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Post by Yuffie Kisaragi on Aug 6, 2011 23:44:21 GMT -5
[rs=7][atrb=border,0px,true][atrb=cellspacing,0px,true] basics | Amalia one mistake in a subtle way | level :: 4 health :: 115 total fights :: 0 fights won :: 0 fights lost :: 0
| inventory like i'm walking again, all on me | The Dawn Shard --magic item (in the possession of auric) Unbeknownst to Amalia, she carries around with her one of the few scraps off defecated nethicite left in the hume world. To her it is a simple trinket that brings her luck against mages, but to others it holds the power to out cities. Luckily for Amalia's foes, the magicks stored within the Dawn Shard have been used, leaving it a hollow shard of what it once was. However the Dawn Shard seems to have a mind of it's own, and it wants to be restored to it's former glory. As such it greedily gobbles down all magical energies offered to it.
Once per thread Amalia may "equip" the Dawn Shard. All magic used in the thread, regardless of the kind will be directed towards the Dawn Shard. While equipped the Dawn Shard will reduce the magic potenency of all spells in the thread by half, rounded down. The Dawn Shard will gain the full amount no matter what. So if Ashe's ally were to cast cure it would only heal for 2, and the Dawn Shard would gain 5 MP. Or if Scara was to cast Ultima on herself it would only deal 15 damage. It will slowly accumulate magic power by sucking in spells. The amount of magic power the Dawn Shard gains for each spell it absorbs is equal to the amount of damage that the spell would normally deal/heal for. If a spell does damage over time, then the Dawn Shard will gain MP over time. If a spell does not deal any damage at all, then the Dawn Shard will gain 5 MP. Once it reaches one hundred magic power it will let out an explosion dealing two hundred damage to everyone in the area, this includes Ashe and her allies. This damage can be reduced for others through abilities, but Ashe will always take the full damage.
As stated above the Dawn Shard absorbs all magic, casted by both allies and enemies. While the Dawn Shard is equipped Ashe may not cast any spells. It takes a full action to equip or unequip the Dawn Shard. The Dawn Shard's cool down is equal to the amount of MP it gained in the thread divided by two. This cool down carries onto other threads. IE if Amalia used the Dawn Shard on Scara, and the Dawn Shard collected 100 MP, then Ashe will be unable to equip the Dawn Shard again until she has posted 50 times even if she has started a new thread. The Dawn Shard's cool down is always rounded up. -- Onc eper thread -- Cool down is half the MP gained.
Grotesque Mask -- the masquerade These masks fit into neither of the first two, they are unlike the classic design and they do not resemble any animals of the natural world. They may seem a little distorted and strange, some might even say they aren’t as elegant as the others however just like its counterparts there is magic hidden within them. These masks unlock the Green Magick spell 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.
The Shiva -- airship license Originally a Archadian Light Class Cruiser belonging to the 8th Fleet of the Imperial Army, this ship's remains were liberated after the destruction of the 8th Fleet over the Tomb of Raithwall. The Dalmascan Resistance has rebuilt the ship, and it now servers as the flag ship of their armada and their mobile base. The Bridge of this room is rather spacious and has been heavily modified since it's reconstruction. The entire ship can be control via the Bridge, and only three experienced pilots are needed to fly the Shiva. Often times members of the Resistance shall pilot the Shiva for Captain Amalia.
In the mid section of the ship lies the barracks, where the Resistance makes it's bed. Not to far from the barracks is the engine room, where the sky stone along with the large glossair engines. In the back of the Shiva is the large circular hangar. As the Shiva's main weapons are anti-air, her main offensive rests within the small drone control fighters that take up most of the space in the hangar. All in all the Shiva features ten drones ready to be deployed at any time. The drones are large enough for one person, and offer a manual over ride mode. But the controls are sloppy at best. Two small cargo ship large enough to fit three people. These cargo ships are mainly used for places where the Shiva can not dock. | specials dark places, what a simple web we weave | Northswain's Glow -- signature ability Amalia may call down a ray of holy light upon her foes. Northswain's Glow deals five damage multiplied by Ashe's level, with a maximum of six. The cooldown of this ability is two multiplied by Ashe's level, with a maximum of six. While Northswain's glow is on cooldown, Ashe may not cast any spells. So in other words at level one Ashe will deal adequate damage and have a cooldown of two. At level two this increases to moderate holy damage with a cooldown of four, and so on. Until level six where Northswain's Glow deals catastrophic damage and has a twelve post cooldown. |
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Post by Yuffie Kisaragi on Aug 6, 2011 23:46:47 GMT -5
[rs=9][atrb=border,0px,true][atrb=cellspacing,0px,true] arbiter | Hashmal the bringer of order | locked The Bringer of Order, The Simha Ascendent, Scion of Darkness, the Leo Lucavi. Hashmal has been known by many names. He is a creature that inspires order, and chaos withers before him. Standing just over eight feet tall he towers over most. His face is a mix between that of a loin and a human, and a powder white maine encompasses his head. His muscular hume like body is covered in a thick gold fur.
Each of his strikes are with a cause. The Esper wishes to banish all Chaos from the world, leaving only Order. So he seeks to strike it down with his own fists, without mercy. Those who betray Order shall know his wrath. He is both relentless and unforgiving. Although the Simha Ascendent posses wisdom beyond that of most humes, he rarely depends on his own intellect. He often uses brute force and is prone to rash actions.
| history that girl you found | The world of Ivalice was in Chaos. So the Gods made Order to tame the relentless Chaos. As time went on Order grew weaker and weaker, it soon became clear that it could not shield Ivalice from Chaos alone. So the Gods made Fandaniel, the Protector. Yet Fandaniel was far to passive. So the Gods made Hashmal in opposition to him. The two seemed to be the perfect pair. Were Fandaniel lacked the force to do something Hashmal stepped in, and when subtlety and words were needed Fandaniel took up the task. Yet Chaos still crepted into the world, and Order was not the supreme ruler. So when Ultima rose to challenge the Gods, Hashmal fought at her side. The Simha Ascendent prayed that he could bring Order to the world through Ultima's revolution. Hashmal gave both his body and soul to the Thousand Year War. He did not stop, he did not rest. The Gods would fall to his blade. Yet after a Thousand years his strength was spent. No longer could he lift his weapons to cast down the Gods. He was weak, and so the Gods casted punishment upon him. As he fell into the Abyss the Bringer of Order begged for help, yet Ultima denied him his request. So the Scion of Darkness was left alone, forever to suffer his punishment for defying the Gods.
For centuries Hashmal suffered the wrath of the Gods. No longer was he the beloved partner to the Protector, he was a traitor, a Scion of the Darkness. Even though the fires of the inferno burned into his flesh day after day, to him the greatest punishment is that he could no longer bring Order to Ivalice. Without it he was meaningless. Then one day the Gods called to him. Perhaps they forgave him, perhaps they simply wanted to torture him in a different way. They bound him to a large and ancient tower, powerful mist freely flowing from the top. He was to sit there and prevent passage to the upper levels. And so he waited, forever guarding the tower. The Simha Asscendent's hatred towards the Gods subsided, he now had a purpose. He could now bring Order to his own little world. And then one day humes came to the tower that Hashmal called his home. Together they climbed the tower with the blessing of the Gods. Unsure if he should prevent their passage or not Hashmal engaged them. Yet he was not strong enough, with the God's back turned to him he fell once again. Yet this time he was not cast into the Abyss. He would be forever bound to the young woman who landed the finishing blow on him. | specials she'll turn into the only thing you ever | Gaia's Wrath -- signature ability Hashmal descends deep within the Earth, where only Order exists. There he meditates and calls forth a giant stream of lava that shoots up towards the surface of the world. As the lava rushes upwards it causes the ground to shake and rumble, creating a miniature earthquake. The area is flooded with lava as Hashmal breaks through the crust of the world, dealing 30 damage to all foes. The lava is laced with Hashmal's magic, and casts dispel on all foes. -- Ten post cool down.
Roxxor -- sub-ability The Earth is a natural piece of Order, as such Hashmal has control over it. As a single action he may send a wave of sharp rocks towards a foe. The wave may be shot from the ground beneath his foe, or in any direction. The wave of Roxxor deals 10 damage. -- Two post cool down. | stocked turn into, i hope i do, turn into you | ❧ 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 cool down.
❧ Quaka - A stronger spell, this deals 15 HP Earth damage to all enemies [Must know Quake] - 3 post cool down.
❧ Quakga - An earth spell that deals 20 HP damage to a single target and follows up with 15 HP damage to all other enemies [Must know Quaka] - 4 post cool down.
❧ Faith - Increases the magickal capabilities of a single ally by 25%. Lasts for 3 posts. - 4 post cool down.
❧ Faithra - Increases the magickal capabilities of the entire party by 25%. Lasts for 4 posts. [Must know Faith] - 5 post cool down. |
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Post by Yuffie Kisaragi on Aug 7, 2011 0:00:02 GMT -5
[rs=16][atrb=border,0px,true][atrb=cellspacing,0px,true] stocked | Amalia can't say why i kept this from you |
| physical my those quite eyes become you | ❧ Ravage - The damage dealt by Ruin, and Ruinga is doubled and any members in your party that cast black magick get a 10% spell power boost. ❧ Double Cut - The user is allowed an additional regular attack. - 2 post cool down. ❧ Ruin - An attack that inflicts 10 HP non-elemental Magickal damage to a single opponent. - 2 post cool down. ❧ Ruinga - An attack that inflicts 15 HP non-elemental Magickal damage to a single opponent. - 3 post cool down. ❧ Holy Strike - Inflicts 10 HP Holy damage to a single adversary. - 2 post cool down. ❧ Power Attack - Decrease the physical attack power of an enemy by 25% for three turns. - 4 post cool down. ❧ Magick Attack - Decrease the magick power of an enemy by 25% for three turns. - 4 post cool down. ❧ 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 cool down. | defensive leave it where it can't remind us | ❧ Evasion Reduces damage taken by 10%. ❧ Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent. ❧ 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 cool down.
| white magic turn this all around behind us | ❧ Divine Spirit - All white magic spells heal by 5 more HP than usual (E.g. 15 to 20). ❧ Cure - A basic healing spell that heals for 10 HP damage. - 1 post cool down. ❧ Cura - A healing spell that heals 15 HP to a single target and 10 HP to the rest of your party. [Must know Cure] - 2 post cool down. ❧ 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 cool down. | black magic oh! well i know! |
| time magic i'll fall right in to keep you out |
| green magic i'd like to tell you all about it | ❧ 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. | arcane magic i'll hear it in my head real low |
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Post by Yuffie Kisaragi on Aug 7, 2011 14:32:16 GMT -5
Ashe will be using 220 Gil from Gilgamesh!, and 500 Gil from Selphie and 280 Gil from her own pockets to purchase a license for the rebuilt Shiva. Ashe will also be using 15LP to purchase EvasionThe Shiva Originally a Archadian Light Class Cruiser belonging to the 8th Fleet of the Imperial Army, this ship's remains were liberated after the destruction of the 8th Fleet over the Tomb of Raithwall. The Dalmascan Resistance has rebuilt the ship, and it now servers as the flag ship of their armada and their mobile base. The Bridge of this room is rather spacious and has been heavily modified since it's reconstruction. The entire ship can be control via the Bridge, and only three experienced pilots are needed to fly the Shiva. Often times members of the Resistance shall pilot the Shiva for Captain Amalia.
In the mid section of the ship lies the barracks, where the Resistance makes it's bed. Not to far from the barracks is the engine room, where the sky stone along with the large glossair engines. In the back of the Shiva is the large circular hangar. As the Shiva's main weapons are anti-air, her main offensive rests within the small drone control fighters that take up most of the space in the hangar. All in all the Shiva features ten drones ready to be deployed at any time. The drones are large enough for one person, and offer a manual over ride mode. But the controls are sloppy at best. Two small cargo ship large enough to fit three people. These cargo ships are mainly used for places where the Shiva can not dock.
Updated - Albel
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Post by Yuffie Kisaragi on Aug 19, 2011 18:38:59 GMT -5
OHGODFREESTUFFS!! ... Wait no.
Okay Ashe will be purchasing Ruin & Power Attack for a total of 30 LP.
Then she will buy a Pure Topaz to nab some Adrenaline Rush for 500 Gil.
- Zexion did this one
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Post by Yuffie Kisaragi on Aug 19, 2011 21:29:18 GMT -5
LAST MINUTE CURE PURCHASE. OHGODIMSODEAD. CURE BY USING 10 LP. AND A TOPAZ THINGY USING GABRANTH'S MONEY TO BUY CURA! -- Zexion did it again
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Post by Yuffie Kisaragi on Aug 22, 2011 10:47:16 GMT -5
Going to use 15 LP to buy Ravage, then 500 gil to buy a topaz stone so I can get Magik Break
-- Zexion was here
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Post by Yuffie Kisaragi on Sept 19, 2011 21:42:24 GMT -5
Amalia is gonna by ruinga and counter for 35 LP
-- Updated myself
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