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Posted: Thu Aug 12, 2010 2:26 pm
INDEXNon-Elemental [ &] Space-ElementalWind-Elemental [ &] Ice-ElementalEarth-Elemental [ &] Poison-ElementalLunar-Elemental [ &] Fire-ElementalWater-Elemental [ &] Time-ElementalNature-Elemental [ &] Lightning-ElementalLight-Elemental [ &] Darkness-ElementalWeapon SkillsJob Skills [ &] Summon Skills
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Posted: Thu Aug 12, 2010 2:28 pm
Non-ElementalJennyRunology- Jenny can summon glyphs of pure magical energy. The effects range from explosive attacks to status effecting spells.Runara- Jenny summons a Glyph in front of her and fires an explosive blast of aether at her opponent. Can be sustained for as long as the user has mana. Hidden Star- Jenny can hide a Glyph on the field, or simply summon one under an opponent. When the enemy steps on it, it fires a beam of aether upwards into the air, attacking the enemy from below. Prism Blast- Jenny summons three Glyphs to surround the opponent. Each Glyph fires a blast of aether catching the opponent in the middle. Bellum Astra- Jenny summons a large Glyph over the battlefield which begins to rain down blasts of aether. Luminescent Track- Jenny summons a larger upon the battlefield that tracks the opponent before firing a blast of energy high into the air. Transcendence- Jenny summons a glyph before her and fires off smaller, shorter blasts of energy that are capable of richoting off of objects rather than hitting something and dispersing. Glyph Platform- Summons a Glyph to act as a platform in midair. Kichi/JonBahamut's Flare- A non-elemental school of magic inherited from Bahamut. Represented by an intense white flame, it is considered Kichi's "element".Flare- Kichi conjures a small ball of white fire in front of him. Shortly after it explodes, damaging all enemies with non-elemental magic damage. Binary Flare- Kichi puts two white balls of fire on either side of himself, both of which explode shortly after their creation. Narrow Flare- Kichi charges an orb of white flare eneergies in his hands, then thrusts both forward, and the flare fires off in a beam to attack enemies in a line in front of him. Ruin- Basically a seeking mini flare, that can be pumped out semi-rapid fire. A each one is a small shining orb, that explodes in a miniature burst of light afterward. Ruinra- Similar to Ruin, only faster. Heat-seeking capabilities are lowered due to the higher speed. Can be used in the same rapid succession at Ruin, but uses more mana. Ruinga- Similar to Ruin, only instead of a small burst of light, the energy explodes outward in a 10 foot diameter explosion of light, hurting any in the area of effect. Cannot be used as rapidly as Ruin or Ruinra. Flare Thrust- Kichi focuses Flare energies into his tonfa. Using a Flare as propulsion, he rockets his Tonfa forward, in a punching motion, smashing into his target with great force, at least compared to a normal punch. Flare Shockwave- Kichi focuses Flare energies into his Tonfa before smashing them into the ground. Whatever direction the tonfa are pointing, a shockwave of energy flows through the ground, tearing it apart as it travels. Flare Guard- Focusing Flare energies on defenses, Kichi can envelope himself (or whoever he targets) with a protective aura of white fire that takes the brunt of physical attacks and weakens magical effects. Flare Chakra Burst- Calling upon Bahamut, he gets a rush of flare energies through his veins, which blows the remnants of any status effect out of his body, and recovering a small amount of HP, thus giving him a second wind. KylaPictomancy- Anything she draws can become a reality. Depending on the amount of effort or energy spent on the image, it lasts longer or is simply temporary. But she can manipulate reality as long as she has a pencil! However, her powers have limits physically. Depending on the needs, reason, or nature of the induced image, Kyla can pass out if she strains her powers too much.Birn Strike- An ethereal bird, made of pure energy, appears and dive bombs on the target, exploding on contact. Has a Level 1 and 2. Flight of Blades- A number of ethereal blades appear and soar at the enemy, attacking furiously for a short amount of time. Meta Slash- A bold stroke of the pen- encircling an element of choice slashes at the enemy with the force equal to a large buster sword. Short ranged/ multiple hits as long as she keeps stroking the quill across the paper. Flight of Blades- A number of ethereal blades appear around the target, revolving around them in a protective manner and slicing up any opponent that comes near. Warding Lotus- A shielding barrier resembling a blue tinted lotus, effects 1 single target- Shell/Protect. Lotus Shield- A chamber resembling a lotus flower- completely encasing the target, nearly impenetrable as long as her mana flow supports it. Pictura Porta- Once per day, and at the cost of all of her mana (should she have a significant amount left), Kyla can open up a portal from one location to another within the world she is currently on. It can only last for a few moments, and it must be to a location that she's been (or at least seen) before. Practical Pictomancy- Kyla can form various shapes and platforms with her abilities, even going so far as to allow them to float. AmyCrystal Arts- Due to her lack of element, Amy’s magic manifests itself in the form of Crystal magic.Crystal/Crystara/Crystaga- Amy is capable of casting this just like a Fire or Blizzard spell, with the method of attack varying to her needs. Crystal Spire- Amy summons a swift spike of Crystal magic from the ground underneath the opponent. Crystal Glaive- Amy summons a row of erupting Crystal Spires in the direction of her target. Crystal Repulse- In a defensive move, Amy summons a number of smaller Crystal Spires to rise around her, pushing away any adjacent opponents. Crystal Eruption- The ground beneath Amy's target suddenly erupts with a barrage of Crystals. Crystal Explosion- Any large Crystal that Amy has summoned may, if she wills it, explode, sending mass amounts of tiny Crystals at all opponents around it. Hail Torrent- Amy calls forth a rain of Crystal magic, falling on her target(s) from the sky above like hailstones. Crippling Bind- Amy attempts to ensnare her opponent(s) in a Crystal hold, binding their legs in place and rendering the target immobile. Diamond Cuffs- Amy sends a Crystal spell at her opponents limbs, hoping to bind them together or to the targets’ side, rendering the opponent useless in combat. Diamond Barrier- Amy can summon forth a wall or shield of Crystal magic to protect herself or other allies from attacks. [Most recently learned] Crystal Armor- Amy can coat herself in a thin, durable layer of Crystal that bends to her will. It does not restrict movement, and absorbs half of any damage dealt to her for three turns. Blinding Refraction- Amy can coat herself with an extremely thin layer of Crystal. The Crystal does not absorb any damage, but in the light, has a constant chance of blinding or stunning any opponent that attempts to look at her. Topaz Eyes- Amy can create hovering Crystals that act as her eyes. She can only use a number of crystals in this way even to her level. Doing so replaces her eyesight. However, she can chose to use one or two less than the maximum to retain eyesight in one or both eyes. Crystalline Guns- Amy is capable of charging her normal gun attacks with her non-elemental manifestation of Crystal magic.Trigger Happy (Lvl 1)- Inflicts multiple hits of physical damage for a duration of 2 seconds on target. Damage depends on her level. When shooting, Amy's bullets come out as crystals. Ruby Cannon- Amy is capable of charging up a single, powerful blast of Crystal magic into her guns, releasing it with the power of a cannon blast. Sapphire Shards- Amy can charge her guns with Crystal magic, releasing a shotgun-like blast of small Crystal shards that hit a large area. Emerald Ricochet- Charging her guns with Crystal magic, Amy can release two seemingly-normal bullets. However, if they miss their target, after meter or so they immediately change direction, seeking the target again, and then once more if they miss before vanishing. Diamond Speargun- After charging Crystal magic into her guns, she can release a long, deadly Crystal spear capable of piercing through thick armor. Obsidian Helix- Charging Crystal magic into her guns, she fires a single Crystal bullet from each. However, once out of the barrel, each Crystal splits into three bullets, each circling each other in a helix formation for a drill-like attack. Amythest Rocket- Charging Crystal magic into her guns, she puts them together and releases a single large crystal which explodes on contact into tiny, piercing fragments. CoryIndomitable Will- The combination of Cory's former abilities "Presence of Determination" and "Dead Fire". The fire is a mixture of black and blue, bringing with it a sense of dread and a deep chill. It is the representation of Cory's willpower, and his "element".Indomitable Firaga- Cory releases a blast of blue and black fire from his palm. While holding only concussive properties, those within the blast range would feel an ominous aura radiating from the blast. A weak attack, normally used for distraction or against weak enemies. Indomitable Ardor- Cory's arms become encased in the Indomitable Will shortly before it begins to grow in intensity. After a moment to charge, Cory releases the fire from his arms, encasing an enemy in a cold, fiery attack. The level of cold is on par with Blizzard spells, though does not conjure ice. Inside the fire, the target is repeatedly hit from all sides by a concussive force. This is Cory most powerful technique that relies solely on the Indomitable Will. Indomitable Strike- The Revblade becomes consumed in the fires of the Indomitable Will. The fire disperses with concussive force, adding slightly more power to his swing. Can only keep active for 5 posts, or use 5 times. Indomitable Arcanum- Cory's version of Ars Arcanum. The Revblade and Cory's right arm become consumed in Indomitable Will as he strikes at his opponent 13 times, almost in a state of berserk as he does so. Indomitable Ragnarok- Cory's version of Ragnarok. Cory knocks the opponent into the air and strikes it 4 times before unleashing a barrage of blue and black beams at it. Indomitable Resolve- Covers all or parts of Cory's body in the fire. Parts covered by the Will become stronger and faster, though it is a taxing technique. Normally only used in short bursts. He can only keep the full-body up for a single post, and can only keep partial Resolve for 4, the post count declining with each additional limb Resolved. Indomitable Eye- Cory raises a hand up to his left eye and pulls away in a ripping motion, engulfing the eye in black and blue fire. While active, Cory can pick up on residual energies left behind by people. This allows him to become an efficient tracker, though there are limitations to the ability. First of all, Cory can only see the energy. He cannot feel it, meaning he must physically follow the path to find his target, rather than simply Dark Portal to his final destination. In addition, the energy only remains for a few hours, and after that it becomes untraceable, even by his eye. More powerful enemies are capable of masking their energy, making it impossible for Cory to track them. Indomitable Armor- Cory becomes covered in the blue and black flames of his Indomitable Will, which then transforms into an ethereal suit of samurai armor. While incapable of actually blocking attacks, the armor absorbs impact and protects him from energy-based attacks to a certain extent (MD increased by MS). Can only keep active for 3 posts. Cataclysmic Charge- By focusing the Indomitable Will over a period of time rather than just releasing it on impulse, Cory is capable of more powerful abilities given the collective title "Cataclysm".Cataclysm Mk.II- Originally known as "Ruination". Cory's "Indomitable Will" seeps into the blade of the weapon rather than the enemy, re-igniting with the next swing and launching a wave of black and blue fire. The result is a massive concussive force laced with fire. Requires a charge up. Cataclysm Mk.IV- Jokingly also known as "Hadouken". Cory begins to charge up cataclysmic energies in his free hand. It is all released in a single punch, firing a highly focused stream of Indomitable Will during impact, carrying the target along with it until the beam loses power or until the target can break free. The result is a powerful, launching strike with Cory's bare hand. Requires a charge up. Cataclysm Mk.V- Also known as "Maximum Bet". Cory surrounds himself and one opponent by a ring of blue and black fire, from which stems a barrier capable of locking out most characters, though high magical attack can break the barrier. Cory then prompts the target to agree to enter "the bet" and explains the rules. Should they decline, the barrier shatters and the two continue in the normal fight. Should they accept, the two will be transferred to "the Betting Table", an ethereal realm where the two will do combat. While at the Table, both participants are removed from the world, making their duel incapable of being interrupted. Once both participants arrive at the Betting Table, they will be at full power (full HP/MP). The two are returned from the Betting Table when a victor is decided. The victor will have the health they had when they accepted the bet and then some, while the loser is left unconscious. Cataclysm Mk.VII- Also known as "Buster Tribute". The Revblade projects a mass of Indomitable Will around itself, resembling a fiery greatsword. Upon striking the opponent, the energy is released in a massive cutting wave. Requires a a charge-up. Cataclysm M.VIII- Also known as "Revolver Tribute". Like Buster Tribute, Indomitable Will is projected around the Revblade. However, this time the energy is built in length, rather than girth. Once finished charging, the Revblade is swung downwards at the ground, sending the long line of energy tearing across the earth. Enemies not immediately caught in the line of the attack may be caught in the shrapnel. Requires a charge up. Cataclysm Mk.IX- Also known as "Body of the Determined". Cory's body becomes covered in neon blue lines reminiscent of the cracks that covered his body in his Unsent state. While using Body of the Determined, Cory's Attack & Guard Strength and Attack & Outright Speed all increase by 1. The technique itself is less straining on Cory's body than a standard Indomitable Resolve, but he cannot use Indomitable Resolve or Burst Movement while Body of the Determined is active. Body of the Determined last for 3 turns, during which Cory is inflicted with incurable Bleeding. SayrikeBlue Magic- A school of magic specializing in copying the abilities of others.Lyrebird- Copies one enemy attack and enables Sayrike to use it. When she uses the enemy's attack, her mirrors disappear and she is unable to use them for defense or offense, instead having the enemy's weapon. After the attack is used, the enemy weapon disappears and her mirrors return. Remembers the attack for that battle only or for twenty minutes, whatever ends first. Scan- As a part of her Blue Mage class, Sayrike can use a little magic energy to gain a glimpse at the strengths and weaknesses of a target by viewing them from the see-through side of her mirror (like a monitor). The greater the target's Magic Defense (in relation to her Magic Strength), the more Scans required to get a complete 'profile' of the target. Subsumption- The energy from an oncoming magical attack gets absorbed into Sayrike's shield, replenishing her (magical) energy. Learn- By focusing and allowing an attack to strike her or her mirrors, Sayrike can copy a minion-level ability and keep it for permanent, personal use. Sayrike can also use 'Learn' on her allies, gaining a single low-tier move from their arsenal; she must be at least somewhat close to the target, however.Mortal Arts- Abilities learned from other sentient, human-level beings. Geist Arts- Abilities learned from Geists using the Learn ability.Tabula Draw- A regenerate magic learned from a Tabula Rasa. Sayrike is capable of drawing energy from her surroundings to restore MP. However, she must remain completely still and the process itself is slow. Nobody Arts- Abilities learned from Nobodies using the Learn ability.Dusk Reversal- An evasive ability learned from a Dusk. Allows Sayrike to quickly slide around the target, placing herself in its blind spot. Jump- Attack learned from a Dragoon. Sayrike disappears, reappearing above the target, and dives down onto them with a lance (instead of holding mirrors) Unversed Arts- Abilities learned from Unversed using the Learn ability.Bruiser Resistance- A defensive ability learned from a Bruiser. Increases Sayrike's defense and raises her resistance to knock back. However, she cannot move or attack while using this ability. JacobGreen Magic- Jacob has access to supportive Green Magic.Blind- Jacob can cast a shadowy veil over the target's eyes, Blinding them. Silence- Jacob can jinx his target with Silence, effectively cutting them off from all sources of magic. Sleep- Jacob can envelope his target in a Sleep spell, lulling them into slumber in the middle of battle. Protect- Jacob can envelop a target in a protective barrier that adds 4 to GS. Shell- Jacob can envelop a target in a protective barrier that adds 4 to MD. Bravery- Jacob can empower his target, increasing their Attack Strength and Guard Strength by 1.5x for 2. Faith- Jacob can invigorate his target, increasing their Magic Strength and Magic Defense by 1.5x for 2 turns. Space-ElementalJennySpace Magic- Magic focused around bending the properties of Space to the user's advantage, often employing the use of teleportation.Banish- Jenny shifts the space before her and creates a rip in space that engulfs the enemy into a void. Gravity- Enables Jenny to alter space and create an ultra high-density space. This causes damage proportional to an enemy's HP due to the pull of gravity [1/4] as well as impeding movement.Gravira- More powerful form of Gravity. Uses more mana than Gravity. Causes damage proportional to an enemy's HP. [1/2] Graviga- More powerful form of Gravira. Uses more mana than Gravira. Summons a wave of Gravity balls, each causing damage proportionate to the enemy's HP. [1/4] Gravija- More powerful form of Gravira. Require more mana than Graviga to summon a wave of larger Gravira balls, each causing damage proportionate to the enemy's HP. [1/2] Comet- Summons a comet to strike a foe. A weaker alternative to meteor.Comet Rain- Jenny casts comet in rapid succession. Meteor- Jenny can summon a number meteors to hit her targets. More powerful and costly to use than Comet. The size, strength and number of the meteors depend on Jenny's mana. Bleed- Inflicts Sap on an opponent, causing them to constantly lose health at a faster rate than poison. Reflect- By distorting space around her, Jenny is able to reflect both magical and physical attacks. Will shatter under high levels of stress. Reflega- More powerful form of Reflect. Uses more mana, but is less strenuous to use to hold back attacks, and thus less likely to shatter. Float- Allows Jenny to levitate off the ground, enabling her to be immune towards any ground type attacks as well as enhance her evasion. Vanish- Enables Jenny to distort the space around her thus allowing her to slip into invisibility for a max of three turns. Immobilize- Jenny summons forth binding nymphs that prohibit her opponents physical movement. Other actions may still be taken. Dimensional Shift- Due to her class, the rules of space bend around Jenny making it harder for attacks to hit her. (Raised evasion for three turns) Teleport- Allows Jenny to teleport SHORT distances. Long distances have a higher rate of failing and tend to tire her out. Silence- Silences an opponent, rendering them incapable of casting spells. Goodnight Gravity- This spell affects the rules of gravity on the battlefield to a certain radius, causing objects and weaker monsters to lose their gravitational pull. AliceSpatial Arts- Due to her enigmatic connection to Jenny, Alice has access to what might be called 'Space Magic'- mostly space-altering magic, with a touch of Jenny's own Time Magic.Psychokinesis- The most basic ability of the 'Space Mage', Alice can lift and move objects using nothing but her mind. The more finite the control she uses, the more energy is required. Force- Alice unleashes an invisible wave of energy in an attempt to send her opponent flying in a specific direction- any direction. Repulse- Alice unleashes a powerful, invisible wave of psychic energy, meant to push anyone nearby away from her. Animate- Alice manipulates inanimate objects to do her will, giving them a pseudo-life of their own. Dance Macabre- Alys twists and twirls around her master almost playfully, but in reality she swipes and slashes wherever Alice directs her. Amalgamation- Alice can take pieces of her surroundings such as debris and combine them into something of her will. This allows for more flexibility of the created object.Doll Control: Dragon- Alice combines objects into a dragon to fly towards her enemies. Doll Control: Golem- Alice can create a giant golem that specializes in pure strength. Doll Control: Panther- Alice combines to make a panther that specializes in speed. Doll Control: Falcons- Alice creates a number of falcons to fly at her opponents at high speeds, smashing into the ground to fire up debris. Demented Puppeteer- Alice binds an opponent into doing her bidding for three turns. Confusing him/her into attacking their allies. Comet/Meteor- Alice has the ability to summon a barrage of small, fiery Comets, or larger Meteors. Gravity/Graviga- Alice warps the area around her targets to alter the gravity, possibly depleting 25%/50% of their health. Bleed- Alice attempts to open tiny rifts throughout the target's body, making the target bleed out without them knowing. [Sap] Security Blanket- Alice animates the rocks and/or dirt to swirl around her in a protective barrier, warding off attacks. Libra- Allows for her to detect beings in the vicinity along with scanning their abilities, strengths and weaknesses. Libra also uncovers any traps that may be targeting Alice. Blink- By twisting the spatial energies around her target, Alice can enchant herself (or her target) with Blink, increasing their Evasion by 1.5x. Vanish- Alice can temporarily render herself invisible by twisting the space around her into deflecting light. Lasts for 3 turns; prematurely ends if Alice attacks. Warp- Alice can teleport around the battlefield; cannot be used for long distance travel, and can be detected by sound. Float- Alice can enchant herself or another target with the ability to Float at a height determined by Alice. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Gravitic Burst- James fires a four-round burst of Gravity spheres, the bullets forming a square formation. Upon contact, they have the same effect as a Gravity Spell (though if more than one hit, the damage is calculated as if it's one after another). May cause Slow.
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Posted: Thu Aug 12, 2010 2:29 pm
Wind-ElementalJoeAeromancy– Joe's innate magical ability (thanks to Sylph).Bayamo (Wind Toss)– Creates a gust of wind beneath the enemy and fires them up into the air. Can be used to start an aerial combo, or damage an enemy as they land if they are unable to catch themselves. Chinook (Wind Drop)- Creates a gust of wind above an aerial enemy(either of their own power or forced into the air) that pushes them down into the ground, causing damage. The further from the ground, the higher the potential for damage is. Matanuska (Wind Push)– Fires off a large gust of wind to push and force an enemy back and away, while causing damage. Cordonazo (Wind Blade)- Joseph focuses wind and air into a concentrated line, then fires the concentration of air at an enemy. Usually in the form of an arc, the wind acts like a blade, slicing into the enemy. Invisible to the (normal) naked eye, but experienced fighters and those good with their eyes will see the shimmering of the air being shifted by the blade. Can be fired from body or weapon. Taku Wind (Wind Bullet)- Joe creates a concentrated ball of wind and fires it from his fingertip. Upon contact with a solid object (be it person or ground) or Joe sets it off, it expands violently, causing wind damage and sending lighter enemies flying. Invisible to the naked eye, but with high enough MD, they'd see the glimmer of enchanted air. Foehn (Wind Cannon)- A more potent version of the Taku Wind attack; Joe creates a highly condensed ball of wind a little larger than a softball and fires it from the palm of his hands. Upon command or contact, the sphere explodes with the force of a hurricane gust, filled with deadly razor winds. Due to the highly condensed wind in this attack, the sphere is visible. Gregale (Wind Stream)- Throwing the palm(s) of his hand(s) at his opponent(s), Joe and forcefully manipulate the air in the region to blast from his body toward the target in a constant gust-like stream. Requires Joe to remain stationary as long as the wind is being manipulated (until later levels). Harmattan (Wind Armor)- Joe can manipulate the air around his limbs (or weapon) to become highly condensed razor-wind enchantments that add a boost to any attack he may use. May also aid in guarding. Kona (Wind Buffer)- Joe can hex the winds around his target to constantly buffer and go against their movements, essentially Slowing the target. Wind and Rain of Blows– Joe's attacks that involve using both his physical attacks as well as his magical ones.Gusty Dash– Joe dashes across the battlefield at high speed, body encased in a mini tornado. Deals damage if he touches an enemy while doing it, and it repels projectile attacks as well as makes it hard for physical attacks to hit. While considered an attack ability, focuses mainly on guard/evasion. Aerial Arcanum- Joe begins to unleash a series of fast blows on his opponent before slamming his bo onto the ground; a powerful updraft pushes opponents surrounding him into the air, where Joe immediately continues his assault. Sonic Vortex- Using his air magic to give him constant rotational momentum, Joe unleashes a number of swift dashes through his opponent(s) while spirally attacking with his feet or bo-staff. Aerial Assist– Joe supports himself and his allies with wind and air.Etasian (Wind Heal)- Uses his wind in the form of a soothing breeze to heal himself or his allies. Wind-based. Levantera (Wind Barrier)- Joe manipulates the wind around him to form a thick, twister-like barrier, much like an enhanced version of his Projectile's Bane. For three turns, anyone within melee range suffers wind damage that forces the opponent back. Air Step– Joe creates a small, temporary platform of wind in the air that him and others can jump off of, allowing jumps higher and farther than normal in the form of a double jump(can actually be done multiple times, but each platform costs Joe some Energy, so Joe usually only uses one at a time). Communication is Wind's Specialty- Able to use the air to either spread his voice across big distances(even a whisper), make it so only those he wants hear him, or even literally silence a person. Can use this spell to also magically inflict the Silence status. Shamal (Wind Sonar)- Joe uses the wind and air to 'feel out' objects and opponents by reading where the wind goes and where it cannot. DawnWind Magic- A school of magic granted to Dawn by her summon, Garuda.Aeromancy- Dawn manipulates the wind to her liking with her Tessen. Twister- Uses her fans to summon a large tornado and sends it to towards the enemy. Razor Winds- Dawn swings her fans, sending a wave of razor winds at her target. Blades of Wind- With a massive movement of her fans, Dawn can summon large blades of wind that can cut the enemy. Wind Raid- Dawn throws one or both of her Tessen at her enemy. As they move through the air, wind is manipulated to give it both a bladed and wind based attack. Aero/Aerora/Aeroga- Wraps Dawn in a protective shell of wind. Enemies brought into contact with the wind are constantly damaged by it. High Jump- Uses the wind to jump up high to either attack or retreat. Whispering wind- Heals a single individual for a moderate amount of health. Aero Shield- A shield surrounds Dawn and her allies and absorbs one attack. Swift as the Winds- Dawn can work the winds around her so that she moves much faster through the air, giving her a temporary Haste. (3 posts) Wind Power- Dawn uses her wind to boost the power of other Natural (Fire, Ice, Water) Elemental attacks of other Earthlings. Aerial Blast- Dawn claps her tessen together, creating a massive clap of wind that surrounds her. The wind blows the enemies within a five foot range of Dawn (and any allies within the area) away from her. NickAeromancy Offensive- Wind techniques & Nick's aero defenses Gentle Fist- Shoots a blast of wind towards the opponent, possibly knocking them back. Can be used in a combo. Aero Stomp- Stomps the ground, releasing a large push of air all around Nick. Pushes back friend or foe. Spin Me Right Round- Nick manipulates the wind to spin an opponent in order to disorient them temporarily. Blade of the Four Winds- Nick channels the wind into an arc shape, then fires it off at his opponent to cut them. Aerial Combo- Nick launches an opponent into the air and proceeds to attack them brutally in midair. Bull Rush- Nick charges, tackling one foe and dragging them along for a ride before throwing the opponent with a blast of wind. Light on your Feet- Nick uses his wind to increase his speed or the speed of his ally/allies. Jet Stream- Nick launches himself with a large blast of air. This can be used to jump high or propel off of a wall or even a ceiling to dash at someone. It can be used multiple times, but costs a lot of energy to continuously use. Blade Guardian- Nick summons four swords composed of wind magic as a last resort defense shield from an attack. Each sword can take one attack, then 'shatters' before vanishing. The ability is a last resort, and takes a decent chunk of energy to keep using during battle. Aero Shield- Nick uses the wind to create a shield protecting him from ranged attacks. AlanBlack Magic– Pan-elemental magic, the foundation of the art of the Black Mage.Aero / Aerora / Aeroga- The wind-elemental attack spell. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Twister Slug- James fires a single, highly-compressed air bullet at the target. Upon contact (with anything), the bullet explodes into powerful, twisting winds which spin the target around like a top. May cause Confusion. Ice-ElementalBobbiBlizzard/Blizzara/Blizzaga- Basic ice-elemental blast that fires an ice crystal of varying sizes at the enemy; can also be cast using other methods.Blizzard Blast- Instead of firing a single icicle at the opponent, Bobbi launches a shotgun-like blast of ice in one direction. Twisty-Turny- Bobbi summons an ice sphere, which rolls on the ground rapidly toward the opponent, following him/her slightly for a short period. Blizzard Combo- Bobbi summons an ice sphere similar to the one used in Twisty-Turny, but instead uses it to knock nearby enemies around psychokinetically for a short combo. Ice Spike- A ball of ice formed with the casters will, it can vary in density from a harmless yet fun snowball to a deadly sphere of nothing but solid, dense ice (needle-like spikes optional). Crystal Spire- Stalagmites of ice shoot from the ground in an instant, impaling anything unfortunate to be caught on the tip, otherwise just knocks things around. Ice Barrage- Bobbi summons a flurry of Crystal Spires under her opponent(s), attempting to knock them into the air for multiple strikes. Scatter-Spray Blizzaga- Bobbi summons an overly-large icicle larger than herself to fire at her opponent; it moves slow and only goes a few feet before erupting into a dozen smaller, faster bullets that target the enemy's current location (even if they've moved since the original icicle). Deep Freeze- Bobbi manifests a Blizzaga spell into erupting from the ground surrounding her, doing damage to all nearby opponents and possibly freezing them in place. Glacier- Bobbi uses Deep Freeze, but instead of freezing them in place, the ice explodes, sending all nearby opponents into the air. Shiva's Warden- Abilities combining her Blizzard magic and her Archery skills.Blizzard Edge- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; on impact, the arrow erupts into a flurry of icicles. Hailstorm- Bobbi cloaks an arrow in ice magic, giving it a glacial aura, before launching it skyward; at some point, the arrow erupts into a flurry of icicles, which rain down upon her opponent(s). Bursting Arrow- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; before striking the target, the arrow explodes into a shotgun-like blast of icicles. Similar to Blizzard Blast, but can be used for longer distances. Freezing Arrow- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; upon contact, the arrow ensnares the target (or whatever is struck) in an layer of Frost, possibly causing Slow. Tricky Ricochet- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; if the arrow strikes a non-living object, the object freezes over and the arrows ricochets at the appropriate angle; used to avoid blocks. Hypothermic Shot- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; on impact, the arrow's sub-zero temperatures 'damages' the target's mana by forcing the body's mana into keeping the target's body temperature at stable levels. Flurry Bolt- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; upon impact with the target, an icy haze erupts, targeting the opponent's eyes and possibly causing Blind. Maelstrom Bolt- Bobbi cloaks an arrow in ice magic, giving it a glacial aura; upon impact with anything, the arrow erupts into a large area of effect twister of Blizzard magic which prevents magic-casting from any within. Piercing Icicle- Bobbi completely freezes over an arrow, giving it an insanely sharp point; the arrow will pierce through most guards, and if it pierces through the body, it has a chance to cause Pain. Frost-balm- Forms a pack of snow over an open wound, then ices the snow over as a make-shift bandage until a true healer can tend to the wound; numbs pain and helps prevent bleeding, but can cause severe frostbite if left on too long. Frost Armor- Bobbi temporarily encases herself in a set of lightweight, frozen armor [Protect]. Ends prematurely if hit by any Elemental Weakness. Mirror Wall- Bobbi erects a temporary ice barrier of varying shape in order to protect herself (or her allies) from damage. May create a dome-shaped wall, but the strength of the wall is somewhat diminished as a result. Ice Spirit- Imbues 1 ally's weapon with Ice element, if Mana level is high enough, can even work with an antagonistic element as well. LouisBlizzard- A jet-stream of ice and snow shoots forward from Louis' palm freezing things in its path. Chilling Guillotines- Paper thin sheets of ice form throughout the path of Louis' naginata. The blades formed fly forward almost invisibly to cut down an enemy. Frozen Crystals- Crystals that can be summoned off any surface for a variety of functions. They are very dense and very strong, thus are quite hard to break. The Devil's Strings- Louis releases several frozen wires from the tips of his fingers that shoot forward, meant to skewer an unaware victim. Made of ice, their flexibility is limited, not able to arc like normal wires, but able to still move to some degree. Their thin and clear composition makes them almost imposable to see coming. Once a wound is made, ice spreads out like an infection a short distance from the impact point. Icicle Armory- Ice can take many shapes. Louis can mold the ice covering his body into many types of weapons. These weapons hold a fragile form, and break easily and usually after one or two impacts with anything metal. The weapons have little to no life apart from Louis, and will disintegrate a few yards away if thrown or disarmed. Dark-Ice Soldiers- Dark-Ice soldiers are specialized heartless created by infusing a stolen heart into a darkness saturated crystal of ice as a physical medium, creating more durable heartless at Louis’ command. Mirror Ice- Metallic Ice enchanted with mirror magic absorbs and returns an exact replica of what went in. If shattered, either by physical contact with something connected to a heart, or by Louis’ command, what went in immediately before shattering will return in equal number to the number of shards. Ice Manipulation- Control & Wielding of Ice LucianoIce Manipulation- The power of ice, adds a chilling touch to any action… AlanBlack Magic– Pan-elemental magic, the foundation of the art of the Black Mage.Blizard / Blizzara / Blizaga- The ice-elemental attack spell. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Frostblast- The hexagun fires a wide-spread shotgun blast of freezing ice which, on contact with an opponent, may cause Stop.
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Posted: Thu Aug 12, 2010 3:20 pm
Earth-ElementalNoelleEarth Grenade- Noelle throws a large cylinder of earth at an enemy and makes it explode into thousands of sharp earth shards Discus- a flat, sharp disc of earth can be thrown or propelled straight from the earth at an enemy Kick Spike- If Noelle strikes at the earth with her foot a row of earthen spikes will come from the ground at an enemy Portable Hole- Noelle can drop herself or others into a hole in the earth and move herself/them around underneath the surface Spring- The earth under her or someone else's feet will spring up, launching them backwards/forwards away from harm Armor lvl. 1- Noelle can form a wearable suit of armor out of the earth, but at level one she can only wear two elements of the suit (i.e. breastplate + gauntlets/ face guard + shin guard/ etc.) Scan- Noelle can use the earth or surrounding plant-life to scope out a hidden enemy Slide- The earth beneath Noelle's feet lifts slightly, sliding her closer to or away from an enemy at a rapid pace Sucker Punch- Either a large block of earth or a tree-branch (whichever is most readily available) will make a surprise attack on an opponent to take them out. KyleIIThe Serpent's Gift A list of all techniques accomplished using his control of the earth.Earth Fang- Kneeling down, Kyle plants both his katars in the ground, then steps forward and up, swinging his katars up out of the earth. From the point where his katars were in the ground springs many razor-sharp spikes of earth. They are not straight up, but slightly diagonally. Dual Earth Fangs- An upgraded version of Earth Fang, Dual Earth Fangs no longer requires both katars to be in the ground at the same point. Instead, they can be as far apart as his arms reach, and they will each produce a series of spikes when removed. The time difference when both are planted and removed must be less than ten seconds, otherwise the technique will not work. Grave- By focusing magic into one or both of his katars and by plunging them straight down into the earth, Kyle can force razor-sharp spikes out of the ground, straight up, stretching to ten feet into the air. The range for this attack is one hundred feet. Graveyard- An upgraded version of Grave. Instead of repeatedly striking the ground for spikes, Kyle plants both katars into the ground and continues to channel magic into them. This allows him to create spikes without having to move. However, he must be continuously channeling magic; otherwise the attack will not work. Explosions Explosions- By placing his hand on the ground and imprinting magic into it, an Ouroboros will appear, slowly spinning in a circle and glowing with a soft brown light. The magic becomes trapped by the Ouroboros and continuously circles, building up power. Kyle can release this energy in an explosion, causing rocks and debris to be hurled upwards and outwards. This is all released by snapping his fingers. At the moment he learns the skill, he is capable of leaving only five glyphs at once. Every time his mastery over terramancy increase, the number rises by two. It should be noted that the attack is not meant to be a very powerful, damaging spell. It is to cause distraction and confusion.Closing the Gap- At the next level of Explosions Explosions, Kyle is able to create a glyph, and by channeling more energy into it, he can increase the power of the explosion. This can be used to propel Kyle at high speeds towards his opponent, or away from his opponent, as need be. This is activated by a heel tap on the appropriate circle. OMFG NEEDLES- Another application of EE, Kyle is able to send very concentrated magic into the circle, which is quite a bit larger than the previous ones. When the energy is released it explodes upwards in innumerable needles, each deadly sharp. At any time, he can only have two of these circles in place, no matter how many glyphs he is able to sustain. This is also activated by snapping his fingers and can be used in tandem with EE to cause chaos. Quake- Black magic, causes an earthquake. Inflicts Earth damage to anyone planted on the ground. Earth Cannon- By slamming his hand onto the ground, Kyle can force a large pipe to appear from the earth. It then fires three boulders from it before stopping. These boulders, once they reach a high enough height, will shatter into razor sharp shards and rain down for a rather piercing effect. A tool for crowd control. Terramancy- Due to Midgardsormr's power, Kyle is able to manipulate the earth around him, to an extent. His powers will eventually grow.Level One- Basic manipulation of the pure earth around him. Slow to move and very taxing. Level Two- An extension of Level One, completing his mastery of the surrounding pure earth, it now moves faster and requires less energy. Level Three- Kyle is now able to manipulate elements where pure earth is scarce. Ex: Tile, cement, etc. Level Four- Kyle now has a mastery over manipulating both surrounding pure earth and elements where pure earth is harder to fine, ex: tile, cement, etc. While able to manipulate the scarcer materials, it does not move as fast as the purer earth around him. Level Five- Manipulation of trace elements of earth is possible. Requires hands to be touching the material. Ex: Steel, iron, etc. Level Six- Pure earth moves as fast as he wishes it to and with minimal effort. Scarcer materials move at decent speed with some effort required. Trace elements still hard to manipulate but no longer requires direct contact to manipulate. While manipulation from a range is possible, it is at a speed equivalent to Level One and it requires great effort. Direct contact causes a slightly faster speed and less effort required, though still a great amount. Decimation- By moving magic into his palm, Kyle can create a human sized hole in any piece of earth large enough by pushing his palm against it. If the stone is not large enough, then it will shatter into dust. It can be pared with Statuesque for devastating results on non-living things. It will eventually become more powerful and he will be able to destroy larger objects. Double Dipping- By pushing his katars into the ground, one after the other, he can coat them in pure earth, increasing size, strength, and durability, but lowering speed. Earth Wall- Slamming his hand on the ground, Kyle forces up a ten foot wall of stone to protect himself and others. A thin wall, it can only withstand one powerful strike. Earth Dome- Kyle surrounds himself and any others near him in a protective dome of earth ten feet wide by fifteen feet high. It is capable of withstanding many attacks. Personal Barrier- While Kyle does have two different shielding techniques, they are more suited to protecting larger numbers of people, contrary to just himself and they also take longer to create. This technique remedies that. When Kyle stomps his heel against the ground, a ring of stone, or whatever material he is manipulating, will surround him, protecting him for just one attack. This ring has only enough room for him inside and moves much quicker than Earth Wall or Earth Dome. Mindless Guardians- Kyle creates three mindless golems of humanoid shape, made of whatever material is around. To use this skill, he must have mastery of the surrounding element. These golems are not capable of discerning friend from foe, so if a comrade gets too close, the golem will attack them as well. Kyle is the only one they will not attack, but if something containing the magical essence of another is placed willingly on the golem, then they will see that person as friend. However, as they require a constant stream of magic, Kyle is unable to use any other skills while this is in use. If at any time the strain of controlling them becomes too great, Kyle can immediately cease control, preventing further loss of energy. They will remain in humanoid shape until struck. Effigy of the Serpent- Kyle creates an incarnation of Midgardsormr out of the surrounding materials. To make this effigy, Kyle must have a mastery of the surrounding materials. Unlike the Mindless Guardians technique, Kyle can only create one golem and it takes a serpentine shape. However, to make up for this, Midgardsormr can temporarily shift his soul into the effigy, allowing him to control the serpent. This is different than an actual summoning as Midgardsormr does not possess any of the powers he would in his true form. Silent Treading- Tapping into his assassin class and mixing it with his terramancy abilities, Kyle is able to walk or run on any material silently and without leaving marks, as long as it came from the earth. This includes any materials that are not yet under his mastery, such as tile or iron. Tracing The Steps- Kyle is able to tell, at any moment, the position of people on the earth around him. This does not indicate health, wounds, status, or anything besides the position of people. No matter how lightly they may touch the ground, if they have connected with it at all, he can find them. The current limit to his range is the battlefield and may increase with level. AlanBlack Magic– Pan-elemental magic, the foundation of the art of the Black Mage.Tremor / Quake / Earthshatter- The earth-elemental attack spell. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Stone Glaive- James fires directly into the ground in front of him; as a result, giant, angled stone spikes erupt from the ground in the direction he was facing. May cause Pain. Poison-ElementalAliceBellus Toxicum- Abilities granted to Alice from her bond with the venomous esper, Cúchulainn.Bio/Biora/Bioga/Bioja- Alice's basic elemental spell, which allows her to create a poisonous bubble of venom around her opponent which explodes for mild area-of-effect damage. Has a chance to cause Poison. Can be manifest in a number of other methods, as Alice desires. Malaise- Alice attempts to drain a target of HP or MP; if she does this via physical contact, the rate of absorption is increased. Scorpion's Tail- Alice is capable of injecting the battlefield with large amounts of poison that then simultaneously causing explosions above ground, with chance of Poison. Acid Rain- Summons acidic rain upon the battlefield that causes damage upon contact. May cause Deprotect. Toxic Mist- Alys releases dense poisonous fumes over the battlefield, weakening all opponents who inhale it as well as inhibiting vision. May cause Deshell. Venom Strike- Using her sharp nails, Alice moves quickly towards her target, slashing multiple times, each slash increasing the chance of poison. Venom Surge- Swiping with her nails (or wires), Alice releases a wave of toxic magic, which has a chance to Poison. Poison Barb- Alice creates small needles made entirely of materialized poison to shoot towards her enemies. Carries a chance of inflicting poison. Toxic Bursts- Alice hurls balls of explosive poison, inflicting damage while also releasing the toxins into the air which, if breathed, have a chance to cause Poison. Devil's Kiss- Using her quick speed, Alice plants a deadly kiss on her target that slowly saps energy, and over the course of three turns, the opponent's Attack Strength decreases by 1 each turn, returning to normal afterward. Pharaoh's Curse- Alice strikes an opponent, causing damage as well as casting a spell. If effective, the opponent slows over the course of three turns and by the third turn is completely immobilized as well as inflicted with poison which drains health, converting it to life for Alice. [Gradual Petrify] Persephone's Plight- A translucent eerie green flower erupts in bloom under Alice's opponent, inflicting Doom in the form of a severe life drain. If not removed within three turns, the opponent is rendered knocked-out. Potent Toxin- Alice takes a moment to enhance all of her Poison-elemental abilities, making them even more deadly for a short period of time; for 3 turns, any chance to Poison actually causes Toxic. Rapid Virility- Alice takes a moment to enhance all of her Poison-elemental abilities, giving them the additional chance to cause Stun. Lasts 3 turns. [Vigilance]. JacobGreen Magic- Jacob has access to supportive Green Magic.Poison- Jacob can curse his target's body with Poison, slowly draining away their health. Juggler- Being a juggler opens up a number of new avenues to stop his foes in their tracks.Poison Tips- Causes Poison JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Venom Shroud- James fires a shell which, upon contact, explodes into a cloud of poisonous gases. May cause Poison, and may affect targets near the blast radius. AilAmmunition:Toxic Rounds - bullets coated in poison that, in addition to damage, can physically deal a status ailment [Toxic] that lasts for three posts if the bullet comes in contact with blood.
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Posted: Thu Aug 12, 2010 3:21 pm
Lunar-ElementalJamesLuna's Chosen- Abilities specifically drawn from James' Lunar element. During the day, these abilities require he use Lunar Charges and Mana to use them. However, at night they don't cost any Lunar Charges, just mana. James can fully recharge his Lunar Charges during the night. Currently James' limit is set to 10 Lunar Charges (this is subject to change as level increases).Lunar Blast- Charging Lunar Energy into his hand or hexagun, he unleashes it in a blast directed at one opponent. Costs 1 Lunar Charge. Lunar Barrage- Charging excess amounts of Lunar energy into his Hexagun, he unleashes a rapid-fire burst of Lunar Bullets. Costs 3 Charges. Lunar Grenade- James focuses a large amount of Lunar energy into a small sphere and throws it at the opponent; on contact, the grenade releases a large-radius, high-energy explosion. Costs 3 Charges. Lunar Wave- Cutting through the air with his arm or leg, James unleashes a wave of Lunar energy capable of ripping through the earth as it travels. Costs 2 Charges. Lunar Spiral- James does a swift 360-degree twist, releasing Lunar energy in an attempt to slash at all targets nearby. Costs 1 Charge. Lunar Conversion- While in the sunlight, James can increase the number of Lunar charges he has, as the Moon takes light from the Sun. At the cost of 2 Charges, James enchants himself so that, while in direct Sunlight and not interrupted, he regains 2 Charges per post. Lasts 3 posts (not including the post it was cast, in which he gains no charges), and ends prematurely if struck by an attack. Lunar Regeneration- James envelopes himself in Lunar Energy, enchanting himself with Regen for 3 turns. Takes 2 Lunar Charges. Lunar Light- Using Lunar Energy, James can heal either himself or an ally, Costs 1 Lunar Charge per use. Lunar Barrier- Using Lunar Energy, James summons a shield of energy around himself, it can decrease magical attacks. But does not work against Physical attacks. Causes Shell, Costs 1 Lunar Charge per post maintained. Lunatic Pandora [Class Change]- At the cost of half his Lunar Charges, a large portion of Mana, and forfeiting the use of his gun, James forfeits 4 MS, gains 6 ASt and 3 GS. Fire-ElementalAlanBlack Magic – Pan-elemental magic, the foundation of the art of the Black Mage.Fire / Fira / Firaga / Firaja - The fire-elemental attack spell. Fire Mastery – The specialty of Pyromancy, implies much more nuanced control of fire.Fire Edge / Fira Edge / Firaga Edge / Firaja Edge – Hyperconcentrated fire which can take many forms, from a narrow beam to flaming discuses to a whip of fire. The fire is so concentrated that it doesn't burn, but rather cuts like a sharp blade. Does less damage than its equivalent non-edge spell, but ignores resistances, enables greater precision, and strikes more quickly. Meltdown - The ambient temperature increases to intolerable levels, burning all within range of the oppressive heat. Almost impossible to avoid, but not targeted. Heat doesn't distinguish allies from enemies. Alight – Alan simply glances at his foe, and speaks a simple word which lights them on fire. Works like a status effect. If the effect succeeds, his opponent is engulfed in flames. Undying One - Alan conjures a figure made entirely of fire to fight on his behalf. This figure can take any form, but Alan prefers to conjure imitation Phoenixes in honor of his summon. Fire Shield - Alan conjures a plume of flame, similar to the fire conjured for Fira, that orbits around him, making him difficult to engage in melee. Fire Wall – Alan conjures a wall of fire. Moving through it is not impossible, but deals heavy damage. Walls cannot be conjured on top of enemies. Phoenix Arcanum – Students of the way of the Phoenix have a few spells of their own.Purify / Purifa / Purifaga – Alan uses the Support Ability, Purge, as an attack. Burns away the impurities in his opponent's heart and soul, dealing damage proportionate to the sinfulness of the target. Since it actually removes impurity, damage has diminishing returns the more it's used. Always does maximum damage against Heartless, Nobodies, and Geists. Never meant to be, their very existence is a sin. Regen – Alan, or a single ally Alan can touch, begins gradually healing damage. The effect lasts (Magic Strength / 2) posts. Chant – Grants Regen to Alan and to allies who can hear Alan's voice. Alan must remain chanting for the effect to continue (In effect, Alan can work effectively as a healer as long as he does nothing else). Purge – Alan uses Phoenix's fire to burn away impurities. Cures status ailments in him or one ally he can touch, but also deals a bit of damage. Not susceptible to Silence. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Flamethrower- A short-range stream of magical flame bursts from the hexagun, incinerating the target. May cause Aflame.
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Posted: Thu Aug 12, 2010 3:22 pm
Water-ElementalDaniBubbles- Bubbles appear out of Dani’s hands and can be thrown to the enemy to cause damage. Geyser Hands- Dani puts both of her hands together and a geyser fires off a wave of water towards where she points her hands. Ground Geyser- Dani slams her hands on the ground. A geyser suddenly appears below an opponent and sends them airborne. Water Chakrams- Water goes around Dani’s chakrams thus making the chakrams stronger. Water Prison- Water is thrown in a bubble like form at an opponent. As it gets to the opponent it expands around the target and causes a huge sphere to appear around the target. They cannot break out of the water prison with strength alone. Water hands- Water forms into 2 giant hands that act almost like Dani’s actual hands. Can crush opponents in the hands or throw people in them. Water harden- If water gets thrown at an opponent and it hits, Dani can harden the water making the opponent’s body parts that were hit by the water not able to move. Water spike(s)- Dani using the same hardening ability to create spikes of water that could be almost as damaging as regular spikes. Rainwater Wash- Water begins to envelop Dani's body, hugging at the skin to create a type of armor that raises evasion as weapons glide off her skin. Amphitrite's Tears- Dani is capable of summoning a healing waters that act as a minor Cure. Water Wall- A huge wall of water appears in front of an ally or Dani in order to stop an attack Water Barrier- A layer of hardened water envelopes her target(s) in order to reduce damage. Can be Protect or Shell. AlanBlack Magic – Pan-elemental magic, the foundation of the art of the Black Mage.Water / Watera / Waterga - The water-elemental attack spell. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Deluge Shell- James launches a single, melon-sized sphere of water. Upon contact with the ground, the water erupts into a power geyser; if instead fired above the enemy, an equally-powerful deluge will rocket downward. May cause Fog. Time-ElementalJennyTime Magic- Magic based around manipulating the fabric of time.Stop- Also known as "Caesura". Jenny Stops time completely for selected units for a short amount of time.Stopga- A more potent form of Stop. Keeps enemies halted for a longer amount of time. Uses noticeably more mana to perform. Haste- Also known as "Allegro". Jenny casts Haste on allies for an allotted amount of time.Hastega- A more potent form of Haste. Can be cast on all allies at once. Mana used is proportionate to the number of allies hasted. Slow- Also known as "Adagio". Jenny Slows down her enemies. It has a much wider range in comparison to if she were to stop their time completely.Slowga- A more potent form of Slow. Last significantly longer than Slow, but uses much more mana. Cure Waltz- Jenny reverses the time on a wound back to as if the wound never happened, thus healing it.Esuna Waltz- An alternate form of Cure Waltz. Reverses time to remove status effects. Spellbound- Increases the time of effect of all status effect(s), whether they are positive or negative. Quick- Jenny speeds up the passage of time, allowing the person she cast it upon to take action immediately after it is cast. LaanDeath Magic- A school of magical abilities inherited from Zalera. Represented by a pale ghostly aura, Death is considered Laan's "element".Old Age- Laan reaches out and grabs at the air, magically tugging at the target's soul to emulate old age. Lowers all stats of the target by 3. Decay- Laan reaches out and grabs at the air, magically tugging at the target's soul to simulate a slow decay. Causes damages every turn, similar to Bleeding. Doom- Laan shoots off a small pieces of ghostly energy at the target. The energy takes the shape of a number and floats above their head, counting down from 10. When the counter reaches 0, the target dies. Knocks out those with strong hearts. Rot Zone- A pale, ghostly energy covers the battlefield, dropping all nearby enemies' Guard and Magic Defense by 3. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Temporal Flux- James fires a seemingly-ordinary shell at the opponent. Upon contact, however, a giant energy-clock appears on the ground underneath the opponent, and temporal energies erupt, slashing at the target and all those above the glyph. May cause Old.
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Posted: Thu Sep 30, 2010 12:42 pm
Nature-ElementalNoelleSlingshot- Noelle pulls up two earthen poles and strings a vine between them, then uses this to slingshot her spear at enemies. Seed Strike- Noelle combines seeds to make them larger and weightier, then forms a sharp point on it and throws it at an enemy. If the seed becomes embedded in their flesh then she can grow the plant inside the enemy to take them apart from the inside out. Sting- Noelle grows a long vine of stinging nettle (which causes severe pain and swelling when the tiny needles become embedded in the skin) and uses it as a whip. Sucker Punch- Either a large block of earth or a tree-branch (whichever is most readily available) will make a surprise attack on an opponent to take them out. Tether- Noelle wraps one end an ivy vine around the end of her spear and the other end of it to her wrist. She can then use this tether to swing her spear around, strike, and pull it back. The Golden Pitcher- A hybrid plant, goldenrod and pitcher plant, that has healing properties in the nectar . Catch- If she or someone else is falling, pre-existing foliage or rapidly grown foliage will lift and coil to ease the impact of their fall and catch them. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Brier Trap- James fires a large net made of constricting brier vines. While originally having a large area, the moment the briers come into contact with something, they ensnare the target within less than a moment. May cause Bind. Lightning-ElementalJohnThunder/Thundara/Thundaga- Basic lightning-elemental attack. Calls a bolt of lightning from the sky. Thundaja- High-level lightning-elemental attack spell. Calls an immense bolt of lightning from the sky. Electromancy- John can exhibit a limited control of electricity. Stun- John forms a medium-sized ball of lightning and whips it at his opponent. The lightning acts in a web like fashion as it gets thinner and larger the farther it is thrown. Impact would leave the opponent paralyzed according to the magic defense of the opponent. Live Wire- John grabs a hold of the enemy and sends electricity directly into them. Unavoidable if caught. Trine- John summons three triangular planes of lightning that home in on the enemy from different sides.Magnet Magic- A subdivision of John's Thunder magic, he can manipulate electric currents in order to produce magnetic force. Recharge- John is capable of sending charges of electricity to his cells, increasing their division rate and thus healing himself. Leaves him exhausted, but healthy. Can only perform this on lightning-elemental allies. Hypercharge- John courses electricity through his muscles, forcing them beyond their limit to temporarily increase his strength. [ASt +2]Shock Spikes- Generates electricity across his skin which shocks anyone or anything that comes in contact with him, either through direct contact or contact through a conductible medium. Repeated shocks can cause numbness and decrease speed.Magnet/Magnera/Magnega/Magneja- John can cast the basic Magnet-type spell, summoning a spinning electrical glyph that pulls in all nearby opponents. Pulls in different types of targets at different levels.Ixion's Lasso- After charging the warhammer with a negative charge and coming in contact with an opponent, the warhammer changes polarity, connecting an arc of energy to the opponent. The stunned opponent can then be thrown around like a rag doll until the charge dissipates. Magnet Strike- After charging for a few seconds John attracts enemies to him with Magnet Magic, then, when the enemies are within striking distance, does a powerful 2π radian attack to all the enemies around him with one strike. Magnet Charge- John puts a magnetic home technique on his next magic attack to allow it to home in on his opponent. Float- John uses the abilities of magnetism to lift off the ground temporarily.Magnetic Cling- John is capable of electrically attaching himself to walls and ceilings. He is stationary to them, however, since he is magnetically connected and removing the connection to move would allow gravity to kick in.Hammer Cling- John can perform Static Cling on his maul, making it so that he cannot be disarmed. He may also use this to attach the hammer to a flat surface, offering a stable foothold. Thor's Hammer- A school of abilities based around charging the warhammer with electricity.Thunder Crush- John slams his maul onto the ground and from the sky a wide cylindrical pillar of lightning comes down around him but does not hurt him, just his enemies. Thunder Break- A ball of lightning is created and John smacks it with the broad side of his hammer toward his opponent fast. The ball splits into many smaller balls. Thunder Charge- John charges the head of his warhammer to deal extra damage on the next physical attack. TimmyLightning Magic- Timmy's summon grants him access to a variety of Lightning spells.Shock Blade- Timmy focuses a mass of lightning into the shape of a blade.Uppercut- The blade comes from the ground. Thrust- The blade comes from the side. Vertical- The blade comes crashing from the sky. Thunder Shields- Timmy is capable of imbuing his shields with lightning for a variety of attacks. Plasma Charge- Timmy puts an inducted shield in front of him and full on rams into the foe causing knock back and may stun. V.M. Twister- Timmy charges both of his shields up with electrical currents and throws them in a spiral causing the shields to create a twister that drags in enemies and damages them. Thunder/Thundara/Thundaga- Basic Thunder Magic, strikes from the sky as a bolt of lightning. Varies in strength depending on how much mana Timmy uses to cast it. Magneken- Creates magnets at the end of his fists to draw the enemy closer and then releases a small explosion of electricity that has a chance to stun his opponents (May be used in a row 3 times but must then wait before use again). Storm Coffin- Wraps his foe with lightning, creating a coffin like structure, to immobilize his for temporarily (Only works on one human sized or smaller foe). Rising Dragon- A style that focuses lighting into Timmy's fist or fists.Alpha- Timmy fires out a beam in the shape of a dragon out of his fist. He has limited control of its direction (Medium range -Long range). Beta- Timmy fires off a flurry of dragon head shaped bullet punches (Short range – Medium range) Defib- Allows Timmy to stimulate his heart with an electric shock so that his physical performance is increased greatly. After a while it begins to take a heavy burden on him and may give blurred vision, fatigue, and hyper ventilation. Indu- Allows Timmy to place an electrical current on himself and objects, shocking anything that may come into contact the inducted object. Induction wears off after a while, returning the object to normal. Magnet- Creates an orb that slowly drags in opponents (Cannot draw in enemies larger than a normal human). Inazuma- A unique thunder ability that combines the dark and lightning element as one.I.Armor- Focuses darkness and lightning into solid claw-like figures that can be used to attack and block. I.Burst- Timmy gathers energy and then releases a shockwave. I. Call- Calls forth 6 orbs that surround Timmy that take attacks or explode on contact. Can send them forward as projectiles. I.Counter- Timmy creates a copy of himself before he gets hit that may burn/stun the attacker (Only works on physical attacks). I.Dash- Allows Timmy to quickly dash short distances due to imbuing his feet with electrical properties and leave behind small amounts of dark flames. I.Erase- Dispels all negative ailments on himself. Adds Inazuma’s properties onto Timmy’s physical attacks for 6 posts. (Boss Form only) AlanBlack Magic– Pan-elemental magic, the foundation of the art of the Black Mage.Thunder / Thundara / Tundaga- The thunder-elemental attack spell. AnthonySon of Odin- Due to Odin's Lightning Element, Anthony has access to an assortment of Thunder-related abilities.Thunder/Thundara/Thundaga - Anthony is capable of causing lightning to either rain from above as an area of effect attack or shoot it out of his hand at a single target. Lightning Fist – Anthony uses Lightning Coat on one of his fists and delivers a lightning punch to his opponent. Lightning Pummel – Anthony uses Lightning Coat on his fists and delivers multiple powerful lightning punches to his opponent. Lightning Strike – Anthony uses Lightning Coat on his sword, making it pulse with lightning, and strikes his opponent. Chain Lightning – Anthony swings his sword and releases a chain of lightning along the ground directed towards opponent Zantetsuken - Lightning strikes Anthony's weapon, which emits a blinding white light. Once the light fades, Anthony's weapon has transformed into Zantetsuken, Odin's scimitar-like weapon, outlined with a glowing blue aura. Anthony then dashes back and forth through all enemies, slashing them with the sword, resulting in a chance of instant death or zero damage. Lightning Coat – Anthony is capable of coating his body, body parts, or his weapon with lightning to deliver more powerful attacks. Lightning Blade – Anthony’s sword becomes completely engulfed in electricity, increasing the amount of damage it is capable of doing. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Scattershock- The hexagun is charged with electricity before firing; however, instead of an ordinary bullet, the charge immediately splits apart in a horizontal line roughly six feet across. From these points, a constant wave lightning bounces forward at the opponent. On contact, may cause Stun.
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Posted: Tue Dec 14, 2010 9:08 am
Light-ElementalKyleRadiant Dragoon- A subset of skills that Kyle earns from his 'Dragoon' class, using Holy magic in combination.Radiant Charge- Using the Virgo's Vault ability, Kyle launches himself horizontally instead of vertically, assaulting an opponent at a velocity (and force) equal to his Magic Strength. If adding a physical attack to the Charge, half of his Attack Strength is also added [MS+(ASt/2)]. Radiant Roar- Charging Holy energy into his lungs, Kyle can release a dragon's roar that deals light Holy damage and has a chance to stun any opponents in earshot. Radiant Breath- Kyle can charge Holy energy into his lungs before exhaling, releasing a burst of white, divine fire-breath. Radiant Lancet- Kyle thrusts his swallow at an opponent; a spear of light bursts forward like a projectile. If it hits, it siphons away a portion of the target's HP and MP, returning it to Kyle in a blur of white spheres. Celestial Seraph- Kyle is capable of taking his Holy element and manipulating it in a variety of ways.Divine Intervention- Kyle can charge himself or his weapon with Holy energy, replacing his Attack Strength and Guard Strength with his Magic Strength. Duration depends on the amount of body covered. He can release this built up energy in a number of ways, as well.Tools of Divinity- If he only charges his arms (or legs), then the Divine Intervention will last up to 4 posts [will increase with level]. Temple of God- If he charges his entire body with the Divine Intervention, it can last up to 2 posts [will increase with level]. Spear of Destiny- Kyle charges his swallow with Divine Intervention, which lasts up to 5 turns [will increase with level]. If he decides to release it, on contact, the holy energy will release an explosion of Light. Angel Raid- After charging Spear of Destiny, Kyle tosses it at his target. Rebuke/Banish/Exorcise- A holy-elemental wave of 'force'; much like a simple psychokinetic push accompanied by a flash of light. Judgment- Kyle sends out a Banish-like flash at his opponent; however, instead of feeling any sort of force, the target loses their most prominent status enhancement. Holy Wave/Holy Surge/Holy Evisceration– Kyle releases the Holy energy in a blast wave with a swing of his weapon, sending it soaring at his opponent(s). Redemption/Retribution/Reckoning/Eschaton- Kyle can focus Holy energy into an offensive beam of light, which he can release through various mediums (Weapon, Hands, Eyes, Mouth). Martyrdom- Kyle charges his body with mass amounts of Holy energy before releasing an explosive pulse of Holy Light, as if he were a grenade. This ability temporarily fries his mana circuits, making him unable to use magic for a portion of time; can only be shortened by Driving. [High Level Only] Starlight- Kyle can summon a sphere of Holy energy that produces a bright light, capable of lighting up an area. The Starlight has many potential uses, being a separated piece of Kyle's mana that can be used for whatever purpose he desires. If left in the air, they simply hover (directed by Kyle's will) until given a purpose.Starlit Sentinels- Kyle creates a number of Starlights that simply revolve around him, ready to be used in whichever way Kyle dictates. Star Burst/Solar Flare/Nova Flare/Seraphic Star- A hovering Starlight can release an explosion of Holy energy. At the final level, the Star pulls in all nearby targets before exploding. Dwarf Star/Neutron Star- Condensing the Holy sphere into a singularity allows Kyle to fire it at near-bullet speeds with the same explosive might as a Star Burst. Rings of Saturn- Kyle condenses the sphere into a disc of Holy energy and tosses it like discus or a frisbee; instead of reacting explosively, it acts as a buzzsaw, slicing through opponents. If human, it leaves no physical mark, but still damages. [Medium Level Only] Starbound Flare- Fires a burst of flaming Light from his hand, the style of the attack greatly resembling a Firaga spell, only gold and white. Causes explosive Holy damage upon impact. Cosmic Dust- The Starlight seems to disintegrate into thousands of sand-like particles, clouding up and blurring vision. Kyle can use the dust as a means to detect others nearby and predict their movements. Kyle can also release this dust by itself from other attacks, like remnants of magic spells. Cosmic Implosion- On command, Cosmic Dust in the air implodes into multiple points closest to opponents, much like Neutron Stars, before exploding with Holy light. If near no enemies, then they will simply reform as Starlights and be prepared for other uses. Stellar Ray Cannon- Kyle tosses the Starlight sphere into the air, where it remains stationary and hovering (unless an opponent runs into it, causing it to explode). On mental command, the sphere begins to fire small beams of Holy energy at the opponent, using the energy that was used in its creation until it runs dry and disappears. Supernova- This takes two full posts to charge (or, if they're already on the field, an equivalent of 5 Starlights absorbed via Virgo's Vessel). Kyle adds more and more Holy energy into the sphere, making it grow to an extremely large size (ten feet in diameter); he tosses this for a large explosion that only affects those who openly oppose him. [High Level Only] The Virtues of Virgo- Kyle is able to manipulate Holy energies in a number of enchantments and support abilities.Virgo's Vault- Tapping into his ‘Dragoon’ class energies, Kyle can charge magic into his legs, which allows him to jump incredible distances. Virgo's Vitality- Kyle can cast a low-level Cure, which can only heal minor scrapes and wounds (no more than 25% of max HP). [MS 6; may increase with level] Virgo's Veneration- Kyle grants a single target an enchanted status, empowering them with Holy energy; this lasts for 3 turns. {Currently: Bravery (+2 ASt+GS) or Faith (+2 MS+MD)} Virgo's Vessel- Kyle can re-absorb remaining Holy energy in the area as either health or mana; this includes spells of his own that have yet to be used. If his own unused spells are absorbed as mana in this way, he only receives what mana was left of them. Virgo's Vision- Kyle is capable of using hovering Starlights as his own eyes. The number of Starlights able to be used in this fashion at one time is equal to his level, and he must trade his own eyesight for them. He can, instead, use one or two less than his maximum, keeping one or both of his eyes active. Virgo's Vigilance- Kyle envelopes a single target in a thin Holy aura, temporarily enchanting them with the Vigilance. Virgo's Verso- Kyle channels a purging energy into his target, 'enchanting' them with Reversal, a status ailment/enhancement that is true to its name: it reverses the effects of any action taken against the target. Healing damages, and damage heals; Haste slows, and Slow hastens; and so on. AmyGuns of Purity- Amy has access to offensive White Magic, which she channels through her weapons.Dia Blast- Like Holy, a form of Light magic, but it can only effect darkness-based creatures. Amy can use this by itself, or fuse it with her bullets. Will upgrade in strength with additional levels. Dia Drain- Similar in origin to the Dia Blast; however, unlike the previous attack, the Dia Drain acts as a status effect. Its Light acts as a Poison for dark creatures, weakening them over time. Can only affect Darkness-based entities. Dia Drain may be canceled by a type of Darkness-Regen or, oddly enough, Bio. Lasts 3 turns if effective. Dispelling Shot- Amy is capable of charging her bullets with Dispel, removing a status enhancement with every successful hit. Piercing Horn- By combining her Holy magic with Unicorn's own magic, Amy can empower her bullets with Deprotect or Deshell. Enchanting Bolt- By combining her Holy magic with Unicorn's own magic, Amy can empower her bullets with Charm. Divine Shot- Much like the Dia Blast; however, it can affect anyone, even if they do not originate or take power from the Darkness. Vitality Shot- Amy is capable of charging her bullets with healing magic. However, she cannot use her highest-known level of Cure due to the speed in which the spell is cast. Cleansing Shot- Amy is capable of charging her bullets with Esuna magic. However, due to the speed of the casting, the Esuna will only remove one status, whichever happens to be the most prominent status ailment. White Magic- Amy has access to supportive White Magic.Cure/Cura/Curaga- Amy is capable of using pure healing magic of various levels, both on specific targets and small areas. Regen- Amy is capable of enchanting herself or an ally with Regen, which slowly but constantly regenerates lost health over the course of three posts. Protect/Protera/Protega/Proteja- Amy envelopes her target in a protective aura that increases Guard Strength by 4/6/8/10. Shell/Shellera/Shellega/Shelleja- Amy envelopes her target in a protective aura that that increases Magic Defense by 4/6/8/10. Wall- Amy can combine Protect and Shell into a single spell, granting the target both status ailments simultaneously. Reflect/Refleja- Amy can enchant a target with an aura that reflects all magic cast upon them. At its highest level, the reflective aura will allow Amy's allies to cast through it. Esuna- Amy can cleanse the body of physical and magical impurities. At later levels, she can do this to multiple people at once. Life/Arise- Amy can revive a fallen party member to half/full health. Costs a large portion of MP. Mystery of the Unicorn- Amy can enchant a target with Blink, increasing their Evasive Reflexes by 1.5x. Swiftness of the Unicorn- By combining her White Magic with some of Unicorn's magic, Amy is capable of enchanting an ally with Haste. Purity of the Unicorn- By combining her White Magic with some of Unicorn's magic, Amy is capable of enchanting an ally with Veil. SayrikeAsura's Sentinel- Magics granted by Sayrike's bond with Asura.Asura's Blade- Sayrike forfeits two of her mirrors for Asura's Blade, using the other mirror as a shield (or forfeiting it as well). The blade's strength is decided by Sayrike's Magic Strength, and should it be hit with anything higher than that (including an attempt to guard), will break. Otherwise, the blade lasts for three posts. Asura's Strike- Sayrike places a mirror between herself and her target and punches the mirror's back; when her first connects, a magic copy of Asura's Blade flies out at the opponent. Cura- Sayrike has access to a weaker version of Asura's Curaga spell. Protect/Protera/Protega- Sayrike envelopes her target in a protective aura that raises their Guard Strength by 4 / 6 / 8. Shell/Shellra/Shellga- Sayrike envelopes her target in a protective aura that raises their Magic Defense by 4 / 6 / 8. Reflect/Reflega- Sayrike envelopes her target in a reflective aura that reflects all specifically-targeted magic back at the caster. If using Reflega, Sayrike's magic and her allies' magics can penetrate the Reflect, making it useful against enemies as well as allies. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Purifying Helix- James fires a trio of Holy bullets at the target simultaneously. These bullets spin around each other in a helix-fashion. May cause Imperil.
Darkness-ElementalJamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Quick Draw- Drawing an elemental card, it allows James to unleash a single elemental shot. He can simply charge a bullet with the element, or he can fire a special shot particular to each element. [Note: Normal Wind Shot is a Healing Shot, not an attack]Dread Cannon- James fires a beam of Dark energy from his Hexagun, much like a large laser. May cause Fear. Wolf Fang Fist- Charging his hand with energy either kinetic or dark, James swipes with his hand like claws, creating claws of energy that fly at the opponents, the longer the range the weaker the attack becomes. Maximum of three strikes per use. Sense Darkness- James can sense darkness, However it is not exact. Sometimes he can only sense the general direction of it, or when it is approaching. In areas where great darkness surrounds though. He cannot track it period. CoryDarkness- Cory has basic control over darkness, granting him access to a variety of skills and abilities.Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact. Dark Strike- The Revblade becomes consumed in Darkness. The darkness adds slightly destructive force to each swing. While not as powerful as Indomitable Strike, it is less straining to maintain. Can only keep active for 7 posts, or use 7 times. Dark Break- Cory repeatedly jumps above enemies, dropping on top of them with a sword strike and a blast of darkness. Dark Blade- A darkness-empowered Sonic Blade. Cory repeatedly charges through enemies with a thrust from the Revblade. Dark Raid- A darkness-empowered Strike Raid. Cory empowers the Revblade with Darkness before launching it at his target. Dark Portal- Cory is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts. Dark Empowerment- Enhances physical prowess with the power of darkness. Not quite as effective as the Indomitable Will, but less taxing on Cory. Can only keep active for 5 posts. Scent Detection- Due to his power of Darkness, Cory is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness. LaanDeath Magic- A school of magical abilities inherited from Zalera. Represented by a pale ghostly aura, Death is considered Laan's "element".El Muerto- Laan fires a blast of pale, ghostly energy from his palm. Targets struck become more susceptible to Death Magic by lowering their resistance to its effects by 1.El Muertara- An upgraded version of El Muerto. Laan fires a larger blast of pale, ghostly energy. Like with El Muerto, target's struck become more susceptible to Death Magic. Uses more energy than El Muerto. El Muertaga- An upgraded version of El Muerto. Laan fires a large barrage of pale, ghostly energy blasts. Like with El Muerto, target's struck become more susceptible to Death Magic. Uses more energy than El Muerto. Death- Laan fires a stream of pale, ghostly energy at the target, killing it. Knocks out those with strong hearts. Zombify- Laan reaches out and grabs at the air, magically tugging at the target's soul to simulate unlife in the target. Causes healing abilities the harm the target. Phobia- Laan attempts to make eye contact with the target. If he makes eye contact, it may inflict fear. Body of the Damned- Laan's body becomes covered in red cracks. While using Body of the Damned, Laan's Attack Strength and Speed are increased by 5. Laan takes five times more damage while in this state, and status effects are twice as likely to succeed. Internal Death- Laan can "kill" poisons inside of his body, removing the status effect from him. Darkness- Laan has extensive skill with darkness, affording him a variety of darkness-based abilities.Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact. Dark Thundaga- Conjures a bolt of dark lightning from the sky, the style of attack greatly resembling a Thunder spell, only indigo. Causes pinpoint darkness damage upon impact. Dark Chaos- Laan grabs the target and continuously runs darkness through their body, damaging them externally and internally. Dark Haze- Laan rushes through the target with his scythe, inflicting darkness damage. Dark Crescent- Laan fires a weak, crescent-shaped blast of darkness from his scythe. Dark Portal- Laan is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts. Dark Empowerment- Enhances physical prowess with the power of darkness. Not quite as effective as the Body of the Damned, but does not enfeeble his defense. Scent Detection- Due to his power of Darkness, Laan is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness. TimmyDarkness- Timmy has basic control over darkness, granting him access to a variety of skills and abilities.Dark Strike- Timmy's shields become consumed in Darkness. The darkness adds slightly destructive force to each swing. Can only keep active for 7 posts, or use 7 times. Dark Break- Timmy repeatedly jumps above enemies, dropping on top of them with shield strikes and a blast of darkness. Dark Firaga- Fires an orb of flaming darkness from his hand, the style of the attack greatly resembling a Fire spell, only azure. Causes explosive dark damage upon impact. Dark Raid- A Darkness-empowered Strike Raid. Timmy empowers one or both of his shields with darkness before throwing it/them at his opponent. Dark Shade- Timmy falls into the ground, leaving only a shadow of himself of the surface as he makes his way towards his target. Explodes to the surface beneath the target in a burst of dark energy. Dark Lance- Timmy conjures a spear made of darkness and throws it at his target. He can manipulate the speed and path of the spear in-flight. Dark Portal- Timmy is capable of opening a rift into the realm of darkness, from where he can exit at any location he's been to before. Taking people with him runs the risk of tempering the darkness in their hearts. Dark Empowerment- Enhances physical prowess with the power of darkness. Scent Detection- Due to his power of Darkness, Timmy is capable of picking up on others who use the element. He is capable of picking up on residual darkness as well, though more powerful enemies are capable of masking their darkness. Inazuma- A unique thunder ability that combines the dark and lightning element as one.I.Armor- Focuses darkness and lightning into solid claw-like figures that can be used to attack and block. I.Burst- Timmy gathers energy and then releases a shockwave. I. Call- Calls forth 6 orbs that surround Timmy that take attacks or explode on contact. Can send them forward as projectiles. I.Counter- Timmy creates a copy of himself before he gets hit that may burn/stun the attacker (Only works on physical attacks). I.Dash- Allows Timmy to quickly dash short distances due to imbuing his feet with electrical properties and leave behind small amounts of dark flames. I.Erase- Dispels all negative ailments on himself. Adds Inazuma’s properties onto Timmy’s physical attacks for 6 posts. (Boss Form only) LouisDarkness Manipulation- Control & Wielding of Darkness(Can also double for manipulation of heartless) LucianoDark Strike- Coating his blades in darkness, he increases the damage and strength of his blows. Dark Extension- Darkness combined with his rapier, allows him to extend the reach of the blade, and control the dark tendril as if it were a whip. Dark Torrent- Coating and releasing darkness off the ends of his blades, weak, long range spells can be thrown at the enemy. Dark Rift- Louis can use his rapier coated in darkness to literally slice a temporary hole between the realm of light and realm of darkness. This can be used as a form of quick escape by jumping through or a means to summon projectiles from the other side. Transportation in this manner is short range since the dark corridor is constructed in such a swift, sloppy manner. Accuracy of his jumps from entry to exit become increasingly inaccurate the farther the distance he travels in the realm of darkness before returning to the realm of light. ((Mathematically: Distance Traveled and Accuracy are inversely proportional.)) Demi- Louis summons darkness to his palm and fires it off in a concentrated ball. The ball travels either several yards, or until it hits something, then detonates, sucking in everything within a few feet into it as it expands, compresses, then explodes. This attack is great for diverting attacks and nullifying ranged magic attacks. Does damage proportional to the condition of the opponent. Works less of those tainted by darkness. Vanguard's Determination (AKA- Shadow's Silhouette{Minor})- Louis manipulates the shadows of objects or himself to leave a lagging trail of darkness that takes form into the same shape as their originals.(Like after images) Dark Regeneration- Darkness coats wounds to help speed long-term healing.(Not Applicable in Battle) Dark Corridors- By concentrating darkness on a single point, rifts can be created between the realm of darkness and light. The pathways created act as a form of teleportation. Black Hoof Style- Louis returns to his roots of Horseback Riding, Swimming, and Karate and applies them to his use of darkness. Building off of the concept of "Transfer of Energy", Louis uses darkness in his body to both increase his physical strength tremendously, but also adds into his attacks a little extra. ((+4 Attack Power/-4 Attack Speed/+Toxic Effect))Seed of Evil- When Louis uses Black Hoof Style and lands a hit, this move is automatically applied. With a trace of his own darkness planted in a target, he is able to track them by his own "dark signature" in a close range down to the tiniest movement. As turns pass without contact, the seed fades, slowly deteriorating until vanishing entirely after the 3rd turn. Vanguard's Disillusionment- Starting from the edges of his right eye, black ripples run across into the center, lingering for just a moment before bouncing back. Each ripple darkens the white of the eye further before the last ripple pulls the black pupil all the way out until the eye is then nothing but a black sphere in the socket. In turn, a portal opens at his command, giving him the ability to SEE from the perspective of that portal in trade for the sight in that eye. Dark Manipulation- The power to control low to mid level Heartless. NickDarkness- Nick's power over the DarknessDark Portal- Nick can travel to different places using Corridors of Darkness. Heartless- Nick can summon various shapes and sizes of Heartless.Level 1- Shadow Heartless, the Musical Casters, Basic Heartless Level 2- Mid-rank Heartless, can create basic 'Chaos Heartless', custom Heartless which have a green third eye that glows green somewhere on their bodies Level 3- High rank Heartless, Mid-rank Chaos Heartless Level 4- Midboss Heartless, High rank to Midboss Chaos Heartless, Humanoid Heartless Level 5- Boss Heartless, Boss Chaos Heartless
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Posted: Tue Dec 14, 2010 9:10 am
Weapon SkillsAliceDanse Macabre- Alys twists and twirls around her master almost playfully, but in reality she swipes and slashes wherever Alice directs her. Kichi/JonTonfa Arts- Techniques that utilize Kichi's speed and strength with his Tonfa.Ragnarok Arcanum- Kichi strikes his opponent 13 times, each strike lifting the enemy into the air. Kichi leaps after them and performs four more strikes to propel the enemy further into the air before firing a barrage of white beams at him/her. Sonic Tonfa- Kichi rushes through his opponent multiple times, striking each time with his Tonfa. Ars Raid- Kichi strikes the opponent 12 times with his Tonfa before delivering a 13th strike that launches them away. While still in mid-flight, Kichi throws both Tonfa at his opponent for additional follow-up damage. Spin Guard- Kichi spins the Tonfa in his hands at high speeds, creating a makeshift "shield" to guard projectiles. Ineffective against melee strikes. KyleSwallow Arts- Using innate knowledge of the Dragoon techniques given to him by his weapon, Kyle is able to use his swallow to the best of a Dragoon's abilities.Swift Parry- When Kyle is forced to clash weapons with someone defensively, if possible, he can use his Evasion instead of his Guard Strength by twisting the spear to let the opponent's weapon slide away. Kyle can use this ability to lead into a number of counter-attacks.Disabling Counter- If Kyle successfully Parries a frontal-attack, he is capable of using the twisting momentum to strike at the opponent's upper arms (first on the opposite side of the parry, then a quick second jab on the original side); if successful, he has a chance of Disabling his opponent, numbing his/her arms. Crippling Counter- If Kyle successfully Parries a low frontal-attack, he is capable of using the twisting momentum to strike at the opponent's thighs (first on the opposite side of the parry, then a quick second jab on the original side); if successful, he has a chance of Crippling his opponent, numbing his/her legs. Reflexive Disarming- During a parry, if Kyle can get one of the blades of his swallow to slide against the hand holding the opposing weapon, he can swiftly twist his swallow in a manner that forces the opponent to either let go of the weapon, sending it flying, or lose feeling in his/her wrist to a powerful gash. Sonic Charge- A lesser version of the Radiant Charge, Kyle can make a quick dash multiple times, attacking with either (or both) side(s) of his swallow, dictated by [(MS+ASt)/2]. Spiral Vortex- Twisting his body, and with it, his swallow-spear, he uses the swift increase in momentum to lunge toward his enemy in a quick, powerful horizontal sweep. BobbiBow Mastery- Abilities developed solely for use with Taulmaril.Frenzied Fire- Bobbi can fire a quick burst of arrows, one after another, with startling speed; due to the speed, it's not as accurate at longer ranges. Multi-Shot- Bobbi can fire multiple arrows at once; the more arrows she fires simultaneously, the shorter the distance they can travel. Broad-Headed Arrow- Bobbi uses an arrow with a larger-than-usual arrowhead; if is strikes, the arrow has a chance to Stun the target. Crippling Shot- Bobbi aims an arrow specifically at the legs of her target; if it strikes, the arrow has a chance to Cripple the opponent. Precision Shot- Bobbi aims an arrow specifically at the arms of her target; if it strikes, the arrow has a chance to Disable the opponent. Splinter Shot- Bobbi fires a hollow arrow at her opponent; if the arrow is blocked, it erupts into splinters, damaging any enemies near the original target. JoePhysical Techniques– Attacks and skills centering mainly around using his bo or his body, relying heavily on his physical strength and speed.Bo-Boomerang- Joe flings his staff at the enemy, making it spin (not unlike a buzzsaw). Joe is also able to use his wind to steer the staff by making it turn or fly back to him, as well as calling it back to his hand, if need be. Move Your Body~(aka Stripper Pole Attack)- One of Joe's more... provocative attacks. He thrusts his staff into the ground, then swings around it to deliver punches and kicks in a circle, while bending and flexing, around where the staff was grounded. JamesSpectral Corsair- Abilities drawn from James' Corsair job-class.Blunderbuss- All six barrels of the hexagun fire at the same time creating a shot gun effect for a single burst. Pot Shot- He charges some energy into a shot increasing it's power slightly for one shot. Grenado- Combining energy with an element into three of the barrels of the hexagun, it unleashes a sphere of the corresponding element. Though it travels slower then a normal bullet, upon impact it unleashes an explosion of the element. Cripple- A successful hit to any of the feet/legs suspends any (any) movement in both of the legs and feet, so the target is basically paralyzed from the waist down. Disable- A successful hit to any of the hands/arms/shoulders suspends any (any) movement in both of the arms and hands; this also prevents the victim from attacking in any way, shape or form so long as it requires any hand and/or arm movement. Haze- A successful hit to the head inflicts Addle status, which forces opponents to forget all mastered abilities. Flash Bang- Charging kinetic energy into his hand, he throws down a sphere of energy that creates a bright flash to temporarily blind enemies within range. Range: 20 feet; Duration: 2 enemy posts. Wild Card- Tosses an ethereal die. Depending on the roll, different effects would happen for the party.1- Partially heals all party members 2- Refreshes parties MP 3- Doubles Damage given for next 3 posts per person 4- Halves Damage taken for next 3 posts per person 5- Hastes the party for 2 posts 6- Nothing Happens Russian Roulette- James spins the six barrels of his hexagun, points it at the target of his choice, and fires. If pointing at an ally (or himself), the odds are 1 = Auto KO, 2-5 = Addle, and 6 = Haste+Bravery+Faith+Regen. If pointing at an opponent, the odds are 1 = Auto KO, 2/3/4/5 = Haste/Protect/Shell/Regen, and 6 = Haste+Bravery+Faith+Regen. This ability ignores chance calculation and all resistances (except for Passive Immunities). Snake's Eye- Focusing energy into his hexagun he increases the gun's range and accuracy. KyleIIFurious Frenzy- Rushing in close to his enemy, Kyle quickly unleashes a powerful storm of thrusts at his opponents body. DawnTessen Tech- A school of abilities focusing on speed using only the Tessen.Tessen Raid- Dawn launches one or both of her Tessen at the enemy. Similar to Wind Raid, but is less costly to perform. Sonic Tessen- Dawn quickly rushes past the target in rapid succession, striking each time with her Tessen. Tessen Edge- Dawn spins the Tessen in her hands, creating a pair of improvised buzz saws. Tessen Arcanum- Dawn strikes 13 times in rapid succession with both fans. Tessen Defense- Dawn opens up both Tessen and places them together, each fan making up half of a whole circle, in order to guard larger attacks. Tessen Expand- Dawn's Tessen are capable of expanding in size, increasing her attack and defense radius at the cost of becoming more difficult to wield. JohnMaul Tech- A set of abilities focusing on John's strength and maul.Sonic Maul- John rushes through the opponent once, striking with his maul as he does so. Unlike other "Sonic Blade"-type abilities, John can only perform one rush, but for more damage. [uses MP] Fatal Impact- John leaps into the air and drops on the opponent with a devastating hammer blow. Golf Swing- John performs an underhanded swing, launching the opponent high into the air even if they guard the actual attack. Maul Raid- John throws the maul at an opponent for ranged damage before resummoning it back to his hand. Combo Plus- John attacks with the maul and unsummons it. He quickly brings his arm back and summons the maul again, removing the recoil of his swings. Requires too much mental concentration for successive use. Disarm- John strikes specifically at the target's weapon. The sheer force of John's swing is easily capable of disarming even a readied opponent. CoryRev Tech- A school of abilities utilizing Cory's prowess in physical combat and the Revblade. The engine feeds off of Cory's mana (though only very slightly), so he cannot use the engine, and thus Rev Techniques, if he is completely out of energy.Engine Crusher- The main ability of the Revblade lies in it's power to vibrate at intense, bone-breaking levels. The user is protected thanks to a combination of padding and magic. Swords caught beneath the revved weapon, if not broken, vibrate and cause the wielder to receive injury to his/her hand, ranging from a numb sensation to flat-out broken bones. Engine Force- Cory revs his sword up and swings it, releasing a cutting "force" of energy at his opponent. Because the attack relies on his physical strength for the swing rather than magic, it is dependent on his Attack Strength. Engine Rush- Cory relentlessly attacks the enemy with 13 revved strikes before stepping back and lunging forward with a revved thrust. Blue Rose- Cory is capable of transferring vibrations stored from Red Queen through his body and out into the opponent through a physical strike. The attack is followed by a burst of azure energy in the shape of rose petals. Red Queen- Cory is capable of revving the weapon up and storing the vibrations for further use. The Revblade glows red when it has a stored rev inside of it. Rev Guard- When guarding with the Revblade, Cory can rev its engine to send vibrations back at the attacker, essentially discouraging them from attacking. LaanFell Scythe- A school of abilities that make use of Laan's scythe and his ability to drain health.Shadowblade- With a swing of his scythe, Laan can pull health from the target and gather it for himself. Duskblade- With a swing of his scythe, Laan can pull energy from the target and gather it for himself. Abyssal Crescent- Laan consumes his own health to unleash a devastating, crescent-shaped shockwave at his foe. Unholy Crescent- Laan consumes a large amount of his own health to fire a massive crescent-shaped shockwave at his foe. Vehemence- Laan sends ghostly energy inside the target's body, increasing their Attack Strength by 2 and lowering their Guard Strength by 2. Dead of Night- Laan blots out all light sources with darkness, resulting in a field-wide Blind. Unholy Rising- Laan courses a ghostly energy through a fallen target, reviving him/her. TimmyShield Boomerang- Throws Shield in an arc cutting enemies in its path. SayrikeMultiplicity [Level 1]- Choosing an ally or Sayrike herself, his/her image is copied and multiplied (to a max of 3 copies), although remaining simply illusions that disappear upon contact. The illusions are controlled by the person copied (and so the person must have the capacity to direct multiple things at once). Mirror Arts- A set of skills revolving around the use of Sayrike's mirrors.Mirror's Reflection- Sayrike charges one of her mirrors with mana so that it blocks and reflects an oncoming attack. Must be used at the best opportunity: too early, and the attack is merely blocked; too late, and... well, she gets hit. Mirror's Gleam- Sayrike charges one (or more) of her mirrors with magic energy, making it glow for a brief moment with blinding light in the direction of her target. May cause Blind. Mirror's Grasp- Sayrike absorbs a (targeted) magical attack coming her way with one of her mirrors; however, instead of using it as energy, she 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, the stored attack is lost (or replaced with the newly stored attack). Unlike 'Lyrebird', this only works for magic attacks, and Sayrike can only use the attack in the exact way it was originally performed (meaning if it was a Fireball, it can only possibly be a Fireball). Mirror's Edge- The main mirror breaks apart into pieces and launches toward a single enemy in a one-time attack. Takes time for the mirror to be put back together again. Mirror Raid- Sayrike launches 1-3 mirrors at her opponent. The mirrors shatter on contact, causing splash damage as well. Takes time for the mirrors to reform. Mirror Storm- Sayrike shatters all three mirrors and engulfs the opponent in a tornado of broken glass. Takes time for the mirrors to reform. Mirror Rampage- Sayrike shatters her mirrors and controls the shattered glass, directing it through the opponent like a stream of blades following her hand movements. Sayrike can perform combo attacks like this, but the longer the mirrors remain shattered, the more MP is used. Mirror Steps- Sayrike can position her Mirrors in midair to act like stepping stones, increasing her jump range as well as allowing her to access out of reach places. Now You See Me...- Sayrike gathers her three mirrors close to her, forming a triangle about her person, and thus reflects her surroundings to make her "invisible". Infusing her mirrors with a little 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 she must move slowly. JacobWing Dance- Jacob tightly grips a pair of daggers and closes in on his prey. He slides in, kicks up, slashes twice, then finishes with a kick to the stomach, sending them back. Talon Sweep- Jacob sprints in and slides between a foe's legs. He kicks their legs out from under them before flipping up and throwing a salvo of daggers at the knocked down foe. Bullet spray- Jacob grabs a handful of daggers and throws them, shotgun style, to put up a wall of 5-15 daggers. Air Deflection- If Jacob times it right, one well placed dagger can deflect oncoming physical ranged attacks. Need a ledge?- Jacob can throw daggers into unclimbable surfaces to get a hand up, or give hand holds for friends. AilSniper's Solatium- Whilst not exactly an attack ability, I'm putting it here because this is what people will look at when she engages in combat, and I want this to be known, so that there are no complaints later on; her rifle is not magical. Subsequently, no Hammerspace, and no magical bullets, so she needs to carry ammo and re-load her cartridges. However, because her bullets are not magical, they are actual bullets. Like, from our world. If she successfully shoots you, it will be by a real life metal bullet travelling at several times the speed of sound, hand-in-hand with all the bodily harm that goes with it. Hot Shot:Disabling Shot- When she successfully hits someone in the arm/shoulder/hand, in addition to doing damage, she can also physically deal a status ailment and strip them of the use of both their arms/shoulders/hands for three posts. Crippling Shot- When she successfully hits someone in the foot/knee/leg/thigh/hip, in addition to doing damage, she can also physical deal a status ailment and strip them of the use of both of their feet/knees/legs/thighs/hips for three posts. Addling Shot- When she successfully hits someone in the thorax or abdomen, in addition to damage, she can also physically deal a status ailment and cause them to completely forget any special abilities they may have for three posts. Specialised Shots:Piercing Shot - she can fire bullets that hit and damage a target, but then pierce through them to hit and damage multiple targets behind them; the number of targets she can go through depends on the mana (MP) she puts behind the bullet. Ammunition:Stunning Rounds - bullets that emit an electric shock-wave that, in addition to damage, can physically deal a status ailment [Stun] upon contact. Explosive Rounds - bullets that, instead of piercing and searing, explode instantaneously upon contact, in a manner similar to that of a grenade. High-Explosive Incendiary Rounds - bullets that can penetrate armour, and then fragment and flare up, causing a fire inside the target.
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Posted: Tue Dec 14, 2010 9:16 am
Job SkillsJoePhysical Techniques– Attacks and skills centering mainly around using his bo or his body, relying heavily on his physical strength and speed.Dance of Death- Focusing on one enemy, Joe delivers a spinning assault with speed and accuracy, dealing a high amount of hits and damage. High Flying Ax Kick- Leaping high into the air (with or without the aid of his Air Step ability), Joe delivers a powerful ax kick on his descent. The higher he is, the more damage potential there is. Disrupting Blow- Joe attempts to strike at his opponent's head with a powerful attack. If it connects, has a chance to cause Addle. Flip Toss- Joe leaps forward and wraps his legs around a part of the enemy (waist, neck, whatever he can fit his legs around), then performs a 'backflip', bringing the enemy around and over him before crashing them headfirst (usually) into the ground. Possible to use in the air. The stronger Joe gets, the heavier the enemy he can do this to (some enemies are too large, and thus unable to be thrown this way). KyleIIThe Assassins Tools- A list of all techniques involving physical strikes and the status effects of the assassin.Statuesque- By laying a hand on his opponent and using a bit of earth magic, Kyle has a chance of causing a slow petrification, starting from wherever he touched his opponent. On a Heartless, the petrification can happen almost instantly, depending on his level. At level two, most weak Heartless will succumb to it easily. Breaking Point- Kyle rushes forward at an incredible speed to strike the enemy in a weak spot. If successful, it will inflict the Sap status. JohnArts of War- The basic skills of a warrior, used on the field of battle to give John the advantage.Rend Power- John strikes the opponent with his fist, somehow attacking their resolve and thus lowering their Attack and Guard Strength by 2. Rend Speed- John strikes the opponent with his fist, somehow attacking their mobility and thus lowering their Attack and Outright Speed by 2. Rend Perception- John strikes the opponent with his fist, somehow attacking their nervous system and thus lowering their Evasive Reflexes by 2. Rend Magic- John strikes the opponent with his fist, somehow attacking their concentration and thus lowering their Magic Strength and Defense by 2. Rend MP- John strikes the opponent with his fist, somehow attacking their energy directly, essentially damaging their MP. Body Slam- John tackles his opponent for large damage, though he suffers a small recoil himself. Greased Lightning- A sudden, powerful strike with the fist. Uncharacteristically fast of John, taking enemies off guard enough to prevent the ability to counter. First Aid- By focusing his electrical energy, John is capable of purging status effects from his body, as well as recovering a small amount of health.Thick Skin- His defense becomes as epic as epic can be without making it too cheap. [Wall Effect ; GS/MD +2] Monkey Grip- John can switch from two-handed fighting to one-handed fighting on the fly. One-handed fighting is slightly weaker, but frees a hand for Rending strikes. DawnDancing- A school of techniques based around performing various dances for various effects.Blade Dance- Dawn dances with her Tessen that doubles their attack power, and then launches forward to strike the enemy with both fans. Quick Step- Dawn performs an attack dance at an increased speed, capable of striking enemies multiple times before a counterattack can be delivered. Witch Hunt- Dawn performs a dance capable of disturbing the opponent's energy, effectively attack their MP. Mystical Wind Waltz- Dawn does a dance with various movements of her fans, that moves the wind around her opponent. The wind drains the enemy of a portion of their magic. The wind travels back to Dawn, and gives stolen energy to her. Wind Jitterbug- Dawn does a dance similar to Mystical Wind Waltz but instead of draining magic, she drains their health. Dance of Silent Wind- Dawn manipulates the wind as she dances, manipulating it around the enemies mouths, silencing their voices. (Unable to cast spells) Magic Mambo- Dawn does a dance that moves the wind about her and her allies. The wind that surrounds them, allows him/her to cast their next spell with half of the normal magic cost. Dawn, however, must remain dancing for the buff to remain in effect. Dirty Dancing- Dawn moves herself in fluid dancing movements as she manipulates the wind around herself and those around her. Increasing their strength by 2. Dawn, however, must remain dancing for the buff to remain in effect. Slow Dance- Dawn performs a dance that captivates the target and inflicts Slow. Polka- Dawn performs a dance that lowers enemy moral, thus lowering their Attack Strength. Heathen Frolic- Dawn performs a dance that lowers enemy concentration, thus lowering their Magic Strength. TimmyWarding- A school of abilities based around self-preservation and shields.Whirl Burst- Spins around at high speeds, knocking back all surrounding enemies and allies. Shield Boomerang- Throws Shield in an arc cutting enemies in its path. Reflect Raid- Throws one or both of his Shields. Rather than immediately return, they ricochet around the area, thus striking multiple opponents multiple times. Dragon Force- Self-casts protect, shell, and faith on himself. Last Berserk- Timmy goes berserk increasing his physical strength and makes him continuously attack. Cover- Timmy can magnetize a shield and throw it to an ally, allowing it to orbit and defend his partner. He can also throw both shields to Cover an ally. NickChaos Blade- Lanista Blade techniquesBloodstrike- Nick's blades glow red, and he loses some health. He then slams down on an opponent in a barrage to do damage. Lifebane- Nick's blades glow green, and every attack that hits, whether it is blocked or not, drains life from the opponent. If blocked, it draws less life that it would from an actual hit, but still drains life. Nick can also drain life without his weapons, but he must be touching his opponent. This drains life at a quicker rate as well. Manabane- Nick's blades glow blue, and every attack that hits, whether it is blocked or not, drains mana from the opponent. If blocked, it draws less mana that it would from an actual hit, but still drains mana. Nick can also drain mana without his weapons, but he must be touching his opponent. This drains mana at a quicker rate as well. Crippling Strikes- Nick's blades glow purple, and he attempts to strike the foe's arms and legs. [Attempts to cause Cripple/Disable] Oblivion- Nick draws life from everything around him, whether they be allies or enemies, then channels the attack into a single destructive strike for massive damage. Blades glow with a black aura. AlanMagic Mastery– The insight of Jehuti grants Alan a keener awareness of the flow of magic than an ordinary Black Mage.Clarity- By closing off his senses, Alan can awaken a new awareness to the flow of magic in the world. This sense has 360 degrees of perception (Current radius = 30 feet), and allows him to easily see the qualities of magics and magic users. This includes the innate potential in someone to cast spells, whether or not someone has a spell cast upon them, and what type of spell is in the process of being cast. With this 6th sense, Counterspell becomes easier to use. Physical entities, such as objects or people, can only be detected via their magical essence. Depending on his personal connection to a person, he may be able to identify them solely by their magical essence. If a person or object lacks such essence, Alan cannot notice him/her/it. Evasive Reflexes take a -3 penalty against any attacks without a significant magical component. Supreme Clarity– At the cost of significant MP expenditure, Alan can activate Clarity while still maintaining his normal senses. Counterspell- Cancels magic effects. Overchannel– Alan increases the amount of Magic flowing into his spells past what his body can handle. Raises Magic Power by 3, but spells cost HP as well as MP. Spellthief– The ultimate expression of Clarity. When Alan observes a spell being cast using Clarity, he may memorize it, enabling him to then cast the same spell. Memorizing spells takes considerable focus – he can't be doing anything else, not even meaningfully defending. Alan may only use a memorized spell once before losing it, and may only have one spell memorized at a time. JacobJuggler- Being a juggler opens up a number of new avenues to stop his foes in their tracks.Knockout Tips- Causes Sleep Lyrium Tips- Causes Confuse Rabid Tips- Causes Berserk Nerve-Rending Tips- Causes Disable Hamstring- Causes Immobilize Peregrine Dive- Jacob runs up some vertical surface, backflips off of it and body-slams a foe, grabbing their neck for maximum take down. DaniAssassination- Dani has access to a variety of detrimental abilities from her Assassin class.Assassin's Strike- Dani charges her chakrams with magical energy before attacking, adding her Magic Strength to her attack. Aphonia- A status ailment that Dani can use from afar. Can cause Silence. Ague- A status ailment that Dani can use from afar. Can cause Slow. Oblivion- A status ailment that Dani can use from afar. Can cause Addle. Shadowbind- A status ailment that attaches to the chakrams, if hit by her chakrams it can cause Stop. Nightmare- A status ailment that attaches to the chakrams, if hit by her chakrams it can cause Sleep/and or Doom. Last Breath- A status ailment that attaches to the chakrams, if hit by her chakrams it can cause a 1-hit KO. AnthonyKnightly Arts- A subset of abilities attributed to Anthony's Knight class and his mastery of the Giant Sword.Double-Strike – A fast two-hit combo. Soul Strike - Anthony charges his blade with his own life force, giving it a strange aura which effectively increases the strength of his next strike. Smackdown – Anthony charges forward to stab an opponent, then jumps up into the air and slams the enemy down. Aerial Swoop – Anthony leaps up, then swoops down and slashes once to knock the opponent away. Aerial Blow – Three-hit aerial combo that knocks opponent away and down. Three Strike Charge – Anthony charges and swings his sword three times, knocking the opponent away. Air Render - Charging mana into his fist, Anthony channels the energy into a punch, which sends a chakra-like burst of air at the opponent. Determined by [(ASt+MS)/2]. Chivalrous Taunt - Anthony emits a provoking aura that affects all nearby enemies, possibly forcing their attentions to be focused on him. Determined by Attack Strength. Leap – Anthony is able to leap forward a great distance in and out of battle. War Cry – With a mighty shout, Anthony is able to raise the resilience of his surrounding teammates and himself, increasing their Guard Strength and Magic Defense by two for 3 turns. Cover – Anthony has the ability to immediate appear in front of an ally and protect and take damage for the fellow teammate as they prepare for their next attack or take time to recover. Defense – Anthony can temporary increase his Guard Strength by 25%. Vehemence – Anthony can temporary lower his Guard Strength by 50% in order to raise his Attack Speed by 50%. AilFloat - raises the target off the ground by a few feet for a maximum of three posts. Vanish - target is temporarily rendered invisible for up to three posts.
Summon SkillsKichi/JonDragon Tech- A school of abilities used by those who know the ways of dragons.Bahamut's Rage- Focusing Bahamut's energy into his vocal cords, Kichi can release a loud dragon's roar that temporarily stuns enemies within range. Dragon Dive- A combo of Dragon Leap and Flare Thrust Dragon Slam- A more advanced Dragon Dive, comboing Flare hockwave and Flare Thrust into the dive attack, to cause enough damage that the ground around where he hits cracks and breaks apart in a shockwave that travels outward. Flare Breath- Kichi unleashes a close ranged blast of white non-elemental fire from his mouth. Dragon Leap- By focusing draconic energies into his legs, Kichi can leap dozens of feet into the air, giving him a height advantage, as well as a good Gliding potential. Dragon Scales- Kichi can harden a single portion of his body at a time to the same density as dragon scales, allowing him to guard even bladed weapons with his bare skin. Dragonheart- Due to his abnormally strong, dragon-like heart, Kichi has an automatic Second Chance in battle, preventing him from being KO'd one time. Glide Tech- A school of abilities based around Kichi's ability to glide.Jet Strike- Kichi glides by the enemy at high speeds, striking with his Tonfa while doing so. Jet Takedown- Kichi tackles his opponent at high speeds, crashing into the ground or wall and using them as a shield. Basic Glide- Kichi's standard form of Glide. Not very fast, but not terribly slow. Cannot remain afloat indefinitely. Jet Glide- Upgraded form of Glide. Kichi fires Flare energy from his Tonfa to vastly increase speed. Is much more costly to use than Basic Glide. Cannot remain afloat indefinitely. Float- Allows Kichi to simply float in the air. His speed is the same as he would be on the ground, though he can remain in the air indefinitely and thus allow him a strategic advantage against Earth magic. JamesLupus Noctis- Abilities gained by James' bond with Fenrir.Wolf Fang Fist- Charging his hand with energy either kinetic or dark, James swipes with his hand like claws, creating claws of energy that fly at the opponents, the longer the range the weaker the attack becomes. Maximum of three strikes per use. Ecliptic Howl- Tapping into Fenrir's powers, James unleashes a howl that potentially stuns enemies within range. Ferocious Arcanum- Tapping into Fenrir's aggression, James unleashes a series of 13 fast, charged strikes at an adjacent opponent. [Requires Lunatic Pandora] Savage Charge- With charged fists/claws, James Dashes at his opponent, going to and from, from multiple directions, knocking the opponent around. [Requires Lunatic Pandora] Vicious Quake- James strikes the ground, causing a powerful tremor to vibrate throughout the ground around him, knocking down any nearby foes. [Requires Lunatic Pandora] Ruthless Vice- James attempts to grab his target or the target's limbs in a powerful vice-grip, hoping to cause some crushing damage. May cause Cripple [if gripping a leg/legs], Disable [if gripping an arm/arms], or Pain [if gripping the torso]. [Requires Lunatic Pandora] Dash- With a burst of Kinetic Energy, James can propel himself in a single direction for 15 feet in a semi-blurred movement. Sense Darkness- James can sense darkness, However it is not exact. Sometimes he can only sense the general direction of it, or when it is approaching. In areas where great darkness surrounds, though, he cannot track it at all. Moonsault- With a burst of Kinetic Energy, James can propel himself upward 10 feet into the air, enough height to enable a flip or unleash an attack AmyInvisibility- Amy can become entirely invisible at will. Her shadow will still be visible, and she is not immune to magical sensing. CoryBurst Movement- Cory is capable of instantly repositioning himself to anywhere within 100 feet. The ability is incapable of passing through walls, as such scaling around the object uses up some of it's distance. The ability doesn't rely on strength for the move, but is physically demanding on his body. So while cost is low, Cory's body has a Burst Count of six Bursts without rest. This number may be raised in level ups.Iai Burst- A combination of Iai Blow and Burst Movement. Unlike other Burst Movement techniques, Cory is still traceable during Iai Burst, taking on the form of a glint of light and is thus avoidable. The glint of passes through enemies before finally reforming as the tip of the Revblade, followed by Cory reappearing out of thin air. Cory then swings the blade, resulting in a 50/50 chance of instant death or zero damage for all minion-types struck. Any characters struck by the attack have a 50/50 chance of no damage or normal damage. Uses a single burst. Burst Momentum- Cory is capable of exiting a burst while keeping a portion of the momentum, turning himself into a human bullet. Burst Momentum counts as a full Burst. Reflex Burst- Cory's standard Burst, used primarily out of reflex during combat. Counts as a single burst. Burst Flicker- Cory bursts in and out around an attack, making it seem as though the attack simply passed through him. Counts as a single burst. Multi Burst- Cory is capable of using a burst and storing the movement energy inside of his body to stack on top of the next burst. The result when used is an illusionary attack that creates an afterimage for each stored Burst. The illusions only last for 3 seconds, but allows Cory the chance to set up a surprise attack or simply flee. The number of Bursts stored (and thus, the number of illusions) all count as 1 towards Cory's Burst Count. Burst Extravaganza- By using an exceptional amount of mana and several bursts into his Burst Count, Cory is capable of using long-range Burst Movement. The ability requires five Bursts to use, making it only possible before entering combat at low levels. The distance limit goes from 100 feet to 20 miles, allowing Cory to escape from practically any situation. However, it still requires an open path to his location, making escape from imprisoning techniques impossible. LucianoCorruption's Wish- Calling on lesser powers of Fahna, one of Mateus' Dark Ice Generals, Louis gains the power to take control of something if he can put his palm against it. This includes lesser beings, such as heartless and animals, or objects that can otherwise move on their own, such as machina and vehicles. The control remains as long as he can keep his other hand submerged inside a dark corridor. The larger, more complex the object being controlled, the more mana is constantly needed to fuel the control. Corruption's Cataract- ((Activated By Heart of Corruption)) Louis becomes completely numb to pain for a period of time after activating Heart of Corruption. This makes him numb, but not immune to damage, in fact, it makes him far more susceptible to it. The numbness in his entire body makes it impossible for his own body to acknowledge he is being injured and thus does not take precautionary measures to stop bleeding or build up some form of defense against internal injury as well as external. In this state, Louis will attack without reserve and go to any lengths to destroy his enemy.((Numbness + Limited Berserk)) NickEyes of Chaos- Nick's unique ability, able to channel pure chaos through his eyes, able to cause many different kinds of status effects.Blind Shadows- fall over the person's eyes, blinding them. Confuse- The person sees demons and monsters all around them. Berserk- The person flies into a rage, attacking in a blind fury. Paralyze- The person becomes paralyzed with fear. JacobFeral Arts- A school of primal skills gifted to Jacob by his summon, Moomba.Feral Mode- Jacob inflicts a special form of Berserk on himself. While in Feral Mode, he can only use Feral Arts. While he can discern friend from foe, he will act and attack more like an animal than a person. Feral Mode grants increased physical stats (+1 to ASt, ASp, GS, OS, and ER).Feral Form Arts- Offensive abilities that can be used only while in Feral Form.Checkerboard Slash [Feral Mode] - Jacob uses his claws to do slash across a foes body, resulting in many light cuts. Causes Pain. Slitted Sight- While active, Jacob can more easily discern movement, including movement so fast the human eye can't catch it. It also grants him night vision and can peer through smoke, though it can only discern figures, not colors. While active, Jacob's pupils will become slitted. Requires Feral Mode. Gallop- Jacob moves on all fours, increasing his Outright and Attack Speeds while sacrificing conventional use of his throwing knives. Requires Feral Mode. Tracking- Jacob can use his feral instincts to discern the path of his prey. Requires Feral Mode.
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Posted: Tue Dec 14, 2010 9:52 am
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Posted: Tue Dec 14, 2010 10:32 am
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Posted: Tue Dec 14, 2010 10:39 am
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Posted: Tue Dec 14, 2010 10:58 am
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Posted: Tue Dec 14, 2010 11:37 am
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