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Durasken Uprising ~ Secret of the High Circle -SU-

Discussion in 'Roleplay Archives' started by Keileon, Sep 25, 2011.

  1. Plot

    Durasken, Euthora. A diverse land filled with mountains, forests, and open grassland, made up of several large islands. Settled by humans but inhabited by many other creatures, sentient or otherwise, Durasken can be a spectacular, fascinating place- or a cruel, dangerous one. Humans are not the only dominant creature here. Everywhere you travel, be it mountain, forest, grassland, or even tundra, you are likely to run into any given species of Durasken's apex predator-- the dragon. These large reptiles are highly intelligent- sentient even. What's more is that a raging war between the humans and dragons of Durasken, caused by arrogance and fear and the instinct to dominate, has shaped Durasken's culture and government heavily.

    Durasken is led by a group of Archmages. Known as The High Circle, or simply The Circle, these powerful sorcerers oversee Durasken affairs: putting out laws, holding trials for suspected traitors, directing and sometimes even aiding the military. Traditionally, the members of this group are equal to one another, none superior to any. However, an official from the government that The Circle oversees has risen as a sort of visier, an advisor to the powerful mages that lead the country in the war against the dragons. Outwardly, this official- named Sagitrai- seems to merely suggest courses of action to his leaders in an effort to further better the country.

    A small handful of civilians have heard otherwise.

    Someone formerly connected to The Circle, possibly a renegade archmage himself, approached the first person he saw who he believed, in his years of experience, could fix the problem he desperately needed to share. A boy in his late teens, yes, but carried himself with wariness and held his weapon firmly by his side. The boy listened skeptically as the man wove a tale of corruption and deceit- of Sagitrai, who, using his charismatic demeanor and smooth words, manipulated the mages of The Circle to his own whims. The man blamed not only the lack of a solution of the war but also recently-passed laws that much of the population saw as harsh on Sagitrai. According to the man, Sagitrai had to be stopped.

    Following a brief conversation between the man and the teen, the former left, leaving the latter to plan. Eventually he wandered the area- always watching for people he could group with in order to acheive this goal. Anyone he thought could defend themselves, he approached. He rarely said more than a muttered, "D'you want to help sort out these new laws, maybe the war?" If replied affirmatively to, he'd simply say, "Meet me at the edge of the woods outside of town." And then he'd walk off.

    Not everyone would respond to this summons.

    But enough would.​
    [hr]
    Profile Template

    This is more or less edited copypasta from Masq's/Shadow's template; this statplay is more directed at people who already know how to play so explanations are minimal. PM me for questions.

    Also we're using Shadow's MP formula, but it's still secret so talk to him for MP costing.

    Code:
    [spoiler][b]Name:[/b]
    [b]Gender:[/b]
    [b]Age:[/b]
    [b]Level:[/b] Start with Level 1
    [b]Next Level:[/b] 0/10
    [b]Appearance:[/b] Image or Description.
    
    [b]Profession:[/b] This is what your character is.
    [b]Weapon:[/b] Start off with a basic Weapon.
    [b]Armor:[/b] Start off with a basic Armor.
    [b]Accessory:[/b] Name it anything you want, and choose what Stat Boost you will get from it. The available Stat Boosts are +5 HP, +5 MP, +1 ATK, +1 DEF, +1 INT, +1 SPR, +5% Evasion or +1 Movement.
    
    [b]A-Ability:[/b] Obligatory action ability.
    
    [b]+ Name:[/b] Short Description (Optional). Effect (Optional). Damage% (Up to 120%) Stat (ATK or INT). Range; Element. MP. 
    
    [b]+ Name:[/b] Short Description (Optional). Effect (Optional). Damage% (Up to 120%) Stat (ATK or INT). Range; Element. MP.
    
    [b]R-Ability:[/b] Reaction Ability; you can't start with one.
    [b]S-Ability:[/b] Support Ability; you can have up to two, but only start with one.
    [b]X-Ability:[/b] X-Ability; can only be used once the X-Gauge has reached 10/10.
    
    [b]~ Stats ~[/b]
    
    Don't worry about these, I'll do them.
    
    [b]HP:[/b] 
    [b]MP:[/b] 
    [b]ATK:[/b] 
    [b]DEF:[/b] 
    [b]INT:[/b] 
    [b]SPR:[/b] 
    [b]Evasion:[/b] 
    [b]Movement:[/b] 
    
    [b]Skill Points:[/b] [/spoiler]
     
  2. Inventory

    - Normal Items
    -- Potion x2 Restores 20 HP upon use.
    -- Ether x3 Restores 10 MP upon use.
    - Equipment
    -- N/A
    - Material Items
    -- N/A
    - Key Items
    -- N/A
    - 300 Gold
     
  3. Enemy Profiles

    Name: Wynd
    Gender: Male
    Level: 1
    Profession: Pack Leader [Crit Rate +10%]
    Weapon: Fangs [BA Chance of Wound]
    Armor: Thick Fur

    A-Ability: Leader of the Pack

    + Packlord's Snap: Wynd leaps forward to snap his jaws at his target, then backs off again. Chance of Wound. 120% Atk damage. Range: Two cells. Element: Neutral. 8 MP.
    + Disabling Shred: Wynd latches his teeth into his opponent's leg, then jerks his head, causing extreme pain as well as shredding the leg muscle. Chance of Pain. Chance of Immobilize. 100% Atk damage. Range: Adjacent cell. Element: Neutral. 11 MP.

    R-Ability: None.
    S-Ability: Call of the Wild: Wynd may call a packmate to aid in battle. The packmate appears in row A or B where space is available.
    X-Ability: None.

    HP: 20
    MP: 20
    Atk: 5
    Def: 4
    Int: 3
    Spr: 3
    Evade: 5%
    Move: 4

    --------------------------

    Names: Arisyas, Zyel, Torc, Sarris
    Gender: Male
    Level: 1
    Profession: Packmate
    Weapon: Fangs
    Armor: Fur

    A-Ability: Member of the Pack

    + Trip: The wolf lunges out with its front legs, aiming to trip its target. Chance of Immobilize. Range: 2 cells. Element: Neutral. 7 MP.
    + Ferocious Snarl: The wolf glowers at its opponent, raising its upper lip to reveal its sharp fangs and gives a menacing snarl meant to intimidate. Chance of Panic. Range: Adjacent cell. Element: Neutral. 6 MP.

    R-Ability: None.
    S-Ability: Experienced Predator: All status inflictions from this wolf's skills have a 10% chance boost to work.
    X-Ability: None.

    HP: 15
    MP: 15
    Atk: 4
    Def: 3
    Int: 2
    Spr: 2
    Evade: 3%
    Move: 3
     
  4. Inflictionary

    Addle ~ Cannot use Abilities for 3 Turns.

    Airborne ~ Afflicted Passes through Special Cells and Nature Cells, and also Null Earth-Element but Weak Wind-Element for 3 Turns.

    Agility ~ MOVE Stat is doubled for 3 Turns.

    Berserk ~ ATK Stat is doubled, but DEF Stat is halved for 3 Turns. Only Basic Attacks are enabled.

    Blind ~ Skills/Basic Attacks have 50% Chance of Missing for 3 Turns.

    Blood Loss ~ 25% Max HP Damage upon Damage taken. Damage Modifier.

    Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is doubled if Afflicted has a Fire-Element Weakness. Cured via Water/Ice-Elemental Hits.

    Center of Attention ~ Afflicted can only be Targeted by Enemy Characters for 3 Turns.

    Choke ~ Takes 10% max HP damage each turn until inflictor or afflicted is KO'd.

    Cloak ~ Cannot be detected by Enemy Characters nor Neutral Characters for 3 Turns.

    Confusion ~ 33.33% Chance of Skill/Basic Attack hitting Afflicted/Ally/Enemy if in Range for 3 Turns. Cured via ATK-Based Damage.

    Corrode ~ Afflicted does not benefit from stat boosts gained from armor.

    Covered ~ Damage is directed to a Covering Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.

    Covering ~ Takes Damage for a Covered Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.

    Critical ~ Automatic Status placed when Afflicted has 25% Max HP or less.

    Curse ~ 2 Random Stats (ATK, DEF, INT or SPR) are halved for 3 Turns.

    Daze ~ Cannot Act nor Move for 1 Turn.

    Destiny Bond ~ Inflicted on two characters. Is one is KO'd, the other is KO'd in 3 turns.

    Drown ~ Cannot Act and takes 25% Max HP Damage per Turn with a 20% Chance of Failing each Turn. If on a Water Cell, Status is cured by exiting the Water Cell(s).

    Doom ~ Instant Death after 10 Turns.

    Encroaching Doom ~ Instant Death after 5 Turns.

    Endless ~ MP cannot be lowered for 2 Turns.

    Fragile ~ Skills used against the afflicted have a 50% chance of being critical hits.

    Freeze ~ Cannot Act nor Move, and Damage taken is doubled for 3 Turns. Cured via Fire-Elemental Skills.

    Frustration ~ 20% Chance of Ragequit Every Turn for 3 Turns.

    Glitch ~ DEF and SPR are Lowered by 10% every Turn for 3 Turns.

    Haste ~ Can execute 2 Move Actions and 2 Act Actions per Turn for 3 Turns

    Ill ~ Def and Spr halved for 3 turns.

    Immobilize ~ Move Commands are restricted for 3 Turns.

    Immune ~ Immune to Status Afflictions for 3 Turns.

    Infatuate ~ Attacks Allies until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.

    Instant Death ~ Immediate KO Status.

    Intangible ~ Null ATK-Based Damage, Weak INT-Based Damage for 3 Turns.

    Invincible ~ HP cannot be lowered for 2 Turns.

    KO ~ Self Explanatory.

    Mana Leak ~ 10% Max MP Damage for 3 Turns.

    Mana Regen ~ 10% Max MP Recovery for 3 Turns.

    Oblivion ~ Immediately removed from the Battlefield.

    Pain ~ Skills take two turns to use.

    Pain Share ~ Afflicted takes Damage equal to the Damage the Inflicter takes, and viceversa for 3 Turns.

    Panic ~ Skills have 50% chance of failing if used against inflictor.

    Paralyze ~ Act Commands are restricted for 3 Turns.

    Petrify ~ Turns are Skipped but damage taken is halved. Cured by a Critical Hit or in X turns.

    Poison ~ 17% Max HP Damage every Turn for 3 Turns.

    Protect ~ Halves ATK-Based Damage taken for 3 Turns.

    Purification ~ Total Damage received is Increased by 100%, Damage dealt is converted to HP Recovery, and the effectiveness of HP / MP Recovery is Increased by 100% for 3 Turns. Can only Target Enemies.

    Ragequit ~ Immediately removed from the Battlefield for 3 Turns.

    Regen ~ 10% Max HP Healing for 3 Turns.

    Reraise ~ If afflicted is KO'd, revived on the next turn with 25% max HP.

    Reverse ~ HP Damage is treated as HP Healing and viceversa for 3 Turns.

    Sap ~ 10% Max HP Damage for 3 Turns.

    Seal ~ Seals all Abilities for 5 turns. A Sealed ability cannot be used, but the Seal may be Dispelled.

    Seize ~ Cannot act nor move for 3 Turns.

    Severe Burn ~ 12% Max HP Damage every Turn for Infinite Turns. Damage is doubled if Afflicted has a Fire-Element Weakness. Cured via TWO Water/Ice-Elemental Hits.

    Shell ~ Halves INT-Based Damage taken for 3 Turns.

    Silence ~ Afflicted cannot use Int-based skills for 3 turns.

    Sleep ~ Paralyze and Immobilize for 3 Turns. Cured via ATK-Based Damage. Every Hit is always a Critical Hit.

    Slow ~ Afflicted can execute only 1 Action (Act, Move or Wait) per Turn for 3 Turns.

    Stop ~ Turn is Skipped for 3 Turns.

    Underground ~ Cannot take be targeted except by Earth-element skills. Gives [Vulnerable Earth]. Status wears off upon attacking. Cannot move through Water or Lava cells but can bypass other obstacles.

    Venom ~ 22% HP Damage every Turn for 3 Turns.

    Warp ~ Can Warp to Any Cell instead of conducting a Move Action for 3 Turns.

    Wet ~ Afflicted takes double damage from Thunder-element skills for three turns. Status does not wear off if on water cell.

    Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Cured via Healing.

    Zombie ~ Weak Light-Element and HP Healing causes Damage instead for 3 Turns
     
  5. Name: Jayden Kaiuln
    Gender: Male
    Age: 19
    Level: 1
    Next Level: 0/10
    Appearance: Jayden is tall for his age, wth untidy dark brown hair and dark hazel eyes. He carries himself guardedly, warily, and firmly holds his bow by his side. His outfit consists mostly of deerskin leather, some of which usually looks the worse for wear. His skin is of a medium tone, and his face usually carries a neutral expression unless coaxed to actually express himself. A quiver is strapped to his back.

    Profession: Archer The one who claims this profession specializes in the classic ranged weapon- a bow and arrow- to attack enemies from afar.
    Weapon: Simple Wooden Bow [+1 Atk] [3 Cells] A simply carved wooden bow which doesn't allow a lot of force to the shot, but enough to do the job.
    Armor: Tattered Leather Vest [+1 Def] A ragged deerskin vest that has seen better days, but still offers protection.
    Accessory: Steel Arrowheads [+1 Atk]

    A-Ability: Archery

    + Searing Bolt: A special arrow imbued with a chemical that burns like fire is launches at the foe. Chance of Burn. 120% Atk damage. Range: 3 cells. Element: Neutral. 10 MP.
    + Toxic Shot: An arrow dipped in poison is shot at the opponent. Chance of Poison. 120% Atk damage. Range: 3 cells. Element: Neutral. 10 MP.

    R-Ability: None.
    S-Ability:
    -- Marksmanship: Jayden's skills have a 10% higher chance of inflicting status conditions.
    X-Ability: Lethal Shot ~ Visual Oblivion: Jayden takes careful aim with an arrow meant specifically for speed and the ability to pierce deep- and lets it fly at the opponent's face, aiming for the eye and hopefully the brain beyond. High chance of Instant Death. If Instant Death fails, chance of Blood loss and chance of Blind. 200% piercing Atk damage. Range: 5 cells. Element: Neutral.

    ~ Stats ~

    HP: 20
    MP: 20
    ATK: 4 (Simple Wooden Bow +1) (Steel Arrowheads +1)
    DEF: 3 (Tattered Leather Vest +1)
    INT: 2
    SPR: 2
    Evasion: 3%
    Movement: 2 (Archer Job +1)

    Skill Points:0
     
  6. Name: Ganro Maga
    Gender: Male
    Age: 18
    Level: 1
    Next Level: 0/10
    Appearance:[​IMG]

    Job Promotion: Blood Mage --- Wisp Caster --- Tamper Wizard --- Fusion Archmage

    Profession: Blood mage: The one who claims this profession may sacrifice part of himself to power his magic. [Spells may be casted from HP]
    Weapon: Toy Staff: "I'M POOR OK?" [+1 Int/Int basic attack]
    Armor: Bathrobes: "Look mommy I'm a wizard!" [+1 Spr]
    Accessory: Mana band: A cheap band that is rumored to help along the mana cycle. [+5 MP]

    A-Ability: Blood magic

    + Dark Batter: Sends out a trio of dark energy balls to strike the opponent. Hits 3 times. 100% Int. 3 cells; Dark. 8 MP. (4 HP.)

    + Light Healer: Sends out a black light to heal Ganro or an ally. 100% Int healing. self or 3 cells; Light. 6 MP. (3 HP)

    R-Ability:
    S-Ability: Hot blood: Spells, if casted purely from HP, cost half their "MP cost"
    X-Ability: Final Sacrifice: Ganro sends out a massive burst of Arcane energy wiping out the foes but wreaking his body in the process. Bestows KO to Ganro. 200% piecing Int damage. All foes; Arcane.

    ~ Stats ~

    HP: 25
    MP: 15
    ATK: 2
    DEF: 2
    INT: 4
    SPR: 3
    Evasion: 0%
    Movement: 2 (+0 Blood mage)

    Skill Points:
     
  7. Name: Rineai Scudo
    Gender: Female
    Age: 14
    Level: 1
    Next Level: 0/10
    Appearance:

    Profession: Barrier Master: The one who claims this Profession has acquired such title in a Magical Academy after years of training, armed with a vast knowledge of spells and incantations specialized on barriers. [Basic Attack: Magical / 2 Cells] [Shield Bearer] [Command: Defend]

    *Shield Bearer: An extra Equipment slot called "Shield" is added, making available the use of Shield-type Equipment.
    *Command: Defend: Rineai has access to an extra Act Command named "Defend", which Increases Def and Spr by 25% for 1 Turn, but disallows the usage of any other Commands for the turn "Defend" is used (Except Wait).


    Weapon: None
    Shield: Wooden Shield: A simple, nearly useless shield made of old wood which is barely durable.
    [+1 Def]
    Armor: Battle Dress: A peculiar outfit which is colored a pale pink, it exhibits no other important traits.
    [+1 Spr]
    Accessory: Pink Ribbon: Rineai's favorite ribbon with a magenta-colored gem on top, which is said to increase the wearer's stamina.
    [+5 HP]

    A-Ability: Barrier: Protection

    + Empty Barrier: Manifests a dome-shaped barrier composed of completely transparent hexagons that glow brightly before turning invisible. Bestows "Empty Barrier". If a Skill under the "Barrier: Protection" A-Ability is Casted on with an Empty Barrier, the Chances of the Effect succeeding are Increased (+1 Mod.), and the Effect cannot be Dispelled. Range: Self or 3 Cells. 8 MP.

    + Barrier Art ~ Simple Type:

    --- Type-4 Life Barrier: Projects an ethereal, dome-shaped veil around the target which is immediately filled with a faint pink color, which draws a quarter of the user's vitality to sustain itself. Bestows a "Type-4 Life Barrier" with 25% User's Max HP. Stackable. Range: Self or 3 Cells. Element: Neutral. 6 MP. (Type-2 Life Barrier) (Type-S Life Barrier)

    --- Type-4 Mana Barrier: Projects an ethereal, dome-shaped veil around the target which is immediately filled with a faint teal color, which draws a quarter of the user's Mana capability to sustain itself. Bestows a "Type-4 Mana Barrier" with 25% User's Max MP. Stackable. Range: Self or 3 Cells. Element: Neutral. 8 MP. (Type-2 Mana Barrier) (Type-S Mana Barrier)

    + Barrier Art ~ Physical Type:

    --- Protect: Mutters a protective incantation, causing a dome-shaped barrier composed of green hexagons to encase the target before glowing brightly and disappearing, reducing physical damage. Bestows Protect. Range: Self or 3 Cells. Element: Neutral. 8 MP.

    --- DeProtect: Mutters a weakening incantation, causing a dome-shaped barrier composed of red hexagons to encase the target before glowing brightly and disappearing, magnifying physical damage. Chance of DeProtect. Range: Self or 3 Cells. Element: Neutral. 12 MP.

    + Barrier Art ~ Magical Type:

    --- Shell: Mutters a protective incantation, causing a dome-shaped barrier composed of blue hexagons to encase the target before glowing brightly and disappearing, reducing magical damage. Bestows Shell. Range: Self or 3 Cells. Element: Neutral. 8 MP.

    --- DeShell: Mutters a weakening incantation, causing a dome-shaped barrier composed of purple hexagons to encase the target before glowing brightly and disappearing, magnifying magical damage. Chance of DeShell. Range: Self or 3 Cells. Element: Neutral. 12 MP.

    + Barrier Art ~ Supporting Type:

    --- Reverse: Mutters a paradoxical incantation, causing a dome-shaped barrier composed of color-inverting hexagons to encase the target before glowing brightly and disappearing, reversing all damage. Bestows / Chance of Reverse. Target MUST have "Empty Barrier" Status. Range: Self or 3 Cells. Element: Neutral. 16 MP.

    --- Cloak: Mutters an unintelligible incantation, causing a dome-shaped barrier composed of camouflaged hexagons to encase the target before glowing brightly and disappearing, granting complete invisibility. Bestows Cloak. Target MUST have "Empty Barrier" Status. Range: Self or 3 Cells. Element: Neutral. 16 MP.


    R-Ability: None.
    S-Ability:
    - Barrier Synchronization (I): Skills under the "Barrier: Protection" A-Ability have the option of being added an enhanced Range of "- 1 Adjacent Cell" upon being successfully cast on a Target. For Area of Effect Skills, only one affected Target receives this bonus.
    X-Ability: Arcana, Barrera, Corporea, Divina, Esoterica: Focuses completely on an arcane, forbidden incantation, drawing all of the user's power before creating a single, manificently-glowing white barrier around the user which releases a massive shockwave, bestowing all allies with divine protection. Bestows Invincible and Infinite for 2 Turns. Reduces User's HP and MP to 1%. Cast Time: 1 Turn. Range: Self and All Allies. Element: Arcane.


    ~ Stats ~

    HP: 15 (Pink Ribbon +5)
    MP: 25
    Atk: 2
    Def: 3 (Wooden Shield +1)
    Int: 2
    Spr: 4 (Battle Dress +1)
    Evasion: 0%
    Movement: 2 Cells (Barrier Master Job +0)

    Skill Points: 0
     
  8. Name: Nita Ataie
    Gender: Female
    Age: 26
    Level: 1
    Next Level: 0/10
    Appearance:
    [​IMG]

    Profession: Black Forge Cleric: These mighty warriors are fallen Gold Star members who wish to seek revenge.
    Weapon: Glaive: [+1 ATK][2 cell range]
    Armor: Black Forge Apprentice Mail: [+1 DEF]
    Accessory: Black Forge Insignia: [+5 MP]

    A-Ability: "Smite"

    + Black Sun Strike: A small black orb coats her weapon which she swings at the target, which causes the orb to expand. 120% ATK on target, 80% ATK to cells adjacent to target, 10% max hp restoration to allies and self in cells adjacent to target. Range: Weapon; Dark. 10 MP.

    + Dark Soul: A dark aura is placed around the target that effects them through their own power. 100% Target's INT damage on foes; 100% Target's INT healing on allies and self. Self or 3 Cells; Dark. 8 MP.

    R-Ability: Black Forge Arts; Whenever someone restores HP or MP through an Ability, Nita Ataie regains MP equal to 1/2 that amount.
    S-Ability: Offensive Restoration: Nita Ataie regains 10% HP if she does not perform a basic attack; 10% MP if she does not perform an A-Ability; and regains nothing if she does not act.
    X-Ability: Black Forge Bomb; 80% ATK/INT pierce damage all foes; 80% same stat healing all allies. Dark.

    ~ Stats ~

    HP: 15
    MP: 25 [Black Forge Insignia +5]
    ATK: 4 [Glaive +1]
    DEF: 3 [Dark Forge Mail +1]
    INT: 2
    SPR: 2
    Evasion: 3%
    Movement: 2 [Dark Forge Cleric +1]

    Skill Points: 0
     
  9. Name: Alexander "Alex" Tez
    Gender: Male
    Age: 20
    Level: 1
    Next Level: 0/10
    Appearance:
    Being at a standard height for his age, Alex has dark red hair and sapphire-blue eyes. He has a slightly tanned skin from his travels when he was younger. On his waist, he has a small pouch to hold his gun and bullets. Not caring that much about his appearance, he wears a black sleeve-less shirt that is covered by a white jacket.

    Profession: Marked Gunsman: The one who claims this profession specializes in use of gun-type weapons.
    Weapon: Rusted Handgun: A simple handgun that has started to rust because of age. [Range: 2 cells] [+1 ATK]
    Armor: White Jacket: A white jacket that has several small holes on them. [+1 DEF]
    Accessory: First bullet: A rusted bullet that is attached to a necklace around Alex's neck, it provides him the confidence he needs in battle. [+1 INT]

    A-Ability: Lock-On

    + "Fireball": Infusing mana into his gun, Alex shoots a small "fiery ball" at his foe. Chance of burn. 120% Int Dmg. Range: Same as gun's; Element: Fire. 9 MP

    + Stunned Shot: Using a paralyzing bullet, Alex shoots his foe, stopping them from moving. Chance of Immobilized. 120% Atk Dmg. Range: Same as gun's; Element: Neutral. 10 MP.

    R-Ability: N/A
    S-Ability:
    - Double Tap: If targeting the same enemy, Hendrix has 2 Basic Attacks.
    X-Ability: Final Shot: Taking precise aim at his foe, Hendrix shoots a barrage of fast-paced bullets at his foe, aiming for his heart. High Chance of Instant Death. 200% Piercing Atk Dmg. Range: 5 cells; Element: Neutral.

    ~ Stats ~

    HP: 20
    MP: 20
    ATK: 4 (Rusted Handgun +1)
    DEF: 2 (White Jacket +1)
    INT: 3 (First Bullet +1)
    SPR: 2
    Evasion: 3%
    Movement: 2 ( Marked Gunsman job +1)

    Skill Points: 0
     


  10. Name: Mirani Flore
    Gender: Female
    Age: 23
    Level: 1
    Next Level: 0/10
    Appearance:
    [​IMG]

    Profession: Florist: The one who claims this profession uses plants to her advantage in battle. [BA Element: Nature]
    Weapon: White Rose Seed: A special seed that can grow into a thorny, whip-like vine that can regrow if cut off. [ATK +1]
    Armor: Flowered Dress: A dress decorated with small flowers [DEF +1]
    Accessory: Rose Brooch: A ruby brooch made in the shape of a rose. [Evasion +5%]

    A-Ability: Flowering Whip:

    + Secretions of the Thorn: Mirani's whip begins secreting poison from its thorn as she snaps it at her opponent. 100% ATK Damage. Chance of poison. Range: 1. Element: Nature. 6 MP.

    + Encasing of Thorns: Mirani wraps her whip around her opponent, leaving them unable to move. 100% ATK Damage. Chance of Immobilize for 3 turns. Range: 1. Element: Nature. 7 MP

    R-Ability:
    S-Ability: Rose's Resilience: When Poisoned, Mirani recovers HP instead of losing it.
    X-Ability: Flowered Dance ~ Pirouette of Death: Mirani snaps her whip, wrapping it tightly around her opponent. She then spins the opposite way, grinding the thorns into her opponent. 150% piercing ATK Damage. Chance of Daze. High chance of Blood Loss. Range: 1. Element: Nature.

    ~ Stats ~
    HP: 25
    MP: 15
    ATK: 4 (White Rose Seed +1)
    DEF: 3 (Flowered Dress +1)
    INT: 2
    SPR: 2
    Evasion: 3% (Rose Brooch +5%)
    MOVE: 2 (Florist Profession +1)


     

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