Masquerade's Character Chronicle
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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
Re: Masquerade's Character Chronicle
Name: Mistral, Rune Knight of the Howling Winds
Gender: Female
Age: 22
Level: 6
Next Level: --/--
Profession: Rune Knight - The strongest of the knights of Runescryum, the one who claims this profession undergoes a ritual in which runes are inscribed into the body with searing hot needles, and these runes then bestow one with the incredible power of an element rumored to be based upon personality. (Free Spirit)
*Free Spirit: One’s movement cannot be halted or inhibited in any way.
Weapon: Valiant Crusher – Mallet composed of intertwined, smelted silver and gold, this heavy ornate eyesore is the last thing most living things see when used against them. (Range: 2 cells)(Critical hit damage +25%)
Armor: Flowing Spirit – Woven of the finest thread, these free-flowing garments wind around the wearer’s body allowing for the greatest amount of movement. (Move +2 cells)(Evade +5%)
Accessory: Million Gales – Beautiful emerald amulet that consistently purges harmful ailments from the wearer. (Shortens negative status durations by 2 turns)
A-Ability: Wind's Caress:
+Familiar Gale: Conjures a quickening wind that binds to one’s soul and enhances movements enabling one to do more in a shorter amount of time. Bestows Haste that cannot be dispelled by any means. Range: Self. 12 MP. Unique.
+Violent Axle: Leaps into the air and spins hammer around and around, striking a grounded foe at an angle. 130% Atk Dmg. Range: 3 cells. Lands in cell adjacent to target after attack. Chance of Addle. 10 MP.
+Cosmos Kiss: Performs a back flip off of an upward blow to an enemy using one’s hammer sending the enemy airborne. 110% Atk Dmg. Range: 2 cells. Moves 3 cells away from enemy. 8 MP.
---Dragonheart: Plummet: Sprouts ethereal dragon wings and takes flight, flashing towards a helpless airborne foe before driving into them with one’s mallet and forcing them down and into the ground. 140% Atk Dmg from initial strike. 160% Atk Dmg from ground impact. Range: Set. 2 hits. Chance of Weak. 20 MP.
+Eagle Gaze: The fierce gaze of the winged predator silences the prey and prevents them from escaping. 120% Int Dmg. Range: 3 cells. Chance of Silence. Chance of Paralysis. 16 MP.
+Whirling Gavotte: Rears back and unleashes one’s mallet, watching with suspense as it whirls towards its intended targets like a looming instrument of demise. 200% Atk Dmg. Range: Linear, one direction, hits all in the way. Knocks all targets hit to the far reaches of the battlefield; multiple targets will incur pileup damage. 24 MP.
R-Ability: None.
S-Ability: Eroding Wind – The wind grants one the edge one needs to weather away foes at a much quicker pace boosting critical hit chance innately by 10%.
D-Ability: Spirit Swell (Wind) – Conjures the quickest winds from around the planet and gathers them into one concentrated storm that whirls around a single target, ripping at their corporeal form until nothing is left within the funnel. Deals 200% Piercing Atk damage to one enemy in a 6 cell radius of the user. Survivors are subject to Blood Loss.
Stats:
HP: 150
MP: 115
DD: 0/10
Atk: 8 (+5 from Valiant Crusher)
Def: 4 (+2 from Flowing Spirit)
Int: 3 (+3 from Valiant Crusher)
Spr: 5 (+4 from Flowing Spirit)(+2 from Million Gales)
Evasion: 8% (+5% from Flowing Spirit)
Movement: 2 cells (+2 from Rune Knight profession)
Skill Points: 0
Gender: Female
Age: 22
Level: 6
Next Level: --/--
Profession: Rune Knight - The strongest of the knights of Runescryum, the one who claims this profession undergoes a ritual in which runes are inscribed into the body with searing hot needles, and these runes then bestow one with the incredible power of an element rumored to be based upon personality. (Free Spirit)
*Free Spirit: One’s movement cannot be halted or inhibited in any way.
Weapon: Valiant Crusher – Mallet composed of intertwined, smelted silver and gold, this heavy ornate eyesore is the last thing most living things see when used against them. (Range: 2 cells)(Critical hit damage +25%)
Armor: Flowing Spirit – Woven of the finest thread, these free-flowing garments wind around the wearer’s body allowing for the greatest amount of movement. (Move +2 cells)(Evade +5%)
Accessory: Million Gales – Beautiful emerald amulet that consistently purges harmful ailments from the wearer. (Shortens negative status durations by 2 turns)
A-Ability: Wind's Caress:
+Familiar Gale: Conjures a quickening wind that binds to one’s soul and enhances movements enabling one to do more in a shorter amount of time. Bestows Haste that cannot be dispelled by any means. Range: Self. 12 MP. Unique.
+Violent Axle: Leaps into the air and spins hammer around and around, striking a grounded foe at an angle. 130% Atk Dmg. Range: 3 cells. Lands in cell adjacent to target after attack. Chance of Addle. 10 MP.
+Cosmos Kiss: Performs a back flip off of an upward blow to an enemy using one’s hammer sending the enemy airborne. 110% Atk Dmg. Range: 2 cells. Moves 3 cells away from enemy. 8 MP.
---Dragonheart: Plummet: Sprouts ethereal dragon wings and takes flight, flashing towards a helpless airborne foe before driving into them with one’s mallet and forcing them down and into the ground. 140% Atk Dmg from initial strike. 160% Atk Dmg from ground impact. Range: Set. 2 hits. Chance of Weak. 20 MP.
+Eagle Gaze: The fierce gaze of the winged predator silences the prey and prevents them from escaping. 120% Int Dmg. Range: 3 cells. Chance of Silence. Chance of Paralysis. 16 MP.
+Whirling Gavotte: Rears back and unleashes one’s mallet, watching with suspense as it whirls towards its intended targets like a looming instrument of demise. 200% Atk Dmg. Range: Linear, one direction, hits all in the way. Knocks all targets hit to the far reaches of the battlefield; multiple targets will incur pileup damage. 24 MP.
R-Ability: None.
S-Ability: Eroding Wind – The wind grants one the edge one needs to weather away foes at a much quicker pace boosting critical hit chance innately by 10%.
D-Ability: Spirit Swell (Wind) – Conjures the quickest winds from around the planet and gathers them into one concentrated storm that whirls around a single target, ripping at their corporeal form until nothing is left within the funnel. Deals 200% Piercing Atk damage to one enemy in a 6 cell radius of the user. Survivors are subject to Blood Loss.
Stats:
HP: 150
MP: 115
DD: 0/10
Atk: 8 (+5 from Valiant Crusher)
Def: 4 (+2 from Flowing Spirit)
Int: 3 (+3 from Valiant Crusher)
Spr: 5 (+4 from Flowing Spirit)(+2 from Million Gales)
Evasion: 8% (+5% from Flowing Spirit)
Movement: 2 cells (+2 from Rune Knight profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Lucifer Vitelli
Gender: Male
Age: 26
Level: 9
Next Level: --/--
Profession: Lightbringer - Every last demon will meet its end. It is the will of the one who claims this profession to rid the Manaverse of demons and their foul taint by unleashing the true power of light upon them. Darkness will fade and this realm will truly become a paradise under his guiding hand. (Blessed)
*Blessed: Light elemental skills that happen to be a target's weakness deal 50% more damage. Healing visited upon allies by the user is boosted by 10%.
Weapon: Armageddon - A tome entailing the drawn out final battle between good and evil. It has been foretold that the battle will be tipped in good's favor. (Range: Infinite)(Light elemental)(Healing given +10%)
Armor: Vêtements de l'Ame - Beautiful white cloak surrounding a form-fitting white shirt and matching shorts, the regalia protects the wearer with the force of his or her own soul. (DEF and SPR +10%)
Accessory: Eye of Oblivion - Obsidian jewel procured from the Void, what powers it possesses remain unknown. (Immune Oblivion)(Voidwalker)(Void Power)
---Void Power: All skills deal 20% more damage. Only affects skills that target enemies.
A-Ability: Eradication of Evil:
+Inferno Shaker: "Rattle the cage of the trapped beasts!" Sets the ground to shaking, throwing an isolated point and its surrounding area into chaos. 120% Int Dmg. Range: 3 cells and all cells surrounding the target. Targets have their Movement decreased by 2 cells for 3 turns. 10 MP. Earth elemental.
+Purification: "The light descends and cleanses the soul of what ails it!" Light descends from the heavens and surges through the target's heart, healing their injuries and purging disease and ailments from their mortal body. 90% Int HP Recovery. Range: 4 cells. Removes all negative status effects. 14 MP.
+Devil Burst: "The cries of the scorned beasts shall be music to our ears!" Through psychokinesis, swirls the internal organs of the target around like a blender, destroying them from the inside before causing a violent explosion. 150% Int Dmg from psychokinesis. 120% Int Dmg from explosion. Range: 3 cells (pk); all cells surrounding the target (explosion.) Chance of Blood Loss for main target. Targets caught in the explosion are Burned for 3 turns and Stunned for 1. 36 MP.
+Ninth Circle: "The searing flames part and reveal the permafrost that entombs the greatest sinner of them all!" Calls forth the permanent ice that cannot be melted from the deepest depths of the abyss of Hell to surge forth and create a frozen coffin to forever ensnare a foe with demons being sent to the depths of Hell if successfully captured. 170% Int Dmg. Range: Single enemy. Chance of Freeze. Freeze inflicted by this spell cannot be dispelled by any means including attacks of the Fire element. Demon type enemies Frozen by this skill are ejected permanently from battle. 28 MP. Ice elemental.
+Crucifixion: "O divine light! Strike down from the skies and inflict upon the enemies the pain of our savior!" A blinding lightning bolt drops from the sky carrying a tremendous amount of pain which magnifies with the weight of the sins of the one struck. 220% Int Dmg. Range: 6 cells. Deals bonus damage equal to 50% of the user's missing health as magic damage. Chance of Burn. Chance of Paralysis. 44 MP. Light elemental.
+Resurrection: "O divine tragedy! Angels, cry your tears upon the scorched earth and bring life forth from the ashes!" A holy rain of angelic tears cascades upon one's allies and brings the fallen back to life. Revives all KO'd allies with 40% of their Max HP. Range: All allies. 72 MP.
+Radiation: "Quiver in fear, oh damned ones; the light has come!" Draws light into oneself from all sources in the universe, purifies it, and unleashes it outwards in a mighty burst that literally burns away the taint of evil upon the battlefield while scathing all other forces who dare oppose the user. 300% Int Dmg. Range: All enemies. Demon and Undead enemies are Obliterated. Chance of Blind. Chance of Severe Burn. 144 MP.
R-Ability: Benefactor's Gift - Upon recovering MP by any means, bestows MP Regen upon the user for 5 turns with doubled effectiveness.
S-Ability: Luminous Soul - Draws forth energy from the leftover light that was used to destroy a foe allowing the user to recover 10% Max MP upon killing an enemy with a Light-based skill or basic attack.
D-Ability: Burden of the Almighty (Fire) - Taking the troubles of the gods upon one's own shoulders, one also gains unimaginable power, drawing forth upon it to open the gates of Armageddon in the sky allowing a cascade of blazing spheres of flame to fall forth and destroy the planet, the gods retracting the power to bring balance to the world after the devastation, but not sparing the damage dealt to the enemies. Deals 50% Piercing Int Dmg 8 times to targets chosen randomly upon the battlefield. Deals 200% Piercing Int Dmg if only one target. Survivors are subject to Severe Burn.
Stats:
HP: 30
MP: 55 (+15 from Eye of Oblivion)
DD: 0/10
Atk: 1 (+0 from Armageddon)
Def: 6 (+2 from Vêtements de l'Ame)(+1 from Vêtements de l'Ame [E])
Int: 10 (+7 from Armageddon)(+3 from Eye of Oblivion)
Spr: 8 (+5 from Vêtements de l'Ame)(+1 from Vêtements de l'Ame [E])
Evasion: 3%
Movement: 2 cells (+0 from Lightbringer profession)
Skill Points: 0
Gender: Male
Age: 26
Level: 9
Next Level: --/--
Profession: Lightbringer - Every last demon will meet its end. It is the will of the one who claims this profession to rid the Manaverse of demons and their foul taint by unleashing the true power of light upon them. Darkness will fade and this realm will truly become a paradise under his guiding hand. (Blessed)
*Blessed: Light elemental skills that happen to be a target's weakness deal 50% more damage. Healing visited upon allies by the user is boosted by 10%.
Weapon: Armageddon - A tome entailing the drawn out final battle between good and evil. It has been foretold that the battle will be tipped in good's favor. (Range: Infinite)(Light elemental)(Healing given +10%)
Armor: Vêtements de l'Ame - Beautiful white cloak surrounding a form-fitting white shirt and matching shorts, the regalia protects the wearer with the force of his or her own soul. (DEF and SPR +10%)
Accessory: Eye of Oblivion - Obsidian jewel procured from the Void, what powers it possesses remain unknown. (Immune Oblivion)(Voidwalker)(Void Power)
---Void Power: All skills deal 20% more damage. Only affects skills that target enemies.
A-Ability: Eradication of Evil:
+Inferno Shaker: "Rattle the cage of the trapped beasts!" Sets the ground to shaking, throwing an isolated point and its surrounding area into chaos. 120% Int Dmg. Range: 3 cells and all cells surrounding the target. Targets have their Movement decreased by 2 cells for 3 turns. 10 MP. Earth elemental.
+Purification: "The light descends and cleanses the soul of what ails it!" Light descends from the heavens and surges through the target's heart, healing their injuries and purging disease and ailments from their mortal body. 90% Int HP Recovery. Range: 4 cells. Removes all negative status effects. 14 MP.
+Devil Burst: "The cries of the scorned beasts shall be music to our ears!" Through psychokinesis, swirls the internal organs of the target around like a blender, destroying them from the inside before causing a violent explosion. 150% Int Dmg from psychokinesis. 120% Int Dmg from explosion. Range: 3 cells (pk); all cells surrounding the target (explosion.) Chance of Blood Loss for main target. Targets caught in the explosion are Burned for 3 turns and Stunned for 1. 36 MP.
+Ninth Circle: "The searing flames part and reveal the permafrost that entombs the greatest sinner of them all!" Calls forth the permanent ice that cannot be melted from the deepest depths of the abyss of Hell to surge forth and create a frozen coffin to forever ensnare a foe with demons being sent to the depths of Hell if successfully captured. 170% Int Dmg. Range: Single enemy. Chance of Freeze. Freeze inflicted by this spell cannot be dispelled by any means including attacks of the Fire element. Demon type enemies Frozen by this skill are ejected permanently from battle. 28 MP. Ice elemental.
+Crucifixion: "O divine light! Strike down from the skies and inflict upon the enemies the pain of our savior!" A blinding lightning bolt drops from the sky carrying a tremendous amount of pain which magnifies with the weight of the sins of the one struck. 220% Int Dmg. Range: 6 cells. Deals bonus damage equal to 50% of the user's missing health as magic damage. Chance of Burn. Chance of Paralysis. 44 MP. Light elemental.
+Resurrection: "O divine tragedy! Angels, cry your tears upon the scorched earth and bring life forth from the ashes!" A holy rain of angelic tears cascades upon one's allies and brings the fallen back to life. Revives all KO'd allies with 40% of their Max HP. Range: All allies. 72 MP.
+Radiation: "Quiver in fear, oh damned ones; the light has come!" Draws light into oneself from all sources in the universe, purifies it, and unleashes it outwards in a mighty burst that literally burns away the taint of evil upon the battlefield while scathing all other forces who dare oppose the user. 300% Int Dmg. Range: All enemies. Demon and Undead enemies are Obliterated. Chance of Blind. Chance of Severe Burn. 144 MP.
R-Ability: Benefactor's Gift - Upon recovering MP by any means, bestows MP Regen upon the user for 5 turns with doubled effectiveness.
S-Ability: Luminous Soul - Draws forth energy from the leftover light that was used to destroy a foe allowing the user to recover 10% Max MP upon killing an enemy with a Light-based skill or basic attack.
D-Ability: Burden of the Almighty (Fire) - Taking the troubles of the gods upon one's own shoulders, one also gains unimaginable power, drawing forth upon it to open the gates of Armageddon in the sky allowing a cascade of blazing spheres of flame to fall forth and destroy the planet, the gods retracting the power to bring balance to the world after the devastation, but not sparing the damage dealt to the enemies. Deals 50% Piercing Int Dmg 8 times to targets chosen randomly upon the battlefield. Deals 200% Piercing Int Dmg if only one target. Survivors are subject to Severe Burn.
Stats:
HP: 30
MP: 55 (+15 from Eye of Oblivion)
DD: 0/10
Atk: 1 (+0 from Armageddon)
Def: 6 (+2 from Vêtements de l'Ame)(+1 from Vêtements de l'Ame [E])
Int: 10 (+7 from Armageddon)(+3 from Eye of Oblivion)
Spr: 8 (+5 from Vêtements de l'Ame)(+1 from Vêtements de l'Ame [E])
Evasion: 3%
Movement: 2 cells (+0 from Lightbringer profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Masq
Gender: Male
Age: 22
Level: 1
Next Level: 0/12
Appearance:
Profession: Pugilist - A novice of martial arts, the one who claims this profession seeks out on a journey to hone one's prowess of hand-to-hand combat, delivering quick blows and locking down foes in a tirade of brutal assaults. (Equips: Gloves, Claws, Wraps)(Ongoing Struggle)
*Ongoing Struggle: Allows the linking of any skill to a single basic attack. Linked skills deal 20% less damage than normal.
Weapon: Bandage Wraps - White bandages covered in grime and blood that cover one's hands. The blood surely does not belong to the wearer. (2 hits)
Armor: Holey Attire - Acquired by monks who taught the way of the fist, it is now nothing more than a shabby remnant of what it used to be.
Accessory: Gold Talisman - Supposedly blessed ward made of naught but lies and fool's gold.
A-Ability: The Path of Coexistence:
+Engage: Lunges forth towards a foe and forces a duel of might between the foe and oneself. Rushes to an adjacent cell of a target and launches a basic attack. The target can now only target the user. If the user attacks a different target, the effects of Engage end. Engaged targets take 10% more damage from the user. More effects are stacked the longer the target is Engaged. Range: 3 cells. 8 MP.
*Escalating Fury: Damage dealt by the user on the Engaged target increases by 5% per turn of Engagement stacking at 50% increased damage on the 9th turn of an Engagement.
*Into the Fray: Grants 10% Evade to the user while Engaged in battle with a target. Activates on the 3rd turn of an Engagement.
*Bloody and Beaten: Basic attacks have a chance to inflict Bleeding. Activates on the 5th turn of an Engagement.
*Foe Foresight: All attacks and skills have a 25% increased chance to be a Critical Hit. Activates on the 7th turn of an Engagement.
*Battle to the Death: Basic attacks have a chance of inflicting Instant Death. Activates on the 10th turn of an Engagement.
+Fire and Ice: Crashes down from above with fist covered in flame before delivering a sweeping kick that conjures icicles to strike upwards over the course of the motion. 120% Fire Atk Dmg. 80% Ice Atk Dmg. Range: Adjacent. Subsequent basic attacks are of the Ice element and apply stacks of Frostbite. On receiving the third stack of Frostbite, an enemy is Frozen. 10 MP.
R-Ability:Critical Counter - When attacked from an adjacent cell by any means, counterattacks the target with a basic attack that can be chained into a skill and counts towards an attack action which will apply Rapid Blow. If the enemy's attack is dodged, it's attack chain is interrupted and Masq disappears behind the target for a basic attack that is automatically Critical. If skills and/or Rapid Blow is added to the attack chain, each of those hits are also Critical.
S-Ability: Rapid Blow - Every third attack action, whether it be basic or skill, the user may add one extra hit to an attack chain. Individual attacks in an attack chain do not count towards activating this ability.
D-Ability: Astral Barrage (Holy) - Glowing fists of light strike out at the darkness. Unleashing the forbidden power of the Path of the Cosmos, one piles into an enemy with devastating punches and blistering kicks, the power of the light not only shattering bone, but the spirit as well. Deals 200% Piercing Atk damage to an adjacent foe. Survivors have their MP reduced to 0.
Stats:
HP: 20 / 20
MP: 20 / 20
Atk: 4 (+1 from Bandage Wraps)
Def: 3 (+0 from Holey Attire)
Int: 1 (+0 from Bandage Wraps)
Spr: 2 (+1 from Holey Attire)(+1 from Gold Talisman)
Critical: 5%
Evasion: 3%
Movement: 2 cells (+1 from Pugilist Profession)
Skill Points: 0
Gender: Male
Age: 22
Level: 1
Next Level: 0/12
Appearance:
- Spoiler:
Profession: Pugilist - A novice of martial arts, the one who claims this profession seeks out on a journey to hone one's prowess of hand-to-hand combat, delivering quick blows and locking down foes in a tirade of brutal assaults. (Equips: Gloves, Claws, Wraps)(Ongoing Struggle)
*Ongoing Struggle: Allows the linking of any skill to a single basic attack. Linked skills deal 20% less damage than normal.
Weapon: Bandage Wraps - White bandages covered in grime and blood that cover one's hands. The blood surely does not belong to the wearer. (2 hits)
Armor: Holey Attire - Acquired by monks who taught the way of the fist, it is now nothing more than a shabby remnant of what it used to be.
Accessory: Gold Talisman - Supposedly blessed ward made of naught but lies and fool's gold.
A-Ability: The Path of Coexistence:
+Engage: Lunges forth towards a foe and forces a duel of might between the foe and oneself. Rushes to an adjacent cell of a target and launches a basic attack. The target can now only target the user. If the user attacks a different target, the effects of Engage end. Engaged targets take 10% more damage from the user. More effects are stacked the longer the target is Engaged. Range: 3 cells. 8 MP.
*Escalating Fury: Damage dealt by the user on the Engaged target increases by 5% per turn of Engagement stacking at 50% increased damage on the 9th turn of an Engagement.
*Into the Fray: Grants 10% Evade to the user while Engaged in battle with a target. Activates on the 3rd turn of an Engagement.
*Bloody and Beaten: Basic attacks have a chance to inflict Bleeding. Activates on the 5th turn of an Engagement.
*Foe Foresight: All attacks and skills have a 25% increased chance to be a Critical Hit. Activates on the 7th turn of an Engagement.
*Battle to the Death: Basic attacks have a chance of inflicting Instant Death. Activates on the 10th turn of an Engagement.
+Fire and Ice: Crashes down from above with fist covered in flame before delivering a sweeping kick that conjures icicles to strike upwards over the course of the motion. 120% Fire Atk Dmg. 80% Ice Atk Dmg. Range: Adjacent. Subsequent basic attacks are of the Ice element and apply stacks of Frostbite. On receiving the third stack of Frostbite, an enemy is Frozen. 10 MP.
R-Ability:
S-Ability: Rapid Blow - Every third attack action, whether it be basic or skill, the user may add one extra hit to an attack chain. Individual attacks in an attack chain do not count towards activating this ability.
D-Ability: Astral Barrage (Holy) - Glowing fists of light strike out at the darkness. Unleashing the forbidden power of the Path of the Cosmos, one piles into an enemy with devastating punches and blistering kicks, the power of the light not only shattering bone, but the spirit as well. Deals 200% Piercing Atk damage to an adjacent foe. Survivors have their MP reduced to 0.
Stats:
HP: 20 / 20
MP: 20 / 20
Atk: 4 (+1 from Bandage Wraps)
Def: 3 (+0 from Holey Attire)
Int: 1 (+0 from Bandage Wraps)
Spr: 2 (+1 from Holey Attire)(+1 from Gold Talisman)
Critical: 5%
Evasion: 3%
Movement: 2 cells (+1 from Pugilist Profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Everette Swift
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
Profession: Lancer - Dwelling in the forest and possessing a magnificent affinity for nature, the one who claims this profession with lance or spear in hand makes sure to defend nature at any cost. (Friend of the Forest)
*Friend of the Forest: This unit has a Sylph companion that is automatically summoned at the beginning of each battle.
Weapon: Rusted Lance - Crudely made lance with a wooden handle and a severely rusted blade. (Range: 2 cells)
Armor: Leaf Tunic - Environmentally friendly tunic made completely out of leaves that had fallen off the forest's trees.
Accessory: Hemp Sash - Just a belt made of rope, essentially. 4/20 blaze it.
A-Ability: The Forest's Defense:
+True Thrust: With expert aim, jabs one's weapon into the opponent with utmost accuracy. 120% Atk Dmg. Range: 2 cells. Sure hit. 6 MP.
+Sharp Eye: Enhances vision, letting the other senses down in order to land more vicious strikes upon the opposition. Boosts Critical Hit Rate by 25% for 3 turns. Range: Self. 8 MP.
R-Ability: None.
S-Ability: Forest's Veil - Bestows Shell to this unit at the beginning of every battle. When the Shell fades or is dispelled, grants 5% Evasion to this unit for the rest of the battle.
D-Ability: Nature's Wrath (Earth) - Calls forth the might of soil to surge around the user, empowering every muscle in one's body to unleash a violent lunge through every enemy that dare to be in the way of this horrid attack, leaving destruction in one's wake in the form of powerful tremors that give way to explosions. Deals 150% Piercing Atk damage to all enemies in the same row/column as the user in one direction. The user winds up at a cell in the same row/column at the far reaches of the battlefield. Survivors are subject to Confusion and Slow.
Stats:
HP: 20 (+5 from Hemp Sash)
MP: 20
DD: 0/10
Atk: 4 (+1 from Rusted Lance)
Def: 3 (+0 from Leaf Tunic)
Int: 1 (+0 from Rusted Lance)
Spr: 2 (+1 from Leaf Tunic)
Evasion: 3%
Movement: 2 cells (+1 from Lancer Profession)
Skill Points: 0
Name: Anaxia
Gender: Male
Age: ?
Level: 1
Next Level: 0/12
Profession: Sylph - A spritely creature born of a flower deep in the forest, it is blessed with an adept control over nature magic allowing it to protect the forest and those who pledge themselves to do the same. (Nature's Boon)
*Nature's Boon: Grants a 10% stat increase to the one who summons this unit.
A-Ability: Forest's Gift:
+Autumn Falling: Brown leaves mark the change of the seasons and also leaves the enemies to drop their guards. No damage. Range: All enemies. Lowers target DEF and SPR by 10% for 5 turns. 8 MP.
+Blessed Bloom: Splashes the bountiful nectar of the life flower upon one's ally and grants them the gift of improved health. 100% Int HP Recovery. Range: 3 cells. Bestows Immunity. 12 MP.
R-Ability: None.
S-Ability: Immortal - This unit is automatically revived at full health after being KO'd for 3 turns as long as the one who summoned this unit remains alive on the battlefield. If the unit's summoner is KO'd, this unit will disappear after 3 turns of the summoner's death unless the summoner is revived.
D-Ability: The Forest's Rise (Neutral) - Unleashing the mightiest force of nature that one can muster, one's magic gives rise to the birth of a new forest, trees plowing upwards from the ground even going as far as to merge out of already existing trees conjured by this magic, all of them buffeting the enemies into the air and letting them drop into the canopy below before the forest disappears as the magic gives way letting the bodies then drop to the earth. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Addle and Paralysis.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 6
Spr: 4
Evasion: 5%
Movement: 2 cells (+2 from Sylph Profession)
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
- Spoiler:
- Everette is a tall individual with beautiful white hair that waves back and flips up a bit at the ends with several stray pieces sticking out in whichever whimsical fashion they wish to stick out at, as if they had minds of their owns. He has a strange archaeic tattoo upon his tanned face in dark blue ink, and his icy blue eyes glisten with the merriment of the forest. His cheekbones are high and features sharp and well-defined, his slightly long and pointed nose protruding from his face, and thinner lips than usual, dark in color instead of light rest beneath them, often in a subtle, peaceful smile. His clothing is made of leaves and plant matter in some shape or form--a white cotton undershirt with a tunic made of green leaves, and brown cotton pants that press against his legs tightly to allow some mobility without getting tripped up on the bagginess of the clothing. He often goes barefoot and dons his wooden sandals when he has too. He has a hemp sash that he wears about his waist with a small sack to carry his gold and personal affects. On his back is his trusty lance which has definitely seen better days...most likely before it had even been a lance, for it had been put together with a broom handle and a rusted piece of metal, but it still serves its purpose well.
Profession: Lancer - Dwelling in the forest and possessing a magnificent affinity for nature, the one who claims this profession with lance or spear in hand makes sure to defend nature at any cost. (Friend of the Forest)
*Friend of the Forest: This unit has a Sylph companion that is automatically summoned at the beginning of each battle.
Weapon: Rusted Lance - Crudely made lance with a wooden handle and a severely rusted blade. (Range: 2 cells)
Armor: Leaf Tunic - Environmentally friendly tunic made completely out of leaves that had fallen off the forest's trees.
Accessory: Hemp Sash - Just a belt made of rope, essentially. 4/20 blaze it.
A-Ability: The Forest's Defense:
+True Thrust: With expert aim, jabs one's weapon into the opponent with utmost accuracy. 120% Atk Dmg. Range: 2 cells. Sure hit. 6 MP.
+Sharp Eye: Enhances vision, letting the other senses down in order to land more vicious strikes upon the opposition. Boosts Critical Hit Rate by 25% for 3 turns. Range: Self. 8 MP.
R-Ability: None.
S-Ability: Forest's Veil - Bestows Shell to this unit at the beginning of every battle. When the Shell fades or is dispelled, grants 5% Evasion to this unit for the rest of the battle.
D-Ability: Nature's Wrath (Earth) - Calls forth the might of soil to surge around the user, empowering every muscle in one's body to unleash a violent lunge through every enemy that dare to be in the way of this horrid attack, leaving destruction in one's wake in the form of powerful tremors that give way to explosions. Deals 150% Piercing Atk damage to all enemies in the same row/column as the user in one direction. The user winds up at a cell in the same row/column at the far reaches of the battlefield. Survivors are subject to Confusion and Slow.
Stats:
HP: 20 (+5 from Hemp Sash)
MP: 20
DD: 0/10
Atk: 4 (+1 from Rusted Lance)
Def: 3 (+0 from Leaf Tunic)
Int: 1 (+0 from Rusted Lance)
Spr: 2 (+1 from Leaf Tunic)
Evasion: 3%
Movement: 2 cells (+1 from Lancer Profession)
Skill Points: 0
Name: Anaxia
Gender: Male
Age: ?
Level: 1
Next Level: 0/12
Profession: Sylph - A spritely creature born of a flower deep in the forest, it is blessed with an adept control over nature magic allowing it to protect the forest and those who pledge themselves to do the same. (Nature's Boon)
*Nature's Boon: Grants a 10% stat increase to the one who summons this unit.
A-Ability: Forest's Gift:
+Autumn Falling: Brown leaves mark the change of the seasons and also leaves the enemies to drop their guards. No damage. Range: All enemies. Lowers target DEF and SPR by 10% for 5 turns. 8 MP.
+Blessed Bloom: Splashes the bountiful nectar of the life flower upon one's ally and grants them the gift of improved health. 100% Int HP Recovery. Range: 3 cells. Bestows Immunity. 12 MP.
R-Ability: None.
S-Ability: Immortal - This unit is automatically revived at full health after being KO'd for 3 turns as long as the one who summoned this unit remains alive on the battlefield. If the unit's summoner is KO'd, this unit will disappear after 3 turns of the summoner's death unless the summoner is revived.
D-Ability: The Forest's Rise (Neutral) - Unleashing the mightiest force of nature that one can muster, one's magic gives rise to the birth of a new forest, trees plowing upwards from the ground even going as far as to merge out of already existing trees conjured by this magic, all of them buffeting the enemies into the air and letting them drop into the canopy below before the forest disappears as the magic gives way letting the bodies then drop to the earth. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Addle and Paralysis.
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1
Def: 2
Int: 6
Spr: 4
Evasion: 5%
Movement: 2 cells (+2 from Sylph Profession)
Re: Masquerade's Character Chronicle
Name: Fortunata
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
Profession: Fortuneteller - The one who claims this profession uses the Tarot to divine the futures of friends and foes alike, calling upon the inner spirits of the cards to bring about unpredictable effects--at least unpredictable to all but the fortuneteller himself. (Unknown Fate)
*Unknown Fate: Increases critical hit rate of damage-inflicting skills by 10%. Healing output is also increased by 10%.
Weapon: Cracked Crystal Ball - Divination tool that psychics peer into to see the future. This one is a little cracked. (Damage: INT)(Range: 2 cells)
Armor: Vagabond's Garment - Motley collection of colorful rags with various patches that serves as reliable clothing for your everyday wanderer.
Accessory: Psychic's Scarf - Beautiful violet scarf woven together with more than just thread.
A-Ability: The Journey:
+The Fool: At the beginning of one's journey, one knows not of the world around oneself, and without knowledge, one is susceptible to the threats that lie in wait in the shadows. No damage. Range: 3 cells. Lowers target DEF and SPR by 20% for 3 turns. 8 MP.
+The Magician: Calling upon the might of the magician, the power of the elements are unleashed. 90% Int Dmg. Range: 3 cells. 3 hits. [Fire] Chance of Burn. [Ice] Chance of Freeze. [Lightning] Chance of Paralysis. 6/14/18 MP. Fire/Ice/Lightning elemental.
R-Ability: None.
S-Ability: Foresight (I) - Innately boosts Evasion by 3%.
D-Ability: *coming soon lmao*
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Cracked Crystal Ball)
Def: 2 (+0 from Vagabond's Garment)
Int: 4 (+1 Cracked Crystal Ball)(+1 from Psychic's Scarf)
Spr: 3 (+1 from Vagabond's Garment)
Evasion: 2% (+3% from Foresight I)
Movement: 2 cells (+0 from Fortuneteller Profession)
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
- Spoiler:
- coming soon also lmao
Profession: Fortuneteller - The one who claims this profession uses the Tarot to divine the futures of friends and foes alike, calling upon the inner spirits of the cards to bring about unpredictable effects--at least unpredictable to all but the fortuneteller himself. (Unknown Fate)
*Unknown Fate: Increases critical hit rate of damage-inflicting skills by 10%. Healing output is also increased by 10%.
Weapon: Cracked Crystal Ball - Divination tool that psychics peer into to see the future. This one is a little cracked. (Damage: INT)(Range: 2 cells)
Armor: Vagabond's Garment - Motley collection of colorful rags with various patches that serves as reliable clothing for your everyday wanderer.
Accessory: Psychic's Scarf - Beautiful violet scarf woven together with more than just thread.
A-Ability: The Journey:
+The Fool: At the beginning of one's journey, one knows not of the world around oneself, and without knowledge, one is susceptible to the threats that lie in wait in the shadows. No damage. Range: 3 cells. Lowers target DEF and SPR by 20% for 3 turns. 8 MP.
+The Magician: Calling upon the might of the magician, the power of the elements are unleashed. 90% Int Dmg. Range: 3 cells. 3 hits. [Fire] Chance of Burn. [Ice] Chance of Freeze. [Lightning] Chance of Paralysis. 6/14/18 MP. Fire/Ice/Lightning elemental.
R-Ability: None.
S-Ability: Foresight (I) - Innately boosts Evasion by 3%.
D-Ability: *coming soon lmao*
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Cracked Crystal Ball)
Def: 2 (+0 from Vagabond's Garment)
Int: 4 (+1 Cracked Crystal Ball)(+1 from Psychic's Scarf)
Spr: 3 (+1 from Vagabond's Garment)
Evasion: 2% (+3% from Foresight I)
Movement: 2 cells (+0 from Fortuneteller Profession)
Re: Masquerade's Character Chronicle
Name: Elsa
Gender: Female
Age: ?
Level: 3
Limiter: --/--
Profession: Snow Queen - Possessing a rare gift, the one who claims this profession sought to keep said gift under wraps only to wind up unleashing its full might upon her kingdom leading her astray and without any idea of what to do aside from leading a life of isolation. (Winter Touch)
*Winter Touch: Basic attacks are of the Ice element and have a chance of chilling an enemy to the bone via application of the Freeze status.
Weapon: Heart of Snow - Innate amplification of one's snowy powers. (Damage: INT)(Range: 3 cells)
Armor: Snow Queen's Gown - Beautiful crystalline gown made from the power of ice and also made to resemble the power from which it came.
Accessory: Translucent Cape - Elegant cape made to be worn with a certain gown.
A-Ability: Let It Go:
+Rampant Ice: Unleashes a vicious flurry that furiously buffets random enemies upon the field. 110% Int Dmg. Range: All enemies. 3 randomized hits. 10 LP. Ice elemental.
+Slipstream: Releases a fierce blast of frozen wind forwards to send shivers up and down the spines of those who get caught in it. 140% Int Dmg. Range: Straight line, one direction. High chance of spell interruption. 16 LP.
R-Ability: None.
S-Ability: Love's Warmth - Allows the user to remove Freeze status from all units allied with the user. Attacks of the Fire element deal normal damage to the user.
D-Ability: Eternal Winter (Ice) - With a single snowflake the start of a perpetual snow occurs leading to the area becoming naught but a drift of white which one uses to completely bury the warm-blooded foes, granting them the peace of a frozen death safely stored within a tomb of ice and snow. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Freeze.
Stats:
HP: 30
LP: --/--
DD: 0/10
Atk: 1 (+0 from Heart of Snow)
Def: 3 (+1 from Snow Queen's Gown)
Int: 6 (+2 from Heart of Snow)
Spr: 3 (+2 from Snow Queen's Gown)(+1 from Translucent Cape)
Evasion: 1%
Movement: 2 cells (+0 from Snow Queen Profession)
Gender: Female
Age: ?
Level: 3
Limiter: --/--
Profession: Snow Queen - Possessing a rare gift, the one who claims this profession sought to keep said gift under wraps only to wind up unleashing its full might upon her kingdom leading her astray and without any idea of what to do aside from leading a life of isolation. (Winter Touch)
*Winter Touch: Basic attacks are of the Ice element and have a chance of chilling an enemy to the bone via application of the Freeze status.
Weapon: Heart of Snow - Innate amplification of one's snowy powers. (Damage: INT)(Range: 3 cells)
Armor: Snow Queen's Gown - Beautiful crystalline gown made from the power of ice and also made to resemble the power from which it came.
Accessory: Translucent Cape - Elegant cape made to be worn with a certain gown.
A-Ability: Let It Go:
+Rampant Ice: Unleashes a vicious flurry that furiously buffets random enemies upon the field. 110% Int Dmg. Range: All enemies. 3 randomized hits. 10 LP. Ice elemental.
+Slipstream: Releases a fierce blast of frozen wind forwards to send shivers up and down the spines of those who get caught in it. 140% Int Dmg. Range: Straight line, one direction. High chance of spell interruption. 16 LP.
R-Ability: None.
S-Ability: Love's Warmth - Allows the user to remove Freeze status from all units allied with the user. Attacks of the Fire element deal normal damage to the user.
D-Ability: Eternal Winter (Ice) - With a single snowflake the start of a perpetual snow occurs leading to the area becoming naught but a drift of white which one uses to completely bury the warm-blooded foes, granting them the peace of a frozen death safely stored within a tomb of ice and snow. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Freeze.
Stats:
HP: 30
LP: --/--
DD: 0/10
Atk: 1 (+0 from Heart of Snow)
Def: 3 (+1 from Snow Queen's Gown)
Int: 6 (+2 from Heart of Snow)
Spr: 3 (+2 from Snow Queen's Gown)(+1 from Translucent Cape)
Evasion: 1%
Movement: 2 cells (+0 from Snow Queen Profession)
Re: Masquerade's Character Chronicle
Name: Sophia Arlette
Gender: Female
Age: 19
Level: 6
Next Level: 0/64
Appearance:
Profession: Stargazer - Dreams of stars and the power of the cosmos reflected in the eyes like a flash, soaring by like a comet. What will the one who claims this profession attain in her endless watch? (Astral Gift)(Equips: Star Globes)
*Astral Gift: Successfully executing skills grants the user one Star Counter. Once the user has accumulated 3 Star Counters, the user can expend them all to either heal one ally for 10% Max HP or remove ONE negative status effect. Stacks up to 12 times. If the user reaches max stacks, they are all automatically expended to restore HP and MP to full and boost INT and SPR by 80% for 2 turns. The expenditure of max stacks can only occur once per battle.
Weapon: Starless Night - Strange globe composed of a golden skeleton and a strange sphere of light in the center as black as night. (Damage: INT)(Range: 3 cells)
Armor: Bountiful Robes - Frilled and very full robes designed to ensure attackers cut cloth and not skin.
Accessory: Divining Card - Lone tarot card faded and unreadable.
A-Ability: Star Light:
+Harrowing Star: Swirls light around and hurls a sphere of it towards an enemy like a blazing comet. 120% Int Dmg. Range: 6 cells. Expend 2 Star Counters to make it Sure Hit. 6 MP.
+Astral Delight: Harness the power of the stars to magically sear up any wounds sustained by allies. 100% Int HP Recovery. Range: 3 cells. Expend 5 Star Counters to grant Regen to the target. 8 MP.
+Galactic Raze: Fires a violet laser forward, disintegrating foes in the line of fire. 140% Int Dmg. Range: 8 cells, linear, one direction. Expend 2 Star Counters to inflict Burn. Expend 4 Star Counters to inflict Severe Burn instead. 12 MP.
R-Ability: Astral Pain - Upon receiving damage of any sort from an enemy, the user may expend 2 Star Counters to inflict a random negative status effect on the attacker. The user may expend 4 extra Star Counters to deal 120% Int Dmg to the attacker as well.
S-Ability: Astral Heart - Every third spell cast by the user grants the user an extra Star Counter.
D-Ability: Deliverance and Abolition (Holy) - The stars quake and descend to bless the chosen of the astral spirits and her allies, granting them long-lasting health and boons the likes of which mortals are scarce to enjoy. They who oppose the blessed one, however, are to be met with great demise. May they be the ones to shiver in fear at the coming of the celestial spirits, and may they vacate their mortal bodies for the preparation of obliteration, though not even their souls are safe from the great dispersal. Deals 100% Piercing Int damage to all enemies. Restores 50% Max HP to all allies and grants Protect, Shell, and Veil for 3 turns. Enemy survivors are subject to Oblivion.
Stats:
HP: 25
MP: 45
DD: 0/10
Atk: 1 (+0 from Starless Night)
Def: 4 (+0 from Bountiful Robes)
Int: 8 (+1 from Starless Night)(+1 from Divining Card)
Spr: 6 (+1 from Bountiful Robes)
Evasion: 2%
Movement: 2 cells (+0 from Stargazer Profession)
Skill Points: 0
Gender: Female
Age: 19
Level: 6
Next Level: 0/64
Appearance:
- Spoiler:
- I'll figure something out later.
Profession: Stargazer - Dreams of stars and the power of the cosmos reflected in the eyes like a flash, soaring by like a comet. What will the one who claims this profession attain in her endless watch? (Astral Gift)(Equips: Star Globes)
*Astral Gift: Successfully executing skills grants the user one Star Counter. Once the user has accumulated 3 Star Counters, the user can expend them all to either heal one ally for 10% Max HP or remove ONE negative status effect. Stacks up to 12 times. If the user reaches max stacks, they are all automatically expended to restore HP and MP to full and boost INT and SPR by 80% for 2 turns. The expenditure of max stacks can only occur once per battle.
Weapon: Starless Night - Strange globe composed of a golden skeleton and a strange sphere of light in the center as black as night. (Damage: INT)(Range: 3 cells)
Armor: Bountiful Robes - Frilled and very full robes designed to ensure attackers cut cloth and not skin.
Accessory: Divining Card - Lone tarot card faded and unreadable.
A-Ability: Star Light:
+Harrowing Star: Swirls light around and hurls a sphere of it towards an enemy like a blazing comet. 120% Int Dmg. Range: 6 cells. Expend 2 Star Counters to make it Sure Hit. 6 MP.
+Astral Delight: Harness the power of the stars to magically sear up any wounds sustained by allies. 100% Int HP Recovery. Range: 3 cells. Expend 5 Star Counters to grant Regen to the target. 8 MP.
+Galactic Raze: Fires a violet laser forward, disintegrating foes in the line of fire. 140% Int Dmg. Range: 8 cells, linear, one direction. Expend 2 Star Counters to inflict Burn. Expend 4 Star Counters to inflict Severe Burn instead. 12 MP.
R-Ability: Astral Pain - Upon receiving damage of any sort from an enemy, the user may expend 2 Star Counters to inflict a random negative status effect on the attacker. The user may expend 4 extra Star Counters to deal 120% Int Dmg to the attacker as well.
S-Ability: Astral Heart - Every third spell cast by the user grants the user an extra Star Counter.
D-Ability: Deliverance and Abolition (Holy) - The stars quake and descend to bless the chosen of the astral spirits and her allies, granting them long-lasting health and boons the likes of which mortals are scarce to enjoy. They who oppose the blessed one, however, are to be met with great demise. May they be the ones to shiver in fear at the coming of the celestial spirits, and may they vacate their mortal bodies for the preparation of obliteration, though not even their souls are safe from the great dispersal. Deals 100% Piercing Int damage to all enemies. Restores 50% Max HP to all allies and grants Protect, Shell, and Veil for 3 turns. Enemy survivors are subject to Oblivion.
Stats:
HP: 25
MP: 45
DD: 0/10
Atk: 1 (+0 from Starless Night)
Def: 4 (+0 from Bountiful Robes)
Int: 8 (+1 from Starless Night)(+1 from Divining Card)
Spr: 6 (+1 from Bountiful Robes)
Evasion: 2%
Movement: 2 cells (+0 from Stargazer Profession)
Skill Points: 0
Re: Masquerade's Character Chronicle
Name: Vaughn Carraway
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
Profession: Slicer - Simple profession, but the deadliness and precision the one who claims it exhibits is complex in its own right, and certainly not anything to be messed with. Sharp objects in the right hands can lead to a very bad day for some unfortunate soul. (Azure Eye)
*Azure Eye: Boosts Hit Rate and Critical Hit Rate by 5%.
Weapon: Prep Knives - Stolen from work, they have sharp points and sharp blades. Don't make yourself next on the prep list. (2 hits)
Armor: White Apron - Spotless, therefore obviously not serving its function.
Accessory: Orange Ascot - Looks like we have a mystery on our hands!
A-Ability: Severance:
+Azure Flash: Blades flash to life in a blazing blue flame that shreds the fabrics of the enemy's psyche. No damage. Basic attacks reduces the target's SE by 2% per hit for 3 turns. Range: Self. 8 SE.
+Cyclic Slice: Leaps into the air and spins around, landing two vicious strikes on a foe from above. 120% Atk Dmg. Range: 3 cells. 2 hits. 10 SE.
R-Ability: None.
S-Ability: Deadly Ratio - Boosts the user's ATK by the percentage by which one's Critical Hit Rate is boosted. For example, if the user's Critical Hit Rate is boosted by 5%, then the user's ATK is also boosted by 5%.
D-Ability: Torrent of Azure Blades (Fire) - All becomes ensconced in the azure fire that burns the very essence of Spirit within those who oppose it and he who controls it. With an arsenal of unlimited blades, one begins to pull them from the fire and hurl them into a single foe from all directions, the darkness providing cover. Only a quick shadow can be seen from time to time as the foe becomes a pincushion, never to rise again. Deals 200% Piercing Atk damage to a single target on the battlefield. Survivors have a chance of losing 50% of their current SE which is then drained by the user in full.
Stats:
HP: 20 (+5 from Orange Ascot)
SE: 20
DD: 0/10
Atk: 4 (+1 from Prep Knives)
Def: 2 (+0 from White Apron)
Psy: 1 (+0 from Prep Knives)
Fai: 3 (+1 from White Apron)
Evasion: 5%
Movement: 2 cells (+2 from Slicer Profession)
Skill Points: 0
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
- Spoiler:
- Vaughn, standing at a grand ol' 5 foot 8 inches, is slim in build having trained in gymnastics and acrobatics when he was younger. He is extremely flexible which aids him in combat greatly, not to mention he is able to accomplish great physical feats without the unnecessary expenditure of Spirit. He has fairly straight shoulder length silver hair and his eyes are a dazzling blue. While at work, he wears a white polo and white slacks with a white leather belt protected by a white apron. In more casual dress, he prefers to keep his fancy dress pants, picking khakis or darker colored slacks, and a nice shirt, usually button down accompanied with an orange scarf or ascot. Nice dress shoes finish the not-so-casual-after-all look.
Profession: Slicer - Simple profession, but the deadliness and precision the one who claims it exhibits is complex in its own right, and certainly not anything to be messed with. Sharp objects in the right hands can lead to a very bad day for some unfortunate soul. (Azure Eye)
*Azure Eye: Boosts Hit Rate and Critical Hit Rate by 5%.
Weapon: Prep Knives - Stolen from work, they have sharp points and sharp blades. Don't make yourself next on the prep list. (2 hits)
Armor: White Apron - Spotless, therefore obviously not serving its function.
Accessory: Orange Ascot - Looks like we have a mystery on our hands!
A-Ability: Severance:
+Azure Flash: Blades flash to life in a blazing blue flame that shreds the fabrics of the enemy's psyche. No damage. Basic attacks reduces the target's SE by 2% per hit for 3 turns. Range: Self. 8 SE.
+Cyclic Slice: Leaps into the air and spins around, landing two vicious strikes on a foe from above. 120% Atk Dmg. Range: 3 cells. 2 hits. 10 SE.
R-Ability: None.
S-Ability: Deadly Ratio - Boosts the user's ATK by the percentage by which one's Critical Hit Rate is boosted. For example, if the user's Critical Hit Rate is boosted by 5%, then the user's ATK is also boosted by 5%.
D-Ability: Torrent of Azure Blades (Fire) - All becomes ensconced in the azure fire that burns the very essence of Spirit within those who oppose it and he who controls it. With an arsenal of unlimited blades, one begins to pull them from the fire and hurl them into a single foe from all directions, the darkness providing cover. Only a quick shadow can be seen from time to time as the foe becomes a pincushion, never to rise again. Deals 200% Piercing Atk damage to a single target on the battlefield. Survivors have a chance of losing 50% of their current SE which is then drained by the user in full.
Stats:
HP: 20 (+5 from Orange Ascot)
SE: 20
DD: 0/10
Atk: 4 (+1 from Prep Knives)
Def: 2 (+0 from White Apron)
Psy: 1 (+0 from Prep Knives)
Fai: 3 (+1 from White Apron)
Evasion: 5%
Movement: 2 cells (+2 from Slicer Profession)
Skill Points: 0
Last edited by Masquerade on Fri May 29, 2015 8:01 pm; edited 2 times in total
Re: Masquerade's Character Chronicle
Name: Claire Connors
Gender: Female
Age: 18
Level: 1
Next Level: 0/12
Appearance:
Profession: Thaumaturge - With immense knowledge of Spirit-based magical artes and magical artifacts, the one who claims this profession blasts enemies away with a variety of spells while keeping allies refreshed and rejuvenated with mysterious incomprehensible powers. (Magic Weapon Specialist)
*Magic Weapon Specialist: Allows the user to dual wield Psyche-based weaponry.
Weapon: Oak Wand - Simple wand made from the wood of an oak tree. It helps conduct magic fairly well. (Damage: PSY)(Range: 3)
Weapon: Brass Goblet - Nondescript goblet constructed from cheap brass. (Damage: PSY)(Range: 3)
Armor: Grim Violet - Gothic style dress with a violet base and white frills.
Accessory: Astral Bow - Black hair bow colored black and dotted with specks of stars.
A-Ability: Magician's Might:
+Feiru: Simple fire spell that conjures embers to burn an enemy. 130% Psy Dmg. Range: 2 cells. Chance of Burn. 8 SE.
+Taste of Health: Offers restorative drink from one's goblet. How the liquid within gained those properties is a trade secret. 100% Psy HP Recovery. Range: Adjacent. 6 SE. Completely drains goblet upon use.
R-Ability: None.
S-Ability: Liquid Conjuration - Draws liquid into the goblet which can be used in a variety of ways through the execution of skills. Depending on how full the goblet is, the strength of skills and spells increase. The goblet fills by 25% per turn capping at 4 stacks (100%.) Skills and spells are affected in the following ways:
0% Full: Skill/spell has no effect and cannot be used.
25% Full: Skill/spell deals 10% more damage, heals for 10% more HP/SE, and/or has a 10% higher chance of inflicting negative status.
50% Full: Skill/spell deals 15% more damage, heals for 15% more HP/SE, and/or has a 15% higher chance of inflicting negative status. SE Cost of skill/spell is reduced by 10%.
75% Full: Skill/spell deals 20% more damage, heals for 20% more HP/SE, and/or has a 20% higher chance of inflicting negative status. SE Cost of skill spell is reduced by 15%. Skill/spell counts as a Free Action for the turn.
100% Full: Skill/spell deals 30% more damage, heals for 30% more HP/SE, and/or has a 30% higher chance of inflicting negative status. SE Cost of skill spell is reduced by 20%. Skill/spell counts as a Free Action for the turn. Damaging and healing skills are Critical and Sure Hit, bypassing any effects that may inhibit/prevent damaging or healing.
D-Ability: The Great Flood (Water) - Leading Spirit with the wand, one conducts mighty storm clouds in the air before tossing one's goblet high into the sky, the contents within filling the clouds with an infinite rain that falls upon the battlefield and unleashes the grandest flash flood the likes of which the world has never seen. May all sin be washed away from this world and onto the shores of Hell... Deals 100% Piercing Psy damage to all enemies on the battlefield. Survivors are subject to Wet and Weak.
Stats:
HP: 15
SE: 25 (+5 from Astral Bow)
DD: 0/10
Atk: 1 (+0 from Oak Wand)(+0 from Brass Goblet)
Def: 2 (+0 from Grim Violet)
Psy: 4 (+1 from Oak Wand)(+1 from Brass Goblet)
Fai: 3 (+1 from Grim Violet)
Evasion: 1%
Movement: 2 cells (+0 from Thaumaturge Profession)
Skill Points: 0
Gender: Female
Age: 18
Level: 1
Next Level: 0/12
Appearance:
- Spoiler:
- Claire is slightly shorter than her compatriot, Vaughn, standing at 5 foot 7 inches. She tends to wear long dresses that make it hard to see her eloquent hourglass figure and she despises tight-fitting clothing. She hates to be the object of fantasy and prefers to be mysterious and enigmatic, something that translates to her look. Her long raven black and slightly lustrous hair falls straight down all the way to her lower back with some of it draping over her shoulders, the ends of the strands flipping upwards slightly. Her eyes are black as a starless night and she tends to wear a lot of cosmetics, lipstick of various colors, eyeliner, and the like. She likes to keep her nails done as well, and occasionally, she'll wear a bow or two in her hair. Keeping up her appearance is like a hobby to her rather than being vain.
Profession: Thaumaturge - With immense knowledge of Spirit-based magical artes and magical artifacts, the one who claims this profession blasts enemies away with a variety of spells while keeping allies refreshed and rejuvenated with mysterious incomprehensible powers. (Magic Weapon Specialist)
*Magic Weapon Specialist: Allows the user to dual wield Psyche-based weaponry.
Weapon: Oak Wand - Simple wand made from the wood of an oak tree. It helps conduct magic fairly well. (Damage: PSY)(Range: 3)
Weapon: Brass Goblet - Nondescript goblet constructed from cheap brass. (Damage: PSY)(Range: 3)
Armor: Grim Violet - Gothic style dress with a violet base and white frills.
Accessory: Astral Bow - Black hair bow colored black and dotted with specks of stars.
A-Ability: Magician's Might:
+Feiru: Simple fire spell that conjures embers to burn an enemy. 130% Psy Dmg. Range: 2 cells. Chance of Burn. 8 SE.
+Taste of Health: Offers restorative drink from one's goblet. How the liquid within gained those properties is a trade secret. 100% Psy HP Recovery. Range: Adjacent. 6 SE. Completely drains goblet upon use.
R-Ability: None.
S-Ability: Liquid Conjuration - Draws liquid into the goblet which can be used in a variety of ways through the execution of skills. Depending on how full the goblet is, the strength of skills and spells increase. The goblet fills by 25% per turn capping at 4 stacks (100%.) Skills and spells are affected in the following ways:
0% Full: Skill/spell has no effect and cannot be used.
25% Full: Skill/spell deals 10% more damage, heals for 10% more HP/SE, and/or has a 10% higher chance of inflicting negative status.
50% Full: Skill/spell deals 15% more damage, heals for 15% more HP/SE, and/or has a 15% higher chance of inflicting negative status. SE Cost of skill/spell is reduced by 10%.
75% Full: Skill/spell deals 20% more damage, heals for 20% more HP/SE, and/or has a 20% higher chance of inflicting negative status. SE Cost of skill spell is reduced by 15%. Skill/spell counts as a Free Action for the turn.
100% Full: Skill/spell deals 30% more damage, heals for 30% more HP/SE, and/or has a 30% higher chance of inflicting negative status. SE Cost of skill spell is reduced by 20%. Skill/spell counts as a Free Action for the turn. Damaging and healing skills are Critical and Sure Hit, bypassing any effects that may inhibit/prevent damaging or healing.
D-Ability: The Great Flood (Water) - Leading Spirit with the wand, one conducts mighty storm clouds in the air before tossing one's goblet high into the sky, the contents within filling the clouds with an infinite rain that falls upon the battlefield and unleashes the grandest flash flood the likes of which the world has never seen. May all sin be washed away from this world and onto the shores of Hell... Deals 100% Piercing Psy damage to all enemies on the battlefield. Survivors are subject to Wet and Weak.
Stats:
HP: 15
SE: 25 (+5 from Astral Bow)
DD: 0/10
Atk: 1 (+0 from Oak Wand)(+0 from Brass Goblet)
Def: 2 (+0 from Grim Violet)
Psy: 4 (+1 from Oak Wand)(+1 from Brass Goblet)
Fai: 3 (+1 from Grim Violet)
Evasion: 1%
Movement: 2 cells (+0 from Thaumaturge Profession)
Skill Points: 0
Last edited by Masquerade on Sun May 03, 2015 8:02 pm; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Joseph Branz Gerrigan
Gender: Male
Age: 24
Level: 1
Next Level: 0/30
Appearance: I'll figure something out for this later.
Profession: Friendly Wanderer - With sword in hand, the one who claims this profession does not travel to make foes or harm people, but to make friends and sway people over to the side of good. Those who resist adamantly are not long for this world. (Foe Crusher I)
*Foe Crusher I: Those who resist even once one's attempt to make friends are marked for destruction, even if they make a change of heart later. Targets marked as Foes take 10% more damage from this unit.
Weapon: Best Friend Sword - Strange sword surrounded by a warm aura. Being cut with it affects the heart, but in what way?
Armor: Soul Sworn Cloak - Beautiful violet cloak made of a thin fabric. The soul is always at rest when worn.
Accessory: Beating Heart Locket - Strange pink heart-shaped locket that actually has a clock within that ticks mimicking the beating of a heart.
A-Ability: Power of Friendship:
+To My Side: With a shining beacon of light charged with friendliest, slashes the target and persuades them to join the user. 100% Atk Dmg. Range: Adjacent. Allows the target to join the user's side in battle. ? EN.
+To Arms, My Friends: Bolsters the strength and resolve of nearby allies including ones that have just joined the side of good. Boosts ATK and INT by 20% for 3 turns. Range: Self; all surrounding cells. ? EN.
R-Ability: None.
S-Ability: Heart Compaction - Those who join the side of good allow for themselves to be compressed into glass spheres such that they may aid the user in future battles. One glass sphere can be called upon at the start of a battle. Only one glass sphere companion can be on the field at a time. Only three glass spheres can be used in a single battle. Glass sphere companions gain experience as the user does.
D-Ability: Circle of Dreams (Holy) - STOP! This battle...all this fighting...it must come to an end. Please, let us join hands and ponder the wonders of this world! Hand in hand, we will defy all that forces us to harm one another, and we will overcome it with sheer peace! Can you feel it? Let us leave this world of agony and pain behind and embrace the land of the future which houses our dreams. Suffuse yourself with the calm radiance and lose yourself in splendid solace... Enemies have the chance to turn Docile and flee the battle. If they do not, they take 100% Piercing Atk damage. In any case, recovers 100% Piercing Atk HP for oneself and one's allies.
Gender: Male
Age: 24
Level: 1
Next Level: 0/30
Appearance: I'll figure something out for this later.
Profession: Friendly Wanderer - With sword in hand, the one who claims this profession does not travel to make foes or harm people, but to make friends and sway people over to the side of good. Those who resist adamantly are not long for this world. (Foe Crusher I)
*Foe Crusher I: Those who resist even once one's attempt to make friends are marked for destruction, even if they make a change of heart later. Targets marked as Foes take 10% more damage from this unit.
Weapon: Best Friend Sword - Strange sword surrounded by a warm aura. Being cut with it affects the heart, but in what way?
Armor: Soul Sworn Cloak - Beautiful violet cloak made of a thin fabric. The soul is always at rest when worn.
Accessory: Beating Heart Locket - Strange pink heart-shaped locket that actually has a clock within that ticks mimicking the beating of a heart.
A-Ability: Power of Friendship:
+To My Side: With a shining beacon of light charged with friendliest, slashes the target and persuades them to join the user. 100% Atk Dmg. Range: Adjacent. Allows the target to join the user's side in battle. ? EN.
+To Arms, My Friends: Bolsters the strength and resolve of nearby allies including ones that have just joined the side of good. Boosts ATK and INT by 20% for 3 turns. Range: Self; all surrounding cells. ? EN.
R-Ability: None.
S-Ability: Heart Compaction - Those who join the side of good allow for themselves to be compressed into glass spheres such that they may aid the user in future battles. One glass sphere can be called upon at the start of a battle. Only one glass sphere companion can be on the field at a time. Only three glass spheres can be used in a single battle. Glass sphere companions gain experience as the user does.
D-Ability: Circle of Dreams (Holy) - STOP! This battle...all this fighting...it must come to an end. Please, let us join hands and ponder the wonders of this world! Hand in hand, we will defy all that forces us to harm one another, and we will overcome it with sheer peace! Can you feel it? Let us leave this world of agony and pain behind and embrace the land of the future which houses our dreams. Suffuse yourself with the calm radiance and lose yourself in splendid solace... Enemies have the chance to turn Docile and flee the battle. If they do not, they take 100% Piercing Atk damage. In any case, recovers 100% Piercing Atk HP for oneself and one's allies.
Last edited by Masquerade on Sun Aug 02, 2015 8:27 pm; edited 1 time in total
Re: Masquerade's Character Chronicle
Name: Sasha Desante Vilyafor Atelya
Gender: Female
Age: 20
Level: 15
Next Level: --/--
Profession: The Gate's Defender - Destined one to guard the Gates of Judgement, the one who claims this profession was gifted with a power from the Fates to protect all, and under their guidance, none shall meet their downfall. (Fate's Favored)
*Fate's Favored: Instantly revives this unit upon death or removes whatever affliction constitutes this unit as incapacitated. Only works once per battle, however, upon being Raised through this means, boosts all of the user's stats by 10% for the rest of the battle.
Weapon: Seraphim's Wing - Comprised of the wing of a martyr seraph, it became a weapon that could smite all evil with ease. (Sealed Weapon)(Evil Annihilator)
*Sealed Weapon: Can only be summoned once certain conditions are met.
*Evil Annihilator: Instantly destroys targets affiliated with the Darkness element. Deals significantly more damage to enemies with evil in their hearts.
Shield: Lunar Blessing - Beautiful yellow shield in the shape of a thick crescent moon. It's cosmic radiance holds all hostile intent at bay and allows for the easy conduction of magic. (Block Chance +45%)(Blocked attacks deal 10% less damage)
Armor: Visage of Judgement - Battle-ready garment worn by those who would risk their lives to defend the Gates. (Evasion +15%)(Move +1)
Accessory: Atelie's Wish - A grandmaster's desires bound within a single wing-shaped amethyst gem. It holds tremendous power that remains to be unawakened. (PSY +15%)
A-Ability: Preservation of Order:
+Url Lulisen: Tosses shield at a faraway enemy, instantly grabbing its attention. 110% Psy Dmg. Range: 4 cells. Increased aggression. 8 SE.
+Rom Lunalis: Rotates shield around oneself and expands its orbit outwards to buffet enemies and push them away. 140% Psy Dmg. Range: 2 layers of surrounding cells. Pushes enemies 2 cells back. 14 SE.
+Riror LunaShield: Expands one's shield to a greater size allowing immediate deflection of attacks and the repelling of magic. Reduces physical damage taken to 0 for one turn. Gains Reflect for one turn. Range: Self or 3 cells. 12 SE.
+Tira Lulisen: Bashes three nearby enemies by telekinetically manipulating one's shield. 80% Psy Dmg. Range: 3 nearby enemies. Increased aggression. 6 SE.
+Release of the Sealed Blade: Undergoes the ritual of retrieving one's Sealed Weapon from its prison, opening the portal to retrieve it and breaking the chains that bind its physical form and reduce its power. Allows access of the Sealed Weapon. Range: Self. 0 SE.
+Glorious Revelation: Brutal twin slashes followed by a jumping slash that spreads a wave of cosmic energy outwards to harm more foes. 110% Psy Dmg for the first two hits. 170% Psy Dmg for blasting wave. Range: Adjacent/all enemies, one direction. 18 SE. Holy elemental. Sealed Weapon only.
+Blistering Barrage: Lunges forward to unleash a torrent of rapid blows that are unblockable by normal means. 90% Psy Dmg. Range: 2 cells. 7 hits. Damage is unaltered by any of the target's boons or effects. 24 SE. Sealed Weapon only.
+Ravenous Dove: The symbol of hope becomes as a symbol for disaster as one becomes cloaked in its spectral image, the holy cloak providing great strength and the ability to drain the foe's power. Boosts PSY by 20%. All attacks and spells heal the user for 25% of the raw damage dealt. Moving towards a target may inspire Fear in it. 3 turn duration. Range: Self. 20 SE. Sealed Weapon only.
+Heavensmite: Leaps high into the air and plummets back to earth, one's blade becoming infused with the holy light needed to vanquish one's foe completely. 240% Psy Dmg. Range: Single enemy. Takes 2 turns to use. Chance of Instant Death. 38 SE. Holy elemental. Sealed Weapon only.
+Xias Lunalis: Rapidly spins shield to unleash a myriad of cosmic lasers to blast the opposition. 120% Psy Dmg. Range: All enemies, one direction. Ignores 10% of target FAI. 9 randomized hits. 44 SE. Holy elemental.
R-Ability: State of Emergency - When this unit's current HP reaches an amount that is equal to or less than 50% of its maximum HP, the unit gains Critical status and an SE Regen that lasts for 5 turns.
S-Ability: Blade of the Martyr, Seraphim's Wing - Grants this unit access to possibly releasing a Sealed Blade from its alternate dimensional prison. The blade may only be summoned if oneself or one's ally reaches Critical condition, all boons are sacrificed, the enemies outnumber the allied forces, and there is at least one evil being present. As long as all of these conditions are met, the user may use Release of the Sealed Blade to gain access to their Sealed Weapon.
D-Ability: The Great Seraphim's Fall (Holy) - Tosses one's Sealed Blade into the air causing the sky to separate in the presence of its greatness. From the portal that opens in the heavens above, a torrential rain of blades similar to the original falls mercilessly down upon the opposition, exploding in domes of eradicating light upon coming into contact with the ground and tainting it with holy presence. Deals 100% Piercing Psy damage to all enemies on the battlefield. Creates a Holy Taint on the entire battlefield that damages Darkness-affiliated enemies or enemies with true evil intent for three turns afterward for the same initial amount of this ability each turn.
Gender: Female
Age: 20
Level: 15
Next Level: --/--
Profession: The Gate's Defender - Destined one to guard the Gates of Judgement, the one who claims this profession was gifted with a power from the Fates to protect all, and under their guidance, none shall meet their downfall. (Fate's Favored)
*Fate's Favored: Instantly revives this unit upon death or removes whatever affliction constitutes this unit as incapacitated. Only works once per battle, however, upon being Raised through this means, boosts all of the user's stats by 10% for the rest of the battle.
Weapon: Seraphim's Wing - Comprised of the wing of a martyr seraph, it became a weapon that could smite all evil with ease. (Sealed Weapon)(Evil Annihilator)
*Sealed Weapon: Can only be summoned once certain conditions are met.
*Evil Annihilator: Instantly destroys targets affiliated with the Darkness element. Deals significantly more damage to enemies with evil in their hearts.
Shield: Lunar Blessing - Beautiful yellow shield in the shape of a thick crescent moon. It's cosmic radiance holds all hostile intent at bay and allows for the easy conduction of magic. (Block Chance +45%)(Blocked attacks deal 10% less damage)
Armor: Visage of Judgement - Battle-ready garment worn by those who would risk their lives to defend the Gates. (Evasion +15%)(Move +1)
Accessory: Atelie's Wish - A grandmaster's desires bound within a single wing-shaped amethyst gem. It holds tremendous power that remains to be unawakened. (PSY +15%)
A-Ability: Preservation of Order:
+Url Lulisen: Tosses shield at a faraway enemy, instantly grabbing its attention. 110% Psy Dmg. Range: 4 cells. Increased aggression. 8 SE.
+Rom Lunalis: Rotates shield around oneself and expands its orbit outwards to buffet enemies and push them away. 140% Psy Dmg. Range: 2 layers of surrounding cells. Pushes enemies 2 cells back. 14 SE.
+Riror LunaShield: Expands one's shield to a greater size allowing immediate deflection of attacks and the repelling of magic. Reduces physical damage taken to 0 for one turn. Gains Reflect for one turn. Range: Self or 3 cells. 12 SE.
+Tira Lulisen: Bashes three nearby enemies by telekinetically manipulating one's shield. 80% Psy Dmg. Range: 3 nearby enemies. Increased aggression. 6 SE.
+Release of the Sealed Blade: Undergoes the ritual of retrieving one's Sealed Weapon from its prison, opening the portal to retrieve it and breaking the chains that bind its physical form and reduce its power. Allows access of the Sealed Weapon. Range: Self. 0 SE.
+Glorious Revelation: Brutal twin slashes followed by a jumping slash that spreads a wave of cosmic energy outwards to harm more foes. 110% Psy Dmg for the first two hits. 170% Psy Dmg for blasting wave. Range: Adjacent/all enemies, one direction. 18 SE. Holy elemental. Sealed Weapon only.
+Blistering Barrage: Lunges forward to unleash a torrent of rapid blows that are unblockable by normal means. 90% Psy Dmg. Range: 2 cells. 7 hits. Damage is unaltered by any of the target's boons or effects. 24 SE. Sealed Weapon only.
+Ravenous Dove: The symbol of hope becomes as a symbol for disaster as one becomes cloaked in its spectral image, the holy cloak providing great strength and the ability to drain the foe's power. Boosts PSY by 20%. All attacks and spells heal the user for 25% of the raw damage dealt. Moving towards a target may inspire Fear in it. 3 turn duration. Range: Self. 20 SE. Sealed Weapon only.
+Heavensmite: Leaps high into the air and plummets back to earth, one's blade becoming infused with the holy light needed to vanquish one's foe completely. 240% Psy Dmg. Range: Single enemy. Takes 2 turns to use. Chance of Instant Death. 38 SE. Holy elemental. Sealed Weapon only.
+Xias Lunalis: Rapidly spins shield to unleash a myriad of cosmic lasers to blast the opposition. 120% Psy Dmg. Range: All enemies, one direction. Ignores 10% of target FAI. 9 randomized hits. 44 SE. Holy elemental.
R-Ability: State of Emergency - When this unit's current HP reaches an amount that is equal to or less than 50% of its maximum HP, the unit gains Critical status and an SE Regen that lasts for 5 turns.
S-Ability: Blade of the Martyr, Seraphim's Wing - Grants this unit access to possibly releasing a Sealed Blade from its alternate dimensional prison. The blade may only be summoned if oneself or one's ally reaches Critical condition, all boons are sacrificed, the enemies outnumber the allied forces, and there is at least one evil being present. As long as all of these conditions are met, the user may use Release of the Sealed Blade to gain access to their Sealed Weapon.
D-Ability: The Great Seraphim's Fall (Holy) - Tosses one's Sealed Blade into the air causing the sky to separate in the presence of its greatness. From the portal that opens in the heavens above, a torrential rain of blades similar to the original falls mercilessly down upon the opposition, exploding in domes of eradicating light upon coming into contact with the ground and tainting it with holy presence. Deals 100% Piercing Psy damage to all enemies on the battlefield. Creates a Holy Taint on the entire battlefield that damages Darkness-affiliated enemies or enemies with true evil intent for three turns afterward for the same initial amount of this ability each turn.
Re: Masquerade's Character Chronicle
Name: Valeria Canterwall
Gender: Female
Age: 26
Level: 8
Next Level: --/--
Appearance:
Profession: Performer - Across the ground or through the sky, the one who claims this profession glissades about with great mobility and deals devastating attacks from various angles using a plethora of weaponry all woven together by the keystone that is one's curtain. (Curtain Call)
*Curtain Call: This unit can use its weapon to spawn other weapons, teleporting at will through the curtain in order to enter proper range for a specific weapon's use. If this unit teleports to make an attack, the unit is disabled from teleportation AND normal movement on the next turn.
Weapon: Magnificent Crimson - Enchanted fabric woven into a curtain, it possesses the ability to spawn any weaponry from its folds at the whim of its wearer. (Damage: Varies)(Range: Varies)
Armor: Depth Suit - Black leather gear that allows for the utmost mobility and evasiveness. (Move +1)(Evade +5%)
Accessory: Showtime Belt - Flashy belt that ties an outfit together.
A-Ability: Nightmare Carnival:
+Let's Dance: Sends out one's curtain to wrap around an unsuspecting foe, stunning them and completely disabling them while wrapped. 100% Atk Dmg. Range: 6 cells. Stuns target for 1 turn. Disables target while Wrapped. Target will be Wrapped for a maximum of 3 turns. 10 MP.
---Tango For Two: Pulls a wrapped enemy forward and guts them with a blade produced from within one's curtain before kicking them off of it and slashing them again. 140% Atk Dmg. 100% Atk Dmg. Range: Set. Target is pulled to a cell adjacent to the user. 2 hits. 12 MP.
+Invisibility Guise: Throws curtain around oneself to make the body vanish while the curtain spins seemingly on its own in midair before disappearing as well. User enters Stealth. Next attack made while under Stealth is Critical. Range: Self. 10 MP.
+Bestial Visage: A flash of primal ferocity dances across the enemy's eyes but it is too late for one has already appeared behind the enemy with claws of steel for rending the unaware foe. 90% Atk Dmg. Range: Adjacent cell. User appears in a cell behind the target before the attack. If under Stealth, Critical Hit Damage is increased by 75%. 3 hits. Adds an extra hit to the next skill used. 14 MP.
+Gale Pulsation: Leaps into the air and tosses one's curtain allowing one to pull out a giant fan from within its folds, lifting the fan up and bringing it down with such force that it knocks oncoming enemies back, impeding their progress. 120% Atk Dmg. Range: All enemies, one direction. Pushes targets 2 cells back and robs them of their next Move action. 14 MP.
+Hidden Manasurge: Passively allows one's curtain to collect mana residue from executed skills and cycle it within itself to turn it into usable mana. Upon activation, one pulls the cycled man from the cloth and uses it to restore one's spent reservoir. Curtain collects 10% of MP spent by all units within a 3-cell radius of the user. Upon activation, the user's MP is recovered by 100% of the amount collected. Range: Self. 3 turn cooldown. 0 MP.
R-Ability: Opportune Manasteal - Every time this unit dodges an attack, the unit siphons 5% of the attacker's current MP in order to recover one's own. If the attacker has no mana to steal, this unit recovers 5% of the attacker's Max MP at the risk of Poisoning the attacker or knocking the attacker Unconscious.
S-Ability: Blood-soaked Cloth - This unit recovers 3% Max HP each turn this unit deals damage to an enemy. If the user damages an enemy each turn for 5 consecutive turns, the user recovers 15% Max HP on the 5th turn.
D-Ability: Realm of the Dead (Darkness) - Hurls one's curtain high into the air where it expands and covers the entire area in an ethereal and chilling darkness. Within this dark world, one is free to lacerate, eviscerate, gouge, gore, and maim any foe who happens to be caught within the hold. This dismal realm holds naught but destruction for those trapped inside, and those who can withstand the onslaught are chilled to the bone and filled with fear. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Fear and Freeze.
* * *
Adventures of Naletia: Beads of Light
Valeria Canterwall
Appearance:
Birthdate: Winter 616, December 12.
Height: 5' 11"
Weight: 152 lbs.
Hair: Currently Violet with bleach blonde streaks. Real hair color unknown.
Eyes: Violet. Real eye color unknown.
Body Type: Lithe
Blood Type: AB-
Background: Coming from a peaceful village in Ermith, Valeria grew up in a great environment that really fostered her imagination. She was the hit of the village among the other children. They would always vie to play with her, for it was her that was capable of creating unbelievable scenarios to play and act out. Pretend was second nature to Valeria, and she became popular because of it. In her teenage years, her parents expected her to break out of that way and focus on a meaningful job like farming, trading, or something of the sort, but she was determined to act. She wound up writing a lot, and recited her poetry in the village square oftentimes earning her a small audience and an impromptu payment from everyone around that could afford to spare a bit of money to her. Even with her making money in such a way, her parents were not content.
As she neared adulthood, Valeria realized that she could not satisfy her parents and decided to leave the village to become a bard. Learning of tales and spinning tales for village and towns around Ermith despite the chaos that had and would come to ensnare it. She would be the sparkling ray of light in the darkness spreading happiness to those who desperately sought it in rough times. For several years she wandered, carrying around a crimson curtain that was given to her by her childhood friends, one that was sewn by them. She cherished the thing and would wave it around at the start of one of her tales to set the stage. Starting to miss them and her parents, she decided to revisit her village one day...but when she set upon her home, she realized that she had no home anymore. Her village had succumbed to a terrible plague. What was once a wondrous sanctuary was now nothing more than a graveyard--a field of corpses and rotting buildings. She tried to take account for everyone who had died. It seemed some of her friends were missing--they must have left the village too. But she was able to find the bodies of her parents and mourned for them. Instead of giving everyone a proper burial, she built memorials all around the village--an honor to the people she grew up around, and a warning to those who were drawing too near. It was best for her not to stay for long should she fall to the same fate.
When her business was done, she departed the village and never looked back. She became quiet and found it difficult to spin her tales anymore. She only did what was necessary to get her food and lodgings, but nothing more outside of that. Nobody could pierce through the shell she was forming around herself. Ermith was succumbing to darkness, and so was she. In the depths of the night she would fight creatures that assailed her, unleashing her mana in a creative way--enchanting the curtain in order to pull weapons from its folds. Any weapon she could imagine would be in her hands in but a mere second. In battle, she found it easy to lose herself, and her old self would come out to perform a show most exquisite. This was her outlet. She was a fighter whereas once she dreamed of being a storyteller forever. Maybe one day her curtain will find itself being used for its original intention, but for now, it remains an instrument of demise...
Personality: A quiet and mysterious soul typically, Valeria's true personality shines in the heart of battle. In a fight she is playful and open, putting on a show for any spectators that might be around--mainly her comrades-in-arms. The battlefield is a stage and the progression goes on, act by act. There will be great highs and baffling lows, but the story always ends in Valeria's favor. When the battle ends, she goes back to her reserved self, opting to engage in conversations every once in a while, but preferring to stay in her own whimsical little world making her seem pensive. What is it that she's always thinking about? Only being around a person she knows really well and is comfortable with can bring out the playful side of her outside of battle.
Gender: Female
Age: 26
Level: 8
Next Level: --/--
Appearance:
- Spoiler:
- Lithe and tall, this acrobat has the sort of body that allows for physical feats most unimaginable from scaling walls to slipping through or cramming oneself into tight or cramped spaces. Evasive and agile, Valeria dons a tight black leather suit, every muscle and curve accentuated by the material. She wears a light violet belt around her waist and is typically wearing solid black flats upon her feet with short tassels. She died her hair violet with bleached blonde streaks in it, and her contacts make her eyes look the very same violet color as her hair. Her true hair and eye color are unknown. Wrapped around her form is a crimson curtain with which she uses in her performances, however, it has a great many more uses than just entertainment.
Profession: Performer - Across the ground or through the sky, the one who claims this profession glissades about with great mobility and deals devastating attacks from various angles using a plethora of weaponry all woven together by the keystone that is one's curtain. (Curtain Call)
*Curtain Call: This unit can use its weapon to spawn other weapons, teleporting at will through the curtain in order to enter proper range for a specific weapon's use. If this unit teleports to make an attack, the unit is disabled from teleportation AND normal movement on the next turn.
Weapon: Magnificent Crimson - Enchanted fabric woven into a curtain, it possesses the ability to spawn any weaponry from its folds at the whim of its wearer. (Damage: Varies)(Range: Varies)
Armor: Depth Suit - Black leather gear that allows for the utmost mobility and evasiveness. (Move +1)(Evade +5%)
Accessory: Showtime Belt - Flashy belt that ties an outfit together.
A-Ability: Nightmare Carnival:
+Let's Dance: Sends out one's curtain to wrap around an unsuspecting foe, stunning them and completely disabling them while wrapped. 100% Atk Dmg. Range: 6 cells. Stuns target for 1 turn. Disables target while Wrapped. Target will be Wrapped for a maximum of 3 turns. 10 MP.
---Tango For Two: Pulls a wrapped enemy forward and guts them with a blade produced from within one's curtain before kicking them off of it and slashing them again. 140% Atk Dmg. 100% Atk Dmg. Range: Set. Target is pulled to a cell adjacent to the user. 2 hits. 12 MP.
+Invisibility Guise: Throws curtain around oneself to make the body vanish while the curtain spins seemingly on its own in midair before disappearing as well. User enters Stealth. Next attack made while under Stealth is Critical. Range: Self. 10 MP.
+Bestial Visage: A flash of primal ferocity dances across the enemy's eyes but it is too late for one has already appeared behind the enemy with claws of steel for rending the unaware foe. 90% Atk Dmg. Range: Adjacent cell. User appears in a cell behind the target before the attack. If under Stealth, Critical Hit Damage is increased by 75%. 3 hits. Adds an extra hit to the next skill used. 14 MP.
+Gale Pulsation: Leaps into the air and tosses one's curtain allowing one to pull out a giant fan from within its folds, lifting the fan up and bringing it down with such force that it knocks oncoming enemies back, impeding their progress. 120% Atk Dmg. Range: All enemies, one direction. Pushes targets 2 cells back and robs them of their next Move action. 14 MP.
+Hidden Manasurge: Passively allows one's curtain to collect mana residue from executed skills and cycle it within itself to turn it into usable mana. Upon activation, one pulls the cycled man from the cloth and uses it to restore one's spent reservoir. Curtain collects 10% of MP spent by all units within a 3-cell radius of the user. Upon activation, the user's MP is recovered by 100% of the amount collected. Range: Self. 3 turn cooldown. 0 MP.
R-Ability: Opportune Manasteal - Every time this unit dodges an attack, the unit siphons 5% of the attacker's current MP in order to recover one's own. If the attacker has no mana to steal, this unit recovers 5% of the attacker's Max MP at the risk of Poisoning the attacker or knocking the attacker Unconscious.
S-Ability: Blood-soaked Cloth - This unit recovers 3% Max HP each turn this unit deals damage to an enemy. If the user damages an enemy each turn for 5 consecutive turns, the user recovers 15% Max HP on the 5th turn.
D-Ability: Realm of the Dead (Darkness) - Hurls one's curtain high into the air where it expands and covers the entire area in an ethereal and chilling darkness. Within this dark world, one is free to lacerate, eviscerate, gouge, gore, and maim any foe who happens to be caught within the hold. This dismal realm holds naught but destruction for those trapped inside, and those who can withstand the onslaught are chilled to the bone and filled with fear. Deals 100% Piercing Atk damage to all enemies on the battlefield. Survivors are subject to Fear and Freeze.
* * *
Adventures of Naletia: Beads of Light
Valeria Canterwall
Appearance:
- Spoiler:
- Lithe and tall, this acrobat has the sort of body that allows for physical feats most unimaginable from scaling walls to slipping through or cramming oneself into tight or cramped spaces. Evasive and agile, Valeria dons a tight black leather suit, every muscle and curve accentuated by the material. She wears a light violet belt around her waist and is typically wearing solid black flats upon her feet with short tassels. She dyed her hair violet with bleached blonde streaks in it, and her contacts make her eyes look the very same violet color as her hair. Her true hair and eye color are unknown. Wrapped around her form is a crimson curtain with which she uses in her performances, however, it has a great many more uses than just entertainment.
Birthdate: Winter 616, December 12.
Height: 5' 11"
Weight: 152 lbs.
Hair: Currently Violet with bleach blonde streaks. Real hair color unknown.
Eyes: Violet. Real eye color unknown.
Body Type: Lithe
Blood Type: AB-
Background: Coming from a peaceful village in Ermith, Valeria grew up in a great environment that really fostered her imagination. She was the hit of the village among the other children. They would always vie to play with her, for it was her that was capable of creating unbelievable scenarios to play and act out. Pretend was second nature to Valeria, and she became popular because of it. In her teenage years, her parents expected her to break out of that way and focus on a meaningful job like farming, trading, or something of the sort, but she was determined to act. She wound up writing a lot, and recited her poetry in the village square oftentimes earning her a small audience and an impromptu payment from everyone around that could afford to spare a bit of money to her. Even with her making money in such a way, her parents were not content.
As she neared adulthood, Valeria realized that she could not satisfy her parents and decided to leave the village to become a bard. Learning of tales and spinning tales for village and towns around Ermith despite the chaos that had and would come to ensnare it. She would be the sparkling ray of light in the darkness spreading happiness to those who desperately sought it in rough times. For several years she wandered, carrying around a crimson curtain that was given to her by her childhood friends, one that was sewn by them. She cherished the thing and would wave it around at the start of one of her tales to set the stage. Starting to miss them and her parents, she decided to revisit her village one day...but when she set upon her home, she realized that she had no home anymore. Her village had succumbed to a terrible plague. What was once a wondrous sanctuary was now nothing more than a graveyard--a field of corpses and rotting buildings. She tried to take account for everyone who had died. It seemed some of her friends were missing--they must have left the village too. But she was able to find the bodies of her parents and mourned for them. Instead of giving everyone a proper burial, she built memorials all around the village--an honor to the people she grew up around, and a warning to those who were drawing too near. It was best for her not to stay for long should she fall to the same fate.
When her business was done, she departed the village and never looked back. She became quiet and found it difficult to spin her tales anymore. She only did what was necessary to get her food and lodgings, but nothing more outside of that. Nobody could pierce through the shell she was forming around herself. Ermith was succumbing to darkness, and so was she. In the depths of the night she would fight creatures that assailed her, unleashing her mana in a creative way--enchanting the curtain in order to pull weapons from its folds. Any weapon she could imagine would be in her hands in but a mere second. In battle, she found it easy to lose herself, and her old self would come out to perform a show most exquisite. This was her outlet. She was a fighter whereas once she dreamed of being a storyteller forever. Maybe one day her curtain will find itself being used for its original intention, but for now, it remains an instrument of demise...
Personality: A quiet and mysterious soul typically, Valeria's true personality shines in the heart of battle. In a fight she is playful and open, putting on a show for any spectators that might be around--mainly her comrades-in-arms. The battlefield is a stage and the progression goes on, act by act. There will be great highs and baffling lows, but the story always ends in Valeria's favor. When the battle ends, she goes back to her reserved self, opting to engage in conversations every once in a while, but preferring to stay in her own whimsical little world making her seem pensive. What is it that she's always thinking about? Only being around a person she knows really well and is comfortable with can bring out the playful side of her outside of battle.
- Attributes:
- Physical
Strength: Very High
Skill: Extremely High
Agility: High
Defense: Very Low
Constitution: Low
Magical
Willpower: Extremely Low
Skill: Low
Incantation: Not Applicable
Resistance: High
Mana: Average
Class: Performer; Physical Fighter, Melee and Ranged
Element: Neutral
Skill Rating: Dilettante ---> Writer ---> Storyteller ---> Performer ---> Bard ---> Master of Legends
Last edited by Masquerade on Sat Aug 22, 2015 2:44 pm; edited 2 times in total
Re: Masquerade's Character Chronicle
Name: Venase
Faction: The Night Shroud
Gender: Female
Age: 32
Level: 5
Next Level: --/--
Appearance:
Profession: The Shadow's Essence - Always watching, always waiting. In the darkness with eyes wide open and ears attuned. The information of the realm is at her fingertips, and when the time is right, she executes those who need to pass on with ease. The shadows may shift, but she is always unseen. (Shadow Surge)
*Shadow Surge: The shadows follow this unit and ensure its safety, innately boosting Evasion by 5% and allowing this unit to go Invisible by only taking a Wait action on a given turn.
Weapon: Nightshade Thorn - Black-bladed short sword with a gilded thorny vine design etched into the blade, the hand guard a blooming black flower. (Added Effect: Misfortune)
Armor: Swirling Shadows - Loose black garments that flow like the very shadows themselves. (Evasion +3%)
Accessory: The Master's Gloves - Black gloves designed by a master swordsman to aid in the wielding of swords making strokes faster allowing the wearer to chain attacks more easily. (Basic Attacks +1)
A-Ability: Swelling Shade:
+Blow Dart: Loads a dart into a bamboo tube before giving it a powerful blow to send it flying into a target causing any number of effects based on the type of dart loaded. 80% Atk Dmg. Range: 6 cells. Varying effects. 8 MP.
---Tranquilizer Dart: Puts target to sleep.
---Toxic Dart: Poisons target.
---Nerve Dart: Paralyzes target.
---Agonizing Dart: Pains target.
+Lacerate: Conjures dark Mana and forces it into a blade that is shot at a foe, slicing it and making it bleed. 110% Atk Dmg. Range: 4 cells. Chance of Bleeding. Bleeding afflicted by this skill cannot be healed or dispelled in any way. 10 MP.
R-Ability: Blinding Reflex - When attacked via basic attack, the chances of dodging are increased by 15%, and if dodged, this unit retaliates with its own basic attack before unleashing a smokescreen that blinds the target for 3 turns.
S-Ability: Kiss of Death - This unit deals 10% more physical damage to all targets. Targets in Critical state take 30% more physical damage from this unit. Units KO'd by this unit cannot be revived by normal means.
D-Ability: Cruel Storm (Darkness) - The target's vision? Gone. The sound of footsteps unnerving the helpless victim? Check. A flash of blades against the backdrop of darkness? Too easy. Slash after calculated slash is dealt as blood sprays in every direction, attacks meant to hurt and not kill. Torture. At least until the final thrust is given--steel buried within the soft organs. Deals 200% Piercing Atk damage to one enemy on the battlefield. Survivors are subject to Blood Loss and Bleeding.
Faction: The Night Shroud
Gender: Female
Age: 32
Level: 5
Next Level: --/--
Appearance:
- Spoiler:
- Venase is a tall woman garbed completely in loose black garments that cover her armor which only covers her body. Her long, slender legs can be seen when she walks, pushing past the cloth that hangs down past her waist. She wears an exotic clawed gauntlet on one hand while her other remains free and dainty. The look in her face is innocent, yet there's an appeal about her honey-colored eyes that makes her seem sweetly dangerous. Her facial features aren't sharp nor are they plump, but more evenly rounded with a smaller nose and a cute mouth with subtle lips, pale in color which contrasts her much dark skin. Also juxtaposing her dark, flawless skin is her long flowing white hair, messy, yet beautiful and lusterous, flowing down her back like a waterfall.
Profession: The Shadow's Essence - Always watching, always waiting. In the darkness with eyes wide open and ears attuned. The information of the realm is at her fingertips, and when the time is right, she executes those who need to pass on with ease. The shadows may shift, but she is always unseen. (Shadow Surge)
*Shadow Surge: The shadows follow this unit and ensure its safety, innately boosting Evasion by 5% and allowing this unit to go Invisible by only taking a Wait action on a given turn.
Weapon: Nightshade Thorn - Black-bladed short sword with a gilded thorny vine design etched into the blade, the hand guard a blooming black flower. (Added Effect: Misfortune)
Armor: Swirling Shadows - Loose black garments that flow like the very shadows themselves. (Evasion +3%)
Accessory: The Master's Gloves - Black gloves designed by a master swordsman to aid in the wielding of swords making strokes faster allowing the wearer to chain attacks more easily. (Basic Attacks +1)
A-Ability: Swelling Shade:
+Blow Dart: Loads a dart into a bamboo tube before giving it a powerful blow to send it flying into a target causing any number of effects based on the type of dart loaded. 80% Atk Dmg. Range: 6 cells. Varying effects. 8 MP.
---Tranquilizer Dart: Puts target to sleep.
---Toxic Dart: Poisons target.
---Nerve Dart: Paralyzes target.
---Agonizing Dart: Pains target.
+Lacerate: Conjures dark Mana and forces it into a blade that is shot at a foe, slicing it and making it bleed. 110% Atk Dmg. Range: 4 cells. Chance of Bleeding. Bleeding afflicted by this skill cannot be healed or dispelled in any way. 10 MP.
R-Ability: Blinding Reflex - When attacked via basic attack, the chances of dodging are increased by 15%, and if dodged, this unit retaliates with its own basic attack before unleashing a smokescreen that blinds the target for 3 turns.
S-Ability: Kiss of Death - This unit deals 10% more physical damage to all targets. Targets in Critical state take 30% more physical damage from this unit. Units KO'd by this unit cannot be revived by normal means.
D-Ability: Cruel Storm (Darkness) - The target's vision? Gone. The sound of footsteps unnerving the helpless victim? Check. A flash of blades against the backdrop of darkness? Too easy. Slash after calculated slash is dealt as blood sprays in every direction, attacks meant to hurt and not kill. Torture. At least until the final thrust is given--steel buried within the soft organs. Deals 200% Piercing Atk damage to one enemy on the battlefield. Survivors are subject to Blood Loss and Bleeding.
Last edited by Masquerade on Mon Jan 23, 2017 4:42 pm; edited 2 times in total
Re: Masquerade's Character Chronicle
Wendell Alstere
Alias: Zieg Kreeler
Appearance:
Birthdate: Valcorz 21 . 1992 [18 years old]
Height: 5' 4"
Weight: 108 lbs.
Hair: Light Brown
Eyes: Forest Green
Body Type: Scrawny
Blood Type: O+
Background: Coming from the joining of a powerful magical couple, Zieg has lived a life of very high expectations accompanied by a nice side of pampering in the wonderful world of Nagranok. Though he did not do without in the course of his life, his parents instilled in him the importance of helping others and exhibiting selfless kindness, especially his mother who was aligned with the Light and possessed a holy magic the likes of which many had not witnessed before. His father was intent on unlocking Zieg's magical potential at an early age, curious to see what traits his magic possessed. Zieg found it difficult to learn magic at first, and for a long while, his father thought that perhaps there was no potential in Zieg, but determined to prove his father wrong, Zieg began to study more fiercely, often times staying up late into the night to practice magic and read tomes. Eventually, he became able to harness mana and cast his first few spells discovering that his spells were drastically different from his father's in style, but possessed close to the same amount of power despite his father having practiced magic for such a long time.
Both of his parents were proud of him, and he let his ego start to swell, becoming prideful himself and arrogant too. He began his own magical research at the age of 14 in order to discover new spells and make himself more powerful. On his field studies, he would take on requests from townsfolk to slay monsters and the like to prove his magical mettle, and prove it he did. Time and time again, Zieg would come back victorious with a fierce monster dead and a new spell under his belt, or improving on the spells he had already learned. Years passed and Zieg found himself tired of searching for new spells for he had come to a standstill. Perhaps there was something in his father's study that would help him? Zieg chanced upon a powerful spell--the most powerful spell his father knew, or so it was noted in the binder in which it was found. Zieg practiced the ritual and chant for the spell, for it was a massive one, but unknown to him, it was the Whisk Away Spell, a spell that would take the caster to a different world. It was one his father used many times in his youth as he searched for his lost love, but Zieg was not prepared to cast the spell, nor was he sure what it did exactly. He did not expect himself to be actually taken to a different world--he thought the tales his father told him of his youth only myths or legends--tales of embellishment.
However, as Zieg found himself in the wilds of Ermith, he realized that he was not in a tale of any sort. He was in real trouble.
Personality: Zieg is cocky and loves to talk...mostly about magic and himself. Those who can get past those flaws will find a good friend in Zieg. Though arrogant, he does make time for other people who desperately need it, never turning a hurt person away--lessons imprinted upon him by his mother. He is trustworthy and would never actively betray someone, but his big mouth running without thinking could lead to things slipping out that were never meant to be heard. He tries to keep things proper but his rebellious nature and foul mouth (at times) just keep proving that perhaps proper isn't really his thing. It is important to handle Zieg with care. He is hot-blooded and irrational when provoked despite all the lessons taught to him by his father. Patience was never his strong suit...unless studying magic was involved. In more diplomatic situations, he was best left out.
Alias: Zieg Kreeler
Appearance:
- Spoiler:
- A short young fellow, Zieg, as he prefers to be called, carries himself with pride, medium length dusty brown hair kept combed and tidy, bangs lightly obscuring one of this dazzling eyes, the color of a forest's foliage in the dead of summer. His skin is tanned and unblemished for the most part but he has received several scars on his arms and a couple on his face--small, true, but still scars. He scorns the casual dress of his father and leans towards his mother's more regal manner of dress, wearing a nice spotless white dress shirt with black buttons and a beautiful midnight blue waist coat with scarlet lining and designs over top of it. He wears a matching pair of dress trousers lined with scarlet as well and shined black dress shoes with silver buckles. The sleeves of his coat are long and flared out at the ends with scarlet rings around the wrists. He has several rings on various fingers and an amulet around his neck tucked within his shirt.
Birthdate: Valcorz 21 . 1992 [18 years old]
Height: 5' 4"
Weight: 108 lbs.
Hair: Light Brown
Eyes: Forest Green
Body Type: Scrawny
Blood Type: O+
Background: Coming from the joining of a powerful magical couple, Zieg has lived a life of very high expectations accompanied by a nice side of pampering in the wonderful world of Nagranok. Though he did not do without in the course of his life, his parents instilled in him the importance of helping others and exhibiting selfless kindness, especially his mother who was aligned with the Light and possessed a holy magic the likes of which many had not witnessed before. His father was intent on unlocking Zieg's magical potential at an early age, curious to see what traits his magic possessed. Zieg found it difficult to learn magic at first, and for a long while, his father thought that perhaps there was no potential in Zieg, but determined to prove his father wrong, Zieg began to study more fiercely, often times staying up late into the night to practice magic and read tomes. Eventually, he became able to harness mana and cast his first few spells discovering that his spells were drastically different from his father's in style, but possessed close to the same amount of power despite his father having practiced magic for such a long time.
Both of his parents were proud of him, and he let his ego start to swell, becoming prideful himself and arrogant too. He began his own magical research at the age of 14 in order to discover new spells and make himself more powerful. On his field studies, he would take on requests from townsfolk to slay monsters and the like to prove his magical mettle, and prove it he did. Time and time again, Zieg would come back victorious with a fierce monster dead and a new spell under his belt, or improving on the spells he had already learned. Years passed and Zieg found himself tired of searching for new spells for he had come to a standstill. Perhaps there was something in his father's study that would help him? Zieg chanced upon a powerful spell--the most powerful spell his father knew, or so it was noted in the binder in which it was found. Zieg practiced the ritual and chant for the spell, for it was a massive one, but unknown to him, it was the Whisk Away Spell, a spell that would take the caster to a different world. It was one his father used many times in his youth as he searched for his lost love, but Zieg was not prepared to cast the spell, nor was he sure what it did exactly. He did not expect himself to be actually taken to a different world--he thought the tales his father told him of his youth only myths or legends--tales of embellishment.
However, as Zieg found himself in the wilds of Ermith, he realized that he was not in a tale of any sort. He was in real trouble.
Personality: Zieg is cocky and loves to talk...mostly about magic and himself. Those who can get past those flaws will find a good friend in Zieg. Though arrogant, he does make time for other people who desperately need it, never turning a hurt person away--lessons imprinted upon him by his mother. He is trustworthy and would never actively betray someone, but his big mouth running without thinking could lead to things slipping out that were never meant to be heard. He tries to keep things proper but his rebellious nature and foul mouth (at times) just keep proving that perhaps proper isn't really his thing. It is important to handle Zieg with care. He is hot-blooded and irrational when provoked despite all the lessons taught to him by his father. Patience was never his strong suit...unless studying magic was involved. In more diplomatic situations, he was best left out.
- Attributes:
- Physical
Strength: Extremely Low
Skill: Very Low
Agility: Average
Defense: Very Low
Constitution: Very Low
Magical
Willpower: Very High
Skill: High
Incantation: Standard
Resistance: Average
Mana: Very High
Class: Researcher; Massive Magic Damage and Versatility
Element: Neutral
Skill Rating: Novice ---> Apprentice ---> Spellcaster ---> Wizard ---> Archmage ---> Grand Sorcerer
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» .the world is twisted [Starting - Accepting 4]
» Tom's Character Log
» New character
» JCM's only character
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