Post by Gaia on Dec 30, 2019 0:08:26 GMT -8
{
Martyr.EXE
}
Achievements
-Version / Experience:
--Version: 11
--Experience: 3800
-Funds:
--Zenny: 6,000z
--Bugfrags: 0
---MiniFrags: 0/5
--Level: 0
*Font: 00bd45
Martyr.EXE
{
--Appearance
The Martyr appears as an emerald band of loose jewels, dangling around the neck of whoever wears her. The gem of the necklace is her navi crest, the shining emerald enhancing the vitality of any who wields her.
When not bonded to another, Martyr creates a simple woman from her own energy to bond to, a very conservative, motherly and humble design given to the simple manifestation of her personality, in the style of an old war-time nurse.
--Personality
--Background
--RP Information--
}--Appearance
The Martyr appears as an emerald band of loose jewels, dangling around the neck of whoever wears her. The gem of the necklace is her navi crest, the shining emerald enhancing the vitality of any who wields her.
When not bonded to another, Martyr creates a simple woman from her own energy to bond to, a very conservative, motherly and humble design given to the simple manifestation of her personality, in the style of an old war-time nurse.
--Personality
--Background
Achievements
-Version / Experience:
--Version: 11
--Experience: 3800
-Funds:
--Zenny: 6,000
--Bugfrags: 0
---MiniFrags: 0/5
--Level: 0
*Font: 00bd45
{
--Statistical Information--
}-Type: Attack
- Karma: Dark
- Elements: PlasmaLv4
-- Strengths: Sonic, Fire, Ice, Laser, Plasma
-- Weaknesses: Wind, Toxic, Aqua, Stone, Bug
- HP: 1,500
- Armor: 0
- Regeneration: 0
- Natural Avoidance: - Natural Barrier // 5-CD
{--Effects: (Click to view)}° +10 damage per version.
° Aiming skills add an omni-aimer in addition to other effects.
° +3 auto charge per turn, +1 more every new type bonus acquired by version.
° Version 4:
° +1 Unavoidable Attack (+)
° Version 7: +1 use to Offense skills(Damage, Counter, Special property, aiming, charge)
° Aiming skills add an omni-aimer in addition to other effects.
° +3 auto charge per turn, +1 more every new type bonus acquired by version.
° Version 4:
° +1 Unavoidable Attack (+)
° Version 7: +1 use to Offense skills(Damage, Counter, Special property, aiming, charge)
- Karma: Dark
{--Effects: (Click to view)}° Base: Gain a Dark Soul
° v6: Gain a Hyper Attack
° v6: Gain a Hyper Attack
- Elements: PlasmaLv4
{--Effects: (Click to view)}° +2 Preemptive Charges
° Charged Attacks deal +25% Total Damage
° User is allowed to make a 1-turn charge attack, said attack is allowed to adopt any 1 effect up to B-tier effect on-use. (Non-custom, scaling effects are 10% only)
° Charged Attacks deal +25% Total Damage
° User is allowed to make a 1-turn charge attack, said attack is allowed to adopt any 1 effect up to B-tier effect on-use. (Non-custom, scaling effects are 10% only)
-- Strengths: Sonic, Fire, Ice, Laser, Plasma
-- Weaknesses: Wind, Toxic, Aqua, Stone, Bug
- HP: 1,500
- Armor: 0
- Regeneration: 0
- Natural Avoidance: - Natural Barrier // 5-CD
{--Modifiers: (Click to view)}° Base HP (1000)
° +1000 HP (Version-Up)
° -500 HP (Damage Conversion)
° +3 Elemental Levels (Base)
° +1 Elemental Level (V-Up)
° +1000 HP (Version-Up)
° -500 HP (Damage Conversion)
° +3 Elemental Levels (Base)
° +1 Elemental Level (V-Up)
{
1. [Offensive Battle Standard] [A-Tier, Object]
A bolt of lightning calls down a rallying standard with Centurion's emblem. All allies who see his crest are enhanced, even beyond the one who wields him.
- Centurion summons a [(270 + (30 * V)) - 30%] 420-HP Non-Intercepting Object.
-- While active, Centurion and all allies gain [5 * V] 55 Damage. No more than one Offensive Battle Standard can be active at once.
--- [Active, 3/3 Uses]
1. [The Centurion] [S-Tier, Clone]
Centurion is a capable fighter, trapped within his spear's form. To mitigate his flaws on the field of battle, Centurion can create electrical forms to wield him.
- Centurion spawns 1 Clone with [20% Max-HP] 300 Max Health. The Clone can intercept, but cannot attack on its own.
-- [Active, 1/4 Uses Max/Battle]
1. [Offensive Navi Equipment] [Advanced]
Unique to the Navis under Project Darklight is the trait that the "Navi" is actually the equipment the humanoid form appears to carry. Centurion is the spear, and can be utilized by others in combat as the ultimate weapon.
- Centurion begins the battle Unbonded
- By sacrificing a full offensive phase, Centurion binds himself to an ally
- Centurion's turn will always precede his Wielder's
-- While Bound:
-- Centurion and his Wielder may still be targeted individually and may still intercept for each other as normal but disregard "Cannot be Intercepted" when doing so. Centurion is considered to have avoided any attack avoided by his wielder.
-- Wielder's Attacks gain damage equal to (Centurion's Base Damage - 100)
-- Wielder gains +1 Auto-Charge for every "Pass" Centurion made that turn. When the wielder charges attacks using these auto-charges, they are imbued as though Centurion had charged them.
-- Wielder gains access to Centurion's C-Range Regular Attacks
-- Centurion may manually charge his C-Attacks for his wielder
-- Centurion may imbue benefits onto his C-Attacks for his wielder
--- Centurion cannot use his own C-Range Regular Attacks
--- Centurion may only possess 1 C-Range Attack as per B-Tier Progression
--- Centurion deals 50% Damage with his own Attacks
--- Centurion is forcefully Unbound if inflicted with any Non-Custom, Non-Hidden, Named Status Effect. His wielder can prevent this by willingly taking the status effect as well (Pierces All Immunity)
--- Centurion and Wielder cannot interact with other Union Abilities while Bonded
---- [Advanced]
2. [Offensive Presence] [A-Tier, Aura]
Centurion brings the ebb and flow of combat, and can surround his allies in a protective veil that also enhances their combat strength.
- Spawns a [(110 + (10 * V)) - 60%] 90 Power Aura around Centurion or an ally of choice.
-- While active, the protected Navi adds "Ignores Armor" to all attacks.
--- [Active, 3/3 Uses]
1. [Centurion's Spear] [Variable, 2 Skills]
The Centurion's Spear is a power weapon when wielded by the right individual, and capable in anyone's hands who will listen to his expertise.
- Centurion gains [5 * V] 55 Damage. Each turn while bonded, this increases by an additional [5 * V], to a maximum of +220 Damage after four turns. [C-Tier]
-- Centurion may add an Omni-Aimer of choice to 2 Charged Attacks, per turn. The attack is also considered Aimed. [A-Tier]
--- [Passive]
2. [Combative Enhancement] [C-Tier, Damage+]
Centurion releases a powerful shock that empowers attacks utilized by his wielder.
- Centurion adds [15 + (15 * V)] 180 Damage to a single attack this turn.
-- Alternatively, Centurion may grant this ability to his wielder, allowing them to grant the damage to a single attack used during the turn.
--- [Active, 8/8 Uses]
--Skill Pool--
}Defense Skills
1. [Offensive Battle Standard] [A-Tier, Object]
A bolt of lightning calls down a rallying standard with Centurion's emblem. All allies who see his crest are enhanced, even beyond the one who wields him.
- Centurion summons a [(270 + (30 * V)) - 30%] 420-HP Non-Intercepting Object.
-- While active, Centurion and all allies gain [5 * V] 55 Damage. No more than one Offensive Battle Standard can be active at once.
--- [Active, 3/3 Uses]
Speed Skills
1. [The Centurion] [S-Tier, Clone]
Centurion is a capable fighter, trapped within his spear's form. To mitigate his flaws on the field of battle, Centurion can create electrical forms to wield him.
- Centurion spawns 1 Clone with [20% Max-HP] 300 Max Health. The Clone can intercept, but cannot attack on its own.
-- [Active, 1/4 Uses Max/Battle]
Support Skills
1. [Offensive Navi Equipment] [Advanced]
Unique to the Navis under Project Darklight is the trait that the "Navi" is actually the equipment the humanoid form appears to carry. Centurion is the spear, and can be utilized by others in combat as the ultimate weapon.
- Centurion begins the battle Unbonded
- By sacrificing a full offensive phase, Centurion binds himself to an ally
- Centurion's turn will always precede his Wielder's
-- While Bound:
-- Centurion and his Wielder may still be targeted individually and may still intercept for each other as normal but disregard "Cannot be Intercepted" when doing so. Centurion is considered to have avoided any attack avoided by his wielder.
-- Wielder's Attacks gain damage equal to (Centurion's Base Damage - 100)
-- Wielder gains +1 Auto-Charge for every "Pass" Centurion made that turn. When the wielder charges attacks using these auto-charges, they are imbued as though Centurion had charged them.
-- Wielder gains access to Centurion's C-Range Regular Attacks
-- Centurion may manually charge his C-Attacks for his wielder
-- Centurion may imbue benefits onto his C-Attacks for his wielder
--- Centurion cannot use his own C-Range Regular Attacks
--- Centurion may only possess 1 C-Range Attack as per B-Tier Progression
--- Centurion deals 50% Damage with his own Attacks
--- Centurion is forcefully Unbound if inflicted with any Non-Custom, Non-Hidden, Named Status Effect. His wielder can prevent this by willingly taking the status effect as well (Pierces All Immunity)
--- Centurion and Wielder cannot interact with other Union Abilities while Bonded
---- [Advanced]
2. [Offensive Presence] [A-Tier, Aura]
Centurion brings the ebb and flow of combat, and can surround his allies in a protective veil that also enhances their combat strength.
- Spawns a [(110 + (10 * V)) - 60%] 90 Power Aura around Centurion or an ally of choice.
-- While active, the protected Navi adds "Ignores Armor" to all attacks.
--- [Active, 3/3 Uses]
Offense Skills
1. [Centurion's Spear] [Variable, 2 Skills]
The Centurion's Spear is a power weapon when wielded by the right individual, and capable in anyone's hands who will listen to his expertise.
- Centurion gains [5 * V] 55 Damage. Each turn while bonded, this increases by an additional [5 * V], to a maximum of +220 Damage after four turns. [C-Tier]
-- Centurion may add an Omni-Aimer of choice to 2 Charged Attacks, per turn. The attack is also considered Aimed. [A-Tier]
--- [Passive]
2. [Combative Enhancement] [C-Tier, Damage+]
Centurion releases a powerful shock that empowers attacks utilized by his wielder.
- Centurion adds [15 + (15 * V)] 180 Damage to a single attack this turn.
-- Alternatively, Centurion may grant this ability to his wielder, allowing them to grant the damage to a single attack used during the turn.
--- [Active, 8/8 Uses]
{--Modifiers: (Click to view)}° +1 Use to Offense Skills (Attack)
{
1. [Spear Combat]
The most simple use of the Centurion Spear is to strike people with it, full force and without complexity.
[430 + (10%) - (30%)]
[345] Plasma C-Damage [80%]
::C:: Breaks Shields, Cuts Auras [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
2. [Electric Pulse]
The spear vibrates within the user’s hands, its minute movement allowing for more potent strikes.
[430 + (10%) - (40%)]
[300] Plasma C-Damage [70%]
::C:: Breaks Shields, Undodgeable [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
::C:: Hits 1 Additional Target [-10%]
3. [Bursting Strike]
The spear builds up energy with each passing moment, and this electrical charge can be easily released when desired for a powerful blast.
[430 + (10%) - (60%)]
[215] Plasma Dual-Damage [50%]
::C:: Dual Range [-10%]
::C:: Cuts Auras, Undodgeable [-20%]
::C:: Can be Optionally Charged for 2 Turns [-20%]
::C:: Hits 1 Additional Target [-10%]
4. [Decisive Blow]
His wielder becomes lightning, and the spear their medium, as they dart across the battlefield to strike down foes.
[430 + (10%) - (60%)]
[215] Plasma C--Damage [50%]
::C:: Breaks Shields, Undodgeable [-20%]
::C:: Can be Optionally Charged for 2 Turns [-20%]
::B:: Cannot be Countered [-10%]
::B:: Cannot be Naturally Avoided [-10%]
::°:: 1-CD
5. [Energy Bolt]
The Centurion spear releases a powerful, but simple bolt of energy from either point.
[430 + (10%) - (80%)]
[130] Plasma S-Damage [30%]
::C:: Cuts Auras, Undodgeable [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
::°:: S-Range [-50%]
6. [Reverberation]
Rapidly releasing electrical impulses, Centurion charges the air around him to the point of vibrating with resistance.
[430 + (10%) - (80%)]
[130] Plasma S-Damage [30%]
::C:: Breaks Shields, Undodgeable [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
::°:: S-Range [-50%]
7. [Throw Self]
Using mastery of his own personal current, Centurion lifts himself and throws himself at his opponent, quick to return to his wielder.
[430 + (10%) - (80%)]
[130] Plasma S-Damage [30%]
::C:: Breaks Shields, Cuts Auras [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
::°:: S-Range [-50%]
8. [Electric Charge]
Centurion builds up energy in his form, in order to empower his wielder’s or his own next assault.
[0] Plasma S-Damage [40%]
::A:: Upon use, Centurion adds 100% of his Base Damage to his next attack used, or to his wielder’s first attack during their next turn.
::°:: 1-Turn Required Charge.
9. [Combative Recurrence]
Centurion charges up a massive flux of electrical energy, causing the next attack to reverberate indefinitely.
[0] Plasma S-Damage
::S::+ Centurion adds "If Hits: Sets Opponent's Armor to 0" to the first 2 attacks during his wielder's turn.
::°:: 2-Turn Required Charge, -1 Total Attack/Use
::°:: 5 Uses/Battle
10. [Emergency Channel]
A sudden burst of electrical energy that takes form after release.
[0] Plasma S-Damage [50%]
::S::+ Upon use, activates [The Centurion].
::°:: 1-Turn Required Charge, -1 Total Attack/Use
::°:: Shares Use Limit/Battle with [The Centurion]. If Interrupted, the use is still expended.
::°:: 3 Uses/Battle
--Combat Information--
}Base Damage: 430
Attacks per Turn: 7 AS
Total Attacks: 15/15
Attacks
{--Modifiers: (Click to view)}° 100 Base
° +110 (Attack Type)
° +100 (V-Up)
° +50 (Skill)
° +50 (Health)
° +20 (Navi Mark)
° +110 (Attack Type)
° +100 (V-Up)
° +50 (Skill)
° +50 (Health)
° +20 (Navi Mark)
Attacks per Turn: 7 AS
Total Attacks: 15/15
Attacks
1. [Spear Combat]
The most simple use of the Centurion Spear is to strike people with it, full force and without complexity.
[430 + (10%) - (30%)]
[345] Plasma C-Damage [80%]
::C:: Breaks Shields, Cuts Auras [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
2. [Electric Pulse]
The spear vibrates within the user’s hands, its minute movement allowing for more potent strikes.
[430 + (10%) - (40%)]
[300] Plasma C-Damage [70%]
::C:: Breaks Shields, Undodgeable [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
::C:: Hits 1 Additional Target [-10%]
3. [Bursting Strike]
The spear builds up energy with each passing moment, and this electrical charge can be easily released when desired for a powerful blast.
[430 + (10%) - (60%)]
[215] Plasma Dual-Damage [50%]
::C:: Dual Range [-10%]
::C:: Cuts Auras, Undodgeable [-20%]
::C:: Can be Optionally Charged for 2 Turns [-20%]
::C:: Hits 1 Additional Target [-10%]
4. [Decisive Blow]
His wielder becomes lightning, and the spear their medium, as they dart across the battlefield to strike down foes.
[430 + (10%) - (60%)]
[215] Plasma C--Damage [50%]
::C:: Breaks Shields, Undodgeable [-20%]
::C:: Can be Optionally Charged for 2 Turns [-20%]
::B:: Cannot be Countered [-10%]
::B:: Cannot be Naturally Avoided [-10%]
::°:: 1-CD
5. [Energy Bolt]
The Centurion spear releases a powerful, but simple bolt of energy from either point.
[430 + (10%) - (80%)]
[130] Plasma S-Damage [30%]
::C:: Cuts Auras, Undodgeable [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
::°:: S-Range [-50%]
6. [Reverberation]
Rapidly releasing electrical impulses, Centurion charges the air around him to the point of vibrating with resistance.
[430 + (10%) - (80%)]
[130] Plasma S-Damage [30%]
::C:: Breaks Shields, Undodgeable [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
::°:: S-Range [-50%]
7. [Throw Self]
Using mastery of his own personal current, Centurion lifts himself and throws himself at his opponent, quick to return to his wielder.
[430 + (10%) - (80%)]
[130] Plasma S-Damage [30%]
::C:: Breaks Shields, Cuts Auras [-20%]
::C:: Can be Optionally Charged for 1 Turn [-10%]
::°:: S-Range [-50%]
8. [Electric Charge]
Centurion builds up energy in his form, in order to empower his wielder’s or his own next assault.
[0] Plasma S-Damage [40%]
::A:: Upon use, Centurion adds 100% of his Base Damage to his next attack used, or to his wielder’s first attack during their next turn.
::°:: 1-Turn Required Charge.
9. [Combative Recurrence]
Centurion charges up a massive flux of electrical energy, causing the next attack to reverberate indefinitely.
[0] Plasma S-Damage
::S::+ Centurion adds "If Hits: Sets Opponent's Armor to 0" to the first 2 attacks during his wielder's turn.
::°:: 2-Turn Required Charge, -1 Total Attack/Use
::°:: 5 Uses/Battle
10. [Emergency Channel]
A sudden burst of electrical energy that takes form after release.
[0] Plasma S-Damage [50%]
::S::+ Upon use, activates [The Centurion].
::°:: 1-Turn Required Charge, -1 Total Attack/Use
::°:: Shares Use Limit/Battle with [The Centurion]. If Interrupted, the use is still expended.
::°:: 3 Uses/Battle
{
--Navi Customizer--
}--|Programs|--
Program Slots: 0/5
Defensive Programs Installed:
[Undershirt ⇪ Nu] [Need: 10,000z]
Active Program [1/1 Uses]
User survives a fatal turn of damage with 1-HP.
Offensive Programs Installed:
[⇪ Break Charge SP] [Need: 15,000z]
Passive Mega Program.
User adds "Cuts Darksoul" to charged attacks.
[Power Up ⇪ Omega] [Need: 6,000z]
Passive Program.
User gains (10 * Version) Base Damage, but has -1 Skill
Supportive Programs Installed:
[Air Shoes ⇪ Nu] [Need: 10,000z]
Active Program [2/2 Uses]
User ignores panel effects for 1 turn, upon use.
Regenerative Programs Installed:
[Channel ⇪ Zeta] [Need: 6,000z]
Passive Program.
One attack that shares an element with the user gains "Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage. Attack deals half damage." (Does not apply multipliers from other Charges)
[Firewall ⇪ Nu] [Need: 10,000z]
Active Program [2/2 Uses]
Upon activation of this program, user removes one status effect of choice.
Hidden Programs Installed:
[N/A]
--|Accessories|--
Ring of the Dark Advisor
A ring with strange powers, said to increase the user's speed and offensive powers....
° User has +2 Attack Slots
° Glitch: User deals -50 Damage with all attacks
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
--|Crests|--
[N/A]
Program Slots: 0/5
Defensive Programs Installed:
[Undershirt ⇪ Nu] [Need: 10,000z]
Active Program [1/1 Uses]
User survives a fatal turn of damage with 1-HP.
Offensive Programs Installed:
[⇪ Break Charge SP] [Need: 15,000z]
Passive Mega Program.
User adds "Cuts Darksoul" to charged attacks.
[Power Up ⇪ Omega] [Need: 6,000z]
Passive Program.
User gains (10 * Version) Base Damage, but has -1 Skill
Supportive Programs Installed:
[Air Shoes ⇪ Nu] [Need: 10,000z]
Active Program [2/2 Uses]
User ignores panel effects for 1 turn, upon use.
Regenerative Programs Installed:
[Channel ⇪ Zeta] [Need: 6,000z]
Passive Program.
One attack that shares an element with the user gains "Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage. Attack deals half damage." (Does not apply multipliers from other Charges)
[Firewall ⇪ Nu] [Need: 10,000z]
Active Program [2/2 Uses]
Upon activation of this program, user removes one status effect of choice.
Hidden Programs Installed:
[N/A]
--|Accessories|--
Ring of the Dark Advisor
A ring with strange powers, said to increase the user's speed and offensive powers....
° User has +2 Attack Slots
° Glitch: User deals -50 Damage with all attacks
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
--|Crests|--
[N/A]
{
[Vigilance] DarkSoul
Centurion feels no pain, and walks with wounds far beyond his mortal coils.
° Automatically activates upon reaching 0 HP. Revives Centurion with 1 HP
° Centurion is invincible except against Aimed Attacks
° Centurion has +1 Attack Slot for the duration
° Lasts for 2 Turns
1. [Two Pronged Assault]
The Centurion Spear hums with power, releasing a powerful burst of shocking energy that stuns enemies for an immediate follow up.
[430 + (50%) - (60%)]
[390] Plasma Variable-Hyper-Damage [90%]
::A:: 2 Hits, Avoided Separately [-10%]
::°:: 1st Hit [390 * .25] 95 Elec S-Damage
- ::A:: Regardless of Success: [-10%]
-- ::S:: Opponent's Avoidance Skills are Locked for 1 Turn [-10%]
::°:: 2nd Hit [390 * .75] 295 Plasma C-Damage
::C:: Can be optionally charged for 2 turns to add one Omni-Aimer per turn [-40%]
::°:: 1-turn Charge, 3-CD
--Hyper Repertoire--
}DarkSoul
[Vigilance] DarkSoul
Centurion feels no pain, and walks with wounds far beyond his mortal coils.
° Automatically activates upon reaching 0 HP. Revives Centurion with 1 HP
° Centurion is invincible except against Aimed Attacks
° Centurion has +1 Attack Slot for the duration
° Lasts for 2 Turns
Hyper Attack
1. [Two Pronged Assault]
The Centurion Spear hums with power, releasing a powerful burst of shocking energy that stuns enemies for an immediate follow up.
[430 + (50%) - (60%)]
[390] Plasma Variable-Hyper-Damage [90%]
::A:: 2 Hits, Avoided Separately [-10%]
::°:: 1st Hit [390 * .25] 95 Elec S-Damage
- ::A:: Regardless of Success: [-10%]
-- ::S:: Opponent's Avoidance Skills are Locked for 1 Turn [-10%]
::°:: 2nd Hit [390 * .75] 295 Plasma C-Damage
::C:: Can be optionally charged for 2 turns to add one Omni-Aimer per turn [-40%]
::°:: 1-turn Charge, 3-CD