1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
Dismiss Notice
Vote for us!

Remember to vote for ZEJ at our Top RP Sites page! You can vote only once daily, so make sure to do so and help us reach the top!

Feign of Paradise .:.Profile Thread.:.

Discussion in 'Roleplay Archives' started by crazE, Feb 19, 2012.

  1. Feign of Paradise

    ~Paradasia~

    The world of Paradasia, a beautiful continent separated from any of the other continents, it is a beautiful paradise with massive jungles, breath-taking mountains and plateaus, and peaceful beaches. The locals are kind and open to foreigners, until recently...

    One thing the locals haven't told of in fear of speaking of it themselves is the evil lurking within their beautiful dreamworld. A dark group of people have congregated within the wild regions of Paradasia, where they seek to obliterate the life on this continent and turn it into a wild, chaotic world which they will rule.

    What is left of Paradasia is unknown. No contact has ever been made for several months between Paradasia and the rest of the world. Dark clouds can be seen near the center of the continent, and constantly smoke is found in different areas of the region where villages have been ravaged and destroyed. No one has been seen coming back from the continent after a voyage to it's shores. Now the questions are: Who is willing to save Paradasia? What could happen if it can't be saved?

    This is your feign of paradise.

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

    ~Profile Template~

    Code:
    [b]Name:[/b]
    [b]Gender:[/b]
    [b]Age:[/b]
    [b]Level:[/b]
    [b]Next Level:[/b] 0/10
    [b]Appearance:[/b]
    
    [b]Profession:[/b]
    [b]Weapon:[/b]
    [b]Armor:[/b]
    [b]Accessory:[/b]
    
    [b]A-Ability:[/b]
    
    [b]+ Skill #1:[/b]
    
    [b]+ Skill #2:[/b]
    
    
    [b]R-Ability:[/b] Reaction Ability. This is an Ability which activates in response to a certain action. You can't start with one, and you can only have ONE R-Ability equipped at a time with a maximum of THREE.
    [b]S-Ability:[/b] Support Ability. This is an Ability that is either Passive or Active. A Passive S-Ability is always taking effect, and an Active S-Ability will need to be activated at the user's own will. Active S-Abilities can only be activated ONCE per Battle. You can have TWO S-Abilities equipped at a time, with a maximum of FIVE, but you can only start with ONE.
    [b]X-Ability:[/b] X Ability. For a Character to be able an X-Ability, 10 X Levels of his or her X Gauge are required.
    
    
    [b]~ Stats ~[/b]
    
    [b]HP:[/b] Hit Points
    [b]MP:[/b] Mana Points
    [b]Atk:[/b] Attack Points
    [b]Def:[/b] Defense Points
    [b]Int:[/b] Intellect (Magic Attack) Points
    [b]Spr:[/b] Spirit (Magic Defense) Points
    [b]Critical:[/b] Critical Ratio Percentage
    [b]Evasion:[/b] Evasion Ratio Percentage
    [b]Movement:[/b] Movement Points
    [b]X Gauge:[/b][/color] [SIZE=2][b]{[color=red]/////[/color]}{[color=#5C5C5C]/////[/color]}{[color=#5C5C5C]/////[/color]}[/b][/SIZE]
    
    [b]Skill Points:[/b] These are a vital adition to a Statistical Roleplay. Skill Points are awarded whenever a Character Levels Up, and are used specifically to PURCHASE Abilities. A-Abilities cost 1 SP, S-Abilities cost 2 SP and R-Abilities cost 3 SP.
    
    [b]Upgrade Points:[/b] These are a recent addition to a Statistical Roleplay. Upgrade Points are awarded whenever a Character Levels Up, and are used specifically to ENHANCE Abilities. Modifying a Skill costs 1 UP, Lowering of an MP Cost costs 3 UP and Upgrading S and R-Abilities cost 5 and 7 UP, respectively.
    
     
  2. ~Current Inventory~

    ~Normal Items~

    None.

    ~Equipment Items~


    None.

    ~Materials~

    None.

    ~Ket Items~

    None.


    Current Gold: 0



    ~World Map~
    [to be filled]
     
  3. ~Enemy Characters~

    Name: Ralph, Tal, Rouje, Kale, Jackson, Vlad, Hendrick, Toolie, Mannie
    Level: 1 (Kale, Jackson, Hendrick, Toolie, Mannie Level 2)

    Profession: Thief- The one who claims this profession steals items and possessions from those who they consider weaker to them, making a terrible living out of it.

    Weapon: Knife- A steady double-edged knife. [+1 ATK]
    Armor: Thief's Clothes- a bunch of different attire thrown together, most of it stolen from others to add to itself. [+1 DEF]
    Accessory: Medallion- a small medallion, probably stolen. [+5 MP]

    A-Ability: Mug the crap outta them!

    + Mug- The user attempts to beat up the opponent. 120% ATK Damage. Chance of Paralyze. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: Adjacent Cell. Element: Neutral. 8 MP

    + Poison Coat- The user coats their weapon in a dangerous poison, then strikes to weaken their foe. 120% ATK Damage. Chance of Poison. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: Adjacent Cell. Element: Neutral. 8 MP

    R-Ability: None.
    S-Ability: Motivation (Active)- 100% increased ATK for 3 turns upon activation. Can be used only once.
    X-Ability: None.

    HP: 10 [+5 Medallion] [15 HP Level 2]
    MP: 15
    Atk: 3 [+1 Knife] [5 Level 2]
    Def: 1 [+1 Thief's Clothes] [2 Level 2]
    Int: 1
    Spr: 2
    Crit: 3%
    Evasion: 3%
    Move: 2 cells [Thief Job +1]

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

    Name: Adam
    Level: 2

    Profession: Thief Archer- The one who claims this profession is an unethical person, loving the thrill of crippling the innocent and taking their goods for themselves through the art of ranged torture.

    Weapon: Short Bow- a small bow that one uses to take their enemies down from a distance. [+1 ATK][Range: 3 cells]
    Armor: Worn Leather- Leather armor that has been severely aged, and slightly tight-fitting. Hopefully it will still do its job. [+1 DEF]
    Accessory: Carved Arrows- Specially carved arrows to fit the person firing them. [+1 ATK]

    A-Ability: Take Their possessions!

    + Crippling Strike- The user fires an arrow into a sensitive area upon their foe's body, limiting them. 110% ATK Damage. Chance of Slow. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: 3 cells. Element: Neutral. 6 MP

    + Pierce Shot- Fires a piercing arrow into the opponent. 100% Piercing ATK Damage. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: 3 cells. Element: Neutral. 10 MP

    R-Ability: None.
    S-Ability: Silence Shot {Active}- Upon being activated, can inflict 100% Piercing ATK Damage on one opponent. Effects and abilities still affect damage. Hit Rate: 100% Variance: 0% Range: 4 cells. Element: Dark. Can only be used once.
    X-Ability: Final Shots- The user decides to fire 5 arrows in a row. 5 hits. 100% ATK Damage each hit. Hit Rate: 100% Variance: 0% Range: Adjacent Cell. Element: Dark

    HP: 20
    MP: 25
    Atk: 3 [+1 Short Bow][+1 Carved Arrows]
    Def: 3 [+1 Worn Leather]
    Int: 2
    Spr: 2
    Crit: 3%
    Evasion: 2%
    Move: 2 cells [Thief Archer Job +1]



    ~Neutral Characters~



    ~ BESTIARY ~

    None yet.

    ~Inflictionary~
    Addle ~ Cannot use Abilities for 3 Turns.

    Apathy ~ MP cannot be Restored for 3 Turns.

    Armor Break ~ Armor Equipment is Nullified for the duration of the Battle.

    Airborne ~ Passes through Special Cells and Nature Cells, it also gains [Null Earth] and [Vulnerable Wind] for 3 Turns.

    Berserk ~ Atk Stat is Increased by 100%, but Def Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.

    Blind ~ Abilities and Basic Attacks have 50% Chance of Missing for 3 Turns.

    Blood Loss ~ 25% Max HP Damage is added to the Base Damage taken. Damage Modifier.

    Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is Increased by 100% if Vulnerable Fire. Instantly Alleviated with Water or Ice Elemental Basic Attacks or Abilities.

    --- Severe Burn ~ 12% Max HP Damage every Turn for 5 Turns. Effect Damage is Increased by 3% Every Turn. Damage is Increased by 100% if Vulnerable Fire. Instantly Downgraded to Burn with Water or Ice Elemental Basic Attacks or Abilities.

    Center of Attention ~ Enemy / Neutral Characters can only Target the Afflicted for 3 Turns with Damaging/Status Abilities or Basic Attacks.

    Cloak ~ Cannot be detected by Enemy / Neutral Characters for 3 Turns.

    Confusion ~ 33.33% Chance of hitting Self/Ally/Enemy for 3 Turns. Alleviated with Physical Damage.

    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 triggered by having 25% Max HP or less.

    Curse ~ 2 Random Stats (Physical / Magical) are Decreased by 50% for 3 Turns.

    DeProtect ~ Physical Total Damage received is Increased by 100% for 3 Turns.

    DeShell ~ Magical Total Damage received is Increased by 100% 3 Turns.

    Drown ~ Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.

    Doom ~ Instant Death after 10 Turns.

    Encroaching Doom ~ Instant Death after 5 Turns.

    Frail ~ HP cannot be Recovered for 3 Turns.

    Freeze ~ Cannot execute Act Commands or Move Commands, and Damage received is Increased by 100% for 3 Turns. Duration is Increased by 2 Turns if Vulnerable Ice. Alleviated with Fire-Elemental Hits.

    Haste ~ Available Act Actions and Move Actions per Turn are Increased by 1 for 3 Turns.

    Health Regeneration ~ 15% Max HP Recovery for 5 Turns.

    Health Sap ~ 15% Max HP Damage for 5 Turns.

    Immobilize ~ Move Commands are restricted for 3 Turns.

    Immune ~ Immune to Status Afflictions for 3 Turns.

    Infatuate ~ Treats Allies as Enemies and Attacks them until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.

    Infinite ~ MP cannot be Decreased by any means for 2 Turns.

    Instant Death ~ Immediate KO Status. Bypasses Abilities, Effects and Bonuses involving HP reaching 0.

    Intangible ~ Physical Abilities and Basic Attacks have 100% Chance of Missing (Overrides Sure Hits), but Magical Abilities and Basic Attacks have their Total Damage Increased by 100%.

    Invincible ~ HP cannot be Decreased by any means for 2 Turns.

    KO ~ Self Explanatory.

    Magic Loss ~ 25% Max MP Damage is added to the Base Damage taken. Damage Modifier.

    Mana Leak ~ 10% Max MP Damage for 5 Turns.

    Mana Regeneration ~ 10% Max MP Recovery for 5 Turns.

    Oblivion ~ Immediately Removed from the Battlefield.

    Pain ~ Physical OR Magical Abilities have a Charge Use/Cast Time of +1 Turn, depending on the type of the afflicted Target.

    Paralyze ~ Cannot execute Act Commands for 3 Turns.

    Petrify ~ Cannot Act or Move for 3 Turns, but Total Damage received is Decreased by 50%. Instant Death by Critical Hit.

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

    --- Severe Poison ~ 22% Max HP Damage every Turn for 3 Turns.

    Protect ~ Physical Total Damage received is Decreased by 50% 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.

    Rage ~ Int Stat is Increased by 100%, but Spr Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.

    Reciprocation ~ Afflicted receives 50% Total Damage the Inflicter receives, and viceversa for 3 Turns. Effect does not include itself.

    Reverse ~ Damage dealt and received is converted to Recovery and viceversa for 3 Turns.

    Scramble ~ Available Act Commands (Except S and X-Abilities) are randomized for 3 Turns.

    Seal ~ Seals all Abilities, preventing their usage for 5 Turns. A Sealed Ability cannot be executed--but the Seal can be Dispelled.

    Shell ~ Magical Total Damage received is Decreased by 50% for 3 Turns.

    Sleep ~ Cannot Act or Move for 3 Turns, and every Hit is a Sure Critical Hit. Alleviated with Physical Damage.

    Slow ~ Can execute only 1 Command (Act / Move / Wait) per Turn for 3 Turns.

    Stasis ~ Cannot execute Act or Move Commands for 3 Turns.

    Stop ~ Turns are Skipped for 3 Turns.

    Unconscious ~ Automatic Status triggered by having less than 0% Max MP, it is treated like KO. Recovers 5% Max MP per Turn. Alleviated by Current MP > 0.

    Weapon Break ~ Weapon Equipment is Nullified for the duration of the Battle.

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

    Weak ~ Max HP and MP are Decreased by 15% for 3 Turns. Can Stack up to 3 Times.

    Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Alleviated with HP Recovery.

    Zombie ~ Afflicted gains [Vulnerable Light] and HP Recovery is converted to HP Damage for 3 Turns.

     
  4. ------------------Reserved for Player Characters---------------------​
     
  5. Name: Valencion
    Gender: Male
    Age: 19
    Level: 2
    Next Level: 0/10
    Appearance:
    [​IMG]

    Profession: Architect- The one who claims this profession loves the study of ancient artifacts, using knowledge of the ancient symbols to their advantage. [INT-Based BA]

    Weapon: Dirty Book- An old book that might suffice a good read despite its poor condition.
    Armor: Resist Scarf- an old scarf that has a strange symbol on it. It seems to ward off attackers.
    Accessory: Endurance Belt- a belt that not only holds up one's pants, but is also made of strong, tough metals.

    A-Ability: Symbolic

    + Symbol: Lock- Valencion locks the opponent's mind from their skills, crippling them in battle. Chance of Addle. Hit Rate: 100% Variance: 0% Range: 3 cells. Element: Neutral. 6 MP

    + Symbol: Strike- Valencion strikes the opponent with a power-imbued symbol. 130% INT Damage. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: 3 cells. Element: Neutral. 7 MP

    + Symbol: Knock- Valencion strikes the opponent with an immovable symbol. 120% INT Damage. Knockback 2 cells. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: 2 cells. Element: Neutral. 8 MP

    R-Ability: None.
    S-Ability: Steady Hand- Permanent 10% Max MP boost.
    X-Ability: Symbol Flurry- Valencion draws the ancient symbol of death for each opponent he sees, then lets loose the symbols to destroy them. 100% Piercing INT Damage. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: all opponents. Element: Neutral.

    HP: 15 [+5 Endurance Belt]
    MP: 35 [+4 Steady Hand]
    Atk: 2
    Def: 2
    Int: 5 [+1 Dirty Book]
    Spr: 3 [+1 Resist Scarf]
    Crit: 4%
    Eva: 3%
    Move: 2 cells [Architect Job +1]
    X-Gauge: {/////}{/////}{/////}
     
  6. Name: Creissene "Crissie" Rouxburne
    Gender: Female
    Age: 15
    Level: 2
    Next Level: 7/10
    Appearance:
    [​IMG]

    Job Promotion: Flare Warrior --- Ignis Samurai --- Excess Crusader --- The Bladed Phoenix

    Profession: Flare Warrior: The one who claims this Profession uses an innate control over the Fire Element to reinforce her rather lacking knowledge of the arts of refined swordsmanship by performing intimidating techniques. [Basic Attack: Physical (Attack)] [Fire Affinity I] [Dual Wield]

    *Fire Affinity I: User acquires permanent "Fire Affinity" Properties. Increases the Damage Output of Fire Elemental Basic Attacks or Abilities by 10% (Excluding Piercing Flurry Skills). In addition, Decreases the Total Damage received by the Fire Element by 20%.
    *Dual Wield: Crissie can have a maximum of 2 Weapons equipped at a time, however, they must use only 1 "Free Hand" Slot each.


    Weapon:
    --- Dull Katana: Normal katana with a very dull edge, slashing with this weapon is more of a chore than anything else.
    [+1 Atk / Range: Adjacent Cell]
    --- Dull Katana: Normal katana with a very dull edge, slashing with this weapon is more of a chore than anything else.
    [+1 Atk / Range: Adjacent Cell]
    Armor: Burnt Coat: Brown coat charred to a point of uselessness from Crissie's careless usage of fire.
    [+1 Def]
    Accessory: Carnelian Pendant: Interesting piece of jewelry, the carnelian gem seems to be imbued with a strange power. It was passed down to her--a Rouxburne treasure.
    [+5 Max MP]

    A-Ability: Red Intimidation

    + Fueled Edge: Wraps the user's weapons in Fire Mana which adheres to the blades granting them temporary Fire Elemental properties. Sets Basic Attack Element as Fire for 3 Turns. Use Time: Instant. Hit Rate: None. Variance: None. Range: Self. Element: Fire. 5 MP.

    + Wisp: Sends forth a small wisp towards a target with the sole intent of causing a burn to it. Chance of Burn. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 Cells. Element: Fire. 5 MP.


    R-Ability: None
    S-Ability:
    --- Mana Combustion: "Burn"-type Negative Status Conditions afflicted by the User also inflict MP Damage equal to the Status Condition's Effect Damage (with +3% / +5% Effect Damage every Turn for Severe Burn / Grave Burn, respectively), and have their Duration Increased by 2 Turns.
    X-Ability: Ignis Animus: EXS Phoenix: One step... one mere step and it will all roar in synchronized harmony with the sound of the fiercest blazes. There is no stopping now. Allow for your soul to ignite into a pyre of infinite potential fueled by the most overwhelming of forces, and all limits shall bend and break. The user experiences a massive surge of strength as Excess is rapidly combusted, radiant azure flames forming intricate wings around the user. It is not over yet. Reduces User's Current MP to 0%. User Enters EXS Phoenix State for 5 Turns. Reduces User's Current HP to 1% the Turn "EXS Phoenix" State fades. Use Time: Charge (1 Turn). Hit Rate: None. Variance: None. Element: Fire. 10 X Levels. 1 Use Counter.

    *EXS Phoenix: Sets 4 Azure Pyre Cells on the User's Adjacent Cells with Sync Movement Properties. Decreases Total Damage Received by 33%. Multiplies Number of Basic Attacks by 2, and Sets their Damage Field to 130% Bypass Atk Damage, Fire Elemental. Cannot be Dispelled.


    ~ Stats ~

    HP: 30
    MP: 15 (Carnelian Pendant +5)
    Atk: 5 (Dull Katana +1)(Dull Katana +1)
    Def: 3 (Burnt Coat +1)
    Int: 2
    Spr: 3
    Critical: 4%
    Evasion: 3%
    Movement: 2 Cells (Flare Warrior Job +1)
    X Gauge:
    {/////}{/////}{/////}

    Skill Points: 1
    Upgrade Points: 2



    Update Log[/b]]April 15, 2012 [05:24 PM GMT -5] - LEVEL UP! +3 Stat Points: +5 Max HP (1) / +1 Atk (1) / +1 Spr (1). +1 Skill Point and +2 Upgrade Points.
     
  7. Name: Angelo Gathorn
    Gender: Male
    Age: 11
    Level: 2
    Next Level: 5/10
    Appearance:
    Angelo is fairly short, as one might expect from his age. He has wild, tangled, emerald green hair which he keeps tied back with a red bandanna... though when he takes it off, it is clear that he doesn’t often brush or comb his hair. He sports some fairly ragged clothes, which are covered in dirt- and grass stains from constantly being out and about in the world. His face bears a small, jagged scar just to the left of his nose. His eyes are a deep brown, and his skin is an olive colour, which is richly tanned by his previously-mentioned outdoors expeditions. He wears a belt made of a vine, which has two clips; one for a small vial of quicksand that is a family heirloom, and one for his boomerang, which he treasures.

    As interpreted by Macintosh


    Profession: Nature Scribe - The one who claims this Profession is a dying breed, and among the last of his kind. He is a devoted learner of the ways of the trees, and can bend nature to his very will. [Nature Affinity I] [INT-Based BA] [Nature Tap I]

    *Nature Affinity I - User acquires permanent “Nature Affinity” Properties. Increases the Damage Output of Nature-Elemental Basic Attacks or Abilities by 10%. In addition, Decreases the Total Damage received by the Nature Element by 20%.
    *Nature Tap I - If the user is occupying a cell adjacent to a Nature-based cell (ie trees), they regain 5% Max MP per turn.


    Weapon: Wooden Boomerang - A pretty standard boomerang. At least you know it will always come back! [+1 INT] [Range: 4 Cells]
    Armor: Ragged Clothing - These fairly basic articles of clothing look a little worse for wear… [+1 DEF]
    Accessory: Vial of Quicksand - A relic that was worn by Angelo’s family. Its mysterious properties bolster the wearer’s agility. [+1 Movement]

    A-Ability: Way of the Trees

    + Gift of the Wild: The user channels the naturally-occurring Mana of Nature, and concentrates it into a usable restoration of life force for his allies. 80% INT Healing. Bestows Protect. No Chain. Cast Time: Instant. Hit Rate: 100%. Variance: 0%. Range: 3 Cells. Element: Nature. 7 MP.

    + Vine Entanglement: Sends a number of twisted, sentient vines after a target, in hopes of ensnaring them and catching them off guard from the attack. 110% INT Damage. Chance of Immobilize. Decreases Target’s DEF by 10% if Immobilize is successful. No Chain. Cast Time: Instant. Hit Rate: 100%. Variance: 10%. Range: 2 Cells. Element: Nature. 9 MP.

    R-Ability: N/A
    S-Ability:
    --- Constant Regrowth - Angelo is afflicted by debuffs for half of their usual duration, and bestowed with buffs for one turn longer than their usual duration.
    X-Ability: Heart of the Forest - Angelo channels the powers of the forest through him, causing the spirits of Nature to be released from him, attacking all opponents present with their vengeful ways. They then return to Angelo, restoring his allies’ Mana Cycles, and granting him their everwatching protection. 100% Piercing INT Damage. Restores 20% of Total Damage as MP to Ally Party. Bestows Protect and Shell on Self. No Chain. Cast Time: Charge (1 Turn). Hit Rate: 100%. Variance: 20%. Range: All Enemies. Element: Nature. 1 Use Counter.

    ~ Stats ~

    HP: 20
    MP: 25
    ATK: 2
    DEF: 2 (+1 Ragged Clothing)
    INT: 6 (+1 Wooden Boomerang)
    SPR: 3
    Critical: 3%
    Evasion: 4%
    Movement: 2 Cells (+1 Nature Scribe Job)(+1 Vial of Quicksand)
    X-Gauge:
    {/////}{/////}{/////}

    Skill Points: 1
    Upgrade Points: 2


    Last Updated: April 15, 2012 (6:49pm EDT) - Level Up! Added stat points to MP (+5), and INT (+2). Added +1 Skill Point to total. Added +2 Upgrade Points to total.

     
  8. Name: Allister
    Gender: Male
    Age: 16
    Level: 2
    Next Level: 5/10
    Appearance:
    None yet.

    Profession: Meta Knight- The one who claims this profession is a loyal warrior, able to bend and manipulate metals and (distantly) manipulate static electricity.

    Weapon: Rough Sword- an old sword that has been worn, but serves it's job pretty well. [+1 ATK]
    Armor: Thin Plates- small metal plates worn under clothing, they still provide a decent amount of protection. [+1 DEF]
    Accessory: Magnetite- small metallic rocks that have magnetic properties, they always point toward the north pole. [+5 MP]

    A-Ability:

    + Boomerang: Allister launches his sword at the opponent in a circular, saw-like fashion, then pulls it back to him. 120% ATK Damage. Chance of Immobilize. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: 3 cells. Element: Neutral. 8 MP

    + Bend: Allister bends and manipulates the opponent's armor into awkward positions. -10% DEF for five turns. Stackable up to 50%. Use Time: Instant Hit Rate: 100% Variance: 0% Range: 4 cells. Element: Neutral. 8 MP


    R-Ability: None.
    S-Ability: Magnetic Draw- Adjacent opponent's MOVE stat is reduced to 1 until out of 3 cell range of Allister.
    X-Ability: Static Blast- Allister summons a massive amount of static electricity into his sword, a sharp buzzing sound heard from the static metal, then thrusts it into the opponent powerfully and unleashing the electricity through them. Allister then launches them into the air, then slams them into the ground, conjoining the static electricity stuck in their body to the planet's magnetic core. 150% Piercing ATK Damage. Immobilize for 5 turns. Use Time: Instant. Hit Rate: 100% Variance: 0% Range: Adjacent Cell. Element: Lightning.

    ~ Stats ~

    HP: 20
    MP: 15 [+5 Magnetite]
    Atk: 6 [+1 Rough Sword]
    Def: 5 [+1 Thin Plates]
    Int: 2
    Spr: 2
    Critical: 3%
    Evasion: 4%
    Movement: 2 cells [+1 Meta Knight Job]
    X Gauge: {MAX}{/////}{/////}

    Skill Points: 1
    Upgrade points: 2
     

  9. ~~Chapters~~

    Chapter I-I: Imported Heroes
    Chapter I-II: Unitary Retrieval
    Chapter I-III: The Dark City
    Chapter I-IV: Unfortunate Discoveries
    Chapter I-V: Horrors of the Jungle
    Chapter I-VI: Blood-Stained Memories
     

Share This Page