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ZEJ Statistical Tournament ~ Official Profile Thread

Discussion in 'Roleplay Archives' started by Eebit, Dec 2, 2013.

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  1. ~ ZEJ Statistical Tournament ~
    Official Profile Thread

    Alright, folks. You know what to do. Herein, it is expected that all participants of the 2013 Statistical Tournament will post their respective profiles for the tournament. Simple, really.

    To reiterate once more, the bracket is as follows:
    [​IMG]

    And the participants who are to post their profiles, once more, are:
    @Masquerade (Elena Malbraeze / Telvren Nas'thal-ix) >>
    @Silver (Cerys / Elisia Fairchild) >>
    @crazE (Mai / Kimari Sanira) >>
    @Kudamon (Ahriman / Nathair Kigyo) >>
    @gistofeverything (Thage Ehrenphreis / Dharc Johansen) >>
    @Flimzy (Arkai Genium / Ganro Maga) >>
    @"Irouk Inverse" (Rozalin / Rylai) >>
    @"The Kakuzato" (Lance Henrikson / Mirani Flore) >>
    @CerberusLycan (Jay / Ebrethiel) >>

    Thank you for your continued cooperation, and the best of luck to all. Please post both of your profiles in a SINGLE post. Divide the two however you like, but please make it clear where one profile ends and the other begins. Your post may take whatever format you wish, so long as both profiles are accounted for.
     
  2. Name: Jay
    Gender: Male
    Age: 17
    Level: 7
    Appearance: Jay is a fair teenager of striking frame and witty mind-- traits accentuated by his piercing, observant blue eyes. He stands at 5'8" and possesses short-cut dark blue hair. His facial structure is overall rather lean, not unlike the rest of his body, and his cynical eyes are expressed through thin, dark eyebrows. Jay's normal gait is a smooth, uncaring one, and he tends to maintain proud posture.

    Profession: Unreturned Wanderer- a longing to survey the expansive world fulfilled; the one who claims this profession has chanced upon a unique power, and deigns to use it to break free of normality and experience the limitless adventure. [Bearer of the Cursus Crucesignatis][Basic Attack: 0.5(Atk. + Int.), mitigated by Def.]

    *[Bearer of the Cursus Crucesignatis]- An extraordinary, arcane bestowal granted to one who exhibits the traits of a true wayfarer. Intrinsically a power related to space and properties thereof, bearing the Cursus Crucesignatis allows the User to create Waypoints in an adjacent cell using an Act Command, denoted by {W}. The User can at any time use a Move Command to Cross over to a Waypoint, disregarding obstacles (User must be at least 2 Cells away from a Waypoint to Cross over to it). Two Waypoints can be used as a means of instant teleportation for any ally unit, consuming an Act Command and 1/2 an X-Level.

    Weapon: Irrelevant Trace: A wavering aura of untapped potential. [Alternates between +1 Atk. and +1 Int. every turn]
    Armor: Motif Hoodie: A slim garment with a pattern of swirling chains of black, white, blue, and grey. And its hood can go over the eyes-- the way they were meant to. [+5 HP]
    Accessory: Ultramarine Ascot: A silk bandana of a deep blue color-- to be worn around the neck. [+5 MP]

    A-Ability: Brevis Sensus

    +Advance Pulse: The User sends forth an aura with properties  consistent with those of a front-runner. {110% Int. Damage. If there is only one enemy in range, that enemy's Move command for next turn is stolen and given to the User as an extra Move command. Range: 3 cells, linear, one direction. Element: Arcane. 12 MP.}

    +Parallel Slash: The User leaps forward, bending space and twisting the locations of themselves and an enemy while landing a sidelong cut in the process. {120% Atk. Damage. Switches the location of the User and the enemy, inflicting damage halfway between the applied Range. Range: 4 cells, linear. Variance: 10%. 12 MP.}

    +Retreat Flare: After sailing over to a Waypoint, the User fires a derisive projectile at the oppressors he left behind. {130% Int. Damage. Usable only immediately after Crossing to a Waypoint. Retreat Flare treats any Cynicism stacks applied to it as being multiplied by 1.5-- disregarding normal Stack Capacity in the product-- if it hits a unit which damaged the User in the recent Turn. Range: 2 Cells from where the User originally Crossed. 10 MP.}

    +Incarceration: Deigning to use his control over freedom to deprive others of liberty, the User manipulates a Waypoint to detain nearby enemies. The Waypoint itself disseminates after having to emit such force. {Target Waypoint pulls in all units within a 2-Cell radius and applies Immobilization for 2 Turns. After this duration, the Waypoint breaks down. Range: 4 cells (Area of User Manipulation). 12 MP.}

    +Energy Stores: {The User charges his palm as a Free Command after using an A-Ability. The energy stored must be allowed 2 Turns to bide and converge before showing its versatile potential. After 2 Turns' Charge time, the following Sub-Skills become available. More than one Energy Stores cannot be active at a time, and Energy Stores cannot be activated again using its Sub-Skills.}

     --Sniper Bolt: {140% Int. Damage. Damage Output increased by 5% for each Cell the projectile passes over before hitting its target if it passes through a Waypoint. Range: Linear, one direction. Element: Arcane. 12 MP.}

     --Force Lunge: {150% Atk. Damage. If within 2 Cells of a Waypoint, the User can leap off of it and land adjacently to an enemy within a 6-Cell radius of the Waypoint. If performed in this fashion, Force Lunge consumes the target's MP by 35% the damage dealt, and forwards that MP to the Waypoint the User leapt from. Range: 2 cells, linear (if the method described above is not used). Element: Arcane. 15 MP.}

     --Relieving Light: {Restores target ally's HP equal to the amount of MP expended on the A-Skill used to ignite Energy Stores plus 100% the User's Int. Also alleviates any Status Effects up to Tier II if the target is within 2 cells of a Waypoint. Relieving Light automatically affects the User if he is unable to Act. 14 MP.}

    R-Ability: Tireless Crusade: Waypoints collect 30% of all MP expended by units adjacent to them (the User himself does not activate this effect, but receives a 15% MP Cost reduction when adjacent to a Waypoint). Passing within 2 Cells of a Waypoint grants the User the MP cached thus far, as well as a buff to his offense stats equal to the product of ((the gained MP / the User's Max MP) x (Current stacks of Cynicism) / 10) converted to a percentage (cannot exceed 30% per individual buff). This buff lasts only until the next unload of Cynicism.
    S-Ability: ~The Cynic's Stride: Every time the User passes over a Cell, a stack of Cynicism is gained (Cells that have already supplied Cynicism in the same turn do not apply). Cynicism is an effect that makes the User's next direct damage output treat the enemies' defensive stats as being 5% lower per Stack (Maximum: 10 Stacks; Stacks are consumed on effect or upon end of Ally Phase). When the User is in Critical status, Cynicism gains the effect of boosting the User's Critical strike chance by 2% per Stack.
    E-Trigger: <Alae Arbiter> : The User manifests the essence of the Cursus Crucesignatis in two radiant wings, which allow him strides towards true freedom. {The User is guaranteed two Act Commands and two Move Commands per turn. Once every turn, a Waypoint spawns in a Cell that supplied a stack of Cynicism. When the User Crosses to a Waypoint, Cynicism gains 20-Stack Capacity until it is next unloaded. Duration: 3 Turns. Costs 5 X-Levels.}

    X-Ability: ----Evanida Levis----

    As there is a light at the end of every tunnel-- of every journey-- so too is there a light which exists only to glimmer briefly in a display epitomizing hope, and make the soul in witness strive to reach the ever-distant destination. {60% have attained arriving within a 2-cell radius of the Entrancing Light are rendered unable to act in any way for the biding duration, but will break free of the trance for one turn if attacked. At the end of the biding duration, the Entrancing Light begins to diffuse in an irradiating fashion, damaging the nearby enemies while the User zips along trails of the disseminating light at a blinding speed, damaging all enemies within range. All enemies have a residual Blind status for 3 turns after the event. Range: 2-cell radius. Element: Light. Costs 10 X-Levels.}


    Stats:

    HP: 35 (Motif Hoodie +5)
    MP: 35 (Ultramarine Ascot +5)
    Atk: 6 (Irrelevant Trace +1*)
    Def: 3
    Int: 8 (Irrelevant Trace +1*)
    Spr: 6
    Critical: 5%
    Evasion: 8%
    Movement: 2 cells (Unreturned Wanderer +2)
    X-Gauge: {/////}{/////}{/////}

    *Only boosts one of the tagged stats at a time, alternating between the two each turn in battle.

    [hr]

    Name: Ebrethiel
    Gender: Male
    Age: 12
    Level: 7
    Appearance: Body cursed to reflect the twisted soul inside, and the young mind adversely affected as well, Ebrethiel exists as a mutating being inside a mutating shell, skin gradually darkening to ashen and auburn tones while most other bodily features degrade into a form befitting a mindless beast. The adolescent human body remains, dark red hair intact on his head and facial features unchanged, though eventually his husk as a whole shall become a representative of the macabre entity within. Tattered and torn clothes remain as a somber reminder of the humanity he once had.

    Profession: Deranged Mutant- Hexed by one who gazed upon their vulgar human ways with reproach, the one who claims this Profession has become an unhinged monster forcefully surrendered to the macabre madness lurking in their heart. [Basic Attacks: Atk.][Insanity Unleashed]

    *[Insanity Unleashed] At the end of turns wherein the User used an A-Ability, they involuntarily loose the Free Command 'Insidious Cry', which grants them half of an X-Level at the cost of 8% Max HP.

    Weapon: Brand of the Wicked: A basic but reliable inscription on the flesh. The one who bears the brand is bound and empowered by the devil. [+1 Atk]
    Armor: Material Bindings: Strips of worn cloth wrapped around the wrists. [+1 Def]
    Accessory: Witch's Crest:A fragment torn from the occultist who would hex a young soul. Over it lingers a promise to wreak greater revenge. [+5 MP]

    A-Ability: Dark Impulses

    +Low Thrash: The User allows the latent fury in his limbs to take over and whirls his body around, claws and jaw lashing out at knee-level. {130% Atk. Damage. Chance of Slow, Mod. +1. Range: Adjacent. 10 MP. Classified as Voracious.}

    +Blood Fang: Baring his crude teeth in a menacing scowl, the User bites the target with a fang tainted by his anguish. {30% Piercing Atk. Damage. Additional stacks of Voracity are gained when the User expends 2 Use Counters to use Blood Fang, based on +1 Stack per 25% Total Max HP sacrificed to 'Insidious Cry' (Maximum: 2 Extra Stacks). Range: Adjacent. Use Counters are determined by how many times the User has unleashed 'Insidious Cry'. Further uses of Blood Fang within two turns of previous use require 2 Use Counters. Classified as Voracious.}

    +Creepy Limb: The User stretches their arm in a macabre way and grabs a victim, dragging them close and opening his appetite to them. {Pulls a Unit to a Cell adjacent to the User. All resources (boost or regeneration to a stat) the User draws from the target are multiplied by 1.25 for 1 Turn. Range: 5 cells. 8 MP.}

    +Maw of Despair: Predatory instincts rising at the sight of prey that is unable to escape, the User bears his jaws wide and embodies the yawning void of pure terror in one macabre instant. {45% Piercing Damage. If the target has a deficiency to their Movement, the User steals 20% of their primary Offensive Stat and gains a boost to his own Defensive Stat of the same Damage Type. These Stat debuffs and buffs stay in place until the User fails to inflict direct damage at least once per Turn. Range: Adjacent. Element: Dark.  14 MP. Classified as Voracious.}

    +Pursuit: Monsters do not allow weakened prey to escape. {For the next three turns, the User gains an extra Act Command upon inflicting direct damage to opponents with a lower percentage of Max MP or Max HP than him, one extra Command per turn. Range: Self. Element: Dark. 10 MP.}

    R-Ability: Mad Tirade: When the User incurs a Status Effect which impairs movement or action, it is replaced by the Status Effect 'Madness', which lasts as long as the eradicated Status Effects' duration. While afflicted with Madness, Basic Attacks are treated as Voracious, the User gains an extra Act Command per turn, and the User must target a select unit every turn and inflict damage on them at least once before taking other actions. Target is randomly selected out of all units within Basic Attack Range. If no other units are within range, the User releases an Insidious Cry which consumes 10% their Max HP. Madness does not stack.
    S-Ability: ~Essence Devourer: Some of the User's A-Abilities are classified as Voracious. These inflict 5% MP Damage on hit, and augment the User's MP directly by that damage. Voracious attacks also grant a stack of Voracity; upon five stacks, the next Voracious attack's damage output is augmented by an amount equal to 12% the target's Max HP.
    E-Trigger: <Madness Feasts> : The User's Voracious attacks heal the User for half the damage dealt, and the User absorbs half of the MP expended on attacks against him over three turns. When the User is afflicted with Madness, these ratios are raised to 3/4. If the User attacks a unit that damaged him in the recent Enemy Phase, an extra stack of Voracity is gained if the attack was Voracious (activates once per turn). Duration: 3 Turns. Consumes 5 X-Levels.
    X-Ability: --Brio Burst--

    {The User releases a powerful blow-out of twisted life-force, dealing Piercing Physical Damage to all enemies within 2 cells. Damage is based on the User's Max HP times the combined percentage of all HP sacrificed due to Insidious Cry. If the User's Current HP is below half its Maximum, the User can freely (Mana-wise and Command-wise) use an A-Ability before unleashing Brio Burst. Damage is capped at 75% Multiplier; anything exceeding that adds the amount of damage dealt by Brio Burst times ([The Overflowing percentage] x 2) to the User's HP.  Consumes 10 X-Levels.}


    ~ Statistics ~

    HP: 50
    MP: 30 (Witch's Crest +5)
    Atk: 8 (Brand of the Wicked +1)
    Def: 7 (Material Bindings +1)
    Int: 2
    Spr: 4
    Critical: 5%
    Evasion: 6%
    Movement: 2 cells (Depraved Mutant +1)
    X Gauge: {/////}{/////}{/////}
     
  3. Name: Lance Henrikson
    Gender: Male
    Age: 19
    Level: 7
    Next Level:
    Appearance: At 5'6", Lance is fairly short. He is quite scrawny at that, making him look lile a total pushover, which he really is. However, he has a massive intellect, and always totes his latest invention -- A special set of gloves connected to a futuristic set of goggles -- that allows him to see a multitude of screens around him; there are many functions beside this, including many arbitrary ones. Lance's hair is short and brown, and usually parted. It's hard to tell of it's greasy or he uses a lot of gel, but it has a certain shiny quality to it. When not wearing his goggles, he has a fhick pair of glasses that he wears.

    Profession: Tech Wiz: Naturally attuned to technology, this guy is really smart as hell, but that's about all he has going for him. [Remote Operation][ENG]
    *Remote Operation: The user's attacks and skills can have their range calculated from any ally's position. Any status effects that imply being used with Lance's techology (such as Tracer and Scan, for example) cannot be redirected onto Lance or his allies.
    Weapon: Wired Gloves: Gloves wired to a special set of goggles. They allow the user to see screens used for various things such as targetting opponents. [INT +1|Range: 3]
    Armor: Lab Suit: The suit of a lab tech. [SPR +1]
    Accessory: Custom Batteries: Batteries made by Lance himself; they can keep a charge much longer than normal batteries. [ENG +5]

    A-Ability: Long Range Targetting:

    + Energy Tracer: Shoots a special energy blast that absorbs into the target, releasing an energy signature that acts like sonar to the user's sensors, allowing the target to always be found. Inflicts Tracer on target. Cast Time: Normal (1 Turn). Range: 4. 10 ENG.
    *Tracer: For three turns, Every allied attack or skill targeting the Afflicted is given the Accuracy property of Sure Hit.

    + System Scan: Using the advanced sensors installed in his goggles, the user analyses his opponent to see how to best damage them. Inflicts Scan on target. Accuracy: 80%. Range: 4. 10 ENG.
    *Scan: For three turns, every allied attack or damaging skill targetting the Afflicted has its critical chance increased by one level.

    + Firewall Activation: The user surrounds himself or his ally with a special force field that blocks out damage. Bestows Protect and Shell. Cast time: Normal (1 turn). Range: Self or any ally. 28 ENG.

    + Pinpoint Laser: Fires a small laser with an incredibly high amount of wnergy. 150% INT damage. Burn Mod. +1. Accuracy: 70%. Range: 4. Element: Light. 15 ENG.

    + Tazer Cable: A cable buzzing with high amounts of electricity is jettisoned from Lance's glove straight into the opponent and quickly retracted. 130% INT Damage. Stasis mod +1. Accuracy: 50%. Element: Electricity. Range: 3. 12 ENG.

    R-Ability: Virus Detection: When an enemy with debuffs is inflicted with Scan, the previous debuffs have their time reset, and Scan's time is reduced to 2 turns.
    S-Ability: Replacement Batteries: Once per battle, Lance may regenerate all of his ENG.
    E-Trigger: Battlefield Array: Lance begins a scan of the entire battlefield, including every person on it. Using the information, he makes sure that everything is on target. Inflicts Scan and Tracer on all enemies. ;Damage output to enemies with a debuff other than Tracer or Scan is increased by 35%
    X-Ability:

    ~ Stats ~

    HP: 30
    ENG: 50
    Atk: 2
    Def: 5
    Int: 8
    Spr: 6
    Critical: 7%(Level 7)
    Evasion: 3%(Level 7)
    Movement: 2 Cells (Tech Wiz +0)
    X Gauge:



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

    Profession: Florist: The one who claims this profession uses plants to her advantage in battle. [Graceful Wither][BA Element: Nature]
    *Graceful Wither: When inflicted with Poison or Severe Poison, Mirani recovers HP or MP (Chosen at the time of damage) instead of losing it.
    Weapon: White Rose Seed: A special seed that can grow into a thorny, whip-like vine that can regrow if cut off. [ATK +1]
    Armor: Flowered Dress: A dress decorated with small flowers [DEF +1]
    Accessory: Tulip Brooch: An amethyst brooch shaped like a tulip. [SPR +1]

    A-Ability: Nature's Perilous Gifts

    + Poison Infusion: Mirani infuses a special poison into the thorns of her whip. But of course, a whip is a clumsy weapon... Adds Poison mod. 0 to all Basic Attacks for 3 turns. Range: Self. Element: Nature. 6 MP.
    --Just a prick: As a free action in the duration Poison Infusion is in effect, Mirani may Poison herself. 1 Use Counter per Poison Infusion.

    + Special Spores: Mirani blows certain spores that thrive in the poison her whip carries at her opponent. Chance converting Poison to Severe Poison with time reset. Range: 3 or self. Element: Nature. 8 MP.
    --Virulence: Mirani commands the spores from afar to explode from the initial target, infecting anyone else they come in contact with. Chance of Severe Poison in area of effect. First target must be inflicted with Severe Poison. Range: 5 or Self ~ 3 cell Radius. Element: Nature. 16 MP.

    + Burning Powder: This powder has a violent reaction if combined with Mirani's special poison inside the warm, humid atmosphere of the body. Chance of converting Poison to Burn with time reset. Range: 3. Element: Nature. 4 MP.

    + Thinning Agents: A blend of essential oils that when combined with Mirani's special Poison, thin the blood and prevent any healing. Chance of converting Poison to Frail with time reset. Range: 3. Element: Nature. 6 MP.

    + Sickening Sap: The sap from a kind of tree that, when combined with Mirani's poison, induces such a nauseating pain that they can hardly move. Chance of converting Poison to Pain. Range: 3. Element: Nature. 8 MP.

    R-Ability: Coating the Whip: When Mirani successfully inflicts Poison on an enemy, she may choose to immediately use a skill that converts Poison into another debuff.
    S-Ability:Immune Weakening: For physical debuff an opponent has, the chance of inflicting another is increased by 5%.
    E-Trigger: Poisonous Dance of the Fey: A gleam of simultaneous sadism and wild beauty enters Mirani's eyes as her movements become even more graceful and fluid. Her body seems to shine with a purple color when the light hits her just right. Inflicts Severe Poison on Mirani. Multiplies Mirani's MOVE by 1.5. Every cell that Mirani passes over becomes a Poisonous Dust cell. (Denoted { }. Poison mod. +2 upon entering the cell. Effects last 3 turns (Poisonous Dust cells last until they are entered).
    X-Ability:

    ~ Stats ~
    HP: 40
    MP: 30
    ATK: 9
    DEF: 7
    INT: 2
    SPR: 5
    Critical: 6% (Level 7)
    Evasion: 5% (Level 7)
    MOVE: 2 Cells (Florist +1)
     
  4. Name: Rozalin
    Gender: Female
    Age: 16
    Appearance:
    [​IMG]

    Profession: Assailant - Inexperienced assassins-in-training. Though their line of work usually involves weakening their targets from afar and then closing in for the kill they sometimes end up attempting to take out their target by brute force alone. [Dual Wield] [Equipment Change]

    *Equipment Change - Rozalin is able to switch between two sets of weapons during battle as a Free Action. She may only perform this action once per turn and only one set of abilities and equipment bonuses will be provided at a time.

    Weapon 1: Black Blade - Blade made of obsidian, doesn't cut very well but it's still not good to be hit with it.
    Weapon 1: Black Blade - Blade made of obsidian, doesn't cut very well but it's still not good to be hit with it.
    Weapon 2: Shiv - A small and easily concealed knife, its size makes it perfect for throwing. [Range: 3 cells]
    Weapon 2: Shiv - A small and easily concealed knife, its size makes it perfect for throwing. [Range: 3 cells]
    Armor: Night Cloak - A dark blue cloak draped over Rozalin's clothing to help her blend into the darkness.
    Accessory: Hair Tie - A black hair tie to keep Rozalin's hair from obscuring her vision. [+5 HP]

    A-Abillity: Sinister Affliction

    + Slither (Blades) - By melding into shadows and moving quickly and silently Rozalin is able to sneak behind her target. [No Damage. Range: 3 cells. Moves Rozalin to an adjacent cell of the target. Another attack or Ability may be linked after this one. 6 MP]
    --- Serpent's Kiss (Knives) - Rozalin tosses a knife coated in deadly venom at the target. [80% ATK Dmg. Range: 3 cells. Chance of Poison. 4 MP]

    + Premeditation (Blades) - By concentrating on the task at hand Rozalin is able to direct her focus onto her target, pinpointing their weaknesses and where their defenses are lacking. [Range: Self. Next attack or Ability will have a 100% Critical Hit rate. 8 MP]
    --- Cripple (Knives) - Rozalin tosses two knives at the target aiming for their legs. [50% ATK Dmg per hit, 2 hits. Range: 3 cells. Chance of Immobilize. 6 MP]

    + Head Crack (Blades) - Rozalin strikes the target's head with the side of her blade, attempting to knock the target unconscious or at least into a dazed state. [120% ATK Dmg. Range: Adjacent. Chance of Daze. 8 MP]
    --- Pithing Needle (Knives) - Rozalin tosses a well-aimed knife directly at the target's spinal cord with the intent to sever their nervous system. [80% ATK Dmg. Range: 3 cells. Chance of Paralysis. 7 MP]

    + Rose Petals (Blades) - Rozalin swings her blades with unmatched accuracy and precision, striking her target's arms, legs, and body relentlessly. [110% ATK Dmg per hit, 4 hits. Range: Adjacent. 16 MP]
    --- Atrophy - Rozalin tosses a contaminated knife at the target, the venom entering the body and preventing blood from clotting. [80% ATK Dmg. Range: 3 cells. Chance of Frail. 7 MP]

    + Mutilate (Blades) - Rozalin delivers a series of very brutal strikes aimed at the target's vital organs, attempting to finish off the target. [150% ATK Dmg. Range: Adjacent. If this skill kills an enemy, the MP used for this skill is refunded. 12 MP]
    --- Bloodlet (Knives) - Rozalin tosses a knife at the target which cuts open an artery, causing large amounts of blood loss. [80% ATK Dmg. Range: 3 cells Chance of Wound. 6 MP]

    R-Ability: Blood Revelry/Grave Wound - (Blades) Whenever Rozalin damages an enemy she restores 5% of her max HP and MP for each negative effect they are suffering from. (Knives) Whenever Rozalin successfully inflicts a negative effect on an enemy the duration of all other negative effects on that enemy is refreshed.

    S-Ability: Mercy/Precision - (Blades) Rozalin's damage output is increased by 10% for each negative effect the target is experiencing. (Knives) Rozalin has a 15% increased chance to inflict negative status effects as long as her target is not immune.

    E-Trigger: Pinpoint - By channeling energy into her eyes Rozalin is able to determine her target's most vulnerable points. [Range: Self. Increases status affliction chance by an additional 15% and all attacks and abilities gain Sure Hit for 3 turns]

    X-Ability: Miss Massacre - Rozalin tosses two knives aiming straight at the target's eyes in order to blind them, and while they're surrounded by darkness she rips and tears apart the target, mutilating every part of their body until there's nothing but a mangled corpse in the end. [150% Piercing ATK Dmg. Range: Any. Damage output increases by an additional 10% beyond the bonus for Mercy for each negative effect the target is experiencing]

    Level: 7
    Progress: --/--
    HP: 40 (+5 from Hair Tie)
    MP: 35
    ATK: 9 (+1 from Black Blade) (+1 from Black Blade) / (+1 from Shiv) (+1 from Shiv)
    DEF: 6
    INT: 2
    SPR: 5 (+1 from Night Cloak)
    Crit: 8%
    Evd: 6%
    Movement: 2 Cells (+2 from Assailant Profession)
    X-Gauge: 0/10

    Skill Points: 0


    Name: Rylai
    Gender: Female
    Age: 16
    Appearance:
    [​IMG]

    Profession: Witch - Misunderstood practitioners of an unorthodox type of magic. Unlike in stories witches aren't only confined to casting hexes and brewing poisons, though both of those are within the vast possibilities granted to a witch. [Enchanted Heirloom]

    *Enchanted Heirloom - All bonuses granted by Rylai's weapon is instead converted to MP at a ratio of 1 Stat to 5 MP.

    Weapon: Broom - Yeah, you're not seeing things. It's a broom. What did you expect from a witch?
    Armor: Skeleton Dress - You know, despite the fact that there are skulls and weirdly glowing blue candles adorning this dress it kind of looks adorable.
    Accessory: Pointy Hat - The more pointy it is the more magical it is, isn't that how it works? [+5 MP]

    A-Ability: Bipolar Witchcraft

    + Sacrifice - Rylai, being the helpful witch that she is, gives up her own magical energy to replenish that of an ally's. [Range: 3 cells. Transfers X amount of MP from Rylai to the target. X cannot exceed Rylai's current MP. 5 MP]

    + Purity - Rylai, being the helpful witch that she is, casts a hex upon the target. The purpose of this particular hex however, is to counter other hexes and illnesses. [Range: Self or 3 cells. Removes a Status effect. 14 MP]

    + Shield - Rylai, being the helpful witch that she is, casts a spell which condenses energy around an ally to form a defensive field. [Range: Self or 3 cells. Grants Protect. 10 MP]
    --- Equivalence - Deprotect

    + Barrier - Rylai, being the helpful witch that she is, casts a spell which condenses energy around an ally to guard them from other magics. [Range: Self or 3 cells. Grants Shell. 10 MP]
    --- Equivalence - Deshell

    + Excitement - Rylai, being the helpful witch that she is, channels energy into the body of an ally, greatly improving their agility. [Range: Self or 3 cells. Grants Haste. 14 MP]
    --- Equivalence - Slow

    R-Ability: Equivalence - Whenever Rylai applies a positive effect onto an ally the nearest enemy within the range of the skill originating from the ally has a 50% chance to be hexed with the respective negative effect.

    S-Ability: Energize - Rylai draws energy from everything around her, passively restoring 10% of her max MP each turn.

    E-Trigger: Karma - One of the most powerful hexes. The target becomes cursed with malefic spirits which will haunt them them until they've extracted revenge. [Range: 5 cells. Inflicts damage equal to 50% of total damage the target has inflicted over the course of the battle]

    D-Ability: Curse of Swine - Rylai casts a hex on each of her enemies, transforming them into pigs. Just kidding, though they might as well be pigs. [100% Piercing INT Dmg. Range: Enemy party. High chance of Addle. High chance of Shrink]

    Level: 7
    EXP: --/--
    HP: 35
    MP: 45 (+5 from Broom) (+5 from Pointy Hat)
    ATK: 2
    DEF: 7 (+1 from Skeleton Dress)
    INT: 4
    SPR: 8
    Crit: 3%
    Evd: 5%
    Movement: 2 Cells
    X-Gauge: 0/10


    Skill Points: 0
     
  5. Name: Ahriman
    Gender: Male
    Age: Unknown
    Level: 7
    Next Level:
    Appearance:
    [​IMG]

    Host Name: Brenna Kieran
    Host Gender: Female
    Host Age: Appears 13


    Profession: Corrupted Familiar (The one who claims this profession was once the magical familiar of a young sorceress, but has since corrupted and taken over her mind.) [Pestilence I] [Basic Attack: Magical]
    Job Promotion: Corrupted Familiar - Corvid Recidivist - Plague Bringer - Forgotten Creator
    *Pestilence I: Negative status inflictions caused by the user last for an additional turn.

    Weapon: Gem Brooch (A dull jewel brooch that just barely serves to channel the user's magic.) [+1 Int]
    Armor: Tattered Dress (An old silk-and-lace dress that looks like it was stolen from a corpse.) [+1 Spr]
    Accessory: Dessicated Feather (A rotted black feather that has a shine of corrupted magic to it.) [+5 MP]

    A-Ability: Atramentous

    + Ebenum Flagro: A blast of black fire is shot at the target, scorching exposed flesh and potentially crippling them. 120% Int damage. Chance of Burn. Chance of Blind. Range: 2 cells. Element: Dark. 11 MP.
    -- Exuro: So many stories end in fire, and this is no exception. High chance of upgrading Burn if the target is afflicted with it. All stats decreased by 10% (infinite duration, nonstackable) if this effect activates when the target is afflicted with Severe Burn. Range: Set. Element: Fire. 8 MP.

    + Psyche Shatter: The raven's cry has long since stirred fear in humans- and this particular specimen seems to incite something far worse with his shrieking call. Lowers Int and Spr by 10%. Chance of Confuse. If Confuse succeeds, lowers Spr by an additional 10%. Range: 3 cells. Element: Dark. 12 MP.

    + Rake: Ethereal talons reach out to grab the target, gripping them tightly enough so as restrict movement and hinder ability to fight. 120% physical Int damage. Chance of Immobilize; if Immobilize succeeds, the target has a 30% chance each turn (for the duration of Immobilize) to be unable to act. Physical attacks from the target have Damage Output lowered by 10%. Range: 2 cells. Variance: 10%. Element: Arcane. 12 MP.

    + Opportunist: Prepares magic that makes one more limber and agile when striking, whether it be physical or magical offense. Increases Basic Attacks by 1. User cannot be affected by effects that prevent Acting. Stack Limit 2; lasts 3 turns. Range: Self. Element: Arcane. 16 MP.

    + Caliga Cross: Two merciless slashes cut across the target, rending flesh and leaving the wounds open to infection. 2 hits. 100% physical Int damage each hit. Chance of Wound. If Wound succeeds, the target has a 10% higher chance of being affected by a physical, negative status affliction for the duration of Wound. Range: 2 cells. Variance: 10%. Element: Dark. 14 MP.

    + Skillful Strike: The user watches his targets intently, marking their movements, before using the observation to his advantage to make his attacks more effective. Raises Critical by 10% and gives skills a 10% higher Hit Rate. Discards negative Variance results. Effect lasts 3 turns. Range: Self. Element: Neutral. 16 MP.

    R-Ability: Accursed Phoenix: When the human puppet this raven uses falls by battle, he abandons his host- for the moment- and concentrates his energy on reviving the girl. When Ahriman would be KO'd, he survives with 1 HP and cannot be KO'd that turn. For 3 turns, he is unable to use Abilities and is afflicted with Frail. At the end of these 3 turns, he immediately regains 25% max HP.
    S-Ability:
    -- Tenebris Pestis: Ahriman has a 10% higher chance of inflicting any sort of damaging status affliction.
    E-Trigger:
    X-Ability: Volendi Ruinam: Battle always results in the object of my desire- yes, yes, when one's life is hanging by a thread, when the carrion birds swoop down out of the sky... Yes. That is when I arrive. That is when you look desperately at the human puppet, almost begging for your life... But you won't get it back, no. I'm afraid that I cannot spare lives. Am I the Reaper? No, but I come damn close. 150% piercing Int damage. High chance of Doom. A target KO'd as a result of this X-Ability act as if Charmed by the user for 3 turns, before returning to KO'd status. Range: Infinite. Element: Dark. 10 X-Levels.

    ~ Stats ~

    HP: 30
    MP: 40 (+5 Dessicated Feather)
    Atk: 2
    Def: 6
    Int: 9 (+1 Gem Brooch)
    Spr: 6 (+1 Tattered Dress)
    Evasion: 4%
    Critical: 6%
    Movement: 2 (Corrupted Familiar Job +0)

    Skill Points: 0
    Upgrade Points: 12






    Name: Nathair Kigyo
    Gender: Male
    Age: 19
    Level: 7
    Next Level:
    Appearance:
    [​IMG]

    Profession: Snake Charmer (The one who claims this profession is skilled at the handling of snakes to the point of controlling them with moderate success.) [Dual-Wield] [Shed Skin I]
    *Shed Skin I: The user has a 10% higher chance to evade any physical status ailment. These status effects also have a 5% chance of ending each turn.
    Job Promotion: Snake Charmer - Ophid Adept - Dread Biter - Ouroboros Contractor

    Weapons:
    -- Azadeh: (The brilliant red scales of this deadly serpent warn of venom. She obeys Nathair without hesitation.) [+1 Atk]
    -- Adrastos: (This snake is dully striped, as if to not draw attention to himself as he sinks his teeth into his enemy.) [+1 Atk]
    Armor: Plain Suit (A simple cloth suit that doesn't offer much protection, but it gets the job done.) [+1 Def]
    Accessory: Snakeskin (The shed skin of a snake that still seems to contain some "life" in it. Just what is this?) [+5 HP]

    A-Ability: The Serpent's Call

    + Envenom: A flash of red, a cry of pain, and a trickle of venom. Lashes one arm towards the foe, allowing Azadeh to strike with her fangs. Chance of Poison. Range: 3 cells. Element: Neutral. 6 MP.

    + Serpent's Evaluation: "A snake's eyes are so much more efficient than our own. To see warmth is to see where the blood runs closest to the surface. Harness that vison, strike the weak points, and my job has become that much easier..." Reveals target's Weaknesses and Resistances and increases the user's Critical Rate by 10% when attacking that enemy only for 3 turns or until the user casts this skill on another target. Range: 3 cells; Self. Element: Neutral. 8 MP.

    + Siphon: Adrastos latches onto the enemy, keeping hold and draining away the target's energy. 100% Atk damage to MP. Drains damage as MP and increases Atk by 10% indefinitely, no stack. Range: Adjacent cell. Element: Neutral. 8 MP.

    + Viper's Speed: Mimics the agility of the viper in order to speed oneself up. Bestows Haste, increases Move by 1, and increases Evasion by 5% for 3 turns. No stack. Range: Self. Element: Neutral. 13 MP.

    + Python's Strength: Lunges at the foe with the sheer force of the python, knocking the target back with blunt, shattering strength. 150% Atk damage. Knockback 1 cell. Chance of Daze. Range: 2 cells. Hit Rate: 90%. Element: Neutral. 11 MP.

    + Carotid Strike: Darts forward at blinding speed like a cobra's strike, hand outreached for the target's throat with Azadeh coiled and ready to strike. 50% piercing Atk damage. High Critical Hit rate. Low chance of Severe Poison. Range: 3 cells. Hit Rate: 90%. Element: Neutral. 14 MP.
    -- Fluid Combination: Pivots as soon as Azadeh's strike is done, allowing Adrastos his own turn at the open wound. 30% piercing Atk damage, increased to 50% if Carotid Strike was Critical. Range: Set. Hit Rate: 90%. Element: Neutral. 7 MP.

    R-Ability: Life Drain: Whenever the user successfully lands a critical hit, the extra damage is drained by the user as HP.
    S-Ability:
    -- Strike of the Viper: User recieves a constant 10% increase to Critical Hit Rate.
    E-Trigger: Contract of Ouroboros: "Take my blood, my soul if you desire, as your own so that I may call upon your power, driving the dawn's light into a fit of frenzy--" Nathair raises his arms up, allowing Azadeh and Adrastos to bite his own arms, opening up the skin to allow the blood to spray free in sacrifice. It doesn't stay long, however, as the red spray is absorbed into the user's contract, forming intricately glowing red runes. Nathair's wounds now seem to heal at a quicker pace, and his battle capabilities seem greatly enhanced... The user takes 25% max HP damage. For the following 5 turns, the user is bestowed with Regeneration and his Atk and Critical Hit Rate are both increased by 20%. Azadeh's and Adrastos's added effects are upgraded to Chance of Poison. 5 X-Levels.
    X-Ability: Ouroboros Cycle "Ring of Light": "And as the dawn fades into night, the great serpent encircles all to match our eternal cycle; come forth now, Ouroboros, and set free your wrath against those who stand before your faithful servant!" 100% piercing Atk damage, treated as Spiritual. Disables the Cycle Mana special command of any target hit while doubling the effectiveness of the user's; both effects last 3 turns. The user is bestowed with Reraise. Range: All enemies. Element: Light. 10 X-Levels.

    ~ Stats ~

    HP: 35 (+5 Snakeskin)
    MP: 35
    Atk: 9 (+1 Azadeh) (+1 Adrastos)
    Def: 6 (+1 Plain Suit)
    Int: 2
    Spr: 6
    Evasion: 3%
    Critical: 6% (+10% Strike of the Viper)
    Movement: 2 Cells (Snake Charmer Job +1)

    Skill Points: 0
    Upgrade Points: 12
     

  6. Name: Mai
    Age: 17
    Gender: Female
    Level: 7
    Next Level:
    Appearance:
    [​IMG]

    Profession: Dragon Apprentice- "The one who claims this profession trains and fights with a mystical power that is said to have derived from the mystical powers of dragons." [Steadfast] [Dual-Wield]

    *Steadfast- The user gains a permanent 10% base health increase.

    *Dual-Wield- the user acquires new inventory "Weapon" slot. Two-handed weapons take up both Weapon slots.

    Weapon: Dragon Fang- a sword with a duplicate twin, it is made of fine metal and an inner flame. [+1 ATK]
    Weapon:Dragon Fang [+1 ATK]
    Armor: Dragonscale- worn scale armor hidden under clothing. [+1 DEF]
    Accessory: Tempest Gem- a small diamond encrusted into silver and worn as a necklace; it stirs the energy about it. [+5 Mana]

    A-Ability: Path of Courage

    +Inner Resolve- Mai gains 25% increased ATK Damage for 3 turns. Non-stackable. 8 MP.

    +Vicious Blaze- Mai traps the opponent with a vicious blaze, rooting them for 2 turns. Range: 3 cells. Element: Fire. 6 MP.

    +Will Bracer- Mai focuses her endurance to take the next hits from her enemies. Reduces incoming ability damage by 20% and reduces incoming damage from basic attacks by 25%. This buff fades by 5% for each subsequent amount of damage taken after the initial amount of damage. After one phase is over, this buff wears off. 8 MP.

    +Flame Purge- Mai strikes the opponent with a massive, energy-fueled blaze. 100% ATK Damage. If the opponent or Mai is afflicted with a negative status condition, Flame Purge deals 25% increased damage (up to 50%) and the status conditions are removed. Range: Adjacent cell. Element: Fire. 7 MP

    +Trailblazer- Mai bursts forward, leaving a trail of vicious flames behind her. Mai moves 3 spaces in any direction, leaving behind Blaze Cells ({ }). Blaze Cells burn enemies who land or pass through them. If an opponent is already afflicted with Burn, the opponent is afflicted with Severe Burn. 7 MP

    R-ability: Burst Flame- If Mai is attacked by an adjacent opponent, Mai has a 50% chance of dodging the attack.
    S-Ability:Dragon Rush- Mai is bestowed Haste at the start of the battle.
    X-Ability: Flight of Fire- Mai blurs out of optical perception, striking the opponent from all areas with blazing metal and restoring her will to continue fighting. 4 hits. 50% Piercing Damage with each hit. Mai heals herself for 50% of the damage dealt with each hit. The opponent is afflicted with Severe Burn. Range: Adjacent cell. Element: Fire.

    E-Trigger: Unbreakable Will- Mai surrounds herself with her own energy, enduring as much damage as she can. Casts a small shield equal to 25% of her maximum health. Lasts 2 turns or until broken. Range: Self.

    ~Stats:
    HP: 50 (Steadfast +5)
    MP: 35 (+5 Tempest Gem)
    ATK: 8 (+1 Dragon Fang) (+1 Dragon Fang)
    DEF: 5 (+1 Dragonscale)
    INT: 2
    SPR: 5
    EVA: 7% (Level 7)
    CRIT: 6% (Level 7)
    MOVE: 2 Cells (Dragon Apprentice Job +1)
    X-Gauge: 0/10


    Log:
    (+25 HP, +20 MP, +4 ATK, +2 DEF, +3 SPR = 18)
    ---------------------------

    Name: Kimari Sanira
    Age: 15
    Level: 7
    Next Level:
    Appearance:
    [​IMG]

    Profession: Ascended mind- The one who claims this profession is an enlightened individual, using their spirit energy through their mind to project unbelievable mind powers. [Acumen] [BA: INT]

    *Acumen: "One's mind never stops working. Mine will always find a way." [+5% Maximum mana regen]

    Weapon: Crystal Eyes- Small crystal orbs with the shapes of eyes upon them. [+1 INT][Range: 3 cells]
    Armor: Shade Robe- a grey robe with a mysterious essence, almost as if it isn't there... [+1 SPR]
    Accessory: Focus Gloves- two small black gloves with the calligraphic symbol for an eye painted with a mystical dye on each palm. [+5 MP]

    A-Ability: Mente di Sventura

    +Migraine- Kim gives the enemy a painful headache, marking them with Headache. If Kim damages an enemy marked with Headache, Headache turns into Migraine. Migraine deals 80% INT Damage and silences the afflicted opponent. Headache lasts 3 turns or until activated into Migraine. Migraine lasts 3 turns. Range: 5 cells. Element: Neutral. 3 Use Counters.

    +Redirection Wave- Kimari forces the opponent to target their ally or themselves with psychic dominance. Target is afflicted with Redirect. Upon enemy phase, the afflicted target must target their ally or themself with abilities or basic attacks. Lasts 1 turn. Range: 3 cells. Element: Neutral. 12 MP

    +Repress- Kimari represses the opponent's memories to effectively cripple them. Suppresses the use of an opponent's skill, R-Ability or S-Ability for 3 turns. Range: 3 cells. Element: Neutral. 10 MP.

    +Hemorrhage- Kimari lacerates the opponent's mind, rendering immense pain throughout their body. 130% INT Damage. Chance of Blood Loss. Range: 3 Cells. 15 MP.

    +Subdue- Kimari creates a psychic field around an opponent that disrupts regeneration abilities while assimilating it to herself. Reduces incoming healing abilities and items to the afflicted opponent by 50% for 3 turns while Kimari receives the other 50%. Range: 3 Cells. 14 MP.

    R-Ability: Spacial Warp- Upon taking lethal damage that would make Kimari Critical or KO'd, Kimari will be teleported to a location of her choosing and not receive damage or effects from the attack. This ability will only activate once per battle.
    S-Ability: Mind Sync- By activating this S-Ability, designates an enemy. Kimari's Basic Attacks and Abilities have a range of "Infinite" only if targeting that enemy. Effect fades if Kimari targets another enemy.
    X-Ability: Ultimo Pensiero- Kimari focuses her mental power to obliterate the opponent's mind. "My mind reigns supreme above all others."  150% Piercing INT Damage. Chance of myriad of negative mental status afflictions. If the opponent goes Critical from this abilitiy, nearby opponents in a 3-cell range are dealt 100% Piercing INT Damage. Range: One Opponent. Element: Neutral.

    E-Trigger: Stimulate- for 3 turns, Kimari's INT is increased by 50%.

    ~Stats:
    HP: 30
    MP: 50 (+5 Focus Gloves)
    ATK: 2
    DEF: 4
    INT: 10 (+1 Crystal Eyes)
    SPR: 3 (+1 Shade Robe)
    EVA: 4% (Level 7)
    CRIT: 5% (Level 7)
    MOVE: 2 Cells (Ascended Mind Job +0)
    X-Gauge: 0/10


    Log:
    (+15 HP, 25 MP, +8 INT, +2 DEF = 18)
     
  7. Name: Ganro Maga
    Gender: Male
    Age: 18
    Level: 7
    Next Level: ---

    Profession: Blood mage: The one who claims this profession may sacrifice part of himself to power his magic. [Lifeforce User]

    Lifeforce User: spells are casted from HP. The user has no MP stat.

    Weapon: Standard Staff: "For mages who honestly don't care." [+1 Int/Int basic attack]
    Armor: Pale Robes: "This one's seen the washer too many times." [+1 Spr]
    Accessory: Headband: A cheap band worn around the head, used to keep the sweat out of one's eyes when working too hard. [+5 HP]

    A-Ability: Elemental Blood Magic

    +Lux Sanguinem- Holy BlackLight: A healing spell, consising of a beam of UV light. 100% Int healing. Self or 3 cells. 6 HP.

    +Tenebris Sanguinem- Shadow Haze: A hazy cloud of darkness that distorts and eats away at materials and flesh. 20% peircing Int damage. Hits once for 3 turns. Low chance of Armor break on cast. 11 HP.

    +Mysticum Sanguinem- Arcane Cannon: A large surge of Arcane energy with vibrant colors. 200% Int damage. Blood Loss. 3 cells. Cast time: 3. 16 HP.

    +Herba Sanguinem- The Taking Tree: An illusory tree that steals surrounding life energy, and transfers it to Ganro. Summons a 10 HP 1-tile structure with (.7int) in both defenses. As long as Ganro or healable allies are within 3 cells of this tile, they are treated as having regen for this turn. Only one of these tiles may exist at a time. 8 HP.

    +Aqua Sanguinem- Reversal mist: Ganro surrounds himself in a mysterious mist, changing otherwise harmful inflictions into helpful magical enchantments. All damage over time statuses on Ganro are convered into healing effects with the same power and duration. Self. 16 HP.

    R-Ability: Blood Wisp Form: Whenever Ganro uses HP for a spell, 50% is added to his blood well. When Ganro is reduced to 0 HP by any means, he becomes a wisp for a turn. At the start of this transformation, the HP from his blood well is transfered to his current HP. Ganro can be attacked while in this form, and can only use Move actions. Ganro is still susceptable to conditions, positive or negative, in this form. If Ganro surivives the turn, he may continue fighting as normal, and can start refilling the blood well from scratch.
    S-Ability: Ritual Dagger: One per battle, Ganro may use the HP of an adjacent enemy to use an A-ability. This cannot be used to KO the enemy. This counts for the blood well.
    E-Trigger: Blood Heroism: For the next 3 turns, half the cost of Ganro's spells will be healed to Ganro and allies within 2 cells at the end of Ganro's turn.
    X-Ability: Ritual Sacrifice Circle: Ganro turns the 3 cell radius around him in a Ritual Sacrifice Circle. All cells in this area are destroyed unless the GM or Ganro deem a tile exempt. Ganro may us the HP of any entity with HP in the Ritual Sacrifice Circle, unless this cast would KO/Destroy the entity. HP used counts towards the blood well.

    ~ Statistics ~

    HP: 75 [+5 Headband]
    Blood Well: 0
    ATK: 2
    DEF: 6
    INT: 8 [+1 Standard Staff]
    SPR: 6 [+1 Pale Robes]
    Critical: 3%
    Evasion: 5%
    Movement: 2 (+0 Blood mage)
    X Gauge: {//////////}



    Name: Arkai Genium
    Gender: Male
    Age: 18
    Level: 7
    Progress:---

    Profession: Beam Private: The one who claims this profession is a low ranking foot soldier armed with specialized lazer weaponry.[Multicolored Beams][Physical Basic attack]

    Multicolored beams I:All damage Arkai outputs will have a randomly assigned property.
    Red--Absorbs 10% damage dealt as HP.
    Blue--Deals 10% of damage to MP.
    Yellow--Does 10% more damage.


    Weapon: Beam Gloves: An energy weapon, that fires beams from the fingers. Arkai prefers to think of them as claws. [+1 Atk][Adjacent Cell]
    Armor: Business Suit: An ordinary suit. Why someone would wear this into battle is beyond me. [+1 Spr]
    Accessory: Thorned Rose: A reminder of his dreams for the future. Nothing more poetic than bringing a flower into battle. [+1 Atk]

    A-Ability:

    +Spark beam: Arkai takes of swipe with his beam claws, but instead of a lazer, lightning takes the form of the claws. 100% Atk damage. Chance of paralyze. Adjacent cell. 7 MP

    +Fanged Claws:  Arkai draws upon the power of his battery mod, and takes a swipe downward. Deals extra damage based on the amount of Draining effects the skill has. 100% Atk Damage to start. Adjacent Cell. 6 MP.

    +Normal shot: For once, Arkai actually uses the beam gloves has he was taught to, and fires at the enemy as if his hand is a gun. The effect of Multicolored Beams is doubled for use of this skill. 100% Atk damage. 3 cells. 9 MP.

    +Lifeline: Arkai sets up a energy tether between two nearby people (or himself.) Whenever "Target A" of the tether receives healing, "Target B" receives an equal amount. Lasts 3 turns. Self or 3 cells. 12 MP.

    +Extend claws: Arkai enhances the beams used for his claw attacks, extending it into 3 distinct cuts. For the next 3 turns, Arkai's basic attack hits three times. 16 MP.


    R-Ability: Counter beam: If hit by an A-ability, Arkai deals the MP(or respective resource) used as base int damage. Maximum 3 range.
    S-Ability: Battery Tap: Arkai's gloves are always modded to steal the life of those he attacks. Absorbs 20% damage dealt as HP.
    E-Trigger: Battery Thorns The sparks responsible for draining the life of his foe turn into extreme spikes. All life drain effects count on base damage, not total damage for the next five turns. The effects of Battery Tap are increased by 1.5 for this duration.
    X-Ability: Dizzying Lightstorm: Arkai unleashes his claws, then spins around like a tornado, detaching the claws, and sending beams flying everywhere, creating a beautiful cycling lightshow. 50% piercing ATK damage to every enemy within three cells of Arkai. This effect happens every turn until Arkai is defeated.

    ~ Statistics ~

    HP: 25
    MP: 30
    Atk: 9  [+1 Beam Gloves][+1 Throned Rose]
    Def: 8
    Int: 2
    Spr: 7 [+1 Business suit]
    Critical: 6% Critical
    Evasion: 5% Evasion
    Movement: 2 [+1 Beam Private]
    X Gauge: {//////////}
     
  8. Name: Thage Ehrenphreis
    Gender: Female
    Age: 19
    Level: 7
    Progress: 0/24
    Appearance:
    [​IMG]

    Profession: Arcane Mistress: A witch who masters a strange, ancient magic that isn't always predictable. The one who claims this profession is a beginning mistress of magic. [Frenetic Efficience]

    Frenetic Efficience: If a Skill has an Additional Cost attached, the first 25% of its MP cost is waived.

    Weapon: Ancient Tome: A tome that has survived the ages. It its said that the medium used was the blood of a harlot. [+1 INT]
    Armor:  Velvet Sundress: An article of clothing that feels so good to wear that one would now want to wear anything underneath. Said to boost confidence. [+1 SPR]
    Accessory: Cat's Eye: A mysterious jewel that brightly glints when the going gets tough... [+5 MP]

    A-Ability: Double-Edged Support

    + Adsorption My gift to you... User chooses an amount of HP that isn't total, takes that as piercing magic damage, and heals target ally for the amount paid. Range: 5 cells. Accuracy: 100%. Use Time: Instant. Element: Arcane. 3 Use Counters.

    + Float: You've always believed... Now you can fly! Target ally(allies) float(s) about 6 inches off the ground, making them able to traverse over any ground-based terrain for 3 turns. Target(s) also gain an emblem with [+2 MVT] for three turns. Range: 3 cells. Splash: 1 adjacent cell. Accuracy: 100% Use Time: Instant. Element: Arcane. 6 MP. As an additional cost to activate this ability, the user gains an emblem with [-1 MVT] for its duration.

    + Berserk: Lose yourself in the madness... Chance of bestowing Berserk on target character for 3 turns. Range: 3 cells. Accuracy: 75% Use Time: Instant. Element: Arcane. 6 MP. As an additional cost to cast this spell, the user's ATK is halved for the duration of the spell.

    + Pain Split: You won't be the only one to suffer. User chooses a target ally that is taking damage. She waggles a finger, and gives a target ally an emblem with [Decoy]. Any basic attack target ally suffers is Arcane in addition to its other elements is redirected back to its originator. Range: 5 cells. Accuracy: 100% Use Time: Instant. Element: Arcane. 12 MP. As an additional cost to cast this spell, the user takes 50% of all damage redirected this way.

    + Rally Wink: I know you can do it~! User chooses an adjacent target ally, and winks at them using an ancient power. If the target is of the opposite gender of the user, they gain an emblem with [+20% ATK] for 2 turns. If the target is of the same gender, the accuracy of the move is halved, and the target gains an emblem with [+2 MVT] for 2 turns. Range: Adjacent. Accuracy: 100% Use Time: Instant. Element: Arcane. 6 MP.

    R-Ability: +Forgiveness: If Thage would be affected by an additional cost, once per turn that cost is nullified. Each time this ability activates, Thage loses 5% Max HP.

    S-Ability: + Martyr: User recovers 3% of all damage taken as MP.

    E-Trigger: + Moan: Thage exudes pleasure, making all feel complacent and wonderful. Grants All Units +10% Max HP. Grants All Ally Units an additional +20% HP and +15% MP, as well as Haste for the remainder of the Ally Phase.

    X-Ability: + Shattered Heart Forgiveness has no place in my mind. Or my soul. You must die. When the user is at critical HP, and is outnumbered, she may activate this skill. An overwhelming blast of nothingness consumes the area, deadening all sensation. All enemies take 40% of their max HP as piercing Arcane INT damage, no matter their position, and afflicts them with Confusion. Range: All enemies. Accuracy: 100% Use Time: Instant. Element: Arcane. As an additional cost to activate this ability, the user sacrifices all MP and all but 1 HP.

    ~ Stats ~

    HP: 55
    MP: 40 (+5)
    Atk: 2
    Def: 5
    Int: 4 (+1)
    Spr: 6 (+1)
    Critical: 4%
    Evasion: 5%
    Movement: 2 Cells (Arcane Mistress +0)


    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

    Name: Dharc Johansen
    Gender: Male
    Age: 23
    Level: 7
    Progress 0/24
    Profession: Saboteur - The one who embodies this profession knows the beginnings of how to manipulate one's health to their will. [Schadenfreude]
    [Size=-3]Schadenfreude - If the user inflicts a negative status, the user is bestowed with a positive status opposite to the one inflicted for the same duration, if applicable. [/size]
    Appearance:
    [​IMG]
    Weapon: Lunar Scythe: They say that sometimes it isn't the moon you see in the sky. That's your imminent death. [+1 ATK]
    Armor: Rawhide Jacket: The one article of clothing anyone could wear and look a bit creepy. Said to have been stitched with golden fleece. [+1 DEF]
    Accessory: Jet Medallion: While looking into the centerpiece of this medallion, they say one could lose their soul in its depths. [+5 MP]
    A-Ability: Statustician

    + Swallow Waltz: A dance of flurried sweeps, constantly shifting and changing... Why, it's almost as if birds are singing! The user ferociously swings his weapon at a godlike speed, making chirping sounds vibrate through the air. 120% ATK damage. 3 hits. Chance of Confusion on hits 1 and 3. Chance of Blindness on hit 2. Range: Adjacent. Splash: 1 adjacent enemy unit, if there is one present. Accuracy: 90%. Use Time: Instant. Element: Dark. 22 MP.

    + Juxtaposition: I think I'll put you... here. User chooses any target unit and places them in any space on the current Map. Range: -- Accuracy: -- Use Time: Instant. Element: Arcane. 1 Use Counter.

    + Temptations: I'll make you mine, slave. User unleashes his unholy charisma against one Enemy Unit. Target becomes mesmerized, and will repeat one target Ally Action during the Enemy Phase against an Enemy Unit for one Enemy Phase. Range: 4 cells. Accuracy: 75%. Use Time: Instant. Element: Dark. 16 MP.

    + Necromancy: Rise, my slave. You shall perform nothing except my every whim. User slices open his left palm, spilling his virgin blood over the soil near him. Target KO'd Enemy Unit is revived with 25% Max HP/MP and is Warped to an Adjacent Cell. The target dies after three turns or if its HP is reduced to 0. Range: Infinite, Adjacent. Use Time: Normal 2. Element: Dark. 12 MP.

    + Ancient Power: Lose yourself in your ancestry. Draw from that untapped power! User gains an emblem with [+50% ATK, +1 MVT, -30% DEF, -30% SPR] for two turns. Range: Self Use Time: Normal. Element: Dark. 12 MP.

    R-Ability: + Synchronize: If a Status is inflicted upon the user along with damage, there is a chance that  the status is reciprocated to the source of the damage as well for the same duration of time.

    S-Ability: + Tactician: If a Status is upon any Unit, the User gains +10% Damage Output against that Unit for as long as the Status holds.

    E-Trigger: + Moonlight: Chance of Burn upon all Enemy Units. If a Status is upon any Enemy Unit, the user absorbs 150% ATK as HP. The User is granted +10% HP/MP Regen for 3 turns.

    X-Ability: + Clone: The User recites an ancient Dark text and brings about the Rite of Replication. The User then chooses a random Target Unit and replicates it every turn for three turns. These tokens are destroyed three turns after their creation, and are exactly akin to their Original, save for the fact that any Action Command they perform is [Dark] in addition to their other types and abilities. Range: Any Unit. Use Time: Instant, Normal 1. Element: Dark. 10 X-Levels.

    ~ Stats ~

    HP: 40
    MP: 30
    Atk: 7
    Def: 6 (+1)
    Int: 2
    Spr: 5 (+1)
    Critical: 6%
    Evasion: 5% (+5%)
    Movement: 2 Cells (Saboteur +1)
     
  9. Name: Cerys

    Age: 18

    Gender: Female

    Appearance:
    [​IMG]
    Profession: Glyph Composer- The one who claims this profession draws runes and glyphs in the air through the use of mana so that she may activate them and unleash their true potential. (Equip: Runes)

    Level: 7
    Exp: --/--

    Weapon: Faded Rune- A strange yet faded symbol attached to the user's upper arm used to draw glyphs. (Damage: Int) (Range: 4 Cells)
    Armor: Midnight Gown- A rather long dress colored as dark as night.
    Accessory: Light Armor- A rather small set of plates worn on the upper body; comes with matching boots.

    A-Ability: Design

    +Flare BlastThe user draws draws a cross in the air before surrounding it with a triangle shaped glyph. Once the rune covering the glyph is removed, a relatively small sphere of fire colored energy appears at the center of the cross before being fired off at the user's target. 110% Int Damage. Range: 4 Cells. 8 MP 6 MP. Fire Elemental.

    +Crystal BoltsThe user draws a small dot in the air before drawing a large circle around the dot, covering the perimeter with small dashes. Once the rune covering the glyph is removed, several needles of ice surround the user's target and spike into them instantly. 100% Int Damage. 5 Hits. Range: 3 Cells. 12 MP 9 MP. Ice Elemental.

    +Bolt DropThe user draws a straight line and then a zigzag above it. Once the rune covering the glyph is removed, a single bolt of lightning drops down on the user's target shocking them. 120% Int Damage. Range: 6 Cells. 11 MP 8 MP. Lightning Elemental.

    +Bubble BurstThe user draws a large circle in the air before drawing a swirl behind it. Once the rune covering the glyph is removed, a large bubble of water is blown by a slight breeze over at the user's target before popping, releasing the built up water over the target. 140% Int Damage. 50% Chance of Wet. Range: 3 Cells. 12 MP 9 MP. Water Elemental.

    +Gale SpiralThe user draws a vertical line in the air and then proceeds to draw a long spiral around it. Once the rune covering the glyph is removed, a strong gale swells around the user's target, spinning them around wildly. 100% Int Damage. 50% Chance of Confusion; Stuns Target for One Turn. Range: 4 Cells. 12 MP 9 MP. Wind Elemental.

    R-Ability:

    +Conversion GlyphThe user has an advanced knowledge of transfer glyphs, using said knowledge to transfer left over mana from a magical based attack into friendly mana which can be used to enhance her abilities. Whenever the user takes damage from a magical based attack, the user's stats are increased by 5%. Stacks 10 times.

    S-Ability:

    +ProdigyThe user, though new to her craft, shows a great level of mastery; much to the point that using her abilities are relatively easy. Cuts all MP costs by 25%.

    E-Trigger:

    +Siphon SpellFor the next three turns, the user's attacks damage the targets' MP for 50% of the damage dealt to their HP, with 25% of it being absorbed by the user as MP.

    D-Ability:

    +ExecutionThe user draws a sideways 'T' shape in the air and proceeds to make a crescent above the jutting out end. The user then removes not one seal on the glyph but four, causing the crescent on the glyph to fall and sever the erect end of the glyph; in reality, a crescent shaped blade of energy cuts the user's target down, aimed for their neck. 200% Pierce Int Damage. 10% Chance of Instant Death. Range: 6 Cells. 10 X-Levels.

    Stats:

    HP: 30
    MP: 45
    Atk: 2 (+0 from Faded Rune)
    Def: 5 (+0 from Midnight Gown) (+1 from Light Armor)
    Int: 9 (+1 from Faded Rune)
    Spr: 6 (+1 from Midnight Gown)
    Critical: 6%
    Evade: 5%
    X-Gauge: {/////}{/////}{/////}
    Move: 2 Cells (+0 from Glyph Composer Profession)



    [hr]


    Name: Elisia Fairchild

    Age: 16

    Gender: Female

    Appearance:
    Standing at a rather prominent 5'8" and constantly surrounded by an aura of determination, Elisia is strikingly beautiful and imposing. Olive-skinned with high cheekbones, her gray eyes carry an air of promise; should one find themselves under her gaze it is rarely a moment forgotten. Her long raven-colored hair finds itself often tied in a ponytail so it remains out of her face. Her clothing typically consists of something dark–usually blues and grays–mostly flexible and easy to move in. Rarely will she don anything that will restrict her, and as such most formal occasions find her wearing less-than-appropriate attire, but she doesn't care. Her comfort is more important than looking good–not that she has to worry about not looking good anyway.
    Profession: Sharpshooter- With a keen eye and bow in hand, the one who claims this professions looses a volley of attacks against the opposition from a distance to keep herself out of harm's way. (Quick Shot) (Equip: Bows)
    Quick Shot: Fires arrows with impressive speed, allowing for the user to quickly chain certain bow-based attacks together. Allows for chaining of certain skills based purely on range. Max Chain: 3.

    Level: 7
    Exp: --/--

    Weapon: Starter- Sleek bow made of durable wood. (Range: 4 Cells)
    Armor: Vest- Black vest. Not much else to it.
    Accessory: Burst Arrow- Simple yet effective projectile.

    A-Ability: Swift Barrage

    +The ChaseLocks onto the target and bolsters mana to the user's legs in order to swiftly and effectively close the distance between the user and her target. No Damage. User moves up to [User's Move] x2 Cells away; Counts as a Move Action. Range: Set. 4 MP.

    +HummingbirdSwiftly knocks an arrow and fires it with surprising force, enough so to hit a far off target. 120% Atk Damage. Range: 6 Cells. 11 MP.

    +FireboltCharges an arrow with fire mana before loosing it upon the target, upon which the arrow bursts into three and collides at the same time in a fiery explosion. 100% Atk Damage. 3 Hits. 50% Chance of Burn. Range: 4 Cells. 11 MP. Fire Elemental.

    +HeartbeatReleases an arrow with rapid pace that causes adrenaline to race through the user. 100% Atk Damage. Bestows Haste [User]. Range: 4 Cells. 20 MP.

    +Pinnacle of DivinityFires an arrow high into the sky, manipulating light mana to grasp its body before redirecting its flight path down toward the target with a burst of light energy. 130% Atk Damage. 50% Chance of Blind. Range: 5 Cells. 14 MP. Light Elemental.

    R-Ability:

    +Shell ShockKnocks attackers who try to get up close and personal away with a deliberately aimed strike at their vitals. When attacked from an adjacent cell, knocks the attacker 4 Cells away with a chance of stunning the attacker.

    S-Ability:

    +Continuous AssaultRelentless, the user moves into position as she attacks to ensure the target's demise. Allows the user to move into the proper range during attack chains.

    E-Trigger:

    +Rapid FireExtends chain length by 1 and enables the user to chain basic attacks as if they were skills for three turns. Access to A-Abilities is sealed during this time.

    D-Ability:

    +Mirrored AssaultUtilizes the full extent of one's mana to distort light around the battlefield in order to create illusory copies of the user's self. With the copies armed and at the ready, the user releases a single arrow into the sky which falls back to earth; the second the arrow hits the ground an innumerable amount of arrows fly leaving no one safe from harm. 100% Pierce Atk Damage. High Chance of Doom. High Chance of Stasis. Range: All Enemies. 10 X-Levels.

    Stats:

    HP: 35
    MP: 55
    Atk: 8 (+1 from Starter) (+1 from Burst Arrow)
    Def: 4 (+1 from Vest)
    Int: 2 (+0 from Starter)
    Spr: 5 (+0 from Vest)
    Critical: 6%
    Evade: 8%
    X-Gauge:
    {/////}{/////}{/////}
    Move: 2 Cells (+2 from Sharpshooter Profession)
     
  10. Name: Elena Malbraeze
    Gender: Female
    Age: 17
    Level: 7
    Next Level: --/--
    Appearance:
    [​IMG]

    Profession: Tribal Dancer - The one who claims this profession dances furiously to assault and debilitate the enemies, utilizing the forbidden moves and minuets of her tribe. (Natural Displacement)

    *Natural Displacement: After performing a dance, allows the user to wind up in a cell different from the user's starting position that can be up to [Max Move] cells away from the starting position. Activates Quickstep with a decreased effect (2% Max MP recovery per cell traveled.)

    Weapon: Lightweight Slippers - Shoes that weigh barely anything allowing for more mobility, but fails to pack a punch...er, kick.
    Armor: Loose Garments - Very loose clothing worn to increase agility, but it is in constant threat of simply falling off.
    Accessory: Goldenrod Ribbons - Long flowing ribbons of a goldenrod hue, they make the wearer's dancing all the more tantalizing.

    A-Ability: Ruthless Minuet:

    +Dance of the Dragon: A short dance involve the user slashing at the foe with claws of mana and a couple of devastating kicks. 80% Atk Dmg. Range: Adjacent cell. 5 hits. 12 MP.

    ---Dance of the Inferno: With a few extra steps, the mighty flames of the dragon well up within oneself, unleashed in the form of a horrid sphere of flame that spreads like wildfire. 150% Atk Dmg. Range: Target - 3 cells; Splash - 3 cells radius. Chance of Severe Burn. 24 MP. Fire elemental.

    +Catastrophic Dance: A dance that brings forth a dark cloud that shreds the defenses of the enemies. No damage. Range: All enemies. Chance of Deprotect. Chance of Deshell. 32 MP.

    +Dance of Illusion: Dances forth at a quick pace before lunging into an immensely quick dash leaving behind a trail of afterimages that one utilizes to reverse one's actions, dashing through the enemy a second time. 130% Atk Dmg. Range: 3 cells. Cell behind target must be unoccupied. 2 hits. 13 MP. Boosts user's Evasion by 5% for 3 turns.

    +Dance of Moonlight: With moves as swift as night, calls upon ethereal darkness to cover the sky allowing the moon to shine through, bestowing its gift upon the party. 100% Atk HP Recovery. Range: Ally party. 12 MP.

    R-Ability: Vigorous Step - Upon taking a hit that lowers the user's HP into Critical levels, bestows Haste and boosts Evasion by 10% for 3 turns.

    S-Ability: Quickstep - Allows the user to recover MP after moving equal to 5% Max MP per cell moved.

    E-Trigger: Destruction Dance - Performs a few hasty steps before leaping into the air, plunging down into the ground with mighty explosions for several turns. Deals 150% Atk Dmg with each plunge, affecting one target cell and all cells surrounding it. Damage persists for 3 turns after initial activation. (Will hit for a max of 3 times.)

    D-Ability: Waltz of Absolution (Holy) - Engages in a holy ritualistic dance that unburdens the enemy of their countless sins only to have the absolved transgressions manifest into a great maelstrom of destruction that annihilates the enemies. Deals 100% Piercing Atk damage to all enemies on the battlefield.

    Stats:

    HP: 40
    MP: 35
    Atk: 8 (+1 from Lightweight Slippers)(+1 from Goldenrod Ribbons)
    Def: 6 (+0 from Loose Garments)
    Int: 2 (+0 from Lightweight Slippers)
    Spr: 6 (+1 from Loose Garments)
    Critical: 5%
    Evasion: 7%
    Movement: 2 cells (+2 from Tribal Dancer Profession)
    X-Gauge: 0/10

    Skill Points: 0


    Name: Telvren Nas'thal-ix
    Gender: Male
    Age: 19
    Level: 7
    Next Level: --/--
    Appearance:
    Rather short for a guy only claiming a height of 5'7", Ixis is a rather lean fellow possessing long legs and surprising agility. Possessing an olive complexion and flawless skin, painted with crimson markings--two blood red triangles beneath his eyes, a wavy line across his forehead, and two arcs marking the outer curves of his face--he wears a mask that he typically keeps pulled up out of his face, resting on his head at an angle, gently resting on his short, lustrous silver hair. The mask is white in color and portrays the visage of an ancestral spirit with cut out eye sockets and more crimson markings on the cheeks and forehead. His eyes are a creamy brown that seems to have a dull gleam in the light. He never smiles, and his face is set in a permanent frown, or at least it's permanent as far as anyone else is concerned. His clothes are a combination of different torn, dark green garments wrapped expertly around his thin torso and around his nice waist going down to his knees. Over top that, he wears several scarves, silver in color, and many belts and straps holding vials and small booklets. And over top all of that, he wears a cloak, earthen brown in hue and slightly frayed at the hem. He typically goes around barefoot, not particularly caring for shoes at all.

    Profession: Shaman - With a wealth of knowledge regarding the spirits of the past, the one who claims this profession gives his life to said spirits, allowing him to channel their power in order to achieve new heights of existence which threaten to devastate the opposition. (Life Exchange)

    *Life Exchange: Offers one's own blood to one's familiar spirits to unleash new abilities. Abilities vary depending on the user's current weapon. Special abilities are used in place of a basic attack and consume an Act action.

    Weapon: Playful Wisps - Essences of playful spirits that deign not exact too much violence on those undeserving of such pain. (Damage: INT)(Range: 3 cells)
    ---Innocent Dance: Flutters about an enemy's head to dazzle them. No damage. Range: 3 cells. Chance of Confusion. 5 HP.
    ---Protection: Commands spirits to enter a defensive formation. Bestows Protect. Range: Self. 8 HP.
    Armor: Terra Cloak - Old cloak said to be forged from the dirt of a faraway barren wasteland.
    Accessory: Ancestral Mask - Strange mask passed down from generation to generation of shamans. It is rumored to house a spirit guide to help young shamans on their paths to greatness.

    A-Ability: Strength of Ages:

    +Avatar State: Unleashes a mighty burst of mana around oneself in an attempt to break one's own body apart, readying it to be consumed and possessed by an ancient spirit. Primes user for Channeling. Range: Self. 4 MP.

    +Channel - Vuur: Calls forth the blazing spirit of fury giving one the power to command the flames at will unleashing an inferno of rage upon the opposition. Enters Vuur Avatar State. While channeling Vuur, INT is increased by 10%. Must be primed for Channeling. Range: Self. 6 MP.

    ---Incant: Aansteek: Unleashes a torrent of embers that cling to foes to burn them while making them more susceptible to the heat of the flames. No damage. Range: 2 layers of surrounding cells. Chance of Burn. Target Fire Resist -50%. 16 MP.

    ---Unleash: Veldbrand: Sets the battlefield ablaze with a feral, all-consuming fire that doesn't cease until it has tasted the bones of the enemies and withered them all to ash. 140% Int Dmg. Range: All enemies. 20 MP. Chance of Severe Burn.

    +Channel - Weerlig: Calls forth a spirit who hones its destructive prowess, striking fast and quick giving one the power to do the same, landing precise assaults upon the opposition. Enters Weerlig Avatar State. While channeling Weerlig, the user has permanent Sure Hit which cannot be dispelled by any means. Must be primed for Channeling. Range: Self. 12 MP.

    ---Incant: Skok Veld: Focuses static electricity around oneself and forces it to move, generating a force field of shocking force that repels projectile attacks while shocking those who are close enough. Repels all projectile-like ranged attacks back at the attackers. Enemies in surrounding cells take 100% Int Lightning Dmg and have a chance of becoming paralyzed for each turn they remain in a cell surrounding the user. Range: Self. 12 MP.

    ---Unleash: Oplewing: Charges an immense array of electricity, forming a circle through which it cycles again and again growing more and more powerful, drawing in more and more electricity before the user detonates it causing it to fire a massive ray of electrical discharge. 100% Int Dmg. Range: Straight line, one direction. Can be charged up to 3 times, each charge garnering 20% more damage. Charging doesn't take up an act action, and neither does detonation. Arrays automatically detonate upon reaching maximal charge. 8 MP, +4 per Charge. Lightning elemental.

    +Channel - Upepo: Calls forth a liberated spirit of the gales giving one the power to ascend to a higher state of freedom, manipulating the flowing winds and bending them to one's will. Enters Upepo Avatar State. While channeling Upepo, the user gains permanent Haste which cannot be dispelled by any means. Must be primed for Channeling. Range: Self. 16 MP.

    ---Incant: Kuinua: Stirs the gentlest of breezes to bolster the body and spirit, enhancing movement and reaction time, elevating both to new heights. Bestows Veil. Increases Move by 2 cells. Range: 2 layers of surrounding cells. 24 MP.

    ---Unleash: Kimbunga: Enrages the zephyrs to form a giant twisting maelstrom that ravages the battlefield, tearing up property and leaving naught but destruction and devastation in its wake. 180% Int Dmg. Range: All enemies. Destroys inanimate objects and litters the field with Rubble cells. 28 MP. Wind elemental.

    +Channel - Mwanga: Calls forth a righteous spirit of the brightest light giving one the power to exact justice upon the foolish villains of this world in place of those who cannot defend themselves. Enters Mwanga Avatar State. When channeling Mwanga, enemies that attack the user have a 25% chance of becoming Blinded. Must be primed for Channeling. Range: Self. 10 MP.

    ---Incant: Ufunuo: The light suffuses all and banishes evil ailments from the bodies of those who seek nothing but the best for the world, granting them the ability to fight on uninhibited. Removes all negative status effects. Range: All allies. 24 MP.

    ---Unleash: Kubwa Mapenzi: From the heavens descends a marvelous radiance known not by anyone in the mortal realm, and with the coming of this otherwordly brilliance, great alleviation to the vicious wounds possessed by the righteous also deigns unveil itself. 130% Int HP Recovery. Bestows Regen for 5 turns. Range: All allies. 26 MP.

    R-Ability: Essence of Life - Whenever this unit uses MP to cast a skill, the user gains Regen status for 5 turns which cannot be refreshed or extended by any means.

    S-Ability: Writ of Blood - This unit recovers MP equal to double the amount of any self-inflicted HP damage taken.

    E-Trigger: Ancestral Might - Reenters current Avatar State with innate effects attached to said Avatar State being doubled or amplified. 3 turn duration. Damage dealt in Avatar State +20% for the duration.

    D-Ability: Will of the Ancients (Earth) - From within the veins of the planet, the remnants of past life giving energy to our world erupt and hemorrhage, unleashing torrents of lost spirits into the skies, darkening it with a ghoulish canvas. The spirits use their powers of the past to whip up the elements to sunder the earth creating a massive cataclysm which one can only pray to live through. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Slow and Paralysis.

    Stats:

    HP: 30
    MP: 40 (+5 from Ancestral Mask)
    Atk: 2 (+0 from Playful Wisps)
    Def: 6 (+0 from Terra Cloak)
    Int: 10 (+1 from Playful Wisps)
    Spr: 5 (+1 from Terra Cloak)
    Critical: 3%
    Evasion: 5%
    Movement: 2 cells (+0 from Shaman profession)
    X-Gauge: 0/10

    Skill Points: 0
     
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