Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
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Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
~ Plot ~
B.A.B.Y.L.O.N...
An institution which once had good intentions for the benediction of all, now corrupted into a twisted version of itself, only existing to fulfill its selfish desires and to make sure that they come over top of all, to dominate each and every form of life until all is consumed.
There were four who selected to fall within the company's black web of influence. Lured by hints of excitement and an escape from the grasp of reality, these four proceeded to go to the Tower, none of them having any clue what they were in store for. All they had received prior to the day of judgment was a stiff paper card, which only had two sentences written upon its face:
Will you explore lands untold, ready to live through an adventure, with only yourself as your guide?
Come, to the Tower, your adventure awaits.
That was only the beginning. These four have been missing from society for some untold time, no one knowing their whereabouts. To the outside world it would seem as if they had never existed. Only those still caught in the trap are aware that something might not be right, that this world they have come to know is only their imagination, that there is only so much that can be seen as true before it all becomes a lie. It is up to these four to put the pieces together and break out of this cruel prison... before it is too late.
Chronicles of B.A.B.Y.L.O.N
Locked Inside
-----~---~---~-----
~ Profile Template ~
B.A.B.Y.L.O.N...
An institution which once had good intentions for the benediction of all, now corrupted into a twisted version of itself, only existing to fulfill its selfish desires and to make sure that they come over top of all, to dominate each and every form of life until all is consumed.
There were four who selected to fall within the company's black web of influence. Lured by hints of excitement and an escape from the grasp of reality, these four proceeded to go to the Tower, none of them having any clue what they were in store for. All they had received prior to the day of judgment was a stiff paper card, which only had two sentences written upon its face:
Will you explore lands untold, ready to live through an adventure, with only yourself as your guide?
Come, to the Tower, your adventure awaits.
That was only the beginning. These four have been missing from society for some untold time, no one knowing their whereabouts. To the outside world it would seem as if they had never existed. Only those still caught in the trap are aware that something might not be right, that this world they have come to know is only their imagination, that there is only so much that can be seen as true before it all becomes a lie. It is up to these four to put the pieces together and break out of this cruel prison... before it is too late.
Chronicles of B.A.B.Y.L.O.N
Locked Inside
-----~---~---~-----
~ Profile Template ~
- Code:
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Level:[/b]
[b]Next Level:[/b]
[b]Appearance:[/b]
[b]Profession:[/b]
[b]Weapon:[/b]
[b]Armor:[/b]
[b]Accessory:[/b]
[b]A-Ability:[/b]
[b]+ Skill #1:[/b]
[b]+ Skill #2:[/b]
[b]R-Ability:[/b]
[b]B-Ability:[/b]
[b]S-Ability:[/b]
[b]E-Trigger:[/b]
[b]X-Ability:[/b]
[b]~ Stats ~[/b]
[b]HP:[/b]
[b]MP:[/b]
[b]Atk:[/b]
[b]Def:[/b]
[b]Int:[/b]
[b]Spr:[/b]
[b]Critical:[/b]
[b]Evasion:[/b]
[b]Movement:[/b]
[b]X Gauge:[/b]
[b]Skill Points:[/b]
[b]Upgrade Points:[/b]
Last edited by Gist on Sat Jun 07, 2014 8:33 pm; edited 1 time in total
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Join date : 2013-05-31
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Re: Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
Last edited by Gist on Thu Jun 12, 2014 1:00 am; edited 8 times in total
Gist- Full Eight Hours
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Join date : 2013-05-31
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Re: Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
~ Inventory ~
Consumable Items
?????? ???????? 12x - Heals 10 HP upon use. Range: Self or Adjacent Cell.
???????? ??? 4x - Heals 5 MP upon use. Range: Self or Adjacent Cell.
???????? ??? 1x - Opens a targed Locked Container, Door, or Passageway. Range: Adjacent Cell.
Equipment Items
None.
Material Items
None.
Key Items
Map of Lakeview Fairground (Silver Only) - A brochure displaying a happy family in front of a Ferris wheel, lit up bright as day. Inside, it has a directory giving guests ease of access to all parts of the fairground. The writing inside looks like gibberish, but it still could help nonetheless...
Currency: 0 ???
-----~---~---~-----
~ World Map ~
Lakeview
+ Fairground
> Concession Alley
Consumable Items
?????? ???????? 12x - Heals 10 HP upon use. Range: Self or Adjacent Cell.
???????? ??? 4x - Heals 5 MP upon use. Range: Self or Adjacent Cell.
???????? ??? 1x - Opens a targed Locked Container, Door, or Passageway. Range: Adjacent Cell.
Equipment Items
None.
Material Items
None.
Key Items
Map of Lakeview Fairground (Silver Only) - A brochure displaying a happy family in front of a Ferris wheel, lit up bright as day. Inside, it has a directory giving guests ease of access to all parts of the fairground. The writing inside looks like gibberish, but it still could help nonetheless...
Currency: 0 ???
-----~---~---~-----
~ World Map ~
Lakeview
+ Fairground
> Concession Alley
Last edited by Gist on Wed Jun 11, 2014 12:46 pm; edited 2 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
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Re: Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
Enemy Profiles
Name: Scruffy, Walter
Level: 1
Monster: Sadistic Clown
A-Ability: Simple Circus Acts
+ Juggle Knives: With a wide smile, sharpened steel flies through the air first up, then towards the target of choice. 75% ATK Damage. 3 Hits. Range: 3 Cells. Element: Dark. 10 MP.
+ Feral Chomp: Pointed teeth whiter than a moon slink by and simply slice suddenly through the thin skin of a target. 120% ATK Damage. Range: Adjacent Cell. Element: Neutral. 6 MP.
R-Ability: No.
S-Ability: + Foolish Jesters: If the Unit is within 3 Cells of an Ally Unit, that Unit has a 10% chance of not activating a skill.
HP: 15
MP: 20
Atk: 6
Def: 3
Int: 2
Spr: 3
Critical: 1%
Evasion: 2%
Movement: 3 Cells
-----~---~---~-----
Neutral Profiles
None yet.
-----~---~---~-----
Temporary Ally Profiles
None yet.
Name: Scruffy, Walter
Level: 1
Monster: Sadistic Clown
A-Ability: Simple Circus Acts
+ Juggle Knives: With a wide smile, sharpened steel flies through the air first up, then towards the target of choice. 75% ATK Damage. 3 Hits. Range: 3 Cells. Element: Dark. 10 MP.
+ Feral Chomp: Pointed teeth whiter than a moon slink by and simply slice suddenly through the thin skin of a target. 120% ATK Damage. Range: Adjacent Cell. Element: Neutral. 6 MP.
R-Ability: No.
S-Ability: + Foolish Jesters: If the Unit is within 3 Cells of an Ally Unit, that Unit has a 10% chance of not activating a skill.
HP: 15
MP: 20
Atk: 6
Def: 3
Int: 2
Spr: 3
Critical: 1%
Evasion: 2%
Movement: 3 Cells
-----~---~---~-----
Neutral Profiles
None yet.
-----~---~---~-----
Temporary Ally Profiles
None yet.
Last edited by Gist on Wed Jun 11, 2014 4:17 pm; edited 1 time in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
~ Inflictionary ~
((As of ShadowSystem v2.2.5, this is subject to change with further updates.))
((All credit goes to Shadow; the reason I didn't link it to the post on ZEJ is because of convenience. Used by permission of Shadow))
Addle ~ Cannot use Abilities for 3 Turns.
Apathy ~ MP cannot be Restored for 3 Turns.
Armor Break ~ Armor Equipment is Nullified for the duration of the Battle.
Airborne ~ Passes through Special Cells and Nature Cells, it is also Set with Null Earth and Vulnerable Wind for 3 Turns.
Berserk ~ Atk Stat is Increased by 100%, but Def Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.
Blind ~ Abilities and Basic Attacks have 50% Chance of Missing for 3 Turns.
Blood Loss ~ 25% Max HP Damage is added to the Base Damage taken. Damage Modifier.
Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is Increased by 100% if Vulnerable Fire. Instantly Alleviated with Water or Ice Elemental Basic Attacks or Abilities.
--- Severe Burn ~ 12% Max HP Damage every Turn for 5 Turns. Effect Damage is Increased by 3% Every Turn. Damage is Increased by 100% if Vulnerable Fire. Instantly Downgraded to Burn with Water or Ice Elemental Basic Attacks or Abilities.
Center of Attention ~ Enemy / Neutral Characters can only Target the Afflicted for 3 Turns with Damaging/Status Abilities or Basic Attacks.
Cloak ~ Cannot be detected by Enemy / Neutral Characters for 3 Turns.
Confusion ~ 33.33% Chance of hitting Self/Ally/Enemy for 3 Turns. Alleviated with Physical Damage.
Covered ~ Damage is directed to a Covering Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.
Covering ~ Takes Damage for a Covered Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.
Critical ~ Automatic Status triggered by having 25% Max HP or less.
DeProtect ~ Physical Total Damage received is Increased by 100% for 3 Turns.
DeShell ~ Magical Total Damage received is Increased by 100% 3 Turns.
Drown ~ Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.
Doom ~ Instant Death after 5 Turns.
Frail ~ HP cannot be Recovered for 3 Turns.
Freeze ~ Cannot execute Act Commands or Move Commands, and Damage received is Increased by 100% for 3 Turns. Duration is Increased by 2 Turns if Vulnerable Ice. Alleviated with Fire-Elemental Hits.
Haste ~ Available Act Actions and Move Actions per Turn are Increased by 1 for 3 Turns.
Health Regeneration ~ 15% Max HP Recovery every Turn for 5 Turns.
Health Sap ~ 15% Max HP Damage every Turn for 5 Turns.
Hustle ~ Available Act or Move Commands per Turn are Increased by 1 for 3 Turns.
Immobilize ~ Move Commands are restricted for 3 Turns.
Immune ~ Immune to Status Conditions for 3 Turns.
Infatuate ~ Treats Allies as Enemies and Attacks them until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.
Instant Death ~ Immediate KO Status. Bypasses Abilities, Effects and Bonuses involving HP reaching 0.
Intangible ~ Physical Abilities and Basic Attacks have 100% Chance of Missing (Overrides Sure Hits), but Magical Abilities and Basic Attacks have their Total Damage Increased by 100% for 3 Turns.
Invincible ~ HP cannot be Decreased by any means for 2 Turns.
KO ~ Self Explanatory.
Magic Loss ~ 25% Max MP Damage is added to the Base Damage taken. Damage Modifier.
Mana Flow ~ Doubles the Effectiveness of Cycle Mana for 3 Turns.
Mana Leak ~ 10% Max MP Damage every Turn for 5 Turns.
Mana Regeneration ~ 10% Max MP Recovery every Turn for 5 Turns.
Oblivion ~ Immediately Removed from the Battlefield.
Pain ~ Physical OR Magical Abilities have a Charge Use/Cast Time of +1 Turn, depending on the type of the afflicted Target.
Paralyze ~ Cannot execute Act Commands for 3 Turns.
Petrify ~ Cannot Act or Move for 3 Turns, but Total Damage received is Decreased by 50%. Instant Death by Critical Hit.
Poison ~ 12% Max HP Damage every Turn for 3 Turns.
--- Severe Poison ~ 16% Max HP Damage every Turn for 3 Turns.
Protect ~ Physical Total Damage received is Decreased by 50% for 3 Turns.
Purification ~ Total Damage received is Increased by 100%, Damage inflicted is converted to HP Recovery, and the Effectiveness of HP / MP Recovery is Increased by 100% for 3 Turns. Can only Target Enemies.
Rage ~ Int Stat is Increased by 100%, but Spr Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.
Reciprocation ~ Afflicted receives 50% Total Damage the Inflicter receives, and viceversa for 3 Turns. Effect does not include itself.
Reverse ~ Damage dealt and received is converted to Recovery and viceversa for 3 Turns.
Scramble ~ Available Act Commands (Except S and X-Abilities) are randomized for 3 Turns.
Seal ~ Prevents the execution of any Command for 3 Turns. Alleviated ONLY by specialized Items and Abilities, or a Trigger Command.
Shell ~ Magical Total Damage received is Decreased by 50% for 3 Turns.
Sleep ~ Cannot Act or Move for 3 Turns, and every Hit is a Sure Critical Hit. Alleviated with Physical Damage.
Slow ~ Can execute only 1 Command (Act / Move / Wait) per Turn for 3 Turns.
Spasm ~ 50% Chance of an Act Command being Cancelled.
Stasis ~ Cannot execute Act or Move Commands for 3 Turns.
Stop ~ Turns are Skipped for 3 Turns.
Taint ~ 12% Max MP Damage every Turn for 3 Turns.
Unconscious ~ Automatic Status triggered by having less than 0% Max MP, it is treated like KO. Recovers 5% Max MP per Turn. Alleviated by Current MP > 0.
Weapon Break ~ Weapon Equipment is Nullified for the duration of the Battle.
Warp ~ Can Warp to Any Cell instead of conducting a Movement Action for 3 Turns.
Weak ~ Max HP and MP are Decreased by 15% for 3 Turns. Can Stack up to 3 Times.
Wither ~ 2 Random Stats (Physical / Magical) are Decreased by 50% for 3 Turns.
Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Alleviated with HP Recovery.
Zombie ~ Afflicted gains [Vulnerable Light] and HP Recovery is converted to HP Damage for 3 Turns.
((As of ShadowSystem v2.2.5, this is subject to change with further updates.))
((All credit goes to Shadow; the reason I didn't link it to the post on ZEJ is because of convenience. Used by permission of Shadow))
Addle ~ Cannot use Abilities for 3 Turns.
Apathy ~ MP cannot be Restored for 3 Turns.
Armor Break ~ Armor Equipment is Nullified for the duration of the Battle.
Airborne ~ Passes through Special Cells and Nature Cells, it is also Set with Null Earth and Vulnerable Wind for 3 Turns.
Berserk ~ Atk Stat is Increased by 100%, but Def Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.
Blind ~ Abilities and Basic Attacks have 50% Chance of Missing for 3 Turns.
Blood Loss ~ 25% Max HP Damage is added to the Base Damage taken. Damage Modifier.
Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is Increased by 100% if Vulnerable Fire. Instantly Alleviated with Water or Ice Elemental Basic Attacks or Abilities.
--- Severe Burn ~ 12% Max HP Damage every Turn for 5 Turns. Effect Damage is Increased by 3% Every Turn. Damage is Increased by 100% if Vulnerable Fire. Instantly Downgraded to Burn with Water or Ice Elemental Basic Attacks or Abilities.
Center of Attention ~ Enemy / Neutral Characters can only Target the Afflicted for 3 Turns with Damaging/Status Abilities or Basic Attacks.
Cloak ~ Cannot be detected by Enemy / Neutral Characters for 3 Turns.
Confusion ~ 33.33% Chance of hitting Self/Ally/Enemy for 3 Turns. Alleviated with Physical Damage.
Covered ~ Damage is directed to a Covering Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.
Covering ~ Takes Damage for a Covered Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.
Critical ~ Automatic Status triggered by having 25% Max HP or less.
DeProtect ~ Physical Total Damage received is Increased by 100% for 3 Turns.
DeShell ~ Magical Total Damage received is Increased by 100% 3 Turns.
Drown ~ Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.
Doom ~ Instant Death after 5 Turns.
Frail ~ HP cannot be Recovered for 3 Turns.
Freeze ~ Cannot execute Act Commands or Move Commands, and Damage received is Increased by 100% for 3 Turns. Duration is Increased by 2 Turns if Vulnerable Ice. Alleviated with Fire-Elemental Hits.
Haste ~ Available Act Actions and Move Actions per Turn are Increased by 1 for 3 Turns.
Health Regeneration ~ 15% Max HP Recovery every Turn for 5 Turns.
Health Sap ~ 15% Max HP Damage every Turn for 5 Turns.
Hustle ~ Available Act or Move Commands per Turn are Increased by 1 for 3 Turns.
Immobilize ~ Move Commands are restricted for 3 Turns.
Immune ~ Immune to Status Conditions for 3 Turns.
Infatuate ~ Treats Allies as Enemies and Attacks them until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.
Instant Death ~ Immediate KO Status. Bypasses Abilities, Effects and Bonuses involving HP reaching 0.
Intangible ~ Physical Abilities and Basic Attacks have 100% Chance of Missing (Overrides Sure Hits), but Magical Abilities and Basic Attacks have their Total Damage Increased by 100% for 3 Turns.
Invincible ~ HP cannot be Decreased by any means for 2 Turns.
KO ~ Self Explanatory.
Magic Loss ~ 25% Max MP Damage is added to the Base Damage taken. Damage Modifier.
Mana Flow ~ Doubles the Effectiveness of Cycle Mana for 3 Turns.
Mana Leak ~ 10% Max MP Damage every Turn for 5 Turns.
Mana Regeneration ~ 10% Max MP Recovery every Turn for 5 Turns.
Oblivion ~ Immediately Removed from the Battlefield.
Pain ~ Physical OR Magical Abilities have a Charge Use/Cast Time of +1 Turn, depending on the type of the afflicted Target.
Paralyze ~ Cannot execute Act Commands for 3 Turns.
Petrify ~ Cannot Act or Move for 3 Turns, but Total Damage received is Decreased by 50%. Instant Death by Critical Hit.
Poison ~ 12% Max HP Damage every Turn for 3 Turns.
--- Severe Poison ~ 16% Max HP Damage every Turn for 3 Turns.
Protect ~ Physical Total Damage received is Decreased by 50% for 3 Turns.
Purification ~ Total Damage received is Increased by 100%, Damage inflicted is converted to HP Recovery, and the Effectiveness of HP / MP Recovery is Increased by 100% for 3 Turns. Can only Target Enemies.
Rage ~ Int Stat is Increased by 100%, but Spr Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.
Reciprocation ~ Afflicted receives 50% Total Damage the Inflicter receives, and viceversa for 3 Turns. Effect does not include itself.
Reverse ~ Damage dealt and received is converted to Recovery and viceversa for 3 Turns.
Scramble ~ Available Act Commands (Except S and X-Abilities) are randomized for 3 Turns.
Seal ~ Prevents the execution of any Command for 3 Turns. Alleviated ONLY by specialized Items and Abilities, or a Trigger Command.
Shell ~ Magical Total Damage received is Decreased by 50% for 3 Turns.
Sleep ~ Cannot Act or Move for 3 Turns, and every Hit is a Sure Critical Hit. Alleviated with Physical Damage.
Slow ~ Can execute only 1 Command (Act / Move / Wait) per Turn for 3 Turns.
Spasm ~ 50% Chance of an Act Command being Cancelled.
Stasis ~ Cannot execute Act or Move Commands for 3 Turns.
Stop ~ Turns are Skipped for 3 Turns.
Taint ~ 12% Max MP Damage every Turn for 3 Turns.
Unconscious ~ Automatic Status triggered by having less than 0% Max MP, it is treated like KO. Recovers 5% Max MP per Turn. Alleviated by Current MP > 0.
Weapon Break ~ Weapon Equipment is Nullified for the duration of the Battle.
Warp ~ Can Warp to Any Cell instead of conducting a Movement Action for 3 Turns.
Weak ~ Max HP and MP are Decreased by 15% for 3 Turns. Can Stack up to 3 Times.
Wither ~ 2 Random Stats (Physical / Magical) are Decreased by 50% for 3 Turns.
Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Alleviated with HP Recovery.
Zombie ~ Afflicted gains [Vulnerable Light] and HP Recovery is converted to HP Damage for 3 Turns.
Gist- Full Eight Hours
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Join date : 2013-05-31
Age : 28
Location : Texas
Re: Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
~ Bestiary ~
No entries have been recorded...
No entries have been recorded...
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
This will be reserved for my character if I choose to make one. Those who have been accepted may now post their profiles.
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
Name: Ashe Valentine
Age: 19
Gender: Female
Appearance:
Profession:
Level: 1
Exp: 0/10
Weapon: ????? (Relic)- Ancient spellblade discovered in the midst of an ancient tomb that harnesses remnants of elemental power.
Armor: ??????? ????? ??? (Barrier Spell Lv1)- Basic spell that conjures a weak protective shield around the caster.
Accessory: ???? ??????? (Onyx Headband)- Somewhat showy headband with onyx gemstones.
A-Ability: Enchant Blade ((GM Note: All subskills in this section cannot be activated until corresponding A-Skill has been activated in A-Ability 2))
+Flametounge – Evokes the raw power of fire upon the user's blade, causing flame to dance along the edge of the blade while also enabling an arsenal of fiery swordplay techniques. No Damage. The user's basic attacks gain the Fire Elemental and have a Low chance of Burn, also grants the ability to act as a Fire Source in certain situations. Range: Self. 6 MP. Fire Elemental.
---Fireball – Draws from the fiery power of the user's blade and reforms the flames into a sphere of fire before launching it off at the user's target. 110% Int Damage. Chance of Burn. Range: 4 Cells. 9 MP. Fire Elemental.
---Passionate Plunge – Raises the blade to draw in some fiery energy before thrusting forward at the target's stomach. 100% Atk Damage. Chance of Blood Loss. Range: Adjacent Cell. 10 MP. Fire Elemental.
---Rising Pyre – Stabs the blade into the ground, evoking the power of flame to rise up in a circular formation around the user. 130% Int Damage. Range: Surrounding Cells. 11 MP. Fire Elemental.
+Icebrand – Evokes the harsh power of ice upon the user's blade, causing the blade's temperature to drop to subzero levels while also enabling an arsenal of icy swordplay techniques. No Damage. The user's basic attacks gain the Ice Elemental and have a Low chance of Freeze, also grants the ability to freeze applicable cells. Range: Self. 10 MP. Ice Elemental.
---Ice Spike – Draws from the icy power of the user's blade and reforms it into a spike of ice that the user fires off at her target. 50% Pierce Int Damage. Range: 3 Cells; Linear. 10 MP. Ice Elemental.
---Entrapment – Pulls the icy power from the blade momentarily to wrap it around the target in an attempt to freeze them in place. No Damage. High Chance of Freeze. Range: 3 Cells. (tier 3) 22 MP. Ice Elemental.
---Shattering Blow – Delivers a powerful blow with an ice covered blade that causes razor shards to fly everywhere. 120% Atk Damage. Creates Ice Shards in Adjacent Cells for Five Turns. Range: Adjacent Cell. 11 MP. Ice Elemental.
IIce Shards: Passing through or occupying cells with Ice Shards (Denoted { }) causes 5% Max Hp Ice Damage, negated by Fire affinities.
A-Ability: Release Power *LOCKED*
A-Ability: Dance of the Elements *LOCKED*
A-Ability: Powers Interlaced *LOCKED*
R-Ability:
+Elemental Aggression – Whenever the user is attacked by an elemental attack, a bit of the element's aura collects around her to empower her. Whenever the user is successfully hit by any elemental attack, the user's damage output is increased by 1%. Stack Limit: 100%.
B-Ability:
+Elemental Protection – The user conjures a thick veil of elemental magic to protect the user and her allies from a specific element. When activated, grants the Ally Party Resist [Insert Elemental] for Three Turns.
S-Ability:
+Might of the Elements – The blessings of the elements inscribe their power in the form of runes upon the user's body, releasing their true power for her. The user's Int is increased by 20% of her base Atk passively.
E-Trigger:
+Rush of the Elements – Calls upon the strength of all of the elements, wrapping them in a protective formation around the user before releasing them in a whirling cloak of energy. When activated, the user takes 20% less damage for the duration of this ability; in addition to this effect, enemies in surrounding cells suffer from Elemental Pressure. Three Turn Duration. Elemental Pressure: The afflicted expends 15% more MP to utilize elemental attacks.
X-Ability:
+Element's End – Unleashes the user's full prowess over the elements to barrage the user's target in an all-out assault which temporarily seals their ability to conjure the elements to their aid. 200% Pierce Atk/Int Damage. Seals the target's ability to use elemental attacks for three turns. Range: 6 Cells. 0 MP. 10 X-Levels. Chosen Elemental.
O-Ability:
None.
Stats:
HP: 25
MP: 15 (+5 from Onyx Headband)
Atk: 5 (+1 from Relic)
Def: 3 (+0 from Barrier Spell Lv1)
Int: 2 (+0 from Relic) (+1 from Might of the Elements)
Spr: 2 (+1 from Barrier Spell Lv1)
Critical: 4%
Evade: 2%
Move: 2 Cells (+1 from Spellblade Profession)
Skill Points: 0
Upgrade Points: 0
Age: 19
Gender: Female
Appearance:
- Spoiler:
Profession:
- Spoiler:
- + Spellblade- Possessing both prowess over the elements and swordplay expertise, the one who claims this profession enhances her blade through powerful enchantments. (Elemental Affinity I)
Elemental Affinity I: The user possesses an affinity with all elements and is thus able to reduce damage taken from them easily. Reduces all Elemental damage taken by 10% passively.
- - - - -+ Elemental Evoker- One with the elements, the one who claims this profession unlocks their true power and wields it with such finesse that one can only call them a master. (Elemental Affinity II) (+1 Basic Attack)
Elemental Affinity II: The user possesses a powerful affinity with all elements and is thus able to reduce damage taken from them easily as well as utilize their power to their utmost potential. Reduces all Elemental damage taken and increases all Elemental damage dealt by 15% passively.
+ Elemental Dancer- Claiming not only a powerful affinity for the elements, but also immense expertise with swordplay, the one who claims this profession glissades across the battlefield leaving nothing but a stupendous display of elemental destruction in her wake. (Elemental Affinity III) (Dual Elemental) (+2 Basic Attacks)
Elemental Affinity III: The user possesses an unnaturally powerful connection with the elements, enabling her to strike with them and reduce the damage she takes from them significantly. Reduces all Elemental damage taken and increases all Elemental damage dealt by 20% passively.
Dual Elemental: The user can dual wield single-hand weapons and is able to utilize two Enchant Blade abilities at once–one for each weapon.
+ Envoy of the Elements- "With this pact, I interlace my very existence with that which makes up our world." Having intertwined her body and soul with the elemental manas, the one who claims this profession utilizes the fullest extent of their powers for herself. Her arrival on the battlefield heralds an influx of elemental energy which leaves an area changed, be it by destruction or prosperity. (Elemental Affinity III) (Dual Elemental) (Elemental Harmony) (Element Surge) (+3 Basic Attacks)
Elemental Affinity III: The user possesses an unnaturally powerful connection with the elements, enabling her to strike with them and reduce the damage she takes from them significantly. Reduces all Elemental damage taken and increases all Elemental damage dealt by 20% passively.
Dual Elemental: The user can dual wield single-hand weapons and is able to utilize two Enchant Blade abilities at once–one for each weapon.
Elemental Harmony: Attuned to the elements, the user immediately calls upon their power. Enables the user to use Enchant Blade skills during the preparation phase for 1 MP.
Element Surge: Supercharges the elemental manas unleashed automatically. Enables the user to use the skills listed beneath Enchant Blade skills without using skills under Release Power.
Level: 1
Exp: 0/10
Weapon: ????? (Relic)- Ancient spellblade discovered in the midst of an ancient tomb that harnesses remnants of elemental power.
Armor: ??????? ????? ??? (Barrier Spell Lv1)- Basic spell that conjures a weak protective shield around the caster.
Accessory: ???? ??????? (Onyx Headband)- Somewhat showy headband with onyx gemstones.
A-Ability: Enchant Blade ((GM Note: All subskills in this section cannot be activated until corresponding A-Skill has been activated in A-Ability 2))
+Flametounge – Evokes the raw power of fire upon the user's blade, causing flame to dance along the edge of the blade while also enabling an arsenal of fiery swordplay techniques. No Damage. The user's basic attacks gain the Fire Elemental and have a Low chance of Burn, also grants the ability to act as a Fire Source in certain situations. Range: Self. 6 MP. Fire Elemental.
---Fireball – Draws from the fiery power of the user's blade and reforms the flames into a sphere of fire before launching it off at the user's target. 110% Int Damage. Chance of Burn. Range: 4 Cells. 9 MP. Fire Elemental.
---Passionate Plunge – Raises the blade to draw in some fiery energy before thrusting forward at the target's stomach. 100% Atk Damage. Chance of Blood Loss. Range: Adjacent Cell. 10 MP. Fire Elemental.
---Rising Pyre – Stabs the blade into the ground, evoking the power of flame to rise up in a circular formation around the user. 130% Int Damage. Range: Surrounding Cells. 11 MP. Fire Elemental.
+Icebrand – Evokes the harsh power of ice upon the user's blade, causing the blade's temperature to drop to subzero levels while also enabling an arsenal of icy swordplay techniques. No Damage. The user's basic attacks gain the Ice Elemental and have a Low chance of Freeze, also grants the ability to freeze applicable cells. Range: Self. 10 MP. Ice Elemental.
---Ice Spike – Draws from the icy power of the user's blade and reforms it into a spike of ice that the user fires off at her target. 50% Pierce Int Damage. Range: 3 Cells; Linear. 10 MP. Ice Elemental.
---Entrapment – Pulls the icy power from the blade momentarily to wrap it around the target in an attempt to freeze them in place. No Damage. High Chance of Freeze. Range: 3 Cells. (tier 3) 22 MP. Ice Elemental.
---Shattering Blow – Delivers a powerful blow with an ice covered blade that causes razor shards to fly everywhere. 120% Atk Damage. Creates Ice Shards in Adjacent Cells for Five Turns. Range: Adjacent Cell. 11 MP. Ice Elemental.
IIce Shards: Passing through or occupying cells with Ice Shards (Denoted { }) causes 5% Max Hp Ice Damage, negated by Fire affinities.
- Spoiler:
- +Thunderblade – Evokes the unpredictable power of lightning upon the user's blade, causing energy to randomly jump from the blade while also enabling an arsenal of lightning-based swordplay techniques. No Damage. The user's basic attacks gain the Lightning Elemental and have a Low chance of Paralyze, also grants the ability to reciprocate Int-based attacks targeting the User back at the attacker for 20% of the original damage. Range: Self. 16 MP. Lightning Elemental.
---Charge – Condenses the electricity flowing through the blade to increase damage for a short while. No Damage. +20% Damage Output for three turns. Range: Self. 9 MP. Lightning Elemental.
---Lightning Rod – Draws from the lightning power of the user's blade and stabs in the target's direction to send a burst of electricity in their direction. 100% Int Damage. Range: 6 Cells. 8 MP. Lightning Elemental.
---Shock Strike – Slashes the target with an electricity covered blade which shocks their nervous system. 100% Atk Damage. Chance of Paralyze. Range: Adjacent Cell. 11 MP. Lightning Elemental.
+Liquidsteel – Evokes the flowing power of water upon the user's blade, causing moisture to collect around the blade while also enabling an arsenal of watery swordplay techniques. No Damage. The user's basic attacks gain the Water Elemental and have a Low chance of Wet, also grants the ability to spawn a Water Cell in an Unoccupied Cell adjacent to the user. Range: Self. 6 MP. 2 MP per Cell spawned. Water Elemental.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
---Aquaforce – Pulls all of the energy out of the water in the area to the user and utilizes it to enhance the user's power before striking her target. 100% Atk Damage. +5% Base Damage for every Water Cell on the field; Maxes at 250% Atk. Range: Adjacent Cell. 10 MP. Water Elemental.
---Flood – Draws from the watery power of the user's blade and reshape it into a sphere of water that the user launches at her target. 125% Int Damage. Chance of Wet. Range: 3 Cells. 11 MP. Water Elemental.
---Tidal Wave – Calls water to the user's side before launching it off at the user's target in the shape of a large wave that crashes over them. 130% Int Damage. Low Chance of Drown. Range: 5 Cells; Linear. 19 MP. Water Elemental.
Drown - Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.
+Zephyrpierce – Evokes the free power of wind upon the user's blade, causing wild gales to meld around the blade while also enabling an arsenal of wind-based swordplay techniques. No Damage. The user's basic attacks gain the Wind Elemental and have a low chance of knocking the target 3 cells backwards, also grants the ability to push the user 3 cells in a given direction. Range: Self. 6 MP. Wind Elemental.
---Gale's Gift – Calls upon the winds to bless the user or an ally with their properties to further enhance their abilities. No Damage. Bestows Haste. Range: 3 Cells. 16 MP. Wind Elemental.
---Aero – Draws from wind power of the user's blade to form a swirl of wind that spins the target around to the point of disorientation. 110% Int Damage. Chance of Confusion. Range: 4 Cells. 12 MP. Wind Elemental.
---Pressure – Forces harrowing gales down upon the user's target with such intensity that their very bones may crack. 15% Current Hp Damage. Range: 3 Cells. 9 MP. Wind Elemental.
+Gaiaedge – Evokes the stable power of earth upon the user's blade, causing rock to conjoin with the blade while also enabling an arsenal of earth-based swordplay techniques. No Damage. The user's basic attacks gain the Earth Elemental and have an increased chance of dealing a Critical Hit, also grants the ability to move earth-based nature cells as long as the user is at most three cells from them. Range: Self. 10 MP. Earth Elemental.
---Terra Crash – Stabs the blade into the ground to absorb the earth's power before ripping it free and slamming the blade into the user's target with enough force to break bone. 150% Atk Damage. Chance of Paralyze. Range: Adjacent Cell. 12 MP. Earth Elemental.
---Quake – Draws the earthen power from the user's blade to cause the ground beneath the user to shake with such force as to temporarily disable those caught in the quake. 80% Int Damage. Chance of Immobilize. Range: Adjacent Cells. 8 MP. Earth Elemental.
---Temper – Sinks the blade into the ground to allow earthen materials to temper it with the finest of care, sharpening it to an unimaginable point. No Damage. The next Action the User performs is Piercing. Range: Self. (Level * 1.3) MP. 3 Use Counters. Earth Elemental.
+Photoncutter – Evokes the brilliant power of light upon the user's blade, causing an ethereal glow to shroud the blade while also enabling an arsenal of light-based swordplay techniques. No Damage. The user's basic attacks gain the Light Elemental and have a low chance of Blind, also grants the ability to act as a Light Source in dark places. Range: Self. 9 MP. Light Elemental.
---Rejuvenating Light – Casts off the user's light momentarily to heal a target's injuries. 100% Int Healing. Range: 3 Cells. 8 MP. Light Elemental.
---Brilliant Haven – Conjures a barrier of light around the user or one of the user's allies to greatly decrease the damage taken. No Damage. Bestows Shell and Protect. Range: 3 Cells. 21 MP. Light Elemental.
---Blade Beam – Draws from the light power of the user's blade and slashes in the direction of the user's target to release the light in the form of a laser that fires at the user's target. 110% Int Damage. Sure Hit. Range: 4 Cells. 10 MP. Light Elemental.
+Umbraslasher- Evokes the shadowy power of darkness upon the user's blade, causing a shadowy aura to overtake the blade while also enabling an arsenal of darkness-based swordplay techniques. No Damage. The user's basic attacks gain the Darkness Elemental and have a low chance of ignoring 20% of the target's Def, also grants the ability to hide the user from view for one turn. Range: Self. 12 MP. Darkness Elemental.
---Shadow Striking – Makes a quick slash before slipping into the shadows to plan the next move. 100% Atk Damage. Bestows Invisible [User]. Range: Adjacent Cell. 12 MP. Darkness Elemental.
---Dark – Draws from the dark power of the user's blade before firing it off in the shape of an unfriendly sphere at the target. 160% Int Damage. Range: 3 Cells. 12 MP. Darkness Elemental.
---Malice – Manipulates shadows to envelop the target and leave them tainted. No Damage. Chance of 1 Random Negative Status Effect. Range: 3 Cells. 16 MP.
A-Ability: Release Power *LOCKED*
- Spoiler:
- +Eternal Flame – Supercharges the blade with fire mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the subskills underneath Flametongue; Flametongue must be used prior to this ability. Range: Self. 4 MP. Fire Elemental
+Crystal Sheen – Supercharges the blade with ice mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Icebrand; Icebrand must be used prior to this ability. Range: Self. 4 MP. Ice Elemental.
+Boundless Energy – Supercharges the blade with lightning mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Thunderblade; Thunderblade must be used prior to this ability. Range: Self. 4 MP. Lightning Elemental.
+Tidal Essence – Supercharges the blade with water mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Liquidsteel; Liquidsteel must be used prior to this ability. Range: Self. 4 MP. Water Elemental.
+Verdant Squall – Supercharges the blade with wind mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Zephyrpierce; Zephyrpierce must be used prior to this ability. Range: Self. 4 MP. Wind Elemental.
+Nature Pact – Supercharges the blade with earth mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Gaiaedge; Gaiaedge must be used prior to this ability. Range: Self. 4 MP. Earth Elemental.
+Heaven's Blessing – Supercharges the blade with light mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Photoncutter; Photoncutter must be used prior to this ability. Range: Self. 4 MP. Light Elemental.
+Utter Descension – Supercharges the blade with dark mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Umbraslasher; Umbraslasher must be used prior to this ability. Range: Self. 4 MP. Darkness Elemental.
A-Ability: Dance of the Elements *LOCKED*
- Spoiler:
- +Glissade – Shifts gracefully in a flowing manner, almost skating across the battlefield to begin the destruction. No Damage. User moves up to [User's Move] x2 Cells away; Counts as a Move Action. Range: Set. 8 MP.
+Pirouette – Extends one's self outward and spins with expertise, sweeping those surrounding her and knocking them off guard. 110% Atk Damage. Knocks Targets 1 Cell Away; -10% Def for Five Turns. Takes on Elements applied via Enchant Blade. Range: Surrounding Cells. 10 MP. Varying Elemental.
+Arc de L'essence – Repositions one's stance before focusing on a particular elemental mana, utilizing the new stance as a catalyst for releasing said elemental mana into a thick veil around the user. No Damage. Attacks targeting the user have their elements switched to [Chosen Elemental] for Three Turns. Range: Self. 12 MP. Varying Elemental.
+Croix – Delivers poignant stabs in three directions before charging in the final direction to run targets through. 130% Atk Damage. Takes on Elements applied via Enchant Blade. Range: Cross Formation. 10 MP. Varying Elemental.
+Pas L'aire – Prepares one's self and briefly utilizes wind mana to step off the ground and into the air in order to evade harm. No Damage. User dodges next attack specifically targeting her; User gains 15% Evade for Three Turns. Range: Self. 20 MP. Wind Elemental.
+Rondo – Rushes the target with unparalleled ferocity, delivering slash after slash upon the target before drawing back and finished with one final attack. 125% Atk Damage. 4 Hits. 150% Atk Damage. Takes on Elements applied via Enchant Blade. Range: 2 Cells. 24 MP. Varying Elemental.
+Waltz – Rhythmically advances upon the opposition, delivering attack after attack with a certain fury that seems endless. 100% Atk Damage. 12 Hits. Takes on Elements applied via Enchant Blade. Range: 3 Cells. 31 MP. Varying Elemental.
+Grand Finale – Utilizes all of one's dexterity and expertise to enact an elegant assault upon the opposition, leaving none who dare cross the user unscathed. 80% Atk Damage. 10 Hits. 120% Atk Damage. 4 Hits. 160% Atk Damage. 2 Hits. 200% Atk Damage. User lands adjacent to chosen target. Takes on Elements applied via Enchant Blade. Range: 6 Cells + Surrounding Cells. 96 MP. Varying Elemental.
A-Ability: Powers Interlaced *LOCKED*
- Spoiler:
- +Evocation – Releases a powerful surge of mana into the air around the user, drawing energy from it to increase her ability tenfold. No Damage. Increases the user's Atk and Int by 30% for Five Turns; Increases the user's Critical Hit Rate by 25% for Five Turns. Range: Self. 36 MP.
+Reign of Fire – Evokes the most powerful of flames, drawing from them an intense burst of fiery energy which consumes all it touches and leaves nothing unscathed. 120% Int Damage. 16 Randomized Hits. Increases total damage output by 15% if Flametongue is active. Range: 3 Layers of Surrounding Cells. 68 MP. Fire Elemental.
+Absolute Zero – Evokes the most powerful of arctic energies, drawing from them an surge of icy energy which freezes everything past its core until it is converted directly to ice. 160% Atk Damage. Immensely High Chance of Freeze; Chance of Absolute Zero if Frozen. Increases total damage output by 15% if Ice Brand is active. Range: 2 Cells. 22 MP. Ice Elemental.
Absolute Zero - Afflicted counted as Frozen for an indefinite duration. If the afflicted is not cured by either high level Fire Magicks or high level Esuna-type Magicks in Five Turns, the afflicted dies but remains a frozen statue. The afflicted cannot be revived as a statue; can be shattered by a Critical Hit.
+Calamity of the Heavens
+Fall of the Moon
+Harrowing Gale
+Et in Terra Pax
+Trinity Heart
+Armageddon
+Natura
R-Ability:
B-Ability:
S-Ability:
+Might of the Elements – The blessings of the elements inscribe their power in the form of runes upon the user's body, releasing their true power for her. The user's Int is increased by 20% of her base Atk passively.
E-Trigger:
+Rush of the Elements – Calls upon the strength of all of the elements, wrapping them in a protective formation around the user before releasing them in a whirling cloak of energy. When activated, the user takes 20% less damage for the duration of this ability; in addition to this effect, enemies in surrounding cells suffer from Elemental Pressure. Three Turn Duration. Elemental Pressure: The afflicted expends 15% more MP to utilize elemental attacks.
X-Ability:
+Element's End – Unleashes the user's full prowess over the elements to barrage the user's target in an all-out assault which temporarily seals their ability to conjure the elements to their aid. 200% Pierce Atk/Int Damage. Seals the target's ability to use elemental attacks for three turns. Range: 6 Cells. 0 MP. 10 X-Levels. Chosen Elemental.
O-Ability:
None.
Stats:
HP: 25
MP: 15 (+5 from Onyx Headband)
Atk: 5 (+1 from Relic)
Def: 3 (+0 from Barrier Spell Lv1)
Int: 2 (+0 from Relic) (+1 from Might of the Elements)
Spr: 2 (+1 from Barrier Spell Lv1)
Critical: 4%
Evade: 2%
Move: 2 Cells (+1 from Spellblade Profession)
Skill Points: 0
Upgrade Points: 0
Last edited by Silver on Wed Jun 25, 2014 9:04 pm; edited 1 time in total
Re: Chronicles of B.A.B.Y.L.O.N: Locked Inside 【Profile Thread】
Name: Chroma Ateri
Gender: Male
Age: 14
Level: 1
Next Level: 0/10
Appearance:
Profession: Wandering Artist - No home to go back to, the one who claims this profession embraces a lonely life, living off of commissioned work and selling portraits of nature, but little do the commoners know that his power over art goes much farther than being able to conjure masterpieces made of pencil or paint. (Drawn Strength)
*Drawn Strength: The user's basic attacks deal 10% more damage when using a weapon conjured by an A-Skill.
Weapon: ????????'? ?????????? (Beginner's Paintbrush) - For the rising artist, a giant form of the standard paintbrush meant to be used for practice pieces. (Damage: INT)(Range: 3 cells)
Armor: ????? ????? (Baggy Shirt) - Free-flowing plain beige shirt too large for those of a smaller body type.
Accessory: ?????? ??????? (Wooden Palette) - Aged palette meant to the hold the paints of a master artist.
A-Ability: Luminous Limit:
+Exploding Light: Consecrates light in the vicinity of a foe and detonates it causing an isolated explosion. 100% Int Dmg. Range: 4 cells. Chance of Stasis (Mod. +0) for 1 turn. 8 MP. Light elemental.
+Prism Blade: Calls down a magnificent blade composed of all wavelengths of visible light to strike down a foe before taking the blade into one's own hand as a new weapon. 130% Int Dmg. Range: 4 cells. Taking the Prism Blade into one's own hand increases basic attack damage by 10% but reduces basic attack range to adjacent cell. 9 MP.
R-Ability: None.
B-Ability: None.
S-Ability: Lingering Dust - Skills leave the target coated in a glowing dust that causes them to act as a light source while being unable to become Stealthed or hidden in any way. Enemies that have become Dusted take 10% more damage from a skill used on them while the effect is still in place. If a skill is used on the target, the status dissipates and is not replaced. If no skill is used, the status has a 3 turn duration.
E-Trigger: Million Blades/Million Arrows - Paints into existence a myriad of blades and looses them towards a single unfortunate target, two blades returning to one's hands for temporary use in battle as new weapons. Or, the user may paint a giant bow with several arrows nocked sending them flying into the sky to rain down upon the opposition. The bow continues to exist afterwards allowing for rapid-firing of arrows until it dissipates. [Million Blades] 70% Int Dmg. Range: 6 cells. 5 hits. User dual wields two Infinite Blades that boost basic attack damage and critical hit rate by 20% but reduces the range to adjacent cell. 3 turn duration. [Million Arrows] 140% Int Dmg. Range: All enemies. User wields Infinite Bow that fires 3 arrows per basic attack instead of one and extends basic attack range by 1 cell. 3 turn duration.
X-Ability: Fill The World With Art (Neutral) - "...and it shall become as a paradise." Freezes time and unlatches the large palette from one's back, lacing it with a plethora of paints and giving it a mighty spin, watching as it spins and rises into the sky, the world rendered colorless as time continues to remain motionless. A sudden stop in the spinning and powerful streams of color burst from the splotches on the palette like a broken dam releasing the reservoir's waters. In a chromatic tide, time begins to flow once more and the enemies are left to drown in the river of paint that brings life into this world and makes it into the paradise it was meant to be. Deals 100% Piercing Int damage to all enemies. Total damage dealt to the opposition is divided amongst allies as HP Recovery.
~ Stats ~
HP: 15
MP: 25 (+5 from Wooden Palette)
Atk: 2 (+0 from Beginner's Paintbrush)
Def: 2 (+0 from Baggy Shirt)
Int: 5 (+1 from Beginner's Paintbrush)
Spr: 3 (+1 from Baggy Shirt)
Critical: 4%
Evasion: 3%
Movement: 2 Cells (+0 from Wandering Artist Profession)
X Gauge: 0/5
Skill Points: 0
Upgrade Points: 0
Gender: Male
Age: 14
Level: 1
Next Level: 0/10
Appearance:
- Spoiler:
- Chroma is a young boy fond of baggy clothing that is way too big for his smaller, more fragile form. A large beige shirt and dark brown trousers adorn his body with straw sandals upon his feet which are often covered in dirt. His skin is darkened slightly from extended exposure to the sun, his vibrant light blue eyes standing out from his typically grime-covered face which still possesses the look of childlike innocence despite setting off on his voyage into adulthood. His dark brown hair is a wavy, curly mess most of the time, descending to his shoulders making him appear somewhat feminine. On his back rests a giant artist's palette and he always carries around a large paintbrush. A brown leather belt about his waist houses a pouch designated for paints while another pouch is assigned to hold tools and the like.
Profession: Wandering Artist - No home to go back to, the one who claims this profession embraces a lonely life, living off of commissioned work and selling portraits of nature, but little do the commoners know that his power over art goes much farther than being able to conjure masterpieces made of pencil or paint. (Drawn Strength)
*Drawn Strength: The user's basic attacks deal 10% more damage when using a weapon conjured by an A-Skill.
Weapon: ????????'? ?????????? (Beginner's Paintbrush) - For the rising artist, a giant form of the standard paintbrush meant to be used for practice pieces. (Damage: INT)(Range: 3 cells)
Armor: ????? ????? (Baggy Shirt) - Free-flowing plain beige shirt too large for those of a smaller body type.
Accessory: ?????? ??????? (Wooden Palette) - Aged palette meant to the hold the paints of a master artist.
A-Ability: Luminous Limit:
+Exploding Light: Consecrates light in the vicinity of a foe and detonates it causing an isolated explosion. 100% Int Dmg. Range: 4 cells. Chance of Stasis (Mod. +0) for 1 turn. 8 MP. Light elemental.
+Prism Blade: Calls down a magnificent blade composed of all wavelengths of visible light to strike down a foe before taking the blade into one's own hand as a new weapon. 130% Int Dmg. Range: 4 cells. Taking the Prism Blade into one's own hand increases basic attack damage by 10% but reduces basic attack range to adjacent cell. 9 MP.
R-Ability: None.
B-Ability: None.
S-Ability: Lingering Dust - Skills leave the target coated in a glowing dust that causes them to act as a light source while being unable to become Stealthed or hidden in any way. Enemies that have become Dusted take 10% more damage from a skill used on them while the effect is still in place. If a skill is used on the target, the status dissipates and is not replaced. If no skill is used, the status has a 3 turn duration.
E-Trigger: Million Blades/Million Arrows - Paints into existence a myriad of blades and looses them towards a single unfortunate target, two blades returning to one's hands for temporary use in battle as new weapons. Or, the user may paint a giant bow with several arrows nocked sending them flying into the sky to rain down upon the opposition. The bow continues to exist afterwards allowing for rapid-firing of arrows until it dissipates. [Million Blades] 70% Int Dmg. Range: 6 cells. 5 hits. User dual wields two Infinite Blades that boost basic attack damage and critical hit rate by 20% but reduces the range to adjacent cell. 3 turn duration. [Million Arrows] 140% Int Dmg. Range: All enemies. User wields Infinite Bow that fires 3 arrows per basic attack instead of one and extends basic attack range by 1 cell. 3 turn duration.
X-Ability: Fill The World With Art (Neutral) - "...and it shall become as a paradise." Freezes time and unlatches the large palette from one's back, lacing it with a plethora of paints and giving it a mighty spin, watching as it spins and rises into the sky, the world rendered colorless as time continues to remain motionless. A sudden stop in the spinning and powerful streams of color burst from the splotches on the palette like a broken dam releasing the reservoir's waters. In a chromatic tide, time begins to flow once more and the enemies are left to drown in the river of paint that brings life into this world and makes it into the paradise it was meant to be. Deals 100% Piercing Int damage to all enemies. Total damage dealt to the opposition is divided amongst allies as HP Recovery.
~ Stats ~
HP: 15
MP: 25 (+5 from Wooden Palette)
Atk: 2 (+0 from Beginner's Paintbrush)
Def: 2 (+0 from Baggy Shirt)
Int: 5 (+1 from Beginner's Paintbrush)
Spr: 3 (+1 from Baggy Shirt)
Critical: 4%
Evasion: 3%
Movement: 2 Cells (+0 from Wandering Artist Profession)
X Gauge: 0/5
Skill Points: 0
Upgrade Points: 0
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