock Whirlwind: Swallowtail spins with the excessive force of desert tornadoes, causing a large sandstorm to ensue, which proceeds to lower the accuracy of all foes for a short period of time.
(D: 100% P ATK/ A: -50% Accuracy / R: All Foes / MP: 0 / E: Wind)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 30 / 30
MP: 30 / 30 (+5 from Emerald)
ATK: 10 (+1 from Blackened Dagger)(+2 from Blackfire Shiv)
DEF: 4 (+2 from Tricky Garments)
INT: 0
SPR: 4 (+1 from Tricky Garments)
EVADE: 5% (+10% from Blend)
MOVE: 2 (+2 from Bandit Profession)
Gender: Male
Age: 20
Appearance:
- Spoiler:
--- Blend: It's actually pretty easy to make yourself part of your surroundings. EVADE is increased by 10%.
--- Dual Wield: User is capable of wielding two weapons at once.
Weapon: Blackened Dagger - As dagger forged by the dark teeth of onyx lizards, this weapon has a grim, blackened tone to it.
Weapon: Blackfire Shiv - Capable of purging foes with the boundless energy of flame, this weapon was forged in intense heat. [Added Effect: Burn]
Armor: Tricky Garments - Colorful robes which distract the enemy with their looseness.
Accessory: Emerald - A bright, green gem.
---------~---------
A-Ability: Shadow Games
+ Double Strike: Swallowtail tosses his daggers from a distance, aiming for vital movement organs in order to sever the target's movement. Can potentially apply on-hit effects that have been enchanted onto the user's weaponry.
(D: 100% ATK x2 / A: 50% Slow / R: 3 / MP: 9 / E: Neutral)
+ Emerald Trap: Swallowtail plants a 3x3 trap which activates when a foe walks over a trapped cell. Upon activation, emerald spikes arise from the ground and impale the target, potentially poisoning them with the venom of poisonous snakes.
(D: 130% ATK / A: 50% Poison / R: Beneath User in 3x3 Area / MP: 10 / E: Neutral)
+ Tailwind Rush: Swallowtail ambushes his foe with the power of the wind behind him, slashing at the foe's vital organs several times before they can even notice. After using this skill, Swallowtail's EVADE is increased by 20% for 3 turns.
(D: 110% ATK x3 / A: +20% EVADE to User / R: 1 / MP: 16 / E: Wind)
---------~---------
R-Ability:
+ Death Reflex: When Swallowtail would have been KO'd by an enemy's attack, he may survive with 1 HP. This effect may only activate once per battle.
---------~---------
S-Ability:
+ Wind Cloak: At the beginning of the battle, Swallowtail gains Invisibility. This status fades after three turns or after Swallowtail inflicts damage onto a foe.
---------~---------
Awakening:
+ Peacock Whirlwind: Swallowtail spins with the excessive force of desert tornadoes, causing a large sandstorm to ensue, which proceeds to lower the accuracy of all foes for a short period of time.
(D: 100% P ATK/ A: -50% Accuracy / R: All Foes / MP: 0 / E: Wind)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 30 / 30
MP: 30 / 30 (+5 from Emerald)
ATK: 10 (+1 from Blackened Dagger)(+2 from Blackfire Shiv)
DEF: 4 (+2 from Tricky Garments)
INT: 0
SPR: 4 (+1 from Tricky Garments)
EVADE: 5% (+10% from Blend)
MOVE: 2 (+2 from Bandit Profession)
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online - Low of Solipsism
Name: Viserys
Gender: Male
Age: 19
Appearance:
Weapon: Red Blade of the Phoenix - A large, tumultuous blade whose steel is that of a crimson red hue.
Armor: Garments of the Occult - Simple clothing, though it seems to have been encompassed in a sort of dark aura. [Resist Dark]
Accessory: Eyepatch - An onyx-black eyepatch which covers the right eye socket. It appears to have a moderate degree of blood stained across it.
A-Ability: Grimoire of Agony
+ Incinerate Soul: Viserys ignites his target's chest, setting them aflame with a hellish green fire that seems to burn for eternity.
(D: 130% INT / A: 50% Burn / R: 3 / MP: 9 / E: Fire)
+ The Grasping Dead: Viserys summons an army of skeletal minions, whose arms reach from below and grasp his foe's ankles, preventing them from moving.
(D: 70% INT x3 / A: 50% Immobilize / R: All Foes / MP: 16 / E: Dark)
+ Black Cellar: Viserys crafts a black orb of energy which morphs around the target's body, preventing them from cooperating with their teammates and casting spells. As long as the foe is surrounded by the Black Cellar, it cannot be healed, damaged, or otherwise influenced by its allies' skills and effects.
(D: / A: 100% Seal, Black Cellar while Sealed / R: 3 / MP: 14 / E: Dark)
R-Ability:
+ Drinking Pain: Upon dealing damage to a target, Viserys restores HP equal to 30% of the damage dealt.
S-Ability:
+ Sadism: While targeting a foe who is currently incapacitated, Viserys's R-Ability, Drinking Pain, restores HP equal to 60% of the damage dealt to the disabled target. If Viserys is using an A-Ability which targets more than 1 foe, he will restore HP equal to 30% of the damage dealt to free enemies and 60% of the damage dealt to incapacitated enemies.
Awakening:
+ Doom Legion: Viserys summons an onslaught of demonic entities which sweep the battlefield with their strength.
(D: 100% P INT/ A: 25% Blood Loss, 25% Bleeding, 25% Burn / R: All Foes / MP: 0 / E: Dark)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 25 / 25 (+5 from Eyepatch)
MP: 35 / 35 (+5 from Eyepatch)
ATK: 0
DEF: 4 (+1 from Garments of the Occult)
INT: 9 (+3 from Red Blade of the Phoenix)
SPR: 5 (+1 from Garments of the Occult)
EVADE: 1%
MOVE: 2 (+0 from Warlock Profession)
Gender: Male
Age: 19
Appearance:
- Spoiler:
Weapon: Red Blade of the Phoenix - A large, tumultuous blade whose steel is that of a crimson red hue.
Armor: Garments of the Occult - Simple clothing, though it seems to have been encompassed in a sort of dark aura. [Resist Dark]
Accessory: Eyepatch - An onyx-black eyepatch which covers the right eye socket. It appears to have a moderate degree of blood stained across it.
---------~---------
A-Ability: Grimoire of Agony
+ Incinerate Soul: Viserys ignites his target's chest, setting them aflame with a hellish green fire that seems to burn for eternity.
(D: 130% INT / A: 50% Burn / R: 3 / MP: 9 / E: Fire)
+ The Grasping Dead: Viserys summons an army of skeletal minions, whose arms reach from below and grasp his foe's ankles, preventing them from moving.
(D: 70% INT x3 / A: 50% Immobilize / R: All Foes / MP: 16 / E: Dark)
+ Black Cellar: Viserys crafts a black orb of energy which morphs around the target's body, preventing them from cooperating with their teammates and casting spells. As long as the foe is surrounded by the Black Cellar, it cannot be healed, damaged, or otherwise influenced by its allies' skills and effects.
(D: / A: 100% Seal, Black Cellar while Sealed / R: 3 / MP: 14 / E: Dark)
---------~---------
R-Ability:
+ Drinking Pain: Upon dealing damage to a target, Viserys restores HP equal to 30% of the damage dealt.
---------~---------
S-Ability:
+ Sadism: While targeting a foe who is currently incapacitated, Viserys's R-Ability, Drinking Pain, restores HP equal to 60% of the damage dealt to the disabled target. If Viserys is using an A-Ability which targets more than 1 foe, he will restore HP equal to 30% of the damage dealt to free enemies and 60% of the damage dealt to incapacitated enemies.
---------~---------
Awakening:
+ Doom Legion: Viserys summons an onslaught of demonic entities which sweep the battlefield with their strength.
(D: 100% P INT/ A: 25% Blood Loss, 25% Bleeding, 25% Burn / R: All Foes / MP: 0 / E: Dark)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 25 / 25 (+5 from Eyepatch)
MP: 35 / 35 (+5 from Eyepatch)
ATK: 0
DEF: 4 (+1 from Garments of the Occult)
INT: 9 (+3 from Red Blade of the Phoenix)
SPR: 5 (+1 from Garments of the Occult)
EVADE: 1%
MOVE: 2 (+0 from Warlock Profession)
Last edited by Durn on Wed Jan 16, 2013 7:35 pm; edited 3 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online - Low of Solipsism
Name: Sola
Gender: Female
Age: 18
Appearance:
--- Shieldbearer: This unit may equip a shield in addition to a weapon.
Weapon: Lance of Justice - A large lance imbued with holy energy, each blow capably infuses the target with light. [Light Element]
Shield: Golden Bulwark - A shining shield adorned with crimson red ribbons.
Armor: Breastplate of Light - A piece of armor which glows with the radiance of dawn.
Accessory: Blue Pendant - A necklace which hangs from the wearer's neck. Its centerpiece holds a fine, deep sapphire.
A-Ability: Fist of Righteousness
+ Purge Evil: Sola strike the foes several times with the tip of her spear, finishing up with a blow from her shield. The final hit has a chance to daze the target.
(D: 100% ATK x3, 80% ATK / A: 50% Daze on Final Hit / R: 2 / MP: 10 / E: Neutral)
+ Dawn Blessing: Sola conjures a ball of light above her target, which proceeds to explode into several pieces, which rejuvenate the target's energy.
(D: -- / A: Heal 20% Max HP / R: 3 / MP: 10 / E: Light)
+ Holy Bell: Sola conjures a large bell weighted by the burdens of justice, which proceeds to smash down upon the targets skull, emitting wondrous church bell chimes as it makes contact with its target.
(D: 140% ATK / A: 50% Silence / R: 3 / MP: 12 / E: Light)
R-Ability:
+ Bulwark: Once per turn, any damage dealt by an oncoming attack is reduced to 1. If the damage dealer is using an attack which strikes multiple times, each strike will deal 1 damage only.
S-Ability:
+ Weight of Justice: All foes standing within 3 cells of Sola gain a weakness to Light until they move out of the aforementioned range.
Awakening:
+ Final Strike: Imbuing the tip of her spear with the energy of ten-thousand truths and justices, Sola's weapon grows twice its original size. The young Paladin then proceeds to impale her target with her lance's empowered edge.
(D: 200% P ATK/ A: -- / R: 2 / MP: 0 / E: Light)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 35 / 35
MP: 25 / 25
ATK: 7 (+2 from Lance of Justice)
DEF: 5 (+2 from Golden Bulwark)(+3 from Breastplate of Light)
INT: 1
SPR: 5 (+1 from Blue Pendant)
EVADE: 3%
MOVE: 2 (+1 from Paladin Profession)
Gender: Female
Age: 18
Appearance:
- Spoiler:
--- Shieldbearer: This unit may equip a shield in addition to a weapon.
Weapon: Lance of Justice - A large lance imbued with holy energy, each blow capably infuses the target with light. [Light Element]
Shield: Golden Bulwark - A shining shield adorned with crimson red ribbons.
Armor: Breastplate of Light - A piece of armor which glows with the radiance of dawn.
Accessory: Blue Pendant - A necklace which hangs from the wearer's neck. Its centerpiece holds a fine, deep sapphire.
---------~---------
A-Ability: Fist of Righteousness
+ Purge Evil: Sola strike the foes several times with the tip of her spear, finishing up with a blow from her shield. The final hit has a chance to daze the target.
(D: 100% ATK x3, 80% ATK / A: 50% Daze on Final Hit / R: 2 / MP: 10 / E: Neutral)
+ Dawn Blessing: Sola conjures a ball of light above her target, which proceeds to explode into several pieces, which rejuvenate the target's energy.
(D: -- / A: Heal 20% Max HP / R: 3 / MP: 10 / E: Light)
+ Holy Bell: Sola conjures a large bell weighted by the burdens of justice, which proceeds to smash down upon the targets skull, emitting wondrous church bell chimes as it makes contact with its target.
(D: 140% ATK / A: 50% Silence / R: 3 / MP: 12 / E: Light)
---------~---------
R-Ability:
+ Bulwark: Once per turn, any damage dealt by an oncoming attack is reduced to 1. If the damage dealer is using an attack which strikes multiple times, each strike will deal 1 damage only.
---------~---------
S-Ability:
+ Weight of Justice: All foes standing within 3 cells of Sola gain a weakness to Light until they move out of the aforementioned range.
---------~---------
Awakening:
+ Final Strike: Imbuing the tip of her spear with the energy of ten-thousand truths and justices, Sola's weapon grows twice its original size. The young Paladin then proceeds to impale her target with her lance's empowered edge.
(D: 200% P ATK/ A: -- / R: 2 / MP: 0 / E: Light)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 35 / 35
MP: 25 / 25
ATK: 7 (+2 from Lance of Justice)
DEF: 5 (+2 from Golden Bulwark)(+3 from Breastplate of Light)
INT: 1
SPR: 5 (+1 from Blue Pendant)
EVADE: 3%
MOVE: 2 (+1 from Paladin Profession)
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Eternal Dream: Online - Low of Solipsism
Name: Veronica
Gender: Female
Age: 19
Appearance:
--- Stormy Weather: As long as Veronica is alive, the effectiveness of all Water and Lightning elemental skills is increased by 25%. Passively increases Veronica's EVADE by 15%.
Weapon: Pink Parasol - It's far sharper than one might believe.
Armor: Skeleton Dress - A dress sown from a special sort of thread obtained from the bones of Veronica's enemies.
Accessory: Marrow Flower - A flower which sits gently atop the Parasol Lady's head, molded together using the bone of her defeated foes.
A-Ability: Weather Walking
+ Parasol Spin: Veronica spins her parasol in a particularly ditzy manner, potentially clipping nearby enemies with the tip of her umbrella. After use, increases Veronica's EVADE by 10% for 3 turns. Does not stack upon itself.
(D: 110% ATK x3 / A: +10% EVADE / R: 2 Layers of Surrounding Cells / MP: 14 / E: Neutral)
+ Puddle Splash: Veronica kicks water into the eyes of her enemy, decreasing their accuracy for a short period of time.
(D: -- / A: -50% Accuracy / R: 3 / MP: 10 / E: Water)
+ Balloon: Veronica hurls a balloon filled with water at her target, pissing them off to the point of gaining their total attention for a short period of time.
(D: 20% ATK / A: Center of Attention against Target only / R: 5 / MP: 6 / E: Water)
R-Ability:
+ Giggle Conniption: Whenever a foe attacking Veronica misses, the young Parasol Lady begins to laugh hysterically at their failure, reducing their accuracy by an additional 15% for 3 turns.
S-Ability:
+ Singing in the Rain: During stormy weather, Veronica's EVADE is doubled.
Awakening:
+ Parasol Slam: Wham. They didn't see it coming.
(D: 200% P ATK/ A: -- / R: 1 / MP: 0 / E: Neutral)
LVL: 5
EXP: 0 / 16
SP: 0
HP: 30 / 30 (+5 from Marrow Flower)
MP: 35 / 35 (+5 from Marrow Flower)
ATK: 5 (+1 from Pink Parasol)
DEF: 5 (+1 from Skeletal Dress)
INT: 1
SPR: 5 (+1 from Skeletal Dress)
EVADE: 2% (+15% from Stormy Weather)(x2 from Singing in the Rain)
MOVE: 2 (+1 from Parasol Lady Profession)
Gender: Female
Age: 19
Appearance:
- Spoiler:
--- Stormy Weather: As long as Veronica is alive, the effectiveness of all Water and Lightning elemental skills is increased by 25%. Passively increases Veronica's EVADE by 15%.
Weapon: Pink Parasol - It's far sharper than one might believe.
Armor: Skeleton Dress - A dress sown from a special sort of thread obtained from the bones of Veronica's enemies.
Accessory: Marrow Flower - A flower which sits gently atop the Parasol Lady's head, molded together using the bone of her defeated foes.
---------~---------
A-Ability: Weather Walking
+ Parasol Spin: Veronica spins her parasol in a particularly ditzy manner, potentially clipping nearby enemies with the tip of her umbrella. After use, increases Veronica's EVADE by 10% for 3 turns. Does not stack upon itself.
(D: 110% ATK x3 / A: +10% EVADE / R: 2 Layers of Surrounding Cells / MP: 14 / E: Neutral)
+ Puddle Splash: Veronica kicks water into the eyes of her enemy, decreasing their accuracy for a short period of time.
(D: -- / A: -50% Accuracy / R: 3 / MP: 10 / E: Water)
+ Balloon: Veronica hurls a balloon filled with water at her target, pissing them off to the point of gaining their total attention for a short period of time.
(D: 20% ATK / A: Center of Attention against Target only / R: 5 / MP: 6 / E: Water)
---------~---------
R-Ability:
+ Giggle Conniption: Whenever a foe attacking Veronica misses, the young Parasol Lady begins to laugh hysterically at their failure, reducing their accuracy by an additional 15% for 3 turns.
---------~---------
S-Ability:
+ Singing in the Rain: During stormy weather, Veronica's EVADE is doubled.
---------~---------
Awakening:
+ Parasol Slam: Wham. They didn't see it coming.
(D: 200% P ATK/ A: -- / R: 1 / MP: 0 / E: Neutral)
---------~---------
LVL: 5
EXP: 0 / 16
SP: 0
HP: 30 / 30 (+5 from Marrow Flower)
MP: 35 / 35 (+5 from Marrow Flower)
ATK: 5 (+1 from Pink Parasol)
DEF: 5 (+1 from Skeletal Dress)
INT: 1
SPR: 5 (+1 from Skeletal Dress)
EVADE: 2% (+15% from Stormy Weather)(x2 from Singing in the Rain)
MOVE: 2 (+1 from Parasol Lady Profession)
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
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