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Zeri's Motley Crew of Characters

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Zeri's Motley Crew of Characters Empty Zeri's Motley Crew of Characters

Post by Zerifachias Fri Jan 22, 2010 1:44 pm

Main Characters

+ Serene Lily - The Ranger
+ Sariska Eternal - The Leader
+ Auza Nanami - The Banisher
+ Naomi Zeppeska - The Weapon
+ Marigold Diaski - The Manifestation
+ Hikari Kizuna - The Light

Supporting Characters

+ Crystal Suo
+ Naomi Kair
+ Rose
+ Ariel Seaclover
+ Dimmer 'Star' Eternal
+ Iraki Vera
+ Matti Vinni
+ Sayu Mila
+ Nemile Wetyna
+ Lacie
+ Fu
+ Iris Falkenrath
+ Chloe Eternal
+ Luna Memory
+ Lilinette Zoe
+ Violet Sun

The deities of TOAD

In order of power/rank
Most---Least


God of Creation: Zenus
Goddess of Disaster: Jupiter
Goddess of Vengeance: Megaera
Goddess of Mirrors and the Mirror Realm: Sorazorashii Riariti
God of Ice: Grousbeck
Goddess of Water: Hurona
God of the Underworld: Ulysses
Goddess of Love: Venus
God of Technology: Alexander
God of Toys and Insanity: Shoujo Toiman
God of Space: Asteroi[
Goddess of the Moon: Selena
God of Wind: Zephyrus
Goddess of Plants: Sunflower Rose (Sunny)
God of Earth: Kuube
God of the Skies: Thor
Goddess of Light: Celestria
God of Insects: Sasori


Last edited by Zerifachias on Thu Jun 21, 2012 2:58 am; edited 30 times in total
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Post by Zerifachias Fri Jan 22, 2010 1:51 pm

Tales of Alidaire: The Corruption

Name: Serene Lily, Lv.18
Age: 17
Gender: Female
Appearance:
Spoiler:
Progress: 50/81 To Level 19
Job: Archer Apprentice - A warrior who focuses on the art of the bow, and has mastered it to a much higher degree than others. (Resist Lightning)(Resist Wind)(Vulnerable Water)(Number of Normal Attacks +1)

Spoiler:

Weapons: Polished Bow - A beautiful bow composed of wondrously polished wood that is both flexible and durable.
*Range: 4 cells
Armor: Viper's Vest - A strange, resilient vest covered in black snake patterns. [Immune Poison]
Accessory: Amethyst Ring - A beautiful ring possessing an onyx band with a light purple gem as the main focus. [Increases Max MP by 15%]

A-Ability: Bow Shot

+ Viper Snap - Lily fires an arrow filled to the brim with a deadly toxin. Upon infliction, the enemy will experience the following symptoms: Unbearable pain, suffocation, hallucination, paralysis, and finally, death. 110% Atk DMG. Chance of Poison. 6 cell range. 7 MP.

+ Prayer - A soft chant designed to heal all allies. Heals the party by 1/4 of their maximum HP. 12 MP.

+ Quick Shot - Lily fires an arrow at blinding speeds at the foe. Allowed to attack normally after this ability is used. MP usage is forbidden after this shot. 4 cell range. 90% ATK DMG. 8 MP

+ Lock-On - Lily sharpens her eyesight and her bow's durability/strength with mana. This increases her range tremendously. Makes every attack have infinite Range for 3 turns. 8 MP
Point Blank: Normal attacks and A-Abilities get the same power boost as the range of the attack. D-Ability is boosted by 7.

+ Feint - A shot is quickly fired at the enemy, purposefully missing. The enemy is then caught off guard when another arrow flies in and strikes them through the chest. Sure hit. 150% ATK DMG. 9 MP.

+ Critical Shot - Lily carefully aims an arrow at the enemy's weaker spots, increasing the possibility of dealing more damage. 130% ATK DMG. High critical hit rate. 4 cell range. 8 MP. Neutral Elemental.

+ Archer's Fury - Lily, enraged by her enemy's actions, uses this power to increase her power to insane levels. Range becomes infinite. Attack is doubled. However, Defence and Spirit are halved and Lily cannot use items until the ability wears off in 3 turns. 14 MP.

+ Sweet Shot - Lily knocks multiple arrows to her bow at one time and fires them all off at her enemies. 100% ATK DMG. Range: Enemy Party. 14 MP.

A-Ability: Elemental Arrow

+ Thundering Dart - Lily fires an arrow imbued with an incredible lightning power that literally thunders down the length of the battlefield until it strikes an enemy, giving them a rather big shock. It's speed makes it nearly impossible to miss it's target. 100% Atk Lightning DMG. Chance of Paralysis. Sure hit range: 4 cells. 16 MP.

+ Flame Burst - Lily sends out a rush of fiery mana onto the bow and quickly fires it. When the arrow comes in contact with the enemy, it explodes, also melting away the foe's armor. 100% ATK DMG. Armor Break (50% chance). 8 MP. Fire Elemental.

+ Windy Missile - Lily fires an arrow infused with the power of wind, causing a large gale to spring up behind her and drive her powers to enormous speeds. 100% Atk Wind DMG. Bestows Haste upon Lily. 4 cell range. 14 MP.

+ Earthen Spears - Lily places her hands on the ground and focuses her powers. With an almighty lurch, arrows made purely of stone shoot up from the ground and pierce the enemy's legs many, many times, until they look like a porcupine. 100% Atk Earth DMG. 12 hits. High Chance of Immobilize. (Not each, just one) 26 MP

+ Chaos Arrow - Lily fires an arrow made purely from dark mana. The black arrow speeds towards the enemy as if it was drawn towards it, passing through any obstacle it may come across in order to plunge deep into the enemy's chest and spread a thick dosage of darkness. 100% Atk DMG. Always hits the target, no matter what is in it's way. Chance of Curse. 14 MP.

+ Purifying Projectile - Lily creates an arrow made purely of light energy and fires it at her foe. The holy arrow shines brightly as it flies through the air and strikes the opponent. The arrow, stuck in the enemy, then explodes in a fiery blast of white light that erases all shadows, and as a result, fragments of the light arrow shoot across the battlefield, homing in on any soul that has been tainted evil in order to utterly destroy them. 170% Atk DMG to the target. 140% Atk DMG to all remaining enemies besides the original target. If there are no other enemies, then add 4 hits to the original target with 140% Atk DMG. Light Elemental. VERY Small Chance of Petrify (1-5%). 32 MP.

+ Flare Up - Increases the potential of elemental damage and boosts Lily's own elemental resistance through powering up with certain elements. Increases Resistance to a chosen element by 20%. Also increases damage dealt by that same element by 10%. Range: Self only. MP: 12.

Spoiler:

R-Ability:

+ Archer's Distance - When the foe is 4 cells away from Lily and they continue to get closer, Lily starts to move away from them in order to prevent the foe from coming any closer than 4 cells. However, this will not work if the enemy gets into an adjacent cell with Lily.

S-Ability:

+ Immunity - Cannot be poisoned. (Passive)

+ Point Blank (Equipped) - Lily's attack power increases with every cell closer she is to the enemy. (One cell = +1 ATK)(Passive)

D-Ability: Arrowhead Striker - Lightning element.
The archer fires off an arrow made from Heaven's Lightning at the foe. This speedy arrow is impossible to dodge.

Status:
HP: 75 (-5 from Malvine)
MP: 65 (+10 from Amethyst Ring)
Atk: 15 (+5 from Polished Bow)
Def: 10 (+5 from Viper's Vest)
Int: 8 (+0 from Polished Bow)
Spr: 8 (+4 from Viper's Vest)
Movement: 2 (+1 from Archer Apprentice Profession)

Skill Points: 1

Affinity:
Valincar - 16
Lyra - 9
Sonia - 8
Rosetta - 8
Shadow - 2
Julia - 2
Annon - 1
Zero - 0


Last edited by Zerflah on Tue Jun 19, 2012 3:54 pm; edited 6 times in total
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Post by Zerifachias Fri Jan 22, 2010 2:03 pm

Law of Equilibrium: Conformity

Name: Sariska Eternal "Star"
Age: 21
Gender: Female
Appearance:
Spoiler:

Personality: Harsher than the roughest seas or the iron grip of a blizzard, Sariska has broken many hearts in the past, whether it be her family, her friends (potential boyfriends included), or just the acquaintance that is unlucky enough to meet her. Sariska, just like everyone else, is only supposed to have one talent, and that is her musicianship. She plays in a band as a guitarist with the nickname "Star." Because of her involvement with a band, Sariska is an extremely busy person, and is therefore even more difficult to approach, since she's always moving around to get things done.

Sariska is a very intelligent and beautiful woman, so she often receives mail from males and females alike asking her to go out with them. Each time she would go to meet with them, and immediately tell them off, rejecting them before they even have a chance to explain themselves. Sariska is also the type of girl not to take any risks, so she always carries a hidden knife somewhere on her person at all times. Sometimes there are two knifes.


Short Bio: Sariska grew up in a very cold climate, unlike most of her race, before the Law of Conformity was put into action. When she turned 13, her personality has already become harsh and blunt like the land she lived in, and the Law of Conformity was brought to life. Sariska could no longer live in the cold climate, she had to live where everyone else was. A mediocre temperature befitting a mediocre life. She detested the new law, but she also knew there wasn't much she could do about it. So, she would simply have to wait for others to take action and get rid of the law, then her life could go back to normal.

Sariska is trained in 3 types of martial arts, she also has an almost perfect immunity to overwhelming cold or heat due to her family's training technique. Sariska is proficient in 13 different languages, two of which are extinct. She has been to most parts of the world so far, and intends to visit the rest before her life ends. Her family has an extreme condition of longevity, meaning that they live much, much longer than any ordinary human could. Her grandfather is still alive and was active in the 1950's as a commanding officer in the US military. Sariska had intended to join the military of today, like the rest of her family had, but when the Law of Conformity was placed, all governments were erased, eliminating the need for armies; however, she still retains all of her combat skills.


Last edited by Zerflah on Tue Jun 19, 2012 3:46 pm; edited 3 times in total
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Post by Zerifachias Fri Jan 22, 2010 2:04 pm

Tales of Alidaire: The Chase

Name: Auza Nanami
Gender: Female
Age: 20
Level: 20
Progress: 47/122
Appearance:
Spoiler:

Profession: Oblivion Witch - A powerful witch that controls the Chains of Eternia to rip out the souls of the wicked and cast them to the underworld. These witches are typically the loner types and try not to get too influenced by others. (Resist Light)(Resist Darkness)(+2 Basic Attack [Int-Based: 3 cells])(Equips: Beads; Circlets)(Practiced Hand)(Debilitator)(Chained)

Practiced Hand - Decrease MP usage by 15%.
Debilitator - Increases chances of inflicting status issues by 10%.
Chained - When casting to help an ally or herself, Auza's magic ends up being linked to another ally and granting them the same effects for no extra cost. Distance and range are not an issue.

Spoiler:

Weapon: Runic Beads - Violet beads made from amethyst that have golden symbols imbued upon them. (Added Effect: Silence)
Armor: Black Garb - Usually only worn by the stealthy, these robes are as black as night. (+10% Evade)
Accessory: Yellow Glass Eye - False eye made of glass that is mainly used for reserving mana. (Increases Max MP by 10; MP Cost of casting skills -10%)
Accessory: Aquarius Manacium - Elegant, turquoise sphere of pure, condensed water mana, it bestows great gifts upon the wielder centered around the element. (Absorb Water; allows wielder to walk on water)

A-Ability: Bound Shackles

+ Restrict - Auza incapacitates the foe with binding magic, restraining their movements. Reduces movement of one foe to 0 from up to 3 cells away for 3 turns. MP: 8

+ Seal - Auza binds the foe with her magic, preventing them from attacking her. Disables one foe from up to 3 cells away for 3 turns. MP: 8

+ Mana Seal - Auza drills unfriendly mana into the foe's own mana system, soiling it and forcing the enemy to use double MP for all of their attacks. Lasts 3 turns. 3 cell range. 8 MP

+ Drain - Auza casts a strange magic that surrounds and enters the foe's body from time to time, sapping them of their strength. Drains 1/3 of the enemy's mana each turn for 3 turns and absorbs 1/2 of it as friendly mana. 3 cells. 10 MP

+ Restoring Bonds - Auza summons an incredibly warm magic to surround one of her allies and restore their strength over time. Casts the Mana Regen Status on one ally. 3 cells. 10 MP

+ Bonds of Protection - Auza can use this move to protect an ally, or herself, from any status infliction excluding Doom, KO, Berserk, and Charm for 3 turns. Range: One Ally. 16 MP

+ Anti-Gamma Field - Auza's magic suddenly fires itself from the soles of her feet and spread out to cover a large radius. The magic, though invisible to enemies, glows a bright red color as it passes through their bodies. Any enemy touched by these rays are assaulted by magic on the molecular level that destroys their immune systems. When the field is cast, it has a permanent and heavy effects on enemies it touches. When the field disappears, it leaves behind slight traces of gamma rays that will only slightly affect enemies. Expands magic into a 3 cell radius that destroys the immune system of mammals. It also causes machines to malfunction, but has no effect on supernatural beings. Reduces enemies' Resist by 25% at full power. Field lasts 3 turns. Resist is reduced by 10% when only traces are left. Resist reductions are permanent until the enemy is KO'ed. 36 MP

A-Ability: Sealed Beast

+ Demi - Auza creates a complex seal in front of her body. From there she loads an enormous amount of mana into the center of the seal, forming a concentrated orb of mana. The orb spreads to become as wide as the seal, then it fires a beam of the concentrated energy at the enemy. 190% Int Dark DMG. Straight Line. 20 MP

+ Magic Seal - Auza casts magic that prevents her foe from using an INT-Based attack. Inflicts Magic Break upon the foe. 5 cells. 18 MP.

+ Power Seal - Auza casts magic that prevents her foe from using an ATK-Based move. Inflicts Power Break upon the foe. 5 cells. 18 MP.

+ Glyph of Motion - Auza raises her beads into the air and casts a hellish magic that surrounds a single enemy with multiple blood-red glyphs. Each seal spins counter-clockwise at the same speed, as if they were gears. While under this spell, the enemy is unable to move, completely anchored to the ground. Time has stopped for the enemy. Inflicts Stop upon an enemy up to 3 cells away. 16 MP.

+ Distortion - Auza waves her beads through the air, facing the intended target. Her mana then penetrates their mind and seals off a peculiar portion in the frontal lobe of the brain. The target then becomes a mindless servant to Auza, obeying her every command, as their judgement capabilities have been sealed off. D-Abilities are also sealed during Distortion. Possession Magic. Lasts for 3 turns. [Level x2 (40)] MP.

+ Seal Release - Auza identifies certain seals within the body of her target and breaks them, letting the energy that was blocked run free. Buffs a target's dominant stat (Atk or Int) by 30% and increases critical hit rate by 15%. 3 cell range. 14 MP.

A-Ability: Chains of Eternia

+ White Chains - Auza casts a glyph below an enemy target from which many white chains shoot up from the glyph and capture the enemy, preventing the enemy from moving or attacking. Chance of Seal. For every turn the enemy target is Sealed, 5% of its Max HP is taken away. 3 cell range. 16 MP.

+ Magic Needles - Auza snaps her fingers a few times, causing long, white needles to appear in the air around a target before they shoot through the target, piercing its lips multiple times with the poisonous tips, sealing the mouth shut. 90% Int DMG. 7 hits. 3 cell range. May cause Silence. 20 MP

+ Hallucination of Death - Auza casts a mist similar to Distortion, only this merely attacks the senses rather than control them. Chance to Confuse all enemies. 14 MP.

+ Soul Chain - Auza casts a similar magic to White Chains, only this time the white chains pierce through the center of every enemy's chest and wraps around their arms before nailing them to the spot. Targets all enemies. Chance of Seal. 24 MP.

Spoiler:

R-Ability: Reflection Field - Whenever an enemy attempts to use a debilitating attack on Auza, the debilitating effect is ripped from the enemy's attack and sent right back at the enemy. Auza takes the damage, but the enemy takes the debilitating effect.

S-Ability: Barrier of Immunity - A green field of pure energy surrounds Auza at all times, preventing any mysterious and negative effects from reaching her. Bestows a constant Perfect Immunity. (Passive)

D-Ability: Oblivion Glare - 200% Int Dark DMG to a single enemy. 5 cell range. Seals enemy. Confuses Enemy. May cause Oblivion.

Stats:

Hp: 65
Mp: 110 (+10 from Yellow Glass Eye)
Atk: 3 (+0 from Runic Beads)
Def: 12 (+2 from Black Garb)
Int: 16 (+5 from Runic Beads)(+2 from Aquarius Manacium)
Spr: 15 (+3 from Black Garb)(+5 from Aquarius Manacium)
Move: 2 cells (+0 from Bind Witch)

Skill Points: 0


Last edited by Zerflah on Tue Jun 19, 2012 3:54 pm; edited 4 times in total
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Post by Zerifachias Fri Jan 22, 2010 2:05 pm

Tales of a Dreamer: Ermith's Mistake

Name: Naomi
Age: 22
Gender: Female
Appearance:
Spoiler:
Level: 7
Next Level: 22/24

Profession: Warrior - The one who claims this profession is a born-fighter and an honorable person who always plays by the rules.

Weapon: Copper Broadsword - A simple, two-edged sword that's a little heavy and colored brown due to the copper it was made with. (Added Ability: Fireball)
---Fireball - Allows Naomi to charge up her sword with fire and then shoot a concentrated burst of that fire at the enemy. 3 cell range. No damage increase. Fire Elemental.
AP: 0/10
Armor: Scale Armor - Special armor with special properties that allows for a higher defense. It is made from reptile scales.
Accessory: Einhander - A black glove that fits snugly onto the wearer's hand. The thick exterior portion of the glove protects the wearer from fearsome attacks. [+1 Spr]

A-Ability: Warrior's Might

+ Wrath - Naomi charges up her power as a warrior and manifests this into brute strength, increasing the power of her attacks. Increases Atk by 20% for 3 turns. 7 MP.

+ 10 Swords - Naomi rushes forward, her blade flashing through the air, slicing through the enemy multiple times. 100% Atk DMG. 10 hits. Adjacent cell. 14 MP.

+ Spirit Breaker - Naomi's blade glows an iridescent blue as she slices through the enemy's body. No cut is made on the physical body, but the spiritual body has been cut. May inflict Disable on the enemy. Adjacent cell. 100% Atk DMG. 6 MP.

+ Comet Strike - Naomi's entire body blazes with a blue aura as she leaps forward at lightning speed and slices through an enemy. 130% Atk DMG. Lands the same number of cells away from the enemy as where she started. 3 cells = 3 cells, etc. (5 cell limit). 11 MP.

+ Quick Blade - Naomi's blade flashes through the air at amazing speeds, cutting through the enemy without them even noticing. 100% Atk DMG. Adjacent cell. Naomi may take another action afterward. 9 MP.

Spoiler:

R-Ability: Never Give Up - Naomi's incredibly strong willpower forces her to continue to do battle, even if she is knocked out. However, she will give up if she has no conscious allies.

S-Ability:

+ Genetically Altered Body - Naomi's body has been tampered with in order to better serve her survival rate. Increases maximum HP by 30%

+ Tampered Body - Naomi's body has been further altered in order to increase the conservation of her stamina and mana. Maximum HP increases by 35%. Maximum MP increases by 25%.

Unlocking "Tampered Body" S-Ability Requirements:
-Request "Naomi's Ingredient" must be completed.
-Request "Naomi's Ingredient II" must be completed.
-Secret Request "Rare Fungus" must be completed.
-Secret Request "Herbalist" must be completed.
-Naomi must be Level 20.
-Secret Request "Giant Spider Party" must be completed.


Final Judgment: Hawkeye - Naomi jumps up high into the air, her sword in hand, emblazoned with her own fiery spirit. She raised her sword above her head, the blade spurting blood-red flames as she swings the blade down at her enemy, destroying them. 200% Piercing Atk Fire DMG. Burns the enemy if they survive.

Stats:
HP: 45 (+14 from Genetically Altered Body)
MP: 35
Atk: 10 (+2 from Copper Broadsword)
Def: 6 (+4 from Scale Armor)
Int: 0
Spr: 4 (+1 from Einhander)(+1 from Scale Armor)
Move: 2 (+1 from Warrior Profession)

Skill Points: 0


Last edited by Zerflah on Tue Jun 19, 2012 4:04 pm; edited 3 times in total
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Post by Zerifachias Fri Jan 22, 2010 2:11 pm

Tales of a Dreamer: Iceweed Addiction

Name: Marigold Diaski
Age: 21
Gender: Female
Appearance:
Spoiler:

Level: 2
Progress: 48/50

Profession: Ice Manifestation - Once every few generations, a human is born with an extraordinarily high affinity to ice. This human is typically a neutral presence until threatened or befriended. Having this creature on your side is probably the greatest thing that could happen to you in an arctic region. (Ice Affinity)

*Ice Affinity - Simply means a preliminary start into later ice affinity development. Meaning the Ice Manifestation takes 10% less damage from Ice and Water elements, but 10% more damage from fire elements.

Weapon: Iceweed Flower Bud - A small, cyan bud that rests in the wearer's hair. It does not have the same effects as the fully grown flower, but it has some power. Range: 2 cells. Int-based DMG.
Armor: Rough Iceweed Dress - A dress made from the Iceweed plant that provides protection, but not a lot of it.
Accessory: Iceweed Cap - A small hat made from the Iceweed plant that sits atop the wearer's head, making her twice as cute.

A-Ability: Freeze

+ Stabbing Icicle - The user shoots out a sharp, pointed icicle at the target from the user's hand. It does a good amount of physical damage. 120% Atk DMG. 3 cell range. Chance of Piercing (50%). 9 MP. Ice Elemental. Requires 7 EN.

+ Frozen Embrace - The user hugs the target and freezes their limbs with her bitter cold skin. May cause Freeze. Heals Burn instead if the target is inflicted with it. Adjacent cell range. 6 MP. Ice Elemental. Requires 5 EN.

A-Ability: Item

R-Ability: None

S-Ability: Frozen Entropy - The Ice Manifestation's movement in a snowy/ice biome is doubled. Also, all of her attacks have an increased 10% damage output.

D-Ability: Howling Blizzard - The user casts a powerful spell that destroys the battlefield and replaces it with a winter wasteland, everything turned to ice and snow, no signs of any color besides the white, frozen water. Deals 100% Piercing Int DMG to all enemies. May cause Super Freeze. Ice Elemental.

Stats:
EN: 50
HP: 42
MP: 51
Atk: 0 (+0 from Iceweed Flower Bud)
Def: 3 (+0 from Rough Iceweed Dress)(+1 from Iceweed Cap)
Int: 10 (+1 from Iceweed Flower Bud)
Spr: 5 (+1 from Rough Iceweed Dress)
Move: 2
Evade: 3%
Morale: (//////////)

Skill Points: 1


Last edited by Zerflah on Tue Jun 19, 2012 4:08 pm; edited 1 time in total
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Post by Zerifachias Fri Jan 22, 2010 2:31 pm

Tales of a Dreamer: The Beads of Light

Name: Hikari Kizuna
Level: 12
Progress: 44/54
Age: 17
Gender: Female
Appearance:
Spoiler:

Profession: REM Cleric - A rare type of cleric who heals people through dreams of all kinds. Although more inclined to heal, they do have a tendency to make their enemies regret picking a fight with the cleric. (Resist Light; Vulnerable Dark)(Immune Nightmare)(+1 Basic Attack)(Normal Attacks are Int-Based with a 4 cell range)

Spoiler:

Weapon: Red Staff - A staff with a red orb on the top. It emits a weak light that is strengthened by mana.
Armor: Kadeskana - A very beautiful, dark blue dress that flows gently with the wind.
Accessory: Beads of Light - Imbued with powers of Light and Water! Shadow creatures cringe at the sight of it. (+10 MP; +5 HP; +2 Spr)

A-Ability: Spirited Away

+ Sweet Dreams - Hikari yawns loudly towards a foe, causing both of them to become drowsy and fall asleep. Forces Sleep upon a foe and Hikari. Range: 5 cells. 10 MP.

+ Wakening Nightmare - Hikari sends pictures of horrible images at the foe, which damages their psyche greatly. [100%] INT DMG. If the foe is asleep, the damage is doubled. Range: 4 cells. 10 MP

+ Refreshing Dream - While asleep, Hikari can bestow herself with a pleasant scene or scenes in order to revitalize her spirit. She can also use this on an ally, but the effects are diminished if they are not asleep. 120% Int Healing. If asleep, the healing damage is doubled. Light Elemental. Range: 4 cells. 12 MP

+ Aero - Hikari blasts the enemy with a sudden burst of wind, startling them. 120% Int Wind DMG. 6 cell range. Chance of Confusion. 11 MP.

+ Ragnarok - Hikari blasts an enemy with an incredible amount of light energy. So much, in fact, that it can destroy almost any evil spirit. 160% Int Light DMG. Double the power if used against Zombified enemies. 5 cell range. 12 MP.

+ Frosty Dream - Hikari gives herself or one of her allies a very cool, relaxing set of thoughts, like a drink of cold water. Heals one Status Ailment. Heals all Status Ailments if the one having this cast on them is asleep, including sleep. 4 cell range. 14 MP.

+ Mandrake Screech - Hikari slams her staff down on the ground, her staff sending out enormous sound waves that only the opposition can hear. The screech is so terrible it breaks the opposition's ear drums. 140% Int DMG to all enemies. Power doubles if enemies are asleep. 16 MP.

A-Ability: Dreaming Influence

+ Resounding Sleep - Hikari sends out small waves of her magical power across the enemy ranks. These waves have the ability to put the enemy to sleep, but can sometimes fail; however it targets the entire enemy party without affecting Hikari or her allies. Inflicts Sleep on all enemies (50% Chance). 16 MP

+ Resounding Nightmare - Hikari sends out larger waves of her magic across the enemy ranks. These waves tear at the insides of the enemies while keeping them asleep. Inflicts Nightmare on all sleeping enemies. Keeps enemies asleep for same number of turns that Nightmare persists. Enemies will wake when Nightmare ends. 24 MP.

+ Eternal Awakening - Hikari revives an ally with 20% Max HP and the same amount of MP they had when they were KO'ed. 22 MP

+ Dazzling Daydream - Hikari shocks a target by casting her mana to cover the target's eyes and flash brightly until they are unable to see. Inflicts Blind on a target. Does not work on sleeping enemies. 4 cell range. 7 MP.

+ No Zone - Hikari surrounds her immediate vicinity with a barrier of protection that fades away after a few seconds. It bestows a good amount of protection from physical attacks. Bestows Protect to Hikari and any ally in a surrounding cell. 16 MP.

R-Ability: Sleeping Critical - Every turn Hikari is asleep, and there are sleeping enemies on the field as well, those sleeping enemies cannot be woken up, but every attack made against them is critical.

S-Ability: Self-Induced Sleep - Even when she is asleep, Hikari can move and act as if she were awake.

Final Judgement: Eternal Nightmare - Hikari locks a foe into a deep sleep, then unlocks their mind to unleash their own fears upon the foe, giving them the worst nightmare they could possibly experience, dealing permanent damage to their psyche. (Dark) 5 cell range. 200% Piercing INT DMG to one foe.

Stats:
HP: 40 (+5 from Beads of Light)
MP: 60 (+10 from Beads of Light)
ATK: 0
DEF: 9 (+2 from Kadeskana)
INT: 15 (+6 from Red Staff)
SPR: 9 (+4 from Kadeskana)(+2 from Beads of Light)
Move: 2 (+0 from Dreamer Job)

Skill Points: 0


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Post by Zerifachias Fri Jan 22, 2010 2:32 pm

Name: Crystal Suo
Age: 21
Gender: Female

Level: 8
Next Level: 22/24

Appearance:
Spoiler:

Profession: Derrek Magus - Literally, Demon Warrior. Demon Warriors are extremely rare, and insanely powerful. Demon Warriors originate from humans who specialized in the dark arts of Necromancy. With powerful magic, they push the reset button on their life, and carefully weave together their own DNA, so that they may control who they become. In essence, Demon Warriors are exactly that, for their DNA matches that of a demon perfectly.

Weapon: Ryukken Claymore - A rare type of broad sword that can only be wielded by a select few. Each one has it's own name, and mythology states that the sword can even talk to it's true owner, and only the true owner.
Armor: Armored Dress - A strange dress which is covered with protective material, although it looks like a normal, white dress.
Accessory: Jeweled Necklace - A beautiful sapphire necklace that emanates a strange power. (+5 MP)

A-Ability: Ryukken Magus

+ Meteor Strike - Crystal jumps high into the air, her claymore shining dangerously above her head as she falls. Crystal brings the huge claymore down upon the enemy's head, just as she is about to land on them. The force of the blow causes a blast powerful enough to put a hole in the ground. 180% Atk DMG. Chance of Disable.
Range: Adjacent Cell
Cost: 15 MP

+ Grakk - A sudden change in movement style causes the foe to be caught off guard as Crystal lunges at them from an odd angle, stabbing the enemy first, then either throwing them, or slicing through their body. [120%] Atk DMG. Moves Crystal up one cell and, if the foe is thrown, enemy back two cells.
Range: Adjacent Cell.
Cost: 8 MP

+ Awakening Of Fire - With a furious burst of strength, Crystal activates Ryukken's inner dragon, causing the Claymore to spout black fire across it's length. Crystal then slices through the foe, while the flame shoots out of the Claymore, through the enemy, and all the cells behind. [150%] Atk DMG for the strike. [120%] Int DMG from the fire. The original target is assaulted by both, and every enemy behind the target only takes the fire damage. Chance of Burning those who are touched by the fire.
Range: Adjacent Cell (The fire, is every cell directly behind the original target, as a straight line.)
Cost: 20 MP

+ Ryukken's Hell - Crystal lets go of Ryukken completely, allowing it to move about itself. The sword slowly begins to move of it's own accord, hovering above the ground. It then streaks at an enemy, impaling their chest viciously. the sword then returns to Crystal of it's own accord, attracted by the taste of Crystal's mana, Ryukken's true owner. 160% Atk DMG. May cause Bleeding.
Range: 5 cells
Cost: 14 MP

+ Linked Strike - Crystal jumps at a close enemy and attaches to them and stabs them with her claymore. She then jumps off the enemy towards a second enemy and stabs them, already in the momentum, Crystal jumps from enemy to enemy, stabbing each of them. 130% Atk DMG. The first enemy must be within 3 cells of Crystal, the next enemy 3 cells from that enemy, and so on. The combination stops when Crystal runs out of enemies to jump to and attack or if no other enemy is in reach. She lands in an adjacent cell to the last enemy she attacked (randomized). 16 MP.

Spoiler:

R-Ability:

+ The Great Flames of Hades - A furious flame surrounds Crystal whenever she is attacked. The foe is burned as soon as the flames touch their body. This ability affects all surrounding cells, but does no damage until the burn takes effect. This ability will only activate if there is an enemy in a surrounding cell and if Crystal is attacked directly.

S-Ability:

+ Demon Hell - Increase Crystals HP and MP stats by 30% passively.

Awakening:

Slayer Of The Dragons - Crystal disappears for an instant, only to be seen again by a foe, her blade brimming with black and white fire being held above her head. With a furious swipe, Crystal and the foe disappear in the explosion. Crystal reappears in her original spot, while the foe emerges from the flames. [200%] ATK Piercing DMG to one enemy up to 4 cells away. Burns if the enemy survived. (Fire Elemental)

Stats:
HP: 40 (+12 from Demon Hell)
MP: 30 (+5 from Jeweled Necklace)(+10 from Demon Hell)
ATK: 10 (+4 from Ryukken Claymore)
DEF: 5 (+3 from Armored Dress)
INT: 3 (+0 from Ryukken Claymore)
SPR: 6 (+1 from Armored Dress)
Move: 2 (+1 from Derrek Magus Profession)

Skill Points: 0

Affinity:
Marie: 3
Hayashi: 1
Alice: -0
Ein: -9001


Last edited by Zerflah on Wed Jun 20, 2012 3:38 am; edited 4 times in total
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Post by Zerifachias Fri Jan 22, 2010 2:34 pm

Name: Naomi Kair
Age: 20
Gender: Female
Level: 7
Progress: 20/24
Appearance:
Spoiler:
Attitude: "Black....like Death."

Job: Dark Winged Demon
Weapon: Sephire Sword - A long sword that is ridiculously long and thin. Despite it's frail appearance, the sword is harder than steel and light as a feather, but sharp enough to cut through iron. Mythology states that it is held intact by a magic older than the earth itself.
*Range of 4*
Armor: Mana Cloak - An invisible cloak covered Naomi's body, shielding her from her greatest weakness. The absolute defense for any Demon.
Accessory: Dark Pendant - A pendant filled with Dark energy so powerful, the opposite cannot stand up to it's might. (+3 INT; Halves Holy)

A-Ability: Darkened Furi

+ Drilling Darkness - Naomi takes flight with her precious sword in hand, a darkness so black it blocks out the light for an instant as Naomi penetrates the foe's body. [120%] INT Dark DMG.
Range: 4 cells. *affected by Naomi's weapon*
Cost: 9 MP

+ Leviathan - Naomi spreads her majestic black wings wide, filling the air with darkness. With sight at absolute Zero, Naomi pierces her enemy's soul with her black blade. Such a powerful attacks cause Naomi's blood red eyes to open, unleashing her true power upon her enemies. [150%] INT Piercing DMG. Awakens Naomi's R-Ability.
Range: 4 *affected by Naomi's weapon*
Cost: 24 MP

+ Beyk Lepph Yi Shmna - Naomi begins to chant in an otherworldly language. Slowly, the light fades, giving the enemies no way to predict her next attack. Naomi picks an enemy at random and slices through his/her body multiple times. [120%] INT Dark DMG each hit. 4 hits. May cause Blood Loss.
Range: 4 *affected by Naomi's weapon*
Cost: 17 MP

+ Dark Cloak - Naomi covers her body with her enormous wings, masking her presence completely when an enormous cloud of darkness surrounds the area. She will remain undetectable for 3 turns, however, this move disables the power of her R-Ability. In order to activate the power again, "Leviathan" must be used again. Only able to be used once per turn.
Range: Self
Cost: 12 MP

A-Ability: Item

R-Ability:

+ Jayrrk Knml Rtne - Naomi, having expended an enormous amount of power, opens the blood-red eyes of her soul. Once opened, the power within her doubles the amount of damage she gives and receives as long as the element is Dark. This ability is activated directly after the use of the A-Ability "Leviathan."

S-Ability:

+ Instilling Fear - All of Naomi's attacks have the chance of inflicting Darkness on the foe.

Awakening:

+ Falling Into Darkness - A devastating attack that causes all lights to go out, including those within the soul of the victim. 200% Piercing INT DMG to Original target, 100% Piercing INT Splash DMG to all others.

Stats:
HP: 35
MP: 50
ATK: 2 (+1 from Sephire Sword)
DEF: 3 (+2 from Mana Cloak)
INT: 9 (+3 from Sephire Sword) (+3 from Dark Pendant)
SPR: 8 (+3 from Mana Cloak)
Movement: 4

Affinity:
Janie: 0
Serenity: 1
Elliot: 0
Anastasia: 0
Ashelyn: 0


Last edited by Zerflah on Tue Jun 19, 2012 4:09 pm; edited 2 times in total
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Post by Zerifachias Fri Jan 22, 2010 2:35 pm

Name: Rose
Age: 20
Gender: Female
Appearance & Soundtrack: Patchy

Level: 9
Progress: ---/---

Profession: Stellar Mage - Studiously observing the universe comes with perks when it comes to magic involving the constellations. (Basic Attack: Int; 3 cells)

Spoiler:

Weapon: Constellation Journal - An old, weathered book filled with sketches of constellations and stars and planets, with information pertaining to each written in a fine, neat print.
Armor: Stellar Nightgown - A cute, if not somewhat impractical dress that is not suited for travel.
Accessory: Jade Necklace - A gold-wire necklace with a jade jewel. (+5 MP)

A-Ability: The Zodiac

+ Sagittarius - Stars align! Show me the sign of the Archer! A holy light shoots down from above, piercing the enemy with a holy arrow from the stars. 120% Int DMG. May cause Confusion. 4 cell range. 10 MP. Holy Elemental.

+ Aquarius - Stars align! Break the moon and the sea and reveal the Water Bearer! The enemy party is suddenly assaulted by heavy waves of water that materialize out of the air around them. 100% Int DMG. May cause Wet. Hits all enemies. 12 MP. Water Elemental.

+ Libra - Stars align! Balance the world on it's axis with The Scales! The target is assaulted by a strong gust of wind that spins them around and confuses their movements. 130% Int DMG. May cause Addle. 4 cell range. 12 MP. Wind Elemental.

+ Taurus - Stars align! Bring down the raging beast, The Bull! From the sky, a meteor of solid rock shoots down upon the target, exploding in a fierce strike that shifts the plates of the earth. 150% Int DMG. May cause Disable. 4 cell range and all those surrounding the target. 18 MP. Earth Elemental.

+ Leo - Stars align! Forge a path ahead with the flames of The Lion! A line of fire shoots forward, engulfing a column or row of the battlefield in the burning passion of the stars. 125% Int DMG. May cause Burn. Single column or row up to 3 cells from the caster. 16 MP. Fire Elemental.

+ Cancer - Stars align! Cut down the enemies with your sharp claws, The Crab! Lightning suddenly shoots up out of the ground with a quickness, electrocuting the target. 170% Int DMG. Chance of Paralyze. 4 cell range. 18 MP. Lightning Elemental.

A-Ability: Item

R-Ability: A Star's Fury - When attacked by magical means, Rose snatches the essence of the spell and hurls it straight back at the enemy.

S-Ability: The Gifts From the Stars - Rose and all allies in an adjacent cell with her will be blessed by the stars and only need to use half of the energy required for spellcasting.

D-Ability: The Fallen Stars - There is a fine line that you must cross before I become angry. People don't like it when I'm angry, so they know not to cross it. You crossed it, so you must be very stupid or a masochist. Well, that doesn't matter, because you're about to be dead. Stars fall! Strike my adversary and show them the true strength of the Spirit King's anger! 200% Piercing Int DMG to a single enemy up to 5 cells away. May cause Confusion. Holy Elemental.

Stats:
HP: 25
MP: 50 (+5 from Jade Necklace)
Atk: 1
Def: 6
Int: 11 (+1 from Constellation Journal)
Spr: 8 (+1 from Stellar Nightgown)
Move: 2 (+0 from Stellar Mage Profession)


Last edited by Zerflah on Tue Jun 19, 2012 4:15 pm; edited 2 times in total
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Post by Zerifachias Fri Jan 22, 2010 2:57 pm

Name: Ariel Seaclover
Age: 24
Gender: Female
Appearance & Soundtrack: Musubareru Sekai

Level: 5

Profession: Ranger - A ranger is one who stalks lesser prey and takes them down swiftly and silently. Rangers are the beginning rank of ranged warriors who use bows and arrows to take out prey. (Quiver)(Equips: Longbows; Shortbows)(Immune Poison, Severe Poison)

Quiver - A quiver supplies the arrows for attacks. Different arrows have different bonus effects.

Weapon: Wood Longbow - A standard, wooden bow with a strong string. It has a longer range than a shortbow. (Longbow Projectile Range: 5 cells)(Shortbow Projectile Range: 4 cells)
Quiver: Wood Arrow - A standard, wooden arrow with flint as an arrowhead. (No Bonus)
Armor: Ranger Armor - A suit of leather armor that fits snugly around the shoulders and drapes down into a cut skirt.
Accessory: String Tie - A tie that twists at the top of the bow where it meets the string. Tightening it produces more resistance and a stronger shot. (+1 Atk)

A-Ability: Ranger's Mark

+ Snapping Cobra - A arrow hisses through the air and impales an enemy, the tip of the arrow coated with a deadly poison. 120% Atk DMG. Chance of Poison. 4 cell range. 10 MP.

+ First-Aid Kit - Quickly pulling out an arsenal of ranger supplies, Ariel quickly heals wounds on herself or an ally. Heals for 15% Max HP DMG OR heals one negative physical status issue. 8 MP.

R-Ability: Trap - Whenever Ariel is attacked physically from an adjacent cell, she throws a net over her assailant and attempts to disable and immobilize them. Only works once per turn.

S-Ability: No Weak Spot - The hunter is immune to Disable, Immobilize, and any other status effects that would otherwise force the hunter to give up a move or act phase.

Judgment: Arrowhead Striker - Earth Elemental.
Faced with the sheer power of the earth, the enemies are crippled under a rain of arrows created from the purified forms of rock and iron.
100% Atk Earth DMG. Targets all enemies. High Chance of Immobilize.

Stats:
HP: 30
MP: 20
Atk: 5 (+1 from Wood Longbow)(+1 from String Tie)
Def: 4 (+1 from Ranger Armor)
Int: 0
Spr: 3
Move: 2 (+1 from Ranger Profession)


Last edited by Zerflah on Tue Jun 19, 2012 4:17 pm; edited 5 times in total
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Post by Zerifachias Fri Jan 22, 2010 2:57 pm

Name: Dimmer Star
Age: ?
Gender: Male
Appearance:
Spoiler:
Soundtrack: To Glory

Level: 5
Profession: Mechanic - One who claims this profession works with machines and automated gadgets of all sorts. They can make explosives, radar systems, and can hotwire runaway AI machines. (Hotwire)(Equips Wrenches)

Hotwire - Allows the Mechanic to take control of one machine on the field, whether it be their own creation or a wild one.

Weapon: Rusty Wrench - A heavy wrench that can either be used for bashing in heads or fixing machinery.
Armor: Mechanic's Uniform - A blue uniform with a small red-and-blue patch with a wrench and a screwdriver crossing each other.
Accessory: Leather Gloves - Protection for the hands that increases dexterity a little. (+1 Def)

A-Ability: Mr. Handy

+ Create: Drone - Combining raw materials, Dimmer creates a sort of artificial intelligence robot that is able to fly around weightlessly and reach places that humans can't. Creates a Drone in an adjacent cell. 6 MP.

+ Fix-It - Fixes any damages or replaces parts so that the machine Dimmer is controlling can continue to function. Restores any machine to the state it was in prior to any damages it took. Adjacent cell range. 10 MP.

+ If It's Not Baroke, Don't Fix It - A heavy combo in which Dimmer breaks something with something heavy, like a wrench. 130% Atk DMG. 2 hits. Deals 20% extra damage to machines. Adjacent cell range. 12 MP.

R-Ability: Self-Destruct Button - If any machine that Dimmer is in control of is destroyed in any way, Dimmer can choose to set off an explosive reaction that covers all surrounding cells and deals 10% Piercing Max HP damage to all enemies or allies caught in the blast.

S-Ability: Hardwire - Any machine that Dimmer creates or commandeers cannot be swayed by any other. Basically, any machine that Dimmer controls is immune to Mesmerize, Charm, or Possession, and is also immune to any hotwiring.

Judgement: Loaded Lottery Machine - 200% Piercing Atk DMG.

Stats:
HP: 35
MP: 25
Atk: 7 (+1 from Rusty Wrench)
Def: 8 (+1 from Mechanic's Uniform)(+1 from Leather Gloves)
Int: 1
Spr: 4 (+1 from Mechanic's Uniform)
Move: 2 (+1 from Mechanic Profession)


Last edited by Zerflah on Tue Jun 19, 2012 4:19 pm; edited 4 times in total
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Post by Zerifachias Fri Jan 22, 2010 3:01 pm

Name: Iraki Vera
Age: 17
Gender: Female
Appearance:
Spoiler:
Level: 14

Profession: Dream Claw - One who claims this profession has begun the practice of using dark arts and nightmares. [Resist Dark; Resist Wind; Vulnerable Light][+1 Basic Attack]

Weapon: Twilight Claws - Red and white claws that are for both hands. [Added Effect: Sleep][2 hits]
Armor: Black Dress - A thick dress that prevents physical attacks from harming Iraki too much.
Accessory: Beads of Darkness

A-Ability: Fraught Nightmare

+ Dreaming Silence - Iraki sends a wave of mana at the enemy, putting them to sleep. 5 cells. Inflicts Sleep status. 8 MP

+ Nightmare Rend - Iraki uses a strange magic to awaken her foe in the most unwanted way. 150% INT DMG. Damage doubles if the foe is asleep. 4 cells. 14 MP.

+ Worsening Nightmare - Iraki sweeps her hand through the air, sending a burst of mana at the enemy, increasing the damage they take from Nightmare by 10%. Cannot be stacked. 4 cells. 8 MP.

+ Aeroga - Iraki sends a huge blast of wind energy at the foe, blowing them away. 150% INT Wind DMG. Blows foe back 3 cells. 4 cell range. 14 MP.

A-Ability: Blood Claw

+ Nightmare Strike - While the enemy is asleep, Iraki attacks them mercilessly with her claws. [140% ATK DMG][4 hits][Adjacent cell][Power doubles if enemy is asleep.] 22 MP.

+ Black Slash - Iraki slashes the air with her claws, causing them to leave a black rip mark in the air. The enemy she targeted then takes enormous damage as black rip marks appear on their chest. [160% ATK DMG.] [Single Enemy.] 14 MP.

R-Ability: Nightmare Sleep - Whenever Iraki puts a foe to sleep, they are automatically put under the "Nightmare" status.

S-Ability: Sleepwalker - Iraki is unaffected by the effects of Sleep and Deep Sleep.

Final Judgement: Zephyr's Nightmare (Wind) 200% Piercing damage to one enemy 5 cells away.

Stats:
HP: 55 (+5 from Beads of Darkness)
MP: 75 (+5 from Beads of Darkness)
ATK: 12 (+4 from Twilight Claws)
DEF: 8 (+4 from Black Dress)
INT: 11 (+2 from Twilight Claws)(+3 from Beads of Darkness)
SPR: 12 (+2 from Black Dress)(+1 from Beads of Darkness)
Move: 2 (+1 from Dream Claw Profession)


Last edited by Zerflah on Tue Jun 19, 2012 4:20 pm; edited 3 times in total
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Post by Zerifachias Fri Jan 22, 2010 3:01 pm

Name: Matti Vinni
Age: 22
Gender: Female
Appearance:
Spoiler:
Level: 14

Profession: Fire Princess - Yeehaw! Burn you fools! [Int Basic Attacks][+1 Basic Attack.][Resist Fire; Resist Ice; Vulnerable Water]

Weapon: Burnt Cigarette (Added Effect: Burn)
Armor: Fireman's Slacks (Immune Fire)(Immune Burn)
Accessory: Red Ribbon (Resist Water)

A-Ability: Scalding Inferno

+ Dragon Breath - Matti blows an extremely hot fire at the foe for massive fire damage. Surprisingly, the green flames don't cause Burn. 140% ATK Fire DMG. 3 cells. 13 MP.

+ Scald - Matti sets the enemies' clothes on fire, and in turn, the enemy itself. Causes Burn. 3 cells. 7 MP

+ Valve Twist - Matti twists the valve on her flire, increasing how much and how fast the chemical comes out. Increases Matti's next attack by 100%. 14 MP.

+ Never Ending Fire - Matti blows a continuous stream of fire at the foe until they've been charred black. 190% ATK Fire DMG. 3 cells. Burns the foe. 14 MP.

A-Ability: Burning Hell

+ Living Fire - Matti raises her hands to the sky, summoning the essence of fire from the ground to burst up and scald her enemies. 220% INT Fire DMG. All enemies. 22 MP.

+ Flames of Ares - Matti surrounds herself with a thick coat of fire, protecting her slightly from being attacked through magical means. Bestows Shell except when attacked by a water-based attack. Self only. 8 MP.

+ Inferno - Matti points both her hands at the enemy and continuously shoots fire out at them, no matter how far away she is, for 3 turns. 140% INT Fire DMG. Continuous damage for 3 turns. 26 MP

R-Ability: Burning Circle - When attacked from a surrounding cell, Matti releases a stream of fire all around her, harming every enemy in a surrounding cell by 80% Piercing ATK Fire DMG.

S-Ability: Burning Skin - Matti's skin is extremely hot, so any enemy that touches it from an adjacent cell will be burned.

Final Judgement: Overheat (Fire) 200% Piercing ATK DMG to one enemy up to 4 cells away.

Stats:
HP: 50
MP: 75 (+10 from Red Ribbon)
ATK: 7 (+0 from Burnt Cigarette)
DEF: 12 (+3 from Fireman's Slacks)
INT: 13 (+4 from Burnt Cigarette)
SPR: 10 (+4 from Fireman's Slacks)
Move: 2 (+1 from Fire Princess Profession)


Last edited by Zerflah on Tue Jun 19, 2012 4:28 pm; edited 3 times in total
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Post by Zerifachias Sat Jan 23, 2010 8:10 am

Name: Sayu Mila
Age: 14
Gender: Female
Appearance:
Spoiler:
Level: 14

Profession: Samurai Knight - One who claims this profession is a master of the bladed arts, and can easily overwhelm anyone of a lower level. [Resist Neutral][+1 Basic Attack]

Weapon: Serrated Katana
Armor: Samurai's Kimono
Accessory: White Rose

A-Ability: Talent

+ Shred - Sayu mercilessly tears her foe apart with her sword, no hint of mercy in her eyes. 130% ATK DMG each hit. 6 hits. Adjacent cell. 18 MP

+ Quick Swipe - Sayu cuts through the foe's defence with an alarmingly quick swipe. 100% ATK DMG. Adjacent cell. May take another action. 12 MP.

+ Clash - Sayu clashes swords with the foe, and continues to push against them. The loser is cut in half, the winner walks to live another day. 190% ATK DMG. Adjacent cell. 13 MP.

+ Dual Stance - Sayu takes a stance and remains motionless, increasing her focus. Increases ATK stat by 50% for 3 turns. 8 MP.

+ Slash Through - Sayu runs at the foe at blinding speed, slicing through their body with alarming strength. 150% ATK DMG. 2 cells. Ends 2 cells away from the foe in the direction Sayu moves. Sure hit. 14 MP.

+ Tri-Attack - Sayu slashes through the foe three times, injuring them greatly. 160% ATK DMG each hit. 3 hits. Adjacent cell. 18 MP.

+ Recovery - Sayu has been trained in multiple ways of the sword. Although she may be fierce in battle, some feminine traits still remain. She has acquired the ability to restore another's vitality with her own healing style. Recovers 20% Max health to one ally. Adjacent cell. 12 MP.

A-Ability: Skill

+ Attach and Cut - Sayu rushes at the foe, jumping onto their back. She then slices off one of the enemy's limbs, or at least attempts to. 160% ATK DMG. May cause Bleeding. Adjacent cell. 14 MP.

+ Stab and Shred - Sayu plunges her sword into the enemy's gut, then forcefully rips and tears the enemy's body until the sword comes out. 190% ATK DMG. May cause Blood Loss. Adjacent cell. 16 MP.

+ Sweeping Slice - Sayu slices through the enemy's gut, causing all sorts of blood and gore to spill out. 170% ATK DMG. Causes Blood Loss. Causes Bleeding. Adjacent cell. 19 MP.

R-Ability: Wakizashi - Sayo focus is razor sharp, allowing her to counterattack a physical attack from an adjacent cell with ease. 100% Atk DMG. Adjacent cell.

S-Ability: Tangled Feet - Sayu's movements are extremely complex and confusing, making it hard to catch her off her guard to attack. Increases Evade by 20%

Final Judgement: Zanmato (Neutral) 200% Piercing to one enemy up to 5 cells away.

Stats:
HP: 70
MP: 55 (+10 from White Rose)
ATK: 15 (+4 from Serrated Katana)
DEF: 10 (+3 from Samurai's Kimono)
INT: 6 (+0 from Serrated Katana)
SPR: 8 (+3 from Samurai's Kimono)
Move: 2 (+2 from Samurai Knight Profession)


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Post by Zerifachias Sat Jan 23, 2010 12:44 pm

Name: Nemile Wetyna
Age: 18
Gender: Female
Appearance:
Spoiler:
Soundtrack: https://www.youtube.com/watch?v=TvyDjbfuLGY

Level: 5
Progress: 0/70

Profession: Paladin - The one who claims this profession is a master of defense and can wield heavy weapons and shields. They are known to be very protective of allies, often taking blows for them. Paladins are almost always accompanied by a beast pet that they tamed. (Equips: Swords; Axes; Lances)(Shieldbearer)

-Shieldbearer - Permits the Paladin to bear a shield as well as a weapon. Cannot be used when a two-handed weapon is equipped.

Weapon: Copper Sword - A sword made of the cheapest metal known to man. It's sharp, but it isn't nearly as powerful as iron.
Shield: Leather Shield - A simple shield made of beast hide. (Block Chance: 5%)
Armor: Adamantite Boots - Extremely durable boots made from a rare metal. Reforging these is very easy, however, so it is better to upgrade the boots rather than buy new ones.
Vanity Attire: Xanite Dress - A dress made from a very durable fabric-like metal. It's red color seems to bring out all the beauty of it's wearer. (No stats - Vanity item)
Accessory: Knight Gloves - White gloves made from a fabric-like metal known as Xanite, which is a very easy metal to change the colors of. (+1 Atk)

A-Ability: Right To Survival

+ Temper - The user sharpens the user's blade and hardens the user's shield with natural energies, allowing the user to better defend the user's self. Increases Atk and Def by 10%. Self only. Cannot be stacked. 8 MP.

+ Energy Field - The user casts a weak magic that surrounds an enemy and prevents the enemy from reaching full power with a magnetic field. 80% Int DMG. Decreases target Atk and Int by 10%. 3 cell range. Cannot be stacked. 7 MP.

+ Punishment - The user punishes the enemy with a heavy attack in revenge for assaulting a comrade. Can only be used if an ally was attacked the previous turn, but prevents the target from attacking the next turn. 150% Atk DMG. Adjacent cell. 8 MP.

A-Ability: Item

R-Ability: Paladin's Gift - When an ally's HP reaches less than 50%, the paladin automatically gives 50% of her own current HP to that ally.

S-Ability: Regeneration - An ancient magic stirs in the paladin at certain intervals, allowing the paladin to recover HP. Recovers 15% HP every Player Phase. (Passive)

Companion Ability: Mount - Allows the Paladin to ride her companion and combine their stats in moderation to increase attack and defensive power.

Judgement: Holy Lance - The paladin borrows energy from the life around her, which she has protected many times before, and uses it to create an enormous, white lance that glows with a brilliant, holy light. The paladin throws the lance at the enemy, which explodes into a majestic pillar of white, pure energy that pierces even the heavens with holy light. 200% Piercing Atk DMG. Light Elemental. 6 cell range. Enemies in the surrounding cells take 100% Piercing Atk DMG.

Stats:
EN: 50
HP: 71 [+6 for each level]
MP: 36 [+3 for each level]
Atk: 6 (+1 from Copper Sword)(+1 from Knight Gloves)
Def: 7 (+1 from Adamantite Boots)(+1 from Leather Shield)
Int: 5 (+0 from Copper Sword)
Spr: 6 (+0 from Adamantite Boots)
Move: 2 (+1 from Paladin Profession)
Evade: 3%
Morale: (//////////)

Skill Points: 0


~

Nemile's Companion:

Name: Ralufikan "Ralu"
Age: 7
Gender: Male
Appearance: *See the wyvern in Nemile's photo*

Level: 5
Progress: 0/70

Profession: Wyvern (Companion) - A companion of Nemile. Wyverns are powerful, aerial beasts that glide across the sky with their massive wingspan and swoop silently down on their prey. They are able to do heavy damage to enemies, but are very weak to magic as a result of always being in the air. (Flying)

A-Ability: Do A Barrel Roll!

+ Peregrine Swoop - An aerial attack that is executed by climbing high into the skies and then shooting back to the earth and smashing into the target with heavy force at high speeds. 140% Atk DMG. 3 cell range. 8 MP.

+ Poisonous Bite - A fierce bite with sharp fangs that sometimes injects poison into the target's bloodstream, envenoming them. 110% Atk DMG. Chance of Poison. Adjacent cell range. 6 MP.

+ Rush - A heavy tackle that can cause even the sturdiest of enemies to buckle under the immense weight of the wyvern. 130% Atk DMG. Straight line. Attacks all in the way. 12 MP.

A-Ability: N/A

R-Ability: Tail Swipe - When attacked from a surrounding or adjacent cell, the wyvern spins around and lashes out with his long tail to attack the attacker and any enemy nearby. 100% Atk DMG counter.

S-Ability: Assault Expert - As a predator, the wyvern is very good at attacking, but is weak when it comes to defense against magic. 10% of Spr goes to Atk power.

Judgement: Devourer of Souls - A deep intake of breath from the wyvern causes the target's soul to be sucked out and devoured by the wyvern, thus breaking the target's spirit and annihilating the target's physical and mental form. 200% Piercing Atk DMG. Disables target. Immobilizes target. May cause Curse. 4 cell range.

Stats:
EN: 50
HP: 69 (+6 for every level)
MP: 29 (+2 for every level)
Atk: 7 (+1 from Assault Expert)
Def: 8
Int: 4
Spr: 5 (-1 from Assault Expert)
Move: 2 (+2 from Wyvern Profession)
Evade: 5%
Morale: (//////////)

Skill Points: 0


Last edited by Zerflah on Tue Jun 19, 2012 4:31 pm; edited 1 time in total
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Post by Zerifachias Sun Jan 24, 2010 11:42 am

Name: Lacie
Age: 19
Gender: Female
Appearance:
Spoiler:
Level: 10

Profession: Dynamic Knight - A knight who has advanced so much in skill that the only thing left to improve is the knight's own abilities. These powerful warriors are known to be able to take down an entire battalion single-handed. (Dual Wield)(Advanced Specialty Sword)(Equips: Swords)

*Advanced Specialty Sword - Like the previous, only damage output is increased by 20% instead.

Spoiler:

Weapon: Rusty Steel Sword - Steel swords are more useful for defeating human-like enemies, but this one seems a bit rusty. (Effectiveness +20% Against Human-like Enemies)
Weapon: Cracked Silver Sword - Silver swords are more useful for killing monsters. This one has cracked from overuse. (Effectiveness +20% Against Monsters)
Armor: Old Armored Dress - A dress with modifications to allow better maneuverability and defense. It has almost no effect on Lacie's speed.
Accessory: Blue Ribbon - A thin, blue ribbon that helps keep Lacie's hair in a neat bun, which she only wears during times of combat. It seems important to Lacie... (+1 Spirit)

A-Ability: Elementalist Knight

+ Waterfall Blade - Lacie puts her steel sword in it's sheath and holds the silver sword with both hands. Summoning power from the core of her being, Lacie jumps high above the enemy with her sword tip pointed down. As she falls, Lacie's sword rips through the air and creates a torrent of water that crashes down upon the enemy along with the sword. 130% Atk DMG. Water elemental. Adjacent cell range. May cause Wet. (Silver Sword: +20% to damage output if the enemy is a monster). 10 MP.

+ Firespout Blade - Lacie puts her silver sword in her sheath and holds the steel sword with both hands. Summoning power from the core of her being, Lacie twists her arm back, as if preparing for a stabbing attack. Lacie then spins her entire body around and slashes down upon the enemy, a noticeable trail of fire following the tip of the blade. 130% Atk DMG. Fire Elemental. Adjacent cell range. May cause Burn. (Steel Sword: +20% to damage output if the enemy is human-like). 10 MP.

+ Lightningstrike Blade - Lacie puts her steel sword in her sheath and holds the silver sword with both hands. Summoning power from the core of her being, Lacie stabs her sword into the ground and spreads out her arms, palms facing the sky. Sparks fly from her fingertips and Lacie quickly grabs her sword, slicing at the enemy from the side, the electric current running through the sword and into the enemy. 130% Atk DMG. Lightning Elemental. Adjacent cell range. May cause Paralysis. (Silver Sword: +20% to damage output if the enemy is a monster). 12 MP.

+ Aeroclypse Blade - Lacie puts her silver sword in her sheath and holds the steel sword with both hands. Summoning power from the core of her being, Lacie takes a single step back and poises her blade, ready to strike at any time. With a sudden flash from the sword and a furious number of blows, Lacie effectively slices her enemy so very quickly the enemy is dazed by the attack. 130% Atk DMG. 3 hits. Wind Elemental. Adjacent cell range. May cause Confusion. (Steel Sword: +20% to damage output if the enemy is human-like). 16 MP.

+ Ragnarok - Lacie holds both of her swords high into the air, summoning power from the core of her being. Combining the two sword's powers together, Lacie slices down upon an enemy, a bright light flashing and also cutting through the enemy with a purification sword. 140% Atk DMG. 2 hits. Light Elemental. Adjacent cell range. Chance of Blind. (Increase damage output by 20% regardless). 14 MP.

+ Icemirror Blade - Lacie sheaths her steel sword and holds her silver sword with both hands. Summoning power from the core of her being, Lacie charges up her blade with powers cold as ice. The silver sword flashes once before revealing a sort of mirror-like appearance. Lacie then takes her sword and slices the enemy at the neck, the wound immediately freezing over, and at the same time, the enemy is sliced from behind due to the mirror sword's effect. That wound also freezes over. 130% Atk DMG. 2 hits. Ice elemental. Adjacent cell range. Chance of Freeze. (Silver Sword: 20% to damage output if the enemy is a monster). 12 MP.

+ Gaia Blade - Lacie sheaths both of her sword and cracks her knuckles. Summoning power from the core of her being, Lacie springs forward and punches the enemy with tremendous strength, pounding the enemy into the ground. Lacie then jumps back and takes out her steel sword and slams it into the enemy's gut, the ground beneath them crippling in response. 100% Atk DMG for the punching. 4 hits. 150% Atk DMG for the sword attack. Earth elemental. Adjacent cell range. Chance of Immobilize. (Steel Sword: +20% to damage output if the enemy is human-like. [only for the sword attack]). 15 MP.

+ Nirvana Blade - Lacie holds both of her sword outwards and places her feet at shoulder-width, as if forming a cross. Summoning power from the core of her being, Lacie moves quickly, spinning her arms powerfully and slicing at the enemy, trails of dark energy flowing out of the enemy with each strike until a cloud of shadow envelops the enemy and suffocates it. 120% Atk DMG. 13 hits. Dark Elemental. Adjacent cell range. Chance of Suffocation. Chance of Curse. (Steel/Silver Sword: Increase the damage output by 20% regardless). 38 MP

A-Ability: Shattering Defenses

+ Unclip - Lacie slices through armor clips and fabric that holds the enemy's armor together, effectively ruining the armor and making it completely useless. This may take a few tries in order to work, but it will eventually. If the enemy is not immune, can take up to just 3 attempts to cause Armor Break, which nulls all effects of armor. Does not deal damage. Adjacent cell range. 14 MP.

+ Sword Attack - Lacie attacks the enemy's weapon directly and with furious blows, attempting to knock it out of the enemy's hands. This may take a few tries to succeed. If the enemy is not immune, can take up to just 3 tries to cause Weapon Break, which nulls all effects of weapons held by the enemy. (If enemy is dual wielding, only nullifies the secondary weapon). Does not deal damage. Adjacent cell range. 14 MP.


R-Ability: Rhythm of the Sword - If Lacie successfully inflicts a status effect upon an enemy, she can effectively boost her own moral and increase her ability to continue to do damage to enemy ranks. Restore Lacie's MP to what it was before her last ability usage. In essence, if Lacie succeeds in inflicting an enemy with a status effect by using an A-Ability, then that A-Ability will cost no mana whatsoever for that one attack.

S-Ability: Scan - Lacie has been granted the ability to scan the enemy to find out all sorts of information about them. Usable only once per battle. Grants access to such knowledge as elemental affinity and weakness, weak spots to increase critical hit chance (by 15%), and whatever the enemy ate that morning. Does not work on fully-fledged boss characters, but has a 50% chance of working on mini-bosses. Using "Scan" also takes up Lacie's turn (acts as an action, but not a move).

Awakening: Final Strike - Lacie takes up both of her swords and crosses them together, crouching a little bit to ready for a deadly blow. Using her powerful legs as springs, Lacie leaps at her enemy, her swords cross-slashing her enemy and pushing the enemy away until they crash into something. Lacie comes out unharmed, but the enemy has not only blood pouring from its X-shaped wound, but the enemy's back has broken due to the force of the crash. 200% Piercing Atk DMG to a single enemy. Pushes the enemy and Lacie back until they crash into a structure of some sort. If the structure is weak (has an HP bar), it will break. High chance of Paralysis.

Stats:
HP: 70
MP: 40
Atk: 9 (+1 from Steel Sword)(+1 from Silver Sword)
Def: 10 (+1 from Armored Dress)
Int: 0
Spr: 7 (+1 from Blue Ribbon)
Move: 2 (+1 from Blue Knight Profession)

Skill Points: 0


Last edited by Zerflah on Tue Jun 19, 2012 4:35 pm; edited 1 time in total
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Post by Zerifachias Thu Jan 28, 2010 2:40 pm

Name: Fu
Age: 16
Gender: Male
Appearance:
Spoiler:
Level: 5

Profession: Monk - One who follows the holy path of God. Monks travel to the far reaches of the world to spread their word to all who will hear, and cast out demons as they go.

Weapon: Holy Fist - A hard, rock glove that is very uncomfortable to wear, but has modifications to it that allow it to pack quite a punch. It also has it's own anti-demon wavelength.
Armor: Priestly Robe - A garment not really suited for traveling, but it's main purpose is to ward off spirits.
Accessory: White Jewel - A strange, white crystal that does not reflect light. It's true purpose is unknown.

A-Ability: Scripture

+ Casting out Demons - The user recites words from the holy text that the user carries around in order to cast out a demon from an inflicted character. Lifts one mental status ailment from a single character that is in earshot. 4 cell range. 10 MP. Light Elemental.

+ Lifting Spirits - The user recites words from the holy text that the user carries around in order to lift the spirit of a downed character. Lifts one physical status ailment from a single character that is in earshot. 4 cell range. 10 MP. Light Elemental.

+ Healing Wounds - A different spell where the user recites a single phrase "be healed" unto a character that has been wounded. By tapping into the user's own energy, the user is able to heal another character. 120% Int Healing DMG to a single character up to 4 cells away. 8 MP. Light Elemental.

R-Ability: Magic Field - If an enemy attacks one of Fu's allies, and that ally is within a 2 cell radius of Fu, a magic shield of sorts can be erected to slightly reduce the damage that the ally will take from the attack. This ability will not work if Fu is attacked by any means, but the ally does not have to be the direct target for this to work. Reduces all damage taken by 20%.

S-Ability: Resounding Scriptures - Fu recites scriptures in a confident voice so that everyone can hear him. All abilities pertaining to the Scripture A-Ability slot have infinite range.

Final Judgement: Revelation - 100% Piercing Int to all enemies. Light Elemental. There is a 10% chance that an enemy will take double damage from this attack.

Stats:
HP: 15
MP: 25
Atk: 1 (+2 from Holy Fist)
Def: 2 (+1 from Priestly Robe)
Int: 4 (+1 from White Jewel)
Spr: 3 (+1 from Priestly Robe)
Move: 2 (+0 from Monk Profession)


Last edited by Zerflah on Tue Jun 19, 2012 4:38 pm; edited 1 time in total
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Post by Zerifachias Sat Jan 30, 2010 7:01 pm

Name: Iris Falkenrath (Iris is Greek for rainbow, Falkenrath is German for falcon.)
Age: 24
Gender: Female
Appearance:
Spoiler:

Level: 15

Profession: Advanced Esper - The one who claims this profession has highly advanced physical and mental abilities. Their physical strength is truly unparalleled, and their mental capabilities so powerful they can turn it into something physical. There are many levels of espers, most of which are low. (+2 Basic Attacks)(Resist Light)(Resist Dark)(Basic Attacks can be Int or Atk-based.)

Weapon: Esper Prowess - Needing no weapon, espers tap into the very power of nature and use it as their own power. (Grows with the Esper)(3 cell range)(Added Effect: Poison)
Armor: Flowing Green Dress - A beautiful, solid green dress that captures and displays Iris' magnificent curves. (Added Effect: Charm Physical Counter; Adjacent cell only)
Accessory: Lucky Pendant (Immune Doom)(Immune Instant Death)

A-Ability: Level 1 - Level 3

+ Mind Blast - Iris shoots out a concentrated blast of mental energy at the enemy that pierces into their mind. 120% Int DMG. 4 cell range. 8 MP.

-Energy Sap - Iris takes control of the mental energy that she shot into the enemy and attaches it to the enemy's mental energy, stealing it. Restores MP equal to 50% of damage given by Mind Blast.

--Mental Breakdown - Iris uses the remainder of the mental energy inside the enemy and uses it to soil their mana supply, which forces them to end up using twice as much mana than normal for a random number of turns. 16 MP.

+ False Haymaker - Iris swings her left hand back, and at the same time, slams her right fist into the enemy's face, catching them by surprise. 130% Atk DMG. Adjacent Cell. 8 MP.

-Follow Through - Iris swings her left fist forward this time, hitting and throwing the enemy back a little. 110% Atk DMG. Forces the enemy back by 2 cells. Adjacent cell. 10 MP.

--Barrage - Iris charges to the thrown enemy and unleashes a barrage of fists, ending with a decisive kick. 100% Atk DMG each punch. 7 punches. 120% Atk DMG for the kick. Forces the enemy back another 2 cells. 18 MP.

---Finishing Eclipse - Iris leaps into the air after the enemy, doing a front flip, swinging her left leg through the air. She slams her heel down on the enemy's head, a perfect axe kick. 160% Atk DMG. May cause Concussion. 24 MP.

----Panther Encore - Iris isn't done, she leaps forward like a panther, her hands clasped together in a powerful-looking fist, slamming it against the center of the enemy's chest, sending them flying. 170% Atk DMG. Sends the enemy back by 4 cells. May cause Eject. 36 MP.

+ Hasty Finish - Iris prepares her body to begin an onslaught of fearsome attacks. This time of preparation allows her to double her movements for a few turns. Grants Haste to Iris for 3 turns. 8 MP.

A-Ability: Level 4

+ Meditation - Iris sits down and calms the flow of her mental energy, beginning to call in the forces of nature. The mental energy of nature revitalizes her mana by enormous quantities. Restores 30% of Iris' MP each turn for 5 turns. (Mega-MP Regen) Self only. 30 MP.

-Draw Quickly - Iris uses up her first turn of Mega-MP Regen immediately, restoring the mana it cost to cast the technique immediately. Allows Iris to cast Meditation with lower than 30 MP.

+ Soul Eater - Iris uses her mental energy to pierce her enemy's soul and pull it out of their body. She then absorbs the soul into her body, restoring her health. Restores HP by 50%. Kills the enemy, but only if they have 20% or less HP left. 40 MP.

+ Gifted Immunity - Iris clears her mind, giving her a clean soul and body, then readying the cells in her body to fight off every status illness possible for 3 turns. 14 MP.

R-Ability: Mental Control - Iris' control over mental energy has enabled her the ability to absorb any magical attack and turn it into her own mana. Absorbs Magical Damage as MP.

S-Ability: Overflow - Iris has been gifted with an enormous mana supply, thanks to her strong abilities.

Final Judgement: 8th Sense - Iris explodes with the fury of a thousand dead souls who have become a part of nature. Absorbing the energy all around her, Iris unleashes the fury of these enraged souls upon her enemies, destroying them utterly. 200% Int or Atk DMG on a single enemy. Or 100% Int or Atk DMG to all enemies.

Stats:
HP: 60 (+40 from Lucky Pendant)
MP: 80 (x2 from Overflow)
Atk: 12 (+5 from Esper Prowess)
Def: 9 (+6 from Flowing Green Dress)
Int: 14 (+8 from Esper Prowess)
Spr: 6 (+4 from Flowing Green Dress)
Move: 2 (+1 from Advanced Esper Profession)


Last edited by Zerflah on Tue Jun 19, 2012 4:42 pm; edited 1 time in total
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Post by Zerifachias Sat Jan 30, 2010 7:02 pm

Name: Chloe Eternal
Age: 18
Gender: Female
Personality: With such an adorable body, one could not help to think that Chloe would be a sweet, yet seductive girl. And they would be right...a little. Chloe has the extraordinary ability to charm just about anything, even animals. She doesn't need her looks, just simple kindness or sweet attitudes. Chloe is a pacifist and does not believe in hurting others, so her time is spent creating equilibrium between two fighting creatures, no matter what they are. Outside of battle, Chloe's personality doesn't change in the slightest. She is still the sweet, seductive girl everyone knows and loves.
Image:
Spoiler:

Profession: Charmer - One who claims this profession focuses all their skills into charming the enemy and making them useless. [Charming Mana: Stealing Mana will result in Total Infatuation][No Attack]

Weapon: Chapstick - A simple item that keeps the Charmer's lips from cracking. [+1 Charm Effect]
Armor: Slightly Revealing Gown - A dress that has only a few revealing features. [+1 Charm Effect]
Accessory: Necklace - A beautiful jewel that sits over the Charmer's bosom. Has better effects on females. [MP +5][+1 Charm Effect]

A-Ability: Charming Charms of...Charmship?

+ Special Effects: Charm Stockpile

-The Charmer moves about in a sexy fashion, increasing the amount of Charm Effect she holds by 1. [+1 Charm Effect][Unlocks Second Stockpile Move] 1 MP

--The Charmer seems to move closer to the enemy, but she is actually just walking very slowly in one place and giving off a small illusion. [+2 Charm Effect][Unlocks Third Stockpile Move] 2 MP

---The Charmer rubs her lips with lipstick. [+3 Charm Effect] 3 MP

+ Special Effects: Charm Release - The Charmer unleashes all of her stockpiled "Charm Effect" on an enemy. The results can be: 10 Piercing Damage, Infatuation, Confusion, or Knock-out. The more stock of "Charm Effect," the greater the chance of there being more than one effect. [All Stockpiled Charm Effect is reset to 0, not counting equipped items] 0 MP

R-Ability: None

S-Ability: Evasive Maneuvers - The Charmer is an expert at escaping. [Double Movement]

D-Ability: Super Charm [No Damage] [Infatuate All; Confuse All] [No Element]

Stats:
HP: 35
MP: 5 (+5 from Necklace)
Atk: 0
Def: 5 (+1 from Slightly Revealing Gown)
Int: 0
Spr: 6 (+1 from Slightly Revealing Gown)
Move: 2 (+2 from Charmer Profession)(x2 from Evasive Maneuvers) (8 Total)


Last edited by Zerifachias on Wed Jun 20, 2012 9:30 pm; edited 1 time in total
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Post by Zerifachias Sat Feb 06, 2010 2:26 pm

Name: Luna Memory
Age: 13
Gender: Female
Appearance:
Spoiler:
Level: 3
Next Level: 7/10

Profession: Lunar Resident - One who claims this profession harvests the moon as her power and bends it to her will. [Basic Attacks are INT-Based]

Weapon: Wooden Stick - Basically a long stick that Luna uses as a makeshift staff.
Armor: Yellow Armor - Heavy armor that Luna uses to ward away physical attacks. Because of having to wear this armor over time, Luna has adapted to carrying the extra weight, and it no longer slows her down.
Accessory: White Orb - A white sphere of energy that follows Luna everywhere she goes. It seems to be the source of her mana. [+5 MP]

A-Ability: Lunar Magic

+ Moonlight - Luna casts her magic, causing a pale blue light to fall around an ally, healing them. 30% Max HP healing damage. 5 cells. 8 MP. Light Elemental

+ Lunar Pull - Luna saps away her enemies' health and uses it to restore her own. Absorbs 30% of the enemies' Max HP. 5 cells. 10 MP. Wind Elemental.

R-Ability: None

S-Ability:

+ Lunar Guidance - Luna's attacks will never miss so long as they are within range. [Passive]

Final Judgement: Disappearance - Luna encases her ememies in an enormous sphere of ice, then lifts them high into the air. When they've obtained the size of the moon, the sphere shatters into millions of pieces that hovers around Luna's allies, restoring their vitality. 100% Piercing Ice Damage to all foes. Restores Ally's HP and MP to full, but does not heal status ailments.

Stats:
HP: 20
MP: 30 (+5 from White Orb)
ATK: 2 (+0 from Wooden Stick)
DEF: 3 (+1 from Yellow Armor)
INT: 5 (+1 from Wooden Stick)
SPR: 4 (+0 from Yellow Armor)
Move: 2 cells (+0 from Lunar Resident job)


Last edited by Zerifachias on Wed Jun 20, 2012 9:30 pm; edited 1 time in total
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Post by Zerifachias Thu Jun 21, 2012 1:56 am

Name: Lilinette Zoe
Age: 18
Gender: Female
Appearance:
Spoiler:

Soundtrack: Unjust Life

Level: 5
Profession: Mage of Tears - One who uses the overwhelming emotion known as sadness to cast spells. This mage is burdened with all the sorrowful memories of all beings, good and evil. Thus, this mage is the kindest human in existence, for she could not bear giving someone a sad memory. (Basic Attack = Int; 3 cell range)(Healing Gift)

--Healing Gift - Basic Attacks are automatically healing-based, for this mage cannot attack without heavy feelings of guilt. Very effective against the undead, though.

Weapon: Gold Earring - A small, golden hook that hangs from both of Lilinette's ears.
Armor: Symbol of Barrier - A small rune planted on a piece of paper that Lily hides inside her shirt. It provides a weak barrier against most attacks.
Accessory: Yellow Scarf - A thin scarf that is tied around Lilinette's neck, protecting her from the cold somewhat.

A-Ability: Reliving Memories

+ Tragic Loss - "Have you ever lost a friend, or a family member? To disease or old age? Or maybe they broke away from you? I've seen it happen many, many times. To many to count. If you think about it, maybe you'll realize how I feel about you." 120% Int Healing DMG. 3 cell range. 8 MP.

+ Injury - "Do you know what it is like to see a close friend get injured? Or come down with some terrible disease? Don't worry, I know your pain, I can relate to that feeling more than you think. But let me help carry some of your burden, to ease your pain. That's why I'm here, I'm here for you." Cures a single status ailment. 3 cell range. 8 MP.

+ Unrequited Love - "Has someone ever rejected you? After you poured out your heart to them, and they shot you down? Did they at least do it nicely? Or were they...not? I may sound cruel, but that person was not for you, and this will only serve to make you stronger. You can get through this." Increases Def and Spr by 20%. 3 cell range. 12 MP.

R-Ability: Those Who Suffer - Upon an ally being attacked by any means, Lilinette peers into the attacker's soul, attempting to find any bit of guilt in their heart and raising that emotion to the surface, in order to prevent such things from occurring. Increases Hesitation chance in attackers by 15%.

S-Ability: Those Who Feel Sorrow - All allies in adjacent cells are gifted with a 20% Int and Atk boost. (Passive)

Judgement: Tired of Trying (Holy Elemental)

Stats:
HP: 20
MP: 35
Atk: 0
Def: 4 (+1 from Symbol of Barrier)
Int: 7 (+1 from Gold Earring)
Spr: 7 (+1 from Symbol of Barrier)(+1 from Yellow Scarf)
Move: 2 (+0 from Mage of Tears Profession)
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Post by Zerifachias Thu Jun 21, 2012 2:56 am

Name: Violet Sun
Age: 19
Gender: Female
Appearance:
Spoiler:

Level: 10
Profession: *2* Sunwalker - Those who claim this profession become one with the essence of fire, with their source being the mighty sun that hangs high in the sky. They employ powerful, fire-based attacks that can turn an enemy to cinders in an instant. (Fire Elemental Basic Attacks)(Body of Fire)(Firewalker)

+Body of Fire - The Sunwalker is immune to fire in all forms.
++Firewalker - With each step the Sunwalker takes, the cell turns into a Fire Cell for a single turn. The Sunwalker gets a passive 20% damage output increase with fire-elemental attacks when standing in one of these cells.

Spoiler:

Weapon: Short Dual Knives - "One for stabbing your eye out. The other for stabbing your eye out. Good thing you only have two eyes, I can only hold two knives at a time." (2 hits)
Armor: Crappy Dress - "The fuck is this thing? I look like a fucking clown in this shit. Bitches, get me something better to wear already!"
Accessory: Silver Ruby Tiara - "Oh, look at me, I'm a fucking princess with this on. Get over it, asshole, this thing holds sentimental value. Yeah, that's right, I'm not afraid to say it. I'll even spell it for you. S-E-N-T-I-M-E-N-T-A-L V-A-L-U-E."

A-Ability: Burn Baby, Burn

+ Boiling Blood - The Firewalker's blood boils, enraging herself to the point of insanity. The Firewalker's attacks become much harder to dodge. Increases Atk by 40%. Self only. 10 MP.

+ Embers - The Firewalker swipes through the air with her knives lit on fire, sending hot embers soaring through the air and latching onto nearby enemies. 130% Atk DMG. Sends hot embers 2 cells in front of the Firewalker's body in a small 'v' shape. 8 MP.

+ Burning Missile - The Firewalker sticks the butts of her knives together and holds them over her head, jumping back against a wall of solid fire before launching herself at an enemy, spinning madly, trailing fire from her knives. She slams into a target's body, and the knives explode in fire as a result. 170% Atk DMG. Chance of Burn. 3 cell range. 14 MP. Fire Elemental.

+ Volcano: Seeping Heat - The Firewalker's body glows like a torch, her hair literally on fire, but unsurprisingly not harming her or her hair. The air around her heats up intensely, rising and rising until everything around her goes up in flames. Transforms all surrounding cells and the cell the Firewalker is standing in into Fire cells. Any character entering a Fire cell will be burned. The Firewalker gains a 20% Fire damage output boost though. 20 MP.

+ Tamed Fire - The Firewalker assists an ally by charging them with minor powers of fire, boosting damage done and granting them an immunity to fire. 50% DMG Output boost for the receiver's next attack. Grants Fire Immunity for 3 turns. Adjacent cell range. 9 MP.

+ Volcano: Trapped Magma - The Firewalker uses a strange magic to raise the ground beneath the target's feet, bringing forth the intense heat of magma to the surface, burning them. Burns the target. If the target is already Burned, chance of Severe Burn.

+ Solar Flare - Using the power of the sun, the Firewalker casts an extreme heat that spreads out across the battlefield, harming all who touch the flare of fire. The Firewalker's body boils even hotter after casting. 160% Atk DMG. Increases all stats by 20% with each use. Stacks up to 5 times. 3 cell range. 20 MP. Fire Elemental.

+ Boiling Eyes - Using her knives, the Firewalker stabs a target somewhere on its body, heating up their internal body temperature exponentially, focusing the heat to their eyes until they are about to explode. 140% Atk DMG. May Blind the target. Adjacent cell range. 8 MP. Fire Elemental.

A-Ability: Breaking the Thermometer

+ Light the Torches - Lights all enemies on fire. Need I say more? 140% Atk DMG to all enemies. Chance to Burn. 16 MP. Fire Elemental.

+ The Bonfire - Funnily enough, throwing something on fire is both entertaining and harmful. 120% Atk DMG. 5 hits. Chance to Burn. 3 cell range. 18 MP.

R-Ability: Licking Flames - After being attacked physically, Violet's body seems to come back with the enemy's weapon, coating it in fire. If the attacker does not get rid of the flames quick enough, they get burnt. Their next attack with that weapon is also of the fire element, which will have no effect on Violet.

S-Ability: Body Like Fire - Being so hot (and hawt), Violet's body is immune to becoming wet or cold, and her basic attacks also have a chance of burning the target. (Passive)

Judgement: Eruption (Fire Elemental)

Stats:
HP: 55
MP: 40
Atk: 12 (+2 from Short Dual Knives)
Def: 9 (+1 from Crappy Dress)
Int: 0
Spr: 7 (+1 from Silver Ruby Tiara)
Move: 2 (+2 from Firewalker Profession)
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Post by Zerifachias Fri Jul 20, 2012 1:32 am

Name: Chain
Age: 20
Gender: Female
Appearance:
Spoiler:

Level: 10
Profession: Mercenary - A cold-blooded killer for hire. These types of humans show no emotion, feel no pain, and have no opinion. A ruthless, killing machine, who provides a service of death for killing. They do not discriminate. (Dual Wield)(Shooting Star)(Beginning the End)(The Calm)(Wields: Katana (right), Wakizashi (left))

+Shooting Star - The Mercenary's attacks are so incredibly quick, it is nearly impossible to see them, nor will the enemy suspect the power behind the attack. Increases Atk by 15%. Decreases Evade Chance for targets by 15%.
+Beginning the End - After running out of MP, restore the Mercenary's HP to maximum and increase Atk by 20%.
+The Calm - Passively restore HP by 10% every turn.

Weapon: Old Katana - A thin long sword crafted by the Japanese. This one has seen much use, but still cuts well.
Weapon: Wakizashi - A short sword similar to the katana. It has a shorter reach and is better used with the non-dominant hand in combination with the katana in the dominant.
Armor: Dress Armor - Similar to what Japanese samurais wear. Allows for maximum flexibility.
Accessory: Black Bow - A band that keeps Chain's hair where it's supposed to be. Out of the way. (+1 Atk)

A-Ability: Sword Dancing

+ Dance of the Tiger - A quick front slash with the katana followed closely by a stab from the wakizashi, followed by a strong, spinning downward slash from the katana again. 110% Atk DMG. 2 hits. 130% Atk DMG. The second hit may cause Bleeding. Adjacent cell range. 12 MP.

+ Dance of the Skies - A fast, upward stroke aimed at the target's chin, with intent to split the front of the face open. While the enemy attempts to avoid the first blow, the wakizashi ends up in their gut, quickly followed by a kick to send them away. 120% Atk DMG. 2 hits. The first hit has a 30% chance of missing. The second hit always connects. 100% Atk DMG from the kick. Sends the enemy back 2 cells. Adjacent cell range. 16 MP.

+ Dance of the Cackling Bones - Multiple rapid clinks and clangs of the two swords, the katana and wakizashi, hitting each other and bouncing off, confusing the enemy and making their ears ring. Increases potency of the next attack on the selected target by 50%. Can be followed up with a Basic Attack for no extra cost. Surrounding cell range. 8 MP.

+ Dance of Encroachment - A flurry of excellent acrobatics and aerobatics brings one closer to the intended target, with the body protected by the constant lashing out of blades that appear more numerous with every step. Allows the user to move an extra four cells and link a basic attack on a target that is within range of any and all characters near those four cells. 13 MP.

+ Dance the Devil's Steps - A twisted version of some ancient waltz, made bloody and terrible with the ever present danger of sharp blades that cut and slice through flesh and bones, allowing blood to fall like rain, creating a river of despair that surges through the enemy. 100% Atk DMG. 6 hits. 120% Atk DMG. 6 hits. 150% Atk DMG. 6 hits. Inflicts Curse upon the user. Inflicts Misfortune upon the user. Inflicts Berserk upon the user. All three status ailments must run their course, they cannot be healed. Adjacent cell range. All MP. Dark Elemental.

+ Dance of Curses - An ability that never fails to hit the target. An ability that takes the fear of the enemy, beats it down, and raises it to the forefront of the enemy's mind in order to paralyze them. Then, the blood spills. 70% Atk DMG. 17 hits. Sure hit. Chance of Paralysis. Adjacent cell range. 23 MP.

+ Dance of Lost Faith - Shredding through flesh and bone comes easily to this one, as their own profession dictates that people must die in order to survive. The lost dreams of those slain rejuvenate the user. 100% Atk DMG. If a target is slain by this move, restore the user's MP completely. If not, use this ability until the target is slain or the user runs out of mana for its use. 9 MP.

+ Dance of Glory - If there is glory in a dance that ends lives, then it would be found here, where the user shows off every dance she has learned in quick succession, and very briefly. The target must be careful to avoid every step, otherwise they might end up like countless other victims. 100% Atk DMG. 10 hits. Increase the user's Atk by 20%. Adjacent cell range. 22 MP.

A-Ability: Blade Waltz

+ Ebony Waltz - With blades as black as the night sky, she tears through your body and your soul, cursing you to a fate of endless pain and suffering, where you lie on your stomach, bleeding from the most fragile parts inside and out. 120% Atk DMG. 4 hits. High chance of Blood Loss. Adjacent cell range. The potency of the next ability used by this user is increased by 15%. 17 MP.

+ The Lonely Waltz - For one who does a waltz by herself knows that she will always remain this way, alone. No trespasser is allowed within these walls of cold iron. 130% Atk DMG. 2 hits. All adjacent cells. Any who enter an adjacent cell of their own will is subject to this attack for the rest of the battle.

R-Ability: Quickening Step - With time, the dance of swords allows one character to be in control, with fluid movements and increased haste. After the 4th turn this character participates in, increase this character's Atk by 30%.

S-Ability: Fluid Dancer - Quick and agile steps like flowing water allow more potency of attacks for less cost. Reduces MP cost of all Sword Dancing A-Abilities by 25% and increases Atk by 15%. (Passive)

Judgement: Dance of the Dragon's Tongue - Like the snake's tongue, every attack is as quick as the blink of an eye. Like the great eagle, every blade is sharp enough to pierce iron. Like every dragon, defeat is never an option. 200% Piercing Atk DMG. If this character is at or below 20% HP before using this move, boost the damage output by 100%. After the move, restore this character's HP by 33% ONLY if this character is less than 15% HP.

Stats:
HP: 60
MP: 30
Atk: 15 (+2 from Shooting Star)(+2 from Fluid Dancer)(+1 from Old Katana)(+1 from Wakizashi)(+1 from Black Bow)
Def: 10 (+1 from Dress Armor)
Int: 0
Spr: 7
Move: 2 (+2 from Mercenary Profession)
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Zeri's Motley Crew of Characters Empty Re: Zeri's Motley Crew of Characters

Post by Zerifachias Mon Jul 23, 2012 6:59 pm

Name: Callisto the Rock
Age: 32
Gender: Female
Appearance:
Spoiler:

Level: 5
Profession: Earth Spirit - One who claims this profession uses magic and the essence of earth to crush enemies under the weight of the world. (Titan)(Int-Based Basic Attack; 3 cell range)(Earth Elemental Basic Attack)

+Titan - Increase maximum HP and MP by 10%

Weapon: Mage Gauntlet - A gauntlet made of conductive material that helps cast spells.
Armor: Spellcaster's Cape - A long, billowing blue cape that obscures nearly the entirety of the wearer's body. It's even equipped with a hood.
Accessory: Magic Handkerchief - A handkerchief that glows a fiery orange when in dark places. (+1 Int)

A-Ability: The Rock

+ Meditation - A calm washes over the user as she whittles down the distractions and focuses on the enemy ahead. Increase Int and Spr by 20% for three turns. Self only. Earth Elemental. 8 MP.

+ Spire - A spike of hardened earth rises up from the ground below to pierce the target and make them bleed. 120% Int DMG. Chance of Bleeding. 3 cell range. Earth Elemental. 9 MP

+ Roller's Weight - The strength of the hand cannot be denied, and when the hand is a projection of the mind, it can be made of any material to crush the enemy. 140% Int DMG. 3 cell range. May Crush the target. Earth Elemental. 12 MP.

A-Ability: Item

R-Ability: Diamond-Shaped Rock - For every time Callisto is assaulted through magical means, a small rock in the shape of a diamond shoots out of her wound to pierce the enemy. 50% Piercing Counter DMG. Range is not an issue.

S-Ability: The Golem's Body - A protection that has very little weaknesses. Increase Def and Spr by 20%.

Judgment: Eclipse of the Moon - Down, down goes the moon to crash into the earth and end all life as we know it, for this giant rock in our sky is only teetering on the edge of our pull and could break free at any moment. 100% Piercing Int Earth DMG to all enemies. Chance to Crush any survivors.

Stats:
HP: 25 (+3 from Titan)
MP: 40 (+4 from Titan)
Atk: 0
Def: 4 (+1 from The Golem's Body)
Int: 8 (+1 from Mage Gauntlet)(+1 from Magic Handkerchief)
Spr: 5 (+1 from The Golem's Body)(+1 from Spellcaster's Cape)
Move: 2 (+0 from Earth Spirit Profession)
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