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Zeri's Motley Crew of Characters

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Post by Zerifachias Mon Jul 23, 2012 7:47 pm

Name: Zenira
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)
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Post by Zerifachias Thu Aug 23, 2012 1:11 pm

Name: Veign Klimlek (Deceased)
Age: 23 (-3 Years Dead)
Gender: Male
Appearance:
Spoiler:

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)
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Post by Zerifachias Tue Oct 30, 2012 4:51 pm

Name: Charles
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)
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Post by Zerifachias Tue Oct 30, 2012 5:45 pm

Name: Angie Turner
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)
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Post by Zerifachias Tue Nov 06, 2012 10:59 am

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)
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Post by Zerifachias Sat Dec 01, 2012 1:13 pm

Akari Inuhana
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)
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Post by Zerifachias Sun Dec 02, 2012 7:46 pm

Zachary Windsman
(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)
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Post by Zerifachias Tue Dec 04, 2012 6:38 pm

Astrid Fiddard
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)
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Post by Zerifachias Sun Dec 09, 2012 2:11 pm

Zekai Storm "Zekki"
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: 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: (//////////)
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Post by Zerifachias Sun Dec 16, 2012 9:38 pm

Ammy Eskan
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: (//////////)
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Post by Zerifachias Sun Dec 23, 2012 10:28 pm

Inshi Vestalier
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: (//////////)
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Post by Zerifachias Thu Jan 03, 2013 9:51 pm

Kelly Shawl "Officer Pride"
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: (//////////)
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Post by Zerifachias Wed Jan 16, 2013 9:36 pm

Scarlet Rider
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: (//////////)
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Post by Zerifachias Fri Mar 29, 2013 9:29 pm

Kazu Mil'ian
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)
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Post by Zerifachias Wed May 01, 2013 6:34 pm

Karina Kerstin
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%
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Post by Zerifachias Thu May 02, 2013 5:14 pm

Elizabeth "Liz" Dione
Female, 19 (June 26)

Appearance:
Spoiler:

Profession: Witch - Can such an adorable figure be an evil, cruel mistress? Well, yes, but that's not the point. Witches are more than just evil mages, some of them are pure, with magic much more powerful than those who succumb to corruption. (Absolve)

Absolve - Grants a passive MP regen equal to 10% Max MP that cannot be dispelled.

Weapon: Bejeweled Ring - A ring with random gems surrounding it.
Armor: Simple Gown - A very simple gown.
Accessory: Hair Ribbons - Two of them! (+1 Int)

A-Ability: Catalyst

Dragon Flame - A stream of fire shoots out of the user's weapon, streaming like an unstoppable wave until it hits the enemy, where it explodes in a fury of flame and power. 130% Int Fire DMG. Also hits enemies in adjacent cells for 70% Int Fire DMG. 5 cell range. 8 MP

Serpentine - A pool of noxious gas arises in a target area, burning enemies that stand in it and poisoning them. 50% Int DMG. Deals damage to any living unit within an adjacent cell of the target cell. Lasts for 3 turns. 5 cell range. 10 MP.

R-Ability: Starlight Domain - All hostile units within a 2 cell radius have their Spr reduced by a static amount equal to 30% of the witch's base Int.

S-Ability: Astral Halidome - All regenerative and stat-increasing effects the witch has are doubled in power.

D-Ability: Tomb of Fire (Fire) - The user cloaks the user's self in a torrent of flame that quickly spreads from the user's being, engulfing enemies in a powerful fire storm that burns them alive. 100% Piercing Int Fire DMG. For two turns, the user is also invulnerable to physical attacks and deals 50% Piercing Int Fire DMG to any hostile unit in a surrounding cell.

Level: 4
Progress: --/--

Stats:
HP: 20
MP: 35
Atk: 0
Def: 2
Int: 7 (+1 from Bejeweled Ring)(+1 from Hair Ribbon)
Spr: 4 (+1 from Simple Gown)
Move: 2
Evade: 5%
Crit: 3%
HP Regen: 2%--4%
MP Regen: 14%--28%
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Post by Zerifachias Thu May 16, 2013 10:15 am

Lee Strongfist
Male, 23 (May 1)

Appearance:
Spoiler:

Profession: Fighter - A strong hand-to-hand combat user that uses only his body as a weapon, rather than relying on swords or magic. (Dragonfist)

Dragonfist - Basic attacks have an added Burn effect.

Weapon: Bandaged Fist - Only paper separates bone and flesh from the fighter and the enemy.
Armor: Dragonscale - A small scale that projects magical protection from physical attacks.
Accessory: White T-Shirt - He doesn't really need it.

A-Ability: Dragon Strike

Snapping Cobra - The user lashes out with a body part (arm, leg, head) to deal sudden, irreversible damage to the target's internal organs with a strong hit nearly impossible to see. 120% Atk DMG. Adjacent cell range. May cause Bleeding. ? MP

Meditation - The user calms his body, restoring what energy he lost. It is slight, but the effect is enough to get the user back on his feet and ready to fight again. Restores 10 MP and 5 HP. Self only.

R-Ability: None

S-Ability: Rock-Hard Abs - The fighter is resilient to physical attacks and takes 20% less damage from them. If the damage to be dealt is already at it's lowest, the fighter takes no damage.

D-Ability: Channel the Dragon Within - Temporarily gives the fighter a massive boost of energy, hasting him and boosting his attack power by twice of it's original value. As a trade off, the fighter can only use basic attacks. On the last turn with this effect active, the fighter channels the remainder of his energy to unleash a torrent of dragon fire, engulfing his target for 100% Piercing Atk Fire DMG.

Stats:
HP: 25
MP: 15
Atk: 4 (+1 from Bandaged Fist)
Def: 3 (+1 from Dragonscale)(+1 from White T-Shirt)
Int: 0
Spr: 1
Move: 2 (+1 from Fighter Profession)
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Post by Zerifachias Wed May 22, 2013 3:15 pm

Adrianna Vione
Female, 18 (May 16)

Appearance:
Spoiler:

Profession: The Protected Master - A small body that possesses an astounding intellect and creative thought. She can turn even scrap metal into a creation of both utility and strength. [Stalwart Protection]

Stalwart Protection - Takes 10% less damage from all sources.

Weapon: Protection Machine: Project ROY - Random pieces of scrap metal fused together to form a greatsword of unparalleled strength and durability.
Armor: Protection Machine: Project ALPHONSE - Random pieces of scrap metal fused together to create a suit of armor.
Accessory: Vione's Locket - A small piece of equipment that does nothing.

A-Ability: Unbreakable Defense

Deploy: Rocket Defense Droid - The user combines raw materials together and creates a mechanism whose sole purpose is the defense of the surrounding area by any means necessary. Deploys a Rocket Defense Droid (R2D2) that protects a 3 cell radius around it by firing rockets at enemies in the area. The rockets deal piercing damage equal to 60% of the user's Atk stat. Adjacent cell placement. R2D2 is an immobile droid that has 40% of the user's Max HP and 50% of the user's Def and Spr stats. ? STA

---Immortal Armor: Rocket Punch - The mechanized armor aims a powerful punch boosted by rockets in its arm to send the target flying with an explosive hit. 120% Atk DMG. Adjacent cell range. Knocks enemy back 2 cells.

Deploy: Emergency Medical Droid - The user combines raw materials together to create an emergency unit used to generate a healing aura and administer emergency aid. Only works on basic ailments and cannot cure death. The Emergency Medical Droid (C3PO) is an immobile unit that generates an aura of healing in a surrounding cell radius that cures basic status ailments. It can use up it's life to heal 30% Max target HP on an ally in an adjacent cell. Adjacent cell placement. C3PO has 10% of the user's Max HP and 200% of the user's Def and Spr stats. ? STA

---Immortal Armor: Skyward Rocket Jets - The mechanized armor flies high into the air using flight rockets in the armor's legs and tilts its body downward, blasting at full speed. When the armor hits the ground, it creates a devastating explosion in a large radius. 100% Atk DMG. 3 cell range. 4 cell AoE radius.

R-Ability: N/A

S-Ability: Immortal Armor - When Adrianna falls in combat, her mechanized suit of armor takes her place on the field of battle until she is able to recover. A-Abilities have no cost while Immortal Armor is active, but have different effects. After three turns have passed, the Immortal Armor deactivates.

D-Ability: Death From Above - Adrianna fires off a multitude of powerful rockets into the air that scatter and rain down upon the battlefield, destroying everything in the explosive range of the powerful rockets. 100% Piercing Atk DMG to all enemy units and any neutral cells (rocks, trees, etc).

Level: 1
Progress: --/--

Stats:
HP:
STA:
Atk:
Def:
Int:
Spr:
Move: 2 (+ from The Protected Master Profession)
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Post by Zerifachias Wed Jun 12, 2013 1:39 pm

Gaiden Chronir
Male, 38 (December 4)
Appearance: 
Spoiler:


Profession: Captain of the Guard - A great commander of the King's personal military service. He leads his units into battle and accepts all failures as his own faults. Strong in combat and a great tactician, the Captain of the Guard serves to protect the King and all his subjects. (Commanding Force)

Commanding Force - Unaffected by status issues that claim "possession" over his body like Charm and Mesmerize.

Weapon: Guard Bone - A durable longsword better suited for defense than offense, funnily enough.
Armor: Captain's Coat - The uniform worn by the Captain of the Guard.
Accessory: Thin Wire - A strong wire-rope that is useful for tying things down.

A-Ability: Guard Skill

Statue of Defense - An ability that greatly bolsters the user's defensive stat. Boosts Def by 30% for 3 turns. Self only. 8 EN.

Quarter Mark - The user strikes the enemy a number of times, marking them in a fashion that seems to make them easier to see. 40% Atk DMG. 4 hits. Reveals the target, dispels Stealth. 12 EN.

A-Ability: Item

R-Ability: N/A

S-Ability: Watchful - The Captain of the Guard leaves no stone untouched, nor any enemy unseen. Allows sight of Stealthed and Hidden units.

D-Ability: Revenge of the Fallen - A great eclipse of power breaks out and decimates the target, dealing great physical damage from pent-up rage and frustration. The Captain of the Guard unleashes all of his power in this one attack. 200% Piercing Atk DMG to a single target. Consumes remaining EN, adding 10% to the damage potential for every 5 EN consumed.

Level: 1
Progress: 0/50

Stats:
HP: 35/35
EN: 50/50
Atk: 3
Def: 4 (+1 from Guard Bone)(+1 from Captain's Coat)
Int:
Spr: 2 (+1 from Thin Wire)
Move: 2 (+1 from Captain of the Guard Profession)
Crit: 3%
Evade: 5%
Morale: (//////////)

Skill Points: --
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Post by Zerifachias Wed Jun 12, 2013 1:53 pm

Silvia Reshe
Female, 18 (October 9)
Appearance: 
Spoiler:


Profession: N/A - One who has not yet adopted a profession, and awaits the day where her power can come to fruition.

Weapon: N/A
Armor: Farmer's Dress - A dress made for farmer ladies. It's torn in places and provides very little in terms of protection.
Accessory: Daddy's Blossom - A flower ornament tied into her hair. It reminds her of her Father.

A-Ability: ~SEALED~

A-Ability: Item

R-Ability: N/A

S-Ability: Tenacity - Survives lethal blows once per turn. (TEMPORARY)

D-Ability: ~SEALED~


Level: 0
Progress: --/--

Stats:
HP: 10/10
EN: 20/20
Atk: 1
Def: 2
Int: 0
Spr: 0 (+1 from Daddy's Blossom)
Move: 2
Crit: 0%
Evade: 0%
Morale: (//////////)

Skill Points: --
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Post by Zerifachias Sun Jun 23, 2013 10:57 pm

Karin Corinna
Female, 21

Appearance:
Spoiler:

Profession: Computation Engineer - A talented young thing with a knack for technology. Using a small disk tablet, the engineer can create complex codes that virtually tap into the mana of this world to create all sorts of interesting devices. (Zeroth Codex)

Zeroth Codex - Allows the user to wield both a Codex Manual and a sub-weapon. Attack bonuses are exclusive to each weapon.

Weapon: Old Codex - A small tablet shaped like a disk that attaches to a spot on Karin's arm. It is what allows all of her use of magic. (3 cell range)(Int-based)
Sub-Weapon: Spiked Disk - A combat disk with a jagged edge used to strike enemies from a distance and return to the user like a boomerang would. (3 cell range)(Atk-Based)
Armor: Codex Armor - Doesn't look like much, but the barrier it generates is powerful enough to ward off a few physical attacks.
Accessory: Vial of Mercury - Don't ask questions, and you might not have to drink this. (+5 HP)

A-Ability: Vital Codes

Guard Codex: Firewall - A code that generates a barrier to prevent the full brunt of physical attacks to reach the target. Bestows Protect. 3 cell range. 8 MP.

Guard Codex: Security Essentials - A quick and easy code to write that seeks out any abnormalities in a body and either destroys or fixes them, depending on the type of damage done. Heals target for 120% Int DMG. 3 cell range. 8 MP.

A-Ability: Item

R-Ability: N/A

S-Ability: Virus Protection - As a well-known coder, it would be shameful for any malware to attach to the hacker. Cannot be afflicted by mental-based status effects. (Passive)

D-Ability: Attack Codex: Trojan Virus - A very nasty virus that has a tenacious way of eating away at both computers and human flesh. With such a simple code, one would not believe how easy it is to wreck the human body. And the thing about viruses? They spread. Quickly. 100% Piercing Int DMG to a single enemy. If the enemy goes within 2 cells of another enemy, the Virus spreads, dealing 50% Piercing Int DMG to both enemies. Chains up to 3 times.

Level: 1
Progress: 0/12

Stats:

HP: 20/20 (+5 from Vial of Mercury)
MP: 20/20
DD: 0/10
Atk: 3 (+0 from Old Codex)(+1 from Spiked Disk)
Def: 2 (+1 from Codex Armor)
Int: 3 (+1 from Old Codex)(+0 from Spiked Disk)
Spr: 2 (+0 from Codex Armor)
Evasion: 3%
Move: 2 (+1 from Computation Engineer Profession)

Skill Points: 0
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Post by Zerifachias Thu Jul 04, 2013 8:37 am

Andrea Minna
Female, 27 (February 4)

Appearance:
Spoiler:

Profession: Sage Mistress - A dedicated subject of the King of Ermith and the assistant to the new Sage of Light and Dark. She has talent as a healer and a melee fighter. (Over-reactive Staff)

Over-reactive Staff - Basic attacks with a stave have an innate chance to cause Addle.

Weapon: Nighttough - An eternally black stave that is both durable and light, allowing it to be thrown around swiftly. (2 hits)(Dark Elemental)
Armor: Essence of Magic - A cloth that represents the eternal flow of life and death in the magic of the world. (Magic DMG taken -10%)
Accessory: Nightcrawler Boots - Durable boots that boost the flow of Dark Magic in the wearer's body. (+10% Dark DMG output)

A-Ability: Cure for the Wicked

Healing Aura - The user envelops an ally with pure light magic that restores their body and spirit. The aura is large enough to touch any other allies nearby, also giving them similar, yet weaker, healing. 140% Target Int Healing DMG. 90% AoE Int Healing DMG. 4 cell range. Affects all in a surrounding cell to the target. 10 EN.

Aura of Sanctuary - The user creates a swirling vortex of pure white magic that repels all enemies from the area and gives a temporary sanctuary to allies within, also healing them. 3 cell range. Creates a surrounding cell radius aura at the target location. 80% Int Healing DMG. Lasts for 2 turns. Enemies cannot enter the field. 20 EN. Light Elemental.

Iconic Statue - The user allows herself to become the beacon of hope for her allies, increasing their morale by a considerable amount and allowing them to access the most powerful abilities in their arsenal. The morale boost also increases their power by a tremendous amount, allowing them to survive through war and strife. Maxes Morale of all allies. Consumes All EN.

Dark Pulse - The user sends out a wave of energy at the enemy, creating a dissonance so strong that it throws the target back to what seems like the very edge of the world. Chance of Eject. 3 cell range. 12 EN. Dark Elemental.

Esunaga Aura - The user throws down an aura of healing magic that restores the balance of magic in a target ally. Those surrounding the target also benefit from the aura of magic that escapes from the center. Cures all negative status effects. 3 cell range. Surrounding cell aura. 20 EN.

Auragun - The user unleashes the magic within, consisting of two seemingly conflicting elements, but it creates a vortex of magic that fires towards a target enemy, passing through allies and actually healing them before striking the enemy and knocking it back a little. 70% Int Healing Light DMG to allies in the path. 130% Int Dark DMG to target enemy. Knocks enemy back 1 cell. 7 cell range. 16 EN.

R-Ability: Enigmatic Soul - Whenever this unit uses magic, she automatically has a chance to double the percentage output of that spell. (25% Chance)

S-Ability: Energetic Spirit - Increases the passive regeneration rate of Energy by 10%.

D-Ability: ~Sealed~

Level: 7
Progress: --/--

Stats:

HP: 43/43
EN: 50/50 (+10 from Nightcrawler Boots)
Atk: 4 (+1 from Nighttouch)
Def: 4 (+2 from Essence of Magic)
Int: 8 (+2 from Nighttouch)
Spr: 6 (+3 from Essence of Magic)
Move: 2 (+1 from Sage Mistress Profession)
Evade: 4%
Crit: 2% (+1% from Nightcrawler Boots)
Morale: (//////////)
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Post by Zerifachias Mon Jul 08, 2013 2:25 pm

Sofiya Isidora
Female, ~24 (Unknown)

Appearance: Full Image

Profession: Sage Matriarch - The humble, yet powerful, attendant to the Sage of Light and Darkness. She dwells in the dungeon of the great castle in Ermith. After the two realms were merged, she was one of the few who decided to keep her dark appearance, claiming her power would diminish if she didn't. (Dark Wings)(Magical Remains)

Dark Wings - Allows Flight. Can be activated and deactivated during battle for no cost.

Magical Remains - After casting a spell, absorbs 10% of the EN cost as HP.


Weapon: Golden Rings - Two sets of two bracelets that slip over her arms. They are just the catalyst of her magic, they have no power of their own. (2 hits)
Armor: Feathered Dress - Quite literally, a dress made of black feathers, stolen from a crow. (10% Resist Wind; Lightning)
Accessory: Ruby Gold Necklace - A ruby encrusted into a golden necklace. It looks rather heavy and is another medium of her power. (+10% Magic DMG output)

A-Ability: Wisdom for the Meek

Deathfire - The user raises a black fire from the ground beneath her target's feet, destroying the terrain and dealing terrible burns to her target. 150% Int DMG. Turns target cell into a Fire Cell. Chance of Burn. 4 cell range. 12 EN. Fire Elemental.

Wicked Grasp - The user raises etheral chains from the ground to grab her target by the target's legs, the chains crushing and burning the target with a black fire. 130% Int DMG. Chance of Immobilize. Chance of Burn. 4 cell range. 10 EN. Dark Elemental.

Vile Thorn - The user throws a spike of black magic at her target, which speeds towards the target in a straight line, hitting any in the way until the target is struck. When the spell hits, a purple flower blooms and releases a red dust to surround the target. 120% Int DMG to target. 80% Int DMG to enemies in the way. Damage persists on target for 50% Int DMG for 3 turns. Chance of Sleep. 16 EN. Dark Elemental.

Remnant Power - The user summons the ancient power of her people, allowing her to maximize her damage potential and spellcasting efficiency. Increases Int and Spr by 40%. Increases Crit by 20%. Grants Doublecast. Self only. Infinite duration. All EN. Energy will fully restore in two turns.

R-Ability: Magical Revenue - All spells cast by this unit have their energy cost increased by 25% in exchange for a 50% damage output bonus.

S-Ability: Remnant Caster - All spells cast by this unit deal two instances of damage instead of one. The second instance will only deal half as much damage.

D-Ability: ~Sealed~

Level: 7
Profession: --/--

Stats: 12

HP: 43/43
EN: 50/50 (+20 from Ruby Gold Necklace)
Atk: 1
Def: 5 (+1 from Feathered Dress)
Int: 10 (+4 from Golden Rings)
Spr: 6 (+3 from Feathered Dress)
Move: 2 (+1 from Sage Matriarch Profession)
Evade: 3%
Crit: 5% (+3% from Ruby Gold Necklace)
Morale: (//////////)

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Post by Zerifachias Mon Sep 23, 2013 9:04 pm

Silvia Reshe
Female, 18 (October 9)

Appearance: Human:
Spoiler:
Dragon:
Spoiler:

Profession: Awakened Dragonblood - At the peak of a Dragonblood's power, one born of both man and dragon, they can create for themselves an existence beyond the mortal limits of their human blood, and assume their power as a dragon, while still retaining human traits. (+3 Basic Attacks)(Immortality)(Dragonborn)(Dragonsense)

Immortality - Silvia is immune to negative status effects involving the body.
Dragonborn - May change to Dragon form at any point during battle. Dragon form has it's own skill set and a new S-Ability. The change is permanent for the rest of the battle.
Dragonsense - While in either form, Silvia is able to sense the presence of traps and invisible units.


Weapon: Bloodslayer - The legendary blade that can slay any human or dragon in the hands of the Dragonblood.
Alternate Weapon: Twilight Claws - A weapon to use when Bloodslayer cannot be. They grow from her fingers, covered in scales, and are sharp enough to pierce through steel.
Armor: Aegis Scales - A vest made of plated dragon scales that cover Silvia's body. The scales are of her own body and provide great protection.
Accessory: Jewel of Frost - An implant for Bloodslayer that absorbs a dragon's only weakness and uses that power against the enemy.
Accessory: Harmony - Twin earrings made of a white crystal that reflect light with ease.
Accessory: Ruby Vessel - A ruby planted just beneath Silvia's bosom that glitters and shines like any jewel should.

A-Ability: The Power Within

Dragonstrike - Silvia lunges in the air, throwing herself into the sky as if taking flight. But without wings, she can only fall onto her enemy, bringing the whole weight of her sword down on the enemy. At the moment of impact, Silvia activates her inner flame, causing the collision of steel and flesh to bring forth a torrent of fire that surrounds her and her enemy and expands outward. 130% Atk DMG from the strike. 3 cell range. 120% Int DMG from the fire. The fire also damages all enemies in a surrounding cell to the target. 14 MP.

Revenge - Silvia's body begins to smolder and fume, the pent up anger in her blood unleashing a great aura around her that deals significant damage to enemies around her. 100% Int DMG. Surrounding cells. Percentage of health missing directly increases the percentage of damage added to this ability. 10 MP.

Takedown - Silvia dashes forward as if in flight, her sword held high, ramming her shoulder into her target and knocking them back before bringing that very sword down on the target's face. 80% Atk DMG from charge. Knockbacks enemy 1 cell. 120% Atk DMG from sword. 2 cell range. Cannot be used on an enemy in a cell diagonal to the user. 8 MP.

Flame Cloak - Silvia wraps a golden fire around her body, bathing herself in a powerful fire and obscuring her body from view. The fire slowly darkens and turns a deep red, at which point the fire expands outwards and surrounds her body like a ring of fire. Any enemy in this fire will burn. 120% Int DMG to all enemies in a surrounding cell. Chance of Burn. 12 MP. Fire Elemental.

Dark Flight - Silvia positions her blade so the tip faces her target, then shrouds herself in fire before leaping from a great distance to strike through the heart of her target. 140% Atk DMG. 4 cell range. Chance of Blood Loss. 12 MP. Fire Elemental.

Broken Wings - Silvia raises her shoulder and points her sword forward and down, guarding her front. Fire then forms around her and attaches to her back, creating two beautiful, orange wings that will protect Silvia from some attacks. Generates a shield equal to 20% of Silvia's Max HP. Attacks that do more damage that the shield cannot "absorb" will break the shield, but the damage stops there. The shield regenerates by 10% each turn. 16 MP.

Unwavering Valor - Silvia musters up her power and courage and literally puts it in front of her body to guard her spirit. It manifests in fire. Increases Atk and Int by 30% for 3 turns. 16 MP. Fire Elemental.

Brave Charge - Silvia musters up her courage and charges her target, throwing them back with her superior strength. 120% Atk DMG. Knockbacks an enemy 2 cells. 2 cell range. 6 MP.

A-Ability: The Power of Blood

Breath and Fire - Silvia opens her jaw and screams, fire spouting out flames from her warm belly towards her target. The fire takes the form of a dragon's head and charges at her target, engulfing everything in it's path in fire. 120% Int DMG. Straight line from Silvia. Hits all enemies in it's path. Chance of Burn 12 MP. Fire Elemental.

Furystrike - Silvia gathers her rage and unleashes it into her blade, which she uses to chase her target down and pierce them through. The dragon head on her blade spouts fire, burning the target. 140% Atk DMG. Chance of Burn. Adjacent cell range. 10 MP. Fire Elemental.

Twin Gambit - A move learned from a dear friend and altered to fit Silvia's fighting style. She rushes to her target and deals a quick frontal slash before delivering a stronger, upward slash. 90% Atk DMG. 130% Atk DMG. 2 cell range. Rushes to the closest adjacent cell to the target. Chance of Bleeding. 10 MP.

Biting Blade - A quick double jab aimed at the target's shoulder, like digging fangs. 140% Atk DMG. 2 hits. Adjacent cell range. Chance of Bleeding. 14 MP.

Enrage - Silvia summons the power of her blood, enraging her very muscles to the point of boiling. Her skin becomes burning hot and her eyes become sharper. Doubles Atk for 3 turns. 24 MP.

Pyroclasm - Silvia summons the power of her inner dragon, bringing forth flames from her belly and from the very earth. The ground rumbles in response to her power and a huge column of fire erupts from beneath an enemy, wasting them. 160% Int DMG. 4 cell range. Chance of Waste. 16 MP. Fire Elemental.

Flame Descent - Silvia shrouds herself in a cloak of fire and jumps into the air, her sword pointed down as she falls, throwing her full weight and power upon her enemy's body. 170% Atk DMG. Chance of Addle. 2 cell range. Silvia is surrounded by fire for 3 turns, which deals 30% Piercing Int DMG to all enemies in a surrounding cell. 24 MP.

Upon Wings of Fire - Silvia sheathes her sword and spreads her arms wide, gathering fire from her body to her arms, creating two huge wings of fire. The wings then sweep around Silvia in a huge circle, engulfing the area in a torrent of fire. 140% Int DMG. 4 cell radius around Silvia. Chance of Burn. 14 MP.

A-Ability: The Power Converged

Iron Scales - Silvia taps into her draconic power and grows scales harder than steel, rending her almost completely invulnerable to physical attacks. Physical attacks have their damage reduced by 75% for 3 turns. 16 MP.

---Spiked - Silvia, after covering her body in scales, can then raise the ends of her scales to remove the bonus damage reduction in return for the ability to counterattack. If attacked while Spiked, Silvia's next attack will deal 40% more damage. Can be activated immediately after Iron Scales and dispelled at any time. 12 MP.

Melting Roar - Silvia bellows a great fire from her mouth, engulfing her target in the flames. The fire is so incredibly hot, it burns away the target's armor, no matter how sturdy it might be. 140% Int DMG. Chance of Armor Break. 4 cell range. 12 MP. Fire Elemental.

Destructive Flame - Silvia coats her blade in fire and uses it to crush her enemy and any barriers that might be in her way. 150% Atk DMG. Breaks barriers like Shell and Protect. Instantly destroys terrain. Adjacent cell range. 14 MP. Fire Elemental.

Unbearable Heat - Silvia boils her blood, using her draconic power to heat a large area around her body. The heat expelled from her body aggravates wounds, in particular burns. Advances all Burn statuses to Severe Burn. 8 MP.

Twin Bite - Silvia attacks twice, slicing her sword to the side twice in one swift motion, cleaving through all enemies directly in front of her. 120% Atk DMG. 2 hits. Hits all enemies in the frontal 3 cells to Silvia. 10 MP.

A-Ability: The Power Unleashed (Dragon form only)

Beckoning Flight - Silvia raises her body off the ground, beating her powerful wings against the wind to allow herself flight. Almost immediately after, she fires herself like a rocket, speeding towards an enemy to rake them with her sharpened claws or Bloodslayer. 130% Atk DMG. 4 cell range. Bestows Flight. Adds any effects from the used weapon to this ability. Unlocks new abilities that require Flight. 14 MP.

---Solar Descent - Silvia twirls her body in the air, shooting directly upward until she covers herself in the sun's light. With her form illuminated by the sun, she dives-bombs the enemy, flames leaking from her very pores. The collision creates an explosion of fire, consuming Silvia and her target. 150% Atk DMG from the dive. 120% Int DMG from the fire. 3 cell range. Requires Flight and Sunlight. Fire Elemental. 16 MP.

---Lunar Descent - Silvia slowly lifts her body high into the air, illuminating her body from the moon's light, giving her body an ominous, blue hue. When she dives, it is with a blue flame that surrounds her body as she spins her body to become nothing but a fiery missile to explode upon the enemy. 120% Atk DMG from the dive. 150% Int DMG from the fire. 3 cell range. Requires Flight and Moonlight. Fire Elemental. 16 MP.

---Storm Descent - Silvia braves even the fiercest weather, gathering herself and launching her body high into the air, until she is higher than even the clouds. Once out of sight, she begins collecting an enormous amount of power. From where? The storm itself. Collecting as much power as her body can hold, she assumes the form of lightning, crashing back down to earth. 140% Atk DMG from the dive. 140% Int DMG from the lightning. Hits all enemies. Requires Flight and Stormy Weather. Lightning Elemental. 22 MP.

Brave Flame - Silvia conjures up what strength and courage she has and unleashes all of it in a mighty roar, bellowing forth a torrent of fire from her mouth directly at her enemies, the flame spreading wide and far. 160% Int DMG. Damages all enemies in a frontal cone-shape from Silvia's current position. Chance of Burn. Chance of Waste. Fire Elemental. 20 MP.

Shred and Rake - Silvia assaults her target with her claws, shredding through the target's armor with relative ease to get through to the fleshy bits of her enemy. 120% Atk DMG. 2 hits. Reduces target Def by 15%. Adjacent cell range. 10 MP.

---Felling Rake - Silvia suddenly spins her body around incredibly quickly, using the claws on her scaly feet to rake through the enemy's flesh. After another spin, Silvia kicks the enemy with a powerful thrust, throwing them back from her. 130% Atk DMG. Reduces target Def by another 15%. 100% Atk DMG. Knockbacks target 2 cells. Set range. 12 MP.

---Stinger's Tail - With her back to the enemy, Silvia sees an opportunity to use another weapon her body has so kindly offered her. Her tail. With some effort, Silvia poises the mighty stinger attached to her spine and pierces through her target with incredible speed, much like a scorpion would. 140% Atk DMG. Ignores 25% of target's Def. Set range. Chance of Blood Loss. 16 MP.

Bone Fire - Silvia conjures the flames from within her stomach, allowing the heat to escape from her mouth and surround her body in fire. This fiery cloak is hot enough to shed several layers of skin and flesh just by standing nearby. Deals 30% Piercing Int DMG to all enemies in surrounding cells. Chance of Burn. Persists for 4 turns. Fire Elemental. 18 MP.

---Bone Fire Surge - Silvia unleashes the fire that surrounds her, abandoning her cloak in order to deal direct and excruciating damage to a single enemy in her sights. Deals piercing damage based on the number of turns left on Bone Fire (90%->60%->30%). Dispels Bone Fire. 3 cell range. Chance of Burn. Chance of Waste. Fire Elemental. 32/20/16 MP.

Jagged Assault - Silvia mounts her target, grabbing their shoulders with the claws on her feet, ensnaring the target in a piercing vice-grip as she pushes the enemy to the ground, then slashes away at their body with a brutal vengeance. The enemy is left broken and bloodied by this assault. 100% Atk DMG from the grab. 80% Atk DMG for each slash. 8-12 slashes. Chance of Immobilize. Chance of Disable. Chance of Blood Loss. 52 MP.

Obliterating Flames - Silvia allows her emotions to bubble and fume inside her own stomach, where all of her inner fire is made. She feeds this fire more and more fuel, until even her own organs are screaming from the insane heat. When she finally opens her mouth, a great white fire consumes her. As she screams in her own agony, the fire rushes from all over her body, engulfing the field in an unquenchable fire, erasing and turning all existence into ash. 250% Int DMG to self and all enemies. Enemies hit by the fire may be banished to Oblivion. Chance of Burn. Chance of Severe Burn. Chance of Waste. 64 MP.

R-Ability: Eternal Fire - Silvia's flame will never go out. Much like the phoenix, Silvia's body can be reborn from her own ashes. Turns Silvia's character into Ash. In 3 turns time, she is reborn in fire with 20% Max HP.

S-Ability: Immense Rage - During battle, Silvia stores up an incredible fury in her blood that rises and rises. For every 3 Rage stored, increase Silvia's Atk and Int by 1. Maximum of 30 Rage can be stored. Rage is obtained through attacking and being attacked. Multiple attacks against Silvia in one turn stacks her Rage quicker.

Dragon S-Ability: Devour Spirit - While in dragon form, Silvia can take a bite out of her enemy and devour their spirit with the power of her spirit. Deals 80% Piercing Atk DMG to target HP and absorbs that as MP. Can only be used once per turn during Act phase and consumes that Act Phase.

D-Ability: Fury of the Dragonblood - With a mighty battle cry, Silvia throws herself into battle, transforming her aura into that of a pure red fire that swirls around her, creating a gust of wind and fire that then spreads outwards, sending her enemies flying to all sides of the battlefield and scorching their bodies permanently. 100% Piercing Atk and Int DMG to all enemies. Inflicts Burn on all enemies that lasts indefinitely.

Level: X
Progress: X/X

Stats:

HP: 25
MP: 15
DD: 0/10
Atk: 3
Def: 2
Int: 3
Spr: 2
Evasion: 3%
Move: 2 (+1 from Awakened Dragonblood)


Last edited by Zerifachias on Sat Dec 14, 2013 3:56 pm; edited 3 times in total
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Post by Zerifachias Fri Dec 13, 2013 9:51 pm

Serene Lily
Female, 19 (May 25)

Appearance:
Spoiler:
Profession: Sniper - The greatest kind of marksman there is, though she still only requires a bow and arrow to do her work. As a spirit attuned to nature, she can draw upon that power to assist her and strengthen her, while shooting all at the same time. (Sniper's Nest)(Hunting Tools)(Tree Stride)(Number of Normal Attacks +3)

-Sniper's Nest - Lily is able to circumnavigate nature cells and gains specific bonuses depending on what kind of nature cell she enters.
*Trees- Can only be hit by ranged attacks with a 2 cell range or higher.
*Brush- Becomes "Hidden." The next attack or ability deals 20% more damage.
*Rock- Reduces damage taken from physical attacks by 15%.
*Water- Reduces damage taken from magic by 15%.
--Hunting Tools - Lily can carry certain items that slightly enhance her skills.
---Tree Stride - If Lily is perched on a tree, she can jump to another tree that is up to 4 cells away.


Spoiler:

Weapons: Red Knight's Bend - A legendary bow infused with incredible magics that make it indestructible and, in the right hands, the fastest ranged weapon.
*Range: 4 cells
Hunting Tools: Red Knight's Quiver - When worn by the Red Knight, it never ran out of arrows. It still doesn't.
Armor: Red Knight's Vest - Armor from ancient realm, where blacksmithing was where magic lived. It provides the ideal protection and perfect flexibility.
Accessory: Amethyst Ring - A beautiful ring possessing an onyx band with a light purple gem as the main focus.
Accessory: Red Knight's Shield - A pair of gloves used by the legendary Red Knight, enchanted with an ancient magic that empowers the wielder with speed.
Accessory: Red Knight's Boots - Legendary boots that allow one to tread so softly, not even a owl can hear it. The best kind of boots for hunters.

A-Ability: The Marksman

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

Hyper Arrow - Lily quickly knocks an arrow to her bow and fires it, her movements quick enough for her to still move around or attack again. 80% Atk DMG. 3 cell range. Does not take up an Act phase, but can only be used once per turn. 6 MP.

Lock-On - Lily sharpens her eyesight and her bow's durability/strength with mana. This increases her range tremendously. Makes every attack have infinite range for 3 turns. 8 MP
Spoiler:

R-Ability: Quick Wit; Quick Feet - When Lily becomes the target for an attack, she has an increased chance to dodge the attack and can retaliate with an arrow that deals 80% Piercing Atk DMG.

S-Ability: Ranger's Toxin (Equipped) - The chance to cause negative side effects is increased to 60%. Resistance does not matter unless it is an immunity. Exceptionally strong enemies may also not be affected by this rule.

D-Ability: Arrowhead Striker - Lightning Element.
The archer fires off an arrow made from Heaven's Lightning at the foe. This speedy arrow is impossible to dodge. 200% Piercing Atk DMG.

Arrowhead Fall - Wind Element
The archer follows up the previous attack with a hail of arrows that fall from the sky, piercing all who dare oppose her. These arrows rend targets immobile, which opens them up for another attack. 105% Piercing Atk DMG to all enemies. Immobilizes and Grounds all enemies struck.

Arrowhead Rise - Earth Elemental
After rending the enemies with arrows from the sky, the earth begins to form craters beneath and around them where large and heavy arrowheads point up. After but a second, these arrows shoot from the ground and pierce through their individual targets. 115% Piercing Atk DMG to all enemies.

F-Ability: The Red Knight's Arrow - Neutral Element
From wherever she is, the archer locks what appears to be an ordinary arrow, colored blood red. From there, she takes aim at her target and fires. Destruction follows the arrow's path, splitting the very air where it travels. The target is struck, and a hole at least three times the size of the arrowhead is left behind. 350% Piercing Atk DMG. May cause Blood Loss.

Level: X
Progress: X/X

Status:
HP: 20
MP: 20
DD: 0/10
Atk: 4
Def: 2
Int: 1
Spr: 3
Evasion: 3%
Movement: 2 (+1 from Sniper Profession)

Battle-Ready Stats:
Spoiler:


Last edited by Zerifachias on Tue Jan 14, 2014 2:14 pm; edited 6 times in total
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