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DrgnmastrAlex's Heroes and Heroines

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Author Topic: DrgnmastrAlex's Heroes and Heroines  (Read 6764 times)
DrgnmastrAlex
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« Reply #30 on: June 25, 2013, 03:59:03 am »

Name: Asuna Shoukkai (fallen; taken by Evangeline)

Age: 26

Gender: Female

Affinity: Balanced

Hp: 115  CC: 115

Appearance: http://safebooru.org/index.php?page=post&s=view&id=890796

Bio: A female martial artist, Asuna has practised a form that channels both physical power and magic ability into one.  Known as the "Inferno Fist" by many in the Sanctum, she utilizes both fire and wind magic in her attacks, making her a powerful combatant on her own, and even more impressive when combining her arts with fellow party members.

Special Attacks/Abilities:

Aura of the Blazing Zephyr (passive): Asuna has learned how to harness her magical talents to provide assistance or detrimental effects in battle.  Once per turn, she can choose to shift her aura between fire, wind, or a combination of the two, with unique effects to each:

Fire: Any fire-based attack made on her is nullified, and any physical attack that damages or does CC made on her has an 80% chance to deal 5 fire damage from contact.

Wind: Manipulating the winds, Asuna grants a 5% bonus to evasion for her entire party, including herself.  All opponent attacks made on her suffer a -5% accuracy penalty.

Fire and Wind: A devastating aura that Asuna only uses when the time calls for it.  All her attacks involving fire and wind magic deal 10 more damage, but she can only maintain this for four turns before she has to disengage her aura to avoid oxygen deprivation.

Punch/Kick (considered basic attack), 90% chance, deals 10 damage: A highly accurate strike.

Blaze Fist (fire magic), 80% chance, deals 15 fire damage (break): An attack that can be used at close to mid range, Asuna focuses the flames around her fist before punching at the target, sending the condensed flame at them like a shot.

Palm of Harsh Winds (wind magic), 85% chance, deals 5 damage: This attack deals a light amount of damage, but has a 50% chance of pushing the opponent back a bit, reducing their evasion by 5% their next turn as they recover from the force of the winds.

Wind/Flame Strikes, 85% chance: Not necessarily an attack, but a focusing of her magic into her physical attacks.  When successful, and depending on her aura, her physical attacks deal an extra 5 fire or wind damage for three turns, and are considered both a physical and magical attack.  This skill does not take up her action for the round, but cannot be used again until the previous use has expired.

Comet Punch, 80% chance, deals 20 fire damage (break): Asuna uses wind to speed up her attack before switching to fire the second before she hits, making her attack look like an incoming comet.  Once used, the attack cannot be used again for three turns due to the rapid expenditure of mana.

Wind Sickle (wind magic), 75% chance, deals 15 wind damage (break): A ranged attack that utilizes highly compressed wind to slice through the air, almost like a blade.

Explosion! (considered both fire and wind magic), 70% chance, deals 40 fire damage (break): Using the knowledge of how air and fire interact, Asuna creates a bubble of condensed wind before adding a spark of fire, simulating an explosion that deals massive damage.  After this attack is used, it cannot be used for four turns, due to the rapid fluctuation of air pressure being unsuitable for creating another explosion as an after-effect.

Infernal Tempest (considered both fire and wind magic), 65% chance (special attack): This unique attack targets everything around Asuna for a good 50 yards, meaning anything she is fighting will be caught up in the spell if it is successfully cast (roll is made by character's owner).  Requiring a large amount of concentration, Asuna stirs up the air, creating conditions for her fire to ignite and start a flaming mini-tornado.  All who are involved in the fight, save for Asuna, take an initial 30 fire damage during the first round, and 5 fire and 5 wind damage for each round thereafter for four turns.  Anyone in the area who is resistant or immune to fire will still take 15 damage from the sheer force and pressure from the initial casting, then 5 wind damage per turn for four turns.  This attack rapidly drains Asuna's mana, and after a successful use, she cannot use it again, nor can she use any magic for three turns.
« Last Edit: January 31, 2014, 12:02:16 am by DrgnmastrAlex » Report Spam   Logged

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« Reply #31 on: August 30, 2013, 08:54:33 pm »

Name: Tear Grants (Full Name: Mystearica Aura Fende) (fallen; taken by Myey)

Age: 18

Gender: Female

Affinity: Strong-willed

Hp: 100  CC: 130

Appearance: http://images.wikia.com/aselia/images/0/0b/Normal_Tearstatart.jpg

Bio: In her past, Tear had seen firsthand the kind of devastation that good intentions and ignorance could breed, as well as the pettiness of greed.  But she had also seen the good in people, and her travels with a group of friends (and one who was more than just that) helped temper her into a fine warrior with a sound mind and a kind heart.  Though initially she may seem cold and distant when first met, this quickly dissipates, as Tear employs formality to most, while those she travels with see what she really is like.  Also, she has a fondness for cute things.  Adorable things.  Fine, she adores cute things, and will blush and stare at them with great big starry eyes while fighting an urge to hug it.

Special Attacks/Abilities:

Agility (passive): Tear has been taught as a warrior, and though her skills are focused in spells, she is still physically capable in regards to avoiding attacks.  All attacks have a -10% chance to hit Tear, and any physical attack made on her has a 15% chance to be parried by her staff, resulting in no damage done to her.

Overlimit (unique passive):  Tear gains Overlimit upon performing attacks, representing a sort of combat momentum. At the start of an encounter, she has as much overlimit as she left the previous encounter with (0 at game start).  The maximum amount of Overlimit Tear can accumulate is 400. If there are multiple combatants that have an Overlimit gauge, their stocks are added together and merged into a single pool, then split evenly at the end of the fight.

Staff Attack (considered basic attack, both close and ranged weapon), 90% chance, deals 5 damage and Tear gains 5 Overlimit: Tear's staff is battle-ready, and can be used in close range attacks as a bludgeoning/slashing weapon.  From range, she is able to fire orbs of condensed mana at the enemy.

First Aid, 80% chance, restores 20 hp on a target and Tear gains 10 Overlimit: A basic healing spell that affects a single target.

Healing Circle, 70% chance, restores 35 hp to all party members, and Tear gains 10 Overlimit for each character's hp restored: An intermediate-level healing spell that encircles Tear's party, healing them.  There is also a 40% chance that the healing effects resonate with a party member, providing a 10 hp regenerative effect per turn for four turns.  If this effect activates, Tear gains 5 Overlimit for each turn that target recovers hp.

Resurrection, 65% chance, only usable on a target with 0 hp, and Tear gains 50 Overlimit: A high-level restorative spell, Tear uses her healing artes to revitalize a fallen ally.  That ally's hp is restored equal to one half of their max hp.

Pow Hammer, 80% chance, deals 15 damage, Tear gains 10 Overlimit (break): A hammer is conjured to slam into an enemy, with a 60% chance of stunning the target for a turn.

Holy Lance, 70% chance, deals 35 damage x5, and Tear gains 15 Overlimit per hit (break): A single target is pierced by five spears of light.

Holy Song, 65% chance on all allies, restores 25 hp and increases damage and resistance for physical attacks by 10 for three turns, and Tear gains 15 Overlimit per affected ally: A restorative spell that also boosts the party's fighting capabilities.

Judgement, 60% chance on all enemies, deals 40 fire damage (break), and Tear gains 20 Overlimit per affected target: A spell that targets all of Tear's enemies in holy fire.

Mystic Arte-Innocent Shine: Costs 400 Overlimit (Light-elemental)

Tear's ultimate magical attack creates spirals of light that shoot up from beneath her enemies to the heavens, before firing down on the battlefield as a single, massive beam of light which deals 200 damage to each enemy.  This attack is unavoidable and unblockable, but the damage can be lessened by abilities that reduce magical damage.

Weakness: Cute things- Any time Tear encounters a creature or person that she finds cute, her attacks are 15% less accurate, her passive is negated (but only for that target), and any cc-based attacks from that target deal an additional 20 cc!
« Last Edit: January 31, 2014, 12:02:41 am by DrgnmastrAlex » Report Spam   Logged

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« Reply #32 on: September 09, 2013, 11:03:14 pm »

Name: Elanore Astelron (low-stakes)

Age: 20

Gender: Female

Affinity: Balanced

Hp: 115  CC: 115

Appearance: http://gelbooru.com/index.php?page=post&s=view&id=1988418

Bio: The crown princess of Taras and sister to Blake, Elanore took a slightly different path in combat compared to her brother.  Whereas he became a member of the Tarasian knights, who were skilled in anti-magic combat, and focused on deliberate strikes, Elanore's style relies on a hit-and-run mentality, darting in and out of the opponent's range.  Her sword is remarkably light and strong to take advantage of this.  Through most of her life, she was trained in etiquette and combat, as befitting of the King's children, and she feels a great attachment to the growing kingdom.  Not too long ago, she had gotten word that her brother had agreed to become Empress Sumire Izuno's consort, in an effort to establish friendly relations.  Disbelieving that her brother had proposed the idea, she is somewhat hostile to anyone hailing from the Izuno Empire, and intends on getting to the bottom of her brother's arrangement.

(Abilities will be added soon)
« Last Edit: September 15, 2013, 09:42:57 pm by DrgnmastrAlex » Report Spam   Logged

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« Reply #33 on: September 15, 2013, 09:42:11 pm »

Name: Kosenju

Age: Appears 19 (is actually 36)

Gender: Female

Affinity: Balanced

Hp: 115  CC: 115

Appearance: http://danbooru.donmai.us/posts/1177885?tags=robot_ears

Bio: Prior to Tetsu's escape from the Organization, the program that was involved in taking civilians and turning them into cyborg guards was being expanded upon, from the data collected from KOS-MOS while she was enthralled.  In addition to the actual process of conversion, there were plans to integrate advanced weaponry to negate any of the Sanctum's weapons and nullify their magics.  Unfortunately, the facility where Tetsu escaped from was badly damaged, and much of the original data gained from KOS-MOS was lost, as was the edited data that would allow the Organization to mass-convert civilians into sexy cyborg guards.  There was one other person who found herself outside of the grounds besides Tetsu, although she has virtually no recollection of who she was before awakening, although her data banks suggest she was involved in some way with the same nanite enhancements, body modification, and experimentation that was performed on Tetsu.  All she could remember about herself was a word attributed to one of her weapons: Kosen 'ju, or 'lightgun' in the language of the Izuno Empire.  Adopting the word as her name, she eventually found herself confronted by Sanctum officials, and upon finding out her origin (or at least, what led to her being this way), they enlisted her into Sanctum forces. 

Personality: Kosenju is cheerful and optimistic, but not overtly bubbly.  Many who encounter her would call her 'light-hearted' in this sense, and consider her an asset in regards to morale and interacting with the public.  She does carry small fragments of memory from who she once was, but they are so brief and indistinct that they are considered negligible.  Kosenju sees the value that the Sanctum puts into individuality and free-will, and sees her new life as a fresh start, regardless of who she once was.  There are the few times, though, that a strange, building desire wells up within her, and she feels the need to sate it.

Special Attacks/Abilities:

Enhanced Body (passive): Kosenju’s body far exceeds most people’s capacities in many ways. She is both agile and durable, with a natural aversion to being swayed by emotions. She gains 10% Evasion and takes 5 less HP damage, as well as ignorning CC Passives.

Anti-Hack Software (passive): Kosenju’s mind is locked tight with several different protocols to prevent others from invading her thoughts and taking control. Hypnotic Effects and Technological Effects that attempt to control her deal 10 less CC damage. However, whatever augmentation occured from exposure to the nanite project left her body somewhat susceptible to arousal. CC moves involving physical contact or visual seduction deal 3 extra CC Damage.

(More to come!)
« Last Edit: September 20, 2013, 06:44:51 pm by DrgnmastrAlex » Report Spam   Logged

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« Reply #34 on: September 18, 2013, 01:41:36 pm »

Name: Lulu

Age: 22

Gender: Female

Affinity: Strong-Willed

Hp: 100  CC: 130

Appearance: http://en.wikipedia.org/wiki/File:Lulu.png

Bio: One of the guardians of High Summoner Yuna, daughter of High Summoner Braska, and a close friend besides, she and Yuna's party managed to defeat Sin, an entity of mass destruction, once and for all.  In the months that followed, her and another of Yuna's guardians, Wakka, have gotten close.  But, on a quick visit to the interior of the temple at Besaid, she found herself flung to another world, strangely like one of Yuna's guardians, the boy Tidus, had gone through.  No stranger to impossible odds, she is determined to find her way back.  She is somewhat surprised at the laws of magic in this world.  Finding she has an unlimited amount of mana to use for her spells, the tradeoff is a reduction in accuracy, as well as a good portion of her spells missing.  She has heard tales of the mistresses, and the Organization, but has stayed low for two reasons: to avoid their attention, due to the amount of power she wields, and to avoid populaces who would mistake her as a mistress, which has already occured a few times.

Special Attacks/Abilities:

Evasion (passive): As a black mage, Lulu doesn't have as much protection as other heroes, but her investment in increasing how hard she is to hit has paid off in this world.  Any attack has a -10% penalty to hit her.  This has not toughened her up though, resulting in any physical attack an opponent successfully connects with dealing an extra 5 damage to her.

Magic Resistance (passive): Any spells that manage to connect with Lulu are automatically reduced by 15 points.  If damage would be reduced to zero by this effect, it simply deals 1 point of damage.

Doublecast: Once on one of her turns, Lulu can choose to forego her turn to be able to cast twice the next turn.  The next turn, she can choose two different spells to cast at a single target or different targets with no penatly to hit.  This ability, once used, cannot be used for three rounds after she doublecasts.

Doll Strike, 95% chance, deals 5 damage (considered basic attack): Lulu really doesn't hit an enemy.  Rather, the doll she carries can be manipulated with magic to hit the enemy.

Fire (break), 80% chance, deals 15 fire damage.

Fira (break), 70% chance, deals 25 fire damage.

Firaga (break) 55% chance, deals 45 fire damage.

Thunder, 85% chance, deals 10 electric damage.

Thundara, 75% chance, deals 20 electric damage.

Watera, 70% chance, deals 25 water damage.

Blizzaga, 55% chance, deals 45 ice damage.

Flare (break), 55% chance, deals 50 non-elemental damage (bypasses magic resistances); can only be cast every two rounds.

Demi, 60% chance, deals one-fifth all enemies current hp as damage; can only be cast every two rounds.

Bio, 75% chance, deals 20 damage and poisons the target, dealing 10 hp per turn for three turns; can only be cast every three rounds.

Ultima, 60% chance, deals 50 non-elemental damage (bypasses magic and damage resistances) to all enemies; can only be cast every four rounds.

Overdrive, Spell Storm, 100% chance: When Lulu is within 25 hp of being knocked out, or 30 cc of being charmed, her powers as a black mage reach a critical point where she can cast several spells at once at all enemies.  Each target takes damage from her spells firing wildly; 75% chance for 25 damage x 6 for each enemy.  After she uses Spell Storm, she cannot use it again for the remainder of the encounter.
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« Reply #35 on: October 23, 2013, 10:27:19 pm »

Name: Riah "Thanar" Kurtz

Age: 26

Gender: Female (formerly male)

Affinity: Abled

Hp: 150  CC: 110 (1 prior increase)

Appearance: http://www.gelbooru.com/index.php?page=post&s=view&id=1847573

Bio: Trained from a very young age in the arts of a paladin, Thanar has been meticulously crafted into a symbol of chastity, heroism, valor, compassion, and skill in combat.  One of a group of "Mistress-fighters", Thanar is a test for the Church of the Righteous Mind to see whether through intense training and discipline, as well as holy power, their soldiers can stand against the Organization.  This strict discipline allowed him to survive battles with Seczor and Yula, and gained a boon from Myey (and leaving the means to take advantage of that boon with his fellow paladins).  However, Thanar was not quite prepared for the force that he faced next.  Though he fought valiantly, nearly defeating Ebony, he fell in battle, and soon became a shapely, erotic dream of a woman who was devoted to serving her new mistress. 

She served Ebony for over a year, wreaking havoc and bringing pain and pleasure, before she was finally subdued; it would be a while longer before she was purified, however, by a kitsune known as Ahri Gumiho, who had allied with the Sanctum and used her powers to funnel out the lust and corruption inside what Thanar was.  But Thanar's change into a woman could not be reversed, although her mind and spirit were restored.  As a sign of gratitude, she took up her new name, Riah, and began again on the path of a paladin, seeking to redeem herself for her past actions.

Special Attacks/Abilities:

Tougher than she looks... (passive): All damage from physical or magical attacks is reduced by 10.

Former Ex-Paladin (passive): Riah's time as both a force of good and a vessel of desire and corruption has left a lasting impact on her.  Though her connection to holy power isn't as pure as before, it seems to be stronger.  Anytime Riah faces against an enemy that is demonic or dark in nature, their CC-inflicting attacks (not including passives based around visual, auditory, or aromatic seduction) are reduced by 20 cc.  The residual darkness inside her seems to be a potent buffer against erotic magics.

Sword slash (basic attack), 85% chance, deals 15 damage: A basic slash with her holy longsword.

Shield bash, 80% chance, deals 5 damage: Riah attacks by slamming her shield into the enemy, dealing a light amount of damage but having a 75% chance of stunning the target for a turn due to the impact and knockback.

Charge, 65% chance, deals 40 damage (break): Riah rushes a target with her shield forward, slipping in her blade right at the moment of impact to hit the target with both her shield and sword.  If it connects, there is a 50% chance of the target being stunned for two turns from the overwhelming power behind the blows.

Whirlwind strike , 70% chance x3, 1st hit deals 25 damage, second deals 10, and third deals 30 (break): Riah spins toward the target, using the inertia behind her spin to hit a target twice with her sword in quick succession, alongside a strike with her shield.  If all three strikes are successful, the target is stunned for a turn.  If at least two hits are successful, the target takes 5 damage over three rounds from bleeding.

GreyLight Beam, 80% chance, deals 15 magic damage: A blast of magic, equal parts darkness and light, that shoots from Riah's sword.  This attack can hit a target at any range, and if it hits an enemy that is demonic or dark in nature, any damage reduction they have is negated for four turns.  If they have no damage reduction, they take an additional 5 hp damage for four turns.

Lay on Hands, 85% chance, heals 20 hp or deals 20 hp to dark and demonic targets: A spell that Riah has recovered from her training.  With it, she is able to heal an ally, or inflict damage to a dark or demonic-origin target.  If used to deal damage, it bypasses all damage reduction, and Riah must wait two turns before using this spell again.

Widespread GreyLight Beam, 60% chance, deals 15 magic damage to all enemies: A modification to Riah's manifestation of her magical power, this attack fires magical beams at all enemies.  If it hits an enemy that is demonic or dark in nature, any damage reduction they have is negated for four turns.  If they have no damage reduction, they take an additional 5 hp damage for four turns.
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« Reply #36 on: November 02, 2013, 04:01:14 pm »

Gabrielle Stevens

Age: 18

Gender: Female

Affinity: Abled

Hp: 130  CC: 100

Appearance: Short raven hair, a lean, feminine body, blue eyes, and a C-cup along with a tight rear.  That's what is usually seen first by many men (and some women), before they notice she's got a pretty big crossbow, many bolts for said weapon, and two twin kukris strapped to light, custom made chainmail.

Bio: Gabrielle (Or Gabs, as her friends have called her), is a notorious big game hunter, well-known for bringing down bears, elk, mountain lions, and other large animals that may threaten local populaces.  She has recently expanded her hunt to mistresses and their converts, preferring to bring them alive, if possible.  After all, what better game to hunt than one who's intellect is on par with yours?

Special Attacks/Abilities:

Agile (passive): A lifetime of training has enhanced her agility.  All attacks have a -10 to hit.

Dual-wield (passive): Gabi is well-versed with using her twin kukris in both hands.  She can attack two times (main hand, then off-hand), at a -5 to hit with the second attack.

Endurance training (passive): Gabi has trained extensively to improve her stamina and endurance.  Any attack made on her that can stun or knock her down has a 50% chance to fail.

Crossbow shot, 70% chance, deals 25 break damage.  Gabrielle fires a shot with her crossbow.  She always keeps plenty of ammo on hand, so she needs not worry about running out any time soon.

Whirlwind, 55% chance, deals 40 damage.  Gabrielle spins into a target with her kukris extended, dealing a lot of damage if it connects.

Heel kick, 75% chance, deals 20 damage.  Gabrielle launches herself at a target, heels extended, to deliver a harsh kick to their torso.  40% chance of stunning the target for a turn.

Slash combo, 80% first hit, 70% second hit, 65% third hit; deals 10 damage each hit.

Slash (basic attack), 85% chance, deals 10 damage.
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« Reply #37 on: November 02, 2013, 04:17:16 pm »

Name: Paine

Gender: Female

Age: 18

Affinity: Abled

Hp: 130  CC: 100

Appearance: http://www.cosplayisland.co.uk/files/costumes/2425/32226/gamblerpaine.jpg

Bio: It wasn't long ago that Paine had helped save the world from the terror of Vegnagun and Shuyin, with help from Yuna and Rikku.  After Yuna's love, Tidus, returned from the otherside, Yuna's time was spent more on him and repairing the damage done to Spira, and less on sphere-hunting.  Rikku wasn't too happy with the circumstances, but Paine understood that Yuna wanted as much time with the love of her life as possible.  Now its just her and Rikku, and the rest of the Gullwings, continuing their hunt for spheres that can give insight to Spira's past, and their rivalry with LeBlanc and her syndicate.

That was, until that vortex happened.  Now, Paine is unsure of where she is, or what happened to the others.  But she's determined to get back together with them (yes, that even includes that drama queen LeBlanc) and get back home before this "Organization" takes notice.

Special Attacks/Abilities:

Experienced (passive):  Paine has experience in saving people and worlds, and as such, provides +5 damage and +5% accuracy to all allies.

Sphere class (passive): Paine has retained one of her sphere grids and three dress spheres from her adventures.  During any point in battle, she may use her turn to switch jobs, but she can only do this once every three turns.  The three classes are:

Warrior (base class)

Paine is adept at using a sword and focusing her power to deal damage while applying effects.  A solid choice in combat, which Paine favors.

Toughness (Passive): As a warrior, Paine has learned how to take blows as much as she deals them.  Any physical attacks that damage her do 10 less damage.

Slash (considered basic attack), 85% chance, deals 15 damage: A basic sword slash.

Power Break, 80% chance, deals 10 damage: A focused slash that also weakens the target's physical power, reducing the damage from that target's physical attacks by 10.

Armor Break, 80% chance, deals 10 damage: A focused slash that also weakens the target's armor, reducing any damage reduction by 10 points, or increasing any following physical attack damage done to them by 10 for three turns.

Magic Break, 80% chance, deals 10 damage: A focused slash that also weakens the target's magical power, reducing the damage from that target's spells by 10.

Mental Break, 80% chance, deals 10 damage: A focused slash that also weakens the target's resistance to magic, reducing any damage reduction to magic by 10 points, or increasing any following magical attack damage done to them by 10 for three turns.

Excalibur, 70% chance, deals 20 holy damage: Paine's blade is imbued with holy power, giving it both physical and magical properties, but only for that turn.  If used on a target that is dark or demonic in nature, it takes an additional 10 points of damage.


White Mage

A defensive dress sphere that Paine chose out of utility (and the fact that Rikku cried if she couldn't use the black mage dress sphere), this class allows Paine to heal and buff her party members, as well as herself.

Yin and Yang (passive): If there's an offensive caster in the party, along the lines of a black mage, Paine's magic is boosted, allowing her to heal for +5 more hp, or for her buffs to last an additional round.

Cure, 85% chance: heals 10 hp to a single party member, or 7 to all.

Cura, 70% chance: heals 25 hp to a single party member, or 15 to all.

Curaga, 60% chance: heals 40 hp to a single party member, or 25 to all.

Protect, 70% chance: Reduces the amount of physical damage done to the target by 10.  Lasts three turns.

Shell, 70% chance: Reduces the amount of magic damage done to the target by 10.  Lasts three turns.

Full-Cure, 50% chance, only usable on an ally with less than 30 hp, or more than 80 CC: Fully restores an ally's hp and removes all CC damage.  Only usable once per encounter.

Full-Life, 50% chance, only usable on an ally with 0 hp: Revives an ally and heals them to full hp; does not remove CC damage.  Only usable once per encounter.


Dark Knight

Paine chose this dress sphere simply because of how much pure damage it can deal, as well as how well it can handle enemy attacks.  The trade-off for this is that her hp decreases every time she uses an ability.

Poisonproof (passive): Paine has unlocked a good portion of this dress sphere's defenses, giving her immunity to all poisons and toxins that deal damage or cc.

Attack (basic), 75% chance: deals 25 damage.

Darkness, 75% chance: Paine reduces her hp by 10 to inflict 20 magical damage to all enemies.

Drain, 65% chance: The only ability she has that doesn't inflict damage to herself, but whose accuracy is somewhat unreliable.  Deals 20 damage to an opponent, and heals Paine for the same amount.

Bio, 75% chance: Poisons an enemy, dealing 5 hp and CC damage every turn for five turns.  Paine takes 5 hp from using this.
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« Reply #38 on: November 02, 2013, 04:28:47 pm »

Name: KOS-MOS  (Low-stakes)

Age: Unknown

Gender: female

Affinity: Abled

Hp: 130  CC: 100

Appearance: http://safebooru.org/index.php?page=post&s=view&id=968073

Bio: A rather unique find by Pandora, KOS-MOS wasn't invented by the tech genius of the Organization, but found after she witnessed an unusual stellar event.  An extremely sophisticated gynoid from an alternate reality, KOS-MOS was analyzed and experimented on, in an attempt to make her into a prototype for Pandora's plans to make artificial mistresses.  Though some of her efforts were successful, and she gleaned much knowledge of KOS-MOS's systems, she could not erase the combat android's core programming, due to a combination of its tech being outside even her understanding, and a resistance to her intentions.  KOS-MOS escaped soon after, due to an error on Pandora's part in repairing her functionality before analyzing her core systems.  KOS-MOS has since discovered that, although a large portion of her weapon systems and linkage to her creator's communications are inoperable, she is able to use her base weapons, and the ambient magic has served as an effective replacement for her Ether-based abilities, making them limitless in application.  She now travels, attempting to find her old comrades, but her inner spirit also compels her to aid those in need.

Addenedum: KOS-MOS has fallen to the spells and wiles of Blair, one of the Cleaners.  Now her sexy 'snow angel', she seeks to bring more under her power, and through her, her Mistress Blair.

Addenedum: Morrigan and her general Ai confronted Blair and KOS-MOS, overcoming the power of the icey Cleaner, and freed KOS-MOS from the Yuki-onna's thrall.  Now functioning normally and integrating armor and magic supplied by the Sanctum, she has returned to duty.

Special Attacks/Abilities:

Modified Gynoid (passive):Though she is now free of Blair's control, there are still some residual effects of her conversion that are incapable of being removed; fortunately, they are advantageous in battle against the Organization, providing a -10 resistance to all touch or seduction-based cc damage.  In addition, her armor reduces all physical and magical damage by 10.

Punch/kick, 90% chance to hit, deals 10 damage: a basic punch or kick, which is highly accurate.

Pistol, 85% chance, deals 15 energy damage: KOS-MOS wields a pistol that fires compact magic energy as a ballistic projectile, which can deal a good amount of damage.

S-Chain, 65% chance, stuns an opponent for two turns: KOS-MOS fires a hardened strand of ether that binds the target, ensuring they are incapable of taking any actions. 

X-Buster, 65% chance, deals 40 energy damage to all enemies: KOS-MOS contains within her abdomen a weapon that can collect and focus the ambient energy around her

Ice Bolt, 75% chance, deals 25 damage and bypasses all resistances: A standard ether-based attack, KOS-MOS is capable of firing blasts of concentrated energy at an opponent to deal a moderate amount of damage.  KOS-MOS can also choose to fire this at two separate targets at -10% accuracy to both.

Blood Dancer, 80% chance on self, increases magical attack and physical attack power by 15 points for three turns: KOS-MOS unlocked this powerful ether, allowing her to enhance her power even further.

D-TENERITAS, 50% chance, deals 60 damage, considered physical and fire damage: KOS-MOS's most powerful attack on a single target.  Has a 40% chance of stunning the target for two turns due to the sheer amount of power ripping at the target's atomic structure.
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Can it wait? I'm just finishing up on some callibrations.

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