ReCreation Profiles
3 posters
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ReCreation Profiles
Current Inventory
Lo-Potion x2 (Recovers 5 HP upon use)
Mana Shard x2 (Recovers 5 MP upon use)
Tonic x4 (Recovers 20 HP and 10 MP upon use)
Life Crystal x1 (Revives fallen character with 25% Max HP)
Chest Key x5 (Unlocks target chest or door)
Vial of Acid x1 (Removes Petrify upon use or deals 8% Max HP Dmg to an adjacent target; Uses Remaining: 3/3)
White Lily x1 (Grants Immunity for 3 turns upon use)
Green Tea x1 (Removes all negative status effects upon use)
Hunter's Talisman x1 (Reduces aggression garnered by foes if worn; charm wears off after 3 turns)
Cosmos Delight x0 (Recovers 35 HP upon use)
Materials
Potent Acid x1 (If you touch it, you'll lose your finger. CORROSIVE.)
Spare Parts x1 (Small collection of mechanical parts)
Deity's Tear x1 (Extremely rare flower gathered from a spot where a god or goddess's tears have hit the earth)
Cracked Beaker x1 (Chemical beaker not exactly in its prime)
Spectacle Frame x1 (A pair of glasses without the lenses. How useless.)
Pool Ball x3 (Ball taken from the popular table game)
Grotesque Tentacle x1 (Slimy piece of flesh attached to a mutant...or at least it was attached)
Bone Club x2 (Thick calcium-rich bone used as a weapon)
Scrap Metal x1 (Crumpled up metal that can be recycled)
Weapons/Armor/Accessories
Gauntlet (A lone gauntlet. Increases ATK by 1; equippable by Alessia) [Accessory]
Buckler (Small and round, this shield is meant for fending off some attack. Increases DEF by 1; equippable by Alessia; 5% Block Chance) [Shield]
Arrowhead Necklace (Rough piece of sinewy string with a single arrowhead as the defining element of this accessory. Increases Atk by 1; equippable by Elisia) [Accessory]
Leather Gloves (A set of black leather. Increases Atk by 1; equippable by Xylia) [Weapon]
Key Items
Guild Identification (Personal badges assigned to the members of the guild, Heart of Mana, they allow for the holders to take on tasks and gain access to certain areas blocked off to normal civilians)
Skeleton Key Card (Specialized key card made to gain access to general use areas of the abandoned laboratory in the Cosmos District)
Lab Photo (Odd photograph of an older gentleman and a beaming young girl, both ecstatic to be in the lab; the true context of the photo is unknown)
Sealed Locket (Golden locket found in some rubble in the abandoned lab in the Cosmos District, it is completely sealed shut from age. There must be some way to get it open...)
Current Gold: 0
Achievement Points: 26
Lo-Potion x2 (Recovers 5 HP upon use)
Mana Shard x2 (Recovers 5 MP upon use)
Tonic x4 (Recovers 20 HP and 10 MP upon use)
Life Crystal x1 (Revives fallen character with 25% Max HP)
Chest Key x5 (Unlocks target chest or door)
Vial of Acid x1 (Removes Petrify upon use or deals 8% Max HP Dmg to an adjacent target; Uses Remaining: 3/3)
White Lily x1 (Grants Immunity for 3 turns upon use)
Green Tea x1 (Removes all negative status effects upon use)
Hunter's Talisman x1 (Reduces aggression garnered by foes if worn; charm wears off after 3 turns)
Materials
Potent Acid x1 (If you touch it, you'll lose your finger. CORROSIVE.)
Spare Parts x1 (Small collection of mechanical parts)
Deity's Tear x1 (Extremely rare flower gathered from a spot where a god or goddess's tears have hit the earth)
Cracked Beaker x1 (Chemical beaker not exactly in its prime)
Spectacle Frame x1 (A pair of glasses without the lenses. How useless.)
Pool Ball x3 (Ball taken from the popular table game)
Grotesque Tentacle x1 (Slimy piece of flesh attached to a mutant...or at least it was attached)
Bone Club x2 (Thick calcium-rich bone used as a weapon)
Scrap Metal x1 (Crumpled up metal that can be recycled)
Weapons/Armor/Accessories
Gauntlet (A lone gauntlet. Increases ATK by 1; equippable by Alessia) [Accessory]
Buckler (Small and round, this shield is meant for fending off some attack. Increases DEF by 1; equippable by Alessia; 5% Block Chance) [Shield]
Arrowhead Necklace (Rough piece of sinewy string with a single arrowhead as the defining element of this accessory. Increases Atk by 1; equippable by Elisia) [Accessory]
Leather Gloves (A set of black leather. Increases Atk by 1; equippable by Xylia) [Weapon]
Key Items
Guild Identification (Personal badges assigned to the members of the guild, Heart of Mana, they allow for the holders to take on tasks and gain access to certain areas blocked off to normal civilians)
Skeleton Key Card (Specialized key card made to gain access to general use areas of the abandoned laboratory in the Cosmos District)
Lab Photo (Odd photograph of an older gentleman and a beaming young girl, both ecstatic to be in the lab; the true context of the photo is unknown)
Sealed Locket (Golden locket found in some rubble in the abandoned lab in the Cosmos District, it is completely sealed shut from age. There must be some way to get it open...)
Current Gold: 0
Achievement Points: 26
Last edited by Masquerade on Mon Jun 06, 2016 4:06 pm; edited 27 times in total
Re: ReCreation Profiles
Guild
Guild Name: Heart of Mana
Guild Level: 1
Guild Experience: 35/80
Power Gauge: 0/10
Active Power: None.
Current Tasklist:
None.
Guild Bonuses:
None.
Guild Powers:
None.
Factions
The Holy Might:
Faction Leader: Saint Nerra
Accessibility: None.
Affinity Level: 1
Faction Affinity: 20/100
Faction Bonuses:
None.
The Night Shroud:
Faction Leader: Venase
Accessibility: None.
Affinity Level: 1
Faction Affinity: 24/100
Faction Bonuses:
None.
The Lion's Roar:
Faction Leader: King Edwin
Accessibility: None.
Affinity Level: 1
Faction Affinity: 0/100
Faction Bonuses:
None.
The Height of Power:
Faction Leader: Knight of Knights
Accessibility: None.
Affinity Level: 1
Faction Affinity: 0/100
Faction Bonuses:
None.
???:
Faction Leader: ???
Accessibility: None.
Affinity Level: ?
Faction Affinity: ???
Faction Bonuses:
???
Guild Name: Heart of Mana
Guild Level: 1
Guild Experience: 35/80
Power Gauge: 0/10
Active Power: None.
Current Tasklist:
None.
Guild Bonuses:
None.
Guild Powers:
None.
Factions
The Holy Might:
Faction Leader: Saint Nerra
Accessibility: None.
Affinity Level: 1
Faction Affinity: 20/100
Faction Bonuses:
None.
The Night Shroud:
Faction Leader: Venase
Accessibility: None.
Affinity Level: 1
Faction Affinity: 24/100
Faction Bonuses:
None.
The Lion's Roar:
Faction Leader: King Edwin
Accessibility: None.
Affinity Level: 1
Faction Affinity: 0/100
Faction Bonuses:
None.
The Height of Power:
Faction Leader: Knight of Knights
Accessibility: None.
Affinity Level: 1
Faction Affinity: 0/100
Faction Bonuses:
None.
???:
Faction Leader: ???
Accessibility: None.
Affinity Level: ?
Faction Affinity: ???
Faction Bonuses:
???
Last edited by Masquerade on Fri Jan 01, 2016 8:57 pm; edited 3 times in total
Re: ReCreation Profiles
Request 04-A: Barbarian Raid
Enemy Profiles
1, Lv. 5
Profession: Barbarian
Type: Humanoid
A-Ability: Basic Might:
+Axe Smash: Brings down axe with great force. 160% Atk Dmg. Range: Adjacent. User cannot act next turn. 10 MP.
+Pillage: Grapples with a foe forcefully, rattling them enough to take their goods. 120% Atk Dmg. Range: Adjacent. Steals item. 8 MP.
+Bum Rush: Dashes to target with a powerful slam. 130% Atk Dmg. Range: 6 cells, linear. Winds up in cell adjacent to target. Dash is blocked by obstacles. If max dash is achieved, target is Stunned for 1 turn. 10 MP.
R-Ability: Blinding Rage – Upon reaching HP Critical levels, ATK is boosted by 40% but Hit Rate is reduced by 20%.
S-Ability: Go Big or Go Home – All boosts to ATK are doubled.
D-Ability: None.
Stats:
HP: 70
MP: 30
DD: --/--
Atk: 12
Def: 5
Int: 0
Spr: 4
Evade: 7%
Move: 3 cells
*See above for 2, 3, and 4
5, Lv. 5
Profession: Gunslinger
Type: Humanoid
A-Ability: Sharpeye:
+Dead Aim: Lines up the shot to make it hurt. No action this turn. Next attack or skill is Critical. Range: Self. 6 MP.
+Sandstone Slug: Fires a bullet infused with the power of stone. 100% Atk Dmg. Range: 4 cells. Targets hit by this skill twice are Petrified. 8 MP. Earth elemental.
+Slipsand: Slides along the cell firing bullets determined by how long one slides along. Travels up to 4 cells in one direction firing a bullet for each cell traveled dealing 90% Atk Dmg per hit. If a point blank shot is fired, it is a critical hit. Range: 8 cells. Movement is linear and in one direction. 8 MP.
+Duel Stance: Freezes time for oneself and one’s target, and when time gets rolling once more, it is a draw to the death. 170% Atk Dmg. Range: 4 cells. If the target can launch a basic attack from the same range as this skill, there is a chance that they might shoot first dealing the same damage percentage based on their own Atk stat. If Dead Aim is used before this skill, this skill has a chance of Instant Death. 12 MP.
R-Ability: None.
S-Ability: Tactical Mindset / Power Trigger – The unit may toggle between these two effects: 1) Double the range of basic attacks and skills (except Duel Stance) or 2) Critical Hit Damage is increased by 30%.
D-Ability: None.
Stats:
HP: 55
MP: 45
DD: --/--
Atk: 10
Def: 3
Int: 2
Spr: 7
Evade: 10%
Move: 4 cells
*See above for 6
Neutral Profiles
None.
Enemy Profiles
1, Lv. 5
Profession: Barbarian
Type: Humanoid
A-Ability: Basic Might:
+Axe Smash: Brings down axe with great force. 160% Atk Dmg. Range: Adjacent. User cannot act next turn. 10 MP.
+Pillage: Grapples with a foe forcefully, rattling them enough to take their goods. 120% Atk Dmg. Range: Adjacent. Steals item. 8 MP.
+Bum Rush: Dashes to target with a powerful slam. 130% Atk Dmg. Range: 6 cells, linear. Winds up in cell adjacent to target. Dash is blocked by obstacles. If max dash is achieved, target is Stunned for 1 turn. 10 MP.
R-Ability: Blinding Rage – Upon reaching HP Critical levels, ATK is boosted by 40% but Hit Rate is reduced by 20%.
S-Ability: Go Big or Go Home – All boosts to ATK are doubled.
D-Ability: None.
Stats:
HP: 70
MP: 30
DD: --/--
Atk: 12
Def: 5
Int: 0
Spr: 4
Evade: 7%
Move: 3 cells
*See above for 2, 3, and 4
5, Lv. 5
Profession: Gunslinger
Type: Humanoid
A-Ability: Sharpeye:
+Dead Aim: Lines up the shot to make it hurt. No action this turn. Next attack or skill is Critical. Range: Self. 6 MP.
+Sandstone Slug: Fires a bullet infused with the power of stone. 100% Atk Dmg. Range: 4 cells. Targets hit by this skill twice are Petrified. 8 MP. Earth elemental.
+Slipsand: Slides along the cell firing bullets determined by how long one slides along. Travels up to 4 cells in one direction firing a bullet for each cell traveled dealing 90% Atk Dmg per hit. If a point blank shot is fired, it is a critical hit. Range: 8 cells. Movement is linear and in one direction. 8 MP.
+Duel Stance: Freezes time for oneself and one’s target, and when time gets rolling once more, it is a draw to the death. 170% Atk Dmg. Range: 4 cells. If the target can launch a basic attack from the same range as this skill, there is a chance that they might shoot first dealing the same damage percentage based on their own Atk stat. If Dead Aim is used before this skill, this skill has a chance of Instant Death. 12 MP.
R-Ability: None.
S-Ability: Tactical Mindset / Power Trigger – The unit may toggle between these two effects: 1) Double the range of basic attacks and skills (except Duel Stance) or 2) Critical Hit Damage is increased by 30%.
D-Ability: None.
Stats:
HP: 55
MP: 45
DD: --/--
Atk: 10
Def: 3
Int: 2
Spr: 7
Evade: 10%
Move: 4 cells
*See above for 6
Neutral Profiles
None.
Last edited by Masquerade on Mon May 16, 2016 5:36 pm; edited 18 times in total
Re: ReCreation Profiles
Chronicle of Chapters
The First Catastrophe:
Request 01: Stolen Satchel
Request 03: Bandit Hideout
Request 03-A: Hidden Keycard
Request 03-B: Rambling Failures
Request 03-C: Remorse
Request 04: Village Checkup
The First Catastrophe:
Request 01: Stolen Satchel
Request 03: Bandit Hideout
Request 03-A: Hidden Keycard
Request 03-B: Rambling Failures
Request 03-C: Remorse
Request 04: Village Checkup
Last edited by Masquerade on Mon Mar 28, 2016 5:00 pm; edited 8 times in total
Re: ReCreation Profiles
~ B E S T I A R Y ~
Humanoid
Alchemist (Location: Irysium/Defeated: 1/Exp: 2/Gold: 12/Items: Potent Acid)
Bandit (Location: Abandoned Laboratory/Defeated: 6/Exp: 1/Gold: 6/Items: None)
Thug (Location: Abandoned Laboratory/Defeated: 4/Exp: 3/Gold: 9/Items: None)
Failed Experiment (Location: Abandoned Laboratory/Defeated: 1/Exp: 4/Gold: 13/Items: Grotesque Tentacle, ???????? ?????)
Hiroshi (Location: Abandoned Laboratory/Defeated: 1/Exp: 20/Gold: 50/Items: Steel Hazard)
Beast
None.
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
Hanging Lantern (Location: Virahein Woods/Defeated: 2/Exp: 2/Gold: 16/Items: Scrap Metal, ????? ???????)
Machine
Tinkerer (Location: Irysium/Defeated: 2/Exp: 1/Gold: 4/Items: Spare Parts)
Demon
None.
Undead
Skeleton (Location: Virahein Woods/Defeated: 3/Exp: 3/Gold: 10/Items: Bone Club)
* * *
For the positive and negative statuses, see here: ~Inflictionary~
Humanoid
Alchemist (Location: Irysium/Defeated: 1/Exp: 2/Gold: 12/Items: Potent Acid)
Bandit (Location: Abandoned Laboratory/Defeated: 6/Exp: 1/Gold: 6/Items: None)
Thug (Location: Abandoned Laboratory/Defeated: 4/Exp: 3/Gold: 9/Items: None)
Failed Experiment (Location: Abandoned Laboratory/Defeated: 1/Exp: 4/Gold: 13/Items: Grotesque Tentacle, ???????? ?????)
Hiroshi (Location: Abandoned Laboratory/Defeated: 1/Exp: 20/Gold: 50/Items: Steel Hazard)
Beast
None.
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
Hanging Lantern (Location: Virahein Woods/Defeated: 2/Exp: 2/Gold: 16/Items: Scrap Metal, ????? ???????)
Machine
Tinkerer (Location: Irysium/Defeated: 2/Exp: 1/Gold: 4/Items: Spare Parts)
Demon
None.
Undead
Skeleton (Location: Virahein Woods/Defeated: 3/Exp: 3/Gold: 10/Items: Bone Club)
* * *
For the positive and negative statuses, see here: ~Inflictionary~
Last edited by Masquerade on Mon Mar 28, 2016 5:04 pm; edited 7 times in total
Re: ReCreation Profiles
Name: Elisia Fairchild
Faction: The Night Shroud
Age: 16
Gender: Female
Appearance:
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
Level: 5
Exp: 19/48
Weapon: Father's Bow – Older bow made by a master marksman which has seen many battles; the original wielder passed away leaving this as the only memento. (Range: 4 Cells)
Armor: Black Vest – Black vest that fits the wearer nicely.
Accessory: Warrior's Seal – Shimmering silver medallion with two swords crossed engraved into it. Merely looking at it grants one power.
A-Ability: Swift Barrage
+The Chase – Locks onto the target and bolsters mana to the user's legs in order to swiftly and effectively close the distance between the user and her target. No Damage. User moves up to [User's Move] x2 Cells away; Counts as a Move Action. Range: Set. 8 MP.
+Hummingbird – Swiftly knocks an arrow and fires it with surprising force, enough so to hit a far off target. 120% Atk Damage. Range: 6 Cells. 6 MP.
+Firebolt – Charges an arrow with fire mana before loosing it upon the target, upon which the arrow bursts into three and collides at the same time in a fiery explosion. 100% Atk Damage. 3 Hits. Chance of Burn. Range: 4 Cells. 12 MP. Fire Elemental.
A-Ability: Lock-On Assault *LOCKED*
A-Ability: Illusion of Death *LOCKED*
A-Ability: Genesis of Distortion *LOCKED*
R-Ability:
+Shell Shock – Knocks attackers who try to get up close and personal away with a deliberately aimed strike at their vitals. When attacked from an adjacent cell, knocks the attacker 4 Cells away with a chance of stunning the attacker.
S-Ability:
+Continuous Assault – Relentless, the user moves into position as she attacks to ensure the target's demise. Allows the user to move into the proper range during attack chains.
D-Ability:
+Mirrored Assault – Utilizes the full extent of one's mana to distort light around the battlefield in order to create illusory copies of the user's self. With the copies armed and at the ready, the user releases a single arrow into the sky which falls back to earth; the second the arrow hits the ground an innumerable amount of arrows fly leaving no one safe from harm. 100% Pierce Atk Damage. High Chance of Doom. High Chance of Stasis. Range: All Enemies. 0 MP.
Stats:
HP: 25
MP: 40
DD: 0/10
Atk: 8 (+1 from Father's Bow) (+2 from Warrior's Seal)
Def: 4 (+0 from Black Vest)
Int: 1 (+0 from Father's Bow)
Spr: 4 (+1 from Black Vest)
Evade: 8%
Move: 2 Cells (+2 from Sharpshooter Profession)
Skill Points: 0
Faction: The Night Shroud
Age: 16
Gender: Female
Appearance:
- Spoiler:
- Standing at a rather prominent 5'8" and constantly surrounded by an aura of determination, Elisia is strikingly beautiful and imposing. Olive-skinned with high cheekbones, her gray eyes carry an air of promise; should one find themselves under her gaze it is rarely a moment forgotten. Her long raven-colored hair finds itself often tied in a ponytail so it remains out of her face. Her clothing typically consists of something dark–usually blues and grays–mostly flexible and easy to move in. Rarely will she don anything that will restrict her, and as such most formal occasions find her wearing less-than-appropriate attire, but she doesn't care. Her comfort is more important than looking good–not that she has to worry about not looking good anyway.
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
- Spoiler:
- Sniper – A master of the bow, the one who claims this profession excels at loosing streams of projectile attacks upon the opposition, relentless in her pursuit to eliminate those that stand against her. (Quick Shot) (Sharpened Eye) (+1 Basic Attack) (Equip: Bows)
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
Sharpened Eye: Commands the bow with such finesse that only a master could possibly hope to obtain––a sharpened eye guiding arrows to their proper place. Increases the user's critical hit chance and hit rate of the user's projectile-based attacks by 10% passively.
- - - - -
Illusory Huntress – In the dead of the blackened night the predator stalks her prey, seemingly everywhere and yet nowhere in sight. The one who claims this profession expertly weaves her way in and out of reality, firing arrow after inescapable arrow until she has deemed her targets have fallen. Dead. (Resist Dark) (Resist Light) (Quick Shot) (Illusory Arrows) (The Hunted) (+2 Basic Attack) (Equip: Bows)
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
Illusory Arrows: Arrows rain down from all sides, appearing out of nowhere before disappearing amidst the rivers of blood. The user's projectile-based attacks have a much greater chance to hit the target. Targets cannot dodge subsequent attacks in chains.
The Hunted: Target in sight. The predator chases her prey relentlessly to ensure they shall not escape with their life. At the start of the battle marks one unit of the opposition with The Hunted status. Units afflicted with The Hunted take 15% more damage from the user. Attacks made by the user that target The Hunted specifically have a high chance of Critical Hit status. Only one target may be afflicted with The Hunted at a time. If a target afflicted with The Hunted is KOed the status does not affect another unit until the following player phase. Boss units afflicted with The Hunted only suffer from the primary effect.
- - - - -
Grand Distortionist – Shattering the natural order of world, the one who claims this profession weaves immense illusions into the fabric of reality thereby making the world of her own design, ensuring that every arrow fired from her bow lands its mark and that any person fool enough to evoke her wrath shall die in the grandest of illusions. (Null Dark) (Null Light) (Quick Shot) (Illusory Arrows+) (Distortion Grasp) (+3 Basic Attacks) (Equip: Bows)
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
Illusory Arrows+: Arrows rain down from everywhere––above, below, to the sides, even seemingly from within the opposition––appearing out of nowhere before disappearing amidst the rivers of blood. The user's projectile-based attacks are nigh impossible to avoid. Targets cannot dodge subsequent attacks in chains. Basic Attack combos yield an extra hit dealing 60% Atk damage for every two basic attacks in the combo.
Distortion Grasp: Distorts the natural flow of reality, freeing one's real hands by generating distorted versions of one's own, enabling the use of not one bow but two. Enables the user to equip two bows at once. Projectile-based attacks deal an extra 15% damage.
Level: 5
Exp: 19/48
Weapon: Father's Bow – Older bow made by a master marksman which has seen many battles; the original wielder passed away leaving this as the only memento. (Range: 4 Cells)
Armor: Black Vest – Black vest that fits the wearer nicely.
Accessory: Warrior's Seal – Shimmering silver medallion with two swords crossed engraved into it. Merely looking at it grants one power.
A-Ability: Swift Barrage
+The Chase – Locks onto the target and bolsters mana to the user's legs in order to swiftly and effectively close the distance between the user and her target. No Damage. User moves up to [User's Move] x2 Cells away; Counts as a Move Action. Range: Set. 8 MP.
+Hummingbird – Swiftly knocks an arrow and fires it with surprising force, enough so to hit a far off target. 120% Atk Damage. Range: 6 Cells. 6 MP.
+Firebolt – Charges an arrow with fire mana before loosing it upon the target, upon which the arrow bursts into three and collides at the same time in a fiery explosion. 100% Atk Damage. 3 Hits. Chance of Burn. Range: 4 Cells. 12 MP. Fire Elemental.
- Spoiler:
- +Heartbeat – Releases an arrow with rapid pace that causes adrenaline to race through the user. 100% Atk Damage. Bestows Haste [User]. Range: 4 Cells. ? MP.
+Pinnacle of Divinity – Fires an arrow high into the sky, manipulating light mana to grasp its body before redirecting its flight path down toward the target with a burst of light energy. 130% Atk Damage. Chance of Blind. Range: 5 Cells. ? MP. Light Elemental.
+Distortion – Unleashes an arrow that rips through space and disappears before suddenly finding itself lodged in the target. 110% Atk Damage. Sure Hit. Range: 6 Cells. ? MP.
+Judgement – With the enemy in close proximity, readies an arrow aimed for their vitals and looses it; no matter what, this is gonna hurt. 140% Atk Damage. High Chance of Critical Hit. Range: 3 Cells. ? MP.
+Drops of Jupiter – Volleys arrows high into the sky with enough force to send them through the stratosphere, manipulating space mana to collide with the arrows before sending them back to earth to rain down upon the opposition unpredictably. 100% Atk Damage. 10 Randomized Hits. Range: All Enemies. ? MP.
+Volley Cage – Looses four arrows one after another at the targets arms and legs with the intent to pin them down before firing a final arrow aimed for their throat. 125% Atk Damage. 5 Hits. Chance of Disable. Chance of Immobilize. Chance of Silence. Must be the last attack in a chain if chained via Quick Shot. Range: 4 Cells. ? MP.
---Absolution – With the target trapped within her own arrowed grasp, the user draws not an arrow, but simply pulls back the string and fires––a projectile made of absolute power launches at the target and strikes them head on. Only the lucky survive Absolution. 160% Atk Damage. Chance of Instant Death. Sure Hit if the Target is Immobilized and Disabled. Chance of Instant Death is increased if the Target is Silenced. Cannot be used if Volley Cage was part of a Quick Shot chain. Range: Set. ? MP.
A-Ability: Lock-On Assault *LOCKED*
- Spoiler:
- +Predator's View – Bolsters mana to one's eyes causing every detail to become magnified whilst also applying mana to the bow, enabling it to withstand greater pressure thereby increasing the distance at which the user may strike. No Damage. The user's range is doubled for Three Turns. The user's critical hit rate is increased by 10% for Three Turns. Range: Self. ? MP.
+Arrow Storm – Utilizes one's adept control of mana to conjure forth an unusual cloud above the target's head before firing an arrow into said cloud, causing a myriad of tinier arrows to rain down on the target from above over time. 80% Atk Damage. Damage persists for Three Turns. Range: Single Enemy. ? MP.
+Trifecta – Fires off one arrow bathed in flame, following through with another coated in frost, before finally launching not an arrow, but a pure bolt of lightning at the target. 130% Atk Damage. 3 Hits. Range: 4 Cells. ? MP. Fire Elemental [First Hit]/Ice Elemental [Second Hit]/Lightning Elemental [Third Hit].
+Earthshaker – Expertly leaps into the air and fires an arrow supercharged with mana into the ground which causes the very earth beneath her to shake violently. 100% Atk Damage. Small Chance of Confusion. Range: 2 Layers of Surrounding Cells. ? MP. Earth Elemental.
+X-Shot – Fires off two arrows in opposite directions before utilizing mana to alter their trajectory and have them collide in on the same target at high speed. 140% Atk Damage. 2 Hits. Chance of Pain. Range: 3 Cells. ? MP.
+Pinpointed Surge – Pulls back the string and gathers an immense amount of mana that locks onto the target's own stream of mana and familiarizes it as the sole enemy. 100% Atk Damage. The first target successfully hit by this ability is afflicted with Pinpointed. Pinpointed: After the initial attack every subsequent hit of this ability does increasingly more damage to this target (i.e. 110% Atk damage for the second hit, 120% for the third hit, and so forth). If a different target is successfully hit by this ability while another target is afflicted with Pinpointed the status fades and is applied to the new target. The damage stock is reset if a new target becomes afflicted with Pinpointed. Range: 4 Cells. ? MP.
+Mana Stinger – Launches from the bow an arrow connected by a string of mana to the user which lashes out not at the target's life force, but at their mana. 125% Atk Damage. Deals damage to the target's MP. 45% of the damage dealt by this attack is absorbed by the user as MP. Range: 4 Cells. ? MP.
+Beatdown – Tosses the bow high into the air and chooses instead to lay a smack down on the target personally. 100% Atk Damage. 6 Hits. Chance of Addle. Range: Adjacent Cell. ? MP.
---Point Blank – Having sufficiently brutalized the target, expertly catches the bow and draws an arrow. The next shot is set to kill. No Damage. High Chance of Instant Death. If the target avoids Instant Death they take 20% Max HP Damage. If the target is a Boss unit then they take 180% Atk Damage instead. Range: Set. ? MP.
A-Ability: Illusion of Death *LOCKED*
- Spoiler:
- +Lingering Echo – Evokes the power of a special branch of illusion-based mana to wrap around the user's arrows and create innumerable copies lingering behind each attack for a short while. No Damage. Increases the number of hits of all projectile-based attacks and skills by two for Three Turns. Range: Self. ? MP.
+Abstraction Arrow – Fires off an arrow which flies with a highly erratic trajectory, confusing the target before striking them right in a major tendon. 120% Atk Damage. Chance of Confusion. Reduces the target's move by 1 for Three Turns. Stacks. The target's move cannot be reduced below 1 Cell. Range: 4 Cells. ? MP.
+Moment's Notice – Her body a blur, the user fires off numerous arrows almost without moving––her attacks strike without a single second to react. 110% Atk Damage. 5 Hits. Sure Hit. Range: 5 Cells. ? MP.
+Gravity Stinger – Fires an arrow of highly condensed space mana which soars into the air and plummets with intense might, releasing the full force of gravity upon the target. 20% Max HP Damage. High Chance of Immobilize. Range: 5 Cells. ? MP.
+Mirage Burst – Slips in-between the cracks of reality to warp around the target and fire arrow after arrow, the hint of mirage lingering on the user following her assault. 75% Atk Damage. 12 Hits. Increases Evasion by 10% for Three Turns [Self]. Range: 4 Cells. ? MP.
+Pierce the Night – Distorts reality to wrench beams of pure light from their place in the sky, crafting them into arrows of the purest distinction before firing them at the target, endeavoring to shatter the darkness within them. 100% Atk Damage. 3 Hits. Hits are divided among targets if more than one. Cannot be chained if it hits more than one target. Makes the target a light source. Reduces the target's Spr by 10% for Three Turns. Range: 4 Cells + Adjacent Targets [if applicable]. ? MP. Light Elemental.
+Fangs of Hell – Fires a single arrow coated in chaotic darkness which rips through the fabric of reality and pierces back through the inside of the target, thereby allowing the darkness to transmogrify into the vicious fangs which then tear their way out of the target. 140% Atk Damage. High Chance of Bleeding. Chance of Blood Loss. Range: 3 Cells. ? MP. Darkness Elemental.
+Touch of Grim – Slips into the realm of the reaper, drawing forth his power before unraveling the binds between his realm and reality to fire off an arrow which could carry the icy touch of Death himself. 170% Atk Damage. Chance of Instant Death. Chance of Doom. Range: 4 Cells. ? MP. Ice Elemental.
+The Hanging Tree – Whistles a downtrodden tune before firing an arrow into the ground, breaking the fabric of reality and sending its shadow burrowing until it suddenly surges upward conjuring a tree riddled with the corpses of hanging victims. Then, with a single command, the user breathes life back into the dead, forcing them all to take up arms with bows created from pure illusion to fire insurmountable arrows upon the opposition. 240% Atk Damage. Takes Two Turns to use. Conjures Hanging Tree at initially targeted cell. Hanging Tree can be used subsequently to attempt to force Instant Death via Trigger Command: String Up. Trigger Command: String Up has a range of adjacent cell; the user must be adjacent to both the target and the Hanging Tree. Range: 6 Cells [Hanging Tree Placement]/All Enemies [Damage]. ? MP.
A-Ability: Genesis of Distortion *LOCKED*
- Spoiler:
- +The Grand Design – Unbinds the fabrics of the user's own reality in order to rework them to better fit her design––thereby creating her own grand design. No Damage. Reduces the user's MP Costs by 50% for Five Turns. Range: Self. ? MP.
+Freeshooter – Evokes the power of illusory magicks to bind together a spectral bow controlled by a remote entity which disappears and reappears, launching volleys of arrows on a whim. No Damages. Conjures Freeshooter for Three Turns. Freeshooter targets enemy units and randomly deals between three and twelve hits to the chosen target for 30% Piercing Atk Damage each hit. Range: Set. ? MP.
---Rapid Fire – Unleashes one's own control to strip the bow from its entity and take the power into one's own bow for a short time. No Damage. Dispels Freeshooter. Grants the user three extra basic attacks for Three Turns. Increases basic attack damage by 15% for Three Turns. Disables the use of A-Abilities. Range: Self. ? MP.
+Burst: Barrage – Fires a single arrow out toward the target before manipulating it with illusory magicks to shatter its frame and send millions of tiny bolts flying at the target from all sides. 60% Atk Damage. 32 Hits. Increased chance to hit. Range: 4 Cells. ? MP.
+Mirror Image – Conjures a copy of the user's self opposite the user to take the same actions so long as the copy can replicate the user's own exactly. No Damage. Conjures Mirror Image in reflected cell. Mirror Image has all the same stats as the user and access to all the same abilities, but must take the same action that the user took that turn. This effect includes movement actions, which the Mirror Image will act as a reflection of; the Mirror Image must be able to take the same action otherwise it is automatically dispelled. Further, the user and the Mirror Image is restricted to the cells on their half of the map. Only one Mirror Image may be present on the Battlefield at once. If the Mirror Image's MP reaches an unusable amount, it is dispelled. Range: Set. ? MP.
+Burst: Snipe – Fires a speedy arrow at the target, which rips through the air and disappears before reappearing in an adjacent dimension of reality to strike the target unaware. 170% Atk Damage. Sure Hit. Chance of Instant Death. Chance of Blood Loss. Range: 6 Cells. ? MP.
+Return Fire – Wraps illusory magicks around the target, distorting their perception of reality to force them to believe their own attacks are rebounding back at themselves. No Damage. 99% Chance of Curse as long as there is no Immunity. Range: 4 Cells. ? MP.
+Fate's Misfortune – Sends out a burst of illusory magicks which strike through the target and pull back to the user, revealing the binding's of the target's soul for the user to do with as she likes. Snip. No Damage. High Chance of Doom. High Chance of Misfortune. Range: Single Enemy. ? MP.
+Burst: Petrify – Launches a stream of arrows at the target which the user hexes with illusory magicks that distort the target's reality and force them to slow to a halt before becoming as stone. Petrified. 100% Atk Damage. 7 Hits. Chance of Petrify. If the target avoids Petrify, chance of Gradual Petrification. Range: 4 Cells. ? MP.
+Order of Solitude – Fires not an arrow, but a burst of distortion energy which wraps around the target and marks their body with the scars of exile. Under the user's order, no longer shall the target find solace in companionship. No Damage. The target is unable to target allies with any action for Two Turns. Range: Single Enemy. ? MP.
+Rebellion Heart: The Power of One – Evokes the power of one's life within an alternate dimension of tragedy where the user's own heart swells with an energy far stronger than any other's. Claiming the fullest extent of this power she fashions forth not an arrow, but blazing aura of energy which consumes all within the immediate area as the user rises higher and higher into the sky before releasing all that she is in a devastating barrage of heart-energy arrows from which all will feel the wrath of a girl who's only purpose in life has been torn from her. 130% Atk Damage. 75% Atk Damage. 144 Divided Hits. Sure Hit [First Hit]. Chance of Stun [First Hit]. High Chance of Pain. The user's Max HP and MP are reduced by 50% for Seven Turns. The user's Atk/Def/Spr are reduced by 30% for Seven Turns. These effects cannot be dispelled. Range: All Enemies. ? MP.
R-Ability:
+Shell Shock – Knocks attackers who try to get up close and personal away with a deliberately aimed strike at their vitals. When attacked from an adjacent cell, knocks the attacker 4 Cells away with a chance of stunning the attacker.
- Spoiler:
- +Deceiving Blow – Lures enemies into a false sense of security by pelting them with less severe attacks, waiting for the opportune moment to unleash a string of attacks. Whenever the user utilizes a basic attack chain equivalent to half of her maximum basic attacks on a target, she gains one stack of Deceit. Upon reaching four stacks of Deceit each ability in her next Quick Shot chain deals twice as many hits.
S-Ability:
+Continuous Assault – Relentless, the user moves into position as she attacks to ensure the target's demise. Allows the user to move into the proper range during attack chains.
- Spoiler:
- +Vital Distortion – Tears away at the seams of reality to reach into the distorted plane of the other in order to rend the lost life mana of the user's targets for the user's own absorption. The user recovers MP equivalent to 4% Max MP for each hit in a Basic Attack chain used against a target that successfully hits.
D-Ability:
+Mirrored Assault – Utilizes the full extent of one's mana to distort light around the battlefield in order to create illusory copies of the user's self. With the copies armed and at the ready, the user releases a single arrow into the sky which falls back to earth; the second the arrow hits the ground an innumerable amount of arrows fly leaving no one safe from harm. 100% Pierce Atk Damage. High Chance of Doom. High Chance of Stasis. Range: All Enemies. 0 MP.
Stats:
HP: 25
MP: 40
DD: 0/10
Atk: 8 (+1 from Father's Bow) (+2 from Warrior's Seal)
Def: 4 (+0 from Black Vest)
Int: 1 (+0 from Father's Bow)
Spr: 4 (+1 from Black Vest)
Evade: 8%
Move: 2 Cells (+2 from Sharpshooter Profession)
Skill Points: 0
Last edited by Silver on Sun Jun 05, 2016 8:56 am; edited 25 times in total
Re: ReCreation Profiles
Name: Alessia the Azure Star
Faction: The Holy Might
Age: 28
Gender: Female
Appearance:
Magic Circle I: Evokes the power of mystical symbols to enhance one's weaponry. Allows the user to equip Magic Circles to her weaponry in order to give them new effects.
Shieldbearer: Wields a shield in the free hand. Allows the user to equip a shield if the user has a one-handed weapon equipped.
Level: 5
Exp: 31/48
Weapon: Dreamchaser – Lightweight steel blade with a keen edge and filled with the power of ambition. (Passive: Overachiever - If the wielder attacks a target that is felled in the same turn, the incapacitation is counted as an Overkill regardless of damage dealt)
---Magic Circle: Blade Beam – Mystic rune depicting a sword with a burst of aura extending from it. (Passive: Enables the user to use an alternative basic attack for 100% Int Damage with the range of a 3 Cell Line)
---Magic Circle: *LOCKED*
Shield: Steel Hazard – Medium-sized metal shield with jagged spikes of steel sticking out of it. (5% Block Chance) (Deals 10% Piercing DEF damage to melee attackers)
Armor: Knight's Mail – Standard issue plate mail given to all newcomer knights.
---Magic Circle: *LOCKED*
---Magic Circle: *LOCKED*
Accessory: Magic 8 Ball – Ordinary pool ball in appearance, it actually possesses an enchantment to bolster luck and guide the holder through ordeals. (+10% CHR)
A-Ability: Mystical Knighthood
+Reversal – Delivers a quick slash before ducking expertly around the enemy to land another, heavier, strike from behind. 90% Atk Damage. 120% Atk Damage. User lands behind target. Range: Adjacent Cell. 8 MP.
+Empower – "Seal of power: Open!" Evokes the power of a magic symbol to bolster the will to fight within the target. No Damage. Increases target's primary offensive stat by 30% for Three Turns. Range: 3 Cells. 10 MP.
+Healing – "Forget the scars of war and let go of your pain! Healing!" Concentrates one's energy into a passive shroud which seeks to knit together the wounds of the harmed. 120% Int HP Recovery. Range: 3 Cells. 8 MP.
A-Ability: Assault of the Magi *LOCKED*
A-Ability: Power of Mana *LOCKED*
A-Ability: The Ancient Queen's Gambit *LOCKED*
R-Ability:
+Indomitable Aura – Overpowers foes that draw too near with one's sheer presence, forcing them to draw away. Whenever a foe is positioned in an adjacent cell of the user, their Def and Spr are lowered by 10% until they move out of an adjacent cell. Foes that continue to stay in an adjacent cell of the user following the activation of this ability have their Damage Input increased by 2% for every turn they remain in an adjacent cell. The secondary effect stacks 25 times and lasts for the duration of the battle. The secondary effect can be dispelled, but the primary effect cannot.
S-Ability:
+Magic of Might I – Draws upon magical power from the sheer force within one's body. Increases Int by 20% of the user's Atk stat.
D-Ability:
+Return from Grace – Utilizes every shred of mana within one's self to surge high into the air on the form of an earthen dragon which soars upwards until it hits the brink of the heavens themselves. Once there, the user directs the myriad of heavenly manas to overwhelm the dragon, sending its form crashing from the highest heights of the heavens down to the earth below from whence it came. 150% Pierce Int Damage. User chooses the Elemental. User's MP is reduced to 0. Cannot be used if the user's MP is already at 0. Range: All Enemies. 0 MP. Fire/Light/Earth Elemental.
Stats:
HP: 30
MP: 35
DD: 10/10
Atk: 6 (+3 from Dreamchaser)
Def: 4 (+1 from Knight Mail) (+3 from Steel Hazard)
Int: 4 (+0 from Dreamchaser) (+1 from Magic Circle: Blade Beam) (+1 from Magic of Might)
Spr: 3 (+0 from Knight Mail) (+0 from Steel Hazard) (+3 from Magic 8 Ball) (+2 from Dreamchaser)
Evade: 5%
Move: 2 Cells (+1 from Magic Knight Profession)
Skill Points: 0
Faction: The Holy Might
Age: 28
Gender: Female
Appearance:
- Spoiler:
- Harsh dark blue-green eyes and a strong, albeit feminine, jaw are the first features anyone focuses on upon seeing the Azure Star in the flesh. If these features alone did not radiate authority, her impressively athletic build, 6'2" height, steady voice, and natural intimidating presence dominates any space she enters. Clad in grayish-blue plate armor from torso to toe, Alessia moves with the utmost grace––almost like a dancer as she approaches the battlefield. Were her hair allowed to fall loosely, it too would move in the same fluid manner; instead, however, her shoulder-length dark brown hair is often tied into an intricate bun.
Magic Circle I: Evokes the power of mystical symbols to enhance one's weaponry. Allows the user to equip Magic Circles to her weaponry in order to give them new effects.
Shieldbearer: Wields a shield in the free hand. Allows the user to equip a shield if the user has a one-handed weapon equipped.
- Spoiler:
- Knight of the Magi – Having claimed the trust of the Magic Council and been deemed worthy by the ancestral rites, the one who claims this profession takes up her blade in the name of the Magi to defend the pure sources of mana in the world. (Magic Circle II) (Shieldbearer) (Equip: Swords, Greatswords, Hammers, Axes)
Magic Circle II: Evokes the power of mystical symbols to enhance one's equipment. Allows the user to equip Magic Circles to her equipment in order to give them new effects.
Shieldbearer: Wields a shield in the free hand. Allows the user to equip a shield if the user has a one-handed weapon equipped.
- - - - -
Mystic Knight – Drawing in the resonances of natural mana and attuning them to her own body, the one who claims this profession takes up her blade with intent to fully defend the natural sources of mana by giving herself fully to them. Shall they use her body as a vessel through which the wicked shall fall and the cycle continue to flow. (Magic Circle III) (Shieldbearer+) (Equip: Swords, Greatswords, Hammers, Axes)
Magic Circle III: Fully evokes the power of mystical symbols to perfectly enhance one's weaponry while still evoking some power to enhance one's armor. Allows the user to equip two Magic Circles to her weaponry and one Magic Circle to her armor to give them new effects.
Shieldbearer+: Wields a shield in the free hand with noticeable mastery. Allows the user to equip a shield if the user has a one-handed weapon equipped. The user's shields cannot be destroyed or removed.
- - - - -
Altima's Chosen – Having undergone a ritual performed by only a few of the Magi's chosen in the past, the one who claims this profession successfully seized the rites of Altima, Queen of the Ancients, and taken in her power as the Chosen. Bearing intense magical and physical might, the one who claims this profession is not one to be trifled with. (Magic Circle IV) (Shieldbearer+) (Altima's Addition) (Equip: Swords, Greatswords, Hammers, Axes)
Magic Circle IV: Fully evokes the power of mystical symbols to perfectly enhance one's equipment. Allows the user to equip two Magic Circles to her equipment to give them new effects.
Shieldbearer+: Wields a shield in the free hand with noticeable mastery. Allows the user to equip a shield if the user has a one-handed weapon equipped. The user's shields cannot be destroyed or removed.
Altima's Addition: By opening up to the Queen of the Ancients, she too shall play her part in battle. Adds an additional 100% Int Damage onto each of the user's basic attacks. Also reduces incoming damage by 10% passively.
Level: 5
Exp: 31/48
Weapon: Dreamchaser – Lightweight steel blade with a keen edge and filled with the power of ambition. (Passive: Overachiever - If the wielder attacks a target that is felled in the same turn, the incapacitation is counted as an Overkill regardless of damage dealt)
---Magic Circle: Blade Beam – Mystic rune depicting a sword with a burst of aura extending from it. (Passive: Enables the user to use an alternative basic attack for 100% Int Damage with the range of a 3 Cell Line)
---Magic Circle: *LOCKED*
Shield: Steel Hazard – Medium-sized metal shield with jagged spikes of steel sticking out of it. (5% Block Chance) (Deals 10% Piercing DEF damage to melee attackers)
Armor: Knight's Mail – Standard issue plate mail given to all newcomer knights.
---Magic Circle: *LOCKED*
---Magic Circle: *LOCKED*
Accessory: Magic 8 Ball – Ordinary pool ball in appearance, it actually possesses an enchantment to bolster luck and guide the holder through ordeals. (+10% CHR)
A-Ability: Mystical Knighthood
+Reversal – Delivers a quick slash before ducking expertly around the enemy to land another, heavier, strike from behind. 90% Atk Damage. 120% Atk Damage. User lands behind target. Range: Adjacent Cell. 8 MP.
+Empower – "Seal of power: Open!" Evokes the power of a magic symbol to bolster the will to fight within the target. No Damage. Increases target's primary offensive stat by 30% for Three Turns. Range: 3 Cells. 10 MP.
+Healing – "Forget the scars of war and let go of your pain! Healing!" Concentrates one's energy into a passive shroud which seeks to knit together the wounds of the harmed. 120% Int HP Recovery. Range: 3 Cells. 8 MP.
- Spoiler:
- +Vexation – Whips mana into a frenzy causing it to reverberate in the air with negativity in order to create a zone in which the user maintains an aura of protection. No Damage. Places Vexation Aura on the user for Five Turns. Vexation Aura: All attacks made by the user or her allies within surrounding cells of the afflicted are treated as if they stem from the user for the duration of this effect. The user also absorbs 50% of aggression drawn by allies standing within a surrounding cell while this effect is active. Range: Self. 8 MP.
+Path of Flame – "Flames arise and scathe the earth! Path of Flame!" Plants one's weapon into the ground before swiftly dragging it forward and slicing upward, causing a surging torrent of flame to fly in the target's direction. 120% Int Damage. Chance of Burn. Hits all in the way. Range: 5 Cells; Linear. ? MP. Fire Elemental.
+Terra Hammer – Sheathes one's weapon momentarily to rip a hammer made of pure earth from the ground – should the user be wielding a hammer prior, it too lends its strength to the user. No Damage. Equips Terra Hammer for Three Turns. Terra Hammer: The user's attacks carry a chance of Addle and Stun and are of the Earth Elemental for the duration of the ability. If the user had a hammer equipped prior to casting this ability, her Atk is bolstered by 20% for the duration of this ability. Shield bonuses are ignored while this ability is in effect unless otherwise specified. Range: Self. ? MP. Earth Elemental.
+Serpentine Strike – Calls upon the power of water to the user's aid before launching an assault which leaves behind snake-like tendrils of the element to continue damaging the target. 130% Atk Damage. Target takes 40% Pierce Int Water Damage per turn for Three Turns following this attack. Range: Adjacent Cell. ? MP. Water Elemental.
+Thirteen Blades – "Unseen warriors aligned with the light, your aid is requested to defend the righteous! Thirteen Blades!" Conjures blades made of perfect light before lashing out at the target without abandon. 100% Atk Damage. 13 Hits. Range: 3 Cells. ? MP. Light Elemental.
---Heaven's Lament – "The time is nigh! Heavens lament and unleash the extent of your holy might!" Continues the assault by launching the blades high into the sky where they conglomerate into a massive sphere of light energy before crashing down upon the target and those nearby. 240% Int Damage. Range: Set + 2 Cell Radius. ? MP. Light Elemental.
A-Ability: Assault of the Magi *LOCKED*
- Spoiler:
- +Ancestral Word: Vuum – Evokes the power of an ancient word belonging to the Magi, unlocking the true strength of the target. No Damage. Increases Critical Hit Rate by 25% for Three Turns. Increases Critical Hit Damage by 20% for Three Turns. Increases Damage Output by 10% for Three Turns. Range: 3 Cells. ? MP.
+Revival – "Fates take mercy on the unrightfully fallen! Revival!" Reignites the fiery essence of life within a fallen target so that they may live to fight again. No Damage. Revives the target with 15% Max HP. Range: 3 Cells. ? MP.
+Ancestral Word: Leiss – Evokes the power of an ancient word belonging to the Magi, conjuring a prismatic shield around the target. No Damage. Decreases all incoming damage by 30% for Three Turns. Reduces target's chance of getting hit by Critical Hits by 10% for Three Turns Range: 3 Cells. ? MP.
+Vortex – "Winds converge and divide! Vortex!" Calls forth churning gales, spinning them faster and faster around the user until the oxygen in the immediate area is sucked from the air and released in enigmatic beams. 125% Int Damage. Pulls targets 2 cells closer. Targets pulled into adjacent cells take an extra 140% Int Wind Damage. Range: 2 Layers of Surrounding Cells. ? MP. Wind Elemental.
+Ancestral Word: Veridi – Evokes the power of an ancient word belonging to the Magi, bestowing the clarity that only truth can bring. No Damage. Bestows Sure Hit for Three Turns. Reveals Invisible Enemies and Treasure Chests. Range: 3 Cells. ? MP.
+Shadowforge – Sheathes one's weapon temporarily to conjure forth a blade composed entirely of darkness mana––should the user have been equipped with a blade, it too lends its strength. No Damage. Equips Shadowforge for Three Turns. Shadowforge: The user's attacks carry a chance of Sap and Bleeding and are of the Darkness Elemental for the duration of the ability. If the user had a sword or greatsword equipped prior to casting this ability, her Atk is bolstered by 20% for the duration of this ability. Range: Self. ? MP. Earth Elemental.
+Ancestral Word: Quisetral – Evokes the power of an ancient word belonging to the Magi, easing the pressures placed upon one's flow of mana for a short while. No Damage. Reduces the target's MP Costs by 30% for Three Turns. Range: 3 Cells. ? MP.
+Lion's Roar – Charges forth with the intent to strike fast and true, gathering the power of nature to be unleashed in a collision which shall shatter the earth. 160% Atk Damage. Chance of Stasis. Knocks the target back three cells. Range: 2 Cells; Linear. ? MP. Earth Elemental.
+Ancestral Word: Altima – Evokes the power of an ancient word belonging to the Magi, calling upon their ultimate power for a short time. No Damage. Enables chaining of Int-based attacks for Three Turns. Increases Magic Damage Output by 10% for Three Turns. Max Chain: 3. Range: 3 Cells. ? MP.
A-Ability: Power of Mana *LOCKED*
- Spoiler:
- +Icicle Crash – Conjures before the user a gigantic block of ice which the user then readies her weapon and knocks with surprising force directly at the target. The block, manipulated heavily by the user's mana, crashes into the target over and over again until they are little more than a bloody pulp. 110% Int Damage. 4 Hits. 140% Int Damage. Chance of Bleeding. Range: 3 Cells. ? MP. Ice Elemental.
+Mana Surge – Builds up an impressive amount of mana upon the user's weapon before striking forward sending a blast of pure mana razing through the area; foes struck by this skill feel only intense pain, but allies feel something else swell deep within themselves. 130% Int Damage. Allies in range have a random stat boosted by 10% for Three Turns. Range: Straight Line. ? MP.
+Haste Burst – Focuses time mana into the joints of the user's body, speeding them up so that the user moves at a breakneck speed, enabling her to strike her target again and again and again. 75% Atk Damage. 12 Hits. Increased chance to hit. Range: Adjacent Cell. ? MP.
+Aquatic Vice – Bends water right out of the air to trap the target in a tendril of the substance which prevents them from escaping. No Damage. High Chance of Seal. Chance of Wet. Range: 6 Cells. ? MP. Water Elemental.
---Oceanic Judgement – Marks the target with a searing trident from their watery shackles, causing the waters themselves to burn the target as a massive torrent overtakes them in an attempt to drown them. 180% Int Damage. Chance of Drown. Creates Deep Water Cells on the target cell and cells adjacent to the target. Range: Set. ? MP. Water Elemental.
+Blackened Bolts – Calls forth an uprising of darkness mana and shatters it, sending it flying around the room, searching for a target to lash into before the user regains control and sends each fragment flying like shrapnel at the user's target. 120% Int Damage. 3 Hits. Ignores 50% of the Target's Spr. Range: 4 Cells. ? MP. Darkness Elemental.
+Illyrian Tragedy – Sheathes one's weapon temporarily to conjure forth an axe born of the gods, riddled with the powers of thunder and lightning––should the user have been equipped with an axe, it too lends its strength. No Damage. Equips Illyrian Tragedy for Three Turns. Illyrian Tragedy: The user's attacks carry a chance of Doom and Instant Death and are of the Lightning Elemental for the duration of the ability. If the user had an axe equipped prior to casting this ability, her Atk is bolstered by 20% for the duration of this ability. Shield bonuses are ignored while this ability is in effect unless otherwise specified. Range: Self. ? MP. Lightning Elemental
+Eden Quake – Spurns the earth with the user's weapon, causing the Gods to lash out for their negligence, forcing the earth to shake with such ferocity that it is only due to the user's protective magicks that she and her allies are spared. 240% Int Damage. Range: 3 Layers of Surrounding Cells. ? MP. Earth Elemental.
+Rejuvenation – Conjures forth soothing resonances of multiple energies to quickly tend to the wounds of those who have fought valiantly and return their state to better than it was before. 150% Int HP Recovery. Range: 3 Cells. ? MP.
+True Power: Unlock – Grazes a hand along the user's weapon, utilizing mana to undo the seals of power which keep the weapon bound to the physical plane. With mana coursing through its now limitless system, the user has taken on the fullest extent of its power for a brief time. No Damage. Doubles the user's Weapon Bonuses for Five Turns. Range: Self. ? MP.
+Ultima – Swipes the user's weapon through the air, dispelling into a pure torrent of energy which the user then manipulates into a glowing azure aura which then expels itself outward in a scathing torrent from which no one escapes. 210% Int Damage. Reduces target's Spr by 10% for Three Turns. Range All Enemies. ? MP.
A-Ability: The Ancient Queen's Gambit *LOCKED*
- Spoiler:
- +Ascension – Sheathe's one's weapon and uses the user's connection with the ancient rites of the Magi to release the seals keeping the spirit of the Ancient Queen, Altima, locked away. With her power flowing through the user's body, nothing shall get in her way. No Damage. Places the user in a state of Ascension for Three Turns. Increases the user's Atk and Int by 30% for Three Turns. Reduces Incoming Damage by 10% for Three Turns. Grants the user an extra Act Action for Three Turns. Range: Self. ? MP.
+Instantaneous – Utilizes the power to instantly transmit all of the cells of the user's body and equipment from one location to another. No Damage. User warps to chosen cell. Counts as a Move Action if not chained. Can only be used in a state of Ascension. Range: Self. ? MP.
---Flourish – Lashes out at a nearby target without mercy, laying into them with the brutalist of assaults. 110% Atk Damage. 5 Hits. Chance of Blood Loss. Range: Adjacent Cell. ? MP.
---Glyph Assault – Thrusts out a palm, conjuring an intricate and ancient glyph which binds the target where they stand before sending a massive array of energies barreling towards them without fail. 160% Int Damage. Sure Hit. Knocks target three cells back. Range: Set. ? MP.
+Renewal – Utilizes the power to bend the laws of the mortal plane, defying fate with immense magickal might as the user breathes life back into a fallen comrade, this time with the power to defy the fates. No Damage. Revives Target with 45% Max HP. Target's primary offensive stat is increased by 15% for Five Turns. Target takes 10% less damage for Five Turns. Can only be used in a state of Ascension. Range: 4 Cells. ? MP.
+Fall of the Great Dragon – Bends mana into a swirling spiral through which a dragon composed entirely of earth and fire rips through the vortex and into this dimension to surge forward and expel fiery energy before falling in a kamikaze explosion which leaves targets burned beyond recognition. 180% Int Damage. 240% Atk Damage. High Chance of Severe Burn [First Hit]. Chance of Doom. Can only be used in a state of Ascension. Range: 6x4 Cell Line; One Direction. ? MP. Fire Elemental [First Hit]; Earth Elemental [Second Hit].
+Perfect Storm – Calls for the wrath of the elements which compose great storms bearing the power to destroy entire civilizations and forces them all to join together in the air surrounding the user before expelling the chosen element aided by the others outward in a vicious tempest which knocks targets to the ends of the battlegrounds. 150% Int Damage. 4 Hits. Pushes all targets to the edge of the battlefield. Chance for targets to take 4% Max HP [Insert Elemental] Damage for Three Turns following the use of this ability. The user chooses elemental. Can only be used in a state of Ascension. Range: 4 Cell Radius. ? MP. Lightning/Wind/Ice Elemental.
+Spellblock – Forcibly inscribes a blackened symbol of mana within the target's mana systems in order to not only dissuade the use of mana, but severely punish the target should they attempt to struggle anyway while the user holds this magical restraint in place. No Damage. Inflicts Spellblock on the target for Five Turns. Spellblock: The afflicted is forced to utilize 75% more MP to cast magical abilities. Utilizing a magical-based Basic Attack results in the afflicted relinquishing MP equivalent to 30% the target's respective damage stat to the user. If the afflicted takes MP Damage that would knock them below 0 MP, record it as a negative value, inflict twice the damage that would have been dealt to the afflicted's HP with a high chance of stunning them. If the afflicted reaches -100% Max MP then they immediately take 100% HP Damage and have their MP locked should they be revived. Can only be used in a state of Ascension. Range: 6 Cells. ? MP.
+Ultimate Manasweep – . 130% Int Damage. Damage is dealt to the target's HP and MP. Chance of Mana Drain. Chance of Sap. Chance of Misfortune. Can only be used in a state of Ascension. Range: All Enemies. ? MP.
+Luminous Raze – . 125% Int Damage. Inflicts Piercing Light on the target for Three Turns. Piercing Light: All incoming magical attacks/abilities ignore 50% of the target's defensive stat and the target takes 10% more damage from Light-elemental attacks. Hits all in the way. Can only be used in a state of Ascension. Range: Hook Shape. ? MP. Light Elemental.
+Ancient Outcry – . 100% Int Damage. Forces targets to use damaging abilities/attacks for Three Turns. Records all attacks/abilities used by the target over the next three turns. If the user chooses to chain, she pays the MP Costs of the chained abilities immediately after using this attack. Can only be used in a state of Ascension. Range: 2 Layers of Surrounding Cells. ? MP.
---Echoing Armageddon – . No Damage. Does nothing initially. After Ancient Outcry stops recording seal all of the abilities used for One Turn. If only basic attacks were used deal back a basic attack chain with the same number of hits doled out over the three turns using the user's Int stat as the base. Range: Set. ? MP.
---Calamitous Conclusion – No Damage. Does nothing initially. When Echoing Armageddon activates deal piercing damage to the target equivalent to the total base damage values of all skills used. If the target is KOed by this ability the sealed abilities are sealed for the duration of the battle if the target is revived. If the secondary effect of Echoing Armageddon activates this ability does nothing. Range: Set. ? MP.
+Altima's Weapon – . No Damage. Triples the user's Weapon Bonuses for Three Turns. Basic Attacks deal damage to the target's HP and MP for Three Turns. The user recovers MP equivalent to MP Damage dealt for Three Turns. If the target has 0 MP and take MP damage from the user while this ability is active they take double HP Damage instead. Seals A-Abilities after these effects fade for Two Turns. Lowers the user's Atk and Int by 50% after these effects fade for Two Turns. Ascension is sealed after these effects fade for the duration of the battle. Must be chained to Ascension otherwise this ability cannot be used. Range: Self. ? MP.
R-Ability:
+Indomitable Aura – Overpowers foes that draw too near with one's sheer presence, forcing them to draw away. Whenever a foe is positioned in an adjacent cell of the user, their Def and Spr are lowered by 10% until they move out of an adjacent cell. Foes that continue to stay in an adjacent cell of the user following the activation of this ability have their Damage Input increased by 2% for every turn they remain in an adjacent cell. The secondary effect stacks 25 times and lasts for the duration of the battle. The secondary effect can be dispelled, but the primary effect cannot.
- Spoiler:
- +Ancient Aura – Unleashes the essence of Altima upon foes that draw too near, forcing them to relent. Whenever a foe is positioned in an adjacent cell of the user, their Atk/Def/Int/Spr are lowered by 15% until they move out of an adjacent cell. Foes that continue to stay in an adjacent cell of the user following the activation of this ability gain one stack of Ancient Pressure. Upon attaining four stacks of Ancient Pressure, their Damage Input is increased by 50% and their Damage Output is lowered by 50% for Two Turns. Foes that remain in an adjacent cell of the user following the resolution of Ancient Pressure's effect have their initial stat debuff increased to 30% for the duration of the battle (permanent 15% if they move out of an adjacent cell). Ancient Pressure stacks and effects can be dispelled, resolution via this method will not result in the increased debuff. The primary effect nor the increased debuff can be dispelled.
S-Ability:
+Magic of Might I – Draws upon magical power from the sheer force within one's body. Increases Int by 20% of the user's Atk stat.
- Spoiler:
- +Magic of Might II – Draws upon vast magical power from the sheer force within one's body. Increases Int by 20% of the user's Atk stat and Spr by 20% of the user's Def stat.
+Altima's Might – Draws upon the Ancient Queen's power to bolster one's physical and magical might to superhuman levels. Increases Atk by 15% of the user's Int and vice versa while also increasing the user's Def by 15% of the user's Spr and vice versa.
D-Ability:
+Return from Grace – Utilizes every shred of mana within one's self to surge high into the air on the form of an earthen dragon which soars upwards until it hits the brink of the heavens themselves. Once there, the user directs the myriad of heavenly manas to overwhelm the dragon, sending its form crashing from the highest heights of the heavens down to the earth below from whence it came. 150% Pierce Int Damage. User chooses the Elemental. User's MP is reduced to 0. Cannot be used if the user's MP is already at 0. Range: All Enemies. 0 MP. Fire/Light/Earth Elemental.
Stats:
HP: 30
MP: 35
DD: 10/10
Atk: 6 (+3 from Dreamchaser)
Def: 4 (+1 from Knight Mail) (+3 from Steel Hazard)
Int: 4 (+0 from Dreamchaser) (+1 from Magic Circle: Blade Beam) (+1 from Magic of Might)
Spr: 3 (+0 from Knight Mail) (+0 from Steel Hazard) (+3 from Magic 8 Ball) (+2 from Dreamchaser)
Evade: 5%
Move: 2 Cells (+1 from Magic Knight Profession)
Skill Points: 0
Last edited by Silver on Sun Jun 05, 2016 9:24 am; edited 39 times in total
Re: ReCreation Profiles
Wisteria Varshtig-Night
Female, 16 (December 31)
Appearance:
Faction: The Night Shroud
Level: 5
Progress: 31/48
Profession: Void Magi - One who specializes in controlling her enemies and her surroundings. By using magic, she can change the flow of battle with a simple whisper of a word. Careless words are more dangerous than swords. (Breathe)(Equips: Tomes; Grimoires)
Breathe - This unit's heritage allows her to be both calm and decisive. Every breath is deliberate. This unit restores 1% Max MP per turn.
Weapon: Grimoire - A book filled with complex writing that most people cannot understand.
Light Armor: Winter Blouse - Warm and resistant to cold.
Accessory: Cotton Gloves - She never takes these off for some reason.
A-Ability: Void Magic
Winter's Embrace - With a flourish of magic, the user quickly chills the air surrounding her target, wrapping the target in a casing of ice, possibly freezing them in place. 130% Int DMG. 3 cell range. May cause Freeze. 14 MP. Ice Elemental.
Demon Grasp - A single motion upwards summons a brutal hand to claw and grab at the target's legs, possibly rooting them in place and making them more susceptible to critical hits. Deals 60% Int DMG over three turns. May cause Immobilize on any turn this spell is active. If rooted, critical hit chance increases by 20% for all units against the afflicted. 3 cell range. 6 MP. Non-Elemental.
Glyph of Purification - Wisteria draws forth magic from her reserves and uses the essence to paint a glyph on her body. The magic ink seeps back into her skin and hardens there, drying out until the ink cannot be wiped away. The tattoo inscriptions prevent harmful afflictions from reaching her, granting Wisteria Immunity for three turns. At any point while this effect is active, Wisteria can cleanse afflictions from others by touching them from an adjacent cell. 8 MP.
Fire Mine - Wisteria channels her power and creates a rune that she places in a small area. After the mine is set and charged, it waits for an unsuspecting enemy to walk over it. Sets a mine that deals 140% Int DMG in a small blast radius (surrounding cells to the mine) to any enemies caught in the area. 5 cell placement range. May cause Burn. 10 MP. Fire Elemental.
R-Ability:Eldritch Catalysts - After casting a spell, an Eldrich Battery forms over this unit's head and an Eldrich Portal forms over the cell that the spell was cast on. Consuming an Eldrich Battery allows this unit to make a connection with the portal, using it as a base to cast spells from, increasing the potential range of spells. This unit cannot hold more than two Eldrich Batteries at a time and inactive Eldrich Portals last for only three turns. Activating a portal will extend the duration back to a full three turns again.
S-Ability: White Chains - An invisible link connects this unit to her allies. At any point during the battle, she can send energy down the chains to an ally to bolster their raw power or restore a portion of their reserves. Applies one stack of White Chain to all allies at the beginning of the battle. This unit may consume the stacks on an ally to boost their Atk or Int by 50% for two turns or immediately restore 40% of their Max HP and MP. These stacks cannot be refreshed by any means.
D-Ability: Snowfall - Her dance is like a thousand flakes of snow, scattered to the wind. One glance and you are enraptured. The way she moves with the light in her eyes, there is nothing else in this world so beautiful. 100% Int Ice DMG to all enemies. Covers the battlefield in Snowy Cells.
Stats:
HP: 20/20
MP: 40/40
DD: 10/10
Atk: 1
Def: 3
Int: 9 (+1 from Grimoire)(+1 from Cotton Gloves)
Spr: 5 (+1 from Winter Blouse)
Move: 2 cells (+0 from Void Magi profession)
Evade: 2%
Stat Points: 2
Female, 16 (December 31)
Appearance:
- Spoiler:
Faction: The Night Shroud
Level: 5
Progress: 31/48
Profession: Void Magi - One who specializes in controlling her enemies and her surroundings. By using magic, she can change the flow of battle with a simple whisper of a word. Careless words are more dangerous than swords. (Breathe)(Equips: Tomes; Grimoires)
Breathe - This unit's heritage allows her to be both calm and decisive. Every breath is deliberate. This unit restores 1% Max MP per turn.
- Spoiler:
- Illusionist - One who has the power to control two of the seven planes of magic, mortal and spirit. This unit uses spacial magic and sensory magic to alter the flow of battle and how it is perceived by friend and foe alike. (Breathe)(All-seer)
All-seer - This unit is capable of seeing beyond illusions and can detect areas where the veil between the real world and Eternia is weak. Allows use of Eternia Scars as permanent Eldrich Portals. Up to 3 Eternia Scars appear on the battlefield at the beginning of the battle and do not decay until activated, which will make them disappear after 3 turns. The placement of Eternia Scars is randomized.
Elemental Riftcaster - A mage who has both mastered the power of her natural element and also understands the uses of all the other elements. Still able to tap into two of the planes of magic, this unit now gains access to all the power of the Elements. (Breathe)(All-Seer)(Atronach)
Atronach - This unit has higher resistance and talent for her natural element. Dark Elemental spells gain +10% damage output. This unit is 10% more resistant to Dark Elemental spells and attacks.
Weapon: Grimoire - A book filled with complex writing that most people cannot understand.
Light Armor: Winter Blouse - Warm and resistant to cold.
Accessory: Cotton Gloves - She never takes these off for some reason.
A-Ability: Void Magic
Winter's Embrace - With a flourish of magic, the user quickly chills the air surrounding her target, wrapping the target in a casing of ice, possibly freezing them in place. 130% Int DMG. 3 cell range. May cause Freeze. 14 MP. Ice Elemental.
Demon Grasp - A single motion upwards summons a brutal hand to claw and grab at the target's legs, possibly rooting them in place and making them more susceptible to critical hits. Deals 60% Int DMG over three turns. May cause Immobilize on any turn this spell is active. If rooted, critical hit chance increases by 20% for all units against the afflicted. 3 cell range. 6 MP. Non-Elemental.
Glyph of Purification - Wisteria draws forth magic from her reserves and uses the essence to paint a glyph on her body. The magic ink seeps back into her skin and hardens there, drying out until the ink cannot be wiped away. The tattoo inscriptions prevent harmful afflictions from reaching her, granting Wisteria Immunity for three turns. At any point while this effect is active, Wisteria can cleanse afflictions from others by touching them from an adjacent cell. 8 MP.
Fire Mine - Wisteria channels her power and creates a rune that she places in a small area. After the mine is set and charged, it waits for an unsuspecting enemy to walk over it. Sets a mine that deals 140% Int DMG in a small blast radius (surrounding cells to the mine) to any enemies caught in the area. 5 cell placement range. May cause Burn. 10 MP. Fire Elemental.
- Spoiler:
- Void Burst - Wisteria overloads an area with dark magic, encasing magic into a tiny sphere a great distance away. When she releases her hold on the magic it bursts, exploding outward and creating heavy shock waves with the force of the magic. 180% Int DMG. 5 cell placement range. explosion covers the initial cell and all surrounding cells. ? MP. Dark Elemental.
Starlight Eclipse - Wisteria conjures forth a light from her body, shining energy into a small beam that shoots forward in a singular path, piercing anything it touches with powerful, burning magics. 130% Int DMG. Linear; 6 cell range. May cause Burn. Light Elemental.
Enchant: Whisper - Wisteria channels power into a weapon, enchanting it so that attacks made with the weapon cause a loud whistle to echo from the attack, causing extra damage and deafening enemies. Adds 40% of this unit's Int stat to an ally's basic attack. Attacks made with this enchantment active raises Threat level for the attacking unit. 3 cell range. ? MP.
Enchant: Waver - Wisteria channels energy and power into armor, empowering those wearing the armor to move swiftly and have a greater chance to go unnoticed. Improves Evade chance by 10% and reduces the amount of Threat generated by the affected unit. 3 cell range. ? MP.
Enchant: Whimsy - Wisteria channels power, creating an enchantment designed specifically to increase power and the chance to score more hits with every attack. When cast upon an ally, increases the dominant damaging stat by 20%. Also allows basic attacks to score an additional hit with every rotation. 3 cell range. ? MP.
Enchant: Wonder - Wisteria channels magic for the mind, alleviating accumulating stress and allowing one to see more clearly. Bolsters intelligence and power, allowing spells and abilities using magic to become more devastating than before. Increases Int by 20% and increases the overall potential of abilities by 20%. 3 cell range. ? MP
A-Ability: Mirage
Crushing Prison - A crushing magic designed to bear a great stress down on the targeted enemy, making it extremely difficult for the target to move or even act. The magic-charged prison continues to lash out at the prisoner for the duration of the spell. Deals 100% Int DMG immediately. 3 cell range. Crushing Prison deals an additional 40% Piercing Int DMG per turn it is active. Enemies afflicted cannot Move and make it twice as hard to attack or use abilities. Lasts 3 turns.
Ghost Touch - This unit reaches out with her magic and touches the soul of her target, placing upon them an illusion that makes it seem like this unit is right beside them. This illusion has differing effects on enemies and allies. ON ALLY CAST: Allows the transfer of any buffs or touch-based status effects (such as Glyph of Purification). ON ENEMY CAST: Causes the enemy to hallucinate and see an image of Wisteria beside them. Attacking this image will cause it to disappear and may cause the enemy Confusion. 3 cell range.
Empty Mind - This unit's discipline and training allows her to empty her thoughts and increase the effectiveness and power of her breathing and casting. Bestows MP Regen. Increases Int by 15% for three turns.
White Needle - The caster conjures a tiny, invisible needle that is used to sew the target's mouth shut in a quick fashion. The magic stays and cancels out any spell casted. Silences a target. 5 cell range.
Army of One - This unit begins to dance, weaving magic through the air with her hands until the circle is complete. After choosing a target, the magic is released, covering the unit chosen and increasing the number of that unit by a great deal. The illusion persists beyond the initial cast but has little purpose other than confusing the enemy. Any attacks made by the dopplegangers do no damage but give the illusion of actually doing something. Makes 5-8 copies of a chosen ally and places on the battlefield close to where the original is. Each illusion only has 1 HP. Illusion spell.
Solidarity - Another dance and a beautiful display of magic woven through the air. Once a target is chosen the magic activates, making the entire battlefield disappear before their very eyes. Every ally and enemy and every point of interest on the field vanishes from sight. What happens next is only a mystery to the afflicted. Illusion spell.
Void Bubble - The mage conjures forth a bubble of void essence and surrounds her target with it. The dark energy is impenetrable and deadly to those with ill intentions. Target is put in Stasis for 1 turn. If the target is an enemy, the dark magic attacks them during stasis, dealing 60% Int DMG. Target will take 50% more damage from magical attacks upon release.
R-Ability:
S-Ability: White Chains - An invisible link connects this unit to her allies. At any point during the battle, she can send energy down the chains to an ally to bolster their raw power or restore a portion of their reserves. Applies one stack of White Chain to all allies at the beginning of the battle. This unit may consume the stacks on an ally to boost their Atk or Int by 50% for two turns or immediately restore 40% of their Max HP and MP. These stacks cannot be refreshed by any means.
D-Ability: Snowfall - Her dance is like a thousand flakes of snow, scattered to the wind. One glance and you are enraptured. The way she moves with the light in her eyes, there is nothing else in this world so beautiful. 100% Int Ice DMG to all enemies. Covers the battlefield in Snowy Cells.
Stats:
HP: 20/20
MP: 40/40
DD: 10/10
Atk: 1
Def: 3
Int: 9 (+1 from Grimoire)(+1 from Cotton Gloves)
Spr: 5 (+1 from Winter Blouse)
Move: 2 cells (+0 from Void Magi profession)
Evade: 2%
Stat Points: 2
Last edited by Zerifachias on Sat Jun 04, 2016 10:05 pm; edited 24 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: ReCreation Profiles
Xylia Black
Female, 22 (December 6)
Appearance:
Faction: The Height of Power
Level: 5
Progress: 31/48
Profession: Brawler - One who uses heavy hits to knock out targets or wrestle them to the ground in order to rip off a few limbs. (Brutality)
Brutality - Beating enemies into submission is an art. Enjoying it is just a perk. 10% Chance to Stun enemies with basic attacks.
Weapon: Dread Knuckles - Strange glove-like objects constructed from the bones of those who have fallen in the forest. Added Effect: Fear (Low)
Armor: Blurred Out - A custom suit made for the purpose of flexibility.
Accessory: Grey Scarf - She doesn't like people touching it, for some reason.
A-Ability: Reaver
Iron Dragon - With the weight of iron, this unit slams her forehead into her target. The force behind the attack is enough to make any man or beast stagger. It can also crush solid rock. 100% Atk DMG. Ignores 50% of target's Defense. Shatters Frozen or Petrified targets. Adjacent cell range. 8 MP.
Opportunist - This unit takes full advantage of weaknesses or exploits and deals swift and heavy blows against her target. Deals 150% Atk DMG to an Incapacitated foe. May cause Disable. This ability cannot be used on a healthy enemy. 2 cell range. 10 MP.
Charging Bull - This unit charges a target, hitting them and knocking them flat on the ground. If the target was already knocked to the ground, she tramples them, doing extra damage. 120% Atk DMG. Knocks target down for 1 turn. 5 cell range charge. Deals 20% Bonus DMG if the target was already knocked down. 8 MP.
A-Ability: Item
R-Ability: Unbowed and Enraged - Upon reaching Critical levels of HP, this unit explodes with a massive amount of force, becoming rage incarnate and frightening enemy in range of her mighty aura. When this unit is under Critical status, Masochist reaches 100% potential and reaches 5/5 stacks. In addition, any enemy within three cells of this unit are Feared and will actively attempt to run from this unit. This mode is permanent until this unit is KO'd or healed above Critical levels. Enemies that were once feared cannot be feared again if this unit falls to Critical status again.
S-Ability: Masochist - This unit gets stronger the less health she has and grows more uncontrollable the more she hits something. 1% Bonus DMG for every 1% Missing HP. Every 5 basic attacks, this unit's next basic attack is empowered to do 75% more damage.
D-Ability: Flurry - Just one second is enough for this unit to tear apart her enemy. On top of insane damage, the enemy is knocked out for a good three turns. 200% Atk DMG.
Stats:
HP: 40/40 (+5 from Grey Scarf)
MP: 20/20
DD: 6/10
Atk: 9 (+3 from Dread Knuckles)
Def: 5 (+1 from Custom Suit)
Int: 1
Spr: 3
Move: 2 (+1 from Brawler Profession)
Evade: 5%
Stat Points: 0
Female, 22 (December 6)
Appearance:
- Spoiler:
Faction: The Height of Power
Level: 5
Progress: 31/48
Profession: Brawler - One who uses heavy hits to knock out targets or wrestle them to the ground in order to rip off a few limbs. (Brutality)
Brutality - Beating enemies into submission is an art. Enjoying it is just a perk. 10% Chance to Stun enemies with basic attacks.
- Spoiler:
- Berserker - A warrior of unparalleled strength with the power to rip the limbs off of her enemies and use them as weapons if she so pleases to. Berserkers have low tolerance for magic, but thankfully their strength is so fearsome mages dare not attack. (Brutality)(Frightening Strength)
Frightening Strength - This unit is so frighteningly strong that most mages fear kindling her wrath against them. If this unit is within movement range of a mage, chance to Fear that mage.
Weapon: Dread Knuckles - Strange glove-like objects constructed from the bones of those who have fallen in the forest. Added Effect: Fear (Low)
Armor: Blurred Out - A custom suit made for the purpose of flexibility.
Accessory: Grey Scarf - She doesn't like people touching it, for some reason.
A-Ability: Reaver
Iron Dragon - With the weight of iron, this unit slams her forehead into her target. The force behind the attack is enough to make any man or beast stagger. It can also crush solid rock. 100% Atk DMG. Ignores 50% of target's Defense. Shatters Frozen or Petrified targets. Adjacent cell range. 8 MP.
Opportunist - This unit takes full advantage of weaknesses or exploits and deals swift and heavy blows against her target. Deals 150% Atk DMG to an Incapacitated foe. May cause Disable. This ability cannot be used on a healthy enemy. 2 cell range. 10 MP.
Charging Bull - This unit charges a target, hitting them and knocking them flat on the ground. If the target was already knocked to the ground, she tramples them, doing extra damage. 120% Atk DMG. Knocks target down for 1 turn. 5 cell range charge. Deals 20% Bonus DMG if the target was already knocked down. 8 MP.
- Spoiler:
- German Suplex - This unit grabs a target who has its back turned and immediately performs a suplex on them. As the flavor text suggests, this move is far more effective on enemies who have not paid attention to Xylia for a full turn. 100% Atk DMG. Ability Req: +50% DMG and a chance of Addle.
K.O. Punch - Xylia charges up her strength and unloads it all into a single haymaker that sends her target flying, possibly killing them immediately. 200% Atk DMG. Chance of Instant Kill. Knockbacks target to the other end of the battlefield.
Indomitable - Xylia slams her foot on the ground, projecting an aura of pure strength and willpower that prevents anyone from controlling her or disabling her ability to wreck faces. Grants Immunity to Physical status and Charm-like effects. 3 turn duration.
Tornado Kick - Xylia leaps at her target, wrapping her legs around her target and then flipping them up into the air. She then follows them, kicking them twice in the air to keep both unit airborne then following up with a heavy axe-kick that slams the target into the ground, forming a crater. 100% Atk DMG kicks. 2 hits. 130% Atk DMG axe-kick. Target takes 10% Max HP DMG from the fall. The target cannot act or move next turn.
Dragon Fang - Xylia's powerful aura creates a dragon's maw around her fists and she takes a bit out of her enemy, her target's lifeblood flowing into Xylia to restore her stamina. 130% Atk DMG. Ignores bonus Armor and other damage-mitigating buffs. Returns 30% of damage dealt as HP to Xylia.
Wall-Breaker - Xylia pounds her target with enough force to crumble a mountain, repeatedly slamming her fists into her target to get past their defenses. 120% Atk DMG. 3 hits. The first hit removes Protect. The second hit sunders Armor. The third hit ignores 50% of the target's Def.
Shield Crusher - Xylia identifies a unit carrying a shield and puts all of her power and force into a shattering blow intending for that enemy to block. This ability by itself does no damage, but the shield the target carries shatters in their hand, dealing 15% Max HP DMG and preventing any further use of a shield. Theoretically can be used on targets without a shield.
- Spoiler:
- A-Ability: Wrath
Berserk - Supercharges her blood and body, feeling the rage run through her body and empowering her. Berserks self.
Back At'cha - Prepares for a hit only to take the momentum of an enemy attack and send it right back with twice the force. Evades and Counters an enemy's physical attack. Can intercept attacks aimed at other allies.
Bellowing Rage - Xylia roars in her rage, unleashing a wave of sound that terrifies anything nearby. Even with boiling blood and no sense of direction, Xylia is capable of terrifying enemies. Affects a 3 cell radius with Terrify. Can be used while Berserked.
Drop Kick - Xylia leaps at her target, slamming her shin into her target's neck, dropping them instantly. 140% Atk DMG. Knocks down the target. Adjacent cell range.
A-Ability: Item
R-Ability: Unbowed and Enraged - Upon reaching Critical levels of HP, this unit explodes with a massive amount of force, becoming rage incarnate and frightening enemy in range of her mighty aura. When this unit is under Critical status, Masochist reaches 100% potential and reaches 5/5 stacks. In addition, any enemy within three cells of this unit are Feared and will actively attempt to run from this unit. This mode is permanent until this unit is KO'd or healed above Critical levels. Enemies that were once feared cannot be feared again if this unit falls to Critical status again.
S-Ability: Masochist - This unit gets stronger the less health she has and grows more uncontrollable the more she hits something. 1% Bonus DMG for every 1% Missing HP. Every 5 basic attacks, this unit's next basic attack is empowered to do 75% more damage.
D-Ability: Flurry - Just one second is enough for this unit to tear apart her enemy. On top of insane damage, the enemy is knocked out for a good three turns. 200% Atk DMG.
Stats:
HP: 40/40 (+5 from Grey Scarf)
MP: 20/20
DD: 6/10
Atk: 9 (+3 from Dread Knuckles)
Def: 5 (+1 from Custom Suit)
Int: 1
Spr: 3
Move: 2 (+1 from Brawler Profession)
Evade: 5%
Stat Points: 0
Last edited by Zerifachias on Sun Jun 05, 2016 8:05 am; edited 11 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: ReCreation Profiles
Side Quest Log
The Scientist's Locket
-A beautiful golden locket is found at the bottom of a pile of rubble in the abandoned laboratory in the Cosmos District. It sounds like there is something loose inside but the locket is sealed tight. There must be a way to get what's inside...
Current Objective: Investigate ways to open the locket.
Devolving a Bioweapon
-The group met a scientist by the name of Hiroshi in an abandoned lab who told them the tragic story of how a girl he had been taken care of at the lab became subject to experimental testing with an energy called Shade. As a result she was turned into a bioweapon, and now Hiroshi aims to find a way to turn her back.
-The group decided to consult Albert the Alchemist on the way to restore Natalie and were pleased to hear it was possible. First, Albert needs to craft a Goblet of Life in order to purify Natalie's body aspect.
Current Objective: Collect (3) Midas's Ingot, (2) Moon's Shadow, and (1) Water of Eternity in order to help Albert make a Goblet of Life.
The Scientist's Locket
-A beautiful golden locket is found at the bottom of a pile of rubble in the abandoned laboratory in the Cosmos District. It sounds like there is something loose inside but the locket is sealed tight. There must be a way to get what's inside...
Current Objective: Investigate ways to open the locket.
Devolving a Bioweapon
-The group met a scientist by the name of Hiroshi in an abandoned lab who told them the tragic story of how a girl he had been taken care of at the lab became subject to experimental testing with an energy called Shade. As a result she was turned into a bioweapon, and now Hiroshi aims to find a way to turn her back.
-The group decided to consult Albert the Alchemist on the way to restore Natalie and were pleased to hear it was possible. First, Albert needs to craft a Goblet of Life in order to purify Natalie's body aspect.
Current Objective: Collect (3) Midas's Ingot, (2) Moon's Shadow, and (1) Water of Eternity in order to help Albert make a Goblet of Life.
Similar topics
» Resolving to Innocence [Profile thread]
» TS:WZ Profiles
» Profiles from beyond.
» Escape from The Circus of Windows [Profile thread]
» Reminisce Profiles
» TS:WZ Profiles
» Profiles from beyond.
» Escape from The Circus of Windows [Profile thread]
» Reminisce Profiles
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