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Post by Zidane Tribal on May 28, 2011 21:15:17 GMT -5
ZIDANE TRIBALBATTLE STATS AND INFORMATION ♦ GENERAL
[/b] Eight Total Fights: Zero Fights Won: Zero Fights Lost: Zero Total Health: [HP=135/135][/ul] ♦ WEAPONRY[/URL][/i] are Zidane's trademark daggers, which he is never seen without. The blades themselves have a hilt which are a turquoise colour with golden straps. Mage Masher's blades are a maroon-bronze like colour, with vine etchings along the crooked-appearing weapon.[/ul] [/i]; sealing off the user from using magic techniques. L I M I T A T I O N: Only activates if four physical attacks land within a chain of posts during the match (four posts with at least one successful physical hit each). The ability lasts only T H R E E post on the opponent. C O O L D O W N: Once per thread.[/ul][/blockquote] ♦ MAGICAL ITEM♦ SIGNATURE ABILITY[/URL][/i] is summoned by a large surge of emotion. The ability itself causes Zidane’s clothing articles to be replaced by pink fur with coral eyes replacing his typical sky blue. Once Zidane triggers his Trance form, certain S T O C K E D abilities will aide in forming his D Y N E techniques (which will be listed as sub abilities). [Similar to FFIX as Zidane's skills determines which Dyne techniques he learns. Example: to obtain Solution 9 in the game, Zidane must learn the skill Lucky Seven. Skills here will be replaced with certain stocked abilities.] [/colour]:[/b] Activates the post after half of Zidane’s HP bar is drained. Only lasts five posts. C O O L D O W N: Once per thread.[/blockquote][/ul][/ul] ♦ SUB-ABILITY[/b] ♦ FREE ENERGY [UNLOCKED]A basic Dyne technique that is physical and allows Zidane to release pent up energy throughout the battle. Each time this move is active, Zidane gets two chances to swoop in and release the said energy in two single-blows. Each successful strike deals adequate damage. [/colour]:[/b] FLAME STRIKEL I M I T A T I O N: Close range that requires Zidane to take a risk from physical attacks from opponents. Only gets two posts, within the three posts of Trance, to attempt to strike. [Only two attacks total. Either Zidane attempts both strikes in one post or strikes once in the two post countdown.] C O O L D O W N: View Trance.[/ul][/blockquote] ♦ TIDAL FLAME [LOCKED]--- [/colour]:[/b] --- L I M I T A T I O N: --- C O O L D O W N: View Trance.[/ul][/blockquote] ♦ SCOOP ART [LOCKED][/colour]:[/b] --- L I M I T A T I O N: --- C O O L D O W N: View Trance.[/ul][/blockquote] [/ul] [/size][/blockquote]
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Post by Zidane Tribal on May 28, 2011 21:17:29 GMT -5
[IMG*]IMAGE LINK HERE[/IMG*] GLADIOLA FLOURISHING GYPSY ♦ GENERAL
[/b] L O C K E D[/ul] ♦ DESCRIPTION[/i][/URL] flower in her hair, on the right side of her head. Her outfit consists of a see through cloak, almost poncho like in shape, and robes that are Earth toned.[/ul] ♦ PERSONALITY[/size] Throughout the match she’d be quite cold, often too quick to spat insults. In general, she won’t admit she truly idolizes the monkey boy for so much. AFTER ACHIEVING--Gladiola has a bit of a motherly personality toward Zidane, often not warning him not to do stupid stuff. However that is only when in company of others and, in truth, Gladiola the thrills Zidane is willing to do. To the point she is overcoming her own hesitation by thinking over the situation. Normally she is sweet and doesn’t have much of a temper – until that comes to Siren, which may as well be a new world war every time they speak. She may as well be a child from time to time, considering she seems to be quite naïve to the world around her. The summon appears to have quite a nasty habit of twirling her hair and clinging to Zidane while fake crying. The crying, of course, draws Zidane’s attention from Kuja – which is what Gladiola wants. Considering, she takes out a personal grudge against the man; for Siren always seems to threaten to take Zidane away from her and he is Siren's master after all. Jealous? Perhaps so.[/ul] ♦ HISTORY[/size] ”It was a serene day before tension rang in the air…”Gladiola has been quite attached to Zidane since the day she witness the events at the Lake. Being drawn to his guardian instincts, Gladiola knew she was born to follow the blonde. However, she witnessed Zidane give something precious up to the silver hair siren; which promoted a trial. For giving in, and letting such an act play out before her eyes, Gladiola sealed away his Trance. In order for Zidane to even achieve Trance, he must be to the point of true despair. No, the denial of Queen Garnet didn't waver - however, her death would...[/blockquote][/ul][/ul] ♦ SIGNATURE ABILITY[/b][/colour] --- C O O L D O W N: --- [/blockquote][/ul][/ul] ♦ SUB-ABILITY[/b][/colour] --- C O O L D O W N: ---- [/blockquote][/ul][/ul] [/size][/blockquote]
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Post by Zidane Tribal on May 28, 2011 22:08:41 GMT -5
ZIDANE TRIBALSTOCKED ABILITIES
♦ PHYSICAL TECHNIQUES
[/b] ♦ ACTIVE [/b][/colour] Attempts to steal Gil from an enemy, while dealing weak tier damage. Cooldown: One post Costs: 20 LP ♦ JUMPThe user launches up into the air and comes back down upon the opponent with an attack that deals five health points of damage. Cooldown: One post Costs: 10 LP ♦ HIGH JUMPThe user launches higher into the air and hits the opponent when coming back down, dealing ten health points worth of damage to the target. Cooldown: Two posts Costs: 20 LP ♦ FLAME STRIKEInflicts ten health points worth of Fire damage to a single adversary. Cooldown: Two posts Costs: 20 LP ♦ AERO STRIKEInflicts ten health points worth of Wind damage to a single adversary. Cooldown: Two posts Costs: 20 LP ♦ DOUBLE CUTThe user is allowed an additional regular attack. Cooldown: Two posts Costs: 10 LP ♦ COUNTERATTACKUpon being attacked, the user will counter dealing five health points worth of damage. Cooldown: One post Costs: 10 LP [/ul] ♦ PASSIVE [/b][/colour] Every time an attack lands successfully the attacker is granted an attack power boost of ten percent. No more than a hundred percent bonus can be gained with this technique. If this attack is blocked or avoided, the bonus resets down to zero percent. Cooldown: --- Costs: 15 LP ♦ LIFESIPHONEvery time an attack lands successfully the attacker is healed for ten percent of the damage inflicted. Cooldown: --- Costs: 15 LP ♦ MERCILESSUpon being reduced to critical status, the user will do twenty five percent more additional damage. Cooldown: --- Costs: 15 LP [/ul] ♦ DEFENSIVE TECHNIQUES[/b] ♦ ACTIVE [/b][/colour] Enrage an enemy to the point it will only target the user specifically. Lasts for two posts. Cooldown: Three posts Costs: 10 LP ♦ THREATENIntimidate an enemy to the point they will not target the user unless they are the only remaining target in battle. [Must know T A U N T] Cooldown: Three posts Costs: 20 LP ♦ GUARDThe defense of the user is increased by fifty percent, but their attack is reduced by the same amount. [Last until D E A C T I V A T E D by user] Cooldown: Three posts Costs: 15 LP [/ul] ♦ PASSIVE [/b][/colour] Reduces damage by ten percent. Cooldown: --- Costs: 15 LP ♦ COUNTERDoubles damage dealt after receiving damage from an opponent. Cooldown: --- Costs: 15 LP ♦ MEDIGUARDWhile using G U A R D ability, the user regenerates ten health points each turn. [Active until Guard is D E A C T I V A T E D] Cooldown: --- Costs: 15 LP ♦ AREA BARRIERPhysical and magic defense is boosted by fifty percent, and the rest of the party gain by thirty percent. Cooldown: --- Costs: 15 LP [/ul] - - - - - - - - - - - - - - - - - - - - - - - ZIDANE TRIBAL [/size] STOCKED ITEMS[/center] ♦ BATTLE ITEMS[/b] ♦ HP HEALING [/b][/colour] Description here. Cooldown: --- Costs: --- Total: --- [/ul] [/size][/blockquote]
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Post by Zidane Tribal on May 28, 2011 22:10:28 GMT -5
Spent 50 LP on the following; ♦ JUMPThe user launches up into the air and comes back down upon the opponent with an attack that deals normal damage. Cooldown: One post Costs: 10 LP ♦ HIGH JUMPThe user launches higher into the air and hits the opponent when coming back down, dealing moderate damage to the target. Cooldown: Two posts Costs: 20 LP ♦ FLAME STRIKEInflicts Moderate Fire damage to a single adversary. Cooldown: Two posts Costs: 20 LP LP Modified by Laguna.
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Post by Zidane Tribal on Jul 8, 2011 3:24:15 GMT -5
Spent 50 LP on the following; [/size] ♦ AERO STRIKEInflicts Moderate Wind damage to a single adversary. Cooldown: Two posts Costs: 20 LP ♦ EVASIONReduces damage by ten percent. Cooldown: --- Costs: 15 LP ♦ COUNTERDoubles damage dealt after receiving damage. Cooldown: --- Costs: 15 LP
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Post by Zidane Tribal on Jul 20, 2011 18:09:16 GMT -5
Spent 50 LP on the following: [/size] ♦ DOUBLE CUTThe user is allowed an additional regular attack. Cooldown: Two posts Costs: 10 LP ♦ COUNTERATTACKUpon being attacked, the user will counter doing adequate damage. Cooldown: One post Costs: 10 LP ♦ MERCILESSUpon being reduced to critical status, the user will do a quarter additional damage. Cooldown: --- Costs: 15 LP ♦ GUARDThe defense of the user is increased by half, but their attack is reduced by the same amount. [Last until D E A C T I V A T E D by user] Cooldown: Three posts Costs: 15 LP
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Post by Zidane Tribal on Aug 5, 2011 21:03:59 GMT -5
SPENDING 30 LP ON THE FOLLOWING;; ♦ MEDIGUARDWhile using G U A R D ability, the user regenerates a small amount of HP. [Active until Guard is D E A C T I V A T E D] Cooldown: --- Costs: 15 LP ♦ AREA BARRIERPhysical and magic defense is boosted by fifty percent, and the rest of the party gain by thirty percent. Cooldown: --- Costs: 15 LP - - - LP UP TO DATE
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