| Fairylands Update v1.1 | ||||||||||||||||||||||||
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| Tweet Topic Started: Jun 14 2014, 10:24 AM (388 Views) | ||||||||||||||||||||||||
| Hainen | Jun 14 2014, 10:24 AM Post #1 | |||||||||||||||||||||||
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General Changes
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| Hainen | Jun 14 2014, 10:25 AM Post #2 | |||||||||||||||||||||||
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Characers Part 1 Cherry Cherry HP: 95/95 Mana:75/75 Strength: 18 Magic: 13 Speed: 20 Defense: 15 Traits Optimist: Cherry takes 25% less damage from Light, but takes 25% more damage from Darkness. Flower Child: Cherry takes 30% less damage from Plant, but takes 30% more damage from Fire. Blade Enthusiast: Cherry deals 15% more damage with Slashing, but takes 15% more damage from Aether. Passive Carnivorous Embrace: Cherry’s Melee techniques that successfully hit the target and Melee techniques that successfully hit Cherry drain the target(s) of 2X Mana, where X equals to the number of active Cherry Blossom Petals. Techniques R0 - (T) Quick Strike (Melee | Physical) 0.4xStr, 1.0xSpd, No Cost (No specials.) [Slashing] R0 - (T) Beauty Mark (Melee | Magical) 0.6xMag, 0.6xSpd, No Cost (Spawns 1 Cherry Blossom Petal.) [Plant] Cherry Blossom Petals – Petals of a cherry blossom flower which Cherry may command at will. They are used to augment and pay for some of her techniques. It costs 2 Mana to sustain a single petal for a turn. R1 - (N) Repel (Block | Physical) 0.6xDef, -4 Mana (EF is increased by 0.5 against Ranged.) [Slashing] R1 - (T) Razor Barrage (Melee | Physical) 0.6xStr, 0.8xSpd, -3 Mana, -X Cherry Blossom Petals (Increase EF by 0.1 per Cherry Blossom Petal used, to a maximum of 0.5.) [Slashing] R2 - (N) Waltz (Dodge | Physical) 1.0xSpd, -7 Mana (No specials.) [None] R2 - (T) Blooming Slash (Melee | Physical) 0.7xStr, 0.9xSpd, -7 Mana (If used on the first turn, increase EF and SF by 0.2.) [Slashing] R3 - (T) Petal Dance (Self | Magical) No Dmg, -12 Mana (Spawns 3 Cherry Blossom Petals. Applies Petal Dance to Cherry.) [Plant] Status – Petal Dance: Cherry's Melee techniques that successfully hit and Melee techniques which successfully hit her deal 0.1xMag Plant damage per Cherry Blossom Petal to the target. Her Mana is restored by half the amount drained from the target through her Carnivorous Embrace. Lasts 3 turns. Equipment Items Jewels: 0
This will be her new R1 now.
Brought the EF down to 0.5 and Mana cost to 2.
Brought the EF up to 1.1 and Mana cost to 5.
Brought the Mana cost down to 7 and changed wording to better indicate its effect only comes into play at the start of combat.
Brought Mana cost down to -10. Joemaru Joemaru Sanada HP: 100/100 Mana:90/90 Strength: 10 Magic: 18 Speed: 16 Defense: 18 Traits True Grit Joemaru takes 20% less damage from Blunt, but takes 20% more damage from Piercing. Indomitable Spirit Joemaru takes 40% less damage from Dream, but takes 40% more damage from Space. Defender Joemaru does 10% less damage with Aether, but takes 10% less damage from it as well. Passive Arcana Mastery: Whenever Joemaru takes magic damage, he takes 10% of the final damage to his mana instead. Techniques R0 - (T) Thwack (Melee | Physical) 0.6xStr, 0.8xSpd, No Cost (No specials.) [Blunt] R0 - (T) Flash (Ranged | Magical) 0.4xMagic, 1.0xSpd, No Cost (No specials.) [Aether] R1 - (N) Tumble (Dodge) 0.8xSpd, -2 Mana (No specials.) [None] R1 - (T) Counterspell (Ranged | Magical), 0.8xMagic, 0.8x Spd, -3 Mana (Whenever Joemaru takes magical damage, Counterspells Element becomes the Element of that damage. Counterspell cannot be used if it's element is None.) [None] R2 - (T) Arcane Shock (Ranged | magical) 0.9xMagic, 0.8xSpd, -6 Mana (EF uses target’s Magic instead of Joemaru’s.) [Aether] R2 - (N) Arcanize (Block | Magic) 0.8xDef, -5 mana (If blocking a Magic technique, change that technique’s element to Aether.) [Aether] R3 - (T) Power Overwhelming (Self | Magical) No EF, -10 Reiatsu (Usable once per combat. Joemaru gains 8 stacks of Arcane.) [Aether] Status - Arcane: Can be consumed at any time to temporarily change the EF of a Magic technique by 0.1 for one turn. Items Jewels: 1
This will be his new R1 now.
Brought the Mana cost up to -7.
Only gives 8 stacks of Arcane now, as 10 really pushes it into R4 territory. Bo Name HP: 80/80 Mana:90/90 Strength: 13 Magic: 16 Speed: 22 Defense: 15 Traits Summer Child: Bo takes 20% less damage from Fire, and 20% more damage from Ice. Duck and Weaver: Bo takes 10% less damage from Blunt, but deals 10% less damage with Blunt. Underdog: Bo deals 10% more damage to targets with more money than him, and 10% less damage to targets with less money. Stupefy: Whenever an opponent attacks an illusion, they are Confused for 1 round. Techniques R0 - (T) Sucker Punch (P | Melee) 0.6xStr, 0.7xSpd, No Cost (No specials.) [Blunt] R0 - (T) Hard Cover (Block) 0.6xDef, No Cost (No specials.) [Blunt] R1 - (N) Jump (P | Self) No EF, -2 Mana (Increases the SpdF of the next tech used by 0.1, or the EF of the next dodge used. This can be used more than once per turn if Bo sacrifices a Solid Clone for each extra use.) [Wind] R1 - (N) Juxtapose (Dodge) 0.7xSpd, -4 Mana (If successful, it creates a Solid Clone.) [Dream] R2 - (T) Daze (M | Ranged) 0.8xMagic, 0.7xSpd, -9 Mana (If this attack deals damage, it creates a Solid Clone.) [Dream] R2 - (T) Substitute (M | Self) No EF, -8 Mana (Creates three Solid Clones. The next time Bo would take damage from a Melee attack, that technique is redirected to a Solid Clone instead.) [Space] R3 - (T) Com-Bo (P | Melee) 1.1xStr, 0.8xSpd, -12 Mana (EF is increased by 0.1 for each time Jump was used during the last round.) [Blunt] Solid Clone: - Illusion HP: 5/5 Equipment Items Jewels: 0
Brought the SF up to 0.8.
This is the new R1 for Bo.
Brought the Mana cost up to -3. Changed SpdF to SF.
Brought the EF down to 0.6 and the Mana cost down to -2.
Wording changed. Duo Duo Decim HP: 90/90 Mana: 80/80 Strength: 18 Magic: 16 Speed: 17 Defense: 15 Traits Attention-Deficit: Duo deals 10% more damage when attacking during a turn, but takes 10% more damage when not attacking during a turn. Tainted: Duo takes 20% less damage from Darkness, but takes 20% more damage from Light. Outlandish: Duo takes 15% less damage from Space, but takes 15% more damage from Earth. Passive Depravity: Each use of a Darkness attack/technique inflicts a stack of Corruption on Duo. With each technique made unusable through Corruption, all of his EFs are increased by 0.1 and the costs of his techniques are 3 Mana more for each unusable technique. Techniques R0 - (T) Fisticuff (P | Melee) 0.6xStr, 0.8xSpd, No Cost (No specials.) [Blunt] R0 - (N) Cross Guard (P | Block) 0.6xDef, No Cost (No specials.) [Blunt] R1 - (N) Shadow Step (P | Dodge) 0.7xSpd, -2 Mana (If dodging Darkness, do not reduce Effective Speed if successful.) [None] R1 - (T) Barbaric Impalement (M | Ranged) 0.8xMag, 0.6xSpd, -3 Mana (Inflicts a stack of Corruption.) [Piercing/Darkness] Status - Corruption: If inflicted on Duo, with every 3 stacks, his highest usable ranked technique is made unusable until the appropriate number of stacks are removed. If there is more than one of the given rank, Duo chooses which one(s) to make unusable. A stack fades away every other round, unless refreshed. If inflicted on the opponent, after 3 stacks, the next technique they attack with will have its element changed to Darkness for the turn it is used. The 3 stacks are consumed in the process. A stack fades away every other round, unless refreshed. R2 - (T) Shadow Puppeteer (M | Self) No Dmg, -8 Mana (Duo is at +10 to Dodge for the next three rounds. Usable twice per battle.) [Darkness] R2 - (N) Mantle of Debauchery (M | Block) 0.8xDef, -6 Mana (Inflicts two stacks of Corruption on the target upon blocking Melee. If blocking Light, EF is reduced by 0.5 and Corruption is nulled.) [Darkness] R3 - (T) Countless Deadly Sins (P/M | Melee) 0.2xStr, 0.1xMag, 0.5xSpd, -12 Mana (Counts as 4 separate attacks that must be blocked or dodged separately. Effective Block and Dodge reductions are halved when defending against this technique.) [Slashing/Darkness] Equipment Items Jewels: 0
This will be Duo's new R1. Raku Raku Fujisaki HP: 90/90 Mana:100/100 Strength: 12 Magic: 20 Speed: 16 Defense: 14 Traits Soundproof: Raku takes 30% less damage from Wind, but takes 30% more damage from Space. Folky: Raku takes 10% less damage from Earthlanders, but takes 10% more damage from Fairylanders Extended Performance: Raku deals 10% more damage with Wind, but takes 10% more damage from Metal. Cacophony: Whenever Raku successfully hits an opponent with a Wind technique, he applies a stack of Cacophony to them. Status - Cacophony: Each stack of Cacophony decreases all damage done by 1%, and increases Wind damage taken by 1%. Stacks up to 20 times. Lasts 2 rounds. Techniques R0 - (T) Punctuate (Physical | Melee) 0.5xStr, 0.8xSpd, No Cost (No specials.) [Piercing] R0 - (N) Measure (Dodge | Physical) 0.4xSpd, No Cost (EF is increased by 0.5 against Melee.) [None] R1 - (N) Instrumental Barrier (Block | Magical) 0.4xDef, -4 Mana (Blocks Secondary effects.) [Wind] R1 - (T) First String (Magical | Ranged) 0.6xMag, 16 Spd, -2 Mana (No specials.) [Wind] R2 - (T) Chord (Magical | Ranged) 0.3xMag, 16 Spd -9 Mana (Applies 4 stacks of Cacophony on the opponent.) [Wind] R2 - (T) Second String (Magical | Ranged) 0.8xMag, 16 Spd, -8 Mana (If used immediately after First String, applies 2 additional stacks of Cacophony.) [Wind] R3 - (T) Shut up! (Magical | Ranged) 0.4xMag, 16 Spd, -12 Mana (Can consume all stacks of Cacophony on the target to apply Stun on the target. Can only use secondary effect with 10 stacks of Cacophony on the target.) [Wind] Status - Stun: For the next 2 non-allied turns, you are Disabled. You are also immune to the status effect for two rounds after being released from it. Equipment Items Jewels: 0
Brought up the EF to 0.6.
This will be Raku's new R1.
Brought the Mana cost down to -2.
Changed the flat Speed to 0.8, the EF to 0.8, and brought the Mana cost up to 3.
Brought the EF up to 0.6 and put the SF as 1.1.
Changed SF to 1.0.
Also changed Metal weakness to Earth. Overall, doesn’t have much need for Strength, which needs changing. Perhaps his passive could lower the damage dealt and buff Wind damage by 10% of his Strength. Alicei Daruse HP: 60/60 Mana: 300/300 Strength: 8 Magic: 1 Speed: 10 Defense: 9 Traits Vulnerable Heal is 30% more effective on Alicei, but he takes 30% more damage from Dream. Pacifist Alicei takes 10% more damage on turns that he attacks, and 10% less damage on turns that he does not. Curious Alicei takes 10% less damage from techniques that he has been damaged by in the current battle, and 10% more damage from other techniques. Passive N/A Techniques R0 - (T) Flail (P | Melee) 0.4xStr, 0.8xSpd, No Cost (Inflicts Annoyed even if this technique does no damage.) [Blunt] Status - Annoyed: Your strength is decreased by 4. R0 - (N) Cringe (P | Block) 0.6xDef, No Cost (No specials.) [None] R1 - (N) Duck (Dodge) 0.8xSpd, -1 Mana (No specials.) [None] R1 - (N) Cower (P | Self), No EF, No Cost (Alicei dodges at +10 this turn but cannot attack.) [None] R2 - (T) Raise Morale (P | Ranged) No EF, -5 Mana (Increase an ally’s Strength or Magic by 10. Inflicts Annoyed if used on the same target consecutively.) [None] R2 - (T) Legerdemain (P | Self) No EF, -5 Mana (Gain two items from the following: Red Candy, Demon Jerky, Chewy Cookie, Miracle Mushroom. Disappears at the end of battle if not used.) [None] R3 - (T) Distraction! (P | Ranged) No EF, -10 Mana (Inflicts Confuse.) [None] Items Jewels: 0]
Since this attack is going through blocks basically, it’s undervalued. Brought the SF down to 0.6.
This will be Alicei's new R1.
Changed the items to limit just one pick, but took one of the options out. Also raised the Mana cost to 6. Wolfgang Wolfgang Deep HP: 85/85 Mana: 80/80 Strength: 16 Magic: 16 Speed: 20 Defense: 15 Traits Surfer: Wolfgang deals 20% more damage with Water, but takes 20% more damage from Lightning. Covert: Wolfgang regains 2 more Effective Speed, but regains 1 less Effective Defense. Two-Faced: Wolfgang takes 25% more damage from Plant, but takes 25% less damage from Metal. Passive Big Splasher: Each of Wolfgang's Water techniques that successfully hit a target deals 10% of its base damage to all other opponents in battle. This damage is treated as though performed as a technique, being modified and blockable/dodgeable. Techniques R0 - (T) Cowabunga (P | Melee) 0.4xStr, 1.0xSpd, No Cost (No specials.) [Blunt] R0 - (N) Ebb and Flow (P | Dodge) 0.6xSpd, No Cost (No specials.) [None] R1 - (N) Water Shield (M | Block) 0.7xDef, -2 Mana (If blocking Fire, increase EF by 0.3. If blocking Lightning, decrease EF by 0.2 and Wolfgang takes 5 Lightning damage.) [Water] R1 - (T) Lash & Thrash (M | Ranged) 0.8xMag, 0.8xSpd, -4 Mana (No specials.) [Water] R2 - (T) Surf’s Up (P/M | Melee) 0.6xStr, 0.8xSpd, -7 Mana (Increases EF of the next Ebb and Flow by 0.4.) [Blunt/Water] R2 - (T) Navigation (P | Self) No Dmg, -6 Mana per round (For the duration of the weather, Rain, Wolfgang's Water damage is increased by 10%. This effect lasts as long as Mana is spent.) [None] R3 - (T) Tidal Wave (M | Ranged) 0.8xMag, 0.8xSpd, -13 Mana (Targets up to 3 enemies. If used after Surf’s Up, target is at -5 to Dodge and Block.) [Water] Equipment Items Jewels: 0
This will be Wolfgang's new R1.
Brought the Mana cost down to -3.
Navigation changed to Rain making tech.
Change Metal weakness to Earth. Muol Muol Rynell HP: 100/100 Mana: 70/70 Strength: 18 Magic: 15 Speed: 18 Defense: 15 Traits Soldier: Muol takes 30% less damage from Metal, but takes 30% more damage from Bio. Battle-worn: Muol takes 20% less damage from Blunt, but takes 20% more damage from Piercing. Pragmatist: Muol deals 15% more damage with Space, but takes 15% more damage from Ice. Passive Reality Shift: Some of his Space techniques have an Alternate Reality that can be used in place of the original at the cost of double the technique’s Mana. Techniques R0 - (T) Laceration (P | Melee) 0.6xStr, 0.8xSpd, No Cost (No Special.) [Slashing] R0 - (N) Flash Guard (P| Block) 0.6xDef, No Cost (No specials.) [None] R1 - (T) Cheap Shot (P | Melee) 0.4xStr, 1.0xSpd, -2 Mana (The target’s Speed is lowered by 4 for three rounds.) [Slashing] R1 - (T) Off Garde (P&M | Melee) 0.5xStr, 0.5xSpd, -3 Mana (Unblockable. This technique has an Alternate Reality.) [Slashing/Space] - (T/N) Alternate Reality: Off Garde (P&M | Melee) 0.5xStr, 0.5xSpd, -6 Mana (The opponent is inflicted with Remote even if fully blocked. [Slashing/Space] Status - Remote: You are unable to target anyone with Melee techinques and anyone else in battle is unable to target you with Melee techniques. You are at +10 to dodge against Ranged techniques and anyone else in battle is at +10 to dodge against your Ranged techniques. This status lasts 3 rounds, however you may use your turn to remove the duration.) R2 - (T) Extenderizer (P&M | Ranged) 0.6xStr, 1.0xSpd, -5 Mana (This technique is unaffected by effects that modify dodge, excluding status effects.) [Slashing/Space] R2 - (N) Flickerstep (M | Dodge) 0.9xSpd, -8 Mana (This technique has an Alternate Reality.) [Space] - (N) Alternate Reality: Flickerstep (M | Dodge) 0.9xSpd, -16 Mana (Applies separately for each damage source hitting Muol this round.) [Space] R3 - (T) Crippling Ripple (P&M | Melee) 0.7xStr, 0.8xSpd, -12 Mana (If Cheap Shot was undefended last round, the target is inflicted with Paralyze for one round. If Cheap Shot was not fully blocked last round, the target is inflicted with Flinch for one round. If Cheap Shot was dodged last round, the target is inflicted with Blind for one round. This technique has an Alternate Reality.) [Slashing/Space] Status – Flinch: You dodge at 50% effectiveness and block at 75% effectiveness. - (T/N) Alternate Reality: Crippling Ripple (P&M | Melee) 0.7xStr, 0.8xSpd, -24 Mana (Target up to 3 opponents.) [Space] Equipment Items Jewels: 0
This will be Muol's new R1.
Brought Mana cost up to -3.
Brought the Mana cost up to -4, and subsequently, its Alternate Reality version up to -8.
Changed the wording to something similar to Soliel’s one tech. Also brought the Mana cost up to -7.
Brought the Mana cost down to -6, while subsequently, its Alternate Reality version down to -12.
Also changed the Metal resistance to Slashing. Arthur Arthur Wilder HP: 105/105 Mana: 75/75 Strength: 18 Magic: 14 Speed: 15 Defense: 17 Traits Tough: Arthur takes 30% less damage from Blunt, but takes 30% more damage from Aether. Heavy Blows: Arthur deals 20% more damage with Space, but takes 20% more damage from Dream. Fist Fighter: Arthur deals 10% more damage with Blunt, but takes 10% more damage from Slashing. Build Up: Whenever Arthur takes damage from an opponent during a round, he gains 1 stack of Build Up. If he does not take any damage during a round, he loses 2 stacks of Build Up. Build Up stacks up to 10 times. Status - Build Up: Arthur may pay a number of Build Up stacks in place of the Mana cost for a technique. For each stack of Build Up he pays, he takes 1 point of HP damage, and may increase one of the technique's EFs or SpeedEFs by 0.1 per each Build Up stack spent, up to a maximum of 0.5 for a single EF. If he so wishes, he may also spend Build Up stacks on techniques with no cost, or may pay extra stacks over abilities that have a lower Mana cost than he has number of Build Up stacks. He still takes damage from spending Build Up stacks in this way. Techniques R0 - (T) Jab (P | Melee) 0.6xStr, 0.7xSpd, No Cost (No specials.) [Blunt] R0 - (N) Bastion (P | Block) 0.6xDef, No Cost (No Specials.) [None] R1 - (T) Iron Fisted (P | Melee) 0.8xStr, 0.7xSpd, -3 Mana (No specials.) [Blunt] R1 - (T) Work Up (P | Self) -5 HP (Arthur gains 2 stacks of Build Up.) [None] R2 - (N) Fake Out (P | Dodge) 0.8xSpd, -5 Mana (Opponent dodges at 75% effectiveness next turn.) [None] R2 - (T) Crush (M | Melee) 0.6xMag, 0.9xSpd, -6 Mana (Blocks are at -5. Removes 2 Effective Defense from target if technique deals damage.) [Space] R3 - (T) Break Down (M | Melee) 0.9xMag, 1.1xSpd, -14 Mana (No Specials.) [Space] Equipment Items Jewels: 0
Brought the SF up to 0.8.
This will be Arthur's new R1.
Brought the SF up to 0.8.
Changed the Mana cost to -2 Mana and -2 HP.
Brought Mana cost up to -6.
Brought Mana cost up to -7.
Brought the EF up to 1.1 and the Mana cost down to -13. Edited by Hainen, Jun 14 2014, 11:04 AM.
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| Hainen | Jun 14 2014, 10:25 AM Post #3 | |||||||||||||||||||||||
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Part 2 Jack Jack HP: 130/130 Mana:50/50ju Strength: 16 Magic: 18 Speed: 15 Defense: 15 Traits Blood for the Blood God: Jack takes 30% less damage from Bio, but Healing is 30% less effective on him. Zealous: Jack does 10% more damage on turns that he takes damage, and does 10% less damage on turns he takes no damage. Blood is Thicker: Jack deals 10% more damage with BIo, but takes 10% more damage from Slashing. Blood Pool: Dealing damage, taking damage, and paying for techniques with HP adds Blood to Jack's Blood Pool, the amount added is equal to the HP damage dealt and taken after blocks and resistances. The EFs of his Bio techniques are increased once his Blood Pool reaches certain percentages. The maximum amount in his Blood Pool is equal to his max HP + his opponents max HP. In the case of additional combatants, Jack picks an opponent to determine his base Blood Pool maximum at the beginning of combat, but the damage he does, regardless of whether or not it's against his chosen target, will add Blood to the Blood Pool.
Techniques Bloodcasting: For techniques whose costs say "-X HP/Mana", Jack may pay any combination of HP and Mana to meet X. R0 - (T) Bloodletting (P | Melee) 0.5xStr, 0.8xSpd, No Cost (No specials.) [Slashing] R0 - (N) Double-Edged (P | Block) 0.7xDef, No Cost (Applies Bleeding to self.) [None] Status - Bleeding: At the beginning of your next turn, take 5 damage. R1 - (T) Blood Bolt (M | Ranged) 0.6xMag, 0.8xSpd, -4 HP/Mana (If Blood Bolt deals damage successfully, Jack regenerates half of the HP/Mana spent (rounded down) to cast Blood Bolt.) [Bio] R1 - (T) Blood Feast (M | Self) No EFs, -4 Mana (Jack may remove 25%, 50%, or 75% from his current Blood Pool in order to regenerate 1/4th of that amount as HP, rounded down.) [Bio] R2 - (N) Slick with Blood (M | Dodge) 0.9xSpd, -6 HP/Mana (No specials.) [Bio] R2 - (T) Blood Boil (M | Ranged) 0.8xMag, 0.9xSpd, -8 HP/Mana (No specials.) [Bio] R3 - (T) Hemorrhage (M | Ranged) 0.2xMag, 1.1xSpd, -14 HP/Mana (Applies Hemorrhaging to targets with less than 25% of their max HP. Applies Bleeding to targets with more than 25% of their max HP. Secondary effects apply even if primary damage is blocked.) [Bio] Status - Hemorrhaging: For the next 2 rounds, you take 10 damage at the beginning of your turn. Status - Bleeding: At the beginning of your next turn, take 5 damage. Equipment Items Jewels: 0
Brought the EF up to 0.6.
Changed so that Bleeding deals Bio damage. This will be Jack's new R1.
Brought the EF up to 0.7, given the fairly insignificant effect.
Brought the EF up to 1.1.
Brought the SF up to 1.1.
Brought the Mana cost down to -13, as well as changed Bleed and Hemorrhaging to deal Bio damage. Freddy Freddy DuMarlo HP: 100/100 Mana: 70/70 Strength: 15 Magic: 10 Speed: 18 (28) Defense: 13 Traits Petrol Head Freddy takes 30% less damage from Plant, but takes 30% more damage from Fire. Highborn Arrogance Freddy takes 20% less damage from Dream, but takes 20% more damage from Earth. Human Missile Freddy deals 10% more damage with Blunt, but takes 10% more damage from Blunt. Passive Swap & Exchange: Freddy is able to switch out his current Equipment Set with another Equipment Set at any given time in the middle of battle without using up a turn to do so by paying 5 Mana. If Freddy does wish to use a turn to switch out his Equipment Set, then by expending 5% of his max Mana (a minimum of 5 Mana), he is granted minor bonuses for a limited duration, depending upon the Equipment Set's corresponding Passive Bonus. This magic is treated the same as "Requip". Please refer to the Rules about Special Magics for this magic. Techniques R0 - (T) Elbow Barge (P | Melee) 0.6xStr, 1.0xSpd, No Cost (+5 to Block.) [Blunt] R0 - (N) Halfstep (P | Dodge) 0.6xSpd, No Cost (No Specials.) [None] R1 - (N) Parry (P | Block) 0.8xDef, -1 Mana (No Specials.) [None] R1 - (T) Bullrush (P | Melee) 0.5xStr, 0.8xSpd, -4 Mana (If dodged, can be repeated in the following round with an increased EF and SF of 0.2 and doubled Mana cost.) [Blunt] R2 - (T) Jump Drive (P | Melee) 0.6xStr, 0.8xSpd, -9 Mana (Applies Momentum to Freddy.)[None] Status - Momentum Freddy dodges at +5 for three rounds. R2 - (T) Bullet Punch (P | Melee) 0.4xStr, 0.8xSpd, -7 Mana (Inflicts Confuse on the target.)[Blunt] R3 - (T) Final Blitz (P | Melee) 1.1xStr, 0.8xSpd, -6 Mana, -5 Health (May choose to deal an additional 50% damage, but takes half the total damage in return as Blunt damage.) [Blunt] Equipment Speed Racer Freddy DuMarlo’s personalized four-wheeled race car. This Equipment Set grants him 10 Speed. Swap & Exchange Bonus: He dodges at +5 for three rounds. Red Dead Freddy DuMarlo’s personalized two-wheeled motorcycle. This Equipment Set grants him 5 Strength and 5 Speed. Swap & Exchange Bonus: Unaffected by effects would that prevent Melee techniques for 3 rounds, though he is still inflicted if they are status effects. Items Money: 0
New R1.
Brought the Mana cost down to -7.
Brought the Mana cost up to -9.
Brought the Mana cost down to -12, as well as specified an additional clause in the effect. Sven Sven Moniminimus HP: 120/120 Mana: 60/60 Strength: 18 Magic: 10 Speed: 15 Defense: 21 Traits Fortress: Sven takes 50% less damage from Metal, but takes 25% more damage from Fire and Water. Living Weapon: Sven deals 5% more damage with Blunt, Piercing and Slashing, but takes 15% more damage from Aether. Heavy Metal: Sven deals 10% more damage with Metal, but takes 10% more damage from Earth. Passive: Metal Dragon: Any time a Metal technique is targeting someone in the fight, Sven can spend his turn to eat it. If he does, he takes no damage and instead gains an amount of HP and Mana equal to the full Mana cost of that technique. Techniques R0 - (T) Pulverize (P | Melee) 0.8xStr, 0.6xSpd, No Cost (No Specials.) [Blunt] R0 - (N) Juke (P | Dodge) 0.8xSpd, No Cost (-5 to Dodge.) [None] R1 - (T) Spearhead (P&M | Ranged) 0.6xMag, 0.3xStr, 0.6xSpd, -3 Mana (May switch the MagEF and the StrEF and change this technique to Melee.) [Metal/Piercing] R1 - (N) Impenetrable Stronghold (P | Block) 0.6xDef, -3 Mana (Blocks status effects.) [None] R2 - (T) Steel Shredder (P&M | Melee) 0.4xStr, 0.2xMag, 0.8xSpd -6 Mana (Inflicts Bleeding on the target.) [Metal/Slashing] Status - Bleeding: You take 5 Bio Damage at the beginning of your turn. R2 - (N) Iron Mass (M | Block) 1.1xDef, -8 Mana (No Specials.) [Metal] R3 - (T) Weapons Vault (M | Self) No EF, -10 Mana (Applies either Juggernaut or Bulwark to Sven.) [Metal] Status - Juggernaut: Sven’s Magic is lowered by 5 and Strength is increased by 5. At any time before using a technique, he may add/change the elements Blunt, Piercing or Slashing to/in a Metal technique or add the element Metal to a Blunt, Piercing or Slash technique. Before this status effect ends, Sven may switch this status effect to Bulwark at the beginning of the turn while maintaining the same duration. Status - Bulwark: Sven’s Speed is lowered by 5 and Defense is increased by 5. All None and Metal Blocking techniques have an additional effect of dealing 5 Metal Damage when blocking against Melee techniques. Before this status effect ends, Sven may switch this status to Juggernaut at the beginning of the turn while maintaining the same duration.
This is Sven's new R1 now.
Changed Metal element to Earth.
Changed Metal element to Earth and changed Bleeding’s damage to Bio.
Changed the Metal element to Earth.
Changed the Metal element to Earth. Brought up the cost to -11. Also reworked the effects to essentially buff the tech, as it was overvalued previously.
Changed Metal resistance to Earth.
Changed Metal strength to Earth and Earth weakness to Ice.
Changed Metal to Earth for passive. Bahadir Marauder of Shirume HP: 90/90 Mana: 80/80 Strength: 19 Magic: 14 Speed: 19 Defense: 14 Traits Sunwalker: Bahadir takes 25% less damage from fire, but takes 25% more damage from Ice. Desert Dweller: Bahadir takes 30% less damage from Earth, but takes 30% more damage from Plant. Cutthroat Bahadir does 20% more damage with Slashing, but takes 20% more damage from Metal. Passive: Desert Storm: Bahadir is immune to the effects of Sandstorm weather. Additionally, certain effects activate when Bahadir uses two or more elements in the same technique. Combinations Wind, Earth: Automatically follow-up your attack with Sand Attack.
Wind, Fire: Changes the weather to Sunny. All water damage is reduced by 10% for one round. Wind, Water: All fire damage is reduced by 10% for two rounds. Fire, Water: Automatically follow-up your attack with Scorching Wind.
Fire, Earth: Next hostile attack deals 4 Piercing damage to the attacker. Water, Earth: Next hostile attack deals 4 less damage. Wind, Fire, Water: Next hostile attack is at +5 to dodge. Wind, Fire, Earth: Automatically follow-up your attack with Scorching Sand.
Wind, Water, Earth: Your next attack is at -5 to dodge. Fire, Water, Earth: Your next attack is at -5 to block. Wind, Fire, Water, Earth: Change weather to sandstorm. Weather - Sandstorm: Take 3 Earth damage per turn. All attacks are at +5 to dodge. Techniques R0 - (T) Shirume’s Wrath (P | Melee) 0.5xStr,0.8xSpd, No Cost (+0.2 EF if attacking first this round.) [Slashing] R0 - (T) Desert Wind (M | Ranged) 0.4xMag, 1.0xSpd, No Cost (Can add Water or Fire element for 5 mana.) [Wind] R1 - (N) Repel (P | Block) 0.8xDef, -3 Mana (No specials.) [None] R1 - (T) Dust Devil (M |Ranged) 0.8xMag, 0.8xSpd, -3 Mana (No specials.) [Wind/Earth] R2 - (N) Tumble (P | Dodge) 0.8xSpd, -6 Mana (Bahadir's next melee attack gains 0.2 SF.) [None] R2 - (T) Quicksand (M | Ranged) No EF, -7 Mana (Inflicts Trapped) [Earth/Water] Status - Trapped:: This status is identical to Snared, but you can use your turn to end it early. R3 - (T) Northern Wind (M | Ranged) 0.2xMag(x4), 0.8xSpd, -3 Mana (Can attack up to four times, paying the mana cost each time, and each attack must be blocked or dodged separately. Effective Block and Dodge reductions are halved when defending against this technique. The element of each attack can be Earth, Fire, Water, or Wind.) [Wind] Equipment Items Jewels: 0
New R1.
Replaced Metal weakness with Piercing. Yaksha Yaksha Dokuja HP: 85/85 Mana:100/100 Strength: 15 Magic: 14 Speed: 22 Defense: 12 Traits Opportunist: Yaksha deals 10% more damage when his attacks aren't blocked, but deals 10% less damage when they are. Venomous: Yaksha deals 20% more damage with Bio, but takes 20% more damage from Blunt. Serpentine: Yaksha takes 10% less damage from Plant and Bio, but takes 10% more damage from Fire and Earth. Passive: Shift: Yaksha may shift between any number of forms which grant stat boosts and/or unique abilities. When entering each of these forms, an extra bonus is granted in addition the form’s bonuses, though it lasts for a limited duration. Please refer to the Rules about Special Magics for this magic. Techniques R0 - (T) Flail (P | Melee) 0.6Str, 0.8Spd, No Cost (No specials.) [Blunt] R0 - (N) Coil (P | Block) 0.6Def, No Cost (No specials.) [None] R1 - (T) Poison Spit (M | Ranged) 0.6Mag, 0.8Spd, -4 Mana (S. Only usable in Lamia Form. Applies Poisoned to target for 3 rounds.) [Bio] Status - Poisoned: You take 5 damage at the beginning of your turn. R1 - (T) Gambit (P | Melee) 0.4Str, 0.8Spd, -4 Mana (If used after Sidewinder, applies Lame to target for 3 rounds.) [Blunt] Status - Lame: Your Speed is reduced by 10%. R2 - (N) Sidewinder (P | Dodge) 1.1Spd, -6 Mana (No specials.) [None] R2 - (T) Lamia Form (M | Self) -8 Mana (Yaksha gains a 15% boost to his Speed and a 5% boost to his Magic. Costs 2 mana per round after activation to sustain.) [None] R3 - (T) Vital Strike (P | Melee) 2.0Str, 1.1Spd, -14 Mana (S. Only usable in Lamia Form. Applies one stack of Fatigued to Yaksha for 3 rounds.) [True] Status - Fatigued: Yaksha's current Strength is reduced by 50%. Equipment Items Jewels: 0
This is Yaksha's new R1.
Changed Poisoned damage to Bio.
Brought the Mana cost down to -5 Mana. Tyler Tyler Grayson HP: 90/90 Mana:100/100 Strength: 15 Magic: 18 Speed: 14 Defense: 15 Traits Skeptic: Tyler takes 30% less damage from Aether, but takes 30% more damage from Space Magical Adaption: Tyler takes 20% less damage from techniques that he has been damaged by in the current battle, but takes 20% more damage from other techniques. Arcane Dynamo: Tyler deals 20% more damage with Lightning, but takes 20% more damage from Lightning. Disconnection: Every time Tyler deals damage with an offensive Magic technique, his opponent gains a stack of Disconnecting. When Disconnecting reaches 3 stacks, all stacks of Disconnecting are consumed, and the last offensive technique the target used that has a Mana cost becomes unusable for 3 rounds. Techniques R0 - (T) Uppercut (P | Melee) 0.6xStr, 0.7xSpd, No Cost (No specials.) [Blunt] R0 - (T) Roll with the Punch (P | Block) 0.6xDef, No Cost (No specials.) [None] R1 - (T) Shock (M | Ranged) 0.6xMag, 1.1xSpd, -4 Mana (No specials.) [Lightning] R1 - (T) Shoulder Tackle (P | Melee) 0.5xStr, 0.8xSpd, -2 Mana (Next turn, opponent's attack is at +5 to block.) [Blunt] R2 - (T) Arc of Crimson (M | Ranged) 0.8xMag, 0.9xSpd, -8 Mana (Attacks up to 3 targets. For each target beyond the first, reduce MagEF by 0.2.) [Lightning] R2 - (T) Evasion (P | Dodge) 1.0xSpd, -6 Mana (No Specials.) [None] R3 - (N) Disrupting Counter (M | Block) 0.4xDef, -14 Mana (Applies Silence to attacker for 3 turns when blocking a Magical technique.) [Lightning] Status - Silence: You cannot use Magical attacks. You are also immune to this status effect for two rounds after being released from it. Equipment Items Jewels: 0
Brought the SF up to 0.8.
This will be Tyler's new R1.
Brought the Mana cost down to -3.
Brought the EF up to 0.6 and the Mana cost up to -3.
Brought the Mana cost up to -9. Changed MagEF to EF.
Brought the EF up to 1.1. Vis Vis Intono HP: 80/80 Mana: 110/110 Strength: 10 Magic: 21 Speed: 17 Defense: 14 Traits Electrolyteweight: Vis takes 30% less damage from Lightning, but takes 30% more damage from Blunt. Magnetic: Vis deals 10% more Lightning damage, but takes 10% more Fire damage. Rocky Childhood: Vis takes 20% less damage from Earth, but takes 20% more damage from Wind. Passive: Current: Vis's Charged techniques that successfully hit the target reduces the target's Speed by 10% for X Rounds, where X is the number of Charges used to empower the technique. The speed debuff does not stack. Any new instances of Current instead extend the duration of the debuff. Techniques R0 - (T) Uppercut (P | Melee) 0.3xStr, 1.0xSpd, No Cost (Can consume X Charges to increase StrEF by 0.X. If done, Uppercut’s Type changes to P&M and the element changes to Blunt/Lightning.) [Blunt] R1 - (1) Stinging Bolt (M | Ranged) 0.7xMag, 0.8xSpd, -2 Mana (Can consume 2X Charges to increase MagEF and SpdEF by 0.1X.) [Lightning] R1 - (N) Electric Slide (P | Dodge) 0.8xSpd, -4 Mana (Can consume X Charges to increase SpdEF by 0.X.) [Lightning] R1 - (T) Thunder Shock (M | Ranged) 0.6xMag, 0.9xSpd, -3 Mana (Can consume 2X Charges to target X additional enemies, up to 2.) [Lightning] R2 - (N) Voltaic Guard (P | Block) 0.7xDef, -6 Mana (Can consume X Charges to increase DefEF by 0.X.) [Lightning] R2 - (N/T) HAAAAAAAAAAAAAAAAAAAAAAA! (M | Self) No EF, -6 Mana (Generate 1 Charge. Can generate X additional Charges for -6X mana, but creating 2 or more charges using this technique consumes Vis's entire turn.) [Lightning] Status - Charge: Vis possesses a number of Charges that he can expend to apply additional effects or increase the EFs of his techniques. He can use a maximum of 5 Charges at once. R3 - (T) Electro Field (M | Ranged) 0.6xSpd, -14 Mana (Applies Snare for one round. Targets all opponents. Can consume X Charges to increase SpdEF by 0.X) [Lightning] Equipment Items Jewels: 0
Changed StrEF to EF.
Changed to R1.
Brought the Mana cost down to -2. Changed SpdEF to EF.
Brought the Mana cost up to -4.
Brought the EF up to 0.8. Changed DefEF to EF.
Changed SpdEF to SF. Brought the Mana cost down to -13. Miranda Miranda Milano HP: 90/90 Mana: 90/90 Strength: 17 Magic: 17 Speed: 15 Defense: 15 Traits Sweet Tooth: Miranda benefits from buffs for 1 round longer, but suffers from debuffs for 1 round longer. Clueless: Miranda takes 30% less damage from Dream, but takes 30% more damage from Space. Classy: Miranda deals 5% more damage with Blunt, Piercing and Slashing, but takes 15% more damage from Wind. Passive Table Manners: Miranda benefits from two effects: Ice-Cream Spoon – When attacking a target inflicted with Just Desserts, Melee techniques restore Miranda’s HP by 10% of the damage dealt. Pastry Fork – When attacking a target inflicted with Just Desserts with a Melee technique, Miranda deals an additional 10% of her Magic in True damage. Techniques R0 - (T) Yummy! (P | Melee) 0.6xStr, 0.6xSpd, No Cost (Can choose to deal Blunt, Piercing or Slashing damage.) [?] R0 - (N) Skip! (P | Dodge) 0.6xSpd, No Cost (No Specials.) [None] R1 - (N) Seconds! (M | Block) 0.6xDef, -2 Mana (If blocking Magic, the user gains consumable item Sweet Surprise. Disappears at the end of battle if not used.) [None] Item - Sweet Surprise: Increases Strength, Magic, Speed or Defense by 4 for one round, as per Miranda's choosing. R1 - (T) Nom! (P | Melee) 0.8xStr, 0.6xSpd, -4 Mana (Can choose to deal Blunt, Piercing or Slashing damage. If the target is Candyland, Miranda is healed equal to half the damage dealt.) [?] R2 - (T) Sweets! (M | Ranged) No EF, -5 Mana (Inflicts Just Desserts.) [None] Status – Just Desserts: Decrease Strength, Speed or Defense by 4, as per Miranda's choosing. R2 - (T) Candyland! (M | Ranged) No EF, -10 Mana (Changes the current terrain to Candyland for five rounds.) [None] Terrain - Candyland: This terrain has an amount of HP equal to 2X, where X is equal to Miranda’s Magic and is targetable, but does not receive any status effects. If the terrain reaches 0 HP, it is destroyed and the duration ends. Everyone dodges at 50% effectiveness. Every first, third and fifth round, every combatant receives 5 Blunt Damage. Every time this terrain is damaged, the damage received is increased by 5. R3 - (T) Buffet! (P | Melee) 1.3xStr, 0.8xSpd, -15 Mana (Can choose to deal Blunt, Piercing or Slashing damage. If attacking a target inflicted with Just Desserts, Buffet deals an additional 15% of the opponent’s current Health in True Damage. Miranda is at -5 to Block and Dodge for her next turn.) [?] Equipment Items Money: 0
This is Miranda's new R1.
Brought down the Mana cost to -9.
Brought the Mana cost down to -14. Bellatrix Bellatrix Rex HP: 80/80 Reiatsu: 100/100 Strength: 15 Magic: 16 Speed: 20 Defense: 13 Traits Lethal: Bellatrix takes 50% less damage from Bio, but takes 50% more damage from Metal. Infectious: Bellatrix deals 20% more damage with Bio, but takes 20% more damage from Wind. Hellcat: Bellatrix takes 10% less damage from Fire, but takes 10% more damage from Ice. Passive Poison Dragon: Any time a Bio technique is targeting someone in the fight, Bellatrix can spend her turn to eat it. If she does, she takes no damage and instead gains an amount of HP and Mana equal to the full Mana cost of that technique. Techniques R0 - (T) Rapid Swipe (P | Melee) 0.4xStr, 1.0xSpd, No Cost (No Specials.) [Piercing] R0 - (T) Degeneration (M | Ranged) 0.4xMag, 0.7xSpd No Cost (Inflict Poison on the target for one round. May only be applied if the target is already inflicted with Poison.) [Bio] R1 - (N) Infectious Shield (P&M | Block) 0.6xDef, -2 Mana (Inflicts Poison on the target for one round upon blocking Melee.) [Bio] R1 - (T) Rendering Claw (P&M | Melee) 0.6xStr, 0.8xSpd, -4 Mana (If the target took Piercing damage in the last round, they are inflicted with Infection.) [Bio/Piercing] Status – Infection: Do 10% less damage and take 20% more Bio damage. This status may be remove by any form of healing. R2 - (N) Overexert (P | Dodge) 0.9xSpd, -5 Mana (If dodge is successful, the target’s durations of Poison immediately inflict their damage, though Poison remain until the end of the duration and is changed to Viral.) [None] Status - Viral: The lingering aftermath of premature Poison. Has no inherent effect. R2 - (T) Poison Smog (M | Ranged) 0.6xMag, 0.8xSpd, -7 Mana (The target is inflicted with Poison.) [Bio] R3 - (T) Pestilence (M | Ranged) 0.8xMag, 1.1xSpd, -12 Mana (EF is increased by 0.1 for each different negative Status Effect on the target.) [Bio] Equipment Items Money: 0
R1.
Removed “dodge is” and replaced target’s with opponent’s.
With the change to Degeneration, changed the status inflicted and brought the Mana cost up to -9. Also reduced wording.
Changed Metal weakness to Earth. Maybelle Maybelle Salisbury HP: 90/90 Mana: 70/70 Strength: 17 | 22 Magic: 11 | 18 Speed: 16 | 21 Defense: 14 | 17 Traits Shun the Masses: Maybelle takes 30% less damage from Blunt, but takes 30% more damage from Light. Fabulous Technique: Maybelle deals 10% more damage with Piercing and Slashing, but takes 10% more damage from Earth and Bio. Crafty: Maybelle does 10% more damage after dodging or blocking, but does 10% less damage if she doesn't. Swap & Exchange: Maybelle is able to switch out her current Equipment Set with another Equipment Set at any given time in the middle of battle without using up a turn to do so by paying 5 Mana. If Maybelle does wish to use a turn to switch out her Equipment Set, then by expending 5% of her max Mana (a minimum of 5 Mana), she is granted minor bonuses for a limited duration, depending upon the Equipment Set's corresponding Passive Bonus. Please refer to the Rules about Special Magics for this magic. Techniques R0 - (T) Pierce (P | Melee) 0.5xStr, 0.8xSpd, No Cost (No specials.) [Piercing] R0 - (N) Strength of Arms (P | Block) 0.6xDef, No Cost (No specials.) [None] R1 - (N) Tiamo's Reach (P | Ranged) 0.6xStr, 1.0xSpd, -3 Mana (Requires equipment: Legacy.) [Piercing] R1 - (T) Seeking Spike (P | Melee) 0.4xStr, 1.0xSpd, -2 Mana (Increase EF by 0.3 when this technique is Blocked.) [Piercing] R2 - (N) Sidestep (P | Dodge) 0.8xSpd, -8 Mana (EF increased by 0.5 against Magic.) [None] R2 - (T) Bisecting Skiver (P&M | Melee) 0.4xStr, 0.5xMag, 0.8xSpd, -6 Mana (Requires equipment: Severance.) [Slashing/Aether] R3 - (T) Helmsplitter (P | Melee) 1.1xStr, 0.9xSpd, -10 Mana (No Specials.) [Slashing] Equipment Legacy: This Equipment Set grants Maybelle 5 Strength and 5 Speed. Swap & Exchange Bonus: Maybelle's next three Physical attack's EFs are increased by 0.1, or, her next three Physical attack's EFs and SFs are increased by 0.1 if Maybelle is below 25% max HP. Severance: This Equipment Set grants Maybelle 7 Magic and 3 Defense. Swap & Exchange Bonus: Maybelle's next three Physical attacks are automatically followed up by Wisps of Severance.
Items Jewels: 0
Brought the EF up to 0.6.
This is Maybelle's new R1.
Brought the Mana cost up to -3. R2 - (N) Sidestep (P | Dodge) 0.7xSpd, -5 Mana (EF increased by 0.5 against Magic.) [None] Brought the EF down to 0.7 and the Mana cost down to -5. R2 - (T) Bisecting Skiver (P&M | Melee) 0.5xStr, 0.6xMag, 0.8xSpd, -8 Mana (Requires equipment: Severance.) [Slashing/Aether] Brought both the StrEF and MagEF up by 0.1, as well as the Mana cost up to -8. R3 - (T) Helmsplitter (P | Melee) 1.1xStr, 1.1xSpd, -12 Mana (No Specials.) [Slashing] Brought the SF up to 1.1 and the Mana cost up to -12. Edited by Oberon, Jun 15 2014, 09:59 AM.
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| Hainen | Jun 14 2014, 10:25 AM Post #4 | |||||||||||||||||||||||
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Part 3 Nevada Nevada Ayers HP: 75/75 Mana:120/120 Strength: 13 Magic: 19 Speed: 16 Defense: 13 Traits Sheltered: Nevada deals 20% more damage with Aether, but takes 20% more damage from Light. Composed: Nevada takes 20% less damage from Fire, but 20% more from Space. Arbiter: Nevada takes 10% less damage, but deals 10% less damage. Justiciar: Nevada can create global non-weather effects called Laws. Laws cost no mana to maintain, but Nevada can choose to pay the tech cost once more to end the Law, without costing a turn. Anyone may choose to break a law, but each time they do, Nevada casts Judgment on them for 2 mana without costing a turn. Judgment cast this way is unaffected by Laws. Nevada can have multiple Laws active, but only 1 of each type. Techniques R0 - (T) Judgment (M | Range) 0.5xMag, 0.7xSpd, No Cost (Cannot be upgraded.) [Aether] R0 - (N) Flutter (M | Dodge) 0.6xSpd, No Cost (No specials.) [Light] R1 - (N) Order of Restraint (M | Block) 0.6xDef, -3 Mana (Opponent cannot attack with the same technique next turn.) [Space] R1 - (T) Decree (M | Range) 0.8xMag, 0.8xSpd, -4 Mana (Can hit any number of targets, but SF is decreased by 0.2 for each target beyond the first.) [Aether] R2 - (T) Hostility (M | Range) No EF, -9 Mana (Choose one: Law - Noone can regain either effective Speed or Defense.) [Space] R2 - (T) Carthasis (M | Range) No EF, -8 Mana (Law - Noone can inflict status effects, unless they are negative self-inflicted.) [Space] R3 - (T) Martial Law (M | Range) No EF, -14 Mana (Law - Noone can attack.) [Space] Equipment Items Jewels: 0
Judgment is being replaced with a Melee attack, since she does not have one.
Changed to a physical Dodge. This is Nevada's new R1.
Brought the Mana cost down to -2.
Decree is changed to the Judgment required for passive.
Since Judgment now inherently costs 2 Mana, removing the clause from the passive description. Dwayne Dwayne Walker HP: 90/90 Mana: 80/80 Strength: 19 Magic: 14 Speed: 18 Defense: 15 Traits Desperado: Dwayne takes 20% less damage from Blunt, but takes 20% more damage from Piercing. Iaijutsu Master: Dwayne does 20% more damage with Slashing, but takes 20% more damage from Aether. Mild-mannered: Dwayne takes 20% more damage from Ice, but takes 20% more damage from Lightning. Gambler’s Luck: Once per battle, Dwayne can cause a technique to critically fail, meaning it consumes mana and other resources but has no effect. This cannot be used on dodge and block techniques.The failed technique not count toward the limit for techniques that can be used a limited number of times per battle. Additionally, in any situation that would be be otherwise determined by a staff coin clip, Dwayne may choose the favorable outcome. Techniques R0 - (T) Chiburi (P | Melee) 0.6xStr, 0.8xSpd, No Cost (If Sheathed, this technique is (N).) [Slashing] R0 - (T) Noto (P | Self) No EF, No Cost (Applies Sheathed to Dwayne.) [None] Status - Sheathed: Dwayne’s next Slashing or Piercing attack is -5 to block. He blocks at -5 while this status is active. R1 - (T) Gomakashi (P | Dodge) 0.8xSpd, -3 Mana (No specials.) [None] R1 - (T/N) Kawasu (P | Block) 0.8xDef, -3 Mana (If (T), increase EF by 0.2.) [None] R2 - (T) Nuki Tsuki (P | Melee) 0.8xStr, 1.0xSpd, -6 Mana (If Sheathed, applies Sheathed to Dwayne.) [Slashing] R2 - (T) Reversal of Fortune (M | Ranged) No EF, -8 Mana (Applies Lucky or Unlucky to target.) [None] Status - Lucky: Your dodge is at +5. Status -Unlucky: You dodge at -5. R3 - (T) Freak Accident (M | Ranged) 0.8xMag, 0.8xSpd, -10 Mana (This technique can be any Element besides True and Dream.) [None] Equipment Items Jewels: 0
Status - Sheathed: Dwayne’s next Slashing or Piercing attack is -5 to block. This is Jack's new R1.
Brought the Mana cost down to -2.
Brought the Mana cost down to -2.
Brought the Mana cost up to -8.
Brought the cost down to -7.
Brought the cost up to -13. Yui Yui Saionji HP: 50/50 Mana: 60/60 Strength: 8 Magic: 10 Speed: 12 Defense: 8 Traits Fierce: Yui takes 30% less damage from Space, but takes 30% more damage from Ice. Grace: Yui takes 20% less damage from Aether, but takes 20% more damage from Fire. Bonded: Yui deals 20% more damage in rounds after one of her spirits takes damage, but deals 20% less damage in rounds if they do not. Spirit Summon: Yui may summon forth Celestial Spirits through the use of her summoning techniques. However, Yui can sacrifice 15% of her max Mana, in order to force-summon a Spirit and thus start the combat with it summoned. Celestial Spirits have the special quality that, whenever Yui is taking a “killing” blow, the Spirit blocks with its own body and takes the damage instead. Yui and her Spirits can each continue to fight separately if the other is knocked out. Please refer to the Rules about Special Magics for this magic. Techniques R0 - (T) Bash (P | Melee) 0.6xStr, 0.8xSpd, No Cost (No specials.) [Blunt] R0 - (N) Staff Defense (P | Block) 0.6xDef, No Cost (No specials.) [None] R1 - (N) Light Feet (P | Dodge) 0.8xSpd, -2 Mana (No specials.) [None] R1 - (T) Spirit Brief: Venus Beam (M | Ranged) 0.6xMag, 1.0xSpd, -4 Mana (S. Cannot be used while Virgo is summoned.) [Aether] R3 - (T/N) Celestial Spirit Summon: Virgo (M | Summon) -10% Mana/No Cost (Can be used to Summon/Force Dismiss Virgo.) [None] Equipment Items Jewels: 0 Virgo HP: 40/40 Mana: 70/70 Strength: 5 Magic: 14 Speed: 12 Defense: 7 Traits Fierce: Virgo takes 30% less damage from Space, but takes 30% more damage from Ice. Sultry: Virgo's negative status effects on enemies last 1 turn/round longer, but negative status effects on her last 1 turn/round longer. Ethereal Beauty: Virgo deals 20% more damage with Aether, but takes 20% more damage from it as well. Crystal Heart: When Virgo uses a Magic technique, she generates an Aether Heart. Aether Hearts can be consumed to empower or fuel her other techniques. Techniques R0 - (T) Venus Beam (M | Ranged) 0.6xMag, 0.8xSpd, No Cost (Can consume up to 4 Aether Hearts to increase EF and SF by 0.1 per 2 Hearts used.) [Aether] R0 - (N) Fragile Façade (M | Block) 0.4xDef, No Cost (Decreases opponents Strength or Magic by 4 for 1 round. Can consume up to 4 Aether Hearts to increase EF by 0.1 per 2 Hearts.) [Aether] R1 - (N) Graceful Step (P | Dodge) 0.8xSpd, -4 Mana (Can consume up to 4 Aether Hearts to increase EF by 0.1 per 2 Hearts.) [None] R2 - (T) Struck Dumb (M | Ranged) 0.4xMag, 1.0xSpd, -8 Mana (Apply Snare to target for 2 rounds. Can consume 2 Aether Hearts to apply status through blocks, even if primary damage is blocked.) [Aether] Status - Snare: You cannot use melee attacks and dodge at 50% effectiveness. R2 - (T) Heart Beam (M | Ranged) 0.8xMag, 1.0xSpd, -6 Mana (Can consume 2 Aether Hearts to apply a stack Heartbroken. Heartbroken can only stack up to 3 times.) [Aether] Status - Heartbroken: For the next 2 rounds, your highest secondary stat is reduced by 5. Can only apply to one secondary stat at a time. Equipment Items Jewels: 0
This is Yui's new R1.
This is Virgo's new R1.
Brought the Mana cost down to -2.
Brought the cost up to -7. Romeo Romeo Crimson HP: 90/90 Mana:110/110 Strength: 12 Magic: 16 Speed: 20 Defense: 12 Traits Boogeyman: Romeo takes 50% less damage from Darkness, but takes 50% more damage from Light. Abyssal: Romeo deals 20% more damage with Darkness but takes 20% more damage from Piercing. Trickster: Romeo deals 10% more damage when he dodges, but deals 10% less damage when he doesn't dodge. Passive: Shadow Dragon: Any time a Darkness technique is targeting someone in the fight, Romeo can spend his turn to eat it. If he does, he takes no damage and instead gains an amount of HP and Mana equal to the full Mana cost of that technique. Techniques R0 - (T) Jab (P | Melee) 0.6Str, 0.8Spd, No Cost (No specials.) [Blunt] R0 - (N) Bar (P | Block) 0.6Def, No Cost (No specials.) [None] R1 - (T) Dark Hand (M | Ranged) 0.8Spd -4 Mana (Inflicts Snare for 2 rounds.) [Darkness] Status - Snare: You cannot use melee attacks and dodge at 50% effectiveness. R1 - (T) Umbral Blast (M | Ranged) 0.6Mag, 0.8Spd, -4 Mana (If damage is dealt, creates a Shadow Well.) [Darkness] R2 - (T) Shadow Lance (M | Ranged) 0.6Mag, 0.8Spd, -7 Mana (Can consume Shadow Wells to cast additional times without costing a turn. Each additional cast in a single turn deals 25% less damage than the last.) [Darkness/Piercing] R2 - (T) Nightshade (M | Ranged) 0.4Mag, 0.6Spd -9 Mana (Targets all opponents. Changes current weather to Darkness for 5 rounds.) [Darkness] Weather - Darkness: All attacks are at +5 to dodge, and all Darkness techniques have their mana cost reduced by 2. R3 - (N) Shadowstep (M | Dodge) 1.1Spd, -10 Mana (If successful, creates a Shadow Well.) [Darkness] Shadow Well: - Construct HP: 5 Equipment Items Jewels: 0 R1 - (N) Bar (P | Block) 0.8Def, -2 Mana (No specials.) [None] This is Romeo's new R1. Reginald Reginald Jecht HP: 80/80 Mana: 90/90 Strength: 17 Magic: 15 Speed: 22 Defense: 12 Traits Wraith: Reginald dodges 30% more effectively against Blunt, but dodges 30% less effectively against Aether. Hushed: Reginald takes 25% less damage from Wind, but takes 25% more damage from Earth. Moody: Reginald deals 15% more damage with Piercing, but takes 15% more damage from Ice. Passive Controlled Octave: After using a magic Wind technique three times, Reginald’s next Wind technique costs no Mana. Instead, 50% of the Mana that would have been spent is instead added to the Wind technique's attack before damage modifier. Only applies to Wind techniques that deal damage. Techniques R0 - (T) Lightning Thrust (P | Melee) 0.7xStr, 0.6xSpd, No Cost (No Specials.) [Piercing] R0 - (T) Javelin Toss (P | Ranged) 0.4xStr, 0.9xSpd, No Cost (No Specials.) [Piercing] R1 - (N) Misdirection (M | Self) No EF, -4 Mana (Block and Dodge EFs are lowered by 0.1 against Reginald’s next attack. Only applies in the same turn it is used and only usable once per attack.) [Wind] R1 - (N) Delicate Stance (P | Block) 1.1xDef, -3 Mana (Reginald’s next attack does 20% less damage.) [None] R2 - (N) Fleet of Foot (P | Dodge) 0.8xSpd, -5 Mana (Can triple Mana cost to use Lightning Thrust or Javelin Toss as an N action once during the turn.) [None] R2 - (T) Hell Wail (M | Melee) 0.6xMag, 0.6xSpd, -7 Mana (Inflicts Disoriented. The target is immune to the status effect for two rounds after being released from it.) [Wind] Status – Disoriented: You cannot use your highest-ranked techniques, not including guild and Unison Raid techniques R3 - (T) Focus Lunge (P | Melee) 0.9xStr, 1.1xSpd, -12 Mana (Deals additional damage equal to 25% of damage he took this turn.) [Piercing] Equipment Items Money: 0 R1 - (T) Javelin Toss (P | Ranged) 0.6xStr, 1.0xSpd, -4 Mana (No Specials.) [Piercing] This is Reginald's new R1.
Brought the Mana cost down to -2.
Brought the Mana cost up to -9.
Brought down the SF to 1.0 and lowered the 25% to 20%. Soleil Soleil June HP: 80/80 Mana: 110/110 Strength: 13 Magic: 18 Speed: 16 Defense: 15 Traits Supercomputer: Soleil takes 30% less damage from Lightning, but takes 30% more damage from Water. Pedagogue: Soleil does 20% more damage with Dream, but takes 20% more damage from Darkness. Librarian: Soleil takes 25% less damage from Plant, but takes 25% more damage from Fire. Download: For every round that Soleil spends in combat with a character, she dodges that enemy’s attacks at +1, up to a maximum of +5. After that, her attacks against that character are -1 to dodge for each round, to a maximum of -5. After ten rounds she does 10% more damage to that character. If Soleil is in battle with more than one other character, this passive procs every other round. This bonus resets by half at the end of each battle. Techniques R0 - (T) Ping (M | Ranged) 0.6xMag, 0.6xSpd, No Cost (Ignores positive dodge modifiers.) [Dream] R0 - (N) Firewall (M | Block) 0.6xDef, No Cost (No specials.) [None] R1 - (N) Bypass (P | Dodge) 0.8xSpd, -3 Mana (No specials.) [Dodge] R1 - (N/T) Pop-up (M | Ranged) No EF, -4 Mana (Inflicts two stacks of Pop-up. If (T), inflict five stacks.) [Dream] Status - Pop-up: Your attacks are at +1 to dodge for each stack of Pop-up on you. Has no duration but can be removed. You can remove one stack per round without using your turn, but your speed for that turn will be lowered by 2. You can use your turn to remove 5 stacks. R2 - (T) JPEG (M | Ranged) 0.4xMag, 1.3xSpd, -7 Mana (Element can be Healing or Dream.) [?] R2 - (T) Aetherpedia (M | Ranged) No EF, -8 Mana (Target’s Magic EFs are increased by 0.3) [Dream] R3 - (T) DDOS (M | Ranged), 0.7xMag, 0.8xSpd, -15 Mana (Inflicts Silence. Soleil’s Magic is reduced by 8.) [Dream] Equipment Items Jewels: 0
This is Soliel's new R1.
Brought the Mana cost down to -2. Changed [Dodge] to [None].
Brought the Mana cost down to -4. Also implemented doubled mana use for T use.
Brought the Mana cost down to -14.
Added speed factor. Morrison Morrison Usher HP: 80/80 Mana: 90/90 Strength: 14 Magic: 18 Speed: 15 Defense: 15 Traits Magnificent Dastard: Morrison takes 30% less damage from Darkness, but 30% more damage from Light. Pessimest: Morrison takes 30% less damage from Dream, but takes 30% more damage from Piercing. Mild-mannered: Morrison does 20% more damage with Space, but takes 20% more damage from Bio. Equilibrium: In combat, Morrison has access to a Bank, and some of his techniques allow him to draw certain qualities and quantities into this Bank. He can then use the contents of his Pool to augment techniques. “Giving” damage to a target damages it. Damage dealt in this way only receives half benefit from damage-increasing traits. Stats stolen or boosted by the Bank recover after three rounds. The types of things that can currently be put into the Bank are as follows.
Techniques R0 - (T) Siphoning Strike (P | Melee) 0.3xMag + 0.2xStr, 0.7xSpd, No Cost (Can target HP or Mana. Take the damage dealt into the Bank. Takes at least 5 HP or Mana even if fully blocked.) [Blunt] R0 - (T)Transfuse (M | Ranged) 0.4xMag, 0.8xSpd, No Cost (Can change this technique’s EF to 0. Anything in the Bank can be added to the target.) [None] R1 - (N) Hustle (P | Dodge) 0.8xSpd, -3 Mana (No specials.) [Dodge] R1 - (T) Ennervate (M | Ranged) 0.6xMag, 0.8xSpd, -4 Mana (If blocked, add 5 Effective Defense to the Bank. If dodged, add 6 Effective Speed to the Bank.) [Space] R2 - (N) I’ll Take That! (M | Block) 0.7xDef, -7 Mana (If blocking a Magical technique, reduce that technique’s damage by 20% and take that amount into the Bank.) [Space] R2 - (T) Sinister Vein (M | Ranged) 0.8xMag, 0.8xSpd, -7 Mana (Half the damage dealt by this technique is taken into the Bank as HP. Takes at least 5 HP. Can change this technique’s EF to 0. Anything in the Bank can be added to the target. Can take one of the following into the Bank: 4 of any secondary stat, one turn or round of a status effect.) [Space] R3 - (T) Shadow Madness (M | Ranged), No EF, -10 Mana (Take one of the target’s traits into the Bank and give it one from the Bank or one of Morrison’s.) [Space] Equipment Items Jewels: 0 R0 - (T) Transfuse (M | Ranged) 0.6xMag, 0.8xSpd, -4 Mana (Can change this technique’s EF to 0. Anything in the Bank can be added to the target.) [None] This is Morrison's new R1.
Brought the Mana cost down to -2. Changed [Dodge] to [None].
Brought the Mana cost down to -6.
Brought the Mana cost up to -8. Decreased the stat stealing do compensate for the versatility. Sigurd Sigurd Furthark HP: 95/95 Mana:90/90 Strength: 16 Magic: 18 Speed: 12 Defense: 17 Traits Northener: Sigurd takes 30% less damage from Ice, but takes 15% more damage from Fire and Bio. Careful: Sigurd deals 15% more damage with Ice, but takes 15% more damage from Piercing. Hardened: Sigurd takes 20% less damage from Blunt, but takes 20% more damage from Plant. Runemaster: Some of Sigurds techniques do not have any effect, but instead save it's effect as a Rune. Runes have <0.5xStr> HP and can be destroyed by Magical techniques. Sigurd can use Hlaða to consume any number of Runes, unleashing their effect combined into a single technique. A technique made this way has the highest SF of any of its component runes. Techniques R0 - (T) Rune: Geir (M | Range) 0.5xMag, 0.8xSpd, No Cost (No specials.) [Aether] R0 - (N/T) Hlaða (M | Range) No EF, No Cost (Consume any amount of Runes to unleash their combined effect as a single technique. If more than 2 runes are invoked this way, this technique costs a turn.) [Aether] R1 - (N) Tumble (P | Dodge) 0.7xSpd, -4 Mana (Costs 1 less mana for each Rune on the battlefield.) [Dodge] R1 - (N/T) Hallur (M | Block) 0.6xDef, -3 Mana (Can double EF by costing a turn.) [Block] R2 - (T) Rune: Kefr (M | Range) No EF, 0.6xSpd, -8 Mana (Element can be either Ice, Lightning or Fire. Applies either Frostbite, Shocked or Aflame for 3 rounds respectively.) [X] Status - Frostbite: You are at -2 to dodge/block. Status - Shocked: Your speed is decreased by 2. Status - Aflame: Take 2 Fire damage at the beginning of your turn. R2 - (T) Rune: Iyn (M | Range) 0.9xMag, 0.5xSpd, -9 Mana (Can hit one additional target.) [Aether] R3 - (T) Rune: Rinn (M | Range) 0.8xMag, 0.8xSpd, -12 Mana (EF is increased by 0.2 for each non-Rinn rune invoked together with this.) [Aether] Equipment Items Jewels: 0
This is Sig's new R1.
Changed [Dodge] to [None]. Brought the EF up to 0.8.
Brought the Mana cost down to -2. Changed [Block] to [None]. Coran Coran Kostik HP: 95/95 Mana:85/85 Strength: 18 Magic: 16 Speed: 16 Defense: 14 Traits Inferno: Coran takes 50% less damage from Fire, but takes 50% more damage from Water. Hot Headed: Coran deals 20% more damage with Fire, but takes 20% more damage from Piercing. Smug: Coran deals 10% more damage when he doesn't block or dodge, but deals 10% less damage when he does. Passive: Fire Dragon: Any time a Fire technique is targeting someone in the fight, Coran can spend his turn to eat it. If he does, he takes no damage and instead gains an amount of HP and Mana equal to the full Mana cost of that technique. Techniques R0 - (T) Slug (P | Melee) 0.6Str, 0.8Spd, No Cost (No specials.) [Blunt] R0 - (N) Feint (P | Dodge) 0.6Spd, No Cost (No specials.) [None] R1 - (T) Fireball (M | Ranged) 0.8Magic, 0.8Spd, -3 Mana (No specials.) [Fire] R1 - (T) Fire Fist (P&M | Melee) 0.4Str, 0.4Magic, 0.5Spd, -4 Mana (SF increased by 0.5 if used after a Melee technique) [Blunt/Fire] R2 - (T) Combustion (M | Ranged) 0.4Magic, 1.0Spd, -7 Mana (Applies Burn to target.) [Fire] R2 - (N) Counterstrike (Block) 0.6Def, 4 Damage, -6 Mana (Automatically targets attacker if blocking a Melee attack.) [Blunt] R3 - (T) Furious Flames (M | Self) No Dmg, -10 Mana (Applies Inner Fire to Coran.) [Fire] Status - Inner Fire: Coran gains a stack of Fired Up! for each attack that he successfully hits. Costs 2 mana each round to sustain after activation. Status - Fired Up!: Each stack of Fired Up! increases EF and SF of Fire techniques by 0.1, up to 5 stacks. Stacks persist as long as Inner Fire is sustained. Equipment Items Jewels: 0
This is Coran's new R1.
Changed for clarity. Mark Mark Yildirim HP: 75/75 Mana: 100/100 Strength: 14 Magic: 17 Speed: 21 Defense: 13 Traits Light-footed: Mark recovers 2 more Effective Speed, but recovers 1 less Effective Defense. Dynamic: Mark takes 50% less damage from Lightning, but takes 50% more damage from Metal. Godlike: Mark deals 20% more damage with Lightning, but takes 20% more damage from Earth. Passive Lightning Dragon: Any time a Lightning technique is targeting someone in the fight, Mark can spend his turn to eat it. If he does, he takes no damage and instead gains an amount of HP and Mana equal to the full Mana cost of that technique. Techniques R0 - (T) Thunder Clap (P | Melee) 0.4xStr, 1.0xSpd, No Cost (No Specials.) [Blunt] R0 - (T) Whiplash (P | Ranged) 0.8xStr, 0.6xSpd, No Cost (No Specials.) [Blunt] R1 - (N) Shoulder Block (P | Block) 0.8xDef, -2 Mana (No Specials.) [None] R1 - (T) Godspeed (M | Self) No EF, -4 Mana (Mark is inflicted with Godspeed.)[Lightning] Status - Godspeed: Speed is increased by 10% and Melee attacks deal an additional 0.1xStr Lightning damage. R2 - (N) Flash Step (M | Dodge) 0.8xSpd, -5 Mana (If successful, the opponent is at -5 to Block and Dodge their next turn.) [Lightning] R2 - (T) Wrath of the Lightning Deity (M | Ranged) 0.2xMag + 0.2xStr, 0.6xSpd, -9 Mana (If this technique deals damage consecutively, inflicts Paralyzed.) [Lightning] R3 - (T) Chain Lightning (P&M | Ranged) 0.8xMag + 0.5xStr, 0.7xSpd, -14 Mana (May target one, two, three or all opponents. For each target beyond the first, reduce MagEF by 0.2 and StrEF by 0.1.) [Lightning] Equipment Items Money: 0
This is Mark's new R1.
Change Metal weakness to Earth. Uther Traits Paragon: Uther takes 50% less from Light, but takes 50% more from Darkness. Armored: Uther recovers 1 more Effective Defense, but recovers 2 less Effective Speed. Skyward Gaze: Uther deals 20% more damage with Light, but takes 20% more damage from Earth Light Dragon's Armor: Any time a Light spell is targeting an ally in the fight, Uther can spend his turn to eat it. If he does, he takes no damage and instead gains a secondary stat boost of his choice equal to the half the Mana cost of that technique. Boost lasts for 3 rounds. Techniques R0 - (T) Mocking Blow (M&P | Melee) 0.4xStr, 0.7xSpd, No Cost (Opponent's attack against Uther next turn is at +5 to block.) [Slashing/Light] R1 - (T) Soothing Light (M | Ranged) 0.8xMag, -4 Mana (No specials.) [Healing] R1 - (N) Prismatic Shift (P | Dodge) 0.8xSpd, -4 Mana (No specials.) [None] R1 - (T) Brilliant Light (M | Ranged) 0.6xMag, 1.1xSpd, -4 Mana (No specials.) [Light] R2 - (N) Defender's Shield (P | Block) 0.8xDef, -5 Mana (Can block opponent's Magic techniques targeting an ally.) [None] R2 - (T) Taunting Light (M | Ranged) 0.4xMag, 1.0xSpd, -7 Mana (Opponent is forced to attack Uther on their next turn. Secondary effect is applied even if primary damage is blocked.) [Light] R3 - (T) Put Your Faith in the Light (M | Ranged) -14 Mana (Uther and all allies gain Light's Favor.) [Light] Status - Light's Favor: For the next 3 rounds, your blocks are at +10.
Bumped to Rank 1. Added SF.
Increase EF by 0.1
Increased mana cost by 2. |
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| Hainen | Jun 14 2014, 10:33 AM Post #5 | |||||||||||||||||||||||
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(3) Status – Petal Dance: Cherry's Melee techniques that successfully hit and Melee techniques which successfully hit her deal 0.1xMag Plant damage per Cherry Blossom Petal to the target. Her Mana is restored by half the amount drained from the target through her Carnivorous Embrace. Stack - Arcane [8]: Can be consumed at any time to temporarily change the EF of a Magic technique by 0.1 for one turn. (2) Stack - Cacophony [X]: Each stack of Cacophony decreases all damage done by 1%, and increases Wind damage taken by 1%. Stacks up to 20 times. (3) Disable - Remote: You are unable to target anyone with Melee techinques and anyone else in battle is unable to target you with Melee techniques. You are at +10 to dodge against Ranged techniques and anyone else in battle is at +10 to dodge against your Ranged techniques. This status lasts 3 turns, however you may use your turn to remove the duration.) (1) Status – Flinch: You dodge at 50% effectiveness and block at 75% effectiveness. Stack - Build Up [X]: Arthur may pay a number of Build Up stacks in place of the Mana cost for a technique. For each stack of Build Up he pays, he takes 1 point of HP damage, and may increase one of the technique's EFs or SpeedEFs by 0.1 per each Build Up stack spent, up to a maximum of 0.5 for a single EF. If he so wishes, he may also spend Build Up stacks on techniques with no cost, or may pay extra stacks over abilities that have a lower Mana cost than he has number of Build Up stacks. He still takes damage from spending Build Up stacks in this way. (1) Status - Broken Footing: You dodge at 50% effectiveness. (1) Status - Bleeding: You take 5 Bio damage at the beginning of your turn.[/quote] (2) Status - Hemorrhaging: You take 10 Bio damage at the beginning of your turn. (3) Status - Momentum You are at +5 to dodge incoming attacks. (1) Status - Bleeding: You take 5 Bio Damage at the beginning of your turn. (3) Status – Strong Arm: Sven’s Strength is increased by 10% of his Magic. He may add or change the elements Blunt, Piercing or Slashing in a Earth attack and increasing the SF by 0.1 or add the element Earth to a Blunt, Piercing or Slashing technique, increasing the EF by 0.1. Before this status effect ends, may switch this status effect to Razor Scales at the beginning of the turn, maintaining the same duration. (3) Status – Razor Scales: Sven’s Defense is increased by 10% of his Magic. All None and Earth Blocking techniques have an additional effect of dealing 5 Earth Damage when blocking against Melee techniques. Before this status effect ends, may switch this status to Strong Arm at the beginning of the turn, maintaining the same duration. (3) Disable - Trapped:: This status is identical to Snared, but you can use your turn to end it early. (3) Status - Lame: Your Speed is reduced by 10%. (3) Status - Poisoned: You take 5 Bio damage at the beginning of your turn. (3) Disable - Silence: You cannot use Magical attacks. You are also immune to this status effect for two rounds after being released from it. Stack - Charge [X]: Vis possesses a number of Charges that he can expend to apply additional effects or increase the EFs of his techniques. He can use a maximum of 5 Charges at once. (3) Status – Just Desserts: Decrease Strength, Speed or Defense by 3, as per Miranda's choosing. (3) Status – Infection: Do 10% less damage and take 20% more Bio damage. This status may be remove by any form of healing. (X) Status - Viral: The lingering aftermath of premature Poison. Has no inherent effect. (3) Status - Venom: You take 10 Bio damage at the beginning of your turn. (3) Status - Lucky: Your dodge is at +5. (3) Status -Unlucky: You dodge at -5. (2) Disable - Snare: You cannot use melee attacks and dodge at 50% effectiveness. (2) Stack - Heartbroken [1]: For the next 2 rounds, your highest secondary stat is reduced by 5. Can only apply to one secondary stat [/quote]at a time. (3) Disable – Disoriented: You cannot use your highest-ranked techniques, not including guild and Unison Raid techniques. Stack - Pop-up [X]: Your attacks are at +1 to dodge for each stack of Pop-up on you. Has no duration but can be removed. You can remove one stack per round without using your turn, but your speed for that turn will be lowered by 2. You can use your turn to remove 5 stacks. (3) Status - Frostbite: You are at -2 to dodge/block. (3) Status - Shocked: Your speed is decreased by 2. (3) Status - Aflame: Take 2 Fire damage at the beginning of your turn. Status - Inner Fire: Coran gains a stack of Fired Up! for each attack that he successfully hits. Costs 2 mana each round to sustain after activation. Stack - Fired Up! [X]: Each stack of Fired Up! increases EF and SF of Fire techniques by 0.1, up to 5 stacks. Stacks persist as long as Inner Fire is sustained. (3) Status - Godspeed: Speed is increased by 10% and Melee attacks deal an additional 0.1xStr Lightning damage. (3) Status - Light's Favor: Your blocks are at +10. Edited by Celestro, Jun 18 2014, 08:50 PM.
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1:53 PM Jul 11