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- [color=#6633FF][b][u]Affiliation[/u]:[/b] Guardiani Terrene
- [b][u]Name[/u]:[/b] Celina Hereward
- [b][u]Age[/u]:[/b] 16
- [b][u]Gender[/u]:[/b] Female
- [b][u]Appearance[/u]:[/b]
- [spoiler][img]http://fc05.deviantart.net/fs71/f/2012/025/2/f/ice_girl_by_flafly-d4njon9.jpg[/img][/spoiler]
- [b][u]Profession[/u]:[/b] Aquamancer- [i]Lucky enough to have been blessed by the Mother of Earth herself, the one who claims this profession exerts an intense connection with the waters that make up a majority of the planet, masterfully manipulating them through sheer will alone with the greatest accuracy.[/i] (Hydrokinesis I)
- [size=9]Hydrokinesis I: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on Water Cells and move them around as a free action so long as they remain in the same Row or Column and the user is at the maximum distance of 5 Cells away from their initial location. The user may move one cell per turn.[/size]
- [spoiler]Cyromancer- [i]Having accepted further blessings from Mother Nature herself, the one who claims this profession exerts an exemplary master over the waters of the world, going so far as to manipulate their states of matter to suit her needs in her ever-present mission to defend the natural sanctuaries of the earth.[/i] (Resist Water) (Resist Ice) (Weak Fire) (Hydrokinesis II) (Cyrokinesis I)
- [size=9]Hydrokinesis II: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on Water Cells and move them around as a free action so long as they remain in the same Row or Column and the user is at the maximum distance of 6 Cells away from their initial location. The user may move three cells per turn.
- Cyrokinesis I: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn as long as the targeted cell is at most 5 Cells away from their location. The user may only change the state of three cells per turn.[/size]
- Aquatic Guardian- [i]Bearing the title bestowed to her by Mother Nature, the one who claims this profession solemnly vows to spend her physical and spiritual life in utter devotion to the waters of the planet in order to protect them from any and all harm. May the waters flow to her aid and strike true to smite the enemies of nature and bring back the essence of life in this world.[/i] (Null Water) (Resist Ice) (Resist Fire) (Hydrokinesis III) (Cyrokinesis II) (Waking Water)
- [size=9]Hydrokinesis III: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on Water Cells and move them around as a free action so long as they remain in the same Row or Column and the user is at the maximum distance of 6 Cells away from their initial location. The user may move five cells per turn.
- Cyrokinesis II: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn as long as the targeted cell is at most 6 Cells away from their location. The user may only change the state of five cells per turn.
- Waking Water: Provides water with the purest blessings just by presenting herself before it. Instantly purifies all tainted source of water within a two cell radius of the user. If there are 20 or more purified water cells present on the battlefield, the user will maintain Auto-Life status. Should this status activate all purified water in the area reverts to normal water cells.[/size]
- Tiamat's Avatar- [i]In binding her essence with that of the purest waters and the very essence of life, the one who claims this profession becomes a channel for those waters to run ever-flowing and uninterrupted so that they may fill the world with the life it has lost. As every drop purifies this tainted land, so shall the user, enacting Mother Nature's ultimate judgement with the utmost power she has––may the tide rise and never fall.[/i] (Absorb Water) (Null Ice) (Resist Fire) (Hydrokinesis IV) (Cyrokinesis III) (Waking Water)
- [size=9]Hydrokinesis IV: One with the water in every way, the user is able to manipulate its properties to fit her needs. Enables the user to walk on Water Cells and move them around as a free action so long as they remain in the same Row or Column regardless of where the user is located. The user may move five cells per turn.
- Cyrokinesis III: Manipulating the states of water with ease, the user is able to easily change flow of water sources to suit her needs. Enables the user to freeze Water Cells into Ice Cells or melt Ice Cells into Water Cells as a free action once per turn no matter where they are located. The user may only change the state of five cells per turn.
- Waking Water: Provides water with the purest blessings just by presenting herself before it. Instantly purifies all tainted source of water within a two cell radius of the user. If there are 20 or more purified water cells present on the battlefield, the user will maintain Auto-Life status. Should this status activate all purified water in the area reverts to normal water cells.[/size][/spoiler]
- [b][u]Level[/u]:[/b] 1
- [b][u]Exp[/u]:[/b] /
- [b][u]Weapon[/u]:[/b] Aquatic Mastery- [i]Power that bestows the ability to manipulate and control water through sheer will.[/i] (Damage: Int) (Range: 4 Cells) (Water Elemental)
- [b][u]Armor[/u]:[/b] Supple Ribbon- [i]Flowy and simple material that covers the essentials.[/i]
- [b][u]Accessory[/u]:[/b] Water Skin- [i]Relatively small skin that holds just enough water to drink... or use as a weapon.[/i]
- [b][u]A-Ability[/u]:[/b] Aquamancy
- [b]+Water Whip[/b] – [i]The user readies her arms in a defensive formation before swiftly turning full circle and bringing her arms down in a whip like fashion that forces water to stream into a thin rope and snap at the user's target.[/i] 110% Int Damage. High Chance of Critical Hit. Range: 2 Cells. 8 MP. Hydrolysis: 2 Water Cells. Water Elemental.
- [b]+Ebb and Flow[/b] – [i]The user pushes and pulls back her arms in a wave like manner that causes water to collect around the user's target and either pull them closer or push them away from her.[/i] No Damage. Either Pulls Target 2 Cells Closer or Pushes Target 2 Cells Away. Range: 4 Cells. 6 MP. Hydrolysis: 1 Water Cell. Water Elemental.
- [spoiler][b]+Rejuvenate[/b] – [i]The user streams water around her hands and with the finest care presses it to another's wounds to heal major wounds.[/i] 100% Int Healing. Range: Adjacent Cell. 6 MP. Hydrolysis: 2 Water Cells. Water Elemental.
- [b]+Stream Jet[/b] – [i]The user draws forth a large amount of water before throwing the arms forward to send it spiraling at top speeds towards the target.[/i] 120% Int Damage. 50% Chance of Wet. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Aquatic Surge[/b] – [i]The user throws her hands behind her before fluidly pushing them forward causing water to flow in a large wave-like manner toward the target.[/i] 130% Int Damage. Knocks Target Three Cells Back. Range: 3 Cell Line. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Bubble Barrier[/b] – [i]The user thrusts her hands out to the sides of her causing water to meld into a protective bubble around her or an ally.[/i] No Damage. +30% Def and Spr for Three Turns; Dispelled by Lightning-based moves. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]---Frozen Shield[/b] – [i]The user quickly follows through by pulling her hands back to her and breathing out slowly causing the temperature inside the shield to drop significantly to the point that the bubble freezes into a moveable shield.[/i] No Damage. Increases Boost to 45% for Five Turns; Cancels Dispel by Lightning-based moves; Reverts to Bubble Barrier by Fire-based moves. Range: Set. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
- [b]+Scald[/b] – [i]The user draws forth a large amount of water before pressing her hands into it, amplifying the temperatures to the point of boiling before creating a jet of water to fly at the target.[/i] 120% Int Damage. 50% Chance of Burn. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Flowing Spring[/b] – [i]The user rises into the air only slightly, bringing her hands toward the sky, before returning to earth and pressing her hands to the ground. The ground opens up to reveal a fresh spring of water which begins to flow freely, uninterrupted[/i] No Damage. Transforms 6 Cells into Water Cells; 1 Water Cell spawns each turn on the following turn unless the user dismisses this ability; Quick-cast on following turns for ? MP to add an additional Water Cell generation each turn (Max Generation of ? Water Cells a turn). Range: 6 Cells. ? MP. Hydrolysis: N/A Water Cells. Water Elemental.
- [b]---Serpentine Flood[/b] – [i]Manipulating the steady flow of water springing from the earth into the shape of a dragon, the user wildly whips its serpentine form around at breakneck speeds before sending it crashing down into one single target.[/i] 210% Int Damage. Consumes All Water Cells created by Flowing Spring. Minimum of 18 Water Cells created by Flowing Spring to cast. High Chance of Pain. Range: Single Enemy. ? MP. Hydrolysis: ? Water Cells. Water Elemental.[/spoiler]
- [b][u]A-Ability[/u]:[/b] Cyromancy *LOCKED*
- [spoiler][b]+Touch of Frost[/b] – [i]With a single touch the water streaming around the user freezes solid, still mutable to her desires, but now ready to inflict truer pain.[/i] No Damage. The user's Basic Attacks may alternatively be of the Ice Elemental. Damage reduction if this alternate attack is calculated off of the target's Def stat instead of their Spr stat. Lasts for the duration of the battle. Range: Self. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
- [b]+Frozen Spear[/b] – [i]Thrusts the user's arm overhead causing a jet of water to freeze instantly and fly at the target.[/i] 140% Int Damage. Damage reduction is based on the target's Def stat. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
- [b]+Glaciate Entrapment[/b] – [i]Streams a large swell of water around the target before instantly freezing it, and the target, in place.[/i] No Damage. High Chance of Freeze. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
- [b]+Mist[/b] – [i]Releases water from its liquid and solid states allowing it to heat and release a dense steam that lingers around the user and her allies, making their exact location hard to pinpoint.[/i] No Damage. Increases Evasion by 15% for Three Turns. Range: All Allies. ? MP. Hydrolysis: ? Water Cells. Wind Elemental.
- [b]+Cleansing[/b] – [i]Unleashes the true rejuvenating properties of water into a condensed stream which eases wounds and cures maladies.[/i] 130% Int Healing. Cures 1 Negative Status Condition. Range: Adjacent Cell. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Icicle Cannon[/b] – [i]Separates water into several different streams before freezing them and rapidly firing them at the opposition.[/i] 110% Int Damage. 8 Randomized Hits. Damage reduction is based on the target's Def stat. Range: 3 Layers of Surrounding Cells. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
- [b]+Winter's Brutality[/b] – [i]Fires off a heavily sharpened icicle at the target's weak point before utilizing a stream of icy energy to further wrench open the initial wound.[/i] 125% Int Damage. High Chance of Blood Loss. If Blood Loss is successful the target takes 5% Max HP Ice Damage for Three Turns following the initial assault. Damage reduction is based on the target's Def stat. Range: 6 Cells; Linear. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
- [b]+Winterland[/b] – [i]Takes a moment to breathe before suddenly setting the entire battlefield on ice, casting the immediate vicinity into a Winterland of the user's own design.[/i] No Damage. Changes atmosphere to Winterland. All water cells freeze. Range: All. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.
- [b]---Blizzard[/b] – [i]With the ever-present winter surrounding them, the user suddenly draws forth its power and unleashes it in the form of the harshest gales, continuously battering and chilling the opposition until they are forced to submit under her icy wrath.[/i] 240% Int Damage. High Chance of Freeze. Small Chance of Absolute Zero if Frozen. Chance of Stun. Requires Winterland to be in effect. Range: All Enemies. ? MP. Hydrolysis: ? Water Cells. Ice Elemental.[/spoiler]
- [b][u]A-Ability[/u]:[/b] Liquid Salvation *LOCKED*
- [spoiler][b]+Guardian Sign[/b] – [i]Evokes a specialized stream of water in the shape of an enigmatic symbol to bolster one's presence as the Guardian of All Water.[/i] No Damage. Reduces damage taken by 45% for Three Turns. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Aquatic Blade[/b] – [i]Melds water into the shape of a sword before taking it in hand in order to lay waste to the opposition on more personal terms.[/i] No Damage. Increases Critical Hit Rate and Critical Hit Damage by 20% for Five Turns. User's Basic Attack range is reduced to Adjacent Cell. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Surging Tide[/b] – [i]Utilizes a swell of water to surge forth in order to quickly close the gap between the user and the opposition.[/i] No Damage. User moves to target cell. User may link a Basic Attack combo for ?% increase to MP Cost or ? extra Water Cells. Range: Self. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Trident Slash[/b] – [i]Manipulates water into a brilliant trident in all of its glory before launching it into an all out assault against the target.[/i] 120% Int Damage. 4 Hits. Chance of Addle. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Alleviate[/b] – [i]Streams highly purified water around the target's wounds in order to cleanse them and alleviate any and all pain, going so far as to leave remnants of the healing waters behind to ensure total recovery.[/i] 150% Int Healing. Bestows Regen. Range: 4 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.
- [b]+Purification[/b] – [i]Presses one's hand to the water before her and purifies it instantly before wrapping it into a tight embrace around the target, its amplified properties protecting them from further harm.[/i] No Damage. Bestows Immunity for Five Turns. Range: 3 Cells. ? MP. Hydrolysis: ? Water Cells. Water Elemental.[/spoiler]
- [b][u]A-Ability[/u]:[/b] Birth of the Sea *LOCKED*
- [b][u]R-Ability[/u]:[/b]
- [spoiler][b]+Aquatic Blessing I[/b] – [i]Whilst wading in water the user gains the blessings of Mother Nature. The user gains an 15% boost to her Def and Spr whenever the user is occupying a Water Cell.[/i]
- [b]+Aquatic Blessing II[/b] – [i]Whilst wading in water the user draws upon Mother Nature's direct power. The user gains a 15% boost to her Def and Spr as well as a 5% HP and MP Regen as long as she occupies a Water Cell.[/i][/spoiler]
- [b][u]S-Ability[/u]:[/b]
- [b]+Hydrolysis I[/b] – [i]The user attunes her own energy to water so that, in times of need, water can lend itself to her own energy supplies. Enables the user to utilize Water Cells instead of MP to execute attacks with each ability having its own Water Cell Cost.[/i]
- [spoiler][b]+Hydrolysis II[/b] – [i]The user attunes her own energy to water so that, in times of need, water can lend itself to her own energy supplies and, in the most extreme cases, become touched by Mother Nature herself. Enables the user to utilize Water Cells instead of MP to execute attacks with each ability having its own Water Cell Cost; by extension, the user can expend ? extra Water Cells to ignore positive Water/Ice/Air affinities.[/i][/spoiler]
- [b][u]D-Ability[/u]:[/b]
- [b]+Aquatic Manipulation[/b] – [i]For those who possess the ability to manipulate water it is said they may have the ability to force their will over the world. It is a rare and horrible technique possessed by only those who are to be legendary masters of the control they have been given. Forbidden by moral values it is used under only two circumstances: Corruption or Defense. To bend the will of another person against them through the very water in their veins is an act that the victim will never fully recover from.[/i] 200% Pierce Int Damage. Stuns Target. Range: 6 Cells. 0 MP. Water Elemental.
- [b][u]Stats[/u]:[/b]
- [b]HP:[/b] 15
- [b]MP:[/b] 25
- [b]DD:[/b] 0/10
- [b]Atk:[/b] 1 (+0 from Aquatic Mastery)
- [b]Def:[/b] 2 (+0 from Supple Ribbon)
- [b]Int:[/b] 4 (+1 from Aquatic Mastery) (+1 from Water Skin)
- [b]Spr:[/b] 3 (+1 from Supple Ribbon)
- [b]Evade:[/b] 1%
- [b]Move:[/b] 2 Cells (+0 from Aquamancer Profession)
- [b][u]Skill Points[/u]:[/b] 0[/color]
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