Vergil's Collection of Captured Souls
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Vergil's Collection of Captured Souls
Last edited by Vergil on Thu Jun 16, 2016 9:24 pm; edited 10 times in total
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: Vergil
Gender: Male
Age: 20 [June 12th]
Appearance:
*Psychosomatic Retrograde – All of Vergil's ATK based attacks apply to the enemy's SPR instead of DEF, and all of his INT based attacks apply to the enemy's DEF instead of SPR.
Weapon: Heirloom Shamsir – A dull sword meant for decorative display as opposed to combative purposes. [+1 ATK]
Armor: Leather Jacket – It'll go out of style when I say it does. [+1 DEF]
Accessory: Broken Dreamcatcher – An old keepsake charm meant to ward off nightmares. There seems to be something strange about it at a second glance. [+1 SPR]
+ Telos of the Hourglass: The clutches of death surround Vergil's weapon as he eviscerates his target dealing 100% [ATK/INT] + the percent of Vergil's missing health as ATK or INT damage depending on whichever will deal the most damage. [Range: 1][6 MP]
+ Simulacrum Pact: Vergil spends half of his current health to summon a being of the occult known as the “Simulacrum.” The Simulacrum has HP equal to the amount spent, no defenses, and the same movement as Vergil, as well as being able to perform INT-based basic attacks equal to Vergil's ATK. If Vergil's HP before using the ability was an odd number, then the Simulacrum will be immune to ATK based attacks, and if it was an even number, it will be immune to INT based attacks. Vergil can only have one active Simulacrum at a time. [8 MP]
+ Antagonist: When Vergil or a Simulacrum attacks an enemy with the highest health, the damage is increased equal to 30% of his SPR.
+ Metempsychosis – Vergil is afflicted with stasis for three turns in which he is unaffected by all abilities but cannot act. After the stasis expires, he gains double movement, an extra 2 cells of range for his attacks, and his basic attacks deal 100% ATK and INT piercing damage for two turns.
LVL: 4
EXP: 0 / 16
SP: 0
HP: 25 / 25
MP: 25 / 25
ATK: 4 [+1 from Heirloom Shamsir] [5]
DEF: 3 [+1 from Leather Jacket] [4]
INT: 5
SPR: 5 [+1 from Broken Dreamcatcher] [6]
EVADE: 3%
MOVE: 2 [+1 from Thaumanaut Profession] [3]
Durn: 0
Feelings: Just a small town girl...
Silver: 0
Feelings: Livin' in a lonely world...
Zeri: 3
Feelings: Took a midnight train going anywhere...
Masquerade: 0
Feelings: Just a city boy...
Kuori: 3
Feelings: Born and raised in South Detroit...
Xenosaga: 0
Feelings: Took the midnight train going anywhere...
Allindur: 0
Feelings: A singer in a smoky room...
Cerani: 0
Feelings: A smell of wine and cheap perfume...
Gender: Male
Age: 20 [June 12th]
Appearance:
- Spoiler:
Full image at https://2img.net/h/oi45.tinypic.com/2zizrro.jpg
*Psychosomatic Retrograde – All of Vergil's ATK based attacks apply to the enemy's SPR instead of DEF, and all of his INT based attacks apply to the enemy's DEF instead of SPR.
Weapon: Heirloom Shamsir – A dull sword meant for decorative display as opposed to combative purposes. [+1 ATK]
Armor: Leather Jacket – It'll go out of style when I say it does. [+1 DEF]
Accessory: Broken Dreamcatcher – An old keepsake charm meant to ward off nightmares. There seems to be something strange about it at a second glance. [+1 SPR]
---------~---------
A-Ability: Gemini+ Telos of the Hourglass: The clutches of death surround Vergil's weapon as he eviscerates his target dealing 100% [ATK/INT] + the percent of Vergil's missing health as ATK or INT damage depending on whichever will deal the most damage. [Range: 1][6 MP]
+ Simulacrum Pact: Vergil spends half of his current health to summon a being of the occult known as the “Simulacrum.” The Simulacrum has HP equal to the amount spent, no defenses, and the same movement as Vergil, as well as being able to perform INT-based basic attacks equal to Vergil's ATK. If Vergil's HP before using the ability was an odd number, then the Simulacrum will be immune to ATK based attacks, and if it was an even number, it will be immune to INT based attacks. Vergil can only have one active Simulacrum at a time. [8 MP]
---------~---------
S-Ability: + Antagonist: When Vergil or a Simulacrum attacks an enemy with the highest health, the damage is increased equal to 30% of his SPR.
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Awakening:R-Ability:
+ Verdict of the Abacus: Every third time Vergil or his Simulacrum receives damage or is targeted by an enemy ability, Vergil gains an extra cell of range for his attacks and additional damage dealt by Antagonist increases by an extra 10% of Vergil's SPR.
---------~---------+ Metempsychosis – Vergil is afflicted with stasis for three turns in which he is unaffected by all abilities but cannot act. After the stasis expires, he gains double movement, an extra 2 cells of range for his attacks, and his basic attacks deal 100% ATK and INT piercing damage for two turns.
---------~---------
LVL: 4
EXP: 0 / 16
SP: 0
HP: 25 / 25
MP: 25 / 25
ATK: 4 [+1 from Heirloom Shamsir] [5]
DEF: 3 [+1 from Leather Jacket] [4]
INT: 5
SPR: 5 [+1 from Broken Dreamcatcher] [6]
EVADE: 3%
MOVE: 2 [+1 from Thaumanaut Profession] [3]
---------~---------
Affinity:Durn: 0
Feelings: Just a small town girl...
Silver: 0
Feelings: Livin' in a lonely world...
Zeri: 3
Feelings: Took a midnight train going anywhere...
Masquerade: 0
Feelings: Just a city boy...
Kuori: 3
Feelings: Born and raised in South Detroit...
Xenosaga: 0
Feelings: Took the midnight train going anywhere...
Allindur: 0
Feelings: A singer in a smoky room...
Cerani: 0
Feelings: A smell of wine and cheap perfume...
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Keir Aodhan
Male, Presumably in his 30’s (Aug 15)
*Runology – This unit can only equip runes instead of accessories. Every rune is assigned an element and a level which affects certain abilities. A rare rune element of Æsir possesses enhanced effects, but the equipper is afflicted with Deprotect and Deshell for as long as the Æsir rune is equipped due to its power being too overwhelming for mere mortals.
Background:
“Of once glimmering hope, our eyes have seen,
son of man and blessed by king, he did stand.
Twin blades exalted by Death, into one sword were forged,
Armor and mail kissed by She, donned by him.
God of demons, his breath did spread,
legions of darkness, they walked upon the land.
Of many, our warriors lay fell, lost in his grip,
son of man raised his sword, challenged by He.
Hewed the dark god, son of man overcame,
alas all was not won, the glimmer faded.
Corpse of the god, his blood spewed,
Seeping into the land, cursed were we.
Evil was now man.”
~Poem of Keir, as sung by the bards of his time.
Weapon: Divested Seax – A legendary greatsword that was once imbued with the whispers of Thanatos. It is now stripped of its former power after the battle with the Demon Lord.
Armor: Shattered Vision – A plate of armor that was enchanted by a goddess until dispelled by the Demon Lord’s curse.
Rune: Lesser Gray Rune: Uruz ᚢ (Neutral, Level 1) – The ancient character of Uruz carved into an ordinary stone.
A-Ability: Penumbral Edict
- Iridescent Vanquish – Keir overloads the energy of the rune into his weapon, and performs a vicious overhead swing. The active ancient energy releases a secondary force corresponding with the rune type from the blade. The rune then needs to recharge, disabling all its powers for a period. 120% Atk DMG + (RLV x 10% ATK) Runic DMG. Adjacent cell range. Additional effects and element of Runic DMG portion of this attack are based on rune element. Rune slot becomes treated as if it were unequipped for 2 turns. 8 EN.
R-Ability: Vengeance Engine – Every third time Keir receives damage increases the level of his rune by 1 for the remainder of the battle.
S-Ability: Theurgic Henosis – Having acquired knowledge of the ancient language in his former travels, Keir can utilize the power of his obtained runes to enhance the power of his attacks causing his appropriate A-Abilities to inflict Runic damage. Runic damage is mitigated by 10% of the target’s Max HP instead of DEF/SPR and is calculated by the level of the rune. Depending on the element of the rune equipped, Keir receives the following passive effects:
Level: 1
Progress: 0/30
Stats:
HP: 35/35
EN: 50/50
Atk: 5 (+1 from Divested Seax)
Def: 4 (+1 from Shattered Vision)
Int: 1
Spr: 2
Move: 2 (+1 from Lost Hero profession)
Evade: 2%
Crit: 4%
Morale: (//////////)
Male, Presumably in his 30’s (Aug 15)
- Appearance:
- TBA
*Runology – This unit can only equip runes instead of accessories. Every rune is assigned an element and a level which affects certain abilities. A rare rune element of Æsir possesses enhanced effects, but the equipper is afflicted with Deprotect and Deshell for as long as the Æsir rune is equipped due to its power being too overwhelming for mere mortals.
Background:
“Of once glimmering hope, our eyes have seen,
son of man and blessed by king, he did stand.
Twin blades exalted by Death, into one sword were forged,
Armor and mail kissed by She, donned by him.
God of demons, his breath did spread,
legions of darkness, they walked upon the land.
Of many, our warriors lay fell, lost in his grip,
son of man raised his sword, challenged by He.
Hewed the dark god, son of man overcame,
alas all was not won, the glimmer faded.
Corpse of the god, his blood spewed,
Seeping into the land, cursed were we.
Evil was now man.”
~Poem of Keir, as sung by the bards of his time.
Weapon: Divested Seax – A legendary greatsword that was once imbued with the whispers of Thanatos. It is now stripped of its former power after the battle with the Demon Lord.
Armor: Shattered Vision – A plate of armor that was enchanted by a goddess until dispelled by the Demon Lord’s curse.
Rune: Lesser Gray Rune: Uruz ᚢ (Neutral, Level 1) – The ancient character of Uruz carved into an ordinary stone.
A-Ability: Penumbral Edict
- Iridescent Vanquish – Keir overloads the energy of the rune into his weapon, and performs a vicious overhead swing. The active ancient energy releases a secondary force corresponding with the rune type from the blade. The rune then needs to recharge, disabling all its powers for a period. 120% Atk DMG + (RLV x 10% ATK) Runic DMG. Adjacent cell range. Additional effects and element of Runic DMG portion of this attack are based on rune element. Rune slot becomes treated as if it were unequipped for 2 turns. 8 EN.
- Spoiler:
- ---Neutral: Releases a crescent moon shaped wave that cleaves everything in its path. RLV x 10% Atk Runic DMG on first enemy hit, and then half the amount afterwards. Hits all enemies within a 5 cell straight line range.
---Fire: Causes an explosion upon impact, possibly leaving the target with terrible burns. RLV x 10% Atk Runic Fire DMG. Adjacent cell range. Chance of Burn.
---Water: Blasts the target with a high pressure deluge, which may disorient it. Inflicts Wet. Chance of Confusion. No DMG unless target is weak to Water, in which case inflicts RLV x 20% Atk Runic Water DMG. Adjacent cell range.
---Ice: Barrages the target with a prism of frozen ice crystals. RLV x 10% Atk Runic Ice DMG. Chance of Freeze. Adjacent cell range.
---Wind: Added force from the rune creates a tornado from the slash, tossing the caught target back. Knocks back target 4 cells. If target collides with a surface or another enemy, then all affected enemies receive RLV x 10% Atk Runic Wind DMG. Levitating enemies are pushed twice as far. Adjacent cell range.
---Lightning: A giant bolt of lightning strikes the area of impact. RLV x 10% Atk Runic Lightning DMG. Chance of Shock. Adjacent cell range.
---Earth: The swing of the slash is followed up by a stone spire instantly jutting at the target, impaling it. Unfortunate enemies may end up entirely encased in stone. RLV x 10% Atk Runic Earth DMG. Chance of Petrify. Adjacent cell range.
---Light: The impact of the weapon releases an array of piercing lights that flash in a glaring spectrum. RLV x 10% Atk Runic Light DMG. Reveals all invisible enemies on the map. All enemies revealed this way become afflicted with Daze. Adjacent cell range.
---Dark: The slash rips through the fabric of space, opening up a pocket dimension which may have adverse effects if peered into. RLV x 10% Atk Runic Dark DMG. Chance of Fear or Blind. Adjacent cell range.
--- Æsir: Might of the fallen gods resonate through Keir’s weapon, rending the target with celestial strength. RLV x 25% Atk Runic Æsir DMG. Negates recharge requirement.
R-Ability: Vengeance Engine – Every third time Keir receives damage increases the level of his rune by 1 for the remainder of the battle.
S-Ability: Theurgic Henosis – Having acquired knowledge of the ancient language in his former travels, Keir can utilize the power of his obtained runes to enhance the power of his attacks causing his appropriate A-Abilities to inflict Runic damage. Runic damage is mitigated by 10% of the target’s Max HP instead of DEF/SPR and is calculated by the level of the rune. Depending on the element of the rune equipped, Keir receives the following passive effects:
- Spoiler:
- ---Neutral: Keir’s EN consumption is reduced by 20%
---Fire: Keir’s attacks cannot be dodged.
---Water: Negative statuses inflicted upon Keir have their duration reduced by a turn and have their potency reduced by 3% of their modifier value if it would deal periodic damage.
---Ice: Keir’s basic attacks reduce the target’s movement by 1 each time for 3 turns. Consecutive attacks refresh the duration and cumulatively reduce movement. A target’s movement cannot fall below 1 this way.
---Wind: Keir gains an additional basic attack.
---Lightning: Keir’s movement is doubled.
---Earth: Keir builds an Earth charge every 2 turns (Max: 2) and whenever he would receive physical damage, all charges are spent and the damage is reduced by the Earth Rune level x 5% x The amount of charges spent. Keir cannot receive less than 1 damage from this way.
---Light: Keir can damage Intangible enemies with Physical attacks, and ignores 50% of a target’s defense if they are of Demon or Undead species.
---Dark: Keir has unlimited basic attack range.
---Æsir: Keir’s Runic damage is doubled.
Level: 1
Progress: 0/30
Stats:
HP: 35/35
EN: 50/50
Atk: 5 (+1 from Divested Seax)
Def: 4 (+1 from Shattered Vision)
Int: 1
Spr: 2
Move: 2 (+1 from Lost Hero profession)
Evade: 2%
Crit: 4%
Morale: (//////////)
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
RITO NERF PLS
Ispin Francoise
Female, 29 (Feb 3)
Appearance:
Weapon Vogue – This character has a secondary weapon slot listed as “Sidearms”. Basic attacks may be used by either weapon but not both unless specified otherwise, therefore the stats and effects provided by either weapon do not stack together.
Weapon: Captain’s Saber - A customized sword specifically designed for Ispin. Very proficient in parrying attacks and dissecting vital arteries. ”Eat your heart out.”(30% chance to block physical damage)(Inflict: Bleed)
Sidearms: Modified Flintlock Pistol – A specially designed firearm that causes the ammunition fired to shatter upon impact, maximizing pain and damage. ”The only cannon I ever needed.” (Crit damage increased by 50%, also increases Crit chance by 25%.)(Range: 4)
Armor: Emblazoned Duster Coat – A decorative overcoat that has withstood the graze of round shots with its tattered end serving as an indication of the wearer’s veteran experience. ”You WISH you could look this good.”(+20% Evasion)
Accessory: Utility Bandolier – A handy belt serving as a holster and container for ammo. ”It can also hold how many damns I give. Which is none.” (Grants immunity to disarm and ATK reducing debuffs)
A-Ability: Contract Killer
Assign Bounty – Ispin designates a target to be marked for death. For three turns, the target receives 10% more damage from all attacks, plus another 10% for every attack they’ve received since this ability was placed on them. Only one enemy can be targeted by this ability at a time. Range: One enemy. ? MP. ”Thirty gold pieces to the one that brings me their head!”
Out To Kill/Riot Control – Upon casting of this ability Ispin enters “Out to Kill”, an offensive stance that persists indefinitely, granting her stacks of Adrenaline (Max:10) every time she damages an enemy. Once she reaches the maximum amount of stacks, they are consumed to permanently increase her ATK by 30% for the remainder for the battle. She may continually consume maximum stacks to increase her ATK further after the first time. Casting this ability again resets her Adrenaline stacks (but not the effects of the stacks already consumed) and switches her to “Riot Control”, a defensive stance, doubling her block chance and reducing the magical damage received by 20%. Any attacks successfully parried while under Riot Control deal damage to the attacker equal to Ispin’s attack (calculated from primary weapon). Casting this ability again returns her to “Out to Kill”. ? MP.
Reload – Ispin recovers 30% of her Max MP. ? Turn Cooldown. ”Time out. Nobody move until I replace my ammo.”
Diversion – Ispin taunts nearby enemies by loudly firing off her pistol, seizing their attention for a period. Bestows Center of Attention on herself for three turns, and while under this status, Ispin may not attack or use abilities but instead takes 50% reduced damage from all sources. ? MP.
Assassinate – Spotting a significantly weakened enemy, Ispin attempts to terminate her target by dashing towards them with her sword ready to behead. 150% Atk DMG. Only usable on opponents below 30% Max HP. If target is under “Assign Bounty” the increased damage portion will inflict piercing damage. Weapon and Range used: Primary. ? MP. ”Mission accomplished.”
Debilitate – Ispin wears down her target by aiming for its vital organs with her pistol. Those hit will feel excruciating pain based on their own fortitude. Deals piercing damage equal to 20% of the target’s current HP. Weapon and Range used: Sidearms. ? MP.
R-Ability: Last One Standing – Ispin gains the following effects depending on how many of her allies have fallen.
S-Ability: Adaptive Strategy – Any ability used against Ispin will have their damage and effectiveness reduced by 10% with each subsequent use, up to a maximum reduction of 90%.
D-Ability: Valorous Callisto – Charging towards an enemy, Ispin undergoes a violent frenzy as she wildly brandishes her blade and pistol, creating a thrashing whirlwind of utter destruction. 200% Piercing Atk DMG, using both Primary Weapon and Sidearms for damage calculation. This ability can critically strike and applies inflicted effects from both equipped weapons. Range: One enemy.
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Ispin Francoise
Female, 29 (Feb 3)
Appearance:
- Spoiler:
Weapon Vogue – This character has a secondary weapon slot listed as “Sidearms”. Basic attacks may be used by either weapon but not both unless specified otherwise, therefore the stats and effects provided by either weapon do not stack together.
Weapon: Captain’s Saber - A customized sword specifically designed for Ispin. Very proficient in parrying attacks and dissecting vital arteries. ”Eat your heart out.”(30% chance to block physical damage)(Inflict: Bleed)
Sidearms: Modified Flintlock Pistol – A specially designed firearm that causes the ammunition fired to shatter upon impact, maximizing pain and damage. ”The only cannon I ever needed.” (Crit damage increased by 50%, also increases Crit chance by 25%.)(Range: 4)
Armor: Emblazoned Duster Coat – A decorative overcoat that has withstood the graze of round shots with its tattered end serving as an indication of the wearer’s veteran experience. ”You WISH you could look this good.”(+20% Evasion)
Accessory: Utility Bandolier – A handy belt serving as a holster and container for ammo. ”It can also hold how many damns I give. Which is none.” (Grants immunity to disarm and ATK reducing debuffs)
A-Ability: Contract Killer
Assign Bounty – Ispin designates a target to be marked for death. For three turns, the target receives 10% more damage from all attacks, plus another 10% for every attack they’ve received since this ability was placed on them. Only one enemy can be targeted by this ability at a time. Range: One enemy. ? MP. ”Thirty gold pieces to the one that brings me their head!”
Out To Kill/Riot Control – Upon casting of this ability Ispin enters “Out to Kill”, an offensive stance that persists indefinitely, granting her stacks of Adrenaline (Max:10) every time she damages an enemy. Once she reaches the maximum amount of stacks, they are consumed to permanently increase her ATK by 30% for the remainder for the battle. She may continually consume maximum stacks to increase her ATK further after the first time. Casting this ability again resets her Adrenaline stacks (but not the effects of the stacks already consumed) and switches her to “Riot Control”, a defensive stance, doubling her block chance and reducing the magical damage received by 20%. Any attacks successfully parried while under Riot Control deal damage to the attacker equal to Ispin’s attack (calculated from primary weapon). Casting this ability again returns her to “Out to Kill”. ? MP.
Reload – Ispin recovers 30% of her Max MP. ? Turn Cooldown. ”Time out. Nobody move until I replace my ammo.”
Diversion – Ispin taunts nearby enemies by loudly firing off her pistol, seizing their attention for a period. Bestows Center of Attention on herself for three turns, and while under this status, Ispin may not attack or use abilities but instead takes 50% reduced damage from all sources. ? MP.
Assassinate – Spotting a significantly weakened enemy, Ispin attempts to terminate her target by dashing towards them with her sword ready to behead. 150% Atk DMG. Only usable on opponents below 30% Max HP. If target is under “Assign Bounty” the increased damage portion will inflict piercing damage. Weapon and Range used: Primary. ? MP. ”Mission accomplished.”
Debilitate – Ispin wears down her target by aiming for its vital organs with her pistol. Those hit will feel excruciating pain based on their own fortitude. Deals piercing damage equal to 20% of the target’s current HP. Weapon and Range used: Sidearms. ? MP.
R-Ability: Last One Standing – Ispin gains the following effects depending on how many of her allies have fallen.
- Spoiler:
- 1+: Heightened Focus: Ispin takes on a more serious demeanor and regenerates an extra 10% Max MP at the beginning of her turn.
2+: Darkened Heart: Ispin starts to pick up the slack of her lost allies and receives permanent Haste that cannot be dispelled.
3+: Tactical Gunsmoke: Having realized she underestimated her opponents, Ispin begins to assess the situation rationally and fires several smoke rounds onto the battlefield to gain the upper hand. Ispin and her remaining allies gain +50% Evasion.
4+: Soloist’s Gambit: Ispin readies herself for the lonely and unforgiving future, and becomes overtaken with unrelenting fury and an insatiable thirst for vengeance. Ispin’s Max and Current HP become doubled and she obtains permanent Bravery, with all enemies being treated as if they were under “Assign Bounty”.
S-Ability: Adaptive Strategy – Any ability used against Ispin will have their damage and effectiveness reduced by 10% with each subsequent use, up to a maximum reduction of 90%.
D-Ability: Valorous Callisto – Charging towards an enemy, Ispin undergoes a violent frenzy as she wildly brandishes her blade and pistol, creating a thrashing whirlwind of utter destruction. 200% Piercing Atk DMG, using both Primary Weapon and Sidearms for damage calculation. This ability can critically strike and applies inflicted effects from both equipped weapons. Range: One enemy.
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: 09
Gender: Female
Age: ?
Appearance:
Profession: Lady In Red – A symbolic figure often pursued by a clueless man. In many tales, the Lady in Red may just be a devil in disguise. (Femme Fatale) (Equip: Double-Scythe)
Femme Fatale: Takes 10% less damage from male units.
Weapon: Sheratan – A long old polearm with two scythe blades curved to resemble the astrological sign of Aries. [Range: 2]
Armor: Flattering Red Dress – The signature garb of the Lady in Red.
Accessory: Thigh High Socks – Meant to keep legs warm and are totally not for fetish purposes whatsoever.
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A-Ability: The Hermit Reversed
+ Passion and Vigor: The user forces the strength to carry on through sheer willpower. Heals 30% of the user’s Maximum HP. Has a cooldown opposed to an MP cost. Cooldown: 5 Turns.
+ Cor Aut Mors: The user swings their weapon to hook the target’s neck. Upon contact, the user rotates the scythe around the target and attempts to decapitate it by placing a foot on the target’s back for leverage and pulling the scythe back. Deals 100% ATK + 30% of the target’s missing health. Only usable on targets at or below 30% Max HP. Range: Adjacent Cell. 8 MP.
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S-Ability:
+ Huntress: “I’m starting to think her dress wasn’t red to begin with.” Upon activation, the user marks a target for 3 turns. The marked target cannot avoid the user’s attacks and each attack on the target seals one of the target’s A-Ability (in list order) for the duration. If the marked target is killed before the duration ends, the user’s ATK is boosted by 10% times the number of turns remaining until the end of the battle.
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R-Ability:
+ The Golden Fleece: Every 3rd attack the user receives stuns the inflicter of the 3rd attack for 1 turn.
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D-Ability:
+ Hell On Heels – The user removes all status afflictions and for the next 2 turns, the user gains Bravery and basic attacks deal piercing ATK damage + 30% of the Target’s DEF.
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Stats:
Level: 1
EXP: 0/10
HP: 20 / 20 (+5 from Thigh High Socks)
MP: 20 / 20
Atk: 4 (+1 from Sheratan)
Def: 3
Int: 1
Spr: 2 (+1 from Flattering Red Dress)
Evade: 3%
Crit: 4%
Move: 2 (+1 from Lady in Red Profession)
Gender: Female
Age: ?
Appearance:
- Spoiler:
Profession: Lady In Red – A symbolic figure often pursued by a clueless man. In many tales, the Lady in Red may just be a devil in disguise. (Femme Fatale) (Equip: Double-Scythe)
Femme Fatale: Takes 10% less damage from male units.
Weapon: Sheratan – A long old polearm with two scythe blades curved to resemble the astrological sign of Aries. [Range: 2]
Armor: Flattering Red Dress – The signature garb of the Lady in Red.
Accessory: Thigh High Socks – Meant to keep legs warm and are totally not for fetish purposes whatsoever.
---------~---------
A-Ability: The Hermit Reversed
+ Passion and Vigor: The user forces the strength to carry on through sheer willpower. Heals 30% of the user’s Maximum HP. Has a cooldown opposed to an MP cost. Cooldown: 5 Turns.
+ Cor Aut Mors: The user swings their weapon to hook the target’s neck. Upon contact, the user rotates the scythe around the target and attempts to decapitate it by placing a foot on the target’s back for leverage and pulling the scythe back. Deals 100% ATK + 30% of the target’s missing health. Only usable on targets at or below 30% Max HP. Range: Adjacent Cell. 8 MP.
---------~---------
S-Ability:
+ Huntress: “I’m starting to think her dress wasn’t red to begin with.” Upon activation, the user marks a target for 3 turns. The marked target cannot avoid the user’s attacks and each attack on the target seals one of the target’s A-Ability (in list order) for the duration. If the marked target is killed before the duration ends, the user’s ATK is boosted by 10% times the number of turns remaining until the end of the battle.
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R-Ability:
---------~---------
D-Ability:
+ Hell On Heels – The user removes all status afflictions and for the next 2 turns, the user gains Bravery and basic attacks deal piercing ATK damage + 30% of the Target’s DEF.
---------~---------
Stats:
Level: 1
EXP: 0/10
HP: 20 / 20 (+5 from Thigh High Socks)
MP: 20 / 20
Atk: 4 (+1 from Sheratan)
Def: 3
Int: 1
Spr: 2 (+1 from Flattering Red Dress)
Evade: 3%
Crit: 4%
Move: 2 (+1 from Lady in Red Profession)
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: Hayate, Keeper of Genealogy
Gender: Male
Age: Appears 12
Appearance:
Law of Observer: This unit may not perform basic attacks and Skill Points gained are instead used for alternate forms. Both forms receive a skill point upon each level up.
Inevitability: This unit is immune to Silence and any effect that would prevent him from using his abilities.
Weapon: Spectral Quill – A magical pen that mysteriously changes shape under specific circumstances.
Armor: Archive Uniform – Appropriate attire for alumni of the Interdimensional Academies.
Accessory: Mindstone – A gem that can holographically display information of all accounted records written by the user.
---------~---------
A-Ability: Divergent Paths
+ Seer’s Presence: The user may teleport up to 6 cells away, or to an ally’s adjacent cell. [Range: 6 Cells/Any ally][10 MP]
+ Darkest Timeline: Valedictory Elegy/Benevolent Timeline: True Mirror: This ability may only be used on or after the 9th turn of battle. Hayate regains full HP/MP, rids himself of all positive and negative status afflictions, and may use Valedictory Elegy to delve into the collective universes’ worst timeline to become Kyonith, the Crimson Nomad, or cast True Mirror to reach the pinnacle of his knowledge and become Sato, the Azure Wiseman.[Range: Self][(Level) or 10 MP, whichever is higher]
---------~---------
S-Ability:
This unit cannot gain an S-Ability
---------~---------
R-Ability:
This unit cannot gain an R-Ability
---------~---------
B-Ability:
+ Stall: Every 3 turns, Hayate may target an enemy on the field. That enemy cannot inflict any damage to Hayate for 2 turns. This does not take up an action.
D-Ability:
+ Stalemate: Hayate and all allies are repositioned and pushed back to the bottom of the map in a line, while all enemies are repositioned and pushed to the top of the map in a line. If no enemy can reach Hayate within basic attack range within 2 turns, Hayate may use Darkest Timeline: Valedictory Elegy/Benevolent Timeline: True Mirror regardless of turn number and gains a permanent 20% damage output for the remainder of the battle, and Protect and Shell for 3 turns.
---------~---------
Stats:
Level: 1
EXP: 0/10
SP: 0
HP: 20
MP: 20
Atk: 3 (+1 from Spectral Quill)
Def: 2 (+1 from Archive Uniform)
Int: 3 (+1 from Mindstone)
Spr: 2
Evade: 4%
Crit: 1%
Move: 2
---------~---------
Name: Kyonith, the Crimson Nomad
Gender: Male
Age: Appears 28
Appearance:
Bound Sword: This unit is immune to disarm or any effects that would lower his ATK or prevent him from performing basic attacks.
---------~---------
A-Ability: Black Blade Messiah
+ Demonbrood Stance/Murderous Joker Stance: Upon first casting of this ability, Kyonith enters Demonbrood Stance, granting him an additional basic attack and causing his attacks to ignore any defensive bonuses by the enemy. Casting again enters Murderous Joker Stance, dramatically raising his evasion and critical chance while making his attacks impossible to dodge. Casting this ability once more reverts back into Demonbrood Stance. Stances may be toggled off and resumed for no extra cost or action.[Range: Self][-10% Max HP per turn]
+ Soul-To-Sword: Kyonith may expend any amount of his own health to increase his ATK by the percentage of max HP consumed divided by 2. Subsequent uses of this ability will apply the effect additively. [Range: Self][(Level) or 6 MP, whichever is higher]
---------~---------
S-Ability:
+ Code: Hades: Each attack by Kyonith grants him one Hades counter, every four Hades Counter Kyonith has allows him to heal for 5% of the damage he inflicts. Kyonith gains 2 counters per attack while not currently under an active stance.
---------~---------
R-Ability:
+Illusory Initiative: Once per turn on the Enemy Phase, before the first time Kyonith would receive damage from an enemy, he deals a basic attack towards whoever would damage him, regardless of range. If the enemy would die from the attack, then the enemy’s own attack is nullified.
---------~---------
B-Ability:
+Strain of Sin: Kyonith may reduce any amount of his DEF and SPR for 2 turns to restore MP equal to 250% of the amount reduced as a free action. This may not be used again until the reduction expires.
D-Ability:
+ Dark Godling’s Reign: Kyonith appears before his victim and subjects them to a brutal series of rapid slashes, before impaling them with his sword imbued with the full might of his soul. Moves Kyonith in front of his target and deals 200% Piercing ATK Damage. Soul-To-Sword’s current bonus is doubled for this attack. [Range: 1 Enemy]
---------~---------
Stats:
Level: 1
EXP: 0/10
SP:
HP: 26 (130% of Hayate’s)
MP: 20
Atk: 7 (170% of Hayate’s)
Def: 3 (120% of Hayate’s)
Int: 3
Spr: 3 (110% of Hayate’s)
Evade: 3%
Crit: 3%
Move: 2 (+1 from Darkest Chosen One Profession)
---------~---------
Name: Sato, the Azure Wiseman
Gender: Male
Age: Timeless
Appearance:
Sempiternal: This unit is immune to Silence and any effect that would prevent him from using his abilities, as well as any damage-over-time effects.
---------~---------
A-Ability: Rewritten Sorcery
+ Truest Arcana : Sato fires a large elemental orb of dark matter that crashes alternate universes together in an unstable flux, causing catastrophic destruction in its wake. Places a sphere that takes up 3x3 cells in front of Sato that travels 3 cells per turn in a straight line until it disappears at the edge of the map. For each of its cells that an enemy passes through, they receive 120% INT Damage, ignoring 30% of their SPR. Only one instance of Truest Arcana can exist on the field at a time, unless specified otherwise by another effect.[Range: 3x3 in a straight line][16 MP]
+ Fellstar Prism: Sato conjures a fragment of cosmic energy and launches it at an enemy, unleashing a spectrum of elemental might. Repeated uses of this move potentially creates more fragments until exponential devastation is reached. Inflicts 25% Piercing Int Damage as a single hit, and every sixth time this move hits, it applies an additional hit. [Range: 4 Cells][4 MP]
---------~---------
S-Ability:
+ Code: Purgatory: Sato recovers 5% of his Max MP per turn, every 4th time he inflicts INT damage on an enemy, this amount increases by another 5%.
---------~---------
R-Ability:
+Strain of Virtue: Whenever an enemy targets or attacks Sato, they lose MP equal to 10% of his current mana. Any amount lost after 0 is deducted from their HP instead.
---------~---------
B-Ability:
+Archive of the Ageless: As a free action, Sato may cast an A-Ability at half cost and send it into the future. After three turns, Sato decides on a target and the ability activates on them. If Truest Arcana was cast, then it appears from the location Sato was at before he sent it into the future and travels the direction accordingly. This ability can allow more than one instance of Truest Arcana.[? Turn Cooldown]
D-Ability:
+ Death of the Stars: Sato and a targeted enemy warp to a newly created 9x9 map called the Celestial Graveyard. In this map, the atmosphere applied is Paradox Space*. No entrants may leave until the other is defeated unless otherwise stated by an effect. If there is only one enemy remaining, than the new map is not created, but Paradox Space is applied for 3 turns to the current field.
*Paradox Space: All units partaking under this effect are Silenced, and all physical damage done is halved.
---------~---------
Stats:
Level: 1
EXP: 0/10
SP:
HP: 20
MP: 30 (150% of Hayate’s)
Atk: 3
Def: 3 (110% of Hayate’s)
Int: 7 (170% of Hayate’s)
Spr: 3 (120% of Hayate’s)
Evade: 3%
Crit: 2%
Move: 2
Gender: Male
Age: Appears 12
Appearance:
- Spoiler:
- TBA
Law of Observer: This unit may not perform basic attacks and Skill Points gained are instead used for alternate forms. Both forms receive a skill point upon each level up.
Inevitability: This unit is immune to Silence and any effect that would prevent him from using his abilities.
Weapon: Spectral Quill – A magical pen that mysteriously changes shape under specific circumstances.
Armor: Archive Uniform – Appropriate attire for alumni of the Interdimensional Academies.
Accessory: Mindstone – A gem that can holographically display information of all accounted records written by the user.
---------~---------
A-Ability: Divergent Paths
+ Seer’s Presence: The user may teleport up to 6 cells away, or to an ally’s adjacent cell. [Range: 6 Cells/Any ally][10 MP]
+ Darkest Timeline: Valedictory Elegy/Benevolent Timeline: True Mirror: This ability may only be used on or after the 9th turn of battle. Hayate regains full HP/MP, rids himself of all positive and negative status afflictions, and may use Valedictory Elegy to delve into the collective universes’ worst timeline to become Kyonith, the Crimson Nomad, or cast True Mirror to reach the pinnacle of his knowledge and become Sato, the Azure Wiseman.[Range: Self][(Level) or 10 MP, whichever is higher]
---------~---------
S-Ability:
This unit cannot gain an S-Ability
---------~---------
R-Ability:
This unit cannot gain an R-Ability
---------~---------
B-Ability:
+ Stall: Every 3 turns, Hayate may target an enemy on the field. That enemy cannot inflict any damage to Hayate for 2 turns. This does not take up an action.
D-Ability:
+ Stalemate: Hayate and all allies are repositioned and pushed back to the bottom of the map in a line, while all enemies are repositioned and pushed to the top of the map in a line. If no enemy can reach Hayate within basic attack range within 2 turns, Hayate may use Darkest Timeline: Valedictory Elegy/Benevolent Timeline: True Mirror regardless of turn number and gains a permanent 20% damage output for the remainder of the battle, and Protect and Shell for 3 turns.
---------~---------
Stats:
Level: 1
EXP: 0/10
SP: 0
HP: 20
MP: 20
Atk: 3 (+1 from Spectral Quill)
Def: 2 (+1 from Archive Uniform)
Int: 3 (+1 from Mindstone)
Spr: 2
Evade: 4%
Crit: 1%
Move: 2
---------~---------
Name: Kyonith, the Crimson Nomad
Gender: Male
Age: Appears 28
Appearance:
- Spoiler:
Bound Sword: This unit is immune to disarm or any effects that would lower his ATK or prevent him from performing basic attacks.
---------~---------
A-Ability: Black Blade Messiah
+ Demonbrood Stance/Murderous Joker Stance: Upon first casting of this ability, Kyonith enters Demonbrood Stance, granting him an additional basic attack and causing his attacks to ignore any defensive bonuses by the enemy. Casting again enters Murderous Joker Stance, dramatically raising his evasion and critical chance while making his attacks impossible to dodge. Casting this ability once more reverts back into Demonbrood Stance. Stances may be toggled off and resumed for no extra cost or action.[Range: Self][-10% Max HP per turn]
+ Soul-To-Sword: Kyonith may expend any amount of his own health to increase his ATK by the percentage of max HP consumed divided by 2. Subsequent uses of this ability will apply the effect additively. [Range: Self][(Level) or 6 MP, whichever is higher]
---------~---------
S-Ability:
+ Code: Hades: Each attack by Kyonith grants him one Hades counter, every four Hades Counter Kyonith has allows him to heal for 5% of the damage he inflicts. Kyonith gains 2 counters per attack while not currently under an active stance.
---------~---------
R-Ability:
+
---------~---------
B-Ability:
+
D-Ability:
+ Dark Godling’s Reign: Kyonith appears before his victim and subjects them to a brutal series of rapid slashes, before impaling them with his sword imbued with the full might of his soul. Moves Kyonith in front of his target and deals 200% Piercing ATK Damage. Soul-To-Sword’s current bonus is doubled for this attack. [Range: 1 Enemy]
---------~---------
Stats:
Level: 1
EXP: 0/10
SP:
HP: 26 (130% of Hayate’s)
MP: 20
Atk: 7 (170% of Hayate’s)
Def: 3 (120% of Hayate’s)
Int: 3
Spr: 3 (110% of Hayate’s)
Evade: 3%
Crit: 3%
Move: 2 (+1 from Darkest Chosen One Profession)
---------~---------
Name: Sato, the Azure Wiseman
Gender: Male
Age: Timeless
Appearance:
- Spoiler:
Sempiternal: This unit is immune to Silence and any effect that would prevent him from using his abilities, as well as any damage-over-time effects.
---------~---------
A-Ability: Rewritten Sorcery
+ Truest Arcana : Sato fires a large elemental orb of dark matter that crashes alternate universes together in an unstable flux, causing catastrophic destruction in its wake. Places a sphere that takes up 3x3 cells in front of Sato that travels 3 cells per turn in a straight line until it disappears at the edge of the map. For each of its cells that an enemy passes through, they receive 120% INT Damage, ignoring 30% of their SPR. Only one instance of Truest Arcana can exist on the field at a time, unless specified otherwise by another effect.[Range: 3x3 in a straight line][16 MP]
+ Fellstar Prism: Sato conjures a fragment of cosmic energy and launches it at an enemy, unleashing a spectrum of elemental might. Repeated uses of this move potentially creates more fragments until exponential devastation is reached. Inflicts 25% Piercing Int Damage as a single hit, and every sixth time this move hits, it applies an additional hit. [Range: 4 Cells][4 MP]
---------~---------
S-Ability:
+ Code: Purgatory: Sato recovers 5% of his Max MP per turn, every 4th time he inflicts INT damage on an enemy, this amount increases by another 5%.
---------~---------
R-Ability:
+
---------~---------
B-Ability:
+
D-Ability:
+ Death of the Stars: Sato and a targeted enemy warp to a newly created 9x9 map called the Celestial Graveyard. In this map, the atmosphere applied is Paradox Space*. No entrants may leave until the other is defeated unless otherwise stated by an effect. If there is only one enemy remaining, than the new map is not created, but Paradox Space is applied for 3 turns to the current field.
*Paradox Space: All units partaking under this effect are Silenced, and all physical damage done is halved.
---------~---------
Stats:
Level: 1
EXP: 0/10
SP:
HP: 20
MP: 30 (150% of Hayate’s)
Atk: 3
Def: 3 (110% of Hayate’s)
Int: 7 (170% of Hayate’s)
Spr: 3 (120% of Hayate’s)
Evade: 3%
Crit: 2%
Move: 2
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: Rasmus Stalheardth
Gender: Male
Age: 28 Years Galactic Standard
Appearance:
Inspire - This unit and all allies standing in an adjacent cell to this unit gain 10% more CRIT.
Specialization: Captain
Bonus: +10% EXP and Monetary end-of-mission and Aftermission rewards (+5% per Rank after 1) and has improved effectiveness in Diplomatic Aftermissions.
Blood Type: B-
Weapon: Switch Katar - A large triangular beam blade projected from a hand grip that may change shape and function to a portable crossbow at will. (The wielder may switch between weapon forms before taking an Act Action. Crossbow form deals only 80% ATK DMG from basic attacks and has a range of 4 cells.)
Armor: Captain's Fatigues - Special military-issued wear for respectably ranked units.
Accessory: Worn-out Wallet - An obsolete method of carrying currency, considering practically every transaction is digital. Contains a very old photograph, yet another primitive iteration of outdated technology.
A-Ability: Hydra
+ Shifter: Lunges at a target with the melee form of the weapon, and quickly changes mid-attack to fire with the ranged portion performing a devastating combo. Weapon must be in melee form and cannot be used if the weapon already changed formed prior this turn. Deals 100% ATK DMG and then 80% ATK DMG, with the second attack having a 30% base chance of inflicting Daze for 1 turn. Range: Adjacent Cell. 8 MP.
+ Rhino Stampede/Trident Prongs: While in melee form, the user charges at the target and overwhelms them by putting their entire weight into the delivery of the strike. Rhino Stampede will position the user in front of the enemy hit by this attack and it cannot be used if there is an occupied cell between the user and target. While in ranged form, the user fires three shots that pass through the cell in front of the user and divert into three cells horizontally positioned behind it (forming a "T" shape for trajectory path), with any enemy standing in front of the user intercepting the entire attack, taking all three shots. Rhino Stampede inflicts 130% ATK DMG and has a range of 4 cells. Trident Prongs deals 90% ATK DMG per shot in a T-shaped cone. 6 MP.
S-Ability:
+ Consistency: Grants stacks for each turn spent without changing weapon forms. Once the user switches weapon forms, the next attack done by the new weapon form inflicts an additional 5% DMG per stack.
R-Ability:
+ Erraticism: Once per turn during the enemy turn, before the first attack at melee range targeting this unit goes through, this unit first surprises the assailant with a basic attack at an increased 10% CRIT rate when in melee weapon form. If in ranged weapon form, this unit responds to the first attack within current form range before it goes through with a quick shot at 50% ATK DMG with a base 10% chance of disarming the assailant for their attack.
D-Ability:
+ Integrated Mechanics: The user activates a last resort defense system, triggering a set of nano-machines to cover the user in a full suit of cybernetic armor for 3 turns. While under Integrated Mechanics, the user gains Haste and takes 30% less damage from all sources. On the third turn, the user may use a non-Ionic Mech-exclusive weapon from the inventory at 20% of its DMG. (PLT is applied as DEF for Kinetic DMG, SPR will mitigate Energy DMG.)
C-Ability Checkmating
+ Ultrasound Detectors: Applies Scanned on a visible target vessel. Range: Unlimited. 4 TP.
+ Micromanaging: Decreases TP Consumption for the rest of the party by 20% for the turn this is used. Range: Entire Crew. 10 TP.
LVL: 1
EXP: 0 / 50
RNK: 1
PROG: >>>>>>>>>>
SP: 0
SKP: 0
CP: 0
HP: 25/25
MP: 20/20
TP: 20/20 [+5 from Worn-out Wallet] [25/25]
ATK: 4 [+1 from Switch Katar] [5]
DEF: 3 [+1 from Captain's Fatigues] [4]
INT: 1
SPR: 2
EVADE: 2%
CRIT: 3% [+10% from Inspire] [13%]
MOVE: 2 [+1 from Star Centurion] [3]
Gender: Male
Age: 28 Years Galactic Standard
Appearance:
- Spoiler:
Inspire - This unit and all allies standing in an adjacent cell to this unit gain 10% more CRIT.
Specialization: Captain
Bonus: +10% EXP and Monetary end-of-mission and Aftermission rewards (+5% per Rank after 1) and has improved effectiveness in Diplomatic Aftermissions.
Blood Type: B-
Weapon: Switch Katar - A large triangular beam blade projected from a hand grip that may change shape and function to a portable crossbow at will. (The wielder may switch between weapon forms before taking an Act Action. Crossbow form deals only 80% ATK DMG from basic attacks and has a range of 4 cells.)
Armor: Captain's Fatigues - Special military-issued wear for respectably ranked units.
Accessory: Worn-out Wallet - An obsolete method of carrying currency, considering practically every transaction is digital. Contains a very old photograph, yet another primitive iteration of outdated technology.
A-Ability: Hydra
+ Shifter: Lunges at a target with the melee form of the weapon, and quickly changes mid-attack to fire with the ranged portion performing a devastating combo. Weapon must be in melee form and cannot be used if the weapon already changed formed prior this turn. Deals 100% ATK DMG and then 80% ATK DMG, with the second attack having a 30% base chance of inflicting Daze for 1 turn. Range: Adjacent Cell. 8 MP.
+ Rhino Stampede/Trident Prongs: While in melee form, the user charges at the target and overwhelms them by putting their entire weight into the delivery of the strike. Rhino Stampede will position the user in front of the enemy hit by this attack and it cannot be used if there is an occupied cell between the user and target. While in ranged form, the user fires three shots that pass through the cell in front of the user and divert into three cells horizontally positioned behind it (forming a "T" shape for trajectory path), with any enemy standing in front of the user intercepting the entire attack, taking all three shots. Rhino Stampede inflicts 130% ATK DMG and has a range of 4 cells. Trident Prongs deals 90% ATK DMG per shot in a T-shaped cone. 6 MP.
S-Ability:
+ Consistency: Grants stacks for each turn spent without changing weapon forms. Once the user switches weapon forms, the next attack done by the new weapon form inflicts an additional 5% DMG per stack.
R-Ability:
D-Ability:
+ Integrated Mechanics: The user activates a last resort defense system, triggering a set of nano-machines to cover the user in a full suit of cybernetic armor for 3 turns. While under Integrated Mechanics, the user gains Haste and takes 30% less damage from all sources. On the third turn, the user may use a non-Ionic Mech-exclusive weapon from the inventory at 20% of its DMG. (PLT is applied as DEF for Kinetic DMG, SPR will mitigate Energy DMG.)
C-Ability Checkmating
+ Ultrasound Detectors: Applies Scanned on a visible target vessel. Range: Unlimited. 4 TP.
+ Micromanaging: Decreases TP Consumption for the rest of the party by 20% for the turn this is used. Range: Entire Crew. 10 TP.
LVL: 1
EXP: 0 / 50
RNK: 1
PROG: >>>>>>>>>>
SP: 0
SKP: 0
CP: 0
HP: 25/25
MP: 20/20
TP: 20/20 [+5 from Worn-out Wallet] [25/25]
ATK: 4 [+1 from Switch Katar] [5]
DEF: 3 [+1 from Captain's Fatigues] [4]
INT: 1
SPR: 2
EVADE: 2%
CRIT: 3% [+10% from Inspire] [13%]
MOVE: 2 [+1 from Star Centurion] [3]
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: Wolfgang Scargrip
Gender: Male
Age: 22
Appearance:
Mercy: This unit refuses to kill, never making an attack drop a target’s HP below 1. If a unit is at 1 HP after being attacked by the user, then they are rendered Witless for the rest of the battle and cannot perform any action nor be recovered. If all remaining enemies in the battle are incapacitated, then the battle is considered won.
Decommission: All attacks by this unit have a chance of inflicting Stun.
Weapon: Shock Baton – A blunt object charged to neutralize hostile targets.
Armor: Tactical Vest – Standard-Issue protective covering to soften impact.
Accessory: Black Gloves – A Restrainer never likes getting his hands dirty.
A-Ability: Forbearance
+ Dive Tackle: The user tosses himself at a target with high speed, attempting to disable them as quickly as possible while avoiding crossfire. Moves the user up to 4 Cells ahead or adjacent to a collided enemy. 100% ATK DMG with chance of Disable, the user cannot be targeted by ranged attacks for the next enemy phase. ? MP.
+ Sleeper Hold: The user performs a rear-naked choke on the target, attempting to strangle them unconscious. The more exhausted the target, the more effective the attack. When used on an enemy, they take an initial 80% ATK DMG and if the hold is successful they become unable to move or attack while the user remains in the initial cell, taking an extra 10% of their missing HP as damage with a chance of Sleep each turn until released or when the target falls asleep. The target may attempt to break free by struggling. Base success chance is 25% +5% per each 10% missing HP + 10% per negative status affliction on the target. Attempts to break the hold may be made by spending MP with the success rate being proportional to the percentage of max MP spent x 2, with failure resulting in a greater chance to fall asleep. Range: Adjacent Cell. ? MP.
S-Ability:
+ Hostage Situation: This unit may use an Act action to pick up an enemy that is Dazed, Stunned, Witless, Disabled, or otherwise immobilized as a shield for the duration of the incapacitation. While being used as a shield, the unit moves with the user and takes all incoming damage for the user (this allows targets to have their HP reduced to 0). Only one unit may be used as a shield at a time, and those used as shields become permanently disarmed.
R-Ability:
+ Breakthrough Perseverance: Each time this unit fails at inflicting a status affliction on a target, they receive a stack of Breakthrough on them (Max: 6). For each stack of Breakthrough, the afflicted has a 10% higher susceptibility to this unit’s status afflictions which are consumed upon the next successful status affliction this unit places on them. The affliction will last 1 more turn per 2 stacks of Breakthrough consumed.
D-Ability:
+ Crackdown: For the next 3 turns, this unit is immune to negative status afflictions and Mercy now activates at 33% or less of an enemy’s max HP instead of at 1.
LVL: 1
EXP: 0 / 10
SP: 0
SKP: 0
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVADE:
CRIT:
MOVE:
Gender: Male
Age: 22
Appearance:
- Spoiler:
Mercy: This unit refuses to kill, never making an attack drop a target’s HP below 1. If a unit is at 1 HP after being attacked by the user, then they are rendered Witless for the rest of the battle and cannot perform any action nor be recovered. If all remaining enemies in the battle are incapacitated, then the battle is considered won.
Decommission: All attacks by this unit have a chance of inflicting Stun.
Weapon: Shock Baton – A blunt object charged to neutralize hostile targets.
Armor: Tactical Vest – Standard-Issue protective covering to soften impact.
Accessory: Black Gloves – A Restrainer never likes getting his hands dirty.
A-Ability: Forbearance
+ Dive Tackle: The user tosses himself at a target with high speed, attempting to disable them as quickly as possible while avoiding crossfire. Moves the user up to 4 Cells ahead or adjacent to a collided enemy. 100% ATK DMG with chance of Disable, the user cannot be targeted by ranged attacks for the next enemy phase. ? MP.
+ Sleeper Hold: The user performs a rear-naked choke on the target, attempting to strangle them unconscious. The more exhausted the target, the more effective the attack. When used on an enemy, they take an initial 80% ATK DMG and if the hold is successful they become unable to move or attack while the user remains in the initial cell, taking an extra 10% of their missing HP as damage with a chance of Sleep each turn until released or when the target falls asleep. The target may attempt to break free by struggling. Base success chance is 25% +5% per each 10% missing HP + 10% per negative status affliction on the target. Attempts to break the hold may be made by spending MP with the success rate being proportional to the percentage of max MP spent x 2, with failure resulting in a greater chance to fall asleep. Range: Adjacent Cell. ? MP.
S-Ability:
+ Hostage Situation: This unit may use an Act action to pick up an enemy that is Dazed, Stunned, Witless, Disabled, or otherwise immobilized as a shield for the duration of the incapacitation. While being used as a shield, the unit moves with the user and takes all incoming damage for the user (this allows targets to have their HP reduced to 0). Only one unit may be used as a shield at a time, and those used as shields become permanently disarmed.
R-Ability:
D-Ability:
+ Crackdown: For the next 3 turns, this unit is immune to negative status afflictions and Mercy now activates at 33% or less of an enemy’s max HP instead of at 1.
LVL: 1
EXP: 0 / 10
SP: 0
SKP: 0
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVADE:
CRIT:
MOVE:
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Vergil (Duodecim Distinction)
Male, 22 (June 12)
Appearance:
Profession: Byronic Antihero – A being whose ways are contrary to mainstream society, showing volatile behavior from a tragic past. (Eternal Dream)(Tiger Blood+)(Antinomic)
Eternal Dream: This unit may only equip Dreamcatchers instead of standard accessories.
Tiger Blood+: This unit may forego an Act Action to perform another Move Action, or convert an unused Move Action into another Act Action. 3 Turn Cooldown.
Antinomic : This user gains an Intensity Meter powered by concentration (represented as: ★★★★★★★★★★ to be used as resources for abilities. The stars will turn shades one by one starting from empty -> green -> yellow -> red. All stars must turn green before they may become yellow and so on. This unit will gain 2 shades per turn + an additional shade per enemy within 2 cells.
Level: 10
Exp: --/--
Weapon: Ornamental Katana – The same quality of the kind of swords you’d buy at the mall
Armor: Punk Jacket – When you also have to look edgy.
Dreamcatcher: Alhena – An old dreamcatcher emanating an ominous presence. (Red) (8 MP to use Bolgia Five: Malebranche of the Simulacrum)
A-Ability: La Divina Commedia
Bolgia One: Fade Draw – The user maneuvers around at a speed nearly impossible to follow with the naked eye, performing a quick slash to those in their way. For the next 3 turns whenever the user moves, enemies in adjacent cells to the Move Action pathing take 100% ATK Dmg (enemies may not be hit twice in the same Move Action even if they are adjacent to multiple cells in the pathing). Once the Intensity Meter is unlocked, this move ignores 5% DEF for each threshold the meter has achieved. ? MP.
Bolgia Two: After-Image Cut – The user’s blade creates additional dark trails in its wake, harming all that it hits. 80% ATK Dmg, may be chained to each hit from a basic attack, but costs additional MP for each additional use of this ability for the turn. Range: Weapon. 3 MP + 1 MP per additional chain. Once the Intensity Meter is unlocked, shades may be lowered in substitution for MP, in which case the cost is ? shades + ? shades per additional chain.
Bolgia Three: Denouncement – For three turns, the user may consume MP past 0 into negative amounts up to -50% Max MP, and any action that would bring it past that point cannot be done. After the duration, any negative mana resets back to 0 after three turns. This ability has a Cooldown as opposed to an MP cost. 7 Turn Cooldown. The user must have at least 1 MP in order to use Denouncement.
Bolgia Four: Fusion Blade Jetstream – Creates an immaterial sword from the user’s mind and will to cut down foes. Enables Vergil to have a dual weapon slot occupied by Jetstream. Jetstream provides the same stats as his primary weapon (at the initial cast) which cannot be disarmed and hits from it will always deal magical damage applied to the enemy’s SPR stat. 20% Max HP and 8 MP (Until level 10).
Bolgia Five: Malebranche of the Simulacrum – Conjures forth a demonic spirit from the dreamcatcher, a being that feeds upon malice and empowers the darkest desires of the user. Its power varies by the color of the dreamcatcher. Summons a Simulacrum in a surrounding cell whose name varies depending on the color of the dreamcatcher. Varying MP. Can only be casted once per battle.
Bolgia Six: Zero Vengeance – For the next 5 turns, Vergil’s attacks ignores R-Abilities and damage reflecting effects. Range: Self. 20 MP.
Bolgia Seven: Sleight of Hand – When Vergil has Jetstream, he may throw it at an enemy from afar and appear before them within a blink of an eye. If the move hits, Vergil will disembowel his foe by removing the blade out of the side. 50% ATK Dmg and places user in front of target, if attack successfully hits, inflicts an additional 100% ATK Dmg with a guaranteed critical. This skill uses a Cooldown as opposed to MP and only Jetstream's stats are factored in damage calculation. Range: 4 cells. 4 Turn Cooldown.
Bolgia Eight: Air Trick – The user unsheathes their blade halfway with extreme force, launching their target upward and then drawing the rest of the blade out to strike the airborne victim in merciless cuts. Inflicts exactly 1 Dmg and then chains 2 basic attack sequences ignoring 15% Def/Spr. Range: Adjacent Cell. 8 MP. 5 Turn Cooldown.
A-Ability: Contrary Edict
Chaos Undivided – Bestows Haste for 3 turns and grants +1 Basic Attack permanently. Must at least be in full yellow Intensity threshold to use, and the additional basic attack can only be gained once. 20 MP.
Blitz Rave – Splits all hits from this unit’s basic attacks until the end of next turn into 2 hits at half ATK. Lowers Intensity by ? shades.
R-Ability: Crown of Antithesis – A black halo of demonic energy manifests itself upon the head of the Antihero by absorbing the when a worthy opponent is found, tapping into unimaginable power. When the user reaches 50% Max HP or below and has Jetstream and an active Simulacrum/Simulacrum Skull effect, both Jetstream and the Simulacrum/Skull are consumed to cause enemies attacked by the user to receive Doom (5 turn countdown). If an enemy is successfully damaged by the user in a turn while having Doom, then the countdown is lowered by an extra turn at the beginning of their phase. Attacking enemies immune to Doom affliction ignore half their defense instead.
S-Ability: Bolgia Ten: The Apex Soul – Each attack Vergil deals per hit inflicts extra damage equal to a % of Vergil’s SPR based on a formula (up to a cap of 125% at 20 hits).
(Apex Soul Damage Formula) =
N: Number of hits
S: SPR % Damage
(((N^1.25)-N)*(10^0.75)*0.01) - Target Def = S
D-Ability: Bolgia Nine: Purge of Sin – The user charges forward and fades until his appearance is nothing but a silhouette, moving at inhumane speed to perform a series of slashes so fast, the target splits into pieces as soon as the user returns to their original position. 20% Piercing Attack DMG x 10 hits. This attack cannot be interrupted or otherwise forced to end prematurely. Range: One Enemy.
Stats (Level One):
HP: 20 (-15% base from Burden of Unawakened Power) (17)
MP: 20
DD: 0/10
Intensity: ★★★★★★★★★★
Atk: 3 (-15% base from Burden of Unawakened Power) (+1 from Ornamental Katana) (+1 from Alhena) (5)
Def: 2 (+1 from Punk Jacket)
Int: 2 (+0 from Ornamental Katana)
Spr: 3 (+0 from Punk Jacket)
Evasion: 2%
Movement: 2 Cells (+1 from Antihero)
Name:
Red – Rubicante
Orange – Cagnazzo
Yellow – Ciriatto
Green – Libicocco
Blue – Barbariccia
Indigo – Graffiacane
Violet – Farfarello
Black –Draghignazzo
White – Calcabrina
Gray – Malacoda
Brown – Alichino
Cyan – Scarmiglione
Iridescent – Satan
Age: ?
Gender: ?
Appearance:
Phasing Movement: This unit moves to target cells by warping to them, therefore not passing through cells in between.
Endless Nightmare: This unit’s name and abilities vary from the color of the dreamcatcher used to beckon it.
Miasmic Mirror: This unit always has the same positive and negative status afflictions of the unit that called it to the field.
A-Ability: Council of the Malebranche
Erase – The Simulacrum sneaks behind the target and wraps both its claws around the victim’s face, proceeding to pull back and rip it apart. Depending on the Simulacrum, this ability has additional effects/variations. 120% ATK Dmg + 30% Enemy Missing HP. Range: Adjacent. Varying MP.
Council’s Call – The Simulacrum may spend half of its current HP to summon any other Simulacrum (other than Satan) in a surrounding cell at an HP equal to the amount spent. Each Simulacrum may only use this ability once per battle, and Simulacrum summoned by this effect do not drop skulls. 50% Current HP.
R-Ability: Mask of the Simulacrum - Upon death of the Simulacrum, it will drop its skull that may be worn by Vergil or an ally by a free command which will provide bonus effects which cannot be dispelled. If anyone other than Vergil chooses to wear the skull, they will receive undispellable Doom which ticks away starting at 5 turns.
S-Ability: Simulacrum Signature – Provides effects based on the Simulacrum.
Stats (Level One):
HP: 15
MP: 15
DD: —/—
Atk: 4
Def: 1
Int: 1
Spr: 2
Evasion: 1%
Movement: 2 Cells
Male, 22 (June 12)
Appearance:
- Spoiler:
Profession: Byronic Antihero – A being whose ways are contrary to mainstream society, showing volatile behavior from a tragic past. (Eternal Dream)(Tiger Blood+)(Antinomic)
Eternal Dream: This unit may only equip Dreamcatchers instead of standard accessories.
Tiger Blood+: This unit may forego an Act Action to perform another Move Action, or convert an unused Move Action into another Act Action. 3 Turn Cooldown.
Antinomic : This user gains an Intensity Meter powered by concentration (represented as: ★★★★★★★★★★ to be used as resources for abilities. The stars will turn shades one by one starting from empty -> green -> yellow -> red. All stars must turn green before they may become yellow and so on. This unit will gain 2 shades per turn + an additional shade per enemy within 2 cells.
- Spoiler:
- Antihero – The brooding figure of enigma that walks the path between good and evil. He fights for no kingdom, no country, and no one but himself. (Eternal Dream)(Tiger Blood)(Burden of Unawakened Power)
Eternal Dream: This unit may only equip Dreamcatchers instead of standard accessories.
Tiger Blood: This unit may forego an Act Action to perform another Move Action, or convert an unused Move Action into another Act Action. This unit may not receive Haste. 2 Turn Cooldown.
Burden of Unawakened Power: This unit’s base Max HP and base ATK are reduced by 15%
Level: 10
Exp: --/--
Weapon: Ornamental Katana – The same quality of the kind of swords you’d buy at the mall
Armor: Punk Jacket – When you also have to look edgy.
Dreamcatcher: Alhena – An old dreamcatcher emanating an ominous presence. (Red) (8 MP to use Bolgia Five: Malebranche of the Simulacrum)
A-Ability: La Divina Commedia
Bolgia One: Fade Draw – The user maneuvers around at a speed nearly impossible to follow with the naked eye, performing a quick slash to those in their way. For the next 3 turns whenever the user moves, enemies in adjacent cells to the Move Action pathing take 100% ATK Dmg (enemies may not be hit twice in the same Move Action even if they are adjacent to multiple cells in the pathing). Once the Intensity Meter is unlocked, this move ignores 5% DEF for each threshold the meter has achieved. ? MP.
Bolgia Two: After-Image Cut – The user’s blade creates additional dark trails in its wake, harming all that it hits. 80% ATK Dmg, may be chained to each hit from a basic attack, but costs additional MP for each additional use of this ability for the turn. Range: Weapon. 3 MP + 1 MP per additional chain. Once the Intensity Meter is unlocked, shades may be lowered in substitution for MP, in which case the cost is ? shades + ? shades per additional chain.
Bolgia Three: Denouncement – For three turns, the user may consume MP past 0 into negative amounts up to -50% Max MP, and any action that would bring it past that point cannot be done. After the duration, any negative mana resets back to 0 after three turns. This ability has a Cooldown as opposed to an MP cost. 7 Turn Cooldown. The user must have at least 1 MP in order to use Denouncement.
Bolgia Four: Fusion Blade Jetstream – Creates an immaterial sword from the user’s mind and will to cut down foes. Enables Vergil to have a dual weapon slot occupied by Jetstream. Jetstream provides the same stats as his primary weapon (at the initial cast) which cannot be disarmed and hits from it will always deal magical damage applied to the enemy’s SPR stat. 20% Max HP and 8 MP (Until level 10).
Bolgia Five: Malebranche of the Simulacrum – Conjures forth a demonic spirit from the dreamcatcher, a being that feeds upon malice and empowers the darkest desires of the user. Its power varies by the color of the dreamcatcher. Summons a Simulacrum in a surrounding cell whose name varies depending on the color of the dreamcatcher. Varying MP. Can only be casted once per battle.
Bolgia Six: Zero Vengeance – For the next 5 turns, Vergil’s attacks ignores R-Abilities and damage reflecting effects. Range: Self. 20 MP.
Bolgia Seven: Sleight of Hand – When Vergil has Jetstream, he may throw it at an enemy from afar and appear before them within a blink of an eye. If the move hits, Vergil will disembowel his foe by removing the blade out of the side. 50% ATK Dmg and places user in front of target, if attack successfully hits, inflicts an additional 100% ATK Dmg with a guaranteed critical. This skill uses a Cooldown as opposed to MP and only Jetstream's stats are factored in damage calculation. Range: 4 cells. 4 Turn Cooldown.
Bolgia Eight: Air Trick – The user unsheathes their blade halfway with extreme force, launching their target upward and then drawing the rest of the blade out to strike the airborne victim in merciless cuts. Inflicts exactly 1 Dmg and then chains 2 basic attack sequences ignoring 15% Def/Spr. Range: Adjacent Cell. 8 MP. 5 Turn Cooldown.
A-Ability: Contrary Edict
Chaos Undivided – Bestows Haste for 3 turns and grants +1 Basic Attack permanently. Must at least be in full yellow Intensity threshold to use, and the additional basic attack can only be gained once. 20 MP.
Blitz Rave – Splits all hits from this unit’s basic attacks until the end of next turn into 2 hits at half ATK. Lowers Intensity by ? shades.
R-Ability: Crown of Antithesis – A black halo of demonic energy manifests itself upon the head of the Antihero by absorbing the when a worthy opponent is found, tapping into unimaginable power. When the user reaches 50% Max HP or below and has Jetstream and an active Simulacrum/Simulacrum Skull effect, both Jetstream and the Simulacrum/Skull are consumed to cause enemies attacked by the user to receive Doom (5 turn countdown). If an enemy is successfully damaged by the user in a turn while having Doom, then the countdown is lowered by an extra turn at the beginning of their phase. Attacking enemies immune to Doom affliction ignore half their defense instead.
S-Ability: Bolgia Ten: The Apex Soul – Each attack Vergil deals per hit inflicts extra damage equal to a % of Vergil’s SPR based on a formula (up to a cap of 125% at 20 hits).
(Apex Soul Damage Formula) =
N: Number of hits
S: SPR % Damage
(((N^1.25)-N)*(10^0.75)*0.01) - Target Def = S
D-Ability: Bolgia Nine: Purge of Sin – The user charges forward and fades until his appearance is nothing but a silhouette, moving at inhumane speed to perform a series of slashes so fast, the target splits into pieces as soon as the user returns to their original position. 20% Piercing Attack DMG x 10 hits. This attack cannot be interrupted or otherwise forced to end prematurely. Range: One Enemy.
Stats (Level One):
HP: 20 (-15% base from Burden of Unawakened Power) (17)
MP: 20
DD: 0/10
Intensity: ★★★★★★★★★★
Atk: 3 (-15% base from Burden of Unawakened Power) (+1 from Ornamental Katana) (+1 from Alhena) (5)
Def: 2 (+1 from Punk Jacket)
Int: 2 (+0 from Ornamental Katana)
Spr: 3 (+0 from Punk Jacket)
Evasion: 2%
Movement: 2 Cells (+1 from Antihero)
Name:
Red – Rubicante
Orange – Cagnazzo
Yellow – Ciriatto
Green – Libicocco
Blue – Barbariccia
Indigo – Graffiacane
Violet – Farfarello
Black –Draghignazzo
White – Calcabrina
Gray – Malacoda
Brown – Alichino
Cyan – Scarmiglione
Iridescent – Satan
Age: ?
Gender: ?
Appearance:
- Rubicante:
Phasing Movement: This unit moves to target cells by warping to them, therefore not passing through cells in between.
Endless Nightmare: This unit’s name and abilities vary from the color of the dreamcatcher used to beckon it.
Miasmic Mirror: This unit always has the same positive and negative status afflictions of the unit that called it to the field.
A-Ability: Council of the Malebranche
Erase – The Simulacrum sneaks behind the target and wraps both its claws around the victim’s face, proceeding to pull back and rip it apart. Depending on the Simulacrum, this ability has additional effects/variations. 120% ATK Dmg + 30% Enemy Missing HP. Range: Adjacent. Varying MP.
- Spoiler:
- Rubicante: Follows up by impaling the target, dealing an extra 15% Max HP dmg. 12 MP.
Cagnazzo: Performs the attack quickly and efficiently, reducing MP cost by 30%.
Ciriatto: Bites the target afterward, dealing 100% ATK Dmg and healing for 30% of the amount.
Libicocco: Rends the target’s soul more than their physical being having Erase deal 120% ATK Dmg and uses 30% of the target’s missing Max MP for the other damage calculation.
Barbariccia: Laughs sadistically afterwards, taunting the target for 3 turns.
Graffiacane: Spits corrosive saliva on the target, for a chance to inflict Poison at 9% Max HP potency for 3 turns.
Farfarello: Instead of attacking, grips the target and binds its arms. Erase inflicts no damage and instead applies Disable to the target for 1 turn and allows Vergil to perform an additional basic attack on them while they are Disabled.
Draghignazzo: Attempts to gouge the target’s eyes while performing the attack, for a chance of Blind.
Calcabrina: Instead performs the attack on the target’s legs for a chance to Snare the target for 3 turns.
Malacoda: Instead attempts to snap the target’s neck. Missing HP portion of damage is doubled.
Alichino: Tosses the target away afterwards, moving them 3 cells away.
Scarmiglione: Utilizes the target’s own power against them, turning the ATK dmg portion to use the target’s higher offensive stat for damage calculation.
Satan: Imbues demonic power into the claws to further ravage the enemy. Damage calculation is instead 120% + (RLV x 10)% ATK Runic Dmg + 30% Enemy Missing HP.
Council’s Call – The Simulacrum may spend half of its current HP to summon any other Simulacrum (other than Satan) in a surrounding cell at an HP equal to the amount spent. Each Simulacrum may only use this ability once per battle, and Simulacrum summoned by this effect do not drop skulls. 50% Current HP.
- Skull effects by color:
- Red: Allows an extra basic attack.
Orange: Grants Sure Hit.
Yellow: Returns 15% of damage dealt as HP.
Green: Returns 15% of damage dealt as MP.
Blue: Ignores 30% of targets’ DEF/SPR
Indigo: Immunity to Damage-over-time statuses
Violet: Immunity to statuses hindering movement and ability to perform attacks
Black: Infinite basic attack range.
White: Stealths user every 4 turns. Cooldown starts counting again after Stealth expires.
Gray: +15% Crit.
Brown: +15% Evade.
Cyan: Responds to receiving damage by inflicting damage to the attacker by 20% of the wearer’s SPR.
Iridescent: Converts all damage dealt into Runic Dmg. (Damage mitigation is 10% target’s Max HP instead of Def/Spr)
S-Ability: Simulacrum Signature – Provides effects based on the Simulacrum.
- Spoiler:
- Rubicante: Gains an additional basic attack and gains a charge every 3 turns (Max: 2) that allows Rubicante to switch places with Vergil for a Move Action.
Cagnazzo: Has Sure Hit and basic attacks swipe targets in the front 3 cells.
Ciriatto: Heals for 15% of damage inflicted and can expend HP in addition to ability costs to empower the ability equal to the percentage of Max HP spent.
Libicocco: Damage by this unit instead deducts from a target’s MP. If the target has no MP remaining, attacks on them deduct from HP but are 10% stronger.
Barbariccia: Attacks shred the target’s Def by 5% per hit (up to a max of 25%) for 3 turns. Subsequent attacks refresh duration until max cap is reached.
Graffiacane: Attacks mark the target until the next turn, granting negative status afflictions towards them an increased success rate of 15%.
Farfarello: Attacks have a 10% chance of Stunning the target.
Draghignazzo: Has unlimited basic attack range and gains 5% ATK per turn for each turn this unit does not use a Move Action until it moves or is forced to move (stacks up to 20 times).
Calcabrina: Stealths every 4 turns. Cooldown starts counting again after Stealth expires. This unit may occupy the same cells as other units while stealthed and pushes itself 1 cell away if so upon breaking Stealth.
Malacoda: Passively gains 15% increased Critical Rating. Critical Damage is increased by 20%.
Alichino: Passively gains 15% increased Evasion. Successful evades further increase this by 5% up to a maximum of 40% total Evasion.
Scarmiglione: Swaps this unit’s ATK and INT and all instances of ATK Dmg by this unit are replaced with INT Dmg. Attacks are considered magical and still apply to target’s DEF unless stated otherwise.
Satan: This unit possesses Elder Blood of the Ancients which causes all damage by this unit to be Runic Dmg (Damage mitigation is 10% target’s Max HP instead of Def/Spr) and has a starting RLV of 1 which increases by 1 every 3 turns.
Stats (Level One):
HP: 15
MP: 15
DD: —/—
Atk: 4
Def: 1
Int: 1
Spr: 2
Evasion: 1%
Movement: 2 Cells
Last edited by Vergil on Tue May 19, 2015 5:18 am; edited 2 times in total
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Giselle Langelier
Female, Appears 24 (October 16)
Appearance:
Profession: Vampiress – A creature of the night often born from a clan or family of nocturnal beings which drink the blood of humans. (Heliophobic)(The Hunt)
Heliophobic: This unit loses 5% current HP per turn when exposed to sunlight and has 15% reduced MP costs when in darkness, as well as being treated as Undead. During a Full Moon, the reduced cost percentage is doubled.
The Hunt: This unit’s attacks have a 10% chance of inflicting Fear.
Level: 1
Exp: --/--
Weapon: Razor Nails – The vampires only needs their hands to strike.
Armor: Stately Blouse – The classy attire is part of the sophisticated charm.
Accessory: Giselle’s Handmirror – Alas, she has no reflection.
A-Ability: Parched Fangs
Kiss of Rosethorns – The user sinks their fangs into the target, draining their blood and life energy from them. Deals 80% ATK + (Target’s Current Health %/3) ATK Dmg and heals for 50% damage inflicted. Every stack of Bleeding raises the ATK % modifier by 15% and healing percentage by 10%. Cannot be used if target is Poisoned or has Venom. Range: Adjacent Cell. ? MP.
Mist Macabre – Shrouds the target location and surrounding cells with a red mist, marking all enemies that come into contact with it. Enemies marked by Mist Macabre can be detected by the user if Stealthed and have their resistance to Bleeding reduced, increasing the likelihood by 15% and raising the percentage modifier of bleed damage by 3%. Range: 4 Cell casting range, 3x3 area of effect. ? MP.
R-Ability: Phantom Renewal – Upon reaching critical condition the user becomes encased in a coffin which fades into the shadows, placing the unit in Stasis for 3 turns. Upon the end of the duration, the unit reappears, no longer taking damage from sunlight and heals for 15% of all damage this unit inflicts.
S-Ability: Shroud of Bats – This unit’s presence attracts carnivorous bats that attack enemies in surrounding cells of the unit. Enemies standing in surrounding cells of the user have a 10% chance to receive Bleed every turn, stacking up to a maximum of 3 times.
D-Ability: Contract of Eternity –The user offers to convert an enemy to an ally by way of vampire turning. An enemy may either accept the contract and become afflicted with Charm and receive Heliophobic for the remainder of the battle, or take 200% Piercing ATK Dmg. Enemies converted this way are killed regardless after the battle. Range: One Enemy.
Female, Appears 24 (October 16)
Appearance:
- Spoiler:
Profession: Vampiress – A creature of the night often born from a clan or family of nocturnal beings which drink the blood of humans. (Heliophobic)(The Hunt)
Heliophobic: This unit loses 5% current HP per turn when exposed to sunlight and has 15% reduced MP costs when in darkness, as well as being treated as Undead. During a Full Moon, the reduced cost percentage is doubled.
The Hunt: This unit’s attacks have a 10% chance of inflicting Fear.
Level: 1
Exp: --/--
Weapon: Razor Nails – The vampires only needs their hands to strike.
Armor: Stately Blouse – The classy attire is part of the sophisticated charm.
Accessory: Giselle’s Handmirror – Alas, she has no reflection.
A-Ability: Parched Fangs
Kiss of Rosethorns – The user sinks their fangs into the target, draining their blood and life energy from them. Deals 80% ATK + (Target’s Current Health %/3) ATK Dmg and heals for 50% damage inflicted. Every stack of Bleeding raises the ATK % modifier by 15% and healing percentage by 10%. Cannot be used if target is Poisoned or has Venom. Range: Adjacent Cell. ? MP.
Mist Macabre – Shrouds the target location and surrounding cells with a red mist, marking all enemies that come into contact with it. Enemies marked by Mist Macabre can be detected by the user if Stealthed and have their resistance to Bleeding reduced, increasing the likelihood by 15% and raising the percentage modifier of bleed damage by 3%. Range: 4 Cell casting range, 3x3 area of effect. ? MP.
R-Ability: Phantom Renewal – Upon reaching critical condition the user becomes encased in a coffin which fades into the shadows, placing the unit in Stasis for 3 turns. Upon the end of the duration, the unit reappears, no longer taking damage from sunlight and heals for 15% of all damage this unit inflicts.
S-Ability: Shroud of Bats – This unit’s presence attracts carnivorous bats that attack enemies in surrounding cells of the unit. Enemies standing in surrounding cells of the user have a 10% chance to receive Bleed every turn, stacking up to a maximum of 3 times.
D-Ability: Contract of Eternity –The user offers to convert an enemy to an ally by way of vampire turning. An enemy may either accept the contract and become afflicted with Charm and receive Heliophobic for the remainder of the battle, or take 200% Piercing ATK Dmg. Enemies converted this way are killed regardless after the battle. Range: One Enemy.
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Eimhir Ceallach
Appearance:
Birthdate: 616, Feb 29
Height: 5'9”
Weight: 142lbs
Hair: Snow
Eyes: Aquamarine
Body Type: Lithe-Athletic
Blood Type: AB+
Background: Eimhir was orphaned as an infant when her village was ransacked and pillaged by the cannibalistic Vanchelians, one of the nomadic cultist tribes of the plains. In the aftermath of the attack, the Vanchelians decided to abduct Eimhir and raise her as one of their own. The tribe prided itself in the practice of their ancient magic just as much as they did the sport of hunting, as it gave them an edge over their warring rivals. With their knowledge of the occult, the Vanchelians taught Eimhir how to read and speak the ancient tongue of the Eldritch Gods that they worshipped, and through the language they would pass on their magic. The way of the tribe was unforgiving and harsh, as exposing their magic to someone so young and their method of warfare conditioning brought on to the point where Eimhir’s extremities had been severely weakened.
One night, the camp of the Vanchelians was ambushed by an alliance of warriors; survivors of their past vicious attacks out for revenge. Caught by surprise and outnumbered, the Vanchelians fell to the hands of the survivors. Their relics and texts were burned, leaving no trace of their savage traditions, and Eimhir was recognized by a member of her old village. She was welcomed into the new group where they sought a new life among civilization, giving up their old ways and learning the customs and language of the locals. The age of tribes was over, and the era of a unified society had been ushered in.
Eimhir had made a living in her later years as a mercenary-for-hire, taking on assignments for guilds all over Ermith and earning money for food and lodging. In a way, her lifestyle was similar to the one she had grown up with, moving from place to place and hunting just to feed herself – the prey had simply changed. She had long parted ways with everyone she knew, choosing to walk the world alone again.
Personality: A woman of few words as brought on by her upbringing, as the Vanchelians always punished those who spoke out of turn. She is a solitary person, preferring to be independent and showing aloofness towards the affairs of others and the country. Though her services may be bought for a price, Eimhir never betrays for a contract even if one were to offer a larger reward to do so, staying true to the hunt. Being a more tacit person, she is quite observant, paying attention to detail and showing adept listening skills. Though often showing a cold demeanor, Eimhir has a more nurturing and sympathetic side for children, always willing to protect the young in distress.
Appearance:
- Spoiler:
Birthdate: 616, Feb 29
Height: 5'9”
Weight: 142lbs
Hair: Snow
Eyes: Aquamarine
Body Type: Lithe-Athletic
Blood Type: AB+
Background: Eimhir was orphaned as an infant when her village was ransacked and pillaged by the cannibalistic Vanchelians, one of the nomadic cultist tribes of the plains. In the aftermath of the attack, the Vanchelians decided to abduct Eimhir and raise her as one of their own. The tribe prided itself in the practice of their ancient magic just as much as they did the sport of hunting, as it gave them an edge over their warring rivals. With their knowledge of the occult, the Vanchelians taught Eimhir how to read and speak the ancient tongue of the Eldritch Gods that they worshipped, and through the language they would pass on their magic. The way of the tribe was unforgiving and harsh, as exposing their magic to someone so young and their method of warfare conditioning brought on to the point where Eimhir’s extremities had been severely weakened.
One night, the camp of the Vanchelians was ambushed by an alliance of warriors; survivors of their past vicious attacks out for revenge. Caught by surprise and outnumbered, the Vanchelians fell to the hands of the survivors. Their relics and texts were burned, leaving no trace of their savage traditions, and Eimhir was recognized by a member of her old village. She was welcomed into the new group where they sought a new life among civilization, giving up their old ways and learning the customs and language of the locals. The age of tribes was over, and the era of a unified society had been ushered in.
Eimhir had made a living in her later years as a mercenary-for-hire, taking on assignments for guilds all over Ermith and earning money for food and lodging. In a way, her lifestyle was similar to the one she had grown up with, moving from place to place and hunting just to feed herself – the prey had simply changed. She had long parted ways with everyone she knew, choosing to walk the world alone again.
Personality: A woman of few words as brought on by her upbringing, as the Vanchelians always punished those who spoke out of turn. She is a solitary person, preferring to be independent and showing aloofness towards the affairs of others and the country. Though her services may be bought for a price, Eimhir never betrays for a contract even if one were to offer a larger reward to do so, staying true to the hunt. Being a more tacit person, she is quite observant, paying attention to detail and showing adept listening skills. Though often showing a cold demeanor, Eimhir has a more nurturing and sympathetic side for children, always willing to protect the young in distress.
- Attributes:
- Physical
Strength: (3) High
Skill: (3) High
Agility: (10) Extremely High
Defense: (-2) Extremely Low
Constitution: (-2) Extremely Low
Magical
Willpower: (3) High
Skill: (1) Average
Incantation: (0) Low
Resistance: (-2) Extremely Low
Mana: (1) Average
Class: Spellblade: High-speed dual-damage
Element: Dark
Skill Rating: Recruit ---> Initiate ---> Justice ---> Chieftain ---> Messiah ---> Apotheosis
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Cynbel Aodhan
Appearance:
Birthdate: 628, July 7
Height: 5'8”
Weight: 146lbs
Hair: Cerulean
Eyes: Cyan
Body Type: Athletic
Blood Type: O-
Background: As a direct descendant of Keir Aodhan, Cynbel was believed to be a child of a great destiny meant to one day save the world from a great evil. He had lost his mother who had died giving birth to him, while his father had seemed to vanish off the face of the world. Cynbel’s only memento of his parents is the Azurfyng blade, a legendary blade that was once blessed by Death himself along with its sister counterpart: the Brunnrvadal. It is said when the two are joined together in the forge of eternal dreams, they form a weapon unrivaled by any other; unfortunately, whereabouts of the Brunnrvadal are unknown and both swords have long had their true powers locked away.
Cynbel was raised by his aunt and uncle in a cabin hidden away in the frozen mountains, spending much of his time practicing his swordplay and running errands for the nearby village below the mountains, or as the locals jocularly called it: “giving him a quest”. In spite of his young age, he has successfully fended off bandits and highwaymen whenever they had made an appearance. One fateful night, young Cynbel had dreamt of encountering a mythical dragon beside an enigmatic man in a land among the heavens, but could not recall the outcome of the confrontation. Upon telling his relatives of the vision, they realized they could not deny Cynbel’s destiny any longer, and sent him off to venture on his own so that he may find his true path – much to his confusion and dismay.
Eventually he was found by Raul, a renowned guildmaster. Raul had ran into Cynbel during an expedition, where he witnessed Cynbel holding his own against an encampment of bandits. Before one of the bandits could land an underhanded attack from behind, Raul intervened and sent the group scurrying off, saving Cynbel’s life. Afterwards, Raul had invited Cynbel back to the Hermitage in Nolathan, where he could earn gold for his skills. From that day forth, Cynbel continued the way of the sword, taking what opportunities he could in hopes of one day finding purpose to his life.
Personality: He gazes at the world through his stoic, cyan eyes, keeping a permanently glum expression. With such deadpan apathy, he is unreadable at times and surprisingly has a talent for cards, though he dislikes gambling. Cynbel remains calm and collected under any circumstance, always opting to look at every situation as logically as possible; because of this he is considered to be pragmatic to a fault. Despite his supposed “destiny”, he isn’t ambitious nor driven by any personal goals, making him seem unmotivated and impassive at times. That along with his stony composure would make him appear to be gravely serious on the surface, though some believe his truer passions and emotions only need a little inspiration.
Appearance:
- Spoiler:
Birthdate: 628, July 7
Height: 5'8”
Weight: 146lbs
Hair: Cerulean
Eyes: Cyan
Body Type: Athletic
Blood Type: O-
Background: As a direct descendant of Keir Aodhan, Cynbel was believed to be a child of a great destiny meant to one day save the world from a great evil. He had lost his mother who had died giving birth to him, while his father had seemed to vanish off the face of the world. Cynbel’s only memento of his parents is the Azurfyng blade, a legendary blade that was once blessed by Death himself along with its sister counterpart: the Brunnrvadal. It is said when the two are joined together in the forge of eternal dreams, they form a weapon unrivaled by any other; unfortunately, whereabouts of the Brunnrvadal are unknown and both swords have long had their true powers locked away.
Cynbel was raised by his aunt and uncle in a cabin hidden away in the frozen mountains, spending much of his time practicing his swordplay and running errands for the nearby village below the mountains, or as the locals jocularly called it: “giving him a quest”. In spite of his young age, he has successfully fended off bandits and highwaymen whenever they had made an appearance. One fateful night, young Cynbel had dreamt of encountering a mythical dragon beside an enigmatic man in a land among the heavens, but could not recall the outcome of the confrontation. Upon telling his relatives of the vision, they realized they could not deny Cynbel’s destiny any longer, and sent him off to venture on his own so that he may find his true path – much to his confusion and dismay.
Eventually he was found by Raul, a renowned guildmaster. Raul had ran into Cynbel during an expedition, where he witnessed Cynbel holding his own against an encampment of bandits. Before one of the bandits could land an underhanded attack from behind, Raul intervened and sent the group scurrying off, saving Cynbel’s life. Afterwards, Raul had invited Cynbel back to the Hermitage in Nolathan, where he could earn gold for his skills. From that day forth, Cynbel continued the way of the sword, taking what opportunities he could in hopes of one day finding purpose to his life.
Personality: He gazes at the world through his stoic, cyan eyes, keeping a permanently glum expression. With such deadpan apathy, he is unreadable at times and surprisingly has a talent for cards, though he dislikes gambling. Cynbel remains calm and collected under any circumstance, always opting to look at every situation as logically as possible; because of this he is considered to be pragmatic to a fault. Despite his supposed “destiny”, he isn’t ambitious nor driven by any personal goals, making him seem unmotivated and impassive at times. That along with his stony composure would make him appear to be gravely serious on the surface, though some believe his truer passions and emotions only need a little inspiration.
- Attributes:
- Physical
Strength: (3) High
Skill: (3) High
Agility: (0) Low
Defense: (1) Average
Constitution: (1) Average
Magical
Willpower: (-2) Extremely Low
Skill: (-2) Extremely Low
Incantation: N/A
Resistance: (3) High
Mana: (-2) Extremely Low
Class: Hero of Rune; Weak Initial Damage and Slow Progression; Limitless Potential
Element: Ice
Skill Rating: Unawakened ---> Voyager ---> Chosen ---> Vanquisher ---> Legend ---> Æsir
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Character Teaser: The Bereaved
She awaited for another word, perched on the precipice of her anticipation. Another letter, enclosed in an envelope, slipped through the mail slot of her door. An excited glint shimmered in her eye as she raced for it, hastily snatching it and plunking herself down on her bed to read it amongst the litter of several other letters interspersed around her room like fallen snow. The infinite sea of envelopes festooned into a bouquet around her bed, each one unraveled and nearly frayed from the countless reading and re-reading of the contents, each one from the same sender, each one... always leaving her poignant and full of yearning. They were her own personal treasures, worth more to her than any gem or bauble. There was no telling how many quiet evenings she had spent without cradling over the notes sent to her, wistfully admiring every last word of every last composition, with trickles of mirth and drops of languished desire in her eyes.
Epistles that would croon to her verses of adoration, comforting her during her times of adversity, and charming her on days of whimsy. The spectrum of tales that he weaves to her, from the banal routine of his days to his more phantasmal episodes, all seem to bring his voice to life on every utterance. Just thinking of his voice would remand her to her sanctuary of her memories, reminiscing of the days they spent when they still lived near each other. Memories of the rainy days he held her by the waist, his umbrella shielding her from the harsh deluge as the howling gale whisked through their hair. Once sheltered they would watch the droplets pang on the windows while sharing a mug of cocoa, waiting for the storm to tide over and the promise of the earthy aroma of petrichor to emerge from the dew-laden streets. Memories of their more intimate nights came to mind, with his hand gently caressing her cheek and grazing across the side of her exposed body, tracing her delicate form. Parched kisses peppered against her neck like bright stars looming into the night sky, with whimpers and gasps escaping her as he murmured sweet nothings into her ear - every "I love you" and "I've missed you" making her feel closer to him. The letter started with the same introduction as each one before it.
"It's me again..."
The nonchalant diction of the opening captured his personality in such a fitting manner; the soul of the greeting allowed her to envision him by her side as she read on.
"You've been... on my mind a lot today..."
And with that, the spellbinding wonder of his words unwinded as she followed her finger across the thin ink of the paper. She could just feel her head resting against his chest as he held her, his lips nudging her head ever so tenderly. She considers writing him back, but never does. She isn't nearly as articulate as he is, or so she feels, and ends up frustrated when she tries to put forth her feelings into writing. How could she hope to contend with the masterpieces he sends her? Though her intent is that of fondness and affection, anything she comes up with seems to come off as maudlin and inadequate. So she never writes him back, her failed projects crumpled up and discarded. He never minds though, as he knows she loves him all the same, and he sends his letters every week on the same day.
"Well, I'm going to keep this one short because I don't want to spoil too much. I'm actually coming back to town tomorrow... and I've got a little surprise. It's going to change everything, you'll see.
See you soon."
That was so like him and unlike him at the same time. Unlike him in the sense that his letters were always complete with everything he had to say without skipping a single detail, and like him in the sense that he had this way of playfully teasing her, leaving her wanting more and anxiously waiting for the next letter. She clutched the letter to her chest and let out a sigh as she closed her eyes, wanting the night to take her away so that the morning could come sooner. Tomorrow came, but he didn't, leaving her bewildered and worried. If this were some sort of prank, it was a very cruel one. He may have had a mischievous streak about him, but he never went so far as to toy with her emotions. The suspense was eating away at her like an insidious parasite. A volley of vehement thoughts stirred about in her mind, some of anger at the idea that he may have abandoned her, and some of sorrow that he was keeping her waiting so long. She couldn't bring herself to eat that day, nor leave her apartment. With difficulty she managed to sleep that night, grieving tears stained onto her cheeks. It was another morning, and she could feel a lingering dread in her heart. She stepped out from the confines of her home and took to the streets, drifting towards the cafe where they had once hid from the rain. On the way was a crowd gathered around the entrance of a neighborhood alley. She pressed her way through to see what they were watching, only to find the body of a man murdered in the night.
It was him, and in his lifeless hand was a velvet jewelry box. It was opened to reveal an empty holder, a ring had been nefariously plucked from its place.
She awaited for another word, perched on the precipice of her anticipation. Another letter, enclosed in an envelope, slipped through the mail slot of her door. An excited glint shimmered in her eye as she raced for it, hastily snatching it and plunking herself down on her bed to read it amongst the litter of several other letters interspersed around her room like fallen snow. The infinite sea of envelopes festooned into a bouquet around her bed, each one unraveled and nearly frayed from the countless reading and re-reading of the contents, each one from the same sender, each one... always leaving her poignant and full of yearning. They were her own personal treasures, worth more to her than any gem or bauble. There was no telling how many quiet evenings she had spent without cradling over the notes sent to her, wistfully admiring every last word of every last composition, with trickles of mirth and drops of languished desire in her eyes.
Epistles that would croon to her verses of adoration, comforting her during her times of adversity, and charming her on days of whimsy. The spectrum of tales that he weaves to her, from the banal routine of his days to his more phantasmal episodes, all seem to bring his voice to life on every utterance. Just thinking of his voice would remand her to her sanctuary of her memories, reminiscing of the days they spent when they still lived near each other. Memories of the rainy days he held her by the waist, his umbrella shielding her from the harsh deluge as the howling gale whisked through their hair. Once sheltered they would watch the droplets pang on the windows while sharing a mug of cocoa, waiting for the storm to tide over and the promise of the earthy aroma of petrichor to emerge from the dew-laden streets. Memories of their more intimate nights came to mind, with his hand gently caressing her cheek and grazing across the side of her exposed body, tracing her delicate form. Parched kisses peppered against her neck like bright stars looming into the night sky, with whimpers and gasps escaping her as he murmured sweet nothings into her ear - every "I love you" and "I've missed you" making her feel closer to him. The letter started with the same introduction as each one before it.
"It's me again..."
The nonchalant diction of the opening captured his personality in such a fitting manner; the soul of the greeting allowed her to envision him by her side as she read on.
"You've been... on my mind a lot today..."
And with that, the spellbinding wonder of his words unwinded as she followed her finger across the thin ink of the paper. She could just feel her head resting against his chest as he held her, his lips nudging her head ever so tenderly. She considers writing him back, but never does. She isn't nearly as articulate as he is, or so she feels, and ends up frustrated when she tries to put forth her feelings into writing. How could she hope to contend with the masterpieces he sends her? Though her intent is that of fondness and affection, anything she comes up with seems to come off as maudlin and inadequate. So she never writes him back, her failed projects crumpled up and discarded. He never minds though, as he knows she loves him all the same, and he sends his letters every week on the same day.
"Well, I'm going to keep this one short because I don't want to spoil too much. I'm actually coming back to town tomorrow... and I've got a little surprise. It's going to change everything, you'll see.
See you soon."
That was so like him and unlike him at the same time. Unlike him in the sense that his letters were always complete with everything he had to say without skipping a single detail, and like him in the sense that he had this way of playfully teasing her, leaving her wanting more and anxiously waiting for the next letter. She clutched the letter to her chest and let out a sigh as she closed her eyes, wanting the night to take her away so that the morning could come sooner. Tomorrow came, but he didn't, leaving her bewildered and worried. If this were some sort of prank, it was a very cruel one. He may have had a mischievous streak about him, but he never went so far as to toy with her emotions. The suspense was eating away at her like an insidious parasite. A volley of vehement thoughts stirred about in her mind, some of anger at the idea that he may have abandoned her, and some of sorrow that he was keeping her waiting so long. She couldn't bring herself to eat that day, nor leave her apartment. With difficulty she managed to sleep that night, grieving tears stained onto her cheeks. It was another morning, and she could feel a lingering dread in her heart. She stepped out from the confines of her home and took to the streets, drifting towards the cafe where they had once hid from the rain. On the way was a crowd gathered around the entrance of a neighborhood alley. She pressed her way through to see what they were watching, only to find the body of a man murdered in the night.
It was him, and in his lifeless hand was a velvet jewelry box. It was opened to reveal an empty holder, a ring had been nefariously plucked from its place.
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Iris Xildeth
Female, 29 (November 26)
Appearance:
Profession: Errant - A knight that serves no lord or country, wandering the lands to hone their abilities and seek their true calling. (Heavy Basic Attack) (Arms Ignition)
Heavy Basic Attack - This unit delivers hard-hitting swings that deal devastating impact but are much harder to land. (130% ATK and -20% Accuracy for basic attack modifier)
Arms Ignition - This unit does not equip accessories. Instead, this unit's weapon can have a blessing bestowed upon it for additional effects under an Enchantment equipment slot. Enchantments are bound to the weapon and cannot be unequipped and re-equipped to another weapon by normal means.
Weapon: Crimson Claymore - A blade forged from tempered steel layered over with thin sheets of a peculiar red metal.
Armor: Plate of No Sovereign - An armor and garb assembled without a crest or emblem, signifying the knight's allegiance to no one.
Enchantment: Blessing of Dominance - Allows the user's weapon to ignore any effect or affliction that would reduce or negate this unit's damage. (Bound to Crimson Claymore)
A-Ability: Anti-Chivalry
Indomitable - Breaks free from any movement-impairing or action-disabling affliction(s) and this unit gains an additional 33% base chance to resist the same afflictions removed while this ability is on cooldown. 3 Turn Cooldown. 8 EN.
(20+ Adrenaline spent): This unit gains an additional 2 cells of Movement while Indomitable is on cooldown
Topple - Attempts to overwhelm an opponent by slamming into them with a high-speed shoulder tackle, and once the target has fallen to a vulnerable position they may be subject to a brutal stamp. Topple deals 100% Atk DMG and may cause Prone and does not factor in the user's weapon for damage calculation. Instead, the Def provided by the unit's armor is added to this unit's base Atk. When a unit is afflicted with Prone, they are knocked off their feet and must consume an Act Action to attempt to get up at a 40% base chance to succeed. If they choose to expend a Move Action in addition to their attempt, this is raised to a guaranteed success. Against targets that are already Prone, Stunned, Sleeping, or otherwise Incapacitated, this ability becomes Curb Stomp. Consumes both Movement and Act Actions to use with the maximum range of this ability being the end of this unit's movement path. 5 EN.
(30+ Adrenaline Spent): This attack now guarantees Prone.
---Curb Stomp - Swiftly brings down the user's foot on the back of the head of a helpless victim with a singular gruesome strike, grinding the heel in for good measure. Deals 150% Atk DMG ignoring the target's Evasion and half the target's Def. Like Topple, this ability applies this unit's armor stats instead of weapon in damage calculation, however the currently equipped Enchantment will apply. Adjacent Cell Range. 8 EN.
(80+ Adrenaline Spent): This attack now becomes Impale.
------Impale - The user brings down their weapon, driving it into the victim's back and through the ground. Executes a target below 20% Max HP. Adjacent Cell Range. 14 EN.
A-Ability: Item
R-Ability: Revanchism - Whenever this unit or an ally receives damage or a negative affliction from an enemy, this unit generates 3 Adrenaline for every instance of damage (counting every individual hit from multi-hit attacks) and 10 Adrenaline for every affliction placed. If Adrenaline reaches the max amount by this ability, then this unit is healed for 20% Max HP the next time Adrenaline is spent.
S-Ability: Bloodbath - At the end of this unit's every turn, this unit builds up 5 Adrenaline for every enemy unit that has this unit within their own basic attack range. As a Free Action, this unit may spend Adrenaline to either empower an ability or bestow an effect listed below. Whenever this unit consumes Adrenaline, ALL Adrenaline currently gained is spent regardless of the minimum requirement for any given effect or ability.
20+ Adrenaline - This unit regains 20% Max EN.
40+ Adrenaline - During the next Enemy Phase, this unit prepares Intercede.
Intercede - The next basic attack or ability that would deal direct damage towards this unit or an ally in an adjacent cell has a 40% Base Chance of being Parried with the enemy receiving a basic attack from this unit if they are within range.
60+ Adrenaline - This turn, this unit may perform additional basic attacks at normal cost + an additional 50% EN of the previous basic attack used.
80+ Adrenaline - For the next 4 turns after this effect is applied, this unit will gain Crit and Accuracy equal to the current amount of Adrenaline gained.
100 Adrenaline - The next attack by this unit will inflict unavoidable Piercing Damage, with no ability or effect being able to activate in response.
Final Judgement: N/A
Stats:
Level: 1
Progress: 0/30
HP: 35/35
EN: 50/50
ADR: 0/100
Atk: 5 (+1 from Crimson Claymore)
Def: 4 (+1 from Plate of No Sovereign)
Int: 1
Spr: 2
Crit: 3%
Evade: 3%
Move: 2 (+1 from Errant Profession)
Skill Points: 0
Female, 29 (November 26)
Appearance:
- Spoiler:
Profession: Errant - A knight that serves no lord or country, wandering the lands to hone their abilities and seek their true calling. (Heavy Basic Attack) (Arms Ignition)
Heavy Basic Attack - This unit delivers hard-hitting swings that deal devastating impact but are much harder to land. (130% ATK and -20% Accuracy for basic attack modifier)
Arms Ignition - This unit does not equip accessories. Instead, this unit's weapon can have a blessing bestowed upon it for additional effects under an Enchantment equipment slot. Enchantments are bound to the weapon and cannot be unequipped and re-equipped to another weapon by normal means.
Weapon: Crimson Claymore - A blade forged from tempered steel layered over with thin sheets of a peculiar red metal.
Armor: Plate of No Sovereign - An armor and garb assembled without a crest or emblem, signifying the knight's allegiance to no one.
Enchantment: Blessing of Dominance - Allows the user's weapon to ignore any effect or affliction that would reduce or negate this unit's damage. (Bound to Crimson Claymore)
A-Ability: Anti-Chivalry
Indomitable - Breaks free from any movement-impairing or action-disabling affliction(s) and this unit gains an additional 33% base chance to resist the same afflictions removed while this ability is on cooldown. 3 Turn Cooldown. 8 EN.
(20+ Adrenaline spent): This unit gains an additional 2 cells of Movement while Indomitable is on cooldown
Topple - Attempts to overwhelm an opponent by slamming into them with a high-speed shoulder tackle, and once the target has fallen to a vulnerable position they may be subject to a brutal stamp. Topple deals 100% Atk DMG and may cause Prone and does not factor in the user's weapon for damage calculation. Instead, the Def provided by the unit's armor is added to this unit's base Atk. When a unit is afflicted with Prone, they are knocked off their feet and must consume an Act Action to attempt to get up at a 40% base chance to succeed. If they choose to expend a Move Action in addition to their attempt, this is raised to a guaranteed success. Against targets that are already Prone, Stunned, Sleeping, or otherwise Incapacitated, this ability becomes Curb Stomp. Consumes both Movement and Act Actions to use with the maximum range of this ability being the end of this unit's movement path. 5 EN.
(30+ Adrenaline Spent): This attack now guarantees Prone.
---Curb Stomp - Swiftly brings down the user's foot on the back of the head of a helpless victim with a singular gruesome strike, grinding the heel in for good measure. Deals 150% Atk DMG ignoring the target's Evasion and half the target's Def. Like Topple, this ability applies this unit's armor stats instead of weapon in damage calculation, however the currently equipped Enchantment will apply. Adjacent Cell Range. 8 EN.
(80+ Adrenaline Spent): This attack now becomes Impale.
------Impale - The user brings down their weapon, driving it into the victim's back and through the ground. Executes a target below 20% Max HP. Adjacent Cell Range. 14 EN.
A-Ability: Item
R-Ability: Revanchism - Whenever this unit or an ally receives damage or a negative affliction from an enemy, this unit generates 3 Adrenaline for every instance of damage (counting every individual hit from multi-hit attacks) and 10 Adrenaline for every affliction placed. If Adrenaline reaches the max amount by this ability, then this unit is healed for 20% Max HP the next time Adrenaline is spent.
S-Ability: Bloodbath - At the end of this unit's every turn, this unit builds up 5 Adrenaline for every enemy unit that has this unit within their own basic attack range. As a Free Action, this unit may spend Adrenaline to either empower an ability or bestow an effect listed below. Whenever this unit consumes Adrenaline, ALL Adrenaline currently gained is spent regardless of the minimum requirement for any given effect or ability.
20+ Adrenaline - This unit regains 20% Max EN.
40+ Adrenaline - During the next Enemy Phase, this unit prepares Intercede.
Intercede - The next basic attack or ability that would deal direct damage towards this unit or an ally in an adjacent cell has a 40% Base Chance of being Parried with the enemy receiving a basic attack from this unit if they are within range.
60+ Adrenaline - This turn, this unit may perform additional basic attacks at normal cost + an additional 50% EN of the previous basic attack used.
80+ Adrenaline - For the next 4 turns after this effect is applied, this unit will gain Crit and Accuracy equal to the current amount of Adrenaline gained.
100 Adrenaline - The next attack by this unit will inflict unavoidable Piercing Damage, with no ability or effect being able to activate in response.
Final Judgement: N/A
Stats:
Level: 1
Progress: 0/30
HP: 35/35
EN: 50/50
ADR: 0/100
Atk: 5 (+1 from Crimson Claymore)
Def: 4 (+1 from Plate of No Sovereign)
Int: 1
Spr: 2
Crit: 3%
Evade: 3%
Move: 2 (+1 from Errant Profession)
Skill Points: 0
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Judex Grimm
Male, 24 (August 26)
Appearance:
Profession: Vassal - A chosen mortal that embodies a deific power greater than one's self, who taps into a parallel plane that serves as a reservoir of infinite energy. (Pantheism)(Int-Based Basic Attack: 1 Cell)
Pantheism - Some of this unit's abilities require Preparation. On the first cast of an ability that requires Preparation, the ability will remain unusable for its listed number of turns, after which it will be listed as a stored ability. This unit may cast any number of its stored abilities in addition to its Act Action, after which they will require Preparation again unless otherwise stated. Only one ability of the same name may be stored at a time, and though Silence and other Act-impairing effects may stop the abilities from being casted, they cannot interrupt the Preparation process.
Weapon: Altar Knife - A ceremonial dagger often utilized in sacrificial offerings.
Armor: White Dress Shirt - A plain white shirt with the sleeves folded to expose the forearms.
Accessory: The Father's Necktie - Once belonged to a man who held the title of "Keeper".
A-Ability: Damnatio Anima
Harvest - Magically drains a target's life force to fuel the Vassal's power. 100% Int Dmg and restores half the damage dealt as MP. Range: 4 Cells. Each use of this ability reduces its Preparation time by one turn, and when required Preparation is at 0, this ability is always treated as stored but can still only be cast once per turn for each Act Action. 6 MP. 3 Turn Preparation.
Deus Ex - Grants the user a second basic attack which has a 4-Cell Range and reduces all currently preparing abilities' time by one turn for each successful hit. 14 + [Half of Current Lv] MP.
R-Ability: None
S-Ability: Nemesis - This unit ignores any enemy ability or effect that activates in response to this unit's attacks or abilities.
Stats:
Level: 1
Progress: 0/12
HP: 20 / 20
MP: 20 / 20
Atk: 1
Def: 3
Int: 4 (+1 from Altar Knife) (+1 from The Father's Necktie)
Spr: 2 (+1 from White Dress Shirt)
Crit: 3%
Evade: 1%
Move: 2 (+1 from Vassal Profession)
Skill Points: 0
Male, 24 (August 26)
Appearance:
- Spoiler:
Profession: Vassal - A chosen mortal that embodies a deific power greater than one's self, who taps into a parallel plane that serves as a reservoir of infinite energy. (Pantheism)(Int-Based Basic Attack: 1 Cell)
Pantheism - Some of this unit's abilities require Preparation. On the first cast of an ability that requires Preparation, the ability will remain unusable for its listed number of turns, after which it will be listed as a stored ability. This unit may cast any number of its stored abilities in addition to its Act Action, after which they will require Preparation again unless otherwise stated. Only one ability of the same name may be stored at a time, and though Silence and other Act-impairing effects may stop the abilities from being casted, they cannot interrupt the Preparation process.
Weapon: Altar Knife - A ceremonial dagger often utilized in sacrificial offerings.
Armor: White Dress Shirt - A plain white shirt with the sleeves folded to expose the forearms.
Accessory: The Father's Necktie - Once belonged to a man who held the title of "Keeper".
A-Ability: Damnatio Anima
Harvest - Magically drains a target's life force to fuel the Vassal's power. 100% Int Dmg and restores half the damage dealt as MP. Range: 4 Cells. Each use of this ability reduces its Preparation time by one turn, and when required Preparation is at 0, this ability is always treated as stored but can still only be cast once per turn for each Act Action. 6 MP. 3 Turn Preparation.
Deus Ex - Grants the user a second basic attack which has a 4-Cell Range and reduces all currently preparing abilities' time by one turn for each successful hit. 14 + [Half of Current Lv] MP.
R-Ability: None
S-Ability: Nemesis - This unit ignores any enemy ability or effect that activates in response to this unit's attacks or abilities.
Stats:
Level: 1
Progress: 0/12
HP: 20 / 20
MP: 20 / 20
Atk: 1
Def: 3
Int: 4 (+1 from Altar Knife) (+1 from The Father's Necktie)
Spr: 2 (+1 from White Dress Shirt)
Crit: 3%
Evade: 1%
Move: 2 (+1 from Vassal Profession)
Skill Points: 0
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Freya Landvik
Female, 24 (January 27)
Appearance:
*The Trifecta - All 3rd, 6th, and 9th cards played by this unit in a chain will automatically crit.
Weapon: Stingtail - A whip capable of leaving more than just bruises (Range: 3)
Armor: Leather One Piece - Ooooh gurl.
Accessory: Brown Belt - Not actually holding anything up.
Style-1: Vulcan
Cyclone Thrash - Delivers three punishing lashes in a relentless barrage. 80% x 3 Atk DMG. If this ability is under the effect of The Trifecta, then the user's card hand size is increased by 1 next turn. Range: Weapon. Cost: I.
Devastate - Deals a destructive slam of the whip that can even take down giants. Damage Formula = ((1/3 Enemy Max HP x User Atk)% Atk) - (2.5x Enemy Def)) Range: Weapon. Cost: II.
Style Passive: Adaptive - While under this Style, this unit may not discard their own cards. Instead, they may instead change the number value of any card (other than a Card 10) either up by one or down by one. This can be used as many times per turn as the user's Discard stat.
Style-2: Hellion
Wring - The user wraps the whip around the target, and pulls it back causing the whip to viciously grind through the skin. 120% Atk DMG, may cause Bleed. If under Trifecta, Bleed is guaranteed. Range: Weapon. Cost: I.
Whip Pull - Deals no damage, but next turn the target's Stance is ignored and cannot make a Move Action, while the user has the option to pull them to the closest adjacent cell. This ability may also be used on an ally without the negative effects. Range: Weapon. Cost: II.
Style Passive: Cowardslayer - While under this Style, the last card this unit plays each turn will ignore Stance. If the target does not have Stance active, the last card will instead deal 20% more damage.
Style-3: *Locked*
R-Ability: Disencumbered - While this unit's Stance is inactive, this unit deals an extra Basic Attack after every 2 cards played in a Chain.
Card 10:
The Hanged Man - The user coils the whip around the target and flings them into the air, catching them by the neck mid-flight and lynching them with a quick snap. 200% Piercing Atk DMG that ignores Stance, and the target's card hand size is reduced by 2 while losing their Preview Sight next turn (the last two cards in the target's hand are discarded for the reduction).
Stats:
Level: 1
Progress: 0%
HP: 100/100
STN: 20/20
Atk: 4 (+1 from Stingtail) (+1 from Brown Belt)
Def: 3 (+1 from Leather One Piece)
Int: 1
Spr: 2
Crit: 3%
Evade: 3%
Move: 2 (+1 from Viper Profession)
Skill Points: 0
Deck Stats:
Size: 20
Hand: 5
Preview: 1
Discard: 1
Card Deck:
Basic Attack (1) - x4
Basic Attack (2) - x5
Basic Attack (3) - x6
Ability I (1) - x1
Ability I (4) - x1
Ability II (5) - x1
Style-Change L (4) - x1
Style-Change R (4) -x1
Female, 24 (January 27)
Appearance:
- Spoiler:
*The Trifecta - All 3rd, 6th, and 9th cards played by this unit in a chain will automatically crit.
Weapon: Stingtail - A whip capable of leaving more than just bruises (Range: 3)
Armor: Leather One Piece - Ooooh gurl.
Accessory: Brown Belt - Not actually holding anything up.
Style-1: Vulcan
Cyclone Thrash - Delivers three punishing lashes in a relentless barrage. 80% x 3 Atk DMG. If this ability is under the effect of The Trifecta, then the user's card hand size is increased by 1 next turn. Range: Weapon. Cost: I.
Devastate - Deals a destructive slam of the whip that can even take down giants. Damage Formula = ((1/3 Enemy Max HP x User Atk)% Atk) - (2.5x Enemy Def)) Range: Weapon. Cost: II.
Style Passive: Adaptive - While under this Style, this unit may not discard their own cards. Instead, they may instead change the number value of any card (other than a Card 10) either up by one or down by one. This can be used as many times per turn as the user's Discard stat.
Style-2: Hellion
Wring - The user wraps the whip around the target, and pulls it back causing the whip to viciously grind through the skin. 120% Atk DMG, may cause Bleed. If under Trifecta, Bleed is guaranteed. Range: Weapon. Cost: I.
Whip Pull - Deals no damage, but next turn the target's Stance is ignored and cannot make a Move Action, while the user has the option to pull them to the closest adjacent cell. This ability may also be used on an ally without the negative effects. Range: Weapon. Cost: II.
Style Passive: Cowardslayer - While under this Style, the last card this unit plays each turn will ignore Stance. If the target does not have Stance active, the last card will instead deal 20% more damage.
Style-3: *Locked*
R-Ability: Disencumbered - While this unit's Stance is inactive, this unit deals an extra Basic Attack after every 2 cards played in a Chain.
Card 10:
The Hanged Man - The user coils the whip around the target and flings them into the air, catching them by the neck mid-flight and lynching them with a quick snap. 200% Piercing Atk DMG that ignores Stance, and the target's card hand size is reduced by 2 while losing their Preview Sight next turn (the last two cards in the target's hand are discarded for the reduction).
Stats:
Level: 1
Progress: 0%
HP: 100/100
STN: 20/20
Atk: 4 (+1 from Stingtail) (+1 from Brown Belt)
Def: 3 (+1 from Leather One Piece)
Int: 1
Spr: 2
Crit: 3%
Evade: 3%
Move: 2 (+1 from Viper Profession)
Skill Points: 0
Deck Stats:
Size: 20
Hand: 5
Preview: 1
Discard: 1
Card Deck:
Basic Attack (1) - x4
Basic Attack (2) - x5
Basic Attack (3) - x6
Ability I (1) - x1
Ability I (4) - x1
Ability II (5) - x1
Style-Change L (4) - x1
Style-Change R (4) -x1
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Mishka Pridetooth
Male, ??? (August 6)
Appearance:
*History Repeats - Playing cards of the same number increases effectiveness of their value by 20% instead of 10%.
Weapon: Beast Paw - 'Bout to catch these hands. (Range: 1)
Armor: Civil Attire - Walk like man, dress like man.
Accessory: Brown Shawl - Redundant when one has fur.
Style-1: Guardian
Iron Wall - This unit loses Stance and blocks a number of incoming basic attacks equal to half this entire Chain's length for the next turn. Range: Weapon. Cost: I.
The Challenger - Deals 110% Atk DMG and causes the target to deal 50% less damage to this unit's allies next turn. Range: Weapon. Cost: II.
Style Passive: Protect - While under this Style, this unit takes 20% of the direct damage adjacent allies would take for them, but also deals 20% less damage with Basic Attacks.
Style-2: Rage
Vengeance - The user deals (100 % + User Missing Health%) Atk DMG. Range: Weapon. Cost: I.
Rampage - Sacrifices 10% Max HP to deal 150% Atk DMG to enemies in surrounding layer of cells. Cost: II.
Style Passive: Reckless Abandon - While under this Style, this loses Stance and takes 30% more direct damage, however this unit regenerates 7% Max HP per turn while basic attacks deal an extra hit.
Style-3: Primal
Warcry - Increases card hand size of all allies by 1 next turn. Cost: I.
Threaten - Has a chance to Stun all enemies in surrounding cells. Cost: II.
Style Passive: No Breathing Room - While under this Style, enemies in adjacent cells of this unit can only play a maximum number of cards each turn equal to their hand size + Preview Sight - 1.
R-Ability: Guard Reversal - When an enemy breaks this unit's Stance, they lose Preview Sight for the following turn.
Card 10:
Clash of the Old World - Deals 100% Piercing Atk DMG that ignores Stance to all enemies, and next turn this unit may play cards in a Chain in any order regardless of number, but cannot play multiples of the same number.
Stats:
Level: 1
Progress: 0%
HP: 125/125 (+25 from Brown Shawl)
STN: 30/30
Atk: 4 (+1 from Beast Paw)
Def: 3 (+1 from Civil Attire)
Int: 1
Spr: 2
Crit: 2%
Evade: 3%
Move: 2
Skill Points: 0
Deck Stats:
Size: 20
Hand: 5
Preview: 1
Discard: 1
Card Deck:
Basic Attack (1) - x4
Basic Attack (2) - x5
Basic Attack (3) - x6
Ability I (1) - x1
Ability I (4) - x1
Ability II (5) - x1
Style-Change L (4) - x1
Style-Change R (4) -x1
Male, ??? (August 6)
Appearance:
- Spoiler:
*History Repeats - Playing cards of the same number increases effectiveness of their value by 20% instead of 10%.
Weapon: Beast Paw - 'Bout to catch these hands. (Range: 1)
Armor: Civil Attire - Walk like man, dress like man.
Accessory: Brown Shawl - Redundant when one has fur.
Style-1: Guardian
Iron Wall - This unit loses Stance and blocks a number of incoming basic attacks equal to half this entire Chain's length for the next turn. Range: Weapon. Cost: I.
The Challenger - Deals 110% Atk DMG and causes the target to deal 50% less damage to this unit's allies next turn. Range: Weapon. Cost: II.
Style Passive: Protect - While under this Style, this unit takes 20% of the direct damage adjacent allies would take for them, but also deals 20% less damage with Basic Attacks.
Style-2: Rage
Vengeance - The user deals (100 % + User Missing Health%) Atk DMG. Range: Weapon. Cost: I.
Rampage - Sacrifices 10% Max HP to deal 150% Atk DMG to enemies in surrounding layer of cells. Cost: II.
Style Passive: Reckless Abandon - While under this Style, this loses Stance and takes 30% more direct damage, however this unit regenerates 7% Max HP per turn while basic attacks deal an extra hit.
Style-3: Primal
Warcry - Increases card hand size of all allies by 1 next turn. Cost: I.
Threaten - Has a chance to Stun all enemies in surrounding cells. Cost: II.
Style Passive: No Breathing Room - While under this Style, enemies in adjacent cells of this unit can only play a maximum number of cards each turn equal to their hand size + Preview Sight - 1.
R-Ability: Guard Reversal - When an enemy breaks this unit's Stance, they lose Preview Sight for the following turn.
Card 10:
Clash of the Old World - Deals 100% Piercing Atk DMG that ignores Stance to all enemies, and next turn this unit may play cards in a Chain in any order regardless of number, but cannot play multiples of the same number.
Stats:
Level: 1
Progress: 0%
HP: 125/125 (+25 from Brown Shawl)
STN: 30/30
Atk: 4 (+1 from Beast Paw)
Def: 3 (+1 from Civil Attire)
Int: 1
Spr: 2
Crit: 2%
Evade: 3%
Move: 2
Skill Points: 0
Deck Stats:
Size: 20
Hand: 5
Preview: 1
Discard: 1
Card Deck:
Basic Attack (1) - x4
Basic Attack (2) - x5
Basic Attack (3) - x6
Ability I (1) - x1
Ability I (4) - x1
Ability II (5) - x1
Style-Change L (4) - x1
Style-Change R (4) -x1
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: Artemis Autrey
Age: 17
Gender: Female
Appearance:
Profession: High School Honor Roll Student and Student Body President
Background: Artemis is the firstborn child of the ever-growing Autrey family. The powers she inherited from her father began to manifest at an early age, and she has been trained to control and use them ever since. Her father intends to pass down to her the sword of their dark bloodline, "Felldream Ire," a legendary, spectral blade that has often been the object of Artemis' nightmares. She has consistently excelled in her curriculum, with exam scores rarely ever falling second to her peers. Due to this, she has been accepted in various scholarship programs and has been appointed student body president of her high school.
Outside of her school obligations, her parents have trained her to defend herself with the extent of their experience. Her natural air of elegance, grace, and beauty have brought many admirers to her, but all her scared away by her father. Despite her guaranteed success in academics, she is uncertain the direction she wishes to take for her future. She has been taught to play musical instruments, but considers it a waste of time.
Personality: Artemis is naturally introverted, spending much of her free time in her room reading. She is pragmatic to a fault, and occasionally ends up hurting the feelings of others with how blunt she can be. Artemis finds herself singing to herself at times when she believes she is alone, and never does so voluntarily. Though she herself is quiet, she dislikes being in a silent environment for too long. She is brave, having been hardened from the reality of crime and the state of the world around her, so she remains calm and collected in the face of danger. As such, she expects her future partner to be the same, and therefore does not object to her father testing the mettle of her admirers. She is inspired by heroic deeds and enjoys comic books as a guilty pleasure.
Likes:
+Sushi
+Jasmine Tea
+Dim Sum
+Cats
+Studying/Reading
+Classy clothing
+Intelligence
+Courage
+Training
+Comics
+A challenge
+The rain
+Blogging/Keeping a private journal
Dislikes:
-Being lied to
-Cowards
-Being late
-Cream of mushroom soup
-Eggnog
-Vulgarity
-Parlor magic
-Clowns
Age: 17
Gender: Female
Appearance:
- Spoiler:
Profession: High School Honor Roll Student and Student Body President
Background: Artemis is the firstborn child of the ever-growing Autrey family. The powers she inherited from her father began to manifest at an early age, and she has been trained to control and use them ever since. Her father intends to pass down to her the sword of their dark bloodline, "Felldream Ire," a legendary, spectral blade that has often been the object of Artemis' nightmares. She has consistently excelled in her curriculum, with exam scores rarely ever falling second to her peers. Due to this, she has been accepted in various scholarship programs and has been appointed student body president of her high school.
Outside of her school obligations, her parents have trained her to defend herself with the extent of their experience. Her natural air of elegance, grace, and beauty have brought many admirers to her, but all her scared away by her father. Despite her guaranteed success in academics, she is uncertain the direction she wishes to take for her future. She has been taught to play musical instruments, but considers it a waste of time.
Personality: Artemis is naturally introverted, spending much of her free time in her room reading. She is pragmatic to a fault, and occasionally ends up hurting the feelings of others with how blunt she can be. Artemis finds herself singing to herself at times when she believes she is alone, and never does so voluntarily. Though she herself is quiet, she dislikes being in a silent environment for too long. She is brave, having been hardened from the reality of crime and the state of the world around her, so she remains calm and collected in the face of danger. As such, she expects her future partner to be the same, and therefore does not object to her father testing the mettle of her admirers. She is inspired by heroic deeds and enjoys comic books as a guilty pleasure.
Likes:
+Sushi
+Jasmine Tea
+Dim Sum
+Cats
+Studying/Reading
+Classy clothing
+Intelligence
+Courage
+Training
+Comics
+A challenge
+The rain
+Blogging/Keeping a private journal
Dislikes:
-Being lied to
-Cowards
-Being late
-Cream of mushroom soup
-Eggnog
-Vulgarity
-Parlor magic
-Clowns
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: Cornelia Autrey
Age: 14
Gender: Female
Appearance:
Profession: High School Freshman/Sales Associate at Silver Enclave Bookstore
Background: Cornelia was born as the older sister of the Autrey twins, arriving just before midnight and the minutes where Caroline followed. For the majority of their childhood, Cornelia and her twin were inseparable. As time passed, the need for an identity became clear among the two, and they made sure that they were just more than "the twins." Cornelia's appearance is the more modest of the two, keeping her hair straight and limp. She made few friends outside her family growing up, but came to know the owner of a bookstore and was offered a job as a clerk.
Unlike her twin, Cornelia inherited her father's dark abilities and discovered them during her first year in middle school. Her fascination with her own powers made her obsessed with the grim and macabre, and she revels in the idea that she is a witch. Prone to having a nasty jealous streak, an incident in her childhood caused her to attempt to steal Caroline's shadow as a new playmate when Caroline was spending more time with other friends. She has since toned down such drastic plots, but her parents will always wonder what she has planned next.
Personality: At a first glance she appears to be timid and withdrawn, but beyond the innocent exterior lies the mischievous and wicked mind of an evil genius. She is always eager to partake in being Caroline's accomplice in pranks, but will feel neglected when Caroline socializes with too many other people. She has no interests in the musical arts, but is an exceptional at cooking. Those that know her better are cautious about her offerings, however.
Likes:
+Witchcraft/Sorcery
+Caroline
+Creative pranks
+Blood
+Gothic culture
+Night
+Chocolate
+Secrets
Dislikes:
-Crowds
-Technology
-People who say "'Preciate it"
-Cauliflower
-Spicy food
Age: 14
Gender: Female
Appearance:
- Spoiler:
- (Right)
Profession: High School Freshman/Sales Associate at Silver Enclave Bookstore
Background: Cornelia was born as the older sister of the Autrey twins, arriving just before midnight and the minutes where Caroline followed. For the majority of their childhood, Cornelia and her twin were inseparable. As time passed, the need for an identity became clear among the two, and they made sure that they were just more than "the twins." Cornelia's appearance is the more modest of the two, keeping her hair straight and limp. She made few friends outside her family growing up, but came to know the owner of a bookstore and was offered a job as a clerk.
Unlike her twin, Cornelia inherited her father's dark abilities and discovered them during her first year in middle school. Her fascination with her own powers made her obsessed with the grim and macabre, and she revels in the idea that she is a witch. Prone to having a nasty jealous streak, an incident in her childhood caused her to attempt to steal Caroline's shadow as a new playmate when Caroline was spending more time with other friends. She has since toned down such drastic plots, but her parents will always wonder what she has planned next.
Personality: At a first glance she appears to be timid and withdrawn, but beyond the innocent exterior lies the mischievous and wicked mind of an evil genius. She is always eager to partake in being Caroline's accomplice in pranks, but will feel neglected when Caroline socializes with too many other people. She has no interests in the musical arts, but is an exceptional at cooking. Those that know her better are cautious about her offerings, however.
Likes:
+Witchcraft/Sorcery
+Caroline
+Creative pranks
+Blood
+Gothic culture
+Night
+Chocolate
+Secrets
Dislikes:
-Crowds
-Technology
-People who say "'Preciate it"
-Cauliflower
-Spicy food
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: Chiaro Autrey
Age: 12
Gender: Male
Appearance:
Profession: Middle Schooler
Background: The youngest child and second-born son of the Autrey family. Chiaro has been confirmed to have inherited his father's abilities, though still has trouble controlling them. As a younger child, Chiaro clung to his parents and disliked playing with other children - including his siblings. After a few years in elementary school, his aversion to other children slowly eased and he eventually became able to make friends. Since he isn't old enough to work, he spends most of his time out of school at home watching television and movies, while occasionally pestering his older siblings.
Personality: Since he is the youngest of his family, Chiaro always feels the need to outdo his older siblings. At the same time, he knows when he can take advantage of his position when he wants his parents to spoil him or relegate blame of trouble to his brother and sisters. His sense of right and wrong is still much to be desired, as he is often caught stealing or lying.
Likes:
+French Fries/Potatoes
+Video Games
+Action Movies
+Sleeping
+Ice Cream
Dislikes:
-Being looked down upon
-Hand-me-downs
-Mustard
-Training
-Cinnamon
Age: 12
Gender: Male
Appearance:
- Spoiler:
Profession: Middle Schooler
Background: The youngest child and second-born son of the Autrey family. Chiaro has been confirmed to have inherited his father's abilities, though still has trouble controlling them. As a younger child, Chiaro clung to his parents and disliked playing with other children - including his siblings. After a few years in elementary school, his aversion to other children slowly eased and he eventually became able to make friends. Since he isn't old enough to work, he spends most of his time out of school at home watching television and movies, while occasionally pestering his older siblings.
Personality: Since he is the youngest of his family, Chiaro always feels the need to outdo his older siblings. At the same time, he knows when he can take advantage of his position when he wants his parents to spoil him or relegate blame of trouble to his brother and sisters. His sense of right and wrong is still much to be desired, as he is often caught stealing or lying.
Likes:
+French Fries/Potatoes
+Video Games
+Action Movies
+Sleeping
+Ice Cream
Dislikes:
-Being looked down upon
-Hand-me-downs
-Mustard
-Training
-Cinnamon
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Vergil's Collection of Captured Souls
Name: Zeto Autrey
Age: 46
Gender: Male
Appearance:
Profession: Retired Assassin/Full-time Father
Background: Masq go read Heritage you fuck
Personality: After the events of Heritage, Zeto has become more at peace with himself. He is fatherly and protective of his family, and takes training them seriously. Zeto wishes for his children to be prepared for worst, and is relentless when sparring. Outside of training, he is warm and gentle towards his children and Sariska, but is at best indifferent towards anyone else.
Likes:
+His kids
+Sariska
+Dad jokes
+Swords
+Guitars
+Motorcycles
+Coffee
Dislikes:
-The people his kids bring home
-Business Suits/Formal Attire
-Guns
-Gangs
-Arrogance
-Eva Vesper
-Hipsters
-Skateboarders
Age: 46
Gender: Male
Appearance:
- Spoiler:
Profession: Retired Assassin/Full-time Father
Background: Masq go read Heritage you fuck
Personality: After the events of Heritage, Zeto has become more at peace with himself. He is fatherly and protective of his family, and takes training them seriously. Zeto wishes for his children to be prepared for worst, and is relentless when sparring. Outside of training, he is warm and gentle towards his children and Sariska, but is at best indifferent towards anyone else.
Likes:
+His kids
+Sariska
+Dad jokes
+Swords
+Guitars
+Motorcycles
+Coffee
Dislikes:
-The people his kids bring home
-Business Suits/Formal Attire
-Guns
-Gangs
-Arrogance
-Eva Vesper
-Hipsters
-Skateboarders
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Similar topics
» Dark Souls
» Cerani's Character Collection: Unabridged Version
» Dark Souls: Prepare To Die
» The Diary of Souls ~ A Statistical Roleplay
» Tales of a Dreamer: Heart Collection
» Cerani's Character Collection: Unabridged Version
» Dark Souls: Prepare To Die
» The Diary of Souls ~ A Statistical Roleplay
» Tales of a Dreamer: Heart Collection
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