Post by SM on Apr 29, 2005 0:45:02 GMT -5
Name: Silare Alvreon
Race: Kami
Gender: Male
Age: 17 (Mental Age: 17)
Maximum HP: 3300 HP
Elements: Water, Dark
Experience Points: Level 7, 2160 EXP
Credits: 4100 GP
Primary Weapon: Borealis (Spear)
Secondary Weapons: -
Items:
- Small Health Potion (2)
- Small Thought Potion
Traits:
POSITIVE TRAITS:
Intellect: Your abilities to think excel others and you can think very swiftly. Unfortunately, sometimes this puts you in a state of pacifism. (-6)
+ +10 DEX
+ +10 INT
+ You are able to detect traps or sense people trying to use you.
+ Puzzles and strategy games you tend to be better at.
- -5 ATK
- -5 DEF
Quick Caster: All of your Special Attacks' charge times are lowered by one turn (up to CHARGE 1, cannot go below CHARGE 1), but all Physical Attacks are reduced by 10. (-4)
Elemental Resistance: You are resistant to the Wind Element. (Can be taken more than once, but must apply to a different one per choice.) (-4)
- Can protect against 1/2 of Wind Elemental damage.
Elemental Absorbtion: You can take no damage from Wind, and can absorb a portion of the Wind Element. (Can take only if you have Elemental Resistance for the absorbed element.) (-2)
+ Absorbs 10% of Wind Element when used, or stood in.
Discipline: You are extremely dedicated to your actions and are capable to become extremely focused at times. You are able to perform well even when in doubt, and are extremely sure of your own abilities. Also, you are able to work well under pressure. (-4)
+ Focused in your work.
+ Has a synergy with Martial Artes.
+ Works well under pressure.
+ Cool in battle
Medical Efficiency: You know well on medication, and are able to treat people with disease or plagues. With this, you may be slightly too humble to others who offer high sums of payment. (-5)
+ You have vast knowledge of medicines.
+ You can create medicines from herbs or chemicals.
+ Your medical expertise wins money when you aid people enough.
+ You almost always succeed to administering medicine correctly.
- You may reject rewards from others when you aid them.
Musician: You are capable of playing a Piano. (-1)
Musician: You are capable of playing a Violin. (-1)
Musician: You are capable of playing a Guitar. (-1)
NEGATIVE TRAITS:
Phobia: You are prone to fear and flights of cowardice when presented with a certain object or situation, which in this case would be elevated heights. Even going so far as to run from your friends if the situation presents itself. (+3)
- Runs from a heights.
- Prone to paranoia
- Can be taken more than once, but must be a different common place item or situation each time.
Phobia: You are prone to fear and flights of cowardice when presented with a certain object or situation, which in this case would be any type of portable communication devices. Even going so far as to run from your friends if the situation presents itself. (+3)
- Runs from any portable communication devices.
- Prone to paranoia
- Can be taken more than once, but must be a different common place item or situation each time.
Paranoid: You are constantly fearing harmless items, and believing someone is behind you, awaiting to kill you. (+2)
- You act strange in the storyline, always looking back or keeping your distances.
- You are more prone to Knockdown.
Respiratory Disorders: Your lungs are weak, and do not always function correctly, which may weaken your breathing abilities. (+2)
- Your character must take a turn every five turns to breathe.
- Your character can only be in the air and flying every other turn.
Dulled Sense: The sense of smell is not as effective as that of other's. (+4)
- Reduces one sense ability.
- Allows for the 'Sixth Sense' advantage, or the 'Improved Sense' advantage, but can only choose one.
- Can be taken multiple times, but must apply to a different sense for each choice.
Dulled Sense: The sense of taste is not as effective as that of other's. (+4)
- Reduces one sense ability.
- Allows for the 'Sixth Sense' advantage, or the 'Improved Sense' advantage, but can only choose one.
- Can be taken multiple times, but must apply to a different sense for each choice.
Dulled Sense: The sense of feel is not as effective as that of other's. (+4)
- Reduces one sense ability.
- Allows for the 'Sixth Sense' advantage, or the 'Improved Sense' advantage, but can only choose one.
- Can be taken multiple times, but must apply to a different sense for each choice.
Slight Insanity: Hallucinations and other things.... A step below insanity..... (+2)
Stats:
CON: 8
ATK: 6 (-5)
DEF: 6 (-5)
AGI: 30
INT: 14 (+10)
DEX: 5 (+10)
Attack (Default Attack):
Crystal Spiral
Level 1: 50 EXP
Water Element
Spear: Slash - One
230 DAMAGE
Techniques (Physical Attacks):
Aurora Glassiere
Level 1: 35 EXP
Water Element
Spear: Slice - One
330 DAMAGE
Scattered Shard
Level 1: 15 EXP
Water Element
Spear: Crush - One
300 DAMAGE; penetrates, freezes
Stream Rush
Level 1: 20 EXP
Water Element
Spear: Slash - All
230 DAMAGE; blinds
Soul Dissolve
Level 1: 25 EXP
Dark Element
Spear: Slice - One
330 DAMAGE; user loses 150 HP, pierces, penetrates
Chaotic Tempest
Level 1: 25 EXP
Dark Element
Spear: Slash - One
280 DAMAGE; ground-shaking, if avoided, it returns for 1/2 DAMAGE and must be avoided as an individual blow on the next turn
Whimsical Fury
Level 1: 15 EXP
Dark Element
Spear: Stab - One
56 * 5 DAMAGE
Magick (Special Attacks):
Borealis Eradication
Level 1: 0 EXP
Water Element
Magick: Beam - One
470 DAMAGE (CHARGE 1)
Shard Flurry
Level 1: 10 EXP
Water Element
Magick: Stab - All
42 * 10 DAMAGE (CHARGE 2 - 1)
Auric Fumes
Level 1: 15 EXP
Water Element
Magick: Fire - One
420 DAMAGE; freezes (CHARGE 1)
Frost Illusion
Level 1: 10 EXP
Water Element
Magick: Projectile - All
470 DAMAGE (CHARGE 2 - 1)
Darkness Bane
Level 1: 15 EXP
Dark Element
Magick: Void - One
185 * 2 DAMAGE; each blow delivered by the opponent deals -100 DAMAGE (CHARGE 1)
Delayed Fate
Level 1: 20 EXP
Dark Element
Magic: Fire - One
0 DAMAGE; deals an extra 270 DAMAGE for next two turns; 470 DAMAGE on the third turn; all assaults penetrate; user takes 100 HP (CHARGE 3 - 1)
Tears of Blood
Level 1: 10 EXP
Dark Element
Magic: Orb - One
370 HP, deals 370 DAMAGE next two turns, user loses 500 HP (CHARGE 2 - 1)
Rage Awakening (Critical Attacks):
Everlasting Fury
Level 1: 10 EXP
Aqua Element
Spear: Slice - One
530 DAMAGE, wide-range
Rising Desperation (Desperation Attacks):
Fate of the Celestia
Level 1: 10 EXP
Aqua/Dark Element
Spear: Stab - One
730 DAMAGE, penetrates
Protective Manuevers (Defense Attacks):
Tinted Reflection
Level 1: 10 EXP
Dark Element
Spear: Strike - Spear
50 * (amount of attacks) DAMAGE, takes no damage on turn (WAIT 4)
Energy Harness (Healing Attacks):
Esperanto
Level 1: 10 EXP
Water Element
Magick: Bubbles - One/All
100 * (amount of Attack Slots used) HP (WAIT 4)
Whisper of the Heavens (unusable until INT 30)
Level 1: 10 EXP
Dark Element
Magick: Energy - One/All
50 HP; 50 HP healed per turn - amount of turns equivalent to amount of Attack Slots, WAIT begans after final healing turn, cannot be recast until WAIT is completed (WAIT 6)
Primeval Access:
Rondo of Blood - LEVEL 3
CON: +2
ATK: +1
DEF: +2
AGI: +5
INT: +5
DEX: +5
+ Silare's formerly dormant Magick Energy is now accessible, and all Magick will inflict an extra 75 DAMAGE.
+ Silare's mastery at Water Magick is proved, and any of his Water Elemental Magick will cause 50 DAMAGE more than normal.
+ Silare can focus clearly, and with his mind clearer of its thoughts, all Magick now takes one turn less to charge, and is able to turn to CHARGE 0.
- Silare is unable to block in this form, having completely allotted his power towards the offensive side of combat.
Race: Kami
Gender: Male
Age: 17 (Mental Age: 17)
Maximum HP: 3300 HP
Elements: Water, Dark
Experience Points: Level 7, 2160 EXP
Credits: 4100 GP
Primary Weapon: Borealis (Spear)
Secondary Weapons: -
Items:
- Small Health Potion (2)
- Small Thought Potion
Traits:
POSITIVE TRAITS:
Intellect: Your abilities to think excel others and you can think very swiftly. Unfortunately, sometimes this puts you in a state of pacifism. (-6)
+ +10 DEX
+ +10 INT
+ You are able to detect traps or sense people trying to use you.
+ Puzzles and strategy games you tend to be better at.
- -5 ATK
- -5 DEF
Quick Caster: All of your Special Attacks' charge times are lowered by one turn (up to CHARGE 1, cannot go below CHARGE 1), but all Physical Attacks are reduced by 10. (-4)
Elemental Resistance: You are resistant to the Wind Element. (Can be taken more than once, but must apply to a different one per choice.) (-4)
- Can protect against 1/2 of Wind Elemental damage.
Elemental Absorbtion: You can take no damage from Wind, and can absorb a portion of the Wind Element. (Can take only if you have Elemental Resistance for the absorbed element.) (-2)
+ Absorbs 10% of Wind Element when used, or stood in.
Discipline: You are extremely dedicated to your actions and are capable to become extremely focused at times. You are able to perform well even when in doubt, and are extremely sure of your own abilities. Also, you are able to work well under pressure. (-4)
+ Focused in your work.
+ Has a synergy with Martial Artes.
+ Works well under pressure.
+ Cool in battle
Medical Efficiency: You know well on medication, and are able to treat people with disease or plagues. With this, you may be slightly too humble to others who offer high sums of payment. (-5)
+ You have vast knowledge of medicines.
+ You can create medicines from herbs or chemicals.
+ Your medical expertise wins money when you aid people enough.
+ You almost always succeed to administering medicine correctly.
- You may reject rewards from others when you aid them.
Musician: You are capable of playing a Piano. (-1)
Musician: You are capable of playing a Violin. (-1)
Musician: You are capable of playing a Guitar. (-1)
NEGATIVE TRAITS:
Phobia: You are prone to fear and flights of cowardice when presented with a certain object or situation, which in this case would be elevated heights. Even going so far as to run from your friends if the situation presents itself. (+3)
- Runs from a heights.
- Prone to paranoia
- Can be taken more than once, but must be a different common place item or situation each time.
Phobia: You are prone to fear and flights of cowardice when presented with a certain object or situation, which in this case would be any type of portable communication devices. Even going so far as to run from your friends if the situation presents itself. (+3)
- Runs from any portable communication devices.
- Prone to paranoia
- Can be taken more than once, but must be a different common place item or situation each time.
Paranoid: You are constantly fearing harmless items, and believing someone is behind you, awaiting to kill you. (+2)
- You act strange in the storyline, always looking back or keeping your distances.
- You are more prone to Knockdown.
Respiratory Disorders: Your lungs are weak, and do not always function correctly, which may weaken your breathing abilities. (+2)
- Your character must take a turn every five turns to breathe.
- Your character can only be in the air and flying every other turn.
Dulled Sense: The sense of smell is not as effective as that of other's. (+4)
- Reduces one sense ability.
- Allows for the 'Sixth Sense' advantage, or the 'Improved Sense' advantage, but can only choose one.
- Can be taken multiple times, but must apply to a different sense for each choice.
Dulled Sense: The sense of taste is not as effective as that of other's. (+4)
- Reduces one sense ability.
- Allows for the 'Sixth Sense' advantage, or the 'Improved Sense' advantage, but can only choose one.
- Can be taken multiple times, but must apply to a different sense for each choice.
Dulled Sense: The sense of feel is not as effective as that of other's. (+4)
- Reduces one sense ability.
- Allows for the 'Sixth Sense' advantage, or the 'Improved Sense' advantage, but can only choose one.
- Can be taken multiple times, but must apply to a different sense for each choice.
Slight Insanity: Hallucinations and other things.... A step below insanity..... (+2)
Stats:
CON: 8
ATK: 6 (-5)
DEF: 6 (-5)
AGI: 30
INT: 14 (+10)
DEX: 5 (+10)
Attack (Default Attack):
Crystal Spiral
Level 1: 50 EXP
Water Element
Spear: Slash - One
230 DAMAGE
Techniques (Physical Attacks):
Aurora Glassiere
Level 1: 35 EXP
Water Element
Spear: Slice - One
330 DAMAGE
Scattered Shard
Level 1: 15 EXP
Water Element
Spear: Crush - One
300 DAMAGE; penetrates, freezes
Stream Rush
Level 1: 20 EXP
Water Element
Spear: Slash - All
230 DAMAGE; blinds
Soul Dissolve
Level 1: 25 EXP
Dark Element
Spear: Slice - One
330 DAMAGE; user loses 150 HP, pierces, penetrates
Chaotic Tempest
Level 1: 25 EXP
Dark Element
Spear: Slash - One
280 DAMAGE; ground-shaking, if avoided, it returns for 1/2 DAMAGE and must be avoided as an individual blow on the next turn
Whimsical Fury
Level 1: 15 EXP
Dark Element
Spear: Stab - One
56 * 5 DAMAGE
Magick (Special Attacks):
Borealis Eradication
Level 1: 0 EXP
Water Element
Magick: Beam - One
470 DAMAGE (CHARGE 1)
Shard Flurry
Level 1: 10 EXP
Water Element
Magick: Stab - All
42 * 10 DAMAGE (CHARGE 2 - 1)
Auric Fumes
Level 1: 15 EXP
Water Element
Magick: Fire - One
420 DAMAGE; freezes (CHARGE 1)
Frost Illusion
Level 1: 10 EXP
Water Element
Magick: Projectile - All
470 DAMAGE (CHARGE 2 - 1)
Darkness Bane
Level 1: 15 EXP
Dark Element
Magick: Void - One
185 * 2 DAMAGE; each blow delivered by the opponent deals -100 DAMAGE (CHARGE 1)
Delayed Fate
Level 1: 20 EXP
Dark Element
Magic: Fire - One
0 DAMAGE; deals an extra 270 DAMAGE for next two turns; 470 DAMAGE on the third turn; all assaults penetrate; user takes 100 HP (CHARGE 3 - 1)
Tears of Blood
Level 1: 10 EXP
Dark Element
Magic: Orb - One
370 HP, deals 370 DAMAGE next two turns, user loses 500 HP (CHARGE 2 - 1)
Rage Awakening (Critical Attacks):
Everlasting Fury
Level 1: 10 EXP
Aqua Element
Spear: Slice - One
530 DAMAGE, wide-range
Rising Desperation (Desperation Attacks):
Fate of the Celestia
Level 1: 10 EXP
Aqua/Dark Element
Spear: Stab - One
730 DAMAGE, penetrates
Protective Manuevers (Defense Attacks):
Tinted Reflection
Level 1: 10 EXP
Dark Element
Spear: Strike - Spear
50 * (amount of attacks) DAMAGE, takes no damage on turn (WAIT 4)
Energy Harness (Healing Attacks):
Esperanto
Level 1: 10 EXP
Water Element
Magick: Bubbles - One/All
100 * (amount of Attack Slots used) HP (WAIT 4)
Whisper of the Heavens (unusable until INT 30)
Level 1: 10 EXP
Dark Element
Magick: Energy - One/All
50 HP; 50 HP healed per turn - amount of turns equivalent to amount of Attack Slots, WAIT begans after final healing turn, cannot be recast until WAIT is completed (WAIT 6)
Primeval Access:
Rondo of Blood - LEVEL 3
CON: +2
ATK: +1
DEF: +2
AGI: +5
INT: +5
DEX: +5
+ Silare's formerly dormant Magick Energy is now accessible, and all Magick will inflict an extra 75 DAMAGE.
+ Silare's mastery at Water Magick is proved, and any of his Water Elemental Magick will cause 50 DAMAGE more than normal.
+ Silare can focus clearly, and with his mind clearer of its thoughts, all Magick now takes one turn less to charge, and is able to turn to CHARGE 0.
- Silare is unable to block in this form, having completely allotted his power towards the offensive side of combat.