Zeri's Motley Crew of Characters
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Re: Zeri's Motley Crew of Characters
Karin Corinna
Female, 21
Appearance:
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
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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Andrea Minna
Female, 27 (February 4)
Appearance:
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: (//////////)
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: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
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: (//////////)
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: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Silvia Reshe
Female, 18 (October 9)
Appearance: Human:
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)
Female, 18 (October 9)
Appearance: Human:
- Spoiler:
- 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
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Serene Lily
Female, 19 (May 25)
Appearance:
-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.
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
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:
Female, 19 (May 25)
Appearance:
- Spoiler:
-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:
- Archer - A ranged unit who usually sticks to the wild and forages or hunts for food. Typical weaponry is a bow and arrow, but may also hold a knife in some situations. (Hunting Tools)
Hunting Tools - Lily can carry certain items that slightly enhance her skills.
Ranger - A forager and hunter that is able to use the terrain to her advantage. Rangers are especially good at pinning down enemies and killing them in just a few shots. They have a variety of tools they can use. (Sniper's Nest)(Hunting Tools)(Tree Stride)(Number of Normal Attacks +2)
-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 3 cells away.
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:
First-Aid Kit - Lily takes out a small kit of emergency supplies to take care of small injuries or infections. Cures one physical status ailment or restores 10% Max HP. Adjacent cell range. 12 MP.
Feint - A shot is quickly fired at the enemy, purposefully missing. The enemy is then caught off guard when another arrow flies in and strikes them through the chest. Sure hit. 150% Atk DMG. 9 MP.
Silver Arrow - Lily fires an arrow made purely out of silver at a target. This arrow purges evil and darkness in a way that destroys their very essence. 130% Atk DMG. Deals double damage to Undead and Demon monster classes. High critical hit rate. 4 cell range. 14 MP.
Dodge Roll - Lily throws herself at the ground, rolling over her shoulder. This allows her to reposition herself without wasting any time or get away from a bad situation. The adrenaline rush also allows her to increase her chances of getting away from other enemies. Moves Lily up to 3 cells from her current position. Increases Evasion by 30% for 2 turns. 14 MP.
Sweet Shot - Lily knocks an arrow to her bow, coating the tip with a strange toxin from herbs she's gathered and firing it at an enemy. The toxin acts as a sort of tranquilizer that blocks certain parts of the target's nervous system. 120% Atk DMG. Chance of Disable. 4 cell range. 10 MP.
A-Ability: The Arrow
Thundering Dart - Lily fires an arrow imbued with an incredible lightning power that literally thunders down the length of the battlefield until it strikes an enemy, giving them a rather big shock. 140% Atk DMG. Chance of Paralysis. 16 MP. Lightning Elemental
Flame Burst - Lily sends out a rush of fiery mana onto the bow and quickly fires it. When the arrow comes in contact with the enemy, it explodes, also burning at the foe's skin. 140% ATK DMG. Chance of Burn. 10 MP. Fire Elemental.
Windy Missile - Lily fires an arrow infused with the power of wind, causing a large gale to spring up behind her to speed up the arrow and cause the enemy to go flying backwards. 140% Atk DMG. Knockbacks enemies 2 cells. 4 cell range. 10 MP. Wind Elemental.
Earthen Spears - Lily places her hands on the ground and focuses her powers. With an almighty lurch, arrows made purely of stone shoot up from the ground and crush the enemy with a force that can break stone. 140% Atk DMG. 4 hits. Crushes petrified enemies. Ignores target's Armor bonuses. 28 MP. Earth Elemental
Frost Shard - Lily fires a frozen arrow, made entirely of ice, at the target. The tip of the ice arrow is so sharp, it pierces through flesh easily, where it burns and spreads ice. 140% Atk DMG. May cause Freeze. 4 cell range. 18 MP.
Chaos Arrow - Lily fires an arrow made purely from dark mana. The black arrow speeds towards the enemy as if it was drawn towards it, passing through any obstacle it may come across in order to plunge deep into the enemy's chest and spread a thick dosage of darkness. 140% Atk DMG. Can pass through any cell to reach the target. Chance of Curse. 12 MP.
Purifying Projectile - Lily creates an arrow made purely of light energy and fires it at her foe. The holy arrow shines brightly as it flies through the air and strikes the opponent. The arrow, stuck in the enemy, then explodes in a fiery blast of white light that erases all shadows, and as a result, fragments of the light arrow shoot across the battlefield, homing in on any soul that has been tainted evil in order to utterly destroy them. 170% Atk DMG to the target. 140% Atk DMG to all remaining enemies besides the original target. If there are no other enemies, then add 4 hits to the original target with 140% Atk DMG. Light Elemental. Small Chance of Petrify. 32 MP.
A-Ability: The Trapper
Spider's Net - Lily prepares a complex trap that involves gathering string from nearby spider webs, weaving the tiny threads into an invisible trap that she throws over her target, trapping them. Disables Target. Immobilizes Target. Takes 2 turns to prepare if not in a Bush or a Tree cell, otherwise is an instant cast. 4 cell range. Allowed to keep 1 Spider Net Charged for use in the same battle in order to get in range. 16 MP.
Persistence - Lily riles up her body to the point of burning energy for absolutely no reason, but that's just her style, after all. All your eggs in a single basket. Bestows Bravery. Bestows Haste. Self only. 24 MP.
Bear Trap - Lily sets up a metal snap trap that she can simply throw on the ground in front of her, setting up a trap for an unsuspecting animal or enemy. Stepping on this trap deals 10% Max HP as Piercing DMG and locks the enemy in place, stopping their movement and whatever else they were planning for that turn. 3 cell placement range. Trap is hidden to enemy units if set up in an adjacent cell, rather than thrown. 10 MP.
Flare - Lily fires a flare from a special gun that she keeps at her side before hiding herself. The flare attracts enemies to the cells around where Lily was originally standing. Plants a Center of Attention Mark on Lily's current cell that lasts for 3 turns. 8 MP.
Three-Shot Wonder - Lily draws three arrows to her bow and fires them all at the same time, targeting a single enemy with her shots. Each arrow applies a mark of poison that is incredibly potent. 120% Atk DMG. 3 hits. 4 cell range. Chance of Poison on each hit. 18 MP
Track - Lily tracks her enemy's steps, scouting and stalking her prey like the perfect predator. This way, even in complete darkness, she can still hit her mark with deadly accuracy. Bestows Infinite Range and Sure Hit. Increase Critical Hit Chance by 15%. 24 MP
Paralytic Trap - Lily hides in waiting for the right moment to strike. When her target approaches, she springs a trap on them that fires a multitude of arrows from every direction at the target. The arrows are small enough not to deal damage, but the poison they've been coated with can make even the strongest of elephants drop. 40% Atk DMG. 8 hits. Chance of Paralysis. 3 cell radius around Lily's current position. Activates only on the closest target during the enemy movement phase. 16 MP.
Freezing Trap - Lily plants a small refrigerator mine where she stands and quickly leaves the premises. Upon remote activation, the mine spews forth an unimaginable cold water that quickly freezes over any nearby target in a surrounding cell. Must be planted in an adjacent cell to Lily. Freezes all enemies. Remote activation. 16 MP.
Summon: Nature - Lily summons her friends of nature to do her bidding. Summons a Squirrel, Bird, and a Deer. Squirrels may set traps Lily makes at any location. Birds can scout invisible enemy locations and spot enemy traps. Deers may attract enemies to their location and can pass over traps undetected. These units can be killed or disabled. 12 MP.
A-Ability: The Sniper
Lightningstrike - Lily fires a lightning-quick arrow from her bow with such speed and force that, when it collides with her target, the target feels the world spin and become slow. 140% Atk DMG. Chance of Slow. 4 cell range. 14 MP.
Shell Cracker - Lily fires a powerful arrow made of pure steel, which can pierce through even the hardest armor. 140% Atk DMG. Ignores bonus armor. Renders armor bonus useless for 2 additional turns if used consecutively. 4 cell range. 12 MP.
Ethereal Reach - Lily imbues one of her many arrows with a special magic learned from a dear friend, and with it uses to shoot through even the most slippery ghost. 130% Atk DMG. Can target Intangible beings. Has a chance to remove Intangible status. 4 cell range. 12 MP.
Lightning Arch - Lily empowers her bow with an ancient magic of the Red Knight, giving it and herself an electrical charge that is both frightening and beautiful. Charges Lily's Basic Attacks to the Lightning Elemental. All enemy units surrounding Lily receive 40% Piercing Atk DMG as Lightning DMG each turn. Self Only. 18 MP.
Sky Nest - Lily belongs in the trees, where the birds roost. From there, she can hit any target with a deadly accuracy and great power comes to her. Bestows Infinite Range. Increases Critical Hit Rate by 20%. Increases Critical Damage by 20%. Can only be used while perched in a tree. 20 MP.
Guard Aiming - Lily activates certain nerves along her arm to react almost instinctively quickly. While this is active, she is able to shoot at any projectile and knock it away from it's target. Shoots down any ranged attack or magic that is targeting an ally within a 4 cell radius of Lily's person. 16 MP.
Magic Breaker - Lily empowers her bow and her arrow with a special piercing magic to target barriers and magical wards. 120% Atk DMG. Destroys magical barriers like Protect and Shell. Can target Intangible enemies. 18 MP.
Mage Killer - Lily loads a heavy arrow made of gold onto her bow and takes careful aim. The gold is imbued with unbreaking and energy-tapping magic that literally drains the life force of those shot. 120% Atk DMG. Chance of Mana Drain. 10 MP.
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:
Level 1
Available: 0- Code:
HP: 20/20
MP: 20/20
DD: 0/10
Atk: 4
Def: 2
Int: 1
Spr: 3
Evasion: 3%
Movement: 3
Level 5
Available: 12
Used: 12- Code:
HP: 35/35
MP: 30/30
DD: 0/10
Atk: 10
Def: 5
Int: 1
Spr: 5
Evasion: 5%
Movement: 3
+1 Atk from Red Knight's Bend
+1 Def from Red Knight's Vest
+5 MP from Amethyst Ring
+1 Atk from Red Knight's Quiver
Level 10
Available: 30 Points
Used: 30 Points- Code:
HP: 50/50
MP: 45/45
DD: 0/25
Atk: 14
Def: 6
Int: 1
Spr: 8
Evasion: 7%
Movement: 3
Level 20
Available: 60
Used: 60- Code:
HP: 70/70
MP: 80/80
DD: 0/50
Atk: 21
Def: 12
Int: 1
Spr: 14
Evasion: 11%
Movement: 3
Level 40
Available: 120
Used: 120- Code:
HP: 130/130
MP: 140/140
DD: 0/100
Atk: 37
Def: 24
Int: 1
Spr: 22
Evasion: 19%
Movement: 3
Level 100
Available: 300
Used: 300
[/color]- Code:
HP: 335/335
MP: 370/370
DD: 0/100
Atk: 70
Def: 57
Int: 1
Spr: 55
Evasion: 55%...?
Movement: 3
Last edited by Zerifachias on Tue Jan 14, 2014 2:14 pm; edited 6 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Auza Nanami
Female, 20 (July 1)
Appearance:
Profession: Banisher - The most powerful witch that reigns full control over her powers and the powers of the Void, including, but not limited to, the Chains of Eternia and the Works of the Abyss. (+3 Basic Attack [Int-Based: 3 cells])(Equips: Beads; Circlets)(Expert Magician)(Mark Debilitator)(Chaining)
+Expert Magician - Decrease MP usage by 25%. Increases potency of magic attacks by 10%.
+Mark Debilitator - Increases chances of inflicting status issues by 20%.
+Chaining - When casting a spell on an ally or herself, Auza's magic can be linked to another ally to grant them the same effect for no extra cost. Distance and range do not play a factor in which ally can be targeted.
Weapon: Jade Circlet - A circlet that absorbs surrounding magic to empower the wearer's mind and spellweaving.
Armor: Equilibrium Shade - A type of dress for powerful witches who still wish to increase their power further.
Accessory: Spellring - A magic ring that was once said to belong to a great and powerful wizard. Auza wears it on her left ring finger.
Accessory: Demonologist's Glove - A black right-handed glove given to Auza as a gift. It holds the tremendous potential of it's wearer with ease.
Accessory: Harmonia - A pair of whit earrings made of an unearthly white metal that glow with a small, pure light.
A-Ability: Bound Shackles
Restrict - Auza incapacitates the foe with binding magic, restraining their movements. May cause Immobilize. 3 cell range. MP: 8
Disable - Auza binds the foe with her magic, preventing them from attacking her. May cause Disable. MP: 8
Mana Seal - Auza drills unfriendly mana into the foe's own mana system, soiling it and making it extremely unstable. May cause Silence. 3 cell range. 6 MP
Drain - Auza casts a strange magic that surrounds and enters the foe's body from time to time, sapping them of their strength. May cause Mana Drain. 3 cell range. 10 MP.
Restoring Bonds - Auza summons an incredibly warm magic to surround one of her allies and restore their strength over time. Casts the Mana Regen Status on one ally. 3 cells. 10 MP
Bonds of Protection - Using her power, Auza grants an ally protection from malady and harm. Grants Immunity. 4 cell range. 8 MP
Weakened Bonds - Auza casts a spell over her target, making the target's power and luck turn sour. Dark magic looms over the target's head for a duration. May cause Misfortune. 3 cell range. 8 MP.
Obscure - Auza weaves her magic in such a way to target particular nerves and senses in her target. She obscures the target's vision with a black cloud before rending their eyes blind. May cause Blind. 3 cell range. 6 MP.
A-Ability: Sealed Beast
Demi - Auza creates a complex seal in front of her body. From there she loads an enormous amount of mana into the center of the seal, forming a concentrated orb of mana. The orb spreads to become as wide as the seal, then it fires a beam of the concentrated energy at the enemy. 190% Int Dark DMG. Straight Line. 20 MP
Armor Seal - Auza casts magic that seals the power of her target's armor, rending it nearly useless. Removes all Armor bonuses. 4 cell range. 12 MP.
Power Seal - Auza casts magic that seals the power of her target's weapon, rending it nearly unusable. Removes all Weapon bonuses. 4 cell range. 12 MP.
Glyph of Motion - Auza raises her beads into the air and casts a hellish magic that surrounds a single enemy with multiple blood-red glyphs. Each seal spins counter-clockwise at the same speed, as if they were gears. While under this spell, the enemy is unable to move, completely anchored to the ground. Time has stopped for the enemy. Inflicts Stop upon an enemy up to 3 cells away. 16 MP.
Distortion - Auza waves her beads through the air, facing the intended target. Her mana then penetrates their mind and seals off a peculiar portion in the frontal lobe of the brain. The target then becomes a mindless servant to Auza, obeying her every command, as their judgement capabilities have been sealed off. D-Abilities are also sealed during Distortion. Possession Magic. Lasts for 3 turns. [Level x2] MP.
Seal Release - Auza identifies certain seals within the body of her target and breaks them, letting the energy that was blocked run free. Buffs a target's dominant stat (Atk or Int) by 30% and increases critical hit rate by 15%. 3 cell range. 14 MP.
Meditate - Auza calms her mind in the midst of battle, expanding her awareness to everything around her, increasing her foresight as well. Increases Int by 15%. Bestows Doublecast. Self only. 14 MP.
Enrage - Auza releases the seals of reason and logic in her target, revealing true nature and instinct in its place. Inflicts Berserk. 3 cell range. 8 MP.
A-Ability: Chains of Eternia
White Chains - Auza casts a glyph below an enemy target from which many white chains shoot up from the glyph and capture the enemy, preventing the enemy from moving or attacking. Chance of Seal. For every turn the enemy target is Sealed, 5% of its Max HP is taken away. 3 cell range. 16 MP.
Magic Needles - Auza snaps her fingers a few times, causing long, white needles to appear in the air around a target before they shoot through the target, piercing its lips multiple times with the poisonous tips, sealing the mouth shut. 90% Int DMG. 7 hits. 3 cell range. May cause Silence. 20 MP
Hallucination of Death - Auza casts a mist similar to Distortion, only this merely attacks the senses rather than control them. Chance to Confuse all enemies. 14 MP.
Soul Chain - Auza casts a similar magic to White Chains, only this time the white chains pierce through the center of every enemy's chest and wraps around their arms before nailing them to the spot. Targets all enemies. Chance of Seal. 24 MP.
Shatter Spirit Chain - Auza reveals a chain of life on her target with her powerful magic, and using a complicated glyph, sucks away power from the target through that very chain of life. Dispels all active beneficial effects from the target. 12 MP.
Chain of Life - Auza conjures a black chain from the center of her target's body, which then impales the ground and begins to drain the life force from the earth back into her target. This chain massively increases the rate of regeneration in her target. 3 cell range. Restores 100% Int Healing DMG immediately. Grants Regen. 14 MP.
Deathfire Chain - Auza embeds a blood-red chain link into her target with magic, the chain releasing a corrupted source of energy that marks the target, making them more susceptible to magic damage. Deals 100% Int DMG. 3 cell range. Increases the damage dealt by Int-based abilities by 100% for two turns. Does not stack if used in succession. 16 MP.
Chains of Displacement - Auza ravages the enemy party with a multitude of golden chains that sprout from portals close to where enemies are. The golden chains suck the enemies into the portals and spit them back out in the general direction Auza dictates for each enemy. Knockbacks all enemies 3 cells in the chosen direction. 10 MP.
Relocation Tether - Auza uses a magic rope to connect herself to terrain or an ally in order to escape from her current position or to help an ally escape. Teleports Auza to a physical object or ally. If used on an ally, may instead teleport that ally to an adjacent cell to Auza. 10 MP.
Eternia Cloth - Auza conjures a very light cloak that is invisible to the naked eye. This cloak, when wrapped around herself, will provide an insane knowledge of oblivion spellcasting. Increases Int by 50% for 5 turns. Self only. 36 MP. Auza is allowed a second Action.
A-Ability: Works of the Abyss
Abyssal Conduits - Auza conjures forth seven large, magical conduits from the Void. These Abyssal Conduits empower Auza and provide her with an insane amount of magical fortitude and energy. These conduits can also be consumed to empower one of Auza's or an ally's ability. Conjures 7 Abyssal Conduits that remain active for 10 turns. Grants Auza massive MP Regen and a 30% bonus to Spr. Consuming one Conduit reduces her bonuses by 2% and 5% respectively, but empowers the next ability used by the one who consumed the conduit by 50%. The percentage reduction for Auza's bonuses cannot go below 5% and 0% respectively. This ability may only be used once per battle. 64 MP.
Shards of Oblivion - Auza lifts her arms, summoning forth a great power from the Void in the form of enormous magical conduits shaped like spearheads. These spearheads target a single of Auza's enemies and assault the target, the spearheads exploding into a massive blast of arcane energy. 140% Int DMG. 7 hits. May inflict a random negative status issue. 5 cell range. 28 MP.
Ash - Auza coats herself in the dust of oblivion, effectively creating an impenetrable shield that masks her from view. Bestows Shell and Protect. Self only. 16 MP.
Summoning Eternia - Summoning all of her power to bear, Auza raises her hands above her head to summon an enormous glyph that expands over the entirety of the battlefield. The glyph changes and transports the battle to the Planes of Oblivion. Once there, each enemy is impaled by a Chain of Eternia. These chains make it possible to end the battle early, for those with a Chain of Eternia need only to be at 20% HP in order for the Abyss to claim them. 24 MP.
Will of the Ancients - Auza summons a great power from the Planes of Oblivion, of both her own power and the power of her ancestors. This ancient magic draws the power of her enemies and restores her life force. Grants Spellvamp for 3 turns. 3 cell range. 12 MP.
Oblivion Destruction - Auza summons her power to land in a large area, destroying both the land and those who happen to be foolish enough to stay in that area. 170% Int DMG. 3 cell radius at a minimum 3 cell range. Instantly destroys terrain in the area. Chance of Addle. 14 MP.
Cutting the Magic - Auza taps into her target's mana system and cuts their connection to their mana, making using that mana extremely dangerous. 3 cell range. Abilities cost HP instead of MP. 10 MP.
Flow - Auza activates the mana systems in her own body or in an ally, allowing their power to grow exponentially to become a nearly unstoppable force. Bestows Haste. Bestows Bravery. Bestows Faith. 3 cell range. 32 MP.
R-Ability: Reflection Field - Whenever an enemy attempts to use a debilitating attack on Auza, the debilitating effect is ripped from the enemy's attack and sent right back at the enemy. Auza takes the damage, but the enemy takes the debilitating effect.
S-Ability: Barrier of Immunity - A green field of pure energy surrounds Auza at all times, preventing any mysterious and negative effects from reaching her. Bestows a constant Perfect Immunity. (Passive)
D-Ability: Oblivion Glare - Dark Elemental
Demons of all worlds, you have spent far too long in this plane. Thus, I send you to your doom! To Oblivion with the lot of you, never again will you see the light of day, the warmth of the sun, the bitter sting of the cold! A white expanse awaits you, empty of all life and essence! I send you to Eternia! 200% Int DMG to a single enemy. 5 cell range. May cause Confusion, Seal, or Oblivion.
Eternia's Chains - Dark Elemental
Oh Abyss, Eternia I summon your chains! With your power hold my enemy so that he may be crushed under the weight of your power! I call you forward, Chains of Eternia! 215% Piercing Int DMG. 5 cell range. May cause Fear.
Descent to Oblivion - Dark Elemental
Captive, I send you to the depths of the Abyss, where you will suffer eternally. Your own immortality works against your will, demon. You will never escape my realm! 245% Piercing Int DMG. 5 cell range. Banishes the target to Eternia.
F-Ability: Wrath of the Eternum Goddess - Equilibrium (Dark/Light) Elemental
Here me, oh mortals of this world! You face the unbridled wrath of a god! My wrath knows no bounds, and you will be subject to eternal suffering! 250% Piercing Int DMG to all enemies. Inflicts Pain and Suffering on survivors. Banishes those who do not survive to Eternia.
Level: X
Progress: X/X
Stats:
Hp: 15
Mp: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Move: 2 cells (+0 from Banisher)
Skill Points: 0
Stats at 40: 120 Points
Hp: 115
Mp: 200
DD: 0/10
Atk: 1
Def: 20
Int: 28
Spr: 25
Move: 2
Stats at 100: 300 Points available
Hp: 245
Mp: 500
DD: 0/10
Atk: 1
Def: 45
Int: 70
Spr: 50
Move: 2
Female, 20 (July 1)
Appearance:
- Spoiler:
Profession: Banisher - The most powerful witch that reigns full control over her powers and the powers of the Void, including, but not limited to, the Chains of Eternia and the Works of the Abyss. (+3 Basic Attack [Int-Based: 3 cells])(Equips: Beads; Circlets)(Expert Magician)(Mark Debilitator)(Chaining)
+Expert Magician - Decrease MP usage by 25%. Increases potency of magic attacks by 10%.
+Mark Debilitator - Increases chances of inflicting status issues by 20%.
+Chaining - When casting a spell on an ally or herself, Auza's magic can be linked to another ally to grant them the same effect for no extra cost. Distance and range do not play a factor in which ally can be targeted.
- Spoiler:
- Bind Witch - A magician who's sole purpose is to travel the world and banish the enemies of this world.
~
Seal Witch - A witch who uses glyphs and seals to bind her enemies and ruin their souls. They are proficient in the restricting black magic and banishing spells. They tend to have a dark personality as well. (Resist Dark; Vulnerable Light)(+1 Basic Attack [Int-Based: 3 cells])(Equips: Beads)
~
Oblivion Witch - A powerful witch that controls the Chains of Eternia to rip out the souls of the wicked and cast them to the underworld. These witches are typically the loner types and try not to get too influenced by others. (Resist Light)(Resist Darkness)(+2 Basic Attack [Int-Based: 3 cells])(Equips: Beads; Circlets)(Practiced Hand)(Debilitator)(Chained)
Practiced Hand - Decrease MP usage by 15%.
Debilitator - Increases chances of inflicting status issues by 10%.
Chained - When casting to help an ally or herself, Auza's magic ends up being linked to another ally and granting them the same effects for no extra cost. Distance and range are not an issue.
Weapon: Jade Circlet - A circlet that absorbs surrounding magic to empower the wearer's mind and spellweaving.
Armor: Equilibrium Shade - A type of dress for powerful witches who still wish to increase their power further.
Accessory: Spellring - A magic ring that was once said to belong to a great and powerful wizard. Auza wears it on her left ring finger.
Accessory: Demonologist's Glove - A black right-handed glove given to Auza as a gift. It holds the tremendous potential of it's wearer with ease.
Accessory: Harmonia - A pair of whit earrings made of an unearthly white metal that glow with a small, pure light.
A-Ability: Bound Shackles
Restrict - Auza incapacitates the foe with binding magic, restraining their movements. May cause Immobilize. 3 cell range. MP: 8
Disable - Auza binds the foe with her magic, preventing them from attacking her. May cause Disable. MP: 8
Mana Seal - Auza drills unfriendly mana into the foe's own mana system, soiling it and making it extremely unstable. May cause Silence. 3 cell range. 6 MP
Drain - Auza casts a strange magic that surrounds and enters the foe's body from time to time, sapping them of their strength. May cause Mana Drain. 3 cell range. 10 MP.
Restoring Bonds - Auza summons an incredibly warm magic to surround one of her allies and restore their strength over time. Casts the Mana Regen Status on one ally. 3 cells. 10 MP
Bonds of Protection - Using her power, Auza grants an ally protection from malady and harm. Grants Immunity. 4 cell range. 8 MP
Weakened Bonds - Auza casts a spell over her target, making the target's power and luck turn sour. Dark magic looms over the target's head for a duration. May cause Misfortune. 3 cell range. 8 MP.
Obscure - Auza weaves her magic in such a way to target particular nerves and senses in her target. She obscures the target's vision with a black cloud before rending their eyes blind. May cause Blind. 3 cell range. 6 MP.
A-Ability: Sealed Beast
Demi - Auza creates a complex seal in front of her body. From there she loads an enormous amount of mana into the center of the seal, forming a concentrated orb of mana. The orb spreads to become as wide as the seal, then it fires a beam of the concentrated energy at the enemy. 190% Int Dark DMG. Straight Line. 20 MP
Armor Seal - Auza casts magic that seals the power of her target's armor, rending it nearly useless. Removes all Armor bonuses. 4 cell range. 12 MP.
Power Seal - Auza casts magic that seals the power of her target's weapon, rending it nearly unusable. Removes all Weapon bonuses. 4 cell range. 12 MP.
Glyph of Motion - Auza raises her beads into the air and casts a hellish magic that surrounds a single enemy with multiple blood-red glyphs. Each seal spins counter-clockwise at the same speed, as if they were gears. While under this spell, the enemy is unable to move, completely anchored to the ground. Time has stopped for the enemy. Inflicts Stop upon an enemy up to 3 cells away. 16 MP.
Distortion - Auza waves her beads through the air, facing the intended target. Her mana then penetrates their mind and seals off a peculiar portion in the frontal lobe of the brain. The target then becomes a mindless servant to Auza, obeying her every command, as their judgement capabilities have been sealed off. D-Abilities are also sealed during Distortion. Possession Magic. Lasts for 3 turns. [Level x2] MP.
Seal Release - Auza identifies certain seals within the body of her target and breaks them, letting the energy that was blocked run free. Buffs a target's dominant stat (Atk or Int) by 30% and increases critical hit rate by 15%. 3 cell range. 14 MP.
Meditate - Auza calms her mind in the midst of battle, expanding her awareness to everything around her, increasing her foresight as well. Increases Int by 15%. Bestows Doublecast. Self only. 14 MP.
Enrage - Auza releases the seals of reason and logic in her target, revealing true nature and instinct in its place. Inflicts Berserk. 3 cell range. 8 MP.
A-Ability: Chains of Eternia
White Chains - Auza casts a glyph below an enemy target from which many white chains shoot up from the glyph and capture the enemy, preventing the enemy from moving or attacking. Chance of Seal. For every turn the enemy target is Sealed, 5% of its Max HP is taken away. 3 cell range. 16 MP.
Magic Needles - Auza snaps her fingers a few times, causing long, white needles to appear in the air around a target before they shoot through the target, piercing its lips multiple times with the poisonous tips, sealing the mouth shut. 90% Int DMG. 7 hits. 3 cell range. May cause Silence. 20 MP
Hallucination of Death - Auza casts a mist similar to Distortion, only this merely attacks the senses rather than control them. Chance to Confuse all enemies. 14 MP.
Soul Chain - Auza casts a similar magic to White Chains, only this time the white chains pierce through the center of every enemy's chest and wraps around their arms before nailing them to the spot. Targets all enemies. Chance of Seal. 24 MP.
Shatter Spirit Chain - Auza reveals a chain of life on her target with her powerful magic, and using a complicated glyph, sucks away power from the target through that very chain of life. Dispels all active beneficial effects from the target. 12 MP.
Chain of Life - Auza conjures a black chain from the center of her target's body, which then impales the ground and begins to drain the life force from the earth back into her target. This chain massively increases the rate of regeneration in her target. 3 cell range. Restores 100% Int Healing DMG immediately. Grants Regen. 14 MP.
Deathfire Chain - Auza embeds a blood-red chain link into her target with magic, the chain releasing a corrupted source of energy that marks the target, making them more susceptible to magic damage. Deals 100% Int DMG. 3 cell range. Increases the damage dealt by Int-based abilities by 100% for two turns. Does not stack if used in succession. 16 MP.
Chains of Displacement - Auza ravages the enemy party with a multitude of golden chains that sprout from portals close to where enemies are. The golden chains suck the enemies into the portals and spit them back out in the general direction Auza dictates for each enemy. Knockbacks all enemies 3 cells in the chosen direction. 10 MP.
Relocation Tether - Auza uses a magic rope to connect herself to terrain or an ally in order to escape from her current position or to help an ally escape. Teleports Auza to a physical object or ally. If used on an ally, may instead teleport that ally to an adjacent cell to Auza. 10 MP.
Eternia Cloth - Auza conjures a very light cloak that is invisible to the naked eye. This cloak, when wrapped around herself, will provide an insane knowledge of oblivion spellcasting. Increases Int by 50% for 5 turns. Self only. 36 MP. Auza is allowed a second Action.
A-Ability: Works of the Abyss
Abyssal Conduits - Auza conjures forth seven large, magical conduits from the Void. These Abyssal Conduits empower Auza and provide her with an insane amount of magical fortitude and energy. These conduits can also be consumed to empower one of Auza's or an ally's ability. Conjures 7 Abyssal Conduits that remain active for 10 turns. Grants Auza massive MP Regen and a 30% bonus to Spr. Consuming one Conduit reduces her bonuses by 2% and 5% respectively, but empowers the next ability used by the one who consumed the conduit by 50%. The percentage reduction for Auza's bonuses cannot go below 5% and 0% respectively. This ability may only be used once per battle. 64 MP.
Shards of Oblivion - Auza lifts her arms, summoning forth a great power from the Void in the form of enormous magical conduits shaped like spearheads. These spearheads target a single of Auza's enemies and assault the target, the spearheads exploding into a massive blast of arcane energy. 140% Int DMG. 7 hits. May inflict a random negative status issue. 5 cell range. 28 MP.
Ash - Auza coats herself in the dust of oblivion, effectively creating an impenetrable shield that masks her from view. Bestows Shell and Protect. Self only. 16 MP.
Summoning Eternia - Summoning all of her power to bear, Auza raises her hands above her head to summon an enormous glyph that expands over the entirety of the battlefield. The glyph changes and transports the battle to the Planes of Oblivion. Once there, each enemy is impaled by a Chain of Eternia. These chains make it possible to end the battle early, for those with a Chain of Eternia need only to be at 20% HP in order for the Abyss to claim them. 24 MP.
Will of the Ancients - Auza summons a great power from the Planes of Oblivion, of both her own power and the power of her ancestors. This ancient magic draws the power of her enemies and restores her life force. Grants Spellvamp for 3 turns. 3 cell range. 12 MP.
Oblivion Destruction - Auza summons her power to land in a large area, destroying both the land and those who happen to be foolish enough to stay in that area. 170% Int DMG. 3 cell radius at a minimum 3 cell range. Instantly destroys terrain in the area. Chance of Addle. 14 MP.
Cutting the Magic - Auza taps into her target's mana system and cuts their connection to their mana, making using that mana extremely dangerous. 3 cell range. Abilities cost HP instead of MP. 10 MP.
Flow - Auza activates the mana systems in her own body or in an ally, allowing their power to grow exponentially to become a nearly unstoppable force. Bestows Haste. Bestows Bravery. Bestows Faith. 3 cell range. 32 MP.
R-Ability: Reflection Field - Whenever an enemy attempts to use a debilitating attack on Auza, the debilitating effect is ripped from the enemy's attack and sent right back at the enemy. Auza takes the damage, but the enemy takes the debilitating effect.
S-Ability: Barrier of Immunity - A green field of pure energy surrounds Auza at all times, preventing any mysterious and negative effects from reaching her. Bestows a constant Perfect Immunity. (Passive)
D-Ability: Oblivion Glare - Dark Elemental
Demons of all worlds, you have spent far too long in this plane. Thus, I send you to your doom! To Oblivion with the lot of you, never again will you see the light of day, the warmth of the sun, the bitter sting of the cold! A white expanse awaits you, empty of all life and essence! I send you to Eternia! 200% Int DMG to a single enemy. 5 cell range. May cause Confusion, Seal, or Oblivion.
Eternia's Chains - Dark Elemental
Oh Abyss, Eternia I summon your chains! With your power hold my enemy so that he may be crushed under the weight of your power! I call you forward, Chains of Eternia! 215% Piercing Int DMG. 5 cell range. May cause Fear.
Descent to Oblivion - Dark Elemental
Captive, I send you to the depths of the Abyss, where you will suffer eternally. Your own immortality works against your will, demon. You will never escape my realm! 245% Piercing Int DMG. 5 cell range. Banishes the target to Eternia.
F-Ability: Wrath of the Eternum Goddess - Equilibrium (Dark/Light) Elemental
Here me, oh mortals of this world! You face the unbridled wrath of a god! My wrath knows no bounds, and you will be subject to eternal suffering! 250% Piercing Int DMG to all enemies. Inflicts Pain and Suffering on survivors. Banishes those who do not survive to Eternia.
Level: X
Progress: X/X
Stats:
Hp: 15
Mp: 25
DD: 0/10
Atk: 1
Def: 2
Int: 4
Spr: 3
Move: 2 cells (+0 from Banisher)
Skill Points: 0
Stats at 40: 120 Points
Hp: 115
Mp: 200
DD: 0/10
Atk: 1
Def: 20
Int: 28
Spr: 25
Move: 2
Stats at 100: 300 Points available
Hp: 245
Mp: 500
DD: 0/10
Atk: 1
Def: 45
Int: 70
Spr: 50
Move: 2
Last edited by Zerifachias on Tue Jan 14, 2014 2:07 pm; edited 2 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Evelyn Aysun
Female, 21 (August 1)
Appearance:
Profession: Frozen Queen - "The Queen sits upon her frozen throne, overseeing all of her creation. From her place she commands the Frost and bends the Dew to her will. For an eternity she fights the Blaze, her immortal enemy." (Frozen Touch)(Icy Rain)(Shieldbearer)
Frozen Touch - Basic attacks have a 25% chance of inflicting Chill, which reduces the inflicted's Atk by 20%.
Icy Rain - The Frozen Queen stands within a constant downpour of frozen rain. May Chill nearby enemies.
Shieldbearer - Allows the Frozen Queen to hold a shield.
Weapon: Sword of True Ice - A blade composed entirely of ice that will never melt. Those who touch this blade feel the icy sting of Frost. (Int-Based: Adjacent cell)
Shield: Frost Guard - A shield made of pure ice that is more solid than steel.
Armor: Frozen Plate - A hardened shield of ice that covers the wearer's body. It offers immense protection from magic.
Accessory: Frost Crown - A ornament that shows all who see it that they gaze upon the bringer of Frost.
Accessory: Frost Broach - A neck ornament that is imbued with powerful magic.
Accessory: Dew Crystal - A fragment of a Dew spirit, manifested eternally.
A-Ability: The Night of Frost
Growth Shards - Magic in the air collects water and freezes it, allowing the ice to coat a weapon to extend it's reach and increase it's power. Increases range of basic attack commands by 1 cell. Increases damage output from basic attacks by 30%. All basic attack commands become the Ice Element. Lasts for 3 turns. 3 cell range. 12 MP. Ice Elemental.
Frozen Domain - A large shell of ice forms out of nowhere to provide a shelter from oncoming attacks. Blocks the next basic attack command or halves the damage of the next ability cast on the unit covered by Frozen Domain. 3 cell range. 8 MP. Ice Elemental. The shield has no effect against the Fire Element, and is destroyed if hit by that element.
Ice Rush - As fast as the blink of an eye, the icy sword finds itself alone, flying through the air to pierce through an enemy. The next instant, the wielder of the sword appears from the ice, ready to strike again. 130% Int DMG. Teleports user to the closest adjacent cell to the target. 3 cell range. 8 MP. Ice Elemental.
Frost Embrace - The user raises her left arm up in a defensive stance, summoning ice from beneath her to rise up in spikes around her and protect her. Bestows Protect. Self only. 8 MP.
Shatter - The user raises shards of ice from the ground that surround her body, then, with a swing of her sword, causes the shards to fly at breaking speeds at her target. 130% Int DMG. 3 cell range. 8 MP. Ice Elemental.
Slick Ice - The user wipes her hand gently down her arm, startling the magic in the air to attach to her skin and form a very smooth ice coating that reduces turbulence and allows for swifter movement. Increases Evasion by 25%. Self only. 8 MP.
Crystallize - The user summons a wall of ice to rise up from beneath her target, the ice spikes of the wall piercing both armor and flesh. 130% Int DMG. Damage is dealt as physical. Target is suspended by the ice and cannot move. 3 cell range. 14 MP.
Frozen Breath - The user breathes out slowly, her frozen wind washing over her target, freezing them where they stand. May Freeze target. Adjacent cell range. 12 MP
Chill - The user exerts a magical pressure all around her, instantly freezing the moisture in the aire to create an icy mist that surrounds her. All enemies afflicted with Wet become Frozen. 2 cell radius. The user becomes Hidden in the mist. 12 MP. Ice Elemental.
Frozen Blade - The user dashes to the closest target and slashes them with her sword of ice. The ice from the sword leaves behind a large amount of ice across the wound she creates, freezing and numbing the target. 120% Int DMG. The next attack on the target deals 20% more damage. Adjacent cell range. 10 MP.
A-Ability: Morning Dew
Wash - The user draws from the power of water in the area and splashes her target with it, making them feel a little wet. 70% Int DMG. Chance of Wet. 3 cell range. 4 MP. Water Elemental.
Aura Sphere - The user projects a sphere of water and surrounds an ally or herself with it, granting an incredible resistance to magic. Grants Shell. 3 cell range. 8 MP. Water Elemental.
Rejuvenating Water - The user washes water over herself, rejuvenating and hydrating her body, allowing her to continue the fight. Restores 10% Max MP. Self only. Cannot be used in succession. Water Elemental.
Healing Wave - The user waves a small pool of water over her target, restoring their vitality. 100% Int Healing. 3 cell range. 8 MP. Water Elemental.
SOS Water - The user casts a protection magic that will only activate under critical conditions. Because the magic is weak, it will only block one element. Allied Party range. Bestows SOS Water. 10 MP. Water Elemental.
SOS Ice - The user casts a protection magic that will only activate under critical conditions. Because the magic is weak, it will only block one element. Allied Party range. Bestows SOS Ice. 10 MP. Ice Elemental.
Freezing Waters - The user casts a frozen sphere with a thin outer shell that she throws at her target. Upon contact, the shell breaks, letting loose a cascade of water to chill the target. 140% Int DMG. 3 cell range. Chance of Chill. 12 MP. Ice Elemental.
Ebb and Flow - The user dashes to the closest target and cuts the target down before spinning around and appearing behind her target, slashing at the target's back to cut it open. Then using magic, the user calls forward a great force of water to flatten her target. 100% Int Ice DMG. Dashes to the target. 120% Int Ice DMG. High chance of a Critical Hit. Reappears on the opposite side of the target. 120% Int Water DMG. Chance of Wet. 14 MP. Ice/Water Elemental.
Serpent's Rise - The user melts into the ground and travels to a target location. Upon reaching her location, the user springs out of the small puddle with an enormous water serpent, dealing damage and knocking all enemies around her airborne. 120% Int DMG to all enemies in a surrounding cell. 3 cell cast range. Dashes to the target location. The dash is unaffected by terrain but cannot go through cells that do not exist or are solid. All enemy units hit are knocked back one cell. Water Elemental. 14 MP.
Damp Coat - The user covers herself in a coat made entirely of water in order to protect herself. The coat, despite being made of water, is very light due to the magic used to keep it together. Increases Def and Spr by 30%. Self only. 14 MP.
A-Ability: Afternoon Melt
Scald - The user fires a blast of burning water at her target, hitting the target hard and burning the target. 130% Int DMG. Chance of Burn. 3 cell range. 10 MP. Water Elemental.
Defrost - The user sheds off a layer of moisture from her target with hot water, making the target more susceptible. Inflicts Deshell. 3 cell range. 12 MP. Water Elemental.
Melt - The user literally melts the magic surrounding her target, dispelling any beneficial effects affecting her target. Break magic. 3 cell range. 12 MP.
Sapping Ice Sword - The user empowers her sword of ice with a strange magic that has the power to absorb energy from those she strikes. Basic attacks now apply Spellvamp, which restores the user's HP by the amount of damage dealt. Self only. 10 MP. Ice Elemental.
Siphon Slash - The user slashes at her target quickly, using magic to pierce through the target's spirit and drain the target's energy directly. 50% Piercing Int DMG. Adjacent cell range. Absorbs damage dealt as MP. Ice Elemental. 10 MP.
Boil - The user ravages her target's body with an intense heat that makes her target's skin begin to bubble and pop. She boils them from the inside out. 140% Int DMG. 3 cell range. Chance of Severe Burn. 14 MP. Water Elemental.
Burning Ice - The user empowers her sword, using the heat around her to heat up her never-melting blade of ice. The heat that surrounds the blade adds a magical property to the ice that allows it to begin burning and quickly turns from heat to burning cold. Anyone hit by the sword now will suffer greatly. Adds Frostbite effect to Evelyn's basic attacks. 16 MP. Ice Elemental.
Evaporate - The user surrounds her target with a dry icy mist that sucks away all the moisture in the air. Leaving her target dry and hot, the user and her allies can then deal more damage to that target. Saps 15% of the target's Def and Spr for 3 turns. 3 cell range. 16 MP. Ice Elemental.
Sauna - The user surrounds her target with a hot, wet mist also called steam. With this mist she can refresh the body of her target, allowing them to continue fighting without worrying about any negative effects. Restores target Status to normal. 3 cell range. 14 MP. Water Elemental.
Heat Up - The user riles up the body of her target, causing them to feel lighter and attack faster. Bestows Haste. Cannot be self-cast. 3 cell range. 8 MP. Water Elemental.
A-Ability: Evening Chill
Myriad Sword Blizzard - The user conjures up a countless number of ice swords around her, gathering her greatest power to cloud in around her. When unleashed, the swords shoot out in every direction with such speed that it creates a blinding white expanse, as if a blizzard was running. 170% Int DMG. Hits all enemies. Chance of Chill. 28 MP. Ice Elemental.
Cobalt Shield - The user empowers her shield, making it even bigger and, surprisingly, lighter. Due to its increased size, the shield is able to block more. Raises Block chance by 15%. Self only. 12 MP.
Icicle Crash - The user blinks out of existence for just a second before appearing above a target enemy. In her hands is an enormous ice crystal that radiates a cold magic. The user then throws the ice down at her target and blinks back to her original position. The magic ice crashes into the target and crystallized the target within the ice. 150% Int DMG. 4 cell blink range. Target must be visible. Encases the target in an Ice Prison that cannot be destroyed except from a critical hit or Fire Elemental attack or ability. 16 MP. Ice Elemental.
Ice Breath - The user breathes fiercely at her target, the ice from her breath attaching to her target's skin, giving them chills and a painful, numbing sensation. Inflicts Frostbite. Chances of inflicting Frostbite increase the closer the user is to her target. 3 cell range. 12 MP. Ice Elemental.
Frost Raid - The user rushes her target, dealing an innumerable number of slashes to her target with incredible speed. After the assault, her enemy is left bleeding frozen blood. 70% Int DMG. 8 hits. Chance of Chill. 20 MP. Ice Elemental.
Dance of Winter - The user tosses her sword and shield to the side and sways slowly with the wind, picking up speed as she evolves into a light dance. Her cold spirit breathes tranquility and a very light mist made of tiny ice crystals that sparkle brightly in the light, illuminating her figure, giving her a stunning appearance. Bolsters all Allied stats by 15%. 44 MP. Ice Elemental. This ability can only be used once per battle.
Snowstorm - The user commands the wind and the cold to bring forth a huge storm, decorating the battlefield with snow. Turns the field into a Winter Wonderland. This ability is purely decorative. 4 MP. Ice Elemental.
Winter Orb - The user summons an extremely small crystal ball made of ice. When hurled at a target, the orb hits hard and sticks to the target, instantly beginning to freeze them. 160% Int DMG. Freezes the target hit by this attack over the course of 2 turns. The orb can be removed by another character, but the freezing process starts over with that character. The unit with the orb cannot remove the orb. 14 MP. Ice Elemental.
Mountain Hail - The user calls for a harsh fall of hail from the skies, then dashes to her target and swings her sword, the hail causing the sword to grow in size, allowing the user to literally cleave through her target. Increases Int by 30% immediately. Deals 140% Int DMG. Dashes to target within 2 cell range. 16 MP. Ice Elemental.
Glaciate - The user casts a powerful magic that raises an enormous prison of ice, entrapping all units on the battlefield within it's crystal ice maze. The Frost Queen is granted infinite movement along the ice walls, all other units must navigate the maze. If this move is used during Winter Wonderland, all enemy units are Immobilized. 44 MP. Ice Elemental.
R-Ability: Frozen Cascade - Upon being attacked, a great amount of ice falls from what seems to be Evelyn's body and covers her body, rejuvenating her body with the ice. Reduces physical damage taken by 5% passively and restores 5% Max HP after being attacked physically.
S-Ability: Effortless Cast - Time spent as a manifestation of ice allows this unit to continue to act even after casting spells. Act Phases are not consumed by Ice-Elemental abilities, but can only be followed up by a basic attack combo. (Doublecast allows two abilities to be cast and one basic attack combo. Haste allows two abilities and basic attack combos.)
D-Ability: Iceberg Tomb - Ice Elemental
A spell that can be cast on the user. It creates a huge prison of ice, granting the user a brief period of invulnerability. The tomb is summoned with such power and force that it sends out a wide blast of ice power, chilling all enemies in the way. 150% Piercing Int DMG. 5 cell radius around Evelyn. Grants Invulnerability to Evelyn for a single turn, but she cannot Act or Move during that turn. Chills all enemies hit.
Stinging Blizzard - Ice Elemental
While in her frozen tomb, a great wind begins to spring up, the ice from the tomb slowly chipping away to create snow. As the wind picks up, an incredible cold front follows, chilling those on the field to the bone. For some, the bitter wind and cold becomes physically painful. 105% Piercing Int DMG to all enemies. All enemies are Chilled. If an enemy is already Chilled and is afflicted again, the enemy is Frozen.
The Fourth Ice Age - Ice Elemental
As the bitter cold and wind ravages the enemy party, the ice begins to accumulate and freeze over even the sky, creating a dome of ice. The temperature drops to a deadly degree and all of this unit's allies are encased in ice, preserving their lives while the bitter cold kills their enemies. 145% Piercing Int DMG to all enemies. All allied units are granted Invulnerability for one turn. All enemies, if Frozen or Chilled, are subjected to Sheer Cold.
F-Ability: The World Reborn in Ice - Ice Elemental
The Frost Queen assumes a godlike form, the sheer cold power of ice at her very fingertips. While in this form, the Frost Queen is invulnerable to magic and has massive mana regeneration. Increases Int by 100%. Basic attacks become Piercing. Grants Immunity to magic. Bestows Massive Mana Regen. This form lasts for 4 turns.
Level: X
Progress: X/X
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 1
Def: 3
Int: 4
Spr: 2
Evasion: 3%
Move: 2 (+1 from The Frost Profession)
Frostbite - Deals 12% Max HP damage each turn for 3 turns. At the end of the duration, if not cured, Disables the afflicted for 3 additional turns. The Disable cannot be cured.
Female, 21 (August 1)
Appearance:
- Spoiler:
Profession: Frozen Queen - "The Queen sits upon her frozen throne, overseeing all of her creation. From her place she commands the Frost and bends the Dew to her will. For an eternity she fights the Blaze, her immortal enemy." (Frozen Touch)(Icy Rain)(Shieldbearer)
Frozen Touch - Basic attacks have a 25% chance of inflicting Chill, which reduces the inflicted's Atk by 20%.
Icy Rain - The Frozen Queen stands within a constant downpour of frozen rain. May Chill nearby enemies.
Shieldbearer - Allows the Frozen Queen to hold a shield.
- Spoiler:
- The Frost - "...For it is the Frost which freezes the Dew, and the Blaze which melts the Frost, bringing forth Dew once again, a symbol of an eternal cycle..." (Frozen Touch)
Frozen Touch - Basic attacks have a 25% chance of inflicting Chill, which reduces the inflicted's Atk by 20%.
Weapon: Sword of True Ice - A blade composed entirely of ice that will never melt. Those who touch this blade feel the icy sting of Frost. (Int-Based: Adjacent cell)
Shield: Frost Guard - A shield made of pure ice that is more solid than steel.
Armor: Frozen Plate - A hardened shield of ice that covers the wearer's body. It offers immense protection from magic.
Accessory: Frost Crown - A ornament that shows all who see it that they gaze upon the bringer of Frost.
Accessory: Frost Broach - A neck ornament that is imbued with powerful magic.
Accessory: Dew Crystal - A fragment of a Dew spirit, manifested eternally.
A-Ability: The Night of Frost
Growth Shards - Magic in the air collects water and freezes it, allowing the ice to coat a weapon to extend it's reach and increase it's power. Increases range of basic attack commands by 1 cell. Increases damage output from basic attacks by 30%. All basic attack commands become the Ice Element. Lasts for 3 turns. 3 cell range. 12 MP. Ice Elemental.
Frozen Domain - A large shell of ice forms out of nowhere to provide a shelter from oncoming attacks. Blocks the next basic attack command or halves the damage of the next ability cast on the unit covered by Frozen Domain. 3 cell range. 8 MP. Ice Elemental. The shield has no effect against the Fire Element, and is destroyed if hit by that element.
Ice Rush - As fast as the blink of an eye, the icy sword finds itself alone, flying through the air to pierce through an enemy. The next instant, the wielder of the sword appears from the ice, ready to strike again. 130% Int DMG. Teleports user to the closest adjacent cell to the target. 3 cell range. 8 MP. Ice Elemental.
Frost Embrace - The user raises her left arm up in a defensive stance, summoning ice from beneath her to rise up in spikes around her and protect her. Bestows Protect. Self only. 8 MP.
Shatter - The user raises shards of ice from the ground that surround her body, then, with a swing of her sword, causes the shards to fly at breaking speeds at her target. 130% Int DMG. 3 cell range. 8 MP. Ice Elemental.
Slick Ice - The user wipes her hand gently down her arm, startling the magic in the air to attach to her skin and form a very smooth ice coating that reduces turbulence and allows for swifter movement. Increases Evasion by 25%. Self only. 8 MP.
Crystallize - The user summons a wall of ice to rise up from beneath her target, the ice spikes of the wall piercing both armor and flesh. 130% Int DMG. Damage is dealt as physical. Target is suspended by the ice and cannot move. 3 cell range. 14 MP.
Frozen Breath - The user breathes out slowly, her frozen wind washing over her target, freezing them where they stand. May Freeze target. Adjacent cell range. 12 MP
Chill - The user exerts a magical pressure all around her, instantly freezing the moisture in the aire to create an icy mist that surrounds her. All enemies afflicted with Wet become Frozen. 2 cell radius. The user becomes Hidden in the mist. 12 MP. Ice Elemental.
Frozen Blade - The user dashes to the closest target and slashes them with her sword of ice. The ice from the sword leaves behind a large amount of ice across the wound she creates, freezing and numbing the target. 120% Int DMG. The next attack on the target deals 20% more damage. Adjacent cell range. 10 MP.
A-Ability: Morning Dew
Wash - The user draws from the power of water in the area and splashes her target with it, making them feel a little wet. 70% Int DMG. Chance of Wet. 3 cell range. 4 MP. Water Elemental.
Aura Sphere - The user projects a sphere of water and surrounds an ally or herself with it, granting an incredible resistance to magic. Grants Shell. 3 cell range. 8 MP. Water Elemental.
Rejuvenating Water - The user washes water over herself, rejuvenating and hydrating her body, allowing her to continue the fight. Restores 10% Max MP. Self only. Cannot be used in succession. Water Elemental.
Healing Wave - The user waves a small pool of water over her target, restoring their vitality. 100% Int Healing. 3 cell range. 8 MP. Water Elemental.
SOS Water - The user casts a protection magic that will only activate under critical conditions. Because the magic is weak, it will only block one element. Allied Party range. Bestows SOS Water. 10 MP. Water Elemental.
SOS Ice - The user casts a protection magic that will only activate under critical conditions. Because the magic is weak, it will only block one element. Allied Party range. Bestows SOS Ice. 10 MP. Ice Elemental.
Freezing Waters - The user casts a frozen sphere with a thin outer shell that she throws at her target. Upon contact, the shell breaks, letting loose a cascade of water to chill the target. 140% Int DMG. 3 cell range. Chance of Chill. 12 MP. Ice Elemental.
Ebb and Flow - The user dashes to the closest target and cuts the target down before spinning around and appearing behind her target, slashing at the target's back to cut it open. Then using magic, the user calls forward a great force of water to flatten her target. 100% Int Ice DMG. Dashes to the target. 120% Int Ice DMG. High chance of a Critical Hit. Reappears on the opposite side of the target. 120% Int Water DMG. Chance of Wet. 14 MP. Ice/Water Elemental.
Serpent's Rise - The user melts into the ground and travels to a target location. Upon reaching her location, the user springs out of the small puddle with an enormous water serpent, dealing damage and knocking all enemies around her airborne. 120% Int DMG to all enemies in a surrounding cell. 3 cell cast range. Dashes to the target location. The dash is unaffected by terrain but cannot go through cells that do not exist or are solid. All enemy units hit are knocked back one cell. Water Elemental. 14 MP.
Damp Coat - The user covers herself in a coat made entirely of water in order to protect herself. The coat, despite being made of water, is very light due to the magic used to keep it together. Increases Def and Spr by 30%. Self only. 14 MP.
A-Ability: Afternoon Melt
Scald - The user fires a blast of burning water at her target, hitting the target hard and burning the target. 130% Int DMG. Chance of Burn. 3 cell range. 10 MP. Water Elemental.
Defrost - The user sheds off a layer of moisture from her target with hot water, making the target more susceptible. Inflicts Deshell. 3 cell range. 12 MP. Water Elemental.
Melt - The user literally melts the magic surrounding her target, dispelling any beneficial effects affecting her target. Break magic. 3 cell range. 12 MP.
Sapping Ice Sword - The user empowers her sword of ice with a strange magic that has the power to absorb energy from those she strikes. Basic attacks now apply Spellvamp, which restores the user's HP by the amount of damage dealt. Self only. 10 MP. Ice Elemental.
Siphon Slash - The user slashes at her target quickly, using magic to pierce through the target's spirit and drain the target's energy directly. 50% Piercing Int DMG. Adjacent cell range. Absorbs damage dealt as MP. Ice Elemental. 10 MP.
Boil - The user ravages her target's body with an intense heat that makes her target's skin begin to bubble and pop. She boils them from the inside out. 140% Int DMG. 3 cell range. Chance of Severe Burn. 14 MP. Water Elemental.
Burning Ice - The user empowers her sword, using the heat around her to heat up her never-melting blade of ice. The heat that surrounds the blade adds a magical property to the ice that allows it to begin burning and quickly turns from heat to burning cold. Anyone hit by the sword now will suffer greatly. Adds Frostbite effect to Evelyn's basic attacks. 16 MP. Ice Elemental.
Evaporate - The user surrounds her target with a dry icy mist that sucks away all the moisture in the air. Leaving her target dry and hot, the user and her allies can then deal more damage to that target. Saps 15% of the target's Def and Spr for 3 turns. 3 cell range. 16 MP. Ice Elemental.
Sauna - The user surrounds her target with a hot, wet mist also called steam. With this mist she can refresh the body of her target, allowing them to continue fighting without worrying about any negative effects. Restores target Status to normal. 3 cell range. 14 MP. Water Elemental.
Heat Up - The user riles up the body of her target, causing them to feel lighter and attack faster. Bestows Haste. Cannot be self-cast. 3 cell range. 8 MP. Water Elemental.
A-Ability: Evening Chill
Myriad Sword Blizzard - The user conjures up a countless number of ice swords around her, gathering her greatest power to cloud in around her. When unleashed, the swords shoot out in every direction with such speed that it creates a blinding white expanse, as if a blizzard was running. 170% Int DMG. Hits all enemies. Chance of Chill. 28 MP. Ice Elemental.
Cobalt Shield - The user empowers her shield, making it even bigger and, surprisingly, lighter. Due to its increased size, the shield is able to block more. Raises Block chance by 15%. Self only. 12 MP.
Icicle Crash - The user blinks out of existence for just a second before appearing above a target enemy. In her hands is an enormous ice crystal that radiates a cold magic. The user then throws the ice down at her target and blinks back to her original position. The magic ice crashes into the target and crystallized the target within the ice. 150% Int DMG. 4 cell blink range. Target must be visible. Encases the target in an Ice Prison that cannot be destroyed except from a critical hit or Fire Elemental attack or ability. 16 MP. Ice Elemental.
Ice Breath - The user breathes fiercely at her target, the ice from her breath attaching to her target's skin, giving them chills and a painful, numbing sensation. Inflicts Frostbite. Chances of inflicting Frostbite increase the closer the user is to her target. 3 cell range. 12 MP. Ice Elemental.
Frost Raid - The user rushes her target, dealing an innumerable number of slashes to her target with incredible speed. After the assault, her enemy is left bleeding frozen blood. 70% Int DMG. 8 hits. Chance of Chill. 20 MP. Ice Elemental.
Dance of Winter - The user tosses her sword and shield to the side and sways slowly with the wind, picking up speed as she evolves into a light dance. Her cold spirit breathes tranquility and a very light mist made of tiny ice crystals that sparkle brightly in the light, illuminating her figure, giving her a stunning appearance. Bolsters all Allied stats by 15%. 44 MP. Ice Elemental. This ability can only be used once per battle.
Snowstorm - The user commands the wind and the cold to bring forth a huge storm, decorating the battlefield with snow. Turns the field into a Winter Wonderland. This ability is purely decorative. 4 MP. Ice Elemental.
Winter Orb - The user summons an extremely small crystal ball made of ice. When hurled at a target, the orb hits hard and sticks to the target, instantly beginning to freeze them. 160% Int DMG. Freezes the target hit by this attack over the course of 2 turns. The orb can be removed by another character, but the freezing process starts over with that character. The unit with the orb cannot remove the orb. 14 MP. Ice Elemental.
Mountain Hail - The user calls for a harsh fall of hail from the skies, then dashes to her target and swings her sword, the hail causing the sword to grow in size, allowing the user to literally cleave through her target. Increases Int by 30% immediately. Deals 140% Int DMG. Dashes to target within 2 cell range. 16 MP. Ice Elemental.
Glaciate - The user casts a powerful magic that raises an enormous prison of ice, entrapping all units on the battlefield within it's crystal ice maze. The Frost Queen is granted infinite movement along the ice walls, all other units must navigate the maze. If this move is used during Winter Wonderland, all enemy units are Immobilized. 44 MP. Ice Elemental.
R-Ability: Frozen Cascade - Upon being attacked, a great amount of ice falls from what seems to be Evelyn's body and covers her body, rejuvenating her body with the ice. Reduces physical damage taken by 5% passively and restores 5% Max HP after being attacked physically.
S-Ability: Effortless Cast - Time spent as a manifestation of ice allows this unit to continue to act even after casting spells. Act Phases are not consumed by Ice-Elemental abilities, but can only be followed up by a basic attack combo. (Doublecast allows two abilities to be cast and one basic attack combo. Haste allows two abilities and basic attack combos.)
D-Ability: Iceberg Tomb - Ice Elemental
A spell that can be cast on the user. It creates a huge prison of ice, granting the user a brief period of invulnerability. The tomb is summoned with such power and force that it sends out a wide blast of ice power, chilling all enemies in the way. 150% Piercing Int DMG. 5 cell radius around Evelyn. Grants Invulnerability to Evelyn for a single turn, but she cannot Act or Move during that turn. Chills all enemies hit.
Stinging Blizzard - Ice Elemental
While in her frozen tomb, a great wind begins to spring up, the ice from the tomb slowly chipping away to create snow. As the wind picks up, an incredible cold front follows, chilling those on the field to the bone. For some, the bitter wind and cold becomes physically painful. 105% Piercing Int DMG to all enemies. All enemies are Chilled. If an enemy is already Chilled and is afflicted again, the enemy is Frozen.
The Fourth Ice Age - Ice Elemental
As the bitter cold and wind ravages the enemy party, the ice begins to accumulate and freeze over even the sky, creating a dome of ice. The temperature drops to a deadly degree and all of this unit's allies are encased in ice, preserving their lives while the bitter cold kills their enemies. 145% Piercing Int DMG to all enemies. All allied units are granted Invulnerability for one turn. All enemies, if Frozen or Chilled, are subjected to Sheer Cold.
F-Ability: The World Reborn in Ice - Ice Elemental
The Frost Queen assumes a godlike form, the sheer cold power of ice at her very fingertips. While in this form, the Frost Queen is invulnerable to magic and has massive mana regeneration. Increases Int by 100%. Basic attacks become Piercing. Grants Immunity to magic. Bestows Massive Mana Regen. This form lasts for 4 turns.
Level: X
Progress: X/X
Stats:
HP: 25
MP: 15
DD: 0/10
Atk: 1
Def: 3
Int: 4
Spr: 2
Evasion: 3%
Move: 2 (+1 from The Frost Profession)
Frostbite - Deals 12% Max HP damage each turn for 3 turns. At the end of the duration, if not cured, Disables the afflicted for 3 additional turns. The Disable cannot be cured.
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Samira Nagi
Female, 22 (December 17)
Appearance:
Profession: Devil's Cardmaster - One who gambles with money might be subject to greed, but one who gambles with lives is subject to great dangers. For a blood price, however, their powers are incredibly strong. (+3 Basic Attacks)(Blood Price)(Dealer's Trick)(Draw)
Blood Price - This unit can spend HP to restore MP. The values spent/recovered are equal.
Dealer's Trick - There is a 15% chance that the cost of using skills is waived.
Draw - This unit's basic attacks have an increased Critical Strike ratio.
Weapon: Red Heart's Deck - A black and red deck of cards that glow ominously in dim lighting.
Armor: Black Spade Coat - A pitch black coat that seems to radiate magic.
Accessory: Ashen Cowl - A cowl worn around one's neck. It is as white as ash.
Accessory: Blood Cross Necklace - A necklace in the shape of an upside-down cross.
Accessory: Lunar Deck - A substitute deck colored pale blue.
A-Ability: The First Card
Time to Duel - The user readies herself, preparing her throwing wrist and her deck as she examines the enemy, calculating their every move. Increases Critical Hit rate by 25%. Self only. ? MP.
Ace of Spades - The user pulls out a card from her deck, revealing the Ace of Spades. When thrown at her target, the card splits into a single black blade that pierces through the target. 120% Atk DMG. This attack ignores armor bonuses. 3 cell range. ? MP.
Ace of Clubs - The user pulls out a card from her deck, revealing the Ace of Clubs. When thrown at her target, the card splits into three blades that shoot out, one aiming for the original target, the other two hitting the closest target. One target cannot be hit more than once by this ability. 100% Atk DMG. 3 cell range. Hits 2 other enemy units within 2 cells of the original target. ? MP.
Ace of Hearts - The user pulls out a card from her deck, revealing the Ace of Hearts. When thrown at her target, the card explodes, dealing damage in an area around the target. 110% Atk DMG. Deals 60% Atk DMG to all enemies in an adjacent cell to the target. 3 cell range. ? MP.
Ace of Diamonds - The user pulls out a card from her deck, revealing the Ace of Diamonds. When thrown at her target, the card splits and creates a chain that surrounds the target and tightens, immobilizing them. 120% Atk DMG. May Immobilize. 3 cell range. ? MP.
Trap Card - The user enchants a card in her deck and waits. The secret will only reveal itself when she becomes the target of an attack or damaging ability. When the enchantment activates, she will heal for the damage dealt to her by the attack or damaging ability. Self only. ? MP.
Spell Card - The user enchants one of her cards and allows an ally to draw from her deck. When the ally pulls the spell card from the user's deck on the first try, that ally receives a great boon from the enchantment that quickens their reflexes and movements. Bestows Haste. Adjacent cell range. ? MP.
Top Card - The user picks the top card of her deck and flings it at a target, dealing a surprising amount of damage. 170% Atk DMG. 3 cell range. Chance of Bleeding. ? MP.
Bottom Card - The user picks the bottom card of her deck and surprises her target by flicking it at them, possibly catching them off guard. 140% Atk DMG. High Chance of Critical Hit. 3 cell range. ? MP.
Illusory Card - The user picks a card from somewhere in her deck and flicks it at her target
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A-Ability: Stacked Deck
Shuffle - The user shuffles her deck, preparing for the next attacks to come. Restores 20% Max MP. This ability can only be used once per 5 turns.
Card Dance - The user flicks out a myriad of cards from her deck which encircle her, creating a dangerous area of sharp-edged cards. With another flick of her wrist, the cards expand and circle at dangerous speeds, cutting through all in the way. Deals 140% Atk DMG to all enemies within 3 cells of the user. ? MP.
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A-Ability: Risks of Gambling
Raising the Stakes - The user increases the bounty on the table by empowering herself, daring others to attack her while she casts her strange magic. Raises Atk and Def by 25% for 3 turns. Self only. ? MP.
Dealer Wins - The user draws four cards and gives two to her target. The cards, no matter which numbers they are, always total up even, but the dealer always wins. Reduces target Def and Spr by 25% for three turns. 3 cell range. ? MP.
Royal Flush - The user draws the royal cards from her deck and summons them to the field, surrounding herself with them. Like this, the cards provide a shield to block attacks from ever reaching her. Bestows Protect and Shell for 3 turns. Self only. ? MP.
Fortune Favors All - The user draws a high card, flipping it around to reveal it to everyone. She pulled a high number card, so luck must be with her. Boosts all allies damage output by 10%. ? MP.
Fortune Favors None - The user draws a low card, flipping it around to reveal it to her enemies. Since it is a low number card, she obviously does not value or even respect her enemies. Reduces all enemy damage output by 10%. ? MP.
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A-Ability: Soul Trapping Cards
Stolen Identity - The user pulls out a card and shows it to her target. The card copies the target's identity and holds the target's power and potential power there. Allows the use of one of the target's A-Abilities for no extra cost. 4 cell range. ? MP.
Turned Card - The user reflects the image of her target on an enchanted card, then flips the card so that the face of the card points down. Reverses all beneficial status conditions on the target. 4 cell range. ? MP.
Soul Tear - The user reflects the image of her target's soul on the card. Whatever form it may take, the soul calls out for it's true home, and rips the true soul out of the target to trap it in the card. Seals the target. 4 cell range. ? MP.
Ethereal Draw - The user throws a trio of black and red cards, which quickly disintegrate into ethereal cards and pierce through her target's soul, severely damaging the target's connection with the world. 140% Atk DMG. 3 cell range. Can target Intangible beings. Reduces target's resistance to negative statuses by 20%.
Heart of the Card - The user reflects the image of her target's body on her card. She flips the card around so that the face of it points to the user's body. She then places the card directly over her heart and enchants the card. Mesmerizes or Charms the target. 4 cell range. ? MP.
---Betrayal - The user backstabs the target she has previously Charmed or Mesmerized, dealing critical damage and incapacitating them. 120% Atk DMG. Always Critical Hits. 3 cell range. May Disable the target. Can only be used on a Charmed or Mesmerized target and may dispel that effect. ? MP.
Soul Tap - The user reflects the image of her target's soul and keeps it to herself. Now future attacks against her target will deal extra bonus damage and her other abilities will suck away at her target's life force. Basic attacks and Abilities deal 15% more damage. Abilities that deal damage against the target now apply Lifesteal. 4 cell range. ? MP.
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R-Ability: Gambit - When physically attacked, this unit can choose to either dodge the attack or take piercing damage. Dodging the attack reduces this unit's Atk by 10%. Taking the damage as piercing increases this unit's Atk by 10%. The option to do nothing also exists.
S-Ability: Blood Cards - This unit saps the target's life force to restore her own. Restores HP for damage dealt through this unit's basic attacks. More basic attacks = more lifesteal. (Passive)
D-Ability: Final Gamble - Neutral
The Truth About Cheating - Neutral
Debt Repayment - Neutral
F-Ability: Devil's Snare - Neutral
Level: X
Progress: X/X
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Evade:
Skill Points: 0
Female, 22 (December 17)
Appearance:
- Spoiler:
Profession: Devil's Cardmaster - One who gambles with money might be subject to greed, but one who gambles with lives is subject to great dangers. For a blood price, however, their powers are incredibly strong. (+3 Basic Attacks)(Blood Price)(Dealer's Trick)(Draw)
Blood Price - This unit can spend HP to restore MP. The values spent/recovered are equal.
Dealer's Trick - There is a 15% chance that the cost of using skills is waived.
Draw - This unit's basic attacks have an increased Critical Strike ratio.
- Spoiler:
- Dealer - A simple person who seems to enjoy card games more than an ordinary person would. It's just a hobby, after all. (Draw)
Card Magician - It's more than just simple magic that makes card tricks seem amazing. Sometimes there is more to the deck of cards, and the dealer, than meets the eye. (+1 Basic Attacks)(Dealer's Trick)(Draw)
Gambler - Taking card games to a whole other level, the person now enjoys bidding money and taking a few more risks. The dangers of gambling, however, have only just begun. (+2 Basic Attacks)(Price)(Dealer's Trick)(Draw)
Price - The user may spend gold to bribe enemies.
Weapon: Red Heart's Deck - A black and red deck of cards that glow ominously in dim lighting.
Armor: Black Spade Coat - A pitch black coat that seems to radiate magic.
Accessory: Ashen Cowl - A cowl worn around one's neck. It is as white as ash.
Accessory: Blood Cross Necklace - A necklace in the shape of an upside-down cross.
Accessory: Lunar Deck - A substitute deck colored pale blue.
A-Ability: The First Card
Time to Duel - The user readies herself, preparing her throwing wrist and her deck as she examines the enemy, calculating their every move. Increases Critical Hit rate by 25%. Self only. ? MP.
Ace of Spades - The user pulls out a card from her deck, revealing the Ace of Spades. When thrown at her target, the card splits into a single black blade that pierces through the target. 120% Atk DMG. This attack ignores armor bonuses. 3 cell range. ? MP.
Ace of Clubs - The user pulls out a card from her deck, revealing the Ace of Clubs. When thrown at her target, the card splits into three blades that shoot out, one aiming for the original target, the other two hitting the closest target. One target cannot be hit more than once by this ability. 100% Atk DMG. 3 cell range. Hits 2 other enemy units within 2 cells of the original target. ? MP.
Ace of Hearts - The user pulls out a card from her deck, revealing the Ace of Hearts. When thrown at her target, the card explodes, dealing damage in an area around the target. 110% Atk DMG. Deals 60% Atk DMG to all enemies in an adjacent cell to the target. 3 cell range. ? MP.
Ace of Diamonds - The user pulls out a card from her deck, revealing the Ace of Diamonds. When thrown at her target, the card splits and creates a chain that surrounds the target and tightens, immobilizing them. 120% Atk DMG. May Immobilize. 3 cell range. ? MP.
Trap Card - The user enchants a card in her deck and waits. The secret will only reveal itself when she becomes the target of an attack or damaging ability. When the enchantment activates, she will heal for the damage dealt to her by the attack or damaging ability. Self only. ? MP.
Spell Card - The user enchants one of her cards and allows an ally to draw from her deck. When the ally pulls the spell card from the user's deck on the first try, that ally receives a great boon from the enchantment that quickens their reflexes and movements. Bestows Haste. Adjacent cell range. ? MP.
Top Card - The user picks the top card of her deck and flings it at a target, dealing a surprising amount of damage. 170% Atk DMG. 3 cell range. Chance of Bleeding. ? MP.
Bottom Card - The user picks the bottom card of her deck and surprises her target by flicking it at them, possibly catching them off guard. 140% Atk DMG. High Chance of Critical Hit. 3 cell range. ? MP.
Illusory Card - The user picks a card from somewhere in her deck and flicks it at her target
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A-Ability: Stacked Deck
Shuffle - The user shuffles her deck, preparing for the next attacks to come. Restores 20% Max MP. This ability can only be used once per 5 turns.
Card Dance - The user flicks out a myriad of cards from her deck which encircle her, creating a dangerous area of sharp-edged cards. With another flick of her wrist, the cards expand and circle at dangerous speeds, cutting through all in the way. Deals 140% Atk DMG to all enemies within 3 cells of the user. ? MP.
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A-Ability: Risks of Gambling
Raising the Stakes - The user increases the bounty on the table by empowering herself, daring others to attack her while she casts her strange magic. Raises Atk and Def by 25% for 3 turns. Self only. ? MP.
Dealer Wins - The user draws four cards and gives two to her target. The cards, no matter which numbers they are, always total up even, but the dealer always wins. Reduces target Def and Spr by 25% for three turns. 3 cell range. ? MP.
Royal Flush - The user draws the royal cards from her deck and summons them to the field, surrounding herself with them. Like this, the cards provide a shield to block attacks from ever reaching her. Bestows Protect and Shell for 3 turns. Self only. ? MP.
Fortune Favors All - The user draws a high card, flipping it around to reveal it to everyone. She pulled a high number card, so luck must be with her. Boosts all allies damage output by 10%. ? MP.
Fortune Favors None - The user draws a low card, flipping it around to reveal it to her enemies. Since it is a low number card, she obviously does not value or even respect her enemies. Reduces all enemy damage output by 10%. ? MP.
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A-Ability: Soul Trapping Cards
Stolen Identity - The user pulls out a card and shows it to her target. The card copies the target's identity and holds the target's power and potential power there. Allows the use of one of the target's A-Abilities for no extra cost. 4 cell range. ? MP.
Turned Card - The user reflects the image of her target on an enchanted card, then flips the card so that the face of the card points down. Reverses all beneficial status conditions on the target. 4 cell range. ? MP.
Soul Tear - The user reflects the image of her target's soul on the card. Whatever form it may take, the soul calls out for it's true home, and rips the true soul out of the target to trap it in the card. Seals the target. 4 cell range. ? MP.
Ethereal Draw - The user throws a trio of black and red cards, which quickly disintegrate into ethereal cards and pierce through her target's soul, severely damaging the target's connection with the world. 140% Atk DMG. 3 cell range. Can target Intangible beings. Reduces target's resistance to negative statuses by 20%.
Heart of the Card - The user reflects the image of her target's body on her card. She flips the card around so that the face of it points to the user's body. She then places the card directly over her heart and enchants the card. Mesmerizes or Charms the target. 4 cell range. ? MP.
---Betrayal - The user backstabs the target she has previously Charmed or Mesmerized, dealing critical damage and incapacitating them. 120% Atk DMG. Always Critical Hits. 3 cell range. May Disable the target. Can only be used on a Charmed or Mesmerized target and may dispel that effect. ? MP.
Soul Tap - The user reflects the image of her target's soul and keeps it to herself. Now future attacks against her target will deal extra bonus damage and her other abilities will suck away at her target's life force. Basic attacks and Abilities deal 15% more damage. Abilities that deal damage against the target now apply Lifesteal. 4 cell range. ? MP.
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R-Ability: Gambit - When physically attacked, this unit can choose to either dodge the attack or take piercing damage. Dodging the attack reduces this unit's Atk by 10%. Taking the damage as piercing increases this unit's Atk by 10%. The option to do nothing also exists.
S-Ability: Blood Cards - This unit saps the target's life force to restore her own. Restores HP for damage dealt through this unit's basic attacks. More basic attacks = more lifesteal. (Passive)
D-Ability: Final Gamble - Neutral
The Truth About Cheating - Neutral
Debt Repayment - Neutral
F-Ability: Devil's Snare - Neutral
Level: X
Progress: X/X
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Evade:
Skill Points: 0
Last edited by Zerifachias on Fri Dec 27, 2013 9:01 pm; edited 3 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Veign Klimlek
Male, 23 (August 23)
Appearance:
Profession: Defender of Tomorrow - "I raise my shield for the purpose of defending my friends. I raise my sword to destroy the evil that plagues the land. I raise my head to keep hope alive." (Stalwart Shield)(Targe of the Blooded)(King's Arm)
Stalwart Shield - This unit's primary damage weapon also increases this unit's Spirit stat by .4 of it's original value.
Targe of the Blooded - This unit can use a Shield Bash basic attack to damage a target with this unit's Defense stat.
King's Arm - This unit can wield Greatswords and Greatshields effectively with one hand for each.
Weapon: Defender's Greatsword - A great sword that can deal heavy damage with a single stroke. Most need two hands to wield it.
Shield: Dragonbone Cage - An enormous shield that covers most of the holder's body. It is made of dragon bones. Most cannot wield it due to it's weight.
Armor: Spellbreaker Guard - Heavy armor that has been enchanted to resist even the strongest magic.
Accessory: Auza's Locket - A gift from Auza that Veign has carried with him for years.
Accessory: Steel Bucker - A shield that attaches to Veign's sword-arm to protect his wrist from attacks.
Accessory: Steel Wing - A small wing necklace made entirely of steel feathers.
A-Ability: For Our Allies
Shield Taunt - The user bashes his sword three times, then shouts at a target, gaining the target's attention. Taunts a target to attack Veign. 3 cell range. ? MP.
Battlecry - The user shouts fiercely, boosting the morale of the user's self and nearby units. Boosts Atk by 20%. Boosts nearby ally Atk by 10%. 2 surrounding cell range. ? MP.
Powerbash - The user slams the user's shield into the enemy's face, bashing them with his own defense. 140% Def DMG. The user's Def stat is used in place of the attack modifier. Adjacent cell range. ? MP.
Bash and Thrust - The user bashes the target with the user's shield and thrusts with the user's sword, stabbing the target and drawing blood. 80% Def DMG. The user's Def stat is used in place of the attack modifier (shield bash). 120% Atk DMG (sword thrust). Adjacent cell range. ? MP.
Charge - The user charges at a target, bashing the target with the user's shield and shoving them. If the target hits a wall, the target takes bonus damage and is stunned. 100% Atk DMG. Pushes the target back 3 cells. Deals an extra 40% Atk DMG if the user crushes the target against a wall or object and Stuns the target for 1 turn. ? MP.
Resonating Strike - The user slams the user's sword against the user's shield, then slashes at a target. The vibrations on the sword make it that much easier to cut the target. 130% Atk DMG. Ignores target Armor bonus. Adjacent cell range. ? MP.
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A-Ability: Against Our Enemy
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A-Ability: We Will Fight
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A-Ability: For A Better Tomorrow
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R-Ability: Hardened Resolve
S-Ability: Aegis of the Legion - Veign exudes a powerful aura of defense, granting nearby allies a portion of his resolve. Grants 15% of Veign's Defense and Spirit stat to all allies within 3 cells as an Aura buff.
D-Ability:
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F-Ability:
Level: X
Progress: X/X
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Evade:
Skill Points: 0
Male, 23 (August 23)
Appearance:
- Spoiler:
Profession: Defender of Tomorrow - "I raise my shield for the purpose of defending my friends. I raise my sword to destroy the evil that plagues the land. I raise my head to keep hope alive." (Stalwart Shield)(Targe of the Blooded)(King's Arm)
Stalwart Shield - This unit's primary damage weapon also increases this unit's Spirit stat by .4 of it's original value.
Targe of the Blooded - This unit can use a Shield Bash basic attack to damage a target with this unit's Defense stat.
King's Arm - This unit can wield Greatswords and Greatshields effectively with one hand for each.
Weapon: Defender's Greatsword - A great sword that can deal heavy damage with a single stroke. Most need two hands to wield it.
Shield: Dragonbone Cage - An enormous shield that covers most of the holder's body. It is made of dragon bones. Most cannot wield it due to it's weight.
Armor: Spellbreaker Guard - Heavy armor that has been enchanted to resist even the strongest magic.
Accessory: Auza's Locket - A gift from Auza that Veign has carried with him for years.
Accessory: Steel Bucker - A shield that attaches to Veign's sword-arm to protect his wrist from attacks.
Accessory: Steel Wing - A small wing necklace made entirely of steel feathers.
A-Ability: For Our Allies
Shield Taunt - The user bashes his sword three times, then shouts at a target, gaining the target's attention. Taunts a target to attack Veign. 3 cell range. ? MP.
Battlecry - The user shouts fiercely, boosting the morale of the user's self and nearby units. Boosts Atk by 20%. Boosts nearby ally Atk by 10%. 2 surrounding cell range. ? MP.
Powerbash - The user slams the user's shield into the enemy's face, bashing them with his own defense. 140% Def DMG. The user's Def stat is used in place of the attack modifier. Adjacent cell range. ? MP.
Bash and Thrust - The user bashes the target with the user's shield and thrusts with the user's sword, stabbing the target and drawing blood. 80% Def DMG. The user's Def stat is used in place of the attack modifier (shield bash). 120% Atk DMG (sword thrust). Adjacent cell range. ? MP.
Charge - The user charges at a target, bashing the target with the user's shield and shoving them. If the target hits a wall, the target takes bonus damage and is stunned. 100% Atk DMG. Pushes the target back 3 cells. Deals an extra 40% Atk DMG if the user crushes the target against a wall or object and Stuns the target for 1 turn. ? MP.
Resonating Strike - The user slams the user's sword against the user's shield, then slashes at a target. The vibrations on the sword make it that much easier to cut the target. 130% Atk DMG. Ignores target Armor bonus. Adjacent cell range. ? MP.
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A-Ability: Against Our Enemy
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A-Ability: We Will Fight
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A-Ability: For A Better Tomorrow
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R-Ability: Hardened Resolve
S-Ability: Aegis of the Legion - Veign exudes a powerful aura of defense, granting nearby allies a portion of his resolve. Grants 15% of Veign's Defense and Spirit stat to all allies within 3 cells as an Aura buff.
D-Ability:
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F-Ability:
Level: X
Progress: X/X
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Evade:
Skill Points: 0
Last edited by Zerifachias on Wed Feb 12, 2014 6:06 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
Naomi Perisky
Female, 23 (January 13)
Appearance:
Profession: Mecha Scout - Usually a scout is a unit that searches ahead of the main group in order to find and avoid danger. But this unit is one that dons a medium armor suit and heads straight into battle. (Chilled Bullets)
Chilled Bullets - When using the Gun Mode on her weapon, this unit's basic attacks chill the target, making them move slower. Reduces Movement by 1 cell. Does not stack.
Weapon: Twinblade Pistol - A mechanical weapon that can switch between two modes. A .22 caliber gun and a dual-edged, thin metal blade. (Basic Attack ranges up to 6 cells)(Mode Switch)
Armor: Cryosuit - A chilled suit that puts the wearer's body in a sort of stasis to prevent injury. The system shuts down if it runs out of energy.
Accessory: Frozen Battery - In case anything goes wrong, it is useful to have extra energy stored.
A-Ability: Heavy Hitting
Topple - The user jumps up and does a flip, extending the user's right leg out and slamming the user's target with the heel of the user's foot onto the target's head with such strength that it forces the target's face against the ground. 120% Atk DMG. May cause Bleeding. 2 cell range. 6 EN.
Battery - The unit beats her target mercilessly, hitting them until they become nothing but a pulp of flesh and blood and broken bones. 100% Atk DMG. 5 hits. Adjacent cell range. 10 EN.
Recharge - The unit retreats somewhat, lowering her threat level and recharging a small amount of health and energy in order to prepare for whatever comes next. Restores 10% Max HP and EN. This ability cannot be used in succession.
A-Ability: Item
R-Ability: Into the Fray - This unit thrives in the heat of battle. When two or more enemies are in a surrounding cell of this unit, increase this unit's Atk and Def by 20%.
S-Ability: Brutal Striking - When attacking from an adjacent cell with Blade Mode active, this unit's attacks are much heavier and deal more damage. 20% boost to Blade Mode damage output.
Judgment: The Death Sentence - The unit produces a rather large gun and points it at her target. She then begins listing that target's crimes from the misdemeanors to the felonies. When she finishes, she gives out the punishment, the death penalty, and riddles her target with bullet holes. 200% Piercing Atk DMG to a single target. Chance of Blood Loss. Instant Death occurs at less than 60% HP rather than 50%.
Level: 5
Progress: --/--
Stats:
HP: 35/35
EN: 50/50 (+10 from Frozen Battery)
Atk: 5 (+1 from Twinblade Pistol)
Def: 4 (+1 from Cryosuit)
Int: 1 (+0 from Twinblade Pistol)
Spr: 2 (+0 from Cryosuit)
Move: 2 (+1 from Core Military Unit)
Crit: 4%
Evade: 3%
Morale: (//////////)
Female, 23 (January 13)
Appearance:
- Spoiler:
Profession: Mecha Scout - Usually a scout is a unit that searches ahead of the main group in order to find and avoid danger. But this unit is one that dons a medium armor suit and heads straight into battle. (Chilled Bullets)
Chilled Bullets - When using the Gun Mode on her weapon, this unit's basic attacks chill the target, making them move slower. Reduces Movement by 1 cell. Does not stack.
Weapon: Twinblade Pistol - A mechanical weapon that can switch between two modes. A .22 caliber gun and a dual-edged, thin metal blade. (Basic Attack ranges up to 6 cells)(Mode Switch)
Armor: Cryosuit - A chilled suit that puts the wearer's body in a sort of stasis to prevent injury. The system shuts down if it runs out of energy.
Accessory: Frozen Battery - In case anything goes wrong, it is useful to have extra energy stored.
A-Ability: Heavy Hitting
Topple - The user jumps up and does a flip, extending the user's right leg out and slamming the user's target with the heel of the user's foot onto the target's head with such strength that it forces the target's face against the ground. 120% Atk DMG. May cause Bleeding. 2 cell range. 6 EN.
Battery - The unit beats her target mercilessly, hitting them until they become nothing but a pulp of flesh and blood and broken bones. 100% Atk DMG. 5 hits. Adjacent cell range. 10 EN.
Recharge - The unit retreats somewhat, lowering her threat level and recharging a small amount of health and energy in order to prepare for whatever comes next. Restores 10% Max HP and EN. This ability cannot be used in succession.
A-Ability: Item
R-Ability: Into the Fray - This unit thrives in the heat of battle. When two or more enemies are in a surrounding cell of this unit, increase this unit's Atk and Def by 20%.
S-Ability: Brutal Striking - When attacking from an adjacent cell with Blade Mode active, this unit's attacks are much heavier and deal more damage. 20% boost to Blade Mode damage output.
Judgment: The Death Sentence - The unit produces a rather large gun and points it at her target. She then begins listing that target's crimes from the misdemeanors to the felonies. When she finishes, she gives out the punishment, the death penalty, and riddles her target with bullet holes. 200% Piercing Atk DMG to a single target. Chance of Blood Loss. Instant Death occurs at less than 60% HP rather than 50%.
Level: 5
Progress: --/--
Stats:
HP: 35/35
EN: 50/50 (+10 from Frozen Battery)
Atk: 5 (+1 from Twinblade Pistol)
Def: 4 (+1 from Cryosuit)
Int: 1 (+0 from Twinblade Pistol)
Spr: 2 (+0 from Cryosuit)
Move: 2 (+1 from Core Military Unit)
Crit: 4%
Evade: 3%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Caoimhe Lillias
Female, 23 (December 7)
Appearance:
Profession: Twilight Hunter - A ranger who dwells in the dense woods of the lands and has a heavy affinity with the magical conduits of the forests. Though heavily influenced by magic, the hunter remains loyal to the use of a bow. (Immunity)(Resist Fire; Resist Water; Vulnerable Ice)
Immunity - This unit is immune to all forms of Poison.
Weapon: Composite Bow - A strong, flexible bow.
Armor: Leaf Vest - A strong vest that seems to radiate the energy of a forest.
Accessory: Four-Leaf Clover - A lucky charm. (Immune Misfortune)
A-Ability: Illusion Hunter
Raised Cowl - Caoimhe raises her cowl up over her head, covering her face from view. The enchanted cloth veils her existence, making her hard to see. Bestows Veil. Self only. 8 MP.
Pinning Shot - Caoimhe aims a single arrow at her target carefully before firing. The arrow pierces the target's Achilles' heel and pins them to the ground temporarily. 100% Atk DMG. Chance of Immobilize. 4 cell range. 8 MP.
Tainted Arrow - Caoimhe enchants an arrow with illusion magic and fires it at her target. The poison magic acts quickly, befuddling her target. 100% Atk DMG. Chance of Addle. 4 cell range. 8 MP.
Illusion: Arrow Swarm - Caoimhe spends a great deal of magic on her bow, enchanting it so that the next arrow shot casts a powerful illusion on her target. The illusion makes it seem as though a swarm of arrows is raining down upon the target. Enchants the next basic attack to deal 100% Atk DMG. 5 hits total. Self enchantment only. 14 MP.
Illusion: Magic Arrow - Caoimhe enchants a single arrow and fires it at a target. The arrow steps into the ethereal realm as is soars through the air and pierces through her target's spirit with ease. 100% Atk DMG. Targets enemy Spr instead of Def. This ability affects Ethereal beings. 4 cell range. 6 MP.
Illusion: Skyfall - Caoimhe enchants the surrounding air to create a wide-range illusion that rains arrows down upon the battlefield, striking all enemies in the vicinity. 100% Atk DMG to all enemies. 9 MP.
Crippling Shot - Caoimhe quickly fires an arrow meant to cripple her target, aiming for a limb or the spine. If it hits, it deals major damage and can cripple the target. 90% Accuracy. 130% Atk DMG. High Chance of Disable. 4 cell range. 12 MP.
Arrow of Slaying - Caoimhe loads an arrow and takes careful aim. She enchants the arrow on her bow with an illusion magic not meant for addling or confusing, but of destroying. When fired, the arrow deals insane damage and has a chance to instantly kill the target. 170% Atk DMG. May cause Instant Death to targets below 35% Max HP. 4 cell range. 36 MP.
Lock-On - Caoimhe sharpens her eyesight, becoming the master tactician of the battlefield as her field of vision increases. All basic attacks and abilities now have infinite range for 3 turns. 8 MP.
A-Ability: Item
R-Ability: Instinct - Caoimhe's reaction times and evasive abilities are her primary trait, being able to dodge simple attacks is basic instinct to her. Grants a high evade chance when the target of a basic attack or in the range of an AoE spell.
S-Ability: Illusionist Archer - Caoimhe's illusions are enchanted by her own skin and blood and have an affect on everything she touches. Basic attacks sometimes cause Confusion.
Judgment: Arrowhead Striker - Water Elemental
Level: 13
Progress: 0/54
Stats:
HP: 65
MP: 70 (+10 from Four-Leaf Clover)
Atk: 14 (+7 from Composite Bow)
Def: 8 (+3 from Leaf Vest)
Int: 1 (+0 from Composite Bow)
Spr: 9 (+4 from Leaf Vest)(+3 from Four-Leaf Clover)
Move: 2 (+1 from Twilight Hunter Profession)
Female, 23 (December 7)
Appearance:
- Spoiler:
Profession: Twilight Hunter - A ranger who dwells in the dense woods of the lands and has a heavy affinity with the magical conduits of the forests. Though heavily influenced by magic, the hunter remains loyal to the use of a bow. (Immunity)(Resist Fire; Resist Water; Vulnerable Ice)
Immunity - This unit is immune to all forms of Poison.
Weapon: Composite Bow - A strong, flexible bow.
Armor: Leaf Vest - A strong vest that seems to radiate the energy of a forest.
Accessory: Four-Leaf Clover - A lucky charm. (Immune Misfortune)
A-Ability: Illusion Hunter
Raised Cowl - Caoimhe raises her cowl up over her head, covering her face from view. The enchanted cloth veils her existence, making her hard to see. Bestows Veil. Self only. 8 MP.
Pinning Shot - Caoimhe aims a single arrow at her target carefully before firing. The arrow pierces the target's Achilles' heel and pins them to the ground temporarily. 100% Atk DMG. Chance of Immobilize. 4 cell range. 8 MP.
Tainted Arrow - Caoimhe enchants an arrow with illusion magic and fires it at her target. The poison magic acts quickly, befuddling her target. 100% Atk DMG. Chance of Addle. 4 cell range. 8 MP.
Illusion: Arrow Swarm - Caoimhe spends a great deal of magic on her bow, enchanting it so that the next arrow shot casts a powerful illusion on her target. The illusion makes it seem as though a swarm of arrows is raining down upon the target. Enchants the next basic attack to deal 100% Atk DMG. 5 hits total. Self enchantment only. 14 MP.
Illusion: Magic Arrow - Caoimhe enchants a single arrow and fires it at a target. The arrow steps into the ethereal realm as is soars through the air and pierces through her target's spirit with ease. 100% Atk DMG. Targets enemy Spr instead of Def. This ability affects Ethereal beings. 4 cell range. 6 MP.
Illusion: Skyfall - Caoimhe enchants the surrounding air to create a wide-range illusion that rains arrows down upon the battlefield, striking all enemies in the vicinity. 100% Atk DMG to all enemies. 9 MP.
Crippling Shot - Caoimhe quickly fires an arrow meant to cripple her target, aiming for a limb or the spine. If it hits, it deals major damage and can cripple the target. 90% Accuracy. 130% Atk DMG. High Chance of Disable. 4 cell range. 12 MP.
Arrow of Slaying - Caoimhe loads an arrow and takes careful aim. She enchants the arrow on her bow with an illusion magic not meant for addling or confusing, but of destroying. When fired, the arrow deals insane damage and has a chance to instantly kill the target. 170% Atk DMG. May cause Instant Death to targets below 35% Max HP. 4 cell range. 36 MP.
Lock-On - Caoimhe sharpens her eyesight, becoming the master tactician of the battlefield as her field of vision increases. All basic attacks and abilities now have infinite range for 3 turns. 8 MP.
A-Ability: Item
R-Ability: Instinct - Caoimhe's reaction times and evasive abilities are her primary trait, being able to dodge simple attacks is basic instinct to her. Grants a high evade chance when the target of a basic attack or in the range of an AoE spell.
S-Ability: Illusionist Archer - Caoimhe's illusions are enchanted by her own skin and blood and have an affect on everything she touches. Basic attacks sometimes cause Confusion.
Judgment: Arrowhead Striker - Water Elemental
Level: 13
Progress: 0/54
Stats:
HP: 65
MP: 70 (+10 from Four-Leaf Clover)
Atk: 14 (+7 from Composite Bow)
Def: 8 (+3 from Leaf Vest)
Int: 1 (+0 from Composite Bow)
Spr: 9 (+4 from Leaf Vest)(+3 from Four-Leaf Clover)
Move: 2 (+1 from Twilight Hunter Profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Samira Nagi
Female, 21 (December 17)
Appearance:
Profession: Dealer - A simple person who seems to enjoy card games more than an ordinary person would. It's just a hobby, after all. (Lucky Number Three)
Lucky Number Three - This unit's basic attacks become Critical hits in threes. 1-4-7-10-13, etc.
Weapon: Classic Deck - A red-and-white checkered deck.
Armor: Dealer's Jacket - A light jacket that helps divert physical attacks.
Accessory: Blood Cross Necklace - A necklace in the shape of an upside-down cross. (+1 Atk)
A-Ability: The First Card
Time to Duel - The user readies herself, preparing her throwing wrist and her deck as she examines the enemy, calculating their every move. Increases the number of Basic Attacks available by 2. Self only. 10 MP.
Lucky Card - The user flicks a card at her target, dealing surprising amounts of damage to them and reducing their ability to withstand her throwing arm. 140% Atk DMG. Shreds 20% of the target's Def. 4 cell range. 10 MP.
A-Ability: Item
R-Ability: Gambit - When physically attacked, this unit can choose to either dodge the attack or take piercing damage. Dodging the attack reduces this unit's Atk by 10%. Taking the damage as piercing increases this unit's Atk by 10%. The option to do nothing also exists.
S-Ability: Blood Cards - This unit saps the target's life force to restore her own. Restores HP for damage dealt through this unit's basic attacks. More basic attacks = more lifesteal. (Passive)
D-Ability: Final Gamble - Neutral
Level: 1
Progress: 0/10
Stats:
HP: 15
MP: 25
Atk: 4 (+1 from Classic Deck) (+1 from Blood Cross Necklace)
Def: 2 (+1 from Dealer's Jacket)
Int: 1 (+0 from Classic Deck)
Spr: 2 (+0 from Dealer's Jacket)
Move: 2 Cells (+1 from Dealer Profession)
Evade: 3%
Skill Points: 0
Female, 21 (December 17)
Appearance:
- Spoiler:
Profession: Dealer - A simple person who seems to enjoy card games more than an ordinary person would. It's just a hobby, after all. (Lucky Number Three)
Lucky Number Three - This unit's basic attacks become Critical hits in threes. 1-4-7-10-13, etc.
Weapon: Classic Deck - A red-and-white checkered deck.
Armor: Dealer's Jacket - A light jacket that helps divert physical attacks.
Accessory: Blood Cross Necklace - A necklace in the shape of an upside-down cross. (+1 Atk)
A-Ability: The First Card
Time to Duel - The user readies herself, preparing her throwing wrist and her deck as she examines the enemy, calculating their every move. Increases the number of Basic Attacks available by 2. Self only. 10 MP.
Lucky Card - The user flicks a card at her target, dealing surprising amounts of damage to them and reducing their ability to withstand her throwing arm. 140% Atk DMG. Shreds 20% of the target's Def. 4 cell range. 10 MP.
- Spoiler:
- Blackjack - The user pulls a swift 21 with the user's cards and, applying the rule "Dealer Always Wins," immediately increases her ability to fight and granting herself a second chance to act. Boosts Atk by 20% for three turns. Allowed a second action. Self Only. ? MP.
A-Ability: Item
R-Ability: Gambit
S-Ability: Blood Cards - This unit saps the target's life force to restore her own. Restores HP for damage dealt through this unit's basic attacks. More basic attacks = more lifesteal. (Passive)
D-Ability: Final Gamble - Neutral
Level: 1
Progress: 0/10
Stats:
HP: 15
MP: 25
Atk: 4 (+1 from Classic Deck) (+1 from Blood Cross Necklace)
Def: 2 (+1 from Dealer's Jacket)
Int: 1 (+0 from Classic Deck)
Spr: 2 (+0 from Dealer's Jacket)
Move: 2 Cells (+1 from Dealer Profession)
Evade: 3%
Skill Points: 0
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Kumo Akagari
Female, 19 (February 23)
Appearance:
Profession: The Blaze - "The Blaze is that which warms the earth and melts the Frost, bringing forth the Dew, only to be frozen and the cycle repeated, eternally." (Blazing Magic)
Blazing Magic - Basic attacks have a 25% chance of inflicting Overheat, reducing the target's Spirit by 20%.
Weapon: Thermal Glove - A single glove worn on the right hand, it has been infused with fire magic and resists heat.
Armor: Thermal Belt - A thick belt that generates an aura of heat, keeping the body from freezing in particularly harsh weather.
Accessory: Blaze Crown - A crown worn by the manifestation of Blaze.
A-Ability: Break of Dawn
Aura of Fire - The user unleashes a hot aura of fire to surround her, dealing damage to surrounding units and burning them if they stay too long. 80% Int DMG to all surrounding enemies. Aura persists for 3 turns. May cause Burn. 10 EN. Fire Elemental.
Pyroblast - The user charges up an immense amount of magic before unleashing it in the form of an enormous blast of fire that she flattens her target with, possibly severely burning them. 160% Int DMG. 4 cell range. May cause Severe Burn. 12 EN. Fire Elemental.
A-Ability: Item
R-Ability: N/A
S-Ability: Pyromaniac - The Blaze is so obsessed with fire that her spells can sometimes go out of control, causing the damage output of a cast to far exceed the normal potential. 50% Chance of a 35% Damage Output Bonus on Fire-Elemental spells.
Judgment: Locked
Level: 1
Progress: --/--
Stats:
HP: 27/27
EN: 50/50
Atk: 1 (+0 from Thermal Glove)
Def: 2 (+0 from Thermal Belt)
Int: 5 (+1 from Thermal Glove)(+1 from Blaze Crown)
Spr: 4 (+1 from Thermal Belt)
Move: 2 (+1 from The Blaze Profession)
Crit: 4%
Evade: 2%
Morale: (//////////)
Female, 19 (February 23)
Appearance:
- Spoiler:
Profession: The Blaze - "The Blaze is that which warms the earth and melts the Frost, bringing forth the Dew, only to be frozen and the cycle repeated, eternally." (Blazing Magic)
Blazing Magic - Basic attacks have a 25% chance of inflicting Overheat, reducing the target's Spirit by 20%.
Weapon: Thermal Glove - A single glove worn on the right hand, it has been infused with fire magic and resists heat.
Armor: Thermal Belt - A thick belt that generates an aura of heat, keeping the body from freezing in particularly harsh weather.
Accessory: Blaze Crown - A crown worn by the manifestation of Blaze.
A-Ability: Break of Dawn
Aura of Fire - The user unleashes a hot aura of fire to surround her, dealing damage to surrounding units and burning them if they stay too long. 80% Int DMG to all surrounding enemies. Aura persists for 3 turns. May cause Burn. 10 EN. Fire Elemental.
Pyroblast - The user charges up an immense amount of magic before unleashing it in the form of an enormous blast of fire that she flattens her target with, possibly severely burning them. 160% Int DMG. 4 cell range. May cause Severe Burn. 12 EN. Fire Elemental.
A-Ability: Item
R-Ability: N/A
S-Ability: Pyromaniac - The Blaze is so obsessed with fire that her spells can sometimes go out of control, causing the damage output of a cast to far exceed the normal potential. 50% Chance of a 35% Damage Output Bonus on Fire-Elemental spells.
Judgment: Locked
Level: 1
Progress: --/--
Stats:
HP: 27/27
EN: 50/50
Atk: 1 (+0 from Thermal Glove)
Def: 2 (+0 from Thermal Belt)
Int: 5 (+1 from Thermal Glove)(+1 from Blaze Crown)
Spr: 4 (+1 from Thermal Belt)
Move: 2 (+1 from The Blaze Profession)
Crit: 4%
Evade: 2%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
lol
Last edited by Zerifachias on Sat May 06, 2017 6:15 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
Rin Houko
Female, 22
Appearance:
Profession: Arcane Ranger - An archer with a heavy attunement to nature's magic. This archer's crystal shots deal heavy magic damage complete with glitter and butterflies. (Glitter and Butterflies)
Glitter and Butterflies - Every shot is complete with it's own glitter and butterflies, making basic attacks deal damage based off the user's Int rather than Atk. Weapon bonuses for Atk are instead transferred to Int as a result.
Weapon: White Bow - A bow made of pure white wood.
Armor: Mystic's Dress - Could hardly be called "armor."
Accessory: Circlet of Joy - It makes people feel the butterflies instead of only seeing them.
A-Ability: Magic Missiles
Magic Buster - The user fires a magical arrow at the user's target location which explodes on impact, releasing a heavy ash with a high electrical output. This electricity-charged ash prevents the use of magic in that target location and the surrounding area and also slows movement by 1 cell. 6 cell range. Prevents use of Magic within the target area and surrounding cells. Does not deal damage. The area lasts for 3 turns or until a Wind-Elemental spell is used near the area. 8 EN.
Piercing Arcana - The user supercharges the user's bow and arrows, causing the amount of damage done by basic attack to be increased as well as causing successful basic attacks to temporarily immobilize targets. Increases damage output for basic attacks by 40%. Roots targets upon successful basic attacks for 1 turn. 8 EN.
Veil - The user encircles the user's form with a light dusting of magic which shines brightly in the light. Enemies may be blinded by her now-stunning appearance. Applies Glitter effect to the user, which may Blind nearby enemies. Self only. 3 turn duration. 6 EN.
R-Ability: Recoil - After being attacked, the light aura around Rin reacts violently, lashing out at the attacker, regardless of range. Recoil damage is piercing damage equal to 50% of the damage taken by Rin.
S-Ability: Butterfly Twirl - Rin, with the assistance of magical butterflies, can jump over certain obstacles and terrain with a neat twirl. Her movement is also doubled. As an added bonus, Rin can hover in the air for very short periods of time, which has no practical use, but she looks pretty when surrounded by magical butterflies.
Judgment: Wrath of the Butterfly Princess - BEWARE THE MAGICAL BUTTERFLIES, FOR THEY FLY TO YOUR DOOOOOOOOM! (200% Piercing Int DMG to YOU.)
Level: 5
Progress: --/--
Stats:
HP: 46/46
EN: 50/50
Atk: 1 (+0 from White Bow)
Def: 2 (+0 from Mystic's Dress)
Int: 5 (+1 from White Bow) (+1 from Circlet of Joy)
Spr: 4 (+1 from Mystic's Dress)
Move: 2 (+0 from Arcane Ranger Profession)(x2 from Butterfly Twirl)
Evade: 2%
Crit: 4%
Morale: (//////////)
Female, 22
Appearance:
- Spoiler:
Profession: Arcane Ranger - An archer with a heavy attunement to nature's magic. This archer's crystal shots deal heavy magic damage complete with glitter and butterflies. (Glitter and Butterflies)
Glitter and Butterflies - Every shot is complete with it's own glitter and butterflies, making basic attacks deal damage based off the user's Int rather than Atk. Weapon bonuses for Atk are instead transferred to Int as a result.
Weapon: White Bow - A bow made of pure white wood.
Armor: Mystic's Dress - Could hardly be called "armor."
Accessory: Circlet of Joy - It makes people feel the butterflies instead of only seeing them.
A-Ability: Magic Missiles
Magic Buster - The user fires a magical arrow at the user's target location which explodes on impact, releasing a heavy ash with a high electrical output. This electricity-charged ash prevents the use of magic in that target location and the surrounding area and also slows movement by 1 cell. 6 cell range. Prevents use of Magic within the target area and surrounding cells. Does not deal damage. The area lasts for 3 turns or until a Wind-Elemental spell is used near the area. 8 EN.
Piercing Arcana - The user supercharges the user's bow and arrows, causing the amount of damage done by basic attack to be increased as well as causing successful basic attacks to temporarily immobilize targets. Increases damage output for basic attacks by 40%. Roots targets upon successful basic attacks for 1 turn. 8 EN.
Veil - The user encircles the user's form with a light dusting of magic which shines brightly in the light. Enemies may be blinded by her now-stunning appearance. Applies Glitter effect to the user, which may Blind nearby enemies. Self only. 3 turn duration. 6 EN.
R-Ability: Recoil - After being attacked, the light aura around Rin reacts violently, lashing out at the attacker, regardless of range. Recoil damage is piercing damage equal to 50% of the damage taken by Rin.
S-Ability: Butterfly Twirl - Rin, with the assistance of magical butterflies, can jump over certain obstacles and terrain with a neat twirl. Her movement is also doubled. As an added bonus, Rin can hover in the air for very short periods of time, which has no practical use, but she looks pretty when surrounded by magical butterflies.
Judgment: Wrath of the Butterfly Princess - BEWARE THE MAGICAL BUTTERFLIES, FOR THEY FLY TO YOUR DOOOOOOOOM! (200% Piercing Int DMG to YOU.)
Level: 5
Progress: --/--
Stats:
HP: 46/46
EN: 50/50
Atk: 1 (+0 from White Bow)
Def: 2 (+0 from Mystic's Dress)
Int: 5 (+1 from White Bow) (+1 from Circlet of Joy)
Spr: 4 (+1 from Mystic's Dress)
Move: 2 (+0 from Arcane Ranger Profession)(x2 from Butterfly Twirl)
Evade: 2%
Crit: 4%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Luna Memory
Female, 14 (February 6)
Appearance:
Profession: Luna's Guide - With the moon comes the push and the pull of the tides, soothing harmful memories and restoring pride to the oceans. (Universal Pull)
Universal Pull - Attracts the attention of those who would do harm to Luna's allies. Aura range: 3 cells.
Weapon: Wooden Stick - Basically a long stick that Luna uses as a makeshift staff.
Armor: Shimmer Cloth - Stretchy, yet sturdy white dress that protects Luna from physical attacks.
Accessory: White Orb - A small crest on Luna's chest that glows with a faint, white light. Its image reflects that of the moon's current phase.
A-Ability: Lunar Magic
Surging Tides - The user creates a wave of water beneath the user or an ally, causing the target to speed forward a short distance with differing effects depending on who this ability is cast on. On Self Cast: Passively increases Move by 2 cells and grants empowered basic attacks for 3 turns that deal additional water-elemental magic damage based on 70% of the user's Int stat. On Ally Cast: Pushes ally 4 cells in any one direction and allows them to use an empowered basic attack of the water element on the closest enemy target (must be in range) based on 50% of Luna's Int stat. 3 cell range or self-cast. ? MP.
Ebb and Flow - The user casts water from thin air to surround and splash her target. Enemies take damage and become wet. Allies are healed. 120% Int DMG. 3 cell range. May cause Wet on enemies hit. Water Elemental. ? MP.
R-Ability: None
S-Ability: Lunar Guidance - After casting a spell on an ally, reduces that ally's damage taken from enemy attacks, field hazards, and spell effects by 15% for 2 turn.
D-Ability: Tidal Wave (Water) - Luna uses the pull of the moon to draw forth the tides, creating a huge tidal wave that sweeps across a massive portion of the battlefield, dealing damage to all enemy units and granting allies hit by the wave a temporary Movement and Evasion bonus. 150% Piercing Int DMG to all enemies hit. 5 cell-wide wave (column/row). Allies hit by the wave have +2 Move and +15% Evade for 3 turns.
Level: 1
Progress: --/--
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move: 2 cells
Female, 14 (February 6)
Appearance:
- Spoiler:
Profession: Luna's Guide - With the moon comes the push and the pull of the tides, soothing harmful memories and restoring pride to the oceans. (Universal Pull)
Universal Pull - Attracts the attention of those who would do harm to Luna's allies. Aura range: 3 cells.
Weapon: Wooden Stick - Basically a long stick that Luna uses as a makeshift staff.
Armor: Shimmer Cloth - Stretchy, yet sturdy white dress that protects Luna from physical attacks.
Accessory: White Orb - A small crest on Luna's chest that glows with a faint, white light. Its image reflects that of the moon's current phase.
A-Ability: Lunar Magic
Surging Tides - The user creates a wave of water beneath the user or an ally, causing the target to speed forward a short distance with differing effects depending on who this ability is cast on. On Self Cast: Passively increases Move by 2 cells and grants empowered basic attacks for 3 turns that deal additional water-elemental magic damage based on 70% of the user's Int stat. On Ally Cast: Pushes ally 4 cells in any one direction and allows them to use an empowered basic attack of the water element on the closest enemy target (must be in range) based on 50% of Luna's Int stat. 3 cell range or self-cast. ? MP.
Ebb and Flow - The user casts water from thin air to surround and splash her target. Enemies take damage and become wet. Allies are healed. 120% Int DMG. 3 cell range. May cause Wet on enemies hit. Water Elemental. ? MP.
R-Ability: None
S-Ability: Lunar Guidance - After casting a spell on an ally, reduces that ally's damage taken from enemy attacks, field hazards, and spell effects by 15% for 2 turn.
D-Ability: Tidal Wave (Water) - Luna uses the pull of the moon to draw forth the tides, creating a huge tidal wave that sweeps across a massive portion of the battlefield, dealing damage to all enemy units and granting allies hit by the wave a temporary Movement and Evasion bonus. 150% Piercing Int DMG to all enemies hit. 5 cell-wide wave (column/row). Allies hit by the wave have +2 Move and +15% Evade for 3 turns.
Level: 1
Progress: --/--
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move: 2 cells
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Yeva Kasabian
Female, 23 (Unknown)
Name Translation: Armenian for (Yeva) "to live" and (Kasabian) "butcher"
Appearance:
Profession: Living Wrath - One whom claims that life and death are just things that come and go. Wrath, however, is a permanent affliction. (Black Crystal)
Black Crystal - Consuming a Crystallite Charge restores LP equal to the intelligence-damage dealt by the empowered cast.
Weapon: Obsidian Shard Whip - A small handle made of obsidian. Summoning magic to the handle generates a long and very sharp whip. (Range: 3 cells)
Armor: Kama Dress - A black and white dress. It is very pretty.
Accessory: Obsidian Jewel - A diamond-shaped jewel that sits in her hair.
A-Ability: Crystals
Smite and Slash - Yeva first smites her target, using her whip to temporarily stun them before using that same whip to deal a long splitting attack. 70% Int DMG for the first hit. May Daze. 130% Atk DMG for the second hit. If the target is successfully dazed from the first attack, the second attack ignores 50% of the target's Defense. 3 cell range. 10 LP.
---Empowered: Pulse and Maim - Yeva unleashes a burst of magic into her whip, shocking her target before slicing the target with her whip in a flurry of attacks. 100% Int DMG for the first hit. May Shock the target. 160% Atk DMG for the second hit. If the target is successfully shocked from the first attack, the second attack ignores 50% of the target's Defense. 3 cell range. 10 LP. Consumes a Crystallite Charge.
Razor Whip - Yeva charges her whip, creating magical threads that make the whip extend far beyond its normal length. She then slices through the opposition, cutting through them like rice paper. 140% Atk DMG to a single enemy unit. Pierces through enemy units in the direct path to the target for 70% Int DMG. Chance of Bleeding. ? LP.
---Empowered: Shredding Whip - Yeva supercharges her whip, the magical threads becoming fast-moving spikes along the edge of the whip which she uses to perform a spinning attack, hitting any who are too close. 160% Atk DMG to all enemy units within 3 cells of Yeva. Also deals an additional 100% Int DMG to enemy units in surrounding cells. Chance of Bleeding. ? LP. Consumes a Crystallite Charge.
Twirling Death - Yeva spins her whip around her body, creating the illusion of a simple dance. But just as she finishes charging up her whip with magic, she twirls viciously on her heels, her whip extending outward and slicing through everything she can see. 140% Atk DMG to all enemies. Deals deteriorating bonus Int DMG based on the number of enemies hit. 100% > 70% > 50% > 25%. ? LP.
---Empowered: Woven Destruction - Yeva charges her whip before allowing it to wrap around her body, the whip tightening around her body as it absorbs more and more energy. She then unleashes the whip, allowing it to strike and slash all of the opposition, the magic in the whip exploding upon impact for a heavy increase of raw damage. 140% Atk DMG to all enemies. Deals a bonus 120% Int Fire DMG to all enemies hit in an explosion that also deals 70% Int Fire DMG to adjacent enemies. ? LP. Consumes a Crystallite Charge.
Entrancing Dance - Yeva moves in such a way that she enraptures those around her, using her whip to show off her incredible flexibility and beauty. Nearby allies are hit with an adrenaline rush, while enemies are entranced by her. Grants Haste to allies (including Yeva) within 2 cells. Dazes enemies who have a line of sight. Each enemy Dazed grants Yeva a Crystallite Charge, but no more than 3 can be held. ? LP.
---Empowered: Dance of the Moonlit Butterfly - Yeva charges her whip with a special magic, making it glow and surround her with an aura of true presence, granting her allies an incredible inspiration while enemies are afflicted with an undeniable fear of her power. All allies (including Yeva) are granted Haste. All enemies are Addled. ? LP. Consumes a Crystallite Charge.
Tame and Control - Yeva snaps her whip into action, catching the attention of a nearby enemy. Once the enemy's attention is caught, Yeva gives a loud, commanding shout to startle the target before wrapping the target with her whip and releasing a steady burst of magic into her captured target. Takes control of a non-sentient beast or creature, neutral or enemy, and allows Yeva to control the unit's movements and attacks as she pleases for three turns. 2 cell range. ? LP.
---Empowered: Dominatrix - Yeva snaps her whip again, this time unleashing a burst of magic that takes full domination over her target, then giving a commanding shout to startle the target into action. Takes control of a neutral or enemy unit. Also grants Yeva a bonus to her Atk and Int based on 50% of the controlled unit's Atk and Int. ? LP. Consumes a Crystallite Charge.
Scar - Yeva empowers her whip, immediately running through the nearest enemy, then running an electrical charge through the enemy, paralyzing them while dealing an immense amount of damage. 80% Atk DMG. 160% Int DMG. Chance of Shock. 3 cell range. ? LP.
---Empowered: Vaporize - Yeva supercharges her whip with electricity and slaps it against any nearby enemy, shocking them and dealing immense damage. 60% Atk DMG and 200% Int DMG to all enemies in range. Chance of Shock. 3 cell range. ? LP. Consumes a Crystallite Charge.
R-Ability: Obsidian Magic - After successfully using an ability, Yeva's Basic Attack gains an Obsidian Charge, which allows her to deal damage based on both her Atk and Int stats. Consuming an Obsidian Charge also grants a 50% Lifesteal bonus, which is applied only to the damage dealt from the Atk portion of Yeva's basic attack.
S-Ability: Crystallite Charge - After successfully stunning an enemy, Yeva gains a Crystallite Charge, which can be consumed to empower her abilities. While Yeva has a Crystallite Charge, her LP regeneration is increased by 5%; however, this effect does not stack. Yeva can store up to three (3) Crystallite Charges at any time and the charges do not carry over from battle to battle.
D-Ability: Death Whirl Whip - Yeva casts her whip out, creating an incredibly long whip made of obsidian and lashes out at all enemies around her, literally becoming a whirling death machine to any close enough to be hit by her whip. 4 cell radius. 150% Piercing Atk DMG. Also deals a bonus 50% Piercing Int DMG to enemies within 2 cells. May cause Blood Loss.
Level: 1
Limiter: 0/50
Stats:
HP: 25
LP: 15 (+5 from Obsidian Jewel)
Atk: 4 (+1 from Obsidian Shard Whip)
Def: 1
Int: 3
Spr: 2 (+1 from Kama Dress)
Evasion: 5%
Move: 2 cells (+2 from Living Wrath profession)
Female, 23 (Unknown)
Name Translation: Armenian for (Yeva) "to live" and (Kasabian) "butcher"
Appearance:
- Spoiler:
Profession: Living Wrath - One whom claims that life and death are just things that come and go. Wrath, however, is a permanent affliction. (Black Crystal)
Black Crystal - Consuming a Crystallite Charge restores LP equal to the intelligence-damage dealt by the empowered cast.
Weapon: Obsidian Shard Whip - A small handle made of obsidian. Summoning magic to the handle generates a long and very sharp whip. (Range: 3 cells)
Armor: Kama Dress - A black and white dress. It is very pretty.
Accessory: Obsidian Jewel - A diamond-shaped jewel that sits in her hair.
A-Ability: Crystals
Smite and Slash - Yeva first smites her target, using her whip to temporarily stun them before using that same whip to deal a long splitting attack. 70% Int DMG for the first hit. May Daze. 130% Atk DMG for the second hit. If the target is successfully dazed from the first attack, the second attack ignores 50% of the target's Defense. 3 cell range. 10 LP.
---Empowered: Pulse and Maim - Yeva unleashes a burst of magic into her whip, shocking her target before slicing the target with her whip in a flurry of attacks. 100% Int DMG for the first hit. May Shock the target. 160% Atk DMG for the second hit. If the target is successfully shocked from the first attack, the second attack ignores 50% of the target's Defense. 3 cell range. 10 LP. Consumes a Crystallite Charge.
Razor Whip - Yeva charges her whip, creating magical threads that make the whip extend far beyond its normal length. She then slices through the opposition, cutting through them like rice paper. 140% Atk DMG to a single enemy unit. Pierces through enemy units in the direct path to the target for 70% Int DMG. Chance of Bleeding. ? LP.
---Empowered: Shredding Whip - Yeva supercharges her whip, the magical threads becoming fast-moving spikes along the edge of the whip which she uses to perform a spinning attack, hitting any who are too close. 160% Atk DMG to all enemy units within 3 cells of Yeva. Also deals an additional 100% Int DMG to enemy units in surrounding cells. Chance of Bleeding. ? LP. Consumes a Crystallite Charge.
Twirling Death - Yeva spins her whip around her body, creating the illusion of a simple dance. But just as she finishes charging up her whip with magic, she twirls viciously on her heels, her whip extending outward and slicing through everything she can see. 140% Atk DMG to all enemies. Deals deteriorating bonus Int DMG based on the number of enemies hit. 100% > 70% > 50% > 25%. ? LP.
---Empowered: Woven Destruction - Yeva charges her whip before allowing it to wrap around her body, the whip tightening around her body as it absorbs more and more energy. She then unleashes the whip, allowing it to strike and slash all of the opposition, the magic in the whip exploding upon impact for a heavy increase of raw damage. 140% Atk DMG to all enemies. Deals a bonus 120% Int Fire DMG to all enemies hit in an explosion that also deals 70% Int Fire DMG to adjacent enemies. ? LP. Consumes a Crystallite Charge.
Entrancing Dance - Yeva moves in such a way that she enraptures those around her, using her whip to show off her incredible flexibility and beauty. Nearby allies are hit with an adrenaline rush, while enemies are entranced by her. Grants Haste to allies (including Yeva) within 2 cells. Dazes enemies who have a line of sight. Each enemy Dazed grants Yeva a Crystallite Charge, but no more than 3 can be held. ? LP.
---Empowered: Dance of the Moonlit Butterfly - Yeva charges her whip with a special magic, making it glow and surround her with an aura of true presence, granting her allies an incredible inspiration while enemies are afflicted with an undeniable fear of her power. All allies (including Yeva) are granted Haste. All enemies are Addled. ? LP. Consumes a Crystallite Charge.
Tame and Control - Yeva snaps her whip into action, catching the attention of a nearby enemy. Once the enemy's attention is caught, Yeva gives a loud, commanding shout to startle the target before wrapping the target with her whip and releasing a steady burst of magic into her captured target. Takes control of a non-sentient beast or creature, neutral or enemy, and allows Yeva to control the unit's movements and attacks as she pleases for three turns. 2 cell range. ? LP.
---Empowered: Dominatrix - Yeva snaps her whip again, this time unleashing a burst of magic that takes full domination over her target, then giving a commanding shout to startle the target into action. Takes control of a neutral or enemy unit. Also grants Yeva a bonus to her Atk and Int based on 50% of the controlled unit's Atk and Int. ? LP. Consumes a Crystallite Charge.
Scar - Yeva empowers her whip, immediately running through the nearest enemy, then running an electrical charge through the enemy, paralyzing them while dealing an immense amount of damage. 80% Atk DMG. 160% Int DMG. Chance of Shock. 3 cell range. ? LP.
---Empowered: Vaporize - Yeva supercharges her whip with electricity and slaps it against any nearby enemy, shocking them and dealing immense damage. 60% Atk DMG and 200% Int DMG to all enemies in range. Chance of Shock. 3 cell range. ? LP. Consumes a Crystallite Charge.
R-Ability: Obsidian Magic - After successfully using an ability, Yeva's Basic Attack gains an Obsidian Charge, which allows her to deal damage based on both her Atk and Int stats. Consuming an Obsidian Charge also grants a 50% Lifesteal bonus, which is applied only to the damage dealt from the Atk portion of Yeva's basic attack.
S-Ability: Crystallite Charge - After successfully stunning an enemy, Yeva gains a Crystallite Charge, which can be consumed to empower her abilities. While Yeva has a Crystallite Charge, her LP regeneration is increased by 5%; however, this effect does not stack. Yeva can store up to three (3) Crystallite Charges at any time and the charges do not carry over from battle to battle.
D-Ability: Death Whirl Whip - Yeva casts her whip out, creating an incredibly long whip made of obsidian and lashes out at all enemies around her, literally becoming a whirling death machine to any close enough to be hit by her whip. 4 cell radius. 150% Piercing Atk DMG. Also deals a bonus 50% Piercing Int DMG to enemies within 2 cells. May cause Blood Loss.
Level: 1
Limiter: 0/50
Stats:
HP: 25
LP: 15 (+5 from Obsidian Jewel)
Atk: 4 (+1 from Obsidian Shard Whip)
Def: 1
Int: 3
Spr: 2 (+1 from Kama Dress)
Evasion: 5%
Move: 2 cells (+2 from Living Wrath profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Zenovia Kokinos
Female, ??? (Unknown)
Appearance:
Profession: Princess of the Valkyries - The heir to the throne of Queen Valkyrie. But even the royal line of Valkyries is no different from her peers and must undergo the same trials. She must earn her keep like all other Valkyries. (Shieldbearer)
Shieldbearer - Allows this unit to wield basic shields.
Weapon: Cadet's Halberd - A long weapon usually used to keep enemies at bay. A cadet's weapon.
Armor: Black Feather Suit - A suit of armor fashioned from crow feathers.
Shield: Golden Carapace - A round shield that helps defend against physical attacks. A basic shield. (5% chance of Block)
Accessory: Helm of the Valkyries - A helm given to all Valkyries, regardless of rank.
A-Ability: Valkyrie's Discretion
Flaming Spear - Zenovia casts her arm back, readying her halberd and charging it with a powerful fire, illuminating her body in the orange glow of that fire. She then hurls her halberd at her target, piercing them through and igniting them. 120% Atk DMG. Also deals 100% Int DMG. 3 cell range. May also Burn the target. 10 EN.
Mighty Leap - Zenovia unleashes her wings and takes off with her powerful legs, using those wings to increase her momentum and distance dramatically. She then lands in an area, creating a small explosion at the center that knockbacks all enemies surrounding her. Leaps to a target cell. 3 cell range. Deals 100% Atk DMG to all enemies in surrounding cells. Knockbacks enemies hit to the outer ring of the explosion. If Zenovia lands on an enemy, that enemy takes 150% Atk DMG instead and may become Pinned to the ground. 10 EN.
R-Ability: Defender of the Weak - If Zenovia is within 2 cells of an ally that is being attacked with a ranged attack, Zenovia has a chance to block the incoming attack. Zenovia warps to that ally's side if this effect activates. The Block chance is equal to Zenovia's current shield Block chance. This ability may only activate once per turn.
S-Ability: Unbound Magic - As a Valkyrie, Zenovia has access to the purest forms of magic and can bend that magic to her will. Int-based attacks and bonuses use the Atk modifier instead.
Final Judgment: Valkyrie's Judgment - Zenovia assumes the true form of the Valkyries, becoming one with the forces of magic as she flies into the sky on wings of pure golden sunlight. She locks onto a single target who, in her eyes, is most deserving of her judgment and dives upon that target. The resulting explosion of light and fire is enough to blind all who witness it. 200% Piercing Atk DMG to a single target. The resulting explosion deals 50% Piercing Int DMG to all enemy units within the radius. Blinds all enemies.
Level: 1
Progress: 0/30
Stats:
HP: 35/30
EN: 50/50
Atk: 4 (+1 from Cadet's Halberd)
Def: 4 (+1 from Black Feather Suit) (+1 from Golden Carapace) (+1 from Helm of the Valkyries)
Int: 1
Spr: 3
Move: 2 (+2 from Princess of the Valkyries profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Female, ??? (Unknown)
Appearance:
- Spoiler:
Profession: Princess of the Valkyries - The heir to the throne of Queen Valkyrie. But even the royal line of Valkyries is no different from her peers and must undergo the same trials. She must earn her keep like all other Valkyries. (Shieldbearer)
Shieldbearer - Allows this unit to wield basic shields.
Weapon: Cadet's Halberd - A long weapon usually used to keep enemies at bay. A cadet's weapon.
Armor: Black Feather Suit - A suit of armor fashioned from crow feathers.
Shield: Golden Carapace - A round shield that helps defend against physical attacks. A basic shield. (5% chance of Block)
Accessory: Helm of the Valkyries - A helm given to all Valkyries, regardless of rank.
A-Ability: Valkyrie's Discretion
Flaming Spear - Zenovia casts her arm back, readying her halberd and charging it with a powerful fire, illuminating her body in the orange glow of that fire. She then hurls her halberd at her target, piercing them through and igniting them. 120% Atk DMG. Also deals 100% Int DMG. 3 cell range. May also Burn the target. 10 EN.
Mighty Leap - Zenovia unleashes her wings and takes off with her powerful legs, using those wings to increase her momentum and distance dramatically. She then lands in an area, creating a small explosion at the center that knockbacks all enemies surrounding her. Leaps to a target cell. 3 cell range. Deals 100% Atk DMG to all enemies in surrounding cells. Knockbacks enemies hit to the outer ring of the explosion. If Zenovia lands on an enemy, that enemy takes 150% Atk DMG instead and may become Pinned to the ground. 10 EN.
R-Ability: Defender of the Weak - If Zenovia is within 2 cells of an ally that is being attacked with a ranged attack, Zenovia has a chance to block the incoming attack. Zenovia warps to that ally's side if this effect activates. The Block chance is equal to Zenovia's current shield Block chance. This ability may only activate once per turn.
S-Ability: Unbound Magic - As a Valkyrie, Zenovia has access to the purest forms of magic and can bend that magic to her will. Int-based attacks and bonuses use the Atk modifier instead.
Final Judgment: Valkyrie's Judgment - Zenovia assumes the true form of the Valkyries, becoming one with the forces of magic as she flies into the sky on wings of pure golden sunlight. She locks onto a single target who, in her eyes, is most deserving of her judgment and dives upon that target. The resulting explosion of light and fire is enough to blind all who witness it. 200% Piercing Atk DMG to a single target. The resulting explosion deals 50% Piercing Int DMG to all enemy units within the radius. Blinds all enemies.
Level: 1
Progress: 0/30
Stats:
HP: 35/30
EN: 50/50
Atk: 4 (+1 from Cadet's Halberd)
Def: 4 (+1 from Black Feather Suit) (+1 from Golden Carapace) (+1 from Helm of the Valkyries)
Int: 1
Spr: 3
Move: 2 (+2 from Princess of the Valkyries profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Caroline Shepard
Female, ??? (Unknown)
Appearance:
Profession: Valkyrie Shepard - A healer who has dedicated herself to the physical and mental well-being of the Valkyries. It is she whom they look to for help and support, and regardless of their issues, Caroline will do her very best for them. (Valkyrie's Touch)
Valkyrie's Touch - All spells that heal an ally's health also restore a portion of that ally's energy. 10% HP regen converted to EN.
Weapon: Skyborn Staff - A staff colored gold and brimming with life energy.
Armor: Healer's Armor - Specialized armor designed to assist the wearer with her healing duties.
Accessory: Crown of the Sages - A bluish crown that wraps around the wearer's forehead and grants tremendous insight to the wearer.
A-Ability: Healing Touch
For Life - A spell that grants a great amount of regeneration while also granting a small portion of that healing immediately. Grants HP Regen. Heals 100% Int DMG immediately. 3 cell range. 8 EN.
Fruit of the Tree - A spell that grants a great boon to an ally, granting the ally the ability to regenerate their energy while on the move and making the ally's abilities even more powerful. Boosts the dominant attacking stat by 15%. Grants EN Regen. 3 cell range. 6 EN.
R-Ability: Emergency Healing - When an ally is put below 30% HP, whether it is after an enemy's attack or during the attack, Caroline's years of healing experience activates and she grants that ally an enormous and immediate regeneration. Restores 70% of an ally's Max HP immediately after that ally reaches 30% Max HP.
S-Ability: Empathy Returns - After using an ability that restores an ally's health, there is a chance that Caroline will be able to cast a second spell.
Final Judgment: *Locked*
Stats:
HP: 30/30
EN: 50/50
Atk: 1
Def: 3 (+1 from Healer's Armor)
Int: 5 (+1 from Skyborn Staff)(+1 from Crown of the Sages)
Spr: 3 (+1 from Healer's Armor)
Move: 2 (+2 from Valkyrie Shepard)
Evade:
Crit:
Morale: (//////////)
Female, ??? (Unknown)
Appearance:
- Spoiler:
Profession: Valkyrie Shepard - A healer who has dedicated herself to the physical and mental well-being of the Valkyries. It is she whom they look to for help and support, and regardless of their issues, Caroline will do her very best for them. (Valkyrie's Touch)
Valkyrie's Touch - All spells that heal an ally's health also restore a portion of that ally's energy. 10% HP regen converted to EN.
Weapon: Skyborn Staff - A staff colored gold and brimming with life energy.
Armor: Healer's Armor - Specialized armor designed to assist the wearer with her healing duties.
Accessory: Crown of the Sages - A bluish crown that wraps around the wearer's forehead and grants tremendous insight to the wearer.
A-Ability: Healing Touch
For Life - A spell that grants a great amount of regeneration while also granting a small portion of that healing immediately. Grants HP Regen. Heals 100% Int DMG immediately. 3 cell range. 8 EN.
Fruit of the Tree - A spell that grants a great boon to an ally, granting the ally the ability to regenerate their energy while on the move and making the ally's abilities even more powerful. Boosts the dominant attacking stat by 15%. Grants EN Regen. 3 cell range. 6 EN.
R-Ability: Emergency Healing - When an ally is put below 30% HP, whether it is after an enemy's attack or during the attack, Caroline's years of healing experience activates and she grants that ally an enormous and immediate regeneration. Restores 70% of an ally's Max HP immediately after that ally reaches 30% Max HP.
S-Ability: Empathy Returns - After using an ability that restores an ally's health, there is a chance that Caroline will be able to cast a second spell.
Final Judgment: *Locked*
Stats:
HP: 30/30
EN: 50/50
Atk: 1
Def: 3 (+1 from Healer's Armor)
Int: 5 (+1 from Skyborn Staff)(+1 from Crown of the Sages)
Spr: 3 (+1 from Healer's Armor)
Move: 2 (+2 from Valkyrie Shepard)
Evade:
Crit:
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Katherine Ames
Female, 27 (May 20)
Appearance:
Profession: Soul Magi - A witch that uses the essence of her soul to deal massive waves of damage over a duration of time. (Ticking Magics)
Ticking Magics - Spells that apply damage over time also reduce the target's Spr by 5% per tick.
Weapon: Circlet of Clarity - A magical item that increases power slightly.
Armor: Armor of the Magi - Simple armor designed more for reducing magical damage.
Accessory: Silencing Cape - A cape that flutters along with the breeze without a sound.
A-Ability: Soulfire Magic
Soul Flames - Casts a magic that surrounds a target with a green fire, dealing damage directly to that target's soul. The target's physical body goes mostly unaffected by the flames, but the exhaustion the flame causes can cause great damage. 100% Int DMG. Applies a debuff that deals 40% Int DMG over time for 3 turns. 3 cell range. ? MP.
Soul Stinger - Conjures a small spear in the casters hand that, when thrown at the enemy releases a vast amount of poison into their bloodstream. 120% Int DMG. Chance of Poison. 4 cell range. ? MP.
Flames of the Atronach - Summons fire to surround the caster, making it nearly impossible to approach her, as the flames are much too hot to be near, else they risk being terribly burned. Grants Protect. Enemies in surrounding cells have a chance to be Burned. ? MP.
Soul Manifest - Summons a small minion with magic to go forth into battle. The minion can be destroyed in one hit, but has the opportunity to apply one of the caster's single-target DoT spells for free per turn that the minion remains alive. Summons the minion to an adjacent cell. ? MP.
Lightning Barrage - Casts magic to the sky that causes storm clouds to appear and rain down a great deal of electricity on the enemy party, dealing great damage while shocking the enemy party. Deals 80% Int DMG per turn for 3 turns to all enemies. ? MP. Lightning Elemental.
Magic Needles - The user conjures several needles in the air that target a single enemy, dealing a single wave of pain at a time over the course of several moments. 120% Int DMG per turn for 3 turns. 3 cell range. Silences the target for the duration of the attack. ? MP.
R-Ability: Flash of Brilliance - Upon being attacked by magic, this unit has a chance to absorb all damage dealt and instead apply that to her next spellcast, increasing the overall damage dealt by a flat amount.
S-Ability: Magical Domination - Using spells that deal damage over time also restore this unit's MP by the damage dealt per tick. Additionally, extends the duration of all DoT effects by 1 turn.
D-Ability: Bursting Souls - The user conjures up some effect of her strange magic that is currently applies to her enemies and, using that energy, explodes the souls of those whom her magic touches. Deals 200% Piercing Int DMG to enemies currently wearing a DoT effect.
Stats:
HP:
MP: (+5 from Silencing Cape)
Atk:
Def:
Int:
Spr:
Move: 2 (+ from Soul Magi profession)
Female, 27 (May 20)
Appearance:
- Spoiler:
Profession: Soul Magi - A witch that uses the essence of her soul to deal massive waves of damage over a duration of time. (Ticking Magics)
Ticking Magics - Spells that apply damage over time also reduce the target's Spr by 5% per tick.
Weapon: Circlet of Clarity - A magical item that increases power slightly.
Armor: Armor of the Magi - Simple armor designed more for reducing magical damage.
Accessory: Silencing Cape - A cape that flutters along with the breeze without a sound.
A-Ability: Soulfire Magic
Soul Flames - Casts a magic that surrounds a target with a green fire, dealing damage directly to that target's soul. The target's physical body goes mostly unaffected by the flames, but the exhaustion the flame causes can cause great damage. 100% Int DMG. Applies a debuff that deals 40% Int DMG over time for 3 turns. 3 cell range. ? MP.
Soul Stinger - Conjures a small spear in the casters hand that, when thrown at the enemy releases a vast amount of poison into their bloodstream. 120% Int DMG. Chance of Poison. 4 cell range. ? MP.
Flames of the Atronach - Summons fire to surround the caster, making it nearly impossible to approach her, as the flames are much too hot to be near, else they risk being terribly burned. Grants Protect. Enemies in surrounding cells have a chance to be Burned. ? MP.
Soul Manifest - Summons a small minion with magic to go forth into battle. The minion can be destroyed in one hit, but has the opportunity to apply one of the caster's single-target DoT spells for free per turn that the minion remains alive. Summons the minion to an adjacent cell. ? MP.
Lightning Barrage - Casts magic to the sky that causes storm clouds to appear and rain down a great deal of electricity on the enemy party, dealing great damage while shocking the enemy party. Deals 80% Int DMG per turn for 3 turns to all enemies. ? MP. Lightning Elemental.
Magic Needles - The user conjures several needles in the air that target a single enemy, dealing a single wave of pain at a time over the course of several moments. 120% Int DMG per turn for 3 turns. 3 cell range. Silences the target for the duration of the attack. ? MP.
R-Ability: Flash of Brilliance - Upon being attacked by magic, this unit has a chance to absorb all damage dealt and instead apply that to her next spellcast, increasing the overall damage dealt by a flat amount.
S-Ability: Magical Domination - Using spells that deal damage over time also restore this unit's MP by the damage dealt per tick. Additionally, extends the duration of all DoT effects by 1 turn.
D-Ability: Bursting Souls - The user conjures up some effect of her strange magic that is currently applies to her enemies and, using that energy, explodes the souls of those whom her magic touches. Deals 200% Piercing Int DMG to enemies currently wearing a DoT effect.
Stats:
HP:
MP: (+5 from Silencing Cape)
Atk:
Def:
Int:
Spr:
Move: 2 (+ from Soul Magi profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Irene Mila
Female, ?? (??, ???)
Appearance:
Profession: Ancient Wanderer - One who has traveled across both time and space, a wanderer and bearer of a terrible and ancient curse, doomed to search for a legend that may no longer exist, she wanders eternally. (Pursuit)
Pursuit - When chasing down an enemy, Irene can take an extra step. Increases Move by 1 when moving towards an enemy unit.
Weapon: ??? - A very large and intricate sword with only a single edge.
Armor: Brace of the Metal God - A sturdy ring of metal that surrounds the wearer's waistline.
Accessory: Hardened Gloves - Strong gloves that protect the wearer's hands.
A-Ability: Qualagbog
Descending Strike - The user leaps into the air and rains down fire upon the user's target, hitting the target with a barrage of molten fury before diving upon the target, slicing the target in half. The user then jumps back to the user's original positioning. 80% Atk Fire DMG per hit. 5 hit barrage. 120% Atk DMG diving strike. 3 cell range. 12 EN.
Tuning Blade - The user taps the user's weapon slightly, creating a ringing that fills the air. Silence follows and a deadly aura surrounds the user, giving the user a menacing appearance. Increases Atk by 30%. 4 EN.
R-Ability: Reckless Assault - After entering a new stance, the wanderer's basic attack gains an Assault charge that can be used to double the damage output of one hit.
S-Ability: Stance Switch - The wanderer is an expert in matters of both traveling and fighting and can optimize her ability in battle to better fit for what is needed of her. In essence, switching stances alters the wanderer's attack and defense stats and grants certain bonuses. More bonuses can be purchased for 1 Skill Point each up to a maximum of 5.
Protection - Passively increases Def and Spr by 10%. Also decreases the effectiveness of enemy ranged attacks against this unit by 15%. Allows this unit to Defend, reducing incoming damage by an additional 10% and partially recovering EN.
Onslaught - Passively increases Atk by 15%. Also decreases the effectiveness of enemy melee attacks against this unit by 20%. Grants a second hit on Basic Attacks.
Massacre - Passively increases Atk by 20%. Decreases the effectiveness of enemy physical attacks by 10%. Increases range of Basic Attacks to include all enemies in surrounding cells.
Hunt - Passively increases Atk and Def by 10%. Decreases the effectiveness of enemy magical attacks by 20%. Movement gained from Pursuit is tripled.
Guardian - Passively increases Def and Spr by 20%. Decreases the effectiveness of all enemy attacks against this unit by 10%. May also absorb damage dealt to nearby allies.
Final Judgment: March of the Dead Kings - As the battle drags on, the wasteland grows, creating a shadow of despair and death. To the beat of the burning sun, corpses rise from the depths of the sands of time, creating an army of the dead to march down the battlefield one last time. For one last time, the warriors of old do battle, and not even the living will survive this onslaught of destruction. All enemies takes 70% Piercing Atk DMG per turn for 5 turns. During any point of the duration of this ability, if an enemy drops below 50% HP, they are immediately executed. At the end of the duration, the kings of old deal one final blow, leaving no chance of survival. 150% Piercing Atk DMG to a single target.
Level: 1
Progress: 0/30
Stats:
HP: 35/35 (+10 from Hardened Gloves)
EN: 50/50
Atk: 5 (+10 from ???)
Def: 4 (+6 from Brace of the Metal God)
Int: 1 (+2 from ???)
Spr: 2 (+3 from Brace of the Metal God)
Move: 2 (+1 from Ancient Wanderer profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Female, ?? (??, ???)
Appearance:
- Spoiler:
Profession: Ancient Wanderer - One who has traveled across both time and space, a wanderer and bearer of a terrible and ancient curse, doomed to search for a legend that may no longer exist, she wanders eternally. (Pursuit)
Pursuit - When chasing down an enemy, Irene can take an extra step. Increases Move by 1 when moving towards an enemy unit.
Weapon: ??? - A very large and intricate sword with only a single edge.
Armor: Brace of the Metal God - A sturdy ring of metal that surrounds the wearer's waistline.
Accessory: Hardened Gloves - Strong gloves that protect the wearer's hands.
A-Ability: Qualagbog
Descending Strike - The user leaps into the air and rains down fire upon the user's target, hitting the target with a barrage of molten fury before diving upon the target, slicing the target in half. The user then jumps back to the user's original positioning. 80% Atk Fire DMG per hit. 5 hit barrage. 120% Atk DMG diving strike. 3 cell range. 12 EN.
Tuning Blade - The user taps the user's weapon slightly, creating a ringing that fills the air. Silence follows and a deadly aura surrounds the user, giving the user a menacing appearance. Increases Atk by 30%. 4 EN.
R-Ability: Reckless Assault - After entering a new stance, the wanderer's basic attack gains an Assault charge that can be used to double the damage output of one hit.
S-Ability: Stance Switch - The wanderer is an expert in matters of both traveling and fighting and can optimize her ability in battle to better fit for what is needed of her. In essence, switching stances alters the wanderer's attack and defense stats and grants certain bonuses. More bonuses can be purchased for 1 Skill Point each up to a maximum of 5.
Protection - Passively increases Def and Spr by 10%. Also decreases the effectiveness of enemy ranged attacks against this unit by 15%. Allows this unit to Defend, reducing incoming damage by an additional 10% and partially recovering EN.
Onslaught - Passively increases Atk by 15%. Also decreases the effectiveness of enemy melee attacks against this unit by 20%. Grants a second hit on Basic Attacks.
Hunt - Passively increases Atk and Def by 10%. Decreases the effectiveness of enemy magical attacks by 20%. Movement gained from Pursuit is tripled.
Guardian - Passively increases Def and Spr by 20%. Decreases the effectiveness of all enemy attacks against this unit by 10%. May also absorb damage dealt to nearby allies.
Final Judgment: March of the Dead Kings - As the battle drags on, the wasteland grows, creating a shadow of despair and death. To the beat of the burning sun, corpses rise from the depths of the sands of time, creating an army of the dead to march down the battlefield one last time. For one last time, the warriors of old do battle, and not even the living will survive this onslaught of destruction. All enemies takes 70% Piercing Atk DMG per turn for 5 turns. During any point of the duration of this ability, if an enemy drops below 50% HP, they are immediately executed. At the end of the duration, the kings of old deal one final blow, leaving no chance of survival. 150% Piercing Atk DMG to a single target.
Level: 1
Progress: 0/30
Stats:
HP: 35/35 (+10 from Hardened Gloves)
EN: 50/50
Atk: 5 (+10 from ???)
Def: 4 (+6 from Brace of the Metal God)
Int: 1 (+2 from ???)
Spr: 2 (+3 from Brace of the Metal God)
Move: 2 (+1 from Ancient Wanderer profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Natsumi Kita
Female, 14 (June 21)
Appearance:
Profession: Herald of Fire - She who both speaks for the coming of fire is not limited to the meager magic of ordinary pyromancers. She speaks of a great Fire that destroys and gives life. (True Flame)
True Flame - Burning Cells do not harm allies. Allies within an adjacent cell to Natsumi and Natsumi herself do not take Burn damage.
Weapon: Cloth Ribbon - Flammable.
Armor: Priestess' Garb - Also flammable.
Accessory: Simplicity - A glistening ruby that shines and reflects light easily.
A-Ability: Tongues of Fire
Purification - The user summons her powers of fire and encircles an enemy with the presence of her strong magic, burning them to their very core. Fire is purification, so let her enemy be bathed in righteous flames. 120% Int DMG. Chance of Burn. 3 cell range. 8 MP. Fire Elemental.
Dragonsbreath - The user creates a vortex of fire magic that circles in front of her body, forming a large sphere of fire. The fire turns a greenish color as she prepares it, and then she consumes the fire. For a second, the world is silent. Then a great burst of flame is expelled from the user's mouth, engulfing her enemy in a great fire. 130% Int DMG. 3 cell cone. Chance of Burn. 12 MP. Fire Elemental.
R-Ability:Burning Brightly - Natsumi absorbs the fire of the world, becoming like a sun in the darkness. When Burned, Natsumi instead becomes Alight, and is a light source in the darkness in addition to restoring her HP for what the Burn damage was supposed to be.
S-Ability: Burning Landscapes - Every cell that Natsumi steps in becomes a Burning cell. When she uses an ability, the cell that takes the attack also becomes a Burning cell. Burning cells do Burn damage to enemies that step into them and also have a chance to Burn those who step in them. If Natsumi uses another ability in or near a Burning cell, it becomes a Fire cell, which does double Burn damage and has a much higher chance of Burning those standing within.
D-Ability: Rain Fire - The Herald calls for destruction, and the fire rains from the sky to answer her call. Every cell is lit up and burns brightly in the darkness or the light. 100% Piercing Int DMG to all enemies. All cells become Burning cells. Burning cells become Fire Cells. Burn statuses are consumed to do 50% extra piercing damage.
Level: 1
Progress: 0/12
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Cloth Ribbon)
Def: 2 (+0 from Priestess's Garb)
Int: 4 (+1 from Cloth Ribbon)(+1 from Simplicity)
Spr: 3 (+1 from Priestess's Garb)
Evade: 2%
Move: 2 cells (+0 from Herald of Fire profession)
Female, 14 (June 21)
Appearance:
- Spoiler:
Profession: Herald of Fire - She who both speaks for the coming of fire is not limited to the meager magic of ordinary pyromancers. She speaks of a great Fire that destroys and gives life. (True Flame)
True Flame - Burning Cells do not harm allies. Allies within an adjacent cell to Natsumi and Natsumi herself do not take Burn damage.
Weapon: Cloth Ribbon - Flammable.
Armor: Priestess' Garb - Also flammable.
Accessory: Simplicity - A glistening ruby that shines and reflects light easily.
A-Ability: Tongues of Fire
Purification - The user summons her powers of fire and encircles an enemy with the presence of her strong magic, burning them to their very core. Fire is purification, so let her enemy be bathed in righteous flames. 120% Int DMG. Chance of Burn. 3 cell range. 8 MP. Fire Elemental.
Dragonsbreath - The user creates a vortex of fire magic that circles in front of her body, forming a large sphere of fire. The fire turns a greenish color as she prepares it, and then she consumes the fire. For a second, the world is silent. Then a great burst of flame is expelled from the user's mouth, engulfing her enemy in a great fire. 130% Int DMG. 3 cell cone. Chance of Burn. 12 MP. Fire Elemental.
R-Ability:
S-Ability: Burning Landscapes - Every cell that Natsumi steps in becomes a Burning cell. When she uses an ability, the cell that takes the attack also becomes a Burning cell. Burning cells do Burn damage to enemies that step into them and also have a chance to Burn those who step in them. If Natsumi uses another ability in or near a Burning cell, it becomes a Fire cell, which does double Burn damage and has a much higher chance of Burning those standing within.
D-Ability: Rain Fire - The Herald calls for destruction, and the fire rains from the sky to answer her call. Every cell is lit up and burns brightly in the darkness or the light. 100% Piercing Int DMG to all enemies. All cells become Burning cells. Burning cells become Fire Cells. Burn statuses are consumed to do 50% extra piercing damage.
Level: 1
Progress: 0/12
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Cloth Ribbon)
Def: 2 (+0 from Priestess's Garb)
Int: 4 (+1 from Cloth Ribbon)(+1 from Simplicity)
Spr: 3 (+1 from Priestess's Garb)
Evade: 2%
Move: 2 cells (+0 from Herald of Fire profession)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Mia Yianni
Female, 21 (January 1)
Appearance:
Profession: Fade Walker - I am the one who protects the dimensions between. The Walker in the night. The Watcher by the day. The balance of power must be preserved. (Translucent)(Equips: Necklaces; Circlets)
Translucent - This unit has a greater chance of dodging magical attacks. +10% Evade against Int-Based abilities.
Weapon: Old Sapphire Pendant - A necklace that has lost it's shine. It is still a beautiful, deep blue.
Armor: White Dress - Not suited for combat, but it is pretty.
Accessory: Fade Walker's Gloves - A pair of black gloves that help others see where she is.
A-Ability: Balance in All Things
Fade Smack - This unit draws a force of gravity nearby and swipes her hand in the direction of an enemy unit, hitting them with raw magical force. 140% Int DMG. 5 cell range. 11 MP. Neutral Element.
Flight of Light - A whisper in the air, and this unit is illuminated and granted the wind for her to control. 120% Int DMG. 5 cell range. May Blind the target. 9 MP. Wind Elemental.
A-Ability: Item
R-Ability:Eternal Smite - She fades, her body distorting as the attack goes right through her, but missing her completely. When the magic fades, she retaliates, dealing high damage to the source. Upon evading an Int-Based attack, rebounds the ability or attack back at the user for non-elemental damage. This unit's Evade is also increased by 5% while the target of an attack.
S-Ability: Into the Fade - A breath of air, soft but sure, and her existence disappears. She gathers all the excess magic in the air and creates a balance of power, using her own body as a catalyst. As a result, her next ability is devastatingly powerful. Upon Activation, Stealths the unit. While Stealthed, this unit's Move is doubled and every cell traversed gathers more magic from the air. Using a basic attack gives enemies Sight for one turn, but does not remove Stealth. Stealth is removed after using an Ability, which has its damage increased based upon the number of cells traveled while under Stealth. (Cells Traversed x10 = % DMG Output Increase)(100% DMG Output Limit)(Activation Ability: Single Use)
D-Ability: Fade from Reality - She fades, and the world disappears. Comets of white fire draw in enemy units as they form together to create an enormous meteor. It crashes down, turning the world white. 150% Piercing Int DMG to all enemies in a 5 cell range of the impact site. Enemies in the 6th cell take 50% Piercing Int DMG and are knockbacked two cells.
Level: 1
Progress: 0/10
Stats:
HP: 15/15
MP: 25/25
Atk: 1
Def: 2
Int: 4 (+1 from Old Sapphire Pendant) (+1 from Fade Walker's Gloves)
Spr: 3 (+1 from White Dress)
Move: 2 (+1 from Fade Walker Profession)
Evade: 4%
Crit: 2%
Skill Points: 0
Female, 21 (January 1)
Appearance:
- Spoiler:
Profession: Fade Walker - I am the one who protects the dimensions between. The Walker in the night. The Watcher by the day. The balance of power must be preserved. (Translucent)(Equips: Necklaces; Circlets)
Translucent - This unit has a greater chance of dodging magical attacks. +10% Evade against Int-Based abilities.
Weapon: Old Sapphire Pendant - A necklace that has lost it's shine. It is still a beautiful, deep blue.
Armor: White Dress - Not suited for combat, but it is pretty.
Accessory: Fade Walker's Gloves - A pair of black gloves that help others see where she is.
A-Ability: Balance in All Things
Fade Smack - This unit draws a force of gravity nearby and swipes her hand in the direction of an enemy unit, hitting them with raw magical force. 140% Int DMG. 5 cell range. 11 MP. Neutral Element.
Flight of Light - A whisper in the air, and this unit is illuminated and granted the wind for her to control. 120% Int DMG. 5 cell range. May Blind the target. 9 MP. Wind Elemental.
- Spoiler:
- Fade Veil - The unit disappears into the light, becoming naught but dust in the wind. Boosts Evade by 25%. Self only. ? MP. Neutral Element.
Channel: Light - A convergence of light, an illuminated spirit, this unit prepares for a devastating attack, blinding all enemies with her brilliance. Blinds all enemies. Allows use of Release: Fade Sphere. ? MP.
---Release: Fade Sphere - The convergence of light surges forward with intense pressure, taking flight high above the battlefield. The light shines and rains down upon the enemy team. 150% Int DMG to all enemies. Blinded enemies take that damage as piercing. ? MP.
A-Ability: Item
R-Ability:
S-Ability: Into the Fade - A breath of air, soft but sure, and her existence disappears. She gathers all the excess magic in the air and creates a balance of power, using her own body as a catalyst. As a result, her next ability is devastatingly powerful. Upon Activation, Stealths the unit. While Stealthed, this unit's Move is doubled and every cell traversed gathers more magic from the air. Using a basic attack gives enemies Sight for one turn, but does not remove Stealth. Stealth is removed after using an Ability, which has its damage increased based upon the number of cells traveled while under Stealth. (Cells Traversed x10 = % DMG Output Increase)(100% DMG Output Limit)(Activation Ability: Single Use)
D-Ability: Fade from Reality - She fades, and the world disappears. Comets of white fire draw in enemy units as they form together to create an enormous meteor. It crashes down, turning the world white. 150% Piercing Int DMG to all enemies in a 5 cell range of the impact site. Enemies in the 6th cell take 50% Piercing Int DMG and are knockbacked two cells.
Level: 1
Progress: 0/10
Stats:
HP: 15/15
MP: 25/25
Atk: 1
Def: 2
Int: 4 (+1 from Old Sapphire Pendant) (+1 from Fade Walker's Gloves)
Spr: 3 (+1 from White Dress)
Move: 2 (+1 from Fade Walker Profession)
Evade: 4%
Crit: 2%
Skill Points: 0
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Zeri's Motley Crew of Characters
Chrys Stave
Male, 24 (June 14)
Appearance:
Profession: Nobleman - One of noble birth, found in the wrong place at the right time. Fortune does not favor this man but once every blue moon, but his political standing is clear enough. (Hostage Situation)
Hostage Situation - This unit takes 10% less damage when surrounded by at least 2 enemies.
Weapon: Kusarigama - A sickle-and-chain weapon that has seen its fair share of use.
Armor: Noble Blue - A fashionable suit worn by nobility.
Accessory: White Gloves - Pure white gloves used primarily for a strong grip.
A-Ability: Sickle-And-Chain
Render Judgment - This unit snaps the chain around the target's neck and cuts a deep wound into the back of his target. 100% Atk DMG. High Critical Hit rate. 2 cell range.
Political Death - This unit destroys the reputation of the target, using a whole manner of speech in some odd language to make the target useless. Silences target. 3 cell range.
A-Ability: Item
R-Ability: N/A
S-Ability: Political Maneuvering - This unit is able to talk his way out of any situation, offering bribes or promises of payment for service. Allows this unit to persuade enemy units to join him temporarily. Only works on human enemies. Limited to one persuasion per battle.
Final Judgment: Death Sentence - Deals 200% Piercing Atk DMG to a single enemy unit. May cause Blood Loss. Automatically activates Malice after damage calculations regardless of enemy HP.
Level: 1
Progress: 0/30
Stats:
HP: 30/30
EN: 50/50
Atk: 5 (+1 from Kusarigama)
Def: 4
Int: 1
Spr: 2 (+1 from Noble Blue)
Move: 2 (+1 from Nobleman Profession)
Evade: 3%
Crit: 5%
Skill Points: 0
Male, 24 (June 14)
Appearance:
- Spoiler:
Profession: Nobleman - One of noble birth, found in the wrong place at the right time. Fortune does not favor this man but once every blue moon, but his political standing is clear enough. (Hostage Situation)
Hostage Situation - This unit takes 10% less damage when surrounded by at least 2 enemies.
Weapon: Kusarigama - A sickle-and-chain weapon that has seen its fair share of use.
Armor: Noble Blue - A fashionable suit worn by nobility.
Accessory: White Gloves - Pure white gloves used primarily for a strong grip.
A-Ability: Sickle-And-Chain
Render Judgment - This unit snaps the chain around the target's neck and cuts a deep wound into the back of his target. 100% Atk DMG. High Critical Hit rate. 2 cell range.
Political Death - This unit destroys the reputation of the target, using a whole manner of speech in some odd language to make the target useless. Silences target. 3 cell range.
A-Ability: Item
R-Ability: N/A
S-Ability: Political Maneuvering - This unit is able to talk his way out of any situation, offering bribes or promises of payment for service. Allows this unit to persuade enemy units to join him temporarily. Only works on human enemies. Limited to one persuasion per battle.
Final Judgment: Death Sentence - Deals 200% Piercing Atk DMG to a single enemy unit. May cause Blood Loss. Automatically activates Malice after damage calculations regardless of enemy HP.
Level: 1
Progress: 0/30
Stats:
HP: 30/30
EN: 50/50
Atk: 5 (+1 from Kusarigama)
Def: 4
Int: 1
Spr: 2 (+1 from Noble Blue)
Move: 2 (+1 from Nobleman Profession)
Evade: 3%
Crit: 5%
Skill Points: 0
Last edited by Zerifachias on Fri Mar 25, 2016 12:39 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
Mitzi Sallar
Female, 22 (January 3)
Appearance:
Profession: Leviathan Spirit - The soul of an ancient dragon that dwelt in the sea was captured and sealed within a human against their wills. The power the ancient dragon has no choice to give warps the body of the human, making her appear more draconic herself. (Little Fish)(Int-Based Basic Attack; 3 cell range)
Little Fish - Can swim faster and breathe underwater. +2 Move in water cells.
Weapon: Water Fist - A glove that shoots water out of the spikes on its knuckles to deal damage. Fist attacks are quicker, allowing more hits. (2 hits)
Armor: Cloak - A old brown overcoat that hides her from view.
Accessory: Tail Plate - A small plate of armor that covers her tail where it connects to her backside.
A-Ability: Water Dragon
Aqua Fist - The user hurls her fist forward with enough force to crush bones and sends out a huge fist of water that collides with the first obstacle to deal damage. 140% Int DMG. Linear; 5 cell range. Can be blocked by terrain. 6 EN. Water Elemental.
---Close Range: Deals 120% bonus Int DMG as physical damage and may Disable the target. Adds 2 EN to the cost.
Leviathan's Blessing - The user claps her fists together to create three orbs of water that encircle her or a targeted ally. If used on the user's self, her basic attack power is increased by 40% for two turns. If used on an ally, each orb is consumed by basic attacks to deal 80% of the user's Int as magic damage. 8 EN.
A-Ability: Item
R-Ability: Serpentine Reflex - When the target of an attack, increases Evade by 20%. When using a targeted, damaging ability, increases Hit Chance by 10%.
S-Ability: Close Range - Punching abilities have extra effects when used from an adjacent cell on an enemy. Additionally, this unit's basic attacks deal 10% more damage the closer she is to her target up to a cap of 30%.
Final Judgment: Surging Tides (Water) - Deals 150% Piercing Int DMG to all enemies within 4 cells. Close Range applies to this ability.
Level: 1
Progress: 0/30
Stats:
HP: 30/30
EN: 50/50
Atk: 1
Def: 2
Int: 5
Spr: 3
Move: 2 (+1 from Leviathan Spirit Profession)
Evade: 4%
Crit: 2%
Skill Points: 0
Female, 22 (January 3)
Appearance:
- Spoiler:
Profession: Leviathan Spirit - The soul of an ancient dragon that dwelt in the sea was captured and sealed within a human against their wills. The power the ancient dragon has no choice to give warps the body of the human, making her appear more draconic herself. (Little Fish)(Int-Based Basic Attack; 3 cell range)
Little Fish - Can swim faster and breathe underwater. +2 Move in water cells.
Weapon: Water Fist - A glove that shoots water out of the spikes on its knuckles to deal damage. Fist attacks are quicker, allowing more hits. (2 hits)
Armor: Cloak - A old brown overcoat that hides her from view.
Accessory: Tail Plate - A small plate of armor that covers her tail where it connects to her backside.
A-Ability: Water Dragon
Aqua Fist - The user hurls her fist forward with enough force to crush bones and sends out a huge fist of water that collides with the first obstacle to deal damage. 140% Int DMG. Linear; 5 cell range. Can be blocked by terrain. 6 EN. Water Elemental.
---Close Range: Deals 120% bonus Int DMG as physical damage and may Disable the target. Adds 2 EN to the cost.
Leviathan's Blessing - The user claps her fists together to create three orbs of water that encircle her or a targeted ally. If used on the user's self, her basic attack power is increased by 40% for two turns. If used on an ally, each orb is consumed by basic attacks to deal 80% of the user's Int as magic damage. 8 EN.
A-Ability: Item
R-Ability: Serpentine Reflex - When the target of an attack, increases Evade by 20%. When using a targeted, damaging ability, increases Hit Chance by 10%.
S-Ability: Close Range - Punching abilities have extra effects when used from an adjacent cell on an enemy. Additionally, this unit's basic attacks deal 10% more damage the closer she is to her target up to a cap of 30%.
Final Judgment: Surging Tides (Water) - Deals 150% Piercing Int DMG to all enemies within 4 cells. Close Range applies to this ability.
Level: 1
Progress: 0/30
Stats:
HP: 30/30
EN: 50/50
Atk: 1
Def: 2
Int: 5
Spr: 3
Move: 2 (+1 from Leviathan Spirit Profession)
Evade: 4%
Crit: 2%
Skill Points: 0
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
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