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Post by Balthier on May 4, 2012 22:37:47 GMT -5
Balthier
BATTLE STATS Total Fights: 0 Fights Won: 0 Fights Lost: 0
Level: 1
ARSENAL
Standard License: A weapons license permitting Balthier to use basic weapons. His weapons of choice vary, but usually involve guns or his fists.
MAGIC ITEM
Nihopalaoa- An odd item with an odder effect. When Balthier uses an item, its effect is reversed-- Healing potions do their restoration in damage, while ethers put a move in to cooldown as opposed to removing them. Phoenix Downs block the use of healing magic on the target for three turns, with the same effects for each of the Phoenix items, and X-potions deal damage equal to half the target's total HP, and Turbo-Ethers will un-summon Espers and Eidolons. Remedies inflict a single status effect of Balthier's choosing. However, there is a catch; Balthier is incapable of using the normal restorative versions on himself while the Nihopalaoa is equipped, and using items is given a two turn cooldown. [Pending]
ELEMENTAL ALIGNMENT
Pick one element for your character to excel in. Check Important Information for more details.
INVENTORY
Stocked items [/u] Used Items[/size][/blockquote] SIGNATURE ABILITYYour character's Limit Break. This ability is unique to them, and is available by default. Please be sure to have it approved in the approval board before using it. SUB-ABILITY
This slot unlocks at Level 4. A weaker version or component of your character's Signature Ability, a Sub-Ability is also unique to a character and also needs to be approved before use. [/blockquote]
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Post by Balthier on May 4, 2012 22:38:14 GMT -5
The Strahl
AIRSHIP STATS Total Fights: 0 Fights Won: 0 Fights Lost: 0
Class: Fighter Integrity: number of integrity points
EQUIPMENT
The equipment your airship currently has installed; basically, everything you've purchased in the Vital Equipment subcategory.
PURCHASE LOGS
A complete list of all upgrades purchased. Also an aggregate list of how much gil you've spent on your airship. Remember to include even obsolete upgrades.
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Post by Balthier on May 4, 2012 22:41:37 GMT -5
CLOCKWERK
SUMMON STATS Total Fights: a number Fights Won: a number Fights Lost: a number
LINK
A mechanical Esper of unknown origin that is an embodiment of hate. In life, Clockwerk's intense hatred for a rival group led to its survival for over a thousand years, and its hate even turned it in to an Esper upon the original entity's death. It thinks itself to be perfection.
ATTRIBUTES
Stat upgrades purchased for your summoned character should be listed here.
ABILITIES
All of the stocked abilities that belong to your summoned creature. The regular requirements for abilities also apply to summons.
SIGNATURE ABILITY
Your summoned character's Limit Break. This ability is unique to them, and is available by default. Please be sure to have it approved in the approval board before using it.
SUB-ABILITY
A weaker version or component of your summoned character's Signature Ability, a Sub-Ability is also unique to a character and also needs to be approved before use.
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Post by Balthier on May 4, 2012 22:53:07 GMT -5
Balthier
STOCKED ABILITIES PHYSICAL ABILITIES- Double Cut - The user is allowed an additional regular attack. - 2 post cooldown - 10 KP
- Hat Trick - The user is allowed two additional regular attacks. [Must Know Double Cut] - 3 post cooldown - 20 KP
- ability here
[/color][/size][/blockquote] DEFENSIVE ABILITIES[/color] - Evasion- Reduces damage taken by 10%. - Costs 15 KP
- Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent. - Costs 15 KP
- Area Barrier - Physical and Magical Defense is boosted by 50% and the rest of your party gains a 30% Physical and Magical Defense boost. - Costs 15 KP
- ability here
BLACK MAGIC- ability here
- ability here
- ability here
[/color][/blockquote] WHITE MAGIC- ability here
- ability here
- ability here
[/color][/blockquote] TIME MAGIC- ability here
- ability here
- ability here
[/color][/blockquote] GREEN MAGIC- ability here
- ability here
- ability here
[/color][/blockquote] ARCANE MAGIC- ability here
- ability here
- ability here
[/color][/blockquote] hexadecimal tags here for convenience - remember to color-code by ability sections!
FF0000 FOR PHYSICAL FFA000 FOR DEFENSIVE 000000 FOR BLACK MAGIC FFFFFF FOR WHITE MAGIC 00BFFF FOR TIME MAGIC 00FF00 FOR GREEN MAGIC 8B008B FOR ARCANE MAGIC
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