Silver's Creative Compendium Revamped
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Re: Silver's Creative Compendium Revamped
Name: Nicolas "Nic" Beckham
Age: 19
Gender: Male
Appearance:
Profession:
Exp: 0/36
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Weapon: Flare Burst- Orange gloves accented with purple-blue trim that were made with an ample supply of fire mana which can be released at will. (Fire Elemental) (Enables Flare Burst)
--- Flare Burst- The user snaps lighting a small flame at the tip of his pointer finger which then flashes through the air and bursts upon impact. 100% Int Damage. Chance of Burn. Range: 3 Cells. Fire Elemental.
Armor: Concealment- Gray cloak that enables the one who wears it to sort of blend in and avoid attention. (Immune Center of Attention)
Accessory: Magician's Hat- If it was not obvious enough already, this makes one's profession pretty clear.
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A-Ability: Affected Magic
+ Lick of Flame- The user conjures a small flickering flame in his hand before making an upper-cut motion that causes flame to rise up from the ground underneath his target. 100% Int Damage. 50% Chance of Poison. Range: 4 Cells. 6 Mp. Fire Elemental.
+ Diamond Reduct- The user makes a fist with his hand causing a large block of ice to appear above his target's head and then drops his hand causing the block to continuously batter the target over and over again. 90% Int Damage. 4 Hits. 50% Chance of Shrink. Range: 3 Cells. 10 Mp. Ice Elemental.
+ Fulmination- The user crosses an arm over his chest before spinning and bringing it back to his side causing a burst of lightning to rain down on his target. 75% Int Damage. 50% Chance of Stop. Range: 5 Cells. 12 Mp. Lightning Elemental.
+ Sorrowful Waters- The user performs a series of movements that form a sort of cross before punching through its middle, causing a torrent of water to flood out at rapid speeds and wrap itself around the target like a tendril. 120% Int Damage. 50% Chance of Curse. Range: 4 Cells. 8 Mp. Water Elemental.
+ Thunderclap- The user charges mana to his hands before clapping them together releasing a pulse of electricity which expands outwards and shocks those it touches. 100% Int Damage. 50% Chance of Silence. Range: 2 Cell Radius. 16 Mp. Lightning Elemental.
+ Firebolt Flash- The user rubs his fingers together, mana forcing flames to ignite at his fingertips which he commands to grow as he throws his engulfed hand around; needle-like strings of flame surge through the air and burst upon contact. 75% Int Damage. 5 Hits. 50% Chance of Burn. Range: 4 Cells. 12 Mp. Fire Elemental.
+ Frostbite- The user thrusts his palms outward causing a wall of ice to appear in front of him and fly forward at the target. Upon making contact with the target the wall shatters and the shards recollect around the target and sink into their system. 140% Int Damage. 50% Chance of Mana Drain. Range: 4 Frontal Cells [One Target]. 18 Mp. Ice Elemental.
+ Nova- The user forces all of his mana into his palms and raises his hands above his head, mana collecting until there is a large spiraling sphere of the substance collected just above him. With a quick snap the mana catches aflame and flares violently before the user directs it towards the target of his choosing, the enormous fireball exploding upon contact, catching all nearby in flame. 200% Int Damage. Range: 5 Cells + 2 Cell Radius. 32 Mp. Fire Elemental.
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A-Ability: Afflicted Spellcasting
+ Arcane Knowledge- The user draws forth his mana and cycles it, closing his eyes so that he may calm his mind and boost his control over his magic. No Damage. Bestows Doublecast; Bestows Mp Regen. Range: Self. 16 Mp.
+ Siren's Song- The user utilizes his knowledge of the workings of mana and causes it to replicate a mythical tune which lures sailors to their death at sea, further utilizing his mana to make the song a reality. As a wave of mana washes over the battlefield, those touched by it feel as though the sea is tossing them about wildly before it ultimately drags them under, never to be seen again. 125% Int Damage. 25% Chance of Drown. Range: All Enemies. 36 Mp. Water Element.
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R-Ability:
+ Absorb Force- Upon having a magic attack cast at the user, he conjures a barrier of mana that absorbs the spell and increases the power behind his own slightly. Whenever the user is hit with an Int-based attack boost the user's Int-based damage output by 10%. Stacks 5 times.
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S-Ability:
+ Perfected Addition- The user has practiced for hours on end to make his spells not only powerful but easily surprising as well. The user's Int and chances of inflicting negative status conditions are increased by 10% passively.
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D-Ability: Conflagration- The user tosses a fireball at his target at such a pace that it is easily blocked by the user's target. The user crosses his arms, shaking his head in annoyance before conjuring a large surge of mana that culminates into a gigantic sphere of flame that the user then releases in the form of a large stream that leaves no corner of the battlefield untouched. When the fires finally die out one finds that the flames have forever immortalized the damage in stone evermore. 100% Pierce Int Damage. 50% Chance of Petrify. Range: All Enemies. 0 Mp. Fire Elemental.
Age: 19
Gender: Male
Appearance:
- Spoiler:
Profession:
- Spoiler:
- + Mage- Little more than a basic title for one able to use magic, however the one who claims this profession casts spells that have a little surprise for those hit by them. (Equip: Gloves)
+ Sage- A little more practiced than your average Mage, the one who claims this profession has perfected the basic use of spellcraft and advanced his abilities so that his magic really sticks to his targets. (Poisoned Magic) (Damage: Int) (+1 Basic Attack) (Equip: Gloves)
Poisoned Magic: The user natura mana is laced with advanced mana particles that increase the chances of inflicting adverse status effects. +10% Chance of Inflicting Negative Statuses.
Exp: 0/36
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Weapon: Flare Burst- Orange gloves accented with purple-blue trim that were made with an ample supply of fire mana which can be released at will. (Fire Elemental) (Enables Flare Burst)
--- Flare Burst- The user snaps lighting a small flame at the tip of his pointer finger which then flashes through the air and bursts upon impact. 100% Int Damage. Chance of Burn. Range: 3 Cells. Fire Elemental.
Armor: Concealment- Gray cloak that enables the one who wears it to sort of blend in and avoid attention. (Immune Center of Attention)
Accessory: Magician's Hat- If it was not obvious enough already, this makes one's profession pretty clear.
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A-Ability: Affected Magic
+ Lick of Flame- The user conjures a small flickering flame in his hand before making an upper-cut motion that causes flame to rise up from the ground underneath his target. 100% Int Damage. 50% Chance of Poison. Range: 4 Cells. 6 Mp. Fire Elemental.
+ Diamond Reduct- The user makes a fist with his hand causing a large block of ice to appear above his target's head and then drops his hand causing the block to continuously batter the target over and over again. 90% Int Damage. 4 Hits. 50% Chance of Shrink. Range: 3 Cells. 10 Mp. Ice Elemental.
+ Fulmination- The user crosses an arm over his chest before spinning and bringing it back to his side causing a burst of lightning to rain down on his target. 75% Int Damage. 50% Chance of Stop. Range: 5 Cells. 12 Mp. Lightning Elemental.
+ Sorrowful Waters- The user performs a series of movements that form a sort of cross before punching through its middle, causing a torrent of water to flood out at rapid speeds and wrap itself around the target like a tendril. 120% Int Damage. 50% Chance of Curse. Range: 4 Cells. 8 Mp. Water Elemental.
+ Thunderclap- The user charges mana to his hands before clapping them together releasing a pulse of electricity which expands outwards and shocks those it touches. 100% Int Damage. 50% Chance of Silence. Range: 2 Cell Radius. 16 Mp. Lightning Elemental.
+ Firebolt Flash- The user rubs his fingers together, mana forcing flames to ignite at his fingertips which he commands to grow as he throws his engulfed hand around; needle-like strings of flame surge through the air and burst upon contact. 75% Int Damage. 5 Hits. 50% Chance of Burn. Range: 4 Cells. 12 Mp. Fire Elemental.
+ Frostbite- The user thrusts his palms outward causing a wall of ice to appear in front of him and fly forward at the target. Upon making contact with the target the wall shatters and the shards recollect around the target and sink into their system. 140% Int Damage. 50% Chance of Mana Drain. Range: 4 Frontal Cells [One Target]. 18 Mp. Ice Elemental.
+ Nova- The user forces all of his mana into his palms and raises his hands above his head, mana collecting until there is a large spiraling sphere of the substance collected just above him. With a quick snap the mana catches aflame and flares violently before the user directs it towards the target of his choosing, the enormous fireball exploding upon contact, catching all nearby in flame. 200% Int Damage. Range: 5 Cells + 2 Cell Radius. 32 Mp. Fire Elemental.
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A-Ability: Afflicted Spellcasting
+ Arcane Knowledge- The user draws forth his mana and cycles it, closing his eyes so that he may calm his mind and boost his control over his magic. No Damage. Bestows Doublecast; Bestows Mp Regen. Range: Self. 16 Mp.
+ Siren's Song- The user utilizes his knowledge of the workings of mana and causes it to replicate a mythical tune which lures sailors to their death at sea, further utilizing his mana to make the song a reality. As a wave of mana washes over the battlefield, those touched by it feel as though the sea is tossing them about wildly before it ultimately drags them under, never to be seen again. 125% Int Damage. 25% Chance of Drown. Range: All Enemies. 36 Mp. Water Element.
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R-Ability:
+ Absorb Force- Upon having a magic attack cast at the user, he conjures a barrier of mana that absorbs the spell and increases the power behind his own slightly. Whenever the user is hit with an Int-based attack boost the user's Int-based damage output by 10%. Stacks 5 times.
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S-Ability:
+ Perfected Addition- The user has practiced for hours on end to make his spells not only powerful but easily surprising as well. The user's Int and chances of inflicting negative status conditions are increased by 10% passively.
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D-Ability: Conflagration- The user tosses a fireball at his target at such a pace that it is easily blocked by the user's target. The user crosses his arms, shaking his head in annoyance before conjuring a large surge of mana that culminates into a gigantic sphere of flame that the user then releases in the form of a large stream that leaves no corner of the battlefield untouched. When the fires finally die out one finds that the flames have forever immortalized the damage in stone evermore. 100% Pierce Int Damage. 50% Chance of Petrify. Range: All Enemies. 0 Mp. Fire Elemental.
Last edited by Silver on Sat Jun 11, 2016 9:37 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Isra Ventael
Age: 19
Gender: Female
Appearance:
Profession: Reverser- Very interesting indeed, the one who claims this profession has learned to manipulate the fabrics that bind one's actions and manipulate them as she sees fit. (Damage: Int) (Equip: Ribbons)
Level: 9
Exp: 0/24
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Weapon: Ancient Ribbon- Golden ribbon with strange symbols written upon it that activates strange magics. (Range: 5 Cells) (Added Effect: Seal)
Armor: Waterproof Clothing- Clothing that is perfect for someone seeking to avoid getting wet. (Immune Wet)
Accessory: Celestial Robes- Outer vestment used in rituals to help the wearer connect with the gods. (+15% Mp)
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A-Ability: Reversal
+ Return- The user activates a small symbol in the air that glow an eerie gold color before attaching to the user's target and draining the user of that which afflicts her, instead placing it on the target. No Damage. Removes 1 Negative Status Condition from the User and Inflicts it upon the target. Minor Effect on Bosses. Range: 3 Cells. 12 Mp.
--- Remove- The user proceeds to activate a larger symbol which shines with the same golden light that drains the target of their affliction and then releases it in the form of a beam of energy. 5% Max Hp Damage. Removes 1 Negative Status Condition. Range: Set. 8 Mp.
+ Reward- The user activates a circular symbol in the air that releases string like energy that attach to the user and her target and then pulses causing the target's advantages to be drained from them and gifted upon the user. No Damage. Dispels 1 Positive Status Effect and Bestows it upon the user. Range: 3 Cells. 12 Mp.
+ Reflect- The user creates a symbol around an ally that then connects to her and makes a replica of the advantages bestowed upon herself. No Damage. Bestows 1 Positive Status Effect already placed on the User. Range: 3 Cells. 10 Mp.
+ Reinforce- The user fills a fading seal with her mana allowing it to last longer. No Damage. Increases Duration of All Status Effects Bestowed or Inflicted by the User by 2 Turns. Range: 3 Cells. 10 Mp.
+ Remedy- The user places a symbol that causes wounds to close up and heal quickly. 100% Int Healing. Range: 3 Cells. 8 Mp.
+ Revise- The user activates a large seal in the air that causes the very fabric of time to shift around a target and undo what they have done. Undoes enemy move and act actions from its previous turn. Range: Single Enemy. 12 Mp.
+ Retribution- The user activates an immense seal that takes in all of the user's anguish and projects it in the form of a beam of energy that scathes the user's target completely. Deals Damage equal to the amount of Damage the user has taken. Resets upon use. Range: 4 Cells. All Mp.
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A-Ability: Item
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R-Ability:
+ Resistance- The user will always attempt to fight off that which may stop her from easing the burdens of others. Upon being inflicted with a negative status condition that prevents her from taking an Act Action, there is a 25% chance it will be cured automatically.
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S-Ability:
+ Afflicted- The user can willingly take on the burdens of the world so that she may use them against those that seek to further add to misery. When activated inflicts a random negative status condition on the user. Can not be activated if the user is already inflicted with a negative status condition.
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D-Ability: Release- The user creates a small door like symbol on her chest and then activates it causing a literal door inside of herself to swing open and release a torrent of malice and torment upon those that have presented themselves as enemies before her. 100% Pierce Int Damage. Range: All Enemies. 0 Mp.
Age: 19
Gender: Female
Appearance:
- Spoiler:
Profession: Reverser- Very interesting indeed, the one who claims this profession has learned to manipulate the fabrics that bind one's actions and manipulate them as she sees fit. (Damage: Int) (Equip: Ribbons)
Level: 9
Exp: 0/24
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Weapon: Ancient Ribbon- Golden ribbon with strange symbols written upon it that activates strange magics. (Range: 5 Cells) (Added Effect: Seal)
Armor: Waterproof Clothing- Clothing that is perfect for someone seeking to avoid getting wet. (Immune Wet)
Accessory: Celestial Robes- Outer vestment used in rituals to help the wearer connect with the gods. (+15% Mp)
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A-Ability: Reversal
+ Return- The user activates a small symbol in the air that glow an eerie gold color before attaching to the user's target and draining the user of that which afflicts her, instead placing it on the target. No Damage. Removes 1 Negative Status Condition from the User and Inflicts it upon the target. Minor Effect on Bosses. Range: 3 Cells. 12 Mp.
--- Remove- The user proceeds to activate a larger symbol which shines with the same golden light that drains the target of their affliction and then releases it in the form of a beam of energy. 5% Max Hp Damage. Removes 1 Negative Status Condition. Range: Set. 8 Mp.
+ Reward- The user activates a circular symbol in the air that releases string like energy that attach to the user and her target and then pulses causing the target's advantages to be drained from them and gifted upon the user. No Damage. Dispels 1 Positive Status Effect and Bestows it upon the user. Range: 3 Cells. 12 Mp.
+ Reflect- The user creates a symbol around an ally that then connects to her and makes a replica of the advantages bestowed upon herself. No Damage. Bestows 1 Positive Status Effect already placed on the User. Range: 3 Cells. 10 Mp.
+ Reinforce- The user fills a fading seal with her mana allowing it to last longer. No Damage. Increases Duration of All Status Effects Bestowed or Inflicted by the User by 2 Turns. Range: 3 Cells. 10 Mp.
+ Remedy- The user places a symbol that causes wounds to close up and heal quickly. 100% Int Healing. Range: 3 Cells. 8 Mp.
+ Revise- The user activates a large seal in the air that causes the very fabric of time to shift around a target and undo what they have done. Undoes enemy move and act actions from its previous turn. Range: Single Enemy. 12 Mp.
+ Retribution- The user activates an immense seal that takes in all of the user's anguish and projects it in the form of a beam of energy that scathes the user's target completely. Deals Damage equal to the amount of Damage the user has taken. Resets upon use. Range: 4 Cells. All Mp.
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A-Ability: Item
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R-Ability:
+ Resistance- The user will always attempt to fight off that which may stop her from easing the burdens of others. Upon being inflicted with a negative status condition that prevents her from taking an Act Action, there is a 25% chance it will be cured automatically.
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S-Ability:
+ Afflicted- The user can willingly take on the burdens of the world so that she may use them against those that seek to further add to misery. When activated inflicts a random negative status condition on the user. Can not be activated if the user is already inflicted with a negative status condition.
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D-Ability: Release- The user creates a small door like symbol on her chest and then activates it causing a literal door inside of herself to swing open and release a torrent of malice and torment upon those that have presented themselves as enemies before her. 100% Pierce Int Damage. Range: All Enemies. 0 Mp.
Re: Silver's Creative Compendium Revamped
Name: Isadora Laevin
Age: 18
Gender: Female
Appearance:
Mutable Ultima: The user comes with a D-Ability known as Finisher which starts off in a basic form; at any point the user learns an ability from another unit, the user may alter Finisher to become a version befitting that of the unit the ability was learned from.
Level: 4
Exp: 0/16
Weapon: Flimsy Whip- Poorly made whip that is practically falling apart. (Range: 2 Cells)
Armor: Traditional Garb- Garments that are traditionally worn for ceremonies.
Accessory: Iron Ring- Not the most beautiful accessory, but it does have one redeeming quality.
A-Ability: Watch and Learn
+Preparation – Reads into the body language and manners of the user's target to understand more about them. No Damage. Details Resistances, Weaknesses, and Other Important Information. Range: Single Enemy. 8 MP.
+Learn – Observes another's attack style so that one may utilize mana to look into their mind and effectively learn one of their abilities. No Damage. Learns chosen move. Requires 1 Skill Point in addition to Mp Cost. 5 MP.
R-Ability:
+Quick Learner – Whenever the user learns a new skill, she is able to swiftly put it into routine. Enables the user to take a second act action after learning a new move.
S-Ability:
+Prosperous – The user is just that good. Gains one extra skill point every other level.
D-Ability:
+Finisher – A basic combo which utilizes the user's natural abilities to enable finish off their chosen target with one final and highly powerful attack. 50% Pierce Atk Damage. 2 Hits. 100% Pierce Atk. Range: 2 Cells. 0 MP.
Age: 18
Gender: Female
Appearance:
- Spoiler:
Mutable Ultima: The user comes with a D-Ability known as Finisher which starts off in a basic form; at any point the user learns an ability from another unit, the user may alter Finisher to become a version befitting that of the unit the ability was learned from.
Level: 4
Exp: 0/16
Weapon: Flimsy Whip- Poorly made whip that is practically falling apart. (Range: 2 Cells)
Armor: Traditional Garb- Garments that are traditionally worn for ceremonies.
Accessory: Iron Ring- Not the most beautiful accessory, but it does have one redeeming quality.
A-Ability: Watch and Learn
+Preparation – Reads into the body language and manners of the user's target to understand more about them. No Damage. Details Resistances, Weaknesses, and Other Important Information. Range: Single Enemy. 8 MP.
+Learn – Observes another's attack style so that one may utilize mana to look into their mind and effectively learn one of their abilities. No Damage. Learns chosen move. Requires 1 Skill Point in addition to Mp Cost. 5 MP.
R-Ability:
+Quick Learner – Whenever the user learns a new skill, she is able to swiftly put it into routine. Enables the user to take a second act action after learning a new move.
S-Ability:
+Prosperous – The user is just that good. Gains one extra skill point every other level.
D-Ability:
+Finisher – A basic combo which utilizes the user's natural abilities to enable finish off their chosen target with one final and highly powerful attack. 50% Pierce Atk Damage. 2 Hits. 100% Pierce Atk. Range: 2 Cells. 0 MP.
Last edited by Silver on Wed Dec 20, 2017 11:07 pm; edited 4 times in total
Re: Silver's Creative Compendium Revamped
Name: Karliah the Ruined
Age: Appears 16; Actually 34
Gender: Female
Appearance:
Profession: Dark Knight- "The darkness holds my soul, my heart trapped in its corrupt embrace." The one who claims this profession once took up her blade to protect those in need only to be consumed by darkness that attacked her weakened heart. (Equip: Swords)
Level: 7
Exp: 0/24
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Weapon: Mysterious Ruin- Powerful blade forged by the darkness of the realm in which it was found.
Armor: Black Hand- Gauntlet made out of a strange dark metal that nullifies light in the immediate area around it. (Resist Light)
Accessory: Nightingale- Strange helm with a nightingale motif that emits an aura which completely shrouds the wearer from sight. (Bestows Invisibility at the start of Battle)
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A-Ability: Corrupted Soul
+ Disension- Readies the blade at the user's eye level before spinning and delivering a powerful slash. 120% Atk Damage. 50% Chance of Critical Hit. Range: Adjacent Cell. 8 Mp.
+ Luz Rota- Draws in dark energy, expanding it to the blade through use of mana before slicing the target. 110% Atk Damage. Lowers Affinity for Light by One Stage. Range: Adjacent Cell. 12 Mp. Dark Elemental.
+ Proyeccion Tenebroso- Bathes the blade in shadow energies to sharpen it to a fine absoluteness before manipulating said energies to extend the reach of the weapon. No Damage. +20% Damage Output for Three Turns; +2 Cells Range for Three Turns. Range: Self. 10 Mp. Dark Elemental.
+ Pira Infernal- Forces shadows to converge around the target and then spark creating a segmented ring of purple flames that launch themselves at the target. 90% Int Damage. 5 Hits. Range: 3 Cells. 12 Mp. Fire Elemental.
+ Sombra Barrera- Conjures dark energy around the user so that she is better protected from future assaults. No Damage. -20% Damage Taken for Five Turns. Range: Self. 8 Mp. Dark Elemental.
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A-Ability: Item
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R-Ability:
+ Malice Aura- The user's constant aura of hate and shadow prevents those that find themselves too close to her dealing with unimaginable pain. Inflicts 80% Atk Dark Damage to any target in an adjacent cell of the user at the start of every Player Phase.
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S-Ability:
+ Tainted Presence- The user is shrouded in misery and darkness that causes all who find themselves too close to her to be unable to escape easily. Any target who in an adjacent cell of the user has their Move reduced to 1 Cell. Remains for as long as the target stays in an adjacent cell.
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D-Ability: Immortalization- Calls up shadows to attach to the target and slowly consume their form until their entire figure is trapped in a shell of dark energy. The shell proceeded to shatter, the shards of dark energy flying outward before spearing back into the target. However the torment is not over as the shadows converge once more and shroud the target once more only to freeze over and immortalize the target forever in stone. 200% Pierce Atk Damage. 75% Chance of Petrify. Range: 4 Cells. 0 Mp. Dark Elemental.
Age: Appears 16; Actually 34
Gender: Female
Appearance:
- Spoiler:
Profession: Dark Knight- "The darkness holds my soul, my heart trapped in its corrupt embrace." The one who claims this profession once took up her blade to protect those in need only to be consumed by darkness that attacked her weakened heart. (Equip: Swords)
Level: 7
Exp: 0/24
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Weapon: Mysterious Ruin- Powerful blade forged by the darkness of the realm in which it was found.
Armor: Black Hand- Gauntlet made out of a strange dark metal that nullifies light in the immediate area around it. (Resist Light)
Accessory: Nightingale- Strange helm with a nightingale motif that emits an aura which completely shrouds the wearer from sight. (Bestows Invisibility at the start of Battle)
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A-Ability: Corrupted Soul
+ Disension- Readies the blade at the user's eye level before spinning and delivering a powerful slash. 120% Atk Damage. 50% Chance of Critical Hit. Range: Adjacent Cell. 8 Mp.
+ Luz Rota- Draws in dark energy, expanding it to the blade through use of mana before slicing the target. 110% Atk Damage. Lowers Affinity for Light by One Stage. Range: Adjacent Cell. 12 Mp. Dark Elemental.
+ Proyeccion Tenebroso- Bathes the blade in shadow energies to sharpen it to a fine absoluteness before manipulating said energies to extend the reach of the weapon. No Damage. +20% Damage Output for Three Turns; +2 Cells Range for Three Turns. Range: Self. 10 Mp. Dark Elemental.
+ Pira Infernal- Forces shadows to converge around the target and then spark creating a segmented ring of purple flames that launch themselves at the target. 90% Int Damage. 5 Hits. Range: 3 Cells. 12 Mp. Fire Elemental.
+ Sombra Barrera- Conjures dark energy around the user so that she is better protected from future assaults. No Damage. -20% Damage Taken for Five Turns. Range: Self. 8 Mp. Dark Elemental.
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A-Ability: Item
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R-Ability:
+ Malice Aura- The user's constant aura of hate and shadow prevents those that find themselves too close to her dealing with unimaginable pain. Inflicts 80% Atk Dark Damage to any target in an adjacent cell of the user at the start of every Player Phase.
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S-Ability:
+ Tainted Presence- The user is shrouded in misery and darkness that causes all who find themselves too close to her to be unable to escape easily. Any target who in an adjacent cell of the user has their Move reduced to 1 Cell. Remains for as long as the target stays in an adjacent cell.
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D-Ability: Immortalization- Calls up shadows to attach to the target and slowly consume their form until their entire figure is trapped in a shell of dark energy. The shell proceeded to shatter, the shards of dark energy flying outward before spearing back into the target. However the torment is not over as the shadows converge once more and shroud the target once more only to freeze over and immortalize the target forever in stone. 200% Pierce Atk Damage. 75% Chance of Petrify. Range: 4 Cells. 0 Mp. Dark Elemental.
Re: Silver's Creative Compendium Revamped
Name: Astrid Lione
Age: 32
Gender: Female
Appearance:
Profession: Soldier- "My angle unseen by all, a cold steel heart to drive them out." The one who claims this profession fights for her own with an agenda unknown to all but herself. The consequences of her actions seem all but trivial to her. (Unparalleled Dexterity)
Unparalleled Dexterity: The user is specially trained so that her endurance is unmatched by even the most powerful fighters. +2 Move.
Level: 7
Exp: 0/24
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Weapon: Roundhouse Burst- Specially crafted boots with pistols melded into the heels that employ powerful bullet and kick-based attacks. (Range: 2 Cells) (Enables Roundhouse Burst)
--- Roundhouse Burst- Charges the target before leaping into the air and delivering a powerful kick, firing special ammunition which knocks the target away. 100% Atk Damage. Knocks Target Back 3 Cells. Range: 2 Cells.
Armor: Crimson Aegis- Automated cape colored crimson that detects incoming attacks and pulls itself in front of the user to reduce some of the impact. (-10% Physical Damage Taken)
Accessory: Shoulder Guard- Metal guard made for the shoulder that also enables the user to wear a cape with their attire.
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A-Ability: Personalized Agenda
+ Killer Enhancement- Bolsters mana to one's eyes and mind to enable one to better calculate exactly where to hit to optimize damage output. No Damage. +20% Critical Hit Rate for Five Turns. Range: Self. 8 Mp.
+ Strife- Employs a powerful combo consisting of a horizontal punch followed by an uppercut and finished with a mighty kick. 110% Atk Damage. 3 Hits. Range: Adjacent Cell. 8 Mp.
+ Somersault- Launches one's self forward in a feat of acrobatics that lands the user literally on top of the target. 100% Atk Damage. User lands in a cell adjacent to target. Range: 6 Cells. 8 Mp.
--- Strike Down- Continues the acrobatics by kicking off the target and flying into the air only to fall expertly back down upon the target and slam her dominant leg into their skull. 140% Atk Damage. 50% Chance of Addle. Range: Set. 12 Mp.
+ Pistol Kick- Leaps into the air and makes a diagonal kick which fires a bullet masterfully aimed at the target's spine. 130% Atk Damage. 50% Chance of Immobilize. Range: 3 Cells. 10 Mp.
+ Rapid Spiral- Catapults the user's self into the air and uses a powerful kick to spin one's self around wildly firing bullet upon bullet at the target. 100% Atk Damage. 12 Hits. Range: 3 Cells. 16 Mp.
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A-Ability: Item
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R-Ability:
+ Aerobatic Counter- The user easily flies through the air upon dodging and is able to get in her own attack before the attacker can stop her. Whenever the user dodges an attack the user counters for 100% Atk damage.
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S-Ability:
+ Effortless- The user has been trained so that ever move is fluid and easy as breathing. Boosts Evasion by 25% passively.
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D-Ability: Cataclysm- Utilizes every bit of dexterity and strength available to the user to leap high into the air and above the user's target. With several powerful kicks the user fires off a large amount of special bullets which create hundreds of miniature explosions upon the target. 200% Pierce Atk Damage. 25% Chance of Bloodloss. Range: 6 Cells. 0 Mp.
Age: 32
Gender: Female
Appearance:
- Spoiler:
Profession: Soldier- "My angle unseen by all, a cold steel heart to drive them out." The one who claims this profession fights for her own with an agenda unknown to all but herself. The consequences of her actions seem all but trivial to her. (Unparalleled Dexterity)
Unparalleled Dexterity: The user is specially trained so that her endurance is unmatched by even the most powerful fighters. +2 Move.
Level: 7
Exp: 0/24
-------------------
Weapon: Roundhouse Burst- Specially crafted boots with pistols melded into the heels that employ powerful bullet and kick-based attacks. (Range: 2 Cells) (Enables Roundhouse Burst)
--- Roundhouse Burst- Charges the target before leaping into the air and delivering a powerful kick, firing special ammunition which knocks the target away. 100% Atk Damage. Knocks Target Back 3 Cells. Range: 2 Cells.
Armor: Crimson Aegis- Automated cape colored crimson that detects incoming attacks and pulls itself in front of the user to reduce some of the impact. (-10% Physical Damage Taken)
Accessory: Shoulder Guard- Metal guard made for the shoulder that also enables the user to wear a cape with their attire.
-------------------
A-Ability: Personalized Agenda
+ Killer Enhancement- Bolsters mana to one's eyes and mind to enable one to better calculate exactly where to hit to optimize damage output. No Damage. +20% Critical Hit Rate for Five Turns. Range: Self. 8 Mp.
+ Strife- Employs a powerful combo consisting of a horizontal punch followed by an uppercut and finished with a mighty kick. 110% Atk Damage. 3 Hits. Range: Adjacent Cell. 8 Mp.
+ Somersault- Launches one's self forward in a feat of acrobatics that lands the user literally on top of the target. 100% Atk Damage. User lands in a cell adjacent to target. Range: 6 Cells. 8 Mp.
--- Strike Down- Continues the acrobatics by kicking off the target and flying into the air only to fall expertly back down upon the target and slam her dominant leg into their skull. 140% Atk Damage. 50% Chance of Addle. Range: Set. 12 Mp.
+ Pistol Kick- Leaps into the air and makes a diagonal kick which fires a bullet masterfully aimed at the target's spine. 130% Atk Damage. 50% Chance of Immobilize. Range: 3 Cells. 10 Mp.
+ Rapid Spiral- Catapults the user's self into the air and uses a powerful kick to spin one's self around wildly firing bullet upon bullet at the target. 100% Atk Damage. 12 Hits. Range: 3 Cells. 16 Mp.
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Aerobatic Counter- The user easily flies through the air upon dodging and is able to get in her own attack before the attacker can stop her. Whenever the user dodges an attack the user counters for 100% Atk damage.
-------------------
S-Ability:
+ Effortless- The user has been trained so that ever move is fluid and easy as breathing. Boosts Evasion by 25% passively.
-------------------
D-Ability: Cataclysm- Utilizes every bit of dexterity and strength available to the user to leap high into the air and above the user's target. With several powerful kicks the user fires off a large amount of special bullets which create hundreds of miniature explosions upon the target. 200% Pierce Atk Damage. 25% Chance of Bloodloss. Range: 6 Cells. 0 Mp.
Re: Silver's Creative Compendium Revamped
Name: Dirge (Tethys Winterfellow)
Age: 22
Gender: Female
Appearance:
Requiem: Boosts the user's Atk by 3% every time a unit is rendered KOed. Stacks ten times.
Level: 5
Exp: --/--
Weapon: Midnight Sonata – Polished violin of a deep violet hue which produces particularly dark and awe-inspiring tones. (Range: 2 Layers of Surrounding Cells)
Armor: Winter Cloak – Simple cloak worn to keep the cold out during Winter.
Accessory: Thunderclap Bow – Specialized bow infused with a large amount of lightning mana to enable the user to employ powerful lightning-based attacks. (Lightning Elemental) (+10% Lightning Damage)
A-Ability: Elegy
+Race to the Heart – Plays a fast-paced tune which causes the hearts of those that hear it to beat rapidly in anticipation. No Damage. Grants targets a second act or move action this turn. Range: Surrounding Cells. ? MP.
+Fire Within – Performs a piece connected directly to the fires that burn within the user's own heart and utilizes mana to conjure flames which transmogrify into fangs before lashing out at the target. 125% Atk Damage. Range: 4 Cells. ? MP. Fire Elemental.
+Air of Deception – Striking the bow upon the violin, an eerie fog builds and lingers before a wicked burst of lightning is sent flying from the gathered cloud. 80% Atk Damage. Low Chance of Paralysis. Increases the user's Evade by 5% for three turns. Range: 8 Cells. ? MP. Lightning Elemental.
A-Ability: Item
R-Ability:
+Song for the Fallen – Plays a melody which honors those who have fallen by lending the power they once wielded to the user. Increases the user's damage output by 10% and decreases the user's damage input by 5% every time an allied or friendly neutral unit is rendered KO. This effect stacks indefinitely but the user loses one stack every time an allied or friendly neutral unit is revived.
S-Ability:
+Lone Wolf's Aria – Embraces the feelings of standing alone against the enemy to fall into alignment and play ruthlessly. Increases the user's stats (excluding HP/MP/Critical/Evade) by 25% as long as all allied and friendly neutral units are more than five cells away from the user.
B-Ability:
+Lament of the Lonely – Plays a beautiful and somber melody which inspires compassion by spurning the lifestyle of loneliness. Alters the effects of Lone Wolf's Aria to activate while the user is within five cells or less of at least two allied and/or friendly neutral units for two turns upon activation. Can only be activated twice per battle. 3 Turn Cooldown.
E-Trigger:
+Tremulous Shift – Strikes a series of chord progressions and key changes all at once to suddenly warp at will and play disastrous melodies. The user gains the ability to teleport to any targeted cell within [User's Move x 2] and Lone Wolf's Aria's cell restriction is decreased to two cells for three turns.
D-Ability:
+Diminished to Nothingness – Plays a sharp series of chords that fade out until everything around the user fades to black. Caught in her own dimension, she continues to play but leaves a ghost of her violin behind to play in her place and submit a ferocious onslaught of musical attacks. 75% Piercing Atk Damage [Immediate]. Low Chance of Oblivion. Lone Wolf's Aria is treated as active for three turns. The user gains the ability to teleport to any cell for three turns. Any damage the user takes is stored and applied after the above effects fade. Range: 2 Layers of Surrounding Cells. Darkness Elemental.
Stats:
HP: 20
MP: 45
Atk: 8 (+2 from Midnight Sonata) (+1 from Thunderclap Bow)
Def: 5 (+1 from Winter Cloak)
Int: 1 (+0 from Midnight Sonata)
Spr: 3 (+1 from Winter Cloak)
Evade: 3%
Move: 2 Cells (+0 from Violinist Profession)
Skill Points: 0
Age: 22
Gender: Female
Appearance:
- Spoiler:
Requiem: Boosts the user's Atk by 3% every time a unit is rendered KOed. Stacks ten times.
Level: 5
Exp: --/--
Weapon: Midnight Sonata – Polished violin of a deep violet hue which produces particularly dark and awe-inspiring tones. (Range: 2 Layers of Surrounding Cells)
Armor: Winter Cloak – Simple cloak worn to keep the cold out during Winter.
Accessory: Thunderclap Bow – Specialized bow infused with a large amount of lightning mana to enable the user to employ powerful lightning-based attacks. (Lightning Elemental) (+10% Lightning Damage)
A-Ability: Elegy
+Race to the Heart – Plays a fast-paced tune which causes the hearts of those that hear it to beat rapidly in anticipation. No Damage. Grants targets a second act or move action this turn. Range: Surrounding Cells. ? MP.
+Fire Within – Performs a piece connected directly to the fires that burn within the user's own heart and utilizes mana to conjure flames which transmogrify into fangs before lashing out at the target. 125% Atk Damage. Range: 4 Cells. ? MP. Fire Elemental.
+Air of Deception – Striking the bow upon the violin, an eerie fog builds and lingers before a wicked burst of lightning is sent flying from the gathered cloud. 80% Atk Damage. Low Chance of Paralysis. Increases the user's Evade by 5% for three turns. Range: 8 Cells. ? MP. Lightning Elemental.
A-Ability: Item
R-Ability:
+Song for the Fallen – Plays a melody which honors those who have fallen by lending the power they once wielded to the user. Increases the user's damage output by 10% and decreases the user's damage input by 5% every time an allied or friendly neutral unit is rendered KO. This effect stacks indefinitely but the user loses one stack every time an allied or friendly neutral unit is revived.
S-Ability:
+Lone Wolf's Aria – Embraces the feelings of standing alone against the enemy to fall into alignment and play ruthlessly. Increases the user's stats (excluding HP/MP/Critical/Evade) by 25% as long as all allied and friendly neutral units are more than five cells away from the user.
B-Ability:
E-Trigger:
+Tremulous Shift – Strikes a series of chord progressions and key changes all at once to suddenly warp at will and play disastrous melodies. The user gains the ability to teleport to any targeted cell within [User's Move x 2] and Lone Wolf's Aria's cell restriction is decreased to two cells for three turns.
D-Ability:
+Diminished to Nothingness – Plays a sharp series of chords that fade out until everything around the user fades to black. Caught in her own dimension, she continues to play but leaves a ghost of her violin behind to play in her place and submit a ferocious onslaught of musical attacks. 75% Piercing Atk Damage [Immediate]. Low Chance of Oblivion. Lone Wolf's Aria is treated as active for three turns. The user gains the ability to teleport to any cell for three turns. Any damage the user takes is stored and applied after the above effects fade. Range: 2 Layers of Surrounding Cells. Darkness Elemental.
Stats:
HP: 20
MP: 45
Atk: 8 (+2 from Midnight Sonata) (+1 from Thunderclap Bow)
Def: 5 (+1 from Winter Cloak)
Int: 1 (+0 from Midnight Sonata)
Spr: 3 (+1 from Winter Cloak)
Evade: 3%
Move: 2 Cells (+0 from Violinist Profession)
Skill Points: 0
Last edited by Silver on Fri Jan 13, 2017 10:29 pm; edited 4 times in total
Re: Silver's Creative Compendium Revamped
Name: Lyndis
Age: 24
Gender: Female
Appearance:
Profession: Virtuoso- The one who claims this profession has highly advanced musical talents that are unparalleled, even by the most talented musicians. (Damage: Int) (Range: Infinite) (Equip: Sheet Music)
Level: 7
Exp: 0/24
-------------------
Weapon: Sinfonia della Notte- Beautiful symphony which calls out sweetly to the night, begging it to come so that all may rest. (Added Effect: Sleep)
Armor: Ritmo di Vita- Classy ring made of a strange glass like material filled with a strange fiery essence that makes one feel alive.
Accessory: Sinfonica di Risonanza- Mysterious trinket in the shape of a heart that resonates singular tones as if they were played by many musicians. (+10% Sound Damage Output)
-------------------
A-Ability: Prelude
+ Songbird's Call- Whistles several notes in a sweet manner that causes songbirds to respond with their own hearty chiming that soothes those that hear it. 100% Int Healing. Range: Surrounding Cells or Self. 10 Mp.
+ Flowing Vibrations- Conjures a harp and plays several notes in a flowing manner before manipulating the vibrations to make them harmful. 120% Int Damage. Range: All Enemies. 14 Mp.
+ Captivating Piping- Places one's hands in the position as if one were playing a flute and performs a simple piece which touches the hearts of those that hear it. No Damage. 75% Chance of Mesmerize. Range: 2 Layers of Surrounding Cells. 12 Mp.
+ Heaven's Ringing- Sends a song up to the heavens which causes angels to rejoice and ring the bells of life, sending down a warmth to raise a fallen ally. No Damage. Revives Target with 25% Max Hp. Range: 3 Cells. 16 Mp.
+ Melodious Safeguard- Calls up a piano out of the earth and plays a very soothing melody which calls up barriers of light to protect those important to the user. No Damage. -20% Damage Taken for Five Turns. Range: All Allies. 24 Mp. Light Elemental.
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Revitalizing Pulse- Whenever the user takes damage recover 50% of the damage taken as Mp.
-------------------
S-Ability:
+ Invigorating Harmony- Those that are closest to the user while she performs find their bodies and minds fully at ease. Reduces Mp Costs for the User and Allies in Adjacent Cells by 25% passively.
-------------------
D-Ability: Cordelia's Lullaby- Calls upon all of the available mana in the user's body and uses it to make many deep layers of melody and harmony from all sorts of instruments that play a single lullaby; the lullaby of Cordelia, Princess of the Kingdom of Illumination. Deals Damage equivalent to half the percentage of Mp used up by this attack as a percentage of the target's Hp. Consumes All Available Mp. Range: 2 Layers of Surrounding Cells. 0 Mp.
Age: 24
Gender: Female
Appearance:
- Spoiler:
Profession: Virtuoso- The one who claims this profession has highly advanced musical talents that are unparalleled, even by the most talented musicians. (Damage: Int) (Range: Infinite) (Equip: Sheet Music)
Level: 7
Exp: 0/24
-------------------
Weapon: Sinfonia della Notte- Beautiful symphony which calls out sweetly to the night, begging it to come so that all may rest. (Added Effect: Sleep)
Armor: Ritmo di Vita- Classy ring made of a strange glass like material filled with a strange fiery essence that makes one feel alive.
Accessory: Sinfonica di Risonanza- Mysterious trinket in the shape of a heart that resonates singular tones as if they were played by many musicians. (+10% Sound Damage Output)
-------------------
A-Ability: Prelude
+ Songbird's Call- Whistles several notes in a sweet manner that causes songbirds to respond with their own hearty chiming that soothes those that hear it. 100% Int Healing. Range: Surrounding Cells or Self. 10 Mp.
+ Flowing Vibrations- Conjures a harp and plays several notes in a flowing manner before manipulating the vibrations to make them harmful. 120% Int Damage. Range: All Enemies. 14 Mp.
+ Captivating Piping- Places one's hands in the position as if one were playing a flute and performs a simple piece which touches the hearts of those that hear it. No Damage. 75% Chance of Mesmerize. Range: 2 Layers of Surrounding Cells. 12 Mp.
+ Heaven's Ringing- Sends a song up to the heavens which causes angels to rejoice and ring the bells of life, sending down a warmth to raise a fallen ally. No Damage. Revives Target with 25% Max Hp. Range: 3 Cells. 16 Mp.
+ Melodious Safeguard- Calls up a piano out of the earth and plays a very soothing melody which calls up barriers of light to protect those important to the user. No Damage. -20% Damage Taken for Five Turns. Range: All Allies. 24 Mp. Light Elemental.
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Revitalizing Pulse- Whenever the user takes damage recover 50% of the damage taken as Mp.
-------------------
S-Ability:
+ Invigorating Harmony- Those that are closest to the user while she performs find their bodies and minds fully at ease. Reduces Mp Costs for the User and Allies in Adjacent Cells by 25% passively.
-------------------
D-Ability: Cordelia's Lullaby- Calls upon all of the available mana in the user's body and uses it to make many deep layers of melody and harmony from all sorts of instruments that play a single lullaby; the lullaby of Cordelia, Princess of the Kingdom of Illumination. Deals Damage equivalent to half the percentage of Mp used up by this attack as a percentage of the target's Hp. Consumes All Available Mp. Range: 2 Layers of Surrounding Cells. 0 Mp.
Re: Silver's Creative Compendium Revamped
Name: Maren Elisabeth
Age: 23
Gender: Female
Appearance:
Level: 11
Exp: 0/36
Weapon: Void Chain- Keyblade who's body is comprised of strange metal chains that allow for it to be more flexible than other keyblades.
Armor: Destined Garb- Special get up worn to both protect the wearer in combat and provide comfortable clothing for travel.
Accessory: Kingdom Deck- Large amount of cards with special tops that look like the tips of a crown.
A-Ability: Unyielding Heart
+Reverse Flair – Spins around counter-clockwise with the keyblade held loosely in one hand allowing for a quick chain of attacks. 110% Atk Damage. 3 Hits. Range: Adjacent Cell. 8 MP.
+Pyre – Slams the keyblade into the ground creating glyphs around the user that cause pillars of flame to rise up around her. 120% Int Damage. 50% Chance of Burn. Range: Surrounding Cells. 14 MP. Fire Elemental.
+Descent Cutter – Tosses the keyblade high into the air with in a special way that causes it to fly at high speeds around the target and then quickly stab into them from behind. 120% Atk Damage. Sure Hit. 50% Chance of Critical Hit. Range: 4 Cells. 12 MP.
+Cyro – Summons several blocks of ice and positions them around the target before slamming them into the target brutally. 100% Int Damage. 5 Hits. Range: 3 Cells. 10 MP. Ice Elemental.
+Surge Rend – Dashes forward with keyblade positioned ahead of the body, knocking those in the way aside. 140% Atk Damage. Randomly Knocks Targets 1 Cell to the Left or Right. User lands in opposite cell. Range: Straight Line. 16 MP.
+Electro – Raises the keyblade high into the air and brings it down with a heavy swiping motion which calls down many bolts of electricity to strike those nearby. 130% Int Damage. Range: 2 Cell Radius. 18 MP. Lightning Elemental.
+Burst Release – Unleashes power lying beneath the surface and manipulates it to increase the strength behind the user's swings as she lays into her target fiercely. 120% Atk Damage. 8 Hits. Range: 3 Cells. 24 MP.
+Heal – Presses the keyblade into the ground and places a hand on the user's heart before lifting the keyblade from the ground and pointing it in the target's direction, which in turn sends some healing light towards them. 100% Int Healing. Range: 4 Cells. 6 MP.
A-Ability: Divine Virtue
+Valor Drive – Drowns the keyblade in immense light before surging forward and unleashing a powerful string of combos that finishes off with a sharp burst of light. 80% Atk Damage. 9 Hits. 100% Int Damage. Range: 2 Cells. 20 MP. Light Elemental.
+Luz – Takes the keyblade in two hands and points it directly at the target before firing off a large laser of light that never misses it's target. 140% Int Damage. Sure Hit. Range: 4 Cells. 14 MP. Light Elemental.
R-Ability:
+Brutality – Whenever the user is attacked with a physically she meets the attack with an extremely powerful one of her own. Whenever the user is attacked physically, she counters for 200% Atk Damage as long as she is in range.
S-Ability:
+Faith's Fortune – The user is constantly pushed by her cause to continue fighting. The user recovers 8% of her Max MP each turn.
D-Ability:
+Absolution – Releases one's inner light, shrouding the keyblade a ethereal radiance which powers up the user to her limit before striking the target over and over again. 200% Pierce Atk Damage. Range: 6 Cells. 0 MP. Light Elemental.
Age: 23
Gender: Female
Appearance:
- Spoiler:
- Spoiler:
- + Keyblade Wielder- The one who claims this profession was chosen to wield the immensely powerful Keyblade to defend the Realm of Light from darkness.
+ Keyblade Warrior- A practiced combatant with the legendary keyblade who has mastered the basic techniques and gone on to create fascinating combos and techniques powered by the light to help eradicate the darkness. (Resist Light) (Weak Dark) (Divinity Boost) (+1 Basic Attack)
Divinity Boost: Increases the damage output of Light elemental abilities by 15% passively. Also increases the number of basic attacks by 1.
Level: 11
Exp: 0/36
Weapon: Void Chain- Keyblade who's body is comprised of strange metal chains that allow for it to be more flexible than other keyblades.
Armor: Destined Garb- Special get up worn to both protect the wearer in combat and provide comfortable clothing for travel.
Accessory: Kingdom Deck- Large amount of cards with special tops that look like the tips of a crown.
A-Ability: Unyielding Heart
+Reverse Flair – Spins around counter-clockwise with the keyblade held loosely in one hand allowing for a quick chain of attacks. 110% Atk Damage. 3 Hits. Range: Adjacent Cell. 8 MP.
+Pyre – Slams the keyblade into the ground creating glyphs around the user that cause pillars of flame to rise up around her. 120% Int Damage. 50% Chance of Burn. Range: Surrounding Cells. 14 MP. Fire Elemental.
+Descent Cutter – Tosses the keyblade high into the air with in a special way that causes it to fly at high speeds around the target and then quickly stab into them from behind. 120% Atk Damage. Sure Hit. 50% Chance of Critical Hit. Range: 4 Cells. 12 MP.
+Cyro – Summons several blocks of ice and positions them around the target before slamming them into the target brutally. 100% Int Damage. 5 Hits. Range: 3 Cells. 10 MP. Ice Elemental.
+Surge Rend – Dashes forward with keyblade positioned ahead of the body, knocking those in the way aside. 140% Atk Damage. Randomly Knocks Targets 1 Cell to the Left or Right. User lands in opposite cell. Range: Straight Line. 16 MP.
+Electro – Raises the keyblade high into the air and brings it down with a heavy swiping motion which calls down many bolts of electricity to strike those nearby. 130% Int Damage. Range: 2 Cell Radius. 18 MP. Lightning Elemental.
+Burst Release – Unleashes power lying beneath the surface and manipulates it to increase the strength behind the user's swings as she lays into her target fiercely. 120% Atk Damage. 8 Hits. Range: 3 Cells. 24 MP.
+Heal – Presses the keyblade into the ground and places a hand on the user's heart before lifting the keyblade from the ground and pointing it in the target's direction, which in turn sends some healing light towards them. 100% Int Healing. Range: 4 Cells. 6 MP.
A-Ability: Divine Virtue
+Valor Drive – Drowns the keyblade in immense light before surging forward and unleashing a powerful string of combos that finishes off with a sharp burst of light. 80% Atk Damage. 9 Hits. 100% Int Damage. Range: 2 Cells. 20 MP. Light Elemental.
+Luz – Takes the keyblade in two hands and points it directly at the target before firing off a large laser of light that never misses it's target. 140% Int Damage. Sure Hit. Range: 4 Cells. 14 MP. Light Elemental.
R-Ability:
+Brutality – Whenever the user is attacked with a physically she meets the attack with an extremely powerful one of her own. Whenever the user is attacked physically, she counters for 200% Atk Damage as long as she is in range.
S-Ability:
+Faith's Fortune – The user is constantly pushed by her cause to continue fighting. The user recovers 8% of her Max MP each turn.
D-Ability:
+Absolution – Releases one's inner light, shrouding the keyblade a ethereal radiance which powers up the user to her limit before striking the target over and over again. 200% Pierce Atk Damage. Range: 6 Cells. 0 MP. Light Elemental.
Last edited by Silver on Sun Feb 16, 2014 12:00 am; edited 2 times in total
Re: Silver's Creative Compendium Revamped
- Spoiler:
- Name: Luxs
Age: ?
Gender: Female
Appearance:- Spoiler:
- There stood a beautiful woman. Her skin darker than chocolate, with beautiful black silk like hair cascading to her shoulders. Her eyes were like black pearls, soulless and deep, seemingly staring right through her. She wore a rather strange attire of a feather-like dress covered in every color imaginable, like looking at paradise. There was nothing more to compliment her looks, no shoes, no accessories, nothing that could possibly make her any more beautiful.[/img]
- Other Jobs:
- Harbinger – Stalwart and expressionless, the one who claims this profession claims her knowledge of the future and delivers it in a manner most find terse. The Fates are cruel at times and the one who claims this profession has learned well that the whims of one cannot so easily alter the fabric of destiny. () () (+1 Basic Attack) (Equip: Chakrams)
Oracle of the Scales – . (Resist Dark) (Resist Light) (Retribution) () (+2 Basic Attacks) (Equip: Chakrams)
Fates' Avatar – . (Null Dark) (Null Light)
Level: 5
Exp: --/--
Weapon:
Armor:
Accessory:
A-Ability: Third Eye
+Foretell – Utilizes mana to open the mind's eye wider to allow a clearer glimpse at the future to come. No Damage. Increases evasion by 10% for Five Turns. Stacks three times. Range: Self. ? MP.
A-Ability: The Fates' Voice *LOCKED*
A-Ability: Path of Balance *LOCKED*
A-Ability: Destinyweaver *LOCKED*
R-Ability:
+Clear Vision – Successfully acting upon the knowledge of the future magnifies the clarity perceived by the mind's eye. If the user successfully dodges an attack that specifically targeted her then increase Evasion by 1% indefinitely. This effect stacks up to twenty times. This effect cannot be mass dispelled.
S-Ability:
B-Ability:
+Gift of Omnipresence – Forces open the mind's eye with mana to dramatically increase the clarity of future sight for a short while, but not without a cost. The user dodges all attacks for the next two turns upon activation. When this effect fades, the user's Evasion is rendered inaccessible and Damage Input is increased by 20% for three turns. Can only be activated once per battle.
E-Trigger:
D-Ability:
Stats:
HP: 20
MP: 20
Atk: 3
Def: 2
Int: 2
Spr: 3
Evade: 3%
Move: 2 Cells (+1 from Soothsayer Profession)
Skill Points: 0
Last edited by Silver on Thu Dec 29, 2016 4:22 pm; edited 5 times in total
Re: Silver's Creative Compendium Revamped
Name: Terra
Age: 17
Gender: Male
Appearance:
Level: 4
Exp: 2/16
Weapon: Memoir- Simply crafted bracelet with a metal plate that reads: "Memory." (Damage: Int) (Range: 4 Cells)
Armor: Promise- Iron ring made with a small silver and crimson insignia.
Accessory: Gift- Strange sphere of glass that seems to hold some sort of importance.
A-Ability: Cognition
+Tranquility – Detects the inner calm and fluid state within another and latches onto the feeling so as to become even more peaceful. No Damage. +20% Def and Spr for Three Turns. Range: Self. 10 MP.
---Extrasensory - Tranquil State: Increases the user's evasion by 5% and makes basic attacks harder to dodge. Magnified: Increases the user's evasion by 10% and grants the user Sure Hit status.
+Fury – Ascertains the seething ire deep within another and absorbs its energy to place one's self in an even greater rage than before. No Damage. +2 Basic Attacks for Three Turns. Range: Self. Level MP.
---Extrasensory - Furious State: Gives all enemy-targeted attacks a 20% chance to inflict Berserk on the target. Magnified: Gives all enemy-targeted attacks a 40% chance of causing Blood Loss.
A-Ability: Associate *LOCKED*
A-Ability: Manifestation *LOCKED*
R-Ability:
+Overemotional – Emotions are powerful and dangerous things if one doesn't know how to handle them. When the user enters an emotional state, any enemy in a surrounding cell can be overwhelmed by the same emotions much to the point that it becomes too much to handle and they receive a 10% reduction to their offensive and defensive stats. Stacks three times per enemy.
S-Ability:
+Extrasensory – The user is gifted not only with the ability to take on and understand another's emotions, but is exceptionally gifted with the ability to use them as a foundation for his own actions. Places the user into a certain state based on the last ability used from Cognition, which gives the user's additional effects. This state lasts for three turns unless another Cognition ability is used, in which case the former state is dispelled and the new state begins.
D-Ability:
+Emotion Crush – Creates an extreme connection with a target before ripping their ability to feel from them. Never again will they feel anything. 200% Pierce Int Damage. Bestows Null Emotion; 10% Stat Reduction to Offensive and Defensive Stats. Range: 4 Cells. 0 MP.
Stats:
Next Level: Mp, Int, Spr
Hp: 25
Mp: 30
Atk: 1 (+0 from Memoir)
Def: 4 (+0 from Promise)
Int: 7 (+1 from Memoir) (+1 from Gift)
Spr: 4 (+1 from Promise)
Evade: 2%
Move: 2 Cells (+0 from Empath Profession)
Age: 17
Gender: Male
Appearance:
- Spoiler:
- Spoiler:
- Shielding: The user has learned to create a field of energy around himself that prevents other's emotions from influencing him if he does not want them to. Null Emotion.
Projection: The user is able to manipulate energy with great skill so that his abilities reach immense lengths. Range of All Attacks +2.
Active-Purge: When faced with adversity that could shake him, the user can choose to draw back and calm himself. Whenever the user receives a negative status effect, the user can choose to automatically cast Purge so long as he has the Mp to do so.
Empath's Gift: From the strange sphere a bright light burst forth, dousing all nearby in a certain radiant aura. The user is gifted a specialized accessory slot titled Empath's Gift. Empath's Gift replaces Gift in the party's inventory, and, in addition to the effects it grants, can be used as an item once per battle to grant 10% Mp Recovery to Allied Units in adjacent cells of the user for Three Turns.
Level: 4
Exp: 2/16
Weapon: Memoir- Simply crafted bracelet with a metal plate that reads: "Memory." (Damage: Int) (Range: 4 Cells)
Armor: Promise- Iron ring made with a small silver and crimson insignia.
Accessory: Gift- Strange sphere of glass that seems to hold some sort of importance.
A-Ability: Cognition
+Tranquility – Detects the inner calm and fluid state within another and latches onto the feeling so as to become even more peaceful. No Damage. +20% Def and Spr for Three Turns. Range: Self. 10 MP.
---Extrasensory - Tranquil State: Increases the user's evasion by 5% and makes basic attacks harder to dodge. Magnified: Increases the user's evasion by 10% and grants the user Sure Hit status.
+Fury – Ascertains the seething ire deep within another and absorbs its energy to place one's self in an even greater rage than before. No Damage. +2 Basic Attacks for Three Turns. Range: Self. Level MP.
---Extrasensory - Furious State: Gives all enemy-targeted attacks a 20% chance to inflict Berserk on the target. Magnified: Gives all enemy-targeted attacks a 40% chance of causing Blood Loss.
- Spoiler:
- +Glee – Locates the light and happy joys within another and takes it in one's own hands to spread amongst those around one's self. No Damage. +15% Damage Output for Five Turns Range: Self + Adjacent Cells. ? MP.
---Extrasensory - Gleeful State: Increases the user's Atk and Int by 10% Magnified: Increases the user's offensive and defensive stats by 15%
+Misery – Buries deep within another and reveals the target's depression, taking it into one's self and creating a sort of connection with the target that throws them off balance. No Damage. Chance of Hesitation for 5 Turns. Range: 3 Cells. ? MP.
---Extrasensory - Miserable State: Gives the user's basic attacks a chance of inflicting a random negative status effect. Magnified: Gives the user's basic attacks a chance of inflicting a random negative status effect with a chance of spreading to the rest of the enemy party.
+Attraction – Delves deep into the emotions of another and illuminates a hidden lust for another before latching onto it and feeling the effects of such powerful love. 100% Int Healing. Range: 4 Cells. ? MP.
---Extrasensory - Attracted State: There is a chance that attackers will become charmed upon attacking the user. Magnified: There is a chance that attackers will become totally infatuated upon attacking the user.
+Frustration – Unveils the pain buried deep within another and magnifies it on one's self before releasing it in a powerful projection of energy which scathes all it touches. 120% Int Damage. 50% Chance of Critical Hit. Range: 3 Straight Cells. ? MP.
---Extrasensory - Frustrated State: Increases the user's damage output by 20% Magnified: Increases the user's damage output and critical hit rate by 30%
+Hope – Pinpoints feelings of hope which drive the spirit and connects with them so as to provide enough power to defy death itself. No Damage. Revives Target with 25% Max Hp. Range: 3 Cells. ? MP.
---Extrasensory - Hopeful State: The user survives fatal blows with 1 Hp. Magnified: The user survives fatal blows with 1 Hp and gains Regen status.
+Panic – Connects with another's feelings of utter terror and makes them one's own before releasing them to cripple the target. No Damage. -10% Def and Spr for Five Turns. Range: 3 Cells. ? MP.
---Extrasensory - Panicked State: The user's move is increased by one and he gains a second act action. Magnified: The user gains the ability to teleport and a second act action.
A-Ability: Associate *LOCKED*
- Spoiler:
- +Connection – Locks in on another's emotions and creates a spiritual connection which binds the user to the target. No Damage. Creates a connection with the target that provides them with the effects of Extrasensory States the user is in. Only one connection can be created at a time. Range: 4 Cells. ? MP.
+Collective Connection – Locks into not one, but everyone who allies themselves with the user's emotions and creates a powerful bond with each of them. No Damage. Creates a connection with the target that provides them with the effects of Extrasensory States the user is in. Range: All Allies. ? MP.
+Alter – Keys into another's emotional state and alters it to the user's whim in either a positive or negative way.
---Positive – Alters the emotional state of the target and makes it positive. No Damage. Bestows 1 Random Positive Status Effect. Range: 3 Cells [No Self]. ? MP.
---Negative – Alters the emotional state of the target and makes it negative. No Damage. Increases susceptibility to Negative Statuses. Range: 3 Cells [No Self]. ? MP.
+Analyze – Dissects the emotions of another and looks at the connections they have with the user in order to analyze the reasoning behind their mannerisms and understand them better. No Damage. Libra Effect: Reveals target's weaknesses, resistances, and other important information. Range: Single Enemy. ? MP.
+Magnify – Bolsters the user's emotional state to further increase the aftereffects of those emotions on the user. No Damage. Transforms Extrasensory States into magnified versions of themselves for Five Turns. Magnified Extrasensory States can only be experienced by the user; units affected by Connection or Collective Connection experience regular states. Range: Self. ? MP.
+Amplify – Senses the emotions of another and places greater emphasis on them to further advance the effects of their emotional state. No Damage. Different Effect based on Target: Increases Stat Reductions by 25% for their duration (Enemies). Increases Stat Boosts by 25% for their duration (Allies). Range: 4 Cells. ? MP.
+Overwhelm – Locks into another's emotions and not only magnifies their effects, but also enhances the latent emotions and feelings buried deep within the target, which causes them to be overpowered by their sentiments leading them to being intensely crippled. No Damage. Changes the Target's S-Ability to Overwhelmed for Five Turns. Overwhelmed: The target's offensive and defensive stats are lowered by 10% and they have a 25% chance of hesitating. Range: 4 Cells. ? MP.
+Purge – Draws back from everyone else's emotions and focuses solely on cleansing the user's energy in order to remove the effects of those emotions, both good and bad, from the user. No Damage. Removes all buffs and debuffs from the user that were not bestowed or inflicted by the user. Range: Self. ? MP.
+Bolster Sentiments – Secures a full understanding of the emotional state of the user's allies, which invigorates the user and bolsters his emotional and mental might to unforeseen levels. No Damage. +40% Int for Three Turns; +20% Critical Hit Rate for Three Turns; +2 Move for Three Turns. Cannot be used if none of the user's allies are conscious. Range: Self. ? MP.
A-Ability: Manifestation *LOCKED*
- Spoiler:
- +Harmonious Flow – Draws upon the immense feelings of tranquility in the surrounding area and utilizes them to conjure a stream of crystalline water that flows in such a serene manner that those that see it can not help but relax. 110% Int Damage. -15% Def and Spr for Five Turns. Range: All Enemies. ? MP. Water Elemental.
+Raging Tremor – Takes in the furious and ever-burning anger permeating the air and utilizes it to cause the very ground the user is standing on to shake violently. 140% Int Damage. Range: 2 Layers of Surrounding Cells. ? MP. Earth Elemental.
+Remnants of Peace – Comprehends the feelings of peace in the air and then shatters them with cold judgement and iron disbelief, manifesting the broken paradise into shards of ice that scatter amidst the battlefield. 120% Int Damage. 50% Chance of Deshell; 50% Chance of Deprotect. Range: 4 Cells; Fan-shape. ? MP. Ice Elemental.
+Grand Merriment – Releases the user's inner feelings of glee and joy into a powerful shower of light that rejuvenates those under it and keeps them in similar spirits. No Damage. Bestows Bubble; Bestows Regen; Bestows Mp Regen. Range: All Allies. ? MP. Light Elemental.
+Sorrow's Storm – Reflects on the misery that hides deep within those around the user and manipulates it to form a dark cloud that conforms around the user's target before releasing the pent up anguish within in the form of a vicious lightning storm. 80% Int Damage. 8 Hits. Range: 6 Cells. ? MP. Lightning Elemental.
+Flames of Desire – Latches onto feelings of lust and clamoring within the heart of another and manifests it in the form of a passionate stream of fire that scorches all it touches. 150% Int Damage. 50% Chance of Burn; 50% Chance of Infatuation. Hits All in the Way. Range: 4 Cells; Linear. ? MP. Fire Elemental.
+Prideful Bearings – Acknowledges feelings of pride and bolsters them to new heights while also bolstering adrenaline and confidence within the user's target to enhance their battle capabilities. No Damage. +20% Atk or Int (Dominant Stat) for Five Turns; +20% Critical Hit Rate for Five Turns; +20% Critical Damage for Five Turns. Range: 3 Cells. ? MP.
+Cheerful Fruition – Shares one's feelings of absolute exuberance with those around the user, manifesting them in the form of a brilliant glow which warms all who it touches and heals even their greatest wounds. 150% Int Healing [Target]; 100% Int Healing [Similar Targets]. Range: 5 Cells + Similar Targets. ? MP.
+Irritation's Outburst – Harnesses one's irritation and annoyance and projects them into the air around the user before directing it physically to form a burst of lightning which strikes down the user's target. 130% Int Damage. Dispels Beneficial Effects. Range: Straight Line (Horizontal/Vertical/Diagonal); One Direction. ? MP. Lightning Elemental.
+Ambition's Drive – Channels one's feelings of desire and enthusiasm and releases them in an arc of wind that whirls around the user and fills him with great energy. No Damage. Reduces Mp Costs by 50% for Three Turns. Range: Self. ? MP. Wind Elemental.
+Vortex of Trepidation – Forces one's fears out of one's body, manifesting them into a pool of blackness which spills out onto the battlefield and consumes a large radius around the user which heavily damages all within it when placed and can cause terrible side effects from which the targets may never recover. 100% Int Damage. Creates Trepidation Pool Cells in 2 Cell Radius around the User. Entering a Trepidation Pool Cell has a high chance of inflicting one random negative status; targets can receive a total of four random statuses from this effect. Trepidation Pool Cells only last Five Turns. Range: 2 Cell Radius. ? MP. Darkness Elemental.
+Resolute Allegiance – Connects with the ties shared amongst the user and his allies and strengthens them to the point that they manifest into a collective shield that remains resolute throughout even the most difficult challenges. No Damage. Increases Def and Spr by 5% per Ally standing (excluding the user) for Five Turns; Boost decreases by 5% per Ally KOed and does not increase if they are revived; If the user is KOed then the boost is dispelled. Cannot be used if none of the user's allies are conscious. Range: All Allies. ? MP.
+Utter Indifference – Manipulating one's lack of concern and utter disinterest, the user projects his lack of feeling onto the target, crippling them severely. No Damage. High Chance of Weak for Five Turns; High Chance of Apathy for Five Turns; Reduces Offensive and Defensive stats by 15% for Five Turns. Range: 4 Cells. ? MP.
+The Awakening – Pulls back from the emotions that permeate the area around the user and focuses on one's connection with them, manifesting that connection in the form of a pulsing aura which the user then strengthens, ultimately awakening within him the utmost power that is and will ever be available to him. No Damage. Bestows Doublecast for Five Turns; Bestows Flying for Five Turns; -20% Damage Taken for Five Turns. Range: Self. ? MP.
R-Ability:
+Overemotional – Emotions are powerful and dangerous things if one doesn't know how to handle them. When the user enters an emotional state, any enemy in a surrounding cell can be overwhelmed by the same emotions much to the point that it becomes too much to handle and they receive a 10% reduction to their offensive and defensive stats. Stacks three times per enemy.
S-Ability:
+Extrasensory – The user is gifted not only with the ability to take on and understand another's emotions, but is exceptionally gifted with the ability to use them as a foundation for his own actions. Places the user into a certain state based on the last ability used from Cognition, which gives the user's additional effects. This state lasts for three turns unless another Cognition ability is used, in which case the former state is dispelled and the new state begins.
D-Ability:
+Emotion Crush – Creates an extreme connection with a target before ripping their ability to feel from them. Never again will they feel anything. 200% Pierce Int Damage. Bestows Null Emotion; 10% Stat Reduction to Offensive and Defensive Stats. Range: 4 Cells. 0 MP.
Stats:
Next Level: Mp, Int, Spr
Hp: 25
Mp: 30
Atk: 1 (+0 from Memoir)
Def: 4 (+0 from Promise)
Int: 7 (+1 from Memoir) (+1 from Gift)
Spr: 4 (+1 from Promise)
Evade: 2%
Move: 2 Cells (+0 from Empath Profession)
Last edited by Silver on Sun May 29, 2016 11:43 pm; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Cornelia the Terrene
Age: 19
Gender: Female
Appearance:
Level: 7
Exp: 0/24
Weapon: Fruits of thy Labor- Elegant parasol whose earth-tone fabrics feature embroidered depictions of summer fruit. (Damage: Int) (Range: 4 Cells)
Armor: Autumn's Warmth- Frilly dress whose emphasis on nature is fondly reminiscent of Autumn.
Accessory: Frilly Headband- Headgear to compliment one's overall earthy look.
A-Ability: Earthen Connections
+Grounding – The user closes her eyes and lets her surroundings fall to pieces so that she may focus deeply on her connection to the earth and strengthen it so she can draw more power from it. No Damage. +20% Int. Usable Once per Battle. Range: Self. 10 MP. Earth Elemental.
+Burst – Calls upon the user's connection with the earth and generates many beautiful blooms whose petals become sharp as razors before flying at the target. 110% Int Damage. Range: Single Enemy. 8 MP.
+Flourish – Draws upon the life source of the earth and utilizes it's power to heals the wounds of another. 80% Int Healing. Range: 3 Cells. 5 MP.
+Thorny Veil – Calls forth a wall of thorns to surround the user and protect her immensely from physical assaults. No Damage. Physical Attackers receive 50% Piercing Int Damage upon attacking the user for Three Turns. Range: Self. 12 MP. Earth Elemental.
+Breath of Life – Summons forth a large amount of the earth's life source and sends it's energy into a fallen target to bring them back to the realm of the living. No Damage. Revives Target with 20% Max HP. Range: 3 Cells. 10 MP.
A-Ability: Item
R-Ability:
+Respite – The Earth's energy is omnipotent, much to the point that when drawn in it can be channeled in more than one form if the user is skilled enough. Whenever the user recovers MP, she also recovers HP equal to 50% of the MP recovered and vice versa.
S-Ability:
+Nature's Spirit – The user shares such a deep connection with the earth that it renews her energy as she fights. The user recovers 8% Max MP each turn.
D-Ability:
+Gaia's Wrath – Vents the user's anguish through her connection with the earth, causing it to quake with such ferocity that the resulting disaster can only be regarded as the wrath of the Gods. 100% Pierce Int Damage. Destroys all unoccupiable cells. Range: All Enemies. 0 MP. Earth Elemental.
Age: 19
Gender: Female
Appearance:
- Spoiler:
Level: 7
Exp: 0/24
Weapon: Fruits of thy Labor- Elegant parasol whose earth-tone fabrics feature embroidered depictions of summer fruit. (Damage: Int) (Range: 4 Cells)
Armor: Autumn's Warmth- Frilly dress whose emphasis on nature is fondly reminiscent of Autumn.
Accessory: Frilly Headband- Headgear to compliment one's overall earthy look.
A-Ability: Earthen Connections
+Grounding – The user closes her eyes and lets her surroundings fall to pieces so that she may focus deeply on her connection to the earth and strengthen it so she can draw more power from it. No Damage. +20% Int. Usable Once per Battle. Range: Self. 10 MP. Earth Elemental.
+Burst – Calls upon the user's connection with the earth and generates many beautiful blooms whose petals become sharp as razors before flying at the target. 110% Int Damage. Range: Single Enemy. 8 MP.
+Flourish – Draws upon the life source of the earth and utilizes it's power to heals the wounds of another. 80% Int Healing. Range: 3 Cells. 5 MP.
+Thorny Veil – Calls forth a wall of thorns to surround the user and protect her immensely from physical assaults. No Damage. Physical Attackers receive 50% Piercing Int Damage upon attacking the user for Three Turns. Range: Self. 12 MP. Earth Elemental.
+Breath of Life – Summons forth a large amount of the earth's life source and sends it's energy into a fallen target to bring them back to the realm of the living. No Damage. Revives Target with 20% Max HP. Range: 3 Cells. 10 MP.
A-Ability: Item
R-Ability:
+Respite – The Earth's energy is omnipotent, much to the point that when drawn in it can be channeled in more than one form if the user is skilled enough. Whenever the user recovers MP, she also recovers HP equal to 50% of the MP recovered and vice versa.
S-Ability:
+Nature's Spirit – The user shares such a deep connection with the earth that it renews her energy as she fights. The user recovers 8% Max MP each turn.
D-Ability:
+Gaia's Wrath – Vents the user's anguish through her connection with the earth, causing it to quake with such ferocity that the resulting disaster can only be regarded as the wrath of the Gods. 100% Pierce Int Damage. Destroys all unoccupiable cells. Range: All Enemies. 0 MP. Earth Elemental.
Last edited by Silver on Sun Feb 16, 2014 3:10 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Silver the Dreamer
Age: Appears 13; Actually 16
Gender: Male
Appearance:
Profession: Dream Reader- A very powerful seer, the one who claims this profession who looks into the future and reads into the true meaning behind dreams. (Immune Sleep/Deep Sleep) (Equip: Rings)
Level: 7
Exp: 0/24
-------------------
Weapon: Ring of Foresight- Ancient ring that was once enchanted to greatly bolster one's ability to see into the future, now only holds a fraction of the power it once did. (Damage: Int) (Range: 4 Cells) (+5% Evade)
Armor: Minor Ward- Rather basic spell which creates a weak protective shield around the user.
Accessory: Dream Dust- Satchel filled with a light blue and purple powder which is immensely rare and has properties which make those who are touched by it to ease into a deep slumber. (Added Effect: Sleep)
-------------------
A-Ability: Dreamsight
+ Slumber- Casts a rather basic spell which dulls the target's awareness and eases them slowly into a deep and peaceful sleep. No Damage. 75% Chance of Sleep. Range: 3 Cells. 8 Mp.
+ Fantasy Divination- Closes one's eyes and slips away from the physical world and into the target's inner fantasy in order to read into its meaning and learn from it. No Damage. +15% Int for Five Turns [User]; If target is affected with Sleep or Deep Sleep status, the bonus is increased to 30% for the same duration with no increase in Mp cost. Range: 4 Cells. 8 Mp.
+ Cusp of Silence- Waves the user's hand in a crescent shape while focusing energy to release a blade of energy which cuts into the user's target, leaving them with a mark which never disappears. 110% Int Damage. Gives Target the Mark of Silence; Targets afflicted with Mark of Silence have a 10% chance of being inflicted with Silence by the user's basic attacks and skills. Stacks 10 times. Range: 3 Cells. 8 Mp.
+ Well Rested- Gently lulls the user's ally into a resting state which does wonders for their body and mind that can only be truly experienced once they've awoken. No Damage. Puts Target to Sleep; Upon awakening the target recovers 15% Max Hp and Mp and gains a 10% boost to Offensive and Defensive Stats for Three Turns. Range: 4 Cells; Allies Only. 10 Mp.
+ Wake- Stirs one from their sleep, no matter how deep, so that they can rise and fight again. No Damage. Cures Sleep/Deep Sleep. Range: 4 Cells. 8 Mp.
--- Rude Awakening- When one will not wake fast enough for the user's liking, the user releases a burst of energy which not only makes them fully alert, but can also heavily damage them. 130% Int Damage. High Chance of Critical Hit. Range: Set. 12 Mp.
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Nightmare Twist- Dreams aren't always pleasant. Whenever the user puts a target to sleep, he can choose to assault them with vicious nightmares that cause their stats to decrease by 10% for the duration of the status.
-------------------
S-Ability:
+ Tranquility- The user's calm nature and tranquil aura relaxes those around him, allowing for greater focus with less stress. Reduces Mp Costs for the user and allies in adjacent cells by 25% passively.
-------------------
D-Ability: Childish Dreams- When one reflects on the fantasies and aspirations and finds them to be childish and foolish, there is no hope or will left. Abandoning dreams, no one is able to slip into the realm of fantasy anymore for nothing is left there. Only darkness and damnation envelopes those that dare enter its grasp, never to release them. 100% Piercing Int Damage. Chance of Deep Sleep; All affected by Sleep or Deep Sleep receive a 15% stat reduction to Def and Spr. Range: All Enemies. 0 Mp.
Age: Appears 13; Actually 16
Gender: Male
Appearance:
- Spoiler:
- Behind the large ornate door there sat a boy, at least he appeared to be a boy. In the middle of his meditation he looked like a sleeping child. Calm. Immensely serene. His round babyface only slightly flushed from concentration of whatever it was he was doing. He seemed to not notice the party for quite some time before finally his eyes fluttered open. Brilliant silver-blue irises met the group, first slightly surprised but then entirely open and accepting. He smiled brightly, closing his eyes once again, brushing a small amount of his medium-length honey colored hair from his face. "Hello," he said quietly, "I've been expecting you."
Profession: Dream Reader- A very powerful seer, the one who claims this profession who looks into the future and reads into the true meaning behind dreams. (Immune Sleep/Deep Sleep) (Equip: Rings)
Level: 7
Exp: 0/24
-------------------
Weapon: Ring of Foresight- Ancient ring that was once enchanted to greatly bolster one's ability to see into the future, now only holds a fraction of the power it once did. (Damage: Int) (Range: 4 Cells) (+5% Evade)
Armor: Minor Ward- Rather basic spell which creates a weak protective shield around the user.
Accessory: Dream Dust- Satchel filled with a light blue and purple powder which is immensely rare and has properties which make those who are touched by it to ease into a deep slumber. (Added Effect: Sleep)
-------------------
A-Ability: Dreamsight
+ Slumber- Casts a rather basic spell which dulls the target's awareness and eases them slowly into a deep and peaceful sleep. No Damage. 75% Chance of Sleep. Range: 3 Cells. 8 Mp.
+ Fantasy Divination- Closes one's eyes and slips away from the physical world and into the target's inner fantasy in order to read into its meaning and learn from it. No Damage. +15% Int for Five Turns [User]; If target is affected with Sleep or Deep Sleep status, the bonus is increased to 30% for the same duration with no increase in Mp cost. Range: 4 Cells. 8 Mp.
+ Cusp of Silence- Waves the user's hand in a crescent shape while focusing energy to release a blade of energy which cuts into the user's target, leaving them with a mark which never disappears. 110% Int Damage. Gives Target the Mark of Silence; Targets afflicted with Mark of Silence have a 10% chance of being inflicted with Silence by the user's basic attacks and skills. Stacks 10 times. Range: 3 Cells. 8 Mp.
+ Well Rested- Gently lulls the user's ally into a resting state which does wonders for their body and mind that can only be truly experienced once they've awoken. No Damage. Puts Target to Sleep; Upon awakening the target recovers 15% Max Hp and Mp and gains a 10% boost to Offensive and Defensive Stats for Three Turns. Range: 4 Cells; Allies Only. 10 Mp.
+ Wake- Stirs one from their sleep, no matter how deep, so that they can rise and fight again. No Damage. Cures Sleep/Deep Sleep. Range: 4 Cells. 8 Mp.
--- Rude Awakening- When one will not wake fast enough for the user's liking, the user releases a burst of energy which not only makes them fully alert, but can also heavily damage them. 130% Int Damage. High Chance of Critical Hit. Range: Set. 12 Mp.
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Nightmare Twist- Dreams aren't always pleasant. Whenever the user puts a target to sleep, he can choose to assault them with vicious nightmares that cause their stats to decrease by 10% for the duration of the status.
-------------------
S-Ability:
+ Tranquility- The user's calm nature and tranquil aura relaxes those around him, allowing for greater focus with less stress. Reduces Mp Costs for the user and allies in adjacent cells by 25% passively.
-------------------
D-Ability: Childish Dreams- When one reflects on the fantasies and aspirations and finds them to be childish and foolish, there is no hope or will left. Abandoning dreams, no one is able to slip into the realm of fantasy anymore for nothing is left there. Only darkness and damnation envelopes those that dare enter its grasp, never to release them. 100% Piercing Int Damage. Chance of Deep Sleep; All affected by Sleep or Deep Sleep receive a 15% stat reduction to Def and Spr. Range: All Enemies. 0 Mp.
Last edited by Silver on Thu Jan 31, 2013 9:03 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Leilah
Age: Unknown; Sounds 24 or so...
Gender: Female
Appearance:
Profession: Nightblade- Weaving through the shadows as an agent of the night, the one who claims this profession is one with darkness in every way and utilizes its' powers with utmost mastery. (Resist Dark) (Vulnerable Light) (Nocturnal Blessing) (Assassin's Blade) (+1 Basic Attack) (Equip: Daggers)
Nocturnal Blessing: Whenever the user casts magic that inflicts status effects while under the effects of Stealth, the chances of inflicting the status are increased by 15%.
Assassin's Blade: Any critical hit made by the user deals x2 damage rather than x1.5 damage.
Level: 12
Exp: --/--
-------------------
Weapon: Nightingale- Beautiful dagger made of a strange metal, indigo in hue, that is enchanted to better help create illusions and cast magic. (-15% Int-based/Status-based Mp Costs)
Armor: Midnight Reticence- Formfitting gear colored entirely black that not only makes the wearer's movements entirely silent, but lends them the powers of darkness to more easily avoid harm. (+10% Evade)
Accessory: Swift Soles- Black boots who have been enchanted to allow the user to move more quickly. (+5% Evade) (+2 Move)
-------------------
A-Ability: Midnight Striking
+ Curtail- Takes the user's weapon in hand and makes a swift cut which can leave the target bleeding quite heavily. 100% Atk Damage. 50% Chance of Bleeding. Range: Adjacent Cell. 8 Mp.
+ Fury- Utilizes magic to alter the target's senses and emotions to those of sheer rage and survival. No Damage. 75% Chance of Berserk. Range: 3 Cells. 8 Mp.
+ Disarm- Makes a swift cut along the target's arms with such skill that the target can no longer make use of them. 100% Atk Damage. 50% Chance of Disable. Range: Adjacent Cell. 6 Mp.
+ Calm- Utilizes magic to alter the target's senses and emotions to those of utter peace and tranquility. No Damage. 75% Chance of Docility. Range: 3 Cells. 8 Mp.
+ Cripple- Makes a quick and precise cut along the main tendons in a target's legs to take away their ability to move. 100% Atk Damage. 50% Chance of Immobilize. Range: Adjacent Cell. 6 Mp.
+ Muffle- Forces the target's mind into an immense illusion where their voice is not able to be heard and only releases itself in unintelligible noises. No Damage. 75% Chance of Silence. Range: 3 Cells. 8 Mp.
+ Gouge- Stabs at the target's face aiming specifically for the eyes so that the user can blind the target. 100% Atk Damage. 50% Chance of Blind. Range: Adjacent Cell. 6 Mp.
+ Backstab- Slips into the shadows and sneaks around the target to make a very powerful, possibly deadly strike on the target's exposed back. 150% Atk Damage. High Chance of Critical Hit. User lands behind the target. Range: 3 Cells. 15 Mp.
-------------------
A-Ability: Nocturnal Tactic
+ Slash- Slashes the target with the utmost speed so as to enable further action. 110% Atk Damage. The user may take a second act action. Range: Adjacent Cell. 8 Mp.
+ Conceal- Manipulates shadows to form a thick veil over the target and hide them from sight for a short while. No Damage. Bestows Invisibility. Range: 3 Cells. 8 Mp. Darkness Elemental.
+ Hypnotize- Utilizes magic to dull the target's senses and ease them into slumber. No Damage. 75% Chance of Sleep. Range: 3 Cells. 8 Mp.
+ Frostbite- Breathes into the user's hand and utilizes magic to drop the temperature to near subzero levels before flinging the hand in a target's direction, ultimately sending a blast of icy energy in the direction of the target. 110% Int Damage. 50% Chance of Freeze. Range: 4 Cells. 12 Mp. Ice Elemental.
-------------------
R-Ability:
+ Under Cover of Night- Whenever the user physically attacks the target while under the effects of Stealth, the attack automatically becomes a critical hit.
-------------------
S-Ability:
+ Stealth- Once activated the user turns invisible until the user's next attack is performed. Two turn recharge. Can only be used three times in one battle.
-------------------
D-Ability: Misconception's Barrage- Utilizes utter insanity to cloud the mind of the target before forcing darkness to swallow the battlefield, making the user's most powerful strike under the protection of the manifested night. 200% Pierce Atk Damage. Chance of Instant Death; if no Instant Death, Inflicts 1 Random Negative Status effect. Range: 6 Cells. 0 Mp. Dark Elemental.
Age: Unknown; Sounds 24 or so...
Gender: Female
Appearance:
- Spoiler:
Profession: Nightblade- Weaving through the shadows as an agent of the night, the one who claims this profession is one with darkness in every way and utilizes its' powers with utmost mastery. (Resist Dark) (Vulnerable Light) (Nocturnal Blessing) (Assassin's Blade) (+1 Basic Attack) (Equip: Daggers)
Nocturnal Blessing: Whenever the user casts magic that inflicts status effects while under the effects of Stealth, the chances of inflicting the status are increased by 15%.
Assassin's Blade: Any critical hit made by the user deals x2 damage rather than x1.5 damage.
Level: 12
Exp: --/--
-------------------
Weapon: Nightingale- Beautiful dagger made of a strange metal, indigo in hue, that is enchanted to better help create illusions and cast magic. (-15% Int-based/Status-based Mp Costs)
Armor: Midnight Reticence- Formfitting gear colored entirely black that not only makes the wearer's movements entirely silent, but lends them the powers of darkness to more easily avoid harm. (+10% Evade)
Accessory: Swift Soles- Black boots who have been enchanted to allow the user to move more quickly. (+5% Evade) (+2 Move)
-------------------
A-Ability: Midnight Striking
+ Curtail- Takes the user's weapon in hand and makes a swift cut which can leave the target bleeding quite heavily. 100% Atk Damage. 50% Chance of Bleeding. Range: Adjacent Cell. 8 Mp.
+ Fury- Utilizes magic to alter the target's senses and emotions to those of sheer rage and survival. No Damage. 75% Chance of Berserk. Range: 3 Cells. 8 Mp.
+ Disarm- Makes a swift cut along the target's arms with such skill that the target can no longer make use of them. 100% Atk Damage. 50% Chance of Disable. Range: Adjacent Cell. 6 Mp.
+ Calm- Utilizes magic to alter the target's senses and emotions to those of utter peace and tranquility. No Damage. 75% Chance of Docility. Range: 3 Cells. 8 Mp.
+ Cripple- Makes a quick and precise cut along the main tendons in a target's legs to take away their ability to move. 100% Atk Damage. 50% Chance of Immobilize. Range: Adjacent Cell. 6 Mp.
+ Muffle- Forces the target's mind into an immense illusion where their voice is not able to be heard and only releases itself in unintelligible noises. No Damage. 75% Chance of Silence. Range: 3 Cells. 8 Mp.
+ Gouge- Stabs at the target's face aiming specifically for the eyes so that the user can blind the target. 100% Atk Damage. 50% Chance of Blind. Range: Adjacent Cell. 6 Mp.
+ Backstab- Slips into the shadows and sneaks around the target to make a very powerful, possibly deadly strike on the target's exposed back. 150% Atk Damage. High Chance of Critical Hit. User lands behind the target. Range: 3 Cells. 15 Mp.
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A-Ability: Nocturnal Tactic
+ Slash- Slashes the target with the utmost speed so as to enable further action. 110% Atk Damage. The user may take a second act action. Range: Adjacent Cell. 8 Mp.
+ Conceal- Manipulates shadows to form a thick veil over the target and hide them from sight for a short while. No Damage. Bestows Invisibility. Range: 3 Cells. 8 Mp. Darkness Elemental.
+ Hypnotize- Utilizes magic to dull the target's senses and ease them into slumber. No Damage. 75% Chance of Sleep. Range: 3 Cells. 8 Mp.
+ Frostbite- Breathes into the user's hand and utilizes magic to drop the temperature to near subzero levels before flinging the hand in a target's direction, ultimately sending a blast of icy energy in the direction of the target. 110% Int Damage. 50% Chance of Freeze. Range: 4 Cells. 12 Mp. Ice Elemental.
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R-Ability:
+ Under Cover of Night- Whenever the user physically attacks the target while under the effects of Stealth, the attack automatically becomes a critical hit.
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S-Ability:
+ Stealth- Once activated the user turns invisible until the user's next attack is performed. Two turn recharge. Can only be used three times in one battle.
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D-Ability: Misconception's Barrage- Utilizes utter insanity to cloud the mind of the target before forcing darkness to swallow the battlefield, making the user's most powerful strike under the protection of the manifested night. 200% Pierce Atk Damage. Chance of Instant Death; if no Instant Death, Inflicts 1 Random Negative Status effect. Range: 6 Cells. 0 Mp. Dark Elemental.
Re: Silver's Creative Compendium Revamped
Name: Felicia
Age: 23
Gender: Female
Appearance:
Profession: Past Life- Shrouded almost entirely in mystery, I have only received minor glimpses into the days–or rather nights–of the one who claims this profession. I may never know who she really was, but all that I do and will ever shall be recorded here. (Executioner) (Equips: Firearms)
Executioner: The user has no problem taking a life. The user is immune to hesitation and status effects that cause the user to hesitate.
Level: 5
Exp: 0/16
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Weapon: Hidden Pistol- Smallish pistol that can easily fit and be hidden in any sort of clothing. (Range: 4 Cells)
Armor: Skimpy Clothing- Not exactly the best for protection, but it shows a lot of skin! . . . I-I-I mean... if you like that sort of thing. (Chance of Charm for Attackers)
Accessory: Holster- It's a holster. . . that you put in your negligee.
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A-Ability: Recollections
+ Life of a Prostitute- Dons the guise of a 'lady of the night' the hide one's true motives from those around the user. No Damage. Turns user into a Neutral Character; User is unaffected by attacks that do not directly target the user or the Neutral Party. User returns to Ally Character status upon revealing herself. Range: Self. 10 Mp.
--- Night's Pay- Finishes one's 'rounds' and counts up the money made. No Damage. User reveals herself as an Ally. Increases Gold and Items gained at the end of battle by 25%. Range: All. 16 Mp.
+ Sex Appeal- Utilizes one's. . . natural talents to charm the target. No Damage. 99% Chance of Charm to applicable targets. Range: 4 Cells. 10 Mp.
+ Point Blank- Fires off a shot at close range, which can prove pretty deadly. 120% Atk Damage. Chance of Instant Death. Range: Adjacent Cell. 18 Mp.
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A-Ability: Item
-------------------
R-Ability:
+ Pretty Face- Whenever Life of a Prostitute is activates, the user gains Pretty Face as an innate which gives all enemy units a chance of being charmed as long as they can visibly see the user. If an enemy enters an surrounding cell of the user, the chances of being charmed are increased dramatically.
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S-Ability:
+ Expert- Proficiency is a powerful attribute to possess. Reduces Mp Costs by 25% and increases Atk by 10% passively.
-------------------
D-Ability: Hell Hath No Fury Like a Woman Scorned- You don't want to piss this chick off. What comes as a result of not following that advice will not be pretty. You've been warned. 200% Pierce Atk Damage. High Chance of Instant Death; if no Instant Death chance of Immobilize/Disable/Stun. Range: 5 Cells. 0 Mp.
Age: 23
Gender: Female
Appearance:
- Spoiler:
Profession: Past Life- Shrouded almost entirely in mystery, I have only received minor glimpses into the days–or rather nights–of the one who claims this profession. I may never know who she really was, but all that I do and will ever shall be recorded here. (Executioner) (Equips: Firearms)
Executioner: The user has no problem taking a life. The user is immune to hesitation and status effects that cause the user to hesitate.
Level: 5
Exp: 0/16
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Weapon: Hidden Pistol- Smallish pistol that can easily fit and be hidden in any sort of clothing. (Range: 4 Cells)
Armor: Skimpy Clothing- Not exactly the best for protection, but it shows a lot of skin! . . . I-I-I mean... if you like that sort of thing. (Chance of Charm for Attackers)
Accessory: Holster- It's a holster. . . that you put in your negligee.
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A-Ability: Recollections
+ Life of a Prostitute- Dons the guise of a 'lady of the night' the hide one's true motives from those around the user. No Damage. Turns user into a Neutral Character; User is unaffected by attacks that do not directly target the user or the Neutral Party. User returns to Ally Character status upon revealing herself. Range: Self. 10 Mp.
--- Night's Pay- Finishes one's 'rounds' and counts up the money made. No Damage. User reveals herself as an Ally. Increases Gold and Items gained at the end of battle by 25%. Range: All. 16 Mp.
+ Sex Appeal- Utilizes one's. . . natural talents to charm the target. No Damage. 99% Chance of Charm to applicable targets. Range: 4 Cells. 10 Mp.
+ Point Blank- Fires off a shot at close range, which can prove pretty deadly. 120% Atk Damage. Chance of Instant Death. Range: Adjacent Cell. 18 Mp.
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A-Ability: Item
-------------------
R-Ability:
+ Pretty Face- Whenever Life of a Prostitute is activates, the user gains Pretty Face as an innate which gives all enemy units a chance of being charmed as long as they can visibly see the user. If an enemy enters an surrounding cell of the user, the chances of being charmed are increased dramatically.
-------------------
S-Ability:
+ Expert- Proficiency is a powerful attribute to possess. Reduces Mp Costs by 25% and increases Atk by 10% passively.
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D-Ability: Hell Hath No Fury Like a Woman Scorned- You don't want to piss this chick off. What comes as a result of not following that advice will not be pretty. You've been warned. 200% Pierce Atk Damage. High Chance of Instant Death; if no Instant Death chance of Immobilize/Disable/Stun. Range: 5 Cells. 0 Mp.
Re: Silver's Creative Compendium Revamped
Affiliation: Guardiani Terrene
Name: Celina Hereward
Age: 16
Gender: Female
Appearance:
Hydrokinesis I: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on both Water Cells and Deep Water Cells and move them around as a free action so long as they remain in the same Row or Column and the user is at the maximum distance of 5 Cells away from their initial location. The user may move one cell per turn.
Level: 1
Exp: 0/12
Weapon: Aquatic Mastery- Power that bestows the ability to manipulate and control water through sheer will. (Damage: Int) (Range: 4 Cells) (Water Elemental)
Armor: Supple Ribbon- Flowy and simple material that covers the essentials.
Accessory: Water Skin- Relatively small skin that holds just enough water to drink... or use as a weapon.
A-Ability: Aquamancy
+Water Whip – The user readies her arms in a defensive formation before swiftly turning full circle and bringing her arms down in a whip like fashion that forces water to stream into a thin rope and snap at the user's target. 110% Int Damage. High Chance of Critical Hit. Range: 2 Cells. 8 MP. Hydrolysis: 2 Water Cells. Water Elemental.
+Ebb and Flow – The user pushes and pulls back her arms in a wave like manner that causes water to collect around the user's target and either pull them closer or push them away from her. No Damage. Either Pulls Target 2 Cells Closer or Pushes Target 2 Cells Away. Range: 4 Cells. 6 MP. Hydrolysis: 1 Water Cell. Water Elemental.
A-Ability: Cyromancy *LOCKED*
A-Ability: Liquid Salvation *LOCKED*
A-Ability: Birth of the Sea *LOCKED*
R-Ability:
S-Ability:
+Hydrolysis I – The user attunes her own energy to water so that, in times of need, water can lend itself to her own energy supplies. Enables the user to utilize Water Cells instead of MP to execute attacks with each ability having its own Water Cell Cost. Deep Water Cells become regular Water Cells when consumed.
B-Ability:
E-Trigger:
+Tiamat's Cry – Feeling the water within one's body begin to boil with the rage of an entity far more powerful than herself, the user releases a ferocious roar which causes all waters to tremble and bow before her growing might. All Water Cells on the battlefield expand by one (1) layer of adjacent cells. Water Cells affected by this expansion become Deep Water Cells if possible. For the next Three Turns, the user's Hydrolysis costs are decreased by 50% if occupying a Water Cell or by 100% if occupying a Deep Water Cell.
X-Ability:
+Arise, Great Flood – Throws the entirety of one's body down upon the ground in a beseeching manner in order to will all the waters of the world to come to the user's aid through the fullest extent of her mastery. The ground cracks apart, the sky darkens with thick clouds, and the wind whips about as a torrential downpour cascades from the heavens and spring water wrenches forth from the depths of the earth creating an aquatic hellscape through which the user, seizing control of the great flood, shall bury her enemies alive in an unforgiving watery grave. No Damage. User waits for One Turn. On the next turn, the current atmosphere changes to Great Flood for Three Turns. The user's Movement becomes Infinite while occupying Water Cells during Great Flood atmosphere. Range: All. 0 MP. Hydrolysis: 0 Water Cells. 10 X-Levels. Water Elemental.
{Great Flood: Water Elemental attacks and abilities do 100% increased damage/healing. Fire Elemental attacks and abilities do 75% less damage/healing. Projectile-based attacks have 15% reduced accuracy. Water Cells appear randomly across the battlefield in progressively greater quantity each turn and consume the battlefield on the final turn; all Water Cells in play prior to this effect become Deep Water Cells if/when affected. All units (including the user and her allies) have a High Chance of Wet each turn. All units are more susceptible to Drowning during this effect. All Positive Water affinities not belonging to the user are negated while this atmosphere is in effect. Water Cells utilized by Hydrolysis are not consumed during this effect. After the Great Flood fades, Water Cells begin to disappear in progressively greater quantity until only Water Cells originally in play remain if possible.}
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Aquatic Mastery)
Def: 2 (+0 from Supple Ribbon)
Int: 4 (+1 from Aquatic Mastery) (+1 from Water Skin)
Spr: 3 (+1 from Supple Ribbon)
Evade: 1%
Move: 2 Cells (+0 from Aquamancer Profession)
Skill Points: 0
Name: Celina Hereward
Age: 16
Gender: Female
Appearance:
- Spoiler:
Hydrokinesis I: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on both Water Cells and Deep Water Cells and move them around as a free action so long as they remain in the same Row or Column and the user is at the maximum distance of 5 Cells away from their initial location. The user may move one cell per turn.
- Jobs:
- Cyromancer- Having accepted further blessings from Mother Nature herself, the one who claims this profession exerts an exemplary master over the waters of the world, going so far as to manipulate their states of matter to suit her needs in her ever-present mission to defend the natural sanctuaries of the earth. (Resist Water) (Resist Ice) (Weak Fire) (Immune Wet) (Hydrokinesis II) (Cyrokinesis I) (+1 Basic Attack)
Hydrokinesis II: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on both Water Cells and Deep Water Cells and move them around as a free action so long as they remain in the same Row or Column and the user is at the maximum distance of 6 Cells away from their initial location. The user may move three cells per turn.
Cyrokinesis I: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn as long as the targeted cell is at most 5 Cells away from their location. The user may only change the state of three cells per turn.
- - - - -
Aquatic Guardian- Bearing the title bestowed to her by Mother Nature, the one who claims this profession solemnly vows to spend her physical and spiritual life in utter devotion to the waters of the planet in order to protect them from any and all harm. May the waters flow to her aid and strike true to smite the enemies of nature and bring back the essence of life in this world. (Null Water) (Resist Ice) (Resist Fire) (Weak Lightning) (Immune Wet/Drowning) (Immune Freeze) (Hydrokinesis III) (Cyrokinesis II) (Waking Water) (+2 Basic Attacks)
Hydrokinesis III: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on both Water Cells and Deep Water Cells and move them around as a free action so long as they remain in the same Row or Column and the user is at the maximum distance of 6 Cells away from their initial location. The user may move five cells per turn.
Cyrokinesis II: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn as long as the targeted cell is at most 6 Cells away from their location. The user may only change the state of five cells per turn.
Waking Water: Provides water with the purest blessings just by presenting herself before it. Instantly purifies all tainted source of water within a two cell radius of the user. If there are 20 or more purified water cells present on the battlefield, the user will maintain Auto-Life status. Should this status activate all purified water in the area reverts to normal water cells.
- - - - -
Tiamat's Avatar- In binding her essence with that of the purest waters and the very essence of life, the one who claims this profession becomes a channel for those waters to run ever-flowing and uninterrupted so that they may fill the world with the life it has lost. As every drop purifies this tainted land, so shall the user, enacting Mother Nature's ultimate judgement with the utmost power she has––may the tide rise and never fall. (Absorb Water) (Null Ice) (Resist Fire) (Resist Lightning) (Immune Wet/Drowning) (Immune Freeze/Absolute Zero) (Hydrokinesis IV) (Cyrokinesis III) (Waking Water) (+3 Basic Attacks)
Hydrokinesis IV: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on both Water Cells and Deep Water Cells and move them around as a free action so long as they remain in the same Row or Column regardless of where the user is located. The user may move five cells per turn.
Cyrokinesis III: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn no matter where they are located. The user may only change the state of five cells per turn.
Waking Water: Provides water with the purest blessings just by presenting herself before it. Instantly purifies all tainted source of water within a two cell radius of the user. If there are 20 or more purified water cells present on the battlefield, the user will maintain Auto-Life status. Should this status activate all purified water in the area reverts to normal water cells.
Level: 1
Exp: 0/12
Weapon: Aquatic Mastery- Power that bestows the ability to manipulate and control water through sheer will. (Damage: Int) (Range: 4 Cells) (Water Elemental)
Armor: Supple Ribbon- Flowy and simple material that covers the essentials.
Accessory: Water Skin- Relatively small skin that holds just enough water to drink... or use as a weapon.
A-Ability: Aquamancy
+Water Whip – The user readies her arms in a defensive formation before swiftly turning full circle and bringing her arms down in a whip like fashion that forces water to stream into a thin rope and snap at the user's target. 110% Int Damage. High Chance of Critical Hit. Range: 2 Cells. 8 MP. Hydrolysis: 2 Water Cells. Water Elemental.
+Ebb and Flow – The user pushes and pulls back her arms in a wave like manner that causes water to collect around the user's target and either pull them closer or push them away from her. No Damage. Either Pulls Target 2 Cells Closer or Pushes Target 2 Cells Away. Range: 4 Cells. 6 MP. Hydrolysis: 1 Water Cell. Water Elemental.
- Spoiler:
- +Rejuvenate – The user streams water around her hands and with the finest care presses it to another's wounds to heal major wounds. 100% Int HP Recovery. Range: Adjacent Cell. 6 MP. Hydrolysis: 2 Water Cells. Water Elemental.
+Stream Jet – The user draws forth a large amount of water before throwing the arms forward to send it spiraling at top speeds towards the target. 120% Int Damage. 50% Chance of Wet. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Aquatic Surge – The user throws her hands behind her before fluidly pushing them forward causing water to flow in a large wave-like manner toward the target. 130% Int Damage. Knocks Target Three Cells Back. Range: 3 Cell Line. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Bubble Barrier – The user thrusts her hands out to the sides of her causing water to meld into a protective bubble around her or an ally. No Damage. +30% Def and Spr for Three Turns; Dispelled by Lightning-based moves. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
---Frozen Shield – The user quickly follows through by pulling her hands back to her and breathing out slowly causing the temperature inside the shield to drop significantly to the point that the bubble freezes into a moveable shield. No Damage. Increases Boost to 45% for Five Turns; Cancels Dispel by Lightning-based moves; Reverts to Bubble Barrier by Fire-based moves. Range: Set. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Scald – The user draws forth a large amount of water before pressing her hands into it, amplifying the temperatures to the point of boiling before creating a jet of water to fly at the target. 120% Int Damage. 50% Chance of Burn. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Flowing Spring – The user rises into the air only slightly, bringing her hands toward the sky, before returning to earth and pressing her hands to the ground. The ground opens up to reveal a fresh spring of water which begins to flow freely, uninterrupted No Damage. Transforms 6 Cells into Water Cells; 1 Water Cell spawns each turn on the following turn unless the user dismisses this ability; Quick-cast on following turns for ? MP to add an additional Water Cell generation each turn (Max Generation of ? Water Cells a turn). Range: 6 Cells. ? MP. Hydrolysis: N/A Water Cells. Water Elemental.
---Serpentine Flood – Manipulating the steady flow of water springing from the earth into the shape of a dragon, the user wildly whips its serpentine form around at breakneck speeds before sending it crashing down into one single target. 210% Int Damage. Consumes All Water Cells created by Flowing Spring. Minimum of 18 Water Cells created by Flowing Spring to cast. High Chance of Pain. Range: Single Enemy. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
A-Ability: Cyromancy *LOCKED*
- Spoiler:
- +Touch of Frost – With a single touch the water streaming around the user freezes solid, still mutable to her desires, but now ready to inflict truer pain. No Damage. The user's Basic Attacks may alternatively be of the Ice Elemental. Damage reduction if this alternate attack is calculated off of the target's Def stat instead of their Spr stat. Lasts for the duration of the battle. Range: Self. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Frozen Spear – Thrusts the user's arm overhead causing a jet of water to freeze instantly and fly at the target. 140% Int Damage. Damage reduction is based on the target's Def stat. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Glaciate Entrapment – Streams a large swell of water around the target before instantly freezing it, and the target, in place. No Damage. High Chance of Freeze. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Mist – Releases water from its liquid and solid states allowing it to heat and release a dense steam that lingers around the user and her allies, making their exact location hard to pinpoint. No Damage. Increases Evasion by 15% for Three Turns. Range: All Allies. ? MP. Hydrolysis: ? Water Cells. Wind Elemental.
+Cleansing – Unleashes the true rejuvenating properties of water into a condensed stream which eases wounds and cures maladies. 130% Int HP Recovery. Cures 1 Negative Status Condition. Range: Adjacent Cell. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Icicle Cannon – Separates water into several different streams before freezing them and rapidly firing them at the opposition. 110% Int Damage. 8 Randomized Hits. Damage reduction is based on the target's Def stat. Range: 3 Layers of Surrounding Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Winter's Brutality – Fires off a heavily sharpened icicle at the target's weak point before utilizing a stream of icy energy to further wrench open the initial wound. 125% Int Damage. High Chance of Blood Loss. If Blood Loss is successful the target takes 5% Max HP Ice Damage for Three Turns following the initial assault. Damage reduction is based on the target's Def stat. Range: 6 Cells; Linear. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
+Winterland – Takes a moment to breathe before suddenly setting the entire battlefield on ice, casting the immediate vicinity into a Winterland of the user's own design. No Damage. Changes atmosphere to Winterland for Three Turns. Range: All. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
---Blizzard – With the ever-present winter surrounding them, the user suddenly draws forth its power and unleashes it in the form of the harshest gales, continuously battering and chilling the opposition until they are forced to submit under her icy wrath. 240% Int Damage. High Chance of Freeze. Small Chance of Absolute Zero if Frozen. Chance of Stun. Requires Winterland to be in effect. Range: All Enemies. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
[Winterland: Ice Elemental attacks and abilities do 25% increased damage/healing. Fire Elemental attacks and abilities do 25% less damage/healing. Increases the likelihood of by Frozen or afflicted with Absolute Zero. All units suffering from Wet have a Low Chance of Freeze. All Water Cells and Deep Water Cells are transformed into Ice Cells.]
A-Ability: Liquid Salvation *LOCKED*
- Spoiler:
- +Guardian Sign – Evokes a specialized stream of water in the shape of an enigmatic symbol to bolster one's presence as the Guardian of All Water. No Damage. Reduces damage taken by 30% for Three Turns. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Aquatic Blade – Melds water into the shape of a sword before taking it in hand in order to lay waste to the opposition on more personal terms. No Damage. Increases Critical Hit Rate and Critical Hit Damage by 20% for Five Turns. User's Basic Attack range is reduced to Adjacent Cell. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Surging Tide – Utilizes a swell of water to surge forth in order to quickly close the gap between the user and the opposition. No Damage. User moves to target cell. User may link a Basic Attack combo for ?% increase to MP Cost or ? extra Water Cells. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Trident Slash – Manipulates water into a brilliant trident in all of its glory before launching it into an all out assault against the target. 120% Int Damage. 4 Hits. Chance of Addle. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Alleviate – Streams highly purified water around the target's wounds in order to cleanse them and alleviate any and all pain, going so far as to leave remnants of the healing waters behind to ensure total recovery. 150% Int HP Recovery. Bestows Regen. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Purification – Presses one's hand to the water before her and purifies it instantly before wrapping it into a tight embrace around the target, its amplified properties protecting them from further harm. No Damage. Bestows Immunity for Five Turns. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Aquatic Embrace – Molds water into a thin veil around the target which protects the target from watery woe. No Damage. Increases the target's Water Affinity by one (1) stage and enables them to occupy both Water Cells and Deep Water Cells for Five Turns. Range: 4 Cells. ? MP. Hydroysis: ? Water Cells. Water Elemental.
+Liquid Life – Focuses on the water flowing through a fallen target's body and utilizes blessings of Nature to usher life mana into that water, enabling the target to heal from the inside and rise once more. No Damage. Revives the target with 20% Max HP. Can only be used on units which have water within them. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
A-Ability: Birth of the Sea *LOCKED*
- Spoiler:
- +Tidal Wave – . 150% Int Damage. High Chance of Wet. Pushes targets up to five cells backwards. Range: All Rows in front of the user. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Great Divide – . 120% Int Damage. Chance of Burn. Chance of Weak. Range: 2 Layers of Surrounding Cells. ? MP. Hydrolysis: ? Water Cells. Wind Elemental.
+Restore – . 175% Int HP Recovery. Removes all of the target's negative status effects. Range: 2 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Interconnectivity – . No Damage. Copies the target's positive status effects and places them on allied units occupying water cells with their original duration. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Fountain of Youth – . No Damage. Conjures Fountain of Youth Cells in the target location. Only one set of Fountain of Youth cells may be in play at a time. Range: 6 Cells + Adjacent Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
{Fountain of Youth Cells: {~} – Units occupying middle of these cells gain access to Trigger Command: Submerge. If the target uses Submerge and they wait for the turn but have their damage input increased by 100% with a chance to Drown if they are attacked. Attacked units are knocked out of submerged state. Units that successfully complete Trigger Command: Submerge have their HP and MP restored by 50% Maximum and have all stats returned to default values. They also take 20% less damage for two turns. Fountain of Youth cells dry up after a unit successfully completes Trigger Command: Submerge or if no unit is able to successfully submerge three turns after initial placement.}
+Scalar Shields – . No Damage. Creates Four (4) Scalar Shield cells in adjacent cells of the target. Only one set of Scalar Shield cells may be in play at a time. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
{Scalar Shield Cells: {x} – These cells maintain adjacent cell placement of the target and take damage for the target from the direction they face. Scalar Shields are weak to attacks of the Lightning Elemental and have stats equivalent to the following: HP – User's Int x .45 / Def – User's Int x .65 / Spr – User's Int x .55}
+Flood of the Moon – . 180% Int Damage. Creates 16 Water Cells in random locations. Damage dealt is doubled if the Moon is present in the atmosphere. Range: All Enemies. ? MP. Hydrolysis: ? Water Cells. Light Elemental.
+Torrent – . 160% Int Damage. 6 Hits. Chance of Bleeding. Chance of Immobilize. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
+Hurricane – . 240% Int Damage. Destroys unoccupiable cells and may leave Water cells in their place. Range: All Enemies. ? MP. Hydrolysis: ? Water Cells. Wind Elemental.
+Aquatic Manipulation – For those who possess the ability to manipulate water it is said they may have the ability to force their will over the world. It is a rare and horrible technique possessed by only those who are to be legendary masters of the control they have been given. Forbidden by moral values it is used under only two circumstances: Corruption or Defense. To bend the will of another person against them through the very water in their veins is an act that the victim will never fully recover from. No Damage. The user takes control of the Target for Three Turns. The target has a 30% chance to break free of the user's control on the first turn; 60% chance to break free on the second turn; and a 90% chance to break free on the final turn. Targets who fail to break free have a Low Chance of Hesitation for the duration of the battle. The user cannot take action or move while controlling her target, Can only be used on units which have water within them. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
R-Ability:
- Spoiler:
- +Aquatic Blessing I – Whilst wading in water the user gains the blessings of Mother Nature. The user gains an 15% boost to her Def and Spr whenever the user is occupying a Water Cell or Deep Water Cell.
+Aquatic Blessing II – Whilst wading in water the user draws upon Mother Nature's direct power. The user gains a 15% boost to her Def and Spr as well as a 5% HP and MP Regen as long as she occupies a Water Cell or Deep Water Cell.
S-Ability:
+Hydrolysis I – The user attunes her own energy to water so that, in times of need, water can lend itself to her own energy supplies. Enables the user to utilize Water Cells instead of MP to execute attacks with each ability having its own Water Cell Cost. Deep Water Cells become regular Water Cells when consumed.
- Spoiler:
- +Hydrolysis II – The user attunes her own energy to water so that, in times of need, water can lend itself to her own energy supplies and, in the most extreme cases, become touched by Mother Nature herself. Enables the user to utilize Water Cells instead of MP to execute attacks with each ability having its own Water Cell Cost; by extension, the user can expend ? extra Water Cells to ignore positive Water/Ice/Air affinities. Deep Water Cells become regular Water Cells when consumed.
B-Ability:
- Spoiler:
- +Hydrolic Genesis I – Murmurs a prayer to Mother Nature in order to will water into existence by the user's persuasion. Creates Water Cells in both cells the user occupies and cells targeted by the user's abilities for three turns upon activation.
+Hydrolic Genesis II – Murmurs a prayer to Mother Nature in order to will water into existence by the user's sheer presence. Creates Water Cells in cells the user occupies, passes through, and cells targeted by the user's abilities for three turns upon activation.
E-Trigger:
+Tiamat's Cry – Feeling the water within one's body begin to boil with the rage of an entity far more powerful than herself, the user releases a ferocious roar which causes all waters to tremble and bow before her growing might. All Water Cells on the battlefield expand by one (1) layer of adjacent cells. Water Cells affected by this expansion become Deep Water Cells if possible. For the next Three Turns, the user's Hydrolysis costs are decreased by 50% if occupying a Water Cell or by 100% if occupying a Deep Water Cell.
X-Ability:
+Arise, Great Flood – Throws the entirety of one's body down upon the ground in a beseeching manner in order to will all the waters of the world to come to the user's aid through the fullest extent of her mastery. The ground cracks apart, the sky darkens with thick clouds, and the wind whips about as a torrential downpour cascades from the heavens and spring water wrenches forth from the depths of the earth creating an aquatic hellscape through which the user, seizing control of the great flood, shall bury her enemies alive in an unforgiving watery grave. No Damage. User waits for One Turn. On the next turn, the current atmosphere changes to Great Flood for Three Turns. The user's Movement becomes Infinite while occupying Water Cells during Great Flood atmosphere. Range: All. 0 MP. Hydrolysis: 0 Water Cells. 10 X-Levels. Water Elemental.
{Great Flood: Water Elemental attacks and abilities do 100% increased damage/healing. Fire Elemental attacks and abilities do 75% less damage/healing. Projectile-based attacks have 15% reduced accuracy. Water Cells appear randomly across the battlefield in progressively greater quantity each turn and consume the battlefield on the final turn; all Water Cells in play prior to this effect become Deep Water Cells if/when affected. All units (including the user and her allies) have a High Chance of Wet each turn. All units are more susceptible to Drowning during this effect. All Positive Water affinities not belonging to the user are negated while this atmosphere is in effect. Water Cells utilized by Hydrolysis are not consumed during this effect. After the Great Flood fades, Water Cells begin to disappear in progressively greater quantity until only Water Cells originally in play remain if possible.}
Stats:
HP: 15
MP: 25
DD: 0/10
Atk: 1 (+0 from Aquatic Mastery)
Def: 2 (+0 from Supple Ribbon)
Int: 4 (+1 from Aquatic Mastery) (+1 from Water Skin)
Spr: 3 (+1 from Supple Ribbon)
Evade: 1%
Move: 2 Cells (+0 from Aquamancer Profession)
Skill Points: 0
Last edited by Silver on Tue Jan 17, 2017 8:40 am; edited 11 times in total
Re: Silver's Creative Compendium Revamped
Name: Elena Renval
Age: 38
Gender: Female
Appearance:
Profession: The Betrothed- The one who claims this profession possess an uncompromising bond with the many beasts and spirits of the land, through which she vows to protect the balance of all things. (Resist Light) (Resist Dark) (Blessed Alliance) (Twinfold Summoning) (+2 Basic Attacks) (Equip: Staves)
Blessed Alliance: After effects of the user's summoning have their duration increased by one turn.
Twinfold Summoning: Allows the user to summon two of the user's familiars in conjunction with one another.
Level: 40
Exp: --/--
-------------------
Weapon: Heart of Awakening- Regal staff said to have belonged to a powerful sorceress who alone awoke the Gods from their slumber so that they could restore the world to its original glory. (Removes Sleep/Deep Sleep upon attack) (Immune Sleep/Deep Sleep) (Damage: Int) (Range: 4 Cells)
Armor: Eternal Alliance- Magnificent robes whose very presence cause those nearby to feel the immense strength to be found in numbers.
Accessory: Harmonia Band- Silver ring which holds a brilliant jewel which emits radiant lightwaves of harmony and peace. (+15% Def/Spr)
Accessory: Summoner's Charm- Ancient trinket enchanted with immense amounts of summoning mana which empowers the holder and their familiars. (+20% Summon Damage) (-10% Summon Mp Cost)
-------------------
A-Ability: Eidola
+ Psyche- Calls upon the first entity to answer the user's call, who appears as little more than a child bathed in heavenly light, to protect the user from harm's way. 110% Int Damage. The user counters for 100% Int Light Damage for Three Turns. Range: 3 Cells. 10 Mp. Light Elemental.
+ Csepel- Draws upon the powers of wisdom and age which the user utilizes to summon forth a magnificent treant who releases a flurry of leaves and splinters in the direction of the user's target. Afterwards, the treant places a single flower in the summoner's hair which bestows her the life of nature. 120% Int Damage. Hits all in the way. The user recovers 10% Max Hp and Mp for Three Turns [Self]. Range: 4 Cell Line. 16 Mp.
+ Cymbeline- Draws upon the powers of life and warmth which the user utilizes to call forth a being equal to that of the sun who bathes the battlefield in searing flames. Afterwards, the spirit bestows upon the user wild and passionate energies. 140% Int Damage. +20% Int for Three Turns [Self]. Range: All Enemies. 28 Mp. Fire Elemental.
+ Vaile- Draws upon the powers of freedom and liberty which the user utilizes to call forth a magnificent eagle of silver feather who conjures a large gust around the user which expels enemies. Afterwards, the eagle grants the user with immense command over the winds themselves. 130% Int Damage. Pushes Targets Away from the User. +2 Move for Three Turns [Self]. Range: Surrounding Cells. 20 Mp. Wind Elemental.
+ Riptide- Draws upon the powers of change and adaptability which the user utilizes to call for a beast with the head and torso of a horse and the end of a fish which releases a wave of aqua colored energy. Afterwards, the beasts bestows upon the user a calm and solid fortitude. 120% Int Damage. Lasts Three Turns. +15% Def and Spr for Three Turns [Self]. Range: 4 Cells. 24 Mp. Water Elemental.
+ Gaea- Draws upon the powers of stability and courage which the user utilizes to call forth a spirit who dives into the earth below and uproots many enormous boulders to take the form of a golem, who throws itself at the opposition and refuses to let go no matter what. Afterwards, the golem's spirit returns to the user and protects her from harm. 180% Int Damage. 50% Chance of Immobilize and Disable. Bestows Immunity [Self]. Range: 3 Cells. 28 Mp. Earth Elemental.
+ Piri- Draws upon the powers of grace and brutality which the user utilizes to call forth a large bear with snow white down to release a torrent of arctic fury upon those against the user. Afterwards, the ursine blesses the user with a cover of icy winds to more easily avoid harm. 200% Int Damage. +20% Evasion for Three Turns [Self]. Range: 4 Cells. 28 Mp. Ice Elemental.
+ Nirvana- Calls upon the ultimate entity that made a pact with the user to decimate all who stand in the user's way without a second thought. 240% Int Damage. Range: 5 Cells + 2 Cell Radius of Target. 32 Mp. Light Elemental.
-------------------
A-Ability: Primordial Rune
+ Celestial Globe- Draws many symbols in the air and then manipulates them to form a circle around the user, evoking their power to create a sphere of translucent light around the user which amplifies her power. No Damage. Creates Celestial Globe Cell. Celestial Globe Cell makes the user's range infinite and increases damage output by 5% so long as the user remains inside the cell. Range: Current Cell. 16 Mp. Light Elemental.
+ Resplendence- Conjures forth a small ball of brilliant light which floats harmlessly to the center of the battlefield before releasing many pulses of its amazing splendor. No Damage. Places Resplendent Orb in the Center of the Battlefield; All enemies within a 3 Cell Radius of the Resplendent Orb take 100% Int Damage for Five Turns. Range: Set. 16 Mp. Light Elemental.
+ Blazing Radiance- Creates a small spark of brilliant white flame which the user manipulates into a fiery stream which purifies all it touches. 140% Int Damage. Dispels Beneficial Statuses. Range: 4 Cells. 18 Mp. Fire Elemental.
+ Natura's Requiem- Conjuring harp in hand, the user plays a magnificent melody which implores Natura herself to bestow a blessing upon the user or her allies. 100% Int Healing. Nulls the next Elemental attack. Range: 3 Cells. 12 Mp.
+ Promise- Activates a hidden scripture based upon a vow between the user and her daughter from long ago which scathes the target with a blessed light far stronger than any darkness. 150% Int Damage. Deals 4x damage to Light Vulnerable enemies. Range: 4 Cells. 24 Mp. Light Elemental.
+ The Prophecy- Conjures a giant seal which details in magnificent runes the story of the High Summoner and the fate of the world. No Damage. Casts Doom; must be used at the start of battle; Negates Dispel. Range: Enemy Party. ? Mp.
-------------------
R-Ability:
+ Pact of Protection- Whenever the user is attacked from a range greater than three cells, the user may counter by summoning without gaining benefits.
-------------------
S-Ability:
+ Auto-Banish- Utilizes powerful mana to instantly dismiss any summons on the opposing field.
-------------------
D-Ability: Sonia- "A day remembered when my world caught aflame." Recounts the tale of the Summoner's eldest daughter and how she, in being pushed to summon a beast beyond her control, set a whole village ablaze and created a disaster in which only three survived through miraculous means before recreating that event. 150% Pierce Int Damage. Chance of Severe Burn; Chance of Doom; Chance of Instant Death. Range: 3 Layers of Surrounding Cells. 0 Mp. Fire Elemental.
Age: 38
Gender: Female
Appearance:
- Spoiler:
Profession: The Betrothed- The one who claims this profession possess an uncompromising bond with the many beasts and spirits of the land, through which she vows to protect the balance of all things. (Resist Light) (Resist Dark) (Blessed Alliance) (Twinfold Summoning) (+2 Basic Attacks) (Equip: Staves)
Blessed Alliance: After effects of the user's summoning have their duration increased by one turn.
Twinfold Summoning: Allows the user to summon two of the user's familiars in conjunction with one another.
Level: 40
Exp: --/--
-------------------
Weapon: Heart of Awakening- Regal staff said to have belonged to a powerful sorceress who alone awoke the Gods from their slumber so that they could restore the world to its original glory. (Removes Sleep/Deep Sleep upon attack) (Immune Sleep/Deep Sleep) (Damage: Int) (Range: 4 Cells)
Armor: Eternal Alliance- Magnificent robes whose very presence cause those nearby to feel the immense strength to be found in numbers.
Accessory: Harmonia Band- Silver ring which holds a brilliant jewel which emits radiant lightwaves of harmony and peace. (+15% Def/Spr)
Accessory: Summoner's Charm- Ancient trinket enchanted with immense amounts of summoning mana which empowers the holder and their familiars. (+20% Summon Damage) (-10% Summon Mp Cost)
-------------------
A-Ability: Eidola
+ Psyche- Calls upon the first entity to answer the user's call, who appears as little more than a child bathed in heavenly light, to protect the user from harm's way. 110% Int Damage. The user counters for 100% Int Light Damage for Three Turns. Range: 3 Cells. 10 Mp. Light Elemental.
+ Csepel- Draws upon the powers of wisdom and age which the user utilizes to summon forth a magnificent treant who releases a flurry of leaves and splinters in the direction of the user's target. Afterwards, the treant places a single flower in the summoner's hair which bestows her the life of nature. 120% Int Damage. Hits all in the way. The user recovers 10% Max Hp and Mp for Three Turns [Self]. Range: 4 Cell Line. 16 Mp.
+ Cymbeline- Draws upon the powers of life and warmth which the user utilizes to call forth a being equal to that of the sun who bathes the battlefield in searing flames. Afterwards, the spirit bestows upon the user wild and passionate energies. 140% Int Damage. +20% Int for Three Turns [Self]. Range: All Enemies. 28 Mp. Fire Elemental.
+ Vaile- Draws upon the powers of freedom and liberty which the user utilizes to call forth a magnificent eagle of silver feather who conjures a large gust around the user which expels enemies. Afterwards, the eagle grants the user with immense command over the winds themselves. 130% Int Damage. Pushes Targets Away from the User. +2 Move for Three Turns [Self]. Range: Surrounding Cells. 20 Mp. Wind Elemental.
+ Riptide- Draws upon the powers of change and adaptability which the user utilizes to call for a beast with the head and torso of a horse and the end of a fish which releases a wave of aqua colored energy. Afterwards, the beasts bestows upon the user a calm and solid fortitude. 120% Int Damage. Lasts Three Turns. +15% Def and Spr for Three Turns [Self]. Range: 4 Cells. 24 Mp. Water Elemental.
+ Gaea- Draws upon the powers of stability and courage which the user utilizes to call forth a spirit who dives into the earth below and uproots many enormous boulders to take the form of a golem, who throws itself at the opposition and refuses to let go no matter what. Afterwards, the golem's spirit returns to the user and protects her from harm. 180% Int Damage. 50% Chance of Immobilize and Disable. Bestows Immunity [Self]. Range: 3 Cells. 28 Mp. Earth Elemental.
+ Piri- Draws upon the powers of grace and brutality which the user utilizes to call forth a large bear with snow white down to release a torrent of arctic fury upon those against the user. Afterwards, the ursine blesses the user with a cover of icy winds to more easily avoid harm. 200% Int Damage. +20% Evasion for Three Turns [Self]. Range: 4 Cells. 28 Mp. Ice Elemental.
+ Nirvana- Calls upon the ultimate entity that made a pact with the user to decimate all who stand in the user's way without a second thought. 240% Int Damage. Range: 5 Cells + 2 Cell Radius of Target. 32 Mp. Light Elemental.
-------------------
A-Ability: Primordial Rune
+ Celestial Globe- Draws many symbols in the air and then manipulates them to form a circle around the user, evoking their power to create a sphere of translucent light around the user which amplifies her power. No Damage. Creates Celestial Globe Cell. Celestial Globe Cell makes the user's range infinite and increases damage output by 5% so long as the user remains inside the cell. Range: Current Cell. 16 Mp. Light Elemental.
+ Resplendence- Conjures forth a small ball of brilliant light which floats harmlessly to the center of the battlefield before releasing many pulses of its amazing splendor. No Damage. Places Resplendent Orb in the Center of the Battlefield; All enemies within a 3 Cell Radius of the Resplendent Orb take 100% Int Damage for Five Turns. Range: Set. 16 Mp. Light Elemental.
+ Blazing Radiance- Creates a small spark of brilliant white flame which the user manipulates into a fiery stream which purifies all it touches. 140% Int Damage. Dispels Beneficial Statuses. Range: 4 Cells. 18 Mp. Fire Elemental.
+ Natura's Requiem- Conjuring harp in hand, the user plays a magnificent melody which implores Natura herself to bestow a blessing upon the user or her allies. 100% Int Healing. Nulls the next Elemental attack. Range: 3 Cells. 12 Mp.
+ Promise- Activates a hidden scripture based upon a vow between the user and her daughter from long ago which scathes the target with a blessed light far stronger than any darkness. 150% Int Damage. Deals 4x damage to Light Vulnerable enemies. Range: 4 Cells. 24 Mp. Light Elemental.
+ The Prophecy- Conjures a giant seal which details in magnificent runes the story of the High Summoner and the fate of the world. No Damage. Casts Doom; must be used at the start of battle; Negates Dispel. Range: Enemy Party. ? Mp.
-------------------
R-Ability:
+ Pact of Protection- Whenever the user is attacked from a range greater than three cells, the user may counter by summoning without gaining benefits.
-------------------
S-Ability:
+ Auto-Banish- Utilizes powerful mana to instantly dismiss any summons on the opposing field.
-------------------
D-Ability: Sonia- "A day remembered when my world caught aflame." Recounts the tale of the Summoner's eldest daughter and how she, in being pushed to summon a beast beyond her control, set a whole village ablaze and created a disaster in which only three survived through miraculous means before recreating that event. 150% Pierce Int Damage. Chance of Severe Burn; Chance of Doom; Chance of Instant Death. Range: 3 Layers of Surrounding Cells. 0 Mp. Fire Elemental.
Last edited by Silver on Wed Dec 20, 2017 11:21 pm; edited 3 times in total
Re: Silver's Creative Compendium Revamped
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
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
Last edited by Silver on Wed Dec 20, 2017 11:21 pm; edited 3 times in total
Re: Silver's Creative Compendium Revamped
Name: Luca di Angelo Graves
Age: 20
Gender: Female
Appearance:
Traveler: Accustomed to coming and going as well as prepared for the obstacles in the road, the user strives to always move forward. Grants +1 Move and +5% Evasion.
Level: 5
Exp: 28/48
Weapon: Lady Luck- With ebony hilt and polished crimson blade, this rapier is imbued with an enchantment to increase the luck of the wielder. (+10% Critical Hit Rate)
Armor: Dealer's Sleight- Fancy threads consisting of a black suit over top a beautiful white dress shirt with black trousers thrown in. Comes with a red tie adorned with a strange symbol that looks like a heart of sorts. (-5% chance to receive Critical Hits)
Accessory: Ruby Earring- Simple earring with a ruby gemstone.
A-Ability: Journey's Start
+Onset – The beginning of one's adventure is always the most important part of any successful journey. The user takes a prominent step forward and delivers two slashes in the target's direction. 90% Atk Damage. 2 Hits. Range: 2 Cells. 6 MP.
--- Plunge – Diving into the life of adventure, one must take it headfirst or miss out on a wonderful experience. Follows through by delivering a devastating stab at the target's stomach. 110% Atk Damage. 50% Chance of Critical Hit. Range: Set. 8 MP.
+Rest – Knowing one's limitations and acknowledging them is also vitally important. The user stops a moment to breathe and refresh before continuing onward. No Damage. User waits. User recovers 1% Max Hp and Mp; Enables a second act action the following turn. Must be the user's first action. Range: Self. 6 MP.
+Preparation – In order to better take on the challenges of the road, one must make sure to be prepared for anything. The user takes a moment to ready herself before making her next strike. No Damage. Bestows Bravery. Range: Self. 8 MP.
A-Ability: Natural Path *LOCKED*
A-Ability: Seaward Bound *LOCKED*
A-Ability: Pathway's Master *LOCKED*
R-Ability:
+Adventurous Surge – The thrills of adventure leave one totally energized, ready to combat all that comes one's way. When an enemy unit enters a two cell radius of the user, she rushes to an adjacent cell. If this ability has activated and said enemy unit attempts to leave a two cell radius of the user, she follows so long as they do not move out of her movement range and there is a cell available for her to occupy.
S-Ability:
+Director – On the road, one rarely has others around to make decisions for them; in order to take the best possible route for one's self, one must make their own decisions. Dissolves Act Actions and Move Actions into plain Actions for the user to take advantage of as they see fit.
D-Ability:
+Homebound – Every path must eventually lead the one walking it back home, hopefully with a better understanding of themselves. With hopes to return to where the journey started when the user is through journeying, the user releases a flurry of attacks which ensure the user's ability to return home. 200% Pierce Atk Damage. The user may take a second move action. Range: Adjacent Cell. 0 MP.
Stats:
Next Level: MP, Atk, Spr
HP: 35
MP: 25 (+5 from Ruby Earring)
DD: 10/10
Atk: 8 (+3 from Lady Luck)
Def: 5 (+2 from Dealer's Sleight)
Int: 1 (+0 from Lady Luck)
Spr: 4 (+1 from Dealer's Sleight)
Evade: 8% (+5% from Traveler)
Move: 2 Cells (+2 from Adventurer Profession) (+1 from Traveler)
Skill Points: 0
Age: 20
Gender: Female
Appearance:
- Spoiler:
Traveler: Accustomed to coming and going as well as prepared for the obstacles in the road, the user strives to always move forward. Grants +1 Move and +5% Evasion.
- Spoiler:
Geomancer- Having traveled across the land, the one who claims this profession seeks to become one with the earth she walks. Taking the earth's challenge in stride, she draws from its power and uses it to continue her ventures. (Earthwalker) (Nature's Embrace) (+1 Basic Attack) (Equip: Rapiers)
Earthwalker: The user can cross any terrain so long as it is to continue her ventures. Enables the user to passthrough any nature-based terrain and grants +1 Move.
Nature's Embrace: Stopping for a moment to immerse one's self in the true air of Nature is a wise tactic; used often it can easily lend the power of the earth itself to an individual. Whenever the user uses Rest, she gains Nature's Embrace status. Nature's Embrace: The user's next attack ignores 20% of her target's respective defensive stat and the user absorbs 10% of the damage dealt as Mp.
- - - - -Pirate- Having walked the earth and become well acquainted with the land, the one who claims this profession sets her sights on the unknown horizons of the vast seas and waterways that ribbon the land. Taking the steps to become one with the sea as she is with the land, her ventures will no doubt lead her to the greatest feats the world has to offer. (Well-Traveled) (Ocean's Gift) (Relaxation) (+2 Basic Attacks) (Equip: Rapiers)
Well-Traveled: One with the earth and now seeking a similar relationship with the sea, only they who have seen some of the greatest sights can truly make that dream a reality. Enables the user to occupy most any unoccupiable cell (within obvious limitations) and increases Move by 1.
Ocean's Gift: Waiting for the proper moment to make a move–flowing like the water in a carefree manner–evokes the secrets within the ocean. Whenever the user uses Rest, she gains Ocean's Gift status. Ocean's Gift: The user's damage output is increased by 5% for every water cell or water-type cell on the battlefield for the following three turns. If there are no water cells or water-type cells present, water cells will begin to randomly appear for the next five turns.
Relaxation: The sea, when calm, is a truly serene sight–nothing but utter peace exudes from the gentle waves. Rest costs 0 MP to execute as long as there is a single water cell on the field.
- - - - -Trailblazer- Having traveled the farthest reaches of the world she inhabits, the one who claims this profession has turned over every rock, climbed every mountain, explored every depth, and claimed her place as a world-renowned explorer. Nothing of this world can surprise her, not when she has seen it all and become its master. (Northern Star) (Journey's Gift) (Serenity Stance) (+3 Basic Attacks) (Equip: Rapiers)
Northern Star: The North Star shines bright to guide the way through the night–without the need for it, the user walks her own path. Enables the user to occupy most any unoccupiable cell (within obvious limitations) and increases Move by 2.
Journey's Gift: Seeing the world and learning its secrets grants the user a near infinite knowledge–stopping to take everything in and recollect grants such knowledge. Whenever the user uses Rest, she gains Journey's Gift status. Journey's Gift: Increases all of the user's stats by 30% for Four Turns, but forces Rest to have a recharge time of ? Turns.
Serenity Stance: When resting everything is peaceful–no spite or pain to deal with. Just serenity. Only serenity. Rest now costs 0 MP to use so long as there is not an enemy within 2 Layers of Surrounding Cells of the user.
Level: 5
Exp: 28/48
Weapon: Lady Luck- With ebony hilt and polished crimson blade, this rapier is imbued with an enchantment to increase the luck of the wielder. (+10% Critical Hit Rate)
Armor: Dealer's Sleight- Fancy threads consisting of a black suit over top a beautiful white dress shirt with black trousers thrown in. Comes with a red tie adorned with a strange symbol that looks like a heart of sorts. (-5% chance to receive Critical Hits)
Accessory: Ruby Earring- Simple earring with a ruby gemstone.
A-Ability: Journey's Start
+Onset – The beginning of one's adventure is always the most important part of any successful journey. The user takes a prominent step forward and delivers two slashes in the target's direction. 90% Atk Damage. 2 Hits. Range: 2 Cells. 6 MP.
+Rest – Knowing one's limitations and acknowledging them is also vitally important. The user stops a moment to breathe and refresh before continuing onward. No Damage. User waits. User recovers 1% Max Hp and Mp; Enables a second act action the following turn. Must be the user's first action. Range: Self. 6 MP.
+Preparation – In order to better take on the challenges of the road, one must make sure to be prepared for anything. The user takes a moment to ready herself before making her next strike. No Damage. Bestows Bravery. Range: Self. 8 MP.
- Spoiler:
- +Passing Glance – One must be able to act on something the moment they spot it. The user, perfectly in range of her target, makes a swift assault which they are unlikely to dodge. 100% Atk Damage. Sure Hit. Range: 2 Cells. ? MP.
+Overcome – Stopped in mid-travel by an obstacle, one must persevere in order to move forward. The user walks her path with a powerful stride, striking aside any who challenge her so that she may move forward. No Damage. User moves [User Move Stat] Cells in given direction; Enemies in the way take 100% Atk damage. Range: Set. ? MP.
+Aid – Upon finding another travel, one must choose whether or not they are friend or foe; if friend, grant them your help if the need arise. The user offers her assistance to an ally for a brief period of time. No Damage. Lends 25% of the User's Atk to the target's main attack stat for the next Three Turns. Range: 4 Cells. ? MP.
+Final Stand – The last legs of one's journey prove to be the hardest. In the face of her final moments, the user delivers an all out assault that leaves her extremely fatigued afterwards, but gives her hope for a conclusion to her travels. 120% Atk Damage. 12 Hits. The user must be in Critical Condition. User's Stats are reduced by 20% for Five Turns. Range: Adjacent Cell. ? MP.
A-Ability: Natural Path *LOCKED*
- Spoiler:
- +Inner Power – In order to walk the path less traveled, one must look inside themselves and find their inner strength; the power they've always had but never used. The user unlocks a seal on her mana to produce the inner strength that lied dormant within herself. No Damage. Causes the user's Int-based abilities to use the user's Atk stat as the base; must be used before any other Natural Path ability may be used. Range: Self. ? MP.
+Focus Connection – Draw power from nature and it shall lend itself to one when it is most needed. The user focuses on her connection with nature and slowly recovers her reserves by drawing from the earth's own. No Damage. User recovers Hp and Mp equal to 100% of the user's Int for Five Turns; takes Two Turns to use. Range: Self. ? MP. Earth Elemental.
+Earthen Spire – Reshapes earth into one's desired form to use as a weapon. The user concentrates on the ground and rips the earth itself up and reforms it into a spike before firing it off at the target. 130% Int Damage. Range: 3 Cells; Linear [One Target]. ? Mp. Earth Elemental.
+Brine Squall – Calls upon the harshest gales to blow water mana in a fierce burst. The user redirects gales in the target's direction while also generating a large surge of water mana which slices into the target several times. 120% Int Damage. 3 Hits. 50% Chance of Wet. Range: 3 Cells. ? MP. Water Elemental.
+Eternal Blaze – Similar to the fires in one's hearts, natural fire burns strong and consumes in its passion. The user sparks a small flame at the tip of her rapier, swirling and adding to its body before firing off a burst of flame at the target. 100% Int Damage. Lasts Five Turns. Range: 4 Cells. ? MP. Fire Elemental.
+Frozen Calamity – Unleashes one's ruthlessness in a frozen gale that freezes not only the target, but also the ground around the victim. The user directs a ruthless gale in the target's direction, utilizing ice mana to flash freeze the target and the earth around them. 110% Int Damage. 50% Chance of Freeze; Adjacent Cells become Ice Cells. Range: 5 Cells. ? Mp. Ice Elemental.
+Terraform – Pleads with the earth to meld part of itself to one's likings. The user offers up some of her mana to the earth to form a special part of nature. No Damage. Spawns 1 Nature Cell of the user's choosing. Range: Single Cell. ? MP.
+Meteoform – Draws upon one's connection with the earth to alter the atmosphere to fit one's desires. The user focuses one's connection with the earth and utilizes her own mana to alter the surroundings to fit her need. No Damage. Changes Atmosphere based on Nature Cell utilized. Range: Set. ? MP.
+Nature Strike – Utilizes the power of nature to one's fullest potential, drawing all of its power into a single attack. The user pulls from the energy of the verdant earth to strike the target with all of nature's power. 210% Atk Damage. 25 Nature Cells must be available; Element varies depending on most abundant Nature Cell. User cannot act the next turn. Range: Adjacent Cell. ? MP. Varying Elemental.
A-Ability: Seaward Bound *LOCKED*
- Spoiler:
- +Crest Surge – Directs the sea to bend its will to the user in order to herald her arrival. Gathers a swell of seawater around the user before using it to surge to whatever destination the user desires. No Damage. Moves user to target cell. Can link basic attack combo. Range: Self. ? MP. Water Elemental.
+Broadside – With a hearty call, all cannons let loose fire upon the opposition. Swipes the blade through the air causing a barrage of bullets to fly at the targets 80% Atk Damage. 14 Randomized Hits. Range: 4 Cells; Fanshape. ? MP.
+Dolphin Kick – Bends the sea around the user in order to propel herself at a high speed. Uses the water's strength to launch the user at the target, delivering a sharp kick that is hard to recover from. 140% Atk Damage. High Chance of Addle. Range: 6 Cells. ? MP. Water Elemental.
+Sea Breeze – Directs the winds that dance across the sea to bend their will to the user, gifting her and her allies with its vigor. Gathers the swiftest gales from every corner of the ocean to bless the user and her allies with unparalleled speed. No Damage. Bestows Haste. Range: All Allies. ? MP. Wind Elemental.
+Commandeer – Back's the target into a corner in order to prime them for capture. Place's one's self in the perfect positioning to ensure escape is futile. No Damage. Roots Target for the Next Turn. Range: 3 Cells. ? MP.
---Forced Camaraderie – Successfully captures the target and places them within the user's jurisdiction evermore. Christens the target as the user's prisoner and forced ally, using iron will to rule over their actions... for the time being. No Damage. Gains control over one enemy for the rest of the battle. Does not affect bosses. Only one enemy may be controlled at a time. Range: Rooted Target. ? MP.
+Sea's Scourge – With gun in hand range is no longer an issue, the best buccaneers always land their shots. Pulls out a special gun crafted specifically for the user to use in dire situations; if one is worthy, a bullet fired from this weapon never misses. No Damage. Equips the Sea's Scourge as a subweapon for Five Turns. Sea's Scourge: Enables the user to perform a 4 cell ranged basic attack combo alternatively to her normal basic attacks; the user will automatically counter any ranged attack by firing a shot dealing 100% Atk damage if this weapon is equipped; if the user has gained the title Queen of the Pirates, this weapon as a Sure Hit effect. Range: Self. ? MP.
+Tidal Burst – Gathers and reforms seawater into a wall before firing it at the user's targets. Creates a veritable wall of water and sends it hurtling toward the user's targets; the closer they are the harsher the force of the wave. No Damage. Briefly occupies the chosen column or row adjacent to the user with water cells and pushes them in the direction away from the user; the water travels to the edge of the battlefield, anything caught in the way gets pushed back depending on how close they were to the initial 'wall of water' (as decided by the GM); objects in the way may be destroyed depending on how close they were to the initial 'wall of water (as decided by the GM). Range: See Description. ? MP. Water Elemental.
- - - - -+Lese Majesty – With blade at the ready, delivers the ultimate judgement of the sea to the target with a single strike that eradicates any chance of the target crossing the user again. 270% Atk Damage. Does not activate Target's R-Ability or Innate Abilities. Target cannot directly target the user for the duration of the battle. Can only be purchased after Luca has obtained the title Queen of the Pirates. Range: Adjacent Cell. ? MP.
A-Ability: Pathway's Master *LOCKED*
- Spoiler:
- +Heaven Step – "Celestial bodies guide me! Let me follow in Heaven's footsteps!" Utilizes the power of the stars and other heavenly bodies to bless the user with the ultimate dexterity. No Damage. Increases Move by 1 for Two Turns; Increases Evade by 30% for Two Turns. Range: Self. ? MP. Light Elemental.
---Celestial Impact – "Starlight guide my blade! Heavens, unleash your fury!" Transforms the blessing of the stars into a radiant aura which surrounds the user's blade for one strike that leaves the target baptized in true heavenly energy. 250% Atk Damage. Removes Heaven Step buff. High Chance of Purification. Range: Adjacent Cell. ? MP. Light Elemental.
+Shooting Star – With the utmost dexterity, the user launches herself into the air and expertly tosses her blade in the target's direction with premium force. 175% Atk Damage. Knocks Target back Three Cells. Range: 6 Cells; Linear. ? MP.
+Blaze of Glory – "Blaze your own trail and ravel in the grasp of glory!" Raises the blade high in order to collect pure determination in its slender frame before sinking it into the ground, creating a fiery aura that embodies the user's will. 120% Atk Damage. The user's stats are increased by 5% for Five Turns; if the counter is two turns or below, the counter resets. Range: Surrounding Cells. ? MP. Fire Elemental.
+Tactical Advance – Takes advantage of strategic placement in order to advance upon the enemy, swiftly attacking and moving on before counteraction can be taken. 100% Atk Damage. 3 Hits. The user moves into an adjacent cell of the target; if there is another target within the move's range after the first target has been attacked, the user performs the same set of actions on that target until there are no more targets within range. Can only be executed once per enemy per action spent. Range: 4 Cells. ? MP.
+Keen Eye – "I've seen it all." Bolsters mana to the user's eyes in order to get a more acute look at everything. No Damage. Bestows Sure Hit for Three Turns [User]. Reveals Traps, Hidden Treasure, and Hidden Enemy Locations [Map]. Range: Set. ? MP.
+The Path Less Traveled – "Take the path less traveled by. It makes all the difference." Rewrites the target's destiny to take the path less traveled, incurring great difficulty for the moment to bestow great rewards at a later time. No Damage. Decreases the target's stats by 25% for Two Turns; after the debuff wears off, the target receives a 20% boost to their stats for Five Turns. Range: 3 Cells. ? MP.
+Voyager – Takes notice of the target and delivers a powerful slash before moving on, only to turn around after passing to get in another strike before truly continuing onwards. 150% Atk Damage. 2 Hits. The user may take a second move action. Range: Adjacent Cell. ? MP.
+Journey's End – "This is the end." Announces the end of not only the target's current ventures, but all future ventures at well through the deliverance of a single attack. 340% Atk Damage. If the user KOs the target with this move, the user's next ability costs 0 MP; If the user fails to KO the target with this move, the user may not access A-Abilities for Two Turns. Range: Adjacent Cell. ? MP.
R-Ability:
+Adventurous Surge – The thrills of adventure leave one totally energized, ready to combat all that comes one's way. When an enemy unit enters a two cell radius of the user, she rushes to an adjacent cell. If this ability has activated and said enemy unit attempts to leave a two cell radius of the user, she follows so long as they do not move out of her movement range and there is a cell available for her to occupy.
S-Ability:
+Director – On the road, one rarely has others around to make decisions for them; in order to take the best possible route for one's self, one must make their own decisions. Dissolves Act Actions and Move Actions into plain Actions for the user to take advantage of as they see fit.
D-Ability:
+Homebound – Every path must eventually lead the one walking it back home, hopefully with a better understanding of themselves. With hopes to return to where the journey started when the user is through journeying, the user releases a flurry of attacks which ensure the user's ability to return home. 200% Pierce Atk Damage. The user may take a second move action. Range: Adjacent Cell. 0 MP.
Stats:
Next Level: MP, Atk, Spr
HP: 35
MP: 25 (+5 from Ruby Earring)
DD: 10/10
Atk: 8 (+3 from Lady Luck)
Def: 5 (+2 from Dealer's Sleight)
Int: 1 (+0 from Lady Luck)
Spr: 4 (+1 from Dealer's Sleight)
Evade: 8% (+5% from Traveler)
Move: 2 Cells (+2 from Adventurer Profession) (+1 from Traveler)
Skill Points: 0
Last edited by Silver on Wed Dec 20, 2017 11:15 pm; edited 4 times in total
Re: Silver's Creative Compendium Revamped
Name: Elisia Fairchild
Faction: The Night Shroud
Age: 16
Gender: Female
Appearance:
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
Level: 5
Exp: 19/48
Weapon: Father's Bow – Older bow made by a master marksman which has seen many battles; the original wielder passed away leaving this as the only memento. (Range: 4 Cells)
Armor: Black Vest – Black vest that fits the wearer nicely.
Accessory: Warrior's Seal – Shimmering silver medallion with two swords crossed engraved into it. Merely looking at it grants one power.
A-Ability: Swift Barrage
+The Chase – Locks onto the target and bolsters mana to the user's legs in order to swiftly and effectively close the distance between the user and her target. No Damage. User moves up to [User's Move] x2 Cells away; Counts as a Move Action. Range: Set. 8 MP.
+Hummingbird – Swiftly knocks an arrow and fires it with surprising force, enough so to hit a far off target. 120% Atk Damage. Range: 6 Cells. 6 MP.
+Firebolt – Charges an arrow with fire mana before loosing it upon the target, upon which the arrow bursts into three and collides at the same time in a fiery explosion. 100% Atk Damage. 3 Hits. Chance of Burn. Range: 4 Cells. 12 MP. Fire Elemental.
A-Ability: Lock-On Assault *LOCKED*
A-Ability: Illusion of Death *LOCKED*
A-Ability: Genesis of Distortion *LOCKED*
R-Ability:
+Shell Shock – Knocks attackers who try to get up close and personal away with a deliberately aimed strike at their vitals. When attacked from an adjacent cell, knocks the attacker 4 Cells away with a chance of stunning the attacker.
S-Ability:
+Continuous Assault – Relentless, the user moves into position as she attacks to ensure the target's demise. Allows the user to move into the proper range during attack chains.
D-Ability:
+Mirrored Assault – Utilizes the full extent of one's mana to distort light around the battlefield in order to create illusory copies of the user's self. With the copies armed and at the ready, the user releases a single arrow into the sky which falls back to earth; the second the arrow hits the ground an innumerable amount of arrows fly leaving no one safe from harm. 100% Pierce Atk Damage. High Chance of Doom. High Chance of Stasis. Range: All Enemies. 0 MP.
Stats:
HP: 25
MP: 40
DD: 0/10
Atk: 8 (+1 from Father's Bow) (+2 from Warrior's Seal)
Def: 4 (+0 from Black Vest)
Int: 1 (+0 from Father's Bow)
Spr: 4 (+1 from Black Vest)
Evade: 8%
Move: 2 Cells (+2 from Sharpshooter Profession)
Skill Points: 0
Faction: The Night Shroud
Age: 16
Gender: Female
Appearance:
- Spoiler:
- Standing at a rather prominent 5'8" and constantly surrounded by an aura of determination, Elisia is strikingly beautiful and imposing. Olive-skinned with high cheekbones, her gray eyes carry an air of promise; should one find themselves under her gaze it is rarely a moment forgotten. Her long raven-colored hair finds itself often tied in a ponytail so it remains out of her face. Her clothing typically consists of something dark–usually blues and grays–mostly flexible and easy to move in. Rarely will she don anything that will restrict her, and as such most formal occasions find her wearing less-than-appropriate attire, but she doesn't care. Her comfort is more important than looking good–not that she has to worry about not looking good anyway.
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
- Spoiler:
- Sniper – A master of the bow, the one who claims this profession excels at loosing streams of projectile attacks upon the opposition, relentless in her pursuit to eliminate those that stand against her. (Quick Shot) (Sharpened Eye) (+1 Basic Attack) (Equip: Bows)
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
Sharpened Eye: Commands the bow with such finesse that only a master could possibly hope to obtain––a sharpened eye guiding arrows to their proper place. Increases the user's critical hit chance and hit rate of the user's projectile-based attacks by 10% passively.
- - - - -
Illusory Huntress – In the dead of the blackened night the predator stalks her prey, seemingly everywhere and yet nowhere in sight. The one who claims this profession expertly weaves her way in and out of reality, firing arrow after inescapable arrow until she has deemed her targets have fallen. Dead. (Resist Dark) (Resist Light) (Quick Shot) (Illusory Arrows) (The Hunted) (+2 Basic Attack) (Equip: Bows)
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
Illusory Arrows: Arrows rain down from all sides, appearing out of nowhere before disappearing amidst the rivers of blood. The user's projectile-based attacks have a much greater chance to hit the target. Targets cannot dodge subsequent attacks in chains.
The Hunted: Target in sight. The predator chases her prey relentlessly to ensure they shall not escape with their life. At the start of the battle marks one unit of the opposition with The Hunted status. Units afflicted with The Hunted take 15% more damage from the user. Attacks made by the user that target The Hunted specifically have a high chance of Critical Hit status. Only one target may be afflicted with The Hunted at a time. If a target afflicted with The Hunted is KOed the status does not affect another unit until the following player phase. Boss units afflicted with The Hunted only suffer from the primary effect.
- - - - -
Grand Distortionist – Shattering the natural order of world, the one who claims this profession weaves immense illusions into the fabric of reality thereby making the world of her own design, ensuring that every arrow fired from her bow lands its mark and that any person fool enough to evoke her wrath shall die in the grandest of illusions. (Null Dark) (Null Light) (Quick Shot) (Illusory Arrows+) (Distortion Grasp) (+3 Basic Attacks) (Equip: Bows)
Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.
Illusory Arrows+: Arrows rain down from everywhere––above, below, to the sides, even seemingly from within the opposition––appearing out of nowhere before disappearing amidst the rivers of blood. The user's projectile-based attacks are nigh impossible to avoid. Targets cannot dodge subsequent attacks in chains. Basic Attack combos yield an extra hit dealing 60% Atk damage for every two basic attacks in the combo.
Distortion Grasp: Distorts the natural flow of reality, freeing one's real hands by generating distorted versions of one's own, enabling the use of not one bow but two. Enables the user to equip two bows at once. Projectile-based attacks deal an extra 15% damage.
Level: 5
Exp: 19/48
Weapon: Father's Bow – Older bow made by a master marksman which has seen many battles; the original wielder passed away leaving this as the only memento. (Range: 4 Cells)
Armor: Black Vest – Black vest that fits the wearer nicely.
Accessory: Warrior's Seal – Shimmering silver medallion with two swords crossed engraved into it. Merely looking at it grants one power.
A-Ability: Swift Barrage
+The Chase – Locks onto the target and bolsters mana to the user's legs in order to swiftly and effectively close the distance between the user and her target. No Damage. User moves up to [User's Move] x2 Cells away; Counts as a Move Action. Range: Set. 8 MP.
+Hummingbird – Swiftly knocks an arrow and fires it with surprising force, enough so to hit a far off target. 120% Atk Damage. Range: 6 Cells. 6 MP.
+Firebolt – Charges an arrow with fire mana before loosing it upon the target, upon which the arrow bursts into three and collides at the same time in a fiery explosion. 100% Atk Damage. 3 Hits. Chance of Burn. Range: 4 Cells. 12 MP. Fire Elemental.
- Spoiler:
- +Heartbeat – Releases an arrow with rapid pace that causes adrenaline to race through the user. 100% Atk Damage. Bestows Haste [User]. Range: 4 Cells. ? MP.
+Pinnacle of Divinity – Fires an arrow high into the sky, manipulating light mana to grasp its body before redirecting its flight path down toward the target with a burst of light energy. 130% Atk Damage. Chance of Blind. Range: 5 Cells. ? MP. Light Elemental.
+Distortion – Unleashes an arrow that rips through space and disappears before suddenly finding itself lodged in the target. 110% Atk Damage. Sure Hit. Range: 6 Cells. ? MP.
+Judgement – With the enemy in close proximity, readies an arrow aimed for their vitals and looses it; no matter what, this is gonna hurt. 140% Atk Damage. High Chance of Critical Hit. Range: 3 Cells. ? MP.
+Drops of Jupiter – Volleys arrows high into the sky with enough force to send them through the stratosphere, manipulating space mana to collide with the arrows before sending them back to earth to rain down upon the opposition unpredictably. 100% Atk Damage. 10 Randomized Hits. Range: All Enemies. ? MP.
+Volley Cage – Looses four arrows one after another at the targets arms and legs with the intent to pin them down before firing a final arrow aimed for their throat. 125% Atk Damage. 5 Hits. Chance of Disable. Chance of Immobilize. Chance of Silence. Must be the last attack in a chain if chained via Quick Shot. Range: 4 Cells. ? MP.
---Absolution – With the target trapped within her own arrowed grasp, the user draws not an arrow, but simply pulls back the string and fires––a projectile made of absolute power launches at the target and strikes them head on. Only the lucky survive Absolution. 160% Atk Damage. Chance of Instant Death. Sure Hit if the Target is Immobilized and Disabled. Chance of Instant Death is increased if the Target is Silenced. Cannot be used if Volley Cage was part of a Quick Shot chain. Range: Set. ? MP.
A-Ability: Lock-On Assault *LOCKED*
- Spoiler:
- +Predator's View – Bolsters mana to one's eyes causing every detail to become magnified whilst also applying mana to the bow, enabling it to withstand greater pressure thereby increasing the distance at which the user may strike. No Damage. The user's range is doubled for Three Turns. The user's critical hit rate is increased by 10% for Three Turns. Range: Self. ? MP.
+Arrow Storm – Utilizes one's adept control of mana to conjure forth an unusual cloud above the target's head before firing an arrow into said cloud, causing a myriad of tinier arrows to rain down on the target from above over time. 80% Atk Damage. Damage persists for Three Turns. Range: Single Enemy. ? MP.
+Trifecta – Fires off one arrow bathed in flame, following through with another coated in frost, before finally launching not an arrow, but a pure bolt of lightning at the target. 130% Atk Damage. 3 Hits. Range: 4 Cells. ? MP. Fire Elemental [First Hit]/Ice Elemental [Second Hit]/Lightning Elemental [Third Hit].
+Earthshaker – Expertly leaps into the air and fires an arrow supercharged with mana into the ground which causes the very earth beneath her to shake violently. 100% Atk Damage. Small Chance of Confusion. Range: 2 Layers of Surrounding Cells. ? MP. Earth Elemental.
+X-Shot – Fires off two arrows in opposite directions before utilizing mana to alter their trajectory and have them collide in on the same target at high speed. 140% Atk Damage. 2 Hits. Chance of Pain. Range: 3 Cells. ? MP.
+Pinpointed Surge – Pulls back the string and gathers an immense amount of mana that locks onto the target's own stream of mana and familiarizes it as the sole enemy. 100% Atk Damage. The first target successfully hit by this ability is afflicted with Pinpointed. Pinpointed: After the initial attack every subsequent hit of this ability does increasingly more damage to this target (i.e. 110% Atk damage for the second hit, 120% for the third hit, and so forth). If a different target is successfully hit by this ability while another target is afflicted with Pinpointed the status fades and is applied to the new target. The damage stock is reset if a new target becomes afflicted with Pinpointed. Range: 4 Cells. ? MP.
+Mana Stinger – Launches from the bow an arrow connected by a string of mana to the user which lashes out not at the target's life force, but at their mana. 125% Atk Damage. Deals damage to the target's MP. 45% of the damage dealt by this attack is absorbed by the user as MP. Range: 4 Cells. ? MP.
+Beatdown – Tosses the bow high into the air and chooses instead to lay a smack down on the target personally. 100% Atk Damage. 6 Hits. Chance of Addle. Range: Adjacent Cell. ? MP.
---Point Blank – Having sufficiently brutalized the target, expertly catches the bow and draws an arrow. The next shot is set to kill. No Damage. High Chance of Instant Death. If the target avoids Instant Death they take 20% Max HP Damage. If the target is a Boss unit then they take 180% Atk Damage instead. Range: Set. ? MP.
A-Ability: Illusion of Death *LOCKED*
- Spoiler:
- +Lingering Echo – Evokes the power of a special branch of illusion-based mana to wrap around the user's arrows and create innumerable copies lingering behind each attack for a short while. No Damage. Increases the number of hits of all projectile-based attacks and skills by two for Three Turns. Range: Self. ? MP.
+Abstraction Arrow – Fires off an arrow which flies with a highly erratic trajectory, confusing the target before striking them right in a major tendon. 120% Atk Damage. Chance of Confusion. Reduces the target's move by 1 for Three Turns. Stacks. The target's move cannot be reduced below 1 Cell. Range: 4 Cells. ? MP.
+Moment's Notice – Her body a blur, the user fires off numerous arrows almost without moving––her attacks strike without a single second to react. 110% Atk Damage. 5 Hits. Sure Hit. Range: 5 Cells. ? MP.
+Gravity Stinger – Fires an arrow of highly condensed space mana which soars into the air and plummets with intense might, releasing the full force of gravity upon the target. 20% Max HP Damage. High Chance of Immobilize. Range: 5 Cells. ? MP.
+Mirage Burst – Slips in-between the cracks of reality to warp around the target and fire arrow after arrow, the hint of mirage lingering on the user following her assault. 75% Atk Damage. 12 Hits. Increases Evasion by 10% for Three Turns [Self]. Range: 4 Cells. ? MP.
+Pierce the Night – Distorts reality to wrench beams of pure light from their place in the sky, crafting them into arrows of the purest distinction before firing them at the target, endeavoring to shatter the darkness within them. 100% Atk Damage. 3 Hits. Hits are divided among targets if more than one. Cannot be chained if it hits more than one target. Makes the target a light source. Reduces the target's Spr by 10% for Three Turns. Range: 4 Cells + Adjacent Targets [if applicable]. ? MP. Light Elemental.
+Fangs of Hell – Fires a single arrow coated in chaotic darkness which rips through the fabric of reality and pierces back through the inside of the target, thereby allowing the darkness to transmogrify into the vicious fangs which then tear their way out of the target. 140% Atk Damage. High Chance of Bleeding. Chance of Blood Loss. Range: 3 Cells. ? MP. Darkness Elemental.
+Touch of Grim – Slips into the realm of the reaper, drawing forth his power before unraveling the binds between his realm and reality to fire off an arrow which could carry the icy touch of Death himself. 170% Atk Damage. Chance of Instant Death. Chance of Doom. Range: 4 Cells. ? MP. Ice Elemental.
+The Hanging Tree – Whistles a downtrodden tune before firing an arrow into the ground, breaking the fabric of reality and sending its shadow burrowing until it suddenly surges upward conjuring a tree riddled with the corpses of hanging victims. Then, with a single command, the user breathes life back into the dead, forcing them all to take up arms with bows created from pure illusion to fire insurmountable arrows upon the opposition. 240% Atk Damage. Takes Two Turns to use. Conjures Hanging Tree at initially targeted cell. Hanging Tree can be used subsequently to attempt to force Instant Death via Trigger Command: String Up. Trigger Command: String Up has a range of adjacent cell; the user must be adjacent to both the target and the Hanging Tree. Range: 6 Cells [Hanging Tree Placement]/All Enemies [Damage]. ? MP.
A-Ability: Genesis of Distortion *LOCKED*
- Spoiler:
- +The Grand Design – Unbinds the fabrics of the user's own reality in order to rework them to better fit her design––thereby creating her own grand design. No Damage. Reduces the user's MP Costs by 50% for Five Turns. Range: Self. ? MP.
+Freeshooter – Evokes the power of illusory magicks to bind together a spectral bow controlled by a remote entity which disappears and reappears, launching volleys of arrows on a whim. No Damages. Conjures Freeshooter for Three Turns. Freeshooter targets enemy units and randomly deals between three and twelve hits to the chosen target for 30% Piercing Atk Damage each hit. Range: Set. ? MP.
---Rapid Fire – Unleashes one's own control to strip the bow from its entity and take the power into one's own bow for a short time. No Damage. Dispels Freeshooter. Grants the user three extra basic attacks for Three Turns. Increases basic attack damage by 15% for Three Turns. Disables the use of A-Abilities. Range: Self. ? MP.
+Burst: Barrage – Fires a single arrow out toward the target before manipulating it with illusory magicks to shatter its frame and send millions of tiny bolts flying at the target from all sides. 60% Atk Damage. 32 Hits. Increased chance to hit. Range: 4 Cells. ? MP.
+Mirror Image – Conjures a copy of the user's self opposite the user to take the same actions so long as the copy can replicate the user's own exactly. No Damage. Conjures Mirror Image in reflected cell. Mirror Image has all the same stats as the user and access to all the same abilities, but must take the same action that the user took that turn. This effect includes movement actions, which the Mirror Image will act as a reflection of; the Mirror Image must be able to take the same action otherwise it is automatically dispelled. Further, the user and the Mirror Image is restricted to the cells on their half of the map. Only one Mirror Image may be present on the Battlefield at once. If the Mirror Image's MP reaches an unusable amount, it is dispelled. Range: Set. ? MP.
+Burst: Snipe – Fires a speedy arrow at the target, which rips through the air and disappears before reappearing in an adjacent dimension of reality to strike the target unaware. 170% Atk Damage. Sure Hit. Chance of Instant Death. Chance of Blood Loss. Range: 6 Cells. ? MP.
+Return Fire – Wraps illusory magicks around the target, distorting their perception of reality to force them to believe their own attacks are rebounding back at themselves. No Damage. 99% Chance of Curse as long as there is no Immunity. Range: 4 Cells. ? MP.
+Fate's Misfortune – Sends out a burst of illusory magicks which strike through the target and pull back to the user, revealing the binding's of the target's soul for the user to do with as she likes. Snip. No Damage. High Chance of Doom. High Chance of Misfortune. Range: Single Enemy. ? MP.
+Burst: Petrify – Launches a stream of arrows at the target which the user hexes with illusory magicks that distort the target's reality and force them to slow to a halt before becoming as stone. Petrified. 100% Atk Damage. 7 Hits. Chance of Petrify. If the target avoids Petrify, chance of Gradual Petrification. Range: 4 Cells. ? MP.
+Order of Solitude – Fires not an arrow, but a burst of distortion energy which wraps around the target and marks their body with the scars of exile. Under the user's order, no longer shall the target find solace in companionship. No Damage. The target is unable to target allies with any action for Two Turns. Range: Single Enemy. ? MP.
+Rebellion Heart: The Power of One – Evokes the power of one's life within an alternate dimension of tragedy where the user's own heart swells with an energy far stronger than any other's. Claiming the fullest extent of this power she fashions forth not an arrow, but blazing aura of energy which consumes all within the immediate area as the user rises higher and higher into the sky before releasing all that she is in a devastating barrage of heart-energy arrows from which all will feel the wrath of a girl who's only purpose in life has been torn from her. 130% Atk Damage. 75% Atk Damage. 144 Divided Hits. Sure Hit [First Hit]. Chance of Stun [First Hit]. High Chance of Pain. The user's Max HP and MP are reduced by 50% for Seven Turns. The user's Atk/Def/Spr are reduced by 30% for Seven Turns. These effects cannot be dispelled. Range: All Enemies. ? MP.
R-Ability:
+Shell Shock – Knocks attackers who try to get up close and personal away with a deliberately aimed strike at their vitals. When attacked from an adjacent cell, knocks the attacker 4 Cells away with a chance of stunning the attacker.
- Spoiler:
- +Deceiving Blow – Lures enemies into a false sense of security by pelting them with less severe attacks, waiting for the opportune moment to unleash a string of attacks. Whenever the user utilizes a basic attack chain equivalent to half of her maximum basic attacks on a target, she gains one stack of Deceit. Upon reaching four stacks of Deceit each ability in her next Quick Shot chain deals twice as many hits.
S-Ability:
+Continuous Assault – Relentless, the user moves into position as she attacks to ensure the target's demise. Allows the user to move into the proper range during attack chains.
- Spoiler:
- +Vital Distortion – Tears away at the seams of reality to reach into the distorted plane of the other in order to rend the lost life mana of the user's targets for the user's own absorption. The user recovers MP equivalent to 4% Max MP for each hit in a Basic Attack chain used against a target that successfully hits.
D-Ability:
+Mirrored Assault – Utilizes the full extent of one's mana to distort light around the battlefield in order to create illusory copies of the user's self. With the copies armed and at the ready, the user releases a single arrow into the sky which falls back to earth; the second the arrow hits the ground an innumerable amount of arrows fly leaving no one safe from harm. 100% Pierce Atk Damage. High Chance of Doom. High Chance of Stasis. Range: All Enemies. 0 MP.
Stats:
HP: 25
MP: 40
DD: 0/10
Atk: 8 (+1 from Father's Bow) (+2 from Warrior's Seal)
Def: 4 (+0 from Black Vest)
Int: 1 (+0 from Father's Bow)
Spr: 4 (+1 from Black Vest)
Evade: 8%
Move: 2 Cells (+2 from Sharpshooter Profession)
Skill Points: 0
Last edited by Silver on Mon Jan 09, 2017 8:00 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Christopher "Chris" James Osborne
Age: 27
Gender: Male
Appearance:
Profession: Seeker- Having ventured out from his home in the pursuit of knowledge, the one who claims this profession has been lost along the way and now seeks to find his way back to where it all began. (Equip: Versatile Combo Flourish Lance [VCFL]s)
Level: 5
Exp: 0/16
-------------------
Weapon: Starlit Waltz- Specialized VCFL procuring the use of chains in its design to have the shining blades move in a swift, dance-like fashion as they strike the target. (Dual Blade Range: Adjacent Cell) (Lance Range: 2 Cells) (+1 Basic Attack)
Armor: Wayfarer's Cloak- Woven from more durable threads than usual, this cloak does an exemplary job at protecting one from the elements.
Accessory: Calamity Orb- Catalyzed sphere of mana equivalent found in the fourth dimension.
-------------------
A-Ability: Fallen
+ Diffuse- Utilizes mana to swiftly blink from existence for but a moment to land an ensured strike on the target. 100% Atk Damage. Sure Hit. Range: 4 Cells. 8 Mp.
+ Imperium- Conjures a small sphere of energy in the palm of one's hand before directing it toward the target where it proceeds to detonate in a rather drastic fashion. 130% Int Damage. Chance of Burn. Range: 3 Cells. 10 Mp.
+ Meditate- Closes one's eyes and breathes in to calm one's self and sharpen one's mind. No Damage. +30% Int for Three Turns. Range: Self. 10 Mp.
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Uncertain Detonation- When attacked releases several spheres of unstable mana around the user and detonates them causing a disorienting flare of energy. Whenever the user is attacked from an adjacent cell, he releases orbs in all cells surrounding him and detonates them dealing 75% Int Damage with a chance of Confusion.
-------------------
S-Ability:
+ Waver Tempo- Manipulates mana in a motion that disorients movements and makes them appear less focused. Increases movement by one and enables the user to move diagonally at the cost of one cell.
-------------------
D-Ability: Paradise Lost- Subjugates the target to an intense surge of mana which messes with the mind and rends their sanity from them forcefully whilst also dealing massive internal damage. 200% Pierce Int Damage. 99% Chance of Confusion as long as there is no immunity. Range: 4 Cells. 0 Mp.
Age: 27
Gender: Male
Appearance:
- Spoiler:
Profession: Seeker- Having ventured out from his home in the pursuit of knowledge, the one who claims this profession has been lost along the way and now seeks to find his way back to where it all began. (Equip: Versatile Combo Flourish Lance [VCFL]s)
Level: 5
Exp: 0/16
-------------------
Weapon: Starlit Waltz- Specialized VCFL procuring the use of chains in its design to have the shining blades move in a swift, dance-like fashion as they strike the target. (Dual Blade Range: Adjacent Cell) (Lance Range: 2 Cells) (+1 Basic Attack)
Armor: Wayfarer's Cloak- Woven from more durable threads than usual, this cloak does an exemplary job at protecting one from the elements.
Accessory: Calamity Orb- Catalyzed sphere of mana equivalent found in the fourth dimension.
-------------------
A-Ability: Fallen
+ Diffuse- Utilizes mana to swiftly blink from existence for but a moment to land an ensured strike on the target. 100% Atk Damage. Sure Hit. Range: 4 Cells. 8 Mp.
+ Imperium- Conjures a small sphere of energy in the palm of one's hand before directing it toward the target where it proceeds to detonate in a rather drastic fashion. 130% Int Damage. Chance of Burn. Range: 3 Cells. 10 Mp.
+ Meditate- Closes one's eyes and breathes in to calm one's self and sharpen one's mind. No Damage. +30% Int for Three Turns. Range: Self. 10 Mp.
-------------------
A-Ability: Item
-------------------
R-Ability:
+ Uncertain Detonation- When attacked releases several spheres of unstable mana around the user and detonates them causing a disorienting flare of energy. Whenever the user is attacked from an adjacent cell, he releases orbs in all cells surrounding him and detonates them dealing 75% Int Damage with a chance of Confusion.
-------------------
S-Ability:
+ Waver Tempo- Manipulates mana in a motion that disorients movements and makes them appear less focused. Increases movement by one and enables the user to move diagonally at the cost of one cell.
-------------------
D-Ability: Paradise Lost- Subjugates the target to an intense surge of mana which messes with the mind and rends their sanity from them forcefully whilst also dealing massive internal damage. 200% Pierce Int Damage. 99% Chance of Confusion as long as there is no immunity. Range: 4 Cells. 0 Mp.
Re: Silver's Creative Compendium Revamped
Name: Natasha Fairchild
Age: 14
Gender: Female
Appearance:
Level: 9
Exp: 0/24
Weapon: The Last Story- Pristine tome with a clean cover and elegant script detailing the last novel ever written by a famous writer. (Immune Instant Death)
Armor: Maiden's Gown- Beautiful silk gown tailored for one with a smallish figure for a formal event.
Accessory: Luminous Bracelet- Bracelet made of polished silver that was has an engraving reading, "True lights never fade..." (Resist Light)
A-Ability: Spellbound Circle
+Finite Pyre – Channels fire mana into a small circle of flame which burns all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Fire Elemental.
~Diffuse – Consumes the field of fire to blast the target with a stream of flame which can leave their physical defenses hindered. 120% Int Damage. Chance of Armor Break. Range: 4 Cells. Fire Elemental.
+Healing Glow – Channels a soothing resonance of mana before generating it in a healing circle around the user. No Damage. The user spends one turn charging up the spell; Targets within the circle recover 15% Max Hp for Three Turns. Range: 2 Layers of Surrounding Cells. 12 MP.
~Diffuse – Draws the healing mana inwards before expelling it in a soothing wave that slightly restores all it touches. 100% Int Healing. Range: All Allies.
+Icicle Surge – Channels ice mana into a small circle of frozen gale which scathes all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Ice Elemental.
~Diffuse – Melds the icicle barrage into a slippery coating of ice around the target's feet to cause them to slip and slide. No Damage. High Chance of Immobilize. Range: 4 Cells. Ice Elemental.
+Thunderclap – Channels lightning mana into a small circle of electricity which shocks all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Lightning Elemental.
~Diffuse – Collapses the field of electricity in on one target to cause them to take increased damage for the duration of the spell. 125% Int Damage. Lasts Three Turns. Range: 4 Cells. Lightning Elemental.
+Aqua Ring – Channels water mana into a small circle of water which soaks all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Water Elemental.
~Diffuse – Manipulates the ring to sink into the ground and create a small moat around the target. No Damage. Creates Water Cells in cells surrounding the Target Cell. Range: 4 Cells. Water Elemental.
+Luminous Arc – Channels light mana into a small circle of radiance which purifies all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Light Elemental.
~Diffuse – Lifts the field of light and reforms it into a powerful barrier around the target which reduces damage they take. No Damage. Bestows Shell or Protect at the whim of the user. Range: 3 Cells. Light Elemental.
+Leaf Storm – Channels earth mana into a small circle of nature which bombards all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Earth Elemental.
~Diffuse – Draws the life energy right out of nature to bestow it upon the target and slowly revitalize them. No Damage. Bestows Regen and Mp Regen. Range: 3 Cells. Earth Elemental.
+Eden's Touch – Channels pure mana into a brilliant field of energy which severely damages all that it come in contact with it for a short while. 150% Int Damage. The user spends two turns charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 15 MP.
~Diffuse – Dispels the circle and draws in all of its power to boost the user's spell damage for awhile. No Damage. Bestows Doublecast. +30% Int for Three Turns. Range: Self.
A-Ability: Item
R-Ability:
+Focus Barrier – While channeling the power for a spell, a powerful barrier surges to life around the user and protects her from attacks that would destroy her focus. Negates the ability for casting to be interrupted by an attack on the user from a range of three cells or less.
S-Ability:
+Diffuse I – Once a spell is in effect, the user may choose to dispel the lasting effects of the spell to create a different effect that takes effect immediately. Takes up an Act Action.
D-Ability:
+Spellbinding Circle – Charges up ancient binding magics before using some of the user's life mana to bring it to life, generating a field of mana which rends all mana from the area and prevents its use for awhile. No Damage. Makes target cells Spellbinding Circle cells; Spellbinding Circle cells prevent the use of mana and any attacks powered by mana that pass through them have their potency reduced by 25%. Spellbinding Circle cells last for Five Turns. User is afflicted with Doom. Range: 5 Cells + 2 Cell Radius. 0 MP.
Age: 14
Gender: Female
Appearance:
- Spoiler:
- Shy and rather soft-spoken, Natasha's short height of 5'4" causes her to become lost in the crowd when compared to her older sister. Sharing only the same olive skin tone and high cheekbones, Natasha's hazel colored eyes are soft and full of fear; as if she's afraid to offend the person she's looking at or bring harm upon herself. Her hair is a natural strawberry blonde and curls slightly toward the ends, typically in left flowing down her shoulders. Her clothing is typically neat and pretty–plush almost, normally light colors with subtle touches of white–adding to her cutesy appearance. Unlike her sister, she is not against restrictive clothing (within reason) and will often times dress up. Short heels are typically in her day-to-day wardrobe.
Level: 9
Exp: 0/24
Weapon: The Last Story- Pristine tome with a clean cover and elegant script detailing the last novel ever written by a famous writer. (Immune Instant Death)
Armor: Maiden's Gown- Beautiful silk gown tailored for one with a smallish figure for a formal event.
Accessory: Luminous Bracelet- Bracelet made of polished silver that was has an engraving reading, "True lights never fade..." (Resist Light)
A-Ability: Spellbound Circle
+Finite Pyre – Channels fire mana into a small circle of flame which burns all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Fire Elemental.
~Diffuse – Consumes the field of fire to blast the target with a stream of flame which can leave their physical defenses hindered. 120% Int Damage. Chance of Armor Break. Range: 4 Cells. Fire Elemental.
+Healing Glow – Channels a soothing resonance of mana before generating it in a healing circle around the user. No Damage. The user spends one turn charging up the spell; Targets within the circle recover 15% Max Hp for Three Turns. Range: 2 Layers of Surrounding Cells. 12 MP.
~Diffuse – Draws the healing mana inwards before expelling it in a soothing wave that slightly restores all it touches. 100% Int Healing. Range: All Allies.
+Icicle Surge – Channels ice mana into a small circle of frozen gale which scathes all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Ice Elemental.
~Diffuse – Melds the icicle barrage into a slippery coating of ice around the target's feet to cause them to slip and slide. No Damage. High Chance of Immobilize. Range: 4 Cells. Ice Elemental.
+Thunderclap – Channels lightning mana into a small circle of electricity which shocks all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Lightning Elemental.
~Diffuse – Collapses the field of electricity in on one target to cause them to take increased damage for the duration of the spell. 125% Int Damage. Lasts Three Turns. Range: 4 Cells. Lightning Elemental.
+Aqua Ring – Channels water mana into a small circle of water which soaks all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Water Elemental.
~Diffuse – Manipulates the ring to sink into the ground and create a small moat around the target. No Damage. Creates Water Cells in cells surrounding the Target Cell. Range: 4 Cells. Water Elemental.
+Luminous Arc – Channels light mana into a small circle of radiance which purifies all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Light Elemental.
~Diffuse – Lifts the field of light and reforms it into a powerful barrier around the target which reduces damage they take. No Damage. Bestows Shell or Protect at the whim of the user. Range: 3 Cells. Light Elemental.
+Leaf Storm – Channels earth mana into a small circle of nature which bombards all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Earth Elemental.
~Diffuse – Draws the life energy right out of nature to bestow it upon the target and slowly revitalize them. No Damage. Bestows Regen and Mp Regen. Range: 3 Cells. Earth Elemental.
+Eden's Touch – Channels pure mana into a brilliant field of energy which severely damages all that it come in contact with it for a short while. 150% Int Damage. The user spends two turns charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 15 MP.
~Diffuse – Dispels the circle and draws in all of its power to boost the user's spell damage for awhile. No Damage. Bestows Doublecast. +30% Int for Three Turns. Range: Self.
A-Ability: Item
R-Ability:
+Focus Barrier – While channeling the power for a spell, a powerful barrier surges to life around the user and protects her from attacks that would destroy her focus. Negates the ability for casting to be interrupted by an attack on the user from a range of three cells or less.
S-Ability:
+Diffuse I – Once a spell is in effect, the user may choose to dispel the lasting effects of the spell to create a different effect that takes effect immediately. Takes up an Act Action.
D-Ability:
+Spellbinding Circle – Charges up ancient binding magics before using some of the user's life mana to bring it to life, generating a field of mana which rends all mana from the area and prevents its use for awhile. No Damage. Makes target cells Spellbinding Circle cells; Spellbinding Circle cells prevent the use of mana and any attacks powered by mana that pass through them have their potency reduced by 25%. Spellbinding Circle cells last for Five Turns. User is afflicted with Doom. Range: 5 Cells + 2 Cell Radius. 0 MP.
Last edited by Silver on Sat Jun 20, 2015 11:42 am; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Serana the Radiant
Age: 20
Gender: Female
Appearance:
Purity Source: In addition to the user's weapon, there is a special slot reserved for a single source of crystalized energy that acts as a weapon enhancement. The Purity Source may be upgraded to take on a different effect by using the ability Draw Radiance to gather the essence of an area, based on the specialized stat ES (Essence). When using Draw Radiance, ES increases by 15% and caps at a total of 100% at which point the Purity Source can be upgraded should ES remain at 100% until the end of battle. The new properties of the Purity Source are determined by the GM based on the area the most recent essence was drawn from. Draw Radiance counts as a free Act Action with a cost of 5% of the user's max MP also limited by a cooldown of Two Turns.
Level: 8
Exp: --/--
Weapon: Peacemaker- Beautiful gunblade with an angelic design in mind. (+10% Healing Output) (Range: 4 Cells)
Purity Source: Seeker's Hope- Lucid jewel that fits snugly into the hilt of the user's weapon; it has a certain radiance to it.
Armor: Seeker's Robes- Robes tailored for adventuring and travel.
Accessory: Tourmaline Ring- Silver band with a strange purplish stone. (Immune Poison)
A-Ability: Resplendence
+Morning Glow – "Brilliant light fill the earth, come and shine for all you're worth." Condenses light mana particles into a beam which rains down from the heavens to strike the target. 125% Int Damage. Range: 4 Cells. 10 MP. Light Elemental.
[Purity's Beacon: Utilizes 15% ES to causes a second surge of light mana particles dealing an extra 100% Int Light Damage.]
+Rejuvenation – "Soothing and peaceful: Tranquility. No harm." Sends soothing particles of mana into the wounds of the harmed to ease pain and speed recovery. 100% Int Healing. Range: 4 Cells. 8 MP.
[Purity's Beacon: Utilizes 20% ES to conjure a larger array of soothing mana, causing the ability to also affect similar targets in adjacent cells.]
+Fated Circle – Swiftly carves a circle into the ground around the user and utilizes mana to raise a surge of energy from it that scathes those it touches. 110% Atk Damage. Range: Surrounding Cells. 12 MP.
[Purity's Beacon: Utilizes 10% ES to force the energy outward, pushing targets 2 Cells away from the user.]
+Faith's Fortune – "Belief stand sentinel! Dreams are but reality for those with the strength of heart!" Gathers light mana particles around the target to strengthen faith and provide a ready source of mana for quick use. No Damage. Bestows Doublecast. Range: 4 Cells. 12 MP.
[Purity's Beacon: Utilizes 40% ES to also activate a seal on the user's mana, bolstering Int by 10% for the duration of the Doublecast status.]
+Veritable Triumph – Utilizes mana to activate a glyph underneath the user before assaulting the target with a multitude of slashes from the user's blade finished with a single bullet. 80% Atk Damage. 3 Hits. 120% Atk Damage. 25% Chance of Critical Hit [Final Hit only]. Range: Adjacent Cell. 12 MP.
[Purity's Beacon: Utilizes 25% ES to increase the total damage output of this attack by 10%]
+Safeguard – "Lights shimmer and bless these souls! Provide your everlasting protection!" Conjures a glyph on the ground underneath the user and plunges the blade through it to emit a screen of energy which protects from certain attacks. No Damage. Bestows Protect. Range: Self + Adjacent Cells. 12 MP.
[Purity's Beacon: Utilizes 30% ES to also cause the glyph to emit healing particles of mana, also bestowing Regen status on the targets.]
R-Ability:
+Everlasting Hope – Even in the darkest of hours, hope still shines; follow its glimmer. Whenever the user takes damage of any means, she recovers MP equal to 50% of the damage taken.
S-Ability:
+Purity's Beacon – Naturally draws in sources of purity to enhance one's power. The user naturally accumulates essence (ES) every turn; the user gains 5% essence every turn and, in turn, is able to utilize varying amounts of essence to enhance her abilities. ES costs are determined by the GM.
D-Ability:
+Purest Radiance – Silently, the user takes blade in hand and carves an intricate glyph into the ground filling every nook of it with light mana particles before stepping back and activating it. The light mana particles suddenly surge upwards and condense into the form of pheonix which flashes brilliantly before soaring at the enemy and releasing itself in an inferno of light from which none escape unscathed. 200% Pierce Int Damage [Target]; 100% Pierce Int Damage [Similar Targets]. Small chance of Petrification and Seal. Range: 6 Cells + Similar Targets. 0 MP. Light Elemental.
Age: 20
Gender: Female
Appearance:
- Spoiler:
Purity Source: In addition to the user's weapon, there is a special slot reserved for a single source of crystalized energy that acts as a weapon enhancement. The Purity Source may be upgraded to take on a different effect by using the ability Draw Radiance to gather the essence of an area, based on the specialized stat ES (Essence). When using Draw Radiance, ES increases by 15% and caps at a total of 100% at which point the Purity Source can be upgraded should ES remain at 100% until the end of battle. The new properties of the Purity Source are determined by the GM based on the area the most recent essence was drawn from. Draw Radiance counts as a free Act Action with a cost of 5% of the user's max MP also limited by a cooldown of Two Turns.
Level: 8
Exp: --/--
Weapon: Peacemaker- Beautiful gunblade with an angelic design in mind. (+10% Healing Output) (Range: 4 Cells)
Purity Source: Seeker's Hope- Lucid jewel that fits snugly into the hilt of the user's weapon; it has a certain radiance to it.
Armor: Seeker's Robes- Robes tailored for adventuring and travel.
Accessory: Tourmaline Ring- Silver band with a strange purplish stone. (Immune Poison)
A-Ability: Resplendence
+Morning Glow – "Brilliant light fill the earth, come and shine for all you're worth." Condenses light mana particles into a beam which rains down from the heavens to strike the target. 125% Int Damage. Range: 4 Cells. 10 MP. Light Elemental.
[Purity's Beacon: Utilizes 15% ES to causes a second surge of light mana particles dealing an extra 100% Int Light Damage.]
+Rejuvenation – "Soothing and peaceful: Tranquility. No harm." Sends soothing particles of mana into the wounds of the harmed to ease pain and speed recovery. 100% Int Healing. Range: 4 Cells. 8 MP.
[Purity's Beacon: Utilizes 20% ES to conjure a larger array of soothing mana, causing the ability to also affect similar targets in adjacent cells.]
+Fated Circle – Swiftly carves a circle into the ground around the user and utilizes mana to raise a surge of energy from it that scathes those it touches. 110% Atk Damage. Range: Surrounding Cells. 12 MP.
[Purity's Beacon: Utilizes 10% ES to force the energy outward, pushing targets 2 Cells away from the user.]
+Faith's Fortune – "Belief stand sentinel! Dreams are but reality for those with the strength of heart!" Gathers light mana particles around the target to strengthen faith and provide a ready source of mana for quick use. No Damage. Bestows Doublecast. Range: 4 Cells. 12 MP.
[Purity's Beacon: Utilizes 40% ES to also activate a seal on the user's mana, bolstering Int by 10% for the duration of the Doublecast status.]
+Veritable Triumph – Utilizes mana to activate a glyph underneath the user before assaulting the target with a multitude of slashes from the user's blade finished with a single bullet. 80% Atk Damage. 3 Hits. 120% Atk Damage. 25% Chance of Critical Hit [Final Hit only]. Range: Adjacent Cell. 12 MP.
[Purity's Beacon: Utilizes 25% ES to increase the total damage output of this attack by 10%]
+Safeguard – "Lights shimmer and bless these souls! Provide your everlasting protection!" Conjures a glyph on the ground underneath the user and plunges the blade through it to emit a screen of energy which protects from certain attacks. No Damage. Bestows Protect. Range: Self + Adjacent Cells. 12 MP.
[Purity's Beacon: Utilizes 30% ES to also cause the glyph to emit healing particles of mana, also bestowing Regen status on the targets.]
R-Ability:
+Everlasting Hope – Even in the darkest of hours, hope still shines; follow its glimmer. Whenever the user takes damage of any means, she recovers MP equal to 50% of the damage taken.
S-Ability:
+Purity's Beacon – Naturally draws in sources of purity to enhance one's power. The user naturally accumulates essence (ES) every turn; the user gains 5% essence every turn and, in turn, is able to utilize varying amounts of essence to enhance her abilities. ES costs are determined by the GM.
D-Ability:
+Purest Radiance – Silently, the user takes blade in hand and carves an intricate glyph into the ground filling every nook of it with light mana particles before stepping back and activating it. The light mana particles suddenly surge upwards and condense into the form of pheonix which flashes brilliantly before soaring at the enemy and releasing itself in an inferno of light from which none escape unscathed. 200% Pierce Int Damage [Target]; 100% Pierce Int Damage [Similar Targets]. Small chance of Petrification and Seal. Range: 6 Cells + Similar Targets. 0 MP. Light Elemental.
Last edited by Silver on Tue May 05, 2015 11:10 am; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Lumina Deva Cadence
Age: 17
Gender: Female
Appearance:
Shieldbearer: Carries a shield in the free hand. Enables the user to equip a shield in addition to other equipment.
Pact of Protection: Vows to serve as a Champion for the innocent, protecting them from those that seek to harm them no matter the cost. Automatically covers for defenseless units and takes damage for allied units in Critical Condition even if the attack would kill the user.
Level: 10
Exp: 0/36
Weapon: Herald of the Angels- Pristine saber made of a shimmering white metal said to have been crafted by the purest of angels in heaven. (Added Effect: Blind) (Added Effect: Purification)
Shield: Radiant Dawn- Average-sized buckler made of a pure metal shining with a certain radiance and the mark of a savior.
Armor: Celestial Snowfall- Beautiful winter coat colored a pure white with a silver wing design. (+2 Move)
Accessory: Winter Scarf- Warm scarf that holds some sentimental value as well.
A-Ability: Saving Grace
+Fathomless Wish – Drawing both blade and breath, makes a certain slash which evokes the power of the user's desires in the form of a brilliant flash that focuses all attention on the user. 125% Atk Damage. Bestows Center of Attention [User]. Range: Adjacent Cell. 8 MP.
+Guardian Flash – Manifests mana particles in a stalwart signal of protection that bolsters defensive properties of the user. No Damage. +15% Def and Spr for Five Turns. Range: Self. 10 MP. Light Elemental.
+Vigilant Heart – Closes one's eyes and focuses on each individual heartbeat with progressive intensity until everything is perfectly clear. No Damage. Bestows Sure Hit status for Three Turns. Range: Self. 6 MP.
+ Cerulean Surge – With blade in both hands, plunges the weapon deep into the ground causing a powerful surge of azure ice mana to stream forward toward the target. 110% Int Damage. 50% Chance of Freeze. Range: 5 Cells; Linear. 16 MP. Ice Elemental.
+Arcadian Embrace – Bathes the target in a soothing resonance of light which quickly heals even severe wounds and bolsters their damage potential slightly for awhile. 130% Int Healing. +10% Damage Output for Three Turns. Range: 4 Cells. 14 MP.
+Shield Bash – Knocks the target roughly with the shield to throw them off-balance in order to land a swift stab shortly afterwards. 130% Atk Damage. 2 Hits. Stuns Target. Range: Adjacent Cell. 28 MP.
+Effulgence – Condenses brilliant light mana particles into a blast of radiant energy which scathes the target severely. 140% Int Damage. 50% Chance of Blind. Range: 6 Cells. 18 MP. Light Elemental.
+Tempestuous Waltz – Gathering the aid of the winds to her side, the user elegantly glissades through a range of motion, delivering strike upon strike to the target without the slightest hesitation. 80% Atk Damage. 12 Hits. Range: 2 Cells. 24 MP.
R-Ability:
+Efficacious Service – Naturally attuned to the flow of battle, the user grows more accustomed to defending those around her from the current threat as it targets her. Whenever the user is the direct target of an attack, all damage taken is reduced by 1%. Stacks 30 times.
S-Ability:
+Savior's Blessing – The act of sacrificial service, especially out of pure love alone, bestows a special gift upon the user. When activated, the user gains Life status. Eight Turn cooldown; can only be activated twice per battle.
D-Ability:
+Final Order – Swells light mana particles around the user and forces them all to catch ablaze before racing at the target and delivering the ultimate judgement from which the target will not recover. 200% Pierce Atk Damage. High Chance of Instant Death. Survivors are subject to Purification. Range: 6 Cells. 0 MP. Light Elemental.
Age: 17
Gender: Female
Appearance:
- Spoiler:
Shieldbearer: Carries a shield in the free hand. Enables the user to equip a shield in addition to other equipment.
Pact of Protection: Vows to serve as a Champion for the innocent, protecting them from those that seek to harm them no matter the cost. Automatically covers for defenseless units and takes damage for allied units in Critical Condition even if the attack would kill the user.
Level: 10
Exp: 0/36
Weapon: Herald of the Angels- Pristine saber made of a shimmering white metal said to have been crafted by the purest of angels in heaven. (Added Effect: Blind) (Added Effect: Purification)
Shield: Radiant Dawn- Average-sized buckler made of a pure metal shining with a certain radiance and the mark of a savior.
Armor: Celestial Snowfall- Beautiful winter coat colored a pure white with a silver wing design. (+2 Move)
Accessory: Winter Scarf- Warm scarf that holds some sentimental value as well.
A-Ability: Saving Grace
+Fathomless Wish – Drawing both blade and breath, makes a certain slash which evokes the power of the user's desires in the form of a brilliant flash that focuses all attention on the user. 125% Atk Damage. Bestows Center of Attention [User]. Range: Adjacent Cell. 8 MP.
+Guardian Flash – Manifests mana particles in a stalwart signal of protection that bolsters defensive properties of the user. No Damage. +15% Def and Spr for Five Turns. Range: Self. 10 MP. Light Elemental.
+Vigilant Heart – Closes one's eyes and focuses on each individual heartbeat with progressive intensity until everything is perfectly clear. No Damage. Bestows Sure Hit status for Three Turns. Range: Self. 6 MP.
+ Cerulean Surge – With blade in both hands, plunges the weapon deep into the ground causing a powerful surge of azure ice mana to stream forward toward the target. 110% Int Damage. 50% Chance of Freeze. Range: 5 Cells; Linear. 16 MP. Ice Elemental.
+Arcadian Embrace – Bathes the target in a soothing resonance of light which quickly heals even severe wounds and bolsters their damage potential slightly for awhile. 130% Int Healing. +10% Damage Output for Three Turns. Range: 4 Cells. 14 MP.
+Shield Bash – Knocks the target roughly with the shield to throw them off-balance in order to land a swift stab shortly afterwards. 130% Atk Damage. 2 Hits. Stuns Target. Range: Adjacent Cell. 28 MP.
+Effulgence – Condenses brilliant light mana particles into a blast of radiant energy which scathes the target severely. 140% Int Damage. 50% Chance of Blind. Range: 6 Cells. 18 MP. Light Elemental.
+Tempestuous Waltz – Gathering the aid of the winds to her side, the user elegantly glissades through a range of motion, delivering strike upon strike to the target without the slightest hesitation. 80% Atk Damage. 12 Hits. Range: 2 Cells. 24 MP.
R-Ability:
+Efficacious Service – Naturally attuned to the flow of battle, the user grows more accustomed to defending those around her from the current threat as it targets her. Whenever the user is the direct target of an attack, all damage taken is reduced by 1%. Stacks 30 times.
S-Ability:
+Savior's Blessing – The act of sacrificial service, especially out of pure love alone, bestows a special gift upon the user. When activated, the user gains Life status. Eight Turn cooldown; can only be activated twice per battle.
D-Ability:
+Final Order – Swells light mana particles around the user and forces them all to catch ablaze before racing at the target and delivering the ultimate judgement from which the target will not recover. 200% Pierce Atk Damage. High Chance of Instant Death. Survivors are subject to Purification. Range: 6 Cells. 0 MP. Light Elemental.
Last edited by Silver on Wed Jan 08, 2014 6:41 pm; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Katrine Vicari
Age: 24
Gender: Female
Appearance:
Profession: Rogue- Striking swift and true at only the most opportune moments, the one who claims this profession debilitates and finishes off her foes with the utmost precision. (Dual Wield) (Critical Eye) (Equip: Daggers)
Dual Wield: Wields two weapons, one in each hand. Allows the user to equip two single-handed weapons at once.
Critical Eye: Constantly scrutinizes the target with a sharp eye to increase the likelihood of strikes hitting weak points. Increases the user's critical hit rate by 10% passively.
Level: 5
Exp: 0/16
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Weapon: Flesh Ripper- Sharp blade that cuts through flesh like a hot knife through butter.
Weapon: Dancing Dagger- Smaller blade designed with the purpose of creating longer, flowing attack chains. (+1 Basic Attack)
Armor: Leather Armor- Standard set of armor made out of tough leather.
Accessory: Copper Armlet- Somewhat stylish armlet made mostly of copper.
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A-Ability: Fleeting Moment
+ Conceal- Blends into the surrounding area in order to hide out until the perfect moment arises to strike. No Damage. User becomes Invisible until her next attack. +10% Damage Output for next attack. Range: Self. 10 MP.
+ Divert Attention- Expertly distracts the target in order to land a surefire strike. 110% Atk Damage. Sure Hit. Range: Adjacent Cell. 8 MP.
+ Preparation: Immobilize- Readies both body and mind for a precise counterattack to any action taken against the user that will render the attacker's legs useless. No Damage. Attackers that specifically target the user have a 25% chance of being Immobilized so long as there is no immunity for Three Turns. Range: Self. 12 MP.
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A-Ability: Item
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R-Ability:
+ SOS-Stealth- When one is on their last legs, certain precautions must be taken. The user gains a five turn invisibility whenever her HP reaches or falls below 25% of its maximum. This effect cannot be dispelled unless the user returns to above 25% maximum HP. This ability has a cooldown of three turns.
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S-Ability:
+ Sneak Attack- Striking unexpectedly has its advantages. All successful attacks made while the user is invisible are treated as critical hits.
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D-Ability: Final Breath- Sneaks up behind the target and plunges a dagger through the target's throat to ensure they've taken their last breath. 200% Pierce Atk Damage. High Chance of Silence; Chance of Instant Death. Range: 5 Cells. 0 MP.
Age: 24
Gender: Female
Appearance:
- Spoiler:
Profession: Rogue- Striking swift and true at only the most opportune moments, the one who claims this profession debilitates and finishes off her foes with the utmost precision. (Dual Wield) (Critical Eye) (Equip: Daggers)
Dual Wield: Wields two weapons, one in each hand. Allows the user to equip two single-handed weapons at once.
Critical Eye: Constantly scrutinizes the target with a sharp eye to increase the likelihood of strikes hitting weak points. Increases the user's critical hit rate by 10% passively.
Level: 5
Exp: 0/16
-------------------
Weapon: Flesh Ripper- Sharp blade that cuts through flesh like a hot knife through butter.
Weapon: Dancing Dagger- Smaller blade designed with the purpose of creating longer, flowing attack chains. (+1 Basic Attack)
Armor: Leather Armor- Standard set of armor made out of tough leather.
Accessory: Copper Armlet- Somewhat stylish armlet made mostly of copper.
-------------------
A-Ability: Fleeting Moment
+ Conceal- Blends into the surrounding area in order to hide out until the perfect moment arises to strike. No Damage. User becomes Invisible until her next attack. +10% Damage Output for next attack. Range: Self. 10 MP.
+ Divert Attention- Expertly distracts the target in order to land a surefire strike. 110% Atk Damage. Sure Hit. Range: Adjacent Cell. 8 MP.
+ Preparation: Immobilize- Readies both body and mind for a precise counterattack to any action taken against the user that will render the attacker's legs useless. No Damage. Attackers that specifically target the user have a 25% chance of being Immobilized so long as there is no immunity for Three Turns. Range: Self. 12 MP.
-------------------
A-Ability: Item
-------------------
R-Ability:
+ SOS-Stealth- When one is on their last legs, certain precautions must be taken. The user gains a five turn invisibility whenever her HP reaches or falls below 25% of its maximum. This effect cannot be dispelled unless the user returns to above 25% maximum HP. This ability has a cooldown of three turns.
-------------------
S-Ability:
+ Sneak Attack- Striking unexpectedly has its advantages. All successful attacks made while the user is invisible are treated as critical hits.
-------------------
D-Ability: Final Breath- Sneaks up behind the target and plunges a dagger through the target's throat to ensure they've taken their last breath. 200% Pierce Atk Damage. High Chance of Silence; Chance of Instant Death. Range: 5 Cells. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Calista S. Reynolds
Age: Appears 20
Gender: Female
Appearance:
Brandished Spirit: Wields one's affinity for the spiritual nexus as one's strength in the physical world. Bolsters the user's Atk by 20% of the user's Int. This effect is applied before bonuses.
Ethereal Blade: Manipulates the resonance of one's weapon, slipping it into the spirit dimension briefly to allow its steel to make contact with ethereal bodies. Physical attacks can affect Ethereal beings.
Level: 5
Exp: 0/16
Weapon: Hope of Morning- Strangely beautiful blade made of a material that seems to be foreign to this world. (Int Focus)
Armor: Midnight Dawning- Exclusively black colored gown featuring frills, ribbons, and bows. The collar has been re-tailored with purple-red accents.
Accessory: Choker- Black lace worn around the neck.
A-Ability: Intangible Grasp
+Sudden Flow – Raises the blade steadily from a distance before suddenly appearing before the target and delivering two quick slashes. 80% Atk Damage. 2 Hits. Sure Hit. Range: 3 Cells. 8 MP.
---Disruption – Pulls back the blade and thrusts the free palm out in the direction of the target, blasting them with spiritual energies which binds them to the spot in which they stand. No Damage. High Chance of Immobilize. Range: Set. 8 MP.
+Wavering Blade – Coats the blade in spiritual energy before delivering a slice in the target's direction that sends a sleek surge of said energy at the target. 110% Int Damage. Range: 4 Cells. 6 MP.
---Ether Surge – Rides the trail of the energy sent at the foe, landing in the perfect position to land a critical strike. 130% Atk Damage. User moves to Adjacent Cell of the Target. Range: Set. 10 MP.
+Spirit Rend – Delivers a singular slash from the blade bathed in ethereal energies that creates a negative influx of energy, virtually rending the target's spirit from their body for a short while. 110% Atk Damage. Creates an intangible version of the target linked to the original in a cell adjacent to the target for Three Turns. For the duration of this effect, the original target is immune to magical attacks and magic-based damage. Range: Adjacent Cell. 12 MP.
---Sever Ties – Spins around swiftly and delivers a slash primarily composed of spiritual energies that cuts the tie binding the spirit to the body. 120% Int Damage. Knocks target out of adjacent cell and forces it to remain outside of an adjacent of the original target. Range: Intangible Version of Original Target. 14 MP.
A-Ability: The Void Between *LOCKED*
R-Ability:
+Glissade – While in a forced motion, the user utilizes ethereal energy to redirect her propulsion toward the destination of her choosing. Whenever the user gets knocked back, she gains a free move action enabling her to move up to 4 Cells from her new positioning.
S-Ability:
+Unyielding Resolve – Reacts to all assaults with the greatest dexterity, manifesting ethereal energies into a potent shield. Gives the user a 15% chance to nullify all damage from an attack; if this ability activates, the user gets knocked back 2 Cells. Only activates once per turn.
D-Ability:
+Instantaneous Purification – Rends the blade from existence, instead choosing to conjure a magnificent glyph focused around the user which encompasses a large portion of the battlefield. The glyph shines with an spiritual power before sending an intense wave of said power out to all opposing enemies. When the power fades, the glyph collapses on the user and concentrates as a beam of pure ether which scathes the target instantly. 200% Pierce Int Damage. All other targets take 100% Pierce Int damage. Chance of Purification. Banishes Dark Spirits. Range: 6 Cells; Linear. 0 MP.
Age: Appears 20
Gender: Female
Appearance:
- Spoiler:
Brandished Spirit: Wields one's affinity for the spiritual nexus as one's strength in the physical world. Bolsters the user's Atk by 20% of the user's Int. This effect is applied before bonuses.
Ethereal Blade: Manipulates the resonance of one's weapon, slipping it into the spirit dimension briefly to allow its steel to make contact with ethereal bodies. Physical attacks can affect Ethereal beings.
Level: 5
Exp: 0/16
Weapon: Hope of Morning- Strangely beautiful blade made of a material that seems to be foreign to this world. (Int Focus)
Armor: Midnight Dawning- Exclusively black colored gown featuring frills, ribbons, and bows. The collar has been re-tailored with purple-red accents.
Accessory: Choker- Black lace worn around the neck.
A-Ability: Intangible Grasp
+Sudden Flow – Raises the blade steadily from a distance before suddenly appearing before the target and delivering two quick slashes. 80% Atk Damage. 2 Hits. Sure Hit. Range: 3 Cells. 8 MP.
---Disruption – Pulls back the blade and thrusts the free palm out in the direction of the target, blasting them with spiritual energies which binds them to the spot in which they stand. No Damage. High Chance of Immobilize. Range: Set. 8 MP.
+Wavering Blade – Coats the blade in spiritual energy before delivering a slice in the target's direction that sends a sleek surge of said energy at the target. 110% Int Damage. Range: 4 Cells. 6 MP.
---Ether Surge – Rides the trail of the energy sent at the foe, landing in the perfect position to land a critical strike. 130% Atk Damage. User moves to Adjacent Cell of the Target. Range: Set. 10 MP.
+Spirit Rend – Delivers a singular slash from the blade bathed in ethereal energies that creates a negative influx of energy, virtually rending the target's spirit from their body for a short while. 110% Atk Damage. Creates an intangible version of the target linked to the original in a cell adjacent to the target for Three Turns. For the duration of this effect, the original target is immune to magical attacks and magic-based damage. Range: Adjacent Cell. 12 MP.
---Sever Ties – Spins around swiftly and delivers a slash primarily composed of spiritual energies that cuts the tie binding the spirit to the body. 120% Int Damage. Knocks target out of adjacent cell and forces it to remain outside of an adjacent of the original target. Range: Intangible Version of Original Target. 14 MP.
- Spoiler:
- +Ether Flare – Conjures a myriad of ethereal flames around the user before directing them with a simple thrust of the blade to collide with the target directly. 90% Int Damage. 3 Hits. Chance of Burn. Chance of Blind. Range: 3 Cells. 12 MP.
---Influx – Utilizes the remnant of spiritual flame lingering on the target to draw in energy for one's self. 50% Pierce Int Damage. User recovers damage dealt as MP. Cures Burn and Blind if applicable. Range: Set. 0 MP.
+Quickened Flurry – With a single step the pathway to destruction is laid, a seemingly endless flurry of strikes flying at the target. 75% Atk Damage. 5 Hits. If used from full range, move the user into an adjacent cell of the target. Range: 2 Cells. 14 MP.
---Broken Flow – Finishes the constant flow of motion with a single strike powerful enough to shatter the connection between muscle and bone. 140% Atk Damage. Chance of Disable. Range: Set. 10 MP.
+Corruption Twist – Briefly warps tendrils of corrupt energy to lash out at the target's natural energies, corrupting their normal flow. No Damage. High Chance of Apathy. Range: 4 Cells. 10 MP.
---Sanctification – With a single thrust of the blade the tendrils are purified into the epitome of ethereal energies, thereby causing the target's own energy to dissipate as it is cured. 25% Max MP Damage. Range: Set. 14 MP.
+Resonant Aegis – Holds the blade in such a way to manifest ethereal energies in a hexagonal shield around the user. No Damage. Reduces Damage Taken by 15% for Five Turns. Range: Self. 8 MP.
---Expulsion Burst – Manifests a separate ring of energy around the shield which reacts violently to attacks made on the target, pulsing outwards with intense force. No Damage. Applies Expulsion Burst to the user's Resonant Aegis status. Expulsion Burst: Direct attackers from surrounding cells take 5% Max HP Damage and are pushed One Cell away. Range: Self. 10 MP.
+Crystalline Cage – Swells ethereal energies into a circle beneath the target before forcing them upward, slowly raising a solid wall of energy around the target, which upon completion solidifies all within. No Damage. High Chance of Gradual Petrification. Range: 3 Cells. 16 MP.
---Shatter – With the structure complete, the user slams the target with a spike of ethereal energy which can shatter all within to a million pieces. 1% Int Damage. High Chance of Critical Hit. Range: Set. 8 MP.
A-Ability: The Void Between *LOCKED*
- Spoiler:
- +Nexus Seal – Conjures an intricate glyph out of ethereal energies that primes the target for an array of techniques. No Damage. Places Nexus Seal on the target for the duration of the battle. Range: 4 Cells. 8 MP.
+Essence Surge – Utilizes the glyph as a catalyst to create a constant stream of ethereal energy around the user that the user can draw upon at any time. No Damage. Transforms Nexus Seal into Essence Surge status. Essence Surge: Increases Int by 10% and bestows Doublecast for Three Turns. Range: Self. 12 MP.
R-Ability:
+Glissade – While in a forced motion, the user utilizes ethereal energy to redirect her propulsion toward the destination of her choosing. Whenever the user gets knocked back, she gains a free move action enabling her to move up to 4 Cells from her new positioning.
S-Ability:
+Unyielding Resolve – Reacts to all assaults with the greatest dexterity, manifesting ethereal energies into a potent shield. Gives the user a 15% chance to nullify all damage from an attack; if this ability activates, the user gets knocked back 2 Cells. Only activates once per turn.
D-Ability:
+Instantaneous Purification – Rends the blade from existence, instead choosing to conjure a magnificent glyph focused around the user which encompasses a large portion of the battlefield. The glyph shines with an spiritual power before sending an intense wave of said power out to all opposing enemies. When the power fades, the glyph collapses on the user and concentrates as a beam of pure ether which scathes the target instantly. 200% Pierce Int Damage. All other targets take 100% Pierce Int damage. Chance of Purification. Banishes Dark Spirits. Range: 6 Cells; Linear. 0 MP.
Last edited by Silver on Fri Jan 10, 2014 6:11 pm; edited 6 times in total
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