Styrofoam Clouds
+2
Masquerade
Durn
6 posters
Page 1 of 1
Styrofoam Clouds
Styrofoam Clouds
What Remains in our Journals
The First Week
Guardiani Terrene
--
Citta del Avvenire
--
---~---
Enemies
To be determined.
---~---
Achievements
Achievement Points: 000What Remains in our Journals
The First Week
Guardiani Terrene
--
Citta del Avvenire
--
---~---
Enemies
To be determined.
---~---
Achievements
Acquired Achievements:
-
Achievements In Progress:
-
Failed Achievements:
-
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Styrofoam Clouds
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- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Styrofoam Clouds
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- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Styrofoam Clouds
Bestiary
HumanoidN/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
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Styrofoam Clouds
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.
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- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Styrofoam Clouds
Affiliation: Citta del Avvenire
Name: Athos Diogenes IV
Gender: Male
Age: 26
Appearance:
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)
Name: Athos Diogenes IV
Gender: Male
Age: 26
Appearance:
- Spoiler:
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
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Styrofoam Clouds
Affiliation: Guardiani Terrene
Name: Ereth Cantierre
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
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
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
Re: Styrofoam Clouds
Adrianna Vione
Female, 18 (May 16)
Affiliation: Citta del Avvenire
Appearance:
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)
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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Styrofoam Clouds
Affliation: Citta del Avvenire
Name: Clarissa Delacre
Age: 24
Gender: Female
Appearance:
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
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.
R-Ability:
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- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Styrofoam Clouds
Name: Vincent de La Montese
Age: 28
Gender: Male
Appearance:
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
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)
Age: 28
Gender: Male
Appearance:
- Spoiler:
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:
- +Stone Fist/Basalt Hammer/Behemoth's Wrath - The magic bullet attracts solid rock material to itself, striking an enemy with impossible density.
Dmg: 110/120/140% Int Earth.
Range: 4 Cells.
Effect: 25% Stun/50% Stun/ 25% Stun, 50% Petrify
Preferred Terrain: Solid stone. Natural, worked or building.
MP: 10
+Shifting Jolt/Call Lighting/Morrigane's Revenge - No longer any solid, the magic bullet becomes a powerful electric conductor, attracting static energy to the marked target.
Dmg: 120/135/150% Int Lighting.
Range: 5 Cells.
Effect: 25% Silence/50% Silence/ 50% Silence, 25% Disable
Preferred Terrain: Worked Metal. Unsmelted ore counts as stone, not metal.
MP: 10
+Sand Blast/Desert Wind/Zuu's Breath - Tiny particles of sad and debris are carried with the bullet, eager to punish Earthmother's foes.
Dmg: 110/120/140% Int Wind.
Range: 4 Cells.
Effect: 25% Blind/50% Blind/ 25% Blind, 50% Frail.
Preferred Terrain: Sand, Dirt and general loose particles.
MP: 8
+Wind Arrow/Kamaitachi/Garuda's Claws - There is not a magic bullet anymore, only the rending power of the howling wind.
Dmg: 120/135/150% Int Wind.
Range: 5 Cells.
Effect: 25% Bleeding/50% Bleeding/ 50% Bleeding, 25% Blood Loss
Preferred Terrain: Worked Wood. Living wood counts as vegetation.
MP: 8
+Frozen Dagger/Crystal Sword/Nidhoggr's Fangs - All surrounding humidity is gathered and crystallized to rend and freeze enemies solid.
Dmg: 120/135/150% Int Ice.
Range: 4 Cells.
Effect: 25% Slow/50% Slow/ 25% Slow, 50% Freeze.
Preferred Terrain: Snow, Ice, general crystal formations.
MP: 10
+Fire Burst/Lava Lash/Gaze of Bahamut - The most dangerous and chaotic of the Earthmother's creations, burning magma can melt and sear anything.
Dmg: 120/135/150% Int Fire.
Range: 4 Cells.
Effect: 25% Burn/50% Burn/ 50% Burn, 25% Doom.
Preferred Terrain: Magma, Molten Metal, Flames, extremely hot material.
MP: 8
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- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Styrofoam Clouds
Affiliation: Guardiani Terrene
Name: Celina Hereward
Age: 16
Gender: Female
Appearance:
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.
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 Whip – The 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 Flow – The 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.
A-Ability: Cyromancy *LOCKED*
A-Ability: Liquid Salvation *LOCKED*
A-Ability: Birth of the Sea *LOCKED*
R-Ability:
S-Ability:
+Hydrolysis I – The 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.
D-Ability:
+Aquatic Manipulation – For 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
Name: Celina Hereward
Age: 16
Gender: Female
Appearance:
- Spoiler:
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:
- Cyromancer- Having accepted further blessings from Mother Nature herself, the one who claims this profession exerts an exemplary master over the waters of the world, going so far as to manipulate their states of matter to suit her needs in her ever-present mission to defend the natural sanctuaries of the earth. (Resist Water) (Resist Ice) (Weak Fire) (Hydrokinesis II) (Cyrokinesis I)
Hydrokinesis II: 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 6 Cells away from their initial location. The user may move three cells per turn.
Cyrokinesis I: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn as long as the targeted cell is at most 5 Cells away from their location. The user may only change the state of three cells per turn.
Aquatic Guardian- Bearing the title bestowed to her by Mother Nature, the one who claims this profession solemnly vows to spend her physical and spiritual life in utter devotion to the waters of the planet in order to protect them from any and all harm. May the waters flow to her aid and strike true to smite the enemies of nature and bring back the essence of life in this world. (Null Water) (Resist Ice) (Resist Fire) (Hydrokinesis III) (Cyrokinesis II) (Waking Water)
Hydrokinesis III: 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 6 Cells away from their initial location. The user may move five cells per turn.
Cyrokinesis II: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn as long as the targeted cell is at most 6 Cells away from their location. The user may only change the state of five cells per turn.
Waking Water: Provides water with the purest blessings just by presenting herself before it. Instantly purifies all tainted source of water within a two cell radius of the user. If there are 20 or more purified water cells present on the battlefield, the user will maintain Auto-Life status. Should this status activate all purified water in the area reverts to normal water cells.
Tiamat's Avatar- In binding her essence with that of the purest waters and the very essence of life, the one who claims this profession becomes a channel for those waters to run ever-flowing and uninterrupted so that they may fill the world with the life it has lost. As every drop purifies this tainted land, so shall the user, enacting Mother Nature's ultimate judgement with the utmost power she has––may the tide rise and never fall. (Absorb Water) (Null Ice) (Resist Fire) (Hydrokinesis IV) (Cyrokinesis III) (Waking Water)
Hydrokinesis IV: 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 regardless of where the user is located. The user may move five cells per turn.
Cyrokinesis III: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn no matter where they are located. The user may only change the state of five cells per turn.
Waking Water: Provides water with the purest blessings just by presenting herself before it. Instantly purifies all tainted source of water within a two cell radius of the user. If there are 20 or more purified water cells present on the battlefield, the user will maintain Auto-Life status. Should this status activate all purified water in the area reverts to normal water cells.
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 Whip – The 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 Flow – The 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:
- +Rejuvenate – The user streams water around her hands and with the finest care presses it to another's wounds to heal major wounds. 100% Int Healing. Range: Adjacent Cell. 6 MP. Hydrolysis: 2 Water Cells. Water Elemental.
+Stream Jet – The user draws forth a large amount of water before throwing the arms forward to send it spiraling at top speeds towards the target. 120% Int Damage. 50% Chance of Wet. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Aquatic Surge – The user throws her hands behind her before fluidly pushing them forward causing water to flow in a large wave-like manner toward the target. 130% Int Damage. Knocks Target Three Cells Back. Range: 3 Cell Line. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Bubble Barrier – The user thrusts her hands out to the sides of her causing water to meld into a protective bubble around her or an ally. No Damage. +30% Def and Spr for Three Turns; Dispelled by Lightning-based moves. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
---Frozen Shield – The user quickly follows through by pulling her hands back to her and breathing out slowly causing the temperature inside the shield to drop significantly to the point that the bubble freezes into a moveable shield. No Damage. Increases Boost to 45% for Five Turns; Cancels Dispel by Lightning-based moves; Reverts to Bubble Barrier by Fire-based moves. Range: Set. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Scald – The user draws forth a large amount of water before pressing her hands into it, amplifying the temperatures to the point of boiling before creating a jet of water to fly at the target. 120% Int Damage. 50% Chance of Burn. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Flowing Spring – The user rises into the air only slightly, bringing her hands toward the sky, before returning to earth and pressing her hands to the ground. The ground opens up to reveal a fresh spring of water which begins to flow freely, uninterrupted No Damage. Transforms 6 Cells into Water Cells; 1 Water Cell spawns each turn on the following turn unless the user dismisses this ability; Quick-cast on following turns for ? MP to add an additional Water Cell generation each turn (Max Generation of ? Water Cells a turn). Range: 6 Cells. ? MP. Hydrolysis: N/A Water Cells. Water Elemental.
---Serpentine Flood – Manipulating the steady flow of water springing from the earth into the shape of a dragon, the user wildly whips its serpentine form around at breakneck speeds before sending it crashing down into one single target. 210% Int Damage. Consumes All Water Cells created by Flowing Spring. Minimum of 18 Water Cells created by Flowing Spring to cast. High Chance of Pain. Range: Single Enemy. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
A-Ability: Cyromancy *LOCKED*
- Spoiler:
- +Touch of Frost – With a single touch the water streaming around the user freezes solid, still mutable to her desires, but now ready to inflict truer pain. No Damage. The user's Basic Attacks may alternatively be of the Ice Elemental. Damage reduction if this alternate attack is calculated off of the target's Def stat instead of their Spr stat. Lasts for the duration of the battle. Range: Self. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Frozen Spear – Thrusts the user's arm overhead causing a jet of water to freeze instantly and fly at the target. 140% Int Damage. Damage reduction is based on the target's Def stat. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Glaciate Entrapment – Streams a large swell of water around the target before instantly freezing it, and the target, in place. No Damage. High Chance of Freeze. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Mist – Releases water from its liquid and solid states allowing it to heat and release a dense steam that lingers around the user and her allies, making their exact location hard to pinpoint. No Damage. Increases Evasion by 15% for Three Turns. Range: All Allies. ? MP. Hydrolysis: ? Water Cells. Wind Elemental.
+Cleansing – Unleashes the true rejuvenating properties of water into a condensed stream which eases wounds and cures maladies. 130% Int Healing. Cures 1 Negative Status Condition. Range: Adjacent Cell. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Icicle Cannon – Separates water into several different streams before freezing them and rapidly firing them at the opposition. 110% Int Damage. 8 Randomized Hits. Damage reduction is based on the target's Def stat. Range: 3 Layers of Surrounding Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Winter's Brutality – Fires off a heavily sharpened icicle at the target's weak point before utilizing a stream of icy energy to further wrench open the initial wound. 125% Int Damage. High Chance of Blood Loss. If Blood Loss is successful the target takes 5% Max HP Ice Damage for Three Turns following the initial assault. Damage reduction is based on the target's Def stat. Range: 6 Cells; Linear. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Winterland – Takes a moment to breathe before suddenly setting the entire battlefield on ice, casting the immediate vicinity into a Winterland of the user's own design. No Damage. Changes atmosphere to Winterland. All water cells freeze. Range: All. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
---Blizzard – With the ever-present winter surrounding them, the user suddenly draws forth its power and unleashes it in the form of the harshest gales, continuously battering and chilling the opposition until they are forced to submit under her icy wrath. 240% Int Damage. High Chance of Freeze. Small Chance of Absolute Zero if Frozen. Chance of Stun. Requires Winterland to be in effect. Range: All Enemies. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
A-Ability: Liquid Salvation *LOCKED*
- Spoiler:
- +Guardian Sign – Evokes a specialized stream of water in the shape of an enigmatic symbol to bolster one's presence as the Guardian of All Water. No Damage. Reduces damage taken by 45% for Three Turns. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Aquatic Blade – Melds water into the shape of a sword before taking it in hand in order to lay waste to the opposition on more personal terms. No Damage. Increases Critical Hit Rate and Critical Hit Damage by 20% for Five Turns. User's Basic Attack range is reduced to Adjacent Cell. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Surging Tide – Utilizes a swell of water to surge forth in order to quickly close the gap between the user and the opposition. No Damage. User moves to target cell. User may link a Basic Attack combo for ?% increase to MP Cost or ? extra Water Cells. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Trident Slash – Manipulates water into a brilliant trident in all of its glory before launching it into an all out assault against the target. 120% Int Damage. 4 Hits. Chance of Addle. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Alleviate – Streams highly purified water around the target's wounds in order to cleanse them and alleviate any and all pain, going so far as to leave remnants of the healing waters behind to ensure total recovery. 150% Int Healing. Bestows Regen. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Purification – Presses one's hand to the water before her and purifies it instantly before wrapping it into a tight embrace around the target, its amplified properties protecting them from further harm. No Damage. Bestows Immunity for Five Turns. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
A-Ability: Birth of the Sea *LOCKED*
R-Ability:
- Spoiler:
- +Aquatic Blessing I – Whilst wading in water the user gains the blessings of Mother Nature. The user gains an 15% boost to her Def and Spr whenever the user is occupying a Water Cell.
+Aquatic Blessing II – Whilst wading in water the user draws upon Mother Nature's direct power. The user gains a 15% boost to her Def and Spr as well as a 5% HP and MP Regen as long as she occupies a Water Cell.
S-Ability:
+Hydrolysis I – The 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:
- +Hydrolysis II – The user attunes her own energy to water so that, in times of need, water can lend itself to her own energy supplies and, in the most extreme cases, become touched by Mother Nature herself. Enables the user to utilize Water Cells instead of MP to execute attacks with each ability having its own Water Cell Cost; by extension, the user can expend ? extra Water Cells to ignore positive Water/Ice/Air affinities.
D-Ability:
+Aquatic Manipulation – For 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
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