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Styrofoam Clouds

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Durn
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Styrofoam Clouds Empty Styrofoam Clouds

Post by Durn Wed May 22, 2013 10:13 pm

Styrofoam Clouds

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What Remains in our Journals
The First Week
Guardiani Terrene
--

Citta del Avvenire
--

---~---

Enemies
To be determined.

---~---

Achievements
Achievement Points: 000

Acquired Achievements:

-

Achievements In Progress:

-

Failed Achievements:

-
Durn
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Durn Wed May 22, 2013 10:15 pm

Guardiani Terrene Inventory

Consumables

Healing Salve x2 - Restores 15 HP upon use.

Spirit Berries x1 - Restores 10 MP upon use.

Nature's Kiss Blossom x1 - Removes 1 Poison Debuff upon use.

Silverleaf x1 - Removes 1 Paralyzation Debuff upon use.

Brass Key x5 - Unlocks 1 adjacent Locked Chest upon use.

Materials

N/A

Weapons

N/A

Armor

N/A

Accessories

N/A

Key Items

N/A

Current Lead: 100


Last edited by Durn on Thu May 23, 2013 8:35 pm; edited 1 time in total
Durn
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Durn Wed May 22, 2013 10:15 pm

Citta del Avvenire Inventory

Consumables

L1 R.E.D. Injection x2 - Restores 15 HP upon use.

L1 B.L.U.E. Injection x1 - Restores 10 MP upon use.

L1 G.R.E.E.N. Injection x1 - Removes 1 Poison Debuff upon use.

L1 Y.E.L.L.O.W. Injection x1 - Removes 1 Paralyzation Debuff upon use.

Brass Key x5 - Unlocks 1 adjacent Locked Chest upon use.

Materials

N/A

Weapons

N/A

Armor

N/A

Accessories

N/A

Key Items

N/A

Current Lead: 100


Last edited by Durn on Thu May 23, 2013 8:39 pm; edited 3 times in total
Durn
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Durn Wed May 22, 2013 10:15 pm

Bestiary
Humanoid

N/A

Beast

N/A

Undead

N/A

Reptilian

N/A

Demon

N/A

Insect

N/A

Plant

N/A

Aquatic

N/A

Elemental

N/A

Machine

N/A


Last edited by Durn on Thu May 23, 2013 9:26 pm; edited 1 time in total
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Durn Wed May 22, 2013 10:15 pm

Positive/Negative Status

Positive

Bravery - ATK is increased by x1.5 for 3 turns.

Bubble - HP doubles for 3 turns.  When the effect ends, HP is halved.

Covered - Damage is taken by a Covering ally.

Covering - Afflicted takes damage for an ally.

Faith - INT is increased by x1.5 for 3 turns.

Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns.  Afflicted can also travel over Water cells and other usually impassable cells.

Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns.

Immune - Afflicted becomes immune to negative status effects for 3 turns.

Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.

Invisible - Afflicted cannot be targeted for 3 turns.

MP Regen - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.

Protect - Reduces all PHYSICAL damage taken by 50% for 3 turns.

Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.

Shell - Reduces all MAGICAL damage taken by 50% for 3 turns.

Veil - Increases Evasion Rate by 50% for 3 turns.

Negative

Addled - Afflicted cannot use any skills for 3 turns.

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

Berserk - ATK is doubled, but DEF is halved.  Only normal attacks can be executed while Berserk.

Bleeding - Afflicted loses 12% Max HP per turn for 3 turns.

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.

Burn - Afflicted takes 8% Max HP damage for 3 turns.  The amount of damage taken is doubled if the afflicted is weak against Fire.  Can be cured via Water/Ice magic or Water-/Ice-based attacks.

Charm/Mesmerize - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.  Charm only affects the opposite gender of the inflicter.

Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy.  Is 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.

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.

Fear - Afflicted is unable to move or act for 3 turns.  Is cured upon being attacked by any means.

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.

Immobilize - Afflicted can no longer move for 3 turns.

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

Mana Drain - Afflicted loses 15% Max MP per turn for 3 turns.  MP damage is absorbed by the one who inflicted the status as MP.

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

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 - Afflicted is turned to stone and cannot move or act.  Can be destroyed by a critical hit.

Plague - Afflicted takes 8% 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 - Afflicted takes 8% Max HP damage per 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 - Afflicted takes 16% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.

Severe Poison - Afflicted takes 16% Max HP damage per turn for 2 turns.

Shrink - All PHYSICAL attacks deal 1 Dmg and all PHYSICAL damage taken is doubled for 3 turns.

Silence - Afflicted cannot execute any INT-based skills or basic attacks.

Sleep - Afflicted cannot move or take actions for 3 turns.  All attacks made on the afflicted are critical hits.  Awakens upon physical attack.

Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.  Movement is halved.

Stasis - Afflicted is unable to move or act for a short period of time, usually just 1-2 turns.

Stop - All Player Phases are skipped for the afflicted character for 5 turns.

Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.

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

Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.

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


41 Negative Status Effects listed.

There may be some that I'm forgetting, but they will be added if they come up in battle.  Also, the durations are only standards and may vary depending on which technique is used to inflict them.
Durn
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Durn Wed May 22, 2013 10:17 pm

Affiliation: Citta del Avvenire

Name: Athos Diogenes IV
Gender: Male
Age: 26
Appearance:
Spoiler:
Profession: Dominus [Bestia di Macchina] [Shift] - One gifted with the mind to rebind natural creatures to the mechanical world, the psychological Dominus fiddles with the absolute properties of life and the brain in order to create something truly marvelous to behold.

Bestia di Macchina - The rabbit the Dominus uses for mechanized combat no longer garners the internal physique of a natural creature of earth, having its organs replaced with mechanically developed systems that far surpass their natural limits. As a result, the Bestia di Macchina is immune to all naturally inflicted statuses, such as Poison, Disease, and Charm. Athos's stats are based off of his rabbit's features, rather than his own weaponry and armor.

Shift - Altering the stance of the Bestia di Macchina does not take up an action phase. The stance of the Bestia di Macchina may only be changed once every 5 turns.

Weapon: Mechanized Collar - A simple collar that binds the rabbit to Athos's will via a series of complex psychological messages.
Armor: MK II Armor Plates - An array of ironclad gear used to protect vital points of the rabbit's body with immense defensive capabilities.
Accessory: AAA Battery - A simple battery that power's the rabbits leg functionality.

---------~---------

A-Ability: Natura Mechanica: Scheletro 

+ Alpha Stance - Rinoceronte: Inlaid mechanical nanobots within the Bestia di Macchina's body forcefully reshape its skeletal system, utilizing intense robotic restructuring and puppeteering to greatly increase the mass, shape, and general attitude of the rabbit so that it parallels that of a ferocious rhinoceros (including a fully functional, mechanized horn, of course).

(D: -- / A: Shifts user to Alpha Stance - Rinoceronte / R: Self / STA: 0 / E: Electric)

-- Pietra di Carica: The Bestia di Macchina charges toward its target with nearly unbreakable and relentless speed, knocking all foes between it and its target to the side, until it ultimately reaches its final target with a devastating dash. Tags the final target with the "Impaled" status, which affects the Bestia di Macchina's other skills. Only one target may be impaled at a time.

(D: 120% ATK, Final Target; 50% ATK, Knocked Aside / A: Moves user to cell adjacent to final target, Knocks aside those in-between / R: 3 Cell = Final Target, Column Between = Knocked Aside / STA: 8 / E: Neutral)

-- Furia: The Bestia di Macchina flails its limbs about, violently disrupting all foes within cells that surround it. If an impaled foe is damaged by this ability, their DEF is reduced by 50% for the duration of this attack only.

(D: 100% ATK / A: Ignores 50% of DEF if Impaled / R: Surrounding Cells / STA: 8 / E: Neutral)

+ Beta Stance - Aquila: Inlaid mechanical nanobots within the Bestia di Macchina's body forcefully reshape its skeletal system, utilizing intense robotic restructuring and puppeteering to stretch the rabbit's skin to intense degrees, forming fully-functional wings and a large, mechanized beak, both of which strongly resemble those of an eagle.

(D: -- / A: Shifts user to Beta Stance - Aquila / R: Self / STA: 0 / E: Electric)

-- Venti di Battaglia: The Bestia di Macchina wafts an intense gust of wind behind the ally party, enhancing all nearby allies with a tailwind that greatly increases their effectiveness in battle for a short period of time.

(D: -- / A: Grants Haste / R: Allies Within 2 Cells / STA: 10 / E: Wind)

-- Obiettivo: The Bestia di Macchina ascends into the sky and swoops down upon a target, marking it with a swift ejection of red paint that signifies the target of destruction for the Bestia di Macchina's party. Inflicts Center of Attention upon the chosen member of the enemy party. All allies who damage the target while Center of Attention persists deal 20% additional damage.

(D: -- / A: Center of Attention, Damage Taken +20% / R: 4 Cells / STA: 8 / E: Neutral)

---------~---------

R-Ability:

+ Disc Alteration II: Locked.

---------~---------

S-Ability:

+ Disc Alteration I: Athos's Bestia di Macchina gains an additional bonus effect based off of which current Natura Mechanica: Scheletro stance is activated. If no stance is activated, the Bestia di Macchina gains no bonus.

-- Alpha Stance - Rinoceronte: The Bestia di Macchina's ATK is increased by 15% for each enemy within a surrounding cell.

-- Beta Stance - Aquila: The Bestia di Macchina's attacks naturally decrease the target's DEF by 15%, stacking up to 3 times.

---------~---------

D-Ability:

+ Torpedo Infernale: The Bestia di Macchina reverts to its original, rabbit-like state and proceeds to float ominously in the air. Its ears then perk upward toward the target, and its entire body begins to spin at ridiculously intense speeds as if it were on a sort of axel. Shortly after, the rabbit launches itself against the target's chest, gouging through its flesh and torpedoing out the other side.

(D: 200% Piercing ATK / A: 50% Blood Loss, 10% Instant Death / R: Any / STA: 0 / E: Wind)

---------~---------

LVL: --
EXP: 0 / 10
SP: 0

HP: 20 / 20
STA: 20 / 20
DD: 0 / 10
ATK: 4 (+1 from Mechanized Collar)
DEF: 3 (+1 from MK II Armor Plates)
INT: 1
SPR: 2 (+1 from AAA Battery)
EVADE: 1% (+2% from Bestia di Macchina Pet)
MOVE: 2 (+0 from Dominus Profession)(+2 from Bestia di Macchina Pet)


Last edited by Durn on Thu Jun 06, 2013 7:30 pm; edited 3 times in total
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Masquerade Wed May 22, 2013 10:19 pm

Affiliation: Guardiani Terrene

Name: Ereth Cantierre
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
Spoiler:

Profession: Familiaris - Completely devoted to the forces of nature, the one who claims this profession is a servant and guardian to the remainder of The Wilds that remain.  Only through his protection do these sanctuaries even stand a chance at survival. (Wild Touch)(Nature's Blessing)

*Wild Touch: A gift of Mother Nature herself, grants the user to create life despite location.  Even in the most desolate and polluted of places, the plants brought into existence will strive and serve as a signal of hope.  Creating a nature cell does not consume an Act action.
*Nature's Blessing: Being so connected to the earth, the user becomes rejuvenated in the presence of nature gaining 1% of HP Regen for each nature cell on the battlefield.  Caps at 20% HP Regen.

Weapon: Fae Lantern - Old-style lantern that holds faeries behind its glass instead of flame, their ethereal light able to shine through magical darkness. (Damage: INT)(Range: 3 cells)(Light Source)
---Light Source: Acts as source of light in dark areas.  Sheds light on a 3 cells radius from holder.
Armor: Nature's Decor - Elegant robes crafted from materials harvested from nature by hand.  It is the epitome of the things that nature can grant us.
Accessory: Her Trust - Beautiful ring made of the smallest twigs woven together, it has an emerald embedded within it and is a gift granted by Mother Nature to her guardian.

A-Ability: Wrath an Domhain:

+Duilleoga ag Titim: The gentle breezes carries with it the peace of the leaves that fall so peacefully from the trees; their descent marks the start of a dream.  No damage.  Range: 4 cells radius.  Chance of Sleep.  10 MP.

True Sanctuary: Enemies afflicted with Sleep have their DEF and SPR lowered by 10% for the duration of Sleep.

+Fiacail Talamh: With great command over the earth, morphs rock into a jagged spike that bursts out of the ground to strike an unsuspecting enemy.  120% Int Dmg.  Range: 4 cells.  High critical hit ratio.  10 MP.  Earth elemental.

True Sanctuary: Causes spikes to rise beneath enemies adjacent to the target as well.

R-Ability: None.

S-Ability: True Sanctuary - By bringing forth nature to a given area, the true power of the Familiarus is unlocked granting him access to enhanced abilities.  Unlocks extra and enhanced effects of abilities as long as there are more than 10 nature cells on the battlefield.

D-Ability: Tiarnas Nadur (Neutral) - When all is finally reverted to its natural state, and the threat of mankind or the vestiges of its touch upon the world are eliminated, the final purge shall be initiated.  The constricting vines shall rise from the ground and descend from the trees, wrapping themselves around foes forming cocoons that grow tighter and tighter against their captives, slowly crushing their bodies, bones, and organs such that the pain of the pollution, desecration, and deforestation over the years can be exacted upon those who committed such terrible crimes.  Blood shall drench this earth.  Such a bountiful harvest we have to look forward to...  Deals 100% Piercing Int damage to all enemies on the battlefield.  Survivors are subject to Disable.  Also deals 50% more damage as long as there are 20 or more nature cells on the battlefield.

Stats:

HP: 15
MP: 25 (+5 from Her Trust)
DD: 0/10
Atk: 1 (+0 from Fae Lantern)
Def: 2 (+0 from Nature's Decor)
Int: 4 (+1 from Fae Lantern)
Spr: 3 (+1 from Nature's Decor)
Evasion: 1%
Movement: 2 cells (+0 from Familiaris profession)

Skill Points: 0


Last edited by Masquerade on Wed Jul 09, 2014 9:54 pm; edited 2 times in total
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Zerifachias Wed May 22, 2013 10:23 pm

Adrianna Vione
Female, 18 (May 16)
Affiliation: Citta del Avvenire

Appearance:
Spoiler:

Profession: The Protected Master - A small body that possesses an astounding intellect and creative thought. She can turn even scrap metal into a creation of both utility and strength. [Stalwart Protection]

Stalwart Protection - Takes 10% less damage from all sources.

Weapon: Protection Machine: Project ROY - Random pieces of scrap metal fused together to form a greatsword of unparalleled strength and durability.
Armor: Protection Machine: Project ALPHONSE - Random pieces of scrap metal fused together to create a suit of armor.
Accessory: Vione's Locket - A small piece of equipment that does nothing.

A-Ability: Unbreakable Defense

Deploy: Rocket Defense Droid - The user combines raw materials together and creates a mechanism whose sole purpose is the defense of the surrounding area by any means necessary. Deploys a Rocket Defense Droid (R2D2) that protects a 3 cell radius around it by firing rockets at enemies in the area. The rockets deal piercing damage equal to 60% of the user's Atk stat. Adjacent cell placement. R2D2 is an immobile droid that has 40% of the user's Max HP and 50% of the user's Def and Spr stats. 10 STA

---Immortal Armor: Rocket Punch - The mechanized armor aims a powerful punch boosted by rockets in its arm to send the target flying with an explosive hit. 120% Atk DMG. Adjacent cell range. Knocks enemy back 2 cells.

Deploy: Emergency Medical Droid - The user combines raw materials together to create an emergency unit used to generate a healing aura and administer emergency aid. Only works on basic ailments and cannot cure death. The Emergency Medical Droid (C3PO) is an immobile unit that generates an aura of healing in a surrounding cell radius that cures basic status ailments. It can use up it's life to heal 30% Max target HP on an ally in an adjacent cell. Adjacent cell placement. C3PO has 10% of the user's Max HP and 200% of the user's Def and Spr stats. 12 STA

---Immortal Armor: Skyward Rocket Jets - The mechanized armor flies high into the air using flight rockets in the armor's legs and tilts its body downward, blasting at full speed. When the armor hits the ground, it creates a devastating explosion in a large radius. 100% Atk DMG. 3 cell range. 4 cell AoE radius.

R-Ability: N/A

S-Ability: Immortal Armor - When Adrianna falls in combat, her mechanized suit of armor takes her place on the field of battle until she is able to recover. A-Abilities have no cost while Immortal Armor is active, but have different effects. After three turns have passed, the Immortal Armor deactivates.

D-Ability: Death From Above - Adrianna fires off a multitude of powerful rockets into the air that scatter and rain down upon the battlefield, destroying everything in the explosive range of the powerful rockets. 100% Piercing Atk DMG to all enemy units and any neutral cells (rocks, trees, etc).

Level: 1
Progress: --/--

Stats:
HP: 25 (+5 from Vione's Locket)
STA: 15
DD: 0/10
Atk: 4 (+1 from Protection Machine: PROJECT ROY)
Def: 3 (+1 from Protection Machine: PROJECT ALPHONSE)
Int: 1 (+0 from Protection Machine: PROJECT ROY)
Spr: 2 (+0 from Protection Machine: PROJECT ALPHONSE)
Evasion: 1%
Move: 2 (+0 from The Protected Master Profession)


Last edited by Zerifachias on Wed May 22, 2013 10:28 pm; edited 1 time in total
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Xenosaga Wed May 22, 2013 10:26 pm

Affliation: Citta del Avvenire

Name: Clarissa Delacre
Age: 24
Gender: Female
Appearance:
Spoiler:

Profession: Guardian - Given the role to guard and protect, none shall reach those they wish to keep safe. It would take their dead and broken body for anyone to pass. [Protector]

*Protector – When an allied character takes damage that would KO them, Clarissa will take that damage instead.

Weapon: Mechanical Arm – An arm made completely of machinery, it is capable of releasing blasts of energy to strike down enemy units. [INT-based] [Range: 4 Cells] [Increases INT by 1]
Armor: Chest Guard - A metal plating over the breast and wrapping around to the back, created to protect the abdominal area. [Increases DEF by 1]
Accessory: Fanciful Cape – A pretty, majestic, royal, flowing blue cape that rests snugly over the shoulders, it's awe-inspiring when it flutters in the wind. [Increases SPR by 1]

A-Ability: The Force

+Power Ball: Releases a condensed ball of energy which explodes upon impact and causes the target to fly backwards. 130% INT DMG. Knockback 3 Cells. Range: 2 Cells. 10 STA.

+System Recovery: Sends power flowing back through the body, revitalizing it and allowing it to continue on with the battle. Converts remaining STA into Health. Range: Self.

+Electric Wave: Fires off sparks of electricity to the front, damaging all enemy units in the vicinity. 110% Lightning DMG. Range: 2 Cell Cone. 8 STA.

R-Ability: Shock Absorber – As the attacks keep coming, the body slowly becomes used to the series of blows. For every hit against this unit, the damage taken is decreased by 1%. Limit is 20%.

S-Ability: Deflection Shield – A web of static is stringed around the unit, releasing a slap of energy whenever the unit is struck. Reflects 10% of damage taken back at the attacker as piercing.

D-Ability: Ultimate Punch – Clarissa charges her arm to its limit and then smashes it into the target's face at full throttle. The charged energy is then released, encasing the target in a static field that will discharge when the target is struck again. Range: 5 Cells. 200% Piercing INT DMG. Next attack against target will deal an additional 100% Lightning INT DMG to all enemies.

Stats:
HP: 25
STA: 15
DD: 0/10
ATK: 1 (+0 from Mechanical Arm)
DEF: 3 (+1 from Chest Guard)
INT: 2 (+1 from Mechanical Arm)
SPR: 4 (+0 from Chest Guard)(+1 from Fanciful Cape)
EVADE: 3%
MOVE: 2 cells (+0 from Guardian profession)

Skill Points: 0
Xenosaga
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Never Awaken
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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Allindur, the Lightfoot Thu May 23, 2013 5:17 am

Name: Vincent de La Montese
Age: 28
Gender: Male
Appearance:
Spoiler:
Level:
Profession: Wanderer - A man who dedicated his very life to the Earthmother, the wanderer gives up on the right for a home, and wanders the few wild places, learning the land, and becoming one with it. As a mockery of the civilized life, the Wanderer re-purposes a gun into a magic channeler, trading it's metal shells for mana bullets.

Weapon: Iron Defender - An old iron revolver with 6 shots. Still does the job. [Int based, 4 cells range.]
Armor: Farstrider's Outfit - Leather pants, linen shirt and leather boots. Can't be more basic.
Accessory: Blue Coat - A long blue coat. More for fashion than protection, really. [+1 Int]
--------------------------------------
A-Ability: Geomancy - Geomancy abilities can be cast in one of three forms: Wild, Savage, or Primal. Normally, a ability is Wild, being in its weakest form. If there is at least one terrain cell up to 2 cells away compatible with the ability's preferred terrain, it will be cast in its Savage form. If both the caster and the enemy are curretly stepping in cells compatible to the ability's preferred terrain, the ability will be cast in its most powerful form: Primal. All abilities are listed with names and effects in this order: Wild/Savage/Primal.

+Poison Thorn/Deadly Spear/Yggdrasil's Embrace - Earthmother's trues children fight for the Wanderer, grasping and poisoning her enemies.
Dmg: 110/120/140% Int Earth.
Range: 4 Cells.
Effect: 25% Poison/25% Venon/ 25% Venon+25% Immobilize.
Preferred Terrain: Grass, Moss, Trees, General Vegetation
MP: 8

+Water Bomb/Torrencial Curret/Leviathan's Trident - Gathering local humidity, the magic bullet splashes an enemy with powerful pressurized water.
Dmg: 110/120/140% Int Water.
Range: 4 Cells.
Effect: 25% Wet/50% Wet/ 50% Wet, 25% Confused.
Preferred Terrain: Water and general cool fluids.
MP: 6

Spoiler:
-----------------------------------
S-Ability: Lay of the Land - The Wanderer is unnafected by any negative terrain effects, and may cross otherwise impassable terrain, as long as it is not a obvious, impossible to climb, physical obstacle (smoth wall, pillar, magic barrier).

D-Ability: Terraform - The Wanderer can draw all of his power to change the very geology of the battleground. He may choose two rows or collumns, or one of each, and transform all of the ground in it to a terrain of his choosing. The transformation inflincts 100% Piercing Int Dmg to all enemies, but not allies, caught in the path, with an element fitting to the formed terrain's Geomancy Ability. Aditionally, all units caught in the path are affected as normal by all penalties and advantages of the new terrain, friends and foes alike. Each of the chosen collumns/rows can be transformed in a different terrain, or the same, at the Wanderer's choosing, and the effects of an intersection will be decided by the Storyteller. The terrain change is permanent.
-----------------------

Stats:

HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Iron Defender)
Def: 2 (+0 from Farstrider's Outfit)
Int: 4 (+1 from Iron Defender)(+1 from Blue Coat)
Spr: 3 (+1 from Farstrider's Outfit)
Evasion: 1%
Movement: 2 cells (+1 from Wanderer profession)
Allindur, the Lightfoot
Allindur, the Lightfoot
Fleeting Dreamer
Fleeting Dreamer

Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!

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Styrofoam Clouds Empty Re: Styrofoam Clouds

Post by Silver Thu May 23, 2013 4:31 pm

Affiliation: Guardiani Terrene

Name: Celina Hereward

Age: 16

Gender: Female

Appearance:
Spoiler:
Profession: Aquamancer- Lucky enough to have been blessed by the Mother of Earth herself, the one who claims this profession exerts an intense connection with the waters that make up a majority of the planet, masterfully manipulating them through sheer will alone with the greatest accuracy. (Hydrokinesis I)
Hydrokinesis I: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on Water Cells and move them around as a free action so long as they remain in the same Row or Column and the user is at the maximum distance of 5 Cells away from their initial location. The user may move one cell per turn.

Spoiler:

Level: 1
Exp: /

Weapon: Aquatic Mastery- Power that bestows the ability to manipulate and control water through sheer will. (Damage: Int) (Range: 4 Cells) (Water Elemental)
Armor: Supple Ribbon- Flowy and simple material that covers the essentials.
Accessory: Water Skin- Relatively small skin that holds just enough water to drink... or use as a weapon.

A-Ability: Aquamancy

+Water WhipThe user readies her arms in a defensive formation before swiftly turning full circle and bringing her arms down in a whip like fashion that forces water to stream into a thin rope and snap at the user's target. 110% Int Damage. 75% Chance of Critical Hit. Range: 2 Cells. 8 MP. Hydrolysis: 2 Water Cells Water. Elemental.

+Ebb and FlowThe user pushes and pulls back her arms in a wave like manner that causes water to collect around the user's target and either pull them closer or push them away from her. No Damage. Either Pulls Target 2 Cells Closer or Pushes Target 2 Cells Away. Range: 4 Cells. 6 MP. Hydrolysis: 1 Water Cell. Water Elemental.

Spoiler:

A-Ability: Cyromancy *LOCKED*

Spoiler:

A-Ability: Liquid Salvation *LOCKED*

Spoiler:

A-Ability: Birth of the Sea *LOCKED*

R-Ability:

Spoiler:

S-Ability:

+Hydrolysis IThe user attunes her own energy to water so that, in times of need, water can lend itself to her own energy supplies. Enables the user to utilize Water Cells instead of MP to execute attacks with each ability having its own Water Cell Cost.

Spoiler:

D-Ability:

+Aquatic ManipulationFor those who possess the ability to manipulate water it is said they may have the ability to force their will over the world. It is a rare and horrible technique possessed by only those who are to be legendary masters of the control they have been given. Forbidden by moral values it is used under only two circumstances: Corruption or Defense. To bend the will of another person against them through the very water in their veins is an act that the victim will never fully recover from. 200% Pierce Int Damage. Stuns Target. Range: 6 Cells. 0 MP. Water Elemental.

Stats:

HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Aquatic Mastery)
Def: 2 (+0 from Supple Ribbon)
Int: 4 (+1 from Aquatic Mastery) (+1 from Water Skin)
Spr: 3 (+1 from Supple Ribbon)
Evade: 1%
Move: 2 Cells (+0 from Aquamancer Profession)

Skill Points: 0
Silver
Silver
Prince of Dreams
Prince of Dreams

Posts : 9523
Join date : 2009-11-29
Age : 28
Location : I stand at a crossroads and stare at a question.

https://www.facebook.com/pages/Xavier-Rains/314656341904106

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