Silver's Creative Compendium Revamped
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Re: Silver's Creative Compendium Revamped
Name: The Chronicler
Age: ?
Gender: Male
Appearance:
Level: 5
Exp: 0/16
Weapon: Feather Quill- Simple feather plucked from an average bird. (Damage: Int) (Range: 3 Cells)
Armor: Tattoo- A mess of words on the left hand that are foreign to any who try to read them.
Accessory: Ink Bottle- Bottle of standard ink.
A-Ability: Omnipresence
+Strikethrough – Removes the pen from paper and strikes through something previously written to erase the effects of those words. No Damage. Removes target status. Range: 4 Cells. 10 MP.
+Halt – Stops writing suddenly and places a significant punctuation mark forcing the target to stop where they stand, stuck in time. No Damage. Chance of Stop. Range: 4 Cells. 12 MP.
+Immortalize – Hastily scrawls something of immortality into the book, causing the target's very being to turn to stone, immortalizing them forever. No Damage. Chance of Gradual Petrification. Range: 4 Cells. 12 MP.
A-Ability: Item
R-Ability:
+Fate Entwined – Binds the threads of fate together with one's actions. Whenever the user successfully inflicts the same status effect on a similar target, the previous target(s) status counter becomes the value of the new target's status counter.
S-Ability:
+Impression – Leaves one's mark with lasting effects, never to be forgotten. The user recovers 5% Max MP whenever he successfully inflicts a status effect.
D-Ability:
+Unwritten – Stops suddenly, hand trembling rather violently before snapping the book shut. In an instance ink begins to pour from the object before turning a brilliant crimson––when the book opens again, nothing is on the page, just as someone is not on the battlefield. 200% Pierce Int Damage. High Chance of Oblivion. Range: 4 Cells. 0 MP.
Age: ?
Gender: Male
Appearance:
- Spoiler:
- Standing at a prominent 5'11", this shadowy figure remains perfectly still save for the quill in his hand constantly scrawling in a leather-bound book. His eyes are unseen, as is most of his face due to the dark green cloaks he wears; hood up to obscure his face. His left hand is marked with some intricate words in a language entirely foreign. If one were to approach, however, one would see naught but faint traces of pale skin and neatly cut dark brown hair. The lower half of his face is obscured by a mask, and his eyes seem perpetually lost to the shadow of his hood. What would happen if it were removed?
Level: 5
Exp: 0/16
Weapon: Feather Quill- Simple feather plucked from an average bird. (Damage: Int) (Range: 3 Cells)
Armor: Tattoo- A mess of words on the left hand that are foreign to any who try to read them.
Accessory: Ink Bottle- Bottle of standard ink.
A-Ability: Omnipresence
+Strikethrough – Removes the pen from paper and strikes through something previously written to erase the effects of those words. No Damage. Removes target status. Range: 4 Cells. 10 MP.
+Halt – Stops writing suddenly and places a significant punctuation mark forcing the target to stop where they stand, stuck in time. No Damage. Chance of Stop. Range: 4 Cells. 12 MP.
+Immortalize – Hastily scrawls something of immortality into the book, causing the target's very being to turn to stone, immortalizing them forever. No Damage. Chance of Gradual Petrification. Range: 4 Cells. 12 MP.
A-Ability: Item
R-Ability:
+Fate Entwined – Binds the threads of fate together with one's actions. Whenever the user successfully inflicts the same status effect on a similar target, the previous target(s) status counter becomes the value of the new target's status counter.
S-Ability:
+Impression – Leaves one's mark with lasting effects, never to be forgotten. The user recovers 5% Max MP whenever he successfully inflicts a status effect.
D-Ability:
+Unwritten – Stops suddenly, hand trembling rather violently before snapping the book shut. In an instance ink begins to pour from the object before turning a brilliant crimson––when the book opens again, nothing is on the page, just as someone is not on the battlefield. 200% Pierce Int Damage. High Chance of Oblivion. Range: 4 Cells. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Viola di Ametist
Age: 17
Gender: Female
Appearance:
Spotlighted: Focuses in on one target to ensure the message gets passed along. Opts to change the range of Int-based basic attacks from their normal setting to one target within that normal range, increasing damage dealt by each basic attack to 120%
Chord Progression: Quickly moves between chords in an effective manner to utilize them to their fullest potential. Allows the user to chain non-spotlighted Int-based basic attacks. Max Chain: 3.
Power Chord: Strikes one final chord at the end of one's progression. Allows the user to expend 10% Max MP to chain a 150% Atk damage attack to the end of a Spotlighted Basic Attack combo.
Level: 10
Exp: --/--
Weapon: Midnight Aria- Insanely intricate and sleek guitargun with a purple and blue motif, it is empowered with Dust to enable certain elemental attacks. (Guitar: Int-based Damage; 2 Layers of Surrounding Cells Range) (Gun: Atk-based Damage; 4 Cell Range)
Armor: Twisted Violet- Defined yet comfortable dress with white ruffles and dark-colored ribbons that allow for one to give off the appearance of class without sacrificing maneuverability. (Immune Center of Attention)
Accessory: Memoir Pendant- Simple locket with a swirl design; jammed tightly shut, no one but the wearer knows the significance of what lies inside.
A-Ability: Orchestrated Battlefield
+Overture – A prelude to the massacre waiting to happen. No Damage. Boosts Atk and Int by 10% for Three Turns. Bestows Sure Hit. Can chain to any instrumental-based ability. Cooldown: 6 Turns. 10 MP.
+Firebolt – With a spark of electricity, flips the guitar and fires off an electrified bullet which damages the nervous system. 130% Atk Damage. Stuns Target. Range: 4 Cells. 16 MP. Lightning Elemental.
+Purple Heart – Utilizing purple dust, the user lays into a bridge, causing a literal shockwave to pulse out in every direction from her position. 120% Int Damage. Knocks Targets 2 Cells Away. Instrumental-based. Range: 2 Layers of Surrounding Cells. 26 MP.
+Strangled Chorus – Utilizes white dust to literally pull the oxygen out of the air with a single chord before striking the intro to the chorus, releasing the oxygen in a violent torrent. 160% Int Damage. Small Chance of Instant Death. Instrumental-based Range: 4 Cells; Linear. 18 MP. Wind Elemental.
+Major in Minor – Distorts the natural soundwaves of a major chord, unleashing a barrage of bullets upon the opposition. 110% Atk Damage. 12 Randomized Hits. Instrumental-based. Range: 2 Layers of Surrounding Cells. 36 MP.
+Finale – Thrusts the guitar out like a sword, utilizing purple dust to release a vicious burst of lightning followed by a rain of bullets. 140% Int Damage. 100% Atk Damage. 5 Randomized Hits. Range: 4 Cells; Fan-shape. 28 MP. Lightning Elemental [First Hit.]
R-Ability:
+Rebel Spirit – Under any circumstances of oppression, the will to rebel against authority ignites instantly. Whenever the user is affected by a status that prevents her from acting or moving, there is a 30% chance it will be cured for each turn it persists.
S-Ability:
+Endless Record – The album never stops. Doubles the user's Max MP.
D-Ability:
+Riot – Enlists the help of premium Dust to strike out a solo which causes all who hear it to go mad. Complete and total anarchy governed by an endless rage––the riot of a lifetime. 100% Pierce Int Damage. High Chance of Berserk; Targets afflicted with Berserk will randomly lash out at both allies, enemies, and objects. Range: All. 0 MP.
Age: 17
Gender: Female
Appearance:
- Spoiler:
Spotlighted: Focuses in on one target to ensure the message gets passed along. Opts to change the range of Int-based basic attacks from their normal setting to one target within that normal range, increasing damage dealt by each basic attack to 120%
Chord Progression: Quickly moves between chords in an effective manner to utilize them to their fullest potential. Allows the user to chain non-spotlighted Int-based basic attacks. Max Chain: 3.
Power Chord: Strikes one final chord at the end of one's progression. Allows the user to expend 10% Max MP to chain a 150% Atk damage attack to the end of a Spotlighted Basic Attack combo.
Level: 10
Exp: --/--
Weapon: Midnight Aria- Insanely intricate and sleek guitargun with a purple and blue motif, it is empowered with Dust to enable certain elemental attacks. (Guitar: Int-based Damage; 2 Layers of Surrounding Cells Range) (Gun: Atk-based Damage; 4 Cell Range)
Armor: Twisted Violet- Defined yet comfortable dress with white ruffles and dark-colored ribbons that allow for one to give off the appearance of class without sacrificing maneuverability. (Immune Center of Attention)
Accessory: Memoir Pendant- Simple locket with a swirl design; jammed tightly shut, no one but the wearer knows the significance of what lies inside.
A-Ability: Orchestrated Battlefield
+Overture – A prelude to the massacre waiting to happen. No Damage. Boosts Atk and Int by 10% for Three Turns. Bestows Sure Hit. Can chain to any instrumental-based ability. Cooldown: 6 Turns. 10 MP.
+Firebolt – With a spark of electricity, flips the guitar and fires off an electrified bullet which damages the nervous system. 130% Atk Damage. Stuns Target. Range: 4 Cells. 16 MP. Lightning Elemental.
+Purple Heart – Utilizing purple dust, the user lays into a bridge, causing a literal shockwave to pulse out in every direction from her position. 120% Int Damage. Knocks Targets 2 Cells Away. Instrumental-based. Range: 2 Layers of Surrounding Cells. 26 MP.
+Strangled Chorus – Utilizes white dust to literally pull the oxygen out of the air with a single chord before striking the intro to the chorus, releasing the oxygen in a violent torrent. 160% Int Damage. Small Chance of Instant Death. Instrumental-based Range: 4 Cells; Linear. 18 MP. Wind Elemental.
+Major in Minor – Distorts the natural soundwaves of a major chord, unleashing a barrage of bullets upon the opposition. 110% Atk Damage. 12 Randomized Hits. Instrumental-based. Range: 2 Layers of Surrounding Cells. 36 MP.
+Finale – Thrusts the guitar out like a sword, utilizing purple dust to release a vicious burst of lightning followed by a rain of bullets. 140% Int Damage. 100% Atk Damage. 5 Randomized Hits. Range: 4 Cells; Fan-shape. 28 MP. Lightning Elemental [First Hit.]
R-Ability:
+Rebel Spirit – Under any circumstances of oppression, the will to rebel against authority ignites instantly. Whenever the user is affected by a status that prevents her from acting or moving, there is a 30% chance it will be cured for each turn it persists.
S-Ability:
+Endless Record – The album never stops. Doubles the user's Max MP.
D-Ability:
+Riot – Enlists the help of premium Dust to strike out a solo which causes all who hear it to go mad. Complete and total anarchy governed by an endless rage––the riot of a lifetime. 100% Pierce Int Damage. High Chance of Berserk; Targets afflicted with Berserk will randomly lash out at both allies, enemies, and objects. Range: All. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Alyssa Renee Grimme
Age: 14
Gender: Female
Appearance:
Charmed: Blessed with above average magick capacity. +5% Max MP and Int.
Level: 1
Exp: 0/10
Weapon: Celestial Lantern- Beautiful yet fragile lantern that uses not oil but the power of a miniature star to give off light. (Damage: Int) (Range: 3 Cells)
Armor: Purple Chic- Long purple ribbon that wraps around the iconic hitch's hat.
Accessory: Peridot Ring- Small silver band with an even tinier peridot gem encrusted.
A-Ability: First Spells
+Embers, Dance! – "Spirit flames weave your tapestry!" Conjures a myriad of small purple flames in the circular formation around the target before collapsing them in on the target. 110% Int Damage. Range: 4 Cells. 6 MP. Fire Elemental.
+Wishing Star – "Photons gather!" Gathers light particles together into a thin but potent sphere which is fired at the target. 80% Int Damage. Sure Hit. Range: 4 Cells. 8 MP. Light Elemental.
A-Ability: Item
R-Ability: None.
S-Ability:
+Dual Incantation – Links spells together through similar mana resonances. Enables the user to link a second Int-based attack to the first so long as it is still in range and the user has the MP available to do so.
D-Ability:
+Trinity Beam: Fire! – Raises three elemental points of impact upon the battlefield, drawing power from each source into a palm-sized sphere in the user's right fist before firing it at the target. 200% Pierce Int Damage. Targets in the way take half damage. Small Chance of Oblivion. Range: Straight Line. 0 MP.
Age: 14
Gender: Female
Appearance:
- Spoiler:
Charmed: Blessed with above average magick capacity. +5% Max MP and Int.
Level: 1
Exp: 0/10
Weapon: Celestial Lantern- Beautiful yet fragile lantern that uses not oil but the power of a miniature star to give off light. (Damage: Int) (Range: 3 Cells)
Armor: Purple Chic- Long purple ribbon that wraps around the iconic hitch's hat.
Accessory: Peridot Ring- Small silver band with an even tinier peridot gem encrusted.
A-Ability: First Spells
+Embers, Dance! – "Spirit flames weave your tapestry!" Conjures a myriad of small purple flames in the circular formation around the target before collapsing them in on the target. 110% Int Damage. Range: 4 Cells. 6 MP. Fire Elemental.
+Wishing Star – "Photons gather!" Gathers light particles together into a thin but potent sphere which is fired at the target. 80% Int Damage. Sure Hit. Range: 4 Cells. 8 MP. Light Elemental.
A-Ability: Item
R-Ability: None.
S-Ability:
+Dual Incantation – Links spells together through similar mana resonances. Enables the user to link a second Int-based attack to the first so long as it is still in range and the user has the MP available to do so.
D-Ability:
+Trinity Beam: Fire! – Raises three elemental points of impact upon the battlefield, drawing power from each source into a palm-sized sphere in the user's right fist before firing it at the target. 200% Pierce Int Damage. Targets in the way take half damage. Small Chance of Oblivion. Range: Straight Line. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Kori N. Ellington
Age: 19
Gender: Your guess is as good as mine.
Appearance:
Cyclical Gift: Bestows 1 Mana Substitute every Five Turns.
Level: 1
Exp: 0/10
Weapon: Spirit Bow- Melded from offensive sources of mana, these ethereal energies take on the form of a bow. (Damage: Int) (Range: 4 Cells)
Armor: Vagabond's Cloak- Worn and weary looking cloak that has seen far too much use.
Accessory: Glasses- Helps one see things they normally could not.
A-Ability: Flow of Energy
+Spherefall – Conjures a multitude of spheres in the air above the user and directs them with force to crash down onto the battlefield. 60% Int Damage. Lasts Three Turns. Range: 3 Cells + Adjacent Cells. ? MP.
+Form: Connection of Camaraderie – Sends out a powerful connective thread of mana which binds the target to the user. No Damage. Links the target to the user. Linked units can share each others' MP, but also take damage equivalent to the damage taken by the receiving unit. Can be broken by the user; Only targets Allies; Only one Link can be made at a time. Range: 4 Cells. ? MP.
---Sacrifice – Sends out a soothing resonance of one's own life force to ease the suffering of the target. No Damage. User takes X Damage; Target heals X Damage. Range: Linked Target. 0 MP.
---Synchronize – Melds the energies of two together to make a common flow which matches in each and every way. No Damage. Passes on beneficial statuses and buffs to the target. Range: Linked Target. ? MP.
R-Ability:
+Charitable Blessing – Whenever the user gives away a Mana Substitute, the user recovers MP equal to 15% of their Max MP.
B-Ability:
+Conversion – Upon activation, converts the user's current MP into Mana Substitutes at the rate of 10 MP = 1 Mana Substitute. 8 Turn Cooldown. Mana that cannot be converted is returned to the user.
S-Ability:
+Offering – Enables the user to transfer one Mana Substitute to another unit once per turn.
D-Ability:
+Absorption – Creates a negative well of mana in the area surrounding the target, binding their mana flow directly to the target before siphoning every last drop and blocking their mana circuits. No Damage. Absorbs all of the Target's MP; Target cannot recover MP through traditional methods and is unable to use Mana for Five Turns. Range: 6 Cells. 0 MP.
Age: 19
Gender: Your guess is as good as mine.
Appearance:
- Spoiler:
Cyclical Gift: Bestows 1 Mana Substitute every Five Turns.
Level: 1
Exp: 0/10
Weapon: Spirit Bow- Melded from offensive sources of mana, these ethereal energies take on the form of a bow. (Damage: Int) (Range: 4 Cells)
Armor: Vagabond's Cloak- Worn and weary looking cloak that has seen far too much use.
Accessory: Glasses- Helps one see things they normally could not.
A-Ability: Flow of Energy
+Spherefall – Conjures a multitude of spheres in the air above the user and directs them with force to crash down onto the battlefield. 60% Int Damage. Lasts Three Turns. Range: 3 Cells + Adjacent Cells. ? MP.
+Form: Connection of Camaraderie – Sends out a powerful connective thread of mana which binds the target to the user. No Damage. Links the target to the user. Linked units can share each others' MP, but also take damage equivalent to the damage taken by the receiving unit. Can be broken by the user; Only targets Allies; Only one Link can be made at a time. Range: 4 Cells. ? MP.
---Synchronize – Melds the energies of two together to make a common flow which matches in each and every way. No Damage. Passes on beneficial statuses and buffs to the target. Range: Linked Target. ? MP.
- Spoiler:
- +Shielding – Conjures a thick veil of energy which creates a translucent shield around the user. No Damage. Bestows Protect or Shell at the whim of the user; 2 Turn Cooldown. Range: Self. ? MP.
+Form: Reluctant Binds – Drills a thin wire of mana into the target's own mana system, forcibly linking the two. No Damage. Links the target to the user. Linked units can share each others' MP, but also take damage equivalent to the damage taken by the receiving unit. Can be broken by the user; Only targets Enemies; Only one Link can be made at a time. Range: 4 Cells. ? MP.---Invert Connection – Tampers with the connective properties of the line to reverse the effects of damage done. No Damage. Transforms all damage taken by the user as a result of the link into healing. Range: Self. ? MP.
---Restrict Access – Blocks the flow of energy through the line to make it impossible for mana to flow out. No Damage. Renders the linked target's ability to draw upon the user's MP for skill obsolete. Range: Self. ? MP.
+Overflow – Supercharges the flow of energy in the area surrounding the user in order to take it in over time, thereby decreasing normal energy usage. No Damage. Bestows Overflow. Overflow: Reduces MP Costs by 25% for Three Turns. Range: Self. ? MP.
+Stabilize – Sends out specialized resonances of mana to either correct a mistake or remove unnatural surges in one's energy flow. No Damage. Either dispels one positive status or cures one negative status at the whim of the user; 2 Turn Cooldown. Range: 3 Cells. ? MP.
+Interlace – Combines two connective threads of mana for a short while in order to enable the user to create multiple connections. No Damage. Enables the user to create two Links at a time for Five Turns; if the user has two Links occurring when this effect ends, one of them must be broken. Range: Self. ? MP.
R-Ability:
+Charitable Blessing – Whenever the user gives away a Mana Substitute, the user recovers MP equal to 15% of their Max MP.
B-Ability:
+Conversion – Upon activation, converts the user's current MP into Mana Substitutes at the rate of 10 MP = 1 Mana Substitute. 8 Turn Cooldown. Mana that cannot be converted is returned to the user.
S-Ability:
+Offering – Enables the user to transfer one Mana Substitute to another unit once per turn.
D-Ability:
+Absorption – Creates a negative well of mana in the area surrounding the target, binding their mana flow directly to the target before siphoning every last drop and blocking their mana circuits. No Damage. Absorbs all of the Target's MP; Target cannot recover MP through traditional methods and is unable to use Mana for Five Turns. Range: 6 Cells. 0 MP.
Last edited by Silver on Sat Aug 16, 2014 9:22 pm; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Black Rose
Age: ?
Gender: Female (Physically)
Appearance:
Poisoned Blood III: The user is granted immunity to one random negative status effect at the beginning of battle and this effect immediately becomes an added effect of the user's basic attacks and skills.
Plague Affinity II: Increases the user's chances of inflicting negative status effects by 15% and increases the duration of negative status effects inflicted by the user by Two (2) Turns.
Ephemeral Connection: Status effects inflicted by the user which incur damage over time recover the user's MP by 50% of the damage taken by the target so long as the user remains within four (4) cells of the target. This does not affect bosses and other enemies as determined by the GM.
Level: ?
Exp: --/--
Weapon: Pain and Panic- Two shockingly blood red pistols that fire off bullets which spread exactly what it said on their shared case: Pain and Panic. (2 Hits) (Range: 4 Cells)
Armor: Demon Claw- Ripped from the hand of a vengeful demon, this earring is charmed with powerful protective magicks.
Accessory: Neck Scarf- Just for show.
A-Ability: Blood Runs Red
+Imbue – Imbues the natural devastation brought about by disease into the user's weapons in order to deal out just as much destruction. No Damage. +10% Atk for Ten Turns. The user's status protection granted by Poisoned Blood becomes an added effect of the user's basic attacks for the duration of the battle. Range: Self. 8 MP.
+Crippling Shot – Fires a bullet laced with a special magick which attacks the target's immune system, severely crippling it. 100% Atk Damage. Increases the target's susceptibility to negative status effects by one (1) stage. Stacks twice. Range: 4 Cells. 6 MP.
+Black Bullet – Takes aim and fires off a bullet shrouded in darkness which can blind the target without even touching their face. 130% Atk Damage. Chance of Blind. Range: 4 Cells. ? MP. Darkness Elemental.
+Defy Gravity – Draws upon the ultimate control of one's powers in order to defy the limits which those around the user originally thought to be unalterable. No Damage. Increases the user's chances of inflicting status effects by one stage. If Imbue was used directly prior to this skill, bestows Imbue boosts to major stats and the turn count is refreshed. Range: Self. ? MP.
+For Good – Ignites one's bullet with a dreaded purple aura that ensures the next breaths taken will be the target's last, their actions ceased for good. 50% Piercing Atk Damage. Chance of Doom. Range: 4 Cells. ? MP.
+Taint of Decay – Evokes the longevity of particularly vicious ailments into a field of negative energy in order to draw out the target's suffering until they plead with the user for death. No Damage. Extends the duration of all negative status effects and stat reductions by two (2) turns. Range: 2 Layers of Surrounding Cells. ? MP.
+Viral Spray – Pelts multiple nearby targets with poison-coated bullets to ensure a swift demise. 90% Atk Damage. 2 Hits. Chance of Poison. Range: 3 Cell Cone Shape. ? MP.
+Waning Lead – Jinxes a bullet with a wicked magick which causes the target to suddenly shrink in size. 110% Atk Damage. Chance of Shrink. Range: 4 Cells. ? MP.
+Stone Slug – Imbues the power of the earth in the next shot, firing off a powerful stony bullet which potentially joins the target to the very ground they stand upon. 170% Atk Damage. Chance of Gradual Petrification. Range: 2 Cells. ? MP. Earth Elemental.
+Warped Rounds – Loads a special cartridge into the user's guns which cause afflictions to linger. No Damage. The user gains Warped Rounds Status for three (3) turns. [Warped Rounds: When the user uses a basic attack against an enemy with negative status afflictions, the statuses play out as normal for that turn, but the value is frozen. There is a very small chance that statuses with one (1) turn remaining will have their duration refreshed. Afflictions that have their duration refreshed are immune to the primary effect of Warped Rounds. The primary effect can only activate twice per affliction per use of this ability.] Range: Self. ? MP.
A-Ability: Until Poison's Touch
+Trigger Happy – Rapidly fires one's guns without abandon to irritate targets and leaves them vulnerable. 60% Atk Damage. 8 Randomized Hits. Chance of Berserk. Range: 3x3 Cell Line; One Direction. ? MP.
+Viral Shift – Disperses one's form into a cloud of plague energy before rocketing forward to the destination of the user's whims, leaving behind a trail of viral energy. No Damage. The user moves to target cell leaving behind Viral Cloud cells. The user can move through normally non-occupiable and impassable cells with this ability. Counts as a Move Action. Range: [User's Move] x 2 Cells. ? MP.
[Viral Cloud Cells: Units that pass through these cells have a chance of being inflicted with a random negative status condition. Units that occupy these cells have a much higher chance of being inflicted with a random negative status condition. The user is unaffected when passing through or occupying these cells. These cells have a natural duration of three (3) turns.]
+Femme Fatale – Presses a chaste kiss to the barrel of the gun before firing a bullet brimming with a potent magick charm to infatuate the target. 100% Atk Damage. Chance of Mesmerize. Range: 4 Cells. ? MP.
+Hex Blast – Casts a malicious curse on one's bullet before blasting the target, leaving them to sit in agony as the dark magick worms its way into their very soul. 130% Atk Damage. Chance of Curse. Range: 4 Cells. ? MP.
+Absorb Disease – Activates a strain of viral code within one's self, causing the user to generate a sickly aura which absorbs maladies from the surrounding area and places them within the user for her own purposes. No Damage. Bestows Immunity for five (5) turns. While Immunity is active, the user can touch a target from an adjacent cell to remove one (1) negative status effect and add it to her basic attacks for the remaining duration of Immunity. Range: Self. ? MP.
+Diminishing Shot – Takes aim and fires a bullet which hinders the target and forces them to relent lest their newfound frailty be their end. 100% Atk Damage. Chance of Minimalize. Range: 4 Cells. ? MP.
[Minimalize: The afflicted's current and max HP are reduced by 50% for Three Turns.]
+Malady Magnetism – Reverbrates an alluring energy which causes the afflicted and suffering to draw near to the user, unable to turn away from the cooling embrace of death. No Damage. The user gains Malady Magnetism status for three (3) turns. Range: Self. ? MP.
[Malady Magnetism: Forces all targets suffering from a negative status effect to remain within four (4) cells of the user. If a target is more than four cells away from the user they are automatically pulled into range and cannot make a move action on their next turn.]
+Silencer – Releases a hail of bullets bearing etchings of ancient symbols that prevent the target from chanting and channeling magick. 75% Atk Damage. 3 Hits. Chance of Silence. Range: 3 Cell Cone Shape. ? MP.
+Potency Burst – Draws into one's self and releases a multitude of viral spheres which launch at all opposing targets and prevent them from curing their ailments all at once. 50% Piercing Atk Damage. Targets cannot mass remove their negative status conditions for the next three (3) turns. Range: All Enemies. ? MP.
+Tenacity – Evokes the power of diseases which survive in even the harshest of conditions to strengthen the body and prevent the user's demise while potentially prolonging the suffering of others. No Damage. The user gains Tenacity status for three (3) turns. Range: Self. ? MP.
[Tenacity: The user survives all fatal blows with 1 HP as long as one target on the field suffers from a negative status effect. Targets suffering from negative status effects have a small chance of having the duration of the status refresh instead of fading while this effect is active.]
A-Ability: Red Nevermore
+Accelerate Toxin – Rapidly processes the natural poisons coursing through the user's bloodstream and advances its characteristics to include additional maladies. No Damage. Adds one (1) more random negative status effect immunity to Poisoned Blood for the duration of the battle. Attacks and skills that are affected by Poisoned Blood gain these effects. This ability stacks twice. Range: Self. ? MP.
+Entombed Lead – Fires a jinxed bullet which unleashes a burst of dark magick that temporarily reverses the effects of life and death to make the target a walking corpse. 130% Atk Damage. Chance of Zombie. Range: 4 Cells. ? MP.
+Rain of Blood – Peppers the target with several sharp bullets laced with a toxin that promotes blood loss. 110% Atk Damage. 3 Hits. Chance of Bleeding. Range: 3 Cells. ? MP.
+Fireball – Blasts the target with a blazing bullet which spreads unseen flames across every inch of the target's body. 140% Atk Damage. Chance of Burn. Range: 4 Cells. ? MP. Fire Elemental.
+Stoic Shot – Fires a bullet at the target's head laced with a neurotoxin that affects their ability to perceive a need to care for the current situation. 120% Atk Damage. Chance of Apathy. Range: 4 Cells. ? MP.
+Icy Round – Fires a stray bullet at the target's feet. Little do they know the bullet has been enchanted with icy energy which springs up and latches onto them before freezing them in place. 100% Atk Damage. Chance of Freeze. Range: 6 Cells. ? MP. Ice Elemental.
+Ailment Consumption – Presses cold and unfeeling lips to the target's form and drains them of their maladies in order to fully revitalize one's self. No Damage. Removes all of the target's negative status effects and stat reductions. The user recovers 8% Max HP per status infliction/stat reduction removed. Range: Adjacent Cell. ? MP.
+Halt Tempo – Batters multiple approaching targets with cursed bullets which force them to freeze – trapped in time. 90% Atk Damage. 5 Randomized Hits. Chance of Stop. Range: 3x3 Cell Line; One Direction. ? MP.
+Headrattler – Sends a vicious jolt of energy coursing along the body of the user's pistols and abruptly slams them down on the target's head one after another. 130% Atk Damage. 2 Hits. Chance of Addle. Range: Adjacent Cell. ? MP.
+Viral Replication – Pinpoints a foreign beneficial energy within the target and activates a viral code within the body in order to replicate it. No Damage. The user copies one (1) positive status effect or stat enhancement from the target. This effect has the same duration as the effect copied. Range: 3 Cells. ? MP.
A-Ability: Black Like Death
+Grim Cartridge – Fires off a bullet shrouded in a dark aura which pierces not only the flesh but the soul as well and marks it for the reaper to take if it so chooses. 170% Atk Damage. Chance of Instant Death. Range: 3 Cells. ? MP.
+Lady Luck's Scorn – Fires a jinxed bullet brimming with anti-luck energy which causes the target to experience all manners of misfortune. 150% Atk Damage. Chance of Misfortune. Range: 4 Cells. ? MP.
+Withering Shot – Sprays the target with a series of poisoned bullets which cause their capabilities to falter and deteriorate. 130% Atk Damage. 3 Hits. Chance of Weak. Range: 2 Cells. ? MP.
+Torturous Trajectile – Fires a single bullet at the target which pierces the flesh and remains lodged within the body for a great deal of time while emitting viral energy which continues to damage the target's body and mind. 100% Atk Damage. Damage persists for Five Turns. Range: 4 Cells. ? MP.
+Incapacitate – Blasts the target with viral energy which severely hinders their ability to take part in combat based on the amount of maladies in their system. 100% Atk Damage. Randomly reduces either the target's offensive or defensive stats by 3% per negative status effect inflicted on them. Range: 3 Cells. ? MP.
+Mana Scathe – Fires a hexed bullet which puts immense strain on the target's mana system and forces them to expend more MP. 140% Atk Damage. Target must utilize 25% more MP for Three Turns. Range: 3 Cells. ? MP.
+Twist of Fate – Lowers one's weapons and places a hand on the target to immediately transform all maladies and ailments into boons. No Damage. All negative status effects on the target become positive status effects for the same duration. All stat reductions on the target become stat enhancements for the same duration. Range: Adjacent Cell. ? MP.
+Rosebud – Fires a bullet filled with potent viral energy that seeks out the almost undefinable traces of former maladies and reignites them. 150% Atk Damage. Reinflicts a negative status effect the target had prior to this ability if applicable. Range: 4 Cells. ? MP.
+Point Blank – Presses both barrels of the user's pistols directly to the target's body and pulls the triggers, firing bullets with enough force to obliterate the target. 200% Atk Damage. 2 Hits. Chance of Oblivion. Range: Adjacent Cell. ? MP.
+Final Bullet – Cocks the gun. Takes careful aim. Pulls the trigger. This last bullet will end it all. No Damage. Deals 8% Max HP Damage per negative status effect and stat reduction on the target. If the target is suffering from more than five negative status effects and/or stat reductions this attack will instantly KO the target. Range: 4 Cells. ? MP.
R-Ability:
+No Good Deed II – Whenever the user is the direct target of an attack, she retaliates by firing a negatively charged bullet which strips the attacker of boons. Counters direct attackers for 100% Atk Damage and dispels all positive status effects or stat enhancements.
S-Ability:
+Wicked II – The user's bullets are laced with a dark magick which turns afflictions into a torturous pain from which the victim will not escape alive. The user's basic attacks and skills have their damage output increased by 10% per negative status effect currently placed on the target.
B-Ability:
+Disaster II – Unleashes a hidden code within one's viral make up to expunge one's innate immunity and dispense it in the form of a thick viral cloud which causes those within it to deteriorate almost instantly. Transforms all cells within a two cell radius of the user into Poisoned Blood+ cells for three turns. The user's immunity granted by Poisoned Blood is removed for the duration of this effect.
[Poisoned Blood+ Cells: Units that pass through these cells have a high chance of being inflicted with the negative status effect associated with Poisoned Blood. Units that occupy these cells have an immensely high chance of being inflicted with the negative status condition. The user is unaffected when passing through or occupying these cells.]
E-Trigger:
+Punishment – Suffuses immense viral energy into the user's pistols for a brief time in order to supercharge one's potential to inflict maladies and the torture caused by one's bullets. Doubles the effect of Wicked and increases the user's chances of inflicting negative status effects by two stages for three turns.
D-Ability:
+Lifetime of Mourning – The user's form wavers and suddenly explodes in a massive and all-encompassing surge of viral energy which reacts violently with ailments already within the bodies of those it touches and leaves a souvenir behind for those lucky enough to once consider themselves healthy. No Damage. All negative status effects and stat reductions on the targets have their durations refreshed and increased by two. All targets that do not have some form of status effect or stat reduction have a high chance of receiving up to three of these statuses and reductions from their allies. If there are no negative status effects or stat reductions currently in play then targets receive two random negative status effects regardless of immunity. These status effects cannot be cured until their duration reaches [Half(Original) - 1 Turn]. The user must spend one turn reforming. Range: All Enemies.
Stats:
HP: 20
MP: 20
Atk: 4 (+1 from Pain and Panic) (+1 from Neck Scarf)
Def: 3 (+0 from Demon Claw)
Int: 1 (+0 from Pain and Panic)
Spr: 2 (+1 from Demon Claw)
Critical: 3%
Evade: 2%
Move: 2 Cells (+1 from Plague Manifest Profession)
Skill Points: 0
Age: ?
Gender: Female (Physically)
Appearance:
- Spoiler:
Poisoned Blood III: The user is granted immunity to one random negative status effect at the beginning of battle and this effect immediately becomes an added effect of the user's basic attacks and skills.
Plague Affinity II: Increases the user's chances of inflicting negative status effects by 15% and increases the duration of negative status effects inflicted by the user by Two (2) Turns.
Ephemeral Connection: Status effects inflicted by the user which incur damage over time recover the user's MP by 50% of the damage taken by the target so long as the user remains within four (4) cells of the target. This does not affect bosses and other enemies as determined by the GM.
- Spoiler:
- Poisoned Blood I: The user is granted immunity to one random negative status effect at the beginning of battle.
Poisoned Blood II: The user is granted immunity to one random negative status effect at the beginning of battle and this effect immediately becomes an added effect of the user's basic attacks.
Plague Affinity I: Increases the user's chances of inflicting negative status effects by 10% and increases the duration of negative status effects inflicted by the user by One (1) Turn.
Level: ?
Exp: --/--
Weapon: Pain and Panic- Two shockingly blood red pistols that fire off bullets which spread exactly what it said on their shared case: Pain and Panic. (2 Hits) (Range: 4 Cells)
Armor: Demon Claw- Ripped from the hand of a vengeful demon, this earring is charmed with powerful protective magicks.
Accessory: Neck Scarf- Just for show.
A-Ability: Blood Runs Red
+Imbue – Imbues the natural devastation brought about by disease into the user's weapons in order to deal out just as much destruction. No Damage. +10% Atk for Ten Turns. The user's status protection granted by Poisoned Blood becomes an added effect of the user's basic attacks for the duration of the battle. Range: Self. 8 MP.
+Crippling Shot – Fires a bullet laced with a special magick which attacks the target's immune system, severely crippling it. 100% Atk Damage. Increases the target's susceptibility to negative status effects by one (1) stage. Stacks twice. Range: 4 Cells. 6 MP.
+Black Bullet – Takes aim and fires off a bullet shrouded in darkness which can blind the target without even touching their face. 130% Atk Damage. Chance of Blind. Range: 4 Cells. ? MP. Darkness Elemental.
+Defy Gravity – Draws upon the ultimate control of one's powers in order to defy the limits which those around the user originally thought to be unalterable. No Damage. Increases the user's chances of inflicting status effects by one stage. If Imbue was used directly prior to this skill, bestows Imbue boosts to major stats and the turn count is refreshed. Range: Self. ? MP.
+For Good – Ignites one's bullet with a dreaded purple aura that ensures the next breaths taken will be the target's last, their actions ceased for good. 50% Piercing Atk Damage. Chance of Doom. Range: 4 Cells. ? MP.
+Taint of Decay – Evokes the longevity of particularly vicious ailments into a field of negative energy in order to draw out the target's suffering until they plead with the user for death. No Damage. Extends the duration of all negative status effects and stat reductions by two (2) turns. Range: 2 Layers of Surrounding Cells. ? MP.
+Viral Spray – Pelts multiple nearby targets with poison-coated bullets to ensure a swift demise. 90% Atk Damage. 2 Hits. Chance of Poison. Range: 3 Cell Cone Shape. ? MP.
+Waning Lead – Jinxes a bullet with a wicked magick which causes the target to suddenly shrink in size. 110% Atk Damage. Chance of Shrink. Range: 4 Cells. ? MP.
+Stone Slug – Imbues the power of the earth in the next shot, firing off a powerful stony bullet which potentially joins the target to the very ground they stand upon. 170% Atk Damage. Chance of Gradual Petrification. Range: 2 Cells. ? MP. Earth Elemental.
+Warped Rounds – Loads a special cartridge into the user's guns which cause afflictions to linger. No Damage. The user gains Warped Rounds Status for three (3) turns. [Warped Rounds: When the user uses a basic attack against an enemy with negative status afflictions, the statuses play out as normal for that turn, but the value is frozen. There is a very small chance that statuses with one (1) turn remaining will have their duration refreshed. Afflictions that have their duration refreshed are immune to the primary effect of Warped Rounds. The primary effect can only activate twice per affliction per use of this ability.] Range: Self. ? MP.
A-Ability: Until Poison's Touch
+Trigger Happy – Rapidly fires one's guns without abandon to irritate targets and leaves them vulnerable. 60% Atk Damage. 8 Randomized Hits. Chance of Berserk. Range: 3x3 Cell Line; One Direction. ? MP.
+Viral Shift – Disperses one's form into a cloud of plague energy before rocketing forward to the destination of the user's whims, leaving behind a trail of viral energy. No Damage. The user moves to target cell leaving behind Viral Cloud cells. The user can move through normally non-occupiable and impassable cells with this ability. Counts as a Move Action. Range: [User's Move] x 2 Cells. ? MP.
[Viral Cloud Cells: Units that pass through these cells have a chance of being inflicted with a random negative status condition. Units that occupy these cells have a much higher chance of being inflicted with a random negative status condition. The user is unaffected when passing through or occupying these cells. These cells have a natural duration of three (3) turns.]
+Femme Fatale – Presses a chaste kiss to the barrel of the gun before firing a bullet brimming with a potent magick charm to infatuate the target. 100% Atk Damage. Chance of Mesmerize. Range: 4 Cells. ? MP.
+Hex Blast – Casts a malicious curse on one's bullet before blasting the target, leaving them to sit in agony as the dark magick worms its way into their very soul. 130% Atk Damage. Chance of Curse. Range: 4 Cells. ? MP.
+Absorb Disease – Activates a strain of viral code within one's self, causing the user to generate a sickly aura which absorbs maladies from the surrounding area and places them within the user for her own purposes. No Damage. Bestows Immunity for five (5) turns. While Immunity is active, the user can touch a target from an adjacent cell to remove one (1) negative status effect and add it to her basic attacks for the remaining duration of Immunity. Range: Self. ? MP.
+Diminishing Shot – Takes aim and fires a bullet which hinders the target and forces them to relent lest their newfound frailty be their end. 100% Atk Damage. Chance of Minimalize. Range: 4 Cells. ? MP.
[Minimalize: The afflicted's current and max HP are reduced by 50% for Three Turns.]
+Malady Magnetism – Reverbrates an alluring energy which causes the afflicted and suffering to draw near to the user, unable to turn away from the cooling embrace of death. No Damage. The user gains Malady Magnetism status for three (3) turns. Range: Self. ? MP.
[Malady Magnetism: Forces all targets suffering from a negative status effect to remain within four (4) cells of the user. If a target is more than four cells away from the user they are automatically pulled into range and cannot make a move action on their next turn.]
+Silencer – Releases a hail of bullets bearing etchings of ancient symbols that prevent the target from chanting and channeling magick. 75% Atk Damage. 3 Hits. Chance of Silence. Range: 3 Cell Cone Shape. ? MP.
+Potency Burst – Draws into one's self and releases a multitude of viral spheres which launch at all opposing targets and prevent them from curing their ailments all at once. 50% Piercing Atk Damage. Targets cannot mass remove their negative status conditions for the next three (3) turns. Range: All Enemies. ? MP.
+Tenacity – Evokes the power of diseases which survive in even the harshest of conditions to strengthen the body and prevent the user's demise while potentially prolonging the suffering of others. No Damage. The user gains Tenacity status for three (3) turns. Range: Self. ? MP.
[Tenacity: The user survives all fatal blows with 1 HP as long as one target on the field suffers from a negative status effect. Targets suffering from negative status effects have a small chance of having the duration of the status refresh instead of fading while this effect is active.]
A-Ability: Red Nevermore
+Accelerate Toxin – Rapidly processes the natural poisons coursing through the user's bloodstream and advances its characteristics to include additional maladies. No Damage. Adds one (1) more random negative status effect immunity to Poisoned Blood for the duration of the battle. Attacks and skills that are affected by Poisoned Blood gain these effects. This ability stacks twice. Range: Self. ? MP.
+Entombed Lead – Fires a jinxed bullet which unleashes a burst of dark magick that temporarily reverses the effects of life and death to make the target a walking corpse. 130% Atk Damage. Chance of Zombie. Range: 4 Cells. ? MP.
+Rain of Blood – Peppers the target with several sharp bullets laced with a toxin that promotes blood loss. 110% Atk Damage. 3 Hits. Chance of Bleeding. Range: 3 Cells. ? MP.
+Fireball – Blasts the target with a blazing bullet which spreads unseen flames across every inch of the target's body. 140% Atk Damage. Chance of Burn. Range: 4 Cells. ? MP. Fire Elemental.
+Stoic Shot – Fires a bullet at the target's head laced with a neurotoxin that affects their ability to perceive a need to care for the current situation. 120% Atk Damage. Chance of Apathy. Range: 4 Cells. ? MP.
+Icy Round – Fires a stray bullet at the target's feet. Little do they know the bullet has been enchanted with icy energy which springs up and latches onto them before freezing them in place. 100% Atk Damage. Chance of Freeze. Range: 6 Cells. ? MP. Ice Elemental.
+Ailment Consumption – Presses cold and unfeeling lips to the target's form and drains them of their maladies in order to fully revitalize one's self. No Damage. Removes all of the target's negative status effects and stat reductions. The user recovers 8% Max HP per status infliction/stat reduction removed. Range: Adjacent Cell. ? MP.
+Halt Tempo – Batters multiple approaching targets with cursed bullets which force them to freeze – trapped in time. 90% Atk Damage. 5 Randomized Hits. Chance of Stop. Range: 3x3 Cell Line; One Direction. ? MP.
+Headrattler – Sends a vicious jolt of energy coursing along the body of the user's pistols and abruptly slams them down on the target's head one after another. 130% Atk Damage. 2 Hits. Chance of Addle. Range: Adjacent Cell. ? MP.
+Viral Replication – Pinpoints a foreign beneficial energy within the target and activates a viral code within the body in order to replicate it. No Damage. The user copies one (1) positive status effect or stat enhancement from the target. This effect has the same duration as the effect copied. Range: 3 Cells. ? MP.
A-Ability: Black Like Death
+Grim Cartridge – Fires off a bullet shrouded in a dark aura which pierces not only the flesh but the soul as well and marks it for the reaper to take if it so chooses. 170% Atk Damage. Chance of Instant Death. Range: 3 Cells. ? MP.
+Lady Luck's Scorn – Fires a jinxed bullet brimming with anti-luck energy which causes the target to experience all manners of misfortune. 150% Atk Damage. Chance of Misfortune. Range: 4 Cells. ? MP.
+Withering Shot – Sprays the target with a series of poisoned bullets which cause their capabilities to falter and deteriorate. 130% Atk Damage. 3 Hits. Chance of Weak. Range: 2 Cells. ? MP.
+Torturous Trajectile – Fires a single bullet at the target which pierces the flesh and remains lodged within the body for a great deal of time while emitting viral energy which continues to damage the target's body and mind. 100% Atk Damage. Damage persists for Five Turns. Range: 4 Cells. ? MP.
+Incapacitate – Blasts the target with viral energy which severely hinders their ability to take part in combat based on the amount of maladies in their system. 100% Atk Damage. Randomly reduces either the target's offensive or defensive stats by 3% per negative status effect inflicted on them. Range: 3 Cells. ? MP.
+Mana Scathe – Fires a hexed bullet which puts immense strain on the target's mana system and forces them to expend more MP. 140% Atk Damage. Target must utilize 25% more MP for Three Turns. Range: 3 Cells. ? MP.
+Twist of Fate – Lowers one's weapons and places a hand on the target to immediately transform all maladies and ailments into boons. No Damage. All negative status effects on the target become positive status effects for the same duration. All stat reductions on the target become stat enhancements for the same duration. Range: Adjacent Cell. ? MP.
+Rosebud – Fires a bullet filled with potent viral energy that seeks out the almost undefinable traces of former maladies and reignites them. 150% Atk Damage. Reinflicts a negative status effect the target had prior to this ability if applicable. Range: 4 Cells. ? MP.
+Point Blank – Presses both barrels of the user's pistols directly to the target's body and pulls the triggers, firing bullets with enough force to obliterate the target. 200% Atk Damage. 2 Hits. Chance of Oblivion. Range: Adjacent Cell. ? MP.
+Final Bullet – Cocks the gun. Takes careful aim. Pulls the trigger. This last bullet will end it all. No Damage. Deals 8% Max HP Damage per negative status effect and stat reduction on the target. If the target is suffering from more than five negative status effects and/or stat reductions this attack will instantly KO the target. Range: 4 Cells. ? MP.
R-Ability:
+No Good Deed II – Whenever the user is the direct target of an attack, she retaliates by firing a negatively charged bullet which strips the attacker of boons. Counters direct attackers for 100% Atk Damage and dispels all positive status effects or stat enhancements.
- Spoiler:
- +No Good Deed I – Whenever the user is the direct target of an attack, she retaliates by firing a negatively charged bullet which strips the attacker of boons. Counters direct attackers for 100% Atk Damage and dispels one (1) positive status effect or stat enhancement.
S-Ability:
+Wicked II – The user's bullets are laced with a dark magick which turns afflictions into a torturous pain from which the victim will not escape alive. The user's basic attacks and skills have their damage output increased by 10% per negative status effect currently placed on the target.
- Spoiler:
- +Wicked I – The user's bullets are laced with a dark magick which turns small afflictions into the greatest pain imaginable. The user's basic attacks have their damage output increased by 10% per negative status effect currently placed on the target.
B-Ability:
+Disaster II – Unleashes a hidden code within one's viral make up to expunge one's innate immunity and dispense it in the form of a thick viral cloud which causes those within it to deteriorate almost instantly. Transforms all cells within a two cell radius of the user into Poisoned Blood+ cells for three turns. The user's immunity granted by Poisoned Blood is removed for the duration of this effect.
[Poisoned Blood+ Cells: Units that pass through these cells have a high chance of being inflicted with the negative status effect associated with Poisoned Blood. Units that occupy these cells have an immensely high chance of being inflicted with the negative status condition. The user is unaffected when passing through or occupying these cells.]
- Spoiler:
- +Disaster I – Unleashes a hidden code within one's viral make up to expunge one's innate immunity and dispense it in the form of a viral cloud which causes those within it to slowly begin to decay. Transforms all cells within a two cell radius of the user into Poisoned Blood cells for three turns. The user's immunity granted by Poisoned Blood is removed for the duration of this effect.
[Poisoned Blood Cells: Units that pass through these cells have a chance of being inflicted with the negative status effect associated with Poisoned Blood. Units that occupy these cells have a much higher chance of being inflicted with the negative status condition. The user is unaffected when passing through or occupying these cells.]
E-Trigger:
+Punishment – Suffuses immense viral energy into the user's pistols for a brief time in order to supercharge one's potential to inflict maladies and the torture caused by one's bullets. Doubles the effect of Wicked and increases the user's chances of inflicting negative status effects by two stages for three turns.
D-Ability:
+Lifetime of Mourning – The user's form wavers and suddenly explodes in a massive and all-encompassing surge of viral energy which reacts violently with ailments already within the bodies of those it touches and leaves a souvenir behind for those lucky enough to once consider themselves healthy. No Damage. All negative status effects and stat reductions on the targets have their durations refreshed and increased by two. All targets that do not have some form of status effect or stat reduction have a high chance of receiving up to three of these statuses and reductions from their allies. If there are no negative status effects or stat reductions currently in play then targets receive two random negative status effects regardless of immunity. These status effects cannot be cured until their duration reaches [Half(Original) - 1 Turn]. The user must spend one turn reforming. Range: All Enemies.
Stats:
HP: 20
MP: 20
Atk: 4 (+1 from Pain and Panic) (+1 from Neck Scarf)
Def: 3 (+0 from Demon Claw)
Int: 1 (+0 from Pain and Panic)
Spr: 2 (+1 from Demon Claw)
Critical: 3%
Evade: 2%
Move: 2 Cells (+1 from Plague Manifest Profession)
Skill Points: 0
Last edited by Silver on Wed Jan 11, 2017 11:52 am; edited 15 times in total
Re: Silver's Creative Compendium Revamped
Name: Marina
Age: 17
Gender: Female
Appearance:
Inexplicable Affinity: Born with power she cannot explain––never shall it leave her side. The user's Magical Damage Output is passively increased by 10% whereas Magical Damage Taken by the user is decreased by 10% passively.
Level: 5
Exp: --/--
Weapon: Novice Assurance- Surprisingly potent resonances of energy manifested into the form of undefined bursts which determine that the wielder is but a novice of their art. (Damage: Int-based) (Range: 6 Cells)
Armor: Simplicity's Sake- Elegant, albeit simple violet and teal colored dress that accentuates the wearer's slender figure.
Accessory: Complimentary Ribbon- Thin and slender, this tiny strip of cloth is equally elegant and worn to keep the hair fixed in a certain position.
A-Ability: "Curse" Manifestation
+Sudden Projection – "No! Get away!" Surprisingly swift burst of energy that manifests as a lengthy tendril which lashes out at the target without fail. 110% Int Damage. Sure Hit. Range: 6 Cells. 8 MP.
+Lucent Release – "Please! I don't want to hurt you!" Colorful shimmer that pulses outward before colliding in on itself to form a sphere of light which flies at the target. 100% Int Damage. Chance of Blind. Range: 6 Cells. 8 MP. Light Elemental.
+Enkindle – "Stop! I beg of you!" Burst of hot air followed by instantaneous flames clawing their way into existence around the target. 125% Int Damage. Knocks Target Back One Cell. Range: 4 Cells. 10 MP. Fire Elemental.
A-Ability: Item
R-Ability:
+Let It Go – Releasing the user's latent energy in its primal form enables the user to unleash it in more powerful bursts. Every time the user uses a Basic Attack, the user gains 1 stack of Primed Energy. Whenever the user gains 3 stacks of Primed Energy, the user's next damaging attack ignores 20% of the target's Spr stat, after which the stacks are erased.
S-Ability:
+Freedom's Embrace – Release provides a sense of freedom––an undeniable feeling of rightness. The user recovers MP equal to 2% max whenever she utilizes an Int-based Basic Attack. Stacks with the number of basic attacks.
D-Ability:
+Isolation Absolution – "Fears have controlled me all my life... no more! I won't allow it! I can't go back to the way I used to be!" Emotions running rampant, the fullest extent of the user's magickal prowess is released in what can only be described a veritable cataclysm––magick scathes all, leaving nothing untouched. 100% Pierce Int Damage. Damages MP equal to the amount of regular damage taken. Range: All Enemies. 0 MP.
Age: 17
Gender: Female
Appearance:
- Spoiler:
- With two turquoise-colored eyes as wide as the stars themselves, Marina stands comfortably, albeit a little shakily, at 5'6". Fair-skinned with a slender face, her beautiful milk-chocolate colored hair is worn in an elaborate braided bun. Usually adorned in a conservative fashion, she is usually seen in teals and lavenders, the shaping magnifying the subtle curves of her feminine figure. Those that gaze upon her state, without a doubt, that she carries a sense of regality that is heightened by her quiet and reserved nature. There is, however, a certain sense of fear lying just beneath the surface; a calamity within that threatens to break free at any moment. Will it be let go? And what shall become of her if such a thing were to occur?
Inexplicable Affinity: Born with power she cannot explain––never shall it leave her side. The user's Magical Damage Output is passively increased by 10% whereas Magical Damage Taken by the user is decreased by 10% passively.
Level: 5
Exp: --/--
Weapon: Novice Assurance- Surprisingly potent resonances of energy manifested into the form of undefined bursts which determine that the wielder is but a novice of their art. (Damage: Int-based) (Range: 6 Cells)
Armor: Simplicity's Sake- Elegant, albeit simple violet and teal colored dress that accentuates the wearer's slender figure.
Accessory: Complimentary Ribbon- Thin and slender, this tiny strip of cloth is equally elegant and worn to keep the hair fixed in a certain position.
A-Ability: "Curse" Manifestation
+Sudden Projection – "No! Get away!" Surprisingly swift burst of energy that manifests as a lengthy tendril which lashes out at the target without fail. 110% Int Damage. Sure Hit. Range: 6 Cells. 8 MP.
+Lucent Release – "Please! I don't want to hurt you!" Colorful shimmer that pulses outward before colliding in on itself to form a sphere of light which flies at the target. 100% Int Damage. Chance of Blind. Range: 6 Cells. 8 MP. Light Elemental.
+Enkindle – "Stop! I beg of you!" Burst of hot air followed by instantaneous flames clawing their way into existence around the target. 125% Int Damage. Knocks Target Back One Cell. Range: 4 Cells. 10 MP. Fire Elemental.
A-Ability: Item
R-Ability:
+Let It Go – Releasing the user's latent energy in its primal form enables the user to unleash it in more powerful bursts. Every time the user uses a Basic Attack, the user gains 1 stack of Primed Energy. Whenever the user gains 3 stacks of Primed Energy, the user's next damaging attack ignores 20% of the target's Spr stat, after which the stacks are erased.
S-Ability:
+Freedom's Embrace – Release provides a sense of freedom––an undeniable feeling of rightness. The user recovers MP equal to 2% max whenever she utilizes an Int-based Basic Attack. Stacks with the number of basic attacks.
D-Ability:
+Isolation Absolution – "Fears have controlled me all my life... no more! I won't allow it! I can't go back to the way I used to be!" Emotions running rampant, the fullest extent of the user's magickal prowess is released in what can only be described a veritable cataclysm––magick scathes all, leaving nothing untouched. 100% Pierce Int Damage. Damages MP equal to the amount of regular damage taken. Range: All Enemies. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Genevieve Agnes Chronwell
Age: 31
Gender: Female
Appearance:
Unseen Force: Controlled from the shadows, the conductor manipulates every action to reach far beyond its normal limits. Basic Attack Range is infinite.
Level: 10
Exp: 0/36
Weapon: Heirloom Ring- Made of ancient gold and passed down through the family, this ring holds impressive amounts of magical power. (Damage: Int-based)(Range: 4 Cells)
Armor: Dominion's Grasp- Marvelous dress crafted to spurn the Gods that created the world by making the elements themselves jealous; the wearer 'comfortably' placed within the grasp of he/she who dressed her in it.
Accessory: The Gift- A fabulous golden crystal that shines far brighter than any natural jewel and resonates a strange aura. (+??% MP) (+??% Int) (+??% Spr)
A-Ability: Direction
+Proper Station – Binds the target with ribbons of magical energy in order to affix them in a kneeling position––the proper station when addressing the user. No Damage. Reduces Movement to 0 Cells next turn. Chain Rightful Punishment or Imprisonment. Range: 6 Cells. 6 MP.
---Rightful Punishment – Lashes out at the target with intense ripples of magical energy despite their manners as punishment for indiscretions. 140% Int Damage. Knocks Target three cells back. Returns Movement to normal value. Range: Set. 12 MP.
---Imprisonment – Chooses instead to enslave the target further rendering them helpless under intense pressure from magical energy. No Damage. Increases duration of Movement reduction by one turn. Disables Target for duration of Movement reduction. Range: Set. 12 MP.
+Decree – Announces clearly the user's whims to those in earshot. No Damage. +10% Int-based Damage Output for Five Turns. Following skills are usable after this skill is used for its duration. Range: Self. 8 MP.
---Intense Yearning – Ignites the user's words with a clawing passion, sending vicious bursts of white flame at the target. 80% Int Damage. 3 Hits. 50% Chance of Burn. Range: 4 Cells. 14 MP. Fire Elemental.
---Cruel Indifference – Sets the cries of complaint on ice, stirring up an icy gale which freezes targets to the bone. 125% Int Damage. 50% Chance of Freeze. Range: 3 Cells. 16 MP. Ice Elemental.
---Irritated Outburst – Transforms impatience into pure electrical energy which dances along the user's frame before launching itself at the target. 110% Int Damage. Sure Hit. Range: 5 Cells. 10 MP. Lightning Elemental.
+Dignified Blood – Enlists the royal aspect one's bloodline as a power-source to decrease the use of mana for a short while. No Damage. MP Costs are reduced by 50% for Three Turns. The following skills are usable after this skill for its duration. Range: Self. 14 MP.
---Commonality – Ridicules the target's lack of dignity within society, spurning them with magical energy which lowers their tolerance for pain. No Damage. High Chance of Minimalism. Minimalism: Reverse Bubble Effect. Range: 4 Cells. 16 MP.
---False Accusation – Claims the target as a traitor against one's heritage, marking them for death. No Damage. All attacks against the target become Critical Hits for Three Turns. Range: 4 Cells. 36 MP.
+Everlasting Reign – Promotes the never-ending rule of the user by surrounding one's self in a thick veil of energy which acts as a shield from harm while also restoring the user. No Damage. Bestows Protect; Bestows Shell; Bestows Regen. Range: Self. 24 MP.
+Armistice – Calls for a cease-fire for the time being to allow for both sides to recover. No Damage. Neither Party may use a damaging skill/attack next turn. User may not take action next turn. User's Malice value reverts to 0. Range: All. 48 MP.
A-Ability: Item
R-Ability:
+Regality – One's very presence exerts a pressure upon those that look upon her––an undeniable feeling of hesitance. Whenever an enemy enters a cell within Two Layers of Surrounding Cells of the user, they are forced to expend 15% more MP to execute skills. Extra MP expended as a result of this skill is absorbed by the user.
S-Ability:
+Overdrive – Unable to protest against the forces that drive her actions, one cannot cry out when driven far past their natural thresholds. Enables the user to cast one final spell for the user's remaining MP when MP reaches an unusable amount.
D-Ability:
+Guillotine – "Off with your head!" The kiss of death––to hear those four words shouted is to see the end; take one's final breath of life 'fore the soul goes off to heaven. 200% Pierce Int Damage. High Chance of Instant Death. Range: 6 Cells. 0 MP.
Age: 31
Gender: Female
Appearance:
- Spoiler:
- "And when the man's voice finally stopped echoing in the room, all eyes drawn to the stairwell, a woman made solely of angles and bones took her first step. Resplendent light danced off her tall figure, shining like a goddess and dressed rightly so: fine silks colored just so that sunsets and rises would be green with envy at first glance, golden chains studded with diamond, and––just above her bosom––a fabulous crystal unlike any other jewel she wore. Golden in color it went unmatched by everything but her eyes, which shared the golden hue but commanded attention with flecks of red-orange. Like her figure, they too were sharp, but they masked something else in her visage. Something that resonated with none of her bodily fixings, but rather matched the waterfall of carmel that framed her face. From the distance, it seemed soft... vulnerable almost... as if one had arranged it with the tenderest care in fear of damaging it beyond repair. Yes, that something else silently spoke a sense of fragility: the very thing no one would speak of, much less take notice of. The very something that would transform this night from a dire sin into an act of sanctity." – Excerpt from The Spellbinder's Tapestry
Unseen Force: Controlled from the shadows, the conductor manipulates every action to reach far beyond its normal limits. Basic Attack Range is infinite.
Level: 10
Exp: 0/36
Weapon: Heirloom Ring- Made of ancient gold and passed down through the family, this ring holds impressive amounts of magical power. (Damage: Int-based)
Armor: Dominion's Grasp- Marvelous dress crafted to spurn the Gods that created the world by making the elements themselves jealous; the wearer 'comfortably' placed within the grasp of he/she who dressed her in it.
Accessory: The Gift- A fabulous golden crystal that shines far brighter than any natural jewel and resonates a strange aura. (+??% MP) (+??% Int) (+??% Spr)
A-Ability: Direction
+Proper Station – Binds the target with ribbons of magical energy in order to affix them in a kneeling position––the proper station when addressing the user. No Damage. Reduces Movement to 0 Cells next turn. Chain Rightful Punishment or Imprisonment. Range: 6 Cells. 6 MP.
---Rightful Punishment – Lashes out at the target with intense ripples of magical energy despite their manners as punishment for indiscretions. 140% Int Damage. Knocks Target three cells back. Returns Movement to normal value. Range: Set. 12 MP.
---Imprisonment – Chooses instead to enslave the target further rendering them helpless under intense pressure from magical energy. No Damage. Increases duration of Movement reduction by one turn. Disables Target for duration of Movement reduction. Range: Set. 12 MP.
+Decree – Announces clearly the user's whims to those in earshot. No Damage. +10% Int-based Damage Output for Five Turns. Following skills are usable after this skill is used for its duration. Range: Self. 8 MP.
---Intense Yearning – Ignites the user's words with a clawing passion, sending vicious bursts of white flame at the target. 80% Int Damage. 3 Hits. 50% Chance of Burn. Range: 4 Cells. 14 MP. Fire Elemental.
---Cruel Indifference – Sets the cries of complaint on ice, stirring up an icy gale which freezes targets to the bone. 125% Int Damage. 50% Chance of Freeze. Range: 3 Cells. 16 MP. Ice Elemental.
---Irritated Outburst – Transforms impatience into pure electrical energy which dances along the user's frame before launching itself at the target. 110% Int Damage. Sure Hit. Range: 5 Cells. 10 MP. Lightning Elemental.
+Dignified Blood – Enlists the royal aspect one's bloodline as a power-source to decrease the use of mana for a short while. No Damage. MP Costs are reduced by 50% for Three Turns. The following skills are usable after this skill for its duration. Range: Self. 14 MP.
---Commonality – Ridicules the target's lack of dignity within society, spurning them with magical energy which lowers their tolerance for pain. No Damage. High Chance of Minimalism. Minimalism: Reverse Bubble Effect. Range: 4 Cells. 16 MP.
---False Accusation – Claims the target as a traitor against one's heritage, marking them for death. No Damage. All attacks against the target become Critical Hits for Three Turns. Range: 4 Cells. 36 MP.
+Everlasting Reign – Promotes the never-ending rule of the user by surrounding one's self in a thick veil of energy which acts as a shield from harm while also restoring the user. No Damage. Bestows Protect; Bestows Shell; Bestows Regen. Range: Self. 24 MP.
+Armistice – Calls for a cease-fire for the time being to allow for both sides to recover. No Damage. Neither Party may use a damaging skill/attack next turn. User may not take action next turn. User's Malice value reverts to 0. Range: All. 48 MP.
A-Ability: Item
R-Ability:
+Regality – One's very presence exerts a pressure upon those that look upon her––an undeniable feeling of hesitance. Whenever an enemy enters a cell within Two Layers of Surrounding Cells of the user, they are forced to expend 15% more MP to execute skills. Extra MP expended as a result of this skill is absorbed by the user.
S-Ability:
+Overdrive – Unable to protest against the forces that drive her actions, one cannot cry out when driven far past their natural thresholds. Enables the user to cast one final spell for the user's remaining MP when MP reaches an unusable amount.
D-Ability:
+Guillotine – "Off with your head!" The kiss of death––to hear those four words shouted is to see the end; take one's final breath of life 'fore the soul goes off to heaven. 200% Pierce Int Damage. High Chance of Instant Death. Range: 6 Cells. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Giselle
Age: 22
Gender: Female
Appearance:
Arcane Obsession: Lost to the need for summoning, the user continuously puts every ounce of her strength into summoning creatures. Enables to the user to substitute HP for MP to execute skills; the user must use at least 1 MP, and the user cannot utilize this effect if it would kill her.
Chaotic Summoning: The calling of beasts causes a horrendous swell of energy that others find abrasive and off-putting. As long as the user uses an A-Ability, she maintains Chaotic Summoning. While the user has Chaotic Summoning, no enemy can enter an adjacent cell of the user.
Level: 10
Exp: --/--
Weapon:
Armor:
Accessory:
A-Ability: Opening the Rift
+Hazard Fang – Evokes a violet symbol which causes a blackened fang from an unseen creature to lash out at the target. 125% Int Damage. Chance of Critical Hit. Range: 3 Cells. 8 MP.
+Razor Wing – Evokes a muddy colored symbol which causes a strange wing-like limb to release a razor sharp gale at the target. 75% Int Damage. Sure Hit. Range: 6 Cells. 10 MP. Wind Elemental
+Blackened Swarm – Evokes a blood colored symbol which causes a series of shrieking creatures to rise and swarm the target in a vicious cloud. 100% Int Damage. Damage persists for Three Turns. Chance of Bleeding [One Time Only]. Range: 4 Cells. 12 MP.
+Horror Crush – Evokes a deathly black symbol which causes a creature of utter darkness to leap from the realm it belongs to and bound at the target, crushing them with all of its weight. 160% Int Damage. Knocks Target Back Varying Cells [Dependent on Range]. Range: 3 Cells; Linear. 14 MP.
+Grim Claw – Evokes a putrid green symbol which causes a gnarled claw to lash out at the target's nether region several times. 110% Int Damage. 2 Damage. Chance of Blood Loss. Range: 2 Cells. 16 MP.
+Siphon Blood – Evokes a gray symbol which sends out a strange tentacle of energy that latches onto the target and siphons their life force from them. 30% Pierce Int Damage. Absorbs Damage Dealt as HP. Range: 4 Cells. 0 MP.
+Third-Eye Blind – Evokes a cyan symbol which instantly latches onto the target's face and lies dormant for several minutes before some grotesque creature attempts to rip its way out of the target's forehead. No Damage. Gives Target Third-Eye Blind status. Third-Eye Blind: Status does nothing for Three Turns; After Three Turns have passed the target is immediately blinded and takes 3% Max HP Damage. Range: 3 Cells. 10 MP.
+Mortal Rend – Whipping up a furious dust storm, evokes a brilliant white glyph from which the vision of a reaper appears. The phantom soars at a target before slipping right through them. . . what has happened? No Damage. Immensely High Chance of Doom. Range: 5 Cells. 24 MP.
A-Ability: From the Depths
+Maws of Hell – With a burst of flame, evokes the power of a harsh black glyph which causes a portal of fire to tear open the ground. The screams of the damned echo only to be silenced by the Guardian of Hell, himself, who assaults the target with brute force. 140% Int Damage. 3 Hits. Chance of Burn. Chance of Poison. Range: 2 Cells. 28 MP. Fire Elemental.
+Nightmare Mist – Firing off a hazy purple beam, evokes the power of a sharp silver glyph which drowns the battlefield in an impenetrable fog. In an instant all sense dull and the attack launched... but from where? 110% Int Damage. Chance of Sleep. Chance of Confusion. Chance of Addle. Range: All Enemies. 34 MP. Darkness Elemental.
R-Ability:
+Discord Veil – Utilizes the chaos swelling around the user to form an intense veil of darkened energy that manifests in a potent shield blocking ranged attacks. Whenever the user maintains Chaotic Summoning status for Three Turns, it transforms into Discord Veil Status. Conditions for maintaining the status remain the same. Discord Veil: Cuts the accuracy of all attacks not made from an adjacent cell by 60%.
S-Ability:
+Blood Binding – A forbidden binding spell keeps the user's life force within her so that it may be used solely for the purpose of summoning. Any attack made on the user with Lifesteal effect has the effect redirected toward the user.
D-Ability:
+Eternal Requiem – In the darkness a lone voice murmurs a prayer to end the eternal night. A foolish wish, for darkness is meant to reign. Purge the faith. Kill the hope. The end of light has begun. 100% Pierce Int Damage. High Chance of Doom. Chance of Instant Death. Range: All Enemies. 0 MP. Dark Elemental.
Age: 22
Gender: Female
Appearance:
- Spoiler:
- "Draped in robes the color of the night sky, the woman seemed to blend into the eternal darkness that surrounded her. She would have been lost entirely were it not for the violet streams of energy that rose from the extensive runes around her. Through the dim light, the duo could see that, beyond the pained concentration that consumed her visage, the rest of her appearance was quite unlike her clothing. Her hair, pink as the sky stroked by the setting sun, shone with a certain luminance, although whether this quality occurred naturally or was the result of a thick sheen of sweat remained to be seen. A sudden surge of azure essence appeared from within the circle of runes, the energy clinging to the ground as if it were eating away at the earth. At this, her eyes, the very same color as the energies they were focused upon, practically sparkled with delight. "Yes," she muttered. "Come to me, I beg of you!" – Excerpt from Crisis Core: Resonance of Chaos
Arcane Obsession: Lost to the need for summoning, the user continuously puts every ounce of her strength into summoning creatures. Enables to the user to substitute HP for MP to execute skills; the user must use at least 1 MP, and the user cannot utilize this effect if it would kill her.
Chaotic Summoning: The calling of beasts causes a horrendous swell of energy that others find abrasive and off-putting. As long as the user uses an A-Ability, she maintains Chaotic Summoning. While the user has Chaotic Summoning, no enemy can enter an adjacent cell of the user.
Level: 10
Exp: --/--
Weapon:
Armor:
Accessory:
A-Ability: Opening the Rift
+Hazard Fang – Evokes a violet symbol which causes a blackened fang from an unseen creature to lash out at the target. 125% Int Damage. Chance of Critical Hit. Range: 3 Cells. 8 MP.
+Razor Wing – Evokes a muddy colored symbol which causes a strange wing-like limb to release a razor sharp gale at the target. 75% Int Damage. Sure Hit. Range: 6 Cells. 10 MP. Wind Elemental
+Blackened Swarm – Evokes a blood colored symbol which causes a series of shrieking creatures to rise and swarm the target in a vicious cloud. 100% Int Damage. Damage persists for Three Turns. Chance of Bleeding [One Time Only]. Range: 4 Cells. 12 MP.
+Horror Crush – Evokes a deathly black symbol which causes a creature of utter darkness to leap from the realm it belongs to and bound at the target, crushing them with all of its weight. 160% Int Damage. Knocks Target Back Varying Cells [Dependent on Range]. Range: 3 Cells; Linear. 14 MP.
+Grim Claw – Evokes a putrid green symbol which causes a gnarled claw to lash out at the target's nether region several times. 110% Int Damage. 2 Damage. Chance of Blood Loss. Range: 2 Cells. 16 MP.
+Siphon Blood – Evokes a gray symbol which sends out a strange tentacle of energy that latches onto the target and siphons their life force from them. 30% Pierce Int Damage. Absorbs Damage Dealt as HP. Range: 4 Cells. 0 MP.
+Third-Eye Blind – Evokes a cyan symbol which instantly latches onto the target's face and lies dormant for several minutes before some grotesque creature attempts to rip its way out of the target's forehead. No Damage. Gives Target Third-Eye Blind status. Third-Eye Blind: Status does nothing for Three Turns; After Three Turns have passed the target is immediately blinded and takes 3% Max HP Damage. Range: 3 Cells. 10 MP.
+Mortal Rend – Whipping up a furious dust storm, evokes a brilliant white glyph from which the vision of a reaper appears. The phantom soars at a target before slipping right through them. . . what has happened? No Damage. Immensely High Chance of Doom. Range: 5 Cells. 24 MP.
A-Ability: From the Depths
+Maws of Hell – With a burst of flame, evokes the power of a harsh black glyph which causes a portal of fire to tear open the ground. The screams of the damned echo only to be silenced by the Guardian of Hell, himself, who assaults the target with brute force. 140% Int Damage. 3 Hits. Chance of Burn. Chance of Poison. Range: 2 Cells. 28 MP. Fire Elemental.
+Nightmare Mist – Firing off a hazy purple beam, evokes the power of a sharp silver glyph which drowns the battlefield in an impenetrable fog. In an instant all sense dull and the attack launched... but from where? 110% Int Damage. Chance of Sleep. Chance of Confusion. Chance of Addle. Range: All Enemies. 34 MP. Darkness Elemental.
R-Ability:
+Discord Veil – Utilizes the chaos swelling around the user to form an intense veil of darkened energy that manifests in a potent shield blocking ranged attacks. Whenever the user maintains Chaotic Summoning status for Three Turns, it transforms into Discord Veil Status. Conditions for maintaining the status remain the same. Discord Veil: Cuts the accuracy of all attacks not made from an adjacent cell by 60%.
S-Ability:
+Blood Binding – A forbidden binding spell keeps the user's life force within her so that it may be used solely for the purpose of summoning. Any attack made on the user with Lifesteal effect has the effect redirected toward the user.
D-Ability:
+Eternal Requiem – In the darkness a lone voice murmurs a prayer to end the eternal night. A foolish wish, for darkness is meant to reign. Purge the faith. Kill the hope. The end of light has begun. 100% Pierce Int Damage. High Chance of Doom. Chance of Instant Death. Range: All Enemies. 0 MP. Dark Elemental.
Re: Silver's Creative Compendium Revamped
Name: Nath (Nathanael)
Age: ?
Gender: Male
Appearance:
Winged Ascent: Despite the fall from grace, one's wings survived. May they be the scar that never heals, and his flight the act of rebellion that should never be allowed. Increases Move by 2 and bestows Float.
Level: 5
Exp: --/--
Weapon: Outcast- Peculiar blade that, although fashioned similar to several standard blades, maintains a feeling of disparateness.
Armor: Judgement Day- White cloaks traditionally worn by those waiting to be judged by a higher power.
Accessory: Angel Feather- A single, radiantly white feather.
A-Ability: Retroflexion
+Deliverance – Disrupts the natural flow of particles briefly in order to slip past the target's field of defense, landing a critical blow. 110% Atk Damage. Chance of Critical Hit. Range: 2 Cells. 6 MP.
+Salvation – Utilizes minor knowledge of barriers to erect a thin sphere which, although only lightly reducing incoming damage, manages to redistribute the energies of those attacks briefly. No Damage. Reduces all sources of incoming damage by 10% for Three Turns. The user gains 1% Damage Output each time he takes damage while this ability is in effect. Damage Output buff stacks 20 times and lasts Ten Turns. Does not refresh upon reactivation of the initial skill or through damage. Range: Self. 10 MP.
+Vertigo – Fakes the target out with a false slash before hitting them directly with the butt of the user's weapon, following through with a vicious stab. 80% Atk Damage. 100% Atk Damage. Chance of Confusion. Range: Adjacent Cell. 8 MP.
A-Ability: Item
R-Ability:
+Particle Surge – Whenever the user's weapon contains MP equivalent to 25% of his Max MP, the user has access to the Trigger Command: Absorption which enables the user to absorb the MP, returning the weapon's value to 0. Alternately, the user may utilize this MP to increase the base damage of his next attack by 15%
S-Ability:
+Particle Distortion – The user deals an additional 10% Piercing Damage to the target's MP. MP lost as a result of this effect gets stored in the user's weapon. This quantity is recorded as WP (Weapon Points.)
D-Ability:
+Paradise Lost – And from that moment, standing on the pedestal with weak knees, he heard no more. His eyes widened for a single moment, and then all sense of life faded from him; his head lowered ever so slightly. The rush of light and the scathing air around him was all he knew as the heavens rejected him, pushing him from all he had ever known: paradise, now lost. 200% Pierce Atk Damage. Chance of Purification. Chance of Oblivion. Range: 6 Cells. 0 MP. Light Elemental.
Age: ?
Gender: Male
Appearance:
- Spoiler:
- A once fair youth, Nath, although unmarred by scar or blemish, seems to have undergone some event which has left his very essence wounded. Though garbed in the softest and purest white cloaks, his skin, a creamy white, has almost a calloused feel to it, almost like sandpaper in a way. His mannerisms relate extraordinarily well to this quality for those in his presence can not deny the tension and roughness that accompanies him. This effect is further enhanced by his eyes which, once bright and full of hope, display on a cold indifference to match their icy hues. If one were to remove the hood from his cloak, they would find that once perfect blond hair has been tainted; now a deep sandy blonde with a few violently dark streaks, it has been cut without care and and remains a shaggy mess. However, none of these features stand out quite as much as the once marvelous pair of wings that grace his slender yet sturdy figure. Before the incident, a heavenly white bathed in ether; now they sit still functioning but muddied, mostly brown with a few black and even dark red colored feathers speckling the tarnished span.
Winged Ascent: Despite the fall from grace, one's wings survived. May they be the scar that never heals, and his flight the act of rebellion that should never be allowed. Increases Move by 2 and bestows Float.
Level: 5
Exp: --/--
Weapon: Outcast- Peculiar blade that, although fashioned similar to several standard blades, maintains a feeling of disparateness.
Armor: Judgement Day- White cloaks traditionally worn by those waiting to be judged by a higher power.
Accessory: Angel Feather- A single, radiantly white feather.
A-Ability: Retroflexion
+Deliverance – Disrupts the natural flow of particles briefly in order to slip past the target's field of defense, landing a critical blow. 110% Atk Damage. Chance of Critical Hit. Range: 2 Cells. 6 MP.
+Salvation – Utilizes minor knowledge of barriers to erect a thin sphere which, although only lightly reducing incoming damage, manages to redistribute the energies of those attacks briefly. No Damage. Reduces all sources of incoming damage by 10% for Three Turns. The user gains 1% Damage Output each time he takes damage while this ability is in effect. Damage Output buff stacks 20 times and lasts Ten Turns. Does not refresh upon reactivation of the initial skill or through damage. Range: Self. 10 MP.
+Vertigo – Fakes the target out with a false slash before hitting them directly with the butt of the user's weapon, following through with a vicious stab. 80% Atk Damage. 100% Atk Damage. Chance of Confusion. Range: Adjacent Cell. 8 MP.
- Spoiler:
- +Determination's Gleam – Shrouds the blade in a peculiar resonance of light before landing a strike on the target, evoking an intense desire to follow that light and snuff it out. 100% Atk Damage. Provokes Target. Range: Adjacent Cell. 6 MP.
+Retribution – Shatters the natural light particles in the air around the user and reforms them into blades of pure light which hover protectively around the user. No Damage. Bestows Retribution for Three Turns. Retribution: Attackers take 100% Atk Light Damage regardless of range. 10 MP. Light Elemental.
+Collision – Charges the target in an exceedingly obvious way to clash weapons only to distort particles and reappear behind the target in order to land a critical blow. 140% Atk Damage. User lands behind target. Range: 2 Cells. 10 MP.
A-Ability: Item
R-Ability:
+Particle Surge – Whenever the user's weapon contains MP equivalent to 25% of his Max MP, the user has access to the Trigger Command: Absorption which enables the user to absorb the MP, returning the weapon's value to 0. Alternately, the user may utilize this MP to increase the base damage of his next attack by 15%
S-Ability:
+Particle Distortion – The user deals an additional 10% Piercing Damage to the target's MP. MP lost as a result of this effect gets stored in the user's weapon. This quantity is recorded as WP (Weapon Points.)
D-Ability:
+Paradise Lost – And from that moment, standing on the pedestal with weak knees, he heard no more. His eyes widened for a single moment, and then all sense of life faded from him; his head lowered ever so slightly. The rush of light and the scathing air around him was all he knew as the heavens rejected him, pushing him from all he had ever known: paradise, now lost. 200% Pierce Atk Damage. Chance of Purification. Chance of Oblivion. Range: 6 Cells. 0 MP. Light Elemental.
Last edited by Silver on Thu May 01, 2014 3:14 pm; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Anastasia McCarthy
Age: 17
Gender: Female
Appearance:
Drifting Dreams: Thoughts and fantasies gently float far off into the distance. The range of all attacks and abilities made by the user have their range increased by 2.
Level: 5
Exp: --/--
Weapon: Knitting Needles- An old pair of wooden knitting needles that lack the yarn usable to knit anything. (Damage: Int) (Range: 3 Cells)
Armor: Comfortable Jacket- Although a tad too big on the wearer, this jacket is incredibly comfortable.
Accessory: Shimmering Yarn- Once a ball of dull yarn has, in this world, been transformed into a sleek spool of thread that shimmers in the light.
A-Ability: Genesis
+Spirit Weave: Arrow – Knits into the fabric the image of an arrow, bringing about a spiritual collection of energy that springs forward at breakneck speeds, striking the target and leaving the ethereal trail of an arrow behind. 100% Int Damage. Sure Hit. Range: 4 Cells. 8 MP.
---Weaver of Fate: Rapid Fire – Reveals upon the tapestry a myriad of arrows flying through the air before bringing to life the true rain of hell as countless arrows are loosed upon a single target. 110% Int Damage. 6 Hits. Range: 4 Cells.
+Unravel – Undoes the bindings made to ease the afflictions, enabling it to be weaved once more, this time in better condition. No Damage. Heals One Negative Status Effect. Range: 4 Cells. 8 MP.
---Weaver of Fate: Broken Weave – Reveals upon the tapestry a battered and beaten loom which magically reassembles before all who view it, bringing to life the same effects for the wounded. No Damage. Transforms up to Three Negative Status Effects into Positive Statuses. Range: 4 Cells.
+Spirit Weave: Fireball – Knits into the fabric fiery colors which consume the masterpiece, bringing about a spiritual collection of energy which bursts into flame and flings itself at the target. 120% Int Damage. Chance of Burn. Range: 4 Cells. 10 MP. Fire Elemental.
---Weaver of Fate: Wildfire – Reveals upon the tapestry a horrendous array of flames that consumes the earth upon the fabric before bringing to life a torrent of flame which does the very same. 130% Int Damage. Chance of Burn. Range: 4 Cells + 2 Cell Radius. Fire Elemental.
A-Ability: Item
R-Ability:
+Mending the Loom – Whenever the user takes damage, 50% of the damage taken is recovered as MP.
S-Ability:
+Creator's Tapestry – The user has a unique stat, Creation Tapestry, (labeled CT) which carries a variety of effects based upon the stat's current level. Creation Tapestry increases when the user utilizes abilities. The user may only utilize each level of this stat when the threshold or greater of that level has been reached.
Level One: Automatic level of Creation Tapestry at the start of battle. Gauge starts at 0 and remains at Level One until the gauge equals 5. Abilities utilized while CT is at this level increase the gauge by 1 regardless of MP Cost. At the threshold of Level One, the user can utilize the Tapestry (Costs 5 CT at later levels) to link a Basic Attack to the user's next action.
Level Two: Second level of Creation Tapestry. Gauge starts at 6 and remains at Level Two until the gauge equals 15. Abilities utilized while CT is at this level increase the gauge by 1 unless the MP Cost drains 20% or more of the user's MP; abilities of that nature increase the gauge by 2. At the threshold of Level Two, the user can utilize the Tapestry (Costs 15 CT at later levels) to increase her Int by 30% for Two Turns. Level Two is locked until the user has reached level 5.
Level Three: Third level of Creation Tapestry. Gauge starts at 16 and remains at Level Two until the gauge equals 30. Abilities utilized while CT is at this level increase the gauge by 1 unless the MP Cost drains 30% or more of the user's MP; abilities of that nature increase the gauge by 3. At the threshold of Level Three, the user can utilize the Tapestry (Costs 30 CT at later levels) to reduce the MP Cost of her next action by 50%. Level Three is locked until the user has reached level 15.
Level Four: Fourth level of Creation Tapestry. Gauge starts at 31 and caps at 75. Abilities utilized while CT is at this level increases the gauge by 2 unless the MP Cost drains 45% or more of the user's MP; abilities of that nature increases the gauge by 5. At the cap, the user can utilize the Tapestry to place the user in Weaver of Fate state for Three Turns. During this state, the user's abilities are transformed into advanced versions of themselves for no increase in MP cost. Level Four is locked until the user has reached level 30.
D-Ability:
+Reality's Grasp – Knits into the fabric the reality from which the user originally came from, bringing about a harsh wind which blisters the land, bathing all in its cold indifference and hatred until the battlefield has been encased in icy cruelty. 100% Pierce Int Damage. Chance of Instant Death. High Chance of Freeze. Range: All Enemies. 0 MP. Ice Elemental.
Age: 17
Gender: Female
Appearance:
- Spoiler:
- Rather small in stature, but carrying an extensive imagination, Anastasia's tiny figure seems to encompass the world easily. Long, jet black hair sprawls from the top of her head, elegantly cut just so that it flows to her shoulders; her bangs are never out of place. Her eyes, a smoky blue that looks almost like lavender, carry an air of sophistication matched only by the expanse of creativity she possesses.
Drifting Dreams: Thoughts and fantasies gently float far off into the distance. The range of all attacks and abilities made by the user have their range increased by 2.
Level: 5
Exp: --/--
Weapon: Knitting Needles- An old pair of wooden knitting needles that lack the yarn usable to knit anything. (Damage: Int) (Range: 3 Cells)
Armor: Comfortable Jacket- Although a tad too big on the wearer, this jacket is incredibly comfortable.
Accessory: Shimmering Yarn- Once a ball of dull yarn has, in this world, been transformed into a sleek spool of thread that shimmers in the light.
A-Ability: Genesis
+Spirit Weave: Arrow – Knits into the fabric the image of an arrow, bringing about a spiritual collection of energy that springs forward at breakneck speeds, striking the target and leaving the ethereal trail of an arrow behind. 100% Int Damage. Sure Hit. Range: 4 Cells. 8 MP.
---Weaver of Fate: Rapid Fire – Reveals upon the tapestry a myriad of arrows flying through the air before bringing to life the true rain of hell as countless arrows are loosed upon a single target. 110% Int Damage. 6 Hits. Range: 4 Cells.
+Unravel – Undoes the bindings made to ease the afflictions, enabling it to be weaved once more, this time in better condition. No Damage. Heals One Negative Status Effect. Range: 4 Cells. 8 MP.
---Weaver of Fate: Broken Weave – Reveals upon the tapestry a battered and beaten loom which magically reassembles before all who view it, bringing to life the same effects for the wounded. No Damage. Transforms up to Three Negative Status Effects into Positive Statuses. Range: 4 Cells.
+Spirit Weave: Fireball – Knits into the fabric fiery colors which consume the masterpiece, bringing about a spiritual collection of energy which bursts into flame and flings itself at the target. 120% Int Damage. Chance of Burn. Range: 4 Cells. 10 MP. Fire Elemental.
---Weaver of Fate: Wildfire – Reveals upon the tapestry a horrendous array of flames that consumes the earth upon the fabric before bringing to life a torrent of flame which does the very same. 130% Int Damage. Chance of Burn. Range: 4 Cells + 2 Cell Radius. Fire Elemental.
- Spoiler:
- +Binding – Finishes the current stitch, binding the target in a critical position with ribbons of magical energy for allies to take advantage of. No Damage. Chance of Immobilize; -20% Def and Spr for Five Turns if successful. Range: 4 Cells. 12 MP.
---Weaver of Fate: The Hanging Tree – Reveals upon the tapestry a tree riddled with ropes from which the damned are hung, erecting the very tree into the fabrics of reality for the target to be affixed to. No Damage. Extremely High Chance of Immobilize; -20% Def and Spr for Five Turns if successful. Chance of Doom. Range: 4 Cells.
+Spirit Weave: Fruits of Labor – Knits into the fabric the picture of a single red apple which represents one's labors coming to fruition, showering upon the target relief in the form of spiritual energies. 100% Int Healing. Range: 4 Cells. 8 MP.
---Weaver of Fate: Blessing of the Gods – Reveals upon the tapestry a bountiful harvest and rolling fields of grain, bringing to life the blessings of higher powers which make these efforts a reality in order to bestow these benedictions upon the target. 200% Int Healing. Range: 4 Cells.
+Strengthen – Goes back through the fabric and tightens any loose ends which may have appeared, bringing about the same effect for the target. No Damage. Bestows Protect. Range: 4 Cells. 8 MP.
---Weaver of Fate: Forcefield – Reveals upon the tapestry an impenetrable wall which not even the strongest of weapons can pierce, erecting through magic a forcefield of the user's own design mimicking said wall. No Damage. Bestows Protect. Range: Ally Party.
A-Ability: Item
R-Ability:
+Mending the Loom – Whenever the user takes damage, 50% of the damage taken is recovered as MP.
S-Ability:
+Creator's Tapestry – The user has a unique stat, Creation Tapestry, (labeled CT) which carries a variety of effects based upon the stat's current level. Creation Tapestry increases when the user utilizes abilities. The user may only utilize each level of this stat when the threshold or greater of that level has been reached.
Level One: Automatic level of Creation Tapestry at the start of battle. Gauge starts at 0 and remains at Level One until the gauge equals 5. Abilities utilized while CT is at this level increase the gauge by 1 regardless of MP Cost. At the threshold of Level One, the user can utilize the Tapestry (Costs 5 CT at later levels) to link a Basic Attack to the user's next action.
Level Two: Second level of Creation Tapestry. Gauge starts at 6 and remains at Level Two until the gauge equals 15. Abilities utilized while CT is at this level increase the gauge by 1 unless the MP Cost drains 20% or more of the user's MP; abilities of that nature increase the gauge by 2. At the threshold of Level Two, the user can utilize the Tapestry (Costs 15 CT at later levels) to increase her Int by 30% for Two Turns. Level Two is locked until the user has reached level 5.
Level Three: Third level of Creation Tapestry. Gauge starts at 16 and remains at Level Two until the gauge equals 30. Abilities utilized while CT is at this level increase the gauge by 1 unless the MP Cost drains 30% or more of the user's MP; abilities of that nature increase the gauge by 3. At the threshold of Level Three, the user can utilize the Tapestry (Costs 30 CT at later levels) to reduce the MP Cost of her next action by 50%. Level Three is locked until the user has reached level 15.
Level Four: Fourth level of Creation Tapestry. Gauge starts at 31 and caps at 75. Abilities utilized while CT is at this level increases the gauge by 2 unless the MP Cost drains 45% or more of the user's MP; abilities of that nature increases the gauge by 5. At the cap, the user can utilize the Tapestry to place the user in Weaver of Fate state for Three Turns. During this state, the user's abilities are transformed into advanced versions of themselves for no increase in MP cost. Level Four is locked until the user has reached level 30.
D-Ability:
+Reality's Grasp – Knits into the fabric the reality from which the user originally came from, bringing about a harsh wind which blisters the land, bathing all in its cold indifference and hatred until the battlefield has been encased in icy cruelty. 100% Pierce Int Damage. Chance of Instant Death. High Chance of Freeze. Range: All Enemies. 0 MP. Ice Elemental.
Re: Silver's Creative Compendium Revamped
Name: Trystan "Trys" Landcaster
Age: 18
Gender: Male
Appearance:
Boundless Journey: Constant travel has benefited the user in that no venture is too daunting; the winds guide him where they will, be it near or far. The user may move diagonally at the cost of 1 cell.
Level: 5
Exp: --/--
Weapon: Cracked Beads- Simple string of beads which have been damaged in the user's travels. (Damage: Int) (Range: 3 Cells)
Armor: Wanderer's Vest- Casual patchwork vest which was made for someone who travels a lot.
Accessory: Silver Earring- Small silver stud worn in the ear.
A-Ability: United Energies
+Earthen Field – Breathes deeply and places one's palm flat on the ground beneath his feet, utilizing his energy to transform it from its current state into that of verdant earth which the user then draws power from. No Damage. Increases the user's Damage Output by 30% for Two Turns; the cell the user occupies and the cells adjacent to the user become Verdant Land. Range: Self. 10 MP. Earth Elemental.
+Verdant Snare – Releases one's energy into the ground and draws forth razor-sharp grasses to lash at the target, ensnaring the target in their grasp. 110% Int Damage. Chance of Immobilize. Requires and Consumes 1 Verdant Land cell. Range: 4 Cells. 8 MP.
+Flourish – Releases one's energy into the ground and pulls forth the essence of life from the ground. No Damage. Conjures a Tree in the chosen cell. Requires and Consumes 1 Verdant Land cell. Range: 6 Cells. 5 MP.
A-Ability: Item
R-Ability:
+Natural Order – Nature maintains its delicate balance to ensure life for all. Whenever the user utilizes a nature cell for any reason, another nature cell appears randomly on the map.
S-Ability:
+Unified Ground – Unites one's own energy with the elements beneath his feet to enable any terrain to be crossed. Enables the user to cross through any kind of terrain so long as it is not entirely impossible to occupy (ie: magic walls, void, thin air, etc).
D-Ability:
+Photosynthetic Propulsion – Draws forth the power of the sun into the a mixture of the earth's and the user's own energy, only to release it in a fiery explosion from which new life is set to form. 100% Pierce Int Damage. All cells become verdant/full of life. Range: All Enemies. 0 MP. Fire Elemental.
Age: 18
Gender: Male
Appearance:
- Spoiler:
- TBF:
- Seldom one to lay down roots anywhere, Trys spent much of his life wandering from place to place under the wind's "guidance." In his travels he had always kept a single motto: Paths converge for a reason; with that in mind, it comes as little surprise that those that those who came in contact with him found an undeniable connection. His gentle nature and ever-present compassion for the world around him left many with a similar outlook on life. Be it a traveling merchant, band of mercenaries, a lord and his entourage, or even just common townspeople, no one met him without feeling just slightly more content with life. Whenever Trys would stumble upon someone new, he gave them kindness––stories of the earth's blessings uniting under one mysterious traveler passed through word of mouth many a time before his death. Anyone who happened to know him, whether his name was known to the individual or not, was left with verdant pastures, cleaner water, gentle breezes, and an eagerness to prosper further. One village he visited in particular, many a mile from any other sign of human life, had been teetering on the edge for several months before he made his way to it. Sickness had plagued the township; man, beast, and earth alike grew sicker each day, all perishing to a disease of unknown origin. Three weeks Trys stayed in the town, gently coaxing the earth into returning to its proper station for the people. Each day, however, saw little progress, while the miracle man himself grew weaker in weaker. In the end, he too contracted the enigmatic disease, but he cared not for his fate. In his final hours, Trys used all of his energy to bring about a paradisal change in the village. Whether the Gods took pity on him, or if it actually worked remains a question there today, but it is known that when Trys fell into Death's icy grasp that little by little all the disease faded until finally the last remnants disappeared on a flowing wind.
Boundless Journey: Constant travel has benefited the user in that no venture is too daunting; the winds guide him where they will, be it near or far. The user may move diagonally at the cost of 1 cell.
Level: 5
Exp: --/--
Weapon: Cracked Beads- Simple string of beads which have been damaged in the user's travels. (Damage: Int) (Range: 3 Cells)
Armor: Wanderer's Vest- Casual patchwork vest which was made for someone who travels a lot.
Accessory: Silver Earring- Small silver stud worn in the ear.
A-Ability: United Energies
+Earthen Field – Breathes deeply and places one's palm flat on the ground beneath his feet, utilizing his energy to transform it from its current state into that of verdant earth which the user then draws power from. No Damage. Increases the user's Damage Output by 30% for Two Turns; the cell the user occupies and the cells adjacent to the user become Verdant Land. Range: Self. 10 MP. Earth Elemental.
+Verdant Snare – Releases one's energy into the ground and draws forth razor-sharp grasses to lash at the target, ensnaring the target in their grasp. 110% Int Damage. Chance of Immobilize. Requires and Consumes 1 Verdant Land cell. Range: 4 Cells. 8 MP.
+Flourish – Releases one's energy into the ground and pulls forth the essence of life from the ground. No Damage. Conjures a Tree in the chosen cell. Requires and Consumes 1 Verdant Land cell. Range: 6 Cells. 5 MP.
A-Ability: Item
R-Ability:
+Natural Order – Nature maintains its delicate balance to ensure life for all. Whenever the user utilizes a nature cell for any reason, another nature cell appears randomly on the map.
S-Ability:
+Unified Ground – Unites one's own energy with the elements beneath his feet to enable any terrain to be crossed. Enables the user to cross through any kind of terrain so long as it is not entirely impossible to occupy (ie: magic walls, void, thin air, etc).
D-Ability:
+Photosynthetic Propulsion – Draws forth the power of the sun into the a mixture of the earth's and the user's own energy, only to release it in a fiery explosion from which new life is set to form. 100% Pierce Int Damage. All cells become verdant/full of life. Range: All Enemies. 0 MP. Fire Elemental.
Re: Silver's Creative Compendium Revamped
Name: Silvertongue "Silv"
Age: 20
Gender: Male
Appearance:
Tome Unchained I) (Mana Requisition) (Spirit Body) (Equip: Gloves)
Level: 5
Exp: --/--
Weapon: Nightshade- Black fingerless gloves with a sleek purple swirl design to them. (Added Effect: Poison)
Armor: Gray Cloak- Doesn't get much simpler than a piece of gray fabric.
Accessory: Silver Chain- Simple interlocking chains made of silver.
Thief's Tome: None.
A-Ability: Clepto–Incanto I
+Spirit Orb – Condenses magickal energy into a potent sphere before firing it at the target, its illusory nature making it hard to dodge. 90% Int Damage. Increased chance to hit. Travels total distance and plants Spirit Orb in final cell regardless of what range the target was hit at; only one Spirit Orb may exist at a time. Range: 4 Cells; Linear. 6 MP.
+Ethereal Leap – With a running start, the user leaps into the air and disappears entirely only to reappear out of a nearby spiritual nexus, bringing with him a surge of spiritual energy. No Damage. User instantly warps to a Spirit Orb. Increases the user's Magic Damage Output by 10% for Five Turns. Counts as a Move Action for ?% increase in MP Cost. If there is not a Spirit Orb on the field, the user moves One Cell forward and all other effects are void. Range: Self. 8 MP.
+Silencer – Takes the first dagger on one's belt into one's hand only to use it as a power source in which the user conjures a blade of spiritual energy which slices into the target's throat with the intent to sever the vocal chords. 75% Int Damage. High Chance of Silence. Range: 6 Cells. ? MP.
A-Ability: Clepto-Incanto II *LOCKED*
A-Ability: Clepto-Incanto III *LOCKED*
A-Ability: Clepto-Incanto IV *LOCKED*
R-Ability:
+Magick Jammer – It's not cool getting hit with fireballs... or lightning... or really any kind of magic. Let's fix that. Whenever the user is the direct target of a magic-based attacked, there is a chance that the attacker will have the offending spell sealed for the duration of the battle. Only activates once per target.
S-Ability:
+Five Finger Discount – The perks of taking something that isn't your own and knowing how to use it properly! Decreases the MP Cost of stolen spells (marked by * if purchased with SP) by 35% passively.
D-Ability:
+Mana Rift – Taking into one's hand the final dagger from one's belt, rushes the target with a burst of speed brought on by the fullest extent of one's magickal prowess to swiftly carve a series of ancient symbols upon the target's body before activating the forbidden spell inscribed to drain one's life mana from their body. 200% Pierce Int Damage. High Chance of Silence. Chance of Instant Death. If the target is KOed by this ability it is impossible to revive them through normal means. Range: 8 Cells. 0 MP.
Age: 20
Gender: Male
Appearance:
- Spoiler:
- Garbed in a off-gray colored cloak that billows around him, Silv stands (or rather poises lower than) at 5'9" with a certain air of nimbleness. Truly a character light on his feet, he wears black boots and a formfitting shirt/pants combination of a similar (albeit very slightly different) color. He wears a silver chain around his neck with no trinket and a small metal stud in his right ear. Attached to his hip by a leather strap sit three sheathes, all containing daggers of various enchantments and metal, although none of these ever find true use on the battlefield. Why he bothers to keep them around at all is a mystery. Beyond his random accessories and equipment, however, are his features: most of the time covered by a scarf-like wrapping, his pale face and angular jaw are rather fierce-looking when revealed. This quality lingers throughout the rest of him, as his blue-green eyes maintain a sense of critical judgement and indifference. His hair, an orangeish-blond cut semi-short and spiky, also matches this sort of "bite me" feel to him. Last, but certainly not least, a crescent shaped scar cuts through his right eyebrow (both of which are fine and seemingly tweaked) and ends just shortly after his cheekbone.
- Innate Abilities:
- Thief's Tome: Carries a blank tome ready to harbor the most nefarious trick a thief could ever pull: stealing another's own magic. The user has a specialized equipment slot known as Thief's Tome. Although blank and void of purpose initially, the user may utilize the [Trigger Command: Steal Magick] once per battle to swipe a magic-based (be it based on Int-Damage or simply a spell-based ability) from the target and fill the slot permanently, allowing the user to utilize that skill at any time for its required costs and consequences thereby also sealing the target's ability to access the spell. The user may only hold one single ability at a time and if Steal Magick is used at another point the user relinquishes his ability to cast the stolen spell unless he purchases it with Skill Points. Doing so voids the tome of spells.
Tome Unchained I: Increases occupiable slots in the Thief's Tome to three (3) and enables the user to use [Trigger Command: Steal Magick] twice per battle. (Unlocked at Level 10)
Tome Unchained II: Increases occupiable slots in the Thief's Tome to five (5) and enables the user to use [Trigger Command: Steal Magick] up to three times per battle. (Unlocked at Level 40)
Mana Requisition: The user recovers 5% Max MP for each successful theft. (Unlocked at Level 10)
Spirit Body: Increases the user's evasion by 1% every time he warps to a Spirit Orb or Spiritual Waypoint. Stacks up to twenty times. (Unlocked at Level 20)
Level: 5
Exp: --/--
Weapon: Nightshade- Black fingerless gloves with a sleek purple swirl design to them. (Added Effect: Poison)
Armor: Gray Cloak- Doesn't get much simpler than a piece of gray fabric.
Accessory: Silver Chain- Simple interlocking chains made of silver.
Thief's Tome: None.
A-Ability: Clepto–Incanto I
+Spirit Orb – Condenses magickal energy into a potent sphere before firing it at the target, its illusory nature making it hard to dodge. 90% Int Damage. Increased chance to hit. Travels total distance and plants Spirit Orb in final cell regardless of what range the target was hit at; only one Spirit Orb may exist at a time. Range: 4 Cells; Linear. 6 MP.
+Ethereal Leap – With a running start, the user leaps into the air and disappears entirely only to reappear out of a nearby spiritual nexus, bringing with him a surge of spiritual energy. No Damage. User instantly warps to a Spirit Orb. Increases the user's Magic Damage Output by 10% for Five Turns. Counts as a Move Action for ?% increase in MP Cost. If there is not a Spirit Orb on the field, the user moves One Cell forward and all other effects are void. Range: Self. 8 MP.
+Silencer – Takes the first dagger on one's belt into one's hand only to use it as a power source in which the user conjures a blade of spiritual energy which slices into the target's throat with the intent to sever the vocal chords. 75% Int Damage. High Chance of Silence. Range: 6 Cells. ? MP.
- Spoiler:
- +Magic Touch – Focuses certain trails of magick into one's fingers before pressing them to a lock in order to use said magicks to undo the mechanisms within. No Damage. Unlocks Target Chest/Door. Range: Adjacent Cell. ? MP.
+Pressure Sphere – Exerts gravity into a bubble-shape around the target, amplifying the pressure to make any movement at all harder. No Damage. Decreases the target's Move by One Cell for Three Turns. Movement cannot be reduced below 0. Stacks. Does not refresh. Range: 3 Cells. 8 MP.
+Spirit Door – Presses and reshapes spiritual energy into a one's palm before tossing it to the desired location, allowing the natural flow of the energies to tether to the nearest spiritual waypoint. No Damage. Creates Spiritual Waypoint at Target Cell. Allies that enter Spiritual Waypoint cells instantly warp to Spirit Orb cells and vice versa. No effect if there is not a Spirit Orb on the field or an Enemy attempts to enter the cell. If the user utilizes Ethereal Leap with a Spiritual Waypoint in effect, he may choose which location to warp to. Range: 5 Cells. ? MP.
+Accio – Focuses in on the target in order to prime them for the assault before utilizing illusory magicks to swipe something off their person. No Damage. Steals a random material, item, or equipment from the target. The value/potency of the item stolen is based on the user's level. Range: 2 Cells. ? MP.
A-Ability: Clepto-Incanto II *LOCKED*
- Spoiler:
- +Torn Page – Opens the Thief's Tome and utilizes magic to temporarily lift a spell from the page to transfer its knowledge to the target. No Damage. Transfers chosen ability to the Target for Five Turns; the chosen ability must be within the Thief's Tome or purchased from the Thief's Tome. The user cannot access the chosen ability for the duration of this ability. Range: Single Ally. ? MP.
+Lady Luck – Utilizes minor knowledge of luck-based magicks to bend the odds in one's favor for a short while. No Damage. Increases amount of gold gained at the end of battle by 10%. Increases item drop rate by 25%. Increases chance of double drop by 50%. Range: Set. ? MP.
+Expulsion – Focuses a massive amount of spirit magicks into the palm of one's hand before slamming it into the ground only to have it dissipate and travel through the spiritual networks to launch an attack through the exposed waypoints. 100% Int Damage. Pushes targets occupying Spirit Orb or Spiritual Waypoint Cells Three Cells away. Targets that cannot be moved have a high chance of Stun. Range: All Spirit Orb and Spiritual Waypoint Cells. ? MP.
+Shadow's Gift – Binds darkness magicks into a compressed sphere of spirit magic's before sinking the sphere right into the target's core, blurring the lines of the physical reality to allow the target to exist with greater control spiritual plane. No Damage. Enables the target to faze through solid objects for Five Turns. Minor decrease to Physical Damage taken for Five Turns. Minor increase to Magical Damage taken for Five Turns. Range: 4 Cells. ? MP.
+Tether – Wraps a thin veil of spirit magick around the target in order to link them to the spiritual passageways. No Damage. Target can utilize Trigger Command: Spirit Warp to instantly teleport to any Spirit Orb or Spiritual Waypoint; Spirit Warp can be used as a Movement Action for ? MP. Indefinite Duration. No effect if there is not a Spirit Orb or Spiritual Waypoint on the field. Range: 3 Cells. ? MP.
+Tunneling – Breaks into the spirit plane briefly in order to rework the passageways and reroute the openings elsewhere. No Damage. Allows the user to move Spirit Orb and Spiritual Waypoint Cells to any desired cell so long as they stay in the same Row/Column. Range: Set. ? MP.
+Volley Whorl – Conjures a thin veil of spiritual energies and, with the utmost dexterity, leaps through it, thereby causing it to shatter into a million shards before the user's own powerful magicks take control and whip the pieces around violently. 70% Int Damage. 10 Hits. User lands in target cell. Range: Up to [User's Move] Cells + Surrounding Cells. ? MP.
A-Ability: Clepto-Incanto III *LOCKED*
- Spoiler:
- +Spirit Surge – Releases an overwhelming amount of spiritual energy into the pathways causing the waypoints to exude a greater presence on the physical plane. No Damage. Spiritual Waypoints and Spirit Orbs extend to Surrounding Cells for Five Turns. Range: All Spiritual Waypoints and Spirit Orbs. ? MP.
+Taint – Melds corrupted energies to the target's manasystems in order to effectively tarnish their connection to their mana and their ability to resist alterations to it. No Damage. Increases the target's susceptibility to negative status effects for Three Turns. Negative status effects placed on the target by the user have their durations increased by Two Turns for Three Turns. Range: Self. ? MP.
A-Ability: Clepto-Incanto IV *LOCKED*
- Spoiler:
- +Deafening Silence – Takes in the user's hand the second dagger on the user's belt only to channel vast amounts of energy through it before slicing through the air, thereby making a portal through which a wave of violet colored energy surges toward the target and dives into their body. For the moment the world is silent. And then all is silence as the energy slowly dulls the target until they are nothingness in physical form––a shell with no voice: the victim of deafening silence. No Damage. 99% Chance of Silence so long as the target has no immunity. If the target is immune to Silence, the target's magical attacks and spell have a high chance of disruption. Boss targets have the secondary effect reduced to a minimal chance. Range: Single Enemy. ? MP.
R-Ability:
+Magick Jammer – It's not cool getting hit with fireballs... or lightning... or really any kind of magic. Let's fix that. Whenever the user is the direct target of a magic-based attacked, there is a chance that the attacker will have the offending spell sealed for the duration of the battle. Only activates once per target.
S-Ability:
+Five Finger Discount – The perks of taking something that isn't your own and knowing how to use it properly! Decreases the MP Cost of stolen spells (marked by * if purchased with SP) by 35% passively.
D-Ability:
+Mana Rift – Taking into one's hand the final dagger from one's belt, rushes the target with a burst of speed brought on by the fullest extent of one's magickal prowess to swiftly carve a series of ancient symbols upon the target's body before activating the forbidden spell inscribed to drain one's life mana from their body. 200% Pierce Int Damage. High Chance of Silence. Chance of Instant Death. If the target is KOed by this ability it is impossible to revive them through normal means. Range: 8 Cells. 0 MP.
Last edited by Silver on Sun Jul 23, 2017 5:33 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Medli (Melliana Elisabeth Reignoir)
Age: 17
Gender: Female
Appearance:
Critical Eye: Maintains a sharp gaze that disallows the things in one's sight to slip past the user. The user is immune to negative changes in accuracy and has a 5% increase to Critical Hit Rate.
Level: 8
Exp: --/--
Weapon: Spilt Blood- Dagger made of a reddish metal that has seen better days. (Added Effect: Bleeding)
Armor: Hunter's Jacket- Well-worn jacket that is brown in color.
Accessory: Green Bandana- Used to keep one's hair from obstructing one's vision.
A-Ability:
+Aspect of Wind – Envelops oneself in a tight veil of wind in order to utilize its natural strength. No Damage. Bestows Haste. Range: Self. 8 MP. Wind Elemental.
+Malice Blade – Shrouds the weapon in a firm coating of red energy before striking, causing all of the target's pain to lash out at once. 100% Atk Damage. +10% Damage Output for every Debuff the target is suffering from. Draws aggression. Range: Adjacent Cell. 8 MP.
+Backbiter – Skids around the target and expertly sinks one's weapon into their exposed back. 130% Atk Damage. Critical Hit if the target's back is facing the user. Range: 2 Cells. 10 MP.
+Shredding – Applies brute force to the tip of the user's weapon in order to cut through the target's armor. 100% Atk Damage. Reduces target's Def by 5% for Four Turns. Stacks four times. Range: Adjacent Cell. 8 MP.
+Aspect of Water – As tranquil waters flow and ease the pain so do the transgressions of the user. 10% Max HP Healing. User's aggression rating is reduced to 0. Range: Self. 4 Turn Cooldown. Water Elemental.
+Dancing Dagger – Approaching with the utmost grace, the user weaves a path around her target while delivering slash after fearsome slash. 75% Atk Damage. 4 Hits. Chance of Stun. Range: 2 Cells. 14 MP.
A-Ability: Item
R-Ability:
+Fan of Knives – Upon being struck at melee-range, the user quickly whips out several hidden knives and twirls in an expert fashion to release them upon the immediate opposition. Upon taking damage from an adjacent cell, the user releases a myriad of knives dealing 80% Piercing Atk Damage to enemy targets in Surrounding Cells.
S-Ability:
+Aspect of Shadow – Pulls shadows from their hiding places during assaults to lay into the target with not one blade, but three. Increases the number of hits of all attacks and skills by 2.
D-Ability:
+Daggerfall – Tosses millions of concealed daggers into the air and utilizes mana to suspend them in air until the time is right, upon which the user releases the daggers in rapid succession allowing them all to strike through the target with the utmost brutality. 200% Pierce Atk Damage. Chance of Bleeding. Chance of Bloodloss. Range: 6 Cells. 0 MP.
Age: 17
Gender: Female
Appearance:
- Spoiler:
- Donning a brown jacket, green tank, boots, and a tattered pair of shorts, Medli's lithe figure typically remains unrestricted; the close-fitting, easily moved-in clothing enables her to perform at top level at the cost of revealing quite a bit of of her lightly-tanned skin. Not that she minds––her enemies won't be seeing much for long anyway. Her russet-colored hair remains elegantly cut short in a bob, her bangs and other loose strands of hair kept pulled back by a bandana that matches her top. Lastly her eyes are the color of sapphires. Although generally pleasant and very feminine, she usually contorts her face into a rougher look more befitting of her profession, ultimately giving her whole demeanor a sort of rough-and-tumble feel.
Critical Eye: Maintains a sharp gaze that disallows the things in one's sight to slip past the user. The user is immune to negative changes in accuracy and has a 5% increase to Critical Hit Rate.
Level: 8
Exp: --/--
Weapon: Spilt Blood- Dagger made of a reddish metal that has seen better days. (Added Effect: Bleeding)
Armor: Hunter's Jacket- Well-worn jacket that is brown in color.
Accessory: Green Bandana- Used to keep one's hair from obstructing one's vision.
A-Ability:
+Aspect of Wind – Envelops oneself in a tight veil of wind in order to utilize its natural strength. No Damage. Bestows Haste. Range: Self. 8 MP. Wind Elemental.
+Malice Blade – Shrouds the weapon in a firm coating of red energy before striking, causing all of the target's pain to lash out at once. 100% Atk Damage. +10% Damage Output for every Debuff the target is suffering from. Draws aggression. Range: Adjacent Cell. 8 MP.
+Backbiter – Skids around the target and expertly sinks one's weapon into their exposed back. 130% Atk Damage. Critical Hit if the target's back is facing the user. Range: 2 Cells. 10 MP.
+Shredding – Applies brute force to the tip of the user's weapon in order to cut through the target's armor. 100% Atk Damage. Reduces target's Def by 5% for Four Turns. Stacks four times. Range: Adjacent Cell. 8 MP.
+Aspect of Water – As tranquil waters flow and ease the pain so do the transgressions of the user. 10% Max HP Healing. User's aggression rating is reduced to 0. Range: Self. 4 Turn Cooldown. Water Elemental.
+Dancing Dagger – Approaching with the utmost grace, the user weaves a path around her target while delivering slash after fearsome slash. 75% Atk Damage. 4 Hits. Chance of Stun. Range: 2 Cells. 14 MP.
A-Ability: Item
R-Ability:
+Fan of Knives – Upon being struck at melee-range, the user quickly whips out several hidden knives and twirls in an expert fashion to release them upon the immediate opposition. Upon taking damage from an adjacent cell, the user releases a myriad of knives dealing 80% Piercing Atk Damage to enemy targets in Surrounding Cells.
S-Ability:
+Aspect of Shadow – Pulls shadows from their hiding places during assaults to lay into the target with not one blade, but three. Increases the number of hits of all attacks and skills by 2.
D-Ability:
+Daggerfall – Tosses millions of concealed daggers into the air and utilizes mana to suspend them in air until the time is right, upon which the user releases the daggers in rapid succession allowing them all to strike through the target with the utmost brutality. 200% Pierce Atk Damage. Chance of Bleeding. Chance of Bloodloss. Range: 6 Cells. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Viera Blackthorne, Angel of the Battlefield
Age: 28
Gender: Female
Appearance:
Adaptation: Adjusts to the flow of battle in order to perform at optimum capacity. Increases the user's Damage Output by 10% while above Critical Level HP and Decreases Damage Taken by 10% while at or below Critical Level HP.
Level: ?
Exp: --/--
Weapon: Charge Shot v.ex001- Fairly simple program that enables the user to activate a tiny particle cannon on the suit. (Range: 4 Cells)
Armor: Defensive Force v.ex002- Slightly more complex program that generates a thin veil of protective force in order to reduce incoming damage.
Accessory: Scanner- Minimalist headgear with a special visor that enables the user to scope out the energy levels of organic targets in the area.
A-Ability: Augmentation
+Start-Up Laser – Activates a series of programs which fires a finite burst of energy from the user's palm, enabling the combat suit to warm up fro the battle ahead. 100% Atk Damage. If used as the first Act Action, the user gets a 5% boost to main stats for Five Turns. Range: 4 Cells; Linear. ? MP.
---Blaster – Further activates interconnecting programs which fires off a series of energy shots in rapid succession. 80% Atk Damage. 4 Hits. Range: Set. ? MP.
---Overheat Shot – Finishes by activating final programs sending the blaster into a state of overheating which expels itself from the suit in a burst of fiery energy. 130% Atk Damage. Range: Set + Adjacent Cells. ? MP. Fire Elemental.
+System Recovery – Activates a series of programs which focuses on patching up wounds and slowly cooling down the system to better handle the tide of battle. 130% Atk Healing. Heals HP and MP. User is Immobilized and Disabled Next Turn. Utilizes Cooldown instead of MP. Range: Self. ? Turn Cooldown.
R-Ability:
+Aggressive Assault – Attacks without abandon in order to keep aggression focused on the user and off of her allies. Whenever the user attacks a unit she draws more aggro than a normal attack would typically garner; repeated attacks against the same unit garner even more aggro and deal a progressive 3% increase in damage for each turn spent attacking the same target.
B-Ability:
+Hidden Programming – Activates a series of codes that bypass the systems singular processing unit allowing the user to string together commands for a short time. Grants the user a second Act Action for Four Turns upon Activation.
S-Ability:
+Grav-Con Wings – A series of fine gravity-manipulating sensors line the back and shoulders suit, ready to be activated in order to help the wearer defy gravity for as long as she may need. Starts off the battle grounded, offering a 10% Critical Hit Rate, but may activate to dispel this effect in exchange for Flight status. Toggle-able.
X-Ability:
+Ragnarok v.exINF – Activates the fullest battle prowess of the suit, first glowing with an iridescent light which appears to ward off major damage before unleashing this light in a single burst which scathes all it touches with searing power unlike any other. No Damage. Two Turn Use. First Turn: User becomes Immobilized and Disabled but takes 75% less damage from all sources. Second Turn: All targets within a Three Cell Radius of the user take 45% Max HP Damage and suffer from Blind. User receives a 20% stat reduction to all major stats for Five Turns following this ability. Range: Set. 0 MP.
Age: 28
Gender: Female
Appearance:
- Spoiler:
Adaptation: Adjusts to the flow of battle in order to perform at optimum capacity. Increases the user's Damage Output by 10% while above Critical Level HP and Decreases Damage Taken by 10% while at or below Critical Level HP.
Level: ?
Exp: --/--
Weapon: Charge Shot v.ex001- Fairly simple program that enables the user to activate a tiny particle cannon on the suit. (Range: 4 Cells)
Armor: Defensive Force v.ex002- Slightly more complex program that generates a thin veil of protective force in order to reduce incoming damage.
Accessory: Scanner- Minimalist headgear with a special visor that enables the user to scope out the energy levels of organic targets in the area.
A-Ability: Augmentation
+Start-Up Laser – Activates a series of programs which fires a finite burst of energy from the user's palm, enabling the combat suit to warm up fro the battle ahead. 100% Atk Damage. If used as the first Act Action, the user gets a 5% boost to main stats for Five Turns. Range: 4 Cells; Linear. ? MP.
---Blaster – Further activates interconnecting programs which fires off a series of energy shots in rapid succession. 80% Atk Damage. 4 Hits. Range: Set. ? MP.
---Overheat Shot – Finishes by activating final programs sending the blaster into a state of overheating which expels itself from the suit in a burst of fiery energy. 130% Atk Damage. Range: Set + Adjacent Cells. ? MP. Fire Elemental.
+System Recovery – Activates a series of programs which focuses on patching up wounds and slowly cooling down the system to better handle the tide of battle. 130% Atk Healing. Heals HP and MP. User is Immobilized and Disabled Next Turn. Utilizes Cooldown instead of MP. Range: Self. ? Turn Cooldown.
R-Ability:
+Aggressive Assault – Attacks without abandon in order to keep aggression focused on the user and off of her allies. Whenever the user attacks a unit she draws more aggro than a normal attack would typically garner; repeated attacks against the same unit garner even more aggro and deal a progressive 3% increase in damage for each turn spent attacking the same target.
B-Ability:
+Hidden Programming – Activates a series of codes that bypass the systems singular processing unit allowing the user to string together commands for a short time. Grants the user a second Act Action for Four Turns upon Activation.
S-Ability:
+Grav-Con Wings – A series of fine gravity-manipulating sensors line the back and shoulders suit, ready to be activated in order to help the wearer defy gravity for as long as she may need. Starts off the battle grounded, offering a 10% Critical Hit Rate, but may activate to dispel this effect in exchange for Flight status. Toggle-able.
X-Ability:
+Ragnarok v.exINF – Activates the fullest battle prowess of the suit, first glowing with an iridescent light which appears to ward off major damage before unleashing this light in a single burst which scathes all it touches with searing power unlike any other. No Damage. Two Turn Use. First Turn: User becomes Immobilized and Disabled but takes 75% less damage from all sources. Second Turn: All targets within a Three Cell Radius of the user take 45% Max HP Damage and suffer from Blind. User receives a 20% stat reduction to all major stats for Five Turns following this ability. Range: Set. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Chase Lejeune
Age: 19
Gender: Male
Appearance:
Background Music I: Melodies linger in the background long after initially played. Extends the duration of all effects bestowed or afflicted by the user by 1 turn.
Level: 5
Exp: --/--
Weapon: Solemn Vow- Polished violin made of a silvery-white colored wood which seems to evoke feelings of assurance. (Range: 2 Layers of Surrounding Cells)
Armor: Dark Coat- Tailored to a very fine figure, this coat is mostly black and meant strictly for apparel.
Accessory: Translucent Sphere- Of origins unknown to all except the user, this glass orb is smoky and carries some sentimental significance.
A-Ability: Resonant Melodies
+Into Fire – Swiftly bursts into a heated song in which flames suddenly claw their way into life around the target. 80% Atk Damage. Chance of Burn. Range: 6 Cells. 8 MP. Fire Elemental.
+Fierce Storm – Plays a booming melody which evokes the need to remain strong in the face of adversity. No Damage. Increases Def by 20% for Four Turns. Range: Self + Adjacent Cells. 12 MP.
+Instance – Strikes upon one's instrument a song of great terror which causes ethereal blades to dance in the air ominously around the target, awaiting the moment to strike. 110% Atk Damage. Damage persists for Three Turns. Range: 4 Cells. 10 MP.
A-Ability: Item
R-Ability:
+Counter Melody – Whenever attacked, the user quickly plays a series of chords in counter-attack. Whenever attacked, the user may counter with a full chain of basic attacks so long as the attacker is within his basic attack range.
S-Ability:
+Natural Progression – Directly follows through a one melody by progressing into another. The user may link a second ability to the first so long as it is different from the first ability and he has the MP/other requirements to cast it.
D-Ability:
+Lingering Sentiment – A single chord evokes a strange surge of violet energy which spirals through the air in an enigmatic fashion before releasing a violent wave of energy which linger in the souls of those who heard the first chord. 100% Pierce Atk Damage. Chance of Bleeding. Chance of Mana Drain. Range: All Enemies. 0 MP.
Age: 19
Gender: Male
Appearance:
- Spoiler:
- Shrouded in an air of discomfort, yet astonishingly able to perform as he must for the current task at hand with ease, Chase is somewhat of an enigma. His roundish face carries a pained expression more often than not; this feature is amplified by his thin lips (the bottom of which usually gets caught between his teeth), frighteningly pale lily-white skin tone, his extremely delicate figure, and typical gothic apparel. He does, however, combat the perceptions of his outward appearance with two features: the first his eyes. Electric blue and hauntingly beautiful, his gaze is not easily forgotten, be it turned toward someone in contempt or compassion. His hands, the second of his opposite features, look just as delicate until one notices his palms and fingers. Calloused yet elegant, he never wastes a hand gesture––every movement poised due to years of playing the violin.
Background Music I: Melodies linger in the background long after initially played. Extends the duration of all effects bestowed or afflicted by the user by 1 turn.
Level: 5
Exp: --/--
Weapon: Solemn Vow- Polished violin made of a silvery-white colored wood which seems to evoke feelings of assurance. (Range: 2 Layers of Surrounding Cells)
Armor: Dark Coat- Tailored to a very fine figure, this coat is mostly black and meant strictly for apparel.
Accessory: Translucent Sphere- Of origins unknown to all except the user, this glass orb is smoky and carries some sentimental significance.
A-Ability: Resonant Melodies
+Into Fire – Swiftly bursts into a heated song in which flames suddenly claw their way into life around the target. 80% Atk Damage. Chance of Burn. Range: 6 Cells. 8 MP. Fire Elemental.
+Fierce Storm – Plays a booming melody which evokes the need to remain strong in the face of adversity. No Damage. Increases Def by 20% for Four Turns. Range: Self + Adjacent Cells. 12 MP.
+Instance – Strikes upon one's instrument a song of great terror which causes ethereal blades to dance in the air ominously around the target, awaiting the moment to strike. 110% Atk Damage. Damage persists for Three Turns. Range: 4 Cells. 10 MP.
A-Ability: Item
R-Ability:
+Counter Melody – Whenever attacked, the user quickly plays a series of chords in counter-attack. Whenever attacked, the user may counter with a full chain of basic attacks so long as the attacker is within his basic attack range.
S-Ability:
+Natural Progression – Directly follows through a one melody by progressing into another. The user may link a second ability to the first so long as it is different from the first ability and he has the MP/other requirements to cast it.
D-Ability:
+Lingering Sentiment – A single chord evokes a strange surge of violet energy which spirals through the air in an enigmatic fashion before releasing a violent wave of energy which linger in the souls of those who heard the first chord. 100% Pierce Atk Damage. Chance of Bleeding. Chance of Mana Drain. Range: All Enemies. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Lydia, High Priestess of Fern Vale
Age: 29
Gender: Female
Appearance:
Higher Power: Gathers blessings in an ethereal form around the user in order to unleash their true power should the need arise. Whenever the user casts certain support-based abilities upon herself she gains a charge of that ability. After obtaining a charge the user may use Higher Power to dispel the charge––immediately consuming the support of the ability––and unleash a different ability directly stemming from the initial one dispelled. No two charges may be the same without utilizing Devoted Embrace. The user may hold up to three charges, after which point the oldest charge is dispelled with no effect on the support. Allies do not receive charges, as such the user may not utilize Higher Power to dispel the effects of the same spells.
Level: 7
Exp: --/--
Weapon: Temple Lantern- Made of an ornate metal, this lantern provides light in the dark bowels of the temples. (Damage: Int) (Range: 3 Cells) (Light Source)
Armor: Celestial Robes- Worn as part of sacred rituals, these pristine robes do little to defend against attacks.
Accessory: Anklet- Simplistic anklet made of a rich bronze.
A-Ability: Blessings
+Aki's Fire – Calls upon the powers of determination to light a fire which burns passionately. No Damage. Boosts target's primary offensive stat by 20% for Three Turns. Bestows Aki's Fire Charge. Range: Self. ? MP. Fire Elemental.
---Higher Power: Truest Flame – Unleashes the fire in a brilliant stream of blazing energy which scathes and wraps itself around the target until they submit to the truest flame. 130% Int Damage. Range: 6 Cells. ? MP. Fire Elemental.
+Eris' Tears – Calls upon the powers of serenity to bring a gentle rainfall which soothes the soul. No Damage. Target recovers HP equal to 8% Max HP for Three Turns. Bestows Eris' Tears Charge. Range: Self. ? MP. Water Elemental.
---Higher Power: Flood of Wrath – Unleashes the rainfall into a violent torrent of water which collects above the target and then crashes down upon them all at once. 110% Int Damage. Chance of Stun. Range: 4 Cells. ? MP. Water Elemental.
+Riedli's Spirit – Calls upon the powers of liberty to bring about a gentle arc of wind. No Damage. Target receives an extra Command which can be used either as a Movement command or an Action command for Three Turns. Bestows Riedli's Spirit Charge. Range: Self. ? MP. Wind Elemental.
---Higher Power: Harrowing Gale – Unleashes the wind in a sudden twister which collides with the user's figure only to be expelled outward in a violent whorl. 125% Int Damage. Knocks targets Three Cells away. Range: Surrounding Cells. ? MP. Wind Elemental.
+Trys' Light – Calls upon the powers of truth to bring about a darkening storm in which true power remains hidden. No Damage. Target receives a 15% boost to Critical Hit Rate and a 10% boost to Critical Hit Damage for Three Turns. Bestows Trys' Light Charge. Range: Self. ? MP. Lightning Elemental.
---Higher Power: Hammer of the Gods – Unleashes the storm in a sudden violent burst, expelling bolts of unrelenting power in quick succession upon the target. 80% Int Damage. 6 Hits. Range: 3 Cells. ? MP. Lightning Elemental.
+Devoted Embrace – Calls upon all of the powers to bestow their guidance upon the user, fully opening herself to their judgement for a short time. No Damage. Enables the user to receive a duplicate of a charge already obtained for Five Turns. If this effect fades and the user has a duplicate charge, one of the charges is automatically dispelled via Higher Power on a target of the user's choosing; this effect will drain HP if she does not have the proper MP to cast the Higher Power version. Range: Self. ? MP.
A-Ability: Item
R-Ability:
+Beyond Faith – Extends the wills of one's deities to those and draws power from seeing those blessings change the fate of those around the user. Whenever a target that is not the user is bestowed with a beneficial effect as a result of the user's abilities, the user recovers 3% of her Max MP. Activates per target.
S-Ability:
+Devotion – Fully ready to accept the challenges of higher powers, the user walks with her mission forever engraved into her heart; never shall she falter in bring blessings to those around her. Extends the range of all abilities that bestow buffs on the user to include allies within a Surrounding Cell.
D-Ability:
+Highest Power: Absolution – Evokes the wrath of the highest of powers to unleash an endless storm of light energy in which nothing can survive being transported to the bowels of the abyss––where no blessings may find those trapped within its void. 100% Pierce Int Damage. Chance of Oblivion. Range: All Enemies. 0 MP. Light Elemental.
Age: 29
Gender: Female
Appearance:
- Spoiler:
Higher Power: Gathers blessings in an ethereal form around the user in order to unleash their true power should the need arise. Whenever the user casts certain support-based abilities upon herself she gains a charge of that ability. After obtaining a charge the user may use Higher Power to dispel the charge––immediately consuming the support of the ability––and unleash a different ability directly stemming from the initial one dispelled. No two charges may be the same without utilizing Devoted Embrace. The user may hold up to three charges, after which point the oldest charge is dispelled with no effect on the support. Allies do not receive charges, as such the user may not utilize Higher Power to dispel the effects of the same spells.
Level: 7
Exp: --/--
Weapon: Temple Lantern- Made of an ornate metal, this lantern provides light in the dark bowels of the temples. (Damage: Int) (Range: 3 Cells) (Light Source)
Armor: Celestial Robes- Worn as part of sacred rituals, these pristine robes do little to defend against attacks.
Accessory: Anklet- Simplistic anklet made of a rich bronze.
A-Ability: Blessings
+Aki's Fire – Calls upon the powers of determination to light a fire which burns passionately. No Damage. Boosts target's primary offensive stat by 20% for Three Turns. Bestows Aki's Fire Charge. Range: Self. ? MP. Fire Elemental.
---Higher Power: Truest Flame – Unleashes the fire in a brilliant stream of blazing energy which scathes and wraps itself around the target until they submit to the truest flame. 130% Int Damage. Range: 6 Cells. ? MP. Fire Elemental.
+Eris' Tears – Calls upon the powers of serenity to bring a gentle rainfall which soothes the soul. No Damage. Target recovers HP equal to 8% Max HP for Three Turns. Bestows Eris' Tears Charge. Range: Self. ? MP. Water Elemental.
---Higher Power: Flood of Wrath – Unleashes the rainfall into a violent torrent of water which collects above the target and then crashes down upon them all at once. 110% Int Damage. Chance of Stun. Range: 4 Cells. ? MP. Water Elemental.
+Riedli's Spirit – Calls upon the powers of liberty to bring about a gentle arc of wind. No Damage. Target receives an extra Command which can be used either as a Movement command or an Action command for Three Turns. Bestows Riedli's Spirit Charge. Range: Self. ? MP. Wind Elemental.
---Higher Power: Harrowing Gale – Unleashes the wind in a sudden twister which collides with the user's figure only to be expelled outward in a violent whorl. 125% Int Damage. Knocks targets Three Cells away. Range: Surrounding Cells. ? MP. Wind Elemental.
+Trys' Light – Calls upon the powers of truth to bring about a darkening storm in which true power remains hidden. No Damage. Target receives a 15% boost to Critical Hit Rate and a 10% boost to Critical Hit Damage for Three Turns. Bestows Trys' Light Charge. Range: Self. ? MP. Lightning Elemental.
---Higher Power: Hammer of the Gods – Unleashes the storm in a sudden violent burst, expelling bolts of unrelenting power in quick succession upon the target. 80% Int Damage. 6 Hits. Range: 3 Cells. ? MP. Lightning Elemental.
+Devoted Embrace – Calls upon all of the powers to bestow their guidance upon the user, fully opening herself to their judgement for a short time. No Damage. Enables the user to receive a duplicate of a charge already obtained for Five Turns. If this effect fades and the user has a duplicate charge, one of the charges is automatically dispelled via Higher Power on a target of the user's choosing; this effect will drain HP if she does not have the proper MP to cast the Higher Power version. Range: Self. ? MP.
A-Ability: Item
R-Ability:
+Beyond Faith – Extends the wills of one's deities to those and draws power from seeing those blessings change the fate of those around the user. Whenever a target that is not the user is bestowed with a beneficial effect as a result of the user's abilities, the user recovers 3% of her Max MP. Activates per target.
S-Ability:
+Devotion – Fully ready to accept the challenges of higher powers, the user walks with her mission forever engraved into her heart; never shall she falter in bring blessings to those around her. Extends the range of all abilities that bestow buffs on the user to include allies within a Surrounding Cell.
D-Ability:
+Highest Power: Absolution – Evokes the wrath of the highest of powers to unleash an endless storm of light energy in which nothing can survive being transported to the bowels of the abyss––where no blessings may find those trapped within its void. 100% Pierce Int Damage. Chance of Oblivion. Range: All Enemies. 0 MP. Light Elemental.
Re: Silver's Creative Compendium Revamped
Name: Aaron Strider
Age: 22
Gender: Male
Appearance:
Nimbus Step: Gathering the wind's aid, the user soars back through the air and lands with the utmost grace. After executing an act action, the user may utilize a free move action equivalent to half of the user's current move stat.
True Expression: Releases the body's energies in their truest form. The user's Atk-based abilities deal damage based upon the target's Spr stat.
Level: 10
Exp: --/--
Weapon: Harmonious Zephyr- Polished bangle made of silver with a single, vibrant wind mana gem embedded into its thin frame. (Wind Elemental) (Small Chance of Knockback)
Armor: Gentleman's Coat- Tailored for a nobleman, this coat carries not only the status of royalty, but also the measures taken to ensure such nobles are protected during any and every occasion.
Accessory: Insignia- Simple seal bearing the mark of a rose.
A-Ability: Evoked Persona
+Spotlight's Shine – In the darkness a lone figure: under a single light's shine the true performance may begin. Prepare oneself! Conjures a single beam of light mana which draws attention to the user. No Damage. Bestows Center of Attention on the User for Five Turns. Boosts Evasion by 25% for Five Turns, decreasing by 5% with each passing turn. Range: Self. ? MP. Light Elemental.
+Firefly Lull – Under the starry sky the fireflies dance and whirl with a mysterious glow. Embrace the calm for it shall not last. Evokes the power of a myriad of dim light mana spheres which revitalize the target prepares them for the worst which has yet to come. No Damage. Target recovers 5% Max HP for Four Turns. Increases target's Def and Spr by 10% for Four Turns. ? MP.
+Earth's Quake – As the earth quakes and rends the very ground from beneath our feet, so shall the fighter within continue to rage. Fury released for but a moment. Leaps into the air and lands with such poise that the earth cannot withstand the directness of the impact, evoking its true wrath as it tremors beneath the user. 120% Atk Damage. Draws increased aggression. User lands at targeted cell. Range: 4 Cells + Surrounding Cells. ? MP. Earth Elemental.
+Torrential Flood – The rivers race toward their unknown destination, water speeding through and carving the earth with enthused eagerness. Endless determination. Gathering an intense aura of water mana, the user kicks off the ground and surges toward the target at breakneck speeds before releasing the water mana in geyser from beneath the target's feet. 110% Atk Damage. 3 Hits. User lands adjacent to target. User may link a basic attack for ?% increase in MP Cost. Range: 6 Cells. ? MP. Water Elemental.
+Embracement Shade – At one's lowest they stand no chance to defend themselves. Shall the shadows wrap their protective tendrils around the weak and keep them from harm's cruel ways. Brings forth tendrils of darkness mana which wrap themselves into a protective veil around the target, shielding them from harm. No Damage. Bestows Invisibility for Three Turns. If the target breaks the Invisibility early, the benefit from 10% Damage Reduction for the remaining duration. Range: 4 Cells. ? MP. Darkness Elemental.
+Soothing Touch – In times of strife all one needs is a shoulder to lean on. Allow me to bear your burdens, if only for a little while. With the gentlest hands, eases the tension from the target and removes their worries for a short time. 125% Atk Healing. Removes 1 Negative Status Ailment. If there is no Ailment to remove, the target's initial healing is increased to 140% Atk Healing. Range: Adjacent Cell. ? MP.
+Heart of Fire – The fire within burns stronger than any desire to quash it. Let the flames of desire consume everything in their grand, eternal fire. Sends a valiant burst of fire mana right through the target's chest, inspiring them to take a stand and fight for what they believe in. No Damage. Increases primary offensive stat by 20% for Three Turns. Reduces damage taken by 15% for Three Turns. Range: 4 Cells. ? MP. Fire Elemental.
+Zephyr Grasp – As the winds rip their way across the earth so shall he who embraces their caress. Freedom at last! Calls upon a flowing array of wind mana which wraps itself loosely around the user and those nearby. No Damage. Bestows Haste. Range: Self + Adjacent Cells. ? MP. Wind Elemental.
+Victory Flair – The end of battle draws ever nearer, with each breath and action we draw closer to the blaze of glory. Victory is at hand. Expresses one's true belief in victory, alighting oneself with a holy aura which scathes all who touch the user as he expands upon that expression with infinite determination. No Damage. Increases the number of Basic Attacks by 2 for Two Turns. Increases all stats by 25% for Two Turns. Increases Movement by 2 Cells for Two Turns. Increases Evasion by 15% for Two Turns. If the battle fails to complete on or before the turn after the end of this ability's duration, the user receives a 40% reduction to all stats (including HP and MP) and has his Movement reduced by half for the duration of the battle. Range: Self. ? MP.
A-Ability: Aerial Display
+Acrobatics – Soars through the air with the utmost expertise to get the blood flowing. No Damage. Allows movement to a cell up to [User's Move] + 4 cells away. Increases the user's Evasion by 15% for Three Turns. Counts as a Move Action. Range: Set. ? MP.
+Gale Blades – Evokes the user's connection with the winds to conjure forth blades of wind energy which lash out whenever the user expertly weaves out of an attack. No Damage. The user counters for 80% Piercing Atk Wind Damage upon successful evasion of an attack from a range of 3 cells or less for Three Turns. Range: Self. ? MP. Wind Elemental.
R-Ability:
+Relief of Release – Expression of any kind brings about release of the pent up and unwanted emotions and thoughts. Upon taking a Move Action, the user recovers HP and MP equivalent to 2% Max multiplied by the number of cells moved through.
S-Ability:
+Fluidity – Bearing bountiful dexterity, the one who claims this profession glissades across the battlefield with the utmost ease. Increases Movement by Two Cells and increases Evasion by 5% passively.
D-Ability:
+Grand Display – Unleashes the fullest extent of one's prowess, soaring through the air with the grace known only to the gods before releasing all of one's energy in a finite stream of attacks which end with the target locked in a state of shock. 200% Pierce Atk Damage. High Chance of Stasis. Range: 8 Cells. 0 MP.
Age: 22
Gender: Male
Appearance:
- Spoiler:
- Reference
Standing tall at 5'11" with a curious air of authority despite his quiet demeanor, Aaron bears the look of a gentleman at all times. Perfectly coiffed black hair seems to stand back on its own, perfectly contrasted by his bright, golden eyes. A beauty mark rests just under his right eye. His skin is a fair white––note exceedingly light tan––and his hands have the slightest feminine look to them. He wears a bangle on his left arm (although he writes and leads with his right) and typically clothes himself in dark greens and muted blues. He also wears easily moved in shoes that almost look like slippers.
Nimbus Step: Gathering the wind's aid, the user soars back through the air and lands with the utmost grace. After executing an act action, the user may utilize a free move action equivalent to half of the user's current move stat.
True Expression: Releases the body's energies in their truest form. The user's Atk-based abilities deal damage based upon the target's Spr stat.
- Spoiler:
- Expressionist- Gathering the true resonances of energy within oneself, the one who claims this profession move forward to project that energy through the full range of motion within the human body. (True Expression) (Equip: Bangles)
Level: 10
Exp: --/--
Weapon: Harmonious Zephyr- Polished bangle made of silver with a single, vibrant wind mana gem embedded into its thin frame. (Wind Elemental) (Small Chance of Knockback)
Armor: Gentleman's Coat- Tailored for a nobleman, this coat carries not only the status of royalty, but also the measures taken to ensure such nobles are protected during any and every occasion.
Accessory: Insignia- Simple seal bearing the mark of a rose.
A-Ability: Evoked Persona
+Spotlight's Shine – In the darkness a lone figure: under a single light's shine the true performance may begin. Prepare oneself! Conjures a single beam of light mana which draws attention to the user. No Damage. Bestows Center of Attention on the User for Five Turns. Boosts Evasion by 25% for Five Turns, decreasing by 5% with each passing turn. Range: Self. ? MP. Light Elemental.
+Firefly Lull – Under the starry sky the fireflies dance and whirl with a mysterious glow. Embrace the calm for it shall not last. Evokes the power of a myriad of dim light mana spheres which revitalize the target prepares them for the worst which has yet to come. No Damage. Target recovers 5% Max HP for Four Turns. Increases target's Def and Spr by 10% for Four Turns. ? MP.
+Earth's Quake – As the earth quakes and rends the very ground from beneath our feet, so shall the fighter within continue to rage. Fury released for but a moment. Leaps into the air and lands with such poise that the earth cannot withstand the directness of the impact, evoking its true wrath as it tremors beneath the user. 120% Atk Damage. Draws increased aggression. User lands at targeted cell. Range: 4 Cells + Surrounding Cells. ? MP. Earth Elemental.
+Torrential Flood – The rivers race toward their unknown destination, water speeding through and carving the earth with enthused eagerness. Endless determination. Gathering an intense aura of water mana, the user kicks off the ground and surges toward the target at breakneck speeds before releasing the water mana in geyser from beneath the target's feet. 110% Atk Damage. 3 Hits. User lands adjacent to target. User may link a basic attack for ?% increase in MP Cost. Range: 6 Cells. ? MP. Water Elemental.
+Embracement Shade – At one's lowest they stand no chance to defend themselves. Shall the shadows wrap their protective tendrils around the weak and keep them from harm's cruel ways. Brings forth tendrils of darkness mana which wrap themselves into a protective veil around the target, shielding them from harm. No Damage. Bestows Invisibility for Three Turns. If the target breaks the Invisibility early, the benefit from 10% Damage Reduction for the remaining duration. Range: 4 Cells. ? MP. Darkness Elemental.
+Soothing Touch – In times of strife all one needs is a shoulder to lean on. Allow me to bear your burdens, if only for a little while. With the gentlest hands, eases the tension from the target and removes their worries for a short time. 125% Atk Healing. Removes 1 Negative Status Ailment. If there is no Ailment to remove, the target's initial healing is increased to 140% Atk Healing. Range: Adjacent Cell. ? MP.
+Heart of Fire – The fire within burns stronger than any desire to quash it. Let the flames of desire consume everything in their grand, eternal fire. Sends a valiant burst of fire mana right through the target's chest, inspiring them to take a stand and fight for what they believe in. No Damage. Increases primary offensive stat by 20% for Three Turns. Reduces damage taken by 15% for Three Turns. Range: 4 Cells. ? MP. Fire Elemental.
+Zephyr Grasp – As the winds rip their way across the earth so shall he who embraces their caress. Freedom at last! Calls upon a flowing array of wind mana which wraps itself loosely around the user and those nearby. No Damage. Bestows Haste. Range: Self + Adjacent Cells. ? MP. Wind Elemental.
+Victory Flair – The end of battle draws ever nearer, with each breath and action we draw closer to the blaze of glory. Victory is at hand. Expresses one's true belief in victory, alighting oneself with a holy aura which scathes all who touch the user as he expands upon that expression with infinite determination. No Damage. Increases the number of Basic Attacks by 2 for Two Turns. Increases all stats by 25% for Two Turns. Increases Movement by 2 Cells for Two Turns. Increases Evasion by 15% for Two Turns. If the battle fails to complete on or before the turn after the end of this ability's duration, the user receives a 40% reduction to all stats (including HP and MP) and has his Movement reduced by half for the duration of the battle. Range: Self. ? MP.
A-Ability: Aerial Display
+Acrobatics – Soars through the air with the utmost expertise to get the blood flowing. No Damage. Allows movement to a cell up to [User's Move] + 4 cells away. Increases the user's Evasion by 15% for Three Turns. Counts as a Move Action. Range: Set. ? MP.
+Gale Blades – Evokes the user's connection with the winds to conjure forth blades of wind energy which lash out whenever the user expertly weaves out of an attack. No Damage. The user counters for 80% Piercing Atk Wind Damage upon successful evasion of an attack from a range of 3 cells or less for Three Turns. Range: Self. ? MP. Wind Elemental.
R-Ability:
+Relief of Release – Expression of any kind brings about release of the pent up and unwanted emotions and thoughts. Upon taking a Move Action, the user recovers HP and MP equivalent to 2% Max multiplied by the number of cells moved through.
S-Ability:
+Fluidity – Bearing bountiful dexterity, the one who claims this profession glissades across the battlefield with the utmost ease. Increases Movement by Two Cells and increases Evasion by 5% passively.
D-Ability:
+Grand Display – Unleashes the fullest extent of one's prowess, soaring through the air with the grace known only to the gods before releasing all of one's energy in a finite stream of attacks which end with the target locked in a state of shock. 200% Pierce Atk Damage. High Chance of Stasis. Range: 8 Cells. 0 MP.
Last edited by Silver on Fri Dec 05, 2014 1:31 pm; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Elise Kespiane
Age: 22
Gender: Female
Appearance:
Adaptability: Shifts molecules into a better structure to suit the needs of the user. Boosts Physical Damage Output by 15% until the user falls into Critical HP levels, upon which the buff is removed and replaced with 10% Damage Reduction for the remainder of the battle.
Level: 1
Limiter: 0/50
Weapon: Transmutation- One's natural ability to shift one's molecular structure is the only weapon one needs.
Armor: Combat Garb- Tailored specifically for use in combat, this garb provides the bare necessities.
Accessory: Hair Clip- Keeps one's hair in place.
A-Ability: Transmogrified Assault
+Stonesour – Restructures the molecules in one's forearm and fist into pure earth before delivering a powerful punch which can leave the target seeing stars. 125% Atk Damage. Chance of Confusion. Small Chance of Stun. Range: Adjacent Cell. ? LP. Earth Elemental.
R-Ability:
+Conversion – Utilizes an advancement of one's powers to convert pain signals into adrenaline which serves to empower the user. Each time the user takes damage as a result of a physical attack, the user receives a 5% increase to both offensive and defensive stats. Stacks 20 times.
S-Ability:
+Thickened Skin – Naturally reorganizes and transmutates the cells lining the edge of one's body into a more durable form. Reduces all damage taken by 10% passively.
D-Ability:
+Omnipresent Burst – Utilizes all available energy to briefly shatter one's molecular structure, expelling it and all energy in a fiery explosion which jets outward before taking the time to recollect and reform the severely weakened body. 350% Pierce Atk Damage. The user has LP reduced to 0 and is removed from the battlefield for Three Turns. Upon reformation, the user has all stats (including HP and LP) reduced by 25% for the duration of the battle. Range: 3 Cell Radius. Set LP. Fire Elemental.
Age: 22
Gender: Female
Appearance:
- Spoiler:
Adaptability: Shifts molecules into a better structure to suit the needs of the user. Boosts Physical Damage Output by 15% until the user falls into Critical HP levels, upon which the buff is removed and replaced with 10% Damage Reduction for the remainder of the battle.
Level: 1
Limiter: 0/50
Weapon: Transmutation- One's natural ability to shift one's molecular structure is the only weapon one needs.
Armor: Combat Garb- Tailored specifically for use in combat, this garb provides the bare necessities.
Accessory: Hair Clip- Keeps one's hair in place.
A-Ability: Transmogrified Assault
+Stonesour – Restructures the molecules in one's forearm and fist into pure earth before delivering a powerful punch which can leave the target seeing stars. 125% Atk Damage. Chance of Confusion. Small Chance of Stun. Range: Adjacent Cell. ? LP. Earth Elemental.
R-Ability:
S-Ability:
+Thickened Skin – Naturally reorganizes and transmutates the cells lining the edge of one's body into a more durable form. Reduces all damage taken by 10% passively.
D-Ability:
+Omnipresent Burst – Utilizes all available energy to briefly shatter one's molecular structure, expelling it and all energy in a fiery explosion which jets outward before taking the time to recollect and reform the severely weakened body. 350% Pierce Atk Damage. The user has LP reduced to 0 and is removed from the battlefield for Three Turns. Upon reformation, the user has all stats (including HP and LP) reduced by 25% for the duration of the battle. Range: 3 Cell Radius. Set LP. Fire Elemental.
Re: Silver's Creative Compendium Revamped
Name: Eilonwy, First Apprentice of the King's Council and Personal Ward of King Abner
Age: 13
Gender: Female
Appearance:
Level: 5
Exp: --/--
Weapon: Basic Spellcraft, Volume I- Written primarily for apprentice scholars, this is the first in a series of books about spells and their workings.
Armor: Shield Rune Lv 1- Very basic rune that conjures a thin, easily shattered barrier around the caster at all times.
Accessory: King's Gift- A very small metal band with a modest, indiscernible gemstone featured as a highlight.
A-Ability: Evoked Incantation
+Ether Burst – "The ancients speak of a mystifying energy which scathes the likes of mortals. Feel it now! Ether Burst!" Opens a small portal directly in front of the user which launches a vicious burst of ethereal energy at the target. 125% Int Damage. Chance of Critical Hit. Range: 2 Cells; Linear. 8 MP.
+Burning Jolt – "Fires, burn past your brilliant embers; ascend to true power and release yourself! Fly fast and true! Burning Jolt!" Conjures a burning aura of flame around the user before forcing it into the sky to be released as a vicious bolt of lightning upon the target. 80% Int Damage. Chance of Disable. Range: 6 Cells. 10 MP. Lightning Elemental.
+Guiding Light – "In the distance a brilliant glimmer guides the way to salvation. Follow it and find retribution! Guiding Light!" Manifests a radiant shimmer in the distance which sheds perfect light down upon the target in order to guide attacks to the their location. No Damage. Target becomes afflicted with Guiding Light for Three Turns. Guiding Light: Target cannot evade attacks made by the user. Range: Single Enemy. 12 MP. Light Elemental.
A-Ability: Item
R-Ability:
+Practice Makes Perfect – As one slings spells, one eventually learns the secrets and subtle tricks that make casting magic easier. Every time the user successfully lands a spell on the target, her MP usage is reduced by 1% for the duration of battle. Stacks 30 times.
S-Ability:
+Excess Reserves – Blessed with a mana pool far surpassing normal, one's reserves seem nearly infinite. The user's MP is doubled.
D-Ability:
+Starlit Absolution – "Under the light of the stars, the hearts of worlds simply distant cry out in agony as their brethren are lost to the darkness! Feel their pain tenfold, for you are responsible for their anguish! Starlit Absolution!" Sends out a massive array of energy into the open air, calling out to all the stars and worlds in the distant reaches of the universe to unleash their anguish in this time of cruelty upon the battlefield. 100% Pierce Int Damage. High Chance of Pain. Chance of Oblivion. Range: All Enemies. 0 MP. Light Elemental.
Age: 13
Gender: Female
Appearance:
- Spoiler:
- Delicately slender and fair-skinned, Eilonwy stands at 5'4", bearing a strangely mature eloquence for her young age. Her lips are thin but decorated with a very pale pinkish gloss, and her cheeks are still rounder with youth. A light dash of blush keeps them looking rosy. Her eyes, which always maintain a sense of bright wonder contrasted by a serious nature (out of necessity), are the color of milk chocolate and teeter between trapped and free from a pair of spectacles which seem to big for her. Reddish-brown hair would pour from her head to just below her shoulders if it were not confined with a simple ribbon, a few loose strands falling out of her semi-sloppy bun. She wears an ivory colored dress with a tan bodice and black shoes, although most of this is hidden by her cloak which is a deep purple color.
Level: 5
Exp: --/--
Weapon: Basic Spellcraft, Volume I- Written primarily for apprentice scholars, this is the first in a series of books about spells and their workings.
Armor: Shield Rune Lv 1- Very basic rune that conjures a thin, easily shattered barrier around the caster at all times.
Accessory: King's Gift- A very small metal band with a modest, indiscernible gemstone featured as a highlight.
A-Ability: Evoked Incantation
+Ether Burst – "The ancients speak of a mystifying energy which scathes the likes of mortals. Feel it now! Ether Burst!" Opens a small portal directly in front of the user which launches a vicious burst of ethereal energy at the target. 125% Int Damage. Chance of Critical Hit. Range: 2 Cells; Linear. 8 MP.
+Burning Jolt – "Fires, burn past your brilliant embers; ascend to true power and release yourself! Fly fast and true! Burning Jolt!" Conjures a burning aura of flame around the user before forcing it into the sky to be released as a vicious bolt of lightning upon the target. 80% Int Damage. Chance of Disable. Range: 6 Cells. 10 MP. Lightning Elemental.
+Guiding Light – "In the distance a brilliant glimmer guides the way to salvation. Follow it and find retribution! Guiding Light!" Manifests a radiant shimmer in the distance which sheds perfect light down upon the target in order to guide attacks to the their location. No Damage. Target becomes afflicted with Guiding Light for Three Turns. Guiding Light: Target cannot evade attacks made by the user. Range: Single Enemy. 12 MP. Light Elemental.
A-Ability: Item
R-Ability:
+Practice Makes Perfect – As one slings spells, one eventually learns the secrets and subtle tricks that make casting magic easier. Every time the user successfully lands a spell on the target, her MP usage is reduced by 1% for the duration of battle. Stacks 30 times.
S-Ability:
+Excess Reserves – Blessed with a mana pool far surpassing normal, one's reserves seem nearly infinite. The user's MP is doubled.
D-Ability:
+Starlit Absolution – "Under the light of the stars, the hearts of worlds simply distant cry out in agony as their brethren are lost to the darkness! Feel their pain tenfold, for you are responsible for their anguish! Starlit Absolution!" Sends out a massive array of energy into the open air, calling out to all the stars and worlds in the distant reaches of the universe to unleash their anguish in this time of cruelty upon the battlefield. 100% Pierce Int Damage. High Chance of Pain. Chance of Oblivion. Range: All Enemies. 0 MP. Light Elemental.
Re: Silver's Creative Compendium Revamped
Name: Silver
Age: 18
Gender: Male
Appearance:
Dreamweaver: Spins fantastical tales of wonder, daring, and beauty with simple movements, enveloping one's self right in the middle of the story. Increases the user's evasion by 10% passively.
Level: ?
Exp: --/--
Weapon: Heart's Desire- Elegant albeit plainly simple baton made from a fine pink wood that seems to tug at the heartstrings of those who look upon it. (Damage: Int) (Range: 4 Cells)
Armor: Comfortable Coat- While it may be a size too big, this coat is comfortable and somewhat fashionable.
Accessory: Ancient Tradition- A single mask formed from the fusion of two––one white with a jovial smile, the other black with a crestfallen frown.
A-Ability: Commencement of Wonder
+Overture* – A single, circular wave of the baton unleashes a flourish of multi-colored lights which dance about hypnotically to an ethereal tune. No Damage. Increases the user's Int and Evasion by 2% for the duration of the battle. Stacks up to 10 times. Upon reaching the final stack, the user benefits from a 5% MP Regen for the duration of the battle. Range: Self. ? MP.
+Curtain: Rise – A swish of the baton upwards into the air unleashes an invisible grip which firmly lifts the target from the ground. No Damage. High Chance of Immobilize. Successfully immobilized targets cannot attack from/be attacked from a melee range for the duration of the status. Range: 4 Cells. ? MP.
*Truest Energy: Overture – All at once the tune ceases to exist and the lights form a fearsome arc of energy which flies at the target. 120% Int Damage. Range: Set. Light Elemental.
+Spotlight – A flick of the baton causes a burst of light to surge into existence, scathing the target with its radiance. 110% Int Damage. Sure Hit. Range: 6 Cells. ? MP. Light Elemental.
*Truest Energy: Overture – The tune swells and the lights converge upon the target, forming a mysterious ring of burning energy around the target. No Damage. Target takes 3% Max MP Damage. Damage persists for Three Turns. Range: Set. Light Elemental.
+Dialogue – "Utter the first words and rejoice!" A single command brings forth the voice of a suave and enigmatic unseen stranger who lures the target into a state of comfort. No Damage. High Chance of Disable. Successfully disabled targets cannot move away from enemy units. Range: 4 Cells. ? MP.
*Truest Energy: Overture – The tune lowers to a faint hum, delicately following the gentle cadence of the mysterious voice and tranquilizing the target further. No Damage. Target's Def and Spr are reduced by 10% for Three Turns. Range: Set.
+Curtain: Fall – A swish of the baton downwards toward the ground causes an invisible force to press heavily down upon the target, making it much harder for them to act against the user. No Damage. High Chance of Slow. Successfully slowed targets have their Move reduced by 1 for the duration of the status. Range: 4 Cells. ? MP.
*Truest Energy: Overture – The music hits a dramatic cue and the lights flicker violently before seizing the target in a strange dome of energy. No Damage. Reduces the range of target's attack and abilities by 1 cell for Three Turns. Target's range cannot be reduced below Adjacent Cell. Range: Set.
+Monologue – "Speak your mind––spill your soul for the world to see!" A single command unleashes the feelings bubbling behind the mask of one's face, empowering the target to seek release. No Damage. Increases Critical Hit Ratio by 25% for Three Turns. Increases Critical Hit Damage by 20% for Three Turns. Range: 4 Cells. ? MP.
*Truest Energy: Overture – The tune eases out and shift to one of the target's own personal theme, the lights dancing now around the target to inspire them further. No Damage. Target recovers 5% Max HP and MP for Four Turns. Range: Set.
+Blackout – A sharp slash of the baton followed by a stab causes a vicious burst of darkness to shoot from the tip of the baton and batter the target fiercely. 140% Int Damage. Chance of Blind. Range: 3 Cells; Linear. ? MP. Darkness Elemental.
*Truest Energy: Overture – The tune cuts and the lights burst into nothingness, the eerie darkness settling around the target and sucking their life from them. No Damage. Half of the Damage taken by the Target as a result of Blackout is absorbed by the user. Range: Set.
A-Ability: Item
R-Ability:
+Prosperous Flow – Draws in the power from a harmonious flow and utilizes it to further one's ambitions. Whenever Truest Energy activates, the MP Cost of the specific skill utilized is reduced by 75% for three turns. Does not refresh.
S-Ability:
+Truest Energy – Unleashes the truest resonances of one's abilities when used in proper conjunction. Certain abilities (marked with *) provide extra effects for other abilities if used directly before (either turn or chain wise) other abilities for no extra MP Cost.
D-Ability:
+Soliloquy – "At the moment in which I stand alone, all shall see the brilliance of my actors––their sacrifices and vulnerabilities laid out before my foes in the greatest expanse like star shimmering in the night sky. And then there shall be no more pain: no more heartache or sorrows, only revenge for the fallen." Unleashes with a masterful wave of the baton a sharp surge of energy which wraps around the fallen allies of the user and unleashes their inner strength long passed into a fierce array of scathing energies which rain down upon the opposition. 100% Pierce Int Damage. Damage is increased by 10% for each fallen ally. If the user is the only member of the ally party in a state of consciousness, this attack deals an additional 150% Piercing Int Damage. Range: All Enemies. 0 MP.
Age: 18
Gender: Male
Appearance:
- Spoiler:
Dreamweaver: Spins fantastical tales of wonder, daring, and beauty with simple movements, enveloping one's self right in the middle of the story. Increases the user's evasion by 10% passively.
Level: ?
Exp: --/--
Weapon: Heart's Desire- Elegant albeit plainly simple baton made from a fine pink wood that seems to tug at the heartstrings of those who look upon it. (Damage: Int) (Range: 4 Cells)
Armor: Comfortable Coat- While it may be a size too big, this coat is comfortable and somewhat fashionable.
Accessory: Ancient Tradition- A single mask formed from the fusion of two––one white with a jovial smile, the other black with a crestfallen frown.
A-Ability: Commencement of Wonder
+Overture* – A single, circular wave of the baton unleashes a flourish of multi-colored lights which dance about hypnotically to an ethereal tune. No Damage. Increases the user's Int and Evasion by 2% for the duration of the battle. Stacks up to 10 times. Upon reaching the final stack, the user benefits from a 5% MP Regen for the duration of the battle. Range: Self. ? MP.
+Curtain: Rise – A swish of the baton upwards into the air unleashes an invisible grip which firmly lifts the target from the ground. No Damage. High Chance of Immobilize. Successfully immobilized targets cannot attack from/be attacked from a melee range for the duration of the status. Range: 4 Cells. ? MP.
*Truest Energy: Overture – All at once the tune ceases to exist and the lights form a fearsome arc of energy which flies at the target. 120% Int Damage. Range: Set. Light Elemental.
+Spotlight – A flick of the baton causes a burst of light to surge into existence, scathing the target with its radiance. 110% Int Damage. Sure Hit. Range: 6 Cells. ? MP. Light Elemental.
*Truest Energy: Overture – The tune swells and the lights converge upon the target, forming a mysterious ring of burning energy around the target. No Damage. Target takes 3% Max MP Damage. Damage persists for Three Turns. Range: Set. Light Elemental.
+Dialogue – "Utter the first words and rejoice!" A single command brings forth the voice of a suave and enigmatic unseen stranger who lures the target into a state of comfort. No Damage. High Chance of Disable. Successfully disabled targets cannot move away from enemy units. Range: 4 Cells. ? MP.
*Truest Energy: Overture – The tune lowers to a faint hum, delicately following the gentle cadence of the mysterious voice and tranquilizing the target further. No Damage. Target's Def and Spr are reduced by 10% for Three Turns. Range: Set.
+Curtain: Fall – A swish of the baton downwards toward the ground causes an invisible force to press heavily down upon the target, making it much harder for them to act against the user. No Damage. High Chance of Slow. Successfully slowed targets have their Move reduced by 1 for the duration of the status. Range: 4 Cells. ? MP.
*Truest Energy: Overture – The music hits a dramatic cue and the lights flicker violently before seizing the target in a strange dome of energy. No Damage. Reduces the range of target's attack and abilities by 1 cell for Three Turns. Target's range cannot be reduced below Adjacent Cell. Range: Set.
+Monologue – "Speak your mind––spill your soul for the world to see!" A single command unleashes the feelings bubbling behind the mask of one's face, empowering the target to seek release. No Damage. Increases Critical Hit Ratio by 25% for Three Turns. Increases Critical Hit Damage by 20% for Three Turns. Range: 4 Cells. ? MP.
*Truest Energy: Overture – The tune eases out and shift to one of the target's own personal theme, the lights dancing now around the target to inspire them further. No Damage. Target recovers 5% Max HP and MP for Four Turns. Range: Set.
+Blackout – A sharp slash of the baton followed by a stab causes a vicious burst of darkness to shoot from the tip of the baton and batter the target fiercely. 140% Int Damage. Chance of Blind. Range: 3 Cells; Linear. ? MP. Darkness Elemental.
*Truest Energy: Overture – The tune cuts and the lights burst into nothingness, the eerie darkness settling around the target and sucking their life from them. No Damage. Half of the Damage taken by the Target as a result of Blackout is absorbed by the user. Range: Set.
A-Ability: Item
R-Ability:
+Prosperous Flow – Draws in the power from a harmonious flow and utilizes it to further one's ambitions. Whenever Truest Energy activates, the MP Cost of the specific skill utilized is reduced by 75% for three turns. Does not refresh.
S-Ability:
+Truest Energy – Unleashes the truest resonances of one's abilities when used in proper conjunction. Certain abilities (marked with *) provide extra effects for other abilities if used directly before (either turn or chain wise) other abilities for no extra MP Cost.
D-Ability:
+Soliloquy – "At the moment in which I stand alone, all shall see the brilliance of my actors––their sacrifices and vulnerabilities laid out before my foes in the greatest expanse like star shimmering in the night sky. And then there shall be no more pain: no more heartache or sorrows, only revenge for the fallen." Unleashes with a masterful wave of the baton a sharp surge of energy which wraps around the fallen allies of the user and unleashes their inner strength long passed into a fierce array of scathing energies which rain down upon the opposition. 100% Pierce Int Damage. Damage is increased by 10% for each fallen ally. If the user is the only member of the ally party in a state of consciousness, this attack deals an additional 150% Piercing Int Damage. Range: All Enemies. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Alessia the Azure Star
Faction: The Holy Might
Age: 28
Gender: Female
Appearance:
Magic Circle I: Evokes the power of mystical symbols to enhance one's weaponry. Allows the user to equip Magic Circles to her weaponry in order to give them new effects.
Shieldbearer: Wields a shield in the free hand. Allows the user to equip a shield if the user has a one-handed weapon equipped.
Level: 5
Exp: 31/48
Weapon: Dreamchaser – Lightweight steel blade with a keen edge and filled with the power of ambition. (Passive: Overachiever - If the wielder attacks a target that is felled in the same turn, the incapacitation is counted as an Overkill regardless of damage dealt)
---Magic Circle: Blade Beam – Mystic rune depicting a sword with a burst of aura extending from it. (Passive: Enables the user to use an alternative basic attack for 100% Int Damage with the range of a 3 Cell Line)
---Magic Circle: *LOCKED*
Shield: Steel Hazard – Medium-sized metal shield with jagged spikes of steel sticking out of it. (5% Block Chance) (Deals 10% Piercing DEF damage to melee attackers)
Armor: Knight's Mail – Standard issue plate mail given to all newcomer knights.
---Magic Circle: *LOCKED*
---Magic Circle: *LOCKED*
Accessory: Magic 8 Ball – Ordinary pool ball in appearance, it actually possesses an enchantment to bolster luck and guide the holder through ordeals. (+10% CHR)
A-Ability: Mystical Knighthood
+Reversal – Delivers a quick slash before ducking expertly around the enemy to land another, heavier, strike from behind. 90% Atk Damage. 120% Atk Damage. User lands behind target. Range: Adjacent Cell. 8 MP.
+Empower – "Seal of power: Open!" Evokes the power of a magic symbol to bolster the will to fight within the target. No Damage. Increases target's primary offensive stat by 30% for Three Turns. Range: 3 Cells. 10 MP.
+Healing – "Forget the scars of war and let go of your pain! Healing!" Concentrates one's energy into a passive shroud which seeks to knit together the wounds of the harmed. 120% Int HP Recovery. Range: 3 Cells. 8 MP.
A-Ability: Assault of the Magi *LOCKED*
A-Ability: Power of Mana *LOCKED*
A-Ability: The Ancient Queen's Gambit *LOCKED*
R-Ability:
+Indomitable Aura – Overpowers foes that draw too near with one's sheer presence, forcing them to draw away. Whenever a foe is positioned in an adjacent cell of the user, their Def and Spr are lowered by 10% until they move out of an adjacent cell. Foes that continue to stay in an adjacent cell of the user following the activation of this ability have their Damage Input increased by 2% for every turn they remain in an adjacent cell. The secondary effect stacks 25 times and lasts for the duration of the battle. The secondary effect can be dispelled, but the primary effect cannot.
S-Ability:
+Magic of Might I – Draws upon magical power from the sheer force within one's body. Increases Int by 20% of the user's Atk stat.
D-Ability:
+Return from Grace – Utilizes every shred of mana within one's self to surge high into the air on the form of an earthen dragon which soars upwards until it hits the brink of the heavens themselves. Once there, the user directs the myriad of heavenly manas to overwhelm the dragon, sending its form crashing from the highest heights of the heavens down to the earth below from whence it came. 150% Pierce Int Damage. User chooses the Elemental. User's MP is reduced to 0. Cannot be used if the user's MP is already at 0. Range: All Enemies. 0 MP. Fire/Light/Earth Elemental.
Stats:
HP: 30
MP: 35
DD: 10/10
Atk: 6 (+3 from Dreamchaser)
Def: 4 (+1 from Knight Mail) (+3 from Steel Hazard)
Int: 4 (+0 from Dreamchaser) (+1 from Magic Circle: Blade Beam) (+1 from Magic of Might)
Spr: 3 (+0 from Knight Mail) (+0 from Steel Hazard) (+3 from Magic 8 Ball) (+2 from Dreamchaser)
Evade: 5%
Move: 2 Cells (+1 from Magic Knight Profession)
Skill Points: 0
Faction: The Holy Might
Age: 28
Gender: Female
Appearance:
- Spoiler:
- Harsh dark blue-green eyes and a strong, albeit feminine, jaw are the first features anyone focuses on upon seeing the Azure Star in the flesh. If these features alone did not radiate authority, her impressively athletic build, 6'2" height, steady voice, and natural intimidating presence dominates any space she enters. Clad in grayish-blue plate armor from torso to toe, Alessia moves with the utmost grace––almost like a dancer as she approaches the battlefield. Were her hair allowed to fall loosely, it too would move in the same fluid manner; instead, however, her shoulder-length dark brown hair is often tied into an intricate bun.
Magic Circle I: Evokes the power of mystical symbols to enhance one's weaponry. Allows the user to equip Magic Circles to her weaponry in order to give them new effects.
Shieldbearer: Wields a shield in the free hand. Allows the user to equip a shield if the user has a one-handed weapon equipped.
- Spoiler:
- Knight of the Magi – Having claimed the trust of the Magic Council and been deemed worthy by the ancestral rites, the one who claims this profession takes up her blade in the name of the Magi to defend the pure sources of mana in the world. (Magic Circle II) (Shieldbearer) (Equip: Swords, Greatswords, Hammers, Axes)
Magic Circle II: Evokes the power of mystical symbols to enhance one's equipment. Allows the user to equip Magic Circles to her equipment in order to give them new effects.
Shieldbearer: Wields a shield in the free hand. Allows the user to equip a shield if the user has a one-handed weapon equipped.
- - - - -
Mystic Knight – Drawing in the resonances of natural mana and attuning them to her own body, the one who claims this profession takes up her blade with intent to fully defend the natural sources of mana by giving herself fully to them. Shall they use her body as a vessel through which the wicked shall fall and the cycle continue to flow. (Magic Circle III) (Shieldbearer+) (Equip: Swords, Greatswords, Hammers, Axes)
Magic Circle III: Fully evokes the power of mystical symbols to perfectly enhance one's weaponry while still evoking some power to enhance one's armor. Allows the user to equip two Magic Circles to her weaponry and one Magic Circle to her armor to give them new effects.
Shieldbearer+: Wields a shield in the free hand with noticeable mastery. Allows the user to equip a shield if the user has a one-handed weapon equipped. The user's shields cannot be destroyed or removed.
- - - - -
Altima's Chosen – Having undergone a ritual performed by only a few of the Magi's chosen in the past, the one who claims this profession successfully seized the rites of Altima, Queen of the Ancients, and taken in her power as the Chosen. Bearing intense magical and physical might, the one who claims this profession is not one to be trifled with. (Magic Circle IV) (Shieldbearer+) (Altima's Addition) (Equip: Swords, Greatswords, Hammers, Axes)
Magic Circle IV: Fully evokes the power of mystical symbols to perfectly enhance one's equipment. Allows the user to equip two Magic Circles to her equipment to give them new effects.
Shieldbearer+: Wields a shield in the free hand with noticeable mastery. Allows the user to equip a shield if the user has a one-handed weapon equipped. The user's shields cannot be destroyed or removed.
Altima's Addition: By opening up to the Queen of the Ancients, she too shall play her part in battle. Adds an additional 100% Int Damage onto each of the user's basic attacks. Also reduces incoming damage by 10% passively.
Level: 5
Exp: 31/48
Weapon: Dreamchaser – Lightweight steel blade with a keen edge and filled with the power of ambition. (Passive: Overachiever - If the wielder attacks a target that is felled in the same turn, the incapacitation is counted as an Overkill regardless of damage dealt)
---Magic Circle: Blade Beam – Mystic rune depicting a sword with a burst of aura extending from it. (Passive: Enables the user to use an alternative basic attack for 100% Int Damage with the range of a 3 Cell Line)
---Magic Circle: *LOCKED*
Shield: Steel Hazard – Medium-sized metal shield with jagged spikes of steel sticking out of it. (5% Block Chance) (Deals 10% Piercing DEF damage to melee attackers)
Armor: Knight's Mail – Standard issue plate mail given to all newcomer knights.
---Magic Circle: *LOCKED*
---Magic Circle: *LOCKED*
Accessory: Magic 8 Ball – Ordinary pool ball in appearance, it actually possesses an enchantment to bolster luck and guide the holder through ordeals. (+10% CHR)
A-Ability: Mystical Knighthood
+Reversal – Delivers a quick slash before ducking expertly around the enemy to land another, heavier, strike from behind. 90% Atk Damage. 120% Atk Damage. User lands behind target. Range: Adjacent Cell. 8 MP.
+Empower – "Seal of power: Open!" Evokes the power of a magic symbol to bolster the will to fight within the target. No Damage. Increases target's primary offensive stat by 30% for Three Turns. Range: 3 Cells. 10 MP.
+Healing – "Forget the scars of war and let go of your pain! Healing!" Concentrates one's energy into a passive shroud which seeks to knit together the wounds of the harmed. 120% Int HP Recovery. Range: 3 Cells. 8 MP.
- Spoiler:
- +Vexation – Whips mana into a frenzy causing it to reverberate in the air with negativity in order to create a zone in which the user maintains an aura of protection. No Damage. Places Vexation Aura on the user for Five Turns. Vexation Aura: All attacks made by the user or her allies within surrounding cells of the afflicted are treated as if they stem from the user for the duration of this effect. The user also absorbs 50% of aggression drawn by allies standing within a surrounding cell while this effect is active. Range: Self. 8 MP.
+Path of Flame – "Flames arise and scathe the earth! Path of Flame!" Plants one's weapon into the ground before swiftly dragging it forward and slicing upward, causing a surging torrent of flame to fly in the target's direction. 120% Int Damage. Chance of Burn. Hits all in the way. Range: 5 Cells; Linear. ? MP. Fire Elemental.
+Terra Hammer – Sheathes one's weapon momentarily to rip a hammer made of pure earth from the ground – should the user be wielding a hammer prior, it too lends its strength to the user. No Damage. Equips Terra Hammer for Three Turns. Terra Hammer: The user's attacks carry a chance of Addle and Stun and are of the Earth Elemental for the duration of the ability. If the user had a hammer equipped prior to casting this ability, her Atk is bolstered by 20% for the duration of this ability. Shield bonuses are ignored while this ability is in effect unless otherwise specified. Range: Self. ? MP. Earth Elemental.
+Serpentine Strike – Calls upon the power of water to the user's aid before launching an assault which leaves behind snake-like tendrils of the element to continue damaging the target. 130% Atk Damage. Target takes 40% Pierce Int Water Damage per turn for Three Turns following this attack. Range: Adjacent Cell. ? MP. Water Elemental.
+Thirteen Blades – "Unseen warriors aligned with the light, your aid is requested to defend the righteous! Thirteen Blades!" Conjures blades made of perfect light before lashing out at the target without abandon. 100% Atk Damage. 13 Hits. Range: 3 Cells. ? MP. Light Elemental.
---Heaven's Lament – "The time is nigh! Heavens lament and unleash the extent of your holy might!" Continues the assault by launching the blades high into the sky where they conglomerate into a massive sphere of light energy before crashing down upon the target and those nearby. 240% Int Damage. Range: Set + 2 Cell Radius. ? MP. Light Elemental.
A-Ability: Assault of the Magi *LOCKED*
- Spoiler:
- +Ancestral Word: Vuum – Evokes the power of an ancient word belonging to the Magi, unlocking the true strength of the target. No Damage. Increases Critical Hit Rate by 25% for Three Turns. Increases Critical Hit Damage by 20% for Three Turns. Increases Damage Output by 10% for Three Turns. Range: 3 Cells. ? MP.
+Revival – "Fates take mercy on the unrightfully fallen! Revival!" Reignites the fiery essence of life within a fallen target so that they may live to fight again. No Damage. Revives the target with 15% Max HP. Range: 3 Cells. ? MP.
+Ancestral Word: Leiss – Evokes the power of an ancient word belonging to the Magi, conjuring a prismatic shield around the target. No Damage. Decreases all incoming damage by 30% for Three Turns. Reduces target's chance of getting hit by Critical Hits by 10% for Three Turns Range: 3 Cells. ? MP.
+Vortex – "Winds converge and divide! Vortex!" Calls forth churning gales, spinning them faster and faster around the user until the oxygen in the immediate area is sucked from the air and released in enigmatic beams. 125% Int Damage. Pulls targets 2 cells closer. Targets pulled into adjacent cells take an extra 140% Int Wind Damage. Range: 2 Layers of Surrounding Cells. ? MP. Wind Elemental.
+Ancestral Word: Veridi – Evokes the power of an ancient word belonging to the Magi, bestowing the clarity that only truth can bring. No Damage. Bestows Sure Hit for Three Turns. Reveals Invisible Enemies and Treasure Chests. Range: 3 Cells. ? MP.
+Shadowforge – Sheathes one's weapon temporarily to conjure forth a blade composed entirely of darkness mana––should the user have been equipped with a blade, it too lends its strength. No Damage. Equips Shadowforge for Three Turns. Shadowforge: The user's attacks carry a chance of Sap and Bleeding and are of the Darkness Elemental for the duration of the ability. If the user had a sword or greatsword equipped prior to casting this ability, her Atk is bolstered by 20% for the duration of this ability. Range: Self. ? MP. Earth Elemental.
+Ancestral Word: Quisetral – Evokes the power of an ancient word belonging to the Magi, easing the pressures placed upon one's flow of mana for a short while. No Damage. Reduces the target's MP Costs by 30% for Three Turns. Range: 3 Cells. ? MP.
+Lion's Roar – Charges forth with the intent to strike fast and true, gathering the power of nature to be unleashed in a collision which shall shatter the earth. 160% Atk Damage. Chance of Stasis. Knocks the target back three cells. Range: 2 Cells; Linear. ? MP. Earth Elemental.
+Ancestral Word: Altima – Evokes the power of an ancient word belonging to the Magi, calling upon their ultimate power for a short time. No Damage. Enables chaining of Int-based attacks for Three Turns. Increases Magic Damage Output by 10% for Three Turns. Max Chain: 3. Range: 3 Cells. ? MP.
A-Ability: Power of Mana *LOCKED*
- Spoiler:
- +Icicle Crash – Conjures before the user a gigantic block of ice which the user then readies her weapon and knocks with surprising force directly at the target. The block, manipulated heavily by the user's mana, crashes into the target over and over again until they are little more than a bloody pulp. 110% Int Damage. 4 Hits. 140% Int Damage. Chance of Bleeding. Range: 3 Cells. ? MP. Ice Elemental.
+Mana Surge – Builds up an impressive amount of mana upon the user's weapon before striking forward sending a blast of pure mana razing through the area; foes struck by this skill feel only intense pain, but allies feel something else swell deep within themselves. 130% Int Damage. Allies in range have a random stat boosted by 10% for Three Turns. Range: Straight Line. ? MP.
+Haste Burst – Focuses time mana into the joints of the user's body, speeding them up so that the user moves at a breakneck speed, enabling her to strike her target again and again and again. 75% Atk Damage. 12 Hits. Increased chance to hit. Range: Adjacent Cell. ? MP.
+Aquatic Vice – Bends water right out of the air to trap the target in a tendril of the substance which prevents them from escaping. No Damage. High Chance of Seal. Chance of Wet. Range: 6 Cells. ? MP. Water Elemental.
---Oceanic Judgement – Marks the target with a searing trident from their watery shackles, causing the waters themselves to burn the target as a massive torrent overtakes them in an attempt to drown them. 180% Int Damage. Chance of Drown. Creates Deep Water Cells on the target cell and cells adjacent to the target. Range: Set. ? MP. Water Elemental.
+Blackened Bolts – Calls forth an uprising of darkness mana and shatters it, sending it flying around the room, searching for a target to lash into before the user regains control and sends each fragment flying like shrapnel at the user's target. 120% Int Damage. 3 Hits. Ignores 50% of the Target's Spr. Range: 4 Cells. ? MP. Darkness Elemental.
+Illyrian Tragedy – Sheathes one's weapon temporarily to conjure forth an axe born of the gods, riddled with the powers of thunder and lightning––should the user have been equipped with an axe, it too lends its strength. No Damage. Equips Illyrian Tragedy for Three Turns. Illyrian Tragedy: The user's attacks carry a chance of Doom and Instant Death and are of the Lightning Elemental for the duration of the ability. If the user had an axe equipped prior to casting this ability, her Atk is bolstered by 20% for the duration of this ability. Shield bonuses are ignored while this ability is in effect unless otherwise specified. Range: Self. ? MP. Lightning Elemental
+Eden Quake – Spurns the earth with the user's weapon, causing the Gods to lash out for their negligence, forcing the earth to shake with such ferocity that it is only due to the user's protective magicks that she and her allies are spared. 240% Int Damage. Range: 3 Layers of Surrounding Cells. ? MP. Earth Elemental.
+Rejuvenation – Conjures forth soothing resonances of multiple energies to quickly tend to the wounds of those who have fought valiantly and return their state to better than it was before. 150% Int HP Recovery. Range: 3 Cells. ? MP.
+True Power: Unlock – Grazes a hand along the user's weapon, utilizing mana to undo the seals of power which keep the weapon bound to the physical plane. With mana coursing through its now limitless system, the user has taken on the fullest extent of its power for a brief time. No Damage. Doubles the user's Weapon Bonuses for Five Turns. Range: Self. ? MP.
+Ultima – Swipes the user's weapon through the air, dispelling into a pure torrent of energy which the user then manipulates into a glowing azure aura which then expels itself outward in a scathing torrent from which no one escapes. 210% Int Damage. Reduces target's Spr by 10% for Three Turns. Range All Enemies. ? MP.
A-Ability: The Ancient Queen's Gambit *LOCKED*
- Spoiler:
- +Ascension – Sheathe's one's weapon and uses the user's connection with the ancient rites of the Magi to release the seals keeping the spirit of the Ancient Queen, Altima, locked away. With her power flowing through the user's body, nothing shall get in her way. No Damage. Places the user in a state of Ascension for Three Turns. Increases the user's Atk and Int by 30% for Three Turns. Reduces Incoming Damage by 10% for Three Turns. Grants the user an extra Act Action for Three Turns. Range: Self. ? MP.
+Instantaneous – Utilizes the power to instantly transmit all of the cells of the user's body and equipment from one location to another. No Damage. User warps to chosen cell. Counts as a Move Action if not chained. Can only be used in a state of Ascension. Range: Self. ? MP.
---Flourish – Lashes out at a nearby target without mercy, laying into them with the brutalist of assaults. 110% Atk Damage. 5 Hits. Chance of Blood Loss. Range: Adjacent Cell. ? MP.
---Glyph Assault – Thrusts out a palm, conjuring an intricate and ancient glyph which binds the target where they stand before sending a massive array of energies barreling towards them without fail. 160% Int Damage. Sure Hit. Knocks target three cells back. Range: Set. ? MP.
+Renewal – Utilizes the power to bend the laws of the mortal plane, defying fate with immense magickal might as the user breathes life back into a fallen comrade, this time with the power to defy the fates. No Damage. Revives Target with 45% Max HP. Target's primary offensive stat is increased by 15% for Five Turns. Target takes 10% less damage for Five Turns. Can only be used in a state of Ascension. Range: 4 Cells. ? MP.
+Fall of the Great Dragon – Bends mana into a swirling spiral through which a dragon composed entirely of earth and fire rips through the vortex and into this dimension to surge forward and expel fiery energy before falling in a kamikaze explosion which leaves targets burned beyond recognition. 180% Int Damage. 240% Atk Damage. High Chance of Severe Burn [First Hit]. Chance of Doom. Can only be used in a state of Ascension. Range: 6x4 Cell Line; One Direction. ? MP. Fire Elemental [First Hit]; Earth Elemental [Second Hit].
+Perfect Storm – Calls for the wrath of the elements which compose great storms bearing the power to destroy entire civilizations and forces them all to join together in the air surrounding the user before expelling the chosen element aided by the others outward in a vicious tempest which knocks targets to the ends of the battlegrounds. 150% Int Damage. 4 Hits. Pushes all targets to the edge of the battlefield. Chance for targets to take 4% Max HP [Insert Elemental] Damage for Three Turns following the use of this ability. The user chooses elemental. Can only be used in a state of Ascension. Range: 4 Cell Radius. ? MP. Lightning/Wind/Ice Elemental.
+Spellblock – Forcibly inscribes a blackened symbol of mana within the target's mana systems in order to not only dissuade the use of mana, but severely punish the target should they attempt to struggle anyway while the user holds this magical restraint in place. No Damage. Inflicts Spellblock on the target for Five Turns. Spellblock: The afflicted is forced to utilize 75% more MP to cast magical abilities. Utilizing a magical-based Basic Attack results in the afflicted relinquishing MP equivalent to 30% the target's respective damage stat to the user. If the afflicted takes MP Damage that would knock them below 0 MP, record it as a negative value, inflict twice the damage that would have been dealt to the afflicted's HP with a high chance of stunning them. If the afflicted reaches -100% Max MP then they immediately take 100% HP Damage and have their MP locked should they be revived. Can only be used in a state of Ascension. Range: 6 Cells. ? MP.
+Ultimate Manasweep – . 130% Int Damage. Damage is dealt to the target's HP and MP. Chance of Mana Drain. Chance of Sap. Chance of Misfortune. Can only be used in a state of Ascension. Range: All Enemies. ? MP.
+Luminous Raze – . 125% Int Damage. Inflicts Piercing Light on the target for Three Turns. Piercing Light: All incoming magical attacks/abilities ignore 50% of the target's defensive stat and the target takes 10% more damage from Light-elemental attacks. Hits all in the way. Can only be used in a state of Ascension. Range: Hook Shape. ? MP. Light Elemental.
+Ancient Outcry – . 100% Int Damage. Forces targets to use damaging abilities/attacks for Three Turns. Records all attacks/abilities used by the target over the next three turns. If the user chooses to chain, she pays the MP Costs of the chained abilities immediately after using this attack. Can only be used in a state of Ascension. Range: 2 Layers of Surrounding Cells. ? MP.
---Echoing Armageddon – . No Damage. Does nothing initially. After Ancient Outcry stops recording seal all of the abilities used for One Turn. If only basic attacks were used deal back a basic attack chain with the same number of hits doled out over the three turns using the user's Int stat as the base. Range: Set. ? MP.
---Calamitous Conclusion – No Damage. Does nothing initially. When Echoing Armageddon activates deal piercing damage to the target equivalent to the total base damage values of all skills used. If the target is KOed by this ability the sealed abilities are sealed for the duration of the battle if the target is revived. If the secondary effect of Echoing Armageddon activates this ability does nothing. Range: Set. ? MP.
+Altima's Weapon – . No Damage. Triples the user's Weapon Bonuses for Three Turns. Basic Attacks deal damage to the target's HP and MP for Three Turns. The user recovers MP equivalent to MP Damage dealt for Three Turns. If the target has 0 MP and take MP damage from the user while this ability is active they take double HP Damage instead. Seals A-Abilities after these effects fade for Two Turns. Lowers the user's Atk and Int by 50% after these effects fade for Two Turns. Ascension is sealed after these effects fade for the duration of the battle. Must be chained to Ascension otherwise this ability cannot be used. Range: Self. ? MP.
R-Ability:
+Indomitable Aura – Overpowers foes that draw too near with one's sheer presence, forcing them to draw away. Whenever a foe is positioned in an adjacent cell of the user, their Def and Spr are lowered by 10% until they move out of an adjacent cell. Foes that continue to stay in an adjacent cell of the user following the activation of this ability have their Damage Input increased by 2% for every turn they remain in an adjacent cell. The secondary effect stacks 25 times and lasts for the duration of the battle. The secondary effect can be dispelled, but the primary effect cannot.
- Spoiler:
- +Ancient Aura – Unleashes the essence of Altima upon foes that draw too near, forcing them to relent. Whenever a foe is positioned in an adjacent cell of the user, their Atk/Def/Int/Spr are lowered by 15% until they move out of an adjacent cell. Foes that continue to stay in an adjacent cell of the user following the activation of this ability gain one stack of Ancient Pressure. Upon attaining four stacks of Ancient Pressure, their Damage Input is increased by 50% and their Damage Output is lowered by 50% for Two Turns. Foes that remain in an adjacent cell of the user following the resolution of Ancient Pressure's effect have their initial stat debuff increased to 30% for the duration of the battle (permanent 15% if they move out of an adjacent cell). Ancient Pressure stacks and effects can be dispelled, resolution via this method will not result in the increased debuff. The primary effect nor the increased debuff can be dispelled.
S-Ability:
+Magic of Might I – Draws upon magical power from the sheer force within one's body. Increases Int by 20% of the user's Atk stat.
- Spoiler:
- +Magic of Might II – Draws upon vast magical power from the sheer force within one's body. Increases Int by 20% of the user's Atk stat and Spr by 20% of the user's Def stat.
+Altima's Might – Draws upon the Ancient Queen's power to bolster one's physical and magical might to superhuman levels. Increases Atk by 15% of the user's Int and vice versa while also increasing the user's Def by 15% of the user's Spr and vice versa.
D-Ability:
+Return from Grace – Utilizes every shred of mana within one's self to surge high into the air on the form of an earthen dragon which soars upwards until it hits the brink of the heavens themselves. Once there, the user directs the myriad of heavenly manas to overwhelm the dragon, sending its form crashing from the highest heights of the heavens down to the earth below from whence it came. 150% Pierce Int Damage. User chooses the Elemental. User's MP is reduced to 0. Cannot be used if the user's MP is already at 0. Range: All Enemies. 0 MP. Fire/Light/Earth Elemental.
Stats:
HP: 30
MP: 35
DD: 10/10
Atk: 6 (+3 from Dreamchaser)
Def: 4 (+1 from Knight Mail) (+3 from Steel Hazard)
Int: 4 (+0 from Dreamchaser) (+1 from Magic Circle: Blade Beam) (+1 from Magic of Might)
Spr: 3 (+0 from Knight Mail) (+0 from Steel Hazard) (+3 from Magic 8 Ball) (+2 from Dreamchaser)
Evade: 5%
Move: 2 Cells (+1 from Magic Knight Profession)
Skill Points: 0
Last edited by Silver on Mon Jan 09, 2017 7:58 pm; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Castien Tyrael
Age: Appears 24
Gender: Male
Appearance:
Shieldbearer: Wields a shield in the free hand. Allows the user to equip a shield so long as the user has a free hand available to do so.
Level: 7
Exp: --/--
Weapon: Splintery Mace- Mace composed of rough wood. Be careful though! You might get a splinter... ouch!
Shield: Leather Shield- Hard piece of rounded wood with leather on top.
Armor: Leather Tunic- Not much steel or iron to go around in the forest. Deal with a rough leather tunic until ya can get some real armor!
Accessory: Memento- Just a small ring that has some sort of significance.
A-Ability: Protection
+Selfless Blaze – Calls forth one's desire to protect others and manifests it as a blaze of energy around the user. No Damage. Increases the user's Atk by 25% for Five Turns. Enemies successfully hit by the user while this ability is active are drawn to focus their attacks on the user. Range: Self. ? MP.
+Mend – Commands soothing resonances of energy to weave around the target's wounds, slowly healing them. 75% Int Healing. Range: 3 Cells. ? MP.
+Pillar of Virtue – Gathers light particles in a harmonious swirl around the user before infusing them with mana to violently streak upwards, drawing forth attention so whilst also evoking the power of certain deities. No Damage. Draws aggression. Bestows MP Bubble on the user for Three Turns. Range: Self. ? MP. Light Elemental.
+Purge – Commands soothing resonances of energy to seek out irregularities in the target's system in order to cleanse and prevent them for the foreseeable future. No Damage. The target is cured of one negative status infliction. The target cannot be afflicted with that same status for Three Turns following the use of this ability. Range: 3 Cells. ? MP.
+Auric Mines – Compresses light into fascinating multi-colored spheres before sinking them straight into the ground and spreading them beneath the view of the opponents. The spheres, once placed, are volatile and will explode in a burst of light should anything with the wrong resonance of energy draw too near. No Damage. Places 3 Auric Mines in designated spots up to 3 cells away. Each mine deals 140% Int Light Damage to the targeted cell and adjacent cells. These mines can only be triggered by an enemy attempting to occupy a space occupied by a mine. Range: Set. ? MP.
R-Ability:
+Auto-Cover – Rushes forth to save wounded allies before fatal damage is taken. Covers for allies and specified neutral targets whenever they take damage that would kill them. The user must be in an adjacent cell of the target or be able to move to an adjacent cell of the target for this ability to take effect. If the user covers for a target that he is in move range for, he moves to that cell so long as he is able.
S-Ability:
+Swift and Steady – Sturdy enough to take a hit, but agile enough to quickly move and counter hits as well. Decreases all incoming damage by 10% and passively increases Move by 1 Cell.
D-Ability:
+Effulgent Destiny – Redirects and weaves brilliant wavelengths of the purest light into a lustrous veil which protects every inch of the user as he soars high into the air and crashes back to the earth, scathing all nearby in the radiant light of fate. 150% Piercing Atk Damage. Chance of Blind. Chance of Oblivion. User lands at targeted cell. Range: 5 Cells + 2 Layers of Surrounding Cells. 0 MP. Light Elemental.
Age: Appears 24
Gender: Male
Appearance:
- Spoiler:
Shieldbearer: Wields a shield in the free hand. Allows the user to equip a shield so long as the user has a free hand available to do so.
Level: 7
Exp: --/--
Weapon: Splintery Mace- Mace composed of rough wood. Be careful though! You might get a splinter... ouch!
Shield: Leather Shield- Hard piece of rounded wood with leather on top.
Armor: Leather Tunic- Not much steel or iron to go around in the forest. Deal with a rough leather tunic until ya can get some real armor!
Accessory: Memento- Just a small ring that has some sort of significance.
A-Ability: Protection
+Selfless Blaze – Calls forth one's desire to protect others and manifests it as a blaze of energy around the user. No Damage. Increases the user's Atk by 25% for Five Turns. Enemies successfully hit by the user while this ability is active are drawn to focus their attacks on the user. Range: Self. ? MP.
+Mend – Commands soothing resonances of energy to weave around the target's wounds, slowly healing them. 75% Int Healing. Range: 3 Cells. ? MP.
+Pillar of Virtue – Gathers light particles in a harmonious swirl around the user before infusing them with mana to violently streak upwards, drawing forth attention so whilst also evoking the power of certain deities. No Damage. Draws aggression. Bestows MP Bubble on the user for Three Turns. Range: Self. ? MP. Light Elemental.
+Purge – Commands soothing resonances of energy to seek out irregularities in the target's system in order to cleanse and prevent them for the foreseeable future. No Damage. The target is cured of one negative status infliction. The target cannot be afflicted with that same status for Three Turns following the use of this ability. Range: 3 Cells. ? MP.
+Auric Mines – Compresses light into fascinating multi-colored spheres before sinking them straight into the ground and spreading them beneath the view of the opponents. The spheres, once placed, are volatile and will explode in a burst of light should anything with the wrong resonance of energy draw too near. No Damage. Places 3 Auric Mines in designated spots up to 3 cells away. Each mine deals 140% Int Light Damage to the targeted cell and adjacent cells. These mines can only be triggered by an enemy attempting to occupy a space occupied by a mine. Range: Set. ? MP.
R-Ability:
+Auto-Cover – Rushes forth to save wounded allies before fatal damage is taken. Covers for allies and specified neutral targets whenever they take damage that would kill them. The user must be in an adjacent cell of the target or be able to move to an adjacent cell of the target for this ability to take effect. If the user covers for a target that he is in move range for, he moves to that cell so long as he is able.
S-Ability:
+Swift and Steady – Sturdy enough to take a hit, but agile enough to quickly move and counter hits as well. Decreases all incoming damage by 10% and passively increases Move by 1 Cell.
D-Ability:
+Effulgent Destiny – Redirects and weaves brilliant wavelengths of the purest light into a lustrous veil which protects every inch of the user as he soars high into the air and crashes back to the earth, scathing all nearby in the radiant light of fate. 150% Piercing Atk Damage. Chance of Blind. Chance of Oblivion. User lands at targeted cell. Range: 5 Cells + 2 Layers of Surrounding Cells. 0 MP. Light Elemental.
Last edited by Silver on Sun May 10, 2015 7:57 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Auntie Em
Age: 72
Gender: Female
Appearance:
Grandmother's Touch: One could say that grandmothers hold the secrets of the universe––others just say they know what's best. Increases the healing output of all skills and items used by the user by 15% passively so long as the user is in an adjacent cell of the target. This effect deteriorates by 5% per cell in between the target and the user.
Level: 5
Exp: --/--
Weapon: Rolling Pin- A pretty standard baking tool.
Armor: Frilly Apron- It's so big and frilly!
Accessory: Secret Recipe- Top Secret.
A-Ability: Baked Goods
+Gingerbread Knight – Creates a valiant knight out of gingerbread dough who will then seek to protect the target no matter what. No Damage. Bestows a Barrier on the target equivalent to the user's Int stat. The shield takes piercing damage from all attacks but prevents the target from taking any damage until it is completely broken. Absorbs leftover damage that would destroy it. If broken by a multi-hit move, the shield blocks all hits that take to break it and the leftover hits effect the original target. The target cannot dodge attacks while the shield is in effect. Range: 3 Cells. ? MP.
+Chocolate Drop – Mixes up a delectable chocolate spread in a bowl before feeding it to the target. 80% Int HP Recovery. Range: 3 Cells. ? MP.
R-Ability:
+Double the Recipe – Never caught unprepared, there's always more treats waiting for everyone. Whenever the user heals a target, be it through a skill or an item, a fourth of the total healing is applied to similar targets. If the user targets an ally/neutral target/enemy it only affects allies/neutral targets/enemies respectively. Grandmother's Touch only activates for the primary target and the applicable effect for Grandmother's Touch under Labour of Love is also restricted to the primary target.
S-Ability:
+Labour of Love – A mother's work is never done, especially when its the work of love. The user recovers 5% of her Max MP each turn at the end of the user's turn. Whenever the user activates Grandmother's Touch at full effectiveness (i.e. adjacent cell), the target recovers 5% of Em's Max MP at the end of the Ally Phase. This secondary effect has a cool down of one turn per unit affected.
D-Ability:
+The Days of my Youth – Utilizes an intense amount of time mana to revert the user back to her from when she was naught but a spry young twenty-something-year-old. Little does anyone know of the power that lingered inside her way back when. No Damage. Increases the user's Magical Damage Output by 30% for Three Turns. Increases the user's Healing Output by 15% for Three Turns. Decreases the user's MP Costs by 30% for Three Turns. The effects of Labour of Love are doubled for Three Turns. These effects cannot be dispelled. The following skills may be utilized whilst the user is in this form. Range: Self. 0 MP. 10 DD.
~Cookie Shurikens – Conjures a myriad of innocuous cookies which the user expertly tosses at the target revealing blades of pure mana. 110% Int Damage. 3 Hits. Chance of Bleeding. ? MP.
~Freezerburn – Whips up a frosty gale which scathes the battlefield, blasting so cold that it burns. 140% Int Damage. Chance of Freeze. Frozen targets take 4% Max HP Damage for the duration of the status. Range: All Enemies. ? MP. Ice Elemental.
~Best-Kept Secret – With the greatest caution, creates the most delicious dessert known to man, utilizing the user's best-kept trade secrets and ingredients. 150% Int Healing. Bestows Regen. Reduces incoming damage by 10% for the next turn. Range: 4 Cells. ? MP.
Age: 72
Gender: Female
Appearance:
- Spoiler:
- An elderly woman who's still got a spring in her step and a fire in her belly, Auntie Em stands at just 5'4" although it seems like she stands much taller. She wears a traditional dress the color of gingersnaps underneath a massive, frilly white apron––both are incredibly soft and have large pockets. Her hair is the color of fresh-fallen snow and reaches to just below her shoulders, although it is usually kept tied up and under a head rag. A small pair of spectacles cover her bright, milk-chocolate colored eyes, and a small silver band sits on her left ring finger. She wears a comfy pair of black flats and white socks.
Grandmother's Touch: One could say that grandmothers hold the secrets of the universe––others just say they know what's best. Increases the healing output of all skills and items used by the user by 15% passively so long as the user is in an adjacent cell of the target. This effect deteriorates by 5% per cell in between the target and the user.
Level: 5
Exp: --/--
Weapon: Rolling Pin- A pretty standard baking tool.
Armor: Frilly Apron- It's so big and frilly!
Accessory: Secret Recipe- Top Secret.
A-Ability: Baked Goods
+Gingerbread Knight – Creates a valiant knight out of gingerbread dough who will then seek to protect the target no matter what. No Damage. Bestows a Barrier on the target equivalent to the user's Int stat. The shield takes piercing damage from all attacks but prevents the target from taking any damage until it is completely broken. Absorbs leftover damage that would destroy it. If broken by a multi-hit move, the shield blocks all hits that take to break it and the leftover hits effect the original target. The target cannot dodge attacks while the shield is in effect. Range: 3 Cells. ? MP.
+Chocolate Drop – Mixes up a delectable chocolate spread in a bowl before feeding it to the target. 80% Int HP Recovery. Range: 3 Cells. ? MP.
- Spoiler:
- +Rock Candy Barricade – Pulls up from the ground a massive wall of crystalline sugar strengthened by confectionary magic in order to halt the advance of enemies. No Damage. Spawns a Rock Candy Wall in the targeted cell. The Rock Candy Wall has HP equivalent to 70% of the user's Int, Def equivalent to 50% of the user's Int, and Spr equivalent to 30% of the user's Int. The Rock Candy Wall cannot be occupied or passed through. The user may input 12% Max MP from up to 3 Cells away in order to move the Rock Candy Wall to another cell so long as it stays in the same Row or Column. Range: 3 Cells. ? MP.
---Shield Reformation – Utilizes intense fire magic to reshape the form of the sugar wall and form it into brilliant quad formation shields in order to exclusively protect one target. No Damage. Converts 2 Rock Candy Wall cells into 4 Rock Candy Shields around the target. Rock Candy Shields have the aspect Follow the Leader and block incoming attacks from the side they are located on. Rock Candy Shields maintain 75% of the stats held by the Rock Candy Walls utilized including damage taken. Range: 3 Cells. ? MP.
+Pleasing Aroma – Swipes through the air, opening a false oven which spills out the heavenly aroma of sweets and baked goods throughout the battlefield, pacifying the opposition. No Damage. Reduces target's Def and Spr by 10% for Five Turns. Does not stack. Range: All Enemies. ? MP. Wind Elemental.
+Oven's Flame – Conjures forth a small sphere of flame and tosses it at the target where it stops and hovers dangerously close to the target, slowly roasting them over time. 60% Int Damage. Damage persists for Three Turns. Small Chance of Burn each turn. Range: 4 Cells. ? MP. Fire Elemental.
+Wild Berry Tart – Conjures a scrumptious tart filled with fresh wild berries enhanced by mana which boost the immune system. No Damage. Bestows Immunity. Range: 3 Cells. ? MP.
+Gumdrop Bomb – Mixes together a sugary mixture with a sour taste secretly laden with a massive amount of energy. The user launches it at the target the energy exploding outward immediately upon contact, coating the target in sticky sugary goodness. 120% Int Damage. The target becomes Sticky. [Sticky: Does nothing initially; lasts indefinitely. Can become Immobilize or Disable if the target is hit by an attack of the Fire Element.] Range: 4 Cells. ? MP.
+Chocolate Fountain – Conjures up out of the ground, a strange swell of chocolate sauce which floats through the air and over to the user and her allies. No Damage. Conjures Chocolate Fountain at target cell. [Chocolate Fountain: Heals all allies by 40% of the user's Int stat each turn as long as the Fountain remains standing. The fountain has HP equivalent to 100% of the user's Int stat and Def/Spr equivalent to 45% of the user's Int stat.] Range: 3 Cells. ? MP.
R-Ability:
+Double the Recipe – Never caught unprepared, there's always more treats waiting for everyone. Whenever the user heals a target, be it through a skill or an item, a fourth of the total healing is applied to similar targets. If the user targets an ally/neutral target/enemy it only affects allies/neutral targets/enemies respectively. Grandmother's Touch only activates for the primary target and the applicable effect for Grandmother's Touch under Labour of Love is also restricted to the primary target.
S-Ability:
+Labour of Love – A mother's work is never done, especially when its the work of love. The user recovers 5% of her Max MP each turn at the end of the user's turn. Whenever the user activates Grandmother's Touch at full effectiveness (i.e. adjacent cell), the target recovers 5% of Em's Max MP at the end of the Ally Phase. This secondary effect has a cool down of one turn per unit affected.
D-Ability:
+The Days of my Youth – Utilizes an intense amount of time mana to revert the user back to her from when she was naught but a spry young twenty-something-year-old. Little does anyone know of the power that lingered inside her way back when. No Damage. Increases the user's Magical Damage Output by 30% for Three Turns. Increases the user's Healing Output by 15% for Three Turns. Decreases the user's MP Costs by 30% for Three Turns. The effects of Labour of Love are doubled for Three Turns. These effects cannot be dispelled. The following skills may be utilized whilst the user is in this form. Range: Self. 0 MP. 10 DD.
~Cookie Shurikens – Conjures a myriad of innocuous cookies which the user expertly tosses at the target revealing blades of pure mana. 110% Int Damage. 3 Hits. Chance of Bleeding. ? MP.
~Freezerburn – Whips up a frosty gale which scathes the battlefield, blasting so cold that it burns. 140% Int Damage. Chance of Freeze. Frozen targets take 4% Max HP Damage for the duration of the status. Range: All Enemies. ? MP. Ice Elemental.
~Best-Kept Secret – With the greatest caution, creates the most delicious dessert known to man, utilizing the user's best-kept trade secrets and ingredients. 150% Int Healing. Bestows Regen. Reduces incoming damage by 10% for the next turn. Range: 4 Cells. ? MP.
Last edited by Silver on Sat Jan 09, 2016 7:46 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Aquatic Silver
Age: 19
Gender: Male
Appearance:
Amphibious: The user shifts to a form better suited for the water. When the user occupies a water cell he takes on the Amphibious trait, making him Aquatic-type for damage purposes and enabling him to successfully traverse and occupy water cells––while Amphibious the user's Move stat through water cells is doubled.
Carve the Path: Water presses onward at all times, carving its path to its final destination. While the user is present on the battlefield in a state of consciousness, all water cells on the field begin to expand outward randomly. If the user occupies a water cell, for the following three turns, any cell he passes through afterwards becomes a water cell.
Level: 10
Exp: --/--
Weapon: Deepest Abyss- Charming bracelet composed of many scales stripped from the denizens of the deep; it catches the light nicely. (Damage: Int) (Range: 4 Cells) (Water Elemental) (Grants MP Regen while occupying Water Cells)
Armor: Sea Breeze- Tight-fitting tank top the color of sea foam and a pair of dark blue swimming trunks––they've spent many days at the beach, one can almost smell the sea salt! (Chance of Docility for attackers from adjacent cells)
Accessory: Seashell- A beautiful decoration, this simple shell has just a little bit of sand still clogged in it. (Resist Earth)
A-Ability: Drifting Out
+Flash Geyser – Presses one's hand into the palm of the earth, tapping into the reservoir of groundwater below and beckoning it upwards to strike the target in an instant. 130% Int Damage. Sure Hit. Range: 6 Cells. 10 MP. Water Elemental.
+Splash – Forms a massive sphere of water right in front of the target and swats it with surprising force. No Damage. Chance of Wet. Pushes the Target back Two Cells. Range: Adjacent. 8 MP. Water Elemental.
+Sea Burst – Creates a splash of salty water which is picked up by the wind and sent directly at the target. 75% Int Damage. Chance of Confusion. Reduces the target's Def and Spr by 10% for Three Turns. Range: 4 Cells. 12 MP. Wind Elemental.
+Boil – Sends a jet of hot water at the target. 120% Int Damage. Chance of Burn. Range: 3 Cells; Linear. 8 MP. Water Elemental.
+Stranded – Distracts the target with a faulty spray of water before transforming a massive area around them into the deepest of ponds, stranding them on their own little island. No Damage. Creates Deep Water Cells in 2 Layers of Surrounding Cells of the target. Range: 4 Cells. 24 MP. Water Elemental.
+Cooling Rainfall – Directs water vapor to soar high into the clouds and cause a gentle shower to fall down from the heavens. No Damage. Changes Atmosphere to Rainy for Five Turns. Water cells begin to randomly appear on the battlefield. Range: All. 12 MP. Water Elemental.
---Nature's Wrath – Swells further water vapor up into the heavens, angering the Gods, forcing them to counter by sending vicious bolts of lightning down upon the battlefield. 80% Int Damage. 14 Randomized Hits. Range: All Enemies. 32 MP. Lightning Elemental.
+Mist – Douses the target is a cooling array of mist, soothing them for the time being. No Damage. Bestows Regen. Range: Single Ally. 12 MP. Water Elemental.
+Waver – Imbues the ever-flowing aspect of waves into the target's frame in order to make them appear constantly moving so as to make it harder for the target to be hit by incoming attacks. No Damage. Bestows Veil. Range: Single Ally. 12 MP. Water Elemental.
+Tempest – Swirls water around, slowly at first before gradually picking up speed, ripping up debris and a violet torrent of wind as the water rages in a massive storm which damages everything it touches and leaves remnants entirely scattered. 150% Int Damage. Targets land in random cells. Destroys breakable objects and tosses rubble into random cells; if the cell is already occupied the target or rubble takes 10% Max HP Damage. Requires and utilizes 15 Water/Deep Water Cells. Range: 3 Layers of Surrounding Cells. 64 MP. Water Elemental.
+Tidal Wave – Gathers all the water in the surrounding area and forms a massive wall of its swirling energy before sending it crashing forward, engulfing everything it passes. 180% Int Damage. Pushes targets to the far reaches of the battlefield. Requires and utilizes 30 Water/Deep Water Cells. Range: All Cells in front of the user. 48 MP. Water Elemental.
R-Ability:
+Aquatic Prison – When attacked from afar, forces the water vapor in the air between the user and the offender to collect into a perfect sphere of water which slowly fills over time. When attacked from a range of 6 Cells or greater, inflicts Doom on the Target with the timer set to Three Turns. This effect can be dispelled via Lightning Elemental abilities, however, the target will take double damage if the ability deals damage. Targets who have the effect dispelled receive Wet status regardless of immunities.
S-Ability:
+Jetstream – Evokes the true ferocity of water with every attack, making each splash as strong as the wickedest tempest. Pierces through positive water affinities. Does 20% increased damage to targets with negative water affinities.
D-Ability:
+The Water Within – Forces one's innate control over water to affect the very water inside the target, causing it to collect in the target's throat and lungs, easily choking them from the inside. 300% Pierce Int Damage. Chance of Drown. Chance of Instant Death. Can only be used on targets that breathe and have liquid inside of them. Range: 6 Cells. 0 MP. 10 DD. Water Elemental.
Age: 19
Gender: Male
Appearance:
- Spoiler:
- Depending on his current terrain, Aquatic Silver (or Aqua Silv for short) appears very different. On dry land he appears as any other human being would, standing roughly at 5'9" with gentle air about him. His gray eyes are generally calm and seem to focus on something distant; his hair, a touch darker than chestnut brown, falls messily to the bottom of his neck––his bangs are cut haphazardly but in an endearing fashion. Lightly tanned and fairly thin––slender more so than toned. His gait is fairly clumsy, but not overly so. To combat this he wears a pair of quick-drying shorts that are cut off just before the knee and some off-color tank top––they offer the fullest range of movement and keep him from getting tripped up. He prefers to walk barefoot.
However, when he occupies the water these properties change. His pupils expand and the gray color of his eyes turns more silver than anything else. His hair remains fairly the same, a shade or three darker, but this is contrasted by his skin which becomes covered in greenish-blue scales. He sprouts gills on the side of his neck and his hands and feet take on a webbed quality. He's definitely more comfortable swimming than walking.
Amphibious: The user shifts to a form better suited for the water. When the user occupies a water cell he takes on the Amphibious trait, making him Aquatic-type for damage purposes and enabling him to successfully traverse and occupy water cells––while Amphibious the user's Move stat through water cells is doubled.
Carve the Path: Water presses onward at all times, carving its path to its final destination. While the user is present on the battlefield in a state of consciousness, all water cells on the field begin to expand outward randomly. If the user occupies a water cell, for the following three turns, any cell he passes through afterwards becomes a water cell.
Level: 10
Exp: --/--
Weapon: Deepest Abyss- Charming bracelet composed of many scales stripped from the denizens of the deep; it catches the light nicely. (Damage: Int) (Range: 4 Cells) (Water Elemental) (Grants MP Regen while occupying Water Cells)
Armor: Sea Breeze- Tight-fitting tank top the color of sea foam and a pair of dark blue swimming trunks––they've spent many days at the beach, one can almost smell the sea salt! (Chance of Docility for attackers from adjacent cells)
Accessory: Seashell- A beautiful decoration, this simple shell has just a little bit of sand still clogged in it. (Resist Earth)
A-Ability: Drifting Out
+Flash Geyser – Presses one's hand into the palm of the earth, tapping into the reservoir of groundwater below and beckoning it upwards to strike the target in an instant. 130% Int Damage. Sure Hit. Range: 6 Cells. 10 MP. Water Elemental.
+Splash – Forms a massive sphere of water right in front of the target and swats it with surprising force. No Damage. Chance of Wet. Pushes the Target back Two Cells. Range: Adjacent. 8 MP. Water Elemental.
+Sea Burst – Creates a splash of salty water which is picked up by the wind and sent directly at the target. 75% Int Damage. Chance of Confusion. Reduces the target's Def and Spr by 10% for Three Turns. Range: 4 Cells. 12 MP. Wind Elemental.
+Boil – Sends a jet of hot water at the target. 120% Int Damage. Chance of Burn. Range: 3 Cells; Linear. 8 MP. Water Elemental.
+Stranded – Distracts the target with a faulty spray of water before transforming a massive area around them into the deepest of ponds, stranding them on their own little island. No Damage. Creates Deep Water Cells in 2 Layers of Surrounding Cells of the target. Range: 4 Cells. 24 MP. Water Elemental.
+Cooling Rainfall – Directs water vapor to soar high into the clouds and cause a gentle shower to fall down from the heavens. No Damage. Changes Atmosphere to Rainy for Five Turns. Water cells begin to randomly appear on the battlefield. Range: All. 12 MP. Water Elemental.
---Nature's Wrath – Swells further water vapor up into the heavens, angering the Gods, forcing them to counter by sending vicious bolts of lightning down upon the battlefield. 80% Int Damage. 14 Randomized Hits. Range: All Enemies. 32 MP. Lightning Elemental.
+Mist – Douses the target is a cooling array of mist, soothing them for the time being. No Damage. Bestows Regen. Range: Single Ally. 12 MP. Water Elemental.
+Waver – Imbues the ever-flowing aspect of waves into the target's frame in order to make them appear constantly moving so as to make it harder for the target to be hit by incoming attacks. No Damage. Bestows Veil. Range: Single Ally. 12 MP. Water Elemental.
+Tempest – Swirls water around, slowly at first before gradually picking up speed, ripping up debris and a violet torrent of wind as the water rages in a massive storm which damages everything it touches and leaves remnants entirely scattered. 150% Int Damage. Targets land in random cells. Destroys breakable objects and tosses rubble into random cells; if the cell is already occupied the target or rubble takes 10% Max HP Damage. Requires and utilizes 15 Water/Deep Water Cells. Range: 3 Layers of Surrounding Cells. 64 MP. Water Elemental.
+Tidal Wave – Gathers all the water in the surrounding area and forms a massive wall of its swirling energy before sending it crashing forward, engulfing everything it passes. 180% Int Damage. Pushes targets to the far reaches of the battlefield. Requires and utilizes 30 Water/Deep Water Cells. Range: All Cells in front of the user. 48 MP. Water Elemental.
R-Ability:
+Aquatic Prison – When attacked from afar, forces the water vapor in the air between the user and the offender to collect into a perfect sphere of water which slowly fills over time. When attacked from a range of 6 Cells or greater, inflicts Doom on the Target with the timer set to Three Turns. This effect can be dispelled via Lightning Elemental abilities, however, the target will take double damage if the ability deals damage. Targets who have the effect dispelled receive Wet status regardless of immunities.
S-Ability:
+Jetstream – Evokes the true ferocity of water with every attack, making each splash as strong as the wickedest tempest. Pierces through positive water affinities. Does 20% increased damage to targets with negative water affinities.
D-Ability:
+The Water Within – Forces one's innate control over water to affect the very water inside the target, causing it to collect in the target's throat and lungs, easily choking them from the inside. 300% Pierce Int Damage. Chance of Drown. Chance of Instant Death. Can only be used on targets that breathe and have liquid inside of them. Range: 6 Cells. 0 MP. 10 DD. Water Elemental.
Re: Silver's Creative Compendium Revamped
Name: Jace (Jason McConnell)
Age: 19
Gender: Male
Appearance:
Slaughter: Attacks are made so surely and swiftly that the damage caused can be called nothing else. Pure slaughter. Increases the user's Atk and Critical Hit Rate by 10% passively.
Level: 6
Exp: 0/64
Weapon: Twin Fangs- Identical pair of short swords bearing a fang motif which were made to be an extension of one another. (2 Hits)
Armor: Leather Vest- Formfitting vest made out of pure leather.
Accessory: Headband- Red cloth that wraps around the head.
A-Ability: Flurry
+Flourish – Puts one's own mark on a standard attack maneuver that surprises the target and makes them unable to retaliate. 110% Atk Damage. Does not activate the Target's R-Ability. Range: 2 Cells. 8 MP.
+Branded – Utilizes a small amount of mana to inscribe a scarlet symbol on the target's body which effectively marks them for death. No Damage. Target becomes afflicted with Branded for Five Turns. Branded: The target takes 10% more damage from the user and the user's move is increased by 1 cell as long as he is approaching the afflicted. Range: Single Enemy. 10 MP.
+Backflip – Lashes out at the target with a single blade before using them as a springboard to distance one's self. 100% Atk Damage. User moves 4 Cells away. Range: Adjacent Cell. 6 MP.
---Screwdriver – Utilizes built up momentum and mana to spin like a drill and barrel back at the target. 120% Atk Damage. 3 Hits. User appears behind the initial target. Damages all similar targets in the way. Range: Set; Linear. 16 MP.
+Staccato – A violent bombardment of slashes that thoroughly rips apart the target at the cost of some energy. 75% Atk Damage. 6 Hits. The user's Atk is reduced by 15% for Two Turns following this ability. Range: Adjacent Cell. 10 MP.
A-Ability: Item
R-Ability:
+Vital Wound – Lands a particularly powerful attack upon the target after successfully shredding them to ribbons. Upon reaching the optimum stacks of Shredding the target's status is replaced with Vital Wound instead. Vital Wound provides the same effect as the max stack of Shredding, but the user's next attack against the target is also automatically a Critical Hit which carries a chance of Blood Loss. Vital Wound is removed from the target after this attack and they cannot suffer from Shredding for Two Turns following the removal of this effect.
S-Ability:
+Shredding – Rips through the enemy's defenses with each stroke of the blade. The user's basic attacks reduce the target's Def by 5% per hit. Stacks up to 4 times. This effect lasts for Three turns. Does not refresh.
D-Ability:
+Ragnarok – Leaps into the air and manipulates both wind mana and light mana to surge toward the target and a lightning-fast pace in order to land hit after gracefully bloody hit on the target. 75% Piercing Atk Damage. 4 Hits. Chance of Bleeding. Range: 6 Cells. 0 MP. Light Elemental.
Age: 19
Gender: Male
Appearance:
- Spoiler:
Slaughter: Attacks are made so surely and swiftly that the damage caused can be called nothing else. Pure slaughter. Increases the user's Atk and Critical Hit Rate by 10% passively.
Level: 6
Exp: 0/64
Weapon: Twin Fangs- Identical pair of short swords bearing a fang motif which were made to be an extension of one another. (2 Hits)
Armor: Leather Vest- Formfitting vest made out of pure leather.
Accessory: Headband- Red cloth that wraps around the head.
A-Ability: Flurry
+Flourish – Puts one's own mark on a standard attack maneuver that surprises the target and makes them unable to retaliate. 110% Atk Damage. Does not activate the Target's R-Ability. Range: 2 Cells. 8 MP.
+Branded – Utilizes a small amount of mana to inscribe a scarlet symbol on the target's body which effectively marks them for death. No Damage. Target becomes afflicted with Branded for Five Turns. Branded: The target takes 10% more damage from the user and the user's move is increased by 1 cell as long as he is approaching the afflicted. Range: Single Enemy. 10 MP.
+Backflip – Lashes out at the target with a single blade before using them as a springboard to distance one's self. 100% Atk Damage. User moves 4 Cells away. Range: Adjacent Cell. 6 MP.
---Screwdriver – Utilizes built up momentum and mana to spin like a drill and barrel back at the target. 120% Atk Damage. 3 Hits. User appears behind the initial target. Damages all similar targets in the way. Range: Set; Linear. 16 MP.
+Staccato – A violent bombardment of slashes that thoroughly rips apart the target at the cost of some energy. 75% Atk Damage. 6 Hits. The user's Atk is reduced by 15% for Two Turns following this ability. Range: Adjacent Cell. 10 MP.
A-Ability: Item
R-Ability:
+Vital Wound – Lands a particularly powerful attack upon the target after successfully shredding them to ribbons. Upon reaching the optimum stacks of Shredding the target's status is replaced with Vital Wound instead. Vital Wound provides the same effect as the max stack of Shredding, but the user's next attack against the target is also automatically a Critical Hit which carries a chance of Blood Loss. Vital Wound is removed from the target after this attack and they cannot suffer from Shredding for Two Turns following the removal of this effect.
S-Ability:
+Shredding – Rips through the enemy's defenses with each stroke of the blade. The user's basic attacks reduce the target's Def by 5% per hit. Stacks up to 4 times. This effect lasts for Three turns. Does not refresh.
D-Ability:
+Ragnarok – Leaps into the air and manipulates both wind mana and light mana to surge toward the target and a lightning-fast pace in order to land hit after gracefully bloody hit on the target. 75% Piercing Atk Damage. 4 Hits. Chance of Bleeding. Range: 6 Cells. 0 MP. Light Elemental.
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