Resolving to Innocence [Profile thread]
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Resolving to Innocence [Profile thread]
Party Inventory:
4x Potion (Heals 5 HP on use. Range: 1)
1x Ether (Heals 10 MP on use. Range: 1)
Materials:
1x Cracked Stone (A seemingly useless pebble black as night. Is there a reason for holding onto it?)
Equipment:
None at this time.
Key Items:
None at this time.
Gold: 514
Achievement Points: 5
4x Potion (Heals 5 HP on use. Range: 1)
1x Ether (Heals 10 MP on use. Range: 1)
Materials:
1x Cracked Stone (A seemingly useless pebble black as night. Is there a reason for holding onto it?)
Equipment:
None at this time.
Key Items:
None at this time.
Gold: 514
Achievement Points: 5
Last edited by Alice on Wed Sep 18, 2013 4:37 pm; edited 4 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Enemy Profiles~
Current Chapter:
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Last edited by Alice on Wed Sep 25, 2013 6:41 pm; edited 6 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Resolving to Innocence [Profile thread]
Last edited by Alice on Wed Sep 18, 2013 4:51 pm; edited 1 time in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Resolving to Innocence [Profile thread]
Dramatis Personae:
Allies:
Tiffany Lorewhy
Astrid Lione
Gale
Vina Arati
Neutrals:
None as of yet.
Enemies:
Aria, Level 3
A-Ability: Feathers of Flight
+ Sparkle - Pinpoints of pressure pelt the target and make them feel bombarded with needles. Ouch. 120% ATK Dmg. 3 hits. Range: 2 cells. 12 MP.
S-Ability: None (thank god).
HP: 40
MP: 25
Atk: 8
Def: 3
Int: 2
Spr: 2
Eva: 10%
Crit: 10%
Move: 3 cells.
See above for Qataz.
Allies:
Tiffany Lorewhy
Astrid Lione
Gale
Vina Arati
Neutrals:
None as of yet.
Enemies:
Aria, Level 3
A-Ability: Feathers of Flight
+ Sparkle - Pinpoints of pressure pelt the target and make them feel bombarded with needles. Ouch. 120% ATK Dmg. 3 hits. Range: 2 cells. 12 MP.
S-Ability: None (thank god).
HP: 40
MP: 25
Atk: 8
Def: 3
Int: 2
Spr: 2
Eva: 10%
Crit: 10%
Move: 3 cells.
See above for Qataz.
Last edited by Gist on Wed Dec 04, 2013 8:35 pm; edited 4 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Resolving to Innocence [Profile thread]
Name: Tiffany Lorewhy
Gender: Female
Age: 25
Appearance:
Progress: 3/16
Profession: Mana Scavenger The one who embodies this profession can begin learning how to reuse spent Mana and knowing how to efficiently recycle spent energy. [Toxemia Residua]
Toxemia Residua: - In addition to MP, Tiffany can use RP, Residue Points, that are applied to the same skills at 1.5 times the cost of MP. Skills that target MP also have a (50%) chance of affecting RP at no cost to the skill's originator. Stat points allocated to MP also increase RP by the same amount. When RP is used to cast a skill, Tiffany has a 50% chance of becoming Poisoned for two turns.
Weapon: Orb of Quartz - A seemingly ordinary crystal ball. Who knows what energies it holds? [Basic Attack: Int based, Range 2][+1 INT]
Armor: Flimsy Skirt - A drape of cloth that doesn't really protect anything. [+1 SPR]
Accessory: Satin Sash - A piece of fabric tied tightly to accentuate a slim waistline. [+5 MP]
A-Ability: Ally Support
+ Healing Light: A cold light that passes over an injured body, repairing any wounds it finds. 100% INT healing. Range: 3 cells. Element: Light. MP: 6. RP: 9.
+ Benevolence: A gesture of goodwill granting confidence to allies. Grants either Protect or Shell to target ally. Range: 3 cells. Element: Light. MP: 10. RP: 15.
R-Ability: + Frenetic Conversion: If directly damaged, 10% of current RP is converted to MP.
S-Ability: + Constant Recycle: The user gains 5% of all MP paid by any Unit as RP.
E-Trigger: + Clean Conversion: The user converts all current RP into MP and gains an emblem with [-10% MP Cost] for two turns.
D-Ability: + Higher Process: The user sees into the Manastream, learning what there is to know about energy as a being. Grants the party [Half MP Cost] and [Haste] for 3 turns. During this time, any chance of Poison from RP usage becomes zero.
~Stats~
HP: 15/15
MP: 30/30 [+5 Satin Sash]
RP: 0/30
AP: 2/10
Atk: 1
Def: 4
Int: 5 [+1 Orb of Quartz]
Spr: 3 [+1 Flimsy Skirt]
Evade 2%
Movement: 2 cells [Mana Scavenger Profession +0]
Skill Points: 1
Gender: Female
Age: 25
Appearance:
- Spoiler:
Progress: 3/16
Profession: Mana Scavenger The one who embodies this profession can begin learning how to reuse spent Mana and knowing how to efficiently recycle spent energy. [Toxemia Residua]
Toxemia Residua: - In addition to MP, Tiffany can use RP, Residue Points, that are applied to the same skills at 1.5 times the cost of MP. Skills that target MP also have a (50%) chance of affecting RP at no cost to the skill's originator. Stat points allocated to MP also increase RP by the same amount. When RP is used to cast a skill, Tiffany has a 50% chance of becoming Poisoned for two turns.
Weapon: Orb of Quartz - A seemingly ordinary crystal ball. Who knows what energies it holds? [Basic Attack: Int based, Range 2][+1 INT]
Armor: Flimsy Skirt - A drape of cloth that doesn't really protect anything. [+1 SPR]
Accessory: Satin Sash - A piece of fabric tied tightly to accentuate a slim waistline. [+5 MP]
A-Ability: Ally Support
+ Healing Light: A cold light that passes over an injured body, repairing any wounds it finds. 100% INT healing. Range: 3 cells. Element: Light. MP: 6. RP: 9.
+ Benevolence: A gesture of goodwill granting confidence to allies. Grants either Protect or Shell to target ally. Range: 3 cells. Element: Light. MP: 10. RP: 15.
S-Ability: + Constant Recycle: The user gains 5% of all MP paid by any Unit as RP.
E-Trigger: + Clean Conversion: The user converts all current RP into MP and gains an emblem with [-10% MP Cost] for two turns.
D-Ability: + Higher Process: The user sees into the Manastream, learning what there is to know about energy as a being. Grants the party [Half MP Cost] and [Haste] for 3 turns. During this time, any chance of Poison from RP usage becomes zero.
~Stats~
HP: 15/15
MP: 30/30 [+5 Satin Sash]
RP: 0/30
AP: 2/10
Atk: 1
Def: 4
Int: 5 [+1 Orb of Quartz]
Spr: 3 [+1 Flimsy Skirt]
Evade 2%
Movement: 2 cells [Mana Scavenger Profession +0]
Skill Points: 1
Last edited by Wendy on Wed Oct 02, 2013 7:35 pm; edited 5 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Resolving to Innocence [Profile thread]
Name: Gale
Age: 16
Gender: ???
Appearance:
Profession: Wizard[Arcane Power]
Arcane Power: Raises MP by 5%.
Weapon: Oak Staff - A staff made from sturdy oak.[Int based, 4 cells range.] [+1 INT]
Armor: Clothing - Made for use in battle, this is sturdier than normal clothing. [+1 DEF]
Acessory: Mage's Cloak - A hooded cloak often worn by mages. [+5 MP]
--------------------------------------
A-Ability: Arcane Magic
+Firebolt - The wizard focuses destructive mana in one point to create a small dart of flames that can be aimed and shot at an enemy.
Dmg: 120% Int Fire.
Range: 4 Cells.
Effect: 25% Chance of Burn.
MP: 9
+Spell Steal - By creating a mana void and manipulating magical vectors, the wizard can attract enhancements from one subject to his body. Curiously, the enchancement needs not to be magical in nature, but then again, everything is born from mana, on a basic level.
Effect: Steals one random beneficial effect from the target.
Range: 4 Cells.
MP: 8
+Borrowed Time - Basic time spell that does not create nor destroys time matter, but manipulates existing one. Redirects time flow from a target area to the wizard.
Effect: 75% Stun. If the target is affected, caster gains Haste for one turn on the next turn.
Range: 4 Cells.
MP: 9
S-Ability: Methamagic - The Wizard has a deep comprehention of the working of magic, even being able to see the complex mana manipulation process behind each of his spells. This understanding allows him to change details on his spell's workings as they are cast. Everytime the Wizard casts a spell he/she may augment the spell with one methamagic effect, on the cost of increased MP cost. More effects are learned as the mage raises in rank.
+Empower - The increases the spell damage by half. Empowered ward spells block half more damage. Raises MP cost by 75%
+Chain - The spell jumps to an additional target within the spell range, counted from the primary target's location. Can be chained up to 3 times. Raises MP cost by 100% of the original per chain.
+Quicken - The spell can be cast without the expense of an action, leaving the mage free to do other things, like cast more spells. Only one spell can be quickened per turn. Raises MP cost by 100%
+Extend - Doubles the spell's duration. Raises MP cost by 50%.
R-Ability: Counterspell - The Wizard's understanding and control of magical processes extends beyong simply his own spells. He is able to, in fact, disturb any magic process around him, should he focus his will on interrupting mana circuits. Whenever a hostile magic effect is targeted up to 4 cells away from the Wizard, the effect will be weakened by 20%. Counterspelling an effect gets more and more effective as the mage ascends in rank.
E-Trigger: Focus - Some of the most talented Wizards are able to call upon this mysterious state of mind. While under the effects of Focus, a spellcaster can see the flowing of mana clearly, and fully comprehend it's motions instinctively. Maintaining Focus for even a little amount of time is extremely tasking for a Wizard's mind, though, so it should always be used with caution. Some say there are even higher varieties of Focus, which can allow a Wizard to comprehend spells that defy the laws of mana. When activated, allows the Wizard to use one Methamagic with no added mana-cost. When Focus is used, if the Wizard is able to Counterspell, his Counterspelling becomes twice as effective for the rest of his turn.
D-Ability: Ultima - Not all of Gale's spells were learned by studying in a library. One day, in a long-forgotten tomb, a strange visage brought the Wizard a mysterious spell from a mysterious existance. It sure does not fit with what he is used to. It doesn't fit to any magic theory he is aware of. Only a fool would dismiss something of such power, however. 200% Piercing Int Dmg. Target is afflicted with DeShell.
~Stats~
HP: 15
MP: 30 [+5 Mage's Cloak] [+2 Arcane Power] (37)
AP: 0/10
Atk: 1
Def: 2 [+1 Clothing] (3)
Int: 6 [+1 Oak Staff] (7)
Spr: 2
Evade: 3%
Movement: 2 cells [+0 Wizard profession]
Age: 16
Gender: ???
Appearance:
- Spoiler:
Profession: Wizard[Arcane Power]
Arcane Power: Raises MP by 5%.
Weapon: Oak Staff - A staff made from sturdy oak.[Int based, 4 cells range.] [+1 INT]
Armor: Clothing - Made for use in battle, this is sturdier than normal clothing. [+1 DEF]
Acessory: Mage's Cloak - A hooded cloak often worn by mages. [+5 MP]
--------------------------------------
A-Ability: Arcane Magic
+Firebolt - The wizard focuses destructive mana in one point to create a small dart of flames that can be aimed and shot at an enemy.
Dmg: 120% Int Fire.
Range: 4 Cells.
Effect: 25% Chance of Burn.
MP: 9
+Spell Steal - By creating a mana void and manipulating magical vectors, the wizard can attract enhancements from one subject to his body. Curiously, the enchancement needs not to be magical in nature, but then again, everything is born from mana, on a basic level.
Effect: Steals one random beneficial effect from the target.
Range: 4 Cells.
MP: 8
+Borrowed Time - Basic time spell that does not create nor destroys time matter, but manipulates existing one. Redirects time flow from a target area to the wizard.
Effect: 75% Stun. If the target is affected, caster gains Haste for one turn on the next turn.
Range: 4 Cells.
MP: 9
- Spoiler:
+Ice Spear
Dmg: 120% Int Ice.
Rang: 4 Cells.
Effect: 25% Slow
MP: ?
+Jolt
Dmg: 120% Int Lighting
Range: 4 Cells.
Effect: 25% Silence.
MP: ?
+Arcane Missile
Dmg:100%x2
Range: 4 Cells.
Effect: None
MP: ?
+Arcane Ward
Range: Personal.
Effect: Blocks the next 120% Int damage of any kind.
Duration: 3 Turns
MP: ?
+Summon Homunculus
Effect: Summons a Homunculus for 3 turns.
Range: 4 Cells.
MP: ?
S-Ability: Methamagic - The Wizard has a deep comprehention of the working of magic, even being able to see the complex mana manipulation process behind each of his spells. This understanding allows him to change details on his spell's workings as they are cast. Everytime the Wizard casts a spell he/she may augment the spell with one methamagic effect, on the cost of increased MP cost. More effects are learned as the mage raises in rank.
+Empower - The increases the spell damage by half. Empowered ward spells block half more damage. Raises MP cost by 75%
+Chain - The spell jumps to an additional target within the spell range, counted from the primary target's location. Can be chained up to 3 times. Raises MP cost by 100% of the original per chain.
+Quicken - The spell can be cast without the expense of an action, leaving the mage free to do other things, like cast more spells. Only one spell can be quickened per turn. Raises MP cost by 100%
+Extend - Doubles the spell's duration. Raises MP cost by 50%.
R-Ability: Counterspell - The Wizard's understanding and control of magical processes extends beyong simply his own spells. He is able to, in fact, disturb any magic process around him, should he focus his will on interrupting mana circuits. Whenever a hostile magic effect is targeted up to 4 cells away from the Wizard, the effect will be weakened by 20%. Counterspelling an effect gets more and more effective as the mage ascends in rank.
E-Trigger: Focus - Some of the most talented Wizards are able to call upon this mysterious state of mind. While under the effects of Focus, a spellcaster can see the flowing of mana clearly, and fully comprehend it's motions instinctively. Maintaining Focus for even a little amount of time is extremely tasking for a Wizard's mind, though, so it should always be used with caution. Some say there are even higher varieties of Focus, which can allow a Wizard to comprehend spells that defy the laws of mana. When activated, allows the Wizard to use one Methamagic with no added mana-cost. When Focus is used, if the Wizard is able to Counterspell, his Counterspelling becomes twice as effective for the rest of his turn.
D-Ability: Ultima - Not all of Gale's spells were learned by studying in a library. One day, in a long-forgotten tomb, a strange visage brought the Wizard a mysterious spell from a mysterious existance. It sure does not fit with what he is used to. It doesn't fit to any magic theory he is aware of. Only a fool would dismiss something of such power, however. 200% Piercing Int Dmg. Target is afflicted with DeShell.
~Stats~
HP: 15
MP: 30 [+5 Mage's Cloak] [+2 Arcane Power] (37)
AP: 0/10
Atk: 1
Def: 2 [+1 Clothing] (3)
Int: 6 [+1 Oak Staff] (7)
Spr: 2
Evade: 3%
Movement: 2 cells [+0 Wizard profession]
Last edited by Knight Solaire of Astora on Thu Dec 12, 2013 4:45 am; edited 4 times in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Resolving to Innocence [Profile thread]
Name: Astrid Lione
Age: 32
Gender: Female
Appearance:
Unparalleled Dexterity: The user is specially trained so that her endurance is unmatched by even the most powerful fighters. +2 Move.
Level: 2
Exp: 3/16
Weapon: Roundhouse Burst- Specially crafted boots with pistols melded into the heels that employ powerful bullet and kick-based attacks. (2 Hits) (Range: 2 Cells)
Armor: Crimson Aegis- Automated cape colored crimson that detects incoming attacks and pulls itself in front of the user to reduce some of the impact.
Accessory: Shoulder Guard- Metal guard made for the shoulder that also enables the user to wear a cape with their attire.
A-Ability: Personalized Agenda
+Killer Enhancement – Bolsters mana to one's eyes and mind to enable one to better calculate exactly where to hit to optimize damage output. No Damage. +20% Critical Hit Rate for Five Turns. Range: Self. 8 MP.
+Strife – Employs a powerful combo consisting of a horizontal punch followed by an uppercut and finished with a mighty kick. 110% Atk Damage. 3 Hits. Range: Adjacent Cell. 10 MP.
A-Ability: Item
R-Ability:
+Aerobatic Counter – The user easily flies through the air upon dodging and is able to get in her own attack before the attacker can stop her. Whenever the user dodges an attack the user counters for 100% Atk damage.
S-Ability:
+Effortless – The user has been trained so that ever move is fluid and easy as breathing. Boosts Evasion by 25% passively.
E-Trigger:
+Elude – Shifts into an even more evasive gear that allows the user to stall the enemy until the proper time to strike and end the battle. Boosts Evasion by 15% for Two Turns. Once the Evasion Buff has faded, double the potency of the user's next attack.
D-Ability:
+Cataclysm – Utilizes every bit of dexterity and strength available to the user to leap high into the air and above the user's target. With several powerful kicks the user fires off a large amount of special bullets which create hundreds of miniature explosions upon the target. 200% Pierce Atk Damage. 25% Chance of Bloodloss. Range: 6 Cells. 0 MP.
Stats:
Next Level: Mp, Atk, Spr
HP: 30/30
MP: 15/15
AP: 4/10
Atk: 5 (+1 from Roundhouse Burst) (+1 from Shoulder Guard)
Def: 4 (+1 from Crimson Aegis)
Int: 1 (+0 from Roundhouse Burst)
Spr: 3 (+0 from Crimson Aegis)
Evade: 5% (+25% from Effortless)
Move: 2 Cells (+1 from Soldier Profession) (+2 from Unparalleled Dexterity)
-------------------
Skill Points: 1
Age: 32
Gender: Female
Appearance:
- Spoiler:
Unparalleled Dexterity: The user is specially trained so that her endurance is unmatched by even the most powerful fighters. +2 Move.
Level: 2
Exp: 3/16
Weapon: Roundhouse Burst- Specially crafted boots with pistols melded into the heels that employ powerful bullet and kick-based attacks. (2 Hits) (Range: 2 Cells)
Armor: Crimson Aegis- Automated cape colored crimson that detects incoming attacks and pulls itself in front of the user to reduce some of the impact.
Accessory: Shoulder Guard- Metal guard made for the shoulder that also enables the user to wear a cape with their attire.
A-Ability: Personalized Agenda
+Killer Enhancement – Bolsters mana to one's eyes and mind to enable one to better calculate exactly where to hit to optimize damage output. No Damage. +20% Critical Hit Rate for Five Turns. Range: Self. 8 MP.
+Strife – Employs a powerful combo consisting of a horizontal punch followed by an uppercut and finished with a mighty kick. 110% Atk Damage. 3 Hits. Range: Adjacent Cell. 10 MP.
- Spoiler:
- +Somersault – Launches one's self forward in a feat of acrobatics that lands the user literally on top of the target. 100% Atk Damage. User lands in a cell adjacent to target. Range: 6 Cells. ? MP.
---Strike Down – Continues the acrobatics by kicking off the target and flying into the air only to swiftly back down upon the target and slam her dominant leg into their skull. 140% Atk Damage. 50% Chance of Addle. Range: Set. ? MP.
+Pressure Point – Ducks and weaves around the target to land a specialized strike on a sensitive body point in order to disable the target. No Damage. High Chance of Disable. Range: 2 Cells. ? MP.
+Pistol Kick – Leaps into the air and makes a diagonal kick which fires a bullet masterfully aimed at the target's spine. 130% Atk Damage. 50% Chance of Immobilize. Range: 3 Cells. ? MP.
+Cover Roll – Dashes and throws one's weight at the ground to expertly roll off the shoulder and away from danger. No Damage. Moves User Three Cells away. If a sentient target is in the direction the target rolls, they too are moved. Range: Self; Adjacent Cell for other targets. 2 MP.
+Rapid Spiral – Catapults the user's self into the air and uses a powerful kick to spin one's self around wildly firing bullet upon bullet at the target. 100% Atk Damage. 12 Randomized Hits. Range: 3 Cells + 2 Cell Radius. ? MP.
A-Ability: Item
R-Ability:
S-Ability:
+Effortless – The user has been trained so that ever move is fluid and easy as breathing. Boosts Evasion by 25% passively.
E-Trigger:
+Elude – Shifts into an even more evasive gear that allows the user to stall the enemy until the proper time to strike and end the battle. Boosts Evasion by 15% for Two Turns. Once the Evasion Buff has faded, double the potency of the user's next attack.
D-Ability:
+Cataclysm – Utilizes every bit of dexterity and strength available to the user to leap high into the air and above the user's target. With several powerful kicks the user fires off a large amount of special bullets which create hundreds of miniature explosions upon the target. 200% Pierce Atk Damage. 25% Chance of Bloodloss. Range: 6 Cells. 0 MP.
Stats:
Next Level: Mp, Atk, Spr
HP: 30/30
MP: 15/15
AP: 4/10
Atk: 5 (+1 from Roundhouse Burst) (+1 from Shoulder Guard)
Def: 4 (+1 from Crimson Aegis)
Int: 1 (+0 from Roundhouse Burst)
Spr: 3 (+0 from Crimson Aegis)
Evade: 5% (+25% from Effortless)
Move: 2 Cells (+1 from Soldier Profession) (+2 from Unparalleled Dexterity)
-------------------
Skill Points: 1
Last edited by Silver on Sun Feb 16, 2014 11:56 am; edited 6 times in total
Re: Resolving to Innocence [Profile thread]
Name: Vina Arati
Gender: Female
Age: 18
Level: 2
Next Level: 8/16
Appearance:
Profession: Lantern Bearer - The one who claims this profession has devoted their life to guiding the way for others, carving a path from the purity of flame, and fending off the shadows. [INT-Based Basic Attack] [Flash Flame]
* Flash Flame - For every Basic Attack the user successfully inflicts on a target, adds a Flame Counter to the user, which increases the damage output of the next offensive skill used by 20%. Max of 3 Stacks.
Weapon: Iron Lantern - A small, iron lantern that consumes oil at a rapid rate. It tends to get hot with usage. [+1 INT] [Range: 3 Cells]
Armor: Ceramic Breastplate - Moderately used breastplate that provides little in the way of defenses. It is orange in hue. [+1 DEF]
Accessory: Oily Rag - A small piece of fabric that is covered in a distinctive black stain, with an impression of Mana within it. [+5 MP]
A-Ability: Lighting the Path
+ Oil Douse: The user adds a modest amount of oil to their weapon, increasing its effectiveness in lighting the way... or igniting a foe. Increases INT by 10% for three turns. Basic Attack Range expands to encompass Adjacent Cells. Range: Self. Element: Neutral. 9 MP.
+ Burst Flame: The intensity of the lantern's flame expands to an incredibly bright flare, blasting a distant enemy in the process, with a chance of leaving a lasting impression. 110% INT Damage. Chance of Burn. Range: 3 Cells. Element: Fire. 9 MP.
R-Ability: N/A
S-Ability: Burning Passion - Vina's INT is innately increased by 20%.
E-Trigger: Rekindling Glow - Restores the HP and MP of all allies within a Range of Two Layers of Surrounding Cells by 50% of their respective maxes, and bestows Vina with Doublecast for her next Action. 5 AP.
D-Ability: Dance of the Vortices - Vina swings her lantern around manically, releasing the divine flame within her to kindle the vortex of fire that she creates through her methods. Releasing this power, an enemy is sealed away within the vortex, rendering them trapped within, left for dead in a burning prison. 150% Piercing INT Damage. Chance of Severe Burn. Creates Fire Cells in Cells Adjacent to Target. Range: 5 Cells. Element: Fire. 10 AP.
* Fire Cell - Denoted {F} / 10% Max HP Damage if landed or passed / Chance of Burn if passed.
~ Stats ~
HP: 15
MP: 30 (Oily Rag +5)
AP: 3/10
ATK: 1
DEF: 4 (Ceramic Breastplate +1)
INT: 6 (Iron Lantern +1) (Fiery Passion +1)
SPR: 4
Critical: 3%
Evasion: 5%
Movement: 2 cells (Lantern Bearer Job +0)
Skill Points: 1
Gender: Female
Age: 18
Level: 2
Next Level: 8/16
Appearance:
- Spoiler:
Profession: Lantern Bearer - The one who claims this profession has devoted their life to guiding the way for others, carving a path from the purity of flame, and fending off the shadows. [INT-Based Basic Attack] [Flash Flame]
* Flash Flame - For every Basic Attack the user successfully inflicts on a target, adds a Flame Counter to the user, which increases the damage output of the next offensive skill used by 20%. Max of 3 Stacks.
Weapon: Iron Lantern - A small, iron lantern that consumes oil at a rapid rate. It tends to get hot with usage. [+1 INT] [Range: 3 Cells]
Armor: Ceramic Breastplate - Moderately used breastplate that provides little in the way of defenses. It is orange in hue. [+1 DEF]
Accessory: Oily Rag - A small piece of fabric that is covered in a distinctive black stain, with an impression of Mana within it. [+5 MP]
A-Ability: Lighting the Path
+ Oil Douse: The user adds a modest amount of oil to their weapon, increasing its effectiveness in lighting the way... or igniting a foe. Increases INT by 10% for three turns. Basic Attack Range expands to encompass Adjacent Cells. Range: Self. Element: Neutral. 9 MP.
+ Burst Flame: The intensity of the lantern's flame expands to an incredibly bright flare, blasting a distant enemy in the process, with a chance of leaving a lasting impression. 110% INT Damage. Chance of Burn. Range: 3 Cells. Element: Fire. 9 MP.
R-Ability: N/A
S-Ability: Burning Passion - Vina's INT is innately increased by 20%.
E-Trigger: Rekindling Glow - Restores the HP and MP of all allies within a Range of Two Layers of Surrounding Cells by 50% of their respective maxes, and bestows Vina with Doublecast for her next Action. 5 AP.
D-Ability: Dance of the Vortices - Vina swings her lantern around manically, releasing the divine flame within her to kindle the vortex of fire that she creates through her methods. Releasing this power, an enemy is sealed away within the vortex, rendering them trapped within, left for dead in a burning prison. 150% Piercing INT Damage. Chance of Severe Burn. Creates Fire Cells in Cells Adjacent to Target. Range: 5 Cells. Element: Fire. 10 AP.
* Fire Cell - Denoted {F} / 10% Max HP Damage if landed or passed / Chance of Burn if passed.
~ Stats ~
HP: 15
MP: 30 (Oily Rag +5)
AP: 3/10
ATK: 1
DEF: 4 (Ceramic Breastplate +1)
INT: 6 (Iron Lantern +1) (Fiery Passion +1)
SPR: 4
Critical: 3%
Evasion: 5%
Movement: 2 cells (Lantern Bearer Job +0)
Skill Points: 1
- Update Log:
- Last Updated: March 5, 2014 (08:39pm EST) - Updated profile with Critical stat. Set at 3%.
- September 12, 2013 (06:45pm EDT) - Level Up! Added stat points to MP (+5), DEF (+1), and INT (+1). Added +1 Skill Point to total.
- September 12, 2013 (06:45pm EDT) - Level Up! Added stat points to MP (+5), DEF (+1), and INT (+1). Added +1 Skill Point to total.
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