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Post by Larsa Ferrinas Solidor on Jun 10, 2011 15:38:33 GMT -5
LARSA FERRINAS SOLIDOR BATTLE STATISTICS AND INFORMATION - lift your head and look out the window Total Fights: 0 Fights Won: 0 Fights Lost: 0
Level: 1 - stay that way for the rest of the day and watch the time go Weaponry[/b] JOYEUSE & SWORDBREAKThe Joyeuse, being a sword named after the sword of the Frankish king, Charlemagne. It is typically wielded by an adult, thus its length is somewhat difficult to manage for Larsa; it is forged of damascus steel, which alters between silver, reddish and ivory white depending on the light. The hand guard is filigreed gold, extending over the base of the blade and back to form a guard similar to a fencing saber. The blade has a small cleft at its top edge, and widens from hilt to point. Larsa wields it like a saber, utilizing more stabbing and lunging moves than a typical hack-and-slash swordsman. On the other hand, the break is wielded in his left hand in lieu of a shield. An intricate, dagger-like brass weapon, it is typically used for entrapping and breaking an opponent's blade, as its name would imply. Lacking the strength to do so, Larsa merely uses it to deflect enemy attacks. The Joyeuse's scabbard is worn on the left hip, and the break has its own fasten at the small of Larsa's back, handle pointed to the right. - listen, the birds sing - listen, the bells ring Magical ItemMANUFACTED NETHICITEAn unusual type of magicite that absorbs magicks rather than produces them. As opposed to deifacted nethicite - the Dawn, Dusk, and Midlight Shards - manufacted nethicite is, as its name implies, manufactured by men. Mainly it is produced for the purpose of powering airships, enabling them to fly over jagd - Mist-heavy sections of land, previously impossible to navigate by means of ordinary magicite. However, small pieces like these are considered protection charms. Once per thread, this chunk of manufacted nethicite may be used to absorb an offensive magick spell of any level, without recoil. - all the living are dead, and the dead are all living Signature AbilityCONCURRENCE: LUMINESCENCE(as seen here)(subject to approval)If Larsa's three Quickenings are used all at once, in the same turn (possible through the use of Haste), this Quickening Concurrence will occur. Resembling a coalescence of multiple white threads and beams, the non-elemental magick shockwave hits all enemies for moderate damage to top off the Quickening chain. Technically, the Concurrence does not possess a cooldown, as it can only be activated when all three Quickenings are chained. Sub-Ability LEVEL 1 QUICKENING: LUNAR RISING (subject to approval) (locked) Larsa's first level Quickening. The sequence involves an illusion of a full moon, rising and pulling the ocean tide with it to envelop the battlefield - in actuality, the damage dealt is non-elemental, but magickal in nature. Lunar Rising deals significant damage to its direct target, and heavy damage to all surrounding enemies. The Quickening has a five post cooldown. - the war is over and we are beginning
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Post by Larsa Ferrinas Solidor on Jun 10, 2011 16:17:41 GMT -5
CARBUNCLE CONVICTION IN NAÏVETÉ - we won, or we think we did This Creature is: LOCKED - when you went away, you were just a kid Description Carbuncle, being similar in appearance to a diminutive fox or chinchilla, is about a foot and a half long, and stands around a foot tall. Its fur is bluish-green, and a defining characteristic of the small creature is a large red jewel centred in the middle of its forehead, said to be a crystallised dragon brain. Near its feet, the tips of its ears and tail, and forehead, its fur lightens to a greenish-yellow shade. - and if you lost it all, and you lost it History Carbuncle is a unique Guardian Force (or Eidolon), in that it's one of the very few that do not possess offensive abilities. Its powers are mainly focused around Green Magick and protection - an ability which Larsa wishes very greatly to be able to provide. - well we'll still be there when your war is over Signature Ability RUBY LIGHT (subject to approval) The ruby jewel on its forehead shines brightly, bestowing Reflect and Protect on Larsa and his allies. The buffs last for their normal allotted time - the ability itself has a cooldown of five posts.
Sub-Ability EMERALD LIGHT (subject to approval) (locked) Alternatively, the jewel turns a green shade. The sequence is the same, and the only difference is the buffs bestowed - Haste and Protect. The cooldown remains five posts, and the buffs last for their normal allotted lengths. - all the living are dead and the dead are all living - the war is over and we are beginning
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Post by Larsa Ferrinas Solidor on Jun 10, 2011 16:43:50 GMT -5
LARSA FERRINAS SOLIDOR Stocked Abilities - here it comes, here comes the first day - here it comes, here comes the first day PHYSICAL ABILITIES - Double Cut - The user is allowed an additional regular attack. - 2 post cooldown
[/li][/ul][/blockquote] DEFENSIVE ABILITIES [/b] [li] Evasion- Reduces damage taken by 10%. [/li][li] Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent. active[/li][li] Taunt - Enrage an enemy to the point it will only target the user specifically for 2 posts. - 3 post cooldown[/blockquote][/li][/ul][/blockquote] BLACK MAGICK [/b] [li] Runic Focus - Increases the damage dealt by all black magic spells by 30% active[/li][li] Aero - A wind element spell that does 10 HP damage to all enemies - 2 post cooldown [/li][li] Quake - An earth element spell that deals 10 HP damage to a single enemy, and 5 HP damage to enemies within 10 feet of the target. - 2 post cooldown[/blockquote][/li][/ul][/blockquote] WHITE MAGICK - Cure - A basic healing spell that heals for an adequate amount of damage. - 1 post cooldown
- Regen – A weak spell that heals a single target for a small amount over time [ Weak every turn, or Adequate every two turns ]. This ability lasts 5 posts. - 3 post cooldown
- Esuna - A basic spell that cures all status ailments on a single target. - 1 post cooldown
[/li][/ul][/blockquote] TIME MAGICK - Haste - A simple spell that increases the attack speed of a single allied target, allowing for three actions every second turn, and lasts 4 posts - 2 post cooldown
[/li][/ul][/blockquote] GREEN MAGICK - Bravery - A simple spell that boosts the strength of one allied target by 25%. Lasts for 3 posts. - 4 post cooldown
- Faith - Increases the magickal capabilities of a single ally by 25%. Lasts for 3 posts. - 4 post cooldown
[/li][/ul][/blockquote] - it starts up in our bedroom after the war - it starts up in our bedroom after the war - after the war .
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Post by Larsa Ferrinas Solidor on Aug 21, 2011 15:21:56 GMT -5
FOR 95 LP, PURCHASING
Evasion- Reduces damage taken by 10%. - Costs 15 LP
Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent. - Costs 15 LP
Runic Focus - Increases the damage dealt by all black magic spells by 30% - Costs 15 LP
Taunt - Enrage an enemy to the point it will only target the user specifically for 2 posts. - 3 post cooldown - 10 LP
Aero - A wind element spell that does 10 HP damage to all enemies - 2 post cooldown - 10 LP
Quake - An earth element spell that deals 10 HP damage to a single enemy, and 5 HP damage to enemies within 10 feet of the target. - 2 post cooldown - 10 LP
Bravery - A simple spell that boosts the strength of one allied target by 25%. Lasts for 3 posts. - 4 post cooldown - 10 LP
Faith - Increases the magickal capabilities of a single ally by 25%. Lasts for 3 posts. - 4 post cooldown - 10 LP
LP HANDLED BY LIGHTNING.
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