Zeri's Motley Crew of Characters
Page 1 of 5
Page 1 of 5 • 1, 2, 3, 4, 5
Re: Zeri's Motley Crew of Characters
Name: Nemile Wetyna
Age: 18
Gender: Female
Appearance:
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
Age: 18
Gender: Female
Appearance:
- Spoiler:
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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Lacie
Age: 19
Gender: Female
Appearance:
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.
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
Age: 19
Gender: Female
Appearance:
- Spoiler:
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:
- Blue Knight - A generic name for a powerful warrior. However, there is only one Blue Knight in this world, and she has a knack for fighting. (Dual Wield)(Specialty Sword)(Equips Swords)
*Specialty Sword - When using a certain type of sword (steel or silver) against an appropriate enemy, increase the damage output of that sword by 10%. This works for Basic attacks and A-Abilities.
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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Fu
Age: 16
Gender: Male
Appearance:
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)
Age: 16
Gender: Male
Appearance:
- Spoiler:
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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Iris Falkenrath (Iris is Greek for rainbow, Falkenrath is German for falcon.)
Age: 24
Gender: Female
Appearance:
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)
Age: 24
Gender: Female
Appearance:
- Spoiler:
- A somewhat tall female with long, glistening brown hair that flows evenly with the wind. She wears a long, green dress that ripples fiercely when she walks. Her curves are fairly noticeable, being the slim figure that she is. Thick muscles hid beneath the smooth skin of her body, and will awaken with true strength when used.
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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
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:
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)
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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Luna Memory
Age: 13
Gender: Female
Appearance:
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)
Age: 13
Gender: Female
Appearance:
- Spoiler:
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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Lilinette Zoe
Age: 18
Gender: Female
Appearance:
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)
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)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Violet Sun
Age: 19
Gender: Female
Appearance:
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.
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)
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:
- *1* Firewalker - Those who claim this profession gain the essence of fire as the source of their mana and abilities. The results of humans becoming firewalkers tends to be disastrous, though not for the human. (Fire Elemental Basic Attacks)(Body of Fire)
+Body of Fire - The Firewalker is immune to fire in all forms.
*3* Meteor Rider - Upon a meteor, this character rides without fear of burning up, for she controls where this mighty beast goes. Her affinity with the meteor grants her highly destructive abilities and attacks.(Fire Elemental Basic Attacks)(Body of Fire)(Firewalker)(Radiance)
+Body of Fire - The Meteor Rider is immune to fire in all forms.
++Firewalker - With each step the Meteor Rider takes, the cell turns into a Fire Cell for a single turn. The Meteor Rider gets a passive 20% damage output increase with fire-elemental attacks when standing in one of these cells.
+++Radiance - The Meteor Rider gives off a strong, blue glow, and with each movement trails the blue and black fire that covers her body. Any enemy in an adjacent cell will likely be burned by this wildfire.
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)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Chain
Age: 20
Gender: Female
Appearance:
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)
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)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Callisto the Rock
Age: 32
Gender: Female
Appearance:
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)
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)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Zenira
Age: Appears 15
Gender: Female
Appearance:
Level: 5
Profession: Elf Warrior - One of the elvish folk, dressed for combat on the front lines. These immortal warriors cannot feel sickness, and do not fatigue as easily as humans. They also have a high resilience to ageing, an elf that appears 15 could be as much as 300 years old. (High Elf)
High Elf - This particular warrior has an increased resistance to magic. Increase Spr by 15%.
Weapon: Twin Blade - An elvish sword that splits in two parts when traveling at high speeds. (2 hits)
Armor: Fitted Armor - There is a slight bulge around the chest area so female elves do not suffocate. The bulge can be bigger or smaller depending on the wearer's preference.
Accessory: Mother's Locket - A small locket made of silver. No one but the wearer has seen what lies inside.
A-Ability: Elvish Style
+ Disarm - A quick flurry of swipes with the blade to unhinge the target's grip on their weapon. 100% Atk DMG. 3 hits. Chance to Disarm. Adjacent cell range. 10 MP.
+ Purify - A strange magic that covers the target in a strange mist. This mist can alleviate some sicknesses and ailments. Cures one count of a physical affliction (Burn, Paralysis, Immobilize, etc). 3 cell range. 8 MP.
+ Elvish Cure - A traditional magic passed down from elvish ancestors to heal wounds. It is surprisingly effective. 120% Int Healing DMG. 3 cell range. 7 MP.
A-Ability: Item
R-Ability: High Elvish Magic - When casting spells, either healing or destructive, Zenira's High Elf blood begins to run thicker and boosts the effectiveness of those spells by 20%.
S-Ability: Equalized Strengths - As long as Zenira's base Atk and Int stat remain the same number, increase both of those stats by 20%.
Judgment: The Barrage of the 300th Year - Young she may appear, older than any human alive today, and one of the many elves who are still seen as children, the amount of battle experience Zenira has greatly outweighs many enemies. 200% Piercing Atk DMG. Chance to Crush survivors.
Stats:
HP: 30
MP: 25
Atk: 6 (+1 from Equalized Strengths)(+1 from Twin Blade)
Def: 3 (+1 from Fitted Armor)
Int: 6 (+1 from Equalized Strengths)
Spr: 4 (+1 from High Elf)(+1 from Mother's Locket)
Move: 2 (+1 from Elf Warrior Profession)
Age: Appears 15
Gender: Female
Appearance:
- Spoiler:
Level: 5
Profession: Elf Warrior - One of the elvish folk, dressed for combat on the front lines. These immortal warriors cannot feel sickness, and do not fatigue as easily as humans. They also have a high resilience to ageing, an elf that appears 15 could be as much as 300 years old. (High Elf)
High Elf - This particular warrior has an increased resistance to magic. Increase Spr by 15%.
Weapon: Twin Blade - An elvish sword that splits in two parts when traveling at high speeds. (2 hits)
Armor: Fitted Armor - There is a slight bulge around the chest area so female elves do not suffocate. The bulge can be bigger or smaller depending on the wearer's preference.
Accessory: Mother's Locket - A small locket made of silver. No one but the wearer has seen what lies inside.
A-Ability: Elvish Style
+ Disarm - A quick flurry of swipes with the blade to unhinge the target's grip on their weapon. 100% Atk DMG. 3 hits. Chance to Disarm. Adjacent cell range. 10 MP.
+ Purify - A strange magic that covers the target in a strange mist. This mist can alleviate some sicknesses and ailments. Cures one count of a physical affliction (Burn, Paralysis, Immobilize, etc). 3 cell range. 8 MP.
+ Elvish Cure - A traditional magic passed down from elvish ancestors to heal wounds. It is surprisingly effective. 120% Int Healing DMG. 3 cell range. 7 MP.
A-Ability: Item
R-Ability: High Elvish Magic - When casting spells, either healing or destructive, Zenira's High Elf blood begins to run thicker and boosts the effectiveness of those spells by 20%.
S-Ability: Equalized Strengths - As long as Zenira's base Atk and Int stat remain the same number, increase both of those stats by 20%.
Judgment: The Barrage of the 300th Year - Young she may appear, older than any human alive today, and one of the many elves who are still seen as children, the amount of battle experience Zenira has greatly outweighs many enemies. 200% Piercing Atk DMG. Chance to Crush survivors.
Stats:
HP: 30
MP: 25
Atk: 6 (+1 from Equalized Strengths)(+1 from Twin Blade)
Def: 3 (+1 from Fitted Armor)
Int: 6 (+1 from Equalized Strengths)
Spr: 4 (+1 from High Elf)(+1 from Mother's Locket)
Move: 2 (+1 from Elf Warrior Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Veign Klimlek (Deceased)
Age: 23 (-3 Years Dead)
Gender: Male
Appearance:
Level: ?
Profession: Demon Hunter - A human that has taken the responsibility of a demon hunter swears to rid the surface world of demons. (Resist Ice)(Resist Water)(Vulnerable Fire)
Weapon: Klimlek's Blade - A greatsword forged by the Klimlek family, it is imbued with banishing magic that is most effective against the undead. (+25% DMG output against demons)(15% Chance to banish undead)(2-Handed)
Armor: Klimlek's Garment - A leather suit that resists magic better than any heavy or light armor. (20% Resist Magic)(+5% Increased MP Regen)
Accessory: Auza's Circlet - A gift from Auza that projects an image of the wearer to throw off enemy attacks. (10% Increased Evasion)(-10% MP Cost)
A-Ability: Hunter
+ Split Decision - In the rush of battle, one must make a quick choice between defense and attack. Focus. Increases Evasion by 15% or Increases Critical Hit Rate by 15%. Can link a basic attack after this ability. 8 MP.
+ Sign: The Star - The Star is a sign that invokes speed and decisive strategy to overwhelm the enemy with superior abilities. Increases Atk by 15%. Increases Move by 1. Increases Evasion by 10%. Does 100% Atk DMG to any enemy in a surrounding cell. 14 MP.
+ Sign: The Warrior - The Warrior is a sign that increases battle prowess by a tremendous amount, so that one can overpower and crush the enemy with superior strength. Increases Atk by 40%. Increases Def by 10%. Does 120% Atk DMG to any enemy in an adjacent cell. 16 MP.
+ No Regrets - To ensure the defeat of an enemy, one must step away from their own faults and thoughts to grant themselves power. Increases all stats by 20%. 12 MP.
+ Sign: The Defender - The Defender is the most powerful sign, for it grants an immunity to attacks, so long as the user defends only the user's self. Using this ability to protect another will cause the user to take piercing damage instead.
R-Ability: Defender's Choice - After using the sign of the Defender, the user can send back the raw energy of the attack to the attacker, dealing the same amount of damage without any elements or other special effects attached. The attacker cannot be killed from this R-Ability.
S-Ability: Shield of Resilience - A ward made of magic protects the user for a limited amount of time upon use. Grants Elemental Immunity for 2 turns.
D-Ability: Seraph's Wrath
Stats:
HP: 75
MP: 55 (+5 from Auza's Circlet)
Atk: 20 (+5 from Klimlek's Blade)
Def: 17 (+3 from Klimlek's Garment)
Int: 7
Spr: 13 (+4 from Klimlek's Garment)
Move: 2 (+1 from Demon Hunter Profession)
Age: 23 (-3 Years Dead)
Gender: Male
Appearance:
- Spoiler:
- (Before Death) He wears a leather uniform, black with red markings inscribed along its length. A toolbelt hangs over his shoulder with various pockets on the front, and straps on the back to hold the greatsword that sits there. His face is angled and sharp, and very handsome. His brown hair is messy, and provides a good contrast to olive green eyes.
Level: ?
Profession: Demon Hunter - A human that has taken the responsibility of a demon hunter swears to rid the surface world of demons. (Resist Ice)(Resist Water)(Vulnerable Fire)
Weapon: Klimlek's Blade - A greatsword forged by the Klimlek family, it is imbued with banishing magic that is most effective against the undead. (+25% DMG output against demons)(15% Chance to banish undead)(2-Handed)
Armor: Klimlek's Garment - A leather suit that resists magic better than any heavy or light armor. (20% Resist Magic)(+5% Increased MP Regen)
Accessory: Auza's Circlet - A gift from Auza that projects an image of the wearer to throw off enemy attacks. (10% Increased Evasion)(-10% MP Cost)
A-Ability: Hunter
+ Split Decision - In the rush of battle, one must make a quick choice between defense and attack. Focus. Increases Evasion by 15% or Increases Critical Hit Rate by 15%. Can link a basic attack after this ability. 8 MP.
+ Sign: The Star - The Star is a sign that invokes speed and decisive strategy to overwhelm the enemy with superior abilities. Increases Atk by 15%. Increases Move by 1. Increases Evasion by 10%. Does 100% Atk DMG to any enemy in a surrounding cell. 14 MP.
+ Sign: The Warrior - The Warrior is a sign that increases battle prowess by a tremendous amount, so that one can overpower and crush the enemy with superior strength. Increases Atk by 40%. Increases Def by 10%. Does 120% Atk DMG to any enemy in an adjacent cell. 16 MP.
+ No Regrets - To ensure the defeat of an enemy, one must step away from their own faults and thoughts to grant themselves power. Increases all stats by 20%. 12 MP.
+ Sign: The Defender - The Defender is the most powerful sign, for it grants an immunity to attacks, so long as the user defends only the user's self. Using this ability to protect another will cause the user to take piercing damage instead.
R-Ability: Defender's Choice - After using the sign of the Defender, the user can send back the raw energy of the attack to the attacker, dealing the same amount of damage without any elements or other special effects attached. The attacker cannot be killed from this R-Ability.
S-Ability: Shield of Resilience - A ward made of magic protects the user for a limited amount of time upon use. Grants Elemental Immunity for 2 turns.
D-Ability: Seraph's Wrath
Stats:
HP: 75
MP: 55 (+5 from Auza's Circlet)
Atk: 20 (+5 from Klimlek's Blade)
Def: 17 (+3 from Klimlek's Garment)
Int: 7
Spr: 13 (+4 from Klimlek's Garment)
Move: 2 (+1 from Demon Hunter Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Charles
Age: 20
Gender: Male
Appearance:
Level: 5
Profession: Water Spirit - One who claims this profession has control over the incredibly unstable and unpredictable waters. A Spirit has great control over elements, and often uses nearby sources of the element to boost their own power. [Resist Water; Resist Ice; Vulnerable Lightning][Water Body]
-Water Body - Physical attacks do 30% less damage.
Weapon: Waterproof Hammer - A large hammer that has been waterproofed to allow for better attacks.
Armor: Waterproof Cloak - A cloak that doesn't take damage from water.
Accessory: Swimming Goggles (+1 Spr)
A-Ability: Torrential Flow
+ Wash - A cleansing wash with nearby water that restores energy. Uses up a Water cell to restore MP by 10%. Can take a two-by-two area if it is available to fully restore MP. Adjacent cell range. -- MP. Water Elemental.
+ Baptize - Anoints an ally with water from a nearby water cell to cure a single status ailment that troubles them. Ally and user must be adjacent to a water cell, though it does not have to be the same water cell. 8 MP. Water Elemental.
+ Water Slam - The user slams the target with a large object, usually a hammer, powered with water. 140% Atk DMG. Adjacent cell range. May cause Wet. 10 MP. Water Elemental.
R-Ability: Water Whip - When attacked physically, multiple strands of water shoot out of Charles' body and lash the attacker for 80% Piercing Atk DMG.
S-Ability: Persisting Rain Clouds - When the battle begins, immediately add "Rainy" to the Atmosphere effects. (Passive)
Judgement: Open Heaven's Flood Gates (100% Piercing Atk DMG to all enemies)(Water Elemental)
Stats:
HP: 40
MP: 25
Atk: 7
Def: 3
Int: 2
Spr: 6
Move: 2 (+1 from Water Spirit Profession)
Age: 20
Gender: Male
Appearance:
- Spoiler:
Level: 5
Profession: Water Spirit - One who claims this profession has control over the incredibly unstable and unpredictable waters. A Spirit has great control over elements, and often uses nearby sources of the element to boost their own power. [Resist Water; Resist Ice; Vulnerable Lightning][Water Body]
-Water Body - Physical attacks do 30% less damage.
Weapon: Waterproof Hammer - A large hammer that has been waterproofed to allow for better attacks.
Armor: Waterproof Cloak - A cloak that doesn't take damage from water.
Accessory: Swimming Goggles (+1 Spr)
A-Ability: Torrential Flow
+ Wash - A cleansing wash with nearby water that restores energy. Uses up a Water cell to restore MP by 10%. Can take a two-by-two area if it is available to fully restore MP. Adjacent cell range. -- MP. Water Elemental.
+ Baptize - Anoints an ally with water from a nearby water cell to cure a single status ailment that troubles them. Ally and user must be adjacent to a water cell, though it does not have to be the same water cell. 8 MP. Water Elemental.
+ Water Slam - The user slams the target with a large object, usually a hammer, powered with water. 140% Atk DMG. Adjacent cell range. May cause Wet. 10 MP. Water Elemental.
R-Ability: Water Whip - When attacked physically, multiple strands of water shoot out of Charles' body and lash the attacker for 80% Piercing Atk DMG.
S-Ability: Persisting Rain Clouds - When the battle begins, immediately add "Rainy" to the Atmosphere effects. (Passive)
Judgement: Open Heaven's Flood Gates (100% Piercing Atk DMG to all enemies)(Water Elemental)
Stats:
HP: 40
MP: 25
Atk: 7
Def: 3
Int: 2
Spr: 6
Move: 2 (+1 from Water Spirit Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Angie Turner
Age: 20
Gender: Female
Appearance:
Level: 1
Profession: Mechanic - The builder, fixer, and planner of construction projects. This one knows how to use her energy to build small things quickly. (Lucky Engineer)
-Lucky Engineer - Sometimes the Mechanic gets lucky and ends up finding rare minerals underground when using her energy to dig it up to build things.
Weapon: Golem's Gloves - Hard, leather gloves that are resistant to wear and tear.
Armor: Mechanic's Jeans - Heavy pants that keep the wearer protected...sorta.
Accessory: Heavy Goggles - Wear these whenever you're dealing with material! (+1 Def)
A-Ability: Hard Material
+ Grenade - Using her own energy, the user digs material from underground and crafts a bomb from it, throwing it at an enemy shortly after. 120% Atk DMG. Fire Elemental. 3 cell range. 6 CE.
+ Scattershot - Using her own energy, the user digs material from underground and creates a makeshift shotgun. She can fire immediately after making it. 140% Atk DMG. May cause Bleeding. Penetrates foes behind the target if they are still in range. After using this move once, the user can craft bullets and fire those for half the energy cost. 3 cell range. 14 CE.
R-Ability: N/A
S-Ability: Efficiency - Reduces the CE cost of all A-Abilities by 20% and increases damage potential by 20%.
Awakening: Turret Trigger Finger Syndrome - Not necessarily an illness so much as the Mechanic gone mad with power, crafting a turret and firing at anything in range. Does 150% Piercing Atk DMG to any enemy target within 4 cells of the Mechanic. Neutral Element. Tends to cause Bleeding.
Stats:
HP: 20/20
CE: 25/25
Atk: 5 (+1 from Golem's Gloves)
Def: 3 (+1 from Mechanic's Jeans)(+1 from Heavy Goggles)
Int: 0
Spr: 2
Move: 2 (+1 from Mechanic Profession)
Age: 20
Gender: Female
Appearance:
- Spoiler:
Level: 1
Profession: Mechanic - The builder, fixer, and planner of construction projects. This one knows how to use her energy to build small things quickly. (Lucky Engineer)
-Lucky Engineer - Sometimes the Mechanic gets lucky and ends up finding rare minerals underground when using her energy to dig it up to build things.
Weapon: Golem's Gloves - Hard, leather gloves that are resistant to wear and tear.
Armor: Mechanic's Jeans - Heavy pants that keep the wearer protected...sorta.
Accessory: Heavy Goggles - Wear these whenever you're dealing with material! (+1 Def)
A-Ability: Hard Material
+ Grenade - Using her own energy, the user digs material from underground and crafts a bomb from it, throwing it at an enemy shortly after. 120% Atk DMG. Fire Elemental. 3 cell range. 6 CE.
+ Scattershot - Using her own energy, the user digs material from underground and creates a makeshift shotgun. She can fire immediately after making it. 140% Atk DMG. May cause Bleeding. Penetrates foes behind the target if they are still in range. After using this move once, the user can craft bullets and fire those for half the energy cost. 3 cell range. 14 CE.
R-Ability: N/A
S-Ability: Efficiency - Reduces the CE cost of all A-Abilities by 20% and increases damage potential by 20%.
Awakening: Turret Trigger Finger Syndrome - Not necessarily an illness so much as the Mechanic gone mad with power, crafting a turret and firing at anything in range. Does 150% Piercing Atk DMG to any enemy target within 4 cells of the Mechanic. Neutral Element. Tends to cause Bleeding.
Stats:
HP: 20/20
CE: 25/25
Atk: 5 (+1 from Golem's Gloves)
Def: 3 (+1 from Mechanic's Jeans)(+1 from Heavy Goggles)
Int: 0
Spr: 2
Move: 2 (+1 from Mechanic Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Name: Vestrio Aadgon
Age: 19
Gender: Male
Appearance & Soundtrack: Final Reckoning
Profession: Blood Warrior - One who uses his and his enemy's own blood as a weapon, he instills fear into his enemies at the very sight of their own blood attacking them. [Bloodproof][Vampire]
*Bloodproof - Immune to negative statuses and attacks involving blood.
*Vampire - Has the option to absorb an enemy's blood to restore 10% HP when using an ability that can use an enemy's blood. There is a -20% damage potential drawback.
Weapon: Sacrificial Dagger - A simple dagger that is used to draw blood.
Armor: Vampire Cult Robes - Robes worn by the ancient and extinct Vampire Cult.
Accessory: Old Blood Medallion - A medallion forged with the golden blood of a legendary creature. It's power has long since vanished, though traces remain.
A-Ability: Sacrifice
+ Blood Bullet - With a simple cut and a slash through the air, blood flows out of the wound to form a small, round ball. A simple tap against the hovering drop is enough to send it flying straight through a distant enemy. 120% Atk DMG. 5 cell range. Chance of Fear. 10 MP.
+ Coagulate - The blood on the surface is exposed to the air and hardens abnormally, increasing the density of the skin and making it harder to pierce. Increases defense and spirit by 20%. Self Only.
+ Bloody Lancer - Three streams of blood suddenly shoot out of the user's or the enemy's body and strike the three nearest enemies. The three targets in a 5 cell radius of the user or the enemy gets hit with 130% Atk DMG. If using an enemy's body, the enemy takes 150% Atk DMG. 3 cell range or self. Chance of Blood Loss for the enemy whose blood was used. Chance of Bleeding for the other enemies that were hit. 16 MP.
R-Ability: The Enemy's Own Blood - Certain abilities require the user's own blood, but the others can use the enemy's blood. When using the enemy's blood to attack, the MP cost required is doubled, but so is the damage potential. Calculated after "Small Cuts Draw Fountains."
S-Ability: Small Cuts Draw Fountains - A cut on the self or a cut on an enemy is enough to draw forth substantial power from the user's magics. Increase percentage potentials of all blood-abilities by 20%.
Judgement: Drowning in the Bloody Rivers - 100% Atk DMG to all enemies. Chance to Drown.
LVL: 1
EXP: 0/16
SP: 0
HP: 35
MP: 30 (+5 from Old Blood Medallion)
Atk: 6 (+1 from Sacrificial Dagger)
Def: 4 (+1 from Vampire Cult Robes)
Int: 0
Spr: 3
Move: 2 (+1 from Blood Warrior Profession)
Age: 19
Gender: Male
Appearance & Soundtrack: Final Reckoning
Profession: Blood Warrior - One who uses his and his enemy's own blood as a weapon, he instills fear into his enemies at the very sight of their own blood attacking them. [Bloodproof][Vampire]
*Bloodproof - Immune to negative statuses and attacks involving blood.
*Vampire - Has the option to absorb an enemy's blood to restore 10% HP when using an ability that can use an enemy's blood. There is a -20% damage potential drawback.
Weapon: Sacrificial Dagger - A simple dagger that is used to draw blood.
Armor: Vampire Cult Robes - Robes worn by the ancient and extinct Vampire Cult.
Accessory: Old Blood Medallion - A medallion forged with the golden blood of a legendary creature. It's power has long since vanished, though traces remain.
A-Ability: Sacrifice
+ Blood Bullet - With a simple cut and a slash through the air, blood flows out of the wound to form a small, round ball. A simple tap against the hovering drop is enough to send it flying straight through a distant enemy. 120% Atk DMG. 5 cell range. Chance of Fear. 10 MP.
+ Coagulate - The blood on the surface is exposed to the air and hardens abnormally, increasing the density of the skin and making it harder to pierce. Increases defense and spirit by 20%. Self Only.
+ Bloody Lancer - Three streams of blood suddenly shoot out of the user's or the enemy's body and strike the three nearest enemies. The three targets in a 5 cell radius of the user or the enemy gets hit with 130% Atk DMG. If using an enemy's body, the enemy takes 150% Atk DMG. 3 cell range or self. Chance of Blood Loss for the enemy whose blood was used. Chance of Bleeding for the other enemies that were hit. 16 MP.
R-Ability: The Enemy's Own Blood - Certain abilities require the user's own blood, but the others can use the enemy's blood. When using the enemy's blood to attack, the MP cost required is doubled, but so is the damage potential. Calculated after "Small Cuts Draw Fountains."
S-Ability: Small Cuts Draw Fountains - A cut on the self or a cut on an enemy is enough to draw forth substantial power from the user's magics. Increase percentage potentials of all blood-abilities by 20%.
Judgement: Drowning in the Bloody Rivers - 100% Atk DMG to all enemies. Chance to Drown.
LVL: 1
EXP: 0/16
SP: 0
HP: 35
MP: 30 (+5 from Old Blood Medallion)
Atk: 6 (+1 from Sacrificial Dagger)
Def: 4 (+1 from Vampire Cult Robes)
Int: 0
Spr: 3
Move: 2 (+1 from Blood Warrior Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Akari Inuhana
Gender: Female
Age: 19 (January 15)
Profession: Wolf Familiar - A giant wolf with a ridiculous amount of magical power. She has obtained the power of a familiar and can transform her body into a human-like appearance at will. (Hybrid)
Hybrid - Akari is able to change between her wolf and human form at will without wasting an Act phase.
Weapon: Crystallized Fang - A tooth of a deep blue color that has been altered to serve as a set of white fangs in Akari's wolf-form, and a small fang-dagger in her human form.
Armor: Wolf's White Coat - A coat that grows and sheds as Akari ages in life and in power. (Levels with the wearer)
Accessory: Dog Collar - A collar to symbolize that Akari has a master to which she only answers and guards.
A-Ability: The Wolf Spirit
+ Rabid Bite - Akari leaps at the enemy and stabs the target with her crystal fang, using her lithe body to quickly dodge past the target's defenses and strike. 110% Atk DMG. 3 hits. Adjacent cell range. May cause Bleeding. 12 MP.
---Wolf Form - Akari pounces on the target and pins them down with her superior strength before viciously biting them. 130% Atk DMG. May cause Bleeding. 8 MP.
+ Howling - Akari exposes her neck and howls at the moon like a wolf would. The sight is almost comical since she's in her human form. But her allies know what she is, and they know she's angry. Increases Atk of all physically-based allies and Int of all mentally-based allies by 20%. 12 MP.
---Wolf Form - Akari exposes her neck and howls at the moon, crying out with anger and hatred. The sight is terrifying to those who are not on her team. Decreases Atk of all physically-based enemies and Int of all mentally-based enemies by 20%. 12 MP.
R-Ability: N/A
S-Ability: Adaptive Skill - For every A-Ability Akari has, she has an additional ability that she can use to substitute for it depending on what form she is in. Additionally, Akari automatically starts the battle in Human Form.
D-Ability: The Wolf Pack - What seems like an attack from hundreds of wolves is only Akari using the magic in the air to create apparitions as she assaults a single enemy, tearing the enemy apart with vicious, hatred-filled fangs. 200% Piercing Atk DMG to a single enemy. May cause Blood Loss.
Level: 1
Progress: 0/10
Stats:
HP: 25
MP: 15
Atk: 4 (+1 from Crystallized Fang)
Def: 3 (+1 from Wolf's White Coat)(+1 from Dog Collar)
Int: 1 (+0 from Crystallized Fang)
Spr: 2 (+0 from Wolf's White Coat)
Move: 2 cells (+2 from Wolf Familiar Profession)
Gender: Female
Age: 19 (January 15)
- Spoiler:
Profession: Wolf Familiar - A giant wolf with a ridiculous amount of magical power. She has obtained the power of a familiar and can transform her body into a human-like appearance at will. (Hybrid)
Hybrid - Akari is able to change between her wolf and human form at will without wasting an Act phase.
Weapon: Crystallized Fang - A tooth of a deep blue color that has been altered to serve as a set of white fangs in Akari's wolf-form, and a small fang-dagger in her human form.
Armor: Wolf's White Coat - A coat that grows and sheds as Akari ages in life and in power. (Levels with the wearer)
Accessory: Dog Collar - A collar to symbolize that Akari has a master to which she only answers and guards.
A-Ability: The Wolf Spirit
+ Rabid Bite - Akari leaps at the enemy and stabs the target with her crystal fang, using her lithe body to quickly dodge past the target's defenses and strike. 110% Atk DMG. 3 hits. Adjacent cell range. May cause Bleeding. 12 MP.
---Wolf Form - Akari pounces on the target and pins them down with her superior strength before viciously biting them. 130% Atk DMG. May cause Bleeding. 8 MP.
+ Howling - Akari exposes her neck and howls at the moon like a wolf would. The sight is almost comical since she's in her human form. But her allies know what she is, and they know she's angry. Increases Atk of all physically-based allies and Int of all mentally-based allies by 20%. 12 MP.
---Wolf Form - Akari exposes her neck and howls at the moon, crying out with anger and hatred. The sight is terrifying to those who are not on her team. Decreases Atk of all physically-based enemies and Int of all mentally-based enemies by 20%. 12 MP.
R-Ability: N/A
S-Ability: Adaptive Skill - For every A-Ability Akari has, she has an additional ability that she can use to substitute for it depending on what form she is in. Additionally, Akari automatically starts the battle in Human Form.
D-Ability: The Wolf Pack - What seems like an attack from hundreds of wolves is only Akari using the magic in the air to create apparitions as she assaults a single enemy, tearing the enemy apart with vicious, hatred-filled fangs. 200% Piercing Atk DMG to a single enemy. May cause Blood Loss.
Level: 1
Progress: 0/10
Stats:
HP: 25
MP: 15
Atk: 4 (+1 from Crystallized Fang)
Def: 3 (+1 from Wolf's White Coat)(+1 from Dog Collar)
Int: 1 (+0 from Crystallized Fang)
Spr: 2 (+0 from Wolf's White Coat)
Move: 2 cells (+2 from Wolf Familiar Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Zachary Windsman
(Male; 20, April 23)
Mirror Mage - A mage that casts illusion-type magics by bending light through many different mirrors. Because mirrors can be made and controlled very easily with psychic powers, they are able to cast magic over long distances. (Twin Scopes)(Int-Based Basic Attack; 3 cells)
Twin Scopes - All A-Abilities and Basic Attacks have their range improved by 2 cells.
Weapon: Cracked Mirrors - Two mirrors connected by a dark thread of magic.
Armor: Mage's Cape - A travel cloak, but more for covering than protecting.
Accessory: Gold Earring - An earring made of gold. (+5 MP)
A-Ability: Light Bending
+Mirror Shot - Using the light particles in the air, the user focuses a beam of light directly at the enemy, using it to pierce their body.
(120% Int DMG----4 Cell Range----50% Chance to Burn----Light Elemental----9 Mana)
+Glaring Light - Directing the light particles in the air, the user focuses a certain brightness into the target's eyes, blinding them.
(No DMG------------3 Cell Range----75% Chance to Blind----Light Elemental----6 Mana)
A-Ability: Item
R-Ability: N/A
S-Ability: Cracked Lens - When using a basic attack or A-Ability that manipulates light, all enemies other than the target take 50% of the damage percentage output and have a reduced chance at whatever status ailment the attack gives the target. (Passive)
Awakening: Maze of Mirrors: Light Fracture - The user calls forth a giant maze of mirrors, in which enemies and allies are captured in. Attacks performed by allies that go through the mirrors to hit the enemy have an increased 50% damage percentage output, while enemy attacks that go through mirrors have their damage percentage output decreased by 50%. The maze lasts for 4 turns. At the end of the final turn, all enemies take 50% Piercing Int DMG.
LVL: 1
Progress: 0/10
Stats:
HP: 15 / 15
MP: 25 / 25 (+5 from Gold Earring)
Atk: 0 (+0 from Cracked Mirrors)
Def: 2 (+0 from Mage's Cape)
Int: 5 (+1 from Cracked Mirrors)
Spr: 3 (+1 from Mage's Cape)
Move: 2 (+0 from Mirror Mage Profession)
(Male; 20, April 23)
- Spoiler:
Mirror Mage - A mage that casts illusion-type magics by bending light through many different mirrors. Because mirrors can be made and controlled very easily with psychic powers, they are able to cast magic over long distances. (Twin Scopes)(Int-Based Basic Attack; 3 cells)
Twin Scopes - All A-Abilities and Basic Attacks have their range improved by 2 cells.
Weapon: Cracked Mirrors - Two mirrors connected by a dark thread of magic.
Armor: Mage's Cape - A travel cloak, but more for covering than protecting.
Accessory: Gold Earring - An earring made of gold. (+5 MP)
A-Ability: Light Bending
+Mirror Shot - Using the light particles in the air, the user focuses a beam of light directly at the enemy, using it to pierce their body.
(120% Int DMG----4 Cell Range----50% Chance to Burn----Light Elemental----9 Mana)
+Glaring Light - Directing the light particles in the air, the user focuses a certain brightness into the target's eyes, blinding them.
(No DMG------------3 Cell Range----75% Chance to Blind----Light Elemental----6 Mana)
A-Ability: Item
R-Ability: N/A
S-Ability: Cracked Lens - When using a basic attack or A-Ability that manipulates light, all enemies other than the target take 50% of the damage percentage output and have a reduced chance at whatever status ailment the attack gives the target. (Passive)
Awakening: Maze of Mirrors: Light Fracture - The user calls forth a giant maze of mirrors, in which enemies and allies are captured in. Attacks performed by allies that go through the mirrors to hit the enemy have an increased 50% damage percentage output, while enemy attacks that go through mirrors have their damage percentage output decreased by 50%. The maze lasts for 4 turns. At the end of the final turn, all enemies take 50% Piercing Int DMG.
LVL: 1
Progress: 0/10
Stats:
HP: 15 / 15
MP: 25 / 25 (+5 from Gold Earring)
Atk: 0 (+0 from Cracked Mirrors)
Def: 2 (+0 from Mage's Cape)
Int: 5 (+1 from Cracked Mirrors)
Spr: 3 (+1 from Mage's Cape)
Move: 2 (+0 from Mirror Mage Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Astrid Fiddard
Female, 17 (March 9)
Appearance:
Profession: Rune Sword - A swordswoman that uses runes to enhance the effects of close-combat. Though she uses magic, her primary attributes involve cutting the enemy into tiny little pieces.
Rune-Encrusted Blade - Basic attacks and A-Abilities target the enemy's SPR stat and can deal damage to Intangible enemies.
Weapon: Arming Sword - A double-edged sword more commonly used by knights and soldiers.
Armor: Complicated Dress - It's very complicated.
Accessory: Festival Mask - For shits and giggles, of course. (+1 Def)
A-Ability: Runes
+ Elemental Rune - Astrid uses her unique magic to apply a rune that changes her attacks to a particular element. Next Attack becomes the chosen element for 3 turns. Self only. 8 MP.
+ Twinstrike Rune - Astrid applies a rune that casts an illusion-type magic to make her blade split in two whenever it moves through the air. She then attacks the enemy, the illusion becoming real. 120% Atk DMG. 2 hits. Adjacent cell range. 8 MP.
A-Ability: Item
R-Ability: Guard Rune - Astrid applies a rune to her sword that activates whenever she is attacked physically from an adjacent cell. Unless it is a Sure Hit move, she blocks the attack and counters for 90% Piercing Atk DMG.
S-Ability: Lasting Runes - Applies runes that are used up on the first turn have their duration extended to three turns, but only the effects (i.e. with Twinstrike Rune, basic attacks will have 2 hits instead of one for 2 additional turns). [Passive]
D-Ability: Rune: Blade Fall - Runes suddenly appear in the sky above the enemies, and all different kinds of blades fall from the sky, piercing the enemies and drawing their blood like fountains. (100% Piercing Atk DMG to all enemies; Chance of Blood Loss)
Level: 4
Progress: 0/16
Stats:
HP: 35
MP: 25
Atk: 7 (+1 from Arming Sword)
Def: 4 (+1 from Festival Mask)
Int: 1
Spr: 3 (+1 from Complicated Dress)
Move: 2 (+1 from Rune Sword Profession)
Female, 17 (March 9)
Appearance:
- Spoiler:
Profession: Rune Sword - A swordswoman that uses runes to enhance the effects of close-combat. Though she uses magic, her primary attributes involve cutting the enemy into tiny little pieces.
Rune-Encrusted Blade - Basic attacks and A-Abilities target the enemy's SPR stat and can deal damage to Intangible enemies.
Weapon: Arming Sword - A double-edged sword more commonly used by knights and soldiers.
Armor: Complicated Dress - It's very complicated.
Accessory: Festival Mask - For shits and giggles, of course. (+1 Def)
A-Ability: Runes
+ Elemental Rune - Astrid uses her unique magic to apply a rune that changes her attacks to a particular element. Next Attack becomes the chosen element for 3 turns. Self only. 8 MP.
+ Twinstrike Rune - Astrid applies a rune that casts an illusion-type magic to make her blade split in two whenever it moves through the air. She then attacks the enemy, the illusion becoming real. 120% Atk DMG. 2 hits. Adjacent cell range. 8 MP.
A-Ability: Item
R-Ability: Guard Rune - Astrid applies a rune to her sword that activates whenever she is attacked physically from an adjacent cell. Unless it is a Sure Hit move, she blocks the attack and counters for 90% Piercing Atk DMG.
S-Ability: Lasting Runes - Applies runes that are used up on the first turn have their duration extended to three turns, but only the effects (i.e. with Twinstrike Rune, basic attacks will have 2 hits instead of one for 2 additional turns). [Passive]
D-Ability: Rune: Blade Fall - Runes suddenly appear in the sky above the enemies, and all different kinds of blades fall from the sky, piercing the enemies and drawing their blood like fountains. (100% Piercing Atk DMG to all enemies; Chance of Blood Loss)
Level: 4
Progress: 0/16
Stats:
HP: 35
MP: 25
Atk: 7 (+1 from Arming Sword)
Def: 4 (+1 from Festival Mask)
Int: 1
Spr: 3 (+1 from Complicated Dress)
Move: 2 (+1 from Rune Sword Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Zekai Storm "Zekki"
Female, 26 (Autumn 31)
Appearance:
Profession: Assassin Guardian - A twist on the old assassin profession, this kind of person is loyal to one person, whom she guards with her life, using her experience and abilities to assassinate enemies by any means necessary. [Secret Blade]
Secret Blade - The number of basic attacks for this character is increased by 1.
Weapon: Shiv - A small dagger used primarily for cutting necks.
Armor: Armored Coat - A travel coat reinforced with strong wires that resist physical attacks.
Accessory: Extra Dagger - For all your extra stabbing needs.
A-Ability: Stealth
Into Shadows - Zekki conceals her body in a curtain of shadow, allowing her to move freely around the battlefield without being noticed. If she gets too close to an enemy, the stealth wears off.
[No Damage---Effect: Stealth---Range: Self---Other: Will be revealed if an enemy steps into a surrounding cell.]
[8 MP; 5 EN]
Cutthroat - Zekki pops up behind an enemy unit, using her sharp dagger to cut through their neck, making them bleed. If Zekki was under cover of shadows, then the attack is that much more deadly.
[120% Atk DMG---Effect: Bleeding---Range: Adjacent cell---Other: If Into Shadows was active, this move is a Critical Hit.]
[9 MP; 7 EN]
A-Ability: Item
R-Ability:Assassin's Hatred - If Zekki is attacked by magical means, her next attack against that enemy is doubled in power.
S-Ability: Assassin Under Cover - If Zekki is stealthed, increase her number of basic attacks by 1. Also increase Critical Hit chance for basic attacks by 15%. This effect wears off if Zekki is revealed. [Situational Passive]
Judgment: Storm Blade Dance - Zekai jumps towards an enemy or in the center of a group of enemies, her blades out, and twirls her body around like a whirlwind. The whirlwind turns into a tempest of blades that slice the enemy or enemies, dealing a great deal of damage and pain.
[200% Piercing Atk DMG to a single enemy]
[OR]
[150% Piercing Atk DMG to all enemies within 3 cells]
[May cause Bleeding to survivors]
LVL: 1
Progress: 0/50
Stats:
HP: 40/40
MP: 25/25
EN: 50/50
Atk: 4 (+1 from Shiv)(+1 from Extra Dagger)
Def: 3 (+1 from Reinforced Coat)
Int: 0
Spr: 2
Move: 2 (+2 from Assassin Guardian Profession)
Evade: 7%
Crit: 7%
Morale: (//////////)
Female, 26 (Autumn 31)
Appearance:
- Spoiler:
Profession: Assassin Guardian - A twist on the old assassin profession, this kind of person is loyal to one person, whom she guards with her life, using her experience and abilities to assassinate enemies by any means necessary. [Secret Blade]
Secret Blade - The number of basic attacks for this character is increased by 1.
Weapon: Shiv - A small dagger used primarily for cutting necks.
Armor: Armored Coat - A travel coat reinforced with strong wires that resist physical attacks.
Accessory: Extra Dagger - For all your extra stabbing needs.
A-Ability: Stealth
Into Shadows - Zekki conceals her body in a curtain of shadow, allowing her to move freely around the battlefield without being noticed. If she gets too close to an enemy, the stealth wears off.
[No Damage---Effect: Stealth---Range: Self---Other: Will be revealed if an enemy steps into a surrounding cell.]
[8 MP; 5 EN]
Cutthroat - Zekki pops up behind an enemy unit, using her sharp dagger to cut through their neck, making them bleed. If Zekki was under cover of shadows, then the attack is that much more deadly.
[120% Atk DMG---Effect: Bleeding---Range: Adjacent cell---Other: If Into Shadows was active, this move is a Critical Hit.]
[9 MP; 7 EN]
A-Ability: Item
R-Ability:
S-Ability: Assassin Under Cover - If Zekki is stealthed, increase her number of basic attacks by 1. Also increase Critical Hit chance for basic attacks by 15%. This effect wears off if Zekki is revealed. [Situational Passive]
Judgment: Storm Blade Dance - Zekai jumps towards an enemy or in the center of a group of enemies, her blades out, and twirls her body around like a whirlwind. The whirlwind turns into a tempest of blades that slice the enemy or enemies, dealing a great deal of damage and pain.
[200% Piercing Atk DMG to a single enemy]
[OR]
[150% Piercing Atk DMG to all enemies within 3 cells]
[May cause Bleeding to survivors]
LVL: 1
Progress: 0/50
Stats:
HP: 40/40
MP: 25/25
EN: 50/50
Atk: 4 (+1 from Shiv)(+1 from Extra Dagger)
Def: 3 (+1 from Reinforced Coat)
Int: 0
Spr: 2
Move: 2 (+2 from Assassin Guardian Profession)
Evade: 7%
Crit: 7%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Ammy Eskan
Female, 22 (March 1)
Appearance:
Profession: Automail Engineer - One who works to replace the limbs of those who have lost theirs with a high-tech type of steel. She also wanders, taking up odd jobs and challenges as they appear. (Metal Arms)
Metal Arms - Toughness comes with a heavy steel. Increases Atk by 15%.
Weapon: Last Resort - A heavy longsword that tends to rend enemies in half before killing them.
Armor: Reflexive Automail Arms - Two arms made entirely of a special steel that block attacks with apparent ease.
Accessory: Hairpin - Aw, how cute!
A-Ability: Power Stroke
Clean Strike - A surprisingly quick and even slice through the target that leaves them a bit hung over. This attack has a high critical hit ratio.
[130% Atk DMG---Effect: May cause Bleeding---Surrounding cell range---Other: +60% Critical Hit Rate]
[10 MP; 8 EN]
Blade Dash - When the target is within a certain range, the user can dash towards them and unleash a powerful attack.
[110% Atk DMG---Effect: Dashes to an adjacent cell to the target---3 cell range---Other: N/A]
[10 MP; 9 EN]
R-Ability: Critical Reduction - If Ammy scores a critical hit on a target, the mana required for that ability is refunded and the target is afflicted with Weak.
S-Ability: Cooldown - Ammy sometimes experiences moments of rest, which restores her energy and health a little. Increases HP, MP, and EN regeneration by 12% for each turn Ammy waits.
D-Ability: Blade Collision - Ammy dashes at her target from an unfamiliar angle and cleaves them from the bottom-up, cutting through armor, skin, bone, and sinew easily. (200% Piercing Atk DMG. May cause Bleeding. 5 cell range)
Level: 4
Progress: 0/50
Stats:
HP: 64 (+5 from Hair Pin)
MP: 46 (+5 from Hair Pin)
EN: 50 (+10 from Hair Pin)
Atk: 9 (+2 from Last Resort)(+1 from Metal Arms)
Def: 4 (+1 from Reflexive Automail Arms)
Int: 0
Spr: 4
Move: 2 (+1 from Automail Engineer Profession)
Evade: 7%
Crit: 9%
Morale: (//////////)
Female, 22 (March 1)
Appearance:
- Spoiler:
Profession: Automail Engineer - One who works to replace the limbs of those who have lost theirs with a high-tech type of steel. She also wanders, taking up odd jobs and challenges as they appear. (Metal Arms)
Metal Arms - Toughness comes with a heavy steel. Increases Atk by 15%.
Weapon: Last Resort - A heavy longsword that tends to rend enemies in half before killing them.
Armor: Reflexive Automail Arms - Two arms made entirely of a special steel that block attacks with apparent ease.
Accessory: Hairpin - Aw, how cute!
A-Ability: Power Stroke
Clean Strike - A surprisingly quick and even slice through the target that leaves them a bit hung over. This attack has a high critical hit ratio.
[130% Atk DMG---Effect: May cause Bleeding---Surrounding cell range---Other: +60% Critical Hit Rate]
[10 MP; 8 EN]
Blade Dash - When the target is within a certain range, the user can dash towards them and unleash a powerful attack.
[110% Atk DMG---Effect: Dashes to an adjacent cell to the target---3 cell range---Other: N/A]
[10 MP; 9 EN]
R-Ability: Critical Reduction - If Ammy scores a critical hit on a target, the mana required for that ability is refunded and the target is afflicted with Weak.
S-Ability: Cooldown - Ammy sometimes experiences moments of rest, which restores her energy and health a little. Increases HP, MP, and EN regeneration by 12% for each turn Ammy waits.
D-Ability: Blade Collision - Ammy dashes at her target from an unfamiliar angle and cleaves them from the bottom-up, cutting through armor, skin, bone, and sinew easily. (200% Piercing Atk DMG. May cause Bleeding. 5 cell range)
Level: 4
Progress: 0/50
Stats:
HP: 64 (+5 from Hair Pin)
MP: 46 (+5 from Hair Pin)
EN: 50 (+10 from Hair Pin)
Atk: 9 (+2 from Last Resort)(+1 from Metal Arms)
Def: 4 (+1 from Reflexive Automail Arms)
Int: 0
Spr: 4
Move: 2 (+1 from Automail Engineer Profession)
Evade: 7%
Crit: 9%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Inshi Vestalier
Female, 19 (February 3)
Appearance:
Profession: Nightraven - One who controls the blade and the raven controls the essence of life and death. Those who dare hold this profession are cursed and blessed. (+3 Basic Attacks)(Blessed Fervor)(Raven)(Cursed Blade)
Blessed Fervor - Reduces the duration of movement and action-impairing effects by 2 turns.
Raven - Basic attacks can target the enemy's defense or spirit.
Cursed Blade - Basic attacks dealt to an enemy in an adjacent cell have a 20% chance to inflict Malady.
*Malady is a unique negative effect that permanently reduces the target's strongest stat by 10%. If afflicted with Malady a second time, the second strongest stat is reduced by 10%. If afflicted a third time, both previous afflictions worsen by 5% each. If afflicted with Malady a fourth time, all Morale is depleted from the afflicted and the afflicted enters a state of Slump. All previous afflictions of Malady are removed upon the fourth affliction.
Weapon: Sinister - A frightening Japanese sword with a reach longer than most swords. It is hard to judge it's reach. (Surrounding cell range)
Armor: Raven's Guise - A tailored cloth made to resist negative effects and physical attacks. (+20% Resist Status)
Accessory: Crystal Wings - Wings made of black crystals gathered by a legion of crows. (Flight)(Resist Wind)
A-Ability: Darkness of Life
Search and Destroy - The user sends out a raven scout to latch onto a target's shoulder and provide "Vision" of that target for 3 turns. Targets who are "Visible" cannot dodge attacks.
(No DMG---3 cell range---Grants "Vision" of a target)
(9 MP; 5 EN)
Nightraven's Screech - The user's pet raven screeches at a nearby enemy, surprising them with a wave of magic that silences them for a short duration.
(No DMG---2 cell cone---Silences target)
(7 MP; 4 EN)
Bladesurge - The user locks onto a target and dashes to it, temporarily disappearing and granting the user a quickness of feet and steel that allows the user to unleash a basic attack combo.
(100% Burst Atk DMG---3 cell range---Allows for a basic attack after use without expending extra EN)
(12 MP; 12 EN)
Raven Nightblade - The user sends out a wave of dark energy from a slash of the user's sword, cutting through their spiritual body. The attack tends to leave enemies feeling nauseated, but doesn't have a good hit ratio.
(120% Spiritual Atk DMG---3 cell-wide/long line---Chance of Dizzy---25% Miss Chance)
(10 MP; 9 EN)
Stolen Nightmare - The user enraptures the target with good feelings of release before bombarding the target's soul with the most undesirable emotions known to mankind.
(140% Spiritual Atk DMG---3 cell range---Inflicts Sleep and Nightmare)
(16 MP; 13 EN)
Searing Anguish - The user shreds a blade through the target's body, dealing massive damage and making the wound bleed grievously.
(150% Atk DMG---Adjacent cell range---Reduces effects of healing by 50% for 3 turns---Chance of Bleeding)
(14 MP; 16 EN)
Raven Bomb - The user sends out a spiritual raven to strike through the physical body of her enemy, exploiting a weakness of magic-users by using their own abilities against them.
(100% Atk DMG---3 cell range---Uses target's Int stat to empower the attack---Chance of Silence)
(18 MP; 14 EN)
R-Ability: Life Leech - Basic attacks and abilities passively restore the Nightraven's HP, depending on how much damage was dealt. The maximum life steal allowed is 12.
S-Ability: Passivity - Using up all basic attacks in a single turn results in the R-Ability "Life Leech" to deactivate. However, as a result, using only one basic attack in a single turn doubles the maximum capacity of the regeneration. Also, if this ability is activated, the Nightraven regenerates health by 5% passively for six turns. The active portion can only be used once, and only when below 40% Max HP. (Passive)(Active)
Judgment: Raven Hurricane - Unleashes a massive amount of magical power to summon forth a legion of ravens that swirl around the user, protecting the user from any harm that may come to her and targeting any enemy that attacks her, countering for 30% Piercing Atk DMG. While in this form, the user's HP cannot be affected in any way, but instead stacks of damage and healing pile up on the user that is all unleashed as soon as this form ends. While in this form, the R-Ability: "Life Leech" is disabled by the S-Ability: "Passivity" after only two of the four available basic attacks are used up. No A-Abilities can be used while in this form. This form lasts for four turns.
LVL: 10
Progress: 0/100
Stats:
HP: 109 (+10 each level)
MP: 74 (+7 each level)
EN: 100 (+50 upon Promotion)
Atk: 14 (+6 from Sinister)
Def: 9 (+4 from Raven's Guise)(+1 from Crystal Wings)
Int: 0
Spr: 7 (+2 from Raven's Guise)(+2 from Crystal Wings)
Move: 2 (+1 from Nightraven Profession)
Evade: 7% (+2% on Promotion)
Crit: 8% (+2% on Promotion)
Morale: (//////////)
Female, 19 (February 3)
Appearance:
- Spoiler:
Profession: Nightraven - One who controls the blade and the raven controls the essence of life and death. Those who dare hold this profession are cursed and blessed. (+3 Basic Attacks)(Blessed Fervor)(Raven)(Cursed Blade)
Blessed Fervor - Reduces the duration of movement and action-impairing effects by 2 turns.
Raven - Basic attacks can target the enemy's defense or spirit.
Cursed Blade - Basic attacks dealt to an enemy in an adjacent cell have a 20% chance to inflict Malady.
*Malady is a unique negative effect that permanently reduces the target's strongest stat by 10%. If afflicted with Malady a second time, the second strongest stat is reduced by 10%. If afflicted a third time, both previous afflictions worsen by 5% each. If afflicted with Malady a fourth time, all Morale is depleted from the afflicted and the afflicted enters a state of Slump. All previous afflictions of Malady are removed upon the fourth affliction.
Weapon: Sinister - A frightening Japanese sword with a reach longer than most swords. It is hard to judge it's reach. (Surrounding cell range)
Armor: Raven's Guise - A tailored cloth made to resist negative effects and physical attacks. (+20% Resist Status)
Accessory: Crystal Wings - Wings made of black crystals gathered by a legion of crows. (Flight)(Resist Wind)
A-Ability: Darkness of Life
Search and Destroy - The user sends out a raven scout to latch onto a target's shoulder and provide "Vision" of that target for 3 turns. Targets who are "Visible" cannot dodge attacks.
(No DMG---3 cell range---Grants "Vision" of a target)
(9 MP; 5 EN)
Nightraven's Screech - The user's pet raven screeches at a nearby enemy, surprising them with a wave of magic that silences them for a short duration.
(No DMG---2 cell cone---Silences target)
(7 MP; 4 EN)
Bladesurge - The user locks onto a target and dashes to it, temporarily disappearing and granting the user a quickness of feet and steel that allows the user to unleash a basic attack combo.
(100% Burst Atk DMG---3 cell range---Allows for a basic attack after use without expending extra EN)
(12 MP; 12 EN)
Raven Nightblade - The user sends out a wave of dark energy from a slash of the user's sword, cutting through their spiritual body. The attack tends to leave enemies feeling nauseated, but doesn't have a good hit ratio.
(120% Spiritual Atk DMG---3 cell-wide/long line---Chance of Dizzy---25% Miss Chance)
(10 MP; 9 EN)
Stolen Nightmare - The user enraptures the target with good feelings of release before bombarding the target's soul with the most undesirable emotions known to mankind.
(140% Spiritual Atk DMG---3 cell range---Inflicts Sleep and Nightmare)
(16 MP; 13 EN)
Searing Anguish - The user shreds a blade through the target's body, dealing massive damage and making the wound bleed grievously.
(150% Atk DMG---Adjacent cell range---Reduces effects of healing by 50% for 3 turns---Chance of Bleeding)
(14 MP; 16 EN)
Raven Bomb - The user sends out a spiritual raven to strike through the physical body of her enemy, exploiting a weakness of magic-users by using their own abilities against them.
(100% Atk DMG---3 cell range---Uses target's Int stat to empower the attack---Chance of Silence)
(18 MP; 14 EN)
R-Ability: Life Leech - Basic attacks and abilities passively restore the Nightraven's HP, depending on how much damage was dealt. The maximum life steal allowed is 12.
S-Ability: Passivity - Using up all basic attacks in a single turn results in the R-Ability "Life Leech" to deactivate. However, as a result, using only one basic attack in a single turn doubles the maximum capacity of the regeneration. Also, if this ability is activated, the Nightraven regenerates health by 5% passively for six turns. The active portion can only be used once, and only when below 40% Max HP. (Passive)(Active)
Judgment: Raven Hurricane - Unleashes a massive amount of magical power to summon forth a legion of ravens that swirl around the user, protecting the user from any harm that may come to her and targeting any enemy that attacks her, countering for 30% Piercing Atk DMG. While in this form, the user's HP cannot be affected in any way, but instead stacks of damage and healing pile up on the user that is all unleashed as soon as this form ends. While in this form, the R-Ability: "Life Leech" is disabled by the S-Ability: "Passivity" after only two of the four available basic attacks are used up. No A-Abilities can be used while in this form. This form lasts for four turns.
LVL: 10
Progress: 0/100
Stats:
HP: 109 (+10 each level)
MP: 74 (+7 each level)
EN: 100 (+50 upon Promotion)
Atk: 14 (+6 from Sinister)
Def: 9 (+4 from Raven's Guise)(+1 from Crystal Wings)
Int: 0
Spr: 7 (+2 from Raven's Guise)(+2 from Crystal Wings)
Move: 2 (+1 from Nightraven Profession)
Evade: 7% (+2% on Promotion)
Crit: 8% (+2% on Promotion)
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Kelly Shawl "Officer Pride"
Female, 25 (March 31)
Appearance:
Profession: Martial - An officer of the law who holds high rank in society. A Martial upholds the law in all forms, from arrests to prosecutions to executions. (Arrest)
Arrest - Increase the Martial's movement by 1.
Weapon: Revolver - A high-power gun that can shoot up to six times before needing a refill. (3 cell range)
Armor: Cowgirl Coat - A brown coat that covers from the neck down.
Accessory: Holster - Something to put that revolver in when it isn't being used.
A-Ability: In The Name Of The Law
Draw - The user swiftly draws the user's gun from the user's holster and fires a shot, catching the target off guard.
(130% Atk DMG---3 cell range---20% Miss Rate; Chance of Bleeding)
(10 MP; 6 EN)
Handcuff - The user quickly gets behind the target and locks them in place, preventing them from acting.
(No DMG---Adjacent cell range---80% Chance of Disable)
(7 MP; 4 EN)
R-Ability: Reload - After using 6 attacks or abilities with the revolver, the Martial must spend a turn to reload her weapon. After reloading, her Atk stat is boosted by 50% for three turns.
S-Ability: Warrant For Arrest - When apprehending suspects, the Martial has a chance to immobilize them with her basic attacks.
J-Ability: Hawkshot - The revolver is suddenly replaced with a much larger, much more deadly sniper rifle. After taking aim, the Martial fires a piercing shot that gains speed and power as it travels through the air. 150% Piercing Atk DMG. For every 2 cells the bullet travels, increase the damage output by 30%. Caps at 300%.
Level: 4
Progress: 0/50
Stats:
HP: 68
MP: 34
EN: 50 (+5 from Holster)
Atk: 8 (+1 from Revolver)
Def: 4 (+1 from Cowgirl Coat)
Int: 0
Spr: 2
Move: 2 (+1 from Martial Profession)(+1 from Arrest)
Evade: 5%
Crit: 8%
Morale: (//////////)
Female, 25 (March 31)
Appearance:
- Spoiler:
Profession: Martial - An officer of the law who holds high rank in society. A Martial upholds the law in all forms, from arrests to prosecutions to executions. (Arrest)
Arrest - Increase the Martial's movement by 1.
Weapon: Revolver - A high-power gun that can shoot up to six times before needing a refill. (3 cell range)
Armor: Cowgirl Coat - A brown coat that covers from the neck down.
Accessory: Holster - Something to put that revolver in when it isn't being used.
A-Ability: In The Name Of The Law
Draw - The user swiftly draws the user's gun from the user's holster and fires a shot, catching the target off guard.
(130% Atk DMG---3 cell range---20% Miss Rate; Chance of Bleeding)
(10 MP; 6 EN)
Handcuff - The user quickly gets behind the target and locks them in place, preventing them from acting.
(No DMG---Adjacent cell range---80% Chance of Disable)
(7 MP; 4 EN)
R-Ability: Reload - After using 6 attacks or abilities with the revolver, the Martial must spend a turn to reload her weapon. After reloading, her Atk stat is boosted by 50% for three turns.
S-Ability: Warrant For Arrest - When apprehending suspects, the Martial has a chance to immobilize them with her basic attacks.
J-Ability: Hawkshot - The revolver is suddenly replaced with a much larger, much more deadly sniper rifle. After taking aim, the Martial fires a piercing shot that gains speed and power as it travels through the air. 150% Piercing Atk DMG. For every 2 cells the bullet travels, increase the damage output by 30%. Caps at 300%.
Level: 4
Progress: 0/50
Stats:
HP: 68
MP: 34
EN: 50 (+5 from Holster)
Atk: 8 (+1 from Revolver)
Def: 4 (+1 from Cowgirl Coat)
Int: 0
Spr: 2
Move: 2 (+1 from Martial Profession)(+1 from Arrest)
Evade: 5%
Crit: 8%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Scarlet Rider
Female, 23 (April 22)
Appearance:
Profession: Sharp Shooter - One who claims this profession is known for incredible accuracy with even the most inaccurate guns. Skill shots also have a very small chance of missing. (Locked Target)
Locked Target - In exchange for ridiculous accuracy, the Sharp Shooter can only focus on attacking one enemy at a time, else this innate is broken for the duration of the battle.
Weapon: Scarlet Pistol - A blood-red gun with insane power that has a low accuracy. (25% Miss Rate)
Armor: Scarlet Dress - Blood-red dress that covers the wearer's entire body. (Immune Blood Loss; Bleeding)
Accessory: Strapped Boots - Boots, of course. Hard ones. (Immune to Critical Hits)
A-Ability: Critical Hit
Recurring Shot - Scarlet fires a bullet at the enemy. 100% Atk DMG. Using this ability in succession increases the damage output by 10% each time. Stacks infinitely. 4 cell range. 4 EN +1 EN for each successive shot.
Blood Bullet - Scarlet fires a bullet at the enemy with the intention to hit a very vulnerable spot, in order to draw blood. Lots of blood. 120% Atk DMG. Chance of Bleeding. Using this ability on a target who is already Bleeding increases the damage output to 180%. 4 cell range. 8 EN.
R-Ability: Savior Bullet - If Scarlet were to take damage that would bring her health down to a critical level, she quickly fires off a special bullet fashioned from her own blood to disable her assailant.
S-Ability: Bouncing Bullet - Scarlet's basic attacks can bounce off the original target to hit another target for 50% Atk DMG up to 3 cells away from the original target.
Judgement: ----
Stats:
HP: 40/40
EN: 50/50
Atk: 8 (+3 from Scarlet Pistol)
Def: 5 (+2 from Scarlet Dress)
Int: 0
Spr: 3 (+1 from Scarlet Dress)
Move: 2 (+1 from Sharp Shooter Profession)
Evade: 4% (+1% from Strapped Boots)
Crit: 6%
Morale: (//////////)
Female, 23 (April 22)
Appearance:
- Spoiler:
Profession: Sharp Shooter - One who claims this profession is known for incredible accuracy with even the most inaccurate guns. Skill shots also have a very small chance of missing. (Locked Target)
Locked Target - In exchange for ridiculous accuracy, the Sharp Shooter can only focus on attacking one enemy at a time, else this innate is broken for the duration of the battle.
Weapon: Scarlet Pistol - A blood-red gun with insane power that has a low accuracy. (25% Miss Rate)
Armor: Scarlet Dress - Blood-red dress that covers the wearer's entire body. (Immune Blood Loss; Bleeding)
Accessory: Strapped Boots - Boots, of course. Hard ones. (Immune to Critical Hits)
A-Ability: Critical Hit
Recurring Shot - Scarlet fires a bullet at the enemy. 100% Atk DMG. Using this ability in succession increases the damage output by 10% each time. Stacks infinitely. 4 cell range. 4 EN +1 EN for each successive shot.
Blood Bullet - Scarlet fires a bullet at the enemy with the intention to hit a very vulnerable spot, in order to draw blood. Lots of blood. 120% Atk DMG. Chance of Bleeding. Using this ability on a target who is already Bleeding increases the damage output to 180%. 4 cell range. 8 EN.
R-Ability: Savior Bullet - If Scarlet were to take damage that would bring her health down to a critical level, she quickly fires off a special bullet fashioned from her own blood to disable her assailant.
S-Ability: Bouncing Bullet - Scarlet's basic attacks can bounce off the original target to hit another target for 50% Atk DMG up to 3 cells away from the original target.
Judgement: ----
Stats:
HP: 40/40
EN: 50/50
Atk: 8 (+3 from Scarlet Pistol)
Def: 5 (+2 from Scarlet Dress)
Int: 0
Spr: 3 (+1 from Scarlet Dress)
Move: 2 (+1 from Sharp Shooter Profession)
Evade: 4% (+1% from Strapped Boots)
Crit: 6%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Kazu Mil'ian
Female, 19 (October 31)
Appearance:
Theme Song: The Power of Darkness
Profession: Corrupt Mage - A being that was once filled with the essence of life now craves the essence of death to fuel her passions. (Int-Based Basic Attacks; 3 cell range)(Corruption)
Corruption - Basic attacks deal bonus damage to the target equal to half of the attacker's primary offensive stat. Corruption can only be applied (randomly) to one enemy per turn, and only one attacker can trigger the damage.
Weapon: Black Scepter - A half-staff that is too short to be a stave and too long to be a wand. It holds magical power.
Armor: Scarce Mage Outfit - What luck! It covers something!
Accessory: Corrupted Jewel - A jewel that was once a beautiful sapphire turned as black as obsidian.
A-Ability: Shadow's Touch
Soul Flare - The user fires out a shockwave of power around a target ally. The ally takes 5% Max HP DMG. All enemies within a certain area around the ally take damage double the amount of damage the ally took. The ally and enemy takes piercing damage. Range: 3 cells [Target Ally]; 2 surrounding cells [Enemies]. Cost: 1 Essence of Death.
Charge - The user saps the strength out of a target, stealing portions of the target's life energy with dark magics and corrupting it for the user's later use. Stores 1 Essence of Shadow. 3 Essence of Shadow will make an Essence of Death. Also deals 30% Piercing Int DMG to the target enemy or ally. No Cost.
Blast Domination - Using an ally's body as a catalyst, the user creates a large pool around the target ally that turns acidic and deals increasing damage to enemies in the pool. The target ally takes 20% Max HP DMG in return for creating a 3 cell AoE that deals 20% Piercing Int DMG to any enemy in the pool. Damage dealt is returned as health to the target ally. Cost: 1 Essence of Death.
Kinetic Shard - Using a stored Essence of Death, the user fires a bolt of raw magic at the target enemy, dealing a high amount of damage and applying one stack of Corruption on the target. This ability will ignite Corruption damage if applicable (see passive "Corruption" for details). 140% Int DMG. 4 cell range. Inflicts target with Corruption. Cost: 1 Essence of Death.
R-Ability: Augmented Death - At the beginning of every turn the mage stands near a slain ally, the mage gains 1 Essence of Corruption. 2 Essence of Corruption will make an Essence of Death. If the mage is able to revive the ally, but does not, the mage automatically gains 2 Essence of Corruption.
S-Ability: Essence Capture - Allows the mage to store Essence of Death. An Essence of Death can be used to cast spells for free, but in return the mage cannot use mana. On the first turn, 2 Essence of Death are available for use, and the mage can choose to use both on that single turn. Every 4 turns, 1 Essence of Death is stockpiled.
D-Ability: The Reaping - The mage collects the souls of the fallen and lays waste to the battlefield, harming enemies and allies alike with no regard for the sanctity of life. The souls of the dead march on the field and attack, consuming everything they can touch. The only one protected is the mage herself. Deals 50% Piercing Int DMG to any living thing on the battlefield. If Essence of Death are stored, unleash those as well to add 30% damage potential to the base damage of this ability for each Essence of Death. Only 5 Essence of Death may be used to boost this ability. All other Essence of Death are destroyed. Unlike other ultimate abilities, this D-Ability cannot apply Instant Kill unless the enemy or ally is Critical.
Level: 6
Progress: --/--
Stats:
HP: 35
MP: --/--
Atk: 0
Def: 6
Int: 10 (+1 from Black Scepter)(+1 from Corrupted Jewel)
Spr: 8 (+1 from Scarce Mage Outfit)
Move: 2 (+0 from Corrupt Mage Profession)
Female, 19 (October 31)
Appearance:
- Spoiler:
Theme Song: The Power of Darkness
Profession: Corrupt Mage - A being that was once filled with the essence of life now craves the essence of death to fuel her passions. (Int-Based Basic Attacks; 3 cell range)(Corruption)
Corruption - Basic attacks deal bonus damage to the target equal to half of the attacker's primary offensive stat. Corruption can only be applied (randomly) to one enemy per turn, and only one attacker can trigger the damage.
Weapon: Black Scepter - A half-staff that is too short to be a stave and too long to be a wand. It holds magical power.
Armor: Scarce Mage Outfit - What luck! It covers something!
Accessory: Corrupted Jewel - A jewel that was once a beautiful sapphire turned as black as obsidian.
A-Ability: Shadow's Touch
Soul Flare - The user fires out a shockwave of power around a target ally. The ally takes 5% Max HP DMG. All enemies within a certain area around the ally take damage double the amount of damage the ally took. The ally and enemy takes piercing damage. Range: 3 cells [Target Ally]; 2 surrounding cells [Enemies]. Cost: 1 Essence of Death.
Charge - The user saps the strength out of a target, stealing portions of the target's life energy with dark magics and corrupting it for the user's later use. Stores 1 Essence of Shadow. 3 Essence of Shadow will make an Essence of Death. Also deals 30% Piercing Int DMG to the target enemy or ally. No Cost.
Blast Domination - Using an ally's body as a catalyst, the user creates a large pool around the target ally that turns acidic and deals increasing damage to enemies in the pool. The target ally takes 20% Max HP DMG in return for creating a 3 cell AoE that deals 20% Piercing Int DMG to any enemy in the pool. Damage dealt is returned as health to the target ally. Cost: 1 Essence of Death.
Kinetic Shard - Using a stored Essence of Death, the user fires a bolt of raw magic at the target enemy, dealing a high amount of damage and applying one stack of Corruption on the target. This ability will ignite Corruption damage if applicable (see passive "Corruption" for details). 140% Int DMG. 4 cell range. Inflicts target with Corruption. Cost: 1 Essence of Death.
R-Ability: Augmented Death - At the beginning of every turn the mage stands near a slain ally, the mage gains 1 Essence of Corruption. 2 Essence of Corruption will make an Essence of Death. If the mage is able to revive the ally, but does not, the mage automatically gains 2 Essence of Corruption.
S-Ability: Essence Capture - Allows the mage to store Essence of Death. An Essence of Death can be used to cast spells for free, but in return the mage cannot use mana. On the first turn, 2 Essence of Death are available for use, and the mage can choose to use both on that single turn. Every 4 turns, 1 Essence of Death is stockpiled.
D-Ability: The Reaping - The mage collects the souls of the fallen and lays waste to the battlefield, harming enemies and allies alike with no regard for the sanctity of life. The souls of the dead march on the field and attack, consuming everything they can touch. The only one protected is the mage herself. Deals 50% Piercing Int DMG to any living thing on the battlefield. If Essence of Death are stored, unleash those as well to add 30% damage potential to the base damage of this ability for each Essence of Death. Only 5 Essence of Death may be used to boost this ability. All other Essence of Death are destroyed. Unlike other ultimate abilities, this D-Ability cannot apply Instant Kill unless the enemy or ally is Critical.
Level: 6
Progress: --/--
Stats:
HP: 35
MP: --/--
Atk: 0
Def: 6
Int: 10 (+1 from Black Scepter)(+1 from Corrupted Jewel)
Spr: 8 (+1 from Scarce Mage Outfit)
Move: 2 (+0 from Corrupt Mage Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Karina Kerstin
Female, 24 (October 2)
Appearance:
Profession: Duelist - Though clad in thick armor, this user of the nimble rapier is both quick and can take a hit and counter for even greater damage. (Nimble Foot)
Nimble Foot - Decreases the hit chance of stuns and snares by 20%.
Weapon: Rapier - A thin blade used more for making quick, decisive strikes.
Armor: Goldenrod Plates - Not made of butter, I assure you.
Accessory: Emerald Cape - A beautiful cape of emerald green.
A-Ability: Reflex
Quick Dash - With a burst of speed, the user lunges at the target, stabbing the target with the user's weapon before quickly resuming a space closer to the target from where the user started. 110% Atk DMG. 3 cell range. After use, place the user one cell closer to the enemy. If used from an adjacent cell, increase damage output by 15%. 10 MP
Stand Firm - The user inflicts a immobilize on the user's self in order to find resolve and focus, quickly regenerating health and granting defense and spirit boosts during the duration. Regenerates 40% Max HP over 2 turns. Increases Def and Spr by 6 for the duration. The user cannot act or move while channeling, but can be interrupted by Silence. 10 MP.
R-Ability: Riposte - If the Duelist were to take damage equaling more than 20% her Maximum HP, she blocks and counters the attack for 150% of the damage that would be dealt. This ability can only activate once every two turns.
S-Ability: Guard - Increases the chances of blocking an attack by 15%.
D-Ability: Great Duel - The user singles out a target and creates a powerful illusion of the two of them being alone in a great Colosseum, locked in a furious duel. The user locks down the target with a multitude of swords that rain from the sky, striking with great fury and power and speed. Deals 200% Piercing Atk DMG to a single target. Also immobilizes the target after the duel is over, if the target survives.
Level: 4
Progress: --/--
Stats:
HP: 30
MP: 20
Atk: 7
Def: 5
Int: 0
Spr: 3
Move: 2 (+1 from Duelist Profession)
Evade: 7%
Crit: 4%
Block: 15%
Female, 24 (October 2)
Appearance:
- Spoiler:
Profession: Duelist - Though clad in thick armor, this user of the nimble rapier is both quick and can take a hit and counter for even greater damage. (Nimble Foot)
Nimble Foot - Decreases the hit chance of stuns and snares by 20%.
Weapon: Rapier - A thin blade used more for making quick, decisive strikes.
Armor: Goldenrod Plates - Not made of butter, I assure you.
Accessory: Emerald Cape - A beautiful cape of emerald green.
A-Ability: Reflex
Quick Dash - With a burst of speed, the user lunges at the target, stabbing the target with the user's weapon before quickly resuming a space closer to the target from where the user started. 110% Atk DMG. 3 cell range. After use, place the user one cell closer to the enemy. If used from an adjacent cell, increase damage output by 15%. 10 MP
Stand Firm - The user inflicts a immobilize on the user's self in order to find resolve and focus, quickly regenerating health and granting defense and spirit boosts during the duration. Regenerates 40% Max HP over 2 turns. Increases Def and Spr by 6 for the duration. The user cannot act or move while channeling, but can be interrupted by Silence. 10 MP.
R-Ability: Riposte - If the Duelist were to take damage equaling more than 20% her Maximum HP, she blocks and counters the attack for 150% of the damage that would be dealt. This ability can only activate once every two turns.
S-Ability: Guard - Increases the chances of blocking an attack by 15%.
D-Ability: Great Duel - The user singles out a target and creates a powerful illusion of the two of them being alone in a great Colosseum, locked in a furious duel. The user locks down the target with a multitude of swords that rain from the sky, striking with great fury and power and speed. Deals 200% Piercing Atk DMG to a single target. Also immobilizes the target after the duel is over, if the target survives.
Level: 4
Progress: --/--
Stats:
HP: 30
MP: 20
Atk: 7
Def: 5
Int: 0
Spr: 3
Move: 2 (+1 from Duelist Profession)
Evade: 7%
Crit: 4%
Block: 15%
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Page 1 of 5 • 1, 2, 3, 4, 5
Similar topics
» Zero-Machine's SRP Characters
» Zero-Machine's BRP Characters
» Face's Characters
» Blank's characters
» Favorite Anime Characters? :3
» Zero-Machine's BRP Characters
» Face's Characters
» Blank's characters
» Favorite Anime Characters? :3
Page 1 of 5
Permissions in this forum:
You cannot reply to topics in this forum