Thing A: Edited my profile to include some changes Kyle suggested when I first posted it. Including formatting fixes! Yay!
Actually important part of this post: Rhiko critique! (Fun fact, my autocorrect changed Rhiko to Rhino and then I turned autocorrect off because it wouldn't stop)
Just a couple things I have questions on:
RhikoDemson
createNewObject(Summon[weapon]); – Creates a weapon based on one of Steven's knights.
Your summon list tells us which Knight creates what weapon, right? What does Daedalus give you?
RhikoDemson
setStatus(Aetherial Aura); – Expends all Aetherial Attunement to cast aura on himself, allowing for a free limit break.
I thought we couldn’t self-cast Aura? Although if you’ve already cleared it with someone else feel free to ignore me.
Yeah that’s all I’ve got.
Posted: Sun Jun 04, 2017 2:33 pm
Profile WIP - constantly being tweek, revises And code fixed lol-
Color: code for moderator assements
BLACK ( definifitive choice) RED ( Unsure Likely not needed- leaning majorly on erasing) PURPLE ( Needs finalizing on specs or specifics by moderators disgression) Name: Kyla Aliases: ‘Kai’ Birthdate: Aug 11 Gender: Female Alignment: Neutral Good
HP: 32 MP: 56 FP: 3 SP: 6 APR: 2
Evasion: 12 ____PAC: 13 ____MAC: 14
Fortitude: 17 Will: 20 Dodge: 20
MPC:
MPA:
Appearance
Height: 169cm Weight: 130 Body Type: Lean, Curvy Skin type:Light Tan Eye Color: Black Brown Hair Color: Black Brown Hair Style: Layered Long with bangs and fly away parts. Often worn in semi braids. Accessories: Feather attachment at the ends of semi braids. Unusual Markings: Sensitive Spot on the top of her head. Clothing: Dressphere Outfit: Gestalt Form -
Theme Song(s):
– – – –
Significant Trait:Creative Quotes:
Let me think… I’m Sorry ~ higher pitched growling sound~ “Nyaaaa!~” ~ Agreeable hum sound~ No- that’s a BAD idea and you should FEEL bad for thinking it! Of COURSE..!*fed up tone* Really??! REEEEEALLY?!?!?! Sometimes I hate it when I’m right… ……. {Called it!} *says internally*
Short Hand {Weapon: Pensword} – Pictomancer Gestalt Form. Instant Cast Short hand Spells created by gesture drawn signifiers from the tip of her Pensword’s Blade. Spell Edge – Spend 1 MP To coat edge of Pensword with an aura, MAG acts now as STR for striking Melee.
{Black Mage}
Pierce – Shots a concentrated beam at focus target- Instant. Birn Strike – A barrage of bird-shaped projectiles fire at single target- NonElm, Seeking. Rolling – An impact wave rolls a force through the ground. {Effect} Stun, Trip. Brush Off – A long ranged whip sweeping swipe of energy. Meta Slash – Basic attack, slash form/swipes with blade- Slashing Energy, 3 Strikes, Stacking Dmg. Ring –A circle attack, radial plume around caster. Circle drawn in air, drops and moves out, spreading further away. Slash, Dmg. Igni (Fire) – Fire Blast from elemental glyph. Projectile/ Seeking. Igni II –A brash glyph of fire, is the prelude to two massive slash attacks that create residual fire waves to rise up in their wake. Igni III A Fire glyph follows a ring drawn in the ground. Once the caster leaps into the air the ground erupts into flames into a radial plume from where they once were. – Foudre (lightening) – 3 lightening pillars instantly strike target – Instant, Seeking. Stacking Dmg Foudre II 4 lighteing pillars strike multiple targets for medium damage. Instant, Chance Paralysis. Gjigapa'n (Tide) – A plume attack splashing surrounding enemies. Knock back. Stacking Water Dmg Fēng (wind) – And air based attack, lifts surrounding targets from caster position into the air, enemies are dropped for fall damage. – Circle draw, flicker gesture upwards. Ink Well – the caster stabs chest, blade sinks in dealing no damage, instead stirs Mana to slowly regen up to 30 %. ( takes 1 round??) Spell Edge – Spend 1 MP to coat edge of Pensword. Exchanges projectile for Melle basic Attk- MG becomes STR. Lasts for 3 Rounds. Focus – Lowers enemies ability to dodge by 10 % Scathe A plume of static like- ‘interrupting’ neutral damage erupts from caster. Slight chance of making enemies adjacent miss. Gouge – A “stipple patterned” piercing strike towards the targets face to blot out the light in their eyes! -2 to their accuracy. Roll for blind. Scythe A scythe rune is drawn slowly in the air. Roll for slim chance of casting “Death” upon it’s completion. If it lands, the caster slices the air and a reaper blade cleaves through the target.{immunities vary by target}
{Scholar}
Amputate Kyla takes her sword and “cuts away” a single de-buff put on her. Aetheric Burst Her mana flares and deals minor unaspected damage to surrounding enemies whilst increasing her speed (+1) and decreasing their speed(-1) for 2 turns. Flight of Blades A host of ethereal blades surround the caster and revolve around her protectively. Blades will slice into attacking enemies on their own dealing medium damage for 2 turns. Flight of Blades II A larger host of ethereal blades surround the caster and revolve around her protectively. Blades can absorb damage up to 30% and will slice into attacking enemies on their own dealing minor damage for 2 turns. Armiger A larger host of ethereal blades surround the caster and revolve around her protectively. Blades accompany the caster in their melee attack slice into attacking enemies on their own dealing heavy damage for 1 turn.
{Unity abilitys (D-links}
Glint (D-link) < Joe> – Kyla tosses her pensword and teleports to its location, her body become ethereal and immune to physical damage during the exchange. Uses 30% of max Mana per use. Scholar Form{ Weapon: Grimoire} In this state Kyla has sheathed her penswords, and opened her Grimoire. A Minion Phantom of her summon appears to protect and ward off enemies whilst she casts more supportive and explosive spells.
Summon Weapons Add-ons: Allies only ----- Coming Soon------
[Minion: Summoned whilst only in "caster" stance where Kyla is using her grimoire only. A 'shadow' replica of her summon is brought forth to act as a tank so Kyla's casting is harder to interupt. It acts indipendantly and unless commanded by the mage it will use any of these abilities as it seemed nessessary. ]
Carbuncle’s Shadow – Kyla conjures an autonomous homunculus, Minion-Carbuncle, controlled by her summon to take up a protective stance to prevent interruption of the caster. Uses Conjuration (Secondary) rules for statistics. Gust – Deals minor Wind Damage knocking backing single enemy. Down Burst – Deals medium Wind damage, knock back of multiple enemies. Steadfast – Defends against Physical & Magical attack. Reduced by 20% for 1 round. Storm – Wide range Plume attack, High Damage with Stun.(2 seconds) Shining Deluge – Slashing physical attack. Carbuncle glimmers and attracts minor enemies towards it.
Caster abilities
{Scholar Class}
Sustain – Caster stirs the aether in the summoned minion causing it to regenerate 8% of its HP of a period of time. ( up to 28%).– Eye for an Eye – Borrowing some of the real caruncles power to protect it’s shadow, the caster coats the shadow in a ruby shimmer that has a 20% chance of returning a strikers attacks for 10% of it’s own damage. Study – Kyla marks an interest in the target, a circle of glyphs mirror her mark in her grimoire and compiles information on the enemy. The process deconstructs the enemy’s positive stats for a chance effects. Dispel – Removes the most recently applied positive status; removes 1 SP from a Conjured summon's gauge.
Dispelra – Removes the two most recently applied positive statuses; removes 1 SP from a Conjured summon's gauge. Dispelga – Removes the three most recently applied positive statuses; removes 1 SP from a Conjured summon's gauge. Dispelza – Removes all positive statuses; removes 3 SP from a Conjured summon's gauge. Requires a charge. Dispelja – Caster removes medium to minor buff from multiple targets.
Esuna – Removes the most recently applied negative status.
Esunara – Removes the two most recently applied negative statuses. Esunaga – Removes the three most recently applied negative statuses. Esunaja – Removes three ailments form multiple targets; requires a charge. Esunaza – Removes all negative statuses, or removes the most recent status that requires Esunaza. Requires a charge.
Rouse – The caster signals with a glyph circle for Carbuncles Shadow to steel itself for what’s to come! Carbuncles minion is invigorated by the casters passion, it’s damage potency is increased by 40% and is immune to stun, sleep, bind, heavy, paralysis, and disease for 2 turns. Re-sketch – A sketchy, yet powerfully magically-enforced sketch of the target is created and brings them back form KO in a weakened state. 10% of HP & MP. < Non Elm> Adloquium – Restores a single targets health (20%). [Status] A barrier appears around targets and nullifies equal amount restores for 30 seconds. Energy Drain – A lotus bloom opened in front of the caster and absorbs damage energy dealt and converts 50% of it into HP and restores MP. – Bio II – Corrupted threads of foul magics entangle the enemy dealing unaspected damage over a period of time– Virus – Tiny specks bloom on the targets surface and infect them with damaging effects. Reduces targets Str & Dex by 15% for 1 turn. – Miasma – A dark eery aura plumes from a target location and it’s saturation damages it’s enveloped targets. It deals damages over time(2 turns), reduced healing magic by 20% and casts heavy for 2 turns. – Energy Drain – A lotus bloom opened in front of the caster and absorbs damage energy dealt and converts 50% of it into HP and restores MP. – Bane – A combination plume attack of the corrupted magical threads and corrosive aura for a duration of 2 turns. (Bio II & Miasma) – Shadow Flare – Envelops a designated area in a veil of magicked shadows, dealing damage and adding status of slow for any who enter. (1 round cast time) Succor – Restores own HP and the HP of all nearby party members. Cure Potency: 150 Additional Effect: Erects a magicked barrier which nullifies damage equaling the amount of HP restored for 30s.– Sacred Soil – Creates a designated area in which party members will have damage taken reduced by 10% for 15s. Additional Effect: 20% chance that next Succor will cost no MP for 15s . Lustrate – Restores single target's HP. Cure Potency 30 % Indomitability – Restores own HP and the HP of all nearby party members. Cure Potency 40% Broil – A ring of ethereal glyphs appears around the targets form, closes in, sinks into their body and charges their own metaphysical energy to a boiling point. They’ll cook in their own magical juices and expel free mana for allies to absorb and regen 20%. Deals unaspected damage. Lumin Lotus – Increases Attack Speed (+2) for self and allies for 1 turn ((FeyWind))
Black Mage
Thunder Bird – (Thunderstorm) Deals Heavy Lightening Damage over battle field. Wrath of the 4 Corners – Qui-elemental Strike ( Fire/ Air/ Water/Earth) originating from the 4 most corners of the battlefield, penetrating magical strikes, large range reaching epicenter. (charge 3) Page Bleed – A copied version of a target is harmed on the book page, resulting in corresponding wounds. {Effects} Pain (silence/darkness poison) & Stun. (Side-effects: Caster becomes numb, then pained if exceeding usage past 1 round) Arbor de Unitas – A mass of energy is built up and a large Spell Grid branches out from Kyla at the epicenter. (Pattern resembles similar likenesses to the Tree of Life or Tree of Sephiroth.) From the patterned circles and junctions, a wide-spread magic assault is launched at multiple targets. With Kyla alone, there are only 5 projectiles. Allies can launch their own magic into the grid, however, spawning more grid-junctions and increasing the projectile count. (One (1) ally spell turns into three (3) projectiles of equal strength, each retaining their own element. )The only limit to the spell-grid is personal mana cost; all mana cost is split evenly amongst Kyla and the people who add in, so of 3 projectiles, Kyla pays half the cost and the caster pays half the cost. [ Group Spell; Multi-Target Multi-Projectile ] Blizzard II – A medium sized radial plume of frosty air crystalizes around the caster- deals Ice damage and the ground is frozen (excluding effecting the caster)lowers their dexterity (-1DEX) and agility.(-1AGI) Blizzard III –The Air around the caster freezes, deals medium Ice damage, weak to Ice enemies are bound for 2 turns, normal resistance enemies given effect- Heavy. Night Wing A shadow of the massive Cloo bird sweeps over the battle field- it selects a target and puts it to sleep and those a short distance around it for one turn. Ire of the Elements – The medicine Wheel appears on the battle field encompassing the battlefield. It pierces the enemy with the mounted ire of the forces of nature. Roll for slim chance of reducing natural elemental defences for 15% for 1 turn. Apocatastasis –Reduces a party member's magic vulnerability by 20% for 2 turns. Cannot be reused on an individual for 3 turns after expiration. Cannot be cast on self. Convert –Sacrifices 20% of maximum HP to restore 30% of MP. Cannot be executed when current HP is lower than 20%. – – Wakyanya’s Feather down – A gossamer feather aura is cast on the caster, enemies who manage to land a hit physically will take thunder damage. Dark – Casts Blind on target Lethargy – Sleep II Blizzard – Blizzard II – Blizzard III –
Surecast – Next spell is cast without interruption. Swiftcast – Her next spell can be cast immediately Death – Embracing the tangible veil of the void she draws its impact closer upon the target, exposes them more and more to the black oblivion. The void eats and deconstructs them till they beak apart. What mater remains is syphoned back to the caster- if there’s any… It begins as a slow burn, (dealing Slow & Pain) during the 1st charge. Into the 2nd charge a chance of casting Death begins. Charge must be finished and finally casted. If successful the target collapses into dust and some health is restored to the caster.
Shining Eyes, Silent Song {Personal} – Kyla's eyes faintly glow in the dark, and her magic pulses like blood through her veins; she is immune to Blind and Silence. Primal Evocation {Class} – The Black Mage is adept harnessing great power from small aspects, from striking sparks into flames to building breaths into storms; their spell level bonuses for damaging magic are increased by +50% (+3 [stat] instead of +2, +6meters instead of +4m, +2 actions/rounds instead of +1, 200% damage for split projectiles instead of 150%, etc.). Scan {Training} Blessed by the Four Corners {Level 4 + 15 AP} – Kyla naturally reduces by 50% the damaging effects of hostile magic of the four medicine wheel elements: Fire, Air, Earth, and Water. Guardian in the Blood (Lightning Screen) {Level 6} – As a child of the raven, her ancestral line is guarded by the Cloo, A bird of storms. She’s sheltered by its wings, and the effects of hostile Lightning-elemental magic are reduced by 50% Auto-KO Block {Charm} – Kyla is immune to Auto-KO. Child of the 4 Corners {3 AP} – Kyla’s been embraced by the four elements of the medicine wheel. When an enemy uses hostile magic of the elements fire, air, water, or earth, she has a chance to absorb the energy of the spell. At a total miss (<10), she has a 100% chance; at a near miss (between [10+REF MOD] and [PAC/MAC/RAC]), the chance is 67% (2/3); and on a successful attack, there is a 33% chance to take half the energy of the spell, minimum 1. Auto-hits and statuses also have a 67% chance (on fail) or 33% chance (on success).
[Mana Font] {Class} –Reduced cost of elementally imbued spells. [Elemental Seal] {Class} –Enhances the accuracy of elemental spells.
[Schematic] {Personal} – Information that informs the ‘casted’ spell is always being compiled from battles and encounters, stored in her Grimoire. It can be triggered by the appearance of enemies showings Schematic – Kyla opens her book and a schematic of the enemy is brought up without the need of a scan cast. The grimoire hosts compiled information of previous battles and can thus accurately ascertain the makeup of similar unknown enemies if they carry similar traits and powers. imilar traits and drawn up automatically when they signal a resonance.
Limit Breaks:
[Level 1] Birn Strike, Level 3 – In a burst of anger, Kyla’s pen rushes across her paper, summoning forth an awe-inspiring ethereal bird, much larger than the other two levels of Birn Strike. It soars at the opponent within the blink of an eye for massive explosive damage.
[Level 2] Lotus Finale- – Up to 6 allies are granted Protera, Shellra, and Flight of Blades for 3 posts.
[Level 3] Magic Strength Increase – Kyla's Magic Strength is permanently increased by 1, regardless of limitations.
[Level 4] Redrawn – In exchange for all her Mana and physical strength--resulting in KO--Kyla can heal up to 6 party members/allies for a vast amount of health (if MS 14+ by any means, they are completely restored to full health, no matter how low they were). Conditions: Power applies only to those who’s images were recorded prior to battle in the image used. Also, even if Kyla is raised or restored from KO, her mana is still unrecoverable. – –
Strengths:Magic Strength, Magic Defense, Energy ; Kyla is very empathic and can easily understand the feelings of other people when they're up close( used a survival skill in hostile environments). She's very stubborn and once set to a task she rarely gives up on it. She's also a very good outdoorsman and has utilized most of her senses when outdoors. Intelligent, decisive and strong willed, when she is urged beyond her timid-ness Kyla is revealed to have a big heart and a sharp mind, the truth will spew from her lips at times, the effects on people may vary.
Weaknesses:Physical Strength and Defense (When not aided by magic) ; Her sense of hearing is often troublesome. Harsh pitches and specific sounds great hurt or just irritate her. Kyla used to wear her mp3 player all the time, not just to listen to calming music, but also to filter out harsh sounds that hurt her physically. A genetic sickness she's inherited from her family causes her much trouble sometimes in span of a month’s time.(1-2per. 30 days) During this time she gets what she describes as 'fits', and is completely vulnerable, and reduced to such a state she is very ashamed of.
Personality:Since being thrown into the Kingdom Hearts universe Kyla’s persona has evolved and has a split depending on the people around her or the situation presented to her. Both sides present their own strengths and weaknesses but both tied by a similar theme. “-Seven days in results in a Crouching INTJ, Hidden INFJ”- Predominantly an INFJ personality type she’s gentle, caring, complex and highly intuitive. Artistic and creative, she lives in a world of hidden meanings and possibilities. Everything she makes can have layers of personal meaning that only she understands or recognizes. While being creative, and intelligent her mind can focus on fantasy more than reality. While this makes her a quiet person, she is curious, and possesses strong convictions. Naturally attracted to sad things, Kyla fears doing the wrong things, thus strives to be the perfect observer, while still being avoidant of compromising her personal secrets or feelings. Instead the artist stick her nose into her sketchbook and that will be the end of it.
However; When things get serious Kyla can switch her approach and take the role of the INTJ, aka, “The Strategist.” In this state Kyla becomes introspective, analytical, and a determined person with a surprisingly natural leadership ability. But being reserved, she is reluctant to assume such a role. Instead she’ll prefer to stay in the background while leading and or guiding those taking charge. Strategic, knowledgeable and always adaptable in her plans, she has a talent in bringing ideas from conception to reality. Sadly, Kyla expects perfection from herself (impossible of course) as well as others and can only be comfortable with the leadership of another so long as they are competent. This mean if she begins to see signs of possible corruption, she will not hesitate to stop taking orders, always believing that following blindly is folly. In her INTJ state Kyla can be decisive, open-minded, self-confident, attentive, theoretical and pragmatic.
Flaws/Talents:
The Good: Immune to most emotional manipulation. An excellent listener with acute emotional empathy. Take a very serious approach to her responsibilities. Confidence in personal skills with an abundance of knowledge. Seeks deeper understanding of personal relationships. Unusually talented and very insightful. Devotion to the ideals of love, romance, friendship and the like. Can recognize and adapt to peoples emotional states; thus capable of flipping her approach to confuse an observer as to the true nature of her own personality. Skilled with communication, especially non-verbally. Strives to go above and beyond her regular duties and always trying to self-improve.
The Bad: Poor understanding of her own emotions and needs to the point of outright negligence to even acknowledge them. May be unwilling/unable to see when a bond is falling apart. Vulnerable to specific kinds of conflict and critic from trusted peers- thus will avoid personal confrontations at all costs; if such an event is unavoidable she’ll counter with cold, nearly heartless logic. Sometimes thinks she’s always right, while at other times not trusting herself at all. Can expect too much from herself and others, and will put too much blame on personal failures, dwelling in guilt. Using defensive detachment, she has a bad habit of shutting herself in emotionally when she suspects someone is giving off particular negative feelings beyond what she can handle.
Likes: Nature, the Ocean, music, Fantasy(books/legends ect), anything strange, scary, anything multicultural or having to do with swords, and Drawing of course Dislikes: Cocky, pushy and or Rude people. Seeing natural things being ruined. Insolent ignorance or arrogence. Being called a very specific curse word and Red sauce spaghetti. Fears:Achluophobia- Fear of darkness.
Intimacies: _____Defining:
_____Major:
_____Minor:
Family:A mother, father, little brother, and a big sister she tends to never mention. ((Erased along with the Earth)) Bio:Many can vouch they would never want to trade lives with this person. She lived excluded and isolated from childhood. Barriers of racial mixture, intellectual level and family/financial issues created conflict and constant state of turmoil. In order to survive she learned how to cut herself off mostly from others from the inside and created various coping devices. As she grew older and things got harder, Kyla created an inner world for herself. She disappeared mentally into this world when she was unable to handle any strain from the outside. Despite opposition she clung to an ideal optimism that things would change and this hope carried her through till the events of HA began. After a terrible confrontation during the eradication of Earth Kyla is in denial of something she did before appearing in the KH universe at the summoning of the wizard of Disney Castle Merlin. She was handed a simple book before her soul bound (From Deep Dive) version appeared and drew a door into Agrabah where she joined the first group of earthlings on their journey. Though Kyla wants to restore her world, she actually doesn't want to go home. Kyla comes into this story having wanted a change of her fate form the beginning and doesn’t know what to make of this opportunity, but seeks to do her best.
Summon: Summon Appearance: Summon Personality:
(place hlder notes) Arbor Du Unitas : BlK Mg + Sch Picto Porta : Blk Mg Tier notes of potency 25%-50%-75%-100%
Element Null : Omni Element > Fire, Wind, Water, Earth, Light, Dark, Lightning Aspect: Element >Scholar Arcane Support Level denotes Mp cost 1-9 0-3 1 actoin, 4-6 a charge, and a action, 7-9 2 charges and an action to cast
BLACK ( definifitive choice) RED ( Unsure Likely not needed- leaning majorly on erasing) PURPLE ( Needs finalizing on specs or specifics by moderators disgression) Name: Kai Aliases: ‘Kai’’ Birthdate: ???? Gender: Female Alignment: Neutral???
HP: 32 MP: 56 FP: 3 SP: 6 APR: 2
PAC: 13 MAC: 14
Fortitude: 17 Will: 20 Dodge: 20
MPC:
MPA:
Appearance
Height: 169cm Weight: 130 Body Type: Lean, Curvy Skin type:Light Tan Eye Color: Black Brown Hair Color: Black Brown Hair Style: Layered Long with bangs and fly away parts. Messy and worn in single loose braid. Accessories:She seems to be bound in many bandaged at varying states of dress. Unusual Markings: Shares a similar sensitive spot a top her head. Clothing: Dressphere Outfit: Original version of her originals with some alternations
Theme Song(s):
– – – –
Significant Trait:Creative Quotes:
Let me think… Go away... …. ‘ interesting..’ ~ Agreeable hum sound~ Don’t insult my intellegence. …….Moron..*says internally*
Job Class: Black Mage Weapon: Grimoire Element: Elem-All 92 Stats:
Summon: Dark Carbuncle Summon Appearance: Summon Personality:
Posted: Sun Jun 04, 2017 3:36 pm
Axel Place holder profile
BLACK ( definifitive choice) RED ( Unsure Likely not needed- leaning majorly on erasing) PURPLE ( Needs finalizing on specs or specifics by moderators disgression) Name: Axel Aliases: Fury of Dancing flames. " Red head" Birthdate: ??? Gender: Male Alignment: Neutral
HP: MP: FP: SP: APR:
PAC: MAC:
Fortitude: Will: Dodge:
MPC:
MPA:
Appearance
Height: 180 Weight: 170 Body Type: Lean Skin type:Pale Eye Color: Green Hair Color: Vermillion Hair Style: Layered Long semi long, spikey. Accessories: N/A Unusual Markings: N/A Clothing: Long black coat similar to original organization coat except for obvious alternations. Tailored semi baggy pants with pockets. Black boots, and fingerless gloves.
Theme Song(s):
– – – –
Significant Trait:Creative Quotes:
Got it memorized. ...this is weird. …. Whatever man!" Hey - insert nicknames here-! Get ready~
Job Class: Assassin Weapon: Chakram & ??? Element: Fire
Flame Pillars- He can summon multiple pillars of flame at will and strike with rapid combos using his Chakrams. Enflamed Chakrams- He can also surround his Chakrams in flame and throw them like boomerangs, spinning and looping them to hit opponents multiple times. Ring of Fire- Axel also summons a circle of fire to surround his target and leaps into the flames to hide, emerging to strike with rapid attacks, and then leaping back to keep his opponents off their guard. Firaga- Inflicts Major Fire Elemental damage to one enemy BarFire- Makes one immune to Fire-elemental damage for a short time. EnFire- Imbues Fire elemental to one ally
Support abilities
Fire Eater- consumes/absorbs fire elemental damage and converts to restores HP. Fireshard- When dealing Physically his attacks can be imbued with fire elemental as an add on naturally instead of casting solely onto his weapons. (ex. A punch to the face) Unstoppable Flames - Axel is an entity of fire, and his movement cannot be impeded; he is immune to Slow, Stop, and Ignited. Slipping from Existence - Axel is a speed and stealth-based Nobody. As such, his Evasive Reflexes and Action Speeds are permanently boosted by 1. Æthecite Charm - Axel is immune to Stun and Silence.
Name: -To be honest, no one will ever call me by my Chinese name- Aliases: Feather Birthdate: August 16 Gender: Biologically female, identify as a Fern. Alignment: Chaotic Good
HP: 40 MP: 32 FP: 3 SP: 4 APR: 4
Evasion: 14 ____PAC: 15 ____MAC: 16
Fortitude: 23 Will: 25 Dodge: 29
MPA: You gain 1 MP every basic attack.
Appearance
Height: Five feet, maybe 1 inches tall Weight: Light [95-100 pound range] Body Type: Small and short but their legs are longer Skin type: Average, lightly golden. Eye Color: Really dark brown near black shade Hair Color: Black, but in the sunlight you can see it is a very dark brown pretending to be black. Hair Style: Bands swept to one side left side, depending if hair is long or short will have different styles. Layered. Accessories: A golden feather hairpin on the left side of their hair, a silver necklace Unusual Markings: Not any they is aware of. Clothing:
En-Whatever Element it needs to be – Feather is a Spell Fencer, therefore will put elements on their weapon. Any element...maybe all of them one day.
Fire Ice Lightning Decay Light Darkness
En-Magic Stab – Feather stabs things with magical energy included with element. Take an action to buff weapon, and then stab with magic stat added.
En-Magic Ranged Sweep – Feather sweeps their weapon and sends a magical shock wave at the target at mid range.
En-Status –Feather gets bored with stabbing things with elements and starts stabbing things with effects and s**t. There are a lot of things.
Poison {-0} – Level 1; Slowly depletes the target's health at a rate of -10% Max HP per round. Negated by Regen. Bleeding {-0} – Level 1; Slowly depletes the target's health at a rate of -10% Max HP per round. Negated by Regen. Plague {-0} – Level 1; Slowly depletes the target's mana at a rate of -10% Max MP per round. Negated by Refresh. Delay {-0} – Level 1; In large battles, pushes the target's next round back by 1 person; in small battles, makes them lose 1 action from their next round; stacks up to 2 times per round; Incurable except by Quick-like effects. Break {-0} – Level 1; Reduces a single, specified stat by 4. Incurable. Drain {-0} – Level 1; Damage done you get back as HP. Siphon {-0} – Level 1; Damage done you get back as SP Wither {-0} – Level 2; Reduces the target's Strength by half. Negated by Bravery. Addle {-0} – Level 2; Reduces the target's Magic by half. Negated by Faith. Blind {-0} – Level 2; Reduces the target's Dexterity by half. Negated by Focus. Expose {-0} – Level 2; Reduces the target's Defense by half. Negated by Protect. Shear {-0} – Level 2; Reduces the target's Resistance by half. Negated by Shell. Disorient {-0} – Level 2; Reduces the target's Reflexes by half. Negated by Blink. Slow {-0} – Level 2; Reduces the target's Speed by half. Negated by Haste. Pain {-2} – Level 1; Completely removes the ability to use physical abilities of any sort, including weapon use and basic attacks. Silence/Fog {-2} – Level 1; Completely removes the ability to channel magical abilities. Stun {-2} – Level 1; The target is stunned, forced to try and recompose himself; they lose the first two upcoming actions, or one full round (of true ApR), whichever is less; an immediate follow-up success instead Dazes the target. Sap {-3} – Level 2; Depletes the target’s health, -20% HP per round. Negated by Regen. Disable {-3} – Level 2; Hexes the target’s system, making them unable to act (but not block or dodge). Immobilize {-3} – Level 2; Hexes the target’s system, making them unable to move (but not evade). Confusion {-3} – Level 2; Baffles the target's mind. In battle, the target cannot think straight whatsoever and acts randomly, as well as targets randomly, including friends, foes, and themselves. Lasts a random length of time: every round, the victim flips a coin (or generates 1–2), and if it lands on tails (or 2), they remain confused. Out of battle, the target is simply made insane, wandering and babbling incoherently. Esuna forces another coin flip, but can only be truly cured by being physically struck. Berserk {-3} – Level 2; Enrages the target beyond thought. In battle, the target begins to mindlessly attack his/her opponents, unable to focus or use any sort of special ability or spell. Out of battle, the target goes on a rampage, violently acting out regarding some frustration that has been bothering them recently. Strength and Speed are increased by 1.2x. Fear {-3} – Level 2; Drains the target of all courage, causing him/her to be scared of even their own shadows. In battle, target can't do anything offensively—they will only run away immediately, and defend themself if necessary. Out of battle, the target becomes cowardly, jumping at every sound, seeking out what they consider the safest place immediately; intimidation is almost always successful in this state, depending on the topic's importance to the person. Lasts 2 rounds. Negated by Bravery; Overwritten by Berserk. Wound {-3} – Level 3; Halves the characters current and maximum HP and CON. Negated by Bubble. Daze {-4} – Level 2; The target is utterly dazed, unable to act (but still react); they lose the first three upcoming actions, or one full round (of true ApR), whichever is greater. Old {-4} – Level 3; Makes the target feel elderly, lowering all stats by 3 every round until they reach 1. Curable, but stats return slowly at the same pace. Gradual-Petrify {-4} – Level 3; Acts as a poison which slowly begins to petrify the target over the course of 3 rounds. In the first round, the target’s speed is halved; in the second, they are unable to move or act; on the third round, their entire body becomes unbreakable stone and remains that way until the end of the battle. Cured normally on rounds 1 and 2, but after round 3, can only be cured by Esunaza or equivalent. Bind {-4} – Level 3; The target suffers the effects of Immobilize and Pain, effectively locked in place until broken free. Paralyze {-4} – Level 3; The target is completely paralyzed in place, unable to act or react for one round or three enemy actions, whichever passes first. Sleep {-5} – Level 2; Puts the target to sleep for 2 full rounds (of true ApR). Can be cured by a physical hit. Stop {-5} – Level 3; Locks the target in place and time, unable to act or react for two rounds or five enemy actions, whichever passes first. Also stops status countdowns for the duration. Imperil {-5} – Level 3; Lowers all Elemental Affinities (Eater → Block → Screen(/Ward) → Indifferent → Risk → Peril), and reduces all Saves by -10. Cowardice {-5} – Level 3; A more powerful Fear. Reduces the victim's Strength and Magic to 1, and strikes unshakeable fear into them, making them run far from battle every action they have. Also increases their Reflexes by 10, however. Doom {-6, 2x} – Level 3; The target is unaffected for three rounds. At the end of the third round, they fall unconscious without warning. Incurable. Negated by Re-Raise. Vit-0 {-7, 2x} – Level 4; Reduces target's Defense and Resistance to 1. Petrify {-10, 2x} – Level 4; The target is turned into unbreakable stone until the end of battle. Auto-KO {-10, 2x} – Level 4; The target instantly loses all HP and is knocked out; only curable by Raise or equivalent.
Toxicity – Directly manifested Decay magic.
Bio – The standard Decay-type spell, Feather conjures toxic magic to damage enemies.
D-Links: [Ranks are to subjected to change]
[Bathtub Mermaid | Joseph] Rank 1: Water Element -> En-Water Rank 2: Cure -> En-Cure Rank 3:
[Time Eater | Kyle] Rank 1: Time Element -> En Time Rank 2: Timebreaker's Arcanum - Feather focuses down on their target and slips through time in a blur of steel; within what only appeared like one motion, they reappears after having dealt thirteen blows. Rank 3: N/A
[Witch's Invitation | Noelle] Rank 1: Nature Element -> En-Nature Rank 2: Earth Element -> En-Earth Rank 3:
[Wildfire | Bobbi] Rank 1: TOASTY - Feather burns themselves nice and good and warn and removes one status aliment. [Esuna] Rank 2: Rank 3:
[Medley | Nicholas] Rank 1: Rank 2: Rank 3:
[Nine Point Eight | Joe] Rank 1: Space Element -> En-Space Rank 2: Rank 3:
MP Assault {Free} – Also known as MPA and KH1 Style. You gain 1 MP every 2 successful or blocked basic attacks. Scan {Training} – In battle, the user can innately discern the general life force of those around them, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green. No, ******** you. {Personal} – Auto Veil, +5 to Fort, Will and Dodge. [Name] {Personal} – Rapid Adaptation {Class} – The Spellfencer can activate and switch between En-spell buffs reflexively, reducing the actions required by -1. Decay Eater {Summon} – 'Too toxic for you' Feather absorbs all hostile Decay-element effects. Nature Peril {Summon} – 'Life is too hard to live' Feather treats hostile Nature-elemental effects as twice as powerful. Fire Screen {Level 4} – ‘The heat never bothered me anyways’ Feather reduces the effects of hostile fire-elemental magic by 50%. Earth Screen {Level 6} – ‘Mountain Child bitches’ Feather reduces the effects of hostile Earth-elemental magic by 50%. Pain Block {Charm} – Immunity to Pain. Silence Block {Charm} – Immunity to Silence.
Ice Risk {+5} – “Cold does bother me, a lot” Increases damage from the specified element by 50%. Can only have two equipped, and may never be your primary element. Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times. Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times. Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times. Combo Boost {5} – Increases the damage of every consecutive, uninterrupted basic attack after the second by +1, cumulatively. Third gets +1, fourth gets +2, etc. Combo Finisher {2} – If you successfully use at least three basic attacks without being interrupted, the final attack can become a Finisher, adding +3 damage and various other enhancements. Multiple enhancements may be equipped, but only one may be used per finisher. True Bracer {8} – Makes one immune to Interruption. Replaces all previous Bracers. MP Haste {5} – Increases the number of MP for MP Assault to 1 per basic attack OR decreases the time to complete a full MP Charge to 2 full rounds of APR. Blind Screen {1} – Increases your save against the specified status by double the amount invested. Poison Screen {1} – Increases your save against the specified status by double the amount invested. Speed Boost {3} – Speed increase by 1. Strength Boost {3} – Strength increase by 1.
Limit Breaks:
Choo-Choo Pollution – A spew of smoke containing an assortment of status effects in entire area. [Random Chance of 5 different statuses being inflicted, and Doom. Because Doomtrain.] Heavensward – Feather drops a giant feathery sword and sweeps the field with it. One Autumn Dance – [A self super buff? Or might be similar to old Fiora Blade Waltz Ult XD ] JUSTICE, BITCHES! – Feather throws their blades into the air and raining down from above are multiple version of the blades smiting all below like the insignificant little ants they are muwhahahahahhahacough. – –
Strengths: -Persistence, really the type to go and do and finish what they started -Good at repetitive tasks and hard labour - Crafty in more ways than one -A good Secrets holder -Good sense of smell and hearing
Weaknesses: -Small, so sometimes has problems reaching things -Doesn't say things unless people ask, because why waste the breath when they aren't going to listen in the first place? -A bit aggressive....never-mind, all the aggressive -Has one way thinking sometimes -Her lone wolf tenancies
Personality: A person is such a multi-layered thing, it’s nearly impossible to pinpoint everything about them. Here is just a few basic notes about Feather and their….bucket load of personality problems.
[Brutality] There is a lot of things which can be considered brutal on Feather’s part. Brutal honesty that sometimes is just unnecessary, firm unwavering opinions about things, extreme brutal sometimes a*****e judgement, and many many more. Blunt as all hell, they don’t really think about people’s feelings sometimes when they talk. They call it as they see it, even though the viewpoints might not be the same it is sometimes nice to know someone is going to say whatever is on their mind without any weird wiggly confusing things.
Feather is actually an extremely spiteful person and is actually always angry about something unsaid. At the extreme levels, Feather is very violent. There has been times Feather will suddenly draw their weapon on something without a single word, threaten people at weapon point, and slap people in an angry fit. Also known to throwing their fists around, Feather seems to have a constant twitch in their hand to do something before something unsavoury happens. This is visible of their right hand and the twitching of the thumb as if trying to press a button rapidly. Feather still has not gotten the anger management classes they need, but they are working on it...slowly. However, they will never purposely hurt people they care about.
Positive: Will call it as it is, will not beat around the bush Negative: Sounds like an a*****e all the time and sometimes...all the time aggressive.
[Not stupid, just acting stupid to lower the guard of everyone including my comrades] Look, Feather is comedic relief and they know it. It’s their only useful skill and it works wonders as a distraction and other things. Now what people shouldn’t do is drop their guard around Feather, because there is a high chance Feather is thinking of something ahead of time and no one will ever know until it’s too late. They are actually the methodical and logical type, not that anyone other than people who are reading this would know. It also happens that they tend to be really really really erratic with everything they do anyways so it’s a weird organized chaos if it could be called that. Despite being a systemic person, Feather is also a impulsive random blarg for some reason, like the glitch in the matrix that makes them want to run around in a banana outfit throwing rubber chickens at people while cartwheeling on a skateboard and singing Stay Alive. Why? Who knows.
Positive: Hey, sometimes Feather might have 1 good idea. Negative: Feather also has 99 bad ideas which gets jumbled and mixed together with that one good idea.
Even though personality is explainable in mental theory, the actions physically may not match up at all.
[The Front] Feather is literally a giant contradiction from the beginning with their actions and thoughts. Mostly fueled by smiling, joking, going along with what everyone else says, and being extremely loud to compensate for the dead silence at times, this is the typical Feather. Needless joking about themselves, unnecessary delight in jesting about their flaws and constantly being an annoyance. This is also coupled by impulsive nature and the acting of being a bubbly person. It is the easiest to get along with, the way to connect on a surface level to strangers, speaking with a lighthearted tone and using humour to defuse situations.
There are systems to Feather’s brain, paths and functions, formulas and lists, the world are numbers to Feather. Everything has a place, a concept, a reason. If this method is the quickest, most effective after comparison, Feather will comply. Being realistic about how every plan will fail to the point they need to set up multiple back-ups behind other people's backs because they cannot trust people to do the job. A quick thinker, this is very dangerous in stressed situations.
Under time pressures and constraints, emotionally pressing problems or being under stress, Feather performs like a fine tune robot. Running on pure gut instinct, everything is a factor and that factor is paranoia. Feather will be on alert about their allies; no they are not allies, pieces, assets or liabilities, useful or useless. Everything is an object, to be used or to be scrapped or removed, pushed aside or non-material in the statement. This is the worst condition because Feather will not take human responses and emotions into account; everything should just function and if it doesn’t, ignore it.
Flaws: ->Unnecessary need for childish joy and excitement ->Violent and volatile and aggressive ->Stubborn to high hell ->Really likes to do their own thing independant thing ->Acts on their brain simulants ->Enjoys watching other people fail ->Tends to antagonize/be the devil's advocate when they doesn't need to ->Hold grudges forever Likes: Weird things, sweets such as pudding and cakes, tea, video games, sleeping, mountains, mass destruction, plotting, sewing and fashion and costumes, fire and burning things, being alone and being with manageable people, cackling, friends, textures Dislikes: Being crowded, spicy food, Loud noises, too many people, having to deal with people, people in general, authority, the cold, people hurting the select few they consider friends, being touched by people they don't know, not being able to do something/being stopped from doing something, not being able to move, stupid people, being told they are wrong even if they have evidence and proof and information to back everything up, too many choices on a menu, favourite things being removed from the menu because they are not popular, eggplant, being in a room with tall people, having to reach tall places, being asked to get something in a tall place with full knowledge it will be impossible and yes that includes using a ladder, big dogs that jump on people, being yelled out, just in general pretty much everything that isn’t things they like Fears: Fear of Drowning: Feather can not swim. Attempts to work on it, still not a good swimmer.
Blood Relatives: Mother Father Cat-Not blood related of course but extremely important.
Bio: When Feather entered the deep dive, all this time they thought they were in some sort of really realistic dream as they have had previously before.
Being dropped into Shibuya from The World Ends with You, which was not the first time their dreams take them to the high fashion streets and throw them into the Game a lot, Feather happened upon their fusion pin with Doomtrain, and no partner. Strange and different, not like it was a problem to begin with, Feather happily went through the first seven days in Shibuya having the grandest time...until the end where our resident Composer decided it was better for Feather to go to Disney Castle and take part in the whole situation over there. Despite being more than confused and actually wanted to stay in Shibuya, Feather was whisked away and got their a** dropped into a fountain right by Disney Castle.
Reality kicked in.
"....Darn."
Other Trivia:
Tendency to sigh a lot Used to dance, picks up movement quickly Remembers a bunch of weird things Has a bad habit of raising their voice when talking Sucks at singing and does it anyways, can rap and beatbox though
Summon: Doomtrain Summon Appearance: Normally: Doomtrain normally summoned will be some weird cat bus hybrid with train parts. It will be small and compact, about the size of two bread loaves. Sometimes it will become a flying steam whale with train parts. It will always have a derpy cat face (:3) all the time. Summoned for Battle: Doomtrain looks giant, majestic, and ready to doom everything and run people over. It's skull face properly chiseled and fearsome, and the smell of coal and death fuming from it's pipes. Very normal Doomtrain actually. Summon Personality: Doomtrain...is confusing. Because of it's oddness of it's small form, it doesn't talk much and merely replaces everything with odd noises. Actually when actually speaking to other summons, it sounds similar to an old man snarky tone and has much of a pretentious gentleman vibe along with some disdain for everything. Not that it matters because most of the time no one really knows what Doomtrain is thinking.
Posted: Sun Jun 04, 2017 7:00 pm
Name: Danielle Aliases: Dani Birthdate: April 3rd, 1993 Gender: Female Alignment: Neutral Good
HP: 28 MP: 52 FP: 3 SP: 6 APR: 3
Evasion: 13 ____PAC: 14 ____MAC: 14
Fortitude: 17 Will: 18 Dodge: 22
MPC: 7.5 (2.5 posts for Dani)
Appearance
Height: 5' 4.25" Weight: 115lb Body Type: Lean Skin type: White Eye Color: Brown Hair Color: Brown Hair Style: Long and Straight Accessories: N/A Unusual Markings: white scar dot on forehead, scar across neck that is an inch or two long, and black dot an inch below left wrist. Clothing:
Theme Song(s):
Stronger Than You – Estelle Neon – Jeff Williams, Casey Lee Williams Last Crest – Trinity Seven OST
Significant Trait: Innocent Quotes:
"I thought for a second you said ___." "SHUT UP!" "I am twelve."
Job Class: Assassin/ Black Mage Weapon: Sniper with Emergency Daggers Element: Water
Dealer of Death- Dani has access to a variety of detrimental abilities from her Assassin class.
Assassin's Strike- Dani charges herself or her sniper with magical energy before attacking, adding her Magic Strength to her attack. Due to the strain placed on her by having such high magic, she can't use this ability repeatedly. Poison - Dani charges herself or her sniper with the chance to cause Poison. Bleeding Dani charges herself or her sniper with the chance to cause Bleeding Plague Dani charges herself or her sniper with the chance to cause Plague Disorient Dani charges herself or her sniper with the chance to cause Disorient Ague- Dani charges herself or her sniper with reaction-distorting magic before attempting to strike at the target with a melee strike or a thrown attack; has a chance to cause Slow. Pain Dani charges herself or her sniper with the chance to cause Pain Silence Dani charges herself or her sniper with the chance to cause Silence Warning Shot Dani fires a bullet atthe ground the opponents feet. Does no damage but can cause Stun. Aphonia- Dani charges herself or her sniper with mana-disrupting magic before attempting to strike at the target with a melee strike or a thrown attack; has a chance to cause Fog. Debilitate- Dani charges herself or her sniper with weakening magic before assaulting her target with a melee strike or a thrown attack; has a chance to cause either Expose or Shear, whichever Dani chooses to inflict. If charged for a full post, has a chance to inflict both. Wither- Dani charges herself or her sniper with the magic of decay before assaulting her target with a melee strike or a thrown attack; has a chance to cause Sap. Disable Dani charges herself or her sniper with the chance to cause Disable Immobilize Dani charges herself or her sniper with the chance to cause Immobilize Wound Dani charges herself or her sniper with the chance to cause Wound Oblivion- Dani charges herself or her sniper with mind-clouding magic before attempting to strike at the target with a melee strike or a thrown attack; may cause Amnesia. Jeopardize- Dani charges herself with resistant-altering magic before assaulting her target with a melee strike; the transferred magic assaults the target's mana circuits, possibly causing Imperil. Bloodbind- Dani combines her water magic with her assassination techniques in a complex aura that envelopes her before she assaults her target; the transferred energies attempt to halt the flow of blood in the target, effectively Stopping them. Nightmare- Dani envelopes herself in mind-warping magic before attempting to strike at her target; on contact, the energies transfer into her opponent, possibly putting them to Sleep and/or Dooming them. Seductress' Stare- Dani channels heart-twisting magic through her eyes and attempts to make contact with her target, hitting them with a wave of mind-altering magic; may cause Charm. Vit-0 Dani charges herself or her sniper with the chance to cause Vit-0 Petrify Dani charges herself or her sniper with the chance to cause Petrify Leviathan's Curse- Dani envelopes herself in a dual-aura of Leviathan's water magic and Assassin's negative energy before assaulting her target; the combination of magics has a chance to curse the target with the Frog status for 3 turns. Drown- Dani envelopes herself in a combined aura of water magic and assassination energy before assaulting the opponent; on contact, the transferred mana attempts to convert itself into Water inside the target's lungs. If successful, the target is Auto-KO'd.
Hunter's Mark- Dani can mark an enemy that she can see initially. This enemy can be found while invisible. Vanish- Dani can turn invisible Sharpshooter - Dani takes aim at her target's critical points, willingly reducing her chance to hit in general to increase the potential damage done. Before the attack roll, a penalty amount is chosen. The attack is then rolled, and the amount subtracted. If the shot is still successful, it does the damage it would have normally done, plus a bonus amount of damage equal to the penalty taken
Herald of Leviathan- From her connection to the legendary sea-serpent, Dani has access to a variety of Water-elemental magics.
Water/Watera/Waterga/Waterja- The most basic spell in Dani's arsenal, and the root of most of her other spells; she summons a sphere of water around her opponent for a split-second before it compresses onto them and erupts upward. Size and strength depend on the level of the spell. Can be Pressurized. Water Chaser- Dani envelops her bullets in Water before firing the bullet at high speeds. [Dexterity Damage, Water Elemental]. Bubbles- Bubbles appear out of Dani’s hands and can be thrown to the enemy to cause light damage. [Low/Medium Only] Bubbleblast- Dani fires her normal Bubble spells toward her opponent at a much higher speed and pressure. Can be Pressurized. [High Level Only] Hydropump- Dani puts both of her hands together before letting loose a highly-condensed geyser of water towards her target. Can be Pressurized. Geyser Fountain- Dani slams her hands on the ground, and a moment later, a geyser erupts under her target. If the target is light enough (or Dani's magic strong enough), the target might be knocked into the air. Can be Pressurized; if Pressurized, average targets will definitely be knocked into the air. Deluge- Dani summons a large sphere of water above her target(s), which immediately breaks and shoots downward with intense pressure; if the target is light enough (or Dani's magic strong enough), the target might be forced face-first into the ground. Can be Pressurized; if Pressurized, average targets will definitely be forced into the ground. Pulsation- Dani summons a quick burst of water 360-degrees around her, forcing back any adjacent targets; meant to keep enemies away rather than do damage. Rip Tide- Using her arms to control the direction, Dani summons a large wave of water from the ground which rolls toward her target(s), knocking back her enemies and bringing along those caught in the wake. This wave cannot be passed simply by 'diving through it'; the only way to get 'through' the wave is to avoid it all together. Can be Pressurized; Pressurized Rip Tides act as solid walls, guaranteeing no one slips through. Whirlpool- Dani summons water underneath her target, which erupts and begins to swirl around at a high pace, spinning the target around with it before sinking back into the ground; may cause Stun. Can be Pressurized; if Pressurized, target may be Confused instead of Stunned. Water Prison- Dani throws a highly-pressurized sphere of water at her target; on contact, the sphere expands rapidly, encasing the target in a large water prison. The prison's walls can only be broken by strength (physical or magical) higher than Dani's MS. Can be Pressurized; if Pressurized, Dani's MS will have increased +2. Hands of Poseidon- Dani summon large amounts of water to form two large, disembodied hands, which mirror the motions of her own hands. Drains mana at a steady, moderate rate (especially if Pressurized). Any movement Dani makes with her hands is mimicked, leaving her potentially unprotected. Can be Pressurized. Water Clones- Dani is able to create a certain amount of water clones at one time; at any point in time before they are destroyed, the clones can transform into a quick flying scythe to slash opponents in a kamikaze attack. The more powerful she makes each clone, the fewer she may have. If using 11 MS - 3 clones; 8 MS - 4 clones; 5 MS - 5 Clones. The clones take up their respective MS in damage before being destroyed, and attack by transforming into flying kamikaze-scythes. [Unlocked at 11 MS; number will increase with level to match Ashley] Melting Away- A thin layer of mist hugs Dani’s body as a preparation for an attack. When the opponent attacks while the counter is on, Dani immediately turns into a puddle of water. From here, water clones might appear out of the puddle and attack the opponent for additional mana, though this is not necessary.[Requires 11 MS] Pressurize- At any point while remnants of Dani's water spells remain in play, she may expend additional energy to increase the pressure of the water. Pressurized water is nearly solid, making geysers into pressure-washers capable of actually 'burning off' the skin as if the water were a sand-blaster and making walls or formations of water almost as if they were made of solid ice. Any normal abilities with the added Pressurized water have a +2 to MS at the price of increasing the mana drain of each spell; as such, it would be impossible to fight an entire battle with just Pressurized abilities. [Unlocked at 11 MS]
Pressure Spike- A move that requires Pressurized water, but at normal magic strength and mana cost; Dani focuses intently on summoning large spikes of water to erupt from the ground, capable of actually piercing flesh and cloth, but not armor. Pressure Storm- A move that requires Pressurized water, but at normal magic strength and mana cost; Dani summons a large number of small water droplets in the air before Pressurizing them into small but piercing needles, which then fly toward the target(s) with deadly accuracy. Pressure Clamp- A move that requires Pressurized water, but at normal magic strength and mana cost; Dani sends water toward the opponent, and on contact, the water envelopes the part of the body it touched (if a limb, then only that limb) and immediately Pressurizes, compressing tightly. Depending on the body part, may cause one of the following: Cripple [only 1 leg, so at a +2 bonus]; Disable [only 1 arm, so at a +2 bonus]; Pain [Chest]; Amnesia [Head].
Rainwater Wash - Water begins to envelope Dani's body, hugging her skin to create a type of armor that raises evasion by making weapons and energies glide off her skin more easily. [Reflexes +2 for 3 turns] Amphitrite's Tears - Dani is capable of summoning a healing waters that act as a minor Cure; Heals 20% of total HP. When self-healing, has a 1 full-round cooldown between possible self-heals. Water Wall- A huge wall of water appears in front of an ally or Dani in order to stop an attack. Can be Pressurized. Water Armory- Dani summons water to envelope her bullets (or the weapon of an ally), giving the target En-Water (physical attacks are Water elemental) for 3 turns. Can be Pressurized when initially cast; damage increased by +3 for 3 turns. Water Barrier- Dani envelopes her target (be it herself or someone else) in a layer of enchanted water in order to reduce damage. Casts either Protect or Shell (cannot cast twice for both effects). Can be Pressurized; if Pressurized, casts Wall instead, granting both effects. Aqua Veil- Dani envelopes the target in a thin, translucent veil of water, granting the target Nul-Fire for one fire attack. Can be Pressurized on initial cast; Pressurized Aqua Veil grants Nul-Fire for two fire attacks. Water Skis- Dani coats her feet in a thin envelope of water, temporarily increasing her Outright Speed by +2 for 3 turns. Geyser Launch- Dani summons a geyser underneath herself or an ally to launch them into the air as high as someone with Double-High Jump (Roughly 15 feet). Can be Pressurized; if Pressurized, gives the height of Triple-High Jump (Just over 20 feet). Pressure Plate- A move that requires Pressurized water, but at normal magic strength and mana cost; Dani can summon small platforms of highly-pressurized water in mid-air strong enough for her to jump off of or stand on. However, keeping the platform in existence requires steady concentration and mana flow.
Arcane Noire- Dani has a variety of spells that utilize the destructive forces of the elements [AP = 16]
Explosion! - Dani can cast fire spells. This is primary blackmage focus. (LVL 10) Frozen Hell - Dani can freeze using ice spells. (LVL 8 ) Lightning Strikes Twice- Dani can cast lightning spells. This is considered her weakest element. (LVL 2) Silent Death - Dani can use the power of wind to blow her enemies away. (LVL 5) Quake - Dani can cause the ground to shiver using earth spells. (LVL 5) Blight - Dani can use the power of decay spells to rot enemies. (LVL5) Noct - Dani can use the power of darkness if light enemies are around. (LVL 2)
Blind Dani charges herself or her sniper with the chance to cause Blind Paralyze Dani charges herself or her sniper with the chance to cause Paralyze Confuse Dani charges herself or her sniper with the chance to cause Confuse Berserk Dani charges herself or her sniper with the chance to cause Berserk Addle Dani charges herself or her sniper with the chance to cause Addle Fear Dani charges herself or her sniper with the chance to cause Fear Ley Lines- Dani puts a circle on the ground. While within that circle, Dani gets an attack bonus to her elemental spells. Aetherial Manipulation - Dani can teleport to a single person within a short range. She cannot use this to teleport to any particular spot. Just to one person. Fester - Does damage based on how many statuses are on one particular enemy. +2 per status applied. Flare - Non elemental flare in comparison to water flare Osmos - MP drain ability
Other:
Detect - Reveals hostile enemies even under the effect of Invisible or Hide via her assassin's life-sensing instincts; she sends out an invisible, unfeelable 'pulse' that bounces back with the location of targets, giving her three-dimensional information. Even Plaguing Field - Spreads the current statuses from one hostile to nearby hostiles Aimed shot- Dani can take a shot at a particular part of a person's body in order to cause a status effect(see pressure clamp for statuses)
Support Abilities {26/35}:
Assassin's Acuity- Dani's assassin class grants her mind protection from certain thought-disrupting attacks, giving her total immunity to Amnesia and Charm. Assassin's Agility- Dani's assassin class grants her unnatural grace, giving her total immunity to Slow- and Stop-type ailments. Fatal Expertise {Class} – The Assassin is a master of sabotage, innately talented at creating and exploiting weakness in all things; their status attempts have subtractive penalties halved (rounded up). Water Eater {Leviathan} – Dani absorbs all hostile Water-element effects. Lightning Peril {Leviathan} – Dani treats hostile Lightning-elemental effects as twice as powerful. Fire Screen {Level 4} – Dani reduces the effects of hostile Fire-elemental magic by 50%. Decay Screen {Level 6} – [Character] reduces the effects of hostile Decay-elemental magic by 50%. Æthecite Charm – Immune to Silence and Sleep.
Bloodscent - Whenever Dani manages to hit an opponent, she is able to follow their trail invisible or not. (AP: 2)
Limit Breaks:
[Level 1] On Stranger Tides - Dani lightly floods the entire battlefield, covering it in a thin layer of water for 3 turns. She feels everything that touches the water, and while it exists, she can cause water attacks from any angle or, if she chooses, she can sink into and leap out of the water instantly. [Level 2] Tsunami-Dani starts to form a huge Tsunami attack that could wipe out others in the different collisions. [Level 3] Clone Frenzy - The maximum amount of clones appear at once on the battlefield and attack the enemy. [Level 4] Clone Chemistry - Dani summons a giant water clone, that absorbs the rest of the smaller clones on the field.
Strengths: Debuffing enemies and long range Weaknesses: Squishy
Personality: Dani is actually a very caring person even though she does not talk to people a lot. She tends to keep certain things to herself and can sometimes be very emotional. Flaws:
Absentminded-Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful. Anxious-Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous. Childish- Marked by or indicating a lack of maturity; puerile. Dubious- Fraught with uncertainty or doubt. Undecided, doubtful, unsure. Disturbed-Showing some or a few signs or symptoms of mental or emotional illness. Confused, disordered, neurotic, troubled. Frail-Physically weak and easily broken or damaged. Having delicate health; not robust. Feeble, breakable, sickly, dainty, brittle, fallible, imperfect, weak. Klutz-Clumsy. Blunderer. Paranoid-Exhibiting or characterized by extreme and irrational fear or distrust of others
Likes: Chocolate, Plushies, Electronics Dislikes: Bugs, Blood, Mean people Fears: being alone, heights, pain
Alright, I've done all I can on my profiles right now. Everything in this post is a work in progress, some are more done than others. Buuuuuut it's the deadline and this is what I have so far. Everything is under spoiler tags to avoid stretching the page too much.
Height: 5’1” Weight: 145lbs Body Type: Stout Skin type: Pale, easily tanned Eye Color: Grey Hair Color: Brunette Hair Style: Long, tied back in a loose tail, no bangs Accessories: Unusual Markings: Clothing: SHE WILL HAVE A BANDANNA AND THIS IS ALL I KNOW. Maybe jeans, because jeans are awesome and durable and have pockets. And a shirt, because modesty prevents creepers
Theme Song(s):
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Significant Trait: Cheerful Quotes:
“I was basically reborn yesterday, please chill.” “Hoooooly butts, have you seen/heard/had ____?! Sooooo good!” “Huh, that sounds interesting. Let’s do it!” ”Hey, I’m trying to be a person I like, can we not? Please?” ”Hey, I mean, I’d like to help. But, well, you’re a jerk? So no.” ”It’s really weird trying to go outside your comfort zone when you don’t even know where your comfort zone is.” ”I’ve spent the majority of my short existence torturing the person I was copied from and killing innocent people, don’t think I won’t hesitate to do the same thing to you. Nah, I’m just kidding, l wouldn’t do that unless you really, really deserved it. Do Maleficent’s little troll things count as people? Asking for a friend.”
Blizzard – A basic blast of ice magic Blizzara – A powerful powerful blast of ice magic (+2 MAG) Blizzaga – A very powerful blast of ice magic that will deal minor damage to nearby foes (+4 MAG, +5 feet diameter) [Charge: 1] Blizzaja – An extremely powerful blast of ice magic that will deal damage to nearby foes, and Freeze opponents in place (+4 MAG, +5 feet diameter, +Freeze) [Charge: 2] Blizzard Combo – A sphere of ice manipulated psychokinetically to knock around opponents (+knockback) Icicle – A spear of ice erupts from the ground, skewering or knocking back opponents (+knockback) Ice Barrage – Several Icicles erupt from the ground at once, skewering or knocking back opponents (+2 MAG, +knockback) Freeze – Encases opponent(s) in ice Homing Blizzara – A Blizzara spell that will home in on and track down its target (+2 MAG, +homing/targeting) Scatter-Spray Blizzaga – An enormous icicle is summoned to travel slowly across the field before erupting into a spray of smaller, faster icicles that home in on opponents (+4 MAG, +homing/targeting) [Charge: 1] Deep Freeze – A mist of ice swathes the field, encasing opponents in ice (Freeze). When Freeze ends, additional ice damage is stacked on whatever damage was dealt during the frozen state. (+4MAG, +20 feet diameter, +Freeze) [Charge: 3] Ice Slide – Summons and manipulates a flat plane of ice, allowing Janex to “skate” along it at speeds much faster than her top running speed Glacier – A blast of ice magic that deals damage to surrounding foes, Freezing them and coating the field in slick ice for two turns. (+20ft radius, +Freeze, +...idk, slick?) Requires one charge Glacial Shards – A more powerful form of Glacier. After the two turns, instead of simply melting away, the ice explodes violently into razor-sharp shards that have the potential of Pierceing through defenses. Frost Armor – Janex coats her body in a set of light-weight, flexible armor, granting herself the Protect status Hypothermia – At even the slightest touch, Janex lowers the core temperature of a target, Slowing her target. Subsequent or prolonged touches have a chance of sending opponents to Sleep. Cure – Just your basic Cure spell Shiva’s Favor – Janex grants Faith on up to ## allies
Knock the Sense Outta Ya – All of Janex’s attacks have a chance of causing Confusion for two rounds In a Bind – Janex’s next attack has a chance of causing Bind. Stunning Fist – A sharp punch, with or without her katar, strong enough to Stun her opponent. Steal – When in physically close proximity to an opponent, Janex can attempt to steal something from said opponent. Mug – When physically attacking an opponent at close range, Janex can attempt to steal something from said opponent. Any damage that would ordinarily be dealt to the target is halved regardless of if the theft was successful. Constant Vigilance! – Janex grants herself Vigilance, giving all of her attacks a chance to cause a Delay for her opponents. I’ll Steal Your Heart – When Janex puts her mind to it, she can be rather persuasive. Through use of words, tone, and body language, she has the ability to Charm an opponent over to her side of the fight. Don’t Move – All of Janex’s attacks have a chance of causing Stop for one round. You Cannot See Me – Janex can become temporarily invisible, Vanishing seemingly into thin air. I Am Invisible – Janex grants herself Vanira, making herself both invisible and inaudible. Goodbye, I Have Gone to the Market – Janex grants herself Vaniga, becoming effectively incorporeal to all but magical effects. Osmosis Blade – When striking with her katars, Janex can target her opponent’s MP instead of their HP, and absorb any MP damage done
Support Abilities {27/35}:
Shot Through the Heart {Personal} – All of Janex’s abilities will Pierce through her opponents' physical defenses [Pierces Protect]. Escape Artist {Personal} – Janex is excellent at escaping from unpleasant situations. She can escape bindings (magical or otherwise) with relative ease, no locked room or inter-dimensional prison can hold her for long, and when escaping from battle she puts Demyx to shame. Roguish Finesse {Class} – The Thief excels at lying in wait, seeking opportunities to get the greatest reward for the least risk; so long as they are not a target’s primary focus, or are otherwise out of the target’s focus (stealth, distraction, etc.), their attack rolls ignore the target’s REF Modifier in all ACs, and all other rolls treat the target’s Reflexes as halved. Ice Eater {Summon} – Janex absorbs all hostile Ice-element effects. [bFire Peril {Summon} – Janex treats hostile Fire-elemental effects as twice as powerful. Thunder Screen {Level 4} – Janex reduces the effects of hostile Thunder-elemental magic by 50%. Nature Screen {Level 6} – Janex reduces the effects of hostile Nature-elemental magic by 50%. Teleportation {Gifted} – Janex can teleport herself through space without the use of Darkness.
Æthecite {Story} – Janex has absorbed a gemstone of crystallized light. It shields her heart and essence from detection via darkness-oriented senses, and acts as a barrier against unwanted intrusion, including attempts on her heart (while her will remains intact). Due to its protective nature, it helps to balance out the Nethicite's influence, effectively neutralizing each other. Nethicite {Story} – Janex has absorbed a gemstone of crystallized darkness. It grants her a great boost of power, effectively granting her an instant additional level. Though this power is drawn from darkness, it is not tainted by the will of the Fiends due to the protection of the Æthecite. Shadow-Guarded Dress Sphere {Story} – This dress sphere is uniquely infused with the same heart- and presence-shielding black cloth as the Organization's uniform cloaks, regardless of the form and colors chosen.
Unidentifiable {Gifted} – Janex cannot be identified beyond the five senses; any attempts to do so while s/he is in a separate form will yield separate results. "Scents" related to anything besides actual physical smells count as extrasensory. Omni-Block {Gifted} – Janex is immune to all common negative status effects; specifically, those that have standardized forms. Those that are uniquely constructed, even if they have identical effects, are not included. Minion Command {Gifted} – Janex can control Heartless, Nobodies, and Unversed, without negative effects on his/her heart.
MP Assault {Free} – Janex gains 1 MP every 2 successful or blocked basic attacks.
Scan {-2} — In battle, the user can innately discern the general life force of those around them, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green. Combo Plus {-4} — Janex has an extra 1 basic attack per round Dexterity Boost x2 {-6} – Janex’s Dexterity is permanently boosted by 2 Reflex Boost x2 {-6} – Janex’s Reflexes are permanently boosted by 2 Speed Boost x2 {-6} – Janex’s Speed is permanently boosted by 2 Attack Bracer {-3} — Janex cannot be interrupted while performing a basic attack combo
Personality: Janex was just reborn last week, so her personality is still in development. So far she tends to be cheerful, enthusiastic, and a bit bubbly, though she’s also prone to deep introspection and a sarcastic wit. As her heart grows and she settles more fully into her new self, her personality is likely to change and develop rapidly. Flaws: Many Likes: New experiences; traveling Dislikes: Restraints, physical or otherwise Fears: Feeling or being trapped
Intimacies: _____Defining:
_____Major:
_____Minor:
Family: None Bio: Janex originally came into creation as a Replica of Bobbi. She isolated herself from all, lamenting the lack of light in her heart that would make her a “whole person.” Janex seemed to want nothing more than to be left in solitude, however her deepest desire was a complete heart of her very own. She loathed being nothing more than a copy of Bobbi’s darkness, and sought to find her own identity. When she was approached by the Broker and offered everything she had ever wanted, she was skeptical but agreed to their terms.
As a new and whole person, Janex has been spending the last couple of days trying to figure out who she is now. Setting Bobbi’s personality and memories at one remove has allowed her to begin to develop into her own persona apart from the person whose darkness she was created from. She’s been toying with the idea of a new name, for no other reason than the fact that the name she had originally chosen for herself was born of malice and spite. Now harboring no ill will to anyone in particular, Janex wanted to find a name for herself that accurately reflected who she was now. Just as soon as she figured that out, of course.
Summon: Shiva Summon Appearance:doot Summon Personality: Shiva is a powerful guiding force for Janex, moreso now that neither of them is tied to the Darkness. She is encouraging and insightful, though she can be a little aloof at times. Her regal bearing is often in direct contrast with Janex's newly burgeoning and often bubbly personality, but neither seems to mind.
Height: Weight: 5’8” Body Type: Slim Skin type: Fair Eye Color: Blue Hair Color: Dirty Blonde Hair Style: Styled upwards Accessories: Shark tooth pendant on black cord necklace Unusual Markings: Clothing: Loose blue Hawaiian-print shirt opened over white tank top, tan Bermuda shorts, blue and white tennis shoes with white ankle socks, tan leather fingerless gloves
Theme Song(s):
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Significant Trait: Lazy Quotes:
“Dance, water, dance!” “Oh we do too have hearts. Don’t be mad.” “Run! Run away!”
Job Class: Nobody/Bard Weapon:Arpeggio Element: Water
[Name] {Personal} – [Name] {Personal} – [Name] {Class} – Water Eater {Element} – [Character] absorbs all hostile Water-element effects. [bThunder Peril {Element} – [Character] treats hostile Thunder-elemental effects as twice as powerful. ??? Screen {Level 4} – [Character] reduces the effects of hostile ???-elemental magic by 50%. ??? Screen {Level 6} – [Character] reduces the effects of hostile ???-elemental magic by 50%. Silence Block {Charm} – Immune to Silence Disable Block {Charm} – Immune to Disable
{AP Cost} – {AP Cost} – {AP Cost} –
Limit Breaks:
– – – – – –
Strengths: Observation | evasion | magical offense and defense Weaknesses: Physical attack/defense | teamwork | taking initiative | “[…]has all of the work ethic of a bar of soap.” —TV Tropes (see: Let’s Get Dangerous)
Personality:See here Flaws: Likes: Dislikes: Fears:
Intimacies: _____Defining:
_____Major:
_____Minor:
Family: Bio:
Nanaki
Name: Nanaki Aliases: Red XIII Birthdate: Unknown Gender: Male Alignment: Good
HP: MP: FP: SP: APR:
PAC: MAC:
Fortitude: Will: Dodge:
MPC:
MPA:
Appearance
Height: 3’9” Weight: 120lbs Body Type: Lion-like Skin type: Fur Eye Color: Amber Hair Color: Red Hair Style: Fur Accessories: Tribal decorations such as feathers and beads, as well as golden bangles on his legs Unusual Markings: Various tribal-styled tattoos, and the Roman numeral XIII on one shoulder Clothing: None
[Name] {Personal} – [Name] {Personal} – [Name] {Class} – ??? Eater {Summon} – [Character] absorbs all hostile ???-element effects. ??? Peril {Summon} – [Character] treats hostile ???-elemental effects as twice as powerful. ??? Screen {Level 4} – [Character] reduces the effects of hostile ???-elemental magic by 50%. ??? Screen {Level 6} – [Character] reduces the effects of hostile ???-elemental magic by 50%. ??? {Charm} – Details of the support you get from your Æthecite Charm.
{AP Cost} – {AP Cost} – {AP Cost} –
Limit Breaks:
– – – – – –
Strengths: Weaknesses:
Personality: Flaws: Likes: Dislikes: Fears:
Intimacies: _____Defining:
_____Major:
_____Minor:
Family: Bio:
Yuffie
Name: Yuffie Aliases: The Great Ninja; The Single White Rose of Radiant Garden Birthdate: November 20 Gender: Female Alignment: Good
HP: MP: FP: SP: APR:
PAC: MAC:
Fortitude: Will: Dodge:
MPA: 0.5
Appearance
Height: 5’2” Weight: 110lbs Body Type: Small, scrappy Skin type: Fair Eye Color: Violet Hair Color: Black Hair Style: Short bob Accessories: Long leather gauntlets Unusual Markings: None Clothing:
Command Abilities: Yuffie is an accomplished ninja who will use her shuriken to great effect.
Steal - Yuffie subtly attempts to steal something from her target. Success is determined by Dexterity against target's Reflexes. If Dex is greater, something is stolen; if it is equal or less, it fails. If items are magically hidden, success is then determined by the average of Dex and Magic versus Reflexes and Resistance. This only costs mana in the second instance. Mug - Yuffie physically assaults the target in the process of stealing. Fuma Fatale- Yuffie's shuriken is enveloped in a green aura of magic, doubling its already-large damage range. Adds her MS to any strike made; lasts for two posts. Shinobi Spinneret- Yuffie charges her giant shuriken with Fuma Fatale for a single attack; she overs off the ground for a few moments as the massive shuriken revolves around her at lightning speeds, damaging any opponents within 3 meters. While this attack is going on, she is unable to be interrupted or damaged. Greased Lightning- Yuffie blurs through her opponents, striking once; however, the hit is guaranteed to be a critical hit, causing damage equal to double her normal PS. Bloodfest- Yuffie speeds around the area at near-light-speeds, attacking ten times in quick succession. Uses a decent amount of mana, but does 2.5x as much damage, summed up, as a normal attack.Gauntlet- Yuffie summons a small sphere of energy before throwing it at her opponents; the sphere explodes in a large dome of non-elemental energy, damaging anyone in a 6 meter diameter.
Shadow Stalker- Yuffie can teleport around the battlefield for moderate distances instantly for an insignificant amount of mana. Leaves a large puff of smoke that obscures her and releases a small 'poof' noise upon reappearance. Ninja's Call- Her Shuriken will fly back to her the moment she calls. Does not teleport, so it can be intercepted. Clear Tranquil- Acts as a 'Healing Wind'; casts Cura on 3 allies; takes a large portion of mana. Support Abilities {AP Used/35l}:
Catch {Personal}- Yuffie can catch any item thrown her way, no matter how big or small; even if thrown from behind, she will sense projectile and catch it (if possible) or deflect it. [Name] {Personal} – [Name] {Class} – ??? Eater {Summon} – [Character] absorbs all hostile ???-element effects. ??? Peril {Summon} – [Character] treats hostile ???-elemental effects as twice as powerful. ??? Screen {Level 4} – [Character] reduces the effects of hostile ???-elemental magic by 50%. ??? Screen {Level 6} – [Character] reduces the effects of hostile ???-elemental magic by 50%. ??? {Charm} – Details of the support you get from your Æthecite Charm.
And Zell I've just copied the original profile template into Pages, so at the moment his profile is located here
Posted: Sun Jun 04, 2017 9:35 pm
Still more to add later, but here is my revamp for James Name: James Aliases: Kuro Birthdate: March 1st Gender: Cis-Male Alignment: Neutral Good
HP: 40 MP: 40 FP: 3 SP: 5 APR: 3
Evasion: 12 ____PAC: 15 ____MAC: 14
Fortitude: 21 Will: 20 Dodge: 20
MPA: 1
Appearance
Height: 6’0” Weight: 175 lbs. Body Type: Lean Skin type: Fair Eye Color: Hazel Hair Color: Brown Hair Style: Medium length, usually un-styled though pushed back to prevent it from getting into his eyes too much, though usually one side of his bangs does so regardless. Accessories: N/A Unusual Markings: Burn Scar of Ultima Seal on Chest, Stab wound scars in both sides from Maria and Elleon, Slash Scar down left cheek. Clothing: here
Witcher Arts- Abilities drawn from James’ Red Mage job-class. The Witcher’s sign abilities can include different modes for different effects.
Aard- A directed blast of telekinetic energy that staggers opponents. May cause stun.
Aard Shockwave-An alternative mode of the Aard Sign. Instead of being directed. The telekinetic energy is unleashed in a radius to strike multiple opponents in close proximity. Aard Force- An alternative mode of the Aard Sign. An intensified version of the basic Aard that not only can stun the opponent but knocks them back as well.
Igni- A basic pyrokinetic burst of flames and embers.
Igni Stream- An alternative mode of the Igni Sign. Instead of a small burst, James can control the fire in a continuous stream. May cause Ignite.
Yrden- A circle of Yrden signs appears around James in a circle 14 feet wide in diameter. Opponents that walk into the circle are hexed with reduced speed. May cause Slow
Yrden Trap- An alternative mode of the Yrden sign. Rather than a circle appearing around James a small Yrden glyph is placed on the field at a specific area. When an enemy steps close to the glyph the trap is sprung dealing them damage as well as potentially reducing their speed. May cause Slow.
Axii- A mental wave that triggers a hex that causes an enemy to stop fighting or to fight along side James. May cause (Pacify) or Charm.]
Axii- While technically an offensive spell Axii can be used on allies to calm down and remove negative mental status ailments. Can cure Confusion, Addle, Berserk, Fear, and Charm.
Quen- A basic energy shield that can block one oncoming attack(magical or physical)
Quen Sustained- An alternative mode of the Quen Sign. Instead of a shield that can only take one hit. James can focus his magic and project the shield in a 5 foot diameter dome around himself. Any attacks made against him treat his AC as 12 (or 10+MAGMod) for the purpose of damage, which affects his MP instead.
Gelum- James unleashes a blast of ice and frost from his free hand.
Gelum Storm- An alternative mode of the Gelum sign. James unleashes a storm of spiraling frost and ice in a 6 foot radius. May cause Freeze.
Calx- A Calx Sign is conjured on the ground causing a pillar of stone to shoot out of the ground on the spot.
Calx Fissure- An alternative mode of the Calx sign. James conjures a number of Calx glyphs on the ground. If stepped on, the glyph creates a fissure in the ground that can immobilize an opponent.
Fulgur- James creates a blast of lightning and sparks from a free hand.
Fulgur Current- An alternate mode of the Fulgur sign. James can focus and sustain the arc of lightning to deal continual damage to his target. may cause Stun.
Lacus- James summons a strong jet of pressurized water from his free hand.
Lacus Geyser- An alternative mode of the Lacus sign. James summons a Lacus sign on the ground. if triggered it unleashes a powerful jet of water underneath the opponent.
Silva- Razor leaves and seeds launch from James’ free hand.
Silva Trap- An alternative mode of the Silva sign. James conjures Silva signs on the ground which when stepped upon are triggered. Brier vines erupt from the ground in an attempt to wrap around and ensnare the opponent. May cause Bind.
Ventus- James unleashes a blast of razor wind from a free hand.
Ventus Spiral- An alternative mode of the Ventus sign. James can focus and sustain the razor wind causing it to whirl around him causing close range area of effect damage.
Aeger- James conjures a stream of poisonous liquid from his free hand. May cause Poison. Somnus- Using his magic, James forces his will upon his opponent, lulling them into sleep. May cause Sleep. Umbra- James forces his will upon his opponent targeting the vocal chords, preventing the from outputting vocally. May cause Silence. Fero- James uses his magic to speed up the movement and actions of the intended target. Can be cast upon himself or an ally. Causes Haste. Protect- James casts a protective aura on either himself or an ally. Boosting their Defense by +50%. Shell- James envelopes either himself or an ally in a protective aura that boosts their Resistance by +50%. Raise- Using a good portion of his magic, James can awaken someone who has fallen unconscious during battle. Aspir- Using his magic, James can siphon off a portion of a target’s MP to replenish his own. Drain- James uses magic to siphon a portion of the target’s HP to replenish his own. Enlight- An ability granted by James’ increased connection to the Light. He can charge imbue his blade with Light Energy resulting in the following strikes to deal Light elemental damage along with their normal damage.(Lasts for 3 Turns)
Lupus Noctis - Abilities gained by James’ bond with Fenrir
Witcher’s Whirl - Utilizing his speed over strength James does a series of spiraling swings with his longsword striking in a series of area of effect slashes at any nearby enemy. Can attack for as many actions as he has available to him, each swing does half STR in damage. Rend - James raises his blade into a high guard and focuses his energy and strength into the strike and brings it down a powerful slash attempting to deal as much damage as possible. The powerful strike bypasses most of the target’s aura of vitality, doing damage directly to the body. May cause Disable if the blade strikes an arm. May cause Bleeding if hit in the body. Takes one action to prepare. Wolf Fang Fist - Even though James’ primary weapon is his sword, he can still use a free hand to swipe through the air, unleashing blades of Lunar or kinetic energy. Ecliptic Howl - Tapping into Fenrir’s power, James unleashes a howl which potentially stuns opponents within range. Witcher’s Arcanum - Using his aggression and speed, James unleashes a fury of 13 powerful strikes against an opponent. Savage Charge - After charging his blade with energy. James Dashes at his opponent going to and from, knocking the opponent around while striking at them. Dash - With a burst of Kinetic Energy, James can propel himself in a single direction for 30 feet in a semi-blurred movement. Moonsault - With a burst of Kinetic Energy, James can propel himself upward 15 feet into the air, enough height to enable a flip or unleash an attack. Witcher Senses - James can spend a small amount of energy to improve his senses of sight and hearing. He can then choose to sustain it or let the effect fade.(If not sustained loses effect after 3 posts)
Luna’s Chosen- James’ natural energy manifests as Lunar Magic. He can use Lunar Magic using his normal mana and continue to cast spells using his Lunar Charges after his original mana pool is depleted. James can fully recharge his Lunar Charges during the night. Currently James’ limit is set to 14 Lunar Charges(This is subject to change as level increases)
Lunar Blast- Using a free hand, James unleashes a blast a of Lunar Energy at his opponent. Lunar Bomb- James conjures a large orb of Lunar Energy into a free hand and then either tosses or rolls it towards enemies. When it comes into contact with an enemy or rolls as far as it can, it unleashes an explosion of energy in an area of effect attack. May cause Blind. Lunar Wave- Imbuing his blade with Lunar Energy, James unleashes a wide horizontal cut. The energy erupts from the blade in an expanding wave of energy for 30 feet. Lunar Spiral- James fills his blade with energy and performs a spinning slice. The energy is unleashed along with the slash in an area of effect attack with a 30 foot range. Lunar Regeneration- James envelopes himself in Lunar Energy, enchanting himself with Regen for 3 posts. Lunar Light- Using energy(either normal or Lunar) James can heal himself or an ally via standard Cure.
D-Links- Coming when I figure them out.
Support Abilities {17/35}:
MP Assault{Free} – Also known as MPA or KH1 Style. James regains 1 MP for every 2 successful or blocked basic attacks. [Scan{Training} – In battle, James can innately discern the general life force of those around him, including enemies. Their health is not quantified but rather understood in percentages, as if visualized by a bar of green. Dance with a Witcher{Personal}- (Still want to use this name for something just not sure what yet.) Undying{Personal}- If James is KO’ed in combat he will revive at the start of his next round. This ability can only be triggered once, afterwards it requires extensive rest to be able to activate again. If Raised before the start of the next round then the ability will not activate. James recovers up to 25% of his Health and Mana. [Reraise] Lunar Charges{Personal}- James’ non-elemental special ability, he can accumulate energy under moonlight to fill up a secondary mana pool. This second pool acts as a back up with a limited number of “charges”, allowing him to cast spells even when his mana is gone. Multicast {Class} – The Red Mage can loose multiple spells simultaneously, and loose one spell while simultaneously attacking. Fire Screen {Level 4} – James reduces the effects of hostile Fire-elemental magic by 50%. Lightning Screen {Level 6} – James reduces the effects of hostile Lightning-elemental magic by 50%. Stun Block{Charm}- Immune to Stun Silence Block{Charm} – Immune to Silence Heart’s Resistance{Story}- In overcoming the deceptions of the Dark Abomination and cleansing their hearts of its evil, James’ heart has grown resilient with the light, gaining a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will. Warp Strike[{4}- James lays his blade down in his palm and throws it like a javelin at an opponent. Using his magic, he then teleports after the blade appearing where it either landed or struck the enemy. True Bracer{8} – James is immune to Interruption. MP Haste {5} – Increases the number of MP for MP Assault by 1 per basic attack
Limit Breaks:
The Flash that Cuts – James focuses all of his energy, releasing a circle of subtle pressure around him with a radius of 30 feet. Any enemies hit in the pressure wave are marked. James then uses his high speed and Dash combined to close the distance to a target in little more than a blur of motion before delivering a powerful attack. He can attack up to 12 targets or hit all the targets tagged an equal number of times until he has unleashed 12 strikes. The 12 strikes have SOS-Valor. – – – – –
Personality: At first glance, James is a quiet, reserved, and focused young man also known as an introverted extrovert. He is a man who strives to think on the side of logic, though at times it is his heart that dictates his actions. Once somebody has a place in his heart, he is a loyal and protective friend who is willing to do anything that he can do to help, be it by taking action, or just listening. His mind is creative and manifests itself in a wide variety of artistic endeavors. He is also the type of person to become emotionally attached to plans, or a certain set schedule or way of doing things. This passion can result in him potentially investing a great deal of time and or resources to achieve the outcome that he wants, whether it actually succeeds or not. He takes failure on his part very personally and is often far too hard on himself when it comes to those failures.
Emotionally he strives to remain calm and composed though sometimes lets frustrations and stress get the better of him. This can result in unexpected and potentially loud outbursts that are often unintentionally hurtful to those who are the unfortunate recipient of the outburst. These emotional outbursts are often quieted by a bit of distance and calming down, and James is very quick to try to rectify any harm that was caused by his words.
Flaws: Likes: Swords, drawing, writing, sparring, singing, crafting, most meats. Dislikes: Bullies, backstabbers, liars, feeling useless, losing emotional control, wasting time, most vegetables Fears: Hurting his friends, Losing control of his emotions, drowning, slightly hemophobic(too much blood makes him feel nauseous.
Family:
Mother- Sharon Father- Richard Brother- Alex (All safe within the Guardian of Light) Wife- Michelle(Resides within Disney Castle) Bio: James and his wife Michelle had been married in Omaha, Nebraska in 2010 and had moved around a fair bit in a span of about 4 years from 2012-2016. After trying to live in the small city that his parents had moved to, they moved back to Omaha where they had been married hoping for a new start renting a house with a few roommates. That was they way they had lived until one fateful day. An unusual storm settled over the city and amidst the chaos Shadow Heartless appeared and attacked both of them. While James and Michelle fought to defend themselves they found that the weapons they chose, though real, were ineffective against the Heartless. Before they were defeated, James came to alone, in a dive into the heart. He proceeded through the Dive and found not a Keyblade at the end the journey, but a Hexagun. A favorite weapon of his from the game Final Fantasy XI.
When he returned from the Dive he was surprised to find the Hexagun remained, and Michelle joined him with a pair of Chinese Hook Swords, and together they fought back the Heartless. They quickly fled the house only to eventually come face to face with a Darkside Heartless. They fought it as best they could and ultimately, never found out if they had defeated it. Their world broke apart and they were sucked into the massive conjured black sphere in the sky.
When James came to he was alone outside the forest near Disney Castle. Hexagun in hand he rushed into the forest, the castle his destination. While in the forest he ran into Riku and with his help found his way to safety. After a good night’s rest, the next morning during breakfast he was thankfully reunited with Michelle and the two of them, along with Riku, were sent to meet up with a bunch of other people from their world. This is how his Heartfelt Adventure began. Since then, Michelle had lost the will to fight and remained at the Castle while James fought on to save not only their world, but all worlds from the ever imminent threat of the Darkness.
Summon: Fenrir Summon Appearance:here Summon Personality: Fenrir is fiercely loyal to James and his allies and acts as guide and and aid to James during trying times. Overall, he acts rather apathetically, though can also come across as cold and threatening. Despite that though, there are times when he shows a rather sarcastic sense of humor.
(( This is still a work in progress, keep in mind. I WILL FINISH IT SOMEDAY! rofl ))
Name: Luke Aliases: Banshee, Bansh, many others that aren't relevant Birthdate: March 18, 1986 Gender:WAFFLE Alignment: Good
HP: 36 MP: 48 FP: 4 SP: 8 APR: 2
Evasion: 12 ____PAC: 14 ____MAC: 15
Fortitude: 19 Will: 22 Dodge: 20
MPC: 5
Appearance (Picture coming soon)
Height: 6' 2" Weight: ~200 lbs Body Type:Potato Skin type: Pale, slightly tanned forearms Eye Color: Brown Hair Color: Brown Hair Style: Long, let down freely. In battle/training, held up by a ponytail and bandana Accessories: Silver-rimmed glasses - more a necessity than an accessory. Unusual Markings: Many scars in several places, mostly unnoticeable unless you're staring right at them. Clothing: Luke wears baggy forest-green pants with black spiral accents and a large front pocket on the left side with black elephant designs. He wears a vest of the same colors, over a soft yellow shirt with printed brown giraffe designs. He also wears a black, white, purple, green, and dark orange bandana over his head, Cinderella-style, with green moth designs printed on it. He has bracers of the same orange color tied around both wrists, with a symbol of a lizard etched into each.
Significant Trait:IndecisiveContradictoryKindSupportiveTwo-facedHonestDishonestWhimsicalSunshine & RainbowsAll-Consuming Black HoleCapriciousKinda ridiculous at this point, ain't it? Walking Jukebox Quotes:
"I believe in you!" *sings whatever song enters his brain from hearing one word or phrase in a conversation or even just thinking one word or phrase* When you mess with me... you're playing with fire! I'm GLITTER SUNNY! KIDDING. I'm just kidding. Please don't hurt me. Now I'm all fired up! KIDDING AGAIN. Someday I'll have my own quotes. Someday.
Job Class: Animist Weapon:Pineknot - Wooden staff made for melee attacks, with several tiny bells hanging off by ribbons or chains. Element: Fire
Animal Calls – Luke calls upon the power of animals to aid allies and harm enemies with various effects. If no animal is present, he creates a phantom beast of the intended animal using his own magic power and his belief in the animal.
Crane Call - Calls on the eternal spirit of the Crane to cast Cure on an ally. Charge for a wider target area. Seagull Call - Calls on the cleansing essence of the Seagull to heal an ally's status ailments with Esuna. Charge for a wider target area. Crawfish Call - Calls for the protective strength of the Crawfish to cast Protect on an ally. Charge for a wider target area. Crab Call - Calls for the protective strength of the Crab to cast Shell on an ally. Charge for a wider target area. Turtle Call - Calls for the protective strength of the Turtle to cast Wall on an ally. Charge for a wider target area. Butterfly Call - Calls on the regenerative spirit of the Butterfly to grant a lasting restorative effect to an ally with Regen. Moth Call - Calls on the regenerative spirit of the Moth to grant a lasting restorative effect to an ally with Refresh. Deer Call - Calls on the Deer's silent gracefulness to grant invisibility. Call upon a fawn for Vanish, an adult for Vanira, or a group of deer for Vaniga. Dragonfly Call - Calls on the light spirit of the Dragonfly to grant levitation to an ally with Float. Call a swarm of Dragonflies for Flight. Gryphon Call - Calls on the noble spirit of the Gryphon to enhance an ally's attacks. Casts Vigilance. Lion Call - Calls on the power of a Lion's roar to fill an ally's heart with courage and make them Brave. Unicorn Call - Calls on the pure spirit of a Unicorn to inspire Faith in the heart of an ally. Hawk Call - Calls on the power of the Hawk to grant higher Focus to an ally. Bat Call - Calls on the power of the Bat to grant heightened reflexes to an ally with Blink. Horse Call - Calls on the boundless spirit of the Horse to increase an ally's speed with Haste. Fox Call - Calls on the cleverness of the Fox to protect an ally with Veil. Caribou Call - Calls on the power of the Caribou to raise defenses with Barrier. Coyote Call - Calls on the wild trickiness of the coyote to create an illusory Decoy of an ally. Wasp Call - Calls on the Wasp to grant its stinging power to an ally with Pierce. Shark Call - Calls on the Shark to grant its power to an ally with Potency. Woodpecker Call - Calls on the power of the Woodpecker to cast Bubble. Beetle Call - Calls on the power of the Beetle to cast Reflect. Bear Call - Calls on the protection of the Bear to cast Reraise on an ally. Rattlesnake Call - Calls on the power of the Serpent to cast Lucky Shot on an ally. Tiger Call - Calls on the energy of the Tiger to cast Aura on an ally. Possum Call - Calls on the power of the Possum to cast a Reverse-Lure protection on an ally, causing enemies to avoid them. Spider Call - Calls on the power of the Spider to damage an enemy and cast Poison. Alligator Call - Calls on the power of the Alligator to damage an enemy and cast Bleeding. Cottonmouth Call - Calls on the power of the Serpent to damage an enemy and cast Plague. Torpedo Ray Call - Calls on the power of the Ray to Delay the target. Ostrich Call - Calls on the power of the Ostrich to cast Break. Dove Call - Calls on the peaceful nature of the Dove to cast Wither. Raven Call - Calls on the wise spirit of the Raven to cast Addle. Owl Call - Calls on the nocturnal spirit of the Owl to cast Blind. Monitor Lizard Call - Calls on the power of the Lizard to cast Expose. Wolf Call - Cals on the power of the Wolf to lower defenses with Shear. Jellyfish Call - Calls on the power of the Jellyfish to reduce reflexes with Disorient. Sloth Call - Calls on the power of the Sloth to Slow the target.
Fire Magic – Thanks to the power of his BFF Summon, Salamander, Luke has the ability to cast Fire-elemental spells.
Fire Fira Firaga Firaza Din's Fire I had to, okay? I just had to.
–
Support Abilities {AP Used/AP Total}:
Beast Heart {Class} – The Animist invokes the spirits of the wild to their cause, but to do so they must share an empathic bond with the wilderness itself, their minds both inscrutable yet exceptionally understanding; they gain a +5 bonus against any hostile mind-altering hex, while likewise gaining a +3 bonus to mind-altering hexes of their own. MP Charge {Free} – On running entirely out of MP, Luke enters MP Charge. After 2.5 full rounds of ApR, his MP will be returned to full. Fire Eater {Summon} – Luke absorbs all hostile Fire-element effects. Water Screen {Level 4} – [Character] reduces the effects of hostile Water-elemental magic by 50%. Wind Screen {Level 6} – [Character] reduces the effects of hostile Wind-elemental magic by 50%. Ice Peril {Summon} – Luke treats hostile Ice-elemental effects as twice as powerful. Earth Peril {+10} – Luke treats hostile Earth-elemental effects as twice as powerful. Can only have one equipped, and may never be your primary element. [Grants additional AP!] Slow Block {Charm} – Luke is immune to Slow status. [Must be Very Easy – Difficult] Berserk Block {Charm} – Luke is immune to Berserk status. [Must be Very Easy – Difficult] Scan {Training} – In battle, the user can innately discern the general life force of those around them, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green. Fire Block {Personal} – If Luke is able to block an attack with relative ease (attack roll = <10), he can reactively channel a spark of fire magic along the trail of his opponent's attack, having a chance to Ignite them in retribution (MAG+d20 vs Will). Fire Finish {Personal} – If Luke uses three or more basic attacks in a row, he can will his fire magic into his final strike, causing a small surge of heat to rush through his opponent on a successful attack that has a chance to Ignite them (MAG+d20 vs Will). Can be enhanced by the Combo Finisher Support, though only if uninterrupted. Small Bracer {3} – Makes one resistant to Interruption, requiring a coin-flip for each attempted interrupting attack. Heads means the charger resists, tails means they're interrupted. MP Haste {5} – Decreases the time to complete a full MP Charge to 2 full rounds of APR. MP Rage {3} – Grants 10% of damage taken back as MP, minimum 1. Shortens MP Charge by 1 action. Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times. Combo Finisher {2} – If you successfully use at least three basic attacks without being interrupted, the final attack can become a Finisher, adding +3 damage and various other enhancements. Multiple enhancements may be equipped, but only one may be used per finisher. Finishing Leap {2} – Enhances Combo Finisher with the power to knock the target into the air. Magic Combo Boost {5} – Increases the damage of every consecutive casting of the same spell after the second by +1, cumulatively. Third gets +1, fourth gets +2, etc. Magic Combo Finisher {2} – If every action in a round is used to consecutively cast the same spell (minimum 3), the final cast becomes a Magic Finisher, dealing +3 damage. Form Boost {3} – Grants 1 additional Form Point. Can stack up to 4 times. Summon Boost {3} – Grants 1 additional Summon Point. Can stack up to 3 times. Summon Boost {3} – Grants 1 additional Summon Point. Can stack up to 3 times. Second Chance {10} – Ensures you always retain 1 HP after an attack that would otherwise finish you off, unless you are already down to 1 HP. Can only occur once per battle, and is nullified if a Limit Break is used.
Limit Breaks:
Foundations – Calls on the power of the Elephant. Casts Wall on up to 5 nearby allies and prevents their charges from being broken for the next round. River Chorus – Calls on the power of Frogs to cause a downpour that casts Curaga on up to 5 nearby allies. Raise It Up – Calls on the power of the Rabbit to double the Speed and main attack stat of up to 5 nearby allies. – – –
Strengths: Weaknesses:
Personality: Flaws: Likes: Dislikes: Fears:
Intimacies: _____Defining:
_____Major:
_____Minor:
Family: Bio:
Summon: Salamander Summon Appearance: Big fire dragon that looks like a lizard. Don't tell him I said that though. Summon Personality: Pretentious d**k exterior with a soft innocent chewy candy center.
Posted: Mon Jun 05, 2017 8:33 am
Ho man. My eyes hurt after all of the formatting. I had a number of things I wanted to discuss with the mods, so I didn't add them here, but I'm done editing my profile for now. Besides filling out my abilities, I tweaked a couple of things in things like my Bio or Personality.
Height: 5 feet, 3.5 inches Weight:ninja Body Type: not slender, but not stocky Skin type: olive Eye Color: dark brown Hair Color: dark brown Hair Style: just below shoulder-length, straight. parted to the side Accessories: small gold hoop earrings, two on each side Unusual Markings: faded teardrop scar on the inside of her left arm Clothing:
Theme Song(s):
Sugar Song and Bitter Step- Unison Square Garden Overtime- Cash Cash Glitter and Gold- Barns Courtney Have You Got It in You?- Imogen Heap Don't Hold Back- The Potbelleez
Significant Trait: Acceptance Quotes:
[insert pun] [insert sarcasm] "Oh my god."
Job Class: Blue Mage Element: Non-elemental Weapon: 3 mirrors (heartbound weapon), naginata (non-magical, though infused with some enchantments)
Blue Magic- A school of magic specializing in copying the abilities of others.
Learn- By focusing and allowing an attack to strike her or her mirrors, Sayrike can copy a basic enemy ability and keep it for her permanent, personal use. She can also use Learn on her allies, gaining a single move from their abilities.
Mortal Arts
Confuser- A loud, screeching sound emanates from Sayrike, and all enemies within earshot have a chance of being confused. [High; MS 11] {Magitek Armor}
Nobody Arts
Jump {Dragoon}-Saryike disappears, reappearing above the target, and dives down onto them with a lance. (Her mirrors disappear as long as the lance is manifested.)
Lyrebird- Copies one enemy or ally attack that hits or is blocked by Sayrike and enables her to use it, converting one mirror into the enemy/ally weapon; as such, she can retain no more than 3 abilities this way. When she uses this attack, her mirrors disappear and she is unable to use them for defense or offense, instead having the enemy/ally weapon. After the attack is used, the weapon disappears and her mirror returns. Remembers the attack for that battle only, or for 20 minutes--whichever ends first.
Multiplicity-Set of skills based on multiplication of a target.
{Level 1} You've Got a Friend in Me-Choosing an ally or Sayrike herself, their image is copied and multiplied to a max of 3 copies, though they are illusions that disappear upon hostile contact by magic or a physical weapon. The illusions are controlled by the person copied, and so the person must be able to maintain concentration and direct multiple things at once. {Level 2} The Devil You Know-Sayrike can create up to 3 illusory copies of an enemy, though their form disappears upon hostile contact from magic or a physical weapon. The illusions are controlled by Sayrike. {Level 3} A Solid Investment- With an infusion of magic, Sayrike can make a single copy of a target that has a physical presence when touched. It can’t cause damage, and it disappears after being struck 3 times by a magical or physical attack. {Level 4} Save Point-Sayrike walks through her main mirror and saves a version of herself at that moment, including any status ailments, buffs, or hexes, though she sacrifices half of her MP to do so. If she falls to 0HP at any point during the battle, her body will be absorbed back into the mirror and restored to the saved version. Can only be used once per battle, and the saved copy is only retained for the duration of the battle or until it is used.
Mirror Arts- A set of skills revolving around the use of Sayrike's mirrors in of themselves.
Now You See Me...-Sayrike gathers her three mirrors close to her in a triangular formation, reflecting her surroundings to make her invisible. Infusing her mirrors with a bit of magic, she then also renders her presence--body heat, aura, heartbound weapon, etc.--undetectable as well. When this ability is in use, she cannot attack, and her movement speed is reduced. Mirror's Reflection- Sayrike briefly charges one of her mirrors with mana so that it blocks and reflects back an oncoming attack. (timed block) Mirror’s Protection-A magical barrier extends from Sayrike’s mirrors and envelops the target(s), casting Reflect. Subsumption- The energy from a magical attack gets absorbed into her mirror, equal to the MP that the caster used to enact it. It is not Learned. Glass Retreat-Sayrike walks into her main mirror and disappears inside. She is immune to any attacks or outside influences, but cannot make attacks or interact with the outside world in any way. Dark Reflections-Mirror arts that reflect an image to the target(s), causing hexes.
Nirvana-The target(s) see a vision of themselves at peace or their tasks completed, and a sense of calm and content fills their mind as they are Pacified. Waking Nightmare-The target(s) see a vision of their worst fears or an intimidating presence reflected in the surface of the mirror, instilling them with Fear. If successfully cast on the same target three times in the same battle, the target is inflicted with Cowardice. Paprika-The target sees a myriad of strange, disorienting, and nonsensical visions, causing Confusion. Seeing Red-The target sees visions that instill intense hatred and/or frustration, causing Berserk. The Back’s Bullseye-The target sees visions that make them obsessed with attacking a single target of Sayrike’s choosing. {Lure} Enthralled-Mesmerizing visions hypnotize the target, and they lose the will to attack or defend. The enchantment is broken if the target is hit with an attack.
Light Reflections-Mirror arts that reflect an image to/of the target(s), casting buffs.
Inner Strength-The target sees heartening visions, which instill feelings of Bravery or Faith in themselves (Sayrike chooses the buff) Mirage-Creates an illusory Decoy of the target that only enemies see, guaranteeing that the next attack specifically aimed at the target misses. Encore-A weakened form of Save Point. Sayrike faces a mirror towards her target and stores a copy of them. If the target reaches 0HP in the next 3 rounds before the buff disappears, the copy will be pulled from the mirror and into the target’s body, Reraising them with 10% HP.
Mirror's Gleam- Sayrike charges one or more of her mirrors with magic energy, making it flash for a brief moment with blinding light in the direction of her target, causing Blind or Disorient (coin flip for effect). Mirror Image-envelops target in mystic aura of Reversal, switching all healing and damaging effects. Mirror's Grasp- Sayrike absorbs a magical attack with one of her mirrors and saves it to be released from that same mirror at a later time (immediately or otherwise). If that mirror is used to counter or absorb another attack, the stored attack is lost (or replaced with the newly stored attack). Must use the attack in the same way it was originally performed (i.e. a stored fireball can only be sent back out as a fireball). [magical attacks only] 7 Years’ Bad Luck--mirror arts that break apart Sayrike’s mirrors in an attack.
Mirror's Edge- Main mirror breaks apart into fragments and launches toward a single enemy in a one-time attack. Chance to cause Bleeding. Takes two actions for the mirror to reform. Can be reduced to one action if the reforming process is boosted with magic. Mirror Raid- Sayrike launches 1-3 mirrors at her opponent, shatter on impact, and cause splash damage. Chance to cause Bleeding. Takes two actions for the mirrors to reform, though this can be hastened with extra magic. Mirror Storm- Sayrike shatters all three mirrors and engulfs the opponent in a tornado of broken glass. Causes Bleeding. Takes two actions for the mirrors to reform, though this can be hastened with extra magic. Mirror Rampage- Sayrike shatters her mirrors and controls the shattered glass, directing it like a stream with hand movements. Takes constant MP to sustain.
Mirror Trap-Sayrike walks into the surface of her main mirror, where she disappears. The three mirrors surround the target. Utilizing all three mirrors, Sayrike jumps out and in with lightning-fast speed, attacking the target using Asura’s swords.
Asura's Sentinel- Magic granted by Sayrike's bond with Asura.
Asura's Blade-Sayrike forfeits two mirrors for Asura's sword, using the final mirror as a shield. The blade's strength uses Sayrike's MAG stat. If she sacrifices her third mirror, the blade gains +2 to its strength. If the sword is hit with anything higher than this MAG stat, the blade will break. Asura's Strike- Sayrike places a mirror between herself and her target. She punches the backside of the mirror, and a copy of Asura's Blade launches toward the target. Strength is based on Sayrike's MAG stat. Cure – Heals 20% of total HP. When self-healing, has a 1 full-round cooldown between possible self-heals.
Cura – Heals 40% of total HP. When self-healing, has a 1 full-round cooldown between possible self-heals.
Protect-Raises DEF by +50% Shell-Raises RES by +50% Reflect--Reflects hostile targeted magic back at the caster.
Support Abilities (13/35):
MP Assault {free}- Sayrike gains 1 MP every 2 successful or blocked basic attacks. Scan {training}- Sayrike can innately discern the general life force of those around her, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a green bar. Mirror Mastery {personal}- Sayrike can psychokinetically wield her mirrors. Old, New, Borrowed and Blue {Class} – The Blue Mage is driven by the desire to learn through experience, and this concept pushes them toward greater knowledge and success; in addition to the individual Blue Mage’s method of permanently learning abilities, the Blue Mage temporarily ‘Learns’ the most recent ability used against them; they must then use their next action to either use up the copied ability, or permanently Learn the ability (replacing whatever other ability they have captured from the target); any other choice of action forfeits the temporary copy until they are struck with it again. ??? Screen {Level 4} – [Character] reduces the effects of hostile ???-elemental magic by 50%. [Everyone gets a free Screen at level 4] ??? Screen {Level 6} – [Character] reduces the effects of hostile ???-elemental magic by 50%. [Everyone gets a different free Screen at level 6] ??? {Charm} – Details of the support you get from your Æthecite Charm (check page 6)
True Bracer {8}- Sayrike is immune to Interruption. MP Rage {3}- Grants 10% of damage taken as MP, minimum 1. Shortens MP Charge by 1 action.
[Job Class] Knight {10}- (I should talk this over with the mods--want to make some naginata-based abilities)
Limit Breaks:
[1.] Asura's Grace-The three faces of Asura appear, one in each mirror, and casts [need to determine] [2.] Double Trouble-Sayrike faces her main mirror toward her target and steps through it, her mirrors disappearing behind her. For up to 5 posts, Sayrike becomes a clone of the target, taking on their appearance, weapon, and abilities. She is brought to the full HP and MP of the target and shares its stats until the Limit ends. She does not have access to the target’s summon, if they have one. [3.] The Dark Side of the Mirror-(want to discuss)
Strengths: magic, general defense Weaknesses: speed, dexterity
Personality: Generally a pleasant person. Tries to adapt to her surroundings to better fit in and cause the least amount of trouble. Not above a little snark, definitely not above throwing in a bad pun.
Sayrike isn't always laid back exactly, but she's ready to accept whatever life brings her way. She views events with a glass-half-full perspective, but still stays a realist. Although she's not happy-go-lucky, Sayrike has a passion for everything in life, both the good and the bad. She's very accepting and tries to look at events without judgement and view situations from the perspective of others. Sayrike believes in doing something to the best of her abilities, even if that means being a perfectionist at times.
She is friendly and can easily surround herself with companions, but even with those she calls close friends, she always keeps facets of herself hidden away--her personal desires, her fears and concerns, her opinions--in order to present the best possible/likeable front to others and keep smooth relations.
Flaws: Finicky, indecisive, indifferent, skeptic, occasionally anxious (when concerning close personal relationships), procrastinator Likes: Reading, music arcade games, traveling, photography, jigsaw puzzles, nature Dislikes: Tomatoes, thinking about her future, offending others, unfairness Fears: offending good friends and causing them to not like her Defining:
“Everyone has their own beliefs and principles. Who am I to judge that?” (philosophy) Personal freedom of choice (philosophy)
Family: mother, father, younger sister
Bio:Sayrike lived a normal, comfortable, suburban life. Because she never lived around anyone and always concentrated on schoolwork first and foremost, her closest friend was her sister, and the two of them shuffled back and forth daily between parents. Her mother and father kept matters civil between one another, so the two sisters grew up with both loving parents in their lives. At one point, Sayrike's mother had to file bankruptcy during a particularly hard time, but stumbling blocks like these were always conquered. Sayrike is a fairly independent person, never having the same close friend for more than two years. Later on, even she and her sister began to grow apart. Sayrike misses that close bond, but she still presses on. This history of hers forged Sayrike into a serious and independent young woman. There's never been anything particularly terrible in her life, but maybe that's because she usually sees only the good in everything--even after being ripped away from the life she knew.
Summon: Asura Summon Appearance: A 6-armed androgynous entity (though with a lean towards femininity) with 3 faces—one showing benevolence, another showing anger, and the third showing joy. http://finalfantasy.wikia.com/wiki/File:Amano_Asura.jpg However, the extra arms and faces can disappear at will when one aspect is taking dominance. Summon Personality: Stoic, quiet, but has a heavy and commanding presence. They pass judgement without remorse, but remain fair and true. Not easily moved to anger, but once done so, enters into a cold fury.
Quiet Daydreamer
Advanced Enabler
Offline
Pie Thrower
Offline
Posted: Mon Jun 05, 2017 3:37 pm
Name: John Oravec Aliases: John Birthdate: November 28, 1991 Gender: Male Alignment: Neutral Good
HP: 48 MP: 21 FP: 3 SP: 4 APR: 4
Evasion: 12 ____PAC: 13 ____MAC: 14
Fortitude: 18 Will: 20 Dodge: 20
MPA:
Appearance Tall and skinny with good amounts of muscle tone
Height: Weight: 180 Body Type: Tall, muscular Skin type: Fair, pink tone Eye Color: Green Hair Color: Brown Hair Style: Combed, neat and sharp Accessories: None Unusual Markings: None Clothing: Slim fit Jeans, dark fade. Grey Suede walking sneaker. Brown sweater with a dark toned undershirt.
Shadowskin - John’s skin imbues itself with darkness. Self-cast Protect Blood Weapon - Self cast buff - allows basic attacks to gain 25% damage dealt as hp Salted Earth - Creates a patch of salted earth, dealing non-elemental damage over time to enemies that enter and remain in it while active. Abyssal Drain - John saps target of HP gaining an equal amount of damage to his own HP.
Sacrifice
Dark Bane - Sacrifice 20% of maximum health to release an attack onto the enemy four times the power of a normal attack Dark Nebula - Sacrifice 20% of maximum health to release an aoe attack onto surrounding enemies two times the power of a normal attack Minus Strike - Deal an amount of damage proportional to health lost to one enemy
Blood Art of War
En garde! - Guard stance - John may attempt to parry basic attacks with the use of his weapon, adding half of Reflex to defence giving a chance to parry Blades of Fury - John releases a barrage of attacks on an targeted enemy dealing 3 normal attacks at the cost of one action and some of his health. Hold the Line! - At a cost of his own health, John bolsters his defense while at the same time allowing him to negate any and all knock backs (Defense boost + Knockback immunity buff) Disarm - John uses the force of a basic attack to try and disarm opponent pitting his Strength against theirs
Rage - John increases his resistance, defense, speed and strength, while sacrificing dexterity and magic. John is bound to act offensively upon enemy targets. Rage lasts for 5 turns. Seeing Red - John sacrifices the use of all abilities to only do physical attacks. In doing so John increases the damage of his physical attacks by xx. This ability cannot be activated by John’s own will (can only be activated through story purposes). Unbridled Rage - John loses control of his rage and attacks any and all around him. John gains the the use of abilities and his overall damage is increased by xx. May only be activated by outside forces and if Seeing Red is already activated (can only be activated through story purposes).
Barbarism
For the drinks we’ll have after! - John can sacrifice defence to increase strength. Grapple - John may at any point grapple an opponent pitting his strength status against their own, immobilizing both himself and the enemy. This will last until the opponent succeeds a strength check. Charge! - John charges in a straight line toward an enemy, bull rushing them. Upon impact, John damages them and has a chance to knock them down and stun them (John’s Strength x 1.25 vs. their Defence for knockdown/stun chance)
Support Abilities {32AP/35AP}:
Bloodied Warrior {Personal} – John’s Strength power increases the more he takes damage. At 75%, he grows 1.1x stronger; at 50%, 1.25x; at 30%, 1.33x; and at 10%, 1.5x. Cleave (Personal) - if John kills an enemy, he may follow up with a regular attack on a nearby enemy Power Through Blood {Class} – The Dark Knight calls upon greater strength through understanding the weight of true sacrifice; they can use HP in place of MP on a 1-to-1 basis, and the ability’s power grows by +1 for every HP spent. Decay Screen {Level 4} – John reduces the effects of hostile Decay-elemental magic by 50%. Darkness Screen {Level 6} – John reduces the effects of hostile Darkness-elemental magic by 50%. Speed Boost {Charm} – +1 to Speed stat. Heart's Resistance {Story} – In defeating and accepting his own darkness, facing down dark possessors, and tapping into the light of his bonds, John's heart has grown resilient, gaining a potent resistance to dark influence. He is immune to actions that would normally affect or manipulate the darkness in his heart, such as temptation or infestation. The only way to afflict him now is to first break his will. MP Charge {Free} – Also known as KH2 Style. On running entirely out of MP, the character enters MP Charge. After 2.5 full rounds of ApR, your MP will be returned to full. Scan {Training} – In battle, John can innately discern the general life force of those around them, including enemies. Their health is not quantified, but rather understood in percentages, as if visualized by a bar of green. Unlimited Chance (20AP)– Ensures you always retain 1 HP after an attack that would otherwise finish you off, unless you are already down to 1 HP. Nullified if a Limit Break is used. Combo Plus {4AP} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. Can stack up to 3 times. {Combo Boost {5AP} – Increases the damage of every consecutive, uninterrupted basic attack after the second by +1, cumulatively. Third gets +1, fourth gets +2, etc. Attack Bracer {3}/b] – Makes one immune to Interruption while in the middle of basic attack combos.
Personality: Fun, loving, happy go lucky, little random Flaws: Forgets little things constantly, can wear on others with humor Likes: Sex, Sleeping, Food Dislikes: Assholes (the person kind), Fears: Rejection by friends and family
"Spiiiderlord. Lord of all Spiders." *salute with the middle finger* "Apparently, 'spite' is not an 'appropriate answer' to "What motivates you?" "BANG BANG. BANG BANG BANG." (In a Mickey Mouse voice) "Oh boy!" "You. Are in. MY BUBBLE!" *loud, maniacal laughter* ...What? Don't judge me.
["I am the true Guitar Hero!"] {Personal} – All of Nicholas' spells have the cost of spells one level lower, minimum level one. ["Yeah you push buttons really well." -Kyle] [Name] {Personal} – Practiced Rituals {Class} – The Bard’s show must always go on, and nothing may stop their momentum; abilities cannot be interrupted, and their All-Cast abilities have costs reduced to their spell level. ??? Eater {Summon} – [Character] absorbs all hostile ???-element effects. ??? Peril {Summon} – [Character] treats hostile ???-elemental effects as twice as powerful. Wind Screen {Level 4} – [Character] reduces the effects of hostile Wind-elemental magic by 50%. Dark Screen {Level 6} – [Character] reduces the effects of hostile Dark-elemental magic by 50%. Silence-Block/Confusion-Block {Charm} – Immune to Silence and Confusion
{AP Cost} – {AP Cost} – {AP Cost} –
Limit Breaks:
– – – – – –
Strengths: Weaknesses:
Personality: Flaws:
Absentminded- Preoccupied to the extent of being unaware of one's immediate surroundings. Abstracted, daydreaming, inattentive, oblivious, forgetful. Addict- One who is addicted, as to narcotics or a compulsive activity. (Gambling) Aimless- Devoid of direction or purpose. Anxious- Full of mental distress or uneasiness because of fear of danger or misfortune; greatly worried; solicitous. Dubious- Fraught with uncertainty or doubt. Undecided, doubtful, unsure. Fools Love- A person who is always falling in love or believes they are in love, for the wrong person or even multiple people (usually one after another), and typically love at first sight. Star-crossed, ill-fated-love. Hoity-toity- Given to flights of fancy; capricious; frivolous. Prone to giddy behavior, flighty. Impatient- Unable to wait patiently or tolerate delay; restless. Unable to endure irritation or opposition; intolerant. Indecisive- Characterized by lack of decision and firmness, especially under pressure. Indifferent- The trait of lacking enthusiasm for or interest in things generally, remaining calm and seeming not to care; a casual lack of concern. Having or showing little or no interest in anything; languid; spiritless. Impish- Naughtily or annoyingly playful. Lazy- Resistant to work or exertion; disposed to idleness. Liar- Compulsively and purposefully tells false truths more often than not. A person who has lied or who lies repeatedly. Nervous- Easily agitated or distressed; high-strung or jumpy. Nonviolent- Abstaining from the use of violence. Overemotional- Excessively or abnormally emotional. Sensitive about themselves and others, more so than the average person. Overprotective- To protect too much; coddle. Paranoid- Exhibiting or characterized by extreme and irrational fear or distrust of others. Phobia- They have a severe form of fear when it comes to this one thing. (Goats) Sarcastic- A subtle form of mockery in which an intended meaning is conveyed obliquely. Skeptic- One who instinctively or habitually doubts, questions, or disagrees with assertions or generally accepted conclusions. Stubborn- Unreasonably, often perversely unyielding; bullheaded. Firmly resolved or determined; resolute. Superstitious- An irrational belief arising from ignorance or fear from an irrational belief that an object, action, or circumstance not logically related to a course of events influences its outcome.
Sooooooooooooo not finished. Sooooooooooo not sure when I'll finish. Pretty much anything and everything in here is subject to change. Name: Song Yi Kim Aliases: Song Birthdate: 08/24 Gender: Female Alignment: Good
HP: 40 MP: 56 FP: 7 SP: 9 APR: 3
Evasion: 12 ____PAC: 14 ____MAC: 14
Fortitude: 20 Will: 20 Dodge: 20
MPC: 8 Actions (2.5 x 3)
Appearance:
Height: 5' (actually 4' 11.75" but no one needs to know) Weight: 130 lbs. Body Type: Chubby Skin type: lightly tanned Asian Eye Color: Dark brown, essentially black. Hair Color: Black Hair Style: Straight and simple. Usually tied back into a low ponytail. Accessories: Black, rounded rectangle, half-frame glasses. A gold bracelet with etched with flowers, leaves, and the word "Kuuipo" on the right wrist. A gold necklace with a small key pendant, the head of which has a small, heart-shaped hole that the necklace passes through. Unusual Markings: n/a Clothing: Casual, comfortable, and at least passingly sturdy. Jeans and t-shirt are pretty standard fair, with jacket(s) tossed on if the weather gets cold or shorts replacing the jeans if the weather gets warm. Socks and running shoes to finish off the feet. Kingdom Hearts clothing looks cool and all, but after wearing it a few times, she decided all the buttons and zippers and bands were just too much to have to deal with.
"owo" "Can you say that again? I didn't hear you." "No no no. Trust me on this. This is toooootally not a bad idea," when it is indeed a very bad idea. "Please. What can poooooossibly go wrong?" when there are many things that could possibly go wrong. "Lez do dis." "I'm scared…" "Um…" "Uh…" "Huh?" "I don't know." "I don't really care either way." "I'll just go with what the others decide." "Flrghljerghlblarghl" or any other assortment of random noises. "Nya?" "Mya?" "Meow!" "Sorry!" "I… can't remember… Sorry!" "Yep!" "You know? Uh… That thing! Not that! It was that… and… that thing that…" "Naaaah. It's kay. We got time." "Why is it cold? I hate the cold. It's too cold." "[insert random, potentially obscure, reference]" "I DON'T CARE. I SHIP IT.
Job Class: Dimensional Mage Weapon:
Keyring. Looks just like a keyring would. Not even some simple engravings on it. It's kind of boring and pretty obviously a focus weapon.
Keyring Master {Weapon} – While a bit lackluster and by far the simplest of the weapons in appearance, Song's weapons are just as good as all the fancy schmancy ones the others have. Their wielder is no different, either.
Temporal Mastery {Class} – Dimensional mages specialize in commanding the elements of the cosmos: space and time.
Speed [A self buff that speeds her perception of the world just enough to keep up despite her terrible reflexes. Takes a negligible amount of mana, but does need to be activated.] Haste [Applies the Haste status to a target. Up to -ra possible. Multi-target possible.] Slow [Applies the Slow status to a target. Up to -ra possible. Multi-target possible.] Stop [Applies the Stop status to a target. Up to -ra possible. Multi-target possible.] Regen [Applies the Regen status to a target. Up to -ra possible. Multi-target possible.] Reset [Applies the Reraise status to a target. Up to -ra possible. Multi-target possible.] Extend [Increases the duration of a targeted magic (1 at base, 2 at -ra). Up to -ra possible. Multi-target possible.] Old [Applies the Old status to a target. Up to -ra possible. Multi-target possible.] Blink [Applies the Blink status to a target. Up to -ra possible. Multi-target possible.] Count [Applies the Doom status to a target.] Clone [Creates a clone that repeats what the caster did the previous post: identical spells and targets. The cast must pay the energy costs for creating the clone and everything the clone does.]
Spatial Mastery {Class} – Dimensional mages specialize in commanding the elements of the cosmos: space and time.
Gravity [ Float [ Levitate Teleport Warp/Banish/Dezone Immobilize Comet Meteor Wall Shell Veil Protect Reflect Bubble [Applies the Bubble status to a target.]
Void (Defensive) Mastery {Element} – Zodiark, the Keeper of Precepts and Esper of Dark. So indomitable is his strength that all things are by him twisted and pressed into oblivion. It's a good thing Zoroark, as Song likes to call her summon, is a Zodiark but not that Zodiark. It shares the same powers, though, and grants to Song the element of Void. Void, alone, is a vast element, though, and Song is largely limited to bending it only to her defensive whims.
Shell [Applies the Shell status. Up to -ra possible. Self only.] Veil [Applies the Veil status. Up to -ra possible. Self only.] Protect [Applies the Protect status. Up to -ra possible. Self only.] Resistance [buff that grants resistance to one element] Immunity [Applies the Nul- status. Up to -ra possible. Self-buff only. Element can be freely chosen.] Nullify [Nullifies anything and everything--physical attacks, magical attacks, statuses, etc.--targeted at Song for one post. Song can select what to nullify. Energy cost is equal to the combined energy cost of everything nullified.] Esuna [Removes all statuses from Song and leaves her immune to statuses for two posts. Self only.] Vanish [Applies the Vanish status. Up to -ra possible. Self only.] Banish [Temporarily removes Song from the current plane of existence, effectively keeping her safe from any and all attacks. She is returned in the exact same spot after so many turns (1 at base, 2 at -ra). Up to -ra possible. Self only. Removes self from immediate danger but will place her back into the same spot after so many turns)
Support Abilities {34 AP/35 AP}:
MP Charge {Free} – Also known as KH2 Style. On running entirely out of MP, the character enters MP Charge. After 2.5 full rounds of ApR, your MP will be returned to full. United We Stand; Divided We Fall {Personal} – On a whim, Song can will her keys to tether to anything they come into contact with. They lodge, orbit, or just plain stick to the target and rather than returning to Song, teleport back to their target instead. For each key tethered to the target, Song can increase or decrease a chosen stat by +1 or -1. The stat and positives/negatives can be changed freely. Song cannot tether keys to herself. Just in Time {Personal} – If Song is ever rendered unable to cast spells, she can cast one more spell just before losing the ability, which can be used to prevent the loss of spellcasting. Spellbound {Class} – The Dimensional Mage innately infuses their magic with temporal surplus, automatically increasing the duration of their magic effects (if they have a duration, such as buffs, hexes, and fields) by 1 round or action, as applicable. Time Screen {Level 4} – Song reduces the effects of hostile time-elemental magic by 50%. Space Screen {Level 6} – Song reduces the effects of hostile space-elemental magic by 50%. Silence/Fog Block {Charm} – Song is immune to Silence/Fog. Stun Block {Charm} – Song is immune to Stun.
Charge Bracer {-3 AP} – Makes one immune to Interruption while charging magic. Second Chance {-10 AP} – Ensures you always retain 1 HP after an attack that would otherwise finish you off, unless you are already down to 1 HP. Can only occur once per battle, and is nullified if a Limit Break is used. Form Boost x4 {-12 AP} – Grants 1 additional Form Point. Can stack up to 4 times. [+4 additional Form Points.] Summon Boost x3 {-9 AP} – Grants 1 additional Summon Point. Can stack up to 3 times. [+3 additional Summon Points.]
Limit Breaks:
– – – – – –
Strengths: Weaknesses:
Personality:
Some may think Song annoying. She certainly talks a lot, many times without thinking too hard about what she's saying. Her voice is naturally loud and it carries well, which only makes her seem that much more talkative. She tries her best to be friendly and approachable, but really, she doesn't know how to handle crisis situations. She can't even handle comforting a friend when they're down. The type to easily get lost and doubt her abilities, she's sometimes unbearably uncertain and hesitant about having to accomplish a task without either practice or precise directions. However, at the same time, she's been known to wing things she really shouldn't wing. There's not too much she wants out of life and she's more than willing to admit her faults. Her biggest problem is perhaps her laziness. The circumstances of this Heartfelt Adventure have certainly kicked her butt into gear so she's now exercising when she would just laze about before. Having life and death very clearly hanging in the balance is enough motivation for Song to put her all into learning how to fight and protect herself, and she shows surprising diligence once she sets herself to a task.
Despite being such a talker. Song dislikes talking to people she doesn't know. Although, it's really easy for Song to get to know someone enough to be willing to run her mouth at them on and on and on and on and on and on and on. Talking too much too quickly has always been a problem since she was a kid. Though she's tried to fix it and has succeeded a bit in doing so, she still gets carried away with her own voice far too easily. What's worse, she's horrible with speaking on the spot, often having trouble finding the right words or the right way to express what she really wants. Expect several tries before she finally gets to her point and then for that point to be repeated several times in slightly different ways as she makes sure that everything is covered. That is, assuming she gets to the point in the first place.
On the topic of fighting, Song has always been reluctant to resort to violence. There was one time she got in trouble for refusing to catch fish, for crying out loud. However, again, things being a matter of life and death has certainly made it easier for her to get used to dishing out pain. She still feels guilty about it whenever she has the fight someone or something sentient, and that's affected her fighting style a bit but doesn't completely prevent her from launching an attack on the target, sentient or not. Thinking of the fighting like a video game has helped her tremendously, as irresponsible as it may be.
Virtues: Tries her best to be funny, or whatever she needs to do to get others to smile. Energetic when she has the energy. Loud. Remembering random things. Flaws: Often fails at being funny. Procrastinates everything humanly possible. Coward. Lazy. Forgetful. Tends to lose things. Often has trouble forming sentences on the go. Careless. Clumsy. Hyper. Loud. Things: Often pronounces words incorrectly. Often fails to remember words she knows she knows. Tone deaf but breaks out into song every now and then. Likes: Sweets, milk, rice, kimchee, day dreaming, smiles (hers and others), video games, procrastinating, being lazy, sleep, randomly shipping things out of the blue, cute things, tofu Dislikes: Cold temperatures, homework, all-nighters, bitter foods, bugs gross her out as much as she hates to admit it Fears: Death, displeasing someone, not being accepted, getting hurt, feeling pain, facing reality when it's harsh
Intimacies: _____Defining:
_____Major:
_____Minor:
Family: Father (Dong Yong Kim), Mother (Joung Hwa Kim), and Younger Brother (Chang Hyun Kim) make up her immediate family. She is also fairly close to her dad's side of the family, which is rather small. Her mom's side of the family, which is quite large, isn't nearly as close since most of them were born and raised in Korea.
Bio: After earning her Bachelor's degree in English, Song has reached a point in her life where she's jobless and has no idea what she should be doing. For the moment, she's continuing her education, but that's pretty much the opposite of making a living. She currently lives with her parents, as their home is in the same city as the college she attends, a choice she made because it was so close to home.
Following the events of the dive, which I'll probably rp out in its entirely later, Song woke up to a sight that struck her as familiar, yet she was pretty certain that she had never ever been to a small, snowy village, much less one burned to the ground. It was only after she had reached the outskirts of said village and found a lone sword stabbed into the ground, that she began to remember. Something felt missing from the sword. When she realized that she was expecting a child's doll, Song remembered exactly where she had seen this scenery. She turned in disbelief, and true enough, it looked exactly like what she would have imagined the destroyed village in Mulan to have looked like. It was unbelievable, but so was the dive into her heart. The way Song figured, she could either deny everything she had experienced, starting from the Heartless invasion of her own world, or accept that Kingdom Hearts was real.
In the end, she was starving and pretty sure she was slowly freezing to death. She was dressed warmly… for winter in California. At the very least, Song knew she had to get off this mountain as soon as possible. The question was how. Whichever way Song looked, there was risk of a dead end. Her best chance, though, was the way Mulan came up. After finding what looked like the entrance Mulan had entered the village through, Song tried to follow any kind of path-looking trail down the mountain.
Evidently, she made a wrong turn somewhere because a few hours into her trek down, Song turned a corner and saw… jungle foliage? That could not be right. However, there it was. The mountain changed from snow to jungle just like that and walking from one to another was as easy as walking into another room. The temperature increased suddenly and Song found everything way too humid, on top of confusing. The only explanation for this was that she had walked into a new world, but if she remembered KH correctly, traversing worlds wasn't supposed to be this easy. Sweltering in the heat, Song wandered aimlessly through the jungle, wondering if it was Lion King, Jungle Book, or Tarzan this time. She never did find out. While tentatively trying out some of the edible-looking fruits, she stepped into a hidden hole. Next thing she knew, she was going down, down, and down.
No need for guess work here. Song immediately thought of Wonderland. After seeing where she had fallen into, there was no mistaking it. The world of Alice in Wonderland had decided to welcome her with its usual cryptic greeting of a solitary table topped with a cake and a vial. Song knew what she had to do. Although, she did try to climb out the hole, to no avail. She just hit ceiling. There didn't appear to be a hole in the first place. Weird, but that was the whole point of Wonderland.
After a little mishap where she had gotten the "drink me" and "eat me" mixed up, Song was well on her way through the tiny door to continue her adventures as a tiny human. Learning from Alice in the books and not Sora from the games, Song's first order of business was to find the caterpillar and his mushroom. The door had given her vague instructions about where she would be able to find him. They weren't very good. Of course they weren't. Again, this was Wonderland, where even the signs were no help.
Summon: A Zodiark but not THE Zodiark (aka: Zoroark) Summon Appearance: Baby first form Summon Personality:
Zoroark rarely speaks and assumes the background role that so many of Song's rpcs are so notorious for. It just wants to be helpful. Despite the wallflower personality, though, it can usually be seen out and about somewhere around Song if only because she likes the idea of a small, ever-present companion. Being intimately linked to its summoner like most other summons, contact between the two is as easy as breathing. Zoroark takes advantage of this link to subtly pass on suggestions and useful information to assist its summoner to do everything from making crucial decisions to casually coming to terms with this new yet not new story she's suddenly found herself thrust in. His quiet, sincere, and perhaps slightly naïve personality makes him seem less like an intrusive second mind and more of an extension of Song's original mind.
Posted: Sat Jun 10, 2017 8:12 pm
SO, evening one of my vacation, I figure I'll do a precursory glance and critique of Supports and anything that immediately stands out.
Mizu_Kage_Hikari
Live to Rise - Seems fine, but I'm always unsure if these auto-reraises should be once per battle, once per day, or somewhere in between...
True Bracer - I believe True Bracer's cost was dropped down to 8, to account for the fact that all 3 primary Bracers combined cost 9 anyway. So that's 2 spare AP >o>
Otherwise, good for suppports. Next--whoops, just came back from the future i.e. your other profiles.
RE: Janex:
Much as I wish--and I do wish--one Passive, {Personal} or otherwise, can't fullyAuto-Pierce. I know one or two characters had it in the past, but once more statuses started technically falling under Pierce's purview, it was decided (to my understanding sorrow) that if claiming Auto-Pierce, you'd have to pick a single buff to ignore, be it Protect, Shell, Reflect, Barrier, etc, etc.
Escape Artist... feels right for her, but I'm not sure how to really finangle it. We'll say it's an arbitrary bonus or advantage on escape-related rolls and call it a day.
RhikoDemson
I'll have to quantify Tactician's Glory and Symbiotic Instrumentality, but they otherwise sound good.
Darkside may need to be tweaked, at minimum to say that it ignores Faith and Devotion, in my opinion.
Enji_Chou
We still need to figure out your second, final {Personal} support. I remember thinking Schematic would be cheap for AP, and that Elemental Seal would probably be easiest to balance by simply making it a flavorful Magic Boost {3 AP}, which leaves Mana Font, if I can get it working properly.
Did you have any other Support or AP ideas you wanted to ask?
We'll work out Kai's and Axel's later.
Faerdhinen
Still need to figure out your second {Personal} (I know the feeling @_@). Everything else adds up pretty solidly.
LevDa
So I see 16 for black magic (Arcane Noire), and I know you don't have a cost listed for Bloodscent, but where did the other 8 come from?
On the note of Bloodscent, I'll try to nail down the price later, but if you edit in a 3-turn limitation, it should be fine and relatively cheap--certainly not 8!
Jeimuzu Kuro
Still need to figure out or replace Dance with a Witcher.
Otherwise pretty solid on Supports for now.
pumpkinlanding
Your AP's sittin' pretty, friendo, no worries to be had!
Quiet Daydreamer
Looks like you have a bit to discuss with us, as far as supports go. Let's try setting up a time where you can chat with Joe and I!
Pie Thrower
Yours all add up, with 3 to spare, so you're set for now. Let us know if you make any changes! :3
ArcanaFate
You've got some choices to make, it seems xD I thought you had your personal 2 set up already...?
HeadlessKoko
I... don't think UWS;DWF {Personal} is gonna fly. It's vague who's getting the stat boost anyway, but that's not really the issue--that's not a 'support' or passive ability at all. It's something she has to actively do and decide upon.
Just in Time probably won't fly, either, but for different reasons: it's basically a loophole-y way to say you have effective immunity to *any* magic-oppressing ability that can be cured, so long as you're not caught in the middle of charging another spell--since you only have one action to cure yourself, and when charging your next action must either be to continue charging or let the spell go. Now, don't get me wrong, I love me some loopholes, but this one won't work.
My Suggestion: Tweak it a bit. Keep the fact that you can use one action before being cut off--flavor'd as 'your temporal essence detects a threat and stretches out a moment of time'--but either 1) say that the action cannot cure the status (the 'confirm' has already happened, the status' success is written into time, to undo it would be paradox, for if you use your action to cure it, then it would not happen and thus your action would not have happened, etc), or 2) say that any attempt to cure it has only a chance of success, with some consequence if you fail for trying to cause a paradox.
While I'm talking about supports, I wanted to be sure: were you planning to psychokinetically control your weapons, or just throw them manually? If you were planning on psychokinetic, then you'd need to either 1) have an active ability/enchantment that allows you to temporarily do so for MP, or 2) use one of your two {Personal} supports for psychokinesis, like Sayrike.
Since you've got a shorter Command List, it's pretty easy to go through and point out some issues. I know it's largely incomplete, don't worry, but the things I'm addressing are issues regardless.
Reset is only ever single-target, and not ra-possible. Esuna definitely doesn't work that way--there's a list of ways it can work on the front page. Clone is... interesting, but doesn't really fit the Time/Space theme so much as a Mime theme as described.