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Fandom Final Fantasy Fabula | Party

Blu

ᴏɴʟʏ ᴄᴏʟᴏʀꜱ ʟᴇꜰᴛ ᴀʟɪᴠᴇ.
Roleplay Availability
Roleplay Type(s)
My Interest Check

Party
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CS w/ Explanations
*You are free to format the CS however you'd like

Biographical Information

Name
Self explanatory.

Age
Self explanatory.

Gender
Self explanatory.

Appearance
A good description of your character's appearance or a picture. The picture cannot be a real human portrait. Alternatively, you can place the picture at the very top of the CS for a nicer look.

Personality
One paragraph of 3-4 sentences should be enough. It's up to you if you want to write more.

History
Keep this section to a brief summary. Any important backstory that you wish to explore in the RP itself should be left out.

Combatant Information

HP / MP
150 points to split. Recommended: start out with more HP than MP.

Job(s)
Jobs aren't an actual thing in this world but what Job(s) is your character based on? You can only have 1 for now.

Equipment
Weapon Type: The type of weapon your character specializes in. Everyone's should be different. E.g. katana, gun, staff, etc.
Weapon: Weapon name and how much damage it does. You can also link to an image or add a text description of the appearance. Starting weapons for physical fighters deal anywhere from 15-35 damage per attack. Magic-leaning fighters' weapons deal anywhere from 1-14 per attack. Having max 35 damage weapon means you're purely physical and won't rely on Magic at all. Choose the best balance for the character you're building.
Armor: Leave this empty for now.
Accessory: Leave this empty for now.

Commands
Attack
Defend
Evade
Item
Attack, Defend, Evade, and Item are automatically included. Extra Actions come from your Jobs e.g. Black Mage gets Black Magic, White Mage gets White Magic, Thief gets Steal, etc. Some advance actions should be set up in the Ability Board first so your character can unlock them.

Ability Board
AbilityAction CostAB CostMP CostEffect
Attack10 / 0NoneAttack target with equipped weapon. Damage inflicted is weapon determinant.
Defend10 / 0NoneDefend against a single attack. Damage taken is halved.
Evade10 / 0NoneEvades damage from an attack upon a successful die roll. Die roll required: 15-20.
Item10 / 0NoneAllows the use of items in battle. The first item use in battle is free of cost.
Name of the ability. Ability means new action, technique, Magic spell, HP increase, MP increase, Available Actions increase, Job unlock, etc.How many Available Actions does it cost? Most things should cost 1 for now, 2 max.AB requirement to unlock it. Tips: basic Magic spells and techniques cost 10, new action costs 20, stat increases cost 15. Of course, cost increases with higher level stuff. I'll leave it to your discretion.If it's a Magic spell or a special technique it will have an MP cost.Basic spells do anywhere from 25-40 damage per spell with an element bonus if it has an element. Same with techs. Reminder that you don't need to fill out the whole board. Just ones that you think you'll unlock first. You can add more at any time.

Miscellaneous Information

Extra Information you want to include goes here. Delete this otherwise if you have no use for it.

CS w/o Explanations
*You are free to format the CS however you'd like
Code:
[div=background:url('https://www.rpnation.com/media/bg-blue.24726/full?d=1490285904');background-size:cover;border:5px #1976d2 double;color: #000000;padding:5px;][center][SIZE=5][FONT=Old Standard TT][b]Biographical Information[/b][/FONT][/SIZE][/div]
[CENTER][FONT=Old Standard TT][b]Name[/b]

[b]Age[/b]

[b]Gender[/b]

[b]Appearance[/b]

[b]Personality[/b]

[b]History[/b]

[div=background:url('https://www.rpnation.com/media/bg-blue.24726/full?d=1490285904');background-size:cover;border:5px #1976d2 double;color: #000000;padding:5px;][center][SIZE=5][b]Combatant Information[/b][/SIZE][/div]
[b]HP / MP[/b]

[b]Job(s)[/b]

[b]Equipment[/b]
Weapon Type:
Weapon:
Armor:
Accessory:

[b]Commands[/b]
Attack
Defend
Evade
Item

[b]Ability Board[/b]
[table]
[tr]
[th]Ability[/th]
[th]Action Cost[/th]
[th]AB Cost[/th]
[th]MP Cost[/th]
[th]Effect[/th]
[/tr]

[tr]
[td]Attack[/td]
[td]1[/td]
[td]0 / 0[/td]
[td]None[/td]
[td]Attack target with equipped weapon. Damage inflicted is weapon determinant.[/td]
[/tr]

[tr]
[td]Defend[/td]
[td]1[/td]
[td]0 / 0[/td]
[td]None[/td]
[td]Defend against a single attack. Damage taken is halved.[/td]
[/tr]

[tr]
[td]Evade[/td]
[td]1[/td]
[td]0 / 0[/td]
[td]None[/td]
[td]Evades damage from an attack upon a successful die roll. Die roll required: 15-20.[/td]
[/tr]

[tr]
[td]Item[/td]
[td]1[/td]
[td]0 / 0[/td]
[td]None[/td]
[td]Allows the use of items in battle. The first item use in battle is free of cost.[/td]
[/tr]

[tr]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[td][/td]
[/tr]
[/table]

[div=background:url('https://www.rpnation.com/media/bg-blue.24726/full?d=1490285904');background-size:cover;border:5px #1976d2 double;color: #000000;padding:5px;][center][SIZE=5][b]Miscellaneous Information[/b][/SIZE][/div]
[/FONT][/center]
 
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QRKlLVi.png

Height: 5'09" (175 cm)
Biographical Information

Name
Fayte Asger

Age
19

Gender
Male

Personality
Fayte is a mature, independent, and focused individual. His duty to protect the forest he calls home and its inhabitants is what drives him. So when he is forced to leave that home behind, Fayte can't help but feel lost in the world and without a clear purpose. He desires redemption for his failings which causes him to do reckless things he feels are right. Having spent all of his life up until now living in one place, his naivety about the workings of the world is apparent. With that said, he is quite knowledgeable, having nothing to do with his free time but read books about Decima. He also enjoys playing his flute and, from what the villagers tell, he is quite good.

History
Not much can be said about Fayte's history. His parents and his birth are but hazy memories to him. The last memory he can recall from his childhood is being left under the care of a hermit living in the forest. He knows no home but here. Fayte grew to love the forest and his caretaker. So when the old man passed away and his last instructions were to protect their home, Fayte threw himself entirely into his duty. He lived his whole life after that day in solitude aside from the occasional visits from forest-dwelling creatures and some of the village folk that lived nearby. It's the same today as it was then, that is, until he encounters a group of strangers fleeing from Wolfkronian soldiers.

Combatant Information

HP / MP
114 HP / 36 MP

Job(s)
Mystic Knight

Equipment
Weapon Type: Dual Swords
Weapon: Guardian Blades. Inflicts 30 damage.
Armor:
Accessory:

Commands
Attack
Defend
Evade
Spellblade
Item

Ability Board
AbilityAction CostAB CostMP CostEffect
Attack10 / 0NoneAttack target with equipped weapon. Damage inflicted is weapon determinant.
Defend10 / 0NoneDefend against a single attack. Damage taken is halved.
Evade10 / 0NoneEvades damage from an attack upon a successful die roll. Die roll required: 15-20.
Item10 / 0NoneAllows the use of items in battle. The first item use in battle is free of cost.
SpellbladeNone0 / 0NoneAllows the use of the Spellblade command.
Fire Sword10 / 06Requires Spellblade. Casts Fire on equipped weapon and deals a +10 Fire-elemental attack.
Blizzard Sword10 / 06Requires Spellblade. Casts Blizzard on equipped weapon and deals a +10 Ice-elemental attack.
Thunder Sword10 / 106Requires Spellblade. Casts Thunder on equipped weapon and deals a +10 Thunder-elemental attack.
HP +40None0 / 15NoneIncreases base HP +40.
Quake Sword10 / 158Requires Spellblade. Casts Quake on equipped weapon and deals a +15 Earth-elemental attack.
Available Actions +1None0 / 15NoneIncreases Available Actions +1.
MP +20None0 / 15NoneIncreases base MP +20.

Miscellaneous Information
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lU6RxzM.png
 
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Biographical Information

Name
Sylphie Everlast

Age
23

Gender
Female

Appearance
KLtr3ew.jpg


Personality
Somber and serious as befits a member of the Morticians' Order, Sylphie has a warm and caring nature beneath her professional exterior. People are wonderful, in all shapes, sizes, races and dispositions. All will someday need her services and so she sees everyone she meets as a someone in need. This has made her kind, patient and an excellent listener. On the rare occasions when she feels comfortable letting down her mask of service, Sylphie has a striking sense of humor, an energetic personality and laughs easily. She's also extremely fond of knitting and has a tendency to give away clothing she makes.

History
Sylphie was only a child when Mondnacht Atoll was lost. Her parents fled the island as it succumbed to dark powers they swore never to speak of. Occasionally, flickers of what really happened lurk in her dreams and nightmares but grasping them is as ephemeral as her people have become. The peoples of Mondnacht Atoll settled into the city of Ne'haveen hundreds of miles away and Sylphie grew up in the Alien Sector, learning to master the arts of the Funereal Order of Righteous Morticians and Embalmers to which her family belonged. Served by the Morticians' Order, the dead were honored ancestors to Mondnacht Atoll...and though its living had fled to dwell in safety, their dead remained trapped on their cursed, conquered island. Now a young woman and a full-ranked member of the Mortwright's Observance, Sylphie left Ne'haveen to find a way to free her homeland from its deathly curse.

Combatant Information

HP / MP
70 / 80

Job(s)
Necromancer

Equipment
Weapon Type: Knife
Weapon: Merela's Remnant, a ceremonial blade used for delicate funerary rites as much as for battle. Inflicts 10 Damage.
Armor:
Accessory:

Commands
Attack
Defend
Evade
Oath
Dark Arts
Item

Ability Board
AbilityAction CostAB CostMP CostEffect
Attack10/0NoneAttack target with equipped weapon. Damage inflicted is weapon determinant.
Defend10/0NoneDefend against a single attack. Damage taken is halved.
Evade10/0NoneEvades damage from an attack upon a successful die roll. Die roll required: 15-20.
Item10/0NoneAllows the use of items in battle. The first item use in battle is free of cost.
Oath10/05Allows use of the Oath command. This calls forth one of the Undead to take action against those who'd harm her.
Dark Arts10/0NoneAllows use of the Dark Arts command. This enables her to learn and use one of the unnatural attacks of the dead or the damned. Must witness the attack to learn it and cannot learn if silenced when combat ends.
Skeleton10/05Calls forth one of the Undead to take action against those who'd harm her. Knows Skeleton, which inflicts 30 non-elemental damage to a single target
Banshee10/1010Calls forth a Banshee, which inflicts 40 Lightning-elemental damage to a single target.
Ghost10/1010Calls forth a Ghost, which inflicts 40 Fire-elemental damage to a single target.
Lich10/1020Calls forth a Lich, which inflicts 90 Lightning-elemental damage to all targets.
Dark Arts - Level 210/20NoneIncrease base MP + 40. Enables her to learn one of the unnatural attacks of the dead or the damned. Must witness the attack to learn it and cannot learn if silenced when combat ends. Level 2 unlocks the ability to learn Deep Freeze and Evil Mist.
Drain Touch10/1015Inflicts 40 non-elemental damage, draining the hit points lost away from the target and adding them as a healing effect on the caster. Explicitly functions on both the living and the undead.
Dark Haze10/1018Inflicts 55 non-elemental damage to all enemies, also inflicts Old and Confuse status.
Deep Freeze10/1038Inflicts 140 ice damage to one target, also inflicts Stop status. Prerequisite: Requires Dark Arts Level 2.
Evil Mist10/1038Inflicts 110 Poison elemental damage to all targets, also inflicts Poison status. Prerequisite: Requires Dark Arts Level 2.
HP + 20None0/15NoneIncrease base HP + 20


Miscellaneous Information

 
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Epiphany Epiphany I won't be going over the Biographical Information because there isn't anything to fix there.

Weapon Type: Keep it to one weapon type. I want every character to have their own unique line of weaponry.

Weapon: Make the damage say a flat out 10 damage instead of 1-10.

Oath - Skeleton: How much damage does it do? First Level spells should range anywhere from 25-40 damage. Add a flat damage number to the rest of the Level 1 spells. I would choose a number depending on how much MP it costs.

Skipping to Level 2 spells now. Damage will range anywhere from 50-100 damage for level 2. Again, pick based on the cost of using said spell/it's effectiveness when used.
 
1475089408251.jpg

Biographical Information

Name
Lamdon LivingStone

Age
18

Gender
Male

Appearance
Standing 5' 3" and 157 lbs this young man cuts a rather light figure, looking as if a stiff breeze could very well knock him over and carry him away. he has a youthful face and a genuine smile that makes you want to pinch his cheeks. His rifle remains holstered upon his back and is drawn out with surprising speed when it comes to battle. It is odd how the small man doesn't get rocked easily by the recoil of the rifle.

Personality
A jovial young man, studious and constantly smiling the little gun toting adventurer does his best to remain upbeat and optimistic about any work he comes across. An infectious cheer, ever present and warming no matter what comes his way. From writing in his journal to cleaning his gun, he takes everything as if it was a small moment of peace, happily whistling all the way through.

Though, one might wonder what he is like actually showing something else other than that ray of sunshine. Perhaps in truth one should hope to never find out.

History

Lamedon always has loved technology, from a young age to his current years he found the whirr of cogs, the bellowing of an engine, the rhythmic chug of a train, to be akin to the greatest music you could ever hear. This fit rather well considering his family were tinkerers of many different types of machinations. repair, creation, invention, this is what they strived for each and every day...

Along with raising their children of course.

One of said children would grow up to become mercenary, drawn to the machinations of the technologies of war, his curiosity and optimism allowing him several chances to prove his worth with his rifle, even if his height made it rather hard to look intimidating enough for work.

However, he was picked up to perform work not to long ago, work that now has him running for his life from a bunch of angry warmongers.

But nevertheless, he still remains positive he can complete his mission!


Combatant Information



HP / MP
92 / 58

Job(s)
Gunner

Equipment
Weapon Type: Rifles
Weapon:
1493379762845.png

Weapon damage: 25
Armor: Traveller's cloak
Accessory: None

Commands
Attack
Defend
Evade
Item
Marksmanship

Ability Board
AbilityAction CostAB CostMP CostEffect
Attack10 / 0NoneAttack target with equipped weapon. Damage inflicted is weapon determinant.
Defend10 / 0NoneDefend against a single attack. Damage taken is halved.
Evade10 / 0NoneEvades damage from an attack upon a successful die roll. Die roll required: 15-20.
Item10 / 0NoneAllows the use of items in battle. The first item use in battle is free of cost.
MarksmanshipNone0/0NoneAllows use of Marksmanship techniques.
Piercing shot10/08Requires Marksmanship: A pinpoint targeted attack that deals full damage to defending targets. The damage comes to 38 upon hit at this level.
Fist aid10/06Requires Marksmanship: tend to the wounds of allies and self, heals 60 HP while curing poison.
Prime10/1010Requires Marksmanship: Prepares user for a powerful shot, next physical attack deals 1.5 normal damage, cannot prime and fire primed shot in the same turn.
HP +20None0/15None+20 hitpoints
Grenade20/2015Requires Marksmanship: Using a prepared shell the user fires a grenade from their weapon, causing 30 physical damage to all in the radius.
MP +20None0/15None+20 MP
+1 Action pointsNone0/15None+1 Action points



Miscellaneous Information



Quirks
Is a surprisingly good cook, if he has a recipe to follow at least.
Takes comments on his height lightly, but often takes to cleaning his rifle very openly for the rest of the day.
Is well liked by animals, a bit too much, at times.
Dreams of owning his very own airship, with a very, very, very big cannon.

Likes
Machines.
Airships.
Guns.
Cannons.
More guns.

Dislikes
Generic melee weaponry.
Bogs.
Fish.
Fatty meats.
 
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Did my best. Let me know if that works for you or if you'd like me to readjust numbers. Additionally, I'd like the option to rebalance as other sheets come into play and I have some comparison/contrasting I can do.
 
Epiphany Epiphany Looks good now. Accepted! And yes you are allowed to rebalance anytime. Additionally, can you PM a description for Sylphie's clothing. For the sprites.
 

Biographical Information

Name
Sage Kuishinbo
Age
16
Gender

Male
Appearance
Swain.png
5'05 ft tall.
Personality
An laid-back teen, that prefers to day dream the majority of his time. While he does enjoy the company of others, he often comes off as lazy, and unlikable. While he does seem rather unmotivated, he'd be willing to lend a hand, or mouth to help a friend out. He takes joy in his surroundings, and often marvels them for a few seconds to take in the feel, before going back to day dream. Though when it comes to eating, Sage makes sure that there isn't a single bit left, after all it's wasteful.
History
Wherever Sage was born, he doesn't remember. He doesn't have the memories of his childhood. They're merely forgotten, with Sage looking forwards towards the future. Whatever he remembers is usually irrelevant to what was he doing. Place to place, he wanders aimlessly, without care on what's going on around him. While generally still young so to speak, Sage still remembers what age, he started to wander on his own. Six years old, when he embarked out on his journey, accompanied by his best friend who was much older than him. Then he disappeared to as well, not that Sage cares to remember, after all he still has something that would always remind him, on who he was.

Combatant Information

127 HP / 23 MP

Job(s)
Blue Mage
Equipment
Weapon Type: Utensils
Weapon: Best Friend's Knife. Inflicts 14 Damage
Armor:
Accessory:

Commands
Attack
Defend

Blue Magic
Evade
Item
Ability Board
AbilityAction CostAB CostMP CostEffect
Attack10 / 0NoneAttack target with equipped weapon. Damage inflicted is weapon determinant.
Defend10 / 0NoneDefend against a single attack. Damage taken is halved.
Evade10 / 0NoneEvades damage from an attack upon a successful die roll. Die roll required: 15-20.
Item10 / 0NoneAllows the use of items in battle. The first item use in battle is free of cost.
Blue MagicNone0 / 0NoneEnables the use of the 'Blue Magic' Command.
Gorge10 / 0NoneInstantly kills basic enemies who are under 20% HP. If they have an special ability then add it to the Blue Magic Commands.
Vampirism10 / 107 MP'Deal 20% of the users base HP as damage to an target enemy, and heal for the amount dealt.
HP & MP +25None0 / 15NoneAdd 25 HP, and MP to the base.
Available Action +1None0 / 15NoneIncreases Available Action +1
HP + 20None0 / 15None Add 20 HP to the Base.
MP + 40None0/15NoneAdd 40 MP to the Base.


Miscellaneous Information

Sage often keeps a journal that he writes in, order to remember what has happened in the past. Though it is unnecessary for him to do so, he does it.
He loves to indulge himself on food, sometimes stealing small portions from others.
Much to his displeasure he enjoys the blood of other humans. He enjoys it even more if it were his friends.
others.​
 
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Misuteeku Misuteeku I know you know what you're doing. Everything checks out. Accepted! Oh and can you fix the image? It's not working.
 

Biographical Information

Name
(R-27)
Age
18
Gender
Female
Appearance
fz6c2t8.jpg

Personality
R27 has shown to be a very easily excited and bubbly person. Having spent most of her life locked away in a laboratory and being experimented upon, she tends to thrive for freedom and the ability to experience new things. She has managed to developed a rather upbeat personality, managing to keep a positive view about things and suppressing away any of her other emotions. She shows very little sign of fear, perhaps in some part due to an almost childlike view upon the world and how things work keeping her from thinking things through.


Her time spent locked away from the world has lead her to be quite disconnected from societal norms. While she does generally care for others, she tends to lack empathy in many cases not fully understanding a lot of situations. She has a great deal of trouble reading people, being completely naive and easily mislead. She has a general docile personality, not being one to go against others in part infused in her since she was little.

History
R27 since her birth has spent her life kept in a lab by Wolfkrone scientists. Her time in the lab was spent isolated away from any humans, the closest she ever came being to those who might of came into her white clean room in suits being unable to see any of their human features. She found herself daily being observed or tested, most communication coming through a speaker telling her what to do. It had caused her to become curious about the outside world though any attempt she had to find out more or leave was simply dismissed.

Perhaps it was fate that had lead to her eventual freedom. One day, a day very much like any other in the white room she was trapped in, she had heard some noise through the door. Out of confusion and curiosity, she had banged on the door speaking up in hopes of getting the attention of someone. Sure enough, the door was opened and for the first time she came to see a group of strange people up to some task as the alarms were going off and chaos was ensueing. Not wanting to miss her chance to see the outside world, she didn't hesitate at all to take off with the strange individuals, excited to experience the outside world for the first time ever in her life.


Combatant Information

HP / PP
60 / 90

Job(s)
Psychic

Equipment
Weapon Type: Psychic Medium
Weapon: Crystal Orb (Telekentically tossed) 10 Damage
Armor:
Accessory:

Commands
Attack
Defend
Evade
Item
Ability Board
AbilityAction CostAB CostPP CostEffect
Attack10 / 0NoneAttack target with equipped weapon. Damage inflicted is weapon determinant.
Defend10 / 0NoneDefend against a single attack. Damage taken is halved.
Evade10 / 0NoneEvades damage from an attack upon a successful die roll. Die roll required: 15-20.
Item10 / 0NoneAllows the use of items in battle. The first item use in battle is free of cost.
PsionicsNone0 / 0NoneAllows the user to gain access to psychic powers. Psychic abilities use Psychic Power (PP) instead of MP.
Levitate10 / 06Gives nearby allies the Float effect while near the User for 6 turns. Allies become immune to Earth based attacks or other ground hazards. Effects such as gravity can cancel the effect of float.
Telekenetic Throw10 / 012Lifts and tosses nearby objects to attack a foe, dealing 25 damage. Weapons or other damaging objects also inflict their damage as bonus damage in the attack. Objects thrown can not be reused.
Psychic Disruption10 / 1012Unleashes a psionic burst of energy at a foe, dealing 25 damage and reducing the number an actions an enemy can take for their next turn by -1 (Max -1).
MeditateAll0 / 10NoneUses full turn in order to meditate to recover PP. Recovers 5% PP per Action used (% recovered rounded down). Can not recover above 20% PP.
Psionic Shield10 / 106Creates a barrier around a target absorbing 20 damage. Barrier can not stack and will overwrite the old barrier. Nullifies negative status effects if damage is fully absorbed by barrier.
Mind Reading10 / 101Reading into a targets mind, exposing their stats and general weaknesses much like the LIbra spell.
PP +20None0 / 15None+20 PP
Confusion20 / 2012Attacks the opponents mind, inflicting Confusion upon them. Confusion causes the target to attack a foe at random. Confusion lasts until the foe is hit by an ability..
Psychic Barrier20 / 2016Forms a barrier around the party, absorbing the next 60 damage done to the party. Damage absorbed is handled in the order the attacks are received. AoE abilities split damage that go over the barriers limit equally to all effected members. Requires Psychic Shield
Psychic Disarray20 / 2018Causes a burst of psionic energy dealing 50 damage to all foes and causing all enemies to lose -1 Action Point for their next turn (max -1).


Miscellaneous Information

cP8FlEV.png
ZpYpfxG.png
 
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Hanarei Hanarei I already looked over the Abilities before and nothing wrong with anything else so obviously accepted!
 
download.jpg (Sadly, this picture is not mine. I just found it on Google.)
Biographical Information

Name
Cynric Cartwright
Age
16
Gender
Male
Appearance
Shown in the picture above.
Personality
Courteous: Often
Risk-Taking: Occasionally
Ambitious: Usually
Curious: Rarely
Self-Controlled: Typically
Nurturing: Usually
Trusting: Occasionally
Honest: Often
Loyal: Sometimes
Affectionate: Typically
Romantic: Typically
Flirty: Rarely
Sympathetic: Sometimes
Altruistic: Typically
Optimistic: Occasionally
Observant: Usually
Logical: Often
Social: Very solitary
Emotions: Somewhat controlled
History
Cynric was always short on money. It was just how he was raised. His parents didn't even have a home until he was 11. He's lucky to even have his own sword! When Cynric was 6 years of age, he was sitting outside an Inn, wishing to sleep inside. Just as he was about to sleep on the cold, hard ground of his town, a stranger went to him and handed him enough Gil for a week of sleeping inside. He tried to think the man, but the man only shushed him and smiled. When he was 9, a friend denied him of a once in a lifetime experience because of his interests in magic. He will not tell a soul about his interests unless he trusts that soul more than anything. When he was 12, his father died and his mother married a man who forced her to do so a few months later. Recently, he was reading books on astronomy because he wanted to study the subject. A step parent threatened him to stop or he would beat him and his little sister. He did as he was told and stopped, only because his little sister was mentioned. To this day, he wants to kill this man.
Combatant Information

HP / MP
HP: 160 MP: 74
Job(s)
Spellsword
Equipment
Weapon Type: Blade
Weapon: Battleworn Broadsword, avg. 15 dmg
Armor: Leather and chainmail, +9 def.
Accessory: None

Commands
Attack
Defend
Evade
Item

Ability Board
Basic Spellsword Combo20 / 05Attack with an upward slash and create a fire blast. Damage inflicted is weapon's damage plus 25.
Attack10 / 0NoneAttack target with equipped weapon. Damage inflicted is weapon determinant.
Defend10 / 0NoneDefend against a single attack. Damage taken is halved.
Evade10 / 0NoneEvades damage from an attack upon a successful die roll. Die roll required: 15-20.
Item10 / 0NoneAllows the use of items in battle. The first item use in battle is free of cost.
Last ResortNone0 / 0All remaining MPFire a barrage of spells. Damge is determined by how much MP used multiplied by 1.5. Can only be used at 20 HP or less. Instantly enter Knocked Out status after use.

Miscellaneous Information

(I think I did this right...)​
 

Biographical Information



E7wPjqlkdZX0K-Wg1tA6xuOxqig00GcfZubu_aF_2uX9aZMf5w34e_YMjZQY9iDcN6cbB_p8Xcbo9jvlKTFHMeVeDRITrxu4uAgBSMBv1vxHAHSpqXfR-3ogxbHjpUBu_cVTXoXK



Name
Meiji Daku
(Mage Dark)


Gender
Male

Appearance
See Pic

Personality
He's very much a kuudere. He is always cool, calm, and collected and is very mature and responsible. He is also a fast learner, intelligent, and very adaptable due to the spontaneity of his life. He is extremely loyal and very overprotective of those he care about, especially his younger sister. He is very blunt and usually says whatever he thinks when he wants to say it. He has a deep hatred for his parents and similarly, those who betray him usually regret it, as he usually comes up with some form of revenge that both hurts physically/emotionally and is unexpected. Daku also knows that he looks like a girl, but doesn't think much about it as he doesn't really care. However, he does become irritated when people think that he is effeminate because he looks effeminate.

History

He is the son of two infamous Black Mages who run a society known for doing things that can best be described as evil and inhumane. From a young age, they expected him to grow up to one day head the organization himself, but due to a multitude of reasons, at age 16, Daku decided to run away, with his 4 year old sister in tow. For the next two years, he spent his life running away from the lackeys that his parents send to retrieve him and his sister.



Combatant Information




HP / MP

70 HP & 80 MP


Job(s)

Black Mage


Equipment

Weapon Type: Daggers

Weapon: Daggers of Blamack, A pair of daggers given to him by a Black Magic blacksmith. See below for more info

Armor: N/A

Accessory: N/A



Commands
Attack
Defend
Evade
Item
Magic
Weapon Enhancement Spells


Ability Board
AbilityAction CostAB CostMP CostEffectPrerequesites
Attack10 / 0NoneAttack target with equipped weapon. Damage inflicted is weapon determinant. None
Defend10 / 0NoneDefend against a single attack. Damage taken is halved. None
Evade10 / 0NoneEvades damage from an attack upon a successful die roll. Die roll required: 15-20. None
Item10 / 0NoneAllows the use of items in battle. The first item use in battle is free of cost. None
Magic N/A 0/0 N/A Allows the usage of Magic None
Fire1 0/ 55Uses fire to damage one enemy. Does 30 damage None; Already Unlocked
Fira20 / 1015Uses fire to damage either one enemy (180 damage) or all enemies (60 Damage each). Fire Mastered
Firaga30 / 1045Uses fire to damage all enemies (320 Damage each). Fira Mastered
Thunder1 0/ 55Uses lightning to damage one enemy. Does 30 damage None; Already Unlocked
Thundara20 / 1015Uses lightning to damage either one enemy (180 damage) or all enemies (60 Damage each). Thunder Mastered
Thundaga30 / 1045Uses lightning to damage all enemies (360 Damage each). Thundara Mastered
Blizzard1 0/ 58Uses ice to damage one enemy. Does 40 damage None; Already Unlocked
Blizzara20 / 1024Uses ice to damage either one enemy (240 damage) or all enemies (80 Damage each). Blizzard Mastered
Blizzaga30 / 1072Uses ice to damage all enemies (480 Damage each). Blizzara Mastered
Sleep1 0/ 510Small chance of putting one enemy or multiple enemies to sleep. On a 30 sided die, Success for one enemy is 15-30 and success for multiple is 20 - 30 None; Already Unlocked
Sleepra20 / 1020Higher chance of putting one enemy or multiple enemies to sleep. On a 30 sided die, Success for one enemy is 2-30 and success for multiple is 10 - 30 Sleep Mastered
Sleep1 0/ 510Small chance of putting one enemy or multiple enemies to sleep. On a 30 sided die, Success for one enemy is 15-30 and success for multiple is 20 - 30 None; Already Unlocked
Sleepra20 / 1020Higher chance of putting one enemy or multiple enemies to sleep. On a 30 sided die, Success for one enemy is 2-30 and success for multiple is 10 - 30 Sleep Mastered
Death2 0/ 550Small chance of instantly killing an enemy. On a 100 sided die, Success=90-100 None; Already Unlocked
Quake2 0 / 050Creates a chasm that may swallow the enemy, killing them. On a 100 sided die, Success=75-100 Death, Fire, Blizzard, & Thunder Mastered
Scourge30 / 1060Small chance of instantly killing all enemies or higher chance of killing one. One a 100 sided die, for multiple enemies, Success=75-100, for one enemy, Success=50-100 Quake & Death Mastered
Kill30 / 10100Higher chance of instantly killing multiple enemies or instant death of one. One a 100 sided die, for multiple enemies, Success=50-100 Quake, Death, & Scourge Mastered
Warp50 / 10100Instantly kills all enemies Quake, Death, & Scourge Mastered
Weapon Enhancements N/A 0/0 N/A Unlocks the ability to imbue/enhance effects onto weapons through spells. All spells are used outside of battle. *Note : He can imbue anyone's weapon so all you have to do is ask. None; Already Unlocked
Drain Life ImbuementN/A0/5070Unlocks the Drain Life Spell. This is a weapon enhancement spell that drains life from those the weapon hits. Lasts for 5 battles. Die roll twice. First die roll is to see the chance of success of the imbuement. On a 50-sided die, the imbuement fails if below 35. However, the amount of AB is added to whatever outcome. (If you roll 14 & have 23 AB put into the spell, the outcome would be 37). Second die roll is to see the percentage of YOUR health you take from the target and add onto yourself. The outcome of rolling a 50-sided die is the percentage you gain . Once again the AB is added to the outcome for a new outcome.None; Already Unlocked.
Fire Imbuement N/A 0/50 50 Imbues the weapon with fire. A weapon enhancement spell that imbues the weapon with fire. Gives the wielder the ability to cast a fireball at the enemy twice every battle, if they do not know the spell. On a 50-sided die, the imbuement fails if below 35. However, the amount of AB is added to whatever outcome. (If you roll 14 & have 23 AB put into the spell, the outcome would be 37). Fire Mastered
Lightning Imbuement N/A 0/50 50 Imbues the weapon with lightning. A weapon enhancement spell that imbues the weapon with lightning. Gives the wielder the ability to cast a lightning bolt at the enemy twice every battle, if they do not know the spell. On a 50-sided die, the imbuement fails if below 35. However, the amount of AB is added to whatever outcome. (If you roll 14 & have 23 AB put into the spell, the outcome would be 37). Thunder Mastered
Ice Imbuement N/A 0/50 60 Imbues the weapon with ice. A weapon enhancement spell that imbues the weapon with ice. Gives the wielder the ability to cast a ice bolt at the enemy twice every battle, if they do not know the spell. On a 50-sided die, the imbuement fails if below 35. However, the amount of AB is added to whatever outcome. (If you roll 14 & have 23 AB put into the spell, the outcome would be 37). Blizzard Mastered
Daggers of Blamack N/A 0/0 = to total damage (Base + Increased Damage) Unlocks the ability to use the Daggers of Blamack. Their base damage is 1, but it increases everytime the user uses two spells. Resets after 1 battle. None; Already Unlocked
DOB : Base Damage N/A 0/ 5 N/A Increases the base damage by 1. None; Already Unlocked
DOB : Increased Damage N/A 0/5 N/A Increases the Increased Damage Amount by 1. None; Already Unlocked
DOB : Timespan N/A 0/10 N/A Increase the timespan by 1 battle. None; Already Unlocked
HP +20 N/A 0/15 N/A Increases Max HP N/A
MP +40 N/A 0/15 N/A Increases Max MP N/A
HP & MP +30 N/A 0/15 N/A Increases Max HP & Max MP N/A



Miscellaneous Information
He's a homosexual.

Having to take care of his younger sister, Daku is pretty good at most housework including cooking and cleaning.


Younger Sister
Name : Dika
Age : 6
Appearance : Looks just like a younger and shorter Daku.
Personality : Introverted, Shy, Intelligent, Helpful, Independent, Extremely Nice.


 
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