|· New User? Click Here! · Portal||Help Search Members Calendar|
|Welcome Guest ( Log In | Register )||Resend Validation Email|
|Welcome to Final Fantasia. We hope you enjoy your visit.|
You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.
Join our community!
If you're already a member please log in to your account to access all of our features:
Posted: Nov 11 2008, 01:01 AM
Member No.: 177
Joined: 4-April 05
Garyuu Fangloup - Graffiti Raver
A master of the art of the Graffiti Knight, Fangloup decides its hightime he took it to a whole new level. Aside from modded badges and ultra-rare ones used in his flashy battles, dances, paintings and songs, he decides to incorporate other people whom he declares as a partner and with synchronizing with them, create greater emotions and improve performances.
(In battles, a Sync bar will be below his HP to denote his sync with a designated partner if there is one present. It will slowly increase as battle progresses and depending on their relation it may be slower/faster.)
"You're my partner. I'd never let you down."
Equipment: Stylish clothes, Badges
A-Ability: Raving Art: Allows for abilities to be used continously in a chain in increasing rank from I -> II -> III. Rank IV badges are standalone use badges. 6 Badges from the list are chosen from the start of the battle, not including S-Ability badges where only 1 can be chosen.
-Yoshimitsu (I) - Perform four consecutive slashes with a sword formed of positive energy.
-Shiro (III) - Dash at the enemy at blinding speed and thrust with a lance of positive vibes, knocking them far back.
-Kusanagi (II) - Skyrocket upwards with a rising fist of pure positive energy, knocking the target into the air and leaving them open for a finisher.
-Ohabari (III) - Teleport high into the air and strike downwards with a lance of positive energy.
-Mitama (IV) - Continously slash around the self, pulling in enemies with a vortex saber then repels them all back.
-Ice Risers (II) - Create three consecutive ice stalagmites formed of negative energy in a row, striking the foe thrice.
-Angel Magnum (I) - Fire a stream of holy shots formed of negative energy, hitting the single foe multiple times.
-Innocence Beam (II) - Fire spreading magical negative energy shots at enemies, hitting multiple foes.
-Sweet Talk Tether (III) - Summon chains which impede and entangle the enemy momentarily and pierces their armor, weakening their defense and causes damage.
-Meteor Spike (III) - Rain boulders upon enemies, doing earth damage.
-Creepy Barrier (IV) - Form a barrier around Fangloup and his partner, allowing them to absorb attacks occasionally and grants them a Regen and thorns effect.
-Healing Whale (IV) - A wonder-drink recovers 50% of Fangloup and his partner's health. Usable max of 3 times.
-Squirrel Leisure (IV) - A high-vitamin drink recovers 25% of Fangloup and his partner's health and recovers all status abnormalities. Usable max of 3 times.
-Velocity Crash (IV) - Dash at very high speeds and knock away all foes in his path. Also useful for escapes.
-Blue Blood Burns Blue (IV) - Creates trails of blue flame freely, which drain life of the targets and transfers it to Fangloup.
-Lightning Rook (III) - Fire a Thunder ray from the palms, striking and piercing any enemies in its path.
-Queen's Knight (II) - Toss objects around with psycho-energy.
R-Ability: Partner's Strife - Fangloup refuses to let his partner fall, and thus he guards his partner's life with his own by transferring his life every time the partner is struck when he/she is mortally wounded. This ability prevents partner from dying by leaving his/her HP at 0%, but all damage to partner at that point goes to Fangloup. If Fangloup falls, both fall. This causes the two partners' sync to skyrocket.
S-Ability: Passive Badge: Use one of the following at the start of battle.
-Archangel - Automatically revives Fangloup and their partner with 25% HP if they both fall.
-Blink Step - Fangloup will move via teleportation around battlefield.
-Love Charge - Adds 15% extra healing power to Fangloup's recovery badges.
-Rapier Glance - Reduces the attack of all foes by 25%.
-Guardian Angel - Automatically uses a healing badge whenever Fangloup's and his partner's HP average falls below 50% without using a turn.
-Fusion - Improves Fangloup's damage the more in synch he is with his partner.
C-Ability: The World Ends With You - When Fangloup feels that he and his partner are in full synch (100%) then he can unleash this technique. The forms it takes varies depending on his partner. It's main function, however, remains. It ensures he and his partner's survival by granting them a turns' worth of invulnerability and slight health recovery. (Other extra effects will be chosen by partner - as long as its not overpowered)
Posted: Nov 11 2008, 01:02 AM
Member No.: 177
Joined: 4-April 05
Ace's Joker - Cochran "Kevin" Kline
Skilled in many talents, Cochran decided to specialize in one particular art after a journey with his friends. He now seeks treasure -- and his knives will guarantee that.
"That treasure is mine, kupo!"
Equipment: Daggers, Light armor
A-Ability: Scythe Dagger: Allows capability of chaining two offensive skills together and the magical duplication of a held dagger for throwing.
-Dagger Toss: Throw two daggers at the enemy.
-Double Dagger Toss: Throw two daggers at the enemy, twice.
-Moonlight Cut: Perform a crescent shaped cut and throw a blade through its silhouette.
-Fang Rush: Run straight at the enemy with knife in hand.
-Fang Assault: A myriad of slashes run through the foe, ending with an uppercut.
-Black Ace: Throw magical knives that pierce through enemies in a wide arc.
-Red Joker: Knives ascend from around the user, damaging all enemies around it.
-Thunderous Queen: Toss a knife in the sky and it falls down with a bolt of lightning, dealing lightning damage and stunning the enemy.
-Frozen King: Throw several knives on the floor in an X pattern that causes ice to jut out and explode, doing ice damage over an area and can slow enemies.
-Holy Jack: Enemies in front are greeted with a slash that knocks them into the air and are followed by a rush of holy daggers and have a chance of silence.
-Flying Sickle: Knives fly around the whole arena, damaging all enemies for low damage.
-Knife Barrier: Form a shield made of duplicated knives, increasing defense while damaging enemies who attack the caster for very low damage.
-Flock-On!: Form wings made of knives allowing temporary and limited flight for 3 turns. Enough damage or silence will destroy the wings.
-Recover-Toss: Recover from a fall and toss three knives at an opponent. Can't be linked to other offensive moves.
-Knife Shell: Halve damage of next magical spell to attack the caster.
R-Ability: Shrug-Off: Become immune to addling, disable, slow and immobilize but become more prone to other status effects except death and doom.
S-Ability: Blood-Letting: Occasionally toss an extra knife in any moves or normal attacks.
C-Ability: Nocturnal Predator: The opponent is treated to a series of ten slashes then followed by a flaming hard slash downwards which creates a portal where knives fly out, dealing very high amounts of damage. Usable at critical HP and every five turns.
Posted: Jan 15 2009, 07:05 AM
Member No.: 177
Joined: 4-April 05
Cliff Matthiews - Soulreaver
Advancing the Blue Magic ability within him has granted Cliff a far greater potential to be a master swordsman and blue mage. His fighting style which he now calls Soulreaver delves deeper into mimicry and swordsmanship into unknown lengths, incorporating the powerful sword arts into his spells and beastly skill into his blade.
(In battles, Cliff will have an SP bar below his HP. It begins at 50%, and decreases as he uses more magical skills, and increases with usage of physical skills. The behaviour of some of his spells differ with the current level of SP Cliff has.)
"My soul is a bit hungry...eheheh, better feed it!"
Equipment: Dual Wield Swords, Light armor
A-Ability: Soulreaver Arts
-Demon Fist - An ever popular move, sends a shockwave towards the enemy for low damage.
Above 50% SP causes Demon Fist to drain HP.
Below 50% SP causes Demon Fist to be used thrice in a row.
-Swift Blade - Cliff slashes to his left, then his right, the downward, hitting his enemy thrice, dealing up to 3 times normal attack damage.
The closer to 100% SP increases critical rate of each swing.
The closer to 0% SP increases accuracy of each swing.
-Terror Touch - Cliff deftly strikes an enemy with his sword, lowering the enemy's attack by 25% in the process for 5 turns.
If his SP is an even number, then the reduction of attack is greater, becoming 35%.
If his SP is an odd number, then the duration increases to 10 turns.
-Ice Break - Spiraling ice appears by the feet of Cliff's enemies, immobilizing them and dealing moderate ice damage over an area.
If his SP is closer to 100%, immobilizing chance increases.
If his SP is closer to 0%, ice damage increases.
-Frightful Roar - Cliff roars with the ferocity of a beast, creating a magical effect of reducing nearby enemies' defense and evasion by 25% for 5 turns.
If his SP is an even number, the status reduction increases to 35%.
If his SP is an odd number, then the duration increases to 10 turns.
-Frenetic Rip - Cliff gains the speed of a demon, rushing to his enemy an initiating a flurry of fast thrusts and slashes for moderate damage and regains SP faster than other moves.
If his SP is above 50%, then Cliff will follow with a power swing upwards with his forehand, which has a massive impact on his enemy, knocking them back and stunning them for a turn for moderate damage.
If his SP is below 50%, then Cliff will leap back and lunge at the enemy at high speed, dealing extra armor-ignoring moderate damage.
-Swallow Flight - Cliff rushes at his enemy and performs kicks and twists in mid-air for below moderate damage but high accuracy.
If his SP is above 50%, then Cliff will continue with more kicks and include slashes as well for extra below moderate damage.
If his SP is below 50%, then Cliff will launch his foe into the air with a slash upwards, and perform a powerful thunder and holy thrust at his enemy.
-Heat Wave - Cliff creates a large explosion of flame on his enemies over a small radius, for moderate fire damage.
If his SP is closer to 100%, then the damage of the spell increases.
If his SP is closer to 0%, then the accuracy of the spell increases.
-Blitzstrahl - Cliff summons lightning to erupt at a single enemy, causing high lightning damage.
If his SP is an even number, then the spell will stun the enemy for a turn.
If his SP is an odd number, then the spell may cause confusion for 3 turns.
-Light Burst - Cliff calls several orbs of light from the skies to fly to the enemy and explode, doing low light damage per orb.
If his SP is above 50%, then there will be more orbs.
If his SP is below 50%, then the orbs have a chance to blind enemies.
-Black Wind - Summoning the dark air around him, Cliff recovers his own HP.
If his SP is above 50%, then Cliff recovers more HP.
If his SP is below 50%, then Cliff restores poison, blind, slow, confuse and paralysis.
-Azure Lore - Cliff can copy and store up to 3 moves used by his allies or enemies. Certain skills cannot be copied.
R-Ability: Radiant Beast: If Cliff receives more than 20% damage in a turn, then he unleashes a bright explosion around him, dealing small light damage and causing 1-turn blindness to enemies nearby.
S-Ability: Plasma Charge: Cliff retains a passive aura where he and his allies will experience stronger thunder and holy spells, and higher chances to land thunder and holy element debuffs on their enemies.
C-Ability: Oblivion:: Usable only when Cliff's SP is 100%, 50% or 0%, Cliff traps his enemies in a vortex, binds them, and draws a cross shaped glyph on the floor, commencing an explosion of holy light. Deals very high holy damage and drains half damage dealt. Usable only once in battle.
Posted: Jan 19 2009, 06:08 AM
Member No.: 177
Joined: 4-April 05
Seth'eus -- Runic Magus
The power hungry Seth'eus developed this magic caster style in allusion to the Berserkers who gave up defense for the sake of incredible strength. Seth'eus too, developed this skill to convert his resistance to magic to a force of pure spell power. This colossal style revolves around many of his tools of trade - White Magic, Black Magic, Scholar Arts, Illusion Magic, Alchemy and Sagacity are all present, even with a small hint of necromancy.
"O admonishing rune...arise in the name of the Magus!"
(In battle, Seth will begin with 5 Runic Charges. Usage of most abilities from A-Ability Archaic Tome will require one or more charges. He regains one charge every turn. He can continue to act until he uses up all his charges or until he makes a total of 3 actions. Certain spells will grant him Runic Caliber. Up to five Runic Caliber can be stacked at a time. These are used for certain spells.)
Equipment: Robes, Tomes, Hats
A-Ability: Archaic Tome
-Stratagem Tome: Kilmaform: Converts a Runic Charge into two Runic Caliber.
-Stratagem Tome: Addendum: Black: Grants access to all black magic spells for one spell. Uses two Runic Charges.
-Stratagem Tome: Addendum: White: Grants access to all white magic spells for one spell. Uses two runic charges.
-Stratagem Tome: Diffusion: Increases the range of the next spell by 1 level for every Runic Charge spent. (Single -> Area (small) - Area (wide) - All) Accuracy decreases when increased to All, but two Runic Caliber can be spent to normalize it.
-Stratagem Tome: Convergence: Adds a Geomancy effect to the next spell cast. Uses three Runic Charges.
-Stratagem Tome: Enchainment: If a Runic Caliber is earned with the cast of the next spell, the Caliber earned is doubled. Requires one Runic Charge.
-Stratagem Tome: Dark Tome: Enhances spell accuracy and damage of Earth, Dark, Ice and Thunder element spells. Requires one Runic Charge and one Runic Caliber.
-Stratagem Tome: Light Tome: Enhances spell accuracy and damage of Fire, Light, Wind and Water element spells. Requires one Runic Charge and one Runic Caliber.
-Stratagem Tome: Assimilation: Converts all Runic Calibers to Runic Charges.
-Runic Tome: Thunder Blade: Summon a large thunder blade to strike at an enemy for moderate magical thunder damage. Requires two Runic Charges and earns one Runic Caliber if it hits.
-Runic Tome: Spark Wave: Numbing thunder erupts at an enemy's location, causing disable or stun with a 60% chance for one Runic Charge, and 90% for adding a Runic Caliber. Lasts 4 turns for disable, 2 for stun. Earns a Runic Caliber if it hits if one wasn't used.
-Runic Tome: Gravity Well: The target becomes heavy and will experience difficulty moving, causing immobilize or slow with a 60% chance for one Runic Charge and 90% for adding a Runic Caliber. Lasts 4 turns. Earns a Runic Caliber if it hits if one wasn't used.
-Runic Tome: Arctic Nightingale: A large icicle forms above the target and falls upon the enemy. Deals moderate ice damage, requires two Runic Charges and earns a Runic Caliber.
-Runic Tome: Frozen Troubadour: Tainted snow falls on the target, causing silence and/or poison with a 60% chance for one Runic Charge and 90% for adding a Runic Caliber. Lasts 5 turns, earns a Runic Caliber if hit if one wasn't used.
-Runic Tome: Blessed Radiance: Light explodes on the enemy's location, dealing moderate holy damage. Requires two Runic Charge and earns a Runic Caliber.
-Runic Tome: Blighted Gloom: Darkness consumes the enemy, dealing moderate dark damage. Requires two Runic Charge and earns a Runic Caliber.
-Runic Tome: Bloody Howling: A pillar of dark energy violently erupts beneath the enemy, dealing high dark damage. Requires two Runic Charges and a Runic Caliber.
-Runic Tome: Negative Gate: Opens the gates of darkness and calls spirits to curse the target, causing zombie and doom with a 40% chance for two Runic Charges and two Runic Caliber, and 80% for three Runic Charges and four Runic Caliber. Cannot increase effect to All.
-Runic Tome: Mystic Cage: Summons all the forces in the area to collide at a single point, and causes large initial pressure and leads to a large explosion of forces. Causes very high non-elemental damage to an enemy. Requires 2 Runic Charges and Three Runic Caliber. Cannot increase effect to All.
R-Ability: Rune Guard: Seth'eus will gain Astra when struck.
S-Ability: Adsorb Rune: Seth will regain 5% for every Runic Charge he obtains in excess, and 10% for every Runic Caliber he earns in excess.
C-Ability: Magus Immortal: Seth will gain, for that turn, 10 Runic Charges for use. Assimilation will be disabled during that turn. Must be used during start of turn. Requires 5 Runic Caliber. Usable only once for a battle.
Posted: Mar 3 2009, 02:14 AM
Member No.: 177
Joined: 4-April 05
Rainwhisker - Dancing Fencer
This mist-infused, energetic assassin doesn't appear much but a whirl of blades as he heads into battle, with, surprisingly. a two-handed blade and flailing arm movements mimicking an old battle-dancing technique known as the Kreigstanz. Most of Rainwhisker's fighting skills are made up of several other fighting styles, but they share the same characteristic trait of letting blood bleed and still be charismatic while doing it. No one else can fight one on one like he can.
(Rainwhisker's Samba moves are stances, such as Drain Samba. These last until he changes stances. Changing stances don't consume a turn.)
"Thank you for coming to our show tonight...care to guess who our special guest is? It's...it's...TWISTER!!!!"
Equipment: Great Swords, Great Katana, light armor, cloth armor, hats.
-Drain Samba: Adds a drain effect to the fight and flourish commands, draining half the damage's worth of HP, capping at 10%.
-Aspir Samba: Adds an Aspir effect to the fight and flourish commands, absorb half the damage's worth of MP.
-Saber Samba: Attack twice in a row with the fight command.
-Formless Samba: Attacks will become magical in property.
-Fan Samba: Halves all physical damage taken but renders Flourishes unusable.
-Haste Samba: Allows for higher Speed and immunity against slow and immobilize effects.
-Swallow Flourish: Based on the first style of Tachi's Enpi, Rainwhisker slashes the enemy in front of him diagonally, then follows with a thrust, dealing two-hit damage.
-Devil Flourish: Based on the fourth style of Tachi's Kagero, Rainwhisker leaps at an enemy and strikes the ground, causing flame to burst out violently, dealing fire-elemental damage.
-Thunder-Claw Flourish: Based on the Ogi Shusoraizan, Rainwhisker does a rising slash and summons lightning to strike the enemy, then slashes downwards. Deals thunder-based damage.
-Beast Flourish: Based on the Ogi Shishisenko, Rainwhisker stores energy and smacks the enemy with the blunt end of his weapon with chi energy, knocking them back and possibly stunning them with heavy damage.
-Flash Flourish: Based on the fighting move Flash Kick, Rainwhisker does two quick slashes then a flash kick for light but accurate damage with a chance to confuse.
-Null Flourish: Based on the spell Dispel, Rainwhisker deftly does a vertical slash to dispel an enchantment on the enemy, removing 1 positive buff while dealing light damage.
-Dragon Flourish: Based on the Ogi Shoryuurengazan, Rainwhisker twirls his sword in the air after an downward slash then does a back spin and kicks the enemy twice and catches his sword, and repeats the process three more times. This attack does up to 12 hits but it is quite inaccurate. Each hit is for quite a small amount of damage but does add up. Rainwhisker can only use this move every other turn or else he risks getting confused.
R-Ability: No Foot Rise: Rainwhisker becomes immune to addling, movement or disabling impairing effects that come from his current target, but becomes more prone from those from others.
S-Ability: Closed Position: Rainwhisker has an accuracy and evasion bonus for enemies he's currently targeting, but has reduced evasion against others.
C-Ability: Final Flourish: Based on the Hi-Ogi Soryuu Metsugazan and the Eigth Style of Tachi's Gekko, Rainwhisker does a lightning fast strike from his blade and launches himself into the air to do a downward strike to eliminate the enemy. This move deals moderate damage and an additional effect depending on which Samba is active.
-Drain: Absorbs damage dealt.
-Aspir: Deals MP damage as well as HP damage.
-Saber: The attack ignores the opponent's DEF entirely.
-Formless: The final blow causes a magical eruption which spreads damage over an area.
-Fan: Damage will depend on Rainwhisker's current DEF, buffs included.
-Haste: Damage will depend on Rainwhisker's current SPD, buffs included.
Final Flourish is only usable at critical HP and every other turn.