Codex of Ages(Alli's character library)
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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.
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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
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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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