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Post by Hope Estheim on Apr 27, 2012 21:56:35 GMT -5
HOPE ESTHEIM
BATTLE STATS Total Fights: 000 Fights Won: 000 Fights Lost: 000
Level: 1
ARSENAL
ACADEMY-ISSUE ROUNDED-IMPACT PISTOL A firearm issued to Academy researchers in the field, especially on Gran Pulse, for the intent of self-preservation in the untamed wilds. It uses the ultra-compressed air bullet technology favored by weapons designers that specialize in manufacturing gunblades; as such, it never needs to be reloaded. Hope carries the simple black pistol as a sidearm on his person as is required, but extremely dislikes the regulation and hopes never to have to use it.
MAGIC ITEM
AIRWING [ subject to approval ] [ once per thread ] An aged-looking boomerang possessing of advanced AMP technology, the construct of warm colors is collapsible. Once a popular beginning model for teenagers on Cocoon, it has gone well beyond the call of duty by remaining Hope's trusted companion in many a battle during his time as a l'Cie. Now, however, it looks as if it might break if used in any sort of aerodynamic capacity.
At some point while Hope had used the boomerang as a conduit for conducting his magic, it had absorbed a few traces of the crystal energy, granting it a small ability: once per thread, in reaction to damage taken over the course of a turn, the spells Cure, Cura, or Curaga may be cast from its scant magic reserves. The spell-casting is automatic and does not consume an action slot. The magnitude of the damage taken determines the spell; if less than 10 HP is taken, Cure is cast. If more than 10 but less than 30, Cura is cast. If above 30 HP damage is received, Curaga is cast. Passives apply.
ELEMENTAL ALIGNMENT
None.
INVENTORY
battle items -
potion x3 upgrade items -
highwind bros. ticket x2 jade amulet x1
SIGNATURE ABILITY
LAST RESORT [ subject to approval ] [ 7 post cooldown ] [ LOCKED INDEFINITELY ] Calling forth innate magical energy, Hope summons eight small spheres of light to unleash upon his opponents. Can be spread out upon multiple enemies, or focused on a single target. Deals 20 HP damage to all surrounding enemies or 30 HP damage to a single target, while also inflicting a 50% defense decrease on all affected targets for the rest of the turn.
[/size][/blockquote] SUB-ABILITY
TBA TBA [/blockquote]
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Post by Hope Estheim on Apr 27, 2012 22:01:12 GMT -5
AIRSHIP NAME
AIRSHIP STATS
[img*]put an image here maybe[/img*] Total Fights: a number Fights Won: a number Fights Lost: a number
Class: airship class 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 Hope Estheim on Apr 27, 2012 22:01:37 GMT -5
SUMMON NAME
SUMMON STATS
[img*]put an image here maybe[/img*] Total Fights: a number Fights Won: a number Fights Lost: a number
LINK
Any information on why your summoned creature is connected to your character. Include a brief blurb on history if possible.
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 Hope Estheim on Apr 27, 2012 22:02:32 GMT -5
HOPE ESTHEIM
STOCKED ABILITIES PHYSICAL ABILITIESpassive - 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%.
active - Power Break - Decrease the physical attack power of an enemy by 25% for three turns. - 4 post cooldown [/blockquote] DEFENSIVE ABILITIES[/color] passive - Evasion- Reduces damage taken by 10%. - Counter - Doubles the base damage of your first attack immediately after suffering damage from an opponent. - Area Barrier - Physical and Magical Defense is boosted by 50% and the rest of your party gains a 30% Physical and Magical Defense boost. BLACK MAGIC- - - [/color][/blockquote] WHITE MAGIC- - - [/color][/blockquote] TIME MAGIC- - - [/color][/blockquote] GREEN MAGIC- - - [/color][/blockquote] ARCANE MAGIClocked till level 7 - - - [/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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