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Recursion [Profile Thread]

Discussion in 'Profile Threads' started by CerberusLycan, Nov 5, 2016.

  1. Have you ever felt your consciousness seize up for an instant, tortured by the idea that you are experiencing something that has happened to you before? Have you ever had the passing notion of something that has yet to come, like a vague glimpse into the future? Maybe you have entertained the grim sentiment that you somehow know what is lurking just around the next turn?

    In these little moments, you can find yourself transported to a different world, caught between time and space. This place is one that is both nostalgically familiar and frighteningly foreign. Without any warning, enemies appear to surround you and nowhere is safe as environments flash in and out of your vision like a disorienting zoetrope. It never stops; you have become ensnared in an endless war against nobody and nothing, with not even a consistent comrade to whom you can anchor your trust.

    You may try to fight your way out if you wish, but do not misguide yourself into thinking that this twisted excuse for fantasy will let go so easily.

    After all, you are in the world of

    ~ Recursion ~

    { Strategy Thread || Roleplay Thread }


    ~ Profile Template ~

    [b]+ Skill #1:[/b]
    [b]+ Skill #2:[/b]
    [b]~ Statistics ~[/b]
    [b]Skill Points:[/b]
    [b]Upgrade Points:[/b]
  2. ~ Inventory ~


    Conductive Cords (x6) - A set of multicolor cables, which allow for the extraction and processing of Mana from humans with the intention of being used by machines. [Consumable / 12% Max MP Damage to Target. MP is Recovered by the User. MP Recovered capped at 12% User's Max MP / Range: 3 Cells]

    Force Acuity (x1) - An arcane lens that has been imbued with mind-clearing properties and the conductive force of electricity. With it comes a condescending mentality; the self is superior, and the others shall not be withstood. This odd object is the result of combining Shocking Lens and Uxiecytine Pills. [Consumable / Relieves all Negative Mental Status Ailments of the User's (up to Tier II), and also shoots a shock blast at a Cell within Range, causing an AoE Chance of Spasm (Mod. +2) with a Range of 1-Cell Radius, along with a Chance (Mod. -1) to cause any Status Ailments that were relieved from the User. Range: 3 Cells]

    Injection: Heartstarter Type-R (x1) - A small but potent syringe that positively vibrates with life energy. It imprisons a vivid liquid of a bright but deep burnished color, which doesn't look particularly pleasant, but seems in some way... vital. As you stare at it more and more, you wonder if you can go on living without it. This product is the result of combining Rejuvenessence and Injection: Heartstarter Type-1. [Consumable / Revives a KO'd Unit with 50% Max HP / Range: Adjacent Cell]


    Scrap Blade (x1) - Hastily-constructed Drive Blade model, made of scraps and other spare parts. Definitely not the best of Yume's Magitech exploits. [Weapon / Equippable by: Yume] [+1 Atk / Range: Adjacent Cell]


    Spare Parts (x2) - A jumble of nuts, bolts, and some scrap metal. Incredibly useful, or annoyingly useless? Perhaps only time will tell-- for now, the verdict is in the eye of the beholder. [Component / Can be combined with other Components found around Magyard Factory]

    Currency: 72 Gold
  3. ~ Enemy Profiles ~

    Level: 3
    Species: Security Drone Mk. I - A shorter robot with only two legs and a large, rounded top. It is fitted with a red lens on its top, within which its circuitry can be seen. [MODE: Beta Block] [Class: Machine]

    * [MODE: Beta Block] - The Security Drone learns to adapt to hostile targets. Through experience, it is able to more effectively detain any opposition. At the beginning of each Turn, this unit gains a Shield equal to 5 HP. This Shield stacks up to 15 HP. Damage to the Shield is reduced by DEF. Spillover Damage is dealt to this Unit as normal. [DISABLED] 

    Weapon: None.
    Armor: Basic Plating - The Security Drones in this area of the factory seem to have some slight renovations, consisting of simple metal guards on their body. [+1 Def]
    Accessory: ProtoCore α - A proprietary piece of hardware of an unidentified company. Small sphere installed into mechanical objects in order to facilitate the conversion from Energy into Mana. [+5 MP]

    A-Ability: TYPE-0: DETAIN

    + FIST: Puncture Armour: The Security Drone is equipped with the ability to analyze weak points in any target's armour, and it most certainly will use every opportunity possible to exploit a detected weakness. Single Hit. 110% ATK Damage. Lowers Target's DEF by 10% (Stackable to 50%). On Stack: Refresh Duration. Cast Time: Instant. Accuracy: 100%. Variance: 0%. Range: Adjacent Cell. Element: Neutral. 7 MP.
    --- MODE: Supercharge: Increases Damage Ratio to 120%. Increases DEF Reduction to 20%.

    + BEAM: Electropulse: The Security Drone's lens is equipped with overloaded electricity, giving it the capacity to stun its targets in their tracks. Single Hit. 80% ATK Damage. Chance of Spasm (Mod. 0). Cast Time: Instant. Accuracy: 100%. Variance: 0%. Range: 3 Cells. Element: Thunder. 6 MP.
    --- MODE: Supercharge: Increases Damage Ratio to 100%. Upgrades Spasm to Paralyze.

    + BOMB: Contact Decimation: The pinnacle of technology; the Security Drone releases a bomb that is certain to dispose of enemies in a tight concentration. Single Hit. 130% ATK Damage. Splash: Adjacent Cells (110% ATK Damage). Cast Time: Instant. Accuracy: 100%. Variance: 0%. Range: 3 Cells. Element: Neutral. 10 MP.
    --- MODE: Supercharge: Increases Damage Ratio to 150%. Increases Splash Range to Surrounding Cells @ 140% Damage.

    + FORT: Adaptive Defense: The Security Drone analyzes an engaged combatant and prepares for an extended melee by reinforcing their cold, unloving robot body. No Damage. The User raises their DEF by 40% of Target Enemy Unit's ATK for 3 Turns. No Stack. Cast Time: Instant. Range: 2 Cells. 10 MP.
    --- MODE: Supercharge: Grants the User -20% Damage Input from the Target's Skills for the Duration.

    R-Ability: N/A
    S-Ability: MODE: Supercharge - As this unit focuses on a single target, their abilities become drastically more dangerous. Augments the User's A-Skills with an added field underneath each, dubbed 'MODE: Supercharge,' which activate when the User attacks the same Target it did on the last Turn for no extra MP Cost.
    B-Ability: N/A

    E-Trigger: N/A
    X-Ability: N/A

    ~ Statistics ~

    HP: 25
    MP: 35 (+5 from ProtoCore α)
    Atk: 8
    Def: 3 (+1 from Basic Plating)
    Int: 1
    Spr: 3
    Critical: 4%
    Evasion: 5%
    Movement: 2 Cells (+1 Security Drone Mk. I Species)

    Name: ZERGON V. 1, VEKTOID V. 1
    Level: 3
    Species: Robotic Evictor Mk. I - A towering mech personnel with a bulky, humanoid figure. Its robust stature belies surprisingly quick reflexes, which it displays readily and with power when in pursuit of trespassers. [FORCE: Kinetic Impact] [Class: Machine]

    * [FORCE: Kinetic Impact] - Enemy Units which are knocked into an Obstacle Cell by the User are given a Chance of Stun (Mod. +4).

    Weapon: Machina Gauntlet - An oversized but fearsome attachment incorporated into the Robotic Evictors, which lends each swing of their equally exaggerated fists increased power. [+1 Atk]
    Armor: Complex Plating - Simple but durable-looking defensive measures. Hopefully they don't disallow the robot to transform... [+1 Def]
    Accessory: None.

    A-Ability: TYPE-1: ELIMINATE

    + FIST: Megaton Punch: The Robotic Evictor brings its gauntlets close together for a moment, before breaking its stance, and, subsequently, your face. Single Hit. 130% ATK Damage. Knocks Target Back 2 Cells. If Target hits an Obstacle Cell, their DEF is reduced by 20% for 2 Turns. Cast Time: Instant. Accuracy: 100%. Variance: 0%. Range: Adjacent Cell. Element: Neutral. 11 MP.

    + SCAN: Motion Detector: The translucent red light appears. Be still. Do you even dare breath, if it risks bringing this fearsome robotic pugilist down upon you? No Damage. Scans an area around the User until the beginning of their next Turn. When an Enemy Unit Moves within that Range while it is active, the User gains +1 Movement when Moving towards them for 3 Turns, and their attacks against them gain +20% Damage Output for the same Duration. SCAN: Motion Detector has a Cooldown of 3 Turns. Range: 3-Cell Radius. Element: Neutral. 7 MP. 

    + STIM: Lay Siege: The powerful robot folds its arms. Its mechanical gaze is searing even from beyond its impassive visor. It readies itself for a beatdown as passionate as ever an automaton has provided. No Damage. The User Targets an Enemy Unit, and gains Haste for 1 Turn when attacking or being attacked by them. Duration: 3 Turns. Range: 2 Cells. 12 MP.

    R-Ability: N/A
    S-Ability: N/A
    B-Ability: MODE: Bonebreaker - Raises the User's ATK by +40%, and gives all Basic Attacks Knockback Property (1 Cell), but disables the use of A-Skills for the Duration of the B-Ability. Duration: 3 Turns. 1 Use Counter.

    E-Trigger: N/A
    X-Ability: N/A


    HP: 50
    MP: 30
    Atk: 8 (+1 from Machina Gauntlet)
    Def: 4 (+1 from Complex Plating)
    Int: 1
    Spr: 2
    Critical: 5%
    Evasion: 2%
    Movement: 2 Cells (+0 from Robotic Evictor Mk. I Species)

    ~ Neutral Profiles ~

    Name: Omyon, Poosh, Clom, Tetteros
    Level: 3
    Monster: Charge Slug - A sluglike monster that is harvested for its unique trait - a body that processes and conducts electricity. It is useful for powering generators, but is startled easily as well. [Conductive Body] [Class: Aquatic]

    * [Conductive Body] - The Charge Slug has a thin electric membrane that is perfect for drawing in electricity. Its internal organs work in tandem to recycle any residual electricity, allowing it to constantly replinish its own energy. Absorb Electric. Gains MP equal to HP recovered. If an Electric-Elemental Basic Attack or A-Skill is used on a Target within a Range of 2 Cells, it automatically Targets this Unit instead. Attacks by Units of the same Species as the User are not affected in this manner.

    Weapon: None.
    Armor: None.
    Accessory: None.

    A-Ability: Sluggish Currents

    + Electric Discharge: A cautionary biological measure that releases excess electricity in a field around the Charge Slug. This field is much more potent if an enemy has been caught up in the slime No Hits. 100% INT Damage to enemies in Surrounding Cells for 3 Turns. If User is attacked by an Enemy Unit from "Range: Adjacent Cells" during the Duration of this A-Skill, they receive 50% Piercing INT Damage. Does not interact with Innate Property Conductive Body. Cast Time: Instant. Accuracy: N/A. Variance: N/A. Range: Self. Element: Electric. 12 MP.

    + Voltage Bomb: Sensing opposition, the Charge Slug releases a concentrated blast of Electric-shifted Mana to paralyze and deter potential predators. Single Hit. 120% INT Damage. Chance of Spasm (Mod. +1). If Target is Afflicted with Movement Reduction, this attack deals an additional Hit of 120% INT Damage. Cast Time: Instant. Accuracy: 100%. Variance: 10%. Range: 3 Cells. Element: Electric. 14 MP.

    + Recharge Battery: While under pressure, this unit attempts to find a reprieve to replenish their energy using latent leftover electricity. No Hits. 120% INT Healing. 80% INT MP Recovery. Removes all Tier I Negative Status Effects. Can be Interrupted. Cast Time: Normal (1 Turn). Accuracy: 100%. Variance: N/A. Range: Self. Element: Electric. 2 Use Counters.

    + Overload: One of the Charge Slug's last resorts. When push comes to shove, it starts conglomerating electrical energy en masse, and a minute later, releases it all in a perilous outburst. Single Hit. All Units in Range are dealt 40% of their Max HP as Magical Damage. Does not interact with Innate Property Conductive Body. Cast Time: Charge (1 Turn). Accuracy: 100%. Variance: N/A. Range: Surrounding Cells. Element: Electric. 1 Use Counter.

    R-Ability: N/A 
    S-Ability: Debilititating Trail - Movement Commands taken by this Unit leave behind a trail of slime, denoted as
    { } [Slime Trail Cell / Reduces Enemy Unit's Movement by 1 if Landed or Passed / Interacts with Electric Element / Lasts 3 Turns]. If an Electric-Elemental Basic Attack or A-Skill is used on a Slime Trail Cell, it gains an Additional Effect if Landed or Passed: 40% Piercing INT Electric Damage with a Chance of Spasm (Mod. -1).
    B-Ability: N/A

    E-Trigger: N/A
    X-Ability: N/A


    HP: 20
    MP: 45
    Atk: 1
    Def: 3
    Int: 6
    Spr: 3
    Critical: 3% 
    Evasion: 2%
    Movement: 2 Cells (+0 from Charge Slug Monster)
  4. ~ Bestiary ~

    [b][i]###[/i][/b] - [b][Monster Name][/b] - [SIZE=3](( Location // Enemy Type // Defeat Count // Drops <[COLOR=#643611]Common[/COLOR]>, <[COLOR=#C0C0C0]Uncommon[/COLOR]>, <[COLOR=#FFD700]Rare[/COLOR]>))[/SIZE]

    001 - [Security Drone Mk. I] - (( Location: Magyard Factory // Type: Machine // Defeated: 9 // Drops: Conductive Cords (x2), Shocking Lens, ????? ???? ))
    002 - [Charge Slug] - (( Location: Magyard Factory // Type: Aquatic // Defeated: 1 // Drops: ???????????? ???? ))
    003 - [Robotic Evictor Mk. I] - (( Location: Magyard Factory // Type: Machine // Defeated: 1 // Drops: Spare Parts (x2), ???????????? ?????, ??????? ????? ))
    #5 CerberusLycan, Nov 5, 2016 at 11:10 PM
    Last edited by a moderator: Feb 6, 2017
    • Name: Judit Staunton
      Gender: Female
      Age: 19
      Level: 4
      Progress: 11/32

      Profession: Pawn - A Queen in training, this odd profession entitles the user to conjure up chess pieces and inherit some of their moves. [Basic Attack: Physical] [Pawn Influence]

      Pawn Influence: A single diagonal space can act as an adjacent space once per turn.

      Weapon: Short Practice Lance - Training lances like these are commonplace for Queens/Kings in the making. [+1 ATK / Range: 2 Cells, Straight Line]
      Armor: Pawn's Armor - Cheap armor issued to every Pawn. [+1 DEF]
      Accessory: Odd Tiara - This odd-looking tiara is standard uniform for female soldiers in Judit's homeland. [+5 Max MP]

      A-Ability: Soul of the Game

      + Bishop's Teachings: The user is reminded of their teachings by the academy bishop and calms down. 80% DEF healing. Dispels mental ailments. Range: Self. 8 MP.
      + Pawn Strike: User embodies the strategical strength of a Pawn and strikes the opponent with force. If paired with Pawn Influence, the force of this attack is increased. 140% ATK damage, 120% otherwise.  Range: Adjacent cell. Chance of Immobilization (Mod +1). Use time: Instant. Hit rate: 100%. Variance: 0. 10 MP.
      + Castling: An evasive maneuver that can only be used on Allies on the same row or column. The User moves up to the Target and swaps Cells with them. Only consumes Move command if used before moving. Can only be used if the path is unobstructed. 8 MP.

      S-Ability: Unconventional attacker: Non-Adjacent attacks gain a 20% boost in critical-hit rate.
      R-Ability: ---
      B-Ability: ---

      E-Trigger: Three Moves Ahead - The user gains a sudden boost in their mental capabilities and quickly studies their surroundings, foes and allies. This boosts their strategic capabilities, allowing them to know where to strike and when to dodge. Increases ATK by 20% and Evasion by 30% for 3 turns. 5 X-Levels.
      X-Ability: Checkmate - The user of this fierce attack yells "Checkmate!" at the top of their lungs while ferociously striking a target in an attempt to destabilize nearby foes. 180% Piercing ATK damage. High chance of Immobilize to all enemies. Range: Adjacent cell. 10 X-Levels. (Pawn Influence: OK)

      ~ Stats ~

      HP: 35
      MP: 20 (Odd Tiara +5)
      Atk: 7 (Short Practice Lance +1)
      Def: 4 (Pawn's Armor +1)
      Int: 2
      Spr: 4
      Critical: 5%
      Evasion: 3%
      Movement: 2 Cells (Pawn Job +1)

      Skill Points: 2
      Upgrade Points: 1

      • Floor 001 - 11 Exp gained.
        • Level up to level 2! Progress: 1/10
        • 3 Stat Points used. (MP, Attack, Spirit)
        • 2 Upgrade Points stored.
        • 1 Skill Point stored. 
      • Floor 002 - 13 Exp gained.
        • Level up to level 3! Progress: 4/10
        • 3 Stat Points used. (HP, Attack, Defense)
        • 2 Upgrade Points stored.
        • 1 Skill Point used. (Acquired Castling!)
      • Floor 003 - 17 Exp gained.
        • Level up to level 4! Progress: 11/32
        • 3 Stat Points used. (HP, Attack, Spirit)
        • 5 Upgrade Points used to upgrade Unconventional Attacker to Unconventional Attacker II. (+5% crit)
        • 1 Upgrade Point used to upgrade Pawn Strike to Pawn Bash. (+10% Damage, +1 Mod to status chance, +2 MP Cost)
        • 1 Skill Point stored.

    • Name: Erfor Dusan
      Gender: Male
      Age: 24
      Level: 4
      Progress: 0/32

      Profession: Corrupt Exorcist - Those who claim this profession are mentally unhinged exorcists that employ the use of Souls from beyond the grave. [Basic Attack: Magical] [Special Command: Exorcism]

      Special Command: Exorcise: The user performs an exorcism on a Unit, Exorcising any and all Souls on them. Souls linger on a target for an extra Turn than specified. This extra turn does not bestow the effects of the Soul, nor does it count towards the Turns Possessed variable. Turns Possessed caps at 5. Allies possessed by 3 or more Souls take 20% MP Damage at the end of the Turn. Range: 3 Cells.

      Weapon: Exorcism Slips - After what Erfor has done to these initially well-intentioned items, touching them is highly unrecommended. [+1 INT/Range: 3 Cells]
      Armor: Chilly Robes - These robes are constantly emanating an otherworldly chill. [+1 SPR]
      Accessory: Bottle of Useless Souls - A collection of weak Souls that can hold a small amount of Magical Power. Erfor gives it a good torturous shake before sleep. [+5 MP]

      A-Ability: Common Spirits

      + Angelic Soul: The soul of one who has done no wrong in their life. Being in its presence soothes wounds. 60% User's Int Healing for 3 Turns. Range: 3 Cells or Self. Limit: 2 Souls out at a time. 8 MP.
      On Exorcism: 4*(Turns Possessed)% Max MP Healing on the Target.

      + Demonic Soul: The soul of a being that simply existed to cause sorrow unto others. Being cursed by this results in increased aggression. Total Damage is increased by 20% for 3 turns. Limit: 2 Souls out at a time. Range: 2 Cells or Self. 7 MP.
      On Exorcism: 10*(Turns Possessed)% Piercing Erfor's INT Damage on adjacent Enemies.

      + Poltergeist Soul: If your weapon starts asking for blood, it has been probably possessed by this Soul. Procure a qualified Exorcist before it gains the strength to possess your armor. Limit: 1 Soul out at a time. Target Ally's attacks also apply 100% of the User's Int as Magical Dark Element Damage for 3 turns. Range: 2 Cells. 6 MP.
      On Exorcism: Lends the Target's next attack a Mod (-2 + Turns Possessed) chance of Confusion.

      R-Ability: ---
      B-Ability: Soul Refresh: The User forcibly calms the minds of his possessed targets. Refreshes possession duration. Range: 2 layers of Surrounding Cells.
      S-Ability: Eye for an Eye, Soul for a Soul: The effects an Exorcism also affect Erfor.

      E-Trigger: Enlightened Exorcision: The user summons the Souls of past Exorcists to help. The Turns Possessed variable's cap and value is increased by 3. Duration: 3 Turns. 5 X-Levels.
      X-Ability: Total Exorcision: Erfor heavily concentrates and exorcises his own Soul. His incorporeal state then maneuvers around the battlefield and forcibly tears out the Soul of his target. He then pulls the helpless Soul of his Target into the air before brutally attacking it as an attempt to cast fear onto onlookers. 200% Piercing Int damage. Range: 3 Cells. Chance of Weak to 4 layers of surrounding Cells.

      HP: 25
      MP: 35 (+5 from Bottle of Useless Souls)
      Atk: 2
      Def: 4
      Int: 6 (+1 from Exorcism Slips)
      Spr: 4 (+1 from Chilly Robes)
      Critical: 2%
      Evasion: 3%
      Movement: 2 Cells (+0 from Corrupt Exorcist Job)
      X-Gauge: {/////}{/////}{/////}

      Skill Points: 0
      Upgrade Points: 4

  5. Name: Yume
    Gender: Female
    Age: 14
    Level: 4
    Progress: 11/32

    Profession: Drive Engineer: The one claims this profession specializes in the operation of the fearsome Drive Blades, trading elaborate technique for highly powerful attacks backed by the potential of their weapon's Drive Cores. [Basic Attack: Physical] [Boost Blade I]

    *Boost Blade I: Integrates the BOOST Statistic. Increases the Damage Output of Basic Attacks by 10% during HALFBOOST, and 20% during FULLBOOST. After 3 Consecutive Turns of FULLBOOST, induces Overheat and Reduces BOOST to 5.
    --- BOOST Statistic: BOOST Increase Parameters: +1 per Basic Attack, +2 per Drive Skill (D-Skill). At 5 BOOST, User enters HALFBOOST State; and at 10 BOOST, User enters FULLBOOST State. BOOST Carryover Parameters: If User is in FULLBOOST, BOOST is Reduced to 5.

    Weapon: Engineered Blade: A more refined model of the Drive Blade, which suits itself to increased technical usage rather than outright strength.
    [+2 Atk / +10 MP / Range: Adjacent Cell]
    Armor: Light Vest: Though originally purposed as a engineering uniform, it also proves to be adequate for battle.
    [+1 Def]
    Accessory: Old Core: Non-functional core of a high-quality Drive Blade. It has been damaged beyond repair, but seems to be important to Yume somehow.
    [+1 Spr]

    A-Ability: Driven Strength

    + Sonic Drive: Astonishingly quick, powerful blow with the user's Drive Blade, generating moderate heat buildup. D-Skill. 160% Atk Damage. Drive Cooldown: 3 Turns. Accuracy: 100%. Variance: 0%. Range: Adjacent Cell. Element: Neutral. 6 MP.

    + Coolant Flow: Courses ambient Mana through one's Drive Blade like a cooling agent, also allowing the user to slightly replenish her Mana Pool. Decreases Drive Cooldown by 1 Turn. Chain Cycle Mana. Accuracy: None. Variance: None. Range: Self. Element: Neutral. 2 MP.

    + Syphon Drive: Destabilizes the target's Mana Pool with a single slash, causing it to continually leak out and into the user's Drive Blade. D-Skill. 30% Piercing Atk Damage. Absorbs 100% Total Damage as MP. Damage Persist for 3 Turns. On Stack: Refresh. Drive Cooldown: 2 Turns. Accuracy: 100%. Variance: 0%. Range: Adjacent Cell. Element: Neutral. 6 MP.

    + Reinforce Blade: SUB--REINFORCE(DBLADE). Inputs a sharpening command on the user's Drive Blade, its edges acquiring a magical hue through Existential Reinforcement magecraft. Increases the Damage Output of the Next 3 Basic Attacks or Drive Skills by 20% (Multi-Hit: 10%). On Stack: Refresh. Accuracy: None. Variance: None. Range: Self. Element: Neutral. 8 MP.

    + Breaker Drive: Violent thrust that sends amplified kinetic forces rippling through the target, capable of perforating the mightiest barriers and crippling the strongest defenses. D-Skill. 140% Atk Damage. Automatically Breaks Barriers. Decreases Target's Def and Spr by [USER_ATK*0.3] Points. (Duration: 3 Turns / On Stack: Refresh). Drive Cooldown: 3 Turns. Accuracy: 100%. Variance: 0%. Range: Adjacent Cell. Element: Neutral. 12 MP.

    + Gradation Layer: EXHAUST LAYER--ROLL OUT. Reshapes the Drive Blade's magical exhaust into rapidly-vibrating layers that coat the weapon, and thus augment its shredding power. Requires Drive Cooldown. Increases the User's Damage Output by [DRIVE_COOLDOWN*5]% (Max: 60%). Immediately Dispelled if Drive Cooldown reaches 0 Turns. Duration: 3 Turns. No Stack. Accuracy: None. Variance: None. Range: Self. Element: Neutral. 10 MP.

    + Assault Drive: Unrelenting string of magically-augmented slashes executed with inhuman speed, generating high heat buildup. D-Skill. 5 Hits. 120% Atk Damage (Every Hit). Drive Cooldown: 6 Turns. Accuracy: 100%. Variance: 0%. Range: Adjacent Cell. Element: Neutral. 12 MP.

    + Magithermal Sink: EXEC:HEAT_SINK() ROUTINE. Sinks one's Drive Blade into the ground and performs calibrations on it, allowing heat buildup to quickly escape in the form of pressurized clouds of unstable Mana that the user then rearranges to cycle into oneself. Decreases Drive Cooldown by 1-3 Turns. If HALFBOOSTED, Bestows Mana Regeneration (On Stack: Refresh). Decreases BOOST by [TURNS_DECREASED*2] Points. Accuracy: None. Variance: None. Range: Self. Element: Neutral. 10 MP.

    + Burst Drive: With enough force to crack the ground, the user blasts herself towards the enemy before delivering a utterly devastating slash with the accelerated Drive Blade, threatening to rip the target apart by the centrifugal force alone. D-Skill. 200% Atk Damage. User Lands in a Trajectory Cell (Move Priority +1). Increases Damage Output by 10% per Cell Traveled by this A-Skill. Drive Cooldown: 6 Turns. Accuracy: 100%. Variance: 0%. Range: 4 Cells. Element: Neutral. 16 MP.

    + Ignition Limit: IGNITION PROGRAM SET. Inputs an override command on the user's Drive Blade, soaking the Drive Core in layers of spells that allow the weapon to bypass its own limits for a short duration. Requires HALFBOOST. Induces Ignition State. While under Ignition State, the User can execute Drive Skills without applying Drive Cooldowns. Delays BOOST-Induced Overheat, but immediately Overheats the User after Duration Fade. Unusable if Overheated. Duration: 3 Turns. No Stack. Accuracy: None. Variance: None. Range: Self. Element: Neutral. 16 MP.

    --- Particle Drive: ENERGY LIMIT REACHED--INITIALIZE POTENT CASCADE. Removes the Ignition spell limiter to initiate an overflow of aetheric energy that the user then channels into a magical array, turning the Drive Blade into a cannon of supercharged Mana particles. D-Skill. Requires Ignition State. Dispels Ignition State. 180% Destruct Atk Damage (Main). 140% Destruct Atk Damage (Splash). Increases Damage Output by 20% for every Remaining Turn of Ignition State. Drive Cooldown: 9 Turns. Accuracy: 100%. Variance: 0%. Range: Straight Line. Splash: Adjacent Lines. Element: Neutral. 24 MP.

    R-Ability: None
    B-Ability: Drive Boost: Overkiller: Increases the Damage Output of the User's Next Basic Attack or Drive Skill by [BOOST*10]%. After this B-Ability's Effects are actualized, BOOST is Reduced to 0. 1 Use Counter.
    S-Ability: None
    E-Trigger: Drive Boost: Chargecore: All Basic Attacks and Drive Skills acquire the Damage Modifier: Destruct. Decreases Drive Cooldown by 5 Turns; if User is Overheated, Dispels Overheat instead. Duration: 3 Turns. 5 X-Levels.
    X-Ability: Ultima Drive: D-Skill. 300% Piercing Atk Damage. Ignores Drive Cooldown if the Turn Counter is less than or equal to [floor(BOOST/2)] Turns. Reduces BOOST to 0. Induces Overheat. Drive Cooldown: 9 Turns. Accuracy: 100%. Variance: None. Range: 3 Cells. Element: Neutral. 10 X-Levels.

    ~ Statistics ~

    HP: 35
    MP: 20 (Engineered Blade +10)
    BOOST: 9/10
    Atk: 7 (Engineered Blade +2)
    Def: 4 (Light Vest +1)
    Int: 2
    Spr: 4 (Old Core +1)
    Critical: 5%
    Evasion: 3%
    Movement: 2 Cells (Drive Engineer Job +1)

    Skill Points: 2
    Upgrade Points: 6

    FLOOR 003 - LEVEL UP! Next Level at 11/32
    --- Distribution: +5 HP, +1 Atk, +1 Spr (3 Stat Points)
    --- Equipped Engineered Blade
    --- Stored Skill and Upgrade Points. (For now)

    FLOOR 002 - LEVEL UP! Next Level at 4/10
    --- Distribution: +5 MP, +1 Atk, +1 Def (3 Stat Points)
    --- Learned Syphon Drive (-1 Skill Point)
    --- Stored Upgrade Points.

    FLOOR 001 - LEVEL UP! Next Level at 1/10
    --- Distribution: +5 HP, +1 Atk, +1 Spr (3 Stat Points)
    --- Stored Skill and Upgrade Points.
    #7 Shadow, Nov 5, 2016 at 11:15 PM
    Last edited by a moderator: Feb 6, 2017

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