Silver's Creative Compendium Revamped
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Re: Silver's Creative Compendium Revamped
Name: Aika the Darkened
Age: 34
Gender: Female
Appearance:
Unlimited: Boosts the range of all attacks and skills by 2 cells. Attacks become harder to dodge.
Serenity: Boosts Atk by 10% and Evasion by 5% passively.
Skill Chain: Able to link basic attacks with skills and some skills with other skills. Max Chain: Basic Attack ––– Skill ––– Skill.
Level: 15
Exp: --/--
Weapon: Nevermore- Sleek black bow found on a blanket of raven feathers enchanted with grim magicks that cause every arrow fired to ring out the target's imminent death. (Range: 4 Cells) (Added Effect: Doom)
Armor: Master's Garments- Flowing garments offering wondrous protection while still allowing a decent amount of mobility. (-15% Physical Damage Taken)
Accessory: Undefinable Tattoo- Twisted and distorted yet shockingly beautiful ink applied to the wearer's upper thigh.
A-Ability: True Arrow
+Force of Will – Pours willpower into the bow to fire a stronger arrow at a faraway target. 130% Atk Damage. Range: 6 Cells. 8 MP.
+Calm Mind – Takes a moment to calm one's self in order to better focus on the battle at hand. No Damages. Increases Atk and Evasion by 10% for Three Turns. Range: Self. 10 MP.
+Fake Out – Fires a faulty arrow off into the distance before swiftly firing a second arrow which always hits its mark. 110% Atk Damage. Sure Hit. Range: 4 Cells. 8 MP.
+Breathe – Pauses for a moment to breathe and truly find one's center before continuing with the battle. No Damage. Bestows Regen. Reduces incoming damage by 10% for Three Turns. Range: Self. 14 MP.
+Pressure Shot – Fires an arrow teeming with negative energy which releases a burst of pressure upon the target. 100% Atk Damage. Reduces the target's Def and Spr by 10% for Three Turns. Reduces the target's move by 1 cell for Three Turns. Range: 4 Cells. 12 MP.
+Vanish – Evokes minor control of mana to shroud one's self or an ally in the darkness for the time being. No Damage. Bestows Invisible. Range: 3 Cells. 8 MP. Darkness Elemental.
+Quarter Burst – Swiftly fires four arrows one after another in quick succession. 75% Atk Damage. 4 Hits. Chance of Stun. Range: 4 Cells. 12 MP.
+Rally – Evokes minor control of mana to send a sharp burst out to all nearby, increasing their determination to fight. No Damage. Increases Critical Hit Rate by 25% for Three Turns. Range: Self + Adjacent Cells. 14 MP.
+Pincushion – Fires off two arrows which speed toward the target's legs before finishing the assault with another sharp arrow aimed for their gut. 90% Atk Damage. 2 Hits. 125% Atk Damage. Chance of Immobilize. Range: 4 Cells. 12 MP.
+Headshot – Focuses intently on the target, lining up the shot perfectly before firing an arrow which rips through the air faster than lightning and pierces the target's skull. 160% Atk Damage. Chance of Addle. Chance of Bleeding. Chance of Doom. Range: 6 Cells. 28 MP.
A-Ability: Arrow Rain
+Shower – Fires innumerable arrows high up into the sky and utilizes mana to alter their normal arc to rain down specifically upon the opposition. 80% Atk Damage. 6 Randomized Hits. Range: All Enemies. 22 MP.
+Batter – Coats the bow in a thick layer of mana before flipping it around and beating the target with it. 110% Atk Damage. Knocks the target 3 cells away. Chance of Stun. Range: Adjacent Cell. 10 MP.
+Darkened Burst – Fires numerous arrows coated in layers of darkness mana which speed about erratically before colliding in on a single target and exploding into a vicious sphere of blackness which does not lift from the unfortunate recipient of this attack. 120% Atk Damage. 3 Hits. Increased chance to hit. Chance of Blind. Increases susceptibility to negative statuses by 10% for Three Turns. Range: 4 Cells. 18 MP. Darkness Elemental.
+Malice Arrow – Pours feelings of hate and rage into an arrow before firing it directly at the target. 160% Atk Damage. Chance of Berserk. Range: 4 Cells. 14 MP.
+Time Shredder – Fires an arrow coated in time mana which rips in and out of the current moment of existence to strike its target at opportune moments. 110% Atk Damage. Damages persists for Three Turns. Range: 4 Cells. 10 MP.
R-Ability:
+Cripple – Expertly weaves out of the way of highly intimate assaults and counters with a precise strike at pressure points. Whenever the user is attacked physically from an adjacent cell, she dodges the attack and reduces the target's Def by 15% for Five Turns. This effect does not stack. The target has a small chance of being stunned.
S-Ability:
+Sharpened Eye – The eyes of a master are honed to seek out every weakness instinctively. Boosts Critical Hit Rate by 25% passively. The user is resistant to having her accuracy reduced.
D-Ability:
+Final Breath – Swallows harshly before pouring all of one's dormant dismay into the bow, using their very essence to fire off an arrow which strangles the targets with their own, very real fears. 200% Piercing Atk Damage. High Chance of Fear. Chance of Instant Death. Range: Straight Line [First Target]. 0 MP.
Age: 34
Gender: Female
Appearance:
- Spoiler:
Unlimited: Boosts the range of all attacks and skills by 2 cells. Attacks become harder to dodge.
Serenity: Boosts Atk by 10% and Evasion by 5% passively.
Skill Chain: Able to link basic attacks with skills and some skills with other skills. Max Chain: Basic Attack ––– Skill ––– Skill.
Level: 15
Exp: --/--
Weapon: Nevermore- Sleek black bow found on a blanket of raven feathers enchanted with grim magicks that cause every arrow fired to ring out the target's imminent death. (Range: 4 Cells) (Added Effect: Doom)
Armor: Master's Garments- Flowing garments offering wondrous protection while still allowing a decent amount of mobility. (-15% Physical Damage Taken)
Accessory: Undefinable Tattoo- Twisted and distorted yet shockingly beautiful ink applied to the wearer's upper thigh.
A-Ability: True Arrow
+Force of Will – Pours willpower into the bow to fire a stronger arrow at a faraway target. 130% Atk Damage. Range: 6 Cells. 8 MP.
+Calm Mind – Takes a moment to calm one's self in order to better focus on the battle at hand. No Damages. Increases Atk and Evasion by 10% for Three Turns. Range: Self. 10 MP.
+Fake Out – Fires a faulty arrow off into the distance before swiftly firing a second arrow which always hits its mark. 110% Atk Damage. Sure Hit. Range: 4 Cells. 8 MP.
+Breathe – Pauses for a moment to breathe and truly find one's center before continuing with the battle. No Damage. Bestows Regen. Reduces incoming damage by 10% for Three Turns. Range: Self. 14 MP.
+Pressure Shot – Fires an arrow teeming with negative energy which releases a burst of pressure upon the target. 100% Atk Damage. Reduces the target's Def and Spr by 10% for Three Turns. Reduces the target's move by 1 cell for Three Turns. Range: 4 Cells. 12 MP.
+Vanish – Evokes minor control of mana to shroud one's self or an ally in the darkness for the time being. No Damage. Bestows Invisible. Range: 3 Cells. 8 MP. Darkness Elemental.
+Quarter Burst – Swiftly fires four arrows one after another in quick succession. 75% Atk Damage. 4 Hits. Chance of Stun. Range: 4 Cells. 12 MP.
+Rally – Evokes minor control of mana to send a sharp burst out to all nearby, increasing their determination to fight. No Damage. Increases Critical Hit Rate by 25% for Three Turns. Range: Self + Adjacent Cells. 14 MP.
+Pincushion – Fires off two arrows which speed toward the target's legs before finishing the assault with another sharp arrow aimed for their gut. 90% Atk Damage. 2 Hits. 125% Atk Damage. Chance of Immobilize. Range: 4 Cells. 12 MP.
+Headshot – Focuses intently on the target, lining up the shot perfectly before firing an arrow which rips through the air faster than lightning and pierces the target's skull. 160% Atk Damage. Chance of Addle. Chance of Bleeding. Chance of Doom. Range: 6 Cells. 28 MP.
A-Ability: Arrow Rain
+Shower – Fires innumerable arrows high up into the sky and utilizes mana to alter their normal arc to rain down specifically upon the opposition. 80% Atk Damage. 6 Randomized Hits. Range: All Enemies. 22 MP.
+Batter – Coats the bow in a thick layer of mana before flipping it around and beating the target with it. 110% Atk Damage. Knocks the target 3 cells away. Chance of Stun. Range: Adjacent Cell. 10 MP.
+Darkened Burst – Fires numerous arrows coated in layers of darkness mana which speed about erratically before colliding in on a single target and exploding into a vicious sphere of blackness which does not lift from the unfortunate recipient of this attack. 120% Atk Damage. 3 Hits. Increased chance to hit. Chance of Blind. Increases susceptibility to negative statuses by 10% for Three Turns. Range: 4 Cells. 18 MP. Darkness Elemental.
+Malice Arrow – Pours feelings of hate and rage into an arrow before firing it directly at the target. 160% Atk Damage. Chance of Berserk. Range: 4 Cells. 14 MP.
+Time Shredder – Fires an arrow coated in time mana which rips in and out of the current moment of existence to strike its target at opportune moments. 110% Atk Damage. Damages persists for Three Turns. Range: 4 Cells. 10 MP.
R-Ability:
+Cripple – Expertly weaves out of the way of highly intimate assaults and counters with a precise strike at pressure points. Whenever the user is attacked physically from an adjacent cell, she dodges the attack and reduces the target's Def by 15% for Five Turns. This effect does not stack. The target has a small chance of being stunned.
S-Ability:
+Sharpened Eye – The eyes of a master are honed to seek out every weakness instinctively. Boosts Critical Hit Rate by 25% passively. The user is resistant to having her accuracy reduced.
D-Ability:
+Final Breath – Swallows harshly before pouring all of one's dormant dismay into the bow, using their very essence to fire off an arrow which strangles the targets with their own, very real fears. 200% Piercing Atk Damage. High Chance of Fear. Chance of Instant Death. Range: Straight Line [First Target]. 0 MP.
Re: Silver's Creative Compendium Revamped
Name: Parks (Peter Simmons)
Age: 18
Gender: Male
Appearance:
Gift of the Magi: Increases the user's Magic Damage Output by 10% and reduces incoming Magic Damage by 10% passively.
Level: 1
Exp: 0/12
Weapon: Initiate's Crossbow- Simple crossbow issued to newcomers. (Range: 4 Cells)
Armor: Council's Coat- Standard issue coat given to members of the Magic Council.
Accessory: Armband- Piece of green cloth that is wrapped around the arm.
A-Ability: Initial Spellcraft
+Bolt: Shock – Calls upon the power of lightning to send a bolt made of pure electricity flying at the target. 110% Int Damage. Range: 6 Cells. 6 MP. Lightning Elemental.
+Weaving Dart – Sends out a myriad of bolts of pure mana which hover around the target and weave their way in and out of their mana stream over time. 60% Int Damage. Damage persists for Three Turns. Range: 4 Cells. 8 MP.
A-Ability: Item
R-Ability: None.
S-Ability:
+Draining Bolt – A basic enchantment on the user's bolts draws in foreign mana and converts it into friendly mana. The user's basic attacks deal an additional 20% Piercing Int Damage to the target's MP; this damage is returned to the user as MP.
D-Ability:
+Bolt: Soul's True Essence – Pours all the user is an ever will be into a single bolt of magic which fires off like a thundering dart of pure life mana, exploding in a stupendous display of light upon contact with the target. 200% Piercing Int Damage. Half Damage to Similar Targets in Adjacent Cells. Chance of Oblivion. Range: 6 Cells. 0 MP. Light Elemental.
Age: 18
Gender: Male
Appearance:
- Spoiler:
- Fairly scrawny and somewhat clumsy, Parks stands roughly at 5'10" (just a few inches shorter than Jace) with about as much presence as a shadow. Being rather soft-spoken, few people take notice of him except for when he chooses to break his mold. His eyes are a deep green color and full of an otherwise absent determination. His hair is wavy and sandy blond, reaching almost to his neck––it is fixed messily, but can be made presentable with enough work. He is of a lighter skin tone; this is particularly exemplified by the darker colored clothing he chooses to wear.
Gift of the Magi: Increases the user's Magic Damage Output by 10% and reduces incoming Magic Damage by 10% passively.
Level: 1
Exp: 0/12
Weapon: Initiate's Crossbow- Simple crossbow issued to newcomers. (Range: 4 Cells)
Armor: Council's Coat- Standard issue coat given to members of the Magic Council.
Accessory: Armband- Piece of green cloth that is wrapped around the arm.
A-Ability: Initial Spellcraft
+Bolt: Shock – Calls upon the power of lightning to send a bolt made of pure electricity flying at the target. 110% Int Damage. Range: 6 Cells. 6 MP. Lightning Elemental.
+Weaving Dart – Sends out a myriad of bolts of pure mana which hover around the target and weave their way in and out of their mana stream over time. 60% Int Damage. Damage persists for Three Turns. Range: 4 Cells. 8 MP.
A-Ability: Item
R-Ability: None.
S-Ability:
+Draining Bolt – A basic enchantment on the user's bolts draws in foreign mana and converts it into friendly mana. The user's basic attacks deal an additional 20% Piercing Int Damage to the target's MP; this damage is returned to the user as MP.
D-Ability:
+Bolt: Soul's True Essence – Pours all the user is an ever will be into a single bolt of magic which fires off like a thundering dart of pure life mana, exploding in a stupendous display of light upon contact with the target. 200% Piercing Int Damage. Half Damage to Similar Targets in Adjacent Cells. Chance of Oblivion. Range: 6 Cells. 0 MP. Light Elemental.
Re: Silver's Creative Compendium Revamped
Name: Eirika Laevold
Age: 24
Gender: Female
Appearance:
Eye of Truth: The user is able to see through illusions and traps.
Level: 4
Exp: --/--
Weapon: At First Light- Beautiful leather-bound tome containing a fictional story of man's creation.
Armor: Mage's Garments- Tailored by a masterful seamstress specifically for a mage.
Accessory: Pristine Bookmark- Bookmark in perfect condition.
A-Ability: Shatter Illusion
+Health's Fragility – Smacks one's hand through an evoked rune to break down the illusion of perfect health by unveiling the true frailty of the target's life. 110% Int Damage. Chance of Sap. Range: 3 Cells. 8 MP.
+Unguarded – Sweeps one's hand through the air to rearrange the evoked glyph, undoing the deception of physical weakness from the target. No Damage. Bestows Protect. Range: 3 Cells. 8 MP.
R-Ability:
+Disillusion of Success – When assaulted by that which would appear to give the attacker the illusion of succeeding, the user swiftly dispels said illusion and replaces it with only the most powerful truth. Whenever assaulted by an attack or skill bearing a physical negative status condition, the user removes the effect from the attack.
S-Ability:
+Clear Mind – No falsity shall cloud the mind nor shall one be lost in a haze of illusion. The user is immune to all negative mental status effects.
D-Ability:
TBA
Age: 24
Gender: Female
Appearance:
- Spoiler:
Eye of Truth: The user is able to see through illusions and traps.
Level: 4
Exp: --/--
Weapon: At First Light- Beautiful leather-bound tome containing a fictional story of man's creation.
Armor: Mage's Garments- Tailored by a masterful seamstress specifically for a mage.
Accessory: Pristine Bookmark- Bookmark in perfect condition.
A-Ability: Shatter Illusion
+Health's Fragility – Smacks one's hand through an evoked rune to break down the illusion of perfect health by unveiling the true frailty of the target's life. 110% Int Damage. Chance of Sap. Range: 3 Cells. 8 MP.
+Unguarded – Sweeps one's hand through the air to rearrange the evoked glyph, undoing the deception of physical weakness from the target. No Damage. Bestows Protect. Range: 3 Cells. 8 MP.
R-Ability:
+Disillusion of Success – When assaulted by that which would appear to give the attacker the illusion of succeeding, the user swiftly dispels said illusion and replaces it with only the most powerful truth. Whenever assaulted by an attack or skill bearing a physical negative status condition, the user removes the effect from the attack.
S-Ability:
+Clear Mind – No falsity shall cloud the mind nor shall one be lost in a haze of illusion. The user is immune to all negative mental status effects.
D-Ability:
TBA
Re: Silver's Creative Compendium Revamped
Name: Melia Vries
Age: 11
Gender: Female
Appearance:
Vessel of Strife: Increases the duration of all positive status effects placed on the user by One Turn and decreases the duration of all negative status effects placed on the user by One Turn regardless of where they originated from.
Unknown Power: The user's attacks and abilities ignore 10% of the target's respective defensive stat.
Level: 10
Exp: --/--
Weapon: Bright Side- Dark and brooding parasol hiding the magical images of a bright and sunny sky beneath which only the holder may see. (Damage: Int) (Range: 4 Cells)
Armor: Child's Doll- Almost lost to the ravages of some terrible accident, this damaged doll was once meant for a child to play with.
Accessory: Ribbon Pendant- Beautifully luminous stone pendant attached not by a chain but a smooth ribbon.
A-Ability: Solitude
+Cascade – "Fall." Conjures forth latent magick to force a vicious rain of energy to fall upon the target incessantly. 75% Int Damage. Damage persists for Three Turns. Range: 4 Cells. ? MP.
+Surge – "Instance." Vanishes into a burst of magick only to surge forward and reappear, expelling a burst of energy. No Damage. User moves up to [User's Move] x 3 cells away. User deals 100% Int Damage to targets in adjacent cells following this move. Range: Set. ? MP.
+Blade – "Steel." Whips one's free hand outward, sending energy spiraling into a frenzy from which the user draws forth a magical blade before delivering a powerful strike upon the target. 130% Int Damage. Chance of Bleeding. Range: Adjacent Cell. ? MP.
A-Ability: Destruction
+Explosion – "Fire fly." With a violent snap of the user's soul, the user releases the tiniest sphere of energy which speeds to the destination of the user's liking before expelling all energy outward in a violent explosion of flame that ravages the land and all upon it. 180% Int Damage. Targets in a Two Cell Radius take 50% of the damage taken by the initial target. Range: 5 Cells. ? MP. Fire Elemental.
+Absorb – "To me." Releases a spiraling energy outward which saps the target of all which advantages it. No Damage. Dispels all beneficial status effects from the target and places them on the user. Range: 3 Cells. ? MP.
R-Ability:
+Scathe – Upon being struck, releases energy in a violently harsh burst which pierces the target's very sous. Whenever the user is the direct target of an attack, she retaliates by dealing 120% Int Damage with chance to lower the target's Spr by 10% for Three Turns. The secondary effect stacks up to Three times.
S-Ability:
+Protection – A protective barrier surges into existence whenever trouble first presents itself. The user starts battle with Protect status.
D-Ability:
+Memorial Hour – "Remember." Expels magick into a vibrant field which traps the user and all targets within it in a horrid grasp of energy which then forces upon all but the user the torment suffered by all who perished in the final hours of her coven. 150% Piercing Int Damage. High Chance of Pain. Chance of Misfortune. Range: 3 Cell Radius. 0 MP.
Age: 11
Gender: Female
Appearance:
- Spoiler:
Vessel of Strife: Increases the duration of all positive status effects placed on the user by One Turn and decreases the duration of all negative status effects placed on the user by One Turn regardless of where they originated from.
Unknown Power: The user's attacks and abilities ignore 10% of the target's respective defensive stat.
- Spoiler:
- Ruin Witch – The last of a line of witches that once made up one of the most powerful covens in the known universe; having lost her home and abandoned the teachings of old, the one who claims this profession travels forth to discover a new purpose for herself and her affinity for the craft. (Survivor's Boon) (Equip: Parasols)
Survivor's Boon: Increases the duration of all positive status effects placed on the user by One Turn regardless of where they originated from.
Level: 10
Exp: --/--
Weapon: Bright Side- Dark and brooding parasol hiding the magical images of a bright and sunny sky beneath which only the holder may see. (Damage: Int) (Range: 4 Cells)
Armor: Child's Doll- Almost lost to the ravages of some terrible accident, this damaged doll was once meant for a child to play with.
Accessory: Ribbon Pendant- Beautifully luminous stone pendant attached not by a chain but a smooth ribbon.
A-Ability: Solitude
+Cascade – "Fall." Conjures forth latent magick to force a vicious rain of energy to fall upon the target incessantly. 75% Int Damage. Damage persists for Three Turns. Range: 4 Cells. ? MP.
+Surge – "Instance." Vanishes into a burst of magick only to surge forward and reappear, expelling a burst of energy. No Damage. User moves up to [User's Move] x 3 cells away. User deals 100% Int Damage to targets in adjacent cells following this move. Range: Set. ? MP.
+Blade – "Steel." Whips one's free hand outward, sending energy spiraling into a frenzy from which the user draws forth a magical blade before delivering a powerful strike upon the target. 130% Int Damage. Chance of Bleeding. Range: Adjacent Cell. ? MP.
- Spoiler:
- +
+
+
+
+Purge
A-Ability: Destruction
+Explosion – "Fire fly." With a violent snap of the user's soul, the user releases the tiniest sphere of energy which speeds to the destination of the user's liking before expelling all energy outward in a violent explosion of flame that ravages the land and all upon it. 180% Int Damage. Targets in a Two Cell Radius take 50% of the damage taken by the initial target. Range: 5 Cells. ? MP. Fire Elemental.
+Absorb – "To me." Releases a spiraling energy outward which saps the target of all which advantages it. No Damage. Dispels all beneficial status effects from the target and places them on the user. Range: 3 Cells. ? MP.
R-Ability:
+Scathe – Upon being struck, releases energy in a violently harsh burst which pierces the target's very sous. Whenever the user is the direct target of an attack, she retaliates by dealing 120% Int Damage with chance to lower the target's Spr by 10% for Three Turns. The secondary effect stacks up to Three times.
S-Ability:
+Protection – A protective barrier surges into existence whenever trouble first presents itself. The user starts battle with Protect status.
- Spoiler:
- +Barrier – A powerful protective barrier surges into existence whenever trouble first presents itself. The user starts battle with Protect and Shell status.
+Aegis – An impenetrable protective barrier surges into existence at the first sign of trouble. The user starts battle with Protect and Shell status. These effects cannot be dispelled by normal means.
D-Ability:
+Memorial Hour – "Remember." Expels magick into a vibrant field which traps the user and all targets within it in a horrid grasp of energy which then forces upon all but the user the torment suffered by all who perished in the final hours of her coven. 150% Piercing Int Damage. High Chance of Pain. Chance of Misfortune. Range: 3 Cell Radius. 0 MP.
Last edited by Silver on Mon Jun 26, 2017 4:20 pm; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Nastasia
Age: 20
Gender: Female
Appearance:
Arcana Adept: Increases the user's Magical Damage Output by 10% and reduces the user's MP Costs by 10% passively.
Magical Chain: Enables the user to chain certain magical attacks together based upon their alignment as either Progressive or Reactive. Max Chain: 2 [Progressive --- Reactive].
Level: 12
Exp: --/--
Weapon: Ruby Slippers- Not quite slippers, these fashionable red heels dazzle all who look upon them.
Armor: Trendy Getup- Both professional and chic, these garments are made for someone who wants to look good AND mean business.
Accessory: Mystery Potion- Tiny vial carrying a mysterious liquid strung on a chain and worn around the neck. (Recovers 25% Max MP upon MP reaching an unusable amount)
A-Ability: Crafting the Spell
+Gaia Lash – Taps one's right heel into the ground and spins forward, sending a malleable length of earth snapping in the target's direction. 90% Psy Damage. 2 Hits. Progressive Type. Range: 4 Cells. ? SE. Earth Elemental.
+Aura Pulse – Clicks one's heels together causing the user's energy to form a ring around her before colliding in on herself for direction before being fired in the direction of the user's choosing. 100% Psy Damage. Increases the user's Psy and Fai by 15% for Two Turns. Does not stack. Reactive Type Range: 3 Cells. ? SE.
+Lluvia – Throws one's hands into the air before sending them swinging downward causing a torrent of water to loose itself upon them at breakneck speeds. 110% Psy Damage. Sure Hit. Chance of Wet. Progressive Type. Range: 3 Cells. ? SE. Water Elemental.
+Pyro – Conjures a fairly large ball of swirling fire in the palm of one's hand before firing it off not as a sphere, but a finite laser which scathes more than the target's body. 130% Psy Damage. Deals additional damage equivalent to 25% of the total to the target's MP. Reactive Type. Range: 3 Cells; Linear [One Target]. ? SE. Fire Elemental.
+Darkened Hand – Snaps one's fingers causing a hand made out of pure darkness to rise up from beneath the target, grasping them and smacking them around wildly before retreating back into the nether. 75% Psy Damage. 4 Hits. Chance of Addle. Progressive Type. Range: 4 Cells. ? SE. Darkness Elemental.
+Zephyr Blitz – A simple twirl manifests blurry copies of the user composed of wind itself to fly outward and surround the target before launching at them head on all at once. 160% Psy Damage. Knocks target back up to three cells. Reactive Type. Range: 4 Cells. ? SE. Wind Elemental.
+Prismatic – Stamps one foot down whilst throwing one's dominant hand into the air, causing a prism of light energy to burst into existence around the user and shatter instantly, sending the shards of pure light outward. 80% Piercing Psy Damage. Progressive or Reactive Type. Range: Surrounding Cells. ? SE. Light Elemental.
+Ultima Drive – Swells energy into the surrounding area, swirling it and spiraling it in a rapid surge which causes the user to fly higher and higher into the sky with an impressive speed. From here, the energy converges in on itself as the user spins faster and faster, speeding like a bullet to her destination and exploding in a massive burst of ether which harms the very soul of all nearby. 240% Psy Damage. No Type. Range: 6 Cells + Two Cell Radius. ? SE.
A-Ability: Arcane Prowess
+Lightning Kick – Gathers a vicious jolt of lightning at the base of one's dominant foot and leaps into the air aided by magic to strike the target with a terrible kick which brings forth all the power of the heavens. 140% Psy Damage. Increased Hit Chance. User lands adjacent to the target. Reactive Type. Range: 4 Cells. ? SE. Lightning Elemental.
---Evaporate – Suddenly bursts into a vicious ball of flame that soars right into the target before spiraling away, leaving the user to reform safely away from danger. 110% Psy Damage. User teleports to chosen cell up to 4 Cells away. No Type. Range: Set. ? SE. Fire Elemental.
+Frozen Glare – Concentrates icy energy to one's eyes, closing them for a moment before turning the cruelest gaze on the target, trapping them where they stand before ice streams upwards encasing them in its cruel grasp. 100% Psy Damage. High Chance of Immobilize. Chance of Freeze. Progressive or Reactive Type. Range: 6 Cells. ? SE. Ice Elemental.
+Azure Rush – Delightfully bounces up into the air and taps one's heels together, conjuring forth a burst of light blue energy to surge forward at a rapid pace, blistering foes with its might; allies caught in its path feel power rise within themselves. 125% Psy Damage. Allies in range have their Critical Hit Ratio increased by 20% for Three Turns. Range: 6 Cells; Linear. Progressive Type. ? SE.
+Flash Flare – Snaps multiple times causing bursts of flame to appear in tandem with one another and fly in each direction around her. 110% Psy Damage. Progressive Type. Range: 4 Cells; Linear; All Directions; One Target Each. ? SE. Fire Elemental.
R-Ability:
+Reversal – Shreds the lingering remnants of spells cast at the user to return them at the attacker. Whenever the user is the target of an Magical-based ability, she recasts the ability at the original caster based on her own stats so long as she has the SE available to do so.
S-Ability:
+Alignment – Aligns ones' self with the power coursing through one's veins and cycles it continuously. The user recovers MP equal to 8% Max SE each turn.
D-Ability:
+Meteorshower – Stamps down on the ground releasing a massive glyph of energy which the user then uses as a medium to launch herself far past the heavens, allowing her to manipulate meteors of the starscape to rain down absolute hell upon the battlefield. 100% Piercing Int Damage. High Chance of Severe Burn. Chance of Instant Death. Range: All Enemies. 0 MP. Fire/Light Elemental.
- - - - -
Name: Verena
Gender: Female
Level: ?
Appearance:
Seamless Spellcraft: After casting a spell, allows the user to wind up in a cell different from the user's starting position that can be up to [Max Move / 2] cells away from the starting position. Activates Fluid Step. Can only activate once per turn.
Fluid Step: The user recovers 1% Max SE per cell traveled through.
A-Ability: Interwoven Spellcraft
+Luz Butterfly / Lucent Swarm – Twirls forward to release brilliant shine from which a butterfly composed entirely of light flutters swiftly through the target. If unleashed through the tapestry, elicits a bountiful swarm of light-composed butterflies to overwhelm the target. 75% Psy Damage. Increased chance to hit. Small chance of Daze. Range: 3 Cells. ? SE. Light Elemental / 100% Psy Damage. 5 Hits. High Chance of Daze. Range: 3 Cells. Set SE. Light Elemental
+Cinder Whirl / Flame Crash – Leaps into the air and spins sending a ring of embers flying at the target. If unleashed through the tapestry, vaults forward to evoke even greater roar of flame, crashing down and releasing a stream of fire in every direction to scathe all nearby. 110% Psy Damage. Chance of Burn. The user moves 1 cell forward. Range: 4 Cells. ? SE. Fire Elemental / 130% Psy Damage. The user lands at the target cell. Range: 6 Cells + 2 Cell Radius. Set. SE. Fire Elemental.
+Siphon / Extortion – Unleashes a off-colored sphere of energy which charges through the target and saps the life force of the target. If unleashed through the tapestry, fires off a myriad of those very same sphere to drain every last drop from the target. 120% Psy Damage. The user recovers 50% of the damage dealt as HP. Range: 3 Cells. ? SE. / 120% Psy Damage. The user recovers 75% of damage dealt as HP and SE. Range: 3 Cells. Set SE.
R-Ability:
+Spellweaver's Tapestry – Every time the user casts magical-based ability she gains one stack of Spellweaver's Tapestry. Upon reaching four stacks of Spellweaver's Tapestry, the user may cast an advanced version of any spell the next time an act action is available to her for no extra cost. All stacks are consumed immediately after the spell is cast. The user may only gain two stacks of Spellweaver's Tapestry per turn.
S-Ability:
+Lithe – The user enters battle under the effects of Doublecast.
D-Ability:
+Final Stride – Utilizing an eerily familiar dance, the user unleashes a vast amount of potent magical energy in the form of silvery ribbons which affix themselves to the target in order to pin them down so that the very essence of user may be fired forth to ensure that the target may not tread upon the battlefield again. 200% Piercing Psy Damage. Target has its Movement reduced to 0 Cells for Five Turns. This effect cannot be dispelled. If the target is KOed before this effect wears off, their Movement is reduced to 0 Cells permanently should they be revived. Range: 6 Cells. 0 SE.
Stat Adjustments:
HP: +/- ?%
SE: +/- ?%
DD: ?/?
Atk: +/- ?%
Def: +/- ?%
Psy: +/- ?%
Fai: +/- ?%
Evade: +/- ?%
Move: +/- ? Cells
Psyche Abilities:
Unknown.
Age: 20
Gender: Female
Appearance:
- Spoiler:
Arcana Adept: Increases the user's Magical Damage Output by 10% and reduces the user's MP Costs by 10% passively.
Magical Chain: Enables the user to chain certain magical attacks together based upon their alignment as either Progressive or Reactive. Max Chain: 2 [Progressive --- Reactive].
Level: 12
Exp: --/--
Weapon: Ruby Slippers- Not quite slippers, these fashionable red heels dazzle all who look upon them.
Armor: Trendy Getup- Both professional and chic, these garments are made for someone who wants to look good AND mean business.
Accessory: Mystery Potion- Tiny vial carrying a mysterious liquid strung on a chain and worn around the neck. (Recovers 25% Max MP upon MP reaching an unusable amount)
A-Ability: Crafting the Spell
+Gaia Lash – Taps one's right heel into the ground and spins forward, sending a malleable length of earth snapping in the target's direction. 90% Psy Damage. 2 Hits. Progressive Type. Range: 4 Cells. ? SE. Earth Elemental.
+Aura Pulse – Clicks one's heels together causing the user's energy to form a ring around her before colliding in on herself for direction before being fired in the direction of the user's choosing. 100% Psy Damage. Increases the user's Psy and Fai by 15% for Two Turns. Does not stack. Reactive Type Range: 3 Cells. ? SE.
+Lluvia – Throws one's hands into the air before sending them swinging downward causing a torrent of water to loose itself upon them at breakneck speeds. 110% Psy Damage. Sure Hit. Chance of Wet. Progressive Type. Range: 3 Cells. ? SE. Water Elemental.
+Pyro – Conjures a fairly large ball of swirling fire in the palm of one's hand before firing it off not as a sphere, but a finite laser which scathes more than the target's body. 130% Psy Damage. Deals additional damage equivalent to 25% of the total to the target's MP. Reactive Type. Range: 3 Cells; Linear [One Target]. ? SE. Fire Elemental.
+Darkened Hand – Snaps one's fingers causing a hand made out of pure darkness to rise up from beneath the target, grasping them and smacking them around wildly before retreating back into the nether. 75% Psy Damage. 4 Hits. Chance of Addle. Progressive Type. Range: 4 Cells. ? SE. Darkness Elemental.
+Zephyr Blitz – A simple twirl manifests blurry copies of the user composed of wind itself to fly outward and surround the target before launching at them head on all at once. 160% Psy Damage. Knocks target back up to three cells. Reactive Type. Range: 4 Cells. ? SE. Wind Elemental.
+Prismatic – Stamps one foot down whilst throwing one's dominant hand into the air, causing a prism of light energy to burst into existence around the user and shatter instantly, sending the shards of pure light outward. 80% Piercing Psy Damage. Progressive or Reactive Type. Range: Surrounding Cells. ? SE. Light Elemental.
+Ultima Drive – Swells energy into the surrounding area, swirling it and spiraling it in a rapid surge which causes the user to fly higher and higher into the sky with an impressive speed. From here, the energy converges in on itself as the user spins faster and faster, speeding like a bullet to her destination and exploding in a massive burst of ether which harms the very soul of all nearby. 240% Psy Damage. No Type. Range: 6 Cells + Two Cell Radius. ? SE.
A-Ability: Arcane Prowess
+Lightning Kick – Gathers a vicious jolt of lightning at the base of one's dominant foot and leaps into the air aided by magic to strike the target with a terrible kick which brings forth all the power of the heavens. 140% Psy Damage. Increased Hit Chance. User lands adjacent to the target. Reactive Type. Range: 4 Cells. ? SE. Lightning Elemental.
---Evaporate – Suddenly bursts into a vicious ball of flame that soars right into the target before spiraling away, leaving the user to reform safely away from danger. 110% Psy Damage. User teleports to chosen cell up to 4 Cells away. No Type. Range: Set. ? SE. Fire Elemental.
+Frozen Glare – Concentrates icy energy to one's eyes, closing them for a moment before turning the cruelest gaze on the target, trapping them where they stand before ice streams upwards encasing them in its cruel grasp. 100% Psy Damage. High Chance of Immobilize. Chance of Freeze. Progressive or Reactive Type. Range: 6 Cells. ? SE. Ice Elemental.
+Azure Rush – Delightfully bounces up into the air and taps one's heels together, conjuring forth a burst of light blue energy to surge forward at a rapid pace, blistering foes with its might; allies caught in its path feel power rise within themselves. 125% Psy Damage. Allies in range have their Critical Hit Ratio increased by 20% for Three Turns. Range: 6 Cells; Linear. Progressive Type. ? SE.
+Flash Flare – Snaps multiple times causing bursts of flame to appear in tandem with one another and fly in each direction around her. 110% Psy Damage. Progressive Type. Range: 4 Cells; Linear; All Directions; One Target Each. ? SE. Fire Elemental.
R-Ability:
+Reversal – Shreds the lingering remnants of spells cast at the user to return them at the attacker. Whenever the user is the target of an Magical-based ability, she recasts the ability at the original caster based on her own stats so long as she has the SE available to do so.
S-Ability:
+Alignment – Aligns ones' self with the power coursing through one's veins and cycles it continuously. The user recovers MP equal to 8% Max SE each turn.
D-Ability:
+Meteorshower – Stamps down on the ground releasing a massive glyph of energy which the user then uses as a medium to launch herself far past the heavens, allowing her to manipulate meteors of the starscape to rain down absolute hell upon the battlefield. 100% Piercing Int Damage. High Chance of Severe Burn. Chance of Instant Death. Range: All Enemies. 0 MP. Fire/Light Elemental.
- - - - -
Name: Verena
Gender: Female
Level: ?
Appearance:
- Spoiler:
Seamless Spellcraft: After casting a spell, allows the user to wind up in a cell different from the user's starting position that can be up to [Max Move / 2] cells away from the starting position. Activates Fluid Step. Can only activate once per turn.
Fluid Step: The user recovers 1% Max SE per cell traveled through.
A-Ability: Interwoven Spellcraft
+Luz Butterfly / Lucent Swarm – Twirls forward to release brilliant shine from which a butterfly composed entirely of light flutters swiftly through the target. If unleashed through the tapestry, elicits a bountiful swarm of light-composed butterflies to overwhelm the target. 75% Psy Damage. Increased chance to hit. Small chance of Daze. Range: 3 Cells. ? SE. Light Elemental / 100% Psy Damage. 5 Hits. High Chance of Daze. Range: 3 Cells. Set SE. Light Elemental
+Cinder Whirl / Flame Crash – Leaps into the air and spins sending a ring of embers flying at the target. If unleashed through the tapestry, vaults forward to evoke even greater roar of flame, crashing down and releasing a stream of fire in every direction to scathe all nearby. 110% Psy Damage. Chance of Burn. The user moves 1 cell forward. Range: 4 Cells. ? SE. Fire Elemental / 130% Psy Damage. The user lands at the target cell. Range: 6 Cells + 2 Cell Radius. Set. SE. Fire Elemental.
+Siphon / Extortion – Unleashes a off-colored sphere of energy which charges through the target and saps the life force of the target. If unleashed through the tapestry, fires off a myriad of those very same sphere to drain every last drop from the target. 120% Psy Damage. The user recovers 50% of the damage dealt as HP. Range: 3 Cells. ? SE. / 120% Psy Damage. The user recovers 75% of damage dealt as HP and SE. Range: 3 Cells. Set SE.
R-Ability:
+Spellweaver's Tapestry – Every time the user casts magical-based ability she gains one stack of Spellweaver's Tapestry. Upon reaching four stacks of Spellweaver's Tapestry, the user may cast an advanced version of any spell the next time an act action is available to her for no extra cost. All stacks are consumed immediately after the spell is cast. The user may only gain two stacks of Spellweaver's Tapestry per turn.
S-Ability:
+Lithe – The user enters battle under the effects of Doublecast.
D-Ability:
+Final Stride – Utilizing an eerily familiar dance, the user unleashes a vast amount of potent magical energy in the form of silvery ribbons which affix themselves to the target in order to pin them down so that the very essence of user may be fired forth to ensure that the target may not tread upon the battlefield again. 200% Piercing Psy Damage. Target has its Movement reduced to 0 Cells for Five Turns. This effect cannot be dispelled. If the target is KOed before this effect wears off, their Movement is reduced to 0 Cells permanently should they be revived. Range: 6 Cells. 0 SE.
Stat Adjustments:
HP: +/- ?%
SE: +/- ?%
DD: ?/?
Atk: +/- ?%
Def: +/- ?%
Psy: +/- ?%
Fai: +/- ?%
Evade: +/- ?%
Move: +/- ? Cells
Psyche Abilities:
Unknown.
Last edited by Silver on Fri Jul 03, 2015 11:08 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Silver
Age: 19
Gender: Male
Appearance:
Evocation+: Draws forth the energy of spirits to use their lingering energies so that he unleash the fullest extent of their power. Successfully executing skills grants the user one Spirit Counter. Casting beneficial skills on allies grants the user one Spirit Counter per ally affected; a maximum of 3 Spirit Counters may be gained as a result of this method. The user may utilize Spirit Counters to add to or alter the effects of abilities. The user may also expend 3 Spirit Counters to decrease the MP Cost of the next ability utilized by 25%. Stacks up to 12 times. The user may expend maximum stacks to restore the user's HP and MP to maximum. The expenditure of maximum stacks may only occur once per battle. Spirit Counters do not carry over between battles.
Spiritual Bond: Summons forth power from the bond with one's spirit familiar. So long as another unit bearing Spiritual Bond is present on the field in a state of consciousness, boost the offensive and defensive stats of both units by 10% passively.
Level: 10
Exp: --/--
Weapon: Lingering Will- Finely crafted whip which exudes an air of sentiment. (Range: 2 Cells)
Armor: Prince's Coat- Marvelous coat made for a younger gentleman destined to become the ruler of his domain; it's mostly just for show and does little to defend one in a fight.
Accessory: Glass Sphere- Of unknown origin, this simple glass orb seems to hold the key to something important but what?
A-Ability: Spiritual Covenant
+Cheer – Evokes the power of whimsical spirits which dance their ringlets around the target, infusing in them the drive to fight harder. No Damage. Increases the target's primary offensive stat by 20% for Three Turns. Expend 2 Spirit Counters to increase the Target's CHR by 20% as well. Range: 3 Cells. ? MP.
+Raze – Evokes the power of mischievous spirits which assault the target's soul to plant seeds of doubt within them. No Damage. Reduces the target's Spr by 20% for Three Turns. Does not stack. Expend 4 Spirit Counters to reduce the target's Def as well. Range: 3 Cells. ? MP.
+Protection – Evokes the power of valorous spirits to shield the user and those nearby from harm. No Damage. Bestows Protect. Expend 3 Spirit Counters to bestow Shell as well. Range: Self + Adjacent Allies. ? MP.
+Harmonize – Evokes the power of compassionate spirits to reverse the scorn of battle and heal wounds. 100% Int Healing. Expend 5 Spirit Counters to bestow Regen to the target. Range: 3 Cells. ? MP.
+Allure – Evokes the power of charming spirits who's voice drift soothingly into the physical plane, mesmerizing those that hear them. No Damage. Chance of Charm/Mesmerize. Expend 2 Spirit Counters to increase the odds. Expend an additional 4 Spirit Counters to apply Reckless Love. Reckless Love: The target cannot be snapped out of their infatuation by means of damage upon the target for the duration of the effect. Range: 3 Cells. ? MP.
+Relief – Evokes the power of calming spirits who expend their energy to combine it with the target's own in order to ease the strain of channeling mana. No Damage. Bestows Overflow. Expend 5 Spirit Counters to bestow MP Regen to the target. Range: 3 Cells. ? MP.
+Pressure – Evokes the power of distressed spirits who force their influence on the target's entire being in order to force them to expend more energy to take action. No Damage. Chance of Pressure. Expend 3 Spirit Counters to inflict Taint as well. Range: 3 Cells. ? MP.
+Deathblock – Evokes the power of altruistic spirits who form the most powerful shield not in the physical plane, but in the core of the target's very soul so that they may not be taken from this world so easily. No Damage. Bestows Deathblock for Five Turns. Deathblock: The afflicted survives all fatal attacks with 1 HP so long as they are not already at 1 HP. Bypassed by status effects. Expend 6 Spirit Counters to return the fatal damage the target would have taken back at the attacker. Expend an additional 4 Spirit Counters to bestow Life on the target for the same duration. Range: 3 Cells. ? MP.
A-Ability: Ethereal Release
+Hael – Releases the power of the spirits, opening the nexus just wide enough so that the user's personal spirit can enter the physical plane. No Damage. Summons Hael. Expend 1 Spirit Counter to count summoning as a Free Action. Range: Surrounding Cell. ? MP.
+Vital Spark – Snaps one's fingers to draw forth the power of the spiritual nexus, concentrating it into a potent aura of energy before directing that energy in a brilliant jolt which flies fast and true. 110% Int Damage. Sure Hit. Expend 4 Spirit Counters to cause all allies in range to have their Damage Output increased by 10% for Three Turns. Range: 6 Cells; Linear. ? MP.
R-Ability:
+Spiritual Link – The spirits surge from one affected by their power to another aligned with them, connecting the two by a spiritual light. Whenever the user casts a supportive spell on an ally, the user may chain the same spell to another ally for no increase in MP Cost so long as both allies are in range of the ability. The user may expend 1 Spirit Counter in order to ignore the range restriction. The user may also expend 3 additional Spirit Counters per additional target to affect other allies so long as these allies are also in range; the user may also ignore this range restriction by expending Spirit Counters.
S-Ability:
+Soul Stones – Evokes one's control of spiritual energies to call forth stones which embody the energy of the user's allies. Applies one stack of Soul Stone to all allies except for the user at the beginning of battle. At any point during the battle, the user may consume the stack on a target to bolster the target's Atk/Def/Int/Spr by 15% for Two Turns or restore 20% of their HP and MP over Two Turns. The user may utilize 8 Spirit Counters to double these percentages for the same durations. The user may only consume a single stack on any given turn regardless of buffs or statuses. Once consumed, no stack may be reapplied for the duration of the battle. Stacks cannot be dispelled by Party-Wide/AoE dispel effects.
D-Ability:
+Great Spirit's Wrath – Beyond the will of his own admittedly lacking power, the user humbles himself before all spirits and begs them to bring forth the power which shall provide true salvation. His pleas do not go unanswered. From the depths of the spiritual plane, the eldest spirit arrives heralding destruction for all who dare harm he who has convened with the spirits and shows both amity and promise for an even brighter tomorrow. 100% Pierce Int Damage. Targets must expend 25% more MP to utilize skills and abilities for Three Turns. Chance of Misfortune. Range: All Enemies. 0 MP.
---Celestial Spirit Raze – With a brighter tomorrow already in sight, draws forth a pact with the Great Spirit to unleash the user's potential in a magnificent ray of spiritual energy which draws forth the essence of the heavenly spirits, scathe the battlefield with its immense might. 215% Pierce Int Damage. Targets in the way take half damage. Range: Straight Line. 0 MP. Light Elemental.
Name: Hael
Age: ?
Gender: ?
Appearance:
Spiritual Bond: Summons forth power from the bond with one's spirit familiar. So long as another unit bearing Spiritual Bond is present on the field in a state of consciousness, boost the offensive and defensive stats of both units by 10% passively.
Form Shift: Controls many different forms which the summoner must call forth. Allows the familiar's summoner to expend Spirit Counters to shift the user to the chosen form. The Familiar has three A-Abilities (one for each form) but the amount of skills allowed under each is reduced by half.
---Form One: Automatic.
---Form Two: *LOCKED*
---Form Three: *LOCKED*
A-Ability: Spirit Guide
+Vigil – Opens one's tiny maw, releasing a small sphere of revitalizing purple energy which drifts over to the target and sinks into their soul. No Damage. Bestows Vigilance. Range: 3 Cells. ? MP.
+Wavering Orb – Concentrates energy into a small bouncing sphere which flies this way and that before colliding with the target from an odd angle. 90% Int Damage. Chance of Confusion. Range: 3 Cells. ? MP.
A-Ability: Spirit Guardian *LOCKED*
A-Ability: Divine Spirit Ascension *LOCKED*
R-Ability: None.
S-Ability:
+Servant of Benevolence – The user recovers 3% Max HP and MP whenever the user's partner casts a beneficial spell that successfully has an effect on the target. The user also has the ability to give this recovery to the user's partner.
D-Ability: *LOCKED*
Age: 19
Gender: Male
Appearance:
- Spoiler:
Evocation+: Draws forth the energy of spirits to use their lingering energies so that he unleash the fullest extent of their power. Successfully executing skills grants the user one Spirit Counter. Casting beneficial skills on allies grants the user one Spirit Counter per ally affected; a maximum of 3 Spirit Counters may be gained as a result of this method. The user may utilize Spirit Counters to add to or alter the effects of abilities. The user may also expend 3 Spirit Counters to decrease the MP Cost of the next ability utilized by 25%. Stacks up to 12 times. The user may expend maximum stacks to restore the user's HP and MP to maximum. The expenditure of maximum stacks may only occur once per battle. Spirit Counters do not carry over between battles.
Spiritual Bond: Summons forth power from the bond with one's spirit familiar. So long as another unit bearing Spiritual Bond is present on the field in a state of consciousness, boost the offensive and defensive stats of both units by 10% passively.
- Spoiler:
- Spirit Caller- A mere fledgling in the art of evoking the power of spirits, the one who claims this profession seeks out on a journey to hone one's prowess and gain the trust of every spirit to bestow the power they gift him upon those he comes in contact with, be them friend or foe. (Evocation) (Equip: Tomes, Whips)
Evocation: Draws forth the energy of spirits to use their lingering energies so that he unleash the fullest extent of their power. Successfully executing skills grants the user one Spirit Counter. The user may utilize Spirit Counters to add to or alter the effects of abilities. The user may also expend 3 Spirit Counters to decrease the MP Cost of the next ability utilized by 25%. Stacks up to 12 times. If the user reaches maximum stacks they are automatically expended to restore the user's HP and MP to maximum. The expenditure of maximum stacks may only occur once per battle. Spirit Counters do not carry over between battles.
Level: 10
Exp: --/--
Weapon: Lingering Will- Finely crafted whip which exudes an air of sentiment. (Range: 2 Cells)
Armor: Prince's Coat- Marvelous coat made for a younger gentleman destined to become the ruler of his domain; it's mostly just for show and does little to defend one in a fight.
Accessory: Glass Sphere- Of unknown origin, this simple glass orb seems to hold the key to something important but what?
A-Ability: Spiritual Covenant
+Cheer – Evokes the power of whimsical spirits which dance their ringlets around the target, infusing in them the drive to fight harder. No Damage. Increases the target's primary offensive stat by 20% for Three Turns. Expend 2 Spirit Counters to increase the Target's CHR by 20% as well. Range: 3 Cells. ? MP.
+Raze – Evokes the power of mischievous spirits which assault the target's soul to plant seeds of doubt within them. No Damage. Reduces the target's Spr by 20% for Three Turns. Does not stack. Expend 4 Spirit Counters to reduce the target's Def as well. Range: 3 Cells. ? MP.
+Protection – Evokes the power of valorous spirits to shield the user and those nearby from harm. No Damage. Bestows Protect. Expend 3 Spirit Counters to bestow Shell as well. Range: Self + Adjacent Allies. ? MP.
+Harmonize – Evokes the power of compassionate spirits to reverse the scorn of battle and heal wounds. 100% Int Healing. Expend 5 Spirit Counters to bestow Regen to the target. Range: 3 Cells. ? MP.
+Allure – Evokes the power of charming spirits who's voice drift soothingly into the physical plane, mesmerizing those that hear them. No Damage. Chance of Charm/Mesmerize. Expend 2 Spirit Counters to increase the odds. Expend an additional 4 Spirit Counters to apply Reckless Love. Reckless Love: The target cannot be snapped out of their infatuation by means of damage upon the target for the duration of the effect. Range: 3 Cells. ? MP.
+Relief – Evokes the power of calming spirits who expend their energy to combine it with the target's own in order to ease the strain of channeling mana. No Damage. Bestows Overflow. Expend 5 Spirit Counters to bestow MP Regen to the target. Range: 3 Cells. ? MP.
+Pressure – Evokes the power of distressed spirits who force their influence on the target's entire being in order to force them to expend more energy to take action. No Damage. Chance of Pressure. Expend 3 Spirit Counters to inflict Taint as well. Range: 3 Cells. ? MP.
+Deathblock – Evokes the power of altruistic spirits who form the most powerful shield not in the physical plane, but in the core of the target's very soul so that they may not be taken from this world so easily. No Damage. Bestows Deathblock for Five Turns. Deathblock: The afflicted survives all fatal attacks with 1 HP so long as they are not already at 1 HP. Bypassed by status effects. Expend 6 Spirit Counters to return the fatal damage the target would have taken back at the attacker. Expend an additional 4 Spirit Counters to bestow Life on the target for the same duration. Range: 3 Cells. ? MP.
A-Ability: Ethereal Release
+Hael – Releases the power of the spirits, opening the nexus just wide enough so that the user's personal spirit can enter the physical plane. No Damage. Summons Hael. Expend 1 Spirit Counter to count summoning as a Free Action. Range: Surrounding Cell. ? MP.
+Vital Spark – Snaps one's fingers to draw forth the power of the spiritual nexus, concentrating it into a potent aura of energy before directing that energy in a brilliant jolt which flies fast and true. 110% Int Damage. Sure Hit. Expend 4 Spirit Counters to cause all allies in range to have their Damage Output increased by 10% for Three Turns. Range: 6 Cells; Linear. ? MP.
R-Ability:
+Spiritual Link – The spirits surge from one affected by their power to another aligned with them, connecting the two by a spiritual light. Whenever the user casts a supportive spell on an ally, the user may chain the same spell to another ally for no increase in MP Cost so long as both allies are in range of the ability. The user may expend 1 Spirit Counter in order to ignore the range restriction. The user may also expend 3 additional Spirit Counters per additional target to affect other allies so long as these allies are also in range; the user may also ignore this range restriction by expending Spirit Counters.
S-Ability:
+Soul Stones – Evokes one's control of spiritual energies to call forth stones which embody the energy of the user's allies. Applies one stack of Soul Stone to all allies except for the user at the beginning of battle. At any point during the battle, the user may consume the stack on a target to bolster the target's Atk/Def/Int/Spr by 15% for Two Turns or restore 20% of their HP and MP over Two Turns. The user may utilize 8 Spirit Counters to double these percentages for the same durations. The user may only consume a single stack on any given turn regardless of buffs or statuses. Once consumed, no stack may be reapplied for the duration of the battle. Stacks cannot be dispelled by Party-Wide/AoE dispel effects.
D-Ability:
+Great Spirit's Wrath – Beyond the will of his own admittedly lacking power, the user humbles himself before all spirits and begs them to bring forth the power which shall provide true salvation. His pleas do not go unanswered. From the depths of the spiritual plane, the eldest spirit arrives heralding destruction for all who dare harm he who has convened with the spirits and shows both amity and promise for an even brighter tomorrow. 100% Pierce Int Damage. Targets must expend 25% more MP to utilize skills and abilities for Three Turns. Chance of Misfortune. Range: All Enemies. 0 MP.
---Celestial Spirit Raze – With a brighter tomorrow already in sight, draws forth a pact with the Great Spirit to unleash the user's potential in a magnificent ray of spiritual energy which draws forth the essence of the heavenly spirits, scathe the battlefield with its immense might. 215% Pierce Int Damage. Targets in the way take half damage. Range: Straight Line. 0 MP. Light Elemental.
- - - - -
Name: Hael
Age: ?
Gender: ?
Appearance:
- Spoiler:
- In its first form, Hael appears incredibly tiny––barely the size of a rabbit. It has the body and face of a a Fennec fox, short stubby legs that resemble that of a deer, a voluptuous (albeit smaller) tail, and a single antler sticking up from the middle of its forehead. Hael is covered in light blue colored fur with indigo colored accents; this compliments its eyes, which glow a deep amethyst color.
Spiritual Bond: Summons forth power from the bond with one's spirit familiar. So long as another unit bearing Spiritual Bond is present on the field in a state of consciousness, boost the offensive and defensive stats of both units by 10% passively.
Form Shift: Controls many different forms which the summoner must call forth. Allows the familiar's summoner to expend Spirit Counters to shift the user to the chosen form. The Familiar has three A-Abilities (one for each form) but the amount of skills allowed under each is reduced by half.
---Form One: Automatic.
---Form Two: *LOCKED*
---Form Three: *LOCKED*
A-Ability: Spirit Guide
+Vigil – Opens one's tiny maw, releasing a small sphere of revitalizing purple energy which drifts over to the target and sinks into their soul. No Damage. Bestows Vigilance. Range: 3 Cells. ? MP.
+Wavering Orb – Concentrates energy into a small bouncing sphere which flies this way and that before colliding with the target from an odd angle. 90% Int Damage. Chance of Confusion. Range: 3 Cells. ? MP.
A-Ability: Spirit Guardian *LOCKED*
A-Ability: Divine Spirit Ascension *LOCKED*
R-Ability: None.
S-Ability:
+Servant of Benevolence – The user recovers 3% Max HP and MP whenever the user's partner casts a beneficial spell that successfully has an effect on the target. The user also has the ability to give this recovery to the user's partner.
D-Ability: *LOCKED*
Last edited by Silver on Thu May 14, 2015 3:59 pm; edited 1 time in total
Re: Silver's Creative Compendium Revamped
This profile is rated R for Sexual Content.
- Spoiler:
- Name: Rowena
Age: Appears 29
Gender: Female
Appearance:- Spoiler:
Voluptuous Body: When ya got it, flaunt it. Chance of Charm for all enemies within visible sight. Chances increase the closer the enemy is to the user. If the user is afflicted with Armor Break then the chances are increased to 99% for all applicable targets.
Level: 6
Exp: --/--
Weapon: Oh My Goddess – Uniquely crafted broomstick made of an odd amethyst-colored silky material that feels gummy to the touch. (Damage: Int) (Range: 4 Cells)
Armor: Naughty Witch Chic – Tailored specifically for a woman with a sensuous body, this outfit barely covers the essentials.
Accessory: Witch's Hat – Can't be a real witch without one!
A-Ability: Seductive Spellcasting
+Hot as Hell – Snaps one's fingers evoking a myriad of pink-colored embers to light the target on fire. 110% Int Damage. Chance of Charm. Range: 3 Cells. ? MP. Fire Elemental.
+Orgasmic Release – Conjures a swirl of sparkling water in a large area above the target's head before sending it spiraling downward on the target. 75% Int Damage. Chance of Wet. Allies in range have their primary offensive stat boosted by 5% and recover 3% Max MP. Range: 4 Cells + Adjacent Cells. ? MP. Water Elemental.
+Unravel – Utilizes magick to slowly unwind the user's clothing into magical ribbons which seek to entrap the user's enemies. No Damage. The user is afflicted with Armor Break for Three Turns. The user's chances of Charm/Mesmerize are doubled for Three Turns. The user's attacks and abilities carry a chance of Stun for Three Turns. Range: Self. ? MP.
+Spawn – Conjures forth from a ritualistic circle a figure bearing an eerie resemblance to the target which the user then claims as her own. No Damage. Creates one (1) miniature version of the target enemy unit in the target cell and places Charm on it. The spawned unit's stats are all 50% of the original target's and it can utilize A-Abilities known by the target but does not bear its S-/R-/Innate abilities. This ability has no effect on Boss-type units. Range: 6 Cells [Target]; Surrounding Cell [Placement]. ? MP.
R-Ability:
+Mistress of Magic – Whenever the user successfully charms a target, they also become inflicted with Dominated for the duration of the battle. Targets afflicted with Dominated have a higher chance of being Charmed in the future. In addition to this effect, the user gains access to Trigger Command: Punishment and Trigger Command: Reward so long as the target is Charmed and inflicted with Dominated.
[Trigger Command: Punishment – Punishes the target for going against the user's desires. Drains 5% Max HP and MP from the target. Range: Adjacent Cell.]
[Trigger Command: Reward – Rewards the target for submitting to the user. Makes the target's next attack against an enemy unit a Critical Hit. Range: Adjacent Cell.]
S-Ability:
+Mystic Allure – The user's chances of Charming foes can be pushed beyond the normal threshold. Targets successfully afflicted with Charm by the user cannot be freed from the status by means of damage.
D-Ability:
+Flood of Climatic Pleasure – Quivering with the fullest extent of the user's magical might, releases one's power in the form of a massive flood from the heavens which washes over everything it touches, consuming all in the passionate release of pleasure. 100% Pierce Int Damage. The user's allies have all stats increased by 10% for Three Turns. Range: All. 0 MP. Water Elemental.
Stats:
HP: 25
MP: 50
Atk: 1 (+0 from Oh My Goddess)
Def: 5 (+1 from Naughty Witch Chic)
Int: 7 (+2 from Oh My Goddess)
Spr: 5 (+1 from Naughty Witch Chic) (+1 from Witch's Hat)
Evade: 3%
Move: 2 Cells (+0 from Seductress Profession)
Skill Points: 0
Last edited by Silver on Sun Jun 12, 2016 8:59 am; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Cage Renval (Cassius Renval)
Age: 22
Gender: Male
Appearance:
Trump Card: Allows the user to survive a fatal attack with 1 HP unless he was already at 1 HP. Also negates the effects of Instant Death. Only activates once per battle.
Level: 5
Exp: --/--
Weapon: Scorched Cards- Salvaged from burning wreckage, these cards are unusable for any game. (Range: Infinite)
Armor: Ashy Suit- Otherwise pristine and well-tailored suit that is covered in a fine layer of ash.
Accessory: Memoir Photo- Having been repaired by a dear friend using Time-based magicks, this photo shows Cage and two girls he seems close with.
A-Ability: Luck Be A Lady
+Luck of the Draw – Conjures a massive playing card and flips it quickly on the target––whether it does anything or not is left to chance! No Damage. Randomly does between 0 and 150% Piercing Atk Damage. Range: 3 Cells. ? MP.
+Pick a Card – Offers the target a myriad of hexed playing cards which force their curses upon the target once chosen. No Damage. Chance of inflicting the target with a Random Negative Status Effect. Range: 3 Cells. ? MP.
+Flirt – A charming wink or tantalizing smile is all it takes to win someone over. No Damage. High Chance of Charm for applicable targets. Range: 3 Cells. ? MP.
A-Ability: Item
R-Ability:
+Reroll – Hastily works one's charm in order to get a second opinion on the outcome of the last game. Rerolls all chances the user plays a role in a second time with the same odds and takes the better outcome for the user and the worst outcome for enemies.
S-Ability:
+Cheat – When playing by the rules doesn't get you the outcome you desire, cheat––you'll win eventually! Increases the likelihood of chance-based outcomes being in the user's favor by 10% passively.
D-Ability:
+Jackpot – Everyone's gotta win sometime––even if it is just by chance. Conjures a giant slot machine and luckily lines up three 7s to win the ultimate prize for everyone. 100% Pierce Int Damage. Increases Drop Rate by 30% and increases the chance of Double Drop by 15% for the duration of the battle. Surviving enemies have a small chance to be ejected from battle as if defeated. Range: All Enemies. 0 MP.
Stats:
HP: 30
MP: 40 (+5 from Memoir Photo)
DD: 0/10
Atk: 7 (+1 from Scorched Cards)
Def: 4 (+1 from Ashy Suit)
Int: 2 (+0 from Scorched Cards)
Spr: 4 (+0 from Ashy Suit)
Evade: 5%
Move: 2 Cells (+1 from Gambler Profession)
Skill Points: 0
Age: 22
Gender: Male
Appearance:
- Spoiler:
Trump Card: Allows the user to survive a fatal attack with 1 HP unless he was already at 1 HP. Also negates the effects of Instant Death. Only activates once per battle.
Level: 5
Exp: --/--
Weapon: Scorched Cards- Salvaged from burning wreckage, these cards are unusable for any game. (Range: Infinite)
Armor: Ashy Suit- Otherwise pristine and well-tailored suit that is covered in a fine layer of ash.
Accessory: Memoir Photo- Having been repaired by a dear friend using Time-based magicks, this photo shows Cage and two girls he seems close with.
A-Ability: Luck Be A Lady
+Luck of the Draw – Conjures a massive playing card and flips it quickly on the target––whether it does anything or not is left to chance! No Damage. Randomly does between 0 and 150% Piercing Atk Damage. Range: 3 Cells. ? MP.
+Pick a Card – Offers the target a myriad of hexed playing cards which force their curses upon the target once chosen. No Damage. Chance of inflicting the target with a Random Negative Status Effect. Range: 3 Cells. ? MP.
+Flirt – A charming wink or tantalizing smile is all it takes to win someone over. No Damage. High Chance of Charm for applicable targets. Range: 3 Cells. ? MP.
A-Ability: Item
R-Ability:
+Reroll – Hastily works one's charm in order to get a second opinion on the outcome of the last game. Rerolls all chances the user plays a role in a second time with the same odds and takes the better outcome for the user and the worst outcome for enemies.
S-Ability:
+Cheat – When playing by the rules doesn't get you the outcome you desire, cheat––you'll win eventually! Increases the likelihood of chance-based outcomes being in the user's favor by 10% passively.
D-Ability:
+Jackpot – Everyone's gotta win sometime––even if it is just by chance. Conjures a giant slot machine and luckily lines up three 7s to win the ultimate prize for everyone. 100% Pierce Int Damage. Increases Drop Rate by 30% and increases the chance of Double Drop by 15% for the duration of the battle. Surviving enemies have a small chance to be ejected from battle as if defeated. Range: All Enemies. 0 MP.
Stats:
HP: 30
MP: 40 (+5 from Memoir Photo)
DD: 0/10
Atk: 7 (+1 from Scorched Cards)
Def: 4 (+1 from Ashy Suit)
Int: 2 (+0 from Scorched Cards)
Spr: 4 (+0 from Ashy Suit)
Evade: 5%
Move: 2 Cells (+1 from Gambler Profession)
Skill Points: 0
Last edited by Silver on Mon Jul 13, 2015 12:55 am; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Nina Renval
Age: 16
Gender: Female
Appearance:
Angelic Flight: Grants the user Flight status and +5% Light Damage Output while active. Toggle-able.
Level: 5
Exp: --/--
Weapon: Slim Spear- Slenderer spear made for training. (Range: 2 Cells)
Armor: Chainmail- Standard mail made of interlocking chains to allow mobility.
Accessory: Cross Necklace- Golden cross on an equally golden chain.
A-Ability: Chosen Soul
+Twirling Lance – Simplistic in nature yet variable execution of a twirling attack which throws the target for a loop and makes it difficult for them to retaliate. 110% Atk Damage. Does not activate the target's R-Ability. Range: 2 Cells. ? MP.
+Sacrifice – Utilizes mana to exert control over the user's life energies, enabling them to be transferred through touch to the target. No Damage. The user takes X HP/MP Damage and the target recovers X HP/MP. The user's HP cannot be reduced below 1. The user cannot reduce her MP to 0 through this ability. Range: Adjacent Cell. ? MP.
+Bright Thorn – Draws light particles in a violent twisting fashion around the user's weapon before stabbing straight through, shattering the light into a million pieces solidified by the user's mana. 130% Atk Damage. Target takes 3% Max HP Light Damage for Three Turns following this ability if successful. Range: Adjacent Cell. ? MP. Light Elemental.
A-Ability: Item
R-Ability:
+Heaven's Blessing – Heaven rains forgiving odors upon it's fallen children, raising them so that they may fight again should their cause continue to be just. The user revives with 20% Max HP in Three Turns upon being KOed so long as one of the user's allies remains conscious.
S-Ability:
+Piercing Light – Enveloped constantly in a powerful aura of light that seeks to shred away the defenses of the damned. The user's Light-elemental attacks and abilities ignore the effects of Protect, Shell, and Reflect.
D-Ability:
+Final Judgement – Unleashes the power of the Heavens with a bonechilling battle cry which causes all of the user's allies in the Realm of the Divine to take aim loose arrows of the purest distinction upon the target of the user's wrath. 200% Pierce Atk Damage. High Chance of Bleeding. Chance of Pain. Chance of Purification. Range: 6 Cells. 0 MP. Light Elemental.
Stats:
HP: 40 (+5 from Cross Necklace)
MP: 20
DD: 0/10
Atk: 8 (+1 from Slim Spear)
Def: 4 (+1 from Chainmail)
Int: 1 (+0 from Slim Spear)
Spr: 5 (+0 from Chainmail)
Evade: 4% (+25% during Flight active)
Move: 2 Cells (+1 from Seraph Knight Profession) (x2 during Flight active)
Skill Points: 0
Age: 16
Gender: Female
Appearance:
- Spoiler:
Angelic Flight: Grants the user Flight status and +5% Light Damage Output while active. Toggle-able.
Level: 5
Exp: --/--
Weapon: Slim Spear- Slenderer spear made for training. (Range: 2 Cells)
Armor: Chainmail- Standard mail made of interlocking chains to allow mobility.
Accessory: Cross Necklace- Golden cross on an equally golden chain.
A-Ability: Chosen Soul
+Twirling Lance – Simplistic in nature yet variable execution of a twirling attack which throws the target for a loop and makes it difficult for them to retaliate. 110% Atk Damage. Does not activate the target's R-Ability. Range: 2 Cells. ? MP.
+Sacrifice – Utilizes mana to exert control over the user's life energies, enabling them to be transferred through touch to the target. No Damage. The user takes X HP/MP Damage and the target recovers X HP/MP. The user's HP cannot be reduced below 1. The user cannot reduce her MP to 0 through this ability. Range: Adjacent Cell. ? MP.
+Bright Thorn – Draws light particles in a violent twisting fashion around the user's weapon before stabbing straight through, shattering the light into a million pieces solidified by the user's mana. 130% Atk Damage. Target takes 3% Max HP Light Damage for Three Turns following this ability if successful. Range: Adjacent Cell. ? MP. Light Elemental.
A-Ability: Item
R-Ability:
+Heaven's Blessing – Heaven rains forgiving odors upon it's fallen children, raising them so that they may fight again should their cause continue to be just. The user revives with 20% Max HP in Three Turns upon being KOed so long as one of the user's allies remains conscious.
S-Ability:
+Piercing Light – Enveloped constantly in a powerful aura of light that seeks to shred away the defenses of the damned. The user's Light-elemental attacks and abilities ignore the effects of Protect, Shell, and Reflect.
D-Ability:
+Final Judgement – Unleashes the power of the Heavens with a bonechilling battle cry which causes all of the user's allies in the Realm of the Divine to take aim loose arrows of the purest distinction upon the target of the user's wrath. 200% Pierce Atk Damage. High Chance of Bleeding. Chance of Pain. Chance of Purification. Range: 6 Cells. 0 MP. Light Elemental.
Stats:
HP: 40 (+5 from Cross Necklace)
MP: 20
DD: 0/10
Atk: 8 (+1 from Slim Spear)
Def: 4 (+1 from Chainmail)
Int: 1 (+0 from Slim Spear)
Spr: 5 (+0 from Chainmail)
Evade: 4% (+25% during Flight active)
Move: 2 Cells (+1 from Seraph Knight Profession) (x2 during Flight active)
Skill Points: 0
Last edited by Silver on Mon Jul 13, 2015 12:52 am; edited 1 time in total
Re: Silver's Creative Compendium Revamped
Name: Stiria
Age: ?
Gender: Female
Appearance:
Energy Void: The user's attacks and abilities deal an additional 10% Piercing Damage to the target's MP.
Alignment: Wind
Disposition:
Level: 1
Exp: 0/10
Weapon: Amulet- None too flashy.
Armor: Veil Conjuration L1- The most basic of the basic.
Accessory: Talon Ring- Just a metal band worn on the talons.
A-Ability: Pierce the Veil
+Raze – Unleashes a brilliant beam of scathing energy which rips through the target's spirit. 110% Int Damage. Reduces the target's Spr by 5% for Five Turns; stacks up to 5 times. Does not refresh. Range: 3 Cells. ? MP.
+Wane – Releases a distorted growl which causes the target's soul to shudder, thereby weakening its natural defenses. No Damage. Chance of Deshell. Range: 3 Cells. ? MP.
R-Ability:
+Mystic's Punishment – Upon being assaulted by magical means, unleashes a mighty cry which causes mystical energies to launch themselves at the offender. Whenever the user is assaulted by a magic-based attack, the user counters for damage equivalent to 25% of the damage the user takes/would have taken (if the user currently has Reflect; does not activate if the attack is evaded) dealt to the target's MP.
S-Ability:
+Iridescence I – The user starts the battle with Reflect status for it's normal duration.
+Shatter I – The user's attacks and abilities have a 15% chance to ignore the effects of Shell.
Burst Mode: *LOCKED*
HP: ?
MP: ?
Atk: ?
Def: ?
Int: ?
Spr: ?
Evasion: ?%
Critical: ?%
Movement: ? Cells (+? from ? Profession)
Temper: {//////////}
Skill Points: 0
Burst Points: 0
Age: ?
Gender: Female
Appearance:
- Spoiler:
Energy Void: The user's attacks and abilities deal an additional 10% Piercing Damage to the target's MP.
Alignment: Wind
Disposition:
Level: 1
Exp: 0/10
Weapon: Amulet- None too flashy.
Armor: Veil Conjuration L1- The most basic of the basic.
Accessory: Talon Ring- Just a metal band worn on the talons.
A-Ability: Pierce the Veil
+Raze – Unleashes a brilliant beam of scathing energy which rips through the target's spirit. 110% Int Damage. Reduces the target's Spr by 5% for Five Turns; stacks up to 5 times. Does not refresh. Range: 3 Cells. ? MP.
+Wane – Releases a distorted growl which causes the target's soul to shudder, thereby weakening its natural defenses. No Damage. Chance of Deshell. Range: 3 Cells. ? MP.
R-Ability:
S-Ability:
+Iridescence I – The user starts the battle with Reflect status for it's normal duration.
- Spoiler:
- +Iridescence II – The user starts the battle with Reflect status which has a duration of Five Turns.
+Iridescence III – The user starts the battle with Reflect status which has a duration of Five Turns. This effect cannot be dispelled by any means.
- Spoiler:
- +Shatter II – The user's attacks and abilities ignore the effects of Shell and have a 15% chance to dispel the status.
+Shatter III – The user's attacks and abilities ignore the effects of Shell and Reflect while also having a 15% chance to dispel those statuses.
Burst Mode: *LOCKED*
HP: ?
MP: ?
Atk: ?
Def: ?
Int: ?
Spr: ?
Evasion: ?%
Critical: ?%
Movement: ? Cells (+? from ? Profession)
Temper: {//////////}
Skill Points: 0
Burst Points: 0
Re: Silver's Creative Compendium Revamped
Name: Adriane Gundershine
Age: 25
Gender: Female
Appearance:
Level: 4
Exp: 12/16
Weapon: Petal Duster – Elegant duster with the feathers designed to look like the petals of a blooming rose. (Damage: Int-based) (Range: 4 Cells)
Armor: Classy Dress – A rather sultry black dress with white stripes near the bottom. (10% Hesitation for Attackers)
Accessory: Charmed Earring – Rather simple earring with a spell placed upon it to make it easier to conduct mana, at least slightly so. (-10% MP Cost)
Crazed Trigger: Healer- Causes Craze Gauge to increase when allies are healed. Gains a massive boost if an ally is revived.
A-Ability: Chores
+Up and Atem' – The user taps an ally gently, allowing them to become more ready for the challenges of the day. No Damage. Increases the target's evasion by 50% for three turns. Range: Adjacent Cell. 8 MP.
+Breakfast, Tea, and Cookies – The user serves up a small breakfast buffet including homemade breakfasts, teas, and assorted cookies. 50% Int HP Recovery. Recovery persists for three turns. Range: All Allies. 12 MP.
+Mop the Floors – The user pulls out a mop, coating it with magical energy before whipping it out at her foes. 80% Int Damage. Range: 3x3 Cell Line. 10 MP.
A-Ability: Yes, Milady? *LOCKED*
A-Ability: In One's Element *LOCKED*
A-Ability: May I be of Service? *LOCKED*
R-Ability:
+Efficient Service – The user is quick in her actions and leaves herself enough time to spread the wealth of her chores to everyone in the house. Whenever the user bestows a buff or positive status effect, there is a chance the rest of the party will also gain the same buff or positive status effect. This effect is per person.
S-Ability:
+Clean Up! – The user hates to leave a mess sitting anywhere for too long. Whenever an enemy is defeated, the user gains 20% MP back.
+Extra Care – The user always makes sure to put extra love and care into everything she does. Increases the potency of recovery-based skills by 20% and decreases the MP Costs of support-based skills by 15% passively.
D-Ability:
+Whoops~ – "I swear it was totally an accident!" 100% Pierce Int Damage. Chance to inflict up to five random negative status effects. Range: All Enemies. 0 MP.
Stats:
HP: 25
MP: 30 (+5 from Charmed Earring)
DD: 0/10
Atk: 3 (+0 from Petal Duster)
Def: 4 (+1 from Classy Dress)
Int: 5 (+3 from Petal Duster)
Spr: 5 (+2 from Classy Dress)
Evade: 2%
Move: 2 Cells (+1 from Maid profession)
Skill Points: 2
Age: 25
Gender: Female
Appearance:
- Spoiler:
- Spoiler:
Lady's Maid – The one who claims this profession has been promoted so that she serves the Mistress of the household and her alone. Everything the Mistress desires or requires is carried out by this individual and nothing can stop her from performing the task asked of her. (Loyalty to the Mistress) (+1 Basic Attack) (Equip: Feather Dusters)
Loyalty to the Mistress: Doubles the duration of positive status effects placed on female characters that aren't the user.
- - - - -Housekeeper – The one who claims this profession has been further promoted so that she is in charge of the keeping of her master's home. More than just a hired hand, she's like part of the family, and the good thing about being part of the family is that you learn some pretty interesting information. (Loyalty to the Masters) (Exemplary Performance) (+2 Basic Attacks) (Equip: Feather Dusters)
Loyalty to the Masters: Doubles the duration of positive status effects placed on characters that aren't the user.
Exemplary Performance: Increases the potency of recovery-based skills by 15% and increases the chances of inflicting negative status effects by 10% passively.
- - - - -Head Maid – This is it! The one who claims this profession is nearly as powerful as the Master or Mistress herself and is in charge of nearly every detail of the lives belonging to those she serves. She knows all of the tricks and nothing will stop her from making sure everything goes perfectly when it comes to her job. (Loyalty to the Masters) (Perfect Performance) (Unwavering) (+3 Basic Attacks) (Equip: Feather Dusters)
Loyalty to the Masters: Doubles the duration of positive status effects placed on characters that aren't the user.
Perfect Performance: Increases the potency of recovery-based skills by 20% and increases the chances of inflicting negative status effects by 15% passively.
Unwavering: Increases the user's Spr by 10% and grants immunity to all negative mental status effects.
Level: 4
Exp: 12/16
Weapon: Petal Duster – Elegant duster with the feathers designed to look like the petals of a blooming rose. (Damage: Int-based) (Range: 4 Cells)
Armor: Classy Dress – A rather sultry black dress with white stripes near the bottom. (10% Hesitation for Attackers)
Accessory: Charmed Earring – Rather simple earring with a spell placed upon it to make it easier to conduct mana, at least slightly so. (-10% MP Cost)
Crazed Trigger: Healer- Causes Craze Gauge to increase when allies are healed. Gains a massive boost if an ally is revived.
A-Ability: Chores
+Up and Atem' – The user taps an ally gently, allowing them to become more ready for the challenges of the day. No Damage. Increases the target's evasion by 50% for three turns. Range: Adjacent Cell. 8 MP.
+Breakfast, Tea, and Cookies – The user serves up a small breakfast buffet including homemade breakfasts, teas, and assorted cookies. 50% Int HP Recovery. Recovery persists for three turns. Range: All Allies. 12 MP.
+Mop the Floors – The user pulls out a mop, coating it with magical energy before whipping it out at her foes. 80% Int Damage. Range: 3x3 Cell Line. 10 MP.
- Spoiler:
- +Runaway Vacuum – The user plugs in a vacuum cleaner and turns it on but soon loses control and can only stand and watch as it runs rampant across the battlefield. 120% Int Damage. Range: All Enemies. ? MP.
+Caring Touch – The user carefully adjusts her ally's demeanor and visage with a caring and feathery light touch that leaves them feeling ultimately better. No Damage. Removes one (1) negative status effect. Range: Adjacent Cell. ? MP.
+Cup of Joe – The user prepares a steaming cup of coffee made with her own special blend that totally revitalizes whoever drinks it, even when they're at their worst. No Damage. Revives Target with 15% Max HP or cures Sleep and Deep Sleep. Range: Adjacent Cell. ? MP.
+Gundershine Miracle Tonic – The user takes out a rather large tablespoon and a bottle of her home famous Gundershine Miracle Tonic, pouring it into the spoon and feeding it to one of her ally's. 100% Int HP Recovery. Removes all physical negative status effects from the target. Range: Adjacent Cell. ? MP.
+ Soup's On – The user lays out a wonderful spread of fantastic soups, meats, and food fit only for the finest of occasions. No Damage. Targets recover 10% Max HP and MP for five turns; Requires One turn Set-up. Range: All Allies. ? MP.
A-Ability: Yes, Milady? *LOCKED*
- Spoiler:
- +Spot of Tea – The user quickly conjures a tea kettle and fills an ally's cup to the brim with some of the rejuvenating liquid. No Damage. Bestows Regen and MP Regen. Range: 3 Cells. ? MP.
+Reminder – The user makes sure to give a special note to her ally, enabling them to be better prepared for the dangers ahead. No Damage. Bestows Immunity. Range: 3 Cells. ? MP.
+First-Aid – The user conjures a small medical kit and quickly gets to work bandaging up a wounded ally and restoring some of their health. 125% Int HP Recovery. Target recovers 5% Max HP and MP for Three Turns. Range: 3 Cells. ? MP.
+Sweet Treat – The user quickly serves up a small sample of a random homemade dessert which once eaten provides a rather large burst of energy. No Damage. Bestows Haste. Range: 3 Cells. ? MP.
+Kitchen Disaster – The user conjures a large pot and begins to add many random ingredients into the bowl before putting it over a conjured flame. Just as the user is leaving it to simmer, she 'accidentally' knocks another random ingredient in causing the mixture to start bubbling and sizzling. Acting on instinct, the user quickly tilts the pot in the direction of an enemy and watches as the mixture bursts from the pot and consumes the target. 140% Int Damage. Chance of Burn. Chance of Poison. Range: 4 Cells. ? MP. Fire Elemental.
---Total Cleansing – As soon as the disastrous mixture has finished exploding over the target, the user swiftly attempts to rectify the mistake by cleaning it with great fervor. However, the user works too hard on the mess and ultimately wipes not only it but the target from existence. No Damage. Chance of Oblivion. Range: Set. ? MP.
+Pep Talk – With a hearty cheer and many compliments the user roots for an ally and gets their mood lifted so that they can do better in battle. No Damage. Increases the target's damage output by 25% for three turns. Range: 3 Cells. ? MP.
+Pamper – The user quickly rushes over to an ally and fixes their posture into a more comfortable stance before she soothes their form so they are in top condition for what lies ahead. No Damage. Bestows Shell. Bestows Protect. Range: 3 Cells. ? MP.
A-Ability: In One's Element *LOCKED*
- Spoiler:
- +Reversal Duster – The user swiftly swabs her target with her feather duster, magic in the movement lifting a strange cloud of purple up from the target and places it on the very tips of the duster's feathers. No Damage. Removes one (1) negative status effect and makes it an Added Effect of the user's basic attacks for five turns. Can only hold one (1) negative status at a time. Range: Adjacent Cell. ? MP.
---Dust Storm – With a poised spin, releases the purple cloud from the duster's feathers in a violent spiral of dust which coats all nearby. No Damage. Extremely High Chance of Reversal Duster Status Effect. Removes Added Effect bestowed from Reversal Duster. Range: Surrounding Cells. ? MP
+Specialty Meal – The user quickly cooks up a meal crafted especially for her friends and serves it, leaving each and every ally with enough servings to last them until they've eaten enough for two people each. 75% Int HP Recovery. Recovery persists for five turns. Range: Self + Surrounding Cells. ? MP.
+For the Guest – Not wanting to forget the guest, the user quickly also repeats her actions for the other person. No Damage. Extends the bonuses of any skill used prior to this one to another target within range. Can only be used with supportive skills. Cannot be used on the user. Must be chained. Range: Set. ? MP.
+Quick Step – In order to more efficiently complete her tasks, the user steps up her determination and dashes to her next destination with plenty of energy to boot. No Damage. Moves the target (User's Move + 4) Cells away. Counts as a move action. Range: Self. ? MP.
+Flying Teacups – The user pours tea into a myriad of teacups, filling them to the very brim before swiftly collecting them all without spilling a single drop. The user then tosses all of them with utmost expertise, each boiling cup of tea hitting her mark. 120% Int Damage. 8 Hits. Chance of Wet. Chance Burn. Range: 4 Cells. ? MP.
+Master Keys – Unable to be kept out of anywhere in the household, the user pulls out her set of master keys and successfully unlocks whatever she needs to get into. No Damage. Unlocks target Door or Chest. Range: Adjacent Cell. ? MP.
+Secret Ingredient – Being very careful to hide her family secrets from the world, the user reaches into her dress and pulls out her 'secret ingredient', adding just a pinch of it to her future meals for a short while. No Damage. Doubles potency of all recovery-based skills for three turns. Range: Self. ? MP.
+Lost and Found – The user places a small charm on herself to hopefully help in recovering lost items and finding even better ones. No Damage. Increases item drop rate by 25%. Increases chance of double drop by 50%. 10% Chance of recovering used items from the current battle up to the use of this skill. Range: Set. ? MP.
A-Ability: May I be of Service? *LOCKED*
- Spoiler:
- +Absolute Dusting – Whips the feather duster into a frenzy on the target to remove all maladies with a touch of magic. No Damage. Removes all negative status effects. Range: Adjacent Cell. ? MP.
+Tricks of the Trade – There's always a better way to do everything with speed and efficiency. It takes time to pick these things up, however, for one does not pick up the tricks of the trade overnight. No Damage. Enables the user to take two act actions per turn for five turns. Range: Self. ? MP.
+Bubble Dream – Evokes water mana into a beautiful flourish of multicolored bubbles to inspire the user and her allies. No Damage. Bestows Bubble. Range: All Allies. ? MP. Water Elemental.
---Power Wash – Suddenly turns the bubble wonderland into an immediate war ground, spraying targets down with enough force to heavily injure them. 150% Int Damage. High Chance of Immobilize. High Chance of Disable. Range: All Enemies. ? MP. Water Elemental.
---Bottomless Pool – Continues to drench the targets with force, all the while manipulating the earth beneath them to disappear so that they fall into an endless pool. No Damage. Chance of Drown. Range: Set. ? MP.
+Endless Feast – With a clap of one's hands, an incredible spread of the master's favorite foods are splayed out along a seemingly endless and pristine white table. Everyone is sure to enjoy the feast. 100% Int HP Recovery. Recovery persists for ten turns. Range: All Allies. ? MP.
+Tea Downpour – Tosses a teapot filled with boiling hot water up into the air and manipulates it with mana to enlarge it to massive proportions before tipping it over to wash targets in a scalding downpour of tea. 210% Int Damage. Chance of Wet. Chance of Burn. Range: All Enemies. ? MP. Water Elemental.
+Mysterious Guise – Utilizes mana to totally alter the user's appearance and shape so that she appears to be someone else – still a maid, but certainly not one anyone has ever seen before. No Damage. Transforms the user into an Enemy unit indefinitely. Enables access to the abilities listed below. Chance of being discovered increases with each turn. Attacks utilized by the user during this ability are automatically Critical Hits against Enemy units but dramatically increase the user's chance of being discovered. Range: Self. ? MP.
---Poisoned Tea – Slips the target a nice fresh cup of tea with just a drop of particularly potent poison. No Damage. Target recovers 3% Max HP immediately. One turn after recovery they have their Def and Spr reduced by 15% and take 8% Max HP Damage per turn for three turns. Range: Adjacent Cell. ? MP.
---Pickpocket – Craftily slips one hand into the target's stash of items and pockets it for one's own. No Damage. Steals an item on the target's drop list. Range: Adjacent Cell. ? MP.
---Act of Persuasion – Whispers a vicious rumor supposedly spread by one of the target's allies to turn the target against them. No Damage. Increases target's aggression toward another chosen target dramatically. Range: Adjacent Cell. ? MP.
+No One Suspects the Maid! – Sheds the magical disguise in order to unleash a horrid barrage of magic which takes the target totally off-guard. No one suspects the maid, after all. 240% Int Damage. Chance of Instant Death. The user must be under the effects of Mysterious Guise or this ability cannot be used. The effects of Mysterious Guise are dispelled. Range: 5 Cells. ? MP.
+Unmatched Care – Places the target in a loving embrace and works mana through the user's fingertips as she pampers them to soothe even the harshest of injuries. It might even rouse the dead! 150% Int HP and MP Recovery. Can alternatively be used to revive a target with 30% Max HP. Range: Adjacent Cell. ? MP.
+Auntie's Treat – Carefully concocts a secret recipe handed down by the user's world famous great aunt and serves it up special for the target. A mindblowing treat, whoever tastes it will never forget it as long as they live. 200% Int HP Recovery. Bestows Regen. Bestows Mp Regen. Bestows Immunity. Range: Adjacent Cell. ? MP.
R-Ability:
S-Ability:
+Clean Up! – The user hates to leave a mess sitting anywhere for too long. Whenever an enemy is defeated, the user gains 20% MP back.
D-Ability:
+Whoops~ – "I swear it was totally an accident!" 100% Pierce Int Damage. Chance to inflict up to five random negative status effects. Range: All Enemies. 0 MP.
Stats:
HP: 25
MP: 30 (+5 from Charmed Earring)
DD: 0/10
Atk: 3 (+0 from Petal Duster)
Def: 4 (+1 from Classy Dress)
Int: 5 (+3 from Petal Duster)
Spr: 5 (+2 from Classy Dress)
Evade: 2%
Move: 2 Cells (+1 from Maid profession)
Skill Points: 2
Last edited by Silver on Tue Dec 20, 2016 10:41 pm; edited 4 times in total
Re: Silver's Creative Compendium Revamped
Name: Asura the River
Age: ?
Gender: Female
Appearance:
AbsoluteΩ: The user's Atk cannot be lowered by any means. The user's attacks ignore and carry a chance to dispel the effects of Protect, Shell, and Reflect.
FlowingΩ: The user's evasion is increased by 10% and her movement is increased by 2 cells passively. The user has a small chance of Double Attack.
Level: 40
Exp: --/--
Weapon: Nirvana- Beautiful sword made of shining silver bathed in ethereal light that exudes peace and forces all who feel its touch slip into a state of tranquility. (-5% Def and Spr per Basic Attack; Stacks 4 times.)
Armor: Eternal Dream- A stunning teal kimono laced with silver floral designs and sky colored wisps that envision paradise. (Immune Sleep/Deep Sleep) (Immune Petrify) (Immune Instant Death) (Immune Oblivion)
Accessory: Luminescent Sphere- Memoir glass sphere filled with a brilliant light––only those with strength of heart can take a close look to reveal the shimmering castle and a tall tower within. (Null Light) (SOS-Reflect)
Accessory: Sanctuary- Expertly woven Obi which wraps protectively around the wearer, binding them with powerful protective magicks. (User gains Protect at the start of battle) (Sanctuary's Gift)
Sanctuary's Gift: Upon the removal of Protect or Shell, boost the user's respective defensive stat by 3% for the duration of battle. Stacks up to 10 times.
A-Ability: Flourish
+Commencement – Brandishes the blade with a dignified aura of skill so as to prepare body and soul for the assault to come, leading with a strike so quick that only the truly skilled can dodge it and the blows to come. 110% Atk Damage. Increased chance to hit. If it lands successfully, the user may chain another skill or a basic attack combo. Range: Adjacent Cell. ? MP.
+Blurred Blade – Sends a pulsing vibration of mana through the user's blade to cause its form to waver in such a manner that each strike feels like three. No Damage. Adds two hits onto all basic attacks for Three Turns. Range: Self. ? MP.
+Crescent Slash – Delivers a powerful sweeping slash in the shape of a crescent which leaves the target bleeding profusely. 130% Atk Damage. Chance of Bleeding. Range: Adjacent Cell. ? MP.
+Followthrough – Continues the previous strokes of the blade with elegance and grace so that the following assault definitely lands. 70% Atk Damage. 2 Hits. 110% Atk Damage. Must be chained from another ability. Sure Hit so long as the previous ability landed successfully. User must expend ?% extra MP to chain from an ability that was chained from Commencement. Range: Set. ? MP.
+Aerial Lash – Leaps into the air and glides across the clouds in order to land two sharp slashes from above that wreak havoc upon airborne enemies. 100% Atk Damage. 2 Hits. Grounds Airborne targets for Two Turns. Range: 3 Cells; Linear. ? MP.
+Overdrive – Focuses energy so that both body and soul become enraptured in a blazing aura of will through which power flows freely. No Damage. Bolsters Atk by 30% for Three Turns. Increases CHR by 20% for Three Turns. Increases CHD by 25% for Three Turns. 6 Turn Cooldown. Range: Self. ? MP.
+Flash Break – Utilizes a burst of mana to almost instantaneously close the distance between the user and her target before unleashing a devastating slash which rends its way through shields and pierces the target's defenses. 125% Atk Damage. Bypasses Damage Reduction buffs. Ignores 20% of the target's Def stat. User lands in the closest cell adjacent to the target. Range: 4 Cells. ? MP.
+Eternal Session – Approaches the target and unleashes a quick succession of attacks as an offering of challenge, forcing the two into a combat from which only one will leave alive. No Damage. The user rushes to an adjacent cell of the target and unleashes a basic attack. Target of the assault is marked with Eternal Session. [Eternal Session – Afflicted must focus attacks on the user and cannot intentionally avoid attacking the user at any time while afflicted. If the afflicted cannot attack the user then the user's next attack on the target is Piercing.] Range: [User's Move] Cells. ? MP.
A-Ability: Dance of Death
+Sleep – Coats the blade in a shroud of purple mana that when used against her enemies causes their minds to become hazy and their bodies to become heavy until they truly are made of lead. No Damage. Adds Chance of Sleep and Chance of Gradual Petrification the user's attacks and skills for Five Turns. Range: Self. ? MP.
+New Direction – Assaults the target with a blade coated in an ominous aura which drains the target's energy before it clings to the user's blade thereafter. 90% Atk Damage. Absorbs 25% of the Damage Dealt as MP. The user recovers damage dealt to any target's MP as her own for Three Turns following the use of this ability. Range: Adjacent Cell. ? MP.
+Rounding Slice – Approaches the target with blade whirling in a disorienting fashion as slice after slice tears into the target's flesh. 80% Atk Damage. 3 Hits. Chance of Confusion. If used from full range, the user moves to an adjacent cell of the target. Range: 2 Cells. ? MP.
---Sanity Cleave – Pulls back for the briefest of moments, clouding the blade in a violently red aura before delivering a sharp sweep of the blade which rends sanity in two. 140% Atk Damage. Advances Confusion to Dementia. Range: Set. ? MP.
+Blade Tempo – Draws the blade in front of the user and takes a deep breath in order to get mana flowing so that the blade may fly faster to fit the pace of battle. No Damage. Bestows Haste. Range: Self. ? MP.
+Vortex – Utilizes a burst of strength aided by the winds to surge over to targets and unleash the wrath of the winds through a series of expertly placed strikes finished with a powerful expulsion of wind. 90% Atk Damage. 3 Hits. 130% Atk Damage. Knocks targets two cells away. Range: 3 Cells [Landing Point]; Surrounding Cells [Damage]. ? MP. Wind Elemental [Last Hit].
+Alignment – Repositions the body and blade in order to activate a seal on the user's mana flow, reducing the strain of exertion to make it easier to utilize mana-based techniques. No Damage. Reduces MP Costs by 50% for Three Turns. Range: Self. ? MP.
+Shatter – Brandishes the blade utilizing a surge of mana to strengthen the user's arm and the steel of her weapon so that the next slice shall shatter every bone in the target's body but spare the user any harm. 180% Atk Damage. High Chance of Pain. Destroys Petrified Targets. Range: Adjacent Cell. ? MP.
+Last Dance – Moving so quickly that her form is nothing but a blur lost to the drifts of time, the user's dance is an assault which withstands the tests of time and steals the life of the target using not the user's blade, but the reaper's scythe. No Damage. Chance of Instant Death. If the target is successfully afflicted with Instant Death, the user absorbs 20% of the target's HP and MP prior to the status as her own. If the target avoids Instant Death, the user's basic attacks and skills carry a small chance of Doom for Three Turns. Range: 3 Cells. ? MP.
A-Ability: Precision Blade
+Brightcrest – Drawing a luminous power upon the blade, delivers a series of slashes to the target before spinning through a spiral motion and cleaving the air causing light particles to shatter and surge outward to batter other nearby victims. 110% Atk Damage. 4 Hits. 90% Piercing Atk Damage. Targets successfully hit by the last hit in the combo take 3% Max HP Light Damage for Two Turns. Range: Adjacent Cell [First Four Hits]; Set + Horizontal Adjacent Cells [Final Hit]. ? MP. Light Elemental [Final Hit].
+Ghost Drive – Manipulates intense wavelengths of spacial energy to warp faster than the speed of light around the target to deal numerous weak attacks before creating a vortex of mana through which a ghostly blade surges upward to knock the target clear across the battlefield. 60% Atk Damage. 24 Hits. 170% Atk Damage. Increased chance to hit [First 24 Hits]. Knocks target to the edge of the battlefield if the last hit connects. Range: 4 Cells. ? MP.
+Bladecharge – Sends mana surging through the blade to extend its meager frame in a massive weapon of destruction for a brief period of time, enabling for heavier assaults from a range while also enabling an incredibly powerful technique. No Damage. Increases the user's Atk by 20% for Four Turns. Increases the range of the user's basic attacks and skills by 2 cells for Four Turns. Enables the use of the damaging move Bladecharge at the cost of dispelling these effects immediately. [Bladecharge: 210% Atk Damage. User lands at target cell. This move is unaffected by the Bladecharge buff. Range: 5 Cells + 2 Cell Radius. ? MP.] Range: Self. ? MP.
+Hurricane Period – Calls upon the forces of natural disasters to shroud the blade, generating vicious lengths of lightning which dance erratic ringlets around the user before she leaps into the air, somersaulting and spiraling viciously from target to target leaving no lack of destruction in her wake. 140% Atk Damage. Varying Hits. Number of hits determined by the targets in range. If a similar target is in range of this ability after it hits the first target, then the attack bounces to that target as well. The user lands in an adjacent cell to the final target. The user may expend ?% more MP to deal an additional 60% Piercing Atk Lightning MP Damage to all targets that were hit by this ability. Range: 4 Cells. ? MP. Lightning Elemental.
+Rising Sun – Raises the blade stalwartly and gather's one's energy before unleashing one's willpower in a blazing aura as one charges faster than a speeding bullet with blade outstretched to rend targets not once but twice. 125% Atk Damage. 2 Hits. Decreases the target's Def and Spr by 10% for Four Turns. Increases the user's Atk by 5% per target hit [counted both ways]. Neither effect stacks. Range: Straight Line. ? MP.
+Meteorshower – Hurls the blade into the air where it is swallowed by a circle of flame only to have that very circle of flame reject it and send not the singular consumed blade, but a myriad of freshly formed swords of pure fire down upon the target. 150% Atk Damage. Chance of Burn. Chance of Confusion. Range: 4 Cells. ? MP. Fire Elemental.
+Limit Burst – Evokes the inner power flowing within the user's body and pours it upon the blade to deliver a series of slashes through which arcs of pure power fly through the air to cut down the target and release the user's fullest potential – that without limits. 90% Atk Damage. 4 Hits. Increases the user's Critical Hit Rate by 20% and increases Critical Hit Damage by 10% for Three Turns. Range: 3 Cells. ? MP.
+Lucent Release – Sheathes one's current blade and extends one's free hand in order to focus one's energy to draw out of thin air a blade made of pure, shimmering light particles which shall vanquish the darkness. No Damage. Equips Lucent Release in place of the user's current weapon for Five Turns. Lucent Release deals Light-based damage that ignores positive Light affinities, automatically doles out Critical Hits to targets with positive Dark affinities, and deals damage based on the target's Spr stat. Range: Self. ? MP. Light Elemental.
A-Ability: Eternal Flow
+True Embrace: Let the River Run – Evokes the power of embracing one's former destiny and her path forcibly tied to the darkness which saved the brightest light in one's kingdom. No Damage. Doubles the potency of Erosion/Erosion+ for Three Turns. Enables the user to chain certain abilities together. Max Chain: 2. This ability must be used before any below it can be accessed. Range: Self. ? MP.
+Cascade – Cuts the very mana which occupies the air with the utmost precision, causing a forceful rain of pressure to bear down upon the target. 75% Piercing Atk Damage. Reduces the target's Move by 2 Cells for Three Turns. Range: 6 Cells. ? MP.
+Flood – Directs the flow of mana with the blade before sinking it straight into the ground beneath the user's feet in order to raze the target with a series violent water mana spikes. 110% Atk Damage. 6 Hits. Chance of Wet. Range: 4 Cells. ? MP. Water Elemental.
+Remnants of Peace – Evokes a peculiar aura upon the blade before delivering a series of slashes which silence the target and force them to relent for the moment – if only to preserve the last remnants of peace. 100% Atk Damage. 3 Hits. High Chance of Silence. High Chance of Docility. Range: Adjacent Cell. ? MP.
+Surging Passion – Lashes out at the target with abandon, allowing emotions to rise to a fever pitch as the blade rends life itself from death – in its slender frame it carries the power to decimate anything for the time being. 130% Atk Damage. The user enters Passion Surge status for Three Turns. Passion Surge: The afflicted gains 45% Atk, gains access to an extra Act command or Move command, and their attacks ignore 30% of the target's Def. This effect cannot be mass dispelled. Range: Adjacent Cell. ? MP.
+Torment – To unleash from the heart within a wave of everlasting pain. To rend the ties of friendship and cast one's friends into the darkness. To right the wrongs committed against the ones the user holds dear, she bears her anguish and tears through the air aided by two wings: one of the purest light and another of corrupt darkness. The entire battlefield shall feel the torment she has endured and yearn to see the light as she did for countless years. 90% Atk Damage. 32 Randomized Hits. The user gains Flight status for Three Turns. The user gains the properties Null Dark and Null Light for Three Turns. Chance of Blind. Small Chance of Bleeding. Range: All Enemies. ? MP.
+Requiem – The faint musings of the heart for the souls of the departed echoes. Although it is not a time for happiness, a dance may still be performed. Guided by the softest melodies, one's blade spins elegantly; it cuts and cleaves and whirls through the air accompanied by the saddest sounds the heart can release. All the while the reaper waits patiently for that which will soon be his. 140% Atk Damage. 6 Hits. 250% Atk Damage. High Chance of Doom. Chance of Instant Death. Chance of Immobilize. Chance of Disable. Clara must be available and within Range; MP Cost is split between the two. Range: 4 Layers of Surrounding Cells. ? MP.
+Signature – Each soul claims their own power. In a similar vein, each wielder of the blade has one technique all their own – it holds the trueness of their character and may never be utilized by anyone who dares to attempt to learn their unique flourish. It is time for that power to be unleashed. 200% Atk Damage. Bypasses 60% of the target's Def stat. Ignores all Damage Reduction buffs. Does not activate the target's R-Ability. Reduces the target's Def by 15% for Three Turns. Small chance of Stun. Small chance of Confusion. This ability cannot be observed or learned by any other unit. This ability has a Cool Down of Four (4) Turns. Range: Adjacent Cell. ? MP.
R-Ability:
+Rapid Counter – Swiftly lashes out at foes who dare attack from within range with the harshest of assaults. Whenever the user is attacked from an adjacent cell she counters by unleashing a full basic attack combo.
S-Ability:
+Erosion+ – The user's consistent assaults put a heavy strain on her enemies, causing their energy to fade with each slash. The user's basic attacks reduce the target's MP by 2% per hit. The user's attacks and skills against enemies who have no MP remaining are Critical Hits.
D-Ability:
+Last Wish – Pours the very essence of one's being into the blade to perform one final action which will see this conflict through to its end, even if it takes the user's dying breath to do it. 300% Pierce Atk Damage. The user is KOed. If the battle objectives are successfully accomplished on the turn this ability was used, then the user's EXP penalty is reduced to 75% experience rather than 50%. Range: Adjacent Cell. 0 MP.
Stats:
HP: 210 (+15 from Sanctuary)
MP: 105 (+15 from Luminescent Sphere)
DD: 0/100
Atk: 31 (+41 from Nirvana)
Def: 22 (+24 from Eternal Dream) (+8 from Sanctuary)
Int: 1 (+0 from Nirvana)
Spr: 19 (+29 from Eternal Dream) (+9 from Nirvana) (+6 from Luminescent Sphere) (+6 from Sanctuary)
Evade: 19% (+10% from FlowingΩ)
Move: 2 Cells (+2 from The River Profession) (+2 from FlowingΩ)
Skill Points: 0
Age: ?
Gender: Female
Appearance:
- Spoiler:
AbsoluteΩ: The user's Atk cannot be lowered by any means. The user's attacks ignore and carry a chance to dispel the effects of Protect, Shell, and Reflect.
FlowingΩ: The user's evasion is increased by 10% and her movement is increased by 2 cells passively. The user has a small chance of Double Attack.
- Spoiler:
- Swordswoman- Brandishing the blade with a certainty, the one who claims this profession sets forth to reclaim her title as a master of the blade. (Absolute) (Equip: Swords)
Absolute: The user's Atk cannot be lowered by any means.
- - - - -
Blade Dancer- Featherlight steps upon the field of battle. Blade drawn, whole body spinning elegantly, swaying to the tempo set by the heat of battle. The one who claims this profession draws upon both her skill with the blade and her own natural grace to perform the Dance of Death. (Absolute+) (Flowing)
Absolute+: The user's Atk cannot be lowered by any means. The user's attacks ignore the effects Protect, Shell, and Reflect.
Flowing: The user's evasion is increased by 5% and her movement is increased by 1 cell passively.
- - - - -
Blademaster- Through insurmountable training and sheer determination, the one who claims this profession wields the blade as an extension of her soul. Unleashing devastating and unmatchable techniques, she draws ever closer to permanently etching her name into the annals of history. (AbsoluteΩ) (Flowing+)
AbsoluteΩ: The user's Atk cannot be lowered by any means. The user's attacks ignore and carry a chance to dispel the effects of Protect, Shell, and Reflect.
Flowing+: The user's evasion is increased by 10% and her movement is increased by 1 cell passively.
Level: 40
Exp: --/--
Weapon: Nirvana- Beautiful sword made of shining silver bathed in ethereal light that exudes peace and forces all who feel its touch slip into a state of tranquility. (-5% Def and Spr per Basic Attack; Stacks 4 times.)
Armor: Eternal Dream- A stunning teal kimono laced with silver floral designs and sky colored wisps that envision paradise. (Immune Sleep/Deep Sleep) (Immune Petrify) (Immune Instant Death) (Immune Oblivion)
Accessory: Luminescent Sphere- Memoir glass sphere filled with a brilliant light––only those with strength of heart can take a close look to reveal the shimmering castle and a tall tower within. (Null Light) (SOS-Reflect)
Accessory: Sanctuary- Expertly woven Obi which wraps protectively around the wearer, binding them with powerful protective magicks. (User gains Protect at the start of battle) (Sanctuary's Gift)
Sanctuary's Gift: Upon the removal of Protect or Shell, boost the user's respective defensive stat by 3% for the duration of battle. Stacks up to 10 times.
A-Ability: Flourish
+Commencement – Brandishes the blade with a dignified aura of skill so as to prepare body and soul for the assault to come, leading with a strike so quick that only the truly skilled can dodge it and the blows to come. 110% Atk Damage. Increased chance to hit. If it lands successfully, the user may chain another skill or a basic attack combo. Range: Adjacent Cell. ? MP.
+Blurred Blade – Sends a pulsing vibration of mana through the user's blade to cause its form to waver in such a manner that each strike feels like three. No Damage. Adds two hits onto all basic attacks for Three Turns. Range: Self. ? MP.
+Crescent Slash – Delivers a powerful sweeping slash in the shape of a crescent which leaves the target bleeding profusely. 130% Atk Damage. Chance of Bleeding. Range: Adjacent Cell. ? MP.
+Followthrough – Continues the previous strokes of the blade with elegance and grace so that the following assault definitely lands. 70% Atk Damage. 2 Hits. 110% Atk Damage. Must be chained from another ability. Sure Hit so long as the previous ability landed successfully. User must expend ?% extra MP to chain from an ability that was chained from Commencement. Range: Set. ? MP.
+Aerial Lash – Leaps into the air and glides across the clouds in order to land two sharp slashes from above that wreak havoc upon airborne enemies. 100% Atk Damage. 2 Hits. Grounds Airborne targets for Two Turns. Range: 3 Cells; Linear. ? MP.
+Overdrive – Focuses energy so that both body and soul become enraptured in a blazing aura of will through which power flows freely. No Damage. Bolsters Atk by 30% for Three Turns. Increases CHR by 20% for Three Turns. Increases CHD by 25% for Three Turns. 6 Turn Cooldown. Range: Self. ? MP.
+Flash Break – Utilizes a burst of mana to almost instantaneously close the distance between the user and her target before unleashing a devastating slash which rends its way through shields and pierces the target's defenses. 125% Atk Damage. Bypasses Damage Reduction buffs. Ignores 20% of the target's Def stat. User lands in the closest cell adjacent to the target. Range: 4 Cells. ? MP.
+Eternal Session – Approaches the target and unleashes a quick succession of attacks as an offering of challenge, forcing the two into a combat from which only one will leave alive. No Damage. The user rushes to an adjacent cell of the target and unleashes a basic attack. Target of the assault is marked with Eternal Session. [Eternal Session – Afflicted must focus attacks on the user and cannot intentionally avoid attacking the user at any time while afflicted. If the afflicted cannot attack the user then the user's next attack on the target is Piercing.] Range: [User's Move] Cells. ? MP.
A-Ability: Dance of Death
+Sleep – Coats the blade in a shroud of purple mana that when used against her enemies causes their minds to become hazy and their bodies to become heavy until they truly are made of lead. No Damage. Adds Chance of Sleep and Chance of Gradual Petrification the user's attacks and skills for Five Turns. Range: Self. ? MP.
+New Direction – Assaults the target with a blade coated in an ominous aura which drains the target's energy before it clings to the user's blade thereafter. 90% Atk Damage. Absorbs 25% of the Damage Dealt as MP. The user recovers damage dealt to any target's MP as her own for Three Turns following the use of this ability. Range: Adjacent Cell. ? MP.
+Rounding Slice – Approaches the target with blade whirling in a disorienting fashion as slice after slice tears into the target's flesh. 80% Atk Damage. 3 Hits. Chance of Confusion. If used from full range, the user moves to an adjacent cell of the target. Range: 2 Cells. ? MP.
---Sanity Cleave – Pulls back for the briefest of moments, clouding the blade in a violently red aura before delivering a sharp sweep of the blade which rends sanity in two. 140% Atk Damage. Advances Confusion to Dementia. Range: Set. ? MP.
+Blade Tempo – Draws the blade in front of the user and takes a deep breath in order to get mana flowing so that the blade may fly faster to fit the pace of battle. No Damage. Bestows Haste. Range: Self. ? MP.
+Vortex – Utilizes a burst of strength aided by the winds to surge over to targets and unleash the wrath of the winds through a series of expertly placed strikes finished with a powerful expulsion of wind. 90% Atk Damage. 3 Hits. 130% Atk Damage. Knocks targets two cells away. Range: 3 Cells [Landing Point]; Surrounding Cells [Damage]. ? MP. Wind Elemental [Last Hit].
+Alignment – Repositions the body and blade in order to activate a seal on the user's mana flow, reducing the strain of exertion to make it easier to utilize mana-based techniques. No Damage. Reduces MP Costs by 50% for Three Turns. Range: Self. ? MP.
+Shatter – Brandishes the blade utilizing a surge of mana to strengthen the user's arm and the steel of her weapon so that the next slice shall shatter every bone in the target's body but spare the user any harm. 180% Atk Damage. High Chance of Pain. Destroys Petrified Targets. Range: Adjacent Cell. ? MP.
+Last Dance – Moving so quickly that her form is nothing but a blur lost to the drifts of time, the user's dance is an assault which withstands the tests of time and steals the life of the target using not the user's blade, but the reaper's scythe. No Damage. Chance of Instant Death. If the target is successfully afflicted with Instant Death, the user absorbs 20% of the target's HP and MP prior to the status as her own. If the target avoids Instant Death, the user's basic attacks and skills carry a small chance of Doom for Three Turns. Range: 3 Cells. ? MP.
A-Ability: Precision Blade
+Brightcrest – Drawing a luminous power upon the blade, delivers a series of slashes to the target before spinning through a spiral motion and cleaving the air causing light particles to shatter and surge outward to batter other nearby victims. 110% Atk Damage. 4 Hits. 90% Piercing Atk Damage. Targets successfully hit by the last hit in the combo take 3% Max HP Light Damage for Two Turns. Range: Adjacent Cell [First Four Hits]; Set + Horizontal Adjacent Cells [Final Hit]. ? MP. Light Elemental [Final Hit].
+Ghost Drive – Manipulates intense wavelengths of spacial energy to warp faster than the speed of light around the target to deal numerous weak attacks before creating a vortex of mana through which a ghostly blade surges upward to knock the target clear across the battlefield. 60% Atk Damage. 24 Hits. 170% Atk Damage. Increased chance to hit [First 24 Hits]. Knocks target to the edge of the battlefield if the last hit connects. Range: 4 Cells. ? MP.
+Bladecharge – Sends mana surging through the blade to extend its meager frame in a massive weapon of destruction for a brief period of time, enabling for heavier assaults from a range while also enabling an incredibly powerful technique. No Damage. Increases the user's Atk by 20% for Four Turns. Increases the range of the user's basic attacks and skills by 2 cells for Four Turns. Enables the use of the damaging move Bladecharge at the cost of dispelling these effects immediately. [Bladecharge: 210% Atk Damage. User lands at target cell. This move is unaffected by the Bladecharge buff. Range: 5 Cells + 2 Cell Radius. ? MP.] Range: Self. ? MP.
+Hurricane Period – Calls upon the forces of natural disasters to shroud the blade, generating vicious lengths of lightning which dance erratic ringlets around the user before she leaps into the air, somersaulting and spiraling viciously from target to target leaving no lack of destruction in her wake. 140% Atk Damage. Varying Hits. Number of hits determined by the targets in range. If a similar target is in range of this ability after it hits the first target, then the attack bounces to that target as well. The user lands in an adjacent cell to the final target. The user may expend ?% more MP to deal an additional 60% Piercing Atk Lightning MP Damage to all targets that were hit by this ability. Range: 4 Cells. ? MP. Lightning Elemental.
+Rising Sun – Raises the blade stalwartly and gather's one's energy before unleashing one's willpower in a blazing aura as one charges faster than a speeding bullet with blade outstretched to rend targets not once but twice. 125% Atk Damage. 2 Hits. Decreases the target's Def and Spr by 10% for Four Turns. Increases the user's Atk by 5% per target hit [counted both ways]. Neither effect stacks. Range: Straight Line. ? MP.
+Meteorshower – Hurls the blade into the air where it is swallowed by a circle of flame only to have that very circle of flame reject it and send not the singular consumed blade, but a myriad of freshly formed swords of pure fire down upon the target. 150% Atk Damage. Chance of Burn. Chance of Confusion. Range: 4 Cells. ? MP. Fire Elemental.
+Limit Burst – Evokes the inner power flowing within the user's body and pours it upon the blade to deliver a series of slashes through which arcs of pure power fly through the air to cut down the target and release the user's fullest potential – that without limits. 90% Atk Damage. 4 Hits. Increases the user's Critical Hit Rate by 20% and increases Critical Hit Damage by 10% for Three Turns. Range: 3 Cells. ? MP.
+Lucent Release – Sheathes one's current blade and extends one's free hand in order to focus one's energy to draw out of thin air a blade made of pure, shimmering light particles which shall vanquish the darkness. No Damage. Equips Lucent Release in place of the user's current weapon for Five Turns. Lucent Release deals Light-based damage that ignores positive Light affinities, automatically doles out Critical Hits to targets with positive Dark affinities, and deals damage based on the target's Spr stat. Range: Self. ? MP. Light Elemental.
A-Ability: Eternal Flow
+True Embrace: Let the River Run – Evokes the power of embracing one's former destiny and her path forcibly tied to the darkness which saved the brightest light in one's kingdom. No Damage. Doubles the potency of Erosion/Erosion+ for Three Turns. Enables the user to chain certain abilities together. Max Chain: 2. This ability must be used before any below it can be accessed. Range: Self. ? MP.
+Cascade – Cuts the very mana which occupies the air with the utmost precision, causing a forceful rain of pressure to bear down upon the target. 75% Piercing Atk Damage. Reduces the target's Move by 2 Cells for Three Turns. Range: 6 Cells. ? MP.
+Flood – Directs the flow of mana with the blade before sinking it straight into the ground beneath the user's feet in order to raze the target with a series violent water mana spikes. 110% Atk Damage. 6 Hits. Chance of Wet. Range: 4 Cells. ? MP. Water Elemental.
+Remnants of Peace – Evokes a peculiar aura upon the blade before delivering a series of slashes which silence the target and force them to relent for the moment – if only to preserve the last remnants of peace. 100% Atk Damage. 3 Hits. High Chance of Silence. High Chance of Docility. Range: Adjacent Cell. ? MP.
+Surging Passion – Lashes out at the target with abandon, allowing emotions to rise to a fever pitch as the blade rends life itself from death – in its slender frame it carries the power to decimate anything for the time being. 130% Atk Damage. The user enters Passion Surge status for Three Turns. Passion Surge: The afflicted gains 45% Atk, gains access to an extra Act command or Move command, and their attacks ignore 30% of the target's Def. This effect cannot be mass dispelled. Range: Adjacent Cell. ? MP.
+Torment – To unleash from the heart within a wave of everlasting pain. To rend the ties of friendship and cast one's friends into the darkness. To right the wrongs committed against the ones the user holds dear, she bears her anguish and tears through the air aided by two wings: one of the purest light and another of corrupt darkness. The entire battlefield shall feel the torment she has endured and yearn to see the light as she did for countless years. 90% Atk Damage. 32 Randomized Hits. The user gains Flight status for Three Turns. The user gains the properties Null Dark and Null Light for Three Turns. Chance of Blind. Small Chance of Bleeding. Range: All Enemies. ? MP.
+Requiem – The faint musings of the heart for the souls of the departed echoes. Although it is not a time for happiness, a dance may still be performed. Guided by the softest melodies, one's blade spins elegantly; it cuts and cleaves and whirls through the air accompanied by the saddest sounds the heart can release. All the while the reaper waits patiently for that which will soon be his. 140% Atk Damage. 6 Hits. 250% Atk Damage. High Chance of Doom. Chance of Instant Death. Chance of Immobilize. Chance of Disable. Clara must be available and within Range; MP Cost is split between the two. Range: 4 Layers of Surrounding Cells. ? MP.
+Signature – Each soul claims their own power. In a similar vein, each wielder of the blade has one technique all their own – it holds the trueness of their character and may never be utilized by anyone who dares to attempt to learn their unique flourish. It is time for that power to be unleashed. 200% Atk Damage. Bypasses 60% of the target's Def stat. Ignores all Damage Reduction buffs. Does not activate the target's R-Ability. Reduces the target's Def by 15% for Three Turns. Small chance of Stun. Small chance of Confusion. This ability cannot be observed or learned by any other unit. This ability has a Cool Down of Four (4) Turns. Range: Adjacent Cell. ? MP.
R-Ability:
+Rapid Counter – Swiftly lashes out at foes who dare attack from within range with the harshest of assaults. Whenever the user is attacked from an adjacent cell she counters by unleashing a full basic attack combo.
S-Ability:
+Erosion+ – The user's consistent assaults put a heavy strain on her enemies, causing their energy to fade with each slash. The user's basic attacks reduce the target's MP by 2% per hit. The user's attacks and skills against enemies who have no MP remaining are Critical Hits.
- Spoiler:
- +Erosion – The user's consistent assaults put a heavy strain on her enemies, causing their energy to fade with each slash. The user's basic attacks reduce the target's MP by 2% per hit.
D-Ability:
+Last Wish – Pours the very essence of one's being into the blade to perform one final action which will see this conflict through to its end, even if it takes the user's dying breath to do it. 300% Pierce Atk Damage. The user is KOed. If the battle objectives are successfully accomplished on the turn this ability was used, then the user's EXP penalty is reduced to 75% experience rather than 50%. Range: Adjacent Cell. 0 MP.
- Spoiler:
- ---Forsaken Heart
---Chance of Redemption
F-Ability:
+Return to Light
Stats:
HP: 210 (+15 from Sanctuary)
MP: 105 (+15 from Luminescent Sphere)
DD: 0/100
Atk: 31 (+41 from Nirvana)
Def: 22 (+24 from Eternal Dream) (+8 from Sanctuary)
Int: 1 (+0 from Nirvana)
Spr: 19 (+29 from Eternal Dream) (+9 from Nirvana) (+6 from Luminescent Sphere) (+6 from Sanctuary)
Evade: 19% (+10% from FlowingΩ)
Move: 2 Cells (+2 from The River Profession) (+2 from FlowingΩ)
Skill Points: 0
Last edited by Silver on Sat Jan 07, 2017 12:26 pm; edited 12 times in total
Re: Silver's Creative Compendium Revamped
Name: Evelyn Middlebrook
Age: 22
Gender: Female
Appearance:
Conquer I: The user's single-target damaging attacks and skills carry a chance of Stun.
Level: 6
Exp: --/--
Weapon: Binding Thorn- Impressive whipblade garnering a thorns and briars motif which excels in trapping its victims where they stand. (Range: 2 Cells) (Added Effect: Immobilize)
Armor: Decorated Uniform- Military uniform decorated with several honors.
Accessory: Black Gloves- Does it get much simpler than this?
A-Ability: Bladed Flurry
+Snakebite – Cracks the whip of the blade in an expert manner to ensnare the target briefly to allow for a tactical follow up. No Damage. The user latches onto the target and gains access to Auto-Trigger Command: Lightning Approach and Auto-Trigger Command: Reel In. [Auto-Trigger Command: Lightning Approach – The user moves to an adjacent cell of the target.] [Auto-Trigger Command: Reel In – Pulls the target to an adjacent cell of the user.] Large and/or Immovable targets are immune to Auto-Trigger Command: Reel In. Non-Corporeal targets are immune to this effect. The user may only be latched on to a single target at a time. Range: 5 Cells; Linear. ? MP.
---Livewire – Sends a vicious jolt of negative mana along the whip to shock the target and make them relent. No Damage. High Chance of Stun, regardless of Immunity. Stunned targets cannot activate their R-Ability for Two Turns. The user can follow up with either Auto-Trigger Command. Range: Set. ? MP.
+Whirlwhip – Spins elegantly with the whip of the blade outstretched in a wide sweeping motion which scathes nearby targets. 80% Piercing Atk Damage. Range: Surrounding Cells. ? MP.
+Drainlash – Draws forth an unknown energy upon the blade before lashing a target to take their health as the user's own. 100% Atk Damage. The user recovers damage dealt as HP. Range: 2 Cells. ? MP.
A-Ability: Item
R-Ability:
+Speed Demon – If Snakebite is used on a turn where a standard move action has not been taken, the MP cost of Snakebite is refunded and it becomes a free move for the turn. All Snakebite usages count as Move actions instead of Act actions.
S-Ability:
+Runic Chain – Enables the user to damage intangible targets as if they were corporeal. Also enables non-corporeal targets to be subject to the effects of Snakebite.
D-Ability:
+Hurricanelash – Unleashes the fury of the Gods in a mighty storm of lashes as the user flays the target over and over again whilst spinning through a full range of motion before finishing with a deadly blast of lightning. 90% Atk Damage. 5 Hits. 100% Piercing Atk Damage. Chance of Stun. Range: 3 Cells. Lightning Elemental [Last Hit].
Stats:
HP: 30
MP: 35
DD: 0/10
Atk: 10 (+2 from Binding Thorn) (+1 from Black Gloves)
Def: 4 (+1 from Decorated Uniform)
Int: 1 (+0 from Binding Thorn)
Spr: 5 (+1 from Decorated Uniform)
Evade: 6%
Move: 2 Cells (+2 from Vanquisher Profession)
Skill Points: 0
Age: 22
Gender: Female
Appearance:
- Spoiler:
Conquer I: The user's single-target damaging attacks and skills carry a chance of Stun.
Level: 6
Exp: --/--
Weapon: Binding Thorn- Impressive whipblade garnering a thorns and briars motif which excels in trapping its victims where they stand. (Range: 2 Cells) (Added Effect: Immobilize)
Armor: Decorated Uniform- Military uniform decorated with several honors.
Accessory: Black Gloves- Does it get much simpler than this?
A-Ability: Bladed Flurry
+Snakebite – Cracks the whip of the blade in an expert manner to ensnare the target briefly to allow for a tactical follow up. No Damage. The user latches onto the target and gains access to Auto-Trigger Command: Lightning Approach and Auto-Trigger Command: Reel In. [Auto-Trigger Command: Lightning Approach – The user moves to an adjacent cell of the target.] [Auto-Trigger Command: Reel In – Pulls the target to an adjacent cell of the user.] Large and/or Immovable targets are immune to Auto-Trigger Command: Reel In. Non-Corporeal targets are immune to this effect. The user may only be latched on to a single target at a time. Range: 5 Cells; Linear. ? MP.
---Livewire – Sends a vicious jolt of negative mana along the whip to shock the target and make them relent. No Damage. High Chance of Stun, regardless of Immunity. Stunned targets cannot activate their R-Ability for Two Turns. The user can follow up with either Auto-Trigger Command. Range: Set. ? MP.
+Whirlwhip – Spins elegantly with the whip of the blade outstretched in a wide sweeping motion which scathes nearby targets. 80% Piercing Atk Damage. Range: Surrounding Cells. ? MP.
+Drainlash – Draws forth an unknown energy upon the blade before lashing a target to take their health as the user's own. 100% Atk Damage. The user recovers damage dealt as HP. Range: 2 Cells. ? MP.
A-Ability: Item
R-Ability:
+Speed Demon – If Snakebite is used on a turn where a standard move action has not been taken, the MP cost of Snakebite is refunded and it becomes a free move for the turn. All Snakebite usages count as Move actions instead of Act actions.
S-Ability:
+Runic Chain – Enables the user to damage intangible targets as if they were corporeal. Also enables non-corporeal targets to be subject to the effects of Snakebite.
D-Ability:
+Hurricanelash – Unleashes the fury of the Gods in a mighty storm of lashes as the user flays the target over and over again whilst spinning through a full range of motion before finishing with a deadly blast of lightning. 90% Atk Damage. 5 Hits. 100% Piercing Atk Damage. Chance of Stun. Range: 3 Cells. Lightning Elemental [Last Hit].
Stats:
HP: 30
MP: 35
DD: 0/10
Atk: 10 (+2 from Binding Thorn) (+1 from Black Gloves)
Def: 4 (+1 from Decorated Uniform)
Int: 1 (+0 from Binding Thorn)
Spr: 5 (+1 from Decorated Uniform)
Evade: 6%
Move: 2 Cells (+2 from Vanquisher Profession)
Skill Points: 0
Last edited by Silver on Mon Jul 13, 2015 12:48 am; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Cerys Wren Shaere
Age: 18
Gender: Female
Appearance:
Relief Glyph II: Reduces the MP Costs of all skills by 20% until the user reaches an unusable amount of MP. Bestows MP Regen for its normal duration upon reaching an unusable amount of MP.
Assault Glyph I: Increases the users' Magical Damage Output and Critical Hit Rate by 10% passively.
Level: 18
Exp: --/--
Weapon: Faded Rune- Practically undefinable symbol magically fixed to the upper arm that reacts to and helps conduct mana. (Damage: Int-based) (Range: 3 Cells)
Armor: Midnight Gown- Beautifully tailored dress that is darker than the night sky.
Accessory: Charmed Mail- Polished set of plate armor enchanted to be near weightless; comes with a pair of matching boots.
A-Ability: Design
+Fyr – Evokes the power of a swaying, spreading glyph which glows a fiery orange upon activation causing a pillar of all-consuming flame to rise up beneath the target and singe those nearby. 130% Int Damage. Similar targets in adjacent cells take damage equivalent 25% of the damage taken by the main target. Range: Adjacent Cell. ? MP. Fire Elemental.
+Ecil – Evokes the power of a vibrant, bursting glyph which flashes cyan upon activation and freezes before sending spears of ice flying at the target. 90% Int Damage. 3 Hits. Range: 3 Cells; Linear; First Target. ? MP. Ice Elemental.
+Psan – Evokes the power of spiraling, encircling glyph which crackles with amethyst energy upon activation causing erratic bolts of lightning to dive down from above and trap the target in a cage of electricity. 100% Int Damage. Chance of Immobilize. Range: 4 Cells. ? MP. Lightning Elemental.
+Vui – Evokes the power of flowing, rushing glyph which sparkles a cyan hue upon activation causing water to encircle the user's figure before suddenly flowing rapidly toward the target. 110% Int Damage. Chance of Wet. Range: 6 Cells. ? MP. Water Elemental.
+Yliese – Evokes the power of a breezy, hovering glyph which twirls bathed in deep green light upon activation causing several arcs of wind to cut into the target. 50% Piercing Int Damage. 4 Hits. Chance of Bleeding. Range: 3 Cells. ? MP. Wind Elemental.
+Torr – Evokes the power of a stagnant, craggy glyph which dimly emits a clay-colored aura upon activation causing a small isolated quake beneath the target. 140% Int Damage. Chance of Stun. Range: 4 Cells. ? MP. Earth Elemental.
A-Ability: Glyph Harmony
+Glyph of Austerity – Frames a glyph which magnifies the severity of power channeled through it and evokes its power to boost the severity of glyphs. No Damage. Increases Int by 25% for Three Turns. Increases Critical Hit Rate by 25% for Three Turns. Increases Critical Hit Damage by 20% for Three Turns. Range: Self. ? MP.
+Guardian's Glyph – Surrounds one's self with an intricate glyph which absorbs incoming attacks like a powerful barrier. No Damage. Reduces incoming damage by 20% for Five Turns. Range: Self. ? MP.
+Glyph of Extension – Frames a glyph which allows for the connection of different glyphs before total activation for awhile. No Damage. Allows the user to chain skills under the Design A-Ability for Five Turns. The user cannot chain the same spell twice. Max Chain: 3. Range: Self. ? MP.
+Rejuvenating Glyph – Evokes a fairly simplistic glyph which slowly releases its energy to the user. No Damage. The user recovers HP and MP equal to 8% Max for Four Turns. Range: Self. ? MP.
R-Ability:
+Conversion Glyph – Swiftly activates a powerful glyph upon being assaulted by magic in order to convert some of the spell's vital mana into a protective charm. Upon taking damage from a magical-based attack that the user was the direct target of, the user's offensive and defensive stats are increased by 10% for the duration of the battle. Stacks 10 times.
S-Ability:
+Renewal Glyph – Releases the power flowing within a glyph of pure energy once one's reserves are diminished to instantly revitalize and refresh. Restores MP to maximum once MP reaches an unusable amount. Only activates once per battle.
B-Ability:
+Glyph Augmentation – Alters key parts of glyph construction for a short time in order to assault targets with the force of their own will. The user's skills deal damage mitigated by the target's physical defensive stat for Three Turns upon activation. In addition to this effect, 30% of the target's magical defensive stat is added to the user's base damage for the same duration.
E-Trigger: TBD
D-Ability:
+Destruction Glyph: Execution – Overwhelms the target with a myriad of blood red glyphs that were once used in to successfully slaughter those with malicious intent and evil hearts, activating them all at once to release a horrid assault of ancient energy in the form of sharpened crescents which cut into the body relentlessly and leave them with no hope for survival. 200% Piercing Int Damage. High Chance of Bleeding. Chance of Bloodloss. Chance of Doom. Small Chance of Instant Death. If used while Glyph Augmentation is active, increase the chances of these status effects. Range: 4 Cells. 0 MP.
Stats:
HP: 40 (+5 from Charmed Mail)
MP: 100
DD: 0/25
Atk: 1 (+0 from Faded Rune)
Def: 11 (+1 from Midnight Gown) (+1 from Charmed Mail)
Int: 18 (+1 from Faded Rune)
Spr: 11 (+2 from Midnight Gown)
Evade: 4%
Move: 2 Cells (+0 from Glyph Sage Profession)
Skill Points: 0
Demise Skill Point: 1
- - - - -
Glyph Meanings:
Fyr: Flame
Fyr Xie: Inferno Pillar
Fyr Xie Djien: Great Wall of Fire
Ecil: Icicle
Ecil Rahn: Crystal Barrage
Ecil Rahn Fu: Rain of Frozen Death
Psan: Shock
Psan Tae: Bolt Cage
Psan Tae Wven: Prison of Heaven's Wrath
Vui: Water
Vui Ai: Liquid Serpent
Vui Ai Oom: Aquatic Guardian Surge
Yliese: Breeze
Yliese Quaff: Harrowing Gale
Yliese Quaff Zehr: Vicious Tempest Assault
Torr: Quake
Torr Cen: Raging Earth
Torr Cen Shah: Void Fissure Release
- - - - -
Age: 18
Gender: Female
Appearance:
- Spoiler:
Relief Glyph II: Reduces the MP Costs of all skills by 20% until the user reaches an unusable amount of MP. Bestows MP Regen for its normal duration upon reaching an unusable amount of MP.
Assault Glyph I: Increases the users' Magical Damage Output and Critical Hit Rate by 10% passively.
- Jobs:
- Glyph Composer- Retaining a vast knowledge of ancient glyphs and runes, the one who claims this profession utilizes powerful magicks in order to evoke the true power of these symbols. (Relief Glyph I) (Equip: Runes)
Relief Glyph I: Reduces the MP Costs of all skills by 15% until the user reaches an unusable amount of MP.
- - - - -
Glyph Sage- Purely focused on the harmony between glyphs and their powers, the one who claims this profession utilizes her ever-growing control over glyph evocation to access even greater power. (Relief Glyph II) (Assault Glyph I) (+1 Basic Attack) (Equip: Runes)
Relief Glyph II: Reduces the MP Costs of all skills by 20% until the user reaches an unusable amount of MP. Bestows MP Regen for its normal duration upon reaching an unusable amount of MP.
Assault Glyph I: Increases the users' Magical Damage Output and Critical Hit Rate by 10% passively.
Level: 18
Exp: --/--
Weapon: Faded Rune- Practically undefinable symbol magically fixed to the upper arm that reacts to and helps conduct mana. (Damage: Int-based) (Range: 3 Cells)
Armor: Midnight Gown- Beautifully tailored dress that is darker than the night sky.
Accessory: Charmed Mail- Polished set of plate armor enchanted to be near weightless; comes with a pair of matching boots.
A-Ability: Design
+Fyr – Evokes the power of a swaying, spreading glyph which glows a fiery orange upon activation causing a pillar of all-consuming flame to rise up beneath the target and singe those nearby. 130% Int Damage. Similar targets in adjacent cells take damage equivalent 25% of the damage taken by the main target. Range: Adjacent Cell. ? MP. Fire Elemental.
- Fyr Upgrades:
- +Fyr Xie – Releases the dormant power of a burning glyph which sparks with fiery energy before a terrible pillar of flame is shot upward from beneath the target. 150% Int Damage. Similar targets in adjacent cells take damage equivalent to 50% of the damage taken by the main target. Chance of Burn. Range: Adjacent Cell. ? MP. Fire Elemental.
+Fyr Xie Djien – Unlocks the magical seal holding back the ever raging power flowing within a glyph of pure flame which causes a mighty wall of fire to spew forth in front of the user and surge forward, burning all in its wake of destruction. 175% Int Damage. High Chance of Burn. Creates Fire Cells in unoccupied cells hit by this attack. Range: 4x3 Cell Line [One Direction]. ? MP. Fire Elemental.
+Ecil – Evokes the power of a vibrant, bursting glyph which flashes cyan upon activation and freezes before sending spears of ice flying at the target. 90% Int Damage. 3 Hits. Range: 3 Cells; Linear; First Target. ? MP. Ice Elemental.
- Ecil Upgrades:
- +Ecil Rahn – Releases the dormant power of a freezing glyph which releases a frosty gale before a myriad of icy arrows fly fast and true from all around the target. 110% Int Damage. 5 Hits. Increased chance to hit. Range: 4 Cells. ? MP. Ice Elemental.
+Ecil Rahn Fu – Unlocks the magical seal holding back the ever raging power flowing within a glyph of pure ice which plummets the temperature in the surrounding area to near subzero levels as a barrage of crystal arrows rain death upon the battlefield. 75% Int Damage. 32 Randomized Hits. Chance of Doom. Range: 2 Layers of Surrounding Cells. ? MP. Ice Elemental.
+Psan – Evokes the power of spiraling, encircling glyph which crackles with amethyst energy upon activation causing erratic bolts of lightning to dive down from above and trap the target in a cage of electricity. 100% Int Damage. Chance of Immobilize. Range: 4 Cells. ? MP. Lightning Elemental.
- Psan Upgrades:
- +Psan Tae – Releases the dormant power of an energized glyph which bursts with electrical energy before lightning dances down from the sky and condenses into a solid sphere around the target to trap them. 125% Int Damage. Chance of Seal. Range: 4 Cells. ? MP. Lightning Elemental.
+Psan Tae Wven – Unlocks the magical seal holding back the ever raging power flowing within a glyph of pure lightning that causes the heavens to cry out in pain, releasing a horrid burst of lightning bolts upon the target before shackling them to the very spot they stand for their treason. 150% Int Damage. Target is Shackled to its current cell for Five Turns. Shackled targets cannot leave a Three Cell Radius from the point they are shackled to. Attempting to move while Shackled results in taking 3% Max HP Lightning Damage per cell traveled through. Range: 4 Cells. ? MP. Lightning Elemental.
+Vui – Evokes the power of flowing, rushing glyph which sparkles a cyan hue upon activation causing water to encircle the user's figure before suddenly flowing rapidly toward the target. 110% Int Damage. Chance of Wet. Range: 6 Cells. ? MP. Water Elemental.
- Vui Upgrades:
- +Vui Ai – Releases the dormant power of a dripping glyph which release a splash of water before serpentine liquid dragon bursts forward and breakneck speeds, chomping into the target with its vicious watery fangs. 160% Int Damage. High Chance of Wet. Chance of Stun. Pushes Target 2 Cells Backwards. Range: 4 Cells. ? MP. Water Elemental.
+Vui Ai Oom – Unlocks the magical seal holding back the ever raging power flowing within a glyph of pure water that causes a goliath knight of water to converge upon the battlefield and lash out wildly in a valiant combo to batter the target away from that which he protects. 130% Int Damage. 3 Hits. 180% Int Damage. High Chance of Wet. High Chance of Stun. Pushes Target to the edge of the battlefield. Range: 2 Cells. ? MP. Water Elemental.
+Yliese – Evokes the power of a breezy, hovering glyph which twirls bathed in deep green light upon activation causing several arcs of wind to cut into the target. 50% Piercing Int Damage. 4 Hits. Chance of Bleeding. Range: 3 Cells. ? MP. Wind Elemental.
- Yliese Upgrades:
- +Yliese Quaff – Releases the dormant power of a drifting glyph which unleashes a burst of wind before a howling gale rips forward and all about the target to thoroughly throw them off balance. 130% Int Damage. Chance of Confusion. Range: 5 Cells. ? MP. Wind Elemental.
+Yliese Quaff Zehr – Unlocks the magical seal holding back the ever raging power flowing within a glyph of pure wind that causes a horrid tempest to burst forth, raking the battlefield with its might as it rends the flesh of enemy targets with its steel-like power. 140% Int Damage. Small Chance of Bloodloss. Range: All Enemies. ? MP. Wind Elemetal
+Torr – Evokes the power of a stagnant, craggy glyph which dimly emits a clay-colored aura upon activation causing a small isolated quake beneath the target. 140% Int Damage. Chance of Stun. Range: 4 Cells. ? MP. Earth Elemental.
- Torr Upgrades:
- +Torr Cen – Releases the dormant power of an adamant glyph which pounds against the earth before causing a boulder to dislodge from the earth and fly at the target to ground them. 180% Int Damage. Grounds Airborne Targets for Three Turns. Creates Boulder Cell adjacent to the target. Range: 4 Cells. ? MP. Earth Elemental.
+Torr Cen Shah – Unlocks the magical seal holding back the ever raging power flowing within a glyph of pure earth that causes a great divide as rocks are torn from the earth and sent flying at nearby targets in an attempt to drag them into the void that is created before the earth stitches itself together again. 240% Int Damage. Creates Hole Cells in a jagged line along the Adjacent Columns/Rows and Range of this ability for Three Turns. Grounds Airborne Targets. Airborne Targets trapped in holes have a chance to escape each turn. Targets that fail to escape are deemed ejected from battle unless otherwise specified by the GM. Range: Single Column/Row in front of the user. ? MP. Earth Elemental.
A-Ability: Glyph Harmony
+Glyph of Austerity – Frames a glyph which magnifies the severity of power channeled through it and evokes its power to boost the severity of glyphs. No Damage. Increases Int by 25% for Three Turns. Increases Critical Hit Rate by 25% for Three Turns. Increases Critical Hit Damage by 20% for Three Turns. Range: Self. ? MP.
+Guardian's Glyph – Surrounds one's self with an intricate glyph which absorbs incoming attacks like a powerful barrier. No Damage. Reduces incoming damage by 20% for Five Turns. Range: Self. ? MP.
+Glyph of Extension – Frames a glyph which allows for the connection of different glyphs before total activation for awhile. No Damage. Allows the user to chain skills under the Design A-Ability for Five Turns. The user cannot chain the same spell twice. Max Chain: 3. Range: Self. ? MP.
+Rejuvenating Glyph – Evokes a fairly simplistic glyph which slowly releases its energy to the user. No Damage. The user recovers HP and MP equal to 8% Max for Four Turns. Range: Self. ? MP.
R-Ability:
+Conversion Glyph – Swiftly activates a powerful glyph upon being assaulted by magic in order to convert some of the spell's vital mana into a protective charm. Upon taking damage from a magical-based attack that the user was the direct target of, the user's offensive and defensive stats are increased by 10% for the duration of the battle. Stacks 10 times.
S-Ability:
+Renewal Glyph – Releases the power flowing within a glyph of pure energy once one's reserves are diminished to instantly revitalize and refresh. Restores MP to maximum once MP reaches an unusable amount. Only activates once per battle.
B-Ability:
+Glyph Augmentation – Alters key parts of glyph construction for a short time in order to assault targets with the force of their own will. The user's skills deal damage mitigated by the target's physical defensive stat for Three Turns upon activation. In addition to this effect, 30% of the target's magical defensive stat is added to the user's base damage for the same duration.
E-Trigger: TBD
D-Ability:
+Destruction Glyph: Execution – Overwhelms the target with a myriad of blood red glyphs that were once used in to successfully slaughter those with malicious intent and evil hearts, activating them all at once to release a horrid assault of ancient energy in the form of sharpened crescents which cut into the body relentlessly and leave them with no hope for survival. 200% Piercing Int Damage. High Chance of Bleeding. Chance of Bloodloss. Chance of Doom. Small Chance of Instant Death. If used while Glyph Augmentation is active, increase the chances of these status effects. Range: 4 Cells. 0 MP.
Stats:
HP: 40 (+5 from Charmed Mail)
MP: 100
DD: 0/25
Atk: 1 (+0 from Faded Rune)
Def: 11 (+1 from Midnight Gown) (+1 from Charmed Mail)
Int: 18 (+1 from Faded Rune)
Spr: 11 (+2 from Midnight Gown)
Evade: 4%
Move: 2 Cells (+0 from Glyph Sage Profession)
Skill Points: 0
Demise Skill Point: 1
- - - - -
Glyph Meanings:
Fyr: Flame
Fyr Xie: Inferno Pillar
Fyr Xie Djien: Great Wall of Fire
Ecil: Icicle
Ecil Rahn: Crystal Barrage
Ecil Rahn Fu: Rain of Frozen Death
Psan: Shock
Psan Tae: Bolt Cage
Psan Tae Wven: Prison of Heaven's Wrath
Vui: Water
Vui Ai: Liquid Serpent
Vui Ai Oom: Aquatic Guardian Surge
Yliese: Breeze
Yliese Quaff: Harrowing Gale
Yliese Quaff Zehr: Vicious Tempest Assault
Torr: Quake
Torr Cen: Raging Earth
Torr Cen Shah: Void Fissure Release
- - - - -
- Freeform:
- Name: Cerys Wren Shaere
Appearance:- Spoiler:
Key Info:
Age: 18
Height: 5'5"
Weight: 126lbs
Hair: Raven
Eyes: Silver Blue
Body Type: Slender
Blood Type: AB+
Background: Born to a beautiful woman, who was formerly the local doctor's daughter, and a fit seafaring man, who lived humbly in their cottage on the outskirts of a tiny port town, one would think Cerys' life was filled happiness despite her modest position in life. This was not the case. At the tender age of five, Cerys' father went out to sea and drowned in a storm which sunk his fishing vessel––the few survivors of the travesty managed to return to town; the bravest of the few brought back word to Cerys' mother who, distraught beyond belief at losing the man she had fought so hardly to be with, eventually took her own life in the very same sea by using the weights sailors employed to dock their ships. Cerys followed after her mother and from that moment on stood alone––she fled her home and became an orphan and a thief in the streets of a larger city to the East.
As she grew she began, malnourished and weary but surviving, she managed to land a steady line of work at a local tavern, but it was not there that the Fates had woven her ultimate destiny. For Cerys had a gift. Magick flowed through her veins and rooted itself within her heart––all she needed to do was reach out to it. And she did. One night, whilst returning to her hovel from the bar, a man attacked her and attempted to force himself upon her. It was in that moment that she yearned to escape rather than die there soiled and impure. Magick reacted and protected her, inscribing on her upper right arm a faded symbol of its power. Unharmed and frightened, Cerys continued about her way in hopes to wipe the events from her mind, but it wasn't long before an elderly man who frequented the tavern in his travels noticed the symbol. He offered to open her eyes to the force that had saved her––to the force that had resonated so deeply within her. After much consideration, she accepted his offer and became his student.
From those moments on Cerys became quite adept in the art of Glyph Composition, or the art of evoking the power of magicked glyphs. She quickly developed the art and, when the time came for her to travel out on her own, she thanked her master and went on her way. From there the details of her life are not moments she wishes to discuss. All that can be said is that she unleashed the power of an extremely volatile glyph and created a bridge between her world and another––now she travels in this foreign land in an attempt to gather her strength and reopen the portal back home.
Personality: Cerys contains a gentle calmness supported by a strong stoic and austere regard for her environment. The latter, however, is not an unwieldy trait; rather, I would say, she is able to fluidly process what is going on around her and remain poised despite unfavorable (or even incredibly favorable) outcomes. Perfectly polite and well-mannered, although not to a fault, she approaches everything humbly and is not one to brag or position herself above others. At the same time, she is not one to allow others to put her beneath them––she will maintain her position respectfully and without faltering, even if her opinion is disrespectful. She refuses to break eye contact with someone until her business with them is complete, by her own saying. By extension, she will decide when she has had enough. No one else can make that decision for her.
She's not very close to people, but, she is not unfriendly. She treats everyone with the same respect until they prove unworthy of it; even if someone shows they deserve worse, she will still deal with them in a respectful manner. She will allow others to get as intimate as they want (emotionally; physically is another story, one she rarely will tolerate) but will not allow others to try to tear down her walls. If she chooses to share something personal it is by her will and trust––otherwise she is purely business. It's not an iciness. It's elegance and grace and dignity and independence all manifested as a desire to remain strong, as she has always done.
Behind all of that, there is very much a loving heart and affection––there are dreams and desires and wealth of wishful thinking, but very few people stay in her life long enough to see it. Even fewer prove themselves deserving to bring her walls down and see inside. Those few that have managed are the very few that have seen her cry, heard her laugh, and enabled her to truly smile.- Attributes:
- Physical
Strength: Extremely Low
Skill: Very Low
Agility: Average
Defense: Average
Constitution: Very Low
Magical
Willpower: Very High
Skill: High
Incantation: Standard
Resistance: High
Mana: Very High
Points Regained: 4
Total Points Used: 18
Class: Glyph Composer; Damage, Sustain
Element: N/A
Skill Rating: Novice ---> Apprentice ---> Prodigy ---> Expert ---> Rune Master ---> Glyph Envoy
Last edited by Silver on Tue Jan 10, 2017 11:24 pm; edited 7 times in total
Re: Silver's Creative Compendium Revamped
Name: Erik Vayne Wallace
Age: 28
Gender: Male
Appearance:
Shieldbearer+: Enables the user to equip shields. Block chance is increased by 5% passively.
Voice of Peace: Enemy and non-allied neutral targets standing within adjacent cells have a chance of succumbing to Docility for Two Turns.
Level: 10
Exp: --/--
Weapon: Captain's Order- Stunning blade made of a foreign white metal that glistens with a luminous power which can only be wielded by one who can command such strength of character. (Light Elemental) (+10% Light Damage Output) (+5% Physical Damage Output)
Shield: Guardian- Round shield composed of a mysterious white metal banded with silver that is capable of fending off many attacks. (15% Block Chance)
Armor: Silver Chestplate- Glorious chestplate made of shining silver which greatly fends off attacks from undead and evil. (-20% Physical Damage Input from Undead)
Accessory: Captain's Helm- Unlike the standard issue helmets given to knights, this one is modeled a little differently with a few accents to denote the difference in rank.
A-Ability: Vigilant Blade
+Mighty Blow – Pours willpower into the blade to summon forth all of one's might in a single strike. 130% Atk Damage. Range: Adjacent Cell. 8 MP.
+Sigil – Evokes the power of the royal crest in order to boost one's battle capabilities. No Damage. Boosts Atk and Def by 25% for Three Turns. Range: Self. 10 MP.
+Slash and Cleave – Delivers a light horizontal stroke of the blade before following up with a heavy swing from above. 80% Atk Damage. 120% Atk Damage. Chance of Addle. Range: Adjacent Cell. 8 MP.
+Guard – Raises the shield and evokes a protective symbol in order to defend against all incoming attacks. No Damage. Reduces incoming damage by 50% for the next turn. Range: Self. 8 MP.
+Shield Bash – Shoves the shield into the target to knock them away. 110% Atk Damage. Chance of Stun. Knocks target 2 cells away. Range: Adjacent Cell. 12 MP.
+Cover – In order to protect someone else, the user enters a defensive stance to ensure all attacks intended for the target are redirected towards himself. No Damage. Bestows Covering (user) and Covered (target). Range: Self + Single Target. 8 MP.
A-Ability: Compassionate Order
+Decoy – Stirs up the aggression lingering within the user's enemies so that they focus all of their attention on him. No Damage. Bestows Center of Attention. Range: Self. 8 MP.
+Vital Boost – Utilizes minor control of magicks to cast a charm which greatly boosts vitality. No Damage. Bestows Bubble. Range: 3 Cells. 12 MP.
+Opportune Strike – Sharpens the tip of the blade to a fine point before assaulting the target, leaving behind a wound that creates an opening for the user and his allies. 125% Atk Damage. Increases the target's physical damage input by 20% for Three Turns. Range: Adjacent Cell. 10 MP.
+Boon – Showers the target in a healing aura fostered by compassion which slowly stitches together wounds over time and prevents grave illness. No Damage. Bestows Regen. Bestows Immunity. Range: 3 Cells. 14 MP.
R-Ability:
+Shining Shield – Whenever the user is the direct target of a magical-based ability and the user successfully blocks, return the ability back at the attacker for twice the damage it would have done normally.
S-Ability:
+Defender I – Boosts the user's Def and Spr by 10% passively.
D-Ability:
+Justice – Expertly twirls one's weapon bathing it in a holy light which consumes the blade as a singular slash is made sending all the energy flying in a luminous arc which ensures that malevolence shall not be spread. 200% Piercing Atk Damage. Seals Dark Elemental attacks and abilities for the duration of the battle. Decreases Damage Output of the target by 50% for Three Turns. Range: 4 Cells. 0 MP. Light Elemental
---Order's Jurisdiction – Plunges one's weapon into the earth evoking a raging tremor which violently shakes the foundation of the battlefield as holy light marks enemies of the order for their timely execution by the very depths of the earth itself. 105% Piercing Atk Damage. Chance of Pain. Chance of Doom. Range: All Enemies. 0 MP. Light Elemental.
Stats:
HP: 50 (+5 from Captain's Helm)
MP: 35
DD: 0/25
Atk: 12 (+5 from Captain's Order)
Def: 8 (+4 from Silver Chestplate) (+3 from Guardian) (+1 from Defender I)
Int: 1 (+1 from Captain's Order)
Spr: 7 (+1 from Silver Chestplate) (+1 from Guardian) (+1 from Captain's Helm) (+1 from Defender I)
Evade: 5% (+2% from Guardian)
Move: 2 Cells (+1 from Knight Captain Profession)
Skill Points: 0
Age: 28
Gender: Male
Appearance:
- Spoiler:
- The youngest man ever to achieve the title Captain of the Knights of the Royal City in Alsonde stands at a fairly average 5'11" with a tender aura. The minute he enters the room it is almost as if a sweeping wave of compassion comes with him, for, despite the absolute monster he is on the battlefield in the defense of his home, he is perhaps the gentlest soul. Beneath his pristine silver armor sits only a lightly toned body––hardly the gargantuan size of several of the other Knight Captains. His eyes are a deep green and generally very easy to look into––they command a genuine air of respect for even those beneath his station unless their is reason for looks otherwise. His hair is cut of a medium length, shaggy, and blond, just a few shades darker than platinum.
Shieldbearer+: Enables the user to equip shields. Block chance is increased by 5% passively.
Voice of Peace: Enemy and non-allied neutral targets standing within adjacent cells have a chance of succumbing to Docility for Two Turns.
Level: 10
Exp: --/--
Weapon: Captain's Order- Stunning blade made of a foreign white metal that glistens with a luminous power which can only be wielded by one who can command such strength of character. (Light Elemental) (+10% Light Damage Output) (+5% Physical Damage Output)
Shield: Guardian- Round shield composed of a mysterious white metal banded with silver that is capable of fending off many attacks. (15% Block Chance)
Armor: Silver Chestplate- Glorious chestplate made of shining silver which greatly fends off attacks from undead and evil. (-20% Physical Damage Input from Undead)
Accessory: Captain's Helm- Unlike the standard issue helmets given to knights, this one is modeled a little differently with a few accents to denote the difference in rank.
A-Ability: Vigilant Blade
+Mighty Blow – Pours willpower into the blade to summon forth all of one's might in a single strike. 130% Atk Damage. Range: Adjacent Cell. 8 MP.
+Sigil – Evokes the power of the royal crest in order to boost one's battle capabilities. No Damage. Boosts Atk and Def by 25% for Three Turns. Range: Self. 10 MP.
+Slash and Cleave – Delivers a light horizontal stroke of the blade before following up with a heavy swing from above. 80% Atk Damage. 120% Atk Damage. Chance of Addle. Range: Adjacent Cell. 8 MP.
+Guard – Raises the shield and evokes a protective symbol in order to defend against all incoming attacks. No Damage. Reduces incoming damage by 50% for the next turn. Range: Self. 8 MP.
+Shield Bash – Shoves the shield into the target to knock them away. 110% Atk Damage. Chance of Stun. Knocks target 2 cells away. Range: Adjacent Cell. 12 MP.
+Cover – In order to protect someone else, the user enters a defensive stance to ensure all attacks intended for the target are redirected towards himself. No Damage. Bestows Covering (user) and Covered (target). Range: Self + Single Target. 8 MP.
A-Ability: Compassionate Order
+Decoy – Stirs up the aggression lingering within the user's enemies so that they focus all of their attention on him. No Damage. Bestows Center of Attention. Range: Self. 8 MP.
+Vital Boost – Utilizes minor control of magicks to cast a charm which greatly boosts vitality. No Damage. Bestows Bubble. Range: 3 Cells. 12 MP.
+Opportune Strike – Sharpens the tip of the blade to a fine point before assaulting the target, leaving behind a wound that creates an opening for the user and his allies. 125% Atk Damage. Increases the target's physical damage input by 20% for Three Turns. Range: Adjacent Cell. 10 MP.
+Boon – Showers the target in a healing aura fostered by compassion which slowly stitches together wounds over time and prevents grave illness. No Damage. Bestows Regen. Bestows Immunity. Range: 3 Cells. 14 MP.
R-Ability:
+Shining Shield – Whenever the user is the direct target of a magical-based ability and the user successfully blocks, return the ability back at the attacker for twice the damage it would have done normally.
S-Ability:
+Defender I – Boosts the user's Def and Spr by 10% passively.
D-Ability:
+Justice – Expertly twirls one's weapon bathing it in a holy light which consumes the blade as a singular slash is made sending all the energy flying in a luminous arc which ensures that malevolence shall not be spread. 200% Piercing Atk Damage. Seals Dark Elemental attacks and abilities for the duration of the battle. Decreases Damage Output of the target by 50% for Three Turns. Range: 4 Cells. 0 MP. Light Elemental
---Order's Jurisdiction – Plunges one's weapon into the earth evoking a raging tremor which violently shakes the foundation of the battlefield as holy light marks enemies of the order for their timely execution by the very depths of the earth itself. 105% Piercing Atk Damage. Chance of Pain. Chance of Doom. Range: All Enemies. 0 MP. Light Elemental.
Stats:
HP: 50 (+5 from Captain's Helm)
MP: 35
DD: 0/25
Atk: 12 (+5 from Captain's Order)
Def: 8 (+4 from Silver Chestplate) (+3 from Guardian) (+1 from Defender I)
Int: 1 (+1 from Captain's Order)
Spr: 7 (+1 from Silver Chestplate) (+1 from Guardian) (+1 from Captain's Helm) (+1 from Defender I)
Evade: 5% (+2% from Guardian)
Move: 2 Cells (+1 from Knight Captain Profession)
Skill Points: 0
Last edited by Silver on Mon Jul 13, 2015 12:38 am; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Jill Larken
Age: 17
Gender: Female
Appearance:
Magicked Blade I: Increases the base damage of all physical attacks by 30% of the user's Int.
Level: 5
Exp: --/--
Weapon: Cadet's Blade- Fairly simplistic sword which manages to cut decently enough.
Armor: Apprentice's Mail- Standard issue armor given to all Knight Apprentices.
Accessory: Talisman- Strange trinket filled with a magicked essence.
A-Ability: Might of Magick
+Meditation – Closes one's eyes and focuses on one's connection to mana to boost one's power for a time. No Damage. Bestows Faith. Range: Self. 10 MP.
+Shredding Slice – Coats the blade in a layer of magic which eats away at the target's armor with the next slash dealt. 110% Atk Damage. Reduces the target's Def by 5% for Three Turns. Stacks 3 Times. Range: Adjacent Cell. 6 MP.
+Explosive Flame – Thrusts one's free hand outward causing a sphere of pure flame to appear and explode instantaneously. 120% Int Damage. Chance of Burn. Range: 2 Cells. 8 MP. Fire Elemental.
A-Ability: Item
R-Ability:
+Shatter – Upon being attacked from an adjacent cell, shatters the magical barrier and whips the pieces around wildly dealing 80% Piercing Int Damage to enemies in surrounding cells.
S-Ability:
+Barrier – Reduces all incoming damage by 15% passively.
D-Ability:
+Riot Blade – Slashes the air creating a vacuum which pulls the target in as a series of magical blades lash out at the target successively before one final hit from the user's own steel is landed. 100% Int Damage. 4 Hits. 150% Piercing Atk Damage. Target is pulled to an adjacent cell of the user. Range: 2 Cells. 0 MP.
Stats:
HP: 25
MP: 30
DD: 0/10
Atk: 5 (+1 from Cadet's Blade)
Def: 4 (+2 from Apprentice's Mail)
Int: 6 (+0 from Cadet's Blade) (+1 from Talisman)
Spr: 4 (+0 from Apprentice's Mail)
Evade: 1%
Move: 2 Cells (+1 from Magus Knight Profession)
Skill Points: 0
Age: 17
Gender: Female
Appearance:
- Spoiler:
- Although she may only be a knight apprentice, Jill holds her head high and keeps her aspirations even higher, despite standing at a meager 5'5". Much shorter and thinner than any of the other knights, she doesn't quite fit into all of the armor she wears, but she wears it proudly. She rather loathes helmets, often disregarding orders and allowing her long blood red hair to fall freely well past her shoulders. Her eyes are a deep chestnut color and full of life––sometimes when out of uniform they are trapped behind a pair of glasses, but these times are few and far between.
Magicked Blade I: Increases the base damage of all physical attacks by 30% of the user's Int.
Level: 5
Exp: --/--
Weapon: Cadet's Blade- Fairly simplistic sword which manages to cut decently enough.
Armor: Apprentice's Mail- Standard issue armor given to all Knight Apprentices.
Accessory: Talisman- Strange trinket filled with a magicked essence.
A-Ability: Might of Magick
+Meditation – Closes one's eyes and focuses on one's connection to mana to boost one's power for a time. No Damage. Bestows Faith. Range: Self. 10 MP.
+Shredding Slice – Coats the blade in a layer of magic which eats away at the target's armor with the next slash dealt. 110% Atk Damage. Reduces the target's Def by 5% for Three Turns. Stacks 3 Times. Range: Adjacent Cell. 6 MP.
+Explosive Flame – Thrusts one's free hand outward causing a sphere of pure flame to appear and explode instantaneously. 120% Int Damage. Chance of Burn. Range: 2 Cells. 8 MP. Fire Elemental.
A-Ability: Item
R-Ability:
+Shatter – Upon being attacked from an adjacent cell, shatters the magical barrier and whips the pieces around wildly dealing 80% Piercing Int Damage to enemies in surrounding cells.
S-Ability:
+Barrier – Reduces all incoming damage by 15% passively.
D-Ability:
+Riot Blade – Slashes the air creating a vacuum which pulls the target in as a series of magical blades lash out at the target successively before one final hit from the user's own steel is landed. 100% Int Damage. 4 Hits. 150% Piercing Atk Damage. Target is pulled to an adjacent cell of the user. Range: 2 Cells. 0 MP.
Stats:
HP: 25
MP: 30
DD: 0/10
Atk: 5 (+1 from Cadet's Blade)
Def: 4 (+2 from Apprentice's Mail)
Int: 6 (+0 from Cadet's Blade) (+1 from Talisman)
Spr: 4 (+0 from Apprentice's Mail)
Evade: 1%
Move: 2 Cells (+1 from Magus Knight Profession)
Skill Points: 0
Re: Silver's Creative Compendium Revamped
Name: Curious Wesley
Age: 20
Gender: Male
Appearance:
Item Toss: Enables the user to use items from a distance of three cells.
Level: 2
Exp: --/--
Weapon: Potent Chemical- Tiny vial filled with a chemical that shouldn't touch one's skin. (Damage: Int) (Range: 3 Cells)
Armor: Lab Coat- Really just a long white piece of fabric with holes cut for sleeves and a pocket added.
Accessory: Pestle and Mortar– Used to crush up plants and whatnot.
A-Ability: Mixing
+Explosive Vial – Mixes two adverse chemicals together in a vial and shakes it before tossing it at the target. 100% Int Damage. Chance of Burn. Range: 3 Cells. 6 MP. Fire Elemental.
+Minor Potion – Mixes a variety of herb-based pastes together producing a potion of minor healing. 60% Int HP Recovery. Range: 3 Cells. 4 MP.
+Poison Gas – Mixes two chemicals together and corks the resulting gas in a flash before tossing it at the target, releasing the noxious fumes. No Damage. Chance of Poison. Range: 3 Cells + Adjacent Cells. 8 MP.
A-Ability: Item
R-Ability: None.
S-Ability:
+Harvest from Nature – Enables the user to convert one nature cell (water, tree, rock, etc) into something more useful. 60% Chance of Materials; 30% Chance of Items; 5% Chance of Accessory; 3% Chance of Armor; 2% Chance of Weaponry
D-Ability:
+Accidental Spill – Spills two highly volatile chemicals causing the user to run in panic as the resulting mixture releases a devastating explosion which consumes all in the nearby area. 150% Piercing Int Damage. User moves 6 cells away. Chance of Burn. Chance of Poison. Chance of Doom. Range: 2 Layers of Surrounding Cells. 0 MP. Fire Elemental.
Stats:
HP: 15
MP: 30
DD: 0/10
Atk: 1 (+0 from Potent Chemical)
Def: 2 (+1 from Lab Coat)
Int: 6 (+1 from Potent Chemical) (+1 from Pestle and Mortar)
Spr: 3 (+0 from Lab Coat)
Evade: 2%
Move: 2 Cells (+1 from Chemist Profession)
Skill Points: 0
Age: 20
Gender: Male
Appearance:
- Spoiler:
- Wesley is rather short, standing at only 5'6", but what he lacks in height he definitely makes up for in curiosity. He is fascinated by the world around him. If one couldn't tell that from his constantly observant expression and open posture, his muddy red eyes would certainly state it loud and clear. His hair is long and silver in color, usually kept out of his face in a ponytail that reaches well past his waist. If one weren't paying super close attention, he might appear to be female.
Item Toss: Enables the user to use items from a distance of three cells.
Level: 2
Exp: --/--
Weapon: Potent Chemical- Tiny vial filled with a chemical that shouldn't touch one's skin. (Damage: Int) (Range: 3 Cells)
Armor: Lab Coat- Really just a long white piece of fabric with holes cut for sleeves and a pocket added.
Accessory: Pestle and Mortar– Used to crush up plants and whatnot.
A-Ability: Mixing
+Explosive Vial – Mixes two adverse chemicals together in a vial and shakes it before tossing it at the target. 100% Int Damage. Chance of Burn. Range: 3 Cells. 6 MP. Fire Elemental.
+Minor Potion – Mixes a variety of herb-based pastes together producing a potion of minor healing. 60% Int HP Recovery. Range: 3 Cells. 4 MP.
+Poison Gas – Mixes two chemicals together and corks the resulting gas in a flash before tossing it at the target, releasing the noxious fumes. No Damage. Chance of Poison. Range: 3 Cells + Adjacent Cells. 8 MP.
A-Ability: Item
R-Ability: None.
S-Ability:
+Harvest from Nature – Enables the user to convert one nature cell (water, tree, rock, etc) into something more useful. 60% Chance of Materials; 30% Chance of Items; 5% Chance of Accessory; 3% Chance of Armor; 2% Chance of Weaponry
D-Ability:
+Accidental Spill – Spills two highly volatile chemicals causing the user to run in panic as the resulting mixture releases a devastating explosion which consumes all in the nearby area. 150% Piercing Int Damage. User moves 6 cells away. Chance of Burn. Chance of Poison. Chance of Doom. Range: 2 Layers of Surrounding Cells. 0 MP. Fire Elemental.
Stats:
HP: 15
MP: 30
DD: 0/10
Atk: 1 (+0 from Potent Chemical)
Def: 2 (+1 from Lab Coat)
Int: 6 (+1 from Potent Chemical) (+1 from Pestle and Mortar)
Spr: 3 (+0 from Lab Coat)
Evade: 2%
Move: 2 Cells (+1 from Chemist Profession)
Skill Points: 0
Re: Silver's Creative Compendium Revamped
Name: Ilyana the Mythical
Age: Appears 13
Gender: Female
Appearance:
Element Call: Blessed by the primary elements the user taps into their power to do battle. This unit gains access to Elemental Power (EP) which is used to execute certain attacks and skills in addition to MP. This unit gains EP equivalent to 25% of MP expended each time any unit on the battlefield in a state of consciousness utilizes a Fire, Water, Earth, or Wind elemental ability. Max EP is equivalent to 45% Max MP. Also grants access to Flame Whip, Geyser Burst, Rockslide, and Air Pulse. This unit is unable to equip weapons of any type or execute basic attack chains.
Primary Blessing I: Reduces incoming Fire, Water, Earth, and Wind elemental Damage by 10% passively.
*Flame Whip – Creates a stream of pure fire and lashes the target with it. 90% Int Damage. Chance of Burn. Range: 2 Cells. 0 MP. 2 EP. Fire Elemental.
*Geyser Burst – Taps into water underneath the target and forces it upward swiftly. 80% Int Damage. Chance of Wet. Range: 3 Cells. 0 MP. 2 EP. Water Elemental.
*Rockslide – Conjures forth a small surge of rocks to batter the target. 110% Int Damage. Small Chance of Critical Hit. Range: 3 Cells. 0 MP. 2 EP. Earth Elemental.
*Air Pulse – Thrusts the target away with a sharp burst of wind. 100% Int Damage. Pushes target 2 cells away. Range: Adjacent Cell. 0 MP. 2 EP. Wind Elemental.
Level: 6
Exp: --/--
Weapon: None.
Armor: Innocent Maiden- Clean and pretty dress as white as milk that gives off an air of innocence. (10% Chance of Hesitation for Attackers)
Accessory: Wet Clay- Small lump of moist clay. (+10% Earth Dmg Output) (+10% Water Dmg Output)
A-Ability: Primary Evocation
+Explosive Flame – Creates a momentary and instant amalgamation of searing flame around the target. 120% Int Damage. Range: 4 Cells. 6 MP. 0 EP. Fire Elemental.
+Flood – Unleashes the sheer power in a torrent of water which crashes over the target and those nearby. 100% Int Damage. Targets in Adjacent Horizontal/Vertical Cells take damage equivalent to 25% of the damage taken. Range: 3 Cells. 8 MP. 0 EP. Water Elemental.
+Boulder Crush – Slams one's fist down causing a large collection of earth to crash down on top of the target. 160% Int Damage. Range: Adjacent Cell. 10 MP. 0 EP. Earth Elemental.
+Whirlwind – Twirls around causing gales to whip up around the user and punish approaching enemies. 80% Piercing Int Damage. Range: Surrounding Cells. 12 MP. 0 EP. Wind Elemental.
A-Ability: Item
R-Ability:
+Primary Transition – Utilizes common wavelengths which bind together elements coming at the user to transition them to the primary forces. Whenever the user is the direct target of an elemental attack the attack becomes either Fire, Water, Earth, or Wind elemental chosen at random.
S-Ability:
+Harness Power – Draws power from the amount of elemental energy coursing through one's veins. Increases the user's Int by the percentage of EP accumulated. The user enters battle with 12% Max EP.
D-Ability:
+Primary Force – Draws forth the power of one of the primary elemental forces and unleashes it in a scathing surge of energy which ensures that none shall forget the devastation that can be wrought by the elements. 125% Piercing Int Damage. Chance of Pain. Chance to destroy objects and KOed targets on the field of battle permanently. If the user has Max EP then damage is increased to 200% Piercing Int Damage and the likelihood of these effects are increased. The user's EP is reduced to 0 and locked for Three Turns. Range: All. 0 MP. Fire/Water/Earth/Wind Elemental.
Stats:
HP: 25
MP: 50
EP: 3/23
DD: 0/10
Atk: 1
Def: 3 (+0 from Innocent Maiden) (+1 from Wet Clay)
Int: 10
Spr: 4 (+2 from Innocent Maiden)
Evade: 1%
Move: 2 Cells (+0 from Element Charmer Profession)
Skill Points: 0
Age: Appears 13
Gender: Female
Appearance:
- Spoiler:
- Seemingly bathed in a constant array of sunshine, Ilyana stands at a modest 5'3" with a typical spring to her step. She generally wears in clean white dresses with subtle accents which, were she a little older looking, emphasize curves and womanly features. She does not care for make up and prefers a natural look because she believes it highlights true beauty. Her hair is as yellow as corn and long, and drapes down to just past her waist; it is kept neat and free from her face by a mystic force. Her eyes are two different colors with the left being a beautiful shade of lavender and her right being a bright emerald green. She walks barefoot and never seems to have any cuts, scrapes, or bruises of any kind.
Element Call: Blessed by the primary elements the user taps into their power to do battle. This unit gains access to Elemental Power (EP) which is used to execute certain attacks and skills in addition to MP. This unit gains EP equivalent to 25% of MP expended each time any unit on the battlefield in a state of consciousness utilizes a Fire, Water, Earth, or Wind elemental ability. Max EP is equivalent to 45% Max MP. Also grants access to Flame Whip, Geyser Burst, Rockslide, and Air Pulse. This unit is unable to equip weapons of any type or execute basic attack chains.
Primary Blessing I: Reduces incoming Fire, Water, Earth, and Wind elemental Damage by 10% passively.
*Flame Whip – Creates a stream of pure fire and lashes the target with it. 90% Int Damage. Chance of Burn. Range: 2 Cells. 0 MP. 2 EP. Fire Elemental.
*Geyser Burst – Taps into water underneath the target and forces it upward swiftly. 80% Int Damage. Chance of Wet. Range: 3 Cells. 0 MP. 2 EP. Water Elemental.
*Rockslide – Conjures forth a small surge of rocks to batter the target. 110% Int Damage. Small Chance of Critical Hit. Range: 3 Cells. 0 MP. 2 EP. Earth Elemental.
*Air Pulse – Thrusts the target away with a sharp burst of wind. 100% Int Damage. Pushes target 2 cells away. Range: Adjacent Cell. 0 MP. 2 EP. Wind Elemental.
Level: 6
Exp: --/--
Weapon: None.
Armor: Innocent Maiden- Clean and pretty dress as white as milk that gives off an air of innocence. (10% Chance of Hesitation for Attackers)
Accessory: Wet Clay- Small lump of moist clay. (+10% Earth Dmg Output) (+10% Water Dmg Output)
A-Ability: Primary Evocation
+Explosive Flame – Creates a momentary and instant amalgamation of searing flame around the target. 120% Int Damage. Range: 4 Cells. 6 MP. 0 EP. Fire Elemental.
+Flood – Unleashes the sheer power in a torrent of water which crashes over the target and those nearby. 100% Int Damage. Targets in Adjacent Horizontal/Vertical Cells take damage equivalent to 25% of the damage taken. Range: 3 Cells. 8 MP. 0 EP. Water Elemental.
+Boulder Crush – Slams one's fist down causing a large collection of earth to crash down on top of the target. 160% Int Damage. Range: Adjacent Cell. 10 MP. 0 EP. Earth Elemental.
+Whirlwind – Twirls around causing gales to whip up around the user and punish approaching enemies. 80% Piercing Int Damage. Range: Surrounding Cells. 12 MP. 0 EP. Wind Elemental.
A-Ability: Item
R-Ability:
+Primary Transition – Utilizes common wavelengths which bind together elements coming at the user to transition them to the primary forces. Whenever the user is the direct target of an elemental attack the attack becomes either Fire, Water, Earth, or Wind elemental chosen at random.
S-Ability:
+Harness Power – Draws power from the amount of elemental energy coursing through one's veins. Increases the user's Int by the percentage of EP accumulated. The user enters battle with 12% Max EP.
D-Ability:
+Primary Force – Draws forth the power of one of the primary elemental forces and unleashes it in a scathing surge of energy which ensures that none shall forget the devastation that can be wrought by the elements. 125% Piercing Int Damage. Chance of Pain. Chance to destroy objects and KOed targets on the field of battle permanently. If the user has Max EP then damage is increased to 200% Piercing Int Damage and the likelihood of these effects are increased. The user's EP is reduced to 0 and locked for Three Turns. Range: All. 0 MP. Fire/Water/Earth/Wind Elemental.
Stats:
HP: 25
MP: 50
EP: 3/23
DD: 0/10
Atk: 1
Def: 3 (+0 from Innocent Maiden) (+1 from Wet Clay)
Int: 10
Spr: 4 (+2 from Innocent Maiden)
Evade: 1%
Move: 2 Cells (+0 from Element Charmer Profession)
Skill Points: 0
Re: Silver's Creative Compendium Revamped
Name: Ariel Tuvlann
Age: 16
Gender: Male
Appearance:
Rank: Novice
Classification: Support; Control
Merits: None
Level: 1
Exp: 0/12
Crisis Calling: Discordant Harmony- Ethereal triad taking womanly shape and eerily reminiscent of eighth notes; they linger almost conjoined and snaked around the caller's body. (Range: Surrounding Cells) (Unified Crescendo)
Unified Crescendo: Deals additional hits worth 25% Piercing Abs Damage per hit equivalent to the number of enemies in surrounding cells.
Armor: Modified Uniform- A variation on the standard uniform––it hugs the body nicely and allows for the greatest amount of mobility.
Accessory: Pitch Pipe- Small metal circle that can play a multitude of pitches when blown into.
C-Ability: Melodic Composition
+Tranquil Rest – Extends one of the ethereal bodies to gently inscribe a mote of rest which causes all nearby to take a beat of silence––either to relax or fear the melodies to come. No Damage. Places Tranquil Rest Mote at targeted cell for Three Turns. Allied units recover 5% Max HP and SB if they remain within a surrounding cell of the mote; this effect is increased by an additional 5% if they do not take a move or act action and can culminate in 15% Max HP/SB recovery if they take neither action. Enemy units have a small chance of hesitation. A maximum of two (2) Tranquil Rest Motes may be active at any given time. Range: 5 Cells. ? SB.
Essence Calling: Serene Score – Evokes a desire of true serenity in one's melodies. Naturally increases the user's resistances to negative status effects for each mote present on the field of battle. If a member of the ally party afflicted with negative status effects stands adjacent to a mote there is a small chance it will be removed.
Q-Ability:
+Symphonic Finale – Whirls about causing the ethereal triad to fly outward in a marvelous expulsion of sound that causes all motes upon the field of battle to spit forth more of the entities endlessly as a grandiose orchestration of pure sound scathes all. There is but pure power within this melody, listen! 100% Piercing Abs Damage. Consumes all motes on the field of battle. Increases total damage output by 10% per mote consumed. Range: All Enemies.
Stats:
HP:
SB:
Atk:
Def:
Abs:
Per:
Agility:
Move: ? Cells
Merits:
Age: 16
Gender: Male
Appearance:
- Spoiler:
- Just a tad too short to be tall, Ariel stands at 5'9" although his uniquely styled spiky reddish-brown hair makes him look just a few inches taller. He's taken the school's uniform upon himself and re-envisioned it: a black vest jacket with frayed trim that hugs his body nicely and a pair of tight-fitting black shorts. Underneath the vest is a similarly tight-fitting white v-neck and he wear sensible, yet sporty black shoes. His eyes are a brilliant and stunning electric blue––they're often hyper focused on whoever has his attention and it's not always the most easy gaze to hold. He also has tattoo of a treble clef on his right shoulder, although this is usually covered.
Rank: Novice
Classification: Support; Control
Merits: None
Level: 1
Exp: 0/12
Crisis Calling: Discordant Harmony- Ethereal triad taking womanly shape and eerily reminiscent of eighth notes; they linger almost conjoined and snaked around the caller's body. (Range: Surrounding Cells) (Unified Crescendo)
Unified Crescendo: Deals additional hits worth 25% Piercing Abs Damage per hit equivalent to the number of enemies in surrounding cells.
Armor: Modified Uniform- A variation on the standard uniform––it hugs the body nicely and allows for the greatest amount of mobility.
Accessory: Pitch Pipe- Small metal circle that can play a multitude of pitches when blown into.
C-Ability: Melodic Composition
+Tranquil Rest – Extends one of the ethereal bodies to gently inscribe a mote of rest which causes all nearby to take a beat of silence––either to relax or fear the melodies to come. No Damage. Places Tranquil Rest Mote at targeted cell for Three Turns. Allied units recover 5% Max HP and SB if they remain within a surrounding cell of the mote; this effect is increased by an additional 5% if they do not take a move or act action and can culminate in 15% Max HP/SB recovery if they take neither action. Enemy units have a small chance of hesitation. A maximum of two (2) Tranquil Rest Motes may be active at any given time. Range: 5 Cells. ? SB.
Essence Calling: Serene Score – Evokes a desire of true serenity in one's melodies. Naturally increases the user's resistances to negative status effects for each mote present on the field of battle. If a member of the ally party afflicted with negative status effects stands adjacent to a mote there is a small chance it will be removed.
Q-Ability:
+Symphonic Finale – Whirls about causing the ethereal triad to fly outward in a marvelous expulsion of sound that causes all motes upon the field of battle to spit forth more of the entities endlessly as a grandiose orchestration of pure sound scathes all. There is but pure power within this melody, listen! 100% Piercing Abs Damage. Consumes all motes on the field of battle. Increases total damage output by 10% per mote consumed. Range: All Enemies.
Stats:
HP:
SB:
Atk:
Def:
Abs:
Per:
Agility:
Move: ? Cells
Merits:
- Spoiler:
- None.
Re: Silver's Creative Compendium Revamped
Name: Mikaela Loughlin
Age: 18
Gender: Female
Appearance:
Rank: Novice
Classification: Magic Nuke
Merits: None
Level: 1
Exp: 0/12
Crisis Calling: Black Magick – Hazy and wicked energy that spirals and takes the form of two spheres attached to the wrists that aid in projecting said energy into a variety of forms. (Damage: Abs) (Range: 4 Cells) (2 Hits) (Hex)
Hex: Basic attacks decrease the target's Per by 5% per successful hit. Stacks five times. This effect lasts three turns and has a one (1) turn cooldown after it fades.
Armor: Suggestive Uniform- There's so little of the standard uniform that it's any wonder one could even call it such a thing.
Accessory: Piercing- A small ring in one's belly button.
C-Ability: Dark Ritual
+Spite – Unleashes a horrid blast of dark energy which, under prime circumstances, totally cripples the target. 110% Abs Damage. If the target has full stacks of Hex, this ability becomes an automatic critical hit. Range: 6 Cells. ? SB. Dark Elemental.
Essence Calling: Siphon – Enacts a dark ritual when crippling foes to steal their own power from them. Increases the user's Abs by the combined percentage of any stat that foes have had decreased by the user for the duration of the effect.
Q-Ability:
+Medusa – Whips forth a spiraling vortex of horrid and malicious black energy which causes all to gaze upon it in fear. Snakes hiss and the energy crackles as, from another dimension, a beautiful yet horrid monster steps forth and unleashes a vast ray of dark energy upon all who look her way burning holes in their head as their bodies slowly meld into stone. 100% Piercing Abs Damage. High Chance of Petrify. High Chance of Blind. Range: All Enemies. 0 SB. Dark Elemental.
Stats:
HP:
SB:
Atk:
Def:
Abs:
Per:
Agility:
Move: ? Cells
Merits:
Age: 18
Gender: Female
Appearance:
- Spoiler:
- Standing at an Amazonian 6'2", Mikaela dwarfs pretty much everyone she interacts with – the more than generous assets she's been given do little to undermine this fact. Like Ariel, she too has taken the school's uniform upon herself and re-envisioned it: a low cut cherry red halter top shows off plenty of the goods. When it is cold out she throws on a barely helpful denim jacket. A pair of denim short shorts and a trendy pair of low heels complete the look – although she does have a pair of flashy 8-inch heels that she pulls out on occasion. Her eyes are a bright green and her long blond hair sits constantly in a ponytail that trails down to her just below her buttocks. She also has a small silver belly button piercing. She always carries around lollypops – her favorite flavor is cherry.
Rank: Novice
Classification: Magic Nuke
Merits: None
Level: 1
Exp: 0/12
Crisis Calling: Black Magick – Hazy and wicked energy that spirals and takes the form of two spheres attached to the wrists that aid in projecting said energy into a variety of forms. (Damage: Abs) (Range: 4 Cells) (2 Hits) (Hex)
Hex: Basic attacks decrease the target's Per by 5% per successful hit. Stacks five times. This effect lasts three turns and has a one (1) turn cooldown after it fades.
Armor: Suggestive Uniform- There's so little of the standard uniform that it's any wonder one could even call it such a thing.
Accessory: Piercing- A small ring in one's belly button.
C-Ability: Dark Ritual
+Spite – Unleashes a horrid blast of dark energy which, under prime circumstances, totally cripples the target. 110% Abs Damage. If the target has full stacks of Hex, this ability becomes an automatic critical hit. Range: 6 Cells. ? SB. Dark Elemental.
Essence Calling: Siphon – Enacts a dark ritual when crippling foes to steal their own power from them. Increases the user's Abs by the combined percentage of any stat that foes have had decreased by the user for the duration of the effect.
Q-Ability:
+Medusa – Whips forth a spiraling vortex of horrid and malicious black energy which causes all to gaze upon it in fear. Snakes hiss and the energy crackles as, from another dimension, a beautiful yet horrid monster steps forth and unleashes a vast ray of dark energy upon all who look her way burning holes in their head as their bodies slowly meld into stone. 100% Piercing Abs Damage. High Chance of Petrify. High Chance of Blind. Range: All Enemies. 0 SB. Dark Elemental.
Stats:
HP:
SB:
Atk:
Def:
Abs:
Per:
Agility:
Move: ? Cells
Merits:
- Spoiler:
- None.
Last edited by Silver on Tue Dec 22, 2015 9:56 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Samuel "Sammie" Harvelle
Age: 21
Gender: Male
Appearance:
Level: 1
Experience: 0/12
Capability: 0/25
Laterality: Left-handed
Equipment:
Head: None.
Torso: Navy Hoodie- Simplistic blue hoodie that helps keep the wearer warm in cold weather. (-3% Ice Damage Taken)
R. Hand: None.*
L. Hand: None.
Legs: Distressed Jeans- Fairly standard pair of jeans that have a couple tears and holes in them.
Feet: Tennis Shoes- Pretty basic pair of footwear.
*Barehanded: 100% Str Damage Basic Attacks. The user may land 2 hits if their Dexterity is higher than the target's.
Trait Points: 10/10
Traits:
+Strike* – A basic form of assault with one's weapon. Innate Trait. Enables the unit to utilize a Basic Attack dealing damage dependent on their equipped weapon. 2 TP.
+Expansive Knowledge* – Quickly and easily absorbs what one is learning from the surrounding environment. Innate Trait. Increases Img and Mnd by 10% passively. 2 TP.
+Mind Blast* – Evokes one's inner power to assault the target with the sheer energy dwelling within the user's active mind. Active Trait. 110% Img Damage. Small Chance of Confusion. Range: 4 Cells. 6 AP. 3 TP.
+Flow of Inspiration* – Continuously pushed by creative thoughts and inspired to go further with one's talents. Passive Trait. The user recovers 2% Max AP at the end of each turn. 3 TP.
Desperation Trigger: *LOCKED*
Stats:
SP: 20 [40%]
AP: 35 [60%]
Str: 4 [25%]
Grd: 3 [40%]
Img: 7 [70%] (+1 from Expansive Knowledge)
Mnd: 5 [60%] (+1 from Expansive Knowledge)
Dex: 3% [30%]
Luck: 3 [25%]
Move: 3 Cells
Age: 21
Gender: Male
Appearance:
- Spoiler:
- Will figure out later...
Level: 1
Experience: 0/12
Capability: 0/25
Laterality: Left-handed
Equipment:
Head: None.
Torso: Navy Hoodie- Simplistic blue hoodie that helps keep the wearer warm in cold weather. (-3% Ice Damage Taken)
R. Hand: None.*
L. Hand: None.
Legs: Distressed Jeans- Fairly standard pair of jeans that have a couple tears and holes in them.
Feet: Tennis Shoes- Pretty basic pair of footwear.
*Barehanded: 100% Str Damage Basic Attacks. The user may land 2 hits if their Dexterity is higher than the target's.
Trait Points: 10/10
Traits:
+Strike* – A basic form of assault with one's weapon. Innate Trait. Enables the unit to utilize a Basic Attack dealing damage dependent on their equipped weapon. 2 TP.
+Expansive Knowledge* – Quickly and easily absorbs what one is learning from the surrounding environment. Innate Trait. Increases Img and Mnd by 10% passively. 2 TP.
+Mind Blast* – Evokes one's inner power to assault the target with the sheer energy dwelling within the user's active mind. Active Trait. 110% Img Damage. Small Chance of Confusion. Range: 4 Cells. 6 AP. 3 TP.
+Flow of Inspiration* – Continuously pushed by creative thoughts and inspired to go further with one's talents. Passive Trait. The user recovers 2% Max AP at the end of each turn. 3 TP.
Desperation Trigger: *LOCKED*
Stats:
SP: 20 [40%]
AP: 35 [60%]
Str: 4 [25%]
Grd: 3 [40%]
Img: 7 [70%] (+1 from Expansive Knowledge)
Mnd: 5 [60%] (+1 from Expansive Knowledge)
Dex: 3% [30%]
Luck: 3 [25%]
Move: 3 Cells
Re: Silver's Creative Compendium Revamped
Name: Olivia
Age: 28
Gender: Female
Appearance:
Spellcraft Veil: Decreases all incoming damage by 5% and causes this unit to draw increased aggression.
Level: 1
Exp: 0/12
Weapon: Kiss with a Fist – Flashy, blood-colored, leather gloves which were once infused with powerful magic. They still pack a punch, just... not as well. (2 Hits)
Armor: Domination – Tight and formfitting, these garments accentuate the curves but fail to provide the level of defense one might expect.
Accessory: Combat Boots – Tough and ready for the field of battle.
A-Ability: Enchanting Magic
+Burn Combo – Floods fire mana to the user's fists before dishing out a swift combo attack. 70% Int Damage. 2 Hits. Chance of Burn. If the target is successfully burned, they have their primary offensive stat reduced by 20% for the duration of the status. Range: Adjacent Cell. ? MP. Fire Elemental.
+Static Crush – Compresses lightning mana into a potent sphere surrounding the target so as to encourage immobility. 120% Int Damage. Reduces the target's Move by 1 Cell for Three Turns. Stacks. The target's Move cannot be lowered below half through this ability. Targets suffering from movement reduction take 4% Max HP Lightning Damage if they attempt to move equivalent to their current max Move for the duration of this effect. Range: 3 Cells. ? MP. Lightning Elemental.
+Teleport – Shatters the physical form through the user of advanced magicks to instantly transport one's self elsewhere. No Damage. Warps target to chosen cell. Counts as a Move Action if used. Range: Self. ? MP.
R-Ability:
+Relentless Spellcraft – The spirit yearns to not only survive but thrive in times of the utmost need. When the user hits critical levels of HP the user recovers 30% Max MP and gains Doublecast status for Two Turns.
S-Ability:
+Power Conversion – Utilizes an ancient and oftentimes forbidden magick to convert one's lost health into the sheer magickal might that shall save one's self. Increases the user's Int by 1% for every 1% missing HP.
B-Ability: None.
E-Trigger:
+Limit Break – Evokes the power of a formerly lost magick to destroy the bonds which keep free flowing power from the user's body for a short time. For Three Turns, the Int boost of Power Conversion is doubled and the user gains an extra Basic Attack.
X-Ability: None.
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Critical:
Evade:
Move: 2 Cells
X-Gauge:
Skill Points: 0
Upgrade Points: 0
Age: 28
Gender: Female
Appearance:
- Spoiler:
- Standing confidently at 5'11", Olivia commands attention with hardly a syllable uttered. Her blonde hair is thin but held in a tight ponytail; a few strands fall in her face in a stylish way. Her eyes are a sharp amber color, often accentuated by striking colored eyeshadows. Her lips red – she carries a tube of blood red lipstick in her back pocket at all times. She carries herself very authoritatively, this aspect amplified by her toned body which is usually covered in tight-fitting clothing. If one were to get lucky enough to remove it, they would find that her entire back is covered in a tattoo depicting a sea of stars and a massive white tiger among them. This would be pure luck, however, for she rarely takes off her clothes around others. She also always wears boots that match her outfit and provide the greatest mobility.
Spellcraft Veil: Decreases all incoming damage by 5% and causes this unit to draw increased aggression.
Level: 1
Exp: 0/12
Weapon: Kiss with a Fist – Flashy, blood-colored, leather gloves which were once infused with powerful magic. They still pack a punch, just... not as well. (2 Hits)
Armor: Domination – Tight and formfitting, these garments accentuate the curves but fail to provide the level of defense one might expect.
Accessory: Combat Boots – Tough and ready for the field of battle.
A-Ability: Enchanting Magic
+Burn Combo – Floods fire mana to the user's fists before dishing out a swift combo attack. 70% Int Damage. 2 Hits. Chance of Burn. If the target is successfully burned, they have their primary offensive stat reduced by 20% for the duration of the status. Range: Adjacent Cell. ? MP. Fire Elemental.
+Static Crush – Compresses lightning mana into a potent sphere surrounding the target so as to encourage immobility. 120% Int Damage. Reduces the target's Move by 1 Cell for Three Turns. Stacks. The target's Move cannot be lowered below half through this ability. Targets suffering from movement reduction take 4% Max HP Lightning Damage if they attempt to move equivalent to their current max Move for the duration of this effect. Range: 3 Cells. ? MP. Lightning Elemental.
R-Ability:
+Relentless Spellcraft – The spirit yearns to not only survive but thrive in times of the utmost need. When the user hits critical levels of HP the user recovers 30% Max MP and gains Doublecast status for Two Turns.
S-Ability:
+Power Conversion – Utilizes an ancient and oftentimes forbidden magick to convert one's lost health into the sheer magickal might that shall save one's self. Increases the user's Int by 1% for every 1% missing HP.
B-Ability: None.
E-Trigger:
+Limit Break – Evokes the power of a formerly lost magick to destroy the bonds which keep free flowing power from the user's body for a short time. For Three Turns, the Int boost of Power Conversion is doubled and the user gains an extra Basic Attack.
X-Ability: None.
Stats:
HP:
MP:
Atk:
Def:
Int:
Spr:
Critical:
Evade:
Move: 2 Cells
X-Gauge:
Skill Points: 0
Upgrade Points: 0
Re: Silver's Creative Compendium Revamped
Name: Splendora
Age: ?
Gender: Female
Appearance:
Blazing Aura: Reduces the chance of the user being afflicted with negative status effects by 10% and increases the likelihood of the user inflicting negative status conditions through any means by 10% passively.
Alignment: Wind
Disposition: Defensive
Level: ?
Exp: ?/?
Weapon: ?
Armor: ?
Accessory: ?
A-Ability:
TBF
R-Ability:
+Synchronize – Upon receiving negative energies, releases a blazing aura which envelops the offender and mirrors the effects. Whenever the user successfully has a negative status condition placed upon her, there is a chance that the attacker will also receive the same status condition.
S-Ability:
+Aura Conversion – Converts negative energy into positive and vice versa in order to maintain the balance within. All stat reductions placed on the user are treated as stat increases and all stat increases placed on the user are treated as stat reductions.
+Alignment – Pulls aura into proper alignment to provide boons to the user. Reduces the duration of negative status effects placed on the user by 1 turn and increases the duration of negative status effects placed by the user through any means by 1 turn.
Burst Mode: *LOCKED*
HP: ?
MP: ?
Atk: ?
Def: ?
Int: ?
Spr: ?
Evasion: ?%
Critical: ?%
Movement: ? Cells (+2 from Stellar Wyvern Species)
Temper: {//////////}
Skill Points: 0
Burst Points: 0
Age: ?
Gender: Female
Appearance:
- Spoiler:
Blazing Aura: Reduces the chance of the user being afflicted with negative status effects by 10% and increases the likelihood of the user inflicting negative status conditions through any means by 10% passively.
Alignment: Wind
Disposition: Defensive
Level: ?
Exp: ?/?
Weapon: ?
Armor: ?
Accessory: ?
A-Ability:
TBF
R-Ability:
+Synchronize – Upon receiving negative energies, releases a blazing aura which envelops the offender and mirrors the effects. Whenever the user successfully has a negative status condition placed upon her, there is a chance that the attacker will also receive the same status condition.
S-Ability:
+Aura Conversion – Converts negative energy into positive and vice versa in order to maintain the balance within. All stat reductions placed on the user are treated as stat increases and all stat increases placed on the user are treated as stat reductions.
+Alignment – Pulls aura into proper alignment to provide boons to the user. Reduces the duration of negative status effects placed on the user by 1 turn and increases the duration of negative status effects placed by the user through any means by 1 turn.
Burst Mode: *LOCKED*
HP: ?
MP: ?
Atk: ?
Def: ?
Int: ?
Spr: ?
Evasion: ?%
Critical: ?%
Movement: ? Cells (+2 from Stellar Wyvern Species)
Temper: {//////////}
Skill Points: 0
Burst Points: 0
Re: Silver's Creative Compendium Revamped
Name: Terra Heart
Age: 19 (Physically)
Gender: Female
Appearance:
Esperkin: Increases the hit rate of the user's magical attacks by 10% and causes the base damage of physical attacks to be boosted by 20% of the user's Int stat.
Mana Affinity: Increases the user's Int by 10% and reduces the user's MP Costs by 10% passively.
Speed Cycle: The user recovers 3% Max MP at the beginning of each turn after MP reaches an unusable amount. This effect has a duration of ten (10) turns. Activates one (1) time per battle.
Level: 22
Exp: --/--
Weapon: Amethyst Collision – Beautiful rapier of a violet hue crafted with care and filled with potent magicked essence. (+3% Max MP)
Armor: Gliding Phoenix – Ancient and heavily faded garments said to have been tailored with the essence of a Phoenix in order to protect the wearer from the jaws of death. (10% Chance of Reraise)
Accessory: Purity's Lover – Extremely rare flower gathered from a spot where a mana reverbrates strong paradisal wavelengths.
Accessory: Barrier Brace – Gifted silver brace worn on the arm which has been charmed with powerful protective mana. (-10% Damage Taken)
A-Ability: Mena's Gift
+Blade Wave – Swipes the rapier through the air in order to generate a violet wave of energy which trails along the ground before engulfing the target. 110% Atk Damage. Range: 4 Cells; Linear. 8 MP.
+Cinder – Forces the air in front of the user to catch fire with a wave of the hand. 75% Int Damage. Chance of Burn. Range: 1x3 Cell Line. 6 MP. Fire Elemental.
+Runic Chains – Conjures a myriad of ethereal chains to bind the target to the very spot they stand and reduce their resistance to magick. No Damage. High Chance of Immobilize. If successfully Immobilized, the target's Magical Damage Input is increased by 15% for the duration of Immobilize. Range: 3 Cells. 10 MP.
+Riposte Slash – Rushes the target to deliver a frighteningly quick slash which enables swift chaining of magical assaults. 125% Atk Damage. Increased hit rate. The user may chain a Spell-based ability so long as she has the MP available to do so. Range: Adjacent Cell. 10 MP.
+Snowfall – Whirls a harsh gale around the user whipping up flurries of ice to force targets away. 80% Int Damage. Knocks targets one (1) cell away. Reduces targets' Move by one (1) cell for Two Turns. Range: Adjacent Cells. 12 MP. Ice Elemental.
+Bolt – Slashes the air causing a vicious jolt of electricity to dance through the air and crash down on a faraway target from above. 100% Int Damage. Chance of Critical Hit. Range: 6 Cells. 8 MP. Lightning Elemental.
+Coercion – Coats the blade in mana before delivering a fairly standard thrust which drains the target of their energy. 100% Atk Damage. The user recovers damage dealt as MP. Range: Adjacent Cell. 8 MP.
+Lightray – Gathers a sphere of shining light in one's hand before firing it at the target in the form of a brilliant laser. 130% Int Damage. Chance of Blind. Range: 3 Cells. 10 MP. Light Elemental.
+Recovery – Soothes injuries with potent life mana particles which stitch up wounds long after the spell has been cast. 100% Int HP Recovery. Targets recover 10% Max HP for Three Turns after initial recovery. Range: 3 Cells. 10 MP.
+Transfiguration – Focuses on one's connection to mana and alters the way it flows and reacts within the body to strengthen one's physical might far beyond its normal limits. No Damage. Converts 30% of the user's Int and Spr into Atk and Def respectively for Three Turns. Range: Self. [Level] MP.
A-Ability: Magical Composition
+Geyser – Forces water up in a spiking motion from beneath the target to consume them and all nearby. 130% Int Damage [Target]. 100% Int Damage [Splash] Chance of Wet. Range: 4 Cells [Target] + Adjacent Cells [Splash]. 14 MP. Water Elemental.
+Cyclone – Unsettles wind and splits its spiraling form into three twisters before launching them off in different directions. 110% Int Damage. Chance of Bleeding. Range: 5 Cells; Linear; Three Directions. 16 MP. Wind Elemental.
+Mena Blitz – Lashes out at the target with a rapid influx of jabs and thrusts aimed specifically at vital mana receptors to cause the target to lose more than blood. 90% Atk Damage. 5 Hits. Target takes 4% Max MP Damage for Three Turns following initial damage. Range: Adjacent Cell. 12 MP.
+Blight – Conjures a sickly green sphere of energy and hurls it at the target to possibly infect them. 140% Int Damage. High Chance of Poison. Range: 4 Cells. 14 MP.
+Flying Blade – Leaps into the air and tosses the blade in such a manner that it goes flying, aided by mana, to strike the target head on. 170% Atk Damage. Hits first target only. Range: 5 Cells; Linear. 14 MP.
+Blaze – Ignites blazing embers at the user's feet and swiftly kicks it, sending it skittering across the ground in a ferocious trail of flame which explodes upon contact with the target. 130% Int Damage. Creates Blaze Cells in cells passed through. Hits first target only. Range: 4 Cells. 16 MP. Fire Elemental.
---Blaze Cells: { } – Inflict 8% HP Fire Damage and a Low Chance of Burn upon occupying. Can be removed through an attack or ability of the Water or Ice Elementals.
+Frost – Fires off a harsh icicle teeming with a strange energy at a nearby target in order to damage their body and spirit. 180% Int Damage. Chance of Freeze. Chance of Weak. Range: 2 Cells. 26 MP. Ice Elemental.
+Sinking Steel – Brushes a hand across the blade to coat it in pure mana before delivering a sharp thrust which causes the mana to disperse and weaken the target's defenses. 125% Atk Damage. The user's physical attacks made against the target ignore 20% of its Def for the following three turns. Range: Adjacent Cell. 12 MP.
+Discharge – Lets out a cry of frustration which causes electrical energy to spike outwards from the user and strike all nearby targets. 160% Int Damage. Low Chance of Stun. Range: 2 Layers of Surrounding Cells. 24 MP. Lightning Elemental.
+Rend – Utilizes every bit of strength empowered by mana to deliver a horrible blow which cuts through any barrier, metal, flesh, and even bone to ensure the target's destruction. 240% Atk Damage. Dispels effects and buffs that reduce incoming damage. Chance of Armor Break. Can only be used while under the effects of Transfiguration. Range: Adjacent Cell. 32 MP.
A-Ability: True Mana
+Starscape Convergence – Conjures massive spheres of dark and light energy and sends them crashing down on the target rapidly. 140% Int Damage. 5 Hits. Chance of Weak. Chance of Blind. Chance of Burn. Range: 6 Cells. 36 MP.
+Bountiful Resurgance – Swells life mana in a swirling vortex which expels a soothing resonance to heal the target's greatest wounds and aid in the recovery of nearby targets as well. 175% Int HP Recovery. Similar targets in adjacent cells recover 30% of HP recovered by the target. Range: 4 Cells [Target] + Adjacent Cells [Splash]. 24 MP.
R-Ability:
+Reflex – Reflexively dodges incoming attacks which have not been empowered by some energy and punishes the target by showing them the true power of mana. The user has 50% to dodge all basic attack commands. If the user successfully dodges she can cast a spell-based ability in retaliation as long as she has the MP available to do so and can take action.
S-Ability:
+Voice of Mena – The will of Mena resides within the soul and protects one from those that would seek to silence it. Ignores the effects of Silence and increases Magical Damage Output by 10% when afflicted with it.
B-Ability:
+Attunement – Takes a moment to breathe deeply and align one's self with the mana in the earth and air in order to siphon it for the user's own purposes. Enables the user to convert a natural cell into either an immediate 8% Max MP recovery or a 15% boost to Atk and Int for two turns. This ability has a cooldown of three turns. Cannot be used if there are no natural cells within a two cell radius of the user.
D-Ability: ?
Stats:
HP: 55 (+5 from Purity's Lover)
MP: 75 (+5 from Purity's Lover) (+2 from Amethyst Collision)
Atk: 15 (+6 from Amethyst Collision)
Def: 8 (+4 from Gliding Phoenix) (+3 from Barrier Brace)
Int: 24 (+3 from Amethyst Collision) (+1 from Purity's Lover) (+2 from Mana Affinity)
Spr: 8 (+6 from Gliding Phoenix) (+3 from Barrier Brace)
Evade: 8%
Move: 2 Cells (+1 from Esper Profession)
Skill Points: 0
Age: 19 (Physically)
Gender: Female
Appearance:
- Spoiler:
Esperkin: Increases the hit rate of the user's magical attacks by 10% and causes the base damage of physical attacks to be boosted by 20% of the user's Int stat.
Mana Affinity: Increases the user's Int by 10% and reduces the user's MP Costs by 10% passively.
Speed Cycle: The user recovers 3% Max MP at the beginning of each turn after MP reaches an unusable amount. This effect has a duration of ten (10) turns. Activates one (1) time per battle.
Level: 22
Exp: --/--
Weapon: Amethyst Collision – Beautiful rapier of a violet hue crafted with care and filled with potent magicked essence. (+3% Max MP)
Armor: Gliding Phoenix – Ancient and heavily faded garments said to have been tailored with the essence of a Phoenix in order to protect the wearer from the jaws of death. (10% Chance of Reraise)
Accessory: Purity's Lover – Extremely rare flower gathered from a spot where a mana reverbrates strong paradisal wavelengths.
Accessory: Barrier Brace – Gifted silver brace worn on the arm which has been charmed with powerful protective mana. (-10% Damage Taken)
A-Ability: Mena's Gift
+Blade Wave – Swipes the rapier through the air in order to generate a violet wave of energy which trails along the ground before engulfing the target. 110% Atk Damage. Range: 4 Cells; Linear. 8 MP.
+Cinder – Forces the air in front of the user to catch fire with a wave of the hand. 75% Int Damage. Chance of Burn. Range: 1x3 Cell Line. 6 MP. Fire Elemental.
+Runic Chains – Conjures a myriad of ethereal chains to bind the target to the very spot they stand and reduce their resistance to magick. No Damage. High Chance of Immobilize. If successfully Immobilized, the target's Magical Damage Input is increased by 15% for the duration of Immobilize. Range: 3 Cells. 10 MP.
+Riposte Slash – Rushes the target to deliver a frighteningly quick slash which enables swift chaining of magical assaults. 125% Atk Damage. Increased hit rate. The user may chain a Spell-based ability so long as she has the MP available to do so. Range: Adjacent Cell. 10 MP.
+Snowfall – Whirls a harsh gale around the user whipping up flurries of ice to force targets away. 80% Int Damage. Knocks targets one (1) cell away. Reduces targets' Move by one (1) cell for Two Turns. Range: Adjacent Cells. 12 MP. Ice Elemental.
+Bolt – Slashes the air causing a vicious jolt of electricity to dance through the air and crash down on a faraway target from above. 100% Int Damage. Chance of Critical Hit. Range: 6 Cells. 8 MP. Lightning Elemental.
+Coercion – Coats the blade in mana before delivering a fairly standard thrust which drains the target of their energy. 100% Atk Damage. The user recovers damage dealt as MP. Range: Adjacent Cell. 8 MP.
+Lightray – Gathers a sphere of shining light in one's hand before firing it at the target in the form of a brilliant laser. 130% Int Damage. Chance of Blind. Range: 3 Cells. 10 MP. Light Elemental.
+Recovery – Soothes injuries with potent life mana particles which stitch up wounds long after the spell has been cast. 100% Int HP Recovery. Targets recover 10% Max HP for Three Turns after initial recovery. Range: 3 Cells. 10 MP.
+Transfiguration – Focuses on one's connection to mana and alters the way it flows and reacts within the body to strengthen one's physical might far beyond its normal limits. No Damage. Converts 30% of the user's Int and Spr into Atk and Def respectively for Three Turns. Range: Self. [Level] MP.
A-Ability: Magical Composition
+Geyser – Forces water up in a spiking motion from beneath the target to consume them and all nearby. 130% Int Damage [Target]. 100% Int Damage [Splash] Chance of Wet. Range: 4 Cells [Target] + Adjacent Cells [Splash]. 14 MP. Water Elemental.
+Cyclone – Unsettles wind and splits its spiraling form into three twisters before launching them off in different directions. 110% Int Damage. Chance of Bleeding. Range: 5 Cells; Linear; Three Directions. 16 MP. Wind Elemental.
+Mena Blitz – Lashes out at the target with a rapid influx of jabs and thrusts aimed specifically at vital mana receptors to cause the target to lose more than blood. 90% Atk Damage. 5 Hits. Target takes 4% Max MP Damage for Three Turns following initial damage. Range: Adjacent Cell. 12 MP.
+Blight – Conjures a sickly green sphere of energy and hurls it at the target to possibly infect them. 140% Int Damage. High Chance of Poison. Range: 4 Cells. 14 MP.
+Flying Blade – Leaps into the air and tosses the blade in such a manner that it goes flying, aided by mana, to strike the target head on. 170% Atk Damage. Hits first target only. Range: 5 Cells; Linear. 14 MP.
+Blaze – Ignites blazing embers at the user's feet and swiftly kicks it, sending it skittering across the ground in a ferocious trail of flame which explodes upon contact with the target. 130% Int Damage. Creates Blaze Cells in cells passed through. Hits first target only. Range: 4 Cells. 16 MP. Fire Elemental.
---Blaze Cells: { } – Inflict 8% HP Fire Damage and a Low Chance of Burn upon occupying. Can be removed through an attack or ability of the Water or Ice Elementals.
+Frost – Fires off a harsh icicle teeming with a strange energy at a nearby target in order to damage their body and spirit. 180% Int Damage. Chance of Freeze. Chance of Weak. Range: 2 Cells. 26 MP. Ice Elemental.
+Sinking Steel – Brushes a hand across the blade to coat it in pure mana before delivering a sharp thrust which causes the mana to disperse and weaken the target's defenses. 125% Atk Damage. The user's physical attacks made against the target ignore 20% of its Def for the following three turns. Range: Adjacent Cell. 12 MP.
+Discharge – Lets out a cry of frustration which causes electrical energy to spike outwards from the user and strike all nearby targets. 160% Int Damage. Low Chance of Stun. Range: 2 Layers of Surrounding Cells. 24 MP. Lightning Elemental.
+Rend – Utilizes every bit of strength empowered by mana to deliver a horrible blow which cuts through any barrier, metal, flesh, and even bone to ensure the target's destruction. 240% Atk Damage. Dispels effects and buffs that reduce incoming damage. Chance of Armor Break. Can only be used while under the effects of Transfiguration. Range: Adjacent Cell. 32 MP.
A-Ability: True Mana
+Starscape Convergence – Conjures massive spheres of dark and light energy and sends them crashing down on the target rapidly. 140% Int Damage. 5 Hits. Chance of Weak. Chance of Blind. Chance of Burn. Range: 6 Cells. 36 MP.
+Bountiful Resurgance – Swells life mana in a swirling vortex which expels a soothing resonance to heal the target's greatest wounds and aid in the recovery of nearby targets as well. 175% Int HP Recovery. Similar targets in adjacent cells recover 30% of HP recovered by the target. Range: 4 Cells [Target] + Adjacent Cells [Splash]. 24 MP.
R-Ability:
+Reflex – Reflexively dodges incoming attacks which have not been empowered by some energy and punishes the target by showing them the true power of mana. The user has 50% to dodge all basic attack commands. If the user successfully dodges she can cast a spell-based ability in retaliation as long as she has the MP available to do so and can take action.
S-Ability:
+Voice of Mena – The will of Mena resides within the soul and protects one from those that would seek to silence it. Ignores the effects of Silence and increases Magical Damage Output by 10% when afflicted with it.
B-Ability:
+Attunement – Takes a moment to breathe deeply and align one's self with the mana in the earth and air in order to siphon it for the user's own purposes. Enables the user to convert a natural cell into either an immediate 8% Max MP recovery or a 15% boost to Atk and Int for two turns. This ability has a cooldown of three turns. Cannot be used if there are no natural cells within a two cell radius of the user.
D-Ability: ?
Stats:
HP: 55 (+5 from Purity's Lover)
MP: 75 (+5 from Purity's Lover) (+2 from Amethyst Collision)
Atk: 15 (+6 from Amethyst Collision)
Def: 8 (+4 from Gliding Phoenix) (+3 from Barrier Brace)
Int: 24 (+3 from Amethyst Collision) (+1 from Purity's Lover) (+2 from Mana Affinity)
Spr: 8 (+6 from Gliding Phoenix) (+3 from Barrier Brace)
Evade: 8%
Move: 2 Cells (+1 from Esper Profession)
Skill Points: 0
Last edited by Silver on Mon May 30, 2016 2:45 pm; edited 2 times in total
Re: Silver's Creative Compendium Revamped
Name: Unity
Age: ?
Gender: Female
Appearance:
Parasol Guard: Reduces Light and Water Damage Input by 10% and increases the user's Def by 10% passively.
Level: 5
Exp: --/--
Weapon: Raindrop Night – Sleek black parasol without much decoration to it on the outisde. The inner layer reveals a beautiful layout of constellations and raindrops cascading down its surface. (Null Wet) (Dark Elemental)
Armor: Lacy Living – Gorgeously simple white dress which is made of a surpisingly durable material.
Accessory: Crown – A gift for one who is "The Queen."
A-Ability: No More Light
+Hazy Sphere – Conjures a swirling ball of darkened mist to fly forth and shroud the target's vision in haze. No Damage. High Chance of Blind. Range: 6 Cells. 8 MP. Darkness Elemental.
+Tendril Lash – Whips up a blackened tendril of darkness to smack the target viciously. 120% Int Damage. Chance of Critical Hit. Range: 4 Cells. 8 MP. Darkness Elemental.
+Dim – Dims the sources of light in the area to make it easier to feel at ease in shade's embrace. No Damage. Reduces incoming damage by 10% and increases evasion by 5% of the user and allied units that occupy an adjacent cell of the user over the course of the next three turns. Range: Self + Adjacent Cells. 12 MP. Darkness Elemental.
A-Ability: Item
R-Ability:
+Parasol Shield – Hunkers down for incoming attacks by hiding in the parasol and evoking a powerful barrier to stave off harm and possibly force attackers to relent. Whenever the user is the direct target of an attack, reduce incoming damage by 20% with a Low Chance of Stun.
S-Ability:
+Shade – Aligned with the refreshing tendrils of darkness, the very element itself grants one its blessings. Reduces Dark Damage Input by 10% and increases Dark Damage Output by 10% passively. Also increases the user's stats by 5% when the atmosphere includes darkness or nighttime.
B-Ability:
+Casting Shadows – Jumps high into the air and opens the parasol wide aided by mana to block out the light of the sun and all hope with it. Bestows Float on the user, reduces Light Damage Output by 20% for all units, and increases Darkness Damage Output by 20% for all units for three turns when activated. Utilizes an Act Action.
E-Trigger:
+In the Black of Night – Conjures up a thick veil of shadows to encompass the battlefield and cover everything in darkness for a brief period. Changes the Atmosphere to Black Night for Three Turns.
[Black Night: Reduces Light Damage by 25% for all units, increases Darkness Damage by 25% for all units, and decreases the enemy party's accuracy by 10% for the duration of the atmosphere. Counts as a darkness atmosphere.]
D-Ability:
+Dark Shell – Envelops one's body in a potent sphere of darkness before flying forward at breakneck speed to immediately knock targets off balance and warp their perception of reality to that of a black and unfathomable void for them to wander until the moment is right. With targets lost in the void and at her mercy, the user explodes the protective veil and sends the shards flying like shrapnel to decimate her foes. 125% Int Damage. Knocks targets between one and three cells away. Reduces target's evasion to 0% for three turns. Reduces the user's damage input by 15% for three turns. The user gains access to Special Command: Detonate during this time. Special Command: Detonate automatically activates after three turns. Range: 6 Cells; Linear. 0 MP. Darkness Elemental.
[Special Command: Detonate – Deals 150% Piercing Int Darkness Damage to all enemies within a two cell radius of the user. Targets have a chance of bleeding. Remove the evasion reduction and the user's damage input reduction upon use.]
Stats:
HP: 35
MP: 25
Atk: 2 (+0 from Raindrop Night)
Def: 6 (+1 from Lacy Living) (+1 from Parasol Guard)
Int: 5 (+2 from Raindrop Night)
Spr: 5 (+1 from Lacy Living) (+1 from Crown)
Evade: 3%
Move: 2 Cells (+0 from Cadet I Profession)
Skill Points: 0
Age: ?
Gender: Female
Appearance:
- Spoiler:
Parasol Guard: Reduces Light and Water Damage Input by 10% and increases the user's Def by 10% passively.
Level: 5
Exp: --/--
Weapon: Raindrop Night – Sleek black parasol without much decoration to it on the outisde. The inner layer reveals a beautiful layout of constellations and raindrops cascading down its surface. (Null Wet) (Dark Elemental)
Armor: Lacy Living – Gorgeously simple white dress which is made of a surpisingly durable material.
Accessory: Crown – A gift for one who is "The Queen."
A-Ability: No More Light
+Hazy Sphere – Conjures a swirling ball of darkened mist to fly forth and shroud the target's vision in haze. No Damage. High Chance of Blind. Range: 6 Cells. 8 MP. Darkness Elemental.
+Tendril Lash – Whips up a blackened tendril of darkness to smack the target viciously. 120% Int Damage. Chance of Critical Hit. Range: 4 Cells. 8 MP. Darkness Elemental.
+Dim – Dims the sources of light in the area to make it easier to feel at ease in shade's embrace. No Damage. Reduces incoming damage by 10% and increases evasion by 5% of the user and allied units that occupy an adjacent cell of the user over the course of the next three turns. Range: Self + Adjacent Cells. 12 MP. Darkness Elemental.
A-Ability: Item
R-Ability:
+Parasol Shield – Hunkers down for incoming attacks by hiding in the parasol and evoking a powerful barrier to stave off harm and possibly force attackers to relent. Whenever the user is the direct target of an attack, reduce incoming damage by 20% with a Low Chance of Stun.
S-Ability:
+Shade – Aligned with the refreshing tendrils of darkness, the very element itself grants one its blessings. Reduces Dark Damage Input by 10% and increases Dark Damage Output by 10% passively. Also increases the user's stats by 5% when the atmosphere includes darkness or nighttime.
B-Ability:
E-Trigger:
+In the Black of Night – Conjures up a thick veil of shadows to encompass the battlefield and cover everything in darkness for a brief period. Changes the Atmosphere to Black Night for Three Turns.
[Black Night: Reduces Light Damage by 25% for all units, increases Darkness Damage by 25% for all units, and decreases the enemy party's accuracy by 10% for the duration of the atmosphere. Counts as a darkness atmosphere.]
D-Ability:
+Dark Shell – Envelops one's body in a potent sphere of darkness before flying forward at breakneck speed to immediately knock targets off balance and warp their perception of reality to that of a black and unfathomable void for them to wander until the moment is right. With targets lost in the void and at her mercy, the user explodes the protective veil and sends the shards flying like shrapnel to decimate her foes. 125% Int Damage. Knocks targets between one and three cells away. Reduces target's evasion to 0% for three turns. Reduces the user's damage input by 15% for three turns. The user gains access to Special Command: Detonate during this time. Special Command: Detonate automatically activates after three turns. Range: 6 Cells; Linear. 0 MP. Darkness Elemental.
[Special Command: Detonate – Deals 150% Piercing Int Darkness Damage to all enemies within a two cell radius of the user. Targets have a chance of bleeding. Remove the evasion reduction and the user's damage input reduction upon use.]
Stats:
HP: 35
MP: 25
Atk: 2 (+0 from Raindrop Night)
Def: 6 (+1 from Lacy Living) (+1 from Parasol Guard)
Int: 5 (+2 from Raindrop Night)
Spr: 5 (+1 from Lacy Living) (+1 from Crown)
Evade: 3%
Move: 2 Cells (+0 from Cadet I Profession)
Skill Points: 0
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