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Oblivion Phantasy ~ A Decaying Flux 【Profile Thread】

Discussion in 'Profile Threads' started by Shadow, Sep 8, 2011.

  1. ~ Plot ~


    The World of Phantasia.

    A fantastical world of flowing Mana, unsolved mysteries and crawling danger. During the Era of Origin, it was a harsh world filled with chaos; and both Mortal and God alike formed a pact bound to last eternity to set a definite order. While the humans were gifted to grasp the concepts of both magic and science alike, the higher beings they now worshiped as their deities reshaped Phantasia into the world it is now. Or so the legend tells. The world itself is like a jigsaw puzzle--many vital pieces that necessary to comprehend it are missing and complete exploration of the planet is severely restricted by the natural hazards that exist. And thus, while a vast mantle of undefined danger conceals a majority of Phantasia, the slowly-growing patches of thriving population that exist contrast it into perfect harmony. I shall welcome you to the universe of Oblivion Phantasy, a collection of tales spanning the length of time of this world from the start, through the end. All within one's grasp.

    "A step away from Pandemonium.", are the only words that can express the dread is happening in this wretched Era, possibly this planet's final period of time that is ever going to be recorded--the Era of Decay. Phantasia's gradual, agonizing degeneration into a world devoid of both life and Mana has drawn humanity into an unending miasma of turmoil. But allow me, at least, to explain the current state of affairs. Mana is slowly fading away from existence each passing second, even as I write this. This mystic, arcane energy has started disappearing all around Phantasia over the past five years, unnoticeably at first, but when population found out, the extinction of such vital component for life was in a level of development so high no prevention could be made. It was assumed Armageddon grew near, and so civilization plummeted in a hopeless struggle for survival. Countries--no, continents are in the so-called "Wars of Mana" to forcefully claim the praised energy and extract Mana Crystals in attempts to maintain, or rather, restore the nonexistent order.

    But then, when all hope is lost, a glimmer of light always appears. Bless the Goddess of Luck and Wealth, Fortuna, for gracing the extensive research and exhaustive experimentation that happened about a year ago. Mana is not completely disappearing as it was thought to be. No. The flow of Mana has just been stopped. The Energy Cycle is not functioning properly.

    Oblivion Phantasy
    ~ A Decaying Flux ~



    There is hope--

    --and yet, it is too far away to grasp.


    -----~---~---~-----



    ~ Profile Template ~


    Code:
    [b]Name:[/b]
    [b]Gender:[/b]
    [b]Age:[/b]
    [b]Level:[/b]
    [b]Next Level:[/b]
    [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]
    [b]S-Ability:[/b]
    [b]X-Ability:[/b]
    
    
    [b]~ Stats ~[/b]
    
    [b]HP:[/b]
    [b]MP:[/b]
    [b]Atk:[/b]
    [b]Def:[/b]
    [b]Int:[/b]
    [b]Spr:[/b]
    [b]Critical:[/b]
    [b]Evasion:[/b]
    [b]Movement:[/b]
    [b]X Gauge:[/b]
    
    [b]Skill Points:[/b]
    [b]Upgrade Points:[/b]
     
  2. RE: Oblivion Phantasy ~ A Decaying Flux [Profile Thread]

    ~ Chapter Chronicle ~


    Chapter I ~ I: An Unforeseen Trap
    Chapter I ~ II B: Unknown Passage
    Chapter I ~ III B: Improvised Infiltration
    Chapter I ~ IV: Reverse Encounter
    Chapter I ~ V: The Last Obstacle
    Chapter I ~ VI: Standing in the Way


    -----~---~---~-----



    ~ Soundtrack Room ~


    Oblivion Phantasy >>
    Arenite Pass >>
    Minerva Complex (Break-In Event) >>
    Target: Chiasma >>
    Resurged >>
     
  3. ~ Inventory ~


    Normal Items

    Potion x5 - Restores 25 HP upon usage. Range: Self or Adjacent Cell.

    Ether x3 - Restores 10 MP upon usage. Range: Self or Adjacent Cell.

    Solution x2 - Restores 15 HP and 15 MP upon usage. Range: Self or Adjacent Cell.

    Soul Tonic - Revives a KO'd Character with 25% Max HP. Range: Adjacent Cell.

    Remedy x3 - Alleviates 1 Status Condition. Range: Self or Adjacent Cell.

    Empty Vial x2 - Trigger Command: Fill. Range: Adjacent Cell.

    Glider's Venom x3 - Applicable to Physical Weapons. Added Effect: Chance of Poison for the duration of the Battle. Range: Self.

    Type-4 Scan Scope x2 - Determines 1/3 of the Target's Attributes. Restricted to SOME Enemy and Neutral Characters. Range: Infinite.

    Drive Injection x2 - Inflicts 10% Max HP Damage upon usage. Act Commands +1 for 3 Turns upon usage. Range: Self or Adjacent Cell

    Equipment Items

    Ancient Slasher - Sharp weapon which is designed for throwing, its dull and rusty blade seems to be engraved with symbols. [+1 Atk / Range: 2 Cells / Weapon / Equippable by Chiasma]

    Miner's Amulet - An amulet worn by miners to mitigate damage received from accidents involving the Earth Element. [Resistant Earth / Accessory / Equippable by Everyone]

    Splintered Prism - A fragment of a transparent stone that creates beautiful rainbows if it catches the light in just the right way. [+5 MP / Accessory / Equippable by Everyone]

    Holy Symbol - A carving of the sun, it seems to emit of dim glow of warmth. [+1 Int / Accessory / Equippable by Everyone]

    Material Items

    Plump Hide - Dissected hide of a ferocious Sand Funneler, covered in sand.

    Jaw Fragment x3 - Rather sturdy fragment of the pincer-like jaws of a ferocious Sand Funneler.

    Purple Paper Amulet - Purple-colored rectangular piece of paper with a symbol that represents "Mind", it is supposed to be an amulet of sorts.

    Iron Ore x3 - Chunk of rock that contains iron.

    Amber Piece - Just a small portion of an even larger object--an amber--used by an Earth Guardian.

    Mineral Chunk x2 - Chunk of rock that contains a convoluted mixture of multiple minerals that compose an Earth Guardian's body.

    Copper Bullets x40 - Ordinary lead bullets coated in a layer of copper to add durability. You cannot use them, but maybe they can be useful somewhere else...

    Chipped Edge x4 - Broken piece of the blade section of a weapon belonging to a Guard Knight.

    Ripped Metal x2 - Awkward piece of bent and twisted metal from the armor of a Core Drone that you have recycled for later use for some reason.

    Broken Core x1 - Broken Mana Core, rendered useless throughout the heat of the battle. It appears to be an early model for the Core Drones.

    Key Items

    Aria of Order ID - Official identification cards that are given to all Aria of Order personnel, they have a strange symbol on both sides and nothing else.

    Transmitter - A special radio-like device which uses waves of different frequencies to transmit messages. You have been lend one for Operation Flash.

    Currency: 665 Gold


    -----~---~---~-----



    ~ The World Map ~


    Secchu'ra

    + Q'uerei Region

    > Arenite Pass
    --- Tunnel
    --- Abandoned Mining Site

    >> Minerva Complex
    --- Level 1 Entryway
    --- Level 3 Corridor
    --- Level 4 HUB
     
  4. Boss Profile

    Name: CODENAME: Grand Drakos
    Level: 7
    Appearance:
    [​IMG]

    Monster: Prototype Dragomech
    Weapon: Designation-4 Claws [+3 Atk / 2 Hits / Added Effect: Wound (Mod. 0)]
    Armor: Titanium Alloy Plating [+2 Def / +1 Spr / Def Reduction Limit: -2]
    Accessory: Internal Reactor [+50 HP / +30 ENG / +3 Int]

    A-Ability:

    + Metal Sweep: Sweeps one's armored tail in an arc in front of the user to slam and knock targets away. 130% Atk Damage. Pushes Targets 2 Cells (Back). Use Time: Instant. Hit Rate: 100%. Variance: 0%. Range: Fan-Shaped Area (3-5). Element: Neutral. 21 ENG.

    + Needle Lancer: Devastating thrust delivered with the sharp, fine point of the user's tail which in turn injects a developed poison. 70% Piercing Atk Damage. Chance of Severe Poison. Chain Metal Sweep or Basic Attack. Use Time: Instant. Hit Rate: 100%. Variance: 10%. Range: 2 Cells. Element: Neutral. 31 ENG.

    + Aerial Combat System - Boot: Boots the built-in airborne combat functionality allowing a massive surge of power to course through temporarily. Bestows Airborne for Infinite Turns. Decreases Base ENG Costs by 30%. Increases ENG Regeneration Effectiveness by 5%. Effect Lasts 3 Turns. 1 Stack Limit. Use Time: Instant. Hit Rate: None. Variance: None. Range: Self. Element: Neutral. 1 Use Counter.

    + Plasma Drive: Readies a plasma cannon directly loaded from the user's reactor which fires a minuscule ray of light after which the targeted zone erupts in a verdant storm of energy. 150% Int Damage. Inflicts 50% Total Damage as Piercing MP Damage. Use Time: Instant. Hit Rate: 100%. Variance: 30%. Range: 4 Cells - Area of 2 Cells (Target). Element: Neutral. 44 ENG.

    + Crimson Eraser: Opens the user's maw revealing a high caliber energy cannon that glows crimson as it's overloaded before the user releases a surprisingly short but accurate laser burst to the ground which later explodes into a extremely violent surge of red energy that horribly sears the targets. 200% Destruct Int Damage. Chance of Severe Burn. Decreases Target's Current Combat Stats by 20% for 2 Turns. Use Time: Normal (1 Turn). Hit Rate: 100%. Variance: 0%. Range: 4 Cells (No Adjacent) - 3 Perpendicular, Adjacent and Parallel Row/Columns. Element: Neutral. 64 ENG.


    R-Ability: Phase Energy: When Attacked from an Adjacent Cell, Counters with a Chance of Paralyze affecting the User's Adjacent Cells.
    S-Ability: Added Flame: Adds a Secondary Basic Attack for 80% Atk Damage, Added Effect: Burn (Mod. 0) and a Range of "Fan-Shaped Area (1-3)".
    X-Ability: Core Release


    ~ Stats ~

    HP: 200 (Internal Reactor +50)
    ENG: 120 (Internal Reactor +30)
    Atk: 10 (Designation-4 Claws +3)
    Def: 6 (Titanium Alloy Plating +2)
    Int: 8 (Internal Reactor +3)
    Spr: 5 (Titanium Alloy Plating +1)
    Critical: 9%
    Evasion: 7%
    Movement: 2 Cells (Prototype Dragomech Monster +2)
    X Gauge:
    {/////}{/////}{/////}
     
  5. RE: Oblivion Phantasy ~ A Decaying Flux [Profile Thread]

    Name: Chiasma
    Gender: Male
    Age: 23
    Level: 6
    Next Level: 4/16
    Appearance:
    [​IMG]

    Job Promotion: Mortal Slasher --- ??? --- ??? --- ???

    Profession: Mortal Slasher: With innate talent in the arts of tactical combat, the one who claims this Profession has completely mastered the complex arts of maneuvering the aerodynamic bladed weapons known as slashers, executing even the most advanced techniques with brilliant ease. [Basic Attack: Physical] [Dual Wield] [Critical Mortality]

    *Dual Wield: Chiasma can have a maximum of 2 Weapons equipped at a time, however, they must use only 1 "Free Hand" Slot each.
    *Critical Mortality: Universally applies an Added Effect: Instant Death for 5% Chance to all Basic Attacks and Abilities when Chiasma reaches less than 50% Max HP, and Increases this Chance by 10% at Critical State.


    Weapon:
    - Viral Slasher: Sharp weapon which is designed for throwing, the blade seems to have a faint trace of a sickening green color. A single slice with this slasher will infect the target with an unknown debilitating bacteria.
    [+2 Atk / Added Effect: Frail (Mod. 0) / Range: 3 Cells]
    - Iron Slasher: With a blade of refined iron, this weapon proves to be quite sharp but it is unable to reach any further than several meters away.
    [+3 Atk / Range: 2 Cells]
    Armor: Shade Overcoat: Coat colored a blue so shaded it might as well be black, it appears to have been enhanced slightly by Dark Mana.
    [+2 Def / +1 Spr / Dark Affinity I]
    Accessory: Glider Charm: Empowered with strength to those who hold it, this is a petite fragment of a Sand Glider's crystalline wings.
    [+5 Max HP / +5 Max MP / +3% Critical]

    A-Ability: Soaring Blade

    + Chiasmic Edge: Ethereal lines spanning unknown lengths materialize with all of them intersecting on the user to draw in an arcane, mysterious energy. Decreases User's Target's Def by 5% for every Physical Hit and Spr by 5% for every Magical Hit. Effect Lasts 3 Turns. 1 Stack Limit. Increases User's X Gauge by 1 X Level. Use Time: Instant. Hit Rate: None. Variance: None. Range: Self. Element: Arcane. 1 Use Counter.

    + Double Radius: Coats a slasher with Mana to strengthen it then throws it in a direction to slice everything along the trajectory before it turns to slice everything in the way back. 2 Hits. 120% Atk Damage (Every Hit). Obstructed by Obstacle Cells. Use Time: Instant. Hit Rate: 100%. Variance: 0%. Range: Straight Line. Element: Neutral. 8 MP.

    + Pain Slasher: Sends forth a slasher at supersonic speeds towards a target which shreds through it with piercing force and converts it into Mana before it returns back to the user. 30% Piercing Atk Damage. Absorbs 100% Total Damage as MP. Chain Basic Attack (Final Link). Use Time: Instant. Hit Rate: 100%. Variance: 0%. Range: 3 Cells. Element: Neutral. 0 MP.

    + Slice Vortex: Sends forth a slasher which rotates harmlessly in a perfect circle around the target multiple times before returning to the user after which blades of air detach from the surrounding area to slice at the original target and the immediate vicinity. 4 Hits. 80% Atk Damage (Every Hit). Chance of Wound. Use Time: Instant. Hit Rate: 100%. Variance: 0%. Range: 3 Cells - Surrounding Cells (Target). Element: Wind. 12 MP.


    R-Ability: Shatter Limit I: When Hit by an Enemy Character from an Adjacent Cell, Counters for Weapon Hits for 70% Atk Damage before the execution of the Basic Attack or Ability (Except X-Abilities and O-Abilities) with an Added Effect: Chain Break (Mod. -1).
    S-Ability:
    --- Point of Collection: Negative Effects of Energy Condition are nullified when the User executes a Cycle Mana! Special Command.
    X-Ability: *LOCKED*


    ~ Stats ~

    HP: 40 (Glider Charm +5)
    MP: 25 (Glider Charm +5)
    Atk: 8 (Viral Slasher +2)(Iron Slasher +3)
    Def: 6 (Shade Coat +2)
    Int: 2
    Spr: 5 (Shade Coat +1)
    Critical: 9% (Glider Charm +3%)
    Evasion: 4%
    Movement: 2 Cells (Mortal Slasher Job +1)
    X Gauge:
    {/////}{/////}{/////}

    Skill Points: 0
    Upgrade Points: 8


    Update Log[/b]]April 15, 2012 [04:36 PM GMT -5] - Chiasma joined the Party! LEVEL UP! +3 Stat Points: +5 Max HP (1) / +1 Def (1) / +1 Spr (1). +1 Skill Point and +2 Upgrade Points. Learned Pain Slasher under A-Ability: Soaring Blade (-1 Skill Point). Upgraded Chiasmic Edge (-2 Upgrade Points).


    -----~---~---~-----


    Name: Anima Dellaline
    Gender: Female
    Age: 20
    Level: 6
    Next Level: 4/16
    Appearance:
    [​IMG]

    Job Promotion: Pulse Tapper --- Soul Synchronist --- Elite Spiritualist --- ?????? ?? ????

    Profession: Pulse Tapper: The one who claims this Profession is able to tap into the souls of beings to evoke diverse pulsations which the user can use in terms of offense, defense, or support. [Basic Attack: Spiritual] [Trance Mode]

    Weapon: Flower Fan: Ordinary-looking folding fan decorated with blue and red floral patterns which appear to shift mesmerizingly as one gazes at them.
    [+3 Psy / Added Effect: Confusion (Mod. 0) / Range: 3 Cells]
    Armor: Serene Kimono: Calming kimono with the prevailing colors of white and yellow, representing the serenity of a meditating mind, and a soothing spirit.
    [+1 Def / +2 Fai / Mental Status Resistance +15%]
    Accessory: Kitsune Headband: Peculiar kitsune mask which emanates Spirit Energy, attached to a black headband decorated with white floral patterns. It seems to slightly increase the sense of awareness of the wearer.
    [+10 Max SE / +3% Evasion]

    A-Ability: Spiritual Pulse

    + Primordial Tap: Evokes pulsations of energy by tapping into an unknown source causing Arcane Spirit to gather around the target and allow for its Energy Cycle to flow more intensely. Increases the Effectiveness of Ally's next "Cycle Mana!" Special Command by 20%. 1 Stack Limit. Cast Time: Instant. Hit Rate: None. Variance: None. Range: 3 Cells. Element: Arcane. 10 SE.

    + Clear Sei: Evokes faint pulsations of purity by tapping into the user's soul and converts them into an ethereal clump of Light Spirit which is then sent forth to slightly revitalize the soul of an ally. 80% Psy HP Recovery. Increases the HP Recovered by 50% Target's Spr. Cast Time: Instant. Hit Rate: 100%. Variance: 10%. Range: Self or 3 Cells. Element: Light. 8 SE.

    + Negative Wave: Evokes pulsations of adversity by tapping into the user's soul and then channels them to rapidly course outward to expel an expanding wave of Dark Spirit that causes physical, mental and spiritual afflictions. Chance of Pain. Chance of Slow. Chance of Dearth. Collective Chance. Cast Time: Instant. Hit Rate: 100%. Variance: None. Range: Area of 2 Cells. Element: Dark. 13 SE.

    + Temper Scorch: Evokes pulsations of anger by tapping into the user's soul gathering Fire Spirit as a flaming sphere which is then launched at the target to burn it with a spiritual blaze. 130% Psy Damage. Chance of Burn. Decreases Target's Current Spr by 12% every Turn for Burn's Duration. Cast Time: Instant. Hit Rate: 100%. Variance: 0%. Range: 3 Cells. Element: Fire. 16 SE.


    R-Ability: Alma Regulation I: When inflicting Spiritual Damage, or recieving Magical Damage, at the cost of the +25%/-25% Damage Modifier (Psy - Spr / Int - Fai), Absorbs 20% of the Base Damage as SE.
    S-Ability:
    --- Dying Dream: After KO, the User enters Trance Mode, evading the X Level Reduction and is allowed to perform Commands. After Trance Mode fades, KO is treated normally.
    X-Ability: Soul Annihilation: Extends one's hand, touching lightly the target with a single finger, tapping into its soul and evoking pulsations of extinction before the target violently explodes into absolute darkness, black Spirit Energy swirling around the surrounding area before being pulled back into it as the victim's soul is immediately consumed violently. Reduces Target's HP to 1. Cast Time: Instant. Hit Rate: 100%. Variance: None. Range: Adjacent Cell. Element: Neutral. 10 X Levels. 1 Use Counter.


    ~ Stats ~

    HP: 25
    SE: 40 (Kitsune Headband +10)
    Atk: 2
    Def: 4 (Serene Kimono +1)
    Psy: 9 (Flower Fan +3)
    Fai: 6 (Serene Kimono +2)
    Critical: 6%
    Evasion: 3% (Kitsune Headband +3%)
    Movement: 2 Cells (Pulse Tapper Job +0)
    X Gauge:
    {/////}{/////}{/////}

    Skill Points: 0
    Upgrade Points: 8


    Update Log[/b]]April 15, 2012 [04:36 PM GMT -5] - Anima joined the Party! LEVEL UP! +3 Stat Points: +5 Max SE (1) / +1 Psy (1) / +1 Fai (1). +1 Skill Point and +2 Upgrade Points. Learned Temper Scorch under A-Ability: Spiritual Pulse (-1 Skill Point). Upgraded Sei to Clear Sei (-2 Upgrade Points).
     
  6. RE: Oblivion Phantasy ~ A Decaying Flux [Profile Thread]

    Name: Kaya Escala
    Gender: Female
    Age: 20
    Level: 6
    Next Level: 8/16
    Appearance:
    Kaya is a tall, slim girl with light brown hair. She has a kind face with honest eyes, though she can lie fluently and is able to weave a story with brilliant ease. She garbs herself in robes, typically varying in colour. She doesn’t particularly like to show off, though she can be found being ogled for her beauty in many a situation. Her skin is pale, having lost its healthy glow in the decay of the Mana Cycle (sacrificing her own health for use as Mana). Her eyes are violet, and are surrounded by bags from recurring nightmares in the middle of the night, keeping her awake for most of the night.

    Profession: Illusionist - The one who claims this profession is able to create illusions with limited Mana to cause diverse ranges of effects. [Equips: Staves] [INT-Based BA]
    Weapon: Wooden Rod - A simple, plain staff made more for ornamental and magical purposes than anything else. [+1 INT]
    Armor: Dull-Coloured Robes - Once a colourful robe of dazzling colours. It seems to have faded after years of use. [+1 SPR]
    Accessory: Quartz Shard - A fragment of quartz which is perfectly transparent, possessing minor filtering properties. [+5 MP] [+1 INT] [+1 SPR]

    A-Ability: Illusory Enchantments

    + Serpent Flame: Kaya channels her Mana in order to call forth a small, serpentine burst of fire from her staff to inflict a venomous bite on her opponent of choice. 100% INT Damage. Effect: Chance of Poison. Range: 3 Cells. Hit Rate: 100%. Variance: 0%. Element: Fire. 8 MP.

    + Rain of Faith: Kaya creates tears of light that cover the target, seeking out any external or internal injuries to heal them with their restorative properties. 100% INT Healing. Range: 3 Cells (Targets +-Shape). Hit Rate: 100%. Variance: 0%. Element: Light. 8 MP.

    + Dazzling Snow: Kaya channels her body Mana in such a way that releases a brilliant snowstorm from the tip of her staff, possibly causing her opponent to go snowblind. It also infiltrates their own Mana reserves, causing them to heal Kaya and her allies. 80% INT Damage. Chance of Blind. Damage Dealt During Blind’s Duration is Granted as MP Restoration as well as Normal Damage. No Chain. Cast Time: 1 Turn. Hit Rate: 100%. Variance: 10%. Range: 3 Cells. Element: Ice. 16 MP 13 MP.

    + Phantasm Cast: Kaya manipulates her Mana into a tiny, concentrated portal which she can move through the world in. Creates a Wisp Cell [Denoted {w} / Movement: 3 Cells / Moves During Kaya’s turn / Kaya can warp to Wisp Cell instead of taking a Move Phase / Dispels Upon Effect or after 3 Turns]. No Chain. Cast Time: Instant. Hit Rate: N/A. Variance: N/A. Range: 2 Cells. Element: Neutral. 7 MP.

    R-Ability: N/A
    S-Ability:
    --- Doublecast - Every turn, Kaya is able to cast two spells, should she have the sufficient Mana Points to do so.
    --- Second Wind - Whenever Kaya uses Doublecast, the second skill used has its MP Cost reduced by 50%.
    E-Trigger: Frenzied Illusions - Doubles spells able to be cast per turn and minimizes their MP costs for 3 turns. Magical Damage Output +10%.
    X-Ability: Collapsing World - Kaya literally rips apart the fabric of the universe, rapidly collapsing everything around her in one big, decaying mass of Mana. From this impossible feat, she rapidly manipulates the Mana, providing the illusion that she is sealing her enemies outside of the world, and into the impossible void. 200% INT Damage. Effect: High Chance of Encroaching Doom / Chance of Seal. Range: 2 Cells (Area of Effect). Element: Dark.
    C-Ability: N/A

    ~ Stats ~

    HP: 30
    MP: 40 (Quartz Shard +5)
    ATK: 2
    DEF: 5
    INT: 9 (Wooden Rod +1) (Quartz Shard +1)
    SPR: 4 (Dull-Colored Robes +1) (Quartz Shard +1)
    Critical: 8%
    Evasion: 3%
    Movement: 2 Cells (Illusionist Job +0)
    X-Gauge: {/////}{/////}{/////}

    Skill Points: 1
    Upgrade Points: 5

    ~ Affinity ~

    Hiiro Shota: 3% AP
    Krie Nordston: 3% AP
    Taroh Empollón and Nicoro: 2% AP
    Hendrix Sherks: 2% AP
    Toiran: 1% AP

    Last Updated: December 15, 2012 (10:45pm EST) - Unlocked E-Trigger - Frenzied Illusions.

    • September 25, 2011 (2:16am EST) - Level Up! Added stat points to HP (+5), MP (+5), and DEF (+1). Added +1 Skill Point to total.
    • October 10, 2011 (12:36am EST) - Added affinity points to Hiiro (+3%), Taroh/Nicoro (+2%), Hendrix (+2%), and Krie (+1%).
    • October 30, 2011 (3:30am EST) - Level Up! Added stat points to DEF (+1), and INT (+2). Added +1 Skill Point to total. Added +4 Upgrade Points to total.
    • November 2, 2011 (11:35pm EST) - Upgraded A-Ability Illusory Enchantments - Rain of Faith (-2 Upgrade Points). Subtracted affinity points from Krie (-2%).
    • January 29, 2012 (10:44pm EST) - Level Up x2! Added stat points to HP (+10), MP (+5), SPR (+1), and INT (+2). Increased Evasion (+2%) and Critical (+1%). Added +2 Skill Points to total. Added +4 Upgrade Points to total. Removed Prism Fragment and equipped Quartz Shard. Unlocked Illusory Enchantments - Dazzling Snow and Illusory Enchantments - Phantasm Cast (-2 Skill Points). Upgraded Illusory Enchantments - Dazzling Snow (-3 Upgrade Points).
    • January 30, 2012 (12:57am EST) - Unlocked S-Ability Second Wind (-2 Skill Points). Updated X-Gauge to 15-point system.
    • February 4, 2012 (3:01pm EST) - Added Affinity Points to Krie (+3%), and Toiran (+1%).
    • April 9, 2012 (11:20pm EDT) - Level Up! Added stat points to MP (+5), DEF (+1), and INT (+1). Added +1 Skill Point to total. Added +2 Upgrade Points to total.
     
  7. Name: Krie Nordston "Brutal Krie"
    Gender: Male
    Age: 26
    Level: 5
    Next Level: 5/16
    Appearance:
    Krie is a very tall man, reaching a bit over 6 feet tall. He's well-built and fairly muscular. His skin is tanned from staying out in the sun for training. His eyes are a light, icy, blue--uncaring and indifferent to the world around him. His hair is as black as a starless night, long and uncontrolled by any means. He wears a black shirt with matching black pants and a long black overcoat that goes down to his ankles. The weapon he chooses to wield is often upon his back, safely secured with a strap of some sort.

    Profession: Slayer - The one who claims this profession rends any who oppose him into nothingness without even blinking an eye; others only fear death when they see him come along, for they know that it is imminent.

    Weapon: Farmer's Scythe - Once a tool for tending to the farm, it is now an instrument of death. (Range: 2 cells)
    Armor: Overcoat - Just a run of the mill overcoat. It looks pretty nice.
    Accessory: Slayer's Brand - A fierce tattoo. Wicked. (ATK +1)

    A-Ability: No Hesitation:

    +Brutal Limit: Unleashes a roar that stirs the air around the user to act as a ward to fend off magic while bolstering attack. Boosts ATK by 20% for three turns. Magic damage taken is reduced by 50% for three turns. Range: Self. 11 MP 9 MP 7 MP.

    +Arctic King: Slashes the enemy with a blade coated in sharp icicles. 130% Atk Dmg. Range: 2 cells. Chance of Bleeding. 10 MP. Ice elemental.

    ---Fang of Light: Brings down weapon upon an enemy in a blinding flash of light. 130% Atk Dmg. Range: Set. Chance of Blind. 10 MP. Light elemental.

    +Bloodlust: Lets the true craving for the spilling of blood to emerge meaning nothing but sheer pain for the enemies. Damage output +20% for 3 turns. User takes 2 Act Actions per turn for 3 turns. Range: Self. 11 MP.

    +Crushing Fist: Leaps back and lunges in towards the enemy, ramming the end of the user's weapon into the enemy with full force. 150% Atk Dmg. Range: 2 cells. Chance of Weak. 12 MP.

    +Frozen Field: Unleashes an icy aura that clings to enemies, slowing their joints making it difficult to attack and cast spells. Range: 2 layers of surrounding cells. Chance of Slow. Chance of Pain. 28 MP.

    +Snowstorm: Whips up a whirlwind with a swing of the user's weapon that carries condensed particles of ice mana that converges into snow causing the enemies to be lost in the chaos it creates. 110% Atk Dmg. Range: 2 layers of surrounding cells. Lowers target hit rate by 50%. 25 MP. Ice elemental.

    +Mana Crash: Slams weapon into the ground in front of an enemy creating a vortex that draws in mana from the enemy. 30% Piercing Atk MP Dmg. Range: 2 cells. 8 MP.

    +Final Battle Standard: Raises a pinnacle of light in the shape of a flag to build morale of the user and the user's allies so that they may charge forth as if the very battle was their last. All damage taken reduced by 10% and all elemental resistances +50% for 5 turns. Range: Self and 2 layers of surrounding cells. 42 MP.

    +Ice God's Blessing: Large portions of ice rise up from the ground, a conversion of the mana of the terrain into ice mana, and cling to the user's body to form makeshift armor. All damage taken -30% for 3 turns. Reflects 50% of damage taken as piercing damage to the attacker. Range: Self. 31 MP.

    +Symphony of Butterflies: Welcome to the end of days. An untold fury of vicous slashes, raw mana flashing through the air. When the butterflies take flight, you'll know that it's over. Rest in pieces. 60% Atk Dmg. Range: 2 cells. 10 hits. 14 MP.

    A-Ability: Harsh Demeanor:

    +Aurora Veil: Beautiful wavy lights of different hues of blues and greens and purples shoots up from the ground and envelops the user, making the mana cycle more conservative. Reduces MP cost of skills by 50% for 3 turns. Range: Self. 15 MP.

    +Ice Glare: Aims a deadly stare at an enemy rending the very warmth from its soul. Renders target Weak to the Ice element. Range: 3 cells. 10 MP.

    +Terra Cradle: A low sweep to the target's legs knocking them into the air before slamming one's weapon down hard on the body, knocking the target forcefully into the ground with great impact. 110% Atk Dmg (first hit)/140% Atk Dmg (second hit.) Range: 2 cells. Chance of Paralysis. 13 MP.

    +Tranquility: Sudden silence befalls the user as strength is mustered deep within, significantly boosting one's stamina. Doubles Max HP for 5 turns. Range: Self. 23 MP.

    +Chaos Shard: Charges up mana upon the blade and slices the air causing a shockwave of the charged mana to surge forth and slash all enemies who happen to be in its way. 150% Atk Dmg. Range: Straight line; one direction; hits all enemies in the line of fire. 14 MP. Ice elemental.

    +Mana Overdrive: Quickens the cycle of mana to keep it refreshed and ready for use for a limited period of time. Bestows MP Regen for 5 turns. Range: Self. 12 MP.

    +Winter's Maw: Slams end of weapon into the ground causing myriad icicles to burst out of the ground underneath the feet of surrounding enemies. 90% Atk Dmg. Range: 2 layers of surrounding cells. 12 randomized hits. High critical hit rate. 33 MP. Ice elemental.

    +Frigid Circle: Spins around with weapon outstretched to slice surrounding enemies while a path of concentrated ice mana traces the path of the blade to cause extra damage. 130% Atk Dmg. Range: All surrounding cells. 2 hits. 14 MP. Ice elemental.

    +Absolute: With but a simple snap of the fingers, slows and eventually freezes the enemy's mana cycle causing ice to creep over their forms until they are but mere ice statues on the face of the planet. No damage. Range: Single enemy. High chance of Freeze. 24 MP.

    +Time of Judgement: Surrounds oneself with a sphere of golden light that repels all attacks and blights, a blessing--a few seconds of paradisiacal repose. All damage taken -100% for 1 turn. Immune to ALL negative status effects for 1 turn. X-Gauge lowered to 0. Range: Self. 35 MP.

    A-Ability: Truth of the World:

    +Retribution's Blade: Stays one's hand and focuses all the wrath of the enemy into one's blade, unleashing the pent up energy several turns later with a ferocious slash. Bide effect. User takes 2 consecutive wait actions and attacks dealing 100% damage taken as Piercing HP damage to a target on the third turn. Range: Adjacent cell. 20 MP.

    +Touch of Creation: Generates a field of inactive creation mana that, once sparked, instantly revitalizes the user in all aspects from stamina to mana to removing ailments. Once used, 1% chance of fully recovering HP, MP, and removing all negative status effects from the user when attacked. Effect lasts for 10 turns. Range: Self. 27 MP.

    +Hammer and Cloud: Abandoning one's weapon, the user slams a fist into the enemy's skull with enough force to shatter it into fragments causing significant brain damage. 180% Atk Dmg. Range: Adjacent cell. Chance of Addle. Chance of dealing triple damage. 30 MP.

    +Roar of Hatred: Unleashes a devastating roar to shake the very foundations of the earth drawing the attention of the opposition to the source. Bestows Center of Attention. Boosts ATK by 20% for the duration of Center of Attention. Range: Self. 17 MP.

    +Ascetic's Revelation: Slashes the air once to send out a storm of blades composed of pure light that slices all enemies around the user, disintegrating evil in with but a mere touch. 160% Atk Dmg. Range: 2 layers of surrounding cells. Destroys Undead and Demon targets instantly. 38 MP. Light elemental.

    +Boreal Plague: Calls upon the sky to unleash a mighty hailstorm, the chunks of ice relentlessly falling upon the opposition. 100% Atk Dmg. Range: All enemies. Damage persists for 3 turns. 24 MP. Ice elemental.

    +Spirit Shock: Slams an open palm into the target's chest, rending their soul from their body. Bringing new meaning to "you just got disconnected." 80% Atk Dmg. Range: Adjacent cell. Chance of Instant Death. 16 MP.

    +Fierce Star: Summons orbs of light to dance around the user and disorient foes, preventing easy reactions to the user's onslaughts. Disables target R-Abilities. Range: 2 layers of surrounding cells. 36 MP.

    +Silent Sentence: Executes a feint attack against an enemy, making it think that the user missed the attack, when in actuality, the user brands the target with the mark of death. No damage. Range: 2 cells. Chance of Doom. 25 MP.

    +Halo Cannon: Twirls weapon in front of oneself in a circular motion rapidly generating a surge of mana that is fired in the form of a concentrated laser that scathes the bodies that it connects with. 200% Atk Dmg. Range: Straight line; one direction; hits all enemies in the line of fire. Chance of Severe Burn. 28 MP.

    A-Ability: End of Days:

    +Lunatic Dance: Loses one's own mind in a dance to precede absolute destruction. If you weren't afraid already, now's the time to be. Damage output +100%. All hits are critical. Critical Hit Damage +50%. All damage taken +100%. Only basic attacks can be executed. 2 turn duration. Range: Self. 42 MP.

    +Bloodthirsty: Smell the blood, crave the blood, taste the blood. Make the enemies blood as one's own through brutal attacks. Absorbs 50% of damage done by basic attacks as HP for 5 turns. Range: Self. 26 MP.

    +Bloody Plume: Upward slice against a foe followed by a myriad of shadow blades shredding the foe, mimicking the action of the original weapon causing blood to rain down on everything in the immediate vicinity. 150% Atk Dmg. Range: 2 cells. Chance of Blood Loss. 18 MP.

    +Wheel of Might: Slashes at the enemy a few times before spinning one's weapon around in a circular motion with one hand and lashing out at the enemy with it causing the enemy to be slashed by the blade and buffeted by the handle multiple times. 100% Atk Dmg. Range: 2 cells. 8 hits. Reduces target ATK by 80% for 2 turns. 40 MP.

    +Moon Chaser: Precisely executed crescent shaped slash patterns forming a devastating combo that could leave the enemy fatally wounded. 190% Atk Dmg. Range: 2 cells. 4 hits. Chance of leaving target with 1 HP (last hit.) 65 MP.

    +Harvest Dream: Disappears instantly and scourges the foes on the battlefield with unseen slashes from a variety of different places, slashing vital points and disfiguring bodies to no end, taking in the screams of anguish as motivation to continue until the user's thirst for death has been quenched. 270% Atk Dmg. Range: All enemies. Number of randomized hits equal to number points in the X Gauge. X Gauge lowered to 0. Chance of Sleep. 144 MP.

    R-Ability: Deadly Desire - Whenever the user successfully inflicts damage upon a target, the user's Critical Hit Rate increases by 3% for the rest of the battle. Stacks up to 5 times.

    S-Ability: One Track Mind - Immune to all mental negative status effects.

    X-Ability: Brutal Surrender - No Sanctuary (Ice) - Embrace the warmth of the harshest winter, for the frigid soul that treads toward you now will have no mercy. Scythe blade scratching the ground, filling the air with the sound of imminent death--no helpless pleas can be heard. A sudden raise of the mighty weapon unleashes icicle upon icicle to crash out of the ground from below the target, piercing their battered body to no end, lifting them high and trapping them in the frigid construct. A sinister grin. The area darkens. With a mighty bound, the user leaps into the air, pulling his scythe back, the blade enlarging, enveloped in ethereal light. With a final swing, he shall put an end to your frozen solace. Buried beneath a tomb of fallen ice, the user leaves the enemy behind. Perhaps it gained a bit of sanctuary, after all...heh heh... Deals 200% Piercing Atk damage to a single enemy up to 4 cells away.

    Excess Trigger: Flash Kill - Let's kill more and do it quickly! The eyes grow sharper and the body more agile. If you weren't afraid before, now might be a good time to be. Increases Critical Hit Rate and Evasion by 20% for 3 turns. Requires 5 X-Gauge units.

    Stats:

    HP: 40
    MP: 20
    Atk: 8 (+1 from Farmer's Scythe)(+1 from Slayer's Brand)
    Def: 6 (+1 from Overcoat)
    Int: 2 (+0 from Farmer's Scythe)
    Spr: 3 (+0 from Overcoat)
    Critical: 7%
    Evasion: 5%
    Movement: 2 cells (+1 from Slayer profession)
    X Gauge: 10/10

    Skill Points: 1
    Upgrade Points: 2

    *Need 3 UP for MP reductions.

    Affinity:

    Chiasma - 0
    Anima - 0
    Kaya - 2
    Toiran - 1
    Serenity - 0

    Updates:

    As of October 10, 2011 (8:37 PM EST): Update log element added.
    As of October 10, 2011 (8:37 PM EST): Affinity element added. Kaya +2, Kirin +1, Toiran +1.
    As of October 31, 2011 (2:14 AM EST): Level increased to 2. HP +5, Atk, +1, Def +1. 1 SP gained. 2 UP gained. Fang of Light learned. -1 SP. Upgrade Point element added.
    As of January 29, 2012 (7:35 PM EST): Level increased to 4. HP +5, MP +5, Atk +2, Def +1, Spr +1. 2 SP gained. 4 UP gained. Bloodlust learned. Crushing Fist learned. -2 SP. Brutal Limit upgraded to cost less MP. -4 UP.
    As of August 28, 2012 (8:10 PM EST): Excess Trigger Flash Kill added.
     
  8. Toiran
    Name: Toiran
    Gender: Male
    Age: 19
    Level: 5
    Next Level: 5/16
    Appearance: Toiran is rather tall, with short, cropped coal-black hair and chocolate brown eyes. His skin is moderately dark, like that of a Native American, which is likely a result from being outside in the sun all the time. He wears a leather vest made from deerskin, and lined with what appears to be the fur of either a fox or a rabbit. His pants are much the same. He is rarely seen without his braided whip in hand, which is used to keep the animals in line as well as to tangle up his enemies in battle. On his right hand is a glove appearing to be made from a tiger's paw, however the claws have been replaced with switchblade-esque knives.

    Profession: Beastmaster
    Weapon: Simple Whip [2 Cells] [+1 Atk]
    Armor: Vest [+1 Def]
    Accessory: Tigerclaw Glove [+1 Atk]

    A-Ability: Summoner of the Wilderness

    + Arctic Predator: Summons Ariyou next to the user. Range: Adjacent Cell. Hit Rate: 100%. Variance: 0%. Element: Neutral. [#Level] MP.
    + Clever Little Magician: Summons Nixis next to the user. Range: Adjacent Cell. Hit Rate: 100%. Variance: 0%. Element: Neutral. [# Level] MP.
    + Coiled to Strike: Summons Akuma next to the user. Range: Adjacent Cell. Hit Rate: 100%. Variance: 0%. Element: Neutral. [#Level] MP.
    + Slow and Steady: Summons Orichalcum next to the user. Range: Adjacent cell. Hit Rate: 100%. Variance: 0%. Element: Neutral. [#Level] MP.

    R-Ability: N/A
    S-Ability:
    -- Ursine Force: Toiran spends much of his time in the wild, often having to defend himself from dangerous predators such as bears. So honed is his skill at this that he has developed the sheer strength of the bear and has a constant 20% boost to Atk.
    X-Ability: Aspect of the Pack: Raises Atk and Def by 20% for every animal Toiran summoned during the battle(including those killed). Range: Self. Element: Neutral.

    ~ Stats ~

    HP: 35
    MP: 25
    ATK: 8 (Ursine Force +1)(Whip +1)(Tigerclaw Glove +1)
    DEF: 4 (Vest +1)
    INT: 2
    SPR: 5
    Critical: 5%
    Evasion: 7%
    Movement: 2 Cells (Beastmaster Job +1)
    X-Gauge: 9.5/10

    Skill Points: 0
    Upgrade Points: 8

    Affinity:
    Krie - 2%
    Kaya - 2%

    [hr]
    Animals

    Ariyou
    Name: Ariyou
    Gender: Male
    Age: Unknown
    Level: 5
    Appearance: At first glance a typical white-furred wolf, Ariyou has upon closer inspection a spiked collar around his neck and a strange ice-blue marking above his left eye, distinguishing him from his wild brethren. In addition he has a muzzle-like metallic brace on his upper jaw to reinforce his already sharp fangs.

    Profession: Arctic Wolf
    Weapon: Iron Fangs [+1 Atk] Who in their right mind actually took the time to reinforce a wolf's teeth?
    Armor: Leather Armor [+1 Def] Pieces of leather to help defend against attacks. Kinda strange to see a wolf wearing it...
    Accessory: Spiked Collar [+1 Atk] A leather collar with sharp metal spikes set into it.

    A-Ability: Lupine Servant

    + Fang Slash: Chance of Wound. 120% Atk damage. Range: Adjacent Cell. Hit Rate: 100%. Variance: 0%. Element: Neutral. 8 MP.
    + Trip: Chance of Immobilize. 120% Atk damage. Range: 2 cells. Hit Rate: 100%. Variance: 0%. Element: Neutral. 10 MP.
    + Merciless Rend: Ariyou leaps at the foe, aiming straight for the throat, slashing his fangs and nails at their vulnerable points before leaping back to where he was before. Chance of Blood Loss. 100% piercing Atk damage. Range: 5 cells. Hit Rate: 90%. Variance: 0%. Element: Neutral. 25 MP.

    R-Ability: N/A
    S-Ability:
    -- Howling Spirit: Grants a constant 10% boost to Atk and Def.

    ~ Stats ~

    HP: 35
    MP: 30
    ATK: 9 (Howling Spirit +1)(Iron Fangs +1)(Spiked Collar +1)
    DEF: 3 (Howling Spirit +1)(Leather Armor +1)
    INT: 2
    SPR: 4
    Critical: 7%
    Evasion: 7%
    Movement: 2 Cells (Arctic Wolf Job +2)

    Nixis
    Name: Nixis
    Gender: Female
    Age: Unknown
    Level: 5
    Appearance: Nixis looks like a regular fox, with beautiful russet-reddish fur, while her tail, muzzle, paws and chest are white. However, she wears a brilliant crimson scarf around her neck that hides a necklace carrying a dazzling sapphire-colored teardrop-shaped pendant and a silver locket that doesn't seem to open. A strange white mark adorns her back.

    Profession: Red Fox
    Weapon: Azure Pendant [Int-Based BA] [+1 Int] Not exactly a weapon, but this cunning vixen uses it to channel her magical talent.
    Armor: Crimson Scarf [+1 Def] A bright red scarf that offers very little protection.
    Accessory: Locket [+5 MP]

    A-Ability: Woodland Sorceress

    + Faerie Fire: Chance of Burn. 120% Int damage. Range: 3 cells. Hit Rate: 100%. Variance: 0%. Element: Fire. 10 MP.
    + Forest's Rejuvination: 100% Int healing. Range: Self or 3 cells. Hit Rate: 100%. Variance: 0%. Element: Nature. 6 MP.
    + Wrath of Kitsune ~ Mystic Vortex: Chance of Addle for target, knockback 2 cells(from target) for surrounding cells. 150% Int damage. Range: 5 cells and surrounding cells from target. Hit Rate: 100%. Variance: 0%. Element: Arcane. 21 MP.

    R-Ability: N/A
    S-Ability:
    -- Escape Artist: Nixis's chance of evading a negative status infliction is increased by 10%.

    ~ Stats ~

    HP: 30
    MP: 40 (Locket +5)
    ATK: 2
    DEF: 4 (Crimson Scarf + 1)
    INT: 8 (Azure Pendant +1)
    SPR: 4
    Critical: 4%
    Evasion: 6%
    Movement: 2 Cells (Red Fox Job +1)

    Akuma
    Name: Akuma
    Gender: Male
    Age: Unknown
    Level: 5
    Appearance: For the most part, this snake looks like any other Cape Cobra. However, his black eyes hold an intelligent light, and his tan scales are strangely glossier. A sort of spring-reinforced brace covers his body, improving his speed. If one looks closely, they can see an artificial pair of fangs in his lower jaw and a strange golden mark on the back of his hood.

    Profession: Cape Cobra
    Weapon: Double Fangs [BA chance of Poison] [+1 Atk] Someone put an extra pair of fangs on this cobra's lower jaw...
    Armor: Glazed Scales [+1 Def] Someone put a coat of glaze on these scales, but it doesn't seem to help much.
    Accessory: Springy Brace [+1 Move]

    A-Ability: Desert Land's Assassin

    + Serpent Strike: Chance of Poison. 120% Atk damage. Range: 2 cells. Hit Rate: 100%. Variance: 0%. Element: Neutral. 9 MP.
    + Venom Shot: High chance of Blind. Range: 3 cells. Hit Rate: 100%. Variance: 0%. Element: Neutral. 14 MP.
    + Serpent's Eye ~ Hypnosis: High chance of Sleep. Range: Adjacent Cell. Hit Rate: 100%. Variance: 0%. Element: Neutral. 16 MP.
    + Serpent's Eye ~ Panic: High chance of Stasis. Range: Adjacent Cell. Hit Rate: 100%. Variance: 0%. Element: Neutral. 24 MP.
    + Serpent's Eye ~ Confusion: Chance of Scramble. Range: Adjacent cell. Hit Rate: 100%. Variance: 0%. Element: Neutral. 12 MP.

    R-Ability: N/A
    S-Ability:
    -- Skilled Striker: Akuma's skills have a 10% higher chance of inflicting a status condition.

    ~ Stats ~

    HP: 30
    MP: 35
    ATK: 7 (Double Fangs +1)
    DEF: 4 (Glazed Scales +1)
    INT: 3
    SPR: 4
    Critical: 8%
    Evasion: 4%
    Movement: 2 Cells (Cape Cobra Job +0)(Springy Brace +1)

    Orichalcum
    Name: Orichalcum
    Gender: Male
    Age: Unknown
    Level: 5
    Appearance: A normal dark green tortoise, with a strange silver marking on its shell. It has a band around one of its legs.

    Profession: Desert Tortoise
    Weapon: Turtle Beak [+1 Atk]
    Armor: Shell [+1 Def]
    Accessory: Legband [+1 Spr]

    A-Ability: Ancient Resilience

    + Pulling Aggro: Bestows Center of Attention. Range: Self. Element: Neutral. 7 MP.
    -- Stone Shell: Bestows Protect. Range: Self. Element: Neutral. 7 MP.
    -- Shell Shield: Bestows Shell. Range: Self. Element: Neutral. 7 MP.
    + Interception: Bestows Covered on an ally, and covering on self. Range: 2 cells. Element: Neutral. 12 MP.

    R-Ability: N/A
    S-Ability:
    -- Iron Defense: Orichalcum is immune to critical hits.

    ~ Stats ~

    HP: 40
    MP: 20
    ATK: 4 (+1 Turtle Beak)
    DEF: 6 (+1 Shell)
    INT: 2
    SPR: 7 (+1 Legband)
    Critical: 2%
    Evasion: 4%
    Movement: 2 (Desert Tortoise Job +0)
     
  9. Name: Serenity
    Gender: Female
    Age: Appears to be 20
    Appearance:
    A young woman with smooth, white skin and rose red lips. Her hair is a sleek golden yellow that shines in the light and eyes of the most crystalline and gentle blue. Her features are soft and kind and there is always a hint of a smile on her face. Her body is slim with not a sign of muscle. She wears a beautiful baggy white robe with gold lining along the hems and cotton slippers. She usually has the hood of of the robe up but not enough to conceal her face. Her height is around 5'6" or 5'7" but she seems to be shorter than she is due to her outfit.

    Level: 3
    Next Level: 0/10

    Profession: Acolyte - An apprentice of one within the holy order, acolytes are supportive in battle and dislike conflict. They are unable to handle physical combat and can cast minor recovery spells that aid their allies. However, acolytes are still trainees and therefore, are still quite weak.

    Weapon: Oak Staff - A rather rickety looking thing, the wood is made of oak and can deal a good hit when needed.
    Armor: White Robes - Made of wool and cotton, they are very comfortable to wear and provide protection against much, with a hood to conceal the head.
    Accessory: Quartz Shard - A fragment of quartz which is perfectly transparent, possessing minor filtering properties. [+5 MP / +1 Int / +1 Spr]

    A-Ability: Road Paved in Good Intentions

    +Holy Strike: Launches an orb of bright light at the enemy that bursts upon contact, blinding the target. 130% Light INT DMG. Chance of Blind. Range: 3 Cells. 12 MP.

    +Soothing Light: White sparkles whirl around the target, soothing and closing their wounds. Heals for 110% Light INT. Range: 4 Cells. 8 MP.

    +Warm Glow: Emits a glowing mist from her hand and directs the mist into her target, filling them with warmth. Eliminates one negative status effect. Range: 4 Cells. 9 MP.

    R-Ability: Saving Grace - When Serenity is attacked, there is a 50% chance the damage will be halved.

    S-Ability: Prayer - Serenity sends a request to the heavens to bestow upon her power. Fully recovers all her mana and increases her holy damage by 20% for 3 turns.

    D-Ability: Heaven's Light [Holy] - A ball of white light appears in Serenity's hands. She slowly lifts it up to the sky and in an instant, the light shatters, scattering all over the field. Snow-like particles begin falling from the sky, drifting slowly to the ground. All enemies touched by it are burned by its intensity while allies are soothed of their aching wounds. 100% Piercing Holy INT DMG to Enemies. Recovers 100% INT to Allies and removes any negative status effects. Range: Field

    Stats:

    HP: 20
    MP: 35 (+5 from Quartz Shard)
    ATK: 2
    DEF: 3
    INT: 5 (Oak Staff +1) (+1 from Quartz Shard)
    SPR: 4 (White Robes +1) (+1 from Quartz Shard)
    Critical: 3%
    Evasion: 1%
    Movement: 2 Cells (Acolyte Job +1)
    X Gauge: {/////}{/////}{/////}

    Skill Points: 1
    Upgrade Points: 4
     
  10. ~ Bestiary ~


    002 Sand Funneler ((Location: Arenite Pass / Enemy Type: Insect / Defeat Count: 4 / Exp: 1 / Gold: 10 / Drop: Plump Hide, Jaw Fragment))

    005 Guard Knight ((Location: Minerva Complex / Enemy Type: Humanoid / Defeat Count: 5 / Exp: 4 / Gold: 25 / Drop: Chipped Edge, Solution))

    006 Minerva Scholar ((Location: Minerva Complex / Enemy Type: Humanoid / Defeat Count: 1 / Exp: 3 / Gold: 35 / Drop: ???? ????, Quartz Shard))

    007 Far Gunner ((Location: Minerva Complex / Enemy Type: Humanoid / Defeat Count: 2 / Exp: 3 / Gold: 25 / Drop: Copper Bullets, ????????? ?????))

    008 Core Drone ((Location: Minerva Complex / Enemy Type: Machine / Defeat Count: 2 / Exp: 2 / Gold: 20 / Drop: Ripped Metal, Broken Core))

    ??? Rock Guardian ((Location: Arenite Pass / Enemy Type: ????????? / Defeat Count: 0 / Exp: ? / Gold: ?? / Drop: ????? ?????, ????????? ?????))

    ??? Earth Guardian ((Location: Arenite Pass / Enemy Type: Inorganic / Defeat Count: 1 / Exp: 6 / Gold: 75 / Drop: Mineral Chunk, Amber Piece))


    -----~---~---~-----



    ~ 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 is also Set with 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 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 every Turn for 5 Turns.

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

    Immobilize ~ Move Commands are restricted for 3 Turns.

    Immune ~ Immune to Status Conditions 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% for 3 Turns.

    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 every Turn for 5 Turns.

    Mana Regeneration ~ 10% Max MP Recovery every Turn 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 ~ 8% Max HP Damage every Turn for 3 Turns.

    --- Severe Poison ~ 16% 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 inflicted 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 ~ Prevents the execution of any Command for 3 Turns. Alleviated ONLY by specialized Items and Abilities, or a Trigger Command.

    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.
     

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