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Post by Akira Valice on Apr 19, 2011 21:57:33 GMT -5
Akira Valice BATTLE STATISTICS AND INFORMATION Total Fights: 1 Fights Won: 1 Fights Lost: 0
Level: 8
Weaponry [/b] Vipe and Cleo Both of these are potential whips. (However, Cleo's too fussy to be swung around and wouldn't do it) Vipe can deal damage with his slightly serrated scales as well as those fangs of his. Why do they both look alive? Well, that's because they are. Due to Akira's mother, they were both given life. They can be use as living weapons (But Cleo hates to get dirty - she rather not be used as such). Magical Item--- InventoryChocobo Flute - A magical flute that allows the user to summon and dismiss a chocobo as they please! This is a multi-use item. Pure Gold x 1 Pure Quartz x 2 5x Tickets - Allows your character to utilize the airships providing transportation between these locales: Midgar ( Southeastern Continent ) Rabanastre ( Western Continent ) Archades ( Northern Continent ) One ticket per airship ride; non-refundable; keep your hands and feet inside the ship at all times and keep an eye on your valuables, Highwind and Bros. is not responsible for your lost or stolen items! Signature AbilityHalf Transformation: Akira can turn one of her arms into a human-scale dragonic arm. Any physical attacks she does doubles in power. Lasts 3 posts. However, if she remains transformed over three posts, she will lose 1/4 of her remaining HP. 5 Post Cooldown. Sub-Ability Sub Transformation: Akira turns herself into a smaller, humanoid like dragon. It halves all damage she takes as well as double all damage she deals. This form lasts 3 posts. If she breaks her 3 posts limit, she will lose half of her remaining health. If, during this period, she goes under 50 HP or she is already under 50 HP, this will knock her out. 8 Post Cooldown Sub-Ability Dragon Form: Akira turns into her 30 foot dragon form. All Physical attacks will be reduced to zero and Defense moves will not affect her, unless they're actually defensive. (Meaning Counter won't work). Her attack is doubled. However, she takes double damage of black magicks or double the effects of time/green magicks. This form will hold for 3 turns. Once Per Thread Sub-Ability Blood of the Valice: All the Valice have this insanity in it. For Akira, it works through being completely berserk. She must be in one of her current Sig or Sub forms to activate this. All disadvantages of the signature/sub abilities are lifted as well as the amount of posts they are allowed to stay on her. However, any damage she takes is doubled (Or reverts back to normal for Half, or goes to 50% for dragon). She will only be able deal 10 damage twice. (Moderate as in doubling the power of 5 damage). This form will remain until she goes under 25 HP. Then, she will immediately faint. She can not change the sub/sig she is in. Once per thread. [/blockquote]
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Post by Akira Valice on Apr 19, 2011 21:59:19 GMT -5
Rigor Mortis Daughter of the Famous This Creature is: LOCKED
Description Rigor Mortis was not created by usual means nor from thin air. Her father, Kimo, gave her the attributes of her color scheme, the open chest cavity and guts while her mother, God2, gave her a unique laser tail, along with the 'bony' looking structure of her bottom. Her face is the only unique blend of her two parents.
History Kimo is a famous Phanto (Ghost-like species) in a world known as Aywas. He has gotten a third place in strongest pets, and is currently still one of the strongest - as well as an excellent cook. When he came across a laser-tail Melo (Cat/dog-like species) they 'mated' and created two daughters, Rigor Mortis and God3. However, due to Rigor Mortis's look, she was exceedingly the much more popular of the two.
After giving birth to Nameless, Rigor Mortis suddenly went missing. It is unknown where she was...until now.
Stocked Abilities
TECHNIQUE NAME (PHYSICAL, DEFENSIVE, ETC) ABILITIES
- FIRST STOCKED ABILITY HERE
- SECOND STOCKED ABILITY HERE
- THIRD STOCKED ABILITY HERE
- FOURTH STOCKED ABILITY HERE
- FIFTH STOCKED ABILITY HERE
MAKE SURE TO MAKE SEPARATE LISTS BY THE TYPE OF TECHNIQUE! FF0000 FOR PHYSICAL FFA000 FOR DEFENSIVE 000000 FOR BLACK MAGICK FFFFFF FOR WHITE MAGICK 00BFFF FOR TIME MAGICK 00FF00 FOR GREEN MAGICK 8B008B FOR ARCANE MAGICK
[/li][/ul] Signature Ability--- Sub-Ability --- [/blockquote]
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Post by Akira Valice on Apr 19, 2011 22:02:14 GMT -5
Akira Valice Stocked Abilities PHYSICAL - Momentum - Every time a physical attack lands successfully the attacker is granted an attack power boost of 10%. No higher than a 100% bonus may be achieved through this ability, and if an attack misses or is blocked the bonus resets to 0%.
- Merciless - Upon being reduced to critical status, the user will do 25% more damage per attack than normal.
- Lifesiphon - Every time a physical attack lands successfully, the attacker is healed for 10% of the total damage inflicted.
- Faultsiphon - If the opponent is currently suffering under a status abnormality, grant a 25% bonus to your physical attack power.
- Ravage - The damage dealt by Ruin, and Ruinga is doubled and any members in your party that specializes in Black magic get a 10% spell power boost.
- Double Cut - The user is allowed an additional regular attack. - 2 post cooldown
- Hat Trick - The user is allowed two additional regular attacks. [Must Know Double Cut] - 3 post cooldown
- Blind Focus - Only able to be utilized while under the Blind aliment, the user deals Moderate damage to a single enemy. Blind most be inflicted by enemy - 1 post cooldown
- Counterattack - Upon being attacked, the user will counter, dealing 5 damage - 1 post cooldown
- Launch - Launches the foe into the air and follows up with an attack that does 5 damage to an opponent. - 1 post cooldown
- Jump - The user launches up into the air and comes back down upon the opponent with an attack that deals 5 damage. - 1 post cooldown
[/blockquote][/li][/ul] DEFENSIVE - Evasion- Reduces damage taken by 10%.
- Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent.
- Area Barrier - Physical and Magical Defense is boosted by 50% and the rest of your party gains a 30% Physical and Magical Defense boost.
- Mediguard - While Using the GUARD ability the user regenerates 10 amounts of HP until Guard is deactivated.
- Fringeward - While being targeted by an enemy attack, any party members involved in that attack will receive 20% less damage.
- Empowered Guard - Guard also triples physical and magical defenses [Must know Guard to learn this ability].
- Guarded Evasion - Guard reduces damage taken by a further 10% [Must know Guard and Evasion to learn this ability].
- Reciprocate - When exiting Guard, you immediately inflict the damage suffered whilst in Guard to a single foe. This damage is not reduced by the effects of Guard. [Must know Guard and Counter to learn this ability]
- Impenetrable - The user becomes invulnerable to damage, however they are incapable of dealing damage. The duration can be up to four posts - 5 post cooldown
- Guard - The defense of the user is increased by half, however their strength is reduced by the same amount. Lasts until it is deactivated by the user. - 3 post cooldown
- Taunt - Enrage an enemy to the point it will only target the user specifically. - 2 post cooldown
- Threaten - Intimidate an enemy to the point they will not target the user unless they are the only remaining target in battle. [Must Know Taunt] - 3 post cooldown
[/blockquote][/li][/ul]
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Post by Akira Valice on May 14, 2011 0:46:26 GMT -5
Using 35 LP for:
Impenetrable - The user becomes invulnerable to damage, however they are incapable of dealing damage. The duration can be up to four posts - 5 post cooldown || Cost: 35 LP
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Post by Akira Valice on May 24, 2011 22:49:21 GMT -5
Using 15 LP for:
Lifesiphon - Every time an attack lands successfully the attacker is healed for 10% of the damage inflicted. - Costs 15 LP
And 750 GIL to buy my last sub-ability.
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Post by Akira Valice on Jun 25, 2011 2:20:14 GMT -5
Using 15 LP for:
Mediguard - While Using the GUARD ability the user regenerates a Small amount of HP until Guard is deactivated. - Costs 15 LP
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Post by Akira Valice on Jul 11, 2011 6:19:56 GMT -5
Using 15 LP on:
Faultsiphon - When an attack lands successfully the defense of a target is quartered until the next attack is landed. - Costs 15 LP
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Post by Akira Valice on Jul 18, 2011 22:14:22 GMT -5
Using Pure Gold for VIPE AND CLEO. Since they're the same weapon and all...>_>; instead of OR y'know?
Used 80 LP for:
Guard, Fringeward, Empowered Guard, Ravage, Hat Trick
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Post by Akira Valice on Jul 24, 2011 6:37:57 GMT -5
Using 20 LP for:
Blind Focus - Only able to be utilized while under the Blind aliment, the user deals Moderate damage to a single enemy. Blind most be inflicted by enemy - 1 post cooldown || Cost: 20 LP
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Post by Akira Valice on Jul 30, 2011 19:53:26 GMT -5
Using 15 LP on:
Guarded Evasion - Guard reduces damage taken by a further 10% [Must know Guard and Evasion to learn this ability]. - Costs 15 LP
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Post by Akira Valice on Aug 19, 2011 5:50:36 GMT -5
Using 10 LP on Jump
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Post by Akira Valice on Sept 13, 2011 1:26:05 GMT -5
Using 15 Lp for:
Reciprocate - When exiting Guard, you immediately inflict the damage suffered whilst in Guard to a single foe. This damage is not reduced by the effects of Guard. [Must know Guard and Counter to learn this ability] - Costs 15 LP
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