Tales of Alidaire: Heart of the World Profiles
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Tales of Alidaire: Heart of the World Profiles
This is where you post your ToA: Heart of the World Character Profiles. Each time that you level up, gain new abilities, and equip new weapons/armors/accessories, you will come here to edit your profile so we can avoid clutter in the actual role play. I will also post and update your inventory and post the enemy profiles here, so keep that in mind.
Current Invetory
Potion x4 (Recovers 20 HP upon use)
Mana Fragment x5 (Recovers 10 MP upon use)
Antidote x8 (Removes Poison or Severe Poison upon use)
Throat Lozenge x4 (Removes Silence upon use)
Foul Herb x4 (Removes Sleep upon use)
Solvent x2 (Removes Petrify upon use)
Anti-Hallucinogen x2 (Removes Confusion upon use)
Life Crystal x1 (Revives fallen character with 20% Max HP upon use)
Chest Key x3 (Opens target Treasure Chest)
Fire Gem x3 (Deals 20 Piercing Fire Dmg to a target upon use; Range: 2 cells)
Weapons/Armor/Accessories
White Eyepatch (A simple little accessory that is worn around the head, capable of covering a single eye. Increases DEF by 1; equippable by all) [Accessory]
Kingdom Key (A keychain with a simple, yet strange design upon the end of it. Increases ATK and INT by 1; equippable by Trinity) [Weapon]
Pale Obi (The perfect complement to a kimono, it is very subtle bringing on a soft appeal to the eye. Increases INT by 1; equippable by any who wear a kimono) [Accessory]
Magic Sphere (A small sphere filled with a swirling mist. It seems to empower its holder. Increases INT by 1; equippable by Ryas) [Accessory]
Star Seeker (A keyblade charged with powerful mana that also allows for intense physical attacks as well. Increases ATK by 3 and INT by 2; equippable by Trinity) [Weapon]
Black Ribbon (Ribbon colored black typically worn to keep hair out of one's face. Increases MP by 5; equippable by all) [Accessory]
Key Items
Strange Sphere (A strange glass sphere possessing a beautiful aqua color that descended from the sky on a stormy night; what power could it hold?)
Alice's Card (A playing card that is completely blank except for the words "Alice, Dealer of the Cards" on it written in elegant calligraphy)
Munny Pouch (Decorative little drawstring pouch perfect for carrying one's cash)
Mysterious Feather x1 (Curious, large, pink feather with some sort of black symbol upon it; what kind of bird dropped this thing?)
Current Munny: 3645
*See here for the Inflictionary
Current Invetory
Potion x4 (Recovers 20 HP upon use)
Mana Fragment x5 (Recovers 10 MP upon use)
Antidote x8 (Removes Poison or Severe Poison upon use)
Throat Lozenge x4 (Removes Silence upon use)
Foul Herb x4 (Removes Sleep upon use)
Solvent x2 (Removes Petrify upon use)
Anti-Hallucinogen x2 (Removes Confusion upon use)
Life Crystal x1 (Revives fallen character with 20% Max HP upon use)
Chest Key x3 (Opens target Treasure Chest)
Fire Gem x3 (Deals 20 Piercing Fire Dmg to a target upon use; Range: 2 cells)
Weapons/Armor/Accessories
White Eyepatch (A simple little accessory that is worn around the head, capable of covering a single eye. Increases DEF by 1; equippable by all) [Accessory]
Kingdom Key (A keychain with a simple, yet strange design upon the end of it. Increases ATK and INT by 1; equippable by Trinity) [Weapon]
Pale Obi (The perfect complement to a kimono, it is very subtle bringing on a soft appeal to the eye. Increases INT by 1; equippable by any who wear a kimono) [Accessory]
Magic Sphere (A small sphere filled with a swirling mist. It seems to empower its holder. Increases INT by 1; equippable by Ryas) [Accessory]
Star Seeker (A keyblade charged with powerful mana that also allows for intense physical attacks as well. Increases ATK by 3 and INT by 2; equippable by Trinity) [Weapon]
Black Ribbon (Ribbon colored black typically worn to keep hair out of one's face. Increases MP by 5; equippable by all) [Accessory]
Key Items
Strange Sphere (A strange glass sphere possessing a beautiful aqua color that descended from the sky on a stormy night; what power could it hold?)
Alice's Card (A playing card that is completely blank except for the words "Alice, Dealer of the Cards" on it written in elegant calligraphy)
Munny Pouch (Decorative little drawstring pouch perfect for carrying one's cash)
Mysterious Feather x1 (Curious, large, pink feather with some sort of black symbol upon it; what kind of bird dropped this thing?)
Current Munny: 3645
*See here for the Inflictionary
Last edited by Masquerade on Wed Jul 04, 2012 6:08 pm; edited 22 times in total
Re: Tales of Alidaire: Heart of the World Profiles
Phase 03-E: The March Against Red
Enemy Profiles
Lirits, Lv. 16
Monster: Whirligig Heartless
A-Ability: Wild Whirl:
+Descend: Spirals out of control and crashes into a foe. 110% Atk Dmg. Range: 3 cells. Chance of Confusion. 8 MP.
+Maneuver: Bolsters the chaos of one's aerial movements. Boosts Evasion by 15% and Movement by 1 cell for 5 turns. Range: Self. 12 MP.
+Spin Kick: Holds rotary blades still such that the body spins crazily, kicking nearby foes several times. 80% Atk Dmg. Range: All surrounding cells. 4 hits. 16 MP. Chance of Addle.
+Blade Chop: Lashes out at a foe with spinning rotary blades. 160% Atk Dmg. Range: 2 cells. Chance of Bleeding. 12 MP.
R-Ability: Add-On - Whenever the user takes physical damage of any sort, increases DEF by 2%. Stacks up to 15 times.
S-Ability: Self-Maintenance - Receives Regen status upon reaching HP Critical levels.
D-Ability: None.
Stats:
HP: 455
MP: 160
Atk: 24
Def: 18
Int: 2
Spr: 16
Move: 4 cells
*See above for Chroa
Tonsandtons, Lv. 14
Monster: Large Body Heartless
A-Ability: Big Advantage:
+Mow-Down Attack: Two wide swings of the arms. 120% Atk Dmg. Range: Adjacent cell; cells to the left and right of the target. 2 hits. 10 MP.
+Charge: Short range charge, stomach-first. 180% Atk Dmg. Range: 2 cells. 10 MP.
+Jumping Shockwave: Jumps up and lands to create shockwave to damage surrounding foes. 150% Atk Dmg. Range: All surrounding cells. 18 MP.
+Body Attack: Relentless charge to a single enemy with utmost tenacity. 200% Atk Dmg. Range: Single enemy. 2 turn attack. Takes no damage on the first turn. Cannot be interrupted through damage. Can only be used under Critical status. Sure Hit. 14 MP.
R-Ability: Counterattack - When attacked by a basic attack, launches a couple of punches back at the enemy as long as they are within range.
S-Ability: Pillsbury Doughboy - Attacks made against the user from the front are deflected and deal no damage. The direction the user is facing will always be indicated.
D-Ability: None.
Stats:
HP: 275
MP: 120
Atk: 19
Def: 14
Int: 2
Spr: 10
Move: 2 cells
*See also for Heartdisease, Owboutexercise, Packinpounds
Braze, Lv. 13
Monster: Red Nocturne Heartless
A-Ability: Firesong:
+Fire Missile: Unleashes flaming projectile. 130% Int Dmg. Range: 4 cells. Chance of Burn. 10 MP. Fire elemental.
+Scorch: Emits jets of flames at close proximity. 170% Int Dmg. Range: All adjacent cells. Chance of Burn. 16 MP. Fire elemental.
R-Ability: Return Magic - When attacked by a spell, casts the same spell back at the caster with the same MP cost. User must have enough MP to cast the spell or the ability fails.
S-Ability: Fire Amp - Fire spells deal 20% more damage than usual.
D-Ability: None.
Stats:
HP: 120
MP: 245
Atk: 7
Def: 11
Int: 18
Spr: 13
Move: 4 cells
*See above for Sear, Elet, and Adure
Neutral Profiles
Name: Alice Kingsley
Gender: Female
Age: 19
Level: 20
Appearance:
Profession: White Champion - She took up the sword and fought nobly against the Jabberwocky and won. The one who claims this profession defeated the Red Queen and now vows to protect the White Kingdom. (Shield Bearer)(Absorb Light)(Resist Dark)(Immune Blind)
Weapon: Vorpal Blade - A legendary sword that is believed to be the only sword that can slay a Jabberwocky. (Added Effect: Instant Death)(Jabberwock's Bane)
Shield: Kite Shield - A rather large shield capable of fending off many attacks when in capable hands. (Immune Poison)(Immune Severe Poison)(Immune Venom)
Armor: Champion's Mail - Armor provided by the White Queen to be worn by the champion who protects the White Kingdom. (Immune Petrify)(Immune Instant Death)
Accessory 1: Champion's Helm (Immune Immobilize)(Immune Freeze)
Accessory 2: Champion's Gauntlets (Immune Disable)(Immune Paralysis)
A-Ability: Facing the Undefeatable:
+Belief in the Impossible: The user believes in a number of impossible things that manifest into power of the heart despite the craziness exuded by those beliefs. The skills under this attack must be used in the order in which they are listed.
---There Are Potions That Can Shrink You: The user believes in the impossibility of potions existing that can shrink you down to the size of a mouse. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 16%. Range: Self Only. 24 MP.
---There Are Cakes That Can Make You Grow: The user believes in the impossibility of cakes existing that can make one grow to twice their normal size. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 32%. Range: Self Only. 24 MP.
---Animals Can Talk: The user believes in the impossibility of animals being able to talk in any of the human languages. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 48%. Range: Self Only. 24 MP.
---Cats Can Disappear: The user believes in the impossibility of cats being able to vanish complete in midair even going as far as making only certain body parts disappear. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 64%. Range: Self Only. 24 MP.
---There Is A Place Called Wonderland: The user believes in the impossibility of another world existing where unimaginable creatures reside. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 80%. Range: Self Only. 24 MP.
---I Can Defeat The Jabberwocky: The user believes in the impossibility that the user can slay the supposedly undefeatable, legendary monster even though all odds are against the user. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 99%. Range: Self Only. 24 MP.
+Double Slash: A simple two-slash combo attack. 140% Atk Dmg. Range: Adjacent cell. 2 hits. 10 MP.
+Heart of War: The user becomes caught up in the heat of battle causing adrenaline to surge through the user’s veins, speeding the user up. User receives Haste status. Range: Self Only. 8 MP.
+Reversal Slash: Slides between the enemy’s legs and deals a devastating slash to the enemy’s back. 180% Atk Dmg. Range: Adjacent cell. High critical hit rate. 16 MP.
+Vanquish: Leaps into the air in preparation for the coup de grace before falling back down to earth to slice the enemy’s head off. 270% Atk Dmg. Range: 2 cells. Chance of Instant Death. 64 MP.
A-Ability: Carving My Own Destiny:
+Deviate from the Fated Path: The user disregards all knowledge of the user’s destined fate and begins to carve the user’s own way through destiny using skills that help the user defy fate. Must be used before any other skills of this A-Ability can be used. Range: Self Only. 4 MP.
+Flying Hat Ride: Shrinks in size and hops aboard a rather familiar hat that soars at the enemy to slash it with blades that extend from the brim. 120% Atk Dmg. Range: 4 cells. 10 MP.
+Stepping Stones: Transmogrifies the battlefield into a giant pool of water with stepping stones leading to the target that the user uses to hop across to reach the enemy before leaping up and delivering a devastating kick to the enemy, knocking it into the pool and leaving it to drown. 110% Atk Dmg. Range: 6 cells. Chance of Drown. 18 MP.
+Hedgehog Vengeance: Picks up a nearby hedgehog and curls it into a ball before throwing it at an enemy and, while the enemy’s distracted, rushes up and deals a devastating blow to the enemy’s chest. 100% Atk Dmg from hedgehog. 130% Atk Dmg from blow. Range: 3 cells. 2 hits. High critical hit rate for second hit. 22 MP.
+Rescuing the Bandersnatch: Releases the Bandersnatch from the Red Queen’s grasp allowing it to wreak havoc on the opposition, tearing the enemies apart limb from limb. 180% Atk Dmg. Range: All enemies. 34 MP.
R-Ability: Unwavering Resolve- When attacked physically, the user turns bravery into determination and counterattacks the enemy dealing 200% Atk damage to it.
S-Ability: Limitless Imagination- Completely restores MP after current MP reaches an unusable amount. Can only be used once per battle.
D-Ability: The Irrational Mind That Rules The World (Neutral) - The user believes that the whole world is the user’s creation and bravely walks up to the enemy and places a hand gently on its heart causing it to beat slower and slower until it stops completely, and, with a wave of the user’s hand, sends the body hurtling into oblivion. Deals 200% Piercing Atk damage to one enemy on the battlefield that has a chance of inflicting Oblivion on a survivor.
Stats:
HP: 145 (+10 from Champion’s Gauntlets)
MP: 125 (+10 from Champion’s Helm)
Atk: 24 (+16 from Vorpal Blade)(+6 from Champion’s Gauntlets)
Def: 21 (+9 from Champion’s Mail)(+4 from Kite Shield)(+6 from Champion’s Helm)
Int: 18 (+12 from Vorpal Blade)(+3 from Champion’s Gauntlets)
Spr: 17 (+5 from Champion’s Mail)(+3 from Champion’s Helm)
Movement: 2 cells (+1 from White Champion job)
Skill Points: 0
Name: Cheshire Cat
Gender: Male
Age: ?
Level: 17
Appearance:
Profession: Evaporator - The one who claims this profession can be in one place one moment, and be gone the next by either total, partial, or gradual evaporation. (Basic Attacks +1)(Mist Body)
*Mist Body: Boosts Evasion rate by 20%.
Weapon: None.
Armor: None.
Accessory: Ethereal Mist - Mist that seems to follow the holder wherever he goes, and is especially evident when he disappears.
A-Ability: Evaporate:
+Dismembered Claw: Rushes the foe and goes to scratch it only to have one's claw disappear from the end of one's limb and reappear behind the enemy to finish the attack. 150% Atk Dmg. Range: 2 cells. Sure Hit. 12 MP.
+Ghostly Cloak: Disappears and shrouds everyone in a magic veil that renders them invisible to the enemies. Bestows Invisible. Range: All allies. 16 MP.
+Breath of Life: Breathes on an ally's wound causing it to be relieved of infection along with speeding up the healing process. Bestows Regen. Removes all negative status effects. Range: Adjacent cell. 16 MP.
+Mist of Deception: Bounces about releasing a mysterious mist that sows chaos through the enemy ranks with ease. No damage. Range: All enemies. Chance of Confusion. 18 MP.
+Grinning Moon: Disappears completely and causes the entire area to be surrounded by a blanket of ethereal darkness save the gentle light of the moon in the sky where one's famous grin appears, opening to unleash a swarm of bats that flitter around and bite and gnash the foes. 120% Atk Dmg. Range: All enemies. Chance of Bleeding. 24 MP.
R-Ability: Reform - When the user is removed from battle, the user is immediately forced back in and allowed to take an action. If it is an attack, the attack will be a critical hit.
S-Ability: Disappear - Causes the user to be removed from battle for the turn this ability was used. When the user reappears, MP is restored by 50% of the user's Max MP.
D-Ability: Vexing Madness (Neutral) - Creates copies of oneself out of mist and surrounds the target's head, spouting confusing riddles and conjectures, philosophical ramblings and tales without beginnings but plenty of endings, eventually driving the target into a state of absolute insanity. Deals 200% Piercing Atk damage to a single target on the battlefield.
Stats:
HP: 25 (+50 from Ethereal Mist)
MP: 20 (+35 from Ethereal Mist)
Atk: 21
Def: 15
Int: 10
Spr: 14
Movement: Infinite
Skill Points: 0
Enemy Profiles
Lirits, Lv. 16
Monster: Whirligig Heartless
A-Ability: Wild Whirl:
+Descend: Spirals out of control and crashes into a foe. 110% Atk Dmg. Range: 3 cells. Chance of Confusion. 8 MP.
+Maneuver: Bolsters the chaos of one's aerial movements. Boosts Evasion by 15% and Movement by 1 cell for 5 turns. Range: Self. 12 MP.
+Spin Kick: Holds rotary blades still such that the body spins crazily, kicking nearby foes several times. 80% Atk Dmg. Range: All surrounding cells. 4 hits. 16 MP. Chance of Addle.
+Blade Chop: Lashes out at a foe with spinning rotary blades. 160% Atk Dmg. Range: 2 cells. Chance of Bleeding. 12 MP.
R-Ability: Add-On - Whenever the user takes physical damage of any sort, increases DEF by 2%. Stacks up to 15 times.
S-Ability: Self-Maintenance - Receives Regen status upon reaching HP Critical levels.
D-Ability: None.
Stats:
HP: 455
MP: 160
Atk: 24
Def: 18
Int: 2
Spr: 16
Move: 4 cells
*See above for Chroa
Tonsandtons, Lv. 14
Monster: Large Body Heartless
A-Ability: Big Advantage:
+Mow-Down Attack: Two wide swings of the arms. 120% Atk Dmg. Range: Adjacent cell; cells to the left and right of the target. 2 hits. 10 MP.
+Charge: Short range charge, stomach-first. 180% Atk Dmg. Range: 2 cells. 10 MP.
+Jumping Shockwave: Jumps up and lands to create shockwave to damage surrounding foes. 150% Atk Dmg. Range: All surrounding cells. 18 MP.
+Body Attack: Relentless charge to a single enemy with utmost tenacity. 200% Atk Dmg. Range: Single enemy. 2 turn attack. Takes no damage on the first turn. Cannot be interrupted through damage. Can only be used under Critical status. Sure Hit. 14 MP.
R-Ability: Counterattack - When attacked by a basic attack, launches a couple of punches back at the enemy as long as they are within range.
S-Ability: Pillsbury Doughboy - Attacks made against the user from the front are deflected and deal no damage. The direction the user is facing will always be indicated.
D-Ability: None.
Stats:
HP: 275
MP: 120
Atk: 19
Def: 14
Int: 2
Spr: 10
Move: 2 cells
*See also for Heartdisease, Owboutexercise, Packinpounds
Braze, Lv. 13
Monster: Red Nocturne Heartless
A-Ability: Firesong:
+Fire Missile: Unleashes flaming projectile. 130% Int Dmg. Range: 4 cells. Chance of Burn. 10 MP. Fire elemental.
+Scorch: Emits jets of flames at close proximity. 170% Int Dmg. Range: All adjacent cells. Chance of Burn. 16 MP. Fire elemental.
R-Ability: Return Magic - When attacked by a spell, casts the same spell back at the caster with the same MP cost. User must have enough MP to cast the spell or the ability fails.
S-Ability: Fire Amp - Fire spells deal 20% more damage than usual.
D-Ability: None.
Stats:
HP: 120
MP: 245
Atk: 7
Def: 11
Int: 18
Spr: 13
Move: 4 cells
*See above for Sear, Elet, and Adure
Neutral Profiles
Name: Alice Kingsley
Gender: Female
Age: 19
Level: 20
Appearance:
- Spoiler:
Profession: White Champion - She took up the sword and fought nobly against the Jabberwocky and won. The one who claims this profession defeated the Red Queen and now vows to protect the White Kingdom. (Shield Bearer)(Absorb Light)(Resist Dark)(Immune Blind)
Weapon: Vorpal Blade - A legendary sword that is believed to be the only sword that can slay a Jabberwocky. (Added Effect: Instant Death)(Jabberwock's Bane)
Shield: Kite Shield - A rather large shield capable of fending off many attacks when in capable hands. (Immune Poison)(Immune Severe Poison)(Immune Venom)
Armor: Champion's Mail - Armor provided by the White Queen to be worn by the champion who protects the White Kingdom. (Immune Petrify)(Immune Instant Death)
Accessory 1: Champion's Helm (Immune Immobilize)(Immune Freeze)
Accessory 2: Champion's Gauntlets (Immune Disable)(Immune Paralysis)
A-Ability: Facing the Undefeatable:
+Belief in the Impossible: The user believes in a number of impossible things that manifest into power of the heart despite the craziness exuded by those beliefs. The skills under this attack must be used in the order in which they are listed.
---There Are Potions That Can Shrink You: The user believes in the impossibility of potions existing that can shrink you down to the size of a mouse. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 16%. Range: Self Only. 24 MP.
---There Are Cakes That Can Make You Grow: The user believes in the impossibility of cakes existing that can make one grow to twice their normal size. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 32%. Range: Self Only. 24 MP.
---Animals Can Talk: The user believes in the impossibility of animals being able to talk in any of the human languages. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 48%. Range: Self Only. 24 MP.
---Cats Can Disappear: The user believes in the impossibility of cats being able to vanish complete in midair even going as far as making only certain body parts disappear. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 64%. Range: Self Only. 24 MP.
---There Is A Place Called Wonderland: The user believes in the impossibility of another world existing where unimaginable creatures reside. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 80%. Range: Self Only. 24 MP.
---I Can Defeat The Jabberwocky: The user believes in the impossibility that the user can slay the supposedly undefeatable, legendary monster even though all odds are against the user. Increases Atk by 20%. Boosts the chances of added effect Instant Death for normal attacks and skills up to 99%. Range: Self Only. 24 MP.
+Double Slash: A simple two-slash combo attack. 140% Atk Dmg. Range: Adjacent cell. 2 hits. 10 MP.
+Heart of War: The user becomes caught up in the heat of battle causing adrenaline to surge through the user’s veins, speeding the user up. User receives Haste status. Range: Self Only. 8 MP.
+Reversal Slash: Slides between the enemy’s legs and deals a devastating slash to the enemy’s back. 180% Atk Dmg. Range: Adjacent cell. High critical hit rate. 16 MP.
+Vanquish: Leaps into the air in preparation for the coup de grace before falling back down to earth to slice the enemy’s head off. 270% Atk Dmg. Range: 2 cells. Chance of Instant Death. 64 MP.
A-Ability: Carving My Own Destiny:
+Deviate from the Fated Path: The user disregards all knowledge of the user’s destined fate and begins to carve the user’s own way through destiny using skills that help the user defy fate. Must be used before any other skills of this A-Ability can be used. Range: Self Only. 4 MP.
+Flying Hat Ride: Shrinks in size and hops aboard a rather familiar hat that soars at the enemy to slash it with blades that extend from the brim. 120% Atk Dmg. Range: 4 cells. 10 MP.
+Stepping Stones: Transmogrifies the battlefield into a giant pool of water with stepping stones leading to the target that the user uses to hop across to reach the enemy before leaping up and delivering a devastating kick to the enemy, knocking it into the pool and leaving it to drown. 110% Atk Dmg. Range: 6 cells. Chance of Drown. 18 MP.
+Hedgehog Vengeance: Picks up a nearby hedgehog and curls it into a ball before throwing it at an enemy and, while the enemy’s distracted, rushes up and deals a devastating blow to the enemy’s chest. 100% Atk Dmg from hedgehog. 130% Atk Dmg from blow. Range: 3 cells. 2 hits. High critical hit rate for second hit. 22 MP.
+Rescuing the Bandersnatch: Releases the Bandersnatch from the Red Queen’s grasp allowing it to wreak havoc on the opposition, tearing the enemies apart limb from limb. 180% Atk Dmg. Range: All enemies. 34 MP.
R-Ability: Unwavering Resolve- When attacked physically, the user turns bravery into determination and counterattacks the enemy dealing 200% Atk damage to it.
S-Ability: Limitless Imagination- Completely restores MP after current MP reaches an unusable amount. Can only be used once per battle.
D-Ability: The Irrational Mind That Rules The World (Neutral) - The user believes that the whole world is the user’s creation and bravely walks up to the enemy and places a hand gently on its heart causing it to beat slower and slower until it stops completely, and, with a wave of the user’s hand, sends the body hurtling into oblivion. Deals 200% Piercing Atk damage to one enemy on the battlefield that has a chance of inflicting Oblivion on a survivor.
Stats:
HP: 145 (+10 from Champion’s Gauntlets)
MP: 125 (+10 from Champion’s Helm)
Atk: 24 (+16 from Vorpal Blade)(+6 from Champion’s Gauntlets)
Def: 21 (+9 from Champion’s Mail)(+4 from Kite Shield)(+6 from Champion’s Helm)
Int: 18 (+12 from Vorpal Blade)(+3 from Champion’s Gauntlets)
Spr: 17 (+5 from Champion’s Mail)(+3 from Champion’s Helm)
Movement: 2 cells (+1 from White Champion job)
Skill Points: 0
Name: Cheshire Cat
Gender: Male
Age: ?
Level: 17
Appearance:
- Spoiler:
Profession: Evaporator - The one who claims this profession can be in one place one moment, and be gone the next by either total, partial, or gradual evaporation. (Basic Attacks +1)(Mist Body)
*Mist Body: Boosts Evasion rate by 20%.
Weapon: None.
Armor: None.
Accessory: Ethereal Mist - Mist that seems to follow the holder wherever he goes, and is especially evident when he disappears.
A-Ability: Evaporate:
+Dismembered Claw: Rushes the foe and goes to scratch it only to have one's claw disappear from the end of one's limb and reappear behind the enemy to finish the attack. 150% Atk Dmg. Range: 2 cells. Sure Hit. 12 MP.
+Ghostly Cloak: Disappears and shrouds everyone in a magic veil that renders them invisible to the enemies. Bestows Invisible. Range: All allies. 16 MP.
+Breath of Life: Breathes on an ally's wound causing it to be relieved of infection along with speeding up the healing process. Bestows Regen. Removes all negative status effects. Range: Adjacent cell. 16 MP.
+Mist of Deception: Bounces about releasing a mysterious mist that sows chaos through the enemy ranks with ease. No damage. Range: All enemies. Chance of Confusion. 18 MP.
+Grinning Moon: Disappears completely and causes the entire area to be surrounded by a blanket of ethereal darkness save the gentle light of the moon in the sky where one's famous grin appears, opening to unleash a swarm of bats that flitter around and bite and gnash the foes. 120% Atk Dmg. Range: All enemies. Chance of Bleeding. 24 MP.
R-Ability: Reform - When the user is removed from battle, the user is immediately forced back in and allowed to take an action. If it is an attack, the attack will be a critical hit.
S-Ability: Disappear - Causes the user to be removed from battle for the turn this ability was used. When the user reappears, MP is restored by 50% of the user's Max MP.
D-Ability: Vexing Madness (Neutral) - Creates copies of oneself out of mist and surrounds the target's head, spouting confusing riddles and conjectures, philosophical ramblings and tales without beginnings but plenty of endings, eventually driving the target into a state of absolute insanity. Deals 200% Piercing Atk damage to a single target on the battlefield.
Stats:
HP: 25 (+50 from Ethereal Mist)
MP: 20 (+35 from Ethereal Mist)
Atk: 21
Def: 15
Int: 10
Spr: 14
Movement: Infinite
Skill Points: 0
Last edited by Masquerade on Thu Mar 26, 2015 11:23 am; edited 18 times in total
Re: Tales of Alidaire: Heart of the World Profiles
Jiminy's Journal
~ W O R L D S ~
Alidaire
A world under the constant threat of monsters, it is filled with a magic source known as mana from which the denizens may draw and create devastating spells or amplified physical abilities. The world appears to be very large with many continents varying in governmental rule and technological progress. The keyblade wielder of this world, Trinity Heart, lived on the continent of Elendia, so that is where we spent most of our time. This continent is ruled by the Floran Dynasty, a long line of powerful, beneficent queens. It is said that this is the way it has been since the time humans arrived on the continent. Altinor is the capitol city and where Trinity resided. The Floran Dynasty has a cemetery next to the Dragonscar Mountains where the we met the enigmatic Aruu and Alice. Benevolentia is a nice little town, the one under threat of the Guard Armor. That was something I got to see firsthand, and it wasn't pretty.
~ W O R L D S ~
Alidaire
A world under the constant threat of monsters, it is filled with a magic source known as mana from which the denizens may draw and create devastating spells or amplified physical abilities. The world appears to be very large with many continents varying in governmental rule and technological progress. The keyblade wielder of this world, Trinity Heart, lived on the continent of Elendia, so that is where we spent most of our time. This continent is ruled by the Floran Dynasty, a long line of powerful, beneficent queens. It is said that this is the way it has been since the time humans arrived on the continent. Altinor is the capitol city and where Trinity resided. The Floran Dynasty has a cemetery next to the Dragonscar Mountains where the we met the enigmatic Aruu and Alice. Benevolentia is a nice little town, the one under threat of the Guard Armor. That was something I got to see firsthand, and it wasn't pretty.
Last edited by Masquerade on Thu Jan 05, 2012 11:48 am; edited 1 time in total
Re: Tales of Alidaire: Heart of the World Profiles
~ C H A R A C T E R S ~
Trinity Heart
The keyblade wielder of Alidaire. This young woman has lived her life in the capitol city of Altinor found on the continent of Elendia. She's a natural-born leader with strength of might to match her strength of heart. Her courage is a great asset and will not hesitate to help those in need. She proudly carries the title of keyblade wielder and seeks to uphold the light and banish the darkness, though there appears to be something troubling going on in that heart of hers...
Antagonized and provoked by the oblivious Tenkai, Trinity loses control of herself to a powerful spirit of light. She becomes possessed completely and takes up arms against Tenkai, though Ryas is caught in the crossfire as she tries to aid the assassin. Unable to control her actions, she lays waste to her two allies and is left alone to cry and contemplate what is wrong with her. Whatever it is, things are not as they should be.
Kazega Fukimasu
Trinity's best friend. Kazega was the only person Trinity could turn to when the keyblade landed in her hands. This mysterious woman followed Trinity for days on end helping her to fend off the swarms of Heartless that sought to devour the keyblade wielder's heart. Over that time, they had come to trust one another completely. However, not much is known about this woman. Whether Alidaire is her home world or not is still in question. Where did she come from? What are the details of her past? Not even Trinity knows the answer.
Ryas Noa
DECEASED.
A talented witch that seems to be from a different world. Her and her companion, Tenkai, were drawn into the story by running into an injured Trinity and Kazega in the plains north of Altinor on Alidaire. Subduing them with her magical prowess, she learned the truth behind the duo's wary nature and was soon introduced to the Heartless. From that point on, Ryas lent her powers to ridding the Heartless threat. She's a bit of a hot-head and tosses sarcasm around like candy. She appears to be greatly untrusting of her partner, Tenkai, often joking (we think) about the assassin killing her in her sleep. The witch also has a habit of dropping the F-bomb as if she were in a war or something. Her heart appears to be in the right place though.
Knowing what sort of trouble Tenkai might be causing in while in Wonderland, Ryas seeks the assassin out in the White Queen's Castle but is too late. She witnesses Trinity being possessed by a powerful spirit of light and takes up arms to subdue her such that she may come back to her senses, though whether she cares about Tenkai's well-being is left to anyone's guess. Regardless, she is ruthlessly slaughtered by Trinity, the last thing she sees clearly being Trinity helplessly mouth "I'm sorry." With her body in an irreparable state, there is no bringing her back.
Tenkai
OBLITERATED.
A sly assassin that seems to be from another world. After stumbling upon Trinity and Kazega in the plains north of Altinor, her, along with her companion Ryas, were caught up in the plot involving the Heartless. She rather willingly decided to help and wound up finding many truths about the Heartless along the way, fighting a great number of them along with the native monsters of Alidaire. In battle, she is a fierce opponent striking fast as the shadows themselves, never leaving an opening that would end with her falling. She appears to be rather laid-back and carefree in a cool way, taking a pleasure in teasing Ryas.
Oblivious, or maybe not truly so, to the condition Trinity is in, Tenkai provokes Trinity to the point where the keyblade wielder loses control of herself and falls into the possession of a powerful spirit of light that takes great pleasure in having the chance to smite the assassin whom he calls a "denizen of the darkness." Though she plans to fight, she is bound and promptly obliterated by Trinity's most powerful attack, her body and soul both lost to the light forever.
Clara Aimee Linnet
A girl who can play beautiful music with her organ. While traveling the plains with her sister, she encountered Trinity and Kazega, and after defeating them with the help of Ryas and Tenkai, learned the truth behind their rash actions. It was the Heartless. Upon being asked for help, she obliged. From that point on, she supported her new allies with her delicate songs as trial after trial presented themselves to the group. She's very calm and polite with a quiet sense of justice, though she is not afraid to speak up when the time is right.
Ariana Sophia Linnet
Specialist in the ways of green magic. Ariana was traveling across the Dragonscar Plains with her sister, Clara, and wound up running into Trinity and Kazega which resulted in a fight. Wanting to put an end to the two that had attacked her and her sister, she made a move to strike the duo down, but was surprisingly stopped by her sister. When they determined that everyone was to travel together in an attempt to find out the truth behind the Heartless, she put the attack aside and figured it would be best for everyone to get along. Eventually, the journey became too much for her and she fled from the group at the old mansion where the leader of a band of thieves was said to be. She is very protective of her sister, but wasn't one to rush into danger with no worries.
Christina "Chris" Marie Osborne
A wandering psychic who stumbled upon the old mansion in Altinor after hearing about it from Clara's fleeing sister. She prefers to be called Chris, as she stated after running into the group at the mansion, and offered her services to them, for they were in need of more help after Ariana fled. She has a great power over energies and uses the power of the mind to deal damage to the enemies that present themselves before her. Chris has a rather calm attitude, also laid-back, though not as carefree as Tenkai. She seems to be searching for something as she travels...
King Mickey
The king who resides over a different world, he is also able to wield a keyblade. He is a kind, powerful ruler who many respect and admire. He has spent much time dedicated to ridding the universe of the Heartless threat, going to a great many places and worlds and realms--many of which have only been seen in dreams. His travels brought him to Alidaire in search of another keyblade wielder, but wound up meeting her in troubling circumstances. On the brink of death, he was saved by Trinity and the group, but as soon as he was rested, he launched into a brazen assault, putting an end to his attacker, Kalaya. He told the group many things about the Heartless and different worlds, and he also asked Trinity for her help in ridding the worlds of Heartless.
Kalaya
The leader of a band of thieves in Altinor who seems to have gained the ability to control the Heartless and Nobodies. The group ran into her in an old, rundown mansion on the outskirts of Altinor where she was attempting to put an end to King Mickey. Not much is known about her personally, but she is a fright in battle, and it seems as though she is working for someone...someone by the name of 'Drakna.' The group managed to defeat her, but she disappeared into the shadows saying she would be reborn once more.
Aruu
A boy with the ability to wield a keyblade, it seems as though he has sided with the Heartless. Aruu appeared to the group after they fled the Heartless swarm in Altinor and made it to the gates of the Dragonscar Garden. Unfortunately, before they could proceed, they were challenged by this boy, an arrogant, merciless, evil keyblade wielder with power to back up his callous words. Though he possessed great strength, he still met his end at the hands of the warriors of light. He was greatly surprised and promised to get stronger as he faded into the darkness.
Alice
Self-proclaimed dealer of the cards. She showed herself to the group after Aruu's defeat, not interested in fighting at all, but taking care to gaze into the stars. She tried to dissuade the group from their path saying that it was a hopeless endeavor. Her personality is completely objective. She's very straightforward and honest. The woman thinks not much of herself nor anyone else. They are all people to her. Test subjects. She mentions that her little experiments would be more enjoyable if she were a scientist.
Alice appears again soon after the first encounter. In battle, she prooves to bolster the Heartless with her presence, but turns against them as the battle wears on. At the end, she extends a hand to them, offering a chance for them all to join the side of darkness. They refuse and Trinity attacks her, but Alice is much to strong and nearly turns Trinity into a diamond statue. As she leaves, she lets them know that there will always be a place for them in the darkness, and that Drakna will welcome them with open arms.
Donald and Goofy run into this mysterious woman again in Benevolentia. She spouts some nonsense about Trinity's heart being filled with light. Too filled. The duo brush her off easily and she says nothing more.
It seemed Alice was running amok in a world known as Wonderland, confusing the natives and bolstering the Red Queen's power by placing the Heartless under her command. Alice stole the Vorpal Sword to lure the group into a fight where she proved too much for them to handle as she predicted their moves and reacted in a precise manner. She mentioned a lot about the darkness, and also about the light. There's still no telling what she's getting at. She commented that the group was unfit to join Drakna's forces, but whether or not they were still welcome to the side of darkness remains a mystery. Regardless, she brought Trinity back into being and left the Vorpal Sword for the group. She stated the reason for her actions, but there is no telling what her actions truly mean.
High Seraph
An extremely powerful angel that resides on the floating continent of the dead, Amoria. When the group met their ends in the Dragonscar Passageway, the High Seraph summoned them to Heaven's Tower where he then proceeded to give them a simple task which wound up with them getting a second chance at life along with newfound strength. The true motivation behind his actions remains unknown, but it seemed like he just wanted to remind the group of the true power they already possessed.
Donald
Denizen of Disney Castle, he serves as King Mickey's court magician. This brilliant spellcaster has had much experience fighting the Heartless threat and has traveled from world to world with other keyblade wielders in an attempt to stop them from devouring the hearts of those worlds. He and his companion, Goofy, followed the King to Alidaire to help him search for the world's heart so that the King could seal it. He encounters the group in Benevolentia and joins them in an attempt to bring down the Guard Armor Heartless that wreaks havoc on the small town.
Goofy
Denizen of Disney Castle, he serves as King Mickey's guard captain. Goofy chooses the path of a guardian, deigning to wield a shield in battle instead of a sword. Though not the most intelligent being around, the words he speaks from the heart are often rich with a sense of wisdom that is unmatched by any in the many worlds that exist. He, too, has traveled to a great many worlds, fighting alongside keyblade wielders to stop the Heartless and Nobodies. This has given him a great deal of experience and makes him a valuable asset in the fight to stop them permanently. He and his companion, Donald, endeavor now to aid the King in his search for the heart of the world of Alidaire in an attempt seal it.
Alice Kingsley
A beautiful young woman who's from a world of normality and happened to tumble down a rabbit hole which led to a world only seen in her wildest dreams...or were they dreams? She's quirky and curious, though most that know her from her original world would call her 'not quite right in the head', something she believes to be a treasure, for her father was much the same way. She has a great disdain for the formalities of the world and wishes to be free and choose a life that she wants, not settling for what 'might be right.' In the end, she'll be the one to carve her own path of destiny.
Absolem
Blue catepillar that appears to be the wisest of the wise. He is hardly ever seen without his trusty pipe, blowing more than just smoke out into the area. When faced with Alice Kingsley, he said that she was hardly Alice at all, and everyone assumed she was the wrong Alice meaning she wouldn't be the one to slay the Red Queen's Jabberwocky on the Frabjous Day. He seems to know more than he lets on, however...
Cheshire Cat
Extraordinary cat with the capacity to grin. He has amazing powers involving the manipulation of strange mists and can make his body disappear and reappear at will, along with making any number of body parts go missing, such as when he caused all of his body to disappear except for his trademark grin eliciting a response from Alice Kingsley: I've definitely seen a cat without a grin, but never have I seen a grin without a cat. His original intent was to merely watch as the Heartless attacked the 'wrong Alice', but joined the effort to vanquish them upon Trinity's questioning. He says he believes that Alice Kingsley is the right Alice after all, but is this true?
The Dormouse
Skeptical, brazen dormouse that uses a push pin as a weapon, mainly to jab into the eyeballs of her foes. After being approached by Alice, Dealer of the Cards, she had no question that she was the right Alice...for some reason. No matter what anyone said to her, she was firm in her decision of what to believe. However, there's no telling what she thought as the Red Queen's card soldiers escorted her away to the Red Queen's castle against her will.
The White Queen
Pacifist monarch and rightful ruler of Underland. She lost her crown to her sister, the Red Queen, who now rules over Underland with the Jabberwocky under her control. Not content with what her precious land has become, she now awaits her own champion as foretold, for it is that very champion that will take the Vorpal Sword and slay the Red Queen's champion, the Jabberwocky, on the Frabjous Day. In the meantime, she does her best to give shelter to the Underlanders, providing a home for those who have already lost theirs.
Trinity Heart
The keyblade wielder of Alidaire. This young woman has lived her life in the capitol city of Altinor found on the continent of Elendia. She's a natural-born leader with strength of might to match her strength of heart. Her courage is a great asset and will not hesitate to help those in need. She proudly carries the title of keyblade wielder and seeks to uphold the light and banish the darkness, though there appears to be something troubling going on in that heart of hers...
Antagonized and provoked by the oblivious Tenkai, Trinity loses control of herself to a powerful spirit of light. She becomes possessed completely and takes up arms against Tenkai, though Ryas is caught in the crossfire as she tries to aid the assassin. Unable to control her actions, she lays waste to her two allies and is left alone to cry and contemplate what is wrong with her. Whatever it is, things are not as they should be.
Kazega Fukimasu
Trinity's best friend. Kazega was the only person Trinity could turn to when the keyblade landed in her hands. This mysterious woman followed Trinity for days on end helping her to fend off the swarms of Heartless that sought to devour the keyblade wielder's heart. Over that time, they had come to trust one another completely. However, not much is known about this woman. Whether Alidaire is her home world or not is still in question. Where did she come from? What are the details of her past? Not even Trinity knows the answer.
Ryas Noa
DECEASED.
A talented witch that seems to be from a different world. Her and her companion, Tenkai, were drawn into the story by running into an injured Trinity and Kazega in the plains north of Altinor on Alidaire. Subduing them with her magical prowess, she learned the truth behind the duo's wary nature and was soon introduced to the Heartless. From that point on, Ryas lent her powers to ridding the Heartless threat. She's a bit of a hot-head and tosses sarcasm around like candy. She appears to be greatly untrusting of her partner, Tenkai, often joking (we think) about the assassin killing her in her sleep. The witch also has a habit of dropping the F-bomb as if she were in a war or something. Her heart appears to be in the right place though.
Knowing what sort of trouble Tenkai might be causing in while in Wonderland, Ryas seeks the assassin out in the White Queen's Castle but is too late. She witnesses Trinity being possessed by a powerful spirit of light and takes up arms to subdue her such that she may come back to her senses, though whether she cares about Tenkai's well-being is left to anyone's guess. Regardless, she is ruthlessly slaughtered by Trinity, the last thing she sees clearly being Trinity helplessly mouth "I'm sorry." With her body in an irreparable state, there is no bringing her back.
Tenkai
OBLITERATED.
A sly assassin that seems to be from another world. After stumbling upon Trinity and Kazega in the plains north of Altinor, her, along with her companion Ryas, were caught up in the plot involving the Heartless. She rather willingly decided to help and wound up finding many truths about the Heartless along the way, fighting a great number of them along with the native monsters of Alidaire. In battle, she is a fierce opponent striking fast as the shadows themselves, never leaving an opening that would end with her falling. She appears to be rather laid-back and carefree in a cool way, taking a pleasure in teasing Ryas.
Oblivious, or maybe not truly so, to the condition Trinity is in, Tenkai provokes Trinity to the point where the keyblade wielder loses control of herself and falls into the possession of a powerful spirit of light that takes great pleasure in having the chance to smite the assassin whom he calls a "denizen of the darkness." Though she plans to fight, she is bound and promptly obliterated by Trinity's most powerful attack, her body and soul both lost to the light forever.
Clara Aimee Linnet
A girl who can play beautiful music with her organ. While traveling the plains with her sister, she encountered Trinity and Kazega, and after defeating them with the help of Ryas and Tenkai, learned the truth behind their rash actions. It was the Heartless. Upon being asked for help, she obliged. From that point on, she supported her new allies with her delicate songs as trial after trial presented themselves to the group. She's very calm and polite with a quiet sense of justice, though she is not afraid to speak up when the time is right.
Ariana Sophia Linnet
Specialist in the ways of green magic. Ariana was traveling across the Dragonscar Plains with her sister, Clara, and wound up running into Trinity and Kazega which resulted in a fight. Wanting to put an end to the two that had attacked her and her sister, she made a move to strike the duo down, but was surprisingly stopped by her sister. When they determined that everyone was to travel together in an attempt to find out the truth behind the Heartless, she put the attack aside and figured it would be best for everyone to get along. Eventually, the journey became too much for her and she fled from the group at the old mansion where the leader of a band of thieves was said to be. She is very protective of her sister, but wasn't one to rush into danger with no worries.
Christina "Chris" Marie Osborne
A wandering psychic who stumbled upon the old mansion in Altinor after hearing about it from Clara's fleeing sister. She prefers to be called Chris, as she stated after running into the group at the mansion, and offered her services to them, for they were in need of more help after Ariana fled. She has a great power over energies and uses the power of the mind to deal damage to the enemies that present themselves before her. Chris has a rather calm attitude, also laid-back, though not as carefree as Tenkai. She seems to be searching for something as she travels...
King Mickey
The king who resides over a different world, he is also able to wield a keyblade. He is a kind, powerful ruler who many respect and admire. He has spent much time dedicated to ridding the universe of the Heartless threat, going to a great many places and worlds and realms--many of which have only been seen in dreams. His travels brought him to Alidaire in search of another keyblade wielder, but wound up meeting her in troubling circumstances. On the brink of death, he was saved by Trinity and the group, but as soon as he was rested, he launched into a brazen assault, putting an end to his attacker, Kalaya. He told the group many things about the Heartless and different worlds, and he also asked Trinity for her help in ridding the worlds of Heartless.
Kalaya
The leader of a band of thieves in Altinor who seems to have gained the ability to control the Heartless and Nobodies. The group ran into her in an old, rundown mansion on the outskirts of Altinor where she was attempting to put an end to King Mickey. Not much is known about her personally, but she is a fright in battle, and it seems as though she is working for someone...someone by the name of 'Drakna.' The group managed to defeat her, but she disappeared into the shadows saying she would be reborn once more.
Aruu
A boy with the ability to wield a keyblade, it seems as though he has sided with the Heartless. Aruu appeared to the group after they fled the Heartless swarm in Altinor and made it to the gates of the Dragonscar Garden. Unfortunately, before they could proceed, they were challenged by this boy, an arrogant, merciless, evil keyblade wielder with power to back up his callous words. Though he possessed great strength, he still met his end at the hands of the warriors of light. He was greatly surprised and promised to get stronger as he faded into the darkness.
Alice
Self-proclaimed dealer of the cards. She showed herself to the group after Aruu's defeat, not interested in fighting at all, but taking care to gaze into the stars. She tried to dissuade the group from their path saying that it was a hopeless endeavor. Her personality is completely objective. She's very straightforward and honest. The woman thinks not much of herself nor anyone else. They are all people to her. Test subjects. She mentions that her little experiments would be more enjoyable if she were a scientist.
Alice appears again soon after the first encounter. In battle, she prooves to bolster the Heartless with her presence, but turns against them as the battle wears on. At the end, she extends a hand to them, offering a chance for them all to join the side of darkness. They refuse and Trinity attacks her, but Alice is much to strong and nearly turns Trinity into a diamond statue. As she leaves, she lets them know that there will always be a place for them in the darkness, and that Drakna will welcome them with open arms.
Donald and Goofy run into this mysterious woman again in Benevolentia. She spouts some nonsense about Trinity's heart being filled with light. Too filled. The duo brush her off easily and she says nothing more.
It seemed Alice was running amok in a world known as Wonderland, confusing the natives and bolstering the Red Queen's power by placing the Heartless under her command. Alice stole the Vorpal Sword to lure the group into a fight where she proved too much for them to handle as she predicted their moves and reacted in a precise manner. She mentioned a lot about the darkness, and also about the light. There's still no telling what she's getting at. She commented that the group was unfit to join Drakna's forces, but whether or not they were still welcome to the side of darkness remains a mystery. Regardless, she brought Trinity back into being and left the Vorpal Sword for the group. She stated the reason for her actions, but there is no telling what her actions truly mean.
High Seraph
An extremely powerful angel that resides on the floating continent of the dead, Amoria. When the group met their ends in the Dragonscar Passageway, the High Seraph summoned them to Heaven's Tower where he then proceeded to give them a simple task which wound up with them getting a second chance at life along with newfound strength. The true motivation behind his actions remains unknown, but it seemed like he just wanted to remind the group of the true power they already possessed.
Donald
Denizen of Disney Castle, he serves as King Mickey's court magician. This brilliant spellcaster has had much experience fighting the Heartless threat and has traveled from world to world with other keyblade wielders in an attempt to stop them from devouring the hearts of those worlds. He and his companion, Goofy, followed the King to Alidaire to help him search for the world's heart so that the King could seal it. He encounters the group in Benevolentia and joins them in an attempt to bring down the Guard Armor Heartless that wreaks havoc on the small town.
Goofy
Denizen of Disney Castle, he serves as King Mickey's guard captain. Goofy chooses the path of a guardian, deigning to wield a shield in battle instead of a sword. Though not the most intelligent being around, the words he speaks from the heart are often rich with a sense of wisdom that is unmatched by any in the many worlds that exist. He, too, has traveled to a great many worlds, fighting alongside keyblade wielders to stop the Heartless and Nobodies. This has given him a great deal of experience and makes him a valuable asset in the fight to stop them permanently. He and his companion, Donald, endeavor now to aid the King in his search for the heart of the world of Alidaire in an attempt seal it.
Alice Kingsley
A beautiful young woman who's from a world of normality and happened to tumble down a rabbit hole which led to a world only seen in her wildest dreams...or were they dreams? She's quirky and curious, though most that know her from her original world would call her 'not quite right in the head', something she believes to be a treasure, for her father was much the same way. She has a great disdain for the formalities of the world and wishes to be free and choose a life that she wants, not settling for what 'might be right.' In the end, she'll be the one to carve her own path of destiny.
Absolem
Blue catepillar that appears to be the wisest of the wise. He is hardly ever seen without his trusty pipe, blowing more than just smoke out into the area. When faced with Alice Kingsley, he said that she was hardly Alice at all, and everyone assumed she was the wrong Alice meaning she wouldn't be the one to slay the Red Queen's Jabberwocky on the Frabjous Day. He seems to know more than he lets on, however...
Cheshire Cat
Extraordinary cat with the capacity to grin. He has amazing powers involving the manipulation of strange mists and can make his body disappear and reappear at will, along with making any number of body parts go missing, such as when he caused all of his body to disappear except for his trademark grin eliciting a response from Alice Kingsley: I've definitely seen a cat without a grin, but never have I seen a grin without a cat. His original intent was to merely watch as the Heartless attacked the 'wrong Alice', but joined the effort to vanquish them upon Trinity's questioning. He says he believes that Alice Kingsley is the right Alice after all, but is this true?
The Dormouse
Skeptical, brazen dormouse that uses a push pin as a weapon, mainly to jab into the eyeballs of her foes. After being approached by Alice, Dealer of the Cards, she had no question that she was the right Alice...for some reason. No matter what anyone said to her, she was firm in her decision of what to believe. However, there's no telling what she thought as the Red Queen's card soldiers escorted her away to the Red Queen's castle against her will.
The White Queen
Pacifist monarch and rightful ruler of Underland. She lost her crown to her sister, the Red Queen, who now rules over Underland with the Jabberwocky under her control. Not content with what her precious land has become, she now awaits her own champion as foretold, for it is that very champion that will take the Vorpal Sword and slay the Red Queen's champion, the Jabberwocky, on the Frabjous Day. In the meantime, she does her best to give shelter to the Underlanders, providing a home for those who have already lost theirs.
Last edited by Masquerade on Thu Mar 26, 2015 11:04 am; edited 8 times in total
Re: Tales of Alidaire: Heart of the World Profiles
~ H E A R T L E S S ~
Shadow
One of the weakest of the many types of Heartless. It is a basic Heartless resembling a frog in some ways, though it also looks slightly humanoid as well, with bulging solid yellow eyes and crinkly antennae. It has the ability to melt into a ground to form a silhouette and likes to travel behind their prey, rising up to attack with their claws. Though weak, they are still a great threat to those without a keyblade.
Solider
A type of Heartless that resembles a noble knight. It is far from noble, however, and fights erratically with sharp claws in battle. It's movements are jerky and hard to read, but they tend to miss a lot due to their reckless attacks.
Darkside
An immensely large Heartless able to summon Shadows. This Heartless is very slow-moving and prefers to remain stationary in battle, calling upon weaker Heartless to distract enemies while it unleashes powerful attacks from its position.
Search Ghost
Spooky apparition. This Heartless takes the form of a ghost with no feet. It has wide yellow eyes, but one is popped out of its socket, held dangling by a silver chain. It uses its good eye to search for prey. The hands it possesses are not attached to the Heartless, so it is free to detach them to execute seemingly impossible combination attacks with them.
Hook Bat
Flying Heartless that takes the form of a bat. The Hook Bat flies through the air and lashes out at prey with the red hook that is attached to the bottom of its body. It also possesses the ability to assault prey with ultrasonic waves.
Driller Mole
A small drill-toy in the shape of a mole. It attacks by digging underground stealthily and sneaking up on their prey by resurfacing behind them, a tactic similar to the one Shadows employ when they battle. When on the ground, it rolls around using the two wheels it possesses in place of normal legs.
Wight Knight
A type of Heartless that is very reminiscent of a mummy. It has a skeletal figure that's wrapped in patches of white gauze bandages, save for a gap in the covering on the head revealing a single yellow eye. In battle, it uses particularly quick strikes and is very agile and difficult to hit making it a formidable opponent.
Guard Armor
Giant Heartless composed of several pieces: the Armored Torso, Gauntlets, and Hammerlegs. None of the parts are directly connected, but after taking substantial damage, the pieces break apart and start attacking individually instead of in a focused pattern.
Large Body
A rather powerful Heartless, it is protected by a huge belly which is able to deflect all frontal attacks with ease making it only possible to damage it from the sides and back with physical attack. Certain ranged attacks and magic deal damage no matter what. It overwhelms enemies with sheer physical force, and when low on health, will start charging about tenaciously to destroy the intended target.
Red Nocturne
A floating, red, magic-casting Heartless. These little oddities specialize in unleashing fire magic in the form of missiles, and when desperate, large jets of flames that spew out in many directions. They hit hard with their magic, but they have very little health. They're fairly resistant to magic as a whole, save for Ice elemental magic, so don't be shy about unleashing brutal physical combination attacks on them!
Trickmaster
A Heartless that was born to entertain. Carrying around a couple of batons to juggle, it is capable of lighting said batons on fire to make its attacks far more dangerous. Upon ignition, it can shoot fireballs in quick succession whose power is amplified by the Heartless's affinity with fire. However, should one not find its act to be great enough, simply cast Water or Ice on it to put its flames out. Enough of such magic might be able to put this Heartless out of business for good.
Shadow
One of the weakest of the many types of Heartless. It is a basic Heartless resembling a frog in some ways, though it also looks slightly humanoid as well, with bulging solid yellow eyes and crinkly antennae. It has the ability to melt into a ground to form a silhouette and likes to travel behind their prey, rising up to attack with their claws. Though weak, they are still a great threat to those without a keyblade.
Solider
A type of Heartless that resembles a noble knight. It is far from noble, however, and fights erratically with sharp claws in battle. It's movements are jerky and hard to read, but they tend to miss a lot due to their reckless attacks.
Darkside
An immensely large Heartless able to summon Shadows. This Heartless is very slow-moving and prefers to remain stationary in battle, calling upon weaker Heartless to distract enemies while it unleashes powerful attacks from its position.
Search Ghost
Spooky apparition. This Heartless takes the form of a ghost with no feet. It has wide yellow eyes, but one is popped out of its socket, held dangling by a silver chain. It uses its good eye to search for prey. The hands it possesses are not attached to the Heartless, so it is free to detach them to execute seemingly impossible combination attacks with them.
Hook Bat
Flying Heartless that takes the form of a bat. The Hook Bat flies through the air and lashes out at prey with the red hook that is attached to the bottom of its body. It also possesses the ability to assault prey with ultrasonic waves.
Driller Mole
A small drill-toy in the shape of a mole. It attacks by digging underground stealthily and sneaking up on their prey by resurfacing behind them, a tactic similar to the one Shadows employ when they battle. When on the ground, it rolls around using the two wheels it possesses in place of normal legs.
Wight Knight
A type of Heartless that is very reminiscent of a mummy. It has a skeletal figure that's wrapped in patches of white gauze bandages, save for a gap in the covering on the head revealing a single yellow eye. In battle, it uses particularly quick strikes and is very agile and difficult to hit making it a formidable opponent.
Guard Armor
Giant Heartless composed of several pieces: the Armored Torso, Gauntlets, and Hammerlegs. None of the parts are directly connected, but after taking substantial damage, the pieces break apart and start attacking individually instead of in a focused pattern.
Large Body
A rather powerful Heartless, it is protected by a huge belly which is able to deflect all frontal attacks with ease making it only possible to damage it from the sides and back with physical attack. Certain ranged attacks and magic deal damage no matter what. It overwhelms enemies with sheer physical force, and when low on health, will start charging about tenaciously to destroy the intended target.
Red Nocturne
A floating, red, magic-casting Heartless. These little oddities specialize in unleashing fire magic in the form of missiles, and when desperate, large jets of flames that spew out in many directions. They hit hard with their magic, but they have very little health. They're fairly resistant to magic as a whole, save for Ice elemental magic, so don't be shy about unleashing brutal physical combination attacks on them!
Trickmaster
A Heartless that was born to entertain. Carrying around a couple of batons to juggle, it is capable of lighting said batons on fire to make its attacks far more dangerous. Upon ignition, it can shoot fireballs in quick succession whose power is amplified by the Heartless's affinity with fire. However, should one not find its act to be great enough, simply cast Water or Ice on it to put its flames out. Enough of such magic might be able to put this Heartless out of business for good.
Last edited by Masquerade on Sun Jun 24, 2012 7:16 pm; edited 3 times in total
Re: Tales of Alidaire: Heart of the World Profiles
~ M A P S ~
Alidaire
+Altinor
>Town
---Town Square
---Item Shop
---Weapon Shop
---Noble's District Plaza
>Old Mansion
---Foyer
---Ruined Room
+Dragonscar Plains
---Grove of Tranquility
+Dragonscar Garden
---Entrance
---Death Row
---Pinnacle of Royalty
---End's Remnants
+Dragonscar Passageway
---Entrance (Altinor Side)/Exit
---Rocky Mediation
---Uncharted Tunnel
---Trivial Lightshow
---Farther Into Darkness
---Small Room
---Exit/Entrance (Benevolentia Side)
+Benevolentia
---Town Square
---Inn
+Heaven's Tower
---Pinnacle of Divinity
Wonderland
+Rabbit Hole
---Bizarre Room
+Mushroom Forest
---Absolem's Spot
+Dead Plains
---Marmoreal's Reach
---Deserted Path
---Crossroads
+White Queen's Castle
---Entrance Path
---Main Entrance Hall
---West Wing
---Audience Chamber
---Tower
---Piano Room
---Kitchen
Alidaire
+Altinor
>Town
---Town Square
---Item Shop
---Weapon Shop
---Noble's District Plaza
>Old Mansion
---Foyer
---Ruined Room
+Dragonscar Plains
---Grove of Tranquility
+Dragonscar Garden
---Entrance
---Death Row
---Pinnacle of Royalty
---End's Remnants
+Dragonscar Passageway
---Entrance (Altinor Side)/Exit
---Rocky Mediation
---Uncharted Tunnel
---Trivial Lightshow
---Farther Into Darkness
---Small Room
---Exit/Entrance (Benevolentia Side)
+Benevolentia
---Town Square
---Inn
+Heaven's Tower
---Pinnacle of Divinity
Wonderland
+Rabbit Hole
---Bizarre Room
+Mushroom Forest
---Absolem's Spot
+Dead Plains
---Marmoreal's Reach
---Deserted Path
---Crossroads
+White Queen's Castle
---Entrance Path
---Main Entrance Hall
---West Wing
---Audience Chamber
---Tower
---Piano Room
---Kitchen
Last edited by Masquerade on Sun Jun 24, 2012 7:20 pm; edited 9 times in total
Re: Tales of Alidaire: Heart of the World Profiles
Name: Trinity Heart
Gender: Female
Age: 24
Level: 18
Next Level: 34/81
Appearance:
Profession: Keyblade Knight - A rather experienced warrior chosen by destiny to wield the legendary keyblade that holds strong to the virtues of light in order to vanquish the Heartless threat. (Synch Blade)(Resist Light)(Vulnerable Dark)(Basic Attacks +1)
Weapon: Paradox Veil - Misty keyblade with a violet cloud motif, the very guard of the weapon itself is nothing but pure mist. (Added Effect: Confusion)
Weapon: Bone Tremble - A keyblade made completely from bone, its dense skeletal body is perfect for bashing while the three fanned out, pointed bones at the end leave the enemy bloodied up. (Added Effect: Bleeding)
Armor: Party Dress - HAPPY UNBIRTHDAY!! Here's a beautiful violet dress with light violet bows adorned upon it to wear to the party! (Immune Confusion/Charm/Mesmerize)
Accessory: Funeral Bouquet (MP+5)
A-Ability: Heart Release:
+Sonic Rave: With keyblade outstretched, the user lunges into the enemy multiple times from different directions. 100% Atk Dmg. Range: 3 cells. 4 hits. 10 MP.
+Fira: Summons decently-sized column of flame around an enemy which spreads out in a plus-shaped pattern as it dissipates. 125% Int Dmg. Range: 3 cells; all cells adjacent to target. 10 MP. Fire elemental.
+Strike Raid: Hurls the keyblade at a faraway enemy several times and finishes with a powerful, two-handed throw. 120% Atk Dmg. Range: 5 cells. 4 hits. 14 MP.
+Blizzara: Hurls a large chunk of ice in a straight line at an enemy. 140% Int Dmg. Range: 6 cells. 12 MP. Ice elemental.
+Ars Arcanum: Unleashes a devastating flurry of blows upon the enemy followed up by even stronger bashes finishing with a backflip slash followed immediately with a wide horizontal slash. 100% Atk Dmg. Range: Adjacent cell. 13 hits. 30 MP.
+Thunder: Evokes lightning to come crash down to strike an unaware enemy. 120% Int Dmg. Range: 3 cells. 8 MP. Lightning elemental.
+Ragnarok: A flurry of air combos that ends with a laser burst. 100% Atk Dmg. Range: 2 cells. 16 hits. Deals double damage to flying creatures. 38 MP. Light elemental.
+Cura: Conjures a solitary bell above a target, but as it rings, it pours sparkles of light over the target and those around it to alleviate the wounded of their injuries. 160% Int HP recovered. Range: 3 cells; all cells adjacent to target. 18 MP.
+Gravity: Forms a ball of condensed gravity over the enemy causing it to be flattened under the ball's oppressive force. 25% Max HP Dmg. Range: 3 cells. 10 MP.
+Ultima: Green light surges through the area that scathes the skin and injures the internal organs of those this spell is used against leaving the enemy barely functional. 180% Int Dmg. Range: All enemies. 24 MP.
A-Ability: Virtuous Light:
+Guard: Holds both weapons in an "X" formation to block incoming attacks. Range: Self only. Halves all damage next turn. 8 MP.
+Light: Summons light mana particles to form a laser to blast through an enemy. 160% Int Dmg. Range: 3 cells. 12 MP. Light elemental.
+Promise: Slashes the air sending out blades of blinding light to slash a faraway enemy leaving it dazzled by the luminance. 80% Atk Dmg. Range: 4 cells. 5 hits. Chance of Blind. 14 MP. Light elemental.
+Expanse: Unleashes shockwave of light that buffets nearby enemies and causes them to lose their balance, effectively affecting their defenses and agility. Lowers target DEF, SPR, and Evasion by 10% for 5 turns. Range: 3 cell radius. 14 MP.
R-Ability: Explosion - When attacked physically from an adjacent cell, the user releases orbs of power to surround the user and explode, dealing 80% Piercing Int Dmg to all surrounding enemies.
S-Ability: Destiny's Favor - When MP reaches an unusable amount, MP is recovered to full. Can only be used once per battle.
D-Ability: Trinity Limit (Holy) - Drawing upon the strength of allies, causes the keyblade to become enshrouded in a brilliant light with which the user evokes to fire a concentrated beam of pure strength at the enemy. Deals 200% Piercing Holy Int damage to an enemy up to 6 cells away and 100% Piercing Holy Int damage to all enemies who are in the line of fire.
Stats:
HP: 85
MP: 50 (+5 from Funeral Bouquet)
Atk: 15 (+4 from Paradox Veil)(+4 from Bone Tremble)
Def: 12 (+4 from Party Dress)
Int: 11 (+6 from Paradox Veil)(+1 from Bone Tremble)(+2 from Party Dress)
Spr: 10 (+4 from Party Dress)
Movement: 2 cells (+1 from Keyblade Knight profession)
Skill Points: 0
Gender: Female
Age: 24
Level: 18
Next Level: 34/81
Appearance:
- Spoiler:
Profession: Keyblade Knight - A rather experienced warrior chosen by destiny to wield the legendary keyblade that holds strong to the virtues of light in order to vanquish the Heartless threat. (Synch Blade)(Resist Light)(Vulnerable Dark)(Basic Attacks +1)
- Spoiler:
- Keyblade Wielder - The one who claims this profession was chosen by the keyblade to rid the worlds of Heartless and all who would do harm to the hearts of the worlds. (Not in use)
Weapon: Paradox Veil - Misty keyblade with a violet cloud motif, the very guard of the weapon itself is nothing but pure mist. (Added Effect: Confusion)
Weapon: Bone Tremble - A keyblade made completely from bone, its dense skeletal body is perfect for bashing while the three fanned out, pointed bones at the end leave the enemy bloodied up. (Added Effect: Bleeding)
Armor: Party Dress - HAPPY UNBIRTHDAY!! Here's a beautiful violet dress with light violet bows adorned upon it to wear to the party! (Immune Confusion/Charm/Mesmerize)
Accessory: Funeral Bouquet (MP+5)
A-Ability: Heart Release:
+Sonic Rave: With keyblade outstretched, the user lunges into the enemy multiple times from different directions. 100% Atk Dmg. Range: 3 cells. 4 hits. 10 MP.
+Fira: Summons decently-sized column of flame around an enemy which spreads out in a plus-shaped pattern as it dissipates. 125% Int Dmg. Range: 3 cells; all cells adjacent to target. 10 MP. Fire elemental.
+Strike Raid: Hurls the keyblade at a faraway enemy several times and finishes with a powerful, two-handed throw. 120% Atk Dmg. Range: 5 cells. 4 hits. 14 MP.
+Blizzara: Hurls a large chunk of ice in a straight line at an enemy. 140% Int Dmg. Range: 6 cells. 12 MP. Ice elemental.
+Ars Arcanum: Unleashes a devastating flurry of blows upon the enemy followed up by even stronger bashes finishing with a backflip slash followed immediately with a wide horizontal slash. 100% Atk Dmg. Range: Adjacent cell. 13 hits. 30 MP.
+Thunder: Evokes lightning to come crash down to strike an unaware enemy. 120% Int Dmg. Range: 3 cells. 8 MP. Lightning elemental.
+Ragnarok: A flurry of air combos that ends with a laser burst. 100% Atk Dmg. Range: 2 cells. 16 hits. Deals double damage to flying creatures. 38 MP. Light elemental.
+Cura: Conjures a solitary bell above a target, but as it rings, it pours sparkles of light over the target and those around it to alleviate the wounded of their injuries. 160% Int HP recovered. Range: 3 cells; all cells adjacent to target. 18 MP.
+Gravity: Forms a ball of condensed gravity over the enemy causing it to be flattened under the ball's oppressive force. 25% Max HP Dmg. Range: 3 cells. 10 MP.
+Ultima: Green light surges through the area that scathes the skin and injures the internal organs of those this spell is used against leaving the enemy barely functional. 180% Int Dmg. Range: All enemies. 24 MP.
A-Ability: Virtuous Light:
+Guard: Holds both weapons in an "X" formation to block incoming attacks. Range: Self only. Halves all damage next turn. 8 MP.
+Light: Summons light mana particles to form a laser to blast through an enemy. 160% Int Dmg. Range: 3 cells. 12 MP. Light elemental.
+Promise: Slashes the air sending out blades of blinding light to slash a faraway enemy leaving it dazzled by the luminance. 80% Atk Dmg. Range: 4 cells. 5 hits. Chance of Blind. 14 MP. Light elemental.
+Expanse: Unleashes shockwave of light that buffets nearby enemies and causes them to lose their balance, effectively affecting their defenses and agility. Lowers target DEF, SPR, and Evasion by 10% for 5 turns. Range: 3 cell radius. 14 MP.
R-Ability: Explosion - When attacked physically from an adjacent cell, the user releases orbs of power to surround the user and explode, dealing 80% Piercing Int Dmg to all surrounding enemies.
S-Ability: Destiny's Favor - When MP reaches an unusable amount, MP is recovered to full. Can only be used once per battle.
D-Ability: Trinity Limit (Holy) - Drawing upon the strength of allies, causes the keyblade to become enshrouded in a brilliant light with which the user evokes to fire a concentrated beam of pure strength at the enemy. Deals 200% Piercing Holy Int damage to an enemy up to 6 cells away and 100% Piercing Holy Int damage to all enemies who are in the line of fire.
Stats:
HP: 85
MP: 50 (+5 from Funeral Bouquet)
Atk: 15 (+4 from Paradox Veil)(+4 from Bone Tremble)
Def: 12 (+4 from Party Dress)
Int: 11 (+6 from Paradox Veil)(+1 from Bone Tremble)(+2 from Party Dress)
Spr: 10 (+4 from Party Dress)
Movement: 2 cells (+1 from Keyblade Knight profession)
Skill Points: 0
Last edited by Masquerade on Wed Jun 12, 2013 9:41 pm; edited 10 times in total
Re: Tales of Alidaire: Heart of the World Profiles
Name: Kazega Fukimasu
Gender: Female
Age: ?
Level: 17
Next Level: 78/81
Appearance:
Profession: Wind Maiden - With the wind at her command, the one who claims this profession glissades across the battlefield devastating the enemy with horrid gales. (Resist Wind)(Resist Lightning)(Vulnerable Water)(Basic Attacks +1)
Weapon: Hidden Peace - Beautiful pair of white fans that have an abysmal feel to them, luring those who look within to a realm of eternal tranquility. (2 hits)(Range: 3 cells)(Target DEF -5% per hit [Stack: 3])
Armor: Courtyard Dream - I stole some of those beautiful light pink leaves from the trees at the sides of the main path towards the castle, so don't tell the White Queen. (Immune Sleep)
Accessory: Vorpal Chain - Long, metallic chain designed to restrain the powers of the Vorpal Sword. (Immune Instant Death)
A-Ability: Eloquent Zephyr:
+Power Slice: Focuses all strength into one arm and delivers a powerful slicing attack to an enemy with a fan. 120% Atk Dmg. Range: Adjacent cell. 6 MP.
+Aerora: Evokes a powerful wind to rattle the target and any surrounding enemies. 225% Int Dmg. Range: 3 cells ([|] shape.) 24 MP. Wind elemental.
+Wind Merge: The user's body transforms into wind allowing for amazing mobility across the battlefield. Doubles Movement for 3 turns. Range: Self only. 12 MP.
+Skyward Ascension: Turns one fan rapidly causing it to slice the enemy over and over again lifting it slowly into the air and then switches fans dealing out even more hits with the other one and lifting the enemy even higher. 120% Atk Dmg. Range: Adjacent cell. 8 hits. 20 MP.
+Relaxing Breeze: Calls forth a cool, refreshing breeze to blow across the field placing all enemies at rest and lowering their defenses. 110% Int Dmg. Range: All enemies. Reduces DEF of all targets by 25%. 16 MP. Wind elemental.
+Strengthening Zone: Surrounds self with a magical blanket of wind that pumps wind mana into the muscles of the body causing an increase in physical strength. Range: Self only. Increases ATK by 40% for 3 turns. 8 MP.
+The End: Jumps high into the air and hurls weapons at the target along with copies of the weapons created from the wind that all swarm around and slash the enemy repeatedly. 200% Atk Dmg. Range: 3 cells. 16 MP. Wind elemental.
+Tornado: Summons the strongest of winds to gather to former an enormous tornado to batter the enemy. Lowers target's HP to 1. Range: 3 cells. 48 MP. Wind elemental.
+Meditation Zone: Shrouds self in a veil of refreshing wind that soothes the mind and keeps the body energized. Range: Self only. Increases INT by 40%. Gains Regen status. 12 MP.
+Maelstrom: Draws a circle in the air with a fan then causes it to expand suddenly and release an enormous gale of concentrated wind that surges across the entire length of the battlefield shredding all enemies who get in the way. 220% Int Dmg. Range: 3 adjacent rows/columns. 72 MP. Wind elemental.
A-Ability: Gale Manipulation:
+Verdant Squall: Shakes the very air and causes blades of wind mana to become dislodged which the user sends flying at the target. 130% Int Dmg. Range: 4 cells. 6 hits. 16 MP. Wind elemental.
+Harrowing Gale: Lunges through an enemy with weapon outstretched, then leaps upwards causing a gust to rise from the ground to strike the enemy. 120% Atk Dmg for lunge. 120% Int Dmg for gust. Range: 2 cells. 2 hits. Gust has a high critical hit chance. 16 MP. Wind elemental.
+Deadly Orbit: Launches self into the air before becoming one with the wind allowing the user to fly towards a target, circling it while hurling fans coated in wind mana at the target. 90% Atk Dmg. Range: 6 cells. 14 hits. 22 MP. Wind elemental.
+Wind Trap: Swings fans to guide the gales to bend and morph forming a sphere around an enemy that pushes the enemy back to its original position should it attempt to leave, trapping it there. No damage. Range: Single enemy. Chance of Immobilize. 8 MP.
R-Ability: Tempestuous Scorn - When attacked physically from an adjacent cell, counterattacks the enemy by craftily leaping behind them and slashing at their back dealing a critical hit. All surrounding enemies also fall prey to the user's anger.
S-Ability: Force Repulsion - There is a 100% chance that an enemy trying to occupy a cell surrounding the user will be blown back 3 cells by the fiercest of winds.
D-Ability: Dancing Tempest (Wind) - Becomes as light as the wind and elegantly moves forward only to disappear and begin to unleash an onslaught upon the enemy with myriad slashes from the user's weapon, each imbued with the power of the wind with which the user utilizes to form a horrid gust that slashes the enemy as a finishing blow. Deals 200% Piercing Wind Int damage to an enemy up to 3 cells away.
Stats:
HP: 60 (+15 from Vorpal Chain)
MP: 75
Atk: 15 (+5 from Hidden Peace)
Def: 7 (+4 from Courtyard Dream)(+3 from Vorpal Chain)
Int: 13 (+5 from Hidden Peace)
Spr: 9 (+6 from Courtyard Dream)
Movement: 2 cells (+2 from Wind Maiden profession)
Skill Points: 1
Gender: Female
Age: ?
Level: 17
Next Level: 78/81
Appearance:
- Spoiler:
Profession: Wind Maiden - With the wind at her command, the one who claims this profession glissades across the battlefield devastating the enemy with horrid gales. (Resist Wind)(Resist Lightning)(Vulnerable Water)(Basic Attacks +1)
Weapon: Hidden Peace - Beautiful pair of white fans that have an abysmal feel to them, luring those who look within to a realm of eternal tranquility. (2 hits)(Range: 3 cells)(Target DEF -5% per hit [Stack: 3])
Armor: Courtyard Dream - I stole some of those beautiful light pink leaves from the trees at the sides of the main path towards the castle, so don't tell the White Queen. (Immune Sleep)
Accessory: Vorpal Chain - Long, metallic chain designed to restrain the powers of the Vorpal Sword. (Immune Instant Death)
A-Ability: Eloquent Zephyr:
+Power Slice: Focuses all strength into one arm and delivers a powerful slicing attack to an enemy with a fan. 120% Atk Dmg. Range: Adjacent cell. 6 MP.
+Aerora: Evokes a powerful wind to rattle the target and any surrounding enemies. 225% Int Dmg. Range: 3 cells ([|] shape.) 24 MP. Wind elemental.
+Wind Merge: The user's body transforms into wind allowing for amazing mobility across the battlefield. Doubles Movement for 3 turns. Range: Self only. 12 MP.
+Skyward Ascension: Turns one fan rapidly causing it to slice the enemy over and over again lifting it slowly into the air and then switches fans dealing out even more hits with the other one and lifting the enemy even higher. 120% Atk Dmg. Range: Adjacent cell. 8 hits. 20 MP.
+Relaxing Breeze: Calls forth a cool, refreshing breeze to blow across the field placing all enemies at rest and lowering their defenses. 110% Int Dmg. Range: All enemies. Reduces DEF of all targets by 25%. 16 MP. Wind elemental.
+Strengthening Zone: Surrounds self with a magical blanket of wind that pumps wind mana into the muscles of the body causing an increase in physical strength. Range: Self only. Increases ATK by 40% for 3 turns. 8 MP.
+The End: Jumps high into the air and hurls weapons at the target along with copies of the weapons created from the wind that all swarm around and slash the enemy repeatedly. 200% Atk Dmg. Range: 3 cells. 16 MP. Wind elemental.
+Tornado: Summons the strongest of winds to gather to former an enormous tornado to batter the enemy. Lowers target's HP to 1. Range: 3 cells. 48 MP. Wind elemental.
+Meditation Zone: Shrouds self in a veil of refreshing wind that soothes the mind and keeps the body energized. Range: Self only. Increases INT by 40%. Gains Regen status. 12 MP.
+Maelstrom: Draws a circle in the air with a fan then causes it to expand suddenly and release an enormous gale of concentrated wind that surges across the entire length of the battlefield shredding all enemies who get in the way. 220% Int Dmg. Range: 3 adjacent rows/columns. 72 MP. Wind elemental.
A-Ability: Gale Manipulation:
+Verdant Squall: Shakes the very air and causes blades of wind mana to become dislodged which the user sends flying at the target. 130% Int Dmg. Range: 4 cells. 6 hits. 16 MP. Wind elemental.
+Harrowing Gale: Lunges through an enemy with weapon outstretched, then leaps upwards causing a gust to rise from the ground to strike the enemy. 120% Atk Dmg for lunge. 120% Int Dmg for gust. Range: 2 cells. 2 hits. Gust has a high critical hit chance. 16 MP. Wind elemental.
+Deadly Orbit: Launches self into the air before becoming one with the wind allowing the user to fly towards a target, circling it while hurling fans coated in wind mana at the target. 90% Atk Dmg. Range: 6 cells. 14 hits. 22 MP. Wind elemental.
+Wind Trap: Swings fans to guide the gales to bend and morph forming a sphere around an enemy that pushes the enemy back to its original position should it attempt to leave, trapping it there. No damage. Range: Single enemy. Chance of Immobilize. 8 MP.
R-Ability: Tempestuous Scorn - When attacked physically from an adjacent cell, counterattacks the enemy by craftily leaping behind them and slashing at their back dealing a critical hit. All surrounding enemies also fall prey to the user's anger.
S-Ability: Force Repulsion - There is a 100% chance that an enemy trying to occupy a cell surrounding the user will be blown back 3 cells by the fiercest of winds.
D-Ability: Dancing Tempest (Wind) - Becomes as light as the wind and elegantly moves forward only to disappear and begin to unleash an onslaught upon the enemy with myriad slashes from the user's weapon, each imbued with the power of the wind with which the user utilizes to form a horrid gust that slashes the enemy as a finishing blow. Deals 200% Piercing Wind Int damage to an enemy up to 3 cells away.
Stats:
HP: 60 (+15 from Vorpal Chain)
MP: 75
Atk: 15 (+5 from Hidden Peace)
Def: 7 (+4 from Courtyard Dream)(+3 from Vorpal Chain)
Int: 13 (+5 from Hidden Peace)
Spr: 9 (+6 from Courtyard Dream)
Movement: 2 cells (+2 from Wind Maiden profession)
Skill Points: 1
Last edited by Masquerade on Sat Apr 04, 2015 6:20 pm; edited 12 times in total
Re: Tales of Alidaire: Heart of the World Profiles
Name: Clara Aimee Linnet
Age: 17
Gender: Female
Appearance:
Level: 18
Exp: 74/81
Weapon: Enchantment- Amazing organ made with wood dyed dark violet in hue. When summoned, it always appears with floating lit candles and a strange mist that surrounds the instrument. (Damage: Int-based) (Range: All Enemies) (+15% Evasion)
Armor: Melody's Sway- Elegant white gown that goes down to just barely caress the floor, black musical notes can be found upon the front as a design denoting a classy musician.
Accessory: Golden Crown- An interesting antique crown made of gold. (Immune Immobilize)
A-Ability: Enlightened Melodies
+Reign of Rest – Silences all sound for a brief moment before playing a beautiful melody which revitalizes the target. 120% Int HP Recovery. Target recovers 5% Max HP for Three Turns following the initial healing. Range: 6 Cells. 12 MP.
+Mana Medley – Forms a mash-up of harmonious tunes that revitalize the user and spur her forward with further inspiration. 80% Int MP Recovery. Range: Self. 10 MP.
+Gliss of Protection – The user plays a gliss of unprecedented proportions that causes a barrier of solid light to rise up around her and her allies. No Damage. Bestows Protect. Range: All Allies. 24 MP.
+Spiritual Chords – The user begins to play, but not only is her piano heard; rather the heavens begin to play along with her, dousing her and her allies in an aura of light. No Damage. Bestows Shell. Range: All Allies. 24 MP.
+Healing Requiem – The user's tones soothe the heavens above causing a warm light to wrap around her and her allies, healing their wounds. 100% Int HP Recovery. Range: All Allies. 20 MP.
+Revitalizing Rhapsody – The user's tones create small sparks of light that surround her and her allies, slowly revitalizing their energies. No Damage. Bestows Regen. Bestows MP Regen. Range: All Allies. 36 MP.
+Hymn of Resurrection – Strikes upon the keys a passionate tune which pleads with the heavens and fate itself to rethink the destiny of a fallen comrade and breathe life into them once more. No Damage. Revives the target with 20% Max HP. Range: 6 Cells. 28 MP.
A-Ability: Harmonious Underscore
+Prelude of Light – Begins playing with great fervor causing light to gather around the user and those nearby to strengthen them briefly. No Damage. +20% Damage Output for Five Turns. Range: Self + Adjacent Cells. 12 MP. Light Elemental.
+Grand Triad – Plays several tonal clusters which predominately contain three steely chords which conjure a powerful protection around the target. No Damage. -10% Damage Input for Three Turns. Reduces Critical Hit Damage taken by 20% for Three Turns. Range: 4 Cells. 10 MP.
A-Ability: Life's Compositions *LOCKED*
A-Ability: Music of the Heart *LOCKED*
R-Ability:
+Rhythm of Life – Whenever a foe defeats an Ally, Clara revives them with 20% HP, when the foe in question is defeated.
S-Ability:
+Sound of Music I – If Clara used an ability from Enlightened Melodies the turn before she died, she gets revived with 50% HP.
D-Ability:
+Unwavering Resolve – Strikes a beautiful melody upon the organ that causes light within the hearts of those that hear it to burn stronger than ever before, releasing the full potential of the heart in a single glorious beam of light. 200% Pierce Int Damage. Half Damage to those in the way. Range: Straight Line. 0 MP. Light Elemental.
Stats:
HP: 45
MP: 75
Atk: 6
Def: 13 (+3 from Melody's Sway) (+2 from Golden Crown)
Int: 16 (+6 from Enchantment)
Spr: 14 (+7 from Melody's Sway) (+3 from Enchantment)
Move: 2 cells (-2 from Accompanist profession)
Skill Points: 0
Age: 17
Gender: Female
Appearance:
- Spoiler:
- A beautiful young woman poised at an elegant grand piano, her eyes on lengthy pieces of sheet music. Ivory keys gently tapped by dainty fingers, blue-green eyes focused intently on the notes she played. Wavy honey-colored hair fell to her upper back, meeting a black silk dress that very nicely showed off her curves. More notes fell upon the air around her, drifting off...
- Spoiler:
- Organist- Fingers dancing across the keys, the one who claims this profession supports her allies from afar with beautiful melodies composed on the organ. (Equip: Organs)
Faithful Composer- She has found that which she was missing: Her reason to fight. Using that as inspiration for the most masterfully crafted melodies in the existence of all worlds, the one who claims this profession creates pure musical genius with each stroke of a key. (Resist Light) (Resist Dark) (Liberated) (Virtuoso) (+2 Basic Attacks) (Equip: Organs)
Princess of Heart- A truth revealed. In the haze of the past, the truth of one's origin is brought to light. Born as one of the few souls in this universe without a trace of darkness within their heart, the one who claims this profession takes her title and newfound power to aid in the protection of not only the innocent but all worlds as well. (Absorb Light) (Null Dark) (Virtuoso) (Liberated) (+3 Basic Attacks) (Equip: Organs)
Virtuoso: The user is so gifted with her musical talents that the effects of her music can be felt long after she has stopped playing. Increases the duration of effects bestowed/inflicted by the user's skills by Two Turns.
Liberated: The user can summon her weapon at any time and thus is able to move around the field.
Level: 18
Exp: 74/81
Weapon: Enchantment- Amazing organ made with wood dyed dark violet in hue. When summoned, it always appears with floating lit candles and a strange mist that surrounds the instrument. (Damage: Int-based) (Range: All Enemies) (+15% Evasion)
Armor: Melody's Sway- Elegant white gown that goes down to just barely caress the floor, black musical notes can be found upon the front as a design denoting a classy musician.
Accessory: Golden Crown- An interesting antique crown made of gold. (Immune Immobilize)
A-Ability: Enlightened Melodies
- Spoiler:
- +Safeguard Pulse – Strikes a single chord causing a barrier of light to manifest around the user and then surge outwards to push those surrounding the user away. No Damage. Pushes Targets 4 Cells Away. Range: Surrounding Cells. ? MP.
---Fine Conclusion – Quickly plays another set of chords before striking the same chord originally played causing individual beams of light to fire at the targets previously disrupted by the user's melody. 100% Int Damage. Hits knocked away targets only. Range: Set. ? MP. Light Elemental.
+Reign of Rest – Silences all sound for a brief moment before playing a beautiful melody which revitalizes the target. 120% Int HP Recovery. Target recovers 5% Max HP for Three Turns following the initial healing. Range: 6 Cells. 12 MP.
+Mana Medley – Forms a mash-up of harmonious tunes that revitalize the user and spur her forward with further inspiration. 80% Int MP Recovery. Range: Self. 10 MP.
+Gliss of Protection – The user plays a gliss of unprecedented proportions that causes a barrier of solid light to rise up around her and her allies. No Damage. Bestows Protect. Range: All Allies. 24 MP.
+Spiritual Chords – The user begins to play, but not only is her piano heard; rather the heavens begin to play along with her, dousing her and her allies in an aura of light. No Damage. Bestows Shell. Range: All Allies. 24 MP.
+Healing Requiem – The user's tones soothe the heavens above causing a warm light to wrap around her and her allies, healing their wounds. 100% Int HP Recovery. Range: All Allies. 20 MP.
+Revitalizing Rhapsody – The user's tones create small sparks of light that surround her and her allies, slowly revitalizing their energies. No Damage. Bestows Regen. Bestows MP Regen. Range: All Allies. 36 MP.
+Hymn of Resurrection – Strikes upon the keys a passionate tune which pleads with the heavens and fate itself to rethink the destiny of a fallen comrade and breathe life into them once more. No Damage. Revives the target with 20% Max HP. Range: 6 Cells. 28 MP.
A-Ability: Harmonious Underscore
+Prelude of Light – Begins playing with great fervor causing light to gather around the user and those nearby to strengthen them briefly. No Damage. +20% Damage Output for Five Turns. Range: Self + Adjacent Cells. 12 MP. Light Elemental.
+Grand Triad – Plays several tonal clusters which predominately contain three steely chords which conjure a powerful protection around the target. No Damage. -10% Damage Input for Three Turns. Reduces Critical Hit Damage taken by 20% for Three Turns. Range: 4 Cells. 10 MP.
- Spoiler:
- +Addition – Conjures forth inspiration from the target's way of battle to play a tune focused on adding a little flourish to their innate powers. No Damage. Bestows Addition for Three Turns. Addition: Any attack the afflicted uses that targets enemies gains an extra hit which deals damage equivalent to 100% of the user's Int stat. Additionally, this hit gains an extra effects the afflicted might be carrying (i.e. chance of critical hit, added effects, etc.) Range: 4 Cells. ? MP.
+Grace Notes – Plays a quick series of melodious notes which conjure a mystical field of protection around the user and those nearby. No Damage. Reduces the number of hits on multi-hit skills targeting the afflicted by half for Two Turns. Range: Self + Surrounding Cells. ? MP.
+Ode to Amity – Fingers upon the keys a jovial tune which evokes the power of one's relationship with the target, strengthening their resolve to continue fighting. No Damage. Bestows Ode to Amity on the target for Three Turns. Ode to Amity: Two chosen stats of the afflicted receive a 20% boost; the same two of the user's stats are reduced by 20% for the duration of this effect. Range: 6 Cells. ? MP.
+Transposition – Progresses the current key of the melody into a harmonious one which causes light to wash over the user before plucking her from her current position and transporting her elsewhere. No Damage. User warps to chosen cell. Counts as a Move Action. Range: Set. ? MP.
---Aftermath – Clashes with the newfound key upon arrival at the user's new destination causing the light to revolt and surge outward in erratic bolts which can stun those nearby. 130% Int Damage. Chance of Stun. Range: 2 Layers of Surrounding Cells. ? MP. Light Elemental.
+Suspension – Utilizes mana to hold the duration of the user's current melody, extending those same effects to those nearby for a brief period. No Damage. Targets survive fatal attacks with 1 HP as long as they are not already at 1 HP for Two Turns. Bypassed by Status Effects. Range: Self + Surrounding Cells. ? MP.
+Natural Legato – Sends mana to the joints and tips of one's finger, easing whatever tension may be there so that the user may play more freely and string melodies together. No Damage. Bestows Natural Legato for Three Turns. Natural Legato: The user may link skills together so long as she has the MP available to do so. Max Chain: 2. Range: Self. ? MP.
A-Ability: Life's Compositions *LOCKED*
- Spoiler:
- +Justification – With a desire to cement herself and her beliefs, the user begins playing with a purpose all her own. No Damage. Bestows MP Bubble for Five Turns. This ability must be used before any below it can be accessed. Range: Self. ? MP.
+Against All Odds – Evokes the power of a upbeat melody which boosts the confidence of those that hear it. No Damage. Increases the potency of statuses inflicted by the user by 50% for Five Turns. Range: Self. ? MP.
+Purest Sanctuary – Unleashes a wonderful melody that calls the heavens to create a haven for the denizens of the light from the shadows that seek to steal their peace away. No Damage. Bestows Sanctuary. Sanctuary: Creates a barrier around the target that has HP equal to 1.5 times the amount of MP used to create the barrier. The barrier takes all damage the target would take as piercing damage until defeated. If the barrier is destroyed by the attack in one hit, the target receives no damage. If the barrier is destroyed by a combo, the hits taken to break the barrier are nullified and the target takes the remainder of the damage. The barrier takes half damage from attacks and abilities bearing the Dark element and no damage from attacks of the Light element. Range: Single Ally. X MP.
+Eternal Reason – Plays an enlightening aria which bestows a clear and prosperous stream of ideas to those that hear it. No Damage. Bestows Doublecast. Range: Single Ally. ? MP.
+Divine Rapture – Beating a powerful chord upon the keys, a fierce burst of light expels itself from the user, capturing all in a scathing holy burst. 200% Int Damage. High Chance of Purification. Range: All Enemies. ? MP. Light Elemental.
+Surging Passion – Races across the keys with such a passion that every note causes the hearts of those that hear it to clamor with need for passionate release. No Damage. Targets' MP Costs are reduced by 30% for Three Turns. Range: Self + Adjacent Cells. ? MP.
+Amazing Valor – Strikes upon the keys a song of war and regality, raising the spirits of those that hear it, and inspiring within them the will to fight harder. No Damage. +25% Critical Hit Rate for Three Turns; +20% Critical Hit Damage for Three Turns. Range: Self + Surrounding Cells. ? MP.
+Sweeping Insensitivities – Evokes the power of a solemn melody which distorts reality and forces the negative energies created as a result of that distortion to lash out at any nearby. No Damage. Inflicts Three Random Negative Statuses. Range: 2 Layers of Surrounding Cells. ? MP.
+Illumination – Lightly taps a special series of chords which causes the instrument to release a soothing wavelength of light which collects and reshape into the form of a marvelous organ. No Damage. Clara equips Illumination for Five Turns; does not require Dual Wield. Illumination grants Weapon Bonuses equivalent to the user's current weapon and decreases MP Costs by 15% while equipped. Range: Self. ? MP. Light Elemental.
+Ultimate Redemption – Strikes upon the keys a blessed rhapsody which soothes and invigorates those that hear it, creating in them a desire to seek the ultimate of what their struggles have to offer them. No Damage. The user spends two turns preparing the melody. After those two turns have passed targets recover HP and MP equivalent to 100% of the user's Int for the next Five Turns. Range: All Allies. 44 MP.
A-Ability: Music of the Heart *LOCKED*
- Spoiler:
- +Melody's Sway – Releases a vibrant tune upon which musical notes composed of light converge and dance throughout the battlefield, aiding in uplifting the user an her allies. No Damage. Increases target's Move by 1 Cell for Three Turns. Increases one random stat by 20% for Three Turns. Range: All Allies within 2 Layers of Surrounding Cells. ? MP.
+Perfect Light – With a flick of the wrist and a pronounced pound of the keys, a burst of light fires off in the direction of the user's choosing. 180% Int Damage. Range: Straight Line. ? MP. Light Elemental.
+On My Own – When times are dark and the world is falling down around her, the user plays a sad yet hopeful tune to remind her that, even on her own, she is a force to be reckoned with. 100% Int Damage. 6 Hits. Base Damage is increased by 10% for every fallen Ally; if all allies are KOed then this attack does an additional 4 hits. Range: 2 Layers of Surrounding Cells. ? MP.
+My Dear Friends – Plays a heartfelt tune in the honor of the user's allies, bestowing them with soothing resonances and powerful light with which they can more easily combat darkness. 130% Int Healing. Bestows Null Light for 1 Turn. If the entire Ally Party is in range, also Bestows 10% HP and MP Regen for Three Turns. Range: 2 Layers of Surrounding Cells [Allies Only]. ? MP.
+Wonderland – A tribute to the world of wonder, the user strikes a rapid, nonsensical melody upon her instrument causing a strange mist to seep up from the ground and envelop the user and her allies. No Damage. Bestows Immune; Bestows Veil. Range: All Allies. ? MP.
+Gifted Light – Strikes a quick chord before rising from the organ, causing a warm light to bathe the user in its glow. Suddenly the instrument begins to play itself, and with a gesture to her allies, the light surrounds them. However, the light manifested is from that of the user's will, and without it she lies completely vulnerable. With only the care for her allies in mind, the user steps back behind the organ: though her spirit may be weakening, at least they shall carry on. No Damage. Bestows Life [Ally Party]; Inflicts Doom despite Resistances [Self]. Range: All Allies. ? MP. Light Elemental.
+King Abner's Rule – Calls forth the power manifested from the user's home world lost to the darkness, evoking the wandering heart of the user's father, the ruler of illumination himself to provide the user with his blessings. No Damage. Reduces the target's MP consumption by 50% for Three Turns. Bestows Doublecast for Three Turns. Reduces the target's incoming damage by 10% for Three Turns. Increases the user's Damage Output by 10% for Three Turns. Range: Self. ? MP. Light Elemetal.
---Cordelia – Accepts one's birthright and true heritage, releasing the energy of her kingdom and homeland into a vibrant array of light, which, directed by the most prominent of melodies in the known universe, takes the shape of a brilliant heart, from which the purest beams of pure heart energy flies to end the threat of the darkness. 100% Int Damage. 16 Hits. 250% Int Damage. Dispels the effects of King Abner's Rule. Pierces through Positive Light Affinities. Range: 6 Cells + Surrounding Cells. ? MP. Light Elemental.
R-Ability:
+Rhythm of Life – Whenever a foe defeats an Ally, Clara revives them with 20% HP, when the foe in question is defeated.
S-Ability:
+Sound of Music I – If Clara used an ability from Enlightened Melodies the turn before she died, she gets revived with 50% HP.
- Spoiler:
- +Sound of Music II – If Clara gets KOed, she gets revived with 25% Max HP. Five Turn Cooldown. This ability can only activate three times per battle.
D-Ability:
+Unwavering Resolve – Strikes a beautiful melody upon the organ that causes light within the hearts of those that hear it to burn stronger than ever before, releasing the full potential of the heart in a single glorious beam of light. 200% Pierce Int Damage. Half Damage to those in the way. Range: Straight Line. 0 MP. Light Elemental.
Stats:
HP: 45
MP: 75
Atk: 6
Def: 13 (+3 from Melody's Sway) (+2 from Golden Crown)
Int: 16 (+6 from Enchantment)
Spr: 14 (+7 from Melody's Sway) (+3 from Enchantment)
Move: 2 cells (-2 from Accompanist profession)
Skill Points: 0
Last edited by Silver on Sat Jan 14, 2017 9:51 pm; edited 44 times in total
Re: Tales of Alidaire: Heart of the World Profiles
Name: Christina "Chris" Marie Osborne
Age: 19
Gender: Female
Appearance:
Level: 18
Exp: 21/81
Weapon: Cat's Eye- Piece of string with yellow beads that form a bracelet. The beads have slitted black pupils as if they were eyes. (Damage: Int) (Range: 4 Cells) (Makes basic attacks harder to dodge)
Armor: Chesire Gear- Tight-fitting outfit that is purple in hue and striped with even darker purple stripes. The pattern is very reminiscent of something... (Immune Confusion/Charm/Mesmerize)
Accessory: Stylish Glasses- Silver frame glasses that give off a sense of style.
A-Ability: Psychic Talent
+Psycho Bomb – Throws a bomb imbued with psychic energy that ignores the foe's Def and Spr. 50% Pierce Int Damage. Range: 3 Cells. 6 MP.
+Telekinesis – Hits a target from far away. 120% Int Damage. Range: 5 Cells. 8 MP.
+Energy Swipe – Saps energy from the target. 30% Pierce Int Mp Damage. User recovers MP equal to the Damage Dealt. Range: 3 Cells. 0 MP.
+Teleport – Utilizes the mind to move a great distance. No Damage. Warps user to target cell. Range: Self. 5 MP.
+Mind Burst – Assaults the target's mind. 120% Int Damage. Chance of Confusion. Range: 3 Cells. 8 MP.
A-Ability: Adapting the Mind
+Power of the Mind – Chris unlocks deeper powers held within her own mind to break a foe down.
---Magical Deterioration – Chris shreds away her target's ability to shrug off magic, allowing her to better destroy them. No Damage. High Chance of Deshell. Range: 3 Cells. 12 MP.
---Psyhcokinetic Torture – Chris proceeds to use her telekinetic powers to cause reoccurring aneurisms, healing the popped blood vessels over and over. 90% Int Damage. 15 Hits. Range: 3 Cells. 44 MP.
+Intellect Explosion – Chris draws the energies of the earth to her and allows her to use their power to her advantage.
---Earthen Oils – Chris draws the earth's oils to her and launches them at her foe, covering them in the substance. No Damage. High Chance of Oil. Range: 3 Cells. 8 MP.
---Burning Energies – Her enemy covered in oil, Chris calls upon the reactions of friction, causing flame to burst all over her foe several times, the oil exploding. 100% Int Damage. 5 Hits. 160% Int Damage. Range: 3 Cells. 22 MP. Fire Elemental.
+Mind Frying – Chris draws energies from the waters and skies, allowing her to use their power to her advantage.
---Rainfall Splash – Chris forces the water vapor in the air to create a hardened ball of water and crash down on her target. No Damage. High Chance of Wet. Range: 3 Cells. 8 MP. Water Elemental.
---Shocking Energies – Chris proceeds to forcing lightning from the sky to shock her foe into submission. 180% Int Damage. Range: 3 Cells. 14 MP. Lightning Elemental.
+Drowsy Thoughts – Chris draws the anti-energies to her, allowing her to take advantage of their power.
---Sweet Silence, Deep Slumber – Chris sends the power of dreams and nightmares at a foe causing them to fall into a deep slumber that is hard to awaken one from. No Damage. High Chance of Deep Sleep. Range: 3 Cells. 8 MP.
---Never Awaken – Chris then proceeds to break her enemy's mentality before them in their slumber, yet she is careful to be sure there is no chance of them awakening. 50% Int Damage. 8 Hits. Extends the duration of Sleep/Deep Sleep on the target by One Turn. Range: 3 Cells. 12 MP.
A-Ability: Mind over Matter *LOCKED*
A-Ability: Extrasensory Perfection *LOCKED*
R-Ability:
+Psychic Celerity – The user automatically has Haste cast on her when she reaches 50% Max HP. This effect can not be dispelled by any means and remains on the user as long as she remains at or under 50% Max HP.
S-Ability:
+Psychic Intel – The user has a 25% chance of sensing an attack before it happens and dodges.
+*Extraordinary Mind* – The user's MP costs are cut by 50% passively.
D-Ability:
+Never Again – The user tampers with her target's mind to the point that their ability to use any brainpower is diminished greatly. 200% Pierce Int. High Chance of Confusion. Range: Single Enemy. 0 MP.
Stats:
Next Level: MP, Int, Spr
Hp: 50
Mp: 75 (+5 from Stylish Glasses)
Atk: 4
Def: 14 (+5 from Chesire Gear)
Int: 17 (+7 from Cat's Eye)
Spr: 14 (+5 from Chesire Gear)
Move: 2 cells (+1 from Telekinetic job)
Skill Points: 0
Age: 19
Gender: Female
Appearance:
- Spoiler:
- Spoiler:
- Psychic- The one who claims this profession has advanced their mind to the point where it has become their weapon. (Equip: Bracelets)
Psychokinetic- Garnering near limitless control over psychic energies and the mind, the one who claims this profession manipulates reality with a single thought. The vast wells of psychic energy linger untapped, awaiting her direction. (Levitation) (Mental Block) (+2 Basic Attacks) (Equip: Bracelets)
Physic Unlimit- The one who claims this profession has become a master of the mind and the psychic energies of the world. With the fullest extent of this power at her fingertips, she travels to define this power and use it as the ultimate means to find that which she is searching for. (Levitation) (Mental Block) (Transmission) (+3 Basic Attacks) (Equip: Bracelets)[/strike]
Levitation: The user has Flying status.
Mental Block: The user is immune to negative mental status effects.
Transmission: The user's move is increased by 4 Cells and she can move across non-occupiable cells so long as she moves to one that can be occupied.
Level: 18
Exp: 21/81
Weapon: Cat's Eye- Piece of string with yellow beads that form a bracelet. The beads have slitted black pupils as if they were eyes. (Damage: Int) (Range: 4 Cells) (Makes basic attacks harder to dodge)
Armor: Chesire Gear- Tight-fitting outfit that is purple in hue and striped with even darker purple stripes. The pattern is very reminiscent of something... (Immune Confusion/Charm/Mesmerize)
Accessory: Stylish Glasses- Silver frame glasses that give off a sense of style.
A-Ability: Psychic Talent
+Psycho Bomb – Throws a bomb imbued with psychic energy that ignores the foe's Def and Spr. 50% Pierce Int Damage. Range: 3 Cells. 6 MP.
+Telekinesis – Hits a target from far away. 120% Int Damage. Range: 5 Cells. 8 MP.
+Energy Swipe – Saps energy from the target. 30% Pierce Int Mp Damage. User recovers MP equal to the Damage Dealt. Range: 3 Cells. 0 MP.
+Teleport – Utilizes the mind to move a great distance. No Damage. Warps user to target cell. Range: Self. 5 MP.
+Mind Burst – Assaults the target's mind. 120% Int Damage. Chance of Confusion. Range: 3 Cells. 8 MP.
A-Ability: Adapting the Mind
+Power of the Mind – Chris unlocks deeper powers held within her own mind to break a foe down.
---Magical Deterioration – Chris shreds away her target's ability to shrug off magic, allowing her to better destroy them. No Damage. High Chance of Deshell. Range: 3 Cells. 12 MP.
---Psyhcokinetic Torture – Chris proceeds to use her telekinetic powers to cause reoccurring aneurisms, healing the popped blood vessels over and over. 90% Int Damage. 15 Hits. Range: 3 Cells. 44 MP.
+Intellect Explosion – Chris draws the energies of the earth to her and allows her to use their power to her advantage.
---Earthen Oils – Chris draws the earth's oils to her and launches them at her foe, covering them in the substance. No Damage. High Chance of Oil. Range: 3 Cells. 8 MP.
---Burning Energies – Her enemy covered in oil, Chris calls upon the reactions of friction, causing flame to burst all over her foe several times, the oil exploding. 100% Int Damage. 5 Hits. 160% Int Damage. Range: 3 Cells. 22 MP. Fire Elemental.
+Mind Frying – Chris draws energies from the waters and skies, allowing her to use their power to her advantage.
---Rainfall Splash – Chris forces the water vapor in the air to create a hardened ball of water and crash down on her target. No Damage. High Chance of Wet. Range: 3 Cells. 8 MP. Water Elemental.
---Shocking Energies – Chris proceeds to forcing lightning from the sky to shock her foe into submission. 180% Int Damage. Range: 3 Cells. 14 MP. Lightning Elemental.
+Drowsy Thoughts – Chris draws the anti-energies to her, allowing her to take advantage of their power.
---Sweet Silence, Deep Slumber – Chris sends the power of dreams and nightmares at a foe causing them to fall into a deep slumber that is hard to awaken one from. No Damage. High Chance of Deep Sleep. Range: 3 Cells. 8 MP.
---Never Awaken – Chris then proceeds to break her enemy's mentality before them in their slumber, yet she is careful to be sure there is no chance of them awakening. 50% Int Damage. 8 Hits. Extends the duration of Sleep/Deep Sleep on the target by One Turn. Range: 3 Cells. 12 MP.
A-Ability: Mind over Matter *LOCKED*
- Spoiler:
- +Lie of the Mind – Focuses energy into overdrive causing adrenaline to surge through the body at an even faster rate sooner due to falsified heightened conditions. No Damage. Boosts the threshold of Psychic Celerity to 75% Max HP for Five Turns. Range: Self. 28 MP.
+Psycho Boost – The user comes to a stop and closes her eyes, beginning to focus on nothing but herself and the energies around her. She begins to radiate mana for a moment, energy swirling around her before she returns to normal. No Damage. +30% Int for Three Turns; +30% Critical Hit Rate. Range: Self. ? MP.
+Organize Thoughts – The user takes in a deep breath and clears her mind before creating a barrier of energy around herself. No Damage. +30% Def and Spr for Three Turns. Range: Self. ? MP.
+Clarification – The user uses energy to clear the cloud of one's mind so that they can perform at top quality. No Damage. Bestows Random Positive Status Effect. Range: 3 Cells. ? MP.
+Displacement – The user gestures in the direction of her target before gesturing in a different direction, causing the target to go flying in that direction. 140% Int Damage. Target is Pushed 3 Cells in Chosen Direction. Range: 4 Cells. ? MP.
+Barrier – Thrusts one's hands out in opposite directions, causing psychic energy to form a protective bubble around the user and those immediately nearby. No Damage. Bestows Reflect. Reduces incoming damage by 30% for One Turn. Range: Self + Two Adjacent Cells (Above/Below or Left/Right). ? MP.
+Psychokinetic Juggling – The user raises her pointer finger in the air and makes a spinning motion, before the enemy can react, they are lifted into the air and tossed around wildly. 150% Int Damage. Range: All Enemies. ? MP.
+Time Trip – The user focuses her energy onto the battlefield, slowing down or possibly stopping her enemies completely. No Damage. High Chance of Slow; Chance of Stop if Target avoids Slow. Range: All Enemies. ? MP.
+Power Surge – The user presses her hand to a target and then overloads their body with mana, causing the mana to overflow and turn against the target. No Damage. Chance of Mana Drain; 99% Chance of Misfortune as long as there is no immunity. Range: Adjacent Cell. ? Mp.
A-Ability: Extrasensory Perfection *LOCKED*
- Spoiler:
- +Mind Shatter – The user focuses in on her target's mind and being and unleashes a barrage of assaults on both until their mind is broken into a million pieces. 120% Int Damage. 5 Hits. Chance of Addle. Range: 3 Cells. ? MP.
+Projection: Blades – Conjures forth a myriad of psychic energy before reforming it with the mind into two frightening blades of pure power which the user then takes in each hand to continue doing battle. No Damage. Equips Psychic Blades for Five Turns. Psychic Blades: The user's basic attack range is reduced to adjacent cell, but each basic attack garners two hits and has a 25% Critical Hit Rate. Psychic Blades deal Int-based damage off of the target's Def stat. Range: Self. ? MP.
---Mind Volley: Million Blade Projection – Tosses the blades into the air and utilizes the fullest power of the mind to shred them into millions of tiny blades which the user then sends into a horrible torrent around herself. 60% Int Damage. 36 Randomized Hits. Dispels Psychic Blades upon use. The user may not utilize Projection: Blades for Three Turns upon use. Range: 3 Cell Radius in front of User. ? MP.
+Rearrangement – The user closes her eyes and begins to rise into the air surrounded by mana. In seconds, she opens her eyes and looks down on the battlefield. She begins to point at objects gestures to a different location. When she finishes, everything begins to move to the place she demanded. No Damage. Moves 4 Objects [Small-Large]. Range: Special. ? MP.
+Mazer Eye – Closes the physical eyes and projects psychic energy into an eye-shaped glyph which opens up to send a vicious burst of searing energy at the target. 140% Int Damage. If successful deals 4% Max HP Damage for three turns following. Chance of Blind. Chance of Silence. Range: 4 Cells. ? MP.
+Projection: Aura Blaze – Sends psychic energy spiraling into a furious storm around the user before surging into the sky and speeding back to earth like a bullet, sending the aura blazing outward to scathe all enemies. 220% Int Damage. Chance of Burn. Reduces target's Spr by 10% for Three Turns. Range: 4 Layers of Surrounding Cells. ? MP.
+Darting Thoughts – Sends the mind into a panicked state, causing thoughts to dart rapidly from one place to another; in their haste a ghostly set of projections follow-through each of the user's movements. No Damage. Adds two additional hits onto all attacks and skills for three turns. Range: Self. ? MP.
+Psychic Needles – Snaps one's fingers to send rapid needle-like projections of energy at the target. 110% Int Damage. 8 Hits. Chance of Bleeding. Range: 3 Cells. ? MP.
+Clairvoyant Resonance – Chris rises into the air and creates string like surges of mana that she quickly manipulates. The strings form what seems to be a musical staff that quickly reacts by attaching to Clara's organ. Chris rises to the cent of the staff, and with a nod to Clara begins to prepare herself. Clara begins to play, each tone creating a note shaped on the staff. Chris begins to absorb the power from these glyphs and once Clara finishes playing, Chris releases the energy in a large beam. 400% Int Damage. Half Damage to targets in the way; Clara must be available; MP Cost is split between the two. Range: Straight Line. ? MP.
R-Ability:
+Psychic Celerity – The user automatically has Haste cast on her when she reaches 50% Max HP. This effect can not be dispelled by any means and remains on the user as long as she remains at or under 50% Max HP.
S-Ability:
+Psychic Intel – The user has a 25% chance of sensing an attack before it happens and dodges.
+*Extraordinary Mind* – The user's MP costs are cut by 50% passively.
D-Ability:
+Never Again – The user tampers with her target's mind to the point that their ability to use any brainpower is diminished greatly. 200% Pierce Int. High Chance of Confusion. Range: Single Enemy. 0 MP.
Stats:
Next Level: MP, Int, Spr
Hp: 50
Mp: 75 (+5 from Stylish Glasses)
Atk: 4
Def: 14 (+5 from Chesire Gear)
Int: 17 (+7 from Cat's Eye)
Spr: 14 (+5 from Chesire Gear)
Move: 2 cells (+1 from Telekinetic job)
Skill Points: 0
Last edited by Silver on Sat May 09, 2015 9:27 pm; edited 7 times in total
Similar topics
» Tales of Alidaire: The Chase Profiles
» Tales of Alidaire: The Betrayal Profiles
» Tales of Alidaire: The Tragedy Profiles
» Tales of Alidaire: The Presence Profiles
» Tales of Alidaire: The Corruption Profiles
» Tales of Alidaire: The Betrayal Profiles
» Tales of Alidaire: The Tragedy Profiles
» Tales of Alidaire: The Presence Profiles
» Tales of Alidaire: The Corruption Profiles
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