Chronicles of Frae: The Terror Profiles
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Chronicles of Frae: The Terror Profiles
Current Inventory
Potion x3 (Recovers 20 HP upon use)
Mana Fragment x3 (Recovers 10 MP upon use)
Life Crystal x1 (Revives fallen character with 20% Max HP)
Weapons/Armor/Accessories
Travel Garb x1 (Garbs belonging to a traveller, the stories this piece of clothing could tell./+1 Def; +1 Spr/Equip: Eli)
Key Items
Royal Seal (A special seal that shows that the holder is a hired warrior for King Garnet and Queen Alicia)
Current Gold: 750
Potion x3 (Recovers 20 HP upon use)
Mana Fragment x3 (Recovers 10 MP upon use)
Life Crystal x1 (Revives fallen character with 20% Max HP)
Weapons/Armor/Accessories
Travel Garb x1 (Garbs belonging to a traveller, the stories this piece of clothing could tell./+1 Def; +1 Spr/Equip: Eli)
Key Items
Royal Seal (A special seal that shows that the holder is a hired warrior for King Garnet and Queen Alicia)
Current Gold: 750
Last edited by SilverStorm on Mon Sep 20, 2010 3:31 pm; edited 3 times in total
Re: Chronicles of Frae: The Terror Profiles
- Code:
[b][u]Name[/u]:[/b]
[b][u]Age[/u]:[/b]
[b][u]Gender[/u]:[/b]
-------------------
[b][u]Profession[/u]:[/b]
[b][u]Level[/u]:[/b]
-------------------
[b][u]Weapon[/u]:[/b]
[b][u]Armor[/u]:[/b]
[b][u]Accessory[/u]:[/b]
-------------------
[b][u]A-Ability[/u]:[/b]
-------------------
[b][u]A-Ability[/u]:[/b] Item
-------------------
[b][u]R-Ability[/u]:[/b]
-------------------
[b][u]S-Ability[/u]:[/b]
-------------------
[b][u]D-Ability[/u]:[/b]
-------------------
[b][u]Stats[/u]:[/b]
[b]Hp:[/b]
[b]Mp:[/b]
[b]Atk:[/b]
[b]Def:[/b]
[b]Int:[/b]
[b]Spr:[/b]
[b]Move:[/b] 2 Cells
---------------------------------------------------------------------------------------------------------
Enemy Profiles
Name: Holly Anne Scarlet
Age: 16
Gender: Female
Appearance:
- Spoiler:
Profession: Thief- The one who claims this profession is little more than a petty pickpocket. However, maybe stealing is the way for this girl to become one of the wealthiest people on the face of the earth.
Level: 4
-------------------
Weapon: Iron Knife- A Lightweight Dagger that can be thrown a short distance. (Range: 2 Cells)
Armor: Skimpy Clothing- Very light clothing that barely comes close to protecting the body from the elements, much less attacks.
Accessory: Bandana- A Bandana worn on the head to keep hair out of one's face.
-------------------
A-Ability: Thievery
+ Steal- Holly rushes a foe, grabbing an item off of their person and rushing back to her previous position before they can react.
(Damage: --/Effect: Steal/Range: Adjacent Cell/Mp: 4/Element: --)
+ Gouge- Holly skillfully cuts her foe, not enough to deal any real damage, but to allow for greater future damage.
(Damage: --/Effect: Next Attack Double Damage/Range: Adjacent Cell/Mp: 4/Element: --)
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Adrenaline Rush- Whenever her Hp is at 50% or lower, Holly's evasion rate is increased by 50%. This effect lasts as long as she remains at or 50% Hp.
-------------------
S-Ability:
+ Stealth- When activated, Holly turns invisible, unable to take damage or be targeted until she attacks. Can not be used after an attack.
-------------------
D-Ability: Ambush- Making her target believe they are surrounded by clones of herself, Holly rushes a foe, cutting them exactly 77 times.
(Damage: 200% Pierce Atk/Effect: Instant Death 10%/Range: Single Enemy/Mp: --/Element: --)
-------------------
Stats:
Hp: 35
Mp: 30
Atk: 6 (+1 from Iron Knife)
Def: 5 (+1 from Skimpy Clothing) (+1 from Bandana)
Int: 0
Spr: 5 (+1 from Skimpy Clothing)
Move: 2 Cells (+2 from Thief Profession)
---------------------------------------------------------------------------------------------------------
Enemy Profiles
None.
Last edited by SilverStorm on Sun Sep 05, 2010 12:20 am; edited 9 times in total
Re: Chronicles of Frae: The Terror Profiles
Positive/Negative Status
Positive
Bravery - ATK is doubled for 3 turns.
Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.
Covered - Damage is taken by a Covering ally.
Covering - Afflicted takes damage for an ally.
Faith - INT is doubled 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 Water cells and other usually impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns.
Immune - Afflicted becomes immune to negative status effects for 3 turns.
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 Rate by 50% for 3 turns.
Negative
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP by any means for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed while Berserk.
Blind - Attacks 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/Mesmerize - 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 have of the damage the afflicted deals with any attack for 3 turns.
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.
Frail - Afflicted is unable to recover HP by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice 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.
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 - Afflicted can no longer move or take action for 3 turns.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit.
Poison - Afflicted takes 17% 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 22% Max HP damage per turn for 2 turns.
Shrink - All attacks deal 1 Dmg and all damage taken is doubled for 3 turns.
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. Movement is halved.
Stop - All Player Phases are skipped for the afflicted character for 5 turns.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Wet - Afflicted takes double 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.
Positive
Bravery - ATK is doubled for 3 turns.
Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.
Covered - Damage is taken by a Covering ally.
Covering - Afflicted takes damage for an ally.
Faith - INT is doubled 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 Water cells and other usually impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns.
Immune - Afflicted becomes immune to negative status effects for 3 turns.
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 Rate by 50% for 3 turns.
Negative
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP by any means for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed while Berserk.
Blind - Attacks 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/Mesmerize - 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 have of the damage the afflicted deals with any attack for 3 turns.
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.
Frail - Afflicted is unable to recover HP by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice 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.
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 - Afflicted can no longer move or take action for 3 turns.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit.
Poison - Afflicted takes 17% 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 22% Max HP damage per turn for 2 turns.
Shrink - All attacks deal 1 Dmg and all damage taken is doubled for 3 turns.
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. Movement is halved.
Stop - All Player Phases are skipped for the afflicted character for 5 turns.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Wet - Afflicted takes double 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.
Re: Chronicles of Frae: The Terror Profiles
~ B E S T I A R Y ~
Humanoid
Fate (Location: Deserted City of Rinora - Fate's Hideout/Number Defeated: 0/Exp: ???/Gold: ???/Items: ???)
Nami (Location: Deserted City of Rinora - Fate's Hideout/Number Defeated: 0/Exp: ???/Gold: ???/Items: ???)
Bandit (Location: Deserted City of Rinora/Number Defeated: 2/Exp: 1/Gold: 50/Items: --)
Cleric (Location: Deserted City of Rinora/Number Defeated: 1/Exp: 1/Gold: 50/Items: --)
Barbarian (Location: Deserted City of Rinora/Number Defeated: 1/Exp: 2/Gold: 100/Items: --)
Beast
None.
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
- Code:
Name (Location: /Number Defeated: /Exp: /Gold: /Items: )
Humanoid
Fate (Location: Deserted City of Rinora - Fate's Hideout/Number Defeated: 0/Exp: ???/Gold: ???/Items: ???)
Nami (Location: Deserted City of Rinora - Fate's Hideout/Number Defeated: 0/Exp: ???/Gold: ???/Items: ???)
Bandit (Location: Deserted City of Rinora/Number Defeated: 2/Exp: 1/Gold: 50/Items: --)
Cleric (Location: Deserted City of Rinora/Number Defeated: 1/Exp: 1/Gold: 50/Items: --)
Barbarian (Location: Deserted City of Rinora/Number Defeated: 1/Exp: 2/Gold: 100/Items: --)
Beast
None.
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
Last edited by SilverStorm on Sun Aug 29, 2010 10:09 pm; edited 2 times in total
Re: Chronicles of Frae: The Terror Profiles
Name: Fate
Age: 17
Gender: Female
Appearance:
Profession: Myrmidon- The one who claims this profession is the master of fatal blows. Wielding nothing more than their own signature blade, they are a force to be reckoned with.
Level: 1
Exp: 0/10
-------------------
Weapon: Destiny- Fate's signature blade, its blade has a sharp and smooth edge to allow for specialized strikes. (Level Up) (Sharp Edge) (Smooth Edge)
Experience: 0/10
Armor: Refugee Clothing- Clothing belonging to a simple refugee, it could look like normal citezenry clothing if it was fixed up a bit.
Accessory: Fortune- The red gem that lies on a chain around Fate's neck, it glows with an eerie light. (Level Up)
Experience: 0/10
-------------------
A-Ability: Inevitable Collide
+ Critica Volo- Fate hits her foe with the butt of her sword, sending them flying, she follows closely, hitting her foe in their unguarded weak point, landing gracefully.
(Damage: 120% Atk/Effect: Critical Hit 50%/Range: Adjacent Cell/Mp: 8/Element: --)
+ Tre Sciopero- Fate rushes her foe, striking them before bouncing off the ground and striking them again before simply slashing at them.
(Damage: 100% Atk x 3/Effect: --/Range: Adjacent Cell/Mp: 6/Element: --)
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Contatore- Whenever Fate is attacked, she counters twice the damage she took, as long as she is in range.
-------------------
S-Ability:
+ Restrict Regard- Any fatal blow dealt by this unit automatically bring the target down to 1 Hp. Bypassed by D-Ability or if the target is already at 1 Hp.
-------------------
D-Ability: Finale Sciopero- Fate draws her hand over her Nagita, looking at her reflection hiding the things she's done. She raises her blade and in a single flash of light her work is done.
(Damage: 200% Pierce Atk/Effect: Instant Death 10%/Range: Single Enemy/Mp: --/Element: --)
-------------------
Stats:
Hp: 20
Mp: 15 (+5 from Fortune)
Atk: 4 (+2 from Destiny)
Def: 3 (+1 from Refugee's Clothing)
Int: 0
Spr: 2 (+1 from Refugee's Clothing)
Move: 2 Cells (+1 from Myrmidon Profession)
-------------------
Skill Points: 0
Age: 17
Gender: Female
Appearance:
- Spoiler:
Profession: Myrmidon- The one who claims this profession is the master of fatal blows. Wielding nothing more than their own signature blade, they are a force to be reckoned with.
Level: 1
Exp: 0/10
-------------------
Weapon: Destiny- Fate's signature blade, its blade has a sharp and smooth edge to allow for specialized strikes. (Level Up) (Sharp Edge) (Smooth Edge)
Experience: 0/10
Armor: Refugee Clothing- Clothing belonging to a simple refugee, it could look like normal citezenry clothing if it was fixed up a bit.
Accessory: Fortune- The red gem that lies on a chain around Fate's neck, it glows with an eerie light. (Level Up)
Experience: 0/10
-------------------
A-Ability: Inevitable Collide
+ Critica Volo- Fate hits her foe with the butt of her sword, sending them flying, she follows closely, hitting her foe in their unguarded weak point, landing gracefully.
(Damage: 120% Atk/Effect: Critical Hit 50%/Range: Adjacent Cell/Mp: 8/Element: --)
+ Tre Sciopero- Fate rushes her foe, striking them before bouncing off the ground and striking them again before simply slashing at them.
(Damage: 100% Atk x 3/Effect: --/Range: Adjacent Cell/Mp: 6/Element: --)
-------------------
A-Ability: Item
-------------------
R-Ability:
-------------------
S-Ability:
+ Restrict Regard- Any fatal blow dealt by this unit automatically bring the target down to 1 Hp. Bypassed by D-Ability or if the target is already at 1 Hp.
-------------------
D-Ability: Finale Sciopero- Fate draws her hand over her Nagita, looking at her reflection hiding the things she's done. She raises her blade and in a single flash of light her work is done.
(Damage: 200% Pierce Atk/Effect: Instant Death 10%/Range: Single Enemy/Mp: --/Element: --)
-------------------
Stats:
Hp: 20
Mp: 15 (+5 from Fortune)
Atk: 4 (+2 from Destiny)
Def: 3 (+1 from Refugee's Clothing)
Int: 0
Spr: 2 (+1 from Refugee's Clothing)
Move: 2 Cells (+1 from Myrmidon Profession)
-------------------
Skill Points: 0
Last edited by SilverStorm on Sun Aug 29, 2010 10:17 pm; edited 2 times in total
Re: Chronicles of Frae: The Terror Profiles
Name: Nami
Age: 18
Gender: Female
Appearance:
Profession: Weather Forcer- The one who claims this profession has coupled her ability to fight with the knowledge of the weather. The attacks made by this fighter are sure to leave you speechless.
Level: 1
Exp: 0/10
-------------------
Weapon: Clima-tact- A long blue bo-staff that can seperate into three pieces, its power and potential are shown in its moves. (Damage: Atk or Int Based) (Level Up)
Experience: 0/10
Armor: Island Clothing- Casual clothing that comes from the wearer's home island.
Accessory: Compass Bracer- A Bracelet that has a compass attached to its leather brace, it always points north.
-------------------
A-Ability: Tempest!
+ Weather Orb- Nami uses each part of her weapon to create orbs of heat, cold, and lightning to attack her foe.
- Heat Orb- Nami releases an orb of heat, sending the orb flying at her foe.
(Damage: 80% Int/Effect: Can be linked with Cool Orb and Thunder Orb for double Mp/Range: 5 Cells/Mp: 9/Element: Fire)
- Cool Orb- Nami releases an orb of cold, sending the orb flying at her foe.
(Damage: 80% Int/Effect: Can be linked with Heat Orb and Thunder Orb for double Mp/Range: 5 Cells/Mp: 9/Element: Ice)
- Thunder Orb- Nami releases an orb of lightning, sending the orb flying at her foe.
(Damage: 80% Int/Effect: Can be linked with Heat Orb and Cool Orb for double Mp/Range: 5 Cells/Mp: 9/Element: Lightning)
+ Fine Tempest- Nami attaches the three Clima-tact pieces together to form a triangle, causing doves to magically exit the triangle and strike her foe.
(Damage: 120% Atk/Effect: --/Range: 3 Cells/Mp: 8/Element: --)
+ Cloudy Tempest- Nami attaches the three Clima-tact pieces so that it resembles a rifle, causing flowers sprout from the tip the aroma alluring her foe whilst still dealing minor damage.
(Damage: 90% Atk/Effect: Charm 50%/Range: Adjacent Cell/Mp: 14/Element: --)
+ Thunder Tempest- Nami attaches the three Clima-tact pieces so that they form a Y, she then jerks the single prong at her foe causing a Boxing Glove to spring from the tip.
(Damage: 140% Atk/Effect: --/Range: 2 Cells/Mp: 10/Element: --)
+ Rain Tempest- Nami seperates each piece, balancing them in her hands, sprinkler like water spouting from each tip. Nami twirls around, resembling a sprinkler, the water from the Clima-tact healing those nearby.
(Heal: 60% Int/Effect: --/Range: Surrounding Cells/Mp: 12/Element: Water)
+ Cyclone Tempest- Nami puts two pieces of the Clima-tact in an X formation on top of the third. She flings the X piece at her foe, having it deal minor physcial damage before inflicting wind damage.
(Damage: 100% Atk/120% Int/Effect: --/Range: 3 Cell/Mp: 12/Element: Wind)
+ Mirage Tempest- Nami releases several cool orbs into the air, causing the water vapor to reflect her image.
(Damage: --/Effect: Creates Two Nami Clones/Range: Surrounding Cells/Mp: 16/Element: --)
+ Thunderbolt Tempest- Nami releases six heat and cool orbs, causing a giant thundercloud to loom overhead. She then releases a single thunder orb, causing lightning to ravage an area.
(Damage: 30% Pierce Int x 3/30% Pierce Int x 3/120% Int Damage/Effect: Final Hit damages Target and Surrounding Cells/Range: 3 Cells/Mp: 24/Element: Fire[First 3 Hits]/Ice [Second 3 Hits]/Lightning [Final Hit])
+ Foggy Tempest- Nami releases many colliding heat and cool orbs, causing a huge fog to blanket the battlefield.
(Damage: --/Effect: Evasion Rate +50%/Range: Infinite/Mp: 36/Element: --)
+ Thunderstorm Tempest- Nami creates a thunder cloud out of heat and cool orbs, then she throws the triangle shaped Clima-tact into the thunder cloud, causing a single strike of lightning to hit her foe.
(Damage: 180% Int/Effect: --/Range: Single Foe/Mp: 18/Element: Lightning)
+ Swing Arm- Nami slashes the foes directly in front of her with the Clima-tact.
(Damage: 140% Atk/Effect: --/Range: 1x3 Cell Line/Mp: 10/Element: --)
+ Thunder Lance Tempest- Nami charges the Clima-tact with lightning, causing it to sharpen to a point, she then stabs the foe in front of her.
(Damage: 200% Atk/Effect: Paralyze 50%/Range: Adjacent Cell/Mp: 36/Element: Lightning)
+ Lightning Rod Tempest- Nami charges the Clima-tact with lightning then stabs out into the air in front of her, causing the lightning to jump and attack the foes in her wake.
(Damage: 150% Int/Effect: Paralyze 50%/Range: Straight Line/Mp: 36/Element: Lightning)
+ Ocean Tempest- Nami creates a special rain cloud that causes a small pond to build up around her.
(Damage: --/Effect: Creates Water Cell/Range: Surrounding Cells/Mp: 24/Element: Water)
+ Tidal Wave Tempest- Nami changes the climate in the air, causing the push and pull on the water around her to become incrediblely stronger, a giant wave tackling her foes.
(Damage: 160% Int/Effect: Wet 50%/Requires 5 Water Cells/Range: All Enemies/Mp: 24/Element: Water)
+ Cyclone Burst- Nami slams the Clima-tact on the ground, causing strong winds to blast her foe back with wiping winds.
(Damage: 100% Atk/180% Int/Effect: Forces Foe back 2 Cells/Range: Adjacent Cell/Mp: 16/Element: Air)
-------------------
R-Ability:
+ Tri-Orb Tempest- Whenever Nami is attacked she releases all three orbs at once causing a thunder cloud to follow an enemy, dealing 50% Pierce Int damage whenever they move. The effect lasts three turns.
-------------------
S-Ability:
+ Natural Tempest- Nami's Mp Costs for Tempest! abilities are cut in half.
-------------------
D-Ability: Tornado Tempest- Nami reforms the Clima-tact in a T formation, spinning it wildly until strong winds surround an enemy and blow them away.
(Damage: 200% Pierce Int/Effect: Blows Targeted Enemy 3 cells back/Range: Adjacent Cell/Mp: --/Element: Air)
-------------------
Stats:
Hp: 15
Mp: 20 (+5 from Compass Bracer)
Atk: 3 (+1 from Clima-tact)
Def: 3 (+1 from Island Clothing)
Int: 3 (+1 from Clima-tact)
Spr: 3 (+1 from Island Clothing)
Move: 2 Cells (+1 from Weather Forcer Profession)
-------------------
Skill Points: 0
Age: 18
Gender: Female
Appearance:
- Spoiler:
Profession: Weather Forcer- The one who claims this profession has coupled her ability to fight with the knowledge of the weather. The attacks made by this fighter are sure to leave you speechless.
Level: 1
Exp: 0/10
-------------------
Weapon: Clima-tact- A long blue bo-staff that can seperate into three pieces, its power and potential are shown in its moves. (Damage: Atk or Int Based) (Level Up)
Experience: 0/10
Armor: Island Clothing- Casual clothing that comes from the wearer's home island.
Accessory: Compass Bracer- A Bracelet that has a compass attached to its leather brace, it always points north.
-------------------
A-Ability: Tempest!
+ Weather Orb- Nami uses each part of her weapon to create orbs of heat, cold, and lightning to attack her foe.
- Heat Orb- Nami releases an orb of heat, sending the orb flying at her foe.
(Damage: 80% Int/Effect: Can be linked with Cool Orb and Thunder Orb for double Mp/Range: 5 Cells/Mp: 9/Element: Fire)
- Cool Orb- Nami releases an orb of cold, sending the orb flying at her foe.
(Damage: 80% Int/Effect: Can be linked with Heat Orb and Thunder Orb for double Mp/Range: 5 Cells/Mp: 9/Element: Ice)
- Thunder Orb- Nami releases an orb of lightning, sending the orb flying at her foe.
(Damage: 80% Int/Effect: Can be linked with Heat Orb and Cool Orb for double Mp/Range: 5 Cells/Mp: 9/Element: Lightning)
(Damage: 120% Atk/Effect: --/Range: 3 Cells/Mp: 8/Element: --)
+ Cloudy Tempest- Nami attaches the three Clima-tact pieces so that it resembles a rifle, causing flowers sprout from the tip the aroma alluring her foe whilst still dealing minor damage.
(Damage: 90% Atk/Effect: Charm 50%/Range: Adjacent Cell/Mp: 14/Element: --)
+ Thunder Tempest- Nami attaches the three Clima-tact pieces so that they form a Y, she then jerks the single prong at her foe causing a Boxing Glove to spring from the tip.
(Damage: 140% Atk/Effect: --/Range: 2 Cells/Mp: 10/Element: --)
+ Rain Tempest- Nami seperates each piece, balancing them in her hands, sprinkler like water spouting from each tip. Nami twirls around, resembling a sprinkler, the water from the Clima-tact healing those nearby.
(Heal: 60% Int/Effect: --/Range: Surrounding Cells/Mp: 12/Element: Water)
+ Cyclone Tempest- Nami puts two pieces of the Clima-tact in an X formation on top of the third. She flings the X piece at her foe, having it deal minor physcial damage before inflicting wind damage.
(Damage: 100% Atk/120% Int/Effect: --/Range: 3 Cell/Mp: 12/Element: Wind)
+ Mirage Tempest- Nami releases several cool orbs into the air, causing the water vapor to reflect her image.
(Damage: --/Effect: Creates Two Nami Clones/Range: Surrounding Cells/Mp: 16/Element: --)
+ Thunderbolt Tempest- Nami releases six heat and cool orbs, causing a giant thundercloud to loom overhead. She then releases a single thunder orb, causing lightning to ravage an area.
(Damage: 30% Pierce Int x 3/30% Pierce Int x 3/120% Int Damage/Effect: Final Hit damages Target and Surrounding Cells/Range: 3 Cells/Mp: 24/Element: Fire[First 3 Hits]/Ice [Second 3 Hits]/Lightning [Final Hit])
+ Foggy Tempest- Nami releases many colliding heat and cool orbs, causing a huge fog to blanket the battlefield.
(Damage: --/Effect: Evasion Rate +50%/Range: Infinite/Mp: 36/Element: --)
+ Thunderstorm Tempest- Nami creates a thunder cloud out of heat and cool orbs, then she throws the triangle shaped Clima-tact into the thunder cloud, causing a single strike of lightning to hit her foe.
(Damage: 180% Int/Effect: --/Range: Single Foe/Mp: 18/Element: Lightning)
+ Swing Arm- Nami slashes the foes directly in front of her with the Clima-tact.
(Damage: 140% Atk/Effect: --/Range: 1x3 Cell Line/Mp: 10/Element: --)
+ Thunder Lance Tempest- Nami charges the Clima-tact with lightning, causing it to sharpen to a point, she then stabs the foe in front of her.
(Damage: 200% Atk/Effect: Paralyze 50%/Range: Adjacent Cell/Mp: 36/Element: Lightning)
+ Lightning Rod Tempest- Nami charges the Clima-tact with lightning then stabs out into the air in front of her, causing the lightning to jump and attack the foes in her wake.
(Damage: 150% Int/Effect: Paralyze 50%/Range: Straight Line/Mp: 36/Element: Lightning)
+ Ocean Tempest- Nami creates a special rain cloud that causes a small pond to build up around her.
(Damage: --/Effect: Creates Water Cell/Range: Surrounding Cells/Mp: 24/Element: Water)
+ Tidal Wave Tempest- Nami changes the climate in the air, causing the push and pull on the water around her to become incrediblely stronger, a giant wave tackling her foes.
(Damage: 160% Int/Effect: Wet 50%/Requires 5 Water Cells/Range: All Enemies/Mp: 24/Element: Water)
+ Cyclone Burst- Nami slams the Clima-tact on the ground, causing strong winds to blast her foe back with wiping winds.
(Damage: 100% Atk/180% Int/Effect: Forces Foe back 2 Cells/Range: Adjacent Cell/Mp: 16/Element: Air)
-------------------
R-Ability:
-------------------
S-Ability:
+ Natural Tempest- Nami's Mp Costs for Tempest! abilities are cut in half.
-------------------
D-Ability: Tornado Tempest- Nami reforms the Clima-tact in a T formation, spinning it wildly until strong winds surround an enemy and blow them away.
(Damage: 200% Pierce Int/Effect: Blows Targeted Enemy 3 cells back/Range: Adjacent Cell/Mp: --/Element: Air)
-------------------
Stats:
Hp: 15
Mp: 20 (+5 from Compass Bracer)
Atk: 3 (+1 from Clima-tact)
Def: 3 (+1 from Island Clothing)
Int: 3 (+1 from Clima-tact)
Spr: 3 (+1 from Island Clothing)
Move: 2 Cells (+1 from Weather Forcer Profession)
-------------------
Skill Points: 0
Re: Chronicles of Frae: The Terror Profiles
Name: Nisa Kroft
Age: 15
Gender: Female
Appearance:
Profession: Chocobo Knight- The one who claims this profession is able to tame and ride different types of Chocobo. Their abilities change depending on the color of Chocobo they ride. (Shieldbearer) (Chocobo Rider)
Level: 3
Exp: 0/10
-------------------
Weapon: Choco Sword- A blade belonging to a Chocobo Knight, it is sturdy, but isn't the most powerful of weapons.
Shield: Choco Shield- A sheild belonging to a Chocobo Knight, it is sturdier than a regular shield and can block off some attacks. (5% Chance of Blocking)
Armor: Choco Mail- A suit of light weight armor belonging to a Chocobo Knight, it is quite sturdy for its weight, but isn't the toughest of armor.
Accessory: Chocobo Whistle- A Whistle that calls Chocobos to the user's aid.
-------------------
A-Ability: Chococraft
+ Chocobo- Nisa calls a regular Chocobo to her aid in order to fight with Chocobo Tactics.
(Damage: --/Effect: Nisa becomes Chocobo Rider/Chocobo Abilities Available/Range: Self/Mp: --/Element: --)
- Chocobo Kick- Nisa orders her Chocobo to rush her foe and kick her foe.
(Damage: 100% Atk/Effect: --/Range: Straight Line/Mp: 10/Element: --)
- Chocobo Rush- Nisa orders her Chocobo to move faster than normal, allowing her to move twice as far or act twice as much as normal.
(Damage: --/Effect: Haste/Range: Self/Mp: 8/Element: --)
- Chocobo Guard- Nisa orders her Chocobo to cover an ally so that she takes the damage the ally would have taken.
(Damage: --/Effect: Cover/Range: Single Ally/Mp: 8/Element: --)
- Chocobo Peck- Nisa orders her Chocobo to rush over to an enemy and peck them.
(Damage: 50% Pierce Atk/Effect: --/Range: Adjacent Cell/Mp: 6/Element: --)
- Chocobo Element- Nisa orders her Chocobo to draw the elements inside itself and force them into nature to provide herself or her allies with Elemental Power.
(Damage: --/Effect: Adds Element to next attack/Range: 3 Cells/Mp: 10/Element: Varies)
+ White Chocobo- Nisa calls a White Chocobo to her aid in order to fight.
(Damage: --/Effect: Nisa becomes Chocobo Healer/White Chocobo Abilities Available/Range: Self/Mp: --/Element: --)
- Choco Cure- Nisa orders her Chocobo to cover an ally or herself in a green light, healing minor wounds.
(Heal: 25% Max Hp/Effect: --/Range: 3 Cells/Mp: 10/Element: --)
- Choco Esuna- Nisa orders her Chocobo to cover an ally or herself in an orange light, curing one of their negative status effects.
(Damage: --/Effect: Remove 1 Negative Status Condition/Range: 3 Cells/Mp: 8/Element: --)
- Choco Regen- Nisa orders her Chocobo to use its energy to make the party slowly regenerate.
(Damage: --/Effect: Regen/Range: All Allies/Mp: 24/Element: --)
- Choco Mp Regen- Nisa orders her Chocobo to use its energy to make the party slowly regenerate mana.
(Damage: --/Effect: Mp Regen/Range: All Allies/Mp: 24/Element: --)
- Choco Protect- Nisa orders her Chocobo to cover an ally or herself with its physically protective mana.
(Damage: --/Effect: Protect/Range: 3 Cells/Mp: 8/Element: --)
- Choco Shell- Nisa orders her Chocobo to cover an ally or herself with its magically protective mana.
(Damage: --/Effect: Shell/Range: 3 Cells/Mp: 8/Element: --)
+ Black Chocobo- Nisa calls a Black Chocobo to her aid in order to fight.
(Damage: --/Effect: Nisa becomes Chocobo Elementalist/Black Chocobo Abilities Available/Range: Self/Mp: --/Element: --)
- Choco P-Trio- Nisa orders her Chocobo to summon forth one of the primary trio of elements, fire; ice; and lightning, and strike an enemy with it.
(Damage: 120% Atk/Effect: --/Range: Adjacent Cell/Mp: 6/Element: Fire/Ice/Lightning)
- Choco S-Trio- Nisa orders her Chocobo to summon forth one of the secondary trio of elements, water; air; and earth, and strike an enemy with it.
(Damage: 120% Atk/Effect: --/Range: Adjacent Cell/Mp: 6/Element: Water/Air/Earth)
- Choco O-Duo- Nisa orders her Chocobo to summon forth one of the opposite duo of elements, light; and dark, and strike an enemy with it.
(Damage: 120% Atk/Effect: --/Range: Adjacent Cell/Mp: 6/Element: Light/Dark)
- Choco Meteor- Nisa orders her Chocobo to fire a meteor at a single foe.
(Damage: 150% Atk/Effect: --/Range: Single Foe/Mp: 18/Element: --)
- Choco Death- Nisa orders her Chocobo to give its life to kill a foe.
(Damage: --/Effect: Instant Death 25%/All Chococraft skills become unusable/Range: Single Enemy/Mp: 72/Element: --)
-------------------
R-Ability:
+ Choco Counter- Whenever Nisa is attacked, she counters for 100% Atk Damage if she's in range. If she is attacked while riding a Chocobo, she will automatically counter for 100% Atk Damage no matter if she is in range.
-------------------
S-Ability:
+ Chocobo Pride- When Nisa reaches 50% or less Hp, she gains Bravery Status.
-------------------
D-Ability: Chocobo Stampede- Nisa calls forth every color of Chocobo, having them wildly run over all the enemies on the battlefield.
(Damage: 100% Pierce Atk/Effect: --/Range: All Enemies/Mp: --/Element: --)
-------------------
Stats:
Hp: 25
Mp: 20 (+5 from Chocobo Whistle)
Atk: 5 (+2 from Choco Sword)
Def: 5 (+1 from Choco Mail) (+1 from Choco Shield)
Int: 0
Spr: 4 (+1 from Choco Mail)
Move: 2 Cells (+1 from Chocobo Knight Profession)
-------------------
Skill Points: 1
Age: 15
Gender: Female
Appearance:
- Spoiler:
Profession: Chocobo Knight- The one who claims this profession is able to tame and ride different types of Chocobo. Their abilities change depending on the color of Chocobo they ride. (Shieldbearer) (Chocobo Rider)
Level: 3
Exp: 0/10
-------------------
Weapon: Choco Sword- A blade belonging to a Chocobo Knight, it is sturdy, but isn't the most powerful of weapons.
Shield: Choco Shield- A sheild belonging to a Chocobo Knight, it is sturdier than a regular shield and can block off some attacks. (5% Chance of Blocking)
Armor: Choco Mail- A suit of light weight armor belonging to a Chocobo Knight, it is quite sturdy for its weight, but isn't the toughest of armor.
Accessory: Chocobo Whistle- A Whistle that calls Chocobos to the user's aid.
-------------------
A-Ability: Chococraft
+ Chocobo- Nisa calls a regular Chocobo to her aid in order to fight with Chocobo Tactics.
(Damage: --/Effect: Nisa becomes Chocobo Rider/Chocobo Abilities Available/Range: Self/Mp: --/Element: --)
- Chocobo Kick- Nisa orders her Chocobo to rush her foe and kick her foe.
(Damage: 100% Atk/Effect: --/Range: Straight Line/Mp: 10/Element: --)
- Chocobo Rush- Nisa orders her Chocobo to move faster than normal, allowing her to move twice as far or act twice as much as normal.
(Damage: --/Effect: Haste/Range: Self/Mp: 8/Element: --)
(Damage: --/Effect: Cover/Range: Single Ally/Mp: 8/Element: --)
- Chocobo Peck- Nisa orders her Chocobo to rush over to an enemy and peck them.
(Damage: 50% Pierce Atk/Effect: --/Range: Adjacent Cell/Mp: 6/Element: --)
- Chocobo Element- Nisa orders her Chocobo to draw the elements inside itself and force them into nature to provide herself or her allies with Elemental Power.
(Damage: --/Effect: Adds Element to next attack/Range: 3 Cells/Mp: 10/Element: Varies)
+ White Chocobo- Nisa calls a White Chocobo to her aid in order to fight.
(Damage: --/Effect: Nisa becomes Chocobo Healer/White Chocobo Abilities Available/Range: Self/Mp: --/Element: --)
- Choco Cure- Nisa orders her Chocobo to cover an ally or herself in a green light, healing minor wounds.
(Heal: 25% Max Hp/Effect: --/Range: 3 Cells/Mp: 10/Element: --)
- Choco Esuna- Nisa orders her Chocobo to cover an ally or herself in an orange light, curing one of their negative status effects.
(Damage: --/Effect: Remove 1 Negative Status Condition/Range: 3 Cells/Mp: 8/Element: --)
(Damage: --/Effect: Regen/Range: All Allies/Mp: 24/Element: --)
- Choco Mp Regen- Nisa orders her Chocobo to use its energy to make the party slowly regenerate mana.
(Damage: --/Effect: Mp Regen/Range: All Allies/Mp: 24/Element: --)
- Choco Protect- Nisa orders her Chocobo to cover an ally or herself with its physically protective mana.
(Damage: --/Effect: Protect/Range: 3 Cells/Mp: 8/Element: --)
- Choco Shell- Nisa orders her Chocobo to cover an ally or herself with its magically protective mana.
(Damage: --/Effect: Shell/Range: 3 Cells/Mp: 8/Element: --)
+ Black Chocobo- Nisa calls a Black Chocobo to her aid in order to fight.
(Damage: --/Effect: Nisa becomes Chocobo Elementalist/Black Chocobo Abilities Available/Range: Self/Mp: --/Element: --)
- Choco P-Trio- Nisa orders her Chocobo to summon forth one of the primary trio of elements, fire; ice; and lightning, and strike an enemy with it.
(Damage: 120% Atk/Effect: --/Range: Adjacent Cell/Mp: 6/Element: Fire/Ice/Lightning)
- Choco S-Trio- Nisa orders her Chocobo to summon forth one of the secondary trio of elements, water; air; and earth, and strike an enemy with it.
(Damage: 120% Atk/Effect: --/Range: Adjacent Cell/Mp: 6/Element: Water/Air/Earth)
(Damage: 120% Atk/Effect: --/Range: Adjacent Cell/Mp: 6/Element: Light/Dark)
- Choco Meteor- Nisa orders her Chocobo to fire a meteor at a single foe.
(Damage: 150% Atk/Effect: --/Range: Single Foe/Mp: 18/Element: --)
- Choco Death- Nisa orders her Chocobo to give its life to kill a foe.
(Damage: --/Effect: Instant Death 25%/All Chococraft skills become unusable/Range: Single Enemy/Mp: 72/Element: --)
-------------------
R-Ability:
-------------------
S-Ability:
+ Chocobo Pride- When Nisa reaches 50% or less Hp, she gains Bravery Status.
-------------------
D-Ability: Chocobo Stampede- Nisa calls forth every color of Chocobo, having them wildly run over all the enemies on the battlefield.
(Damage: 100% Pierce Atk/Effect: --/Range: All Enemies/Mp: --/Element: --)
-------------------
Stats:
Hp: 25
Mp: 20 (+5 from Chocobo Whistle)
Atk: 5 (+2 from Choco Sword)
Def: 5 (+1 from Choco Mail) (+1 from Choco Shield)
Int: 0
Spr: 4 (+1 from Choco Mail)
Move: 2 Cells (+1 from Chocobo Knight Profession)
-------------------
Skill Points: 1
Last edited by SilverStorm on Sun Aug 29, 2010 10:05 pm; edited 2 times in total
Re: Chronicles of Frae: The Terror Profiles
Name: Eli Hanek
Age: 18
Gender: Male
Profession: Flame Weaver- Manipulating existing flames, flame weavers are skilled pyrokinetics that forge fire into shapes that they need to battle effectively. [fire element basic attacks, INT dmg]
Level: 2
Exp: 2/10
Weapon: Fire Rune- a mystic symbol marked on his hand that can create a flame at the user's whim. [+1 INT, range- two cells, level up]
Experience: 0/10
Armour: Bandit Garb- Garbs belonging to a Bandit, it is reinforced yet light enough to be worn by those with little strength.
Accessory: Gas flask- a small container of flammable liquid. +5 MP
A-Ability: Pyrokinesis
+ Fire Whip: Extends his flame into a narrow length to lash enemies. (100% INT, last two turns, +1 basic attack, 6 MP)
---Whiplash: Rapidly striking with his whip, he cruelly forces his foe to submit. (Can be chained with Fire whip)(100% INT, four hits, two cells, 8 MP)
+ Ember Drift: Blows gently on his rune to cause small sparks of fire to land on target (two cells, inflicts Ember status, target weak to fire, 8 MP)
--- Catching Flame: Any target with embers suddenly catches on fire. (120% INT power, all units affected with Ember status, 10 MP)
A-Ability: Item
R-Ability:
S-Ability: Flickering Sparks- chance of ember status with every basic attack
D-Ability: Burst Star- swelling his fire to a massive fireball, he causes it to explode, affecting all his enemies with waves of heat and fire. (100% piercing INT, chance of burn, chance of ember, FIRE element)
Stats:
HP: 15
MP: 25 (+5 from Gas Flask)
ATK: 0
DEF: 3 (+2 from Bandit Garb)
INT: 5 (+1 from Fire Rune)
SPR: 3 (+1 from Bandit Garb)
Move: 2
Skill Points: 1
Name: Ziggy Hanek
Age: 18
Gender: Female
Profession: Ice Weaver- manipulating the water in the air, Ice weavers form weapons and tool to strike enemies with using powerful cryokinetics. [ice element basic attacks]
Level: 2
Exp: 1/10
Weapon: Cheap Chain Sickle- a cheap weapon she saw and liked. [+1 ATK, range- two cells]
Armour: Skimpy Armour- easy to move in. But is it cold? What cold? :3
Accessory: Crystal hairpiece- A hair ornament topped with a nevermelt ice shard. [+5 MP]
A-Ability: Ice Make
+ Ice Shards: Drawing moisture into her fist, she simultaneously forms and launches several shards of ice at her foe (50% ATK, 5-10 random hits, three cells, 6 + Number of Hits MP)
+ Ice Point: Creates a crystal at the end of her sickle chain and uses it as a rope dart. (120% ATK, two cells, 8 Mp)
+Frost Scythe: Forms a scythe from her sickle (8 MP, last three turns, range: self, basic attack: chance of freeze)
A-Ability: Item
R-Ability:
S-Ability: Chilled Air- the air around her grows cold as she fights, making it easier to form her ice. MP cost reduced by 50%
D-Ability: Crystal Field- Condenses all the moisture in the air to form giant icicles to impale her enemies. (three cell radius target area, 150% piercing ATK dmg, chance of freeze)
Stats:
HP: 20
MP: 15 (+5 from Crystal Hairpiece)
ATK: 5 (+1 from Cheap Chain Sickle)
DEF: 3 (+1 from Skimpy Armor)
INT: 0 (+0 from Cheap Chain Sickle)
SPR: 4 (+0 from Skimpy Armor)
Move: 2 (+1 from Ice Weaver Profession)
Skill Points: 0
Age: 18
Gender: Male
- Appearance:
Profession: Flame Weaver- Manipulating existing flames, flame weavers are skilled pyrokinetics that forge fire into shapes that they need to battle effectively. [fire element basic attacks, INT dmg]
Level: 2
Exp: 2/10
Weapon: Fire Rune- a mystic symbol marked on his hand that can create a flame at the user's whim. [+1 INT, range- two cells, level up]
Experience: 0/10
Armour: Bandit Garb- Garbs belonging to a Bandit, it is reinforced yet light enough to be worn by those with little strength.
Accessory: Gas flask- a small container of flammable liquid. +5 MP
A-Ability: Pyrokinesis
+ Fire Whip: Extends his flame into a narrow length to lash enemies. (100% INT, last two turns, +1 basic attack, 6 MP)
---Whiplash: Rapidly striking with his whip, he cruelly forces his foe to submit. (Can be chained with Fire whip)(100% INT, four hits, two cells, 8 MP)
+ Ember Drift: Blows gently on his rune to cause small sparks of fire to land on target (two cells, inflicts Ember status, target weak to fire, 8 MP)
--- Catching Flame: Any target with embers suddenly catches on fire. (120% INT power, all units affected with Ember status, 10 MP)
A-Ability: Item
R-Ability:
S-Ability: Flickering Sparks- chance of ember status with every basic attack
D-Ability: Burst Star- swelling his fire to a massive fireball, he causes it to explode, affecting all his enemies with waves of heat and fire. (100% piercing INT, chance of burn, chance of ember, FIRE element)
Stats:
HP: 15
MP: 25 (+5 from Gas Flask)
ATK: 0
DEF: 3 (+2 from Bandit Garb)
INT: 5 (+1 from Fire Rune)
SPR: 3 (+1 from Bandit Garb)
Move: 2
Skill Points: 1
Name: Ziggy Hanek
Age: 18
Gender: Female
- Appearance:
Profession: Ice Weaver- manipulating the water in the air, Ice weavers form weapons and tool to strike enemies with using powerful cryokinetics. [ice element basic attacks]
Level: 2
Exp: 1/10
Weapon: Cheap Chain Sickle- a cheap weapon she saw and liked. [+1 ATK, range- two cells]
Armour: Skimpy Armour- easy to move in. But is it cold? What cold? :3
Accessory: Crystal hairpiece- A hair ornament topped with a nevermelt ice shard. [+5 MP]
A-Ability: Ice Make
+ Ice Shards: Drawing moisture into her fist, she simultaneously forms and launches several shards of ice at her foe (50% ATK, 5-10 random hits, three cells, 6 + Number of Hits MP)
+ Ice Point: Creates a crystal at the end of her sickle chain and uses it as a rope dart. (120% ATK, two cells, 8 Mp)
+Frost Scythe: Forms a scythe from her sickle (8 MP, last three turns, range: self, basic attack: chance of freeze)
A-Ability: Item
R-Ability:
S-Ability: Chilled Air- the air around her grows cold as she fights, making it easier to form her ice. MP cost reduced by 50%
D-Ability: Crystal Field- Condenses all the moisture in the air to form giant icicles to impale her enemies. (three cell radius target area, 150% piercing ATK dmg, chance of freeze)
Stats:
HP: 20
MP: 15 (+5 from Crystal Hairpiece)
ATK: 5 (+1 from Cheap Chain Sickle)
DEF: 3 (+1 from Skimpy Armor)
INT: 0 (+0 from Cheap Chain Sickle)
SPR: 4 (+0 from Skimpy Armor)
Move: 2 (+1 from Ice Weaver Profession)
Skill Points: 0
Similar topics
» Chronicles of Frae: The Terror
» Chronicles of Frae: The Renaissance Profiles
» Chronicles of Frae: Rising to Power Profiles
» Ellon Chronicles: Dreams on the Horizon [Character Profiles]
» Chronicles of Frae Discussion Thread
» Chronicles of Frae: The Renaissance Profiles
» Chronicles of Frae: Rising to Power Profiles
» Ellon Chronicles: Dreams on the Horizon [Character Profiles]
» Chronicles of Frae Discussion Thread
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