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Post by Scara Roshinto on Apr 19, 2011 22:27:49 GMT -5
Scara Roshinto BATTLE STATISTICS AND INFORMATION Total Fights: 3 Fights Won: 2 Fights Lost: 1
Level: 15
Weaponry [/b] Double Crescent Blades: They are essentially daggers, but the grip is on the side rather than on the front of the blade. They are gray in color and has strangely intricate design to them. They are called Double Crescent due to the fact there are two blades and they both curve to a half moon. Only Scara or another Roshinto can wield this item. Due to the fact Scara is the only survivor, only she can touch it. For those who wield it that is not her, for every turn that they have it on them they will receive 5 damage in form of wind needles. Usually, the opponent will automatically let go due to automatic response. They also can not use it to hurt Scara nor another person; only the will of Scara can allow these blades to harm another. . Magical ItemVeronica's True Pendant: This pendant was the actual one Veronica wore on her neck. Though it is for merely decorations, Vento has embedded some of his power within it. When Vento is not out, Scara can absorb up to 2 Wind Elemental attacks, weak or strong per thread. They don't heal her HP, but their power level gets reduced to zero. InventorySugar the Cocoonian Chocobo Spice the Spring Green Chocobo Cottonball the Pulsian Sheep Pure Quartz x2 Pure Gold x1 Mysterious Halcyon x1 Mysterious Arcana x2 Plague Doctor Sugar Mask x1 Black Mage Voodoo Doll x 1 Inventory Abilities- Plague Doctor Sugar Mask (Grotesque Mask)
- This looks an awfully a lot like sugar...except the feathers are removed, and the beak is a lot larger than any beak...in fact, it's not a beak at all. It's a Plague Doctor Mask! What is Scara doing with this...? And why does it fit Sugar snugly...?
Double Cast - Casts a beneficial spell on the target that allows one individual spell to be used twice in one turn, skipping over the cooldown for its first cast. At the end of the turn, the spell's cooldown begins. - Lasts 3 posts
- Black Mage Voodoo Doll
- This small doll looks exactly like the black mages that walk the streets of Alexandria, except of course they are much smaller and fit into your pocket. However just like their real living counter parts; these dolls have some magic to them. Once during a battle they may take a single attack that is directed at you, you may choose which attack it takes for you however choose wisely for once it takes that single attack it loses its magic for the rest of the thread. The doll cannot take the hit from a signature ability or a sub-ability, those are the only attacks the doll be used against .These dolls may sound all well and good but you have to remember a Doll is still a doll; they are frail and easy to break. That is why these Voodoo dolls require a break from their purpose, after use you cannot use them again until you have completed one other thread that was started after the time of your battle.
Signature Ability Vento's Wish: Blocks all attacks, physical and magick, for one turn. Can be either her or someone else - but only for one person. - Once per thread
Sub-Ability Whispers of the Wind: This is a passive move. Outside of battle, Scara has selective hearing to anything spoken in the worlds. However, she must fit two criteria. One, it MUST be a place she has already visited and two, she can only hear things when people she has met spoken them. Inside battle, she is allowed to 'predict' the movement of one ability and dodge it. Cooldown is 3 posts.
Sub-Ability
Defense Mechanism: This will only initiate before a battle, or before the first attack, and it MUST be an ambush. It will successfully block or nullify any damage, status effects, buffs, or debuffs without fail for that ambush attack. Meaning, Scara is unable to be ambushed once. However, if she is ambushed a second time, this will not protect her. Once per thread.
Sub-Ability
Scara's Last Stand: Two conditions must be met in order to have this ability be activated. One, Scara must have full HP and she also must feel desperation. Sacrificing all of her HP, Scara will create a field of white with wisps of healing wind. The range of this move is limitless. In this field, all friend and foe alike will be completely healed, buffs and de-buffs re-set, status ailments gone, and all unconscious will suddenly awake and at full power. For one turn after this, no one is able to use ANY ability nor regular attacks. Scara will faint, unable to recover for the remainder of the thread. Once per thread.
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Post by Scara Roshinto on Apr 19, 2011 22:33:25 GMT -5
Vento Wind Guardian This Creature is: UNLOCKED
Description Vento is a very thin white and green dragon. He has no wings but he doens't need any - he is the very essence of wind itself. His solid form is just an illusion, though the feel of his body feels as he looks due to the wind currents he is made up of.
History Vento is the protector of Scara's village and also the aid of the Roshinto family. When 18 years of age, a Roshinto woman would undergo a Rite, which is fighting Vento with magic and hand to hand combat. However, everyone but Scara had died while Scara was 10. Vento was still summoned nevertheless and Scara seemed to have broken the Rite and so had Vento.
However, Scara's pendant that she wears is the soul of her mother's crystallized using her powers. Vento does not follow Scara - but he follows her mother, who had bore the Rite. When he lost Scara, he was summoned once more when the time was right. She would fight him and, though immature, is showing great promise.
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 AbilityTransform: Vento breaks the illusion of him having a solid form and turns into the wind currents that he really is. He is completely immune to Wind Magick and Physical moves. However, White Magick can no longer heal his wounds and he comes susceptible to all other magicks, doubling their damage to him. Defense techniques will still work. Once per thread. Effect lasts for 2 posts. Sub-Ability Life or Death: When Scara reaches Critical Status, at the sacrifice of all her remaining turns, she will be 'absorbed' into Vento's body, merging her HP into his. Vento will now be able to use any of Scara's abilities but Scara herself can not move. In fact, she's out cold. No matter how long Vento has been out, he will remain like this for 2 posts then disappear afterward. When he disappears, Scara will be back on the field with her normal HP as it was when Vento activates this. This move is normally used as a last ditch effort to flee or a finisher. Once per Thread. [/blockquote]
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Post by Scara Roshinto on Apr 19, 2011 22:43:44 GMT -5
Scara Roshinto Stocked Abilities Physical - Momentum - Every time an attack lands successfully the attacker is granted an attack power boost of 10%. - Costs 15 LP
- Flame Strike - Inflicts 10 Fire damage to a single adversary. - 2 post cooldown
- Gaia Strike - Inflicts 10 Earth damage to a single adversary. - 2 post cooldown
- Aero Strike - Inflicts 10 Wind damage to a single adversary. - 2 post cooldown
- Lightningstrike - Inflicts 10 HP Thunder damage to a single adversary. - 2 post cooldown
- Holy Strike - Inflicts 10 Holy damage to a single adversary. - 2 post cooldown
[/blockquote][/li][/ul] Defense [/blockquote][/li][/ul] Black Magik - Runic Focus - Increases the damage dealt by all black magic spells by 30%
- Vengeance - Decreases the cooldown of all black magick spells by one post
- Fire - A basic fire element spell does 5 damage to a single enemy - 1 post cooldown
- Fira - A slightly more complex spell of the fire element, deals 10 damage to a single enemy and 5 damage to enemies 5 yards from the target [Must know Fire] - 2 post cool down - 20 LP
- Firaga - A complex spell in the fire element that does 20 HP damage to a single enemy and 10 HP damage to surrounding targets [Must know Fira] - 4 post cooldown
- Thunder - A basic thunder element spell, it deals 5 damage to a single enemy- 1 post cooldown
- Thundara - A stronger thunder element spell, it deals 10 damage to a single enemy and 5 damage to surrounding enemies [Must know Thunder] - 2 post cooldown
- Thundaga - A strong spell that does 20 damage to a single target and does 10 damage to surrounding enemies. [Must know Thundera] - 4 post cooldown
- Water - A basic water spell, this deals 5 damage to a single target. - 1 post cooldown
- Watera - A stronger form of Water, this spell does 10 damage to a single target. [Must know Water] - 2 post cooldown
- Waterga - A strong water spell that does 20 damage to a single target and floods the area, causing moderate damage to allies and enemies [must know watera] - 4 post cooldown
- Blizzard - A basic spell that deals an 5 amount of damage to all enemies - 1 post cooldown
- Blizzara - A stronger spell, this deals 10 Ice damage to all enemies [Must know Blizzard] - 2 post cooldown
- Blizzaga - A very strong spell that does 20 damage to all enemies [Must know Blizzarda] - 4 post cooldown
- Aero - A wind element spell that does 10 damage to all enemies - 3 post cooldown
- Aerora - A stronger spell, this deals 15 HP Wind damage to all enemies [Must know Aero] - 3 post cooldown
- Aeroga - A strong wind element spell that does 20 damage to all enemies [Must know Aero] - 4 post cooldown
- Quake - An earth element spell that deals 10 damage to a single enemy, and 5 to enemies within 10 feet of the target. - 2 post cooldown
- Quaka - A stronger spell, this deals 15 HP Earth damage to all enemies [Must know Quake] - 3 post cooldown
- Quakga- An earth spell that deals 20 damage to a single target and follows up with a 10 amount of damage to all enemies in the fight [Must know Quaka] - 4 post cooldown
[/blockquote][/li][/ul] White Magik - Divine Spirit - All white magic spells heal by one more level than usual (E.g. Moderate to Large). - Costs 15 LP
- Entwine - All white magic spells will automatically grant the same effect upon the caster (Not applicable to Raise) When considering multiple effects, apply the best one once to the caster. - Costs 15 LP
- Chemist - The effects of all battle orientated items increase by 5 HP. - 15 LP
- Will of the Gods - Will of the Gods - Increases the number of posts your Arbiter may be active for by one (from 7 to 8).
- Cure - A basic healing spell that heals for an 5 amount of damage. - 1 post cooldown
- Cura - A healing spell that heals a 10 amount of health to a single target and 5 amount of health to the rest of your party. [Must know Cure] - 2 post cooldown
- Curaga - A healing spell that heals a 20 amount of health to a single target and a 10 amount to the rest of your party. [Must know Cura] - 4 post cooldown.
- Esuna - A basic spell that cures all status ailments on a single target. - 1 post cooldown
- Esunaga - A basic spell that cures all status ailments on the entire party. [Must know Esuna] - 4 post cooldown
- Raise - A spell that revives one ally in combat with 20 HP, and will kill undead enemies when cast - 3 post cooldown
- Revive - A spell that revives all allies in combat with 20 HP and heals the caster for 10 HP. [Must know Raise] - 5 post cooldown
- Pray - A weak healing spell that heals your party for a 5 amount of health.
- Regen – A weak spell that heals a single target for a small amount over time [ 5 HP per turn ]. This ability lasts 5 posts. - 3 post cooldown
- Regena - A spell that heals a single target for a moderate amount of health over time [ 10 HP per turn ]. Lasts 5 posts - 6 post cooldown
- Restoration - A spell that completely heals a single ally, including reviving them from KO and removing all status abnormalities. - 10 post cooldown [Must have Curaga and Revive]
[/blockquote][/li][/ul] Time Magik [/blockquote][/li][/ul] Green Magik [/blockquote][/li][/ul] Arcane Magik - Curse - If one or more arcane magick spells are on cooldown, the damage of the next arcane spell is increased by 20%.
- Demi - A dark percentile based ability that deals a fixed 10% of damage based upon the target's current HP - 2 post cooldown
- Flare - A complex spell that inflicts 25 HP damage to a single target, afflicting them with the Sleep abnormality, and 20 HP damage to all other enemies in combat. [Must know Firaga] - 8 post cooldown
- Freeze - A strong Spell that inflicts 25 HP damage to a single target and 20 HP damage to all other enemies in combat, also inflicting Freeze on the target of the spell. [Must know Blizzaga] - 8 Post cooldown
- Break - A strong Spell that inflicts 25 damage to a single target as well as inflicting the petrify status, and a 20 amount of damage to all other enemies in combat. [Must know Quakga] - 8 Post cooldown
- Spark - A strong Spell that inflicts 25 HP damage to a single target, also inflicting them with the Paralysis abnormality, and 20 HP damage to all other enemies in combat. [Must know Thundaga] - 8 Post cooldown
- Tornado - A strong Spell that inflicts 25 HP damage to a single target, afflicting them with the Confuse ailment, and 20 HP damage to all other enemies in combat. [Must know Aeroga] - 8 Post cooldown
- Flood - A strong Spell that inflicts 25 HP damage to a single target, afflicting them with the Slow ailment, and 20 HP damage to all other enemies in combat. [Must know Waterga] - 8 Post cooldown
- Holy - An extremely powerful Arcane spell that inflicts 30 HP damage to a single target and 25 HP damage to all other enemies in combat. [Must know all other White Magick skills] - 10 Post cooldown
- Ultima – An extremely powerful Arcane spell that deals 30 HP damage to the target and 25 HP damage to all other enemies in combat. [Must know three other Arcane spells] - 10 post cooldown
- Nova - An immensely powerful spell that deals 30 HP damage to all enemies in combat. [Must know Ultima] - 12 post cooldown
[/blockquote][/li][/ul]
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Post by Scara Roshinto on Apr 22, 2011 1:47:15 GMT -5
(Using Albel, Adelle, Larxene and Tidus GIL, added 940 GIL)
Using 500 GIL to get:
Esunaga - A basic spell that cures all status ailments on the entire party. [Must know Esuna] - 4 post cooldown - 35 LP
YES I FINISHED ONE TIER.
I did my own - Albel
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Post by Scara Roshinto on Apr 23, 2011 0:29:16 GMT -5
Using 750 GIL for a Pure Quartz. I submitted the sub-ability for review. It'll be added later.
Also using 50 LP for:
Holy - A strong Spell that inflicts Catastrophic damage to a single target and a significant amount of damage to all other enemies in combat. [Must know all other White Magick skills] - 8 Post cooldown - 50 LP
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Post by Scara Roshinto on Apr 24, 2011 3:14:13 GMT -5
Using 500 GIL (taken from Albel and Adelle's account and some of my own) For:
Blizzaga - A very strong spell that does significant damage to all enemies [Must know Blizzarda] - 4 post cooldown - 35 LP
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Post by Scara Roshinto on May 2, 2011 5:37:13 GMT -5
Using 30 LP for:
Curse - If one or more arcane magick spells are on cooldown, the damage of the next arcane spell is increased by 20%. - Costs 30 LP
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Post by Scara Roshinto on May 4, 2011 1:08:14 GMT -5
Once the ability has been accepted, I'll use 750 GIL to get that sub-ability.
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Post by Scara Roshinto on May 10, 2011 21:47:18 GMT -5
Using 750 GIL for another sub ability (trying to get it accepted currently) and spending 50 LP for:
Freeze - A strong Spell that inflicts Severe damage to a single target and a significant amount of damage to all other enemies in combat. [Must know Blizzaga] - 8 Post cooldown - 50 LP
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Post by Scara Roshinto on May 16, 2011 2:35:31 GMT -5
Usign 2k gil for:
Pure Gold - 2000 Gil - Inventory Limit: 2 Allows a/another custom, unique, or non-shop magic item to be equipped to your character. You do not lose this item on use.
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Post by Scara Roshinto on May 19, 2011 15:31:15 GMT -5
Using 20 LP on:
Demi - A dark percentile based ability that deals a fixed 10% of damage based upon the target's current HP - 2 post cooldown - 20 LP
Also using 500 GIL for a Pure Topaz for:
Waterga - A strong water spell that does significant damage to a single target and floods the area, causing moderate damage to allies and enemies [must know watera] - 4 post cooldown - 35 LP
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Post by Scara Roshinto on May 30, 2011 4:44:59 GMT -5
Using 500 GIL for pure topaz for:
Thundaga - A strong spell that does significant damage to a single target and does moderate damage to surrounding enemies. [Must know Thundera] - 4 post cooldown - 35 LP
(Forgot to mentioned I used up Albel's gil for it)
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Post by Scara Roshinto on Jun 14, 2011 21:44:42 GMT -5
Using 500 GIL for a pure topaz for:
Firaga - A complex spell in the fire element that does Significant damage to a single enemy and moderate damage to surrounding targets [Must know Fira] - 4 post cooldown - 35 LP
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Post by Scara Roshinto on Jun 21, 2011 5:54:08 GMT -5
Using 50 LP for:
Flare - A complex spell that inflicts Severe damage to a single target and a significant amount of damage to all other enemies in combat. [Must know Firaga] - 8 post cooldown - 50 LP
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Post by Scara Roshinto on Jul 7, 2011 16:23:19 GMT -5
Using 150 LP on (Oh gooood)
Spark - A strong Spell that inflicts Severe damage to a single target and a significant amount of damage to all other enemies in combat. [Must know Thundaga] - 8 Post cooldown - 50 LP
Flood - A strong Spell that inflicts Severe damage to a single target and a significant amount of damage to all other enemies in combat. [Must know Waterga] - 8 Post cooldown - 50 LP
Ultima – An extremely powerful Arcane spell that deals Catastrophic damage to the target and Severe damage to all other enemies in combat. [Must know three other Arcane spells] - 10 post cooldown - 50 LP
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