01-09-2017, 08:56 PM (This post was last modified: 01-10-2017, 06:19 AM by Keileon.)
Alternate Names: Eternity, Eternity Project Zero
Gender: Male Species: Modified Human
Roleplay Type: Statform Hex:#38CEA0 Battle Theme:
Used In: Oblivion Phantasy: Forsaken Malign Universe: Manaverse Wiki Article:
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(Forsaken Malign, level 1)
Name: Eternity Project Zero (Daivam Sasvata) Gender: Male Age: 16 Level: 1 Next Level: 0/10 Appearance:
Profession: ??? (The one who claims this profession fled from the destroyed remnants of his former prison, escaping purely through luck and his captors' oversight.) [Viral Energy] [Eterna Mask] [Life Prolonging Treatment I] [Basic Attack: Int] *Viral Energy: Uses a modified variant of Mana called Viral Energy. *Eterna Mask: An extra Accessory Slot is added with a special "Eterna Mask" Equipment that cannot be removed. *Life Prolonging Treatment I: When the user is KO's, he regains 10% max HP per turn until he has at least 1 HP. If the rest of the party is KO'd before the user is revived, this Innate does not prevent losing the battle. Job Promotion:??? - Unwilling Immortal - Virulent Host - ? Weapon: Metal Fragment (A scrap of shrapnel that Daivam picked up as he was running away from the ruins of the destroyed facility he had been contained in. At first he used it to supplement his weak physical strength, he has since been able to channel enough Viral Energy into it to transform it into a weapon he's more adept at using.) [+1 Int] Armor: Duality Coat (Daivam's entire outfit fits the color scheme set by this high-necked coat- darker on his left side than his right.) [+1 Def] Accessories: -- Eterna Mask: One of the few "gifts" he'd ever recieved from GARNET, this half-mask is supposed to make it easier for Daivam to exercise control over Viral Energy. Surprisingly, it still retains its use after his "escape". [Consecutive Basic Attacking gains +1 Damage Output per turn to a maximum of +3] -- Dark Glove: A lone, black glove placed on his left hand. It doesn't really do anything, but affords Daivam a better grip on his weapon, at least. [+5 VE]
A-Ability: Symbiotic Takeover
+ Pain Share: Shoots a blade of Viral Energy into the target; while not doing direct damage, it attunes to the user's remaining energy, dealing damage to the inflicted as the user takes it. Chance of Reciprocation. Range: 3 cells. Element: Neutral. 12 VE.
+ Viral Cross: Pierces own body with two tangible blades of Viral Energy, only to send them hurtling at the enemy in an X formation to attempt to deal as much harm as possible. 90% Int damage to self; 130% Int damage to target. High chance of Wound. Range: Self and 3 cells. Element: Neutral. 10 VE.
R-Ability:Harm Absorption: User regains 5% max VE whenever he receives damage from an effect rather than an attack. S-Ability:Conditioned Apathy: Well used to pain and aware that he is unable to die, the user takes half damage from the effects of Reciprocation. B-Ability: N/A
E-Trigger:Hypertension: The mockery of blood speeds its flow through Daivam's veins and arteries, rushing faster than a normal human heart would be able to pump blood without immediate cardiac arrest. The sudden speed in his "bloodflow" has its own drawbacks... Decreases Daivam's accuracy by 15%. Increases the number of Basic Attack hits by 2. Daivam's HP cannot go below 1 while this E-Trigger is active, but takes 20% max HP damage per turn. All effects last 3 turns. 5 X-Levels. X-Ability:Fatal Defiance: A shattering noise as blue-green shards scatter everywhere; in the center of it all, pierced through with his own attack, Daivam kneels in pain. Determined golden eyes observe the opposition struck with the shards, before the symbiote goes straight to work at repairing its host's body. 200% piercing Int damage. High chance of Blood Loss. Daivam's HP is reduced to 1, his X-Gauge is reduced to 0, and he cannot act next turn. For three turns, Daivam regains HP at 10% per turn between phases. Range: All enemies. Element: Neutral. 10 X-Levels.
+ Nanomech Heal: Sends nanobots at the target to stitch together minor wounds. 100% Atk healing. Range: Self or 3 cells. Element: Neutral. 10 ENG.
+ Spybot: Sends a spybot at the target to determine its vulnerable points. Determines Weaknesses/Resistances of one target and raises Crit Rate and Damage Output by 10% when attacking that target only. Useable once per target. Range: 3 cells/self. Element: Neutral. 18 ENG.
+ Wired Fortification: Scatters microbots to the target, which then nestle under the target's armor in order to spread out a wire system and fortify the target's defenses. Increases Def and Spr by 30%, nonstackable; this increase degenerates by 10% whenever the target is hit with a Basic Attack or Ability and sustains damage. Range: Self or 3 cells. Element: Neutral. 24 22 ENG.
+ Forcefield: Uses a miniature forcefield generator to create a barrier around the target, shielding them from physical or magical damage depending on the target's needs. Bestows Protect OR Shell and cannot be used on the same target until the status wears off. Range: Self or 3 cells. Element: Neutral. 21 ENG.
+ Stimulation: Uses nanobots to "hack" the user's nervous system, increasing capability to react, dodge, and move, while at the same time enhancing the user's strength. Bestows Haste. Increases Evasion by 15% and Atk by 20%. All effects last 2 turns and do not stack. Range: Self. Element: Neutral. 1917 15 ENG.
+ Wire Tap: Attaches a surprisingly strong wire to the target, using their own electrical impulses to sap their energy and give it to the user. 10% max MP damage for 3 turns; absorbs damage as ENG. Neither the user nor the target may move more than 2 cells away from each other. Range: 2 cells. Hit Rate: 90%. Element: Neutral. 2422 19 ENG.
+ Signal Beam: No, not what you think it is. The user activates a special attachment on her rifle which sends a beam of colored light at the target, creating a strange effect in that the target will immediately go after the user. The affected target can only target the user and will attempt to move as close as possible to her for two turns. Range: 4 cells. Hit Rate: 90%. Element: Light. 20 ENG.
+ Stealth: Uses prowess in stealth technology to hide oneself from view. While it provides a wonderful opportunity to strike, it doesn't exactly work if one reveals their location by attacking. Bestows Cloak. As long as the user is Cloaked, any damage inflicted by her has a 20% higher chance of being Critical, however it immediately dispells Cloak. This skill may not be used more than once every three turns and can not be chained. Range: Self. Element: Neutral. 3 Use Counters.
A-Ability: Artificial Aggressor
+ Rapidfire: Repeatedly fires off rounds of bullets that can't possibly all fit in the user's rifle. Perhaps something inside is creating the bullets itself? 10 hits. 80% Atk damage each hit. Chance of Pain, chance of Frail. Reduces rounds in the user's weapon by 10; if there are fewer than 10 rounds left, reduces it to 0. Range: 4 cells, no adjacent. Hit Rate: 90% each hit. Element: Neutral. 24 22 ENG.
+ Fox Two: Quickly constructs an AI-guided rocket to aim and launch at the foe. The rocket's heat-seeking qualities direct it to the target, where it explodes on impact, doing sizeable damage. 140% Atk damage. Chance of Severe Burn. If Severe Burn succeeds, the target suffers another 10% max HP damage. The skill may be cancelled entirely if the user sustains damage from an enemy attack during charge time. Range: 4 cells. Hit Rate: Sure Hit. Cast Time: Charge (1 turn). Element: Fire. 24 ENG.
+ Concussive Burst: User throws a grenade some distance away, where it explodes, causing immediate damage. However, after a short delay, it releases an "aftershock" of sorts, a shockwave to stun the targets and knock them off balance. 2-turn skill. First turn: 150% Atk damage. Second turn: 10% Piercing Atk damage, knockback 1 cell, chance of Daze to any still in range. Range: 4 cells - area of 3 cells. Hit Rate: 70%. Element: Fire. 25 ENG.
+ Grey Goo "Ecophagy": Scatters nanobots over the battlefield, which doesn't seem to do much until one sees that the terrain is literally being eaten away by these nearly microscopic, self-replicating machines. All cells with Con on the battlefield have Con lowered by 2 every turn for 3 turns. The lowered Con lasts for an infinite duration. If a cell's Con hits 0, the cell is immediately detroyed (made into a Blank cell). Range: Special. Cast Time: Normal (1 Turn). Element: Neutral. 1 Use Counter.
+ Grey Goo "Biohazard Decay": Releases hundreds of self-replicating nanobots at the target. At first they don't seem to do much, but then the target begins to feel the effects of the ravenous machines- all perfectly under Tascera's command- literally eating away at the flesh of the unfortunate enemy. Perhaps some techniques are better left unused... Can not be used on an Inorganic enemy. Damage starts at 4% Max HP damage, doubling every 2 turns(cap 40%). Damage persists every turn until either the target or the user is KO'd, or the target is hit with a Water-, Fire-, or Thunder-Element skill with a Damage Output of at least 150%. If the target is KO'd by the effect of this skill, it is inflicted with Oblivion 2 turns after KO. Range: 4 cells. Hit Rate: 85%. Cast Time: Normal (2 Turns). Element: Neutral. 544944 39 ENG. Reduces X-Gauge to 0.
R-Ability:Efficiency: Whenever Tascera is hit by an enemy attack from an adjacent cell, she may react with a nondamaging skill for 75% of the normal ENG cost. S-Ability: -- Scope Shooter: Tascera's Crit rate is innately boosted by 10%. -- Recharge: Upon activation, Tascera may restore 50% of her max ENG immediately. E-Trigger:Overcharge: Electrifies the user's partially cybertronic nervous system to greatly enhance capabilities with a bit of an unavoidable drawback. Increases user's max HP and ENG by 20% for 3 turns, as well as lowering the user's ENG costs by 15%, but the user cannot Act for 2 turns after these effects wear off. 5 X-Levels. X-Ability:Fragmentation "Shrapnel Burst": A motorcycle drives, seemingly unmounted, onto the scene and stops near Tascera. Mounting the motorbike, the Ereva rides a straight course through the battlefield. The horned handlebars of the mortorcycle shoot out two dark crimson lasers which Tascera essentially rides between, before jumping off to dismount the motorcycle. Directed by her technopathy, the motorcycle drives to the center of the battlefield and literally explodes, sending shrapnel everywhere. 2 hits. First hit: 75% piercing Magical Atk damage, chance of Blood Loss. Tascera moves to the end of the hit's path. Second Hit: 75% piercing Atk damage, knockback 2 cells from center of field. Chance of Wound, chance of Pain. Range: See diagram below; area of 3 cells in center of field. Element: Fire, Neutral. 10 X-Levels. *First hit's range: {-} { } {-}
{-} { } {-}
{-} { } {-}
{ } {X} { }
Stretches to end of battlefield.
Used In: Algorithm of Fate, Fate/Lunaterra Universe: Manaverse Wiki Article:
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(Unused level 15)
Name: Nathair Kigyo Gender: Male Age: 19 Level: 15 Next Level: 0/54 Appearance:
Profession: Ophid Adept (The one who claims this profession is a master at commanding snakes to do his bidding and is able to channel their power.) [Viper's Blood] [Dual-Wield] [Shed Skin II] *Viper's Blood: The user is immune to all levels of the Poison status. *Shed Skin II: The user has a 20% higher chance to evade any physical status ailment. These status effects also have a 15% chance of ending each turn. Job Promotion: Snake Charmer - Ophid Adept - Dread Biter - Ouroboros Contractor Weapons: -- Azadeh: (The brilliant red scales of this deadly serpent warn of venom. She obeys Nathair without hesitation.) [+4 Atk / +2 Int] [Critical +5%] [Weapon Growth] [Low hance of Poison] -- Adrastos: (This snake is dully striped, as if to not draw attention to himself as he sinks his teeth into his enemy.) [+2 Atk / +4 Int] [Hit Rate +5%] [Weapon Growth] [Low chance of Poison] Armor: Refined Suit ("Hey, just because I'm willing to get my clothes a little bloody doesn't mean I can't look good doing it.") [+4 Def/+4 Spr] [-10% Magical Damage Input] Accessory: Pocketwatch ("If you plan to kill someone, you may as well get there on time. It's just rude to keep them waiting.") [+2 Move] [+10% Evasion] [Immune to effects that decrease or prevent movement]
A-Ability: The Serpent's Call
+ Envenom: A flash of red, a cry of pain, and a trickle of venom. Lashes one arm towards the foe, allowing Azadeh to strike with her fangs. Chance of Poison. Range: 3 cells. Element: Neutral. 6 MP.
+ Serpent's Evaluation:"A snake's eyes are so much more efficient than our own. To see warmth is to see where the blood runs closest to the surface. Harness that vison, strike the weak points, and my job has become that much easier..." Reveals target's Weaknesses and Resistances and increases the user's Critical Rate by 10% when attacking that enemy only for 3 turns or until the user casts this skill on another target. Range: 3 cells; Self. Element: Neutral. 8 MP.
+ Siphon: Adrastos latches onto the enemy, keeping hold and draining away the target's energy. 100% Atk damage to MP. Drains damage as MP and increases Atk by 10% indefinitely, no stack. Range: Adjacent cell. Element: Neutral. 8 MP.
+ Viper's Speed: Mimics the agility of the viper in order to speed oneself up. Bestows Haste, increases Move by 1, and increases Evasion by 5% for 3 turns. No stack. Range: Self. Element: Neutral. 13 MP.
+ Call Serpent: The user calls forth a serpent guardian that wards off attacks. Summons a Serpent Guard next to the user (Denotated {s} / HP: [1/4 Nathair's] / Def: [1/2 Nathair's] / Spr: [1/2 Nathair's] / Covering / Follows Nathair) and bestows Covered. Range: Adjacent cell. Element: Neutral. 8 MP.
+ Python's Strength: Lunges at the foe with the sheer force of the python, knocking the target back with blunt, shattering strength. 150% Atk damage. Knockback 1 cell. Chance of Daze. Range: 2 cells. Hit Rate: 90%. Element: Neutral. 11 MP.
+ Adder Assault: The user calls forth a swarm of small, venomous snakes that strike relentlessly at the enemy. 8 hits. 50% Atk damage. Any critical hits inflict chance of Fear. After damage calculation on the final hit, the target's Def and Spr are both lowered by 20% for 2 turns and healing effectiveness is halved. Range: 4 cells. Element: Neutral. 19 MP.
+ Carotid Strike: Darts forward at blinding speed like a cobra's strike, hand outreached for the target's throat with Azadeh coiled and ready to strike. 50% piercing Atk damage. High Critical Hit rate. Low chance of Severe Poison. Range: 3 cells. Hit Rate: 90%. Element: Neutral. 14 MP.
-- Fluid Combination: Pivots as soon as Azadeh's strike is done, allowing Adrastos his own turn at the open wound. 30% piercing Atk damage, increased to 50% if Carotid Strike was Critical. Range: Set. Hit Rate: 90%. Element: Neutral. 7 MP.
A-Ability: The Hiss of Death
+ Snake's Eyes: The user locks gazes with the target, his crimson irises strangely fading to the venomous yellow of his snakes'. The target feels itself falling into the reflective gold, powerless under the grasp of that enrapturing, hypnotic stare. The target is afflicted with a high chance of one of the following statuses at random: Confuse, Sleep, Charm, or Fear. Any damage to the target immediately ends this effect, but is multiplied by 1.5 as long as the effect remains. Range: 2 cells. Element: Dark. 13 MP.
+ Stranglehold: The user tosses one of his snake companions at the enemy, where the thrown snake latches onto the enemy to inflict damage before it eventually lets go. Persistent damage for three turns, starting at 40% Atk Damage and increasing by 10% each turn. The user loses all effects of one weapon of his choice for the duration of this skill, including stat boosts and the extra hit to Basic Attack. The effect can be dispelled manually by physical damage to the target. Chance of Severe Poison after damage calculation on the last turn of this skill. Range: 3 cells. Element: Neutral. 8 MP.
+ Infinite World of Ouroboros: Channels the cyclical nature of the divine serpent in order to greatly enhance the user's Mana Cycle. Bestows Mana Regeneration for two turns. When Mana Regeneration fades, the user's Cycle Mana special command is enhanced by 5% for three turns. Range: Self. Element: Light. 10 MP.
+ Glare of the Basilisk: A feral glare is often all that is needed to stop an enemy in its tracks. The user's eyes glow brightly for a moment to intimidate the foe before it turns tail and runs, dropping its guard on the way. The target is unable to move or act for its next turn. Chance of Fear after this effect. If Fear succeeds, the target takes 10% more damage from the user only as long as it is still Afraid. Range: Linear 4 cells (blocked by obstacles). Hit Rate: 80%. Element: Dark. 16 14 MP.
+ Anguis Arena:"And just when you think the pressure lets up, we step into the serpent's mouth... Can you escape the hunter?" The ground is literally pierced from below by huge, wickedly curved spikes mimicking the fangs of a gigantic serpent. A malignant ring of pure venom encircles the combatants as if fencing them off from escape... Structures are set on the battlefield according to the diagram below(with the Fang Pillar cells replacing any existing structure; blank cells mark those unaffected by this skill on a normal battlefield. Toxic Pool cells do not override structures). The battlefield must be at least 9x9 cells to use this skill. If the battlefield is larger than 9x9, it is centered as best as possible with priority given to horizontal position. If a Fang Pillar cell is spawned on a character, the character is pushed away with no damage. Range: Special. Element: Neutral. 322723 20 MP.
R-Ability:Life Drain: Whenever the user successfully lands a critical hit, the extra damage is drained by the user as HP. S-Ability: -- Focused Mind: Upon activation, the user is immune to all negative mental status afflictions for four turns. -- Strike of the Viper: User recieves a constant 10% increase to Critical Hit Rate. E-Trigger:Contract of Ouroboros:"Take my blood, my soul if you desire, as your own so that I may call upon your power, driving the dawn's light into a fit of frenzy--" Nathair raises his arms up, allowing Azadeh and Adrastos to bite his own arms, opening up the skin to allow the blood to spray free in sacrifice. It doesn't stay long, however, as the red spray is absorbed into the user's contract, forming intricately glowing red runes. Nathair's wounds now seem to heal at a quicker pace, and his battle capabilities seem greatly enhanced... The user takes 25% max HP damage. For the following 5 turns, the user is bestowed with Regeneration and his Atk and Critical Hit Rate are both increased by 20%. Azadeh's and Adrastos's added effects are upgraded to Chance of Poison. 5 X-Levels. X-Ability:Ouroboros Cycle "Ring of Light":"And as the dawn fades into night, the great serpent encircles all to match our eternal cycle; come forth now, Ouroboros, and set free your wrath against those who stand before your faithful servant!" 100% piercing Atk damage, treated as Spiritual. Disables the Cycle Mana special command of any target hit while doubling the effectiveness of the user's; both effects last 3 turns. The user is bestowed with Reraise. Range: All enemies. Element: Light. 10 X-Levels.
01-10-2017, 05:09 AM (This post was last modified: 01-10-2017, 09:52 AM by Keileon.)
Alternate Names: Stry
Gender: Male Species: Rokain Kitsune
Roleplay Type: Statform Hex:#59657A Battle Theme:
Used In: Tales of Alidaire: The Struggle Universe: Manaverse, Masqverse Wiki Article:
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Tales of Alidaire: The Struggle [Level 1]
Name: Strytor Verano Gender: Male Age: 18 Level: 1 Next Level: 0/10 Appearance: Strytor, Stry for short, is of a medium build and a pale complexion. He has jet black hair, which his two equally dark fox-ears would blend well into were they not tipped with white fur. His eyes are a slate gray, though almost light enough to be called silver, and regard everything around him with an almost analytical light. A long fang carved from quartz crystal hangs as a pendant from a silver chain around his neck. His clothes are ragged and torn, but he seems not to mind, and five bushy fox tails emerge from under his shirt. These tails are black with white tips and, surprisingly enough, are not bulky enough to hinder movement. A gemstone glowing with blue-white fire floats at the tip of the central tail.
Profession: Kitsune The one who claims this profession is a humanoid, fox-like creature with mystical ability and multiple tails. Kinda straightforward there. Weapon: Crystal Fang [+1 Int] A long fang pendant carved from clear quartz crystal, it serves to channel the user's arcane ability. Armor: Ragged Clothing [+1 Def] These clothes have seen better days. While torn, they still offer a small amount of protection. Accessory: Hoshi no Tama [+5 MP] A strange spherical jewel glowing with bluish-white flame, said to grant its holder power.
A-Ability: Kitsune no HonÅ
+ Kitsunebi: Sends strange blue-white foxfire at a target a short distance away, which hurts more than one would think. Chance of Burn. 120% Int damage. Range: 3 cells. Element: Fire. 6 MP.
+ Inari no MahÅ: Calls upon the power of the god Inari; however, as a nogitsune, the user doesn't get a whole lot of attention from the kitsune god. Oh well, it works for something. Increases Int by 20% for 3 turns. Range: Self or 3 cells. Element: Light. 8 MP.
R-Ability: N/A S-Ability:Power of Nogitsune: Inherently increases Int by 10%. D-Ability:Kitsunetsuki: Possesses the target so as to strike at its nearby allies unexpectedly with mana, then quickly flees its host, still leaving the victim confused at the sudden loss of control and injured by the blast of mana. Chance of Confuse. 150% piercing Int damage to target and surrounding cells from target. Range: 5 cells. Element: Arcane.
~ Stats ~
HP: 15 MP: 25 (+5 from Hoshi no Tama) DD: 0/10 ATK: 1 (+0 from Crystal Fang) DEF: 2 (+1 from Ragged Clothing) INT: 4 (+1 from Crystal Fang)(+1 from Power of Nogitsune) SPR: 3 (+0 from Ragged Clothing) Evasion: 2% Movement: 2 cells (+1 from Kitsune profession)
01-10-2017, 05:09 AM (This post was last modified: 01-10-2017, 10:02 AM by Keileon.)
Alternate Names: Feravel Miçasiisa
Gender: Male Species: True Firedrake
Roleplay Type: Statform Hex:#C21111 Battle Theme:
Used In: Euthora-Roul: Kel en Miir Universe: Manaverse Wiki Article:
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Kel en Miir, level 5
Name: Feravel Blazewing Gender: Male Age: Unknown Level: 5 Next Level: 0/16 Appearance:
Profession: Miçassei Seitir [Fire Affinity I] [Immune Burn] The one who holds this profession is a creature undoubtedly of fire, of the destructive force that brings change as often as it brings death. Feravel holds within him the power to harness this volatile element. What will he burn? What will he spare? *Fire Affinity I: User acquires permanent "Fire Affinity" Properties. Increases the Damage Output of Fire Elemental Basic Attacks or Abilities by 10%. In addition, Decreases the Total Damage received by the Fire Element by 20%. Job Promotion:Miçassei Seitir - ??? - ??? - ??? -- Alignment: Fire -- Disposition: Aggressive Weapon: Blazing Claws (Claws cloaked in flame to better deal damage to the enemy. This flame never seems to go out.) [+2 Atk] [Fire Element] [Low chance of Burn] Armor: Scarlet Dragonscale (Brilliant red scales that offer minimal protection against both sword and magic.) [+1 Def/+1 Fai] Accessory: Amber Shard (A shard of yellow crystal that seems to glow with an inner fire.) [+5 SE] [Burn chance +10%]
A-Ability: Kroal en Miara
+ Miirsii: Attacks the target with a claw coated in flames. 120% Atk damage, chance of Burn. Range: Adjacent cell. Element: Fire. 8 SE.
+ Memiça: Intensifies user's aura to concentrate damage more effectively. Damage output +10% for 3 turns, stackable. Critical rate +5%, nonstackable. Range: Self. Element: Fire. 8 SE.
+ Kora-Iri: Gives off an intense firelight, unlocking in it a soothing property to other dragons. 120% Atk healing to dragon allies only. Range: Surrounding Cells. Element: Fire. 10 SE.
R-Ability:Teiurr-ta KásedeÃ: If the user enters Critical HP, the user automatically casts Kora-Iri on himself and the Temper Gauge reverses. This does not dispel Burst Mode if the user has activated it. S-Abilities: -- Blazing Soul (I): SE costs of the user's Fire-element Abilities are decreased by 10%. Temper Traits: -- Low Temper: Atk decreases by 10% for each level below 5, while Def increases by the same amount. Certain status conditions affect the user more strongly, while others affect the user more weakly (as determined by the GM). At 0 Temper, the user cannot inflict the Burn status or directly attack an enemy. -- High Temper: Atk increases by 10% for each level below 5, while Def decreases by the same amount. Certain status conditions affect the user more strongly, while others affect the user more weakly (as determined by the GM). At 10 Temper, the user has a 100% chance to inflict Burn with applicable attacks and must directly attack a unit (ally or enemy) within range once per turn.
Burst Mode:Risen Phoenix "Stoke the forge and bathe the land in cleansing fire." -- Burst Meter: [//////////] -- ??? + Burst Skills: -- Miças ait Miçafriu: Effect unknown.
+ Miirsii: Attacks the target with a claw coated in flames. 120% Atk damage, chance of Burn. Range: Adjacent cell. Element: Fire. 8 7 SE.
+ Memiça: Intensifies user's aura to concentrate damage more effectively. Damage output +10% for 3 turns, stackable. Critical rate +5%, nonstackable. Range: Self. Element: Fire. 8 7 SE.
+ Kora-Iri: Gives off an intense firelight, unlocking in it a soothing property to other dragons. 120% Atk healing to dragon allies only. Range: Surrounding Cells. Element: Fire. 10 9 SE.
+ Mem Kroalçá ait Norok: Reveals details of the target, such as elemental weaknesses, drops, and limited data on behavior. Range: 5 cells. Element: Neutral. Cast Time: Normal (1 turn). 8 SE.
+ DÃamiir: Creates a vortex of flame around the target, trapping them while the fire literally cuts their flesh away. High chance of Immobilize. 50% Atk damage, low chance of Burn. Damage and Burn chance persist for the duration of Immobilize. Range: 3 cells. Element: Fire. Hit Rate: 90%. 12 11 SE.
+ Seiátir ait Kouhali: The user lashes out at an enemy, striking through their armor to sink sharp fangs into them. Though the wound bleeds, it is not just blood that pours from the wound- a blue, wispy, smoke-like substance hangs around the dragon's jaws before fading, absorbed. 30% Piercing Atk damage. Absorbs total damage as SE Healing. Range: Adjacent. Element: Fire. 0 SE.
R-Ability:Teiurr-ta KásedeÃ: If the user enters Critical HP, the user automatically casts Kora-Iri on himself and the Temper Gauge reverses. This does not dispel Burst Mode if the user has activated it. S-Abilities: -- Blazing Soul (I): SE costs of the user's Fire-element Abilities are decreased by 10%. Temper Traits: -- Low Temper: Atk decreases by 10% for each level below 5, while Def increases by the same amount. Certain status conditions affect the user more strongly, while others affect the user more weakly (as determined by the GM). At 0 Temper, the user cannot inflict the Burn status or directly attack an enemy. -- High Temper: Atk increases by 10% for each level above 5, while Def decreases by the same amount. Certain status conditions affect the user more strongly, while others affect the user more weakly (as determined by the GM). At 10 Temper, the user has a 100% chance to inflict Burn with applicable attacks and must directly attack a unit (ally or enemy) within range once per turn.
Burst Mode:Risen Phoenix "Stoke the forge and bathe the land in cleansing fire." -- Burst Meter: [//////////] -- The user becomes enveloped in an aura of fire that hits all enemy units within 3 cells with 10% Piercing Spiritual Atk damage per turn. Additionally, all Fire-Aligned allies within this aura gain a 50% increase to Damage Output. If the User or an ally within range of his aura is KO'd, there is a 33% chance that the unit will be revived with 1 HP automatically (that turn only). + Burst Skills:
-- Miças tes Miçafriu: The user gives a feral roar, the fiery aura swirling around him as his expression darkens, some deep draconic instinct perhaps? A wide circle of fire blasts out from him, burning everything it touches in an uncontrolled blaze. 200% Destruct damage and chance of Scorch (detailed below). Corpses caught within range are destroyed and become Ash Piles. Range: Radius of 3 cells. Element: Fire. 4 Burst Levels. + Scorch: The afflicted takes 7% max HP damage per turn and Physical Stats are both reduced by 20%. All Fire-Elemental damage taken by the afflicted while this status is active is doubled. Default Duration: 3 turns.
+ {a} --- Ash Pile
-- Trigger Command: Search!
-- Can be passed and occupied.
Kroal en Miara --- Roar of Flame Miirsii --- Fire-Claw Memiça --- Aura Burn Kora-Iri --- Sun's Light Mem Kroalçá ait Norok --- Aura Speaks the Truth DÃamiir --- Fire-Storm Seiátir ait Kouhali --- Trap the Spirit
01-10-2017, 05:10 AM (This post was last modified: 01-10-2017, 10:10 AM by Keileon.)
Alternate Names: Collusion
Gender: Male Species: Human
Roleplay Type: Statform Hex:#172355 Battle Theme:
Used In: Heaven's Duality: Interface Universe: Manaverse Wiki Article:
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Heaven's Duality: Interface, level 1
Name: Daniel "Collusion" Kuvalon Gender: Male Age: 24 Level: 1 Next Level: 0/12 Appearance:
Profession: Hacker [Carrier Modulation] [Basic Attack: Int] [No Weapon] (The one who holds this profession has turned to a life of technological prowess after being crippled in the turn of the Seventh Era.) Job Promotion:Hacker - Administrator - ??? - ??? *Carrier Modulation: Daniel may use a Move Command to warp to any Waypoint Cell. He may also use an Act Command to activate Special Command: Gateway. -- Special Command: Gateway: The user breaks his way into the system to set a node at a chosen location. Sets Waypoint Cell. Range: 3 cells.
{ } --- Waypoint Cell
-- Can be occupied, but occupants are pushed when a unit warps to cell.
-- Permanent Duration
-- Maximum 5 at a time on the grid. New Waypoint Cells past the cap replace existing Waypont Cells of the user's choice.
Armor: Mirror Shades [+1 Spr] (Red-rimmed shades with a mirror-like, blue lens. You can't see Daniel's eyes through them, so it's hard to tell what he's thinking.) Accessory: Wired Headset [+5 MP] [Upgrade] (This fancy-looking headset connects Daniel to his chair and console via protected wires.)
A-Ability: Server Connection
+ Reroute: Using his already-established access points into AeroComm's system, the user ports a target to one of these access points. Warps target to a Waypoint Cell. Range: 3 cells. Element: Neutral. 5 MP.
+ Local Area Network: Raises Dominant Offensive Stats of allies on or adjacent to Waypoint Cell by 10%. Range: Waypoint Cell/Adjacent. Element: Neutral. 9 MP.
R-Ability:Trojan: When attacked, set Waypoint Cell at attacker's location. S-Ability:Packet File: As long as Daniel is on a Waypoint Cell, he may channel any skills through one other Waypoint Cell. B-Ability:Remote Connection: Assumes control of a single non-Boss enemy unit on or adjacent to a Waypoint Cell for 5 turns. One Use Counter.
E-Trigger:Remote Access Tool: The user's Special Command: Gateway becomes a Free Command. Whenever the user or an ally warps or is warped to a Waypoint Cell, they instantly regain 10% max MP and their next Act Command against an enemy unit has a 20% increase in effectiveness (be it damage, status chance, or debuff). Affected allies are able to use Special Command: Gateway one time after this effect is applied to them. Duration: 3 turns. 5 X-Levels, one Use Counter. X-Ability:Catatonia: Though you may be getting swarmed by enemies, or perhaps there's one particular enemy who threatens to wipe your party, all enemies seem to stop moving all at once, giving your team a chance to attack or flee. Absurdly High Chance of [Catatonia]. Bypasses Resistances and Immunities. Targets affected by Catatonia cannot Act or Move and have their Abilities disabled. Afflicted targets have an increasing chance to break out of the effect after Turn 1, guaranteed after Turn 3. Range: All Enemies. Element: Neutral. 10 X-Levels, one Use Counter.
+ Denial of Service: Lowers Defensive Stats of all enemies on or adjacent to a Waypoint Cell by 10%. Range: Waypoint Cell/Adjacent. Element: Neutral. 10 MP.
+ Tail Recursion: Forces target to take the last Act Command it used. Range: Waypoint Cell/Adjacent. Element: Neutral. 14 MP.
+ Firewall: Forms a barrier of energy around the target cell, hurting units that try to pass through it for 10% max HP damage. Range: Waypoint Cell. Radius: 3 cells. Element: Fire. 7 MP.
+ Interrupt Request: High chance of Stun and automatically interrupts any active Cast/Charge Time skills or multiple-turn attacks. Range: Waypoint Cell. Element: Neutral. 10 MP.
+ Threat Model: The user determines the largest threats to the party and acts to counteract those threats. Determines the enemy or enemies with the highest theoretical threat level. When being attacked by the determined target, all ally units gain a 10% increase to affected Defensive Stat and resist any Status Effects that would result from the attack. When attacking the determined target, all ally units gain a 10% increase to the used Offensive Stat and have double base Critical chance. This effect lasts until all affected targets or the user are KO'd. Range: Special. Element: Neutral. ? MP.
+ Data Transferral: Turns one Waypoint Cell into an Energy Well. An Energy Well loses the normal function of a Waypoint Cell and no longer counts towards the limit of Waypoint Cells on the field. When on or adjacent to an Energy Well, an ally unit can use the energy stored as a substitute for some or all of the MP cost of a skill. The default energy stores of an Energy Well are 20/20 and cannot be replenished. Energy Wells disappear when depleted. Range: Waypoint Cell. Element: Neutral. 25 MP.
{ } --- Energy Well
-- Permanent Duration until depleted
-- Can be occupied
-- MP: 20/20