Silver's Manatorium Lineup
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Silver's Manatorium Lineup
Roster:
1) Luca di Angelo Graves, Queen of the Pirates
2) Terra the Empath (Silver)
3) Sonia Renval and her Summons
4) Clara Aimee Linnet
- - - - -
**The following are to be completed**
Cerys
Elisia Fairchild
- - - - -
**The following are to be implemented at a later time**
Adriane Gundershine
Natasha Fairchild
Nina Renval
Alexandria Montgomery
Ashe Valentine
Maren Elisabeth
Participants
Luca di Angelo Graves
Level: 5 (4 Skill Points available)
Utilizing: Adventurer Profession; Journey's Start: Onset, Rest, Preparation (1 Skill Point); Adventurous Surge R-Ability (3 Skill Points).
Stats:
HP: 35
MP: 30 (+5 from Beginner Equip)
DD: 0/10
Atk: 8 (+1 from Beginner Equip)
Def: 5 (+1 from Beginner Equip)
Int: 1
Spr: 3
Evade: 10%
Move: 5 Cells
1) Luca di Angelo Graves, Queen of the Pirates
2) Terra the Empath (Silver)
3) Sonia Renval and her Summons
4) Clara Aimee Linnet
- - - - -
**The following are to be completed**
Cerys
Elisia Fairchild
- - - - -
**The following are to be implemented at a later time**
Adriane Gundershine
Natasha Fairchild
Nina Renval
Alexandria Montgomery
Ashe Valentine
Maren Elisabeth
Current Battle Info:
Participants
Luca di Angelo Graves
Level: 5 (4 Skill Points available)
Utilizing: Adventurer Profession; Journey's Start: Onset, Rest, Preparation (1 Skill Point); Adventurous Surge R-Ability (3 Skill Points).
Stats:
HP: 35
MP: 30 (+5 from Beginner Equip)
DD: 0/10
Atk: 8 (+1 from Beginner Equip)
Def: 5 (+1 from Beginner Equip)
Int: 1
Spr: 3
Evade: 10%
Move: 5 Cells
Last edited by Silver on Wed Dec 25, 2013 9:02 pm; edited 5 times in total
Re: Silver's Manatorium Lineup
Name: Luca di Angelo Graves, Queen of the Pirates
Age: 20
Gender: Female
Appearance:
Northern Star: The North Star shines bright to guide the way through the night–without the need for it, the user walks her own path. Enables the user to occupy most any unoccupiable cell (within obvious limitations) and increases Move by 2.
Journey's Gift: Seeing the world and learning its secrets grants the user a near infinite knowledge–stopping to take everything in and recollect grants such knowledge. Whenever the user uses Rest, she gains Journey's Gift status. Journey's Gift: Increases all of the user's stats by 30% for Four Turns, but forces Rest to have a recharge time of 10 Turns.
Serenity Stance: When resting everything is peaceful–no spite or pain to deal with. Just serenity. Only serenity. Rest now costs 0 MP to use so long as there is not an enemy within 2 Layers of Surrounding Cells of the user.
Level: MAX
Exp: --/--
Weapon: Destiny's Pathway
Armor: Long Live the Queen
Accessory: Keys to Orion
Accessory: Marauder's Map
Accessory: Angel Feather
A-Ability: Journey's Start
+Onset – The beginning of one's adventure is always the most important part of any successful journey. The user takes a prominent step forward and delivers two slashes in the target's direction. 90% Atk Damage. 2 Hits. Range: 2 Cells. 6 MP.
--- Plunge – Diving into the life of adventure, one must take it headfirst or miss out on a wonderful experience. Follows through by delivering a devastating stab at the target's stomach. 110% Atk Damage. 50% Chance of Critical Hit. Range: Set. 8 MP.
+Rest – Knowing one's limitations and acknowledging them is also vitally important. The user stops a moment to breathe and refresh before continuing onward. No Damage. User waits. User recovers 1% Max Hp and Mp; Enables a second act action the following turn. Must be the user's first action. Range: Self. 6 MP.
+Preparation – In order to better take on the challenges of the road, one must make sure to be prepared for anything. The user takes a moment to ready herself before making her next strike. No Damage. Bestows Bravery. Range: Self. 8 MP.
+Passing Glance – One must be able to act on something the moment they spot it. The user, perfectly in range of her target, makes a swift assault which they are unlikely to dodge. 100% Atk Damage. Sure Hit. Range: 2 Cells. 6 MP.
+Overcome – Stopped in mid-travel by an obstacle, one must persevere in order to move forward. The user walks her path with a powerful stride, striking aside any who challenge her so that she may move forward. No Damage. User moves [User Move Stat] Cells in given direction; Enemies in the way take 100% Atk damage. Range: Set. 8 MP.
+Aid – Upon finding another travel, one must choose whether or not they are friend or foe; if friend, grant them your help if the need arise. The user offers her assistance to an ally for a brief period of time. No Damage. Lends 25% of the User's Atk to the target's main attack stat for the next Three Turns. Range: 4 Cells. 8 MP.
+Final Stand – The last legs of one's journey prove to be the hardest. In the face of her final moments, the user delivers an all out assault that leaves her extremely fatigued afterwards, but gives her hope for a conclusion to her travels. 120% Atk Damage. 12 Hits. The user must be in Critical Condition. User's Stats are reduced by 20% for Five Turns. Range: Adjacent Cell. 32 MP.
A-Ability: Natural Path
+Inner Power – In order to walk the path less traveled, one must look inside themselves and find their inner strength; the power they've always had but never used. The user unlocks a seal on her mana to produce the inner strength that lied dormant within herself. No Damage. Causes the user's Int-based abilities to use the user's Atk stat as the base; must be used before any other Natural Path ability may be used. Range: Self. 6 MP.
+Focus Connection – Draw power from nature and it shall lend itself to one when it is most needed. The user focuses on her connection with nature and slowly recovers her reserves by drawing from the earth's own. No Damage. User recovers Hp and Mp equal to 100% of the user's Int for Five Turns; takes Two Turns to use. Range: Self. 4 MP per turn. Earth Elemental.
+Earthen Spire – Reshapes earth into one's desired form to use as a weapon. The user concentrates on the ground and rips the earth itself up and reforms it into a spike before firing it off at the target. 130% Int Damage. Range: 3 Cells; Linear [One Target]. 10 Mp. Earth Elemental.
+Brine Squall – Calls upon the harshest gales to blow water mana in a fierce burst. The user redirects gales in the target's direction while also generating a large surge of water mana which slices into the target several times. 120% Int Damage. 3 Hits. 50% Chance of Wet. Range: 3 Cells. 12 MP. Water Elemental.
+Eternal Blaze – Similar to the fires in one's hearts, natural fire burns strong and consumes in its passion. The user sparks a small flame at the tip of her rapier, swirling and adding to its body before firing off a burst of flame at the target. 100% Int Damage. Lasts Five Turns. Range: 4 Cells. 8 MP. Fire Elemental.
+Frozen Calamity – Unleashes one's ruthlessness in a frozen gale that freezes not only the target, but also the ground around the victim. The user directs a ruthless gale in the target's direction, utilizing ice mana to flash freeze the target and the earth around them. 110% Int Damage. 50% Chance of Freeze; Adjacent Cells become Ice Cells. Range: 5 Cells. 16 Mp. Ice Elemental.
+Terraform – Pleads with the earth to meld part of itself to one's likings. The user offers up some of her mana to the earth to form a special part of nature. No Damage. Spawns 1 Nature Cell of the user's choosing. Range: Single Cell. 6 MP.
+Meteoform – Draws upon one's connection with the earth to alter the atmosphere to fit one's desires. The user focuses one's connection with the earth and utilizes her own mana to alter the surroundings to fit her need. No Damage. Changes Atmosphere based on Nature Cell utilized. Range: Set. 10 MP.
+Nature Strike – Utilizes the power of nature to one's fullest potential, drawing all of its power into a single attack. The user pulls from the energy of the verdant earth to strike the target with all of nature's power. 210% Atk Damage. 25 Nature Cells must be available; Element varies depending on most abundant Nature Cell. User cannot act the next turn. Range: Adjacent Cell. 8 MP. Varying Elemental.
A-Ability: Seaward Bound
+Crest Surge – Directs the sea to bend its will to the user in order to herald her arrival. Gathers a swell of seawater around the user before using it to surge to whatever destination the user desires. No Damage. Moves user to target cell. Can link basic attack combo. Range: Self. 6 MP. Water Elemental.
+Broadside – With a hearty call, all cannons let loose fire upon the opposition. Swipes the blade through the air causing a barrage of bullets to fly at the targets 80% Atk Damage. 14 Randomized Hits. Range: 4 Cells; Fanshape. 22 MP.
+Dolphin Kick – Bends the sea around the user in order to propel herself at a high speed. Uses the water's strength to launch the user at the target, delivering a sharp kick that is hard to recover from. 140% Atk Damage. High Chance of Addle. Range: 6 Cells. 10 MP. Water Elemental.
+Sea Breeze – Directs the winds that dance across the sea to bend their will to the user, gifting her and her allies with its vigor. Gathers the swiftest gales from every corner of the ocean to bless the user and her allies with unparalleled speed. No Damage. Bestows Haste. Range: All Allies. 24 MP. Wind Elemental.
+Commandeer – Back's the target into a corner in order to prime them for capture. Place's one's self in the perfect positioning to ensure escape is futile. No Damage. Roots Target for the Next Turn. Range: 3 Cells. 6 MP.
---Forced Camaraderie – Successfully captures the target and places them within the user's jurisdiction evermore. Christens the target as the user's prisoner and forced ally, using iron will to rule over their actions... for the time being. No Damage. Gains control over one enemy for the rest of the battle. Does not affect bosses. Only one enemy may be controlled at a time. Range: Rooted Target. [Level/2] MP.
+Sea's Scourge – With gun in hand range is no longer an issue, the best buccaneers always land their shots. Pulls out a special gun crafted specifically for the user to use in dire situations; if one is worthy, a bullet fired from this weapon never misses. No Damage. Equips the Sea's Scourge as a subweapon for Five Turns. Sea's Scourge: Enables the user to perform a 4 cell ranged basic attack combo alternatively to her normal basic attacks; the user will automatically counter any ranged attack by firing a shot dealing 100% Atk damage if this weapon is equipped; if the user has gained the title Queen of the Pirates, this weapon as a Sure Hit effect. Range: Self. 8 MP.
+Tidal Burst – Gathers and reforms seawater into a wall before firing it at the user's targets. Creates a veritable wall of water and sends it hurtling toward the user's targets; the closer they are the harsher the force of the wave. No Damage. Briefly occupies the chosen column or row adjacent to the user with water cells and pushes them in the direction away from the user; the water travels to the edge of the battlefield, anything caught in the way gets pushed back depending on how close they were to the initial 'wall of water' (as decided by the GM); objects in the way may be destroyed depending on how close they were to the initial 'wall of water (as decided by the GM). Range: See Description. 12 MP. Water Elemental.
+Lese Majesty – With blade at the ready, delivers the ultimate judgement of the sea to the target with a single strike that eradicates any chance of the target crossing the user again. 270% Atk Damage. Does not activate Target's R-Ability or Innate Abilities. Target cannot directly target the user for the duration of the battle. Can only be purchased after Luca has obtained the title Queen of the Pirates. Range: Adjacent Cell. 48 MP.
A-Ability: Pathway's Master
+Heaven Step – "Celestial bodies guide me! Let me follow in Heaven's footsteps!" Utilizes the power of the stars and other heavenly bodies to bless the user with the ultimate dexterity. No Damage. Increases Move by 1 for Two Turns; Increases Evade by 30% for Two Turns. Range: Self. 12 MP. Light Elemental.
---Celestial Impact – "Starlight guide my blade! Heavens, unleash your fury!" Transforms the blessing of the stars into a radiant aura which surrounds the user's blade for one strike that leaves the target baptized in true heavenly energy. 250% Atk Damage. Removes Heaven Step buff. High Chance of Purification. Range: Adjacent Cell. 24 MP. Light Elemental.
+Shooting Star – With the utmost dexterity, the user launches herself into the air and expertly tosses her blade in the target's direction with premium force. 175% Atk Damage. Knocks Target back Three Cells. Range: 6 Cells; Linear. 12 MP.
+Blaze of Glory – "Blaze your own trail and ravel in the grasp of glory!" Raises the blade high in order to collect pure determination in its slender frame before sinking it into the ground, creating a fiery aura that embodies the user's will. 120% Atk Damage. The user's stats are increased by 5% for Five Turns; if the counter is two turns or below, the counter resets. Range: Surrounding Cells. 8 MP. Fire Elemental.
+Tactical Advance – Takes advantage of strategic placement in order to advance upon the enemy, swiftly attacking and moving on before counteraction can be taken. 100% Atk Damage. 3 Hits. The user moves into an adjacent cell of the target; if there is another target within the move's range after the first target has been attacked, the user performs the same set of actions on that target until there are no more targets within range. Can only be executed once per enemy per action spent. Range: 4 Cells. 12 MP.
+Keen Eye – "I've seen it all." Bolsters mana to the user's eyes in order to get a more acute look at everything. No Damage. Bestows Sure Hit for Three Turns [User]. Reveals Traps, Hidden Treasure, and Hidden Enemy Locations [Map]. Range: Set. 10 MP.
+The Path Less Traveled – "Take the path less traveled by. It makes all the difference." Rewrites the target's destiny to take the path less traveled, incurring great difficulty for the moment to bestow great rewards at a later time. No Damage. Decreases the target's stats by 25% for Two Turns; after the debuff wears off, the target receives a 20% boost to their stats for Five Turns. Range: 3 Cells. 8 MP.
+Voyager – Takes notice of the target and delivers a powerful slash before moving on, only to turn around after passing to get in another strike before truly continuing onwards. 150% Atk Damage. 2 Hits. The user may take a second move action. Range: Adjacent Cell. 14 MP.
+Journey's End – "This is the end." Announces the end of not only the target's current ventures, but all future ventures at well through the deliverance of a single attack. 340% Atk Damage. If the user KOs the target with this move, the user's next ability costs 0 MP; If the user fails to KO the target with this move, the user may not access A-Abilities for Two Turns. Range: Adjacent Cell. 28 MP.
R-Ability:
+Adventurous Surge – The thrills of adventure leave one totally energized, ready to combat all that comes one's way. When an enemy unit enters a two cell radius of the user, she rushes to an adjacent cell. If this ability has activated and said enemy unit attempts to leave a two cell radius of the user, she follows so long as they do not move out of her movement range and there is a cell available for her to occupy.
S-Ability:
+Director – On the road, one rarely has others around to make decisions for them; in order to take the best possible route for one's self, one must make their own decisions. Dissolves Act Actions and Move Actions into plain Actions for the user to take advantage of as they see fit.
D-Ability:
+Homebound – Every path must eventually lead the one walking it back home, hopefully with a better understanding of themselves. With hopes to return to where the journey started when the user is through journeying, the user releases a flurry of attacks which ensure the user's ability to return home. 200% Pierce Atk Damage. The user may take a second move action. Range: Adjacent Cell. 0 MP.
---Ends of the Earth – Leaps into the air aided by the strength of rock before surging back to earth with the wind's aid to plunge the blade into the earth, releasing utter calamity in a torrent of fiery energy which scathes the world into nonexistence. 105% Pierce Atk Damage. High Chance of Severe Burn; Chance of Oblivion. Range: All Enemies. 0 MP. Fire Elemental.
---Call of the Sirens – Braces one's self, sealing all fear inside before releasing the anguish of one's memories in the form of a massive whirlpool, carrying the songs of the sirens which attacked her home. Their calls lure those nearby to their imminent doom, an early death at a watery grave. 180% Pierce Atk Damage. Immensely High Chance of Wet; High Chance of Charm; High Chance of Drown. Range: 3 Cell Radius. 0 MP. Water Elemental.
F-Ability:
+To Fallen Angels – Wraps the purest of lights around one's frame, utilizing it to ascend to the heavens where angels from every corner of existence lend their strength to the user. With an single order, the user falls from grace at light-speed, taking with her every celestial being. She does not even touch the earth before a burst of light envelops the battlefield, washing all in void–the grave for fallen angels. 350% Pierce Atk Damage. All other targets take 25% of total damage. Immensely High Chance of Oblivion. Range: 8 Cells. 0 MP. Light Elemental.
Stats:
HP: 20
MP: 20
DD: 0/10
Atk: 4
Def: 2
Int: 1
Spr: 3
Evade: 5%
Move: 2 Cells (+2 from Trailblazer Profession) (+2 from Northern Star)
Skill Points: 0
Age: 20
Gender: Female
Appearance:
- Spoiler:
Northern Star: The North Star shines bright to guide the way through the night–without the need for it, the user walks her own path. Enables the user to occupy most any unoccupiable cell (within obvious limitations) and increases Move by 2.
Journey's Gift: Seeing the world and learning its secrets grants the user a near infinite knowledge–stopping to take everything in and recollect grants such knowledge. Whenever the user uses Rest, she gains Journey's Gift status. Journey's Gift: Increases all of the user's stats by 30% for Four Turns, but forces Rest to have a recharge time of 10 Turns.
Serenity Stance: When resting everything is peaceful–no spite or pain to deal with. Just serenity. Only serenity. Rest now costs 0 MP to use so long as there is not an enemy within 2 Layers of Surrounding Cells of the user.
- Other Professions:
- Adventurer- Prone to breaking out of the mundane life fate has granted them, the one who claims this profession journeys forth to visit the vast unknown in any way possible. (Traveler) (Equip: Rapiers)
Traveler: Accustomed to coming and going as well as prepared for the obstacles in the road, the user strives to always move forward. Grants +1 Move and +5% Evasion.
- - -
Geomancer- Having traveled across the land, the one who claims this profession seeks to become one with the earth she walks. Taking the earth's challenge in stride, she draws from its power and uses it to continue her ventures. (Earthwalker) (Nature's Embrace) (+1 Basic Attack) (Equip: Rapiers)
Earthwalker: The user can cross any terrain so long as it is to continue her ventures. Enables the user to passthrough any nature-based terrain and grants +1 Move.
Nature's Embrace: Stopping for a moment to immerse one's self in the true air of Nature is a wise tactic; used often it can easily lend the power of the earth itself to an individual. Whenever the user uses Rest, she gains Nature's Embrace status. Nature's Embrace: The user's next attack ignores 20% of her target's respective defensive stat and the user absorbs 10% of the damage dealt as MP.
- - -
Pirate- Having walked the earth and become well acquainted with the land, the one who claims this profession sets her sights on the unknown horizons of the vast seas and waterways that ribbon the land. Taking the steps to become one with the sea as she is with the land, her ventures will no doubt lead her to the greatest feats the world has to offer. (Well-Traveled) (Ocean's Gift) (Relaxation) (+2 Basic Attacks) (Equip: Rapiers)
Well-Traveled: One with the earth and now seeking a similar relationship with the sea, only they who have seen some of the greatest sights can truly make that dream a reality. Enables the user to occupy most any unoccupiable cell (within obvious limitations) and increases Move by 1.
Ocean's Gift: Waiting for the proper moment to make a move–flowing like the water in a carefree manner–evokes the secrets within the ocean. Whenever the user uses Rest, she gains Ocean's Gift status. Ocean's Gift: The user's damage output is increased by 5% for every water cell or water-type cell on the battlefield for the following three turns. If there are no water cells or water-type cells present, water cells will begin to randomly appear for the next five turns.
Relaxation: The sea, when calm, is a truly serene sight–nothing but utter peace exudes from the gentle waves. Rest costs 0 MP to execute as long as there is a single water cell on the field.
Level: MAX
Exp: --/--
Weapon: Destiny's Pathway
Armor: Long Live the Queen
Accessory: Keys to Orion
Accessory: Marauder's Map
Accessory: Angel Feather
A-Ability: Journey's Start
+Onset – The beginning of one's adventure is always the most important part of any successful journey. The user takes a prominent step forward and delivers two slashes in the target's direction. 90% Atk Damage. 2 Hits. Range: 2 Cells. 6 MP.
--- Plunge – Diving into the life of adventure, one must take it headfirst or miss out on a wonderful experience. Follows through by delivering a devastating stab at the target's stomach. 110% Atk Damage. 50% Chance of Critical Hit. Range: Set. 8 MP.
+Rest – Knowing one's limitations and acknowledging them is also vitally important. The user stops a moment to breathe and refresh before continuing onward. No Damage. User waits. User recovers 1% Max Hp and Mp; Enables a second act action the following turn. Must be the user's first action. Range: Self. 6 MP.
+Preparation – In order to better take on the challenges of the road, one must make sure to be prepared for anything. The user takes a moment to ready herself before making her next strike. No Damage. Bestows Bravery. Range: Self. 8 MP.
+Passing Glance – One must be able to act on something the moment they spot it. The user, perfectly in range of her target, makes a swift assault which they are unlikely to dodge. 100% Atk Damage. Sure Hit. Range: 2 Cells. 6 MP.
+Overcome – Stopped in mid-travel by an obstacle, one must persevere in order to move forward. The user walks her path with a powerful stride, striking aside any who challenge her so that she may move forward. No Damage. User moves [User Move Stat] Cells in given direction; Enemies in the way take 100% Atk damage. Range: Set. 8 MP.
+Aid – Upon finding another travel, one must choose whether or not they are friend or foe; if friend, grant them your help if the need arise. The user offers her assistance to an ally for a brief period of time. No Damage. Lends 25% of the User's Atk to the target's main attack stat for the next Three Turns. Range: 4 Cells. 8 MP.
+Final Stand – The last legs of one's journey prove to be the hardest. In the face of her final moments, the user delivers an all out assault that leaves her extremely fatigued afterwards, but gives her hope for a conclusion to her travels. 120% Atk Damage. 12 Hits. The user must be in Critical Condition. User's Stats are reduced by 20% for Five Turns. Range: Adjacent Cell. 32 MP.
A-Ability: Natural Path
+Inner Power – In order to walk the path less traveled, one must look inside themselves and find their inner strength; the power they've always had but never used. The user unlocks a seal on her mana to produce the inner strength that lied dormant within herself. No Damage. Causes the user's Int-based abilities to use the user's Atk stat as the base; must be used before any other Natural Path ability may be used. Range: Self. 6 MP.
+Focus Connection – Draw power from nature and it shall lend itself to one when it is most needed. The user focuses on her connection with nature and slowly recovers her reserves by drawing from the earth's own. No Damage. User recovers Hp and Mp equal to 100% of the user's Int for Five Turns; takes Two Turns to use. Range: Self. 4 MP per turn. Earth Elemental.
+Earthen Spire – Reshapes earth into one's desired form to use as a weapon. The user concentrates on the ground and rips the earth itself up and reforms it into a spike before firing it off at the target. 130% Int Damage. Range: 3 Cells; Linear [One Target]. 10 Mp. Earth Elemental.
+Brine Squall – Calls upon the harshest gales to blow water mana in a fierce burst. The user redirects gales in the target's direction while also generating a large surge of water mana which slices into the target several times. 120% Int Damage. 3 Hits. 50% Chance of Wet. Range: 3 Cells. 12 MP. Water Elemental.
+Eternal Blaze – Similar to the fires in one's hearts, natural fire burns strong and consumes in its passion. The user sparks a small flame at the tip of her rapier, swirling and adding to its body before firing off a burst of flame at the target. 100% Int Damage. Lasts Five Turns. Range: 4 Cells. 8 MP. Fire Elemental.
+Frozen Calamity – Unleashes one's ruthlessness in a frozen gale that freezes not only the target, but also the ground around the victim. The user directs a ruthless gale in the target's direction, utilizing ice mana to flash freeze the target and the earth around them. 110% Int Damage. 50% Chance of Freeze; Adjacent Cells become Ice Cells. Range: 5 Cells. 16 Mp. Ice Elemental.
+Terraform – Pleads with the earth to meld part of itself to one's likings. The user offers up some of her mana to the earth to form a special part of nature. No Damage. Spawns 1 Nature Cell of the user's choosing. Range: Single Cell. 6 MP.
+Meteoform – Draws upon one's connection with the earth to alter the atmosphere to fit one's desires. The user focuses one's connection with the earth and utilizes her own mana to alter the surroundings to fit her need. No Damage. Changes Atmosphere based on Nature Cell utilized. Range: Set. 10 MP.
+Nature Strike – Utilizes the power of nature to one's fullest potential, drawing all of its power into a single attack. The user pulls from the energy of the verdant earth to strike the target with all of nature's power. 210% Atk Damage. 25 Nature Cells must be available; Element varies depending on most abundant Nature Cell. User cannot act the next turn. Range: Adjacent Cell. 8 MP. Varying Elemental.
A-Ability: Seaward Bound
+Crest Surge – Directs the sea to bend its will to the user in order to herald her arrival. Gathers a swell of seawater around the user before using it to surge to whatever destination the user desires. No Damage. Moves user to target cell. Can link basic attack combo. Range: Self. 6 MP. Water Elemental.
+Broadside – With a hearty call, all cannons let loose fire upon the opposition. Swipes the blade through the air causing a barrage of bullets to fly at the targets 80% Atk Damage. 14 Randomized Hits. Range: 4 Cells; Fanshape. 22 MP.
+Dolphin Kick – Bends the sea around the user in order to propel herself at a high speed. Uses the water's strength to launch the user at the target, delivering a sharp kick that is hard to recover from. 140% Atk Damage. High Chance of Addle. Range: 6 Cells. 10 MP. Water Elemental.
+Sea Breeze – Directs the winds that dance across the sea to bend their will to the user, gifting her and her allies with its vigor. Gathers the swiftest gales from every corner of the ocean to bless the user and her allies with unparalleled speed. No Damage. Bestows Haste. Range: All Allies. 24 MP. Wind Elemental.
+Commandeer – Back's the target into a corner in order to prime them for capture. Place's one's self in the perfect positioning to ensure escape is futile. No Damage. Roots Target for the Next Turn. Range: 3 Cells. 6 MP.
---Forced Camaraderie – Successfully captures the target and places them within the user's jurisdiction evermore. Christens the target as the user's prisoner and forced ally, using iron will to rule over their actions... for the time being. No Damage. Gains control over one enemy for the rest of the battle. Does not affect bosses. Only one enemy may be controlled at a time. Range: Rooted Target. [Level/2] MP.
+Sea's Scourge – With gun in hand range is no longer an issue, the best buccaneers always land their shots. Pulls out a special gun crafted specifically for the user to use in dire situations; if one is worthy, a bullet fired from this weapon never misses. No Damage. Equips the Sea's Scourge as a subweapon for Five Turns. Sea's Scourge: Enables the user to perform a 4 cell ranged basic attack combo alternatively to her normal basic attacks; the user will automatically counter any ranged attack by firing a shot dealing 100% Atk damage if this weapon is equipped; if the user has gained the title Queen of the Pirates, this weapon as a Sure Hit effect. Range: Self. 8 MP.
+Tidal Burst – Gathers and reforms seawater into a wall before firing it at the user's targets. Creates a veritable wall of water and sends it hurtling toward the user's targets; the closer they are the harsher the force of the wave. No Damage. Briefly occupies the chosen column or row adjacent to the user with water cells and pushes them in the direction away from the user; the water travels to the edge of the battlefield, anything caught in the way gets pushed back depending on how close they were to the initial 'wall of water' (as decided by the GM); objects in the way may be destroyed depending on how close they were to the initial 'wall of water (as decided by the GM). Range: See Description. 12 MP. Water Elemental.
+Lese Majesty – With blade at the ready, delivers the ultimate judgement of the sea to the target with a single strike that eradicates any chance of the target crossing the user again. 270% Atk Damage. Does not activate Target's R-Ability or Innate Abilities. Target cannot directly target the user for the duration of the battle. Can only be purchased after Luca has obtained the title Queen of the Pirates. Range: Adjacent Cell. 48 MP.
A-Ability: Pathway's Master
+Heaven Step – "Celestial bodies guide me! Let me follow in Heaven's footsteps!" Utilizes the power of the stars and other heavenly bodies to bless the user with the ultimate dexterity. No Damage. Increases Move by 1 for Two Turns; Increases Evade by 30% for Two Turns. Range: Self. 12 MP. Light Elemental.
---Celestial Impact – "Starlight guide my blade! Heavens, unleash your fury!" Transforms the blessing of the stars into a radiant aura which surrounds the user's blade for one strike that leaves the target baptized in true heavenly energy. 250% Atk Damage. Removes Heaven Step buff. High Chance of Purification. Range: Adjacent Cell. 24 MP. Light Elemental.
+Shooting Star – With the utmost dexterity, the user launches herself into the air and expertly tosses her blade in the target's direction with premium force. 175% Atk Damage. Knocks Target back Three Cells. Range: 6 Cells; Linear. 12 MP.
+Blaze of Glory – "Blaze your own trail and ravel in the grasp of glory!" Raises the blade high in order to collect pure determination in its slender frame before sinking it into the ground, creating a fiery aura that embodies the user's will. 120% Atk Damage. The user's stats are increased by 5% for Five Turns; if the counter is two turns or below, the counter resets. Range: Surrounding Cells. 8 MP. Fire Elemental.
+Tactical Advance – Takes advantage of strategic placement in order to advance upon the enemy, swiftly attacking and moving on before counteraction can be taken. 100% Atk Damage. 3 Hits. The user moves into an adjacent cell of the target; if there is another target within the move's range after the first target has been attacked, the user performs the same set of actions on that target until there are no more targets within range. Can only be executed once per enemy per action spent. Range: 4 Cells. 12 MP.
+Keen Eye – "I've seen it all." Bolsters mana to the user's eyes in order to get a more acute look at everything. No Damage. Bestows Sure Hit for Three Turns [User]. Reveals Traps, Hidden Treasure, and Hidden Enemy Locations [Map]. Range: Set. 10 MP.
+The Path Less Traveled – "Take the path less traveled by. It makes all the difference." Rewrites the target's destiny to take the path less traveled, incurring great difficulty for the moment to bestow great rewards at a later time. No Damage. Decreases the target's stats by 25% for Two Turns; after the debuff wears off, the target receives a 20% boost to their stats for Five Turns. Range: 3 Cells. 8 MP.
+Voyager – Takes notice of the target and delivers a powerful slash before moving on, only to turn around after passing to get in another strike before truly continuing onwards. 150% Atk Damage. 2 Hits. The user may take a second move action. Range: Adjacent Cell. 14 MP.
+Journey's End – "This is the end." Announces the end of not only the target's current ventures, but all future ventures at well through the deliverance of a single attack. 340% Atk Damage. If the user KOs the target with this move, the user's next ability costs 0 MP; If the user fails to KO the target with this move, the user may not access A-Abilities for Two Turns. Range: Adjacent Cell. 28 MP.
R-Ability:
+Adventurous Surge – The thrills of adventure leave one totally energized, ready to combat all that comes one's way. When an enemy unit enters a two cell radius of the user, she rushes to an adjacent cell. If this ability has activated and said enemy unit attempts to leave a two cell radius of the user, she follows so long as they do not move out of her movement range and there is a cell available for her to occupy.
S-Ability:
+Director – On the road, one rarely has others around to make decisions for them; in order to take the best possible route for one's self, one must make their own decisions. Dissolves Act Actions and Move Actions into plain Actions for the user to take advantage of as they see fit.
D-Ability:
+Homebound – Every path must eventually lead the one walking it back home, hopefully with a better understanding of themselves. With hopes to return to where the journey started when the user is through journeying, the user releases a flurry of attacks which ensure the user's ability to return home. 200% Pierce Atk Damage. The user may take a second move action. Range: Adjacent Cell. 0 MP.
---Ends of the Earth – Leaps into the air aided by the strength of rock before surging back to earth with the wind's aid to plunge the blade into the earth, releasing utter calamity in a torrent of fiery energy which scathes the world into nonexistence. 105% Pierce Atk Damage. High Chance of Severe Burn; Chance of Oblivion. Range: All Enemies. 0 MP. Fire Elemental.
---Call of the Sirens – Braces one's self, sealing all fear inside before releasing the anguish of one's memories in the form of a massive whirlpool, carrying the songs of the sirens which attacked her home. Their calls lure those nearby to their imminent doom, an early death at a watery grave. 180% Pierce Atk Damage. Immensely High Chance of Wet; High Chance of Charm; High Chance of Drown. Range: 3 Cell Radius. 0 MP. Water Elemental.
F-Ability:
+To Fallen Angels – Wraps the purest of lights around one's frame, utilizing it to ascend to the heavens where angels from every corner of existence lend their strength to the user. With an single order, the user falls from grace at light-speed, taking with her every celestial being. She does not even touch the earth before a burst of light envelops the battlefield, washing all in void–the grave for fallen angels. 350% Pierce Atk Damage. All other targets take 25% of total damage. Immensely High Chance of Oblivion. Range: 8 Cells. 0 MP. Light Elemental.
Stats:
HP: 20
MP: 20
DD: 0/10
Atk: 4
Def: 2
Int: 1
Spr: 3
Evade: 5%
Move: 2 Cells (+2 from Trailblazer Profession) (+2 from Northern Star)
Skill Points: 0
Last edited by Silver on Wed Dec 18, 2013 8:39 pm; edited 2 times in total
Re: Silver's Manatorium Lineup
Name: Terra (Silver)
Age: 17 (May 13)
Gender: Male
Appearance:
Shielding: The user has learned to create a field of energy around himself that prevents other's emotions from influencing him if he does not want them to. Null Emotion.
Projection: The user is able to manipulate energy with great skill so that his abilities reach immense lengths. Range of All Attacks +2.
Active-Purge: When faced with adversity that could shake him, the user can choose to draw back and calm himself. Whenever the user receives a negative status effect, the user can choose to automatically cast Purge so long as he has the MP to do so.
Empath's Gift: From the strange sphere a bright light burst forth, dousing all nearby in a certain radiant aura. The user is gifted a specialized accessory slot titled Empath's Gift. Empath's Gift replaces Gift in the party's inventory, and, in addition to the effects it grants, can be used as an item once per battle to grant 10% MP Recovery to Allied Units in adjacent cells of the user for Three Turns.
Level: MAX
Exp: --/--
Weapon: Sentiments and Sensibility (Damage: Int) (Range: 4 Cells)
Armor: Covenant Oath
Accessory: Eyes of the Future
Accessory: Heart of Emotion
Accessory: Melody's Love
Special Accessory: Empath's Gift
A-Ability: Cognition
+Tranquility – Detects the inner calm and fluid state within another and latches onto the feeling so as to become even more peaceful. No Damage. +20% Def and Spr for Three Turns. Range: Self. 8 MP.
---Extrasensory - Tranquil State: Increases the user's evasion by 5% and makes basic attacks harder to dodge. Magnified: Increases the user's evasion by 10% and grants the user Sure Hit status.
+Fury – Ascertains the seething ire deep within another and absorbs its energy to place one's self in an even greater rage than before. No Damage. +2 Basic Attacks for Three Turns. Range: Self. 10 MP.
---Extrasensory - Furious State: Gives all enemy-targeted attacks a 20% chance to inflict Berserk on the target. Magnified: Gives all enemy-targeted attacks a 40% chance of causing Blood Loss.
+Glee – Locates the light and happy joys within another and takes it in one's own hands to spread amongst those around one's self. No Damage. +15% Damage Output for Five Turns Range: Self + Adjacent Cells. 8 MP.
---Extrasensory - Gleeful State: Increases the user's Atk and Int by 10% Magnified: Increases the user's offensive and defensive stats by 15%
+Misery – Buries deep within another and reveals the target's depression, taking it into one's self and creating a sort of connection with the target that throws them off balance. No Damage. Chance of Hesitation for 5 Turns. Range: 3 Cells. 8 MP.
---Extrasensory - Miserable State: Gives the user's basic attacks a chance of inflicting a random negative status effect. Magnified: Gives the user's basic attacks a chance of inflicting a random negative status effect with a chance of spreading to the rest of the enemy party.
+Attraction – Delves deep into the emotions of another and illuminates a hidden lust for another before latching onto it and feeling the effects of such powerful love. 100% Int Healing. Range: 4 Cells. 8 MP.
---Extrasensory - Attracted State: There is a chance that attackers will become charmed upon attacking the user. Magnified: There is a chance that attackers will become totally infatuated upon attacking the user.
+Frustration – Unveils the pain buried deep within another and magnifies it on one's self before releasing it in a powerful projection of energy which scathes all it touches. 120% Int Damage. 50% Chance of Critical Hit. Range: 3 Straight Cells. 8 MP.
---Extrasensory - Frustrated State: Increases the user's damage output by 20% Magnified: Increases the user's damage output and critical hit rate by 30%
+Hope – Pinpoints feelings of hope which drive the spirit and connects with them so as to provide enough power to defy death itself. No Damage. Revives Target with 25% Max Hp. Range: 3 Cells. 12 MP.
---Extrasensory - Hopeful State: The user survives fatal blows with 1 Hp. Magnified: The user survives fatal blows with 1 Hp and gains Regen status.
+Panic – Connects with another's feelings of utter terror and makes them one's own before releasing them to cripple the target. No Damage. -10% Def and Spr for Five Turns. Range: 3 Cells. 8 MP.
---Extrasensory - Panicked State: The user's move is increased by one and he gains a second act action. Magnified: The user gains the ability to teleport and a second act action.
A-Ability: Associate
+Collective Connection – Locks into not one, but everyone who allies themselves with the user's emotions and creates a powerful bond with each of them. No Damage. Creates a connection with the target that provides them with the effects of Extrasensory States the user is in. Range: All Allies. 24 MP.
+Alter – Keys into another's emotional state and alters it to the user's whim in either a positive or negative way.
---Positive – Alters the emotional state of the target and makes it positive. No Damage. Bestows 1 Random Positive Status Effect. Range: 3 Cells [No Self]. 8 MP.
---Negative – Alters the emotional state of the target and makes it negative. No Damage. Increases susceptibility to Negative Statuses. Range: 3 Cells [No Self]. 8 MP.
+Analyze – Dissects the emotions of another and looks at the connections they have with the user in order to analyze the reasoning behind their mannerisms and understand them better. No Damage. Libra Effect: Reveals target's weaknesses, resistances, and other important information. Range: Single Enemy. 12 MP.
+Magnify – Bolsters the user's emotional state to further increase the aftereffects of those emotions on the user. No Damage. Transforms Extrasensory States into magnified versions of themselves for Five Turns. Magnified Extrasensory States can only be experienced by the user; units affected by Connection or Collective Connection experience regular states. Range: Self. 12 MP.
+Amplify – Senses the emotions of another and places greater emphasis on them to further advance the effects of their emotional state. No Damage. Different Effect based on Target: Increases Stat Reductions by 25% for their duration (Enemies). Increases Stat Boosts by 25% for their duration (Allies). Range: 4 Cells. 10 MP.
+Overwhelm – Locks into another's emotions and not only magnifies their effects, but also enhances the latent emotions and feelings buried deep within the target, which causes them to be overpowered by their sentiments leading them to being intensely crippled. No Damage. Changes the Target's S-Ability to Overwhelmed for Five Turns. Overwhelmed: The target's offensive and defensive stats are lowered by 10% and they have a 25% chance of hesitating. Range: 4 Cells. 20 MP.
+Purge – Draws back from everyone else's emotions and focuses solely on cleansing the user's energy in order to remove the effects of those emotions, both good and bad, from the user. No Damage. Removes all buffs and debuffs from the user that were not bestowed or inflicted by the user. Range: Self. 8 MP.
+Bolster Sentiments – Secures a full understanding of the emotional state of the user's allies, which invigorates the user and bolsters his emotional and mental might to unforeseen levels. No Damage. +40% Int for Three Turns; +20% Critical Hit Rate for Three Turns; +2 Move for Three Turns. Cannot be used if none of the user's allies are conscious. Range: Self. 20 MP.
A-Ability: Manifestation
+Harmonious Flow – Draws upon the immense feelings of tranquility in the surrounding area and utilizes them to conjure a stream of crystalline water that flows in such a serene manner that those that see it can not help but relax. 110% Int Damage. -15% Def and Spr for Five Turns. Range: All Enemies. 16 MP. Water Elemental.
+Raging Tremor – Takes in the furious and ever-burning anger permeating the air and utilizes it to cause the very ground the user is standing on to shake violently. 140% Int Damage. Range: 2 Layers of Surrounding Cells. 12 MP. Earth Elemental.
+Remnants of Peace – Comprehends the feelings of peace in the air and then shatters them with cold judgement and iron disbelief, manifesting the broken paradise into shards of ice that scatter amidst the battlefield. 120% Int Damage. 50% Chance of Deshell; 50% Chance of Deprotect. Range: 4 Cells; Fan-shape. 18 MP. Ice Elemental.
+Grand Merriment – Releases the user's inner feelings of glee and joy into a powerful shower of light that rejuvenates those under it and keeps them in similar spirits. No Damage. Bestows Bubble; Bestows Regen; Bestows Mp Regen. Range: All Allies. 72 MP. Light Elemental.
+Sorrow's Storm – Reflects on the misery that hides deep within those around the user and manipulates it to form a dark cloud that conforms around the user's target before releasing the pent up anguish within in the form of a vicious lightning storm. 80% Int Damage. 8 Hits. Range: 6 Cells. 14 MP. Lightning Elemental.
+Flames of Desire – Latches onto feelings of lust and clamoring within the heart of another and manifests it in the form of a passionate stream of fire that scorches all it touches. 150% Int Damage. 50% Chance of Burn; 50% Chance of Infatuation. Hits All in the Way. Range: 4 Cells; Linear. 16 MP. Fire Elemental.
+Prideful Bearings – Acknowledges feelings of pride and bolsters them to new heights while also bolstering adrenaline and confidence within the user's target to enhance their battle capabilities. No Damage. +20% Atk or Int (Dominant Stat) for Five Turns; +20% Critical Hit Rate for Five Turns; +20% Critical Damage for Five Turns. Range: 3 Cells. 22 MP.
+Cheerful Fruition – Shares one's feelings of absolute exuberance with those around the user, manifesting them in the form of a brilliant glow which warms all who it touches and heals even their greatest wounds. 150% Int Healing [Target]; 100% Int Healing [Similar Targets]. Range: 5 Cells + Similar Targets. 20 MP.
+Irritation's Outburst – Harnesses one's irritation and annoyance and projects them into the air around the user before directing it physically to form a burst of lightning which strikes down the user's target. 130% Int Damage. Dispels Beneficial Effects. Range: Straight Line (Horizontal/Vertical/Diagonal); One Direction. 16 MP. Lightning Elemental.
+Ambition's Drive – Channels one's feelings of desire and enthusiasm and releases them in an arc of wind that whirls around the user and fills him with great energy. No Damage. Reduces Mp Costs by 50% for Three Turns. Range: Self. 14 MP. Wind Elemental.
+Vortex of Trepidation – Forces one's fears out of one's body, manifesting them into a pool of blackness which spills out onto the battlefield and consumes a large radius around the user which heavily damages all within it when placed and can cause terrible side effects from which the targets may never recover. 100% Int Damage. Creates Trepidation Pool Cells in 2 Cell Radius around the User. Entering a Trepidation Pool Cell has a high chance of inflicting one random negative status; targets can receive a total of four random statuses from this effect. Trepidation Pool Cells only last Five Turns. Range: 2 Cell Radius. 14 MP. Darkness Elemental.
+Resolute Allegiance – Connects with the ties shared amongst the user and his allies and strengthens them to the point that they manifest into a collective shield that remains resolute throughout even the most difficult challenges. No Damage. Increases Def and Spr by 5% per Ally standing (excluding the user) for Five Turns; Boost decreases by 5% per Ally KOed and does not increase if they are revived; If the user is KOed then the boost is dispelled. Cannot be used if none of the user's allies are conscious. Range: All Allies. 12 MP.
+Utter Indifference – Manipulating one's lack of concern and utter disinterest, the user projects his lack of feeling onto the target, crippling them severely. No Damage. High Chance of Weak for Five Turns; High Chance of Apathy for Five Turns; Reduces Offensive and Defensive stats by 15% for Five Turns. Range: 4 Cells. 16 MP.
+The Awakening – Pulls back from the emotions that permeate the area around the user and focuses on one's connection with them, manifesting that connection in the form of a pulsing aura which the user then strengthens, ultimately awakening within him the utmost power that is and will ever be available to him. No Damage. Bestows Doublecast for Five Turns; Bestows Flying for Five Turns; -20% Damage Taken for Five Turns. Range: Self. 32 MP.
R-Ability:
+Overemotional – Emotions are powerful and dangerous things if one doesn't know how to handle them. When the user enters an emotional state, any enemy in a surrounding cell can be overwhelmed by the same emotions much to the point that it becomes too much to handle and they receive a 10% reduction to their offensive and defensive stats. Stacks three times per enemy. 3 turn duration. Duration cannot be refreshed upon reaching max stacks.
S-Ability:
+Extrasensory – The user is gifted not only with the ability to take on and understand another's emotions, but is exceptionally gifted with the ability to use them as a foundation for his own actions. Places the user into a certain state based on the last ability used from Cognition, which gives the user's additional effects. This state lasts for three turns unless another Cognition ability is used, in which case the former state is dispelled and the new state begins.
D-Ability:
+Emotion Crush – Creates an extreme connection with a target before ripping their ability to feel from them. Never again will they feel anything. 200% Pierce Int Damage. Bestows Null Emotion; 10% Stat Reduction to Offensive and Defensive Stats. Range: 4 Cells. 0 MP.
---Remnants of Feeling – Takes the shattered remnants of the target's emotions and brings them to life, whipping them around in a violent whorl which scathes all. 160% Pierce Int Damage. Passes on Stat Reductions. Range: 2 Layers of Surrounding Cells. 0 MP.
---Reformation – Induces the painful process of reforming one's emotions into a tangible form through which they will be able to feel again. 245% Pierce Int Damage. Removes Null Emotion; Doubles the effects of Stat Reductions. Range: 4 Cells. 0 MP.
F-Ability:
+The Cursed Gift – Forces one's ability to feel the emotions of others onto the target, forcing their inexperienced mind and body to endure the pain of true feeling. 350% Pierce Int Damage. High Chance of Pain. Reduces Target's Stats by 75% for Three Turns; User's access to A-Abilities is sealed for Three Turns. Range: 4 Cells. 0 MP.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 2%
Move: 2 Cells (+1 from Empath Profession)
Skill Points: 0
Age: 17 (May 13)
Gender: Male
Appearance:
- Spoiler:
Shielding: The user has learned to create a field of energy around himself that prevents other's emotions from influencing him if he does not want them to. Null Emotion.
Projection: The user is able to manipulate energy with great skill so that his abilities reach immense lengths. Range of All Attacks +2.
Active-Purge: When faced with adversity that could shake him, the user can choose to draw back and calm himself. Whenever the user receives a negative status effect, the user can choose to automatically cast Purge so long as he has the MP to do so.
Empath's Gift: From the strange sphere a bright light burst forth, dousing all nearby in a certain radiant aura. The user is gifted a specialized accessory slot titled Empath's Gift. Empath's Gift replaces Gift in the party's inventory, and, in addition to the effects it grants, can be used as an item once per battle to grant 10% MP Recovery to Allied Units in adjacent cells of the user for Three Turns.
- Other Professions:
- Other professions simply utilize fewer of the above listed innates.
Level: MAX
Exp: --/--
Weapon: Sentiments and Sensibility (Damage: Int) (Range: 4 Cells)
Armor: Covenant Oath
Accessory: Eyes of the Future
Accessory: Heart of Emotion
Accessory: Melody's Love
Special Accessory: Empath's Gift
A-Ability: Cognition
+Tranquility – Detects the inner calm and fluid state within another and latches onto the feeling so as to become even more peaceful. No Damage. +20% Def and Spr for Three Turns. Range: Self. 8 MP.
---Extrasensory - Tranquil State: Increases the user's evasion by 5% and makes basic attacks harder to dodge. Magnified: Increases the user's evasion by 10% and grants the user Sure Hit status.
+Fury – Ascertains the seething ire deep within another and absorbs its energy to place one's self in an even greater rage than before. No Damage. +2 Basic Attacks for Three Turns. Range: Self. 10 MP.
---Extrasensory - Furious State: Gives all enemy-targeted attacks a 20% chance to inflict Berserk on the target. Magnified: Gives all enemy-targeted attacks a 40% chance of causing Blood Loss.
+Glee – Locates the light and happy joys within another and takes it in one's own hands to spread amongst those around one's self. No Damage. +15% Damage Output for Five Turns Range: Self + Adjacent Cells. 8 MP.
---Extrasensory - Gleeful State: Increases the user's Atk and Int by 10% Magnified: Increases the user's offensive and defensive stats by 15%
+Misery – Buries deep within another and reveals the target's depression, taking it into one's self and creating a sort of connection with the target that throws them off balance. No Damage. Chance of Hesitation for 5 Turns. Range: 3 Cells. 8 MP.
---Extrasensory - Miserable State: Gives the user's basic attacks a chance of inflicting a random negative status effect. Magnified: Gives the user's basic attacks a chance of inflicting a random negative status effect with a chance of spreading to the rest of the enemy party.
+Attraction – Delves deep into the emotions of another and illuminates a hidden lust for another before latching onto it and feeling the effects of such powerful love. 100% Int Healing. Range: 4 Cells. 8 MP.
---Extrasensory - Attracted State: There is a chance that attackers will become charmed upon attacking the user. Magnified: There is a chance that attackers will become totally infatuated upon attacking the user.
+Frustration – Unveils the pain buried deep within another and magnifies it on one's self before releasing it in a powerful projection of energy which scathes all it touches. 120% Int Damage. 50% Chance of Critical Hit. Range: 3 Straight Cells. 8 MP.
---Extrasensory - Frustrated State: Increases the user's damage output by 20% Magnified: Increases the user's damage output and critical hit rate by 30%
+Hope – Pinpoints feelings of hope which drive the spirit and connects with them so as to provide enough power to defy death itself. No Damage. Revives Target with 25% Max Hp. Range: 3 Cells. 12 MP.
---Extrasensory - Hopeful State: The user survives fatal blows with 1 Hp. Magnified: The user survives fatal blows with 1 Hp and gains Regen status.
+Panic – Connects with another's feelings of utter terror and makes them one's own before releasing them to cripple the target. No Damage. -10% Def and Spr for Five Turns. Range: 3 Cells. 8 MP.
---Extrasensory - Panicked State: The user's move is increased by one and he gains a second act action. Magnified: The user gains the ability to teleport and a second act action.
A-Ability: Associate
+Collective Connection – Locks into not one, but everyone who allies themselves with the user's emotions and creates a powerful bond with each of them. No Damage. Creates a connection with the target that provides them with the effects of Extrasensory States the user is in. Range: All Allies. 24 MP.
+Alter – Keys into another's emotional state and alters it to the user's whim in either a positive or negative way.
---Positive – Alters the emotional state of the target and makes it positive. No Damage. Bestows 1 Random Positive Status Effect. Range: 3 Cells [No Self]. 8 MP.
---Negative – Alters the emotional state of the target and makes it negative. No Damage. Increases susceptibility to Negative Statuses. Range: 3 Cells [No Self]. 8 MP.
+Analyze – Dissects the emotions of another and looks at the connections they have with the user in order to analyze the reasoning behind their mannerisms and understand them better. No Damage. Libra Effect: Reveals target's weaknesses, resistances, and other important information. Range: Single Enemy. 12 MP.
+Magnify – Bolsters the user's emotional state to further increase the aftereffects of those emotions on the user. No Damage. Transforms Extrasensory States into magnified versions of themselves for Five Turns. Magnified Extrasensory States can only be experienced by the user; units affected by Connection or Collective Connection experience regular states. Range: Self. 12 MP.
+Amplify – Senses the emotions of another and places greater emphasis on them to further advance the effects of their emotional state. No Damage. Different Effect based on Target: Increases Stat Reductions by 25% for their duration (Enemies). Increases Stat Boosts by 25% for their duration (Allies). Range: 4 Cells. 10 MP.
+Overwhelm – Locks into another's emotions and not only magnifies their effects, but also enhances the latent emotions and feelings buried deep within the target, which causes them to be overpowered by their sentiments leading them to being intensely crippled. No Damage. Changes the Target's S-Ability to Overwhelmed for Five Turns. Overwhelmed: The target's offensive and defensive stats are lowered by 10% and they have a 25% chance of hesitating. Range: 4 Cells. 20 MP.
+Purge – Draws back from everyone else's emotions and focuses solely on cleansing the user's energy in order to remove the effects of those emotions, both good and bad, from the user. No Damage. Removes all buffs and debuffs from the user that were not bestowed or inflicted by the user. Range: Self. 8 MP.
+Bolster Sentiments – Secures a full understanding of the emotional state of the user's allies, which invigorates the user and bolsters his emotional and mental might to unforeseen levels. No Damage. +40% Int for Three Turns; +20% Critical Hit Rate for Three Turns; +2 Move for Three Turns. Cannot be used if none of the user's allies are conscious. Range: Self. 20 MP.
A-Ability: Manifestation
+Harmonious Flow – Draws upon the immense feelings of tranquility in the surrounding area and utilizes them to conjure a stream of crystalline water that flows in such a serene manner that those that see it can not help but relax. 110% Int Damage. -15% Def and Spr for Five Turns. Range: All Enemies. 16 MP. Water Elemental.
+Raging Tremor – Takes in the furious and ever-burning anger permeating the air and utilizes it to cause the very ground the user is standing on to shake violently. 140% Int Damage. Range: 2 Layers of Surrounding Cells. 12 MP. Earth Elemental.
+Remnants of Peace – Comprehends the feelings of peace in the air and then shatters them with cold judgement and iron disbelief, manifesting the broken paradise into shards of ice that scatter amidst the battlefield. 120% Int Damage. 50% Chance of Deshell; 50% Chance of Deprotect. Range: 4 Cells; Fan-shape. 18 MP. Ice Elemental.
+Grand Merriment – Releases the user's inner feelings of glee and joy into a powerful shower of light that rejuvenates those under it and keeps them in similar spirits. No Damage. Bestows Bubble; Bestows Regen; Bestows Mp Regen. Range: All Allies. 72 MP. Light Elemental.
+Sorrow's Storm – Reflects on the misery that hides deep within those around the user and manipulates it to form a dark cloud that conforms around the user's target before releasing the pent up anguish within in the form of a vicious lightning storm. 80% Int Damage. 8 Hits. Range: 6 Cells. 14 MP. Lightning Elemental.
+Flames of Desire – Latches onto feelings of lust and clamoring within the heart of another and manifests it in the form of a passionate stream of fire that scorches all it touches. 150% Int Damage. 50% Chance of Burn; 50% Chance of Infatuation. Hits All in the Way. Range: 4 Cells; Linear. 16 MP. Fire Elemental.
+Prideful Bearings – Acknowledges feelings of pride and bolsters them to new heights while also bolstering adrenaline and confidence within the user's target to enhance their battle capabilities. No Damage. +20% Atk or Int (Dominant Stat) for Five Turns; +20% Critical Hit Rate for Five Turns; +20% Critical Damage for Five Turns. Range: 3 Cells. 22 MP.
+Cheerful Fruition – Shares one's feelings of absolute exuberance with those around the user, manifesting them in the form of a brilliant glow which warms all who it touches and heals even their greatest wounds. 150% Int Healing [Target]; 100% Int Healing [Similar Targets]. Range: 5 Cells + Similar Targets. 20 MP.
+Irritation's Outburst – Harnesses one's irritation and annoyance and projects them into the air around the user before directing it physically to form a burst of lightning which strikes down the user's target. 130% Int Damage. Dispels Beneficial Effects. Range: Straight Line (Horizontal/Vertical/Diagonal); One Direction. 16 MP. Lightning Elemental.
+Ambition's Drive – Channels one's feelings of desire and enthusiasm and releases them in an arc of wind that whirls around the user and fills him with great energy. No Damage. Reduces Mp Costs by 50% for Three Turns. Range: Self. 14 MP. Wind Elemental.
+Vortex of Trepidation – Forces one's fears out of one's body, manifesting them into a pool of blackness which spills out onto the battlefield and consumes a large radius around the user which heavily damages all within it when placed and can cause terrible side effects from which the targets may never recover. 100% Int Damage. Creates Trepidation Pool Cells in 2 Cell Radius around the User. Entering a Trepidation Pool Cell has a high chance of inflicting one random negative status; targets can receive a total of four random statuses from this effect. Trepidation Pool Cells only last Five Turns. Range: 2 Cell Radius. 14 MP. Darkness Elemental.
+Resolute Allegiance – Connects with the ties shared amongst the user and his allies and strengthens them to the point that they manifest into a collective shield that remains resolute throughout even the most difficult challenges. No Damage. Increases Def and Spr by 5% per Ally standing (excluding the user) for Five Turns; Boost decreases by 5% per Ally KOed and does not increase if they are revived; If the user is KOed then the boost is dispelled. Cannot be used if none of the user's allies are conscious. Range: All Allies. 12 MP.
+Utter Indifference – Manipulating one's lack of concern and utter disinterest, the user projects his lack of feeling onto the target, crippling them severely. No Damage. High Chance of Weak for Five Turns; High Chance of Apathy for Five Turns; Reduces Offensive and Defensive stats by 15% for Five Turns. Range: 4 Cells. 16 MP.
+The Awakening – Pulls back from the emotions that permeate the area around the user and focuses on one's connection with them, manifesting that connection in the form of a pulsing aura which the user then strengthens, ultimately awakening within him the utmost power that is and will ever be available to him. No Damage. Bestows Doublecast for Five Turns; Bestows Flying for Five Turns; -20% Damage Taken for Five Turns. Range: Self. 32 MP.
R-Ability:
+Overemotional – Emotions are powerful and dangerous things if one doesn't know how to handle them. When the user enters an emotional state, any enemy in a surrounding cell can be overwhelmed by the same emotions much to the point that it becomes too much to handle and they receive a 10% reduction to their offensive and defensive stats. Stacks three times per enemy. 3 turn duration. Duration cannot be refreshed upon reaching max stacks.
S-Ability:
+Extrasensory – The user is gifted not only with the ability to take on and understand another's emotions, but is exceptionally gifted with the ability to use them as a foundation for his own actions. Places the user into a certain state based on the last ability used from Cognition, which gives the user's additional effects. This state lasts for three turns unless another Cognition ability is used, in which case the former state is dispelled and the new state begins.
D-Ability:
+Emotion Crush – Creates an extreme connection with a target before ripping their ability to feel from them. Never again will they feel anything. 200% Pierce Int Damage. Bestows Null Emotion; 10% Stat Reduction to Offensive and Defensive Stats. Range: 4 Cells. 0 MP.
---Remnants of Feeling – Takes the shattered remnants of the target's emotions and brings them to life, whipping them around in a violent whorl which scathes all. 160% Pierce Int Damage. Passes on Stat Reductions. Range: 2 Layers of Surrounding Cells. 0 MP.
---Reformation – Induces the painful process of reforming one's emotions into a tangible form through which they will be able to feel again. 245% Pierce Int Damage. Removes Null Emotion; Doubles the effects of Stat Reductions. Range: 4 Cells. 0 MP.
F-Ability:
+The Cursed Gift – Forces one's ability to feel the emotions of others onto the target, forcing their inexperienced mind and body to endure the pain of true feeling. 350% Pierce Int Damage. High Chance of Pain. Reduces Target's Stats by 75% for Three Turns; User's access to A-Abilities is sealed for Three Turns. Range: 4 Cells. 0 MP.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 2%
Move: 2 Cells (+1 from Empath Profession)
Skill Points: 0
Last edited by Silver on Tue Dec 24, 2013 8:20 am; edited 3 times in total
Re: Silver's Manatorium Lineup
Name: Sonia Renval
Age: 18
Gender: Female
Appearance:
Shieldbearer: Allows the user to equip shields.
Mastery of Summoning: Summoning does not take up a user's act action.
Stalwart Bonds: The user's familiars can not be dismissed in any way by anyone except the user.
Level: MAX
Exp: --/--
Weapon: Heart of Creation
Shield: Valincar's Embrace
Armor: Eternal Alliance
Accessory: Mother's Charm
Accessory: Mysterious Tablet
Accessory: Heirloom
A-Ability: Prayers of Summoning
+Guardian of the Astral Plain – "Guardian of the Gates, protector of the Gods. I require your aid!" No Damage. Summons Scather. Costs 1 SC. Range: Surrounding Cell. 12 MP.
+Stargazing Giant – "Machine of the Ancients, wielder of the sky, answer my call! Smite those who dare threaten the balance." No Damage. Summons Cielo. Costs 3 SC. Range: Surrounding Cell. 36 MP.
+Forgiving Seraph – "Holder of Fate, decider of life and death, hear my plea! Shine light on the dark and grant mercy on the unrightfully fallen." No Damage. Summons Kaiya. Costs 1 SC. Range: Surrounding Cell. 18 MP.
+Adamant Spirit – "Protector of all, guardian of the weak. Rise so that I may keep the ones I hold dear safe from harm." No Damage. Summons Tedmund. Costs 2 SC. Range: Surrounding Cell. 18 MP.
+Starkeeper – "Servant of the Heavens, oh silent observer, come to my side! Lend the stars themselves to our side!" No Damage. Summons Quall. Costs 1 SC. Range: Surrounding Cell. 12 MP.
+Mother of Earthly Creation – "Mother of Earthly Creation, Goddess of Nature, the balance is ours to maintain. Come forth and together the world shall rise." No Damage. Summons Natura. Costs All SC. Range: Surrounding Cell. 64 MP.
---Overdrive – Combining their powers, Sonia and Natura release a large array of energy into the air that spirals around forming a dragon like creature. They guide the mana being around wildly before sending it straight through one of their foes. 180% Int Damage. 50% Chance of Doom; 50% Chance of Intangible. Natura must be available to use this move; Mp Cost is split between Sonia and Natura. Range: Single Enemy. 32 MP.
---Armageddon – Combing their powers, Sonia and Natura create a small orb of constantly spiraling and spiking energy that falls to the earth and creates a large magnitude which breaks apart the earth and allows flames of destruction to flow openly onto the battlefield. 200% Int Damage. Transforms Unoccupiable Cells into Void Cells. Natura must be available to use this move; MP Cost is split between Sonia and Natura. Range: All Enemies. 48 MP.
---To Rise or Fall – Sonia holds the ancient tablet that led to her destiny out in front of her. The tablet floats out to the middle of the battlefield, and with the combined magical prowess generated from both Sonia and Natura, the prophecy plays out in reverse for a single foe. And in the very end, only death applies to the enemy who was unlucky enough to witness the fall of the world. 400% Int Damage. Natura must be available to use this move; MP Cost is split between Sonia and Natura. Range: 5 Cells. 64 MP.
A-Ability: Divine Direction
+Forgiving Light – Gathers brilliant light particles around the target's frame before unleashing their full potential in a splendrous glow that heals their wounds. 200% Int Healing. Range: 5 Cells. 18 MP.
+Replenishing Light – Gathers a massive array of mana in the air around the target, blessing it with a beautiful light before sending it straight into the target's mana flow. 200% Int Healing. Heals Mp. Range: 5 Cells. 36 MP.
+Aurora Remedy – Wraps ribbons of spectrum light around the target to heal maladies. No Damage. Cures all Negative Status Ailments. Range: 5 Cells. 24 MP.
+Angel's Chorus – Parts the gap between the earth and heavens, allowing for angelic beings to send their blessings to the fallen. No Damage. Revives Target with 50% Max Hp. Range: 5 Cells. 36 MP.
+Holy – With a wave, several orbs of holy light appear in front of the user and fly off toward the target. 100% Int Damage. 5 Hits. Range: 5 Cells. 14 MP. Light Elemental.
+Eye of Heaven – Sends a prayer to the Heavens that causes light to focus in on one individual before expanding outwards to envelop the user's allies, granting them the benevolence bestowed upon the initial target. No Damage. Extends a targeted Beneficial Status on one target to the rest of the Ally Party for the same duration. Range: 5 Cells. 24 MP. Light Elemental.
+Holy Flare – Conjures orbs of the purest light in a circle around a foe before crashing into them directly. Excess mana gathers to form four flares directly afterwards which follow the same pattern as the orbs before them. 100% Int Damage. 5 Hits. 140% Int Damage. 4 Hits. Range: 5 Cells. 28 MP. Light Elemental [First Five Hits].
---Ultima – An orb of magic unique to each and every individual who learns this ultimate spell detonates, consuming all in its magical display. 250% Int Damage. Range: Set. 22 MP.
A-Ability: Mystic Binding
+Orion's Axe – Binds together through the power of mana a specialized Axe created by ancient deities which has the ability to switch between the form of an axe and a sword. No Damage. Binds Orion's Axe in Axe form and equips it; indefinite duration for 4 Mp each following turn; auto-banished if another Mystic Binding ability is used. Orion's Axe - Axe: Deals Int-based damage and boosts Int by 25% for duration of the ability. Orion's Axe - Blade: Deals Int-based damage and boosts Critical Hit Rate by 25% for duration of the ability. Range: Self. 10 MP.
---Alter Formation – Utilizes mana to alter the form of the Axe and shift it into the other form. No Damage. Alters form of Orion's Axe. Range: Self. 6 MP.
+Celestial Crossbow – Binds together through the power of mana a Crossbow which utilizes the power of the heavenly bodies to ensure an endless amount of bolts. No Damage. Binds Celestial Crossbow and equips it; indefinite duration for 2 MP each following turn; auto-banished if another Mystic Binding is used. Celestial Crossbow: Deals Int-based damage with a basic attack range of 4 Cells. Range: Self. 8 MP.
---Starlight Shot – Utilizes the power of the stars and transforms it into a bolt of light that zooms at its target, never missing its mark. 125% Int Damage. Sure Hit. Range: 6 Cells. 8 MP. Light Elemental.
---Comet Bolt – Utilizes the power of the heavens and transforms it into a bolt of spacial energy that, although slow, builds in power as it takes time to reach the target. 100% Int Damage. +10% Base Damage Output for each cell traveled. Range: Straight Line. 12 MP.
+Zephyr Knives – Binds through the power of mana Twin Daggers bathed in a veil of wind that allow her to move swiftly whilst also aiding her in her endeavors. No Damage. Binds Zephyr Knives and equips it; indefinite duration for 6 MP each following turn; auto-banished if another Mystic Binding is used. Zephyr Knives: Deals Int-based damage that offer two hits per basic attack and boost Evasion by 15%. Range: Self. 14 MP.
---Lockpicking – Utilizes an alternate function of the daggers to break into a lock. No Damage. Picks target lock without need for a key. Range: Adjacent Cell. 6 MP.
+Harp of the Ancients – Binds through the power of mana a Harp which grants the power to calm even the harshest beasts with a simple strum or bring about the ultimate destruction. No Damage. Binds Harp of the Ancients and equips it; indefinite duration for 10 MP each following turn; auto-banished if another Mystic Binding is used. Harp of the Ancients: Deals Int-based damage with a 2 Layers of Surrounding Cells Basic Attack that also has a chance of inflicting a Random Negative Status Effect. Range: Self. 16 MP.
+Glyph Stone – Binds through the power of mana a special stone which has the ability to emit force fields of energy. No Damage. Binds Glyph Stone and equips it; indefinite duration for 4 MP each following turn; auto-banished if another Mystic Binding is used. Glyph Stone: Negates the ability to perform other abilities or Basic Attacks, but provides a 25% boost to the user's Def and Spr. Range: Self. 8 MP.
---Barrier Glyph – Forms a powerful shield around the surrounding area that bolsters defenses. No Damage. Forms Barrier Glyph cells around a 2 Cell Radius around Sonia for Three Turns; All allies within the Barrier cells receive +25% Def and Spr; Assault Glyph can't be used while this ability is in place. Range: Set. 12 MP.
---Assault Glyph – Forms a powerful aura around the surrounding area that bolsters offenses. No Damage. Forms Assault Glyph cells around a 2 Cell Radius around Sonia for Three Turns; All allies within the Barrier cells receive +25% Atk and Int; Assault Glyph can't be used while this ability is in place. Range: Set. 12 MP.
R-Ability:
+Blessed – Whenever the user gains a positive status effect, the duration of the effect is increased by Two Turns.
S-Ability:
+Grace – Fatal attacks always leave at least 1 Hp, unless Sonia is already at 1 Hp. Bypassed by status effects.
+*Embrace* – Sonia's Mp is doubled.
*Skill* is currently equipped
D-Ability:
+Grand Summoning – The user releases a violet energy upon one of her summons, increasing their damage dealing potential while minimizing their energy use for a short amount of time. No Damage. +30% Dominant Attack Stat for Three Turns; +25% Damage Output for Three Turns; -45% MP Cost for Three Turns. Range: Summon. 0 MP.
---Bond of the Collective – Commands other familiars to lend their power to the chosen summon, diminishing their presence but enabling the summon to be even more empowered. No Damage. Doubles the effects of Grand Summoning; Requires at least 1 other summon on the field; other summons are slowed. Range: Summons. 0 MP.
---Convergence of Faith – Interweaves the manas which enable the summons to exist within the current realm before absorbing their energy into an ultimate aura which encompasses the user for awhile. No Damage. Dismisses all Summons permanently. Applies benefits from prior D-Abilities to the user. Range: Self. 0 MP.
F-Ability:
+The Last of Us – With a single movement, the aura is dispelled from the user's body, collecting in a firm sphere in front of the user. In an instant, the sphere is shot outward in the form of an immensely powerful beam which brings about the end of user and her summons. 250% Pierce Int Damage. Immensely High Chance of Doom. High Chance of Instant Death; High Chance of Oblivion. The user experiences Oblivion. Range: Straight Line. 0 MP.
Stats:
HP: 15
MP: 25 (x2 from Embrace)
DD: 0/100
SC: 0/4
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 2%
Move: 2 Cells (+0 from High Summoner Profession)
Skill Points: 0
Age: 18
Gender: Female
Appearance:
- Spoiler:
Shieldbearer: Allows the user to equip shields.
Mastery of Summoning: Summoning does not take up a user's act action.
Stalwart Bonds: The user's familiars can not be dismissed in any way by anyone except the user.
- Other Professions:
- Summoner- The one who claims this profession calls upon entities with whom she has made pacts with to do battle for her. (Equip: Staves)
Astral Cleric- A maiden who has given herself fully to the powers of the stars above, the one who claims this profession utilizes their power to heal the wounded and protect the weak. (Resist Light) (Weak Dark) (+1 Basic Attack) (Equip: Staves/Rosaries)
Conjurer- Binding together weapons from both the spirit manas and natural materials within the world, the one who claims this profession scours the land in search of said materials in hopes to create that which will aid in bringing about the ultimate peace. (Resist Light) (Resist Dark) (Shieldbearer) (Scavenge) (+2 Basic Attacks) (Equip: Staves/Spellbooks)
Shieldbearer: Allows the user to equip shields.
Scavenge: Allows the user to pick up special items from non-humanoid enemies after battle.
Level: MAX
Exp: --/--
Weapon: Heart of Creation
Shield: Valincar's Embrace
Armor: Eternal Alliance
Accessory: Mother's Charm
Accessory: Mysterious Tablet
Accessory: Heirloom
A-Ability: Prayers of Summoning
+Guardian of the Astral Plain – "Guardian of the Gates, protector of the Gods. I require your aid!" No Damage. Summons Scather. Costs 1 SC. Range: Surrounding Cell. 12 MP.
+Stargazing Giant – "Machine of the Ancients, wielder of the sky, answer my call! Smite those who dare threaten the balance." No Damage. Summons Cielo. Costs 3 SC. Range: Surrounding Cell. 36 MP.
+Forgiving Seraph – "Holder of Fate, decider of life and death, hear my plea! Shine light on the dark and grant mercy on the unrightfully fallen." No Damage. Summons Kaiya. Costs 1 SC. Range: Surrounding Cell. 18 MP.
+Adamant Spirit – "Protector of all, guardian of the weak. Rise so that I may keep the ones I hold dear safe from harm." No Damage. Summons Tedmund. Costs 2 SC. Range: Surrounding Cell. 18 MP.
+Starkeeper – "Servant of the Heavens, oh silent observer, come to my side! Lend the stars themselves to our side!" No Damage. Summons Quall. Costs 1 SC. Range: Surrounding Cell. 12 MP.
+Mother of Earthly Creation – "Mother of Earthly Creation, Goddess of Nature, the balance is ours to maintain. Come forth and together the world shall rise." No Damage. Summons Natura. Costs All SC. Range: Surrounding Cell. 64 MP.
---Overdrive – Combining their powers, Sonia and Natura release a large array of energy into the air that spirals around forming a dragon like creature. They guide the mana being around wildly before sending it straight through one of their foes. 180% Int Damage. 50% Chance of Doom; 50% Chance of Intangible. Natura must be available to use this move; Mp Cost is split between Sonia and Natura. Range: Single Enemy. 32 MP.
---Armageddon – Combing their powers, Sonia and Natura create a small orb of constantly spiraling and spiking energy that falls to the earth and creates a large magnitude which breaks apart the earth and allows flames of destruction to flow openly onto the battlefield. 200% Int Damage. Transforms Unoccupiable Cells into Void Cells. Natura must be available to use this move; MP Cost is split between Sonia and Natura. Range: All Enemies. 48 MP.
---To Rise or Fall – Sonia holds the ancient tablet that led to her destiny out in front of her. The tablet floats out to the middle of the battlefield, and with the combined magical prowess generated from both Sonia and Natura, the prophecy plays out in reverse for a single foe. And in the very end, only death applies to the enemy who was unlucky enough to witness the fall of the world. 400% Int Damage. Natura must be available to use this move; MP Cost is split between Sonia and Natura. Range: 5 Cells. 64 MP.
A-Ability: Divine Direction
+Forgiving Light – Gathers brilliant light particles around the target's frame before unleashing their full potential in a splendrous glow that heals their wounds. 200% Int Healing. Range: 5 Cells. 18 MP.
+Replenishing Light – Gathers a massive array of mana in the air around the target, blessing it with a beautiful light before sending it straight into the target's mana flow. 200% Int Healing. Heals Mp. Range: 5 Cells. 36 MP.
+Aurora Remedy – Wraps ribbons of spectrum light around the target to heal maladies. No Damage. Cures all Negative Status Ailments. Range: 5 Cells. 24 MP.
+Angel's Chorus – Parts the gap between the earth and heavens, allowing for angelic beings to send their blessings to the fallen. No Damage. Revives Target with 50% Max Hp. Range: 5 Cells. 36 MP.
+Holy – With a wave, several orbs of holy light appear in front of the user and fly off toward the target. 100% Int Damage. 5 Hits. Range: 5 Cells. 14 MP. Light Elemental.
+Eye of Heaven – Sends a prayer to the Heavens that causes light to focus in on one individual before expanding outwards to envelop the user's allies, granting them the benevolence bestowed upon the initial target. No Damage. Extends a targeted Beneficial Status on one target to the rest of the Ally Party for the same duration. Range: 5 Cells. 24 MP. Light Elemental.
+Holy Flare – Conjures orbs of the purest light in a circle around a foe before crashing into them directly. Excess mana gathers to form four flares directly afterwards which follow the same pattern as the orbs before them. 100% Int Damage. 5 Hits. 140% Int Damage. 4 Hits. Range: 5 Cells. 28 MP. Light Elemental [First Five Hits].
---Ultima – An orb of magic unique to each and every individual who learns this ultimate spell detonates, consuming all in its magical display. 250% Int Damage. Range: Set. 22 MP.
A-Ability: Mystic Binding
+Orion's Axe – Binds together through the power of mana a specialized Axe created by ancient deities which has the ability to switch between the form of an axe and a sword. No Damage. Binds Orion's Axe in Axe form and equips it; indefinite duration for 4 Mp each following turn; auto-banished if another Mystic Binding ability is used. Orion's Axe - Axe: Deals Int-based damage and boosts Int by 25% for duration of the ability. Orion's Axe - Blade: Deals Int-based damage and boosts Critical Hit Rate by 25% for duration of the ability. Range: Self. 10 MP.
---Alter Formation – Utilizes mana to alter the form of the Axe and shift it into the other form. No Damage. Alters form of Orion's Axe. Range: Self. 6 MP.
+Celestial Crossbow – Binds together through the power of mana a Crossbow which utilizes the power of the heavenly bodies to ensure an endless amount of bolts. No Damage. Binds Celestial Crossbow and equips it; indefinite duration for 2 MP each following turn; auto-banished if another Mystic Binding is used. Celestial Crossbow: Deals Int-based damage with a basic attack range of 4 Cells. Range: Self. 8 MP.
---Starlight Shot – Utilizes the power of the stars and transforms it into a bolt of light that zooms at its target, never missing its mark. 125% Int Damage. Sure Hit. Range: 6 Cells. 8 MP. Light Elemental.
---Comet Bolt – Utilizes the power of the heavens and transforms it into a bolt of spacial energy that, although slow, builds in power as it takes time to reach the target. 100% Int Damage. +10% Base Damage Output for each cell traveled. Range: Straight Line. 12 MP.
+Zephyr Knives – Binds through the power of mana Twin Daggers bathed in a veil of wind that allow her to move swiftly whilst also aiding her in her endeavors. No Damage. Binds Zephyr Knives and equips it; indefinite duration for 6 MP each following turn; auto-banished if another Mystic Binding is used. Zephyr Knives: Deals Int-based damage that offer two hits per basic attack and boost Evasion by 15%. Range: Self. 14 MP.
---Lockpicking – Utilizes an alternate function of the daggers to break into a lock. No Damage. Picks target lock without need for a key. Range: Adjacent Cell. 6 MP.
+Harp of the Ancients – Binds through the power of mana a Harp which grants the power to calm even the harshest beasts with a simple strum or bring about the ultimate destruction. No Damage. Binds Harp of the Ancients and equips it; indefinite duration for 10 MP each following turn; auto-banished if another Mystic Binding is used. Harp of the Ancients: Deals Int-based damage with a 2 Layers of Surrounding Cells Basic Attack that also has a chance of inflicting a Random Negative Status Effect. Range: Self. 16 MP.
+Glyph Stone – Binds through the power of mana a special stone which has the ability to emit force fields of energy. No Damage. Binds Glyph Stone and equips it; indefinite duration for 4 MP each following turn; auto-banished if another Mystic Binding is used. Glyph Stone: Negates the ability to perform other abilities or Basic Attacks, but provides a 25% boost to the user's Def and Spr. Range: Self. 8 MP.
---Barrier Glyph – Forms a powerful shield around the surrounding area that bolsters defenses. No Damage. Forms Barrier Glyph cells around a 2 Cell Radius around Sonia for Three Turns; All allies within the Barrier cells receive +25% Def and Spr; Assault Glyph can't be used while this ability is in place. Range: Set. 12 MP.
---Assault Glyph – Forms a powerful aura around the surrounding area that bolsters offenses. No Damage. Forms Assault Glyph cells around a 2 Cell Radius around Sonia for Three Turns; All allies within the Barrier cells receive +25% Atk and Int; Assault Glyph can't be used while this ability is in place. Range: Set. 12 MP.
R-Ability:
+Blessed – Whenever the user gains a positive status effect, the duration of the effect is increased by Two Turns.
S-Ability:
+Grace – Fatal attacks always leave at least 1 Hp, unless Sonia is already at 1 Hp. Bypassed by status effects.
+*Embrace* – Sonia's Mp is doubled.
*Skill* is currently equipped
D-Ability:
+Grand Summoning – The user releases a violet energy upon one of her summons, increasing their damage dealing potential while minimizing their energy use for a short amount of time. No Damage. +30% Dominant Attack Stat for Three Turns; +25% Damage Output for Three Turns; -45% MP Cost for Three Turns. Range: Summon. 0 MP.
---Bond of the Collective – Commands other familiars to lend their power to the chosen summon, diminishing their presence but enabling the summon to be even more empowered. No Damage. Doubles the effects of Grand Summoning; Requires at least 1 other summon on the field; other summons are slowed. Range: Summons. 0 MP.
---Convergence of Faith – Interweaves the manas which enable the summons to exist within the current realm before absorbing their energy into an ultimate aura which encompasses the user for awhile. No Damage. Dismisses all Summons permanently. Applies benefits from prior D-Abilities to the user. Range: Self. 0 MP.
F-Ability:
+The Last of Us – With a single movement, the aura is dispelled from the user's body, collecting in a firm sphere in front of the user. In an instant, the sphere is shot outward in the form of an immensely powerful beam which brings about the end of user and her summons. 250% Pierce Int Damage. Immensely High Chance of Doom. High Chance of Instant Death; High Chance of Oblivion. The user experiences Oblivion. Range: Straight Line. 0 MP.
Stats:
HP: 15
MP: 25 (x2 from Embrace)
DD: 0/100
SC: 0/4
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 2%
Move: 2 Cells (+0 from High Summoner Profession)
Skill Points: 0
Last edited by Silver on Tue Dec 24, 2013 8:28 am; edited 3 times in total
Re: Silver's Manatorium Lineup
Name: Scather
Age: ???
Gender: Male
Appearance:
Level: MAX
A-Ability: Energy Mana
+Energy Beam – Unleashes a small beam of mana on the target, a stunning sensation possibly paralyzing movement. 100% Int Damage. 50% Chance of Immobilize. Range: Single Enemy. 6 MP.
+Energy Ray – Unleashes a mighty ray of mana on the enemy party, a great stunning sensation possibly paralyzing movement. 100% Int Damage. 50% Chance of Immobilize. Range: All Enemies. 16 MP.
+Energy Blast – Builds up a large array of mana before releasing it in one powerful burst. 150% Int Damage. Range: 5 Cells + 2 Cell Radius. 18 MP.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Scather is still alive, he may choose to give up his ability to battle so that she may live to fight.
S-Ability:
+Dragon Scales – Scather is unaffected by critical hits.
D-Ability:
+Energy Wave – Unleashes three waves of pure mana upon the target, the power behind it enough to cripple an enemy. 200% Pierce Int. 50% Chance of Immobilize. Range: Single Enemy. 0 MP.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 2
Def: 1
Int: 4
Spr: 3
Evade: 3%
Move: 3 Cells
------------------------------------------------------------------------------------------
Name: Cielo
Age: ???
Gender: ???
Appearance:
Level: MAX
A-Ability: Ancient Destruction
+Starshower – Releases a large array of missiles that fly high into the air and then come crashing down like meteors. 100% Atk Damage. Chance of Stunning Targets. Range: All Enemies. 18 MP.
+Heaven's Blade – Activates an inner mechanism that causes the Mech's right arm to transform into a perfect marble blade with a shining aura. With one strike of this blade, one can decide whether their target lives or dies. 180% Atk Damage. 10% Chance of Instant Death. Range: Adjacent Cell. 26 MP. Light Elemental.
+Black Hole Crusher – Activates an inner mechanism that causes the mech's body to open up and reveal a large block like missile that when fired explodes creates a warp hole that sends the target to an alternate dimension. 140% Atk Damage. 10% Chance of Oblivion. Range: 3 Cells. 22 MP. Dark Elemental.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Cielo is still alive, it may choose to give up its ability to battle so that she may live to fight.
S-Ability:
+Discontinuity Touch – All chances of Instant Death and Oblivion are increased by 5%
D-Ability:
+Graviton Laser – Opens up the Mech's inner workings before attaching itself to the earth below and firing off a large laser that crushes those it touches under their own weight. 200% Pierce Int Damage. Half damage to those in the way. Range: Straight Line. 0 MP.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 4
Def: 3
Int: 1
Spr: 2
Evade: 1%
Move: 2 Cells
------------------------------------------------------------------------------------------
Name: Kaiya
Age: ???
Gender: Female
Appearance:
Level: MAX
A-Ability: Rejuvenating Light
+Rejuvenation – Envelops an area in a large amount of healing light that heals the wounded. 150% Int Healing [Main Target]; 100% Int Healing [Surrounding Cells]. Range: 5 Cells. 24 MP.
+Barrier – Generates a many hexagonal patterns of light around the target that flash and disappear, but remain in-tact as a protective shield from harm. No Damage. Bestows Shell or Protect at the whim of the user. Range: 3 Cells. 10 MP.
+Protection – Eases light into the target's form sending their immune system into overdrive. No Damage. Bestows Immunity. Range: 3 Cells. 12 MP.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Kaiya is still alive, she may choose to give up his ability to battle so that she may live to fight.
S-Ability:
+Heaven's Blessing – When summoned, the user gains Doublecast.
D-Ability:
+Enlightenment – Causes light to condense into sphere and thrusts them at the opposition, the orbs exploding on contact causing brilliant flashes to go off. 100% Pierce Int Damage. Range: All Enemies. 0 MP. Light Elemental.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 3%
Move: 2 Cells
------------------------------------------------------------------------------------------
Name: Tedmund
Age: ???
Gender: ???
Appearance:
Boundless: Not trapped to a physical form, the user's move is increased to Infinite but the user is also Intangible.
Level: MAX
A-Ability: Sanctuary Energies
+Mist – Sends a thin veil of wispy energy in the direction of the target to provide them with even greater stamina. No Damage. Bestows Bubble. Range: 3 Cells. 12 MP.
+Eclipse – Surrounds the target in an aura which slowly restores their vitality. No Damage. Bestows either Regen or Mp Regen at the whim of the target. Range: 3 Cells. 10 MP.
+Breath of Life – Releases potent wispy energy which sinks into the target's skin and remains there until death, in which the energy reacts and brings the target back to life. No Damage. Bestows Life. Range: 3 Cells. 12 MP.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Tedmund is still alive, it may choose to give up its ability to battle so that she may live to fight.
S-Ability:
+Regeneration – Pulls mana out of the air to stabilize one's form. The user constantly recovers 5% of its Max HP; this effect cannot be dispelled.
D-Ability:
+Sacrifice – Dives into the physical form of another to bestow the user's own protective energies around them for a short while before forcing the user to return to the earth in order to maintain one's energy form. No Damage. Bestows Invincible; User much recover for Three Turns. Range: Single Ally. 0 MP.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 1
Def: 3
Int: 2
Spr: 4
Evade: 5%
Move:1 Cell Infinite
------------------------------------------------------------------------------------------
Name: Quall
Age: ???
Gender: Male
Appearance:
Illusion Frame: Boosts Evasion by 10%
Level: MAX
A-Ability: Heavenly Body
+Alignment – Seeks aid from the stars above to grant their power to the user for a brief period. No Damage. Bestows Faith. Range: Self. 8 MP.
+Starlight Shot – Conjures spheres of ethereal energy around one's form before firing them at the target with deadly accuracy. 100% Int Damage. 5 Hits. Sure Hit. Range: 4 Cells. 14 MP.
+Howl of the Moon – Releases an air-piercing cry that causes the moon to bathe the target in a ray of negative energy that cripples them. No Damage. Reduces the Target's Spr by 10%; Stacks 3 Times. The user may link a Basic Attack upon hitting the third stack. Range: 3 Cells. 12 MP.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Kaiya is still alive, she may choose to give up his ability to battle so that she may live to fight.
S-Ability:
+Astral Heart – Borrows energy from the stars at all times to reduce the amount of energy necessary to complete one's acts. Reduces Mp Costs by 50% passively.
D-Ability:
+Fall from Grace – Subjects the target to the horrible fate of rising to the Heavens only to plummet from the great height at light speed. 200% Pierce Int Damage. Chance of Instant Death; if no Instant Death, Very High Chance of Doom so long as there is no immunity. Range: 6 Cells. 0 MP.
Stats:
HP: 20
MP: 20
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 5%
Move: 4 Cells
------------------------------------------------------------------------------------------
Name: Natura
Age: ???
Gender: Female
Appearance:
Auto-Banish: Immediately banishes all other familiars on the battlefield.
Level: MAX
A-Ability: Might of Nature
+Sheer Force – Unleashes the might of a particular element, channeling it through a powerful stream which forces the target to endure tons of elemental pressure. 180% Atk Damage. High Chance of Pain. Range: 6 Cells. 18 MP. Varying Elemental.
+Rain of the Elements – Releases an intense array of elemental energies into the air above the battlefield, utilizing one's innate control to unleash a rain of condensed elemental spheres upon the opposition. 120% Int Damage. Lasts Five Turns. Range: All Enemies. 32 MP. Varying Elemental.
+Element Flare – Bathes the target in an intense burst of elemental mana, causing a natural affinity for said element to overtake the target. No Damage. Targets gains Elemental Affinity. Range: 4 Cells. 12 MP. Varying Elemental.
R-Ability:
+Pressure – Forces enemies to utilize more mana in order to activate their skills. Whenever an enemy unit attempts to use an ability, the amount of MP required to use the skill is increased by 50%
S-Ability:
+Deity Framework – Even in an assumed form, the user maintains the body of a deity. User is bestowed with a perfect, constant Immunity.
D-Ability:
+Elemental Convergence – Releases the entirety of the user's elemental prowess into a thick veil around the battlefield, directing them to converge on a single point in an intense burst. 150% Pierce Int Damage. Range: 5 Cells + 2 Cell Radius. 0 MP. Varying Elemental.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 3%
Move: 2 Cells
Age: ???
Gender: Male
Appearance:
- Spoiler:
Level: MAX
A-Ability: Energy Mana
+Energy Beam – Unleashes a small beam of mana on the target, a stunning sensation possibly paralyzing movement. 100% Int Damage. 50% Chance of Immobilize. Range: Single Enemy. 6 MP.
+Energy Ray – Unleashes a mighty ray of mana on the enemy party, a great stunning sensation possibly paralyzing movement. 100% Int Damage. 50% Chance of Immobilize. Range: All Enemies. 16 MP.
+Energy Blast – Builds up a large array of mana before releasing it in one powerful burst. 150% Int Damage. Range: 5 Cells + 2 Cell Radius. 18 MP.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Scather is still alive, he may choose to give up his ability to battle so that she may live to fight.
S-Ability:
+Dragon Scales – Scather is unaffected by critical hits.
D-Ability:
+Energy Wave – Unleashes three waves of pure mana upon the target, the power behind it enough to cripple an enemy. 200% Pierce Int. 50% Chance of Immobilize. Range: Single Enemy. 0 MP.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 2
Def: 1
Int: 4
Spr: 3
Evade: 3%
Move: 3 Cells
------------------------------------------------------------------------------------------
Name: Cielo
Age: ???
Gender: ???
Appearance:
- Spoiler:
Level: MAX
A-Ability: Ancient Destruction
+Starshower – Releases a large array of missiles that fly high into the air and then come crashing down like meteors. 100% Atk Damage. Chance of Stunning Targets. Range: All Enemies. 18 MP.
+Heaven's Blade – Activates an inner mechanism that causes the Mech's right arm to transform into a perfect marble blade with a shining aura. With one strike of this blade, one can decide whether their target lives or dies. 180% Atk Damage. 10% Chance of Instant Death. Range: Adjacent Cell. 26 MP. Light Elemental.
+Black Hole Crusher – Activates an inner mechanism that causes the mech's body to open up and reveal a large block like missile that when fired explodes creates a warp hole that sends the target to an alternate dimension. 140% Atk Damage. 10% Chance of Oblivion. Range: 3 Cells. 22 MP. Dark Elemental.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Cielo is still alive, it may choose to give up its ability to battle so that she may live to fight.
S-Ability:
+Discontinuity Touch – All chances of Instant Death and Oblivion are increased by 5%
D-Ability:
+Graviton Laser – Opens up the Mech's inner workings before attaching itself to the earth below and firing off a large laser that crushes those it touches under their own weight. 200% Pierce Int Damage. Half damage to those in the way. Range: Straight Line. 0 MP.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 4
Def: 3
Int: 1
Spr: 2
Evade: 1%
Move: 2 Cells
------------------------------------------------------------------------------------------
Name: Kaiya
Age: ???
Gender: Female
Appearance:
- Spoiler:
Level: MAX
A-Ability: Rejuvenating Light
+Rejuvenation – Envelops an area in a large amount of healing light that heals the wounded. 150% Int Healing [Main Target]; 100% Int Healing [Surrounding Cells]. Range: 5 Cells. 24 MP.
+Barrier – Generates a many hexagonal patterns of light around the target that flash and disappear, but remain in-tact as a protective shield from harm. No Damage. Bestows Shell or Protect at the whim of the user. Range: 3 Cells. 10 MP.
+Protection – Eases light into the target's form sending their immune system into overdrive. No Damage. Bestows Immunity. Range: 3 Cells. 12 MP.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Kaiya is still alive, she may choose to give up his ability to battle so that she may live to fight.
S-Ability:
+Heaven's Blessing – When summoned, the user gains Doublecast.
D-Ability:
+Enlightenment – Causes light to condense into sphere and thrusts them at the opposition, the orbs exploding on contact causing brilliant flashes to go off. 100% Pierce Int Damage. Range: All Enemies. 0 MP. Light Elemental.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 3%
Move: 2 Cells
------------------------------------------------------------------------------------------
Name: Tedmund
Age: ???
Gender: ???
Appearance:
- Spoiler:
Boundless: Not trapped to a physical form, the user's move is increased to Infinite but the user is also Intangible.
Level: MAX
A-Ability: Sanctuary Energies
+Mist – Sends a thin veil of wispy energy in the direction of the target to provide them with even greater stamina. No Damage. Bestows Bubble. Range: 3 Cells. 12 MP.
+Eclipse – Surrounds the target in an aura which slowly restores their vitality. No Damage. Bestows either Regen or Mp Regen at the whim of the target. Range: 3 Cells. 10 MP.
+Breath of Life – Releases potent wispy energy which sinks into the target's skin and remains there until death, in which the energy reacts and brings the target back to life. No Damage. Bestows Life. Range: 3 Cells. 12 MP.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Tedmund is still alive, it may choose to give up its ability to battle so that she may live to fight.
S-Ability:
+Regeneration – Pulls mana out of the air to stabilize one's form. The user constantly recovers 5% of its Max HP; this effect cannot be dispelled.
D-Ability:
+Sacrifice – Dives into the physical form of another to bestow the user's own protective energies around them for a short while before forcing the user to return to the earth in order to maintain one's energy form. No Damage. Bestows Invincible; User much recover for Three Turns. Range: Single Ally. 0 MP.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 1
Def: 3
Int: 2
Spr: 4
Evade: 5%
Move:
------------------------------------------------------------------------------------------
Name: Quall
Age: ???
Gender: Male
Appearance:
- Spoiler:
Illusion Frame: Boosts Evasion by 10%
Level: MAX
A-Ability: Heavenly Body
+Alignment – Seeks aid from the stars above to grant their power to the user for a brief period. No Damage. Bestows Faith. Range: Self. 8 MP.
+Starlight Shot – Conjures spheres of ethereal energy around one's form before firing them at the target with deadly accuracy. 100% Int Damage. 5 Hits. Sure Hit. Range: 4 Cells. 14 MP.
+Howl of the Moon – Releases an air-piercing cry that causes the moon to bathe the target in a ray of negative energy that cripples them. No Damage. Reduces the Target's Spr by 10%; Stacks 3 Times. The user may link a Basic Attack upon hitting the third stack. Range: 3 Cells. 12 MP.
R-Ability:
+Sacred Bonds – If Sonia has been KOed and Kaiya is still alive, she may choose to give up his ability to battle so that she may live to fight.
S-Ability:
+Astral Heart – Borrows energy from the stars at all times to reduce the amount of energy necessary to complete one's acts. Reduces Mp Costs by 50% passively.
D-Ability:
+Fall from Grace – Subjects the target to the horrible fate of rising to the Heavens only to plummet from the great height at light speed. 200% Pierce Int Damage. Chance of Instant Death; if no Instant Death, Very High Chance of Doom so long as there is no immunity. Range: 6 Cells. 0 MP.
Stats:
HP: 20
MP: 20
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 5%
Move: 4 Cells
------------------------------------------------------------------------------------------
Name: Natura
Age: ???
Gender: Female
Appearance:
- Spoiler:
- Coming soon...
Auto-Banish: Immediately banishes all other familiars on the battlefield.
Level: MAX
A-Ability: Might of Nature
+Sheer Force – Unleashes the might of a particular element, channeling it through a powerful stream which forces the target to endure tons of elemental pressure. 180% Atk Damage. High Chance of Pain. Range: 6 Cells. 18 MP. Varying Elemental.
+Rain of the Elements – Releases an intense array of elemental energies into the air above the battlefield, utilizing one's innate control to unleash a rain of condensed elemental spheres upon the opposition. 120% Int Damage. Lasts Five Turns. Range: All Enemies. 32 MP. Varying Elemental.
+Element Flare – Bathes the target in an intense burst of elemental mana, causing a natural affinity for said element to overtake the target. No Damage. Targets gains Elemental Affinity. Range: 4 Cells. 12 MP. Varying Elemental.
R-Ability:
+Pressure – Forces enemies to utilize more mana in order to activate their skills. Whenever an enemy unit attempts to use an ability, the amount of MP required to use the skill is increased by 50%
S-Ability:
+Deity Framework – Even in an assumed form, the user maintains the body of a deity. User is bestowed with a perfect, constant Immunity.
D-Ability:
+Elemental Convergence – Releases the entirety of the user's elemental prowess into a thick veil around the battlefield, directing them to converge on a single point in an intense burst. 150% Pierce Int Damage. Range: 5 Cells + 2 Cell Radius. 0 MP. Varying Elemental.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Evade: 3%
Move: 2 Cells
Re: Silver's Manatorium Lineup
Name: Clara Aimee Linnet
Age: 17
Gender: Female
Appearance:
Virtuoso: The user is so gifted with her musical talents that the effects of her music can be felt long after she has stopped playing. Increases the duration of status effects inflicted/bestowed by the user by Two Turns.
Liberated: The user can summon her weapon at any time and thus is able to move around the field.
Natural Legato: The user is able to easily connect pieces in a flowing and graceful manner. Allows the user to use two abilities on the same turn so long as they both fall under the same A-Ability.
Level: MAX
Exp: --/--
Weapon: Music of the Heart
Armor: Trinity Gown
Accessory: Illuminated Crown
Accessory: Lyndis' Aria
Accessory: Maren's Gift
A-Ability: Enlightened Melodies
+Prelude of Light – Begins playing with great fervor causing light to gather around the user and those nearby to strengthen them briefly. No Damage. +10% Damage Output for Five Turns. Range: Self + Adjacent Cells. ? MP.
+Safeguard Pulse – Strikes a single chord causing a barrier of light to manifest around the user and then surge outwards to push those surrounding the user away. No Damage. Pushes Targets 4 Cells Away. Range: Surrounding Cells. ? MP.
---Fine Conclusion – Quickly plays another set of chords before striking the same chord originally played causing individual beams of light to fire at the targets that had been knocked away. 100% Int Damage. Hits knocked away targets only. Range: Set. ? MP. Light Elemental.
+Reign of Rest – Silences all sound for a brief moment before playing a beautiful melody which revitalizes the target. 120% Int Healing. Target recovers 5% Max Hp for Three Turns following the initial healing. Range: 6 Cells. ? MP.
+Gliss of Protection – The user plays a gliss of unprecedented proportions that causes a barrier of solid light to rise up around her and her allies. No Damage. Bestows Protect. Range: All Allies. 24 MP.
+Spiritual Chords – The user begins to play, but not only is her instrument heard; rather the heavens begin to play along with her, dousing her and her allies in an aura of light. No Damage. Bestows Shell. Range: All Allies. 24 MP.
+Healing Requiem – The user's tones soothe the heavens above, a warm light to wrap around her and her allies, healing their wounds. 100% Int Healing. Range: All Allies. 20 MP.
+Revitalizing Rhapsody – The user's tones create small sparks of light that surround her and her allies, slowly revitalizing their energies. No Damage. Bestows Regen; Bestows Mp Regen. Range: All Allies. 36 MP.
A-Ability: Life's Compositions
+Against All Odds – Evokes the power of a upbeat melody which boosts the confidence of those that hear it. No Damage. Doubles the effects of statuses inflicted by the user for Five Turns. Range: Self. ? MP.
+Purest Sanctuary – Unleashes a wonderful melody that calls the heavens to create a haven for the denizens of the light from the shadows that seek to steal their peace away. No Damage. Bestows Sanctuary. Range: Single Ally. X Mp.
Sanctuary: Creates a barrier around the target that has Hp equal to 1.5 times the amount of Mp used to create the barrier. The barrier takes all damage the target would take as piercing damage until defeated. If the barrier is destroyed by the attack in one hit, the target receives no damage. If the barrier is destroyed by a combo, the hits taken to break the barrier are nullified and the target takes the remainder of the damage.
+Eternal Reason – Plays an enlightening aria which bestows a clear and prosperous stream of ideas to those that hear it. No Damage. Bestows Doublecast. Range: Single Ally. ? MP.
+Divine Rapture – Beating a powerful chord upon the keys, a fierce burst of light expels itself from the user, capturing all in a scathing holy burst. 200% Int Damage. High Chance of Purification. Range: All Enemies. ? MP. Light Elemental.
+Surging Passion – Races across the keys with such a passion that every note causes the hearts of those that hear it to clamor with need for passionate release. No Damage. Targets Mp Costs are reduced by 50% for 3 Turns. Range: Self + Adjacent Cells. ? MP.
+Amazing Valor – Strikes upon the keys a song of war and regality, raising the spirits of those that hear it, and inspiring within them the will to fight harder. No Damage. +25% Critical Hit Rate for 3 Turns; +20% Critical Hit Damage for 3 Turns. Range: Self + Surrounding Cells. ? MP.
+Sweeping Insensitivities – Evokes the power of a solemn melody which distorts reality and forces the negative energies created as a result of that distortion to lash out at any nearby. No Damage. Inflicts 3 Random Negative Statuses. Range: 2 Layers of Surrounding Cells. ? MP.
+Illumination – Lightly taps a special series of chords which causes the instrument to release a soothing wavelength of light which collects and reshape into the form of a marvelous organ. No Damage. Clara equips Illumination for Five Turns; does not require Dual Wield. Illumination grants +15% Support and -15% MP Consumption. Range: Self. ? MP. Light Elemental.
+Ultimate Redemption – Strikes upon the keys a blessed rhapsody which soothes and invigorates those that hear it, creating in them a desire to seek the ultimate of what their struggles have to offer them. 80% Int Healing. Recovers Hp and Mp for Five Turns; Takes Two Turns to Activate. Range: All Allies. 44 MP.
A-Ability: Music of the Heart
+Perfect Light – With a flick of the wrist and a pronounced pound of the keys, a burst of light fires off in the direction of the user's choosing. 180% Int Damage. Range: Straight Line. ? MP. Light Elemental.
+On My Own – When times are dark and the world is falling down around her, the user plays a sad yet hopeful tune to remind her that, even on her own, she is a force to be reckoned with. 100% Int Damage. 6 Hits. Base Damage is increased by 10% for every fallen Ally; if all allies are KOed then this attack does an additional 4 hits. Range: 2 Layers of Surrounding Cells. ? MP.
+Kimi Ga Iru Kara – "My dear friends~" Plays a heartfelt tune in the honor of the user's allies, bestowing them with soothing resonances and powerful light with which they can more easily combat darkness. 130% Int Healing. Bestows Null Light for 1 Turn. If the entire Ally Party is in range, also Bestows 10% HP and MP Regen. Range: 2 Layers of Surrounding Cells [Allies Only]. ? MP.
+Wonderland – A tribute to the world of wonder, the user strikes a rapid, nonsensical melody upon her instrument causing a strange mist to seep up from the ground and envelop the user and her allies. No Damage. Bestows Immune; Bestows Veil. Range: All Allies. ? MP.
+Hikari – Strikes a quick chord before rising from the organ, causing a warm light begins to bathe the user in its glow. Suddenly the piano begins to play itself, and with a gesture to her allies, the light surrounds them. However, the light manifested from that of the user's will, and without it she lies completely vulnerable. With only the care for her allies in mind, the user steps back behind the piano. Though her spirit may be weakening, at least they shall carry on. No Damage. Bestows Life [Ally Party]; Inflicts Doom despite Resistances [Self]. Range: All Allies. ? MP. Light Elemental.
R-Ability:
+Rhythm of Life – Plays a special rhythm upon defeating an enemy that causes the heavens to shine down on the fallen and return them to the realm of the living. Revives a fallen ally with 20% Max Hp when the enemy responsible for their KO is defeated.
S-Ability:
+Musical Perfection – Plays with such mastery that every note is perfect. The user's Mp is doubled.
D-Ability:
+Unwavering Resolve – Strikes a beautiful melody upon the organ that causes light within the hearts of those that hear it to burn stronger than ever before, releasing the full potential of the heart in a single glorious beam of light. 200% Pierce Int Damage. Half Damage to those in the way. Range: Straight Line. 0 MP. Light Elemental.
---Saving Grace – Transitions into an amiable tune brining to life the feelings of gratitude toward the sacrifices made to keep the user from falling to the hands of darkness. No Damage. Bestows Bubble; Bestows Shell; Bestows Protect. Range: All Allies. 0 MP. Light Elemental.
---Betwixt and Between – Suddenly switches the rhythm and harmony to a wild tune fitting only for the realm between; thrusting the battlefield into that realm of nothing for a short while, forcing those without the user's protection to slowly lose themselves to the void. 115% Pierce Int Damage. Chance of Oblivion. Range: All Enemies. 0 MP.
F-Ability:
+Kingdom Hearts – Reaches a climatic conclusion of the piece, bringing together all of one's passion and heart into the grand finale; the image of seven other hearts appearing in formation around the user. An ornate door appears, looming over the battlefield ominously, for only a few seconds before both the heart images and the user's own heart race to the doorway. In an instant the door swings open and releases a torrent of light which scathes the target and all nearby until the light purifies them to the point of nonexistence. 250% Pierce Int Damage. Immensely High Chance of Purification; High Chance of Oblivion. Ignores Targets' Light Resistances/Immunities. Range: 6 Cells + Surrounding Cells. 0 MP. Light Elemental.
Stats:
HP:
MP:
DD: /
Atk:
Def:
Int:
Spr:
Evade:
Move: 2 Cells
Skill Points: 0
Age: 17
Gender: Female
Appearance:
- Spoiler:
- A beautiful young woman poised at a elegant grand piano, her eyes on lengthy pieces of sheet music. Ivory keys gently tapped by dainty fingers, blue green eyes focused intently on the notes she played. Wavy honey colored hair fell to her upper back, meeting a black silk dress that very nicely showed off her curves. More notes fell upon the air around her, drifting off...
Virtuoso: The user is so gifted with her musical talents that the effects of her music can be felt long after she has stopped playing. Increases the duration of status effects inflicted/bestowed by the user by Two Turns.
Liberated: The user can summon her weapon at any time and thus is able to move around the field.
Natural Legato: The user is able to easily connect pieces in a flowing and graceful manner. Allows the user to use two abilities on the same turn so long as they both fall under the same A-Ability.
- Other Professions:
- Organist- Fingers dancing across the keys, the one who claims this profession supports her allies from afar with beautiful melodies composed on the organ. (Soundproof) (+1 Basic Attack)* (Equip: Organs)
*This comes at level 10, otherwise the only innate is Soundproof.
Faithful Composer- The one who claims this profession has gone on to compose their own masterpieces, all who hear their blessed tunes find faith or death in something more. (Resist Light) (Resist Dark) (Soundproof) (Liberated) (Natural Legato) (+2 Basic Attacks) (Equip: Organs/Pianos)
Liberated: The user can summon her weapon at any time and thus is able to move around the field.
Natural Legato: The user is able to easily connect pieces in a flowing and graceful manner. Allows the user to use two abilities on the same turn so long as they both fall under the same A-Ability.
Level: MAX
Exp: --/--
Weapon: Music of the Heart
Armor: Trinity Gown
Accessory: Illuminated Crown
Accessory: Lyndis' Aria
Accessory: Maren's Gift
A-Ability: Enlightened Melodies
+Prelude of Light – Begins playing with great fervor causing light to gather around the user and those nearby to strengthen them briefly. No Damage. +10% Damage Output for Five Turns. Range: Self + Adjacent Cells. ? MP.
+Safeguard Pulse – Strikes a single chord causing a barrier of light to manifest around the user and then surge outwards to push those surrounding the user away. No Damage. Pushes Targets 4 Cells Away. Range: Surrounding Cells. ? MP.
---Fine Conclusion – Quickly plays another set of chords before striking the same chord originally played causing individual beams of light to fire at the targets that had been knocked away. 100% Int Damage. Hits knocked away targets only. Range: Set. ? MP. Light Elemental.
+Reign of Rest – Silences all sound for a brief moment before playing a beautiful melody which revitalizes the target. 120% Int Healing. Target recovers 5% Max Hp for Three Turns following the initial healing. Range: 6 Cells. ? MP.
+Gliss of Protection – The user plays a gliss of unprecedented proportions that causes a barrier of solid light to rise up around her and her allies. No Damage. Bestows Protect. Range: All Allies. 24 MP.
+Spiritual Chords – The user begins to play, but not only is her instrument heard; rather the heavens begin to play along with her, dousing her and her allies in an aura of light. No Damage. Bestows Shell. Range: All Allies. 24 MP.
+Healing Requiem – The user's tones soothe the heavens above, a warm light to wrap around her and her allies, healing their wounds. 100% Int Healing. Range: All Allies. 20 MP.
+Revitalizing Rhapsody – The user's tones create small sparks of light that surround her and her allies, slowly revitalizing their energies. No Damage. Bestows Regen; Bestows Mp Regen. Range: All Allies. 36 MP.
A-Ability: Life's Compositions
+Against All Odds – Evokes the power of a upbeat melody which boosts the confidence of those that hear it. No Damage. Doubles the effects of statuses inflicted by the user for Five Turns. Range: Self. ? MP.
+Purest Sanctuary – Unleashes a wonderful melody that calls the heavens to create a haven for the denizens of the light from the shadows that seek to steal their peace away. No Damage. Bestows Sanctuary. Range: Single Ally. X Mp.
Sanctuary: Creates a barrier around the target that has Hp equal to 1.5 times the amount of Mp used to create the barrier. The barrier takes all damage the target would take as piercing damage until defeated. If the barrier is destroyed by the attack in one hit, the target receives no damage. If the barrier is destroyed by a combo, the hits taken to break the barrier are nullified and the target takes the remainder of the damage.
+Eternal Reason – Plays an enlightening aria which bestows a clear and prosperous stream of ideas to those that hear it. No Damage. Bestows Doublecast. Range: Single Ally. ? MP.
+Divine Rapture – Beating a powerful chord upon the keys, a fierce burst of light expels itself from the user, capturing all in a scathing holy burst. 200% Int Damage. High Chance of Purification. Range: All Enemies. ? MP. Light Elemental.
+Surging Passion – Races across the keys with such a passion that every note causes the hearts of those that hear it to clamor with need for passionate release. No Damage. Targets Mp Costs are reduced by 50% for 3 Turns. Range: Self + Adjacent Cells. ? MP.
+Amazing Valor – Strikes upon the keys a song of war and regality, raising the spirits of those that hear it, and inspiring within them the will to fight harder. No Damage. +25% Critical Hit Rate for 3 Turns; +20% Critical Hit Damage for 3 Turns. Range: Self + Surrounding Cells. ? MP.
+Sweeping Insensitivities – Evokes the power of a solemn melody which distorts reality and forces the negative energies created as a result of that distortion to lash out at any nearby. No Damage. Inflicts 3 Random Negative Statuses. Range: 2 Layers of Surrounding Cells. ? MP.
+Illumination – Lightly taps a special series of chords which causes the instrument to release a soothing wavelength of light which collects and reshape into the form of a marvelous organ. No Damage. Clara equips Illumination for Five Turns; does not require Dual Wield. Illumination grants +15% Support and -15% MP Consumption. Range: Self. ? MP. Light Elemental.
+Ultimate Redemption – Strikes upon the keys a blessed rhapsody which soothes and invigorates those that hear it, creating in them a desire to seek the ultimate of what their struggles have to offer them. 80% Int Healing. Recovers Hp and Mp for Five Turns; Takes Two Turns to Activate. Range: All Allies. 44 MP.
A-Ability: Music of the Heart
+Perfect Light – With a flick of the wrist and a pronounced pound of the keys, a burst of light fires off in the direction of the user's choosing. 180% Int Damage. Range: Straight Line. ? MP. Light Elemental.
+On My Own – When times are dark and the world is falling down around her, the user plays a sad yet hopeful tune to remind her that, even on her own, she is a force to be reckoned with. 100% Int Damage. 6 Hits. Base Damage is increased by 10% for every fallen Ally; if all allies are KOed then this attack does an additional 4 hits. Range: 2 Layers of Surrounding Cells. ? MP.
+Kimi Ga Iru Kara – "My dear friends~" Plays a heartfelt tune in the honor of the user's allies, bestowing them with soothing resonances and powerful light with which they can more easily combat darkness. 130% Int Healing. Bestows Null Light for 1 Turn. If the entire Ally Party is in range, also Bestows 10% HP and MP Regen. Range: 2 Layers of Surrounding Cells [Allies Only]. ? MP.
+Wonderland – A tribute to the world of wonder, the user strikes a rapid, nonsensical melody upon her instrument causing a strange mist to seep up from the ground and envelop the user and her allies. No Damage. Bestows Immune; Bestows Veil. Range: All Allies. ? MP.
+Hikari – Strikes a quick chord before rising from the organ, causing a warm light begins to bathe the user in its glow. Suddenly the piano begins to play itself, and with a gesture to her allies, the light surrounds them. However, the light manifested from that of the user's will, and without it she lies completely vulnerable. With only the care for her allies in mind, the user steps back behind the piano. Though her spirit may be weakening, at least they shall carry on. No Damage. Bestows Life [Ally Party]; Inflicts Doom despite Resistances [Self]. Range: All Allies. ? MP. Light Elemental.
R-Ability:
+Rhythm of Life – Plays a special rhythm upon defeating an enemy that causes the heavens to shine down on the fallen and return them to the realm of the living. Revives a fallen ally with 20% Max Hp when the enemy responsible for their KO is defeated.
S-Ability:
+Musical Perfection – Plays with such mastery that every note is perfect. The user's Mp is doubled.
D-Ability:
+Unwavering Resolve – Strikes a beautiful melody upon the organ that causes light within the hearts of those that hear it to burn stronger than ever before, releasing the full potential of the heart in a single glorious beam of light. 200% Pierce Int Damage. Half Damage to those in the way. Range: Straight Line. 0 MP. Light Elemental.
---Saving Grace – Transitions into an amiable tune brining to life the feelings of gratitude toward the sacrifices made to keep the user from falling to the hands of darkness. No Damage. Bestows Bubble; Bestows Shell; Bestows Protect. Range: All Allies. 0 MP. Light Elemental.
---Betwixt and Between – Suddenly switches the rhythm and harmony to a wild tune fitting only for the realm between; thrusting the battlefield into that realm of nothing for a short while, forcing those without the user's protection to slowly lose themselves to the void. 115% Pierce Int Damage. Chance of Oblivion. Range: All Enemies. 0 MP.
F-Ability:
+Kingdom Hearts – Reaches a climatic conclusion of the piece, bringing together all of one's passion and heart into the grand finale; the image of seven other hearts appearing in formation around the user. An ornate door appears, looming over the battlefield ominously, for only a few seconds before both the heart images and the user's own heart race to the doorway. In an instant the door swings open and releases a torrent of light which scathes the target and all nearby until the light purifies them to the point of nonexistence. 250% Pierce Int Damage. Immensely High Chance of Purification; High Chance of Oblivion. Ignores Targets' Light Resistances/Immunities. Range: 6 Cells + Surrounding Cells. 0 MP. Light Elemental.
Stats:
HP:
MP:
DD: /
Atk:
Def:
Int:
Spr:
Evade:
Move: 2 Cells
Skill Points: 0
Last edited by Silver on Tue Dec 24, 2013 8:39 am; edited 2 times in total
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