Masquerade's Character Chronicle
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Re: Masquerade's Character Chronicle
Name: Cheshire Cat
Gender: Male
Age: ?
Level: 15
Appearance:
Profession: Evaporator - The one who claims this profession can be in one place one moment, and be gone the next by either total, partial, or gradual evaporation. (Basic Attacks +1)(Mist Body)
*Mist Body: Boosts Evasion rate by 20%.
Weapon: None.
Armor: None.
Accessory: Ethereal Mist - Mist that seems to follow the holder wherever he goes, and is especially evident when he disappears.
A-Ability: Evaporate:
+Dismembered Claw: Rushes the foe and goes to scratch it only to have one's claw disappear from the end of one's limb and reappear behind the enemy to finish the attack. 150% Atk Dmg. Range: 2 cells. Sure Hit. 12 MP.
+Ghostly Cloak: Disappears and shrouds everyone in a magic veil that renders them invisible to the enemies. Bestows Invisible. Range: All allies. 16 MP.
+Breath of Life: Breathes on an ally's wound causing it to be relieved of infection along with speeding up the healing process. Bestows Regen. Removes all negative status effects. Range: Adjacent cell. 16 MP.
+Mist of Deception: Bounces about releasing a mysterious mist that sows chaos through the enemy ranks with ease. No damage. Range: All enemies. Chance of Confusion. 18 MP.
+Grinning Moon: Disappears completely and causes the entire area to be surrounded by a blanket of ethereal darkness save the gentle light of the moon in the sky where one's famous grin appears, opening to unleash a swarm of bats that flitter around and bite and gnash the foes. 120% Atk Dmg. Range: All enemies. Chance of Bleeding. 24 MP.
R-Ability: Reform - When the user is removed from battle, the user is immediately forced back in and allowed to take an action. If it is an attack, the attack will be a critical hit.
S-Ability: Disappear - Causes the user to be removed from battle for the turn this ability was used. When the user reappears, MP is restored by 50% of the user's Max MP.
D-Ability: Vexing Madness (Neutral) - Creates copies of oneself out of mist and surrounds the target's head, spouting confusing riddles and conjectures, philosophical ramblings and tales without beginnings but plenty of endings, eventually driving the target into a state of absolute insanity. Deals 200% Piercing Atk damage to a single target on the battlefield.
Stats:
HP: 25 (+50 from Ethereal Mist)
MP: 20 (+35 from Ethereal Mist)
Atk: 18
Def: 14
Int: 10
Spr: 12
Movement: Infinite
Skill Points: 0
Gender: Male
Age: ?
Level: 15
Appearance:
- Spoiler:
Profession: Evaporator - The one who claims this profession can be in one place one moment, and be gone the next by either total, partial, or gradual evaporation. (Basic Attacks +1)(Mist Body)
*Mist Body: Boosts Evasion rate by 20%.
Weapon: None.
Armor: None.
Accessory: Ethereal Mist - Mist that seems to follow the holder wherever he goes, and is especially evident when he disappears.
A-Ability: Evaporate:
+Dismembered Claw: Rushes the foe and goes to scratch it only to have one's claw disappear from the end of one's limb and reappear behind the enemy to finish the attack. 150% Atk Dmg. Range: 2 cells. Sure Hit. 12 MP.
+Ghostly Cloak: Disappears and shrouds everyone in a magic veil that renders them invisible to the enemies. Bestows Invisible. Range: All allies. 16 MP.
+Breath of Life: Breathes on an ally's wound causing it to be relieved of infection along with speeding up the healing process. Bestows Regen. Removes all negative status effects. Range: Adjacent cell. 16 MP.
+Mist of Deception: Bounces about releasing a mysterious mist that sows chaos through the enemy ranks with ease. No damage. Range: All enemies. Chance of Confusion. 18 MP.
+Grinning Moon: Disappears completely and causes the entire area to be surrounded by a blanket of ethereal darkness save the gentle light of the moon in the sky where one's famous grin appears, opening to unleash a swarm of bats that flitter around and bite and gnash the foes. 120% Atk Dmg. Range: All enemies. Chance of Bleeding. 24 MP.
R-Ability: Reform - When the user is removed from battle, the user is immediately forced back in and allowed to take an action. If it is an attack, the attack will be a critical hit.
S-Ability: Disappear - Causes the user to be removed from battle for the turn this ability was used. When the user reappears, MP is restored by 50% of the user's Max MP.
D-Ability: Vexing Madness (Neutral) - Creates copies of oneself out of mist and surrounds the target's head, spouting confusing riddles and conjectures, philosophical ramblings and tales without beginnings but plenty of endings, eventually driving the target into a state of absolute insanity. Deals 200% Piercing Atk damage to a single target on the battlefield.
Stats:
HP: 25 (+50 from Ethereal Mist)
MP: 20 (+35 from Ethereal Mist)
Atk: 18
Def: 14
Int: 10
Spr: 12
Movement: Infinite
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Macha the Tempest
Gender: Female
Age: ?
Level: 15
Next Level: 0/54
Appearance:
Profession: Blademaster - Through the insurmountable training and journeying, the one who claims this profession wields the blade as if it were an extra limb, bringing out its full grace to mask the devastating killing potential of her awe-inspiring techniques. (Basic Attacks +1)(Extension)(Calm Mind)(Skill Chain)
*Extension: Boosts Critical Hit Rate by 20%. Attacks become harder to dodge.
*Calm Mind: Boosts ATK and SPR by 10%.
*Skill Chain: Able to link basic attacks with skills and some skills with other skills. Max chain is Basic Attack ~ Skill ~ Skill.
Weapon: Fallen Grace - Sword abandoned by an unknown wielder, its pink blade is enchanted to unleash a mass of cherry blossom petals with each slash for some reason. (Added Effect: Mesmerize)
Armor: Master's Garment - Flowing garments offering wondrous protection while still allowing a decent amount of mobility. (Physical damage taken -15%)
Accessory: Fang Necklace - Simple necklace made of string with various fangs of beasts hanging from it.
A-Ability: Trained Blade:
+First Step: Takes a step forward and launches a powerful slash. 120% Atk Dmg. Range: 2 cells. User enters a cell adjacent to the target for the attack if launched from 2 cell distance. 8 MP.
+Focus: Clears the mind of extraneous thoughts in order to enhance battle potential. Boosts ATK and Critical Hit Rate by 10%. Range: Self. 10 MP.
+Chain Slice: Two quick slashes to make the enemy relent. 90% Atk Dmg. Range: Adjacent cell. 2 hits. Bypasses enemy R-Abilities. 16 MP.
+Resolve: Remembering one's goal causes one's spirit to swell with determination. One shan't be stopped. Bestows Immunity. Boosts SPR by 20% for three turns. Range: Self. 14 MP.
+Aura Blade: Slashes target with a blade coated in a blazing aura. 110% Atk Dmg. Range: Adjacent cell. Chance of Burn. Lowers target ATK and SPR by 10%. 12 MP.
+Dire Threat: Imposes an aura of intense might that draws the attention of enemies. Bestows Center of Attention. Range: Self. 8 MP.
+Brutal Stab: Thrusts sword mercilessly into the gut of a foe. 100% Atk Dmg. Range: Adjacent cell. Chance of Blood Loss. 14 MP.
+Safeguard: Plunges blade into the ground to generate a force field around oneself and nearby allies. Bestows Protect. Range: Self; all adjacent cells. 12 MP.
+Rending Fang: Stabs the enemy twice before unleashing an upwards slash the knock the target back. 80% Atk Dmg for stab. 110% Atk Dmg for slash. Range: Adjacent cell. 3 hits. Knocks target back 2 cells. 14 MP.
+Destruction: Gathers all strength into one's blade and unleashes a frighteningly powerful slash that shatters and removes all protections and wards placed on the target. 200% Atk Dmg. Range: Adjacent cell. Dispels beneficial status effects. 24 MP.
A-Ability: Ethereal Encounter:
+Crescent Slash: Expert slash in the form of a crescent that leaves the enemy bleeding profusely. 130% Atk Dmg. Range: Adjacent cell. Chance of Bleeding. 10 MP.
+Blade Wave: Slashes towards target unleashing a wave of pink energy that strikes the target with great force. 110% Atk Dmg. Range: 4 cells. 6 MP.
+Blurred Tempest: Lunges forward with a spinning motion, stirring up the winds to slice surrounding foes. 150% Atk Dmg. Range: 3 cells (user's landing point); all surrounding cells. 18 MP. Wind elemental.
+Lunar Axle: Jumps up slightly and deals a spinning slash at a downwards angle at a specific target. 170% Atk Dmg. Range: Adjacent cell. 12 MP.
+Midnight Phantom: Frontal slash to the enemy before flashing into and out of existence to strike the enemy from all sides. 140% Atk Dmg. Range: Adjacent cell. 4 hits. Chance of Addle. 26 MP.
R-Ability: Shadow Split - When attacked by a projectile-based attack, lowers the attacker's Hit Rate by 50% for the attack.
S-Ability: Fluid Moment - Innately boosts the user's Evasion Rate by 25%. Movement is boosted by 2 cells.
D-Ability: Pulsing Soul (Neutral) - Raises blade high into the air and pours forth one's own soul into the blade, shrouding it with the soul's true light and amplifying the weapon's normal strength a thousand-fold before bringing down upon it who incurred one's wrath to the point that such a fierce technique was executed. Deals 200% Piercing Atk damage to a single target in the same row or column as the user.
Stats:
HP: 75
MP: 60
Atk: 13 (+4 from Fallen Grace)(+3 from Fang Necklace)(+1 from Calm Mind)
Def: 10 (+3 from Master's Garment)
Int: 5 (+2 from Fallen Grace)
Spr: 9 (+4 from Master's Garment)(+1 from Calm Mind)
Movement: 2 cells (+2 from Blademaster profession)(+2 from Fluid Moment)
Skill Points: 0
Gender: Female
Age: ?
Level: 15
Next Level: 0/54
Appearance:
- Spoiler:
Profession: Blademaster - Through the insurmountable training and journeying, the one who claims this profession wields the blade as if it were an extra limb, bringing out its full grace to mask the devastating killing potential of her awe-inspiring techniques. (Basic Attacks +1)(Extension)(Calm Mind)(Skill Chain)
*Extension: Boosts Critical Hit Rate by 20%. Attacks become harder to dodge.
*Calm Mind: Boosts ATK and SPR by 10%.
*Skill Chain: Able to link basic attacks with skills and some skills with other skills. Max chain is Basic Attack ~ Skill ~ Skill.
Weapon: Fallen Grace - Sword abandoned by an unknown wielder, its pink blade is enchanted to unleash a mass of cherry blossom petals with each slash for some reason. (Added Effect: Mesmerize)
Armor: Master's Garment - Flowing garments offering wondrous protection while still allowing a decent amount of mobility. (Physical damage taken -15%)
Accessory: Fang Necklace - Simple necklace made of string with various fangs of beasts hanging from it.
A-Ability: Trained Blade:
+First Step: Takes a step forward and launches a powerful slash. 120% Atk Dmg. Range: 2 cells. User enters a cell adjacent to the target for the attack if launched from 2 cell distance. 8 MP.
+Focus: Clears the mind of extraneous thoughts in order to enhance battle potential. Boosts ATK and Critical Hit Rate by 10%. Range: Self. 10 MP.
+Chain Slice: Two quick slashes to make the enemy relent. 90% Atk Dmg. Range: Adjacent cell. 2 hits. Bypasses enemy R-Abilities. 16 MP.
+Resolve: Remembering one's goal causes one's spirit to swell with determination. One shan't be stopped. Bestows Immunity. Boosts SPR by 20% for three turns. Range: Self. 14 MP.
+Aura Blade: Slashes target with a blade coated in a blazing aura. 110% Atk Dmg. Range: Adjacent cell. Chance of Burn. Lowers target ATK and SPR by 10%. 12 MP.
+Dire Threat: Imposes an aura of intense might that draws the attention of enemies. Bestows Center of Attention. Range: Self. 8 MP.
+Brutal Stab: Thrusts sword mercilessly into the gut of a foe. 100% Atk Dmg. Range: Adjacent cell. Chance of Blood Loss. 14 MP.
+Safeguard: Plunges blade into the ground to generate a force field around oneself and nearby allies. Bestows Protect. Range: Self; all adjacent cells. 12 MP.
+Rending Fang: Stabs the enemy twice before unleashing an upwards slash the knock the target back. 80% Atk Dmg for stab. 110% Atk Dmg for slash. Range: Adjacent cell. 3 hits. Knocks target back 2 cells. 14 MP.
+Destruction: Gathers all strength into one's blade and unleashes a frighteningly powerful slash that shatters and removes all protections and wards placed on the target. 200% Atk Dmg. Range: Adjacent cell. Dispels beneficial status effects. 24 MP.
A-Ability: Ethereal Encounter:
+Crescent Slash: Expert slash in the form of a crescent that leaves the enemy bleeding profusely. 130% Atk Dmg. Range: Adjacent cell. Chance of Bleeding. 10 MP.
+Blade Wave: Slashes towards target unleashing a wave of pink energy that strikes the target with great force. 110% Atk Dmg. Range: 4 cells. 6 MP.
+Blurred Tempest: Lunges forward with a spinning motion, stirring up the winds to slice surrounding foes. 150% Atk Dmg. Range: 3 cells (user's landing point); all surrounding cells. 18 MP. Wind elemental.
+Lunar Axle: Jumps up slightly and deals a spinning slash at a downwards angle at a specific target. 170% Atk Dmg. Range: Adjacent cell. 12 MP.
+Midnight Phantom: Frontal slash to the enemy before flashing into and out of existence to strike the enemy from all sides. 140% Atk Dmg. Range: Adjacent cell. 4 hits. Chance of Addle. 26 MP.
R-Ability: Shadow Split - When attacked by a projectile-based attack, lowers the attacker's Hit Rate by 50% for the attack.
S-Ability: Fluid Moment - Innately boosts the user's Evasion Rate by 25%. Movement is boosted by 2 cells.
D-Ability: Pulsing Soul (Neutral) - Raises blade high into the air and pours forth one's own soul into the blade, shrouding it with the soul's true light and amplifying the weapon's normal strength a thousand-fold before bringing down upon it who incurred one's wrath to the point that such a fierce technique was executed. Deals 200% Piercing Atk damage to a single target in the same row or column as the user.
Stats:
HP: 75
MP: 60
Atk: 13 (+4 from Fallen Grace)(+3 from Fang Necklace)(+1 from Calm Mind)
Def: 10 (+3 from Master's Garment)
Int: 5 (+2 from Fallen Grace)
Spr: 9 (+4 from Master's Garment)(+1 from Calm Mind)
Movement: 2 cells (+2 from Blademaster profession)(+2 from Fluid Moment)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Salem Verzolt
Gender: Male
Age: 15
Level: 1
Next Level: 0/10
Appearance:
Profession: Assailant - Specializing in getting up close and personal with enemies, the one who claims this profession unleashes a full melee assault on anyone who might threaten him or those close to him.
Weapon: Makeshift Claws - Just some shoddy gloves with various broken blades attached that don't match at all. (2 hits)
Armor: Adventure Cloak - Special black cloak made by mommy in hopes that son will become a big shot one day.
Accessory: Kerchief - Red kerchief tied around the neck. Can be moved up to cover the mouth in case of sandstorms or cattle drives.
A-Ability: Engage:
+Close Distance: Lunges towards an enemy to get closer to it more quickly. Moves [User's Move x2] cells if it means landing in a cell adjacent to any given enemy. Fails otherwise. Range: Set. 12 MP. Able to link a basic attack or skill.
+Tiger Fury: Slashes at an enemy with both claws like a wild animal. 120% Atk Dmg. Range: Adjacent cell. 2 hits. 10 MP.
R-Ability:Tenacity - When the enemy that the user last attacked moves, allows the user to move to a cell adjacent to that particular enemy regardless of how far it moved, neglecting the user's own Move stat.
S-Ability: Brutal Nature - Innately boosts damage of basic attacks and skills with adjacent cell range by 10%.
D-Ability: Feral Howling (Dark) - Shrouds the area in a veil of darkness and lunges at the target from all directions, burying one's claws into the flesh with delight. Again and again. The blood feeds the earth before one pounces upon the enemy a final time, giving a loud howl to the brilliant moon shining above, the sound waves pulsing outwards to further damage the enemy. Deals 200% Piercing Atk damage to a single enemy up to 4 cells away.
Stats:
HP: 25
MP: 15
Atk: 3 (+1 from Makeshift Claws)(+1 from Kerchief)
Def: 2 (+1 from Adventure Cloak)
Int: 1 (+0 from Makeshift Claws)
Spr: 2 (+1 from Adventure Cloak)
Movement: 2 cells (+2 from Assailant Profession)
Skill Points: 0
Gender: Male
Age: 15
Level: 1
Next Level: 0/10
Appearance:
- Spoiler:
- A rather short boy, he's often seen clothed in a plain red shirt with light brown shorts. He's a fan of socks and sandals, and he always has a black cloak draped over himself, for it was one his mother made him for good luck in his attempt to become an adventurer. His hair is of medium length throughout, a bit spiky and jet black in hue. Crimson eyes grace his visage, sharp and calculating--very mischievous. His skin is only lightly tanned from days out in the sun. Another distinguishing trademark of his is the kerchief he likes to wear about his neck while traveling, despite the weather not really calling for a need of that sort of thing.
Profession: Assailant - Specializing in getting up close and personal with enemies, the one who claims this profession unleashes a full melee assault on anyone who might threaten him or those close to him.
Weapon: Makeshift Claws - Just some shoddy gloves with various broken blades attached that don't match at all. (2 hits)
Armor: Adventure Cloak - Special black cloak made by mommy in hopes that son will become a big shot one day.
Accessory: Kerchief - Red kerchief tied around the neck. Can be moved up to cover the mouth in case of sandstorms or cattle drives.
A-Ability: Engage:
+Close Distance: Lunges towards an enemy to get closer to it more quickly. Moves [User's Move x2] cells if it means landing in a cell adjacent to any given enemy. Fails otherwise. Range: Set. 12 MP. Able to link a basic attack or skill.
+Tiger Fury: Slashes at an enemy with both claws like a wild animal. 120% Atk Dmg. Range: Adjacent cell. 2 hits. 10 MP.
R-Ability:
S-Ability: Brutal Nature - Innately boosts damage of basic attacks and skills with adjacent cell range by 10%.
D-Ability: Feral Howling (Dark) - Shrouds the area in a veil of darkness and lunges at the target from all directions, burying one's claws into the flesh with delight. Again and again. The blood feeds the earth before one pounces upon the enemy a final time, giving a loud howl to the brilliant moon shining above, the sound waves pulsing outwards to further damage the enemy. Deals 200% Piercing Atk damage to a single enemy up to 4 cells away.
Stats:
HP: 25
MP: 15
Atk: 3 (+1 from Makeshift Claws)(+1 from Kerchief)
Def: 2 (+1 from Adventure Cloak)
Int: 1 (+0 from Makeshift Claws)
Spr: 2 (+1 from Adventure Cloak)
Movement: 2 cells (+2 from Assailant Profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Masquerade the Exorcist
Gender: Male
Age: 19
Level: 15
Next Level: --/--
Profession: Exorcist - Through hallowed light and blazing flames, the one who claims this profession unleashes full banishing might to rid the world of ethereal entities once and for all. No mercy for the undying... (Basic Attacks +1)(Initial Presence)(Eradication)
*Initial Presence: 25% Chance to instantly destroy all Undead-type monsters on the field on the first turn.
*Eradication: Innately boosts magic damage output by 10%. Damage dealt to Intangible targets through magical means is quadrupled instead of just doubled.
Weapon: Nightshade Talismans - Purified white paper with eloquently scribed symbols upon them in violet ink, tainted with a few splatter marks. (Damage: INT)(Range: 3 cells)(Fire elemental)(Chance of Poison)
Armor: Blessed Yukata - Garments drenched in holy water and left to dry in the belltower of a church, these possess utmost holy powers, and no ghost can touch them. (75% chance to destroy physically attacking Undead)(Null Dark)
Accessory: Prayer Beads - Worn around the neck, these beads serve to amplify banishing powers along with the strength of holy light. (Holy dmg output +20%)(Chance of Destroying Undead through any means +10%)
A-Ability: End To Ethereal Existence:
+Rapture: Unleashes blazing columns of flame around the user to burn decaying flesh to nothingness with raging might. 130% Int Dmg. Range: All diagonally adjacent cells. Always Critical on Undead targets. 16 MP. Fire elemental.
+Spirit Away: Throws talismans into the air to propogate a mass of wisps made of light that swarm around ethereal beings and scathe them with holy power, dissipating their forms and whisking away the true essence to the afterlife. 150% Int Dmg. Range: All Undead enemies. Chance of destroying Undead targets. 20 MP. Holy elemental.
+Prayer Circle: Surrounds self with a ring of holy light that rapidly spins around and supercharges one's control over the power of light. Holy damage output +25%. Boosts INT by 20%. Chance of Destroying Undead +10%. 3 turn duration. Range: Self. 24 MP.
+Blaze of Hellfire: Eyes glow with burning hatred as the target is ravaged by twisting tendrils of blazing fire that aim to completely consume the target leaving nothing but ashes in their wake. 190% Int Dmg. Range: Single enemy. Always Critical on Undead targets. Chance of destroying Undead targets. Chance of Burn. 32 MP. Fire elemental.
+Calling: Sets talismans down to the ground, one in front of the user and the other behind, with a burst of light that unleashes a torrent of holy energy blazing down in the direction the talismans are facing. 140% Int Dmg. Range: Same row/column; both directions. Always Critical on Undead targets. 22 MP. Holy elemental.
+Pyre Guardian: Disables offensive function of surrounding will-o-wisps and commands them to act as a shield while one can channel power into powerful abilities to better destroy the undead that walk this earth. All damage output +30%. All damage taken -30%. 3 turn duration. Range: Self. Basic attacks disabled for duration of skill. 18 MP.
+Harbinger: Growing still, one is suddenly lifted into the air by a great force, eyes shining with nothing but pure light. Shit's about to get real. Enters Avatar state. [Avatar State - Holy damage output +30%; Damage to Undead +100%; Regen; Float; Absorb Holy.] 3 turn duration. Range: Self. 36 MP.
+Bombardment: Hurls multiple will-o-wisps at a foe watching them all explode on contact before lunging in for a thrusting punch that detonates with holy energy. 100% Int Dmg (for wisps.) 160% Int Dmg (punch.) Range: 3 cells. 5 hits. Always Critical to Undead targets. 28 MP. Fire/Holy elemental.
---Void Embrace: Bends down and lifts arms up suddenly causing a pillar of condensed light to carry the enemy high into the air, erasing their very existence down to memories of said target making it as if the thing never existed in the first place. No damage. Range: Set. Chance of Oblivion. 24 MP.
+Heaven's Shockwave: Traces a path of light through the air to make one's fingertips glow before unleashing blade after blade of holy light to surge forth in an attempt to slice a target down, firing off a final one that explodes upon contact, consolidating a holy field around the target that expands outwards and blasts away the other foes in the area. 80% Int Dmg. 200% Int Dmg (final.) Range: 6 cells; all enemies (final.) 13 hits. Always Critical on Undead. Chance to Destroy Undead targets (final.) Pushes all enemies to the far reaches of the battlefield (final.) 56 MP. Holy elemental.
+Divine Tragedy: Cracks the very earth with a sheer dominating aura of holy might, razing the ground and causing the air to shimmer and shake as if reality itself were to fall apart. From these cracks, jets of flame shoot outwards as the air becomes stifling, ignited by an unknown source to become naught but searing fire--an essence not known to the realm of the living. 400% Int Dmg. Range: All enemies. Always Critical on Undead. Chance to Destroy Undead targets. Chance of Burn. Chance of Instant Death for non-Undead, organic targets. 72 MP. Fire elemental.
R-Ability: Grand Cycle - When an enemy is defeated by a skill executed by the user, the user recovers MP equal to 10% Max MP.
S-Ability: For The Greater Good - Decreases the MP costs of all skills by 50% upon using an attack of the Holy element. Doesn't stack.
D-Ability: GET THE FUCK OUT, GHOSTS! (Holy) - "You heard me...I'm sick and tired of this shit. Get. The fuck. OUT!" Raising his arms into the air, he unleashes a mighty maelstrom of talismans that soar high before slowly fluttering down like a gentle rain. He flashes out of existence, grabbing one talisman and tagging it to a target before doing the same to another. And another, until all of the enemies are tagged. Removing his prayer beads from his neck and wrapping them around his hand, he clasps both hands together evoking a holy glyph beneath him, bursting with blazing energy. As he finishes a long chant, rays of light surge from the talismans like brilliant prisms and detonate with a blinding light. When it clears...well,.... "Finally got rid of those fucking ghosts. Tch, fucking Ghostbusters ain't got shit on me." Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 45
MP: 85 (+25 from Prayer Beads)
DD: 0/10
Atk: 1 (+0 from Nightshade Talismans)
Def: 9 (+4 from Blessed Yukata)
Int: 16 (+7 from Nightshade Talismans)
Spr: 11 (+6 from Blessed Yukata)(+3 from Prayer Beads)
Evasion: 4%
Movement: 2 cells (+0 from Exorcist profession)
Skill Points: 0
Gender: Male
Age: 19
Level: 15
Next Level: --/--
Profession: Exorcist - Through hallowed light and blazing flames, the one who claims this profession unleashes full banishing might to rid the world of ethereal entities once and for all. No mercy for the undying... (Basic Attacks +1)(Initial Presence)(Eradication)
*Initial Presence: 25% Chance to instantly destroy all Undead-type monsters on the field on the first turn.
*Eradication: Innately boosts magic damage output by 10%. Damage dealt to Intangible targets through magical means is quadrupled instead of just doubled.
Weapon: Nightshade Talismans - Purified white paper with eloquently scribed symbols upon them in violet ink, tainted with a few splatter marks. (Damage: INT)(Range: 3 cells)(Fire elemental)(Chance of Poison)
Armor: Blessed Yukata - Garments drenched in holy water and left to dry in the belltower of a church, these possess utmost holy powers, and no ghost can touch them. (75% chance to destroy physically attacking Undead)(Null Dark)
Accessory: Prayer Beads - Worn around the neck, these beads serve to amplify banishing powers along with the strength of holy light. (Holy dmg output +20%)(Chance of Destroying Undead through any means +10%)
A-Ability: End To Ethereal Existence:
+Rapture: Unleashes blazing columns of flame around the user to burn decaying flesh to nothingness with raging might. 130% Int Dmg. Range: All diagonally adjacent cells. Always Critical on Undead targets. 16 MP. Fire elemental.
+Spirit Away: Throws talismans into the air to propogate a mass of wisps made of light that swarm around ethereal beings and scathe them with holy power, dissipating their forms and whisking away the true essence to the afterlife. 150% Int Dmg. Range: All Undead enemies. Chance of destroying Undead targets. 20 MP. Holy elemental.
+Prayer Circle: Surrounds self with a ring of holy light that rapidly spins around and supercharges one's control over the power of light. Holy damage output +25%. Boosts INT by 20%. Chance of Destroying Undead +10%. 3 turn duration. Range: Self. 24 MP.
+Blaze of Hellfire: Eyes glow with burning hatred as the target is ravaged by twisting tendrils of blazing fire that aim to completely consume the target leaving nothing but ashes in their wake. 190% Int Dmg. Range: Single enemy. Always Critical on Undead targets. Chance of destroying Undead targets. Chance of Burn. 32 MP. Fire elemental.
+Calling: Sets talismans down to the ground, one in front of the user and the other behind, with a burst of light that unleashes a torrent of holy energy blazing down in the direction the talismans are facing. 140% Int Dmg. Range: Same row/column; both directions. Always Critical on Undead targets. 22 MP. Holy elemental.
+Pyre Guardian: Disables offensive function of surrounding will-o-wisps and commands them to act as a shield while one can channel power into powerful abilities to better destroy the undead that walk this earth. All damage output +30%. All damage taken -30%. 3 turn duration. Range: Self. Basic attacks disabled for duration of skill. 18 MP.
+Harbinger: Growing still, one is suddenly lifted into the air by a great force, eyes shining with nothing but pure light. Shit's about to get real. Enters Avatar state. [Avatar State - Holy damage output +30%; Damage to Undead +100%; Regen; Float; Absorb Holy.] 3 turn duration. Range: Self. 36 MP.
+Bombardment: Hurls multiple will-o-wisps at a foe watching them all explode on contact before lunging in for a thrusting punch that detonates with holy energy. 100% Int Dmg (for wisps.) 160% Int Dmg (punch.) Range: 3 cells. 5 hits. Always Critical to Undead targets. 28 MP. Fire/Holy elemental.
---Void Embrace: Bends down and lifts arms up suddenly causing a pillar of condensed light to carry the enemy high into the air, erasing their very existence down to memories of said target making it as if the thing never existed in the first place. No damage. Range: Set. Chance of Oblivion. 24 MP.
+Heaven's Shockwave: Traces a path of light through the air to make one's fingertips glow before unleashing blade after blade of holy light to surge forth in an attempt to slice a target down, firing off a final one that explodes upon contact, consolidating a holy field around the target that expands outwards and blasts away the other foes in the area. 80% Int Dmg. 200% Int Dmg (final.) Range: 6 cells; all enemies (final.) 13 hits. Always Critical on Undead. Chance to Destroy Undead targets (final.) Pushes all enemies to the far reaches of the battlefield (final.) 56 MP. Holy elemental.
+Divine Tragedy: Cracks the very earth with a sheer dominating aura of holy might, razing the ground and causing the air to shimmer and shake as if reality itself were to fall apart. From these cracks, jets of flame shoot outwards as the air becomes stifling, ignited by an unknown source to become naught but searing fire--an essence not known to the realm of the living. 400% Int Dmg. Range: All enemies. Always Critical on Undead. Chance to Destroy Undead targets. Chance of Burn. Chance of Instant Death for non-Undead, organic targets. 72 MP. Fire elemental.
R-Ability: Grand Cycle - When an enemy is defeated by a skill executed by the user, the user recovers MP equal to 10% Max MP.
S-Ability: For The Greater Good - Decreases the MP costs of all skills by 50% upon using an attack of the Holy element. Doesn't stack.
D-Ability: GET THE FUCK OUT, GHOSTS! (Holy) - "You heard me...I'm sick and tired of this shit. Get. The fuck. OUT!" Raising his arms into the air, he unleashes a mighty maelstrom of talismans that soar high before slowly fluttering down like a gentle rain. He flashes out of existence, grabbing one talisman and tagging it to a target before doing the same to another. And another, until all of the enemies are tagged. Removing his prayer beads from his neck and wrapping them around his hand, he clasps both hands together evoking a holy glyph beneath him, bursting with blazing energy. As he finishes a long chant, rays of light surge from the talismans like brilliant prisms and detonate with a blinding light. When it clears...well,.... "Finally got rid of those fucking ghosts. Tch, fucking Ghostbusters ain't got shit on me." Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 45
MP: 85 (+25 from Prayer Beads)
DD: 0/10
Atk: 1 (+0 from Nightshade Talismans)
Def: 9 (+4 from Blessed Yukata)
Int: 16 (+7 from Nightshade Talismans)
Spr: 11 (+6 from Blessed Yukata)(+3 from Prayer Beads)
Evasion: 4%
Movement: 2 cells (+0 from Exorcist profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Katerina Lorraine
Gender: Female
Age: 17
Level: 11
Next Level: 16/36
Appearance:
Profession: Arrow Sage - Purely focused on the harmony between the bow and its projectiles, the one who claims this profession uses her boosted control over mana in order to unleash versatile arrow-based attacks meant to thoroughly wound the opposition. (Basic Attacks +1)(Mana Control I)
*Mana Control I: Increases magical damage output by 10%. Also increases the effectiveness of mana regeneration of any sort by 5%.
Weapon: Blazing Swallow - Beautiful, sleek bow made of a fine, polished wood dyed red. It has intricate markings carved throughout and lacks a bowstring. (Damage: INT)(Range: 4 cells)(Fire damage output +5%)(Fire elemental)
Armor: Night Jacket - Stylish jacket that's black in hue. Appearances matter everywhere, even in battle. (Evade +1%)
Accessory: Feather Bracelet - String adorned with beads and the feathers of an unknown species of bird. (Immune Paralysis)
A-Ability: Essence of Magic:
+Firebolt: Causes fire mana to swarm in the palm of one's hand, condensing it into a sphere and releasing it with charged speed. 120% Int Dmg. Range: 6 cells. Chance of Burn. 8 MP. Fire elemental.
+Wisp: Whistles a healing melody that evokes one's own spirit to dance along with the tune, enhancing the body along with the mind. 100% Int HP Recovery. Boosts all stats by 10% for 3 turns. Range: 3 cells. 10 MP.
+Pierce Soul: Charges an arrow of mana with the arrowhead spinning rapidly as the mana surges along it, and upon release, soars to the target, piercing not through their armor, but their very soul. 110% Int Dmg. Range: 4 cells. Lowers target SPR by 20% for three turns. 8 MP.
+Torrent: Allows water mana to drip from one's fingertips before lashing out at the air in front of oneself creating whips of water to strike the foe several times. 70% Int Dmg. Range: 3 cells. 3 hits. Chance of Bleeding. 12 MP. Water elemental.
+Shard Shell: Looses an arrow into the air only to have it stop above an ally and shoot straight downwards, the shaft splitting the air into shards of light before the arrow explodes, the shards forming a powerful barrier around the ally. Bestows Protect. Range: 4 cells. 8 MP.
+Phantom: Readies an arrow composed of pure darkness before loosing it, watching as small spectral images flicker along its length before embedding itself into a foe. 110% Int Dmg. Range: 4 cells. Chance of Misfortune. 10 MP. Darkness elemental.
+Subtle Light: Raises a hand and focuses benevolent energies in the form of a shroud of sparkling light that surrounds oneself or an ally, mending the wounds of the recipient over time. Bestows Regen. Range: 3 cells. 8 MP.
A-Ability: Harmonized Archery:
+Chain Allude: Conjures a solitary arrow upon the bow and looses it, quickly garnering sharp control over mana in one's immediate vicinity to discharge two more arrows in quick succession to startle the enemy. 100% Int Dmg. Range: 4 cells. 3 hits. Chance of Addle. Chance of triple attack each hit. 10 MP.
+Pierce Time: Fires conjured arrow in a random direction whose tip shreds the fabric of time causing warp holes through which the arrow may leap multiple times, striking the intended target time and time again. 80% Int Dmg. Range: 6 cells. 5 hits. No damage dealt on the turn this move is used. Damage persists for 3 turns. 12 MP.
R-Ability: Dynamic Shot - When assaulted by ranged magic with the user as a specified target, quickly alters the mana to turn the magic around and fire it back at the attacker.
S-Ability: Arcane Essence - Channeling magic through the air and suffusing it into the body, the user regains 8% Max MP at the start of each turn.
D-Ability: The Soul's True Shine (Holy) - "I want to reach out to him. It hurts to see him stray towards the darkness while all I can do is watch. He gave me this life, and now he aims to throw away his own. With this light in the sky, I will show him that not all is lost. I will fire this arrow as far up as I can--far enough that he'll see it ever time. And as the remnants rain down like shooting stars, perhaps he'll wish...wish that everything was back to the way things used to be..." Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 45
MP: 50
DD: 10/10
Atk: 2 (+0 from Blazing Swallow)
Def: 8 (+2 from Night Vest)
Int: 13 (+3 from Blazing Swallow)
Spr: 9 (+2 from Night Vest)(+2 from Feather Bracelet)
Evasion: 7% (+1% from Night Vest)
Movement: 2 cells (+1 from Arrow Sage profession)
Skill Points: 0
Updates:
Gender: Female
Age: 17
Level: 11
Next Level: 16/36
Appearance:
- Spoiler:
- A fairly tall young woman wearing a spotless white blouse and a black jacket. No matter the weather, she prefers to wear red skirts--short when warm and long when a bit colder. She keeps everything she needs with her in order to travel in a hefty brown backpack. Upon her feet she dons fancy, black boots. Her clothing and appearance are quite well-kept. Her skin is soft and creamy white and long raven hair cascades down her back and over her shoulders. Her crimson eyes are sharp and calculating, and perhaps a bit mischievous at times when she's not worrying over the happenings of her life at the time.
Profession: Arrow Sage - Purely focused on the harmony between the bow and its projectiles, the one who claims this profession uses her boosted control over mana in order to unleash versatile arrow-based attacks meant to thoroughly wound the opposition. (Basic Attacks +1)(Mana Control I)
*Mana Control I: Increases magical damage output by 10%. Also increases the effectiveness of mana regeneration of any sort by 5%.
- Spoiler:
- Arcanist - Holding decent power over mana, the one who claims this profession channels varying properties of it to produce an array of versatile attacks and boosts.
Weapon: Blazing Swallow - Beautiful, sleek bow made of a fine, polished wood dyed red. It has intricate markings carved throughout and lacks a bowstring. (Damage: INT)(Range: 4 cells)(Fire damage output +5%)(Fire elemental)
Armor: Night Jacket - Stylish jacket that's black in hue. Appearances matter everywhere, even in battle. (Evade +1%)
Accessory: Feather Bracelet - String adorned with beads and the feathers of an unknown species of bird. (Immune Paralysis)
A-Ability: Essence of Magic:
+Firebolt: Causes fire mana to swarm in the palm of one's hand, condensing it into a sphere and releasing it with charged speed. 120% Int Dmg. Range: 6 cells. Chance of Burn. 8 MP. Fire elemental.
+Wisp: Whistles a healing melody that evokes one's own spirit to dance along with the tune, enhancing the body along with the mind. 100% Int HP Recovery. Boosts all stats by 10% for 3 turns. Range: 3 cells. 10 MP.
+Pierce Soul: Charges an arrow of mana with the arrowhead spinning rapidly as the mana surges along it, and upon release, soars to the target, piercing not through their armor, but their very soul. 110% Int Dmg. Range: 4 cells. Lowers target SPR by 20% for three turns. 8 MP.
+Torrent: Allows water mana to drip from one's fingertips before lashing out at the air in front of oneself creating whips of water to strike the foe several times. 70% Int Dmg. Range: 3 cells. 3 hits. Chance of Bleeding. 12 MP. Water elemental.
+Shard Shell: Looses an arrow into the air only to have it stop above an ally and shoot straight downwards, the shaft splitting the air into shards of light before the arrow explodes, the shards forming a powerful barrier around the ally. Bestows Protect. Range: 4 cells. 8 MP.
+Phantom: Readies an arrow composed of pure darkness before loosing it, watching as small spectral images flicker along its length before embedding itself into a foe. 110% Int Dmg. Range: 4 cells. Chance of Misfortune. 10 MP. Darkness elemental.
+Subtle Light: Raises a hand and focuses benevolent energies in the form of a shroud of sparkling light that surrounds oneself or an ally, mending the wounds of the recipient over time. Bestows Regen. Range: 3 cells. 8 MP.
- Spoiler:
- +Array: Holds bow horizontally and nocks several arrows upon it before loosing them expertly with the help of mana such that they splay off and strike random foes without discrimination. 130% Int Dmg. Range: All enemies. 5 randomized hits. Chance of Confusion. 18 MP.
+Wavering Form: Distorts the air around oneself or an ally with magic making it difficult for enemies to take aim and actually hit the recipient. Boosts Evasion Rate by 10% for 5 turns. Range: 3 cells. 10 MP.
+Ground Dragon: Fires a solitary arrow into the ground, coaxing earth and rock to gather around it as it travels beneath the ground only to rise up and sunder the earth in the form of a serpentine dragon made entirely of soil and stone, eventually crashing into the intended target. 200% Int Dmg. Range: Straight line; hits all in the way. Chance of Slow. 24 MP. Earth elemental.
A-Ability: Harmonized Archery:
+Chain Allude: Conjures a solitary arrow upon the bow and looses it, quickly garnering sharp control over mana in one's immediate vicinity to discharge two more arrows in quick succession to startle the enemy. 100% Int Dmg. Range: 4 cells. 3 hits. Chance of Addle. Chance of triple attack each hit. 10 MP.
+Pierce Time: Fires conjured arrow in a random direction whose tip shreds the fabric of time causing warp holes through which the arrow may leap multiple times, striking the intended target time and time again. 80% Int Dmg. Range: 6 cells. 5 hits. No damage dealt on the turn this move is used. Damage persists for 3 turns. 12 MP.
- Spoiler:
- +No Fear: Takes a few steps forward loosing arrows with each step, staring down the enemy with a fierce gaze; just because one fights at a distance doesn't mean that one is afraid. 150% Int Dmg. Range: 4 cells. 3 hits. User moves forward one cell per hit. 16 MP.
+Imminent Arc: Supercharges an arrow with blistering light and shoots it high in the sky such that it slowly makes its way towards the intended target over time, eventually cascading to strike the target, or if the target is out of range, the arrow bursts into a torrent of smaller arrows that turns the target into a pincushion. Varying damage. Range: 4 cells. Target is hit 2 turns after use. If target is within range, deals 180% Int Dmg. If target is out of range, deals 90% Int Dmg with 5 hits. 12 MP. Light elemental.
+Blast Flight: Harnesses the power of wind and channels it into a single arrow before loosing said arrow such that it freely and wildly soars through the air, striking the foe only to wind up flying off, diving in later to strike again. And again. And again. 140% Int Dmg. Range: 4 cells. Damage persists for 3 turns. 14 MP. Wind elemental.
+Night Kiss: Breathes life into the shadows and commands them to release arrows of darkness from all around, throbbing with one's will such that those pierced by the projectiles fall under one's commands. 110% Int Dmg. Range: All enemies. Chance of Charm. 20 MP. Darkness elemental.
+Pressure: Saturates the air around oneself with more mana such that attacks are amplified allowing longer chains in moves with multiple hits, turning single hit moves into chains by forming more projectiles. Boosts damage output of skills by 10%. Adds one hit to basic attacks and skills. 5 turn duration. Range: Self. 12 MP.
+Harsh Grounding: Fires a few arrows high into the air at precise times such that they form a net of mana between them, the arrows planting themselves into the ground surrounding the chosen foe thus trapping it within the net. No damage. Range: 6 cells. Lowers target DEF and SPR by 10% for 5 turns. Chance of Immobilize. 12 MP.
+Ancient Drive: Form wavers slightly, a couple of illusions forming as the body becomes a blur, for one channels the mana of space in order to warp about firing a volley of arrows into a chosen target outside of one's normal actions, for it takes naught but a split second before one reappears in one's original position, ready to unleash more punishing projectiles. 60% Int Dmg. Range: 4 cells. 7 hits. High critical hit chance. Damage persists for 3 turns. 18 MP.
+Execution: Traps enemy in an expanse of black with oneself after which one promptly creates copies of oneself with mana that circle around the enemy, trapping it, each copy with bow at the ready and a myriad of arrows nocked. All arrows are loosed, piercing the enemy from every direction, arrowheads digging into the flesh--no spot protected. 80% Int Dmg. Range: Single enemy. 21 hits. Chance of Bleeding. 26 MP. Reduces DD to 0.
R-Ability: Dynamic Shot - When assaulted by ranged magic with the user as a specified target, quickly alters the mana to turn the magic around and fire it back at the attacker.
S-Ability: Arcane Essence - Channeling magic through the air and suffusing it into the body, the user regains 8% Max MP at the start of each turn.
D-Ability: The Soul's True Shine (Holy) - "I want to reach out to him. It hurts to see him stray towards the darkness while all I can do is watch. He gave me this life, and now he aims to throw away his own. With this light in the sky, I will show him that not all is lost. I will fire this arrow as far up as I can--far enough that he'll see it ever time. And as the remnants rain down like shooting stars, perhaps he'll wish...wish that everything was back to the way things used to be..." Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 45
MP: 50
DD: 10/10
Atk: 2 (+0 from Blazing Swallow)
Def: 8 (+2 from Night Vest)
Int: 13 (+3 from Blazing Swallow)
Spr: 9 (+2 from Night Vest)(+2 from Feather Bracelet)
Evasion: 7% (+1% from Night Vest)
Movement: 2 cells (+1 from Arrow Sage profession)
Skill Points: 0
Updates:
- Spoiler:
- As of July 4, 2012 (8:02 PM EST): Level increased to 7, MP +5, Def +1, Int +1. 1 Skill Point acquired. Learned A-Ability Shard Shield. 1 Skill Point lost.
As of August 16, 2012 (5:31 PM EST): Level increased to 8, MP +5, Int +1, Spr +1. 1 Skill Points acquired. Learned A-Ability Phantom. 1 Skill Point lost.
As of September 16, 2012 (12:40 AM EST): Level increased to 10, HP +10, MP +5, Def +2, Int +2, Spr +2, Evasion +2%. 2 Skill Points acquired. Job Promotion acquired. Class changed to Arrow Sage. Innate property "Mana Control I" obtained. "Harmonized Archery" unlocked. Learned A-Ability Chain Allude and A-Ability Pierce Time. 2 Specialized Skill Points lost.
As of October 13, 2012 (3:53 PM EST): Learned S-Ability Arcane Essence. 2 Skill Points lost.
As of January 5, 2013 (8:52 PM EST): Level increased to 11, HP +5, Def +1, Int +1. 1 Skill Point acquired. Learned A-Ability Subtle Light. 1 Skill Point lost.
Last edited by Masquerade on Mon Jan 23, 2017 5:57 pm; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Masquerade
Gender: Male
Age: 19
Level: 2
Next Level: 0/10
Appearance:
Profession: Composer - The one who claims this profession creates beautiful music and commits it to memory so that he may play the miraculous notes at any time for devastating effects that leave all who hear and see in awe.
Weapon: Rough Violin - Makeshift violin with an unpolished wooden body giving it an unsightly appearance. (Damage: INT)(Range: 2 layers of surrounding cells)
Armor: Composer's Coat - Fancy coat for those who play elegant music.
Accessory: Simple Bow - Standard bow required for playing the violin.
A-Ability: Power of Music:
+Searing String: Plays rapid notes creating serious friction between the bow and strings, and through the ignition of fire mana, unleashes a blazing jet of flame at an enemy. 100% Int Dmg. Range: Straight line; one direction; only hits first enemy it comes in contact with. Chance of Burn. 12 MP. Fire elemental.
+Tension: Executes a series of power beats before finishing the scale with a tense pulling of the bow causing a static emission to electrocute a nearby enemy. 130% Int Dmg. Range: Adjacent cell. 10 MP. Lightning elemental.
R-Ability: None.
S-Ability: Melodic Soul - User recovers 5% Max MP at the start of each turn.
D-Ability: Expression(Fire) - With a single song, the user's heart and soul pour forth. All emotions are laid bare before the audience. He plays to convey what he really feels, and to protect all of those he loves. On the final note, they who aim to hurt him and his allies explode in a fiery explosion. Deals 200% Piercing Int damage to a single target on the battlefield.
Stats:
HP: 15
MP: 30
DD: 0/10
Atk: 1 (+0 from Rough Violin)
Def: 3 (+0 from Fancy Coat)
Int: 5 (+1 from Rough Violin)(+1 from Simple Bow)
Spr: 3 (+1 from Fancy Coat)
Evade: 1%
Movement: 2 cells (+0 from Composer profession)
Skill Points: 1
Gender: Male
Age: 19
Level: 2
Next Level: 0/10
Appearance:
- Spoiler:
Profession: Composer - The one who claims this profession creates beautiful music and commits it to memory so that he may play the miraculous notes at any time for devastating effects that leave all who hear and see in awe.
Weapon: Rough Violin - Makeshift violin with an unpolished wooden body giving it an unsightly appearance. (Damage: INT)(Range: 2 layers of surrounding cells)
Armor: Composer's Coat - Fancy coat for those who play elegant music.
Accessory: Simple Bow - Standard bow required for playing the violin.
A-Ability: Power of Music:
+Searing String: Plays rapid notes creating serious friction between the bow and strings, and through the ignition of fire mana, unleashes a blazing jet of flame at an enemy. 100% Int Dmg. Range: Straight line; one direction; only hits first enemy it comes in contact with. Chance of Burn. 12 MP. Fire elemental.
+Tension: Executes a series of power beats before finishing the scale with a tense pulling of the bow causing a static emission to electrocute a nearby enemy. 130% Int Dmg. Range: Adjacent cell. 10 MP. Lightning elemental.
R-Ability: None.
S-Ability: Melodic Soul - User recovers 5% Max MP at the start of each turn.
D-Ability: Expression(Fire) - With a single song, the user's heart and soul pour forth. All emotions are laid bare before the audience. He plays to convey what he really feels, and to protect all of those he loves. On the final note, they who aim to hurt him and his allies explode in a fiery explosion. Deals 200% Piercing Int damage to a single target on the battlefield.
Stats:
HP: 15
MP: 30
DD: 0/10
Atk: 1 (+0 from Rough Violin)
Def: 3 (+0 from Fancy Coat)
Int: 5 (+1 from Rough Violin)(+1 from Simple Bow)
Spr: 3 (+1 from Fancy Coat)
Evade: 1%
Movement: 2 cells (+0 from Composer profession)
Skill Points: 1
Re: Masquerade's Character Chronicle
Name: Clarissia Fairchild
Gender: Female
Age: 17
Level: 1
Next Level: 0/10
Appearance:
Profession: Dancer - Feeling the music flow through her, the one who claims this profession dances, letting the notes guide her to channel her own emotions into pure strength.
Weapon: Ribbon - Tantalizing ribbon that flutters when one dances. (Range: 2 cells)
Armor: Dancer's Dress - Lightweight, comfortable, and most likely overly revealing dress that's easy to dance in.
Accessory: Dancing Shoes - Their purpose is obvious.
A-Ability: Footloose:
+Tourner Deux: Balances upon a single leg and spins around twice with arms held out to the point where the user's weapon smacks surrounding foes. 100% Atk Dmg. Range: All surrounding cells. 2 hits. 14 MP.
+Miracle Step: With beautiful control, the user seemingly glides across the ground in an elegant dance, one with a deeper cause behind it than mere expression. Bestows Regen. Range: Ally party. 16 MP.
R-Ability: None.
S-Ability: Background Music - All skills have their MP costs reduced by 50% on a turn where an ally used a music-based skill.
D-Ability: Pound the Ground (Earth) - Filled with a great rage, the user releases it through a fierce dance with powerful steps involving stomping the ground viciously causes the ground to tremble and quake beneath the force of the user's anger. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 20
MP: 20 (+5 from Dancing Shoes)
DD: 0/10
Atk: 4 (+1 from Ribbon)
Def: 2 (+0 from Dancer's Dress)
Int: 3 (+0 from Ribbon)
Spr: 2 (+1 from Dancer's Dress)
Evade: 5%
Movement: 2 cells (+2 from Dancer profession)
Skill Points: 0
Gender: Female
Age: 17
Level: 1
Next Level: 0/10
Appearance:
- Spoiler:
Profession: Dancer - Feeling the music flow through her, the one who claims this profession dances, letting the notes guide her to channel her own emotions into pure strength.
Weapon: Ribbon - Tantalizing ribbon that flutters when one dances. (Range: 2 cells)
Armor: Dancer's Dress - Lightweight, comfortable, and most likely overly revealing dress that's easy to dance in.
Accessory: Dancing Shoes - Their purpose is obvious.
A-Ability: Footloose:
+Tourner Deux: Balances upon a single leg and spins around twice with arms held out to the point where the user's weapon smacks surrounding foes. 100% Atk Dmg. Range: All surrounding cells. 2 hits. 14 MP.
+Miracle Step: With beautiful control, the user seemingly glides across the ground in an elegant dance, one with a deeper cause behind it than mere expression. Bestows Regen. Range: Ally party. 16 MP.
R-Ability: None.
S-Ability: Background Music - All skills have their MP costs reduced by 50% on a turn where an ally used a music-based skill.
D-Ability: Pound the Ground (Earth) - Filled with a great rage, the user releases it through a fierce dance with powerful steps involving stomping the ground viciously causes the ground to tremble and quake beneath the force of the user's anger. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 20
MP: 20 (+5 from Dancing Shoes)
DD: 0/10
Atk: 4 (+1 from Ribbon)
Def: 2 (+0 from Dancer's Dress)
Int: 3 (+0 from Ribbon)
Spr: 2 (+1 from Dancer's Dress)
Evade: 5%
Movement: 2 cells (+2 from Dancer profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Krie Nordston "Brutal Krie"
Gender: Male
Age: 26
Level: MAX
Next Level: --/--
Appearance:
Profession: Deathbringer - No longer a mere servant of the ice, the one who claims this profession wanders the wastes with scythe in hand to reap the lives of his marks indiscriminately, spreading the touch of death wherever possible. (Basic Attacks +3)(Resist Ice)(Resist Light)(Resist Dark)(Immune Doom/Instant Death)(Frozen Air)(Vicious Fang)(Final Touch)
*Frozen Air: Reduces the Movement of enemies in a cell surrounding the user by 1 cell. Ice Resistance of enemies in that range is lowered by 20%.
*Vicious Fang: Basic attacks have a chance to wound the target causing it to Bleed for 3 turns. Bleeding foes take 20% more damage from the user.
*Final Touch: Basic attacks and skills have a large chance to instantly kill targets with HP equal to or below 10% of their Max HP.
Weapon: Grim Harvester - Scythe with an ebony shaft and a curved blade with an elaborate design, black vines etched upon the surface, it is said that the shaft itself have been touched by the hands of Death. (Range: 2 cells)
Armor: Robes of Grim - Long flowing black robes that possess an eerie ethereal quality to them as if they do not belong in this plane of existence.
Accessory: Icicle Bracelet - Hemp bracelet covered in charms made from stones that look like icicles.
Accessory: Slayer's Testament - A large tattoo on one's back that depicts violent and disturbing acts of death.
Accessory: Necronomicon - Wayward tome filled with a plethora of dark magic, it has the stench of corpses about it and is surrounded by a black aura.
A-Ability: No Hesitation:
+Brutal Limit: Unleashes a roar that stirs the air around the user to act as a ward to fend off magic while bolstering attack. Boosts ATK by 20% for three turns. Magic damage taken is reduced by 50% for three turns. Range: Self. 12 MP.
+Arctic King: Slashes the enemy with a blade coated in sharp icicles. 130% Atk Dmg. Range: 2 cells. Chance of Bleeding. 10 MP. Ice elemental.
---Fang of Light: Brings down weapon upon an enemy in a blinding flash of light. 130% Atk Dmg. Range: Set. Chance of Blind. 10 MP. Light elemental.
+Bloodlust: Lets the true craving for the spilling of blood to emerge meaning nothing but sheer pain for the enemies. Damage output +20% for 3 turns. User takes 2 Act Actions per turn for 3 turns. Range: Self. 12 MP.
+Crushing Fist: Leaps back and lunges in towards the enemy, ramming the end of the user's weapon into the enemy with full force. 150% Atk Dmg. Range: 2 cells. Chance of Weak. 12 MP.
+Frozen Field: Unleashes an icy aura that clings to enemies, slowing their joints making it difficult to attack and cast spells. Range: 2 layers of surrounding cells. Chance of Slow. Chance of Pain. 28 MP.
+Snowstorm: Whips up a whirlwind with a swing of the user's weapon that carries condensed particles of ice mana that converges into snow causing the enemies to be lost in the chaos it creates. 110% Atk Dmg. Range: 2 layers of surrounding cells. Lowers target hit rate by 50%. 20 MP. Ice elemental.
+Mana Crash: Slams weapon into the ground in front of an enemy creating a vortex that draws in mana from the enemy. 30% Piercing Atk MP Dmg. Range: 2 cells. 8 MP.
+Final Battle Standard: Raises a pinnacle of light in the shape of a flag to build morale of the user and the user's allies so that they may charge forth as if the very battle was their last. All damage taken reduced by 10% and all elemental resistances +50% for 5 turns. Range: Self and 2 layers of surrounding cells. 24 MP.
+Ice God's Blessing: Large portions of ice rise up from the ground, a conversion of the mana of the terrain into ice mana, and cling to the user's body to form makeshift armor. All damage taken -30% for 3 turns. Reflects 50% of damage taken as piercing damage to the attacker. Range: Self. 16 MP.
+Symphony of Butterflies: Welcome to the end of days. An untold fury of vicous slashes, raw mana flashing through the air. When the butterflies take flight, you'll know that it's over. Rest in pieces. 60% Atk Dmg. Range: 2 cells. 10 hits. 12 MP.
A-Ability: Harsh Demeanor:
+Aurora Veil: Beautiful wavy lights of different hues of blues and greens and purples shoots up from the ground and envelops the user, making the mana cycle more conservative. Reduces MP cost of skills by 50% for 3 turns. Range: Self. 14 MP.
+Ice Glare: Aims a deadly stare at an enemy rending the very warmth from its soul. Renders target Weak to the Ice element. Range: 3 cells. 10 MP.
+Terra Cradle: A low sweep to the target's legs knocking them into the air before slamming one's weapon down hard on the body, knocking the target forcefully into the ground with great impact. 110% Atk Dmg (first hit)/140% Atk Dmg (second hit.) Range: 2 cells. Chance of Paralysis. 18 MP.
+Tranquility: Sudden silence befalls the user as strength is mustered deep within, significantly boosting one's stamina. Doubles Max HP for 5 turns. Range: Self. 12 MP.
+Chaos Shard: Charges up mana upon the blade and slices the air causing a shockwave of the charged mana to surge forth and slash all enemies who happen to be in its way. 150% Atk Dmg. Range: Straight line; one direction; hits all enemies in the line of fire. 14 MP. Ice elemental.
+Mana Overdrive: Quickens the cycle of mana to keep it refreshed and ready for use for a limited period of time. Bestows MP Regen for 5 turns. Range: Self. 8 MP.
+Winter's Maw: Slams end of weapon into the ground causing myriad icicles to burst out of the ground underneath the feet of surrounding enemies. 90% Atk Dmg. Range: 2 layers of surrounding cells. 12 randomized hits. High critical hit rate. 32 MP. Ice elemental.
+Frigid Circle: Spins around with weapon outstretched to slice surrounding enemies while a path of concentrated ice mana traces the path of the blade to cause extra damage. 130% Atk Dmg. Range: All surrounding cells. 2 hits. 14 MP. Ice elemental.
+Absolute: With but a simple snap of the fingers, slows and eventually freezes the enemy's mana cycle causing ice to creep over their forms until they are but mere ice statues on the face of the planet. No damage. Range: Single enemy. High chance of Freeze. 24 MP.
+Time of Judgement: Surrounds oneself with a sphere of golden light that repels all attacks and blights, a blessing--a few seconds of paradisiacal repose. All damage taken -100% for 1 turn. Immune to ALL negative status effects for 1 turn. DD lowered to 0. Range: Self. 44 MP.
A-Ability: Truth of the World:
+Retribution's Blade: Stays one's hand and focuses all the wrath of the enemy into one's blade, unleashing the pent up energy several turns later with a ferocious slash. Bide effect. User takes 2 consecutive wait actions and attacks dealing 100% damage taken as Piercing HP damage to a target on the third turn. Range: Adjacent cell. 20 MP.
+Touch of Creation: Generates a field of inactive creation mana that, once sparked, instantly revitalizes the user in all aspects from stamina to mana to removing ailments. Once used, 1% chance of fully recovering HP, MP, and removing all negative status effects from the user when attacked. Effect lasts for 10 turns. Range: Self. 12 MP.
+Hammer and Cloud: Abandoning one's weapon, the user slams a fist into the enemy's skull with enough force to shatter it into fragments causing significant brain damage. 180% Atk Dmg. Range: Adjacent cell. Chance of Addle. Chance of dealing triple damage. 18 MP.
+Roar of Hatred: Unleashes a devastating roar to shake the very foundations of the earth drawing the attention of the opposition to the source. Bestows Center of Attention. Boosts ATK by 20% for the duration of Center of Attention. Range: Self. 12 MP.
+Ascetic's Revelation: Slashes the air once to send out a storm of blades composed of pure light that slices all enemies around the user, disintegrating evil in with but a mere touch. 160% Atk Dmg. Range: 2 layers of surrounding cells. Destroys Undead and Demon targets instantly. 24 MP. Light elemental.
+Boreal Plague: Calls upon the sky to unleash a mighty hailstorm, the chunks of ice relentlessly falling upon the opposition. 100% Atk Dmg. Range: All enemies. Damage persists for 3 turns. 16 MP. Ice elemental.
+Spirit Shock: Slams an open palm into the target's chest, rending their soul from their body. Bringing new meaning to "you just got disconnected." 80% Atk Dmg. Range: Adjacent cell. Chance of Instant Death. 24 MP.
+Fierce Star: Summons orbs of light to dance around the user and disorient foes, preventing easy reactions to the user's onslaughts. Disables target R-Abilities. Range: 2 layers of surrounding cells. 16 MP.
+Silent Sentence: Executes a feint attack against an enemy, making it think that the user missed the attack, when in actuality, the user brands the target with the mark of death. No damage. Range: 2 cells. Chance of Doom. 14 MP.
+Halo Cannon: Twirls weapon in front of oneself in a circular motion rapidly generating a surge of mana that is fired in the form of a concentrated laser that scathes the bodies that it connects with. 200% Atk Dmg. Range: Straight line; one direction; hits all enemies in the line of fire. Chance of Severe Burn. 22 MP.
A-Ability: End of Days:
+Lunatic Dance: Loses one's own mind in a dance to precede absolute destruction. If you weren't afraid already, now's the time to be. Damage output +100%. All hits are critical. Critical Hit Damage +50%. All damage taken +100%. Only basic attacks can be executed. 2 turn duration. Range: Self. 32 MP.
+Bloodthirsty: Smell the blood, crave the blood, taste the blood. Make the enemies blood as one's own through brutal attacks. Absorbs 50% of damage done by basic attacks as HP for 5 turns. Range: Self. 12 MP.
+Bloody Plume: Upward slice against a foe followed by a myriad of shadow blades shredding the foe, mimicking the action of the original weapon causing blood to rain down on everything in the immediate vicinity. 150% Atk Dmg. Range: 2 cells. Chance of Blood Loss. 16 MP.
+Wheel of Might: Slashes at the enemy a few times before spinning one's weapon around in a circular motion with one hand and lashing out at the enemy with it causing the enemy to be slashed by the blade and buffeted by the handle multiple times. 100% Atk Dmg. Range: 2 cells. 8 hits. Reduces target ATK by 80% for 2 turns. 40 MP.
+Moon Chaser: Precisely executed crescent shaped slash patterns forming a devastating combo that could leave the enemy fatally wounded. 190% Atk Dmg. Range: 2 cells. 4 hits. Chance of leaving target with 1 HP (last hit.) 46 MP.
+Harvest Dream: Disappears instantly and scourges the foes on the battlefield with unseen slashes from a variety of different places, slashing vital points and disfiguring bodies to no end, taking in the screams of anguish as motivation to continue until the user's thirst for death has been quenched. 270% Atk Dmg. Range: All enemies. Number of randomized hits equal to number points in the Death Drive divided by 5. Death Drive lowered to 0. Chance of Sleep. 144 MP.
R-Ability: Deadly Desire - Whenever the user successfully inflicts damage upon a target, the user's Critical Hit Rate increases by 3% for the rest of the battle. Stacks up to 5 times.
S-Ability: One Track Mind - Immune to all mental negative status effects.
D-Ability: Brutal Surrender - No Sanctuary (Ice) - Embrace the warmth of the harshest winter, for the frigid soul that treads toward you now will have no mercy. Scythe blade scratching the ground, filling the air with the sound of imminent death--no helpless pleas can be heard. A sudden raise of the mighty weapon unleashes icicle upon icicle to crash out of the ground from below the target, piercing their battered body to no end, lifting them high and trapping them in the frigid construct. A sinister grin. The area darkens. With a mighty bound, the user leaps into the air, pulling his scythe back, the blade enlarging, enveloped in ethereal light. With a final swing, he shall put an end to your frozen solace. Buried beneath a tomb of fallen ice, the user leaves the enemy behind. Perhaps it gained a bit of sanctuary, after all...heh heh... Deals 200% Piercing Atk damage to a single enemy up to 4 cells away.
+Winterland Torment (Ice) - Just when the slaughter is assumed to be complete, blocks of sharp, icy rubble rise into the air and swirl about before converging upon a single foe with the full wrath of the king of ice. Deals 215% Piercing Atk damage to a single enemy up to 4 cells away.
+Ice Age (Ice) - Conjures brutal icicles that are several stories high to burst and break through the earth creating violent tremors and fissures to form in the ground as a wicked blizzard the likes of which have never seen before sets in, burying foes in a literal tomb of snow and ice, forced to die in the freezing cold, their blood turning to the very ice that slayed them. Deals 115% Piercing Atk damage to all enemies on the battlefield.
F-Ability: Merciless Demise (Dark) - Blade piercing the sundered earth...with one last rip, a great fissure hosting a frightening abyss opens up beneath the feet of the battered foes. Below, there is nothing left. No hope. No light. No life. The snow avalanches into the abyss, carrying away the targets who have already long since been forgotten. Deals 250% Piercing Atk damage to all enemies in the same row/column as the user and both adjacent rows/columns.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 4
Def: 3
Int: 1
Spr: 2
Evasion: 3%
Movement: 2 cells (+1 from Slayer profession)
Skill Points: 0
Gender: Male
Age: 26
Level: MAX
Next Level: --/--
Appearance:
- Spoiler:
- Krie is a very tall man, reaching a bit over 6 feet tall. He's well-built and fairly muscular. His skin is tanned from staying out in the sun for training. His eyes are a light, icy, blue--uncaring and indifferent to the world around him. His hair is as black as a starless night, long and uncontrolled by any means. He wears a black shirt with matching black pants and a long black overcoat that goes down to his ankles. The weapon he chooses to wield is often upon his back, safely secured with a strap of some sort.
Profession: Deathbringer - No longer a mere servant of the ice, the one who claims this profession wanders the wastes with scythe in hand to reap the lives of his marks indiscriminately, spreading the touch of death wherever possible. (Basic Attacks +3)(Resist Ice)(Resist Light)(Resist Dark)(Immune Doom/Instant Death)(Frozen Air)(Vicious Fang)(Final Touch)
*Frozen Air: Reduces the Movement of enemies in a cell surrounding the user by 1 cell. Ice Resistance of enemies in that range is lowered by 20%.
*Vicious Fang: Basic attacks have a chance to wound the target causing it to Bleed for 3 turns. Bleeding foes take 20% more damage from the user.
*Final Touch: Basic attacks and skills have a large chance to instantly kill targets with HP equal to or below 10% of their Max HP.
- Spoiler:
- Frozen Apostle - A devout heart pledged to the ice, but a mind lost to the insanity of the frigid wastes. The one who claims this profession exercises an adept control of ice and light. Powered by faith and madness, the ones standing before him ought to pray for mercy. (Basic Attacks +2)(Resist Ice)(Resist Light)(Weak Fire)(Frozen Air)(Vicious Fang)
*Frozen Air: Reduces the Movement of enemies in a cell surrounding the user by 1 cell. Ice Resistance of enemies in that range is lowered by 20%.
*Vicious Fang: Basic attacks have a chance to wound the target causing it to Bleed for 3 turns. Bleeding foes take 20% more damage from the user.
Boreal Defender - Wielding the power of ice, the one who claims this profession acts as a frozen, stalwart guardian to allies while exercising ice manipulation to vastly disrupt the onslaught of the foes. (Basic Attacks +1)(Resist Ice)(Weak Fire)(Frozen Air)
*Frozen Air: Reduces the Movement of enemies in a cell surrounding the user by 1 cell. Ice Resistance of enemies in that range is lowered by 20%.
Slayer - The one who claims this profession rends any who oppose him into nothingness without even blinking an eye; others only fear death when they see him come along, for they know that it is imminent.
Weapon: Grim Harvester - Scythe with an ebony shaft and a curved blade with an elaborate design, black vines etched upon the surface, it is said that the shaft itself have been touched by the hands of Death. (Range: 2 cells)
Armor: Robes of Grim - Long flowing black robes that possess an eerie ethereal quality to them as if they do not belong in this plane of existence.
Accessory: Icicle Bracelet - Hemp bracelet covered in charms made from stones that look like icicles.
Accessory: Slayer's Testament - A large tattoo on one's back that depicts violent and disturbing acts of death.
Accessory: Necronomicon - Wayward tome filled with a plethora of dark magic, it has the stench of corpses about it and is surrounded by a black aura.
A-Ability: No Hesitation:
+Brutal Limit: Unleashes a roar that stirs the air around the user to act as a ward to fend off magic while bolstering attack. Boosts ATK by 20% for three turns. Magic damage taken is reduced by 50% for three turns. Range: Self. 12 MP.
+Arctic King: Slashes the enemy with a blade coated in sharp icicles. 130% Atk Dmg. Range: 2 cells. Chance of Bleeding. 10 MP. Ice elemental.
---Fang of Light: Brings down weapon upon an enemy in a blinding flash of light. 130% Atk Dmg. Range: Set. Chance of Blind. 10 MP. Light elemental.
+Bloodlust: Lets the true craving for the spilling of blood to emerge meaning nothing but sheer pain for the enemies. Damage output +20% for 3 turns. User takes 2 Act Actions per turn for 3 turns. Range: Self. 12 MP.
+Crushing Fist: Leaps back and lunges in towards the enemy, ramming the end of the user's weapon into the enemy with full force. 150% Atk Dmg. Range: 2 cells. Chance of Weak. 12 MP.
+Frozen Field: Unleashes an icy aura that clings to enemies, slowing their joints making it difficult to attack and cast spells. Range: 2 layers of surrounding cells. Chance of Slow. Chance of Pain. 28 MP.
+Snowstorm: Whips up a whirlwind with a swing of the user's weapon that carries condensed particles of ice mana that converges into snow causing the enemies to be lost in the chaos it creates. 110% Atk Dmg. Range: 2 layers of surrounding cells. Lowers target hit rate by 50%. 20 MP. Ice elemental.
+Mana Crash: Slams weapon into the ground in front of an enemy creating a vortex that draws in mana from the enemy. 30% Piercing Atk MP Dmg. Range: 2 cells. 8 MP.
+Final Battle Standard: Raises a pinnacle of light in the shape of a flag to build morale of the user and the user's allies so that they may charge forth as if the very battle was their last. All damage taken reduced by 10% and all elemental resistances +50% for 5 turns. Range: Self and 2 layers of surrounding cells. 24 MP.
+Ice God's Blessing: Large portions of ice rise up from the ground, a conversion of the mana of the terrain into ice mana, and cling to the user's body to form makeshift armor. All damage taken -30% for 3 turns. Reflects 50% of damage taken as piercing damage to the attacker. Range: Self. 16 MP.
+Symphony of Butterflies: Welcome to the end of days. An untold fury of vicous slashes, raw mana flashing through the air. When the butterflies take flight, you'll know that it's over. Rest in pieces. 60% Atk Dmg. Range: 2 cells. 10 hits. 12 MP.
A-Ability: Harsh Demeanor:
+Aurora Veil: Beautiful wavy lights of different hues of blues and greens and purples shoots up from the ground and envelops the user, making the mana cycle more conservative. Reduces MP cost of skills by 50% for 3 turns. Range: Self. 14 MP.
+Ice Glare: Aims a deadly stare at an enemy rending the very warmth from its soul. Renders target Weak to the Ice element. Range: 3 cells. 10 MP.
+Terra Cradle: A low sweep to the target's legs knocking them into the air before slamming one's weapon down hard on the body, knocking the target forcefully into the ground with great impact. 110% Atk Dmg (first hit)/140% Atk Dmg (second hit.) Range: 2 cells. Chance of Paralysis. 18 MP.
+Tranquility: Sudden silence befalls the user as strength is mustered deep within, significantly boosting one's stamina. Doubles Max HP for 5 turns. Range: Self. 12 MP.
+Chaos Shard: Charges up mana upon the blade and slices the air causing a shockwave of the charged mana to surge forth and slash all enemies who happen to be in its way. 150% Atk Dmg. Range: Straight line; one direction; hits all enemies in the line of fire. 14 MP. Ice elemental.
+Mana Overdrive: Quickens the cycle of mana to keep it refreshed and ready for use for a limited period of time. Bestows MP Regen for 5 turns. Range: Self. 8 MP.
+Winter's Maw: Slams end of weapon into the ground causing myriad icicles to burst out of the ground underneath the feet of surrounding enemies. 90% Atk Dmg. Range: 2 layers of surrounding cells. 12 randomized hits. High critical hit rate. 32 MP. Ice elemental.
+Frigid Circle: Spins around with weapon outstretched to slice surrounding enemies while a path of concentrated ice mana traces the path of the blade to cause extra damage. 130% Atk Dmg. Range: All surrounding cells. 2 hits. 14 MP. Ice elemental.
+Absolute: With but a simple snap of the fingers, slows and eventually freezes the enemy's mana cycle causing ice to creep over their forms until they are but mere ice statues on the face of the planet. No damage. Range: Single enemy. High chance of Freeze. 24 MP.
+Time of Judgement: Surrounds oneself with a sphere of golden light that repels all attacks and blights, a blessing--a few seconds of paradisiacal repose. All damage taken -100% for 1 turn. Immune to ALL negative status effects for 1 turn. DD lowered to 0. Range: Self. 44 MP.
A-Ability: Truth of the World:
+Retribution's Blade: Stays one's hand and focuses all the wrath of the enemy into one's blade, unleashing the pent up energy several turns later with a ferocious slash. Bide effect. User takes 2 consecutive wait actions and attacks dealing 100% damage taken as Piercing HP damage to a target on the third turn. Range: Adjacent cell. 20 MP.
+Touch of Creation: Generates a field of inactive creation mana that, once sparked, instantly revitalizes the user in all aspects from stamina to mana to removing ailments. Once used, 1% chance of fully recovering HP, MP, and removing all negative status effects from the user when attacked. Effect lasts for 10 turns. Range: Self. 12 MP.
+Hammer and Cloud: Abandoning one's weapon, the user slams a fist into the enemy's skull with enough force to shatter it into fragments causing significant brain damage. 180% Atk Dmg. Range: Adjacent cell. Chance of Addle. Chance of dealing triple damage. 18 MP.
+Roar of Hatred: Unleashes a devastating roar to shake the very foundations of the earth drawing the attention of the opposition to the source. Bestows Center of Attention. Boosts ATK by 20% for the duration of Center of Attention. Range: Self. 12 MP.
+Ascetic's Revelation: Slashes the air once to send out a storm of blades composed of pure light that slices all enemies around the user, disintegrating evil in with but a mere touch. 160% Atk Dmg. Range: 2 layers of surrounding cells. Destroys Undead and Demon targets instantly. 24 MP. Light elemental.
+Boreal Plague: Calls upon the sky to unleash a mighty hailstorm, the chunks of ice relentlessly falling upon the opposition. 100% Atk Dmg. Range: All enemies. Damage persists for 3 turns. 16 MP. Ice elemental.
+Spirit Shock: Slams an open palm into the target's chest, rending their soul from their body. Bringing new meaning to "you just got disconnected." 80% Atk Dmg. Range: Adjacent cell. Chance of Instant Death. 24 MP.
+Fierce Star: Summons orbs of light to dance around the user and disorient foes, preventing easy reactions to the user's onslaughts. Disables target R-Abilities. Range: 2 layers of surrounding cells. 16 MP.
+Silent Sentence: Executes a feint attack against an enemy, making it think that the user missed the attack, when in actuality, the user brands the target with the mark of death. No damage. Range: 2 cells. Chance of Doom. 14 MP.
+Halo Cannon: Twirls weapon in front of oneself in a circular motion rapidly generating a surge of mana that is fired in the form of a concentrated laser that scathes the bodies that it connects with. 200% Atk Dmg. Range: Straight line; one direction; hits all enemies in the line of fire. Chance of Severe Burn. 22 MP.
A-Ability: End of Days:
+Lunatic Dance: Loses one's own mind in a dance to precede absolute destruction. If you weren't afraid already, now's the time to be. Damage output +100%. All hits are critical. Critical Hit Damage +50%. All damage taken +100%. Only basic attacks can be executed. 2 turn duration. Range: Self. 32 MP.
+Bloodthirsty: Smell the blood, crave the blood, taste the blood. Make the enemies blood as one's own through brutal attacks. Absorbs 50% of damage done by basic attacks as HP for 5 turns. Range: Self. 12 MP.
+Bloody Plume: Upward slice against a foe followed by a myriad of shadow blades shredding the foe, mimicking the action of the original weapon causing blood to rain down on everything in the immediate vicinity. 150% Atk Dmg. Range: 2 cells. Chance of Blood Loss. 16 MP.
+Wheel of Might: Slashes at the enemy a few times before spinning one's weapon around in a circular motion with one hand and lashing out at the enemy with it causing the enemy to be slashed by the blade and buffeted by the handle multiple times. 100% Atk Dmg. Range: 2 cells. 8 hits. Reduces target ATK by 80% for 2 turns. 40 MP.
+Moon Chaser: Precisely executed crescent shaped slash patterns forming a devastating combo that could leave the enemy fatally wounded. 190% Atk Dmg. Range: 2 cells. 4 hits. Chance of leaving target with 1 HP (last hit.) 46 MP.
+Harvest Dream: Disappears instantly and scourges the foes on the battlefield with unseen slashes from a variety of different places, slashing vital points and disfiguring bodies to no end, taking in the screams of anguish as motivation to continue until the user's thirst for death has been quenched. 270% Atk Dmg. Range: All enemies. Number of randomized hits equal to number points in the Death Drive divided by 5. Death Drive lowered to 0. Chance of Sleep. 144 MP.
R-Ability: Deadly Desire - Whenever the user successfully inflicts damage upon a target, the user's Critical Hit Rate increases by 3% for the rest of the battle. Stacks up to 5 times.
S-Ability: One Track Mind - Immune to all mental negative status effects.
D-Ability: Brutal Surrender - No Sanctuary (Ice) - Embrace the warmth of the harshest winter, for the frigid soul that treads toward you now will have no mercy. Scythe blade scratching the ground, filling the air with the sound of imminent death--no helpless pleas can be heard. A sudden raise of the mighty weapon unleashes icicle upon icicle to crash out of the ground from below the target, piercing their battered body to no end, lifting them high and trapping them in the frigid construct. A sinister grin. The area darkens. With a mighty bound, the user leaps into the air, pulling his scythe back, the blade enlarging, enveloped in ethereal light. With a final swing, he shall put an end to your frozen solace. Buried beneath a tomb of fallen ice, the user leaves the enemy behind. Perhaps it gained a bit of sanctuary, after all...heh heh... Deals 200% Piercing Atk damage to a single enemy up to 4 cells away.
+Winterland Torment (Ice) - Just when the slaughter is assumed to be complete, blocks of sharp, icy rubble rise into the air and swirl about before converging upon a single foe with the full wrath of the king of ice. Deals 215% Piercing Atk damage to a single enemy up to 4 cells away.
+Ice Age (Ice) - Conjures brutal icicles that are several stories high to burst and break through the earth creating violent tremors and fissures to form in the ground as a wicked blizzard the likes of which have never seen before sets in, burying foes in a literal tomb of snow and ice, forced to die in the freezing cold, their blood turning to the very ice that slayed them. Deals 115% Piercing Atk damage to all enemies on the battlefield.
F-Ability: Merciless Demise (Dark) - Blade piercing the sundered earth...with one last rip, a great fissure hosting a frightening abyss opens up beneath the feet of the battered foes. Below, there is nothing left. No hope. No light. No life. The snow avalanches into the abyss, carrying away the targets who have already long since been forgotten. Deals 250% Piercing Atk damage to all enemies in the same row/column as the user and both adjacent rows/columns.
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 4
Def: 3
Int: 1
Spr: 2
Evasion: 3%
Movement: 2 cells (+1 from Slayer profession)
Skill Points: 0
Last edited by Masquerade on Sat Dec 14, 2013 8:42 pm; edited 3 times in total
Re: Masquerade's Character Chronicle
Name: Nara
Gender: Female
Age: 14
Level: 5
Profession: Assassin - In the dead of night, the blade strikes with silence. The one who claims this profession ends life and does it fast and without a trace. (Dual Wield)(Untouchable)(Silent Approach)
*Dual Wield: Allows user to wield two, one-handed weapons.
*Untouchable: Boosts Evade by 10%.
*Silent Approach: Starts off battle as Invisible. Critical hit rate +20% while Invisible.
Weapon: Cold Edge - Dagger with a cold, steel blade as merciless as the wielder. (Target DEF -5%)
Weapon: Joint Breaker - Dagger with a strange, jagged edge meant for severing and wounding the joints of opponents. (Added Effect: Disable)
Armor: Tight Bondage - Unbelievably sexy black leather tight suit. Highly revealing and really defines the figure of the wearer.
Accessory: Killer's Bangle - Specialized bangle worn by those who make a living by ending the lives of others. (Damage to Humanoids +10%)
A-Ability: Death in the Depths of Darkness:
+Blend: Conceals self in a cloak of mana that takes on the form of the surrounding environment. User becomes Invisible until an Act action is taken. Range: Self. 6 MP.
+Unspoken: Brutal slice to the throat--quick and clean. 140% Atk Dmg. Range: Adjacent cell. Chance of Silence. 10 MP.
+Ripper: Digs weapon deep into the target's gut before cutting a huge gash large enough for innards to flop out. 100% Atk Dmg. Range: Adjacent cell. Chance of Blood Loss. 8 MP.
R-Ability: Survivalist - Whenever the user takes damage, the user's Evade is boosted by 1%.
S-Ability: Fundamentals - The user can take two Act actions per turn as long as both actions are Basic Attacks.
D-Ability: Headhunter (Neutral) - The time for subtlety is over. A flash of steel and the head of the mark is severed from its body. Time to collect the bounty, is more like it. Deals 200% Piercing Atk damage to a target in an adjacent cell.
Stats:
HP: 30 (+5 from Killer's Bangle)
MP: 30
DD: 0/10
Atk: 7 (+1 from Cold Edge)(+2 from Joint Breaker)
Def: 4 (+2 from Tight Bondage)
Int: 3 (+0 from Cold Edge)(+0 from Joint Breaker)
Spr: 4 (+2 from Tight Bondage)
Evade: 5% (+10% from Untouchable)
Move: 2 cells (+2 from Assassin profession)
Gender: Female
Age: 14
Level: 5
Profession: Assassin - In the dead of night, the blade strikes with silence. The one who claims this profession ends life and does it fast and without a trace. (Dual Wield)(Untouchable)(Silent Approach)
*Dual Wield: Allows user to wield two, one-handed weapons.
*Untouchable: Boosts Evade by 10%.
*Silent Approach: Starts off battle as Invisible. Critical hit rate +20% while Invisible.
Weapon: Cold Edge - Dagger with a cold, steel blade as merciless as the wielder. (Target DEF -5%)
Weapon: Joint Breaker - Dagger with a strange, jagged edge meant for severing and wounding the joints of opponents. (Added Effect: Disable)
Armor: Tight Bondage - Unbelievably sexy black leather tight suit. Highly revealing and really defines the figure of the wearer.
Accessory: Killer's Bangle - Specialized bangle worn by those who make a living by ending the lives of others. (Damage to Humanoids +10%)
A-Ability: Death in the Depths of Darkness:
+Blend: Conceals self in a cloak of mana that takes on the form of the surrounding environment. User becomes Invisible until an Act action is taken. Range: Self. 6 MP.
+Unspoken: Brutal slice to the throat--quick and clean. 140% Atk Dmg. Range: Adjacent cell. Chance of Silence. 10 MP.
+Ripper: Digs weapon deep into the target's gut before cutting a huge gash large enough for innards to flop out. 100% Atk Dmg. Range: Adjacent cell. Chance of Blood Loss. 8 MP.
R-Ability: Survivalist - Whenever the user takes damage, the user's Evade is boosted by 1%.
S-Ability: Fundamentals - The user can take two Act actions per turn as long as both actions are Basic Attacks.
D-Ability: Headhunter (Neutral) - The time for subtlety is over. A flash of steel and the head of the mark is severed from its body. Time to collect the bounty, is more like it. Deals 200% Piercing Atk damage to a target in an adjacent cell.
Stats:
HP: 30 (+5 from Killer's Bangle)
MP: 30
DD: 0/10
Atk: 7 (+1 from Cold Edge)(+2 from Joint Breaker)
Def: 4 (+2 from Tight Bondage)
Int: 3 (+0 from Cold Edge)(+0 from Joint Breaker)
Spr: 4 (+2 from Tight Bondage)
Evade: 5% (+10% from Untouchable)
Move: 2 cells (+2 from Assassin profession)
Re: Masquerade's Character Chronicle
Name: Nerra
Gender: Female
Age: 14
Level: 5
Profession: White Mage - The one who claims this profession utilizes the light to bestow healing upon the wounded and plagued. (Selfless)
*Selfless: Effects of healing spells are increased by 20% until the user heals the user's self by any means that involve spells cast by the user.
Weapon: Grand Lunaria - Long golden staff with a depiction of an elegant aureate moon at the end surrounded by multiple golden rings that slowly rotate about the moon. (Holy dmg output +10%)(Effect of healing spells +10%)
Armor: Devout's Bondage - Pure and innocent, but mostly just overly revealing bondage. Features flared sleeves and a waist cloth that trails down the back of the wearer's legs to about the bottom of the knees. (Positive status duration +2 turns)
Accessory: Blessed Rosary - Pearly white rosary beads blessed by the powers of a high priest. (Negative status susceptibility -20%)
A-Ability: Mend the Broken:
+Cure: Small dose of holy light mends minor wounds. 60% Int HP Recovery. Range: 3 cells. 4 MP.
+Detox: Siphons the toughest of poisons from the bloodstreams of the ailed. Removes Poison/Severe Poison/Venom. Range: 3 cells. 6 MP.
+Shield: Surrounds the weak with a powerful barrier to reduce the effect of physical assaults. Bestows Protect. Range: 3 cells. 8 MP.
R-Ability: Preservation - When the user successfully casts an HP recovery spell upon an ally, the user may cast the same spell with half effectiveness and half MP cost on another ally despite range.
S-Ability: Dedication - User recovers 1 MP every turn for the entire duration of the battle.
D-Ability: Divine Wrath (Holy) - Calls down myriad rays of scorching holy light to vanquish the darkness within the souls of the guilty, essentially scathing the souls into nothingness leaving nothing behind but an empty shell. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 25
MP: 45
DD: 0/10
Atk: 1 (+2 from Grand Lunaria)
Def: 3 (+2 from Devout's Bondage)
Int: 7 (+5 from Grand Lunaria)
Spr: 5 (+2 from Devout's Bondage)(+3 from Blessed Rosary)
Evade: 1%
Move: 2 cells (+0 from White Mage profession)
Gender: Female
Age: 14
Level: 5
Profession: White Mage - The one who claims this profession utilizes the light to bestow healing upon the wounded and plagued. (Selfless)
*Selfless: Effects of healing spells are increased by 20% until the user heals the user's self by any means that involve spells cast by the user.
Weapon: Grand Lunaria - Long golden staff with a depiction of an elegant aureate moon at the end surrounded by multiple golden rings that slowly rotate about the moon. (Holy dmg output +10%)(Effect of healing spells +10%)
Armor: Devout's Bondage - Pure and innocent, but mostly just overly revealing bondage. Features flared sleeves and a waist cloth that trails down the back of the wearer's legs to about the bottom of the knees. (Positive status duration +2 turns)
Accessory: Blessed Rosary - Pearly white rosary beads blessed by the powers of a high priest. (Negative status susceptibility -20%)
A-Ability: Mend the Broken:
+Cure: Small dose of holy light mends minor wounds. 60% Int HP Recovery. Range: 3 cells. 4 MP.
+Detox: Siphons the toughest of poisons from the bloodstreams of the ailed. Removes Poison/Severe Poison/Venom. Range: 3 cells. 6 MP.
+Shield: Surrounds the weak with a powerful barrier to reduce the effect of physical assaults. Bestows Protect. Range: 3 cells. 8 MP.
R-Ability: Preservation - When the user successfully casts an HP recovery spell upon an ally, the user may cast the same spell with half effectiveness and half MP cost on another ally despite range.
S-Ability: Dedication - User recovers 1 MP every turn for the entire duration of the battle.
D-Ability: Divine Wrath (Holy) - Calls down myriad rays of scorching holy light to vanquish the darkness within the souls of the guilty, essentially scathing the souls into nothingness leaving nothing behind but an empty shell. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 25
MP: 45
DD: 0/10
Atk: 1 (+2 from Grand Lunaria)
Def: 3 (+2 from Devout's Bondage)
Int: 7 (+5 from Grand Lunaria)
Spr: 5 (+2 from Devout's Bondage)(+3 from Blessed Rosary)
Evade: 1%
Move: 2 cells (+0 from White Mage profession)
Re: Masquerade's Character Chronicle
Name: Nia
Gender: Female
Age: 12
Level: 5
Next Level: --/--
Profession: Spellcaster - Naught but a mere slinger of spells, the one who claims this profession uses her advancing skills in the ways of magic in order to aid a certain someone and keep him safe from harm.
Weapon: The Grand Lit - Thick tome with a bountiful collection of stories concerning the antics of ancient magicians. It's possible to learn a thing or two from them. (Magic damage output +10%)
Armor: The Standard Robes - Standard issue class robes handed out to students at the Archaean Academy of Magic.
Accessory: Hair Ribbon - Light blue ribbon used to keep one's hair up. (Hit +10%)
A-Ability: The First Spells:
+Rose Flare: Scatters blazing embers forward in a mighty torrent, the embers reminiscent of rose petals. 110% Int Dmg. Range: Linear, 3 cells; one direction. Chance of Burn. Chance of Bleeding. 12 MP. Fire elemental.
+Cloud Spire: Conjures a thick spike of fluff reminiscent of clouds that solidifies as it crashes into the intended target from below. 80% Int Dmg. Range: 4 cells. Chance of Blood Loss. 6 MP.
+Heaven Descent: Concentrates light mana in the air into a stream, making it flow smoothly before using it to smash into an unsuspecting foe. 100% Int Dmg. Range: 3 cells. High critical hit chance. 8 MP. Light elemental.
R-Ability: Quick Study - When attacked magically, the user collects one Study counter which can be used to boost INT by 10%. Study counters stack up to 3 times and boost INT by 20% or 30% when 2 or 3 are used respectively. Study counters can only be activated when this ability activates. Stat boost has 3 turn duration. More Study counters cannot be collected for that duration.
S-Ability: Mind Essence - All MP costs of skills are reduced by 25%.
D-Ability: Infinite Reduction (Neutral) - Taking a deep breath, one opens one's tome and allows the pages to flap wildly in a sudden gale. The area grows dark as a surge of light blue mana erupts from the tome and dances wildly into the air, liberated. Twisting and twirling, it somewhat solidifies into a brilliant force before diving down and crashing into an enemy, the peripheral streams of mana slashing at it from all directions for what seems like an eternity... Deals 200% Piercing Int damage to one enemy up to 6 cells away.
Stats:
HP: 20
MP: 40 (+5 from Hair Ribbon)
DD: 0/10
Atk: 2 (+1 from The Grand Lit)
Def: 4 (+0 from The Standard Robes)
Int: 7 (+2 from The Grand Lit)
Spr: 5 (+1 from The Standard Robes)
Evade: 2%
Move: 2 cells (+0 from Spellcaster profession)
Skill Points: 0
Gender: Female
Age: 12
Level: 5
Next Level: --/--
Profession: Spellcaster - Naught but a mere slinger of spells, the one who claims this profession uses her advancing skills in the ways of magic in order to aid a certain someone and keep him safe from harm.
Weapon: The Grand Lit - Thick tome with a bountiful collection of stories concerning the antics of ancient magicians. It's possible to learn a thing or two from them. (Magic damage output +10%)
Armor: The Standard Robes - Standard issue class robes handed out to students at the Archaean Academy of Magic.
Accessory: Hair Ribbon - Light blue ribbon used to keep one's hair up. (Hit +10%)
A-Ability: The First Spells:
+Rose Flare: Scatters blazing embers forward in a mighty torrent, the embers reminiscent of rose petals. 110% Int Dmg. Range: Linear, 3 cells; one direction. Chance of Burn. Chance of Bleeding. 12 MP. Fire elemental.
+Cloud Spire: Conjures a thick spike of fluff reminiscent of clouds that solidifies as it crashes into the intended target from below. 80% Int Dmg. Range: 4 cells. Chance of Blood Loss. 6 MP.
+Heaven Descent: Concentrates light mana in the air into a stream, making it flow smoothly before using it to smash into an unsuspecting foe. 100% Int Dmg. Range: 3 cells. High critical hit chance. 8 MP. Light elemental.
R-Ability: Quick Study - When attacked magically, the user collects one Study counter which can be used to boost INT by 10%. Study counters stack up to 3 times and boost INT by 20% or 30% when 2 or 3 are used respectively. Study counters can only be activated when this ability activates. Stat boost has 3 turn duration. More Study counters cannot be collected for that duration.
S-Ability: Mind Essence - All MP costs of skills are reduced by 25%.
D-Ability: Infinite Reduction (Neutral) - Taking a deep breath, one opens one's tome and allows the pages to flap wildly in a sudden gale. The area grows dark as a surge of light blue mana erupts from the tome and dances wildly into the air, liberated. Twisting and twirling, it somewhat solidifies into a brilliant force before diving down and crashing into an enemy, the peripheral streams of mana slashing at it from all directions for what seems like an eternity... Deals 200% Piercing Int damage to one enemy up to 6 cells away.
Stats:
HP: 20
MP: 40 (+5 from Hair Ribbon)
DD: 0/10
Atk: 2 (+1 from The Grand Lit)
Def: 4 (+0 from The Standard Robes)
Int: 7 (+2 from The Grand Lit)
Spr: 5 (+1 from The Standard Robes)
Evade: 2%
Move: 2 cells (+0 from Spellcaster profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: King Edwin of Dalmaschior
Gender: Male
Age: 30
Level: 8
Next Level: --/--
Profession: Fugitive King - Successfully predicting an assassination attempt, he escaped from harm, thus the one who claims this profession is forced to go into hiding to prevent being found from she who tried to take his very life.
Weapon: Proud Roar - Heirloom spear from a noble family, it is said that those who carry it around with them have more influence on those around them at the time. (Range: 2 cells)
Armor: Embroidered Cloak - Magnificent traveling cloak, green in hue and embroidered with a golden crest, it is worn by those who hold a royal title.
Accessory: Golden Ring - Simple golden ring that looks rather expensive.
A-Ability: The Lion Will Never Die:
+Authority: Extends hand outwards and causes the very air around oneself to shake and quiver in fear. No doubt anything that draws near will do likewise. Chance of Hesitation in attackers that step into a surrounding cell of the user for three turns. Range: Self. 12 MP.
+Fleeting Peril: A trio of quick, piercing thrusts putting the enemy in danger only long enough for each hit to score. 80% Atk Dmg. Range: 2 cells. 3 hits. Sure Hit. 8 MP.
+Beast: Thrusts the air once with one's weapon to unleash a devastating blast of force in the shape of a lion's head that surges through an enemy and robs it of the will to fight. 120% Atk Dmg. Range: 4 cells. Lowers target ATK by 10% for 5 turns. 10 MP.
+Coursing Rage: Channels anger and converts it to raw power--the true strength of a beast seeking to save his own life along with the lives of those he cares about. Boosts ATK by 10% for 5 turns. ATK boost increases to 50% if either the user or an ally is in Critical condition. Range: Self. 8 MP.
+Second Wind: Stirs a light breeze and draws in a breath from it, the magic within working wonders on both physical wounds and magical exhaustion. Bestows Regen and MP Regen. Range: 3 cells. 16 MP.
R-Ability: Brutality - When attacked physically from a range of 2 cells or less, counterattacks with a mighty blow posed with such force as to draw large amounts of blood.
S-Ability: Sheer Presence - Lowers the ATK and INT of all enemies by 10% at the start of each battle. Reduction lasts for 5 turns.
D-Ability: Righteous King (Earth) - Leaps into the air surrounded by a light brown aura, the spirits of fallen beast kings surging along side him. Readying his spear, he dives downwards and pierces the ground with the weapon causing an immediate tremble. Constant blasts of scathing light brown energy erupt from the ground, shaking not only the bodies of foes, but their very faith in whatever they hold dear as well. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 55
MP: 30 (+5 from Golden Ring)
DD: 0/10
Atk: 9 (+4 from Proud Roar)
Def: 6 (+2 from Embroidered Cloak)
Int: 2 (+0 from Proud Roar)
Spr: 5 (+4 from Embroidered Cloak)
Evade: 5%
Move: 2 cells (+1 from Fugitive King profession)
Skill Points: 0
Gender: Male
Age: 30
Level: 8
Next Level: --/--
Profession: Fugitive King - Successfully predicting an assassination attempt, he escaped from harm, thus the one who claims this profession is forced to go into hiding to prevent being found from she who tried to take his very life.
Weapon: Proud Roar - Heirloom spear from a noble family, it is said that those who carry it around with them have more influence on those around them at the time. (Range: 2 cells)
Armor: Embroidered Cloak - Magnificent traveling cloak, green in hue and embroidered with a golden crest, it is worn by those who hold a royal title.
Accessory: Golden Ring - Simple golden ring that looks rather expensive.
A-Ability: The Lion Will Never Die:
+Authority: Extends hand outwards and causes the very air around oneself to shake and quiver in fear. No doubt anything that draws near will do likewise. Chance of Hesitation in attackers that step into a surrounding cell of the user for three turns. Range: Self. 12 MP.
+Fleeting Peril: A trio of quick, piercing thrusts putting the enemy in danger only long enough for each hit to score. 80% Atk Dmg. Range: 2 cells. 3 hits. Sure Hit. 8 MP.
+Beast: Thrusts the air once with one's weapon to unleash a devastating blast of force in the shape of a lion's head that surges through an enemy and robs it of the will to fight. 120% Atk Dmg. Range: 4 cells. Lowers target ATK by 10% for 5 turns. 10 MP.
+Coursing Rage: Channels anger and converts it to raw power--the true strength of a beast seeking to save his own life along with the lives of those he cares about. Boosts ATK by 10% for 5 turns. ATK boost increases to 50% if either the user or an ally is in Critical condition. Range: Self. 8 MP.
+Second Wind: Stirs a light breeze and draws in a breath from it, the magic within working wonders on both physical wounds and magical exhaustion. Bestows Regen and MP Regen. Range: 3 cells. 16 MP.
R-Ability: Brutality - When attacked physically from a range of 2 cells or less, counterattacks with a mighty blow posed with such force as to draw large amounts of blood.
S-Ability: Sheer Presence - Lowers the ATK and INT of all enemies by 10% at the start of each battle. Reduction lasts for 5 turns.
D-Ability: Righteous King (Earth) - Leaps into the air surrounded by a light brown aura, the spirits of fallen beast kings surging along side him. Readying his spear, he dives downwards and pierces the ground with the weapon causing an immediate tremble. Constant blasts of scathing light brown energy erupt from the ground, shaking not only the bodies of foes, but their very faith in whatever they hold dear as well. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 55
MP: 30 (+5 from Golden Ring)
DD: 0/10
Atk: 9 (+4 from Proud Roar)
Def: 6 (+2 from Embroidered Cloak)
Int: 2 (+0 from Proud Roar)
Spr: 5 (+4 from Embroidered Cloak)
Evade: 5%
Move: 2 cells (+1 from Fugitive King profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Princess Ariadne Flora
Gender: Female
Age: 21
Level: 15
Next Level: --/--
Profession: Elendian Princess - One of the descendants of the Floran Dynasty of the continent of Elendia, the one who claims this profession has chosen to aid the continent of Dalmashior with her powers in attempt to free that land from the clutches of the evil queen, Nara. (Basic Attacks +1)(Transfiguration)(Divine Control I)
*Transfiguration: Capable of converting magic attacks directed solely towards the user into flower petals increasing Floral Potential by 15%.
*Divine Control I: Decreases chances of going Berserk in Divine Form by 10%.
Weapon: The Puppetmaster's Parasol - A gift from a immensely powerful puppetmaster, meant normally for blocking out the rain, it can also be used as a makeshift weapon. (Resist Water)
Armor: Garden Dress - Beautiful white dress so long that it trails along the ground. (Absorb Earth)
Accessory: Silken Glove - A white glove made of wondrous material that matches the wearer's dress. (Immune Disable)
A-Ability: Floral Artes:
+Petal Conversion: Braces oneself to nullify an incoming attack and transform the strength or magic behind it into flower petals. Completely blocks the next attack made against the user. Increases Floral Potential by 10%. Range: Self. 12 MP.
+Petal Chain: Forms string of petals that lash into a foe and slice them. 60% Atk Dmg. Range: 4 cells. 4 hits. Chance of Bleeding. 10% Floral Potential required. 8 MP. Floral Potential reduced by 10% after the attack.
+Petal Cannon: Concentrates medium-sized swarm of petals into a sphere before launching it rapidly at a faraway foe. 90% Atk Dmg. Range: 6 cells. Chance of Weak. 25% Floral Potential required. 6 MP. Floral Potential reduced by 25% after the attack.
+Petal Shell: Brings loose petals close to the oneself in order to form a solid shell of protection. All damage taken -75% for 2 turns. Range: Self. 40% Floral Potential required. 10 MP. Floral Potential reduced by 40% after the ability is used.
+Petal Haze: Causes petals to linger even after their usage allowing techniques to be used more rapidly and constantly. All Floral Potential reduction of skills is reduced by 50%. Permanent duration unless Floral Potential hits 0%. Range: Self. 50% Floral Potential required. 12 MP.
+Petal Augmentation: Gathers an extremely large mass of petals and forces them around one's weapon to enhance its size, power, and range drastically. Boosts ATK by 30%. Basic attack range +2 cells. Basic attack damage output +20%. 3 turn duration. Range: Self. 65% Floral Potential required. 14 MP. Floral Potential reduced by 65% after the ability is used.
+Petal Assault System: Stations a large quantity of flower petals around oneself, the petals floating and lashing out as one executes one's own attacks. Increases number of hits of basic attacks and skills by 8. Counters all attackers with basic attacks as long as the attackers are in range. 3 turn duration. Range: Self. 75% Floral Potential required. 20 MP. Floral Potential reduced by 75% after the ability is used.
+Petal Cross: Slams one's weapon against the ground causing a massive blasting wave of petals and raw energy to go surging outwards in each of the four directions with oneself as the origin. 130% Int Dmg. Range: Linear, 8 cells; cardinal directions. Lowers target DEF and SPR by 20% for 3 turns. 80% Floral Potential required. 32 MP. Floral Potential reduced by 80% after the attack.
+Petal Maelstrom: Sets all petals on the battlefield into a slicing frenzy, lashing out at any and every enemy they can find, none able to escape the horrid assault. 200% Int Dmg. Range: All enemies. Sure Hit. 90% Floral Potential required. 26 MP. Floral Potential reduced by 90% after the attack.
+Enter: Divine Form: One begins to hover into the air which is thick with the scent of flower petals, all of which begin forming quickly rotating wings around oneself. Wings of vibrant petals spring out from one's back to maintain flight, and one's eyes begin to glow with ethereal energy. This is the Divine Form. All damage output +100%. All damage taken -50%. Critical Hit Rate and Damage +50%. Evasion +25%. Floral Potential frozen at 100%. 3 turn duration. Range: Self. Chance of losing control of Divine Form. Chances of this happening grow higher the longer the user is in this form. MP reduced to 0 and all stats -75% upon leaving Divine Form. Reductions last for 3 turns. 100% Floral Potential required. 144 MP. Floral Potential reduced by 200% after leaving Divine Form.
R-Ability: Intoxicating Aroma - When one's Floral Potential reaches 50% or higher, the aroma of the flowers released has a 50% chance of luring all enemies into a state of Confusion.
S-Ability: Floral Potential - User starts off with a status of Floral Potential (0%). Floral Potential increases by 5% each time the user deals damage through basic attacks. As Floral Potential increases, so does damage output of basic attacks and skills. Floral Potential has a max of 100%. Upon executing an attack at max Floral Potential, the gauge is reduced to 0%.
D-Ability: Floral Waltz (Neutral) - "Ariadne stood up, the searing pain in her scorched ankles still surging through her body. "Thank you, Mika. I'll see what I can do." Ariadne pulled the umbrella out and held it up like a sword. "I have had it with being defensive. Now is the time to strike! Floral Waltz!" She vanished and reappeared next to the orator. "My Passion, surge!" She swung the umbrella, cracking him in the head and sending him crashing to the floor. A burst of crimson red rose petals flew through the air. "My Happiness, seize!" She struck the wounded enemy on the floor again, this time in the side. A burst of marigold petals filled the air, mixing with the red. "My Envy, rage!" Another strike to the orator's legs and a cloud of green leaves joined the party. "My Sadness, relent!" The sound of crunching bone echoed throughout the antechamber as Ariadne bashed the orator's arm with the dark umbrella. The dreary blue petals of the scarlet pimpernel mixed with the medley of petals and leaves that was now filling the room. "My Loyalty, destroy!" She dealt her final blow to his head once again. There was a sickening thud, then silence. Violet tulip petals were slowly falling from the air. She did a backflip and landed it perfectly. "You shall speak no longer! All that I am, cascade!" The flower petals and leaves swirled around the orator's body. As the flower parts raged, the orator's skin was being cut and his clothes tattered. Somehow, the petals and leaves were slicing him." Deals 200% Piercing Atk damage to an enemy in a cell adjacent to the user.
Stats:
HP: 45
MP: 65
DD: 0/10
Atk: 13 (+7 from The Puppetmaster's Parasol)
Def: 10 (+3 from Garden Dress)(+1 from Silk Glove)
Int: 10 (+5 from The Puppetmaster's Parasol)
Spr: 8 (+4 from Garden Dress)(+2 from Silk Glove)
Evade: 9%
Move: 2 cells (+1 from Elendian Princess profession)
Skill Points: 0
Gender: Female
Age: 21
Level: 15
Next Level: --/--
Profession: Elendian Princess - One of the descendants of the Floran Dynasty of the continent of Elendia, the one who claims this profession has chosen to aid the continent of Dalmashior with her powers in attempt to free that land from the clutches of the evil queen, Nara. (Basic Attacks +1)(Transfiguration)(Divine Control I)
*Transfiguration: Capable of converting magic attacks directed solely towards the user into flower petals increasing Floral Potential by 15%.
*Divine Control I: Decreases chances of going Berserk in Divine Form by 10%.
Weapon: The Puppetmaster's Parasol - A gift from a immensely powerful puppetmaster, meant normally for blocking out the rain, it can also be used as a makeshift weapon. (Resist Water)
Armor: Garden Dress - Beautiful white dress so long that it trails along the ground. (Absorb Earth)
Accessory: Silken Glove - A white glove made of wondrous material that matches the wearer's dress. (Immune Disable)
A-Ability: Floral Artes:
+Petal Conversion: Braces oneself to nullify an incoming attack and transform the strength or magic behind it into flower petals. Completely blocks the next attack made against the user. Increases Floral Potential by 10%. Range: Self. 12 MP.
+Petal Chain: Forms string of petals that lash into a foe and slice them. 60% Atk Dmg. Range: 4 cells. 4 hits. Chance of Bleeding. 10% Floral Potential required. 8 MP. Floral Potential reduced by 10% after the attack.
+Petal Cannon: Concentrates medium-sized swarm of petals into a sphere before launching it rapidly at a faraway foe. 90% Atk Dmg. Range: 6 cells. Chance of Weak. 25% Floral Potential required. 6 MP. Floral Potential reduced by 25% after the attack.
+Petal Shell: Brings loose petals close to the oneself in order to form a solid shell of protection. All damage taken -75% for 2 turns. Range: Self. 40% Floral Potential required. 10 MP. Floral Potential reduced by 40% after the ability is used.
+Petal Haze: Causes petals to linger even after their usage allowing techniques to be used more rapidly and constantly. All Floral Potential reduction of skills is reduced by 50%. Permanent duration unless Floral Potential hits 0%. Range: Self. 50% Floral Potential required. 12 MP.
+Petal Augmentation: Gathers an extremely large mass of petals and forces them around one's weapon to enhance its size, power, and range drastically. Boosts ATK by 30%. Basic attack range +2 cells. Basic attack damage output +20%. 3 turn duration. Range: Self. 65% Floral Potential required. 14 MP. Floral Potential reduced by 65% after the ability is used.
+Petal Assault System: Stations a large quantity of flower petals around oneself, the petals floating and lashing out as one executes one's own attacks. Increases number of hits of basic attacks and skills by 8. Counters all attackers with basic attacks as long as the attackers are in range. 3 turn duration. Range: Self. 75% Floral Potential required. 20 MP. Floral Potential reduced by 75% after the ability is used.
+Petal Cross: Slams one's weapon against the ground causing a massive blasting wave of petals and raw energy to go surging outwards in each of the four directions with oneself as the origin. 130% Int Dmg. Range: Linear, 8 cells; cardinal directions. Lowers target DEF and SPR by 20% for 3 turns. 80% Floral Potential required. 32 MP. Floral Potential reduced by 80% after the attack.
+Petal Maelstrom: Sets all petals on the battlefield into a slicing frenzy, lashing out at any and every enemy they can find, none able to escape the horrid assault. 200% Int Dmg. Range: All enemies. Sure Hit. 90% Floral Potential required. 26 MP. Floral Potential reduced by 90% after the attack.
+Enter: Divine Form: One begins to hover into the air which is thick with the scent of flower petals, all of which begin forming quickly rotating wings around oneself. Wings of vibrant petals spring out from one's back to maintain flight, and one's eyes begin to glow with ethereal energy. This is the Divine Form. All damage output +100%. All damage taken -50%. Critical Hit Rate and Damage +50%. Evasion +25%. Floral Potential frozen at 100%. 3 turn duration. Range: Self. Chance of losing control of Divine Form. Chances of this happening grow higher the longer the user is in this form. MP reduced to 0 and all stats -75% upon leaving Divine Form. Reductions last for 3 turns. 100% Floral Potential required. 144 MP. Floral Potential reduced by 200% after leaving Divine Form.
R-Ability: Intoxicating Aroma - When one's Floral Potential reaches 50% or higher, the aroma of the flowers released has a 50% chance of luring all enemies into a state of Confusion.
S-Ability: Floral Potential - User starts off with a status of Floral Potential (0%). Floral Potential increases by 5% each time the user deals damage through basic attacks. As Floral Potential increases, so does damage output of basic attacks and skills. Floral Potential has a max of 100%. Upon executing an attack at max Floral Potential, the gauge is reduced to 0%.
D-Ability: Floral Waltz (Neutral) - "Ariadne stood up, the searing pain in her scorched ankles still surging through her body. "Thank you, Mika. I'll see what I can do." Ariadne pulled the umbrella out and held it up like a sword. "I have had it with being defensive. Now is the time to strike! Floral Waltz!" She vanished and reappeared next to the orator. "My Passion, surge!" She swung the umbrella, cracking him in the head and sending him crashing to the floor. A burst of crimson red rose petals flew through the air. "My Happiness, seize!" She struck the wounded enemy on the floor again, this time in the side. A burst of marigold petals filled the air, mixing with the red. "My Envy, rage!" Another strike to the orator's legs and a cloud of green leaves joined the party. "My Sadness, relent!" The sound of crunching bone echoed throughout the antechamber as Ariadne bashed the orator's arm with the dark umbrella. The dreary blue petals of the scarlet pimpernel mixed with the medley of petals and leaves that was now filling the room. "My Loyalty, destroy!" She dealt her final blow to his head once again. There was a sickening thud, then silence. Violet tulip petals were slowly falling from the air. She did a backflip and landed it perfectly. "You shall speak no longer! All that I am, cascade!" The flower petals and leaves swirled around the orator's body. As the flower parts raged, the orator's skin was being cut and his clothes tattered. Somehow, the petals and leaves were slicing him." Deals 200% Piercing Atk damage to an enemy in a cell adjacent to the user.
Stats:
HP: 45
MP: 65
DD: 0/10
Atk: 13 (+7 from The Puppetmaster's Parasol)
Def: 10 (+3 from Garden Dress)(+1 from Silk Glove)
Int: 10 (+5 from The Puppetmaster's Parasol)
Spr: 8 (+4 from Garden Dress)(+2 from Silk Glove)
Evade: 9%
Move: 2 cells (+1 from Elendian Princess profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Grant the Mystic
Gender: Male
Age: 25
Level: 6
Next Level: --/--
Profession: Mystic - The one who claims this profession draws strength from the stalwart earth in order to wipe out all who oppose him.
Weapon: Iron Pole - Long, thick pole composed of primarily iron.
Armor: Plated Robes - Light tan robes covered with dirt and reinforced with iron plates. (Physical damage taken -10%)
Accessory: Rope Bracelet - Simple bracelet formed from rope. It's rather bland.
A-Ability: Earthbound:
+Surge of Black Dragon: Unleashes a dark cloud from the end of one's weapon that takes the form of a legless dragon that pulses and weaves through the air before striking a target. 140% Int Dmg. Range: 4 cells. 8 MP. Dark elemental.
+Rending Earth: Stomps on the ground causing stalactites to burst out of the ground in a straight line. 110% Atk Dmg. Range: Linear, 4 cells; one direction. Chance of Immobilize. 10 MP. Earth elemental.
+Earth Dragon Cannon: Bends down and punches the ground forming a cannon made of pure earth that fires large boulders at the opposition. 90% Atk Dmg. Range: All enemies; one direction. 6 randomized hits. 16 MP. Earth elemental.
+Terre Promise: Slams one's weapon into the ground causing to large hands of stone to shoot upwards and then angle downwards to strike two targets. 150% Atk Dmg. Range: Two enemies in 4 cell radius. Chance of Disable. 14 MP. Earth elemental.
R-Ability: Dust Raise - When attacked from an adjacent cell by any means, unleashes cloud of dust to blind the attacker.
S-Ability: Earthen Might - Decreases all physical damage taken by 10%.
D-Ability: Geo Breaker (Earth) - Takes a firm stance before channeling a massive amount of mana that burrows deep beneath the ground and causes it to quake violently--nothing can keep balance in this tremor. The fangs of the earth rise to pierce the unbalanced foes, and when the quaking stops, their battered and bleeding bodies are aloud a bit of peace as they hit the floor. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 35
MP: 20
DD: 0/10
Atk: 8 (+3 from Iron Pole)
Def: 4 (+2 from Plated Robes)
Int: 6 (+1 from Iron Pole)(+1 from Rope Bracelet)
Spr: 4 (+2 from Plated Robes)
Evade: 5%
Move: 2 cells (+1 from Mystic profession)
Skill Points: 0
Gender: Male
Age: 25
Level: 6
Next Level: --/--
Profession: Mystic - The one who claims this profession draws strength from the stalwart earth in order to wipe out all who oppose him.
Weapon: Iron Pole - Long, thick pole composed of primarily iron.
Armor: Plated Robes - Light tan robes covered with dirt and reinforced with iron plates. (Physical damage taken -10%)
Accessory: Rope Bracelet - Simple bracelet formed from rope. It's rather bland.
A-Ability: Earthbound:
+Surge of Black Dragon: Unleashes a dark cloud from the end of one's weapon that takes the form of a legless dragon that pulses and weaves through the air before striking a target. 140% Int Dmg. Range: 4 cells. 8 MP. Dark elemental.
+Rending Earth: Stomps on the ground causing stalactites to burst out of the ground in a straight line. 110% Atk Dmg. Range: Linear, 4 cells; one direction. Chance of Immobilize. 10 MP. Earth elemental.
+Earth Dragon Cannon: Bends down and punches the ground forming a cannon made of pure earth that fires large boulders at the opposition. 90% Atk Dmg. Range: All enemies; one direction. 6 randomized hits. 16 MP. Earth elemental.
+Terre Promise: Slams one's weapon into the ground causing to large hands of stone to shoot upwards and then angle downwards to strike two targets. 150% Atk Dmg. Range: Two enemies in 4 cell radius. Chance of Disable. 14 MP. Earth elemental.
R-Ability: Dust Raise - When attacked from an adjacent cell by any means, unleashes cloud of dust to blind the attacker.
S-Ability: Earthen Might - Decreases all physical damage taken by 10%.
D-Ability: Geo Breaker (Earth) - Takes a firm stance before channeling a massive amount of mana that burrows deep beneath the ground and causes it to quake violently--nothing can keep balance in this tremor. The fangs of the earth rise to pierce the unbalanced foes, and when the quaking stops, their battered and bleeding bodies are aloud a bit of peace as they hit the floor. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 35
MP: 20
DD: 0/10
Atk: 8 (+3 from Iron Pole)
Def: 4 (+2 from Plated Robes)
Int: 6 (+1 from Iron Pole)(+1 from Rope Bracelet)
Spr: 4 (+2 from Plated Robes)
Evade: 5%
Move: 2 cells (+1 from Mystic profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Oxygen Masq
Gender: Male
Age: 19
Level: 15
Next Level: --/--
Profession: Oxidizer - Holding a unique power of the component of air that is essential for life, the one who claims this profession executes an interesting array of oxygen-based skills from blowing things up to robbing the enemies of their very breath. (Basic Attacks +1)(Resist Wind)(Vulnerable Earth)(Deep Breath)(Air Thinning)
*Deep Breath: Recovers 5% Max MP at the start of each turn.
*Air Thinning: Enemies take 1% Max HP Piercing damage each turn for as long as they remain in a cell surrounding the user.
Weapon: Stratosphere - Long wooden staff dyed a light blue with white spirals, at the end is a large white stone that is very reminiscent of a cumulus cloud. (Damage: INT)(Range: 3 cells)(Wind elemental)(Wind damage output +30%)
Armor: Spring Robes - Fresh and clean robes that have an aroma of wildflowers sure to trigger many memories of the spring season. (10% Chance to Addle enemies attacking from an adjacent cell)
Accessory: Drop Pendant - Worn about the neck, the pendant is made from a thin black thread with a blue stone in the shape of a teardrop hanging from it. (Absorb Water)
A-Ability: A Little Breathing Room:
+Photosynthesis: Draws in light mana in order to convert it into a shell of oxygen that keeps one supplied with a healthy amount of air over time. Wind damage output +10%. Bestows Regen. 5 turn duration. Range: Self. 12 MP.
+Metal Corrosion: Concentrates oxygen around the enemy's weaponry causing a thick layer of rust to form via chemical reaction. Lowers target ATK and INT by 75%. Only works if target has a metallic weapon. Range: 4 cells. 10 MP.
+Fresh Air: Diffuses oxygen throughout the air before stirring it up in a brilliant gale to swirl about an enemy, the crispness of that very breeze stealing away their senses. 120% Int Dmg. Range: 4 cells. Lowers target DEF and SPR by 10% for 5 turns. Chance of Confusion. 12 MP. Wind elemental.
+Combustion: Ignites reactive organic material, the enemy, with oxygen to spontaneously combust the target completely. 150% Int Dmg. Range: 4 cells. Chance of Burn. 14 MP. Fire elemental.
+Ozone Barrier: Slams an extra atom of oxygen on the diatomic gas already in the air to form ozone, and concentrates it to form a thick layer around oneself. Bestows Protect. Bestows Shell. Light damage taken -100%. Immune Burn. 3 turn duration. Range: Self. 20 MP.
+Condensation: Hones in on oxygen atoms in water vapor and cools them down in the area around an enemy unleashing a sudden torrent of water upon the foe. 130% Int Dmg. Range: 3 cells. Chance of Wet. 10 MP. Water elemental.
+Cryogenic: Liquefies diatomic oxygen in the air such that it drips down upon the enemies and burns their skin from the sheer cold before piling up and trapping the enemy in a mound of ice. 180% Int Dmg. Range: All enemies. Chance of Burn. Chance of Freeze. 38 MP.
+Isolation: Breaks down organic molecules containing oxygen with a foes body causing the very body to start functioning improperly. Lowers all stats of the target by 10% for 5 turns. Range: 3 cells. Chance of Weak. Chance of Frail. Chance of Sap. 14 MP.
+Euphoria: Slightly increases the amount of oxygen in the mind to put oneself at peace--a better state in which to deal with the myriad troubles that present themselves in the heat of a fierce battle. Damage output +20%. All damage taken -20%. Removes all negative status effects. Immune all negative status effects. 3 turn duration. Range: Self. 24 MP.
+Sweet Insanity: Binds oxygen to nitrogen atoms surrounding a foe to form laughing gas and kicks up the concentration such that the enemy can laugh and laugh and laugh...and laugh--never able to catch their breath until they finally pass out...permanently. No damage. Range: Single enemy. Chance of Instant Death. 24 MP.
R-Ability: Industrial Reaction - When attacked by a Fire, Water, or Wind elemental attack through any means, reflects the attack back at the attacker dealing twice as much damage, the base being changed to INT regardless of the attack executed.
S-Ability: Oxidation - Has the power to bring out the true oxygen nature of attacks, changing the innate element to Wind for the duration of the attack.
D-Ability: NO OXYGEN FOR YOU! (Neutral) - "Hey! I tried to be nice, but no. You don't appreciate it? That's cool. Then...NO OXYGEN FOR YOU!" Spinning his staff above his head, he creates a vortex that begins to drain the air of every single atom of oxygen present going as far as to break its bonds with heavier molecules that might be in the area leaving nothing but air that cannot be breathed. He looks out over the suffocating enemies, the only source of oxygen just above him. It isn't until the enemies are blue in the face, their eyes threatening to pop out of their sockets as they claw the ground, gasping for something that isn't there, that the user unleashes a giant shockwave of oxygen outwards the buffet the dying foes. "See? Now perhaps you won't take it for granted." Deals 100% Piercing Int damage to all enemies on the battlefield. Extremely large chance of Suffocation.
Stats:
HP: 50
MP: 65 (+10 from Drop Pendant)
DD: 0/10
Atk: 2 (+2 from Stratosphere)
Def: 9 (+3 from Spring Robes)
Int: 17 (+6 from Stratosphere)
Spr: 12 (+4 from Spring Robes)(+2 from Drop Pendant)
Evade: 4%
Move: 2 cells (+0 from Oxidizer profession)
Skill Points: 0
Gender: Male
Age: 19
Level: 15
Next Level: --/--
Profession: Oxidizer - Holding a unique power of the component of air that is essential for life, the one who claims this profession executes an interesting array of oxygen-based skills from blowing things up to robbing the enemies of their very breath. (Basic Attacks +1)(Resist Wind)(Vulnerable Earth)(Deep Breath)(Air Thinning)
*Deep Breath: Recovers 5% Max MP at the start of each turn.
*Air Thinning: Enemies take 1% Max HP Piercing damage each turn for as long as they remain in a cell surrounding the user.
Weapon: Stratosphere - Long wooden staff dyed a light blue with white spirals, at the end is a large white stone that is very reminiscent of a cumulus cloud. (Damage: INT)(Range: 3 cells)(Wind elemental)(Wind damage output +30%)
Armor: Spring Robes - Fresh and clean robes that have an aroma of wildflowers sure to trigger many memories of the spring season. (10% Chance to Addle enemies attacking from an adjacent cell)
Accessory: Drop Pendant - Worn about the neck, the pendant is made from a thin black thread with a blue stone in the shape of a teardrop hanging from it. (Absorb Water)
A-Ability: A Little Breathing Room:
+Photosynthesis: Draws in light mana in order to convert it into a shell of oxygen that keeps one supplied with a healthy amount of air over time. Wind damage output +10%. Bestows Regen. 5 turn duration. Range: Self. 12 MP.
+Metal Corrosion: Concentrates oxygen around the enemy's weaponry causing a thick layer of rust to form via chemical reaction. Lowers target ATK and INT by 75%. Only works if target has a metallic weapon. Range: 4 cells. 10 MP.
+Fresh Air: Diffuses oxygen throughout the air before stirring it up in a brilliant gale to swirl about an enemy, the crispness of that very breeze stealing away their senses. 120% Int Dmg. Range: 4 cells. Lowers target DEF and SPR by 10% for 5 turns. Chance of Confusion. 12 MP. Wind elemental.
+Combustion: Ignites reactive organic material, the enemy, with oxygen to spontaneously combust the target completely. 150% Int Dmg. Range: 4 cells. Chance of Burn. 14 MP. Fire elemental.
+Ozone Barrier: Slams an extra atom of oxygen on the diatomic gas already in the air to form ozone, and concentrates it to form a thick layer around oneself. Bestows Protect. Bestows Shell. Light damage taken -100%. Immune Burn. 3 turn duration. Range: Self. 20 MP.
+Condensation: Hones in on oxygen atoms in water vapor and cools them down in the area around an enemy unleashing a sudden torrent of water upon the foe. 130% Int Dmg. Range: 3 cells. Chance of Wet. 10 MP. Water elemental.
+Cryogenic: Liquefies diatomic oxygen in the air such that it drips down upon the enemies and burns their skin from the sheer cold before piling up and trapping the enemy in a mound of ice. 180% Int Dmg. Range: All enemies. Chance of Burn. Chance of Freeze. 38 MP.
+Isolation: Breaks down organic molecules containing oxygen with a foes body causing the very body to start functioning improperly. Lowers all stats of the target by 10% for 5 turns. Range: 3 cells. Chance of Weak. Chance of Frail. Chance of Sap. 14 MP.
+Euphoria: Slightly increases the amount of oxygen in the mind to put oneself at peace--a better state in which to deal with the myriad troubles that present themselves in the heat of a fierce battle. Damage output +20%. All damage taken -20%. Removes all negative status effects. Immune all negative status effects. 3 turn duration. Range: Self. 24 MP.
+Sweet Insanity: Binds oxygen to nitrogen atoms surrounding a foe to form laughing gas and kicks up the concentration such that the enemy can laugh and laugh and laugh...and laugh--never able to catch their breath until they finally pass out...permanently. No damage. Range: Single enemy. Chance of Instant Death. 24 MP.
R-Ability: Industrial Reaction - When attacked by a Fire, Water, or Wind elemental attack through any means, reflects the attack back at the attacker dealing twice as much damage, the base being changed to INT regardless of the attack executed.
S-Ability: Oxidation - Has the power to bring out the true oxygen nature of attacks, changing the innate element to Wind for the duration of the attack.
D-Ability: NO OXYGEN FOR YOU! (Neutral) - "Hey! I tried to be nice, but no. You don't appreciate it? That's cool. Then...NO OXYGEN FOR YOU!" Spinning his staff above his head, he creates a vortex that begins to drain the air of every single atom of oxygen present going as far as to break its bonds with heavier molecules that might be in the area leaving nothing but air that cannot be breathed. He looks out over the suffocating enemies, the only source of oxygen just above him. It isn't until the enemies are blue in the face, their eyes threatening to pop out of their sockets as they claw the ground, gasping for something that isn't there, that the user unleashes a giant shockwave of oxygen outwards the buffet the dying foes. "See? Now perhaps you won't take it for granted." Deals 100% Piercing Int damage to all enemies on the battlefield. Extremely large chance of Suffocation.
Stats:
HP: 50
MP: 65 (+10 from Drop Pendant)
DD: 0/10
Atk: 2 (+2 from Stratosphere)
Def: 9 (+3 from Spring Robes)
Int: 17 (+6 from Stratosphere)
Spr: 12 (+4 from Spring Robes)(+2 from Drop Pendant)
Evade: 4%
Move: 2 cells (+0 from Oxidizer profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Madsquerade
Gender: Male
Age: 19
Level: 15
Next Level: --/--
Profession: Berserker - The one who claims this profession is always so fucking pissed off, and he carries around a giant fucking axe and I swear to all that is holy, if you fucking mess with this dude, he's gonna tear you so many new ones that rapists are gonna have a field day with you. (Basic Attacks +1)(Perpetual Rage)(Vacant Mind)
*Perpetual Rage: Starts off every battle under a Berserk state that cannot be dispelled by any means whatsoever.
*Vacant Mind: There's nothin' goin' on through his mind except "MAD MAD MAD" and they ain't never gonna change. Immune to all negative mental status effects.
Weapon: Shitton Damage Dealer - An enormous axe that can only be wielded by those possessing an insane, inhuman amount of strength, but if properly wielded, it can fell foes with a few mighty swings. (Physical damage output +50%)(5% chance to ignore target DEF for basic attacks)
Armor: Hardly Anything - Bits and fragments of different kinds of armor that barely cover the wearer's body at all, leaving raw muscle to endure the blows. (All damage taken -10%)
Accessory: Brass Knuckles - They are EXACTLY what the fuck you think they are.
A-Ability: Free The Beast:
+Face Smasher: A fist. Coming at you. Really fast. In your face. The next time you look in a mirror, you might want to brace yourself. 130% Atk Dmg. Range: Adjacent cell. Chance of Blind. Chance of Silence. 10 MP.
+Destructive Outcry: Spreads arms outward and unleashes a devastating cry with such force and momentum that not only does it bring enemies to their knees, but also shatters inanimate objects. 100% Atk Dmg. Range: 2 layers of surrounding cells. Destroys objects in range. 12 MP.
+Frustration: Builds frustration within oneself until it becomes unbearable, maximizing the rage that one already possesses to the point where it becomes dangerous for oneself. Increases ATK by 100%. Reduces DEF to 0. 2 turn duration. ATK and DEF are reduced by 20% for 5 turns after effect fades. Range: Self. 8 MP.
+Wipeout: Channels raw power into one's weapon and swings it in a wide arc in front of oneself, cleaving all who find themselves unlucky enough to be in the way. 160% Atk Dmg. Range: Fan, 2-3 cells; one direction. Chance of Weak. Chance of Frail. 16 MP.
+Fissure: Slams weapon down in front of oneself causing the very ground to split no matter the location, for nothing can withstand the force of the blow. 120% Atk Dmg. Range: Straight line; one direction. Chance of Immobilize. Chance of Slow. 14 MP. Earth elemental.
+Vigorous Burst: Creates a blazing aura around oneself to increase stamina and keep mana circulating quickly to more effectively wreak havoc in one's blind rage. Bestows Bubble. Bestows Regen. Bestows MP Regen. Range: Self. 16 MP.
+Helmsplitter: Raises weapon up and brings it down on a foe with intent to destroy all that keeps them safe from one's brutal attacks. 170% Atk Dmg. Range: 3 cells. Reduces target DEF by 50% for 3 turns. Chance of destroying target's armor (if applicable.) 24 MP.
+Cyclonic Devastator: Spins around violently with weapon outstretched causing winds so powerful that they knock the foes far away, the sharp winds cutting their skin and weakening them significantly. 150% Atk Dmg. Range: 3 layers of surrounding cells. Chance of Bleeding. Reduces target ATK and INT by 50% for 2 turns. Knocks all targets to the far edges of the battlefield. 28 MP. Wind elemental.
+Lethal Edge: A glancing blow that seems like naught but a mere scratch at first, but later proves to be a fatal wound out of which the target's blood will begin to seep out uncontrollably all at once. 80% Atk Dmg. Range: 3 cells. Chance of Doom. 16 MP.
+Atlas Burden: With the strength to hold the very world in place in the palm of one's hands and coursing through one's veins, one unleashes a mighty barrage of supercharged, hasty slashes with one's weapon. Can the recipient even survive such an onslaught? 190% Atk Dmg. Range: Adjacent cell. 6 hits. High critical hit rate. 64 MP.
R-Ability: Complete Recharge - When the user takes a Wait action for a turn (taking absolutely no Act or Move actions), the user recovers MP equal to 20% of the maximum value.
S-Ability: Focused Outrage - The user is capable of executing skills while under the Berserk status effect.
D-Ability: Troll Buster (Neutral) - "Grr....'Umad? Umad?' HELL TO THE FUCK YEAH, I'M MAD!! Heh...enjoy the satisfaction while it lasts...it'll be the LAST THING YOU EVER FEEL!!!" Angered beyond belief, he shreds away everything that defines him as a living entity becoming naught but an incarnation of rage itself. Body alight with a blazing flame, and eyes glowing with pure red light, he wields his weapon as if it were a featherweight and charges across the battlefield. With each slash he deals to the taunting foes, annihilation and the epitome of destruction is left in its wake. By the end of the vicious onslaught, anyone left standing has a story to tell: "Yep. I remember when I fucked with the wrong person." Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 85
MP: 35
DD: 0/10
Atk: 20 (+9 from Shitton Damage Dealer)(+3 from Brass Knuckles)
Def: 11 (+3 from Hardly Anything)
Int: 0 (+0 from Shitton Damage Dealer)
Spr: 8 (+2 from Hardly Anything)
Evade: 9%
Move: 2 cells (+1 from Berserker profession)
Skill Points: 0
Gender: Male
Age: 19
Level: 15
Next Level: --/--
Profession: Berserker - The one who claims this profession is always so fucking pissed off, and he carries around a giant fucking axe and I swear to all that is holy, if you fucking mess with this dude, he's gonna tear you so many new ones that rapists are gonna have a field day with you. (Basic Attacks +1)(Perpetual Rage)(Vacant Mind)
*Perpetual Rage: Starts off every battle under a Berserk state that cannot be dispelled by any means whatsoever.
*Vacant Mind: There's nothin' goin' on through his mind except "MAD MAD MAD" and they ain't never gonna change. Immune to all negative mental status effects.
Weapon: Shitton Damage Dealer - An enormous axe that can only be wielded by those possessing an insane, inhuman amount of strength, but if properly wielded, it can fell foes with a few mighty swings. (Physical damage output +50%)(5% chance to ignore target DEF for basic attacks)
Armor: Hardly Anything - Bits and fragments of different kinds of armor that barely cover the wearer's body at all, leaving raw muscle to endure the blows. (All damage taken -10%)
Accessory: Brass Knuckles - They are EXACTLY what the fuck you think they are.
A-Ability: Free The Beast:
+Face Smasher: A fist. Coming at you. Really fast. In your face. The next time you look in a mirror, you might want to brace yourself. 130% Atk Dmg. Range: Adjacent cell. Chance of Blind. Chance of Silence. 10 MP.
+Destructive Outcry: Spreads arms outward and unleashes a devastating cry with such force and momentum that not only does it bring enemies to their knees, but also shatters inanimate objects. 100% Atk Dmg. Range: 2 layers of surrounding cells. Destroys objects in range. 12 MP.
+Frustration: Builds frustration within oneself until it becomes unbearable, maximizing the rage that one already possesses to the point where it becomes dangerous for oneself. Increases ATK by 100%. Reduces DEF to 0. 2 turn duration. ATK and DEF are reduced by 20% for 5 turns after effect fades. Range: Self. 8 MP.
+Wipeout: Channels raw power into one's weapon and swings it in a wide arc in front of oneself, cleaving all who find themselves unlucky enough to be in the way. 160% Atk Dmg. Range: Fan, 2-3 cells; one direction. Chance of Weak. Chance of Frail. 16 MP.
+Fissure: Slams weapon down in front of oneself causing the very ground to split no matter the location, for nothing can withstand the force of the blow. 120% Atk Dmg. Range: Straight line; one direction. Chance of Immobilize. Chance of Slow. 14 MP. Earth elemental.
+Vigorous Burst: Creates a blazing aura around oneself to increase stamina and keep mana circulating quickly to more effectively wreak havoc in one's blind rage. Bestows Bubble. Bestows Regen. Bestows MP Regen. Range: Self. 16 MP.
+Helmsplitter: Raises weapon up and brings it down on a foe with intent to destroy all that keeps them safe from one's brutal attacks. 170% Atk Dmg. Range: 3 cells. Reduces target DEF by 50% for 3 turns. Chance of destroying target's armor (if applicable.) 24 MP.
+Cyclonic Devastator: Spins around violently with weapon outstretched causing winds so powerful that they knock the foes far away, the sharp winds cutting their skin and weakening them significantly. 150% Atk Dmg. Range: 3 layers of surrounding cells. Chance of Bleeding. Reduces target ATK and INT by 50% for 2 turns. Knocks all targets to the far edges of the battlefield. 28 MP. Wind elemental.
+Lethal Edge: A glancing blow that seems like naught but a mere scratch at first, but later proves to be a fatal wound out of which the target's blood will begin to seep out uncontrollably all at once. 80% Atk Dmg. Range: 3 cells. Chance of Doom. 16 MP.
+Atlas Burden: With the strength to hold the very world in place in the palm of one's hands and coursing through one's veins, one unleashes a mighty barrage of supercharged, hasty slashes with one's weapon. Can the recipient even survive such an onslaught? 190% Atk Dmg. Range: Adjacent cell. 6 hits. High critical hit rate. 64 MP.
R-Ability: Complete Recharge - When the user takes a Wait action for a turn (taking absolutely no Act or Move actions), the user recovers MP equal to 20% of the maximum value.
S-Ability: Focused Outrage - The user is capable of executing skills while under the Berserk status effect.
D-Ability: Troll Buster (Neutral) - "Grr....'Umad? Umad?' HELL TO THE FUCK YEAH, I'M MAD!! Heh...enjoy the satisfaction while it lasts...it'll be the LAST THING YOU EVER FEEL!!!" Angered beyond belief, he shreds away everything that defines him as a living entity becoming naught but an incarnation of rage itself. Body alight with a blazing flame, and eyes glowing with pure red light, he wields his weapon as if it were a featherweight and charges across the battlefield. With each slash he deals to the taunting foes, annihilation and the epitome of destruction is left in its wake. By the end of the vicious onslaught, anyone left standing has a story to tell: "Yep. I remember when I fucked with the wrong person." Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 85
MP: 35
DD: 0/10
Atk: 20 (+9 from Shitton Damage Dealer)(+3 from Brass Knuckles)
Def: 11 (+3 from Hardly Anything)
Int: 0 (+0 from Shitton Damage Dealer)
Spr: 8 (+2 from Hardly Anything)
Evade: 9%
Move: 2 cells (+1 from Berserker profession)
Skill Points: 0
Last edited by Masquerade on Mon Mar 26, 2012 9:47 am; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Daniel Caldwell
Gender: Male
Age: 19
Level: 4
Next Level: 12/16
Appearance:
Profession: Priest - Can he really be called this? The one who claims this profession comes from the unknown and wields unorthodox magic that can have adverse effects on foes whilst bolstering those who ally with him.
Weapon: Empty Staff - Rumored to be filled with numerous souls from which it drew energy, this staff is now nothing more than an empty remnant of what it used to be.
Armor: Dull Robes - Boring, monotonous robes.
Accessory: Crystal Fang Pendant - Necklace composed of a gold chain with an odd, fang-shaped crystal at the end of it. (MP+5)
A-Ability: From A Different World:
+Divert Retraction: Shrouds an enemy in a strange aura that slowly sucks away at its life force whilst the user directs the lost energy towards the user's self. 120% Int Dmg. Range: 3 cells. Chance of Sap. User recovers HP by an amount equal to 100% of the damage dealt by Sap caused from this attack each turn for the entire duration of the status. 14 MP.
+Unknown Redemption: A ray of energy completely envelops an ally from above, and as it dissipates, it alleviates any wounds that the target may have acquired from the battle. 100% Int HP Recovery. Range: 3 cells. 6 MP.
+Advent Diversion: Blasts an enemy with a wavelength of energy that messes with the target's vision and judgment causing them to unleash attacks in every direction with no discretion on who might be hit. 120% Int Dmg. Range: 3 cells. Chance of Confusion. If the enemy under effect of Confusion caused by this attack executes an attack against itself or one of its allies, the attack is automatically critical. 10 MP.
+Misled Decision: Amasses stray mana and directs it to form into a hard shell around an ally that has varied effects, but overall attempts to mitigate damage dealt. Bestows Protect OR Shell. Range: 3 cells. If used on a target that already possesses Protect/Shell, this spell automatically bestows the one that the target does not already possess. ? MP.
+Obstruct Deletion: Swings staff through the air unleashing a burning wave of supercharged mana that bursts into embers that slowly eat away at the target's flesh, reducing the target's ability to fight back. 120% Int Dmg. Range: 3 cells. Chance of Burn. If Burned, the target loses 12% of their total ATK each turn for the entire duration of the Burn. ? MP.
+Expanse Donation: Summons a light shower of twinkling lights that fall upon allies and meld into their wounds, sowing them up instantly and removing disease and other ailments along with it. 80% Int HP Recovery. Removes all negative physical status effects. Range: Self and all allies within 4 cells of the user. ? MP.
+Reduce Salvation: Directs chains of light to burst out of the ground and restrict the target tightly, draining away the target's energy and stamina leaving nothing but an empty shell behind of what it used to be. 120% Int Dmg. Range: 3 cells. Chance of Weak. If Weakened, the target's Max MP is also reduced by 15% and if felled while in a Weak state caused by this attack, the target cannot be revived by any means. ? MP.
+Delight Vibration: Unleashes a small shockwave of energy around the user that distorts the air to create a vaccuum that draws in mana, focuses it, and uses it to bolster the mana cycles of all who happen to be within the space. Boosts all stats by 10% for 5 turns. Bestows MP Regen for 5 turns. Range: Self and all adjacent cells. ? MP.
+Betray Creation: Besets the battlefield with a scourge of pure bolts of energy that strike down at foes turning them into foul abominations, the energy lingering about to shroud attacks made at them into devastating moves of a holy nature with which to fell the beasts. 150% Int Dmg. Range: All enemies. Chance of Zombie. All basic attacks and skills made against Zombified targets made so by this attack are all of the Holy element which will obscure the innate element should the attack/skill possess one. ? MP.
+Abyss Pulsation: Stabs the ground with the user's staff opening a vortex of darkness out of which the user pulls a lost soul, saving it from the grasp of death and returning it back to it's physical, living state. Revives target with 40% Max HP. Range: Single ally. ? MP.
A-Ability: Procession *LOCKED*
+Breaking: Deadly impact by an unseen, concentrated sphere of energy that completely shatters the target's defenses, both physical and magicl. Reduces target DEF and SPR by 30% for 3 turns. Range: 3 cells. ? MP.
+Killing: Lures the soul from the body with a swift, hummed melody before everything else comes splattering out of the victim's mouth: blood, bones, and guts. 150% Int Dmg. Range: 3 cells. Chance of leaving the target with 1 HP. ? MP.
+Scheming: Fills the mind with devious plots to greatly boost the strength of spells, coming up with innovative ways to amplify any damage dealt. Boosts INT and Critical Hit Rate by 50% for 3 turns. Range: Self. ? MP.
R-Ability:Realm Reprise - Whenever the user successfully executes a healing spell upon a target, the user recovers MP equal to 10% of the amount healed.
S-Ability: Vicinal Energy - Regains MP equal to 5% Max MP at the beginning of each turn.
D-Ability: Lord of Cruelty (Darkness) - Slams the end of one's weapon down into the ground evoking a vortex beneath the enemy in question, an upsurgence of ghostly spirits rising from the portal and lifting the enemy into the air, writhing about it and tearing away its life force slowly before unleashing it to fall back to the earth whilst they traverse the vortex back to their own world. Deals 200% Piercing Int damage to a target up to 6 cells away.
Stats:
HP: 20
MP: 35 (+5 from Crystal Fang Pendant)
Atk: 0 (+0 from Empty Staff)
Def: 4 (+0 from Dull Robes)
Int: 7 (+1 from Empty Staff)
Spr: 2 (+1 from Dull Robes)
Movement: 2 (+0 from Priest Profession)
Skill Points: 2
Gender: Male
Age: 19
Level: 4
Next Level: 12/16
Appearance:
- Spoiler:
Profession: Priest - Can he really be called this? The one who claims this profession comes from the unknown and wields unorthodox magic that can have adverse effects on foes whilst bolstering those who ally with him.
Weapon: Empty Staff - Rumored to be filled with numerous souls from which it drew energy, this staff is now nothing more than an empty remnant of what it used to be.
Armor: Dull Robes - Boring, monotonous robes.
Accessory: Crystal Fang Pendant - Necklace composed of a gold chain with an odd, fang-shaped crystal at the end of it. (MP+5)
A-Ability: From A Different World:
+Divert Retraction: Shrouds an enemy in a strange aura that slowly sucks away at its life force whilst the user directs the lost energy towards the user's self. 120% Int Dmg. Range: 3 cells. Chance of Sap. User recovers HP by an amount equal to 100% of the damage dealt by Sap caused from this attack each turn for the entire duration of the status. 14 MP.
+Unknown Redemption: A ray of energy completely envelops an ally from above, and as it dissipates, it alleviates any wounds that the target may have acquired from the battle. 100% Int HP Recovery. Range: 3 cells. 6 MP.
+Advent Diversion: Blasts an enemy with a wavelength of energy that messes with the target's vision and judgment causing them to unleash attacks in every direction with no discretion on who might be hit. 120% Int Dmg. Range: 3 cells. Chance of Confusion. If the enemy under effect of Confusion caused by this attack executes an attack against itself or one of its allies, the attack is automatically critical. 10 MP.
A-Ability: Procession *LOCKED*
R-Ability:
S-Ability: Vicinal Energy - Regains MP equal to 5% Max MP at the beginning of each turn.
D-Ability: Lord of Cruelty (Darkness) - Slams the end of one's weapon down into the ground evoking a vortex beneath the enemy in question, an upsurgence of ghostly spirits rising from the portal and lifting the enemy into the air, writhing about it and tearing away its life force slowly before unleashing it to fall back to the earth whilst they traverse the vortex back to their own world. Deals 200% Piercing Int damage to a target up to 6 cells away.
Stats:
HP: 20
MP: 35 (+5 from Crystal Fang Pendant)
Atk: 0 (+0 from Empty Staff)
Def: 4 (+0 from Dull Robes)
Int: 7 (+1 from Empty Staff)
Spr: 2 (+1 from Dull Robes)
Movement: 2 (+0 from Priest Profession)
Skill Points: 2
Re: Masquerade's Character Chronicle
Name: Touhou Masq
Gender: Female, for some odd reason.
Age: 12, also for some odd reason.
Level: 15
Next Level: --/--
Appearance: Coming soon...hopefully.
Profession: Spellcaster - In an alternate dimension, there exists great forces of evil and disturbance such that someone is required to take them all down with a barrage of bullets neverending. The one who claims this profession says 'Challenge Accepted,' and prepares for the fight of her loli girl life. (Barrage)(Hit Box)(Charge)
*Barrage: Unleashes a plethora of basic attacks upon initiation of said action.
*Hit Box: Minimizes hit box size making one harder to hit. Evade +15%.
*Charge: Spell Card A-Abilities gain 10% damage output upon being used on a turn after a basic attack was executed.
Weapon: Dissenting Array - Concentrated energy unleashed in the form of blazing shells of said energy launched in a rather confusing pattern. (Damage: INT)(Range: 6 cells)(Added Effect: Confusion)
Armor: Eternal Night - Beautiful, black, frilly dress glowing with an even darker malevolent aura that never seems to fade away. (Lowers attacker's ATK and INT by 5% upon receiving physical damage [Stack: 5])
Accessory: Violet Bow - A rather eloquent bow worn in the hair to accentuate one's overall look. (5% chance of inflicting Charm on physical attackers)
A-Ability: Spell Card:
+正義 「力の運命の手」 Justice "Power's Fated Hand": Calls forth light from the sky in blazing torrents to swarm into oneself to greatly amplify spellcasting powers. Increases magical damage output by 60% for 2 turns. Range: Self. 16 MP.
+誘眠眼 「隠未来の大迷」 Hypnotic Eye "Grand Delusion of Hidden Future": Lures foe into a fatal slumber with a solemn gaze implanting images of paradise into the foe's mind while obscuring the foe's true fate. No damage. Range: 4 cells. Chance of Sleep. Chance of Doom. 28 MP.
+Fallacious Sweets "Chocolate Rainbow Paradise": As the air becomes tinted with aromaticity of the most wondrous sweets, waves of rainbow-colored energy jet out of the ground and fall from the sky, striking foe's whose guards have been lowered. 150% Int Dmg. Range: All enemies. 20 MP.
+Wrath "Scorn of Woman's Unpredictability": The innocence succeeds as a facade to the boiling anger building within, and it is in that moment that she calls forth the blazes of intense hellfire to rise up around her to scorch those who have crossed her path. 130% Int Dmg. Range: 2 layers of surrounding cells. Chance of Burn. 24 MP. Fire elemental.
+バニラとコーヒー 「無限幽霊世界」 Vanilla and Coffee "Infinite Ghost World": In clouds of white and brown, the overwhelming odors of vanilla and coffee fill the area and are strong enough to awaken the very dead who use the clouds to manifest and wreak havoc upon the opposition. 110% Int Dmg. Range: All enemies. Damage persists for 5 turns. 26 MP.
+柔らか春 「生命は楽園のように流れる」 Gentle Spring "Life Flows as Paradise": Encases oneself in a green aura that constantly refreshes itself to keep one revitalized throughout the dangers of the fierce battle. Bestows Protect. Bestows Regen. Range: Self. 20 MP.
+自敗北 「暗闇に対して暗闇」 Self-Defeating "Darkness Against Darkness": Turns the sky into a dark abyss and calls down fangs of darkness to strike down foes in the line of fire, essentially using their own powers against them. 80% Int Dmg. Range: Straight line; one direction. User gains all stat boosts of targets for duration of the attack. 16 MP. Dark elemental.
+時系列の変わり 「時間の経過の崩れ」 Chronological Alteration "Crumbling of Time's Passage": Shatters the fabrics of just time and manipulates the shattered remnants, rebuilding the flow of time itself to favor allies and debilitate foes. Bestows Haste (ally party.) Chance of Slow (enemy party.) Range: All allies/all enemies. 48 MP.
+極寒の魂 「トレンシャルピアッシングブルタリティ」 Frigid Soul "Torrential Piercing Brutality": Conjures icicles around oneself with the yearning to kill, and are launched forth with deadly precision seeking to inflict the utmost pain upon the target. 70% Int Dmg. Range: 6 cells. 5 hits. Sure hit. Chance of Pain. 16 MP. Ice elemental.
+倒潰 「全く無秩序とハルマゲドンの創世」 Collapse "Utter Chaos and the Genesis of Armageddon": The end of this world is nigh. If it must be, then at least those who have caused this tragedy shall perish. Causes the area to tremble with great force as the ground breaks and the sky is set ablaze with intense flames and quivering darkness. A rain of black fireballs pelts the opposition as the earth forsakes them and unleashes spikes that pierce the foes from below. All ends in a fiery explosion of such magnitude that the very universe is shaken. 400% Int Dmg. Range: All enemies. Can only be used in Critical condition. Reduces MP to 0. Reduces DD to 0. MP and DD are frozen at their current values after reduction.
R-Ability: Immaterial Vengeance "Soul Falter Under the Weight of Sin" - When attacked by any means, lowers the attacker's spirit by 5% permanently. Stacks up to 3 times.
S-Ability: 呪文心 「拍動魔力の核」 Casting Heart "Pulsating Mana Core" - The user is under constant MP Regen status that cannot be dispelled by any means.
D-Ability: Fusillade Bullshit "Rain of Flying Fucks" (Neutral) - The ultimate spellcard. There's nothing worse than a pile of bullshit...except an immense torrent of bullets of bullshit sent flying in all directions. Not literally of course. She gathers up the fallacies of this world within her, condensing the mere concepts into metaphysical energy in the form of compact bullets before unleashing them in a mighty spread that simply cannot be avoided, much like it is difficult to evade the bullshit that comes out of the mouths of the ignorant masses. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 45
MP: 80 (+10 from Violet Bow)
DD: 0/10
Atk: 0 (+0 from Dissenting Array)
Def: 9 (+2 from Eternal Night)
Int: 16 (+4 from Dissenting Array)
Spr: 13 (+3 from Eternal Night)
Evade: 4% (+15% from Hit Box)
Move: 2 cells (+0 from Spellcaster profession)
Skill Points: 0
Gender: Female, for some odd reason.
Age: 12, also for some odd reason.
Level: 15
Next Level: --/--
Appearance: Coming soon...hopefully.
Profession: Spellcaster - In an alternate dimension, there exists great forces of evil and disturbance such that someone is required to take them all down with a barrage of bullets neverending. The one who claims this profession says 'Challenge Accepted,' and prepares for the fight of her loli girl life. (Barrage)(Hit Box)(Charge)
*Barrage: Unleashes a plethora of basic attacks upon initiation of said action.
*Hit Box: Minimizes hit box size making one harder to hit. Evade +15%.
*Charge: Spell Card A-Abilities gain 10% damage output upon being used on a turn after a basic attack was executed.
Weapon: Dissenting Array - Concentrated energy unleashed in the form of blazing shells of said energy launched in a rather confusing pattern. (Damage: INT)(Range: 6 cells)(Added Effect: Confusion)
Armor: Eternal Night - Beautiful, black, frilly dress glowing with an even darker malevolent aura that never seems to fade away. (Lowers attacker's ATK and INT by 5% upon receiving physical damage [Stack: 5])
Accessory: Violet Bow - A rather eloquent bow worn in the hair to accentuate one's overall look. (5% chance of inflicting Charm on physical attackers)
A-Ability: Spell Card:
+正義 「力の運命の手」 Justice "Power's Fated Hand": Calls forth light from the sky in blazing torrents to swarm into oneself to greatly amplify spellcasting powers. Increases magical damage output by 60% for 2 turns. Range: Self. 16 MP.
+誘眠眼 「隠未来の大迷」 Hypnotic Eye "Grand Delusion of Hidden Future": Lures foe into a fatal slumber with a solemn gaze implanting images of paradise into the foe's mind while obscuring the foe's true fate. No damage. Range: 4 cells. Chance of Sleep. Chance of Doom. 28 MP.
+Fallacious Sweets "Chocolate Rainbow Paradise": As the air becomes tinted with aromaticity of the most wondrous sweets, waves of rainbow-colored energy jet out of the ground and fall from the sky, striking foe's whose guards have been lowered. 150% Int Dmg. Range: All enemies. 20 MP.
+Wrath "Scorn of Woman's Unpredictability": The innocence succeeds as a facade to the boiling anger building within, and it is in that moment that she calls forth the blazes of intense hellfire to rise up around her to scorch those who have crossed her path. 130% Int Dmg. Range: 2 layers of surrounding cells. Chance of Burn. 24 MP. Fire elemental.
+バニラとコーヒー 「無限幽霊世界」 Vanilla and Coffee "Infinite Ghost World": In clouds of white and brown, the overwhelming odors of vanilla and coffee fill the area and are strong enough to awaken the very dead who use the clouds to manifest and wreak havoc upon the opposition. 110% Int Dmg. Range: All enemies. Damage persists for 5 turns. 26 MP.
+柔らか春 「生命は楽園のように流れる」 Gentle Spring "Life Flows as Paradise": Encases oneself in a green aura that constantly refreshes itself to keep one revitalized throughout the dangers of the fierce battle. Bestows Protect. Bestows Regen. Range: Self. 20 MP.
+自敗北 「暗闇に対して暗闇」 Self-Defeating "Darkness Against Darkness": Turns the sky into a dark abyss and calls down fangs of darkness to strike down foes in the line of fire, essentially using their own powers against them. 80% Int Dmg. Range: Straight line; one direction. User gains all stat boosts of targets for duration of the attack. 16 MP. Dark elemental.
+時系列の変わり 「時間の経過の崩れ」 Chronological Alteration "Crumbling of Time's Passage": Shatters the fabrics of just time and manipulates the shattered remnants, rebuilding the flow of time itself to favor allies and debilitate foes. Bestows Haste (ally party.) Chance of Slow (enemy party.) Range: All allies/all enemies. 48 MP.
+極寒の魂 「トレンシャルピアッシングブルタリティ」 Frigid Soul "Torrential Piercing Brutality": Conjures icicles around oneself with the yearning to kill, and are launched forth with deadly precision seeking to inflict the utmost pain upon the target. 70% Int Dmg. Range: 6 cells. 5 hits. Sure hit. Chance of Pain. 16 MP. Ice elemental.
+倒潰 「全く無秩序とハルマゲドンの創世」 Collapse "Utter Chaos and the Genesis of Armageddon": The end of this world is nigh. If it must be, then at least those who have caused this tragedy shall perish. Causes the area to tremble with great force as the ground breaks and the sky is set ablaze with intense flames and quivering darkness. A rain of black fireballs pelts the opposition as the earth forsakes them and unleashes spikes that pierce the foes from below. All ends in a fiery explosion of such magnitude that the very universe is shaken. 400% Int Dmg. Range: All enemies. Can only be used in Critical condition. Reduces MP to 0. Reduces DD to 0. MP and DD are frozen at their current values after reduction.
R-Ability: Immaterial Vengeance "Soul Falter Under the Weight of Sin" - When attacked by any means, lowers the attacker's spirit by 5% permanently. Stacks up to 3 times.
S-Ability: 呪文心 「拍動魔力の核」 Casting Heart "Pulsating Mana Core" - The user is under constant MP Regen status that cannot be dispelled by any means.
D-Ability: Fusillade Bullshit "Rain of Flying Fucks" (Neutral) - The ultimate spellcard. There's nothing worse than a pile of bullshit...except an immense torrent of bullets of bullshit sent flying in all directions. Not literally of course. She gathers up the fallacies of this world within her, condensing the mere concepts into metaphysical energy in the form of compact bullets before unleashing them in a mighty spread that simply cannot be avoided, much like it is difficult to evade the bullshit that comes out of the mouths of the ignorant masses. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 45
MP: 80 (+10 from Violet Bow)
DD: 0/10
Atk: 0 (+0 from Dissenting Array)
Def: 9 (+2 from Eternal Night)
Int: 16 (+4 from Dissenting Array)
Spr: 13 (+3 from Eternal Night)
Evade: 4% (+15% from Hit Box)
Move: 2 cells (+0 from Spellcaster profession)
Skill Points: 0
Last edited by Masquerade on Fri May 25, 2012 11:31 pm; edited 8 times in total
Re: Masquerade's Character Chronicle
Name: Riori
Gender: Female
Age: 12
Level: 15
Appearance:
Profession: Synthesist - A form of alchemist, the one who claims this profession doesn't transmute things on the fly, but instead gathers raw materials required to make items and takes them to a lab for thorough mixing and combining to improve the quality of her results, as most synthesists do. (Basic Attacks +1)(Bomb's Away)(Improved Potions I)(Speedy Synth)
*Bomb's Away: Skills involving explosives deal 10% more damage.
*Improved Potions I: Any type of potion used will have its healing effects increased by 10% when utilized by the user.
*Speed Synth: Reduces synthesis time for skills by 1 turn.
Weapon: True Sign - A special staff handed down from master synthesist to apprentice that symbolizes the authenticity of one's rank as a new synthesist. (Damage: INT)(Range: 3 cells)(Damage output of skills +10%)
Armor: Fireproof Vest - Infused with a aqueous chemical, this vest has the ability to resist potent flames and explosions. (Resist Fire)(Null Water)
Accessory: Short Fuse - Small segment of rope used in the syntheses of bombs in order to make them explode faster. (Instantaneous synthesis of explosives)
A-Ability: Intuitive Mixing:
+Synth Potion: Combines raw materials in order to create a liquid with healing properties. Recovers 20 HP upon use. Range: Adjacent cell. 8 MP. Synth Time: 2 turns.
+Synth Grenade: Combines raw materials in order to create a handheld explosive shell detonated by removing the pin. Deals 20 Piercing Dmg. Range: 2 cells. 12 MP. Synth Time: 2 turns.
+Synth Mallet: Performs various metalworking skills on raw materials to form a large mallet with which to crush enemies. 140% Atk Dmg. Range: 2 cells. 10 MP. Chance of Weak. Synth Time: 3 turns.
+Synth Mega Bomb: Accesses knowledge of explosives to enhance basic weaponry of that class creating a more dangerous version. 170% Int Dmg. Range: 3 cells; all cells surrounding target. Chance of Burn. 16 MP. Fire elemental. Synth Time: 3 turns.
+Synth Mega Potion: Undergoes the process of creating healing potion only increasing the volume while maintaining potency for expansive use. Recovers 20 HP upon use. Range: All allies. 12 MP. Synth Time: 3 turns.
+Super Synth Arcane Generator: Infuses metal with powerful magic and wires circuitry to form a sphere that, once activated, provides layer upon layer of protection for whoever activates it. Bestows Protect. Bestows Shell. Bestows Immunity. Range: 3 cells. 20 MP. Synth Time: 4 turns.
+Super Synth Winged Shoes: Takes raw materials to form shoes with wings and fills them with magic to the point where they allow whoever wears them to hover in place. Bestows Float. Increases Move by 2 cells. Permanent duration. Range: Adjacent cell. 14 MP. Synth Time: 4 turns.
+Super Synth Meteor: Using extensive knowledge of raw materials and arcane applications, one forms a solid sphere of rock that expands greatly in size as it rises higher into the air, but reaches a peak where gravity sends it right back down, so it's best thrown at an angle such that it lands upon foes. 240% Int Dmg. Range: 3 cells; 2 layers of cells surrounding target. Reduces all stats of targets by 10%. 48 MP. Synth Time: 4 turns.
+Ultimate Synth Megalixir: One of the greatest goals of the synthesist is to be able to create one of these--the megalixir--the greatest medical item in all the land capable of bringing even the soul closest to the brink of death back into the realm of life. And thus one begins to make it... Fully recovers HP and MP upon use. Range: All allies. 86 MP. Synth Time: 5 turns. 25% chance of skill interruption.
R-Ability: Equivalent Exchange - Whenever the user loses MP in any way, the user recovers HP equal to 25% of the amount of MP lost.
S-Ability: Item Thrower - Able to use items on any other unit within 3 cells of oneself. Also applies to skill involving items.
D-Ability: Tera Explosives (Fire) - In an attempt to crank things up another notch, one begins mass synthesis of the most powerful bombs and other explosives one can conjure, tossing them out towards enemies in a massive rain--impossible to avoid. The area is riddled with craters from the explosive impacts, and nothing but the sound of those very explosions can be heard until one finally settles down. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 35
MP: 55 (+15 from Short Fuse)
Atk: 10 (+3 from True Sign)
Def: 8 (+2 from Fireproof Vest)
Int: 16 (+5 from True Sign)
Spr: 10 (+6 from Fireproof Vest)
Movement: 2 cells (+0 from Synthesist profession)
Skill Points: 0
Gender: Female
Age: 12
Level: 15
Appearance:
- Spoiler:
- The girl is tall and slender and quite underdeveloped. Her eyes are a bright blue that's almost startling and they stand out against the backdrop of her white skin. Long, very light brown hair cascades down her back with several strands only touching down to her shoulders. She wears a white undershirt with a blue vest that somewhat matches her eyes, and a white short skirt, frilly in nature, of course. She wears light stockings and blue shoes to match the rest of her outfit. She is known to wear a floppy blue and white cap sometimes.
Profession: Synthesist - A form of alchemist, the one who claims this profession doesn't transmute things on the fly, but instead gathers raw materials required to make items and takes them to a lab for thorough mixing and combining to improve the quality of her results, as most synthesists do. (Basic Attacks +1)(Bomb's Away)(Improved Potions I)(Speedy Synth)
*Bomb's Away: Skills involving explosives deal 10% more damage.
*Improved Potions I: Any type of potion used will have its healing effects increased by 10% when utilized by the user.
*Speed Synth: Reduces synthesis time for skills by 1 turn.
Weapon: True Sign - A special staff handed down from master synthesist to apprentice that symbolizes the authenticity of one's rank as a new synthesist. (Damage: INT)(Range: 3 cells)(Damage output of skills +10%)
Armor: Fireproof Vest - Infused with a aqueous chemical, this vest has the ability to resist potent flames and explosions. (Resist Fire)(Null Water)
Accessory: Short Fuse - Small segment of rope used in the syntheses of bombs in order to make them explode faster. (Instantaneous synthesis of explosives)
A-Ability: Intuitive Mixing:
+Synth Potion: Combines raw materials in order to create a liquid with healing properties. Recovers 20 HP upon use. Range: Adjacent cell. 8 MP. Synth Time: 2 turns.
+Synth Grenade: Combines raw materials in order to create a handheld explosive shell detonated by removing the pin. Deals 20 Piercing Dmg. Range: 2 cells. 12 MP. Synth Time: 2 turns.
+Synth Mallet: Performs various metalworking skills on raw materials to form a large mallet with which to crush enemies. 140% Atk Dmg. Range: 2 cells. 10 MP. Chance of Weak. Synth Time: 3 turns.
+Synth Mega Bomb: Accesses knowledge of explosives to enhance basic weaponry of that class creating a more dangerous version. 170% Int Dmg. Range: 3 cells; all cells surrounding target. Chance of Burn. 16 MP. Fire elemental. Synth Time: 3 turns.
+Synth Mega Potion: Undergoes the process of creating healing potion only increasing the volume while maintaining potency for expansive use. Recovers 20 HP upon use. Range: All allies. 12 MP. Synth Time: 3 turns.
+Super Synth Arcane Generator: Infuses metal with powerful magic and wires circuitry to form a sphere that, once activated, provides layer upon layer of protection for whoever activates it. Bestows Protect. Bestows Shell. Bestows Immunity. Range: 3 cells. 20 MP. Synth Time: 4 turns.
+Super Synth Winged Shoes: Takes raw materials to form shoes with wings and fills them with magic to the point where they allow whoever wears them to hover in place. Bestows Float. Increases Move by 2 cells. Permanent duration. Range: Adjacent cell. 14 MP. Synth Time: 4 turns.
+Super Synth Meteor: Using extensive knowledge of raw materials and arcane applications, one forms a solid sphere of rock that expands greatly in size as it rises higher into the air, but reaches a peak where gravity sends it right back down, so it's best thrown at an angle such that it lands upon foes. 240% Int Dmg. Range: 3 cells; 2 layers of cells surrounding target. Reduces all stats of targets by 10%. 48 MP. Synth Time: 4 turns.
+Ultimate Synth Megalixir: One of the greatest goals of the synthesist is to be able to create one of these--the megalixir--the greatest medical item in all the land capable of bringing even the soul closest to the brink of death back into the realm of life. And thus one begins to make it... Fully recovers HP and MP upon use. Range: All allies. 86 MP. Synth Time: 5 turns. 25% chance of skill interruption.
R-Ability: Equivalent Exchange - Whenever the user loses MP in any way, the user recovers HP equal to 25% of the amount of MP lost.
S-Ability: Item Thrower - Able to use items on any other unit within 3 cells of oneself. Also applies to skill involving items.
D-Ability: Tera Explosives (Fire) - In an attempt to crank things up another notch, one begins mass synthesis of the most powerful bombs and other explosives one can conjure, tossing them out towards enemies in a massive rain--impossible to avoid. The area is riddled with craters from the explosive impacts, and nothing but the sound of those very explosions can be heard until one finally settles down. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 35
MP: 55 (+15 from Short Fuse)
Atk: 10 (+3 from True Sign)
Def: 8 (+2 from Fireproof Vest)
Int: 16 (+5 from True Sign)
Spr: 10 (+6 from Fireproof Vest)
Movement: 2 cells (+0 from Synthesist profession)
Skill Points: 0
Last edited by Masquerade on Tue May 01, 2012 7:56 am; edited 2 times in total
Re: Masquerade's Character Chronicle
Name: Sonata
Gender: Female
Age: Appears 26
Level: 2
Next Level: 4/10
Appearance:
Profession: Siren - In legend, these beings live in the waters below, luring sailors to their deaths with their song, but the one who claims this profession proves that legends are merely legends, and uses her amazing sword skills and haunting melodies to eliminate those who threaten her and her allies.
Weapon: Saber - As standard as a saber can be.
Armor: Black Gown - Rather beautiful black gown whose purpose in battle is questionable.
Accessory: Resonance Shell - Odd shell pendant that vibrates when the wielder begins to sing. (ATK +1)
A-Ability: The Immortal:
+Twin Slice: Immensely quick slashes of the saber aimed at a foe's limbs. 90% Atk Dmg. Range: Adjacent cell. 2 hits. Chance of Disable. 8 MP.
+Siren's Song: The song known by all sirens, it is one with no words meant to lure foes into a peaceful slumber. No damage. Range: 2 layers of surrounding cells. Chance of Sleep. 12 MP.
R-Ability: None.
S-Ability: Power of the Voice - Increases chances of inflicting negative status effects through songs by 10%.
D-Ability: Hymn of the End (Dark) - The shadows rise and dance as her voice permeates the area. Sparks of dark lightning flash about, her eyes closed as she pours her very soul into the ancient song, one that foretells an ultimate end. As the words enter the ears of the enemies, it pierces their souls and coaxes their hearts to stop beating. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 20
MP: 25
IP: 5/10
Atk: 4 (+1 from Saber) (+1 from Resonance Shell)
Def: 3 (+0 from Black Gown)
Int: 3 (+0 from Saber)
Spr: 2 (+1 from Black Gown)
Critical: 5%
Evasion: 2%
Movement: 2 Cells (+1 from Siren profession)
Skill Points: 1
Gender: Female
Age: Appears 26
Level: 2
Next Level: 4/10
Appearance:
- Spoiler:
- "He shot a glance at the special passenger at the front of the boat, a beautiful siren with long black hair and skin so pale...she looked like a ghost. Her eyes were unique, sharp and violet in hue. She wore a black dress, covered in shells and starfish, a bit of seaweed hanging over a shoulder. She was barefoot and her legs were dripping with water. A master of transformation, she looked just like she were a human. The deckhand stopped again to ogle her, but after a threatening glance from one of his colleagues, he set about his work, not to look up again." ~Excerpt from Tales of Alidiare: Forlana's Truth
Profession: Siren - In legend, these beings live in the waters below, luring sailors to their deaths with their song, but the one who claims this profession proves that legends are merely legends, and uses her amazing sword skills and haunting melodies to eliminate those who threaten her and her allies.
Weapon: Saber - As standard as a saber can be.
Armor: Black Gown - Rather beautiful black gown whose purpose in battle is questionable.
Accessory: Resonance Shell - Odd shell pendant that vibrates when the wielder begins to sing. (ATK +1)
A-Ability: The Immortal:
+Twin Slice: Immensely quick slashes of the saber aimed at a foe's limbs. 90% Atk Dmg. Range: Adjacent cell. 2 hits. Chance of Disable. 8 MP.
+Siren's Song: The song known by all sirens, it is one with no words meant to lure foes into a peaceful slumber. No damage. Range: 2 layers of surrounding cells. Chance of Sleep. 12 MP.
- Spoiler:
- +Flash Thorn: Extremely quick forward thrust into a foe that looks like nothing but a blur. 130% Atk Dmg. Range: Adjacent cell. Sure Hit. ? MP.
+Soothing Tune: Known for its healing properties, it is a short song whose wordless melody touches the very heart of those who hear it and warms them allowing their injuries to mend. 100% HP Recovery. Range: 2 layers of surrounding cells. ? MP.
+Hexing Hymn: Mainly sung in groups, it is a song used in vengeance ceremonies meant to steal away the luck of those who have done wrong. No damage. Range: 2 layers of surrounding cells. Chance of Misfortune. ? MP.
+Mirror Assault: Rushing slash followed by unsettling shockwaves that slash the foe repeatedly, the air distorted to form images of oneself performing the initial attack over and over again. 70% Atk Dmg. Range: 2 cells. User appears in cell behind the target. 5 hits. Chance of Bleeding. ? MP.
R-Ability: None.
S-Ability: Power of the Voice - Increases chances of inflicting negative status effects through songs by 10%.
D-Ability: Hymn of the End (Dark) - The shadows rise and dance as her voice permeates the area. Sparks of dark lightning flash about, her eyes closed as she pours her very soul into the ancient song, one that foretells an ultimate end. As the words enter the ears of the enemies, it pierces their souls and coaxes their hearts to stop beating. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 20
MP: 25
IP: 5/10
Atk: 4 (+1 from Saber) (+1 from Resonance Shell)
Def: 3 (+0 from Black Gown)
Int: 3 (+0 from Saber)
Spr: 2 (+1 from Black Gown)
Critical: 5%
Evasion: 2%
Movement: 2 Cells (+1 from Siren profession)
Skill Points: 1
Re: Masquerade's Character Chronicle
Name: Elusia
Gender: Female
Age: 39
Level: 50
Next Level: --/--
Appearance:
Profession: Master Synthesist - Taking the rarest materials that can be found, the one who claims this profession uses them to perform impressive and simply astonishing syntheses to form the best items that can be found, along with utilizing her knowledge of alchemy to crush foes. (Basic Attacks +3)(Expert Explosives)(Instant Synth)(Improved Potions IV)(Enhanced Effect)(Lithe)
*Expert Explosives: Skills involving explosives deal 75% more damage.
*Instant Synth: Reduces synthesis time for skills by 10 turns.
*Improved Potions IV: Any type of potion used will have its healing effects increased by 10% when utilized by the user.
*Enhanced Effect: Boosts damage output and healing effects of synthesis skills by 20%. Increases chances of inflicting negative status effects with synthesis skills by 45%.
*Lithe: Innately boosts Evasion by 20% and Movement by 2 cells.
Weapon: Alternate Realm - Impressive staff with a sleek violet body with a shadowy coil traveling up the main body, it is said to draw unnatural energies into itself through the large, violet, ring-like structure at the tip. (Damage: INT)(Range: 3 cells)(25% chance of double attack)(Reduces target SPR by 20% for 3 turns; no stack)(15% chance of dealing 10% Piercing INT Dmg to target's MP along with basic attack; subject to double attack)
Armor: Flowing Midnight - Beautiful dress the color of midnight, its elegance belies its natural ability to ward off mana-based attacks. (Shell)(Elemental dmg taken -45%)
Accessory: Emissary's Ring - Dark ring made up of the cores found in an extremely rare species of beast. (All damage output +20%)
Accessory: Platinum Aegis - Small round shield made of extremely purified platinum, it does a moderate job of deflecting blows. (Physical dmg taken -15%)(10% chance of Block)
Accessory: Chimera Manacium - The rarest material known to humanity, it is rumored that only one appears on the planet every century or two. (Upon reaching HP Critical state, transforms attacks into devastating forms of the originals)
A-Ability: Knowledge of Alchemy:
+Transmutation: Rearranges the molecules of a weakened enemy in order to form an item. Range: Adjacent cell. Transforms one enemy with less than 50% HP into an item. 6 MP.
+Shadow Sphere: Commands surrounding darkness to form a sphere in front of oneself before solidifying such that the user sends it flying forth to strike a faraway foe. 120% Int Dmg. Range: 4 cells. 6 MP.
+Scenic Dream: Shreds the fabric of reality to subject the foes to a perfect hallucination in which horrid things happen that can only be found in a dream leaving the enemy bewildered. No damage. Range: All enemies. Chance of Addle. Chance of Confusion. 12 MP.
+Natura Bombardment: Slams both palms into the ground to transmute the earth into two large cannons that, once ignited, fire stone cannonballs at the opposition that explode on impact. 150% Int dmg. Range: 4 cells; both adjacent rows/columns; hits enemies in all cells surrounding both targets. 18 MP. Earth elemental.
+Machina Generator: Transmogrifies skin, bones, and muscle into a giant machine upon one's back that acts out to boost one's attacking capabilities along with constantly refreshing stamina and energy. Boosts ATK and INT by 10% for 5 turns. Bestows Regen. Bestows MP Regen. Range: Self. 16 MP.
+Graviton Arrow: Condenses gravity and transmutes it into a large bow whilst forming an arrow of the same force, one draws the arrow back and releases it in a straight line, flattening all who happen to be hit with the projectile. Deals 25% Max HP Dmg. Range: Straight line; one direction; hits all in the way. 22 MP.
+Lumina Purity: Liquefies light through amalgamation and directs it to the user, bathing in the resulting substance to rid oneself of adverse conditions. Removes all negative status effects. Undoes all negative stat reductions. Removes any other adverse effects. Grants Immunity. Prevents negative stat reductions. Prevents receiving other adverse effects. 3 turn duration. Range: Self. 24 MP.
+Forlana Impact: Snaps fingers causing air particles to meld together and condense into an almighty spear which the user tosses into the air where it is caught by angels transmuted from the air as well that supercharge the spear with divine energy before hurling it back to the ground, the impact creating a large shockwave that buffets the opposition. 180% Int Dmg. Range: 4 cells; 6 cell radius around target. 20 MP. Light elemental.
+Ancient Drive: Compresses time around oneself before quickening the time mana to, in essence, speed up the time around oneself to allow for faster movement and action. Bestows Haste for 5 turns. Range: Self. 10 MP.
+Condemnation: Transmutes raw anger and vengeance into pools of light that form around the battlefield after which one conducts the energy collected upwards to blast foes from below, encasing their forms in stone to seal away their own feelings of hatred. 220% Int Dmg. Range: All enemies. Chance of Petrify. 44 MP. Light elemental.
A-Ability: Nostalgic Mixing:
+Synth Potion: Combines raw materials in order to create a liquid with healing properties. Recovers 20 HP upon use. Range: Adjacent cell. 8 MP. Synth Time: 2 turns.
+Synth Grenade: Combines raw materials in order to create a handheld explosive shell detonated by removing the pin. Deals 20 Piercing Dmg. Range: 2 cells. 12 MP. Synth Time: 2 turns.
+Synth Mallet: Performs various metalworking skills on raw materials to form a large mallet with which to crush enemies. 140% Atk Dmg. Range: 2 cells. 10 MP. Chance of Weak. Synth Time: 3 turns.
+Synth Mega Bomb: Accesses knowledge of explosives to enhance basic weaponry of that class creating a more dangerous version. 170% Int Dmg. Range: 3 cells; all cells surrounding target. Chance of Burn. 16 MP. Fire elemental. Synth Time: 3 turns.
+Synth Mega Potion: Undergoes the process of creating healing potion only increasing the volume while maintaining potency for expansive use. Recovers 20 HP upon use. Range: All allies. 12 MP. Synth Time: 3 turns.
+Super Synth Arcane Generator: Infuses metal with powerful magic and wires circuitry to form a sphere that, once activated, provides layer upon layer of protection for whoever activates it. Bestows Protect. Bestows Shell. Bestows Immunity. Range: 3 cells. 20 MP. Synth Time: 4 turns.
+Super Synth Winged Shoes: Takes raw materials to form shoes with wings and fills them with magic to the point where they allow whoever wears them to hover in place. Bestows Float. Increases Move by 2 cells. Permanent duration. Range: Adjacent cell. 14 MP. Synth Time: 4 turns.
+Super Synth Meteor: Using extensive knowledge of raw materials and arcane applications, one forms a solid sphere of rock that expands greatly in size as it rises higher into the air, but reaches a peak where gravity sends it right back down, so it's best thrown at an angle such that it lands upon foes. 240% Int Dmg. Range: 3 cells; 2 layers of cells surrounding target. Reduces all stats of targets by 10%. 48 MP. Synth Time: 4 turns.
+Ultimate Synth Megalixir: One of the greatest goals of the synthesist is to be able to create one of these--the megalixir--the greatest medical item in all the land capable of bringing even the soul closest to the brink of death back into the realm of life. And thus one begins to make it... Fully recovers HP and MP upon use. Range: All allies. 86 MP. Synth Time: 5 turns. 25% chance of skill interruption.
A-Ability: Prodigal Mixing:
+Ultimate Synth Grenade Launcher: Using scrap metal and already synthesized grenades, one synthesizes a fully loaded launcher ready to spew out a load of the unpinned grenades upon the opposition at the squeeze of a single trigger. Deals 20 Piercing Dmg. Range: All enemies. 6 randomized hits. 72 MP. Synth Time: 5 turns.
+Ultimate Synth Alpha Potion: Collects materials with potent healing properties, grinds them up, and then liquefies them to synthesize an extremely effective potion with maximal recovery capabilities. Recovers 175 HP upon use. Range: Adjacent cell. 64 MP. Synth Time: 5 turns.
+Ultimate Synth Perilous Sun: Amasses a large amount of glass that one welds together to form a giant sphere before using fire-infused manacium to set the sphere ablaze to create a miniature sun that travels forward to burn all in its path. 160% Int Dmg. Range: Straight line; linear; one direction; hits enemies in both adjacent rows/columns to main path. Chance of Burn. 30 MP. Fire elemental. Synth Time: 6 turns.
+Master Synth Witch Salve: Brews up a foul concoction containing some of the most dangerous ingredients that can be found in order to unleash a myriad of blights upon those it comes into contact with. No damage. Range: 4 cell radius; one direction. Chance of Sap. Chance of Plague. Chance of Curse. Chance of Misfortune. 22 MP. Synth Time: 6 turns.
+Master Synth Calamity Cloth: Sews together different cloths saturated in otherworldly energy to form a single large veil to shroud oneself in for the purpose of making one's form hard to target. Boosts Evasion by 75% for 2 turns. Range: Self. 16 MP. Synth Time: 6 turns.
+Master Synth Glacial Bomb: Takes one's knowledge of bombs and adds a touch of a different element to it, taking ice-infused mana crystals and loading them into a giant bomb shell such that when the construct explodes, the crystals release their frigid energy to encase the foes in a thick block of ice. 200% Int Dmg. Range: 4 cells; 6 cell radius around target. Chance of Freeze. 36 MP. Ice elemental. Synth Time: 7 turns.
+Master Synth Fury Net: With the persistent nature of the underworld's furies as one's inspiration, one synthesizes a net into existence that unleashes waves and waves of horrid pain upon the one captured within it, a true testament to one's wrath. 140% Int Dmg. Range: 3 cells. Chance of Immobilize. Chance of Disable. Chance of Pain. Damage persists for 3 turns after initial attack. 32 MP.
+Legendary Synth Mana Reaper: Solid crystal in hand, one compresses it all into a solid sphere and curses it with a task--to drain the very mana essence from those who would oppose its creator, hoping to place the ones drained into a state of stasis. 25% Max MP Dmg. Range: All enemies. If a target's MP reaches 0 because of this attack, the target is placed into an Unconscious state for 3 turns after which the target recovers with 1 MP. 56 MP. Synth Time: 10 turns.
+Legendary Synth Godslayer: Converts a physical synthesis product into something ethereal--a sword holding immense power now becomes an enormous saber of light that one expertly wields, slicing and dicing away at the opposition with wide-ranging strikes, the blade itself holding enough power to destroy a god. 250% Atk Dmg. Range: 5 cell radius; one direction. 4 hits. 76 MP. Light elemental. Synth Time: 10 turns.
+Apocalypse Synth Farewell Gift: It is an item of unknown power, but it is rumored to harbor such strength that even the immortals quake upon hearing of its possible presence. Such an item would only be created to say a final goodbye to all that has come into existence, for not a single thing should be left upon its detonation. One should hope deep in one's soul that this object of destruction remain just a rumor... Deals 500% Int Dmg. Range: All enemies. Chance of Oblivion. If no Oblivion, 99% chance Severe Burn and Doom if no immunity. Destroys all inanimate objects on the battlefield. 25% chance of Interruption. 144 MP. Synth Time: 12 turns.
R-Ability: Eradication - Whenever the user takes damage, MP costs are reduced by 10% and damage output is increased by 1%. Maximum stack -50% MP cost and +20% damage output.
S-Ability: Infinite Manaflow - The user regains 25% Max MP each turn. This effect cannot be nullified or dispelled by any means, even by status effects that would normally disable it.
D-Ability: Reverse Creation (Neutral) - The universe and all the dwells within is nothing more than raw materials synthesized to form everything--the planets, the stars, the plants, and the beasts. Nothing is immune to that everlasting principle. Hands glowing with ethereal power, she rushes up to the foe to prove that this is true. With great force, she slams her hands into the enemy, a blazing array of light being emitted before it fades to reveal naught but a small pile of motley materials, for creation has been unraveled. Deals 200% Piercing Int damage to a single foe up to 6 cells away.
Stats:
HP: 155 (+75 from Emissary's Ring)
MP: 205 (+150 from Emissary's Ring)
Atk: 19 (+12 from Alternate Realm)
Def: 22 (+10 from Flowing Midnight)(+10 from Platinum Aegis)
Int: 34 (+37 from Alternate Realm)(+15 from Emissary's Ring)
Spr: 27 (+17 from Flowing Midnight)
Movement: 2 cells (+0 from Master Synthesist profession)(+2 from Lithe)
Skill Points: 0
Gender: Female
Age: 39
Level: 50
Next Level: --/--
Appearance:
- Spoiler:
- Elusia is fairly tall for a woman, her form slender. Her skin is milky white and smooth, lacking any signs of wrinkles despite her age. Thin lips, quaint nose, and sharp baby blue eyes can be found upon her face which is often set in a stern expression, something exhibited by her to inspire in her apprentices that she was the one in command. Lustrous, long, blonde hair goes down to her waist, a bit wavy in nature. She dons a long, midnight blue dress most of the time choosing matching short heels to go with them, ones that she herself created. When it's cold out, she's known to wear a light coat, black in color with dark fur around the collar and cuffs of the sleeves.
Profession: Master Synthesist - Taking the rarest materials that can be found, the one who claims this profession uses them to perform impressive and simply astonishing syntheses to form the best items that can be found, along with utilizing her knowledge of alchemy to crush foes. (Basic Attacks +3)(Expert Explosives)(Instant Synth)(Improved Potions IV)(Enhanced Effect)(Lithe)
*Expert Explosives: Skills involving explosives deal 75% more damage.
*Instant Synth: Reduces synthesis time for skills by 10 turns.
*Improved Potions IV: Any type of potion used will have its healing effects increased by 10% when utilized by the user.
*Enhanced Effect: Boosts damage output and healing effects of synthesis skills by 20%. Increases chances of inflicting negative status effects with synthesis skills by 45%.
*Lithe: Innately boosts Evasion by 20% and Movement by 2 cells.
Weapon: Alternate Realm - Impressive staff with a sleek violet body with a shadowy coil traveling up the main body, it is said to draw unnatural energies into itself through the large, violet, ring-like structure at the tip. (Damage: INT)(Range: 3 cells)(25% chance of double attack)(Reduces target SPR by 20% for 3 turns; no stack)(15% chance of dealing 10% Piercing INT Dmg to target's MP along with basic attack; subject to double attack)
Armor: Flowing Midnight - Beautiful dress the color of midnight, its elegance belies its natural ability to ward off mana-based attacks. (Shell)(Elemental dmg taken -45%)
Accessory: Emissary's Ring - Dark ring made up of the cores found in an extremely rare species of beast. (All damage output +20%)
Accessory: Platinum Aegis - Small round shield made of extremely purified platinum, it does a moderate job of deflecting blows. (Physical dmg taken -15%)(10% chance of Block)
Accessory: Chimera Manacium - The rarest material known to humanity, it is rumored that only one appears on the planet every century or two. (Upon reaching HP Critical state, transforms attacks into devastating forms of the originals)
A-Ability: Knowledge of Alchemy:
+Transmutation: Rearranges the molecules of a weakened enemy in order to form an item. Range: Adjacent cell. Transforms one enemy with less than 50% HP into an item. 6 MP.
+Shadow Sphere: Commands surrounding darkness to form a sphere in front of oneself before solidifying such that the user sends it flying forth to strike a faraway foe. 120% Int Dmg. Range: 4 cells. 6 MP.
+Scenic Dream: Shreds the fabric of reality to subject the foes to a perfect hallucination in which horrid things happen that can only be found in a dream leaving the enemy bewildered. No damage. Range: All enemies. Chance of Addle. Chance of Confusion. 12 MP.
+Natura Bombardment: Slams both palms into the ground to transmute the earth into two large cannons that, once ignited, fire stone cannonballs at the opposition that explode on impact. 150% Int dmg. Range: 4 cells; both adjacent rows/columns; hits enemies in all cells surrounding both targets. 18 MP. Earth elemental.
+Machina Generator: Transmogrifies skin, bones, and muscle into a giant machine upon one's back that acts out to boost one's attacking capabilities along with constantly refreshing stamina and energy. Boosts ATK and INT by 10% for 5 turns. Bestows Regen. Bestows MP Regen. Range: Self. 16 MP.
+Graviton Arrow: Condenses gravity and transmutes it into a large bow whilst forming an arrow of the same force, one draws the arrow back and releases it in a straight line, flattening all who happen to be hit with the projectile. Deals 25% Max HP Dmg. Range: Straight line; one direction; hits all in the way. 22 MP.
+Lumina Purity: Liquefies light through amalgamation and directs it to the user, bathing in the resulting substance to rid oneself of adverse conditions. Removes all negative status effects. Undoes all negative stat reductions. Removes any other adverse effects. Grants Immunity. Prevents negative stat reductions. Prevents receiving other adverse effects. 3 turn duration. Range: Self. 24 MP.
+Forlana Impact: Snaps fingers causing air particles to meld together and condense into an almighty spear which the user tosses into the air where it is caught by angels transmuted from the air as well that supercharge the spear with divine energy before hurling it back to the ground, the impact creating a large shockwave that buffets the opposition. 180% Int Dmg. Range: 4 cells; 6 cell radius around target. 20 MP. Light elemental.
+Ancient Drive: Compresses time around oneself before quickening the time mana to, in essence, speed up the time around oneself to allow for faster movement and action. Bestows Haste for 5 turns. Range: Self. 10 MP.
+Condemnation: Transmutes raw anger and vengeance into pools of light that form around the battlefield after which one conducts the energy collected upwards to blast foes from below, encasing their forms in stone to seal away their own feelings of hatred. 220% Int Dmg. Range: All enemies. Chance of Petrify. 44 MP. Light elemental.
A-Ability: Nostalgic Mixing:
+Synth Potion: Combines raw materials in order to create a liquid with healing properties. Recovers 20 HP upon use. Range: Adjacent cell. 8 MP. Synth Time: 2 turns.
+Synth Grenade: Combines raw materials in order to create a handheld explosive shell detonated by removing the pin. Deals 20 Piercing Dmg. Range: 2 cells. 12 MP. Synth Time: 2 turns.
+Synth Mallet: Performs various metalworking skills on raw materials to form a large mallet with which to crush enemies. 140% Atk Dmg. Range: 2 cells. 10 MP. Chance of Weak. Synth Time: 3 turns.
+Synth Mega Bomb: Accesses knowledge of explosives to enhance basic weaponry of that class creating a more dangerous version. 170% Int Dmg. Range: 3 cells; all cells surrounding target. Chance of Burn. 16 MP. Fire elemental. Synth Time: 3 turns.
+Synth Mega Potion: Undergoes the process of creating healing potion only increasing the volume while maintaining potency for expansive use. Recovers 20 HP upon use. Range: All allies. 12 MP. Synth Time: 3 turns.
+Super Synth Arcane Generator: Infuses metal with powerful magic and wires circuitry to form a sphere that, once activated, provides layer upon layer of protection for whoever activates it. Bestows Protect. Bestows Shell. Bestows Immunity. Range: 3 cells. 20 MP. Synth Time: 4 turns.
+Super Synth Winged Shoes: Takes raw materials to form shoes with wings and fills them with magic to the point where they allow whoever wears them to hover in place. Bestows Float. Increases Move by 2 cells. Permanent duration. Range: Adjacent cell. 14 MP. Synth Time: 4 turns.
+Super Synth Meteor: Using extensive knowledge of raw materials and arcane applications, one forms a solid sphere of rock that expands greatly in size as it rises higher into the air, but reaches a peak where gravity sends it right back down, so it's best thrown at an angle such that it lands upon foes. 240% Int Dmg. Range: 3 cells; 2 layers of cells surrounding target. Reduces all stats of targets by 10%. 48 MP. Synth Time: 4 turns.
+Ultimate Synth Megalixir: One of the greatest goals of the synthesist is to be able to create one of these--the megalixir--the greatest medical item in all the land capable of bringing even the soul closest to the brink of death back into the realm of life. And thus one begins to make it... Fully recovers HP and MP upon use. Range: All allies. 86 MP. Synth Time: 5 turns. 25% chance of skill interruption.
A-Ability: Prodigal Mixing:
+Ultimate Synth Grenade Launcher: Using scrap metal and already synthesized grenades, one synthesizes a fully loaded launcher ready to spew out a load of the unpinned grenades upon the opposition at the squeeze of a single trigger. Deals 20 Piercing Dmg. Range: All enemies. 6 randomized hits. 72 MP. Synth Time: 5 turns.
+Ultimate Synth Alpha Potion: Collects materials with potent healing properties, grinds them up, and then liquefies them to synthesize an extremely effective potion with maximal recovery capabilities. Recovers 175 HP upon use. Range: Adjacent cell. 64 MP. Synth Time: 5 turns.
+Ultimate Synth Perilous Sun: Amasses a large amount of glass that one welds together to form a giant sphere before using fire-infused manacium to set the sphere ablaze to create a miniature sun that travels forward to burn all in its path. 160% Int Dmg. Range: Straight line; linear; one direction; hits enemies in both adjacent rows/columns to main path. Chance of Burn. 30 MP. Fire elemental. Synth Time: 6 turns.
+Master Synth Witch Salve: Brews up a foul concoction containing some of the most dangerous ingredients that can be found in order to unleash a myriad of blights upon those it comes into contact with. No damage. Range: 4 cell radius; one direction. Chance of Sap. Chance of Plague. Chance of Curse. Chance of Misfortune. 22 MP. Synth Time: 6 turns.
+Master Synth Calamity Cloth: Sews together different cloths saturated in otherworldly energy to form a single large veil to shroud oneself in for the purpose of making one's form hard to target. Boosts Evasion by 75% for 2 turns. Range: Self. 16 MP. Synth Time: 6 turns.
+Master Synth Glacial Bomb: Takes one's knowledge of bombs and adds a touch of a different element to it, taking ice-infused mana crystals and loading them into a giant bomb shell such that when the construct explodes, the crystals release their frigid energy to encase the foes in a thick block of ice. 200% Int Dmg. Range: 4 cells; 6 cell radius around target. Chance of Freeze. 36 MP. Ice elemental. Synth Time: 7 turns.
+Master Synth Fury Net: With the persistent nature of the underworld's furies as one's inspiration, one synthesizes a net into existence that unleashes waves and waves of horrid pain upon the one captured within it, a true testament to one's wrath. 140% Int Dmg. Range: 3 cells. Chance of Immobilize. Chance of Disable. Chance of Pain. Damage persists for 3 turns after initial attack. 32 MP.
+Legendary Synth Mana Reaper: Solid crystal in hand, one compresses it all into a solid sphere and curses it with a task--to drain the very mana essence from those who would oppose its creator, hoping to place the ones drained into a state of stasis. 25% Max MP Dmg. Range: All enemies. If a target's MP reaches 0 because of this attack, the target is placed into an Unconscious state for 3 turns after which the target recovers with 1 MP. 56 MP. Synth Time: 10 turns.
+Legendary Synth Godslayer: Converts a physical synthesis product into something ethereal--a sword holding immense power now becomes an enormous saber of light that one expertly wields, slicing and dicing away at the opposition with wide-ranging strikes, the blade itself holding enough power to destroy a god. 250% Atk Dmg. Range: 5 cell radius; one direction. 4 hits. 76 MP. Light elemental. Synth Time: 10 turns.
+Apocalypse Synth Farewell Gift: It is an item of unknown power, but it is rumored to harbor such strength that even the immortals quake upon hearing of its possible presence. Such an item would only be created to say a final goodbye to all that has come into existence, for not a single thing should be left upon its detonation. One should hope deep in one's soul that this object of destruction remain just a rumor... Deals 500% Int Dmg. Range: All enemies. Chance of Oblivion. If no Oblivion, 99% chance Severe Burn and Doom if no immunity. Destroys all inanimate objects on the battlefield. 25% chance of Interruption. 144 MP. Synth Time: 12 turns.
R-Ability: Eradication - Whenever the user takes damage, MP costs are reduced by 10% and damage output is increased by 1%. Maximum stack -50% MP cost and +20% damage output.
S-Ability: Infinite Manaflow - The user regains 25% Max MP each turn. This effect cannot be nullified or dispelled by any means, even by status effects that would normally disable it.
D-Ability: Reverse Creation (Neutral) - The universe and all the dwells within is nothing more than raw materials synthesized to form everything--the planets, the stars, the plants, and the beasts. Nothing is immune to that everlasting principle. Hands glowing with ethereal power, she rushes up to the foe to prove that this is true. With great force, she slams her hands into the enemy, a blazing array of light being emitted before it fades to reveal naught but a small pile of motley materials, for creation has been unraveled. Deals 200% Piercing Int damage to a single foe up to 6 cells away.
Stats:
HP: 155 (+75 from Emissary's Ring)
MP: 205 (+150 from Emissary's Ring)
Atk: 19 (+12 from Alternate Realm)
Def: 22 (+10 from Flowing Midnight)(+10 from Platinum Aegis)
Int: 34 (+37 from Alternate Realm)(+15 from Emissary's Ring)
Spr: 27 (+17 from Flowing Midnight)
Movement: 2 cells (+0 from Master Synthesist profession)(+2 from Lithe)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Desert Rose (Full Power)
Gender: Female
Age: 24
Level: 50
Next Level: --/--
Appearance:
Profession: Heart of the Desert - Possessing the utmost care for her land and its people, the one who claims this profession takes blade in hand and channels the true power of the desert and mixes it with the powerful emotions she feels in her heart to unleash an astonishing array of brutal attacks to leave those who would take her home from her on their knees, wishing for death. (Basic Attacks +3)(Persistence)(Sand Shell)(Desert Augmentation)(Renegade)
*Persistence: Innately boosts Evasion by 20%. Also makes attacks harder to dodge.
*Sand Shell: All damage taken is reduced by 15%.
*Desert Augmentation: Basic attacks and skills are bolstered with extra hits.
*Renegade: Innately boosts ATK and Critical Hit Rate by 25%.
Weapon: Soulless - Immensely long sword with an ebony hilt and an ethereal silver blade, it hungers for the souls of others to make up for the soul it does not possess and never will. (Range: 2 cells)(25% chance of reducing target ATK and INT by 25% for 3 turns)
Armor: Ruler of Sand - Extraordinary garments of an aureate hue with black symbols of an ancient language patterned upon them, it is rumored that the scattered words tell a story of a past king who cared so much for his people, that he sacrificed himself to save them from a catastrophe. (Enables Martyr's Will)(SOS Protect)(SOS Shell)
---Martyr's Will: Those who offer themselves up to save others shall be greatly rewarded. Boosts all stats by 10% for 5 turns. Range: Self. No stack.
Accessory: Lost Treasure - Beautiful golden ring with carvings along the band, it was found buried deep beneath the desert sands and harbors an untold strength. (Allows user to take action regardless of negative status or adverse effects placed upon the user)
Accessory: Black Dragon Tattoo - A well-done tattoo portraying a serpentine black dragon. (Darkness damage output +45%)(SOS Bravery)
Accessory: Seraph's Jewel - Cornerstone item to breaking the seal holding a powerful fallen seraph in confinement for his crimes, it holds extraordinary power. (5% chance to convert damage into HP Recovery)(SOS Veil)
A-Ability: Truth of the Desert:
+Imperative Might: With one's mere countenance, banishes all beneficial effects granting the enemies an advantage over oneself. Dispels positive status effects and stat bonuses that are not innate. Range: All enemies. 36 MP.
+Sand Stream: Twin slashes from one's blade followed by conducting a fierce blast of sand to catch a foe unawares. 90% Atk Dmg. Range: 2 cells. 3 hits. High critical hit chance on last hit. 10 MP.
+Biting Darkness: Coats blade in ethereal darkness for devastating combo. 110% Atk Dmg. Range: 2 cells. 4 hits. 12 MP. Darkness elemental.
+Piercing Pain: Unleashes torrent of thrusts mimicking the cactus's natural defense of possessing many pointy needles. 60% Atk Dmg. Range: 2 cells. 8 hits. Chance of Bleeding. 14 MP.
+Frigid Night: With a blade as cold as ice, launches triage of slashes with the finishing one emitting an icy mist to encase the foe in a block of ice. 140% Atk Dmg. Range: 2 cells. 3 hits. Chance of Freeze. 22 MP. Ice elemental.
+Dark Star: Slices the air multiple times to form a myriad of shadowy seals that one detonates to cause vicious explosions around oneself. 180% Int Dmg. Range: 4 cell radius. Chance of Seal. Chance of Misfortune. 28 MP. Darkness elemental.
+Solar Blitz: Surrounds oneself in blazing fire as hot as the flames upon the very sun itself and dashes forward while spinning to set fire to any enemy one touches. 200% Atk Dmg. Range: 3 cells; linear; one direction; hits enemies in cells surrounding target; hits all enemies in the way (in same row/column and adjacent rows/columns.) Chance of Severe Burn. 36 MP. Fire elemental.
A-Ability: Forsaken:
+Strength to Conquer: Slams hand down on tattoo causing that half of one's body to glow with a dark aura in the shape of a dragon. Bestows Haste. All damage output +50%. Evasion +10%. Critical Hit Rate and Damage +25%. Darkness damage output +75%. Basic attacks gain Added Effect: Target Dark Resist -100%. 5 turn duration. Range: Self. 144 MP.
+Pervasiveness: Brings the spreading sensation of darkness to life through attacks. All attacks deal additional damage equal to 120% Int to enemies in a 3 cell radius from the main target with damage being of the Darkness element per hit. 5 turn duration. Range: Self. 56 MP.
+Dragon Fury: Becomes completely possessed by rage and dances about the battlefield dealing devastating blows to those who would dare cross her path. 160% Atk Dmg. Range: All enemies. 8 randomized hits. 62 MP.
+Curse Drive: Surrounds self in aura of darkness and drains the light from the area while rising into the air after which one chants an incantation quickly and descends, plunging one's sword into the ground to unleash a horrid shockwave to devastate foes. 200% Int Dmg. Range: 6 cells radius. Chance of Sap. Chance of Curse. 28 MP.
+Lost Homeland: "They think all is fine with taking my home?" Four slashes ring out through the night. "Well they are dead wrong." Determination blazing, one unleashes a grand flurry of blows. "This land is MINE! The time of those who would wish harm upon me, my people, and this land has reached its final end!" More smooth, speedy strokes persist before one slams the ground with one's weapon emitting an immense burst of neutralized energy meant to rend the body and soul to naught. 100% Atk Dmg for slow slashes. 70% Atk Dmg for quick sword slashes. 500% Int Dmg for finishing burst. Range: 2 cells. 15 hits. (4 slow slashes/10 quick slashes/1 finishing burst.) 144 MP.
R-Ability: Lashing Sands - Whenever attacked from a range of 3 cells or less by any means, counterattacks for 150% Atk Dmg with a chance of Blood Loss.
S-Ability: Righteous Return - Completely recovers MP to its maximum value when MP reaches an unusable amount. Limitless usage.
D-Ability: Rightful Monarch (Earth) - The throne is hers to claim, though informal before, they all recognized her as their ruler. With the power of the desert backing her, none can stand in her way. Soul lost in a sea of rage, her eyes glow white as a blazing white aura overtakes her. The sands come to life around her and swirl about her. She is gone. Flashes of white dart about the battlefield, the sands ripping and shredding their way through enemies as she herself seeks to draw naught but the blood of her foes with her blade in hand. When all is said and done, the thirst of the sands shall be quenched with the crimson essence of those who would oppose the rightful ruler. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 9500
MP: 8550
Atk: 45 (+23 from Soulless)(+9 from Lost Treasure)
Def: 37 (+17 from Ruler of Sand)
Int: 25 (+12 from Soulless)(+9 from Lost Treasure)(+7 from Seraph's Jewel)
Spr: 32 (+14 from Ruler of Sand)(+5 from Black Dragon Tattoo)(+5 from Seraph's Jewel)
Movement: 2 cells (+2 from Heart of the Desert profession)
Skill Points: 0
Gender: Female
Age: 24
Level: 50
Next Level: --/--
Appearance:
- Spoiler:
Profession: Heart of the Desert - Possessing the utmost care for her land and its people, the one who claims this profession takes blade in hand and channels the true power of the desert and mixes it with the powerful emotions she feels in her heart to unleash an astonishing array of brutal attacks to leave those who would take her home from her on their knees, wishing for death. (Basic Attacks +3)(Persistence)(Sand Shell)(Desert Augmentation)(Renegade)
*Persistence: Innately boosts Evasion by 20%. Also makes attacks harder to dodge.
*Sand Shell: All damage taken is reduced by 15%.
*Desert Augmentation: Basic attacks and skills are bolstered with extra hits.
*Renegade: Innately boosts ATK and Critical Hit Rate by 25%.
Weapon: Soulless - Immensely long sword with an ebony hilt and an ethereal silver blade, it hungers for the souls of others to make up for the soul it does not possess and never will. (Range: 2 cells)(25% chance of reducing target ATK and INT by 25% for 3 turns)
Armor: Ruler of Sand - Extraordinary garments of an aureate hue with black symbols of an ancient language patterned upon them, it is rumored that the scattered words tell a story of a past king who cared so much for his people, that he sacrificed himself to save them from a catastrophe. (Enables Martyr's Will)(SOS Protect)(SOS Shell)
---Martyr's Will: Those who offer themselves up to save others shall be greatly rewarded. Boosts all stats by 10% for 5 turns. Range: Self. No stack.
Accessory: Lost Treasure - Beautiful golden ring with carvings along the band, it was found buried deep beneath the desert sands and harbors an untold strength. (Allows user to take action regardless of negative status or adverse effects placed upon the user)
Accessory: Black Dragon Tattoo - A well-done tattoo portraying a serpentine black dragon. (Darkness damage output +45%)(SOS Bravery)
Accessory: Seraph's Jewel - Cornerstone item to breaking the seal holding a powerful fallen seraph in confinement for his crimes, it holds extraordinary power. (5% chance to convert damage into HP Recovery)(SOS Veil)
A-Ability: Truth of the Desert:
+Imperative Might: With one's mere countenance, banishes all beneficial effects granting the enemies an advantage over oneself. Dispels positive status effects and stat bonuses that are not innate. Range: All enemies. 36 MP.
+Sand Stream: Twin slashes from one's blade followed by conducting a fierce blast of sand to catch a foe unawares. 90% Atk Dmg. Range: 2 cells. 3 hits. High critical hit chance on last hit. 10 MP.
+Biting Darkness: Coats blade in ethereal darkness for devastating combo. 110% Atk Dmg. Range: 2 cells. 4 hits. 12 MP. Darkness elemental.
+Piercing Pain: Unleashes torrent of thrusts mimicking the cactus's natural defense of possessing many pointy needles. 60% Atk Dmg. Range: 2 cells. 8 hits. Chance of Bleeding. 14 MP.
+Frigid Night: With a blade as cold as ice, launches triage of slashes with the finishing one emitting an icy mist to encase the foe in a block of ice. 140% Atk Dmg. Range: 2 cells. 3 hits. Chance of Freeze. 22 MP. Ice elemental.
+Dark Star: Slices the air multiple times to form a myriad of shadowy seals that one detonates to cause vicious explosions around oneself. 180% Int Dmg. Range: 4 cell radius. Chance of Seal. Chance of Misfortune. 28 MP. Darkness elemental.
+Solar Blitz: Surrounds oneself in blazing fire as hot as the flames upon the very sun itself and dashes forward while spinning to set fire to any enemy one touches. 200% Atk Dmg. Range: 3 cells; linear; one direction; hits enemies in cells surrounding target; hits all enemies in the way (in same row/column and adjacent rows/columns.) Chance of Severe Burn. 36 MP. Fire elemental.
A-Ability: Forsaken:
+Strength to Conquer: Slams hand down on tattoo causing that half of one's body to glow with a dark aura in the shape of a dragon. Bestows Haste. All damage output +50%. Evasion +10%. Critical Hit Rate and Damage +25%. Darkness damage output +75%. Basic attacks gain Added Effect: Target Dark Resist -100%. 5 turn duration. Range: Self. 144 MP.
+Pervasiveness: Brings the spreading sensation of darkness to life through attacks. All attacks deal additional damage equal to 120% Int to enemies in a 3 cell radius from the main target with damage being of the Darkness element per hit. 5 turn duration. Range: Self. 56 MP.
+Dragon Fury: Becomes completely possessed by rage and dances about the battlefield dealing devastating blows to those who would dare cross her path. 160% Atk Dmg. Range: All enemies. 8 randomized hits. 62 MP.
+Curse Drive: Surrounds self in aura of darkness and drains the light from the area while rising into the air after which one chants an incantation quickly and descends, plunging one's sword into the ground to unleash a horrid shockwave to devastate foes. 200% Int Dmg. Range: 6 cells radius. Chance of Sap. Chance of Curse. 28 MP.
+Lost Homeland: "They think all is fine with taking my home?" Four slashes ring out through the night. "Well they are dead wrong." Determination blazing, one unleashes a grand flurry of blows. "This land is MINE! The time of those who would wish harm upon me, my people, and this land has reached its final end!" More smooth, speedy strokes persist before one slams the ground with one's weapon emitting an immense burst of neutralized energy meant to rend the body and soul to naught. 100% Atk Dmg for slow slashes. 70% Atk Dmg for quick sword slashes. 500% Int Dmg for finishing burst. Range: 2 cells. 15 hits. (4 slow slashes/10 quick slashes/1 finishing burst.) 144 MP.
R-Ability: Lashing Sands - Whenever attacked from a range of 3 cells or less by any means, counterattacks for 150% Atk Dmg with a chance of Blood Loss.
S-Ability: Righteous Return - Completely recovers MP to its maximum value when MP reaches an unusable amount. Limitless usage.
D-Ability: Rightful Monarch (Earth) - The throne is hers to claim, though informal before, they all recognized her as their ruler. With the power of the desert backing her, none can stand in her way. Soul lost in a sea of rage, her eyes glow white as a blazing white aura overtakes her. The sands come to life around her and swirl about her. She is gone. Flashes of white dart about the battlefield, the sands ripping and shredding their way through enemies as she herself seeks to draw naught but the blood of her foes with her blade in hand. When all is said and done, the thirst of the sands shall be quenched with the crimson essence of those who would oppose the rightful ruler. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 9500
MP: 8550
Atk: 45 (+23 from Soulless)(+9 from Lost Treasure)
Def: 37 (+17 from Ruler of Sand)
Int: 25 (+12 from Soulless)(+9 from Lost Treasure)(+7 from Seraph's Jewel)
Spr: 32 (+14 from Ruler of Sand)(+5 from Black Dragon Tattoo)(+5 from Seraph's Jewel)
Movement: 2 cells (+2 from Heart of the Desert profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Null Magic Boss-san
Gender: Female
Age: 12
Level: 15
Next Level: --/--
Appearance:
Profession: Lone Magician - La lala lala~ I'm supposed to be a mage with the power to stop the magic of other mages 'cause they try to hurt me too much like big meanies. I like watching the looks on their faces when they try to cast spells at me only to see that they do nothing. Then, I share my cheesecake with them~<3 (Basic Attacks +1)(NULL MAGIC MOTHER FUCKERS)(Cleric Trolling v.1.0)
*NULL MAGIC MOTHER FUCKERS: INT-based attacks always deal 0 damage to the user. As a further annoyance, any added effects through the use of spells are negated.
*Cleric Trolling v.1.0: Healing spells cast by the opposition have their effectiveness reduced by 30%. Positive status effects bestowed by spells cast by the opposition have their durations halved.
Weapon: Kiss Kiss Dreams - Sleek wooden staff the color of freshly baked cakes, it has a joyous crescent moon adornment at its tip that radiates wondrous dreams to those who fall under its sleeping spell. (Damage: INT)(Range: 4 cells)(Added Effect: Sleep)
Armor: Happy Day Dress - Something pretty to wear on sunny spring days. Wearing it makes it hard to keep the young boys at bay. (Redirect Magic)
Accessory: Gentleman Bunny - Stuffed rabbit with a fanciful vest, he only lives to be polite and serve up tea with cheesecake. (20% chance of Block)
A-Ability: Sweet Magic:
+Candle Flicker: Turns the ground transparent and reveals a large birthday cake beneath the target with colored candles placed around, and with a snap of one's fingers, the flames burst to life on the wicks, rising up to scorch the target. 120% Int Dmg. Range: 4 cells. Chance of Burn. 8 MP. Fire elemental.
---Extinguish: Time to make a wish while blowing out the burning enemy through the use of a powerful, magic-evoked gust~ 120% Int Dmg. Range: Set. Automatic critical hit if enemy is Burned. Removes Burn. 8 MP. Wind elemental.
+Help Yourself: Shares the delight of cheesecake with the opposition, conjuring cotton candy clouds in the air to rain down the sweet dessert upon the foes with complete selflessness. 150% Int Dmg. Range: All enemies. Chance of Confusion. 12 MP.
+Gorgeous Ribbon: Golden ribbons surge from beneath a foe and wrap around it tightly to hold it in place while slowly squeezing the life out of it. Deals 10% Max HP Dmg per turn for 3 turns. Range: 4 cells. Chance of Immobilize. 10 MP.
+Miracle Sun: The rays of the sun rain down, showering one or one's ally in wondrous gifts of health and happiness--miracles in their own right. 120% Int HP Recovery. Removes one random negative status effect. Range: 3 cells. Effectiveness of HP Recovery increased by 50% if used during the day (only applies in areas where the sun is visible.) 14 MP.
+Mana Jam Jam: Conjures two large speakers from nowhere and blasts a heavy, loud tune that weakens mana-based attacks from foes while quickly cycling one's own mana. Bestows MP Regen. Reduces effectiveness of enemy spells by 20% for 3 turns. Range: Self; all enemies. 16 MP.
+Spilled Tea: Leaps into the air and stops, hovering above the foe while holding a large teacup full of steaming hot tea...one guess as to what happens next~ 180% Int Dmg. Range: 3 cells. Chance of Wet. Chance of Burn. 16 MP.
---Clean the Mess: Drops a large rag over the tea-soaked foe and pulls it away to reveal...nothing; the tea and the enemy have been wiped away. No damage. Range: Set. Chance of Oblivion. 24 MP.
+Charisma: Let the charm bring you closer to the sweet, young, innocent little magician and she'll be sure to be extra nice to you as long as you share your treats with her. Draws in all enemies, placing them in cells as close as possible to the user. Range: All enemies. 12 MP.
+Shade Parasol: Produces a frilly parasol and tosses it into the air where it grows large and opens, blocking out the sun while causing the shadows created underneath to come to life and dance with the foes before entering them and wreaking havoc internally. 130% Int Dmg. Range: 4 cell radius. Chance of Pain. Chance of Blood Loss. 20 MP.
+Weight of the World: The burden of the magi is a great one, so let's all share it together, 'kay? Promise it won't be tooooo heavy~ Drops a veil of gravity downwards with such sheer force that is presses the foes into the ground. Deals 75% Max HP Dmg. Range: All enemies. Chance of Disable. 86 MP.
+Endless Jubilee: Calls forth cannons all about the battlefield that launch all at once upon the one's command and release blasts of confetti and sparkles into the air, only to have the confetti whipped into an angry torrent, fluttering about and slashing at the foes mercilessly while the user enjoys the party. 200% Int Dmg. Range: All enemies. Damage persists for 2 turns. Chance of Bleeding each turn. 54 MP.
R-Ability: Complete Mana Block - When attacked from a range of 6 cells or greater, and without having to be specified as a target, the user halts the cycle of spare usable mana making the attacker completely unable to use skills for 5 turns.
S-Ability: Magic Dampening Zone - Decreases effectiveness of enemy magic by 50% when an enemy casts it within a 3 cell radius of the user.
D-Ability: Magus Killer (Neutral) - "There's just a teensy secret about me, the lone magician. I want to be the only one; I HAVE to be the only one. Meanies don't deserve magic. Only I deserve magic. Me and only me. And...I'll make sure it stays that way, 'kay? :3" Eyes wide in crazed horror with equally insane grin plastered upon her young face, she holds her hands innocently behind her back before pulling out a giant butcher knife after which she dashes about the battlefield, her speed enhanced by magic, and slashes away at anyone who dares cross her, refusing her snacks and mistreated magic, reveling in the blood that coats her. Deals 100% Piercing Int damage to all enemies on the battlefield. Sentences primary magic users to Oblivion.
Stats:
HP: 50 (+10 from Gentleman Bunny)
MP: 85
Atk: 4 (+2 from Kiss Kiss Dreams)
Def: 11 (+4 from Happy Day Dress)(+2 from Gentleman Bunny)
Int: 18 (+7 from Kiss Kiss Dreams)
Spr: 3 (+6 from Happy Day Dress)
Movement: 2 cells (+0 from Lone Magician profession)
Skill Points: 0
Gender: Female
Age: 12
Level: 15
Next Level: --/--
Appearance:
- Spoiler:
Profession: Lone Magician - La lala lala~ I'm supposed to be a mage with the power to stop the magic of other mages 'cause they try to hurt me too much like big meanies. I like watching the looks on their faces when they try to cast spells at me only to see that they do nothing. Then, I share my cheesecake with them~<3 (Basic Attacks +1)(NULL MAGIC MOTHER FUCKERS)(Cleric Trolling v.1.0)
*NULL MAGIC MOTHER FUCKERS: INT-based attacks always deal 0 damage to the user. As a further annoyance, any added effects through the use of spells are negated.
*Cleric Trolling v.1.0: Healing spells cast by the opposition have their effectiveness reduced by 30%. Positive status effects bestowed by spells cast by the opposition have their durations halved.
Weapon: Kiss Kiss Dreams - Sleek wooden staff the color of freshly baked cakes, it has a joyous crescent moon adornment at its tip that radiates wondrous dreams to those who fall under its sleeping spell. (Damage: INT)(Range: 4 cells)(Added Effect: Sleep)
Armor: Happy Day Dress - Something pretty to wear on sunny spring days. Wearing it makes it hard to keep the young boys at bay. (Redirect Magic)
Accessory: Gentleman Bunny - Stuffed rabbit with a fanciful vest, he only lives to be polite and serve up tea with cheesecake. (20% chance of Block)
A-Ability: Sweet Magic:
+Candle Flicker: Turns the ground transparent and reveals a large birthday cake beneath the target with colored candles placed around, and with a snap of one's fingers, the flames burst to life on the wicks, rising up to scorch the target. 120% Int Dmg. Range: 4 cells. Chance of Burn. 8 MP. Fire elemental.
---Extinguish: Time to make a wish while blowing out the burning enemy through the use of a powerful, magic-evoked gust~ 120% Int Dmg. Range: Set. Automatic critical hit if enemy is Burned. Removes Burn. 8 MP. Wind elemental.
+Help Yourself: Shares the delight of cheesecake with the opposition, conjuring cotton candy clouds in the air to rain down the sweet dessert upon the foes with complete selflessness. 150% Int Dmg. Range: All enemies. Chance of Confusion. 12 MP.
+Gorgeous Ribbon: Golden ribbons surge from beneath a foe and wrap around it tightly to hold it in place while slowly squeezing the life out of it. Deals 10% Max HP Dmg per turn for 3 turns. Range: 4 cells. Chance of Immobilize. 10 MP.
+Miracle Sun: The rays of the sun rain down, showering one or one's ally in wondrous gifts of health and happiness--miracles in their own right. 120% Int HP Recovery. Removes one random negative status effect. Range: 3 cells. Effectiveness of HP Recovery increased by 50% if used during the day (only applies in areas where the sun is visible.) 14 MP.
+Mana Jam Jam: Conjures two large speakers from nowhere and blasts a heavy, loud tune that weakens mana-based attacks from foes while quickly cycling one's own mana. Bestows MP Regen. Reduces effectiveness of enemy spells by 20% for 3 turns. Range: Self; all enemies. 16 MP.
+Spilled Tea: Leaps into the air and stops, hovering above the foe while holding a large teacup full of steaming hot tea...one guess as to what happens next~ 180% Int Dmg. Range: 3 cells. Chance of Wet. Chance of Burn. 16 MP.
---Clean the Mess: Drops a large rag over the tea-soaked foe and pulls it away to reveal...nothing; the tea and the enemy have been wiped away. No damage. Range: Set. Chance of Oblivion. 24 MP.
+Charisma: Let the charm bring you closer to the sweet, young, innocent little magician and she'll be sure to be extra nice to you as long as you share your treats with her. Draws in all enemies, placing them in cells as close as possible to the user. Range: All enemies. 12 MP.
+Shade Parasol: Produces a frilly parasol and tosses it into the air where it grows large and opens, blocking out the sun while causing the shadows created underneath to come to life and dance with the foes before entering them and wreaking havoc internally. 130% Int Dmg. Range: 4 cell radius. Chance of Pain. Chance of Blood Loss. 20 MP.
+Weight of the World: The burden of the magi is a great one, so let's all share it together, 'kay? Promise it won't be tooooo heavy~ Drops a veil of gravity downwards with such sheer force that is presses the foes into the ground. Deals 75% Max HP Dmg. Range: All enemies. Chance of Disable. 86 MP.
+Endless Jubilee: Calls forth cannons all about the battlefield that launch all at once upon the one's command and release blasts of confetti and sparkles into the air, only to have the confetti whipped into an angry torrent, fluttering about and slashing at the foes mercilessly while the user enjoys the party. 200% Int Dmg. Range: All enemies. Damage persists for 2 turns. Chance of Bleeding each turn. 54 MP.
R-Ability: Complete Mana Block - When attacked from a range of 6 cells or greater, and without having to be specified as a target, the user halts the cycle of spare usable mana making the attacker completely unable to use skills for 5 turns.
S-Ability: Magic Dampening Zone - Decreases effectiveness of enemy magic by 50% when an enemy casts it within a 3 cell radius of the user.
D-Ability: Magus Killer (Neutral) - "There's just a teensy secret about me, the lone magician. I want to be the only one; I HAVE to be the only one. Meanies don't deserve magic. Only I deserve magic. Me and only me. And...I'll make sure it stays that way, 'kay? :3" Eyes wide in crazed horror with equally insane grin plastered upon her young face, she holds her hands innocently behind her back before pulling out a giant butcher knife after which she dashes about the battlefield, her speed enhanced by magic, and slashes away at anyone who dares cross her, refusing her snacks and mistreated magic, reveling in the blood that coats her. Deals 100% Piercing Int damage to all enemies on the battlefield. Sentences primary magic users to Oblivion.
Stats:
HP: 50 (+10 from Gentleman Bunny)
MP: 85
Atk: 4 (+2 from Kiss Kiss Dreams)
Def: 11 (+4 from Happy Day Dress)(+2 from Gentleman Bunny)
Int: 18 (+7 from Kiss Kiss Dreams)
Spr: 3 (+6 from Happy Day Dress)
Movement: 2 cells (+0 from Lone Magician profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Head Coordinator Segoe Trebuchet
Gender: Male
Age: 31
Level: 15
Next Level: --/--
Appearance:
Profession: Orator - Speaking words out to all who deign to hear, the one who claims this profession is able to evoke the deeper meaning of words and bring out their true power through the use of mana creating miraculous, yet dangerous spells. (Basic Attacks +1)(Heartfelt Words)(One Word Moment)
*Heartfelt Words: Skills can be used even when under the effect of Silence. Also increases chances of inflicting negative status with skills by 10%.
*One Word Moment: Increases damage output of skills by 20%.
Weapon: Tome of Tyranny - Vast account of dictators revealing their many secrets to maintaining their iron rule and grasp over society. The keyword to evoke its power is 'subjugate.' (Damage: INT)(Range: 3 cells)(Added Effect: Disable)
Armor: Coordinator's Fancy - Formal getup constantly worn by someone who is high in power, possessing utmost authority. (All damage taken -10%)
Accessory: Water Vial - Small vial of water available for drinking when one's mouth gets dry. (Fully restores MP when current MP reaches an unusable amount; one use)
A-Ability: Meaning of Words:
+Avoid: To truly evade trouble. This is what the word allows one to do. Increases Evasion by 25% for 3 turns. Range: Self. 8 MP.
+Restrain: Preventing action, the meaning of the word turns into chains that burst out of the ground and confine a foe. No damage. Range: 6 cells. Chance of Immobilize. Chance of Disable. 12 MP.
+Burn: In order to enact the meaning of the word, flames burst into life, essentially enveloping a foe in an inferno. 130% Int Dmg. Range: 3 cells. Chance of Burn. 10 MP. Fire elemental.
+Defend: Guarding against assault, the word evokes a barrier around oneself or another ally. Bestows Protect. Bestows Shell. Range: 3 cells. 14 MP.
+Redo: Reverses what has been done such that it might be repeated in a different manner this time. Undoes enemy move and act actions from its previous turn. Range: Single enemy. 12 MP.
+Bleed: The word forms a mass of needles scattered about through the air before driving towards their target, aiming to make the enemy lose blood through its wounds. 150% Int Dmg. Range: 4 cells. Chance of Bleeding. 12 MP.
+Startle: Agitates the enemy suddenly through means of a small box placed before the foe that abruptly opens with a blast of confetti. No damage. Range: 3 cells. Stuns target for 1 turn. 8 MP.
+Chant: Words spoken are given a monotonous, song-like quality, enhancing the magic they are able to exhibit. Boosts INT by 20% for 5 turns. Range: Self. 12 MP.
+Erode: Eats away at all the foes in the form of a rain of acid that descends from above. 110% Int Dmg. Range: All enemies. Lowers target DEF by 30% for 3 turns. 24 MP.
+Explode: With the meaning of the word breaking apart an enemy, it has no choice but to burst outwards with great force and a deafening boom. 200% Int Dmg. Range: 6 cells. Chance of Instant Death. 36 MP. Fire elemental.
A-Ability: Power of Words:
+Crush: Creates giant iron hand above a foe and has it descend with full might, flattening the foe beneath. 120% Int Dmg. Range: 3 cells. Chance of Weak. Chance of Frail. 10 MP.
+Resonate: Sends out waves to another ally possessing one's own magical enhancements so that the receiver can understand and utilize the same enhancements. Copies all positive status effects and stat bonuses onto the target. Range: Single ally. 18 MP.
R-Ability: Retort - In direct response to the attack of a foe by any means, allows the user a one-word reply in a retaliatory manner.
S-Ability: Synchronize - Copies negative status effects over to one other enemy should the user be successful in inflicting negative status on the primary target.
D-Ability: Destroy (Neutral) - To reduce an object to useless fragments, the meaning of the word produces large, dark spheres that congregate upon the battlefield, and upon their dispersal, all matter encompassed by them is broken up, and to further ensure the complete reduction, all that is leftover explodes violently leaving naught in its wake. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors may be subject to Oblivion.
Stats:
HP: 55
MP: 75 (+10 from Water Vial)
Atk: 2 (+2 from Tome of Tyranny)
Def: 9 (+3 from Coordinator's Fancy)
Int: 15 (+6 from Tome of Tyranny)
Spr: 11 (+5 from Coordinator's Fancy)
Movement: 2 cells (+0 from Orator profession)
Skill Points: 0
Gender: Male
Age: 31
Level: 15
Next Level: --/--
Appearance:
- Spoiler:
Profession: Orator - Speaking words out to all who deign to hear, the one who claims this profession is able to evoke the deeper meaning of words and bring out their true power through the use of mana creating miraculous, yet dangerous spells. (Basic Attacks +1)(Heartfelt Words)(One Word Moment)
*Heartfelt Words: Skills can be used even when under the effect of Silence. Also increases chances of inflicting negative status with skills by 10%.
*One Word Moment: Increases damage output of skills by 20%.
Weapon: Tome of Tyranny - Vast account of dictators revealing their many secrets to maintaining their iron rule and grasp over society. The keyword to evoke its power is 'subjugate.' (Damage: INT)(Range: 3 cells)(Added Effect: Disable)
Armor: Coordinator's Fancy - Formal getup constantly worn by someone who is high in power, possessing utmost authority. (All damage taken -10%)
Accessory: Water Vial - Small vial of water available for drinking when one's mouth gets dry. (Fully restores MP when current MP reaches an unusable amount; one use)
A-Ability: Meaning of Words:
+Avoid: To truly evade trouble. This is what the word allows one to do. Increases Evasion by 25% for 3 turns. Range: Self. 8 MP.
+Restrain: Preventing action, the meaning of the word turns into chains that burst out of the ground and confine a foe. No damage. Range: 6 cells. Chance of Immobilize. Chance of Disable. 12 MP.
+Burn: In order to enact the meaning of the word, flames burst into life, essentially enveloping a foe in an inferno. 130% Int Dmg. Range: 3 cells. Chance of Burn. 10 MP. Fire elemental.
+Defend: Guarding against assault, the word evokes a barrier around oneself or another ally. Bestows Protect. Bestows Shell. Range: 3 cells. 14 MP.
+Redo: Reverses what has been done such that it might be repeated in a different manner this time. Undoes enemy move and act actions from its previous turn. Range: Single enemy. 12 MP.
+Bleed: The word forms a mass of needles scattered about through the air before driving towards their target, aiming to make the enemy lose blood through its wounds. 150% Int Dmg. Range: 4 cells. Chance of Bleeding. 12 MP.
+Startle: Agitates the enemy suddenly through means of a small box placed before the foe that abruptly opens with a blast of confetti. No damage. Range: 3 cells. Stuns target for 1 turn. 8 MP.
+Chant: Words spoken are given a monotonous, song-like quality, enhancing the magic they are able to exhibit. Boosts INT by 20% for 5 turns. Range: Self. 12 MP.
+Erode: Eats away at all the foes in the form of a rain of acid that descends from above. 110% Int Dmg. Range: All enemies. Lowers target DEF by 30% for 3 turns. 24 MP.
+Explode: With the meaning of the word breaking apart an enemy, it has no choice but to burst outwards with great force and a deafening boom. 200% Int Dmg. Range: 6 cells. Chance of Instant Death. 36 MP. Fire elemental.
A-Ability: Power of Words:
+Crush: Creates giant iron hand above a foe and has it descend with full might, flattening the foe beneath. 120% Int Dmg. Range: 3 cells. Chance of Weak. Chance of Frail. 10 MP.
+Resonate: Sends out waves to another ally possessing one's own magical enhancements so that the receiver can understand and utilize the same enhancements. Copies all positive status effects and stat bonuses onto the target. Range: Single ally. 18 MP.
R-Ability: Retort - In direct response to the attack of a foe by any means, allows the user a one-word reply in a retaliatory manner.
S-Ability: Synchronize - Copies negative status effects over to one other enemy should the user be successful in inflicting negative status on the primary target.
D-Ability: Destroy (Neutral) - To reduce an object to useless fragments, the meaning of the word produces large, dark spheres that congregate upon the battlefield, and upon their dispersal, all matter encompassed by them is broken up, and to further ensure the complete reduction, all that is leftover explodes violently leaving naught in its wake. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors may be subject to Oblivion.
Stats:
HP: 55
MP: 75 (+10 from Water Vial)
Atk: 2 (+2 from Tome of Tyranny)
Def: 9 (+3 from Coordinator's Fancy)
Int: 15 (+6 from Tome of Tyranny)
Spr: 11 (+5 from Coordinator's Fancy)
Movement: 2 cells (+0 from Orator profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Duncan, Rune Knight of the Blazing Inferno
Gender: Male
Age: 22
Level: 6
Next Level: --/--
Appearance:
Profession: Rune Knight - The strongest of the knights of Runescryum, the one who claims this profession undergoes a ritual in which runes are inscribed into the body with searing hot needles, and these runes then bestow one with the incredible power of an element rumored to be based upon personality.
Weapon: Blaze Saber - With ebony hilt and scarlet blade, flames are brought to life with each slash of this weapon. (Fire elemental)(Fire dmg output +20%)
Shield: Aureate Flame - Small, golden buckler with a red flame motif. (Null Fire)(Resist Ice)(+10% chance of Block)
Armor: Emblazoned Mail - Dark red heavy armor with elegant black runes inscribed upon it, it is designed to ward off the effects of magic. (Magic dmg taken -10%)
Accessory: Golden Chain - A chain of pure gold which naturally gives the wearer the will to act. (User can move and act regardless of status)
A-Ability: Rise, Brilliant Flames:
+Bolster: Strengthens the mind and body. Bestows Bravery. Bestows Faith. Range: Self. 16 MP.
+Phoenix Rising: Wings of the phoenix flash in fire behind oneself, guaranteeing resurrection. Bestows Reraise. Range: Self. 12 MP.
+Double Slash: Two slashes. 90% Atk Dmg. Range: Adjacent cell. 2 hits. 6 MP.
+Volcano: Conjures column of magma from beneath foe. 130% Int Dmg. Range: Adjacent cell. 8 MP. Fire elemental.
+Fire: Summons small flame to scorch foe. 100% Int Dmg. Range: 3 cells. Chance of Burn. 6 MP. Fire elemental.
+Inspire: Grants morale to those who fight alongside the user. Bestows Regen. Range: All allies; no self. 12 MP.
R-Ability: None.
S-Ability: Scorching Pulse - This unit recovers 15% Max MP every turn. The effect cannot be dispelled or disabled by any means including negative status effects.
D-Ability: Grandiose Flame (Fire) - From the bowels of the earth, evokes the hottest flames to surge out of the ground and dance along the battlefield, razing the soil and scathing any enemy who deigns to get in the way of the blazing fire. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Burn.
Stats:
HP: 120
MP: 75
DD: 0/10
Atk: 7 (+3 from Blaze Saber)
Def: 5 (+2 from Emblazoned Mail)(+1 from Aureate Flame)
Int: 6 (+0 from Blaze Saber)
Spr: 3 (+1 from Emblazoned Mail)(+1 from Golden Chain)
Evasion: 5%
Movement: 2 cells (+1 from Rune Knight profession)
Skill Points: 0
Gender: Male
Age: 22
Level: 6
Next Level: --/--
Appearance:
- Spoiler:
- "Taking a few steps forward and about to continue sprinting, Aeria and the others were met with some resistance in the form of a man donning blazing red mail with black runes inscribed upon it in such a vain nature. His weapon was drawn--a saber with a solid black hilt and radiant crimson blade. A buckler rested on his opposite arm, mostly golden with a red flame motif. His hair seemed light in color--a mix of light brown and blonde. Quizzical emerald eyes gazed out at the scene displayed before him." ~excerpt from Decaying World
Profession: Rune Knight - The strongest of the knights of Runescryum, the one who claims this profession undergoes a ritual in which runes are inscribed into the body with searing hot needles, and these runes then bestow one with the incredible power of an element rumored to be based upon personality.
Weapon: Blaze Saber - With ebony hilt and scarlet blade, flames are brought to life with each slash of this weapon. (Fire elemental)(Fire dmg output +20%)
Shield: Aureate Flame - Small, golden buckler with a red flame motif. (Null Fire)(Resist Ice)(+10% chance of Block)
Armor: Emblazoned Mail - Dark red heavy armor with elegant black runes inscribed upon it, it is designed to ward off the effects of magic. (Magic dmg taken -10%)
Accessory: Golden Chain - A chain of pure gold which naturally gives the wearer the will to act. (User can move and act regardless of status)
A-Ability: Rise, Brilliant Flames:
+Bolster: Strengthens the mind and body. Bestows Bravery. Bestows Faith. Range: Self. 16 MP.
+Phoenix Rising: Wings of the phoenix flash in fire behind oneself, guaranteeing resurrection. Bestows Reraise. Range: Self. 12 MP.
+Double Slash: Two slashes. 90% Atk Dmg. Range: Adjacent cell. 2 hits. 6 MP.
+Volcano: Conjures column of magma from beneath foe. 130% Int Dmg. Range: Adjacent cell. 8 MP. Fire elemental.
+Fire: Summons small flame to scorch foe. 100% Int Dmg. Range: 3 cells. Chance of Burn. 6 MP. Fire elemental.
+Inspire: Grants morale to those who fight alongside the user. Bestows Regen. Range: All allies; no self. 12 MP.
R-Ability: None.
S-Ability: Scorching Pulse - This unit recovers 15% Max MP every turn. The effect cannot be dispelled or disabled by any means including negative status effects.
D-Ability: Grandiose Flame (Fire) - From the bowels of the earth, evokes the hottest flames to surge out of the ground and dance along the battlefield, razing the soil and scathing any enemy who deigns to get in the way of the blazing fire. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Burn.
Stats:
HP: 120
MP: 75
DD: 0/10
Atk: 7 (+3 from Blaze Saber)
Def: 5 (+2 from Emblazoned Mail)(+1 from Aureate Flame)
Int: 6 (+0 from Blaze Saber)
Spr: 3 (+1 from Emblazoned Mail)(+1 from Golden Chain)
Evasion: 5%
Movement: 2 cells (+1 from Rune Knight profession)
Skill Points: 0
Last edited by Masquerade on Wed Oct 16, 2013 9:12 am; edited 1 time in total
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» The Manatorium Chronicle
» .the world is twisted [Starting - Accepting 4]
» Tom's Character Log
» New character
» JCM's only character
» .the world is twisted [Starting - Accepting 4]
» Tom's Character Log
» New character
» JCM's only character
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