Cloud Vixen
Apr 19, 2020 23:33:53 GMT -8
Post by Daiwa Scarlet on Apr 19, 2020 23:33:53 GMT -8
Name: Cloud Vixen
Team: LUCS
Inventory- 19.5/25.5
Pernicious Rose (Ribbon Blade)- 9
Blood enchantment lvl 11. Increase the power of blood abilities by 11. When this weapon absorbs blood, increase its damage by 21 for the next three turns.
16.5 damage, 29 range, 45 durability
Piercing or slashing damage. This form can use thrusting attacks and sweeping attacks. Throw the needle out with a thrust attack to weave it through targets. Sew them together so they become bound until the ribbon is cut. The length of ribbon has durability equal to the damage of the ribbon.
Scarlet Needle (Sword)
25.5 damage, 9 range, 45 durability
Piercing or slashing damage. This form can use heavy strikes, thrusting attacks, and sweeping attacks. Every attack inflicts bleed equal to half the damage of the needle. This stacks with the bleed inflicted by slashes.
Three Tailed Gauntlet
25.5 damage, 9 range, 90 durability, 100% damage resistance, 27 status resistance
Embers of Foxtail- 1
14 damage, 14.5 range, 5 durability
Dark blood, mind, and fire enchantment lvl 4. Increase the power of dark blood, mind, and fire abilities by 40%. A brew of foxtail collected from a long forgotten field of battle. The souls of the fallen appear as foxfire to witness the warriors of a new generation. One soul appears every time Cloud uses her semblance, two when she avoids long ranged attacks. When three are collected or she is struck, the foxfires will be fade. Cloud will go invisible (24 power) for a time, depending on how many she had collected (one turn per foxfire). While invisible, her attacks inflict 18 burning. Cloud will feel drained afterwards, her damage lowering by 12 for every foxfire. This vial contains one dosage.
Team: LUCS
Title: Blood Cloud
Race: Fox Faunus (Part Grimm) Grimm Kitsune
Affinities: Blood, Dark, Fire, Mind
Affinities: Blood, Dark, Fire, Mind
Level 23
Physical- 18
Mental- 5
Physical- 18
Mental- 5
Skill Points- 0
Activities- 0
Activities- 0
Health- 92
Armor- 100
Damage Resistance- 100%
Status Resistance- 35
Energy- 150
Actions- 2 major, 2 minor
Speed- 110.5 (65 + 70%)
Semblance- Nothing Personal Kid
Adrenaline rushes through Cloud's blood and the world seems to slow down. When she dodges with major actions, she leaves behind a shadow to take the strike. This absorbs any damage that might come from a failed dodge. If she successfully dodges a melee attack, Cloud can slip behind the assailant's back for a free counterattack. Should she fail a dodge, then this ability goes on cooldown for one turn.
Grimm Tail
Perk- Cloud can also sense strong negative emotions from those nearby. While in relative darkness, or at least not in direct sunlight, the tail can use one minor action every turn. If it has a weapon then it is considered dual wielding and can use a quick strike following another attack.
Drawback- Being partially Grimm, Cloud is sensitive to light and related effects (25% weakness). If struck by light infused attacks and abilities, she loses a minor action.
Abilities-
Blood Ribbon lvl 2- blood, close/long range
2 energy, 48.5/42.5 power- 41.5/42.5 m range, 2 turn duration
Manipulate the bloody ribbon and extend the range of the weapon by 26.5 m for 2 turns. Bloody cloth within 32.5 m can be manipulated by this as well.
Blood Mist lvl 6- blood, range, area of effect
13 energy, 95 power- 23 m area of effect, 11.5 power blind, 18 speed, 3 turn duration
Create a cloud of blood mist which obscures vision in a 23 m area, causing a 10 power blind. While in the mist, Cloud gains a boost of speed that allows her to travel 16.5 m further with her dodges. The mist follows cloud as she moves.
Armor- 100
Damage Resistance- 100%
Status Resistance- 35
Energy- 150
Actions- 2 major, 2 minor
Speed- 110.5 (65 + 70%)
Semblance- Nothing Personal Kid
Adrenaline rushes through Cloud's blood and the world seems to slow down. When she dodges with major actions, she leaves behind a shadow to take the strike. This absorbs any damage that might come from a failed dodge. If she successfully dodges a melee attack, Cloud can slip behind the assailant's back for a free counterattack. Should she fail a dodge, then this ability goes on cooldown for one turn.
Grimm Tail
Perk- Cloud can also sense strong negative emotions from those nearby. While in relative darkness, or at least not in direct sunlight, the tail can use one minor action every turn. If it has a weapon then it is considered dual wielding and can use a quick strike following another attack.
Drawback- Being partially Grimm, Cloud is sensitive to light and related effects (25% weakness). If struck by light infused attacks and abilities, she loses a minor action.
Abilities-
Blood Ribbon lvl 2- blood, close/long range
2 energy, 48.5/42.5 power- 41.5/42.5 m range, 2 turn duration
Manipulate the bloody ribbon and extend the range of the weapon by 26.5 m for 2 turns. Bloody cloth within 32.5 m can be manipulated by this as well.
Blood Mist lvl 6- blood, range, area of effect
13 energy, 95 power- 23 m area of effect, 11.5 power blind, 18 speed, 3 turn duration
Create a cloud of blood mist which obscures vision in a 23 m area, causing a 10 power blind. While in the mist, Cloud gains a boost of speed that allows her to travel 16.5 m further with her dodges. The mist follows cloud as she moves.
Blood Rage lvl 9- blood, fire, buff
55 energy, 443 power- 166 damage, 3 turn duration
Induce a rage when Cloud remembers how she had been wronged, increasing her damage by 166.
Inventory- 19.5/25.5
Pernicious Rose (Ribbon Blade)- 9
Blood enchantment lvl 11. Increase the power of blood abilities by 11. When this weapon absorbs blood, increase its damage by 21 for the next three turns.
16.5 damage, 29 range, 45 durability
Piercing or slashing damage. This form can use thrusting attacks and sweeping attacks. Throw the needle out with a thrust attack to weave it through targets. Sew them together so they become bound until the ribbon is cut. The length of ribbon has durability equal to the damage of the ribbon.
Scarlet Needle (Sword)
25.5 damage, 9 range, 45 durability
Piercing or slashing damage. This form can use heavy strikes, thrusting attacks, and sweeping attacks. Every attack inflicts bleed equal to half the damage of the needle. This stacks with the bleed inflicted by slashes.
Three Tailed Gauntlet
25.5 damage, 9 range, 90 durability, 100% damage resistance, 27 status resistance
Crushing damage. This form can use quick strikes. Attacking a bleeding target allows the gauntlet to steal health equal to half its damage. The gauntlet is connected to armor around the tail, allowing it to function while other forms are active.
Blood Moon Bracelet- 1
Blood enchantment lvl 6. Increase the power of blood abilities by 6 + 60%.
10 durability, 20% damage resistance, 3 status resistance, 30% blood resistance
Grimmchild- 1
Fire enchantment lvl 5. Increases the power of fire abilities by 50%. The charm absorbs 50% of fire damage taken by the user and creates a small creature which spits a fireball of 150% power at a target within 35 m.
10 durability, 10% physical resistance, 3 status resistance
Fire enchantment lvl 5. Increases the power of fire abilities by 50%. The charm absorbs 50% of fire damage taken by the user and creates a small creature which spits a fireball of 150% power at a target within 35 m.
10 durability, 10% physical resistance, 3 status resistance
Embers of Foxtail- 1
14 damage, 14.5 range, 5 durability
Dark blood, mind, and fire enchantment lvl 4. Increase the power of dark blood, mind, and fire abilities by 40%. A brew of foxtail collected from a long forgotten field of battle. The souls of the fallen appear as foxfire to witness the warriors of a new generation. One soul appears every time Cloud uses her semblance, two when she avoids long ranged attacks. When three are collected or she is struck, the foxfires will be fade. Cloud will go invisible (24 power) for a time, depending on how many she had collected (one turn per foxfire). While invisible, her attacks inflict 18 burning. Cloud will feel drained afterwards, her damage lowering by 12 for every foxfire. This vial contains one dosage.
Ragout Rabbit Stew- 2
26 damage 26 range 10 durability
Blood enchantment lvl 12. Increase the power of blood abilities by 120%. An herbal broth with small chunks of mochi and grilled rabbit inside. Consuming this allows one to jump about as in low gravity (75 speed), taking no fall damage. When in the air, one can pound into the ground to send out 41 m waves of flame (46 burning, minor action). Constantly regenerate to full health every turn, even if knocked unconscious. This effect lasts for three turns.
Golden Sashimi and Crinum Tea Set- 2
26 damage 26 range 10 durability
Blood enchantment lvl 8. Increase the power of blood abilities by 80%. Bento box set with sparking slices of sashimi served on a bed of fluffy rice. Served alongside a crinum leaf tea. Prepares one for the hardships ahead. Double the damage dealt by the next eleven attacks, with the final strike inflicting an additional 90 damage. Should one fall before inflicting all eleven strikes, they will revive with health of 90 + 20 x remaining attacks. Any extra health will become a barrier for them.
26 damage 26 range 10 durability
Blood enchantment lvl 12. Increase the power of blood abilities by 120%. An herbal broth with small chunks of mochi and grilled rabbit inside. Consuming this allows one to jump about as in low gravity (75 speed), taking no fall damage. When in the air, one can pound into the ground to send out 41 m waves of flame (46 burning, minor action). Constantly regenerate to full health every turn, even if knocked unconscious. This effect lasts for three turns.
Golden Sashimi and Crinum Tea Set- 2
26 damage 26 range 10 durability
Blood enchantment lvl 8. Increase the power of blood abilities by 80%. Bento box set with sparking slices of sashimi served on a bed of fluffy rice. Served alongside a crinum leaf tea. Prepares one for the hardships ahead. Double the damage dealt by the next eleven attacks, with the final strike inflicting an additional 90 damage. Should one fall before inflicting all eleven strikes, they will revive with health of 90 + 20 x remaining attacks. Any extra health will become a barrier for them.
Sparkling Unagi Sushi- 0.5
8 damage 8.5 range 2.5 durability
A numbing tingle spreads over the tongue as one consumes this, giving a weird sensation as it is swallowed. Allows one to dodge more effectively, increasing speed by 7.5 with every dodge during the next 3 turns. If struck while dodging, one loses 7.5 speed and gains 7.5 damage reduction instead.
8 damage 8.5 range 2.5 durability
A numbing tingle spreads over the tongue as one consumes this, giving a weird sensation as it is swallowed. Allows one to dodge more effectively, increasing speed by 7.5 with every dodge during the next 3 turns. If struck while dodging, one loses 7.5 speed and gains 7.5 damage reduction instead.
Dango Daikazoku (red bean, sesame, bunny ring)- 1
14 damage 16 range 5 durability
A big dango family held together by a skewer. Comes in an assortment of colors and flavors. They come with three on every skewer. Every dango can be consumed individually or a skewer as a whole. The fried dango allows one to inflict 14 burning with their attacks. The red bean dango removes a status effect. The moon festival dango gives one some very sweet dreams (14 drowsy on attack if following an offensive dango or doubling the effect of a defensive dango). The sesame dango asks for proper form (the sesame allows one to inflict 21 damage with attacks at full health and heals one for 19 health otherwise). The baby dango increases the duration of the previous effect by a turn. The dango ring branded with the rabbit logo increases one's speed by 14.
14 damage 16 range 5 durability
A big dango family held together by a skewer. Comes in an assortment of colors and flavors. They come with three on every skewer. Every dango can be consumed individually or a skewer as a whole. The fried dango allows one to inflict 14 burning with their attacks. The red bean dango removes a status effect. The moon festival dango gives one some very sweet dreams (14 drowsy on attack if following an offensive dango or doubling the effect of a defensive dango). The sesame dango asks for proper form (the sesame allows one to inflict 21 damage with attacks at full health and heals one for 19 health otherwise). The baby dango increases the duration of the previous effect by a turn. The dango ring branded with the rabbit logo increases one's speed by 14.
Runes of the Vampire- 2
Blood enchantment lvl 10. Increase the power of blood abilities by 10. The runes hold one level of charge each, up to six levels. The charges can be expended at any time. One charge can be recovered with blood (at least 5 health) every turn. When using the runes, one can draw from their health to fuel abilities.
Blood enchantment lvl 10. Increase the power of blood abilities by 10. The runes hold one level of charge each, up to six levels. The charges can be expended at any time. One charge can be recovered with blood (at least 5 health) every turn. When using the runes, one can draw from their health to fuel abilities.
Nightmare Items-
Mysterious Brew- 1
Whatever could this do? Hands burst from surrounding shadows. Once per brew, the hands can teleport a target somewhere in the area. They can also pin enemies down, grab something around to help fight, and other handy things. There are ten hands total, and they withdraw into shadows after carrying out a minor action. They linger for up to 3 turns.
Mysterious Brew- 1
Whatever could this do? Hands burst from surrounding shadows. Once per brew, the hands can teleport a target somewhere in the area. They can also pin enemies down, grab something around to help fight, and other handy things. There are ten hands total, and they withdraw into shadows after carrying out a minor action. They linger for up to 3 turns.
Storage-
5 Ragout Rabbit Stew- 10
26 damage 26 range 10 durability
Blood enchantment lvl 12. Increase the power of blood abilities by 120%. An herbal broth with small chunks of mochi and grilled rabbit inside. Consuming this allows one to jump about as in low gravity (75 speed), taking no fall damage. When in the air, one can pound into the ground to send out 41 m waves of flame (46 burning, minor action). Constantly regenerate to full health every turn, even if knocked unconscious. This effect lasts for three turns.
26 damage 26 range 10 durability
Blood enchantment lvl 12. Increase the power of blood abilities by 120%. An herbal broth with small chunks of mochi and grilled rabbit inside. Consuming this allows one to jump about as in low gravity (75 speed), taking no fall damage. When in the air, one can pound into the ground to send out 41 m waves of flame (46 burning, minor action). Constantly regenerate to full health every turn, even if knocked unconscious. This effect lasts for three turns.
3 Golden Sashimi and Crinum Tea Set- 6
26 damage 26 range 10 durability
Blood enchantment lvl 8. Increase the power of blood abilities by 80%. Bento box set with sparking slices of sashimi served on a bed of fluffy rice. Served alongside a crinum leaf tea. Prepares one for the hardships ahead. Double the damage dealt by the next eleven attacks, with the final strike inflicting an additional 90 damage. Should one fall before inflicting all eleven strikes, they will revive with health of 90 + 20 x remaining attacks. Any extra health will become a barrier for them.
26 damage 26 range 10 durability
Blood enchantment lvl 8. Increase the power of blood abilities by 80%. Bento box set with sparking slices of sashimi served on a bed of fluffy rice. Served alongside a crinum leaf tea. Prepares one for the hardships ahead. Double the damage dealt by the next eleven attacks, with the final strike inflicting an additional 90 damage. Should one fall before inflicting all eleven strikes, they will revive with health of 90 + 20 x remaining attacks. Any extra health will become a barrier for them.
2 Dango Daikazoku- 2
14 damage 16 range 5 durability
A big dango family held together by a skewer. Comes in an assortment of colors and flavors. They come with three on every skewer. Every dango can be consumed individually or a skewer as a whole. The fried dango allows one to inflict 14 burning with their attacks. The red bean dango removes a status effect. The moon festival dango gives one some very sweet dreams (14 drowsy on attack if following an offensive dango or doubling the effect of a defensive dango). The sesame dango asks for proper form (the sesame allows one to inflict 21 damage with attacks at full health and heals one for 19 health otherwise). The baby dango increases the duration of the previous effect by a turn. The dango ring branded with the rabbit logo increases one's speed by 14.
14 damage 16 range 5 durability
A big dango family held together by a skewer. Comes in an assortment of colors and flavors. They come with three on every skewer. Every dango can be consumed individually or a skewer as a whole. The fried dango allows one to inflict 14 burning with their attacks. The red bean dango removes a status effect. The moon festival dango gives one some very sweet dreams (14 drowsy on attack if following an offensive dango or doubling the effect of a defensive dango). The sesame dango asks for proper form (the sesame allows one to inflict 21 damage with attacks at full health and heals one for 19 health otherwise). The baby dango increases the duration of the previous effect by a turn. The dango ring branded with the rabbit logo increases one's speed by 14.