The Path Less Traveled: An Esper's Tale [Profiles]
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The Path Less Traveled: An Esper's Tale [Profiles]
Battle Items:
+ Herb- A medical plant that heals 10 Hp. (Stock: 4)
+ Potion- A medical drink that heals 20 Hp. (Stock: 1)
+ Herbal Tea- A hot drink made with medical herbs, heals 35 Hp. (Stock: 0)
+ High Potion- A more powerful medical drink that heals 50 Hp. (Stock: 0)
+ Mega Potion- A really powerful medical drink that heals 75 Hp. (Stock: 0)
+ X-Potion- An amazingly effective medical drink that heals 150 Hp. (Stock: 0)
+ Golden Herb- A legendary herb that recovers all of the user's Hp. (Stock: 0)
+ Spice- A special plant that heals 10 Mp. (Stock: 1)
+ Ether- A special drink that heals 20 Mp. (Stock: 0)
+ Curry- A special dish made with spices that heals 35 Mp. (Stock: 0)
+ Super Ether- A more powerful special drink that heals 50 Mp. (Stock: 0)
+ Mega Ether- A really powerful special drink that heals 75 Mp. (Stock: 0)
+ Dry Ether- An amazingly powerful special drink that heals 150 Mp. (Stock: 0)
+ Silver Spice- A legendary spice that recovers all of the user's Mp. (Stock: 0)
+ Elixer- A powerful mixture that recovers all of the user's Hp and Mp. (Stock: 0)
+ Water- A bland drink that heals 5 Hp and Mp. (Stock: 0)
+ Soda- A sugary drink that heals 10 Hp and grants Haste status. (Stock: 0)
+ Lemonade- A sugary drink that heals 15 Hp and Mp. (Stock: 0)
+ Milk- A healthy drink that heals 15 Hp and grants the user Shell Status. (Stock: 0)
+ Multivitamin- A special mineral that boosts the user's attacking and defending stats by 20%. (Stock: 0)
+ Coffee- A caffeinated drink that heals 15 Mp and cures sleep. (Stock: 0)
+ Protein Drink- A special mixture of proteins and vitamins that heals 15 Hp and grants the user Protect status. (Stock: 0)
+ Fruit Smoothie- A super healthy drink that heals 50 Hp and Mp. (Stock: 0)
+ Sweet Cake- A cake made topped with sugar, frosting, and sweet goodness; casts Regen on the user. (Stock: 0)
+ Spice Pie- A pie made with all sorts of spices that somehow taste sweet; casts Mp Regen on the user. (Stock: 0)
+ Aunty Em's Famous Homemade Cookies- Cookies made by Aunty Em, they taste amazing; casts Regen and Mp Regen on the user and cures some status afflictions. (Stock: 0)
+ Herbal Remedy- A mixture of herbs that cures basic status effects that deal with the physical form. (Stock: 0)
+ Spice Remedy- A mixture of spices that cures basic status effects that deal with the mental form. (Stock: 0)
+ Remedy- A mixture that cures all status effects except Oblivion and Instant Death. (Stock: 0)
+ Angel's Tear- A tear of an angel in a bottle, it revives the target with 20% Max Hp. (Stock: 0)
+ Angel's Feather- A feather from an angel wing, it revives the target for 40% Max Hp. (Stock: 0)
+ Angel's Wing- A wing belonging to an angel, it revives the target for 60% Max Hp. (Stock: 0)
+ Angel's Essence- The very aura of an angel, it revives the target completely. (Stock: 0)
+ Fragment Grenade- A special item that has a three cell range, deals 10 Piercing Damage. (Stock: 0)
+ Budget Grenade- A special item that has a three cell range, deals 20 Piercing Damage. (Stock: 0)
+ Grenade- A special item that has a three cell range, deals 30 Piercing Damage. (Stock: 0)
+ Fire Shard- A special item that has a two cell range, deals 10 Piercing Fire Damage. (Stock: 0)
+ Fire Stone- A special item that has a two cell range, deals 20 Piercing Fire Damage. (Stock: 0)
+ Fire Gem- A special item that has a two cell range, deals 30 Piercing Fire Damage. (Stock: 0)
+ Fire Crystal- A special item that has a two cell range, deals 50 Piercing Fire Damage. (Stock: 0)
+ Ice Shard- A special item that has a two cell range, deals 10 Piercing Ice Damage. (Stock: 0)
+ Ice Stone- A special item that has a two cell range, deals 20 Piercing Ice Damage. (Stock: 0)
+ Ice Gem- A special item that has a two cell range, deals 30 Piercing Ice Damage. (Stock: 0)
+ Ice Crystal- A special item that has a two cell range, deals 50 Piercing Ice Damage. (Stock: 0)
+ Lightning Shard- A special item that has a two cell range, deals 10 Piercing Lightning Damage. (Stock: 0)
+ Lightning Stone- A special item that has a two cell range, deals 20 Piercing Lightning Damage. (Stock: 0)
+ Lightning Gem- A special item that has a two cell range, deals 30 Piercing Lightning Damage. (Stock: 0)
+ Lightning Crystal- A special item that has a two cell range, deals 50 Piercing Lightning Damage. (Stock: 0)
+ Water Shard- A special item that has a two cell range, deals 10 Piercing Water Damage. (Stock: 0)
+ Water Stone- A special item that has a two cell range, deals 20 Piercing Water Damage. (Stock: 0)
+ Water Gem- A special item that has a two cell range, deals 30 Piercing Water Damage. (Stock: 0)
+ Water Crystal- A special item that has a two cell range, deals 50 Piercing Water Damage. (Stock: 0)
+ Air Shard- A special item that has a two cell range, deals 10 Piercing Air Damage. (Stock: 0)
+ Air Stone- A special item that has a two cell range, deals 20 Piercing Air Damage. (Stock: 0)
+ Air Gem- A special item that has a two cell range, deals 30 Piercing Air Damage. (Stock: 0)
+ Air Crystal- A special item that has a two cell range, deals 50 Piercing Air Damage. (Stock: 0)
+ Earth Shard- A special item that has a two cell range, deals 10 Piercing Earth Damage. (Stock: 0)
+ Earth Stone- A special item that has a two cell range, deals 20 Piercing Earth Damage. (Stock: 0)
+ Earth Gem- A special item that has a two cell range, deals 30 Piercing Earth Damage. (Stock: 0)
+ Earth Crystal- A special item that has a two cell range, deals 50 Piercing Earth Damage. (Stock: 0)
+ Light Shard- A special item that has a two cell range, deals 10 Piercing Light Damage. (Stock: 0)
+ Light Stone- A special item that has a two cell range, deals 20 Piercing Light Damage. (Stock: 0)
+ Light Gem- A special item that has a two cell range, deals 30 Piercing Light Damage. (Stock: 0)
+ Light Crystal- A special item that has a two cell range, deals 50 Piercing Light Damage. (Stock: 0)
+ Dark Shard- A special item that has a two cell range, deals 10 Piercing Dark Damage. (Stock: 0)
+ Dark Stone- A special item that has a two cell range, deals 20 Piercing Dark Damage. (Stock: 0)
+ Dark Gem- A special item that has a two cell range, deals 30 Piercing Dark Damage. (Stock: 0)
+ Dark Crystal- A special item that has a two cell range, deals 50 Piercing Dark Damage. (Stock: 0)
+ Valor Crystal- A special item that has an adjacent cell range, deals Piercing Damage equal to the user's Atk stat. (Stock: 0)
+ Wisdom Crystal- A special item that has an adjacent cell range, deals Piercing Damage equal to the user's Int stat. (Stock: 0)
+ Dark Matter- A special item that has an adjacent cell range, deals 50 Piercing Damage. (Stock: 0)
+ Chest Key- Opens locked chests. (Stock: 3)
+ Snake Skin- The snake of a skin, one who puts this on is said to disappear from view for a short time; grants the user Invisible status. (Stock: 0)
+ Pixie Dust- Magic dust belonging to a pixie, grants the user float status. (Stock: 0)
+ Rabbit's Foot- A rabbit's lucky foot, gives the user Haste status. (Stock: 0)
+ Dragonfly Wings- A dragonfly's wings, gives the user Veil status. (Stock: 0)
+ Aurora Cloaks- A set of cloaks that shun off all statuses for a short while; grants the user Immune status. (Stock: 0)
Alchemy Items:
+ Bone Fragment- A piece of a bone that broke of from a Bone Soldier's Sword. (Stock: 4)
+ Bone Club- A rather large bone that a Bone Ogre used as a weapon. (Stock: 1)
+ Dull Blade Fragments- Fragments of a dull and overused blade. (Stock: 2)
+ Scrap Metal- A useless metal that could be melted into a different shape for something of better use. (Stock: 0)
+ Metal Fibers- Fibers made of metal that can be used in the construction of many items. (Stock: 0)
+ Wooden Club- A rather large chunk of wood fashioned so that it could be used as a blunt weapon. (Stock: 1)
+ Wolf Pelt- A pelt of a dead wolf, it can be fashioned into several different garments. (Stock: 2)
+ Rough Leather- Leather that is rather rough to the touch, can be fashioned to make several types of armor and even weapons! (Stock: 2)
+ Cotton Fibers- Somewhat thick fibers that are made from cotton. (Stock: 9)
Equipment:
Weapons
None.
Armor
None.
Accessories
None.
Key Items:
+ Esper Gem- A gem that Terra holds onto, it has some special purpose, but what could it possibly mean?
+ Mysterious Rose- A pink crystal that glows softly, it has taken the shape of a Rose. What could this item be? What does it do? And why did Rose give it to Terra?
Current Gold: 615
Map of Mesirona:
+ Xeven
+ Trita
+ Celestaria
+ Mathinec
+ Glarica
+ Replinatia
- Road to the Capitol City
-- Near the Capitol City
-- Crash Site
- Kopi
-- Market Entrance
-- Town Square
-- Outskirts
--- Forest
---- Prison
+ Reinlindia
+ Artanian Islands
+ Platon
+ Oebra-Yundia
+ Astral Plain
+ Underworld
+ The Fourth Dimension
Last edited by SilverStorm on Thu Mar 31, 2011 7:02 pm; edited 29 times in total
Re: The Path Less Traveled: An Esper's Tale [Profiles]
- Code:
[b][u]Name[/u]:[/b]
[b][u]Age[/u]:[/b]
[b][u]Gender[/u]:[/b]
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[b][u]Profession[/u]:[/b]
[b][u]Level[/u]:[/b]
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[b][u]Weapon[/u]:[/b]
[b][u]Armor[/u]:[/b]
[b][u]Accessory[/u]:[/b]
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[b][u]A-Ability[/u]:[/b]
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[b][u]A-Ability[/u]:[/b] Item
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[b][u]R-Ability[/u]:[/b]
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[b][u]S-Ability[/u]:[/b]
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[b][u]D-Ability[/u]:[/b]
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[b][u]Stats[/u]:[/b]
[b]Hp:[/b]
[b]Mp:[/b]
[b]Atk:[/b]
[b]Def:[/b]
[b]Int:[/b]
[b]Spr:[/b]
[b]Move:[/b] 2 Cells
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Enemy Profiles:
Name: ?????
Age: ???
Gender: Male
Appearance:
- Spoiler:
Profession: Assailant- The one who claims this profession goes on about death and despair, his words mixing with unstable mana till it becomes reality. (Resist Dark) (Immune Instant Death) (+1 Basic Attack)
Level: 10
Exp: --/--
-------------------
Weapon: Crescent Blades- A set of blade that slides in and out of the cloak, it is in the shape of a crescent moon. (2 Hits)
Armor: Shadow Cloak- A cloak made of shadows stolen from people.
Accessory: Ruby Eye- In the place of the wearer's right eye is a red gem.
-------------------
A-Ability: Crazed Reality
+ Waiting in the Wings- "You never see me coming until it's too late..."
(Damage: --/Effect: Invisible/Range: Self/Mp: 8/Element: --)
- Time to Strike- "I appear before you... you scream... and it is all over."
(Damage: 100% Atk/Effect: High Critical Hit Rate/Sure Hit/Range: Adjacent Cell/Mp: 10/Element: --)
+ Silently Stalking- "Watching your every move until I know everything about you..."
(Damage: --/Effect: +25% Def and Spr [Entire Battle]/Doesn't Stack/Mp: Level/Element: --)
- Leaving Signs- "A body here... a knife there... footsteps behind you... and you're frightened in seconds."
(Damage: --/Effect: +25% Atk [Entire Battle]/Doesn't Stack/Mp: Level/Element: --)
+ Quick- "A few quick slashes... a jab... and I'm out of here."
(Damage: 80% Atk x 4/100% Atk/Effect: Veil [Self]/Range: Adjacent Cell/Mp: 12/Element: --)
- Getaway- "Gotta split before you draw attention, but first..."
(Damage: 120% Atk x 2/Effect: User is allowed to take another Move action/Range: Adjacent Cell/Mp: 15/Element: --)
+ Blindside- "Bang! Never saw me coming..."
(Damage: 140% Atk/Effect: Stuns Target [1 Turn]/Range: 3 Cell Line/Mp: 12/Element: --)
- Knockout- "Want more? If you insist..."
(Damage: 160% Atk/Effect: --/Range: Set/Mp: 12/Element: --)
+ Illusion- "Oh no! Is that your loved one bleeding to death?"
(Damage: --/Effect: Creates [Character] Copy/[Character] Copy has Center of Attention/Range: Surrounding Cell/Mp: 10/Element: --)
- Unbelievable Betrayal- "Oh wait! That's not them... it's just me... and I got a present for you..."
(Damage: 200% Atk/Effect: Confusion 75%/Requires [Character] Copy/Range: Single Enemy/Mp: 22/Element: --)
+ Brainwash- "Don't you hate the pain? If you come with me... it'll all go away.
(Damage: --/Effect: Brainwash 75%/Range: Adjacent Cell/Mp: 10/Element: --)
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A-Ability: Crimson Masterpiece
+ Blood Bath- "Shh... don't cry... just let it all go... that's it..."
(Damage: 180% Atk/Effect: Blood Loss 99%/Doom 50%/Range: Adjacent Cell/Mp: 35/Element: --)
+ Plunge to the Heart- "Quiet now... sleep... it'll all be over in a few seconds..."
(Damage: 190% Atk/Effect: Instant Death 10%/Range: Adjacent Cell/Mp: 45/Element: --)
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R-Ability:
+ Death Touch- "Sleep now... forever... and ever..." Every time a foe with a negative status attacks this unit from and adjacent cell, there is a 15% chance that they will be inflicted with Instant Death.
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S-Ability:
+ False Reality- "You can't stop me... you're too weak too... this world is mine." Every odd turn, a random foe has a random negative status effect placed on them.
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D-Ability: Secret- "Got a Secret. Can you keep it? Swear this one you'll save. Better lock it in in your pocket, taking this one to the grave. If I show you then I know you won't share what was said. Because two can keep a secret if one of us is dead."
(Damage: 200% Pierce Atk/Effect: Instant Death 10%/Range: Adjacent Cell/Mp: --/Element: Dark)
-------------------
Stats:
Hp: 105 (+10 from Ruby Eye)
Mp: 85 (+25 from Ruby Eye)
Atk: 12 (+3 from Crescent Blades)
Def: 10 (+1 from Shadow Cloak)
Int: 1
Spr: 8 (+2 from Shadow Cloak)
Move: 2 Cells (+2 from Assailant Profession)
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Neutral Profiles:
None.
Last edited by SilverStorm on Thu Mar 31, 2011 5:53 pm; edited 20 times in total
Re: The Path Less Traveled: An Esper's Tale [Profiles]
Positive Status Effects:
Bravery - Afflicted has their PHYSICAL damage dealt to targets is doubled.
Bubble - Hp doubles for 3 turns. When the effect ends, Hp is halved.
Counter - Afflicted retaliates with a basic attack when the user takes physical damage.
Covered - Damage is taken by a Covering ally.
Covering - Afflicted takes damage for an ally.
Doublecast - Afflicted can cast two Int based attacks per turn for three turns. If the Afflicted uses an Int based A-Ability they must have the Mp to cast said spell twice.
Faith - Afflicted has their MAGICAL damage dealt to targets is doubled.
Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over Water cells and other usually impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns.
Immune - Afflicted becomes immune to negative status effects for 3 turns.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
Mp Bubble - Mp doubles for 3 turns. When the effect ends, Mp is halved.
Mp Regen - Mp increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.
Protect - Reduces all PHYSICAL damage taken by 50% for 3 turns.
Reflect - Afflicted has all MAGICAL attacks sent at them reflected back at the attacker for x1.5 damage.
Regen - HP increases by 15% Max Hp at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all MAGICAL damage taken by 50% for 3 turns.
Triplecast - Afflicted can cast three Int based attacks per turn for three turns. If the Afflicted uses an Int based A-Ability they must have the Mp to cast said ability three times.
Veil - Increases Evasion Rate by 50% for 3 turns.
Negative Status Effects:
Absolute Zero - Afflicted is frozen to the very soul. The user is instantly killed in 3 turns, cured by high level fire magic or skills.
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover Mp by any means for 3 turns.
Berserk - Atk is doubled, but Def is halved. Only basic attacks can be executed while Berserk.
Blind - Attacks have a 50% chance of missing for 3 turns.
Blood Loss - Afflicted loses 25% Max Hp in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Burn - Afflicted takes 12% Max Hp damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Center of Attention - Afflicted is the only one who can be targeted by enemies, lasts 3 turns.
Charm/Mesmerize - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.
Concussion - Afflicted takes 10% Max Hp Damage and can not move or act for the next 3 turns.
Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.
Critical - An automatic status placed on a character when Hp reaches 25% or less and remains on the character until the Hp of the afflicted is higher than 25% of its Max Hp.
Curse - Afflicted becomes the victim of a curse and takes damage equal to have of the damage the afflicted deals with any attack for 3 turns.
Deep Slumber - Afflicted falls into a sleep so deep they can almost never wake up. Cured by a piercing attack. 25% chance of curing self.
Deprotect - Doubles all PHYSICAL damage taken for 3 turns.
Deshell - Doubles all MAGICAL damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Disease - Afflicted has their Atk, Int, Def, and Spr lowered by 20%
Dizzy - Afflicted's attacks will always miss, cured upon physical blow.
Doom - Afflicted experiences Instant Death after 5 turns.
Drown - Afflicted is unable to fight the water rising above their head. Afflicted loses 33% of their max Hp each turn and has their movement lowered to 1. Cured by leaving water or dying.
Enraged - Afflicted is under both Berserk and Mage Rage much to the point that they are savage and wild. They will attack the nearest thing in sight with basic attacks randomly doing either Atk or Int damage.
Fear - Afflicted can not move or take action for 2 turns.
Frail - Afflicted is unable to recover Hp by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Mana Drain - Afflicted loses 17% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.
Mana Loss - Afflicted loses 25% Max Mp in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Mage Rage - Int is doubled, but Spr is halved. Basic attacks are made Int based. Only basic attacks can be executed while under Mage Rage.
Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - Afflicted can no longer move or take action for 3 turns.
Peril - An automatic status placed on a character when Hp reaches 1 Hp and remains on the character until the Hp of the afflicted is higher than 1 Hp.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit.
Plague - Afflicted takes 17% Max Hp damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.
Poison - Afflicted takes 17% Max Hp damage per turn for 3 turns.
Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.
Sap - HP is reduced by 15% Max HP per turn for 5 turns.
Seal - Afflicted can no longer move or take action for 3 turns.
Searing Chars - Afflicted takes 30% Max Hp Damage and has their Def and Spr is lowered by 25%
Severe Burn - Afflicted takes 25% Max Hp damage per turn for 2 turns. Cured by high level ice and water magic.
Severe Poison - Afflicted takes 22% Max Hp damage per turn for 2 turns.
Shrink - All PHYSICAL attacks deal 1 Dmg and all damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any Int based skills or basic attacks.
Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.
Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns. Movement is halved.
Slow Petrification - Afflicted becomes Petrified in 5 turns.
Stop - All Player Phases are skipped for the afflicted character for 5 turns.
Triple Gravity - Afflicted takes 15% Max Hp damage and cannot move. Cured by Zero Gravity status, advanced esuna magic, or space magic.
Venom - Afflicted becomes Stopped and takes 17% Max Hp damage per turn for 3 turns.
Weak - Max Hp of the afflicted is reduced by 15% for 3 turns.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
Zero Gravity - Afflicted takes double damage from wind and earth based attacks and can only move 1 cell per turn. Cured by Triple Gravity status, advanced esuna magic, or space magic.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Last edited by SilverStorm on Sat Sep 24, 2011 5:52 pm; edited 13 times in total
Re: The Path Less Traveled: An Esper's Tale [Profiles]
Bestiary:
- Code:
(Primary Location(s): /Last Seen: /Number Defeated: /Exp: /Gold: /Items: )
---------------------------------------------------------------------------------------------------------
Humanoid
Mrs. Clemenskieth (Primary Location(s): Kopi Death Prison/Last Seen: One of a Kind/Number Defeated: 1/Exp: 8/Gold: 300/Items: The Man!)
Beast
Wolf (Primary Location(s): Forests/Last Seen: Kopi Plains/Number Defeated: 4/Exp: 4/Gold: 20/Items: Wolf Pelt)
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
Bone Soldier (Primary Location(s): Anywhere Terra is/Last Seen: Kopi/Number Defeated: 7/Exp: 1/Gold: 25/Items: Bone Fragment)
Skeleton Captain (Primary Location(s): Anywhere Terra is/Last Seen: Kopi/Number Defeated: 2/Exp: 2/Gold: 50/Items: Bone Fragment)
Bone Ogre (Primary Location(s): Anywhere Terra is/Last Seen: Kopi Town Square/Number Defeated: 1/Exp: 4/Gold: 100/Items: Bone Club)
Skeleton Mage (Primary Location(s): Anywhere Terra is/Last Seen: Road to Faythe/Number Defeated: 3/Exp: 4/Gold: 20/Items: None.)
Last edited by SilverStorm on Thu Mar 31, 2011 7:01 pm; edited 11 times in total
Re: The Path Less Traveled: An Esper's Tale [Profiles]
Name: Terra Heart
Age: 16
Gender: Female
Appearance:
Profession:
Exp: 2/36
-------------------
Weapon: Reinforced Rapier- A rapier that has been melted down and smithed again with better metals to allow for a slight bit more power behind one’s swing.
Armor: Dark Orchid Dress- A dress colored a dark yet vibrant purple, worn by those of the upper class.
Accessory: Esper Gem- A gem much like an amethyst, its power seems to grow with the Esper who wears it.
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A-Ability: Destiny Odyssey - Beginning
+ Fire- Terra summons a small burst of flame that follows her foe and explodes upon contact.
(Damage: 120% Int/Effect: Burn 50%/Range: 4 Cells/Mp: 8/Element: Fire)
- Fira- Terra summons a burst of flame that follows her foe and explodes upon contact.
(Damage: 140% Int/Effect: Burn 50%/Range: 4 Cells/Mp: 10/Element: Fire)
- Firaga-Terra summons a large burst of flame that follows her foe and explodes upon contact.
(Damage: 160% Int/Effect: Burn 75%/Range: 4 Cells/Mp: 14/Element: Fire)
+ Blizzard- Terra summons a small icicle and fires it off at a foe directly in front of her.
(Damage: 100% Int/Effect: --/Range: Straight Line/Mp: 14/Element: Ice)
- Blizzara- Terra summons an icicle and fires it off at a foe directly in front of her.
(Damage: 120% Int/Effect: --/Range: Straight Line/Mp: 16/Element: Ice)
- Blizzaraga- Terra summons a large icicle and fires it off at a foe directly in front of her.
(Damage: 140% Int/Effect: --/Range: Straight Line/Mp: 18/Element: Ice)
+ Thunder- Terra summons four tiny bolts of lightning in four corners of her foe, drawing them together until they collide with the foe.
(Damage: 90% Int x 4/Effect: Paralyze 50%/Range: 3 Cells/Mp: 12/Element: Lightning)
- Thundera- Terra summons four bolts of lightning in four corners of her foe, drawing them together until they collide with the foe.
(Damage: 110% Int x 4/Effect: Paralyze 50%/Range: 3 Cells/Mp: 14/Element: Lightning)
- Thunderaga- Terra summons four large bolts of lightning in four corners of her foe, drawing them together until they collide with the foe.
(Damage: 130% Int x 4/Effect: Paralyze 75%/Range: 3 Cells/Mp: 24/Element: Lightning)
+ Cure- Terra covers an ally in a small amount of green sprinkle like dust that causes them to recover some of their health.
(Heal: 25% Max Hp/Effect: --/Range: 3 Cells/Mp: 10/Element: --)
- Cura- Terra covers an ally in flower petals that causes them to recover some of their health.
(Heal: 50% Max Hp/Effect: --/Range: 3 Cells/Mp: 20/Element: --)
- Curaga- Terra causes a flower to close over around her ally and bloom, covering them in a large amount of green sprinkle like dust that heals them.
(Damage: 75% Max Hp/Effect: --/Range: 3 Cells/Mp: 40/Element: --)
+ Flood- Terra summons three pillars of water to rise from the ground from underneath a foe.
(Damage: 80% Int x 3/Effect: Wet 50%/Range: 5 Cells/Mp: 10/Element: Water)
+ Tornado- Terra summons four small whirl winds, spinning them around several times before bringing them together as one.
(Damage: 110% Int/130% Int/Effect: --/Range: Surrounding Cells/Mp: 16/Element: Wind)
+ Holy- Terra summons five orbs of holy light and shoots them at her foe.
(Damage: 100% Int x 5/Effect: --/Range: 4 Cells/Mp: 10/Element: Light)
-------------------
A-Ability: Destiny Odyssey - Advancing
+ Fire Combo- Terra draws her rapier, flames bursting from the ground and surrounding it as she slashes her foe.
(Damage: 110% Atk x 4/Effect: Burn 50%/Range: Adjacent Cell/Mp: 10/Element: Fire)
+ Blizzard Combo- Terra draws her rapier, blocks of ice condensing around the blade as she slashes her foe.
(Damage: 120% Atk x 5/Effect: --/Range: Adjacent Cell/Mp: 14/Element: Ice)
+ Thunder Combo- Terra draws her rapier, bolts of electricity zapping her foe after she strikes.
(Damage: 100% Atk/140% Int/Effect: Paralyze 50% [Second Hit only]/Range: Adjacent Cell/Mp: 12/Element: Lightning [Second Hit only])
+ Flood Combo- Terra draws her rapier, water rising up from underneath her foe after each strike, the power behind it growing.
(Damage: 100% Atk/80% Int/110% Atk/90% Int/120% Atk/100% Int/Effect: Wet 50% [Only with Second, Fourth, and Sixth Hits]/Range: Adjacent Cell/Mp: 18/Element: Water [Only with Second, Fourth, and Sixth Hits])
+ Tornado Combo- Terra draws her rapier, slashing four times weakly before adding a fifth strike, four whirlwinds adding to the total damage in the end.
(Damage: 100% Atk x 4/120% Atk/110% Int/130% Int/Effect: --/Range: Adjacent Cell [Atk Based Strikes]/Surrounding Cells [Int Based Strike]/Mp: 22/Element: Wind [Int Based Strikes])
-------------------
A-Ability:Destiny Odyssey - Ending
+ Meteor- Terra calls down a large meteor from the heavens to damage her foe.
(Damage: 160% Int/Effect: --/Range: Single Enemy and 2 Cell Radius of Target/Mp: 28/Element: --)
+ Graviga- Terra summons a huge orb of energy to crush her foes underneath their own weight.
(Damage: 180% Int/Effect: --/Range: All Enemies/Mp: 22/Element: --)
+ Flare- Terra sends a large ray of energy at a foe.
(Damage: 150% Int/Effect: +10% Damage Output each Cell traveled/Range: Straight Line/Mp: 20/Element: --)
+ Meltdown- Terra sets herself up for an amazing feat of magical energy into one four part attack.
- Meltdown I- Terra shoots off a small meteor like fireball that speeds straight for her foe.
(Damage: 140% Int/Effect: --/Range: 5 Cells/Mp: 10/Element: Fire)
- Meltdown II- Terra shoots off a meteor that zips around the battle field hitting random targets.
(Damage: 140% Int x 4/Effect: Randomized Hits/Range: All Enemies/Mp: 36/Element: Fire)
- Meltdown III- Terra shoots off a large meteor at a single foe that burns them beyond recognition.
(Damage: 180% Int/Effect: Burn 75%/Range: Single Enemy/Mp: 22/Element: Fire)
- Meltdown Finale- Terra unleashes the grand finale, a giant fireball burning all of the foes around her.
(Damage: 300% Int/Effect: Burn 99%/Range: All Enemies/Mp: 45/Element: Fire)
-------------------
A-Ability:Destiny Odyssey - Resolution
+ Holy Combo- Terra releases five orbs of light, sending them at her foe before sending four flares straight for them.
(Damage: 100% Int x 5/140% Int x 4/Effect: Can be linked with Ultima [Double Mp]/Range: 5 Cells/Mp: 25/Element: Light [First 5 Hits Only])
+ Ultima- Terra causes an orb of purpilish white light to appear in front of her foe, having it grow and grow before she detonates it in an array of stupendous magic.
(Damage: 300% Int/Effect: --/Range: 5 Cells/Mp: 25/Element: --)
+ Renew- Terra causes light to rain down from the heavens and cover an ally, slowly but surely renewing all of their health.
(Heal: 100% Max Hp/Effect: --/Range: 3 Cells/Mp: 80/Element: --)
-------------------
R-Ability:
+ Esper's Output- Whenever Terra successfully lands a physical attack, she may link an Int based ability or basic attack. If Terra is under Double Cast Status, she may link two Int based abilities or basic attacks.
-------------------
S-Ability:
+ Esperkin- All of Terra's Int based attacks and abilities have a sure hit effect.
+ Magical Overdrive- Terra starts the battle with Doublecast status.
-------------------
D-Ability: Trance- Terra enters her true Esper Form, allowing her to perform amazing feats of magic and physical strikes.
(Damage: --/Effect: Flight/Doublecast/Int x 1.5/Lasts 3 Turns/Range: Self/Mp: --/Element: --)
-------------------
Stats:
Next Level: Hp, Atk, Def
Hp: 40
Mp: 45 (+25 from Esper Gem)
Atk: 7 (+2 from Reinforced Rapier)
Def: 7
Int: 8 (+2 from Natural Intellect)
Spr: 8 (+1 from Dark Orchid Dress)
Move: 2 Cells (+1 from Esper Profession)
-------------------
Skill Points: 0
Age: 16
Gender: Female
Appearance:
- Spoiler:
Human
- Spoiler:
Trance
Profession:
- Spoiler:
- + Esper- The one who claims this profession is capable of using magic naturally without need for much mana. Also capable of using devastating physical attacks later on, they are a force to be reckoned with. (Natural Intellect) (Damage: Atk or Int)
+ *Esper*- The one who claims this profession has mastered the magic they are able to control naturally and has applied it to physical strikes. Capable of performing devastating combos, one is wary to get in her way. (Natural Intellect) (Damage: Atk or Int) (+1 Basic Attack)+ Esper- The one who claims this profession has become a master of magic and physical attacks. They have become so accustomed with their powers that they can shrug off magical abilities easily and use their powers without being as drained. (Resist Magic) (Half Mp Cost) (Natural Intellect) (Damage: Atk or Int) (+1 Basic Attack)
+ Esper- The one who claims this profession is a master of magical and physical attacks. Wielding both amazing prowess over magic and immense physical might, one is a fool to mess with her. (Null Magic) (Half Mp Cost) (Natural Intellect) (Damage: Atk or Int) (+3 Basic Attacks)
Exp: 2/36
-------------------
Weapon: Reinforced Rapier- A rapier that has been melted down and smithed again with better metals to allow for a slight bit more power behind one’s swing.
Armor: Dark Orchid Dress- A dress colored a dark yet vibrant purple, worn by those of the upper class.
Accessory: Esper Gem- A gem much like an amethyst, its power seems to grow with the Esper who wears it.
-------------------
A-Ability: Destiny Odyssey - Beginning
+ Fire- Terra summons a small burst of flame that follows her foe and explodes upon contact.
(Damage: 120% Int/Effect: Burn 50%/Range: 4 Cells/Mp: 8/Element: Fire)
(Damage: 140% Int/Effect: Burn 50%/Range: 4 Cells/Mp: 10/Element: Fire)
- Firaga-Terra summons a large burst of flame that follows her foe and explodes upon contact.
(Damage: 160% Int/Effect: Burn 75%/Range: 4 Cells/Mp: 14/Element: Fire)
+ Blizzard- Terra summons a small icicle and fires it off at a foe directly in front of her.
(Damage: 100% Int/Effect: --/Range: Straight Line/Mp: 14/Element: Ice)
(Damage: 120% Int/Effect: --/Range: Straight Line/Mp: 16/Element: Ice)
- Blizzaraga- Terra summons a large icicle and fires it off at a foe directly in front of her.
(Damage: 140% Int/Effect: --/Range: Straight Line/Mp: 18/Element: Ice)
+ Thunder- Terra summons four tiny bolts of lightning in four corners of her foe, drawing them together until they collide with the foe.
(Damage: 90% Int x 4/Effect: Paralyze 50%/Range: 3 Cells/Mp: 12/Element: Lightning)
(Damage: 110% Int x 4/Effect: Paralyze 50%/Range: 3 Cells/Mp: 14/Element: Lightning)
- Thunderaga- Terra summons four large bolts of lightning in four corners of her foe, drawing them together until they collide with the foe.
(Damage: 130% Int x 4/Effect: Paralyze 75%/Range: 3 Cells/Mp: 24/Element: Lightning)
+ Cure- Terra covers an ally in a small amount of green sprinkle like dust that causes them to recover some of their health.
(Heal: 25% Max Hp/Effect: --/Range: 3 Cells/Mp: 10/Element: --)
(Heal: 50% Max Hp/Effect: --/Range: 3 Cells/Mp: 20/Element: --)
- Curaga- Terra causes a flower to close over around her ally and bloom, covering them in a large amount of green sprinkle like dust that heals them.
(Damage: 75% Max Hp/Effect: --/Range: 3 Cells/Mp: 40/Element: --)
+ Flood- Terra summons three pillars of water to rise from the ground from underneath a foe.
(Damage: 80% Int x 3/Effect: Wet 50%/Range: 5 Cells/Mp: 10/Element: Water)
+ Tornado- Terra summons four small whirl winds, spinning them around several times before bringing them together as one.
(Damage: 110% Int/130% Int/Effect: --/Range: Surrounding Cells/Mp: 16/Element: Wind)
+ Holy- Terra summons five orbs of holy light and shoots them at her foe.
(Damage: 100% Int x 5/Effect: --/Range: 4 Cells/Mp: 10/Element: Light)
-------------------
A-Ability: Destiny Odyssey - Advancing
+ Fire Combo- Terra draws her rapier, flames bursting from the ground and surrounding it as she slashes her foe.
(Damage: 110% Atk x 4/Effect: Burn 50%/Range: Adjacent Cell/Mp: 10/Element: Fire)
+ Blizzard Combo- Terra draws her rapier, blocks of ice condensing around the blade as she slashes her foe.
(Damage: 120% Atk x 5/Effect: --/Range: Adjacent Cell/Mp: 14/Element: Ice)
(Damage: 100% Atk/140% Int/Effect: Paralyze 50% [Second Hit only]/Range: Adjacent Cell/Mp: 12/Element: Lightning [Second Hit only])
+ Flood Combo- Terra draws her rapier, water rising up from underneath her foe after each strike, the power behind it growing.
(Damage: 100% Atk/80% Int/110% Atk/90% Int/120% Atk/100% Int/Effect: Wet 50% [Only with Second, Fourth, and Sixth Hits]/Range: Adjacent Cell/Mp: 18/Element: Water [Only with Second, Fourth, and Sixth Hits])
+ Tornado Combo- Terra draws her rapier, slashing four times weakly before adding a fifth strike, four whirlwinds adding to the total damage in the end.
(Damage: 100% Atk x 4/120% Atk/110% Int/130% Int/Effect: --/Range: Adjacent Cell [Atk Based Strikes]/Surrounding Cells [Int Based Strike]/Mp: 22/Element: Wind [Int Based Strikes])
-------------------
A-Ability:
+ Meteor- Terra calls down a large meteor from the heavens to damage her foe.
(Damage: 160% Int/Effect: --/Range: Single Enemy and 2 Cell Radius of Target/Mp: 28/Element: --)
+ Graviga- Terra summons a huge orb of energy to crush her foes underneath their own weight.
(Damage: 180% Int/Effect: --/Range: All Enemies/Mp: 22/Element: --)
+ Flare- Terra sends a large ray of energy at a foe.
(Damage: 150% Int/Effect: +10% Damage Output each Cell traveled/Range: Straight Line/Mp: 20/Element: --)
+ Meltdown- Terra sets herself up for an amazing feat of magical energy into one four part attack.
- Meltdown I- Terra shoots off a small meteor like fireball that speeds straight for her foe.
(Damage: 140% Int/Effect: --/Range: 5 Cells/Mp: 10/Element: Fire)
- Meltdown II- Terra shoots off a meteor that zips around the battle field hitting random targets.
(Damage: 140% Int x 4/Effect: Randomized Hits/Range: All Enemies/Mp: 36/Element: Fire)
- Meltdown III- Terra shoots off a large meteor at a single foe that burns them beyond recognition.
(Damage: 180% Int/Effect: Burn 75%/Range: Single Enemy/Mp: 22/Element: Fire)
- Meltdown Finale- Terra unleashes the grand finale, a giant fireball burning all of the foes around her.
(Damage: 300% Int/Effect: Burn 99%/Range: All Enemies/Mp: 45/Element: Fire)
-------------------
A-Ability:
+ Holy Combo- Terra releases five orbs of light, sending them at her foe before sending four flares straight for them.
(Damage: 100% Int x 5/140% Int x 4/Effect: Can be linked with Ultima [Double Mp]/Range: 5 Cells/Mp: 25/Element: Light [First 5 Hits Only])
+ Ultima- Terra causes an orb of purpilish white light to appear in front of her foe, having it grow and grow before she detonates it in an array of stupendous magic.
(Damage: 300% Int/Effect: --/Range: 5 Cells/Mp: 25/Element: --)
+ Renew- Terra causes light to rain down from the heavens and cover an ally, slowly but surely renewing all of their health.
(Heal: 100% Max Hp/Effect: --/Range: 3 Cells/Mp: 80/Element: --)
-------------------
R-Ability:
+ Esper's Output- Whenever Terra successfully lands a physical attack, she may link an Int based ability or basic attack. If Terra is under Double Cast Status, she may link two Int based abilities or basic attacks.
-------------------
S-Ability:
+ Esperkin- All of Terra's Int based attacks and abilities have a sure hit effect.
-------------------
D-Ability: Trance- Terra enters her true Esper Form, allowing her to perform amazing feats of magic and physical strikes.
(Damage: --/Effect: Flight/Doublecast/Int x 1.5/Lasts 3 Turns/Range: Self/Mp: --/Element: --)
-------------------
Stats:
Next Level: Hp, Atk, Def
Hp: 40
Mp: 45 (+25 from Esper Gem)
Atk: 7 (+2 from Reinforced Rapier)
Def: 7
Int: 8 (+2 from Natural Intellect)
Spr: 8 (+1 from Dark Orchid Dress)
Move: 2 Cells (+1 from Esper Profession)
-------------------
Skill Points: 0
Last edited by SilverStorm on Sun Aug 14, 2011 11:54 am; edited 29 times in total
Re: The Path Less Traveled: An Esper's Tale [Profiles]
Names: James & Annalise
Ages: 19 & 18
Genders: Male & Female
Level: 10
Experience: 1/36
Appearance: http://th03.deviantart.net/fs11/PRE/i/2006/181/0/5/Free_Runners_Cover_by_2ngaw.jpg
Profession: Combat Runners - While runners are generally sights to behold, a runner trained for combat holds far more sway on the battlefield. Don't leave home without one. (Resist Wind)(Weak Earth)(Whenever a technique is used, afflicted with Center of Attention, nonstackable)(If afflicted with Center of Attention, gains 50% evasion)(Can pass through or occupy cells designated Cannot Occupy if an object of some kind is in the cell)(2 Hits)(Basic Attacks +1)
Weapons: High Tops and Stylish Sandals- Two pairs of shoes made for two people that do everything and anything together.
Armor: Stylish Clothing - Awesome pants, a fur-collared vest, a mini-skirt, and a cool hat . . . yeah, it looks good and all, but it doesn't do a damn thing for protection.
Accessories: Thin Belt and Hoop Earrings - More of aesthetic value than anything else. (+5 MP)
A-Ability: Parkour
+ Leap Frog - James leaps off Anna's back, flips and kicks an opponent in an impressive display. 120% Atk damage. Range: 2 cells. If there is another enemy directly behind the target, it is affected also. Cost: 8 MP
+ Running High - Casts Haste on James and Annalise. Range: Self. Cost: 8 MP
+ Spin Kick - 120% Atk, 2 hits. Range: 1 cell. Cost: 8 MP
+ Double Up - Next attack will do double damage. Range: Self. Cost: (Lvl #) MP
A-Ability: Battle Parkour
+ Launch - Launches a foe up in the air. Foes is considered Airborne for one round (note: is NOT Float status). 140% Atk damage. Range: Adjacent cell. Cost: 10 MP.
+ Knockdown - Smashes an enemy down to the ground. Double damage if enemy is Airborne. Can be linked with Launch. 130% Atk damage, 2 hits. Range: 2 cells. Cost: 14 MP.
+ Dashing Inferno - A fire based series of kicks. 130% Atk (Fire) damage, 5 hits. Range: 2 cells. Cost: 20 MP.
+ Tornado Spin - A devastating attack that bashes all surrounding enemies. 150% Atk damage. Range: Surrounding cells. Cost: 16 MP.
+ Push Off - Uses an obstacle on the field to deliver a stunning attack. 100% + 10% x number of cells object occupies) Atk damage. Object must be within an adjacent cell. Range: 3 cells. Cost: 15 MP.
R-Ability:
+ Adrenaline Rush - When James' and Annalise's HP gets below 25% Max, they gain Haste and a 50% boost to their Atk stat for as long as they remain under.
+ Duck and Dodge - If a foe attacks from an adjacent cell and there is another enemy in a different adjacent cell, the attack will instead hit that enemy. Usable once a phase.
S-Ability:
+ Freedom of Movement - James and Annalise cannot be Stunned, Staggered, or Paralyzed.
+ Unstoppable - James and Annalise cannot be Stopped, Sealed, Slowed, Disabled, Stunned, or Paralyzed. *EQUIPPED*
D-Ability: Always Run Free - James and Annalise become separate units until technique Let's Go! has been used. Both retain their original stats but cannot use any techniques other than what is listed below.
Annalise:
+ Kick - Launches an opponent towards her companion. 100% Piercing Atk damage, 99% chance Immobilize status. Pushes opponent back 3 cells. Range: 3 cells.
James:
+ Knockback - Fires an opponent back at Annalise. Can only be used directly after Kick. 100% Piercing Atk damage.
Both:
+ Let's Go! - Launches an opponent into the other's waiting kick. 90% Piercing Atk damage, increases by 10% for every cell traveled (until opponent reaches cell adjacent to receiver). Range: Straight Line.
Stats:
HP: 50
MP: 60 (55 +5 Thin Belt and Hoop Earrings)
Atk: 12 (10 +2 High Tops and Stylish Sandals)
Def: 7 (6 +1 Stylish Clothing)
Int: 1
Spr: 4
Move: 4 (2 +2 Combat Runners)
Skill Points: 0
Ages: 19 & 18
Genders: Male & Female
Level: 10
Experience: 1/36
Appearance: http://th03.deviantart.net/fs11/PRE/i/2006/181/0/5/Free_Runners_Cover_by_2ngaw.jpg
Profession: Combat Runners - While runners are generally sights to behold, a runner trained for combat holds far more sway on the battlefield. Don't leave home without one. (Resist Wind)(Weak Earth)(Whenever a technique is used, afflicted with Center of Attention, nonstackable)(If afflicted with Center of Attention, gains 50% evasion)(Can pass through or occupy cells designated Cannot Occupy if an object of some kind is in the cell)(2 Hits)(Basic Attacks +1)
Weapons: High Tops and Stylish Sandals- Two pairs of shoes made for two people that do everything and anything together.
Armor: Stylish Clothing - Awesome pants, a fur-collared vest, a mini-skirt, and a cool hat . . . yeah, it looks good and all, but it doesn't do a damn thing for protection.
Accessories: Thin Belt and Hoop Earrings - More of aesthetic value than anything else. (+5 MP)
A-Ability: Parkour
+ Leap Frog - James leaps off Anna's back, flips and kicks an opponent in an impressive display. 120% Atk damage. Range: 2 cells. If there is another enemy directly behind the target, it is affected also. Cost: 8 MP
+ Running High - Casts Haste on James and Annalise. Range: Self. Cost: 8 MP
+ Spin Kick - 120% Atk, 2 hits. Range: 1 cell. Cost: 8 MP
+ Double Up - Next attack will do double damage. Range: Self. Cost: (Lvl #) MP
A-Ability: Battle Parkour
+ Launch - Launches a foe up in the air. Foes is considered Airborne for one round (note: is NOT Float status). 140% Atk damage. Range: Adjacent cell. Cost: 10 MP.
+ Knockdown - Smashes an enemy down to the ground. Double damage if enemy is Airborne. Can be linked with Launch. 130% Atk damage, 2 hits. Range: 2 cells. Cost: 14 MP.
+ Dashing Inferno - A fire based series of kicks. 130% Atk (Fire) damage, 5 hits. Range: 2 cells. Cost: 20 MP.
+ Tornado Spin - A devastating attack that bashes all surrounding enemies. 150% Atk damage. Range: Surrounding cells. Cost: 16 MP.
+ Push Off - Uses an obstacle on the field to deliver a stunning attack. 100% + 10% x number of cells object occupies) Atk damage. Object must be within an adjacent cell. Range: 3 cells. Cost: 15 MP.
R-Ability:
+ Adrenaline Rush - When James' and Annalise's HP gets below 25% Max, they gain Haste and a 50% boost to their Atk stat for as long as they remain under.
+ Duck and Dodge - If a foe attacks from an adjacent cell and there is another enemy in a different adjacent cell, the attack will instead hit that enemy. Usable once a phase.
S-Ability:
+ Freedom of Movement - James and Annalise cannot be Stunned, Staggered, or Paralyzed.
+ Unstoppable - James and Annalise cannot be Stopped, Sealed, Slowed, Disabled, Stunned, or Paralyzed. *EQUIPPED*
D-Ability: Always Run Free - James and Annalise become separate units until technique Let's Go! has been used. Both retain their original stats but cannot use any techniques other than what is listed below.
Annalise:
+ Kick - Launches an opponent towards her companion. 100% Piercing Atk damage, 99% chance Immobilize status. Pushes opponent back 3 cells. Range: 3 cells.
James:
+ Knockback - Fires an opponent back at Annalise. Can only be used directly after Kick. 100% Piercing Atk damage.
Both:
+ Let's Go! - Launches an opponent into the other's waiting kick. 90% Piercing Atk damage, increases by 10% for every cell traveled (until opponent reaches cell adjacent to receiver). Range: Straight Line.
Stats:
HP: 50
MP: 60 (55 +5 Thin Belt and Hoop Earrings)
Atk: 12 (10 +2 High Tops and Stylish Sandals)
Def: 7 (6 +1 Stylish Clothing)
Int: 1
Spr: 4
Move: 4 (2 +2 Combat Runners)
Skill Points: 0
Last edited by Cerani on Thu Mar 31, 2011 2:40 pm; edited 17 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: The Path Less Traveled: An Esper's Tale [Profiles]
Name: Jesse Lasko
Age: 20
Level: 10
Experience: 2/36
Gender: Female
Appearance: http://fc04.deviantart.net/fs70/f/2010/004/4/f/Fender_guitars_by_Butjok.png
Profession: Lead Guitar - (Second Weapon: Microphone)(Resist Lightning)(Weak Water)(Basic Attacks +1)
Weapon: The Man!- A sleek guitar made of a strange metal with pointy additions and copper wire for strings. It surges with electricity whenever played. (Lightning Element)
Microphone: None. (Allows Jesse to link a basic attack to any skill or action)
Armor: Punky Clothes - Pretty darn expensive, but no protection whatsoever. What the hell were you thinking?
Accessory: Lace - Just a little bit, enough to tease. (+1 Int)
A-Ability: Beginner’s Songs
+ I Love Rock and Roll - Boosts allies’ base stats by 40%. Last five turns. Cost: (Lvl# x 2) MP
+ Attack! - 120% Int (Thunder) damage. Range: Special. Cost: 8 MP
+ Le Freak - Casts Confusion and Berserk. Range: Special. Cost: 10 MP
+ Voodoo - Casts Venom on a single enemy. Range: Special. Cost: 12 MP
+ Teardrop - Heals allies for 20% of their Max HP. Cost: 20 MP
A-Ability: Intermediate
+ Radioactive - Casts Deshell and increases Jesse’s Int by (15% x # of enemies affected). Range: Special and Self. Cost: 20 MP.
+ Dream On - 130% Int damage, chance of Sleep. Range: Special. Cost: 10 MP.
+ Own Little World - Casts Protect and Shell on allies. Cost: 48 MP.
+ Feel Good Inc. - Heals allies for 40% of their Max HP. Cost: 40 MP.
+ Doctor? - Has a 25% chance to cast either Stop, Haste, Zero Gravity, or Triple Gravity on any two targets on the field. Cost: 20 MP.
+ Supermassive Black Hole - Casts Oblivion. Range: Special. Cost: 36 MP.
R-Ability: Can’t Keep A Girl Down - If Jesse is afflicted with Silence or any status that prevents her from using an Int-based move, she has a 50% chance of overcoming it each turn it lasts.
S-Ability: I’m The Rock Star, Not You - Any enemy within two cells of Jesse is inflicted with Silence.
D-Ability: The Show’s Been Cancelled - What?! Fuck no! We'll rock on anyway!
-- Listen To Me - Casts Center of Attention on Jesse, negates any other ally or enemy afflicted with Center of Attention. Range: Self.
-- Now That I Have Your Attention . . . - Any enemy affected by Jesse's Center of Attention is inflicted with Mesmerize. Range: Special.
-- Let's Rock - 100% Piercing Int damage, 50% more if target(s) are affected by Mesmerize. Range: Special.
Stats:
HP: 35
MP: 65
Atk: 1
Def: 5
Int: 10 (7 +2 The Man +1 Lace)
Spr: 6 (5 +1 Punky Clothes)
Move: 2 (2 +0 Guitarist)
Skill Points: 0
Age: 20
Level: 10
Experience: 2/36
Gender: Female
Appearance: http://fc04.deviantart.net/fs70/f/2010/004/4/f/Fender_guitars_by_Butjok.png
Profession: Lead Guitar - (Second Weapon: Microphone)(Resist Lightning)(Weak Water)(Basic Attacks +1)
Weapon: The Man!- A sleek guitar made of a strange metal with pointy additions and copper wire for strings. It surges with electricity whenever played. (Lightning Element)
Microphone: None. (Allows Jesse to link a basic attack to any skill or action)
Armor: Punky Clothes - Pretty darn expensive, but no protection whatsoever. What the hell were you thinking?
Accessory: Lace - Just a little bit, enough to tease. (+1 Int)
A-Ability: Beginner’s Songs
+ I Love Rock and Roll - Boosts allies’ base stats by 40%. Last five turns. Cost: (Lvl# x 2) MP
+ Attack! - 120% Int (Thunder) damage. Range: Special. Cost: 8 MP
+ Le Freak - Casts Confusion and Berserk. Range: Special. Cost: 10 MP
+ Voodoo - Casts Venom on a single enemy. Range: Special. Cost: 12 MP
+ Teardrop - Heals allies for 20% of their Max HP. Cost: 20 MP
A-Ability: Intermediate
+ Radioactive - Casts Deshell and increases Jesse’s Int by (15% x # of enemies affected). Range: Special and Self. Cost: 20 MP.
+ Dream On - 130% Int damage, chance of Sleep. Range: Special. Cost: 10 MP.
+ Own Little World - Casts Protect and Shell on allies. Cost: 48 MP.
+ Feel Good Inc. - Heals allies for 40% of their Max HP. Cost: 40 MP.
+ Supermassive Black Hole - Casts Oblivion. Range: Special. Cost: 36 MP.
R-Ability: Can’t Keep A Girl Down - If Jesse is afflicted with Silence or any status that prevents her from using an Int-based move, she has a 50% chance of overcoming it each turn it lasts.
S-Ability: I’m The Rock Star, Not You - Any enemy within two cells of Jesse is inflicted with Silence.
D-Ability: The Show’s Been Cancelled - What?! Fuck no! We'll rock on anyway!
-- Listen To Me - Casts Center of Attention on Jesse, negates any other ally or enemy afflicted with Center of Attention. Range: Self.
-- Now That I Have Your Attention . . . - Any enemy affected by Jesse's Center of Attention is inflicted with Mesmerize. Range: Special.
-- Let's Rock - 100% Piercing Int damage, 50% more if target(s) are affected by Mesmerize. Range: Special.
Stats:
HP: 35
MP: 65
Atk: 1
Def: 5
Int: 10 (7 +2 The Man +1 Lace)
Spr: 6 (5 +1 Punky Clothes)
Move: 2 (2 +0 Guitarist)
Skill Points: 0
Last edited by Cerani on Thu Mar 31, 2011 2:46 pm; edited 9 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: The Path Less Traveled: An Esper's Tale [Profiles]
Name: Alexander Heaven
Gender: Male
Age: 16
Level: 5
Next Level: 13/16
Appearance:
Profession: Prisoner - What did I ever do wrong? Why? I don't understand why I am bound like this! I don't WANT to destroy everything! I just...want to be free again...for things to be as they used to be... (Auto Guard)
Weapon: Metal Wires - A set of wires that have been melted together with another metal... it is somehow flexible. (Range: 4 cells)
Armor: Wolf Coat - A rough to the touch coat made from the pelt of a wolf, the hood has some wolf teeth to emphasize the fierceness of the vicious animal.
Accessory: Silver Orbs - Metal orbs carried around by the wearer that are filled with small pools of mana that the wearer can call upon at any time. (Sets 3 Mana Substitutes)
A-Ability: Unjust Punishment:
+Violence Without Mercy: Wraps an enemy in a bandage and slams it multiple times into the ground and other obstacles on the battlefield. 120% Atk Dmg. Range: 4 cells. 4 hits. 12 MP.
---Passing On: Slings the enemy overhead and tosses it far off into the distance, hopefully never to return again. Range: 4 cells. Inflicts Oblivion on the target. ? MP.
+Mummify: Fires several bandages at an enemy that constrict it and prevent it from moving or acting. Range: 6 cells. Immobilizes target. Disables target. 10 MP.
+Dual Suspect: Delivers a devastating double pierce attack with two bandages. 180% Atk Dmg. Range: 6 cells. 15 MP. Linkable to a successful block by Auto Guard.
---Suffering: Launches a barrage of bandages to execute myriad piercing attacks on the target. 60% Atk Dmg. Range: 6 cells. 12 hits. ? MP.
---Life Sentence: Has a bandage draw a glyph in the air that seals an enemy's fate. 130% Int Dmg. Range: 6 cells. Chance of Doom. ? MP.
+Tormenting Holy: Bombards the enemy with a cascade of spheres of light with enough force to break bones leaving the enemy in severe pain. 220% Int Dmg. Range: 4 cells. Chance of Weak. Chance of Pain. ? MP.
---Auto-da-fé Meteor: Calls upon molten rock to impale the enemy from below before an enormous meteor falls from the heavens, blazing with a astrological flame that burns away all the rock and scathes the entire body of the enemy slowly upon contact. 280% Int Dmg. Range: Set. Chance of Severe Burn. Chance of Frail. ? MP.
+Arbitration: Impales the enemy with a single bandage which proceeds to wrap around the target and pull it closer to the user. 150% Atk Dmg. Range: 6 cells. Moves target to closest adjacent cell. ? MP.
---Strangulation: Sends a bandage snaking up the target's body before finding its way to the target's neck of which it wraps around tightly, choking the very life from it. Chance of Instant Death. Range: Set. ? MP.
+Grand Felony: Leaps into the air and dives at a target head first, bandages joining together to form a sharp point just above the user's head that pierces the target upon impact. 20% Piercing Atk Dmg. Range: 6 cells. Chance of Bleeding. ? MP.
---Falling Arraignment: Jabs the enemy multiple times from the air with sharpened ends of the user's bandages. 90% Atk Dmg. Range: Set. 6 hits. ? MP.
---Restitution: Stabs the enemy with many bandages at once and feeds off of the pain of the target, converting agony into vitality to increase the health of the user. Absorbs 50% of damage dealt from combo as HP. Range: Set. ? MP.
+Non Est Factum: Forms a shell of bandages around the user that cancel out physical attacks completely and reflect magical attacks. Physical damage taken -100% for 2 turns. Reflects magical attacks for 100% of damage dealt for 2 turns. User can neither move nor act for 2 turns. Range: Self. ? MP.
+Oath of Truth: Forces the enemy to tell the truth using an incantation to seal away false statements. Places target in Under Oath status. [Under Oath - Forbids the afflicted from using INT-based attacks, but does not prevent it.] Range: 4 cells. ? MP.
---Perjury: Calls out against a target for speaking lies under oath and punishes it with blast of energy created from the very mana used by the target. Deals 100% of the damage dealt by a target that used an INT-based attack while afflicted with Under Oath status to that very target. Automatic activation. Does not take up Act action. Range: Set. ? MP.
+Eminent Domain: Sends a surge of blue energy out from the user that knocks enemies in the immediate vicinity away. 170% Int Dmg. Range: All surrounding cells. Knocks targets back 3 cells. ? MP.
+Death Sentence: Slams an enemy in the head with a hardened cluster of bandages causing it to fall to the ground, temporarily dazed. 190% Atk Dmg. Range: 4 cells. Chance of Addle. ? MP.
---Locked Away: Conjures a rain of hardened bandages to fall from the sky forming a cage around the target. Summons 8 Steel Bandages. [Steel Bandage - Can only be destroyed by use of a Fire elemental move.] Range: All cells surrounding set target. ? MP.
---Execution: Bandage bursts from out of the ground and lifts the target out of its cage and into the sky where another bandage awaits to slowly decapitate it. 280% Atk Dmg. Range: Set. Chance of Instant Death. If no Instant Death, 99% Chance of Blood Loss given the target has no immunity.
R-Ability: Break- When an enemy's attack is successfully blocked, bandages react suddenly grabbing all of the enemy's limbs, snapping them all with painful constrictions. Reduces ATK and DEF by 10% of a target who has an attack successfully blocked by Auto Guard.
S-Ability: Mana Resonance- Every time an enemy's attack is successfully blocked through Auto Guard, MP is restored equal to 50% Max MP.
D-Ability: Death Remonstrance (Neutral) - The enemy's mind fades into the darkness of an unknown void where thought after thought floats by serenely until the realization of death occurs and the enemy awakens from its slumber only to have multiple bandages pierce through it from the inside out. Deals 200% Piercing Atk damage to one enemy up to 6 cells away.
Stats:
HP: 40
MP: 20 (+5 from Silver Orbs)
Atk: 7 (+2 from Metal Wires)(+1 from Wolf Coat)
Def: 4 (+2 from Wolf Coat)
Int: 3 (+0 from Metal Wires)
Spr: 4 (+0 from Wolf Coat)
Movement: 2 cells (+0 from Prisoner Profession)
Skill Points: 0
Gender: Male
Age: 16
Level: 5
Next Level: 13/16
Appearance:
- Spoiler:
Profession: Prisoner - What did I ever do wrong? Why? I don't understand why I am bound like this! I don't WANT to destroy everything! I just...want to be free again...for things to be as they used to be... (Auto Guard)
Weapon: Metal Wires - A set of wires that have been melted together with another metal... it is somehow flexible. (Range: 4 cells)
Armor: Wolf Coat - A rough to the touch coat made from the pelt of a wolf, the hood has some wolf teeth to emphasize the fierceness of the vicious animal.
Accessory: Silver Orbs - Metal orbs carried around by the wearer that are filled with small pools of mana that the wearer can call upon at any time. (Sets 3 Mana Substitutes)
A-Ability: Unjust Punishment:
+Violence Without Mercy: Wraps an enemy in a bandage and slams it multiple times into the ground and other obstacles on the battlefield. 120% Atk Dmg. Range: 4 cells. 4 hits. 12 MP.
+Mummify: Fires several bandages at an enemy that constrict it and prevent it from moving or acting. Range: 6 cells. Immobilizes target. Disables target. 10 MP.
+Dual Suspect: Delivers a devastating double pierce attack with two bandages. 180% Atk Dmg. Range: 6 cells. 15 MP. Linkable to a successful block by Auto Guard.
R-Ability: Break- When an enemy's attack is successfully blocked, bandages react suddenly grabbing all of the enemy's limbs, snapping them all with painful constrictions. Reduces ATK and DEF by 10% of a target who has an attack successfully blocked by Auto Guard.
S-Ability: Mana Resonance- Every time an enemy's attack is successfully blocked through Auto Guard, MP is restored equal to 50% Max MP.
D-Ability: Death Remonstrance (Neutral) - The enemy's mind fades into the darkness of an unknown void where thought after thought floats by serenely until the realization of death occurs and the enemy awakens from its slumber only to have multiple bandages pierce through it from the inside out. Deals 200% Piercing Atk damage to one enemy up to 6 cells away.
Stats:
HP: 40
MP: 20 (+5 from Silver Orbs)
Atk: 7 (+2 from Metal Wires)(+1 from Wolf Coat)
Def: 4 (+2 from Wolf Coat)
Int: 3 (+0 from Metal Wires)
Spr: 4 (+0 from Wolf Coat)
Movement: 2 cells (+0 from Prisoner Profession)
Skill Points: 0
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