# Kuda's Fox Den

Discussion in 'Character Database' started by Keileon, Jan 9, 2017.

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1. Previous Iteration >>
Names below are clickable

● 001 Jason Shaver
● 002 Mimring Thunderscale
● 003 Starlight Thunderscale
● 004 Careodry
● 005 Keileon
● 006 Rykon Fulva
● 007 Skyking Súndávr
● 008 Tobias Shaver
● 009 Raiereí
● 010 Zephyrus
● 011 Daivam Sasvata
● 012 Jaguar Version 21
● 013 Seraph Version 9
● 014 Tascera Szaufer
● 015 Aravera Calpurnia and The Soulseeker
● 016 Arynea Skycrown
● 017 Nathair Kigyo
● 018 Strytor Verano
● 019 Feravel Blazewing
● 020 Daniel Kuvalon
● 021 Decarabia
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[b]Alternate Names:[/b]

[b]Gender:
Species:[/b]

[b]Roleplay Type:
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Battle Theme:[/b]

[b]Used In:
Universe:
Wiki Article:[/b]

[b]Image Gallery[/b]
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[b]Profiles[/b]
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#1
Last edited: Feb 5, 2017

2. Alternate Names: Kuda, Shiveztel Shaiveér, Rider

Gender: Male
Species: Shapeshifter; Darkwing Firedrake + demigod

Roleplay Type: Fic, Freeform, Chatplay, Statform
Hex: #000080
Battle Theme:

Used In: Cult of Ustream, Euthoran Song, Shiveztel, Fate/Lunaterra, misc
Universe: Manaverse
Wiki Article:
-- Jason: >>
-- Shiveztel: >>

Image Gallery

Profiles

Name: Jason Shaver
Gender: Male
Age: 19
Level: 1
Next Level: 0/12
Appearance:

Profession: Shapeshifter [Form Skills I] [Basic Attack: Physical]
*Form Skills I: Jason has different animal forms with certain subskills specific to each. These subskills can only be used in their respective forms. Jason uses Upgrade Points rather than Skill Points to unlock new subskills for each form, at a rate of 4 UP per subskill. Jason can revert to his default Human Form via Special Command. When Jason enters combat, he may do so in any form that costs under 10 MP.
Job Promotion: Shapeshifter -> Dráki-tiir -> ??? -> Thread of Life - Fate

Weapon: Makeshift Bow [+1 Atk / 3 Cells] [Basic Attack: Physical / 80% (Human Form only)] (A simple wooden bow made from a cut branch. It isn't expert handiwork, but it does the job.)
Armor: Clothing [+1 Spr] (One could even call these "normal clothes", except we have no idea where they go when Jason changes forms.)
Accessory: Dragonbone Flute [+5 MP] (A delicately-carved flute made from the tip of a dragon's wingbone. It plays a sweet but melancholy tune.)

A-Ability: Shape of Beast

+ Sulsian Wolf Form: A thick-furred black wolf, two faintly glowing green eyes glaring at the opposition with a cold indifference. [Chance of Wound (Mod. -1) on BA / BA Range: Adjacent / Atk: x1.25 / Def: x0.85 / Int: x0.5 / Spr: x0.75 / Movement: 3 Cells] 4 MP.
-- Howl: The user throws back his head to cry a song to the sky, sending chills down the opposition's spine and boosting the user's morale. The user's Basic Attacks have a 10% increase to Critical for 3 turns. Range: Self. Element: Neutral. 3 MP.
-- Topple: The user lunges forward with his forelegs, aiming to catch the enemy's legs and knock them off-balance. 100% Atk damage, chance of Immobilize (Mod. +1). Range: 2 cells. Element: Neutral. 9 MP.
-- Aspect of the Pack: The very nature of the wolf is that of solidarity- the strength of the wolf is the pack. Because of this, the wolf's very presence seems to cause a similar reaction in his allies. Increases Dominant Offensive Stat by 20% and decreases Damage Input by 10% for 3 turns. Range: All allies. Element: Neutral. 28 MP.

+ Nienearclian Cobra Form: A long, sleek, black-scaled cobra, with bright silver markings on the inside of its hood. [Chance of Poison (Mod. -1) on BA / Atk: x1.1 / Def: x0.75 / Int: x0.5 / Spr: x0.75 / Critical: +2% / Movement: 2 Cells] 2 MP.
-- Lunge: The user throws his entire body forward in a lunging strike at the enemy, sinking his fangs into a soft spot. 120% Atk damage; target's Def is decreased by 5% during Damage Calculation only. User is moved to a cell adjacent to the target. Range: 2 cells. Element: Neutral. 8 MP.
-- Venom Spray: The user rears his head back and sprays a mist of venom from his forefangs. The mist irritates the eyes and lingers in the air for a moment before dispersing. Chance of Blind. Units still in the targeted area on the following turn take chance of Poison. Range: Cone (1-3). Element: Neutral. 11 MP.

R-Ability: Drákinokai: When the user becomes Critical, he automatically changes into his Darkwing Firedrake form, detailed below. The User stays in this form for 3 turns or until he uses another Form Skill to change into another form. This R-Ability can activate multiple times in a single battle as long as the user is healed to the point of not being Critical before this R-Ability would be triggered again, but once activated it goes on Cooldown for 3 turns.. This R-Ability triggers Shikaveztavel.
S-Ability: Shikaveztavel: The user regains 10% of his max HP whenever he changes form. If this activates multiple times in one turn, each consecutive activation is halved in effectiveness.
B-Ability: Asyentine: The user may use a Form Skill once per Turn as a Free Command, and reduces the MP Cost of Form Skills by 50%. Duration: 3 Turns. Maximum Reductions: 4. 1 Use Counter.

E-Trigger: Burst Mode ~ The Void's Edge: Induces the user's Darkwing Firedrake form; the user cannot leave this form for the duration of this E-Trigger, but initial transformation activates Shikaveztavel at double effectiveness. When this E-Trigger is activated, the user gains a Barrier equal to 30% his Maximum HP which has an All-Purpose Defensive Stat of 60% Spr. When the Barrier is destroyed, it shatters for damage equal to [Int. Stat + Spillover Damage]. Spillover Damage to the user is applied as normal. If the Barrier is not destroyed before this E-Trigger's duration ends, it instead detonates for damage equal to [Int. Stat + Current Barrier Strength]. In either case, it is treated as Magical Bypass Dark damage, to a radius of 2 cells. Burst Mode wears off when the Barrier is destroyed, or otherwise after 3 turns. 5 X-Levels.
X-Ability: [REDACTED]:

+ Darkwing Firedrake Form: A massive black and silver dragon, intimidating with its huge wings and barbed tail. [Basic Attack can be either Physical or Magical / BA Range: Adjacent / Atk: x1.3 / Def: x1.2 / Int: x1.1 Atk / Spr: x1.2 / Movement: 4 Cells]
-- Selti Khazutámi: The user strikes with a powerful snap of his jaws, rending flesh in such a way that may cause severe bleeding- and, strangely, an apparent leak of energy. 120% Atk damage, chance of Blood Loss (Mod. -1). Chance of depleting 1 X-Level. Range: Adjacent. Element: Neutral. 18 MP.
-- Shimi'miça: The user releases a ghostly blue plume of flame from his jaws, that seems to eat away at more than just the physical body. 120% Int damage, high chance of Burn. If Burn succeeds, half of the damage taken via Burn is also taken as MP damage. Range: Linear 3 cells. Element: Fire. 13 MP.

~ Stats ~

HP: 25
MP: 15 (+5 Dragonbone Flute)
Atk: 4 (+1 Makeshift Bow)
Def: 3
Int: 2
Spr: 2 (+1 Clothing)
Evasion: 4%
Critical: 3%
Movement: 2 (+1 Shapeshifter Job)
X-Gauge: {/////}{/////}{/////}

Skill Points: 0

Job 2 Innate accessory

Accessory: Shiveztel Pendant [???] (An orate silver pentagram pendant that seems to resonate with the soul of its owner. Drakine letters are engraved on the back.)

Fourth A-Ability:

+ Phantom Image - Photon Dragon: The user calls for the aid of an ally from across timelines. An orb of light and plasma manifests nearby, taking a vaguely wyrm-like shape that radiates the smell of ozone and crackle of electricity. The wyrm begins to zip along erratically, leaving a trail of lightning in its wake. Photon Dragon starts in a cell adjacent to the user. Between phases, Photon Dragon moves to a random cell within 6 cells of its current position, regardless of obstacles in the way. The shortest path between these two positions become Galvanic cells. Photon Dragon dematerializes after traversing a total of 12 cells. Range: Special. Element: Lightning. ? MP.
{ } --- Galvanic Cell

-- Units occupying this cell or an adjacent Water Cell take 5% max HP damage each turn, Lightning element.
-- Effect is conducted by Water Cells.

+ Phantom Image - Illusion Walker:

Name: Jason Shaver (Shiveztel Shaiveér)
Hex Color: #000080
Gender: Male
Age: 19
Race: Euthoran Dragon-Shapeshifter hybrid (Darkwing Firedrake (Vulcus Vulcus Obscurus) and Euthoran Shapeshifter (Fera Mutat Speciem))
Height: Six feet (as a human); 35 feet long, 70-foot wingspan; 8 feet tall at shoulder (as a dragon)
Weight: 157 lbs as a human
Appearance: As a human, Jason is somewhat lanky, with a pale complexion on a somewhat wiry frame. His jet-black hair is thick, coarse, untidy, and of medium length, but doesn't get in the way of his sharp emerald-green eyes. His irises are faintly luminous in the dark, and are slightly reflective like a cat's. They carry an animalistic, almost feral light to them, as if just behind his human appearance is a predatory beast waiting to pounce. Jason is inexpressive with his eyes; they always seem to hold a cold neutrality- the neutrality of a wild animal that doesn't care if you live or die.

Jason wears light-material clothing so as to not inhibit movement. This usually consists of a somewhat loose black or dull, dark blue short-sleeved t-shirt and faded black jeans. His clothing is fairly plain, the only markings being thin navy blue rims at his collar and the ends of his sleeves. He wears black shoes with blue strips atop them; these shoes are sturdy and built to withstand strenuous activities such as hiking, running, and climbing.

On his back a quiver is strapped, along with his signature weapon- a composite, recurve longbow. An intricate pentagram pendant hangs from his neck on a black cord. (see Equipment).

As a dragon, Jason is built typically for a young Darkwing Firedrake- more slender than an aged adult, but with noticeable bulk at the shoulders and hind legs. He measures slightly over 35 feet long with a massive and broad 70-foot wingspan. His heavily muscled shoulders lend to powerful wing muscles; while he is not as fast as other, lighter Firedrakes in the air, he can typically stay airborne longer and fly more easily through harsh weather. Jason has an elongated, slightly low-slung build, allowing for a good measure of stealth at night on uneven terrain. Most of his body length is his tail, which is held as a counterweight to keep him balanced when moving silently.

Covered in metallic black scales (which can appear to be blue depending on the lighting), Jason has several silver markings, most notable on the outer edges of his wings. These wing markings are jagged and help break up his outline under moonlight. He has an arrow-like marking around his left eye; his eyes are a sharp emerald green, faintly luminous, and contain vertical, sightly rounded pupils. The ventral sides of his wings are a solid silver, matching the leathery scutes on his neck and abdomen, as well as the silver dorsal membrane that runs all the way from the base of his skull to halfway down his tail. This membrane is light, reflective, and the center of Jason's body language, its movements noticeable at the slightest twitch according to Jason's emotions.

Jason has an eight-point crown (three points on each eye ridge and two on the central crest) and four gently curving, tusk-like horns which frame his skull. His crown and horns are dense and solid, meant to defend against attacks to the head, even from other dragons. Like all Firedrakes, he has a hooked snout and spiked nostrils, tetradactylous limbs, and two leathery rings around his tail. Additionally, he has a barbed spike at the end of his tail, used primarily for clubbing, though the four back-facing tips of the spike are sharp, serrated, and capable of dealing heavy shredding damage.

-- Main Image: [Click] (depicts feathered fletching, ignore it. see below.)
-- Alternate: [Click]
-- Dragon Form: [Click]

Personality: Jason is overall cool and aloof to anyone who is not Mimring. Generally preferring to be alone, he opts out of conversation and interaction whenever possible, finding a quiet place to rest or an excuse to simply leave. He may almost seem unapproachable, though is rarely hostile without cause. Rather, he keeps a flat neutrality to strangers, becoming unfriendly only once they annoy him and immediately becoming wary and combative upon any signs of threat or hostility.

Conversely, to Mimring, Jason is good-natured and amicable. Though he still prefers not to converse, he enjoys the dragon's company and if stressed will stay at the dragon's side. Despite a serious, almost reticent, personality, the dragon has always been good at getting a grin or a laugh out of his master. The two fight alongside each other as brothers, putting their lives on the line for one another without any hesitation.

In general, Jason has a serious and neutral personality, but can easily become stressed. He can be highly impulsive and reckless, taking risky maneuvers in combat if he thinks it could benefit him. On the other hand, a stressed Jason can be a dangerous one, for he is both a dragon and a wild, predatory animal at heart, and instinct and impulse will often combine to cause him to lash out, even at those who aren't strictly his enemies.

He is relentless and gives no quarter in combat. Though initially wary at the start of an encounter, when he feels he has a firm grasp of how his opponent works he adjusts his battle plan accordingly. Jason prefers to maintain a healthy distance from the enemy, but will not hesitate in getting into close range if he feels he must.
Backstory: Plucked from one world and dropped unceremoniously into another, with only his steadfast draconic companion by his side, Jason finds his past infuriatingly foggy. If he truly focuses, brief and vague but almost contradictory images flash by like half-formed, or half-erased, memories.

He remembers wars, dragonfire and the roars of vicious beasts above him, seeking to kill all in their sight. He remembers running through old streets, thieving with his childhood friends- remembers his guardian dying in front of him while his brother holds him back from throwing himself at the murderers. Stopping a war, killing a loved one, ascending to a peak he never knew he could reach before orchestrating the destruction of his own world--

-- he remembers running away in fear of persecution for his abilities, finding a dragon among mountain crags and ridges, taking control of it before it can kill him. A flash of brassy copper, a glimpse of gray, of dark blue, of a sickly green. Becoming a leader, heartache as friends die, the loss of his own sanity and stability. A crack of lightning, a glimpse into a fiery abyss, he distinctly remembers his own death and yet he is still alive.

And yet amidst these very human memories he remembers not living as a human at all, but a dragon. Torn from his home at a young age, imprisoned by heavy chains and dark walls, a soft blue glow mocking him in his weakness. He remembers defying destiny itself, tearing himself from his prison. A dangerous alliance. He kills his king just to take his place, instilling the old new world order with a mighty roar.

Or does he? These memories are faint but vivid, real but vague. A dozen conflicting memories flood his mind, each vying for an equally prominent place, insisting their verity. There is a faint recollection of a ship, a water-user, a monster he can't describe; another of a demon-woman brutally killing him. Yet here he stands, after multiple memories of his own death, as if they'd never happened in the first place.

He does not dwell on it. His memories may be vague but he knows how to fight, and he knows how to survive. He knows who he is, but not who he was, and cannot make sense of who he could be. He would try to find his way home, if he only knew which of these foreign chains of memories was his home. Maybe all of them are. Maybe none. Maybe this is his new home now. And maybe it doesn't matter. With these alien ideas pushed aside, he stands astride his best friend, his spiritual brother, and seeks to make sense of his new conditions, and at the same time, can't help but prepare to once again fight for his life.

"Torn between the life we led and where we now stand... which one is true?"

Major Abilities:
+ Shapeshifting:
Jason's primary combat ability is to alter his DNA at the genetic level in order to take the form of nearly any animal. In all forms, he has black hair, fur, feathers, or scales with luminous green eyes. Several forms, most notably wolf and dragon, have light silver accent markings. This occurs even if this particular color scheme is not possible in nature. Jason prefers predatory animals as forms, particularly those that are quick and agile, but depending on the situation and the opponent he may opt for something else. Jason's shapeshifting is almost entirely on the physical genetic level, onset by Adrenaline-like chemicals within his body to alter his DNA. His DNA itself is structured in a unique triple helix shape.
-- Darkwing Firedrake Form: Though Jason typically uses his human form for non-combat purposes, his natural, true form is a massive black-and-silver dragon. While in this form, Jason has access to all of a dragon's brute strength, sharper daylight vision, and fire-breathing abilities. Of note, his fire burns a blue-white color and is hotter than average dragonfire, with the temperature being comparable to that of an oxyacetylene torch (that is to say, around 3000 °C at the core of the flame, its temperature dropping to roughly half at the outermost edges). In flight, Jason is not particularly fast compared to Mimring, but makes up for it in endurance and sheer power. He has a bite strength of roughly 3500 psi.
-- New Hide: Due to the nature of shapeshifting- in particular often growing a completely new skin when he transforms- superficial injuries may be healed upon shift. Shallow cuts, scrapes, and bruises will be healed entirely, deeper wounds such as stabs and bad chemical burns may only heal as far as the hypodermis in order to stem bleeding and contact pain, and serious injuries such as broken bones may only partially heal. Depending on the wound's severity, repeated shifting will often result in scarring.
-- Form Hybridization:Jason is capable of only partially shifting from one form into another, allowing him to combine the traits of two or more animal forms into one. Though this is often used to give his human form claws or flightless animals wings, he can also control his size to an extent. This generally depends on the size disparity between two forms- he can, for example, be a wolf the size of a bear, but not a rat of equal size. In general, size control will only completely work if the larger of the two forms is no more than three or four times the size of the smaller. Additionally, traits that are not purely anatomical can be hybridized as well, augmenting his senses even further or allowing his non-dragon forms limited access to his fire.
-- Collateral Knowledge: Being that Jason regularly transitions in and out of various animal forms, he has acquired extensive knowledge of anatomy, biology, and aerodynamics as they apply to any of his forms- for example, he knows exactly where to strike the average human to deal maximum damage, the most lethal methods of killing at his disposal, and how an animal's shape and weight affect its ability to fly.
+ Dracomancy: Jason has a psychic and spiritual affinity with dragons. While this has applications in hypnosis-like "mind" control, Jason is less skilled in this aspect of it and thus cannot reliably use it in combat. Instead, his most prominent use of the ability is the powerful bond he shares with Mimring. This bond is rooted in both mind and soul, and the two act as a single unit in combat despite being two separate beings. This allows them open telepathic communication between each other only, allowing for not only words and conversation to pass between them, but also vague ideas, images, and emotions as well.
-- Shared Information: Due to the telepathic nature of their link, Mimring and Jason can easily perceive the world through both their own senses and each others'. While the most commonly used senses are vision and hearing, it applies to all of them except tactile senses such as pain, pressure, and temperature, which can be communicated if need be rather than felt. This can be actively "turned off" if the need arises, but is passively active by default. While Jason relies heavily on survival instinct in combat, much of this instinct is in reality input from Mimring conveying information to him and causing an instinct-like reaction. The nature of this shared information with Mimring is such that Jason is used to mental strain from sensory overloads, and thus has developed a resistance to mind-altering effects and mental manipulation or control. He passes this resistance along to Mimring.
-- Spiritual Conduit: Mimring and Jason are so intrinsically linked that they each have developed a version of each others' primary powers (see Spirit Link abilities in both profiles).
-- Shared Life Energy: The spiritual nature of their bond is such that the very essence of life flows easily from dragon to master. While killing one will not instantly cause the other to die, Mimring and Jason can share their life force with one another to augment healing, restore stamina, and revitalize the recipient. This has multiple applications, such as staving off the effects of pain, poisons, and severe blood loss for long enough that they can secure victory in battle. It is not infallible, however, and while it can greatly mitigate weakness induced from these sorts of effects it cannot completely prevent death in the most severe of cases. Because of the nature of his link with Mimring, Jason has the natural lifespan of a dragon, and those does not visibly age beyond his prime (late 20's) when under the influence of any sort of temporal acceleration effects.
+ Spirit Link - Electroimpery: As part of the Spiritual Conduit of Jason's Dracomancy, he has developed the ability to use Mimring's Electroimpery as if it was his own. As Jason is less skilled in this ability than Mimring, he primarily uses it to attack with lightning and similar electrical discharge-based assaults. Though his targeted range (aiming specifically for one target) is similar to that of Mimring's, it becomes less accurate both with more targets and with longer distance.
-- Magnetism: Like Mimring, Jason is able to use his control over electricity to change the magnetic charge, as well as its ability to hold said charge, of nearby objects. It can also be user to change an object's ability to react to the charges of other objects (allowing paramagnetic and diamagnetic objects to be affected more strongly). The effect is strongest upon contact, but usable within a moderate distance of about ten meters, with this range more than tripled with metallic objects. That being said, the effect weakens somewhat with both distance and weight- for example, he would be able to cause a small metal disk (of a pound in weight) thirty meters away to fly to his hand, but no matter how close he is he will not be able to draw a cargo ship to himself. As a rule of thumb, the lighter object will be pulled to the heavier, or if the two objects are relatively similar in weight, he may be able to pull a heavier object partway towards the lighter. This ability is limited primarily by the weight of the target object; at medium range, he can usually move or sometimes even lift objects up to 10 tons.
-- Electroreception and Magnetoreception: (These abilities are identical to Mimring's version of them in terms of both potency and function; see his profile for details)
Minor Abilities:
+ Heat Resistance:
Draconic blood flows through his veins, a species that not only tolerates but thrives in the heat of volcanic regions. As a human (as well as any other non-dragon forms), Jason is able to withstand heat roughly equal to that of the core of a typical wood fire. As a dragon, he takes no ill effects from temperatures matching the heat of his own flames.
+ Augmented Senses: Euthoran Shapeshifters have perhaps the most unparalleled senses of any creatures native to their world. The most prominent of these senses are vision and hearing- both are extremely acute, and the reflective and faintly luminous nature of their eyes allow them clear and sharp low-light vision. Jason can hear and see more than twice as well as a normal animal of whatever form he has taken (with feline-like night vision in all forms), while his sense of smell is roughly equal to that of a wolf's in all forms that do not normally reach this acuity of smell.
+ Heightened Reflexes/Survival Instinct: Because of his nature as a wild, predatory creature, Jason has an inherent survival instinct and feline-like reflexes that see much use in combat. While he does make use of having a functional second set of eyes in Mimring to stay aware of his surroundings, he is naturally inclined to "tune in" to what's going on around him to mitigate unpleasant surprises. In the midst of battle there is often little time for thought- there is only time for action and reaction. Thus, when he registers hostile action- be it executed or preparatory- Jason will instinctively react to evade, block, or intercept it. This helps him react more quickly and reflexively overall, even if the human part of his brain doesn't immediately register what is about to happen.

Equipment:
-- "Flaming Burst" Composite Longbow:
A beautifully, ornately carved composite recurve longbow made from dragonbone. It is ivory-colored with thin, golden inlays that make fire-like patterns and grooves along the weapon. Because of the nature of dragon bones as needing to be dense enough to support their weight yet light enough to fly, the bow is supple and light but solid and difficult to break. However, because the bone needed to be carved and then thinned to be the correct size for a human to wield, it yields to the user drawing the bowstring back to shoot. Its bowstring is tough animal sinew, likely also from a dragon.

Its arrows are long, thin, and mostly black, though the fletching is striped with bright red. Both the shaft and the arrowhead are made from titanium aluminide, with aluminum fletching. The arrowhead is a contracting stem point, with serrated obsidian edging for its sharpness. The fletching is a low-profile, shield-cut, helical fletch to maximize stability and speed and to minimize noise and drag. As a whole, the arrows are lightweight and very stable in the air, with accuracy depending primarily on the shooter rather than wind conditions and weight of the arrow.

The bow is enchanted with an effect that only becomes apparent when it is used to shoot an arrow (any arrow can be used, but Jason prefers his own). Upon impact with any solid surface when the arrow is shot with the bow, it will ignite from the arrowhead and release a localized but violent explosion of flame. Both the heat of the fire and the force of the explosion can be lethal to humans and most large animals without natural armor. The arrow will still ignite if it sticks into the target, rather than just bouncing off or being deflected. The arrow remains intact from the force of its own explosion and may be reused if retrieved, but will only have the combustion effect if shot specifically from Jason's bow. Immediately after use, the metal of the arrow still carries the heat and is at a temperature of approximately 200 °C, and gradually cools down over the next few minutes. It is also this temperature in flight, before impact. It may faintly glow red during this period due to the heat of the metal. If a wooden arrow is shot instead of a metal one, it will catch fire during the combustion process and disintegrate after impact.

The arrows and bow both respond to psychic command for the "activation" of their effects, meaning Jason can either delay the explosion or prevent it altogether if needed. By default, however, the arrows will ignite instantly upon impact.
-- Pentagram Pendant: A black leather cord around Jason's neck holds an intricate pendant. This pentagram, made from silver, has a brass attachment set on the front, holding a smooth, circular sapphire. The sapphire seems to flicker in warm light, as if there is fire trapped within it, and also glows in response to Jason's mood, casting a bright blue light in combat when Jason is angry.

The pendant is finely attuned to Jason's soul and contains a nonessential fragment of it. It thus acts as a defensive measure, reacting violently when anyone that Jason's soul does not "recognize" touches it or Jason himself. As such, when Jason is physically touched by anyone else other than Mimring, the pendant will react by sending a pulse of energy outward from Jason's body, resulting in an attack not dissimilar to a potent electrical shock, but is not electrical in nature. This is intensified when the pendant itself is touched, and can cause severe burns or even death on prolonged contact. This energy has no effect whatsoever on Jason and Mimring and is conducted by moderately short (arm's length) tools and weapons.

#2
Last edited: Apr 27, 2017

3. Alternate Names: Memiring Atirifámi

Gender: Male
Species: Plated Firedrake + Stormcloud Firedrake

Roleplay Type: Fic, Freeform, Chatplay, Statform
Hex: #CD7F32
Battle Theme: Primal Dialga Remix [PokeRemixStudio] >>>

Used In: Cult of Ustream, Euthoran Song, Fate/Lunaterra, misc
Universe: Manaverse
Wiki Article: >>

Image Gallery

Profiles

Name: Memiring Atirifámi (Mimring Thunderscale)
Gender: Male
Age: Undefined
Level: 15
Next Level: --
Appearance:

Profession:
-- Alignment: Fire
-- Disposition: Aggressive
Weapon:
Armor:
Accessory:

A-Ability:

+ Name:

+ Name:

A-Ability:

+ Name:

+ Name:

R-Ability: Name:
S-Abilities:
-- Name:
-- Name:
Temper Traits:
-- Low Temper:
-- High Temper:

Burst Mode: Rising Storm
A sharp, echoing roar... or is it the crack of lightning? There is no longer any difference.
-- Burst Meter: [//////////]

-- For the duration of Burst Mode, the user's Int is doubled for Lightning-elemental damage instances only. The user emits an electric aura that causes enemy units within three cells of the user to take 50% Int Lightning damage per turn with no Evasion or Critical check. Units damaged by the electric aura gain Vulnerable Lightning for three turns (stacking refreshes duration).
+ Burst Skills:
-- Light Form "Plasma Dragon": A crackling mass of electricity in a vaguely wyrm-like structure is what remains of the dragon, streaking across the battlefield in what seems to be the blink of an eye and leaving a residual trail of plasma before reforming into his brass-scaled form. The user coalesces briefly into pure electricity, granting him the burst of speed needed to zip across the battlefield to where he needs to be. The user travels instantly to any occupiable cell as long as he has line of sight not obscured by cells with Block Property. Small or metal obstacles are passed through as if the cell is empty. The user leaves behind a trail of Galvanic Cells (detailed below) in a straight line between his original position and destination. 2 Burst Levels.

{ } --- Galvanic Cell
-- Units occupying this cell or an adjacent Water Cell take 5% max HP damage each turn, Lightning element.
-- Effect is conducted by Water Cells.

-- Fierce Storm "Voltage Cross":
-- :
-- :

~ Stats ~

HP:
MP:
Atk:
Def:
Int:
Spr:
Evasion:
Critical:
Movement:
Temper: {
//////////}

Skill Points: 14 (+4)
-- Burst Points: 0

+ Fire
-- Tier 1
---- +1 Atk and Int

Name: Mimring Thunderscale (Memiring Atirifámi; Radiant Scales of Lightning)
Hex Color: #CD7F32
Gender: Male
Age: Undefined
Race: Euthoran Dragon (hybrid of Plated Firedrake (Vulcus Vulcus Loricatus) and Stormcloud Firedrake (Vulcus Vulcus Fulminifer))
Height: 50 feet long; 90 foot wingspan; 10 feet tall at shoulder
Weight: Do you want to calculate the weight of a 50-foot dragon?
Appearance: Mimring has brilliantly metallic golden copper scales with darker copper plates along his neck, back, tail, wings, and limbs (the armored plates on his spine and wing fingers carry dark reddish bands across the middle). Two swept-back golden horns decorate his crested head, which sports a beak-like snout. Just below his horns are two colorful lime-green fans with bright red splotches, which flare open as a warning when Mimring is angry. His eyes are sharp and almost the exact same shade of green as Jason's, and his underbelly and wing membranes are a light golden bronze. His front legs are armed with a long, vaguely lightning-shaped blade at the joints, and three ivory talons with an additional dewclaw. His back legs are very similar, but sport no blade. Mimring is long, lean, and fairly lightweight for his size, with most of his length being his tail.

Along his back grow ten darker copper plates, which end just before the first of the two rings on his tail, the tip of which is armed with a wicked, though chipped, blade. This blade is silver-black and very light, though sturdy and difficult to break. On his wing arms are five short plates each- two before the elbow and three after. His four wing fingers also carry longer plates (about the length of those on his back); four on the leading edges, and three on each of the two remaining fingers. His front legs have three short plates (two before the elbow and one after) whereas his hind legs have five (two before each joint and one on the digitigrade foot). Those pointing to his joints are duller at their tips, to avoid stabbing himself by accident. His scales (and by extension his armored plates) have resistance, strength, and properties comparable to grade 6 Titanium alloy. Mimring's claws are semi-retractable and the dewclaw on his forelegs is opposable.

Mimring has two very small chin spikes made from bone, and his nostril ridges are spiked. On either side of his swept-back crest, spiked eye ridges protrude slightly from his head, shielding his eyes from both the sun and attacks from above. The spikes on these ridges have dark tips similar to the bands on his plates, while the ridges themselves and the bridge of his snout are a brighter shade of red. These crests and eye ridges, along with his horns, are known as the "crown" of a dragon's skull and are made from dense bone and metal, and are meant to defend against attacks from above, from other dragons. The plates on his underbelly are leathery and slightly flexible, as are the rings on his tail. Mimring's tail-tip is forked due to a slight genetic mutation in the egg; the non-bladed fork is undecorated, flexible, and fully functional, though seems to contain partially undeveloped nerves, as it can be slashed at with little pain.

-- Main Image: [Click]
-- Photon Dragon: [Click] (this is an approximation and a screenshot from Skyrim. Photon Dragon resembles one of these, but made from lightning rather than fire.)

Personality: In general, Mimring is calm and cool-headed, neutral to those that have neither earned his trust nor his enmity. He does not trust easily, and even individuals he has known for a long while may be regarded with neutrality, or at worst, suspicion. Mimring is careful by nature and constantly vigilant, analyzing the situation around him in order to best deal with it. The dragon mildly dislikes direct conflict, but will engage in it without hesitation if he feels that he must.

Mimring can be described, especially by his enemies, as aggressive and controlling. Proud as any dragon, he is fiercely defensive of his territory and will frequently drive away intruders if he feels that they pose even the slightest threat to his own status quo. Particularly aggressive around other dragons, Mimring can be incredibly high-strung around other members of his species and is ferocious and vengeful to his enemies. Mimring has a spiteful and vindictive side, and holds a grudge for potentially years.

On the other hand, to those who have earned Mimring's friendship, the dragon is caring and loyal. Mimring acts as a guardian and voice of reason to Jason Shaver, having essentially raised him. Other dragons connected with Jason are also subject to Mimring's softer and more friendly side. By instinct, Mimring is highly protective of those he cares about, and will put his life on the line to defend them. On the rare occasions where he and Jason fundamentally disagree, Mimring will place his full trust in Jason's judgement, and would gladly follow Jason into Hell and back even if his master is following a path the dragon does not agree with.
Backstory: Fleeting memories and images similar to Jason's flit by in Mimring's mind, some in line with Jason's, some having nothing to do with him, and some in direct contradiction. He feels reasonably certain that his "true" memories are ones which include the two of them together, but of those he is not certain which. He cares even less about these conflicting and confusing memories than Jason does, however- all he cares about is that his master is safe, alive, and content.

In almost all of his memories, he sees blue and silver brothers, nest-mates that live under watchful eyes of a blue and a white in an isolated cave high in cold mountains. He feels certain that he frequently fought over the nest with his silver sibling, and that at some point his blue sibling was killed in the scuffles. He remembers chasing the silver completely out from his cave, and then not seeing hide or tail of him for years.

His memories from here are fuzzy. One part of him tells him that Jason found him accompanied by a dull gray dragon, and that was when he became Jason's steadfast partner. Another tells him that he joined a dragon-human war, and was forced to work alongside his silver brother, and Jason found him then. These two different memories correlate with Jason's own, so they have reason to believe one of these is true.

But it is neither here nor there, and in the end it does not matter, as neither can figure out how to get "home" in the first place. For now, each must make the best of their current situation. This strange world, alien to both, may as well be their new home now.

"Right or wrong, I will follow you to the ends of the earth."

Major Abilities:
+ Spectrum Firebreath:
Mimring has the odd ability to breathe his dragonfire in various colors, with each color corresponding to a different effect. Most of these flames have similar physical properties unless noted otherwise. His default is the typical orange-yellow of normal flames, and has only a slightly higher temperature than an average brush fire. His blue flames "burn" at roughly -40 °C; aside from the freezing-cold temperature, this color spreads and otherwise acts like any normal fire. White flames burn at a temperature that is not hot enough to damage and instead feels pleasantly warm; these have the property of healing surface wounds up to and including shallow muscle severing. It relieves pain and stops bleeding, but must make contact with wounds to heal them and thus cannot normally heal broken bones. It cannot restore lost limbs. Green flames have the property of stripping away protections such as forcefields, auras, and other non-physical or energy-based defensive measures which would block an assault (on prolonged contact only); it burns at a temperature comparable to normal fire, but the longer it hits a barrier or aura the weaker or thinner the protection seems to become until it fades or breaks completely, usually after no more than about six seconds total. Lastly, cyan flames cannot be smothered by water or dirt as with a normal fire, and will continue burning even in these conditions.
-- Spectrum Aura: In addition to breathing fire, Mimring can apply the effects of his different fire colors as short-range auras (extending a few feet outward from him in all directions) that then simulate the fire's effects to either himself and Jason (for beneficial effects) or enemies that get too close (for harmful effects). His auras may be intensified to create an extreme of the effect- for example, setting himself ablaze with an orange aura or coating himself with a green aura and ramming into a barrier to break it.
+ Electroimpery: Generation and manipulation of electricity; Mimring has all but mastered his ability to control electricity and effects stemming from it. Aside from techniques detailed below, his most common tactics are to use electricity to directly attack his opponent, primarily with bolts and discharges of electricity comparable to the power and potency of a lightning bolt. Less common but just as useful is him actively converting the electricity into a crackling aura similar to his Spectrum Auras. While it does not have the raw lethal power of his more direct attacks, it can still stun an opponent who has come too close to him and very easily kill after extended contact.
-- Magnetism: Mimring is able to use his control over electricity to change the magnetic charge, as well as its ability to hold said charge, of nearby objects. It can also be user to change an object's ability to react to the charges of other objects (allowing paramagnetic and diamagnetic objects to be affected more strongly). The effect is strongest upon contact, but usable within a moderate distance of twenty meters, with the range approximately tripled for metallic objects. That being said, the effect weakens somewhat with both distance and weight- for example, he would be able to cause a small metal disk (of a pound in weight) fifty meters away to fly to him, but no matter how close he is he will not be able to draw a cargo ship to himself. As a rule of thumb, the lighter object will be pulled to the heavier, or if the two objects are relatively similar in weight, he may be able to pull a heavier object partway towards the lighter. Because of his greater size and overall mastery of the ability, Mimring has a much larger weight threshold than Jason, even in his Darkwing Firedrake form. This ability is limited primarily by the weight of the target object; at medium range, he can usually move or sometimes even lift objects up to 15 tons.
-- Photon Dragon: Should he need the speed or mobility, Mimring can coalesce his mass into mostly energy, giving him the appearance of being a highly draconic isolated bolt of lightning. His speed is drastically increased and far outpaces that of most creatures and projectile weapons such as bullets. In this state he is able to zip around the battlefield and through the air, leaving a trail of electricity in his wake and a constant crackling hum around him. He is able to pass through mundane water and metal as if it isn't there and without ill effect, and emits a bright light that is uncomfortable- but not quite blinding- to directly look at. He is mostly physically intangible (weapons and physical attacks will phase through him and often harm the attacker), but can still be damaged by other energy-based assaults. As Mimring is made primarily of electricity in this state, physical contact with him is akin to an electrical shock and will damage the attacker.
---- Burning Sky Conflux: In his Photon Dragon state, Mimring has coalesced most of his mass into pure electrical energy. As such, while in this state, he is able to discharge this energy out from him in an electrical storm-like effect. When he does this, he splits himself into multiple different arcs of electricity to attack vaguely random areas of the battlefield (he can generally aim towards a specific area, but cannot strike with precision). After this technique is finished he rematerializes in his Photon Dragon state exactly where he had been before. He cannot make any action or keep track of the battlefield until he has rematerialized, and is only capable of registering information that Jason directly communicates to him. Mimring is able to delay his reformation if needed, following Jason's command to stay dormant or to return to physicality. Between the end of the attack and his reformation, Mimring exists as a faint, atmospheric buzz of electricity in the general area that has no harmful effect by itself.
-- Radioluminescence: Mimring can emit strong but ultimately harmless radiation in a pulse which can either be a narrow, directed shot towards a target or a faint, relatively short-range (a few feet outwards from him) wave with him at the epicenter. In both cases, the radiation travels about as fast as his electricity, and carries a soft white light to it. Targets and objects of interest hit by this radiation suffer no ill effects and emit light and a weak electrical charge for several minutes (affected targets must be acknowledged by and known to Mimring). This radiation does not spread and only affects what it directly hits.
-- Electroreception: Like animals such as sharks, Mimring has the ability to inherently sense electrical currents and impulses. While he can use this to detect phenomena such as electromagnetic radiation and thunderheads, he primarily uses it in combat to detect enemies and their movements even if he cannot expressly see them. He uses this ability to both keep a metaphorical eye on Jason and his surroundings, and to stay focused on what an enemy may be doing.
-- Magnetoreception: Similarly to his electroreception, Mimring can detect magnetic fields, even ones which are not his own. Like many animals such as birds, the primary function of this extra sense is to keep himself oriented in both position and location. He is also able to detect the magnetic charge, and the strength of that charge, of objects so that he does not have to waste time changing the charge of a potential object of interest himself. Objects made from ferromagnetic or anti-ferromagnetic materials can also be detected.
+ Spirit Link - Shapeshifting: Obtained from his powerful spiritual bond with Jason, Mimring is able to change his shape, but this ability works in a very different fashion from his master's. The dragon is able to mold his form into that of armor or weapons- in fact, usually starting a battle with Jason clad in brassy-copper armor with the same strength and resistance as his dragon's scales- and typically takes the form of a one-handed sword or a bow when used as a weapon. Because of his electroreception, magnetoreception, and shared information with Jason, Mimring is perfectly aware of their surroundings when he is in these forms despite not having any physical method of observing his environment.
-- Spectrum Aura (Weapons and Armor): Even when in the form of weapons or armor, Mimring is able to emit an aura corresponding to various fire colors. The color of the aura often depends on what form he has taken and what the aura's intended purpose is- for example, if he is a sword with a blue aura, he may be intending to freeze the opponent, and if he is armor, he may just be chilling the air around Jason as a defense. Uniquely, when taking the form of a bow, the aura is instead applied to the arrows. Of note, his orange aura will trigger the ignition of Jason's arrows despite him not being the enchanted bow.
Minor Abilities:
+ Heat Resistance:
Like Jason, Mimring has a high tolerance and resistance to heat, able to withstand similar temperatures as his master's Darkwing Firedrake form, and potentially even higher. He feels no ill effects from his hotter auras, from incoming electricity, or from Jason's flames.
+ Augmented Vision: Mimring's eyes have very dense retinas, allowing him excellent visual clarity even from long distances and small details. His vision during the day exceeds that of birds of prey (and can see the ground perfectly clearly even when flying among the clouds), and his night vision is clearer than that of most diurnal birds. Mimring's eyes automatically develop a sort of protective film when exposed to water, which rapidly dries when he surfaces. This allows him to see clearly under water without having to blink excessively when drying. The clarity of his vision in general allows him to spot and register minute movements, high-speed motion, and slight visible changes around him.

#3
Last edited: Apr 27, 2017

4. Alternate Names: Irienereí Atirifámi, Starly

Gender: Male
Species: Plated Firedrake + Stormcloud Firedrake

Roleplay Type: Fic, Freeform, Chatplay
Hex: #C4C4C4
Battle Theme: Thunderstorm [Peter Crowley] >>>

Used In: Cult of Ustream, Euthoran Song
Universe: Manaverse
Wiki Article: >>

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N/A

#4

5. Alternate Names: Shikavel, Shikelvel, Ceriodry

Gender: Male
Species: Voidwalker

Roleplay Type: Fic, Freeform, Statform, Chatplay
Hex: #012D6B
Battle Theme: Yume no Owari (Unite ver.) [Fate/Stay Night Realta Nua] >>>

Used In: Cult of Ustream, Euthoran Song, Shiveztel
Universe: Manaverse
Wiki Article: >>

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[REDACTED]

#5

6. Alternate Names: Keil

Gender: Female
Species: Terran Nogitsune

Roleplay Type: Fic, Freeform
Hex: #798394
Battle Theme:

Used In: Field Fox
Universe: Manaverse
Wiki Article:

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N/A

#6

7. Alternate Names: Cross

Gender: Male
Species: Red Fox (Cross Fox)

Roleplay Type: Fic
Hex: #A30808
Battle Theme:

Used In: Field Fox
Universe: Manaverse
Wiki Article:

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N/A

#7

8. Alternate Names:

Gender: Male
Species: Stormcloud Firedrake

Roleplay Type: Fic, Freeform, Statform
Hex: #262C4C
Battle Theme: Children of the Sun [Thomas Bergersen] >>>

Used In: Cult of Ustream, Euthoran Song, Shiveztel
Universe: Manaverse
Wiki Article: >>

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N/A

#8

9. Alternate Names: Toby

Gender: Male
Species: Shapeshifter + Darkwing Firedrake + Human

Roleplay Type: Fic, Freeform, Chatplay
Hex: #0A0A57
Battle Theme:

Used In: Cult of Ustream: Noncanon Gen 2, Euthoran Song
Universe: Manaverse
Wiki Article: >>

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N/A

#9
Last edited: Feb 5, 2017

10. Alternate Names: Rai,Darkstar

Gender: Male
Species: Phasma

Roleplay Type: Fic, Freeform, Chatplay
Hex: #5B9BC7
Battle Theme:

Used In: Cult of Ustream: Noncanon Gen 2, Euthoran Song
Universe: Manaverse
Wiki Article:

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N/A

#10

11. Alternate Names: Zephyr, Zeph, Zephy

Gender: Male

Roleplay Type: Chtplay
Hex: #191970
Battle Theme:

Used In: Cult of Ustream
Universe: Manaverse
Wiki Article:

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N/A

#11

12. Alternate Names: Eternity, Eternity Project Zero

Gender: Male
Species: Modified Human

Roleplay Type: Statform
Hex: #38CEA0
Battle Theme:

Used In: Oblivion Phantasy: Forsaken Malign
Universe: Manaverse
Wiki Article:

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Name: Eternity Project Zero (Daivam Sasvata)
Gender: Male
Age: 16
Level: 1
Next Level: 0/12
Appearance:

Profession: Symbiote (Experimented on against his will, the one who claims this profession has had his body all but taken over by a morph of Mana that keeps him alive- at all costs.) [Eterna Mask] [Life Prolonging Treatment I] [Basic Attack: Magical]
*Eterna Mask: One of the few "gifts" he'd ever recieved from GARNET, this half-mask is supposed to make it easier for Daivam to exercise control over Viral Energy. Surprisingly, it still retains its use after his "escape". Uses a modified variant of Mana called Viral Energy. The user regenerates VE at a rate of 3% per turn, but is unable to use Special Command: Cycle Mana.
*Life Prolonging Treatment I: When the user is KO'd, he regains 10% max HP per turn until he has at least 1 HP. This Innate activates after a 1-turn delay. If the rest of the party is KO'd before the user is revived, this Innate does not prevent losing the battle.
Job Promotion: Symbiote - Unwilling Immortal - Virulent Host - ?

Weapon: Metal Fragment (A scrap of shrapnel that Daivam picked up as he was running away from the ruins of the destroyed facility he had been contained in. At first he used it to supplement his weak physical strength, he has since been able to channel enough Viral Energy into it to transform it into a weapon he's more adept at using.) [+1 Int]
Armor: Duality Coat (Daivam's entire outfit fits the color scheme set by this high-necked coat- darker on his left side than his right.) [+1 Def]
Accessory: Dark Glove: A lone, black glove placed on his left hand. It doesn't really do anything, but affords Daivam a better grip on his weapon, at least. [+5 VE]

A-Ability: Symbiotic Takeover

+ Pain Share: Shoots a blade of Viral Energy into the target; while not doing direct damage, it attunes to the user's remaining energy, dealing damage to the inflicted as the user takes it. Chance of Reciprocation. Range: 3 cells. Element: Neutral. 14 VE.

+ Viral Cross: Pierces own body with two tangible blades of Viral Energy, only to send them hurtling at the enemy in an X formation to attempt to deal as much harm as possible. 90% Int damage to self; 130% Int damage to target. High chance of Wound. Range: Self and 3 cells. Element: Neutral. 10 VE.

R-Ability: Harm Absorption: User regains 15% max VE whenever he receives damage from an effect rather than an attack.
S-Ability: Conditioned Apathy: Instances of Reciprocation inflicted by the User do the following, replacing the Status's default effect: [Marks both the Target and the User as being in Reciprocation. Both the Target and the User take Total Damage that the other takes as Status Damage; the Target takes 50%, while the User takes 25%. This does not apply to Damage from any Status Infliction, including Reciprocation itself.] The User gains Mod. +1 to all Chances of Reciprocation.
B-Ability: N/A

E-Trigger: :
X-Ability: Fatal Defiance: A shattering noise as blue-green shards scatter everywhere; in the center of it all, pierced through with his own attack, Daivam kneels in pain. Determined golden eyes observe the opposition struck with the shards, before the symbiote goes straight to work at repairing its host's body. 200% piercing Int damage. High chance of Blood Loss. Daivam's HP is reduced to 1 and he cannot act next turn. For three turns, Daivam regains HP at 10% per turn between phases. Range: All enemies. Element: Neutral. 10 X-Levels.

~ Stats ~

HP: 20
VE: 20 (Dark Glove +5)
Atk: 2
Def: 2 (Duality Coat +1)
Int: 4 (Metal Fragment +1)
Spr: 3
Evasion: 4%
Critical: 3%
Movement: 2 (Symbiote Job +1)

Skill Points: 0

#12
Last edited: Feb 13, 2017

13. Alternate Names: Jaggy

Gender: Male
Species: Diclonius

Roleplay Type: Freeform, Chatplay
Hex: #340703
Battle Theme:

Used In: Cult of Ustream, Euthoran Song, GARNET thing?
Universe: Manaverse
Wiki Article:

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N/A

#13

14. Alternate Names:

Gender: Female
Species: Diclonius

Roleplay Type: ???
Hex: #2F3944
Battle Theme:

Used In: GARNET thing idk?
Universe: Manaverse
Wiki Article:

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N/A

#14

15. Alternate Names: Tasc, Ten

Gender: Female
Species: Ereva

Roleplay Type: Freeform, Chatplay, Statform?
Hex: #A81B1B
Battle Theme:

Used In:
Universe: Manaverse
Wiki Article:

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Name: Tascera "Ten" Szaufer
Gender: Female
Age: 19
Level: 15
Next Level: 0/54
Appearance:

Profession: Technopath (01010100 01101000 01100101 0100000 01101111 01101110 01100101 0100000 01110111 01101000 01101111 0100000 01100011 01101100 01100001 01101001 01101101 01110011 0100000 01110100 01101000 01101001 01110011 0100000 01010000 01110010 01101111 01100110 01100101 01110011 01110011 01101001 01101111 01101110 0100000 01101001 01110011 0100000 01100001 0100000 01010100 01100101 01100011 01101000 01101110 01101111 01110000 01100001 01110100 01101000 0101110) [ENG] [Conversion Factor] [Multi-Core Processor]
*Conversion Factor: Effects on MP affect ENG.
*Multi-Core Processor: The user's natural ENG regeneration is boosted by 10%.
Job Promotion: Erevan Techhnician - Technopath - ? - ?

Weapon: Burst Rifle [+6 Atk / +3 Int] [3 cells - adjacent cells] [Rounds: 5] [+10% Critical]
Armor: Wired Leather [+4 Def / +4 Spr] [+3% Evasion] [+20 ENG]
Accessory: Raze Gauntlet [Enable Swipe] [+3 Atk] [+5% Critical]
-- Swipe: Slashes clawed hand across the target's vital area. 100% Atk damage. +15% Critical for this attack only. High chance of Wound. Range: Adjacent cell. Element: Neutral. 0 ENG.

A-Ability: Mechanical Mastery

+ Nanomech Heal: Sends nanobots at the target to stitch together minor wounds. 100% Atk healing. Range: Self or 3 cells. Element: Neutral. 10 ENG.

+ Spybot: Sends a spybot at the target to determine its vulnerable points. Determines Weaknesses/Resistances of one target and raises Crit Rate and Damage Output by 10% when attacking that target only. Useable once per target. Range: 3 cells/self. Element: Neutral. 18 ENG.

+ Wired Fortification: Scatters microbots to the target, which then nestle under the target's armor in order to spread out a wire system and fortify the target's defenses. Increases Def and Spr by 30%, nonstackable; this increase degenerates by 10% whenever the target is hit with a Basic Attack or Ability and sustains damage. Range: Self or 3 cells. Element: Neutral. 24 22 ENG.

+ Forcefield: Uses a miniature forcefield generator to create a barrier around the target, shielding them from physical or magical damage depending on the target's needs. Bestows Protect OR Shell and cannot be used on the same target until the status wears off. Range: Self or 3 cells. Element: Neutral. 21 ENG.

+ Stimulation: Uses nanobots to "hack" the user's nervous system, increasing capability to react, dodge, and move, while at the same time enhancing the user's strength. Bestows Haste. Increases Evasion by 15% and Atk by 20%. All effects last 2 turns and do not stack. Range: Self. Element: Neutral. 19 17 15 ENG.

+ Wire Tap: Attaches a surprisingly strong wire to the target, using their own electrical impulses to sap their energy and give it to the user. 10% max MP damage for 3 turns; absorbs damage as ENG. Neither the user nor the target may move more than 2 cells away from each other. Range: 2 cells. Hit Rate: 90%. Element: Neutral. 24 22 19 ENG.

+ Signal Beam: No, not what you think it is. The user activates a special attachment on her rifle which sends a beam of colored light at the target, creating a strange effect in that the target will immediately go after the user. The affected target can only target the user and will attempt to move as close as possible to her for two turns. Range: 4 cells. Hit Rate: 90%. Element: Light. 20 ENG.

+ Stealth: Uses prowess in stealth technology to hide oneself from view. While it provides a wonderful opportunity to strike, it doesn't exactly work if one reveals their location by attacking. Bestows Cloak. As long as the user is Cloaked, any damage inflicted by her has a 20% higher chance of being Critical, however it immediately dispells Cloak. This skill may not be used more than once every three turns and can not be chained. Range: Self. Element: Neutral. 3 Use Counters.

A-Ability: Artificial Aggressor

+ Rapidfire: Repeatedly fires off rounds of bullets that can't possibly all fit in the user's rifle. Perhaps something inside is creating the bullets itself? 10 hits. 80% Atk damage each hit. Chance of Pain, chance of Frail. Reduces rounds in the user's weapon by 10; if there are fewer than 10 rounds left, reduces it to 0. Range: 4 cells, no adjacent. Hit Rate: 90% each hit. Element: Neutral. 24 22 ENG.

+ Fox Two: Quickly constructs an AI-guided rocket to aim and launch at the foe. The rocket's heat-seeking qualities direct it to the target, where it explodes on impact, doing sizeable damage. 140% Atk damage. Chance of Severe Burn. If Severe Burn succeeds, the target suffers another 10% max HP damage. The skill may be cancelled entirely if the user sustains damage from an enemy attack during charge time. Range: 4 cells. Hit Rate: Sure Hit. Cast Time: Charge (1 turn). Element: Fire. 24 ENG.

+ Concussive Burst: User throws a grenade some distance away, where it explodes, causing immediate damage. However, after a short delay, it releases an "aftershock" of sorts, a shockwave to stun the targets and knock them off balance. 2-turn skill. First turn: 150% Atk damage. Second turn: 10% Piercing Atk damage, knockback 1 cell, chance of Daze to any still in range. Range: 4 cells - area of 3 cells. Hit Rate: 70%. Element: Fire. 25 ENG.

+ Grey Goo "Ecophagy": Scatters nanobots over the battlefield, which doesn't seem to do much until one sees that the terrain is literally being eaten away by these nearly microscopic, self-replicating machines. All cells with Con on the battlefield have Con lowered by 2 every turn for 3 turns. The lowered Con lasts for an infinite duration. If a cell's Con hits 0, the cell is immediately detroyed (made into a Blank cell). Range: Special. Cast Time: Normal (1 Turn). Element: Neutral. 1 Use Counter.

+ Grey Goo "Biohazard Decay": Releases hundreds of self-replicating nanobots at the target. At first they don't seem to do much, but then the target begins to feel the effects of the ravenous machines- all perfectly under Tascera's command- literally eating away at the flesh of the unfortunate enemy. Perhaps some techniques are better left unused... Can not be used on an Inorganic enemy. Damage starts at 4% Max HP damage, doubling every 2 turns(cap 40%). Damage persists every turn until either the target or the user is KO'd, or the target is hit with a Water-, Fire-, or Thunder-Element skill with a Damage Output of at least 150%. If the target is KO'd by the effect of this skill, it is inflicted with Oblivion 2 turns after KO. Range: 4 cells. Hit Rate: 85%. Cast Time: Normal (2 Turns). Element: Neutral. 54 49 44 39 ENG. Reduces X-Gauge to 0.

R-Ability: Efficiency: Whenever Tascera is hit by an enemy attack from an adjacent cell, she may react with a nondamaging skill for 75% of the normal ENG cost.
S-Ability:
-- Scope Shooter: Tascera's Crit rate is innately boosted by 10%.
-- Recharge: Upon activation, Tascera may restore 50% of her max ENG immediately.
E-Trigger: Overcharge: Electrifies the user's partially cybertronic nervous system to greatly enhance capabilities with a bit of an unavoidable drawback. Increases user's max HP and ENG by 20% for 3 turns, as well as lowering the user's ENG costs by 15%, but the user cannot Act for 2 turns after these effects wear off. 5 X-Levels.
X-Ability: Fragmentation "Shrapnel Burst": A motorcycle drives, seemingly unmounted, onto the scene and stops near Tascera. Mounting the motorbike, the Ereva rides a straight course through the battlefield. The horned handlebars of the mortorcycle shoot out two dark crimson lasers which Tascera essentially rides between, before jumping off to dismount the motorcycle. Directed by her technopathy, the motorcycle drives to the center of the battlefield and literally explodes, sending shrapnel everywhere. 2 hits. First hit: 75% piercing Magical Atk damage, chance of Blood Loss. Tascera moves to the end of the hit's path. Second Hit: 75% piercing Atk damage, knockback 2 cells from center of field. Chance of Wound, chance of Pain. Range: See diagram below; area of 3 cells in center of field. Element: Fire, Neutral. 10 X-Levels.
*First hit's range:
{-} { } {-}
{-} { } {-}
{-} { } {-}
{ } {X} { }

Stretches to end of battlefield.

~ Stats ~

HP: 50
ENG: 65 (Wired Leather +20)
ATK: 16 (Burst Rifle +6) (Raze Gauntlet +3)
DEF: 14 (Wired Leather +4)
INT: 11 (Burst Rifle +3)
SPR: 11 (Wired Leather +4)
Critical: 9% (Burst Rifle +10%) (Raze Gauntlet +5%) (Scope Shooter +10%)
Evasion: 11% (Wired Leather +3%)
Movement: 2 (Technopath Job +1)

Skill Points: 0

#15

16. Alternate Names:
-- Aravera:
-- Soulseeker: Demon Penguin

Gender:
-- Aravera: Female
-- Soulseeker: Male
Species:
-- Aravera: Ereva
-- Soulseeker: Karasito

Roleplay Type: Chatplay
Hex:
-- Aravera: #741D15
-- Soulseeker: #261513
Battle Theme:
-- Play With Souls [RadixMusic] >>>
-- Confrontation [Fate/Stay Night Realta Nua] >>>

Used In: Cult of Ustream
Universe: Manaverse
Wiki Article:
-- Aravera: >>
-- Soulseeker:

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Profiles

N/A

#16

17. Alternate Names: Aryn

Gender: Female
Species: Ereva

Roleplay Type: Chatplay
Hex: #7BBCF4
Battle Theme:

Used In: "Rinul CP", "Plantworld CP"
Universe: Manaverse
Wiki Article: >>

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Profiles

N/A

#17

18. Alternate Names: Assassin

Gender: Male
Species: Human

Roleplay Type: Freeform, Chatplay, Statform
Hex: #3D2D38
Battle Theme:

Used In: Algorithm of Fate, Fate/Lunaterra
Universe: Manaverse
Wiki Article:

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Profiles

Name: Nathair Kigyo
Gender: Male
Age: 19
Level: 1
Next Level: 0/12
Appearance:

Profession: Snake Charmer [Dual-Wield] [Shed Skin I]
*Shed Skin I: The user has a 10% higher chance to evade any physical status ailment. These status effects also have a 10% chance of ending each turn.
Job Promotion: Snake Charmer - Ophid Adept - Dread Biter - Ouroboros Contractor

Weapons:
-- Azadeh: (The brilliant red scales of this deadly serpent warn of venom. She obeys Nathair without hesitation.) [+1 Atk] [Weapon Growth]
-- Adrastos: (This snake is dully striped, as if to not draw attention to himself as he sinks his teeth into his enemy.) [+1 Atk] [Weapon Growth]
Armor: Pinstripe Suit (A formal-looking suit in nice condition. Not the kind of thing you'd wear for combat.) [+1 Spr]
Accessory: Pocketwatch (A silver pocketwatch on a chain that Adastros keeps coiling around his tail.) [+5 MP]

A-Ability: The Serpent's Call

+ Envenom: A flash of red, a cry of pain, and a trickle of venom. Lashes one arm towards the foe, allowing Azadeh to strike with her fangs. Chance of Poison. Range: 3 cells. Element: Neutral. 6 MP.

+ Siphon: Adrastos latches onto the enemy, keeping hold and draining away the target's energy. 30% Piercing Atk damage, drains as MP. Increases Atk by 10% for 3 turns, no stack. Range: Adjacent. Element: Neutral. 1 MP.

+ Evaluation: "A snake's eyes are so much more efficient than our own. To see warmth is to see where the blood runs closest to the surface. Harness that vison, strike the weak points, and my job has become that much easier." The user chooses an enemy target. For 3 turns or until the user casts this skill again, the user has a 10% higher Critical rate when attacking the chosen target only. Range: 3 cells; Self. Element: Neutral. 5 MP.

+ Viper's Speed: Mimics the agility of the viper in order to speed oneself up. Bestows Haste and increases Move by 1 for 3 turns. No stack. Range: Self. Element: Neutral. 14 MP.

R-Ability: Life Drain: Whenever the user successfully lands a critical hit, the extra damage is drained by the user as HP.
S-Ability: Strike of the Viper: User recieves a constant 10% increase to Critical Hit Rate.
B-Ability: Focused Mind: Upon activation, for 3 turns, the user reflects all negative status conditions directed at him to his attacker.

E-Trigger: Contract of Ouroboros: "Take my blood, my soul if you desire, as your own so that I may call upon your power, driving the dawn's light into a fit of frenzy--" Nathair raises his arms up, allowing Azadeh and Adrastos to bite his own arms, opening up the skin to allow the blood to spray free in sacrifice. It doesn't stay long, however, as the red spray is absorbed into the user's contract, forming intricately glowing red runes. Nathair's wounds now seem to heal at a quicker pace, and his battle capabilities seem greatly enhanced... The user takes 25% max HP damage. For the following 5 turns, the user is bestowed with Regeneration and his Atk and Critical Hit Rate are both increased by 20%. 5 X-Levels.
X-Ability: Ouroboros Cycle "Ring of Light": "And as the dawn fades into night, the great serpent encircles all to match our eternal cycle; come forth now, Ouroboros, and set free your wrath against those who stand before your faithful servant!" 100% piercing Atk damage, treated as Spiritual. Disables the Cycle Mana special command of any target hit while doubling the effectiveness of the user's; both effects last 3 turns. The user is bestowed with Reraise. Range: All enemies. Element: Light. 10 X-Levels.

~ Stats ~

HP: 20
MP: 20 (+5 Pocketwatch)
Def: 3
Int: 2
Spr: 2 (+1 Pinstripe Suit)
Evasion:
Critical:
Movement: 2 (+? Snake Charmer Job)
X-Gauge: {/////}{/////}{/////}

Skill Points: 0

Name: Nathair Kigyo
Gender: Male
Age: 19
Level: 15
Next Level: 0/54
Appearance:

Profession: Ophid Adept (The one who claims this profession is a master at commanding snakes to do his bidding and is able to channel their power.) [Viper's Blood] [Dual-Wield] [Shed Skin II]
*Viper's Blood: The user is immune to all levels of the Poison status.
*Shed Skin II: The user has a 20% higher chance to evade any physical status ailment. These status effects also have a 15% chance of ending each turn.
Job Promotion: Snake Charmer - Ophid Adept - Dread Biter - Ouroboros Contractor

Weapons:
-- Azadeh: (The brilliant red scales of this deadly serpent warn of venom. She obeys Nathair without hesitation.) [+4 Atk / +2 Int] [Critical +5%] [Weapon Growth] [Low hance of Poison]
-- Adrastos: (This snake is dully striped, as if to not draw attention to himself as he sinks his teeth into his enemy.) [+2 Atk / +4 Int] [Hit Rate +5%] [Weapon Growth] [Low chance of Poison]
Armor: Refined Suit ("Hey, just because I'm willing to get my clothes a little bloody doesn't mean I can't look good doing it.") [+4 Def/+4 Spr] [-10% Magical Damage Input]
Accessory: Pocketwatch ("If you plan to kill someone, you may as well get there on time. It's just rude to keep them waiting.") [+2 Move] [+10% Evasion] [Immune to effects that decrease or prevent movement]

A-Ability: The Serpent's Call

+ Envenom: A flash of red, a cry of pain, and a trickle of venom. Lashes one arm towards the foe, allowing Azadeh to strike with her fangs. Chance of Poison. Range: 3 cells. Element: Neutral. 6 MP.

+ Serpent's Evaluation: "A snake's eyes are so much more efficient than our own. To see warmth is to see where the blood runs closest to the surface. Harness that vison, strike the weak points, and my job has become that much easier..." Reveals target's Weaknesses and Resistances and increases the user's Critical Rate by 10% when attacking that enemy only for 3 turns or until the user casts this skill on another target. Range: 3 cells; Self. Element: Neutral. 8 MP.

+ Siphon: Adrastos latches onto the enemy, keeping hold and draining away the target's energy. 100% Atk damage to MP. Drains damage as MP and increases Atk by 10% indefinitely, no stack. Range: Adjacent cell. Element: Neutral. 8 MP.

+ Viper's Speed: Mimics the agility of the viper in order to speed oneself up. Bestows Haste, increases Move by 1, and increases Evasion by 5% for 3 turns. No stack. Range: Self. Element: Neutral. 13 MP.

+ Call Serpent: The user calls forth a serpent guardian that wards off attacks. Summons a Serpent Guard next to the user (Denotated {
s} / HP: [1/4 Nathair's] / Def: [1/2 Nathair's] / Spr: [1/2 Nathair's] / Covering / Follows Nathair) and bestows Covered. Range: Adjacent cell. Element: Neutral. 8 MP.

+ Python's Strength: Lunges at the foe with the sheer force of the python, knocking the target back with blunt, shattering strength. 150% Atk damage. Knockback 1 cell. Chance of Daze. Range: 2 cells. Hit Rate: 90%. Element: Neutral. 11 MP.

+ Adder Assault: The user calls forth a swarm of small, venomous snakes that strike relentlessly at the enemy. 8 hits. 50% Atk damage. Any critical hits inflict chance of Fear. After damage calculation on the final hit, the target's Def and Spr are both lowered by 20% for 2 turns and healing effectiveness is halved. Range: 4 cells. Element: Neutral. 19 MP.

+ Carotid Strike: Darts forward at blinding speed like a cobra's strike, hand outreached for the target's throat with Azadeh coiled and ready to strike. 50% piercing Atk damage. High Critical Hit rate. Low chance of Severe Poison. Range: 3 cells. Hit Rate: 90%. Element: Neutral. 14 MP.

-- Fluid Combination: Pivots as soon as Azadeh's strike is done, allowing Adrastos his own turn at the open wound. 30% piercing Atk damage, increased to 50% if Carotid Strike was Critical. Range: Set. Hit Rate: 90%. Element: Neutral. 7 MP.

A-Ability: The Hiss of Death

+ Snake's Eyes: The user locks gazes with the target, his crimson irises strangely fading to the venomous yellow of his snakes'. The target feels itself falling into the reflective gold, powerless under the grasp of that enrapturing, hypnotic stare. The target is afflicted with a high chance of one of the following statuses at random: Confuse, Sleep, Charm, or Fear. Any damage to the target immediately ends this effect, but is multiplied by 1.5 as long as the effect remains. Range: 2 cells. Element: Dark. 13 MP.

+ Stranglehold: The user tosses one of his snake companions at the enemy, where the thrown snake latches onto the enemy to inflict damage before it eventually lets go. Persistent damage for three turns, starting at 40% Atk Damage and increasing by 10% each turn. The user loses all effects of one weapon of his choice for the duration of this skill, including stat boosts and the extra hit to Basic Attack. The effect can be dispelled manually by physical damage to the target. Chance of Severe Poison after damage calculation on the last turn of this skill. Range: 3 cells. Element: Neutral. 8 MP.

+ Infinite World of Ouroboros: Channels the cyclical nature of the divine serpent in order to greatly enhance the user's Mana Cycle. Bestows Mana Regeneration for two turns. When Mana Regeneration fades, the user's Cycle Mana special command is enhanced by 5% for three turns. Range: Self. Element: Light. 10 MP.

+ Glare of the Basilisk: A feral glare is often all that is needed to stop an enemy in its tracks. The user's eyes glow brightly for a moment to intimidate the foe before it turns tail and runs, dropping its guard on the way. The target is unable to move or act for its next turn. Chance of Fear after this effect. If Fear succeeds, the target takes 10% more damage from the user only as long as it is still Afraid. Range: Linear 4 cells (blocked by obstacles). Hit Rate: 80%. Element: Dark. 16 14 MP.

+ Anguis Arena: "And just when you think the pressure lets up, we step into the serpent's mouth... Can you escape the hunter?" The ground is literally pierced from below by huge, wickedly curved spikes mimicking the fangs of a gigantic serpent. A malignant ring of pure venom encircles the combatants as if fencing them off from escape... Structures are set on the battlefield according to the diagram below(with the Fang Pillar cells replacing any existing structure; blank cells mark those unaffected by this skill on a normal battlefield. Toxic Pool cells do not override structures). The battlefield must be at least 9x9 cells to use this skill. If the battlefield is larger than 9x9, it is centered as best as possible with priority given to horizontal position. If a Fang Pillar cell is spawned on a character, the character is pushed away with no damage. Range: Special. Element: Neutral. 32 27 23 20 MP.

R-Ability: Life Drain: Whenever the user successfully lands a critical hit, the extra damage is drained by the user as HP.
S-Ability:
-- Focused Mind: Upon activation, the user is immune to all negative mental status afflictions for four turns.
-- Strike of the Viper: User recieves a constant 10% increase to Critical Hit Rate.
E-Trigger: Contract of Ouroboros: "Take my blood, my soul if you desire, as your own so that I may call upon your power, driving the dawn's light into a fit of frenzy--" Nathair raises his arms up, allowing Azadeh and Adrastos to bite his own arms, opening up the skin to allow the blood to spray free in sacrifice. It doesn't stay long, however, as the red spray is absorbed into the user's contract, forming intricately glowing red runes. Nathair's wounds now seem to heal at a quicker pace, and his battle capabilities seem greatly enhanced... The user takes 25% max HP damage. For the following 5 turns, the user is bestowed with Regeneration and his Atk and Critical Hit Rate are both increased by 20%. Azadeh's and Adrastos's added effects are upgraded to Chance of Poison. 5 X-Levels.
X-Ability: Ouroboros Cycle "Ring of Light": "And as the dawn fades into night, the great serpent encircles all to match our eternal cycle; come forth now, Ouroboros, and set free your wrath against those who stand before your faithful servant!" 100% piercing Atk damage, treated as Spiritual. Disables the Cycle Mana special command of any target hit while doubling the effectiveness of the user's; both effects last 3 turns. The user is bestowed with Reraise. Range: All enemies. Element: Light. 10 X-Levels.

~ Stats ~

HP: 70
MP: 50
Def: 12 (Refined Suit +4)
Spr: 10 (Refined Suit +4)
Evasion: 9% (Pocketwatch +10%)
Critical: 11% (Azadeh +5%) (Strike of the Viper +10%)
Movement: 2 Cells (Ophid Adept Job +1) (Pocketwatch +2)

Skill Points: 0

Anguis Arena:
{p} {p} {p} {p} {p} {p} {p} {p} {p}
{p} { } { } { } { } { } { } { } {p}
{p} { } {f} {f} { } {f} {f} { } {p}
{p} { } {f} {f} { } {f} {f} { } {p}
{p} { } { } { } { } { } { } { } {p}
{p} { } { } {f} { } {f} { } { } {p}
{p} { } { } {f} { } {f} { } { } {p}
{p} { } { } { } { } { } { } { } {p}
{p} {p} {p} {p} {p} {p} {p} {p} {p}

Key:
{p} - Toxic Pool Cell
-- Causes Poison when landed
-- Inflicts 10% max HP damage every turn spent on cell

{f} - Fang Pillar Cell
-- Blocks attacks
-- HP: 30
-- Def: 13
-- Spr: 10

#18

19. Alternate Names: Stry

Gender: Male
Species: Rokain Kitsune

Roleplay Type: Statform
Hex: #59657A
Battle Theme:

Used In: Tales of Alidaire: The Struggle
Universe: Manaverse, Masqverse
Wiki Article:

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Profiles

Name: Strytor Verano
Gender: Male
Age: 18
Level: 1
Next Level: 0/10
Appearance: Strytor, Stry for short, is of a medium build and a pale complexion. He has jet black hair, which his two equally dark fox-ears would blend well into were they not tipped with white fur. His eyes are a slate gray, though almost light enough to be called silver, and regard everything around him with an almost analytical light. A long fang carved from quartz crystal hangs as a pendant from a silver chain around his neck. His clothes are ragged and torn, but he seems not to mind, and five bushy fox tails emerge from under his shirt. These tails are black with white tips and, surprisingly enough, are not bulky enough to hinder movement. A gemstone glowing with blue-white fire floats at the tip of the central tail.

Profession: Kitsune The one who claims this profession is a humanoid, fox-like creature with mystical ability and multiple tails. Kinda straightforward there.
Weapon: Crystal Fang [+1 Int] A long fang pendant carved from clear quartz crystal, it serves to channel the user's arcane ability.
Armor: Ragged Clothing [+1 Def] These clothes have seen better days. While torn, they still offer a small amount of protection.
Accessory: Hoshi no Tama [+5 MP] A strange spherical jewel glowing with bluish-white flame, said to grant its holder power.

A-Ability: Kitsune no Honō

+ Kitsunebi: Sends strange blue-white foxfire at a target a short distance away, which hurts more than one would think. Chance of Burn. 120% Int damage. Range: 3 cells. Element: Fire. 6 MP.

+ Inari no Mahō: Calls upon the power of the god Inari; however, as a nogitsune, the user doesn't get a whole lot of attention from the kitsune god. Oh well, it works for something. Increases Int by 20% for 3 turns. Range: Self or 3 cells. Element: Light. 8 MP.

R-Ability: N/A
S-Ability: Power of Nogitsune: Inherently increases Int by 10%.
D-Ability: Kitsunetsuki: Possesses the target so as to strike at its nearby allies unexpectedly with mana, then quickly flees its host, still leaving the victim confused at the sudden loss of control and injured by the blast of mana. Chance of Confuse. 150% piercing Int damage to target and surrounding cells from target. Range: 5 cells. Element: Arcane.

~ Stats ~

HP: 15
MP: 25 (+5 from Hoshi no Tama)
DD: 0/10
ATK: 1 (+0 from Crystal Fang)
DEF: 2 (+1 from Ragged Clothing)
INT: 4 (+1 from Crystal Fang)(+1 from Power of Nogitsune)
SPR: 3 (+0 from Ragged Clothing)
Evasion: 2%
Movement: 2 cells (+1 from Kitsune profession)

Skill Points: 0

#19

20. Alternate Names: Feravel Miçasiisa

Gender: Male
Species: True Firedrake

Roleplay Type: Statform
Hex: #C21111
Battle Theme: Venice Rooftops [Assassin's Creed 2] >>>

Used In: Euthora-Roul: Kel en Miir
Universe: Manaverse
Wiki Article:

Image Gallery

Profiles

Name: Feravel Blazewing
Gender: Male
Age: Unknown
Level: 5
Next Level: 0/16
Appearance:

Profession: Miçassei Seitir [Fire Affinity I] [Immune Burn] The one who holds this profession is a creature undoubtedly of fire, of the destructive force that brings change as often as it brings death. Feravel holds within him the power to harness this volatile element. What will he burn? What will he spare?
*Fire Affinity I: User acquires permanent "Fire Affinity" Properties. Increases the Damage Output of Fire Elemental Basic Attacks or Abilities by 10%. In addition, Decreases the Total Damage received by the Fire Element by 20%.
Job Promotion: Miçassei Seitir - ??? - ??? - ???

-- Alignment: Fire
-- Disposition: Aggressive
Weapon: Blazing Claws (Claws cloaked in flame to better deal damage to the enemy. This flame never seems to go out.) [+2 Atk] [Fire Element] [Low chance of Burn]
Armor: Scarlet Dragonscale (Brilliant red scales that offer minimal protection against both sword and magic.) [+1 Def/+1 Fai]
Accessory: Amber Shard (A shard of yellow crystal that seems to glow with an inner fire.) [+5 SE] [Burn chance +10%]

A-Ability: Kroal en Miara

+ Miirsii: Attacks the target with a claw coated in flames. 120% Atk damage, chance of Burn. Range: Adjacent cell. Element: Fire. 8 SE.

+ Memiça: Intensifies user's aura to concentrate damage more effectively. Damage output +10% for 3 turns, stackable. Critical rate +5%, nonstackable. Range: Self. Element: Fire. 8 SE.

+ Kora-Iri: Gives off an intense firelight, unlocking in it a soothing property to other dragons. 120% Atk healing to dragon allies only. Range: Surrounding Cells. Element: Fire. 10 SE.

R-Ability: Teiurr-ta Kásedeí: If the user enters Critical HP, the user automatically casts Kora-Iri on himself and the Temper Gauge reverses. This does not dispel Burst Mode if the user has activated it.
S-Abilities:
-- Blazing Soul (I): SE costs of the user's Fire-element Abilities are decreased by 10%.
Temper Traits:
-- Low Temper: Atk decreases by 10% for each level below 5, while Def increases by the same amount. Certain status conditions affect the user more strongly, while others affect the user more weakly (as determined by the GM). At 0 Temper, the user cannot inflict the Burn status or directly attack an enemy.
-- High Temper: Atk increases by 10% for each level below 5, while Def decreases by the same amount. Certain status conditions affect the user more strongly, while others affect the user more weakly (as determined by the GM). At 10 Temper, the user has a 100% chance to inflict Burn with applicable attacks and must directly attack a unit (ally or enemy) within range once per turn.

Burst Mode: Risen Phoenix
"Stoke the forge and bathe the land in cleansing fire."
-- Burst Meter: [
//////////]
-- ???
+ Burst Skills:
-- Miças ait Miçafriu: Effect unknown.

~ Stats ~

HP: 30
SE: 35 (+5 Amber Shard)
Atk: 8 (+2 Blazing Claws)
Def: 5 (+1 Scarlet Dragonscale)
Psy: 2
Fai: 3 (+1 Scarlet Dragonscale)
Evasion: 4%
Critical: 7%
Movement: 2 (+2 Firedrake)
Temper: {
//////////}

Skill Points: 0
-- Burst Points: 0

Name: Feravel Blazewing
Gender: Male
Age: Unknown
Hex Color: #C21111
Level: 9
Next Level: 7/36
Appearance:

Profession: Miçassei Seitir [Fire Affinity I] [Immune Burn] The one who holds this profession is a creature undoubtedly of fire, of the destructive force that brings change as often as it brings death. Feravel holds within him the power to harness this volatile element. What will he burn? What will he spare?
*Fire Affinity I: User acquires permanent "Fire Affinity" Properties. Increases the Damage Output of Fire Elemental Basic Attacks or Abilities by 10%. In addition, Decreases the Total Damage received by the Fire Element by 20%.
Job Promotion: Miçassei Seitir - Nésa'ausiv en Shika - ??? - [Redacted]

-- Alignment: Fire
-- Disposition: Aggressive
Weapon: Blazing Claws (Claws cloaked in flame to better deal damage to the enemy. This flame never seems to go out.) [+2 Atk] [Fire Element] [Low chance of Burn]
Armor: Scarlet Dragonscale (Brilliant red scales that offer minimal protection against both sword and magic.) [+1 Def/+1 Fai]
Accessory: Amber Shard (A shard of yellow crystal that seems to glow with an inner fire.) [+5 SE] [Burn chance +10%]

A-Ability: Kroal en Miara

+ Miirsii: Attacks the target with a claw coated in flames. 120% Atk damage, chance of Burn. Range: Adjacent cell. Element: Fire. 8 7 SE.

+ Memiça: Intensifies user's aura to concentrate damage more effectively. Damage output +10% for 3 turns, stackable. Critical rate +5%, nonstackable. Range: Self. Element: Fire. 8 7 SE.

+ Kora-Iri: Gives off an intense firelight, unlocking in it a soothing property to other dragons. 120% Atk healing to dragon allies only. Range: Surrounding Cells. Element: Fire. 10 9 SE.

+ Mem Kroalçá ait Norok: Reveals details of the target, such as elemental weaknesses, drops, and limited data on behavior. Range: 5 cells. Element: Neutral. Cast Time: Normal (1 turn). 8 SE.

+ Díamiir: Creates a vortex of flame around the target, trapping them while the fire literally cuts their flesh away. High chance of Immobilize. 50% Atk damage, low chance of Burn. Damage and Burn chance persist for the duration of Immobilize. Range: 3 cells. Element: Fire. Hit Rate: 90%. 12 11 SE.

+ Seiátir ait Kouhali: The user lashes out at an enemy, striking through their armor to sink sharp fangs into them. Though the wound bleeds, it is not just blood that pours from the wound- a blue, wispy, smoke-like substance hangs around the dragon's jaws before fading, absorbed. 30% Piercing Atk damage. Absorbs total damage as SE Healing. Range: Adjacent. Element: Fire. 0 SE.

R-Ability: Teiurr-ta Kásedeí: If the user enters Critical HP, the user automatically casts Kora-Iri on himself and the Temper Gauge reverses. This does not dispel Burst Mode if the user has activated it.
S-Abilities:
-- Blazing Soul (I): SE costs of the user's Fire-element Abilities are decreased by 10%.
Temper Traits:
-- Low Temper: Atk decreases by 10% for each level below 5, while Def increases by the same amount. Certain status conditions affect the user more strongly, while others affect the user more weakly (as determined by the GM). At 0 Temper, the user cannot inflict the Burn status or directly attack an enemy.
-- High Temper: Atk increases by 10% for each level above 5, while Def decreases by the same amount. Certain status conditions affect the user more strongly, while others affect the user more weakly (as determined by the GM). At 10 Temper, the user has a 100% chance to inflict Burn with applicable attacks and must directly attack a unit (ally or enemy) within range once per turn.

Burst Mode: Risen Phoenix
"Stoke the forge and bathe the land in cleansing fire."
-- Burst Meter: [
//////////]
-- The user becomes enveloped in an aura of fire that hits all enemy units within 3 cells with 10% Piercing Spiritual Atk damage per turn. Additionally, all Fire-Aligned allies within this aura gain a 50% increase to Damage Output. If the User or an ally within range of his aura is KO'd, there is a 33% chance that the unit will be revived with 1 HP automatically (that turn only).
+ Burst Skills:

-- Miças tes Miçafriu:  The user gives a feral roar, the fiery aura swirling around him as his expression darkens, some deep draconic instinct perhaps? A wide circle of fire blasts out from him, burning everything it touches in an uncontrolled blaze. 200% Destruct damage and chance of Scorch (detailed below). Corpses caught within range are destroyed and become Ash Piles. Range: Radius of 3 cells. Element: Fire. 4 Burst Levels.
+ Scorch: The afflicted takes 7% max HP damage per turn and Physical Stats are both reduced by 20%. All Fire-Elemental damage taken by the afflicted while this status is active is doubled. Default Duration: 3 turns.
+ {a} --- Ash Pile
-- Trigger Command: Search!
-- Can be passed and occupied.

-- Arras ait Kor Féra: The user's aura intensifies, small flares of it splitting off like fireballs from the sun. The flares dance around the user as if gaining sentience of their own. For every 2 Burst Levels the user has depleted, a Will-o'-the-Wisp is summoned next to the user. The Will-o'-the-Wisps move independently of the user, are unaffected by Terrain cells, cannot use Abilities, and die upon taking damage from any source. Upon death, the Will-o'-the-Wisps explode, dealing [75% Feravel's Atk] Int Fire damage to all units in Surrounding Cells. Range: Adjacent Cells. Element: Fire. 2 Burst Levels.

~ Stats ~

HP: 40
SE: 45 (+5 Amber Shard)
Atk: 12 (+2 Blazing Claws) (+2 Temper)
Def: 7 (+1 Scarlet Dragonscale) (-1 Temper)
Psy: 2
Fai: 5 (+1 Scarlet Dragonscale)
Evasion: 5%
Critical: 9%
Movement: 2 (+2 Firedrake)
Temper: {
//////////}

Skill Points: 1
-- Burst Points: 0

Changelog
+ 1/12/2016
-- Grew to level 7
---- +6 StP; +2 SkP
------ +5 HP, +5 SE, +2 Atk, +1 Def, +1 Fai

+ 1/19/2016
-- Added Mem Kroalçá ait Norok
---- -1 SkP
---- -1 SkP

+ 12/7/2016
-- Grew to level 9
---- +6 StP; +2 SkP
------ +5 HP, +5 SE, +2 Atk, +1 Def, +1 Fai
---- +2% Critical, +1% Evasion

+ 12/19/2016
---- -1 SkP

+ 1/9/2017
-- Updated Burst Mode and Burst Skills

Dictionary
Miçassei Seitir --- Burning Fang
Nésa'ausiv en Shika --- Herald of Divine Change

Kroal en Miara --- Roar of Flame
Miirsii --- Fire-Claw
Memiça --- Aura Burn
Kora-Iri --- Sun's Light
Mem Kroalçá ait Norok --- Aura Speaks the Truth
Díamiir --- Fire-Storm
Seiátir ait Kouhali --- Trap the Spirit

Teiurr-ta Kásedeí --- Breath and Focus

Miças tes Miçafriu --- Burn to Ashes
Arras ait Kor Féra --- By the Sun's Creation

#20