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Fighting Festival Stat Lock [Bracket Update in First Post]
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Topic Started: Jun 18 2014, 02:36 PM (1,163 Views)
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Eponine
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Jun 18 2014, 02:36 PM
Post #1
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Administrator
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The first round of matches is officially underway. Find your match here.
Singles Bracket Doubles Bracket.
All seeding was determined randomly.
We will use a 48 hour time limit rule. If you do not post within 48 hours of your turn, your opponent may disqualify you.
UPDATE: Slight change in when stats will lock. They will lock at the end of your third claim day, or when the first round of the tournament begins, not when your individual fight starts. This means that the latest date for the stat lock is Tuesday, the 24th.
In this thread, post the character sheet you will be using for the Fighting Festival tournament. Remember, as explained in the schedule thread, your stats lock either by the end of your third claim day, or when your fight the first fight actually begins. Post the sheet you will be using in a spoiler, and any gains your character receives after this point will not count for the tournament. However, if staff make balance changes, these changes will affect your tournament sheets as well.
Edited by Eponine, Jun 24 2014, 02:11 PM.
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Angelica Pickles
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Jun 19 2014, 09:57 AM
Post #2
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Wolf Stats Wolfgang Deep HP: 110/110 Mana: 100/100 Strength: 17 Magic: 24 Speed: 25 Defense: 16
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 Earth.
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 (though not dodgeable).
Techniques
R0 - (T) Cowabunga (P | Melee) 0.4xStr, 1.0xSpd, No Cost (No specials.) [Blunt]
R1 - (N) Ebb and Flow (P | Dodge) 0.8xSpd, -2 Mana (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, -3 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. Only applicable once (does not stack).) [Blunt/Water]
R2 - (T) Foreseen Rain (M | Ranged) No EF, -9 Mana (Changes the current weather to Rain for five rounds.)[Water]
Rain: All combatants take 20% more damage from Lightning, and 20% less damage from Fire. Water techniques cost 2 less Mana to a minimum of 1.
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]
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| Wonderful |
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 | ☨Profile☨ ☨Changelog☨ Name: Wonderful Damalsca Gender: ♀ Rank: D Fame: 30 Alias: Hood Nationality: Earthlander Allegiance: Banshee
| Earnings & Stats |
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| AP Earned | 49 | Jewels | 210 | | Health | 125 | Mana | 125
| | Strength | 19 | Magic | 31
| | Speed | 31 | Defense | 18 |
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ThtGyNmdFsh
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Jun 19 2014, 05:14 PM
Post #3
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Joe Stats Joemaru Sanada
HP: 100/100 Mana:105/105 Strength: 10 Magic: 18 Speed: 22 Defense: 28
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 another character uses a Magical technique, Joemaru gains mana equal to one-third of the technique's mana cost.
Techniques
R0 - (T) Thwack (P | Melee) 0.6xStr, 0.8xSpd, No Cost (No specials.) [Blunt]
R1 - (T) Magic Missile (M | Ranged) 0.6xMagic, 1.1xSpd, -3 Mana (No specials.) [Aether]
R1 - (N) Tumble (P | Dodge) 0.8xSpd, -2 Mana (No specials.) [None]
R1 - (T) Counterspell (M | Ranged), 0.8xMagic, 0.8x Spd, -3 Mana (Whenever Joemaru takes magical damage, Counterspell's Element becomes the Element of that damage. Counterspell cannot be used if it's element is None.) [None]
R2 - (T) Overload (M | Ranged) 0.9xMagic, 0.8xSpd, -7 Mana (EF uses target’s Magic instead of Joemaru’s.) [Aether]
R2 - (T) Infuse (M | Ranged) 0.2x(Max Mana), 0.8xSpd, -9 Mana (Restores Mana instead of HP. Unaffected by damage modifiers.) [Heal]
R2 - (N) Aetherize (M | Block) 0.8xDef, -5 mana (If blocking a Magic technique, change that technique’s element to Aether.) [Aether]
R3 - (T) Spellcraft (M | Self) No EF, -10 Mana (Usable once per combat. Joemaru gains 8 stacks of Arcane.) [Aether]
Stack - Arcane [8]: Can be consumed at any time to temporarily change the EF of a Magic technique by 0.1 for one turn.
Items
Jewels: 261
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 | [Iris' Profile] [Iris' Changelog] Guildmaster of Phoenix Quill | Name: Iris Rosalin Nightingale | Age: 22 | Rank: D | Alias: Dawnflower | Gender: ♀ | Race: Earthlander |
| Stats |
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| AP/SP Earned | 75/67 | Jewels | 950 | | HP | 130 | Mana | 155 | | Strength | 24 | Magic | 35 | | Speed | 31 | Defense | 28 |
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Spirit
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Jun 19 2014, 08:51 PM
Post #4
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Jack Stats JackHP: 130/130 Mana:50/50 Strength: 16 Magic: 36 Speed: 24 Defense: 15 TraitsBlood 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 and taking damage adds Blood to Jack's Blood Pool, the amount added is equal to the HP damage dealt and taken after blocks and resistances. When paying for techniques with HP, he may either lose HP, or remove an equal amount of blood from his Blood Pool. 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 max Mana. | Blood Pool Percentages |
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| % | 25% | 50% | 75% | 100% | | +EFs | +0.1 | +0.2 | +0.3 | +0.4 | TechniquesBloodcasting: 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) 0.6xStr, 0.8xSpd, No Cost(No specials.) [Slashing]R1 - (N) Double-Edged (P | Block) 0.9xDef, -2 Mana(Applies Bleeding to self.) [None](1)Status - Bleeding: At the beginning of your next turn, take 5 Bio damage.R1 - (T) Blood Bolt (M | Ranged) 0.7xMag, 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) 1.1xSpd, -6 HP/Mana(No specials.) [Bio]R2 - (T) Blood Boil (M | Ranged) 0.8xMag, 1.1xSpd, -8 HP/Mana(No specials.) [Bio]R2 - (T) Haemophilia (M | Ranged) 0.2xMag, 0.7xSpd, -8 Mana(If the target is inflicted with Bleeding, inflict Numb.) [Bio](3) Status – Numb: Cannot use Physical techniques. The duration of Bleeding lasts one round longer. R3 - (T) Hemorrhage (M | Ranged) 0.2xMag, 1.1xSpd, -13 HP/Mana(If the target is below 25% HP, applies Hemorrhaging for 2 rounds. Otherwise, applies Bleeding for 1 round. Secondary effects apply even if primary damage is blocked.) [Bio](2)Status - Hemorrhaging: For the next 2 rounds, you take 10 Bio damage at the beginning of your turn. This Status is treated as Bleeding for the purposes of effects.(1)Status - Bleeding: At the beginning of your next turn, take 5 Bio damage.
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 | [Jack's Profile] [Jack's Changelog] Name: Jack Age: Mid-20s Rank: B Alias: Bloodletter Gender: ♂ Race: Fairylander Guild: Cheshire Smile Fame: 270
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| AP Earned | 178 | Jewels | 170 | | HP | 130 | Mana | 100 | | Strength | 30 | Magic | 107 | | Speed | 74 | Defense | 21 |
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 | [Eli's Profile] [Eli's Changelog] Name: Elijah Goethe Age: 17 Rank: D Alias: Eli the Undead Gender: ♂ Race: Earthlander Guild: None Fame: 0
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| AP Earned | 18 | Jewels | 360 | | HP | 90 | Mana | 90 | | Strength | 16 | Magic | 25 | | Speed | 25 | Defense | 16 |
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Warhorsee
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Jun 19 2014, 11:20 PM
Post #5
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Spoiler: click to toggle Duo Decim HP: 95/95 Mana: 120/120 Strength: 20 Magic: 20 Speed: 24 Defense: 18 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 and SFs 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) The Dark Side (P | Self) No EF, No Cost (The Tainted trait’s modifiers are doubled during this turn. Only usable if a technique’s element was changed in the last round as a result of Corruption.) [None] R1 - (N) Cross Guard (P | Block) 0.8xDef, -2 Mana (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 (with the exception of R0s) 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 Magic technique they use 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 - (N/T) Muscle Memory (P | Self) No EF, -9 Mana (Can only be used in the first round of a battle. If (N), choose one attacking technique to become immune to the unusable effects of Depravity for the remainder of the battle and when used, the SF may be subtracted by 0.X, up to 0.6, and added to the EF or vice versa. If (T), instead choose up to three attacking techniques to become immune to Depravity's effect.) [None] 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)x4, 0.5xSpd, -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.) [Slashing/Darkness]Equipment Items - Quote:
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Alchemist's Potion x 1 Swap your current HP and Mana. Neither can exceed their maximum. Tip: Don't drink with 0 mana.
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K1ngIsBack
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Jun 19 2014, 11:35 PM
Post #6
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Bobobobobobobo Bo Godfry HP: 80/80 Mana:90/90 Strength: 13 Magic: 16 Speed: 40 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.
Passive
Stupefy: Whenever an opponent attacks an illusion, they are Confused for 1 round.
Techniques
R0 - (T) Sucker Punch (P | Melee) 0.6xStr, 0.8xSpd, No Cost (No specials.) [Blunt]
R1 - (T) Hard Cover (Block) 0.8xDef, -2 Mana (No specials.) [Blunt]
R1 - (N) Jump (P | Self) No EF, -3 Mana (Increases the SF 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) 0.6xSpd, -2 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]
R2 - (N) All For One (M | Self) No EF, -3 Mana (Bo may use this technique multiple times per turn to consume a Solid Clone to add an additional +X to his block, X is equal to the amount of HP the Solid Clone currently has.) [None]
R3 - (T) Com-Bo (P | Melee) 1.1xStr, 0.8xSpd, -12 Mana (EF is increased by 0.1 for each time Jump was used this turn.) [Blunt]
Solid Clone: - Illusion HP: 5/5
Equipment
Items Jewels:0
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 | [China's Profile] [China's Progress Log] Name: China Doll Age: 38 Rank: D Alias: CD Gender: ♂ Race: Fairylander Guild: Goblin Marche
| Stats |
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| AP Earned | 61 | Jewels | 540 | | HP | 120 | Mana | 130 | | Strength | 16 | Magic | 30 | | Speed | 30 | Defense | 20 |
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Hugo
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Jun 20 2014, 02:33 AM
Post #7
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Baha stats Marauder of ShirumeHP: 105/105 Mana: 95/95 Strength: 20 Magic: 20 Speed: 25 Defense: 15 TraitsSunwalker: 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 Piercing. 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.- Quote:
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R0 - (T) Sand Attack (P | Ranged) 0.2xSpd, No Cost (Inflicts Blind for one round.) [Earth] 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 Scald. - Quote:
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R0 - (T) Scald (P | Ranged) 0.2xSpd, No Cost (Inflicts Burned for one round.) [Fire] 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. - Quote:
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R1 - (T) Scorching Sand (P | Ranged) 0.2xSpd, No Cost (Inflicts Burned and Blind for one round.) [Fire] 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. TechniquesR0 - (T) Shirume’s Wrath (P | Melee) 0.5xStr,0.8xSpd, No Cost(+0.2 EF if attacking first this round.) [Slashing]R1 - (T) Desert Wind (M | Ranged) 0.6xMag, 1.0xSpd, -3 Mana(Can add Water or Fire element for 5 mana.) [Wind]R1 - (N) Repel (P | Block) 0.8xDef, -2 Mana(No specials.) [None]R1 - (T) Dust Devil (M |Ranged) 0.8xMag, 0.8xSpd, -3 Mana(No specials.) [Wind/Earth]R2 - (T) Way of the Marauder (P | Melee) 1.2xStr, 0.6xSpd, -8 Mana(Blocks and dodges against this technique cost double.) [Slashing]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](3) Disable - 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]EquipmentItemsJewels: 360
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 | [Bahadir's Profile] [Bahadir's Changelog] Name: Bahadir Asaad | Age: 24 | Rank: D | Alias: Marauder of Shirume | Gender: ♂ | Race: Fairylander | Guild: TBD
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| AP Earned | 44 | Jewels | 340 | | HP | 115 | Mana | 120 | | Strength | 24 | Magic | 24 | | Speed | 30 | Defense | 24 |
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burnedalive
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Jun 20 2014, 01:11 PM
Post #8
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Drive By Freddy DuMarloHP: 120/120 Mana: 70/70 Strength: 28 | 33Magic: 10 Speed: 24 | [ 29][ 34] Defense: 14 TraitsPetrol 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. PassiveSwap & 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. TechniquesR0 - (T) Elbow Barge (P | Melee) 0.6xStr, 1.0xSpd, No Cost(+5 to Block.) [Blunt]R1 - (N) Halfstep (P | Dodge) 0.8xSpd, -2 mana(No Specials.) [None]R1 - (N) Parry (P | Block) 0.8xDef, -2 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 (M | Melee) 0.6xMag, 0.8xSpd, -7 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, -9 Mana(Inflicts Confuse on the target.) [Blunt]R3 - (T) Final Blitz (P | Melee) 1.1xStr, 0.8xSpd, -12 Mana.(May choose to deal an additional 50% damage, but takes half the total damage in return as Blunt damage when successfully hits or is dodged.) [Blunt]EquipmentSpeed Racer: This Equipment Set grants Freddy 10 Speed. Swap & Exchange Bonus: Freddy dodges at +5 for three rounds. Red Dead This Equipment Set grants Freddy 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. ItemsMoney: 320
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Freddy Dumarlo AKA Linear Panther |
| Age: | Rank: | Gender: | Race: | Guild: | | 25 | D | Male | Earthlander | Banshee SD |
 | Profile Change Log | AP: 40 SP: 29 Jewels: 180 | HP: 140 Mana: 80
| Strength: 32 Magic: 10 Speed: 30 Defense: 14 |
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Celestro
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Jun 20 2014, 09:58 PM
Post #9
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Put Your Faith in the Light | Uther McDowell |
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HP: 150/150 Mana: 95/95 Strength: 17 Magic: 16 Speed: 15 Defense: 22
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.
Passive- 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.
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Techniques
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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] | R0 - (N) Adaptive Defense (P | Self) No EF, No Cost (Increase Uther's block EF by 0.2, but decrease the EF of any attacks during his next turn by 0.2.) [None]
| R1 - (T) Soothing Light (M | Ranged) 0.7xMag, 0.8xSpd -4 Mana (No specials.) [Healing]
| R1 - (N) Prismatic Shift (P | Dodge) 0.8xSpd, -2 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) 0.9xDef, -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]
| R2 - (T) Sword & Board (M&P | Melee) 0.4xStr, 0.3xMag, 1.1xSpd, -7 Mana (If used after a block, increase MagEF by 0.2.) [Slashing/Light]
| R3 - (T) Put Your Faith in the Light (M | Ranged) No EF, -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. |
| Inventory |
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| Equipment | Items- (7) Red Candy—30 Jewels
Restores 15 HP. Cherry flavored.
- (3) Blue Candy—20 Jewels
Restores 15 mana. Blueberry flavored.
| | Jewels: 120/360 |
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| Character Information |
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 | [Solomon Egregor] [Sol's Changelog] Name: Solomon Egregor Age: 21 Rank: D Alias: The Esper Gender: ♂ Race: Earthlander Guild: N/A Fame: 0
| Stats |
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| AP Earned | 6 | Jewels | 120/120 | | HP | 85 | Mana | 105 | | Strength | 14 | Magic | 20 | | Speed | 17 | Defense | 16 |
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Uther McDowell | Character Information |
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 | [Uther McDowell] [Uther's Changelog] Name: Uther McDowell Age: 22 Rank: D Alias: White Knight Gender: ♂ Race: Earthlander Guild: Seelie Court Fame: 20
| Stats |
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| AP Earned | 61 | Jewels | 640/1140 | | HP | 175 | Mana | 130 | | Strength | 25 | Magic | 26 | | Speed | 22 | Defense | 27 |
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FallenDrifter
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Jun 21 2014, 10:00 PM
Post #10
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- Jun 2, 2014
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Electrifying Stats:Tyler Grayson[/b] Original Stats HP: 90/90 Mana:100/100 Strength: 15 Magic: 18 Speed: 14 Defense: 15 HP: 90/90 Mana:100/100 Strength: 16 Magic: 25 Speed: 20 Defense: 20 TraitsSkeptic: 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. TechniquesR0 - (T) Uppercut (P | Melee) 0.8xStr, 0.7xSpd, No Cost(No specials.) [Blunt]R1 - (N) Roll with the Punch (P | Block) 0.8xDef, -2 Mana(No specials.) [None]R1 - (T) Shock (M | Ranged) 0.6xMag, 1.1xSpd, -3 Mana(No specials.) [Lightning]R1 - (T) Shoulder Tackle (P | Melee) 0.6xStr, 0.8xSpd, -3 Mana(Next turn, opponent's attack is at +5 to block.) [Blunt]R2 - (T) Arc of Crimson (M | Ranged) 0.8xMag, 0.9xSpd, -9 Mana(Attacks up to 3 targets. For each target beyond the first, reduce EF by 0.2.) [Lightning]R2 - (N) Evasion (P | Dodge) 1.1xSpd, -6 Mana(No Specials.) [None]R2 - (T) Fulminating Bolt (M | Ranged) 0.6xMag, 1.1xSpd, -8 Mana(If opponent was affected by one of Tyler's [Lightning] techniques last round, increase EF by 0.2 and change element to [True].) [Lightning]R3 - (N) Disrupting Counter (M | Block) 0.4xDef, -14 Mana(Applies Silence to attacker for 3 turns when blocking a Magical technique.) [Lightning](3) Disable - Silence: You cannot use Magical attacks. You are also immune to this status effect for two rounds after being released from it. EquipmentItems- Ten red candies
- Two Purple Candies
Jewels: 0
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| Character Information |
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 | [Profile] [Changelog] Name: Tyler Grayson Age: 25 Rank: D Alias: The Disruptor Gender: ♂ Race: Fairylander Guild: Seelie Court
| Stats |
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| AP Earned | 13 | Jewels | 180/240 | | HP | 90 | Mana | 100 | | Strength | 16 | Magic | 22 | | Speed | 17 | Defense | 20 |
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