|
Post by Arleen Reinhart on Sept 10, 2011 0:24:01 GMT -5
Arleen Reinhart BATTLE STATISTICS AND INFORMATION Total Fights: 0 Fights Won: 0 Fights Lost: 0
Level: 4 HP: 115
Weaponry [/b] Nayami and Yakusai; both have different names, but are of the same build. They are both weapons specially designed for close-long range combat and have a basis modification of an extension into AMP technology. She has almost never missed a mark or lost a fight when wielding these two pistols. She’s known to fight with them like she’s dancing, and often fires at targets not in her line of sight, and hits. A Practiced Hand ~ The use of Yakusai and Nayami allows Arleen to hit targets not within her line of sight like she would hit them if she was looking directly at them. Magical ItemSigil of the Imperialist: ~ Increases Defense by 5% ~ Increases Magic Defense by 5% InventoryAnimal mask (Panda) - Howl - A non-element spell, an ear piercing animalistic howl is released which causes 10 damage to all opponents. - Cooldown 2 posts Pure Quartz - Inventory: 1 Allows your character to gain one signature sub-ability per crystal purchased. Limit of 3 sub-abilities. You do not lose this item on use. [/blockquote]
|
|
|
Post by Arleen Reinhart on Sept 10, 2011 0:27:26 GMT -5
[/IMG][/center] Arleen Reinhart Stocked Abilities PHYSICAL ABILITIES - Double Cut (Double Shot) - 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
- Counterattack - Upon being attacked, the user will counter, dealing 5 HP damage - 1 post cooldown
- Evade & Counter - Dodge a single physical based attack and counter, dealing 10 HP damage. [Must know Counterattack; DOES NOT AFFECT SPELLS] - 2 post cooldown
- Adrenaline Rush - This ability allows the user to completely recharge all cooldowns. Signature/Sub-Abilities and Arcane magick cooldowns are halved. [Must known five additional physical/defensive techniques] - 10 post cooldown
- 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%
- Lifesiphon - Every time a physical attack lands successfully, the attacker is healed for 10% of the total damage inflicted.
[/li][/ul][/blockquote] DEFENSIVE ABILITIES - Guard - The defense of the user is increased by 50%, however their strength is reduced by the same amount. Lasts until it is deactivated by the user. - 3 post cooldown
- Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent.
- Evasion - Reduces damage taken by 10%.
- 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]
[/li][/ul][/blockquote] Signature Ability Imperial Code Arleen is a "broken" fighter, in the sense that she cannot utilize her full array of powers in the beginning of the fight. As the fight lingers on, however, she becomes stronger. All "post" references are only considered valid posts when Arleen is in battle, thus, after 2 battle posts, Arleen gains her first boost, and so on after that. - After a warm-up in the fight (2 posts in) Arleen gains a 5% boost to damage.
- After an exercise in the fight (4 posts in) Arleen gets another 5% boost to damage, as well as a 5% reduction of physical and magical damage.
- After the fight drags on (8 posts in), Arleen gains another 10% boost to all aforementioned attributes, marking her at her peak performance.
Sub-Abilitys
Bullet Dance
- This ability can only be utilized after Arleen has reached her zenith point
- Arleen enters a state of extreme focus, raising attack damage by 10%. Arleen fires off 8 rounds in rapid succession at one or more targets. (Lasts one post.)(10 post cooldown)
Mental Break :: Limiter Release
- Arleen releases the limiters that restrain the AMP technology integrated in her and allows them to run at max capacity, increasing damage by 25% (Lasts until cancelled), and reducing physical attacks with a cooldown time of 3 posts or more by one.
- If Arleen keeps the limiters off for two long, the strain on her mind takes its toll, inflicting 10 dmg to her every post after 3 that it’s active, and deals an additional 5 damage for every ability she uses while under the strain. [After the 3 post mark, Bullet Dance becomes disabled, disallowing her use of it until Mental Break :: Limiter Release is deactivated.
- If not deactivated 3 posts after the strain kicks in, Arleen loses her sanity. She regards all persons, NPC or PC, as enemies. (She selects her targets off a "revenge" system: the more damage someone does to her, the more she goes after them.) She cannot use any abilities for lack of capacity to do so. She gains an additional 25% damage increase and she takes 15 dmg per post. This effect is permanent on her until she is defeated.
|
|
|
Post by Arleen Reinhart on Sept 12, 2011 16:09:31 GMT -5
Purchasing new ability.~ <3
Guard - The defense of the user is increased by 50%, however their strength is reduced by the same amount. Lasts until it is deactivated by the user. - 3 post cooldown
For 15 LP~
EDIT: Purchase made, 15LP deducted.
|
|
|
Post by Arleen Reinhart on Sept 18, 2011 19:09:56 GMT -5
Purchasing a new ability!~
Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent. -
For 15 LP ~
EDIT: Purchase made, 15LP deducted.
|
|
|
Post by Arleen Reinhart on Sept 21, 2011 6:47:59 GMT -5
Purchasing an 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]
For 15 LP~
EDIT: Purchase made, 15LP deducted.
|
|
|
Post by Arleen Reinhart on Sept 24, 2011 17:36:32 GMT -5
Purchasing a new ability.~
Lifesiphon - Every time a physical attack lands successfully, the attacker is healed for 10% of the total damage inflicted.
For 15LP~
EDIT: Purchase made, 15LP deducted.
|
|
|
Post by Arleen Reinhart on Sept 24, 2011 19:13:21 GMT -5
Purchasing an item.~
Pure Quartz - 750 Gil - Inventory Limit: 2 Allows your character to gain one signature sub-ability per crystal purchased. Limit of 3 sub-abilities. You do not lose this item on use.
For 750gil~
EDIT: Purchase made, 750gil deducted.
|
|
|
Post by Arleen Reinhart on Oct 6, 2011 13:33:12 GMT -5
Purchasing an ability.~
Evasion - Reduces damage taken by 10%.
For 15 LP.~
EDIT: Purchase made, 15 LP deducted.
|
|
|
Post by Arleen Reinhart on Nov 7, 2011 23:31:56 GMT -5
Purchasing new ability.~
Adrenaline Rush - This ability allows the user to completely recharge all cooldowns. Signature/Sub-Abilities and Arcane magick cooldowns are halved. [Must known five additional physical/defensive techniques] - 10 post cooldown
For 50 LP.~
EDIT:
Purchase made, 50LP deducted.
|
|