Daystallion Lightdark
Monster
Delta & Beta[M0n:-145]
Of Heaven, and from eternal splendors flung for my revolt, yet faithful now I stand.
Posts: 146
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Post by Daystallion Lightdark on Jul 8, 2011 7:53:39 GMT -5
Lieutenant Slot: Healing Light Simply put, she uses her divine power to heal herself or her allies. Available in human and dragon form. Casual: She can heal minor wounds with a one-round cooldown, moderate wounds with a four-turn cooldown, and major wounds with a seven-turn cooldown. Moderate wounds take one round to heal, major wounds take two. LS: She can consume a single action slot to regain one level of health with no cooldown; two actions slots plus a three-turn cooldown for two levels of health, and three action slots plus a six-turn cooldown for three levels of health. Dragonlight Instead of the fire that most dragons are able to breathe, Daystallion can breathe pure... well, light. And not the pansy little lightbulb lights, either. Her light is holy. It's like a frickin' solarbeam of piety coming out of her mouth. Deals both light/holy and fire magic damage. In LS terms, it deals two damage, and takes one action slot used to charge it up. She can only breathe the light for one action slot. Has a range of 25 feet. MONSTER RACIAL: Dragonkin Human FormDaystallion instinctively learned to pop into a human guise as an infant, although she gives credit for the talent to the goddesses. During battle, though, it's a different story; whether it's because of her bloodlust or just because so much power can't be contained in so small a body, she can only hold the form for eight rounds. She can go back into human form after five rounds. While not in a battle, she can remain in her human form indefinitely. SpeedWhether out of a desire to be different from her liege lord or simply because she appreciates the comfort, Daystallion has sacrificed power for speed in her dragon form; her blows deal only a level of damage as opposed to the Emperor's two, but she moves three times as fast. While she isn't quick as lightning, it means she can strike more often, and can essentially deal the same amount of damage as Nightmare, but with more movement. In LS terms: if she so wishes, she can sacrifice an action slot for one round, then use three the next. Has a three-post cooldown. FlightShe has wings. Do the math.
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Loki Sanguine
Monster
Trickster King[M0n:-15]
i pity the fool~
Posts: 39
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Post by Loki Sanguine on Aug 4, 2011 11:40:50 GMT -5
Soul Harvest Loki extends his consciousness to access the loose souls floating around him (which they constantly are, as he has no death-scythe or other such container to hold said souls), and he pulls them into his body, which increases his magical attributes (i.e. magical attacks, magic defense) by two. One round charging, passive after activated. In LS terms, this increases all magic damage dealt by a half-level and decreases all damage taken by magical attacks by a half-level. Soul Release Only available after Soul Harvest. Loki uses the souls he gathered and releases them in a rather explosive manner, resulting in a circle of searing black flames with a twenty-foot diameter surrounding him. This fire harms everyone except Loki, even his allies. Two post duration, three post cooldown. In LS terms, this causes moderate damage. REAPER RACIAL! Because he's not of this world (he's a spirit-thingie, gaise), he technically doesn't have a set-in-stone gender, and thus can shift from male to female at will. It serves no purpose other than lulz, so it has no duration, and has a cooldown of two rounds between shifts.
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Post by Alyaya T'sulos on Sept 11, 2011 12:22:09 GMT -5
Shadow Cure Your basic Cure ability with a bit of a shadowy flair~ When cast, it can heal either minor, moderate, or major wounds. The cooldown depends on the severity of the wound being healed. Minor wounds have a one-round cooldown, moderate wounds have a two-round cooldown, and major wounds have a three-round cooldown. Cooldowns apply only for the type of wound being healed. (i.e. after healing a minor wound, she may heal a another minor wound one round later. After healing a moderate wound, she may then immediately heal a minor wound if she so wishes.) In LS style, minor and moderate healing both take up one action slot, while major healing takes up two. Dynamic Duo! When around her twin sister, Chataya, the cooldowns for Yaya's healing ability are decreased by one round; minor wounds have no cooldown, moderate wounds have a one-post cooldown, and major wounds have a two-post cooldown. Twili Racial Shadow VeilThe Twili can choose to occupy any shadow, taking on an incorporeal form. This means that the Twili is essentially removed from combat, so they can’t do anything (or have anything done to them) in terms of fighting. They can also teleport freely between shadows, but doing so has a three post cooldown in battle. Entering or leaving a shadow takes two action slots, and doesn’t apply to the last turn (i.e. you can’t slip into a shadow after the other guy has fired off his doom laser. You take that hit. It’s the ones afterwards that you avoid). This ability can’t be used in beast form. SHADOW BEASTYaya's shadow beast form is admittedly... not very shadowy. She looks like a pink cat/dog/fox hybrid, with a tail that splits in two at the tip. She also has a red gem embedded into her forehead in this form. Her Shadow Beast form can last from 2-5 posts, and the cooldown is two posts plus the amount of time spent in the form. n/a. care to thread with alyaya? pm me~!
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Mamimi Raharu
Human
never knows best
it takes an idiot to do cool things. that's why it's cool.
Posts: 19
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Post by Mamimi Raharu on Sept 11, 2011 12:28:26 GMT -5
HARUKO Yes, the guitar is Mamimi's main weapon. Dubbed Haruko for whatever reason, this blue-and-white bass guitar doubles as an axe-like melee weapon. It may look fragile, but this beast has been reinforced a dozen times at the very least, so it packs a decent punch. Not only that, but Mamimi's engineering skills enabled her to put in a few trinkets here and there, so Haruko not only beats the crap out of people, but she (as Mamimi so fondly gave her guitar a gender) sets them on fire, too. She also added thin blades to the edges of the guitar, so it cuts and smashes and sets things on fire... oh, and it plays music too. A guitar, an axe, and a flamethrower. What variety! IN CASUAL STYLE, Haruko's flamethrower capabilities have a duration of two rounds before they overheat, and it has a three-round cooldown. If the opponent is hit by the flames, there's a DoT placed on them to be burned every round for the next two rounds. IN LS STYLE, using Haruko as a melee weapon (axe) deals a level and a half of damage for every unprotected hit. The flamethrower deals an initial one level of damage upon being hit with the flames, plus another half-level of damage every round for two rounds afterwards (only if directly hit by the flames). Using Haruko as a flamethrower has a three-round cooldown. she's really hard to kill. No joke. Even without this, she'd be able to take a moderate blow to the head and get up with a grin. How, you ask? Why, sheer force of will, of course! And this sheer force of will manifests itself in a shield that decreases all physical damage dealt by a whole level. Of course, this means she's weak against magic-users... the tricky bastards. i.e. she takes an extra level of damage from magical attacks. From physical and magical attacks, the physical is nullified but the magic is increased. For example, if she were attacked by a HOLY SWORD OF MIGHT that dealt two level of physical and a level of magical, Mamimi would take two levels of magical damage, but the physical would be nullified. Lasts for five rounds, has a cooldown of five rounds. HUMAN RACIAL: what was that about sheer force of will? Well, guess what? In CASUAL STYLE, it increases her strength by three. IN LS STYLE, every single one of her melee attacks deals an extra half-level of damage. However, this also leaves her weak against magical attacks; her SHEER FORCE OF WILL only goes so far, and because of her AWESOME STRENGTH, she takes yet another half-level of damage from magical attacks. Yeah, she's badass. even if she can get pwnt by the SOS equivalent of Vanille
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Finn Rider
Minish
everyday superhero[M0n:20]
stupid bear.
Posts: 32
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Post by Finn Rider on Sept 11, 2011 12:35:55 GMT -5
Dog Tags Finn's dog tags have a spell embedded in them that passively increases his physical strength by three. In LS mode, this translates into an extra half-level of physical damage. As he retains the dog tags while in his bear form, this goes for his animal form as well. Everyday Superheroic Bear Finn's a bear. That's all there is to this ability. His bear nature makes him rather strong in both hitting and taking hits, although this ability deals with the latter. Simply put, he has a passive x2 resistance to physical attacks in Casual Style, and all physical damage dealt is decreased by a level in LS Style. However, if he is hit by a magical attack, it deals an extra-half level of damage on top of the regular damage it does. For attacks that are both physical and magical, they deal regular damage. Minish Racial: Shapeshifting The Minish, more so than any other race, have control over their own body and its place in the world. Each Minish has one animal form; this animal form affects their normal appearance, which is that of a human with some animal influence (the degree varies, and is up to you; you can have your cat-Minish have cat-ears and a tail or be covered in fur, whatever you like). However, the Minish also have the ability to transform, in two different ways: Animal Form: Each Minish can fully take on the animal form that they are connected to. If that animal is large (think something like a bear or a lion), then their physical attacks do more damage (an extra level). The Minish cannot activate any magical weapons or items (unless those weapons/items specifically allow it). The animal form lasts for three posts and then has a cooldown of three more posts. Finn's animal form: ROAR GREEN BEARInvisibility: The Minish temporarily turns invisible, meaning the enemy cannot target them in the next turn; if they find themselves in an area-of-effect attack, they are still vulnerable, however. Meanwhile, a physical attack used while Invisible deals more damage than usual (an extra level of damage). Invisibility only lasts for one turn, and has a cooldown of five posts.
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Mirna
Hylian
devil in disguise
Posts: 6
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Post by Mirna on Sept 11, 2011 12:42:43 GMT -5
Viscus Anima -- Heart of the Vassal Much like the fairies, Mirna has the ability to heal- however, as it is a newly developed ability, she can only heal up to moderate wounds with this magic. A minor heal, such as a cut, bruise, scrape, or first-degree burn will heal in one post/one action slot, and has a one post no cooldown. Moderate heals, though, such as deeper cuts, really nasty bruises, sprains, second-degree burns and other such injuries require one post/one action slot to heal, and have a three two post cooldown. Mirna manipulates shadows for this ability- when healing, the injured area will glow with a dark purple color, signifying that it is healing. Because she is using shadows, the magic has changed her structure-- instead of having normal eyes, she has bright crimson eyes. Hylian Racial: Magic Burner All magical spells have their cooldown decreased by one level. However, if any ability would normally have a cooldown of 3 turns or greater, the Hylian takes low damage upon casting that spell. n/a. care to thread with mirna? pm me!
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Little Red
Poe
messenger of death
as the world dims around you, i want you to remember that i love you.
Posts: 7
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Post by Little Red on Sept 11, 2011 13:00:00 GMT -5
Redemption A broadsword that is not only taller than Red, but probably weighs almost as much as she does. Nevertheless, she wields it like it's nothing. The sword hardly even looks like a sword; the edges of the blade are curved in countless ragged hooks, the guard is just shy of being as broad as her shoulders, and the pommel is covered in barbed spikes. She keeps it strapped across her back. Redemption is magical in that it's a physical object, but its magical capabilities allow Red to use it. In a way, it's her link to the physical realm. It deals the same amount of damage as a normal sword. The Big Bad Wolf On command, no matter where she is, an oversized (a few inches taller than Red, and beefed up with muscle) spiritual wolf will come to fight for her. This wolf will remain by her side until killed, after which there is a five-round cooldown before she can summon the wolf again. Red calls this particular wolf Viserys. This wolf can toggle between corporeal and incorporeal forms, allowing him to fight in both the physical and spiritual realms. There is a three-round cooldown between toggles. When in spiritual form, Red can use Viserys as a mount. Viserys has four levels of health and one action slot per round in LS form. The actions slot can be used for the usual - attack, guard, move in or out of range. All attacks are physical and usually consist of bites and clawing. All attacks deal moderate damage due to his size and magical nature. Half a point is physical, half is magical. Poe Racials: Spectral Energy A Poe's phantom body is made of a special kind of energy unmatched in any Realm, unusual to all others. They cannot be touched by physical objects and can only be affected by magical power, which can kill even them. Due to this, they have adapted and gained numerous powers specific to only them, all designed to help them stay alive, what little they are.Phantasm. A constant passive ability, no Poe can be touched by a solid non-magical object, but neither can they touch them as well. Energy Blast. The Poe can fire off a sphere of pure energy, capable of dealing moderate damage if it hits an opponent. Two post Cooldown. Energy Drain. The Poe's body becomes completely fluid energy, capable of absorbing a single magical attack used against them and healing a moderate portion of their health regardless of how strong the attack was. Six Post Cooldown. Invisibility. The Poe temporarily turns completely invisible, meaning the enemy cannot target them in the next turn; if they find themselves in an area-of-effect attack, they are still vulnerable, however. Only lasts for two turns, and has a cooldown of six posts. Scream. A screeching sound wave that disorients all nearby enemies for one turn, preventing them from being able to attack, but does allow them to defend. Usable once every six posts. n/a. care to thread with little red? pm me!
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Fayth Tyrell
Gerudo
couldn't save you[M0n:20]
couldn't save you from the start
Posts: 11
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Post by Fayth Tyrell on Sept 11, 2011 13:10:25 GMT -5
ACE Ace is a small stuffed bunny that Fayth carries around with her. Her sister gave it to her when she was fourteen. She always had a fondness for cute things, so she took to it immediately; and now that she doesn't have an older sister to protect her, she has discovered that it allows her to access essentially any element. Because the only actual power she has is Panic Wall, it enables the ability to switch between elements depending on the nature of her attacker. Panic Wall Panic Wall. Whenever Fayth finds herself in a bind - namely, under attack - she begins having a panic attack. In a way, though, this causes her mind to block out everything but the situation at hand, and causes her to focus every inch of her being into her own defense, which creates the Panic Wall. The wall itself is about seven feet tall, fifteen feet long, and one foot thick. Depending on the type of attack that is thrown at her, the wall changes itself; for instance, if she was attacked with dark magic, the wall would be made out of light. It also repels physical attacks by changing into stone or some other extremely hard substance. This is a once-per-thread ability, as she flees immediately after it is thrown up. It does no damage to the attacker; it simply allows Fayth to escape the situation without much difficulty. Gerudo Racials: Martial Experts The Gerudo don’t just train to be good warriors; they’re naturally good at it. All Gerudo are faster and more agile than the other races when it comes to precision combat, and their reaction times are generally faster. These abilities are passively in place, and also allow for two additional combat techniques: Dodge: Completely avoid one physical or magical attack without moving in or out of range. Three post cooldown. Beguile: Amassing the Gerudo’s feminine wiles, the target loses the ability to physically attack (loses one action slot) for two turns. The Gerudo King can also use this ability; he, however, relies on sheer machismo to achieve a similar effect based on intimidation. 4 post cooldown. n/a. care to thread with fayth tyrell? pm me!
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Lilith Black
Gerudo
Divine Symmetry
love, longing - you can't carry it with you if you want to survive
Posts: 6
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Post by Lilith Black on Sept 18, 2011 19:38:45 GMT -5
Demon's Bane Birthed from her overwhelming hatred for those who killed her sister, Demon's Bane is an ability that allows Lilith to coat Valhalla in bright blue flames that burn and freeze in the same strike. Deals physical and magical damage, lasts for three rounds with a five-round cooldown. In LS terms, deals moderate damage, and can either burn or freeze (as in frostbite) the target depending on Lilith's intentions. Black Fira A talent that Lilith has had since she was born. Black Fira is essentially basic pyromancy with the essence of ice fused in; simply put, the fires are so exceedingly cold that they freeze and burn a person in the same instant. Her fires are all an electric blue color. With this ability, she can set flammable objects on fire. That's pretty much it. Black Fira isn't used for combat purposes. Gerudo Racials: Martial Experts The Gerudo don’t just train to be good warriors; they’re naturally good at it. All Gerudo are faster and more agile than the other races when it comes to precision combat, and their reaction times are generally faster. These abilities are passively in place, and also allow for two additional combat techniques: Dodge: Completely avoid one physical or magical attack without moving in or out of range. Three post cooldown. Beguile: Amassing the Gerudo’s feminine wiles, the target loses the ability to physically attack (loses one action slot) for two turns. The Gerudo King can also use this ability; he, however, relies on sheer machismo to achieve a similar effect based on intimidation. 4 post cooldown. n/a. care to thread with lilith black? pm me!
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Post by Nikita Svahild on Sept 26, 2011 17:49:20 GMT -5
Kanra's Folly A passive ability that makes her twice as fast as the average human. Kanra's Love. Adds to Nikita's speed boost for a total of x3 speed. Kanra's Whim A passive ability that simply enhances Nikita's natural senses observation skills; she can pinpoint small twitches in the muscles of a person, as well as observe any changes in one's facial expression. Her enhanced hearing allows her to detect heartbeat, and she can taste different substances in the air; her sense of touch also allows her to find sensitive areas so she can dispatch a person as quickly or slowly as she likes. This allows her to anticipate a person's next move, and dodge or attack accordingly. Of course, she can still be tricked, but it's extremely difficult. Human Racial: Kanra's Blessing With this ability, Nikita gains a sixth sense of sorts; she can get a vague idea of what people are feeling in the most basic of descriptions: angry, fearful, happy, upset, etc. She sees the emotions (in her mind) in colors; so an angry person would have a red tint, happy would be yellow, upset would be blue, and so on. It essentially makes her aware of everyone around her, which also makes her extremely difficult to sneak up on. Passive, extends to up to a 100-foot radius. n/a. care to thread with nikita svahild? pm me!
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Zelda
Hylian
Sovereign of Light[M0n:205]
Posts: 45
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Post by Zelda on Sept 28, 2011 19:15:05 GMT -5
Triforce of Wisdom Gifted with this fraction of power from the sacred Triforce, Zelda has strong mental gifts that allow her to project her thoughts into the mind of others, or grant her insight into the thoughts of those around her. Of course, this is limited to only the thoughts that pass through the mind at that exact moment, and Zelda blocks herself much of the time to prevent her from becoming too overwhelmed by this. In battle, this allows Zelda to anticipate an oncoming attack that would induce three levels of damage or less, and dodge it without damage. Doing so will cause a three post cooldown before she can use this again. Telekinesis Similar to the Oocca ability, Zelda has the ability to move objects with her mind, branching from her main ability of telepathy, but in a more offensive manner. In a passive way, she can levitate herself off the ground a few feet, and often uses this when she meditates to calm her usually active mind. Zelda can move objects with a wave of her hand, or by looking at it, but the heavier an object is, the more strain it places upon her mind and body. A relatively light object that would deal one level of damage has a one post cooldown, or an offensive attack that deals the same level of damage. For a moderate level, a two post cooldown is needed. For a strong level, it consumes both actions slots, and comes with a three post cooldown. Nayru's Love A purely defensive ability that serves Zelda very well while outnumbered in combat. She summons a blue crystalline shield that covers her entire body, though it is rather translucent, the blue sheen serves as a marker for others to know when this ability is in effect. This reduces all types of damage to the Princess by half a level, but at the cost of not allowing her to use any of her offensive abilities for the duration of this spell. Zelda can still attack by normal means, so she is not completely defenseless. She can use abilities of a defensive nature, such as any healing, but that is it. Duration: Five posts. Cooldown: Four posts.Light Arrows An active offensive ability that has Zelda blessing her arrows with the power of holy. The arrows become bright and glow with the pure light infused in them, and do two levels of damage against her opponents. Those that have holy/light abilities themselves have this damage halved by one level, and those that have darkness abilities have this damage increased to three levels of damage. The arrows are rather pretty to watch streak toward her target when released, leaving a golden trail of light behind. Cooldown: One post.Hylian Racial: Magical Devastator All magical damage dealt by Zelda is increased by a half level, and she is able to form a holy orb from the palm of her hand and aim it at her opponent, which is nifty as a brief distraction. (i.e. deal a half-level of magical damage, consumes one action slot, no cooldown).
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