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Zio's Wheresabouts and Whosamuppets

Discussion in 'Character Database' started by Ziolang, Nov 7, 2011.

  1. <:::::::::::::}==[) ~Demon-Craft Directory~ (]=={:::::::::::::>


    Page I
    001 ~ Directory
    002 ~ Reserved
    003 ~ Reserved
    004 ~ Reserved
    005 ~ Nita Ataie
    006 ~ Reserved
    007 ~ Reserved
    008 ~ Reserved
    009 ~ Hannel "Nelly" Olson
    010 ~ Reserved

    Page II
    011 ~ Eleven
    012 ~ Twelve
    013 ~ Two
    014 ~ Thirteen
    015 ~ Gretchen "Grace" Vilarreal

    All The Rest
    Freeform Profiles
    Fyurendryl ~ Organization Aurora
    Greilzyn ~ Blackblood Shifter
    Spectre & Sonye ~ Feywings
    Valerie Walker ~ Puella Magi
     
  2. Name: Nita Ataie
    Gender: Female
    Age: 26
    Level: 1
    Next Level: N/A
    Appearance:
    [​IMG]

    Job Promotion: Shade Priestess ~ Black Sun Cleric ~ Eclipse Sage ~ ???
    Profession: Shade Priestess: The one who claims this profession has passed initiation into the Black Sun Clerical Order; whilst still new to the faction, it proffers a means of offensive restoration magic. [Basic Attack: Physical] [Shadow's Gleam I]
    Shadow's Gleam I: Damage caused by the user affecting self and allies is treated as HP healing. Defensive stats still calculate.

    Weapon: Worn Glaive: A pike-like weapon made for man to man combat. [+1 ATK / Optional Range: 2 cell linear]
    Armor: Dyed Plate: Cheap, thin platemail that's been dyed. [+1 Def]
    Accessory: Iron Ringlet: A simple bracelet that somehow makes her stronger. [+1 Atk]

    A-Ability: Night Star

    + Black Sun Strike: A basic technique of the Order where one imbues dark mana into the weapon. 120% Atk Damage. 5% Max HP splash damage. Splash: Adjacent Cells. Range: Adjacent Cell. Element: Dark. 12 MP.

    + Raven Snap: Like the scavengers they are, crow like dark magic feeds upon the prey to strengthen itself. First hit: Decreases target's Def and raises the user's Atk by 20% for 3 turns. Does not stack. Second hit: 100% Atk Damage. Range: Adjacent Cell. Element: Dark. 10 MP.


    R-Ability: *LOCKED*
    S-Ability: Soul Regeneration: Innately increases the effectiveness of HP and MP recovery effects affecting or caused by the user by 25%.

    D-Ability: Eclipse "All is Black": "Light is the most powerful sustaining force. With it springs life. I will revoke the light." 200% Piercing Atk damage. 100% chance of blind. Element: Piercing Dark.

    ~ Stats ~

    HP: 20
    MP: 20
    ATK: 4 (+1 from Worn Glaive) (+1 from Iron Ringlet)
    DEF: 3 (+1 from Dyed Plate)
    INT: 1
    SPR: 2
    Critical: 4%
    Evasion: 3%
    Movement: 2 (+1 from Shade Priestess Profession)

    Skill Points: 0
     
  3. -Reserved [Nita Ataie]-
     
  4. Name: Hannel "Nelly" Olson
    Gender: Female
    Age: 19
    Level: 1
    Next Level: 0/10
    Appearance:
    [​IMG]

    Job Promotion: Aero Magus ~ ??? ~ ??? ~ ???

    Profession: Aero Magus: The one who claims this profession has begun the art of of illusion magic, focusing on the aspects of body replication. [Dual Wield] [Illusion Affinity I]

    Dual Wield: Hannel acquires an additional Weapon slot in her Equipment. Hannel may wield two one-handed weapons or one two-handed weapon. When wielding two Weapons, Hannel's second hit of a Basic Attack has its damage output reduced by 20%. Additionally, Hannel receives a Defensive Stat penalty.
    Illusion Affinity I: Hannel's Evasion is innately increased by 5%. In addition, When Hannel performs a skill, she gains 1 Use Point toward that skill; when enough Use Points are acquired, that skill gains a Use Counter. A skill requires 1 Use Point per 5MP in its original cost to gain a Use Counter. Use Points and Use counters carry over; Use Points instantly reset to 0 when the required amount is obtained for a Use Counter. Limit 1 Use Counter per skill at a time.

    Weapon:
    |-RH-> Chipped Chakram: A simple, magical, circular bladed weapon that's seen too much battle. [+1 INT]
    |-LH-> Scarred Chakram: A well-made steel, magical, circular blade that had been greatly damaged. [+1 INT]
    Armor: Padded Clothes: Simple attire that has been padded for light protection. [+1 DEF]
    Accessory: Mark of Kitsune: A mask that gifts the wielder with strange powers, based upon the materials it swallows. [+5 MP]
    A-Ability: Encircle

    + Replicate ~ "Strike": A distortion of the wind mixed with magic creates a circle around the target, starting from herself; a replica of herself appears at each other available compass direction and bear down with their blades. 100% INT damage. 1 hit plus an additional hit for each empty cell adjacent to the target. Chance of Wound[First hit only]. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: Adjacent Cell. Element: Wind. 10 MP. 0/2 Use Points.

    + Chakram Tailwind: A magical wind cloaks a thrown chakram, allowing for return trips and deadlier strikes.  Increases range of basic attacks to 3 cells and crit by 10% for 3 turns. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: Self. Element: Wind. 10 MP. 0/2 Use Points.


    R-Ability: None.
    S-Ability: False Imagery I: Hannel's Evasion is innately increased by 3% and Spr is innately increased by 15%.
    B-Ability: None.

    E-Trigger: Wind-Ring Ultimatum: An aura of wind engulfs Hannel. Bestows haste. Increases Evasion and Crit by 20% for three turns. 5 X-Levels.

    X-Ability: Illusory Replication ~ Infinite Loop: A ring of wind magic surrounds the entirety of the field. All along the ring, replications of herself are created, making a literal "O" of Nellys. With one fluid motion, each selects a target and delivers their message of pain. 50% Piercing attack damage; 4 hits divided as she chooses. Chance of Wound each hit. Range: 1-4 Enemies. Element: Wind


    ~ Stats ~

    HP: 25
    MP: 15
    Atk: 2
    Def: 2 [Padded Clothes +1]
    Int: 4 [Imbued Chipped Chakram +1][Imbued Scarred Chakram +1]
    Spr: 3 [False Imagery I +1] [Dual Wield -1]
    Critical: 4%
    Evasion: 6% [False Imagery I +3%]
    Movement: 2 Cells [Aero Magus Job +1]
    X Gauge:
    {/////}{/////}{/////}


    Skill Points: 0
    Upgrade Points: 0
     
  5. Inaka "Eleven" Deis
    Gender: Female
    Age: 18
    Level: 15
    Next Level: 0/10
    Appearance:
    [​IMG]

    Character Bio:
    Personality: Arrogant and bull headed, Inaka has a taste for battle difficult to quench. She is respecting of skilled fighters, but quick to insult. However, she is loyal to those she deem friends, and can always be depended on. Her most notable factor is her concentration, she has exceptional attention to detail, perhaps born from her ability to easily command six weapons harmoniously.

    Abilities:
    Soul Projection: The ability to split the spirit from the body without severing the connection. With this stable connection, the spirit is capable of doing all the body can, such as wielding swords.
    Spirit Replication: Inaka can create almost identical replications of her own spirit which are connected to her body as if they were one entity.

    Equipment: A pair of short swords, as well as a semi-ethereal weapon called a ripper, which is wielded by the soul, which she often replicates.

    Connections: Inaka continuously tries to trade code names with Seven. She has a rivalry-style friendship with Rilan.

    History: After birth, her mother continued to have complications from it until she finally died when Inaka was about 4. Her father shrunk into bitterness and drinking and finally into blaming and abusing Inaka. When she was about 8, when her father was once again beating her, Inaka's emotions were torn and completely shattered, which resulted in the revealing of her hidden talent. Her soul split partially from her body and she pushed her father off her with an ethereal arm. Scared and confused, she ran away. She spent the next 4 years homeless and alone. She also practiced a little in her discovered talent, using it to steal food and other necessities.

    She was caught stealing this way by a man and was then pulled aside. Inaka, reflexively expecting a beating, immediately began to struggle to get away. She attempted to use her ability to push away the stranger, only to find the stranger catch her soul-arm with one of his own. Her fear instantly vanished as her curiosity took over. This man, Daren, took her in as his pupil, training her in her gift. After 3 years, her rapid progression lead her to surpass her teacher. Still unrecovered from the fear of her abusive father, she ended up simply leaving Daren, too.

    She became a loner, wandering who knows where doing whatever, mostly finding people to fight, to release her childhood anger on others. She ended up battling a wolf-like humanoid that resulted in Inaka being trapped in a dimensional void. She remained in this dimension for an unknown amount of time before there came a purple-haired, human-looking female with some kind of strange pole arm. Before she could react, the two of them were swept away until being dumped before three more wolf-like beings.

    Job Promotion: Soul Blade ~ Esper Sword ~ ??? ~ ???

    Profession: Esper Sword: The one who claims this profession is one that is capable of manifesting the spirit into physical usage. [Basic Attack: Physical or Spiritual] [Basic Attacks +1] [Soul Blade II] [Skill Pool] [Dual wield]
    Soul Blade II: Adds an additional weapon slot "Soul Blade". Grants 2 hits for SAtk Basic Attacks. Splits Attack into WAtk and SAtk. WAtk's base is equal to Atk while SAtk's base is equal to Psy. Equipment bonuses to Atk equally benefit WAtk and SAtk. SAtk targets Spr.
    Skill Pool: The user may cast a skill into the skill pool, paying the cost. Skills in the Skill Pool may be cast alone, together, or along side a basic attack at no cost. Maximum of 3 skills can be held in the Skill Pool at a time. Skills in the Skill Pool remain until used or replaced.

    Soul Blade: Illusory Phantom "Dove": This ripper sports a pure-white blade on a black support, it's beautiful appearance hiding its deadly capacity. [Effect: Blood Loss [1 chance per Basic Attack]]
    Weapon:
    |-RH-> White Spatha: A sharp short sword that has been colored a chalky white. [+5 Atk / +7% Crit]
    |-LH-> Backhand Wakizashi: A Japanese short sword designed to be held backhand for followup strikes. [+5 Atk / +20% Crit Damage]
    Armor: Athena: This cloak sports a decorative armored torso plate. [+3 Def / +4 Fai / +10% Eva / Resist: Arcane]
    Accessory: Soul Band: This black hairband is made for channeling one's soul while keeping one's hair looking fabulous. [+15 SE / +5% Charge Spirit effectiveness / +6% Crit / Immune: Paralyze, Pain]

    A-Ability: Blade Dance

    + Strike Dance: Focuses the mind to increase concentration, making it easier to find opportunities to strike. Increases Basic Attacks by 1 for 3 turns. When cast from the Skill Pool alongside a Basic Attack, the additional Basic Attack may be immediately applied. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Self. Element: None. 3 Use Counters.

    + Soul Dance: Active meditation increases the ability use one's soul in desired ways. Increases SAtk by 20% and number of hits with SAtk Basic attacks by 1 for 3 turns. Stackable 3 times. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Self. Element: None. 12 SE.

    + Vertical Dance: Moves her blades about one side with force enough to split a tree. 120% SAtk Damage. 120% WAtk damage. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Adjacent Cell. Element: None. 8 SE.

    + Spiral Dance: An outstretch of all blades, spiraling the body and twirling the Soul Blades around herself. 100% SAtk damage. 100% WAtk Damage. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Surrounding Cells. Element: None. 9 SE.

    + Rip Dance: A careful strike made critically weaken the target. 2 hits. 120% WAtk Damage. Chance of DeProtect. No chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Adjacent Cell. Element: None. 12 SE.

    + Flurry Dance: Relentless strikes with the Soul Blades, tearing into the target's very being. 4 hits. 110% SAtk Damage. Increases user's number of SAtk Basic Attack hits by 1 for 3 turns. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Adjacent Cell. Element: None. 12 SE.

    + Shell Dance: Blades are swung about in a defensive nature, redirecting attacks to counter. Increases Def and Fai by 20%. Allows the user to counter an adjacent attacker with a Basic attack. 3 turn Duration. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Self. Element: None. 16 SE.

    + Survival Dance: The verges of death clears and focuses the mind, which Inaka takes full advantage of for an aggressive attack. 100% SAtk damage, 2 hits. 100% WAtk Damage, 2 hits. Chance of Wound [2 chances]. Damage increased to 150% while Critical. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Adjacent Cell. Element: None. 21 SE.

    + Border Dance: Inaka replicates the soul to position as a sentinel around a comrade. Inaka may perform SAtk basic attacks from target's position. Foes adjacent to and attacking the Target suffer 100% SAtk counter damage. 3 Turn Duration. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 cells. Element: None. 14 SE.

    + Eternal Dance: A seemingly never-ending onslaught to leave no identifiable trace of the target. 5 hits. First hit: 200% WAtk Damage. Last 4 hits: 120% SAtk Damage. Increases user's number of Basic Attacks by 2 for 3 turns. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Adjacent Cell. Element: None. 36 SE.

    A-Ability: Blade Dance [Intheworks]

    R-Ability: Perfect Counter: When Inaka becomes the target of an adjacent attacker, she may perform a Basic Attack on the attacker first. Skill Pool available for use with this Basic Attack.
    S-Ability:
    ---> Profound Concentration II: The user may cast a skill into the Skill Pool and perform her Basic Attack at the same time. Innately increases Crit by 5% and the user's Basic attacks cannot be prevented.
    ---> Empty.
    X-Ability: Blade Storm ~ "Edge of Eternity": Your end is my beginning.
    Inaka moves in such a blur of motion one cannot perceive the action she takes. The barrage lasts but a moment, but the damage is done. 16 hits. First 8 hits as 10% Piercing WAtk damage. Second 8 10% Piercing SAtk damage. High Crit. Range: Adjacent Cell. Element: Neutral.

    ~ Stats ~

    HP: 65
    SE: 45 [Soul Band +15]
    Atk: 14 [White Spatha +5] [Backhand Wakizashi +5]
    |-WAtk: 14
    |-SAtk: 10
    Def: 11 [Athena +3]
    Psy: 10
    Fai: 9 [Athena +4]
    Critical: 11% [White Spatha +7%] [Soul Band +6%] [Profound Concentration +5%]
    Evasion: 7% [Athena +10%]
    Movement: 2 Cells (Esper Sword Job +1)
    X Gauge: {/////}{/////}{/////}
    Skill Points: 3
    Upgrade Points: 28
     
  6. Ralara "Twelve" Szaufer
    Gender: Female
    Age: 14
    Character Bio:
    Personality
    She is seemingly always happy. She appears to some to be a bit slow minded, dim witted even. Beneath the happy exterior, however, dwells a scarred child desperately clinging to her sisters and for stability in her life. Her nature seems to constantly and gradually disintegrate into a delirium, which must be kept in check by herself and her sisters. Ralara's mental condition is a secret kept even from the other Team 13 members, with few exceptions.

    Abilities
    Mana Theory: Ralara has learning into the arcane arts, under the tutelage of Seven. She specializes in ice magic, using it mostly in two forms: focused lasers and streams to skate along.
    Dimensional Jumping: Ralara Capable of creating bridges between dimensions that she can travel, and even release her magic into it to have reappear where she please.

    Equipment
    She wears a collar one never sees removed. She wears mana-channeling bracelets and often creates a bow of ice mana.

    ConnectionsRalara is the adopted, youngest sister of Fang and Tascera, Seven and Ten respectively. She is responsible for Juliana's (Thirteen) being in T13 and is protective of her.

    History: TBA.
    Level: 15
    Next Level: 0/54
    Appearance: 
     [​IMG]
    Job Promotion: Ice Dunce ~ Runic Ranger ~ Void Maiden ~ Banu

    Profession: Runic Ranger: The one who claims this profession is skilled in runology, applying it to all aspects of combat. [Basic Attack: Magical; MP Damage] [Basic Attacks +1] [Ice Slide] [Banu Affinity II] [Void Cast]
    Ice Slide: Turns all entered cells into Ice Cells for 2 turns. Allows use of full move each turn.
    Banu Affinity II: User has permanent Ice Affinity II effects. Ralara cannot deal HP Damage. Grants the user a Void counter starting at 0% and peaking at 100%. BAs add 3%, skills add 3% for every 10 mp in its cost [rounded to nearest 10] and cycle mana adds 2%. All others are noted. Each of Ralara's skills gain a "Void Release!" trigger.
    Void Cast: Ralara may cast up to two skills at the same time. She may chain cast off of both of the cast skills. When casting a skill, Ralara may spend up to 30% Void to reduce the MP costs of skills cast that turn by an equal percent.


    Weapon: Shiva's Brace: A decorative, sky-blue bracelet with magic channeling properties Ralara uses to formulate an ice bow. [+3 Atk / +7 Int / Enables: "Void Shot" / Effect: Slow / Element: Neutral OR Ice]
    Void Shot: Basic Attack Damage +x% where x is equal to 2y, up to +50%. -y% Void.
    Armor: Orithyian Robe: This beautiful robe was named after a figure from human mythology. [+3 Spr / +3 Def / +10% Evasion / Immune: Freeze, Immobilize]
    Accessory: Sealed Collar: A collar Ralara cannot remove. [Synthesizable] [+15 MP / +1 Atk / +1 Int / +2 Spr / +1 Def / Void Growth x1.5]

    A-Ability: Cold Shoulder

    + Badh-Barta: [Banu-Drana'kor Banu-Raex-Toht-Alne'nar] A form of the classic Barta spell, having mana damaging properties and ignoring the physical target. 80% Int mp Damage. Low Chance of Freeze. Upgrades through use [Barta>Rabarta>Gibarta]. No Chain. Use Time: Instant. Variance: None.  Range: 3 Cells. Splash: Adjacent Cells. Element: Ice. 10 MP. +4% Void.
    |-Void Release!: Increases Damage Output by 20%, and Splash to "Surrounding Cells". -8% Void.

    + Erava "The Crystal Door": [Ecce'nar-Raex-Vha] Creates a light dimensional rift where Ralara may move to or strike from. Target cell becomes a Rift Cell denoted as
    {~}. No Chain. Use Time: Instant. Range: 2 cells. Element: Neutral. 10 MP. +4% Void.
    |-Void Release!: Creates a second Rift cell. Range: 4 cells. -8% Void.

    + Drop The Shyue!: [Drana-Olbe'nar-Prata'nar Toht'kor-Ecce'nar Shya-Ueqi'kor] Ralara points her gun-shaped hand at the target before yelling the spell's odd name, which launches a beam. Chance of confuse. 120% Int MP Damage. Seals target's S and R Abilities for 3 turns. Chain: None. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 Cells. Element: Neutral. 21 MP. +8% Void.
    |-Void release!: Chance of Weapon Break or Armor Break [selected]. -12% Void.

    + Laser Ricochet: A seemingy generic laser that bounces after hitting a target before returning to the user. 120% Int MP Damage. 50% of total damage dealt as MP healing to Ralara. Chance of Mana leak on initial target. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 Cell Branching: 1 cell. Element: Neutral. 18 MP. +7% Void.
    |-Void release!: Range: All enemies. Cast for 0 MP. -22% Void.

    + Shi-K'knex "Anti-Rilan Beam": [Shya-Itha'nar Cqi-Nlie'nar-Ecce] A spell written out to define that the target holds an energy that isn't mana, and then describes the alien energy as a threat. 200% Int SE/ENG/VP/etc Damage. No effect on MP. Target cannot regain the damaged energy for 3 turns. Chance of Seal. Chain: None. Cast Time: Normal [1 turn]. Hit Rate: 100%. Variance: None. Range: 3 cells. Element: Neutral. 24 MP. +11% Void.
    |-Void release!: Chance of Oblivion. -20% Void.

    + Praxi "Deep Chill": [Prata-Xan'nar-Itha'nar] An aerial cloud envelops the target, draining their mana whilst disabling their basic abilities. 100% Int MP Damage. Chance of Mana Leak. Chance to seal the target's Basic Attack. No Chain. Cast Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 cells. Splash: Surrounding Cells. Element: Ice. 22 MP. +12% Void.
    |-Void release!: Range: All Enemies. -28% Void.

    + Drax "Mana Bomb": [Drana-Xan'nar]. 120% Int MP Damage. Damage dealt as Piercing MP Damage to Splash. No Chain. Cast Time: Instant. Hit Rate: 100%, splash: 90%. Variance: 10%. Range: 3 cells. Splash: Adjacent Cells. Element: Arcane. 20 MP. +8% Void.
    |-Void Release!: Increases Damage Output by 30%. Splash: Area of 2 Cells. -14% Void.

    + Grim "Mana Eraser": [Gh'kor-Raex'nar-Itha'nar-Mh'nar] A spell used as an improved form of the Mana Bomb, even completely expelling the target's MP. Deals piercing MP damage equal to the target's current MP. Damage dealt as non-piercing Int damage to splash targets. No chain. Use Time: Normal [1 turn]. Hit Rate: 80%; 100% on splash [only if initial target is hit]. Variance: None. Range: 3 Cells. Splash: Surrounding Cells. Element: Arcane. 1 Use Counter. +20% Void.
    |-Void Release!: MP Damage to Splash changed to Piercing. Splash: Surrounding Area of 2 Cells. Requires 50+ Void. -27% Void.

    + Flait "Angel Wings": [Fhe'nar-Lei'nar-Itha'kor-Toht'nar] A powerful spell that bestows a hightened sense and increased flow to the mana cycle. Bestows Haste and Mana Regen. Targets will survive the next killing blow with 1 HP; effect expires in 3 turns. No Chain. Use Time: Normal [1 turn]. Hit Rate: 100%. Range: Self and All Allies. Element: Ice. 32 MP. +18% Void.
    |-Void Release!: Bestows Protect and Shell. -26% Void.

    + Banish: [Banu-Nlie'nar-Itha'nar-Shya] A spell taken from a common word written in runic, defined as erasing the target and sealing them from any possible return into existence. High Chance of Oblivion. Chance increases if target has 0 or less MP/ENG/SE/etc. No Chain. Use Time: Normal [2 turns]. Hit Rate: 100%. Range: 3 cells. Element: Ice. 36 MP. +25% Void.
    |-Void Release!: Increases Oblivion Chance. Requires 50%+ Void. -20% Void.


    A-Ability: Frost Bow

    + Yile "Ice Therapy": [Yie-Lei] Creates a cloak of relaxive ice mana around the target. 100% Int Healing. Bestows Shell OR Protect. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Self or 3 cells. Element: Ice. 16 MP. +6% Void.
    |-Void Release!: Range: Self and All Allies. -18% Void.

    + Drana Seal: Ralara snipes the target with an icicle mana arrow, marked with the Drana Rune. 100% Int MP Damage; 100% as MP Healing. Seals Target's Cycle Mana for 3 turns. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 Cells. Element: Ice. 12 MP. +10% Void.
    |-Void Release!: Casts for 0 MP. -13% Void.

    + Fekwirah "Time Seal": [Fhe-Qkich'kor-Raex-Hjech] A mana arrow entrically formed, with runic writing to describe its purpose in halting the target's placement in the time stream. Chance of Weak. Target's HP and MP are hidden for 3 turns. All Damage dealt to the target is sent to a hidden pool known only to the GM for 3 turns. At the end of the three turns, target receives all accumulated damage at once. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 Cells. Element: Ice. 20 MP. +12% Void.
    |-Void Release!: Increases "Chance of Weak" to "Chance of Weak [fully stacked]." -20% Void.

    + Vatom "Space Seal": [Vha-Toht-Mh'nar] A simple strike carefully made to render the target incapable of movement, and then opening a rift so that Ralara may strike the target at any time. 120% Int MP Damage. Chance of Stasis. One cell adjacent to the target becomes a Rift cell [chosen]. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 Cells. Element: Ice. 18 MP. 9% Void.
    |-Void Release!: Increases Damage Output by 20%. Increases Stasis chance. -12% Void.

    + Ueshek "Power Seal": [Ueqi-Shya-Ecce] Runic script made to seal the target's capacity. 100% Int MP Damage. Seals target's E-Trigger and Trigger Command use. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: One Enemy. Element: Ice. 24 MP. +16% Void.
    |-Void Release!: Range: All enemies. -30% Void.


    R-Ability: Badra "Parasite": [Banu-Drana] When Ralara becomes the target of a skill, she may deal piercing MP damage to the attacker equal to half the of that skills raw MP cost. Damage dealt becomes MP healing for Ralara. 3 Use Counters. Recharge: 4 Turns and/or 8% Void per remaining turn.
    S-Ability: Runic Aptitude: Ralara's "Cast Time: Instant" skills gain "Chain: Same-A-Ability Skills, after moving at least 1 cell."
    X-Ability: Broken History "All Forgotten": [Banu-Nlie'nar-Ueqi-nar]
    False visions. Phantoms of the past seen in the images of others. "Get away!" Memories melt into truth. History blurs with the present. Delirium begins to settle. "Leave me alone!" Swiping, clawing, biting. Need to get free. Everywhere. Nowhere. Everywhere. Nowhere... The past is hate. Hate them all. Erase the past. "Banu."
    Very High Chance of Oblivion. Target cell is erased. If oblivion chance fails, target is moved to an available adjacent cell. If no adjacent cell is available, or target can't move, target suffers Oblivion. Range: One Enemy. -50% Void.
    Special Trigger: This skill is automatically cast when Void reaches 100%. If cast in this way, Void and X-Gauge are set to 0, range is changed to "One Random Enemy" and Ralara suffers Rage and Confusion [Ralara can never target Fang or Tascera]. Void cannot be gained for the remainder of the battle if cast this way.

    ~ Stats ~

    HP: 55
    MP: 65 [Sealed Collar +15]
    Atk: 2
    Def: 9 [Orithyian Robe +3] [Sealed Collar +1]
    Int: 15 [Shiva's Brace +7] [Sealed Collar +1]
    Spr: 11 [Orithyian Robe +3] [Sealed Collar +2]
    Critical: 6%
    Evasion: 10% [Orithyian Robe +10%]
    Movement: 2 [Runic Ranger +2]
    X Gauge:
    {/////}{/////}{/////}

    Skill Points: 0
    Upgrade Points: 28
    *Rift Cell: Denoted as
    {~}. Ereva within 2 cells may move to, or perform skills and basic attacks from this cell. Occupiable.
     
  7. Rilan "Two"

    Gender: Female
    Age: "How old are you?" "A while." "What does that mean?" "A While."
    Level: 15
    Next Level: ?/?
    Appearance:
    [​IMG]


    Job Promotion: Blood Edge ~ Vital Fiend ~ ??? ~ Infernal Immortal

    Profession: Vital Fiend: The one who claims this profession practices proficiancy in the prolific forces. [Basic Attack: Demonic [Str]] [Basic Attacks +1] [Vitality II] [Blood Cast]
    Vitality II: The user may gain HP beyond the user's Max HP, up to 100% more. HP Recovery effects on the user have their effectiveness increased 50%.
    Blood Cast: The user may cast skills through HP.


    Weapon: Blood Eye: A larger, custom-made pole-arm forged in Rilan's desire for blood. [+7 Str / 50% Damage Dealt as HP Healing / Growth / Range: 2 Cell Linear]
    Armor: Phoenix Coat: This outfit is claimed to have been fashioned from the feathers of the immortal Phoenix. [+5 Vig / +1 Res / +10 HP / +1 HP Regen / Resist: Fire]
    Accessory: Möbius Band: A band made of a symbol of immortality. [+20 HP / +4 Res / Immune: Instant Death]

    A-Ability: Diminish

    + Rend: Blade strikes made to tear the target. 2 hits. 100% Str Damage. 2 Chances of Wound. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Weapon. Element: Neutral. 10 VP.

    + Scourge: A blade strike made to render the target sorely afflicted. 100% Str Damage. Chance of Burn and Poison. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Weapon. Element: Neutral. 9 VP.

    + Consume: A blade strike that inflicts a draining force. 120% Str Damage. Chance of Life Drain. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Weapon. Element: Neutral. 10 VP.

    + Expose: A strike laced with vorpal tamed to weaken the target's resistances. 120% Str Damage. Removes target's Resistances and Immunities for 3 turns. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Weapon. Element: Neutral. 17 VP.

    + Blockade: A vorpal field deflecting all damage to Rilan. Bestows Covered [Target] and Covering [User]. Covered gains HP Healing as the Covering does. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: 3 Cells. Element: Neutral. 12 VP.

    + Screen: A strong vorpal field about the target made to take hits for a time. Creates a barrier with 100% User's max HP for its Hit Points. Barrier takes Non-Physical damage with no defense modifications. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Self or 3 Cells. Element: Neutral. 12 VP.

    + Corrode: A more powerful strike with stronger reprecutions than Scourge. 150% Str Damage. Chance of Severe Poison, Chance of Severe Burn; Chances increased if target is already Poisoned or Burned respectively. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: weapon. Element: Neutral. 20 VP.

    + Catalyst: A powerful demonic influence envelops all, empowering afflictions. Refreshes the Durations of Allies' Buffs and Positive Statuses and Foes' Debuffs and Negative Statuses. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Area of 3 Cells. Element: Neutral. 24 VP.

    + Devour: A heavy blade strike made to feed Rilan's bloodlust. 200% Str Damage. 100% Damage Dealt as HP Healing. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Weapon. Element: Neutral. 24 VP.

    + Titan: Rilan shows forth her self-proclaimed immortality by implementing a powerful vorpal force about herself, challenging and drawing all who dare oppose her. Bestows Center of Attention, Protect, Shell and Berserk. Doubles Rilan's natural recovery. No Chain. Use Time: Instant. Hit Rate: 100%. Variance: None. Range: Self. Element: Neutral. 1 Use Counter.


    R-Ability: Reclaim: A deadly counter-strike made to regain what was just lost. When Rilan takes damage, she may perform a basic attack on the attacker with Chance of Life Drain. Range: Weapon.
    S-Ability:
    ---> Erosion II: Effects caused by the user that deal damage over time have their duration and effectiveness increased by 50%.
    ---> empty
    E-Trigger: Immortal's Limit: "There is no end to life. Well, for me at least."
    Rilan institutes the seemingly unending source of her stamina. Fully Restores HP. Inreases effectiveness of Health Recovery effects by 50%. 3 Turn Duration. 5 X Levels.
    X-Ability: Immortality: "What mortals fear more than death, is life. I am the master of both."
    Bestows Invincible. Restores HP to Full Capacity [including over-limits]. Range: Self. 10 X-Levels.

    ~ Inflictionary ~
    Life Drain: 8% HP Damage. Damage dealt as HP healing for the afflicter.

    ~ Stats ~

    HP: 70 [Phoenix Coat +10] [Möbius Band +20]
    Regen: 3 [Phoenix Coat +1]
    VP: 50
    Regen: 3
    Str: 18 [Blood Eye +7]
    Vig: 12 [Phoenix Coat +5]

    Apt: 2
    Res: 10 [Phoenix Coat +1] [Möbius Band +4]
    Critical: 9%
    Evasion: 7%
    Movement: 2 [Vital Fiend Profession +1]
    X Gauge: {/////}{/////}{/////}

    Skill Points: ?
    Upgrade Points: ?
     
  8. Reserved for Thirteen
     
  9. Gretchen "Grace" Vilarreal

    Gender: Female
    Age: 24
    Level: 15
    Next Level: 0/10
    Appearance:
    [​IMG]

    Job Promotion: Archeologist ~ Mason ~ Architect ~ Terra Firma

    Profession: Mason: These are they who specialize in the art of manipulating the earth in order to form impressive structures to serve the user. [Basic Attacks +1] [Earth Affinity II] [Terraforming] [Keen Eye]
    Earth Affinity II: User acquires permanent "Earth Affinity" Properties which take a Priority Value of 0. Increases the Damage Output of Earth Elemental Basic Attacks or Abilities by 15% (Excluding Piercing Flurry Skills). In addition, the User acquires the Resistant Earth and Vulnerable Nature Innate Properties.
    Dual Wield: Grace can have a maximum of 2 Weapons equipped at a time, however, they must use only 1 "Free Hand" Slot each.
    Terraforming: Grace may move through tier 1 and 2 cells as if they were equal tier cells, without regard to their entrance rules.
    Keen Eye: User's Basic Attacks cannot miss or be evaded, however successful evasion reduces damage. This property is disabled while the user is Blind.


    Weapon: Kaijū-Blunt: A plain looking, black handled sakabato with small script marked across the blade in cloud-like patterns. Supposedly they tell of a large bird creature born without talons. [Atk +7 / Effect: Paralyze]
    Armor: Rising Eagle: An ancient martial armor with many symbols and seemingly unneeded adornments. It is said to have been a gift from the Earth Mother to an ancient race. [Def +4 / Spr +2 / +10% Eva / Immune: Move Prevention]
    Accessory: Raven: A jet-black, plain sheath with a secret; serving as a kinetic creator and amplifier, it can turn the simplest of strikes into a devastating blow. [BA Range +2 / HP +20 / MP +10 / Spr +3 / Immune: Knockback]

    A-Ability: Foundation

    + Gaia Wave: Imbues Raven with an earthen affinity, causing its kinetic amplifications to become even more powerful, with an Elemental advantage. Increases Atk by 20%. Sets Basic Attack Element as Earth. 3 Turn Duration. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: Self. Element: Earth. 10 MP.

    + Stone Wall: Walls of earth formed to block or stand on. Turns target Cells into [Castle Type] Wall cells. Pushes foes 1 cell. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: 3 Cells ~ 1 Adjacent Cell [Optional]. Element: Earth. 4 MP.

    + Piercing Spire: A tall, sharp structure of stone is shot up from beneath the target. 120% Atk Damage. Pushes foes 1 cell. Target cell becomes a Tower cell. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: 3 Cells. Element: Earth. 10 MP.

    + Higher Ground: An even higher wall structure to be placed next to a wall for greater fortification, with an added effect to the occupant. Turns target cell into a Parapet cell. May turn up to all adjacent cells into [Castle Type] Wall cells at 1 MP per cell created. Pushes foes out of affected cells. Increases ally Def by 40% for 3 turns. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: 3 Cells. Element: Earth. 18 MP.

    + Boardwalk: Streaming earth ripples in a lane, uprooting a straight course of earth. 120% Atk Damage. Pushes foes out of affected cells. Target cells become [Castle Type] Wall cells. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: Straight Line. Element: Earth. 13 MP.

    + Entry Fee: A perfectly formed archway formed linked to two stone pillars. 130% Atk Damage. Pushes foes out of affected cells. Outside cells become [Castle Type] Wall Cells. Middle cell becomes a Causeway cell. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: Frontal 3 Cells. Element: Earth. 12 MP.

    + Parasite Fortress: Coats the user in an earthen skin to protect the body; the creation leeches to allies for extensive protection. Increases Def by 50% for 5 turns. Effect spreads to adjacent allies, with a 3 turn duration, at the end of the user's turn. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: Self. Element: Earth. 19 MP.

    + Building A Thing: "It's kind of like LEGOs." Manipulates the terrain to form structures of earth... in whatever way Grace feels like doing so. Target cells become any combination of base Castle Type Cells. Pushes foes 1 cell. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: 3 Cells ~ Up To 5 Targets. Element: Earth. 8 MP.

    + Power Prison: A surrounding formation of earthen walls emerge about the target; the partially trapped target then has his greatest power drained. 100% Atk Damage; Absorbs 100% damage as HP. Target's Adjacent Cells become [Castle Type] Wall cells. Drains up to 3 X Levels from the target. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: 3 Cells. Element: Earth. 24 MP.

    + Corner Point: A small fort structure is formed, made to be continued off of but be effective on its own. 150% Atk Damage on foes. Pushes foes out of affected cells. Corner Cells become Tower cells. Center cell becomes a Parapet cell. Remaining affected cells become [Castle Type] Wall cells. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: 3 Cells ~ Square Area of 3 Cells. Element: Earth. 21 MP.


    A-Ability: Cornerstone

    + Fortification: Embellishes already formed castle-esque earthen structures. Fortifies target Castle Type cells. Chain: Siege Formation. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: 3 Cells ~ Surrounding Cells. Element: Earth. 9 MP.

    + Siege Formation: Equips created structures with powerful siege equipments. Garrisons target Castle Type cells. Chain: Fortification. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: 3 Cells ~ Surrounding Cells. Element: Earth. 11 MP.

    + Mini-Fort: Forms an already decked out structure of two taller pillars and a connecting arch. Pushes Foes out of affected area. Target Cell becomes a Fortified Causeway cell; two opposite adjacent cells become Garrison Tower cells. No Chain. Use Time: Instant. Hit Rate: 100%. Variance:  None. Range: Self. Element: Earth. 12 MP.


    R-Ability: Adornment: When Grace creates Castle Type cells, she may add an Element Effect of her choice to the created cells. One element per cell. 1 MP per cell.
    Element Effect List
    A cell under the affects of an Element Effect is denoted by that effect's color.

    Beacon: Increases occupants range for Range Attacks by 1. MP costs for occupants Light Element skills is reduced by 20%.
    Shroud: Occupant cannot be targetted by Ranged Basic Attacks. MP costs for occupants Dark Element skills is reduced by 20%.
    Mana: Occupant gains 5% Max MP at the start of their turn. MP costs for occupant's Arcane Element skills is reduced by 20%.
    Brazier: Adds "Chance of Burn" to occupant's damaging attacks. MP costs for occupant's Fire Element skills is reduced by 20%.
    Spring: Occupant gains 5% Max HP at the start of their turn. MP costs for occupant's Water Element skills is reduced by 20%.
    Mist: Increases occupant's Eva by 10%. MP costs for occupant's Ice Element skills is reduced by 20%.
    Vine: This cell can be entered from any adjacent cell, bypassing Entrance Commands. MP costs for occupants Nature Element skills is reduced by 20%.
    Powered: Further increases cell's effects by 50% of their set amounts. MP costs for occupant's Thunder Element skills is reduced by 20%.
    Bounce: Occupant may move to any cell within 2 cells as a free action. MP costs for occupant's Wind Element skills is reduced by 20%.
    Bedrock: Prevents knockback effects on the occupant. MP costs for occupants Earth Element skills is reduced by 20%.
    S-Ability:
    --> Armament II: May convert up to 2 X Levels to permanently increase an equipment's stat by 1 per X Level. Maximum stat increase of 2 per equipment. Uses Act. Range: Adjacent Cell [Self]
    --> Stone Wall II: Innately increases Def and Spr by 15%. Increases resistance to Knockback-type effects.
    X-Ability: Schematic Terraforming "Instant Fortress": "If I can't win, then I just won't lose." A perfectly structured citadel is created instantaneously before the user, built to withstand the ages... or at least the battle. 100% Piercing Atk Damage and pushes foes outside of effected area. Corner cells of effected area become Garrison Tower cells. Northern two adjacent cells between become Fortified Causeway Cells. Center cells become Garrison Parapet cells. Remaining affected cells become Fortified Wall cells. Range: Adjacent Square Area of 4 Cells.
    / \ | | | | / \
    [ ] ( ) ( ) [ ]
    [ ] ( ) ( ) [ ]
    / \ [ ] [ ] / \


    ~ Stats ~

    HP: 55 [Raven +20]
    MP: 60 [Raven +10]
    Atk: 13 [Kaiju-Blunt +7]
    Def: 11 [Rising Eagle +4] [Stone Wall +2]
    Int: 2
    Spr: 10 [Rising Eagle +2] [Raven +3] [Stone Wall +2]
    Critical: 9%
    Evasion: 9% [Rising Eagle +10%]
    Movement: 2 Cells [Mason +1]
    X Gauge: {/////}{/////}{/////}

    Skill Points: 0
    Upgrade Points: 18

    Castle Type Cell Directory
    All unlisted Cells are considered Tier 0 cells unless otherwise stated by the GM.

    Entrance Commands only apply to lower tier cells. No move penalty when moving through equal tiers or moving down 1 tier. Move ends when moving more than 1 tier down. Fall damage may apply to forced lower tier movement, decided by the GM.

    Units in unequal tiers are considered nonadjacent.

    Wall "[ ]": Tier 1 Cell. Blocking Property.
    --Entrance Command: Climb the Wall! [Uses an act or move action.]
    -*locked*-Siege Command: "Rolling Along" A large, solid boulder is rolled over the wall, crushing those below. 10% Max HP Damage. Range: Straight Line ~ First Hit [Stopped by first collision]. Initial target must be a lower tier cell.

    Causeway "| |": Tier 1 Cell. Can only be entered from a Tier 1 or 2 cell. Entering a Tier 2 cell from a Causeway cell bypasses the Entrance Command. May be passed through, without entering, while traversing between Tier 0 cells. This cell can only exist while adjacent to exactly two opposite Tier 1 and/or 2 cells [May be adjacent to three Tier 1 or 2 cells if one or more is a Causeway cell].
    -*locked*-Siege Command: "Pitch it Over!" Pours boiling hot pitch over the edge on any poor soul below. Inflicts Severe Burn. Range: Adjacent, Lower Tier Cell.

    Tower "/ \": Tier 2 Cell. Blocking Property. Occupant has a 10% Eva increase while maintaining Tier difference. Increases range of Ranged Basic Attacks by 1 when targeting lower tiers.
    --Entrance Command: Scale the Tower! [Uses an act and/or move action per Tier difference.]
    -*locked*-Siege Command: "Fire!" Ignites the tower's cannon, blasting a small area. 10% Max HP Damage. Destroys affected Castle Type cell if it is the central target. Range: 2-3 cells ~ Adjacent Cells.

    Parapet "( )": Tier 2 Cell. Blocking Property. Occupant has a 10% Eva bonus for each tier difference. Increases range of Ranged Basic Attacks by 1 when targeting lower tiers, per tier difference. Parapet Cells must be adjacent to at least one Tier 1 Cell.
    --Entrance Command: Over the Battlements! [Uses an act or move action. Not available to Tier 0 cells.]
    -*locked*-Siege Command: "Release!" Sets off the parapet's ballista, firing the massive bolt into someone you might detest. 20% Max HP Damage. Range: 2-4 Cells.

    Fortified cells are denoted by applying the bold font type to the cell [including its occupant's initial] and adding "Fortified" to the cell's name. Fortified cells grant a 15% bonus to Def and ranged attacks, per tier difference, when defending/attacking a unit on a lower tier.

    Garrison cells are denoted by applying the underline font type to the cell [including its occupant's initial] and adding "Garrison" to the cell's name. Garrison cells have their Siege Command triggers unlocked and available for use. When a Siege Command is triggered, it is then marked as "*Empty*" and must be reloaded by spending an act action.
     

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