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Masquerade's Character Chronicle

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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Mon Feb 20, 2012 8:30 pm

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


Last edited by Masquerade on Mon Mar 26, 2012 9:47 am; edited 1 time in total
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Thu Feb 23, 2012 11:04 am

Name: Daniel Caldwell
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.

+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
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Mon Mar 26, 2012 10:46 am

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


Last edited by Masquerade on Fri May 25, 2012 11:31 pm; edited 8 times in total
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sat Apr 28, 2012 9:23 am

Name: Riori
Gender: Female
Age: 12
Level: 15
Appearance:
Spoiler:

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
Masquerade
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sat Apr 28, 2012 9:24 am

Name: Sonata
Gender: Female
Age: Appears 26
Level: 2
Next Level: 4/10
Appearance:
Spoiler:

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:

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
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Tue May 01, 2012 3:05 pm

Name: Elusia
Gender: Female
Age: 39
Level: 50
Next Level: --/--
Appearance:
Spoiler:

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
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sat May 05, 2012 8:30 pm

Name: Desert Rose (Full Power)
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
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sat Jun 02, 2012 12:40 am

Name: Null Magic Boss-san
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
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sun Jun 03, 2012 7:05 pm

Name: Head Coordinator Segoe Trebuchet
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
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Mon Jun 04, 2012 10:22 am

Name: Duncan, Rune Knight of the Blazing Inferno
Gender: Male
Age: 22
Level: 6
Next Level: --/--
Appearance:
Spoiler:

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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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Tue Jul 24, 2012 8:22 am

Name: Nyala Stratford
Gender: Male
Age: 21
Level: 1
Next Level: 0/10
Appearance:
Spoiler:

Profession: Reaper - Holding a high affinity with death while claiming power over unorthodox magics, the one who claims this profession harvests the souls of enemies while keeping allies safe from the icy grasp of death.

Weapon: Costume Scythe - Looks like a deadly weapon, but the only place it belongs in is the theater, for it is merely just a prop.
Armor: Flowing Robes - Robes that flow...but not much else.
Accessory: Crimson Jewel - Blood red, teardrop-shaped jewel that is kept in one's pocket. Out of sight, out of mind.

A-Ability: Death Essentials:

+Illusion - One Form: Steps forward and flashes out of existence only to reappear above an enemy to deal it a vicious blow. 120% Atk Dmg. Range: 4 cells. 6 MP.

+Deathward: Traces a violet rune in the air that replicates over the head of an ally to keep them away from the abyss of death. Bestows Deathward. [Deathward - Saves an HP Critical ally from KO for 2 turns. Cannot be used if ally is not HP Critical and effect fades if ally leaves HP Critical state.] Range: Single ally. 8 MP.

R-Ability: None.

S-Ability: Killing Edge - Innately boosts Critical and Evasion rates by 5%.

D-Ability: Night Sign: One Million Crescent Moons (Neutral) - Spins scythe overhead until it is nothing but a blur before tossing it into the air. As it disappears from sight, thousands and thousands of glowing blades shaped like crescent moons appear, overtaking the sky. At one's command, they all surge towards a single enemy, exploding upon contact. As the last one strikes, one catches one's scythe and prepares to fight once more. Deals 200% Piercing Atk damage to a single enemy up to 6 cells away.

Stats:

HP: 20 (+5 from Crimson Jewel)
MP: 20
DD: 0/10
Atk: 4 (+1 from Costume Scythe)
Def: 2 (+0 from Flowing Robes)
Int: 4 (+0 from Costume Scythe)
Spr: 2 (+1 from Flowing Robes)
Critical: 7% (+5% from Killing Edge)
Evasion: 3% (+5% from Kiling edge)
Movement: 2 cells (+0 from Reaper profession)

Skill Points: 0
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Mon Aug 06, 2012 10:03 am

Name: Erin Alraune
Gender: Female
Age: 18
Level: 1
Next Level: 0/10
Appearance:
Spoiler:

Profession: Herbalist - Possessing expansive knowledge of many plants and their properties, the one who claims this profession is able to treat wounds and remove curses with her herbs, along with creating poisons, paralytics, sedatives, and explosives.

Weapon: Rose Necklace - Necklace imbued with the power of nature itself, its magic has worn thin and can hardly be used for attacking. (Damage: INT)(Range: 3 cells)
Armor: Druid's Sundress - A forest green dress with vine patterns on the bottom.  It's nice for wearing on a sunny day stroll through the woods.
Accessory: Satchels - Several satchels filled to the brim with varying herbs.

A-Ability: Herb Knowledge:

+Treatment: Grinds herbs into a very mild potion designed to mend light wounds.  80% Int HP Recovery.  Range: 3 cells.  6 MP.

+Nightshade Cloud: Hurls vial filled with a poisonous concoction at a foe that releases a cloud of toxin upon breaking.  No damage.  Range: 3 cells.  Chance of Poison.  6 MP.

R-Ability: None.

S-Ability: Bravado - Takes a more active role in battle causing Evasion to be innately boosted by 5% and Move to be boosted by 1 cell.

D-Ability: Verdant Execution (Earth) - Harnessing one's power to control plants by sheer will, one causes a massive surge of thick vines to attack the enemy from below, lifting it up and twisting around it tightly.  The sky is painted crimson and all is tinted red.  From every surface, vines shoot out with sharp, pointed tips, impaling the enemy from every direction before quickly withdrawing, the vines holding it up receding such that the enemy's body falls back to the earth.  Deals 200% Piercing Int damage to a single enemy up to 6 cells away.

Stats:

HP: 15
MP: 25 (+5 from Satchels)
DD: 0/10
Atk: 1 (+0 from Rose Necklace)
Def: 2 (+0 from Druid's Sundress)
Int: 4 (+1 from Rose Necklace)
Spr: 3 (+1 from Druid's Sundress)
Evasion: 1% (+5% from Bravado)
Movement: 2 cells (+0 from Herbalist profession)(+1 from Bravado)

Skill Points: 0


Last edited by Masquerade on Tue Jul 02, 2013 1:45 am; edited 1 time in total
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Wed Aug 08, 2012 3:39 pm

Name: Vincent Raines
Gender: Male
Age: 19
Level: 1
Next Level: 0/10
Appearance:
Spoiler:

Profession: Dying Hunter - Infused with the essence of the Faltering Heart Syndrome, the one who claims this profession is doomed to die (or so he thinks), but granted mysterious powers unforeseen and can use those very powers to lay waste to any enemy who crosses his path.

Weapon: Prominence - A pair of twin swords with sleek, polished blades and black hilts. They're reserved for beginners that have decent potential. (2 hits)
Armor: Traveler's Cloak - Old, black cloak that has seen its fair share of land.
Accessory: Leather Belt - Black leather belt perfect for holding up pants along with holding other things like smaller pouches and weapon sheathes.

A-Ability: Faltering Heart:

+Heartbeat: Eyes blaze up in a heated light and one's heart begins to race faster and faster, blood circulating at a harried rate. Bestows Haste. Range: Self. 8 MP.

---Heartbreak: Dashes forward and delivers a devastating cross slash that completely shatters an enemies defenses. 120% Atk Dmg. Range: 3 cells. Destruct. 10 MP. Can be linked to a basic attack.

+Arrhythmia: Crouches low and slashes the ground in the direction of the enemy sending jagged lines of black energy surging along to strike any foe who gets in the way. 90% Atk Dmg. Range: Same row/column; one direction. 8 MP.

R-Ability: None.

S-Ability: Stabilize - Survives a fatal blow with 1 HP and bestows Regen at that point. Only works once per battle.

D-Ability: Aberrational Consequent (Dark) - The black vine markings on one's form pulse and begin to glow in a dark light. The area is voided of all radiance as the dark vines come to life, surging around one's body. The fabric of reality itself seems to tear, and one vanishes. The eternal darkness is lacerated by flashes of light, or are they naught but more tears in space-time? Slow at first, but they pick up pace until one appears before the enemy in one's true, nightmarish form--conquered by the Faltering Heart. A finishing lunging slash shall rend the enemy in twain and as such also shatter the entirety of existence which slowly pieces itself back together over time. Deals 200% Piercing Atk damage to a single enemy up to 3 cells away. Inflicts Stop on all other enemies. Inflicts Slow on enemies that evade Stop.

Stats:

HP: 25
MP: 15
DD: 0/10
Atk: 4 (+4 from Prominence)(+1 from Leather Belt)
Def: 3 (+2 from Traveler's Cloak)
Int: 1 (+0 from Prominence)
Spr: 2 (+2 from Traveler's Cloak)
Evasion: 5%
Movement: 2 cells (+2 from Dying Hunter profession)

Skill Points: 0
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Fri Aug 24, 2012 8:54 am

Name: Lieutenant Step
Gender: Male
Age: 26
Level: 40
Next Level: --/--
Appearance:
Spoiler:

Profession: Illusion Lancer - The one who claims this profession is so light on his feet that when he wields his lance, it's hard to keep up with him as he dashes about the ground and dances in the sky, lashing out with a variety of attacks while dodging the attacks of foes. (Basic Attacks +3)(Lightweight)(Lance Dance)(Effortless Eye)(Absorb Wind)(Absorb Holy)

*Lightweight: Movement is increased by 2 cells, and Evasion is boosted by 20%.
*Lance Dance: Number of basic attacks is doubled. User is allowed to take two move and act actions per turn.
*Effortless Eye: All basic attacks and skills are Sure Hit. Critical hit rate is boosted by 20%.

Weapon: Heaven's Tenant - Eloquent ivory lance with gilded lining of the handle and guard, it is said to have been forged in a paradise. (Range: 2 cells)(Retribution)
*Retribution: Increases basic attack damage output in relation to how much damage has been taken.
Armor: Aerial Gear - Fancy and tight-fitting clothes not meant to be worn on the fields of war except by a specialist. (Windproof)
*Windproof: Immune to negative effects dealt by wind-based attacks.
Accessory: Silver Ring - Simple silver ring that possesses no other purpose than to bolster one's spirit and ward away negative effects. (Immune Petrify)(Immune Paralysis)
Accessory: Silver Necklace - Hardly noticeable necklace that aids in cycling mana more effectively. (MP Regen)
Accessory: Pocket Watch - Golden pocket watch tucked perfectly into one's pocket. (Immune Slow)(Immune Stop)(Haste duration +1 turn)

A-Ability: Lance Tirade:

+Press Forward: Dives straight ahead for a blow from one's lance that skewers enemies in a row. 110% Atk Dmg. Range: 2 cells; hits up to 2 enemies directly behind target. 8 MP.

+Spiral Drain: Conjures wind around one's lance before firing it off towards a faraway foe after which one calls the wind back for rejuvenation of one's health. 140% Atk Dmg. Range: 4 cells. Absorbs 50% of the damage dealt as HP. 12 MP.

+Drill Run: Enhances size of lance before firing it forward to mow down every enemy that gets in the way. 180% Atk Dmg. Range: Same row/column; one direction; hits all enemies in the way. Chance of Bleeding. 24 MP.

+Ven Waltz: Conjures four lances embedded in the ground with which one utilizes to execute a powerful combination attack with an unpredictable pattern of assault. 90% Atk Dmg. Range: 2 cells. 5 hits. Chance of Confusion. 10 MP.

+Veil of Illusion: Hastens movements such that one becomes not but a string of afterimages, one's true form hidden in the actions of the past. Boosts Evasion by 15% and Move by 2 cells for 3 turns. Range: Self. 16 MP.

+Mass Elude: Fades from view and reappears in various spots around the area to execute dynamic attacks that can't be countered, for one is too quick to strike whilst leaping through the air with such speed that one is constantly on the move. 160% Atk Dmg. Range: 2 layers of surrounding cells. 8 randomized hits. Boosts Evade of all allies by 10% for 5 turns. 34 MP.

+Cardinal Lance: Conjures four large lances around oneself and fires them off in all directions to strike down more foes. 130% Atk Dmg. Range: Same row and column; all directions; hits all enemies in the way. Chance of Bleeding. 18 MP.

+Entanglement: Thrusts weapon into the air causing mass of lances to pierce out of the ground and into the legs of the foes making it difficult for them to move about. 150% Atk Dmg. Range: All enemies. Reduces target Move by 2 cells. 22 MP.

+Eternal Loyalty: Keeping one's allies in mind, one uses one's unbelievable speed to save the lives of one's allies again and again such that they may live to fight another day. User takes all fatal blows aimed at allies for 5 turns. Range: Self. 28 MP.

+Colossal Outbreak: Enhances size of lance to immense proportions and hurls it at the foe only to have a mass of other lances burst outwards from inside the foe moments later. 240% Atk Dmg. Range: 6 cells. Chance of Instant Death. Chance of Blood Loss. 52 MP.

R-Ability: Surreal Reaction - Whenever the user takes damage by any means, increase Evasion by 3%. Stacks up to 10 times.

S-Ability: Uplifting Tempo - Negative status effects inflicted upon the user have their durations lowered by 2 turns.

D-Ability: Last Step (Wind) - Taking one step forward, it shall be one's last...at least in this battle. Leaping into the air, one conjures a ring of lances around oneself before diving down into the opposition, unleashing combo upon combo with one's lances, devastating foes left and right. More and more lances are conjured into existence as one continues the onslaught eventually becoming naught but a blur as lances are impaled into unsuspecting foes while others are hurled over long distances. The shining pinnacle of one's true weapon shines as one thrusts it into the air to call from the air several massive lances that slowly descend upon the battlefield before striking it and unleashing a mighty maelstrom the likes of which have never been seen before. Deals 100% Piercing Atk damage to all enemies on the battlefield. 13 randomized hits. Final blow of attack hits all enemies regardless.

Stats:

HP: 185
MP: 145 (+20 from Silver Necklace)
DD: 0/50
Atk: 28 (+18 from Heaven's Tenant)(+2 from Pocket Watch)
Def: 19 (+10 from Aerial Gear)(+4 from Pocket Watch)
Int: 7 (+12 from Heaven's Tenant)
Spr: 24 (+15 from Aerial Gear)(+7 from Silver Ring)
Evasion: 29% (+20% from Lightweight)
Movement: 2 cells (+2 from Illusion Lancer profession)(+2 from Lightweight)

Skill Points: 0
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sat Aug 25, 2012 3:59 pm

Name: General Dobi Boshi
Gender: Male
Age: 32
Level: 45
Next Level: --/--
Appearance:
Spoiler:

Profession: Savage Fighter - With the power of chaos at hand and the ferocious savagery of a mighty beast, the one who claims this profession decimates all foes with immensely powerful and unpredictable attacks, at least all foes who are stupid enough not to run away at the mere sight of him. (Basic Attacks +3)(Chaos Conduction)(Malice Blade)(Brutal Nature)(Resist Fire)

*Chaos Conduction: Allows user to charge attacks increasing damage output of basic attacks and skills by 20% per turn charged for a maximum of a 3 turn charge. Maximally charged attacks inflict Confusion and Addle upon foes with a high chance.
*Malice Blade: Basic attacks and skills have a chance of triple attack. Basic attacks have a chance to inflict Berserk.
*Brutal Nature: Physical damage output is increased by 20%. Physical damage taken is decreased by 10%. Chances of becoming afflicted with negative status are decreased by 10%.

Weapon: Destruction Paradigm - Immense sword with a crimson blade and a black spiral design, it is the epitome of complete annihilation manifested into a single weapon. (20% chance of increasing physical damage output by 100% for 3 turns)
Armor: Hell-Forged Plate - With the appearance of a simple iron plate, enemies would not know that the armor was forged in the very flames of Hell. (Resist Fire)(Resist Earth)(Resist Dark)
Accessory: Abyss Overcoat - Deep black overcoat that was fished from the abyss of death itself. (Immune Doom)(Immune Instant Death)
Accessory: Runestone - Magical stone synthesized through alchemy, it has the power to effectively store mana. (Grants 5 Mana Substitutes)
Accessory: Heavy Boots - Thick black boots perfectly tailored to be able to walk through any terrain such that the environment doesn't inhibit the wearer's fighting style. (All Terrain Walker)

A-Ability: Wild Ravaging:

+Chaos Jazz: Slashes enemy with blade surging with a mass amount of chaotic energies. 120% Atk Dmg. Range: Adjacent cell. 5 hits. 14 MP.

+Entropic Spread: Swipes hand through the air generating pale purple portals that fire off a torrent of glowing violet bullets upon the opposition. 80% Atk Dmg. Range: All enemies. 16 randomized hits. 28 MP.

+Percussive Strike: A slash with one's blade that shatters skin, muscle, and bone with raw power. 170% Atk Dmg. Range: Adjacent cell. Chance of Immobilize. Chance of Disable. Reduces target ATK and DEF by 20% for 3 turns. 24 MP.

+Complete Dismissal: Leaps into the air and gathers energy into one's blade before slashing down upon the target with enough power to rend the life from the enemy's body. 220% Atk Dmg. Range: 3 cells. Chance of Instant Death. 40 MP.

+Unleash Malice: Gains a quick control over rampant malicious energy and sends it off in blazing streams throughout the enemy ranks to create mayhem. 150% Atk Dmg. Range: Random paths radiating outwards from user. Chance of Confusion. Lowers target DEF and SPR by 20% for 3 turns. 24 MP. Can be linked to Complete Dismissal.

+Stampede: Coats oneself in a bright crimson aura of malice and chaos that enables one to execute even more powerful attacks whilst never stopping the assault. Bestows Bubble. Boosts ATK and DEF by 20% for 3 turns. User is allowed two extra Act actions per turn for 3 turns. User gains Immunity to all negative status effects that would prevent movement or action for 3 turns. Range: Self. 26 MP.

+Affirmed Demise: Feints an attack, but the resulting wind generated from the sheer might of the possible attack remains to be a sure sign that the enemy's death is imminent. No damage. Range: Adjacent cell and all cells adjacent to target. Chance of Doom. Doom Counter is immediately set to 3. 18 MP.

+Ruthless Raze: Slams energy-coated blade down to unleash a surging blast of malice and chaos to incinerate enemies that get in the way, only to have blast after blast bear down upon them relentlessly. 140% Atk Dmg. Range: Straight line; one direction. Chance of Burn. 20 MP. Fire elemental.

+Mass Delude: Shreds the fabrics of reality to steep the minds of enemies into a delusional state, inhibiting all actions that require the use of the mind while just generally just disorienting the foes. No damage. Range: 2 layers of surrounding cells. All target's stats -10% for 5 turns. Chance of Confusion. Chance of Addle. Confusion or Addle inflicted by this attack lasts for 5 turns. 20 MP.

+Chaos Convergence: Flashes from existence, one's body melting in the massive condensed chaos in order to reform and strike an enemy from many different directions over and over and over again, finishing with a lunging slash that causes the surrounding chaos energy to combust. 300% Atk Dmg. Range: 4 cells. Chance of Severe Burn. Chance of Bleeding. 32 MP. Fire elemental.

R-Ability: Insatiable Bloodthirst - Whenever the user successfully deals physical damage to a target, increases physical damage output by 3%. Stacks up to 10 times.

S-Ability: Wild Side - Innate brute force leads to all basic attacks and skills having a chance of inflicting Blood Loss.

D-Ability: Incinerating Malice (Fire) - Expending all available energy that he has left, he manipulates the malice and chaos into an expansive blast that surges outwards, completely shattering the souls of those who have drawn too near while horridly scathing enemies that are farther away for an eternity--the scars on their souls will never fade. Deals 200% Atk Dmg to all enemies on the battlefield. MP is reduced to 0. Survivors within a 3 cell radius of the user have a chance of succumbing to Instant Death.

Stats:

HP: 215
MP: 85 (+75 from Runestone)
DD: 0/50
Atk: 35 (+21 from Destruction Paradigm)(+6 from Heavy Boots)
Def: 26 (+17 from Hell-Forged Plate)(+8 from Abyss Overcoat)(+6 from Heavy Boots)
Int: 18 (+10 from Destruction Paradigm)
Spr: 20 (+13 from Hell-Forged Plate)(+12 from Abyss Overcoat)
Evasion: 19% (+7 from Abyss Overcoat)
Movement: 2 cells (+1 from Savage Fighter profession)

Skill Points: 0
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sun Oct 21, 2012 1:42 pm

Name: Nox Tellerin
Gender: Male
Age: ?
Level: 15
Next Level: --/--
Appearance:
Spoiler:

Profession: Night Specter - Being a creature conjured from the depths of the Abyss, the one who claims this profession harnesses the power of darkness and illusion in order to bolster his assassination and stealth capabilities to quickly dispose of pesky enemies while giving stronger foes a run for their money. (Basic Attacks +1)(Resist Dark)(Resist Ice)(Vulnerable Light)(Vulnerable Fire)(Corporeal)(Ethereal)

*Corporeal: Allows the user to enter Human form if not already in said form. Boosts ATK by 10% and reduces all damage taken by 10% passively only in Human form.
*Ethereal: Allows the user to enter Spectral form if not already in said form. Increases Move by 1 cell, Evasion by 5%, and number of basic attacks by 1 only in Spectral form. Also allows the user to faze through objects in Spectral form.

Weapon: Withering Dusk - Sleek dagger with a blade made masterfully out of obsidian, it is constantly coated in a dark aura. (Target DEF -2% per hit; [Max Stack: 5])
Weapon: Jagged Crimson - Rusted steel-bladed dagger with what appears to be crimson paint upon the blade and hilt, the latter possessing a yellow gem embedded in it that is reminiscent of an eye. (Critical Hit Rate +10%)
Armor: Abyss Garments - Flowing violet garments that are invisible when the wearer takes on a corporeal form. (Evasion +10%)
Accessory: Golden Amulet - Small bit of Abyssian gold tethered to string such that it becomes a necklace that can be worn. (Critical Hit Rate +5%)(Item drop rate +10%)

A-Ability: Fatal Abyss:

+Twilight Gleam: Coats blade in an orange aura and slashes at a foe brutally, marking the foe with the light of Abyss's setting sun. 90% Atk Dmg. Range: Adjacent cell. Marks target with Gleam status. Stacks up to 3 times. Target with Gleam takes 10% more damage from the user's Fatal Abyss skills per stack. 8 MP.

+Dripping Darkness: Blades begin to secrete black sludge straight from the Abyss that easily seeps into the wounds inflicted with the weapons, tainting the victim's bloodstream. Basic attacks gain Added Effect: Plague for 5 turns. If the initial roll fails for Plague, the user is allowed one additional roll. Range: Self. 10 MP.

+Baffled King: Rushes a target, blades twirling expertly, and launches a dazzling barrage of wicked blows meant to disorient those with even the fiercest of wit and sharpest of mind and focus. 70% Atk Dmg. Range: 3 cells. 5 hits. Chance of Confusion. 12 MP.

+Riot Ravager: Casts a surge of Abyss energy over oneself that enhances attacking motions and hones reflexes over time as one submerges oneself into the very heart of battle. Initially boosts Critical Hit Rate and Evasion by 5%. Boosts Critical Hit Rate and Evasion by 1% for each consecutive basic attack made on an enemy. 10 turn duration. Range: Self. 16 MP.

+Faded: One's body flickers and distorts until it becomes nonexistent in the eyes of the enemies allowing one to meander about the battlefield undetected until action is taken. User becomes Invisible. The first area of effect damage taken is nullified and fails to remove the user from stealth. Range: Self. 12 MP. Can only be used in Spectral form.

+Midnight Transit: Seeps into the ground through a puddle of shadows, the area growing dark while one sifts through the ground and lunges upwards to strike a target in a blinding flash of light after which everything remains dark, at least in the eyes of the victim. 150% Atk Dmg. Range: 6 cells. Removes all stacks of Gleam from target. Places one stack of Dusk on target. Targets with Dusk status can be attacked with a chance of remaining in stealth. Stacks up to 5 times. The higher the number of stacks, the higher the chance that the user will remain invisible after attacking the target. 14 MP.

+Encroaching Dusk: Lathers a thick layer of darkness over one's own weapons before slashing a foe, allowing the darkness to leap from one's weapons to the victim which obscures the foe's vision. 90% Atk Dmg. Range: Adjacent cell. Marks target with Dusk status. Stacks up to 5 times. 8 MP.

+Nightwing: Morphs the shadows in the area, drawing them towards oneself such that they form two magnificent wings upon one's back allowing greater movement whilst the shadows fuel one's need for more mana, extending the cycle and quickening it. User gains Flying. Bestows MP Regen. 5 turn duration. Range: Self. 14 MP.

+Silent Ambush: Under the cover of stealth, flashes out of existence and winds up right behind an unsuspecting foe after which one transitions one's body to mist allowing one to surge around the foe all of a sudden, slashing from all directions. 80% Atk Dmg. Range: 4 cells. 7 hits. +25% Critical Hit Chance for the duration of the attack. Can only be used under Invisible state. 12 MP.

+Destros Noctis: Consumes all darkness and channels it around oneself before jetting forwards like an unstoppable juggernaut, barreling into a foe causing an enormous explosion which sends shock waves of pure Abyss energy outwards to buffet the rest of the opposition. 200% Atk Dmg. Range: 8 cells, linear; one direction. Hits all other enemies for 100% Atk Dmg. All targets hit have all stacks of Dusk removed. This attack deals 10% more damage for each stack of Dusk upon a given target. 28 MP.

A-Ability: Twisted Zodiac:

+The Relentless (♈): Channels the power of the twisted ram in order to restlessly pursue foes without tiring or stopping. Renders the user immune to negative status and other effects that prevent movement or attacking. Range: Self. 10 MP.

+The Enraged (♉): Channels the anger of the twisted bull to fuel one's own strength, magnifying one's physical capabilities tenfold. Boosts ATK by 20%. The user's ATK cannot be lowered by any means. 3 turn duration. Range: Self. 12 MP.

+The Separated (♊): Channels the anguish of the twisted twins that were separated at birth and lost amidst the Abyss such that they send their power to the ambassadors of the realm in order to claim some sort of vicarious vengeance through the violence and pain they inflict. 180% Atk Dmg. Range: Adjacent cell. 2 hits. 18 MP.

R-Ability: Abyssal Rise - Whenever the user successfully lands a damaging Fatal Abyss skill on a target, increases damage dealt by Fatal Abyss skills by 1%. Stacks up to 30 times.

S-Ability: Effortless Shift - Switching between Human form and Spectral form doesn't require the use of an Act action.

D-Ability: Legendary Duskbringer (Dark) - The ground rumbles and the shadows quiver in fear. Whatever light remains glows more radiant in welcoming that which the Abyss begins to give birth. Behind the night specter, the form of a giant phoenix composed entirely of shadows rises slowly into the sky with magnificent wings outstretched. A mighty screech threatens to shake the foundations of the heavens as the sound waves ripple through the sky, distorting it. With the appearance of this being of the Abyss, all surrenders to eternal subjugation, minds lost to darkness--a slow and painless death. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Oblivion.

Stats:

HP: 75
MP: 55 (+5 from Golden Amulet)
DD: 0/10
Atk: 14 (+4 from Withering Dusk)(+2 from Jagged Crimson)
Def: 10 (+2 from Abyss Garments)
Int: 4 (+2 from Withering Dusk)(+0 from Jagged Crimson)
Spr: 10 (+5 from Abyss Garments)(+2 from Golden Amulet)
Evasion: 14% (+10% from Abyss Garments)
Movement: 2 cells (+2 from Night Specter profession)

Skill Points: 0


Last edited by Masquerade on Sat Jan 05, 2013 7:43 pm; edited 2 times in total
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Thu Oct 25, 2012 9:05 pm

Name: Amelia "Amy" Vivere
Gender: Female
Age: 11
Level: 15
Next Level: --/--
Appearance:
Spoiler:

Profession: The Friendless - The one who claims this profession has nothing in the real world: no parents, no friends, no identity. Lost in life, she meanders into the Abyss where she is faced with monstrosities the likes of which she has never seen before, and it is in the Abyss that she is rescued by he who would be her first true friend. (Basic Attacks +1)(Imperishable Bond)(Amplified Union)

*Imperishable Bond: As long as there is another unit on the field with Imperishable Bond, the user survives all fatal blows with 1 HP. Doesn't work if the user is at 1 HP. Doesn't apply to negative status damage.
*Amplified Union: As long as both units with Amplified Union are alive and of sound mind, all stats of both are increased by 10%.

Weapon: Ancient Bestiary - Faded, detailed book of monsters written in the ancient language such that scholars and Restocasians are able to read it and fully comprehend it. (Damage: INT)(Range: 4 cells)(Damage dealt to monsters +10%)
Armor: Subtle Maroon - Frilly white and maroon dress that mainly focuses on looks over practicality. Still emits an aura of innocence. (+10% chance of Hesitation in attackers)
Accessory: Ring of Abyss - Gold-banded ring with a beautiful, completely lucid diamond upon it. Rumored to allow the wearer to communicate with Abyss monsters. (Attacks deal 20% more damage if the target was attacked by an Abyss monster last turn)

A-Ability: Role Model:

+Kill Command: Marks an enemy with a glyph signifying one's partner to prioritize it as a target over any other foe. Inflicts Kill status. Targets with Kill take 20% more damage from Clamber's attacks. Range: 4 cells. 8 MP.

+Feral Nature: Evokes the inner killing instincts within one's partner in order to greatly increase the partner's damaging capabilities. Bestows Bravery. Range: Clamber. 8 MP.

+Eye of the Beast: Skillfully controls mana to sharpen one's partner's vision such that all of the partner's strikes land without fail. Bestows Sure Hit. Range: Clamber. 8 MP.

+Defender: Bolsters one's partner's defenses such that the attacks of the opposition hardly affect the partner. Boosts DEF and SPR by 20% for 3 turns. Range: Clamber. 12 MP.

+Hemorrhage: Utilizing Abyss magic, one enhances one's partner's claws such that the sharp appendages constantly yearn for blood, inflicting worse and worse wounds such that the enemy bleeds out. Target's basic attacks place enemies under Hemorrhage status. Targets under Hemorrhage are subject to Bleeding that worsens with each stack of Hemorrhage. Stacks up to 3 times. Range: Clamber. 14 MP.

+Critical Edge: Through mana, allows one's partner greater access to the enemy's vital points such that each strike is more effective than usual, the damage more efficient. Boosts Critical Hit Rate by 25% for 3 turns. Range: Clamber. 8 MP.

+Blurred Image: Heightens the movement of time around one's partner allowing for more attacks to be dished out per second while enhancing the partner's ability to dash about the battlefield, covering more ground in a more timely manner. Bestows Haste. Boosts Move by 2 cells for the duration of Haste. Range: Clamber. 10 MP.

+Vitalize: Enhances one's partner's natural recovery such that the partner's wounds noticeably heal over a certain amount of time. Bestows Regen. Range: Clamber. 8 MP.

+Perfected Reflex: A single shout of encouragement is enough for one's partner to redouble efforts in concentration and agility, making it easier to dodge incoming attacks. Bestows Veil. Range: Clamber. 8 MP.

+Unstoppable: Sends one's partner into a mighty rampage which cannot be halted by any means, such destructive power unleashed that all who remain in the line of fire should fear for their very lives. Bestows Immunity. Bestows Invincible. 2 turn duration. Range: Clamber. 24 MP.

A-Ability: Destructive Abyss:

+Dark Mine: Plants a sphere of Abyss energy and sets it to detonate after a certain amount of turns as decided by the user. Plants Dark Mine. Upon detonation, inflicts 140% Int Dmg. Range: Adjacent cell; detonation hurts all enemies surrounding the mine. 12 MP.

+Abyss Ray: Fires a large laser of Abyss energy that scathes all enemies in the line of fire. 170% Int Dmg. Range: Straight line; 4 cells; hits all in the way. Chance of Burn. 14 MP.

+Eminent Aura: Surrounds self with a cloak of dark mist that unleashes a blight upon enemies who are foolish enough to draw close to the user. Chance to inflict Plague on enemies in surrounding cells for 5 turns. Range: Self. 10 MP.

R-Ability: Vengeance - Whenever the user takes damage, doubles the effectiveness of Kill Command if the attacker is already afflicted. If not, the attacker is afflicted with Kill status which has double effectiveness.

S-Ability: Strategist - The duration of positive status effects bestowed by the user is increased by 2 turns.

D-Ability: Release Restraint (Neutral) - Go wild. Two words that have such weight...no one can even begin to imagine. With a single command, he who tasks himself with protecting his friend becomes supercharged with power via supersaturation of mana, unbelievably increasing his capabilities. Strength skyrockets, and durability reaches new heights as well. Those who proclaim to fear nothing had better start facing the music now. Increases all of Clamber's stats by 150% for 2 turns.

Stats:

HP: 45
MP: 75 (+10 from Ring of Abyss)
DD: 0/10
Atk: 3 (+2 from Ancient Bestiary)
Def: 9 (+2 from Subtle Maroon)
Int: 15 (+5 from Ancient Bestiary)(+2 from Ring of Abyss)
Spr: 12 (+4 from Subtle Maroon)
Evasion: 4%
Movement: 2 cells (+0 from The Friendless profession)

Skill Points: 0


Last edited by Masquerade on Fri Nov 23, 2012 5:51 pm; edited 1 time in total
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sun Oct 28, 2012 8:05 pm

Name: Clamber
Gender: Male
Age: ?
Level: 15
Next Level: --/--
Appearance:
Spoiler:

Profession: The Imaginary - Possessing no appearance, at least to anyone's knowledge, the one who claims this profession has an existence that is constantly put into question. Is he real, or is he simply the figment of someone's imagination? The devastating attacks executed with protective passion should be adequate evidence to prove the truth. (Basic Attacks +1)(Figment)(Imperishable Bond)(Amplified Union)

*Figment: The user is constantly Invisible. Repeated attacks on a target will bestow said target with Keen status which allows it to target the user like normal.
*Imperishable Bond: As long as there is another unit on the field with Imperishable Bond, the user survives all fatal blows with 1 HP. Doesn't work if the user is at 1 HP. Doesn't apply to negative status damage.
*Amplified Union: As long as both units with Amplified Union are alive and of sound mind, all stats of both are increased by 10%.

Weapon: Crush Claws - Long, powerful claws not only capable of slicing through targets, but completely destroying them with sheer force as well. (2 hits)(Added Effect: Weak)
Armor: Iron Plate - Rectangles of pure iron placed upon the body in order to bolster defensive capabilities and protect vulnerable spots. (Chance to receive critical hits -10%)
Accessory: Emblem of Friendship - An amulet given as a gift from a young girl with no place in the real world, it symbolizes the essence of her friendship. (Duration of positive status received +1 turn)

A-Ability: Instinctual Ferocity:

+Monstrous: Born a monster, one possesses certain capabilities that give one better chances to survive in a terrible wilderness where death is more common than it should be. Upon activation, increases damage output by 10% and reduces all damage taken by 10% for an indefinite duration. Range: Self. Can only be used on the first turn. 12 MP.

+Rush Claw: Rushes up to a target and deals a devastating slash. 130% Atk Dmg. Range: 3 cells. Moves user to a cell adjacent to the target. 10 MP.

+Body Slam: Crashes one's own body into the enemy with the intent of horribly disabling it under one's weight. 110% Atk Dmg. Range: Adjacent cell. Chance of Paralysis. 16 MP.

+Dual Rend: Two successive grazing slashes launched to draw blood from the enemy. 80% Atk Dmg. Range: Adjacent cell. Chance of Bleeding. If the first roll of Bleeding fails, one additional roll is made. 2 hits. 8 MP.

+Stinger: Releases a torrent of piercing needles from one's body in all directions, piercing nearby foes that might be attempted to surround the user. 120% Atk Dmg. Range: 3 cell radius. Chance of Poison. 12 MP.

+Knock Away: Back hands a target with tremendous force sending the recipient flying across the way. 160% Atk Dmg. Range: Adjacent cell. Knocks target back 3 cells. 10 MP.

+Rumble Quake: Jumps up and down, landing upon the ground with so much force as to get it shaking in one's immediate vicinity. 130% Atk Dmg. Range: 3 cells radius. Chance of Slow. 12 MP. Earth elemental.

+Idle Form: Sacrifices taking action in order to confuse foes such that those who have picked up on one's location lose the edge they hold over the user. Removes Keen status from all enemies who possess it. Range: Set. 8 MP.

+Surprise Strike: Stealthily maneuvers behind the foe and launches a faint attack focused on one of the enemy's vitals. 90% Atk Dmg. Range: Adjacent cell. User winds up behind the target. High critical hit chance. 6 MP.

+Dominate: Leers down at an enemy before completely mauling it with clawing and biting, blood flying in all directions with nothing but one's own bloodlust driving the massacre forward in an attempt to completely rule over the enemy, asserting that one's power is greater than that poor enemy that stands before one. 200% Atk Dmg. Range: Adjacent cell. Chance of Blood Loss. 18 MP.

A-Ability: Trained Killer:

+Abyss Edge: Sprouts two blade-like protrusions from one's arms that are coated completely in Abyssian energy, after which one slashes at a nearby foe with deadly force. 140% Atk Dmg. Range: Adjacent cell. 2 hits. 12 MP.

+Void Plunge: Creates a pool of liquid Void and seeps into it, the pool drying up instantly, only to lunge upwards from beneath a foe for a vicious strike a turn later. 100% Atk Dmg. Range: 3 cells. Chance of Oblivion. Disappears from the field on the first turn, attacks on the second. 16 MP.

+Trample: Grows in size before rushing nonstop in a straight line, completely demolishing both inanimate objects and enemies alike that happen to get in one's way. 170% Atk Dmg. Range: Straight line. User winds up at a cell at the end of the line of travel. Destroys all objects in the way. Damage after DEF is applied is doubled. 24 MP.

R-Ability: Blood Price - Whenever The Friendless takes direct damage, the next attack the user executes on that target is critical. Critical hit damage is increased by 100% for the duration of the attack.

S-Ability: Sole Protector - This unit has a chance of taking damage in place of The Friendless as long as it remains alive on the battlefield.

D-Ability: Utter Demolition (Neutral) - With strength beyond compare, he grows larger and prepares for an onslaught, towering over the foe who is nothing in his eyes. No mercy can be given; it is far too late to forgive. Crunching bones, horrid screams and wails, splashing blood, and the squishing of internal organs fill the air, the gory sounds not deterring his will to completely devastate the monstrosity before him, despite being a monster himself and not being afraid to show it. Deals 200% Piercing Atk damage to one enemy in an adjacent cell. Damage is doubled if The Friendless is KO'd when this ability is used.

Stats:

HP: 100
MP: 35 (+10 from Emblem of Friendship)
DD: 0/10
Atk: 16 (+7 from Crush Claws)
Def: 12 (+4 from Iron Plate)
Int: 2 (+0 from Crush Claws)
Spr: 6 (+0 from Iron Plate)(+2 from Emblem of Friendship)
Evasion: 9%
Movement: 2 cells (+1 from The Imaginary profession)

Skill Points: 0


Last edited by Masquerade on Wed May 01, 2013 3:49 pm; edited 1 time in total
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Fri Nov 23, 2012 8:54 pm

Name: Waltz Farthorn
Gender: Male
Age: 21
Level: 15
Next Level: --/--
Appearance:
Spoiler:

Profession: Lord of Arms - Possessing vast knowledge of weaponry and battle techniques, the one who claims this profession takes advantage of his various arms in battle, constantly forcing the enemies to adapt to his ever-changing fighting tactics. (Penta-Wield)(Weapon Specialization)(Weapons In Hand)

*Penta-Wield: The user is allowed 5 weapon slots, but all weapons must be different from each other. The user's number of basic attacks does not increase with Job Promotion. The user's single basic attack has 5 hits, one for each weapon.
*Weapon Specialization: The user is able to choose a main weapon for a given battle which increases damage dealt by that weapon in basic attacks and skills by 20% along with enabling it's passive ability.
*Weapons In Hand: The user only gains ATK bonuses of weapons used in attacks.

Weapon: Unbeatable Tyrant - Enormous greatsword composed of a silver ore and inscribed with jade scrawls and jewels, it is said that whoever wields this blade cannot be bested in battle. (Slow Swing)(No Defeat)(Range: 2 cells)
---Slow Swing: If not used first in a combo, the combo is broken.
---No Defeat: The user survives all fatal blows with 1 HP. Doesn't work if the user is at 1 HP. Bypassed by negative status effects.
---Greatsword Passive: Melee damage +50%.
Weapon: Violet Specter - Sleek short sword made of an unknown material, it resonates in the presence of spirits and as such can act as a detector of souls. (Sight)
---Sight: The user can see Invisible units.
---Short Sword Passive: Attacks with a Short Sword can be chained twice for a total of 3 hits.
Weapon: Survivalist's Knife - Knife hexed by a dark shaman that hungers for the very life force of the enemies it strikes. (Drains 25% of the damage dealt as HP)
---Knife Passive: Basic attacks with the Knife have a chance of inflicting Blood Loss first, and if no Blood Loss, then there is a chance of Bleeding.
Weapon: Brutal - An axe that has a handle made from a gnarled ancient tree branch and has the power to protect one's spirit. (Magic dmg taken - 10%)
---Axe Passive: Basic attacks from the axe deal 80% more damage, but accuracy is reduced by 20%.
Weapon: Galaxy Fang - Long spear with an obsidian shaft and a blade crafted from fragments of meteorites. It is blessed by the power of the stars. (Range: 2 cells)(All dmg dealt at night +20%)
---Spear Passive: Boosts Critical Hit Rate by 15%.
Armor: Airy Mail - Lightweight mail that bestows greater flexibility upon the wearer while being infused with the power of the wind. (Move +1 cell)(Evade +10%)(Resist Air)(Vulnerable Earth)
Accessory: Clarity Cloak - Magnificent cloak housed in a cathedral for the longest time, it wound up soaking up holy magic to protect the wearer passively. (Immune all negative status effects)

A-Ability: Expert Triage:

+Horizon: Enormously wide cleaving attack that harnesses the immense power of the sun for a powerful blow. 160% Atk Dmg. Range: Fan shape; 2-3 cell proximity. Takes two turns to use. 8 MP.

+Thrice Stab: Quick trio of piercing stabs from the short sword leave the enemy bleeding. 90% Atk Dmg. Range: Adjacent cell. 3 hits. Chance of Bleeding. 8 MP.

+Ghost: Launches a quick slash with one's greatsword as a means to distract the enemy from a subtle knife toss that siphons away the enemy's movement. 140% Atk Dmg (1st hit.) 80% Atk Dmg (2nd hit.) Range: 2 cells (first); 4 cells (second.) 2 hits. Reduces target Move by 1 cell and increases the user's Move by 1 cell for 3 turns. 10 MP.

+Counter Form: Prepares to block attacks with one's greatsword while quickly counterattacking all failed attacks with one's short sword. 25% chance of complete block of physical attacks. If an attack is blocked, the user automatically counters for 10% of the damage dealt as piercing. 5 turn duration. Launching a basic attack or using a skill automatically ends the effect. Chances of block and counter damage double and stack upon themselves as the duration decreases. Max Block Chance: 100%. Max Counter Damage: 160%. Range: Self. 16 MP.

+Torment: Powerfully charged combo with the greatsword leaving the enemy weakened and bewildered from the attack. 130% Atk Dmg. Range: 2 cells. 3 hits. Chance of Weak. Chance of Confusion. 14 MP.

+Infinity Rush: Holds greatsword out in front of oneself and unleashes a short burst of energy before charging forward, impaling enemies only to vanish from existence and charge forth again and again. The leftover energies enhance one's movements and actions. 150% Atk Dmg. Range: Straight line; one direction. 3 hits. Bestows Haste once attack is finished. 26 MP.

+Encompass: Swirls greatsword around with enough momentum for it to self-sustain while one fazes into the ground and rises upon a nearby enemy, devastating it with a short slashing combo with one's short sword and knife. 190% Atk Dmg (greatsword.) 110%, 80%, 110%, 80% Atk Dmg (Short sword, knife, short sword, knife.) Range: All surrounding cells (greatsword); 3 cells (short sword and knife.) 5 hits max. 26 MP.

+Vigorous Wellspring: Channels energies of the earth and of light in order to surround oneself with a veil that blocks certain attacks while defending oneself against magic and recovering one's stamina. Bestows Regen. Grants Immunity to stuns, roots, disables, etc. Creates a shield [(50% User INT + User SPR + 10% User Max MP) x 2 HP] that absorbs all magic damage taken until it breaks or the duration runs out. 5 turn duration. Changing forms dispels the effect (i.e. Counter Form, Naught Form.) Range: Self. 24 MP.

+Naught Form: Hovers in the air with one's greatsword in front of oneself only to disappear from sight leaving the large weapon behind such that one, now hidden from sight, is free to stalk foes and destroy them with short sword and dagger combos. Grants Invisibility which cannot be broken by taking an Act action. Leaves Greatsword Decoy behind [(User HP/2) + User ATK + User DEF HP] which can be attacked, and when it reaches 0 HP, the user is forced out of this form. All hits become critical. Greatsword weapon bonus and added effects are lost. 3 turn duration. Range: Self. 18 MP.

+Master of Weapons: Plunges greatsword into the ground instantly detonating a huge tremor that stuns foes while one's knife levitates in the air, forming an arc of illusionary copies behind oneself, and with total command of weaponry, one directs the knives to stream towards various targets at will, striking in succession. 200% Atk Dmg (tremor.) 60% Atk Dmg (knives.) Range: All enemies (tremor); Infinite (knives.) 9 hits. First hit affects all, while subsequent hits can have targets designated by the user. Tremor stuns targets for 1 turn. 24 MP.

A-Ability: Quintessence of Force:

+Breaking Razor: Hurls axe with such force to shatter the foe's defenses as it passes through them, dealing even more damage as it returns to the one who threw it. 120% Atk Dmg (first pass.) 150% Atk Dmg (return pass.) Range: 6 cells; linear; one direction. 2 hits. Return pass doesn't harm foe at end of range line. 10 MP.

+Dragoon: Crouches down for a moment and leaps high into the air becoming untouchable for a short time before falling down and impaling a target. 170% Atk Dmg. Range: Single enemy. High critical hit rate. Takes two turns to use. 10 MP.

---Tri-Force: Leaps up and pulls the spear out of the foe, touching the ground in order to follow up with a sweeping smack with the spear followed by a slash from each the greatsword and the axe. 110% Atk Dmg (spear.) 190% Atk Dmg (greatsword.) 160 Atk Dmg (axe.) Range: Set. Chance of Slow. 16 MP.

+Guillotine: Impales target with spear and pulls them closer for a slash to the neck with one's axe with the intent of decapitation. 130% Atk Dmg. Range: 4 cells; linear; hits first target encountered. Pulls target to cell adjacent to user in the same line. 2 hits. Chance of Instant Death on second hit. If second hit fails to inflict Instant Death, the damage of the second hit is doubled. 24 MP.

R-Ability: Charge Stance - Whenever the user is attacked by any means, the user is allowed to prepare a [Form] skill (i.e. Counter Form, Naught Form) and the user shall enter that form automatically when next targeted (before the actual attack connects.) Upon shifting stance in this manner, MP is recovered by 10% of the user's Maximum MP.

S-Ability: Cycle Siphon - Basic attacks deal 10% Piercing Atk damage to the target's MP which is then absorbed by the user.

D-Ability: True Potential (Neutral) - Consecrating all of his knowledge of weapons and his weapon empathy, he brings out the true power that lies within the weapons that he holds allowing him to wreak havoc and unleash the utmost devastation upon those who would be foolish enough to stand in his way. Increases all weapon bonuses by 50% and doubles the effectiveness of all weapon passives. 3 turn duration.

Stats:

HP: 60 (+10 from Unbeatable Tyrant)(+5 from Survivalist's Knife)
MP: 45 (+15 from Brutal)
DD: 0/10
Atk: 8 (+10 from Unbeatable Tyrant)(+3 from Violet Specter)(+2 from Survivalist's Knife)(+7 from Brutal)(+5 from Galaxy Fang)
Def: 14 (+4 from Airy Mail)
Int: 8 (+0 from Unbeatable Tyrant)(+1 from Violet Specter)(+0 from Survivalist's Knife)(+3 from Brutal)(+4 from Galaxy Fang)
Spr: 12 (+3 from Airy Mail)
Evasion: 3% (+10% from Airy Mail)
Movement: 2 cells (+1 from Lord of Arms profession)(+1 from Airy Mail)

Skill Points: 0
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sun Nov 25, 2012 5:41 pm

Name: Oliver Morte
Gender: Male
Age: ?
Level: 20
Next Level: 0/122
Appearance:
Spoiler:

Profession: Mana Disruptor - Holding a great burden upon his shoulders, the one who claims this profession wields untold power such that he can sever the stability of mana everywhere. Choosing the path of destruction, his heart is filled with hatred and dissonance which only serves to amplify his power. (Basic Attacks +2)(Devoted Destruction)(Thorough Disruption)

*Devoted Destruction: Increases the damage output of all skills by 20%.
*Thorough Disruption: The effects of Mana Resonance last 2 additional turns.

Weapon: Gaunt of Demons - Magnificent black and red shield-like object with a thick, retractable, silver blade that can harness the power of Malice in order to cause complete devastation. (Added Effect: Fear)(Added Effect: Weak)(Damage output +10%)(Damage taken -10%)
Armor: Demon Mail - Forged in the flames of Hell and cursed by demons, it only offers its evil protection to those with immense darkness lingering in their hearts. (Resist Dark)(Resist Fire)(Vulnerable Light)
Accessory:Jewel of Malice - Polished ruby infused with the power of Malice, it has the ability to transfuse Malice and mana. (Converts MP into Malice after MP reaches an unusable amount; Max Malice is equal to 4x the wearer's INT)(Skills used that consume Malice deal 50% more damage than normal)
Accessory: Devil's Claw - Sharp-nailed gauntlet with tips poisoned with a toxin unknown to the realm of mortals. (Added Effect: Plague)

A-Ability: Instability:

+Mana Resonance: Makes one's weapon vibrate with great force causing a screeching sound that instantly disrupts natural mana reservoirs along with the mana flow within living beings. Stuns all enemies for 1 turn, prevents the use of skill for 3 turns, and after the prior effects have faded, the MP costs of all affected are increased by 10% indefinitely. MP cost increase stacks up to 5 times. Range: All enemies. 24 MP.

+Mana Raze: Swings weapon unleashing a vicious blast of crimson energy that detonates upon crashing into the enemy. 130% Int Dmg. Range: 6 cells; straight line. Chance of Burn. 10 MP.

+Mana Arc: Swings weapon over head generated a large arrow of crimson energy that soars overhead and descends downward upon a target, impaling it. 160% Atk Dmg. Range: 4 cells. Chance of Blood Loss. 12 MP.

+Mana Surge: Calls upon a burst of crimson energy to blaze around oneself, granting one greater strength whilst bolstering one's magical capabilities. Boosts ATK and INT by 20% for 3 turns. Range: Self. 12 MP.

+Mana Quake: Plunges weapon into the ground in an effort to massively disrupt earth mana causing a terrible tremor that stuns enemies underground while slowing those who tread upon it. 120% Atk Dmg. Range: All enemies. Stuns underground foes for 1 turn. Chance of Slow for all other enemies. 20 MP.

+Mana Crash: Gathers crimson energy at the tip of one's weapon before bringing it down hard upon an unsuspecting foe. 180% Atk Dmg. Range: Adjacent cell. Chance of Addle. 14 MP.

+Mana Volley: Takes aim at a foe with one's weapon before firing blast after blast thick, arrow-shaped crimson energy that strikes the target again and again, lowering its drive to do battle. 90% Atk Dmg. Range: 4 cells. 4 hits. Chance of Apathy. 10 MP.

+Mana Vision: Eyes begin to glow dark red as mana infuses them, granting enhanced vision with which to better carry out one's task. Boosts Critical Hit Rate and Damage by 30% for 3 turns. Range: Self. 14 MP.

+Mana Serpent: Swings weapon downwards sending forth a massive representation of mana in the form of a vicious serpent that slithers along the ground scathing everything that it passes through. 170% Int Dmg. Range: Straight line; hits all in the way. Lowers the DEF of targets by 10%.

+Mana Descending: Two-turn attack where one fires a small sphere into the sky which promptly begins to grow larger and larger until the blazing mass slowly descends upon the intended target, massively exploding upon contact. 250% Int Dmg (target.) 150% Int Dmg (collateral.) Range: Single enemy (explosion); all other enemies (shock wave.) 34 MP.

R-Ability: Intent Disturbance - Whenever an enemy enters a cell within a 3 cell radius of the user, the next skill that particular enemy uses takes twice as long to execute.

S-Ability: Malice Drive - Restores 10% Max Malice per turn indefinitely. Only applicable as long as the user possesses the Malice stat.

D-Ability: Essence of Tragedy (Neutral) - With a single powerful yell, the whole of mana in the surrounding area is thrown into complete chaos, swirling and screeching and trembling and pressured. The mana is burned and set ablaze, becoming naught but a maelstrom of pure crimson energy that robs the life of all that is around, killing the foes and decaying inanimate objects. Deals 100% Piercing Atk damage to all enemies on the battlefield. All inanimate objects become decayed versions of the originals.

Stats:

HP: 95 (+10 from Gaunt of Demons)
MP: 65 (+10 from Gaunt of Demons)(+15 from Jewel of Malice)
Atk: 15 (+9 from Gaunt of Demons)(+4 from Devil's Claw)
Def: 18 (+4 from Gaunt of Demons)(+7 from Demon Mail)
Int: 6 (+6 from Gaunt of Demons)(+8 from Jewel of Malice)
Spr: 10 (+2 from Gaunt of Demons)(+3 from Demon Mail)
Movement: 2 cells (+1 from Mana Disruptor profession)

Skill Points: 0
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sun Nov 25, 2012 5:44 pm

Name: Karmen Harrows
Gender: Male
Age: 21
Level: 2
Next Level: 0/10
Appearance:
Spoiler:

Profession: Ornithologist - Possessing a vast fascination with the grace and abilities of birds, the one who claims this profession seizes their power for his own, taking the best and worst features of them to compile a deadly array of spells from some, and a potent source of support from other traits. (Blackest Feather)(Whitest Down)

*Blackest Feather: Allows the user to enter Black Form which grants the user access to [Black] Abilities. Damage output is innately boosted by 10% in Black Form.
*Whitest Down: Allows the user to enter White Form which grants the user access to [White] Abilities. Increases duration of positive status bestowed by 1 turn in White Form.

Weapon: The Chronicle - The first book in a fantasy series about a group of birds and their flight across the different lands. (Damage: INT)(Range: 3 cells)
Armor: Feather Robe - Black robe made with a mix of cloth and feathers.
Accessory: Worn Sash - A sash worn around the waist that has seen better days.

A-Ability: The Liberated:

+Silent Gaze/Gift of Song: The raven's frightful eyes rest upon the unsuspecting soul and render words useless, each syllable catching in the throat. In the form of light, the dove's song coaxes words from others, essentially restoring their status. [Black] No damage. Range: 3 cells. Chance of Silence. 6 CE. [White] Removes one negative status effect. Range: 3 cells. 8 CE.

+Murder/Banner: Sends forth a murder of crows to ravage a faraway foe with vicious pecking and clawing. In the form of light, the doves of On High carry their banner and inspire courage in allies. [Black] 120% Int Dmg. Range: 3 cells. Chance of Bleeding. 8 CE. [White] Bestows Bravery. Range: Allies in 3 cell radius from user. 14 CE.

R-Ability: None.

S-Ability: Birds of a Feather - Allows the user to shift between Black Form and White Form without consuming an Act action.

Awakening: Feather Cascade (Wind) - The time has come to join his subjects in glorious flight. Taking to the skies, he loses his form to the wind, his body becoming naught but a whimsical rain of feathers. However, once the opposition has become entangled in the grace of the gentle flurry, the feathers grow taught and whirl about with a grand vengeance, faster and faster, slicing skin and spilling blood until the earth is drenched, its almighty thirst quenched. Deals 100% Piercing Int damage to all enemies on the battlefield. Chance of Blood Loss.

Stats:

HP: 20/20
CE: 30/30
Atk: 0 (+0 from The Chronicle)
Def: 2 (+0 from Feather Robe)(+1 from Worn Sash)
Int: 6 (+1 from The Chronicle)
Spr: 4 (+1 from Feather Robe)
Movement: 2 cells (+1 from Ornithologist profession)

Skill Points: 1
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Mon Nov 26, 2012 4:56 pm

Name: Shouta "Icarus" Makari
Gender: Male
Age: 16
Level: 5
Next Level: 0/10
Appearance:
Spoiler:

Profession: Vector Glider - Able to see the world as a system of vectors, the one who claims this profession uses his sight to pick out certain vectors and ride upon them while manipulating the other vectors in order to execute attacks. (Slide)

*Slide: The user is capable of hopping over single-cell terrain and enemies passively. When activated, it allows the user to execute a move action that can then be used to link another attack. 5 turn cooldown.

Weapon: Low-Charge Blades - Blades charged with a fractal energy, they can be conjured from surrounding static force, but are unable to be supersaturated. (2 hits)
Armor: Sky Coat - Simple beige coat built for protecting the wearer from the chill of high altitudes.
Accessory: Power Ring - Titanium ring capable of holding electrical charge in the form of mana.

A-Ability: Unreal Air:

+Charge: Draws in vicinal mana in order to supercharge one's weapon increasing one's damage capabilities somewhat. Enables Charged abilities. Boosts ATK by 10% for 5 turns. Duration ends if a Charged ability is used. Range: Self. 8 MP.

+Surge Rush: Rushes up to a target and slashes it viciously with a laser blade. 110% Atk Dmg. Range: 3 cells; linear. User is moved to a cell adjacent to the target. 8 MP.
---Charged: User slices through enemy completely with laser blade. Damage dealt +20%, and user appears in cell behind target.

+Strike As Lightning: Leaps upwards and disappears in a dark cloud before shooting downwards with immense speed to strike an enemy from above. 130% Atk Dmg. Range: 3 cells. Chance of Paralysis. 14 MP. Lightning elemental.
---Charged: The user branches off and strikes more enemies around the user. Targets all enemies in a 3 cell radius of the main target.

R-Ability: Inherent Counter - When attacked physically from an adjacent cell, counterattacks foe with a basic attack that has a chance to Poison and Burn the target.

S-Ability: Defunct System - Hacks the vector system in order to strengthen abilities at the cost of having it crash later on. Damage output of skills is increased by 20% upon activation for 5 turns. At the end of the duration, seals all A-Ability skills for 3 turns.

D-Ability: Green Eagle (Wind) - Rises into the sky on the wings of a giant eagle made of green swirling gales, the thing letting out a mighty screech as it climbs higher and higher. At the pinnacle of its ascent, it merges with Shouta and the two combined into one descend into a solitary foe, the impact unleashing a mighty maelstrom to buffet the rest of the opposition while speeding up allies. Deals 150% Piercing Atk damage to a single target and 100% Piercing Atk damage to all other enemies. The Ally party gains Haste.

Stats:

HP: 35
MP: 30
DD: 0/10
Atk: 7 (+1 from Low-Charge Blades)(+1 from Power Ring)
Def: 4 (+1 from Sky Coat)
Int: 3 (+0 from Low-Charge Blades)
Spr: 3 (+0 from Sky Coat)
Evade: 8%
Movement: 2 cells (+2 from Vector Glider profession)

Skill Points: 0


Last edited by Masquerade on Sun Dec 23, 2012 9:52 pm; edited 1 time in total
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Sat Dec 22, 2012 4:47 pm

~A present from Silver. Many thanks. :3

Name: Justin Crimmes
Age: Appears 20
Gender: Male
Appearance:
Spoiler:
-------------------
Profession: Light Keeper- Bathed in ethereal flame, the one who claims this profession guards the powers of light and utilizes them to banish the forces which seek to harm the innocent. (Ethereal Blaze) (Flight) (Equip: Scythes)
Ethereal Blaze: The user takes 10% less damage from Fire and Light Elemental attacks. Physical attacks made against the user have a 20% chance of inflicting Burn on the attacker.
Flight: The user has Float status and his movement is doubled.

Level: 5
Exp: 0/16
-------------------
Weapon: Eden's Slumber- Marvel of a scythe said to have been enchanted with a special magic that can make even the Gods themselves fall into a deep slumber. (Range: 2 Cells) (Added Effect: Sleep)
Armor: Defender of the Pure- Finely crafted white cloaks which seem to glow with a certain radiance. (Resist Light)
Accessory: Angel's Feather- He's got plenty more where that came from.
-------------------
A-Ability: Resplendence

+ Holy Blaze- With a swipe of the scythe, a ball of white flame is sent flashing at the target, moving so quickly that it is impossible to avoid. 110% Int Damage. Sure Hit. 50% Chance of Burn. Range: 3 Cells. 10 Mp. Fire Elemental.

+ Beacon- Conjures a relatively small sphere of light in one's hand before firing it off at the enemy in the form of a powerful lazer. 130% Int Damage. 50% Chance of Frail. Range: Straight Line; Hits All in the Way. 16 Mp. Light Elemental.

+ Shining- Swipes the scythe over the user's frame causing a small sphere of flame to emit a pulse of light energy which heals the user over time. No Damage. Bestows Regen. Range: Self. 10 Mp. Light Elemental.
-------------------
A-Ability: Item
-------------------
R-Ability:

+ Splendor- Whenever the user is attacked from an adjacent cell, the user releases a burst of fiery light that damages all enemies in surrounding cells for 80% Pierce Int Light Damage.
-------------------
S-Ability:

+ Illumination- The user recovers 5% Max Mp each player phase and the user acts as a torch in dark areas.
-------------------
D-Ability: Brilliant Nova- Flies high into the air and collects all the light in the surrounding area before releasing it in a fiery explosion from which nothing survives. 100% Pierce Int Damage. Destroys All Unoccupiable Cells. Range: All Enemies. 0 Mp. Light/Fire Elemental.
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Mon Dec 24, 2012 9:29 am

Name: Komodo (Komo, for short)
Gender: Male
Age: 20
Level: 5
Next Level: 0/10
Appearance:
Spoiler:

Profession: Vindicator - A defender of truth and justice, the one who claims this profession goes to all ends in order to see that punishment is properly dealt to those who break not only the laws of man, but the laws of nature as well. (Bounty)

*Bounty: Gold dropped by an enemy is increased by 1% for each attack they successfully land on the user or one of the user's allies.

Weapon: Lethal Spread - Well-honed set of throwing knives that are even more dangerous in skilled hands. (Range: 4 cells)(Critical hit rate +15%)
Armor: Reinforced Overcoat - Elegant overcoat of wonderful designed, it has steel incorporated into the interior to unsuspectingly deflect the attacks of foes. (10% chance of stunning attackers)
Accessory: Isis Earring - Small silver earring blessed by an unknown magic. (Elemental damage taken -10%)

A-Ability: Pursuit of Vengeance:

+Single Out: A single glance at an enemy is enough to earn itself a one-way ticket to demise, for one will not stop once one has you in one's sight. Marks target with Prey status. Targets with Prey status take 10% more damage from the user per turn as long as the user successively attacks the target. Attacking another enemy removes the status along with marking another target. Range: Single enemy. 10 MP.

+Second Sleight: With a mastery of hand movements and fake-out attacks, one sends more projectile weapons at a foe without their knowledge. Increases number of hits of basic attacks by 2. The two additional hits have Sure Hit. Range: Self. 10 MP.

+Coffin Nails: Hurls knife after knife at the foe, each one disabling the target in some way, for the knives embed themselves in vital parts of the body. 80% Atk Dmg. Range: 4 cells. 4 hits. [First] Chance of Immobilize. [Second] Chance of Bleeding. [Third] Chance of Disable. [Fourth] If all prior hits connect along with this one, Chance of Doom. 14 MP.

R-Ability: Retribution - Whenever the user takes direct damage from an enemy, increases all damage dealt by 1%. Stacks up to 30 times.

S-Ability: Adaptability - Quadruples Movement and casts Veil on the user when under Critical status.

D-Ability: The Execution (Darkness) - The black clouds signify the appearance of the hunter. Villain who hath committed the worst of crimes, prepare yourself. The angel of death itself has come for you. The ground ripples with waves of shadows, and from below, elegant and twisted spears of darkness arise, impaling enemies and trapping them in place as the hunter rises and dashes about the battlefield using the spears as pivots while unleashing a torrent of shadow-imbued knives upon all who are guilty of evil deeds. Deals 100% Piercing Atk damage to all enemies on the battlefield initially. Deals 100% Atk Dmg nine times randomly to all enemies on the battlefield.

Stats:

HP: 30
MP: 25
DD: 0/10
Atk: 7 (+2 from Lethal Spread)
Def: 4 (+2 from Reinforced Overcoat)
Int: 2 (+0 from Lethal Spread)
Spr: 6 (+1 from Reinforced Overcoat)(+1 from Isis Earring)
Evade: 8%
Movement: 2 cells (+2 from Vindicator profession)

Skill Points: 0
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Masquerade's Character Chronicle - Page 8 Empty Re: Masquerade's Character Chronicle

Post by Masquerade Mon Jan 28, 2013 9:45 pm

Name: Telvren Nas'thal-ix
Gender: Male
Age: 19
Level: 1
Next Level: 0/10
Appearance:
Spoiler:

Profession: Shaman - With a wealth of knowledge regarding the spirits of the past, the one who claims this profession gives his life to said spirits, allowing him to channel their power in order to achieve new heights of existence which threaten to devastate the opposition. (Life Exchange)

*Life Exchange: Offers one's own blood to one's familiar spirits to unleash new abilities.  Abilities vary depending on the user's current weapon.  Special abilities are used in place of a basic attack and consume an Act action.

Weapon: Playful Wisps - Essences of playful spirits that deign not exact too much violence on those undeserving of such pain. (Damage: INT)(Range: 3 cells)
---Innocent Dance: Flutters about an enemy's head to dazzle them.  No damage.  Range: 3 cells.  Chance of Confusion.  2 HP.
---Protection: Commands spirits to enter a defensive formation.  Bestows Protect.  Range: Self.  4 HP.
Armor: Terra Cloak - Old cloak said to be forged from the dirt of a faraway barren wasteland.
Accessory: Ancestral Mask - Strange mask passed down from generation to generation of shamans.  It is rumored to house a spirit guide to help young shamans on their paths to greatness.

A-Ability: Strength of Ages:

+Avatar State: Unleashes a mighty burst of mana around oneself in an attempt to break one's own body apart, readying it to be consumed and possessed by an ancient spirit.  Primes user for Channeling.  Range: Self.  6 MP.

+Channel - Vuur: Calls forth the blazing spirit of fury giving one the power to command the flames at will unleashing an inferno of rage upon the opposition.  Enters Vuur Avatar State.  While channeling Vuur, INT is increased by 10%.  Must be primed for Channeling.  Range: Self.  6 MP.

---Incant: Aansteek: Unleashes a torrent of embers that cling to foes to burn them while making them more susceptible to the heat of the flames.  No damage.  Range: 2 layers of surrounding cells.  Chance of Burn.  Target Fire Resist -50%.  18 MP.

---Unleash: Veldbrand: Sets the battlefield ablaze with a feral, all-consuming fire that doesn't cease until it has tasted the bones of the enemies and withered them all to ash.  140% Int Dmg.  Range: All enemies.  20 MP.  Chance of Severe Burn.  

R-Ability: None.

S-Ability: Writ of Blood - This unit recovers MP equal to double the amount of any self-inflicted HP damage taken.

D-Ability: Will of the Ancients (Earth) - From within the veins of the planet, the remnants of past life giving energy to our world erupt and hemorrhage, unleashing torrents of lost spirits into the skies, darkening it with a ghoulish canvas.  The spirits use their powers of the past to whip up the elements to sunder the earth creating a massive cataclysm which one can only pray to live through.  Deals 100% Piercing Int damage to all enemies on the battlefield.  Survivors are subject to Slow and Paralysis.

Stats:

HP: 15
MP: 25 (+5 from Ancestral Mask)
DD: 0/10
Atk: 1 (+0 from Playful Wisps)
Def: 2 (+0 from Terra Cloak)
Int: 4 (+1 from Playful Wisps)
Spr: 3 (+1 from Terra Cloak)
Evade: 3%
Movement: 2 cells (+0 from Shaman profession)

Skill Points: 0


Last edited by Masquerade on Sat Sep 28, 2013 9:08 pm; edited 2 times in total
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