Post by Rina on Jun 3, 2016 22:26:31 GMT -8
Character Profile: Schezo Defiles his Enemies!
SSB:LI Rank: Super Smash Brother
Rank Up Rewards:
Other Permanent Buffs:
SSB:LI Rank: Super Smash Brother
Normal
Ninja
Moonshadowed
HP: 175 | Stats | MOD |
STR | 12 | +1 |
DEX | 10 | +0 |
CON | 12 | +1 |
INT | 17 | +3 |
WIS | 18 | +4 |
CHA | 5 | -3 |
Ninja
HP: 165 | Stats | MOD |
STR | 12 | +1 |
DEX | 18 | +4 |
CON | 10 | +0 |
INT | 17 | +3 |
WIS | 10 | +0 |
CHA | 7 | -2 |
Moonshadowed
HP: 205 | Stats | MOD |
STR | 16 | +3 |
DEX | 8 | -1 |
CON | 18 | +4 |
INT | 14 | +2 |
WIS | 14 | +2 |
CHA | 4 | -4 |
Rank Up Rewards:
+15% to Max HP
+4 Stat Points
+1 Companion Primaries/Secondaries
+4 Stat Points
+1 Companion Primaries/Secondaries
Other Permanent Buffs:
Smash Spirits (0/8):
(Super) Smash Amalgamation Buffs:
- STATS PENDING
(Super) Smash Amalgamation Buffs:
- (space for rent)
From Madou Monogatari/Puyo Puyo
Age: 20 (Physically), 180 (Chronologically) | Gender: Male |
Alignment: Neutral Good | Voice Ref: Masakazu Morita (Japanese), Ben Lepley (English) |
Height: 184 cm / 6’ 0.4" | Weight: 71 kg / 156.5 lb |
Current Missions:
[PTabbedContent=Relationships][PTab=Family]- Arle
- Shin!Arle, "Scarlet"[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Allies]- Rulue
- Lidelle
- Corrin
- Pit
- Raffina(!?)
- Satan(!?!?)
- Samus[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Rivals]- Satan
-[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Enemies]-
-[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[/PTabbedContent={max-width:400px}]
[PTabbedContent=Completed Threads][PTab=Missions (22)]- Lost to Time and Space
- Below the Magical Strict School
- Lost in Shadows
- Seed-y Business
- Hyrulian Puzzler
- Arle's Birthday Party
- Black Market Brawl
- Arle's Roux: A Story of Curry
- The First Turf War
- Tribulations in Simulations
- Tribulations in Simulations 2: Electric C'thulu
- Tribulations in Simulations 3: Electric C'thulu
- First to Fall, Last to Lead
- (SMASH MEDAL PLACEHOLDER x3)
- To Hell and Back
- Schezo's Happy Birthday
- The Azure Sanctuary
- Absolution
- Vallite Invasion
- Journey's End[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=PVP (1)]Badge Count: 10
- vs Shiya Kirigaya (Victory)
-[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Socials (8)]- A Wizard's Intrigue
- A Wizard's Idling
- Her Prince in Shining Hairpiece
- Dark Wizard and Mermaid's Reunion
- A Wizard's Loneliness
- The Weight of Your Actions
- A Wizard's Desire for Warmth
- Silver Locks, Silver Bonds
- Homestead of the Adventurer
- Sword Waving Contest
- Silver Locks, Silver Bonds[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Gambles (0)]- (space for rent)
-[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Failed Missions (7)]- Trimming the Enemy Lines
- The Doll House
- The Wings of Nohr
- The Problem Isn't a Mirage
- Polar Star Overdrive!
- Retracing Your Steps
- Amusing Acquisitions[/PTab={min-height:80px;max-height:120px;overflow:auto;}][/PTabbedContent={max-width:400px;}]
[PTabbedContent=Items][PTab=Weapons, Equipment]- Super Bell x4
- Lip's Stick x1
- Raygun x1
- Fire Flower x1
- Parasol x1
- Floral Headband x1
- Beam Sword x4
- Home Run Bat x1
- Twin Blades x1
- Li Jetpack x1
- X Bomb x1
- Fan x1[/PTab={max-height:150px;overflow:auto;}]
[PTab=Food, Recovery]- "Madou Crystal" (Red Hot Shot equiv.) x1
- Ibaraki Box of a Hundred Medicines x3
- Fairy Bottle x1
- Super Spicy Curry x3
- World's Best Curry x3
- Slice of Cake (11 HP) x1
- Chuckola Cola x3
- Mama Hippo's Pineapple Cookies x1
- Chateau Romani x1
- Food x7
- Team Healer x1
- Mystery Food X x1
- Poison Mushroom x1[/PTab={max-height:150px;overflow:auto;}]
[PTab=Single-Use]- Teddy Bear x1
- X-Bomb x1
- Rave Toad's Party Bomb x1
- Red Shell x1
- Metal Box x1
- Mystical Feathers x4
- Ink Bottle x1
- Beehive x1
- Banana Peel x3
- Bag of Dragonite x1
- Magical Timepiece x1
- Baby Yoshi x1
- Gooey Bomb x1
- Freezie x1
- Cloaking Device x2
- Cucco x1
- Tempura Bomb x1
- Heart Container x1
- Starman x1
- Timer x1[/PTab={max-height:150px;overflow:auto;}]
[PTab=Summons]- Guardian Teddy Bear x1
- Pokeball (Deoxys) x1
- Pokeball (Ditto) x2
- Pokeball x1
- AT: Carbuncle x3
- AT: Crown Puyo x1
- AT: Little Mac x1
- AT: Shadow x2[/PTab={max-height:150px;overflow:auto;}]
[PTab=Misc.]- Skeleton Key x2
- Pokemon Transmogrifier x1
- Dragoon Piece x1
- Chaos Assist Trophy x1[/PTab={max-height:150px;overflow:auto;}]
[/PTabbedContent={max-width:400px;}]
- Shin!Arle, "Scarlet"[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Allies]- Rulue
- Lidelle
- Corrin
- Pit
- Raffina(!?)
- Satan(!?!?)
- Samus[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Rivals]- Satan
-[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[PTab=Enemies]-
-[/PTab={min-height:80px;max-height:102px;overflow:auto;}]
[/PTabbedContent={max-width:400px}]
[PTabbedContent=Completed Threads][PTab=Missions (22)]- Lost to Time and Space
- Below the Magical Strict School
- Lost in Shadows
- Seed-y Business
- Hyrulian Puzzler
- Arle's Birthday Party
- Black Market Brawl
- Arle's Roux: A Story of Curry
- The First Turf War
- Tribulations in Simulations
- Tribulations in Simulations 2: Electric C'thulu
- Tribulations in Simulations 3: Electric C'thulu
- First to Fall, Last to Lead
- (SMASH MEDAL PLACEHOLDER x3)
- To Hell and Back
- Schezo's Happy Birthday
- The Azure Sanctuary
- Absolution
- Vallite Invasion
- Journey's End[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=PVP (1)]Badge Count: 10
- vs Shiya Kirigaya (Victory)
-[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Socials (8)]- A Wizard's Intrigue
- A Wizard's Idling
- Her Prince in Shining Hairpiece
- Dark Wizard and Mermaid's Reunion
- A Wizard's Loneliness
- The Weight of Your Actions
- A Wizard's Desire for Warmth
- Silver Locks, Silver Bonds
- Homestead of the Adventurer
- Sword Waving Contest
- Silver Locks, Silver Bonds[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Gambles (0)]- (space for rent)
-[/PTab={min-height:90px;max-height:120px;overflow:auto;}]
[PTab=Failed Missions (7)]- Trimming the Enemy Lines
- The Doll House
- The Wings of Nohr
- The Problem Isn't a Mirage
- Polar Star Overdrive!
- Retracing Your Steps
- Amusing Acquisitions[/PTab={min-height:80px;max-height:120px;overflow:auto;}][/PTabbedContent={max-width:400px;}]
[PTabbedContent=Items][PTab=Weapons, Equipment]- Super Bell x4
- Lip's Stick x1
- Raygun x1
- Fire Flower x1
- Parasol x1
- Floral Headband x1
- Beam Sword x4
- Home Run Bat x1
- Twin Blades x1
- Li Jetpack x1
- X Bomb x1
- Fan x1[/PTab={max-height:150px;overflow:auto;}]
[PTab=Food, Recovery]- "Madou Crystal" (Red Hot Shot equiv.) x1
- Ibaraki Box of a Hundred Medicines x3
- Fairy Bottle x1
- Super Spicy Curry x3
- World's Best Curry x3
- Slice of Cake (11 HP) x1
- Chuckola Cola x3
- Mama Hippo's Pineapple Cookies x1
- Chateau Romani x1
- Food x7
- Team Healer x1
- Mystery Food X x1
- Poison Mushroom x1[/PTab={max-height:150px;overflow:auto;}]
[PTab=Single-Use]- Teddy Bear x1
- X-Bomb x1
- Rave Toad's Party Bomb x1
- Red Shell x1
- Metal Box x1
- Mystical Feathers x4
- Ink Bottle x1
- Beehive x1
- Banana Peel x3
- Bag of Dragonite x1
- Magical Timepiece x1
- Baby Yoshi x1
- Gooey Bomb x1
- Freezie x1
- Cloaking Device x2
- Cucco x1
- Tempura Bomb x1
- Heart Container x1
- Starman x1
- Timer x1[/PTab={max-height:150px;overflow:auto;}]
[PTab=Summons]- Guardian Teddy Bear x1
- Pokeball (Deoxys) x1
- Pokeball (Ditto) x2
- Pokeball x1
- AT: Carbuncle x3
- AT: Crown Puyo x1
- AT: Little Mac x1
- AT: Shadow x2[/PTab={max-height:150px;overflow:auto;}]
[PTab=Misc.]- Skeleton Key x2
- Pokemon Transmogrifier x1
- Dragoon Piece x1
- Chaos Assist Trophy x1[/PTab={max-height:150px;overflow:auto;}]
[/PTabbedContent={max-width:400px;}]
[PTabbedContent=Attacks and Abilities (Normal)][PTab=Primary Attacks]Dark Swordplay: A series of one-two sword slashes. Prioritizes speed over power, so it is not very strong. [STR, 7%]
Night Blade: Swordsmanship, meet dark magic. Schezo coats his sword with his dark magic to give more power to its cutting edge. [STR, 13%]
Void Brandish: While Schezo isn't one to get reckless with his swordplay, sometimes he has to. Focusing his might into his sword, he unleashes a powerful slash against his enemy. Of course, with this going out of his swordplay comfort zone, he does need to reposition himself to regain his footing. [STR, 20%, 1-turn cooldown]
Thunderstorm: A basic burst of lightning bolts from his sword. Moderately powerful, with a chance to Paralyze. [WIS, 14%, 20% Paralysis]
Areiado: Schezo's signature dark magic. A magic rune appears on the ground before letting out a stream of dark magic straight up, and back down as blade-like entities. Very powerful and wide enough to hit multiple targets, but requires a cooldown to use again. [WIS, 27%, 4-turn cooldown]
Shadow Edge: Schezo's little flechette storm of dark blades. Holding his sword like how you'd imagine a very large crossbow, he shoots out a rapid-fire barrage of darkness-imbued arrowheads on a single target. It may LOOK like a Light Attack, but since it's done in very quick succession, it might as well be considered a Medium Attack. [WIS, 18%]
Sagitta Adamas: Wait, what? Schezo has another spell that isn't darkness-related? Following similar motions to Shadow Edge, he shoots an arrow of magic that's surprisingly silvery in color. This magic arrow is actually enchanted with anti-healing magic, inflicting Heal Suppress if it hits. [WIS, 4%, 100% Heal Suppression]
[/PTab={max-height:240px;overflow:auto;}]
[PTab=Special Attacks]Darkness Sword: Magical swordsmanship, but with life drain magic. With a slash of his sword, he attempts to gouge out the life out of his target and absorb it. [STR, 11%, heals half of inflicted damage rounded down]
Sting Shade: Schezo lets out a cluster of dark magic bubbles on his enemy. Deals damage, and has a chance to Poison. [WIS, 12%, 20% Poison]
Shockwave Areiado: An alternate style of Areiado that, instead of unleashing it as is, he slams the magic straight to the ground to cause a quake. It loses some power as a result, but has a chance to inflict Stun in exchange. [WIS, 14%, Stun 15%]
Explosion: ...What do you expect? It's a freakin' explosion. A highly-concentrated and volatile ball of fire is dropped on an enemy, turning into a grandiose arcane explosion on contact. Inflicts 30% on anything caught in its vicinity, may inflict a Burn (20%), but Schezo suffers a magical afterburn, cutting his WIS by -4 for 2 turns. [WIS, 30%, Burn 20%, -4 WIS stat for 2 turns]
Lwark Void: A dark spell that enfeebles the target's defenses. The target must make an INT roll against Schezo's WIS roll, and if their roll fails, they will take 5% more damage from all of Schezo's attacks for 3 turns. Lwark Void will go under a 3-turn cooldown when the effect wears off. [WIS vs INT, Enemy takes +5% more Damage for 3 turns, 3-turn cooldown after expiration]
Dark Bind: Schezo launches a dark magical tether from his hand that can potentially pin the enemy down and prevent them from moving. This is a grapple attack based on his Wisdom stat, but does not inflict damage nor stop them from fighting back. [WIS Grapple, No Damage]
Magic Snatch: What's a power-snatching seeker without a spell to do it with? With his free hand, he reaches out to a single target to siphon magic power. The sensation feels like he's ripping a part of you, except not literally. Upon successful theft, Schezo's cooldowns require 1 less turn to recharge, while the victim's cooldowns require 1 more turn; both effects last for 5 turns. Cannot be used while under move's effects, and requires a 5-turn cooldown to reuse. The cooldown will be in effect after the effect expires if successful. Target must defend with Intelligence against this move. [WIS vs INT, +1 to Target's Cooldowns, -1 to Schezo's Cooldowns, labeled as "Magic Stolen"]
Levia: Schezo's defensive magic. With his free hand, he concentrates magic in its pure, non-elemental form and enshrouds himself with a magical aura that reduces the damage he takes by 4% for three turns. If Schezo was feeling selfless, he could pass on this buff to an ally if he wished. [-4% damage taken, 3 turn cooldown]
Transformation: Of his two transformations, Schezo chooses one of two trinkets to assume the form of either: A scroll for Ninja, or a lunar pendant for Moonshadowed.[/PTab={max-height:240px;overflow:auto;}]
[PTab=Ultimate Attack]Areiado Special
A hyper version of Areiado. On top of Areiado's effects, it also entraps the poor victim within the rune, allowing Schezo to let loose a fury of sword slashes. Schezo pushes his body to its limit, resulting in lightning-fast movements that ends with one last burst of dark magic to end the flurry. Can target multiple enemies, but damage will depreciate with extra enemies, up to a maximum of 3 targets.
[1 enemy: 50%, 2 enemies: 40%, 3 enemies: 30%][/PTab={max-height:240px;overflow:auto;}]
[PTab=Other Info]PENDING MOVE SLOTS: 4
Shared Moves:
Razorblade Typhoon: (granted by the tome of the same name) Blasts of air imbued with the sea's coastal strength are launched at a target, leaving lots of shallow cuts all over their bodies as it homes in on them and consumes them with its watery fury. This attack is made with a bonus +2 to its accuracy modifier. 1 turn cooldown. [WIS, 16%]
Nebula Mantle: (granted by the item of the same name) These powerful arcane wings will aid in zipping around the battlefield, bestowing the user the ability to fly and granting them a +2 to their dodge rolls when the item is invoked. This lasts for 1 turn, or until they take a hit that deals more than 15% damage. Whichever is longer. 4 turn cooldown.
Tome of Infinite Wisdom: Launches a whirlwind full of book pages! Has a 40% for a piece of paper to get stuck on someone's face, either rendering them blind for a turn or forcing them to spend an action removing it, as well as violently throw them aside with the force of its animating wind. 2 turn cooldown (Heavy Wis Attack; Does 20% Damage)
Mana Cloak: By tapping the cloak's power, you experience a rapid surge of mana. All cooldowns on all your damaging spells end immediately, and you get one free use of any attack that wasn't already on cooldown without incurring that attack's cooldown. However, you suffer mana sickness. Your attacks do -10 damage for 1 turn, and then -5 damage on the following turn (Minimum: 1). Any cooldown-free bonus attacks are lost after 2 turns. 2 turn cooldown.[/PTab={max-height:240px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Attacks and Abilities (Ninja)][PTab=Primary Attacks]Quick Draw: A quick series of swipes with his shorter sword. Basic moves, but it gets the job done. [STR, 8%]
Crescent Slash: Quick-draw wakizashi sword slashes. Named as such due to the motion of the sword slash. [STR, 15%]
Crimson Strike: A precise slash with a sword that can cut deep. Has a chance to inflict a heavy wound. [STR, 13%, Mortal Wound 10%]
Feint Eclipse: A sword art designed to quickly oust anyone that fell victim to his status ailments. It's designed to quickly finish off, as it is ineffective otherwise. [STR, 9%, x2 damage on enemies w/ status affliction]
Full Moon: Whether he's high up a wall or in the air, Schezo takes his blades and strikes down from above. It's strong, but how much force put into this attack does make it difficult to recover from. [20%, -2 DEX for a turn]
Shadow Kunai: Deft throws of a kunai, whether it be one, two, or twenty-four. This one relies on his DEX as opposed to STR. It's all in the flick! [DEX, 6%]
Shuriken Throw: A deft throw of a shuriken as a means to attack from a distance. Pretty basic moves, but what's wrong with that? Uses DEX as his roll. [DEX, 12%][/PTab={max-height:240px;overflow:auto;}]
[PTab=Special Attacks]Ninpou: Kaminari Arashi (Thunderstorm): With a charged blade, Schezo whips out a wide wave of lightning jutsu that strikes multiple enemies. It's a moderately light jolt, but can paralyze the foe. [Multi-target, STR, 11%, Paralysis 30%]
Ninpou: Gesshoku (Lunar Eclipse): Schezo fades away into the shadows right before he's hit, then reappears behind the target and strikes them with a sleep-inducing attack at 1x the countered move's power. The catch is that the move has to make physical contact on Schezo. This move is useless against anything magic-based. [DEX Counter; 3-turn cooldown, Inflicts Sleep]
Ninpou: Ijou (Disorder): A trap art designated by faint-looking formation of kunai he sets on the field that lingers for two turns. Upon getting sprung, the trap emits a cloud that inflicts the Sick status as well as 5% damage. [Set by DEX, WIS roll to defend, 2-turn duration, 2-turn cooldown]
Ninpou: Kumonosu (Spider Web): Schezo weaves a web of razor threads that restricts movements. The target must roll a DEX roll against Schezo's DEX to avoid the trap. If caught in this web, the target is met with a -2 DEX mod within the dome of threads. To escape, the entrapped has to make an attack roll of their choice on the web against Schezo's DEX roll. [DEX vs DEX, -2 DEX mod on enemies; DEX vs Defender's Attack, 2-turn cooldown after use]
Ninpou: Sakase (Bloom): An art with an appearance contrary to his typical shadowy front. Schezo lets loose a flurry of blossom petals on an enemy. Not the most damaging art, but the flora is capable of inflicting the Flower status, with the additional hits stacking on top of an existing flower. [STR, 5%, Inflicts Flower (1)]
Ninpou: Bakuretsu (Exploding): A risky ninja art. Requires Schezo to be able to make contact on the enemy of his choosing, and if he successfully connects, he combusts a ball of energy from close range to inflict 22% on his enemy, but takes 2% himself. [STR, 22%, 2% recoil]
Ninpou: Kashi (Asphyxiation): Remember those strings? Schezo, this time, is using them to stranglehold a victim to it. Don't struggle too crazy...they might just cut. [STR Grapple, inflicts Suffocation]
Ninpou: Reisei (Calm): A... well, calming art that relaxes Schezo's nerves, allowing him to focus better on his next move. [Next move: +2 to roll, 3-turn cooldown]
Shinobi Reversion: Schezo reverts from his Ninja form and back to his usual Dark Wizard self, complete with the scroll he used to transform with for safekeeping.[/PTab={max-height:240px;overflow:auto;}]
[PTab=Ultimate Attack]Secret Art: Kegasu (Defile)
Schezo gets up close to a single enemy and launches them into the air. Schezo then pursues them and, with both of his blades, ruthlessly slashes the enemy before bringing the poor sap down back to earth via an Izuna Drop. [55%][/PTab={max-height:240px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Attacks and Abilities (Moonshadowed)][PTab=Primary Attacks]Lunar Sword: Schezo already knows how to use a sword, but with the moon empowering him, his swordplay packs a bit more punch than normal. He uses his tried and true swordsmanship to strike, now imbued with lunacy. (Light STR attack, 8% damage)
Night Falls: Schezo summons beams of light--wait, light?!--That's right, the power of the moon also encompasses moonlight. He summons beams of light to strike, attacking his foe with lunacy. (Light WIS attack, does 5 + INT mod)
Nocturne: A moonshadow-coated sword swing that stifles the might of whoever it strikes. The shadows cling onto the target on contact, weakening their next attack with Schezo's intervention. (STR attack, 12% damage, opponent's next move does -3% damage per connected attack.)
Moonrise: A down-upward swing of his sword, invoking the image of a crescent moon. Through illusion, the blade appears to move faster than the perceived... (STR attack, +1 Accuracy, 15% damage)
Perilune: Powerful selenomancy that calls upon the moonshadows from below his feet. (WIS attack, 30% damage, two actions, 3-turn cooldown, 70% Mortal Wound)
Zenith: A beam of selenomantic light, called from above. While its might is much to be desired, the blinding white light confounds the target with illusion, aiming to confound the subconscious and leave them stunned. (WIS attack, -2 Accuracy, 18% Damage, Inflicts Stun, 1-turn cooldown)
Libration: Charging his sword with magic, he slams his blade down, causing a quake on the ground that seems to shift the ground itself. (STR attack, 6%, target Trips if dodge roll difference is -4 or greater, reducing their actions by one for the turn. 1-turn cooldown)[/PTab={max-height:240px;overflow:auto;}]
[PTab=Special Attacks]Night Absorb: For when Schezo needs to be a bit more forceful, he can absorb the darkness of moonshadow to empower himself further. (WIS Modifier +2, modifier value added to damage for three turns)
Eclipse Ward: What previously was a spell that only protected himself behind a moon's shadow has evolved into a powerful barrier to anyone he chooses to grant it to. Schezo erects a lunar barrier to a person of his choosing, allowing up to 20% of damage absorption for 4 turns. (4-turn cooldown.)
Lunar Opposition: With the power of lunar deception, Schezo casts a beam that can potentially magnify a target's inner animosity against Schezo. If successful, the target must attack Schezo next turn. (WIS attack, 1-turn cooldown, Provokes target to attack Schezo)
Ephemeris: With focus, Schezo realigns the flow of magic upon a single target, letting changes from the norm pass by quicker. Whether it be an ailing ally or an empowered foe, it plays its part no matter who it is.(Shorten self/ally negative status or enemy's positive status effects by two turns, 1-turn cooldown)
Azure Occultation: Schezo links himself with an ally, so he may protect them from afar. Should the chosen ally be targeted, Schezo will intervene, clashing the enemy's power with his might. Any attack rolls he beats with his own rolls are reflected back. Otherwise, Schezo takes the damage instead. (1-turn duration, 3-turn cooldown.)
Palus Somni: A lunar mire that engulfs his targets and forces them in a deep slumber. From the ground, a haze from a designated area diffuses a dark smoke that threatens those that breathe in the fumes. (AoE, WIS vs INT, inflicts Sleep)
Umbral Night: Bestowing the illusory powers upon his allies, Schezo bolsters the team's resilience with a barrier akin to a waning crescent moon. (Roll for CON, any attacks that fall under set CON roll has their damage halved. 1 turn, three turn cooldown)
Crimson Light: Some say staring too long at the moon will cause you to go mad. Schezo here takes that legend and weaponizes it, shining a light that will invoke illusions and twist perceptions far beyond what is reality. (AoE, inflicts Mind Melted status, Schezo's WIS vs. Enemy's INT)
Waning Crescent (Transformation Revert)[/PTab={max-height:240px;overflow:auto;}]
[PTab=Ultimate Attack]Supreme Selenomancy
The ultimate level of lunar magic he can channel, Schezo summons an illusory moon, suffusing the field with the power of the moonlit and moonshadowed night. The darkness of the night serves as a celestial bulwark for himself and his allies, halving all damage taken and granting immunity to status ailments for three turns.[/PTab={max-height:240px;overflow:auto;}]
[/PTabbedContent]
Companions
[PTabbedContent=Tenori Zoh][PTab=Info]Schezo's tiny little elephant companion. Once a gift from a certain Casanova-wannabe for the first lady he sees, Schezo took in the palmtop-sized animal in his care after...ahem...some man talk. He has since then carried the cute little animal sidekick on his shoulder for his own adventures, serving as the dark wizard's answer to Arle's Carbuncle.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Stats]
| Stats | MOD |
STR | 12 | +1 |
DEX | 7 | -2 |
CON | 10 | +0 |
INT | 6 | -3 |
WIS | 7 | -2 |
CHA | 14 | +2 |
[PTab=Primary Attacks]Tenori Punch: A quick one-two from little Tenori. Doesn't hurt as hard as a certain raging elephant, but it does the job. [STR, 9%]
Tenori Kick: Tenori does a jump kick! While it may look small, it can take one good smack in the noggin to leave you dazed. [STR, 13%, 5% Stun]
Tenori Charge: Elephant tackle! Tenori charges in for a full-body tackle. Remember, elephants are still heavy, even if this one is small! [STR, 17%][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Tenori Cheer: Aww look, it has pom-poms! Tenori Zoh cheers on the party, adding +1 to their attacking rolls for 3 turns, as well as healing them by a 1d4+CHA mod. 3-turn cooldown.
Tenori Beam: Tenori Zoh shoots an energy bubble out of its trunk- Wait, it's made of elephant snot!? EWW! It doesn't do damage, but it does Paralyze! [WIS, 2%, 100% Paralysis, 1-turn cooldown]
Tenori Rally: Tenori pulls out tiny pennants and cheers on someone to do their best! For their next turn, their attacks do +2%. [5-turn cooldown][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Chaos Kin][PTab=Info]It's said that this primordial creature existed before even the gods, and that its power surpassed even theirs. However, it seems to have lost some of its potency after being squished one too many times. You'd almost think it was behind the mirage portals themselves until you get to know it and realize it could have never could have created a convincing illusion with any consistency. For some reason or another, it attaches itself to you on its quest to feed and regain its strength. Be warned, it has a disturbing love of chaos and cannot be domesticated very well.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Stats]
| Stats | MOD |
STR | 16 | +3 |
DEX | 14 | +2 |
CON | 10 | +0 |
INT | 4 | -3 |
WIS | 14 | +2 |
CHA | 2 | -4 |
[PTab=Primary Attacks]Eye Laser: The Chaos Kin fires a laser from its gross single eye! (Medium WIS Attack; Does 16% Damage)
Dark Energy Blast: The Chaos Kin launches a nasty blast of dark energy at the foe to send them flying! 2 turn cooldown. (Light Wis Attack; Does 24% Damage)
Feed: The Chaos Kin attempts feed on a foe's soul by gruesomely attempting to dig into them to get at it! The Chaos Kin is healed for half the damage it does. 3 Turn Cooldown. (Heavy Str Attack; Does 20% Damage)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Invisibility: The Chaos Kin turns invisible, forcing enemies to pass a wisdom roll of 12 before making any given attack against the chaos kin. If they fail the roll, the attack suffers a -5 modifier penalty. Lasts until the chaos kin takes 30% cumulative damage, after which it has a 3 turn cooldown.
Possession: This two action attack begins with the chaos kin grappling onto the victim's back. It then drives its hook deep into them, violating their soul without quite pulling it out. This knocks the victim out, and grants the Chaos Kin control over their body! It can force them to take any action on its behalf. These actions bypasses the effects of non-physical statuses that would prevent the victim from attacking such as stun, infatuation, and sleep. Uses STR. Possession lasts until shake off the sleep status. 4 turn cooldown.
Doppelganger!: The Chaos Kin creates a doppelganger of anyone you please. However, for the purposes of combat it can only create a combat-able doppelganger if the character in question is actually present. If they aren't, the doppelganger can only make skill checks or pretend to be the original. This doppelganger may be off somehow to the theme of chaos, however, they are just as able-bodied as their originals with the exception of having a max HP of 50. The Doppelganger will use a copy of an item or attack the original used within the past 3 turns leading up to their summoning at your discretion for 3 turns before running off, consuming the chaos kin's actions for those turns. 5 turn cooldown.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
[PTabbedContent=Primordial Chaos Elemental][PTab=Stats]LEGENDARY COMPANION This strange creature is made of raw chaos energy that predates the creation of the universe. A small tornado esque funnel of chaos energy rises from the ground to hold its body, which takes the shape of an amorphous humanoid torso, able to shift its form wildly at will. It cannot communicate verbally, or rather its language is so alien that not a soul on Li would even recognize it as speech, sounding more like the crackling and popping of a fire. However, it is capable of primitive communication using body language and, very strangely for a 'chaos' elemental, seems very loyal to the one who hatched it. Be warned. The chaos energy making up its body is so destructive that no known substance can survive extended contact with it intact. A mere hug could disintegrate a man. It attacks by expending the energy making it up, giving it a tendency to tire itself out.
| Stats | MOD |
STR | 4 | -3 |
DEX | 14 | +2 |
CON | 12 | +1 |
INT | 10 | +0 |
WIS | 18 | +4 |
CHA | 2 | -4 |
[PTab=Primary Attacks (2)]Rain of Chaos: Chaos energy rains down on an area in weirdly liquidy globs, sticking to and burning everything it touches. Has a 100% chance to burn the target, but does double damage to targets that are already burned in some way. 1% recoil. 1 turn cooldown. (Medium Wis Attack; Does 12% Damage)
Atomize: The Primordial Chaos Elemental launches chaos energy at its foes, causing horrific burns. The horrific burns status is identical to the burn status, only it deals 8% damage per turn. The primordial Chaos Elemental suffers 8% recoil in the process. 2 turn cooldown. (Heavy Wis Attack; Does 22% Damage)
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks (4)]Body Swap: The primordial chaos elemental emits a shockwave that literally scrambles reality around it. In this case, the shockwave can cause up to two characters to take on the appearance, stats and moves of another nearby character, plausibly but not necessarily each other. Who they turn into is at the user's discretion. If one of the characters is an NPC, these must be created for the occasion. There is no set duration for this move, and is considered permanent for the thread it is used in. However, the Primordial Chaos Elemental can undo the move's effects by using it again, and it is permissible but unnecessary to cure the affliction off-screen once a thread has ended. Additionally, you can have this move target more people at once at a cost of an extra 2 turns of cooldown for every additional person. This move has a WIS vs INT roll to hit. 4 turn cooldown.
Terrible Visage: The primordial chaos elemental emits a shockwave that literally scrambles reality around it. In this case, the shockwave can cause up to two characters to undergo strange physical mutations. What exactly those mutations are is left at the user's discretion. It could be a horrific demon-esque transformation with skin turning to scales, horns growing out of one's head, fingers turning into claws and such. ...Or it could just gender bend them! The transformation cannot be so significant that they can no longer plausibly fight. This can however be used to redistribute up to 6 stat points from the victim into another stat, allowing you to cripple enemies and empower allies. There is no set duration for this move, and is considered permanent for the thread it is used in. However, the Primordial Chaos Elemental can undo the move's effects by using it again, and it is permissible but unnecessary to cure the affliction off-screen once a thread has ended. Additionally, you can have this move target more people at once at a cost of an extra 2 turns of cooldown for every additional person. This move has a WIS vs INT roll to hit. 4 turn cooldown.
Nullification: The primordial chaos elemental emits a shockwave that literally scrambles reality around it. In this case, the shockwave painlessly debilitates up to two foes by causing certain parts of them to simply... disappear or become warped in some way such that it is no longer properly functional. This could be an arm, a leg, or even a part of their brain. This afflicts the disabled status for a stat of your choice. This lasts for 4 turns. You can have this move target more people at once at a cost of an extra 2 turns of cooldown for every additional person. This move has a WIS vs INT roll to hit. 4 turn cooldown.
Power Overwhelming: The primordial chaos elemental infuses a target with elemental energy, increasing the damage they do by 8% but causing them to take 2% damage every turn. This lasts indefinitely until the chaos elemental retracts its energy, is defeated, or the target perishes. 3 turn cooldown.
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Costumes
Kuromi Style / Sanrio Boy
Reindeer Schezo
Catmancer
Red Mage
The iconic red and rose-decorated garb of Red Mages. Depends on who you ask, he might be a Crimson Duelist...
Source: Cosplay Kit
Fancy, but still rather comfy clothes inspired by the popular Sanrio character, "Kuromi." Dark-themed enough to maintain a Dark Wizard's image, yet rather devilishly cute. One of the very few times we will see Schezo without armor.apparently the dark sword is also playing dress up too
Fancy, but still rather comfy clothes inspired by the popular Sanrio character, "Kuromi." Dark-themed enough to maintain a Dark Wizard's image, yet rather devilishly cute. One of the very few times we will see Schezo without armor.
Reindeer Schezo
Source: Santa Costume (Perfect Present grant available)
Schezo the red-nosed reindeer~ This version of Schezo is a certainly more jolly side than standard fare, which is surprising considering his prickly personality hides a lot of emotions.
Schezo the red-nosed reindeer~ This version of Schezo is a certainly more jolly side than standard fare, which is surprising considering his prickly personality hides a lot of emotions.
Catmancer
Source: Catmancer Asterisk
The black coat and ears, given upon evoking the power of the Catmancer from the respective asterisk. With the feline ears making cat speech clear as human's, the fact he can talk with them is one of his favorite parts. (please don't tell anyone)
The black coat and ears, given upon evoking the power of the Catmancer from the respective asterisk. With the feline ears making cat speech clear as human's, the fact he can talk with them is one of his favorite parts. (please don't tell anyone)
Red Mage
(picture space for rent)
Source: Red Mage AsteriskThe iconic red and rose-decorated garb of Red Mages. Depends on who you ask, he might be a Crimson Duelist...
Special Items
Smash Medal
Empowering Sun & Moon Medal
Mirage Ticket!
Golden Apple
Coconut Milk (x2):
Mrs. Nadja's Magical Cloak:
Asterisk:
The Perfect Present (x1):
Mr. Wegey's Aketon:
Nebula Mantle:
Razorblade Typhoon:
PB Generator:
Sentai Mask:
Magical Mistletoe:
P-Wing (Kart):
Super Horn:
Cerebral Sphere:
Hook of the Chaos Kin:
Perfect Chaos Space-Time Crystal:
Perfect Chaos Magical Paintbrush:
Pikachu Tail: (USES REMAINING: 10/10)
Core Crystal: Dagas
Smash Spirit (x4):
Lunar Wing
DNA Splicers:
Fallen Star:
刃の刀 [sic] (Sword's Blade):
Super Smash Amalgamation:
Instant Bog Mix x1:
Absol Keychain, Meteor Ver.:
Cornucopia x1:
Reviver Seed x1:
As long as you're holding this item, it's primordial life energy will come to your rescue should you ever find yourself defeated. It is used automatically upon defeat, without any conscious effort required. When used, it restores the user to half health. All active cooldowns and the durations of any statuses which have durations are reduced by 3 turns.
This Medal is made of a precious metal, engraved with a Smash Ball Symbol, and on the back side of it, it is engraved with your very own face! This medal is a Code of Discipline across the Life Sphere, and brandishing this baby around shows that you're not just some run of the mill Smashling--you're a Full Fledged Hero! This item increases your character's current rank by one level, regardless of how many missions you've completed!
This item can not be given out in Mirage Portals, and can only be received ONCE. It can not be traded, nor given to any other characters. If you abandon a character with this medal, that's it! No more medal!
This item can not be given out in Mirage Portals, and can only be received ONCE. It can not be traded, nor given to any other characters. If you abandon a character with this medal, that's it! No more medal!
Empowering Sun & Moon Medal
This Shining metal Item is a Medal that is prized by the people of Mobius, for its glimmering shine of either condition. When used, Creates either a Sunny Orb in the Sky, not unlike the Sun Itself, and changes the atmosphere of up to 60 Meters into Sunshine, or creates a White, Circular Orb of the Moon, Basking the entirety of the Sky in Night with stars for up to 60 meters. While this effect is in play, During Sunshine, For your allies, Frozen Status's can now be broken by a Strength roll of 5+, Fire, Light, Grass/Nature and Any powers drawn from the Sun gain 1d7+ Damage to there attacks! During Night time, for your Allies, Charmed/Infatuation can be ended with an INT Roll of 5+, as well, Ice, Dark, Thunder/Lightning any Any Powers drawn from the Moon gain 1d7+ Damage to there Attacks! Lasts for 3 Turns, However, During socials, this effect can last as long as one would like.
Once per thread. Permanent Item.
Once per thread. Permanent Item.
Mirage Ticket!
You can only obtain this item if you rolled a 20! If you receive this item, It... Doesn’t do anything, at first. However, the next night, when you return home, you will find a strange Pink mist filling your bed, before you are whisked away into a Personal Mirage Portal!
This mirage portal can ONLY be accessed by your character and will follow the basic structure of a mirage portal. No Gimmicks, Boss battles, just rolls and loot! There is no losing in this mirage portal, even 1's will give you some kind of loot! This Mirage only works Three Rounds, before ending.
The Mirage Portal will also be based on an area that gives the character comfort, or familiarity. You may even meet some of your friends from long ago!
This mirage portal can ONLY be accessed by your character and will follow the basic structure of a mirage portal. No Gimmicks, Boss battles, just rolls and loot! There is no losing in this mirage portal, even 1's will give you some kind of loot! This Mirage only works Three Rounds, before ending.
The Mirage Portal will also be based on an area that gives the character comfort, or familiarity. You may even meet some of your friends from long ago!
Golden Apple
This succulent magic fruit from Arle's homeworld is imbued with a powerful magic force that makes whoever eats it stronger. You can feel yourself ascending to a heightened state of being from which there is no return after eating it.
"The mythical fruit from my home land, known to imbue great power to those that eat it. There are many myths behind why this apple gains a brilliant golden peel, but there is no certain truth to them. At my current strength, however, I feel I might witness something grander if I tapped and evoked its powers within instead of eating it..."
(This is essentially a Smash Medal in all but name. As Schezo already has a Smash Medal, this is a Mirage Ticket instead.)
"The mythical fruit from my home land, known to imbue great power to those that eat it. There are many myths behind why this apple gains a brilliant golden peel, but there is no certain truth to them. At my current strength, however, I feel I might witness something grander if I tapped and evoked its powers within instead of eating it..."
(This is essentially a Smash Medal in all but name. As Schezo already has a Smash Medal, this is a Mirage Ticket instead.)
Coconut Milk (x2):
These hard nuts have milk inside of them! Drinking one recovers 15% health, and can cure 1 status ailment, if you have any on hand.
Mrs. Nadja's Magical Cloak:
This unique cloak is made with a mother's love. It's waterproof and reduces the damage the wearer takes from all cold/ice and unholy elemental attacks and hazards by 3%. The cloak can be worn at any time without penalty, however, it will become damaged if Schezo accumulates 40% damage while wearing it. If it reaches 0% health, the cloak's effects end for the rest of the mission, or until it is repaired manually. The cloak's HP cannot be restored by healing moves that do not specifically target clothing in their description.
Asterisk:
Using this strange stone, You can change your entire character into a class from Bravely Second. These classes can only be used in 1 thread at any given time, And grant the user 1 special move, as well as an alternate costume based on the class. Be sure to inform the thread owner of this item and its effect. Note, that the asterisk should never grant as much power, or more power than the one who originally used it. The following classes are currently available;
- Catmancer: Which grants a Cat-Mancer Costume, and the move; Catmancy: Using this, you can summon forth a Kitty-cat companion! The kitty-cat can only take 10% damage before having to leave, However, the cat has the ability to perfectly replicate any move that any Minion-type enemy can use! 4 turn cooldown. They also have the additional ability to speak to cats! However, they don't have much to say, besides what is a glorified tutorial...
- Red Mage: Which grants a Red Mage Alternate Cosplay Costume, and a new move; BP Repost!; When using BP Repost, You can consume any number of additional combat actions into this Buff, Anywhere from one, to your whole three actions! Each action consumed grants you a 10% damage buff to your next physical attack, totaling for 30% damage boost next turn! 4 turn cool down.
The Perfect Present (x1):
Contains one rare Christmas seasonal item of the receiver's choice, other than the Claus Costume almost as if it can read minds or something! Oddly enough, it can contain itself.
Mr. Wegey's Aketon:
This humble linen arming doublet is intended to be worn underneath a set of armor as a sort of padding to increase not only his armor's effectiveness but to act as light armor in general. The best part is that it's quite comfy in all but the hottest weather and doesn't restrict one's movements! It has a total of 40 HP which can be spent in the application of several mechanics described below. At 0 HP or below, it becomes too damaged to continue functioning and must be taken to a tailor or targeted with a healing ability that specifically targets clothing in its mechanics to regain HP. It can perform the following mechanics:
"This used to belong to my father, the swordsman of my family that I wished I could have knew better... It's padded, yet when I put it on, I do not feel restricted in my movements at all. Haha, I'm glad I grew up well to fit in this. If he's watching from the land above, I think he'd be proud to see his own son don his old garb."
- Reduce the damage taken from a non-magical attack that targets his DEX stat by 5% at the cost of 5 HP.
- Reduce the damage taken from cold related attacks that target his CON stat by 2% at no cost.
- Lower the chance of the user being stunned by an attack by 15% at the cost of 8 HP
- Prevent the user from being afflicted by the mortal wound status if it is determined that they would've otherwise been afflicted by it at the cost of 20 HP
"This used to belong to my father, the swordsman of my family that I wished I could have knew better... It's padded, yet when I put it on, I do not feel restricted in my movements at all. Haha, I'm glad I grew up well to fit in this. If he's watching from the land above, I think he'd be proud to see his own son don his old garb."
Nebula Mantle:
These powerful arcane wings will aid in zipping around the battlefield, bestowing the user the ability to fly and granting them a +2 to their dodge rolls when the item is invoked. This lasts for 1 turn, or until they take a hit that deals more than 15% damage. Whichever is longer. 4 turn cooldown.
Razorblade Typhoon:
Blasts of air imbued with the sea's coastal strength are launched at a target, leaving lots of shallow cuts all over their bodies as it homes in on them and consumes them with its watery fury. This attack is made with a bonus +2 to its accuracy modifier. 1 turn cooldown. (Medium Wis Attack; Does 16% Damage)
PB Generator:
Finally, after so long, E. Gadd has finally got to work in making the Pokeball Generator! Just like the AT Geneerator, Using this Re-usable Pokeball will summon any pokemon on the Item Index, UB's and all! All the User has to do is think of what Pokemon they want in that situation, And throw the PB Generator as hard as they can! Limited One use per thread.
"I was told these strange red and white orbs were single-use, but this one is as if it could be used to endless whim. At least, as long as it has power. Hmm...If only I knew what types of fauna can lurk within." |
Sentai Mask:
This acts like a alternate costume, with which can be used in any mission. Surely no one would judge you for dressing up in this, calling yourself the "KAMEN RANGER!!" and going to be the hero the Life Sphere may or may not need. When choosing your Sentai/Magical Girl outfit, be sure to choose a 'gimmick'. Much like how some Sentai Rangers are based on animals or ninjas; or Magical Girls based on Planets and such, your gimmick defines what you will be yelling about. The power of "---" will defeat you, such and such.
However, only when you activate this permanent item, will you receive four brand new moves (for 3 turns)!
Gimmick Blade; The name of this attack can be altered to your preference. But the gist is, this summons a plastic-looking weapon, designed after your Sentai/Magical Girl gimmick! Such as, if you're a Sentai Ranger based on a T-rex design wise, you would get a T-rex themed sword, or a Magical Girl based on the element of Fire would get a Flame Sword. Etc. Etc. (4%-15% Damage (Light/Medium!) STR. )
Gimmick Blaster; Same as the Gimmick Blade, based on your Gimmick, you fire off a multi-colored orb of light, from either your palms or a Sentai-ranger gun from your holster, with which to attack from a range! (Deals a Multi-colored Explosion of ranged energy! Element changes depending on color chosen. 17% Damage, WIS)
Dramatic Kick; Flying up in the air, you deliver a hurtling dive kick into a target's Face! Normally, this will only deal 15% Damage. However, if you score a Critical Hit, the Damage Doubles into 30% Damage! If you Defeat your opponent with this move, you can strike a dramatic pose, and have them explode with smoke or rainbows, depending on how you feel. They will however fall on the ground afterwards so the thread may continue.
Allies of Justice!; If another ally of yours happens to have one of these items, and activates their transformation with you, you will both gain incredible power by teaming up together! You gain a +1 Attack Roll Bonus, 3% additional attack damage on ALL attacks, and extends the availability of this moveset for 2 Turns! Can only be used once, and can not be used by your other Magical Girl/Sentai ally if used.
However, only when you activate this permanent item, will you receive four brand new moves (for 3 turns)!
Gimmick Blade; The name of this attack can be altered to your preference. But the gist is, this summons a plastic-looking weapon, designed after your Sentai/Magical Girl gimmick! Such as, if you're a Sentai Ranger based on a T-rex design wise, you would get a T-rex themed sword, or a Magical Girl based on the element of Fire would get a Flame Sword. Etc. Etc. (4%-15% Damage (Light/Medium!) STR. )
Gimmick Blaster; Same as the Gimmick Blade, based on your Gimmick, you fire off a multi-colored orb of light, from either your palms or a Sentai-ranger gun from your holster, with which to attack from a range! (Deals a Multi-colored Explosion of ranged energy! Element changes depending on color chosen. 17% Damage, WIS)
Dramatic Kick; Flying up in the air, you deliver a hurtling dive kick into a target's Face! Normally, this will only deal 15% Damage. However, if you score a Critical Hit, the Damage Doubles into 30% Damage! If you Defeat your opponent with this move, you can strike a dramatic pose, and have them explode with smoke or rainbows, depending on how you feel. They will however fall on the ground afterwards so the thread may continue.
Allies of Justice!; If another ally of yours happens to have one of these items, and activates their transformation with you, you will both gain incredible power by teaming up together! You gain a +1 Attack Roll Bonus, 3% additional attack damage on ALL attacks, and extends the availability of this moveset for 2 Turns! Can only be used once, and can not be used by your other Magical Girl/Sentai ally if used.
Magical Mistletoe:
Put it in your hair to bestow yourself with the power of love! To use this power, simply kiss a grappled target or convince someone to accept your kiss using a charisma roll (Only works on targets that are not hostile towards you or mentally impaired somehow). The kiss can have one of three functions. The first function is the kiss of "death", in which the victim is knocked unconscious and afflicted with the sleep status. The second function is the kiss of "life", in which a willing recipient is healed for 15+CHA% HP by a kiss. The third is the kiss of true love, in which the victim is afflicted with the infatuation status as described in Marin's Status Alteration Supplements. Each function can only be used once per thread.
P-Wing (Kart):
Congratulations, you have a really nice vehicle to get around in! This grants you the ablity to sign up for an extra mission, and otherwise lets you travel in style~!
Super Horn:
Roll 1d20+7 against an incoming attack instead of dodging or bubble shielding it. If you beat the attack roll, the attack is blown away and does no damage to you. If it was a melee attack, the attacker is dealt 20 unavoidable damage. If the attack is a comboable attack, all instances of that attack are blocked. Can only be used once per thread.
Cerebral Sphere:
A prototype of a crystal sphere that is used as a direct link to the brain of whomever beholds this item. It can recreate living memories and bring them back to life around you as a temporary illusion. This item can be incredibly helpful for searches, battles, and to help remember important information. It can create illusions of past enemies or bosses one has fought to help scare off or confuse enemies. Limit one use per thread. Illusion lasts as long as you want it to, limit one illusion at a time. If used against another player, you must make a deception (CHA) roll for its use and the player must roll against it with INT. If the illusion wins, it will decrease the target character(s) INT Score (not MOD) by 3 for three turns. If the player character resists, the illusion will still be made but nothing extra happens.
Hook of the Chaos Kin:
Oh Gross! The disembodied tail of the Chaos Kin was one of the primordial predator's most lethal weapons, able to hook into and rip someone's soul from their body given a good 'sting'. As unsavory as it is, you can attach a hilt to it or, if you're into that sorta thing, attach it to yourself via magic and use it as a sort of whip blade. Its sharp bones cause nasty wounds and the sickle at the end retains its soul piercing properties, digging into anyone it can get around. The blade has the following attack options.
- Slash: A basic attack that deals 19% Damage. Unlimited uses per thread.
- Constrict: A two action attack that wraps the bony body of the whip around the victim and grapples them, digging the sickle and sharp bones into their body. This does 25% Damage and afflicts the suffocation status for as long as the victim remains grappled, with the blades only digging deeper the more they struggle. 3 turn cooldown. 4 uses per thread.
- Soul Harvest: Rip someone's soul clean out of their body! This terrible procedure does 30% damage and afflicts the mortal wound status. If the victim survives, they take on a new ghostly form and can continue fighting with a -2 penalty to all of their modifiers. This spectral status lasts utnil their mortal wound is cured. While the victim is outside their body, their body trophies behind them. If the foe is defeated by this attack, however, they lose the strength to continue fighting and become helpless. Their soul can then be consumed for healing equal to 35%+Cha Mod and three turns of +3% damage done. 3 uses per thread.
- Chaos Portal: Rip a hole in the space time continuum! What could happen?! Can be used for travel. Beware, cutting space time holes in people will make them very ill. And also you probably shouldn't jump into them. Deals 8% damage and has a 100% chance to afflict 3 random statuses. 5 uses per thread, not counting fluff travel.
Perfect Chaos Space-Time Crystal:
This special, or should i say spatial crystal, is like a distant cousin to the seraphim orb, able to manipulate reality to its whim with just one stipulation--the 'reality' it creates with its power is not 'real'. Not in the sense that it has any permanence, anyway. It also has a... strange primordial power hidden deep within it which sometimes causes the things it creates to take on lives of their own, becoming real in the process. The crystal can be used to accomplish one of many tasks.
- Create a Doppelganger: Create a fake version of any character you please! They can be different from the original in any way you choose, and may be subject to perception vs reality discrepancies, being based on your perception rather than an objective truth. However, for the purposes of combat it can only create a combat-able doppelganger if the character in question is actually present or if you're GMing the thread. If they aren't in the thread, the doppelganger can only make skill checks or pretend to be the original. They are almost as able-bodied as their originals with the exception of having a base HP of 100 instead of 150 and 1 less in each modifier. The Doppelganger will use any of their attacks (barring final smash) or multi-use-per-thread items at your discretion until they perish, acting according to the companion rules. If you already have a companion, they only last 3 turns. Can only be used once per thread, unless you're GMing the thread. At your discretion, they may attain sentience and live indefinitely, becoming NPCs.
- Create a Location: Temporarily change the setting around you to be something else. It is up to your GM to determine the mechanics for any hazards relating to this transformation, and because of its illusory nature it is unwise to try and use it in enclosed areas, as you'll likely run straight into a wall you can no longer see. Otherwise, it feels real. Can only be used once per thread unless you're GMing the thread.
- Create Power: Take power directly from the crystal, which can be used to heal someone for 1d10+15+cha mod or empower you or an ally's attacks for a bonus 5% damage for 3 turns. Can only be used three times per thread unless you're GMing the thread, with a five turn cooldown.
Perfect Chaos Magical Paintbrush:
A magical paint brush--This thing was always a source of primordial energy, but being exposed to more of it has caused it to take on a new tint. The things you draw using this come to life! You can create up to six food items that will last the thread using it, and up to three creatures to fight on your behalf. For every action you spend drawing something, the stronger the summoned creature will be. The summoned drawing can attack once each turn for 10% damage with a flat accuracy of 12. However, for each extra action spent drawing it grants it an extra 5% damage and its accuracy is increased by 1. This can reach a maximum of 30% damage and 16 accuracy. These drawings has 20% health +5% for each extra action spent drawing it. You can paint a weapon to grant it a 5% damage bonus for 3 turns, but only once. These limits are per thread. The brush can also be used to create inanimate objects that qualify as neither food nor foe, which do not have a mechanical purpose unless granted by the thread's GM but can be used for fluff purposes without restriction.
Pikachu Tail: (USES REMAINING: 10/10)
Upon waving this item in the air, it summons a Pikachu at random to perform 1 spontaneous electric attack on an enemy then flee: (Hits as if rolled a 15)
Roll a d20...
0 - 5 Performs a Thundershock on 1 foe for 10% damage
6 - 15 Performs a Thunder attack on 1 foe for 20% damage + 5% chance to paralyze
16 - 20 Performs Volt Tackle on 1 foe doing 25% damage + 10% chance to paralyze
This item has a limit of 2 uses per thread. Expires after 10 uses.
Roll a d20...
0 - 5 Performs a Thundershock on 1 foe for 10% damage
6 - 15 Performs a Thunder attack on 1 foe for 20% damage + 5% chance to paralyze
16 - 20 Performs Volt Tackle on 1 foe doing 25% damage + 10% chance to paralyze
This item has a limit of 2 uses per thread. Expires after 10 uses.
Core Crystal: Dagas
"Who does he think he is, acting like he rules the land?! I suppose I must humor his behavior, no matter how much teeth-clenching I endure. If it weren't for that greataxe that could set my enemies ablaze..."
- Emperor's Ax: An Ax with high might and authority... And it's just an ax really. You swing it to unleash flames upon your foes. (Medium Strength Attack, 18%)
- Kaiser Flare: Not bothering to get up from a throne he creates, Dagas creates a fearsome wave of flame ether to incinerate all that gets in his way. 3 turn cooldown. (Heavy Wisdom Attack, 30%)
- Blazing Conquest: Dagas slowly walks up to the foe with his ax in hand before brutally slashing them with a searingly deadly slash with little mercy.... He takes his sweet time walking up so it takes 2 actions and has a 3 turn cooldown of laziness but it has a 70% chance to Mortally Wound the Target. (Heavy Strength Attack, 30%)
- Ancient Wisdom: Dagas uses his ancient knowledge of kingdoms and ruins to tell you how incompetent you are... Though he does know quite a bit so it gives a +3 (roll bonus) and allows you to analyze ancient information and knowledge with INT.
Smash Spirit (x4):
These strange spirits contain the phantom essences of other characters stripped from them either during their time here on Li or by other more mysterious means. They could be the spirit of any fictional character, even those who wouldn't normally be site legal! You can absorb these spirits to gain a permanent increase of 1 to a random stat! (Note: not modifier) If you'd like, you can have the smash spirit be the spirit of a character that was known for this stat. The existence of a Smash Spirit does not necessarily imply that a character is dead, as sometimes they are merely the 'memory essence' of a character rather than the complete spirit. However, you may feel free to portray them as if they are conscious spirits regardless.
To decide which stat to increase, roll 1d6! Exclude any stats that have reached the stat cap of 20. You may only gain a maximum of 8 stat points via Smash Spirits, however, you may also use Smash Spirits to reroll a stat you aren't happy with.
To decide which stat to increase, roll 1d6! Exclude any stats that have reached the stat cap of 20. You may only gain a maximum of 8 stat points via Smash Spirits, however, you may also use Smash Spirits to reroll a stat you aren't happy with.
d6 Roll | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
Stat Affected | Strength | Dexterity | Wisdom | Intelligence | Charisma | Constitution |
Lunar Wing
This strange feather glows like the moon. It seems to have some celestial power that provides good dreams and dispels nightmare. This sacred drop off of a legendary Pokemon has 3 uses to provide hope and a happy future.
The first is the Lunar Dance. The user does 25% damage to themselves but can choose an ally to not only give the 25% HP to but also cure all their negative ailments and debuffs as well as reset all their cooldowns with the light of the moon. This effect has a 4 turn cooldown.
The next is Wall of Hope which creates a glowing barrier around a target for 3 turns. At the end of their turn, they take 5% less damage and they become immune to the effects of Status Ailments until it wears off. They can still get hit by them however. 3 turn cooldown.
And finally, is Sweet Dreams, which can put yourself or an ally to sleep and inflicts the Sweet Dreams status at the same time. This status heals the sleeper by 10% every turn they are asleep and wears off when they wake up. The Wing has 4 uses until it's glow dims and it can't be used for the rest of the mission.
The first is the Lunar Dance. The user does 25% damage to themselves but can choose an ally to not only give the 25% HP to but also cure all their negative ailments and debuffs as well as reset all their cooldowns with the light of the moon. This effect has a 4 turn cooldown.
The next is Wall of Hope which creates a glowing barrier around a target for 3 turns. At the end of their turn, they take 5% less damage and they become immune to the effects of Status Ailments until it wears off. They can still get hit by them however. 3 turn cooldown.
And finally, is Sweet Dreams, which can put yourself or an ally to sleep and inflicts the Sweet Dreams status at the same time. This status heals the sleeper by 10% every turn they are asleep and wears off when they wake up. The Wing has 4 uses until it's glow dims and it can't be used for the rest of the mission.
DNA Splicers:
Using these splicers, two characters can temporarily fuse together into one. Their stats modifiers are added together, and the new character has access to both of their move pools, able to attack on both RPer’s respective turns. Negative stat modifiers are treated as a +0 for the purposes of combining stats. The characters damage taken will be combined during the fusion and split evenly after the fusion. The length of the fusion depends on a charisma roll by the user of the item. For every multiple of 4 the roll lands, the fusion will last for one turn. For example, a roll of 4 will last for one turn while a roll of 15 will last for 3. A roll of 20 will last for 5, and so on. A roll below 4 results in the item failing. Can only be used once per mission.
Fallen Star:
A fallen star from a galaxy far, far away. This star was once a living and breathing specimen in outer space, wait, it is still living and breathing! WHAT!?! A legend of this magical anomaly states that anyone who possesses this can be granted a wish. But due to the harsh conditions of Planet Li that this star has to endure, it can only limit itself to power boosts. You may use this item once per thread to either heal yourself for 40% health, give yourself a temporary stat boost of +2 to all your Stat MODs for 3 turns, or it can detonate itself onto an enemy of your choosing for 50% damage (beat 15 to avoid). Choose wisely.
刃の刀 [sic] (Sword's Blade):
A fragile obsidian sword forged in unimaginable heats. You can use this as a replacement for any other sword weapon without activating its effects or cooldowns. Or, you can dual wield it with another weapon, granting you an extra 2 actions at the price of all of your attacks suffering a -2 to their accuracy for 3 turns. Turns in which you do not use your 2 extra actions or do not hit someone do not count against the sword's duration, however, and the effects can be paused and resumed at any time. Additionally, while dual wielding this sword it can perform an attack that deals 12% damage and has a 100% chance of mortally wounding the target with a mortal wound threshold of twice the damage it did, capping at 32%. This attack has a one turn cooldown. After the effect runs out, the sword becomes too chipped to be used effectively and must be taken in for repairs inbetween threads.
"This sword doesn't appear to be too durable, but its sharpness has no quarter. The one who gave it to me...why does he know my name? Should I know him from somewhere...? I feel as if I should."
Super Smash Amalgamation:
A legendary artifact of empathy. It takes the form of a bracelet with heart shaped engravings on it that glow in the presence of dear friends. The emphatic powers of this item are great, such that you can attempt to read the hearts of those you care about, a pseudo mind-reading technique that can be used to try and gain insight into someone's feelings. By becoming in tune with someone's heart, you can potentially find the answers to any question related to how someone feels. From how they might feel toward you, to their worst fears, to how they might feel about the state of the Life Sphere. This takes the form of a WIS vs INT roll if they are attempting to hide their feelings from you. Can be used thrice per thread.
Additionally, this functions as an unlimited partner Smash Amalgamation that can be upgraded by sharing an extremely 'intimate moment' with those comfortable enough to do such a thing. In this case, intimate refers to emotions. This is usually the result of character development, and requires a complete comfort and willingness from both partners. A thread demonstrating this level of emotional intimacy can be used to upgrade this item, granting a permanent stat boost while you are in threads with the characters in question, as well as abilities that represent your bonds with them. Likewise, they will receive a stat bonus while in threads with you similar to if they had a matching smash amalgamation. The powers granted by a completed Super Smash Amalgamation are designed to benefit both parties, and you will unlock a new ability for every person bonded with.
Additionally, this functions as an unlimited partner Smash Amalgamation that can be upgraded by sharing an extremely 'intimate moment' with those comfortable enough to do such a thing. In this case, intimate refers to emotions. This is usually the result of character development, and requires a complete comfort and willingness from both partners. A thread demonstrating this level of emotional intimacy can be used to upgrade this item, granting a permanent stat boost while you are in threads with the characters in question, as well as abilities that represent your bonds with them. Likewise, they will receive a stat bonus while in threads with you similar to if they had a matching smash amalgamation. The powers granted by a completed Super Smash Amalgamation are designed to benefit both parties, and you will unlock a new ability for every person bonded with.
"Is...is this proof of my reconnected emotion? I feel a strong force of empathy from this bracelet..."
Instant Bog Mix x1:
This strange bomb-like projectile will create a bog trap wherever it is thrown, causing anyone standing in it to rapidly sink into the ground like quicksand! Throwing the projectile is a dex roll. Enemies hit are afflicted by the disabled status targeting their dexterity while in the bog trap, and must make a roll of 16 dexterity to escape. The bog trap has a circular diameter of about 30 feet and lasts for 4 turns.
Absol Keychain, Meteor Ver.:
This little trinket was made by...Well, who knows who it was made by, but, it sure does give an ominous feeling of distaster! Its almost like its cursed....Naaaah! There are currently 4 variants of the Absol Doll. When waving the keychain in the air, Depending on the variant, some kind of disaster occur;s that aims for the keychain owner, which can be dodged with a roll of 15 or higher. If the holder of the keychain is hit, they take 20% damage. If they dodge, the opponent takes 40% damage. The opponent has the same dodge chance. Some say if you collect them all, something magical happens...
Summons a meteor, that tries to crush the holder in a firey ball, unless dodged.
Summons a meteor, that tries to crush the holder in a firey ball, unless dodged.
Cornucopia x1:
3 food items nestled comfily in a cone shaped basket, a gracidea flower placed atop them.
Reviver Seed x1:
As long as you're holding this item, it's primordial life energy will come to your rescue should you ever find yourself defeated. It is used automatically upon defeat, without any conscious effort required. When used, it restores the user to half health. All active cooldowns and the durations of any statuses which have durations are reduced by 3 turns.
Last Edit:
Nov 25, 2023 23:02:09 GMT -8 by Rina