Codex of Ages(Alli's character library)
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Codex of Ages(Alli's character library)
Model:
~Songbook~
Hector's Soundtrack: Protectors of the Earth
- Spoiler:
Campaign:
Name:
Age:
Gender:
Level:
Appearance:
Soundtrack:
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Profession:
Weapon:
Armor:
Acessory:
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A-Ability:
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R-Ability:
S-Ability:
D-Ability:
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Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVD:
CRT:
MOV:
~Songbook~
Hector's Soundtrack: Protectors of the Earth
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign: A Song of Dragons
Name: Lieutenant Hector Irongrip
Age: 30 years
Level: 1
Next Level: 0/10
Appearance: A tall, strong man wearing a suit of plate armor and alway carrying a trustworthy halberd. His hair is dark and curly and a coarse beard covers his broad chin. His face is not one of great beauty, but rather loyalty and strengh. The face of a man who could die for his king and family. Only his eyes betray the stout appearance of him: eyes of profound sadness. Eyes tired of the world. Eyes of a warrior who has killed more than his heart was willing to.
Soundtrack: Protectors of the Earth
Profession: Citadel Guard -An experienced front-line soldier, with years of vanguard on his back. This man has seen sieges, battles, duels, raids and even a few dungeon crawls, and with all the experience in leading, fighting and protecting, finally conquered a place as a guard for the capital. Unfortunatly, war brought the need of experienced individuals in various fronts, sending many of these guards away from their beloved citadels. From their beloved families.
Weapon: Steel Halberd - A wooden halberd with steel blades and a steel tipped end on it's base. Very practical. (+1 ATK; Range: 2 cells)
Armor: Stell Plate - A battle armor comprised of steel plates jointed together. Technically, it's a half plate, as not the whole body is covered. (+1 DEF)
Accessory: Wedding Ring - A simble of eternal love and compromisse. Brings the letters "Love, Dana" inside. (+5 HP)
A-Ability: Vanguard
+Brandish: With a strong sweeping movement, Hector brandishes his halberd blade through a group of enemies. 100% Atk Dmg. Hit all enemies in a 4 cells cone, 2 cells long, to one of his sides. MP: 8
+Challenging Shout: Calls out for enemies, challenging all to a close fight. Taunts all enemies in a 2 cells burst. MP: 6
+Battlecry: A powerful cry stirs the hearts of hector's soldiers. All allies in a 2 cells burst gain 20% Atk and 20% Int. Lasts 3 turns. MP: 10
+Spinning Halberd: With a series of calculated, circular movements, Hector can quickly attack an enemy with all 3 offensive parts of his weapon. 100% Atk Dmg, hits 3 times. Range: adjacent. MP: 10
+Standfast: Hector orders an ally to stand his ground. Removes all action-impairing effects from an ally. Range: 2 cells. MP: 10
R-Ability: Guardian Strikes - The Citadel Guard is used to having to protect his fellow Guards, usually in tight spaces. Every time an enemy in weapon range attacks one of Hector's allies, there's 75% chance of him countering with a normal attack.
S-Ability: Second Wind - It's not easy to finish a Citadel Guard. Those who fight in the vanguard seem to always have one more last breath. The first time an attack takes Hector to critical state, he heals 25% of his max HP. This takes effect before any negative stats or effects from damage, and thus, can save him from a killing blow.
D-Ability: Last Ride - The Citadel Guard's eyes burn with inner fire, as memories of past battles and blood shed return to his mind. With a deafening shout, his fury can be heard all across the battlefiel, setting fire to the souls of all fellow fighters, and striking fear in the hearts of his enemies. Bestows Braveness and Faith on all allies, including himself.
~Stats~
HP: 25 (+5 from Wedding Ring)
MP: 15
DD: /10
Atk: 4 (+1 from Steel Halberd)
Def: 4 (+1 from Steel Plate)
Int: 2
Spr: 2
Evasion: 5%
Critical: 5%
Movement: 2
Name: Lieutenant Hector Irongrip
Age: 30 years
Level: 1
Next Level: 0/10
Appearance: A tall, strong man wearing a suit of plate armor and alway carrying a trustworthy halberd. His hair is dark and curly and a coarse beard covers his broad chin. His face is not one of great beauty, but rather loyalty and strengh. The face of a man who could die for his king and family. Only his eyes betray the stout appearance of him: eyes of profound sadness. Eyes tired of the world. Eyes of a warrior who has killed more than his heart was willing to.
Soundtrack: Protectors of the Earth
Profession: Citadel Guard -An experienced front-line soldier, with years of vanguard on his back. This man has seen sieges, battles, duels, raids and even a few dungeon crawls, and with all the experience in leading, fighting and protecting, finally conquered a place as a guard for the capital. Unfortunatly, war brought the need of experienced individuals in various fronts, sending many of these guards away from their beloved citadels. From their beloved families.
Weapon: Steel Halberd - A wooden halberd with steel blades and a steel tipped end on it's base. Very practical. (+1 ATK; Range: 2 cells)
Armor: Stell Plate - A battle armor comprised of steel plates jointed together. Technically, it's a half plate, as not the whole body is covered. (+1 DEF)
Accessory: Wedding Ring - A simble of eternal love and compromisse. Brings the letters "Love, Dana" inside. (+5 HP)
A-Ability: Vanguard
+Brandish: With a strong sweeping movement, Hector brandishes his halberd blade through a group of enemies. 100% Atk Dmg. Hit all enemies in a 4 cells cone, 2 cells long, to one of his sides. MP: 8
+Challenging Shout: Calls out for enemies, challenging all to a close fight. Taunts all enemies in a 2 cells burst. MP: 6
+Battlecry: A powerful cry stirs the hearts of hector's soldiers. All allies in a 2 cells burst gain 20% Atk and 20% Int. Lasts 3 turns. MP: 10
+Spinning Halberd: With a series of calculated, circular movements, Hector can quickly attack an enemy with all 3 offensive parts of his weapon. 100% Atk Dmg, hits 3 times. Range: adjacent. MP: 10
+Standfast: Hector orders an ally to stand his ground. Removes all action-impairing effects from an ally. Range: 2 cells. MP: 10
R-Ability: Guardian Strikes - The Citadel Guard is used to having to protect his fellow Guards, usually in tight spaces. Every time an enemy in weapon range attacks one of Hector's allies, there's 75% chance of him countering with a normal attack.
S-Ability: Second Wind - It's not easy to finish a Citadel Guard. Those who fight in the vanguard seem to always have one more last breath. The first time an attack takes Hector to critical state, he heals 25% of his max HP. This takes effect before any negative stats or effects from damage, and thus, can save him from a killing blow.
D-Ability: Last Ride - The Citadel Guard's eyes burn with inner fire, as memories of past battles and blood shed return to his mind. With a deafening shout, his fury can be heard all across the battlefiel, setting fire to the souls of all fellow fighters, and striking fear in the hearts of his enemies. Bestows Braveness and Faith on all allies, including himself.
~Stats~
HP: 25 (+5 from Wedding Ring)
MP: 15
DD: /10
Atk: 4 (+1 from Steel Halberd)
Def: 4 (+1 from Steel Plate)
Int: 2
Spr: 2
Evasion: 5%
Critical: 5%
Movement: 2
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
SONG OF DRAGONS - BOOK ZERO ~ CHAPTER ONE ~ ACT ONE
Powrie, Lv. 1
- Spoiler:
- Type: Fey
Job: Red Cap - A short, burly fairy, surprisingly strong and nimble. Looks a lot like a small, stout old man, with a long, white beard. That is, until you notice it's pointy ears, blood-red eyes and sharp teeth.
Weapon: Pikestaff - A short wooden rod with a spearhead attached to it's end. Nothing fancy.(+1 ATK)
Armor: Old Rags - An old, worn and shred tunic that could have resembled a warrior's garment a long time ago.(+1 SPR)
Accessory: Red Cap(Duh) - This cap was once white, but you don't see any paint around. You do see a lot of dead people, though. Most of them are bleeding...(+1 ATK)
A-Ability: Paint it Red
+Intercept: It's impossible to outrun a Red Cap. He WILL catch up to you, and he will do that with a smile on his face. Rushes to an oponent in range. 100% Atk Dmg. Range: Mov. MP: 4
+Taste the Red - The bloody fey's thirst for blood sometimes gets a little too literal. It's long and sharp fangs seem to help it at these times.Bites off 15% of the enemy's health, absorbing it. Piercing Atk Dmg. MP:6
R-Ability: None.
S-Ability: Bloodthirsty - The Red Cap love to see hot blood pouring, and will try it's best to draw it. All of his attacks have a small chance to cause Bleed.
Stats:
HP: 15
MP: 15
Atk: 4 (+1 from Pikestaff)(+1 from Red Cap[acessory])
Def: 2
Int: 2
Spr: 3 (+1 from Old Rags)
Evade: 5%
Critical: 5%
Move: 2 cells (+2 from Red Cap[job])
*see above for Dunter
Hobby, Lv. 1
- Spoiler:
- Type: Fey
Job: Will-o'-the-Wisp - No more than a floating, half physical orb of blue flame. A faint whisper seems to come from it. (Immune to Fire; Float)
Weapon: Blue Fire - The ghostly blue flame surrounding the creature is actually very hot, and can be whipped around. (+1 Int; Range: 4)
Armor: Ghost Light - The ghostly light generated by its flames in fact makes up a fairly effective magic protection to compensate for the creature's innate vulnerability. Who would have guessed? (+1 SPR)
Accessory: Magic Core - And in the middle, a heart of magic. It's very difficult to exaust it.(+5 MP)
A-Ability: Ignis Fatuus
+Faery Fire: Summons a gleaming patch of flames, shifting constantly between purple and greenish colors. Just looking at it makes skin tickle a bit. 100% Int Dmg. Dispells one beneficial effect. Range:Weapon. MP:6
+Torchlight - Bright orbs of golden flame float ghastly, searing the skin of enemies. 100% Int Dmg. Reduces Def by 1. Stacks 3 times. Debuff lasts 3 turns and is renewed on reaplication.MP: 6
R-Ability: None.
S-Ability: Quasi-Incorporeal - A Will-o'-the-Wisp is not completly physical, and so is very dificult to harm with physical attacks. Permanently affected by Protect.
D-Ability: None.
Stats:
HP: 15
MP: 25 (+5 from Magic Core)
Atk: 1
Def: 3
Int: 4 (+1 from Blue Fire)
Spr: 1 (+1 from Ghost Light)
Evade: 3%
Critical: 3%
Move: 2 cells
*see above for Inkypunk
Tithe, Lv. 1
- Spoiler:
- Type: Fey
Job: Dancing Sprite - A little humanoid figure, difficult to define as male or female. Appears to be a cross of insect, plant and human, but oddly, ends up charmingly beautiful. This one brings leaves and flowers in what could be as much a dress as its skin.(Resistant to Light; Weak against Dark)
Weapon: Flower Bracelet - A delicate bracelet woven from spring flowers.(+1 INT; Range: 4)
Armor: Spring Dress - Guess what? Those flowers and leaves were really a dress.(+1 SPR)
Accessory: Faery Dust - The sprite's whole body seems covered in this. It appears to be highly magical.(+1 INT)
A-Ability: Glamour
+Dancing Lights - Shifting globes of prismatic light prance towards an enemy. They burn on deposits of unused mana. The sensation is not very pleasant. 100% Int Dmg to MP. Small chance of Mana Leak. Range: weapon.8 MP.
+Bloom - Green light showers the target, blooming flower all around it. Heals 70% Int Dmg. Range: weapon. MP: 8
R-Ability: None.
S-Ability: Magic Affinity - Sprites seem to have a very easy time with magic, not needing as much mana to do anything as mortals do. Reduces MP cost of all abilities by 20%.
D-Ability: None.
Stats:
HP: 10
MP: 25
Atk: 2
Def: 3
Int: 4 (+1 from Flower Bracelet)(+1 from Faery Dust)
Spr: 3 (+1 from Spring Dress)
Evade: 7%
Critical: 3%
Move: 2 cells(+1 from Dancing Sprite)
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign: Free
Name:Alliot Deschander
Age: 25
Gender: Male
Level: -
Appearance:
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Profession: Unborn - One whose existance was unmade by a wish upon the Glass Tower. Through the power of the Nexus of the World, the mere concept of his existance was erased from time, space and reality, but he denied to disapear, and thus, became a paradox himself. Concepts like space, time or even mana herself bend and rip around him as the very reality struggles to maintain itself intact in the presence of such blasphemy, and Alliot makes use of it.
Weapon: Leather Gloves - A pair of worn leather gloves.
Armor: Black Coat - An old, long leather coat.
Acessory: Pocket Watch - An old pocket watch. The time system no longer works due to long exposure to its owner's time anomaly, but the music recorded inside still plays. (Flux Anomaly)
Flux Anomaly: Alliot's body stores a great amount of astral energy generated from the constant clash of reality inside his being. This energy is highly concentrated and must escape to maintain a measure of balance. Whenever Alliot deals physical damage to an enemy, it also takes a 100% Int Dmg attack. Whenever Alliot deals magic damage to an enemy, it also takes 100% a Atk Dmg attack. This effect cannot occur more than once per turn.
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A-Ability: Paradox
+Free Energy - Alliot unleashes a burst of pure astral energy upon an enemy. 100% Int Dmg. 3 Cells Range.
~Sollution - Alliot locks the energy inside the enemy in the form of an aurora. The power struggles to be free, taking any contact as an escape route. Bestows Sollution to the enemy. Chains from Free Energy. [Sollution: Each time a unity attacks the afflicted, this unity will receive Surge. Lasts 3 turns.][Surge: Afflicted suffers the effect of Haste for 1 round.]
+Relocation - Bends space to close the gap between himself and a target. 110% Atk Dmg. 3 cells Range. Moves to one space adjacent to the target. Can cross obstacles.
~Repulsion - Spins into a kick infused with astral energy. 100% Atk Dmg. Knocks the targe back 2 cells.
+Space Anomaly - Warps space around a unity's timeline. May include vertigo. Target is returned to the cell it occupied before it's last turn, or a random adjacent one, if it's occupied. Chance of Stun. 3 cells Range.
+Time Anomaly - Warps time around an enemy. The energy needed to be infused to create this effect is way too concentrated and unstable, and may explode if any breach is given. Bestows Slow on an enemy. When the effect ends of is dispelled, deals 150% Int Dmg to the affected. 3 cells Range.
+Reality Spark - Creates a focus of reality. A concentrated spark of pure astral energy, collapsing with possibility. The clashing powers inside the sphere warp and rip anything around. Creates a Reality Spark cell. Anything starting it's turn up to 3 cells of the Spark has it's Spr and Def reduced by 10%. The Spark lasts 3 turns, and so does the debuff. The debuff's duration is restarted with each aplication, however. 4 Cells Range.
~Momment of Creation - Triggers the crucial momment in the Reality Spark. Possibilities are created and concepts are born, and the result is a terrible display of destruction. Detonates the reality Spark, destroying it and dealing 130% Int Dmg to everything up to 3 cells away from it.
+Shatter - Unleashes a powerful jolt of astral energy, rending appart a target's defenses. 100% Int Dmg. Chance of DeShell. Chance of DeProtect. 3 cells Range.
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R-Ability:
S-Ability: Unstable - Alliot's presence creates a deep unballance on the very matrix of reality, as the whole creation denies him. This effect is stronger the closest he is to his home worl, but can be felt to some point in any place or time. Everytime a unity takes magic damage from Alliot, it gains a stack of Anathema [Anathema: The affected suffers 10% more damage from all sources. Lasts 3 turns. Stacks up to 5 times, with each reaplication restoring it's duration.]
D-Ability: Door to Nothing - A gap in reality opens. "There is a place reserved for all who are not meant to exist. You think you are the only one? You are wrong. We are going to get you one day. I know it, I've seen it." Deals 100% Piercing Int Dmg to all enemies. Chance of Oblivion.
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Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVD:
CRT:
MOV:
Name:Alliot Deschander
Age: 25
Gender: Male
Level: -
Appearance:
- Spoiler:
-------------------
Profession: Unborn - One whose existance was unmade by a wish upon the Glass Tower. Through the power of the Nexus of the World, the mere concept of his existance was erased from time, space and reality, but he denied to disapear, and thus, became a paradox himself. Concepts like space, time or even mana herself bend and rip around him as the very reality struggles to maintain itself intact in the presence of such blasphemy, and Alliot makes use of it.
Weapon: Leather Gloves - A pair of worn leather gloves.
Armor: Black Coat - An old, long leather coat.
Acessory: Pocket Watch - An old pocket watch. The time system no longer works due to long exposure to its owner's time anomaly, but the music recorded inside still plays. (Flux Anomaly)
Flux Anomaly: Alliot's body stores a great amount of astral energy generated from the constant clash of reality inside his being. This energy is highly concentrated and must escape to maintain a measure of balance. Whenever Alliot deals physical damage to an enemy, it also takes a 100% Int Dmg attack. Whenever Alliot deals magic damage to an enemy, it also takes 100% a Atk Dmg attack. This effect cannot occur more than once per turn.
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A-Ability: Paradox
+Free Energy - Alliot unleashes a burst of pure astral energy upon an enemy. 100% Int Dmg. 3 Cells Range.
~Sollution - Alliot locks the energy inside the enemy in the form of an aurora. The power struggles to be free, taking any contact as an escape route. Bestows Sollution to the enemy. Chains from Free Energy. [Sollution: Each time a unity attacks the afflicted, this unity will receive Surge. Lasts 3 turns.][Surge: Afflicted suffers the effect of Haste for 1 round.]
+Relocation - Bends space to close the gap between himself and a target. 110% Atk Dmg. 3 cells Range. Moves to one space adjacent to the target. Can cross obstacles.
~Repulsion - Spins into a kick infused with astral energy. 100% Atk Dmg. Knocks the targe back 2 cells.
+Space Anomaly - Warps space around a unity's timeline. May include vertigo. Target is returned to the cell it occupied before it's last turn, or a random adjacent one, if it's occupied. Chance of Stun. 3 cells Range.
+Time Anomaly - Warps time around an enemy. The energy needed to be infused to create this effect is way too concentrated and unstable, and may explode if any breach is given. Bestows Slow on an enemy. When the effect ends of is dispelled, deals 150% Int Dmg to the affected. 3 cells Range.
+Reality Spark - Creates a focus of reality. A concentrated spark of pure astral energy, collapsing with possibility. The clashing powers inside the sphere warp and rip anything around. Creates a Reality Spark cell. Anything starting it's turn up to 3 cells of the Spark has it's Spr and Def reduced by 10%. The Spark lasts 3 turns, and so does the debuff. The debuff's duration is restarted with each aplication, however. 4 Cells Range.
~Momment of Creation - Triggers the crucial momment in the Reality Spark. Possibilities are created and concepts are born, and the result is a terrible display of destruction. Detonates the reality Spark, destroying it and dealing 130% Int Dmg to everything up to 3 cells away from it.
+Shatter - Unleashes a powerful jolt of astral energy, rending appart a target's defenses. 100% Int Dmg. Chance of DeShell. Chance of DeProtect. 3 cells Range.
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R-Ability:
S-Ability: Unstable - Alliot's presence creates a deep unballance on the very matrix of reality, as the whole creation denies him. This effect is stronger the closest he is to his home worl, but can be felt to some point in any place or time. Everytime a unity takes magic damage from Alliot, it gains a stack of Anathema [Anathema: The affected suffers 10% more damage from all sources. Lasts 3 turns. Stacks up to 5 times, with each reaplication restoring it's duration.]
D-Ability: Door to Nothing - A gap in reality opens. "There is a place reserved for all who are not meant to exist. You think you are the only one? You are wrong. We are going to get you one day. I know it, I've seen it." Deals 100% Piercing Int Dmg to all enemies. Chance of Oblivion.
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Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVD:
CRT:
MOV:
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign: Free
Name: Alice
Age: 3.562 years
Gender: Female
Level:
Appearance:
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Profession: Black Dragon - This human body is but a vessel, a disguise. It's true heart is hidden in the void, it's gigantic power smothered away from the eyes of the Slayer.[Resist Dark; Equips Daggers, Swords, Spears, Saber, Robes and Heavy Armor]
Weapon: Pocket Knife - A small knife, ideal to be hidden under the clothing.
Armor: Black Butterfly - Black clothes with butterfly themes. It looks feeble, but is actually made of leather.
Acessory: Butterfly Hairpin - "I like butterflies...they soothe me..."
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A-Ability: Dragon Rage
+Spit ~ Shadowflame - Even in this feeble form, Alice can still summon a little of the legendary Shadowflame. Just a little.
Damage: 120% Atk Magic Shadow Dmg.
Effect: 50% DeShell.
Range: 4 Cells.
+Breath ~ Shadowraze - In a tiresome display of rage, Alice can unleash her dark powers with no attempt to mold of give shape to them.
Damage: 120% Atk Shadow Dmg.
Effect: Affects all in a 2 cells radius from the impact point.
Range: 4 Cells.
+Roar ~ Black Visage - Alice shapes the shadows around her to give herself a terrifying appearance and strike fear in the heart of an enemy.
Damage: None
Effect: 75% Fear.
Range: 4 Cells.
+Create ~ Darkness - Alice wraps an enemy in pitch-black shadows, obscuring it's vision.
Damage: None.
Effect: 75% Blind.
Range: 4 Cells.
+Bend ~ Shadow Rend - Alice creates a blade of pure darkness to rip across her enemy.
Damage: 120% Shadow Magic Dmg.
Effect:50% DeProtect
Range: 4 Cells.
+Claw ~ Dragon Slashes - Alice hacks her enemy twice with her weapon, the motions resemling the attacks of a dragon's claws.
Damage: 100%x2 Atk Dmg
Effect: None.
Range: Weapon.
+Fang ~ Impale - Alice runs her weapon through her enemy, causing internal wounds.
Damage: 120% Atk Dmg.
Effect: 50% Bleeding
Range: Weapon.
+Tail ~ Butterfly Kick - With a quick somersault, Alice kicks her oponent away in a beautiful display of grace.
Damage: 100% Atk Dmg.
Effect: 50% Stun, knocks the target back 2 cells.
Range: Melee.
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R-Ability: Dragon Soul - A dragon's soul does not wither like a mortal's. It lives on forever, and may even return to it's body a few times. When Alice reaches Critical state, she bestows Reraise on herself.
S-Ability: Dragon Heart - Every time Alice deals or takes damage, she gains a stack of Heart. When she has five stacks or more, she can transform into a powerful Dragon Aspect of her choosing without spening any actions on the transformation. While in a dragon form, she spends one stack of Heart per turn. Each form has it's own version of Dragon Heart, but may not gain stacks, only gain different benefits from the existing stacks. Heart stacks up to ten times. Attacks with multiple hits or multiple targets give multiple stacks of Heart. Alice regains 2% maximum MP and HP per turn per stack of Heart.
D-Ability: True Form - When her rage is burning, and the need is great, Alice may invoke her true power. She does not bear the strengh to withstand that form for too long in this world, however. Transforms into Alice's true form, the Shadow Aspect that can't be reached normally, even with her Dragon Heart. While in her True Form, Alice may continue gaining Heart. True Form lasts only 3 turns.
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Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVD:
CRT:
MOV:
Name: Alice
Age: 3.562 years
Gender: Female
Level:
Appearance:
- Spoiler:
-------------------
Profession: Black Dragon - This human body is but a vessel, a disguise. It's true heart is hidden in the void, it's gigantic power smothered away from the eyes of the Slayer.[Resist Dark; Equips Daggers, Swords, Spears, Saber, Robes and Heavy Armor]
Weapon: Pocket Knife - A small knife, ideal to be hidden under the clothing.
Armor: Black Butterfly - Black clothes with butterfly themes. It looks feeble, but is actually made of leather.
Acessory: Butterfly Hairpin - "I like butterflies...they soothe me..."
-------------------
A-Ability: Dragon Rage
+Spit ~ Shadowflame - Even in this feeble form, Alice can still summon a little of the legendary Shadowflame. Just a little.
Damage: 120% Atk Magic Shadow Dmg.
Effect: 50% DeShell.
Range: 4 Cells.
+Breath ~ Shadowraze - In a tiresome display of rage, Alice can unleash her dark powers with no attempt to mold of give shape to them.
Damage: 120% Atk Shadow Dmg.
Effect: Affects all in a 2 cells radius from the impact point.
Range: 4 Cells.
+Roar ~ Black Visage - Alice shapes the shadows around her to give herself a terrifying appearance and strike fear in the heart of an enemy.
Damage: None
Effect: 75% Fear.
Range: 4 Cells.
+Create ~ Darkness - Alice wraps an enemy in pitch-black shadows, obscuring it's vision.
Damage: None.
Effect: 75% Blind.
Range: 4 Cells.
+Bend ~ Shadow Rend - Alice creates a blade of pure darkness to rip across her enemy.
Damage: 120% Shadow Magic Dmg.
Effect:50% DeProtect
Range: 4 Cells.
+Claw ~ Dragon Slashes - Alice hacks her enemy twice with her weapon, the motions resemling the attacks of a dragon's claws.
Damage: 100%x2 Atk Dmg
Effect: None.
Range: Weapon.
+Fang ~ Impale - Alice runs her weapon through her enemy, causing internal wounds.
Damage: 120% Atk Dmg.
Effect: 50% Bleeding
Range: Weapon.
+Tail ~ Butterfly Kick - With a quick somersault, Alice kicks her oponent away in a beautiful display of grace.
Damage: 100% Atk Dmg.
Effect: 50% Stun, knocks the target back 2 cells.
Range: Melee.
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R-Ability: Dragon Soul - A dragon's soul does not wither like a mortal's. It lives on forever, and may even return to it's body a few times. When Alice reaches Critical state, she bestows Reraise on herself.
S-Ability: Dragon Heart - Every time Alice deals or takes damage, she gains a stack of Heart. When she has five stacks or more, she can transform into a powerful Dragon Aspect of her choosing without spening any actions on the transformation. While in a dragon form, she spends one stack of Heart per turn. Each form has it's own version of Dragon Heart, but may not gain stacks, only gain different benefits from the existing stacks. Heart stacks up to ten times. Attacks with multiple hits or multiple targets give multiple stacks of Heart. Alice regains 2% maximum MP and HP per turn per stack of Heart.
D-Ability: True Form - When her rage is burning, and the need is great, Alice may invoke her true power. She does not bear the strengh to withstand that form for too long in this world, however. Transforms into Alice's true form, the Shadow Aspect that can't be reached normally, even with her Dragon Heart. While in her True Form, Alice may continue gaining Heart. True Form lasts only 3 turns.
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Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVD:
CRT:
MOV:
Last edited by Poring Slayer Allindur on Wed Dec 26, 2012 5:14 pm; edited 5 times in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign: Free
Name: Allistraznarr
Age: 3.562 Years
Gender: Female
Level:
Appearance:
-------------------
Profession: Shadow Dragon - The great tyrant ruler of the black dragons and bearer of the feared Shadowflame. It's soul was though lost forever, until a young drake found it...[Immune Dark; Weak Light; Fly; Divinity]
Divinity - Allistraznarr has all of her stats increased by 20% in relation to Alice. All her attacks and Abilities ignore 50% of the affected units' Def and Spr.
Weapon: Shadowflame - The dreaded flame that consumes all.
Armor: Shadow Scales - Pitch black scales. Harder than steel, they absorb the power of death and darkness, but bright light burns it like a flame.
Acessory: Dragon Eyes - The eyes that see the truth in all.
-------------------
A-Ability: Shadow Rage
+Spit ~ Shadow Bomb - Allistraznarr spits a globes of Shadowflame that explodes on impact.
Damage: 100% Atk Shadow Magic Dmg.
Effect: Affect all units in target cell and adjacent. 50% DeShell.
Range: 4 Cells.
+Breath ~ Dark Breath - With a terrible roar, the Shadow Dragon launches a torrent of Shadowflame from her maw.
Damage: 120% Atk Shadow Magic Dmg.
Effect: 50% Fragility
Range: Affects all units in a 5 Cells line.
+Roar ~ Presence of Fear - With a wrathful gaze, the Shadow Dragon instills a deep dread in an enemy, to the point of maddening those with week minds.
Damage: None
Effect: 100% Fear, 50% Confusion.
Range: 4 Cells.
+Create ~ Cesspool of Darkness - Drows an enemy in a globe of pure darkness. The orb isolates it from the fight and consumes it slowly.
Damage: 100% Atk Magic Dmg on each turn until Seal wears off.
Effect: 100% Seal.
Range: 4 Cells.
+Bend ~ Twilight - a Torrent of shadows rain upon an enemy with no warning.
Damage: 120% Atk Shadow Magic Dmg.
Effect: 50% Weakness to Shadow
Range: 4 Cells.
+Claw ~ Devastate - Allistraznarr rakes an enemy with her claws, tearing alway it's armour.
Damage: 100%x2 Atk Physical Dmg.
Effect: 50% DeProtect
Range: Melee
+Fang ~ Soul Siphon - Allistraznarr sinks her fangs in an enemy, crushing it's bones and sipping at it's soul.
Damage: 150% Atk Physical Dmg.
Effect: Heals MP equal to the damage dealt.
Range: 2 Cells.
+Tail ~ Dark Rift - Allistraznarr sweeps an area with her mighty tail, creating a rift to the shadow realm on the area attacked.
Dmg: 100% Atk Physical Dmg.
Effect: All affected Cells become Rift Cells for 3 turns. Any unit passing through or standing on a rift cell takes 100% Atk Shadow Magical Dmg.
Range: 3 adjacent cells all of which up to 2 cells away.
-------------------
R-Ability: Soul of the Void - Allistraznarr's soul is not only immortal, but of the deepest black. On reaching Critical state, the Shadow Dragon gains Reraise and has 25% chance of bestowing Doom to each enemy in a 3 Cells Radius. This effect can only be activated once per battle.
S-Ability: Heartless - The Black Queen is merciless and feels no compassion. Her philosofical heart of void. Each stack of Heart increases all damage dealt by the Shadow Dragon by 5%. Allistraznarr, differently from the other Dragon Forms, can gain stacks of Heart, and spends none.
-------------------
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVD:
CRT:
MOV:
Name: Allistraznarr
Age: 3.562 Years
Gender: Female
Level:
Appearance:
- Spoiler:
-------------------
Profession: Shadow Dragon - The great tyrant ruler of the black dragons and bearer of the feared Shadowflame. It's soul was though lost forever, until a young drake found it...[Immune Dark; Weak Light; Fly; Divinity]
Divinity - Allistraznarr has all of her stats increased by 20% in relation to Alice. All her attacks and Abilities ignore 50% of the affected units' Def and Spr.
Weapon: Shadowflame - The dreaded flame that consumes all.
Armor: Shadow Scales - Pitch black scales. Harder than steel, they absorb the power of death and darkness, but bright light burns it like a flame.
Acessory: Dragon Eyes - The eyes that see the truth in all.
-------------------
A-Ability: Shadow Rage
+Spit ~ Shadow Bomb - Allistraznarr spits a globes of Shadowflame that explodes on impact.
Damage: 100% Atk Shadow Magic Dmg.
Effect: Affect all units in target cell and adjacent. 50% DeShell.
Range: 4 Cells.
+Breath ~ Dark Breath - With a terrible roar, the Shadow Dragon launches a torrent of Shadowflame from her maw.
Damage: 120% Atk Shadow Magic Dmg.
Effect: 50% Fragility
Range: Affects all units in a 5 Cells line.
+Roar ~ Presence of Fear - With a wrathful gaze, the Shadow Dragon instills a deep dread in an enemy, to the point of maddening those with week minds.
Damage: None
Effect: 100% Fear, 50% Confusion.
Range: 4 Cells.
+Create ~ Cesspool of Darkness - Drows an enemy in a globe of pure darkness. The orb isolates it from the fight and consumes it slowly.
Damage: 100% Atk Magic Dmg on each turn until Seal wears off.
Effect: 100% Seal.
Range: 4 Cells.
+Bend ~ Twilight - a Torrent of shadows rain upon an enemy with no warning.
Damage: 120% Atk Shadow Magic Dmg.
Effect: 50% Weakness to Shadow
Range: 4 Cells.
+Claw ~ Devastate - Allistraznarr rakes an enemy with her claws, tearing alway it's armour.
Damage: 100%x2 Atk Physical Dmg.
Effect: 50% DeProtect
Range: Melee
+Fang ~ Soul Siphon - Allistraznarr sinks her fangs in an enemy, crushing it's bones and sipping at it's soul.
Damage: 150% Atk Physical Dmg.
Effect: Heals MP equal to the damage dealt.
Range: 2 Cells.
+Tail ~ Dark Rift - Allistraznarr sweeps an area with her mighty tail, creating a rift to the shadow realm on the area attacked.
Dmg: 100% Atk Physical Dmg.
Effect: All affected Cells become Rift Cells for 3 turns. Any unit passing through or standing on a rift cell takes 100% Atk Shadow Magical Dmg.
Range: 3 adjacent cells all of which up to 2 cells away.
-------------------
R-Ability: Soul of the Void - Allistraznarr's soul is not only immortal, but of the deepest black. On reaching Critical state, the Shadow Dragon gains Reraise and has 25% chance of bestowing Doom to each enemy in a 3 Cells Radius. This effect can only be activated once per battle.
S-Ability: Heartless - The Black Queen is merciless and feels no compassion. Her philosofical heart of void. Each stack of Heart increases all damage dealt by the Shadow Dragon by 5%. Allistraznarr, differently from the other Dragon Forms, can gain stacks of Heart, and spends none.
-------------------
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
EVD:
CRT:
MOV:
Last edited by Poring Slayer Allindur on Wed Dec 26, 2012 5:31 pm; edited 2 times in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign: Music of The Heart
Name: Alex (short for Alexandra Echelon)
Age: 21
Gender: Female
Level: 1
Appearance:
-------------------
Profession: Crysta - A magus specialized in a very uncommon kind of jewel magic. This school is long dead, having only a select few apprentices, the last master having died some time ago. It's not very dynamic or aggressive, but powerful in the right hands.
Weapon: Old Jewel Box - A worn jewel box where Alex keeps all her gemstones, the higher ones and the semi-precious ones too. (Int damage, 3 cells range) [+1 Int]
Armor: Loose Dress - A simples, yet ellegant dress. Doesn't offer much protection, but she is not planning on getting hit. [+1 Spr]
Acessory: Worn Locket - An old tin locket, stained and rusted with only a prismatic gem inside. Alex tries not to look at it too much.
-------------------
A-Ability: Crystallize - Gems abilities place a gem in a chosen cell up to 4 cells away, gem cells can be crossed or occupied as normal, but can't be damaged. The gems remain until dismissed and generate their effects constantly. There can never be two of the same gem, and if a gem is recast, it will only be moved to the new cell. There can never be more than 3 gems at the same time, if a new one is cast, an old one must be instantly dismissed. Shines can be chained into any Gem ability, but not into another Shine. A Shine can only be cast if its gem exists, and it's range extends from the gem, not from Alex.
+Gem ~ Tidal Sapphire - Summons a floating blue sapphire at a spot. The gemstone emanates a soothing mist that seems to gather around wounds and relieve pain. All allies heal 10% HP for each turn they remain within 3 cells of the sapphire. MP: 10
-> Shine ~ Monsoon - The Tidal Sapphire rains magic waters on an ally, enveloping him in a thick mist. Removes a harmful effect from an ally, if he has none, bestows Regen. Range: 4 cells. MP: 8
[Essence: Riptide - Heals all allies up to 3 cells away for 150% Int.]
+Gem ~ Crackling Amethyst - Summons a floating purple amethyst at a spot. The gemstone crackles with latent energy, spreading it to nearby conductors. All allies up to 3 cells away have 20% chance to perform a critical hit with any offensive damaging ability. MP: 10
-> Shine ~ Lighting Rod - The Crackling Amethyst fires a spark at an ally, infusing him with energy and transforming him into a giant conductor for the gemstone's power. Bestows Haste on an ally. Range: 4. MP: 8
[Essence: Eye of the Storm - Bestows Bravery or Faith to all allies up to 3 cells away. The status is chosen to match the highest offensive stat of each character.]
R-Ability: Feedback - Alex's gems help her focus her power and absorb mana from the surrounding ground and atmosphere. Alex restores 5% her max mana every turn for each gem she has active. A gem will not provide mana the same turn is cast a Shine.
S-Ability: Illuminate - Alex's gems cast a constant magic light that stirs the heart of those whose eyes catch it. Any ally up to 3 cells away of any of Alex's gems has +15% in all stats. Alex herself can gain this boost. Does not stack.
D-Ability: Luminaria - Alex commands all her gems to release their true essence. Each gem she has active will immediatly explode, releasing it's Essence effect and being destroyed in the process. She can still recast her gems afterwards, one by one.
-------------------
Stats:
HP: 15 [15]
MP: 30 (+5 from Worn Locket) [35]
ATK: 1 [1]
DEF: 2 [2]
INT: 4 (+1 from Old Jewel Box) [5]
SPR: 2 (+1 from Loose Dress) [3]
EVD: 5%
CRT: 2%
MOV: 2 [2]
Skill Points: 0
Name: Alex (short for Alexandra Echelon)
Age: 21
Gender: Female
Level: 1
Appearance:
- Spoiler:
-------------------
Profession: Crysta - A magus specialized in a very uncommon kind of jewel magic. This school is long dead, having only a select few apprentices, the last master having died some time ago. It's not very dynamic or aggressive, but powerful in the right hands.
Weapon: Old Jewel Box - A worn jewel box where Alex keeps all her gemstones, the higher ones and the semi-precious ones too. (Int damage, 3 cells range) [+1 Int]
Armor: Loose Dress - A simples, yet ellegant dress. Doesn't offer much protection, but she is not planning on getting hit. [+1 Spr]
Acessory: Worn Locket - An old tin locket, stained and rusted with only a prismatic gem inside. Alex tries not to look at it too much.
-------------------
A-Ability: Crystallize - Gems abilities place a gem in a chosen cell up to 4 cells away, gem cells can be crossed or occupied as normal, but can't be damaged. The gems remain until dismissed and generate their effects constantly. There can never be two of the same gem, and if a gem is recast, it will only be moved to the new cell. There can never be more than 3 gems at the same time, if a new one is cast, an old one must be instantly dismissed. Shines can be chained into any Gem ability, but not into another Shine. A Shine can only be cast if its gem exists, and it's range extends from the gem, not from Alex.
+Gem ~ Tidal Sapphire - Summons a floating blue sapphire at a spot. The gemstone emanates a soothing mist that seems to gather around wounds and relieve pain. All allies heal 10% HP for each turn they remain within 3 cells of the sapphire. MP: 10
-> Shine ~ Monsoon - The Tidal Sapphire rains magic waters on an ally, enveloping him in a thick mist. Removes a harmful effect from an ally, if he has none, bestows Regen. Range: 4 cells. MP: 8
[Essence: Riptide - Heals all allies up to 3 cells away for 150% Int.]
+Gem ~ Crackling Amethyst - Summons a floating purple amethyst at a spot. The gemstone crackles with latent energy, spreading it to nearby conductors. All allies up to 3 cells away have 20% chance to perform a critical hit with any offensive damaging ability. MP: 10
-> Shine ~ Lighting Rod - The Crackling Amethyst fires a spark at an ally, infusing him with energy and transforming him into a giant conductor for the gemstone's power. Bestows Haste on an ally. Range: 4. MP: 8
[Essence: Eye of the Storm - Bestows Bravery or Faith to all allies up to 3 cells away. The status is chosen to match the highest offensive stat of each character.]
- Spoiler:
+Gem ~ Earthen Emerald - Summons a floating green emerald in a spot. The gemstone casts a verdant light, and the surrounding earth seems to vibrate with power. Everytime an ally up to 3 cells away takes damage, there is a 50% chance he will be healed for 20% his max HP. MP: ?
-> Shine ~ Earth's Embrace - The Earthen Emerald shocks an ally with the strengh of the earth, protecting him with a skin of stone. An ally receives a shield that blocks the next 150% Int damage. Lasts up to 3 turns. Range: 4 cells. MP: ?
[Essence: Unbroken Gneiss - All allies up to 3 cells away are invulnerable for 1 turn.]
+Gem ~ Shadow Obsidian - Summons a floating black obsidian in a spot. The gemstone casts a creeping shadow that incites fear in the hearts of the enemies. All healing done to enemies up to 3 cells away is reduced by 20%, and positive status effects bestowed on them have 20% chance of failing.
-> Shine ~ Black Blade - The Shadow Obsidian creates an edge of void to cut through an enemy. The cold vacuum is void of matter, but cuts deeper than steel. Deals 100% Dark Int Dmg. 50% chance of DeProtect of DeShell, matching the enemy's highest defensive stat. Range: 4. MP: ?
[Essence: Corruption - All enemies up to 3 cells away gain a shield that negates the next 150% Int points of healing received. Lasts up to 3 turns.]
+Gem ~ Blinding Alexandrite - Summons a floating silver alexandrite in a spot. The gemstone casts a dazzling light that burns any offender. Everytime an enemy up to 3 cells away deals damage to an ally of Alex, this enemy will lose 10% of his Def or Spr, the highest of the two. Stacks up to 30% on each stat. Lasts up to 3 turns, refreshing the duration on each new stack. MP: ?
-> Shine ~ Punishing Light - The Blinding Alexandrite casts a beam of intense light at an enemy, burning its flesh and making it unable to fight back. 100% Light Int Dmg. 50% chance of Disable. Range: 4. MP: ?
[Essence: Retribution - All enemies up to 3 cells away gain a Mark of Retribution. Bearers of the Mark lose HP equal to all the damage they cause. Lasts 3 turns.]
+Gem ~ Cloud Citrine - Summons a floating orange citrine in a spot. The gemstone is surrounded by constant winds that seem to away blow at the most favorable direction. All allies up to 3 cells away have +1 move. This effect persists for one turn after they leave the gem's affected area. MP: ?
-> Shine ~ Zephyr - The Cloud Citrine envelops an ally in a pocket of soft winds, lifting it off the ground. Bestows Float. Range: 4. MP: ?
[Essence: Carrying Winds - All allies up to 3 cells away gain Fly and +2 move. Lasts 3 turns.]
+Gem ~ Northern Pearl - Summons a floating white pearl in a spot. The gemstone emanates a freezing cold. All enemies up to 3 cells away lose 1 move for as long as they are in the area and for one turn after they leave it. MP: ?
-> Shine ~ Winter's Chill - The Northern Pearl invoke the fury of the northen winter, chilling an enemy to the very bones. 100% Ice Int Dmg. 50% chance of Slow. Range : 4. MP: ?
[Essence: Blizzard - Enemies up to 3 cells away are Immobilized.]
+Gem ~ Searing Ruby - Summons a floating red ruby in a spot. The gemstone casts a suffocating heat, and firebolts fly of it constantly. Deals 100% Fire Int Dmg to the closest enemy up to 3 cells away every turn. MP: ?
-> Shine ~ Scorching Line - The Searing Ruby ignites everything in a straight line, reducing plant life to ashes. Deals 100%% Int Dmg in a 4 cells line. 25% chance of Burn. MP: ?
[Essence: Inferno - Deals 100% Piercing Fire Int Dmg to all enemies up to 3 cells away.]
S-Ability: Illuminate - Alex's gems cast a constant magic light that stirs the heart of those whose eyes catch it. Any ally up to 3 cells away of any of Alex's gems has +15% in all stats. Alex herself can gain this boost. Does not stack.
D-Ability: Luminaria - Alex commands all her gems to release their true essence. Each gem she has active will immediatly explode, releasing it's Essence effect and being destroyed in the process. She can still recast her gems afterwards, one by one.
-------------------
Stats:
HP: 15 [15]
MP: 30 (+5 from Worn Locket) [35]
ATK: 1 [1]
DEF: 2 [2]
INT: 4 (+1 from Old Jewel Box) [5]
SPR: 2 (+1 from Loose Dress) [3]
EVD: 5%
CRT: 2%
MOV: 2 [2]
Skill Points: 0
Last edited by Poring Slayer Allindur on Thu Dec 27, 2012 3:07 pm; edited 2 times in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign: Revolution: Inverse
Name: Sallete Deschain
Gender: Female
Age: 19
Appearance:
Profession: Blade Engineer - Hard to define as a profession, as there is hardly anyone else delving into this area. The Blade Engineer has devoted his whole mechanic expertise to the creation of a single masterpice: an Engine Sword. A monstrously large and overcomplicated mass of cogs and pumps with an engine core, many buttons and lockers, an a humongous edge. One would need one or two years in college just to learn how to work one of these...provided he wasn't the one to craft it.
Weapon: Rusted Core - A third hand, well worn steam-powered engine core.
Armor: Brass Guards - A set of gauntlets and greaves made of brass. Who needs cumbersome full plates?
Accessory: Glass Earrings[+1 Atk] - A pair of pretty earrings. Each features two glass prisms.
---------~---------
A-Ability: First Gear
+ Shotgun: The blade locks out of place, revealing a hidden barrel. 100% Atk Dmg. 3 cell range. Gains elemental damage and extra effects from Vial Abilities. CE: 4
~Heaven and Hell: A blindly fast step and a brutish spin complete an already cruel punishment. 100% Atk Dmg. 3 cell range. Chains on Shotgun, and must target the same unit. 25% chance to stun. CE: ?
+Vial: Overheat: Twisting a button releases the first fuel vial, overheating the engine and the whole sword with with. Fortunately, the handle is made of a lousy thermal conductor. Applies Fire property to melee attacks and abilities and to Shotgun. Dealing melee damage has a 25% chance to inflinct Burning. Shotgun deals 70% damage to units adjacent to its target. Lasts 3 turns. CE: 6
---------~---------
S-Ability:
+ Turbo: (Not too)Carefuly placed vents allow air to flow into the engine naturally with each swing of the Engine Sword, further fueling it. Each time the Blade Engineer deals damage, it gains one stack of Turbo. Each turn she spends without dealing damage, she loses one stack. Periodic damage does not count. When she has 5 stacks, she can spend them all to use one ability for 0 CE.
(Turbo: Attacks ignore 5% Def per stack. Stacks up to 5 times)
---------~---------
Awakening:
+ Full Throttle - You know that big red button? Yep, she pressed it. Bestows Bravery and Haste to the Blade Engineer.
---------~---------
LVL: 1
EXP: 0 / 10
HP: 30 / 30
CE: 15 / 15
ATK: 5 [+1 from Rusted Core] [+1 from Glass Earrings] [7]
DEF: 3 [+1 from Brass Guards]
INT: 0
SPR: 2
MOVE: 2 [+1 from Blade Engineer Profession] [3]
Skill Points: 0
Name: Sallete Deschain
Gender: Female
Age: 19
Appearance:
- Spoiler:
Profession: Blade Engineer - Hard to define as a profession, as there is hardly anyone else delving into this area. The Blade Engineer has devoted his whole mechanic expertise to the creation of a single masterpice: an Engine Sword. A monstrously large and overcomplicated mass of cogs and pumps with an engine core, many buttons and lockers, an a humongous edge. One would need one or two years in college just to learn how to work one of these...provided he wasn't the one to craft it.
Weapon: Rusted Core - A third hand, well worn steam-powered engine core.
Armor: Brass Guards - A set of gauntlets and greaves made of brass. Who needs cumbersome full plates?
Accessory: Glass Earrings[+1 Atk] - A pair of pretty earrings. Each features two glass prisms.
---------~---------
A-Ability: First Gear
+ Shotgun: The blade locks out of place, revealing a hidden barrel. 100% Atk Dmg. 3 cell range. Gains elemental damage and extra effects from Vial Abilities. CE: 4
+Vial: Overheat: Twisting a button releases the first fuel vial, overheating the engine and the whole sword with with. Fortunately, the handle is made of a lousy thermal conductor. Applies Fire property to melee attacks and abilities and to Shotgun. Dealing melee damage has a 25% chance to inflinct Burning. Shotgun deals 70% damage to units adjacent to its target. Lasts 3 turns. CE: 6
---------~---------
S-Ability:
+ Turbo: (Not too)Carefuly placed vents allow air to flow into the engine naturally with each swing of the Engine Sword, further fueling it. Each time the Blade Engineer deals damage, it gains one stack of Turbo. Each turn she spends without dealing damage, she loses one stack. Periodic damage does not count. When she has 5 stacks, she can spend them all to use one ability for 0 CE.
(Turbo: Attacks ignore 5% Def per stack. Stacks up to 5 times)
---------~---------
Awakening:
+ Full Throttle - You know that big red button? Yep, she pressed it. Bestows Bravery and Haste to the Blade Engineer.
---------~---------
LVL: 1
EXP: 0 / 10
HP: 30 / 30
CE: 15 / 15
ATK: 5 [+1 from Rusted Core] [+1 from Glass Earrings] [7]
DEF: 3 [+1 from Brass Guards]
INT: 0
SPR: 2
MOVE: 2 [+1 from Blade Engineer Profession] [3]
Skill Points: 0
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Allindur
Gender: Male
Age: 20 [February 28th]
Appearance:
Profession: Shadow Walker - Someone who received the power to twist shadow and darkness to his or her own desire. There is more to this darkness than just absence of light. Something that hungers.(Dark Will)
Dark Will - Shadows and Darkness cover every inch of the Shadow Walker's mind, fusing body and soul and dragging them partially into the dark realm. The Shadow Walker has Resistance to Shadow.
Weapon: Noob Sword - A beginner's magic sword. "Beginner" pretty much sums up this weapon.[+1 Int]
Armor: Usual Clothing - Everyday clothing usually worn to college. Now will have to do as an armor.[+1 Def]
Accessory: Scarf - A loose scarf. Doesn't really ward off any cold, but is quite fashionable.[+5 MP]
---------~---------
A-Ability: Shadow Bending
+Shadow Jump - The Shadow Walker lives up to his title by diving into his own shadow, only to reapear at that of an enemy, sword ready to strike. Deal 100% Int Dmg to an enemy and moves adjacent to it. Range: 3 cells. Cost: ? MP
-Shadow Orb: Ambush - The Shadow Walker can grant a gift to the shadows, and in exchange, carry a little bit of them with him. Ambush's Range is 1 Cell greater, and the target has a high chance of being
+Devouring Plague - Unleashes a virulent shadow to feast on a target. Afflicted target takes 100% Int Shadow Dmg every turn, returning half of the mitigated damage as HP to the caster. Lasts 3 turns. Range: 3 cells. Cost: ? MP.
-Shadow Orb: Consuming Plague - With a tiny sacrifice, the Shadow Walker can make the shadows all the more voracious. Consuming Shadows return MP as well as HP. Aditional HP drain from an extra Shadow Orb will not become MP, only the Plague's base drain.
---------~---------
S-Ability:
+ Coalescent Shadows - The Shadow Walker acts as a magnet for the deathly power he bends. As death and suffering occur around him, dark powers gather, eager to witness. Every time a unity takes damage up to 3 cells from Allindur, he has a 25% chance to gain a Shadow Orb.
Shadow Orb - A crystallized sphere of darkness. Ressonates with dark magic and can be absorbed as a mean to fuel sinister powers. As long as Allindur has at least 1 Shadow Orb, he regenerates HP equal half of all the damage he deals. A Shadow Orb can be spent to cast upgraded versions of his Abilities.
R-Ability:
+Shadow Dance - Allindur lets himself go into the rhythm of the battle. Every time he deals damage, there is a 50% chance to enter in a Shadow Dance. The dance is chosen in the begining of his turn and lasts for the entire turn.
Underdark Samba - It's so intense you can't even breath. Allindur can take 2 actions this turn.
Black Waltz - It's all about rhythm, finding the perfect time. The first Ability Allindur casts this turn costs no MP.
Rumba Oscura - Sometimes the best move is the most aggressive one. Allindur's attacks and Abilities pierce 50% of all foes' Spr for the entire turn.
---------~---------
Awakening:
+ Fading Light - The Shadow Walker snuffs the light out of all enemies. 50% Shadow Int Dmg to all enemies. Fading Light absorbs 100% of it's damage as HP and can grant Shadow Orbs regardless of how far it's foes are. Inflicts Looming Darkness on all damaged.
Looming Darkness - The shadows corrupt and consume the afflicted's essence. Any attempt to heal them by any means will deal 100% Piercing Int Dmg to the afflicted and negate the heal, consuming the debuff. If dispelled, deals 100% Piercing Int Dmg to the dispeller. This target can grant Shadow Orbs no matter how far from Allindur it is. Lasts 3 turns or until consumed.
---------~---------
LVL: 4
EXP: ? / ??
Skill Points: 0
HP: 25/25
MP: 20/20 (+5 from Scarf)[25]
SO: 0/10
ATK: 3
DEF: 2 (+1 from Usual Clothing)[3]
INT: 7 (+1 from Noob Sword)[8]
SPR: 3
MOVE: 2 (+1 from Shadow Walker Profession)[3]
---------~---------
Affinity:
Gender: Male
Age: 20 [February 28th]
Appearance:
- Spoiler:
Profession: Shadow Walker - Someone who received the power to twist shadow and darkness to his or her own desire. There is more to this darkness than just absence of light. Something that hungers.(Dark Will)
Dark Will - Shadows and Darkness cover every inch of the Shadow Walker's mind, fusing body and soul and dragging them partially into the dark realm. The Shadow Walker has Resistance to Shadow.
Weapon: Noob Sword - A beginner's magic sword. "Beginner" pretty much sums up this weapon.[+1 Int]
Armor: Usual Clothing - Everyday clothing usually worn to college. Now will have to do as an armor.[+1 Def]
Accessory: Scarf - A loose scarf. Doesn't really ward off any cold, but is quite fashionable.[+5 MP]
---------~---------
A-Ability: Shadow Bending
+Shadow Jump - The Shadow Walker lives up to his title by diving into his own shadow, only to reapear at that of an enemy, sword ready to strike. Deal 100% Int Dmg to an enemy and moves adjacent to it. Range: 3 cells. Cost: ? MP
-Shadow Orb: Ambush - The Shadow Walker can grant a gift to the shadows, and in exchange, carry a little bit of them with him. Ambush's Range is 1 Cell greater, and the target has a high chance of being
+Devouring Plague - Unleashes a virulent shadow to feast on a target. Afflicted target takes 100% Int Shadow Dmg every turn, returning half of the mitigated damage as HP to the caster. Lasts 3 turns. Range: 3 cells. Cost: ? MP.
-Shadow Orb: Consuming Plague - With a tiny sacrifice, the Shadow Walker can make the shadows all the more voracious. Consuming Shadows return MP as well as HP. Aditional HP drain from an extra Shadow Orb will not become MP, only the Plague's base drain.
- Spoiler:
+ Shadow Flame - The Shadow Walker summons a sphere of black fire to sear at the body and soul of his enemy. 120% Shadow Int Dmg. 50% chance to make the target Weak to Shadow. Range: 3 cells. Cost: 11 MP.
-Shadow Orb: Shadow Bomb - By infusing the flame with a sprite of darkness, it grow all the greater, all the more unstable. Shadow Bomb affects all cells adjacent to the target as well.+ Shadow Mend - Light is not the only thing capable of mending wounds. It's just the least painful thing. Heals HP equal to 100% Int. Range: 3 cells. Cost: ? MP
-Shadow Orb: Stitch - An infusion of darkness can do wonders to one's health. In addition to the healing, Stitch removes one debuff and increases the target's primary damaging stat by 20% for 3 turns.
---------~---------
S-Ability:
+ Coalescent Shadows - The Shadow Walker acts as a magnet for the deathly power he bends. As death and suffering occur around him, dark powers gather, eager to witness. Every time a unity takes damage up to 3 cells from Allindur, he has a 25% chance to gain a Shadow Orb.
Shadow Orb - A crystallized sphere of darkness. Ressonates with dark magic and can be absorbed as a mean to fuel sinister powers. As long as Allindur has at least 1 Shadow Orb, he regenerates HP equal half of all the damage he deals. A Shadow Orb can be spent to cast upgraded versions of his Abilities.
R-Ability:
+Shadow Dance - Allindur lets himself go into the rhythm of the battle. Every time he deals damage, there is a 50% chance to enter in a Shadow Dance. The dance is chosen in the begining of his turn and lasts for the entire turn.
Underdark Samba - It's so intense you can't even breath. Allindur can take 2 actions this turn.
Black Waltz - It's all about rhythm, finding the perfect time. The first Ability Allindur casts this turn costs no MP.
Rumba Oscura - Sometimes the best move is the most aggressive one. Allindur's attacks and Abilities pierce 50% of all foes' Spr for the entire turn.
---------~---------
Awakening:
+ Fading Light - The Shadow Walker snuffs the light out of all enemies. 50% Shadow Int Dmg to all enemies. Fading Light absorbs 100% of it's damage as HP and can grant Shadow Orbs regardless of how far it's foes are. Inflicts Looming Darkness on all damaged.
Looming Darkness - The shadows corrupt and consume the afflicted's essence. Any attempt to heal them by any means will deal 100% Piercing Int Dmg to the afflicted and negate the heal, consuming the debuff. If dispelled, deals 100% Piercing Int Dmg to the dispeller. This target can grant Shadow Orbs no matter how far from Allindur it is. Lasts 3 turns or until consumed.
---------~---------
LVL: 4
EXP: ? / ??
Skill Points: 0
HP: 25/25
MP: 20/20 (+5 from Scarf)[25]
SO: 0/10
ATK: 3
DEF: 2 (+1 from Usual Clothing)[3]
INT: 7 (+1 from Noob Sword)[8]
SPR: 3
MOVE: 2 (+1 from Shadow Walker Profession)[3]
---------~---------
Affinity:
- Spoiler:
{-------------------------} Durn [0]
Relationship: None
Feelings: Neutral
{-------------------------} Terra(Silver) [0]
Relationship: None
Feelings: Neutral
{-------------------------} Zeri [0]
Relationship: None
Feelings: Neutral
{-------------------------} Masquerade [0]
Relationship: None
Feelings: Neutral
{-------------------------} Kuori [0]
Relationship: None
Feelings: Neutral
{-------------------------} Xenosaga[0]
Relationship: None
Feelings: Neutral
{-------------------------} Cerani[0]
Relationship: None
Feelings: Neutral
Last edited by Knight Solaire of Astora on Mon Feb 03, 2014 9:16 pm; edited 2 times in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign:
Name: Sol
Age: 24
Gender: Male
Level: 1
Appearance:
-------------------
Profession: Sun Knight - A pious servant of light cursed by a foul sorcerer. Wields the powers of the sun and steel during the whole day time. A dark sadness waits for him every night.(Therian Curse)
[Therian Curse - During night time, Sol's mind sleeps and his body is twisted into a beast. If he is afflicted by Sleep in any of the two forms, he reverses to the other form for the duration of the effect, but may otherwise act as normal. The Dusk and Dawn are the only few minutes the bearers of the curse have in common human form.]
Weapon: Gemmed Blade - A beautifully decorated sword. It's really a court sword, more for show than actual battle.
Armor: Heirloom Plate - A paladin's armor inherited from a long bloodline of knights. Preserves its beauty, but much of the resistance is gone with time.
Acessory: Red Cloak - An ellegant cloak of red velvet. More a symbol than anything, really.
-------------------
A-Ability: Sun Sword - Whenever an ability from Sun Sword deals damage, the target receives a Light Particle. Light Particle increases the damage output of the next attack or ability that hits that unit by 20%.
+Shield of Light - The Sun Knight summons a curtain of light to protect himself. Gains a Shield that absorbs the first Def + Atk points of damage taken. Lasts 3 turns or until consumed. MP: ?
+Heavenly Thrust - Sol's sword shines with golden light before being impaled into an enemy. 130% Light Attck Dmg. MP: ?
-------------------
R-Ability: Avenging Wrath - Whenever Luna is damaged, Sol has a 50% chance to gain Bravery for one turn, but must damage whoever attacked Luna, if possible.
S-Ability: True Love - Sol has found his reason to live in Luna, but a foul curse has set them appart forever. Sol and Luna are always with each other. They earn EXP together and only one has to buy equipment, the other automatically gets a matching piece with equivalent stats.
D-Ability: Guardian Strike - A powerful strike with one's whole devotion. 200% Light Piercing Atk Dmg. Luna gains Protect. Can only be used on the same turn Luna use her D-Ability.
-------------------
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOV:
----~----
Wolf Form:
Appearance:
Profession: Night Stalker - A hunter in the dark. This beast derives its powers from the moon and can bend as much its moonlight as the shadows around it in an effort to assist in the hunt. Feels an unexplainable tenderness for Luna, though its animalistic mind is unable to interpret such feeling.(Therian Curse)
[Therian Curse - During day time, Sol's mind awakes and he is returned to his human form. If he is afflicted by Sleep in any of the two forms, he reverses to the other form for the duration of the effect, but may otherwise act as normal. The Dusk and Dawn are the only few minutes the bearers of the curse have in common human form.]
Weapon: Moontouched Fangs - The Nightstalker's fangs shine with a silvery light. They are sharp as a sword and hard as steel.
Armor: Black Fur - The vast, midnight black fur is much tougher than it looks, being able to resist most piercing and slashing weapons as though it was a chan mail.
Acessory: Velvet Collar - A red velvet cloth tied as a kind of leash or collar. Remnant of the transformation.
-------------------
A-Ability: Night Fangs - Whenever an ability from Night Fangs deals damage, the target receives a Moonshade. When a unit with Moonshade is attacked, the attacker consumes the Moonshade and regains life equal to 20% of the damage done.
+Howling Lamment - Sol howls a sorrowful tune, inviting the night shadows to strenghen him. Bestows Regen to self an adjacent allies. MP: ?
+Midnight Rush - Sol dashes to an enemy with blinding speed, his fangs reflecting the night shadows. 110% Shadow Atk Dmg. Moves adjacent to enemy. MP: ?
-------------------
R-Ability: Blackguard - Whenever Luna is attacked, Sol has 50% to instantly jump the attacker and basic attack him, as long as he is within MOVE+1 Range.
S-Ability: True Love - Sol has found his reason to live in Luna, but a foul curse has set them appart forever. Sol and Luna are always with each other. They earn EXP together and only one has to buy equipment, the other automatically gets a matching piece with equivalent stats.
D-Ability: Go For Throat - The hunter instincts take over the Night Stalker, ready to take down a problematic enemy. 200% Piercing Shadow Atk Dmg. High chance of Bleed. Can only be used in the same turn Luna uses a D-Ability.
Name: Sol
Age: 24
Gender: Male
Level: 1
Appearance:
- Spoiler:
-------------------
Profession: Sun Knight - A pious servant of light cursed by a foul sorcerer. Wields the powers of the sun and steel during the whole day time. A dark sadness waits for him every night.(Therian Curse)
[Therian Curse - During night time, Sol's mind sleeps and his body is twisted into a beast. If he is afflicted by Sleep in any of the two forms, he reverses to the other form for the duration of the effect, but may otherwise act as normal. The Dusk and Dawn are the only few minutes the bearers of the curse have in common human form.]
Weapon: Gemmed Blade - A beautifully decorated sword. It's really a court sword, more for show than actual battle.
Armor: Heirloom Plate - A paladin's armor inherited from a long bloodline of knights. Preserves its beauty, but much of the resistance is gone with time.
Acessory: Red Cloak - An ellegant cloak of red velvet. More a symbol than anything, really.
-------------------
A-Ability: Sun Sword - Whenever an ability from Sun Sword deals damage, the target receives a Light Particle. Light Particle increases the damage output of the next attack or ability that hits that unit by 20%.
+Shield of Light - The Sun Knight summons a curtain of light to protect himself. Gains a Shield that absorbs the first Def + Atk points of damage taken. Lasts 3 turns or until consumed. MP: ?
+Heavenly Thrust - Sol's sword shines with golden light before being impaled into an enemy. 130% Light Attck Dmg. MP: ?
-------------------
R-Ability: Avenging Wrath - Whenever Luna is damaged, Sol has a 50% chance to gain Bravery for one turn, but must damage whoever attacked Luna, if possible.
S-Ability: True Love - Sol has found his reason to live in Luna, but a foul curse has set them appart forever. Sol and Luna are always with each other. They earn EXP together and only one has to buy equipment, the other automatically gets a matching piece with equivalent stats.
D-Ability: Guardian Strike - A powerful strike with one's whole devotion. 200% Light Piercing Atk Dmg. Luna gains Protect. Can only be used on the same turn Luna use her D-Ability.
-------------------
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOV:
----~----
Wolf Form:
Appearance:
- Spoiler:
Profession: Night Stalker - A hunter in the dark. This beast derives its powers from the moon and can bend as much its moonlight as the shadows around it in an effort to assist in the hunt. Feels an unexplainable tenderness for Luna, though its animalistic mind is unable to interpret such feeling.(Therian Curse)
[Therian Curse - During day time, Sol's mind awakes and he is returned to his human form. If he is afflicted by Sleep in any of the two forms, he reverses to the other form for the duration of the effect, but may otherwise act as normal. The Dusk and Dawn are the only few minutes the bearers of the curse have in common human form.]
Weapon: Moontouched Fangs - The Nightstalker's fangs shine with a silvery light. They are sharp as a sword and hard as steel.
Armor: Black Fur - The vast, midnight black fur is much tougher than it looks, being able to resist most piercing and slashing weapons as though it was a chan mail.
Acessory: Velvet Collar - A red velvet cloth tied as a kind of leash or collar. Remnant of the transformation.
-------------------
A-Ability: Night Fangs - Whenever an ability from Night Fangs deals damage, the target receives a Moonshade. When a unit with Moonshade is attacked, the attacker consumes the Moonshade and regains life equal to 20% of the damage done.
+Howling Lamment - Sol howls a sorrowful tune, inviting the night shadows to strenghen him. Bestows Regen to self an adjacent allies. MP: ?
+Midnight Rush - Sol dashes to an enemy with blinding speed, his fangs reflecting the night shadows. 110% Shadow Atk Dmg. Moves adjacent to enemy. MP: ?
-------------------
R-Ability: Blackguard - Whenever Luna is attacked, Sol has 50% to instantly jump the attacker and basic attack him, as long as he is within MOVE+1 Range.
S-Ability: True Love - Sol has found his reason to live in Luna, but a foul curse has set them appart forever. Sol and Luna are always with each other. They earn EXP together and only one has to buy equipment, the other automatically gets a matching piece with equivalent stats.
D-Ability: Go For Throat - The hunter instincts take over the Night Stalker, ready to take down a problematic enemy. 200% Piercing Shadow Atk Dmg. High chance of Bleed. Can only be used in the same turn Luna uses a D-Ability.
Last edited by Poring Slayer Allindur on Tue Dec 25, 2012 6:45 am; edited 2 times in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign:
Name: Luna
Age: 24
Gender: Female
Level: 1
Appearance:
-------------------
Profession: Moon Witch - A wise servant of the shadow cursed by a foul sorcerer. Commands the powers of the moon and stars during the night. A deep sadness awaits for her during day time.(Therian Curse)
[Therian Curse - During day time, Luna's mind sleeps and her body is twisted into a beast. If she is afflicted by Sleep in any of the two forms, she reverses to the other form for the duration of the effect, but may otherwise act as normal. The Dusk and Dawn are the only few minutes the bearers of the curse have in common human form.]
Weapon: Simple Rod - An unremarkable rod for focusing magic energy. [4 cells range]
Armor: Purple Dress - A beautiful purple and white dress with frills.
Acessory: Collar - A collar designed to look like a leash. Actually very confortable.
-------------------
A-Ability: Moon Magic - Everytime an allied unit under the effect of some effect from Moon Magic is damaged, Luna regains 5% MP.
+Dark Healing - Shadows weave through the target's body, soothing pain and mending wounds. Who said darkness had to be vile? Heals 100% Int damage on the target. MP: ?
+Black Plague - Invokes short-lived, but intense disease to afflict an enemy. High chance of one of the following effects, chosen randomly: Poison, Slow, Fragility, Weakness. MP: ?
-------------------
R-Ability: Haven - Whenever Sol is damaged, there is 50% chance Luna will heal him for 50% Int Dmg, as long as he is up to 4 cells from her.
S-Ability: True Love - Luna has found her reason to live in Sol, but a foul curse has set them appart forever. Sol and Luna are always with each other. They earn EXP together and only one has to buy equipment, the other automatically gets a matching piece with equivalent stats.
D-Ability: Eclipse - The moon bathes all in darkness, showing clearly her favorites. 100% Shadow Piercing Int Dmg to all enemies. Regen on all allies, and MP Regen on Sol. Can only be used on the same turn Sol uses his D-Ability.
-------------------
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOV:
----~----
Raven Form:
Appearance:
Profession: Daybreak Singer - A messenger of light. This beast derives its powers from the sun and it's songs can invoke the warmth and brightness of the day. Feels an unexplainable tenderness for Sol, though its animalistic mind is unable to interpret such feeling.(Therian Curse)
[Therian Curse - During day time, Luna's mind awakes and she is returned to her human form. If she is afflicted by Sleep in any of the two forms, she reverses to the other form for the duration of the effect, but may otherwise act as normal. The Dusk and Dawn are the only few minutes the bearers of the curse have in common human form.]
Weapon: Angelic Voice - Differently from normal ravens, Luna's voice is sweet and heavenly. It can rip an enemy's will to shreds if she sings with hostility, though.[4 cells range]
Armor: White Feathers - Brightly white, these feathers are not much more resistant than cloth, but are able to block most offensive spells.
Acessory: Leash - A black leash rests in Luna's neck. A remnant of transformation.
-------------------
A-Ability: Songs of the Day - Everytime an enemy unit under the effect of some effect from Songs of the Day is damaged, Luna regains 5% MP.
+Light Sonata - A beautiful song of soothing and tender things. Heals the target by 40% Int Dmg per turn. Lasts 3 turns. MP: ?
+Lightborn Overture - A strong song that invokes memories of glories past. High chance of Silence. If the target is silenced, deals 70% Light Int Dmg per turn of silence. If not, deal 120% Light Int Dmg on cast. MP: ?
-------------------
R-Ability: Shelter - Whenever Sol is damaged, there is 50% chance Luna will reduce the final damage, after all mitigations, by 50% as long as the attacker is with 4 cells.
S-Ability: True Love - Luna has found her reason to live in Sol, but a foul curse has set them appart forever. Sol and Luna are always with each other. They earn EXP together and only one has to buy equipment, the other automatically gets a matching piece with equivalent stats.
D-Ability: Requiem of the Last Day - An emotional song vibrating with power. The very sun seems to shine brighter. Heals 150% Int Dmg to all allies. Applies DeShell or DeProtect to all enemies randomly and Haste to Sol. Can only be used on the same turn Sol uses his D-Ability.
Name: Luna
Age: 24
Gender: Female
Level: 1
Appearance:
- Spoiler:
-------------------
Profession: Moon Witch - A wise servant of the shadow cursed by a foul sorcerer. Commands the powers of the moon and stars during the night. A deep sadness awaits for her during day time.(Therian Curse)
[Therian Curse - During day time, Luna's mind sleeps and her body is twisted into a beast. If she is afflicted by Sleep in any of the two forms, she reverses to the other form for the duration of the effect, but may otherwise act as normal. The Dusk and Dawn are the only few minutes the bearers of the curse have in common human form.]
Weapon: Simple Rod - An unremarkable rod for focusing magic energy. [4 cells range]
Armor: Purple Dress - A beautiful purple and white dress with frills.
Acessory: Collar - A collar designed to look like a leash. Actually very confortable.
-------------------
A-Ability: Moon Magic - Everytime an allied unit under the effect of some effect from Moon Magic is damaged, Luna regains 5% MP.
+Dark Healing - Shadows weave through the target's body, soothing pain and mending wounds. Who said darkness had to be vile? Heals 100% Int damage on the target. MP: ?
+Black Plague - Invokes short-lived, but intense disease to afflict an enemy. High chance of one of the following effects, chosen randomly: Poison, Slow, Fragility, Weakness. MP: ?
-------------------
R-Ability: Haven - Whenever Sol is damaged, there is 50% chance Luna will heal him for 50% Int Dmg, as long as he is up to 4 cells from her.
S-Ability: True Love - Luna has found her reason to live in Sol, but a foul curse has set them appart forever. Sol and Luna are always with each other. They earn EXP together and only one has to buy equipment, the other automatically gets a matching piece with equivalent stats.
D-Ability: Eclipse - The moon bathes all in darkness, showing clearly her favorites. 100% Shadow Piercing Int Dmg to all enemies. Regen on all allies, and MP Regen on Sol. Can only be used on the same turn Sol uses his D-Ability.
-------------------
Stats:
HP:
MP:
ATK:
DEF:
INT:
SPR:
MOV:
----~----
Raven Form:
Appearance:
- Spoiler:
Profession: Daybreak Singer - A messenger of light. This beast derives its powers from the sun and it's songs can invoke the warmth and brightness of the day. Feels an unexplainable tenderness for Sol, though its animalistic mind is unable to interpret such feeling.(Therian Curse)
[Therian Curse - During day time, Luna's mind awakes and she is returned to her human form. If she is afflicted by Sleep in any of the two forms, she reverses to the other form for the duration of the effect, but may otherwise act as normal. The Dusk and Dawn are the only few minutes the bearers of the curse have in common human form.]
Weapon: Angelic Voice - Differently from normal ravens, Luna's voice is sweet and heavenly. It can rip an enemy's will to shreds if she sings with hostility, though.[4 cells range]
Armor: White Feathers - Brightly white, these feathers are not much more resistant than cloth, but are able to block most offensive spells.
Acessory: Leash - A black leash rests in Luna's neck. A remnant of transformation.
-------------------
A-Ability: Songs of the Day - Everytime an enemy unit under the effect of some effect from Songs of the Day is damaged, Luna regains 5% MP.
+Light Sonata - A beautiful song of soothing and tender things. Heals the target by 40% Int Dmg per turn. Lasts 3 turns. MP: ?
+Lightborn Overture - A strong song that invokes memories of glories past. High chance of Silence. If the target is silenced, deals 70% Light Int Dmg per turn of silence. If not, deal 120% Light Int Dmg on cast. MP: ?
-------------------
R-Ability: Shelter - Whenever Sol is damaged, there is 50% chance Luna will reduce the final damage, after all mitigations, by 50% as long as the attacker is with 4 cells.
S-Ability: True Love - Luna has found her reason to live in Sol, but a foul curse has set them appart forever. Sol and Luna are always with each other. They earn EXP together and only one has to buy equipment, the other automatically gets a matching piece with equivalent stats.
D-Ability: Requiem of the Last Day - An emotional song vibrating with power. The very sun seems to shine brighter. Heals 150% Int Dmg to all allies. Applies DeShell or DeProtect to all enemies randomly and Haste to Sol. Can only be used on the same turn Sol uses his D-Ability.
Last edited by Poring Slayer Allindur on Tue Dec 25, 2012 6:52 am; edited 4 times in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign: The Great Sea
Name: Tristana of the Coral Heart
Age: 370
Gender: Female
Level: 1
Appearance:
-------------------
Profession: Gatekeeper - The first and mightiest line of defense of the ancient Lost Lands. The towering walls and legendary gates meant nothing without the stout warriors who devoted their lives to the mastery of the polearm and the control of the oceans. Their natural lifespan had been extended beyond eternity for an endless servitude, but that did not protect them from the anger of the waves they so adored. This exemplar is the last one of them, a living relic. [Water Resistance]
Weapon: Ornate Spear - Once a mighty legendary beacon of orichalcum. Now its power has vanished, and the holy metal is nothing but colored bronze.[+1 Atk, Range: 2]
Armor: Guardian's Garb - Light robes over a linen cuirass. Not very resistant, but does the job. Bears a very weird, ancient design.[+1 Def]
Acessory: Ornate Bracers - The beautiful adorns had the same origin and the same fate as her heirloom spear. She still keeps them as a memory, and for some residual magic power. [+5 MP]
-------------------
A-Ability: Ys
+Kêr-Is' Brandish - Tristana swings her spear at an enemy in a diagonal flourishing arc. Deals 120% Atk Physical Dmg. 40% chance of Stun. Range: Weapon. Threat: Pushes the target one cell away and raises Stun chance to 65%, in adition to the bonus damage. MP: 8
+The Javelin of Ahes - Tristana sweeps her weapon in a wide motion, materializing a spear of compressed water to fly at her enemy. The raw pressure of the waters bursting in the resultant wound causes a blinding, angering pain. Deals 100% Atk Magical Water Dmg. Any offensive action the target takes for the next 2 turns must include Tristana. Range: 4 cells. Threat: Target deals 10% and takes 20% more damage for as long as it is taunted. MP: 8
-------------------
R-Ability: Sea King's Watchful Gaze - The Gatekeeper's eyes are wary, and her revenge is fearsome. Whenever an enemy damages an ally of Tristana within a 3 cells range, he will be afflicted with Threat. Tristana's attacks and abilities on Threatened enemies pierce 20% of their Def/Spr and her abilities bear aditional effects. Only one oponent can be Threatened at a time, and the status will jump every time another enemy attacks an ally of Tristana.
S-Ability: Monsoon Sigil - The Gatekeepers carried sigils on their orichalcum-adorned polearms that bore the power to convert their determination and martial prowess in willpower, and give then strengh over the tides. With practice, a Gatekeeper could even summon the water from other more scarce sources. Tristana has the unique power to cast magic abilities based on her Attack stat. Also, everytime she uses a physical ability, she gains Low Tide, and everytime she uses a magical ability, she gains High Tide.
Low Tide - The first magic ability the afflicted casts will be 25% more effective in it's primary purpose, be it damage, heal or status effect. The status lasts until it is consumed.
High Tide - The first physical ability the afflicted casts will be 25% more effective in it's primary purpose, be it damage, heal or status effect. The status lasts until it is consumed.
D-Ability: Yam's Outcry - When the worst comes to be, the last gatekeeper can draw on the hatred of one hundred past lives to invoke the might of the Sea God to her body. Bestows Reraise and Bravery to Tristana.
-------------------
Stats:
HP: 25/25
MP:15/15 (+5 from Ornate Bracers)[20/20]
ATK: 4(+1 from Ornate Spear)[5]
DEF: 3(+1 from Guardian's Garb)[4]
INT: 1
SPR: 2
MOV: 2(+1 from Gatekeeper Profession)[3]
Name: Tristana of the Coral Heart
Age: 370
Gender: Female
Level: 1
Appearance:
- Spoiler:
-------------------
Profession: Gatekeeper - The first and mightiest line of defense of the ancient Lost Lands. The towering walls and legendary gates meant nothing without the stout warriors who devoted their lives to the mastery of the polearm and the control of the oceans. Their natural lifespan had been extended beyond eternity for an endless servitude, but that did not protect them from the anger of the waves they so adored. This exemplar is the last one of them, a living relic. [Water Resistance]
Weapon: Ornate Spear - Once a mighty legendary beacon of orichalcum. Now its power has vanished, and the holy metal is nothing but colored bronze.[+1 Atk, Range: 2]
Armor: Guardian's Garb - Light robes over a linen cuirass. Not very resistant, but does the job. Bears a very weird, ancient design.[+1 Def]
Acessory: Ornate Bracers - The beautiful adorns had the same origin and the same fate as her heirloom spear. She still keeps them as a memory, and for some residual magic power. [+5 MP]
-------------------
A-Ability: Ys
+Kêr-Is' Brandish - Tristana swings her spear at an enemy in a diagonal flourishing arc. Deals 120% Atk Physical Dmg. 40% chance of Stun. Range: Weapon. Threat: Pushes the target one cell away and raises Stun chance to 65%, in adition to the bonus damage. MP: 8
+The Javelin of Ahes - Tristana sweeps her weapon in a wide motion, materializing a spear of compressed water to fly at her enemy. The raw pressure of the waters bursting in the resultant wound causes a blinding, angering pain. Deals 100% Atk Magical Water Dmg. Any offensive action the target takes for the next 2 turns must include Tristana. Range: 4 cells. Threat: Target deals 10% and takes 20% more damage for as long as it is taunted. MP: 8
-------------------
S-Ability: Monsoon Sigil - The Gatekeepers carried sigils on their orichalcum-adorned polearms that bore the power to convert their determination and martial prowess in willpower, and give then strengh over the tides. With practice, a Gatekeeper could even summon the water from other more scarce sources. Tristana has the unique power to cast magic abilities based on her Attack stat. Also, everytime she uses a physical ability, she gains Low Tide, and everytime she uses a magical ability, she gains High Tide.
Low Tide - The first magic ability the afflicted casts will be 25% more effective in it's primary purpose, be it damage, heal or status effect. The status lasts until it is consumed.
High Tide - The first physical ability the afflicted casts will be 25% more effective in it's primary purpose, be it damage, heal or status effect. The status lasts until it is consumed.
D-Ability: Yam's Outcry - When the worst comes to be, the last gatekeeper can draw on the hatred of one hundred past lives to invoke the might of the Sea God to her body. Bestows Reraise and Bravery to Tristana.
-------------------
Stats:
HP: 25/25
MP:15/15 (+5 from Ornate Bracers)[20/20]
ATK: 4(+1 from Ornate Spear)[5]
DEF: 3(+1 from Guardian's Garb)[4]
INT: 1
SPR: 2
MOV: 2(+1 from Gatekeeper Profession)[3]
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Vincent de La Montese
Age: 28
Gender: Male
Appearance:
Profession: Wanderer - A man who dedicated his very life to the Earthmother, the wanderer gives up on the right for a home, and wanders the few wild places, learning the land, and becoming one with it. As a mockery of the civilized life, the Wanderer repurposes a gun into a magic channeler, trading it's metal shells for mana bullets.
Weapon: Iron Defender - An old iron revolver with 6 shots. Still does the job. [Int based, 4 cells range.]
Armor:Farstrider's Outfit - Leather pants, linen shirt and leather boots. Can't be more basic.
Acessory: Blue Coat - A long blue coat. More for fashion than protection, really.
--------------------------------------
A-Ability: Geomancy - Geomancy abilities can be cast in one of three forms: Wild, Savage, or Primal. Normally, a ability is Wild, being in its weakest form. If there is at least one terrain cell up to 2 cells away compatible with the ability's preferred terrain, it will be cast in its Savage form. If both the caster and the enemy are curretly stepping in cells compatible to the ability's preferred terrain, the ability will be cast in its most powerful form: Primal. All abilities are listed with names and effects in this order: Wild/Savage/Primal.
+Poison Thorn/Deadly Spear/Yggdrasil's Embrace - Earthmother's trues children fight for the Wanderer, grasping and poisoning her enemies.
Dmg: 110/120/140% Int Earth.
Range: 4 Cells.
Effect: 25% Poison/25% Venon/ 25% Venon+25% Immobilize.
Preferred Terrain: Grass, Moss, Trees, General Vegetation
MP: ?
+Stone Fist/Basalt Hammer/Behemoth's Wrath - The magic bullet attracts solid rock material to itself, striking an enemy with impossible density.
Dmg: 110/120/140% Int Earth.
Range: 4 Cells.
Effect: 25% Stun/50% Stun/ 25% Stun, 50% Petrify
Preferred Terrain: Solid stone. Natural, worked or building.
MP: ?
+Shifting Jolt/Call Lighting/Morrigane's Revenge - No longer any solid, the magic bullet becomes a powerful electric conductor, attracting static energy to the marked target.
Dmg: 120/135/150% Int Lighting.
Range: 5 Cells.
Effect: 25% Silence/50% Silence/ 50% Silence, 25% Disable
Preferred Terrain: Worked Metal. Unsmelted ore counts as stone, not metal.
MP: ?
+Sand Blast/Desert Wind/Zuu's Breath - Tiny particles of sad and debris are carried with the bullet, eager to punish Earthmother's foes.
Dmg: 110/120/140% Int Wind.
Range: 4 Cells.
Effect: 25% Blind/50% Blind/ 25% Blind, 50% Frail.
Preferred Terrain: Sand, Dirt and general loose particles.
MP: ?
+Wind Arrow/Kamaitachi/Garuda's Claws - There is not a magic bullet anymore, only the rending power of the howling wind.
Dmg: 120/135/150% Int Wind.
Range: 5 Cells.
Effect: 25% Bleeding/50% Bleeding/ 50% Bleeding, 25% Blood Loss
Preferred Terrain: Worked Wood. Living wood counts as vegetation.
MP: ?
+Water Bomb/Torrencial Curret/Leviathan's Trident - Gathering local humidity, the magic bullet splashes an enemy with powerful pressurized water.
Dmg: 110/120/140% Int Water.
Range: 4 Cells.
Effect: 25% Wet/50% Wet/ 50% Wet, 25% Confused.
Preferred Terrain: Water and general cool fluids.
MP: ?
+Frozen Dagger/Crystal Sword/Nidhoggr's Fangs - All surrounding humidity is gathered and crystallized to rend and freeze enemies solid.
Dmg: 120/135/150% Int Ice.
Range: 4 Cells.
Effect: 25% Slow/50% Slow/ 25% Slow, 50% Freeze.
Preferred Terrain: Snow, Ice, general crystal formations.
MP: ?
+Fire Burst/Lava Lash/Gaze of Bahamut - The most dangerous and chaotic of the Earthmother's creations, burning magma can melt and sear anything.
Dmg: 120/135/150% Int Fire.
Range: 4 Cells.
Effect: 25% Burn/50% Burn/ 50% Burn, 25% Doom.
Preferred Terrain: Magma, Molten Metal, Flames, extremely hot material.
MP: ?
-----------------------------------
S-Ability: Lay of the Land - The Wanderer is unnafected by any negative terrain effects, and may cross otherwise impassable terrain, as long as it is not a obvious, impossible to climb, physical obstacle (smoth wall, pillar, magic barrier).
D-Ability: Terraform - The Wanderer can draw all of his power to change the very geology of the battleground. He may choose two rows or collumns, or one of each, and transform all of the ground in it to a terrain of his choosing. The transformation inflincts 100% Piercing Int Dmg to all enemies, but not allies, caught in the path, with an element fitting to the formed terrain's Geomancy Ability. Aditionally, all units caught in the path are affected as normal by all penalties and advantages of the new terrain, friends and foes alike. Each of the chosen collumns/rows can be transformed in a different terrain, or the same, at the Wanderer's choosing, and the effects of an intersection will be decided by the Storyteller. The terrain change is permanent.
Age: 28
Gender: Male
Appearance:
- Spoiler:
Profession: Wanderer - A man who dedicated his very life to the Earthmother, the wanderer gives up on the right for a home, and wanders the few wild places, learning the land, and becoming one with it. As a mockery of the civilized life, the Wanderer repurposes a gun into a magic channeler, trading it's metal shells for mana bullets.
Weapon: Iron Defender - An old iron revolver with 6 shots. Still does the job. [Int based, 4 cells range.]
Armor:Farstrider's Outfit - Leather pants, linen shirt and leather boots. Can't be more basic.
Acessory: Blue Coat - A long blue coat. More for fashion than protection, really.
--------------------------------------
A-Ability: Geomancy - Geomancy abilities can be cast in one of three forms: Wild, Savage, or Primal. Normally, a ability is Wild, being in its weakest form. If there is at least one terrain cell up to 2 cells away compatible with the ability's preferred terrain, it will be cast in its Savage form. If both the caster and the enemy are curretly stepping in cells compatible to the ability's preferred terrain, the ability will be cast in its most powerful form: Primal. All abilities are listed with names and effects in this order: Wild/Savage/Primal.
+Poison Thorn/Deadly Spear/Yggdrasil's Embrace - Earthmother's trues children fight for the Wanderer, grasping and poisoning her enemies.
Dmg: 110/120/140% Int Earth.
Range: 4 Cells.
Effect: 25% Poison/25% Venon/ 25% Venon+25% Immobilize.
Preferred Terrain: Grass, Moss, Trees, General Vegetation
MP: ?
+Stone Fist/Basalt Hammer/Behemoth's Wrath - The magic bullet attracts solid rock material to itself, striking an enemy with impossible density.
Dmg: 110/120/140% Int Earth.
Range: 4 Cells.
Effect: 25% Stun/50% Stun/ 25% Stun, 50% Petrify
Preferred Terrain: Solid stone. Natural, worked or building.
MP: ?
+Shifting Jolt/Call Lighting/Morrigane's Revenge - No longer any solid, the magic bullet becomes a powerful electric conductor, attracting static energy to the marked target.
Dmg: 120/135/150% Int Lighting.
Range: 5 Cells.
Effect: 25% Silence/50% Silence/ 50% Silence, 25% Disable
Preferred Terrain: Worked Metal. Unsmelted ore counts as stone, not metal.
MP: ?
+Sand Blast/Desert Wind/Zuu's Breath - Tiny particles of sad and debris are carried with the bullet, eager to punish Earthmother's foes.
Dmg: 110/120/140% Int Wind.
Range: 4 Cells.
Effect: 25% Blind/50% Blind/ 25% Blind, 50% Frail.
Preferred Terrain: Sand, Dirt and general loose particles.
MP: ?
+Wind Arrow/Kamaitachi/Garuda's Claws - There is not a magic bullet anymore, only the rending power of the howling wind.
Dmg: 120/135/150% Int Wind.
Range: 5 Cells.
Effect: 25% Bleeding/50% Bleeding/ 50% Bleeding, 25% Blood Loss
Preferred Terrain: Worked Wood. Living wood counts as vegetation.
MP: ?
+Water Bomb/Torrencial Curret/Leviathan's Trident - Gathering local humidity, the magic bullet splashes an enemy with powerful pressurized water.
Dmg: 110/120/140% Int Water.
Range: 4 Cells.
Effect: 25% Wet/50% Wet/ 50% Wet, 25% Confused.
Preferred Terrain: Water and general cool fluids.
MP: ?
+Frozen Dagger/Crystal Sword/Nidhoggr's Fangs - All surrounding humidity is gathered and crystallized to rend and freeze enemies solid.
Dmg: 120/135/150% Int Ice.
Range: 4 Cells.
Effect: 25% Slow/50% Slow/ 25% Slow, 50% Freeze.
Preferred Terrain: Snow, Ice, general crystal formations.
MP: ?
+Fire Burst/Lava Lash/Gaze of Bahamut - The most dangerous and chaotic of the Earthmother's creations, burning magma can melt and sear anything.
Dmg: 120/135/150% Int Fire.
Range: 4 Cells.
Effect: 25% Burn/50% Burn/ 50% Burn, 25% Doom.
Preferred Terrain: Magma, Molten Metal, Flames, extremely hot material.
MP: ?
-----------------------------------
S-Ability: Lay of the Land - The Wanderer is unnafected by any negative terrain effects, and may cross otherwise impassable terrain, as long as it is not a obvious, impossible to climb, physical obstacle (smoth wall, pillar, magic barrier).
D-Ability: Terraform - The Wanderer can draw all of his power to change the very geology of the battleground. He may choose two rows or collumns, or one of each, and transform all of the ground in it to a terrain of his choosing. The transformation inflincts 100% Piercing Int Dmg to all enemies, but not allies, caught in the path, with an element fitting to the formed terrain's Geomancy Ability. Aditionally, all units caught in the path are affected as normal by all penalties and advantages of the new terrain, friends and foes alike. Each of the chosen collumns/rows can be transformed in a different terrain, or the same, at the Wanderer's choosing, and the effects of an intersection will be decided by the Storyteller. The terrain change is permanent.
Last edited by Allindur on Wed May 22, 2013 8:11 am; edited 1 time in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Vivianne, the Stormborn
Age: 17
Gender: Female
Appearance:
Profession: Stormcaller - A weather mage with her powers born of fierce storms, this class wields the power of water, lighting, ice and wind.
Weapon: Sage's Staff - A large staff made of a highly conductive metal. [Int based, 5 cells range.]
Armor: Sage's Garb- What? Just because you are a scholar you can't be sexy?
Acessory: Stasis Ring - A metalic ring around one's muffler. A useful power saver.
--------------------------------------
A-Ability: Weather Magic
+Water Bolt - The Stormcaller coalesces air humidity into a dense water ball and shoots it at a target.
Dmg: 110% Int Water.
Range: 5 Cells.
Effect: 75% Wet.
MP: ?
+Healing Rain - Raising her staff, the Stormcaller calls for a magic rain with the power to soothe pain and seal wounds.
Effect: Creates a 2 cells radius area centered on the impact point that heals all allies in the area for 15% their max HP per calculation phase they spend in it. Lasts 3 turns. The impact point can move up to 2 cells per turn, dragging the whole effect with it.
Range: 4 Cells.
MP: ?
+Blizzard - By spinning her staff in circles, the Stormcaller summons a rain of ice shards to rend enemies.
Effect: Creates a 2 cells radius area centered at the impact point that deals 100% Int Ice Dmg to all enemies that spend the calculation phase inside of it. Any damaged enemy has 25% chance to be inflincted with Bleeding. Lasts 3 truns. The impact point can move up to 2 cells per turn, dragging the whole effect with it.
Range: 5 Cells.
MP: ?
+Flash Freeze - With a quick movement of her fingers, the Stormcaller instantly seals a target in a layer of ice.
Dmg: None
Range: 5 Cells.
Effect: 100% Freeze.
Observation: Can only be used once every 3 turns.
MP: ?
+Sever - Thrusting her weapon forward, the Stormcaller creates a howling rotating gale to cross the battlefield, battering enemies in the path.
Dmg: 100% Int Wind.
Range: 5 Cells, hits all enemies in the path.
Effect: 25% Stun
MP: ?
+Wind Walk - The Stormcaller calls out for the spirits of the wind to carry an ally around, making him or her as light as the very wind.
Range: 5 Cells.
Effect: Float, +1 Move, 20% Evasion. Lasts 3 turns.
MP: ?
+Lighting Strike - By pointing her staff up as a lighting rod, the Stomcaller summons a mighty lighting to strike an enemy.
Dmg: 150% Int Lighting.
Range: 5 Cells.
MP: ?
+Lighting Shield - The Stormcaller creates a barrier of electricity around an enemy that both repels magic and arcs out to electrocute offenders.
Range: 5 Cells.
Effect: Target receives a shield that absorbs the first 150% Int Dmg it takes. Any attacker takes 100% Int Lighting Dmg back. Lasts 3 turns or until consumed.
MP: ?
-----------------------------------
S-Ability: Eye of the Storm - The Stormcarries the power of tempests with her wherever she is, an aura of fury and energy, like a crackling thunder ready to roar. All allies up to 3 cells from the Stormcaller have 5% MP regen per turn and 15% increased Int.
D-Ability: Gaol - The Stormcaller can transmute air into a transparent, crystalline, indestructible solid material. When using this ability, he can create up to 5 Gaol Cells. A Gaol Cell in impassable, except by the Wanderer and up to one other ally per turn(this limit applies for all Gaol Cells, not for each one separately). It has HP equal to the wanderer's MP, DEF and SPR equal do the sum of his INT with his equivalent stat, and is always affected by Protect, Shell and Immunity. If a Gaol Cell is summoned in a cell occupied by a unit, he will be affected by Stasis for 2 turns, but be protected by the Gaol's defensive stats. No more than 3 enemies can be imprisoned in Gaol at the same time. Gaol cells not imprisoning an enemy or ally last for 3 turns.
Age: 17
Gender: Female
Appearance:
- Spoiler:
Profession: Stormcaller - A weather mage with her powers born of fierce storms, this class wields the power of water, lighting, ice and wind.
Weapon: Sage's Staff - A large staff made of a highly conductive metal. [Int based, 5 cells range.]
Armor: Sage's Garb- What? Just because you are a scholar you can't be sexy?
Acessory: Stasis Ring - A metalic ring around one's muffler. A useful power saver.
--------------------------------------
A-Ability: Weather Magic
+Water Bolt - The Stormcaller coalesces air humidity into a dense water ball and shoots it at a target.
Dmg: 110% Int Water.
Range: 5 Cells.
Effect: 75% Wet.
MP: ?
+Healing Rain - Raising her staff, the Stormcaller calls for a magic rain with the power to soothe pain and seal wounds.
Effect: Creates a 2 cells radius area centered on the impact point that heals all allies in the area for 15% their max HP per calculation phase they spend in it. Lasts 3 turns. The impact point can move up to 2 cells per turn, dragging the whole effect with it.
Range: 4 Cells.
MP: ?
+Blizzard - By spinning her staff in circles, the Stormcaller summons a rain of ice shards to rend enemies.
Effect: Creates a 2 cells radius area centered at the impact point that deals 100% Int Ice Dmg to all enemies that spend the calculation phase inside of it. Any damaged enemy has 25% chance to be inflincted with Bleeding. Lasts 3 truns. The impact point can move up to 2 cells per turn, dragging the whole effect with it.
Range: 5 Cells.
MP: ?
+Flash Freeze - With a quick movement of her fingers, the Stormcaller instantly seals a target in a layer of ice.
Dmg: None
Range: 5 Cells.
Effect: 100% Freeze.
Observation: Can only be used once every 3 turns.
MP: ?
+Sever - Thrusting her weapon forward, the Stormcaller creates a howling rotating gale to cross the battlefield, battering enemies in the path.
Dmg: 100% Int Wind.
Range: 5 Cells, hits all enemies in the path.
Effect: 25% Stun
MP: ?
+Wind Walk - The Stormcaller calls out for the spirits of the wind to carry an ally around, making him or her as light as the very wind.
Range: 5 Cells.
Effect: Float, +1 Move, 20% Evasion. Lasts 3 turns.
MP: ?
+Lighting Strike - By pointing her staff up as a lighting rod, the Stomcaller summons a mighty lighting to strike an enemy.
Dmg: 150% Int Lighting.
Range: 5 Cells.
MP: ?
+Lighting Shield - The Stormcaller creates a barrier of electricity around an enemy that both repels magic and arcs out to electrocute offenders.
Range: 5 Cells.
Effect: Target receives a shield that absorbs the first 150% Int Dmg it takes. Any attacker takes 100% Int Lighting Dmg back. Lasts 3 turns or until consumed.
MP: ?
-----------------------------------
S-Ability: Eye of the Storm - The Stormcarries the power of tempests with her wherever she is, an aura of fury and energy, like a crackling thunder ready to roar. All allies up to 3 cells from the Stormcaller have 5% MP regen per turn and 15% increased Int.
D-Ability: Gaol - The Stormcaller can transmute air into a transparent, crystalline, indestructible solid material. When using this ability, he can create up to 5 Gaol Cells. A Gaol Cell in impassable, except by the Wanderer and up to one other ally per turn(this limit applies for all Gaol Cells, not for each one separately). It has HP equal to the wanderer's MP, DEF and SPR equal do the sum of his INT with his equivalent stat, and is always affected by Protect, Shell and Immunity. If a Gaol Cell is summoned in a cell occupied by a unit, he will be affected by Stasis for 2 turns, but be protected by the Gaol's defensive stats. No more than 3 enemies can be imprisoned in Gaol at the same time. Gaol cells not imprisoning an enemy or ally last for 3 turns.
Last edited by Allindur on Wed May 15, 2013 9:49 pm; edited 1 time in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Gale
Age: 16
Gender: ???
Appearance:
Profession: Wizard[Arcane Power]
Weapon: Oak Staff - A staff made from sturdy oak.[Int based, 4 cells range.]
Armor: Clothing - Made for use in battle, this is sturdier than normal clothing.
Acessory: Mage's Cloak - A hooded cloak often worn by mages.
--------------------------------------
A-Ability: Arcane Magic
S-Ability: Methamagic - Everytime the Wizard casts a spell he/she may augment the spell with one methamagic effect, on the cost of increased MP cost. More effects are learned as the mage raises in rank.
+Empower - The increases the spell damage by half. Empowered ward spells block half more damage. Raises MP cost by 100%
+Chain - The spell jumps to an additional target within the spell range, counted from the primary target's location. Can be chained up to 3 times. Raises MP cost by 120% of the original per chain.
+Quicken - The spell can be cast without the expense of an action, leaving the mage free to do other things, like cast more spells. Only one spell can be quickened per turn. Raises MP cost by 100%
+Extend - Doubles the spell's duration. Raises MP cost by 50%.
R-Ability: Counterspell - Whenever a hostile magic effect is targeted up to 4 cells away from the Wizard, the effect will be weakened by 20%. Counterspelling an effect gets more and more effective as the mage ascends in rank.
D-Ability: Ultima - 200% Piercing Int Dmg. Target is afflicted with DeShell.
Age: 16
Gender: ???
Appearance:
- Spoiler:
Profession: Wizard[Arcane Power]
- Spoiler:
- High Wizard - Arcane Might
Magus - Arcane Superiority; Inner Fire
Archmage - Arcane Supremacy; Inner Pyre; Arcane Mastery
- Spoiler:
- Arcane Might: Raises MP by 10%
Arcane Superiority: Raises MP by 15%
Arcane Supremacy: Raises MP by 20%
Inner Fire: Raises Int and Spr by 5%
Inner Pyre: Raises Int and Spr by 10%
Arcane Mastery: Can cast Arcane Magic for no MP cost and use it's spells in place of any basic attack.
Weapon: Oak Staff - A staff made from sturdy oak.[Int based, 4 cells range.]
Armor: Clothing - Made for use in battle, this is sturdier than normal clothing.
Acessory: Mage's Cloak - A hooded cloak often worn by mages.
--------------------------------------
A-Ability: Arcane Magic
- Spoiler:
+Firebolt
Dmg: 120% Int Fire.
Range: 4 Cells.
Effect: 25% Burn.
MP: ?
+Ice Spear
Dmg: 120% Int Ice.
Rang: 4 Cells.
Effect: 25% Slow
MP: ?
+Jolt
Dmg: 120% Int Lighting
Range: 4 Cells.
Effect: 25% Silence.
MP: ?
+Arcane Missile
Dmg:100%x2
Range: 4 Cells.
Effect: None
MP: ?
+Arcane Ward
Range: Personal.
Effect: Blocks the next 120% Int damage of any kind.
Duration: 3 Turns
MP: ?
+Spell Steal
Effect: Steals one random beneficial effect from the target.
Range: 4 Cells.
MP: ?
+Borrowed Time
Effect: 75% Stun. If the target is affected, caster gains Haste for one turn on the next turn.
Range: 4 Cells.
MP: ?
+Summon Homunculus
Effect: Summons a Homunculus for 3 turns.
Range: 4 Cells.
MP: ?
- Spoiler:
+Fireball
+Frost Bomb
+Lighting Spark
+Arcane Shower
+Arcane Armor
+Steal Image
+Double Time
+Summon Arcane Golem
- Spoiler:
+Fire Wall
+Winter Breath
+Call Lighting
+Arcane Barrage
+Arcane Shield
+Life Drain
+Down Tempo
+Summon Elemental
- Spoiler:
+Meteor Strike
+Absolute Zero
+Lighting Storm
+Arcane Tempest
+Arcane Cloak
+Soul Drain
+Time Jaunt
+Simulacrum
S-Ability: Methamagic - Everytime the Wizard casts a spell he/she may augment the spell with one methamagic effect, on the cost of increased MP cost. More effects are learned as the mage raises in rank.
+Empower - The increases the spell damage by half. Empowered ward spells block half more damage. Raises MP cost by 100%
+Chain - The spell jumps to an additional target within the spell range, counted from the primary target's location. Can be chained up to 3 times. Raises MP cost by 120% of the original per chain.
+Quicken - The spell can be cast without the expense of an action, leaving the mage free to do other things, like cast more spells. Only one spell can be quickened per turn. Raises MP cost by 100%
+Extend - Doubles the spell's duration. Raises MP cost by 50%.
- Spoiler:
+Enlarge - Increases the spell's area of effect. Splash spells gain 50% more rows, and line spells gain 25% more range and affect the adjacent cells. Raises MP cost by 100%. Requires High Wizard.
+Penetrate - Increases the spell's chance of inflincting it's negative effects by 50%. Raises MP cost by 50%. Requires Magus.
+Subtlety - The spell can be cast while afflicted by silence, paralyze, freeze, petrify, venon, or, basically, any disabling effect that affects his body, but not mind. Raises MP cost by 100%. Requires Archmage.
R-Ability: Counterspell - Whenever a hostile magic effect is targeted up to 4 cells away from the Wizard, the effect will be weakened by 20%. Counterspelling an effect gets more and more effective as the mage ascends in rank.
- Spoiler:
- High Wizard: The effect's MP cost, if any, is raised by 20%
Magus: 20% chance to cancel the effect.
Archmage: If the effect is cancelled, it will be redirected to the caster. The Archmage will spend 50% of the spell's unadjusted MP cost.
D-Ability: Ultima - 200% Piercing Int Dmg. Target is afflicted with DeShell.
Last edited by Allindur on Sun Jun 23, 2013 11:49 am; edited 1 time in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Guillermo Del Moreza
Age: 28
Gender: Male
Appearance:
Profession: Fencer - A master of the court swords. Able to wield blades with quickness and precision, as oposed to the brutish broad swords used by knights.
Level:
Weapon: Blood Court Sword - A court sword taken from the noble houses of the blood council.
Armor: Nobleman's Clothes - Rich clothes git for noblesse.
Acessory: Bat Lord's Amulet - An amulet with vampiric motives. Lost it's power the moment the Blood Curse vanished.
------------------------
A-Ability - Esgrima
+Daga Venenosa - Throws a poisoned dagger at an enemy.
Damage: 100% Atk
Effect: 50% Poison
Range: 3 Cells
+Finta - Performs a fake attack to open a target's guard.
Damage: None
Effect: Next attack against affected target deals double damage.
Range: 2 Cells
+Fente - A rending swing that tears appart armour.
Damage: 120% Atk
Effect: 50% DeProtect
Range: Melee
+Sierra Ilimitada - A flurry of attacks, some meant to confuse, some meant to rake vulnerable spots.
Damage: 100%x2
Effect: 50% Bleeding
Range: Melee
+L'Arc En Ciel - A fluid motion containing a broad slash.
Damage: 120%
Effect: Hits 3 targets up, none of which more than 2 Cells away.
+Viento Incierto - Dashes to a distant enemy, blade point at ready.
Attack: 120%
Effect: Moves to an adjacent Cell to the target.
Range: 3 Cells.
+Baile de Guerra - Spins quickly, performing a series of feints and slashes to confuse and dazzle an enemy.
Damage: 100%x3
Effect: 75% Addled
Range: Melee
+Baile Soleares - Taking on a special pose designed for fluid chained attacks, the fencer dances across the battlefield.
Effect: +2 basic attacks, +1 move. Lasts 3 turns.
Range: Personal
------------------------
S-Ability: Corte Duplicado - A fencer's rapid arm movements allow him to connect more attacks than a more brutish warrior could hope to. Everytime the fencer deals melee damage to a target, there is a 25% chance he will chain in a basic attack.
R-Ability: Parade Riposte - The fencer is quick to react to melee attackers, and has developed a way toi exploit enemies' opening for aditional attacks. Everytime the Fencer is attacked by a melee physical attack, there is a 50% chance he will block the attack and counter with a basic attack. Can trigger Corte Duplicado.
D-Ability: Centella - Sevenperfect lounges into the perfectseven perfect spots. A move only a master swordmaster could perform. Few have hopes of seeing it's beauty firsthand and survive. Deals 200% Piercing Atk Dmg. If the target ends in critical state, it is killed, otherwise, inflicts Doom.
Age: 28
Gender: Male
Appearance:
- Spoiler:
Profession: Fencer - A master of the court swords. Able to wield blades with quickness and precision, as oposed to the brutish broad swords used by knights.
Level:
Weapon: Blood Court Sword - A court sword taken from the noble houses of the blood council.
Armor: Nobleman's Clothes - Rich clothes git for noblesse.
Acessory: Bat Lord's Amulet - An amulet with vampiric motives. Lost it's power the moment the Blood Curse vanished.
------------------------
A-Ability - Esgrima
+Daga Venenosa - Throws a poisoned dagger at an enemy.
Damage: 100% Atk
Effect: 50% Poison
Range: 3 Cells
+Finta - Performs a fake attack to open a target's guard.
Damage: None
Effect: Next attack against affected target deals double damage.
Range: 2 Cells
+Fente - A rending swing that tears appart armour.
Damage: 120% Atk
Effect: 50% DeProtect
Range: Melee
+Sierra Ilimitada - A flurry of attacks, some meant to confuse, some meant to rake vulnerable spots.
Damage: 100%x2
Effect: 50% Bleeding
Range: Melee
+L'Arc En Ciel - A fluid motion containing a broad slash.
Damage: 120%
Effect: Hits 3 targets up, none of which more than 2 Cells away.
+Viento Incierto - Dashes to a distant enemy, blade point at ready.
Attack: 120%
Effect: Moves to an adjacent Cell to the target.
Range: 3 Cells.
+Baile de Guerra - Spins quickly, performing a series of feints and slashes to confuse and dazzle an enemy.
Damage: 100%x3
Effect: 75% Addled
Range: Melee
+Baile Soleares - Taking on a special pose designed for fluid chained attacks, the fencer dances across the battlefield.
Effect: +2 basic attacks, +1 move. Lasts 3 turns.
Range: Personal
------------------------
S-Ability: Corte Duplicado - A fencer's rapid arm movements allow him to connect more attacks than a more brutish warrior could hope to. Everytime the fencer deals melee damage to a target, there is a 25% chance he will chain in a basic attack.
R-Ability: Parade Riposte - The fencer is quick to react to melee attackers, and has developed a way toi exploit enemies' opening for aditional attacks. Everytime the Fencer is attacked by a melee physical attack, there is a 50% chance he will block the attack and counter with a basic attack. Can trigger Corte Duplicado.
D-Ability: Centella - Sevenperfect lounges into the perfectseven perfect spots. A move only a master swordmaster could perform. Few have hopes of seeing it's beauty firsthand and survive. Deals 200% Piercing Atk Dmg. If the target ends in critical state, it is killed, otherwise, inflicts Doom.
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Campaign: The Retroprogression
Name:: Jiji, the Limp
Age:: 19
Gender:: Male
Appearance:
-------------------
Profession: Medicine Man - A magic worker, of kinds. This profession claims limited knowledge of many areas, such as herbalism, alchemy, medicine, sympathic magic, spiritualism, elementalism and, above all else, necromancy. The sum is chaotic, at best, but one cannot deny its results. [Fetishism]
Fetishism: A medicine man makes use of a fetish dangling from his staff as a way to focus his magic powers and concentration. It's more a psycological implement than an actual magic tool, but works nonetheless. Allows the Medicine Man to equip a Fetish.
Level: 1
Weapon: Bent Staff - A warped staff made of old wood with magic properties. Also works as walking stick.[Int-bases, 4 cells range]
Fetish: Rat's Skull - The skull of rather big rat, but still the skull of a rat. Some sort of green incense is always lit inside.
Armor: Untanned Robe - Robe made form patches off unworked leather. Not terribly confortable, but does the job.
Acessory: Seed Beads - Large seeds used as beads to adorn hair. Have some sort of religious meaning.
-------------------
A-Ability: Lesser Umbra
+Laughing Skull - Conjures a grim skull and tosses it to the ground, convoking a divine warrior from the Land of The Dead.
Range: 2 cells.
Effect: Summons PaloPalo
MP: 5(4+0.75Lvl)
SP: 1
+Jade Brew - Tosses a specially prepared brew with the ability to mend wounds quickly on a simple expusure. It does sting a little though. Ok, more than a little. Ok, it's mostly alcohol, so you will be screaming half the time.
Range: 4 cells.
Effect: Heals 25% of target's Max HP.
MP: 10
R-Ability: Dream Catcher - The Medicine Man is sure to carry around a Dream Catcher made by his own hands. This special artifact has the ability to catch not only nightmares, but all sorts of magical energies that can be later twisted and repurposed. Whenever a magic effect is cast from or into a cell up to 3 cells away from Jiji, he gains 1 Hex Counter. He can spend one action to burn all his Hex Counters and choose one effect. He may have up to 5 Hex Counters at any given time. His abilities and attacks do not count for the generation of Hex. He cannot activate any Hex Ability while silenced.
+Umbral Healing - Heals target up to 2 cells away by 5% HP per Hex Counter Spent.
+Spiritul Cadence - Restores 3% of Jiji's Max MP per Hex Counter Spent.
+Malediction - Reduces all stats of a target up to 2 cells away by 4% per Hex Counter spent. Multiple casts do not stack.
+Graveyard King's Hounds - Deals 100% Int Dmg as physical damage to a target up to 2 cells away. +1 Cell Range and +20% Dmg per Hex Counter Spent.
S-Ability: Greatest Mojo - The Mojo allows a magic worker to bring a spirit to material form. A stronger Mojo can even bind and control the spirit. The greatest of Mojos, however, can call the greatest spirits, and stitch them to the very soul of the worker. Jiji's summons earn experience with him, no matter if they die or not, or are summoned in a battle or not, even changing jobs along him. They also start off with two abilities and earn another each time they gain a new profession, even counting professions gained before the summon was learned. They automatically earn their R-Abilities when Jiji earns his. Jiji can't, however, spend Skill Points to teach his summons new abilities, and they must always have the same amount of stats as him, be it base stats or equipment stats. Additionally, Jiji's Summon Points do not recover naturally in battle, even if his summon dies.
D-Ability: Big Effing Juju - A specially prepared fetish, a juju, can be used to bring wild spirits to a physical body. Sometimes, they can even possess this body. Imagine the effects of a REALLY big juju! An adjacent unit is stunned for one turn and then tranformed into a berserking spirit warrior when stun ends. While transformed, the unit has +30% to all stats and all of it's damaging abilities are Piercing. It also gains Protect, Shell, but loses 15% HP per turn and loses all control, attacking the closest unit to the best of it's abilities, not discerning friend from foe. Lasts 3 turns after the stun is over and transformation happens. Can be used on allies, enemies or neutral. Does not work on bosses. Afflicted target can't use D-Abilities while this effect persists.
-------------------
Stats:
Exp: 0/10
HP: 15/15
MP: 25/25(+5 Seed Beads) [30]
DD: 0/10
SP: 1/1
ATK: 1
DEF: 2
INT: 4(+1 Bent Staff)(+1 Rat Skull)[6]
SPR: 3(+1 Untanned Robe)[4]
EVD: 1%
MOV: 2 cells
Skill Points: 0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name: PaloPalo
Gender: Male
Appearance:
--------------------
Profession: Zealot - A dreaded warrior of the Graveyard King. He fights with blind, maddened furor, only caring to destroy his enemies. [Dual-Wield]
Dual-Wield: The Zealot can wield two weapons at the same time. Can equip two weapons and has one more hit to every attack chain.
Level: 1
Weapon: Barbed Spear - A wooden spear with a stone head cut to have many painful barbs on it's edge. Not pleasant going in or coming out.
Off-Hand: Sickle Spear - A wooden spear with a hook-shaped stone head. Useful for pulling enemies closer.
Armor: Rotten Rags - Leather rags torn, ripped and rotten by centuries of use. They make up a useful defense solely because of their magic nature.
Acessory: Shrunken Head - Shrunken head of PaloPalo's last kill. Still talks at times, in a dried up, mad tongue.
--------------------
A-Ability: Fanatic Edge
+Mad Cackle - PaloPalo gets carried away by the thrill of the fight, laughing in a ridicule, yet deeply disturbing way.
Target: Self.
Duration: 3 turns.
Effect: +1 basic attack, +15% Crit Chance.
MP: 10
+Flesh Hook - PaloPalo tosses his off-hand spear, revealing a rope attached to his arm, and uses the hooked blade to drag a running enemy.
Dmg: 100% Atk. +50% Dmg if the target moved even 1 cell farther away from PaloPalo on it's last turn.
Range: 4 cells.
Effect: Drags the enemy to an adjacent cell.
MP: 8
R-Ability: Bone Frenzy - PaloPalo gets more and more blood-crazed the more wounded he is. All damage done is increased by 1% for each 1% HP PaloPalo is missing.
S-Ability: Luck Favors the Old - A man(?) that has been hunting and crazing for that long learns a few tricks. 15% Crit chance.
D-Ability: Behead - And you thought you could not cut out heads with a spear. Silly. 150% Piercing Atk Dmg. If the enemy ends up with 25% or less HP, it is instantly killed. If the target is immune to Death Effects, deals 200% instead of 150% Dmg.
Stats:
Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: 5 (+1 Barbed Spear)(+1 Hooked Spear) [7]
DEF: 2 (+1 Rotten Rags) [3]
INT: 1
SPR: 2 (+1 Shrunken Head) [3]
EVD: 3%
MOV: 2 Cells (+1 Zealot Profession)[3]
Skill Points: 0
Name:: Jiji, the Limp
Age:: 19
Gender:: Male
Appearance:
- Spoiler:
- A short, slim young man. His skin is tanned by the sun and covered in mystic tribal tattoos of black and purple. He always bears a bizarre smile in his face covered by his wild dreadlocks, and his maddened eyes, one green and the other yellow, bring some deep, vast intellect. He moves nimbly and in crazy motions. He has limped for the past ten years, though nobody can recall he having had any wound in that right leg. And, actually, it looks like some days his bad leg is the left one, though nobody seems to be really sure.
-------------------
Profession: Medicine Man - A magic worker, of kinds. This profession claims limited knowledge of many areas, such as herbalism, alchemy, medicine, sympathic magic, spiritualism, elementalism and, above all else, necromancy. The sum is chaotic, at best, but one cannot deny its results. [Fetishism]
Fetishism: A medicine man makes use of a fetish dangling from his staff as a way to focus his magic powers and concentration. It's more a psycological implement than an actual magic tool, but works nonetheless. Allows the Medicine Man to equip a Fetish.
Level: 1
Weapon: Bent Staff - A warped staff made of old wood with magic properties. Also works as walking stick.[Int-bases, 4 cells range]
Fetish: Rat's Skull - The skull of rather big rat, but still the skull of a rat. Some sort of green incense is always lit inside.
Armor: Untanned Robe - Robe made form patches off unworked leather. Not terribly confortable, but does the job.
Acessory: Seed Beads - Large seeds used as beads to adorn hair. Have some sort of religious meaning.
-------------------
A-Ability: Lesser Umbra
+Laughing Skull - Conjures a grim skull and tosses it to the ground, convoking a divine warrior from the Land of The Dead.
Range: 2 cells.
Effect: Summons PaloPalo
MP: 5(4+0.75Lvl)
SP: 1
+Jade Brew - Tosses a specially prepared brew with the ability to mend wounds quickly on a simple expusure. It does sting a little though. Ok, more than a little. Ok, it's mostly alcohol, so you will be screaming half the time.
Range: 4 cells.
Effect: Heals 25% of target's Max HP.
MP: 10
- Spoiler:
- +Death Knell - Approaches the Fetish of a dead body, siphoning it's soul and putting it to a better use.
Range: Adjacent
Target: Dead Unit
Effect: Restores 15% of Jiji's Max HP and MP and replendishes 1 Summon Point. The targeted corpse is affliected by Hollow.
MP:?
-Hollow: This unit had it's soul siphoned from it's body. It can't be targeted by Death Knell and can't be ressurrected. It CAN be raised as undead, though. Hollow will be removed if the unit who cast Death Knell is killed.
+Skull Flask - Tosses a grim brew contained in a humanoid skull. The volatile liquid briefly paralises body and mind on skin contact, and has a tendency to explode even after it's already been sitting around spilled for some time.
Range: 4 cells.
Effect: Stuns target. When the stun wears out, the unit is immune to Stun for 2 turns, but all enemies of Jiji up to 2 cells away have 25% chance of being stunned.
MP: ?
+Wisp Dance - Invokes a group of playful, tiny fire spirits who love to hug. They may or may not be aware that their contact sears the flesh of other beings. They do have fun though.
Dmg: 120% Fire Int.
Range: 4 cells.
Effect: 50% chance to Blind. Bounces to a random enemy up to 4 cells away if Blind fails or enemy is already Blind. Can only bounce once.
MP: ?
+Umbral Healing - Heals target up to 2 cells away by 5% HP per Hex Counter Spent.
+Spiritul Cadence - Restores 3% of Jiji's Max MP per Hex Counter Spent.
+Malediction - Reduces all stats of a target up to 2 cells away by 4% per Hex Counter spent. Multiple casts do not stack.
+Graveyard King's Hounds - Deals 100% Int Dmg as physical damage to a target up to 2 cells away. +1 Cell Range and +20% Dmg per Hex Counter Spent.
S-Ability: Greatest Mojo - The Mojo allows a magic worker to bring a spirit to material form. A stronger Mojo can even bind and control the spirit. The greatest of Mojos, however, can call the greatest spirits, and stitch them to the very soul of the worker. Jiji's summons earn experience with him, no matter if they die or not, or are summoned in a battle or not, even changing jobs along him. They also start off with two abilities and earn another each time they gain a new profession, even counting professions gained before the summon was learned. They automatically earn their R-Abilities when Jiji earns his. Jiji can't, however, spend Skill Points to teach his summons new abilities, and they must always have the same amount of stats as him, be it base stats or equipment stats. Additionally, Jiji's Summon Points do not recover naturally in battle, even if his summon dies.
D-Ability: Big Effing Juju - A specially prepared fetish, a juju, can be used to bring wild spirits to a physical body. Sometimes, they can even possess this body. Imagine the effects of a REALLY big juju! An adjacent unit is stunned for one turn and then tranformed into a berserking spirit warrior when stun ends. While transformed, the unit has +30% to all stats and all of it's damaging abilities are Piercing. It also gains Protect, Shell, but loses 15% HP per turn and loses all control, attacking the closest unit to the best of it's abilities, not discerning friend from foe. Lasts 3 turns after the stun is over and transformation happens. Can be used on allies, enemies or neutral. Does not work on bosses. Afflicted target can't use D-Abilities while this effect persists.
-------------------
Stats:
Exp: 0/10
HP: 15/15
MP: 25/25(+5 Seed Beads) [30]
DD: 0/10
SP: 1/1
ATK: 1
DEF: 2
INT: 4(+1 Bent Staff)(+1 Rat Skull)[6]
SPR: 3(+1 Untanned Robe)[4]
EVD: 1%
MOV: 2 cells
Skill Points: 0
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Name: PaloPalo
Gender: Male
Appearance:
- Spoiler:
- A flinsy-looking human skeleton with a leopard skull in the place of a human one. It's head is covered in mysterious red symbols and it's eyes glow deep red. It has a certain maddened look on it that makes it horribly menacing, no matter how fragile it looks.
--------------------
Profession: Zealot - A dreaded warrior of the Graveyard King. He fights with blind, maddened furor, only caring to destroy his enemies. [Dual-Wield]
Dual-Wield: The Zealot can wield two weapons at the same time. Can equip two weapons and has one more hit to every attack chain.
Level: 1
Weapon: Barbed Spear - A wooden spear with a stone head cut to have many painful barbs on it's edge. Not pleasant going in or coming out.
Off-Hand: Sickle Spear - A wooden spear with a hook-shaped stone head. Useful for pulling enemies closer.
Armor: Rotten Rags - Leather rags torn, ripped and rotten by centuries of use. They make up a useful defense solely because of their magic nature.
Acessory: Shrunken Head - Shrunken head of PaloPalo's last kill. Still talks at times, in a dried up, mad tongue.
--------------------
A-Ability: Fanatic Edge
+Mad Cackle - PaloPalo gets carried away by the thrill of the fight, laughing in a ridicule, yet deeply disturbing way.
Target: Self.
Duration: 3 turns.
Effect: +1 basic attack, +15% Crit Chance.
MP: 10
+Flesh Hook - PaloPalo tosses his off-hand spear, revealing a rope attached to his arm, and uses the hooked blade to drag a running enemy.
Dmg: 100% Atk. +50% Dmg if the target moved even 1 cell farther away from PaloPalo on it's last turn.
Range: 4 cells.
Effect: Drags the enemy to an adjacent cell.
MP: 8
- Spoiler:
- +Red Trail - PaloPalo marks his target with the perfect tracking device: it's own dripping blood.
Dmg: 100% Atk. 3 Hits.
Range: Melee.
Effect: High chance of Bleeding. If the Bleeding works, all of PaloPalo's allies get +1 move when approaching this enemy.
MP:?
(Requires Second Proffesion: Head Hunter)
+Sadism - PaloPalo gives no importance to his well-being, as long as his mark is down.
Dmg: 150% Atk. 4 hits.
Range: Melee.
Effect: One third of the mitigated damage is also done to PaloPalo as Piercing damage.
MP:?
(Requires Third Profession: Sacred Warrior)
+Skewer - Even a mad man is on a haste some times.
Dmg: 200% Atk.
Range: 4 cells.
Effect: High chance of Doom. PaloPalo loses his Dual-Wield until he uses the Trigger Command "Pull Spear" on the afflicted enemy. If Doom has been inflincted, using this command will dispell Doom. The command can still be used on the dead body, though. Only PaloPalo can pull the spear.
S-Ability: Luck Favors the Old - A man(?) that has been hunting and crazing for that long learns a few tricks. 15% Crit chance.
D-Ability: Behead - And you thought you could not cut out heads with a spear. Silly. 150% Piercing Atk Dmg. If the enemy ends up with 25% or less HP, it is instantly killed. If the target is immune to Death Effects, deals 200% instead of 150% Dmg.
Stats:
Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: 5 (+1 Barbed Spear)(+1 Hooked Spear) [7]
DEF: 2 (+1 Rotten Rags) [3]
INT: 1
SPR: 2 (+1 Shrunken Head) [3]
EVD: 3%
MOV: 2 Cells (+1 Zealot Profession)[3]
Skill Points: 0
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Lady Alice Ashworth
Age: 20
Gender: Female
Appearance
-------------------
Profession: Divine Knight - A noble warrior who sworn an oath to serve the gods, taking justice to the lands and protecting the weak. Wields a sword with divine strengh.[Shield Bearer][Equips Swords]
Weapon: Broad Sword - Simple, cheap sword made of steel. [+1 ATK]
Shield: Buckler - Small round shield. Light, but not very protective. [+1 SPR]
Armor: Iron Plate - Standard issue breastplate made of iron. Includes shoulder guards and arm guards. Can't get much more standard than that. [+1 DEF]
Acessory: Silver Bracelet - Engraved silver bracelets worn under the gloves. [+1 ATK]
-------------------
A-Ability: Divine Sword
+ Chastising Light -
Range: 3 cells.
Effect: 100% Atk Holy DMG. Chance of Blind.
MP: ?
+Icicle Flower -
Range: 3 cells.
Effect: 100% Atk Ice Dmg, to target and adjacent cells.
MP: ?
S-Ability: Blade of Heavens - For each hit the Divine Knight's basic attack has beyond the first, she gains an additional 100% Dmg on all her Divine Sword Abilities. Additionally, every time the Divine Knight deals damage, she gains MP Regen for 4 turns.
R-Ability: Seiken - For each 5% MP she is lacking, the Divine Knight deals 5% more damage.
D-Ability: Vaettir Spear - Deals 150% Dark Piercing Atk Dmg to a foe up to 3 cells away. Adds Doom. It victim os immune to death effects, Vaettir Spear deals 200% Dark Piercing Atk Dmg.
-------------------
Stats:
Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: A
DEF: C
INT: F
SPR: C
MOV: 2 cells
Age: 20
Gender: Female
Appearance
- Spoiler:
-------------------
Profession: Divine Knight - A noble warrior who sworn an oath to serve the gods, taking justice to the lands and protecting the weak. Wields a sword with divine strengh.[Shield Bearer][Equips Swords]
Weapon: Broad Sword - Simple, cheap sword made of steel. [+1 ATK]
Shield: Buckler - Small round shield. Light, but not very protective. [+1 SPR]
Armor: Iron Plate - Standard issue breastplate made of iron. Includes shoulder guards and arm guards. Can't get much more standard than that. [+1 DEF]
Acessory: Silver Bracelet - Engraved silver bracelets worn under the gloves. [+1 ATK]
-------------------
A-Ability: Divine Sword
+ Chastising Light -
Range: 3 cells.
Effect: 100% Atk Holy DMG. Chance of Blind.
MP: ?
+Icicle Flower -
Range: 3 cells.
Effect: 100% Atk Ice Dmg, to target and adjacent cells.
MP: ?
- Spoiler:
- +Stardust Execution -
Range: 3 cells
Effect: 100% Atk Holy Dmg. If target is under 20% HP, it dies.
MP:?
+Chains of Solitude -
Range: 3 cells.
Effect: 100% Atk Ice Dmg. Chance of Stun
MP: ?
+Lifestream Absolution -
Range: 3 cells.
Effect: 100% Atk Water Dmg. Drains damage dealt as HP.
MP: ?
+Stagnant Surge -
Range: 3 cells.
Effect: 100% Atk Water Dmg. Chance of Silence.
MP: ?
+Howling Edge -
Effect: 100% Atk Air Dmg in a 5 cells line.
MP: ?
+Transparent Sever -
Range: 3 cells.
Effect: 100% Atk Air Dmg. Chance to DeProtect.
MP: ?
+Shatter Point -
Range: 3 cells.
Effect: 100% Atk Lightning Dmg. Chance to DeShell.
MP: ?
+Flux Anomaly -
Range: 3 cells.
Effect: 100% Atk Lightning Dmg. Damages MP.
MP: ?
S-Ability: Blade of Heavens - For each hit the Divine Knight's basic attack has beyond the first, she gains an additional 100% Dmg on all her Divine Sword Abilities. Additionally, every time the Divine Knight deals damage, she gains MP Regen for 4 turns.
D-Ability: Vaettir Spear - Deals 150% Dark Piercing Atk Dmg to a foe up to 3 cells away. Adds Doom. It victim os immune to death effects, Vaettir Spear deals 200% Dark Piercing Atk Dmg.
-------------------
Stats:
Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: A
DEF: C
INT: F
SPR: C
MOV: 2 cells
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Hana
Age: 17
Gender: Female
Appearance
-------------------
Profession: Mime - A very weird individual, born with the power to tap into other's mind and soul. Has evolved this ability to the point where it can copy virtually anything from anyone.[Masked][Equips any weapon]
Weapon: Short Glaive - A short spear with a long, sword-like blade. [+1 ATK]
Mask: Pandaaru - Black and white mask. [+1 INT]
Armor: Clothing - Looks like usual, everyday clothes. Actually are made sturdier, to handle battles. [+1 DEF]
Acessory: Menagerie Buttons - Buttons of many different colors. [+5 MP]
-------------------
A-Ability: Mimic - This command bears no skills to learn. Skill points can only be used to unlock skill slots.
+Skill Slot
+Skill Slot
-------------------
S-Ability: -
R-Ability: Mirror - When damaged, the Mime counters with the same attack or skill, using the atacker's own offensive stat. It can counter regardless of range. Mirroring a spell does not cost MP.
D-Ability: Steal Style - The Mime uses a D-Ability from another Unit in the battle, be it Ally, Enemy or Neutral.
-------------------
Stats:
Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: A
DEF: D
INT: A
SPR: D
MOV: 2 cells [+1 Mime Job]
Age: 17
Gender: Female
Appearance
- Spoiler:
-------------------
Profession: Mime - A very weird individual, born with the power to tap into other's mind and soul. Has evolved this ability to the point where it can copy virtually anything from anyone.[Masked][Equips any weapon]
Weapon: Short Glaive - A short spear with a long, sword-like blade. [+1 ATK]
Mask: Pandaaru - Black and white mask. [+1 INT]
Armor: Clothing - Looks like usual, everyday clothes. Actually are made sturdier, to handle battles. [+1 DEF]
Acessory: Menagerie Buttons - Buttons of many different colors. [+5 MP]
-------------------
A-Ability: Mimic - This command bears no skills to learn. Skill points can only be used to unlock skill slots.
+Skill Slot
+Skill Slot
-------------------
S-Ability: -
D-Ability: Steal Style - The Mime uses a D-Ability from another Unit in the battle, be it Ally, Enemy or Neutral.
-------------------
Stats:
Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: A
DEF: D
INT: A
SPR: D
MOV: 2 cells [+1 Mime Job]
Last edited by Lenneth Valkyrie on Mon Aug 12, 2013 9:34 am; edited 1 time in total
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Bernard Von Driechter
Age: 20
Gender: Male
Appearance
-------------------
Profession: Alchemist - Not all merchants are content with just waiting around, doing nothing. [Explosives Expert]
Explosives Expert: Equips Explosives as weapons. Every Explosive weapon has either a secondary effect or deals elemental damage, or both. Explosives have a range of 3 cells and deal damage to all 4 cells surrounding the target. Can damage allies.
Weapon: Unstable Nitro - An old reserve of a powerfulliquid explosive. This reserve has lost much of it's potency, and stability. [+1 INT][Fire]
Armor: Ragged Coat - An old coat, stained and worn by many chemicals.[+1 SPR]
Acessory: Goggles - Work goggles, devised to ward the eyes from dangerous acids. Also give you a look of wild scientific-ness.[+5 MP]
-------------------
A-Ability: Concoct/Synthetize - Each ability is linked to a consumable item. If the ability is used when the linked item is not present in the party's Inventory, 1 unit of the item will be synthetized. If the Item is present, it will be used on a target. Concocted itens can be used on targets up to 3 cells away and carry special effects, but will spend MP in addition to spending the item. Synthesis MP cost can be different than Concoct MP cost.
-------------------
S-Ability: Scavenge - The Alchemist has a special Trigger that can be used on dead bodies and some scenary elements. When used, the body of element will award MP to the Alchemist and some additional itens at the end of the battle. Each element of body can only be scavenged one. Scavenged bodies can't be ressurrected.
R-Ability: Auto Potion - When the Alchemist takes damage, he will automatically use a potion on himself. He will use the strongest potion available that does not overheals him. Auto Potion will never work if the party has less than 3 potions on the Inventory.
D-Ability: Philosopher's Stone - The Alchemist creates one Philosopher's Stone. If this item is used on an enemy with 20% or less HP, this enemy will be converted to Gold, which will be awarded to the party at the end of the battle. COnverted enemies leave no bodies. If the Stone is used on a dead body, this body will be ressurrected with ??% HP and MP. If it is used on a living ally, he will be ivulnerable for 2 turns. Only one Stone can be present in the inventory at any given time, and the Alchemist can't earn DD while a Stone exists in the inventory. Any Ally can use the Stone once it is created.
-------------------
Stats:
Exp: 0/10
HP: 15/15
MP: 25/25
DD: 0/10
ATK: F
DEF: C
INT: B
SPR: C
MOV: 2 cells
Age: 20
Gender: Male
Appearance
- Spoiler:
-------------------
Profession: Alchemist - Not all merchants are content with just waiting around, doing nothing. [Explosives Expert]
Explosives Expert: Equips Explosives as weapons. Every Explosive weapon has either a secondary effect or deals elemental damage, or both. Explosives have a range of 3 cells and deal damage to all 4 cells surrounding the target. Can damage allies.
Weapon: Unstable Nitro - An old reserve of a powerfulliquid explosive. This reserve has lost much of it's potency, and stability. [+1 INT][Fire]
Armor: Ragged Coat - An old coat, stained and worn by many chemicals.[+1 SPR]
Acessory: Goggles - Work goggles, devised to ward the eyes from dangerous acids. Also give you a look of wild scientific-ness.[+5 MP]
-------------------
A-Ability: Concoct/Synthetize - Each ability is linked to a consumable item. If the ability is used when the linked item is not present in the party's Inventory, 1 unit of the item will be synthetized. If the Item is present, it will be used on a target. Concocted itens can be used on targets up to 3 cells away and carry special effects, but will spend MP in addition to spending the item. Synthesis MP cost can be different than Concoct MP cost.
-------------------
S-Ability: Scavenge - The Alchemist has a special Trigger that can be used on dead bodies and some scenary elements. When used, the body of element will award MP to the Alchemist and some additional itens at the end of the battle. Each element of body can only be scavenged one. Scavenged bodies can't be ressurrected.
D-Ability: Philosopher's Stone - The Alchemist creates one Philosopher's Stone. If this item is used on an enemy with 20% or less HP, this enemy will be converted to Gold, which will be awarded to the party at the end of the battle. COnverted enemies leave no bodies. If the Stone is used on a dead body, this body will be ressurrected with ??% HP and MP. If it is used on a living ally, he will be ivulnerable for 2 turns. Only one Stone can be present in the inventory at any given time, and the Alchemist can't earn DD while a Stone exists in the inventory. Any Ally can use the Stone once it is created.
-------------------
Stats:
Exp: 0/10
HP: 15/15
MP: 25/25
DD: 0/10
ATK: F
DEF: C
INT: B
SPR: C
MOV: 2 cells
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Mirana Watermark
Age: 26
Gender: Female
Appearance
-------------------
Profession: Huntress - A warrioress trained in a foreign culture at the art of hunting down and slaying monsters. Armed with an arsenal of traps and bombs, and with knowledge of monsters' habbits, anathomy and abilities. [Equips Scythes]
Weapon: Warped Scythe - A worn, rusted scythe with a wavy blade. [+1 ATK][2 Cells Range]
Armor: Hunter's Tunic - An elaborate tunic made of woven linen and tanned hides. Ideal for protecting sensitive parts, while not encumbering. [+1 DEF]
Acessory: Beads - Pretty baubles for adorning hair. [+1 ATK]
-------------------
A-Ability: Hunter's Edge - Traps last the entire battle, but are destroyed when sprung by an enemy. Traps must be assembled on an empty cell.
+ Guillotine
Range: Weapon.
Effect: 120% Atk DMG. If target is under 20% HP, it dies.
MP: ?
+Kusari-Gama
Range: 3 cells.
Effect: 100% Atk Dmg. Huntress drags target to another cell in range.
MP: ?
S-Ability: Poach - If the Huntress deals the finishing blow to an enemy, his body will disappear, and the party will receive an additional item at the end of the battle, depending on the enemy, along with bonus money. There is a small chance of a rare equipment being poached.
R-Ability: Taxidermy - After the battle is over, the Huntress can choose one of the enemies she Poached to turn into a Trophy. She can carry only one Trophy per job she has attained, and only one Trophy can ever be equipped at any time. When the Huntress equips a Trophy, she gains access to the A-Ability command from the enemy that provided the Trophy. Any skills using INT, will instead use ATK.
D-Ability: Death Wind - Deals 100% Piercing Atk Dmg to all foes. Any enemy that ends up with 20% or less HP is killed.
-------------------
Stats:
Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: S
DEF: D
INT: F
SPR: D
MOV: 2 cells [+1 from Huntress]
Age: 26
Gender: Female
Appearance
- Spoiler:
-------------------
Profession: Huntress - A warrioress trained in a foreign culture at the art of hunting down and slaying monsters. Armed with an arsenal of traps and bombs, and with knowledge of monsters' habbits, anathomy and abilities. [Equips Scythes]
Weapon: Warped Scythe - A worn, rusted scythe with a wavy blade. [+1 ATK][2 Cells Range]
Armor: Hunter's Tunic - An elaborate tunic made of woven linen and tanned hides. Ideal for protecting sensitive parts, while not encumbering. [+1 DEF]
Acessory: Beads - Pretty baubles for adorning hair. [+1 ATK]
-------------------
A-Ability: Hunter's Edge - Traps last the entire battle, but are destroyed when sprung by an enemy. Traps must be assembled on an empty cell.
+ Guillotine
Range: Weapon.
Effect: 120% Atk DMG. If target is under 20% HP, it dies.
MP: ?
+Kusari-Gama
Range: 3 cells.
Effect: 100% Atk Dmg. Huntress drags target to another cell in range.
MP: ?
- Spoiler:
- +Shred
Range: Weapon.
Effect: 100% Atk Dmg. Chance of Bleeding. If target is Bleeding, 100% chance of Slow.
MP: ?
+Bear Trap
Range: Melee.
Effect: Creates a Bear Trap cell. When sprung, deals 100% Atk Dmg and Immobilizes.
MP: ?
+Land Mine
Range: Melee
Effect: Creates a Land Mine cell. When sprung, deals 100% Atk Fire Dmg. Damages trap cell and 4 adjacent cells.
MP: ?
+Hidden Spikes
Range: Melee.
Effect: Creates a Hidden Spikes cell. When Sprung, deals 100% Atk Dmg and Poisons.
MP: ?
+Tranquilizing Bomb
Range: 3 cells.
Effect: Sleeps target.
MP: ?
+Sonic Bomb
Range: 3 cells.
Effect: Confuses Target.
MP: ?
S-Ability: Poach - If the Huntress deals the finishing blow to an enemy, his body will disappear, and the party will receive an additional item at the end of the battle, depending on the enemy, along with bonus money. There is a small chance of a rare equipment being poached.
D-Ability: Death Wind - Deals 100% Piercing Atk Dmg to all foes. Any enemy that ends up with 20% or less HP is killed.
-------------------
Stats:
Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: S
DEF: D
INT: F
SPR: D
MOV: 2 cells [+1 from Huntress]
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
Re: Codex of Ages(Alli's character library)
Name: Mina Valentine
Age: 17
Gender: Female
Level: 1
Appearance:
-------------------
Profession: Scion of Heart - Most adventurers set to the world to bring death, pain and blood. That's thousands of mages, warriors, rogues and priests, all out on wanton destruction, either good or evil. But not this one. This one is out for love, for whatever end it may be used. [Make Love, not War]
Make Love, Not War - This character does not possess an Attack command. Instead it has a Tend command.
Tend - Heals a unit of an amount of HP equal to the user's Spr minus the target's Int, or the User's Def minus the target's Atk, as appropriate for the target's basic stat.
Weapon: Pink Scepter - A fabulous scepter with a pink crystal. Useful for protecing one's body and tending to warriors. [+1 Def]
Armor: Frilly Dress - A beatiful dress fitting for a star. Good for warding off magic and tending to mages. [+1 Spr]
Acessory: Winged Headband - Headband with tiny wings. Has some latent magic to it. [+5 MP]
-------------------
A-Ability: Sowing the Seeds of Love
+Rosebud Ray of Regard - Shoots a pink ray of pure love to an allied target. Perfect for times of desperate need. Heals 150% Spr or Def Hp, as fitting for the recipient's main stat. MP: ??
-Sharing is Caring: Love is Blind - Love too strong can blind the weak of heart. The enemy has a chance to be Blinded.
+Love Birds - Two little birdy sparks of pure love, a shining help for those in need. Creates two Love Bird cells, adjacent to each other, with 3 cells of Mina. The cells move at 2 cells per turn towards the two most damaged allies. Any ally adjacent or inside a lovebird cell can use the Trigger Command "Sigh" to heal ??% HP. Each Love Bird can be occupied and lasts 3 turns, or until it has been used 2 times.
-Sharing is Caring: Three Little Birds - Love is really contagious. Allies can use "Sigh" on this enemy, with the same benefits. Lasts for 3 turns or 2 uses.
+Cupid's Arrow - A lover can be dangerous, specially if the loved one is not interested. An ally within 3 cells deals 50% increased damage to enemies affected by Fear for 3 turns.
-Sharing is Caring: Just Want To Be Friends - A powerful love is a scary thing. The enemy is Feared.
+Bound by Heart - The ties of the heart bind the deepest. Binds the target ally with 5 cells to the closest allied unit. While the bond lasts, they will share any buffs or healing received. The effect ends in 5 turns or if, during the calculation phase, they are more than 3 cells appart.
-Sharing is Caring: Love Triangle - Love can hurt you. The enemy is bonded to the targeted ally, but will receive the reverse effects. Healing will become damage and buffs will become ailments. This bond only lasts 3 turns, but is not broken by distance.
+Heartpounding Serenade - A fierce, joyfull song to warm the heart and lighten the soul. The recipient trusts in his own abilities, and is thus a powerful magnet for attention. Bestows Center of Attention to an ally within 3 cells.
-Sharing is Caring: Dazzled by Desire - Too much desire can make it hard to think straight. Enemy's offensive stats are reduced by 20% for 3 turns.
+Love is Eternal - Love conquers all, even death. Revives an ally within 3 cells with ??% HP and MP.
-Sharing is Caring: Lovestruck - A powerful act of love is so beautiful it can touch the harshest of hearts. The enemy has a chance to be Charmed.
+Give me a Sign - Places a sign over an ally, making him more susceptible to love. All effects that restore health on a target up to 3 cells away are increased by 50%. Lasts 3 turns.
-Sharing is Caring: Hit Me Baby One More Time - Some people are just masochistic when it comes to love. All effects that reduce HP on the enemy are increased by 20% for 3 turns.
-------------------
R-Ability: Love is a Two-Way Street - When targeting an ally with Tend of an Ability, Mina receives a boost to her Spr and Def equal to her Affinity Level towards him, for that targeted effect. In return, she restores MP equal to the target's Affinity Level towards her.
S-Ability: Sharing is Caring - Love must be shared, even with one's foes. Love does not need, however, to be shared equaly. Whenever Mina target's an ally with an A-Ability, it will generate an effect on the closest enemy within 3 cells. Each A-Ability has it's own Sharing is Caring effect.
D-Ability: Power of Love - Mina is tired of war and pain, and with one wave of her scepter, shall let none be harmed. Any negative effect used against an ally of Mina will generate the opposite effect on a random ally. The opposite effect of Damage is Heal, and of Instant Death is Raise. Status Ailments will be turned to a reverse, benecifial buff. The Game Master decides which buff is more fitting as an reverse for each ailment. The target that received the attack can never be the recipient of the reverse effect.
-------------------
Stats:
HP: D
MP: A
ATK: F
DEF: A
INT: F
SPR: A
EVD: ?
CRT: ?
MOV: ?
Skill Points: 0
Age: 17
Gender: Female
Level: 1
Appearance:
- Spoiler:
-------------------
Profession: Scion of Heart - Most adventurers set to the world to bring death, pain and blood. That's thousands of mages, warriors, rogues and priests, all out on wanton destruction, either good or evil. But not this one. This one is out for love, for whatever end it may be used. [Make Love, not War]
Make Love, Not War - This character does not possess an Attack command. Instead it has a Tend command.
Tend - Heals a unit of an amount of HP equal to the user's Spr minus the target's Int, or the User's Def minus the target's Atk, as appropriate for the target's basic stat.
Weapon: Pink Scepter - A fabulous scepter with a pink crystal. Useful for protecing one's body and tending to warriors. [+1 Def]
Armor: Frilly Dress - A beatiful dress fitting for a star. Good for warding off magic and tending to mages. [+1 Spr]
Acessory: Winged Headband - Headband with tiny wings. Has some latent magic to it. [+5 MP]
-------------------
A-Ability: Sowing the Seeds of Love
+Rosebud Ray of Regard - Shoots a pink ray of pure love to an allied target. Perfect for times of desperate need. Heals 150% Spr or Def Hp, as fitting for the recipient's main stat. MP: ??
-Sharing is Caring: Love is Blind - Love too strong can blind the weak of heart. The enemy has a chance to be Blinded.
+Love Birds - Two little birdy sparks of pure love, a shining help for those in need. Creates two Love Bird cells, adjacent to each other, with 3 cells of Mina. The cells move at 2 cells per turn towards the two most damaged allies. Any ally adjacent or inside a lovebird cell can use the Trigger Command "Sigh" to heal ??% HP. Each Love Bird can be occupied and lasts 3 turns, or until it has been used 2 times.
-Sharing is Caring: Three Little Birds - Love is really contagious. Allies can use "Sigh" on this enemy, with the same benefits. Lasts for 3 turns or 2 uses.
+Cupid's Arrow - A lover can be dangerous, specially if the loved one is not interested. An ally within 3 cells deals 50% increased damage to enemies affected by Fear for 3 turns.
-Sharing is Caring: Just Want To Be Friends - A powerful love is a scary thing. The enemy is Feared.
+Bound by Heart - The ties of the heart bind the deepest. Binds the target ally with 5 cells to the closest allied unit. While the bond lasts, they will share any buffs or healing received. The effect ends in 5 turns or if, during the calculation phase, they are more than 3 cells appart.
-Sharing is Caring: Love Triangle - Love can hurt you. The enemy is bonded to the targeted ally, but will receive the reverse effects. Healing will become damage and buffs will become ailments. This bond only lasts 3 turns, but is not broken by distance.
+Heartpounding Serenade - A fierce, joyfull song to warm the heart and lighten the soul. The recipient trusts in his own abilities, and is thus a powerful magnet for attention. Bestows Center of Attention to an ally within 3 cells.
-Sharing is Caring: Dazzled by Desire - Too much desire can make it hard to think straight. Enemy's offensive stats are reduced by 20% for 3 turns.
+Love is Eternal - Love conquers all, even death. Revives an ally within 3 cells with ??% HP and MP.
-Sharing is Caring: Lovestruck - A powerful act of love is so beautiful it can touch the harshest of hearts. The enemy has a chance to be Charmed.
+Give me a Sign - Places a sign over an ally, making him more susceptible to love. All effects that restore health on a target up to 3 cells away are increased by 50%. Lasts 3 turns.
-Sharing is Caring: Hit Me Baby One More Time - Some people are just masochistic when it comes to love. All effects that reduce HP on the enemy are increased by 20% for 3 turns.
-------------------
R-Ability: Love is a Two-Way Street - When targeting an ally with Tend of an Ability, Mina receives a boost to her Spr and Def equal to her Affinity Level towards him, for that targeted effect. In return, she restores MP equal to the target's Affinity Level towards her.
S-Ability: Sharing is Caring - Love must be shared, even with one's foes. Love does not need, however, to be shared equaly. Whenever Mina target's an ally with an A-Ability, it will generate an effect on the closest enemy within 3 cells. Each A-Ability has it's own Sharing is Caring effect.
D-Ability: Power of Love - Mina is tired of war and pain, and with one wave of her scepter, shall let none be harmed. Any negative effect used against an ally of Mina will generate the opposite effect on a random ally. The opposite effect of Damage is Heal, and of Instant Death is Raise. Status Ailments will be turned to a reverse, benecifial buff. The Game Master decides which buff is more fitting as an reverse for each ailment. The target that received the attack can never be the recipient of the reverse effect.
-------------------
Stats:
HP: D
MP: A
ATK: F
DEF: A
INT: F
SPR: A
EVD: ?
CRT: ?
MOV: ?
Skill Points: 0
Allindur, the Lightfoot- Fleeting Dreamer
- Posts : 1147
Join date : 2012-05-05
Age : 32
Location : I was BORN to the stage, baby!
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