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Stat Sheets; You who were condemned to the eternal void, speak your truths.
Topic Started: Feb 19 2011, 02:41 PM (310 Views)
Supremezero
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Name: Octave
Sex: Female
Alignment: Chaotic Good

HP: 150/150 [+12]
Mana: 150/150 [+48] (+23)
Servant Cost: 37
Catalyst Cost Alleviation: 12

*(+#) = current regen

Strength: D--
Endurance: E+++
Magical Energy: C+
Magic Resistance: B--
Agility: B
Luck: D+

Dolus Veri: Gloves (Poison Ivy)
Catalyst: Tarot Card

Age: 18

Appearance: A French teenager whose shoulder-length blonde hair, amber eyes, and style of fashion reflects an air of young beauty. She prefers wearing a scarf and a cute blouse, along with thigh high boots and a miniskirt.


Passive Skills

---Photosynthesis
Rank: B

Description: Because Octave magically houses flower seeds inside her body, her HP and Mana regeneration are increased by 50% during the Day Phases.

Abilities and Skills

Name: Equip Seed
Rank: E
Type: Support, Non-Delayable
Cost: Free Action
Requirements: 2 Turn Cooldown
Properties: Transformation
Targets: Self

Description: Out of the three seeds present in Octave’s body, she can only prioritize two. The three seeds available to her are Healing Seed, Vine Seed, and Flower Seed. Different combinations will give access to exclusive skills.

Healing Seed + Vine Seed: All of Octave’s attacks gain the Life Absorption property, and she heals 20% of the total damage she deals, which can be used to heal anyone on Octave's team.

Vine Seed + Flower Seed: All of Octave’s attacks have a base damage increase of 2.

Flower Seed + Healing Seed: Octave can create a link to her Servant, allowing them to somewhat benefit from the effects of Photosynthesis. If Octave has other Servants aside from her original one, she can also link with them, although the total regen is only increased by 20% during the Day Phase.

Name: Petal Shot
Rank: E
Type: Offensive
Cost: Free Action, 18 Mana
Requirements: The opponent was injured.
Damage: 5 Physical
Properties: Ranged, Projectile, Bleeding 1
Attack Properties: Neutral
Targets: 1

Description: Octave quickly shoots out a razor sharp petal that targets the victim’s wounds and prevents it from recovering.
- The attack uses Octave’s Magical Energy modifier.

Name: Vine Shield
Rank: D
Type: Support, Non-Delayable
Cost: Turn Action, 30 Mana
Upkeep: 8 Mana
Duration: Maximum of 3 Turns.
Properties: Barrier Physical
Targets: 1

Description: Octave summons vines that swerve around the target, repelling and blocking attacks directed towards him/her.
- All Melee attackers that attack the target will suffer 5 Physical damage. Every 3 attacks (Not hits), the opponent will suffer an additional Bleeding 1. For example, it would still require three separate uses of a two-hit attack to inflict Bleeding 1.
- All ranged attacks will deal 10% less damage against the target.
- This barrier will be automatically destroyed if hit by an attack with the Fire Elemental Property or inflicted with Burning Status.
---During the Day Phase, the vines are more active. By Paying an additional 10 Mana, the Vines can attack a target for 8 Magical damage.

Name: Nectar Shot
Rank: D
Type: Support, Non-Delayable
Cost: Turn Action, 50 Mana, 20 HP
Requirements: 2 Turn Cooldown
Properties: Healing
Targets: 1

Description: Octave uses the healing benefits of the Healing Seed and directs it towards a target of her choice. The target instantly recovers 20 HP.
- During the day phase, Octave can extract more Nectar, producing a more potent brew that will halve the rank of all current status effects. If the rank is 2 or lower, the status effect will automatically disappear.

Name: Vine Trap
Rank: A
Type: Support, Non-Delayable
Cost: Turn Action, 100 Mana
Upkeep: 40 Mana
Requirements: Healing Seed + Vine Seed are equipped
Properties: Bounded Field
Targets: As many targets as desired.

Description: Octave channels her energy into the ground, where vines suddenly erupt from in response to her power. The vines then impale the enemies in the area and drain their energy. Cannot target opponents already in Flight. If an opponent is in flight, it can target the Master.
- Opponents under the effect of Vine Trap cannot escape/move on the first turn it is used. Additionally, they are inflicted with Stunning 1 so long as Vine Trap remains active
- Trapped opponents cannot enter Flight.
- All trapped players will lose 4% of the maximum HP and mana per turn. Does not apply to Octave's team

Name: Flower Structure
Rank: B+
Type: Support, Non-Delayable
Cost: Turn Action, 80 Mana
Upkeep: 30 Mana
Requirements: Healing Seed + Flower Seed are equipped
Properties: Bounded Field
Targets: Current Area

Description: Unbeknownst to the enemy, Octave burrows the roots of her flower run throughout the entire area to provide support.
- While this skill is active, the destruction level of the area cannot be decreased.
- Because of the high number of roots running rampant, the beneficial effects of the Healing seed is spread throughout the area. Allows in-battle health regen for Octave and her Servant, albeit at a 50% rate.

Name: Summon Venus Flytrap
Rank: B+
Type: Support, Non-Delayable
Cost: Turn Action, 120 Mana
Upkeep: 25 Mana
Requirements: Vine Seed + Flower Seed are equipped
Properties: Summoning
Targets: Self

Description: Octave summons a giant Venus Flytrap, one of her most powerful familiars. Can be dismissed as a Free Action. Must accompany Octave. Can move along with Octave.


Venus Flytrap

HP: 100/100
Mana: 0/0

AP: 1

Strength: C+
Endurance: D+
Magical Energy: D
Magic Resistance: A----
Agility: D
Luck: E

Abilities and Skills

Name: Bite
Rank: C
Type: Offensive, Non-Delayable
Cost: 1 AP
Damage: 15 Physical
Properties: Melee, Anti-Personnel [+25%]
Targets: 1

Description: The flytrap quickly bends down and snaps at the enemy.

Name: Pollen Storm
Rank: C
Type: Support, Non-Delayable
Cost: 1 AP, 15 Mana (Uses Octave’s mana)
Requirements: 2 Turn Cooldown
Duration: 2 Turns.
Properties: Area of Effect
Targets: Everyone excluding Team Octave

Description: The flytrap unleashes a choking pollen storm that not only triggers allergies but also lowers the Endurance and Magical Resistance of all victims by one rank.

---

Command Points: 2

---Don’t waste any time!
Cost: 1 CP

Description: Reduces the cooldown for Arcana Shift by 1.

---Stop expending so much energy!
Cost: 1 CP, 30 Mana

Description: Allows Hamuko to place down an Arcana for only 20 Mana


Combination Skill

Name: All-Out Attack
Rank: C
Type: Offensive, Physical
Cost: Free Action
Damage: 10 Absolute damage
Requirements: Catalyst is active. Enemy is downed.
Properties: Melee
Targets: 1 Target
Delayable: Yes

Description: Using the Tarot Card, Octave temporarily links up with Hamuko, and they both attack in Unison. Can be used up to three times before deactivating.
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Supremezero
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Real Name: Mshe/Hamuko/etc.(Persona 3 Portable)
Sex: Female
Alignment: Lawful Good
Health: 300 (+33)
Mana: 300 (+29)

Strength: D++
Endurance: C-
Magical Energy: C+
Magic Resist: C
Agility: A++
Luck: B--

AP: 4

Passive Abilities

Name: Dizzy Stagger
Rank: B

Description: Hamuko deals an additional 15% damage against enemies in Down Status.

Name: Fuuka’s Support
Rank: EX

Description: Summoned along with Hamuko. Fuuka provides support from the sidelines and is unable to be targeted by any attacks. However, her link to this world lies with Hamuko. So if Hamuko dies, then so will Fuuka. More details listed in her movelist.

Name: Persona’s Attack
Rank: A

Description: Hamuko will not trigger enemy abilities that require them to be hit by a Melee attack if the Melee attack is done by one of her Personas. Ex: Orpheus’s Bash and Thanatos’s Tempest Slash.

Abilities and Skills

Name: Vertical Slash -> Horizontal Slash -> Overhead Smash
Rank: E -> E -> C+
Type: Physical, Offensive
Cost: 1 AP
Damage: 8 Physical -> 12 Physical -> 15 Physical
Properties: Melee, Guard Break
Attack Properties: Neutral -> Neutral -> Down
Targets: 1
Delayable: Yes

Description: A combination of slashes from her Naginata. If used on a single enemy, the attacks MUST follow the order listed above. Switching targets midway resets it back to Vertical Slash. When Overhead Smash is used on an an enemy, Downed status will be inflicted even on flying enemies, and Hamuko will regain 1 AP. Overhead Smash has Guard-Break capability.
- If used with Power Charge, the buff will apply to all 3 hits. Hamuko will not regain 1 AP in this manner.

Name: Guard
Rank: D
Type: Physical, Support
Cost: 2 AP, 15 Mana
Properties: Guard
Requirement: 1 Turn Cooldown
Targets: Self
Delayable: Yes

Description: Hamuko takes a defensive stance, using her Naginata to repel oncoming attacks. During the turn this is used, Hamuko can not be launched or downed by all means. Additionally, she will take 30% less damage from all sources.

Name: Summon Persona
Rank: Varies
Type: Magical, Support
Cost: Varies
Properties: Evoker Summoning
Targets: Self

Description: Using her Evoker, Hamuko summons the Persona she currently has equipped. Personas have no HP or Mana, and thus they cannot be targeted. As long as Hamuko has a Persona summoned, it will appear behind her, ready to give support.


---Orpheus
Type: Support, Non-Delayable
Rank: D
Cost: Free
Upkeep: Free

Description: Summons Hamuko’s unique first Persona. Because Orpheus is a low-tier Persona, summoning her takes little effort for Hamuko. With Orpheus summoned, Hamuko gains one subrank in all parameters minus Agility and Luck.

Name: Agi -> Maragi
Rank: D -> C
Type: Magical, Offensive
Cost: 1 AP, 18 Mana -> 2 AP, 23 Mana
Damage: 13 Magical
Requirements: Orpheus is Summoned
Properties: Ranged, Burning 1 (End + Luck < 3)
Attack Properties: Neutral
Targets: 1 -> As much as possible
Delayable: Yes

Description: Orpheus strums her harp, releasing a small burst of fire on her opponents. At the cost of 1 more AP and a few extra mana, Agi can transform into Maragi and deal damage to as many enemies as possible. Maragi may target a Master if his/her Servant is already downed.

Name: Bash -> Heat Wave
Rank: D -> C+
Type: Physical, Offensive
Cost: 1 AP, 10 Mana, 5 HP -> 2 AP, 15 Mana, 12 HP
Damage: 14 Physical -> 25 Physical
Requirements: Orpheus is Summoned
Properties: Melee, Exhaustion 1 (End + Luck < 3.5)
Attack Properties: Neutral
Targets: 1 -> As much as possible
Delayable: Yes
Destruction Percentage: 12%

Description: Orpheus slams her harp into an unsuspecting target. When transformed into Heat Wave, Orpheus releases a wave of energy on all the enemies.

Name: Speaker Blast
Rank: B
Type: Magical, Offensive
Cost: 2 AP, 40 Mana
Damage: 15 Magical
Requirements: Orpheus is Summoned
Properties: Ranged, Projectile, Shocking 1, Crippling 1
Attack Properties: Neutral
Targets: Everyone excluding Team Lancer.
Delayable: No
Destruction Percentage: 5%

Description: Orpheus releases a deafening shockwave that sends the opponents off of their feet. The Shockwave destroys Bounded Fields ranked D and lower as well as inflicting Shocking and Crippling 1.

Crippling 1: Reduces enemy Endurance by one subrank


---Thanatos
Rank: B+
Type: Support, Non-Delayable
Cost: 1 SP, 20 Mana
Upkeep: 10 Mana

Description: Summons the representation of the Death Arcana. Thanatos specializes in Physical and Debilitating abilities. When Thanatos is summoned, Hamuko’s STR and Endurance are increased by one full rank. Additionally, Physical attacks made by Hamuko have their damage increased by an additional 10%. Divine attacks deal 15% more damage to Hamuko when Thanatos is in use.

Name: Power Charge
Rank: B+
Type: Magical, Support
Cost: 2 AP, 1 SP, 30 Mana
Requirements: Thanatos is Summoned. Hamuko is currently in combat. Any attacks with the Physical property are not used this turn.
Properties: Enhancement
Targets: Self
Delayable: No

Description: Hamuko temporarily sacrifices her ability to physically attack to focus and increase the damage of her next attack. When used, the next Physical attack used has its damage increased by 2x. This skill’s enhancement still persists even when Personas are changed.

Name: Eerie Sound
Rank: C
Type: Magical, Support
Cost: 2 AP, 32 Mana
Requirements: Thanatos is Summoned. Hamuko is currently in combat.
Properties: Debilitation, Distress 3,
Targets: Everyone excluding Team Lancer
Delayable: No

Description: Thanatos creates a small noise that slowly eats away at the enemy’s state of mind, gradually creating a sense of distress

Distress: Reduces the enemy’s Endurance and Magical Resistance by one subrank.

Greater Distress [MGE + Luck < 5] - Players inflicted with Greater Fear will suffer an additional loss of one subrank in Endurance and Magical Resistance. Furthermore, the distress will allow all attacks made by Hamuko against the enemy to bypass all forms of defensive enhancements, including Barriers/Passive Abilities/etc.

Name: Evil Smile
Rank: C
Type: Magical, Support
Cost: 2 AP, 28 Mana
Requirements: Thanatos is Summoned. Hamuko is currently in combat.
Properties: Debilitation, Fear
Targets: Everyone excluding Team Lancer
Delayable: No

Description: Thanatos lets out a loud wail that creates a terror in the enemy’s mind. Affects protected Masters as well.

Fear 3: Enemies have their Agility reduced by 2 subranks and Luck by 1 one subrank for the next 3 turns. Instantly ends as soon as combat ends.

Greater Fear [Agi + Luck < 5.5] – Players who fail this check will have their attacks suffer a 10% damage reduction. Furthermore, attacks made by Hamuko against the victim will have an additional 5% increase in damage as well as instantly downing the enemy.

Name: Ghastly Wail
Rank: A
Type: Magical, Offensive
Cost: 3 AP, 45 Mana
Damage: 15 Mana damage (Absolute), 48 Magical damage.
Requirements: Thanatos is Summoned. Hamuko is currently in combat. The enemy is inflicted with Greater Fear.
Properties: Ranged, Fear Strike, Stun 1
Attack Properties: Neutral
Targets: Everyone in the area inflicted with Greater Fear
Delayable: Yes

Description: Thanatos digs deeper into the enemy’s fear, severely ravaging their mind while incapacitated from the terror that binds them. Once used, Greater Fear will instantly stop for the victim. However, they are stricken with Stun 1 and Enervate 2. Cannot be powered by Mind Charge.

Name: Tempest Slash
Rank: C+
Type: Physical, Offensive
Cost: 2 AP, 29 Mana
Requirements: Thanatos is Summoned. Hamuko is currently in combat.
Damage: 18x2 Physical
Properties: Melee, Anti-Armor
Targets: 1-2
Delayable: No

Description: Thanatos swings his sword in rapid succession, attacking twice against one foe.
- This skill attacks twice. The second hit may target another enemy.
- If used with Power Charge, the effect Anti-Armor takes place. This skill will deal 15% more damage against foes with an Endurance of B and higher.

Name: Vorpal Blade
Rank: A
Type: Physical, Offensive
Cost: 3 AP, 50 Mana
Requirements: Thanatos is Summoned. Hamuko is currently in combat.
Damage: 39 Physical
Properties: Melee, Anti-Personnel [+10%], Bleeding 2
Attack Properties: Neutral
Targets: As many as desired
Delayable: No
Destruction Percentage: 15%

Description: Thanatos’s most powerful physical attack in which he swings his sword in a fashion that cuts down all opposing foes. When used with Power Charge, it adds the effects Bleeding 2 and Anti-Personnel.


---Messiah
Rank: A+
Type: Support, Non-Delayable
Cost: 1 SP, 25 Mana
Upkeep: 15 Mana

Description: Summons one of Hamuko’s ultimate Personas, Messiah. When Messiah is summoned, Hamuko’s MGE and MGR are increased by one full rank. Additionally, Hamuko takes 10% less damage from all sources of magical damage so long as Messiah is summoned. She takes an additional 5% less if the Magical attack contains Elemental Properties.

Name: Enduring Soul
Rank: C
Type: Passive
Requirements: Messiah is Summoned

Description: Hamuko can survive one attack that would bring her health to 0. Instead, her HP will be reverted to 1. Can only be used once per combat situation. Will not take effect if her HP value is already 1.

Name: Unshaken Will
Rank: B
Type: Passive
Requirements: Messiah is Summoned

Description: Messiah’s divinity allows for a natural resistance to status ailments. All checks made against Hamuko will have her values increased by 1.5. Does not increase Crossing or Sighting checks.

Name: Mind Charge
Rank: B+
Type: Magical, Support
Cost: 2 AP, 1 SP, 30 Mana
Requirements: Messiah is Summoned. Hamuko is currently in combat. Any attacks with the Magical Property are not used this turn.
Properties: Enhancement
Targets: Self
Delayable: Yes

Description: Hamuko temporarily sacrifices her ability to attack in order to focus and increase the damage of her next magical skill. When used, the next Magical attack used has its damage increased by 2x. This skill’s enhancement still persists even if Personas are changed.

Name: Dekaja
Rank: D
Type: Magical, Support
Cost: 1 SP, 22 Mana
Requirements: Messiah is Summoned. Hamuko is currently in combat.
Properties: Enhancement Negation
Targets: 1
Delayable: Yes

Description: Messiah casts a magic which nullifies all forms of defensive and offensive enhancements, essentially reverting the enemy to their base state for the remainder of the turns. [Enhancements nullified include stat increases, passive enhancements, barrier/bounded field enhancements. Does not stop regen enhancement.]

Name: Agidyne/Bufudyne/Ziodyne/Garudyne
Rank: B
Type: Magical, Offensive
Cost: 2 AP, 32 Mana
Requirements: Messiah is Summoned. Hamuko is currently in combat.
Damage: 27 Magical
Properties: Ranged, Fire/Ice/Wind/Thunder Elemental
Attack Properties: Neutral
Targets: 1
Delayable: No

Description: Messiah calls forth an element’s raw power. Messiah can apply one of 4 effects which determines the name of the attack. When powered up by Mind Charge, the effects become a guaranteed hit.
- Shocking 1 [MGR + Luck < 5] – Ziodyne
- Burning 2 [MGR + Luck < 5] – Agidyne
- Freezing 1 [MGR + Luck < 5] – Bufudyne
- Exhaustion 1 [MGR + Luck <5] – Garudyne

Name: God’s Hand
Rank: A
Type: Physical, Offensive
Cost: 3 AP, 52 Mana
Requirements: Messiah is Summoned. Hamuko is currently in combat.
Damage: 42 Physical
Properties: Melee, Ranged, Anti-Air [+10%]
Attack Properties: Neutral, Aerial
Targets: 1
Delayable: No

Description: Messiah summons a large fist from the heavens to strike upon his foe. Despite it being a physical attack, this skill uses Hamuko’s Magical Energy modifier. MGE vs END. When powered up by Power Charge, it adds Anti-Air properties0

Name: Megidolaon
Rank: A++
Type: Magical, Prepared Effect
Cost: 4 AP, 105 Mana
Requirements: Messiah is Summoned. Hamuko is currently in combat. No other Persona related skills was used in the turn. Fuuka's skills and Arcana Shift are an exception.
Damage: 58 Magical
Properties: Magical, Ranged, Enervation 2, Exhaustion 2,
Attack Properties: Neutral
Targets: Everyone excluding Team Lancer
Delayable: No
Destruction Percentage: 24%

Description: Messiah summons a large blast of energy, ravaging the everyone and the area. Cannot be powered by Mind Charge.

Noble Phantasm

Name: Arcana Shift
Rank: E
Type: Support
Cost: None, Free Action
Requirements: 2 Turn Cooldown
Properties: Enhancement
Targets: Self

Description: Being that of the Wild Card, Hamuko has access to most of the Major Arcana and the ability to shift into certain Arcanas in order to acquire certain benefits. Hamuko starts with the Fool Arcana equipped. Hamuko may shift as a free Action, but it must be done at either the very beginning or very end cccof the turn. Can only be done once per turn.

Fool 0 – No special benefits.
Magician I – Increases MGE and MGR by 1 subrank.
Priestess II – Increases Magical attacks base damage by 2.
Empress III – Reduces Mind Charge’s Cost by 5 Mana
Emperor IV – Increases MGE and STR by 1 subrank
Hierophant V – Gives access to Amrita. At a cost of 20 Mana, Hamuko’s current Persona will heal her of all status effects. If the status effect has a level of 3 or higher, it will be brought down to 1. Can only be used once per turn. Free Action. Speed is equal to support phase. Can be Delayed.
Lovers IV – Gives access to Dia. At a cost of 25 Mana, Hamuko’s current Persona will heal her for 15 HP. Speed is equal to support phase. Can be Delayed.
Chariot VII – Increases STR and END by 1 sub rank.
Justice VIII – Reduces Persona Upkeep by 2 mana.
Hermit IX – Gives access to Tarunda/Rakunda. At a cost of 18 Mana, Hamuko’s Persona will reduce either the opponents Strength and Magical Energy OR the opponents Endurance and Magical Resistance for the next two turns. Reduced by 2 subranks. Can only be used once per turn. Speed is equal to Support Phase. Can be delayed.
Fortune X – Reduces Power Charge’s Cost by 5 Mana.
Strength XI – Increases Physical attacks base damage by 3.
Hanged Man XII – Increases END and MGE by 1 subrank.
Death XIII – If Hamuko defeats a Servant or Master, permanently increase one stat by 1 subrank.

Name: Dark Hour
Rank: A
Type: Reality Marble, Support
Cost: Full Turn, 140 Mana
Requirements: Used during a Day update Phase. 7 Turn Cooldown.
Duration: Following Turn
Properties: Encompassing Reality Marble
Targets: Current Area

Description: Hamuko calls forth the Dark Hour, a hidden hour that only those with the potential can experience.
- Can only be used during the Day Phase. Followings its use, the next update will not reach the Night Phase. Instead, the Dark Hour replaces the next update phase. For all intents and purposes, the Dark Hour is treated roughly the same as a Night Phase. Once the Dark Hour is over, the next update will return to the next Night Phase.
Example: Day 1 (Activated Dark Hour) -> Dark Hour (Next update) -> Night 1 (Next update)
- When the Dark Hour is activated, civilians throughout the whole map may not be interacted with via map abilities or civilian consumption.
- Once it is summoned, Shadows will appear in every area and deal 20 C+ ranked Physical damage to every single team. Servants killed in this manner will have 20% of their current mana pool redirected back to Hamuko. Masters killed in this manner will have their Catalyst stolen and given to Hamuko’s current Master. Should she not have one at the time, the Catalyst will be lost.

Name: Arcana Placement
Rank: D
Type: Prepared Effect
Cost: Full Turn, 50 Mana
Requirements: Hamuko is not engaged in combat.
Properties: Summoning
Targets: Current Area
Delayable: No

Description: An extension of the Dark Hour. Hamuko may place Major Arcanas over several areas, allowing for more powerful Shadows to appear when the Dark Hour is activated. Wherever an area is marked with an Arcana, that Arcana’s abilities will replace the default 20 C+ ranked damage. Each area can only hold 1 Arcana Marking and will disappear once activated. However, they are only activated if there is a team in the area, so Arcana Markings will not disappear if there is no team to target.

Magician: 20 B+ Physical damage is dealt, as well as an additional Bleeding 2
Priestess: 25 C+ Magical Damage is dealt. Freezing 2 [End+Luck < 5]
Empress/Emperor: Paradigm Shift - All teams in the area have their Strength and Magical Energy, Endurance and Magical Resistance, and Luck and Agility stats swapped with each other.
Hierophant: Prophecy of Ruin – All teams in the area are instantly inflicted with Greater Fear 2.
Lovers: Cupid Arrow – If used on an enemy Servant, their next attack will also deal 35% of its base damage to his/her Master. If used on an unprotected Master, their next attack will hit themselves at a rate of 50% damage.
Chariot/Justice: 25 C+ Physical damage is dealt. Anti-Armor [+25%] is added.
Hermit: 20 B+ Magical damage is dealt, as well as an additional Shocking 2.
Strength/Fortune: Random. Any of the effects from other Arcana may occur randomly.
Hanged Man: 30 C+ Physical damage is dealt, as well as Burning 3.


Fuuka Yamagishi

Description: All of Fuuka’s attacks draw on Hamuko’s Mana Pool. Additionally, only one skill can be used per turn.

Name: Analysis
Rank: D
Type: Support, Passive
Properties: Scan
Targets: Enemy Skills

Description: Once an enemy skill has been used against Hamuko, it will suffer a 10% damage reduction the next time it is used against her.

Name: Full Analysis
Rank: C
Type: Support
Cost: 30 Mana
Properties: Scan
Requirements: Must have already seen the skill in action at least once.
Targets: 1 Enemy Skill
Delayable: Yes

Description: Targets an enemy skill. Once it has been scanned, it will suffer a 20% damage reduction the next time it is used against Hamuko. Furthermore, information not normally seen will be presented in your status update. Can be used on active Bounded Fields, but Bounded Field effects will not suffer a reduction in this manner.

Name: Support Scan
Rank: C
Type: Support
Cost: 25 Mana
Properties: Scan
Requirement: 1 turn Cooldown, starting on the turn after it was activated
Duration: 2 Turns
Targets: 1 Enemy
Delayable: Yes

Description: Gives a description on what types of enhancements and debilitations are in effect on the enemy. For example, if an enemy has a passive ability that increased Physical damage by 5%, this skill will identify that enhancement.

Name: Third Eye
Rank: A
Type: Support, Reactionary
Cost: 18 Mana
Properties: Scan
Requirements: 2 Turn Cooldown
Targets: 1 Enemy
Delayable: Yes

Description: Determines what effects your attacks will have on the enemy. For example, if your attack were to have a 50% reduction against the enemy, you will be notified before the attack can take place. In this case, you can set conditionals to follow another set pattern or the GM will contact you directly in order to determine what new attacks you will use.

Name: Healing Wave
Rank: A+
Type: Support
Cost: 42 Mana
Properties: Healing
Requirements: Combat is ended. 2 Turn Cooldown
Targets: Hamuko
Delayable: Yes

Description: Can only be used as soon as combat ends. Fuuka will instantly heal Hamuko for 35 HP.
Edited by Supremezero, Feb 19 2011, 02:42 PM.
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Touphi
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Protagonist
Name: Scherzo
Sex: Female
Alignment: Lawful Neutral

HP: 150/150 [+15]
Mana: 150/150 [+32] (+14)
Servant Cost: 31
Catalyst Cost Alleviation: 13

*(+#) = current regen

Strength: D+++
Endurance: B---
Magical Energy: D--
Magic Resistance: C
Agility: A
Luck: D+

Dolus Veri: Hidden Gauntlets
Catalyst: Single-Barreled Revolver

Age: 21

Appearance: An American girl in her early 20s with green eyes and dirty blonde hair that reaches midway down her back. Usually known for wearing casual clothes such as a plain T-shirt and jeans. Of course, that belies her natural ability for martial arts.


Passive Abilities

---Clairvoyance
Rank: A

Description: Despite it being called Clairvoyance, it is actually far from it. In reality, Scherzo has an amazing ability to read the flow of battle to the point where she can pinpoint the enemy’s actions a few minutes ahead during battle. Due to this, all of her colleagues and friends dubbed it clairvoyance.

---Counter Ambush
Rank: B

Description: Thanks to her ‘clairvoyance’, Scherzo is capable of sensing ambushes a mile away (Somewhat exaggerated). If an enemy team successfully ambushes Scherzo’s team, Scherzo will be granted a Turn Action to retaliate, and all her Servants will be granted 1 AP.

Abilities and Skills

Name: Enemy Pinpoint
Rank: D
Type: Support, Non-Delayable
Cost: Turn Action, 40 Mana
Requirements: Scherzo must not be hit during the turn this is activated.
Properties: Observation
Targets: 1

Description: Because the Masters and Servants in this war are on a different level, Scherzo must observe the enemy’s actions before performing any of her advanced techniques. Enables the use of several skills. An opponent who has been observed will deal 15% less damage against Scherzo for the rest of the war.

Name: Aura Concentration
Rank: C+
Type: Support, Non-Delayable
Cost: 25 Mana
Requirements: Scherzo is not in combat
Properties: Scout
Targets: Adjacent area

Description: Scherzo can essentially scout out adjacent areas by singling out the auras of Masters and Servants. When this skill is used, Scherzo will be told how many players reside in each of the adjacent areas but not their identities. At an extra 15 Mana, Scherzo can use the skill again at the End Phase to see if enemy presencehas changed.

Name: Scherzo’s Aura
Rank: C
Type: Support, Non-Delayable
Cost: Turn Action, 45 Mana
Requirements: The opponent has been Observed by Scherzo.
Properties: Observation
Targets: Scherzo’s Servant of choice.

Description: Scherzo assumes a full support role. After having observed the enemy’s actions and acquiring a better understanding of their battle plan, Scherzo is capable of giving orders to her Servant on where to dodge or where to strike. For the remainder of the turn, attacks made by all Observed target against her own Servant deal 15% less damage.

Name: Isolate Weakness
Rank: C
Type: Support, Non-Delayable
Cost: Turn Action, 40 Mana
Requirements: The opponent has been Observed by Scherzo. The opponent is about to make an attack.
Properties: Counter, Reactionary
Targets: 1

Description: Scherzo charges forward during the opening of an enemy’s attack and quickly strikes, redirecting part of their attack back to the enemy. The next attack made by an enemy will deal 18% less damage. Attacks Rank E will be completely negated. Does not affect Noble Phantasms.
- Base damage dealt is equal to the negated damage. Powered up by Scherzo’s STR modifier.

Name: Strike Arts
Rank: D
Type: Physical, Offensive
Cost: Turn Action
Damage: 12 Physical
Properties: Melee, Anti-Personnel [+10%]
Targets: 1
Delayble: Yes

Description: Even without the use of her ‘clairvoyance’, Scherzo is a capable fighter on her own, having studied martial arts most of her life. Using a combination of kicks and punches, she can pressure the opponent with her speed.

Name: Crushing Strike
Rank: B
Type: Offensive, Physical, Non-Delayable
Cost: Turn Action, 35 Mana
Damage: 20 Physical
Requirements: Scherzo observed the target.
Properties: Melee, Crippling 2
Targets: 1

Description: Scherzo weaves around the enemy’s attacks and attacks as soon as an opening is revealed.

Crippling X: Reduces Endurance by 1 subrank for X amount of turns

---

Command Points: 1

---Heal up already!
Cost: 1 CP

Description: Reduces the Degeneration Gauge by another 15% outside of battle.


Combination Skill

Name: Shell Bullet Ultimate Revive
Rank: B
Type: Magical, Support
Cost: Turn Action, 35 Mana from Scherzo, 1 SP and 40 Mana from Kazuma
Requirements: Catalyst is active.
Properties: Transformation
Targets: Kazuma

Description: Scherzo throws her Catalyst into the air, where Kazuma materializes it into his Shell Bullet Ultimate. When summoned this way, the normal requirements do not have to be met.
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Touphi
Member Avatar
Protagonist
Real Name: Kazuma The Shell Bullet (s-CRY-ed)
Sex: Male
Alignment: Chaotic Neutral

Health: 300 (+36)
Mana: 300 (+27)

Strength: C -> B
Endurance: D -> C
Magical Energy: D+ -> C+
Magic Resist: D-- -> C--
Agility: C- -> B-
Luck: B-- -> D-

AP: 4

Note: Whenever Kazuma activates any of his Alter Forms, skills with the Anti-Armor property will affect him. However, the Anti-Personnel property only affects him when no Alter is summoned.


Passive Abilities

---Mad Enhancement: Battle High
Rank: B

Description: Given the chance to fight strong opponents, Kazuma revels in battle and feels the rush of combat through increased stats. Activates immediately in combat. Deactivates as soon as combat ends, with Kazuma reverting back to his lazy bum lifestyle.

---Degeneration Gauge
Rank: C

Description: The more Kazuma’s Alter Power is used, the more of an effect it will have on his body. While relatively low level attacks will have little impact, use of his stronger forms puts himself at risk. As the effects take place, Kazuma will slowly lose feeling, a process which actually helps him in battle at the expense of his mobility. Minimum of 0% to a maximum of 100%. During each turn spent out of combat, the Degeneration gauge will lower by 15% at the end of the End Phase.

30% - END, MGR both increase by +. Agi and Luck both lose one subrank.
45% - STR, MGE, both increase by +
75% - STR. MGE, both increase by 1 rank and +.
80% - END, MGR both increase by 1 rank and ++. Agility and Luck lose 1 rank and three subranks. At this point, Kazuma’s movement becomes restricted to a movement of 1 area and a -2 penalty will be imposed on all Scouting/Crossing Checks.
100% - The degeneration finally takes its toll. All positive buffs resulting from the Degeneration Gauge will not longer take effect and Kazuma will lose 1 AP. He will automatically leave any of his Alter forms at the end of the turn.

---Gateway to the Other Side
Rank: A++

Description: Kazuma has a connection to a parallel universe, where independent Alters roam. It was through this universe that Kazuma was able to increase the power of his own Alter. The more Kazuma uses his power, the stronger a connection will be made to the Other Side, a bond necessary for several of Kazuma’s skills. Gauge starts at a minimum of 0% to a maximum of 100%. Every turn spent out of combat, the gauge will decrease at a rate of 12% at the end of the End Phase.

---Headstrong
Rank: C

Description: Despite charging in battle recklessly, Kazuma does not charge in with guns blazing without some sort of plan. Consequently, he’s always at the top of his game during a battle.
- Kazuma cannot be affected by Stun, and all other status effects will dissipate twice as quickly. Kazuma’s checks against skills granting some form of debuff will increase by 0.5.

Abilities and Skills

Name: Fist Arts
Rank: E -> D -> C -> B
Type: Physical, Offensive
Cost: 1 AP
Damage: 4 -> 7 -> 9 -> 12 (All Physical) [+1 on Downed Opponents]
Properties: Melee, Anti-Armor [+5%], Anti-Personnel [+5%]
Attack Properties: Neutral
Delayable: Yes

Description: Kazuma attacks haphazardly with a style of fighting he learned on the streets. Can be done without the activation of an Alter. Damage increases as he reaches a higher Alter form.

Normal Form -> Shell Bullet -> Shell Bullet Ultimate -> Proud Fist

Name: Summon Shell Bullet
Rank: C
Type: Non-Magical
Cost: 1 SP, 30 Mana
Upkeep: None
Requirements: 10% of the current area’s percentage is still intact. Not already in use.
Properties: Transformation
Targets: Self
Delayable: Yes

Description: Absorbing the components of the area around him, Kazuma summons his Alter ‘Shell Bullet’. Can be summoned as a Free Action.
- Comes with Fins 1, 2, and 3, all of which must be used in ascending order.
- Upon its use, the Degeneration Gauge automatically increases by 5%. Each successive turn, the gauge increases by 2.5% as long as Shell Bullet remains in use. Shell Bullet will be considered in use until all 3 Fins are used up.
- Can be dismissed as a free action. When resummoned, all 3 fins are regenerated.

Name: Shocking First Bullet (S.F.B)
Rank: D+
Type: Physical, Offensive
Cost: 1.5 AP, 20 Mana
Damage: 17 Physical
Requirements: Fin 1 is available to be consumed.
Properties: Melee, Ranged, Armor Break Physical
Attack Properties: Neutral, Down
Targets: 1
Delayable: Yes

Description: As Kazuma’s first fin breaks apart, it propels him forward, dealing damage with a massive punch. Puts the enemy in Down Status if the target is hit twice in a row.
- Fin 1 can be instantly repaired as a free action at the cost of 3% of the area’s destruction level and 10 mana. If another Shocking First Bullet is used following this repair, it will cost 0 Mana. The AP cost remains.
- Armor Break Physical – Destroys Physical Barriers Rank E instantly
- Adds 8% to the Gate Gauge per use

Name: Annihilating Second Bullet (A.S.B.)
Rank: C+
Type: Physical, Offensive
Cost: 2.5 AP, 30 Mana
Damage: 26 Physical
Requirements: Fin 2 is available to be consumed. Fin 1 is already consumed.
Properties: Melee, Ranged, Armor Break Physical, Anti-Armor [+5%]
Attack Properties: Neutral, Down, Aerial
Targets: 1
Delayable: No
Destruction Percentage: 8%

Description: Much like his first attack, Kazuma’s second fin breaks apart, propelling him at a greater speed and dealing more damage.
- If used right after S.F.B., the enemy will be downed. If used on an opponent with Flight, it will instantly down them, regardless if S.F.B. was used.
- Armor Break Physical – Destroys Physical Barriers Rank D instantly.
- Because it is at a much greater speed, attacks with the Ranged Property deal 5% less damage against Kazuma.
- Adds 12% to the Gate Gauge

Name: Exterminating Last Bullet (E.L.B.)
Rank: C++
Type: Physical
Cost: 3 AP, 45 Mana
Damage: 35 Physical
Requirements: Fin 3 is available to be consumed. Fins 1 and 2 are already been consumed.
Properties: Melee, Ranged, Armor Break Physical, Anti-Armor [+15%], Weakening
Attack Properties: Neutral, Down
Targets: 1
Delayable: No
Destruction Percentage: 14%

Description: Kazuma uses his final fin, launching himself at a speed greater than its two counterparts to punch the enemy.
- Has the same Armor Break properties as A.S.B.
Anti-Armor: Deals 15% more damage on armored opponents, as well as opponents with an Endurance of B and higher.
- Ranged attacks deal 15% less damage during the turn E.L.B. is used.
- Weakening – Targets either MGR or END, depending on which is the lower stat.
- Adds 16% to the Gate Gauge.

Name: Launch
Rank: D
Type: Non-Magical
Cost: 10 Mana
Requirement: Kazuma is not bounded by any form of movement restriction. Shell Bullet is currently active.
Properties: Reactionary, Temporary Flight

Description: Kazuma punches the ground as a means to launch himself to the enemy’s level. During the time of this move, Kazuma bypasses all the advantages an opponent with Flight would normally have against a Grounded opponent.

Name: Summon Shell Bullet Ultimate
Rank: B
Type: Non-Magical, Support
Cost: 1 SP, 55 Mana
Upkeep: 15 Mana
Duration: 2 Turns after combat has ended
Requirements: Not already in battle. 25% of the current area’s percentage is still intact. Not already in use. At least 35% of the Gate to the Other Side gauge is filled.
Properties: Transformation, Support
Targets: Self
Delayable: No

Description: Kazuma summons a greater version of his Shell Bullet, not only giving him a new appearance but also new abilities. Uses Shell Bullet Shots, required for as a separate cost for skills. Kazuma starts the war with 2. He can hold a maximum of 5.

- Can be activated through another set of requirements. Shell Bullet Ultimate can be summoned as soon as all 3 Fins of Shell Bullet have been used. Since he is not recreating his Alter from scratch, using this method will only use up 15% of the area’s destruction level. Mana cost is also decreased by 10. However, since he rushes the process, the degeneration for its initial summoning will be doubled.

- On its initial summoning, it will automatically add 13% to the degeneration gauge. Each turn it remains active, it will add an additional 5%.
- So long as Shell Bullet Ultimate remains active, Kazuma will gain 2 Subranks in STR and END, a full rank in Agility, and one sub rank in the remaining parameters. Stacks with effects from the Degeneration Gauge.
- Fist Arts gains Anti-Armor and Anti-Personnel Properties.
- After combat has ended, Kazuma can choose to keep Shell Bullet Ultimate active for a maximum of two turns out of combat. Despite being out of combat, Kazuma’s degeneration will not decrease during that time period. If you decide not to, Shell Bullet Ultimate will automatically deactivate at the end of combat.

-Kazuma gains an array of abilities with the activation of Shell Bullet Ultimate

---Name: Flight
Rank: D
Cost: 10 Mana
Upkeep: 8 Mana
Requirements: Nothing is binding Kazuma down

- Can be set as a Reactionary Speed. Can be cancelled as a free action.
- Grants Flight Properties as listed in the rules.

---Name: Torrent of Power
Rank: B
Type: Magical, Passive
Damage: 5 Magical
Targets: All unprotected targets in the area. This excludes Berserker and Masters who are protected by Servants. Berserker’s Master can be affected unless contracted with another Servant aside from Berserker.

Description: When Shell Bullet Ultimate is activated, everyone in the area is hit with a wave of power, both Servants and guarded Masters and are consequently put in a Downed status. Kazuma may act immediately following this action, regardless of enemy Agility.
- All enemies hit with this skill will automatically fail the next check played against them regardless of the attacker

---Name: Shine Brighter
Rank: C
Type: Magical, Support
Cost: 1 SP, 38 Mana, 1 Shell Bullet Shot
Duration: As long as Berserker remains in combat
Requirements: Kazuma is currently in combat. Not already active. Shell Bullet Ultimate is active
Properties: Blinding 3 (Luck + MGR < 5), Stun 1, Area Effect, Non-Delayable
Targets: Area
Delayable: No

Description: Kazuma unleashes a wave of light from his right arm in the area, blinding all the enemy teams and buying more time to act.

Blinding 3: Enemy’s Agility and Luck are decreased by 2 Subranks for the next 3 turns.
- After the use of this skill, the degeneration rate of all skills used while the skill is active is halved.
- Furthermore, the Gate to the Other Side Gauge will increase at a rate of 1.5x.
- Kazuma’s next attack following the use of Shine Brighter will deal an additional 10% damage. Additionally, any skill Kazuma and his Master uses for the remainder of the turn will have a 20% Mana reduction cost

Name: Shell Bullet Burst
Rank: B++
Type: Physical + Magical, Offensive
Cost: 2 AP, 50 Mana, 1 Shell Bullet Shot
Damage: 15 Magical + 20 Physical [+2 Magical, +3 Physical on Downed Opponents]
Requirements: Shell Bullet Ultimate is active. 1 Shell Bullet Shot is available.
Properties: Melee, Ranged, Exhaustion 3 (END + Luck < 5), Anti-Armor [+15%]
Attack Properties: Neutral, Ground
Targets: 1-2
Delayable: No
Destruction Percentage: 15%

Description: By opening the aperture on his fist, Kazuma releases the power inside. He slowly floats into the air before charging at a great speed towards his opponent. On its use it adds an additional 14% to the Degeneration Gauge. It also adds 18% to the Other Side Gauge. Downs the enemy, even if in flight.
- Bypasses any form of defensive enhancement of Rank C or Lower. If the defensive enhancement is a barrier of rank D or lower, it will be destroyed. Passive Abilities will not be destroyed by Shell Bullet Burst’s attack.
- Kazuma has the option of expending another Shell Bullet Shot to increase Shell Bullet Burst’s effects. Kazuma can choose one of the following
---Shell Bullet Burst will bypass any defensive enhancement Rank A or lower. Physical Barriers Rank C and lower will be destroyed.
---Shell Bullet Burst’s energy passes through its initial target, hitting another enemy at a rate of 50% of its original damage. This can target Masters if the initial target is their Servant.
---Shell Bullet Burst will cause an additional Stun 1(Can only be used once against a target in the same combat situation. Resetting combat resets this limitation.)
---Shell Bullet Burst will add another +3 Physical and +3 Magical attack if the opponent is in Down Status.

Name: Shell Bullet Destruction
Rank: A+
Type: Physical, Offensive
Cost: 2.5 AP, 65 Mana, 2 Shell Bullet Shots
Damage: 40 Physical [+4 on Opponents in Aerial Status or in Flight]
Requirements: Shell Bullet Ultimate is active. 2 Shell Bullet Shots is available.
Properties: Ranged, Area Effect, Anti-Air [+10% Agility + End < 4.5]
Attack Properties: Neutral, Aerial
Targets: As many as desired by Team Berserker. Cannot hit Kazuma himself.
Destruction Percentage: 25%
Delayable: No

Description: Kazuma directs his Shell Bullet Burst not towards the opponents but at the area itself. The massive power surge from Kazuma’s attack causes the ground to uproot and heavily skewer in the area. This attack can also target opponents with Greater Flight. Upon its use, it will add 24% to the Degeneration Gauge and 23% to the Other Side Gauge.
- Opponents with Flight that are hit with this attack will be grounded for the entirety of next turn. Those in Greater Flight still remain in Greater Flight.
- If this attack is used while the Gate to the Other Side Gauge is over 65%, all the enemies in the area will catch a glimpse of the parallel universe. Unable to comprehend the world, the opponents are afflicted with Shocking 2 and Enervation 2.

Name: Shell Bullet Absorption
Rank: D
Type: Non-Magical, Support
Cost: 1 SP, X*15% of the area’s destruction level
Properties: Alter Absorption
Target: Area
Delayable: No

Description: Kazuma draws in energy in order to create Shell Bullet Shots. Can be used both in and out of battle. Can only take in a maximum of 2 at once, each one costing 15%. Each use adds 3% per Shell Bullet Shot created to the Degeneration Gauge.
- If the area does not have enough percentage, Kazuma can replace the cost with his own mana. For every 1% more required, Kazuma must pay 2 Mana.
- If used outside of battle, it stops the Gateway to the Other Side gauge from decreasing for the turn.

Noble Phantasm

Name: Summon Proud Form
Rank: A+++++
Type: Non-Magical
Cost: Varies
Requirements: Varies
Upkeep: 20 Mana
Duration: See Description
Requirements: Varies
Properties: Transformation, Support, Non-Delayable
Targets: Self

Description: Kazuma’s Alter now surrounds his entire body putting him at his strongest. Can be activated two ways. Regardless of its activation, The Gateway to the Other Side gauge will begin depleting at a rate of 22% per turn. Should Kazuma reach 0 or be unable to pay, he will automatically leave Proud Form.
- He may leave Proud Form as a Free Action at which point the Gateway to the Other Side will no longer deplete.
- Furthermore, while this form is active, the gauge can not increase in any way.

Requirements: Gateway to the Other Side Gauge is at least 70% Filled. 25% of the area’s destruction level is available to be consumed. Shell Bullet Ultimate has been activated at least once during any point in the war.
Cost: 1 SP, 65 Mana

Or

Requirements: Gateway to the Other Side Gauge reaches 100%. Shell Bullet Ultimate has been activated at least once during any point in the war.
Cost: Free
- When summoned using this method, Kazuma will automatically enter Proud Fist as soon as he hits 100% in the related gauge, regardless of which phase it takes place in. However, this is completely optional. As long as the gauge remains at 100%, Kazuma can enter Proud Fist as a Free Action at any given time after the upkeep phase.

- On its initial summoning it will add 25% to the Degeneration Gauge and an additional 12% for each turn it remains active.
- As long as Proud Fist is active, Kazuma will gain 3 Subranks in all stats minus Agility, which gains one full rank and an additional subrank. Furthermore, even if Kazuma reaches a Degeneration rate of 100% he will not leave Proud Fist Form. However, the Parameter buffs listed above will no longer take place. After battle has ended, Kazuma will automatically shift out and suffer from the effects of Degeneration.
- Any attacks with the Ranged Property deal 15% less damage against Kazuma in this form.
- Kazuma gains an array of abilities as well as the improvement of existing abilities.

---Flight
Rank: C
Type: Passive

Description: Improved form of Flight. Requires no cost.

---Shell Bullet Counter
Type: Magical
Rank: C+++
Cost: 15 Mana, 1 AP
Requirements: Kazuma is targeted with a Projectile.
Damage: Half of the projectiles base damage. Boosted by Kazuma’s Strength.
Properties: Reactionary
Attack Property: Shares the Projectile’s attack properties
Targets: As many as desired
Delayable: Yes

Description: Marked with his heightened sense, Kazuma uses the back of his fist to easily deflect projectiles back to their owner. Can be set as Reactionary.
- The projectiles will not deal any damage towards Kazuma. Additionally, he only has to pay 1 AP per enemy, not per projectile. So if one enemy were to fire 3 separate attacks all with the Projectile Property, every one would be sent back at the cost of 1 AP. Does not affect Noble Phantasms.

---Name: Propeller Whip
Rank: D++
Type: Physical, Offensive
Cost: 1.5 AP, 25 Mana
Damage: 13x2 Physical
Properties: Ranged, Anti-Personnel [+8% End + Luck < 3.5], Bleeding 2
Attack Properties: Launcher, Down
Delayable: No
Targets: 1

Description: Kazuma launches the enemy into the sky with a kick before spiking down with a violent spin from his fin.

---Torrent of Power
- Same effects apply when Proud Form is activated. Damage is increase to 8 magical Energy

---Shell Bullet Burst
- When used in Proud Form, Shell Bullet Costs no longer need to be paid.
- All 3 extra effects listed will automatically take place at no extra cost. Limitations listed will still apply.

---Shell Bullet Destruction
- Will no longer suffer a damage reduction against those with Flight and Greater Height. The check for Anti-Air is now increased to 5.5

---Name: Proud Fist
Rank: A+++++
Type: Physical + Magical, Offensive
Cost: Full Turn + Movement, 85 Mana
Damage: 30 Physical + 30 Magical
Requirements: Proud Form is currently active
Properties: Melee, Ranged, Area Effect, Armor-Break, Anti-Armor [+15%]
Attack Properties: Neutral
Targets: Everyone in the area, excluding Team Berserker.
Delayable: No
Destruction Percentage: 60%


Description: Kazuma flies up into space, where he charges both of his fists with a massive energy. He then comes crashing down, smashing his fist into an enemy team and creating a large inescapable shockwave. Upon its use, 40% is added to the Degeneration Gauge. If this technique brings Kazuma to 100% for the Degeneration Gauge, Kazuma will automatically leave Proud Form.
- Must target an initial team, who will take the full brunt of the damage. All other teams take damage at a rate of 50%.
- The initial Team will suffer from an effect of Shocking 3.
- Any effective defensive enhancement an enemy have will be instantly destroyed. Passive defensive Abilities will be rendered useless for one turn following the use of Proud Fist.
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Pkdragon
incompetent
only posting saber b/c saber's the only one who's dead

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Real Name: Reid Hershel (Tales of Eternia)
Sex: Male
Alignment: Lawful Good
Health: 300 (+32)
Mana: 300 (+32)

Strength: C+
Endurance: B--
Magical Energy: B-
Magic Resist: B++
Agility: C+
Luck: C+

AP: 5

Weapons: Reid has access to three types of weapons: Swords, Axes, and Polearms. The weapons allow a balanced play between Aerial, Neutral, and Grounded combat. They also grant Reid a unique property for his Class: Thrust and Slash.

Passive Skills:

Power of the Gods
Rank: B+
Type: Magical, Divine, Passive

Description: Blessed with the Power of the Gods, Reid possesses a natural ability to withstand damage normal humans can not handle.
- Protected by Fibril, Reid takes 15% less damage from attacks with the Divine Property. Additionally, Reid deals 5% more damage when using attacks with the Divine Property.
- Reid takes 10% less damage from all Magical Attacks. Any Magical attack with the Dark property deals its normal base damage.


Hunter’s Intuition
Rank: C
Type: Passive, Non-Magical

Description: While growing up, Reid honed his senses as a hunter, allowing him to easily track the movements of his prey. As a result, Reid acquired a ‘Sixth’ sense, making Reid and his Master impervious to all forms of ambushes, minus Full Ambushes. Additionally, Reid can choose the starting location of an encounter during the Movement Phase, even if Reid’s team lost the Sighting/Crossing check.

Innate Fibrill
Rank: A
Type: Magical

Description: Reid’s innate power, mainly used to power up his Aurora Artes or strengthen his normal artes.
- Reid has a gauge ranging from 0% to 100%. Reid starts the war at 50%
- Outside of battle, the gauge will drop by 15% per turn. However, once in combat, the percentage locks, remaining constant for the duration of the battle.
- At a cost of 1 SP, Reid can halt the drop in percentage and instead increase the gauge by 20%.

Fibrill Augmentation
Rank: C
Type: Magical
Requirements: 3 turn Cooldown. Has not been used in the past 3 turns
Properties: Support, Non-Delayable
Cost: 15% Fibrill, 1 SP

Description: At a cost of 15% Fibrill, Reid can treat one Arte as if its Attack was 3 subranks higher. That one Arte is also treated as having the Divine Property.

Abilities and Skills

Name: Weapon Change
Rank: E
Type: Support
Cost: 1 SP
Requirements: None
Properties: Equipment
Targets: Reid
Delayable: No

Description: Allows Reid to switch between his three available weapons. By default, Reid is equipped with his Sword. The other two weapons he can equip are axes and spears. Each weapon grants different effects to his attacks as well as introducing Artes unique to each weapon.

- Reid may switch weapons mid battle. When switching mid-battle, any actions you take in the same turn will not count towards any pre-requisites for any skills in general. For example, if you use Skill X the same turn as switching weapons and using Skill X is a prerequisite for using Skill Y on the next turn, you would not be able to use Skill Y.

Sword: No effect on skills.
Axe: Attacks utilizing Slash will give a 5% increase in damage. Thrusts will suffer a 5% loss in damage. Applies to each separate hit.
Spear: Attacks utilizing Thrust will give a 5% increase in damage. Slashes will suffer a 5% loss in damage. Applies to each separate hit.

Base Artes

Name: Sonic Blade (Majinken) -> Sonic Chaos (Majin Rengazan)
Rank: D -> C
Type: Physica, Offensivel
Cost: 1 AP -> 1 AP, 25 mana
Damage: 7 Physical -> 8 Physical
Properties: Ranged, Projectile
Attack Property: Neutral -> Down
Targets: 1 -> 1-2
Delayable: Yes

Description: Reid unleashes a wave of energy across the ground to strike his opponent from a safe distance. If Sonic Blade hits 3 times in succession, it Downs the enemy, unless they are in flight. If used on an enemy that is already downed, Sonic Blade/Chaos will deal 15% more damage.

Sword – Has the option of being treated as a Magical attack as opposed to a Physical attack.
Axe – Sonic Blade will unleash two projectiles the first time it is used during any turn. Following attacks will only deal 5 Physical Damage.
Spear – All Sonic Blades used in Spear mode may choose to hit a second target at no extra cost

- If an enemy is Downed through the use of Sonic Blade, Reid gains access to an extension called Sonic Chaos (Majin Rengazan). Pays 1 AP and 25 mana to unleash a barrage of 3 more Sonic Blades, each dealing 8 physical damage regardless of weapon.
- Sonic Chaos may choose to hit a second target. If the initial target of Sonic Chaos is a Servant, the Master he is protecting can be hit with Sonic Chaos.

Name: NeoSwarm (Akisazame)
Rank: C
Type: Physical, Offensive
Cost: 2 AP, 25 Mana + 5X
Damage: 5 Physical
Properties: Melee, Anti-Personnel (+15%, Applies to all weapons)(Agility + Endurance < 5)
Attack Property: Neutral/Launcher/Aerial, Thrust/Slash
Targets: 1
Delayable: No

Description: Reid rapidly pierces the enemy with a series of thrusts before following up with an upward slash.
- Hits 6 times. First five hits are registered as Thrusts with the final hit registered as a Slash. The final hit also puts the enemy in ‘Aerial’ status.
- On a Downed enemy, the thrusts only hit 3 times. The last hit still puts the enemy in Aerial Status.
- Anti-Personnel attacks are easier to achieve on a character in Aerial Status. Follows this Check instead. (Agility + Endurance < 6)

-Sword: At a cost of 5 mana, Reid may add an extra thrust before the final slash. Maximum of 2 extra slashes.
-Axe: Thrusts deal only 4 Physical damage each and the final Slash deals 7 physical damage. Anti-Personnel benefits only apply to the last hit.
-Spear: Thrusts deals 7 Physical damage instead and Anti-Personnel requirements are easier to achieve. However, the last hit will fail to put the enemy into ‘Aerial’ status. If done an enemy already in Aerial status, the last hit will keep them in the air.

Name: Tempest Strike (Rekkuuzan)
Rank: C+
Type: Physical, Offensive
Cost: 2 AP, 30 Mana
Damage: Varied
Properties: Melee, Ranged, Anti-Armor (Axe)
Attack Property: Aerial, Slash
Targets: 1
Delayable: No

Description: Reid somersaults into the air and spins, slashing the enemies while he is airborne.
- When used on enemies in ‘Aerial’ status, the attack hits 4 times, each Slash dealing 7 damage. If used on enemies on Neutral ground, the attack will only hit twice. Tempest Strike will completely miss Downed enemies.
- When used on enemies with Flight, this attack will not suffer a reduction in damage.

- Sword: Will deal Bleeding 2 on an enemy put into Aerial status.
- Axe: Base physical damage increases to 8. On the 4th hit, Tempest Strike will destroy any Barriers/Shields with a rank of C or lower.
- Spear: Base physical damage decreases to 6 per hit. However, due to its range, it can hit Neutral opponents 3 times as opposed to two.

Name: Demon Twist (Kogarenzan)
Rank: C+
Type: Physical
Cost: 2 AP, 30 Mana
Damage: 6.5 Physical per hit
Properties: Melee, Anti-Personnel (+10%)
Attack Property: Aerial, Launcher/Down, Slash/Thrust
Targets: 1
Delayable: No

Description: Reid launches the enemy upwards, then assaults with a series of midair slashes before slamming the enemy into the ground.
- Hits 5 times.
- First Hit: Puts the enemy in Aerial status.
- Second to Fourth hits: Series of slashes in the air. If successful in launching the enemy, deals an additional 5% more damage per hit. Stacks with Anti-Personnel (Axe).
- Fifth Hit: Slams the enemy down, putting them in a Downed status.
----The Fifth hit can be cancelled, allowing Reid to sacrifice downing the enemy for the sake of keeping the enemy in the air instead. Any followup afterwards will treat the enemy as ‘Aerial’ status.
---In the case the enemy is not launched by the initial hit, the Aerial Slashes suffer a 10% reduction in damage.

Sword: Allows Reid to perform at his full potential. Adds an additional slash in the air.
Axe: Can deal Anti-Personnel damage.
Spear: As an extra follow up following the downing of an enemy, Reid can pay 10 mana to strike down and impale the enemy. Deals an additional 7 damage and Bleeding 2.


Sacred Skills:

Sword Only:

Name: Rising Phoenix (Houtenku)
Rank: B
Type: Physical, Non-Delayable, Offensive
Cost: 2.5 AP, 45 Mana
Requirements: Tempest Strike was used in an earlier turn in combat. Must follow a Base Arte.
Damage: 18 physical x 2
Properties: Melee, Ranged, Burning 2 (Endurance + Luck < 4.5)
Attack Property: Aerial, Down, Thrust
Targets: 1-2
Delayable: No

Description: Reid leaps into the air and crashes down with a fiery blaze, burning all in his path.

First Hit: An upward thrust, keeping the enemy in the air. 18 Physical damage. Only hits characters in Aerial Status.
Second Hit: A downward thrust, forcing the enemy to the ground and releasing a small shockwave. 18 physical damage. Downs the enemy. When used against an enemy with Flight, it will send them back down to Neutral Ground instead of Down Status.

- Will only hit twice against enemies in Aerial Status. This attack will not suffer a damage reduction when used against enemies with Flight.

Axe Only:

Name: Omega Demon Chaos (Mouko Rengekiha)
Rank: B
Type: Physical, Non-Delayable, Offensive
Cost: 2.5 AP, 40 Mana
Requirements: Demon Twist was used earlier in combat. Must follow a Base Arte.
Damage: 4x11 Physical
Properties: Melee, Armor-Break (Physical), Guard Break
Attack Property: Neutral, Slash
Targets: 1
Delayable: No

Description: A fierce variant of one of Reid’s techniques, Demon Hammer (Kogahazan). Reid rushes up to the enemy and viciously slashes up and down in four sets for a total of eight times.

- Despite hitting a total of eight times, each set of two is treated as a single attack.
- This attack is particularly effective against Physical Barrier/Shields. On the fourth hit, Omega Demon Chaos will automatically destroy Physical barriers with a rank of B or lower.

Spear Only:

Name: Omega Seal
Rank: B++
Type: Magical, Offensive, Non-Delayable
Cost: 2.5 AP, 45 Mana
Requirements: Neo Swarm was used in an earlier turn of combat. Does not need to follow a base Arte.
Damage: None
Properties: Stun 2, Enervate 3, Exhaustion 3,
Attack Property: Neutral, Ground
Targets: 1-2
Delayable: No

Description: Reid traps the enemy in a sphere of wind before lifting them into the sky and bursting the seal, sending the enemy crashing into the ground.

- This attack deals no damage, instead dealing guaranteed Status Effects against the target in question.
- Cannot be used against the same enemy twice in combat. This limit resets once combat is broken with the target.
- Cannot be used against Flying Enemies or enemies in Aerial Status.
- When targeting a Servant, the Master can be included at the cost of 5 more mana. The Master only suffers Enervate 3 and Exhaustion 3

Burst Phantasms:

- Following the use of a Burst Phantasm, Reid may switch his weapon as a free cost. None of the negative penalties will apply.

Sword Only:

Name: Burning Phoenix (Hiou Zetsuenshou)
Rank: A
Type: Magical, Offensive
Requirements: On the turn before, the target’s final position after Reid’s attacks resulted in a down. Rising Phoenix was used at least once in the two turns prior. Rising Phoenix is used the same turn Burning Phoenix is used.
Cost: 60 Mana, 2.5 AP, 1 SP,
Damage: 18x2 Physical (From Rising Phoenix) + 30 Magical
Properties: Divine, Melee, Ranged, Slash, Burning 3
Attack Properties: Ground
Targets: 1-5
Delayable: No
Destruction Percentage: 18%


Description: An extension of Reid’s Rising Phoenix. Following the initial hits of Rising Phoenix, Reid rapidly dashes across the area, leaving behind a streak of flames in his wake.

- If Burning Phoenix is used as a followup to Rising Phoenix, Rising Phoenix’s mana cost will be split in half. AP Cost remains the same. Additionally, Rising Phoenix will be treated as a Divine Skill, regardless of the use of Fibrill Augmentaion.
- Aside from the above, Rising Phoenix will follow the same conditions listed in its own skill.
- Burning Phoenix will deal a guaranteed Burning 3. Stacks with any additional burning the target already has. Will deal Burning 5 if the Opponent fails the following check. (Agility + Endurance < 6)
- Burning Phoenix will deal an additional absolute 5 magical damage if the opponent is downed. If Rising Phoenix was the last attack to have caused the enemy down in the turn prior, it will add another 5 absolute magical damage. (This damage does not follow the damage formula and will only deal 5 damage.)

Axe Only:

Name: Dragon Demon Chaos (Ryuuko Metsugazan)
Rank: A
Type: Magical, Offensive
Requirements: Omega Demon Chaos was used at least once in the two turns prior. Omega Demon Chaos is used the same turn Dragon Demon Chaos is used.
Cost: 70 Mana, 2.5 AP, 1 SP,
Damage: 11x4 Physical (From Omega Demon Chaos) + 10x4 Magical
Properties: Divine, Melee, Ranged, Slash, Stun 1 (check)
Attack Properties: Neutral
Targets: 1
Delayable: No
Destruction Percentage: 15%


Description: An extension of Reid’s Omega Demon Chaos. Hits a total of 4 times, each hit having the Slash property. Reid barrages the enemy with an energy wave followed by an energy burst. He then leaps into the sky and strikes down with a final fierce slash. The ground then bursts with a torrent of energy, dealing additional damage.

- If Dragon Demon Chaos is used as a followup to Omega Demon Chaos, Omega Demon Chaos’s mana cost will be split in half. AP Cost remains the same. Additionally, Omega Demon Chaos will be treated as a Divine Skill, regardless of the use of Fibrill Coating.
- Aside from the above, Omega Demon Chaos will follow the same conditions listed in its own skill.
- Dragon Demon Chaos will automatically destroy any Protective Barrier or form of defense, whether it be a Magical or Physical barrier. Will not destroy Bounded Fields or EX ranked barriers.
- Dragon Demon Chaos will deal additional damage based on the rank of the barrier destroyed.
Formula: 3 Magical Damage * Number of the rank. (E starts out with a value of 1 and the value increases by 1 as the rank increases with A having a value of 5).

Spear Only:

Name: Quasi Seal (Fuujin Fuubakusatsu)
Rank: A
Type: Magical, Offensive
Requirements: In the turn before, the target’s final position after Reid’s attacks resulted in an Aerial status. Omega Seal was used at least once in the two turns prior. Omega Seal is used in the same turn as Quasi Seal
Cost: 60 Mana, 2.5 AP, 1 SP
Damage: 10x4 Magical
Properties: Divine, Magical, Ranged, Anti-Personnel (+15%)
Attack Properties: Aerial
Targets: 1
Delayable: No


Description: An extension of Reid’s Omega Seal. Instead of the normal no-damage burst, the sphere cuts up the enemy from the inside as ten spears of wind pierce the orb.

- This Burst Phantasm is a unique case when compared to its other counterparts. Although Omega Seal is required to be used in the same turn, no costs will have to be paid for Omega Seal. Because of the way the extension acts, the status effects from Omega Seal will not strike a second time when used in this manner.
- Because Quasi Seal is a follow up to Omega Seal, Omega Seal must successfully hit in order for to Quasi Seal to take place.
- Quasi Seal will deal a guaranteed Bleeding 5 status effect.
- Should the character have the ability Flight, they will not be able to use Flightiwithin the next 3 turns, regardless of whether or not it has already been activated.

Noble Phantasm:

Name: Aurora Wall -> Aurora State
Rank: A+++
Type: Magical,Offensive
Requirements: Reid is at or below 30% HP. Cannot be used twice in the same battle. Red is in battle.
Cost: 1 SP, 25% Fibrill
Damage: 25 Magical
Properties: Divine, Melee
Attack Properties: Neutral
Targets: 100
Delayable: Yes
Destruction Percentage: 20%

Description: Using his innate Fibrill, Reid shrouds himself in a bright light before unleashing a torrent of enemy to damage the entire area around him.

- Can be used the instant Reid’s HP falls to or below 30%
- Upon activation, Aurora Wall will heal Reid to some extent. 1/8 of all the damage Reid has taken since the beginning of combat will heal Reid. Additionally, the last attack used on Reid before activating Aurora Wall will heal for 50% of its damage. Reid will still take damage normally but heals for 50% that amount afterward.
- Additionally, Activating Aurora Wall will automatically switch Reid’s weapon to Sword.

---Aurora State:
Rank: A
Type: Passive, Magical
Cost: 10% Fibrill per turn
Duration: 2 turns or until the Fibrill cost can not be paid.

Description: After activating Aurora Wall, Reid is put in a focused state, the Fibrill channeling throughout his entire body making his attacks stronger.

- In this state, all of Reid’s attacks will now use Reid’s Magical Energy stat and will contain the Divine Property.
- Reid must be in Aurora State in order to use Aurora Sword.
- If Reid does not have enough Fibrill to pay the upkeep, Aurora State will automatically deactivate.

Name: Aurora Sword
Rank: EX
Type: Magical
Requirements: Reid has at least 50% Fibrill available. (This is not consumed). Aurora Wall successfully hits a target.
Cost: 3 AP, 30 Mana
Damage: 6x10 Magical
Properties: Divine, Melee
Attack Properties: Neutral, Slash
Targets: 1
Delayable: No

Description: Reid’s ultimate Divine Arte. Reid focuses his energy on his blade creating a weapon with massive damage capability.

- Can only be used after the activation of Aurora Wall.
- Reid may not follow up with any other attack following the use of Aurora Sword if used past the Movement Phase.
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Shadow
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Name: Sonnet
Sex: Female
Alignment: Neutral Good

HP: 150/150 [+11]
Mana: 150/150 [+44] (+19)*
Servant Cost: 39
Catalyst Cost Alleviation: 14

*(+#) = current regen

Strength: E
Endurance: E+
Magical Energy: C+
Magic Resistance: C+
Agility: D--
Luck: C

Dolus Veri: Sapphire Amulet
Catalyst: Last Fencer

Age: 23

Appearance: A young Japanese woman that tries to hide her female image. She has short, black hair along with brown eyes, and she and typically wears a thick, gray hoodie with khakis. More often than not, she keeps her hood up to hide her face.


Passive Skills

---Elemental Resonance
Type: A

Description: Having been enfused with Elemental Catalysts, Sonnet acquired a natural resistance to elements. The damage of any attack with the Elemental property that targets Sonnet is reduced by 30%.

---Masculinity
Type: E

Description: Due to Sonnet’s choice in attire and appearance, she will appear as a boy in status updates unless otherwise stated.

Abilities and Skills

Name: Elemental Shift
Rank: D
Type: Support
Cost: Free Action
Requirements: Was not already used earlier in the turn. Cannot be used to turns in a row.
Properties: Elemental Shift
Targets: Self

Description: Sonnet aligns herself with one of the three elements stored within her: Water, Earth, and Wind. By aligning herself with an element, she further strengthens abilities related to the chosen element.

Name: Gentle Caress -> Healing Mist
Rank: C -> C+
Type: Support, Magical
Cost: 30 Mana, Turn Action -> 35 Mana, Turn Action
Upkeep: 15 Mana -> 17 Mana
Requirements: None -> Elemental Shift: Water is active
Properties: Healing -> Healing, Vision Disruption
Targets: 1 -> Everyone on Team Saber
Delayable: No

Description:

Gentle Caress: Sonnet summons wisps of water that swirl around the target and heal him/her for 10 HP.

Healing Mist: A hazy mist encompasses the entire area to benefit everyone on Sonnet’s team while disrupting the enemy’s vision.
- Sonnet and her Servant have their HP increased by 12 HP each turn this remains active. Checks involving status effects have Sonnet’s and her Servant’s value increased by 0.5
- Projectiles suffer a base damage loss of 2 and the enemy’s agility and luck suffer a loss of one subrank.

Name: Shield Tempest -> Protective Gale
Rank: D -> C+
Type: Support, Magical
Cost: 28 Mana, Turn Action -> 32 Mana, Turn Action
Upkeep: 12 Mana -> 18 Mana
Requirements: None -> Elemental Shift: Wind is active
Properties: Protection -> Protection, Counter
Targets: 1 -> 1
Delayable: No

Description:

Shield Tempest: Sonnet creates a ring of air around the target to increase speed and flexibility. The target’s Agility is increased by two sub-ranks and Luck by one sub rank. Additionally, the next Melee attack used by the target will deal an additional Bleeding 1.

Protective Gale: A stronger version of Shield Tempest. Has the same benefits as above.
- The target will have a 10% reduction against all Ranged attacks.
- The first attack to Launch or Down the target of this skill will not succeed in doing so. Only works once per turn.

Name: Rock Encasement -> Terra’s Cry
Rank: D -> D++
Type: Offensive, Physical
Cost: 32 Mana, Turn Action -> 38 Mana, Turn Action
Upkeep: 10 Mana -> 14 Mana
Damage: 12 Magical damage -> 10 Magical damage
Requirements: None -> Elemental Shift: Earth is active
Properties: Protection, Barrier, Ranged -> Protection, Barrier, Area of Effect, Ranged
Attack Property: Neutral
Targets: 1 -> As many targets as desired (Attack), 1 (Buff)
Delayable: No

Description:

Rock Encasement: Sonnet summons Earth spirits from the ground that create a small earthquake and damage one foe. The spirits then surround one target, acting as a light barrier against attacks. Increases the target’s END and MGR by one sub-rank. This will always be the first action in a turn.
- The attack will not hit opponents in flight.

Terra’s Cry: Sonnet spreads out the spirits over an entire area, causing spikes to erupt below all foes. The spirits then surrounds one target and encase a small portion of his or her body with rock to serve as defense.
- The attack will not hit opponents in flight.
- The target for the buff will receive a one subrank increase in both END and MGR. Furthermore, additional damage resulting from Anti-Personnel or Anti-Armor will be decreased by 25%. Checks involving Anti-Personnel or Anti-Armor will also have the target’s check value increase by 0.5

*In both cases, despite it being a Physical attack, the attack uses Sonnet’s Magical Energy parameter as its modifier.

Name: Elemental Charge: Wind/Earth/Water
Rank: C
Type: Prepared Effect
Cost: Turn Action, Movement, 50 Mana
Requirements: In the area corresponding to the Elemental Charge Element. The Element is not already charged. Elemental Shift corresponds to the Element being charged. 3 Turn Cooldown.
Properties: Elemental Charge
Targets: Self
Delayable: No

Description: While in an area that has an Elemental affinity, Sonnet uses her Dolus Veri to store a Greater Spirit related to the element within her to summon for future use. Normally impossible without the use of her Dolus Veri.
- Storing Undine requires Sonnet to be in Elemental Shift: Water and in the Isolated Waterfall
- Storing Gnome requires Sonnet to be in Elemental Shift: Earth and in the Grassy Plains
- Storing Sylph requires Sonnet to be in Elemental Shift: Wind and in the Twin Skyscrapers

Name: Summon Greater Spirit
Rank: B
Type: Support
Cost: Turn Action, 80 Mana, Elemental Charge: Wind, Earth, or Water
Upkeep: 20 Mana
Requirements: Element corresponding to the Greater Spirit is charged. A Greater Spirit is not already summoned.
Properties: Summoning
Targets: Self
Delayable: Yes

Description: When a Greater Spirit is summoned, Sonnet becomes unable to use skills corresponding to the Greater Spirit’s element. For example, when Undine is summoned, Gentle Caress and Healing Mist become unavailable.
- All Greater Spirits are capable of protecting their Master but cannot take hits for Servants. Greater Spirit Attacks take place in the Servant Offensive Phase.
- Greater Spirits escape along with the Master.
- Greater Spirits do not die from Mana burn.
- Greater Spirits may be dismissed as a Free Action, allowing them to be summoned later again. Greater Spirits that are killed must have their respective Element Charged once again.

Name: Spirit Shift
Rank: A
Type: Support
Cost: Turn Action, 20 Mana
Requirements: 2 Turn Cooldown. Sonnet has more than one Elemental Charge available. A Greater Spirit is already summoned.
Properties: Summoning
Targets: Self
Delayable: No

Description: If Sonnet has at least two Greater Spirits available, instead of having to pay the full cost, she can pay 20 mana to instantly desummon a Greater Spirit and resummon another one in its stead.


Undine

HP: 70/70 [+16]
Mana: 100/100 [+25]

Strength: E
Endurance: D
Magical Energy: C+
Magic Resistance: B+
Agility: A
Luck: B

AP: 2


Passive Skills

---Healing Touch
Rank: A

Description: Allies in the same presence as Undine have their HP regen increased by an additional 20%. Allows in-battle regen for 10% of their natural HP regen.

Abilities and Skills

Name: Moonlight Reflection
Rank: B
Type: Support
Cost: 2 AP, 60 Mana
Requirements: Used on a Day Phase update
Properties: Enhancement
Targets: Current Area
Delayable: No

Description: Undine stores power to create an illusion the following turn. On the following Night Phase update, the area seemingly turns into a lake whose surface reflects the overhead moon, increasing the Undine’s attack by an additional 20% for the remainder of the turn.

Name: Bullet Rain
Rank: D
Type: Magical, Offensive
Cost: 1 AP, 8 Mana
Damage: 8 Magical
Properties: Projectile, Anti-Personnel [+25%]
Attack Properties: Neutral
Targets: 1
Delayable: Yes

Description: A low-cost attack. Undine rains down…..rain to strike the opponent.

Name: Tidal Wave
Rank: B
Type: Magical, Offensive, Prepared Effect
Cost: 2 AP, 50 Mana
Damage: 22 Magical
Properties: Ranged, Drowning 2, Water Elemental
Targets: 1-4
Destruction Percentage: 10%
Delayable: No

Description: Undine summons a massive tidal wave that crushes her opponents.

Drowning 2: Victims of this skill suffer a loss of one subrank in Agility for the next two turns.


Sylph

HP: 65/65 [+8]
Mana: 120/120 [+30]

Strength: E
Endurance: D
Magical Energy: D+++
Magic Resistance: C+
Agility: B
Luck: C

AP: 2


Passive Skills

---Flight
Rank: A

Description: Being a Wind Spirit, Sylph is allowed greater mobility in flight. All damage dealt to her is reduced by 30%, including attacks from foes in Flight.

Abilities and Skills:

Name: Unending Gale
Rank: C
Type: Magical, Support
Cost: 2 AP, 55 Mana
Properties: Counter, Wind Elemental
Targets: Current Area
Delayable: No

Description: Sylph creates a ring of air throughout the area, interfering with the enemy’s movements and abilities. Damage of all attacks with the Ranged property directed at members of Sylph’s team is reduced by 25% for the remainder of the turn.

Name: Wind Burst
Rank: D
Type: Magical, Offensive
Cost: 1 AP, 15 Mana
Damage: 5 Magical
Properties: Projectile, Bleeding 1
Attack Properties: Neutral
Targets: 1
Delayable: Yes

Description: Sylph sends out a razor sharp wind to tear at the enemy.

Name: Divine Hurricane
Rank: A
Type: Magical, Support
Cost: 2 AP, 100 Mana
Upkeep: 1 AP, 40 Mana
Properties: Ranged, Entrapment, Lesser Bounded Field
Targets: 1
Delayable: No

Description: Sylph summons a mighty hurricane, trapping a single foe inside.
- The enemy is inflicted with Stun as long as the Hurricane remains active.


Gnome

HP: 80/80 [+12]
Mana: 50/50 [+8]

Strength: D+
Endurance: A
Magical Energy: D+
Magic Resistance: A
Agility: E-
Luck: D

AP: 2


Passive Skills

---Earthly Armor
Rank: A

Description: Being one with the Earth, Gnome is granted a defensive boost. Gnome takes 20% less damage from all Physical attacks.

Abilities and Skills

Name: Dig > Scout
Rank: D -> C
Type: Magical, Support
Cost: 2 AP, 20 Mana
Upkeep: 15 Mana
Properties: Concealment, Scout
Targets: Current Area
Delayable: Yes

Description: Gnome digs into an area and waits underground. Once underground, Gnome can spy on enemy teams as they arrive in the area while remaining undetected.

Name: Return
Rank: E
Type: Physical
Cost: 1 AP
Properties: Uproot
Targets: 1
Delayable: Yes

Description: As long as Sonnet is up to two areas away, Gnome can burrow through the ground and return to her side without being noticed.

Name: Unearthing Ambush
Rank: B
Type: Physical, Offensive
Cost: 2 AP, 20 Mana
Damage: 20 Physical
Requirements: A team resides in the area Gnome is scouting
Properties: Ambush
Targets: 1 team
Delayable: No

Description: Gnome bursts from the ground, taking the enemy by surprise and swipes at the enemy with a series of claw attacks.

Name: Claw Arts
Rank: E
Type: Physical, Offensive
Cost: 1 AP
Damage: 7 Physical
Properties: Melee
Targets: 1
Delayable: Yes

Description: Gnome attacks with a single swipe.

---

Command Points: 5

---Increase your charge!
CP Cost: 3
Cost: 20 Mana

Description: In battle, Reid’s Fibrill gauge will be increased by 25% at a free cost. 3 Turn Cooldown

---I have no time to wait for this!
CP Cost: 2

Description: Reduces the Cooldown of Fibrill Augmentation by 2 turns.



Combination Skill

Name: Divine Elements
Rank: A+
Type: Magical, Prepared Effect
Cost: Turn Action, 3 AP, 80 Mana from both Reid and Sonnet
Damage: 50 Magical
Requirements: Catalyst is active.
Properties: Ranged, Freezing 1, Shock 1, Enervate 1
Targets: 1 Target

Description: Sonnet charges the Last Fencer with a torrent of elemental energy. Sheathing his own weapon, Reid stands side by side with Sonnet, holding on to the sword as well in an attempt to contain its power. Once charged, the two of them unleash a mighty wave that devastates an opponent.
- If Elemental Charge: Wind is active, Enervate 1 becomes Enervate 3
- If Elemental Charge: Water is active, Freezing 1 becomes Freezing 3
- If Elemental Charge: Earth is active, Shocking 1 becomes Shocking 3.
- If all Elements are charged, another base 15 Magical damage is added.
- This skill uses the average of Sonnet’s and Reid’s Magical Energy stat at the time of use.
- Can not be used at the same time as Aurora Sword/Wall
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Ryo
Member Avatar
I can't control it!
Name: Melody
Sex: Female
Alignment: Neutral Evil

HP: 150/150 [+13]
Mana: 150/150 [+36] (+15)*
Servant Cost: 28
Catalyst Cost Alleviation: 7

*(+#) = current regen

Strength: E
Endurance: C--
Magical Energy: C--
Magic Resistance: D+++
Agility: D
Luck: B-

Dolus Veri: Stradivarius
Catalyst: Sleight Card

Age: 24

Appearance: A young woman of English origins. She always carries a violin case, obviously holding her violin. Her long, brown hair and blue eyes coupled with the semi-formal dresses she usually wears give the impression that she's always ready for a violin recital.


Passive Abilities

---Life Energy
Rank: D

Description: As a mediocre Necromancer, Melody usually cannot store life energy for longer periods of time and usually has to rush the reanimating process. But thanks to the power of her Dolus Veri, storing life energy for a long period of time is now possible.
- Melody may only have up to 3 Undead out at the same time.

Abilities and Skills

Name: Life Steal
Rank: C
Type: Support, Non-Delayable
Cost: Free Action, 5 Mana
Requirements: Life Transfer was not used in the same turn
Properties: Life Steal
Targets: Area

Description: Melody lures an innocent civilian with an enticing melody before steal his life energy to power her zombies. Absorbs 25 energy during the Night Phase. In the Day phase, the skill becomes less effective because there are more witnesses, and she will only absorb 10 energy.

Name: Life Transfer
Rank: B
Type: Support, Non-Delayable
Cost: Free Action, 40 HP
Requirements: Life Steal was not used in the same turn
Properties: Life Steal
Targets: Area

Description: In the case where Melody cannot rely on outside sources for energy, she uses her own life energy to store for later zombie summoning. Sacrifices 40 HP to gain 20 Life Energy.

Name: Animate Parasite
Rank: C
Type: Support
Cost: Turn Action, 20 Mana, 15 Life Energy
Upkeep: 5 Energy
Properties: Reanimation
Targets: 1
Delayable: Yes

Description: Using ‘materials’ Melody has gathered, Melody creates a small parasite that can infect others. Because Parasites are so small, they only count as 0.5 towards the Undead count. May be deactivated as a Free Action. If used while Infecting another player the parasite will die inside the infected's body, degenerating into waste.

Name: Animate Undead
Rank: C
Type: Support
Cost: Turn Action, 38 Mana, 20 Life Energy
Upkeep: 8 Mana
Properties: Reanimation
Targets: 1
Delayable: No

Description: Melody reanimates the traditional zombie. Slow, but resilient at taking damage. Loves to go for the brains.
- If Melody’s Servant consumes a civilian, the cost changes. It now counts as a Free Action and costs no Mana or Life Energy. However, since the body is still in relatively normal condition, the upkeep for such a zombie is increased to 11 mana.
- Can be deactivated and killed as a Free Action.

Name: Frightening Shriek
Rank: C
Type: Support
Cost: Turn Action, 50 Mana, 30 Life Energy
Damage: 10 Magical
Duration: 2 turns
Properties: Deafening, Ranged, AoE
Attack Properties: Neutral
Targets: Current Area
Delayable: Yes

Description: Melody creates a haunting tune using the life energy she’s stolen from innocent humans. The tune invokes the bad experiences one has experienced in life, causing their battle capabilities to be hindered. Lowers all enemy’s STR and MGE by one subrank.
- After being inflicted with despair, zombies don’t exactly improve their condition. Attacks made by Melody's zombies while they are inflicted deal an additional 10% damage.

Name: Enticing Melody
Rank: A
Type: Prepared Effect
Cost: Turn Action, 90 Mana, 75 Life Energy
Requirements: 5 Turn Cooldown. Not in combat.
Properties: Lure, AoE
Targets: Current Area

Description: The same technique that Melody uses to attract normal Civilians. Used on a much grander scale, Melody is capable of even luring Servants and Masters. She personally named it after herself.
- When used, all enemy Servants and Masters currently adjacent to Melody’s location will forcefully have their movement action used to travel to Melody’s location, regardless of what they put in their move. However, their conditionals will still apply. Doesn’t work on players who have already spent their movement action or players currently in a Reality Marble.

Name: Rising Climax
Rank: A
Type: Master Offensive Phase
Cost: Turn Action, 30X
Damage: Varies
Requirements: Undead Zombie or Iron Maiden is currently on the field
Properties: Lure, Burning 1, Burning 2, Anti-Armor [15%]
Targets: 1 per zombie
Delayable: Yes

Description: Melody performs an aggressive tune with her violin. In response to this song, the current zombies latch onto one enemy and explode.

Undead zombies: Deal 20 C ranked Physical damage and Burning 1
Iron Maidens: Deal 25 C+ ranked Physical damage, Burning 2, and Anti-armor.


Parasite

HP: 20/20 [+3]
Mana: 20/20 [+5]

AP: 1

Strength: E
Endurance: E
Magical Energy: E
Magic Resistance: E
Agility: A
Luck: A


Passive Abilities

---Concealment
Rank: C

Description: Due to its miniature size and lack of magical power, the Parasite will not be noticed until its time of attack.

Abilities and Skills

Name: Infection -> Burst
Rank: C -> C+
Type: Physical, Offensive
Cost: 1 AP, 10 Mana -> 1 AP
Damage: 10 Unreducable damage -> 10 unreducable damage
Duration: 3 turns, starting after the turn of infection
Properties: Penetration -> Penetration, Bleeding 1, Transformation
Attack Properties: Neutral
Targets: 1

Description: The Parasite digs into the skin of an enemy Servant or Master and leeches away HP. Starting the turn after infection, the Parasite absorbs 8 HP.

Burst: On the 3rd turn, the Parasite, after absorbing sufficient energy, bursts out of the victim. With the energy absorbed, it transforms into a Greater Parasite and instantly travels to Melody’s location.

- If a Parasite is currently in the same area as an Undead Zombie or Iron Maiden, it can infect its opponent while remaining undetected by hiding in one of the Undead Zombie or Iron Maiden’s attacks.

Name: Undead Zombie Infection
Rank: D
Type: Support, Free Action
Cost: 1 Greater Parasite
Requirements: 1 Undead Zombie is on the field.
Properties: Transformation
Targets: 1 Undead Zombie

Description: The Greater Parasite uses the Undead Zombie as its host, increasing its abilities and transforming the Undead Zombie into an Iron Maiden. Heals a zombie's HP back to 100% when transforming into an Iron Maiden. Remaining AP transfers over.


Undead Zombie -> Undead Zombie (Consumed Civilian)

HP: 50/50 [+10]
Mana: 20/20

AP: 2

Strength: C+ -> C++
Endurance: C+ -> C++
Magical Energy: E -> D
Magic Resistance: C -> C+
Agility: E -> D
Luck: E -> D


Passive Abilities

---Undead Status
Rank: C

Description: The only status that can affect an Undead Zombie is Burning.

Abilities and Skills

Name: Zombie Arts
Rank: C+
Type: Physical, Offensive
Cost: 1 AP
Damage: 6 Physical Damage -> 8 Physical Damage
Properties: Melee -> Melee, Bleeding 1
Attack Properties: Neutral
Targets: 1
Delayable: Yes

Description: “Brains…..Brains….BRAAIIINSSSS” Need I say more?

Name: Devour
Rank: C+
Type: Physical, Offensive
Cost: 1 AP
Damage: 18 Physical damage
Requirements: 2 Turn Cooldown. The opponent is downed.
Properties: Melee, Bleeding 2
Attack Properties: Neutral
Targets: 1
Delayable: Yes

Description: The zombie takes advantage of the opponent’s momentary weakness by climbing atop and biting at them.
- This attack occurs as soon as an opponent is downed, regardless of Undead Zombie’s agility.


Iron Maiden

HP: 80/80 [+5]
Mana: 20/20 [+5]

AP: 2

Strength: B
Endurance: D
Magical Energy: C
Magic Resistance: D
Agility: C
Luck: C


Passive Abilities

---Undead Status
Rank: C

Description: The only status that can affect an Iron Maiden is Burning.

---Iron Spikes
Rank: B

Description: Every time Iron Maiden is attacked with a Melee skill, the attacker is dealt 3 unreducable damage.

Abilities and Skills

Name: Poisonous Gas
Rank: D
Type: Magical, Support, Non-Delayable
Cost: 2 AP, 15 Mana, 5 HP
Duration: 2 Turns
Properties: Bounded Field, Posion
Attack Properties: Neutral
Targets: Current Area
Delayable: No

Description: Using the energy absorbed from the Greater Parasite, the Iron Maiden exhumes a powerful gas.
- Since the gas is created from the internal Life Energy, zombie upkeep is halved while this field is active.
- Enemies are inflicted with Enervation and Exhaustion 1 while this field remains active.

Name: Spike Arts
Rank: D
Type: Physical, Offensive
Cost: 1 AP
Damage: 9 Physical Damage
Properties: Projectile, Bleeding 1, Anti-Armor [+15%]
Attack Properties: Neutral
Targets: 1
Delayable: Yes

Description: The Iron Maiden flings one of its spikes to pierce the enemy.

Name: Spike Encasement
Rank: B+
Type: Physical, Offensive
Cost: 2 AP, 10 Mana
Damage: 15 Physical Damage
Properties: Melee, Bleeding 3, Anti-Personnel [+10%]
Attack Properties: Neutral
Targets: 1-2
Delayable: Yes

Description: Using its long arms, it latches onto two opponents and quickly retracts its arms while the spikes on its body impale the victims.

---

Command Points: 3

---Try not to hold me back now.
CP Cost: 1

Description: Removes the Movement cost from Cherry Blosssom Replenish. 2 Turn Cooldown.

---Make do with what you have!
CP Cost: 3

Description: Halves the CB cost of one skill.


Combination Skill

Name: Double Sleight
Rank: B
Type: Magical, Prepared Effect
Cost: Turn Action, 2 AP from Marluxia
Damage: +15 Physical
Requirements: Catalyst is active. Used at the same time as Rising Climax
Properties: Ranged, Freezing 1, Shock 1, Enervate 1
Targets: 1 Target

Description: Marluxia ensnares the target with his black vines while Melody prepares her zombie bombs. Increases the base damage of all of Melody’s zombie explosions by 15.
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Ryo
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I can't control it!
Posted Image

Real Name: Marluxia (Kingdom Hearts: Chain of Memories)
Sex: Male
Alignment: Neutral Evil
Health: 300 (+29)
Mana: 300 (+34)

Strength: B
Endurance: C--
Magical Energy: D+
Magic Resist: B-
Agility: A-
Luck: C+

AP: 4


Passive Abilities

---Combat Experience
Type: Support
Rank: B

Description: Having spent time in Organization XIII, Marluxia is prepared for any attack that comes his way. On the first turn of combat, all damage made against Marluxia is reduced by 15%. Additionally, any attack bonuses made against Marluxia will have no effect on that same turn.

---Mysterious Man
Type: Passive
Rank: E

Description: Outside of battle, Marluxia keeps his hood up, concealing his face and identity.

---Riding
Rank: A

Description: Grants Marluxia the ability to tame and ride any wild animal as well as being given the knowledge to commandeer vehicles.

---Blossom Gauge
Rank: B
Description: A majority of Marluxia’s skills involve the use of his cherry blossoms, his trademark symbol. The gauge ranges from a value of 0 to 100, and he begins the war with 25. Each turn, the gauge increases at a rate of 22. However, it only increases at a rate of 11 in combat. Will be abbreviated as C.B. in moves.

Abilities and Skills

Name: Cherry Blossom Field -> Lesser Blossom Shower
Rank: D
Type: Magical, Support -> Offensive
Cost: 1 SP, 22 Mana, 18 CB -> 1 Cherry Blossom Field, 10 Mana
Upkeep: 5 Mana per field -> None
Requirements: Marluxia is not in combat. 3 Fields are not already present on the map.
Properties: Detection, Bounded Field -> Instant Bleeding 4, Ranged, AoE
Targets: Current Area
Delayable: No -> Yes

Description: Marluxia creates a light storm of rose petals that enable him to detect enemy arrivals. Enemies detected in this manner cannot Minor Ambush or Full Ambush Marluxia.
- Lesser Blossom Shower may be activated as a Free Action with the costs listed above. When it is activated, all current teams in the area will be hit for an absolute damage of 10 HP as well as Instant Bleeding 4. Prevents HP regen on the next turn.

Instant Bleeding X: The Bleeding Rank will only last for one turn, dissipating on the same turn it deals its damage.

Name: Black Vine Entanglement
Rank: B
Type: Support,
Cost: 1 SP, 28 Mana, 14 CB
Upkeep: 12 CB, 15 Mana
Properties: Bounded Field, Binding
Requirements: Black Vine Entanglement is not already present on the field
Targets: Current Area
Delayable: Yes
Destruction Percentage: 4% per turn

Description: Marluxia summons a black field that encompasses the entire area. The darkness hides vines that ensnare the enemy.
- So long as this field remains in place, Marluxia’s END and MGR are increased by one subrank. Additionally, every other team has their Agility and Luck reduced by one subrank. Opponents in flight do not suffer from this reduction in stats.
- All targets in the field minus Marluxia and his master suffer a loss of 2% of their HP and Mana in the Upkeep Phase.
- Opponents may not enter Flight unless they are already in Flight at the time of activation.
- Enables the use of Black Vine Explosion.

Name: Cherry Blossom Replenish
Rank: C
Type: Support
Cost: Full Turn, 20 Mana, Movement Action
Requirements: Marluxia is not in combat
Properties: Cherry Blossom Enhancement
Targets: Self
Delayable: No

Desription: Marluxia concentrates on gathering more petals for use in combat, even creating some out of his own energy. Doubles CB regen for the turn.

Name: Clone of Petals
Rank: B
Type: Support, Movement Phase
Cost: 1 SP, 3 AP, 45 Mana, 45 CB
Requirements: Marluxia has not already moved for the turn
Properties: Illusionary
Targets: Self

Description: Marluxia creates a replica of himself using the cherry blossoms in order to elude the enemy. This skill can only be used in the movement phase.
- When used, Marluxia sends a clone of himself to another area with the same movement action as a normal player. This clone may be sighted, crossed, and even ambushed. The clone disappears at the end of the movement Phase.
- The clone is not required to move. It can choose to remain behind in an area to possibly trigger sighting conditionals in a player’s moves while the real Marluxia travels ahead.

Name: Warp
Rank: C+
Type: Support, Prepared Effect
Cost: Movement Action, 1 SP, 33 Mana, 24 CB
Requirements: Marluxia’s Movement Action has not already been used. 2 Turn Cooldown
Properties: Teleportation
Targets: Self + Master
Delayable: No

Description: Marluxia encases himself and his Master in a shower of petals before teleporting them to a new area. Marluxia may teleport up to 3 areas away from their current destination. Marluxia and his master will not trigger any Sighting or Crossing in this manner of movement.
- This skill may be used in combat in order to escape but comes at a different cost. Due to its hasty manner, Marluxia will consume 60 CB instead of 24 and can only teleport up to 2 areas away. Warp occurs during the Escape Phase.

Name: Blossom Teleport
Rank: C
Type: Support, Reactionary
Cost: 12 CB, 14 Mana
Requirements: Marluxia was Launched or Downed as the result of an attack.
Properties: Recovery
Targets: Self
Delayable: Yes

Description: Marluxia instantly teleports and recovers from Launch/Downed status. When used, it’s treated as if Marluxia was never Launched or Downed, meaning that skills that would have required him to be Launched/Downed will not take place.

Name: Graceful Dahlia Arts -> Drop Shot
Rank: D -> C
Type: Physical, Offensive
Cost: 1 AP -> 1 AP
Damage: 8 Physical -> 11 Physical
Requirements: None -> Opponent was downed as a result of 3 Dahlia Arts.
Properties: Melee, Anti-Armor [+25%] -> Crippling 2, Bleeding 2, Anti-Armor [+25%], Scythe
Attack Property: Neutral, Down -> Ground
Targets: 1
Delayable: Yes

Description: Marluxia attacks with nimble reflexes, tearing at the opponent’s defenses with his Scythe. Every 2nd hit deals Anti-Armor damage.
- On its 3rd consecutive hit on an opponent, it will down the enemy, unless they are in flight, and enable up a new skill.
- On its 4th Hit (Drop Shot), Marluxia slams his scythe down on the enemy, impaling them against the ground and then dragging the victim before throwing them. Causes Bleeding and Crippling 2.

Crippling 2: Reduces opponents Endurance by one sub rank for the next two turns.

Name: Flower Storm
Rank: C++
Type: Physical, Offensive
Cost: 2 AP, 44 Mana, 18 CB
Damage: 3x7 + 12 Physical
Requirements: Lesser Blossom Shower was used in the same turn before this skill. Can only be used once per turn.
Properties: Ranged, Bleeding 3, Wind Elemental, Scythe (Last hit only)
Attack Property: Neutral
Targets: 1-3
Delayable: No
Destruction Percentage: 13%

Description: Marluxia creates a storm of petals from the previous shower that traps the opponent, before viciously shredding them. The torrent allows Marluxia to simply walk up and slice with his Scythe in a large arc, damaging everyone caught in the range.
- Following the use of this skill, Marluxia takes advantage of the opponent’s dizziness and can use Warp immediately after the use of this skill instead of during the Escape Phase. Using Warp in this manner follows the normal cost as opposed to the battle cost. The only requirement to use this followup is that Lesser Blossom Shower and Flower Storm are the only attacks used on the same turn and that Warp is used IMMEDIATELY AFTER the use of Flower Storm. Should there be another enemy at Marluxia’s destination, any remaining AP may be spent.

Name: Deathscythe
Rank: B+
Type: Physical
Cost: 3 AP, 48 Mana, 20 CB
Damage: 3x13 Physical
Properties: Ranged, Anti-Armor [+15% damage], Armor-Breaking [End + Mgr < 5], Bleeding 2 [Agi + Luck < 4.5], Scythe
Attack Property: Neutral
Targets: 1
Delayable: Yes

Description: Marluxia launches three piercing waves against his opponent and shatters through defenses. Targets the enemy’s Magical Resistance.

Name: Blossom Shower
Rank: B--
Type: Physical, Offensive
Cost: 2 AP, 56 Mana, 25 CB
Damage: 5x2 Physical (Initial Target) -> 4 Magical (As many targets as desired) -> 1x20 Magical (As many targets as desired)
Requirements: Cherry Blossom Field is present in the area.
Properties: Melee -> Ranged -> Ranged, Projectile, Bleeding 3, Instant Bleeding 4, Anti-Air [+15%]
Attack Property: Neutral, Down
Targets: 1 + As many targets as desired.
Delayable: No

Description: Marluxia singles out and slashes mercilessly at one victim. He then warps to the center of the area and rains down a barrage of lasers from his blossom petals.
- The second hit (4 Magical) of the attack downs all the desired targets instantly. Does not affect opponents in flight.
- The third attack (1x20 Magical) deals Anti-Air damage against opponents in Flight and Greater Flight. Masters who have had their Servant downed as a result of the shockwave get hit at a rate of 50% damage from this part of the attack. The initial Target of the first phase attack is dealt Bleeding 3, whereas the other teams are inflicted with Instant Bleeding 4.
- Sets up the use of Petal Shower in the area for the next 2 turns, starting on the turn after this skill was used.

Name: Black Vine Explosion
Rank: D+
Type: Magical
Cost: 15 Mana,
Damage: 10 Physical + 8 Magical
Requirements: Black Vine Entanglement is present on the field. 20 Points of both HP and Mana have been absorbed by Black Vine Entanglement.
Properties: Ranged, Burning 4, Free Action
Attack Property: Neutral
Targets: As much as desired
Delayable: Yes

Description: Using the energy seeped from Black Vine Entanglement, Marluxia gives additional life to his vines. A cage of rose and vines entrap the opponent before exploding and inflicting severe burns.
- Can target as many opponents as possible, but each player can only be hit by this skill once per turn.

Noble Phantasm

Name: Petal Storm
Rank: A+
Type: Support
Cost: 1 SP, 2 AP, 100 Mana, 30 CB
Upkeep: 16 Mana, 15 CB
Requirements: Blossom Shower was used in the same area two turns prior.
Properties: Bounded Field, Wind Elemental, Bleeding 1, Enervation
Targets: Current Area
Delayable: No

Description: Marluxia uses the remnants of Blossom Shower and his own cherry blossoms to create a devastating field similar to a tempest. Enables the use of Haunting.
- Opponents stuck in this field suffer a loss of 1.5 in all of their checks not only against Marluxia, but against each other as well.
- Opponents who escape and enter the area are dealt an absolute 20 damage and Bleeding 1. Opponents cannot be killed in this manner.
- As long as this field remains in place, everyone who remains in this field is struck with Enervation and Exhaustion 1, including Marluxia’s Master. Marluxia himself is the only one not affected by this.
- Furthermore, opponents who target Marluxia while this field is active are hit by a small barrage of cherry blossoms, dealing an absolute 5 damage. Only hits an opponent once per turn.
- Opponents in flight are dealt an absolute 5 damage per turn.

Name: Haunting
Rank: B++
Type: Physical, Prepared Effect
Cost: Full Turn, 38 CB
Damage: 4x10 Physical + 20 Physical
Requirements: Petal Storm is active.
Properties: Ranged, Projectile, Dark Elemental, Anti-Air [+10%]
Attack Property: Neutral, Launcher
Targets: As many targets as desired
Delayable: No
Destruction Percentage: 12%

Description: Marluxia hovers behind the enemy and summons large pillars of darkness that engulfs the enemy. As the enemy tries to recover, he follows up with a final attack, throwing his scythe to cut apart his opponent. Followings its use, Petal Shower is deactivated.
- All attacks, except the last, launch on hit. Once a guarded Master has his Servant launched, the Master can be hit by the remaining pillars. Thus, the maximum amount of times a guarded Master can be hit is 3 times. If the Master’s Agility + Luck exceeds a value of 4.5, they can only be hit up to a maximum of 2 times.

Name: Summon Specter
Rank: EX
Type: Support
Cost: Full Turn, 50 Mana
Upkeep: 25 Mana
Requirements: Cherry Blossom gauge is at least 50. Marluxia is in battle. 5 turn cooldown.
Duration: Maximum of 5 turns.
Properties: Reality Marble, Summoning
Targets: Current Area
Delayable: No

Description: Marluxia summons his mechanical Nobody, shifting all of the current opponents in the field to his own personal Reality Marble formed from his Specter. With Specter summoned, Marluxia gains new skills.
- When Specter is summoned, attacks will require no CB to be payed unless otherwise stated. However, when Specter is deactivated, Marluxia’s CB will be reduced to 50% of its amount when Specter was summoned.
- CB regen is nullified
- Marluxia’s MGR and END is increased by one rank.
- Marluxia cannot use Warp, Blossom Teleport, Cherry Blossom Field, or Haunting in this form.
- May be dismissed as a Free Action. If Specter has been active for at least 2 turns, Marluxia may choose to escape via his mechanical Nobody to transport him. The Specter can take him up to 2 areas away and will not trigger any sighting/crossing conditionals. Upon arrival in the new area, the Reality Marble is dismissed.

---Angel of Death
Rank: A
Type: Passive

Description: Along with his mechanical airship, a large alien-like entity appears behind Marluxia, wielding the same weapon. At the beginning of every turn, the Angel of Death can absorb up to 25 points of damage before Marluxia can be targeted. This does not kill the Angel of Death. Furthermore, all attacks utilizing Marluxia’s scythe has a damage increase of 20% as the Angel of Death follows up with the same attack.

---Cherry Blossom Lasers
Rank: B
Type: Passive
Damage: 5 Magical
Cost: 5 CB (Required CB cost)
Properties: Reactionary, Projectile, Ranged
Delayable: Yes

Description: Flower buds hover around each opponent, ready to take advantage of openings in the opponent’s attacks. Can be set at a reactionary speed before the opponent’s attack. When used, the next attack used by the opponent has its damage reduced by 10%. Can be used a maximum of 3 times per opponent, per turn

Name: Gale of Severance
Rank: C
Type: Support, Reactionary
Cost: 1 SP, 18 Mana
Requirements: Marluxia is targeted by a Melee or Projectile attack. Specter is active.
Properties: Counter, Negate Attack
Targets: 1
Delayable: Yes

Description: Marluxia creates a large gust of wind that blows the enemy away and completely nullifies one Melee or Projectile attack targeting Marluxia. Against Noble Phantasms, the damage is reduced by 30%.

Name: Whirlwind to the Void
Rank: B
Type: Physical, Offensive Phase 1
Cost: 2 AP, 32 Mana
Damage: 22 Physical
Properties: Armor-Break, Bleeding 3
Attack Property: Neutral
Targets: As many targets as desired
Delayable: Yes

Description: Marluxia’s Angel of Death sends off a large whirlwind that sacrifices damage in order to remove an opponent’s defensive enhancements. Allows Marluxia to bypass defensive enhancements (Passive buffs, Skill buffs, etc) for the following two turns.

Name: Circle Reject
Rank: C
Type: Physical, Offensive Phase 1
Cost: 1.5 AP, 25 Mana
Damage: 18 Physical
Properties: Ranged, Scythe
Attack Property: Down
Targets: As many targets as desired
Delayable: No

Description: A simple attack. Both Marluxia and the Angel of Death create a large shockwave that rends the entire battlefield, causing their foes to stumble and fall. Does not affect opponents in Flight.

Name: Omni Laser
Rank: A+
Type: Magical, Offensive
Cost: 2.5 AP, 39 Mana
Damage: 8x5 Magical
Requirements: Opponent was hit by Cherry Blossom Lasers at least two times.
Properties: Ranged, Anti-Personnel [+10%], Bleeding 3, Anti-Air
Attack Property: Neutral, Aerial
Targets: 1
Delayable: No

Description: Eight flower buds surround the opponent and barrage the victim with an endless stream of flower-attributed lasers. Against downed opponents, this attack deals an additional 1 base magical damage per hit as well as Bleeding 3.
- Anti-air – Puts an opponent in Flight on the ground in Neutral status.
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Ryo
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I can't control it!
Name: Cantata
Sex: Male
Alignment: Lawful Good

HP: 150/150 [+12]
Mana: 150/150 [+46] (+27)
Servant Cost: 36
Catalyst Cost Alleviation: 17

*(+#) = current regen

Strength: D-
Endurance: D
Magical Energy: C+
Magic Resistance: B---
Agility: D
Luck: B

Dolus Veri: Dzi Beads
Catalyst: Synapse Card

Age: 25

Appearance: A man that always keeps himself well-groomed. He has short brown hair with dark green eyes and usually wears a dress shirt with slacks. Regardless of who asks, he prefers to keep his origin a secret. Doesn't mind the occasional smoke.


Passive Abilities

---Dzi Beads
Rank: B

Description: An artifact powered up by Cantata’s Dolus Veri. In reality, Cantata’s Dolus Veri has no physical form, showing itself as a large mass of magical energy. Therefore, Cantata stored its power in his Dzi Beads, his personal choice of weapon.
- Cantata’s Dzi Beads have 12 dots, also known as Eyes. During the regen phase, Cantata can sacrifice 5 HP regen in order to passively gain open one eye during each turn. Cantata can sacrifice a maximum of 15 HP regen, or 3 eyes’ worth. This ability can be stopped as a Free Action, and its cancellation can be set at a Reactionary Speed. If this skill would kill Cantata, it will not be used.
- Starts the war with 4 Open Eye Slots and 8 Closed Eye Slots.

Abilities and Skills

Name: Magic Shot
Rank: D
Type: Magical, Offensive
Cost: Free Action, 10X Mana
Damage: 3X Magical
Requirement: At least 1 Open Eye slot is available.
Properties: Projectile, Ranged
Attack Properties: Neutral
Targets: 1
Delayable: Yes

X = Number of Open Eye Slots used.

Description: Cantata shoots a magic bullet from the stored power of an Open Eye Slots. Each Open Eye Slot reverts to a Closed Eye slot upon use.

Name: Dzi Bead: Longevity
Rank: C
Type: Magical, Support, Non-Delayable
Cost: Turn Action, 15X Mana, 1 Open Eye Slot per level.
Upkeep: 12 Mana per Eye
Requirement: At least 1 Open Eye slot is available. Not in combat.
Properties: Regen Enhancement
Targets: 1

X = Number of Eyes being enhanced.

Description: Being one of the true authentic Dzi Beads in the world, this artifact houses great magical power, granting its bearer good luck and magic capability. In this case, Cantata redirects the magical power of the beads to help soothe the body and soul of one individual, allowing for better healing. Since it requires Cantata’s full attention, this cannot be used in combat. Can be dismissed as a Free Action.
- Has a maximum of 3 Eye Slots. Slots used in this skill can not be used for any other ability.
- The target’s HP and mana regen are increased by 5X%. X is equal to how many Eye Slots are covered.
- Cannot be used on Servants in Spirit Form. Automatically deactivated once combat is initiated. Once deactivated, all the slots used in maintaining Longevity return to being Closed Eye Slots.

Name: Dzi Bead: Harmony
Rank: C
Type: Magical, Support, Non-Delayable
Cost: Turn Action, 38 Mana, 2 Open Eye Slots.
Requirements: 2 Open Eye Slots are available.
Upkeep: 20 Mana
Properties: Inverse Debilitation
Targets: 1

Description: Cantata delegates two Open Eye Slots in order to link himself and one of his Servants. As long as Dzi Bead: Harmony is active, any loss of ranks and subranks in parameters made against his Servant will target Cantata instead.
- Slots used in this skill cannot be used for any other ability.
- Cannot be used on Servants in Spirit Form. Can be dismissed as a Free Action. Once deactivated, all the slots used in maintaining this skill return to being Closed Eye Slots.

Name: Dzi Bead: Wisdom
Rank: C
Type: Magical, Support, Non-Delayable
Cost: Turn Action, 60 Mana, 4 Open Eye Slots
Requirement: At least 4 Open Eye slots are available.
Properties: Concentration
Targets: 1

Description: Cantata activates several Eye Slots at once with his own magical power in order to bestow battle prowess upon his ally. With the power of the Dzi Beads, the target’s mind becomes clear and more able to analyze the situation and act accordingly. For the remainder of the turn, all debuffs currently present on his target will have no effect. Furthermore, regardless of the property of Cantata’s target’s attack, it will automatically target either END or MGR, depending on which one is weaker.
- All 4 Open Eye Slots revert to Closed Eye Slots upon use.

Name: Dzi Bead: Prosperity
Rank: B
Type: Magical, Support, Non-Delayable
Cost: Turn Action, 45 Mana, 3 Open Eye Slots.
Upkeep: 10 Mana
Properties: Bounded Field, Luck Steal
Targets: Current Area

Description: Cantata unleashes a field that brings good fortune upon him and his Servant(s). Enables the use of Pain of Misfortune, and increases Cantata and his Servant’s luck by one subrank. This field also has an inverse effect, draining the luck from all foes in the area in order to power his own fortune. Can be dismissed as a Free Action.
- The three Open Eye Slots will remain in use until the deactivation of this skill. After its deactivation, the three Open Eye Slots revert to Closed Eye Slots.
- For every rank in Luck from each enemy, Cantata will gain 0.5 Points.
- Every one point will increase Cantata’s and his Servant’s Luck by one subrank.

0 - 1.5 Points: No Effect
1.5 - 3.0 Points: Cantata may allocate One Subrank to any of his Servant’s parameters.
3.0 - 4.5 Points: Attacks Ranked D and lower will suffer a 15% damage reduction against everyone on Cantata’s Team.
4.5 - 6.0 Points: Cantata may remove up to two subranks from all present Servant’s and Masters on the field. Cannot target the same parameter twice.
6+ Points: All status effects will dissipate at 2x the rate.

Name: Pain of Misfortune
Rank: B
Type: Magical, Offensive, Non-Delayable
Cost: Turn Action, 70 Mana, Dzi Bead: Prosperity Field, 2 Open Eye Slots.
Damage: Refer to Description
Requirements: Dzi Bead: Propserity was active for at least one turn.
Properties: Ranged, Burning 2 +3 (End + Mgr < 6), Stun 1 (Agility + Mgr < 6)
Attack Properties: Neutral
Targets: As many as desired.

Description: Using the power of all the stolen luck and fortune, Cantata condenses it into a small orb that hovers above the battlefield before bursting and unleashing a torrent of magical energy across the area.

- Damage is dealt based on the luck stolen from the team.
0 – 2 Points worth of luck: 20 Magical damage
2 – 4 Points: 25 Magical Damage, Burning 2
4 – 6 Points: 28 Magical Damage, Burning 3, Stun 1

- After its use, Dzi: Bead Propserity will be deactivated and all the Open Eye Slots used in Prosperity and Pain of Misfortune revert to Closed Eye Slots.

---

Command Points: 3

---Take to the skies!
Cost: 3 CP, 2 turn cooldown, Movement Action of both Cantata and Archer.

Description: Allows Ikaros and her Master to travel up to 3 areas. Ikaros will win all sight/cross checks, but she will not stop to do anything until she reaches her destination. Can be used as an escape in the escape phase.

---Skip the upkeep!
Cost: 1 CP, 15 Mana, 2 Turn Cooldown

Description: Allows Ikaros to skip the upkeep for Variable Wings for the next turn.


---Try not to hold me back now.
CP Cost: 1

Description: Removes the Movement cost from Cherry Blosssom Replenish. 2 Turn Cooldown.

---Make do with what you have!
CP Cost: 3

Description: Halves the CB cost of one skill.



Combination Skill

Name: Synapse Summon
Rank: C
Type: Magical, Support
Cost: Turn Action
Requirements: Catalyst is active. 3 Turn Cooldown
Properties: Replacement
Targets: 1 Target

Description: A simple skill in which Cantata uses the Synapse Card to summon one of Ikaros’s weapons, allowing the mana cost for one skill to be reduced by 50%. Cannot be used for Apollon. This catalyst deactivates after 2 uses.
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Ryo
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I can't control it!
Real Name: Ikaros (Sora no Otoshimono)
Sex: Female
Alignment: True Neutral
Health: 300 (+30)
Mana: 300 (+34)

(Spread Shift -> Counter)
Strength: D+ -> C+
Endurance: C-- -> B+
Magical Energy: B- -> C--
Magic Resist: B++ -> A+
Agility: B-- -> A+
Luck: A++ -> C++

AP: 4

Passive Abilities

---Independent Action
Rank: B+

Description: Following the loss of her Master or the breaking of a Contract, Ikaros can remain in the physical world for 6 turns before her mana begins to fade.

---Air Supremacy
Rank: A+

Description: Ikaros’s natural battlefield lies in the skies. When in any form of Flight, Ikaros’s STR and MGE will increase by 2 subranks, and her AGI, END, and MGR increase by 1 subrank.

---High-Tech Radar
Rank: A

Description: Utilizing her long distance radar, Ikaros can detect events in adjacent areas, including battles. This can't be used in battle.

---Master Imprinting
Rank: EX

Description: Ikaros takes the Servant/Master relationship further, creating a more physical connection via a magical chain between the two. Her former Master had no magic capability, but by Imprinting with a Master, their mana pools become connected.
- Enables Ikaros’s Master to help pay for a portion of the mana cost for Ikaros’s abilities albeit at an increased amount. For every one point of paid mana cost, the Master pays 2.5 mana. For example, if Ikaros's Master wants to donate 10 mana's worth, he would need to pay 25 mana. Cannot be used to pay for Upkeeps.

Abilities and Skills

Name: Wings Growth -> Variable Wings
Type: Support
Rank: C -> B
Cost: 1 Sp, 25 Mana -> 1 SP, 38 Mana (Situational)
Upkeep: 8 Mana -> Same
Requirements: Not already active. Not bound to the ground. -> Varies
Properties: Transformation, Flight
Targets: Self
Delayable: No

Description: The wing stubs on Ikaros’s grow to full length, granting her not only flight but also several other attiributes.

---Flight
Type: Passive
Rank: B
Requirements: Variable Wings is currently active
Description: Grants Flight Properties

---Variable Wings
Requirements: Uranus Queen is active
Description: If Wings Growth is already active at the time of Uranus Queen’s activation, it will automatically transform into Variable Wings at no cost. If it is not already active, a cost will have to be paid to activate Variable Wings along with Uranus Queen’s activation. The cost will be 1 Sp and 38 mana.

---Greater Flight
Rank: A
Type: Support
Requirements: Convertible Wings is currently active
Cost: 1 SP, 30 Mana
Upkeep: 18 Mana
Properties: Non-Delayable
Description: Grants Greater Flight Properties. Can be cancelled as a Free Action.
Delayable: No

Name: Flight Observation
Type: Support,
Cost: 1 SP, 2 AP, 45 Mana, Movement (0 AP in Counter Form)
Upkeep: 14 Mana
Requirements: Currently in Flight
Properties: Observation
Targets: Area
Delayable: No


Description: Ikaros takes to the skies with her Master and flies over an area in order to observe the enemy’s actions. Grants exclusive bonuses to each form. Takes place during the Movement Phase. Canceling the skill will reveal Ikaros and her Master’s position in the area, provided they were not already seen. If no team exists in the area, Ikaros may cancel the skill early and treat it as a normal movement function. If this occurs, Ikaros will regain half of the mana used for the skill.

- When activating the skill, Ikaros and her Master will be ‘invisible’ the turn they arrive and the full turn after. Afterwards, they can be located if the opponent exceeds the check (AGI + Luck < 6). The value decreases by 2.5 for each turn you keep the skill active. Afterwards, if they are spotted, the enemy will regain the ability to attack your team.
- If Ikaros uses this skill to observe a battle, Ikaros is given the time and ability to fully assess the opponent’s skills used in battle, granting Ikaros more info than if she were in actual combat.

- Spread Shift – If Ikaros is in Spread Shift Form at the time of observation, she may choose to mark a target for Snipe. When a target has been marked, Ikaros gains the ability to use Snipe against the target. A Mark will last 3 turns, starting on the turn the mark was placed. If Ikaros is spotted and attacked during Flight Observation, the mark will no longer have an effect. Marks can not be made in crossing/sighting.

- Counter Form – When a skill has been observed via Flight Observation and the skill is used on Ikaros while she is in Counter Form, an extra 20% will be stacked on the original base damage attack.

Name: Mach 24
Rank: D
Type: Physical
Cost: 1 AP, 1 SP, 25 Mana
Damage: 23 Physical Damage
Requirements: Only other skill used in the same phase was Bow Arts. At least the Second Turn of Combat.
Properties: Escape, Ranged
Attack Property: Neutral
Targets: 1

Description: Ikaros takes her Master and activates her wings before plowing through an enemy team and out of the area. Can only be used in the Escape Phase. Can escape up to two areas away. If Ikaros chooses to escape up to two areas away, movement will be sacrificed for the following turn, that turn used to allow the Master to recuperate from that......fun trip.

Name: Form Shift
Type: Support
Rank: C
Cost: 1 SP
Requirements: Two Turn Cooldown
Properties: Transformation, Support
Targets: Self
Delayable: Yes

Description: Allows Ikaros to change between her Spread Shift Form and Counter Forms. Ikaros starts the war in Spread Shift. AP is granted upon transformation. Spread Shift Form has Ikaros with a balanced array of abilities whereas Counter Form focuses on the defensive aspects of her skills.

Counter Form Passive Skills:

- While Ikaros is in Counter Form, her AP is reduced to 0. With the removal of armor parts, Anti-Armor effects no longer have an effect on Ikaros. Additionally, she gains the following passive abilities.

---Battle Continuation
Rank: B

Description: Attacks rank C and lower are uncapable of killing Ikaros. Attacks that fall in that category will only bring Ikaros’s HP value to 1. Noble Phantasms are an exception.

---Angeloid Repair System
Rank: C

Description: Ikaros sacrifices mana regen in order to focus on healing herself. Mana regen is reduced to 50% and HP regeneration occurs in battle at 50% of its normal rate. This passive skill only takes place in battle.

---Hephaestus Armaments
Rank: A++

Description: Ikaros materializes destructive spheres around her hands to improve her combat capability. Continued use causes its power to wane. Gauge ranges from 0 to 100 and starts at 100 at the beginning of the war. For every turn spent in Counter Form IN BATTLE, the gauge will decrease by 25. Should it reach 0, Ikaros will automatically leave Counter Form. Every turn not in combat and spent outside of Counter Form will increase the gauge by 15%.

Counter Form Abilities

Name: Hephaestus Counter
Rank: B+
Type: Varies
Cost: None
Damage: Varies
Requirements: Hephaestus Armaments’s gauge is above 0.
Properties: Counter, Passive
Targets: Attacker

Description: With Ikaros’s systems focused on defense and observation, Ikaros’s own offensive capabilities are relatively lost. However, she makes up for it in calculating the flow of battle and attacking accordingly. All counters use Ikaros’s stats for calculations.
- Ikaros will automatically attack a target at the same time they attack. Attacks with multiple hits are still regarded as one attack. Hephaestus Counter will copy the same attack check as the skill. For example, if Ikaros is targeted with a skill that uses STR vs MGE, the counter will have the same properties. Furthermore, Hephaestus Counter cannot redirect status effects.
- If Ikaros is hit with a….
E Ranked Skill: The attack will deal no damage against Ikaros and Ikaros’s Counter will deal the full original base damage back to its owner.
D Ranked Skills: Ikaros will negate 45% of its damage and will deal 75% of the skills original base damage back to the owner.
C Ranked Skills: Ikaros will negate 25% of its damage and will deal 60% of the skills original base damage back to the owner.
B Ranked Skills: Ikaros will negate 10% of its damage and will deal 50% of the skills original base damage back to the owner.
A Ranked Skills: Ikaros will negate 0% of its damage and will deal 40% of the skills original base damage back to the owner.
EX Ranked Skills: Ikaros will negate 0% of its damage and will deal 30% of the skills original base damage back to the owner.

Name: Hephaestus Destruction
Rank: C+
Type: Magical
Cost: 1 SP, 32 mana, 25% of Hephaestus Gauge.
Damage: 30 Magical
Requirements: Target is currently bound by Aegis Entrapment. Bound for at least 1 turn.
Properties: Melee, Debilitation, Bleeding 2, Burning 5, Anti-Armor [+10%]
Attack Property: Neutral
Targets: 1

Description: Ikaros places Hephaestus on the enemy’s body, slowly eating away at defense. Causes Burning 5 and Bleeding 2.

Spread Shift Abilities

Name: Bow Arts -> Advanced Bow Arts
Rank: D -> C
Type: Physical -> Magical, Offensive
Cost: 1 AP -> 1 AP, 5 mana.
Damage: 9 Physical. -> 12 Magical
Requirements: None -> Uranus Queen Mode is active
Properties: Ranged, Projectile, Bleeding 1 -> Burning 1
Attack Property: Neutral, Launcher
Targets: 1
Delayable: Yes

Description: Ikaros materializes an arrow from the Synapse and fires straight at the enemy. Transforms into Advanced Bow Arts with the activation of Uranus Queen. Only available in Spread Shift Form.
- Despite being in Uranus Queen mode, Ikaros is not required to use Advanced Bow Arts. She may still use Bow Arts.
- Advanced Bow Arts uses Ikaros’s MGE and targets the enemy’s End. Advanced Bow Arts will also automatically Launch the enemy. Furthermore, Bleeding 1 is replaced by Burning 1. Burning 1 inflicted by ABA may stack upon itself to a maximum of Burning 4.

Name: Artemis -> Artemis Bombardment -> Artemis Onslaught
Rank: D -> B+ -> A++
Type: Physical -> Physical + Magical -> Magical, Offensive
Cost: Varies
Damage: Varies
Requirements: None -> Wing Growth is Active -> Uranus Queen and Variable Wings are active.
Properties: Varies
Attack Property: Varies
Targets: 1 -> 1-3 -> Everyone excluding Team Archer
Delayable: No
Destruction Percentage: 5% -> 18% -> 30%

Description: Ikaros summons homing missiles which mercilessly hunt down and attack the enemy. Has 3 variations based on Ikaros’s current status.

---Artemis
- Cost: 1.5 AP, 15 Mana
- Damage: 3x5 Physical
- Properties: Projectile, Ranged, Bleeding 2
- Attack Properties: Neutral

Description: Lowest form of Artemis. Because Ikaros’s wings are not summoned, the homing lasers lose most of their offensive capability

---Artemis Bombardment
- Cost: 2 AP, 32 Mana
- Damage: 4x5 Physical, 4x5 Magical
- Properties: Projectile, Ranged, Bleeding 3, Burning 5. Anti-Armor, Anti-Personnel
- Attack Properties: Neutral, Aerial, Down

Description: With the improvements of Artemis, Ikaros is now given the choice to apply 2 out of the 4 effects below when attacking a target. Can bypass a familiar's protection for a Master. Not applicable to Servants.
---Anti-Armor [+15%] against armored foes
---Anti-Personnel [+15%] against foes with seemingly no protection.
---Version: Homing Laser. Adds Bleeding 3. Downs the enemy. Grants Anti-Flight: If the enemy was in Flight, Homing Laser will end Flight’s effects for the remainder of the turn. Anti-Flight can only work on one target once per combat situation.
---Version: Explosive Missiles. Adds Burning 5. First hit launches the enemy.
- Ikaros may choose different variations for each target, meaning she is not limited to one set when choosing to attack more than one enemy. Furthermore, Version: Laser and Version: Explosive Missiles may not be used together in the same set.

---Artemis Onslaught
- Cost: 3 AP, 56 Mana
- Damage: 8x5 Magical
- Properties: Projectile, Ranged, Bleeding 3, Burning 7, Greater Burning 4
- Attack Properties: Neutral

Description: The true power of Artemis is unleashed. This attack was once used to decimate an entire civilization. The missiles now lodge themselves into the enemy where they explode, dealing damage both externally and internally. Bleeding 3 applies to both effects
-Has different effects depending on the property of the enemy.
---Against Armored Opponents: For an extra 6 mana per missile, Ikaros can lodge missles into any number of enemies at a maximum of 3 per target. The turn after, Ikaros may detonate the lodged missiles as a free action, dealing 8 irreducible physical damage. All missiles must be detonated at the same time. If Ikaros detonates 3 missiles per target, the opponent will be inflicted with Stun 2 and Burning 7.
---Against opponents who activate Anti-Personnel: Opponents will become inflicted with Greater Burning 4. Should an opponent with Greater Burning escape battle, burning will still persist despite ending combat.

Greater Burning X: Deals damage to X% Of current HP. Unlike Burning, Greater Burning will still persist after battle. Goes down by one rank every turn. Does not stack on itself. The attack with the greater rank will replace the existing rank.

Name: Hephaestus Artillery -> Hephaestus Cannon
Rank: B+ -> A+
Type: Magical
Cost: 2.5 AP, 35 Mana -> 3 AP, 55 Mana
Damage: 25 Magical -> 25 Magical + 3X
Requirements: Wing Growth is Active -> Uranus Queen and Variable Wings are active.
Properties: Projectile, Ranged, Vaporization
Attack Property: Neutral.
Targets: 1
Destruction Percentage: 20%

Description: Without the aid of Uranus Queen, Hephaestus is just a normal damage-dealer. Upon the activation of Uranus Queen, Hephaestus Cannon gains a new property. X represents the enemy’s burn rank. For each Burn Rank, Hephaestus Cannon gains an additional 3 Magic damage. Moreover, for every 20 magical damage this skill successfully deals, the opponent’s stats will be reduced by 1 sub-rank for the next turn. Suffers no reduction against opponents with Flight

Name: Snipe
Rank: A++
Type: Physical, Offensive
Cost: 100 Mana, Full Turn
Damage: 52 Physical
Requirements: Opponent was marked in Flight Observation. Ikaros is not afflicted with Stun. Ikaros is in a different area as the marked subject. Ikaros is in Spread Shift Form. 3 Turn Cooldown.
Properties: Prepared Effect, Long Range. Projectile
Attack Property: Neutral
Targets: 1
Delayable: No

Description: Allows Ikaros to attack from afar. Can add two effects.
---At the cost of an extra 20 mana, Ikaros can focus extra Artemis lasers that spiral around her bow and increase speed and piercing strength. Deals Anti-Personnel damage [+5%] and Bleeding 3.
---At the cost of an extra 25 Mana, Ikaros can apply a Hephaestus Orb to the tip of her arrow, allowing for a greater explosion. Damages the target’s Master at a rate of 20% of the attack’s base damage.

Noble Phantasm

Name: Aegis Shield
Rank: B
Type: Physical, Support
Cost: 1 SP
Requirements: Aegis Shield is still intact
Properties: Physical Barrier, Reactionary
Targets: Self, Master
Delayable: Yes

Description: Ikaros erects a spherical shield around herself, capable of blocking all forms of attacks. Although Aegis Shield specializes in defending against physical skills, it can still block magical attacks to some extent. Blocks extra damage from attacks that deal more damage based on Combat Status such as down. Because the Aegis Shield is a component of Ikaros’s hardware, it will always share the same MGR and END as Ikaros. Can be set as a Reactionary Speed for an enemy’s attacks.

- Aegis Shield comes with a gauge of its current power ranging from 0 to 100. Aegis Shield starts the war with 50. The Aegis Shield can negate points of damage, depending on the property of the attack.
Magical: For every 1 point of magical damage it negates, Aegis Shield will suffer a loss of 2 points.
Physical: For every 1 point of physical damage it negates, Aegis Shield will suffer a loss of 1 point.
Noble Phantasm: For every 1 point of damage it negates, Aegis Shield will suffer a loss of 2.5 points.

- If an attack’s power exceeds the total power Aegis Shield has at the time, the surplus damage will be dealt to Ikaros.

Name: Repair Aegis
Rank: E
Type: Physical
Cost: 2.5X Mana
Requirements: Not in battle. No form of Aegis was used during the turn.
Properties: Repair
Targets: Self
Delayable: Yes

Description: Using her hardware capability, Ikaros makes repairs to her Aegis Shield. X is equal to however many points of the Shield gauge you want to recover. For example, if you want to recover 20 points of the gauge, the cost would be 50 Mana.

Name: Aegis Entrapment
Rank: C+
Type: Physical
Cost: 1 SP, 70 Mana, 45 Shield Power
Requirements: Not already in use. Any other skill utilizing Aegis was not used this turn.
Duration: 3 Turns
Properties: Ranged, Trap, Support
Targets: 1 Team
Delayable: No

Description: Instead of erecting a shield around Ikaros, she forms it around her target and uses it as a means to restrict the enemy’s movement. Only available in Counter Form.
- The target of this skill has their Agility lowered by one rank.
- Because the enemy must force their attacks through the barrier, the STR and MGE values are treated as 3 subranks lower for all attacks. However, any projectiles and ranged attacks that target the trapped victims are reduced by 15%. This does not affect Ikaros.
- On the turn after its activation, Aegis Entrapment blocks all forms of escape except any form of Teleportation or CS escape.
- As long as Aegis Entrapment is in effect, no other skills with the name Aegis in it can be used. Can be cancelled as a Free Action.

Name: Aegis Containment
Rank: A
Type: Physical
Cost: 1 SP, 55 Shield Power
Requirements: Aegis Entrapment is not in use. The enemy uses an AoE attack.
Properties: Physical Barrier, Reactionary
Targets: Ikaros’s Team.

Description: Ikaros forms a barrier over herself and her Master protecting them from attacks that ravage the land.
- Removes 50 points of damage regardless of property from all AoE attacks the turn it is used.
- The attack MUST be classified as an AoE in order for this skill to take place. Skills that target multiple enemies may not necessarily fall under AoE.

Name: Uranus Queen Mode
Rank: B+
Type: Support
Cost: Full Turn, 70 Mana or 1 SP, 25 Mana, Full Desperation Gauge
Upkeep: 20 Mana
Requirements: Ikaros is currently in battle. None(Refers to the Full Turn Activation) or Desperation Gauge is full.
Properties: Transformation
Targets: Self
Delayable: No

Description: Ikaros unleashes her full power, taking on the title the ‘Queen of the Skies’. Because of its destructive capability and her past, Ikaros is hesitant to make use of its power. Can be activated two ways. Either through using up a Full Turn or through the Desperation Gauge. Full Turn has no requirement for activating UQ Mode, aside from being in combat.

---Desperation Gauge
Rank: E
Description: A gauge that ranges from 0 to 100. Over time as Ikaros battles, the inevitable use of her power looms on as she faces opponents willing to strike herself and her Master down. When the gauge reaches 100, new costs apply to Uranus Queen Mode.
- For each one point of damage Ikaros is hit, the gauge will go up one point. For each point of damage Ikaros deals, the gauge will go up 0.5 points. For each point of damage her Master takes, the gauge will go up 1.5 points.
- When U.Q. mode is activated this way, the gauge will decrease at a rate of 25 points per turn. Even if it reaches 0, Ikaros will remain in U.Q. mode. Following the end of combat, whatever value left in the gauge will remain. If U.Q. mode is deactivated within the first turn, the gauge will only be reduced to 90.

- With the activation of U.Q. Mode, Ikaros gains several advantages as well as an appearance change. She now dons a Halo and her eyes turn red. Additionally, she may enter U.Q. mode from Counter Form. In doing so, she will switch over to Spread Shift Form as a required Free Action.
- Her Magical Resistance, Endurance, and Agility increase by 2 sub ranks.
- If Ikaros is in Greater Flight, her Strength and Magical Energy are increased by an additional sub rank.
- Leaving U.Q. mode costs 1 SP, but can be done as a Free Action. Ikaros may choose to enter Counter Form or Spread Shift Form as a Free Action after doing so.

- After the end of Combat, U.Q. Mode can still remain active for up to 3 turns. If Combat is not re-initiated by then, U.Q. Mode will end.

Name: Apollon
Rank: EX
Type: Magical, Offensive
Cost: 140 Mana, 4 AP, 1 SP
Damage: 110 Magical
Requirements: Uranus Queen Mode is active. 10 Turn Cooldown
Properties: Ranged, Area Destruction, Projectile, Greater Burning 3
Attack Property: Neutral
Targets: Everyone, excluding Team Archer
Delayable: No

Description: The legendary bow and arrow that decimated the civilization that attempted to reach the level of the Gods. No one can escape from the onslaught of this attack. Must choose an initial team to take the full damage. Every other team will take 30% of the base damage. Deals Greater Burning 3 to all current teams in the area, including Masters. If a Master is protected by a Servant, he/she will take damage at a rate of 10%.
- Following the use of this skill, the area in which it is used in will be locked at a Destruction level of 0% for the next 5 turns.
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