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Posted: Thu Jun 29, 2017 11:37 pm
HA!Bobbi: No immediate issues on a thorough read-through. Approved! Janex: Resolve the Pierce support I mentioned before and approved! Canons: Meh, they’re canons, approved. Steven: We’ll need to figure out how (field[primed]) will work at some point, and I think you had some changes to make(?), but either way, looks good. You just need to list the Weapons and the rest of the Summons at some point, and then you’re approved! Kyla: Ink Well is an interesting concept. Giving up a full round of actions to restore 30% of your MP… I think I’d agree to that, on the conditions that 1) your Reflex modifier becomes 0 for the round, and 2) if you’re successfully struck, you only restore 15% of your MP instead. I know the original inspiration for Focus, but it probably wouldn’t be able to work that way mechanically. I’d say a better bet would be to increase your Accuracy (aka +# to attack rolls) for three rounds. For detail’s sake, we’ll say +3 for now? We’d just say that Gouge is an attempt at Blind, yeah. (Which reminds me, I kind of need to rework that status to make more sense now…) Glint is too pricy, though I appreciate the balance attempt. Just make it a level 4 skill :3 So with Carbuncle’s Shadow, I think it best if, rather than just leaving it in the air, we come up with a sort of ‘standardized’ stat block, that way we can know how much it would cost and you wouldn’t have to calculate it every time. You and I can talk this one out later. Dispel and Esuna already have standardized trees, so I’ve gone ahead and edited your profile to include them. I’ve left the old versions with separate names in case you wanted to say you’d prefer to also have unique versions. Rouse seems a bit tricky to balance. Assuming that it’s boosting just damage and not also accuracy, though, it should be fine. Just figure out what Heavy and Disease are in HA xD Heavy is Slow and Disease is Poison. Re-Sketch seems like a lesser version of Raise—which makes sense, since you’re not a full White Mage, just a Scholar. That said, rather than listing it as ‘Level 7’, you should just say it takes a full round of APR to use. Adloquium is an interesting ability, and I like the idea, but 30 seconds in round-time is approximately 5 rounds. I’ll change it to say 3 rounds, or until lost. Is Energy Drain meant to be something you cast just before an attack hits, or just as a general preventative measure? This kind of determines how it should be balanced. You’ll need to choose what damage type Bio II is doing—it says unaspected, so I’d suggest non-elemental. For Virus, you should probably up the amount to 25%, or just pick a number, like -3. Saying 15% is a little pointless when that means stats 3-9 will be “-1” and stats 10-16 will be “-2”. It would take a stat being 17 or higher for it to hit -3 at that rate. Miasma: Given that ‘Heavy’ in HA would still just be ‘Slow’, I’ll edit to include that. Bane mentions that it requires Aetherflow, but you… do not actually have that? Also, given that it’s supposed to be a combination of Bio II and Miasma, it would be level 7 instead. Succor is clearly meant to be an AoE version of Adloquium, so really you should just make it an upgraded version by one level. I’ll edit that in. Sacred Soil should probably go to 3 rounds instead of 15s as well (or less than 3 if you’d prefer), and I don’t really know that its secondary effect would work. That said, assuming the AoE is only enough to really effect, say, 4-5 people at a time? I’d say this could just be a level 3 spell, not level 6, unless you’re really wanting that secondary effect to work somehow. Lustrate sounds basically like it’s just supposed to be a middle-ground between Cure and Cura, so I’ll edit it to match the idea. Indomitability, though, has the power of Cura plus an AoE effect. Still, I wouldn’t call this Level 8—level 4, maybe. I’ll edit it accordingly. Broil sounds… really interesting! So if I’m understanding right, it instantly does damage to their MP, which causes HP damage while simultaneously pushing out MP for nearby allies to absorb, healing their MP by +20%? It’ll be tricky to balance, but not impossible—unless it’s something else, like a status? For Lumin Lotus, there isn’t really ‘attack speed’ anymore—that’s all been subsumed by Speed. Still, if it’s just for one turn, it sounds like it’s supposed to be a less powerful, wider-ranged Quick, giving everyone nearby an additional action. If that’s the case, it’s fine. Page Bleed says it causes Pain, but then you have something in parentheses about silence and dark poison—which is it? Pain is its own status, causing a person not to be able to use physical actions. Does Ire of the Elements affect all enemies, or just one enemy? Basically, it sounds like it’s supposed to be a battlefield-wide Imperil, which isn’t impossible, but it would certainly be higher than level 3—for you, probably level 6, for anyone else, probably level 8 (yaaay classives!). Apocatastasis sounds like Shell, but weaker… and somehow more expensive? The goal is to reduce their magic vulnerability, which in other words increases their magical defense ( Resistance). I think this might be one of those edge cases where FFXIV’s balancing is way different from ours. I would just say that Apocatastasis causes Shell for three turns, make it level 2, and call it a day. For Swiftcast, I would say that it increases the cost of the spell being insta-cast by +2 for every charge you’re removing. With Death, what exactly do you mean by the charges? Is this something you must cast multiple times? Or is it something that you’re channeling in a series of continuous action-castings? For your Supports: Mana Font – So the only surefire way this would work is if it reduced the cost of all spells by -1 (just the MP cost, not the charges required). As far as potential AP cost, I’d say… probably somewhere between 5-8. It might seem like a small bonus, but it quickly adds up if you’re managing your spells wisely. Elemental Seal – As above, this one’s probably a bit too focused, but I could see it working two different ways. First, if you generalized it to simply saying ‘Enhances the accuracy and potency of her spells’, it could just be a +1 Magic Boost, which is just 3 AP. Second, though, is if you really wanted it to solely relate to your elemental spells. I could see it being something that increased just the accuracy of your elemental attacks by +2, assuming that damage then is decided normally, without the bonus. Given than most of your spells are elemental, though, this feels largely moot? If you insisted, I’d probably give it a 3-4 AP cost. Schematic – Hmmmm. Given that this one’s mostly just for information gathering, and it would find most of its use with more general combat than individual boss battles, I’d probably rate this one at just 2 AP. So all that said, taking Mana Font as your personal is probably your best bet. Limits! Lotus Finale should have Protera and Shellra changed to just Protect and Shell—they’re more powerful now than they were before. You can no longer use Limits for stat increases, so you’ll have to get rid of Magic Strength Increase. Redrawn is sort of off-kilter in a number of ways with all the new shenanigans. First, I’d recommend against having a forced KO—consequences can be nice for thematic effect, but any self-KO tends to be more of a gimp than anything—but that’s just my recommendation. You can get rid of the stipulation about MS 14, and definitely about ‘pre-recorded drawing’. Still, being able to completely heal 6 people is a bit much—again, you’re not quite a White Mage. So I’d suggest instead that you heal the nearest 5 people up to 50% of their maximum HP, and then grant them a damage shield for half that amount that lasts indefinitely until destroyed, sort of combining your old idea with your new Succor skill. As for Kai, remember that Kyla’s job shifts and unlocks are happening after the Replication; unless Kai finds other ways to grow or unlock additional powers, her skill sets should still be limited to the ‘max levels’ of what Kyla was when she was first replicated. That means she wouldn’t really be a Black Mage/Scholar type. Feather: So I don’t think you’d have Amnesia or Atheist. As for Choo-Choo Pollution, it wouldn’t be all statuses, but you could certainly say it would be a handful. Maybe 5-6 randomly chosen ones every time you use it? Unless you wanna pick a specific set, in which case it should be from across the difficulty spectrum—more from the lower end, fewer from the higher end. Besides those things, you’re good to go :3 Dani: You still have Aqua Raid, which is a bit awkward with a sniper rifle… xD I could have sword we got rid of all the Pressurization mentions… I’ll go through and tweak it, but none of that is your fault. How does Detect work? Is it a pulse that gives you their general location, or are you trying to say that Vanish becomes useless instantly? Assuming Bloodscent has the discussed 3-turn duration, I’d give this a 2 AP cost. So basically, resolve Aqua Raid and explain Detect, and you’re approved! James: For Quen Sustained, given its size, I’m going to say any attacks made against you will treat your AC as 12 (10+MAGMod) for the purpose of damage, so the damage would instead go to your MP. Make sense? Other than that, seems fine! Luke: Everything looks good, buddy! biggrin Sayrike: Given our year-long training to maximize our skills and mastery, you would certainly have unlocked “Mortal Arts” for each of the other Earthlings at minimum. So basically, once all is said and done with everyone’s profiles, you should go through and pick one skill out of everyone’s lists to learn for yourself! Mirror Image doesn’t really fit, I think. You do have a set of skills based on your mirrors and their potential magic, but Reverse doesn’t really fit under the domain of reflection/refraction. 7 Years’ Bad Luck – I would remove the ‘requires 2 actions to reform’ condition for these skills, personally, but that’s just my recommendation. So for Asura’s Blade, you’d actually be using that durability stuff we talked about. I’ll edit it accordingly so you know what I mean, but otherwise this is fine. I’ve also gone ahead and edited your assorted white magics from Asura to match our updated stuff. Basically, as long as you agree to the above critiques (specifically Mirror Image, really, it’s the only one that has issues), you’ve got my approval biggrin Though you still need to figure out your Screens, Charm, and if you want the Knight stuff or not. John: My only real concerns surround Seeing Red and Unbridled Rage. What sort of ‘story purposes’ were you considering keeping these locked behind? Feel free to message me privately to keep things a secret if you’d like. Nicholas: Buddy, we’re gonna sit down and do this one of these days.
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Posted: Fri Jun 30, 2017 10:15 pm
It occurred to me that I haven't actually posted it here yet. Getting that done now. Still got some gaps to fill, particularly with limits and D-Links, but the structure is mostly there now. ---------------------------------------------------------- Name: Joe Aliases: N/A Birthdate: January 20th Gender: Male Alignment: Neutral Good
HP: 40 MP: 32 FP: 3 SP: 4 ApR: 3
PAC: 14 MAC: 18
Fortitude: 17 Will: 25 Dodge: 21
Appearance:
Height: 6’1 Weight: 195 Body Type: Average Skin type: Pale Eye Color: Blue Hair Color: Reddish Blond Hair Style: Buzzed Short Accessories: Black rimmed glasses. Unusual Markings: Series of scars on left hand(thumb, palm), right leg(shin), and torso(left side of abdomen) Clothing:
Theme Song(s):
Significant Trait: Analytical Quotes: “I don’t think you thought this through.” ~weary sigh~ “Wrong move.” “Actions have consequences. Arrogant actions especially” “I wake up, have five cups of coffee, and then go about my day. Heightens the senses.” “I end the day with a variety of liquor. Dampens the existential dread.”
Job Class: Wraith Weapon: Rapier and Dagger (Aspera and Astra) [Melee] Element: Space
Stats: Strength: 7 Magic: 11 Dexterity: 13 Defense: 7 Resistance: 15 Reflexes: 11 Speed: 11 Constitution: 10 Energy: 8
Active Abilities: Art of Combat – Abilities that Joe has learned based around his training in the art of fencing.
Feint – Joe makes a deceptive strike at his opponent before striking at another line (Dex + d20 roll versus opponents Defense). Upon a successful feint, the following attack is guaranteed to hit. Stackable with attacks that use weapons unless otherwise noted. Leg Cut – Joseph strikes at his opponent’s legs, attempting to Immobilize them. Pommel Strike – Joe closes the distance on his opponent and bashes them in the face with the pommel of his sword, dealing damage and attempting to Stun them. Uses strength damage instead of dex. Artery Cut – Joe targets a cut at one of his opponent’s arteries, attempting to cause Bleed Eye Hew – Joe swiftly cuts at his opponent’s face, attempting to Blind them. Drawing cut – Joe slides his blade across an exposed point on his opponent’s body, attempting to cause Pain. Disarm – Joe catches his opponent’s weapon and attempts to disarm them (-0 to -3 difficulty dex vs. reflex). Pressure Thrust – Joe attack’s at his opponent’s joints with sword and dagger both, attempting to cause Disable. Double Feint – Joe follows up one feint with another. Should both feints succeed, he lands a critical hit on his opponent. Calm in the Storm – Joe focuses on his next strike, enhancing its Precision. Sonic Fleche – Joe lunges at his opponent with great speed, dealing 1.5x physical damage, then follows up with up to four additional strikes based on successful dex rolls, each dealing 0.75 physical damage. Coiled Serpent – Joe sinks down into a defensive stance and invites his opponent to make their move. Reflexes and Speed are increased by 50% for the purpose of defense. All counter strokes can be initiated from this posture. Riposte – Upon a successful reflex save against a physical attack (Attack < 10+REF Mod), Joe can initiate a basic physical attack in response. Nothing Ventured – Joe braces himself and allows an opponent’s physical attack to hit him for half damage, before lashing out with a strike that is twice as powerful. Potency – Every successful hit has a 33% chance of becoming a Critical Hit. Excalibur – Joe quickly envelops his weapon (or limb of choice) in holy energy, then strikes, causing Light elemental physical damage for that strike (can be used in rapid succession). Durendal – Joe quickly envelops his weapon (or limb of choice) in gravity magic, then strikes, causing Space elemental physical damage for that strike (can be used in rapid succession). Gram – Joe quickly envelops his weapon (or limb of choice) in anti-magic, then strikes, causing mana damage for that strike (can be used in rapid succession).
Mage Killing Arts – Magic Joe has learned as a Wraith that channel phantoms and spirits to disrupt and inhibit magic users.
Awakened Senses – All Wraiths can utilize mystically acquired sixth-sense to enhance their natural senses, making them highly perceptive and deadly trackers. An awakened sense doesn't have an extended range, so much as it allows it to detect and interpret magic through the determined sense. It takes an action to "awaken" one sense, and it costs 1MP per round the sense is awakened. These senses allow him to better react.Awakened Sight – Sight is a naturally precise sense, so when Awakened, Joe can easily view and identify spells being cast, giving him a +2 REF bonus. Aura Track – Can trace the aura of spells back to their caster. Awakened Hearing – Due to the sense of hearing functioning as an omnidirectional sense, Joe can 'hear' magic being cast as long as it's within hearing range; however, given hearing's lack of directional precision, this only gives a +1 REF bonus. Awakened Smell – The sense of smell is the most primal and instinctive sense, as well as the only one with a direct physical connection to the mind; a scent can trigger a mental, unconscious reaction long before any other sense. Consequently, Joe's Awakened sense of smell heightens his body's preparedness for magic, giving him an innate +1 RES. Rasp – Joe condenses anti-magical energy into a skull-shaped projectile that homes in on opponents, dealing direct damage to their MP.Raspara – Level 2 Rasp. Raspaga – Level 3 Rasp. Geisterwolke – Joe unleashes a storm of phantoms outward from him in a spiraling burst. Phantomsturm – Joe conjures a rift of antimagic phantoms that rains down antimagic phantoms on foes. The number of blasts (and division of power) is determined at the time of casting, and the rune lasts until every blast has been used (hit or miss). Strain – Joe unleashes a surge of antimagical energy directly into the opponent, causing their magic to flare up against them in pain. Damage is based on the opponent’s magic stat. Void Strike – Channeling anti-magic through his blade, Joe strikes at his opponent, filling the gaps in their stored mana with explosive energy. Deals damage to the opponent based on MP maximum-current MP/2. Dispel – A whispering, swirling mist rises up from the ground beneath some enemies, takes the form of a skeletal wraith, then vanishes, taking the most recent buff with it.Dispelra – A whispering, swirling mist rises up from the ground beneath some enemies, takes the form of two skeletal wraiths, then vanishes, taking the two most recent buffs with them. Dispelga – A whispering, swirling mist rises up from the ground beneath some enemies, takes the form of three skeletal wraiths, then vanishes, taking the three most recent buffs with them. Dispelja – A pillar of anti-magic shoots up from underneath the enemy with a fell scream, bringing with them a battalion of skeletal wraiths that remove all buffs placed on them. Mire – A shade appears briefly behind Joe and vanishes, attempting to embed itself in an opponent’s mana circuitry. If successful, the spell remains dormant until the target attempts to regain MP, at which point all attempts at mana regen are blocked for three turns. Irradiate – A spell that makes the regaining of MP cancerous to the health of the opponent. Regaining MP causes a loss of health for the duration of the spell. Apex – Spell designed to target those that abuse buffs. Damage scales based on amount of buffs on the target. Scavenger – Spell that specializes in attacking those debilitated by hexes. Damage scales based on the amount of hexes debilitating the target. Vision of Diagoras – Joe casts a hex on the opponent, inflicting the Atheist status. Field of Diagoras – Joe summons a field of anti-magical energy around him, inflicting the Atheist status to all caught within the AoE.
Forsake – Joe manipulates his opponent’s magical aura, causing all buffs cast on said opponent to instantly dissipate. Difficulty {-0} hex. Forsaken Field – Joe lays down an anti-magical field in a specific area. Causes all buffs cast within that field to instantly dissipate. Bar-Heal – Joe hexes his opponent and prevents them from recovering HP. Bar-Heal Field – Joe lay’s down an anti-magical field that prevents healing.
Siphon – Ray of vampiric, anti-magical energy that drains mp from the opponent into Joe. Siphon Sphere – A larger orb of vampiric antimagical energy capable of draining more MP. Can be targeted at individuals, draining more MP from them then a standard siphon, or at a small group, draining less MP from multiple opponents. Soul Vortex – A burst of siphoning energy from Joe that drains mana from all caught in the AoE. En-Siphon – Casts Siphon on weapon, along for the draining on MP with every successful blow. Silent Spirit – Summons a cloaked spirit to inflict Silence on an opponent. Mists of the Silent – Creates a silencing mist inside a specific area of effect, casting silence on those within it. Antibodies – A buff that wards against draining magic. Causes drain spell to backlash onto opponent, causing equivalent damage to status drained. Magic Break – Attacks the opponent’s magic stat, inflicting Break on it. Resistance Break – Attacks the opponent’s resistance stat, inflicting Break on it. Plague – Slowly depletes the target's mana at a rate of -10% per round.Pandemic – Depletes the target's mana at a rate of -20% per round. Difficulty {-3}. Spellbinder Geist – Joe summons a phantom that attacks the opponent’s magic directly, causing Addle. Willow Whisper – Joe conjures a mist that directly attacks the opponent’s resistance, causing Shear. Amnesia – Causes Amnesia. Reversal – A spirit envelopes the target in a mystic aura of Reversal, switching all healing and damaging effects. Reversal Field – Joe creates a field of reversal energy on the ground that switches healing and damaging effects.
Imperil – Causes Imperil. Sabotage: Joe hexes an opponent’s weapon buff, causing it to backfire on the caster and deal damage to them. Inverted Elementa – A metamagic that can be applied to elemental magic. Causes an elemental spell to decrease the target’s resistance to the opposing element by one level. (A fire spell would cause ice to go down by one.) Difficulty {-2}. Doom – Summons a Grim Reaper-like spirit over an opponent that inflicts the Doom status on them Backfire – Effects target with anti-magic, causing any magic attempt by the target to unravel and damage them in the process. Difficulty {-1} Super Backfire – Effects region with anti-magic, causing all magic cast in the designated area to Backfire. Disruption – Weaves antimagic around a target for Disruption, causing any spell they attempt to have a 50% chance of fizzling out. Does not affect self-targeted magic. Difficulty {-1}.Disrupting Veil – Regional Disruption on small area. Spells that are unleashed in this area run a 50% chance of fizzling out before reaching their intended target. Does not affect self-targeted magic.Disruption Field – As above, but area is larger. Leech – Joe attempts to Leech the most recently placed buff from a target onto himself; decided by a basic Magic attack roll. Leech Time Bomb – Same as above, but set to go off as soon as a buff is cast on the opponent; a difficulty {-0} status.
Phantasmal Ward – A ward is cast on Joe’s chosen target, granting them the Shell status. Guardian Circle – A ward is cast on a circular area around Joe, granting Shell to a certain number of people inside it.
Elemental’s Boon – Primal Spiritual Energy is infused into the target, granting them Barrier. Soothing Spirit – Joe summons a spirit that aids the target with mana recovery, granting them Refresh. Mist of Mana – Joe summons a mist that enchants nearby targets with Faith. Ghost Strike – Joe grants his target the ability to phase their attacks through magical enchantments, allowing them to Pierce them. Astra – Joe conjures up a mist that enchants nearby targets with the Veil status effect. Astralara – An Astra spell that covers an area of effect and enchants multiple allies. Choromancy – Abilities and magicks Joe has been granted from his bond with Atomos.
Space to Breathe – Joe can easily manipulate space when it comes to insignificant matters, like levitating small items or sending garbage into the void Holding Space – Joe has created a pocket dimension that can store small consumable items like potions and ethers. Gravity – Joe concentrates intense gravitic energy into spherical form before launching at his target, causing intense pressure to crush down upon contact with a victim.
Gravira – Graviga – Graviza – Crusher – A lesser variant of Gravity reserved for minion fodder; summons a small dome over his target that does crushing gravity damage, reducing any non-significant target's healthy by 25%. Has no effect on significant targets. Singularity – Creates a singular point of gravity that draws in nearby enemies; effects non-significants like Crusher if caught, while caught significant targets take standard Gravity damage while being pulled to the targeted location. Zero Gravity – Creates a localized inversion of gravity that does internal damage and has a chance of flinging his target into the air. 100% chance against non-significants; standard {-0} status roll against significant targets. Success forces them to lose an action on their next round to right themselves.
Zero Gravira – Zero Graviga – Zero Graviza – Comet – Summons a single comet of manifest spatial power to strike the opponent.Comet Storm – Summons a storm of comets onto the battlefield. Comet Cross – Comets are summoned outward from Joe in a cross pattern. Meteor – Single Meteor strikes the opponent. Meteor Storm – Meteors are summoned from the sky in a wild storm, decimating the battlefield. Transcendence – Extreme space element spell. Creates a field??? Psychokinesis – Basic ability to manipulate space and matter.
Push – A simple yet potent repulsive force of spatial magic. Pull – A simple yet potent yanking force of spatial magic. Control – Advanced and precise psychokinesis that takes greater concentration. Telekinetic Swordsman – Allows Joe to utilize his sword skills at a distance through advanced manipulation. Adds psychokinesis cost to standard ability cost, replaces STR with MAG. Gravity Raid – Joe Hurls his gravity imbued blade at his opponent, dealing both physical and space element damage G-Impact – Joe imbues a strike with the force of gravity. Adds his magic stat to normal calculations for damage. G-Fissure – Joe thrusts his blade into the ground, sending out a shockwave of cosmic energy along the ground towards his opponent. Spiral Arm – Joe swings his blade above his head rapidly and charges it with cosmic energy, which he then fires off in a ring around him, damaging surrounding enemies. Crush Fist – Joe charges his fist with gravity magic and punches his opponent, dealing a quick, solid blow. Crush Dance – Joe charges his blade with gravity and goes into a vicious seven blow combo where each strike deals 1.5x normal damage, ending with Joe leaping into the air and throwing his blade at the ground, where the energy stored up in the mace explodes out in a dome of gravitational energy. Requires a charge up. Cosmic Enchantments – Through his mastery of spatial energies, Joe can manipulate the condition of others, bestowing boon and hex alike.
Gravity Bind – Pins the opponents in place with intense gravitic force; chance of Bind.Gravity Choke – Joe attempts to lock his target down with more damaging force in a {-5} difficulty hex; if successful, they suffer the same as Gravity Bind, while also taking 10% max HP damage per round trapped. Crushing Prison – Joe's fury grows, as does his tenacity, and he attempts to imprison his target with greater force. Difficulty {-8}, locking them down as with Gravity Bind while also causing them to lose 20% max HP damage per round trapped.Cosmic Judgment – Joe goes for the kill, meticulously working gravitic magic through his target's defenses in an attempt to crush their inner vulnerabilities for a chance at Auto-KO. Wither – Joe attacks his opponent’s muscle mass with Gravity, causing Wither. Wound – Joe attacks his opponent’s constitution with gravity, causing Wound. Expose – Joe attacks his opponents physical resistance with gravity, causing Expose. Stretch – Joe attacks his opponents speed with gravity causing Slow. Float – Joe can enchant himself and others to float above the ground at a predetermined height, granting him an immunity to ground based attacks.
Floataga – An upgrade of Float that target’s multiple allies in an area of effect. Fly – Grants Joe the ability to fly unhindered. Solo-target only. Reflect – Joe creates a momentary barrier of distorted space that reflects physical and magical attacks back at his opponents. The barrier only lasts a short moment, and absorbs any attacks equal or less than 1.5x his MAG (individually) before sending them back at the target when the barrier erupts. If an attack greater than 1.5x his MAG strikes, the barrier shatters, negating some of the damage to Joe but reflecting none of it. Spider Walk – Joe enchants a target with cosmic magic that allows them to walk on walls and ceilings for a brief period of time. Vanish – Bends space around the target and temporarily renders them invisible.Vanira – Bends space around the target and temporarily renders them invisible and inaudible. Vaniga – Bends space around the target and temporarily renders them invisible, inaudible, and even intangible, with any physical attack passing right through them. However, if attacked with homing magic, the magic is guaranteed to strike. Solo-cast only. Cosmic Gains – Utilizes gravity to expand the target’s physical strength, applying Bravery. Force Armor – Utilizes gravity to apply an armor of force around the target, applying Protect. Velocity Slider – Joe causes the material plane t0 warp around him somewhat, granting you increased speed. Applies the Haste buff. Bubble – Temporarily doubles Current and Max HP of the target; solo-target only. Negated by Wound. Wall – Grants Protect and Shell as one; degraded by Expose (removes Defense half) and Shear (removes Resistance half). Megaton Burst – Accentuates the force of physical blows, adding the Vigilance. Dimension Shift – The rules of space bend around Joe making it harder for attacks to hit him via the Blink status. Can be cast on his teammates. En-Space – Joe charges his weapon or an ally's with the space element. Null-Space – Joe can extend his affinity to the Space element to others, granting an immunity to a single space magic attack. Space Walker – Joe gains access to more advanced movement skills that utilize his gravity magic.
High Jump – Joe can now jump twice as high and twice as far as a normal human. Moon Jump – Joe can now jump while in midair Glide – Joe can utilize his gravity magic to fly short distances. Warp Glide – Joe's mastery of Gravity magic now allows him to fly for longer distances at faster speeds, though with a slightly greater cost. Teleportation Skills – Aspects of Choromancy relating specifically to the art of teleportation. Joe’s specialty as a Choromancer.
Warp – Through his mastery of the space element, Joe can easily and quickly jump across distances in the blink of an eye. Teleport – Joe can set down a waypoint out of his line of sight and teleport back to it. Requires charge? Warp Raid – Joe throws his blade as with a usual gravity raid and then warps to its location Warp Stake – Joe thrusts his sword forward through a portal, having it appear below the opponent.
Warp Stalactite – Same as above, but sword appears above the opponent and comes down. Warp Circle – circle of warp swords/knives Warp Maiden – Iron maiden of warp swords/knives Warp Throw – Throws knives into a portal, having them appear elsewhere(think Xigbar’s bullets from II) Warp Cutter – Warp Matador – Creates a cloak of warp energy that redirects one physical attack elsewhere. Warp Field – Joe can teleport field magic AoE effects to other parts of the battlefield; hostile effects, or unwilling ally effects, must be overpowered in a MAG versus MAG contested roll. Warp Reflector – An upgraded reflect spell. A portal appears that absorbs a single magical spell before reflecting it elsewhere on the battlefield. Ninjutsu {10 AP} – Skills in the ways of the ninja that Joe picked up throw intensive and ego-destroying training with Yuffie.
Tools Manifest – The ninja's primary method of attacking--throwing solid weapons at their target--depends on having the proper ammunition. Any skilled ninja, however, learns that it is easier to conjure simple manifestations that damage and disappear rather than carry around heavy bags of various weaponry. So the ninja's many thrown weapons and useable items are simple magic-made-solid, having no durability without extra focus.Throw 1 – Joe throws a single throwing knife at an opponent. Throw 2 – Joe summons several knives and throws them at the opponent. Can be lobbed at either multiple opponents for reduced damage or a single opponent for increased damage. Throw 3 – Joe summons a disquieting amount to rain down on opponents. Can either be focused on a single target or spread out among multiple targets. Smoke Bomb – AoE Accuracy debuff that works by granting Joe +2 to REF while in the smoke. Toxic Bomb – AoE Poison bomb that works as MAG vs Fortitude. Flash Bomb – AoE Blind bomb that works as MAG vs Fortitude. Shadowbind – Throws a needle at the opponent’s shadow, causing the opponent to freeze in time. Causes Stop. Heal Pill – Field medicine that cures 20% of total HP. When self-healing, has a 1 full-round cooldown between possible self-heals. Heal Salve – Field medicine that cures 40% of total HP. When self-healing, has a 1 full-round cooldown between possible self-heals. Smelling Salts – Field medicine that removes the most recently applied negative status. Katon: Kosenjōbi – Joe calls upon primal fire spirits, summoning several fire pillars around him. Hyoton: Yuki-onna – Calling upon primal ice spirits Joe flash-freezes the air around an opponent, dealing moderate ice damage and inflicting Freeze. Suiton: Wani – Calling upon primal water spirits, Joe summons a large wave of water from the ground that rolls toward his target(s), knocking them back. Raiton: Raijū – Calling upon primal lightning spirits, Joe channels electricity into a focused javelin of energy that travels at high speeds towards a single opponent, dealing lightning elemental damage on contact. Innate-Pierce. Huton: Kamaitachi – Calling upon primal wind spirits, Joe summons a slashing whirlwind around him. This whirlwind increases his defense by +2 for three turns and deals slight wind element damage to enemies caught near the "blades." Doton: Namazu – Calling upon primal earth spirits, Joe causes the ground around him to rise and fall like water, dealing earth elemental damage and potentially disabling the opponent. Utsusemi: Ichi – Creates a Copy Image that absorb attacks directed at the caster.Utsusemi: Ni – Creates a second Copy Image that absorb attacks directed at the caster. Requires Ichi still being in effect. Utsusemi: San – Creates a third Copy Image that absorb attacks directed at the caster. Requires Ni still being in effect. D-Link Abilities Abilities gained from Joe’s bonds with his allies. Will be posted once allies abilities are known. Hero of Light {Hero} – Basic Light-elemental skills from his secondary element, granted by his allegiance to the Cause of Light.
Reflect Counter – Joseph raises a barrier of light which stops all attacks from hitting him, but only lasts for a moment. If a hit is blocked this way, a blast of energy fires out around Joseph, dealing damage to enemies next to him as the barrier dissipates. Holy Mine – A mine is place on the ground. When stepped on, a white fire blazes upward from beneath a target, dealing Light elemental damage.
Holy Mine Circle – Creates a circle of Holy Mines around his person that remain there even if he moves. Holy Seeker Mine – Lays down Holy Mines that seek out nearby targets, exploding beneath their unwitting feet. Banish – Combining light and anti-magical energies, Joe summons an angelic spirit that lashes out at the opponent with a spectral blade. Does half damage against true entities, and does full damage to summoned entities, including (but not limited to) Heartless, Nobodies, Geists, and Unversed.
Support Abilities {35/35}: 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, Joe 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. Mana Shield {Personal} – Joe’s unusual level of magical resistance even protects itself, making him immune to attempts that lower his resistance or cut him off from his magic. [Immunity to Shear, and Silence/Fog] Warp Drive {Personal} – Teleportation abilities cost less. Details left to the mods. Arcane Scourge {Class} – The Wraith is a natural at twisting power against its designs, their anti-magical energy surging in the presence of hostile magicians. Their offensive abilities that specifically target magic or magical energy are innately boosted by +2 in the attack roll, though against Conjured entities, items, or lingering effects, these anti-magic spells instead are 50% more potent than as usual (rounded up). Furthermore, once per full round, when an enemy in melee range attempts to cast a spell, the Wraith may “retroactively” spend their next action lashing out with a negating pulse that may unravel the spell before it is successfully cast. The counter is a basic ([D20+REF] vs [D20+SPD]) conflict that does no damage, nor does it work on Limit Breaks or equivalents, but it causes woven magic to dissipate ala Dispel. Charging mages that have immunity to interruption will still lose one accumulated charge due to the Wraith’s latent anti-magic energy. Mages attempting a Magic Combo with immunity to interruption will lose the spell itself, but the combo will continue, simply missing the lost spell. Addle Block {Charm} – Joe is immune to Addle. Slow Block{Charm} – Joe is immune to Slow. Space Eater {Element} – Joe absorbs hostile Space-elemental magic. Time Peril {Element} – Joe takes double damage from hostile Time-elemental magic. Ice Screen {Level 4} – Joe reduces the effects of hostile Ice-elemental magic by 50%. Earth Screen {Level 6} – Joe reduces the effects of hostile Earth-elemental magic by 50%. Endurance of the Beyond {3} – Joe has a permanent +1 to Resistance. MP Haste {5} – Increases the number of MP for MP Assault to 1 per basic attack Combo Plus {4} – Grants 1 additional action per round, as long as all actions that round (including this bonus one) are basic attacks. True Bracer {8} – Joe is immune to interruption. 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. Guard Break {3} – Enhances Combo Finisher with Pierce and automatically breaks any attempt to block.
Limit Breaks:
Eldritch Blade – Great Maw Beyond – Arcane Necrosis – Room – Warp Spasm – Big Bang –
Strengths: Resistance, Dexterity, Reflexes, Magic Weaknesses: Strength, Defense.
Personality: Flaws:
Intimacies:
[Subject] ([Emotion]) ¬¬ Family and Friends (Sense of duty) Powerlessness in the face of evil (Greatest fear) Immature behavior in serious situations (Disdains) Pseudointellectuals (Disdains) Alone time (Enjoyment) Purple (Likes) Cooking (Likes) Reading and Research (Likes) Mushrooms (Dislikes) Coffee (Likes)
Family:
Bio: After the loss of his home, Joe spent a week wandering the new world in search of answers. Surviving day to day against a number of threats, he eventually joined with the group on the Seventh Day after they returned from their battle in Atlantis. While one of the more recent members of the group, Joe proved an able ally during their battles in Narnia. Summon: Atomos, the Cavernous Void Summon Appearance: Summon Personality: If summons are supposed to reflect some aspect of the user, Joe sincerely fears what exactly Atomos says about him. Arrogant, condescending, and megalomaniacal, the living void nonetheless has a sense of noblesse oblige towards the rest of existence, who he views as peons worthy of his magnificent presence. While they grate on each other’s nerves regularly, Joe and Atomos have come to respect each other over time.
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phoenixianCrystallist Crew
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Posted: Mon Jul 03, 2017 4:20 pm
Fixed the AP cost on Bobbi and chose the Protect flavor of pierce for Janex's personal passive. Oh, also, added Broker stuff to Janex. I'll start reading through everyone else's profiles and offer my own critique if it's any different from Kyle's. No idea how long it will take 'cause I have to job-hunt in between, but oh well. Banzai!
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Posted: Fri Jul 07, 2017 3:51 pm
For Bloodbind, I would think stopping blood from flowing in the entire body would cause either Doom or Auto-KO instead of Stop. I mean you're basically causing cardiac arrest without actually stopping the heart. Maybe halt the water in muscle and tissue instead? Nope, ignore me, it takes a few minutes to actually die of SCA, and our battle rounds don't even last that long, let alone the number of actions it would take for Stop to, well, stop. Carry on. Unless you really, really want to kill people by stopping their blood, you little Assassin you, then go riiiiiiight ahead~No questions other than that, though. You'll have my approval once you fix the things Kyle asked you to fix :3 For your Deer Call, a baby deer is a fawn. A foal is a baby horse. As for actually reviewing your abilities and profile, everything looks good to me! Your first D-Link with Luke is Wind-Element? Everyone else, Kyle already covered the questions I had for you and then some either here or here. So if Kyle asked you to fix things, you'll get my approval when that's done, otherwise you're good to go by me! Or if he hasn't yet said anything about your profile, then whatever he says goes, etc etc. Unless you're James, then I pestered you in person d:
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phoenixianCrystallist Crew
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Posted: Fri Jul 07, 2017 3:59 pm
Finished profile analysis and don't have any glaring issues or questions that Kyle an or Mizu hasn't already brought up or hasn't already been cleared up. Once all of those issues have been addressed you'll have my approval. Now I really just need to get around to finishing mine and my other character profiles >.>
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Posted: Sun Jul 09, 2017 11:15 pm
New ability to be added to my profile:
Primed Bullets - Dani creates bullet out of magic already primed with magic for later use. Only Dani, and those with the proper training in enchanted and magical objects, can properly use them. (Can only carry up to two of the same type of spell in bullets). (AP=4)
Detect explanation created with Kyle: "she sends out an invisible, unfeelable 'pulse' that bounces back with the location of targets, giving her three-dimensional information." This is being added to the description to Detect.
Aqua raid was changed to:
Water Chaser- Dani envelops her bullets in Water before firing the bullet at high speeds. [Dexterity Damage, Water Elemental].
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Posted: Tue Jul 11, 2017 6:51 pm
HA!Bobbi and all the others are fully approved wahmbulance I suppose we don't need your other summon stuff immediately to approve what you have and get things started. As long as you agree to the previously mentioned Darkside stipulation, approved! wahmbulance We need to sit down and have a long chat one day just to sort everything out, so let me know when you have time! exclaim You addressed my change critiques. Approved! wahmbulance Primed Bullet: Approved. Water Chaser: Approved. Entire profile approved! wahmbulance You didn't have any solid critiques from me to start with, and I don't think anyone else did. Guess who's fully approved! wahmbulance We've talked out the main critiques, and given your agreement to the edits, approved! wahmbulance For any other auditions, such as picking new AP stuff or something, you can always just apply when it comes up or you think about it :3 Still waiting on those changes, I think, or at least for us to discuss what changes you'll make. Contact me! exclaim Approved! wahmbulance Approved! wahmbulance You've edited in enough that we need, and you can figure out the rest over time. Approved! wahmbulance
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Posted: Fri Jul 14, 2017 1:33 am
Kyla: I've gone ahead and made the following changes, as I'd suggested or tried to piece together before. When you get the chance, just let me know which ones are good, which ones are not what you'd intended, and which ones are unclear. This way we can speed things up a bit :3 Ink Well – The caster stabs chest, blade sinks in dealing no damage, instead stirs Mana to regen up to 30 %. Uses a full round, during which her reflexes are severely hindered (REF Mod = 0); if she's successfully struck before her next action, she's interrupted and only regenerates 15% of her MP. Focus – Enhances her attention to detail, increasing the accuracy of her attacks by +3. Gouge – A “stipple patterned” piercing strike towards the targets face to blot out the light in their eyes, attempting to cause Blind!
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. Requires 2 actions (1 charge + 1 cast) per use.
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; has access to all of the following abilities [insert list of abilities here].
Swiftcast – Her next spell can be cast immediately, increasing its cost by +2 MP for every required charge ignored.
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 Carbuncle's Shadow to steel itself for what’s to come! Carbuncle's minion is invigorated by the casters passion; its successful attacks deal an additional +30% damage, and it becomes immune to Stun, Sleep, Bind, Slow, Paralysis, and Poison 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 restored; uses one full round of ApR. < Non Elm>
Adloquium – Restores a single targets health (20%) while also creating a barrier around the target; the barrier has its own 'health' equal to amount healed, and lasts up to 3 rounds.
Succor – Kyla channels the power of Adloquium through herself to up to 4 allies around her, healing all five of them for 20% of their maximum health and granting a barrier of equal health for three turns. Energy Drain – A lotus bloom opens in front of the caster, damaging a target and converting 50% of the damage dealt into HP and MP.
Sacred Soil – Creates a designated area in which party members will have damage taken reduced by -25% for 3 rounds. Additional Effect: 20% chance that next Succor will cost no MP while Kyla is within the designated area.
Lustrate – Restores single target's HP for up to 30% of their maximum HP; if targeting herself, she can only do so once every other round.
Indomitability – Restores own HP and the HP of all nearby party members for up to 40% of their maximum HP. Because it targets herself, she can only do this once every other round.
Lumin Lotus – Grants herself and up to 4 other allies a single additional action that round ((FeyWind))
Bio II – Corrupted threads of foul magics entangle the enemy; on a successful hit, instead of dealing full damage at once, this spell deals 1.5x its (unaspected) damage total over the course of three rounds (unless treated).
Virus – Tiny specks bloom on the targets surface and infect them with damaging effects. Has a chance to cause Virus, a {-0} MAG vs Will that reduces targets STR & DEX by 25% for 1 turn.
Miasma – A dark, eerie aura plumes from a target location, saturating enveloped targets in unaspected damage, with a chance at an additional 50% damage over time (2 turns), with a chance to cause Miasma {-2 MAG vs Will}. If successful, victims receive reduced healing magic by 25%, and are Slowed for 3 turns. –
Bane – A combination plume attack of the corrupted magical threads and corrosive aura for a duration of 2 turns. (Bio II & Miasma) –
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, expelling excess mist that can be absorbed by nearby allies. Has a chance to inflict Broil, {-2 MAG vs Will} that deals 10% MP damage and an equal amount of HP damage to the target every round for three rounds, which then escapes to the nearest ally to absorb. Deals unaspected damage.
Page Bleed – A copied version of a target is harmed on the book page, resulting in corresponding wounds. Possible effects include Pain, Poison, and Stun
Ire of the Elements – The Medicine Wheel appears on the battle field encompassing her target. It pierces her targeted enemy with the mounted ire of the forces of nature. Chance to cause Imperil.
Apocatastasis – Reduces a party member's magic vulnerability by casting Shell upon them for three turns
And this one was tricky, because you described it completely different from the normal Auto-KO Death spell. So I tried my best to work what you were aiming for.
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 matter remains is siphoned back to the caster––if there’s any… Kyla's unique twist on the ancient black art takes it above and beyond its original intent. She channels the magic for three actions; after the first action, the target has a chance to be inflicted with Slow, Pain, or both as negative energy begins to eat at their essence; after the second action, the feelings of dread begin to intensify; at the end of the third charge, the actual chance at Auto-KO is attempted, infused with consumptive properties. On success, the target collapses, and if submortal, disintegrates into dust; on failure, they still receive significant damage. In either case, all HP lost to the spell is returned to the caster.
I've made Mana Font your second Personal support, and I've just tacked on Elemental Seal and Schematic as cheap AP purchases, according to what they sounded like you wanted.
Mana Font {Personal} – All of Kyla's spells have their mana cost reduced by -1 MP, minimum total 1 MP.
Elemental Seal {3} – Increases her magical accuracy by having permanently increased MAG by +1. Schematic {2} – Kyla's Grimoire records all previously-Scanned (or otherwise observed) information for future use. In such future battles, whenever Kyla looks to her Grimoire, applicable information from earlier battles automatically shows up; this allows her to already have a significant understanding of new-yet-related enemy types. 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. Similar traits and drawn up automatically when they signal a resonance.
And finally, the limit tweaks were mostly a simplification; you can always change them later!
[Level 2] Lotus Finale- – Up to 6 allies are granted Protect, Shell, and Flight of Blades for 3 posts.
[Level 3] Magic Strength Increase – Kyla's Magic Strength is permanently increased by 1, regardless of limitations. ((Can no longer use Limits as stat boosts))
[Level 4] Redrawn – Kyla can heal up to 5 party members/allies for a vast amount of health and energy--up to 50% of their maximum HP and MP.
Mods, you were tagged so you can give your opinion one way or another on these changes.
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Posted: Fri Aug 11, 2017 5:25 pm
Name: Dawn Birthdate: For Earthlings; 9/5 Gender: Cis-Female Alignment: Good HP: 52 MP: 56 FP: 3 SP: 6 APR: 3 Evasion: 10 ____PAC: 12 ____MAC: 14 Fortitude: 20 Will: 24 Dodge: 16 MPC: 8 Actions (-3 when damaged) Appearance: Height: 5'7" Weight: 230lbs Body Type: Curvy Skin type: Light skinned with freckles Eye Color: Dark blue Hair Color: Brown Hair Style: Thick and pass the shoulders, usually worn down or in a ponytail Accessories: Glasses (but most of the time she has them off because of her dress sphere), an angel pendant with sapphires and clear jewels on a chain she wears on her neck. Unusual Markings: None Clothing: S/E Theme Song(s): Reflection from Mulan Brave- Idina Menzel Polovtsian Dances and Chorus- Naoto Suzuki feat. Martha (battle theme) Significant Trait: Compulsive Quotes: "Don't try, DO!" "Well... s**t" "Even the darkest room has a small glimmer of light." "….Sorry." Job Class: Astrologian Element: Non-elemental/Purifying Magic Stats: Strength: 5 Magic: 14 Dexterity: 4 Defense: 10 Resistance: 14 Reflexes: 6 Speed: 11 Constitution: 13 Energy: 14
Command Abilities: Astrology – Magic granted to Dawn through the power of the unseen stars and the heavens
Star Children – Dawn calls forth lights from the heavens which rains down on the battlefield, dealing non elemental damage to all enemies within range. It also grants a weak Regen-like effect on all allies. Must be charged and maintained for the rain to continue. Max casting length is 3 turns. Star Chain – Stars wrap around one enemy like barbed wire. Can cause Bind (MAG against Fortitude), and if successful, can also cause Sap (MAG against Will) until the target is able to break free. To free themselves, they must roll a basic Fortitude save each turn against the original Bind value, freeing themselves on a successful roll. The Bind’s strength is reduced by 50% (of current total) each turn after the first. Celestial Opposition – Dawn releases a burst of the star's power from herself. The burst released a pure energy that causes weak damage to all enemies within 15 feet of Dawn, with a chance to cause Stun. Star Dust – Dawn summons small lights like stars around her and to the battlefield. They act like small lights that illuminate even the darkest rooms. Increases saves against Fear by +10. Dark Side of the Moon – Dawn grants Vaniga to one ally. Shooting Star – Dawn channels a star into the sky like a tracking beacon. Constellations – Channeling through her staff, Dawn projects a constellation of stars to aid her and her allies in their fight. While under their power, they also grant her extra spells to use. If she chooses, she can call upon the spell of another Constellation, however it costs double the amount of magic it normally does.
Aquarius ~ Passion Within – Casts Faith on all allies.
Always There – Casts Devotion on an ally. Pisces ~ Reflecting Pools – Casts Reflect on all allies.
Fish in the Bowl – Casts Bubble on an ally. Aries ~ Endurance of a God – Casts a veil on the field that slightly decreases the amount of energy it costs to cast magic. (All MP costs reduced by -1)
Weapon of War – Enhances a single person's weapon with barbs for a short period of time (3 rounds). Each of their attacks have an additional chance to cause Bleed. Taurus ~ Charge of the Bull – Casts Haste on all allies.
Horns of the Bull – Casts Pierce on a group of allies. Gemini ~ Dual Protection – Casts Blink on all allies.
Twincast – Enhances an ally with Quicken for their next turn. Cancer ~ Lunar Protection – Casts Barrier on all allies.
Lunar Light – Casts Veil on a group of allies. Leo ~ Roar of Courage – Casts Bravery on all allies.
King's Strike – Casts Valor on an ally. Virgo ~ Inner Strength – Cast Regen on all allies.
Revitalize – Casts Cure and Esuna on a group of allies. Libra ~ Protecting the Just – Casts Protect on all allies.
Shield against the Unjust – Enhances a group of allies with Nul-Darkness. Scorpio ~ Sting of the Scorpion – Gives Dawn's allies a +5 bonus to all hexing attempts.
Venom of the Scorpion – Casts En-Poison on a group of allies. Sagittarius ~ Eye for an Eye – Casts Focus on all allies.
Right on Target – Casts Precision on an ally. Capricorn ~ Goat Strikes – Casts Potency on all allies.
Billy Goat – Casts Lucky Shot on an ally. Stars on Your Side – Using concentrated magic and increasing the mana cost by one level, Dawn can grant a constellation’s effects upon a single person, giving that person the buff that constellation processes for 3 turns. Purifying Magic – A school of magic granted to Dawn by her summon, Seraph.
Will of the Fundament – Dawn calls upon celestial power to channel the elements themselves, fusing the elements with her purifying powers.
Dia – NE; Blasts of raw purifying energy that deal bonus damage to negative entities, with the damage increasing based on how much malign will they hold; up to double damage versus creatures solely made of negativity, such as Heartless. [This can be developed into a tree of Dia-abilities] Judgment's Flames – Fire; A swath of fire that damages foes and potentially Ignites them; greater chance of Ignite if they are still Addled by Holy Water. Grace's Retreat – Ice; Dawn condemns a small area, and those within can feel the positive energy rush out; allies are granted Blink while within, while enemies are slowed by Frost. Righteous Bolt – Thunder; Dawn calls down a powerful strike of lightning on one of her foes, but the electricity chains out to all those within melee range; enemies take half the normal damage, while allies are given an boost of adrenaline, granting them one (1) additional action. Holy Water – Water; Dawn calls a gentle shower over an individual target; the water washes away the most prominent ailments in allies (Esuna), or wracks a foe's mind with doubt and uncertainty (Addle). Sacred Ground – Earth; Dawn consecrates an area of the battlefield, boosting the defenses of allies that remain inside (Protect+Shell) while weakening the defenses of enemies who stray within (Expose+Shear). Requires a charge. Angel's Breath – Wind; Dawn unleashes a strong breeze from behind her, rushing forward in a straight line; the gust momentarily boosts the Speed of all allies it passes through, but turns into razor wind at the first enemy it touches, surrounding them in a thousand small, Bleeding cuts. Eden's Vines – Nature; Dawn calls up a rapid collection of vines in a small region; the vines, all covered in thorns, damage foes and attempt to ensnare them, first constricting their legs (Cripple), then—if successful—trapping their arms against their bodies (Disable). Sin's Plague – Poison; Dawn calls down a spectral swarm of locusts, which rush forward as a collective cloud; those it passes over take damage while potentially also afflicting them with Imperil. Celestial Fury – Space; Dawn calls on the energy of the celestial heavens, and a storm of Comets begin to rain down upon the battlefield; all foes have a 50-50 chance of being struck each turn, for three turns; requires two charges. Beginning and End – Time; Dawn evokes the divine in a concussive blast around her, granting herself and adjacent allies Haste, as well doing raw damage to nearby enemies and potentially Stopping them. Requires a charge. Holy Light – Light; Dawn conjures a column of pure, elemental Light to strike down her target for exceptional damage (+6 MAG). Requires a charge. The Absence – Dark; By evoking divine resonance, Dawn calls upon the sensation of divine lack, removing the very purpose from her target's soul. Causes half the normal damage, but has a chance to cause Confusion and Fear. Requires a charge. Celestial Blessings – Dawn channels divine aid into the world.
Inquisition – Dawn enhances some allies with Vigilance. Compassion's Shroud – Dawn enhances some allies with Veil. Blessing – Dawn grants one ally with Regen and Refresh; cannot be self-cast. Intervention – Dawn bestows a second chance upon a single ally, granting them Reraise. Salvation – Dawn can cast Cure, Cura, or Curaga on a single target, following their normal potency rules. Angel's Life – Dawn casts Raise or Arise on a single target, paying the appropriate mana cost as necessary. Wings of an Angel – Dawn is granted from Seraph a pair of angel wings that grant her Flight. Support Abilities {33/35}: Stars In My Eyes {Personal} – Magic of the stars now reflect within Dawn's eyes, enhancing her ability to see in the dark. She can also see the hearts of her allies, letting her see them in most instances. Behind the Mask {Personal} – When Dawn takes magical damage, she absorbs 50% of the spell's MP (rounded up) to restore her own magic. Practiced Rituals {Class} – The Astrologian's All=Cast abilities cannot be interrupted, and said abilities have cost reduced to their spell level. Light Screen {Level 4} – Dawn reduces the effects of hostile Light-elemental magic by 50%. Wind Screen {Level 6} – Dawn reduces the effects of hostile Wind-elemental magic by 50%. Silence Block {Charm} – Dawn is immune to Silence. Pacify Block {Charm} – Dawn is immune to Pacify. MP Charge {Free} – Also known as MPC and KH2 Style. On running entirely out of MP, the character enters MP Charge. After 2.5 full rounds of ApR, her MP will be returned to full. Charge Bracer {3} – Makes one immune to Interruption while charging Magic. 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 Limit Break is used. SOS Wall {10} – Grants Wall status when you reach critical health. Replaces SOS Protect and SOS Shell if Present. MP Wrath {10} – Grants 30% of damage taken back as MP, minimum 3. Shortens MP Charge by 3 actions. Replaces MP Fury. Limit Breaks: Ophiuchus, the 13th – Dawn calls upon the wrath of the final Constellation. The stars come alive as the form of a towering god. His twin snakes wrap around the enemy, binding it. At the same time the god is charging a non-elemental orb in his hands. When he is done, the snakes dive their teeth into the enemy, right before the enemy is blasted with non-elemental energy. Forbidden Magic – Dawn summons Meteor down from the heavens to engulf the battlefield. The Elements – Dawn calls upon the magic of all elements: Fire, Ice, Wind, Earth, Water, Thunder, Time, Space, Dark and Light. She concentrates the powers into her staff, before unleashing it into a rainbow light of multi element damage. When You Wish Upon a Star – Enhances one ally with Aura, Devotion, Valor, and Precision for their next turn. Sei Ten Teishi – Dawn is charged with the Divine energy of the stars and heavens. She releases the light on the battlefield, blessing the five closest allies. The star light washes over them with the effects of Arise, Full-Cure, Esunaza, and restores 50% of their Energy. Name – Details Strengths: Magic support/healing, Energy Weaknesses: Strength, defense Personality: Emotional and compulsive. Acts in the moment instead of thinking things through. Cares about those around her, people pleaser. She also hates conflict and apologizes way too much. Flaws: Absent minded, Childish, Disability- Farsighted, Fixation, Gullible, Klutz, Overemotional, Predictable, Soft-hearted, Timid, Too Trusting Intimacies: _____Defining: Family and Friends (Love/Loyalty) Loneliness (Fear) _____Major: Books, Music, and art (Imagination/Enjoyment) Disappointing her father (Anxious fear) Selfishness and deluded pride (Anger and annoyance) _____Minor: Cats, Owls and Angels (Loves/Obsession) Fish and Thunder (Squirmish Fears) Ketchup, mustard, salad dressing and most other condiments (Yuck!) Bio: Dawn spent several days wandering The Land of Dragons before she was found by Leon and company. Through them she was united with Bobbi and James. As she traveled with the other 'Earthlings' Dawn fought to right the wrong she made when this started, not protecting her nieces and nephew. Now that she knows their hearts are safe, with the rest of her family, Dawn continues to fight on. She has now vowed to ensure that her family has a safe home to return to. Summon: Seraph Summon Appearance: Seraph, an angel summon, has large wings. Long light brown hair and green eyes. She wears a white and green dress. Summon Personality: Bossy, but caring. Seraph is still rough around the edges and not afraid to scold Dawn when she needs to behave or get her head together. Seraph will protect Dawn and aid in her fight with her all.
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Posted: Fri Aug 11, 2017 6:57 pm
Name: Terra Gender: Cis-Female Alignment: Good HP: 40 MP: 64 FP: 3 APR: 2 Evasion: 12 ____PAC: 12 ____MAC: 14 Fortitude: 15 Will: 20 Dodge: 20 MPA: ½ per basic attack Appearance: Height: 5'3" Weight:105lbs Body Type: Slender Skin type: Pale Eye Color: Bluish purple Hair Color: Green Hair Style: Long, tied in a ponytail Accessories: None Unusual Markings: None Clothing: Terra wears a short red dress with a yellow and purple sash around her waist. She has two long red sleeves and a light purple cape. She also wears a pair of red boots. Job Class: Mage Knight Weapon: Apocalypse (Sword) Element: None Stats: Strength: 13 Magic: 16 Dexterity: 5 Defense: 5 Resistance: 10 Reflexes: 10 Speed: 7 Constitution: 10 Energy: 16 Command Abilities: Skills listed here. Support Abilities {0/35}: 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. ??? {Personal} – ??? {Personal} – Cowardice Block {Charm} – Terra is immune to Cowardice. Charm Block {Charm} – Terra is immune to Charm. Dark Screen {Level 4} – Reduces damage from Dark attacks by 50%. Fire Screen {Level 6} – Reduces damage from Fire attacks by 50%.
Limit Breaks:Trance – Terra transforms to her Esper form, granting her Auto-Faith and allows her to use her ultimate skill: Riot Blade. A non-elemental spell that slashes at the enemy multiple times. (Lasts for 3 turns or Riot Blade is used) Strengths:Weaknesses:
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Posted: Fri Aug 11, 2017 10:25 pm
I approve both Dawn and Terra
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Posted: Fri Aug 11, 2017 10:41 pm
I also approve Dawn and Terra
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AldrickZearse Vice Captain
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Posted: Sat Aug 12, 2017 9:42 am
Dawn and Terra also have my approval
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Posted: Mon Sep 11, 2017 5:08 pm
For Joseph for Approval
Quick Holy Quick Curaja Quick Full-Cure Quick Esunaja Quick Dispelja
Basically the normal spells +2 MP to drop a charge. Mostly because those are some of his stronger utility and he's going to have 'quick' versions to fling them out faster.
For Azrael for Approval
Ninja(Class, AP purchase)
Ninjutsu Hyoton(Ice)- Azrael creates 1-6 clusters of ice surrounding him, with HP equal to his magic, split by how many ice pillars there are. They deal ice damage upon coming out of the ground, and persist until destroyed or end of battle. Any enemy landing on them takes ice damage from the spikes, but Azrael can climb, jump, walk, and stand on them with no ill effects.
Raiton(Thunder)- Azrael envelopes his weapons in a field of electricity, giving his strikes the chance to paralyze enemies by jolting their body with the electricity with successful physical strikes(Mag vs Fort)
Suiton(Water)- Azrael covers himself in a layer of water which distorts his form, giving him +2 reflexes when it involves dodging attacks.
Huton(Wind)- Azrael shoots himself up into the air with a cyclone of his own creation, which he can then hover there for an aerial combo attack, or use the last of the wind energy to make a diving attack to an enemy on the ground or below him at +2 Strength.
Doton(Earth)- Azrael cracks the ground in an area around himself. While he is unaffected, the ground constantly vibrates for three turns, lowering enemy dexterity and reflexes by 2 for those standing on the shaking ground.
Ninja Weapons(all can be swung to rely on his strength, but one strike only. Thrown, they rely on his dexterity. Shuriken Flurry and Shuriken Storm are pure dexterity) Shuriken- Azrael conjures up a basic shuriken. He can use it for one strike against an enemy, either swinging it like a weapon(utilizing Strength for damage) or throwing it(utilizing Dexterity for damage). Shuriken Flurry- Azrael conjures up a lot of shuriken. He then proceeds to throw them at an area, hitting multiple enemies. Shuriken Storm- Azrael conjures up a ton of shuriken, throwing them all over the battlefield to strike all enemies. Knife- Azrael conjures up an aerodynamic knife. He can use it for one strike against an enemy, either swinging it like a weapon(utilizing Strength for damage) or throwing it(utilizing Dexterity for damage). It's made specifically to easily strike at an enemy. (+2 to accuracy for the attack) Sword- Azrael conjures up a two-handed sword. He can use it for one strike against an enemy, either swinging it like a weapon(utilizing Strength for damage) or throwing it(utilizing Dexterity for damage). It's made specifically for damaging enemies, increasing the damage of the attack by +2. Axe- Azrael conjures up a heavy axe. He can use it for one strike against an enemy, either swinging it like a weapon(utilizing Strength for damage) or throwing it(utilizing Dexterity for damage). It's made specifically for damaging enemies and penetrating their defenses. (+2 damage, and chance of causing Defense Break). Book- Azrael conjures up a thick book. He can use it for one strike against an enemy, either swinging it like a weapon(utilizing Strength for damage) or throwing it(utilizing Dexterity for damage). It's made specifically to be aimed at an enemy's head, hurting them and having a chance to cause Amnesia. Spear= Azrael conjures up a long spear. He can use it for one strike against an enemy, either swinging it like a weapon(utilizing Strength for damage) or throwing it(utilizing Dexterity for damage). It's made specifically to pierce through an enemy to deal damage to them through their defenses.(Innate-Pierce) Boomerang/Chakram- Azrael conjures up a durable throwing weapon, usually a boomerang or a chakram. He can use it for two rapid-succession strikes against an enemy, either swinging it like a weapon(utilizing Strength for damage) or throwing it(utilizing Dexterity for damage). If thrown, it returns towards Azrael, giving a chance to deal damage when thrown, and on it's return, for two strikes. IF swung, it's built to do a rapid two-hit combo before disappearing.
Ninja Tools Shadow Stitch- Azrael conjures up some needles, throwing them at the enemy's shadow. Has a chance of stop Flashbang- Azrael conjures up a bomb and throws it, causing it to explode. Upon exploding, it releases a bright flash of light, attempting to Blind enemies. (Mag vs. Fort) Toxic Smoke Bomb- Azrael conjures up a bomb and throws it, causing it to explode. Upon exploding, creates a cloud of crimson smoke that persists for 3 turns. Any enemy that enters the cloud takes 10% Max HP Decay elemental damage, and takes 10% Max HP Decay elemental damage each turn they stay in it(poison like effect) Vanish Guard- 'Counter Stance' Using an action to prepare, If Azrael takes damage while prepared, his body suddenly disappears as he 'teleports' a short distance away, gaining the vanish status. Stance lasts for one turn or until activation. Healing Pill- Field medicine that cures 20% of total HP. When self-healing, has a 1 full-round cooldown between possible self-heals.(Single-target Cure) Healing Balm- Field medicine that cures 40% of total HP. When self-healing, has a 1 full-round cooldown between possible self-heals.(Single-target Cura) Smelling Salts- Field medicine that removes the most recently applied negative status. (Single-target Esuna)
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AldrickZearse Vice Captain
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AldrickZearse Vice Captain
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Posted: Mon Sep 11, 2017 5:10 pm
Profile for 3rd unversed Name: Keahi Gender: Male HP: MP: ApP [Skill]: ApP [Speed]:
Appearance:
Height: 6'5" Weight: 236 lbs Body Type: Thick Skin type: Tanned Eye Color: Red Hair Color: Dark brown Hair Style: Short, spiky mohawk Accessories: Thin gold chain necklace Unusual Markings: Unusually sharp teeth Clothing/Description:
Good/Evil/Other: Chaotic Neutral-ish Prominent Element: Water Weapon: Fists, Teeth [Also tail in Sharkman form] Job Class: Stats: Strength: 7 Magic:11 Dexterity: 6 Defense: 9 Resistance: 9 Reflexes: 6 Speed: 7 Constitution: 8 Energy: 9
COmmand Abilities: Aqua Jet- Keahi shoots a high pressured jet of water at an enemy. Aqua Blast- Keahi creates a strong blast of water, either beneath the enemy or from himself, that explodes towards an enemy, dealing water damage and knocking them in the direction of the blast. Aqua Ring- Keahi creates a ring of water around himself that pulses out, dealing water damage and pushing enemies around him away from him. Aqua Tackle- Keahi rushes at an enemy or enemies while covered in water, dealing physical water damage and knocking them away. Aqua Bomb- Keahi creates an orb of water that he tosses or shoots at an enemy, causing it to explode on contact and dealing magical water damage. Aqua Whirl- Keahi spins in place, water flying around him at high speed to deal water damage to enemies that are near him. Aqua Pulse- Keahi shoots a ring of water at an opponent, dealing water damage and having a chance to confuse. Fang Crush- Keahi bites down on an opponent, strong enough to crush bone. Can cause Disable if used on arms, or Cripple if biting a leg. Flame Trident- Keahi creates a Trident of pure fire, using it as a secondary weapon to damage an enemy for flame-elemental damage and cause ignite. Assorted Fire Magic En-Water- enchants himself or a target, giving all their basic attacks Water element. Aqua Blade- Keahi creates a longsword of pure water, using it as a secondary weapon to damage an enemy for water-elemental damage. Aqua Booster- Using jets of water as propolsion, Keahi shoots himself around at a speed equal to his magic instead of his original speed.
Support Abilities: {YOU CAN HAVE TWO MAXIMUM, if they are RELEVANT to you} Limit Breaks:
Strengths: Magically able Weaknesses: slow Assorted fire magic is just my placeholder for 'Fire magic Az can do because he stems from Az, basically making him a water/fire mage', like how Bal-hur is supposed to be a Wind/Fire speed striker, and Noku is kind of Earth but mostly Fire Brawler I should work on editing those UGH so much work
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