Masquerade's Character Chronicle
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Re: Masquerade's Character Chronicle
Name: Nox Tellerin
Gender: Male
Age: ?
Level: 15
Next Level: --/--
Appearance:
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
Gender: Male
Age: ?
Level: 15
Next Level: --/--
Appearance:
- Spoiler:
- Taking on the appearance of a tall, dark-skinned gentleman, Nox possesses a true form that lies beneath. His human form is slightly muscled, and he has long, spiked darkly tinted silver hair that goes down to the middle of his back, tapering somewhat to a point. He wears an olive undershirt with a dark crimson vest over it with tight pants of the same hue. Spotless black boots adorn his feet which make no sounds when he walks, and even though he doesn't need it, he sports a black belt with a golden buckle that has a faint skull inscribed upon it. Two daggers hang sheathed off the belt, one on each side. Upon peeling back his human form, he becomes a spectral creature with a body that transitions from a solid humanoid form to that of a gaseous mist and back again. His face in this form is covered with a featureless white mask that only possesses two eye holes that allow his glowing eyes to show through, burning with the azure flames of the Abyss.
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
Re: Masquerade's Character Chronicle
Name: Amelia "Amy" Vivere
Gender: Female
Age: 11
Level: 15
Next Level: --/--
Appearance:
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
Gender: Female
Age: 11
Level: 15
Next Level: --/--
Appearance:
- Spoiler:
- Amelia is a rather short young girl with long, auburn hair that seems to shimmer in the light. Her eyes are a vibrant blue in color, and they seem to waver slightly like moving water. A stoic look constantly plagues her visage, her fair skin flawless--almost like porcelain, a light pink painting her cheeks during embarrassing moments. She wears a frilly white and maroon dress with white stockings and polished black dress shoes adorned with little silver buckles that make her even more doll-like. She carries a bestiary written in the ancient language on her back that was left to her by her deceased father.
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
Re: Masquerade's Character Chronicle
Name: Clamber
Gender: Male
Age: ?
Level: 15
Next Level: --/--
Appearance:
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
Gender: Male
Age: ?
Level: 15
Next Level: --/--
Appearance:
- Spoiler:
- Clamber is invisible, and therefore no one knows what he really looks like.
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
Re: Masquerade's Character Chronicle
Name: Waltz Farthorn
Gender: Male
Age: 21
Level: 15
Next Level: --/--
Appearance:
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
Gender: Male
Age: 21
Level: 15
Next Level: --/--
Appearance:
- Spoiler:
- With a height of over six feet, Waltz towers over most people, though most of his length can be found in his slender legs. Waltz has short, wavy blond hair and sharp, yet warm crimson eyes--warm like blood, one could say. His skin is a healthy white with a slight rose color in his cheeks, though only very slight. His teeth are straight and perfectly white, his canines a bit sharper than usual. He wears light armor over teal cloth wrapped around his lean and slightly muscular torso. Over that he wears a slightly tattered white cloak and brown pants with pointed black boots. On his back rests an enormous greatsword, while two sheathes, one on each side of his waist, contain a knife and a short sword. He also has a lance and a battleax upon his back as well, all five weapons waiting for use at all times.
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
Re: Masquerade's Character Chronicle
Name: Oliver Morte
Gender: Male
Age: ?
Level: 20
Next Level: 0/122
Appearance:
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
Gender: Male
Age: ?
Level: 20
Next Level: 0/122
Appearance:
- Spoiler:
- "Valincar froze. He knew that voice from anywhere. As he turned, his fears were confirmed. Standing not too far away from him was a man. He was fairly tall with messy, jet black hair and piercing dark red eyes. He wore heavy armor which must have been ridiculously hot, for not only was it made of heavy steel, it was also mostly black in color with bits of red in different places. On the back of his left hand was a large, shield-like object. But it seemed as though he had no weapon."
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
Re: Masquerade's Character Chronicle
Name: Karmen Harrows
Gender: Male
Age: 21
Level: 2
Next Level: 0/10
Appearance:
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
Gender: Male
Age: 21
Level: 2
Next Level: 0/10
Appearance:
- Spoiler:
- A rather tall and brooding young gentleman, Karmen walks with dignity and repose, his composure calm and calculating. Dark, abysmal black eyes gaze at everything with a sense of quiet defiance. His long, flowing black hair is soft and feathery in a way. Skin pale as a ghost from lack of sun exposure contrasts the darkness of his appearance. His face is hollow, features sharp and defined. His form is slender, his arms bony to an extent. Black robes comprised of black feathers, presumably from birds, is his typical choice of attire, a simple, old black sash tied around the waist and worn black boots to match adorning his feet. He carries around a simple fiction book, the first in a series about birds.
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
Re: Masquerade's Character Chronicle
Name: Shouta "Icarus" Makari
Gender: Male
Age: 16
Level: 5
Next Level: 0/10
Appearance:
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
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
Re: Masquerade's Character Chronicle
~A present from Silver. Many thanks. :3
Name: Justin Crimmes
Age: Appears 20
Gender: Male
Appearance:
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.
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.
Re: Masquerade's Character Chronicle
Name: Komodo (Komo, for short)
Gender: Male
Age: 20
Level: 5
Next Level: 0/10
Appearance:
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
Gender: Male
Age: 20
Level: 5
Next Level: 0/10
Appearance:
- Spoiler:
- Tall, slender gentleman sporting white t-shirt with some fanciful graphic designs upon it and some dark beige cargo pants. A black overcoat with a folded collar and four big black buttons is worn atop his other clothes, and he wears a black bandana around his neck with a night sky motif. His eyes are a beautiful light blue, and his hair is decently long and feathery with long bangs and strands falling over his ears while being a bit shorter in the back. He wears black boots with several straps, and a black leather belt with several pouches and a couple of silly buttons pinned onto it. His skin is a deliciously creamy white in color, and flawless to boot. His face is slender with sharp features giving him a bit of a sinister appeal.
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
Re: Masquerade's Character Chronicle
Name: Telvren Nas'thal-ix
Gender: Male
Age: 19
Level: 1
Next Level: 0/10
Appearance:
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
Gender: Male
Age: 19
Level: 1
Next Level: 0/10
Appearance:
- Spoiler:
- Rather short for a guy only claiming a height of 5'7", Ixis is a rather lean fellow possessing long legs and surprising agility. Possessing an olive complexion and flawless skin, painted with crimson markings--two blood red triangles beneath his eyes, a wavy line across his forehead, and two arcs marking the outer curves of his face--he wears a mask that he typically keeps pulled up out of his face, resting on his head at an angle, gently resting on his short, lustrous silver hair. The mask is white in color and portrays the visage of an ancestral spirit with cut out eye sockets and more crimson markings on the cheeks and forehead. His eyes are a creamy brown that seems to have a dull gleam in the light. He never smiles, and his face is set in a permanent frown, or at least it's permanent as far as anyone else is concerned. His clothes are a combination of different torn, dark green garments wrapped expertly around his thin torso and around his nice waist going down to his knees. Over top that, he wears several scarves, silver in color, and many belts and straps holding vials and small booklets. And over top all of that, he wears a cloak, earthen brown in hue and slightly frayed at the hem. He typically goes around barefoot, not particularly caring for shoes at all.
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
Re: Masquerade's Character Chronicle
~The Core Somnambulist~
Name: Aaron "Era" Cadence
Gender: Male
Age: 17
Personality: Hard-working (only when he wants to be) and free-spirited, Era tends to be a bit of an introvert, avoiding social interactions in favor of remaining in isolation. His belief is that people restrict his freedom--makes it less likely for a person to be themselves in fear of what other people might think about them. He has a few friends, but outside of that, he doesn't make an effort to make any more, granted if someone deigns to speak to him, he's not a rude fellow by any means. Being quite clever and intelligent, some might classify him as a nerd, but he's more of a slacker than anything, doing what he wishes when he wishes. There's no doubt that if he had no morals, he'd be getting into some dangerous situations. Most of his free time is spent writing or gaming, mostly the latter. He takes particular interest in dreams, the spirit world, and other paranormal/otherwordly/unexplained situations/phenomena, though he tends to keep these occult/pseudo-scientific interests to himself. Outside of all of the above, he's a lighthearted individual with a rather realistic perception of things. He always tries to keep things in perspective--when things are likely to go right, they will, and when they are likely to go wrong, they will go wrong. Some people find him blunt, and others insensitive, but that couldn't be farther from the truth.
Appearance: Standing at a height of 5'7", Era has short hair dyed a light green color, though it was originally blond. His skin is a pasty white as if he was in desperate need of some sun. Upon his sharp-featured face, he wears silver-framed glasses with lenses that possess a very faint, light green gradient. He's very skinny, and typically wears cargo pants that are a couple of sizes too large for him, typically wearing at least two belts in conjunction with them to keep them up. His shirts are usually button-up, and on days he feels confident, he'll leave it unbuttoned and wear an undershirt beneath it, typically white or black. On his feet, he wears black and white Converses with little doodles scribbled on them in black sharpie. Sometimes he wears a black cap with a few buttons pinned on it, and on his back is a green backpack with more buttons, mostly portraying his favorite anime and his support for yaoi and yuri.
Aptitude: Lv. 7
REMs: None.
U-Sleight: Liberated Soul - This unit is immune to afflictions that alter the unit's Movement or inhibits how often the unit moves or prevents movement outright. Also ignores the effects of terrain that inhibit progress.
Stats:
Substance: 15/15
Focus: 0/25
Power: 2
Wisdom: 5
Fortitude: 2
Flexibility: 3
Fortune: 7%
Blink: 3%
Move: 2 cells
~Dream of Eternity~
I find myself lost most of the time. This expansive void of swirling violet energies, dotted with islands of rock, sometimes enlightened with skeletal trees--it is unsettling. The path I follow seems to go on forever, and I wonder if I'll ever find my way home. True may it be that I have perfect isolation here, but... N-no. I'm strong enough to make my way home. Alone. Time is on my side, and I can endure its changing, weathering ways until I can escape the void.
I find myself lost most of the time. This expansive void of swirling violet energies, dotted with islands of rock, sometimes enlightened with skeletal trees--it is unsettling. The path I follow seems to go on forever, and I wonder if I'll ever find my way home. True may it be that I have perfect isolation here, but... N-no. I'm strong enough to make my way home. Alone. Time is on my side, and I can endure its changing, weathering ways until I can escape the void.
Level: 1
Next Level: 0/500
Physical Adaptation: To match the dreariness of the surroundings, all color is sapped from Era's form leaving him in complete grayscale.
- I-Concept:
Stat Modifiers:
Substance: --
Focus: --
Power: --
Wisdom: --
Fortitude: --
Flexibility: --
Fortune: --
Blink: --
Move: +1
Elemental Affinities:
Light Resistance: +10%
Darkness Resistance: +10%
List of Inflictions:
Apathy - Makes it impossible for the afflicted to regain Focus by any means for the duration. (3 turns)
Haste - Allows the afflicted an extra Move and Act action for the duration. (3 turns)
Slow - Halves the movement of the afflicted and makes it more likely for the afflicted to miss with its attacks. (3 turns)
Stop - Completely freezes the afflicted in time making it incapable of performing any action. (3 turns)
Grief - Reduces the effects of Substance and Focus regeneration and recovery by any means by 50%. (3 turns)
Inflictionproof - Makes those afflicted completely immune to other inflictions for the duration. (3 turns)
Basic Attack: Wisdom-based. 4 cell range.
Innates:
Evened Out - Within the void, the balance of light and darkness is essential; only the soul at peace with itself can remain stable. Increases Light and Darkness Resistances by 10%.
O-Concept: Second's Essence - A second in this void means nothing, and as such, its manifestation possesses little to no strength. [+1 WIS]
D-Concept: Grayscale - Black and white and all the gray areas blended together to form garments capable of defending those who wear it. [+1 FLX]
X-Concept: Pocket Watch - An oddity in the void, it is a golden pocket watch that never dies. [+5 FOC]
B-Sleight: Passing the Time:
+Indolent Slug: Fires energy bullet that saps away a targets will to concentrate on a particular subject. 110% Wisdom Dmg. Range: 4 cells. Inflicts Apathy. Requires 7 Focus.
+Stolen Minute: The void looses a breeze, and for that moment of distraction, the target's time becomes the user's own. No damage. Range: Single enemy. Steals away the target's Act and Move action for this turn, and grants the user an extra Act and Move action the next. Requires 11 Focus.
- Spoiler:
- +Jaded Salvo: Unleashes a barrage of serrated energy bullets that distort and shred the time around the wounds inflicting causing them to heal more slowly. 80% Wisdom Dmg. Range: 6 cells. 5 hits. Inflicts Grief. Requires ? Focus.
+Fast Forward: Rapidly accelerates time around oneself making it so that more can be done in a second compared to everything else moving at regular speed. Bestows Haste. Range: Self. Requires ? Focus.
+Knight of Time: The void tasks the one who spends the most time within it with something that no mortal should be forced to carry as a burden. As a guardian of time, one shall take up arms and keep the flow stable with tremendous power, but one must be wary and not get carried away by the tides of strength. Basic attack range for this dream becomes adjacent cell. Incoming attacks have a 20% chance of being Blocked completely. Focus costs are reduced by 25%. Allows access to all sub-skills under this ability. Range: Self. Requires ? Focus. Lasts until Dispelled by the user which requires an Act action, but no Focus.
---Rush Hour: Lunges into an enemy with one's blade, grinding the force of time around oneself before dashing completely through the foe. 140% Wisdom Dmg. Range: 2 cells. User ends up 2 cells behind the target. Places the user in Haste if not already afflicted. Requires ? Focus.
---Moment's Notice: Adept swordplay finished by a spinning of the sword supported by the suspension of space allowing one to let go of the sword while it spins, only seizing it at the decline of its momentum. 70% Wisdom Dmg. Range: Adjacent cell. 10 hits. Requires ? Focus.
---Time Consecration: Spins one's gear causing time energy to fluctuate accordingly creating a large time distortion in the vicinity, harnessing that very energy as it charges up again and again, unleashing an awesome force upon the pinnacle of its power. Takes 2 turns to charge. Maximum charging allows for use of the sub-skills listed under this ability. Range: Special. Requires ? Focus.
>>>Eternal Array: Calls down blasts of divine lightning that shatters the existential fabric of reality, completely bringing time to a halt for those unworthy that are smitten. 200% Wisdom Dmg. Range: All enemies. Inflicts Stop. Requires ? Focus.
>>>Preservation of Memory: Allows a shroud of time to fall upon oneself and one's allies, gently wrapping their minds and bodies in a soothing embrace, for no testament of evil shall permeate their being for as long as time protects them. Grants Inflictionproof. Boosts Fortitude and Flexibility by 50% for 3 turns. Range: All allies. Requires ? Focus.
C-Sleight: None.
E-Figment: Time Mastery - Increases the chances of landing this dream's inflictions by 5%.
R-Sleight: None.
T-Sleight: None.
Z-Figment: Isolation - Allows this unit to pass through other units, ally and enemy alike, as if they did not exist.
L-Figment: None.
A-Sleight: None.
Skill Points: 0
Fantasy Points: 0
~Dream of Sanctuary~
Perched in the azure expanse of the blue sky surrounded by fluffy white clouds, there is a city unlike any other, untouched by the hand of sin. I have come to this place in search of something that I fear I'll never find. Is it peace? Or perhaps serenity? So touching is this place that I can feel the warmth of happiness manifest alight upon my skin. I'm trying so hard to not get lost in the sense of protection of this place, but I'm not sure if I'll ever escape.
Perched in the azure expanse of the blue sky surrounded by fluffy white clouds, there is a city unlike any other, untouched by the hand of sin. I have come to this place in search of something that I fear I'll never find. Is it peace? Or perhaps serenity? So touching is this place that I can feel the warmth of happiness manifest alight upon my skin. I'm trying so hard to not get lost in the sense of protection of this place, but I'm not sure if I'll ever escape.
Level: 1
Next Level: 0/500
Physical Adaptation: Everything from other worlds are banished here, leaving Era with the garments of those who dwell in the city in the sky--sparkling white robes and an aureate sash with simple sandals. He also gains large wings with ribbon-like feathers that are light green in hue, and his fingernails get a bit longer, resembling claws or talons almost. On his head, he wears a visor-like helmet, also tinted with a light green gradient.
- I-Concept:
Stat Modifiers:
Substance: +5
Focus: --
Power: +1
Wisdom: --
Fortitude: --
Flexibility: --
Fortune: --
Blink: --
Move: --
Elemental Affinities:
Light Damage Output: +25%
Wind Resistance: +10%
Earth Resistance: -10%
Light Resistance: +10%
Dark Resistance: -10%
List of Inflictions:
Impurity - Decreases the Light resistance of the afflicted by 15%. (3 turns)
Basic Attack: Power-based. Range: Adjacent cell.
Innates:
Without Sin - Purged of evil and temptation, the soul is free to come and go as it pleases, praising the bliss of true happiness and delight forevermore. Increase Wind and Light Resistances by 10%. Decrease Earth and Dark Resistances by 10%.
Justification - The righteous doles out punishment onto those who try to corrupt the innocent souls, tainting them with the irremovable stain of evil. Increases Light damage output by 25%. When attacking those who are weak against the Light, the resistance is amplified twofold.
O-Concept: Sacred Saber - Hallowed blade only powerful in spirit; it's slicing capabilities leave a lot to be desired. [+1 POW]
D-Concept: Beautiful Gown - Flowing robes as white and pure as winter's snow. [+1 FLX]
X-Concept: Aureate Sash - Wondrous sash worn about the waist, it glows in the light of the sun. [+5 SUB]
B-Sleight: Burden of Judgment:
+None Righteous: A powerful sword stroke that rends the soul no matter how free of sin it might think itself. 150% Power Dmg. Range: Adjacent cell. Ignores positive Light Resistance. Requires ? Focus. Light elemental.
+Evil's Brand: Points out the imperfections flawing the souls of mortals causing them to cower before the true might of the light. 110% Wisdom Dmg. Range: 3 cells. Inflicts Impurity. Requires ? Focus. Light elemental.
C-Sleight: None.
E-Figment: Peace of Mind - Reduces all damage taken by 5%.
R-Sleight: None.
T-Sleight: None.
Z-Figment: Flight - Inherently doubles the user's Move stat.
L-Figment: None.
A-Sleight: None.
Skill Points: 0
Fantasy Points: 0
~Dream of Revelation~
A chamber. This is where I find myself, surrounded by sandstone and outer space. Standing before an altar with candles burning upon it, I feel myself in complete conflict. Is isolation the only way to preserve my freedom, or is staying on my own hindering my freedom more than anything? How bound has my soul been all this time? Embedded in the walls are tanks with hearts suspended in the bubbly, amber liquid contained within them. Are these the hearts of those whose acquaintances I've made? They surround me now, and instead of stealing away my liberation, they give me more power than I could have ever imagined.
A chamber. This is where I find myself, surrounded by sandstone and outer space. Standing before an altar with candles burning upon it, I feel myself in complete conflict. Is isolation the only way to preserve my freedom, or is staying on my own hindering my freedom more than anything? How bound has my soul been all this time? Embedded in the walls are tanks with hearts suspended in the bubbly, amber liquid contained within them. Are these the hearts of those whose acquaintances I've made? They surround me now, and instead of stealing away my liberation, they give me more power than I could have ever imagined.
Level: 1
Next Level: 0/500
Physical Adaptation: There is hardly any change to Era's normal appearance except he becomes coated in a luminous glow, and his eyes glow more brightly.
- I-Concept:
Stat Modifiers:
Substance: --
Focus: +5
Power: --
Wisdom: +1
Fortitude: --
Flexibility: --
Fortune: --
Blink: --
Move: --
Elemental Affinities:
Fire Damage Output: +15%
Ice Damage Output: +15%
Lightning Damage Output: +15%
Wind Damage Output: +15%
Earth Daamge Output: +15%
List of Inflictions:
Burn - The afflicted takes 6% maximum Substance damage of the Fire element per turn. Can be removed via an attack of the Ice element. (3 turns)
Severe Burn - The afflicted takes 9% maximum Substance damage of the Fire element per turn. Can be downgraded to Burn via an attack of the Ice element. (3 turns)
Freeze - The afflicted is locked in place for the duration and can take no action until thawed. Can be removed via an attack of the Fire element. (3 turns)
Basic Attack: Wisdom-based. Range: 3 cells.
Innates:
Song of Storm and Fire - A melodic soul reverberates with the destructive power of fire, wind, and lightning. Increases Fire, Wind, and Lightning damage outputs by 15%.
Song of Crag and Ice - The bitterness of the earth and biting nature of the winter snows are harnessed only by those who can handle their fierce power. Increases Earth and Ice damage outputs by 15%.
O-Concept: Misty Energy - A very faint energy that forms into a sphere used to commandeer the power of dreams. [+1 WIS]
D-Concept: Serenity Shroud - Envelope of the very essence of serenity, it wards off dangerous magics and keeps one alert to changing conditions. [+1 FLX]
X-Concept: Heart Pendant - Simple silver chain with a heart charm at the end of it; it stands for more than what it might appear to. [+5 FOC]
B-Sleight: Until the End:
+Infernal Glare: Conjures a massive sphere of flame somewhere upon the battlefield and detonates it causing a massive outburst of fire. 130% Wisdom Dmg. Range: Infinite (placement); all surrounding cells (detonation.) Inflicts Burn. Requires ? Focus. Fire elemental.
+Glacial Rise: Calls forth ice to surge upwards from the ground, encasing the enemy in a frozen prison. 170% Wisdom Dmg. Range: 3 cells. Inflicts Freeze. Requires ? Focus. Ice elemental.
C-Sleight: None.
E-Figment: Elevated Mind - Increases Wisdom-based damage output by 5%.
R-Sleight: None.
T-Sleight: None.
Z-Figment: Heart Conjunction - Basic attacks deal 5% extra damage for each ally that is not KO'd on the battlefield.
L-Figment: None.
A-Sleight: None.
Skill Points: 0
Fantasy Points: 0
Re: Masquerade's Character Chronicle
Name: Broken
Gender: Male
Age: ?
Level: 1
Next Level: 0/10
Appearance:
Profession: The Lost - With no idea of who he is or where he came from, the one who claims this profession relies on help from a small creature he befriended and a nameless blade with hopes to become more adept in battle. (Acceptance)
*Acceptance: Coming to terms with Resentment, the bond allows for the user to merge with the creature at certain intervals based upon how powerful Resentment has grown.
---Form Zero: The most basic form. Shrouds user in dark energy granting a 10% increase in all damage output.
---*LOCKED*
---*LOCKED*
---*LOCKED*
---*LOCKED*
Weapon: Killer - A nameless blade that has unknown origins, it has the power to transform into different forms when upgraded.
Armor: Midnight Wolf - Dashing black waistcoat with matching black fur to complement its appearance.
Accessory: Forgotten Remnant - Old pendant that probably holds some memories, but they are just memories that cannot be recalled by the holder.
A-Ability: Rendering:
+Displace: A shattered existence has no physical form resulting in the allowance of shifting through space at incredible rates. Allows the user to Teleport to any given location for a 5 turn duration. Range: Self. 8 MP.
+Grief: Sword slash detrimental to the spirit, the lingering aura withers away the target's resolve while keeping its energy from replenishing. 110% Atk Dmg. Range: Adjacent cell. Chance of Apathy. Targets afflicted with Apathy have their Movement reduced by 1 cell. 10 MP. Can be linked to Displace teleportation.
R-Ability: None.
S-Ability: Growing Resentment - Makes it able for the user to summon Resentment to the field on any given turn at the cost of an Act action. Harvesting kills feeds Resentment allowing it to change form permanently at certain points.
D-Ability: SEALED.
Stats:
HP: 20 (+5 from Forgotten Remnant)
MP: 20
DD: 0/10
Atk: 4 (+1 from Killer)
Def: 2 (+0 from Midnight Wolf)
Int: 1 (+0 from Killer)
Spr: 3 (+1 from Midnight Wolf)
Evasion: 5%
Movement: 2 cells (+1 from The Lost profession)
Skill Points: 0
* * *
Name: Resentment
Gender: Male
Age: ?
Form: Zero
Kill Count: 0/25
Level: 1
Next Level: --/--
Appearance:
Profession: Essence of Hatred - Despite being a small creature, it embodies the true meaning of resentment within it and grows via the bond between its chosen partner. The more hatred the partner feels, the stronger the creature becomes. (Form Basis)
*Form Basis: The user possesses a maximum of 5 A-Abilities, one for each of its varying forms, however, the amount of skills allowed in each is halved.
Weapon: None.
Armor: None.
Accessory: None.
A-Ability: Zero:
+Enrage: Ignites a spark of hatred in a foe causing it to be allowed to do nothing but attack like a wild beast. Target becomes Taunted. Range: 3 cells. 6 MP.
+Shadow Will: Endeavors the shadows to shroud the spirit of the one the user designates for protection. Bestows Shell. Range: 3 cells. 8 MP.
R-Ability: None.
S-Ability: Servant of Malice - The user recovers 10% Max HP each time the user's partner lands a kill on an enemy. The user also has the ability to give the HP Recovery to the user's partner instead.
D-Ability: None.
Stats:
HP: 10
MP: 15
DD: 0/10
Atk: 1
Def: 3
Int: 1
Spr: 3
Evasion: 1%
Movement: 2 cells (+0 from Essence of Hatred profession)
Skill Points: 0
Gender: Male
Age: ?
Level: 1
Next Level: 0/10
Appearance:
- Spoiler:
Profession: The Lost - With no idea of who he is or where he came from, the one who claims this profession relies on help from a small creature he befriended and a nameless blade with hopes to become more adept in battle. (Acceptance)
*Acceptance: Coming to terms with Resentment, the bond allows for the user to merge with the creature at certain intervals based upon how powerful Resentment has grown.
---Form Zero: The most basic form. Shrouds user in dark energy granting a 10% increase in all damage output.
---*LOCKED*
---*LOCKED*
---*LOCKED*
---*LOCKED*
Weapon: Killer - A nameless blade that has unknown origins, it has the power to transform into different forms when upgraded.
Armor: Midnight Wolf - Dashing black waistcoat with matching black fur to complement its appearance.
Accessory: Forgotten Remnant - Old pendant that probably holds some memories, but they are just memories that cannot be recalled by the holder.
A-Ability: Rendering:
+Displace: A shattered existence has no physical form resulting in the allowance of shifting through space at incredible rates. Allows the user to Teleport to any given location for a 5 turn duration. Range: Self. 8 MP.
+Grief: Sword slash detrimental to the spirit, the lingering aura withers away the target's resolve while keeping its energy from replenishing. 110% Atk Dmg. Range: Adjacent cell. Chance of Apathy. Targets afflicted with Apathy have their Movement reduced by 1 cell. 10 MP. Can be linked to Displace teleportation.
R-Ability: None.
S-Ability: Growing Resentment - Makes it able for the user to summon Resentment to the field on any given turn at the cost of an Act action. Harvesting kills feeds Resentment allowing it to change form permanently at certain points.
D-Ability: SEALED.
Stats:
HP: 20 (+5 from Forgotten Remnant)
MP: 20
DD: 0/10
Atk: 4 (+1 from Killer)
Def: 2 (+0 from Midnight Wolf)
Int: 1 (+0 from Killer)
Spr: 3 (+1 from Midnight Wolf)
Evasion: 5%
Movement: 2 cells (+1 from The Lost profession)
Skill Points: 0
* * *
Name: Resentment
Gender: Male
Age: ?
Form: Zero
Kill Count: 0/25
Level: 1
Next Level: --/--
Appearance:
- Spoiler:
- In Form Zero, Resentment is a quadrupedal creature with soft, black down covering its entire body. It lacks claws, fangs, or a tail, and is pretty much defenseless in this state. Its glowing yellow eyes are cute instead of threatening, and it's small, slightly pointed ears just add on to the adorable.
Profession: Essence of Hatred - Despite being a small creature, it embodies the true meaning of resentment within it and grows via the bond between its chosen partner. The more hatred the partner feels, the stronger the creature becomes. (Form Basis)
*Form Basis: The user possesses a maximum of 5 A-Abilities, one for each of its varying forms, however, the amount of skills allowed in each is halved.
Weapon: None.
Armor: None.
Accessory: None.
A-Ability: Zero:
+Enrage: Ignites a spark of hatred in a foe causing it to be allowed to do nothing but attack like a wild beast. Target becomes Taunted. Range: 3 cells. 6 MP.
+Shadow Will: Endeavors the shadows to shroud the spirit of the one the user designates for protection. Bestows Shell. Range: 3 cells. 8 MP.
R-Ability: None.
S-Ability: Servant of Malice - The user recovers 10% Max HP each time the user's partner lands a kill on an enemy. The user also has the ability to give the HP Recovery to the user's partner instead.
D-Ability: None.
Stats:
HP: 10
MP: 15
DD: 0/10
Atk: 1
Def: 3
Int: 1
Spr: 3
Evasion: 1%
Movement: 2 cells (+0 from Essence of Hatred profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Ereth Cantierre
Gender: Male
Age: 20
Level: 1
Next Level: 0/10
Appearance:
Profession: Familiaris - Completely devoted to the forces of nature, the one who claims this profession is a servant and guardian to the remainder of The Wilds that remain. Only through his protection do these sanctuaries even stand a chance at survival. (Wild Touch)(Nature's Blessing)
*Wild Touch: A gift of Mother Nature herself, grants the user to create life despite location. Even in the most desolate and polluted of places, the plants brought into existence will strive and serve as a signal of hope. Creating a nature cell does not consume an Act action.
*Nature's Blessing: Being so connected to the earth, the user becomes rejuvenated in the presence of nature gaining 1% of HP Regen for each nature cell on the battlefield. Caps at 20% HP Regen.
Weapon: Fae Lantern - Old-style lantern that holds faeries behind its glass instead of flame, their ethereal light able to shine through magical darkness. (Damage: INT)(Range: 3 cells)(Light Source)
---Light Source: Acts as source of light in dark areas. Sheds light on a 3 cells radius from holder.
Armor: Nature's Decor - Elegant robes crafted from materials harvested from nature by hand. It is the epitome of the things that nature can grant us.
Accessory: Her Trust - Beautiful ring made of the smallest twigs woven together, it has an emerald embedded within it and is a gift granted by Mother Nature to her guardian.
A-Ability: Wrath an Domhain:
+Duilleoga ag Titim: The gentle breezes carries with it the peace of the leaves that fall so peacefully from the trees; their descent marks the start of a dream. No damage. Range: 4 cells radius. Chance of Sleep. 10 MP.
True Sanctuary: Enemies afflicted with Sleep have their DEF and SPR lowered by 10% for the duration of Sleep.
+Fiacail Talamh: With great command over the earth, morphs rock into a jagged spike that bursts out of the ground to strike an unsuspecting enemy. 120% Int Dmg. Range: 4 cells. High critical hit ratio. 10 MP. Earth elemental.
True Sanctuary: Causes spikes to rise beneath enemies adjacent to the target as well.
R-Ability: None.
S-Ability: True Sanctuary - By bringing forth nature to a given area, the true power of the Familiarus is unlocked granting him access to enhanced abilities. Unlocks extra and enhanced effects of abilities as long as there are more than 10 nature cells on the battlefield.
D-Ability: Tiarnas Nadur (Neutral) - When all is finally reverted to its natural state, and the threat of mankind or the vestiges of its touch upon the world are eliminated, the final purge shall be initiated. The constricting vines shall rise from the ground and descend from the trees, wrapping themselves around foes forming cocoons that grow tighter and tighter against their captives, slowly crushing their bodies, bones, and organs such that the pain of the pollution, desecration, and deforestation over the years can be exacted upon those who committed such terrible crimes. Blood shall drench this earth. Such a bountiful harvest we have to look forward too... Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Disable. Also deals 50% more damage as long as there are 20 or more nature cells on the battlefield.
Stats:
HP: 15
MP: 25 (+5 from Her Trust)
DD: 0/10
Atk: 1 (+0 from Fae Lantern)
Def: 2 (+0 from Nature's Decor)
Int: 4 (+1 from Fae Lantern)
Spr: 3 (+1 from Nature's Decor)
Evasion: 1%
Movement: 2 cells (+0 from Familiaris profession)
Skill Points: 0
Gender: Male
Age: 20
Level: 1
Next Level: 0/10
Appearance:
- Spoiler:
Profession: Familiaris - Completely devoted to the forces of nature, the one who claims this profession is a servant and guardian to the remainder of The Wilds that remain. Only through his protection do these sanctuaries even stand a chance at survival. (Wild Touch)(Nature's Blessing)
*Wild Touch: A gift of Mother Nature herself, grants the user to create life despite location. Even in the most desolate and polluted of places, the plants brought into existence will strive and serve as a signal of hope. Creating a nature cell does not consume an Act action.
*Nature's Blessing: Being so connected to the earth, the user becomes rejuvenated in the presence of nature gaining 1% of HP Regen for each nature cell on the battlefield. Caps at 20% HP Regen.
Weapon: Fae Lantern - Old-style lantern that holds faeries behind its glass instead of flame, their ethereal light able to shine through magical darkness. (Damage: INT)(Range: 3 cells)(Light Source)
---Light Source: Acts as source of light in dark areas. Sheds light on a 3 cells radius from holder.
Armor: Nature's Decor - Elegant robes crafted from materials harvested from nature by hand. It is the epitome of the things that nature can grant us.
Accessory: Her Trust - Beautiful ring made of the smallest twigs woven together, it has an emerald embedded within it and is a gift granted by Mother Nature to her guardian.
A-Ability: Wrath an Domhain:
+Duilleoga ag Titim: The gentle breezes carries with it the peace of the leaves that fall so peacefully from the trees; their descent marks the start of a dream. No damage. Range: 4 cells radius. Chance of Sleep. 10 MP.
True Sanctuary: Enemies afflicted with Sleep have their DEF and SPR lowered by 10% for the duration of Sleep.
+Fiacail Talamh: With great command over the earth, morphs rock into a jagged spike that bursts out of the ground to strike an unsuspecting enemy. 120% Int Dmg. Range: 4 cells. High critical hit ratio. 10 MP. Earth elemental.
True Sanctuary: Causes spikes to rise beneath enemies adjacent to the target as well.
R-Ability: None.
S-Ability: True Sanctuary - By bringing forth nature to a given area, the true power of the Familiarus is unlocked granting him access to enhanced abilities. Unlocks extra and enhanced effects of abilities as long as there are more than 10 nature cells on the battlefield.
D-Ability: Tiarnas Nadur (Neutral) - When all is finally reverted to its natural state, and the threat of mankind or the vestiges of its touch upon the world are eliminated, the final purge shall be initiated. The constricting vines shall rise from the ground and descend from the trees, wrapping themselves around foes forming cocoons that grow tighter and tighter against their captives, slowly crushing their bodies, bones, and organs such that the pain of the pollution, desecration, and deforestation over the years can be exacted upon those who committed such terrible crimes. Blood shall drench this earth. Such a bountiful harvest we have to look forward too... Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Disable. Also deals 50% more damage as long as there are 20 or more nature cells on the battlefield.
Stats:
HP: 15
MP: 25 (+5 from Her Trust)
DD: 0/10
Atk: 1 (+0 from Fae Lantern)
Def: 2 (+0 from Nature's Decor)
Int: 4 (+1 from Fae Lantern)
Spr: 3 (+1 from Nature's Decor)
Evasion: 1%
Movement: 2 cells (+0 from Familiaris profession)
Skill Points: 0
Last edited by Masquerade on Fri Jun 14, 2013 10:31 pm; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Archer Red
Gender: Male
Age: 19
Level: 1
Next Level: 0/50
Appearance:
Profession: Cadet - In training to become a great and legendary scout and master of reconnaissance, the one who claims this profession focuses on knowing the terrain and things about the enemy before rushing recklessly into an assault. (Knowledge)
*Knowledge: Facts learned through Analysis are reserved and can be recalled when Analysis is used once more. Allows buffs already bestowed by Analysis to be regained during later uses of the skill.
Weapon: Ruby Naginata - An heirloom weapon with twin blades made of ruby. In the right hands, this weapon has the capability to lay waste to legions of foes. (Range: 2 cells)(2 hits)
Armor: Foreign Uniform - Intriguing uniform that doesn't seem to belong to any of the local organizations.
Accessory: Charred Belt - Black leather belt that has obviously been put through some fire damage.
A-Ability: Expert Eye:
+Analysis: Kneeling down, one feels the earth. Trusts one's senses. Sight, smell, touch. What does one feel? Perceiving the world around oneself at a different level allows one to adapt extraordinarily to varying circumstances. Bestows varying buffs in order based on times used. Can only be used once every 5 turns. Range: Self. 6 EN. EN cost increases by 2 for each use.
---1st Use: All basic attacks and skills gain Sure Hit for 3 turns.
---2nd Use: Critical Hit Rate is increased by 15% for 3 turns.
---3rd Use: User gains Haste for 3 turns.
---4th Use: Physical damage output is increased by 50% for 3 turns.
---5th Use: Evasion rate is increased by 75%. All hits are critical hits. Critical Hit Damage is increased by 100%.
+Twin Gambit: Lunges to an intended target dealing a sharp, quick slash followed by a much more powerful upper slash. 90% Atk Dmg. 130% Atk Dmg. Range: 2 cells. Rushes to target cell that is 1-2 cells away from target, linear movement. 8 EN. Chance of Bleeding.
R-Ability: None.
S-Ability: Far-Seeing Eye - This unit cannot be Blinded or have its Accuracy reduced in any way. This unit can see through Fog of War and has access to enemy trap locations and hidden chests.
D-Ability: Descent of the Valkyries (Fire) - The skies are set ablaze as the fabric between realms is torn, the friction creating an inferno. As the divine light coats the world, winged warriors descend from the heavens to assault and wreak havoc upon the opposition, their cold-steeled blades focused on vanquishing the evil plaguing the mortal realm. And when all is said and done, back they rise into the heavens leaving the ground nothing but a torrent of light, flame, and chaos. There is no mercy for the wicked. Deals 100% Piercing damage to all enemies on the battlefield. Survivors are subject to Severe Burn, Blind, and Confusion.
Stats:
HP: 30/30
EN: 50/50
Atk: 4 (+1 from Ruby Naginata)(+1 from Charred Belt)
Def: 3 (+1 from Foreign Uniform)
Int: 1 (+0 from Ruby Naginata)
Spr: 2 (+0 from Foreign Uniform)
Movement: 2 (+2 from Cadet profession)
Critical: 3%
Evasion: 6%
Morale: (//////////)
Skill Points: 0
Gender: Male
Age: 19
Level: 1
Next Level: 0/50
Appearance:
- Spoiler:
Profession: Cadet - In training to become a great and legendary scout and master of reconnaissance, the one who claims this profession focuses on knowing the terrain and things about the enemy before rushing recklessly into an assault. (Knowledge)
*Knowledge: Facts learned through Analysis are reserved and can be recalled when Analysis is used once more. Allows buffs already bestowed by Analysis to be regained during later uses of the skill.
Weapon: Ruby Naginata - An heirloom weapon with twin blades made of ruby. In the right hands, this weapon has the capability to lay waste to legions of foes. (Range: 2 cells)(2 hits)
Armor: Foreign Uniform - Intriguing uniform that doesn't seem to belong to any of the local organizations.
Accessory: Charred Belt - Black leather belt that has obviously been put through some fire damage.
A-Ability: Expert Eye:
+Analysis: Kneeling down, one feels the earth. Trusts one's senses. Sight, smell, touch. What does one feel? Perceiving the world around oneself at a different level allows one to adapt extraordinarily to varying circumstances. Bestows varying buffs in order based on times used. Can only be used once every 5 turns. Range: Self. 6 EN. EN cost increases by 2 for each use.
---1st Use: All basic attacks and skills gain Sure Hit for 3 turns.
---2nd Use: Critical Hit Rate is increased by 15% for 3 turns.
---3rd Use: User gains Haste for 3 turns.
---4th Use: Physical damage output is increased by 50% for 3 turns.
---5th Use: Evasion rate is increased by 75%. All hits are critical hits. Critical Hit Damage is increased by 100%.
+Twin Gambit: Lunges to an intended target dealing a sharp, quick slash followed by a much more powerful upper slash. 90% Atk Dmg. 130% Atk Dmg. Range: 2 cells. Rushes to target cell that is 1-2 cells away from target, linear movement. 8 EN. Chance of Bleeding.
R-Ability: None.
S-Ability: Far-Seeing Eye - This unit cannot be Blinded or have its Accuracy reduced in any way. This unit can see through Fog of War and has access to enemy trap locations and hidden chests.
D-Ability: Descent of the Valkyries (Fire) - The skies are set ablaze as the fabric between realms is torn, the friction creating an inferno. As the divine light coats the world, winged warriors descend from the heavens to assault and wreak havoc upon the opposition, their cold-steeled blades focused on vanquishing the evil plaguing the mortal realm. And when all is said and done, back they rise into the heavens leaving the ground nothing but a torrent of light, flame, and chaos. There is no mercy for the wicked. Deals 100% Piercing damage to all enemies on the battlefield. Survivors are subject to Severe Burn, Blind, and Confusion.
Stats:
HP: 30/30
EN: 50/50
Atk: 4 (+1 from Ruby Naginata)(+1 from Charred Belt)
Def: 3 (+1 from Foreign Uniform)
Int: 1 (+0 from Ruby Naginata)
Spr: 2 (+0 from Foreign Uniform)
Movement: 2 (+2 from Cadet profession)
Critical: 3%
Evasion: 6%
Morale: (//////////)
Skill Points: 0
Last edited by Masquerade on Sun Jun 23, 2013 10:44 pm; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Theztalt
Gender: Male
Age: 27
Level: 5
Profession: Word Reaver - The prayers are heard. If silence is asked for, so shall it be given. From false truths to heinous verbal assaults, all shall be rent from the tongues of those who would be hateful enough to speak them. The one who claims this profession punishes those who would use words for catastrophe instead of peace. (Shred)
*Shred: All basic attacks have an exceedingly high chance to inflict Silence, and a normal chance at inflicting Bleeding.
Weapon: Steel Heaven - A pair of mechanized gauntlets with sharpened claws that gleam at each point. They are said to be crafted from an ethereal metal ore. (2 hits)(Basic attacks deal 10% Piercing Int bonus damage per hit)
Armor: Reaper's Cloth - Extraordinary coat that seems to warp and twist around the wearer's form, it can make it rather difficult to strike the wearer. (Evade +10%)
Accessory: Servant's Ring - Golden ring engraved with an ellipse, it is worn by those who take part in a certain organization. (Increases chances of inflicting negative status by 10%)
A-Ability: Sound Devour:
+Ghastly Form: Sets the air to wavering, warping it and filling the area with nightmarish delusions while amplifying the one's own appearance into something more than frightening. Inflicts Fear on all enemies for 1 turn. When Fear expires, Accuracy and Evasion is reduced by 10% for 5 turns. Accuracy and Evasion lost is absorbed by the user. Range: Set. 28 MP.
+Gemini Slash: Twin clawing attack that severs bonds between the target and its allies. 90% Atk Dmg. Range: 2 cells. 2 hits. Renders enemy untargetable by its allies. 14 MP.
+Death Mark: Slaps a glyph upon the enemy while slashing it that, when triggered, explodes and essentially drags those affected into the abyss. 110% Atk Dmg. Range: 2 cells. Places Death Mark. [Death Mark - Upon detonation triggered by physical damage, explodes for 150% of the user's Int damage and Dooms targets.] 24 MP.
R-Ability: Blood Siphon - When an enemy is successfully afflicted by Bleeding, the user then drains the damage dealt by Bleeding for each turn of its duration.
S-Ability: Kiss of Silence - Melee attacks (1-2 cell range) used against Silenced targets deal 10% more damage and have a chance of renewing the duration of the status.
D-Ability: Nightmare Rush (Darkness) - Shreds the fabrics of reality and lets in a torrent of nightmarish images that swirl about oneself before one dashes forth again and again, rending the both the body and the mind of the foe leaving it suffering in the silence resulting from the attack. Deals 200% Piercing Atk damage to one enemy up to 6 cells away in a linear direction. Survivors are subject to Silence, Fear, and Apathy.
Stats:
HP: 125
MP: 85 (+10 from Servant's Ring)
DD: 0/10
Atk: 7 (+3 from Steel Heaven)
Def: 4 (+1 from Reaper Cloth)
Int: 3 (+2 from Steel Heaven)(+2 from Servant's Ring)
Spr: 5 (+2 from Reaper Cloth)
Evasion: 8% (+10% from Reaper Cloth)
Movement: 2 cells (+2 from Word Reaver profession)
Skill Points: 0
Gender: Male
Age: 27
Level: 5
Profession: Word Reaver - The prayers are heard. If silence is asked for, so shall it be given. From false truths to heinous verbal assaults, all shall be rent from the tongues of those who would be hateful enough to speak them. The one who claims this profession punishes those who would use words for catastrophe instead of peace. (Shred)
*Shred: All basic attacks have an exceedingly high chance to inflict Silence, and a normal chance at inflicting Bleeding.
Weapon: Steel Heaven - A pair of mechanized gauntlets with sharpened claws that gleam at each point. They are said to be crafted from an ethereal metal ore. (2 hits)(Basic attacks deal 10% Piercing Int bonus damage per hit)
Armor: Reaper's Cloth - Extraordinary coat that seems to warp and twist around the wearer's form, it can make it rather difficult to strike the wearer. (Evade +10%)
Accessory: Servant's Ring - Golden ring engraved with an ellipse, it is worn by those who take part in a certain organization. (Increases chances of inflicting negative status by 10%)
A-Ability: Sound Devour:
+Ghastly Form: Sets the air to wavering, warping it and filling the area with nightmarish delusions while amplifying the one's own appearance into something more than frightening. Inflicts Fear on all enemies for 1 turn. When Fear expires, Accuracy and Evasion is reduced by 10% for 5 turns. Accuracy and Evasion lost is absorbed by the user. Range: Set. 28 MP.
+Gemini Slash: Twin clawing attack that severs bonds between the target and its allies. 90% Atk Dmg. Range: 2 cells. 2 hits. Renders enemy untargetable by its allies. 14 MP.
+Death Mark: Slaps a glyph upon the enemy while slashing it that, when triggered, explodes and essentially drags those affected into the abyss. 110% Atk Dmg. Range: 2 cells. Places Death Mark. [Death Mark - Upon detonation triggered by physical damage, explodes for 150% of the user's Int damage and Dooms targets.] 24 MP.
R-Ability: Blood Siphon - When an enemy is successfully afflicted by Bleeding, the user then drains the damage dealt by Bleeding for each turn of its duration.
S-Ability: Kiss of Silence - Melee attacks (1-2 cell range) used against Silenced targets deal 10% more damage and have a chance of renewing the duration of the status.
D-Ability: Nightmare Rush (Darkness) - Shreds the fabrics of reality and lets in a torrent of nightmarish images that swirl about oneself before one dashes forth again and again, rending the both the body and the mind of the foe leaving it suffering in the silence resulting from the attack. Deals 200% Piercing Atk damage to one enemy up to 6 cells away in a linear direction. Survivors are subject to Silence, Fear, and Apathy.
Stats:
HP: 125
MP: 85 (+10 from Servant's Ring)
DD: 0/10
Atk: 7 (+3 from Steel Heaven)
Def: 4 (+1 from Reaper Cloth)
Int: 3 (+2 from Steel Heaven)(+2 from Servant's Ring)
Spr: 5 (+2 from Reaper Cloth)
Evasion: 8% (+10% from Reaper Cloth)
Movement: 2 cells (+2 from Word Reaver profession)
Skill Points: 0
Last edited by Masquerade on Thu May 28, 2015 8:09 pm; edited 2 times in total
Re: Masquerade's Character Chronicle
Name: Galvius
Gender: Male
Age: 34
Level: 10
Profession: Scion of the Clouds - Perched in the heavens, the one who claims this profession keeps a watchful eye upon the realms below and ensures that there exists at least a single seed of harmony in order to fend off ensuing chaos. (Basic Attacks +1)(Keeper of Order)(Overcast)
*Keeper of Order: This unit can passively remove negative mental afflictions from enemies which lose 5% of their Max MP per affliction removed which is then absorbed by this unit.
*Overcast: Has the ability to shroud the area in clouds reducing enemy accuracy by 25% for 3 turns. 5 turn cooldown.
Weapon: Sanctuary - Enormous golden bell with intricate designs engraved upon it reflecting the visage of heaven, it is said that hearing its notes brings absolute tranquility to the mind of the person who hears it. (Damage: INT)(Range: 2 layers of surrounding cells)(Lowers target DEF and SPR by 10% for 5 turns)
Armor: Scion's Garments - White and gold outfit specifically tailored to match the spirit's wavelength of the wearer. (Magic damage taken -15%)
Accessory: Transcendia Hourglass - Ethereal hourglass attained from the Higher Realm, it does not keep time, but keeps balance between different affinities. (The elemental weaknesses and resistances of all units are nulled)
A-Ability: Sky Reach:
+Power Pull: Creates gravitational field around self that lures in faraway foes, placing them right next to the user. Pulls targets into cells surrounding the user. Range: All enemies. 12 MP.
+Rotary Whirl: Guides bell to circle around oneself multiple times, having it crash into surrounding enemies. 110% Atk Dmg. Range: All surrounding cells. 4 hits. 16 MP.
+Excess Charge: Builds up a powerful amount of static energy that can be used to amplify other abilities. Next attack deals double damage. Range: Self. 0 MP. Next attack costs 1.5x more MP (if skill.)
+Electron Pulse: Radiates a blast of electrical energy to fry the enemies and place them in a state of complete stasis. 150% Int Dmg. Range: 4 cells radius. Targets fall into Stasis for 2 turns. 28 MP. Lightning elemental.
+Gravity Fall: Enhances the gravity of the area making it difficult for enemies to get around. Lowers target Move by 2 cells and target Evasion by 10%. 5 turn duration. Range: All enemies. 20 MP.
A-Ability: The Sound of Harmony:
+Excruciating Light: A charged move executed by rapidly vibrating sound within an instrument, then firing the stored sound energy off in the form of a giant ray of light that sears and deafens foes. 200% Int Dmg. Range: Straight line, one direction. Takes 3 turns to use. 10% chance of Interruption. Chance of Burn. Chance of Soundproof. 20 MP. Light elemental.
+Death Toll: Casts a darkness over the area and raises the bell into the air to play a somber, ominous tone. With each ring of the bell, the time of death draws nearer. With each ring, the Reaper is beckoned. Upon activation, the bell rings once per turn placing a Toll mark on all enemies who hear it. Upon having 5 Toll marks, the target is instantly killed. The bell rings for 10 turns unless interrupted. 30% chance of Interruption. Moves relying on the bell for execution are disabled. Range: 4 cells radius. 48 MP.
R-Ability: Unbound Chaos - Upon being attacked while charging a skill, releases a blast of rampant energy to punish foes dealing 120% of the user's INT as damage.
S-Ability: Firm Resolve - Reduces chance of skill interruption by 10%.
D-Ability: Vivid Thunderclap (Lightning) - The clouds descend from above and swarm about the battlefield growing darker and darker as time progresses, an electrical energy building up within them as they surge, being whipped about in a frenzy. Deep within them all, the Scion spreads out his arms. All seems to silently wait in suspense as he brings his hands together in a mighty clap emitting a giant wave of sound energy in the form of thunder to buffet enemies while the lightning of the clouds strikes in conjunction for massive damage. Deals 200% Int damage to all enemies on the battlefield. Survivors are subject to Paralysis and Soundproof.
Stats:
HP: 545
MP: 320
DD: 0/10
Atk: 9 (+6 from Sanctuary)
Def: 6 (+3 from Scion's Garments)
Int: 12 (+4 from Sanctuary)(+2 from Transcendia Hourglass)
Spr: 5 (+5 from Scion's Garments)(+2 from Transcendia Hourglass)
Evasion: 3%
Movement: 2 cells (+0 from Scion of the Clouds profession)
Skill Points: 0
Gender: Male
Age: 34
Level: 10
Profession: Scion of the Clouds - Perched in the heavens, the one who claims this profession keeps a watchful eye upon the realms below and ensures that there exists at least a single seed of harmony in order to fend off ensuing chaos. (Basic Attacks +1)(Keeper of Order)(Overcast)
*Keeper of Order: This unit can passively remove negative mental afflictions from enemies which lose 5% of their Max MP per affliction removed which is then absorbed by this unit.
*Overcast: Has the ability to shroud the area in clouds reducing enemy accuracy by 25% for 3 turns. 5 turn cooldown.
Weapon: Sanctuary - Enormous golden bell with intricate designs engraved upon it reflecting the visage of heaven, it is said that hearing its notes brings absolute tranquility to the mind of the person who hears it. (Damage: INT)(Range: 2 layers of surrounding cells)(Lowers target DEF and SPR by 10% for 5 turns)
Armor: Scion's Garments - White and gold outfit specifically tailored to match the spirit's wavelength of the wearer. (Magic damage taken -15%)
Accessory: Transcendia Hourglass - Ethereal hourglass attained from the Higher Realm, it does not keep time, but keeps balance between different affinities. (The elemental weaknesses and resistances of all units are nulled)
A-Ability: Sky Reach:
+Power Pull: Creates gravitational field around self that lures in faraway foes, placing them right next to the user. Pulls targets into cells surrounding the user. Range: All enemies. 12 MP.
+Rotary Whirl: Guides bell to circle around oneself multiple times, having it crash into surrounding enemies. 110% Atk Dmg. Range: All surrounding cells. 4 hits. 16 MP.
+Excess Charge: Builds up a powerful amount of static energy that can be used to amplify other abilities. Next attack deals double damage. Range: Self. 0 MP. Next attack costs 1.5x more MP (if skill.)
+Electron Pulse: Radiates a blast of electrical energy to fry the enemies and place them in a state of complete stasis. 150% Int Dmg. Range: 4 cells radius. Targets fall into Stasis for 2 turns. 28 MP. Lightning elemental.
+Gravity Fall: Enhances the gravity of the area making it difficult for enemies to get around. Lowers target Move by 2 cells and target Evasion by 10%. 5 turn duration. Range: All enemies. 20 MP.
A-Ability: The Sound of Harmony:
+Excruciating Light: A charged move executed by rapidly vibrating sound within an instrument, then firing the stored sound energy off in the form of a giant ray of light that sears and deafens foes. 200% Int Dmg. Range: Straight line, one direction. Takes 3 turns to use. 10% chance of Interruption. Chance of Burn. Chance of Soundproof. 20 MP. Light elemental.
+Death Toll: Casts a darkness over the area and raises the bell into the air to play a somber, ominous tone. With each ring of the bell, the time of death draws nearer. With each ring, the Reaper is beckoned. Upon activation, the bell rings once per turn placing a Toll mark on all enemies who hear it. Upon having 5 Toll marks, the target is instantly killed. The bell rings for 10 turns unless interrupted. 30% chance of Interruption. Moves relying on the bell for execution are disabled. Range: 4 cells radius. 48 MP.
R-Ability: Unbound Chaos - Upon being attacked while charging a skill, releases a blast of rampant energy to punish foes dealing 120% of the user's INT as damage.
S-Ability: Firm Resolve - Reduces chance of skill interruption by 10%.
D-Ability: Vivid Thunderclap (Lightning) - The clouds descend from above and swarm about the battlefield growing darker and darker as time progresses, an electrical energy building up within them as they surge, being whipped about in a frenzy. Deep within them all, the Scion spreads out his arms. All seems to silently wait in suspense as he brings his hands together in a mighty clap emitting a giant wave of sound energy in the form of thunder to buffet enemies while the lightning of the clouds strikes in conjunction for massive damage. Deals 200% Int damage to all enemies on the battlefield. Survivors are subject to Paralysis and Soundproof.
Stats:
HP: 545
MP: 320
DD: 0/10
Atk: 9 (+6 from Sanctuary)
Def: 6 (+3 from Scion's Garments)
Int: 12 (+4 from Sanctuary)(+2 from Transcendia Hourglass)
Spr: 5 (+5 from Scion's Garments)(+2 from Transcendia Hourglass)
Evasion: 3%
Movement: 2 cells (+0 from Scion of the Clouds profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Zantiel
Gender: Male
Age: 22
Level: 5
Next Level: --/--
Appearance:
Profession: Twisted - Pain and pleasure. Infliction. Affliction. Death. Desire. To see them squirm and to squirm in return. The one who claims this profession has a mind distorted by events unknown, and now he lives for nothing but to inflict pain upon others, and to take pleasure and delight in receiving it himself. (Torture)(Victim)
*Torture: Allows the user to enter [Sadist] Form which unlocks abilities focused on inflicting great pain upon the enemies. Damage output is increased by 10% in this form.
*Victim: Allows the user to enter [Masochist] Form which unlocks abilities that allow the user to take as much damage as possible. Absorbs 10% of damage taken as HP in this form.
Weapon: Lucid Being - A beautiful silver longsword that shines with an ethereal glow, it has the ability to turn transparent in certain light. (Sure Hit)
Armor: Clarity - Nearly spotless white overcoat with the edges painted with crimson drops like blood.
Accessory: Violent Bracer - Standard silver bracer fully equipped with retractable spikes and capable of firing poison darts. (Adds 4 cell range, Poison-inflicting basic attack to combo chain)
A-Ability: Delighted Paroxysm:
+Subjugate/Invitation: Imposes one's own will upon the target with a mighty blow. In a passive stance, one makes one more vulnerable to pain, inviting foes to attack. [Sadist] 130% Atk Dmg. Range: Adjacent cell. Inflicts Fear for 1 turn. 10 MP. [Masochist] Bestows Center of Attention. Range: Self. Damage taken +10% for duration of Center of Attention. 6 MP.
+Bondage/Shudder: Retrieves chains and tosses them towards the target, wrapping them up and constricting them without hope of escape. In a passive stance, the user shudders in delight upon receiving pain, easing the experience of taking the damage. [Sadist] 90% Atk Dmg. Range: 3 cells. Chance of Immobilize. Immobilized foes take persistent damage for the duration. 8 MP. [Masochist] User heals 30% of whatever damage the user takes as HP for 5 turns. Range: Self. 10 MP.
+Chaos Flay/World of Pleasure: Charges up a malicious aura about one's blade before laying into a foe making them bleed with every cut, drinking in the greatness of their pain. In a passive stance, one's mind is lost due to the amount of pleasure one is deriving from the pain one is receiving. [Sadist] 110% Atk Dmg. Range: Adjacent cell. 4 hits. Chance of Bleeding per hit. 14 MP. [Masochist] Bestows HP Regen which lasts indefinitely until the user goes a turn without taking damage. Range: Self. 12 MP.
R-Ability: Favored Balance - When HP reaches below the 50% Max HP mark, all HP regeneration effects on the user are amplified by 20%. When HP reaches the 50% Max HP mark or higher, damage taken is increased by 20%.
S-Ability: Bipolarity - Allows the user to switch between Sadist Form and Masochist Form without consuming an Act action.
D-Ability: Nightmare Fuel (Darkness) - With his coming, he steals the light away leaving you shrouded in darkness. Fearing what lingers behind every corner. The rattling of chains, the cutting of flesh, the screams of the victims. This place is a torture chamber, and the helpless foe is left to cower until his time as come, the blades close in around it from every direction, salt and alcohol dumped upon the lacerated body coating the wounds. Set ablaze alive. While running around on fire, the enemy falls into its own grave and it is buried, the last moments spent aching in fear until pain or lack of oxygen drains its life away... Deals 200% Piercing damage to a single enemy on the battlefield. There are no survivors.
Stats:
HP: 45
MP: 30
DD: 0/10
Atk: 7 (+3 from Lucid Being)(+1 from Violent Bracer)
Def: 4 (+1 from Clarity)(+1 from Violent Bracer)
Int: 1 (+1 from Lucid Being)
Spr: 3 (+2 from Clarity)
Evasion: 3%
Movement: 2 cells (+1 from Twisted profession)
Skill Points: 0
Gender: Male
Age: 22
Level: 5
Next Level: --/--
Appearance:
- Spoiler:
- Dashingly tall gentleman donning a beautiful white overcoat with the edges splashed with crimson drops and stains like blood, unknown if they were a part of the design or a part of something far more gruesome. His slacks and boots match his coat giving him an almost angelic visage. A silver bracer rests on his left arm with three circles denoting the spots where the inner spikes emerge. Zantiel's hair is a wild, long mess of blackness, falling over his forehead and into his eyes, draping down to barely caress his shoulders while the rest does whatever it wants. His eyes are an alluring green in color, close to the hue of an olive, his skin of a slightly darkened complexion. He lacks much muscle, and his hands are somewhat bony with slender fingers. Both his arms and legs are long, his stature giving him somewhat of a creepy appearance despite the heavenly attire. A smile from him reveals all of his teeth sharpened to points, his tongue long with the tip pointed.
Profession: Twisted - Pain and pleasure. Infliction. Affliction. Death. Desire. To see them squirm and to squirm in return. The one who claims this profession has a mind distorted by events unknown, and now he lives for nothing but to inflict pain upon others, and to take pleasure and delight in receiving it himself. (Torture)(Victim)
*Torture: Allows the user to enter [Sadist] Form which unlocks abilities focused on inflicting great pain upon the enemies. Damage output is increased by 10% in this form.
*Victim: Allows the user to enter [Masochist] Form which unlocks abilities that allow the user to take as much damage as possible. Absorbs 10% of damage taken as HP in this form.
Weapon: Lucid Being - A beautiful silver longsword that shines with an ethereal glow, it has the ability to turn transparent in certain light. (Sure Hit)
Armor: Clarity - Nearly spotless white overcoat with the edges painted with crimson drops like blood.
Accessory: Violent Bracer - Standard silver bracer fully equipped with retractable spikes and capable of firing poison darts. (Adds 4 cell range, Poison-inflicting basic attack to combo chain)
A-Ability: Delighted Paroxysm:
+Subjugate/Invitation: Imposes one's own will upon the target with a mighty blow. In a passive stance, one makes one more vulnerable to pain, inviting foes to attack. [Sadist] 130% Atk Dmg. Range: Adjacent cell. Inflicts Fear for 1 turn. 10 MP. [Masochist] Bestows Center of Attention. Range: Self. Damage taken +10% for duration of Center of Attention. 6 MP.
+Bondage/Shudder: Retrieves chains and tosses them towards the target, wrapping them up and constricting them without hope of escape. In a passive stance, the user shudders in delight upon receiving pain, easing the experience of taking the damage. [Sadist] 90% Atk Dmg. Range: 3 cells. Chance of Immobilize. Immobilized foes take persistent damage for the duration. 8 MP. [Masochist] User heals 30% of whatever damage the user takes as HP for 5 turns. Range: Self. 10 MP.
+Chaos Flay/World of Pleasure: Charges up a malicious aura about one's blade before laying into a foe making them bleed with every cut, drinking in the greatness of their pain. In a passive stance, one's mind is lost due to the amount of pleasure one is deriving from the pain one is receiving. [Sadist] 110% Atk Dmg. Range: Adjacent cell. 4 hits. Chance of Bleeding per hit. 14 MP. [Masochist] Bestows HP Regen which lasts indefinitely until the user goes a turn without taking damage. Range: Self. 12 MP.
R-Ability: Favored Balance - When HP reaches below the 50% Max HP mark, all HP regeneration effects on the user are amplified by 20%. When HP reaches the 50% Max HP mark or higher, damage taken is increased by 20%.
S-Ability: Bipolarity - Allows the user to switch between Sadist Form and Masochist Form without consuming an Act action.
D-Ability: Nightmare Fuel (Darkness) - With his coming, he steals the light away leaving you shrouded in darkness. Fearing what lingers behind every corner. The rattling of chains, the cutting of flesh, the screams of the victims. This place is a torture chamber, and the helpless foe is left to cower until his time as come, the blades close in around it from every direction, salt and alcohol dumped upon the lacerated body coating the wounds. Set ablaze alive. While running around on fire, the enemy falls into its own grave and it is buried, the last moments spent aching in fear until pain or lack of oxygen drains its life away... Deals 200% Piercing damage to a single enemy on the battlefield. There are no survivors.
Stats:
HP: 45
MP: 30
DD: 0/10
Atk: 7 (+3 from Lucid Being)(+1 from Violent Bracer)
Def: 4 (+1 from Clarity)(+1 from Violent Bracer)
Int: 1 (+1 from Lucid Being)
Spr: 3 (+2 from Clarity)
Evasion: 3%
Movement: 2 cells (+1 from Twisted profession)
Skill Points: 0
Last edited by Masquerade on Wed Jan 08, 2014 10:51 pm; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Ruby Rose
Gender: Female
Age: ?
Level: 10
Next Level: --/--
Appearance:
Profession: Wolf Hunter - A torrent of mystery surrounding one's past. A silent stroll through the snow fallen upon the skeletal forest. The one who claims this profession wanders the winter wastes in search of the furred abominations that she has designated as her sworn enemies. Death to each and every one. (Basic Attacks +1)(Chain Master+)(Merciless)(End of Beasts)
*Chain Master+: Skills can be executed at the end of a basic attack chain. All basic attack chains gain an added hit for every 2 hits dealing 80% Atk Dmg.
*Merciless: This unit is immune to Hesitation of any form, and is also rendered immune to all short-term stuns and disables.
*End of Beasts: All attacks dealt to Beast-type monsters are Critical hits with 25% more critical hit damage.
Weapon: Crescent Rose - Impressive and highly technological gunscythe with a red and black motif, its multiple functions allow for an amazing amount of versatility in battle. (Scythe Range: 2 cells)(Gun range: 4 cells)(Recoil)(Guillotine)
*Recoil: Gun shots repel the user back up to 6 cells, but the user can halt the knockback at any point below 4 cells.
*Guillotine: The user can initiate or end a combo with this basic attack hit substitute which offers a chance of Instant Death while dealing 20% more damage than a normal basic attack.
Armor: Blood Black - Elegant dress with a corset-like torso and a slightly frilly skirt, it not only allows for style and grace, but enhanced maneuverability in combat. (Move +1)
Accessory: Signature Cloak - The embodiment of what makes the wearer "Red Riding Hood", it is said to hold the magic of ancient tales within it. (Evasion +10%)(Grants 3 Teleport charges)
A-Ability: Rain of Blade and Bullets:
+Power Shot: More powerful blast than the normal gunshot, it has the ability to completely rend limbs from the bodies of the targets. 130% Atk Dmg. Range: 4 cells. Chance of Disable. 14 MP.
+Rose Rush: Engages a foe from a distance, dealing a curved slash upon reaching a space close enough to do so. 110% Atk Dmg. Range: 6 cells. Dashes to a cell 2 cells from the target. 8 MP.
+Petal Whirl: Triage of powerful slashes using the cover of rose petals to debilitate foes. 90% Atk Dmg. Range: 2 cells. 3 hits. Sure Hit. Chance of Confusion. 10 MP.
+Crimson Horizon: Horizontal rotating slashes that forces the enemy back as the user continues to advance dealing more damage over a greater distance. 120% Atk Dmg. Range: 2 cells. Pushes enemy to far reaches of battlefield, or to closest obstacle. Number of hits is equal to the number of cells traveled plus the initiation hit. 14 MP.
+The Sign: Locks an enemy in place with one's weapon and pausing if only for a moment before completely slicing the foe in half with the guillotine function on one's weapon. 200% Atk Dmg. Range: 2 cells. Chance of Instant Death. User gains Center of Attention. 20 MP.
+Ascension Shot: Uses the blade of one's weapon to get above the enemy before firing downwards upon it sending the user flying high into the air, setting the user up for an aerial combination attack. 140% Atk Dmg. Range: 2 cells. 8 MP.
R-Ability: Burst of Flora - Certain movements and skills release crimson rose petals into the air. When the user manages to successfully stay active in combat for 3 consecutive turns, the user's attacks become augmented dealing an additional 120% Atk Dmg per combo while boosting Evasion by 10% with both effects lasting 3 turns.
S-Ability: Calm and Collected - This unit is immune to all mental negative status effects and recovers MP equal to 5% Max MP when a skill that attempts to inflict a mental negative status effect is used against the user.
D-Ability: Caution Magazine (Neutral) - Overwhelmed by a torrent of foes, she has no choice but to resort to something a little more...dangerous. Dropping her current magazine, she reloads her weapon with a different magazine emblazoned with a caution symbol. Activating the power within, she becomes more agile to the point where she is naught but a blur. Executing axial attack patterns, she begins to decimate her foes, but the lasting effect of the magazine allows her onslaught to continue, a fiery incendiary being loosed with every slash of the blade. Deals 100% Piercing Atk damage to all enemies on the battlefield. Damage output is boosted by 20%, Movement becomes Infinite, and Evasion is boosted by 25%. Every scythe hit is accompanied by a gunshot dealing extra damage. 3 turn duration.
Stats:
HP: 35
MP: 55
DD: 0/10
Atk: 14 (+7 from Crescent Rose)
Def: 5 (+3 from Blood Black)
Int: 1 (+2 from Crescent Rose)
Spr: 10 (+5 from Blood Black)
Evasion: 11% (+10% from Signature Cloak)
Movement: 2 cells (+2 from Wolf Hunter profession)(+1 from Black Rose)
Skill Points: 0
Gender: Female
Age: ?
Level: 10
Next Level: --/--
Appearance:
- Spoiler:
Profession: Wolf Hunter - A torrent of mystery surrounding one's past. A silent stroll through the snow fallen upon the skeletal forest. The one who claims this profession wanders the winter wastes in search of the furred abominations that she has designated as her sworn enemies. Death to each and every one. (Basic Attacks +1)(Chain Master+)(Merciless)(End of Beasts)
*Chain Master+: Skills can be executed at the end of a basic attack chain. All basic attack chains gain an added hit for every 2 hits dealing 80% Atk Dmg.
*Merciless: This unit is immune to Hesitation of any form, and is also rendered immune to all short-term stuns and disables.
*End of Beasts: All attacks dealt to Beast-type monsters are Critical hits with 25% more critical hit damage.
Weapon: Crescent Rose - Impressive and highly technological gunscythe with a red and black motif, its multiple functions allow for an amazing amount of versatility in battle. (Scythe Range: 2 cells)(Gun range: 4 cells)(Recoil)(Guillotine)
*Recoil: Gun shots repel the user back up to 6 cells, but the user can halt the knockback at any point below 4 cells.
*Guillotine: The user can initiate or end a combo with this basic attack hit substitute which offers a chance of Instant Death while dealing 20% more damage than a normal basic attack.
Armor: Blood Black - Elegant dress with a corset-like torso and a slightly frilly skirt, it not only allows for style and grace, but enhanced maneuverability in combat. (Move +1)
Accessory: Signature Cloak - The embodiment of what makes the wearer "Red Riding Hood", it is said to hold the magic of ancient tales within it. (Evasion +10%)(Grants 3 Teleport charges)
A-Ability: Rain of Blade and Bullets:
+Power Shot: More powerful blast than the normal gunshot, it has the ability to completely rend limbs from the bodies of the targets. 130% Atk Dmg. Range: 4 cells. Chance of Disable. 14 MP.
+Rose Rush: Engages a foe from a distance, dealing a curved slash upon reaching a space close enough to do so. 110% Atk Dmg. Range: 6 cells. Dashes to a cell 2 cells from the target. 8 MP.
+Petal Whirl: Triage of powerful slashes using the cover of rose petals to debilitate foes. 90% Atk Dmg. Range: 2 cells. 3 hits. Sure Hit. Chance of Confusion. 10 MP.
+Crimson Horizon: Horizontal rotating slashes that forces the enemy back as the user continues to advance dealing more damage over a greater distance. 120% Atk Dmg. Range: 2 cells. Pushes enemy to far reaches of battlefield, or to closest obstacle. Number of hits is equal to the number of cells traveled plus the initiation hit. 14 MP.
+The Sign: Locks an enemy in place with one's weapon and pausing if only for a moment before completely slicing the foe in half with the guillotine function on one's weapon. 200% Atk Dmg. Range: 2 cells. Chance of Instant Death. User gains Center of Attention. 20 MP.
+Ascension Shot: Uses the blade of one's weapon to get above the enemy before firing downwards upon it sending the user flying high into the air, setting the user up for an aerial combination attack. 140% Atk Dmg. Range: 2 cells. 8 MP.
R-Ability: Burst of Flora - Certain movements and skills release crimson rose petals into the air. When the user manages to successfully stay active in combat for 3 consecutive turns, the user's attacks become augmented dealing an additional 120% Atk Dmg per combo while boosting Evasion by 10% with both effects lasting 3 turns.
S-Ability: Calm and Collected - This unit is immune to all mental negative status effects and recovers MP equal to 5% Max MP when a skill that attempts to inflict a mental negative status effect is used against the user.
D-Ability: Caution Magazine (Neutral) - Overwhelmed by a torrent of foes, she has no choice but to resort to something a little more...dangerous. Dropping her current magazine, she reloads her weapon with a different magazine emblazoned with a caution symbol. Activating the power within, she becomes more agile to the point where she is naught but a blur. Executing axial attack patterns, she begins to decimate her foes, but the lasting effect of the magazine allows her onslaught to continue, a fiery incendiary being loosed with every slash of the blade. Deals 100% Piercing Atk damage to all enemies on the battlefield. Damage output is boosted by 20%, Movement becomes Infinite, and Evasion is boosted by 25%. Every scythe hit is accompanied by a gunshot dealing extra damage. 3 turn duration.
Stats:
HP: 35
MP: 55
DD: 0/10
Atk: 14 (+7 from Crescent Rose)
Def: 5 (+3 from Blood Black)
Int: 1 (+2 from Crescent Rose)
Spr: 10 (+5 from Blood Black)
Evasion: 11% (+10% from Signature Cloak)
Movement: 2 cells (+2 from Wolf Hunter profession)(+1 from Black Rose)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Wikefno Weokanogo
Gender: Male
Age: 20
Level: 1
Next Level:
Appearance:
Profession: Trapper - To subjugate and oppress. Those are the primary goals that the one who claims this profession aims to achieve in combat, utilizing strange magics to root foes in place while blasting them with an array of odd and arcane magic. (Alignment)
*Alignment: Allows the user to know Circumcentra, his ultimate skill, at Lv. 1 given its excessive usage requirements in addition to his primary starting skills.
Weapon: Rusted Gauntlet - Made of an unknown metal, this gauntlet's capabilities seem to align with the ethereal rather than being focused on physical damage output. (Damage: INT)(Range: 4 cells)
Armor: Traditional Vest - A vest made by hand, but by who? No one knows. It was designed to be able to store useful things such as vials of potion or satchels of ingredients.
Accessory: Golden Earrings - Fashionable accessories made of faux gold, they have the ability to store small amounts of extra mana.
A-Ability: No Escape:
+Tangle Rope: Shoots out a magical rope at a blinding speed aimed towards the target's legs, wrapping itself around them in an attempt to slow the target. No damage. Range: 6 cells. Target Move is reduced by 1 cell for 3 turns. 8 MP.
+Blazing Sear: Fires red laser at a foe with red hot intensity that burns away anything it touches. 120% Int Dmg. Range: 6 cells. Chance of Burn. Target DEF -10% for 5 turns. 10 MP. Fire elemental.
+Circumcentra: With perfect positioning of the enemies, one calls upon an ancient alignment-based magic capable of many things based on the specified arrangement of the enemies. Different effects occur as a result of different alignments.
---Five of Blades: Summons pillars of pure energy from beneath five foes that surges upwards rending the very skin from their bones and siphoning the very blood from their living bodies such that the user may use it to mend the user's own injuries. 500% Int Dmg. Range: Set. Enemies must be arranged like this or something similar (congruent and reverse positions all right.) Otherwise, the skill fails. User drains 75% of the total damage dealt as HP. 84 MP. Survivors are subject to Oblivion.
R-Ability: None.
S-Ability: Hopeless Ambush - All root and slow durations caused by the user have their durations innately extended by 1 turn.
D-Ability: Gravity Field (Neutral) - Surrounding the area in an ethereal cloak made out to look like the night sky, the enemies are suddenly crushed by an imposing forced, flattened and slowed, struggling to move from their spots. This makes them the perfect targets for the blistering rays of starlight fired from every direction aiming to riddle them with wounds against their wills before they finally succumb to the sweet relief of death. Two-stage D-Ability. First stage places all enemies under Slow, Stop, or Immobilize states with high chances of each. Second stage deals 20% Piercing Int damage to every enemy on the battlefield 5 times (total 100% Piercing Int damage.) Survivors to the attack have the duration of all slows and roots placed upon them refreshed and extended by 2 turns.
Stats:
HP: 15
MP: 25 (+5 from Golden Earrings)
HD: 0/10
Atk: 1 (+0 from Rusted Gauntlet)
Def: 2 (+0 from Traditional Vest)
Int: 4 (+1 from Rusted Gauntlet)
Spr: 3 (+1 from Traditional Vest)
Critical: 3%
Evasion: 2%
Movement: 2 cells (+1 from Trapper profession)
Skill Points: 0
Gender: Male
Age: 20
Level: 1
Next Level:
Appearance:
- Spoiler:
- The epitome of oddity, Wikefno stands strong and tall at a height just capping six feet. His form is long and wiry, and he possesses an astonishing flexibility that is apt to freak someone out. His torso isn't toned in the least bit and actually looks as if he's malnourished, though the muscles in his legs are very well defined. Deigning to wear no shoes, he lets his feet breathe the air every minute of every day, and most of the time they are rather dirty because of this fact. It's also true that he can't afford keeping up with shoes, for he can hardly keep up the rest of his wardrobe, his rather baggy, dark green pants (or at least used to be) are not more than shorts now going down to his knees with rips and tears in other parts of them. A white shirt several sizes too large for him covers his torso and he wears a handcrafted yellow vest with plenty of pockets sewn into it along with places to hold vials and the like, different adornments like beads and patches of differently colored cloth decorating it with the main focal point being the dreamcatcher hanging from the bottom of the back. On one hand he wears a strange gauntlet made of an odd, rusted steel so one would assume he excelled at melee combat. Oh how one would be so wrong... Eyes as dark as pitch gaze out over the world he travels, his dark complexion making him stand out in most crowds. His hair is short and fuzzy, mostly covered by a black bandana tied in the back, the accessory covered with yellow markings that look like an animal slashed it. He wears a single, small golden earring in each ear, and parts of a strange tattoo can be seen around his neck and forearms...they all seem to be part of a larger tattoo... The smaller pieces are of chains, so what could the whole thing be?
Profession: Trapper - To subjugate and oppress. Those are the primary goals that the one who claims this profession aims to achieve in combat, utilizing strange magics to root foes in place while blasting them with an array of odd and arcane magic. (Alignment)
*Alignment: Allows the user to know Circumcentra, his ultimate skill, at Lv. 1 given its excessive usage requirements in addition to his primary starting skills.
Weapon: Rusted Gauntlet - Made of an unknown metal, this gauntlet's capabilities seem to align with the ethereal rather than being focused on physical damage output. (Damage: INT)(Range: 4 cells)
Armor: Traditional Vest - A vest made by hand, but by who? No one knows. It was designed to be able to store useful things such as vials of potion or satchels of ingredients.
Accessory: Golden Earrings - Fashionable accessories made of faux gold, they have the ability to store small amounts of extra mana.
A-Ability: No Escape:
+Tangle Rope: Shoots out a magical rope at a blinding speed aimed towards the target's legs, wrapping itself around them in an attempt to slow the target. No damage. Range: 6 cells. Target Move is reduced by 1 cell for 3 turns. 8 MP.
+Blazing Sear: Fires red laser at a foe with red hot intensity that burns away anything it touches. 120% Int Dmg. Range: 6 cells. Chance of Burn. Target DEF -10% for 5 turns. 10 MP. Fire elemental.
+Circumcentra: With perfect positioning of the enemies, one calls upon an ancient alignment-based magic capable of many things based on the specified arrangement of the enemies. Different effects occur as a result of different alignments.
---Five of Blades: Summons pillars of pure energy from beneath five foes that surges upwards rending the very skin from their bones and siphoning the very blood from their living bodies such that the user may use it to mend the user's own injuries. 500% Int Dmg. Range: Set. Enemies must be arranged like this or something similar (congruent and reverse positions all right.) Otherwise, the skill fails. User drains 75% of the total damage dealt as HP. 84 MP. Survivors are subject to Oblivion.
R-Ability: None.
S-Ability: Hopeless Ambush - All root and slow durations caused by the user have their durations innately extended by 1 turn.
D-Ability: Gravity Field (Neutral) - Surrounding the area in an ethereal cloak made out to look like the night sky, the enemies are suddenly crushed by an imposing forced, flattened and slowed, struggling to move from their spots. This makes them the perfect targets for the blistering rays of starlight fired from every direction aiming to riddle them with wounds against their wills before they finally succumb to the sweet relief of death. Two-stage D-Ability. First stage places all enemies under Slow, Stop, or Immobilize states with high chances of each. Second stage deals 20% Piercing Int damage to every enemy on the battlefield 5 times (total 100% Piercing Int damage.) Survivors to the attack have the duration of all slows and roots placed upon them refreshed and extended by 2 turns.
Stats:
HP: 15
MP: 25 (+5 from Golden Earrings)
HD: 0/10
Atk: 1 (+0 from Rusted Gauntlet)
Def: 2 (+0 from Traditional Vest)
Int: 4 (+1 from Rusted Gauntlet)
Spr: 3 (+1 from Traditional Vest)
Critical: 3%
Evasion: 2%
Movement: 2 cells (+1 from Trapper profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Jackson Harrows
Gender: Male
Age: 19
Level: 1
Next Level: 0/12
Appearance:
Profession: Mixer - Graced with strange turntables and discs of unknown origin, the one who claims this profession alters and remakes the previously made music on the discs to evoke an array of effects that both overwhelm the enemy while bolstering the position one's allies hold over the opposition. (Feel The Music)
*Feel The Music: Effects afflicted upon enemies or bestowed upon allies have their durations increased by 1 turn. Said durations also are not reduced until the user switches tracks.
Weapon: Broken Turntables - Already at the most basic of the basic, these beginner turntables are already exhibiting technical difficulties. (Damage: INT)(Range: 2 layers of surrounding cells)
Armor: Winter Coat - Black winter's jacket meant for wear in cold environments...not in the middle of summer, for Christ's sake.
Accessory: Bead Bracelet - Small bracelet made of wooden beads, beige, brown and black in hue.
A-Ability: Debut Soundtrack:
+Progression of Life: Surprisingly soft melody that emits a healing entity through its sound waves that can literally mend the corporeal wounds of the living over time. Bestows Regen. Range: 2 layers of surrounding cells. 10 MP. Continuing the melody after initial use costs 5 MP per tun.
---Withering Sky: Melancholy beat with some pretty wicked bass that darkness the area and makes all seem hopeless in the eyes of those who hear it. 120% Int Dmg. Range: 2 layers of surrounding cells. Chance of Sap. 10 MP. Continuing the melody after initial use costs 5 MP per turn.
+Rainfall: Twinkling notes of beauty, the sound waves from this track seem to invigorate the soul over time making it easier to cast magic. Bestows MP Regen. Range: 2 layers of surrounding cells. 10 MP. Continuing the melody after initial use costs 5 MP per turn.
---Deceit and Sorrow: Possessing such a depressing tone that it literally weighs down on the soul, the progression of this track drains the very spirit from those who are unfortunate enough to hear it. 80% Int Dmg to MP. Range: 2 layers of surrounding cells. Chance of Mana Drain. 12 MP. Continuing the melody after initial use costs 6 MP per turn.
R-Ability: None.
S-Ability: Transit Mix - Progressing from one track into another evokes an added bonus effect based on which tracks were present in transition.
D-Ability: Ultimate Track: The Queen Is Dead (Darkness) - Alone in the world, lay waste to the defiled. Their time is already over. The survivors have no chance without their leader same as the body is dead without its head. Withering and rotting away, fall to murder and starvation each day. Tendrils from the skies wrap the souls in a gentle caress stealing them away from this realm of lost happiness. This kingdom's crumbled, lost its prosperous sheen. Bloodstained throne, say farewell to our queen. Deals 30% Piercing Int Dmg each turn for 3 turns. The melody can be Extended at the price of [User Level + 4] MP. This cost increases at a rate of 20% per turn. Max turns played continuously: 10. Affects enemies in the two layers of cells that surround the user. Survivors are subject to Apathy and Slow.
Stats:
HP: 15
MP: 25 (+5 from Bead Bracelet)
DD: 0/10
Atk: 1 (+0 from Broken Turntables)
Def: 2 (+0 from Winter Coat)
Int: 4 (+1 from Broken Turntables)
Spr: 3 (+1 from Winter Coat)
Evasion: 2%
Movement: 2 cells (+0 from Mixer profession)
Skill Points: 0
Transit Mix List:
Blank.
Gender: Male
Age: 19
Level: 1
Next Level: 0/12
Appearance:
- Spoiler:
- Jackson is only of average height for a guy, a modest 5 feet 10 inches, with his body being more on the scrawny side--a result of going days without eating very much. He has short, wavy brown hair and dull green eyes, listless most of the time and lacking aspirations. A permanent look of indifference is set upon his face, and when he isn't stoic, he's often grimacing in disgust and contempt for what goes on around him in the real world. His skin is typically pale or sallow depending on how much time he spends indoors consecutively. Dark rings can be seen under his eyes from lack of sleep. His typically outfit consists of dark clothing--black shirts with neon graphic designs and black jeans or cargos. He's often not seen without his black winter jacket with the sleeves just a tad bit too long, often covering his hands as he walks. He wears black and white Converses upon his feet when he deigns to put on shoes at all.
Profession: Mixer - Graced with strange turntables and discs of unknown origin, the one who claims this profession alters and remakes the previously made music on the discs to evoke an array of effects that both overwhelm the enemy while bolstering the position one's allies hold over the opposition. (Feel The Music)
*Feel The Music: Effects afflicted upon enemies or bestowed upon allies have their durations increased by 1 turn. Said durations also are not reduced until the user switches tracks.
Weapon: Broken Turntables - Already at the most basic of the basic, these beginner turntables are already exhibiting technical difficulties. (Damage: INT)(Range: 2 layers of surrounding cells)
Armor: Winter Coat - Black winter's jacket meant for wear in cold environments...not in the middle of summer, for Christ's sake.
Accessory: Bead Bracelet - Small bracelet made of wooden beads, beige, brown and black in hue.
A-Ability: Debut Soundtrack:
+Progression of Life: Surprisingly soft melody that emits a healing entity through its sound waves that can literally mend the corporeal wounds of the living over time. Bestows Regen. Range: 2 layers of surrounding cells. 10 MP. Continuing the melody after initial use costs 5 MP per tun.
---Withering Sky: Melancholy beat with some pretty wicked bass that darkness the area and makes all seem hopeless in the eyes of those who hear it. 120% Int Dmg. Range: 2 layers of surrounding cells. Chance of Sap. 10 MP. Continuing the melody after initial use costs 5 MP per turn.
+Rainfall: Twinkling notes of beauty, the sound waves from this track seem to invigorate the soul over time making it easier to cast magic. Bestows MP Regen. Range: 2 layers of surrounding cells. 10 MP. Continuing the melody after initial use costs 5 MP per turn.
---Deceit and Sorrow: Possessing such a depressing tone that it literally weighs down on the soul, the progression of this track drains the very spirit from those who are unfortunate enough to hear it. 80% Int Dmg to MP. Range: 2 layers of surrounding cells. Chance of Mana Drain. 12 MP. Continuing the melody after initial use costs 6 MP per turn.
R-Ability: None.
S-Ability: Transit Mix - Progressing from one track into another evokes an added bonus effect based on which tracks were present in transition.
D-Ability: Ultimate Track: The Queen Is Dead (Darkness) - Alone in the world, lay waste to the defiled. Their time is already over. The survivors have no chance without their leader same as the body is dead without its head. Withering and rotting away, fall to murder and starvation each day. Tendrils from the skies wrap the souls in a gentle caress stealing them away from this realm of lost happiness. This kingdom's crumbled, lost its prosperous sheen. Bloodstained throne, say farewell to our queen. Deals 30% Piercing Int Dmg each turn for 3 turns. The melody can be Extended at the price of [User Level + 4] MP. This cost increases at a rate of 20% per turn. Max turns played continuously: 10. Affects enemies in the two layers of cells that surround the user. Survivors are subject to Apathy and Slow.
Stats:
HP: 15
MP: 25 (+5 from Bead Bracelet)
DD: 0/10
Atk: 1 (+0 from Broken Turntables)
Def: 2 (+0 from Winter Coat)
Int: 4 (+1 from Broken Turntables)
Spr: 3 (+1 from Winter Coat)
Evasion: 2%
Movement: 2 cells (+0 from Mixer profession)
Skill Points: 0
Transit Mix List:
Blank.
Last edited by Masquerade on Sun Aug 11, 2013 8:45 pm; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Colonel Amy Liesenzweil
Gender: Female
Age: 25
Level: 10
Next Level: --/--
Appearance:
Profession: Grand Assailant - Trained in the arts of battle from a young age, the one who claims this profession lays waste to unsuspecting targets with a flurry of vicious blows executed from varying angles utilizing enhanced mobility and weapon mastery. (Basic Attacks +1)(Suffer)(Brutalize)
*Suffer: All basic attacks and skills have a chance to inflict Bleeding. Bleeding stacks up to 3 times dealing 4% more Max HP damage with each stack. Inflicting Bleeding on a target with a max stack will cause the target to succumb to Instant Death via Exsanguination.
*Brutalize: Basic attacks are so vicious that they deal 10% more damage and progressively grow stronger as the enemy is worn down, dealing [120% Atk dmg + 10% of target's missing health] bonus damage with each hit.
Weapon: Moon of Dreams - A pair of crescent blades attached to the forearms via tight metal braces. The metal is said to be enchanted by the power of the Moon via a night ritual of sorts. (2 hits)(Added Effect: Sleep)
Armor: Black Uniform - Sleek, professional, well-kept military uniform that emanates and aura of authority and power. (All damage output +10%)
Accessory: Black Cap - Beautiful cap meant to complement a certain military uniform.
A-Ability: Disorientation:
+Flash Fade: Essentially moves so rapidly that it appears as though one has literally disappeared. Bestows Invisible. Next attack is Critical. Movement is doubled for duration of Stealth. Range: Self. 14 MP.
+Crescent Chaos: Triage of powerful slices in the shape of crescents. Each slice unleashes a blinding flash of light. 90% Atk Dmg. Range: Adjacent cell. 3 hits. Chance of Blind. 10 MP.
+Dire Rush: Surges forth with blades outstretched. 130% Atk Dmg. User dashes 4 cells in one direction. Range: All enemies to both sides of dash distance. 12 MP.
+Jolt Purge: Gathers static energy and unleashes two super-charged slices upon an enemy before grabbing it by the shoulders and flipping over it, dealing a vicious kick upon landing behind the target. 150% Atk Dmg. 100% Atk Dmg (kick.) Range: Adjacent cell. 3 hits. Knocks enemy back 3 cells. 18 MP. Lightning elemental.
+Converge: Myriad strikes from above, diving in towards the enemy from various angles. 70% Atk Dmg. Range: 4 cells. 5 hits. High Critical Hit Rate. Chance of Confusion. 12 MP.
A-Ability: Devastation:
+Ambush Ignite: Sends blazing illusions of one's own form dashing outwards in the cardinal directions setting the battlefield aflame while mowing down enemies that get in the way. 140% Atk Dmg. Range: Linear, all cardinal directions, user epicenter. Stuns targets for 1 turn. Chance of Burn. Leaves cells traversed by copies ablaze. Enemies in said cells have a chance of being Burned. Cells fizzle out after 3 turns or when targeted by an attack of the water element. Can only be used while Stealthed. 16 MP. Fire elemental.
+Infernal Rampage: Streaks through waves of fire and launches a high-agility assault on foes at random, riddling their bodies with searing, vicious cuts. 120% Atk Dmg. Range: All enemies. 7 randomized hits. Chance of Bleeding [or Bleeding 2 if Suffer Bleeding roll is successful.] Chance of Burn. Can only be used as long as Ambush Ignite is in effect. 18 MP. Fire elemental.
R-Ability: Vital Lesson - Whenever the user successfully inflicts physical damage upon a target, the user's Critical Hit Rate is increased by 1%. Stacks up to 30 times.
S-Ability: Time To Kill - Upon activation, boosts the user's ATK by 30% for 2 turns. 6 turn cooldown.
D-Ability: Consecrated Massacre (Light) - High-mobility dash about the battlefield intermingled with an alternating patterns of attacks and tossing flash bombs to constantly keep enemies disoriented and open to attacks, her very form a mere blur amongst the artificial radiance. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Blind and Confusion.
Stats:
HP: 55
MP: 35
Atk: 13 (+4 from Moon of Dreams)
Def: 7 (+2 from Black Uniform)(+1 from Black Cap)
Int: 1 (+0 from Moon of Dreams)
Spr: 9 (+2 from Black Uniform)
Movement: 2 cells (+2 from Grand Assailant profession)
Skill Points: 3
Gender: Female
Age: 25
Level: 10
Next Level: --/--
Appearance:
- Spoiler:
Profession: Grand Assailant - Trained in the arts of battle from a young age, the one who claims this profession lays waste to unsuspecting targets with a flurry of vicious blows executed from varying angles utilizing enhanced mobility and weapon mastery. (Basic Attacks +1)(Suffer)(Brutalize)
*Suffer: All basic attacks and skills have a chance to inflict Bleeding. Bleeding stacks up to 3 times dealing 4% more Max HP damage with each stack. Inflicting Bleeding on a target with a max stack will cause the target to succumb to Instant Death via Exsanguination.
*Brutalize: Basic attacks are so vicious that they deal 10% more damage and progressively grow stronger as the enemy is worn down, dealing [120% Atk dmg + 10% of target's missing health] bonus damage with each hit.
Weapon: Moon of Dreams - A pair of crescent blades attached to the forearms via tight metal braces. The metal is said to be enchanted by the power of the Moon via a night ritual of sorts. (2 hits)(Added Effect: Sleep)
Armor: Black Uniform - Sleek, professional, well-kept military uniform that emanates and aura of authority and power. (All damage output +10%)
Accessory: Black Cap - Beautiful cap meant to complement a certain military uniform.
A-Ability: Disorientation:
+Flash Fade: Essentially moves so rapidly that it appears as though one has literally disappeared. Bestows Invisible. Next attack is Critical. Movement is doubled for duration of Stealth. Range: Self. 14 MP.
+Crescent Chaos: Triage of powerful slices in the shape of crescents. Each slice unleashes a blinding flash of light. 90% Atk Dmg. Range: Adjacent cell. 3 hits. Chance of Blind. 10 MP.
+Dire Rush: Surges forth with blades outstretched. 130% Atk Dmg. User dashes 4 cells in one direction. Range: All enemies to both sides of dash distance. 12 MP.
+Jolt Purge: Gathers static energy and unleashes two super-charged slices upon an enemy before grabbing it by the shoulders and flipping over it, dealing a vicious kick upon landing behind the target. 150% Atk Dmg. 100% Atk Dmg (kick.) Range: Adjacent cell. 3 hits. Knocks enemy back 3 cells. 18 MP. Lightning elemental.
+Converge: Myriad strikes from above, diving in towards the enemy from various angles. 70% Atk Dmg. Range: 4 cells. 5 hits. High Critical Hit Rate. Chance of Confusion. 12 MP.
A-Ability: Devastation:
+Ambush Ignite: Sends blazing illusions of one's own form dashing outwards in the cardinal directions setting the battlefield aflame while mowing down enemies that get in the way. 140% Atk Dmg. Range: Linear, all cardinal directions, user epicenter. Stuns targets for 1 turn. Chance of Burn. Leaves cells traversed by copies ablaze. Enemies in said cells have a chance of being Burned. Cells fizzle out after 3 turns or when targeted by an attack of the water element. Can only be used while Stealthed. 16 MP. Fire elemental.
+Infernal Rampage: Streaks through waves of fire and launches a high-agility assault on foes at random, riddling their bodies with searing, vicious cuts. 120% Atk Dmg. Range: All enemies. 7 randomized hits. Chance of Bleeding [or Bleeding 2 if Suffer Bleeding roll is successful.] Chance of Burn. Can only be used as long as Ambush Ignite is in effect. 18 MP. Fire elemental.
R-Ability: Vital Lesson - Whenever the user successfully inflicts physical damage upon a target, the user's Critical Hit Rate is increased by 1%. Stacks up to 30 times.
S-Ability: Time To Kill - Upon activation, boosts the user's ATK by 30% for 2 turns. 6 turn cooldown.
D-Ability: Consecrated Massacre (Light) - High-mobility dash about the battlefield intermingled with an alternating patterns of attacks and tossing flash bombs to constantly keep enemies disoriented and open to attacks, her very form a mere blur amongst the artificial radiance. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Blind and Confusion.
Stats:
HP: 55
MP: 35
Atk: 13 (+4 from Moon of Dreams)
Def: 7 (+2 from Black Uniform)(+1 from Black Cap)
Int: 1 (+0 from Moon of Dreams)
Spr: 9 (+2 from Black Uniform)
Movement: 2 cells (+2 from Grand Assailant profession)
Skill Points: 3
Re: Masquerade's Character Chronicle
Name: Senril Talef
Gender: Male
Age: 24
Level: 1
Next Level: 0/12
Appearance:
Profession: The Guardian - Possessing the glimmer along with unbelievably innate battle prowess, the one who claims this profession stands alone to protect the world from the oncoming harbinger of darkness who seeks to send the world spiraling into oblivion. (Bonded)
*Bonded: Being bonded with the Spirit of the Sea, the user gains access to a vast array of new powers and abilities upon gaining enough energy to unleash the Spirit's power. Adds Spirit Well to the user's stats. Spirit Well level 1 has a capacity of 5 and fills whenever the user executes an ability that costs MP, raising the gauge by 25% of the total MP used. Spirit Well gains a level for every 5 user levels and increases capacity by 5 each time.
Weapon: Trainee's Blade - The strongest blade available to recruits fresh out of the academy.
Armor: Spotless Mail - Set of armor that is well taken care of, but still constitutes as a piece of crap in terms of usefulness.
Accessory: Aquamarine - A tiny, beautiful aquamarine jewel set in a solitary gold earring.
A-Ability: Valiant Protection:
+Glimmer Strike: Channels the glimmer of hope shining in one's soul into one's weapon and unleashes it upon the foe with a mighty slash, drawing their attention to the true threat: The Guardian. 120% Atk Dmg. Range: Adjacent cell. Taunts target. 6 MP.
*Spirit's Call: Enemies that succumb to Taunt deal 10% decreased damage to the user, but take 20% more damage from all units.
+Tidal Scourge: Twists water around one's weapon for a lethal blow that drenches the unfortunate target. 100% Atk Dmg. Range: Adjacent cell. Chance of Wet. 6 MP.
*Spirit's Call: Adds a chance of Curse and Plague in addition to the chance of Wet.
R-Ability: None.
S-Ability: Spirit's Call - Upon activation, freezes current SW at it's value for 3 turns and enables the usage of enhanced abilities along with boosting ATK and Critical Hit Rate by 10% for the same duration. SW must be at maximum.
D-Ability: Void Dissipation (Light) - Channeling the true power granted to the Guardian, one amplifies the radiance in one's own soul to the point of it nearly scathing away in order to unleash an enormous beam into the heavens to chase away any ethereal darkness threatening to swallow the world, the result being a magical rain of light showering down upon the battlefield to smite the evil beings resting firmly upon the earth. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Purification.
Stats:
HP: 25 (+5 from Aquamarine)
MP: 15
SW: 0/5
DD: 0/10
Atk: 4 (+1 from Trainee's Blade)
Def: 3 (+1 from Spotless Mail)
Int: 1 (+0 from Trainee's Blade)
Spr: 2 (+0 from Spotless Mail)
Evasion: 3%
Movement: 2 cells (+1 from The Guardian profession)
Skill Points: 0
Gender: Male
Age: 24
Level: 1
Next Level: 0/12
Appearance:
- Spoiler:
- The Guardian stands tall and proud with a large chest and broad shoulders, his torso covered in a beautifully kept mail, though the material out of which it is made is questionable. Beneath that he wears a blue cotton shirt in addition to a white undershirt beneath that. Soft brown pants are covered with more armor, greaves and boots and the like--items made of the same material as his chest piece. Across his armor and waist rest black leather belts, the one at his waist holding his sheathe which houses his cadet's sword, an unimpressive nondescript weapon that's better off used as a fireplace poker. His skin is lightly bronzed and flawless, his face youthful and lacking the true ruggedness of a warrior. His hair is naturally white and beautiful, soft and fluffy and easily caressed by the touch of the ocean breeze, his azure eyes glimmering with light and power and ambition. He is the image of a hero in the making, and with a heart as large as his own stature, he is sure to ascend into the title with ease.
Profession: The Guardian - Possessing the glimmer along with unbelievably innate battle prowess, the one who claims this profession stands alone to protect the world from the oncoming harbinger of darkness who seeks to send the world spiraling into oblivion. (Bonded)
*Bonded: Being bonded with the Spirit of the Sea, the user gains access to a vast array of new powers and abilities upon gaining enough energy to unleash the Spirit's power. Adds Spirit Well to the user's stats. Spirit Well level 1 has a capacity of 5 and fills whenever the user executes an ability that costs MP, raising the gauge by 25% of the total MP used. Spirit Well gains a level for every 5 user levels and increases capacity by 5 each time.
Weapon: Trainee's Blade - The strongest blade available to recruits fresh out of the academy.
Armor: Spotless Mail - Set of armor that is well taken care of, but still constitutes as a piece of crap in terms of usefulness.
Accessory: Aquamarine - A tiny, beautiful aquamarine jewel set in a solitary gold earring.
A-Ability: Valiant Protection:
+Glimmer Strike: Channels the glimmer of hope shining in one's soul into one's weapon and unleashes it upon the foe with a mighty slash, drawing their attention to the true threat: The Guardian. 120% Atk Dmg. Range: Adjacent cell. Taunts target. 6 MP.
*Spirit's Call: Enemies that succumb to Taunt deal 10% decreased damage to the user, but take 20% more damage from all units.
+Tidal Scourge: Twists water around one's weapon for a lethal blow that drenches the unfortunate target. 100% Atk Dmg. Range: Adjacent cell. Chance of Wet. 6 MP.
*Spirit's Call: Adds a chance of Curse and Plague in addition to the chance of Wet.
R-Ability: None.
S-Ability: Spirit's Call - Upon activation, freezes current SW at it's value for 3 turns and enables the usage of enhanced abilities along with boosting ATK and Critical Hit Rate by 10% for the same duration. SW must be at maximum.
D-Ability: Void Dissipation (Light) - Channeling the true power granted to the Guardian, one amplifies the radiance in one's own soul to the point of it nearly scathing away in order to unleash an enormous beam into the heavens to chase away any ethereal darkness threatening to swallow the world, the result being a magical rain of light showering down upon the battlefield to smite the evil beings resting firmly upon the earth. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Purification.
Stats:
HP: 25 (+5 from Aquamarine)
MP: 15
SW: 0/5
DD: 0/10
Atk: 4 (+1 from Trainee's Blade)
Def: 3 (+1 from Spotless Mail)
Int: 1 (+0 from Trainee's Blade)
Spr: 2 (+0 from Spotless Mail)
Evasion: 3%
Movement: 2 cells (+1 from The Guardian profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Tener LaCoeur
Gender: Male
Age: 15
Level: 1
Next Level: 0/12
Appearance:
Profession: Dark Herald - Possessing gifts from beyond the stars, the one who claims this profession spreads the seed of darkness, harkening a supposed oncoming catastrophe, but what more could devastate this already sundered world? (Magic Weapon Specialist)
*Magic Weapon Specialist: Allows the user to dual wield Intelligence-based weaponry.
Weapon: Wooden Staff - Unpolished, uncarved staff of wood. It may as well just be a branch freshly cut from a tree, really. (Damage: INT)(Range: 3 cells)
Weapon: Star Guide - Just a simple guide to stars and constellations. (Damage: INT)(Range: 3 cells)
Armor: Dark Robes - Robes. They are also dark.
Accessory: Worn Sandals - Footwear in dire need of replacement.
A-Ability: The Warning:
+Devil's Horn: Unleashes a harsh sound, the cacophony from Hell itself to weaken and impair the spirit of those who hear it. Lowers target SPR by 10% for 5 turns. Range: 2 layers of surrounding cells. When used twice in a row, renews the duration and also afflicts Fear. 10 MP.
+Dark Star: Releases a sphere of black light into the air that slowly obscures the vision of foes. No damage. Range: Set. As long as this is in effect, enemies have a chance to be Blinded every turn for 5 turns. Chances increase by 10% per turn. When used twice in a row, renews the duration and allows the Dark Star to deal 100% Int damage each turn it is in effect. 12 MP.
R-Ability: None.
S-Ability: Dire Emphasis - Skills that are used consecutively have their MP costs reduced by 25% per use capping at a 75% MP cost reduction.
D-Ability: Bridge Between Worlds (Darkness) - Channels mana and corrupts it before sending it high into the sky, disappearing into the expanse of space before bringing down an archway that serves as a bridge leading to a distant otherworld. It is rumored that the bridge will serve as a way for a great disaster to storm our world from beyond. However, as it crashes into the ground, a grand shockwave is released bringing enemies to their knees. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Wooden Staff)(+0 from Star Guide)
Def: 2 (+0 from Dark Robes)(+1 from Worn Sandals)
Int: 4 (+1 from Wooden Staff)(+1 from Star Guide)
Spr: 3 (+1 from Dark Robes)
Evasion: 2%
Movement: 2 cells (+0 from Dark Herald profession)
Skill Points: 0
Gender: Male
Age: 15
Level: 1
Next Level: 0/12
Appearance:
- Spoiler:
- With a body draped in violet-black robes, his actual form is hard to distinguish, though he appears to be on the leaner side being extremely short. He wears a strange mask upon his face in the shape of an ancient space deity whose name has long since been lost, the painted-on eyes speckling with white light like stars while other black crescent moon shapes are painted on the cheeks and forehead. The face behind the mask remains to be unseen. What lies beneath? He has short spiky brown hair that's longer on the top and sides than the back, strands covering his ears and peeking out from behind his mask. He wears worn out old sandals that seem to be of oriental origin. A long staff is often seen resting on his back, and a grimoire constantly circles his being.
Profession: Dark Herald - Possessing gifts from beyond the stars, the one who claims this profession spreads the seed of darkness, harkening a supposed oncoming catastrophe, but what more could devastate this already sundered world? (Magic Weapon Specialist)
*Magic Weapon Specialist: Allows the user to dual wield Intelligence-based weaponry.
Weapon: Wooden Staff - Unpolished, uncarved staff of wood. It may as well just be a branch freshly cut from a tree, really. (Damage: INT)(Range: 3 cells)
Weapon: Star Guide - Just a simple guide to stars and constellations. (Damage: INT)(Range: 3 cells)
Armor: Dark Robes - Robes. They are also dark.
Accessory: Worn Sandals - Footwear in dire need of replacement.
A-Ability: The Warning:
+Devil's Horn: Unleashes a harsh sound, the cacophony from Hell itself to weaken and impair the spirit of those who hear it. Lowers target SPR by 10% for 5 turns. Range: 2 layers of surrounding cells. When used twice in a row, renews the duration and also afflicts Fear. 10 MP.
+Dark Star: Releases a sphere of black light into the air that slowly obscures the vision of foes. No damage. Range: Set. As long as this is in effect, enemies have a chance to be Blinded every turn for 5 turns. Chances increase by 10% per turn. When used twice in a row, renews the duration and allows the Dark Star to deal 100% Int damage each turn it is in effect. 12 MP.
R-Ability: None.
S-Ability: Dire Emphasis - Skills that are used consecutively have their MP costs reduced by 25% per use capping at a 75% MP cost reduction.
D-Ability: Bridge Between Worlds (Darkness) - Channels mana and corrupts it before sending it high into the sky, disappearing into the expanse of space before bringing down an archway that serves as a bridge leading to a distant otherworld. It is rumored that the bridge will serve as a way for a great disaster to storm our world from beyond. However, as it crashes into the ground, a grand shockwave is released bringing enemies to their knees. Deals 100% Piercing Int damage to all enemies on the battlefield.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Wooden Staff)(+0 from Star Guide)
Def: 2 (+0 from Dark Robes)(+1 from Worn Sandals)
Int: 4 (+1 from Wooden Staff)(+1 from Star Guide)
Spr: 3 (+1 from Dark Robes)
Evasion: 2%
Movement: 2 cells (+0 from Dark Herald profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Hunter Sharpe
Gender: Male
Age: 27
Level: 5
Limiter: ??/??
Profession: Sharpshooter - With the keenest eye, the one who claims this profession lands shot after shot on unsuspecting foes from afar, nailing every vital point with no contest--absolutely one of the best marksman remaining alive. (Improved Eyesight)
*Improved Eyesight: Boosts Hit Rate and Critical Hit Rate by 10%.
Weapon: Garuda - A living weapon of unknown origins, it is a grand spirit of the wind that takes the form of a crossbow using winds to direct bolts to their intended targets. (Range: 3 cells)(Hit Rate +10%)(Critical Hit Rate +10%)
Armor: Aerial Vest - Windproof vest designed for people that spent a lot of time in the open air. (Resist Wind)(Immovable)
Accessory: Carrion Bolt - Cursed bolt that drains the life essence away from those it hits and gives it to the scavenging shooter. (Drains 15% of NET damage dealt)
A-Ability:
+Rapid Fire: Unleashes several bolts in quick succession. 80% Atk Dmg. Range: 4 cells. 3 hits. 10 LP.
+Tempestuous Shot: Fires bolt coated in a blast of wind that explodes on contact with a blistering whirlwind to assault nearby foes. 130% Atk Dmg. Range: 4 cells; all cells surrounding main target. 12 LP. Wind elemental.
R-Ability: None.
S-Ability: Momentum I - Increases the range of basic attacks and skill by 2 cells.
D-Ability: Final Gale (Wind) - Releases the great spirit from its weapon form in order to unlock its full power, the very winds growing restless with its appearance. With a flap of its wings, all is rendered unto turmoil and the winds devour all in sight, carrying away enemies into the deep reaches of oblivion. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Oblivion.
Stats:
HP: 25
LP: 30
DD: 0/10
Atk: 7 (+4 from Garuda)(+2 from Carrion Bolt)
Def: 3 (+2 from Aerial Vest)
Int: 1 (+2 from Garuda)
Spr: 5 (+4 from Aerial Vest)
Evasion: 8%
Movement: 2 cells (+2 from Sharpshooter profession)
Gender: Male
Age: 27
Level: 5
Limiter: ??/??
Profession: Sharpshooter - With the keenest eye, the one who claims this profession lands shot after shot on unsuspecting foes from afar, nailing every vital point with no contest--absolutely one of the best marksman remaining alive. (Improved Eyesight)
*Improved Eyesight: Boosts Hit Rate and Critical Hit Rate by 10%.
Weapon: Garuda - A living weapon of unknown origins, it is a grand spirit of the wind that takes the form of a crossbow using winds to direct bolts to their intended targets. (Range: 3 cells)(Hit Rate +10%)(Critical Hit Rate +10%)
Armor: Aerial Vest - Windproof vest designed for people that spent a lot of time in the open air. (Resist Wind)(Immovable)
Accessory: Carrion Bolt - Cursed bolt that drains the life essence away from those it hits and gives it to the scavenging shooter. (Drains 15% of NET damage dealt)
A-Ability:
+Rapid Fire: Unleashes several bolts in quick succession. 80% Atk Dmg. Range: 4 cells. 3 hits. 10 LP.
+Tempestuous Shot: Fires bolt coated in a blast of wind that explodes on contact with a blistering whirlwind to assault nearby foes. 130% Atk Dmg. Range: 4 cells; all cells surrounding main target. 12 LP. Wind elemental.
R-Ability: None.
S-Ability: Momentum I - Increases the range of basic attacks and skill by 2 cells.
D-Ability: Final Gale (Wind) - Releases the great spirit from its weapon form in order to unlock its full power, the very winds growing restless with its appearance. With a flap of its wings, all is rendered unto turmoil and the winds devour all in sight, carrying away enemies into the deep reaches of oblivion. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Oblivion.
Stats:
HP: 25
LP: 30
DD: 0/10
Atk: 7 (+4 from Garuda)(+2 from Carrion Bolt)
Def: 3 (+2 from Aerial Vest)
Int: 1 (+2 from Garuda)
Spr: 5 (+4 from Aerial Vest)
Evasion: 8%
Movement: 2 cells (+2 from Sharpshooter profession)
Last edited by Masquerade on Mon Jun 23, 2014 11:49 pm; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Chroma Ateri
Gender: Male
Age: 14
Level: 1
Next Level: 0/10
Appearance:
Profession: Wandering Artist - No home to go back to, the one who claims this profession embraces a lonely life, living off of commissioned work and selling portraits of nature, but little do the commoners know that his power over art goes much farther than being able to conjure masterpieces made of pencil or paint. (Drawn Strength)
*Drawn Strength: The user's basic attacks deal 10% more damage when using a weapon conjured by an A-Skill.
Weapon: Beginner's Paintbrush - For the rising artist, a giant form of the standard paintbrush meant to be used for practice pieces. (Damage: INT)(Range: 3 cells)
Armor: Baggy Shirt - Free-flowing plain beige shirt too large for those of a smaller body type.
Accessory: Wooden Palette - Aged palette meant to the hold the paints of a master artist.
A-Ability: Luminous Limit:
+Exploding Light: Consecrates light in the vicinity of a foe and detonates it causing an isolated explosion. 100% Int Dmg. Range: 4 cells. Chance of Stasis (Mod. +0) for 1 turn. 8 MP. Light elemental.
+Prism Blade: Calls down a magnificent blade composed of all wavelengths of visible light to strike down a foe before taking the blade into one's own hand as a new weapon. 130% Int Dmg. Range: 4 cells. Taking the Prism Blade into one's own hand increases basic attack damage by 10% but reduces basic attack range to adjacent cell. 9 MP.
R-Ability: None.
B-Ability: None.
S-Ability: Lingering Dust - Skills leave the target coated in a glowing dust that causes them to act as a light source while being unable to become Stealthed or hidden in any way. Enemies that have become Dusted take 10% more damage from a skill used on them while the effect is still in place. If a skill is used on the target, the status dissipates and is not replaced. If no skill is used, the status has a 3 turn duration.
E-Trigger: Million Blades/Million Arrows - Paints into existence a myriad of blades and looses them towards a single unfortunate target, two blades returning to one's hands for temporary use in battle as new weapons. Or, the user may paint a giant bow with several arrows nocked sending them flying into the sky to rain down upon the opposition. The bow continues to exist afterwards allowing for rapid-firing of arrows until it dissipates. [Million Blades] 70% Int Dmg. Range: 6 cells. 5 hits. User dual wields two Infinite Blades that boost basic attack damage and critical hit rate by 20% but reduces the range to adjacent cell. 3 turn duration. [Million Arrows] 140% Int Dmg. Range: All enemies. User wields Infinite Bow that fires 3 arrows per basic attack instead of one and extends basic attack range by 1 cell. 3 turn duration.
X-Ability: Fill The World With Art (Neutral) - "...and it shall become as a paradise." Freezes time and unlatches the large palette from one's back, lacing it with a plethora of paints and giving it a mighty spin, watching as it spins and rises into the sky, the world rendered colorless as time continues to remain motionless. A sudden stop in the spinning and powerful streams of color burst from the splotches on the palette like a broken dam releasing the reservoir's waters. In a chromatic tide, time begins to flow once more and the enemies are left to drown in the river of paint that brings life into this world and makes it into the paradise it was meant to be. Deals 100% Piercing Int damage to all enemies. Total damage dealt to the opposition is divided amongst allies as HP Recovery.
~ Stats ~
HP: 15
MP: 25 (+5 from Wooden Palette)
Atk: 2 (+0 from Beginner's Paintbrush)
Def: 2 (+0 from Baggy Shirt)
Int: 5 (+1 from Beginner's Paintbrush)
Spr: 3 (+1 from Baggy Shirt)
Critical: 4%
Evasion: 3%
Movement: 2 Cells (+0 from Wandering Artist Profession)
X Gauge: 0/5
Skill Points: 0
Upgrade Points: 0
Gender: Male
Age: 14
Level: 1
Next Level: 0/10
Appearance:
- Spoiler:
- Chroma is a young boy fond of baggy clothing that is way too big for his smaller, more fragile form. A large beige shirt and dark brown trousers adorn his body with straw sandals upon his feet which are often covered in dirt. His skin is darkened slightly from extended exposure to the sun, his vibrant light blue eyes standing out from his typically grime-covered face which still possesses the look of childlike innocence despite setting off on his voyage into adulthood. His dark brown hair is a wavy, curly mess most of the time, descending to his shoulders making him appear somewhat feminine. On his back rests a giant artist's palette and he always carries around a large paintbrush. A brown leather belt about his waist houses a pouch designated for paints while another pouch is assigned to hold tools and the like.
Profession: Wandering Artist - No home to go back to, the one who claims this profession embraces a lonely life, living off of commissioned work and selling portraits of nature, but little do the commoners know that his power over art goes much farther than being able to conjure masterpieces made of pencil or paint. (Drawn Strength)
*Drawn Strength: The user's basic attacks deal 10% more damage when using a weapon conjured by an A-Skill.
Weapon: Beginner's Paintbrush - For the rising artist, a giant form of the standard paintbrush meant to be used for practice pieces. (Damage: INT)(Range: 3 cells)
Armor: Baggy Shirt - Free-flowing plain beige shirt too large for those of a smaller body type.
Accessory: Wooden Palette - Aged palette meant to the hold the paints of a master artist.
A-Ability: Luminous Limit:
+Exploding Light: Consecrates light in the vicinity of a foe and detonates it causing an isolated explosion. 100% Int Dmg. Range: 4 cells. Chance of Stasis (Mod. +0) for 1 turn. 8 MP. Light elemental.
+Prism Blade: Calls down a magnificent blade composed of all wavelengths of visible light to strike down a foe before taking the blade into one's own hand as a new weapon. 130% Int Dmg. Range: 4 cells. Taking the Prism Blade into one's own hand increases basic attack damage by 10% but reduces basic attack range to adjacent cell. 9 MP.
R-Ability: None.
B-Ability: None.
S-Ability: Lingering Dust - Skills leave the target coated in a glowing dust that causes them to act as a light source while being unable to become Stealthed or hidden in any way. Enemies that have become Dusted take 10% more damage from a skill used on them while the effect is still in place. If a skill is used on the target, the status dissipates and is not replaced. If no skill is used, the status has a 3 turn duration.
E-Trigger: Million Blades/Million Arrows - Paints into existence a myriad of blades and looses them towards a single unfortunate target, two blades returning to one's hands for temporary use in battle as new weapons. Or, the user may paint a giant bow with several arrows nocked sending them flying into the sky to rain down upon the opposition. The bow continues to exist afterwards allowing for rapid-firing of arrows until it dissipates. [Million Blades] 70% Int Dmg. Range: 6 cells. 5 hits. User dual wields two Infinite Blades that boost basic attack damage and critical hit rate by 20% but reduces the range to adjacent cell. 3 turn duration. [Million Arrows] 140% Int Dmg. Range: All enemies. User wields Infinite Bow that fires 3 arrows per basic attack instead of one and extends basic attack range by 1 cell. 3 turn duration.
X-Ability: Fill The World With Art (Neutral) - "...and it shall become as a paradise." Freezes time and unlatches the large palette from one's back, lacing it with a plethora of paints and giving it a mighty spin, watching as it spins and rises into the sky, the world rendered colorless as time continues to remain motionless. A sudden stop in the spinning and powerful streams of color burst from the splotches on the palette like a broken dam releasing the reservoir's waters. In a chromatic tide, time begins to flow once more and the enemies are left to drown in the river of paint that brings life into this world and makes it into the paradise it was meant to be. Deals 100% Piercing Int damage to all enemies. Total damage dealt to the opposition is divided amongst allies as HP Recovery.
~ Stats ~
HP: 15
MP: 25 (+5 from Wooden Palette)
Atk: 2 (+0 from Beginner's Paintbrush)
Def: 2 (+0 from Baggy Shirt)
Int: 5 (+1 from Beginner's Paintbrush)
Spr: 3 (+1 from Baggy Shirt)
Critical: 4%
Evasion: 3%
Movement: 2 Cells (+0 from Wandering Artist Profession)
X Gauge: 0/5
Skill Points: 0
Upgrade Points: 0
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» The Manatorium Chronicle
» .the world is twisted [Starting - Accepting 4]
» Tom's Character Log
» New character
» JCM's only character
» .the world is twisted [Starting - Accepting 4]
» Tom's Character Log
» New character
» JCM's only character
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