An Esper's Tale - Profiles
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An Esper's Tale - Profiles
Inventory
+ Herb x5 (Recovers 10 Hp upon use.)
+ Spice x2 (Recovers 10 Mp upon use.)
Materials
None.
Weapons/Armor/Accessories
+ Lantern of Discovery (A lantern carried around by prison guards so that they can spot any intrusions or abnormalities. Immune Blind; Light Source)
Key Items
+ Map (No wonder they give this to newcomers; It's almost completely blank!)
Gold: 25
Map of Mesirona
Replinatia:
+ Kopi
--- Town
> Weapon Shop
> Armor Shop
> Item Shop
> Mir-rar Guild
--- Death Prison
> Hallway of Escape
+ Herb x5 (Recovers 10 Hp upon use.)
+ Spice x2 (Recovers 10 Mp upon use.)
Materials
None.
Weapons/Armor/Accessories
+ Lantern of Discovery (A lantern carried around by prison guards so that they can spot any intrusions or abnormalities. Immune Blind; Light Source)
Key Items
+ Map (No wonder they give this to newcomers; It's almost completely blank!)
Gold: 25
Map of Mesirona
Replinatia:
+ Kopi
--- Town
> Weapon Shop
> Armor Shop
> Item Shop
> Mir-rar Guild
--- Death Prison
> Hallway of Escape
Last edited by Terra on Tue Dec 20, 2011 10:48 am; edited 1 time in total
Re: An Esper's Tale - Profiles
Prologue: The Girl from the Sky
Prologue-II: Mechanical Guard
Enemy Profiles
Name: WATCH
Age: N/A
Gender: N/A
-------------------
Profession: Death Prison Claw- Specifically crafted by an insane matron to watch over prisoners when her human guards fail.
Level: 2
-------------------
Weapon: Guard Programing- Standard programing for the Death Prison Claw.
Armor: Metal Plating- Only to protect the circuits and wires.
Accessory: AI System- Has to be able to perform its duties no?
-------------------
A-Ability: Mechanical Guarding
+ Immobilize Beam- A specialized beam of energy that prevents functioning of the target's legs.
(Damage: 100% Int/Effect: Immobilize 50%/Range: 5 Cells/Mp: 8/Element: --)
+ Crippling Blow- A standard movement in which the user's entire body smashes into the target, rendering most of their bones broken.
(Damage: 100% Atk/Effect: Disable 50%/Range: 5 Cells/Mp: 8/Element: --)
+ System Recovery- Specific programing to ensure that the Death Prison claw stays at top performance rate.
(Damage: --/Effect: Regen/Mp Regen/Range: Self/Mp: 12/Element: --)
-------------------
A-Ability: Item
-------------------
R-Ability: None.
-------------------
S-Ability:
+ Machine- The user is unaffected by mental status effects.
-------------------
D-Ability: None.
-------------------
Stats:
Hp: 40
Mp: 25 (+5 from AI System)
IP: --/--
Atk: 3 (+1 from Guard Programming)
Def: 2 (+2 from Metal Plating)
Int: 3 (+1 from Guard Programming)
Spr: 2
Crit: 5%
Evade: 1%
Move: Infinite
Neutral Profiles
None.
Temporary Allies
None.
Prologue-II: Mechanical Guard
Enemy Profiles
Name: WATCH
Age: N/A
Gender: N/A
-------------------
Profession: Death Prison Claw- Specifically crafted by an insane matron to watch over prisoners when her human guards fail.
Level: 2
-------------------
Weapon: Guard Programing- Standard programing for the Death Prison Claw.
Armor: Metal Plating- Only to protect the circuits and wires.
Accessory: AI System- Has to be able to perform its duties no?
-------------------
A-Ability: Mechanical Guarding
+ Immobilize Beam- A specialized beam of energy that prevents functioning of the target's legs.
(Damage: 100% Int/Effect: Immobilize 50%/Range: 5 Cells/Mp: 8/Element: --)
+ Crippling Blow- A standard movement in which the user's entire body smashes into the target, rendering most of their bones broken.
(Damage: 100% Atk/Effect: Disable 50%/Range: 5 Cells/Mp: 8/Element: --)
+ System Recovery- Specific programing to ensure that the Death Prison claw stays at top performance rate.
(Damage: --/Effect: Regen/Mp Regen/Range: Self/Mp: 12/Element: --)
-------------------
A-Ability: Item
-------------------
R-Ability: None.
-------------------
S-Ability:
+ Machine- The user is unaffected by mental status effects.
-------------------
D-Ability: None.
-------------------
Stats:
Hp: 40
Mp: 25 (+5 from AI System)
IP: --/--
Atk: 3 (+1 from Guard Programming)
Def: 2 (+2 from Metal Plating)
Int: 3 (+1 from Guard Programming)
Spr: 2
Crit: 5%
Evade: 1%
Move: Infinite
Neutral Profiles
None.
Temporary Allies
None.
Last edited by Terra on Tue Dec 20, 2011 11:11 am; edited 3 times in total
Re: An Esper's Tale - Profiles
Inflictionary
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.
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.
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.
Re: An Esper's Tale - Profiles
Bestiary
Humanoid
Death Prison Guard (Location: Kopi Death Prison/Number Defeated: 2/Exp: 1/Gold: 25/Items: Herb; Lantern of Discovery)
Beast
None.
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
Humanoid
Death Prison Guard (Location: Kopi Death Prison/Number Defeated: 2/Exp: 1/Gold: 25/Items: Herb; Lantern of Discovery)
Beast
None.
Reptilian
None.
Insect
None.
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
Last edited by Terra on Tue Dec 20, 2011 10:50 am; edited 1 time in total
Re: An Esper's Tale - Profiles
Name: Terra Heart
Age: 16
Gender: Female
Appearance:
Profession:
Exp: 9/10
-------------------
Weapon: Chipped Rapier- A rapier with a chipped edge, can it really be used anymore?
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. (Growth)
-------------------
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 Doublecast 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: Atk, Def, Spr
Hp: 20
Mp: 20 (+5 from Esper Gem)
IP: 3/10
Atk: 2 (+1 from Chipped Rapier)
Def: 2
Int: 3 (+1 from Natural Intellect)
Spr: 2 (+1 from Dark Orchid Dress)
Crit: 5%
Evade: 2%
Move: 2 Cells (+1 from Esper Profession)
-------------------
Skill Points: 0
Age: 16
Gender: Female
Appearance:
- Spoiler:
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) (+2 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: 9/10
-------------------
Weapon: Chipped Rapier- A rapier with a chipped edge, can it really be used anymore?
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. (Growth)
-------------------
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)
(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:
+ 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:
+ 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:
-------------------
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: Atk, Def, Spr
Hp: 20
Mp: 20 (+5 from Esper Gem)
IP: 3/10
Atk: 2 (+1 from Chipped Rapier)
Def: 2
Int: 3 (+1 from Natural Intellect)
Spr: 2 (+1 from Dark Orchid Dress)
Crit: 5%
Evade: 2%
Move: 2 Cells (+1 from Esper Profession)
-------------------
Skill Points: 0
Last edited by Terra on Tue Dec 20, 2011 4:39 pm; edited 3 times in total
Re: An Esper's Tale - Profiles
Name: Alexander Heaven
Gender: Male
Age: 16
Level: 1
Next Level: 9/10
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: Bandages - Worn bandages wrapped around the user; they come to life and attack thanks to the holder's power. (Range: 4 cells)
Armor: White Coat - Pure white coat made for the crazies to wear.
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. 24 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. 12 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. 16 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. 20 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. 22 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. 28 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. 14 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. 24 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. 8 MP.
---Arraignment: Jabs the enemy multiple times from the air with sharpened ends of the user's bandages. 90% Atk Dmg. Range: Set. 6 hits. 16 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. 10 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. 22 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. 8 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. 10 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. 20 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. 16 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. 12 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. 48 MP.
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: 25
MP: 20 (+5 from Silver Orbs)
IP: 10/10
Atk: 4 (+1 from Bandages)
Def: 3 (+1 from White Coat)
Int: 1 (+0 from Bandages)
Spr: 3 (+0 from White Coat)
Critical: 5%
Evade: 2%
Movement: 2 cells (+0 from Prisoner Profession)
Skill Points: 0
Gender: Male
Age: 16
Level: 1
Next Level: 9/10
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: Bandages - Worn bandages wrapped around the user; they come to life and attack thanks to the holder's power. (Range: 4 cells)
Armor: White Coat - Pure white coat made for the crazies to wear.
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.
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: 25
MP: 20 (+5 from Silver Orbs)
IP: 10/10
Atk: 4 (+1 from Bandages)
Def: 3 (+1 from White Coat)
Int: 1 (+0 from Bandages)
Spr: 3 (+0 from White Coat)
Critical: 5%
Evade: 2%
Movement: 2 cells (+0 from Prisoner Profession)
Skill Points: 0
Last edited by Masquerade on Fri Apr 13, 2012 1:05 pm; edited 2 times in total
Re: An Esper's Tale - Profiles
Name: Jacobson Wycliffe II
Age: 63
Gender: Male
Appearance:
Level: 1
Progress: 9/10
Profession: Dwarf Cleric - A dwarven man that has practiced the art of the cleric in order to heal the sick and dying. (Equips: Bow Staves)
Weapon: Wooden Stave - A long, wooden stick that is carried on the old man's back.
Armor: Brownish Cloak - A lonely-looking brown cloak.
Accessory: Rite of Passage - A very old book detailing the path to manhood and to the path of the warrior.
A-Ability: Heavy Healing
+ Red Mist - The user raises the user's hand and focuses, causing multiple tiny red lights to fly out of the user's fingertips. The user then sends the red lights to the user's target, healing their wounds. 120% Int DMG. Healing effects. 4 cell range. 6 MP.
+ Stardom Lights - The user raises both the user's hands and holds them up towards the sky. With much focus, the user allows the stars in the sky to come down and alleviate that which binds the user's target. Heals one Physical debuff. 4 cell range. 6 MP.
R-Ability: N/A
S-Ability: Heavenly Turnpike - Any enemy within 3 cells of Jacobson has a 30% chance of missing any of Jacobson's himself or his allies as long as his allies are also within the three cell radius. Doesn't affect AOE Skills. (Passive)
D-Ability: Spacial Render Instability - A mighty attack that effects all enemies on the field, where the very fabric of space is torn to shreds, sending the enemies into the massive hold of oblivion, only to slam them back to reality a few seconds later. 100% Int DMG to all enemies. Will cause Oblivion status instead of Instant Kill when a target has less than 50% Max HP.
Stats:
HP: 15
MP: 25 (+5 from Rite of Passage)
IP: 1/10
Atk: 1
Def: 2
Int: 3 (+1 from Wooden Stave)
Spr: 3 (+1 from Brownish Cloak)
Crit: 5%
Evade: 2%
Move: 2 Cells
Skill Points: 0
Age: 63
Gender: Male
Appearance:
- Spoiler:
Level: 1
Progress: 9/10
Profession: Dwarf Cleric - A dwarven man that has practiced the art of the cleric in order to heal the sick and dying. (Equips: Bow Staves)
Weapon: Wooden Stave - A long, wooden stick that is carried on the old man's back.
Armor: Brownish Cloak - A lonely-looking brown cloak.
Accessory: Rite of Passage - A very old book detailing the path to manhood and to the path of the warrior.
A-Ability: Heavy Healing
+ Red Mist - The user raises the user's hand and focuses, causing multiple tiny red lights to fly out of the user's fingertips. The user then sends the red lights to the user's target, healing their wounds. 120% Int DMG. Healing effects. 4 cell range. 6 MP.
+ Stardom Lights - The user raises both the user's hands and holds them up towards the sky. With much focus, the user allows the stars in the sky to come down and alleviate that which binds the user's target. Heals one Physical debuff. 4 cell range. 6 MP.
- Spoiler:
- + Philosophical Awakening - The user raises both the user's hands and holds them up towards the sky. With much focus, the user allows the stars in the sky to come down and bring wisdom to those which it touches, helping them get over their mental instabilities. Heals one Mental debuff. 4 cell range. 6 MP.
+ Astral Redemption - The user lifts up the user's head and arms towards the skies, calling forth the magics of the stars for rejuvenation and healing. Through a blue mist that descends from the far regions of astral space, the user's energy is restored. 120% Int DMG. Effect: Heals mana. Self only. -- MP.
+ Arcane Sacrifice - The user places the user's hands on the user's chest, taking away the energy stored within and then sending it to a nearby target, granting them peace of mind and plentiful energy. 120% Int DMG. Effect: Mana Healing. Effect #2: +20% Evade. 4 cell range. Target cannot be self. ? MP.
+ Spacial Vacuum - The user raises both of the user's hands out in front of the user, creating a swirling mass of black energy that sucks away the ailments of an intended target. Effect: Swallows all Physical debuffs of the target. 4 cell range. ? MP.
+ Clairvoyance - The user raises both of the user's hands out in front of the user, creating a swirling mass of yellow energy that sucks away the ailments of an intended target. Effect: Swallows all Mental debuffs of the target. 4 cell range. ? MP.
+ Gravitation - The user lowers both of the user's hands in front of him, focusing. The pressure around the area causes all intended targets to sink to the ground, physically and mentally. The immense pressure causes the intended target's energy to seep through the earth and collect at the vocal point, the user. 30% Piercing Int DMG. Effect: Absorb Mana. Target: Mana systems of all enemy targets. ? MP.
R-Ability: N/A
S-Ability: Heavenly Turnpike - Any enemy within 3 cells of Jacobson has a 30% chance of missing any of Jacobson's himself or his allies as long as his allies are also within the three cell radius. Doesn't affect AOE Skills. (Passive)
D-Ability: Spacial Render Instability - A mighty attack that effects all enemies on the field, where the very fabric of space is torn to shreds, sending the enemies into the massive hold of oblivion, only to slam them back to reality a few seconds later. 100% Int DMG to all enemies. Will cause Oblivion status instead of Instant Kill when a target has less than 50% Max HP.
Stats:
HP: 15
MP: 25 (+5 from Rite of Passage)
IP: 1/10
Atk: 1
Def: 2
Int: 3 (+1 from Wooden Stave)
Spr: 3 (+1 from Brownish Cloak)
Crit: 5%
Evade: 2%
Move: 2 Cells
Skill Points: 0
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
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» The Path Less Traveled: An Esper's Tale [Profiles]
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