Crystal Realm Residents
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Crystal Realm Residents
Currently reorganizing and adding in new characters. Profiles will come in whenever.
Characters:
Xenosaga [Magic]
Xenosaga [Melee]
Xu Shin
Amaya Tenkai
Mizu "Michelle" Hikari
Kasai "Kevin" Kuragari
Violet Kuragari
Kaze "Matthew" Hikari
Kokoro "Heart"
Enzeru "Angel"
Rai Hikari
Kuroki Kuragari
Evangeline "Rosetta" Rosetta
Evangeline "Evan" Rosetta
Daskar Ridgely
Sin Harvest
Lucifer "Lucy" Cross
Lyn D. Fariel
Ruthas Ivoyin
Theodore "Teddy" Valisher
Madeline Valisher
Reklaw Nella
Lillian Guardia
Lucian Baria
Cody Riddells
Alice Riddells
Rigel Hatcuse
Luna Carren
Richard Carren
Ryas Noa
Syfen Hatcuse
Serenade
Carol Fei
Rosalina
Tenkai
Serenity
Karen "Crow" Alestor
Emi Alestor
Layla Crescent
Myuu Rindel
Raven
Amy Miran
Morrow
Huang Lai Ying "Lai Ying"
Edge
Ayano, Mikaga
Grandpa Joe
Bob the Blob
Evelyn
Characters:
Xenosaga [Magic]
Xenosaga [Melee]
Xu Shin
Amaya Tenkai
Mizu "Michelle" Hikari
Kasai "Kevin" Kuragari
Violet Kuragari
Kaze "Matthew" Hikari
Kokoro "Heart"
Enzeru "Angel"
Rai Hikari
Kuroki Kuragari
Evangeline "Rosetta" Rosetta
Evangeline "Evan" Rosetta
Daskar Ridgely
Sin Harvest
Lucifer "Lucy" Cross
Lyn D. Fariel
Ruthas Ivoyin
Theodore "Teddy" Valisher
Madeline Valisher
Reklaw Nella
Lillian Guardia
Lucian Baria
Cody Riddells
Alice Riddells
Rigel Hatcuse
Luna Carren
Richard Carren
Ryas Noa
Syfen Hatcuse
Serenade
Carol Fei
Rosalina
Tenkai
Serenity
Karen "Crow" Alestor
Emi Alestor
Layla Crescent
Myuu Rindel
Raven
Amy Miran
Morrow
Huang Lai Ying "Lai Ying"
Edge
Ayano, Mikaga
Grandpa Joe
Bob the Blob
Evelyn
Last edited by Xenosaga on Wed May 22, 2013 12:39 pm; edited 29 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Evangeline Rosetta "Rosetta"
Age: 22
Gender: Female
Appearance:
Level:
Next Level:
Profession: Fencer => Elemental Striker => Rose Witch => Blood Dancer
Fencer:
Elemental Striker:
Rose Witch: Roses hold a wondrous beauty. But beware for beauty always has its vices. Trapping their victim and draining them of all their energy is just one of them. [Rose Whip] [Weak Fire] [Fire Counter] [Immune Earth] [Immune Plague] [Immune Poison/Severe Poison/Venom] [Immune Sap/Mana Drain/Mana Sap] [Number of Attacks +2]
Blood Dancer:
*Rose Whip: Rosetta is granted a sub-weapon called the Rose Whip. The Rose Whip is the changed form of the Crimson Rose, which is removed from the Inventory. It grants access to the Rose Field A-Ability.
*Fire Counter: When struck with the Fire Element, Rosetta counters with a thorn vine that deals 30% piercing ATK DMG and restores HP depending on the damage dealt. Ineffective if Rosetta is KOed.
Weapon:
Armor:
Accessory: Crimson Rose - A beautiful crimson that is full of life and never seems to wilt.
A-Ability: Fencing
+Swarmstrike: A strike that deals low damage but also inflicts poison. 90% ATK DMG. Range: Adjacent. Chance of Poison.
+Featherblow: A carefully aimed strike that always hits but deals low damage. 80% ATK DMG. Range: Adjacent. 100% hit rate.
+Manastrike: Rosetta whips her rapier in a swift motion, creating a magically charged whirlwind that depletes the target's MP. 100% INT DMG. Range: 3 cells. Targets MP.
+Nighthawk: Rosetta summons an ethereal hawk to attack her foe. 120% ATK DMG. Range: 3 Cells.
+Piercethrough: Rosetta's rapier is suddenly sharpened to a fine point, making her next attack piercing. Range: Self. Next Attack becomes Piercing. [Equal to Level] MP.
A-Ability: Elemental Fury
+Blazing Roar: A bright orange red glow envelopes her weapon as Rosetta lunges at the enemy. Fire suddenly bursts forth, emitting a loud roar and surrounding her weapon as she attacks. 120% ATK DMG. 3 hits. Fire Element. Range: Adjacent. Chance of Burn.
+Freezing Breeze: Blue light glimmers around her rapier as Rosetta lightly raises it. In an instant, she strikes, ice forming as she attacks the enemy. 120% ATK DMG. 2 hits. Ice Element. Range: Adjacent. Chance of Freeze.
+Lightning Burst: Electricity sparks from Rosetta's rapier as she grabs hold of the handle with both hands. It slowly gathers at the tip, creating a large ball of sparking thunder. Rosetta suddenly flings it out toward the enemy, shocking them and throwing them back. 120% INT DMG. Chance of Paralyze and knocks enemy back 2 cells. Range: 3 Cells. Lightning Element.
+Earth Field: Rosetta pours mana into her rapier before stabbing it into the ground. Rocks suddenly pierce out from around Rosetta, unbalancing enemies that surround her. 80% INT DMG. Chance of Immobilize. Range: All Adjacent Cells. Earth Elemental.
+Cool Rainfall: Rosetta raises her rapier, swirling it in the air. A dark cloud slowly forms and she directs it at any ally. It stops right above the target and begins to sprinkle a gentle, cooling rain that eases the target's wounds. 150% INT. Range: 4 Cells. Water Element.
+Swirling Gale: Pointing her rapier downwards, she suddenly rips it diagonally upwards with both hands. She uses enough force to create a whirlwind that flies forward. Anyone caught in it is sent spinning and soon has a hard time figuring out what is up and what is down. 100% INT DMG. Range: 3 Straight cells. Wind Element. Chance of Confusion.
+Element's Curse: Letting her mana decide, Rosetta launches a cursed orb at the enemy. Causes the target to become weak to a random element. Range: 5 Cells.
+Cursed Elements: Using her mana, Rosetta envelopes the enemy with it and taints some of their defensive capabilities. Causes target to be weakened by all elements, excluding Light and Dark. Range: One Enemy.
+Dance of the Elements: It is time. Rosetta brings her rapier up and then attacks with the fury of the flames, the coolness of the ice, the shock of the lightning, the strength of the earth, the swiftness of the winds, and the grace of the waters. 170% ATK DMG. 6 hits. Each hit is a different element, respectively. Range: Adjacent.
A-Ability: Rose Field
+Poison Needle: Blade coated in poison, Rosetta thrusts it into her foe several times before ending her assault. 120% ATK DMG. 3 hits. Chance of Poison. Range: Adjacent.
+Rose Blossom: A rose spontaneously blossoms on the target, glowing eerily. It then begins to drain its host of their health. Inflicts Sap. Inflicts Mana Sap. Rosetta drains the HP/MP lost. Range: 5 Cells.
+Rose Storm: Rosetta swings her rapier and a burst of rose petals appear, surrounding her. They whirl around her and strike any enemy in a 3 cell radius with razor sharp edges coated with mana, dealing 100% ATK DMG. Lasts 3 turns.
+Thorny Vines: Rosetta stabs her rapier into the ground and an instant later, vines burst out from underneath her targets, wrapping around them before its thorns spike out to pierce at her enemies' flesh. 100% ATK DMG. Chance of Seal. Deals 5% MP Damage for the duration of the status ailment. Range: All Enemies.
+Thorn Wall: Thorn vines burst from the ground and form a barrier like wall around Rosetta. All aggressors are struck down. Physical attackers take 20% of the damage they inflict on Rosetta as piercing. Range: Self. Lasts 3 turns.
+Bloody Rose: A vicious onslaught of continuous stabs, the target's blood flying into the air and resembling a rose. It ends with the rose image bursting, dealing another hit to the target. Chance of Blood Loss. 140% ATK DMG. 12 hits. Range: Adjacent.
A-Ability: War Ground
+Bleeding Strike: A single stab at the enemy's weakpoint, the blade coated in a special toxin that keeps the enemy's wound from closing. 150% ATK DMG. Chance of Bleeding. Range: Adjacent.
+Fiery Blades: With quick, efficient movements, Rosetta cuts down all who obstruct her with a vicious assault. 130% ATK DMG. 10 hits. Range: Adjacent Cells.
+Cutting Edge: Deals massive amounts of damage with a single slash but puts great strain on the user's body. 300% ATK DMG. Range: Adjacent. ATK lowered by 30% for 2(3) turns.
+Bloody Carnage: An attack that grants power to the user upon the target's death. 110% ATK DMG. 5 hits. Range: Adjacent. Gains 10 ATK for every kill. Loses the effects after battle.
+Crimson Splash: A quick and forceful attack, Rosetta unleashes a barrage of thrusts and slashes, not letting up even if the enemy cripples and falls. At the end of her attack, she leaves behind bloody splats all over the ground and her clothing, looking as if she had just painted the scenery red. Causes Bleeding. Causes Blood Loss. 160% ATK DMG. 20 hits. Range: Adjacent.
R-Ability: Reflex - Automatically dodges all basic attack commands.
S-Ability: Heightened Senses - Increases chances of dodging both physical and magical attacks.
Elemental Guard - Rosetta murmurs a silent chant before whipping her arm out to the side. A rainbow colored aura surrounds her allies, giving them extra protection against the elements. Lasts 3 turns. Halves all elemental damage. Dark and Light not included.
D-Ability: Endless Flurry (Neutral) Range: Adjacent
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Skill Points: 0
Age: 22
Gender: Female
Appearance:
- Spoiler:
- Hair a dark brown color with a red sheen and eyes like molten amber, Rosetta would be considered a rather striking woman. She is slim and fit, with shapely curves, and can be seen as rather seductive if not for her rather cold demeanor. Her expression is usually that of unreadable and maybe sorrowful. Her hair is fashioned in a way that it is separated into two tails that hang on either side of her head. However, they are not straight but extremely curly, curled into the shape of a cylinder. She usually wears a blood red dress and black stockings as well as black high boots with large soles. The dress's hem reaches to her knees and is rather frilly.
Level:
Next Level:
Profession: Fencer => Elemental Striker => Rose Witch => Blood Dancer
Fencer:
Elemental Striker:
Rose Witch: Roses hold a wondrous beauty. But beware for beauty always has its vices. Trapping their victim and draining them of all their energy is just one of them. [Rose Whip] [Weak Fire] [Fire Counter] [Immune Earth] [Immune Plague] [Immune Poison/Severe Poison/Venom] [Immune Sap/Mana Drain/Mana Sap] [Number of Attacks +2]
Blood Dancer:
*Rose Whip: Rosetta is granted a sub-weapon called the Rose Whip. The Rose Whip is the changed form of the Crimson Rose, which is removed from the Inventory. It grants access to the Rose Field A-Ability.
*Fire Counter: When struck with the Fire Element, Rosetta counters with a thorn vine that deals 30% piercing ATK DMG and restores HP depending on the damage dealt. Ineffective if Rosetta is KOed.
Weapon:
Armor:
Accessory: Crimson Rose - A beautiful crimson that is full of life and never seems to wilt.
A-Ability: Fencing
+Swarmstrike: A strike that deals low damage but also inflicts poison. 90% ATK DMG. Range: Adjacent. Chance of Poison.
+Featherblow: A carefully aimed strike that always hits but deals low damage. 80% ATK DMG. Range: Adjacent. 100% hit rate.
+Manastrike: Rosetta whips her rapier in a swift motion, creating a magically charged whirlwind that depletes the target's MP. 100% INT DMG. Range: 3 cells. Targets MP.
+Nighthawk: Rosetta summons an ethereal hawk to attack her foe. 120% ATK DMG. Range: 3 Cells.
+Piercethrough: Rosetta's rapier is suddenly sharpened to a fine point, making her next attack piercing. Range: Self. Next Attack becomes Piercing. [Equal to Level] MP.
A-Ability: Elemental Fury
+Blazing Roar: A bright orange red glow envelopes her weapon as Rosetta lunges at the enemy. Fire suddenly bursts forth, emitting a loud roar and surrounding her weapon as she attacks. 120% ATK DMG. 3 hits. Fire Element. Range: Adjacent. Chance of Burn.
+Freezing Breeze: Blue light glimmers around her rapier as Rosetta lightly raises it. In an instant, she strikes, ice forming as she attacks the enemy. 120% ATK DMG. 2 hits. Ice Element. Range: Adjacent. Chance of Freeze.
+Lightning Burst: Electricity sparks from Rosetta's rapier as she grabs hold of the handle with both hands. It slowly gathers at the tip, creating a large ball of sparking thunder. Rosetta suddenly flings it out toward the enemy, shocking them and throwing them back. 120% INT DMG. Chance of Paralyze and knocks enemy back 2 cells. Range: 3 Cells. Lightning Element.
+Earth Field: Rosetta pours mana into her rapier before stabbing it into the ground. Rocks suddenly pierce out from around Rosetta, unbalancing enemies that surround her. 80% INT DMG. Chance of Immobilize. Range: All Adjacent Cells. Earth Elemental.
+Cool Rainfall: Rosetta raises her rapier, swirling it in the air. A dark cloud slowly forms and she directs it at any ally. It stops right above the target and begins to sprinkle a gentle, cooling rain that eases the target's wounds. 150% INT. Range: 4 Cells. Water Element.
+Swirling Gale: Pointing her rapier downwards, she suddenly rips it diagonally upwards with both hands. She uses enough force to create a whirlwind that flies forward. Anyone caught in it is sent spinning and soon has a hard time figuring out what is up and what is down. 100% INT DMG. Range: 3 Straight cells. Wind Element. Chance of Confusion.
+Element's Curse: Letting her mana decide, Rosetta launches a cursed orb at the enemy. Causes the target to become weak to a random element. Range: 5 Cells.
+Cursed Elements: Using her mana, Rosetta envelopes the enemy with it and taints some of their defensive capabilities. Causes target to be weakened by all elements, excluding Light and Dark. Range: One Enemy.
+Dance of the Elements: It is time. Rosetta brings her rapier up and then attacks with the fury of the flames, the coolness of the ice, the shock of the lightning, the strength of the earth, the swiftness of the winds, and the grace of the waters. 170% ATK DMG. 6 hits. Each hit is a different element, respectively. Range: Adjacent.
A-Ability: Rose Field
+Poison Needle: Blade coated in poison, Rosetta thrusts it into her foe several times before ending her assault. 120% ATK DMG. 3 hits. Chance of Poison. Range: Adjacent.
+Rose Blossom: A rose spontaneously blossoms on the target, glowing eerily. It then begins to drain its host of their health. Inflicts Sap. Inflicts Mana Sap. Rosetta drains the HP/MP lost. Range: 5 Cells.
+Rose Storm: Rosetta swings her rapier and a burst of rose petals appear, surrounding her. They whirl around her and strike any enemy in a 3 cell radius with razor sharp edges coated with mana, dealing 100% ATK DMG. Lasts 3 turns.
+Thorny Vines: Rosetta stabs her rapier into the ground and an instant later, vines burst out from underneath her targets, wrapping around them before its thorns spike out to pierce at her enemies' flesh. 100% ATK DMG. Chance of Seal. Deals 5% MP Damage for the duration of the status ailment. Range: All Enemies.
+Thorn Wall: Thorn vines burst from the ground and form a barrier like wall around Rosetta. All aggressors are struck down. Physical attackers take 20% of the damage they inflict on Rosetta as piercing. Range: Self. Lasts 3 turns.
+Bloody Rose: A vicious onslaught of continuous stabs, the target's blood flying into the air and resembling a rose. It ends with the rose image bursting, dealing another hit to the target. Chance of Blood Loss. 140% ATK DMG. 12 hits. Range: Adjacent.
A-Ability: War Ground
+Bleeding Strike: A single stab at the enemy's weakpoint, the blade coated in a special toxin that keeps the enemy's wound from closing. 150% ATK DMG. Chance of Bleeding. Range: Adjacent.
+Fiery Blades: With quick, efficient movements, Rosetta cuts down all who obstruct her with a vicious assault. 130% ATK DMG. 10 hits. Range: Adjacent Cells.
+Cutting Edge: Deals massive amounts of damage with a single slash but puts great strain on the user's body. 300% ATK DMG. Range: Adjacent. ATK lowered by 30% for 2(3) turns.
+Bloody Carnage: An attack that grants power to the user upon the target's death. 110% ATK DMG. 5 hits. Range: Adjacent. Gains 10 ATK for every kill. Loses the effects after battle.
+Crimson Splash: A quick and forceful attack, Rosetta unleashes a barrage of thrusts and slashes, not letting up even if the enemy cripples and falls. At the end of her attack, she leaves behind bloody splats all over the ground and her clothing, looking as if she had just painted the scenery red. Causes Bleeding. Causes Blood Loss. 160% ATK DMG. 20 hits. Range: Adjacent.
R-Ability: Reflex - Automatically dodges all basic attack commands.
S-Ability: Heightened Senses - Increases chances of dodging both physical and magical attacks.
Elemental Guard - Rosetta murmurs a silent chant before whipping her arm out to the side. A rainbow colored aura surrounds her allies, giving them extra protection against the elements. Lasts 3 turns. Halves all elemental damage. Dark and Light not included.
D-Ability: Endless Flurry (Neutral) Range: Adjacent
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Move:
Skill Points: 0
Last edited by Xenosaga on Sat Nov 10, 2012 9:33 am; edited 31 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Lyn D. Fariel
Age: 16
Gender: Female
Appearance:
Level:
Next Level:
Profession: Songstress => Siren => Rock Star => Idol
Songstress - Singing and dancing is what they're good at. Their melodies can create powerful effects that help their allies in times of need.
Siren
Rock Star [Uses Microphones; Guitars]
Idol [Uses Microphones; Guitars; Headsets]
Weapon: Dented Microphone - A microphone and its stand, the microphone has a slight dent but still works. [Range: 4 Cells; Damage: ATK]
Armor: Frilly Dress - A pretty piece of clothing with lots of frills along the hems. It isn't too short, thankfully.
Accessory: Silver Chain [+5 MP] - Simple and light, it's usually worn around the wrist due to its length.
A-Ability: Melodies
+Protection: A strengthening melody that dances in the air and forms a protective while barrier around the targeted. Lyn casts Protect. Range: All Allies.
+Spell Shield: A light and somewhat cheery melody which dances in the air wraps around the targeted to form a pink colored barrier. Lyn casts Shell. Range: All Allies.
+Adrenaline Rush: A fast paced song that affects the brain and causes the senses to be heightened. Casts Veil. Range: All Allies.
+Sound Barrier: An echo that rings through the area, the sound wraps around her allies, protecting them from harmful effects. Casts Immunity. Range: All Allies.
+Relaxing Melody: A nice and soothing song which makes all who hears it feel as if they're drifting away into a peaceful place. Causes Relaxation. Range: All Enemies. Lowers DEF/SPR by 10%. Can be stacked 3 times.
+Wall of Music: A staff used for writing music appears around Lyn. She starts humming notes, which causes musical notes to appear on the staff. When attacked, the notes will zip out and deal damage to the attacker. Range: Self. Reflects 15% of damage to Lyn.
+Song Wave: A quiet and soft melody, the sound it emits soothes the aches of those who listen and brings tranquility to their souls. 150% INT Healing. Range: All Allies.
A-Ability: Sound Wave
+Lullaby: A song mothers sing to their children, Lyn adopts their soft and soothing voice to put all her enemies to sleep. Causes Sleep. Range: All Enemies.
+Alluring Voice: Lyn changes the quality of her voice, making it so all those who hear cannot resist its allure. Causes Charm. Range: All Enemies.
+Maddening Song: Forcing her voice into the minds of her enemies, her song echoes within their very beings, never stopping and haunting them from within. Causes Confusion. Range: All Enemies.
+Raging Anger: An almost irritating song, it causes the enemies to go mad with rage and the intent of attacking whatever in range. Causes Berserk. Range: All Enemies.
+Screeching Cry: Lyn takes a deep, deep breath. Bringing her microphone to her lips, she releases a savage scream that vibrates through the field. It pierces the eardrums of all those who hear it and is quite painful. Chance of Addle. 140% ATK DMG. Range: All Enemies.
A-Ability: Rocking the House
+Jarring Tune: Lyn makes a noise with her guitar, a completely off-tune sound that causes the enemy to clutch their teeth as the tune resounds in their ears. 13% ATK DMG. Range: 3 Cell Radius.
+Punk Bash: Raising her weapon, she slams it down on her enemy. She strikes them one more time, forcing them to the ground, and then does one last hit, putting all her strength into it. 120% ATK DMG first hit, 140% second hit, 160% third hit. Range: Adjacent.
+Surround Sound: Sound amplifiers and speakers appear around Lyn and she then plays her loudest note. The sound blares out of the speakers and blasts the enemies back. 130% ATK DMG. Pushes back 2 Cells. Range: All Enemies.
+Dance Fever: Lyn begins to play a song that pumps up the party and makes them want to move. Casts Haste. Range: All Allies.
A-Ability: Showtime
+Encore: Calls upon a crowd to give a character an overwhelming applause, causing the target to repeat their previous action. Range: One Character.
+Fanbase: Any idol with publicity has a fanbase. And none of them are too pleased by their idol's attackers. So, they run them over while throwing anything on hand. 200% ATK DMG. Range: All Enemies.
R-Ability:
S-Ability: Sound Echo - Sound reverberates through the air and bounce off walls and other sound waves, sometimes returning to where it came. Lyn recovers 15% of her MP each turn.
D-Ability: Anti-Stalker - Sometimes, it's hard to be popular. And because one is popular, one has to watch out for stalkers. Lyn begins bashing on the opponent with her weapon, using enough strength to break bones. 200% Piercing ATK DMG. Range: Adjacent.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Age: 16
Gender: Female
Appearance:
- Spoiler:
- Small and petite, for a sixteen year old that is, Lyn looks like a delicate creature. She has long onyx black hair and dark sea blue eyes. Her face is usually expressionless as she has a hard time showing any emotion, but this does not apply to those close to her. Ordinary but cute, she wears a pretty and frilly blue dress with short sleeves and ribbons. She also wears a star pendant with a white string so she can't take it off unless she cuts the string.
Level:
Next Level:
Profession: Songstress => Siren => Rock Star => Idol
Songstress - Singing and dancing is what they're good at. Their melodies can create powerful effects that help their allies in times of need.
Siren
Rock Star [Uses Microphones; Guitars]
Idol [Uses Microphones; Guitars; Headsets]
Weapon: Dented Microphone - A microphone and its stand, the microphone has a slight dent but still works. [Range: 4 Cells; Damage: ATK]
Armor: Frilly Dress - A pretty piece of clothing with lots of frills along the hems. It isn't too short, thankfully.
Accessory: Silver Chain [+5 MP] - Simple and light, it's usually worn around the wrist due to its length.
A-Ability: Melodies
+Protection: A strengthening melody that dances in the air and forms a protective while barrier around the targeted. Lyn casts Protect. Range: All Allies.
+Spell Shield: A light and somewhat cheery melody which dances in the air wraps around the targeted to form a pink colored barrier. Lyn casts Shell. Range: All Allies.
+Adrenaline Rush: A fast paced song that affects the brain and causes the senses to be heightened. Casts Veil. Range: All Allies.
+Sound Barrier: An echo that rings through the area, the sound wraps around her allies, protecting them from harmful effects. Casts Immunity. Range: All Allies.
+Relaxing Melody: A nice and soothing song which makes all who hears it feel as if they're drifting away into a peaceful place. Causes Relaxation. Range: All Enemies. Lowers DEF/SPR by 10%. Can be stacked 3 times.
+Wall of Music: A staff used for writing music appears around Lyn. She starts humming notes, which causes musical notes to appear on the staff. When attacked, the notes will zip out and deal damage to the attacker. Range: Self. Reflects 15% of damage to Lyn.
+Song Wave: A quiet and soft melody, the sound it emits soothes the aches of those who listen and brings tranquility to their souls. 150% INT Healing. Range: All Allies.
A-Ability: Sound Wave
+Lullaby: A song mothers sing to their children, Lyn adopts their soft and soothing voice to put all her enemies to sleep. Causes Sleep. Range: All Enemies.
+Alluring Voice: Lyn changes the quality of her voice, making it so all those who hear cannot resist its allure. Causes Charm. Range: All Enemies.
+Maddening Song: Forcing her voice into the minds of her enemies, her song echoes within their very beings, never stopping and haunting them from within. Causes Confusion. Range: All Enemies.
+Raging Anger: An almost irritating song, it causes the enemies to go mad with rage and the intent of attacking whatever in range. Causes Berserk. Range: All Enemies.
+Screeching Cry: Lyn takes a deep, deep breath. Bringing her microphone to her lips, she releases a savage scream that vibrates through the field. It pierces the eardrums of all those who hear it and is quite painful. Chance of Addle. 140% ATK DMG. Range: All Enemies.
A-Ability: Rocking the House
+Jarring Tune: Lyn makes a noise with her guitar, a completely off-tune sound that causes the enemy to clutch their teeth as the tune resounds in their ears. 13% ATK DMG. Range: 3 Cell Radius.
+Punk Bash: Raising her weapon, she slams it down on her enemy. She strikes them one more time, forcing them to the ground, and then does one last hit, putting all her strength into it. 120% ATK DMG first hit, 140% second hit, 160% third hit. Range: Adjacent.
+Surround Sound: Sound amplifiers and speakers appear around Lyn and she then plays her loudest note. The sound blares out of the speakers and blasts the enemies back. 130% ATK DMG. Pushes back 2 Cells. Range: All Enemies.
+Dance Fever: Lyn begins to play a song that pumps up the party and makes them want to move. Casts Haste. Range: All Allies.
A-Ability: Showtime
+Encore: Calls upon a crowd to give a character an overwhelming applause, causing the target to repeat their previous action. Range: One Character.
+Fanbase: Any idol with publicity has a fanbase. And none of them are too pleased by their idol's attackers. So, they run them over while throwing anything on hand. 200% ATK DMG. Range: All Enemies.
R-Ability:
S-Ability: Sound Echo - Sound reverberates through the air and bounce off walls and other sound waves, sometimes returning to where it came. Lyn recovers 15% of her MP each turn.
D-Ability: Anti-Stalker - Sometimes, it's hard to be popular. And because one is popular, one has to watch out for stalkers. Lyn begins bashing on the opponent with her weapon, using enough strength to break bones. 200% Piercing ATK DMG. Range: Adjacent.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Thu Nov 29, 2012 7:15 pm; edited 22 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Cody Riddells
Age: Appears to be 16; About 150
Gender: Male
Appearance:
Level: 1
Next Level: 0/10
Profession: Water Sprite => Rain Sprite
Water Sprite - Born from the waters, a being with the ability to call upon the water spirits. They themselves are also a part of the water and thus, have similar attributes. However, they are not as close to the element as the spirits are and use said spirits as a medium in which to utilize the element. They are rare and hardly ever appear before humans. [Resist Water] [Immune Wet]
Weapon: Ripped Parasol - A parasol that looks like it's been through better times, there's really no use for it.
Armor: Dirty Dress - This might need to be washed rather thoroughly.
Accessory: Warm Cloak [+1 DEF] - A fluffy little item that keeps the wearer warm and comfy.
A-Ability: Aqua Arts
+Water Crush: Water gathers at the feet of the target before swiftly rising up and crushing the target. Water Element. Range: 4 cells. 120% INT Damage. Chance of Wet.
+Healing Splash: Fresh water is poured over the target, revitalizing them and leaving them dry afterward. Water Element. Range: 3 cells. Heals for 130% of INT.
+Aqua Lock: Streams of water launch themselves at the target and binds them. Chance of Seal. Range: 4 Cells.
+Seastone: Calls on a water spirit to bring to Cody an item from the depths of the sea that is rumored to increase the water element of the holder. Range: Self. Increases Water Damage by 50%. Lasts for 3 Turns.
+Clear Water: Crystal clear water of the highest purity, said to be able to lift any sort of ailment the drinker is afflicted with. Range: 4 Cells. Clears all Negative Status Effects.
+Imprisonment: Water swirls around the target, creating a sphere shaped water prison. The prison then begins to fill with water, slowly drowning the prisoner. Range: 4 Cells. Drowns Target in 2 Turns. Can be broken with a Fire Element attack. Cannot be used on characters at higher level.
A-Ability: Shower of Tears
+Downpour: A hideous rain cloud spontaneously appears above the target before letting loose a painful rainfall, drenching the target as well. 140% Water INT DMG. Chance of Wet each turn. Range: 3 Cells. Lasts 3 Turns.
+Spring Rain: A light shower of water pours down from the sky, a healing formula mixed within it and revitalizing all it touches. Heals for 150% Water INT. Range: All Allies. Lasts 3 Turns.
+Endless Rain: The user calls upon nearby rainclouds to pour rain upon the field, changing the setting to a Rainy one indefinitely. Water Element attacks become more effective and the pouring rain causes everyone to be affected by the Wet status. A Water Cell may appear randomly. Changes Setting.
+Bubble Barrier: Using the water collected on his allies, Cody makes it so instead of soaking them, the water surrounds them in a protective bubble, effectively increasing their vitality. Changes Wet status to Bubble status. Range: All Wet Allies.
+Vengeful Storm: The skies turn dark and thunder rumbles into the distance. It is clear a storm has come as lightning suddenly strikes down at the field, directing at the enemies and striking them down where they stand. 210% Lightning INT DMG. Lasts for 3 Turns. Range: All Enemies.
R-Ability: Parasol Block - When attacked, Cody snaps open his parasol, lessening the intended damage by 20%.
S-Ability: Water Spirits' Wrath - When Cody becomes weakened, the spirits become enraged and their attacks become far stronger. Water damage increases by 50% as long as Cody is in Critical state.
Hydrophilic - A water loving creature, Cody's stats increase by 10% for every water cell on the field.
D-Ability: Tidal Wave - By calling upon the spirits of the water, Cody creates a massive tidal wave that deals damage to everything in his way. Amazingly, none of his allies are damaged during this attack. Water Element. Range: Entire Field. Deals 100% INT DMG to everything except for allies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Age: Appears to be 16; About 150
Gender: Male
Appearance:
- Spoiler:
- A fair skinned boy of average height, Cody has soft features which make him appear rather feminine. He is easily mistaken for a girl due to his cross-dressing tendencies and his soft appearance. His hair is a sandy brown that is cut into a short bob hairstyle and his eyes a light blue green. He can usually be seen wearing Gothic Lolita type clothing with a black ribbon tied in his hair at the left side of his head.
Level: 1
Next Level: 0/10
Profession: Water Sprite => Rain Sprite
Water Sprite - Born from the waters, a being with the ability to call upon the water spirits. They themselves are also a part of the water and thus, have similar attributes. However, they are not as close to the element as the spirits are and use said spirits as a medium in which to utilize the element. They are rare and hardly ever appear before humans. [Resist Water] [Immune Wet]
Weapon: Ripped Parasol - A parasol that looks like it's been through better times, there's really no use for it.
Armor: Dirty Dress - This might need to be washed rather thoroughly.
Accessory: Warm Cloak [+1 DEF] - A fluffy little item that keeps the wearer warm and comfy.
A-Ability: Aqua Arts
+Water Crush: Water gathers at the feet of the target before swiftly rising up and crushing the target. Water Element. Range: 4 cells. 120% INT Damage. Chance of Wet.
+Healing Splash: Fresh water is poured over the target, revitalizing them and leaving them dry afterward. Water Element. Range: 3 cells. Heals for 130% of INT.
+Aqua Lock: Streams of water launch themselves at the target and binds them. Chance of Seal. Range: 4 Cells.
+Seastone: Calls on a water spirit to bring to Cody an item from the depths of the sea that is rumored to increase the water element of the holder. Range: Self. Increases Water Damage by 50%. Lasts for 3 Turns.
+Clear Water: Crystal clear water of the highest purity, said to be able to lift any sort of ailment the drinker is afflicted with. Range: 4 Cells. Clears all Negative Status Effects.
+Imprisonment: Water swirls around the target, creating a sphere shaped water prison. The prison then begins to fill with water, slowly drowning the prisoner. Range: 4 Cells. Drowns Target in 2 Turns. Can be broken with a Fire Element attack. Cannot be used on characters at higher level.
A-Ability: Shower of Tears
+Downpour: A hideous rain cloud spontaneously appears above the target before letting loose a painful rainfall, drenching the target as well. 140% Water INT DMG. Chance of Wet each turn. Range: 3 Cells. Lasts 3 Turns.
+Spring Rain: A light shower of water pours down from the sky, a healing formula mixed within it and revitalizing all it touches. Heals for 150% Water INT. Range: All Allies. Lasts 3 Turns.
+Endless Rain: The user calls upon nearby rainclouds to pour rain upon the field, changing the setting to a Rainy one indefinitely. Water Element attacks become more effective and the pouring rain causes everyone to be affected by the Wet status. A Water Cell may appear randomly. Changes Setting.
+Bubble Barrier: Using the water collected on his allies, Cody makes it so instead of soaking them, the water surrounds them in a protective bubble, effectively increasing their vitality. Changes Wet status to Bubble status. Range: All Wet Allies.
+Vengeful Storm: The skies turn dark and thunder rumbles into the distance. It is clear a storm has come as lightning suddenly strikes down at the field, directing at the enemies and striking them down where they stand. 210% Lightning INT DMG. Lasts for 3 Turns. Range: All Enemies.
R-Ability: Parasol Block - When attacked, Cody snaps open his parasol, lessening the intended damage by 20%.
S-Ability: Water Spirits' Wrath - When Cody becomes weakened, the spirits become enraged and their attacks become far stronger. Water damage increases by 50% as long as Cody is in Critical state.
Hydrophilic - A water loving creature, Cody's stats increase by 10% for every water cell on the field.
D-Ability: Tidal Wave - By calling upon the spirits of the water, Cody creates a massive tidal wave that deals damage to everything in his way. Amazingly, none of his allies are damaged during this attack. Water Element. Range: Entire Field. Deals 100% INT DMG to everything except for allies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Fri Jan 27, 2012 10:38 pm; edited 9 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Amy Miran
Age: 11
Gender: Female
Appearance:
Level: 1
Next: 0/10
Profession: Haunted Human - Amy is constantly followed by a male spirit who seems to care for her dearly and has honed his powers to protect her at all costs. All his attacks are intelligence-based while Amy does the attack-based skills. They count as one unit. Only one may act at a time.
Weapon: Spiritual Medium - A special item that can come on any shape. Amy has chosen to make it reminiscent of a baseball bat. It seems to bring out the latent powers within her.
[+(level x 0.5) Attack and +(level x 1.5) Intelligence]
Armor: Spiritual Protection - A strange barrier that seems to surround Amy, protecting her from harm. Created by the spirit that haunts her.
[+(level) Defense and +(level x 2) Spirit]
Accessory: Charmed Bracelet (+1 Spirit) - An item designed to ward off evil.
A-Ability:
+Mind Blast: A sudden burst of force is sent at the enemy pushing them back and dealing damage. 110% INT DMG. Range: 3 Cells. Knocks enemy back one cell. Cost: 6
+Shockwave: Sends a wave of energy at all surrounding cells, stunning anyone in the way as well as dealing damage. 80% INT DMG. Range: All surrounding cells. Chance of Stun. 8 MP.
A-Ability: Item
S-Ability:
R-Ability: None.
D-Ability: Possession [Neutral] - The spirit separates from Amy and enters the mind of one of the enemies. He will then proceed to tear at their minds, dealing 100% Piercing damage for two turns. Amy loses her Spiritual Protection during this time but can still act on her own. Chance of Instant Death.
Range: Any enemy
Stats:
Health: 15
Mana: 20
Attack: 1 [+1 from Spiritual Medium]
Defense: 1 [+1 from Spiritual Protection]
Intelligence: 2 [+2 from Spiritual Medium]
Spirit: 3 [+2 from Spiritual Protection] [+1 from Charmed Bracelet]
Movement: 2 [+1 from Haunted Human Profession]
Skill Points: 0
Age: 11
Gender: Female
Appearance:
Level: 1
Next: 0/10
Profession: Haunted Human - Amy is constantly followed by a male spirit who seems to care for her dearly and has honed his powers to protect her at all costs. All his attacks are intelligence-based while Amy does the attack-based skills. They count as one unit. Only one may act at a time.
Weapon: Spiritual Medium - A special item that can come on any shape. Amy has chosen to make it reminiscent of a baseball bat. It seems to bring out the latent powers within her.
[+(level x 0.5) Attack and +(level x 1.5) Intelligence]
Armor: Spiritual Protection - A strange barrier that seems to surround Amy, protecting her from harm. Created by the spirit that haunts her.
[+(level) Defense and +(level x 2) Spirit]
Accessory: Charmed Bracelet (+1 Spirit) - An item designed to ward off evil.
A-Ability:
+Mind Blast: A sudden burst of force is sent at the enemy pushing them back and dealing damage. 110% INT DMG. Range: 3 Cells. Knocks enemy back one cell. Cost: 6
+Shockwave: Sends a wave of energy at all surrounding cells, stunning anyone in the way as well as dealing damage. 80% INT DMG. Range: All surrounding cells. Chance of Stun. 8 MP.
A-Ability: Item
S-Ability:
R-Ability: None.
D-Ability: Possession [Neutral] - The spirit separates from Amy and enters the mind of one of the enemies. He will then proceed to tear at their minds, dealing 100% Piercing damage for two turns. Amy loses her Spiritual Protection during this time but can still act on her own. Chance of Instant Death.
Range: Any enemy
Stats:
Health: 15
Mana: 20
Attack: 1 [+1 from Spiritual Medium]
Defense: 1 [+1 from Spiritual Protection]
Intelligence: 2 [+2 from Spiritual Medium]
Spirit: 3 [+2 from Spiritual Protection] [+1 from Charmed Bracelet]
Movement: 2 [+1 from Haunted Human Profession]
Skill Points: 0
Last edited by Xenosaga on Thu Nov 11, 2010 2:14 pm; edited 3 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Ryas Noa
Age: 20
Gender: Female
Appearance:
Level:
Next Level:
Profession: Witch
Witch - Depicted as a wicked person, witches cast powerful magicks and curses on those that dare to incur their wrath. They are merciless and considered an evil blight on the land. No one welcomes a Witch. [Resist Magic] [Vulnerable Physical]
Weapon:
Armor:
Accessory:
A-Ability: Magic
+Fire: A ball of fire is sent hurtling at the enemy, setting the target on fire. 120% Fire INT DMG. Range: 4 Cells. Chance of Burn.
Times Used: 0/10
---Fira: Fire springs up from the enemy's feet, wrapping around the target. 160% Fire INT DMG. Range: 4 Cells. Chance of Burn.
Times Used: 0/30
---Firaga: A great fireball is sent at the target, bursting as it impacts the enemy. 200% Fire INT DMG, 150% to adjacent cells. Range: 4 Cells. Chance of Burn.
Times Used: 0/60
---Explosion: A small ball of fire drops from the sky and upon hitting the ground, explodes. The blast reaches to the far corners of the field, burning anything in its way. Allies are covered by a protective veil the fire cannot burn. 240% Fire INT DMG. Range: All but Allies. Chance of Burn.
+Blizzard: An icicle forms and is sent straight at the target, piercing straight through. 50% Piercing Ice INT DMG. Range: 5 Cells.
Times Used: 0/10
---Blizzara: Ice forms at the enemy's feet before suddenly spiking, piercing upwards. 70% Piercing INT DMG. Ice Element. Range: 4 Cells.
Times Used: 0/30
---Blizzaga: Ice forms inside the target and bursts out into spikes. 90% Piercing Ice INT DMG. Range: 4 Cells.
Times Used: 0/50
---Hailstorm: Pelts the field with vicious ice rain that lasts until the dark clouds disappear. Allies are covered with a protective veil that the ice cannot penetrate. 160% Ice INT DMG. Continues for 4 Turns. Range: All but Allies.
+Thunder: Lightning strikes down at the target, shocking them. 50% INT DMG. Lightning Element. Range: 3 Cells. Chance of Paralyze.
Times Used: 0/10
---Thundara: Sparks fly as a cage of electricity forms around the target, electrocuting them. 100% Lightning INT DMG. Chance of Paralyze. Range: 3 Cells.
Times Used: 0/30
---Thundaga: Thunder clouds form before a bolt of lightning strikes down the enemy. 150% Lightning INT DMG. Affects Cells Adjacent to Target. Chance of Paralyze. Range: 4 Cells.
Times Used: 0/50
---Thunderstorm: Dark clouds gather before unleashing a rain of thunder, piercing down from the skies to incinerate anything it hits. Somehow, none of the bolts hit allies. 200% Lightning INT DMG. Range: All but Allies. Chance of Paralyze.
+Water: A ball of water is dropped on top of the enemy, soaking them. 60% INT DMG. Water Element. Range: 5 Cells. Chance of Wet.
Times Used: 0/10
---Watera: Water swirls around the enemy before slamming down on them. 100% Water INT DMG. Chance of Wet. Range: 4 Cells.
Times Used: 0/30
---Waterga: Water bursts up from below the target, splashing them in the face. 140% Water INT DMG. Affects Cells Adjacent to Target. Chance of Wet. Range: 4 Cells.
Times Used: 0/50
---Tsunami: Calls upon a raging water that slams down on the field, washing away all in its path. Allies are covered in a protective veil that water cannot break through. 180% Water INT DMG. Chance of Wet. Range: All but Allies.
+Heal: Green sparkles fall over the wounded area. Heals 100% INT. Range: 4 Cells.
Times Used: 0/30
---Healing: Green light is absorbed into the target's body, soothing them. Heals 200% INT. Range: 4 Cells.
Times Used: 0/60
---Healing Spring: The entire field begins to glow and warmth washes over those standing within the green light. Heals 300% INT. Range: All Allies.
+Cleanse: An orange light wraps around the target, curing one negative status effect. Range: 5 Cells. Removes 1 negative status effect.
Times Used: 0/30
---Restore: Blue light whirls around the target, the sparkles absorbed by the body. Eliminates all status effects. Range: 5 Cells.
Times Used: 0/60
---Purify: Crystalline light surrounds all allies in the shape of a diamond. Lasers seem to pierce through their bodies, eliminating all harmful effects they might have. Eliminates all Negative Status Effects. Range: All Allies.
+Quake: The earth cracks beneath the enemies and unbalances them. 90% Earth INT DMG. Chance of Immobilize. Range: Same Row/Column.
Times Used: 0/30
---Quicksand: The earth suddenly begins to sink and turns to sand, dragging the enemies under. 110% Earth INT DMG. Chance of Sinking Sand. Range: All Enemies.
Times Used: 0/60
---Earthquake: A massive quakes occurs, breaking the earth and seeming to split it in two. Enemies caught in the disaster, find themselves unable to move, their limbs caught in a crack. 130% Earth INT DMG. Chance of Immobilize. Range: All Enemies.
Aero: A blast of wind is let loose at the enemy, hitting them hard and sending them back a few feet. Knockback 3 Cells. 110% Wind INT DMG. Range: 4 Cells.
Times Used: 0/10
---Aerora: A condensed ball of wind hits the target and bursts, slicing at them with sharp blades. 130% Wind INT DMG. 7 hits. Range: 4 Cells.
Times Used: 0/30
---Aeroga: The wind surrounding the user begins to pick up until, with a burst of immense force, blasts any nearby foes into the nearest hard surface. Knocks back to end of field unless there are obstacles. 140% Wind INT DMG. Range: All Surrounding Cells.
Times Used: 0/50
---Tornado: Creates a giant swirling source of wind that sucks in its surroundings. Enemies are dragged in by its current, pulling them toward the source. Enemies within a 3 cells radius of it will have their movement dropped to 1 and have a chance of being pulled toward it every turn. Cannot have multiple Tornadoes. Enemies who are sucked in will take 5% Max HP DMG and have a chance of Confusion before being sent flying out of the Tornado's reach. Range: A Chosen Cell. Lasts 5 Turns.
+Revive: A powerful magick that brings the target back from unconsciousness, healing them of life-threatening wounds and allowing them back onto the field. Revives for 150% INT. Range: 5 Cells.
Times Used: 0/70
---Resurrection: An advanced magick that is quite draining to the user, the target is revived and some of their mana restored. Revives for 225% INT. Restores MP by 75% INT. Range: 5 Cells.
+Shock Arrow: Creates a bow of holy light and pulls back the white string to reveal an arrow of the purest white. 140% Light INT DMG. Range: All Enemies in Same Row/Column. Damage increases by 10% for each cell traveled. Powers up when enemies are killed with this skill.
Enemies Defeated: 0/10
+Dark Lance: Forms a lance of darkness and lets it spear the enemy, no matter where they are. 130% Dark INT DMG. Range: One Enemy. Hits increase with usage.
Times Used: 0/10
+Flare Star: White orbs appear around a certain area, a single white line connecting them all and with a snap of a finger, they detonate, blowing up anything within range. 280% INT DMG. Range: 5 Cells. Has a 2x2 blast radius. 3 hits.
S-Ability: Regeneration - Once activated, Ryas recovers 20% of her mana for three turns.
Fortification - DEF and SPR are increased by 20% of INT.
R-Ability: Damage Conversation - Using her doll as a medium, Ryas draws in the power of the attack used against her and converts it into mana. Converts 25% of damage taken into MP.
D-Ability: Super Nova [Neutral] - Ryas creates a tiny ball of energy and flicks it to the center of the field. The ball pulses and contracts before suddenly flaring out, creating a giant blast shockwave across the entire field. Deals 100% Piercing INT DMG.
Range: Damages all except allies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Age: 20
Gender: Female
Appearance:
- Spoiler:
- Ryas has raven black hair that is always pulled up and held in a high ponytail. Her eyes are a similar color and she wears a pair of purple rimmed glasses. Unlike the usual Witches, Ryas prefers casual wear. A shirt, a pair of pants, some sneakers and socks is all she needs. She also has a wool knitted sweater hanging from her back, the sleeves tied around her neck.
Level:
Next Level:
Profession: Witch
Witch - Depicted as a wicked person, witches cast powerful magicks and curses on those that dare to incur their wrath. They are merciless and considered an evil blight on the land. No one welcomes a Witch. [Resist Magic] [Vulnerable Physical]
Weapon:
Armor:
Accessory:
A-Ability: Magic
+Fire: A ball of fire is sent hurtling at the enemy, setting the target on fire. 120% Fire INT DMG. Range: 4 Cells. Chance of Burn.
Times Used: 0/10
---Fira: Fire springs up from the enemy's feet, wrapping around the target. 160% Fire INT DMG. Range: 4 Cells. Chance of Burn.
Times Used: 0/30
---Firaga: A great fireball is sent at the target, bursting as it impacts the enemy. 200% Fire INT DMG, 150% to adjacent cells. Range: 4 Cells. Chance of Burn.
Times Used: 0/60
---Explosion: A small ball of fire drops from the sky and upon hitting the ground, explodes. The blast reaches to the far corners of the field, burning anything in its way. Allies are covered by a protective veil the fire cannot burn. 240% Fire INT DMG. Range: All but Allies. Chance of Burn.
+Blizzard: An icicle forms and is sent straight at the target, piercing straight through. 50% Piercing Ice INT DMG. Range: 5 Cells.
Times Used: 0/10
---Blizzara: Ice forms at the enemy's feet before suddenly spiking, piercing upwards. 70% Piercing INT DMG. Ice Element. Range: 4 Cells.
Times Used: 0/30
---Blizzaga: Ice forms inside the target and bursts out into spikes. 90% Piercing Ice INT DMG. Range: 4 Cells.
Times Used: 0/50
---Hailstorm: Pelts the field with vicious ice rain that lasts until the dark clouds disappear. Allies are covered with a protective veil that the ice cannot penetrate. 160% Ice INT DMG. Continues for 4 Turns. Range: All but Allies.
+Thunder: Lightning strikes down at the target, shocking them. 50% INT DMG. Lightning Element. Range: 3 Cells. Chance of Paralyze.
Times Used: 0/10
---Thundara: Sparks fly as a cage of electricity forms around the target, electrocuting them. 100% Lightning INT DMG. Chance of Paralyze. Range: 3 Cells.
Times Used: 0/30
---Thundaga: Thunder clouds form before a bolt of lightning strikes down the enemy. 150% Lightning INT DMG. Affects Cells Adjacent to Target. Chance of Paralyze. Range: 4 Cells.
Times Used: 0/50
---Thunderstorm: Dark clouds gather before unleashing a rain of thunder, piercing down from the skies to incinerate anything it hits. Somehow, none of the bolts hit allies. 200% Lightning INT DMG. Range: All but Allies. Chance of Paralyze.
+Water: A ball of water is dropped on top of the enemy, soaking them. 60% INT DMG. Water Element. Range: 5 Cells. Chance of Wet.
Times Used: 0/10
---Watera: Water swirls around the enemy before slamming down on them. 100% Water INT DMG. Chance of Wet. Range: 4 Cells.
Times Used: 0/30
---Waterga: Water bursts up from below the target, splashing them in the face. 140% Water INT DMG. Affects Cells Adjacent to Target. Chance of Wet. Range: 4 Cells.
Times Used: 0/50
---Tsunami: Calls upon a raging water that slams down on the field, washing away all in its path. Allies are covered in a protective veil that water cannot break through. 180% Water INT DMG. Chance of Wet. Range: All but Allies.
+Heal: Green sparkles fall over the wounded area. Heals 100% INT. Range: 4 Cells.
Times Used: 0/30
---Healing: Green light is absorbed into the target's body, soothing them. Heals 200% INT. Range: 4 Cells.
Times Used: 0/60
---Healing Spring: The entire field begins to glow and warmth washes over those standing within the green light. Heals 300% INT. Range: All Allies.
+Cleanse: An orange light wraps around the target, curing one negative status effect. Range: 5 Cells. Removes 1 negative status effect.
Times Used: 0/30
---Restore: Blue light whirls around the target, the sparkles absorbed by the body. Eliminates all status effects. Range: 5 Cells.
Times Used: 0/60
---Purify: Crystalline light surrounds all allies in the shape of a diamond. Lasers seem to pierce through their bodies, eliminating all harmful effects they might have. Eliminates all Negative Status Effects. Range: All Allies.
+Quake: The earth cracks beneath the enemies and unbalances them. 90% Earth INT DMG. Chance of Immobilize. Range: Same Row/Column.
Times Used: 0/30
---Quicksand: The earth suddenly begins to sink and turns to sand, dragging the enemies under. 110% Earth INT DMG. Chance of Sinking Sand. Range: All Enemies.
Times Used: 0/60
---Earthquake: A massive quakes occurs, breaking the earth and seeming to split it in two. Enemies caught in the disaster, find themselves unable to move, their limbs caught in a crack. 130% Earth INT DMG. Chance of Immobilize. Range: All Enemies.
Aero: A blast of wind is let loose at the enemy, hitting them hard and sending them back a few feet. Knockback 3 Cells. 110% Wind INT DMG. Range: 4 Cells.
Times Used: 0/10
---Aerora: A condensed ball of wind hits the target and bursts, slicing at them with sharp blades. 130% Wind INT DMG. 7 hits. Range: 4 Cells.
Times Used: 0/30
---Aeroga: The wind surrounding the user begins to pick up until, with a burst of immense force, blasts any nearby foes into the nearest hard surface. Knocks back to end of field unless there are obstacles. 140% Wind INT DMG. Range: All Surrounding Cells.
Times Used: 0/50
---Tornado: Creates a giant swirling source of wind that sucks in its surroundings. Enemies are dragged in by its current, pulling them toward the source. Enemies within a 3 cells radius of it will have their movement dropped to 1 and have a chance of being pulled toward it every turn. Cannot have multiple Tornadoes. Enemies who are sucked in will take 5% Max HP DMG and have a chance of Confusion before being sent flying out of the Tornado's reach. Range: A Chosen Cell. Lasts 5 Turns.
+Revive: A powerful magick that brings the target back from unconsciousness, healing them of life-threatening wounds and allowing them back onto the field. Revives for 150% INT. Range: 5 Cells.
Times Used: 0/70
---Resurrection: An advanced magick that is quite draining to the user, the target is revived and some of their mana restored. Revives for 225% INT. Restores MP by 75% INT. Range: 5 Cells.
+Shock Arrow: Creates a bow of holy light and pulls back the white string to reveal an arrow of the purest white. 140% Light INT DMG. Range: All Enemies in Same Row/Column. Damage increases by 10% for each cell traveled. Powers up when enemies are killed with this skill.
Enemies Defeated: 0/10
+Dark Lance: Forms a lance of darkness and lets it spear the enemy, no matter where they are. 130% Dark INT DMG. Range: One Enemy. Hits increase with usage.
Times Used: 0/10
+Flare Star: White orbs appear around a certain area, a single white line connecting them all and with a snap of a finger, they detonate, blowing up anything within range. 280% INT DMG. Range: 5 Cells. Has a 2x2 blast radius. 3 hits.
S-Ability: Regeneration - Once activated, Ryas recovers 20% of her mana for three turns.
Fortification - DEF and SPR are increased by 20% of INT.
R-Ability: Damage Conversation - Using her doll as a medium, Ryas draws in the power of the attack used against her and converts it into mana. Converts 25% of damage taken into MP.
D-Ability: Super Nova [Neutral] - Ryas creates a tiny ball of energy and flicks it to the center of the field. The ball pulses and contracts before suddenly flaring out, creating a giant blast shockwave across the entire field. Deals 100% Piercing INT DMG.
Range: Damages all except allies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Fri Nov 09, 2012 4:29 pm; edited 14 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Tenkai
Age: Appears to be 28
Gender: Female
Appearance:
Level:
Next Level:
Profession: Dark Assassin => Shadow Assassin => Dark Avenger => Unholy Being
Weapon:
Armor:
Accessory:
A-Ability: Murder Intent
+Pressure Point: Tenkai hits an enemy's pressure point with a swift attack, disabling them. 70% ATK DMG. Chance of Disable. Range: Adjacent.
+Strike: Tenkai suddenly disappears from her spot, reappearing in front of her target and surprising them. She uses that opportunity to deal a harsh blow before disappearing once more, back to her original spot. 120% ATK DMG. Range: 2 Cells.
+Fury: Tenkai launches a flurry of stabs too fast to see. 100% ATK DMG each hit. 5 hits. Range: Adjacent.
+Cursed Wave: Eye glowing, Tenkai suddenly sends a wave of dark energy at the target. Only goes in a straight line. 150% Dark INT DMG. 100% to any in the way. Chance of Curse. Range: 4 Cells.
+Grimtooth: Stabbing her claws into the ground, teeth-like rocks spear out of the ground toward the enemy. Can target even invisible characters. Only moves in a straight line. 100% Piercing ATK DMG. 50% to any in the way. Range: 4 Cells. Can only be used while Invisible.
+Poisoned Blow: Tenkai coats her claws in poison, giving all her attacks a poisoning effect that lasts for 4 turns. Gives attacks a poisoning effect. Range: Self.
+Hide: Tenkai cloaks herself, hiding her from view. This effects wears off when she attacks someone. Casts Invisible. Range: Self.
+From the Darkness: Moving as swiftly and stealthy as possible, Tenkai sneaks up on the nearest enemy and attacks. 110% ATK DMG. 10 hits. Range: Adjacent. Deals double damage if used while Invisible.
+Target Field: Tenkai slams her hand on the ground. Nothing happens at first but then a large ring of light appears on the ground and begins to grow like water around her. Any enemy caught in the ring is frozen and Tenkai takes this moment to launch an all out assault on them. 150% ATK DMG. 15 hits. Hits are randomized when there is more than one enemy. Sure Hit. Range: 5 Cell Radius
A-Ability: Hidden Crimes
+Wire Constriction: Tenkai swings her hands at the enemy and though it seems like nothing at first, she is actually using steel strings that wrap around the enemy so he can't get away. She then releases her claws and strikes the foe numerous times. 120% ATK DMG. 8 hits. Sure Hit. Range: 3 Cells.
+Tripwire: Materializing a piano wire, the user throws it, wrapping the wire around the target's legs. Causes Immobilize. Range: 5 Cells.
+Attention Shift: Tenkai blends into her surroundings, disappearing from the enemy's sight and allowing her to sneak behind the enemy to launch an attack. 130% ATK DMG. 2 hits. Chance of Critical. Chance of Stun. Range: 3 Cells.
+Darkness Cloak: Tenkai waves her hand over the field and suddenly, the shadows rise, enveloping the enemies in an attempt to blind them. Range: All Enemies. Chance of Blind.
+Hidden From View: Tenkai flicks her wrist, instructing the shadow of her target to hide the one its connected to from view. Casts Invisible. Range: 4 Cells.
+Get Over Here: Using a seemingly endless length of string, Tenkai lassos an enemy and tugs them toward her. Drags enemy forward onto a cell adjacent to Tenkai. Range: One Enemy.
+Mirage: Tenkai begins to move at high speeds, now capable of reacting faster than usual. Casts Haste. Increases Movement by 2. Range: Self. 12 MP.
A-Ability: Silent Killing
+Shadow Step: Allows the user to move swiftly, silently and lightly, making them capable of sneaking up on their targets with little trouble. User is capable of avoiding traps and dangerous colored cells. Range: Self.
+Shadow Frenzy: Calls upon the darkness to arise and rage at her enemies. 140% ATK DMG. 5 hits. Range: All Enemies.
+Endless Assault: Unleashes a myriad of blows from all directions. The attack is so fast, it's as if the user didn't move at all. Ignores Enemy's S- and R-Abilities. 170% ATK DMG. 18 hits. Range: Adjacent.
+Avenging Blow: Friends and allies are hard to come by when you're a killer. Even if you're just playing with them. Tenkai rushes the enemy, striking them with the power of the fallen. Base Damage: 0%. Damage increases by 100% for each ally KOed. Range: Adjacent.
A-Ability: Into the Abyss
+Reap Will: Sends strands of darkness to spear through the target and then return to her in the form of a small black orb. She consumes it, the orb seeping through her mask. Deals 50% Piercing INT DMG and regains mana equal to that amount. Range: 4 Cells.
+Shade Imperial: Forms a blade of darkness and spears it through an enemy. The enemy's energy is then steadily drained while Tenkai absorbs it for her own. Inflicts Sap and recovers the same amount of HP the inflicted one loses. Range: 4 Cells.
+Doppelganger: Creates an imitation of any ally character out of darkness. The Doppelganger is unable to act and casts an automatic Cover that lasts until the end of battle, unless it is broken, on the one it is imitating. Their stats are the same as the real one expect all MP is allocated to HP, all ATK is allocated to DEF, and all INT is allocated to SPR.
---Sacrificial Lamb: If the Doppelganger ever becomes useless, Tenkai sacrifices it without a thought. Makes the Doppelganger launch itself at a target and explodes on contact, dealing damage equal to the average of its HP, DEF and SPR. Can only be activated if Cover is broken.
+Darkness Body: The user's energy radiates itself as a malicious dark aura which sucks in the power of all those who get too close to it, draining them of their energy and weakening them. All enemies is surrounding cells are affected. Drains 5% of Max HP and MP of caught enemies and brings their movement down to 0. The user cannot move. Range: Self. Lasts for 3 Turns.
R-Ability: Persistence - When down to half HP, Tenkai's attacks gain the ability to drain half of the damage she deals to the enemy. Lasts until the end of battle.
S-Ability: Agility - Once activated, Tenkai will dodge any and all hits for two turns.
Bloodlust - Losing her usually cool exterior, Tenkai allows her inner demon to rage, bringing into light what she truly is. Increases her ATK by 10% for each ATK she deals.
D-Ability: Sure Kill [Dark] - A deadly attack, Tenkai pierces all of the enemy's vital points. If the enemy is still alive, they are automatically inflicted with Doom. 25% chance of affecting bosses. Deals 200% Piercing ATK DMG. Range: Adjacent
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Age: Appears to be 28
Gender: Female
Appearance:
- Spoiler:
- Tenkai has long silver white hair that reaches to the middle of her back and a single crimson eye. Her other eye, the right one, is covered up by a white eyepatch. She is constantly wearing a black mask that covers her mouth and nose. She wears a dress like outfit that looks to be made entirely of darkness, reaching down to cover her hands like gloves and swirling at her feet like black liquid. It is amazing she hasn't tripped yet.
Level:
Next Level:
Profession: Dark Assassin => Shadow Assassin => Dark Avenger => Unholy Being
Weapon:
Armor:
Accessory:
A-Ability: Murder Intent
+Pressure Point: Tenkai hits an enemy's pressure point with a swift attack, disabling them. 70% ATK DMG. Chance of Disable. Range: Adjacent.
+Strike: Tenkai suddenly disappears from her spot, reappearing in front of her target and surprising them. She uses that opportunity to deal a harsh blow before disappearing once more, back to her original spot. 120% ATK DMG. Range: 2 Cells.
+Fury: Tenkai launches a flurry of stabs too fast to see. 100% ATK DMG each hit. 5 hits. Range: Adjacent.
+Cursed Wave: Eye glowing, Tenkai suddenly sends a wave of dark energy at the target. Only goes in a straight line. 150% Dark INT DMG. 100% to any in the way. Chance of Curse. Range: 4 Cells.
+Grimtooth: Stabbing her claws into the ground, teeth-like rocks spear out of the ground toward the enemy. Can target even invisible characters. Only moves in a straight line. 100% Piercing ATK DMG. 50% to any in the way. Range: 4 Cells. Can only be used while Invisible.
+Poisoned Blow: Tenkai coats her claws in poison, giving all her attacks a poisoning effect that lasts for 4 turns. Gives attacks a poisoning effect. Range: Self.
+Hide: Tenkai cloaks herself, hiding her from view. This effects wears off when she attacks someone. Casts Invisible. Range: Self.
+From the Darkness: Moving as swiftly and stealthy as possible, Tenkai sneaks up on the nearest enemy and attacks. 110% ATK DMG. 10 hits. Range: Adjacent. Deals double damage if used while Invisible.
+Target Field: Tenkai slams her hand on the ground. Nothing happens at first but then a large ring of light appears on the ground and begins to grow like water around her. Any enemy caught in the ring is frozen and Tenkai takes this moment to launch an all out assault on them. 150% ATK DMG. 15 hits. Hits are randomized when there is more than one enemy. Sure Hit. Range: 5 Cell Radius
A-Ability: Hidden Crimes
+Wire Constriction: Tenkai swings her hands at the enemy and though it seems like nothing at first, she is actually using steel strings that wrap around the enemy so he can't get away. She then releases her claws and strikes the foe numerous times. 120% ATK DMG. 8 hits. Sure Hit. Range: 3 Cells.
+Tripwire: Materializing a piano wire, the user throws it, wrapping the wire around the target's legs. Causes Immobilize. Range: 5 Cells.
+Attention Shift: Tenkai blends into her surroundings, disappearing from the enemy's sight and allowing her to sneak behind the enemy to launch an attack. 130% ATK DMG. 2 hits. Chance of Critical. Chance of Stun. Range: 3 Cells.
+Darkness Cloak: Tenkai waves her hand over the field and suddenly, the shadows rise, enveloping the enemies in an attempt to blind them. Range: All Enemies. Chance of Blind.
+Hidden From View: Tenkai flicks her wrist, instructing the shadow of her target to hide the one its connected to from view. Casts Invisible. Range: 4 Cells.
+Get Over Here: Using a seemingly endless length of string, Tenkai lassos an enemy and tugs them toward her. Drags enemy forward onto a cell adjacent to Tenkai. Range: One Enemy.
+Mirage: Tenkai begins to move at high speeds, now capable of reacting faster than usual. Casts Haste. Increases Movement by 2. Range: Self. 12 MP.
A-Ability: Silent Killing
+Shadow Step: Allows the user to move swiftly, silently and lightly, making them capable of sneaking up on their targets with little trouble. User is capable of avoiding traps and dangerous colored cells. Range: Self.
+Shadow Frenzy: Calls upon the darkness to arise and rage at her enemies. 140% ATK DMG. 5 hits. Range: All Enemies.
+Endless Assault: Unleashes a myriad of blows from all directions. The attack is so fast, it's as if the user didn't move at all. Ignores Enemy's S- and R-Abilities. 170% ATK DMG. 18 hits. Range: Adjacent.
+Avenging Blow: Friends and allies are hard to come by when you're a killer. Even if you're just playing with them. Tenkai rushes the enemy, striking them with the power of the fallen. Base Damage: 0%. Damage increases by 100% for each ally KOed. Range: Adjacent.
A-Ability: Into the Abyss
+Reap Will: Sends strands of darkness to spear through the target and then return to her in the form of a small black orb. She consumes it, the orb seeping through her mask. Deals 50% Piercing INT DMG and regains mana equal to that amount. Range: 4 Cells.
+Shade Imperial: Forms a blade of darkness and spears it through an enemy. The enemy's energy is then steadily drained while Tenkai absorbs it for her own. Inflicts Sap and recovers the same amount of HP the inflicted one loses. Range: 4 Cells.
+Doppelganger: Creates an imitation of any ally character out of darkness. The Doppelganger is unable to act and casts an automatic Cover that lasts until the end of battle, unless it is broken, on the one it is imitating. Their stats are the same as the real one expect all MP is allocated to HP, all ATK is allocated to DEF, and all INT is allocated to SPR.
---Sacrificial Lamb: If the Doppelganger ever becomes useless, Tenkai sacrifices it without a thought. Makes the Doppelganger launch itself at a target and explodes on contact, dealing damage equal to the average of its HP, DEF and SPR. Can only be activated if Cover is broken.
+Darkness Body: The user's energy radiates itself as a malicious dark aura which sucks in the power of all those who get too close to it, draining them of their energy and weakening them. All enemies is surrounding cells are affected. Drains 5% of Max HP and MP of caught enemies and brings their movement down to 0. The user cannot move. Range: Self. Lasts for 3 Turns.
R-Ability: Persistence - When down to half HP, Tenkai's attacks gain the ability to drain half of the damage she deals to the enemy. Lasts until the end of battle.
S-Ability: Agility - Once activated, Tenkai will dodge any and all hits for two turns.
Bloodlust - Losing her usually cool exterior, Tenkai allows her inner demon to rage, bringing into light what she truly is. Increases her ATK by 10% for each ATK she deals.
D-Ability: Sure Kill [Dark] - A deadly attack, Tenkai pierces all of the enemy's vital points. If the enemy is still alive, they are automatically inflicted with Doom. 25% chance of affecting bosses. Deals 200% Piercing ATK DMG. Range: Adjacent
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Mon Jan 16, 2012 9:00 am; edited 13 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Serenity
Gender: Female
Age: Appears to be 20
Appearance:
Level:
Next Level:
Profession: Acolyte => Cleric => Priestess => High Priestess
Acolyte - An apprentice of one within the holy order, acolytes are supportive in battle and dislike conflict. They are unable to handle physical combat and can cast minor recovery spells that aid their allies. However, acolytes are still trainees and therefore, are still quite weak.
Cleric - With a loving heart and a warm smile, clerics soothe and ease the pains of the people. They do their very best to support those around them and give their help to anyone in need. [Resist Light] [Resist Dark] [Healing +10%] [Number of Attacks +1]
Priestess - As greater powers are bestowed upon them, priestesses are capable of vanquishing the evil that lurks within the hearts of those they heal. When things become dire, the heavens bestow upon them their protection. [Resist Light] [Resist Dark] [Healing +20%] [Number of Attacks +2] [SOS Wall]
High Priestess - The highest honor for females who follow the holy faith, they have been granted the great powers of the light and can coexist in harmony with the darkness. The power of their light is so powerful, no one can resist its shining blaze. [Null Light] [Null Dark] [Healing +30%] [SOS Wall] [Number of Attacks +3] [Sacred Light]
*SOS Wall - Casts Shell and Protect when user is in critical condition.
*Scared Light - All Light based attacks bypasses the target's Light immunity and absorb ability.
Weapon: Oak Staff - A rather rickety looking thing, the wood is made of oak and can deal a good hit when needed.
Armor: White Robes - Made of wool and cotton, they are very comfortable to wear and provide protection against much, with a hood to conceal the head.
Accessory: Holy Symbol - A carving of the sun, it seems to emit of dim glow of warmth. [+1 INT]
A-Ability: Road Paved in Good Intentions
+Holy Strike: Launches an orb of bright light at the enemy that bursts upon contact, blinding the target. 130% Light INT DMG. Chance of Blind. Range: 3 Cells.
+Soothing Light: White sparkles whirl around the target, soothing and closing their wounds. Heals for 110% Light INT. Range: 4 Cells.
+Warm Glow: Emits a glowing mist from her hand and directs the mist into her target, filling them with warmth. Eliminates one negative status effect. Range: 4 Cells.
+Soul Return: With a silent pray for the unconscious not to depart, Serenity calls for the soul to return to its rightful body. "Please. Come home." Range: Adjacent. Revives for 15% of the target's Max HP.
+Pray: A weak spell which reaches far, healing the caster and their allies. 70% Light INT Healing. Range: All Allies.
+Mana Transfer: Links her mana with her target's and carefully sends her mana into her target's reserves. Range: 5 Cells.
+Shattering Glare: Shoots a blast of blazing light at the target, shattering whatever protection they were given. Casts Dispel. Range: 4 Cells.
A-Ability: What Lights the Path
+Gift: An item appears in Serenity's hands, a present from an unknown source. Gains a random recovery item. Range: Self.
+To Ease the Suffering: Soothes away the pains of life and allows the target to continue anew. Light Element. Heals for 100% INT. Heals 10% more for every cell closer to Serenity the target is from maximum range. Range: 6 Cells.
+Shining Ray: A pillar of light slams down on the target and continues to do so every so often. 110% Light INT DMG. Range: 4 Cells. Attack persists for three turns.
+Pillars of Light: Several beams of light fall from the sky, slamming down on the targets with extreme force. Light Element. 140% INT DMG. 7 Randomized hits. Range: All Enemies.
+Barrier: Creates a protective shield around the target. Casts Protect. Casts Shell. Range: 4 Cells.
+Salvation: Pillars of light shoot down from the heavens directly on Serenity and her allies. Casts Regen and MP Regen. Range: All Allies.
+Revival: Revitalizes the target, bringing them back to consciousness and into the world of the living. Revives for 180% Light INT in both health and mana. Range: 4 Cells.
A-Ability: The Altar of Faith
+Sacred Hymn: Serenity hums a hymn, an incantation hidden within the words. Lowers target's stats by 10%. Range: 4 Cells.
+Absolute Faith: A being of light appears before Serenity and bestows upon her power before disappearing. Light affinity increases by 10%, stats increase by 10%. Range: Self. Can be stacked.
+Sanctuary: Serenity kneels down and presses her palms to the ground. The ground surrounding her begins to glow. Serenity is Immobilized. Range: All Surrounding Cells. Lasts for three turns. 100% Light INT Healing to allies, 100% Light INT DMG to enemies.
+Holy Rain: Utters a prayer which calls light to rain down from the heavens. Its holy attribute vanquishes all who mean the user harm and restoring the health of those the user is allied with. 170% Light INT DMG. 100% Light INT Healing. Range: Field. Lasts 3 turns.
+Miraculous Recovery: Envelopes the target in a warm light before fading, leaving the target free of anything that ails them. Eliminates all negative status effects. Range: 4 Cells.
+Grand Cross: Swipes at the air, creating a symbol resembling a cross and raises it up. The cross then releases a blast energy, causing a large shockwave that damages all enemies in the vicinity but refreshes any ally it touches. Heals for 140% Light INT to allies. Deals 160% Light INT to enemies. Range: Field.
A-Ability: God's Grace
+Smite: Forms a gigantic orb of light above the caster's head and brings it down on nearby enemies, blasting into pieces. A useful ability in getting rid of any annoying creature that refuses to die. 200% Light INT DMG. Range: 2 Cells including surrounding cells of target. Exorcises Undead monsters.
+Banishment: Serenity imprisons her target in a cage of light and begins murmuring a spell of unknown origins. There is a blast of immense power inside the cage, having a chance of completely obliterating the prisoner. 240% INT DMG. Chance of Oblivion. Range: 3 Cells.
+Holy Lance: Lances of light form, spearing the enemy and ends with a lance piercing down on the enemy. 140% Light INT DMG. 8 hits. Range: 4 Cells.
+Divine Drive: A glowing yellow glyph appears under the target and beams of light begin to shoot out of it, hitting hard enough to send the target into the air. 180% Light INT DMG. 5 hits.
+Light Beams: Orbs of white light appear around Serenity before releasing a bombardment of laser-like beams at the target. 80% Light INT DMG. 18 hits.
+Holy Hymn: Sings a long lost hymn used to honor the gods and ask for their powers to help those in needs. The hymn reverberates through the air and calls upon a healing light to shine through the clouds in the sky, radiating warmth and acceptance which heals allies of their wounds. 240% Holy INT Healing. Range: All Allies.
R-Ability: Saving Grace - When Serenity is attacked, there is a 50% chance the damage will be halved.
S-Ability: Prayer - Serenity sends a request to the heavens to bestow upon her power. Fully recovers all her mana and increases her holy output by 20% for 3 turns.
D-Ability: Heaven's Light [Holy] - A ball of white light appears in Serenity's hands. She slowly lifts it up to the sky and in an instant, the light shatters, scattering all over the field. Snow-like particles begin falling from the sky, drifting slowly to the ground. All enemies touched by it are burned. 100% Piercing Holy INT DMG. Range: All Enemies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
Movement: 2 [+1 from Acolyte Profession]
Skill Points: 0
Gender: Female
Age: Appears to be 20
Appearance:
- Spoiler:
- A young woman with smooth, white skin and rose red lips. Her hair is a sleek golden yellow that shines in the light and eyes of the most crystalline and gentle blue. Her features are soft and kind and there is always a hint of a smile on her face. Her body is slim with not a sign of muscle. She wears a beautiful baggy white robe with gold lining along the hems and cotton slippers. She usually has the hood of of the robe up but not enough to conceal her face. Her height is around 5'6" or 5'7" but she seems to be shorter than she is due to her outfit.
Level:
Next Level:
Profession: Acolyte => Cleric => Priestess => High Priestess
Acolyte - An apprentice of one within the holy order, acolytes are supportive in battle and dislike conflict. They are unable to handle physical combat and can cast minor recovery spells that aid their allies. However, acolytes are still trainees and therefore, are still quite weak.
Cleric - With a loving heart and a warm smile, clerics soothe and ease the pains of the people. They do their very best to support those around them and give their help to anyone in need. [Resist Light] [Resist Dark] [Healing +10%] [Number of Attacks +1]
Priestess - As greater powers are bestowed upon them, priestesses are capable of vanquishing the evil that lurks within the hearts of those they heal. When things become dire, the heavens bestow upon them their protection. [Resist Light] [Resist Dark] [Healing +20%] [Number of Attacks +2] [SOS Wall]
High Priestess - The highest honor for females who follow the holy faith, they have been granted the great powers of the light and can coexist in harmony with the darkness. The power of their light is so powerful, no one can resist its shining blaze. [Null Light] [Null Dark] [Healing +30%] [SOS Wall] [Number of Attacks +3] [Sacred Light]
*SOS Wall - Casts Shell and Protect when user is in critical condition.
*Scared Light - All Light based attacks bypasses the target's Light immunity and absorb ability.
Weapon: Oak Staff - A rather rickety looking thing, the wood is made of oak and can deal a good hit when needed.
Armor: White Robes - Made of wool and cotton, they are very comfortable to wear and provide protection against much, with a hood to conceal the head.
Accessory: Holy Symbol - A carving of the sun, it seems to emit of dim glow of warmth. [+1 INT]
A-Ability: Road Paved in Good Intentions
+Holy Strike: Launches an orb of bright light at the enemy that bursts upon contact, blinding the target. 130% Light INT DMG. Chance of Blind. Range: 3 Cells.
+Soothing Light: White sparkles whirl around the target, soothing and closing their wounds. Heals for 110% Light INT. Range: 4 Cells.
+Warm Glow: Emits a glowing mist from her hand and directs the mist into her target, filling them with warmth. Eliminates one negative status effect. Range: 4 Cells.
+Soul Return: With a silent pray for the unconscious not to depart, Serenity calls for the soul to return to its rightful body. "Please. Come home." Range: Adjacent. Revives for 15% of the target's Max HP.
+Pray: A weak spell which reaches far, healing the caster and their allies. 70% Light INT Healing. Range: All Allies.
+Mana Transfer: Links her mana with her target's and carefully sends her mana into her target's reserves. Range: 5 Cells.
+Shattering Glare: Shoots a blast of blazing light at the target, shattering whatever protection they were given. Casts Dispel. Range: 4 Cells.
A-Ability: What Lights the Path
+Gift: An item appears in Serenity's hands, a present from an unknown source. Gains a random recovery item. Range: Self.
+To Ease the Suffering: Soothes away the pains of life and allows the target to continue anew. Light Element. Heals for 100% INT. Heals 10% more for every cell closer to Serenity the target is from maximum range. Range: 6 Cells.
+Shining Ray: A pillar of light slams down on the target and continues to do so every so often. 110% Light INT DMG. Range: 4 Cells. Attack persists for three turns.
+Pillars of Light: Several beams of light fall from the sky, slamming down on the targets with extreme force. Light Element. 140% INT DMG. 7 Randomized hits. Range: All Enemies.
+Barrier: Creates a protective shield around the target. Casts Protect. Casts Shell. Range: 4 Cells.
+Salvation: Pillars of light shoot down from the heavens directly on Serenity and her allies. Casts Regen and MP Regen. Range: All Allies.
+Revival: Revitalizes the target, bringing them back to consciousness and into the world of the living. Revives for 180% Light INT in both health and mana. Range: 4 Cells.
A-Ability: The Altar of Faith
+Sacred Hymn: Serenity hums a hymn, an incantation hidden within the words. Lowers target's stats by 10%. Range: 4 Cells.
+Absolute Faith: A being of light appears before Serenity and bestows upon her power before disappearing. Light affinity increases by 10%, stats increase by 10%. Range: Self. Can be stacked.
+Sanctuary: Serenity kneels down and presses her palms to the ground. The ground surrounding her begins to glow. Serenity is Immobilized. Range: All Surrounding Cells. Lasts for three turns. 100% Light INT Healing to allies, 100% Light INT DMG to enemies.
+Holy Rain: Utters a prayer which calls light to rain down from the heavens. Its holy attribute vanquishes all who mean the user harm and restoring the health of those the user is allied with. 170% Light INT DMG. 100% Light INT Healing. Range: Field. Lasts 3 turns.
+Miraculous Recovery: Envelopes the target in a warm light before fading, leaving the target free of anything that ails them. Eliminates all negative status effects. Range: 4 Cells.
+Grand Cross: Swipes at the air, creating a symbol resembling a cross and raises it up. The cross then releases a blast energy, causing a large shockwave that damages all enemies in the vicinity but refreshes any ally it touches. Heals for 140% Light INT to allies. Deals 160% Light INT to enemies. Range: Field.
A-Ability: God's Grace
+Smite: Forms a gigantic orb of light above the caster's head and brings it down on nearby enemies, blasting into pieces. A useful ability in getting rid of any annoying creature that refuses to die. 200% Light INT DMG. Range: 2 Cells including surrounding cells of target. Exorcises Undead monsters.
+Banishment: Serenity imprisons her target in a cage of light and begins murmuring a spell of unknown origins. There is a blast of immense power inside the cage, having a chance of completely obliterating the prisoner. 240% INT DMG. Chance of Oblivion. Range: 3 Cells.
+Holy Lance: Lances of light form, spearing the enemy and ends with a lance piercing down on the enemy. 140% Light INT DMG. 8 hits. Range: 4 Cells.
+Divine Drive: A glowing yellow glyph appears under the target and beams of light begin to shoot out of it, hitting hard enough to send the target into the air. 180% Light INT DMG. 5 hits.
+Light Beams: Orbs of white light appear around Serenity before releasing a bombardment of laser-like beams at the target. 80% Light INT DMG. 18 hits.
+Holy Hymn: Sings a long lost hymn used to honor the gods and ask for their powers to help those in needs. The hymn reverberates through the air and calls upon a healing light to shine through the clouds in the sky, radiating warmth and acceptance which heals allies of their wounds. 240% Holy INT Healing. Range: All Allies.
R-Ability: Saving Grace - When Serenity is attacked, there is a 50% chance the damage will be halved.
S-Ability: Prayer - Serenity sends a request to the heavens to bestow upon her power. Fully recovers all her mana and increases her holy output by 20% for 3 turns.
D-Ability: Heaven's Light [Holy] - A ball of white light appears in Serenity's hands. She slowly lifts it up to the sky and in an instant, the light shatters, scattering all over the field. Snow-like particles begin falling from the sky, drifting slowly to the ground. All enemies touched by it are burned. 100% Piercing Holy INT DMG. Range: All Enemies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
Movement: 2 [+1 from Acolyte Profession]
Skill Points: 0
Last edited by Xenosaga on Fri Nov 09, 2012 4:32 pm; edited 14 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Ruthas Ivoyin
Age: 17
Gender: Female
Appearance:
Level: 1
Next Level: 0/10
Profession: Dancer => Gypsy => Empty Vessel => Summoner
Dancer - Dancers are beings of action. They have flexible bodies and express themselves through motion instead of words. Their dances can be prayers, offerings to the gods, just simple entertainment. However, there is always a story to every dance. [Dodge Rate: 20%]
Weapon: Worn Chakrams [Basic Attack: 2 hits] - A plain old set of chakrams that seem to have been used vigorously. In fact, it's really quite dirty. . . . Who cleans these things?
Armor: Baggy Shirt - Though comfortable and easy to move in, it's not something one would wear on a battlefield.
Accessory: Butterfly Clip [+5 MP] - A small ornament, it looks quite delicate and likely to break with a single touch.
A-Ability: Silent Speech
+Chakram Throw: Ruthas throws her chakrams at an enemy out of her reach, swinging them in a way so that they slice the enemy and return like boomerangs. 100% ATK DMG. 2 hits. Range: 4 Cells.
+Ring Whirlwind: A simple twirl with chakrams outstretched, cutting through all those that obstruct her. 100% ATK DMG. Range: Adjacent Cells.
+Dance of Darkness: A dance of survival, dark clouds begin to surround Ruthas, decreasing the accuracy of attacks in the darkness by 50%. Range: 2 Layers of Surrounding Cells. Lasts 3 turns.
+Dance of Life: A dance commemorating birth, a healing power flows through all those in its area of effect. Recovers 10% of HP and MP. Range: 2 Layers of Surrounding Cells.
+Dance of Protection: With a mysterious gylph appearing under her feet, she dances to empower it, the symbol slowly growing around her. All within its field, feel a change in the air around them. All Allies Gain a 20% increase in DEF/SPR when within the field. Range: 2 Layers Surrounding Cells.
+Quickening: A fast paced dance, just watching can invigorate the body, forcing adrenaline to pump through their veins. Casts Haste. Range: Self and Adjacent Cells.
R-Ability: Flexibility - Upon being afflicted with Center of Attention, Ruthas' dodge rate is set at 50%.
S-Ability: Center Stage - An (unintentional) attention-whore, Ruthas captivates those watching her dance, causing them to only focus on her. Casts Center of Attention on Self. Activates after executing a Silent Speech A-Ability.
D-Ability: Voodoo Dance - A horrid dance, Ruthas uses her body to call upon the spirits of the dead to curse her enemies and drag them to the world below. Though beautiful to watch, it is also terrifying to see the haunted souls of those that have long past returning to unleash their fury upon those still alive. Range: All Enemies. Chance of Curse.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Age: 17
Gender: Female
Appearance:
- Spoiler:
- A rather cheery girl, Ruthas can usually be seen with a smile on her face and a sparkle of excitement in her baby blue eyes. Though her hair is black and tied in a high ponytail, her bangs seem to have been bleached white. It looks natural but at the same time, not. She will wear just about anything, if only it looks pretty to her. Otherwise, she wears a baggy shirt, jeans and sandals.
Level: 1
Next Level: 0/10
Profession: Dancer => Gypsy => Empty Vessel => Summoner
Dancer - Dancers are beings of action. They have flexible bodies and express themselves through motion instead of words. Their dances can be prayers, offerings to the gods, just simple entertainment. However, there is always a story to every dance. [Dodge Rate: 20%]
Weapon: Worn Chakrams [Basic Attack: 2 hits] - A plain old set of chakrams that seem to have been used vigorously. In fact, it's really quite dirty. . . . Who cleans these things?
Armor: Baggy Shirt - Though comfortable and easy to move in, it's not something one would wear on a battlefield.
Accessory: Butterfly Clip [+5 MP] - A small ornament, it looks quite delicate and likely to break with a single touch.
A-Ability: Silent Speech
+Chakram Throw: Ruthas throws her chakrams at an enemy out of her reach, swinging them in a way so that they slice the enemy and return like boomerangs. 100% ATK DMG. 2 hits. Range: 4 Cells.
+Ring Whirlwind: A simple twirl with chakrams outstretched, cutting through all those that obstruct her. 100% ATK DMG. Range: Adjacent Cells.
+Dance of Darkness: A dance of survival, dark clouds begin to surround Ruthas, decreasing the accuracy of attacks in the darkness by 50%. Range: 2 Layers of Surrounding Cells. Lasts 3 turns.
+Dance of Life: A dance commemorating birth, a healing power flows through all those in its area of effect. Recovers 10% of HP and MP. Range: 2 Layers of Surrounding Cells.
+Dance of Protection: With a mysterious gylph appearing under her feet, she dances to empower it, the symbol slowly growing around her. All within its field, feel a change in the air around them. All Allies Gain a 20% increase in DEF/SPR when within the field. Range: 2 Layers Surrounding Cells.
+Quickening: A fast paced dance, just watching can invigorate the body, forcing adrenaline to pump through their veins. Casts Haste. Range: Self and Adjacent Cells.
R-Ability: Flexibility - Upon being afflicted with Center of Attention, Ruthas' dodge rate is set at 50%.
S-Ability: Center Stage - An (unintentional) attention-whore, Ruthas captivates those watching her dance, causing them to only focus on her. Casts Center of Attention on Self. Activates after executing a Silent Speech A-Ability.
D-Ability: Voodoo Dance - A horrid dance, Ruthas uses her body to call upon the spirits of the dead to curse her enemies and drag them to the world below. Though beautiful to watch, it is also terrifying to see the haunted souls of those that have long past returning to unleash their fury upon those still alive. Range: All Enemies. Chance of Curse.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Sat Feb 04, 2012 7:39 pm; edited 6 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
From Tales of Alidaire: The Tragedy
Name: Karen "Crow" Alestor
Gender: Female
Age: 18
Appearance:
Level: 3
Next Level: 8/10
Profession: Baseball Player: Pitcher
Weapon: Old Baseball (Range: 4 cells)
Armor: Dirt Covered Uniform
Accessory: Baseball Cap [+5 HP]
A-Ability: Perfect Game
+Curve Ball: A ball with a certain spin to it, it is able to curve in its course, striking the enemy hard and sometimes startling them. 120% ATK DMG.
Range: 5 Cells
Effect: Startle
Cost: 8 MP.
+Fast Ball: Throwing a ball too fast to see, the enemy is struck in the face and sometimes addling them. 150% ATK DMG.
Range: 5 Cells; Only in a straight line
Effect: Addle
Cost: 12 MP.
+Cheap Shot: A ball that aims low, it hits the enemy between the legs. Highly effective against males. 100% ATK DMG.
Range: 5 Cells.
Effect: Immobilize; instant immobilize for males (Unless they have balls of steel)
Cost: 10 MP.
Rock Throw: Instead of a baseball, Karen throws a rock. Deals 1 damage.
Range: One Enemy
Cost: 1 MP.
R-Ability: None.
S-Ability:
+Concentration [Passive] : Damage output increases by 10%.
D-Ability: Ball Rage [Neutral] 200% Piercing ATK DMG.
Range: One Enemy
Stats:
HP: 25
MP: 20
ATK: 5 (+1 from Old Baseball)
DEF: 4 (+1 from Dirt Covered Uniform)
INT: 3 (+0 from Old Baseball)
SPR: 3 (+0 from Dirt Covered Uniform)
MOVE: 2 cells (+1 from Baseball Player job)
Skill Point: 0
Name: Karen "Crow" Alestor
Gender: Female
Age: 18
Appearance:
- Spoiler:
- Karen has hair the color of fire and eyes to match. She always has a nonchalant look on her face and a stick of gum in her mouth, which she chews constantly. You can occasionally see her blowing a bubble. Karen has a tough build, thanks to all the training she's done but she isn't buff by all means.
Level: 3
Next Level: 8/10
Profession: Baseball Player: Pitcher
Weapon: Old Baseball (Range: 4 cells)
Armor: Dirt Covered Uniform
Accessory: Baseball Cap [+5 HP]
A-Ability: Perfect Game
+Curve Ball: A ball with a certain spin to it, it is able to curve in its course, striking the enemy hard and sometimes startling them. 120% ATK DMG.
Range: 5 Cells
Effect: Startle
Cost: 8 MP.
+Fast Ball: Throwing a ball too fast to see, the enemy is struck in the face and sometimes addling them. 150% ATK DMG.
Range: 5 Cells; Only in a straight line
Effect: Addle
Cost: 12 MP.
+Cheap Shot: A ball that aims low, it hits the enemy between the legs. Highly effective against males. 100% ATK DMG.
Range: 5 Cells.
Effect: Immobilize; instant immobilize for males (Unless they have balls of steel)
Cost: 10 MP.
Rock Throw: Instead of a baseball, Karen throws a rock. Deals 1 damage.
Range: One Enemy
Cost: 1 MP.
R-Ability: None.
S-Ability:
+Concentration [Passive] : Damage output increases by 10%.
D-Ability: Ball Rage [Neutral] 200% Piercing ATK DMG.
Range: One Enemy
Stats:
HP: 25
MP: 20
ATK: 5 (+1 from Old Baseball)
DEF: 4 (+1 from Dirt Covered Uniform)
INT: 3 (+0 from Old Baseball)
SPR: 3 (+0 from Dirt Covered Uniform)
MOVE: 2 cells (+1 from Baseball Player job)
Skill Point: 0
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Myuu Rindel
Gender: Male
Age: Appears to be 15-17; Is actually about 1500
Appearance:
Level: 1
Next Level: 0/10
Profession: Angel => Guardian Angel => Archangel => Seraphim
Angel - A being from heaven, light surrounds him in a glorious light, fighting back against the darkness. They specialize in both fighting and magical arts, with a stronger leaning to fighting. [Immune to Blind/Darkness] [Acts as a Torch in Dark places] [Resist Dark]
Guardian Angel - Protectors of the weak and ones in need, they keep their charge safe from harm and will even use themselves as shields if it means their charge will come to no harm. When weakened, their auras instinctively protect them, if only to keep on fighting for the sake of those they are protecting. [Resist Dark] [Flying] [SOS Protect] [Immune to Blind/Darkness] [Acts as a Torch]
Weapon: Rusty Sword - A sword covered in rust, it's a miracle it can still cut.
Armor: Woolen Robe - A heavy material that hampers one's movement. It seems to do nothing to Myuu, however.
Accessory: Holy Bangle [+1 SPR] - A dull gold bangle that is wrapped around the wrist. It seems to have a bit of holy power dwelling within it, offering some protection of some sort.
A-Ability: Trainee Skills
+Swift Strike: A fast hit that surprises the enemy, it is quickly followed by a stab and is over before the enemy realizes it. 2 hits. 100% ATK DMG with high chance of critical for second hit. Range: Adjacent.
+Combo Strikes: A smooth flowing series of hits is dealt, seeming to have no end. 100% ATK DMG. 5 hits. Range: Adjacent.
+Light Blade: Covers his weapon in light, making it feel like it weighs nothing as it strikes with blinding flashes. Doubles basic attack. Basic Attack Element becomes Holy. Chance of Blind. Range: Self.
+Angel Feathers: Myuu's wings suddenly grow and he flaps them hard, sending a barrage of sharpened feathers imbued with power at the enemy. 90% Light ATK DMG. 7 hits. Range: 5 Cells.
+Flash: Myuu gathers light in front of him before launching it at the enemy. 130% INT DMG to main target. Adjacent cells are also effected, taking 50% INT DMG. Chance of Blind. Range: 4 Cells.
+Light Aid: A healing light formed from Myuu's own powers wraps around his target, healing them of their wounds. Heals 150% INT. Range: 3 Cells.
+Flight: Myuu sends energy into his wings, making them grow and capable of flight. Gains Flying status. Range: Self.
A-Ability: Angelic Protection
+Sun Slash: Blade becomes blazing hot before the user begins to deal a fury of blows, ending with a slamming slash. 120% ATK DMG for 5 hits, 150% ATK DMG for last hit. Fire Element. Range: Adjacent.
+Sunflare: Forms of burning orb of light before throwing it into the air. It flashes brightly and instantly, there is a burning sensation to all those nearby. Fire Element. 140% INT DMG. 70% INT DMG to adjacent cells. Chance of Blind. Range: 4 Cells.
+Duty Bound: As the guardian angel of the target, Myuu will protect them with his life. Casts Cover. Range: One Ally.
+Angel's Blessing: Bestows upon the target an angel's blessing. Increases ATK and INT by 20%. Range: 3 Cells.
+Holy Shield: Forms a shield of light to protect against various attacks. Increases DEF and SPR by 20%. Gains Resist Light and Dark. Range: 3 Cells.
+Rescue: Using his large wings, Myuu quickly flies over to his ally and picks them up before moving both of them to a spot further away from danger. [Cells Moved] MP.
A-Ability: Grace of Heaven
+Air Raid: Utilizing a powerful uppercut slash, the enemy is sent in the air by many wind blades. A swift slice downwards sends the target straight back down, still being bombarded by wind blades. 130% Wind INT DMG. 8 hits. Range: All Enemies in 2 Straight Cells.
+Judgement: Myuu begins to chant in an angelic tongue, his wings spreading out behind him. At the last word, thin beams of light begin striking down at the enemy party. 200% Holy INT DMG. 300% Holy INT DMG at Half HP. 400% Holy INT DMG at Critical HP. Range: All Enemies.
+Holy Song: An ancient chant that spreads across the field, blessing all those who hear it. Stats are increased by 20%. Range: All Allies besides user.
+Revitalize: An advanced holy technique, heals the target for 200% Holy INT and cures all status effects. Range: 4 Cells.
+Second Chance: Everybody is given a second chance. Casts Reraise. Range: 3 Cells.
A-Ability: Wrath of Above
+Starlight Blast: Unleashes a massive series of attacks on the target, the weapon imbued with a blinding light. Each hit can cause sparkles of light to flash. Chance of Blind for each hit. 160% ATK DMG. 12 hits.
+Holy Cross: A cross-like symbol appears on the ground and a blast of blinding light is emitted upward. All enemies within the symbol take damage. All allies within the symbol are healed. 150% Holy INT DMG/150% Holy INT Healing. Range: 3 Cells, shaped in a cross.
+Holy Judgement: A combination of Judgement and Holy Song, an incredibly powerful technique that requires a massive amount of concentration. Takes 2 turns to activate. Range: Field.
+Grand Shield: A great protective barrier is formed around all allies, reflecting away all manner of attacks. Casts Protect and Shell. Range: Ally Party.
R-Ability: Claustrophobia - Terrified by the sudden invasion of his space by a stranger, Myuu lets out a burst of power on impulse. Activates when an enemy tries to step on an adjacent cell to Myuu. Deals 100% INT DMG and knocks enemy back two cells.
Hyper Regeneration - As a higher being, Myuu receives the benefits of having quick regenerative abilities. When damaged, recovers 50% HP of damage done.
S-Ability: Restorative Aura [Passive] - Myuu has the special ability to regain his powers bit by bit as time passes. Regenerates 10% of Max MP each turn.
D-Ability: Inner Calm [Holy] 200% Piercing ATK DMG - Myuu falls into a trance, escaping into the inner reaches of his soul. Mumbling a phrase under his breath, he closes his eyes and spreads out his wings. At the last word, he snaps open his eyes and suddenly lunges at the enemy. He then deals a single strike, blade surrounded by a holy energy. If too far, the light will fly off the blade in a cutting wind and slice straight through his target. Range: 5 Cells.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Gender: Male
Age: Appears to be 15-17; Is actually about 1500
Appearance:
- Spoiler:
- A, literally, bright being, Myuu looks like your typical angel with a complete set of wings and an almost halo. He has short, completely white, hair and pale blue eyes with a constant look of fear. He has a meek look to him and this causes him to look smaller than he really is. He also wears a long, woolen white robe that looks hot as hell to wear but he doesn't even sweat. Nor does it hamper his movements. His wings are still small, meaning he cannot fly with them yet, but they will grow with time and later on be able to disappear and reappear at will.
Level: 1
Next Level: 0/10
Profession: Angel => Guardian Angel => Archangel => Seraphim
Angel - A being from heaven, light surrounds him in a glorious light, fighting back against the darkness. They specialize in both fighting and magical arts, with a stronger leaning to fighting. [Immune to Blind/Darkness] [Acts as a Torch in Dark places] [Resist Dark]
Guardian Angel - Protectors of the weak and ones in need, they keep their charge safe from harm and will even use themselves as shields if it means their charge will come to no harm. When weakened, their auras instinctively protect them, if only to keep on fighting for the sake of those they are protecting. [Resist Dark] [Flying] [SOS Protect] [Immune to Blind/Darkness] [Acts as a Torch]
Weapon: Rusty Sword - A sword covered in rust, it's a miracle it can still cut.
Armor: Woolen Robe - A heavy material that hampers one's movement. It seems to do nothing to Myuu, however.
Accessory: Holy Bangle [+1 SPR] - A dull gold bangle that is wrapped around the wrist. It seems to have a bit of holy power dwelling within it, offering some protection of some sort.
A-Ability: Trainee Skills
+Swift Strike: A fast hit that surprises the enemy, it is quickly followed by a stab and is over before the enemy realizes it. 2 hits. 100% ATK DMG with high chance of critical for second hit. Range: Adjacent.
+Combo Strikes: A smooth flowing series of hits is dealt, seeming to have no end. 100% ATK DMG. 5 hits. Range: Adjacent.
+Light Blade: Covers his weapon in light, making it feel like it weighs nothing as it strikes with blinding flashes. Doubles basic attack. Basic Attack Element becomes Holy. Chance of Blind. Range: Self.
+Angel Feathers: Myuu's wings suddenly grow and he flaps them hard, sending a barrage of sharpened feathers imbued with power at the enemy. 90% Light ATK DMG. 7 hits. Range: 5 Cells.
+Flash: Myuu gathers light in front of him before launching it at the enemy. 130% INT DMG to main target. Adjacent cells are also effected, taking 50% INT DMG. Chance of Blind. Range: 4 Cells.
+Light Aid: A healing light formed from Myuu's own powers wraps around his target, healing them of their wounds. Heals 150% INT. Range: 3 Cells.
+Flight: Myuu sends energy into his wings, making them grow and capable of flight. Gains Flying status. Range: Self.
A-Ability: Angelic Protection
+Sun Slash: Blade becomes blazing hot before the user begins to deal a fury of blows, ending with a slamming slash. 120% ATK DMG for 5 hits, 150% ATK DMG for last hit. Fire Element. Range: Adjacent.
+Sunflare: Forms of burning orb of light before throwing it into the air. It flashes brightly and instantly, there is a burning sensation to all those nearby. Fire Element. 140% INT DMG. 70% INT DMG to adjacent cells. Chance of Blind. Range: 4 Cells.
+Duty Bound: As the guardian angel of the target, Myuu will protect them with his life. Casts Cover. Range: One Ally.
+Angel's Blessing: Bestows upon the target an angel's blessing. Increases ATK and INT by 20%. Range: 3 Cells.
+Holy Shield: Forms a shield of light to protect against various attacks. Increases DEF and SPR by 20%. Gains Resist Light and Dark. Range: 3 Cells.
+Rescue: Using his large wings, Myuu quickly flies over to his ally and picks them up before moving both of them to a spot further away from danger. [Cells Moved] MP.
A-Ability: Grace of Heaven
+Air Raid: Utilizing a powerful uppercut slash, the enemy is sent in the air by many wind blades. A swift slice downwards sends the target straight back down, still being bombarded by wind blades. 130% Wind INT DMG. 8 hits. Range: All Enemies in 2 Straight Cells.
+Judgement: Myuu begins to chant in an angelic tongue, his wings spreading out behind him. At the last word, thin beams of light begin striking down at the enemy party. 200% Holy INT DMG. 300% Holy INT DMG at Half HP. 400% Holy INT DMG at Critical HP. Range: All Enemies.
+Holy Song: An ancient chant that spreads across the field, blessing all those who hear it. Stats are increased by 20%. Range: All Allies besides user.
+Revitalize: An advanced holy technique, heals the target for 200% Holy INT and cures all status effects. Range: 4 Cells.
+Second Chance: Everybody is given a second chance. Casts Reraise. Range: 3 Cells.
A-Ability: Wrath of Above
+Starlight Blast: Unleashes a massive series of attacks on the target, the weapon imbued with a blinding light. Each hit can cause sparkles of light to flash. Chance of Blind for each hit. 160% ATK DMG. 12 hits.
+Holy Cross: A cross-like symbol appears on the ground and a blast of blinding light is emitted upward. All enemies within the symbol take damage. All allies within the symbol are healed. 150% Holy INT DMG/150% Holy INT Healing. Range: 3 Cells, shaped in a cross.
+Holy Judgement: A combination of Judgement and Holy Song, an incredibly powerful technique that requires a massive amount of concentration. Takes 2 turns to activate. Range: Field.
+Grand Shield: A great protective barrier is formed around all allies, reflecting away all manner of attacks. Casts Protect and Shell. Range: Ally Party.
R-Ability: Claustrophobia - Terrified by the sudden invasion of his space by a stranger, Myuu lets out a burst of power on impulse. Activates when an enemy tries to step on an adjacent cell to Myuu. Deals 100% INT DMG and knocks enemy back two cells.
Hyper Regeneration - As a higher being, Myuu receives the benefits of having quick regenerative abilities. When damaged, recovers 50% HP of damage done.
S-Ability: Restorative Aura [Passive] - Myuu has the special ability to regain his powers bit by bit as time passes. Regenerates 10% of Max MP each turn.
D-Ability: Inner Calm [Holy] 200% Piercing ATK DMG - Myuu falls into a trance, escaping into the inner reaches of his soul. Mumbling a phrase under his breath, he closes his eyes and spreads out his wings. At the last word, he snaps open his eyes and suddenly lunges at the enemy. He then deals a single strike, blade surrounded by a holy energy. If too far, the light will fly off the blade in a cutting wind and slice straight through his target. Range: 5 Cells.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Thu Apr 07, 2011 8:17 pm; edited 13 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Evangeline "Evan" Rosetta
Gender: Male
Age: 22
Appearance:
Level: 1
Next Level: 0/10
Profession: Dual Blade
Dual Blade - Utilizing swift and strong into one being, a Dual Blade strikes twice, once with each blade. [Dual Wield]
Weapon: Cracked Blades
Armor: Holey Clothing
Accessory: Golden Charm [+1 ATK]
A-Ability: Strike Down
+Fated Circle: Swinging his blades in a circular motion at his sides, Evan flings them both at the target. They return to him like boomerangs and he catches them. 110% ATK DMG. 2 hits. Range: 3 Cells
+Ground Crash: Evan clasps his blades together and slashes at the enemy sideways before bringing both blades up and slicing downwards. 120% ATK DMG. 2 hits. Range: Adjacent
+Aerial Dash: Leaping into the air, Evan pushes off the airspace in order to move forward. Moves up to 3 cells. Can be followed by a basic attack.
+Wind Blade: Evan calls upon the spirits of the wind to come to his aid and strike at his foe. Small blades of wind are launched at the enemy, slicing them up. Wind Element. 100% INT DMG. 5 hits. Range: 3 cells.
A-Ability: Aerial Strike
+Aerial Assault: Leaping into the air, the user is capable of pushing off the airspace to go even higher. The user then strikes the enemy down with cutting blows. 130% ATK DMG. 4 hits. Capable of attacking Flying enemies. Negates Flying/Float status for a turn. Range: Adjacent.
+Sky Dive: Rising high into the air, the user launches himself forward, slicing through the target. 160% ATK DMG. Range: 3 Cells. Appears in Cell behind Target.
R-Ability: Parry - When physically attacked from an adjacent cell, Evan will parry the blow and deal a normal attack back.
S-Ability: Air Current - The wind is always blowing. Allows for two movement turns.
D-Ability: Tempest Whirl [Wind] - Evan does a rapid spin, slicing at the enemy before leaping in the air. He suddenly lashes out, sending air blades at the target. He then throws both his blades downward, piercing through the enemy. Evan lands back on the ground and pulls his blades out the enemy. Deals 200% Piercing ATK DMG. Range: Adjacent
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Gender: Male
Age: 22
Appearance:
- Spoiler:
- A bit on the skinny side, Evan is pretty strong for his looks. He has long dark blue hair that is held in a low ponytail and trails down to about mid-thigh. His eyes are actually amber but they look brownish.
Level: 1
Next Level: 0/10
Profession: Dual Blade
Dual Blade - Utilizing swift and strong into one being, a Dual Blade strikes twice, once with each blade. [Dual Wield]
Weapon: Cracked Blades
Armor: Holey Clothing
Accessory: Golden Charm [+1 ATK]
A-Ability: Strike Down
+Fated Circle: Swinging his blades in a circular motion at his sides, Evan flings them both at the target. They return to him like boomerangs and he catches them. 110% ATK DMG. 2 hits. Range: 3 Cells
+Ground Crash: Evan clasps his blades together and slashes at the enemy sideways before bringing both blades up and slicing downwards. 120% ATK DMG. 2 hits. Range: Adjacent
+Aerial Dash: Leaping into the air, Evan pushes off the airspace in order to move forward. Moves up to 3 cells. Can be followed by a basic attack.
+Wind Blade: Evan calls upon the spirits of the wind to come to his aid and strike at his foe. Small blades of wind are launched at the enemy, slicing them up. Wind Element. 100% INT DMG. 5 hits. Range: 3 cells.
A-Ability: Aerial Strike
+Aerial Assault: Leaping into the air, the user is capable of pushing off the airspace to go even higher. The user then strikes the enemy down with cutting blows. 130% ATK DMG. 4 hits. Capable of attacking Flying enemies. Negates Flying/Float status for a turn. Range: Adjacent.
+Sky Dive: Rising high into the air, the user launches himself forward, slicing through the target. 160% ATK DMG. Range: 3 Cells. Appears in Cell behind Target.
R-Ability: Parry - When physically attacked from an adjacent cell, Evan will parry the blow and deal a normal attack back.
S-Ability: Air Current - The wind is always blowing. Allows for two movement turns.
D-Ability: Tempest Whirl [Wind] - Evan does a rapid spin, slicing at the enemy before leaping in the air. He suddenly lashes out, sending air blades at the target. He then throws both his blades downward, piercing through the enemy. Evan lands back on the ground and pulls his blades out the enemy. Deals 200% Piercing ATK DMG. Range: Adjacent
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Sun Dec 02, 2012 3:47 pm; edited 11 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Daskar Ridgely
Gender: Male
Age: Appears to be 25
Appearance:
Level: 1
Next Level: 0/10
Profession: Soul Reaper - A being with the ability to collect souls and use them for their own purposes. They are supposed to guide these souls to the afterlife however. . . .
Weapon: Worn Katana
Armor: Black Trenchcoat
Accessory: Studded Earring [+1 SPR]
A-Ability: Soul Swipe
+Soul Inspection: Daskar uses his powers to look deep into the enemy's soul. Libra Effect; reveals target's weaknesses, resistances and other noteworthy features. Range: 5 Cells.
+Wear Down: Places pressure on the target, forcing them to become more susceptible to ailments. Increases target's susceptibility to negative status effects. Range: 5 Cells.
+Freezing Breath: Daskar slowly exhales from his mouth, breathing out a cold mist that freezes his surroundings. Range: All Surrounding Cells. Chance of Freeze.
+Life Drain: Daskar sends a ball of energy to strike the target before pulling it back out, eating the ball and absorbing the energy it contained. Deals 50% Piercing INT DMG. Recovers health equal to damage dealt. Range: 4 Cells. Chance of Fear.
+Soul Exchange: Daskar gives up a soul in his possession to bring back to life someone who had just passed on. Revives with 1 HP. Range: 3 Cells. 1 Soul.
+Cursed Cage: Pillars erupt around the enemy before something like gray smoke snakes up the columns. They link together, creating a sort of cage around the enemy. Screams and horrid cries of agony suddenly begin to emit from within, tormenting the prisoner if they're caught. 130% Dark INT DMG. Change of Seal. If Sealed, damage continues until end of effect. Range: 4 Cells.
+Sever Ties: With a single slice, Daskar cuts the chain that binds the soul to the body. Chance of Instant Death. Range: Adjacent. 36 MP.
A-Ability:
R-Ability: Soul Sacrifice - When using a skill or regular attacking, Daskar can consume one of his held souls to change the element of his attack.
S-Ability: Soul Collection [Passive]: Upon the death of an opponent, Daskar takes their soul for his own uses. The soul is then changed into an elemental soul (neutral included), the element depending on the opponent's own attribute.
Soul:
Fire Soul:
Water Soul:
Ice Soul:
Wind Soul:
Earth Soul:
Lightning Soul:
Light Soul:
Dark Soul:
D-Ability: Darkness Sphere [Dark] -Daskar imprisons the target in an impenetrable black sphere, where the target is then continuously tormented until Daskar releases them. The damage done increases by 1 for each soul he has collected. Deals 200% INT DMG. Uses up all souls. Range: One Enemy. Chance of Fear.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Gender: Male
Age: Appears to be 25
Appearance:
- Spoiler:
- Daskar has long silver hair that reaches down to his waist and sharp indigo eyes. He is tall, somewhere between five foot eleven and six feet, and slim. His skin is almost gray, as if he were dead-Wait, he is kind of dead. Has sharp features and extremely cold eyes. He has lines of stitches across his body and some that travel across his face. One curves up his cheek, stopping under his left eye, and another which cuts through his right eye, swerving around under it toward his hair lining. A third can be glimpsed along his neck but it is usually covered by the black trenchcoat he wears. He also wears a pair of black leather gloves.
Level: 1
Next Level: 0/10
Profession: Soul Reaper - A being with the ability to collect souls and use them for their own purposes. They are supposed to guide these souls to the afterlife however. . . .
Weapon: Worn Katana
Armor: Black Trenchcoat
Accessory: Studded Earring [+1 SPR]
A-Ability: Soul Swipe
+Soul Inspection: Daskar uses his powers to look deep into the enemy's soul. Libra Effect; reveals target's weaknesses, resistances and other noteworthy features. Range: 5 Cells.
+Wear Down: Places pressure on the target, forcing them to become more susceptible to ailments. Increases target's susceptibility to negative status effects. Range: 5 Cells.
+Freezing Breath: Daskar slowly exhales from his mouth, breathing out a cold mist that freezes his surroundings. Range: All Surrounding Cells. Chance of Freeze.
+Life Drain: Daskar sends a ball of energy to strike the target before pulling it back out, eating the ball and absorbing the energy it contained. Deals 50% Piercing INT DMG. Recovers health equal to damage dealt. Range: 4 Cells. Chance of Fear.
+Soul Exchange: Daskar gives up a soul in his possession to bring back to life someone who had just passed on. Revives with 1 HP. Range: 3 Cells. 1 Soul.
+Cursed Cage: Pillars erupt around the enemy before something like gray smoke snakes up the columns. They link together, creating a sort of cage around the enemy. Screams and horrid cries of agony suddenly begin to emit from within, tormenting the prisoner if they're caught. 130% Dark INT DMG. Change of Seal. If Sealed, damage continues until end of effect. Range: 4 Cells.
+Sever Ties: With a single slice, Daskar cuts the chain that binds the soul to the body. Chance of Instant Death. Range: Adjacent. 36 MP.
A-Ability:
R-Ability: Soul Sacrifice - When using a skill or regular attacking, Daskar can consume one of his held souls to change the element of his attack.
S-Ability: Soul Collection [Passive]: Upon the death of an opponent, Daskar takes their soul for his own uses. The soul is then changed into an elemental soul (neutral included), the element depending on the opponent's own attribute.
Soul:
Fire Soul:
Water Soul:
Ice Soul:
Wind Soul:
Earth Soul:
Lightning Soul:
Light Soul:
Dark Soul:
D-Ability: Darkness Sphere [Dark] -Daskar imprisons the target in an impenetrable black sphere, where the target is then continuously tormented until Daskar releases them. The damage done increases by 1 for each soul he has collected. Deals 200% INT DMG. Uses up all souls. Range: One Enemy. Chance of Fear.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Sat Dec 01, 2012 10:16 am; edited 12 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Madeline Valisher
Age: 26
Gender: Female
Appearance:
Level: 1
Next Level: 0/10
Profession: Manipulator - The world is at their fingertips.
Weapon: Queen of the World - All shall bow before her power. With a single strike, victims find themselves falling to their knees and unable to fight back. [Increases ATK by 77] [Added Effect: Charm] [Added Effect: Weak]
Armor: Luxurious Gown - Only for the best. Smooth as silk and light as air, its durability isn't something to laugh about either. Try looking away. I dare you. [Increases DEF and SPR by 69] [Chance of Charm to Attackers]
Accessory: Ring of Glory -
A-Ability: Snap
+Prostrate Yourself Before Me: With a single command, the target finds themselves slamming into the ground, unable to do anything except bow before the user's power. Inflicts Seal. Range: 4 Cells.
---Lick My Shoe: The user offers her foot towards the prostrating character, commanding the target to lick. But before they can do it, the user kicks the afflicted in the ace before turning and walking away. 150% ATK DMG. Chance of Addle. Range: Adjacent. Allows for another movement to be made.
+Oh Please: With a snap of their fingers, the target suddenly finds themselves in a massive amount of pain, as if they had been lit on fire from within. 210% ATK DMG. Chance of Frail. Chance of Bleeding. Range: One Character.
+Wall: An invisible protective shield is generated around the user, minimizing the power behind the strikes of the attacker. Taken damage is decreased by 50%. Range: Self.
+Kneel: With that single command, the entire field finds themselves leveled to the ground for a single turn. Nothing is spared. 100% ATK DMG. Afflicted cannot act for one turn. Range: Field.
R-Ability: Ecstasy - Seeing all these people on the ground is the greatest sensation. The user regenerates health and mana for every character that hits the ground equal to her ATK.
S-Ability: Tongue Lashing - Allows for two act turns to be made.
Specialty: Vicious Onslaught [Neutral] 200% Piercing ATK DMG. One Enemy up to 3 cells away.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE: 2 [+1 from Manipulator Profession]
Skill Points: 0
Age: 26
Gender: Female
Appearance:
- Spoiler:
- Tall and beautiful, Madeline has a model like figure and curves in all the right places. Her eyes are a shining ocean blue and her hair is a dark brown that is very curly, reaching two inches below her delicate shoulders, and shines in the sunlight. Her teeth are a pearly white and when she smiles, it's like a demonic angel has descended. Her fingernails are painted perfectly with a light shade of lilac, to match the eyes of her favorite niece. Dressed to perfection in an elegant black dress lined with pink begonias, black high heels and stockings, she truly deserves to be called the Black Widow.
Level: 1
Next Level: 0/10
Profession: Manipulator - The world is at their fingertips.
Weapon: Queen of the World - All shall bow before her power. With a single strike, victims find themselves falling to their knees and unable to fight back. [Increases ATK by 77] [Added Effect: Charm] [Added Effect: Weak]
Armor: Luxurious Gown - Only for the best. Smooth as silk and light as air, its durability isn't something to laugh about either. Try looking away. I dare you. [Increases DEF and SPR by 69] [Chance of Charm to Attackers]
Accessory: Ring of Glory -
A-Ability: Snap
+Prostrate Yourself Before Me: With a single command, the target finds themselves slamming into the ground, unable to do anything except bow before the user's power. Inflicts Seal. Range: 4 Cells.
---Lick My Shoe: The user offers her foot towards the prostrating character, commanding the target to lick. But before they can do it, the user kicks the afflicted in the ace before turning and walking away. 150% ATK DMG. Chance of Addle. Range: Adjacent. Allows for another movement to be made.
+Oh Please: With a snap of their fingers, the target suddenly finds themselves in a massive amount of pain, as if they had been lit on fire from within. 210% ATK DMG. Chance of Frail. Chance of Bleeding. Range: One Character.
+Wall: An invisible protective shield is generated around the user, minimizing the power behind the strikes of the attacker. Taken damage is decreased by 50%. Range: Self.
+Kneel: With that single command, the entire field finds themselves leveled to the ground for a single turn. Nothing is spared. 100% ATK DMG. Afflicted cannot act for one turn. Range: Field.
R-Ability: Ecstasy - Seeing all these people on the ground is the greatest sensation. The user regenerates health and mana for every character that hits the ground equal to her ATK.
S-Ability: Tongue Lashing - Allows for two act turns to be made.
Specialty: Vicious Onslaught [Neutral] 200% Piercing ATK DMG. One Enemy up to 3 cells away.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE: 2 [+1 from Manipulator Profession]
Skill Points: 0
Last edited by Xenosaga on Mon Dec 03, 2012 1:07 pm; edited 4 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Amaya Tenkai
Age: N/A
Gender: Female
Appearance:
Level: 1
Next Level: 0/10
Profession: Snow Woman => Cold Guardian => Ice Princess => Ethereal Queen
Snow Woman [Resist Ice] [Weak Fire] [Immune Freeze]
Cold Guardian [Resist Ice] [Resist Water] [Immune Freeze] [Freeze +25%]
Ice Princess [Null Ice] [Resist Water] [Resist Fire] [Immune Freeze] [Immune Mental Status Effects] [Freeze +50%]
Ethereal Queen [Absorb Ice] [Null Water] [Null Fire] [Null Dark] [Immune Freeze/Absolute Zero] [Immune Burn/Severe Burn] [Immune Wet/Drown] [Immune Stop] [Immune Mental Status Effects][Freeze +75%]
Weapon: Silk Ribbon [Range: 4 Cells; Physical Damage] - Soft to the touch and easily slips through one's fingers, it is unsuitable to be a weapon.
Armor: Soft Cotton Kimono - An extremely comfortable wear, it offers little protection and is unsuitable for battle.
Accessory: Crystal Ice - Shards of blue crystal that floats in the air, surrounding the wielder. Raises MP by 5.
A-Ability: Cold Embrace
+Whiplash: Amaya sends her ribbon out and promptly smacks the enemy with it. 130% ATK DMG. Chance of Critical Hit. Range: One Enemy.
+Slicing Fabric: The ribbons surrounding Amaya react and suddenly launch themselves at the enemy, slicing at their bodies. 120% ATK DMG. 5 hits. Range: One Enemy.
+Icy Grip: Coating her ribbons with freezing mana, Amaya sends that out and wraps them around her target, holding them until they freeze. Inflicts Freeze. Range: One Enemy.
+Icicle: With a wave of a hand, ice instantly forms at the enemy's feet and bursts upward. 130% INT DMG. Ice Element. Range: 4 Cells.
+Ice Tornado: Ice rocks form around the enemy before beginning to spin, faster and faster until it resembles a tornado. 110% INT DMG. 3 hits. 70% INT DMG to cells adjacent to target. Chance of Confusion. Ice Element. Range: 3 Cells.
+Rolling Snow: Amaya begins with a small snow ball before rolling it continuously until it grows into a round boulder of snow. She then pushes it toward her enemies, making it roll faster and faster as if it were going down hill and squashing all in its way. 100% INT DMG. Chance of Immobilize. Range: All Enemies in a Straight Cell. Damage increases by 10% per cell traveled.
+Avalanche: Just like when a sound echoes through the snowy mountains, Amaya calls upon one of the greatest disasters and directs it at her enemies, letting the snow swallow them whole. 180% INT DMG. Range: All Enemies.
A-Ability: Icy Exterior
+Frigid Wind: A freezing cold wind begins to blow, enough to cause small ice pieces to form and strike at the enemy. 80% Wind INT DMG. Chance of Freeze. Range: 3 Cell Radius.
+Frozen Stalagmite: A blue glow emits from below the enemy before a giant ice piece pierces up from the ground and begins to rapidly form over their feet. 150% Ice INT DMG. Chance of Immobilize. Range: 4 Cells.
+Frozen Coating: A thin sheet of ice forms at the center of the target's chest. Whenever attacked, it grows at super speed to cover the body in a protective coating. Decreases damage by 10%. Range: 3 Cells.
+Frost Edge: A blade of ice appears from the ground and suddenly begins to run enemies through. 140% Ice INT DMG. Range: All Enemies in Same Column/Row.
+Deep Freeze: The temperature suddenly drops, ice begins to rapidly form and all enemies caught in the attack find themselves frozen solid. 110% Ice INT DMG. Chance of Freeze. If Frozen, Chance of Absolute Zero. Range: 3 Cell Radius. Lasts for 3 turns.
+Winterland: An immense cold fills the area, forcing the temperature to steadily drop. All Water Cells are frozen and Frozen cells can now be crossed. Range: Field.
A-Ability: Royal Frost
+Arctic Burst: Ice gathering around her, Amaya releases it, blasting all nearby enemies with rock solid blocks of ice, cracking their armor and lowering their defenses. Lowers DEF by 25%. Range: 3 Cell Radius.
+Ice Needles: Cold, piercing ice needles are launched at the enemy, stabbing them through. 50% Piercing Ice INT DMG. 5 hits. Range: 4 Cells.
+Ice Pillars: Bursting out of the ground, large pillars of ice launch the enemies upward, sending them careening back to the floor. 120% Ice INT DMG. Range: All Enemies. Chance of Confusion.
+Frozen Hammer:
+Imperial Ice:
+Snowstorm: Calls upon a snowstorm to come and shower them in furious winds of ice. The attacks continues to blaze until Amaya is unable to keep at it. 160% Ice INT DMG. Range: All Enemies. Duration continues until Amaya runs out of MP.
A-Ability:
+Solitude:
+Silent Night:
+Endless White Plains:
+Eternal Force Blizzard:
R-Ability: Cold Air - Amaya continuously releases a cold, freezing air that surrounds her. Anyone standing in an adjacent cell to her will have a chance of suffering Freeze. If someone frozen ends up in an adjacent cell to Amaya, they will have a chance of suffering Absolute Zero.
S-Ability: Frigid Being - As cold as ice, Amaya is unaffected by the changes of the world. Immune to all mental status effects.
Ice Counter - Each time Amaya attacks an enemy with an ice elemental attack, an ice counter is placed on the target. This ice counter lowers the ice resistance of the inflicted by 10%. Stacks 5 times.
D-Ability: Ice Mirrors - Ice forms in front of her allies and shapes itself into mirrors. These frozen mirrors are capable of reflecting any magic attack sent at it. Bestows Reflect on all allies for a single turn.
---Shatter: Suddenly, the mirrors crack and shatter before launching themselves at an enemy of Amaya's choosing. Next turn, deals 100% Piercing INT DMG for each ally at an enemy.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Age: N/A
Gender: Female
Appearance:
- Spoiler:
- Appearing as a small child, Amaya has a constant expression of nothingness on her face and in her eyes. Her hair is an ethereal silver white, reaching just a little below her shoulders. A bandage that is wrapped around her head covers her left eye, her right visible eye a dull light gray color. She wears a snow white kimono that can lend into any white surface, with sleeves so long that flow past her hands and cover them. A white obi is tied around the kimono, keeping it firmly in place. She wears no socks nor shoes and walks barefoot.
Level: 1
Next Level: 0/10
Profession: Snow Woman => Cold Guardian => Ice Princess => Ethereal Queen
Snow Woman [Resist Ice] [Weak Fire] [Immune Freeze]
Cold Guardian [Resist Ice] [Resist Water] [Immune Freeze] [Freeze +25%]
Ice Princess [Null Ice] [Resist Water] [Resist Fire] [Immune Freeze] [Immune Mental Status Effects] [Freeze +50%]
Ethereal Queen [Absorb Ice] [Null Water] [Null Fire] [Null Dark] [Immune Freeze/Absolute Zero] [Immune Burn/Severe Burn] [Immune Wet/Drown] [Immune Stop] [Immune Mental Status Effects][Freeze +75%]
Weapon: Silk Ribbon [Range: 4 Cells; Physical Damage] - Soft to the touch and easily slips through one's fingers, it is unsuitable to be a weapon.
Armor: Soft Cotton Kimono - An extremely comfortable wear, it offers little protection and is unsuitable for battle.
Accessory: Crystal Ice - Shards of blue crystal that floats in the air, surrounding the wielder. Raises MP by 5.
A-Ability: Cold Embrace
+Whiplash: Amaya sends her ribbon out and promptly smacks the enemy with it. 130% ATK DMG. Chance of Critical Hit. Range: One Enemy.
+Slicing Fabric: The ribbons surrounding Amaya react and suddenly launch themselves at the enemy, slicing at their bodies. 120% ATK DMG. 5 hits. Range: One Enemy.
+Icy Grip: Coating her ribbons with freezing mana, Amaya sends that out and wraps them around her target, holding them until they freeze. Inflicts Freeze. Range: One Enemy.
+Icicle: With a wave of a hand, ice instantly forms at the enemy's feet and bursts upward. 130% INT DMG. Ice Element. Range: 4 Cells.
+Ice Tornado: Ice rocks form around the enemy before beginning to spin, faster and faster until it resembles a tornado. 110% INT DMG. 3 hits. 70% INT DMG to cells adjacent to target. Chance of Confusion. Ice Element. Range: 3 Cells.
+Rolling Snow: Amaya begins with a small snow ball before rolling it continuously until it grows into a round boulder of snow. She then pushes it toward her enemies, making it roll faster and faster as if it were going down hill and squashing all in its way. 100% INT DMG. Chance of Immobilize. Range: All Enemies in a Straight Cell. Damage increases by 10% per cell traveled.
+Avalanche: Just like when a sound echoes through the snowy mountains, Amaya calls upon one of the greatest disasters and directs it at her enemies, letting the snow swallow them whole. 180% INT DMG. Range: All Enemies.
A-Ability: Icy Exterior
+Frigid Wind: A freezing cold wind begins to blow, enough to cause small ice pieces to form and strike at the enemy. 80% Wind INT DMG. Chance of Freeze. Range: 3 Cell Radius.
+Frozen Stalagmite: A blue glow emits from below the enemy before a giant ice piece pierces up from the ground and begins to rapidly form over their feet. 150% Ice INT DMG. Chance of Immobilize. Range: 4 Cells.
+Frozen Coating: A thin sheet of ice forms at the center of the target's chest. Whenever attacked, it grows at super speed to cover the body in a protective coating. Decreases damage by 10%. Range: 3 Cells.
+Frost Edge: A blade of ice appears from the ground and suddenly begins to run enemies through. 140% Ice INT DMG. Range: All Enemies in Same Column/Row.
+Deep Freeze: The temperature suddenly drops, ice begins to rapidly form and all enemies caught in the attack find themselves frozen solid. 110% Ice INT DMG. Chance of Freeze. If Frozen, Chance of Absolute Zero. Range: 3 Cell Radius. Lasts for 3 turns.
+Winterland: An immense cold fills the area, forcing the temperature to steadily drop. All Water Cells are frozen and Frozen cells can now be crossed. Range: Field.
A-Ability: Royal Frost
+Arctic Burst: Ice gathering around her, Amaya releases it, blasting all nearby enemies with rock solid blocks of ice, cracking their armor and lowering their defenses. Lowers DEF by 25%. Range: 3 Cell Radius.
+Ice Needles: Cold, piercing ice needles are launched at the enemy, stabbing them through. 50% Piercing Ice INT DMG. 5 hits. Range: 4 Cells.
+Ice Pillars: Bursting out of the ground, large pillars of ice launch the enemies upward, sending them careening back to the floor. 120% Ice INT DMG. Range: All Enemies. Chance of Confusion.
+Frozen Hammer:
+Imperial Ice:
+Snowstorm: Calls upon a snowstorm to come and shower them in furious winds of ice. The attacks continues to blaze until Amaya is unable to keep at it. 160% Ice INT DMG. Range: All Enemies. Duration continues until Amaya runs out of MP.
A-Ability:
+Solitude:
+Silent Night:
+Endless White Plains:
+Eternal Force Blizzard:
R-Ability: Cold Air - Amaya continuously releases a cold, freezing air that surrounds her. Anyone standing in an adjacent cell to her will have a chance of suffering Freeze. If someone frozen ends up in an adjacent cell to Amaya, they will have a chance of suffering Absolute Zero.
S-Ability: Frigid Being - As cold as ice, Amaya is unaffected by the changes of the world. Immune to all mental status effects.
Ice Counter - Each time Amaya attacks an enemy with an ice elemental attack, an ice counter is placed on the target. This ice counter lowers the ice resistance of the inflicted by 10%. Stacks 5 times.
D-Ability: Ice Mirrors - Ice forms in front of her allies and shapes itself into mirrors. These frozen mirrors are capable of reflecting any magic attack sent at it. Bestows Reflect on all allies for a single turn.
---Shatter: Suddenly, the mirrors crack and shatter before launching themselves at an enemy of Amaya's choosing. Next turn, deals 100% Piercing INT DMG for each ally at an enemy.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Fri Feb 10, 2012 6:56 pm; edited 17 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Huang Lai Ying “Lai Ying”
Age: Appears to be 16
Gender: Male
Appearance:
Level: 1
Next Level: 0/10
Profession: Monk => Master Monk
Monk – A being who channels their powers throughout their body. Their hands are covered in a soft light which they use to fight. Gloves cover their hands in order to keep that power from accidentally hurting someone. [Attacks are INT based]
Weapon: Silk Gloves
Armor: Baggy Clothing
Accessory: Makeshift Pouch [+5 MP]
A-Ability: Gentle Fist
+Spirit Strike: Lai Ying rushes up to the enemy and, pressing a hand to their chest, sends a concentrated chi blast into them, knocking the enemy back. 120% INT DMG. Adjacent. Sends enemy back one cell.
+Chakra: A soft white glow surrounds Lai Ying as he focuses his power to flow throughout his body and heal his wounds, or channel that energy into someone else. Heals for 150% INT. 3 Cells.
+Decaying Sun: Lai Ying spins on one foot and stomps his other foot down, sending out a blast of power around him. Range: Adjacent Cells. 100% INT DMG. Lowers target's defense by 20%.
+Decaying Moon: Like Decaying Sun, except it targets the spirit. Range: Adjacent Cells. 100% INT DMG. Lowers target's spirit by 20%.
+Twin Impact: Lai Ying rushes the enemy, striking them twice in quick succession. 140% INT DMG. 2 hits. Range: 2 Cells.
+Inner Power: Lay Ying focuses his energy into his hands, increasing their power. Increases INT by 20%. Range: Self.
+Angel Wings: Lai Ying slams his hand against the target's chest and placing his other hand on the first, releases a blast that sends the target flying across the field. 160% INT DMG. Range: Adjacent. Sends target back 4 Cells.
+Fallen Leaves: Lai Ying slams his hands against the ground, sending a shockwave of power throughout the field. 130% INT DMG. Range: All Grounded Enemies. Double damage to enemies underground.
+Angelic Wave: Lai Ying weaves an orb of energy before releasing it. Ribbons of power lash out at the enemies. 160% INT DMG. Range: All Enemies.
R-Ability: Heaven's Wrath - If attacked from an adjacent cell, Lai Ying will counter with a strong uppercut, dealing 150% INT DMG.
S-Ability: Calm Mind [Passive] – Lai Ying cannot be surprised, startled or stunned in battle. Critical hits are also nullified.
Special Attack: Phoenix Strike [Neutral] 200% Piercing INT DMG. Lai Ying gathers power into his hands as he murmurs a phrase. He slowly brings his hands together before sending that energy as a whole at the enemy. One Enemy up to 5 Cells Away.
Stats:
HP: 15
MP: 25 [+5 from Makeshift Pouch]
ATK: 1 [+ 1 from Silk Gloves]
DEF: 2 [+ 1 from Baggy Clothing]
INT: 4 [+1 from Silk Gloves]
SPR: 2 [+1 from Baggy Clothing]
MOVE: 2 [+1 from Monk Profession]
Skill Points: 0
Age: Appears to be 16
Gender: Male
Appearance:
- Spoiler:
- A slender young man with short light blue hair and sky blue eyes, Lai Ying has a certain glow to him that draws people in. He's sometimes mistaken for a girl at first glance but a closer look shows he's just very feminine looking. Lai Ying has soft facial features and always has a soft smile to give. But his eyes hold an almost eerie sadness, like he knows something better off left unknown.
Level: 1
Next Level: 0/10
Profession: Monk => Master Monk
Monk – A being who channels their powers throughout their body. Their hands are covered in a soft light which they use to fight. Gloves cover their hands in order to keep that power from accidentally hurting someone. [Attacks are INT based]
Weapon: Silk Gloves
Armor: Baggy Clothing
Accessory: Makeshift Pouch [+5 MP]
A-Ability: Gentle Fist
+Spirit Strike: Lai Ying rushes up to the enemy and, pressing a hand to their chest, sends a concentrated chi blast into them, knocking the enemy back. 120% INT DMG. Adjacent. Sends enemy back one cell.
+Chakra: A soft white glow surrounds Lai Ying as he focuses his power to flow throughout his body and heal his wounds, or channel that energy into someone else. Heals for 150% INT. 3 Cells.
+Decaying Sun: Lai Ying spins on one foot and stomps his other foot down, sending out a blast of power around him. Range: Adjacent Cells. 100% INT DMG. Lowers target's defense by 20%.
+Decaying Moon: Like Decaying Sun, except it targets the spirit. Range: Adjacent Cells. 100% INT DMG. Lowers target's spirit by 20%.
+Twin Impact: Lai Ying rushes the enemy, striking them twice in quick succession. 140% INT DMG. 2 hits. Range: 2 Cells.
+Inner Power: Lay Ying focuses his energy into his hands, increasing their power. Increases INT by 20%. Range: Self.
+Angel Wings: Lai Ying slams his hand against the target's chest and placing his other hand on the first, releases a blast that sends the target flying across the field. 160% INT DMG. Range: Adjacent. Sends target back 4 Cells.
+Fallen Leaves: Lai Ying slams his hands against the ground, sending a shockwave of power throughout the field. 130% INT DMG. Range: All Grounded Enemies. Double damage to enemies underground.
+Angelic Wave: Lai Ying weaves an orb of energy before releasing it. Ribbons of power lash out at the enemies. 160% INT DMG. Range: All Enemies.
R-Ability: Heaven's Wrath - If attacked from an adjacent cell, Lai Ying will counter with a strong uppercut, dealing 150% INT DMG.
S-Ability: Calm Mind [Passive] – Lai Ying cannot be surprised, startled or stunned in battle. Critical hits are also nullified.
Special Attack: Phoenix Strike [Neutral] 200% Piercing INT DMG. Lai Ying gathers power into his hands as he murmurs a phrase. He slowly brings his hands together before sending that energy as a whole at the enemy. One Enemy up to 5 Cells Away.
Stats:
HP: 15
MP: 25 [+5 from Makeshift Pouch]
ATK: 1 [+ 1 from Silk Gloves]
DEF: 2 [+ 1 from Baggy Clothing]
INT: 4 [+1 from Silk Gloves]
SPR: 2 [+1 from Baggy Clothing]
MOVE: 2 [+1 from Monk Profession]
Skill Points: 0
Last edited by Xenosaga on Wed Aug 29, 2012 10:48 am; edited 6 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Edge
Age: Around 18
Gender: Male
Appearance:
Level: 1
Next Level: 0/10
Profession: Thief => Master Thief => Ninja Apprentice => Ninja
Thief – One born from mischief, a thief is swift and sly and cocky. They have nimble fingers and can be considered a jack of all trades, if they were to apply themselves enough.
Weapon: Short Daggers [Basic Attack is 2]
Armor: Leather Shirt
Accessory: Black Bandanna [+5 HP]
A-Ability: Trick and Trade
+Steal: The most basic skill for any thief to have. 50% chance of stealing an item. Adjacent.
+Dagger Slash: A single, strong slash that can hit multiple enemies in a row. 150% ATK DMG. Front 3 cells.
+Sly Maneuver:
+Rising Instincts:
+Counterstrike:
+Camouflage Attempt:
+Dagger Throw:
+Ultimate Evasive Maneuver:
+Raining Metal:
R-Ability: N/A
S-Ability: Wandering Hand [Passive] - Edge's chances of stealing an item increases by 25%.
Special Attack: Are You Ready? [Neutral] 200% Piercing ATK DMG. 2 Boost. A board appears behind the enemy and they are automatically strapped to it. Edge then begins a performance of throwing knives, purposely missing all of them in order to scare the target. His last one, however, is burning hot and can pierce possibly anything. He aims that single one directly at the enemy's weak point, intent on killing them. One Enemy up to 5 Cells away. Chance of Fear and Instant Death.
Stats:
HP: 15 [+5 from Black Bandanna]
MP: 10
ATK: 3 [+1 from Short Daggers]
DEF: 2 [+1 from Leather Shirt]
INT: 1
SPR: 1 [+1 from Leather Shirt]
MOVE: 2 [+2 from Thief Profession]
Skill Points: 0
Age: Around 18
Gender: Male
Appearance:
- Spoiler:
- A muscular young man which a constant grin on his face, Edge has a white skin color, though some parts are darker than others due to his constant exposure to the sun. He has short and scruffy black hair that is obviously dyed and black contacts. His overall look can be described as mischievous.
Level: 1
Next Level: 0/10
Profession: Thief => Master Thief => Ninja Apprentice => Ninja
Thief – One born from mischief, a thief is swift and sly and cocky. They have nimble fingers and can be considered a jack of all trades, if they were to apply themselves enough.
Weapon: Short Daggers [Basic Attack is 2]
Armor: Leather Shirt
Accessory: Black Bandanna [+5 HP]
A-Ability: Trick and Trade
+Steal: The most basic skill for any thief to have. 50% chance of stealing an item. Adjacent.
+Dagger Slash: A single, strong slash that can hit multiple enemies in a row. 150% ATK DMG. Front 3 cells.
+Sly Maneuver:
+Rising Instincts:
+Counterstrike:
+Camouflage Attempt:
+Dagger Throw:
+Ultimate Evasive Maneuver:
+Raining Metal:
R-Ability: N/A
S-Ability: Wandering Hand [Passive] - Edge's chances of stealing an item increases by 25%.
Special Attack: Are You Ready? [Neutral] 200% Piercing ATK DMG. 2 Boost. A board appears behind the enemy and they are automatically strapped to it. Edge then begins a performance of throwing knives, purposely missing all of them in order to scare the target. His last one, however, is burning hot and can pierce possibly anything. He aims that single one directly at the enemy's weak point, intent on killing them. One Enemy up to 5 Cells away. Chance of Fear and Instant Death.
Stats:
HP: 15 [+5 from Black Bandanna]
MP: 10
ATK: 3 [+1 from Short Daggers]
DEF: 2 [+1 from Leather Shirt]
INT: 1
SPR: 1 [+1 from Leather Shirt]
MOVE: 2 [+2 from Thief Profession]
Skill Points: 0
Last edited by Xenosaga on Thu Apr 15, 2010 8:27 pm; edited 3 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
From Destiny of the Dreamweaver
Name: Layla Crescent
Age: 14
Gender: Female
Appearance:
Level: 1
Next Level: 0/10
Profession: Little Lady - A child who has been sheltered all her life, the one who bears this title has never seen the outside world and longs for adventure. So much so that nothing, not even fear, can stop her from doing what she wants.
Weapon: Slim Needles [Range: 4] - Thin, pointy objects that are supposed to be used for knitting and sewing but not anymore, it seems.
Armor: Small White Dress - Soft and silky and very, very pretty. But it tears easily, sadly.
Accessory: Pretty Blue Ribbon [+5 HP] - A long blue ribbon that is tied around Layla's waist and ends in a bow at the back. The long strands hang near her ankles.
A-Ability: Piercing Blows
+Immobilize: Layla readies a needle and flings it at the enemy, aiming straight for their legs. 50% Piercing ATK DMG. Chance of Immobilize. Range: 5 Cells. 14 MP.
+Disable: Readying a needle, Layla throws it once again at the enemy. She aims for their arms this time. 50% Piercing ATK DMG. Chance of Disable. Range: 5 Cells. 14 MP.
+Poisoned Needle: Using a special needle covered in special chemicals, Layla launches the needle at her target. 100% ATK DMG. Chance of Poison/Paralyze. Range: 5 Cells. 18 MP.
+Light Step: A jump, a hop and a skip will lead you to where you need to go. It's better than walking and more fun too. Movement Range is doubled. Range: Self.
+Stitching: Bringing out thread and needle, Layla quickly stitches close any gaping wound. Cures Bleeding/Blood Loss. Brings target out of critical. Range: Self/Adjacent.
+Needle Rain: Leaping into the air with hands armed to the point with needles, letting it fly is the only natural thing to do. Needles rain down from above, stabbing all enemies on the field. 160% ATK DMG. Range: All Enemies.
+Dancing Spikes:
R-Ability: Hidden Needle - Upon being attacked, Layla retaliates by throwing a hidden needle from up her sleeve at the instigator. Deals 50% Piercing ATK DMG.
S-Ability: The Look of Innocence - What kind of monster would hurt such an adorable little girl? Chance of an Enemy missing their attack when targeting Layla.
D-Ability: Does It Hurt? [Neutral] 200% Piercing ATK DMG - Layla begins to fling a multitude of needles at the enemy, aiming for any and all pressure points. She also aims to make every hit hurt as much as possible. Chance of Immobilize, Disable and Instant Death.
Stats:
HP: 10 (+5 from Pretty Blue Ribbon)
MP: 25
ATK: 4 (+1 from Slim Needles)
DEF: 1 (+1 from Small White Dress)
INT: 3 (+0 from Slim Needles)
SPR: 2 (+1 from Small White Dress)
MOVE: 2 cells (+1 from Little Lady job)
Skill Points: 0
Name: Layla Crescent
Age: 14
Gender: Female
Appearance:
- Spoiler:
- A small girl with a petite body, Layla has pretty white skin and dainty hands. She has the most stunning violet eyes that show exactly how she's feeling. Her hair is a rather long sunny yellow, reaching to around the middle of her back, and curls slightly at the ends outward.
Level: 1
Next Level: 0/10
Profession: Little Lady - A child who has been sheltered all her life, the one who bears this title has never seen the outside world and longs for adventure. So much so that nothing, not even fear, can stop her from doing what she wants.
Weapon: Slim Needles [Range: 4] - Thin, pointy objects that are supposed to be used for knitting and sewing but not anymore, it seems.
Armor: Small White Dress - Soft and silky and very, very pretty. But it tears easily, sadly.
Accessory: Pretty Blue Ribbon [+5 HP] - A long blue ribbon that is tied around Layla's waist and ends in a bow at the back. The long strands hang near her ankles.
A-Ability: Piercing Blows
+Immobilize: Layla readies a needle and flings it at the enemy, aiming straight for their legs. 50% Piercing ATK DMG. Chance of Immobilize. Range: 5 Cells. 14 MP.
+Disable: Readying a needle, Layla throws it once again at the enemy. She aims for their arms this time. 50% Piercing ATK DMG. Chance of Disable. Range: 5 Cells. 14 MP.
+Poisoned Needle: Using a special needle covered in special chemicals, Layla launches the needle at her target. 100% ATK DMG. Chance of Poison/Paralyze. Range: 5 Cells. 18 MP.
+Light Step: A jump, a hop and a skip will lead you to where you need to go. It's better than walking and more fun too. Movement Range is doubled. Range: Self.
+Stitching: Bringing out thread and needle, Layla quickly stitches close any gaping wound. Cures Bleeding/Blood Loss. Brings target out of critical. Range: Self/Adjacent.
+Needle Rain: Leaping into the air with hands armed to the point with needles, letting it fly is the only natural thing to do. Needles rain down from above, stabbing all enemies on the field. 160% ATK DMG. Range: All Enemies.
+Dancing Spikes:
R-Ability: Hidden Needle - Upon being attacked, Layla retaliates by throwing a hidden needle from up her sleeve at the instigator. Deals 50% Piercing ATK DMG.
S-Ability: The Look of Innocence - What kind of monster would hurt such an adorable little girl? Chance of an Enemy missing their attack when targeting Layla.
D-Ability: Does It Hurt? [Neutral] 200% Piercing ATK DMG - Layla begins to fling a multitude of needles at the enemy, aiming for any and all pressure points. She also aims to make every hit hurt as much as possible. Chance of Immobilize, Disable and Instant Death.
Stats:
HP: 10 (+5 from Pretty Blue Ribbon)
MP: 25
ATK: 4 (+1 from Slim Needles)
DEF: 1 (+1 from Small White Dress)
INT: 3 (+0 from Slim Needles)
SPR: 2 (+1 from Small White Dress)
MOVE: 2 cells (+1 from Little Lady job)
Skill Points: 0
Last edited by Xenosaga on Wed Jun 20, 2012 6:37 pm; edited 3 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Grandpa Joe
Age: Over 80 but he forgot
Gender: Male
Appear:
Level: 1
Next Level: 0/10
Profession: Senile Old Man - An extremely elderly man who has extremely bad hearing and is as slow as a turtle. He has a tendency to always bonk the enemies on the head. He's also a little crazy due to old age. [Added Effect: Addle]
Weapon: Old Cane
Armor: Woolen Sweater
Accessory: Hearing Aid [+5 HP]
A-Ability: Rickety Bones
+Why, When I was Young. . . .: Grandpa Joe goes into a long and boring as hell rant about the past, make anyone who hears it want to just fall asleep right there and then. Range: All Enemies. Chance of Sleep. 16 MP.
+You Whippersnapper!: Angered, Grandpa Joe ends up bashing the target upside down the head, ranting as he does so. 120% ATK DMG. 3 hits. Range: Adjacent. Chance of Addle. 14 MP.
A-Ability: Item
R-Ability: N/A
S-Ability:
+Ah, These Aching Bones. . . . [Passive]: After every three cells of movement, Grandpa Joe ends up stopping to take a rest, healing 5% of his max HP and MP. He cannot act the next turn.
D-Ability: GET OFF MY LAWN!! [Neutral] 200% Piercing ATK DMG - Furious beyond belief, Grandpa Joe runs up to the target and begins a massive beatdown using only his cane. He targets mostly the head, yelling and screaming about something the entire time. Chance of Addle. Lands adjacent to target.
Stats:
HP: 10 [+5 from Hearing Aid]
MP: 20
ATK: 2 [+1 from Old Cane]
DEF: 1 [+1 from Woolen Sweater]
INT: 4
SPR: 1 [+1 from Woolen Sweater]
MOVE: 2 [-1 from Senile Old Man Profession]
Skill Points: 0
Age: Over 80 but he forgot
Gender: Male
Appear:
- Spoiler:
- Old and wrinkly, Grandpa Joe wears a pair of old glasses and is always hunched back. He has no teeth but his dentures hang from his sides. He pops them in every once in a while to speak properly. His limbs are all skin and bones though he has a rather big belly. Grandpa Joe is quite short, due to his age.
Level: 1
Next Level: 0/10
Profession: Senile Old Man - An extremely elderly man who has extremely bad hearing and is as slow as a turtle. He has a tendency to always bonk the enemies on the head. He's also a little crazy due to old age. [Added Effect: Addle]
Weapon: Old Cane
Armor: Woolen Sweater
Accessory: Hearing Aid [+5 HP]
A-Ability: Rickety Bones
+Why, When I was Young. . . .: Grandpa Joe goes into a long and boring as hell rant about the past, make anyone who hears it want to just fall asleep right there and then. Range: All Enemies. Chance of Sleep. 16 MP.
+You Whippersnapper!: Angered, Grandpa Joe ends up bashing the target upside down the head, ranting as he does so. 120% ATK DMG. 3 hits. Range: Adjacent. Chance of Addle. 14 MP.
A-Ability: Item
R-Ability: N/A
S-Ability:
+Ah, These Aching Bones. . . . [Passive]: After every three cells of movement, Grandpa Joe ends up stopping to take a rest, healing 5% of his max HP and MP. He cannot act the next turn.
D-Ability: GET OFF MY LAWN!! [Neutral] 200% Piercing ATK DMG - Furious beyond belief, Grandpa Joe runs up to the target and begins a massive beatdown using only his cane. He targets mostly the head, yelling and screaming about something the entire time. Chance of Addle. Lands adjacent to target.
Stats:
HP: 10 [+5 from Hearing Aid]
MP: 20
ATK: 2 [+1 from Old Cane]
DEF: 1 [+1 from Woolen Sweater]
INT: 4
SPR: 1 [+1 from Woolen Sweater]
MOVE: 2 [-1 from Senile Old Man Profession]
Skill Points: 0
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Morrow
Age: Around 12
Gender: Female
Appearance:
Level: 1
Next Level: 0/10
Profession: Crazy Kid => Sadist => Murderer => Serial Killer
Crazy Kid - Exactly what it means. Someone needs to put this brat back in her cage before something terrible happens.
Sadist - Oh, these people don't want you dead. They just want to see you writhe in pain, bleeding all over the floor and hope you release the most satisfying screams. Don't worry, they'll take such good care of you. . . [Basic Attacks = 1 DMG] [Added Effect: Bleeding]
Murderer - Oh, stabbing people is so much fun. They squeal, they scream and their cries are just oh so delicious. But, I always seem to forget they never last long, that's too bad. [Resist Physical]
Serial Killer - You can't catch me~~ I'm going to do whatever I want and you can't do anything about it~ Too bad for you~! [Dodge Rate: 50%] [Critical Hit: 50%] [Resist Physical]
Weapon: Teeth - What everyone should have. Except these are sharper than normal. Vampire, maybe?
Armor: White Straitjacket - Something all hostile crazies wear. It's for their, and our, safety.
Accessory: White Collar - A white collar with a gold tag attached to it. On the tag reads 'Morrow' in elegant cursive writing. [+1 ATK]
A-Ability: Happy Days
+Bloody Aura: Morrow leaks out a murderous aura, effecting all those near her. Chance of Fear. Range: 3 Cell Radius.
+Vicious Bite: With a sudden lunge, Morrow bites right into her prey, teeth tearing through skin. When retreating, she rips a chunk of meat out of her prey and chews on it idly. 130% ATK DMG. Chance of Bleeding. Heals for 5% ATK DMG. Range: Adjacent.
+:
A-Ability: Still Alive~~
A-Ability: And Off Goes Your Head!
A-Ability: Slice and Dice
R-Ability: I See Dead People - Killing is fun. Whenever a character is KOed, Morrow will go into a happy giggling fit. ATK increases by 10% for each death.
S-Ability:
D-Ability: Die For Me! - After looking around, Morrow suddenly locks eyes with her prey and lunges at them. What happens left is best left unsaid. Anyone nearby will also be caught in the onslaught. It isn't a pretty sight. 150% Piercing ATK DMG. Range: 5 Cells + Surroundings Enemies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Age: Around 12
Gender: Female
Appearance:
- Spoiler:
- A mischievous looking girl with golden, cat-like eyes, Morrow has long white hair tied into a messy braid and white skin due to lack of sunlight. She wears an outfit that consists entirely of white. A white blouse, a white collar around her neck with a gold tag and a rather short white skirt. The tag has her name inscribed on it in pretty cursive writing. She is barefoot.
Level: 1
Next Level: 0/10
Profession: Crazy Kid => Sadist => Murderer => Serial Killer
Crazy Kid - Exactly what it means. Someone needs to put this brat back in her cage before something terrible happens.
Sadist - Oh, these people don't want you dead. They just want to see you writhe in pain, bleeding all over the floor and hope you release the most satisfying screams. Don't worry, they'll take such good care of you. . . [Basic Attacks = 1 DMG] [Added Effect: Bleeding]
Murderer - Oh, stabbing people is so much fun. They squeal, they scream and their cries are just oh so delicious. But, I always seem to forget they never last long, that's too bad. [Resist Physical]
Serial Killer - You can't catch me~~ I'm going to do whatever I want and you can't do anything about it~ Too bad for you~! [Dodge Rate: 50%] [Critical Hit: 50%] [Resist Physical]
Weapon: Teeth - What everyone should have. Except these are sharper than normal. Vampire, maybe?
Armor: White Straitjacket - Something all hostile crazies wear. It's for their, and our, safety.
Accessory: White Collar - A white collar with a gold tag attached to it. On the tag reads 'Morrow' in elegant cursive writing. [+1 ATK]
A-Ability: Happy Days
+Bloody Aura: Morrow leaks out a murderous aura, effecting all those near her. Chance of Fear. Range: 3 Cell Radius.
+Vicious Bite: With a sudden lunge, Morrow bites right into her prey, teeth tearing through skin. When retreating, she rips a chunk of meat out of her prey and chews on it idly. 130% ATK DMG. Chance of Bleeding. Heals for 5% ATK DMG. Range: Adjacent.
+:
A-Ability: Still Alive~~
A-Ability: And Off Goes Your Head!
A-Ability: Slice and Dice
R-Ability: I See Dead People - Killing is fun. Whenever a character is KOed, Morrow will go into a happy giggling fit. ATK increases by 10% for each death.
S-Ability:
D-Ability: Die For Me! - After looking around, Morrow suddenly locks eyes with her prey and lunges at them. What happens left is best left unsaid. Anyone nearby will also be caught in the onslaught. It isn't a pretty sight. 150% Piercing ATK DMG. Range: 5 Cells + Surroundings Enemies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Thu Dec 02, 2010 8:17 pm; edited 2 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Rai Hikari
Age: 32
Gender: Female
Appearance:
Level: 1
Next Level: 0/10
Profession: Noble Knight => King's Guard => Executioner => Thunder Dragon
Noble Knight - Someone from the upper class who has gone through rigorous training to be where they are now.
King's Guard - A positioning of great importance given only to His Excellency's most powerful and trusted warriors, there is no greater honor for a knight. [Dual Wield] [Hard Hit] [Equip: Bladed Weapons] [Number of Attacks +1]
Weapon: Simple Mahne [Range: 2 Cells] - A long, double-bladed cavalry sword that should be handled carefully. It's quite heavy.
Armor: Heavy Boots - Rather tough boots, they offer some protection for the feet.
Accessory: Honorary Emblem [+1 ATK] -An item given to someone who has done their country a great service.
A-Ability: Multi-Strike
+Raptor Ripper: Rai uses the spinning momentum of her weapon to stab at the enemy multiple times, not giving her target a chance to rest. 120% ATK DMG. 4 hits. Range: 2 Cells. 10 MP
+Silent Momentum: Rai slowly closes her eyes, concentrating her mind and slowly falling into a trance. Here, her attacks become much more powerful. No Damage. Increases ATK by 50% for 3 turns. Self Only. 6 MP
+Spinning Smash: Rai spins around with her weapon out, cutting all that surround her. She then slams her weapon down on her chosen target. 80% ATK DMG on all adjacent cells. 130% ATK DMG on adjacent enemy.
+Dancing Rondo: Rushing up to the enemy, Rai slashes at them and continues with the attack by spinning, dealing a kick to the enemy. She follows it up by another kick before ending it with a final kick that sends the target to the ground. She then moves back to her original place. 4 hits. 130% ATK DMG for first three hits. 160% ATK DMG for last hit. Range: 2 Cells.
+Body Break: Rai grabs the enemy and slams them to the ground face first and proceeds to stomp the hell out of them. 5 hits. 100% ATK DMG. Chance of Seal. Range: Adjacent.
+Valient Roar: Taking a deep breath, Rai releases a mighty declaration, the effects of her words boosting the morale of her allies. Range: All Allies. Increases ATK by 20%.
A-Ability: By Thy Side
+Cross Slash: Rai deals a rapid slash and slice in a cross formation before spin kicking the enemy at the point where her attack intersects, knocking them back. 130% ATK DMG. 3 hits. Knock back 3 Cells. Range: Adjacent.
+Mighty Guard: Choosing one ally, Rai will now take all damage dealt to the character. Casts Cover. Range: One Ally.
---Guard Counter: Once activated, Rai will counter all attacks toward her Covered character, dealing a basic attack regardless of distance.
+Guardian: Enforces the user's defense to take more hits in order to ensure the protection of those under the user's protection. Casts Protect. Range: Self.
+Blade of Fury: A furious attack that is strengthened the more the user is weakened. 100% Base ATK DMG. For every interval of 10 HP lost, damage increases by 10%. Range: Adjacent.
+Armor Smash: With hits dealt to the critical parts of the enemy's armor, it won't be long before it's gone, leaving the target defenseless. 110% ATK DMG. 3 hits. Range: Adjacent. Chance of Armor Break.
A-Ability: Speed of Light
+Thunder Spark: Rai charges a great amount of electricity into her weapon before slamming it down on her enemy. 200% Lightning ATK DMG. Range: Adjacent. Enemies adjacent to target take 100% ATK DMG. Chance of Paralysis to all hit.
+Blitzkrieg: Named after an attack that makes speed a priority, Rai launches an assault on the enemy with movements too fast to see. She ends it with a slash that can cut even mountains in two. 16 hits. 100% ATK DMG, last hit 200% ATK DMG. Range: Adjacent.
A-Ability:
R-Ability:
+Sweep: When attacked, Rai will swing her weapon in a circle around her, attacking all enemies within her range for 100% ATK DMG.
S-Ability:
+Knight's Honor [Passive]: Refusing to back down, a knight fights until death for what they believe in. Their will keeps them going even if their body cannot. Once Rai's HP reaches below 10%, she can use her skills for no MP cost.
D-Ability: Pumpkin Scissors - Rai suddenly lunges forward, aiming for a vital point, and stabs straight through the enemy. One Enemy up to 3 Cells away. 200% Piercing ATK DMG. Chance of Instant Death.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE: 2
Skill Points: 0
Age: 32
Gender: Female
Appearance:
- Spoiler:
- Despite being in her early thirties, Rai looks more like she's still in her early twenties. She has a youthful face, causing many to mistake her to be younger than she really is. Rai has light blond hair fixed into a braid and cool yellow eyes.
Level: 1
Next Level: 0/10
Profession: Noble Knight => King's Guard => Executioner => Thunder Dragon
Noble Knight - Someone from the upper class who has gone through rigorous training to be where they are now.
King's Guard - A positioning of great importance given only to His Excellency's most powerful and trusted warriors, there is no greater honor for a knight. [Dual Wield] [Hard Hit] [Equip: Bladed Weapons] [Number of Attacks +1]
Weapon: Simple Mahne [Range: 2 Cells] - A long, double-bladed cavalry sword that should be handled carefully. It's quite heavy.
Armor: Heavy Boots - Rather tough boots, they offer some protection for the feet.
Accessory: Honorary Emblem [+1 ATK] -An item given to someone who has done their country a great service.
A-Ability: Multi-Strike
+Raptor Ripper: Rai uses the spinning momentum of her weapon to stab at the enemy multiple times, not giving her target a chance to rest. 120% ATK DMG. 4 hits. Range: 2 Cells. 10 MP
+Silent Momentum: Rai slowly closes her eyes, concentrating her mind and slowly falling into a trance. Here, her attacks become much more powerful. No Damage. Increases ATK by 50% for 3 turns. Self Only. 6 MP
+Spinning Smash: Rai spins around with her weapon out, cutting all that surround her. She then slams her weapon down on her chosen target. 80% ATK DMG on all adjacent cells. 130% ATK DMG on adjacent enemy.
+Dancing Rondo: Rushing up to the enemy, Rai slashes at them and continues with the attack by spinning, dealing a kick to the enemy. She follows it up by another kick before ending it with a final kick that sends the target to the ground. She then moves back to her original place. 4 hits. 130% ATK DMG for first three hits. 160% ATK DMG for last hit. Range: 2 Cells.
+Body Break: Rai grabs the enemy and slams them to the ground face first and proceeds to stomp the hell out of them. 5 hits. 100% ATK DMG. Chance of Seal. Range: Adjacent.
+Valient Roar: Taking a deep breath, Rai releases a mighty declaration, the effects of her words boosting the morale of her allies. Range: All Allies. Increases ATK by 20%.
A-Ability: By Thy Side
+Cross Slash: Rai deals a rapid slash and slice in a cross formation before spin kicking the enemy at the point where her attack intersects, knocking them back. 130% ATK DMG. 3 hits. Knock back 3 Cells. Range: Adjacent.
+Mighty Guard: Choosing one ally, Rai will now take all damage dealt to the character. Casts Cover. Range: One Ally.
---Guard Counter: Once activated, Rai will counter all attacks toward her Covered character, dealing a basic attack regardless of distance.
+Guardian: Enforces the user's defense to take more hits in order to ensure the protection of those under the user's protection. Casts Protect. Range: Self.
+Blade of Fury: A furious attack that is strengthened the more the user is weakened. 100% Base ATK DMG. For every interval of 10 HP lost, damage increases by 10%. Range: Adjacent.
+Armor Smash: With hits dealt to the critical parts of the enemy's armor, it won't be long before it's gone, leaving the target defenseless. 110% ATK DMG. 3 hits. Range: Adjacent. Chance of Armor Break.
A-Ability: Speed of Light
+Thunder Spark: Rai charges a great amount of electricity into her weapon before slamming it down on her enemy. 200% Lightning ATK DMG. Range: Adjacent. Enemies adjacent to target take 100% ATK DMG. Chance of Paralysis to all hit.
+Blitzkrieg: Named after an attack that makes speed a priority, Rai launches an assault on the enemy with movements too fast to see. She ends it with a slash that can cut even mountains in two. 16 hits. 100% ATK DMG, last hit 200% ATK DMG. Range: Adjacent.
A-Ability:
R-Ability:
+Sweep: When attacked, Rai will swing her weapon in a circle around her, attacking all enemies within her range for 100% ATK DMG.
S-Ability:
+Knight's Honor [Passive]: Refusing to back down, a knight fights until death for what they believe in. Their will keeps them going even if their body cannot. Once Rai's HP reaches below 10%, she can use her skills for no MP cost.
D-Ability: Pumpkin Scissors - Rai suddenly lunges forward, aiming for a vital point, and stabs straight through the enemy. One Enemy up to 3 Cells away. 200% Piercing ATK DMG. Chance of Instant Death.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE: 2
Skill Points: 0
Last edited by Xenosaga on Fri Aug 31, 2012 8:36 pm; edited 11 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Xu Shin
Age: 18
Gender: Female
Appearance:
Level: 1
Next Level: 0/10
Profession: Daydreamer – Always dreaming, what is within those dreams? Reality just isn't interesting enough. It's boring, obsolete, constant. Nothing changes. But the world within one's mind is never the same, something new is always happening. But dreams aren't real, no matter what. Right?
Weapon: Stick - A wooden stick you pick up from the ground and drag along the gates of people's houses.
Armor: Yellow Jacket - A simple yellow jacket with two front pockets and a hood. It's too bright not to notice.
Accessory: Amulet [+1 DEF] - A small pouch containing a protective amulet, it was given to Xu Shin by her grandmother.
A-Ability: Reality Check
+Look Out!: Due to her absentmindedness, Xu Shin doesn't seem to notice a rather giant object being throw at her from literally out of nowhere. By some sheer luck, she finds a penny on the floor and bends to pick it up, causing the object to miss her head entirely. Instead, the object hits an unfortunate enemy standing just a little ways from her. 120% ATK DMG. Range: 3 Cells.
+Dreaming, Dreaming: Xu Shin slowly becomes lost in her own world, not seeming to notice her surroundings. It relaxes and eases her mind. Recovers MP equal to 100% her INT. Range: Self.
+Calm Mind: The mind clears and the focus sharpens. Anything is possible if you put your mind to it. Increases INT by 20%. Range: Self. Lasts 3 turns.
+Agitated Mind: She couldn't think, she couldn't see, just what was she doing, she didn't know anymore. Causes Confusion. Range: Self.
R-Ability: Friends, Friends, Friends - To her, friendship was the most precious thing of all and so, she treasures it above all else. If Xu Shin targets an allied unit, the attack will instead hit all enemies on the field.
S-Ability: Just a Dream - Xu Shin snaps back into reality and realizes all that had just happened was just her imagination. Eliminates all status effects and restores HP to max.
D-Ability: Wandering Mind – Xu Shin suddenly stops in her tracks and her mind slowly begins to think of all the unfortunate accidents that can happen in the world. As she stands there, dazed, her imagination becomes a reality and the world erupts into chaos. 100% Piercing INT DMG. Range: All Enemies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE: 2
Skill Points: 0
Age: 18
Gender: Female
Appearance:
- Spoiler:
- A short girl, Xu Shin had lightly tanned skin and a slim but fit body. Her dark hair is cut rather roughly, the bangs reaching to her chin, with a thin ponytail hanging at the back. Her bangs also cover half her face, leaving only her left lime green eye visible. She wears a black and white checkered cap and a back scarf, with one end hanging down her front and the other at her back. Xu Shin wears a long stripe sleeved purple shirt that looks like it's two different articles of clothing on top of the other and a pair of dark blue jeans. A hooded yellow jacket is wrapped around her waist and she wears a pair of black and white sneakers.
Level: 1
Next Level: 0/10
Profession: Daydreamer – Always dreaming, what is within those dreams? Reality just isn't interesting enough. It's boring, obsolete, constant. Nothing changes. But the world within one's mind is never the same, something new is always happening. But dreams aren't real, no matter what. Right?
Weapon: Stick - A wooden stick you pick up from the ground and drag along the gates of people's houses.
Armor: Yellow Jacket - A simple yellow jacket with two front pockets and a hood. It's too bright not to notice.
Accessory: Amulet [+1 DEF] - A small pouch containing a protective amulet, it was given to Xu Shin by her grandmother.
A-Ability: Reality Check
+Look Out!: Due to her absentmindedness, Xu Shin doesn't seem to notice a rather giant object being throw at her from literally out of nowhere. By some sheer luck, she finds a penny on the floor and bends to pick it up, causing the object to miss her head entirely. Instead, the object hits an unfortunate enemy standing just a little ways from her. 120% ATK DMG. Range: 3 Cells.
+Dreaming, Dreaming: Xu Shin slowly becomes lost in her own world, not seeming to notice her surroundings. It relaxes and eases her mind. Recovers MP equal to 100% her INT. Range: Self.
+Calm Mind: The mind clears and the focus sharpens. Anything is possible if you put your mind to it. Increases INT by 20%. Range: Self. Lasts 3 turns.
+Agitated Mind: She couldn't think, she couldn't see, just what was she doing, she didn't know anymore. Causes Confusion. Range: Self.
R-Ability: Friends, Friends, Friends - To her, friendship was the most precious thing of all and so, she treasures it above all else. If Xu Shin targets an allied unit, the attack will instead hit all enemies on the field.
S-Ability: Just a Dream - Xu Shin snaps back into reality and realizes all that had just happened was just her imagination. Eliminates all status effects and restores HP to max.
D-Ability: Wandering Mind – Xu Shin suddenly stops in her tracks and her mind slowly begins to think of all the unfortunate accidents that can happen in the world. As she stands there, dazed, her imagination becomes a reality and the world erupts into chaos. 100% Piercing INT DMG. Range: All Enemies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE: 2
Skill Points: 0
Last edited by Xenosaga on Sun Jan 08, 2012 10:24 am; edited 2 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Mizu "Michelle" Hikari
Age: 17
Gender: Female
Appearance:
Level: 1
Next Level: 0/10
Profession: Archer => Huntress => Trap Master =>
Weapon: Branch Bow - A bow made from a branch of a tree and a single string, it looks like it'll break from one use.
Armor: Leather Shirt - Not a very strong item, it offers some protection.
Accessory: Leather Wristband - Exactly what it's called. It's not much use. Increases Defense by 1.
A-Ability: Archery
+Concentration: Michelle locks onto her target, focusing her attention only on that single enemy. Doubles damage dealt on selected target for one attack. Range: One Enemy.
+Steady Shot: Michelle aims her arrow at an enemy, holding her breath in order to keep her entire body steady. 100% accuracy on selected target for one attack. Range: One Enemy.
+Striking Shot: Michelle begins to make out all the weak points of her enemy, aiming only for them. Next attack will deal a Critical Hit. Range: Self.
+Barrage: Michelle lets loose a series of arrows in a consecutive assault. 100% ATK DMG. 6 hits. Range: 4 Cells.
+Burst Shot: Replacing the arrowhead with a special explosive, Michelle shoots it right in her target's chest, knocking them back. Knocks enemy back 3 Cells. Range: 3 Cells.
A-Ability: Hunting
+Poisoned Arrow: Michelle brings out an arrow with an arrowhead coated in poison. She aims it at her target and shoots. Chance of Poison. 100% ATK DMG. Range: 5 Cells.
+Paralyzing Arrow: Dipped in a paralyzing formula, those hit with this arrow will find their muscles frozen in place. 100% ATK DMG. Chance of Paralyze. Range: 5 Cells.
+Smokescreen: Throwing down a smoke pellet, the ensuing gray cloud blinds the eyes. Causes Blind. Range: 5 Cells. 2x2 Area of Effect.
+Emergency Aid: Sometimes, things can get dangerous when on the hunt so it's always best to be prepared. Can be used to recover 10% of health or cure a status effect. Range: Self or Adjacent.
+Fleet Foot: When hunting, one needs to be nimble on their feet to catch up with their prey. Doubles Movement. Range: Self. Lasts for 3 Turns.
+Camouflage: To stay hidden and strike before enemies realize just what is happening is a mark of a good hunter. Casts Hide. Range: Self. Lasts 3 Turns.
R-Ability: Revenge Shot - When attacked, Michelle will instinctively shoot an arrow at the attacker. Activates even if the attack knocks out Michelle. Depending on the amount of damage Michelle takes from the attack, she will do increasing damage. [Less than 10%, 100% ATK DMG. 10%, 110% ATK DMG. 20%, 120% ATK DMG. Etc.]
S-Ability: Hawk Eye - Michelle's basic attack range is infinite.
D-Ability: Heaven' Rain - Michelle directs her attention to the sky and aims. Pulling back the string of her bow, she creates an arrow of pure mana before releasing it, launching it into the sky. The arrow disappears into the clouds and a few seconds later, thousands of mana arrows begin to rain down from the skies, piercing her enemies where they stand. 100% ATK DMG. Range: All Enemies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Age: 17
Gender: Female
Appearance:
- Spoiler:
- A pretty girl, Michelle has long aquamarine hair that shines in the sunlight and blue eyes that seem to light up when she's excited. Obsessed with blue, Michelle wears a blue shirt and blue pants. Her boots, however, are a dark brown, much to her disappointment. Tied around her right arm is a blue mini scarf, which she uses to tie her hair in cases when she gets serious. She also wears a brown leather wristband that she doesn't seem to mind at all, despite its lack of blue.
Level: 1
Next Level: 0/10
Profession: Archer => Huntress => Trap Master =>
Weapon: Branch Bow - A bow made from a branch of a tree and a single string, it looks like it'll break from one use.
Armor: Leather Shirt - Not a very strong item, it offers some protection.
Accessory: Leather Wristband - Exactly what it's called. It's not much use. Increases Defense by 1.
A-Ability: Archery
+Concentration: Michelle locks onto her target, focusing her attention only on that single enemy. Doubles damage dealt on selected target for one attack. Range: One Enemy.
+Steady Shot: Michelle aims her arrow at an enemy, holding her breath in order to keep her entire body steady. 100% accuracy on selected target for one attack. Range: One Enemy.
+Striking Shot: Michelle begins to make out all the weak points of her enemy, aiming only for them. Next attack will deal a Critical Hit. Range: Self.
+Barrage: Michelle lets loose a series of arrows in a consecutive assault. 100% ATK DMG. 6 hits. Range: 4 Cells.
+Burst Shot: Replacing the arrowhead with a special explosive, Michelle shoots it right in her target's chest, knocking them back. Knocks enemy back 3 Cells. Range: 3 Cells.
A-Ability: Hunting
+Poisoned Arrow: Michelle brings out an arrow with an arrowhead coated in poison. She aims it at her target and shoots. Chance of Poison. 100% ATK DMG. Range: 5 Cells.
+Paralyzing Arrow: Dipped in a paralyzing formula, those hit with this arrow will find their muscles frozen in place. 100% ATK DMG. Chance of Paralyze. Range: 5 Cells.
+Smokescreen: Throwing down a smoke pellet, the ensuing gray cloud blinds the eyes. Causes Blind. Range: 5 Cells. 2x2 Area of Effect.
+Emergency Aid: Sometimes, things can get dangerous when on the hunt so it's always best to be prepared. Can be used to recover 10% of health or cure a status effect. Range: Self or Adjacent.
+Fleet Foot: When hunting, one needs to be nimble on their feet to catch up with their prey. Doubles Movement. Range: Self. Lasts for 3 Turns.
+Camouflage: To stay hidden and strike before enemies realize just what is happening is a mark of a good hunter. Casts Hide. Range: Self. Lasts 3 Turns.
R-Ability: Revenge Shot - When attacked, Michelle will instinctively shoot an arrow at the attacker. Activates even if the attack knocks out Michelle. Depending on the amount of damage Michelle takes from the attack, she will do increasing damage. [Less than 10%, 100% ATK DMG. 10%, 110% ATK DMG. 20%, 120% ATK DMG. Etc.]
S-Ability: Hawk Eye - Michelle's basic attack range is infinite.
D-Ability: Heaven' Rain - Michelle directs her attention to the sky and aims. Pulling back the string of her bow, she creates an arrow of pure mana before releasing it, launching it into the sky. The arrow disappears into the clouds and a few seconds later, thousands of mana arrows begin to rain down from the skies, piercing her enemies where they stand. 100% ATK DMG. Range: All Enemies.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points: 0
Last edited by Xenosaga on Mon Nov 05, 2012 10:54 am; edited 2 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Violet Kuragari
Age: 23
Gender: Female
Appearance:
Level: 1
Next level: 0/10
Profession: Gunner => Dual Handler
Weapon: Pistol - A simple firearm that is easy to use and not all that powerful.
Armor: Bulletproof Vest - A rather effective defense against anything that isn't sharp.
Accessory: Loaded Cartridges - Always good to have some for when you run out of bullets. Increases ATK by 1.
A-Ability: One Bullet at a Time
+Steady Shot: Take aim and fire. Sure Hit. Range: 5 Cells. 100% ATK DMG.
+Fire Shot: A cartridge filled with the blazing element of Fire is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Fire Element. Chance of Burn.
+Ice Bolt: A cartridge filled with the freezing element of Ice is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Ice Element. Chance of Freeze.
+Blitz Bullet: A cartridge filled with the electrifying element of Lightning is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Lightning Element. Chance of Paralyze.
+Aqua Missile: A cartridge filled with the cooling element of Water is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Water Element. Chance of Wet.
+Earthen Lead: A cartridge filled with the living element of Earth is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Earth Element. Chance of Addle.
+Gale Ball: A cartridge filled with the swirling element of Wind is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Wind Element. Chance of Confusion.
+Shimmering Spark: A cartridge filled with the shining element of Light is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Light Element. Chance of Blind.
+Ebony Metal: A cartridge filled with the intoxicating element of Darkness is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Darkness Element. Chance of Curse.
A-Ability: Twice the Power
+Trigger Happy: Start shooting like crazy. 100% ATK DMG. 12 hits. Range: 5 Cells.
+Twin Shot: With two guns, hit two enemies at the same time. 120% ATK DMG. Hits two enemies at once. Range: 5 Cells.
+Rapid Fire: All you have to pull the trigger. There's no need to wait. Doubles number of Basic Attacks. Range: Self.
+Blasting Shot: Placing the barrels against the enemy's chest and pulling the trigger, the blast sends to the ends of the world. Well, not really. 150% ATK DMG. Range: Adjacent. Knocks enemy back 3 Cells.
R-Ability: Shatter Shell - When Violet attacks an enemy inflicted with Target, she will shatter their defenses. Lowers target's DEF by 10%.
S-Ability: Lock-On - Once every turn, Violet will target a random enemy unit, giving them the status 'Target'. When given this status effect, Violet's attack on that character will have an increased Critical Hit chance (50%).
D-Ability: Eliminate the Enemy - With the use of Hammerspace, Violet calls for an all-out assault on the Enemy Party. Air raids, bombings, machine gun fire, anything to decimate her targets. Craters are left in her wake. Deals 100% Piercing ATK DMG to all enemy units. Neutral Element.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points:
Age: 23
Gender: Female
Appearance:
- Spoiler:
- A stern woman with dark purple eyes and medium length hair the color of her name. Though her looks are actually average, she radiates a menacing aura that causes everything she does seem like an act of murderous intent. She herself is unaware of this aura and is seen as a very scary woman. Her nails and teeth seem sharper than they should be and her eyes make people cower in fear.
Level: 1
Next level: 0/10
Profession: Gunner => Dual Handler
Weapon: Pistol - A simple firearm that is easy to use and not all that powerful.
Armor: Bulletproof Vest - A rather effective defense against anything that isn't sharp.
Accessory: Loaded Cartridges - Always good to have some for when you run out of bullets. Increases ATK by 1.
A-Ability: One Bullet at a Time
+Steady Shot: Take aim and fire. Sure Hit. Range: 5 Cells. 100% ATK DMG.
+Fire Shot: A cartridge filled with the blazing element of Fire is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Fire Element. Chance of Burn.
+Ice Bolt: A cartridge filled with the freezing element of Ice is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Ice Element. Chance of Freeze.
+Blitz Bullet: A cartridge filled with the electrifying element of Lightning is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Lightning Element. Chance of Paralyze.
+Aqua Missile: A cartridge filled with the cooling element of Water is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Water Element. Chance of Wet.
+Earthen Lead: A cartridge filled with the living element of Earth is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Earth Element. Chance of Addle.
+Gale Ball: A cartridge filled with the swirling element of Wind is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Wind Element. Chance of Confusion.
+Shimmering Spark: A cartridge filled with the shining element of Light is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Light Element. Chance of Blind.
+Ebony Metal: A cartridge filled with the intoxicating element of Darkness is loaded and fired at the target. Range: 5 Cells. 100% ATK DMG. Darkness Element. Chance of Curse.
A-Ability: Twice the Power
+Trigger Happy: Start shooting like crazy. 100% ATK DMG. 12 hits. Range: 5 Cells.
+Twin Shot: With two guns, hit two enemies at the same time. 120% ATK DMG. Hits two enemies at once. Range: 5 Cells.
+Rapid Fire: All you have to pull the trigger. There's no need to wait. Doubles number of Basic Attacks. Range: Self.
+Blasting Shot: Placing the barrels against the enemy's chest and pulling the trigger, the blast sends to the ends of the world. Well, not really. 150% ATK DMG. Range: Adjacent. Knocks enemy back 3 Cells.
R-Ability: Shatter Shell - When Violet attacks an enemy inflicted with Target, she will shatter their defenses. Lowers target's DEF by 10%.
S-Ability: Lock-On - Once every turn, Violet will target a random enemy unit, giving them the status 'Target'. When given this status effect, Violet's attack on that character will have an increased Critical Hit chance (50%).
D-Ability: Eliminate the Enemy - With the use of Hammerspace, Violet calls for an all-out assault on the Enemy Party. Air raids, bombings, machine gun fire, anything to decimate her targets. Craters are left in her wake. Deals 100% Piercing ATK DMG to all enemy units. Neutral Element.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points:
Last edited by Xenosaga on Mon Feb 13, 2012 6:35 am; edited 1 time in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Crystal Realm Residents
Name: Reklaw Nella
Age: 16
Gender: Female
Appearance:
Level:
Next Level:
Profession: Mana Mage
Weapon: Paper Scribbles - A slip of paper with scribbles on it. It looks like words but they're hard to make out.
Armor: Traveler's Clothes - Ragged and worn, it has clear stitches and looks very overused. It's still comfortable to wear, thankfully.
Accessory: Flower Pin - A small, handcrafted item which can be worn in the hair or pinned onto the clothing. It's a simple design after the Flower of Promise. Increases Max MP by 5.
A-Ability: Mana Manipulation
+Mana Drain: Nella forcefully pulls out the mana from an enemy unit before assimilating it with herself to make it her own. Deals 30% Piercing INT to Enemy's MP. Range: 4 Cells. Absorbs damage as mana.
+Mana Link: Nella links herself to another character with a mana line. With it, both she and the one she's connected with share their MP. Linked characters can use the MP of the ones their linked with in the case they run out of mana to use. Range: One Character.
---Healing Mana: Once linked with a character, Nella can send forth a burst of healing mana, that works to heal the character of their injuries. Heals 100% INT. Range: Set.
---Protection Shield: Once linked to a character, Nella can send forth a protective barrier of mana around the character. It absorbs damage equal to the amount of mana used to power the shield. X MP. Range: Set.
+Five Point Star: Draws a star in the air with mana with a mana orb connecting each corner and, with a flick of the wrist, sends those orbs spiraling at an enemy. 110% INT DMG. 5 hits. Range: 4 Cells. 10 MP.
A-Ability: Take What is Yours
+Mana Seal: Places a seal over the target's MP to keep them from utilizing their mana and stops them from regaining mana. Range: 4 Cells. Causes Mana Seal. 18 MP.
+Forced Link: Nella forcefully establishes a link between her and an enemy. In a Forced Link, Nella is capable of drawing in the enemy's mana but the enemy cannot draw in hers or anyone else she is connected to.
---Poison Mana: Once linked with a character, Nella can send forth a burst of poisonous mana through the link, ravaging at the character. Deals 100% Piercing INT DMG. Range: Set.
---Disconnect: Nella breaks the connection with the character. If the character's mana is blow 50%, she drains the rest for her own. Range: Set.
R-Ability: Mana Pressure - When attacked by a skill, Nella forces the attacker to expend double the amount of MP they would normally use for the skill.
S-Ability: Mana Field - As long as there is mana in the air, Nella is capable of absorbing it in a field that surrounds her. Recovers 10% of Max MP at the beginning of each turn.
Mana Field of Effect - With greater control over the workings of mana, Nella is able to make it so all her allies within her field are bestowed upon with the same blessings as she is. Recovers 10% of Max MP for all allies within 3 Cells of Nella at the beginning of each turn.
D-Ability: Mana Implosion - Grasping hold of the mana within her target's body, she makes it rage within the target, causing the mana to burst out from their body. With their mana forcefully pulled out, they are unable to regain that mana by any means. 200% Piercing INT DMG. Drops Target's Mana to 0. Causes Mana Seal.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points:
Age: 16
Gender: Female
Appearance:
- Spoiler:
- A simple looking girl with light brown hair and eyes the color of the sea. Her hair is usually pulled back into a ponytail while her bangs are left to hang by her face. She has white skin, not sickly pale but a sort of normal kind, and a small scar-like mark on her inner right wrist.
Level:
Next Level:
Profession: Mana Mage
Weapon: Paper Scribbles - A slip of paper with scribbles on it. It looks like words but they're hard to make out.
Armor: Traveler's Clothes - Ragged and worn, it has clear stitches and looks very overused. It's still comfortable to wear, thankfully.
Accessory: Flower Pin - A small, handcrafted item which can be worn in the hair or pinned onto the clothing. It's a simple design after the Flower of Promise. Increases Max MP by 5.
A-Ability: Mana Manipulation
+Mana Drain: Nella forcefully pulls out the mana from an enemy unit before assimilating it with herself to make it her own. Deals 30% Piercing INT to Enemy's MP. Range: 4 Cells. Absorbs damage as mana.
+Mana Link: Nella links herself to another character with a mana line. With it, both she and the one she's connected with share their MP. Linked characters can use the MP of the ones their linked with in the case they run out of mana to use. Range: One Character.
---Healing Mana: Once linked with a character, Nella can send forth a burst of healing mana, that works to heal the character of their injuries. Heals 100% INT. Range: Set.
---Protection Shield: Once linked to a character, Nella can send forth a protective barrier of mana around the character. It absorbs damage equal to the amount of mana used to power the shield. X MP. Range: Set.
+Five Point Star: Draws a star in the air with mana with a mana orb connecting each corner and, with a flick of the wrist, sends those orbs spiraling at an enemy. 110% INT DMG. 5 hits. Range: 4 Cells. 10 MP.
A-Ability: Take What is Yours
+Mana Seal: Places a seal over the target's MP to keep them from utilizing their mana and stops them from regaining mana. Range: 4 Cells. Causes Mana Seal. 18 MP.
+Forced Link: Nella forcefully establishes a link between her and an enemy. In a Forced Link, Nella is capable of drawing in the enemy's mana but the enemy cannot draw in hers or anyone else she is connected to.
---Poison Mana: Once linked with a character, Nella can send forth a burst of poisonous mana through the link, ravaging at the character. Deals 100% Piercing INT DMG. Range: Set.
---Disconnect: Nella breaks the connection with the character. If the character's mana is blow 50%, she drains the rest for her own. Range: Set.
R-Ability: Mana Pressure - When attacked by a skill, Nella forces the attacker to expend double the amount of MP they would normally use for the skill.
S-Ability: Mana Field - As long as there is mana in the air, Nella is capable of absorbing it in a field that surrounds her. Recovers 10% of Max MP at the beginning of each turn.
Mana Field of Effect - With greater control over the workings of mana, Nella is able to make it so all her allies within her field are bestowed upon with the same blessings as she is. Recovers 10% of Max MP for all allies within 3 Cells of Nella at the beginning of each turn.
D-Ability: Mana Implosion - Grasping hold of the mana within her target's body, she makes it rage within the target, causing the mana to burst out from their body. With their mana forcefully pulled out, they are unable to regain that mana by any means. 200% Piercing INT DMG. Drops Target's Mana to 0. Causes Mana Seal.
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOVE:
Skill Points:
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
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