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SC: Information ~ Profile Thread

Discussion in 'Roleplay Archives' started by Shadow, Jul 19, 2011.

  1. ~ Profile Thread ~


    Code:
    [b]Name:[/b]
    [b]Gender:[/b]
    [b]Age:[/b]
    [b]Level:[/b] Start with Level 1
    [b]Next Level:[/b] 0/10
    [b]Appearance:[/b] [spoiler]Image or Description.[/spoiler]
    
    [b]Profession:[/b] This is what YOU are, character-wise. For EXAMPLE; a Knight, a White Mage, a Black Mage, a Dragoon, a Paladin, etcetera.
    [b]Weapon:[/b] Start off with a basic, yet weak Weapon.
    [b]Armor:[/b] Start off with a basic, yet weak Armor.
    [b]Accessory:[/b] Name it anything you would like, and choose what Stat Boost you will get from it. The available Stat Boosts are +5 HP, +5 MP, +1 ATK, +1 DEF, +1 INT, +1 SPR, +5% Evasion or +1 Movement.
    
    [b]A-Ability:[/b] Action Ability. This is the summary of the definition of all your Character's Skills. Feel free to be creative.
    
    [b]+[/b] This is your first Skill, and is dependent on which Profession your Character is, because obviously a Knight won't go around casting Firaga for the matter. I need the following fields complete in order for the Skill to be approved and be tagged with its respective MP Cost. "[b]+ Name:[/b] Short Description (Optional). Damage% (Up to 120%) Stat (ATK or INT). Effect (Optional). Range. Element. MP."
    
    - Name: First of all, just make up a name for your Skill.
    - Short Description: You can add a flavour text if you like.
    - Damage%: How much Damage the Skill inflicts (If applicable). Keep it up to 120%.
    - Stat: Either being ATK or INT.
    - Effect: You can add an additional effect to your Skill if you like (Poison, Paralyze, etc.)
    - Range: The distance (In Cells) of your Skill.
    - Element: The Element of your Skill. Fire, Water, Earth, Wind, Thunder, Ice, Nature, Dark, Holy or Neutral.
    - MP Cost: How much MP the Skill costs. Remember, if your Skill is powerful, expect a higher MP Cost. 
    
    [b]+ Name:[/b] Short Description (Optional). Damage% (Up to 120%) Stat (ATK or INT). Effect (Optional). Range; Element. MP.
    
    [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 at a time.
    [b]S-Ability:[/b] Support Ability. This is an Ability that is either Active or Passive. An Active S-Ability is always taking effect, and a Passive S-Ability will need to be activated at the user's own will. Passive S-Abilities can only be activated ONCE per Battle. You can have TWO S-Abilities at a time, but you can only start with ONE.
    [b]X-Ability:[/b] X Ability. This is an exceptionally powerful and destructive ability, mainly because it has the power to pierce the enemy’s DEF and SPR. An X-Ability will be able to inflict an immediate Instant Death Status to a non-Boss Character with less than 50% HP. Give your X-Ability a Name and an Element (Fire, Water, Earth, Wind, Thunder, Ice, Nature, Dark, Holy or Neutral). The Formula of calculating Damage through an X-Ability is the following: Base ATK/INT x2 (x1 if it has a Range of "All Enemies") = Total Damage. An X-Ability can only be used ONCE per Battle, and will deduct the general Experience Gain slightly. An X-Ability field should look like: "X-Ability: Name: Short Description (Optional). 200% (100% if Range is "All Enemies") Piercing ATK/INT Damage. Range: 5 Cells. Element." Of course, this is the OFFENSIVE version of an X-Ability, that means you can go ahead and try something unique, I will see if it's approved or not.
    
    [b]~ Stats ~[/b]
    
    Stats are all determined by the GM (Me), so you shouldn't worry about them.
    
    [b]HP:[/b] Hit Points
    [b]MP:[/b] Mana Points
    [b]ATK:[/b] Attack Points
    [b]DEF:[/b] Defense Points
    [b]INT:[/b] Intelligence (Magic Attack) Points
    [b]SPR:[/b] Spirit (Magic Defense) Points
    [b]Evasion:[/b] Evasiveness Percentage
    [b]Movement:[/b] Movement Points
    
    [b]Skill Points:[/b] These are a vital adition to an Statistical Roleplay. Skill Points are awarded at the end of a Battle to every Character, and are used specifically to purchase Abilities. A-Abilities cost 1 SP, S-Abilities cost 2 SP and R-Abilities cost 3 SP. Skill Points can also be used to "Upgrade" existing Skills.

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

    Name: Phantom
    Gender: Male
    Age: 18
    Level: 6
    Next Level: 3/16
    Appearance:
    "Phantom has the same appearance as Shadow, his whole body having a tint of translucency as his clothes are now colored grey and his hair is toned a calm silver color, and phantasmal ectoplasm consumes his lower body, allowing him to hover. An ethereal, impeccable white cape hangs from his shoulders and cascades down to nearly floor level, the open Grimoire of Phantasm is held by his single intangible hand, ready for casting a spell."

    Profession: Spirit Caster: The one who claims this Profession is a spirit gifted with Spirit Energy, allowing him or her to grasp the Boundary of Reality and perform either techniques using the aforementioned energy or by executing magical attacks. [Equipment: None] [Basic Attack: Magical] [Vulnerable Dark] [Auto Intangible] [Auto Airborne]
    Weapon: Grimoire of Phantasm: An ancient, mysterious Grimoire that contains a myriad of arcane magic spells only viewable by those who have Spirit Energy, allowing Phantom exist as well.
    [+3 INT / INT BA / Range: 3 Cells / Level Up / Level 3]
    Armor: White Cape: An impeccable-looking white cape that has enhanced magical defense properties.
    [+2 SPR]
    Accessory: Crystal Mana: A crystallized fragment of Mana chained to Phantom's neck.
    [+5 MP]

    A-Ability: Arcane Hexagram

    + Mana Blast: Destabilizes own Mana Cycle to concentrate Mana on the palm, forcefully blasting it in the target dealing internal damage as the target helplessly is launched backward. 120% INT Damage. Knocks Target Back 2 Cells. Range: 2 Cells. Element: Neutral. 9 MP.

    + Maximum Blast: Destabilizes own Mana Cycle for a couple of seconds before reinstating the link, causing a massive surge of concentrated Mana explode and expand up to a set area before dissolving into primitive, raw Mana. 180% INT Damage. Knocks Target(s) Back 2 Cells. Range: Surrounding 5x5 Cell Square. Element: Neutral. 26 MP. (Mana Blast)

    + Res: Covers the target with a surge of regenerative Mana, immediately healing any minor wounds. 100% INT Healing. Range: Self or 3 Cells. Element: Holy. 6 MP.

    + GiRes: Covers the target and the surrounding area with a potent surge of regenerative Mana, immediately healing any major wounds. 140% INT Healing. Range: Self or 3 Cells - Adjacent Cells (Target). Element: Holy. 12 MP. (Res)

    + NaRes: Covers the target and an extensive area with an overwhelming surge of regenerative Mana, immediately healing the targeted body in its integrity. 180% INT Healing. Cures a Status Infliction. Range: Self or 3 Cells - Area of 2 Cells (Target). Element: Holy. 24 MP. (GiRes)


    + Syphon: Disrupts the flow of the Energy Cycle to cause internal damage to the target with Mana or Demon Energy coursing outwards it and homing into Phantom as new Mana or Spirit Energy for him to use. 40% Piercing INT Damage. Absorbs Damage as MP or SE. Range: 3 Cells. Element: Neutral. 0 MP.

    + Sector Syphon: Disrupts the flow of the Energy Cycle in the whole area to cause internal damage to opposition with Mana/Demon Energy coursing outwards them and collectively homing into Phantom as new Mana or Spirit Energy for him to use. 40% Piercing INT Damage. Absorbs Damage as MP or SE. Range: All Enemies. Element: Neutral. 6 MP. (Syphon)

    + Immaterial Shell: Forces a fraction of the living essence--the soul--out of the target to make it leak ethereal ectoplasm that is then conducted back into the body of the target with Mana, turning it temporally intangible. Bestows Intangible (Player Characters), Chance of Intangible (Enemy Characters). Range: 5 Cells. Element: Neutral. 12 MP.

    + Soul Extraction: Forces the whole living essence--the soul--out of the target to manifest it as a Ghost, forbidding entry to its mortal shell for a certain amount of time with a powerful glyph that is cast in succession. Bestows Soul Extract (Player Characters), Chance of Soul Extract (Enemy Characters). Range: 3 Cells. Element: Neutral. 18 MP.

    --- Crystal Shield: Immediately creates a glyph below the soul-less body of the target, creating myriad pale pink spheres that spiral around and curve to clash into space itself, forming a transparent, pearl-colored shield that absolutely minimizes all damage for a certain amount of time. Bestows Crystal Shield. Range: Set. Element: Neutral. 24 MP.


    R-Ability: None
    S-Ability:
    - Cycle Adept: "Charge Mana!" Act Command now Restores 10% Max MP.
    - Mana Augment Glyph: Phantom's Max MP is now 150% of its Base MP (Stat Boosts are applied after this S-Ability).
    X-Ability: Laser Fulmination: Phantom activates the Crystal Shield encasing his mortal body, Shadow, releasing a myriad immense and constant cyan, blue and purple lasers that form a widespread net around the area, unavoidable by the targets as long as it remains existing. 50% Piercing INT Damage. Chance of Blood Loss. Damage Persist for 3 Turns. Range: All Enemies. Element: Neutral.


    ~ Stats ~

    HP: 30
    MP: 40 (Perfect Augment Glyph x1.5)(Crystal Mana +5)
    ATK: 3
    DEF: 5
    INT: 7 (Grimoire of Phantasm +3)
    SPR: 5 (White Cape +2)
    Evasion: 5%
    Movement: 2 Cells (Spirit Caster Job +1)

    Skill Points: 1

    Espira --- 0% CP

    Qiris --- 0% CP

    Voltage --- 0% CP

    Eric --- 0% CP

    Dark --- 7% CP

    Ayana --- 0% CP

    Eroy --- 0% CP

    Eebit --- 11% CP

    Jonah --- 0% CP

    Kiera --- 0% CP

    Roymus --- 0% CP

    Pike --- 0% CP

    Jason --- 7% CP

    Mimring --- 5% CP

    Caleb --- 0% CP

    Ziolang --- 10% CP

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

    Name: Espira Xirro
    Gender: Female
    Age: 18
    Level: 3
    Next Level: 4/10
    Appearance:
    [​IMG]

    Profession: Trained Assassin: The one who claims this Profession is an expert in the arts of murder, effectively inflicting fatal blows when one least expects. [Equip: Knives / Daggers] [Basic Attack: Physical] [Sharp Strike]
    Weapon: Combat Knife: A sharp cutting edge that is particularly small for wielding efficiency and slashing precision, perfect to deal silent and fatal strikes.
    [+2 ATK / +3% Accuracy]
    Armor: Brand Outfit: A white, particularly new and comfortable battle outfit that excels in wearer agility. It is adapted to a more feminine body, and has various pockets where one can store her weapons.
    [+2 DEF / +5% Evasion]
    Accessory: Crystal Mana: A crystallized fragment of Mana chained to Espira's neck.
    [+5 MP]

    A-Ability: Tactical Murder

    + Fade Out: Utilizes the Mana around oneself to deviate light itself in order to conceal herself from opposition, making her have the upper hand in battles. Bestows Cloak for Infinite Turns until next Act Command. Can be Linked to Crucial Focus. Range: Self. Element: Neutral. 8 MP.

    + Crucial Focus: Analyzes opposition to discover their combat flaws and possible openings so that Espira can easily outmatch them by exposing their weaknesses with well-timed attacks. INT Becomes 0 and ATK is Increased by INT for 3 Turns. Compatible with Fade Out. Range: Self. Element: Neutral. [#Level] MP.

    + Espada Cuadrante: Performs a short, swift slash to open air with the current weapon causing four featureless swords with a rather strange blade to immediately fall down from nowhere to stab the ground surrounding Espira, only capable of being unstuck from it by her. Creates 4 Black Sword Cells [Denoted {s} / 10% Piercing ATK Damage if Spawned on Character / +10% Damage Output to Basic Attacks and Compatible Skills if on Surrounding Cells / Trigger Command: Shatter the Sword! / Fades upon Effect]. Range: Surrounding Diagonal Cells. Element: Neutral. 10 MP.

    --- Followed Strike: In a flash, Espira chains her previous technique with a generic attack of her own, the swords firmly stuck to the ground helping her to enhance the damage done by further slashing with as many swords are near her. Can Execute a Basic Attack. Range: Self. Element: Neutral. 4 MP.

    + Silent Slice, Gore Thrust: While being perfectly concealed from opposition, Espira performs a swift horizontal slash with her weapon aimed at the target's stomach, followed up with a lunge to impale the weapon directly in the wound, finishing with her gorily pulling it out of the target. Requires Cloak Status. 80% Piercing ATK Damage. High Chance of Blood Loss. Compatible with Black Sword Cell(s). Range: Adjacent Cell. Element: Neutral. 12 MP.

    + Unknown Chemical: With chemical ingredients of unknown origins, Espira can transform certain items that are supposed to be used beneficially in combat to highly dangerous artifacts usable by her or her allies, if any.

    --- Toxin Bomb: Taints a Potion by uncorking the flask and adding a single pill with unknown origins causing the regenerative liquid inside to sizzle and bubble as it is transformed into a highly powerful toxin that reacts violently when exposed to oxygen. Requires Potion. Creates Toxin Bomb x1 [High Chance of Toxin / 4 Cells - Surrounding Cells (Target)]. Range: Inventory. Element: Neutral. 8 MP.

    --- Syphon Grenade: Taints an Ether by uncorking the flask and adding a colorless powder with unknown origins causing the Mana-infused liquid inside to glow crimson red as it is transformed into a highly degenerating container that reacts violently when exposed to raw Mana. Requires Ether. Creates Syphon Grenade x1 [High Chance of Mana Leak / 4 Cells - Surrounding Cells (Target)]. Range: Inventory. Element: Neutral. 16 MP.

    --- Alma Crusher: Taints a Soul Tonic by uncorking the flask and adding corrupted ectoplasm with unknown origins from a small vial she produces causing the purifying ectoplasm inside to solidify into small, completely black spheres as it is transformed into a highly supernatural explosive that reacts violently when made contact with a soul. Requires Soul Tonic. Creates Alma Crusher x1 [Chance of Instant Death / 25% Max HP Piercing Damage if Target evades Effect / 2 Cells]. Range: Inventory. Element: Neutral. 32 MP.

    + Illusion Direction "Trinity Checkmate": Prepares to slash the target just before vanishing with a superhuman, invisible burst of speed, reappearing either above, behind or to the left and right of the target in an attempt to assault it with differently-angled attacks, Espira disappearing before she can successfully perform them so that the target has absolutely no chance to block or evade the inevitable strike. 33.33% Chance for Each Effect. Effect I [3 Hits / 100% ATK Damage (Each Hit) / Knocks Target Back 5 Cells]; Effect II [2 Hits / 140% ATK Damage (Both Hits) / Chance of Wound for Each Hit]; Effect III [180% ATK Damage / High Chance of Seize]. Sure Hit for Every Effect. Selectable Effects if Cloaked. Compatible with Black Sword Cell(s). Range: 3 Cells. Element: Neutral. 18 MP.

    + Repeat Blade "Cyclical Saber": Slashes in an extremely wide, horizontal motion at the target causing multiple phantom replicas of it that follow the exact angle, position and direction of the initial laceration to land right on the weapon, further damaging the open wound in a flash. 7 Hits. 140% ATK Damage (First Hit), 120% ATK Damage (Remaining Hits). Compatible with Black Sword Cell(s). Range: Fan-Shaped Area of 2 Cells. Element: Neutral. 24 MP.

    + Morph Blade "Nightmare Frenzy": Assaults the target with the weapon coated in a cursed aura for the blade to transform into diverse others with different size and shapes to adapt to the current slash being made in order to drastically enhance the damage done, leaving no room for defending. 5 Hits. 120% ATK Damage (First Hit), 140% ATK Damage (Second Hit), 50% Piercing ATK Damage (Third Hit), 160% ATK Damage (Fourth Hit), 180% ATK Damage (Final Hit). High Chance of Curse. Range: Adjacent Cell. Element: Neutral. 35 MP.

    + String Pulling "Kunai Confinement":

    + Bladed Arc "Obsidian Flurry": Transforms current weapon into an ornate, beautifully-crafted obsidian blade which Espira points upwards, fourteen more floating copies of the same weapon materializing in semicircular succession around her. Vanishing from view with superhuman speed, she reappears just in front the target to slash once with the original, held sword, quickly grasping another and delivering a consecutive slash, doing so until she has raptured the target with every obsidian blade in a deathly flurry. 15 Hits. 120% ATK Damage (Each Hit). Compatible with Black Sword Cell(s). Range: 5 Cells. Element: Neutral. 38 MP.

    --- Closing World "Black Chiasma": Points the original, adorned blade at the severely massacred target, all the other copies simultaneously rotating on their spot to aim at it from all directions, suddenly enclosing into it as a sharp obsidian prison that impales the helpless target before Espira herself dashes at it and delivers a finishing thrust through the heart. 14 Hits. 100% ATK Damage (Other Hits), 180% ATK Damage (Final Hit). Chance of Instant Death (Final Hit). Compatible with Black Sword Cell(s). Range: Set. Element: Neutral. 52 MP.

    A-Ability: Blood Performance *LOCKED*

    A-Ability: Graceful Massacre *LOCKED*

    A-Ability: Perpetual Slaughter *LOCKED*



    R-Ability: None
    S-Ability:
    - Critical Technique: Critical Hit Ratio is actively Increased by 25%.
    - Vein Pinpoint: Critical Hits automatically turn the Empty Cell the Target occupies into a Blood Cell. Successful infliction of a Wound Status will turn both the occupying Cell and a random Empty Cell Adjacent to the Target into Blood Cells. Successful infliction of a Blood Loss Status will turn the occupying Cell and all Empty Cells Adjacent to the Target into Blood Cells.
    X-Ability: Vault Fade "Jugular Slicer": Espira vanishes from view as she dashes at a target--any target--with superhuman, unseen velocity, reappearing just above the enemy in an upside-down position to swiftly deliver a slash to the target's jugular vein before disappearing, crimson tinting everywhere until the target inevitably bleeds to death... the first victim out of entire opposition. 100% Piercing ATK Damage. Extremely High Chance of Blood Loss. Range: All Enemies.


    ~Stats~

    HP: 30
    MP: 20 (Crystal Mana +5)
    ATK: 7 (Combat Knife +2)
    DEF: 4 (Brand Outfit +2)
    INT: 2
    SPR: 2
    Evasion: 5% (Brand Outfit +5%)
    Movement: 2 Cells (Trained Assassin Job +1)

    Skill Points: 0

    Shadow --- 0% CP

    Qiris --- 5% CP

    Voltage --- 3% CP

    Eric --- 7% CP

    Ayana --- 5% CP

    Eroy --- 3% CP

    Jonah --- 1% CP

    Kiera --- 1% CP

    Roymus --- 1% CP

    Pike --- 1% CP

    Caleb --- 3% CP

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

    Gold: 440

    Inventory: Potion x3, Ether x1, Skill Fragment x1, Kitchen Knife, Used Outfit.
     
  2. RE: Information ~ Profile Thread

    Name: Jonah Ashdown
    Gender: Male
    Age: 24
    Level: 4
    Next Level: 3/16
    Appearance: Jonah is a tall, nimbly built man with wispy silver hair, which he keeps at a fairly short length. His eyes are masked by a blindfold, as he cannot see. This does not hinder him, however, as he can still “see” the action around him (think Neo from the third Matrix movie). Jonah prefers to garb himself in a dark blue cloak, since it camouflages him with the night, and covers his distinctive hair with a hood. His nimble frame makes him quite agile and quick on his feet, but forces him to sacrifice power that those of heavier builds have.

    Profession: Nightstalker - The one who claims this profession moves with the grace of a shooting star, and the silence of the dead of night. [Immune Poison] [Equip: Katanas, Knives]
    Weapon: Combat Knife - A sharp cutting edge that is particularly small for wielding efficiency and slashing precision, perfect to deal silent and fatal strikes. [+2 ATK] [+3% Accuracy]
    Armor: Shadow Cloak - This strange cloak is almost completely black, with a smooth, velvety texture. When worn, the impossible-to-wrinkle fabric seems to move with a certain grace that makes it hard to perceive where the wearer is truly located. [+1 DEF] [+10% Evasion]
    Accessory: Sharpening Flint - A piece of flint designed to make give a weapon just the slightest edge in combat. [+1 ATK]

    A-Ability: Gloom Glissade

    + Poison Edge: Jonah sneaks in with his blade, slipping his opponent a quick dosage of the now poison-coated edge of his weapon. 100% ATK Damage. Chance of Poison. Range: 1 Cell. Element: Neutral. 6 MP

    + Blind Fury: Jonah’s pent up rage is released in the form of a devastating double slash to his opponent’s vital areas. 110% ATK Damage (First Hit) / 100% ATK Damage (Second Hit). Range: 1 Cell. Element: Neutral. 6 MP

    + Blind Fury II “Visionary Construe”: Jonah’s fury reaches a new high, and all of the pent up aggression is released in vital slashes that are truly not pulling any punches. The final strike is delivered to the eyes in an attempt to afflict the opponent with the same disability which Jonah carries himself. 130% ATK Damage (First Hit), 120% ATK Damage (Second Hit), 100% ATK Damage (Third Hit). Chance of Blind. Range: 1 Cell. Element: Neutral. 13 MP.

    + Night’s Blessing “Shadow Psychosis”: The essence of the night which has been stored up by Jonah in his many ventures throughout the black of night is released in physical form, damaging those who have the misfortune of surrounding him. 130% ATK Damage. Range: Cross Formation (all adjacent cells). Element: Dark. 9 MP.

    + Pressure Point: Jonah sneaks in, landing several blows to the vital points upon his opponent’s body in order to deal out powerful damage while lulling them off to a peaceful, but dreamless sleep. 110% ATK Damage (First Hit), 100% INT Damage (Second Hit). Chance of Sleep. Range: 1 Cell. Element: Neutral. 12 MP.

    R-Ability: None.
    S-Ability : In Plain Sight - Once per battle, Jonah’s evasion is boosted by 25% upon reaching less than 50% health. Passive S-Ability.
    X-Ability: “The Gift of Sight” - Jonah briefly removes his bandanna, allowing his opponent to see the true extent of the damage to his eyes. The sun now coming in contact with his sightless eyeballs, Jonah’s magical sight is heightened more than before, allowing for a more powerful attack upon his opponent. He dashes forward, taking his weapon, and planting it first in each shoulder of his adversary, before using them as a vault - he leaps a few feet in the air before plunging downwards with a powerful stab to the skull of his opponent. 100% ATK Damage (1st Hit), 200% Piercing ATK Damage (2nd Hit). Range: 4 Cells. Element: Neutral.

    ~Stats~

    HP: 30
    MP: 30
    ATK: 6 (Combat Knife +2)(Sharpening Flint +1)
    DEF: 4 (Shadow Cloak +1)
    INT: 2
    SPR: 4
    Evasion: 5% (Shadow Cloak +10%)
    MOVE: 2 Cells (Nightstalker Job +2)

    Skill Points: 1

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

    ~Combination~

    Dark: 7% CP
    Eric: 5% CP
    Frost: 3% CP
    Kiera: 5% CP
    Qiris: 7% CP
    Roymus: 9% CP
    Voltage: 8% CP

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

    ~Changelog~

    Last Updated: June 21, 2011 (11:25pm EST) - Updated stats/gold from level up (MP +10, ATK +1, Gold +300). Boosted Combination with Dark by 7%.

    ~Past Updates~
    May 31, 2011 (5:08pm EST) - Updated stats/gold from level up (DEF +1, SPR +1, HP +5, Gold +500), added Potion (x3) and Ether (x1) to Inventory, added 5% Combination to Roymus, Eric, Voltage, Kiera
    June 5, 2011 (7:55pm EST) - Updated stats/gold from level up (ATK +1, SPR +1, MP +5, Gold +300), equipped items from purchase (Combat Knife, Shadow Cloak, Gold = 240 remains). Unlocked Gloom Glissade - Blind Fury II “Visionary Construe”, Gloom Glissade - Pressure Point, and Gloom Glissade - Night’s Blessing “Shadow Psychosis”. Boosted Combination with Frost and Voltage by 3%. Boosted Combination with Roymus by 4%.
    June 15, 2011 (12:58am EST) - Updated Gold/EXP from battle with Qiris (EXP +7, Gold +300). Boosted Combination with Qiris by 7%.

    Name: “Eebit”
    Gender: Male
    Age: 20
    Level: 6
    Next Level: 4/16
    Appearance: Eebit is a fairly tall young man with an athletic build to him. His tan skin complements the “casual adventurer” look he sports. He has a “mop” of blonde hair, which he wears partially covering his left eye. The colours of his eyes are a deep, mysterious grey, which matches his enigmatic, almost spacey personality. He garbs himself rather casually for an alchemist, preferring comfort to appearance. This gives him the modest look of a weary traveler. Eebit also veils himself with a hood over his head – a deep purple colour.
    Profession: Alchemist: Those who are able to rearrange the structure of the molecules of an object using mana in order to form necessary items and other such necessities.
    Weapon: Brand Katanaxe: A brand-new Katanaxe, ready for usage. [+2 ATK]
    Armor: New Clothing: New clothes that are quite comfortable and have no other distinctive traits... I think. [+1 DEF / Soul Tonic - Transmutable]
    Accessory: Sprint Shoes: Shoes designed specially for those who are running around constantly. [+1 MOVE]

    A-Ability: Alchemy

    + Transmutation: Eebit manipulates the molecules of the air around him to form an item. Effect: Grants Eebit one SIMPLE item of his choice. Range: Self. 7 MP.

    + Terrain Manipulation: Eebit manipulates the molecules of the terrain in order to assault his enemies. 100% INT Damage. Range: 3 Cells. Element: Earth. 6 MP.

    + Equivalent Exchange: Eebit manipulates any molecules that may be in between him and an opponent so as to bond the pair of them. This "bond" forces either of them to take the same damage as the other. Range: 2 Cells. Inflicts Pain Share. Element: Neutral. 12 MP.

    + Putrefactio: Eebit invokes the power of Sol Niger in order to corrupt the abilities of one opponent. Range: 3 Cells. Bestows Curse. 13 MP.

    + Xanthosis: Eebit calls upon the power of the sun - the shedding of the lunar consciousness - in order to remove spiritual properties of the opponent. Range: 3 Cells. Temporarily removes Intangibility and Zombie. 16 MP. [LOCKED]

    + Aqua Vitae: Eebit transmutes the sacred water of life in order to call one fallen ally back from the grave. Element: Holy. Range: 2 Cells. Revives one ally with 25% Max HP. 16 MP [LOCKED]

    + Fixation: Eebit manipulates the molecules that make up his opponent in order to give his team the upper hand by bringing the opponent's actions to a screeching halt. Range: 2 Cells. High Chance of Stop. 15 MP. [LOCKED]

    + Terrain Manipulation II “Terraforming”: Eebit manipulates the molecular structure of the terrain around his opponents, attempting to use it to bind their limbs while assaulting them with small fragments of the terrain itself. 100% INT Damage. Chance of Immobilize OR Paralyze. Range: 3 Cells. Element: Earth. 10 MP. [LOCKED]

    + Miniature Sun: Something of a signature attack of Eebit’s, he transmutes a miniature orb of pure nuclear energy in his palm, and is able to expand this for multiple turns. Chargeable skill. Chargeable for a max of 3 turns. 2 MP.

    --- Solar Blitz: After creating this orb of energy and tending to its energy needs, Eebit is able to toss the orb to deal powerful damage to an opponent. The longer the orb has been charged for, the bigger the orb is, and subsequently deals more damage. 100% INT Damage (After One Turn), 120% INT Damage (After Two Turns), 140% INT Damage (After 3 Turns). Range: 3 Cells. Element: Fire. 6 MP.
    [LOCKED]


    R-Ability: Battle of Wits: When Eebit is attacked by an INT-based attack, he will counterattack for 100% INT Damage.
    S-Ability: Teleportation Cancel: When Eebit is in battle, enemy units with teleportation properties are unable to teleport. Active S-Ability.
    X-Ability: Black Hole: Eebit transmutes a miniature sun before feeding more and more energy to it, causing it to eventually cave in on itself and become a black hole, consuming all matter near it. 100% Piercing INT Damage. Range: All Enemies. Element: Neutral.

    ~Stats~

    HP: 30
    MP: 30
    ATK: 3 (Brand Katanaxe +2)
    DEF: 4 (New Clothing +1)
    INT: 9
    SPR: 6
    Evasion: 0%
    MOVE: 2 (Alchemist Job +1)(Sprint Shoes +1)

    Skill Points: 0

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

    ~Combination~

    Shadow/Phantom: 10% CP

    Nate: 10% CP

    Dark: 3% CP

    Ziolang: 0% CP

    crazE: 5% CP

    Jason: 0% CP

    Flimzy: 7% CP

    Leighton: 7% CP

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

    ~Changelog~

    Last Updated: June 5, 2011 (8:55pm EST) - Updated Gold, Inventory, EXP (Gold +150, Skill Fragment +1) from PvP battle. Added 5% CP to Shadow/Phantom.

    ~Past Updates~
    March 10, 2011 (12:19am EST) - Updated stats/gold from level up (DEF +1, INT +1, SPR +1, Gold +700), unlocked R-Ability - Battle of Wits, boosted Combination with crazE by 5%.
    March 12, 2011 (7:31pm EST) - Updated stats/gold from level up (HP +5, INT +1, SPR +1, Gold +500), unlocked Alchemy - Putrefactio, boosted Combination with Flimzy by 7%
    May 1, 2011 (8:21pm EST) - Updated stats/gold from level up (DEF +1, INT +1, SPR +1, Gold +500), unlocked Alchemy - Equivalent Exchange, boosted Combination with Nate by 5%
    May 31, 2011 (5:23pm EST) - Transferred Eebit to ZEJ SC from CoU SC.

    ~Inventory~

    Gold: 890

    Inventory:
    Potion (x3)
    Ether (x1)
    Skill Fragment (x1)
     
  3. RE: Information ~ Profile Thread

    Name: Caleb
    Gender: Male
    Age: 19
    Level: 2
    Next Level: 7/10
    Appearance: [​IMG]
    Profession: Support Mage [INT-Based BA]
    Weapon: Dusty Orb [+1 Int]
    Armor: White Robe [+1 Spr]
    Accessory: Small Gemstone [+5 MP]

    A-Ability: Assist Magic

    + Res: Covers the target with a surge of regenerative Mana, immediately healing any minor wounds. 100% INT Healing. Range: Self or 3 Cells. Element: Holy. 6 MP.

    + Binding Ring: Channels Mana and directs it at the target, forming three magical rings around it that quickly attempt to capture the target, preventing it from doing anything at all. Chance of Seize. Range: 3 Cells. Element: Neutral. 14 MP.

    + Regenerative Wave: Bestows Regeneration. Range: Fan-Shaped Area of 2 Cells. Element: Holy. 19 MP.

    + Costly Invigoration: Caleb casts a spell to heal his own or a nearby ally's MP at the cost of his HP. Recovers 10% Max MP. MP Recovered = Piercing Damage to HP. Range: Self or 3 cells. Element: Holy. 12 MP

    + Salvage: Caleb, squishy mage that he is, needs an ally or he'll most likely get killed. Revives a fallen ally with 25% Max HP. Range: Adjacent Cell. Element: Holy. 16 MP.

    + Arctic Wave: Caleb raises his orb up high, which releases a chilling wind that freezes anything in range. Chance of Freeze. Turns empty cells into Ice Cells [Denoted { } / 25% Chance of 3 Piercing Damage and ending Move Command / 25% Chance of Sliding ("Knock Back" Effects) / Turns into an Empty Cell upon usage of a Fire-Element BA or Skill on it / Fades in X Turns]. Range: 2-cell radius. Element: Ice. 26 MP.

    + Infernous Gale: Caleb goes through steps similar to Arctic Wave, but this time the orb releases a scorching wind that burns anything in range. Chance of Burn. Thaws Ice cells. Range: 2-Cell radius. Element: Fire. 14 MP.


    R-Ability: Painful Lesson: Every time Caleb takes damage, there is a 50% chance that his Evade may be raised by 5%.
    S-Ability: Auto-Enhancer Glyph: Grants a constant 10% INT and DEF boost.
    X-Ability: Mana Nova -Convergence- 100% Piercing INT Damage. Absorbs Damage as MP. Range: All Enemies. Element: Neutral.

    ~ Stats ~

    HP: 20
    MP: 30 [Small Gemstone +5]
    ATK: 2
    DEF: 2
    INT: 5 [Dusty Orb +1]
    SPR: 3 [White Robe +1]
    Evade: 0%
    MOVE: 2 Cells (Support Esper Job +0)

    Skill Points: 1

    Combination Points
    Roymus- 20%
    Frost - 7%


    Name: Mercury
    Gender: Male
    Age: Unknown
    Level: 1
    Next Level: 3/10
    Appearance: [​IMG]
    Profession: Adamantine Firedrake [Immune Burn] [Airborne Switch]
    Weapon: Claws [Level-Up] [+1 Atk]
    Armor: Scales [Level-Up] [+1 Def]
    Accessory: Mithril Amulet: A mysterious amulet created by Mercury himself, filled with stored energy. [+5 MP]

    A-Ability: Manipulation of Metals

    + Steel Switchblade: Mercury coats his claws with steel, making the cutting edge all the more sharp and the claws harder. 120% Atk damage. Chance of Wound. Range: Adjacent Cell. Element: Neutral. 8 MP.

    + Reinforce: Mercury gathers the metal in the surrounding area and bolsters his scales with it. Increases Def and Spr by 20%. Range: Self. Element: Neutral. 16 MP.

    + Electrum Needle: Mercury gathers the trace amounts of silver and gold in the ground and combines them, then sends the metal at the opponent in the form of needles that fly through the air to strike at the foe. 50% Piercing Atk damage. Range: 5 cells. Element: Neutral. 13 MP.


    A-Ability: Creation of Metal

    + Iron Shield: Mercury creates a heavy iron shield that offers extra protection. He can use it to protect himself or give it to a nearby ally(in a surrounding cell). Gives the holder a 20% Def and Spr boost but reduces Move by 1 due to its sheer weight unless held by Mercury. Once given, it may not change holders. The shield disintegrates when either Mercury or the holder dies. Only one Iron Shield may be in existence at a time. Range: Self or surrounding Cell. Element: Neutral. 18 MP.

    + Broadsword: Mercury creates a large broadsword that offers extra damage. He may wield it himself or give it to an ally in a surrounding cell. Gives the holder a 10% Atk boost and a 5% boost in Crit Rate, but reduces Acc by 10% unless held by Mercury due to its sheer weight. Gives BA of the holder Chance of Wound. Once given, it may not change holders. The sword disintegrates when either the holder or Mercury is killed. Only one Broadsword may be in existence at a time. Range: Self or surrounding cell. Element: Neutral. 18 MP.

    + Mithril Amulet: A special creation of Mercury's. He can wear this himself or toss it to an ally within a two-cell radius. The amulet gives the holder the Regen and Mana Regen status, but breaks upon the holder being hit by a critical hit or a skill with an element the holder is weak against. It also breaks if either Mercury or the holder is killed. Once given, it may not change holders. Only one Mithril Amulet may be in existence at a time. Range: Self or ally within two-cell radius. Element: Neutral. 48 MP.

    + Spiked Armor: Mercury creates a suit of spiked armor fitted for a humanoid ally. He may not wear this himself as it doesn't fit, but he can give it to a HUMANOID ally in a surrounding cell. The suit of armor offers a 10% boost in Def and Spr and also deals 10% Max HP damage to an attacker in an adjacent cell. Once given, it may not change holders. The suit of armor disintegrates when either the holder or Mercury is killed. Only one Spiked Armor may be in existence at one time. Range: Surrounding Cell. Element: Neutral. ? MP.

    + Metal Spike: Creates a Metal Spike cell(as in like the ones in Iron Lair). Range: Adjacent Cell. Element: Neutral. 16 MP.

    + Steel Jaw Trap: Creates a steel jaw trap(Designated {t}) in a cell akin to the ones hunters use to trap wild animals. The trap, when stepped on, snaps shut and deals 10% Max HP damage to the character- be it ally or enemy- who is unwise enough to step on the trap. The steel jaw trap then disintegrates. Airborne and Intangible foes are not affected and do not set off the trap. Only one Steel Jaw Trap may be in existence at a time, and it may not be moved. Range: Adjacent Cell. Element: Neutral. 26 MP.

    + Entanglement: Chains burst out of the ground, ensnaring the foe that happens to be there and hindering or even stopping their movement. Chance of Seize. If Seize fails, chance of Slow. Intangible foes are not affected. Range: Infinite. Element: Neutral. 30 MP.


    R-Ability: Spiked armor: If Mercury is hit from a surrounding cell, the metal in his scales forms into very sharp spikes to strike in retaliation with 100% Atk damage.
    S-Ability: Iron Guard: Bestows Protect Status for 3 Turns upon activation. Passive.
    Metal Coating: Mercury completely covers himself in metals extracted from the ground, leaving only eyes and notrils uncovered. Grants Invincible status while lowering MOVE to 2 for two turns upon activation.
    X-Ability: Mithril Javelin: Mercury manipulates the mithril in his scales and sends it into the ground, only to have it burst out of the ground and impale the enemy, as well as sending it flying. 150% Piercing Atk Damage. Knockback 2 cells in random direction. Chance of Blood Loss. Range: Infinite. Element: Neutral.

    ~ Stats ~

    HP: 25
    MP: 15
    ATK: 4 [Claws +1]
    DEF: 3 [Scales +1]
    INT: 2
    SPR: 2
    Evasion: 5%
    MOVE: 2 Cells (Adamantine Firedrake Job +2)

    Combination
    Anya- 5%

    -----------------------------
    Name: Jason "Kuda" Shaver
    Gender: Male
    Age: 19
    Level: 4
    Next Level: 5/10
    Appearance: Jase is tall and relatively skinny, with jet-black hair that is several inches longer than he likes it, and bright emerald eyes. He wears a pair of faded black jeans and a black t-shirt with cobalt blue ring on each sleeve and the collar. He also wears a pentagram necklace, though it is rarely seen as it is hidden inside his shirt.
    Profession: Shapeshifter [Form Skills] [Dracomancy] [Auto-Warp (1 MP)]
    Weapon: Composite Bow: An improved version of a Normal Bow, allowing slightly more power to the shot. (+1 ATK) [Range: 3 Cells]
    Armor: Better Normal Clothes: Better... normal... clothes. Yeah... (+2 Def)
    Accessory: Dagger with silver-steel alloy blade [+1 Atk]

    A-Ability: Shapeshifting

    + Wolf Form: [MOVE +1] [Evasion 5%] 0 MP.
    -- Fang Slash: Jase slashes at his opponent with his fangs... Duh. 120% Atk damage. Range: Adjacent Cell. Element: Neutral. 6 MP.
    -- Trip: Jase lunges forward, using his forelegs to trip his opponent. 100% Atk damage. Chance of immobilize. Range: 2 cells. Element: Neutral. 8 MP.

    + Cobra Form [MOVE -1] [Basic Attack with Chance of Poison] 0 MP.
    -- Serpent Strike: Jase lunges faster than the eye can see and bites the opponent. 60% Atk damage, Piercing. Chance of Poison. Range: Adjacent Cell. Element: Neutral. 8 MP.
    -- Venom Shot: High chance of Blind. Range: 3 cells. Element: Neutral. 14 MP.

    + Darkwing Firedrake Form [Immune Burn] [Airborne Switch] [MOVE: 4] [Evade: 5%] 0 MP
    -- Tail Slash: Jason slashes the foe with the blades on his tail. 110% Atk Damage. Range: 2 Cells. Element: Neutral. 6 MP.
    -- Darkwing Dragonfire: A stream of blue-white fire. Chance of Burn. 120% Int Damage. Range: Straight line. Element: Fire. 12 MP.

    + Chimaera Form [Move 0] [Evade 10%] 0 MP
    -- Triple Strike: Three heads are better than one! Attacks three times. 3 Hits. 120% INT Damage (First Hit). 120% ATK Damage (Second Hit). 140% ATK Damage. (Third Hit). First Hit, Chance of Burn. Second Hit, Chance of Wound. Third Hit, Pushed Back Target 3 Cells. Range: Straight Line, Adjacent Cell, Adjacent Cell. Element: Fire/Neutral/Neutral. 19 MP.
    -- Untimely Quarrelling: ... Maybe three heads aren't so great, after all... Inflicts Frustration on self, chance of confusion on enemies. Range: Self and all enemies. Element: Neutral. 16 MP.

    + Hybrid Form: [Has all tags and skills of any two unlocked forms] 0 MP


    A-Ability: Dracomancy

    + Through a Dragon's Eyes: +5% Evade and Crit Rate for three turns after use, does not stack. Range: Self. Element: Neutral. 14 MP.
    + Energy of the Ancient World: Jason draws on the generations-old energy of his dragon Familiar Mimring, using it temporarily for his own ends. +10% Atk and Int and bestows Mana Regen status for three turns after use, does not stack. Range: Self. Element: Neutral. 16 MP.
    + Fortitude of Ages Past: +10% Def and Spr for three turns after use, does not stack. 10% Max HP healing. Range: Self. Element: Neutral. 17 MP.
    + Reveling in the Winds of Old: +2 Move for three turns after use, does not stack. Range: Self. Element: Neutral. 16 MP.
    + Empowered by the Flames: Range of basic attack is extended by two cells for three turns after use, does not stack. Range: Self. Element: Neutral. 8 MP.
    + The Firedrake's Protection: Bestows [Resist Fire] and [Immune Burn]. Range: Self. Element: Neutral. 15 MP.
    + Imbued with Fire: Int-based attacks have Chance of Burn for three turns after use. Range: Self. Element: Neutral. 6 MP.
    + Dragon's Spirit ~ Fell Swoop: Jason calls upon the spirit of a dragon, which swoops down on the enemy from behind. 150% Atk damage. Knockback of 2 cells(towards Jason- always stops one cell away). Range: 3 cells. Element: Neutral. 13 MP.
    -- Reflex Strike: Jason takes the opportunity created by the opponent's stumbling towards him, and follows up with a vicious stab to the stomach. 140% Atk damage. Chance of Wound. Range: Set. Element: Neutral. 10 MP.
    + Ethereal Guardian ~ Fire Vortex: Jason summons a mighty ethereal dragon, who then proceeds to choose its target and unleashes a swirling vortex of flames upon it before flying off again. 150% Int damage. Chance of Burn. Range: One random enemy and surrounding cells(Jason cannot control which enemy is targeted). Element: Fire. 21 MP.
    + Dragon's Call ~ Savage Flight: Jason summons a small flight of dragons to attack his foes, with there being a small chance that one may carry off its target. Low chance of Oblivion to ONE random target. 140% Atk damage. Range: Three random enemies(Jason cannot control which enemies are targeted). Element: Neutral. 54 MP.


    A-Ability: "Godmod":

    + Curse of Ganso: Jason rages because of Ganso and disappears in a supposed ragequit just to immediately reappear behind the enemy and send a plethora of mental spites and curses to the enemy which surprisingly work. High chance of Curse. Jason appears in Adjacent Cell of Target. Range: Infinite. Element: Neutral. 36 MP.
    + Meteor DXi: Jason's Nintendo DSi subsequently disconnects and, adding to his frustration, he leaps to the skies and forcefully launches the device to the ground that causes it to rapidly accelerate and catch on fire like a meteor, hitting the target and exploding into a storm of DSi parts and flames. 180% ATK Damage. Chance of Severe Burn for Target, Chance of Burn for 3x3 Cell Square. Requires Frustration. Range: Infinite - 3x3 Cell Area. Element: Fire. 35 MP.
    + Kudamon Ninja Ultimatum: Jason is epically ninja'd, and adding to his frustration, he unleashes a myriad of attacks according to all his transformations followed by tag-team ninjas that phase into existence before they dash and endlessly slash opposition to death. 180% ATK Damage. Requires Frustration. Chance of Instant Death. Range: All Enemies. Element: Neutral. 48 MP.
    + gtfo my maid: Jason summons his maid to continuously slap the target to distract it so he can teleport behind the target as a Darkwing Firedrake and blast him in a fiery inferno as the maid vanishes. 2 Hits. 100% Piercing ATK Damage (First Hit). 220% INT Damage (Second Hit). Chance of Instant Death for Second Hit, then Severe Burn, then Burn. Range: Infinite. Element: Fire. 62 MP.
    + Telepunch: Takes both Move and Act commands. Jason appears in cell adjacent to target. Requires Jason to be in Human form. 100% piercing Atk damage. Sure Hit. Range: Infinite. Element: Neutral. 27 MP.

    R-Ability: Energy Conserve: When Jase takes more than 20% Max HP damage in one phase, he automatically reverts to human form if he is shifted, or wolf if he is not.

    S-Ability: Animal instinct: When Jase has less than 25% HP left, the animal mind takes over. Atk is doubled but Def is halved.
    Call Mimring: Jason calls Mimring into the battle.
    New Hide: Shapeshifters heal naturally whenever they shift. Likewise, Jason heals 10% Max HP whenever he shifts into another form.
    X-Ability: Drakine Familiar: Jase uses his Dracomancy to summon Mimring, who breathes black fire at anything in his path. 200% piercing Int damage. Chance of Burn. Range: Straight line. Element: Fire.

    HP: 25
    MP: 25
    ATK: 5 (Composite Bow +2)(Dagger +1)
    DEF: 4 (Better Normal Clothes +2)
    INT: 6
    SPR: 3
    Evade: 3%
    MOVE: 2 (Shapeshifter Job +0)

    Skill Points: 0

    Combo Points:
    Nate: 5%
    Shadow/Phantom: 10%
    Eebit: 5%

    Name: Mimring
    Gender: Male
    Age: 27
    Level: 3
    Next Level: 5/10
    Appearance: At about 35 feet long with a 38-foot wingspan, Mimring has brilliantly metallic golden copper scales with darker copper plates along his neck, back, tail, wings, and limbs. Two swept-back ivory horns decorate his crested head, which sports a beaklike snout with a very sharp but small nose horn. Just below his horns ar his ears and two colorful red-and-green fans, which flare open as a warning when Mimring is angry. His eyes are sharp and almost the exact same shade of green as Jason's, and his underbelly and wing membranes are a light golden bronze. His front legs are armed with two long blades at the joints, and three ivory claws. His back legs are very similar, but instead sport just one blade. From the plates on his back grow long, thin spines, tipped with black, until halfway down the tail, the tip of which is armed with a wicked blade. This blade is silver-black and very light, though sturdy and difficult to break.
    Profession: Plated Firedrake: A fast, armored type of dragon. [Immune Burn] [Airborne Switch] [Auto-Warp]
    Weapon: Rusty Reinforced Blade [Level Up] [+2 Atk] [Knockback 1 Cell]
    Armor: Scale [Level Up] [+2 Def]
    Accessory: Mercury's Amulet [+1 Atk]

    A-Ability: Spectrum Firebreath: Mimring's fire has different effects depending on color.

    + Dragonfire: Plain dragonfire, no gimmicks attatched. Well, except for the fact that it's fire. Chance of Burn, 100% Int damage. Range: Straight line. Element: Fire. 10 DE.
    + Spectrum Sign - White Fire: A stream of pure white fire, healing any ally in its path. 100% Int Healing. Range: Straight line. Element: Fire. 8 DE.
    + Spectrum Sign - Blue Fire: A dazzling stream of sapphire flames that freeze rather than burn. 100% Int damage. Chance of Freeze. Range: Straight Line. Element: Ice. 13 DE.
    + Spectrum Sign - Green Fire: A torrent of verdant fire that destroys any blockade that would otherwise hinder it. Destroys barriers and removes Protect, Shell, and Invincible status. Range: Straight Line. Element: Fire. 16 DE.
    + Spectrum Sign - Yellow Fire: 100% Int Healing, MP or DE. Range: Straight Line. Element: Fire. 16 DE.
    + Demonic Inferno - Dark Red Fire: A jet of bloodred inferno that burns hotter and is more destructive. 150% Int damage. High chance of Burn. Range: Straight Line. Element: Fire. 16 DE.
    + Crystal Flame - Silver Fire: Removes minor negative status effects Range: Straight Line. Element: Fire. 12 DE.
    + Crystal Flame - Golden Fire: Revives a fallen ally with 20% max HP. Range: Straight Line. Element: Fire. 24 DE.
    + Morbid Flame - Violet Fire: 120% Int Damage. Chance of Poison. Range: Straight Line. Element: Fire. 12 DE.
    + Morbid Flame - Gray Fire: Chance of Petrify for three turns. Range: Straigh Line. Element: Fire. 24 DE.
    + Primal Flame - Black Fire: 200% Int damage. High chance of Severe Burn. Range: Straight Line. Element: Fire. 25 DE.



    A-Ability: Electromancy

    + Voltage Sign - Thunder Burst: 220% Int damage. Chance of Paralyze. Range: 2-Cell radius. Element: Thunder. 21 DE.
    + Storm Sign - Lightning Fork: 100% piercing Int damage. Chance of Seize. Range: Straight Line. Element: Thunder. 23 DE.

    + Storm Sign - Voltage Cross: Mimring gathers his electrical energy and releases it in a large burst, hitting anything surrounding him as well as firing lines of lightning in front, behind, and on either side of him. 250% Int Damage. High chance of paralyze for anyone caught in the 2-cell radius, chance of paralyze and low chance of blood loss for anyone hit by the lines of lightning. Range: 2-Cell radius and straight line on all sides. Element: Thunder. 46 DE
    + Voltage Sign - Internal Shockwave: Mimring carefully isolates the electrical signal the target's heartbeat gives off, then builds it up, eventually using it to electrocute the opponent's heart. 60% Piercing Int damage. Chance of Instant Death. Range: Infinite. Element: Thunder. 30 DE
    + Storm Sign - Thunderflash: High chance of Blind. Range: All. Element: Thunder. 24 DE.
    + Thunderclaw: 220% Atk damage. Chance of Wound. Range: Adjacent cell. Element: Thunder. 18 DE.
    + Light Form ~ Photon Dragon: Mimring electrizes the atoms in his body in order to become light. Bestows Cloaked and Invincible status for three turns or until one status is removed. Mimring is unable to use his basic attack or Atk-based skills while this is in effect. Range: Self. Element: Thunder. 56 DE.
    + Thunder's Fury - Raging Storm: With a mighty roar to the heavens above, Mimring summons a raging thunderstorm to strike down his foes. Chance of Seize. Airborne foes take double damage. 200% Int damage. Range: All Enemies. Element: Thunder. 48 DE.


    A-Ability: Firestorm

    + Dragon's Primal Comet: Mimring is engulfed in black flames and flies up, only to dive-bomb the target at full speed. Chance of Severe Burn. Mimring appears in cell adjacent to target. 270% Atk damage. Range: Infinite. Element: Fire. 59 DE.
    -- Whirling Gash: Mimring pivots as soon as he lands, striking at the foe with the blade on his tail while they are still recovering from the initial strike. Chance of Wound. Knockback 2 cells. 230% Atk damage. Range: Set. Element: Neutral. 23 DE.
    + Napalm Shot: Mimring shoots out a burst of fire at the target, which explodes on impact and hits anyone nearby. High chance of Severe Burn for target, high chance of burn and knockback 2 cells(from target) for anyone in blast radius. 290% Int damage to target, 240% Int damage to anyone in blast radius. Range: 5 cells and 2-cell radius from target. Element: Fire. 59 DE.

    + Crimson Flare - Demonic Blaze: As Mimring's eyes glow, their pupils becoming slits, it heralds the emergence of the demon's bloodlust within him. Even as his very appearance seems to darken, dark crimson flames seem to erupt from his scales, exploding outward in a whirling, chaotic hurricane of the demonic blaze and hitting anyone remotely near. Chance of Severe Burn. Chance of Instant Death. 320% Int damage. Range: 3-Cell radius. Element: Fire. 78 DE.

    R-Ability: Static Charge: When Mimring is attacked from an adjacent cell, he retaliates for 100% Int damage. Chance of Paralyze.
    S-Ability: Call Jason: Mimring can use his link with Jason to call him into the battle.
    Self Serve: A dead healer is useful to nobody. Mimring's Spectrum Firebreath skills change range to "Self or Straight Line".
    X-Ability: Demon Form: Mimring goes into his Demon form, doubling his Atk and Int and halving DE Costs for 3 Turns.

    ~Stats~

    HP: 25
    DE: 25
    ATK: 4 (Mercury's Amulet +1) (Rusty Reinforced Blade +2)
    DEF: 2 (Scales +2)
    INT: 5 (Rusty Reinforced Blade +1)
    SPR: 4 (Scales +1)
    Evasion: 5%
    MOVE: 2 Cells (Plated Firedrake +2)

    Skill Points: 0

    Combo Points:
    Jason: 8%
    [hr]
    Inventory
    Ether x1

    950 G
     
  4. RE: Information ~ Profile Thread

    Name: Kiera "Pyra" Kenshu
    Gender: Female
    Age: 18
    Level: 2
    Next Level: 8/10
    Appearance:
    [​IMG]
    Profession: Flame Manipulator- Kiera can manipulate fire. Unfortunately, that only means she is unable to create it without the use of matches/torches/etc. (Flame Manipulator- Flame Warrior - Darkfire Warrior - Darkfire Master) [Immune Burn]
    Weapon: Fire Bands- Kiera has cloth bands which were firmented in flammable liquids. They light when friction is made at the ends (which is thicker to weigh the cloths down) and can't be put out with water. [+1 INT]
    Armor: Thin Plates- Kiera has small, flexible metal plates sewn into her clothing on her belly, back, shoes, and right arm sleeve. [+1 DEF]
    Accessory: Fire Spirit Amulet- Kiera holds a small amulet containing a "Fire Spirit" which helps her use her fire abilities longer. [+5 MP]

    A-Ability: Dancing Fire
    + Fire Start- Kiera pulls out two of her bands and lights them on fire. Must be used before using any other attack. 2 Fire Band creation. Use: 3 times

    ---Haste Strike- Kiera blasts away the opponent with a powerful kick in an effort to create some room. 100% ATK Damage. Knockback 3 cells. Range: Adjacent Cell. Element: Neutral. 7 MP

    + Blaze Whip- Kiera uses her bands like whips. 120% ATK Damage for each fire band. Chance of Burn. Range: 3 cells. Element: Fire. 10 MP. (8 MP)

    + Flame Barrier- Kiera lights one of her bands completely on fire and make it hover around a person in a swirl to block off attacks. Required amount of fire bands: 1. 20% decreased INT damage from enemies. Burn infliction if attacked with ATK-based attacks. Range: One cell (including self). Element: Fire. 8 MP. (6 MP)

    + Fire Strangle- Kiera wraps her bands around the opponent, constricting the opponent in a blazing coccoon. 130% INT Damage. Chance of Immobilize. Chance of Burn. Required amount of fire bands: 1. Range: 3 cells. Element: Fire. 14 MP (11 MP)

    + Napalm Whip- Kiera whips the opponent while also splaying the fire all over the ground. 120% INT Damage. Turns cells between Kiera and the opponent into Fire Cells (Burn affliction when landed on or cell is passed over) for 3 turns. Required amount of fire bands: 1. Range: 3 cells in a straight line. Element: Fire. 11 MP (8 MP)

    + Fire Skill: Dancing Snake- Kiera's bands form together in the shape of a blazing snake and strikes the opponent twice before finally launching itself at the opponent and explodes. 100% INT Damage for first two strikes, 150% INT Damage on third strike. Burn. Required amount of fire bands: 4. Range: 3 cells. Element: Fire. 15 MP (11 MP)

    + Blaze Ring- Kiera has a band levitate around herself in a firy halo as she adds a mystical additive to the fire, which oddly heals wounds. Bestows Regeneration. Required amount of fire bands: 1. Can be linked to Flame Barrier. Range: Self. Element: Fire. 10 MP (8 MP)

    + Intensify- Kiera creates a more severe burn for any enemy nearby. 120% INT Damage. Move can only be performed if opponent(s) is afflicted with Burn. Burn affliction is switched to Severe Burn. Range: all enemies in surrounding 5x5 square cell. Element: Fire. 21 MP

    + Close Quarters- Kiera wraps her fire bands around her fists while they are set ablaze. Required amount of bands: 2.

    --- Blazing Twin-Strike- Kiera strikes the opponent twice with raging fists of fire. 130% ATK Damage for both strikes. Burn. Range: Adjacent Cell. Element: Fire. 12 MP (9 MP)

    --- Blazing Palm Strike- Kiera strikes the opponent in the chest with both of her palms, sending the enemy reeling in a firy burst. 100% INT Damage. Knockback 2 cells and chance of Burn. Range: Adjacent Cell. Element: Fire. 8 MP (6 MP)

    --- Fire Blast- Kiera resumes a reclusive stance, concentrating all of her power into her hands. As condensed fire is poured into the space between her two palms, she launches the fireball in a large blast of fire. 140% INT Damage. Chance of Severe Burn. Range: 3 cells. 15 MP (11 MP)

    + Fire Skill: Blazing Squid- Kiera uses her bands like tendrils and spins them around in a blazing circle. 130% INT Damage + 10% INT Damage per person in range. Chance of Burn. Required amount of fire bands: 6. Range: Surrounding 5x5 cell square. Element: Fire. [17 + (3 + #Persons] x75% (S-Ability) MP.


    A-Ability: Dragon Dance
    + Dragon Sphere- Kiera adds a mystical additive to two fire bands and has them swirl around her, creating a spherical shield. Bestows Regeneration and Mana Regeneration until attacked. Fire attacks are halved, normal attacks are reduced by 10%. Required amount of bands: 2 Range: Self. Element: Fire. 21 MP (16 MP)

    + Dragon Strike- Kiera adds a mystical additive to her fire bands, then strikes the opponent with the multi-colored fire. 140% INT Damage for each fire band. Chance of Severe Burn. Range: 4 cells. Element: Fire. [7 + (9 x #Bands)] x75% (S-Ability) MP.

    + Incinerate- Kiera burns any items the opponent is carrying. 100% INT Damage. Opponent's held basic healing items are taken out of play. Required amount of fire bands: 1. Range: One enemy. Element: Fire. 24 MP (18 MP)

    + Fire Skill: Blazing Typhoon- Kiera unleashes her bands around the enemy, the bands swirling around the opponent slowly. Kiera smiles as the bands increase in speed dramatically. The speed builds up until the wind catches in the swirling bands, creating a huge tornado. The bands, now used up, release the fire they held into the tornado, creating a blazing vortex. 220% INT Damage to afflicted, 160% INT Damage to surrounding 5x5 cell square. Severe Burn. Required amount of fire bands: 8. Range: 4 cells. Element: Fire. 37 MP (28 MP)

    + Rip Down- Kiera rips the opponent out of the sky with her fire bands. Nulls Airborne on Afflicted. Required amount of Fire Bands: 1 Range: 3 cells. Element: Fire. 6 MP (5 MP).

    + Fire Skill: Dragon Blast- Kiera uses her bands to form wings and also having the bands form the head of a dragon. She launches herself into the air using her makeshift wings. The Dragonhead stares down at the field, opening its mouth. Then, with one blow, the dragonhead sends a huge blast of fire down the field. 160% INT Damage. Chance of Severe Burn. Required amount of fire bands: 10. Range: three rows/columns on the field that are next to each other; Kiera must be on one of the rows/columns. Element: Fire. 39 MP (29 MP)

    + Fire Skill: Heaven's Fury- Kiera ties her bands to her clothing, whereas the bands wrap themselves to form wings that of an angel. With her new wings, Kiera launches herself into the heavens. As soon as people doubt of Kiera's return, several fireballs rain down from the sky onto the battlefield. Removed from Battlefield during first turn, 160% INT Damage during second turn. Severe Burn. Required amount of fire bands: 10. Range: All enemies. Element: Fire. 38 MP (29 MP)

    --- Blazing Judgement- Kiera appears from the sky in a blazing cylinder. She targets an enemy on the ground, sending the cylindric inferno into the enemy while retreating back to her previous position, landing softly. 140% INT Damage. High Critical Hit ratio. Range: one enemy. Element: Fire. 18 MP.


    A-Ability: Shadow Dance
    + Shadow Start- Kiera lights two Dark Bands on fire. Must be used before using any attack requiring Dark Bands. 2 Dark Band creation. Use: 3 times.

    + Shade Strike- Kiera strikes the opponent using her Dark Bands. 130% INT Damage for each Dark Band. Chance of Mana Leak. Range: 3 cells. Element: Dark. [6 + (7 x #Bands)] MP.

    + Curse Fire- Kiera wraps one of her Dark Bands (which are on fire) around the enemy. 100% INT Damage. Curse. Range: 3 cells. Element: Dark. 11 MP

    + Dispell- Kiera makes one of her dark bands swirl around her in an elemental shield. INT-based attacks are cut in half until attacked. Required amount of Dark Bands: 1. Range: Self. Element: Dark. 8 MP

    + Shadow Skill: Darkfire Blitz- Kiera ties four bands together to create an extra-thick rope while lighting it on fire. When the rope is encased with black fire, Kiera slams the thick rope into the enemy, which blasts into a firy explosion. 150% INT Damage. Chance of doing same damage toward opponent's MP. Required amount of Dark Bands: 3. Range: 4 cells. Element: Dark. 14 MP

    + Shadow Skill: Soul Purge- Kiera wraps her Dark Bands around the enemy and increases the dark inferno. 130% INT Damage against opponent's HP AND MP. Mana Leak. Required amount of Dark Bands: 4. Range: 3 cells. Element: Dark. 16 MP

    + Shadow Skill: Merciless Scorch- Kiera, wielding her Dark Bands, whips the bands around the opponent. She pulls the opponent forward, performing an aerial flip over the opponent. While in midair, Kiera uses the momentum of her flip to launch the opponent in the air. Kiera lands on the ground while lighting her end of the Dark Bands. Then, with one movement, Kiear launches the darkfire up the bands and blasting into the opponent. 150% INT Damage. Mana Leak. Required amount of Dark Bands: 2. Range: 3 cells. Kiera and the opponent exchange cells. Element: Dark. 17 MP

    + Shadow Skill: Deathly Inferno- Kiera has her bands take the form of a burning skull. The skull, encase in Dark Fire, searches for an enemy. Once the skull locks on, it launches itself at the opponent, opening its mouth and "swallowing" the enemy. Once that happens, the skull's fire is intensified, burning the opponent inside alive. 160% INT Damage. Chance of Curse. Required amount of Dark Bands: 8. Range: 5 cells. Element: Dark. 19 MP


    R-Ability: none.
    S-Ability: Fire-Band Conserve: Skills that "Require X Fire Bands" have their MP Costs decreased by 25%.
    X-Ability:Blazing Ultimatum: Kiera wraps her fire bands around the enemy and increases the fire on them into an intense inferno. 200% Piercing INT Damage. Severe Burn. Range: 4 cells. Element: Fire

    ~ Stats ~

    HP: 25
    MP: 20 (Fire Spirit Amulet +5)
    ATK: 4
    DEF: 2 (Thin Plates +1)
    INT: 4 (Fire Bands +1)
    SPR: 3
    Evasion: 3%
    MOVE: 2 Cells (Flame Manipulator Job +1)

    Skill points: 0

    ~Combination~
    Eric --- 15%
    Jonah --- 5%
    Pike --- 0%
    Voltage --- 0%
    Roymus --- 10%
    Eroy --- 0%
    Caleb --- 0%

    Inventory:
    Potion x3
    Ether x1
    800 gold
     
  5. RE: Information ~ Profile Thread

    Told you I would.

    Name: Ayana Kenjashei Numei
    Gender: F
    Age: "26" (actually 373)
    Level: Level 2
    Next Level: 3/10
    Appearance: (direct copypasta from NitR) Ayana, while appearing 26 and human, is actually a Youkai. She sports long white hair, around the same length at Kaguya Houraisan's, give or take a few inches, a knee-length black skirt and black leggings. Closer inspection reveals her to have stark bright yellow eyes and a long lightning tattoo down each bicep. On her person is usually a quite useless lightning spellbook which she does not actually need, two bracelets that are white in color, one on each wrist, and a necklace with the Japanese character that means lightning emblazoned on it.
    Profession: Raiju Youkai: The one who claims this profession is a youkai of lightning, and as such has resistances to her own element. [Immune Thunder-Based Paralyze]
    Job Line: Raiju Youkai -> Thunderous Adept -> Lightning Spell Expert -> Master Raijin
    Weapon: Ayana's Basic Bracelets: Her basic Thunder-elemental spell bracelets. [INT-Based Thunder BA] [+1 INT]
    Armor: Ayana's Black Contrasting Clothing: Her basic clothes. [+1 SPR]
    Accessory: Raijin Locket: Her necklace, has the Japanese character for "lightning" embossed into it and filled with silver. [+5 MP]

    A-Ability: Avatar of Raijin

    + Thunder Sign "Outward Electrocution":
    Ayana taps the character on her necklace, releasing up to 35 stationary small orbs of lightning all around her in what seems to be the pattern of a small cloud, which the detach from their stationary positions and rocket out at varying speeds. Overall, this Spell Card does a moderately high amount of damage but can be avoided with a moderate amount of effort. 120% INT. Chance of Paralyse. Two-cell Radius. Thunder. 15 MP.

    + Shock Sign "Straightforward Electrical Burst": Extending her wrists, Ayana releases two bursts of 10-15 linear, large bullets made of lightning from various strategic positions. This Spell Card is harder to avoid than her previous card and as such does a little less damage per bullet. Two hits. 60% First hit (Piercing), 50% second hit (Piercing), both INT. Chance of Paralyse. Straight Line both; Thunder. 22 MP.

    + Shock Sign "Call Lightning": Ayana spins while holding her hands out on either side of her and bears 45 spinning bullets made of lightning three times in succession over a period of three minutes, which then continue to launch themselves around at very high speeds, eventually leading to a bolt-shaped stream of larger bullets being aimed and thrown at a specific target for high damage. 100% Piercing INT damage. Chance of Paralyse. Two-cell Radius. Thunder. 29 MP.


    A-Ability: Wrath of the Raiju [LOCKED]

    + Light Flare "Blind White": Ayana first sends out a harmless lightning pulse to progressively blind her opponent, then summons a circle of around 20 pellet-like lightning bolts every ten seconds for up to a minute that move outwards at her opponent(s) fairly quickly, coupled with aimed orbs of lightning from her bracelets. Rather hard to avoid and particularly nasty if you happen to like being "ooh, shiny bullet!". 140% INT Damage. Chance of Blind. Chance of Paralyse. 5x5 Cell Square (bullets), All Enemies (Blind). Thunder. 29 MP. [LOCKED]

    + Shocking Blast "Electrical Storm" Ayana creates a minefield of stationary bullets, then moves about rather quickly, this time preparing and sending five aimed bolt-shaped streams of bullets at her adversary every seven seconds up to 35 seconds of straight offense, then finishes with four circular explosions of 15 lightning orbs. 10% Max HP Damage (stationary bullets), 160% INT Damage (normal bullets). Chance of Paralyse. 5x5 Cell Square (stationary Bullets. circular pattern bullets), Straight Line (Aimed Bullets). Thunder. 39 MP. [LOCKED]

    + Sense of Finality ~ Lightning Bolt "Infinita Nubila" Ayana pulls out the big guns (hehehe) and releases 15 aimed beams and 25 circular explosions followed by unaimed electrical lasers being mixed in and sent at her adversary from hexagrams with lightning symbols in them from three positions. 80% Piercing INT (beams), 180% INT (bullets & unaimed lasers). Chance of Paralyse. All Enemies (bullets), Straight Line (lasers). Thunder. 41 MP. [LOCKED]


    A-Ability: Raijin's Divine Assault [LOCKED]

    + Massive Flare "Thunderclap -Deathly-": Expanding on Light Flare "Blind White", this powerful Spell Card speeds up the process of the blinding of her opposition by releasing several more bright, harmless lightning pulses followed by ten aimed bolt streams and ten circular lightning orb explosions from various strategic locations. 90% Piercing INT (bullet streams), 100% Piercing INT (bullet circles). Chance of Paralyse. High Chance of Blind. Single Enemy (streams), 5x5 cell square (circles), All Enemies (Blind). Thunder. 46 MP. [LOCKED]

    + Electric Sign "Neon Doom": Ayana covers the field in multicolored lightning orb mines in a rather dense square pattern which constantly change their positions, forcing opponents to move or be electrocuted, as well as firing electrical lasers at them from the safety of her position. 25% Max HP Damage (orb mines), 220% INT Damage (lasers). High Chance of Paralyse. 5x5 cell square (orb mines), three-cell wide Straight Line (lasers). Thunder. 65 MP. [LOCKED]

    + Sense of Finality ~ Great Bolt "Vindictæ Tempestatem": Angered from being brought close to the brink of death, Ayana lets loose a fearsome Final Spell Card akin to D&D's Storm of Vengeance in that it summons a massive lightning storm to ravage her assailants, releasing roughly ten bolt-lasers and 125 orbs of lightning from hexagrams arranged in a cloud pattern. 160% INT (bolt-lasers), 120% INT (orbs). Very High Chance of Paralyse. All Enemies (orbs), Straight Line (lasers). Thunder. 37 MP. [LOCKED]


    A-Ability: Final Judgement of the Thunder Spirit [LOCKED]

    + Godsend "Holy Blades of Thunder": Using her masterful command of thunder and lightning magic, and thrusting her hands forward, Ayana sends forth a spinning typhoon of various shapes and sizes of knives and shortswords... made of electricity. 290% INT. 5x5 cell square travelling in a straight line across the Arena. Thunder. 70 MP. [LOCKED]

    + Divine Aura "Wrath of the Thunder God": Creating an electric aura to protect her, Ayana releases an extremely fast set of electrical lasers that bounce off of any objects and even the edge of the Arena, once thought to be an impossibility. Three-turn Skill. 120% INT First turn, 160% INT Second turn, 100% INT Third turn. Ray-like Straight Line (beam reflected by objects and arena bounds). Very High Chance of Paralyse. Thunder. 38 MP. [LOCKED]

    + Sense of Finality ~ Doom Spark "Greater Electrocution": Pushed to the brink, Ayana brings forth several colossal bolts of lightning while simultaneously casting several spiraling orb spells. 340% INT (bolts), 40% Max HP Damage (orb spells). 5-Cell Wide Straight Line (bolts), 5x5 Cell Square (orb spells). Chance of Oblivion (from bolts). Very High Chance of Paralyse. Thunder. 176 MP. [LOCKED]

    R-Ability:
    S-Ability: Jolt: Ayana can, once a fight, gain both Agility and Haste for a duration of 2 Turns.
    S-Ability: Conduit: If a thunder-based attak of any sort is used, it automatically homes in on Ayana regardless of who it was meant to be targeted at. Active S-Ability.
    X-Ability: Great Explosive Thunderclap ~ Shocking Deathly Ultimatum: "Quae talis est. Sum atrox tradens ultimatum, semper eram!" Once Ayana utters this chant, it's all over for her adversary, as she summons up and releases 75 circular explosions of the same mount of electrical orbs while firing aimed bolt-lasers at her foe, which triangulate back to her as she moves about, reflecting twice more back at her before being absorbed by placed hexagrams, finishing off with summoning several familiars in straight lines from her position which die and release linear streams of lightning pellets in an incredibly dense square-circle-triangle pattern. If you make it this far, it is almost guaranteed you will not live to tell the tale.. 100% Piercing INT Damage. Range: Entire Arena. Thunder.

    ~Stats~

    HP: 20
    MP: 30 (Raijin Locket +5)
    ATK: 2
    DEF: 2
    INT: 5 (Ayana's Basic Bracelets +1)
    SPR: 3 (Ayana's Black Contrasting Clothing +1)
    Evasion: 5%
    MOVE: 2 Cells (Raiju Youkai +2)

    Skill Points: 0


    (inb4eebcallsmeatouhoufag)

    Name: Darkmaster AKA Dark
    Gender: Male
    Age: Ageless
    Level: 3
    Next Level: 0/10
    Appearance: Dark is a three-in-one package: vampire, lycan and Ki-user. He's currently seven foot with grey-silver fur and bright red eyes. Ususally found in armor that looks as if it's from another time period with his trusty dual ninjatos, which is wielded with one hand despite ninjatos being two-handed by design. Also quite evasive and fast.
    Profession: Ki-user. [Life Energy] [Auto-Warp (1 MP)] (Line: Ki User -> Time Shifter -> Vampiric Ki Master -> Time Lord)
    Weapon:
    Dual Ninjato: The basic light two-handed Japanese blade used by ninjas. (ATK +2 when equipped)
    Claws (Level 3): Dark was never de-clawed. He still uses his as weapons. (Constant ATK +3) [Level Up]
    Armor: Encanced Armor: Quite simply an upgraded version of Dark's signature future armor. (DEF +2)
    Accessory: Life Band: Red band worn around his left arm. Supposedly has fortifying properties. (HP +5)

    A-Ability: Ki Wolverine

    + Ki Beam: It's a beam of focused Ki. Self-explanatory. 110%. INT. Chance of Immobilize. Life Energy. Straight Line; Neutral. MP. 12 MP

    + Barrier: Creates a Ki-based Barrier to protect himself. Life Energy. Self; Neutral. Has 25% his Max HP. 5 MP.

    + Ki Claw Slash: Focuses Ki on his claws and slashes his opponent once with each. 20%. ATK. Chance of Wound. Adjacent cell; Neutral. ? MP.

    + Blood Saiyan: Dark calls forth all of his current power to transform into a Blood Saiyan. Life Energy. Self. ? MP. [???] [Level 4]

    R-Ability:[/bp None
    S-Ability:
    Vampiric Abilities (Active): Grants constant 10% ATK boost and +1 MOVE
    Energy Wings (Active): Dark is granted permanent Airborne status.
    Time Shift (Passive): This can be used to go back a maximum of ONE (1) turn and revise plans for future turns. No changing attacks.

    X-Ability: Final Beam: Think of it as Gogeta's 100x Big Bang Kamehameha, or just an INSANELY powerful Ki Beam. 200% Piercing INT Damage. Range: Straight Line. Neutral.

    ~Stats~

    HP: 35 (Life Band +5)
    MP: 20
    ATK: 5 (Claws +3/Dual Ninjato +2, depending on which is in use)(Vampiric Abilities +10%)
    DEF: 2 (Enhanced Armor +2)
    INT: 5 (Claws +1)
    SPR: 2
    Evasion: 5%
    MOVE: 2 (Ki User +0)(Vampiric Abilities +1)

    Skill Points: 0


    ---

    Eebit: 0%
    Shadow: 0%
    Kiera: 0%
    Dark: 0%
    Caleb: 3%
    Phantom: 0%
    Roymus: 0%
    Voltage: 3%
    Pike: 1%
    Frost: 0%
    Eroy: 0%
    Eric: 0%
    Espira: 10%
    Jonah: 1%
    Qiris: 5%

    Gold: 500

    Inventory: Potion (3), Ether (1)

    Skill Sphere x1

    Eebit: 4%
    Shadow: 0%
    Kiera: 0%
    Ayana: 0%
    Caleb: 3%
    Phantom: 0%
    Roymus: 0%
    Voltage: 0%
    Pike: 0%
    Frost: 0%
    Eroy: 0%
    Eric: 0%
    Espira: 0%
    Jonah: 0%
    Qiris: 0%

    Gold: 0

    Inventory: Nothing

    ---

    ~Ayana~
    June 14/15: Level Up completed; +5 HP/MP, +1 INT; Call Lightning unlocked

    ~Dark~
    June 15: Character transferred from abandoned CoU SC

    ---

    Touhous. Touhous everywhere!
     
  6. RE: Information ~ Profile Thread

    Name: Qiris

    Gender: Female

    Age: 20

    Level: 2

    Next Level: 7/10

    Appearance: Qiris is rather short for her age, at only 4'9", and very thinly set. She has natural white hair that goes down to the middle of her back and pale skin. She usually wears a red dress with white frills and her blouse is quite similar.

    Profession: Ventriloquist - The one who claims this proffession can control puppets' actions, and not just voices. [Equipment: none] [doll user. Max 3] [# of basic attacks = current Attack Dolls.](Ventriloquist - Puppeteer - Incarnater - Margatroid)
    Weapon: Attack Doll(Level 2) - A doll floating around her equipped with a somewhat dull sword (+2 ATK) [Range: 2 cells] [Level up]
    Armor: Fancy Dress - An unprotective dress that is quite fancy. How dare she get it dirty! (+1 DEF)
    Accessory: Small doll - A mysterious and tiny doll that floats around Qiris at all times. (+5 MP) [does not count toward doll count]

    A-Ability: Puppetry:
    + Summon Attack Doll: Qiris summons a doll to attack foes. MP: 6[Increases base ATK by 10% for subsequent uses]
    ---Strike of Surrounding Swords: The Attack Dolls that Qiris has summoned surround the foe, and each strike at the same time. 120% ATK Damage. #Hits = #Attack Dolls. Range: 2. MP: [5 + (2 x #Attack Dolls)]

    + Summon Defense Doll: Qiris summons a doll with a shield that can defend her.
    HP: 25% of Qiris's max. Covers Qiris. MP: 9
    ---Shield Bash: The Defense Doll slams into Qiris's opponent. 120% ATK Damage. Knockback of 1 cell. Range: 2. MP: 8

    + Summon Magic Doll: Qiris summons a doll that casts magic spells.
    INT: Same as Qiris. 6 MP [Increases base INT by 10% for subsequent uses]
    --That's hot! - A basic fireball. 110% INT damage. Element: Fire. Range: 2 cells. 6 MP
    --Chilly! - An icicle shot. 110% INT damage. Element: Ice. Range: 2 cells. 6 MP
    --Zap! - A small bolt of lightning. 50% piercing INT damage. Range: 2 cells - surrounding cells. 14 MP


    A-Ability: Advanced Puppetry:

    R-Ability:

    S-Ability: A Puppeteer's Trick - Qiris recovers 5% of her MP each turn.
    Theatre Preparations: For the MP cost of each, Qiris may choose to summon two dolls at once.

    X-Ability: Kamikaze Toys: All of Qiris's dolls are sent flying towards the enemy, and explode on contact. 50% Piercing ATK damage per doll. Range: Any enemy in sight. Element: Fire.

    ~~Stats~~
    HP: 20
    MP: 25 (+5 Small Doll)
    ATK 3 (+2 Attack Doll)
    DEF: 3 (+1 Fancy Dress)
    INT: 4
    SPR: 3
    Evade: 3%
    MOVE: 2 (+1 Ventriloquist Job)

    Skill Points: 1

    ~Combination~
    Ayana: 6%
    Espira: 8%
    Jonah: 5%
    Roymus: 6%

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

    Gold: 650

    Inventory:
    • Potion x3
    • Ether x1

    Changelog:
    6/15/11: Reordered slightly(And will be continued). Bought "Strike of Surrounding Swords" with Skill Sphere. | Gold +150 from battle with Jonah; CP with Jonah +5%.

    6/2/11: Level up. +1 skill point, +5 HP, +1 ATK, +1 DEF. Combination: Ayana +8%; Espira +8%; Roymus +6%. +500 Gold.
     
  7. RE: Information ~ Profile Thread

    Pike Daniels
    Name: Pike Daniels
    Gender: Male
    Age: 17
    Level: 2
    Next Level: 0/10
    Appearance: Pike, with his spiked up Brown hair, stands at a height of 5'11". His green eyes match his calm and serious personality. He usually wears his signature blue "Echo" shirt with his black/white plaided flannel left un-butttoned.
    Profession: Picto Artist [INT-Based BA]
    Weapon: Beginner's Brush: A brush that is made for beginners. (+1 INT)
    Armor: Painter's Apron: An apron Pike has worn to paint. (+1 SPR)
    Accessory: Painted Locket: A locket that Pike's mom gave to him. When Pike was a kid he painted the locket. (+1 INT)

    A-Ability: Picto Art

    + Paint Over: Pike paints over an obstacle in his way to get rid of it. Erases Walls, pillars, etc. from field. 1 cell; Neutral. 8 MP.

    + Paint Splash: Pike grabs a bucket of paint and throws the paint at his opponent's face. 110% INT. Blind. 2 cells; Neutral. 8 MP.

    + Painter's Strike: Pike creates a sword-like design around his brush using paint and strikes his foe(s). 120% INT. Adjacent cell; Neutral. 6 MP

    R-Ability:
    S-Ability: Art's edge: On the first 3 turns, Pike gains a +1 INT for all paint related attacks.
    X-Ability: Painter's Final Palette: Pike paints a masterpiece by striking his enemies with the paintings he makes. 200% Piercing ATK Damage. Range: 1 cell all around. Neutral.

    ~Stats~

    HP: 15
    MP: 26
    ATK: 2
    DEF: 2
    INT: 5 (Beginner's Brush +1)(Painted Locket +1)
    SPR: 3 (Painter's Apron +1)
    Evasion: 0%
    MOVE: 3 Cells (Picto Artist Job +0)

    Skill Points: 0

    Pike's Combination Points
    Roymus - 6%
    Caleb - 7%
    Jonah - 6%

    Pike's Gold/Inventory
    Gold: 500
    inventory: Skill Sphere x1, Potion x3, Ether x1

    Changelogs
    7/1/11 - Added a new skill: Painter's Strike; Distributed Stat points; added gold and inventory.
     
  8. RE: Information ~ Profile Thread

    Name: Ziolang Hirasu
    Gender: Male
    Age: 380-450
    Level: 4
    Next Level: 11/16
    Appearance:"Ziolang's true appearance is still humanoid, but he has dark crimson skin, leathery, bat-like wings and pure black hair. His eyes seem to glow like flames as they appear to shift between yellow, orange and red. He does not keep his sword with him while in this form for it would hinder his wings. He never wears a shirt due to the wing issue stated before, but he he still wears his tan pants." I'm going with Demon form Zio
    Profession: "Fire" Demon [Poison Immune]
    Weapon: Dragon Blade M2 [Increases 1 level for every two of mine]. (Current Increase: +2 Attack, +1 DE and +1 INT [+1 Extra Stat Point per Mastery Level and +1 skill point every 5 mastery levels.]
    Armor: Demon Garb. +1 DEF & +1 SPR
    Accessory: Basic Sheath (+5% EVA)

    A-Ability: Demon Energy

    + Flame Fist: Super heated flames cloak both arms and are used to pummel the opponent. 2 hits. 120% ATK Damage. If this move depletes all remaining DE, it hits 1 additional time for a total of 3. Range: Adjacent Cell. Element: Fire. 10 DE.

    + Dragon Dome: Ziolang creates a cloak of flames which erupt outward. 100% INT. Burn. Surrounding Cells; Fire. 10 DE.

    + Earth Spike Forest: Ziolang creates a "forest" of earthen spikes that rapidly emerge from the ground beneath the target. 120% ATK, Range: 3 Cells, Affects cells adjacent to the target. Chance of immobulize. Earth. 13 DE


    R-Ability: Dragon Blade's Absorbtion: When Ziolang is targeted by an INT based attack or an INT based A-Ability, there is an 20% chance of the attack failing and the damage that would be dealt be added to Ziolang's DE.
    S-Ability: Demon Healing: Ziolang recovers 10% of his max hp after each turn.
    + S-Ability: Back-up Plan: Ziolang's basic attack ignores effects on the target that would negate or evade it.
    X-Ability: Dragon Slash: A powerful, all-consuming flame of unbearable temperatures is blasted at the target in the shape of a dragon. [ATK/INT]x[100% Piercing to HP and MP/DE. 3-wide Linear Path, indefinite range. Fire.

    ~Stats~

    HP: 30
    DE: 20 (Dragon Blade M3 +1)
    ATK: 5 (Dragon Blade M3 +2)
    DEF: 5 (Demon Garb +1)
    INT: 4 (Dragon Blade M3 +1)
    SPR: 5 (Demon Garb +1)
    Evasion: 3% (Basic Sheath +5%)
    MOVE: 2 ("Fire" Demon Job +1)

    Skill Points: 1

    Nate: 2% CP

    Eebit: 2% CP

    crazE: 2% CP

    Dark: 2% CP

    Kudamon: 10% CP

    Flimzy: 2% CP

    Leighton: 2% CP

    Shadow: 7%


    Gold: 0

    Inventory: None
     
  9. RE: Information ~ Profile Thread

    Gender: Male
    Age: 15
    Level: 1
    Next Level: 0/10
    Appearance:
    Vero is slightly tall for the age of fifteen and has a wiry build. He has brown hair with two small streaks of natural blonde hair (really hard to see anyways). He wears a black cloak that is usually open to reveal white clothing that almost seem to radiate an aura of pureness.

    Profession: (Low Xyra Apprentice-Xyra Apprentice-Xyra Adept- Xyra Sage) [Basic Attack: Intelligence]
    Weapon: Magic Wand- The basic of all wands, has no attribute additions or inflationary adding chances. (+1 INT)
    Armor: Worn out cloak- Losing almost all magical protection, it is now a plain cloak. (+1 SPR)
    Accessory: Xyrian Boots- The basic footwear of all Xyra users. (+1 Movement)

    A-Ability: "Beginners book of Xyrian magic"

    + Dark Shield: Vero generates a Dark induced shield around himself. Damage 100%. Stat-INT. Effect-Small chance of blind. Range; All Cells around Vero. Element Dark. 11 MP.

    + MP Drain : Vero Attacks an opponent in two ways, body and MP. Damage 100% Stat INT. Effect Gives Vero 'Mana Regeneration and victim 'Mana Leak'. Range; 2 Cells. Element Dark. 13 MP.

    R-Ability:
    S-Ability: Active S-Ability: Xyrian Curse. Status affects last twice as long then usual. (Blind= six turns, stuff like that. not the usual three turns)
    X-Ability: Vero's Xyrian Power. Damage 100% INT. Effect Gives all enemies Curse and Slow. Range; All Enemies on Battlefield Element Neutral .


    ~Stats~

    HP: 15
    MP: 25
    ATK: 2
    DEF: 2
    INT: 4 (Magic Wand +1)
    SPR: 3 (Worn-Out Cloak +1)
    Evasion: 0%
    Movement: 2 Cells (Low Xyra Apprentice Job +0) (Xyrian Boots +1)


    Skill Points: 0

    -----Combination Points------

    Gender: Male
    Age: 23
    Level: 3
    Next Level: 1/10
    Appearance:
    About 5'5 with a clean shaved face, with brown hair that curls when it grows to long, it is not long. He has a plain black undershirt covered with a old and but still serviceable green vest his pants are blueish gray and baggy with two extra pockets right above the knee
    Profession: Battle trader-This is not the ordinary salesman, but a trader of all sort of strange and wonderful abilities, to him and his partners, to others, it is what you would call karma.
    Weapon: Sharp Spear: A perfectly normal spear with an exceedingly sharp icosceles triangle-shaped blade, it is quite lightweight, allowing easy maneuverability for the wielder. (+2 ATK)(Range: Straight Line of 2 Cells)
    Armor: Leather Vest: A simple vest made of leather, allowing the wearer for easy movement, but it's protection value from physical and magical attacks alike is rather poor.(+1 DEF and +1 SPR)(+3% Evasion)
    Accessory: Arrowhead Necklace: An old Arrowhead that is attached with string.(+5 HP)

    A-Ability: Secrets of Trade and Battle

    +Condition Trade: Takes opponent's condition and gives own, deals damage if adjacent cell. 110% INT damage if opponent is in adjacent cell, 0% if ranged. Stat INT. Effect Trades status condition. Range 1-3. Element-Neutral . 8 MP.

    +Thrust: Using the very edge of the weapon, he thrusts toward a enemy . 110% ATK. Stat-ATK. Effect N/A. Range1-2 Element-Neutral . 6 MP.

    +Position Trade: Eroy randomly changes his cell with an enemy/ally cell. (Gives even chance to trade a cell with someone on the field except himself). 0% damage, Stat INT. Effect: Trades position with random character. Range; Any cell with a character on it. Element-Neutral . 8 MP.

    +Skill Trade: Trades one random A-Skill with an opponent for the duration of the battle. Damage 0%. Stat: INT. Trades a random A-Skill on the targeted opponent (Gives an even chance for all A-Skills to be traded, also upgrade-able). Range 1-5 cells, Element neutral. 12 MP.

    R-Ability:N/A

    S-Ability: Wait and gain- Eroy sacrifices this and next turns movement to recover 20% of missing HP and MP on each turn.

    X-Ability: Riches Galore. Using his trading experience, Eroy gains gold to 15% of the amount of damage given to an enemy, 200% piercing ATK damage. Range 1-2. Neutral.

    ~Stats~

    HP: 25 (Arrowhead Necklace +5)
    MP: 30
    ATK: 6 (Sharp Spear +2)
    DEF: 2 (Leather Vest +1)
    INT: 4
    SPR: 2 (Leather Vest +1)
    Evasion: 3% (Leather Vest +3%)
    MOVE: 2 Cells (Battle Trader Job +0)

    Skill Points: 0

    -----Combination Points------
    Roymus- 7%
    Voltage- 9%
    Caleb- 6%
    Espira- 4%
    Eric- 1%

    Gender: Female
    Age: 19
    Level: 2
    Next Level: 0/10
    Appearance:
    Below average on hight, pretty skinny and frail looking but she isn't. She has dark blue hair, and cold blue eyes her dress is a mixture of light blue and white, until it comes to her pants, they are a blue mixture ranging from light blue to dark blue, almost black.
    Profession: (Snow Scout-Blizzard Battler- Ice Attacker- Snow Queen) [immune: Frozen]
    Weapon:Short sword: A below level class of a short sword, still sharp enough for some damage. (+1 ATK)
    Armor: Snow Silk: A silk dress that is supposed to keep away the winter's chill. (+1 SPR)
    Accessory:Bright Bracelet: A small bracelet that sometimes catches light and rebounds toward others, (+5% Evasion)

    A-Ability: A Cold Heart.

    +Ice Block: Creates a frozen ice block in front of Frost, Frost has the ability to hit it in a straight line, shatters when hits an object. Creates Ice Block Cell [Denoted {b} / Trigger Command: Push the Block! / 120% INT Damage in a One-Hit Straight Line / Creates Ice Cell on Impact / Fades upon Effect] Range: Adjacent Cell. Ice. 8 MP.

    +Flying Blade: Frost throws her weapon at the enemy, runs up to retrieve it and give a weak but accurate second attack . 90% first attack 50% piercing second attack. Stat ATK. Effect: When used two cells (can't use it diagonally) Frost will be able to move up one cell toward enemy. Range 1-2 squares ; Element: Neutral. 10 MP.

    +Fallen Counter: Frost, remembering friends from her past, boosts her basic attack. 0% damage. Stat-ATK. Effect: Gives +5% damage to next basic attack, unless this is used again it will be +10% damage and so forth.(+5% each use) This does not disappear over time unless Frost uses an Attack that deals damage. Also has a moderate chance of inflicting Berserk to Frost per use. Range-Self. Element: Neutral. Limit of 5. 8 MP

    +Annoying Ploy: . Damage 0% Stat INT. Effect: Gives Frost Center of Attention and Covered. The struck player gets Covering. Range; 2 Cells Element-Dark. 10 MP.

    R-Ability: N/A yet...
    S-Ability: Active Cold Feet: Creates a frozen Cell every two turns on cell that Frost is on.
    X-Ability: Cold Burst: Frost radiates a cloud of pure coldness that surrounds her and all adjacent cells. 100% piercing INT. For three turns the cloud follows Frost, Freezing anyone in the clouds radius . Range: Any enemy in range. Element: Ice.

    ~Stats~


    HP: 25
    MP: 25
    ATK: 4 (Short Sword +1)
    DEF: 4
    INT: 2
    SPR: 2 (Snow Silk +1)
    Evasion: 3% (Bright Bracelet +5%)
    MOVE: 2 Cells (Snow Scout Job +0)

    Skill Points: 0

    -----Combination Points-----
    Votage- 4%
    Roymus- 3%
    Jonah- 3%
    Caleb- 5%

    Gold- 590
    Potion - 3
    Ether - 1

    June 30- New Character! Vero has now appeared.
    June 30- Frost got a new skill! Annoying Ploy! 0 SP now.
    June 30- Frost: Added CP, +10MP, +1 DEF, Added Gold and SP.
    June 25- Used item 'Skill Sphere' and Frost gas a new Skill 'Fallen Counter'. Improved my page a bit more also. New Inventory (Minus stuff)
    June 25- Equipping Sharp Spear and Leather Vest, New Gold amount, and made the page a bit better looking in my perspective.
    June 24- Eroy spends his skill point and learned Skill Trade.
    June 22- Eroy: +5 MP, +1 ATK and INT, Added Gold and CP. Plus 1 Skill Point.
    June 7- Eroy used SP and learned Position Trade.
    June 5- Frost: Added experience and CP. Added Gold.
    May 31- Eroy: Plus 5 Hp and 5 MP. Plus 1 Atk. Added inventory.
     
  10. RE: Information ~ Profile Thread

    Profile:

    Name: Anya Erisvel
    Gender: Female
    Age: 22
    Level: 1
    Next Level: 7/10
    Appearance:
    [​IMG]

    Profession: Contractor - The one who claims this profession has roamed the lands in search of powerful, mythical beasts to form pacts with which enable her to summon them to her aid at any time. (Equips: Claws)

    Weapon: Lower Demon's Hand - The hand of a lower demon that has been severed from the body and turned into a weapon.
    Armor: Maiden's Clothes - Garments of one who protects all that is pure and sacred in the world.
    Accessory: Brass Ring - A simple banded ring made completely of brass.

    A-Ability: Summons - Major:

    +Immediate Familiars: Brings forth the two souls to whom the user is closest, spirits bound by fate and furthermore by strength and will.

    ---Summon: Dextra: Summons a young girl, a fallen angel, with light blond hair and a red ribbon, her angellic form preserved, but wings turned black from the fall from grace, she aids the one who calls her with a blade composed of anguish and despair. Summons Dextra. Range: One surrounding cell. 5 MP. 0.5 SC.

    ---Summon: Sinistra: Summons a young girl, another fallen angel, with red hair and black wings to aid the one who calls her with a blade of hatred and malice. Summons Sinistra. Range: One surrounding cell. 5 MP. 0.5 SC.

    R-Ability: None.

    S-Ability: Power of the Collective - All damage taken is reduced by 10% times the number of summons the user has called to the field.

    D-Ability: Grand Summoning (Neutral) - Wipes away all summons upon the battlefield and harvests their remaining mana to bring one back with increased potential--one with enough strength to bring a great catastrophe to the world. Erases all of the user's summons on the battlefield. Summons one of the user's summons with increased capabilities at no MP cost. Summon only lasts for 3 turns.

    Stats:

    HP: 15 (+5 from Brass Ring)
    MP: 25
    SC: 1
    Atk: 2 (+0 from Lower Demon's Hand)
    Def: 2 (+0 from Maiden's Clothes)
    Int: 4 (+1 from Lower Demon's Hand)
    Spr: 3 (+1 from Maiden's Clothes)
    Evasion: 0%
    Movement: 2 cells (+0 from Contractor profession)

    Skill Points: 0


    Summons:

    Name: Dextra
    Gender: Female
    Age: ?
    Level: 1
    Next Level: 7/10

    Profession: Familiar - The one who claims this profession merely follows the orders of one who she has made a power bond with. With her blade of anguish and despair, she fights to the death for her master. (Dual Change Combination)

    *Dual Change Combination: Attacks or skills initialized by this unit are followed up by attacks or skills linked by another unit with this ability.

    Weapon: Dextra Blade - A unique blade with an obsidian hilt and a light green blade made of pure sorrow, it is said to render anyone it cuts into deep depression. (Level Up: Level 1)
    Armor: Crimson Bondage - Distinguishable battle gear that is tight-fitting and unnecessarily revealing. (Level-Up: Level 1)
    Accessory: Black Wings - The wings of a fallen angel, it is a remind of one's loss.

    A-Ability: To Protect The Master:

    +Rapid Jab: Quickly stabs an enemy with the point of a blade. 110% Atk Dmg. Range: Adjacent cell. 5 MP.

    ---Power Slam: Smacks the enemy with the flat side of the user's blade with built up power. 140% Atk Dmg. Range: Set. Stuns target for 1 turn. 10 MP.

    +Negative Slash: Slashes the enemy once, but causes a rift in space that slices the enemy once again. 90% Atk Dmg. Range: Adjacent cell. 2 hits. 5 MP.

    ---Somersault: Leaps and flips, slamming a heel into the enemy's head before whacking it in the same spot with the flat side of the user's blade. 130% Atk Dmg. Range: Set. 2 hits. Chance of Addle. 13 MP.

    R-Ability: None.

    S-Ability: Familiar Bond - Boosts all stats by 10% for each Familiar on the battlefield, but reduces stats by 10% if the user is the only Familiar on the battlefield.

    D-Ability: Lethal Cross (Neutral) - Teams up with the user's fellow familiar and slashes a target in an 'X' pattern at a perfect angle to cause the enemy to spin around rapidly, the result being a plague of eternal dizziness set upon the enemy. Deals 200% Piercing Atk damage to a single enemy on the battlefield.

    Stats:

    HP: 20
    MP: 20
    Atk: 4 (+1 from Dextra Blade)
    Def: 3 (+1 from Crimson Bondage)
    Int: 2 (+0 from Dextra Blade)
    Spr: 2 (+1 from Black Wings)
    Evasion: 3%
    Movement: 2 cells (+1 from Familiar profession)

    Skill Points: 0


    ~ | ~ | ~

    Name: Sinistra
    Gender: Female
    Age: ?
    Level: 16
    Next Level: 7/10

    Profession: Familiar - The one who claims this profession has chosen to ally herself with a master, and fights continuously to preserve that master's health using her blade composed of pure hatred and malice. (Dual Change Combination)

    *Dual Change Combination: Attacks or skills initialized by this unit are followed up by attacks or skills linked by another unit with this ability.

    Weapon: Sinistra Blade - A unique blade with an onyx hilt and frightening crimson blade composed of the pure malice and hatred felt by all living beings. (Level Up: Level 1)
    Armor: Crimson Bondage - Distinguishable battle gear that is tight-fitting and unnecessarily revealing. (Level Up: Level 1)
    Accessory: Black Wings - The wings of a fallen angel, it is a remind of one's loss.

    A-Ability: To Protect The Master:

    +Rapid Jab: Quickly stabs an enemy with the point of a blade. 110% Atk Dmg. Range: Adjacent cell. 5 MP.

    ---Addition: Jabs the enemy again, plunging the weapon in as deep as it will go. 100% Atk Dmg. Range: Set. Chance of Pain. 7 MP.

    +Negative Slash: Slashes the enemy once, but causes a rift in space that slices the enemy once again. 90% Atk Dmg. Range: Adjacent cell. 2 hits. 5 MP.

    ---Crimson Whirl: Stands upon one leg and performs a pirouette with blade outstretched, slashing at the enemy several times with a blade charged with an aura of anger. 80% Atk Dmg. Range: Set. 4 hits. Chance of Berserk. 9 MP.

    R-Ability: None.

    S-Ability: Familiar Bond - Boosts all stats by 10% for each Familiar on the battlefield, but reduces stats by 10% if the user is the only Familiar on the battlefield.

    D-Ability: Lethal Cross (Neutral) - Teams up with the user's fellow familiar and slashes a target in an 'X' pattern at a perfect angle to cause the enemy to spin around rapidly, the result being a plague of eternal dizziness set upon the enemy. Deals 200% Piercing Atk damage to a single enemy on the battlefield.

    Stats:

    HP: 20
    MP: 20
    Atk: 4 (+1 from Sinistra Blade)
    Def: 3 (+1 from Crimson Bondage)
    Int: 2 (+0 from Sinistra Blade)
    Spr: 2 (+0 from Crimson Bondage)(+1 from Black Wings)
    Evasion: 3%
    Movement: 2 cells (+1 from Familiar profession)

    Skill Points: 0


    Inventory:

    Ether x1 (Recovers 10 MP upon use)

    Gold: 100

    Combination:

    Mercury - 5%

    Updates:

    As of July 10, 2011 (9:28 AM EST): Anya gains 7 Exp, Sinistra gains 7 Exp, and Dextra gains 7 Exp. 300 Gold acquired. CP gained with Mercury.
    As of July 11, 2011 (9:44 PM EST): Ether added to Inventory. 200 Gold lost.
     
  11. RE: Information ~ Profile Thread

    Name: Eric Flamezone
    Gender: Male
    Age: 17
    Level: Level 3
    Next Level: 4/10
    Appearance: Eric is about 6'0, weighs about 180 pounds, has blue eyes, and shiny blonde hair. He always wears a red bunny-hug, with a black shirt underneath, as well as blue jeans and white and red sneakers. All of his clothing is slightly charred. Eric also has the ability to transform into a humanoid/demon creature. Simply making his teeth and nails grow longer, his eyes turn a dark red, and black, featherless wings erupt from his shoulders. Eric currently has a Iron Short-Sword, and a Iron Chestplate hidden underneath his shirt.
    Profession: Demon Swordsman. [Immune Burn]
    Job Line: Demon Swordsman - Demon Fighter - Demon Warrior - Demon Master
    Weapon: Oil & Iron Sword (Basic Attacks have Chance of Burn)
    Armor: Iron Plating Set
    Accessory: Eternal Flame (+5 HP)

    A-Ability: Fire Manipulation

    + Small Fireball: Eric shoots out a small flame out of his mouth. Perhaps about the size of a small soccer ball. Can be upgraded later into larger sized fireballs.
    Damage: 120 ATK.
    Effect: Small chance of burn.
    Range: 4 Cells.
    Element: Fire.
    MP: 11

    + Medium Fireball: Eric shoots out a medium flame out of his mouth. Perhaps about the size of a basketball. Can be upgraded later into larger sized fireballs.
    Damage: 140 ATK.
    Effect: Small chance of burn.
    Range: 4 Cells.
    Element: Fire.
    MP: 13

    + Flame Body: Eric surrounds himself in intense flames. Physical attacks will now deal 1/4 of the damage that was dealt to Eric back at the user. Lasts 3 turns.
    Damage: 1/4 recoil damage for Physical Attacks.
    Effect: Small chance of burn when some physically hits Eric.
    Range: Eric's cell.
    Element: Fire.
    MP: 10

    R-Ability: None

    S-Ability: Demon Transformation: Eric transforms into his Demon Form. Increasing his ATK by 50% and grants him the ability to go airborne. Lasts for 3 turns.

    X-Ability: Napalm Stream: Eric spewing a line of Napalm across the field. It deals massive damage to anyone who gets hit. Plus, the 5 cells in the direction Eric spewed his napalm will still have some napalm left in the cells. It will cause 10% Max HP Piercing Damage to anyone who lands or passes through them, with a chance of Burn. The Napalm disappears after 4 turns.
    Damage: 150% Piercing ATK Damage.
    Range: Straight Line of 5 Cells.
    Element: Fire.

    ~Stats~

    HP: 30 (Eternal Flame +5)
    MP: 25
    ATK: 6 (Oil & Iron Sword +2)
    DEF: 3 (Iron Plating Set +3)
    INT: 3
    SPR: 3
    Evasion: 3%
    MOVE: 2 Cells (Demon Swordsman Job +1)

    Skill Points: 1
    ---------------------------

    ~Combination~
    Ayana: 0% CP
    Caleb: 0% CP
    Dark: 0% CP
    Eebit: 0% CP
    Eroy: 7% CP
    Espira: 5% CP
    Frost: 0% CP
    Jonah: 5% CP
    Kiera: 12% CP
    Mercury: 0% CP
    Phantom: 0% CP
    Pike: 0% CP
    Qiris: 0% CP
    Roymus: 0% CP
    Shadow: 0% CP
    Voltage: 8% CP

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

    Gold: 650

    Inventory: Potion (x3), Ether (x1), Iron Shortsword, Hidden Iron Chestplate.

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

    Last Updated: July 15th: Equipped Oil & Iron Sword, and Iron Plating Set.
     
  12. RE: Information ~ Profile Thread

    Codename: Voltage
    Real Name: Unknown
    Gender: Male
    Age: Unknown
    Level: 3
    Next Level: 4/10
    Appearance: Voltage wears a yellow and black ninja-like suit over most of his body, with only his eyes and the space between them being visible. The mask, torso, gloves, and boots are yellow, while the sleeves of his arms and legs are black. He also has a lightning bolt symbol on a belt that he wears. The hole made for his eyes shows that Voltage has light skin, and his eyes either have yellow pupils or are completely yellow and don't have pupils, depending on whether or not he's using his powers.
    Profession: Thunder Mutant (Mutation causes Voltage to have advanced skills in Thunder magic.) [Immune Thunder-Based Paralyze]
    Weapon: Extendable Blade +2 ATK
    Armor: Special Suit +2 DEF +1 SPR
    Accessory: Lightning Belt +5 MP

    A-Ability: Electricity Control

    Skill 1: Lightning Bolt
    Short Description: Voltage shoots lightning from his fingertips
    Damage: 100%
    Stat: ATK
    Effect: Paralyze
    Range: 1-5 cells
    Element: Thunder
    MP Cost: 11 MP

    Skill 2: Lightning Shield
    Short Description: Voltage projects lightning around him that acts as a shield, while also causing damage to anyone around him.
    Damage: 50%
    Stat: DEF
    Effect: Paralyze, also protects Voltage from damage
    Range: Surrounding cells
    Element: Thunder
    MP Cost: 9 MP.

    S-Ability: Electricity Form

    Skill 3: Lightning Form
    Short Description: Voltage turns his body into pure electricity.
    Damage: 0%
    Stat: DEF
    Effect: All of Voltage's attacks deal 20% more damage, and any attacks against him deal 20% less damage, for a few turns.
    Range: Self
    Element: Thunder
    Ability Type: Passive
    MP Cost: N/A

    Stats
    HP: 25
    MP: 15 (Lightning Belt +5)
    ATK: 5 (Extendable Blade +2)
    DEF: 4 (Special Suit +2)
    INT: 4
    SPR: 4 (Special Suit +1)
    Evasion: 3%
    Move: 2 Cells (Thunder Mutant +1)

    Skill Points: 2
    Gold: 400
    Inventory: Potion X3, Ether, Skill Sphere x1

    Combination:

    Eric: 10%
    Eroy: 12%
    Frost: 5%
    Jonah: 8%
    Roymus: 5%

    Name: Roburo
    Gender: Male
    Age: 1338
    Level: 1
    Next Level: 0/10
    Appearance: Roburo looks like a big red monster, because he is. He's about twice as tall as a normal human, and about twice as wide. He's bald, and has red pupils. Despite being a large red monster, he wears a green short sleeved shirt, blue shorts, and tan sandals. Roburo is very strong, and very durable, but is also very slow, and very dumb.
    Profession: Monster
    Weapon: Wooden Gloves
    Armor: Casual Clothes
    Accessory: Roburo's Shiny Ring +1 ATK

    A-Ability: Super Strength

    Skill 1: Super Throw
    Short Description: Roburo grabs a nearby enemy, spins him/her around, and throws him/her forward 5 cells.
    Damage: 100%
    Stat: ATK
    Effect: Knockback
    Range: 1 Cell
    Element: Neutral
    MP Cost: 9

    Skill 2: Ground Throw
    Short Description: Roburo picks up a large chunk of the ground, and tosses it at an opponent.
    Damage: 80%.
    Stat: ATK
    Effect: None
    Range: 10 Cells
    Element: Neutral
    MP Cost: 11

    S-Ability: Super Durability

    Skill 3: Invulnerable
    Short Description: Roburo is less effected by most forms of weaponry. Basic Attacks deal 25% less damage.
    Damage: 0%
    Stat: DEF
    Effect: Defense
    Range: Self
    Element: Neutral
    MP Cost: N/A

    Stats

    HP: 25
    MP: 15
    ATK: 4 (Wooden Gloves +1)(Roburo's Shiny Ring+1)
    DEF: 3 (Casual Clothes +1)
    INT: 2
    SPR: 2
    Evasion: 3%
    Movement: 2 Cells (Monster +1)

    Skill Points: 0
    Gold: 0
    Inventory: None

    Combination: None

    Updated July 27, 2011.
     

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