TOAD: The Beads of Light (Character Profile Thread)
3 posters
Page 1 of 1
TOAD: The Beads of Light (Character Profile Thread)
Current Chapter:
Chapter II~II - Gurrera Town
Summary: With the Water Temple's fire burning brightly, our six heroes continued down the path towards the Temple of Fire, where, according to Megaera, the Sage of Fire was having a rough time with the shadow creatures, or Remnants as they are so called (now, at least). Their first stop brings them to Gurrera Town, a tiny little place with very little to offer in the way of light. But Hikari and the others can make their own light, to prevent any Remnants from entering. However...
Inventory:
Consumables:
Herb (x2) - Restores 5 HP and 5 MP upon use.
Potion (x5) - Restores 10 HP upon use.
Knight's Potion (x3) - Restores 20 HP upon use.
Great Elixer (x1) - Restores 50 HP upon use.
Potato Root (x2) - A delicious potato that can really fill the stomach quickly. Restores 25 HP upon use.
Old Ether (x1) - Restores 10 MP upon use.
Goblin Blood (x2) - A green potion that restores energy for some reason. It tastes vile, but it works. Restores 20 MP upon use.
Mana Elixir (x1) - A black elixir of concentrated magic. It is incredibly potent. Restores all MP upon use.
Antidote (x1) - Cures Poison upon use.
Fistalla (x4) - An extremely spicy herb that heats up the body temperature to astounding numbers. Cures Freeze. 25 Gold per.
Kent (x3) - A bitter root that has enough power to wake someone in the deepest levels of sleep. 25 Gold per.
Brain Juice (x2) - A terrible mix of juices that can cure one infliction Zombie.
Alchemy Items:
Spider Silk (x6) - Gooey, sticky substance. Good for holding things together.
Tarantula Venom (x1) - A rare substance that can fetch a high price on the black market. It also makes for an amazing alchemy item.
Circuitry (x1) - Hardware data from ancient times.
Coral Chunks (x6) - Two hard pieces of coral found underwater. A base ingredient for aquatic gear.
Tortoiseshell (x2) - A hard shell found on tortoises. Crabs drop them for some reason. A base ingredient for aquatic gear.
Storm Orb (x1) - A dazzling orb infused with the elements of lightning. A core ingredient for Storm gear.
Weapons
Old Staff - A stick made from an old hickory tree. (+1 Int)(Can be equipped by: Hikari)
Orb Staff - A long, gnarled stick with a crystal-like orb at the tip of it that enhances the bearer's magical might. (4 Int; 1 Spr)
Ripped Gloves - Two, worn out gloves that are worn on the hands. (+2 Atk)(Can be equipped by: Sekai)
Dirty Bracelet - A bracelet made from beads that are cracked and smeared with grime. (Damage: INT)(Range: 4 cells)(Int +1)(Can be equipped by: Melody)
Sapphire Bracelets - Bracelets made from sapphire. Although they seem old they still give much power to the user. (Damage: Int)(Range: 4 cells)(Int +5)(Can be equipped by: Melody)
Katana - This blade may blend in with the crowd, but its edge will make you bleed. (ATK +1)(Can be equipped by: Mia)
Springy Katana - A katana that can withstand a good amount of force so that the user doesn't have to worry about breaking it. It's springy attribute allows for more snap with fast blows. (Atk +5)(Can be equipped by: Mia)
Armor
Long Dress - An elegant dress that is not very suited for traveling. (+1 Spr)(Can be equipped by: Hikari)
Sheared Cloth - Cloth that is ripped in multiple places, if it was ripped any more... (+1 Def; +1 Spr)(Can be equipped by: Sekai)
Distant Sea, Solemn Breeze - A beautiful light green kimono with blue swirls and waves liken water. (DEF +1, SPR +1)(Can be equipped by: Melody)
Simple Peach - A simple, yet still stunning kimono of a peach hue. (DEF +1, SPR +1)(Can be equipped by: Mia)
Shadow Cuirass - Enchanted black armor with terrible magic that uses strong emotions like fear and hate to power the wearer. (Def +6; Spr +2; HP -5)(Resist Dark)(Can be equipped by: Mia)
Accessories
Mobile Pendant - A pendant given to a jailer in order for them to be quicker. (+1 Move)
Eyes of Truth - A rather large orb that was harvested from a giant spider king. It lost some of it's power after the spider died, but still has quite a good use. (20% Resist Magic)
Silver Ring - A simple ring made of silver. It's physical properties are special and affect the psyche of whoever wears it. (Immune Transfiguration)(+3 Spr)(Can Be Equipped by: Females)
Translucent Veil - A soft, silky fabric of translucent blue that covers the head with a protective aura. (SOS Shell)(+2 Spr)(Can be equipped by: Melody)
Amethyst Brooch - Brooch made with Amethyst which has been supercharged with mana. (+5 MP)
Key Items
Map of Ermith - A small bit of parchment. It seems out-of-date.
Beads of Light - An accessory to be worn by Hikari at all times. These Beads bestow a magical protection upon the bearer and also have the power to rid the world of darkness. Recently revived.
Money Bag - A small pouch used to store all the gold found. (1958)
Royal Treasure Chest - A chest from the royal family that held a very important secret to the Beads of Light. It's empty now.
Map:
https://2img.net/h/i188.photobucket.com/albums/z74/Witswithpleasure/Ermith.png
Ermith:
+Capital City
-King's Castle
--Main Lobby
--Throne Room
--Castle Dungeons
-Uncle Charlie's Inn
+Graveyard City
-Terrible Forest
--Black Gates
-Fountain Center
-Secret Passageway
+Lost City "Kilstein"
-Great Abyss
--Magical Apartments
-City of Reflection
--Goddess' Chambers
+The Forgotten Lake
-Underwater: 20 meters
-Underwater: 90 meters
-The Temple of Water
--Hall of Aqua
+Jesu Plains
-Gurrera Town
Chapter II~II - Gurrera Town
Summary: With the Water Temple's fire burning brightly, our six heroes continued down the path towards the Temple of Fire, where, according to Megaera, the Sage of Fire was having a rough time with the shadow creatures, or Remnants as they are so called (now, at least). Their first stop brings them to Gurrera Town, a tiny little place with very little to offer in the way of light. But Hikari and the others can make their own light, to prevent any Remnants from entering. However...
Inventory:
Consumables:
Herb (x2) - Restores 5 HP and 5 MP upon use.
Potion (x5) - Restores 10 HP upon use.
Knight's Potion (x3) - Restores 20 HP upon use.
Great Elixer (x1) - Restores 50 HP upon use.
Potato Root (x2) - A delicious potato that can really fill the stomach quickly. Restores 25 HP upon use.
Old Ether (x1) - Restores 10 MP upon use.
Goblin Blood (x2) - A green potion that restores energy for some reason. It tastes vile, but it works. Restores 20 MP upon use.
Mana Elixir (x1) - A black elixir of concentrated magic. It is incredibly potent. Restores all MP upon use.
Antidote (x1) - Cures Poison upon use.
Fistalla (x4) - An extremely spicy herb that heats up the body temperature to astounding numbers. Cures Freeze. 25 Gold per.
Kent (x3) - A bitter root that has enough power to wake someone in the deepest levels of sleep. 25 Gold per.
Brain Juice (x2) - A terrible mix of juices that can cure one infliction Zombie.
Alchemy Items:
Spider Silk (x6) - Gooey, sticky substance. Good for holding things together.
Tarantula Venom (x1) - A rare substance that can fetch a high price on the black market. It also makes for an amazing alchemy item.
Circuitry (x1) - Hardware data from ancient times.
Coral Chunks (x6) - Two hard pieces of coral found underwater. A base ingredient for aquatic gear.
Tortoiseshell (x2) - A hard shell found on tortoises. Crabs drop them for some reason. A base ingredient for aquatic gear.
Storm Orb (x1) - A dazzling orb infused with the elements of lightning. A core ingredient for Storm gear.
Weapons
Old Staff - A stick made from an old hickory tree. (+1 Int)(Can be equipped by: Hikari)
Orb Staff - A long, gnarled stick with a crystal-like orb at the tip of it that enhances the bearer's magical might. (4 Int; 1 Spr)
Ripped Gloves - Two, worn out gloves that are worn on the hands. (+2 Atk)(Can be equipped by: Sekai)
Dirty Bracelet - A bracelet made from beads that are cracked and smeared with grime. (Damage: INT)(Range: 4 cells)(Int +1)(Can be equipped by: Melody)
Sapphire Bracelets - Bracelets made from sapphire. Although they seem old they still give much power to the user. (Damage: Int)(Range: 4 cells)(Int +5)(Can be equipped by: Melody)
Katana - This blade may blend in with the crowd, but its edge will make you bleed. (ATK +1)(Can be equipped by: Mia)
Springy Katana - A katana that can withstand a good amount of force so that the user doesn't have to worry about breaking it. It's springy attribute allows for more snap with fast blows. (Atk +5)(Can be equipped by: Mia)
Armor
Long Dress - An elegant dress that is not very suited for traveling. (+1 Spr)(Can be equipped by: Hikari)
Sheared Cloth - Cloth that is ripped in multiple places, if it was ripped any more... (+1 Def; +1 Spr)(Can be equipped by: Sekai)
Distant Sea, Solemn Breeze - A beautiful light green kimono with blue swirls and waves liken water. (DEF +1, SPR +1)(Can be equipped by: Melody)
Simple Peach - A simple, yet still stunning kimono of a peach hue. (DEF +1, SPR +1)(Can be equipped by: Mia)
Shadow Cuirass - Enchanted black armor with terrible magic that uses strong emotions like fear and hate to power the wearer. (Def +6; Spr +2; HP -5)(Resist Dark)(Can be equipped by: Mia)
Accessories
Mobile Pendant - A pendant given to a jailer in order for them to be quicker. (+1 Move)
Eyes of Truth - A rather large orb that was harvested from a giant spider king. It lost some of it's power after the spider died, but still has quite a good use. (20% Resist Magic)
Silver Ring - A simple ring made of silver. It's physical properties are special and affect the psyche of whoever wears it. (Immune Transfiguration)(+3 Spr)(Can Be Equipped by: Females)
Translucent Veil - A soft, silky fabric of translucent blue that covers the head with a protective aura. (SOS Shell)(+2 Spr)(Can be equipped by: Melody)
Amethyst Brooch - Brooch made with Amethyst which has been supercharged with mana. (+5 MP)
Key Items
Map of Ermith - A small bit of parchment. It seems out-of-date.
Beads of Light - An accessory to be worn by Hikari at all times. These Beads bestow a magical protection upon the bearer and also have the power to rid the world of darkness. Recently revived.
Money Bag - A small pouch used to store all the gold found. (1958)
Royal Treasure Chest - A chest from the royal family that held a very important secret to the Beads of Light. It's empty now.
Map:
https://2img.net/h/i188.photobucket.com/albums/z74/Witswithpleasure/Ermith.png
Ermith:
+Capital City
-King's Castle
--Main Lobby
--Throne Room
--Castle Dungeons
-Uncle Charlie's Inn
+Graveyard City
-Terrible Forest
--Black Gates
-Fountain Center
-Secret Passageway
+Lost City "Kilstein"
-Great Abyss
--Magical Apartments
-City of Reflection
--Goddess' Chambers
+The Forgotten Lake
-Underwater: 20 meters
-Underwater: 90 meters
-The Temple of Water
--Hall of Aqua
+Jesu Plains
-Gurrera Town
Last edited by Zerifachias on Sat Dec 07, 2013 8:54 pm; edited 53 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: TOAD: The Beads of Light (Character Profile Thread)
Status Diaries
Positive:
Bravery - ATK is increased by x1.5 for 3 turns.
Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.
Confidence - A state that is reached when a unit maxes their Morale. They gain +15% Evade, +15% Crit, +50% Crit Damage, +20% Atk and 20% Int for five turns. Using a D-Ability dispels these effects immediately after and applies Slump.
Covered - Damage is taken by a Covering ally. Instantly fades when the Covering ally reaches Critical status.
Covering - Afflicted takes damage for a Covered ally. Instantly fades when the afflicted reaches Critical status.
Faith - INT is increased by x1.5 for 3 turns.
Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn for 3 turns.
Immunity - Afflicted becomes immune to negative status effects for 3 turns.
Intangible - Afflicted is immune to physical damage, but takes x1.5 damage from magic attacks.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
MP Regen - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.
Protect - Reduces all physical damage taken by 50% for 3 turns.
Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all magical damage taken by 50% for 3 turns.
Veil - Increases evasion by 50% for 3 turns.
Negative
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed.
Bleeding - Afflicted loses 12% Max HP per turn for 3 turns.
Blind - Attacks and skills have a 50% chance of missing for 3 turns.
Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Burn - Afflicted takes 12% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Charm - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.
Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.
Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.
Curse - Afflicted becomes the victim of a curse and takes damage equal to half of the damage the afflicted deals with any attack for 3 turns.
Daze - Afflicted cannot act for 1 turn.
Deprotect - Doubles all physical damage taken for 3 turns.
Deshell - Doubles all magical damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Drain - Afflicted loses 15% Max HP per turn for 3 turns. HP damage is absorbed by the one who inflicted the status as HP.
Fear - Afflicted is unable to move or act for 3 turns.
Frail - Afflicted is unable to recover HP for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes x1.5 as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Mana Drain - Afflicted loses 15% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.
Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.
Nightmare - Afflicted takes 15% Max HP DMG each turn for as long as Sleep is applied. Sleep MUST be applied to the afflicted before Nightmare.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - There is a 50% chance that the afflicted can no longer move or take action each turn for 3 turns.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit or an ability designed to break stone.
Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.
Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.
Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.
Sap - HP is reduced by 15% Max HP per turn for 5 turns.
Seal - Afflicted can no longer move or take action for 3 turns.
Severe Poison - Afflicted takes 15% Max HP damage per turn for 2 turns.
Shock - Removes all status buffs from the afflicted and deals 10% Max HP DMG per turn for 3 turns. This affliction can be removed.
Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based skills or INT-based attacks.
Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.
Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.
Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.
Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.
Stop - All Player Phases are skipped for the afflicted character for 3 turns.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Max HP of the afflicted is reduced by 15% for 3 turns.
Wet - Afflicted takes x1.5 damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Bestiary
Humanoid
+ Sekai Lvl 2 (Exp Given: 0/Gold: 0/Found: One-of-a-Kind/Items: None./Encountered: Ermith Castle Main Lobby/Defeated: 1)
+ Jailer Lvl 4 (Exp Given: 2 Each/Gold: 15/Found: Ermith's Castle, etc./Items: Mobile Pendant; Knight's Potion/Encountered: Castle Dungeons/Defeated: 3)
+ Sigma Lvl 5 (Exp Given: 6/Gold: 30/Found: One-of-a-Kind/Items: Royal Treasure Chest/Encountered: Ermith Castle Entrance Hall/Defeated: 1)
+ Felix Lvl 9 (Exp Given: 4/Gold: 340/Found: One-of-a-Kind/Items: Christmas Present/Encountered: Graveyard City Center/Defeated: 1)
+ Cynthia Lvl 9 (Exp Given: 4/Gold: 330/Found: One-of-a-Kind/Items: Christmas Present/Encountered: Graveyard City Center/Defeated: 1
Remnant
+ Shadow Creature Lvl 1 (Exp Given: 1/Gold: 10/Found: In dark places with no sunshine./Items: ???/Encountered: Outside Capital City/Defeated: 5)
Beast
+ Rat Lvl 2 (Exp Given: 1/Gold: 10/Found: In dark places/Items: ???/Encountered: Graveyard City/Defeated: 4)
+ Giant Spider Lvl 9 (Exp Given: 4/Gold: 50/Found: In dark places/Items: Spider Silk/Encountered: Lost City of Kilstein/Defeated: 3)
+ Spider King Lvl 12 (Exp Given: 10/Gold: 500/Found: Unknown/Items: Spider Silk; Tarantula Venom; Eyes of Truth/Encountered: Lost City of Kilstein/Defeated: 1)
Inorganic
Plant
Machine
+ Kreuzschlüssel 1.6 Lvl 9 (Exp Given: 4/Gold: 60/Found: Near ancient places/Items: Circuitry/Encountered: Lost City of Kilstein/Defeated: 1)
Demon
+ Goblin Lvl 5 (Exp Given: 2/Gold: 20/Found: Near places of death and decay/Items: Goblin Blood; ???/Encountered: Graveyard City Gates, etc../Defeated: 3)
+ Head-on-a-Stick Lvl 3 (Exp Given: 2/Gold: 20/Found: Near places of death and decay/Items: ???/Encountered: Graveyard City Gates, etc../Defeated: 2)
+ Hellhound Lvl 6 (Exp Given: 3/Gold: 30/Found: Near places of death and decay/Items: ???/Encountered: Graveyard City Center, etc.../Defeated: 2
Undead
+ Skeleton Warrior Lvl 6 (Exp Given: 4/Gold: 40/Found: Near places of death and decay/Items: Brain Juice, ???/Encountered: Graveyard City Center, etc.../Defeated: 3)
+ Dead Kid Lvl 9 (Exp Given: 4/Gold: 330/Found: One-of-a-Kind/Items: Christmas Present/Encountered: Graveyard City Center/Defeated: 1)
+ Inami Han Lvl 14 (Exp Given: 9/Gold: 0/Found: One-of-a-King/Items: Translucent Veil; Storm Orb/Encountered: Gurrera Town/Defeated: 1)
Angel
+ Corrupted Angel Deviahn Lvl 15 (Exp Given: 16/Gold: 500/Found: One-of-a-Kind/Items: Silver Ring; Great Elixer/Encountered: Temple of Water/Defeated: 1)
Aquatic
+ Mermaid Lvl 10 (Exp Given: 4/Gold: 84/Found: The Forgotten Lake; ??? ????? ???/Items: Coral Chunk, ???????/Encountered: Forgotten Lake/Defeated: 4)
+ Mermaid Lvl 12 (Exp Given: 5/Gold: 90/Found: The Forgotten Lake; ??? ????? ???/Items: Coral Chunk, ???????/Encountered: Forgotten Lake/Defeated: 4)
+ Crustacean Lvl 12 (Exp Given: 5/Gold: 100/Found: The Forgotten Lake; ??? ????? ???/Items: Tortoiseshell/Encountered: Forgotten Lake/Defeated: 3)
Insect
Reptilian
Positive:
Bravery - ATK is increased by x1.5 for 3 turns.
Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.
Confidence - A state that is reached when a unit maxes their Morale. They gain +15% Evade, +15% Crit, +50% Crit Damage, +20% Atk and 20% Int for five turns. Using a D-Ability dispels these effects immediately after and applies Slump.
Covered - Damage is taken by a Covering ally. Instantly fades when the Covering ally reaches Critical status.
Covering - Afflicted takes damage for a Covered ally. Instantly fades when the afflicted reaches Critical status.
Faith - INT is increased by x1.5 for 3 turns.
Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn for 3 turns.
Immunity - Afflicted becomes immune to negative status effects for 3 turns.
Intangible - Afflicted is immune to physical damage, but takes x1.5 damage from magic attacks.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
MP Regen - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.
Protect - Reduces all physical damage taken by 50% for 3 turns.
Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all magical damage taken by 50% for 3 turns.
Veil - Increases evasion by 50% for 3 turns.
Negative
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed.
Bleeding - Afflicted loses 12% Max HP per turn for 3 turns.
Blind - Attacks and skills have a 50% chance of missing for 3 turns.
Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Burn - Afflicted takes 12% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Charm - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.
Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.
Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.
Curse - Afflicted becomes the victim of a curse and takes damage equal to half of the damage the afflicted deals with any attack for 3 turns.
Daze - Afflicted cannot act for 1 turn.
Deprotect - Doubles all physical damage taken for 3 turns.
Deshell - Doubles all magical damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Drain - Afflicted loses 15% Max HP per turn for 3 turns. HP damage is absorbed by the one who inflicted the status as HP.
Fear - Afflicted is unable to move or act for 3 turns.
Frail - Afflicted is unable to recover HP for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes x1.5 as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Mana Drain - Afflicted loses 15% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.
Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.
Nightmare - Afflicted takes 15% Max HP DMG each turn for as long as Sleep is applied. Sleep MUST be applied to the afflicted before Nightmare.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - There is a 50% chance that the afflicted can no longer move or take action each turn for 3 turns.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit or an ability designed to break stone.
Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.
Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.
Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.
Sap - HP is reduced by 15% Max HP per turn for 5 turns.
Seal - Afflicted can no longer move or take action for 3 turns.
Severe Poison - Afflicted takes 15% Max HP damage per turn for 2 turns.
Shock - Removes all status buffs from the afflicted and deals 10% Max HP DMG per turn for 3 turns. This affliction can be removed.
Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based skills or INT-based attacks.
Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.
Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.
Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.
Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.
Stop - All Player Phases are skipped for the afflicted character for 3 turns.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Max HP of the afflicted is reduced by 15% for 3 turns.
Wet - Afflicted takes x1.5 damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Bestiary
Humanoid
+ Sekai Lvl 2 (Exp Given: 0/Gold: 0/Found: One-of-a-Kind/Items: None./Encountered: Ermith Castle Main Lobby/Defeated: 1)
+ Jailer Lvl 4 (Exp Given: 2 Each/Gold: 15/Found: Ermith's Castle, etc./Items: Mobile Pendant; Knight's Potion/Encountered: Castle Dungeons/Defeated: 3)
+ Sigma Lvl 5 (Exp Given: 6/Gold: 30/Found: One-of-a-Kind/Items: Royal Treasure Chest/Encountered: Ermith Castle Entrance Hall/Defeated: 1)
+ Felix Lvl 9 (Exp Given: 4/Gold: 340/Found: One-of-a-Kind/Items: Christmas Present/Encountered: Graveyard City Center/Defeated: 1)
+ Cynthia Lvl 9 (Exp Given: 4/Gold: 330/Found: One-of-a-Kind/Items: Christmas Present/Encountered: Graveyard City Center/Defeated: 1
Remnant
+ Shadow Creature Lvl 1 (Exp Given: 1/Gold: 10/Found: In dark places with no sunshine./Items: ???/Encountered: Outside Capital City/Defeated: 5)
Beast
+ Rat Lvl 2 (Exp Given: 1/Gold: 10/Found: In dark places/Items: ???/Encountered: Graveyard City/Defeated: 4)
+ Giant Spider Lvl 9 (Exp Given: 4/Gold: 50/Found: In dark places/Items: Spider Silk/Encountered: Lost City of Kilstein/Defeated: 3)
+ Spider King Lvl 12 (Exp Given: 10/Gold: 500/Found: Unknown/Items: Spider Silk; Tarantula Venom; Eyes of Truth/Encountered: Lost City of Kilstein/Defeated: 1)
Inorganic
Plant
Machine
+ Kreuzschlüssel 1.6 Lvl 9 (Exp Given: 4/Gold: 60/Found: Near ancient places/Items: Circuitry/Encountered: Lost City of Kilstein/Defeated: 1)
Demon
+ Goblin Lvl 5 (Exp Given: 2/Gold: 20/Found: Near places of death and decay/Items: Goblin Blood; ???/Encountered: Graveyard City Gates, etc../Defeated: 3)
+ Head-on-a-Stick Lvl 3 (Exp Given: 2/Gold: 20/Found: Near places of death and decay/Items: ???/Encountered: Graveyard City Gates, etc../Defeated: 2)
+ Hellhound Lvl 6 (Exp Given: 3/Gold: 30/Found: Near places of death and decay/Items: ???/Encountered: Graveyard City Center, etc.../Defeated: 2
Undead
+ Skeleton Warrior Lvl 6 (Exp Given: 4/Gold: 40/Found: Near places of death and decay/Items: Brain Juice, ???/Encountered: Graveyard City Center, etc.../Defeated: 3)
+ Dead Kid Lvl 9 (Exp Given: 4/Gold: 330/Found: One-of-a-Kind/Items: Christmas Present/Encountered: Graveyard City Center/Defeated: 1)
+ Inami Han Lvl 14 (Exp Given: 9/Gold: 0/Found: One-of-a-King/Items: Translucent Veil; Storm Orb/Encountered: Gurrera Town/Defeated: 1)
Angel
+ Corrupted Angel Deviahn Lvl 15 (Exp Given: 16/Gold: 500/Found: One-of-a-Kind/Items: Silver Ring; Great Elixer/Encountered: Temple of Water/Defeated: 1)
Aquatic
+ Mermaid Lvl 10 (Exp Given: 4/Gold: 84/Found: The Forgotten Lake; ??? ????? ???/Items: Coral Chunk, ???????/Encountered: Forgotten Lake/Defeated: 4)
+ Mermaid Lvl 12 (Exp Given: 5/Gold: 90/Found: The Forgotten Lake; ??? ????? ???/Items: Coral Chunk, ???????/Encountered: Forgotten Lake/Defeated: 4)
+ Crustacean Lvl 12 (Exp Given: 5/Gold: 100/Found: The Forgotten Lake; ??? ????? ???/Items: Tortoiseshell/Encountered: Forgotten Lake/Defeated: 3)
Insect
Reptilian
Last edited by Zerifachias on Thu Jan 03, 2013 10:53 pm; edited 20 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: TOAD: The Beads of Light (Character Profile Thread)
Enemy Profiles
Guest Profiles
Caoimhe Lillias
Female, 23 (December 7)
Appearance:
Profession: Twilight Hunter - A ranger who dwells in the dense woods of the lands and has a heavy affinity with the magical conduits of the forests. Though heavily influenced by magic, the hunter remains loyal to the use of a bow. (Immunity)(Resist Fire; Resist Water; Vulnerable Ice)
Immunity - This unit is immune to all forms of Poison.
Weapon: Composite Bow - A strong, flexible bow.
Armor: Leaf Vest - A strong vest that seems to radiate the energy of a forest.
Accessory: Four-Leaf Clover - A lucky charm. (Immune Misfortune)
A-Ability: Illusion Hunter
Raised Cowl - Caoimhe raises her cowl up over her head, covering her face from view. The enchanted cloth veils her existence, making her hard to see. Bestows Veil. Self only. 8 MP.
Pinning Shot - Caoimhe aims a single arrow at her target carefully before firing. The arrow pierces the target's Achilles' heel and pins them to the ground temporarily. 100% Atk DMG. Chance of Immobilize. 4 cell range. 8 MP.
Tainted Arrow - Caoimhe enchants an arrow with illusion magic and fires it at her target. The poison magic acts quickly, befuddling her target. 100% Atk DMG. Chance of Addle. 4 cell range. 8 MP.
Illusion: Arrow Swarm - Caoimhe spends a great deal of magic on her bow, enchanting it so that the next arrow shot casts a powerful illusion on her target. The illusion makes it seem as though a swarm of arrows is raining down upon the target. Enchants the next basic attack to deal 100% Atk DMG. 5 hits total. Self enchantment only. 14 MP.
Illusion: Magic Arrow - Caoimhe enchants a single arrow and fires it at a target. The arrow steps into the ethereal realm as is soars through the air and pierces through her target's spirit with ease. 100% Atk DMG. Targets enemy Spr instead of Def. This ability affects Ethereal beings. 4 cell range. 6 MP.
Illusion: Skyfall - Caoimhe enchants the surrounding air to create a wide-range illusion that rains arrows down upon the battlefield, striking all enemies in the vicinity. 100% Atk DMG to all enemies. 9 MP.
Crippling Shot - Caoimhe quickly fires an arrow meant to cripple her target, aiming for a limb or the spine. If it hits, it deals major damage and can cripple the target. 90% Accuracy. 130% Atk DMG. High Chance of Disable. 4 cell range. 12 MP.
Arrow of Slaying - Caoimhe loads an arrow and takes careful aim. She enchants the arrow on her bow with an illusion magic not meant for addling or confusing, but of destroying. When fired, the arrow deals insane damage and has a chance to instantly kill the target. 170% Atk DMG. May cause Instant Death to targets below 35% Max HP. 4 cell range. 36 MP.
Lock-On - Caoimhe sharpens her eyesight, becoming the master tactician of the battlefield as her field of vision increases. All basic attacks and abilities now have infinite range for 3 turns. 8 MP.
A-Ability: Item
R-Ability: Instinct - Caoimhe's reaction times and evasive abilities are her primary trait, being able to dodge simple attacks is basic instinct to her. Grants a high evade chance when the target of a basic attack or in the range of an AoE spell.
S-Ability: Illusionist Archer - Caoimhe's illusions are enchanted by her own skin and blood and have an affect on everything she touches. Basic attacks sometimes cause Confusion.
Judgment: Arrowhead Striker - Water Elemental
Level: 13
Progress: 0/54
Stats:
HP: 65
MP: 70 (+10 from Four-Leaf Clover)
Atk: 14 (+7 from Composite Bow)
Def: 8 (+3 from Leaf Vest)
Int: 1 (+0 from Composite Bow)
Spr: 9 (+4 from Leaf Vest)(+3 from Four-Leaf Clover)
Move: 2 (+1 from Twilight Hunter Profession)
- Spoiler:
- Monster Class: Striped Tiger
Number: 6
Stats:
HP: 140/140
MP: 70/70
Atk: 18
Def: 16
Int: 9
Spr: 16
Move: 4
Basic Attack Range: Adjacent
Elemental: ?
Special Ability: Flame Chompers - This unit's basic attacks have the Fire Element.
Reaction Ability:
Innate Ability: Stalker - Prowling through Brush grants Hidden.
Mana Abilities:
Swipe - Strikes all enemies in the frontal three cells to this unit. 120% Atk DMG. Frontal 3 cells. 10 MP.
Roar - A fierce roar to scare the opposition. Chance of Fear. All enemy units within 3 cells. 8 MP.
Pounce - Jumps at a target with sharp claws. 130% Atk DMG. 3 cell range. Lands in adjacent cell to target. This attack can move through terrain cells. 13 MP.
Overwhelm - Topples a target and claws or bites them fiercely, dealing continuous damage while incapacitating the target. 80% Atk DMG over 3 turns. Incapacitates the target during this duration. Knockback and stutter spells can cancel this attack. 15 MP.
Guest Profiles
Caoimhe Lillias
Female, 23 (December 7)
Appearance:
- Spoiler:
Profession: Twilight Hunter - A ranger who dwells in the dense woods of the lands and has a heavy affinity with the magical conduits of the forests. Though heavily influenced by magic, the hunter remains loyal to the use of a bow. (Immunity)(Resist Fire; Resist Water; Vulnerable Ice)
Immunity - This unit is immune to all forms of Poison.
Weapon: Composite Bow - A strong, flexible bow.
Armor: Leaf Vest - A strong vest that seems to radiate the energy of a forest.
Accessory: Four-Leaf Clover - A lucky charm. (Immune Misfortune)
A-Ability: Illusion Hunter
Raised Cowl - Caoimhe raises her cowl up over her head, covering her face from view. The enchanted cloth veils her existence, making her hard to see. Bestows Veil. Self only. 8 MP.
Pinning Shot - Caoimhe aims a single arrow at her target carefully before firing. The arrow pierces the target's Achilles' heel and pins them to the ground temporarily. 100% Atk DMG. Chance of Immobilize. 4 cell range. 8 MP.
Tainted Arrow - Caoimhe enchants an arrow with illusion magic and fires it at her target. The poison magic acts quickly, befuddling her target. 100% Atk DMG. Chance of Addle. 4 cell range. 8 MP.
Illusion: Arrow Swarm - Caoimhe spends a great deal of magic on her bow, enchanting it so that the next arrow shot casts a powerful illusion on her target. The illusion makes it seem as though a swarm of arrows is raining down upon the target. Enchants the next basic attack to deal 100% Atk DMG. 5 hits total. Self enchantment only. 14 MP.
Illusion: Magic Arrow - Caoimhe enchants a single arrow and fires it at a target. The arrow steps into the ethereal realm as is soars through the air and pierces through her target's spirit with ease. 100% Atk DMG. Targets enemy Spr instead of Def. This ability affects Ethereal beings. 4 cell range. 6 MP.
Illusion: Skyfall - Caoimhe enchants the surrounding air to create a wide-range illusion that rains arrows down upon the battlefield, striking all enemies in the vicinity. 100% Atk DMG to all enemies. 9 MP.
Crippling Shot - Caoimhe quickly fires an arrow meant to cripple her target, aiming for a limb or the spine. If it hits, it deals major damage and can cripple the target. 90% Accuracy. 130% Atk DMG. High Chance of Disable. 4 cell range. 12 MP.
Arrow of Slaying - Caoimhe loads an arrow and takes careful aim. She enchants the arrow on her bow with an illusion magic not meant for addling or confusing, but of destroying. When fired, the arrow deals insane damage and has a chance to instantly kill the target. 170% Atk DMG. May cause Instant Death to targets below 35% Max HP. 4 cell range. 36 MP.
Lock-On - Caoimhe sharpens her eyesight, becoming the master tactician of the battlefield as her field of vision increases. All basic attacks and abilities now have infinite range for 3 turns. 8 MP.
A-Ability: Item
R-Ability: Instinct - Caoimhe's reaction times and evasive abilities are her primary trait, being able to dodge simple attacks is basic instinct to her. Grants a high evade chance when the target of a basic attack or in the range of an AoE spell.
S-Ability: Illusionist Archer - Caoimhe's illusions are enchanted by her own skin and blood and have an affect on everything she touches. Basic attacks sometimes cause Confusion.
Judgment: Arrowhead Striker - Water Elemental
Level: 13
Progress: 0/54
Stats:
HP: 65
MP: 70 (+10 from Four-Leaf Clover)
Atk: 14 (+7 from Composite Bow)
Def: 8 (+3 from Leaf Vest)
Int: 1 (+0 from Composite Bow)
Spr: 9 (+4 from Leaf Vest)(+3 from Four-Leaf Clover)
Move: 2 (+1 from Twilight Hunter Profession)
Last edited by Zerifachias on Mon Jan 20, 2014 3:59 pm; edited 25 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: TOAD: The Beads of Light (Character Profile Thread)
Your princess is in another castle.
Last edited by Zerifachias on Thu Jan 03, 2013 6:50 pm; edited 4 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: TOAD: The Beads of Light (Character Profile Thread)
Hikari's Diary
The day before yesterday I saw a rabbit,
Yesterday a deer,
And today, you.
The day before yesterday I saw a rabbit,
Yesterday a deer,
And today, you.
Last edited by Zerifachias on Thu Jan 03, 2013 6:56 pm; edited 26 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: TOAD: The Beads of Light (Character Profile Thread)
Name: Hikari Kizuna
Level: 13
Progress: 8/54
Age: 17
Gender: Female
Appearance:
Profession: REM Cleric - A rare type of cleric who heals people through dreams of all kinds. Although more inclined to heal, they do have a tendency to make their enemies regret picking a fight with the cleric. (Resist Light; Vulnerable Dark)(Immune Nightmare)(+1 Basic Attack)(Normal Attacks are Int-Based with a 4 cell range)
Weapon: Red Staff - A staff with a red orb on the top. It emits a weak light that is strengthened by mana.
Armor: Kadeskana - A very beautiful, dark blue dress that flows gently with the wind.
Accessory: Beads of Light - Imbued with powers of Light and Water! Shadow creatures cringe at the sight of it. (+10 MP; +5 HP; +2 Spr)
A-Ability: Spirited Away
+ Sweet Dreams - Hikari yawns loudly towards a foe, causing both of them to become drowsy and fall asleep. Forces Sleep upon a foe and Hikari. Range: 5 cells. 10 MP.
+ Wakening Nightmare - Hikari sends pictures of horrible images at the foe, which damages their psyche greatly. [100%] INT DMG. If the foe is asleep, the damage is doubled. Range: 4 cells. 10 MP
+ Refreshing Dream - While asleep, Hikari can bestow herself with a pleasant scene or scenes in order to revitalize her spirit. She can also use this on an ally, but the effects are diminished if they are not asleep. 120% Int Healing. If asleep, the healing damage is doubled. Light Elemental. Range: 4 cells. 12 MP
+ Aero - Hikari blasts the enemy with a sudden burst of wind, startling them. 120% Int Wind DMG. 6 cell range. Chance of Confusion. 11 MP.
+ Ragnarok - Hikari blasts an enemy with an incredible amount of light energy. So much, in fact, that it can destroy almost any evil spirit. 160% Int Light DMG. Double the power if used against Zombified enemies. 5 cell range. 12 MP.
+ Frosty Dream - Hikari gives herself or one of her allies a very cool, relaxing set of thoughts, like a drink of cold water. Heals one Status Ailment. Heals all Status Ailments if the one having this cast on them is asleep, including sleep. 4 cell range. 14 MP.
+ Mandrake Screech - Hikari slams her staff down on the ground, her staff sending out enormous sound waves that only the opposition can hear. The screech is so terrible it breaks the opposition's ear drums. 140% Int DMG to all enemies. Power doubles if enemies are asleep. 16 MP.
A-Ability: Dreaming Influence
+ Resounding Sleep - Hikari sends out small waves of her magical power across the enemy ranks. These waves have the ability to put the enemy to sleep, but can sometimes fail; however it targets the entire enemy party without affecting Hikari or her allies. Inflicts Sleep on all enemies (50% Chance). 16 MP
+ Resounding Nightmare - Hikari sends out larger waves of her magic across the enemy ranks. These waves tear at the insides of the enemies while keeping them asleep. Inflicts Nightmare on all sleeping enemies. Keeps enemies asleep for same number of turns that Nightmare persists. Enemies will wake when Nightmare ends. 24 MP.
+ Eternal Awakening - Hikari revives an ally with 20% Max HP and the same amount of MP they had when they were KO'ed. 22 MP
+ Dazzling Daydream - Hikari shocks a target by casting her mana to cover the target's eyes and flash brightly until they are unable to see. Inflicts Blind on a target. Does not work on sleeping enemies. 4 cell range. 7 MP.
+ No Zone - Hikari surrounds her immediate vicinity with a barrier of protection that fades away after a few seconds. It bestows a good amount of protection from physical attacks. Bestows Protect to Hikari and any ally in a surrounding cell. 16 MP.
R-Ability: Sleeping Critical - Every turn Hikari is asleep, and there are sleeping enemies on the field as well, those sleeping enemies cannot be woken up, but every attack made against them is critical.
S-Ability: Self-Induced Sleep - Even when she is asleep, Hikari can move and act as if she were awake.
Final Judgement: Eternal Nightmare - Hikari locks a foe into a deep sleep, then unlocks their mind to unleash their own fears upon the foe, giving them the worst nightmare they could possibly experience, dealing permanent damage to their psyche. (Dark) 5 cell range. 200% Piercing INT DMG to one foe.
Stats:
HP: 40 (+5 from Beads of Light)
MP: 65 (+10 from Beads of Light)
ATK: 0
DEF: 9 (+2 from Kadeskana)
INT: 16 (+6 from Red Staff)
SPR: 10 (+4 from Kadeskana)(+2 from Beads of Light)
Move: 2 (+0 from Dreamer Job)
Skill Points: 1
Name: Sekai Kizuna
Level: 13
Progress: 19/54
Age: 19
Gender: Female
Appearance:
Profession: Martial Artist - A warrior who can use different techniques that normal fighters could not. Basically an advanced level, only with a power level distinctly higher than even a Barbarian. (Power Grip - Allows the Martial Artist to lift heavy objects and wear heavy equipment)(Resist Physical; Vulnerable Magic)
Weapon: Super Gloves - Two, tough gloves that give an extra punch to the wearer's...punches. (2 hits)
Power Grip: Steel Bar - A long staff used by martial artists. It's rather heavy, but it's also very powerful.Allows Sekai to throw anything on the battlefield at the enemy ranks. Depending on the size and type of the object in question, it will do varying damage with varying effects. There is a 3 cell range limit, and acts as a Basic Attack with no MP cost. (The secondary ability cannot be used when a weapon that requires Power Grip is equipped.)
Armor: Fashioned Suit - A purple tightsuit made especially for fighters. It turns defense into power. +3 Atk; +2 Def
Accessory: Short Boots - Boots designed to allow maximum movement, flexibility, and speed. (+1 DEF)
A-Ability: Judo Arts
+ First Encounter - Sekai lunges at a foe, pounding them multiple times with her fists in a broken fury. [100%] ATK DMG each hit. 5 hits. Adjacent Cell. 10 MP
+ Pin-Point-Strike - Sekai carefully aims her fist directly into the enemy's skull, dealing quite a bit of damage. 100% Atk DMG. Sure hit range: Adjacent cell. 6 MP.
+ Flaming Kick - Sekai's extremely fast movements set her legs on fire as she slams them into the enemy, and hard. 120% Atk DMG. 2 hits. Fire Elemental. Range: Adjacent cell. Chance of Burn. 10 MP.
+ Wake-Up Pounding - Sekai slams an enemy repeatedly, so much that it seems like she's just doing it for fun. The fun is actually obvious if the enemy is asleep. 130% Atk DMG. 4 hits. Doubles if the enemy is asleep. Adjacent cell. 18 MP.
+ Electro-Boost - Sekai charges her body with an electric current, activating her senses and honing her abilities. Increases Sekai's Atk by 50%. Cannot be stacked. 8 MP.
+ Icicle Punch - Sekai's fist glows white, sharp icicles beginning to form around the fist. Upon hitting the enemy, the multiple icicles shoot forward and pierce the enemy. 140% Atk Ice DMG. May cause Freeze. Adjacent cell. 10 MP.
+ Earthen Collapse - Sekai jumps high into the air, curling into a ball and spinning down at an incredible speed back to earth. Just before hitting an enemy, she uncurls her body and slams her heel down on their head. The sheer force behind the kick causes the very earth to crack and cave in. 230% Atk Earth DMG. If targeting a flying enemy, this attack can ground them for a few turns. Single enemy. 24 MP.
+ Judo Chop - Sekai curves her palm so the edge of her hand is flying towards her enemy and slams it into the enemy's neck. The force of the blow is powerful enough to trigger a nerve to make the enemy collapse. 100% Atk DMG. High Chance of Paralysis. Adjacent cell. 14 MP.
A-Ability: Martial Arts
+ Tornado Kick - Sekai throws herself onto the ground and starts spinning on her head like a top, her legs swinging out and slamming into the enemy multiple times with enough force to cause extra damage from the wind trail. 120% Atk Wind DMG. 8 hits. Adjacent cell range. 20 MP.
+ Head Smasher - Sekai grabs the enemy's head and slams it down into the ground with enough force to create a crater in the ground. She then jumps back and watched the enemy bleed from their face. 210% Atk DMG. Adjacent cell. Moves Sekai one cell directly backwards from the enemy. May cause Concussion. 22 MP
+ Pressurized Wave - A burst of wind that results from an incredibly fast punch that sends a wave of brute strength at the enemy. An essential ranged attack for any martial artist. 110% Atk DMG. 3 cell range. 6 MP.
---Force Palm - Following up with the burst of wind, Sekai leaps forward and strikes the enemy with a heavy hit with her palm on the sternum. 160% Atk DMG. High chance of Paralysis. Set range. 14 MP.
R-Ability: Physical Counter - Whenever Sekai is attacked by a physical attack, she automatically dodges and counters for 100% Atk DMG as long as the attack is from an adjacent cell, otherwise she just dodges.
S-Ability: Fighter's Spirit - All abilities requiring the use of mana have their costs cut by half.
Final Judgement: Meteor Crash - Sekai's fists light up with fiery passion as she lunges at the foe, attacking them mercilessly. 200% Piercing Fire ATK DMG. 4 cell range. (Fire Element)
Stats:
HP: 75
MP: 40
ATK: 14 (+4 from Super Gloves)(+4 from Steel Bar)(+3 from Fashioned Suit)
DEF: 10 (+1 from Short Boots) (+2 from Fashioned Suit)(+1 from Super Gloves)
INT: 0
SPR: 9
Move: 2 (+2 from Fighter Job)
Skill Points: 1
Level: 13
Progress: 8/54
Age: 17
Gender: Female
Appearance:
- Spoiler:
Profession: REM Cleric - A rare type of cleric who heals people through dreams of all kinds. Although more inclined to heal, they do have a tendency to make their enemies regret picking a fight with the cleric. (Resist Light; Vulnerable Dark)(Immune Nightmare)(+1 Basic Attack)(Normal Attacks are Int-Based with a 4 cell range)
- Spoiler:
- Dreamer - A rare magician who's attacks are based on the serene thoughts of a sleeping child, or the nightmares of a thrashing beast. (Normal Attacks are INT-based)(4 Cell Range)
REM Cleric - A rare type of cleric who heals people through dreams of all kinds. Although more inclined to heal, they do have a tendency to make their enemies regret picking a fight with the cleric. (Resist Light; Vulnerable Dark)(Immune Nightmare)(+1 Basic Attack)(Normal Attacks are Int-Based with a 4 cell range)
Sage of Dreams - The one who claims this profession is a master of the dreaming world, where any wish is granted, and every event is real, no matter how fake. (Half Light; Resist Wind; Vulnerable Dark)(Immune Nightmare: Full Party Effect)(+2 Basic Attacks)(Normal Attacks are Int-Based with a 4 cell range)
Sage of Light - The master of all things unconscious and conscious. This person has achieved deity-status, and has the ability to completely banish all things dark and unpleasant. (Absorb Light; Half Wind; Resist Dark)(Immune Nightmare: Full Party Effect; Immune Sleep: Full Party Effect; Immune Petrify: Full Party Effect; Immune Purify)(+3 Basic Attacks)(Normal Attacks are Int-Based with a 4 cell range)
Weapon: Red Staff - A staff with a red orb on the top. It emits a weak light that is strengthened by mana.
Armor: Kadeskana - A very beautiful, dark blue dress that flows gently with the wind.
Accessory: Beads of Light - Imbued with powers of Light and Water! Shadow creatures cringe at the sight of it. (+10 MP; +5 HP; +2 Spr)
A-Ability: Spirited Away
+ Sweet Dreams - Hikari yawns loudly towards a foe, causing both of them to become drowsy and fall asleep. Forces Sleep upon a foe and Hikari. Range: 5 cells. 10 MP.
+ Wakening Nightmare - Hikari sends pictures of horrible images at the foe, which damages their psyche greatly. [100%] INT DMG. If the foe is asleep, the damage is doubled. Range: 4 cells. 10 MP
+ Refreshing Dream - While asleep, Hikari can bestow herself with a pleasant scene or scenes in order to revitalize her spirit. She can also use this on an ally, but the effects are diminished if they are not asleep. 120% Int Healing. If asleep, the healing damage is doubled. Light Elemental. Range: 4 cells. 12 MP
+ Aero - Hikari blasts the enemy with a sudden burst of wind, startling them. 120% Int Wind DMG. 6 cell range. Chance of Confusion. 11 MP.
+ Ragnarok - Hikari blasts an enemy with an incredible amount of light energy. So much, in fact, that it can destroy almost any evil spirit. 160% Int Light DMG. Double the power if used against Zombified enemies. 5 cell range. 12 MP.
+ Frosty Dream - Hikari gives herself or one of her allies a very cool, relaxing set of thoughts, like a drink of cold water. Heals one Status Ailment. Heals all Status Ailments if the one having this cast on them is asleep, including sleep. 4 cell range. 14 MP.
+ Mandrake Screech - Hikari slams her staff down on the ground, her staff sending out enormous sound waves that only the opposition can hear. The screech is so terrible it breaks the opposition's ear drums. 140% Int DMG to all enemies. Power doubles if enemies are asleep. 16 MP.
A-Ability: Dreaming Influence
+ Resounding Sleep - Hikari sends out small waves of her magical power across the enemy ranks. These waves have the ability to put the enemy to sleep, but can sometimes fail; however it targets the entire enemy party without affecting Hikari or her allies. Inflicts Sleep on all enemies (50% Chance). 16 MP
+ Resounding Nightmare - Hikari sends out larger waves of her magic across the enemy ranks. These waves tear at the insides of the enemies while keeping them asleep. Inflicts Nightmare on all sleeping enemies. Keeps enemies asleep for same number of turns that Nightmare persists. Enemies will wake when Nightmare ends. 24 MP.
+ Eternal Awakening - Hikari revives an ally with 20% Max HP and the same amount of MP they had when they were KO'ed. 22 MP
+ Dazzling Daydream - Hikari shocks a target by casting her mana to cover the target's eyes and flash brightly until they are unable to see. Inflicts Blind on a target. Does not work on sleeping enemies. 4 cell range. 7 MP.
+ No Zone - Hikari surrounds her immediate vicinity with a barrier of protection that fades away after a few seconds. It bestows a good amount of protection from physical attacks. Bestows Protect to Hikari and any ally in a surrounding cell. 16 MP.
R-Ability: Sleeping Critical - Every turn Hikari is asleep, and there are sleeping enemies on the field as well, those sleeping enemies cannot be woken up, but every attack made against them is critical.
S-Ability: Self-Induced Sleep - Even when she is asleep, Hikari can move and act as if she were awake.
Final Judgement: Eternal Nightmare - Hikari locks a foe into a deep sleep, then unlocks their mind to unleash their own fears upon the foe, giving them the worst nightmare they could possibly experience, dealing permanent damage to their psyche. (Dark) 5 cell range. 200% Piercing INT DMG to one foe.
Stats:
HP: 40 (+5 from Beads of Light)
MP: 65 (+10 from Beads of Light)
ATK: 0
DEF: 9 (+2 from Kadeskana)
INT: 16 (+6 from Red Staff)
SPR: 10 (+4 from Kadeskana)(+2 from Beads of Light)
Move: 2 (+0 from Dreamer Job)
Skill Points: 1
Name: Sekai Kizuna
Level: 13
Progress: 19/54
Age: 19
Gender: Female
Appearance:
- Spoiler:
Profession: Martial Artist - A warrior who can use different techniques that normal fighters could not. Basically an advanced level, only with a power level distinctly higher than even a Barbarian. (Power Grip - Allows the Martial Artist to lift heavy objects and wear heavy equipment)(Resist Physical; Vulnerable Magic)
- Spoiler:
- Fighter - A warrior who focuses on hand-to-hand combat.
Weapon: Super Gloves - Two, tough gloves that give an extra punch to the wearer's...punches. (2 hits)
Power Grip: Steel Bar - A long staff used by martial artists. It's rather heavy, but it's also very powerful.
Armor: Fashioned Suit - A purple tightsuit made especially for fighters. It turns defense into power. +3 Atk; +2 Def
Accessory: Short Boots - Boots designed to allow maximum movement, flexibility, and speed. (+1 DEF)
A-Ability: Judo Arts
+ First Encounter - Sekai lunges at a foe, pounding them multiple times with her fists in a broken fury. [100%] ATK DMG each hit. 5 hits. Adjacent Cell. 10 MP
+ Pin-Point-Strike - Sekai carefully aims her fist directly into the enemy's skull, dealing quite a bit of damage. 100% Atk DMG. Sure hit range: Adjacent cell. 6 MP.
+ Flaming Kick - Sekai's extremely fast movements set her legs on fire as she slams them into the enemy, and hard. 120% Atk DMG. 2 hits. Fire Elemental. Range: Adjacent cell. Chance of Burn. 10 MP.
+ Wake-Up Pounding - Sekai slams an enemy repeatedly, so much that it seems like she's just doing it for fun. The fun is actually obvious if the enemy is asleep. 130% Atk DMG. 4 hits. Doubles if the enemy is asleep. Adjacent cell. 18 MP.
+ Electro-Boost - Sekai charges her body with an electric current, activating her senses and honing her abilities. Increases Sekai's Atk by 50%. Cannot be stacked. 8 MP.
+ Icicle Punch - Sekai's fist glows white, sharp icicles beginning to form around the fist. Upon hitting the enemy, the multiple icicles shoot forward and pierce the enemy. 140% Atk Ice DMG. May cause Freeze. Adjacent cell. 10 MP.
+ Earthen Collapse - Sekai jumps high into the air, curling into a ball and spinning down at an incredible speed back to earth. Just before hitting an enemy, she uncurls her body and slams her heel down on their head. The sheer force behind the kick causes the very earth to crack and cave in. 230% Atk Earth DMG. If targeting a flying enemy, this attack can ground them for a few turns. Single enemy. 24 MP.
+ Judo Chop - Sekai curves her palm so the edge of her hand is flying towards her enemy and slams it into the enemy's neck. The force of the blow is powerful enough to trigger a nerve to make the enemy collapse. 100% Atk DMG. High Chance of Paralysis. Adjacent cell. 14 MP.
A-Ability: Martial Arts
+ Tornado Kick - Sekai throws herself onto the ground and starts spinning on her head like a top, her legs swinging out and slamming into the enemy multiple times with enough force to cause extra damage from the wind trail. 120% Atk Wind DMG. 8 hits. Adjacent cell range. 20 MP.
+ Head Smasher - Sekai grabs the enemy's head and slams it down into the ground with enough force to create a crater in the ground. She then jumps back and watched the enemy bleed from their face. 210% Atk DMG. Adjacent cell. Moves Sekai one cell directly backwards from the enemy. May cause Concussion. 22 MP
+ Pressurized Wave - A burst of wind that results from an incredibly fast punch that sends a wave of brute strength at the enemy. An essential ranged attack for any martial artist. 110% Atk DMG. 3 cell range. 6 MP.
---Force Palm - Following up with the burst of wind, Sekai leaps forward and strikes the enemy with a heavy hit with her palm on the sternum. 160% Atk DMG. High chance of Paralysis. Set range. 14 MP.
R-Ability: Physical Counter - Whenever Sekai is attacked by a physical attack, she automatically dodges and counters for 100% Atk DMG as long as the attack is from an adjacent cell, otherwise she just dodges.
S-Ability: Fighter's Spirit - All abilities requiring the use of mana have their costs cut by half.
Final Judgement: Meteor Crash - Sekai's fists light up with fiery passion as she lunges at the foe, attacking them mercilessly. 200% Piercing Fire ATK DMG. 4 cell range. (Fire Element)
Stats:
HP: 75
MP: 40
ATK: 14 (+4 from Super Gloves)(+4 from Steel Bar)(+3 from Fashioned Suit)
DEF: 10 (+1 from Short Boots) (+2 from Fashioned Suit)(+1 from Super Gloves)
INT: 0
SPR: 9
Move: 2 (+2 from Fighter Job)
Skill Points: 1
Last edited by Zerifachias on Sat Dec 07, 2013 8:53 pm; edited 24 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: TOAD: The Beads of Light (Character Profile Thread)
Name: Melody Deremer
Gender: Female
Age: 26
Level: 13
Next Level: 35/54
Appearance:
Profession: Empath - The one who claims this profession can sense the emotions of others and even apply her own emotions onto other people, turning sentiments into vicious attacks to turn the emotions of enemies into those of her own. (Resist Light)(Vulnerable Dark)(Basic Attacks +1)(Null Emotion)(Equips: Bracelets)
*Null Emotion: Renders the user completely immune to attacks that involve emotions in some way shape or form. Also protects the user from certain mental status effects that can also affect emotions.
Weapon: Lapis Lazuli Bracelet - A wonderful, beautiful blue pair of bracelets that seem to glow with energy. (Damage: INT)(Range: 4 cells)
Armor: Breath and Air - A light blue kimono with white clouds painted on it to give it a sort of lighter feel. The wearer feels empowered by the light feeling of limitless motion.
Accessory: Kitsune Mask (INT+1)
A-Ability: Psychokinesis:
+Invisible Hold: Grasps the target's leg with the user's mind, holding the target in place. Range: 6 cells. Chance of Immobilize. 7 MP.
+Force Blast: Pushes a target back with a blast of invisible energy. 120% Int Dmg. Range: 3 cells. Pushes an enemy back 3 cells. 9 MP.
+Levitate: Concentrates psychic energy which allows the user to hover in midair. Bestows Float. Doubles Movement. Range: Self only. 8 MP.
+Flying Object: Hurls an object at a target that deals damage based on the size of the object that is hurled. 100% Int Dmg. (Small object) 130% Int Dmg. (Medium object) 160% Int Dmg. (Large object) Range: 6 cells (target and object.) 14 MP. Object is destroyed by the attack.
+Mind Control: Forcefully seizes power over a single enemy's mind allowing the user to manipulate the moves of the enemy for as long as the hold lasts. Takes control of target for 3 turns. Range: 6 cells. 29 MP. Enemy has chance of breaking free each turn. [1st turn - 0% chance; 2nd turn - 25% chance; Last turn - 50% chance] Target cannot break free if afflicted by a negative mental status effect.
+Psychic Rain: Sends arrows of invisible psychic energy skyrocketing into the air only to rain down endlessly on the opposition. 80% Int Dmg. Range: All enemies. 6 randomized hits. 20 MP. Lasts for 3 turns.
+Meditate: The user ceases to be stressed by the surrounding battle and takes a moment to focus all thoughts to fight more efficiently. Increases INT and SPR by 20%. Range: Self. 8 MP.
+Burst Release: Lets the power of the mind take control, instantly warping any object on the battlefield from its position to a spot behind an enemy before the user surrounds the user's self with a psychic aura after which the user charges into an enemy sending it flying into the object. 150% Int Dmg. Range: One enemy (same row/column). Moves one object to a spot 2 cells behind an enemy. Pushes an enemy back 3 cells. 18 MP.
A-Ability: Extrasensory Perception:
+Joyous Beam: Channels one's feelings of happiness to bring forth light into the world, focusing it to form a laser that blasts through enemies. 130% Int Dmg. Range: Straight line. Boosts user's SPR by 10% for three turns. 15 MP. Holy elemental.
+Saddened Shower: Channels one's feelings of sadness to summon dark clouds to block all light after which a depressing rain falls upon the opposition. 110% Int Dmg. Range: All enemies. Chance of Apathy. 12 MP. Water elemental.
+Anxious Storm: Channels one's feelings of worry into flashing lightning that strikes a solitary foe repeatedly. 90% Int Dmg. Range: Single enemy. 6 hits. Chance of Paralysis (once.) 14 MP. Lightning elemental.
R-Ability: Exercising the Mind - When the user moves an object on the battlefield, the user recovers MP equal to 10% Max MP. Methods of movements include, but are not limited to, Innate Control and Flying Object.
S-Ability: Innate Control (II) - With greater psychic instinct, allows the user to move two objects from one cell to another once per turn. Objects must be at least 7 cells from the user or closer.
D-Ability: Arrangement (Neutral) - Utilizes the utmost control over the user's psychic power in order to rearrange the target's internal organs, swirling them about and bashing them into each other while putting them in the wrong places, all of which is done by the user with psychokinesis. Deals 200% Piercing Int damage to a single enemy up to 6 cells away.
Stats:
HP: 45
MP: 60
Atk: 1 (+0 from Lapis Lazuli Bracelet)
Def: 13 (+0 from Breath and Air)
Int: 12 (+6 from Lapis Lazuli Bracelet)(+2 from Breath and Air)(+1 from Kitsune Mask)
Spr: 10 (+4 from Breath and Air)
Movement: 2 cells (+0 from Empath profession)
Skill Points: 0
------------------------------------------------------------------------------------------
Name: Mia Thorne
Gender: Female
Age: 13
Level: 13
Next Level: 26/54
Appearance:
Profession: Havocmaker - The one who claims this profession disorients enemy ranks through the usage of illusions and chaos causing all who fall prey to these assaults to become confused, their minds sinking into a state of lessened functionality and reliability. (Resist Dark) (Vulnerable Light)(Basic Attacks +1)(Immune Confusion)(Confusion Boost)(Equips: Katana, Ninja Blades)
*Confusion Boost: Increases chances of inflicting Confusion by 10%.
Weapon: Falchion - A slightly curved katana that gives a small ability to grip and slash more fluidly. (2 hits)
Armor: Peace Dream - A vivid green kimono. Nothing seems to stand out.
Accessory: Fragrant Flower (MP+5)
A-Ability: Dimension Shift:
+Ready at Will: Slashes air and enters an alternate dimension only to appear behind a target to deliver a vicious slash to the target. 100% Atk Dmg. Range: 4 cells. High critical hit rate. The user is allowed to take another action. 12 MP.
+Quick Dream: In a flash, the user strikes the enemy. 110% Atk Dmg. Range: 4 cells. The user is allowed to take another action. 10 MP.
+Word: Flow Blade: Causes the blade of the user's sword to waver as if it were an illusion. Doubles the hits of basic attacks and skills including S- and R-Abilities for 3 turns. Range: Self only. [Level x2] MP.
+Chaos: Direct Seal: Plunges the user's sword into an enemy causing strange mana to enter it which jams the enemy's mind and prevents it from acting. 140% Atk Dmg. Range: Adjacent cell. Chance of Seal. 12 MP.
+Focus: Shadow Step: Taking a single step, the user becomes engulfed in shadows only to reappear next to an enemy that gets assaulted by both the user and a shadow clone left behind. 150% Atk Dmg. Range: 4 cells. 2 hits. 16 MP.
+Chaos: Lucid Moment: Unleashes a full torrent of blows upon the enemy leaving it completely dazed by the power and display of the move, making it an easy target for follow-up attacks. 90% Atk Dmg. Range: 4 cells. 7 hits. Chance of Confusion. Chance of Addle. Next hit the user lands on the target is critical. The user is allowed to take another action. 34 MP.
+S-Type Slash Wave: With a single slash of the user's weapon, an enormous wave of illusion mana surges along the ground striking at all enemies in its path, blinding and altering their mental and physical perception. 130% Atk Dmg. Range: Same row/column. Chance of Blind. Chance of Confusion. 21 MP.
+Chaos: Helm Bash: A blade that cuts through steel like butter suddenly renders the target defenseless by shattering its armor. 190% Atk Dmg. Range: Adjacent cell. Chance of breaking target's armor (if any). Reduces target DEF by 20%. 18 MP.
A-Ability: Entropic Spread:
+Rhythm: Pulsing Agony: Leaps high into the air only to come crashing down with blade covered in a blue aura and slashes into an enemy after which a pulsing resonance continuously assaults the enemy's nervous system. 140% Atk Dmg. Range: 4 cells. Chance of Pain. [Pain - Afflicted must take 2 turns to use INT-based attacks for 6 turns.] 18 MP.
+End: Shadow Circle: Releases many shadow clones that form a circle around an enemy before dashing in to slash it with each clone doing the same one at a time. 125% Atk Dmg. Range: 3 cells. 8 hits. The user may take another action. 30 MP.
+Rain: Falling Blades: Throws blade into the air beyond view of the naked eye where it stays in the sky to multiply and cascade down upon the opposition. 170% Atk Dmg. Range: All enemies. Chance of Bleeding. 17 MP.
+Focus: Shadow Creation: The user's shadow rises and takes a will of its own, acting as its master does. Creates Shadow Clone. [Shadow Clone - Possesses all stats and abilities of the creator, but can only perform the same action that its creator has executed on a given turn.] Range: Adjacent cell. 18 MP. Only one Shadow Clone may exist on the field at a given time.
R-Ability: Flurry Rush - When an enemy gets closer to the user, and as long as the enemy is in the user's movement range, the user can then rush up to an adjacent cell to the enemy and launch a basic attack.
Wavering Dream - Whenever the user is attacked by any means, the user regenerates 2% Max MP per turn. Stacks up to 10 times. Cannot be activated until Sinful Surge has been used.
S-Ability: Quick - The user attacks an attacking enemy for 100% Atk Dmg before the enemy lands its own attack.
Sinful Surge - Gains 7 Mana Substitutes as soon as the user's MP reaches an unusable amount. Only works once per battle.
D-Ability: Garden of Inception (Neutral) - Shatters reality with a slash of the user's sword bringing all enemies into the alternate dimension where the user unleashes a vast expanse of power in the form of a mighty gale which carries flower petals with sharp edges that slash at the enemies after which the user blasts all enemies with a concentrated ray of energy. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 65
MP: 55 (+5 from Fragrant Flower)
Atk: 12 (+5 from Falchion)(+2 from Peace Dream)
Def: 10 (+2 from Peace Dream)
Int: 2 (+0 from Falchion)
Spr: 8 (+2 from Peace Dream)
Movement: 2 cells (+2 from Havocmaker profession)
Skill Points: 0
Gender: Female
Age: 26
Level: 13
Next Level: 35/54
Appearance:
- Spoiler:
Profession: Empath - The one who claims this profession can sense the emotions of others and even apply her own emotions onto other people, turning sentiments into vicious attacks to turn the emotions of enemies into those of her own. (Resist Light)(Vulnerable Dark)(Basic Attacks +1)(Null Emotion)(Equips: Bracelets)
*Null Emotion: Renders the user completely immune to attacks that involve emotions in some way shape or form. Also protects the user from certain mental status effects that can also affect emotions.
- Spoiler:
- Psychic - The one who claims this profession utilizes a hidden power within her mind to execute a variety of attacks that are only limited by her imagination, for her power is very versatile. (Equips: Bracelets)(Not in use)
Weapon: Lapis Lazuli Bracelet - A wonderful, beautiful blue pair of bracelets that seem to glow with energy. (Damage: INT)(Range: 4 cells)
Armor: Breath and Air - A light blue kimono with white clouds painted on it to give it a sort of lighter feel. The wearer feels empowered by the light feeling of limitless motion.
Accessory: Kitsune Mask (INT+1)
A-Ability: Psychokinesis:
+Invisible Hold: Grasps the target's leg with the user's mind, holding the target in place. Range: 6 cells. Chance of Immobilize. 7 MP.
+Force Blast: Pushes a target back with a blast of invisible energy. 120% Int Dmg. Range: 3 cells. Pushes an enemy back 3 cells. 9 MP.
+Levitate: Concentrates psychic energy which allows the user to hover in midair. Bestows Float. Doubles Movement. Range: Self only. 8 MP.
+Flying Object: Hurls an object at a target that deals damage based on the size of the object that is hurled. 100% Int Dmg. (Small object) 130% Int Dmg. (Medium object) 160% Int Dmg. (Large object) Range: 6 cells (target and object.) 14 MP. Object is destroyed by the attack.
+Mind Control: Forcefully seizes power over a single enemy's mind allowing the user to manipulate the moves of the enemy for as long as the hold lasts. Takes control of target for 3 turns. Range: 6 cells. 29 MP. Enemy has chance of breaking free each turn. [1st turn - 0% chance; 2nd turn - 25% chance; Last turn - 50% chance] Target cannot break free if afflicted by a negative mental status effect.
+Psychic Rain: Sends arrows of invisible psychic energy skyrocketing into the air only to rain down endlessly on the opposition. 80% Int Dmg. Range: All enemies. 6 randomized hits. 20 MP. Lasts for 3 turns.
+Meditate: The user ceases to be stressed by the surrounding battle and takes a moment to focus all thoughts to fight more efficiently. Increases INT and SPR by 20%. Range: Self. 8 MP.
+Burst Release: Lets the power of the mind take control, instantly warping any object on the battlefield from its position to a spot behind an enemy before the user surrounds the user's self with a psychic aura after which the user charges into an enemy sending it flying into the object. 150% Int Dmg. Range: One enemy (same row/column). Moves one object to a spot 2 cells behind an enemy. Pushes an enemy back 3 cells. 18 MP.
- Spoiler:
+Mind Reader: With eyes closed, the user gazes into the minds of the opposition to gain better knowledge of their next moves so that the user may better dodge them. Increases Evasion Rate by 50% for 3 turns. Range: Self. ? MP.+Material Tomb: Calls upon the mind to raise all objects available into the air before having them all converge on a single target causing massive damage and potentially rendering that target completely useless. 100% Int Dmg. Range: 6 cells. Destroys all moveable objects on the battlefield. Damage output increases by 10% for each object destroyed. ? MP.
A-Ability: Extrasensory Perception:
+Joyous Beam: Channels one's feelings of happiness to bring forth light into the world, focusing it to form a laser that blasts through enemies. 130% Int Dmg. Range: Straight line. Boosts user's SPR by 10% for three turns. 15 MP. Holy elemental.
+Saddened Shower: Channels one's feelings of sadness to summon dark clouds to block all light after which a depressing rain falls upon the opposition. 110% Int Dmg. Range: All enemies. Chance of Apathy. 12 MP. Water elemental.
+Anxious Storm: Channels one's feelings of worry into flashing lightning that strikes a solitary foe repeatedly. 90% Int Dmg. Range: Single enemy. 6 hits. Chance of Paralysis (once.) 14 MP. Lightning elemental.
- Spoiler:
+Whimsical Wind: Channels one's carefree feelings into a slight breeze that quickly becomes a free-flowing gale that tosses the enemies back. 140% Int Dmg. Range: All enemies in a 3 cell radius. Pushes targets back 1 cell. ? MP. Wind elemental.+Frightening Shadows: Channels one's feelings of deep-seated fear into monstrous shadows that lash out at a nearby enemy and tear it apart leaving it helpless and afraid. 160% Int Dmg. Range: 4 cells. Chance of Disable. Chance of Fear. ? MP. Darkness elemental.+Defiant Quake: Channels one's feelings of rebellion and unleashes that spirit into the ground with a mighty blow causing the very earth to tremble in trepidation. 150% Int Dmg. Range: All enemies in a 4 cell radius. Chance of Immobilize. Chance of Slow. ? MP. Earth elemental.+Arctic Indifference: Channels one's uncaring feelings for the world and those around which manifests into a couple of frozen daggers that pierce into an enemy and freezes them from the inside out. 40% Piercing Int Dmg. Range: 6 cells. 2 hits. Chance of Freeze. ? MP. Ice elemental.+Raging Hellfire: Channels one's feelings of anger into a blazing inferno of fire and shadow that lashes out at the opposition leaving them to perish at the hands of severe burns and unknown infections. 180% Int Dmg. Range: All enemies. 4 randomized hits. Chance of Severe Burn. Chance of Toxin. ? MP. Fire elemental.+Berserk Emotion: Not trying to hold back one's own sentiments, the user magnifies the strength of the user's feelings to deal more damage. Increases damage output of all Extrasensory Perception skills by 20% for 3 turns. Range: Self. ? MP.+Synchronization: After inspiring a feeling into an enemy, the user spreads that feeling to another causing the exact same effects to be placed on it without resistance. Copies the negative status effects of one enemy and places them onto another, bypassing natural resistance. Range: 6 cells (both afflicted enemy and target.) ? MP.
A-Ability: Precognition *LOCKED*+The Unseen: Focuses powers on what might be hidden from the sight of the user and the user's allies in order to uncover the position of invisible foes and traps that may have been set. Dispels Invisible. Removes all traps from the battlefield. Range: Set. ? MP.+Enemy Insight: Floods of images of the moves of all enemies appear in the user's mind allowing for quick formations of evasive maneuvers to better dodge the assaults. Increases Evasion Rate by 75% for 2 turns. Range: Self. ? MP.+Astral Position: Mirroring the position of the stars, the user manipulates the enemies using psychokinesis to move them into the places they are meant to be as dictated by fate. Moves all enemies [Enemy Move] cells from their current position. Extremely large enemies are unaffected. Range: Set. ? MP.+Near Death Salvation: Seeing the end of allies in a sudden vision, the user releases a healing light that brings them farther away from the grasp of death. 25% Max HP Recovery. Range: All allies with Critical status. ? MP.+Future's Wisdom: Seeks knowledge from the inventions of the future and uses that knowledge to amplify one's own mechanisms of battle. Doubles the stat boosts of the user's weapon for 5 turns. Range: Self. ? MP.+Prevention: Slows down time to allow more time for an undesirable outcome of the future to be replaced by something like victory. Chance of Slow. Chance of Stop. Range: All enemies. ? MP.+Godspeed: Enhances time surrounding an ally so that they may hurry to a bright future that awaits them. Bestows Haste. Range: Self or Single ally. ? MP.+Treasure Translocation: Focuses powers on locating treasures and utilizes telekinesis to bring them forth so that the party may revel in the rewards the chests and containers may present. Warps Chests and Bags to the cells adjacent to the user. Range: Up to 4 random Chests and Bags. ? MP.+Fortune of Despair: Grants the enemy knowledge of the depressing future that awaits it causing it to slip into a state of indifference towards life until it rots away for good. Chance of Doom. Range: Single enemy. ? MP.+Calamitous End: Foresees a disastrous failure for the enemies and brings it forth into the present through means of a giant glyph in the sky that rains down huge fireballs and ravaging bolts of lightning upon the opposition. 270% Int Dmg. Range: All enemies. Chance of Instant Death. ? MP.
A-Ability: Eternal Genesis *LOCKED*+Psycho Amp: Speeds up the user's psychic capabilities to better execute skills related to the power. Increases INT by 50% for 3 turns. Range: Self. ? MP.---Psycho Magnification: Strengthens psychic force to allow feats that would normally not be able to be executed by the user. Allows user to move Extremely Large Objects through Innnate Control or any variation of it for 3 turns. Range: Self. ? MP.+Psychic Blocks: Condenses psychic energy into a cube that ranges in size for which the user can utilize for other skills.
---Small: Forms small cubes of concentrated psychic energy and places them nearby. Creates 4 Small Psychic Blocks. Takes up 1 cell. Range: 6 cells radius. ? MP.
---Medium: Several cubes of average size are created and placed somewhere around the user. Creates 3 Medium Psychic Blocks. Takes up 1 cell. Range: 6 cell radius. ? MP.
---Large: Enormous cubes of psychic energy are created and situated in a position that is close to the user. Creates 2 Large Psychic Blocks. Takes up 1 cell. Range: 4 cell radius. ? MP.
---Extremely Large: Conjures an unbelievably humongous psychic block that takes up a lot of space. Creates 1 Extremely Large Psychic Block. Takes up 4 cells (square shape.) Range: 4 cell radius. ? MP. Cannot work unless user has Psycho Magnification status.+Psychic Sword: Forms a blade made of psychic energy which concentrates the user's power, even though it limits range. All basic attacks become critical, but basic attack range is reduced to adjacent cell. Indefinite duration. Range: Self. ? MP.+Psychic Shield: Forms a large shield made of psychic energy which increases the wielder's defensive capabilities. All damage taken is reduced by 25%. Indefinite duration. Range: Self. ? MP.+Pressure Sphere: Traps an enemy in a sphere of psychic energy that slowly becomes smaller and smaller until the enemy's body is crushed. Reduces target Move to 0. Instant Death to target if sphere has not been broken in 3 turns. Sphere can only be broken by a physical critical hit. Range: 4 cells. ? MP.+Psychic Matrix: Creates flat squares of psychic energy with sharp edges that fly forth to slash at the opposition. 70% Int Dmg. Range: All enemies. 17 randomized hits. ? MP.+Flattening: Levitates a large object and directs it over to an enemy before smashing down on it repeatedly leaving it helplessly squished. 140% Int Dmg. Range: 4 cells (object and target.) Chance of Shrink. ? MP. Destroys object used.+Psychic Wonderland: Thinking of nature, the user conjures similar features out of psychic energy turning the battlefield into a world of the user's own. Creates 6 Psychic Trees. Creates 4 Psychic Columns. Creates 4 Psychic Water cells. Creates 4 Psychic Shrubs. Chance of Confusion. Chance of Addle. Range: Set. ? MP.+Psychic Glyph: Lasers of psychic energy carve an enormous glyph beneath the user that enhances control of the user's psychic powers and the battle in general. Places user in Psychic Glyph state. No other abilities can be used until the user dispels the status which does not consume an Act action. Range: Self. ? MP.
---Extension: Psychic Column: Sends a stream of psychic energy surging out of the glyph, carving the ground as it travels towards an enemy before trapping the enemy instanteneously in a column of dense psychic energy. Chance of Petrify. Range: 8 cells. ? MP.
---Retraction: Psychic Break: Calls back the energy sent out which disrupts the column created giving it a chance to break completely. Deals 1% Int Dmg. Range: Set. High critical hit chance. ? MP.
---Extension: Psychic Protection: Sends forth psychic energy from the glyph towards an ally where it forms a protective sphere to defend against the physical assaults of enemies. Bestows Protect. Range: 8 cells. ? MP.
---Retraction: Lingering Sentiment: Calls back the energy sent only to leave behind the feelings of care the user has towards the ally giving that ally strength and will to fight that much harder. Increases all stats by 15%. Range: Set. ? MP.+Discreation: Toning down one's own psychic powers, the user tears away layer after layer of what composes the enemy leaving it wailing in horror as skin, muscle, tissue, bones, and organs are laid bare on the ground before it. 300% Int Dmg. Target DEF and SPR halved for 3 turns. Range: 6 cells. ? MP.
R-Ability: Exercising the Mind - When the user moves an object on the battlefield, the user recovers MP equal to 10% Max MP. Methods of movements include, but are not limited to, Innate Control and Flying Object.
S-Ability: Innate Control (II) - With greater psychic instinct, allows the user to move two objects from one cell to another once per turn. Objects must be at least 7 cells from the user or closer.
D-Ability: Arrangement (Neutral) - Utilizes the utmost control over the user's psychic power in order to rearrange the target's internal organs, swirling them about and bashing them into each other while putting them in the wrong places, all of which is done by the user with psychokinesis. Deals 200% Piercing Int damage to a single enemy up to 6 cells away.
Stats:
HP: 45
MP: 60
Atk: 1 (+0 from Lapis Lazuli Bracelet)
Def: 13 (+0 from Breath and Air)
Int: 12 (+6 from Lapis Lazuli Bracelet)(+2 from Breath and Air)(+1 from Kitsune Mask)
Spr: 10 (+4 from Breath and Air)
Movement: 2 cells (+0 from Empath profession)
Skill Points: 0
------------------------------------------------------------------------------------------
Name: Mia Thorne
Gender: Female
Age: 13
Level: 13
Next Level: 26/54
Appearance:
- Spoiler:
Profession: Havocmaker - The one who claims this profession disorients enemy ranks through the usage of illusions and chaos causing all who fall prey to these assaults to become confused, their minds sinking into a state of lessened functionality and reliability. (Resist Dark) (Vulnerable Light)(Basic Attacks +1)(Immune Confusion)(Confusion Boost)(Equips: Katana, Ninja Blades)
*Confusion Boost: Increases chances of inflicting Confusion by 10%.
- Spoiler:
- Dimensionalist - The one who claims this profession can tear the fabrics of reality with a single swipe of the sword in order to enter an alternate dimension that she uses to fabricate vicious and startling attacks. (Equips: Katanas, Ninja Blades)(Not in use)
Weapon: Falchion - A slightly curved katana that gives a small ability to grip and slash more fluidly. (2 hits)
Armor: Peace Dream - A vivid green kimono. Nothing seems to stand out.
Accessory: Fragrant Flower (MP+5)
A-Ability: Dimension Shift:
+Ready at Will: Slashes air and enters an alternate dimension only to appear behind a target to deliver a vicious slash to the target. 100% Atk Dmg. Range: 4 cells. High critical hit rate. The user is allowed to take another action. 12 MP.
+Quick Dream: In a flash, the user strikes the enemy. 110% Atk Dmg. Range: 4 cells. The user is allowed to take another action. 10 MP.
+Word: Flow Blade: Causes the blade of the user's sword to waver as if it were an illusion. Doubles the hits of basic attacks and skills including S- and R-Abilities for 3 turns. Range: Self only. [Level x2] MP.
+Chaos: Direct Seal: Plunges the user's sword into an enemy causing strange mana to enter it which jams the enemy's mind and prevents it from acting. 140% Atk Dmg. Range: Adjacent cell. Chance of Seal. 12 MP.
+Focus: Shadow Step: Taking a single step, the user becomes engulfed in shadows only to reappear next to an enemy that gets assaulted by both the user and a shadow clone left behind. 150% Atk Dmg. Range: 4 cells. 2 hits. 16 MP.
+Chaos: Lucid Moment: Unleashes a full torrent of blows upon the enemy leaving it completely dazed by the power and display of the move, making it an easy target for follow-up attacks. 90% Atk Dmg. Range: 4 cells. 7 hits. Chance of Confusion. Chance of Addle. Next hit the user lands on the target is critical. The user is allowed to take another action. 34 MP.
+S-Type Slash Wave: With a single slash of the user's weapon, an enormous wave of illusion mana surges along the ground striking at all enemies in its path, blinding and altering their mental and physical perception. 130% Atk Dmg. Range: Same row/column. Chance of Blind. Chance of Confusion. 21 MP.
+Chaos: Helm Bash: A blade that cuts through steel like butter suddenly renders the target defenseless by shattering its armor. 190% Atk Dmg. Range: Adjacent cell. Chance of breaking target's armor (if any). Reduces target DEF by 20%. 18 MP.
- Spoiler:
+S-Type Dimension Slice: Tears the fabric of reality allowing copious amounts of varying mana to flow into the realm of existence that clings to the user and all allies. Increases resistance to the Fire, Ice, and Lightning elements by 50%. Range: All allies. ? MP.+Finish: Dancing Blade Chaos: Continuously jumping from one dimension to another, the user tears into the enemy from all directions leaving it completely devastated before appearing above it for a finishing blow that could potentially end it by just the sheer force at which it's dealt. 110% Atk Dmg. Range: 4 cells. 12 hits. Chance of Instant Death (last hit only). The user is allowed to take another action. ? MP.
A-Ability: Entropic Spread:
+Rhythm: Pulsing Agony: Leaps high into the air only to come crashing down with blade covered in a blue aura and slashes into an enemy after which a pulsing resonance continuously assaults the enemy's nervous system. 140% Atk Dmg. Range: 4 cells. Chance of Pain. [Pain - Afflicted must take 2 turns to use INT-based attacks for 6 turns.] 18 MP.
+End: Shadow Circle: Releases many shadow clones that form a circle around an enemy before dashing in to slash it with each clone doing the same one at a time. 125% Atk Dmg. Range: 3 cells. 8 hits. The user may take another action. 30 MP.
+Rain: Falling Blades: Throws blade into the air beyond view of the naked eye where it stays in the sky to multiply and cascade down upon the opposition. 170% Atk Dmg. Range: All enemies. Chance of Bleeding. 17 MP.
+Focus: Shadow Creation: The user's shadow rises and takes a will of its own, acting as its master does. Creates Shadow Clone. [Shadow Clone - Possesses all stats and abilities of the creator, but can only perform the same action that its creator has executed on a given turn.] Range: Adjacent cell. 18 MP. Only one Shadow Clone may exist on the field at a given time.
- Spoiler:
+Duel: Illusion Guillotine: Rushes through an enemy with sword outstretched to the side after which the action is repeated over and over and over again leaving the enemy bewildered and cut in half. 80% Atk Dmg. Range: 6 cells. 9 hits. Chance of Blood Loss (last hit only.) ? MP.+Rhythm: Sharpened Tempest: Turns around rapidly until a violent twister appears around the user only to disperse moments later leaving the user with a sword whose blade has been completely sharpened. Increases ATK by 30% for 3 turns. Range: Self. ? MP.+Cycle: Once More: Slowly sheathes the user's blade and takes several steps forward only to disappear; deep gashes appear all over the enemy's body and the cycle begins again. 190% Atk Dmg. Range: 4 cells. 4 hits. The user may take another action. ? MP.+Duel: Fair Fight: Locks eyes with the target and enters a battle stance, communicating a challenge to the target that it cannot refuse. Target must attack the user as long as the user only attacks the target. Effect fades if user attacks or hits a different target or if the target is the last enemy standing. Range: Single enemy. ? MP.+Z-Type Enfeeblement: In a flash, the user is upon an enemy, slicing its figure in a calculating manner as to prevent the enemy from fighting back. 130% Atk Dmg. Range: 3 cells. 3 hits. Chance of Disable. ? MP.+Finality: Brutal Delusion: Dashes around the area around the target slicing the fabrics of reality before leaping into and out of them to slash at the enemy multiple times before emerging from behind the enemy and rushing around it, carving a scar in the ground as the user does which suddenly unleashes a wave of chaotic energy that engulfs the enemy. 60% Atk Dmg. Range: 4 cells. 18 hits. Chance of Confusion. Chance of Addle. Chance of Fear. ? MP.
A-Ability: The Mind Is Lost *LOCKED*+Mirage: Fading Vision: No longer will the enemy be able to rely upon what the eyes see, for what they see and what is reality are two very different things. Reduces target Accuracy by 50%. Range: Single enemy. ? MP.+Decay: Mentality Break: Shrouds blade in an aura that steals away a bit of the enemy's brain's functionality with each strike made. Basic attacks and skills decrease target INT by 5% per hit for three turns. Range: Self. ? MP.+Y-Type Thrice Strike: Slashes through the enemy once only to have blades of darkness follow up for even more damage output, only to stick around to add to the deadliness of the user's further attacks. 190% Atk Dmg. Range: Adjacent cell. 3 hits. Increases number of hits of basic attacks and skills by 2. ? MP.+Fury: Blazing Chaos: A powerful aura surges around the user creating dischord in the immediate vicinity of the user along with boosting the user's will to fight. Increases ATK and SPR by 40% for three turns. All enemies found in a cell adjacent to the user becomes 20% more susceptible to negative mental status for three turns. Range: Self. ? MP.+Decay: Will Loss: Coats the user's blade in an aura that steals away the enemy's very will with each strike. Basic attacks and skills decrease target SPR by 5% per hit for three turns. Range: Self. ? MP.+Rend: Nightmare Fangs: Curved blades of darkness pierce through the ground and zigzag about the area slicing the opposition and leaving them fearing for their lives. 20% Piercing Atk Dmg. Range: All enemies. Chance of Fear. ? MP.+Mirage: Dancing Maiden: Distorts the air and spins around slashing out ferociously at nothing in particular while unleashing blades of energy from each slash to home in on the enemy and strike it. 130% Atk Dmg. Range: 6 cells. 5 hits. The user may take another action. ? MP.+Unbridled Rage: Stabs the enemy multiple times with a sword enveloped in a horrid aura that forces the enemy's soul to succumb to a fierce sense of anger that reduces its other senses and sends it on a mindless rampage. Reduces all target's stats except ATK by 10%. Target A-, S-, R-, D-, and C-Abilities become locked for three turns. Range: Adjacent cell. ? MP.+Fury: Wings of Hades: Sprouts demonic wings out of an aura of madness that surrounds the user granting the power of flight, along with harnessing the power of fire, and the ability to instill fear into enemies that are unlucky enough to come across the user's blade. Bestows Flying. Basic Attacks become of the Fire element. Basic Attacks gain Added Effect: Fear for three turns. Range: Self. ? MP.+Forget: There Never Was: With a single swipe, the memories of the target are shredded to pieces leaving the target distracted with putting them back together again, only to fail to reassemble everything. 180% Atk Dmg. Range: Single enemy. Randomly, but permanently erases one of the target's skills. Chance of Disable. ? MP.
A-Ability: Consuming Chaos *LOCKED*+Instant: Mind Shatter: The user opens the user's eyes and in that single moment, all hope for the opposition vanishes along with their sanity. No damage. Range: All enemies. Chance of Confusion. Chance of Addle. Chance of Fear. Chance of Sleep. Chance of Apathy. Chance of Berserk. ? MP.+Arcane: Lucid Shadow Step: Stuns the enemy before disappearing in a flash only to reappear above the target and thrust down upon the target multiple times while the user's shadow slashes at it from below. 115% Atk Dmg. Range: 4 cells. 10 hits. ? MP.+Disaster: Falling Sky: With blade glowing with untold force, the user slashes upwards causing a shockwave to hurtle off into the sky and shatter it after which large shards of it rain down upon the enemies. 230% Atk Dmg. Range: All enemies. Chance of Fear. ? MP.+Arcane: Nightmare Guillotine: Leaps up and slashes the air wildly causing blades of darkness to cascade down towards an enemy to shred its body into nothingness. 175% Atk Dmg. Range: 5 cells. 4 hits. ? MP. Darkness elemental.+Fury: No Restraint: All madness has broken loose. The only sane one left standing is the user, but no longer. Relinquishing all rational thought, the user enters a state of frightening craziness, amplifying the user's power and allowing the user to execute the most powerful of the user's deadly abilities. User enters No Restraint State. [No Restraint - Physical damage output is increased by 30%, Move is increased by 2 cells, Evasion Rate is increased by 20%, and Physical Critical Hit Rate is increased by 15%. Effects fade if MP reaches an unusable amount.] Range: Self. ? MP.+M-Type Bondage: Unleashes a maddened roar that causes chains to burst into reality from a different dimension to lash out and bind the enemies in the immediate vicinity. Reduces target's Movement to 0 cells. Range: All enemies. ? MP. Can only be used in No Restraint state.
---M-Type Sadism: Jagged and rusty daggers shoot out of the chains binding the enemies and saw into their flesh roughly and slowly causing mass agony, the wails of the opposition filling the air and feeding the insatiable desire of the user. 80% Atk Dmg. Range: Set. Damage persists for 3 turns after initial use. Chance of Fear. Chance of Pain. ? MP. Can only be used in No Restraint state.+Pursuit: Eternal Bloodthirst: The enemy running away? POINTLESS. The thrill of the chase makes the kill that much more enjoyable, and to tease the user is a serious mistake. Doubles of Adjacent Cell range skills if the user had to take a move action to reach the enemy. Range: Self. Lasts until user leaves No Restraint state. Can only be used in No Restraint state.+Infinite: False Surrender: The strike the enemy thought would end the chaos fails to put an end to the user allowing more and more delusion to be rained down upon those who would oppose the user. All fatal blows leave the user with 1 HP. Effect fails if the user is at 1 HP. HP damaging status effects bypass the effect. Range: Self. Lasts until user leaves No Restraint state. Can only be used in No Restraint state.+Chaos Canvas: Soars into the sky and paints it with streaks of red and black, a chaotic mix to unnerve those who have to fight under it, though it remains a masterpiece in the eyes of the user and only serves to strengthen the person who spreads chaos through the land. Changes Atmosphere to Chaotic Canvas for 3 turns. [Chaotic Canvas - Increases all stats of the Chaos Maiden by 10%; there is a 10% chance that the enemies will succumb to Fear and Confusion at the end of each Player Phase.] Range: Field. ? MP. Can only be used in No Restraint state.+Ultimatum: Delusion's Dancing Blade: Calls forth the very essence of delusion to take a form whilst the user becomes a weapon of destruction for it to wield allowing it to sweep across the battlefield, slicing foes left and right, rending both body and mind asunder with but a mere slash of its blade. 190% Atk Dmg. Range: All enemies. 29 randomized hits. High chance of Confusion. High chance of Fear. Reduces target SPR by 10% per hit. ? MP. Can only be used in No Restraint state.
R-Ability: Flurry Rush - When an enemy gets closer to the user, and as long as the enemy is in the user's movement range, the user can then rush up to an adjacent cell to the enemy and launch a basic attack.
S-Ability: Quick - The user attacks an attacking enemy for 100% Atk Dmg before the enemy lands its own attack.
D-Ability: Garden of Inception (Neutral) - Shatters reality with a slash of the user's sword bringing all enemies into the alternate dimension where the user unleashes a vast expanse of power in the form of a mighty gale which carries flower petals with sharp edges that slash at the enemies after which the user blasts all enemies with a concentrated ray of energy. Deals 100% Piercing Atk damage to all enemies on the battlefield.
Stats:
HP: 65
MP: 55 (+5 from Fragrant Flower)
Atk: 12 (+5 from Falchion)(+2 from Peace Dream)
Def: 10 (+2 from Peace Dream)
Int: 2 (+0 from Falchion)
Spr: 8 (+2 from Peace Dream)
Movement: 2 cells (+2 from Havocmaker profession)
Skill Points: 0
Last edited by Masquerade on Sat Dec 07, 2013 8:57 pm; edited 46 times in total
Re: TOAD: The Beads of Light (Character Profile Thread)
Name: Ashe Valentine
Age: 19
Gender: Female
Appearance:
Profession:
Level: 10
Exp: 0/36
Weapon: Relic- Ancient spellblade discovered in the midst of an ancient tomb that surprisingly harnesses vast amounts of elemental power.
Armor: Barrier Spell Lv3- Intricate spell that conjures a protective shield around the caster.
Accessory: Onyx Headband- Somewhat showy headband with onyx gemstones.
A-Ability: Enchant Blade
+Flametounge – Evokes the raw power of fire upon the user's blade, causing flame to dance along the edge of the blade while also enabling an arsenal of fiery swordplay techniques. No Damage. Bestows Flametongue; Flametounge: The user's basic attacks gain the Fire Elemental and have a 25% chance of Burn, also grants the ability to act as a Fire Source in certain situations. Range: Self. 6 MP. Fire Elemental.
---Fireball – Draws from the fiery power of the user's blade and reforms the flames into a sphere of fire before launching it off at the user's target. 110% Int Damage. 50% Chance of Burn. Range: 4 Cells. 9 MP. Fire Elemental.
---Passionate Plunge – Raises the blade to draw in some fiery energy before thrusting forward at the target's stomach. 100% Atk Damage. 50% Chance of Blood Loss. Range: Adjacent Cell. 7 MP. Fire Elemental.
---Rising Pyre – Stabs the blade into the ground, evoking the power of flame to rise up in a circular formation around the user. 130% Int Damage. Range: Surrounding Cells. 10 MP. Fire Elemental.
+Icebrand – Evokes the harsh power of ice upon the user's blade, causing the blade's temperature to drop to subzero levels while also enabling an arsenal of icy swordplay techniques. No Damage. Bestows Icebrand; Icebrand: The user's basic attacks gain the Ice Elemental and have a 25% chance of Freeze, also grants the ability to freeze applicable cells. Range: Self. 6 MP. Ice Elemental.
---Ice Spike – Draws from the icy power of the user's blade and reforms it into a spike of ice that the user fires off at her target. 50% Pierce Int Damage. Range: 3 Cells; Linear. 8 MP. Ice Elemental.
---Entrapment – Pulls the icy power from the blade momentarily to wrap it around the target in an attempt to freeze them in place. No Damage. 75% Chance of Freeze. Range: 3 Cells. 8 MP. Ice Elemental.
---Shattering Blow – Delivers a powerful blow with an ice covered blade that causes razor shards to fly everywhere. 120% Atk Damage. Creates Ice Shards in Adjacent Cells for Five Turns; Ice Shards: Passing through or occupying cells with Ice Shards causes 5% Max Hp Ice Damage, negated by Fire affinities. Range: Adjacent Cell. 10 MP. Ice Elemental.
+Thunderblade – Evokes the unpredictable power of lightning upon the user's blade, causing energy to randomly jump from the blade while also enabling an arsenal of lightning-based swordplay techniques. No Damage. Bestows Thunderblade; Thunderblade: The user's basic attacks gain the Lightning Elemental and have a 25% chance of Paralyze, also grants the ability to redirect Int-based attacks back at the attacker for 20% of the original damage. Range: Self. 6 MP. Lightning Elemental.
---Charge – Condenses the electricity flowing through the blade to increase damage for a short while. No Damage. +20% Damage Output for three turns. Range: Self. (Current Level) MP. Lightning Elemental.
---Lightning Rod – Draws from the lightning power of the user's blade and stabs in the target's direction to send a burst of electricity in their direction. 100% Int Damage. Range: 6 Cells. 6 MP. Lightning Elemental.
---Shock Strike – Slashes the target with an electricity covered blade which shocks their nervous system. 100% Atk Damage. 50% Chance of Paralyze. Range: Adjacent Cell. 8 MP. Lightning Elemental.
+Liquidsteel – Evokes the flowing power of water upon the user's blade, causing moisture to collect around the blade while also enabling an arsenal of watery swordplay techniques. No Damage. Bestows Liquidsteel; Liquidsteel: The user's basic attacks gain the Water Elemental and have a 25% chance of Wet, also grants the ability to spawn a Water Cell adjacent to the user. Range: Self. 6 MP. Water Elemental.
---Aquaforce – Pulls all of the energy out of the water in the area to the user and utilizes it to enhance the user's power before striking her target. 100% Atk Damage. +5% Base Damage for every Water Cell on the field; Maxes at 250% Atk. Range: Adjacent Cell. 6 MP. Water Elemental.
---Flood – Draws from the watery power of the user's blade and reshape it into a sphere of water that the user launches at her target. 125% Int Damage. 50% Chance of Wet. Range: 3 Cells. 9 MP. Water Elemental.
---Tidal Wave – Calls water to the user's side before launching it off at the user's target in the shape of a large wave that crashes over them. 130% Int Damage. 25% Chance of Drown. Range: 5 Cells; Linear. 18 MP. Water Elemental.
+Zephyrpierce – Evokes the free power of wind upon the user's blade, causing wild gales to meld around the blade while also enabling an arsenal of wind-based swordplay techniques. No Damage. Bestows Zephyrpierce; Zephyrpierce: The user's basic attacks gain the Wind Elemental and have a 25% chance of knocking the target 3 cells backwards, also grants the ability to push the user 3 cells in a given direction. Range: Self. 6 MP. Wind Elemental.
---Gale's Gift – Calls upon the winds to bless the user or an ally with their properties to further enhance their abilities. No Damage. Bestows Haste. Range: 3 Cells. 8 MP. Wind Elemental.
---Aero – Draws from wind power of the user's blade to form a swirl of wind that spins the target around to the point of disorientation. 110% Int Damage. 50% Chance of Confusion. Range: 4 Cells. 8 MP. Wind Elemental.
---Pressure – Forces harrowing gales down upon the user's target with such intensity that their very bones may crack. 15% Current Hp Damage. Range: 3 Cells. 12 MP. Wind Elemental.
+Gaiaedge – Evokes the stable power of earth upon the user's blade, causing rock to conjoin with the blade while also enabling an arsenal of earth-based swordplay techniques. No Damage. Bestows Gaiaedge; Gaiaedge: The user's basic attacks gain the Earth Elemental and have a 25% chance of dealing a Critical Hit, also grants the ability to move earth-based nature cells as long as the user is at most three cells from them. Range: Self. 6 MP. Earth Elemental.
---Terra Crash – Stabs the blade into the ground to absorb the earth's power before ripping it free and slamming the blade into the user's target with enough force to break bone. 150% Atk Damage. 50% Chance of Disable. Range: Adjacent Cell. 11 MP. Earth Elemental.
---Quake – Draws the earthen power from the user's blade to cause the ground beneath the user to shake with such force as to temporarily disable those caught in the quake. 80% Int Damage. 50% Chance of Immobilize. Range: Adjacent Cells. 8 MP. Earth Elemental.
---Temper – Sinks the blade into the ground to allow earthen materials to temper it with the finest of care, sharpening it to an unimaginable point. No Damage. Next attack is Piercing. Range: Self. (Current Level) MP. Earth Elemental.
+Photoncutter – Evokes the brilliant power of light upon the user's blade, causing an ethereal glow to shroud the blade while also enabling an arsenal of light-based swordplay techniques. No Damage. Bestows Photoncutter; Photoncutter: The user's basic attacks gain the Light Elemental and have a 25% chance of Blind, also grants the ability to act as a Light Source in dark places. Range: Self. 6 MP. Light Elemental.
---Rejuvenating Light – Casts off the user's light momentarily to heal a target's injuries. 100% Int Healing. Range: 3 Cells. 6 MP. Light Elemental.
---Brilliant Haven – Conjures a barrier of light around the user or one of the user's allies to greatly decrease the damage taken. No Damage. Bestows Shell and Protect. Range: 3 Cells. 12 MP. Light Elemental.
---Blade Beam – Draws from the light power of the user's blade and slashes in the direction of the user's target to release the light in the form of a laser that fires at the user's target. 110% Int Damage. Sure Hit. Range: 4 Cells. 8 MP. Light Elemental.
+Umbraslasher- Evokes the shadowy power of darkness upon the user's blade, causing a shadowy aura to overtake the blade while also enabling an arsenal of darkness-based swordplay techniques. No Damage. Bestows Umbraslasher; Umbraslasher: The user's basic attacks gain the Darkness Elemental and have a 25% chance of ignoring 20% of the target's Def, also grants the ability to hide the user from view for one turn. Range: Self. 6 MP. Darkness Elemental.
---Shadow Striking – Makes a quick slash before slipping into the shadows to plan the next move. 100% Atk Damage. Bestows Invisible [User]. Range: Adjacent Cell. 8 MP. Darkness Elemental.
---Dark – Draws from the dark power of the user's blade before firing it off in the shape of an unfriendly sphere at the target. 160% Int Damage. Range: 3 Cells. 10 MP. Darkness Elemental.
---Malice – Manipulates shadows to envelop the target and leave them tainted. No Damage. Inflicts 1 Random Negative Status Effect. Range: 3 Cells. 8 MP. Darkness Elemental.
A-Ability: Release Power
+Eternal Flame – Supercharges the blade with fire mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Flametounge; Flametounge must be used prior to this ability. Range: Self. 4 MP. Fire Elemental
+Crystal Sheen – Supercharges the blade with ice mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Icebrand; Icebrand must be used prior to this ability. Range: Self. 4 MP. Ice Elemental.
A-Ability: Dance of the Elements *LOCKED*
A-Ability: Powers Interlaced *LOCKED*
R-Ability:
+Elemental Aggression – Whenever the user is attacked by an elemental attack, a bit of the element's aura collects around her to empower her. Whenever the user is successfully hit by any elemental attack, the user's damage output is increased by 1%. Stacks indefinitely.
S-Ability:
+Elemental Protection – The user conjures a thick veil of elemental magic to protect the user and her allies from a specific element. When activated, grants the Ally Party Resist [Insert Elemental] for Three Turns.
D-Ability:
+Element's End – Unleashes the user's full prowess over the elements to barrage the user's target in an all-out assault which temporarily seals their ability to conjure the elements to their aid. 200% Pierce Atk/Int Damage. Seals the target's ability to use elemental attacks for three turns. Range: 6 Cells. 0 Mp. Chosen Elemental.
Stats:
HP: 45
MP: 40
Atk: 12 (+5 from Relic)
Def: 6 (+2 from Barrier Spell Lv3)
Int: 7 (+2 from Relic) (+1 from Onyx Headband)
Spr: 6 (+3 from Barrier Spell Lv3)
Move: 2 Cells (+1 from Elemental Evoker Profession)
Skill Points: 0
Name: Vittoria (Meredith Loveguard)
Age: 19
Gender: Female
Appearance:
Chainspell: The user chains spells together rapidly. Allows for Skill Chain. Max Chain: 3
Level: 10
Exp: 0/36
Weapon: Magician's Staff- Staff made primarily for quick spell casting.
Armor: Devout's Robes- Robes specifically tailored for one who is devoted entirely to their craft.
Accessory: Death Ring- A black ring with a white skull on the front. (Increases Max MP by 10% and increases the damage of Dark-Elemental spells by 10%)
A-Ability: Barrage Spell
+Ignis – The user conjures a small ball of flame and slings it at her target. 110% Int Damage. Range: 3 Cells. 6 MP. Fire Elemental.
+Glacies – The user conjures a small ball of ice and slings it at her target. 110% Int Damage. Range: 3 Cells. 6 MP. Ice Elemental.
+Bronte – The user conjures a small bolt of lightning and drops it on her target. 110% Int Damage. Range: 3 Cells. 6 MP. Lightning Elemental.
+Hudor – The user conjures a small sphere of water and drops it on her target. 110% Int Damage. Range: 3 Cells. 6 MP. Water Elemental.
+Ventus – The user conjures an arc of wind and fires it at her target. 110% Int Damage. Range: 3 Cells. 6 MP. Wind Elemental.
+Petra – The user conjures a spire of rock and fires it at her target. 110% Int Damage. Range: 3 Cells. 6 MP. Earth Elemental.
+Lumen – The user conjures a small ring of light that constricts around her target. 110% Int Damage. Range: 3 Cells. 6 MP. Light Elemental.
+Melas – The user conjures a small ring of darkness that wraps around her target. 110% Int Damage. Range: 3 Cells. 6 MP. Dark Elemental.
A-Ability: Burst Spell
+Blaze – The user focuses on anger and releases it in the form of a fiery blaze that consumes the user's target. 130% Int Damage. 50% Chance of Burn. Range: 4 Cells. 10 MP. Fire Elemental.
+Crystal – The user focuses on seclusion and releases it in the form of a sharp gale that causes anything it touches to freeze over. 130% Int Damage. 50% Chance of Freeze. Range: 4 Cells. 12 MP. Ice Elemental.
A-Ability: Surge Spell *LOCKED*
A-Ability: Collide Spell *LOCKED*
R-Ability:
+Blast Spell – Whenever the user's spells successfully damage the target more than normal, excess mana collects around the user and makes her next spell even stronger. Whenever the user successfully lands a critical hit naturally, the user's next spell ignores 20% of the target's Spr.
S-Ability:
+Target Spell – The user focuses her spells with all of her might to maximize damage output. +15% Int and Critical Hit Rate.
D-Ability:
+Gladius – The user throws her staff in the air like a baton and instead of catching it has mana act upon it and transform its figure from that of a staff to a blade of pure energy. With a quick flick of the wrist, the sword is directed towards the user's target and then forced to unleash a flurry of attacks upon the target. 200% Pierce Int Damage. Range: 8 Cells. 0 MP.
Stats:
HP: 40
MP: 55 (+6 from Death Ring)
Atk: 0 (+0 from Magician's Staff)
Def: 7 (+2 from Devout's Robes)
Int: 14 (+5 from Magician's Staff) (+2 from Target Spell)
Spr: 7 (+4 from Devout's Robes)
Move: 2 Cells (+0 from Spellslinger Profession)
Skill Points: 0
Age: 19
Gender: Female
Appearance:
- Spoiler:
Profession:
- Spoiler:
- + Elemental Evoker- One with the elements, the one who claims this profession unlocks their true power and wields it with such finesse that one can only call them a master. (Elemental Affinity II) (+1 Basic Attack) (Equip: Spellblades)
Elemental Affinity II: The user possesses a powerful affinity with all elements and is thus able to reduce damage taken from them easily as well as utilize their power to their utmost potential. Reduces all Elemental damage taken and increases all Elemental damage dealt by 15% passively.
- - - - -
+ Spellblade- Possessing both prowess over the elements and swordplay expertise, the one who claims this profession enhances her blade through powerful enchantments. (Elemental Affinity I) (Equip: Spellblades)
Elemental Affinity I: The user possesses an affinity with all elements and is thus able to reduce damage taken from them easily. Reduces all Elemental damage taken by 10% passively.+ Elemental Dancer- Claiming not only a powerful affinity for the elements, but also immense expertise with swordplay, the one who claims this profession glissades across the battlefield leaving nothing but a stupendous display of elemental destruction in her wake. (Elemental Affinity III) (Dual Elemental) (+2 Basic Attacks) (Equip: Spellblades)
Elemental Affinity III: The user possesses an unnaturally powerful connection with the elements, enabling her to strike with them and reduce the damage she takes from them significantly. Reduces all Elemental damage taken and increases all Elemental damage dealt by 20% passively.
Dual Elemental: The user can dual wield single-hand weapons and is able to utilize two Enchant Blade abilities at once–one for each weapon.
+ Envoy of the Elements- "With this pact, I interlace my very existence with that which makes up our world." Having intertwined her body and soul with the elemental manas, the one who claims this profession utilizes the fullest extent of their powers for herself. Her arrival on the battlefield heralds an influx of elemental energy which leaves an area changed, be it by destruction or prosperity. (Elemental Affinity III) (Dual Elemental) (Elemental Harmony) (Element Surge) (+3 Basic Attacks) (Equip: Spellblades)
Elemental Affinity III: The user possesses an unnaturally powerful connection with the elements, enabling her to strike with them and reduce the damage she takes from them significantly. Reduces all Elemental damage taken and increases all Elemental damage dealt by 20% passively.
Dual Elemental: The user can dual wield single-hand weapons and is able to utilize two Enchant Blade abilities at once–one for each weapon.
Elemental Harmony: Attuned to the elements, the user immediately calls upon their power. Enables the user to use Enchant Blade skills during the preparation phase for 0 MP.
Element Surge: Supercharges the elemental manas unleashed automatically. Enables the user to use the skills listed beneath Enchant Blade skills without using skills under Release Power.
Level: 10
Exp: 0/36
Weapon: Relic- Ancient spellblade discovered in the midst of an ancient tomb that surprisingly harnesses vast amounts of elemental power.
Armor: Barrier Spell Lv3- Intricate spell that conjures a protective shield around the caster.
Accessory: Onyx Headband- Somewhat showy headband with onyx gemstones.
A-Ability: Enchant Blade
+Flametounge – Evokes the raw power of fire upon the user's blade, causing flame to dance along the edge of the blade while also enabling an arsenal of fiery swordplay techniques. No Damage. Bestows Flametongue; Flametounge: The user's basic attacks gain the Fire Elemental and have a 25% chance of Burn, also grants the ability to act as a Fire Source in certain situations. Range: Self. 6 MP. Fire Elemental.
---Fireball – Draws from the fiery power of the user's blade and reforms the flames into a sphere of fire before launching it off at the user's target. 110% Int Damage. 50% Chance of Burn. Range: 4 Cells. 9 MP. Fire Elemental.
---Passionate Plunge – Raises the blade to draw in some fiery energy before thrusting forward at the target's stomach. 100% Atk Damage. 50% Chance of Blood Loss. Range: Adjacent Cell. 7 MP. Fire Elemental.
---Rising Pyre – Stabs the blade into the ground, evoking the power of flame to rise up in a circular formation around the user. 130% Int Damage. Range: Surrounding Cells. 10 MP. Fire Elemental.
+Icebrand – Evokes the harsh power of ice upon the user's blade, causing the blade's temperature to drop to subzero levels while also enabling an arsenal of icy swordplay techniques. No Damage. Bestows Icebrand; Icebrand: The user's basic attacks gain the Ice Elemental and have a 25% chance of Freeze, also grants the ability to freeze applicable cells. Range: Self. 6 MP. Ice Elemental.
---Ice Spike – Draws from the icy power of the user's blade and reforms it into a spike of ice that the user fires off at her target. 50% Pierce Int Damage. Range: 3 Cells; Linear. 8 MP. Ice Elemental.
---Entrapment – Pulls the icy power from the blade momentarily to wrap it around the target in an attempt to freeze them in place. No Damage. 75% Chance of Freeze. Range: 3 Cells. 8 MP. Ice Elemental.
---Shattering Blow – Delivers a powerful blow with an ice covered blade that causes razor shards to fly everywhere. 120% Atk Damage. Creates Ice Shards in Adjacent Cells for Five Turns; Ice Shards: Passing through or occupying cells with Ice Shards causes 5% Max Hp Ice Damage, negated by Fire affinities. Range: Adjacent Cell. 10 MP. Ice Elemental.
+Thunderblade – Evokes the unpredictable power of lightning upon the user's blade, causing energy to randomly jump from the blade while also enabling an arsenal of lightning-based swordplay techniques. No Damage. Bestows Thunderblade; Thunderblade: The user's basic attacks gain the Lightning Elemental and have a 25% chance of Paralyze, also grants the ability to redirect Int-based attacks back at the attacker for 20% of the original damage. Range: Self. 6 MP. Lightning Elemental.
---Charge – Condenses the electricity flowing through the blade to increase damage for a short while. No Damage. +20% Damage Output for three turns. Range: Self. (Current Level) MP. Lightning Elemental.
---Lightning Rod – Draws from the lightning power of the user's blade and stabs in the target's direction to send a burst of electricity in their direction. 100% Int Damage. Range: 6 Cells. 6 MP. Lightning Elemental.
---Shock Strike – Slashes the target with an electricity covered blade which shocks their nervous system. 100% Atk Damage. 50% Chance of Paralyze. Range: Adjacent Cell. 8 MP. Lightning Elemental.
+Liquidsteel – Evokes the flowing power of water upon the user's blade, causing moisture to collect around the blade while also enabling an arsenal of watery swordplay techniques. No Damage. Bestows Liquidsteel; Liquidsteel: The user's basic attacks gain the Water Elemental and have a 25% chance of Wet, also grants the ability to spawn a Water Cell adjacent to the user. Range: Self. 6 MP. Water Elemental.
---Aquaforce – Pulls all of the energy out of the water in the area to the user and utilizes it to enhance the user's power before striking her target. 100% Atk Damage. +5% Base Damage for every Water Cell on the field; Maxes at 250% Atk. Range: Adjacent Cell. 6 MP. Water Elemental.
---Flood – Draws from the watery power of the user's blade and reshape it into a sphere of water that the user launches at her target. 125% Int Damage. 50% Chance of Wet. Range: 3 Cells. 9 MP. Water Elemental.
---Tidal Wave – Calls water to the user's side before launching it off at the user's target in the shape of a large wave that crashes over them. 130% Int Damage. 25% Chance of Drown. Range: 5 Cells; Linear. 18 MP. Water Elemental.
+Zephyrpierce – Evokes the free power of wind upon the user's blade, causing wild gales to meld around the blade while also enabling an arsenal of wind-based swordplay techniques. No Damage. Bestows Zephyrpierce; Zephyrpierce: The user's basic attacks gain the Wind Elemental and have a 25% chance of knocking the target 3 cells backwards, also grants the ability to push the user 3 cells in a given direction. Range: Self. 6 MP. Wind Elemental.
---Gale's Gift – Calls upon the winds to bless the user or an ally with their properties to further enhance their abilities. No Damage. Bestows Haste. Range: 3 Cells. 8 MP. Wind Elemental.
---Aero – Draws from wind power of the user's blade to form a swirl of wind that spins the target around to the point of disorientation. 110% Int Damage. 50% Chance of Confusion. Range: 4 Cells. 8 MP. Wind Elemental.
---Pressure – Forces harrowing gales down upon the user's target with such intensity that their very bones may crack. 15% Current Hp Damage. Range: 3 Cells. 12 MP. Wind Elemental.
+Gaiaedge – Evokes the stable power of earth upon the user's blade, causing rock to conjoin with the blade while also enabling an arsenal of earth-based swordplay techniques. No Damage. Bestows Gaiaedge; Gaiaedge: The user's basic attacks gain the Earth Elemental and have a 25% chance of dealing a Critical Hit, also grants the ability to move earth-based nature cells as long as the user is at most three cells from them. Range: Self. 6 MP. Earth Elemental.
---Terra Crash – Stabs the blade into the ground to absorb the earth's power before ripping it free and slamming the blade into the user's target with enough force to break bone. 150% Atk Damage. 50% Chance of Disable. Range: Adjacent Cell. 11 MP. Earth Elemental.
---Quake – Draws the earthen power from the user's blade to cause the ground beneath the user to shake with such force as to temporarily disable those caught in the quake. 80% Int Damage. 50% Chance of Immobilize. Range: Adjacent Cells. 8 MP. Earth Elemental.
---Temper – Sinks the blade into the ground to allow earthen materials to temper it with the finest of care, sharpening it to an unimaginable point. No Damage. Next attack is Piercing. Range: Self. (Current Level) MP. Earth Elemental.
+Photoncutter – Evokes the brilliant power of light upon the user's blade, causing an ethereal glow to shroud the blade while also enabling an arsenal of light-based swordplay techniques. No Damage. Bestows Photoncutter; Photoncutter: The user's basic attacks gain the Light Elemental and have a 25% chance of Blind, also grants the ability to act as a Light Source in dark places. Range: Self. 6 MP. Light Elemental.
---Rejuvenating Light – Casts off the user's light momentarily to heal a target's injuries. 100% Int Healing. Range: 3 Cells. 6 MP. Light Elemental.
---Brilliant Haven – Conjures a barrier of light around the user or one of the user's allies to greatly decrease the damage taken. No Damage. Bestows Shell and Protect. Range: 3 Cells. 12 MP. Light Elemental.
---Blade Beam – Draws from the light power of the user's blade and slashes in the direction of the user's target to release the light in the form of a laser that fires at the user's target. 110% Int Damage. Sure Hit. Range: 4 Cells. 8 MP. Light Elemental.
+Umbraslasher- Evokes the shadowy power of darkness upon the user's blade, causing a shadowy aura to overtake the blade while also enabling an arsenal of darkness-based swordplay techniques. No Damage. Bestows Umbraslasher; Umbraslasher: The user's basic attacks gain the Darkness Elemental and have a 25% chance of ignoring 20% of the target's Def, also grants the ability to hide the user from view for one turn. Range: Self. 6 MP. Darkness Elemental.
---Shadow Striking – Makes a quick slash before slipping into the shadows to plan the next move. 100% Atk Damage. Bestows Invisible [User]. Range: Adjacent Cell. 8 MP. Darkness Elemental.
---Dark – Draws from the dark power of the user's blade before firing it off in the shape of an unfriendly sphere at the target. 160% Int Damage. Range: 3 Cells. 10 MP. Darkness Elemental.
---Malice – Manipulates shadows to envelop the target and leave them tainted. No Damage. Inflicts 1 Random Negative Status Effect. Range: 3 Cells. 8 MP. Darkness Elemental.
A-Ability: Release Power
+Eternal Flame – Supercharges the blade with fire mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Flametounge; Flametounge must be used prior to this ability. Range: Self. 4 MP. Fire Elemental
+Crystal Sheen – Supercharges the blade with ice mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Icebrand; Icebrand must be used prior to this ability. Range: Self. 4 MP. Ice Elemental.
- Spoiler:
- +Boundless Energy – Supercharges the blade with lightning mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Thunderblade; Thunderblade must be used prior to this ability. Range: Self. 4 MP. Lightning Elemental.
+Tidal Essence – Supercharges the blade with water mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Liquidsteel; Liquidsteel must be used prior to this ability. Range: Self. 4 MP. Water Elemental.
+Verdant Squall – Supercharges the blade with wind mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Zephyrpierce; Zephyrpierce must be used prior to this ability. Range: Self. 4 MP. Wind Elemental.
+Nature Pact – Supercharges the blade with earth mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Gaiaedge; Gaiaedge must be used prior to this ability. Range: Self. 4 MP. Earth Elemental.
+Heaven's Blessing – Supercharges the blade with light mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Photoncutter; Photoncutter must be used prior to this ability. Range: Self. 4 MP. Light Elemental.
+Utter Descension – Supercharges the blade with darkness mana to unlock advanced spellblade techniques. No Damage. Enables the user to use the skills underneath Umbraslasher; Umbraslasher must be used prior to this ability. Range: Self. 4 MP. Darkness Elemental.
A-Ability: Dance of the Elements *LOCKED*
- Spoiler:
- +Glissade – Shifts gracefully in a flowing manner, almost skating across the battlefield to begin the destruction. No Damage. User moves up to [User's Move] x2 Cells away; Counts as a Move Action. Range: Set. ? MP.
+Pirouette – Extends one's self outward and spins with expertise, sweeping those surrounding her and knocking them off guard. 110% Atk Damage. Knocks Targets 1 Cell Away; -10% Def for Five Turns. Takes on Elements applied via Enchant Blade. Range: Surrounding Cells. ? MP. Varying Elemental.
+Arc de L'essence – Repositions one's stance before focusing on a particular elemental mana, utilizing the new stance as a catalyst for releasing said elemental mana into a thick veil around the user. No Damage. Attacks targeting the user have their elements switched to [Chosen Elemental] for Three Turns. Range: Self. ? MP. Varying Elemental.
+Croix – Delivers poignant stabs in three directions before charging in the final direction to run targets through. 130% Atk Damage. Takes on Elements applied via Enchant Blade. Range: Cross Formation. ? MP. Varying Elemental.
+Pas L'aire – Prepares one's self and briefly utilizes wind mana to step off the ground and into the air in order to evade harm. No Damage. User dodges next attack specifically targeting her; User gains 15% Evade for Three Turns. Range: Self. ? MP. Wind Elemental.
+Rondo – Rushes the target with unparalleled ferocity, delivering slash after slash upon the target before drawing back and finished with one final attack. 125% Atk Damage. 4 Hits. 150% Atk Damage. Takes on Elements applied via Enchant Blade. Range: 2 Cells. ? MP. Varying Elemental.
+Waltz – Rhythmically advances upon the opposition, delivering attack after attack with a certain fury that seems endless. 100% Atk Damage. 12 Hits. Takes on Elements applied via Enchant Blade. Range: 3 Cells. ? MP. Varying Elemental.
+Grand Finale – Utilizes all of one's dexterity and expertise to enact an elegant assault upon the opposition, leaving none who dare cross the user unscathed. 80% Atk Damage. 10 Hits. 120% Atk Damage. 4 Hits. 160% Atk Damage. 2 Hits. 200% Atk Damage. User lands adjacent to chosen target. Takes on Elements applied via Enchant Blade. Range: 6 Cells + Surrounding Cells.
A-Ability: Powers Interlaced *LOCKED*
- Spoiler:
- +Evocation – Releases a powerful surge of mana into the air around the user, drawing energy from it to increase her ability tenfold. No Damage. Increases the user's Atk and Int by 30% for Five Turns; Increases the user's Critical Hit Rate by 25% for Five Turns. Range: Self. ? MP.
+Reign of Fire – Evokes the most powerful of flames, drawing from them an intense burst of fiery energy which consumes all it touches and leaves nothing unscathed. 120% Int Damage. 16 Randomized Hits. Increases total damage output by 15% if Flametounge is active. Range: 3 Layers of Surrounding Cells. ? MP. Fire Elemental.
+Absolute Zero – Evokes the most powerful of arctic energies, drawing from them an surge of icy energy which freezes everything past its core until it is converted directly to ice. 160% Atk Damage. Immensely High Chance of Freeze; Chance of Absolute Zero if Frozen. Increases total damage output by 15% if Ice Brand is active. Range: 2 Cells. ? MP. Ice Elemental.
+Calamity of the Heavens
+Fall of the Moon
+Harrowing Gale
+Et in Terra Pax
+Trinity Heart
+Armageddon
+Natura
R-Ability:
+Elemental Aggression – Whenever the user is attacked by an elemental attack, a bit of the element's aura collects around her to empower her. Whenever the user is successfully hit by any elemental attack, the user's damage output is increased by 1%. Stacks indefinitely.
S-Ability:
+Elemental Protection – The user conjures a thick veil of elemental magic to protect the user and her allies from a specific element. When activated, grants the Ally Party Resist [Insert Elemental] for Three Turns.
D-Ability:
+Element's End – Unleashes the user's full prowess over the elements to barrage the user's target in an all-out assault which temporarily seals their ability to conjure the elements to their aid. 200% Pierce Atk/Int Damage. Seals the target's ability to use elemental attacks for three turns. Range: 6 Cells. 0 Mp. Chosen Elemental.
Stats:
HP: 45
MP: 40
Atk: 12 (+5 from Relic)
Def: 6 (+2 from Barrier Spell Lv3)
Int: 7 (+2 from Relic) (+1 from Onyx Headband)
Spr: 6 (+3 from Barrier Spell Lv3)
Move: 2 Cells (+1 from Elemental Evoker Profession)
Skill Points: 0
- - - - -
Name: Vittoria (Meredith Loveguard)
Age: 19
Gender: Female
Appearance:
- Spoiler:
Chainspell: The user chains spells together rapidly. Allows for Skill Chain. Max Chain: 3
Level: 10
Exp: 0/36
Weapon: Magician's Staff- Staff made primarily for quick spell casting.
Armor: Devout's Robes- Robes specifically tailored for one who is devoted entirely to their craft.
Accessory: Death Ring- A black ring with a white skull on the front. (Increases Max MP by 10% and increases the damage of Dark-Elemental spells by 10%)
A-Ability: Barrage Spell
+Ignis – The user conjures a small ball of flame and slings it at her target. 110% Int Damage. Range: 3 Cells. 6 MP. Fire Elemental.
+Glacies – The user conjures a small ball of ice and slings it at her target. 110% Int Damage. Range: 3 Cells. 6 MP. Ice Elemental.
+Bronte – The user conjures a small bolt of lightning and drops it on her target. 110% Int Damage. Range: 3 Cells. 6 MP. Lightning Elemental.
+Hudor – The user conjures a small sphere of water and drops it on her target. 110% Int Damage. Range: 3 Cells. 6 MP. Water Elemental.
+Ventus – The user conjures an arc of wind and fires it at her target. 110% Int Damage. Range: 3 Cells. 6 MP. Wind Elemental.
+Petra – The user conjures a spire of rock and fires it at her target. 110% Int Damage. Range: 3 Cells. 6 MP. Earth Elemental.
+Lumen – The user conjures a small ring of light that constricts around her target. 110% Int Damage. Range: 3 Cells. 6 MP. Light Elemental.
+Melas – The user conjures a small ring of darkness that wraps around her target. 110% Int Damage. Range: 3 Cells. 6 MP. Dark Elemental.
- Spoiler:
- +Pinpoint – The user focuses her spells further so that upon dealing greater than normal damage the damage dealt is far greater than normal. No Damage. +25% Critical Hit Damage for 3 Turns. Range: Self. ? MP.
+Chain Flow – The user focuses her mana cycle so that it flows at an even faster rate for a short while. No Damage. Boosts Max Chain by 1 for 3 Turns. Range: Self. ? MP.
A-Ability: Burst Spell
+Blaze – The user focuses on anger and releases it in the form of a fiery blaze that consumes the user's target. 130% Int Damage. 50% Chance of Burn. Range: 4 Cells. 10 MP. Fire Elemental.
+Crystal – The user focuses on seclusion and releases it in the form of a sharp gale that causes anything it touches to freeze over. 130% Int Damage. 50% Chance of Freeze. Range: 4 Cells. 12 MP. Ice Elemental.
- Spoiler:
- +Discharge – The user focuses on optimism and releases it in the form of rapidly moving energy that jumps into the air and comes crashing down on the user's target. 130% Int Damage. 50% Chance of Paralyze. Range: 4 Cells. ? MP. Lightning Elemental.
+Flood – The user focuses on freedom and releases it in the form of a streaming spiral of liquid which swirls around the user's target before colliding in on them. 130% Int Damage. 50% Chance of Wet. Range: 4 Cells. ? MP. Water Elemental.
+Gale – The user focuses on anxiety and releases it in the form of a strong cyclone that whips around the user's target and spins them every which way leaving them dazed and confused. 130% Int Damage. 50% Chance of Confusion. Range: 4 Cells. ? MP. Wind Elemental.
+Ore – The user focuses on entrapment and releases it in the form of earthen shells which rise up around the user's target and prevent them from moving any which way. 130% Int Damage. 50% Chance of Seal. Range: 4 Cells. ? MP. Earth Elemental.
+Shimmer – The user focuses on excitement and releases it in the form of a spark of light that swirls into the air before bursting into thousands of wonderful shimmers so bright it easily blinds the user's target. 130% Int Damage. 50% Chance of Blind. Range: 4 Cells. ? MP. Light Elemental.
+Nebula – The user focuses on betrayal and releases it in the form of a dark aura that clouds the user's target's mind and dulls their sense to create an alternate reality for them. 130% Int Damage. 50% Chance of Berserk. Range: 4 Cells. ? MP. Dark Elemental.
+Release – The user focuses in on her mana cycle and knowledge of spells and creates a seal on the ground she is standing on. As long as she does not move from that spot, no longer is she forced to keep her enemy in range. No Damage. Creates Release Seal. Range: Current Cell. ? MP.
Release Seal: As long as Vittoria stands on the cell which holds the seal, the range of all Int-based abilities become visible sight. The seal remains on the battlefield indefinitely as long as Vittoria stays on it; if Vittoria steps off of it, is forced off of it, or is KOed it disappears automatically.
+Focus – The user focuses on her mana cycle and tweaks certain points of it so that it is easier for her to cast spells. No Damage. Reduces Mp Costs by 10% of their Maximum; Stacks 3 Times. Range: Self. ? MP.
A-Ability: Surge Spell *LOCKED*
- Spoiler:
- +Inferno – The user creates a small sphere of flame and begins to transfer energy into it; as it grows bigger and bigger, the user begins to direct it towards a target and once activated, it unleashes a pillar of flame that encompasses and scorches everything it touches. 150% Int Damage. Gains 10% Damage Potential for every turn spent charging it up; Increase MP Cost by ? for each turn. Range: 5 Cells. ? MP. Fire Elemental.
+Blizzard – The user creates a small sphere of ice and begins to transfer energy into it; as it grows bigger and bigger, the user begins to direct it towards a target and once activates, it bursts releasing a freezing cold aura that traps the target in crystal before it shatters violently. 150% Int Damage. Gains 10% Damage Potential for every turn spent charging it up; Increase MP Cost by ? for each turn. Range: 5 Cells. ? MP. Ice Elemental.
+Voltage – The user creates a small sphere of electricity and begins to transfer energy into it; as it grows bigger and bigger, the user begins to direct it towards a target and once activates, it releases millions of bolts of electricity that surge rapidly. 150% Int Damage. Gains 10% Damage Potential for every turn spent charging it up; Increase MP Cost by ? for each turn. Range: 5 Cells. ? MP. Lightning Elemental.
+Tide – The user creates a small sphere of water and begins to transfer energy into it; as it grows bigger and bigger, the user begins to direct it towards a target and once activates, it congeals around the user's target and begins to fill with water until it bursts and encompasses the target; soaking them to the bone.. 150% Int Damage. Gains 10% Damage Potential for every turn spent charging it up; Increase MP Cost by ? for each turn. Range: 5 Cells. ? MP. Water Elemental.
+Cyclone – The user creates a small sphere of wind and begins to transfer energy into it; as it grows bigger and bigger, the user begins to direct it towards a target and once activates, it releases a small vortex that swirls around the target and rips into their body. 150% Int Damage. Gains 10% Damage Potential for every turn spent charging it up; Increase MP Cost by ? for each turn. Range: 5 Cells. ? MP. Wind Elemental.
+Quake – The user creates a small sphere of earth and begins to transfer energy into it; as it grows bigger and bigger, the user begins to direct it towards a target and once activates, it slams into the user's target repeatedly. 150% Int Damage. Gains 10% Damage Potential for every turn spent charging it up; Increase MP Cost by ? for each turn. Range: 5 Cells. ? MP. Earth Elemental.
+Aurora – The user creates a small sphere of light and begins to transfer energy into it; as it grows bigger and bigger, the user begins to direct it towards a target and once activates, it releases a multicolored aura that flashes brightly and grows white hot until it burns all that it touches into ashes. 150% Int Damage. Gains 10% Damage Potential for every turn spent charging it up; Increase MP Cost by ? for each turn. Range: 5 Cells. ? MP. Light Elemental.
+Eclipse – The user creates a small sphere of darkness and begins to transfer energy into it; as it grows bigger and bigger, the user begins to direct it towards a target and once activates, it enshrouds the user's target in its aura and attacks their nervous system until all they can feel is pain. 150% Int Damage. Gains 10% Damage Potential for every turn spent charging it up; Increase MP Cost by ? for each turn. Range: 5 Cells. ? MP. Dark Elemental.
+Barrier – The user conjures a veil of pure mana that surrounds her entirely like a shield and softens the blow of incoming attacks for awhile. No Damage. -20% Damage Taken for 5 Turns. Range: Self. ? MP.
+Extend – The user conjures a large surge of mana that thickens around her and allows her to spread her normally limited support to her allies for awhile. No Damage. Allows the User to cast 'Self-Range' spells on Allies with no increase to Mp Costs for 3 Turns. ? MP.
A-Ability: Collide Spell *LOCKED*
- Spoiler:
- +Fragor – The user places both hands on her staff and raises it high into the air, conjuring a ball of flame that quickly grows until it is twice the size of the user. The user then points her staff towards the user's target and fires off the boulder of flame at her target. 180% Int Damage. Range: 5 Cells + Surrounding Cells. ? MP. Fire Elemental.
+Duratus – The user thrusts her staff in the direction of the user's target, causing a swirl of freezing energy to create a suction around the user's target before bursting into a heavy block of ice that shatters and collapses in on the user's target. 180% Int Damage. Range: 5 Cells + Surrounding Cells. ? MP. Ice Elemental.
+Tonitrualis – 180% Int Damage. Range: 5 Cells + Surrounding Cells. ? MP. Lightning Elemental.
+Aecor – 180% Int Damage. Range: 5 Cells + Surrounding Cells. ? MP. Water Elemental.
+Procella – 180% Int Damage. Range: 5 Cells + Surrounding Cells. ? MP. Wind Elemental.
+Brasmatia – 180% Int Damage. Range: 5 Cells + Surrounding Cells. ? MP. Earth Elemental.
+Caelo – 180% Int Damage. Range: 5 Cells + Surrounding Cells. ? MP. Light Elemental.
+Inferna – 180% Int Damage. Range: 5 Cells + Surrounding Cells. ? MP. Dark Elemental.
+Reflect – The user focuses in on her mana cycle and erects a strong veil of it around her that creates a reflective barrier around her. Once magic comes in contact with the veil, the barrier activates, reflecting it back at the opposing caster. No Damage. Bestows Reflect. Range: Self. ? MP.
+Counter – The user focuses in on her mana cycle and conjures a glyph that revolves around her steadily. Upon being attacked by physical means, the glyph glows violently and the user can quick cast a spell so long as she has the mana to do so. No Damage. Allows the User to Instant Cast any Spell in response to Physical Damage for 3 Turns. Range: Self. ? MP.
R-Ability:
+Blast Spell – Whenever the user's spells successfully damage the target more than normal, excess mana collects around the user and makes her next spell even stronger. Whenever the user successfully lands a critical hit naturally, the user's next spell ignores 20% of the target's Spr.
S-Ability:
+Target Spell – The user focuses her spells with all of her might to maximize damage output. +15% Int and Critical Hit Rate.
D-Ability:
+Gladius – The user throws her staff in the air like a baton and instead of catching it has mana act upon it and transform its figure from that of a staff to a blade of pure energy. With a quick flick of the wrist, the sword is directed towards the user's target and then forced to unleash a flurry of attacks upon the target. 200% Pierce Int Damage. Range: 8 Cells. 0 MP.
Stats:
HP: 40
MP: 55 (+6 from Death Ring)
Atk: 0 (+0 from Magician's Staff)
Def: 7 (+2 from Devout's Robes)
Int: 14 (+5 from Magician's Staff) (+2 from Target Spell)
Spr: 7 (+4 from Devout's Robes)
Move: 2 Cells (+0 from Spellslinger Profession)
Skill Points: 0
Similar topics
» Adventures of Naletia: The Beads of Light
» TAW Character Profile Thread
» TAW Allied Character Profile Thread
» Tales of a Dreamer: The Beads of Light
» Tales of a Dreamer: The Beads of Light
» TAW Character Profile Thread
» TAW Allied Character Profile Thread
» Tales of a Dreamer: The Beads of Light
» Tales of a Dreamer: The Beads of Light
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum