Post by The Hackfather on Sept 27, 2007 12:00:35 GMT -5
~Surpassing the Parameters~
Over time, Player Characters may end up acquiring powers that go beyond those of normal characters. These are often a result of having a sort of link with an extremely powerful, artificially-intelligent entity in [The World]. These powers can be developed into greater powers by both experience and key events.
Only administrators have the authority to authorize to any character the use of any factor or future entities that may become considered a factor. These factors tend to play into the storyline and are not created simply on whims.
These powers follow a system similar to that of the Skill Level system, but on a higher scale. 100 points are required to advance to the next level, and no normal items can be used to gain points. Leveling up gains 5 points toward advancement. Other advancement depends on how the skill is used and the ability in question.
Codename: The Terror of Death
User: Kyuzo
Level: 9
Ability 1: Shade of Terror
Effect: 25% damage caused after regular attacks
FP Gained Per Use: 1, 2 if ability kills enemy
Ability 2: Judgment I
Effect: Ice, INT x6, Radius, reduces enemy DEX by 20%
SP Cost: 200
FP Gained Per Use: 1, 2 if ability kills enemy
Note: Does not stack with repeated use
Ability 3: Geist Drain
Effect: Target's current HP drops by 10% and stats by 25%
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Double Trigger ~ Judgment I
Effect: Allows Kyuzo to end his turn with Judgment I if SP allows
SP Cost: 300
FP Gained Per Use: 1
Ability 5: Shadow's Deftness
Effect: DEF+10%, RES+10%
Ability 6: Geist Drain Arc
Effect: Radius, targets' current HP drops by 10% and stats by 25%
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Method of Execution
Effect: Allows Kyuzo to dual wield blade swords; he can use two skills per turn, but the sum of both damage skills are subject to a single damage cap
Ability 8: Ascension of the First
Effect: +15% HP, +10% ATK, grants Lost Weapon access
Ability 9: Shadow Coffin
Effect: The shadow can instantly kill a normal monster at 20% HP or below, but the shadow cannot act for two turns after; Kyuzo can't attack physical for one turn after using Shadow Coffin
SP Cost: 1000
FP Gained Per Use: 1
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the First II [LOCKED]
Effect: +15% SP, +10% DEF, +10% DEX (subject to change upon acquiring)
Ability 12: Geist Drain Heart [LOCKED]
Effect: Radius, targets' current HP drops by 15% and stats by 40%; effect of Shade of Terror applicable to damage dealt; grants Kyuzo an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Kyuzo's Factor abilities to have double the effect for 2 turns; fully restores Kyuzo's HP/SP; changes battle element to Darkness
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Skeith Fusion
Effect: Kyuzo does double damage to anomaly entities (Data Bug, AIDA, etc), +50% all stats, Does Triple Damage to PCs. Damage cap increased 50% against anomalous data. Skeith Fusion gains special skills. This requires 25% MAX SP to maintain per turn.
-----Reaper's Scythe: Kyuzo's weapon changes into Skeith's Scythe, gaining 50% more stats, and all multipliers of skills increase by 1.5
-----Fearful Visitor: Skeith's presence alone has a chance to send PCs and monsters fleeing in terror. Dice=5, if 3 then terror is inflicted
-----Epitaph Data Drain: Kyuzo can perform a final action. It requires one turn to charge, then performs Kyuzo's HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators
Codename: The Mirage of Deceit
User: Ayliori
Level: 7
Ability 1: Dancing Haze
Effect: When Ayliori is struck, attacker's DEF, RES, and DEX drop by 10%
FP Gained Per Use: 2
Note: Stacks if Ayliori is hit more than once by same enemy
Ability 2: Reflection
Effect: Ayliori creates two damage-absorbing phantoms; dice=3 for each phantom -- if 2 is rolled, damage is absorbed
SP Cost: 400
FP Gained Per Use: 2
Ability 3: Guile Drain
Effect: Target's stats are cut in half and target is confused for 2 turns
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Soul Quench
Effect: Allows Ayliori to substitute HP for SP when casting spells
FP Gained Per Use: 1
Ability 5: Flame Dancer
Effect: When Ayliori is hit in melee, Innis lashes out and hits back for 25% of the damage she received
SP Cost: 200
FP Gained Per Use: 1
Ability 6: Guile Drain Arc
Effect: Radius, targets' stats are cut in half and targets are confused for 2 turns
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Nightmare Shadow
Effect: Allows Ayliori to put an enemy in a trance, causing them to be surrounded by images of their worst fear and paralyzing them, preventing them from acting; this ability is unavoidable; Ayliori cannot act while maintaining this trance
SP Cost: 250 per turn
FP Gained Per Use: 1
Ability 8: Ascension of the Second
Effect: +10% SP, +20% Magical Damage, grants Lost Weapon access
Ability 9: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Second II [LOCKED]
Effect: +10% HP, +10% DEF, +10% DEX (subject to change upon acquiring)
Ability 12: Guile Drain Heart [LOCKED]
Effect: Radius, targets' stats are cut in half and targets are confused for 3 turns; automatically generates three Reflection phantoms; grants Ayliori an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Ayliori's Factor abilities to have double the effect for 2 turns; fully restores Ayliori's HP/SP; changes battle element to Water
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Innis Fusion
Effect: Ayliori gains +50% all stats, does double damage to anomalous data, and automatically generates two mirages every turn that absorb hits. Damage cap increased 50% against anomalous data. This requires 25% MAX SP to maintain per turn.
-----Plasma Wheel: Every turn, Ayliori can spend 500 SP to fire six pulses of plasma from the device on the back of the phase. This inflicts INT x dice=3 x6 in damage
-----Dancing Confusion: Innis' presence alone disorients and confuses PCs and Monsters. Dice=5, if 3 then confusion is inflicted
-----Epitaph Data Drain: Ayliori can perform a final action. It requires one turn to charge, then performs Ayliori's current HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses her Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators.
Codename: The Propagation
User: Neon
Level: 9
Ability 1: Growth Spores
Effect: When Neon is struck, leaves grow out of his body; damage dealt +15%, 5% HP restored per turn
FP Gained Per Use: 2
Note: Stacks up to 5 times
Ability 2: Flash of Green
Effect: Wind/Neutral, Radius, INT x 9
SP Cost: 300
FP Gained Per Use: 1, 2 if spell kills enemy
Note: Cannot be used consecutively
Ability 3: Trance Drain
Effect: 30% of target's current HP is absorbed and restored to user as HP or SP
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Double Trigger ~ Flash of Green
Effect: Allows Neon to end his turn with Flash of Green if SP allows
SP Cost: 300
FP Gained Per Use: 1
Ability 5: Reverse Mine
Effect: When Neon gets hit, a mine will form and launch at the enemy causing ATK x 11 in damage
FP Gained Per Use: 1
Ability 6: Trance Drain Arc
Effect: Radius, 30% of targets' current HP is absorbed and restored to user as HP or SP
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Penetration
Effect: Allows Neon to deal twice the damage done from Factor abilities; damage cap up 25%
Ability 8: Ascension of the Third
Effect: +15% HP, -20% damage received, grants Lost Weapon access
Ability 9: Overgrowth
Effect: Whenever Neon is hit by an attack that does over 40% of his max HP in damage, a clone is created; this clone has all access to his abilities and the same HP he does; lasts until HP falls to zero
SP Cost: 200
FP Gained Per Use: 1
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Third II [LOCKED]
Effect: +10% SP, +10% DEF, +15% magic damage dealt (subject to change upon acquiring)
Ability 12: Trance Drain Heart [LOCKED]
Effect: Radius, 30% of targets' current HP is absorbed and restored to user as HP or SP; generates one Growth Spore for each target struck; grants Neon an extra action for 2 turns; creates 1 Healing Rain and 1 Elven Rain per use
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Neon's Factor abilities to have double the effect for 2 turns; automatically generates an Overgrowth clone; fully restores Neon's HP/SP; changes battle element to Wind
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Magus Fusion
Effect: Neon gains +50% all stats, does double damage to anomalous data, and automatically drops (dice=3) mines every turn that inflict ATK x 6 in damage . Damage cap increased 50% against anomalous data. This requires 25% MAX SP to maintain per turn.
-----Shielding: Magus automatically generates a five petal shield every three turns. This functions exactly like the shield Neon can generate with his artifact, but one petal is automatically lost every turn due to the concentration needed to maintain Magus
-----Draining: Magus automatically drains 5% of all enemies' current HP into healing for itself every other turn
-----Epitaph Data Drain: Neon can perform a final action. It requires one turn to charge, then performs Neon's current HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses her Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators.
Codename: The Prophet
User: None
Level: 6
Ability 1: Prophet's Call
Effect: Dice=2
----1: user's next attack deals 15% more damage
----2: next attack against user deals 15% less damage
FP Gained Per Use: 1
Note: Stacks with all other abilities
Ability 2: Foretell Fate
Effect: Dice=9 -- enemy takes 50% more damage from an element
----1: Neutral
----2: Fire
----3: Water
----4: Earth
----5: Wind
----6: Light
----7: Darkness
----8: Ice
----9: Thunder
SP Cost: 300
FP Gained Per Use: 1
Ability 3: Vision Drain
Effect: Target's stats drop by 25% and target is blinded for 2 turns
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Timeless Forecast
Effect: Dice=10
----1: Decreases a single target's stats by 10%
----2: Decreases a single target's stats by 20%
----3: Decreases a single target's stats by 30%
----4: Decreases a single target's stats by 40%
----5: Decreases a single target's stats by 50%
----6: Increases user's stats by 10% for two turns
----7: Increases user's stats by 20% for two turns
----8: Increases user's stats by 30% for two turns
----9: Increases user's stats by 40% for two turns
----10: Increases user's stats by 50% for two turns
SP Cost: 200
FP Gained Per Use: 1
Note: Stat buffs/debuffs do not stack
Ability 5: Wisdom of Predetermination
Effect: +25% ATK, +25% INT
Ability 6: Vision Drain Arc
Effect: Radius, targets' stats drop by 25% and targets are blinded for 2 turns
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Beyond Comprehension
Effect: At 4x SP cost, allows Zero to ignore the damage cap using a spell.
SP Cost: 4x Normal Cost
FP Gained Per Use: 1
Ability 8: Ascension of the Fourth [LOCKED]
Effect: +15% SP, +8% ATK, +12% INT, grants Lost Weapon access
Ability 9: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Fourth II [LOCKED]
Effect: +10% SP, +12% DEF, +8% RES (subject to change upon acquiring)
Ability 12: Vision Drain Heart [LOCKED]
Effect: Radius, targets' stats drop by 35% and targets are blinded for 3 turns; grants user an extra action for 2 turns (subject to change upon acquiring)
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants user's Factor abilities to have double the effect for 2 turns; fully restores user's HP/SP; changes battle element to Thunder (subject to change upon acquiring)
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Codename: The Machinator
User: Hayate
Level: 15
Ability 1: Duplicate Spirit
Effect: Dice=100 -- if number rolled is 1-50, damage dealt is doubled
FP Gained Per Use: 2
Note: Compatible with normal attacks, skills, and Rengekis
Ability 2: Vorpal Will
Effect: Allows Hayate to equip 2 blade swords simultaneously
Ability 3: Alter Drain
Effect: Target is divided into 2 halves, each with 50% of original's stats
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Hidden Plot
Effect: Dice=10
----1: 50% of damage dealt to Hayate is dealt to attacker
----2: enemy's next attack lowers Hayate's HP to 1
----3: enemy's next attack lowers Hayate's HP to 1
----4: enemy's next attack lowers Hayate's HP to 1
----5: 2x damage dealt to Hayate is dealt to attacker
----6: enemy's next attack lowers Hayate's HP to 1
----7: enemy's next attack lowers Hayate's HP to 1
----8: enemy's next attack lowers Hayate's HP to 1
----9: enemy's next attack lowers Hayate's HP to 1
----10: 50% of damage dealt to Hayate is dealt to attacker
FP Gained Per Use: 2
Note: Can be substituted for Shield Overload
Ability 5: Scheming Blade
Effect: Thunder, INT x6, Radius, reduces enemy DEF by 20%
SP Cost: 300
FP Gained Per Use: 1, 2 if spell kills enemy
Note: Does not stack with repeated use
Ability 6: Alter Drain Arc
Effect: Radius, decreases targets' stats by 35% inflicts targets with Fear for one turn
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Conspirator's Mask
Effect: Allows Hayate to act twice in one turn when his HP is below 20%
Ability 8: Ascension of the Fifth
Effect: +10% HP, +10% ATK, +10% DEF, grants Lost Weapon access
Ability 9: Double Trigger ~ Scheming Blade
Effect: Allows Hayate to end his turn with Scheming Blade if SP allows
SP Cost: 300
FP Gained Per Use: 1
Note: Does not stack with repeated use
Ability 10: Paradise Invite
Effect: Hayate releases 5 bubbles; the next time an enemy targets Hayate, that enemy may roll a 5-sided dice* -- number rolled determines how many bubbles are destroyed; on Hayate's next action, the enemy take damage equal to (Hayate's Skill Level x100) x the number of bubbles left (if any); damage dealt by bubbles pierce DEF
SP Cost: 1000
FP Gained Per Use: 3
*Hayate is still targetable even with this ability in effect
Ability 11: Ascension of the Fifth II
Effect: +10% SP, +10% INT, +10% RES
Ability 12: Alter Drain Heart
Effect: Radius, decreases targets' stats by 50% and inflicts targets with Fear for two turns; generates one Paradise Invite bubble for each target struck; grants Hayate an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Hayate's Factor abilities to have double the effect for 2 turns; automatically activates Hidden Plot; fully restores Hayate's HP/SP; changes battle element to Ice
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Ability 14: UNKNOWN
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 15: UNKNOWN
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Melding: Gorre Fusion
Effect: Hayate gains +50% to all stats, does double damage to anomalous data, and automatically releases 1 Paradise Invite bubble per turn. Damage cap increased 50% against anomalous data. This requires 25% MAX SP to maintain per turn.
-----Double Prayer: Hayate splits into Dawn and Dusk, making Hayate count as two separate targets. Each half of Hayate can only act once, nullifying the Hands of Cruelty, but each half has 20% more stats than the original.
-----Shrill Scream: Gorre's presence alone may cause PCs and monsters to cower in fear. Dice=5, if 3 then Fear is inflicted.
-----Epitaph Data Drain: Hayate can perform a final action. It requires one turn to charge, then deals Hayate's current HP + SP x10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators.
Codename: The Temptress
User: Vyce
Level: 9
Ability 1: Charming Smile
Effect: Increases damage by 10% for each status effect taken and grants immunity to Charm
FP Gained Per Use: 2 for each Charm, 1 for each status effect taken
Ability 2: Passionate Enigma
Effect: +20% damage to ailment-inflicted enemy
FP Gained Per Use: 2
Ability 3: Lure Drain
Effect: Target is inflicted with Charm for 3 turns
SP Cost: 300
FP Gained Per Use: 1
Note: Removes data bug immunity
Ability 4: Spirit of Love
Effect: Radius, (INT+DEX) x5
SP Cost: 500
FP Gained Per Use: 1, 2 if ability kills enemy
Note: Cannot be used consecutively
Ability 5: MiuZan Hur[/b]
Effect: Single, enemy's ATK x4
SP Cost: 600
FP Per Use: 1, 2 if the ability kills an enemy
Ability 6: Lure Drain Arc
Effect: Radius, targets are inflicted with Charm for 3 turns
SP Cost: 1000
FP Per Use: 1
Ability 7: Heartache
Effect: When ally is KO'd, Vyce is healed for however much that ally had left; if the HP count is set to 1 when an ally dies, Vyce is healed for 50% of that ally's max HP
FP Gained Per Use: 1
Ability 8: Ascension of the Sixth
Effect: +5% SP, +5% HP, +5% INT, +5% ATK, grants Lost Weapon access
Ability 9: Soul Enthrallment
Effect: Allows Vyce to always have Charm strike, even against enemies that are normally protected against it
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Sixth II [LOCKED]
Effect: +5% DEF, +5% RES, +5% DEX (subject to change upon acquiring)
Ability 12: Lure Drain Heart [LOCKED]
Effect: Radius, targets' stats drop by 15% and targets are inflicted with Charm for 3 turns; grants consecutive use of Spirit of Love; grants Vyce an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Vyce's Factor abilities to have double the effect for 2 turns; grants all-time use of Passionate Enigma; fully restores Vyce's HP/SP; changes battle element to Earth
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Macha Fusion
Effect: Vyce does double damage to anomaly entities (Data Bug, AIDA, etc), +50% all stats, Does Triple Damage to PCs. Damage cap increased 50% against anomalous data. Vyce Fusion gains special skills. This requires 25% MAX SP to maintain per turn.
-----Cry of Pain: Whenever Macha Meld is stricken, the enemy who it hit automatically receives damage cap damage.
-----Absolute Enthrallment: The presence of Macha is enough to charm the enemy as long as the form is maintained, however the enemy can break free if they do a dice roll of 10 and roll higher than a 6
-----Epitaph Data Drain: Vyce can perform a final action. It requires one turn to charge, then performs Vice’s HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators
Codename: The Avenger
User: Gwen
Level: 8
Ability 1: Malice Rend
Effect: Physical attacks reduce target's DEF by 10%
FP Gained Per Use: 1
Note: Stacks with each use
Ability 2: Stake of Death
Effect: Neutral, INT x6
SP Cost: 200
FP Gained Per Use: 1, 2 if spell kills enemy
Ability 3: Strike Drain
Effect: Target's stats drop by 20% and SP to zero, target loses 5% of current HP with each attack
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Double Trigger ~ Stake of Death
Effect: Allows Gwen to end her turn with Stake of Death if SP allows
SP Cost: 200
FP Gained Per use: 1
Ability 5: Blood Clone
Effect: When Gwen is below 35%, a doppelganger appears, allowing Gwen to act twice per turn; if she is healed above 65%, clone disappears next turn
SP Cost: 300
FP Gained Per use: 1
Ability 6: Strike Drain Arc
Effect: Radius, INT x6
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Rise to Glory[/b]
Effect: Whenever Gwen is revived from KO, she is invulnerable for 2 turns and has triple parameters for those two turns
FP Gained Per Use: 1
Ability 8: Ascension of the Seventh[/b]
Effect: +10% HP, +15% ATK, +10% DEX, grants Lost Weapon Access
Ability 9: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Seventh II [LOCKED]
Effect: +10% SP, +12% DEF, +10% INT (subject to change upon acquiring)
Ability 12: Strike Drain Heart [LOCKED]
Effect: Radius, targets' stats drop by 40% and SP to zero, targets lose 7% of current HP with each attack; effect of Malice Rend applicable to damage dealt; grants Gwen an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Gwen's Factor abilities to have double the effect for 2 turns; automatically generates a Blood Clone; fully restores Gwen's HP/SP; changes battle element to Fire
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Tarvos Fusion
Effect: Gwen does double damage to anomaly entities (Data Bug, AIDA, etc), +50% all stats, Does Triple Damage to PCs. Damage cap increased 50% against anomalous data. Tarvos Fusion gains special skills. This requires 25% MAX SP to maintain per turn.
-----Stake of Death X: Tarvos automatically launches Stakes of Death each turn that inflicts ATK x9 damage to an enemy. Dice=10 to determine the number launched at the enemy.
-----Bloodied Angel: Tarvos' mere presence causes the enemy to quiver in fear, increasing the damage cap against them 25%. This also causes Gwen's attacks to absorb as HP when she executes them in meld form
-----Epitaph Data Drain: Gwen can perform a final action. It requires one turn to charge, then performs Gwen's HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators
Codename: The Rebirth
User: Ren
Level: 8
Ability 1: Faith Reborn
Effect: 15% of all damage is restored to Ren as HP or SP
FP Gained Per Use: 1
Ability 2: Pure Guardian
Effect: Barrier reduces damage taken by 50%
SP Cost: 500
FP Gained Per Use: 1
Note: Ren can create 2 barriers per battle
Ability 3: Vital Drain
Effect: Single, any stat x6
SP Cost: 400
FP Gained Per Use: 1
Note: Can also revive a fallen ally
Ability 4: Purity Banish
Effect: Allows Ren to create a barrier around herself or others that reflects 50% of damage received back to the enemy; barrier lasts 3 turns
SP Cost: 750
FP Gained Per Use: 1
Ability 5: Divinity
Effect: Gives Ren a passive Pure Guardian barrier at all times, increases her stats by 10%, and grants 10% SP regeneration
Ability 6: Vital Drain Arc
Effect: Radius, any stat x6, can revive as many people as number of enemies struck
SP Cost: 1200
FP Gained Per Use: 1
Ability 7: Resurgence[/b]
Effect: When ally is KO'd, Ren's parameters go up 50% (stacks for each KO'd ally); all gained parameters are lost when Ren's HP falls to zero
SP Cost: 100
FP Gained Per Use: 1
Ability 8: Ascension of the Eighth[/b]
Effect: +10% SP, +10% INT, +10% DEX, grants Lost Weapon Access
Ability 9: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Eighth II [LOCKED]
Effect: +15% HP, +10% ATK, +10% RES (subject to change upon acquiring)
Ability 12: Vital Drain Heart [LOCKED]
Effect: Radius, any stat x10, can revive as many people as number of enemies struck; fully restores entire party's HP; grants Ren an extra action for 2 turns (subject to change upon acquiring)
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Ren's Factor abilities to have double the effect for 2 turns; fully restores Ren's HP/SP; changes battle element to Light (subject to change upon acquiring)
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Corbenik Fusion ~ Attachment to Life
Effect: Ren does double damage to anomaly entities (Data Bug, AIDA, etc), +50% all stats, Does Triple Damage to PCs. Damage cap increased 50% against anomalous data. Corbenik Fusion gains special skills. This requires 25% MAX SP to maintain per turn.
-----Essence: Corbenik's mere presence causes all party members to have a barrier that protects against half damage from all sources
-----Rise to Victory: Corbenik's mere presence causes all party members to have 1.5x statistics that stacks with all abilities
-----Epitaph Data Drain: Ren can perform a final action. It requires one turn to charge, then performs Ren's HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators
Codename: The Divinity
User: Saber
Level: 9
Ability 1: Goddess' Endurance
Effect: 15% max HP is restored per turn, -25% magic damage taken
FP Gained Per Use: 1
Ability 2: Phantom Edge
Effect: Saber's physical attacks can add INT to her ATK
Ability 3: Blade of Chivalry
Effect: (ATK+INT) x dice=6
SP Cost: 300
FP Gained Per Use: 1, 2 if ability kills enemy
Note: Removes data bug immunity
Ability 4: Infinite Will
Effect: Allows Saber to dual wield broadswords
Ability 5: Spirit Flood[/b]
Effect: After a melee attack, Saber can expend 25% of her max SP to attack for INT x8 in damage
FP Gained Per Use: 1
Ability 6: Whirlwind of Virtue
Effect: Radius, (ATK+INT) x dice=6
SP Cost: 300
FP Gained Per Use: 1, 2 if ability kills enemy
Note: Removes data bug immunity
Ability 7: Shaper's Purity
Effect: Allows Saber to take possession of the field's element, turning it into a realm of plasma. This causes all foreign data entities (AIDA, Viral, and other future threats) to take 50% more damage, reduce 25% of their stats, and increases the damage cap against them by all users 25% . This also increases Saber's own protections, allowing her 35% HP regeneration and reducing all magic damage against her to 15%. Lastly, the Shaper's Purity will allow Saber to expend HP and SP to inflict extra damage after her attacks at a rate of 10 damage per SP and 12 damage per HP. This is considered on a separate damage cap.
SP Cost: 600 SP per turn to maintain
FP Gained Per Use: 1, 1 for every turn maintained.
Ability 8: Rise of a Goddess[/b]
Effect: +10% HP, +10% ATK, +10% INT, Unknown
Ability 9: Essence of Soul[/b]
Effect: Can equip an extra ACC and has a 20% chance of resisting any status ailment; dice=5, if 3, ailment is resisted
FP Gained Per Use: 1 per resisted status
Ability 10: Charismatic Presence[/b]
Effect: Allows Saber's strength to influence any normal enemy to join her ranks; can only happen if Saber brings the enemy to 10% of its HP or less (excluding killing); must be given by the battle moderator
FP Gained Per Use: 2 per pet obtained
Codename: The Hidden One
User: Leigh
Level: 6
Ability 1: Shadowed Salvation
Effect: Damage of attack that would kill the user is halved
FP Gained Per Use: 1
Ability 2: Jihad
Effect: Damages all enemies for Leigh's HP+SP x dice=4
SP Cost: 300
FP Gained Per Use: 1, 2 if skill kills an enemy
Ability 3: Defiling Corrosion
Effect: Target loses 5% of HP per turn and target's stats decrease by 5% per use
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Self-Preservation
Effect: Allows Leigh to halve all allies' HP to reincarnate himself to 100% HP and 25% SP after dealt a fatal hit
SP Cost: 50
FP Gained Per Use: 1
Note: Can only be used once every 4 turns
Ability 5: Corona
Effect: Radius, (INT+DEX) x5 + 3-turn Burn
SP Cost: 500
FP Gained Per Use: 1
Ability 6: Expansive Corruption
Effect: Radius, targets lose 5% of HP per turn and targets' stats decrease by 5% per use
SP Cost: 1000
FP Gained per use: 1
Codename: The Arbiter
User: Gilgamesh
Level: 7
Ability 1: Shinigami Eyes
Effect: Allows Gilgamesh's attacks to ignore all DEF and RES
Ability 2: Defy Death
Effect: Allows Gilgamesh to evade one lethal attack per battle
FP Gained Per Use: 3
Ability 3: Librus Mortis
Effect: Deals 20% of the enemy's current HP in damage
SP Cost: 200
FP Gained Per Use: 1
Note: Removes data bug immunity
Ability 4: Terrorize
Effect: Dice=10 after dealing damage -- if 1, 5 or 10, enemy is inflicted with Fear and cannot attack Gilgamesh for two turns; may also create unpredictable side effects
Ability 5: Shinigami Companion
Effect: 20% damage caused after regular attacks
FP Gained Per Use: 1, 2 if ability kills enemy
Ability 6: Librus Mortis Mulis
Effect: Radius, deals 20% of the enemies' current HP in damage
SP Cost: 1000
FP gained per use: 1
Note: Removes data bug immunity
Ability 7: Trained Blade
Effect: +10% HP, +5% DEF, +5% RES, +5% DEX
Codename: The Goddess
User: Maya
Level: 6
Ability 1: Shining Wall
Effect: Allows Maya to survive two fatal hits, once per battle
SP Cost: 200 SP per avoided death
FP Gained Per Use: 1
Ability 2: Data Deconstruction
Effect: Allows Maya to lower an enemy's stats by 10% each time she strikes with a melee ability
FP Gained Per Use: 1
Ability 3: Essence Drain[/b]
Effect: INT x6 + 30% stat decrease, damage dealt is restored to Maya as HP
SP Cost: 200
FP Gained per use: 1
Ability 4: Eyes of Compulsion
Effect: Allows Maya to command an enemy with her eyes aglow with a tremendous force that would inspire any to quiver in fear
SP Cost: 600
FP Gained Per Use: 1
Note: Has no effect on Player Characters
Ability 5: Complete Knowledge
Effect: +15% HP, +15% SP, +10% INT, +25% EXP gained
Ability 6: Essence Drain Arc
Effect: Radius, INT x6 + 30% stat decrease, damage dealt is restored to Maya as HP
SP Cost: 800
FP Gained Per Use: 1
Codename: None
User: Kaga
Level: 7
Ability 1: Crystallized Soul
Effect: Makes Kaga immune to all normal data drain abilities and their side effects.
Ability 2: Growing Shell
Effect: Causes Kaga to gain 100 DEF per turn in regular battles, 50 DEF per turn when in the arena
Ability 3: Absorption
Effect: Allows Kaga to strike a Protect Broken enemy and remove any viral or AIDA interference; damage dealt to the enemy may cause Kaga to gain consumable healing items (determined by battle moderator)
---25000 damage or less: 1 Item
---25001 damage to 49999 damage: 2 items
---50000 damage to 75000 damage: 3 items
---75001+: 4 items or special item (determined by battle moderator)
FP Gained Per Use: 1
Ability 4: Shattering Reincarnation
Effect: Allows Kaga to revive himself upon death, but he only receives 1000 SP and SP restoration is disabled for 3 turns; parameters increased 25% for those turns
FP Gained Per Use: 2
Ability 5: Bursting Growth
Effect: Causes crystals to burst from the ground, causing all enemies to suffer Kaga's INT/his level x his HP in damage; costs 1000 SP per turn to maintain, and the multiplier for INT/Level cannot result in a value higher than 10
FP Gained Per Use: 1
Ability 6: Vortex Absorption
Effect: Radius, removes viral and AIDA infection from Protect Broken enemies; also inflicts Kaga's DEF+ RES x dice=8 in damage; Kaga receives curative items x number of enemies hit by this skill
FP Gained Per Use: 1
Ability 7: Pure Flame[/b]
Effect: Increases Kaga's multiplier with Fire spells by 1.5
SP Cost: 200 per spell
FP Gained Per Use: 1
Your Factor Skill points are expected to be monitored within your signature box. Should you get the 100/100, PM me to inform me of this advancement. Should you have a requested ability for your factor, feel free to PM me with it, but keep in mind that the ability if improved may not come immediately.[rand=7019280965004001584484066960259665154346128115755620149700515971]
Over time, Player Characters may end up acquiring powers that go beyond those of normal characters. These are often a result of having a sort of link with an extremely powerful, artificially-intelligent entity in [The World]. These powers can be developed into greater powers by both experience and key events.
Only administrators have the authority to authorize to any character the use of any factor or future entities that may become considered a factor. These factors tend to play into the storyline and are not created simply on whims.
These powers follow a system similar to that of the Skill Level system, but on a higher scale. 100 points are required to advance to the next level, and no normal items can be used to gain points. Leveling up gains 5 points toward advancement. Other advancement depends on how the skill is used and the ability in question.
Skeith Factor
[/u]Codename: The Terror of Death
User: Kyuzo
Level: 9
Ability 1: Shade of Terror
Effect: 25% damage caused after regular attacks
FP Gained Per Use: 1, 2 if ability kills enemy
Ability 2: Judgment I
Effect: Ice, INT x6, Radius, reduces enemy DEX by 20%
SP Cost: 200
FP Gained Per Use: 1, 2 if ability kills enemy
Note: Does not stack with repeated use
Ability 3: Geist Drain
Effect: Target's current HP drops by 10% and stats by 25%
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Double Trigger ~ Judgment I
Effect: Allows Kyuzo to end his turn with Judgment I if SP allows
SP Cost: 300
FP Gained Per Use: 1
Ability 5: Shadow's Deftness
Effect: DEF+10%, RES+10%
Ability 6: Geist Drain Arc
Effect: Radius, targets' current HP drops by 10% and stats by 25%
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Method of Execution
Effect: Allows Kyuzo to dual wield blade swords; he can use two skills per turn, but the sum of both damage skills are subject to a single damage cap
Ability 8: Ascension of the First
Effect: +15% HP, +10% ATK, grants Lost Weapon access
Ability 9: Shadow Coffin
Effect: The shadow can instantly kill a normal monster at 20% HP or below, but the shadow cannot act for two turns after; Kyuzo can't attack physical for one turn after using Shadow Coffin
SP Cost: 1000
FP Gained Per Use: 1
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the First II [LOCKED]
Effect: +15% SP, +10% DEF, +10% DEX (subject to change upon acquiring)
Ability 12: Geist Drain Heart [LOCKED]
Effect: Radius, targets' current HP drops by 15% and stats by 40%; effect of Shade of Terror applicable to damage dealt; grants Kyuzo an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Kyuzo's Factor abilities to have double the effect for 2 turns; fully restores Kyuzo's HP/SP; changes battle element to Darkness
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Skeith Fusion
Effect: Kyuzo does double damage to anomaly entities (Data Bug, AIDA, etc), +50% all stats, Does Triple Damage to PCs. Damage cap increased 50% against anomalous data. Skeith Fusion gains special skills. This requires 25% MAX SP to maintain per turn.
-----Reaper's Scythe: Kyuzo's weapon changes into Skeith's Scythe, gaining 50% more stats, and all multipliers of skills increase by 1.5
-----Fearful Visitor: Skeith's presence alone has a chance to send PCs and monsters fleeing in terror. Dice=5, if 3 then terror is inflicted
-----Epitaph Data Drain: Kyuzo can perform a final action. It requires one turn to charge, then performs Kyuzo's HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators
Innis Factor
[/u]Codename: The Mirage of Deceit
User: Ayliori
Level: 7
Ability 1: Dancing Haze
Effect: When Ayliori is struck, attacker's DEF, RES, and DEX drop by 10%
FP Gained Per Use: 2
Note: Stacks if Ayliori is hit more than once by same enemy
Ability 2: Reflection
Effect: Ayliori creates two damage-absorbing phantoms; dice=3 for each phantom -- if 2 is rolled, damage is absorbed
SP Cost: 400
FP Gained Per Use: 2
Ability 3: Guile Drain
Effect: Target's stats are cut in half and target is confused for 2 turns
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Soul Quench
Effect: Allows Ayliori to substitute HP for SP when casting spells
FP Gained Per Use: 1
Ability 5: Flame Dancer
Effect: When Ayliori is hit in melee, Innis lashes out and hits back for 25% of the damage she received
SP Cost: 200
FP Gained Per Use: 1
Ability 6: Guile Drain Arc
Effect: Radius, targets' stats are cut in half and targets are confused for 2 turns
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Nightmare Shadow
Effect: Allows Ayliori to put an enemy in a trance, causing them to be surrounded by images of their worst fear and paralyzing them, preventing them from acting; this ability is unavoidable; Ayliori cannot act while maintaining this trance
SP Cost: 250 per turn
FP Gained Per Use: 1
Ability 8: Ascension of the Second
Effect: +10% SP, +20% Magical Damage, grants Lost Weapon access
Ability 9: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Second II [LOCKED]
Effect: +10% HP, +10% DEF, +10% DEX (subject to change upon acquiring)
Ability 12: Guile Drain Heart [LOCKED]
Effect: Radius, targets' stats are cut in half and targets are confused for 3 turns; automatically generates three Reflection phantoms; grants Ayliori an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Ayliori's Factor abilities to have double the effect for 2 turns; fully restores Ayliori's HP/SP; changes battle element to Water
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Innis Fusion
Effect: Ayliori gains +50% all stats, does double damage to anomalous data, and automatically generates two mirages every turn that absorb hits. Damage cap increased 50% against anomalous data. This requires 25% MAX SP to maintain per turn.
-----Plasma Wheel: Every turn, Ayliori can spend 500 SP to fire six pulses of plasma from the device on the back of the phase. This inflicts INT x dice=3 x6 in damage
-----Dancing Confusion: Innis' presence alone disorients and confuses PCs and Monsters. Dice=5, if 3 then confusion is inflicted
-----Epitaph Data Drain: Ayliori can perform a final action. It requires one turn to charge, then performs Ayliori's current HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses her Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators.
Magus Factor
[/u]Codename: The Propagation
User: Neon
Level: 9
Ability 1: Growth Spores
Effect: When Neon is struck, leaves grow out of his body; damage dealt +15%, 5% HP restored per turn
FP Gained Per Use: 2
Note: Stacks up to 5 times
Ability 2: Flash of Green
Effect: Wind/Neutral, Radius, INT x 9
SP Cost: 300
FP Gained Per Use: 1, 2 if spell kills enemy
Note: Cannot be used consecutively
Ability 3: Trance Drain
Effect: 30% of target's current HP is absorbed and restored to user as HP or SP
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Double Trigger ~ Flash of Green
Effect: Allows Neon to end his turn with Flash of Green if SP allows
SP Cost: 300
FP Gained Per Use: 1
Ability 5: Reverse Mine
Effect: When Neon gets hit, a mine will form and launch at the enemy causing ATK x 11 in damage
FP Gained Per Use: 1
Ability 6: Trance Drain Arc
Effect: Radius, 30% of targets' current HP is absorbed and restored to user as HP or SP
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Penetration
Effect: Allows Neon to deal twice the damage done from Factor abilities; damage cap up 25%
Ability 8: Ascension of the Third
Effect: +15% HP, -20% damage received, grants Lost Weapon access
Ability 9: Overgrowth
Effect: Whenever Neon is hit by an attack that does over 40% of his max HP in damage, a clone is created; this clone has all access to his abilities and the same HP he does; lasts until HP falls to zero
SP Cost: 200
FP Gained Per Use: 1
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Third II [LOCKED]
Effect: +10% SP, +10% DEF, +15% magic damage dealt (subject to change upon acquiring)
Ability 12: Trance Drain Heart [LOCKED]
Effect: Radius, 30% of targets' current HP is absorbed and restored to user as HP or SP; generates one Growth Spore for each target struck; grants Neon an extra action for 2 turns; creates 1 Healing Rain and 1 Elven Rain per use
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Neon's Factor abilities to have double the effect for 2 turns; automatically generates an Overgrowth clone; fully restores Neon's HP/SP; changes battle element to Wind
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Magus Fusion
Effect: Neon gains +50% all stats, does double damage to anomalous data, and automatically drops (dice=3) mines every turn that inflict ATK x 6 in damage . Damage cap increased 50% against anomalous data. This requires 25% MAX SP to maintain per turn.
-----Shielding: Magus automatically generates a five petal shield every three turns. This functions exactly like the shield Neon can generate with his artifact, but one petal is automatically lost every turn due to the concentration needed to maintain Magus
-----Draining: Magus automatically drains 5% of all enemies' current HP into healing for itself every other turn
-----Epitaph Data Drain: Neon can perform a final action. It requires one turn to charge, then performs Neon's current HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses her Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators.
Fidchell Factor
[/u]Codename: The Prophet
User: None
Level: 6
Ability 1: Prophet's Call
Effect: Dice=2
----1: user's next attack deals 15% more damage
----2: next attack against user deals 15% less damage
FP Gained Per Use: 1
Note: Stacks with all other abilities
Ability 2: Foretell Fate
Effect: Dice=9 -- enemy takes 50% more damage from an element
----1: Neutral
----2: Fire
----3: Water
----4: Earth
----5: Wind
----6: Light
----7: Darkness
----8: Ice
----9: Thunder
SP Cost: 300
FP Gained Per Use: 1
Ability 3: Vision Drain
Effect: Target's stats drop by 25% and target is blinded for 2 turns
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Timeless Forecast
Effect: Dice=10
----1: Decreases a single target's stats by 10%
----2: Decreases a single target's stats by 20%
----3: Decreases a single target's stats by 30%
----4: Decreases a single target's stats by 40%
----5: Decreases a single target's stats by 50%
----6: Increases user's stats by 10% for two turns
----7: Increases user's stats by 20% for two turns
----8: Increases user's stats by 30% for two turns
----9: Increases user's stats by 40% for two turns
----10: Increases user's stats by 50% for two turns
SP Cost: 200
FP Gained Per Use: 1
Note: Stat buffs/debuffs do not stack
Ability 5: Wisdom of Predetermination
Effect: +25% ATK, +25% INT
Ability 6: Vision Drain Arc
Effect: Radius, targets' stats drop by 25% and targets are blinded for 2 turns
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Beyond Comprehension
Effect: At 4x SP cost, allows Zero to ignore the damage cap using a spell.
SP Cost: 4x Normal Cost
FP Gained Per Use: 1
Ability 8: Ascension of the Fourth [LOCKED]
Effect: +15% SP, +8% ATK, +12% INT, grants Lost Weapon access
Ability 9: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Fourth II [LOCKED]
Effect: +10% SP, +12% DEF, +8% RES (subject to change upon acquiring)
Ability 12: Vision Drain Heart [LOCKED]
Effect: Radius, targets' stats drop by 35% and targets are blinded for 3 turns; grants user an extra action for 2 turns (subject to change upon acquiring)
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants user's Factor abilities to have double the effect for 2 turns; fully restores user's HP/SP; changes battle element to Thunder (subject to change upon acquiring)
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Gorre Factor
[/u]Codename: The Machinator
User: Hayate
Level: 15
Ability 1: Duplicate Spirit
Effect: Dice=100 -- if number rolled is 1-50, damage dealt is doubled
FP Gained Per Use: 2
Note: Compatible with normal attacks, skills, and Rengekis
Ability 2: Vorpal Will
Effect: Allows Hayate to equip 2 blade swords simultaneously
Ability 3: Alter Drain
Effect: Target is divided into 2 halves, each with 50% of original's stats
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Hidden Plot
Effect: Dice=10
----1: 50% of damage dealt to Hayate is dealt to attacker
----2: enemy's next attack lowers Hayate's HP to 1
----3: enemy's next attack lowers Hayate's HP to 1
----4: enemy's next attack lowers Hayate's HP to 1
----5: 2x damage dealt to Hayate is dealt to attacker
----6: enemy's next attack lowers Hayate's HP to 1
----7: enemy's next attack lowers Hayate's HP to 1
----8: enemy's next attack lowers Hayate's HP to 1
----9: enemy's next attack lowers Hayate's HP to 1
----10: 50% of damage dealt to Hayate is dealt to attacker
FP Gained Per Use: 2
Note: Can be substituted for Shield Overload
Ability 5: Scheming Blade
Effect: Thunder, INT x6, Radius, reduces enemy DEF by 20%
SP Cost: 300
FP Gained Per Use: 1, 2 if spell kills enemy
Note: Does not stack with repeated use
Ability 6: Alter Drain Arc
Effect: Radius, decreases targets' stats by 35% inflicts targets with Fear for one turn
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Conspirator's Mask
Effect: Allows Hayate to act twice in one turn when his HP is below 20%
Ability 8: Ascension of the Fifth
Effect: +10% HP, +10% ATK, +10% DEF, grants Lost Weapon access
Ability 9: Double Trigger ~ Scheming Blade
Effect: Allows Hayate to end his turn with Scheming Blade if SP allows
SP Cost: 300
FP Gained Per Use: 1
Note: Does not stack with repeated use
Ability 10: Paradise Invite
Effect: Hayate releases 5 bubbles; the next time an enemy targets Hayate, that enemy may roll a 5-sided dice* -- number rolled determines how many bubbles are destroyed; on Hayate's next action, the enemy take damage equal to (Hayate's Skill Level x100) x the number of bubbles left (if any); damage dealt by bubbles pierce DEF
SP Cost: 1000
FP Gained Per Use: 3
*Hayate is still targetable even with this ability in effect
Ability 11: Ascension of the Fifth II
Effect: +10% SP, +10% INT, +10% RES
Ability 12: Alter Drain Heart
Effect: Radius, decreases targets' stats by 50% and inflicts targets with Fear for two turns; generates one Paradise Invite bubble for each target struck; grants Hayate an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Hayate's Factor abilities to have double the effect for 2 turns; automatically activates Hidden Plot; fully restores Hayate's HP/SP; changes battle element to Ice
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Ability 14: UNKNOWN
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 15: UNKNOWN
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Melding: Gorre Fusion
Effect: Hayate gains +50% to all stats, does double damage to anomalous data, and automatically releases 1 Paradise Invite bubble per turn. Damage cap increased 50% against anomalous data. This requires 25% MAX SP to maintain per turn.
-----Double Prayer: Hayate splits into Dawn and Dusk, making Hayate count as two separate targets. Each half of Hayate can only act once, nullifying the Hands of Cruelty, but each half has 20% more stats than the original.
-----Shrill Scream: Gorre's presence alone may cause PCs and monsters to cower in fear. Dice=5, if 3 then Fear is inflicted.
-----Epitaph Data Drain: Hayate can perform a final action. It requires one turn to charge, then deals Hayate's current HP + SP x10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators.
Macha Factor
[/u]Codename: The Temptress
User: Vyce
Level: 9
Ability 1: Charming Smile
Effect: Increases damage by 10% for each status effect taken and grants immunity to Charm
FP Gained Per Use: 2 for each Charm, 1 for each status effect taken
Ability 2: Passionate Enigma
Effect: +20% damage to ailment-inflicted enemy
FP Gained Per Use: 2
Ability 3: Lure Drain
Effect: Target is inflicted with Charm for 3 turns
SP Cost: 300
FP Gained Per Use: 1
Note: Removes data bug immunity
Ability 4: Spirit of Love
Effect: Radius, (INT+DEX) x5
SP Cost: 500
FP Gained Per Use: 1, 2 if ability kills enemy
Note: Cannot be used consecutively
Ability 5: MiuZan Hur[/b]
Effect: Single, enemy's ATK x4
SP Cost: 600
FP Per Use: 1, 2 if the ability kills an enemy
Ability 6: Lure Drain Arc
Effect: Radius, targets are inflicted with Charm for 3 turns
SP Cost: 1000
FP Per Use: 1
Ability 7: Heartache
Effect: When ally is KO'd, Vyce is healed for however much that ally had left; if the HP count is set to 1 when an ally dies, Vyce is healed for 50% of that ally's max HP
FP Gained Per Use: 1
Ability 8: Ascension of the Sixth
Effect: +5% SP, +5% HP, +5% INT, +5% ATK, grants Lost Weapon access
Ability 9: Soul Enthrallment
Effect: Allows Vyce to always have Charm strike, even against enemies that are normally protected against it
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Sixth II [LOCKED]
Effect: +5% DEF, +5% RES, +5% DEX (subject to change upon acquiring)
Ability 12: Lure Drain Heart [LOCKED]
Effect: Radius, targets' stats drop by 15% and targets are inflicted with Charm for 3 turns; grants consecutive use of Spirit of Love; grants Vyce an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Vyce's Factor abilities to have double the effect for 2 turns; grants all-time use of Passionate Enigma; fully restores Vyce's HP/SP; changes battle element to Earth
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Macha Fusion
Effect: Vyce does double damage to anomaly entities (Data Bug, AIDA, etc), +50% all stats, Does Triple Damage to PCs. Damage cap increased 50% against anomalous data. Vyce Fusion gains special skills. This requires 25% MAX SP to maintain per turn.
-----Cry of Pain: Whenever Macha Meld is stricken, the enemy who it hit automatically receives damage cap damage.
-----Absolute Enthrallment: The presence of Macha is enough to charm the enemy as long as the form is maintained, however the enemy can break free if they do a dice roll of 10 and roll higher than a 6
-----Epitaph Data Drain: Vyce can perform a final action. It requires one turn to charge, then performs Vice’s HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators
Tarvos Factor
[/u]Codename: The Avenger
User: Gwen
Level: 8
Ability 1: Malice Rend
Effect: Physical attacks reduce target's DEF by 10%
FP Gained Per Use: 1
Note: Stacks with each use
Ability 2: Stake of Death
Effect: Neutral, INT x6
SP Cost: 200
FP Gained Per Use: 1, 2 if spell kills enemy
Ability 3: Strike Drain
Effect: Target's stats drop by 20% and SP to zero, target loses 5% of current HP with each attack
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Double Trigger ~ Stake of Death
Effect: Allows Gwen to end her turn with Stake of Death if SP allows
SP Cost: 200
FP Gained Per use: 1
Ability 5: Blood Clone
Effect: When Gwen is below 35%, a doppelganger appears, allowing Gwen to act twice per turn; if she is healed above 65%, clone disappears next turn
SP Cost: 300
FP Gained Per use: 1
Ability 6: Strike Drain Arc
Effect: Radius, INT x6
SP Cost: 1000
FP Gained Per Use: 1
Ability 7: Rise to Glory[/b]
Effect: Whenever Gwen is revived from KO, she is invulnerable for 2 turns and has triple parameters for those two turns
FP Gained Per Use: 1
Ability 8: Ascension of the Seventh[/b]
Effect: +10% HP, +15% ATK, +10% DEX, grants Lost Weapon Access
Ability 9: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Seventh II [LOCKED]
Effect: +10% SP, +12% DEF, +10% INT (subject to change upon acquiring)
Ability 12: Strike Drain Heart [LOCKED]
Effect: Radius, targets' stats drop by 40% and SP to zero, targets lose 7% of current HP with each attack; effect of Malice Rend applicable to damage dealt; grants Gwen an extra action for 2 turns
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Gwen's Factor abilities to have double the effect for 2 turns; automatically generates a Blood Clone; fully restores Gwen's HP/SP; changes battle element to Fire
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Tarvos Fusion
Effect: Gwen does double damage to anomaly entities (Data Bug, AIDA, etc), +50% all stats, Does Triple Damage to PCs. Damage cap increased 50% against anomalous data. Tarvos Fusion gains special skills. This requires 25% MAX SP to maintain per turn.
-----Stake of Death X: Tarvos automatically launches Stakes of Death each turn that inflicts ATK x9 damage to an enemy. Dice=10 to determine the number launched at the enemy.
-----Bloodied Angel: Tarvos' mere presence causes the enemy to quiver in fear, increasing the damage cap against them 25%. This also causes Gwen's attacks to absorb as HP when she executes them in meld form
-----Epitaph Data Drain: Gwen can perform a final action. It requires one turn to charge, then performs Gwen's HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators
Corbenik Factor
[/u]Codename: The Rebirth
User: Ren
Level: 8
Ability 1: Faith Reborn
Effect: 15% of all damage is restored to Ren as HP or SP
FP Gained Per Use: 1
Ability 2: Pure Guardian
Effect: Barrier reduces damage taken by 50%
SP Cost: 500
FP Gained Per Use: 1
Note: Ren can create 2 barriers per battle
Ability 3: Vital Drain
Effect: Single, any stat x6
SP Cost: 400
FP Gained Per Use: 1
Note: Can also revive a fallen ally
Ability 4: Purity Banish
Effect: Allows Ren to create a barrier around herself or others that reflects 50% of damage received back to the enemy; barrier lasts 3 turns
SP Cost: 750
FP Gained Per Use: 1
Ability 5: Divinity
Effect: Gives Ren a passive Pure Guardian barrier at all times, increases her stats by 10%, and grants 10% SP regeneration
Ability 6: Vital Drain Arc
Effect: Radius, any stat x6, can revive as many people as number of enemies struck
SP Cost: 1200
FP Gained Per Use: 1
Ability 7: Resurgence[/b]
Effect: When ally is KO'd, Ren's parameters go up 50% (stacks for each KO'd ally); all gained parameters are lost when Ren's HP falls to zero
SP Cost: 100
FP Gained Per Use: 1
Ability 8: Ascension of the Eighth[/b]
Effect: +10% SP, +10% INT, +10% DEX, grants Lost Weapon Access
Ability 9: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 10: UNKNOWN [LOCKED]
Effect: UNKNOWN
SP Cost: UNKNOWN
FP Gained Per Use: UNKNOWN
Ability 11: Ascension of the Eighth II [LOCKED]
Effect: +15% HP, +10% ATK, +10% RES (subject to change upon acquiring)
Ability 12: Vital Drain Heart [LOCKED]
Effect: Radius, any stat x10, can revive as many people as number of enemies struck; fully restores entire party's HP; grants Ren an extra action for 2 turns (subject to change upon acquiring)
SP Cost: 2000
FP Gained Per Use: 1
Ability 13: Factor Awakening [LOCKED]
Effect: Deals damage equal to number of party members x dice=5 x120,000; grants Ren's Factor abilities to have double the effect for 2 turns; fully restores Ren's HP/SP; changes battle element to Light (subject to change upon acquiring)
SP Cost: N/A (requires 50 Morale)
FP Gained Per Use: 1
Melding: Corbenik Fusion ~ Attachment to Life
Effect: Ren does double damage to anomaly entities (Data Bug, AIDA, etc), +50% all stats, Does Triple Damage to PCs. Damage cap increased 50% against anomalous data. Corbenik Fusion gains special skills. This requires 25% MAX SP to maintain per turn.
-----Essence: Corbenik's mere presence causes all party members to have a barrier that protects against half damage from all sources
-----Rise to Victory: Corbenik's mere presence causes all party members to have 1.5x statistics that stacks with all abilities
-----Epitaph Data Drain: Ren can perform a final action. It requires one turn to charge, then performs Ren's HP + SP x 10 in damage that automatically destroys monsters that are below 25% HP. This dismisses his Meld for the battle. Against monsters, the damage cap is increased 20000.
-----Note: Using Melding against PCs will quickly get the attention of Administrators
Baina Compact
[/u]Codename: The Divinity
User: Saber
Level: 9
Ability 1: Goddess' Endurance
Effect: 15% max HP is restored per turn, -25% magic damage taken
FP Gained Per Use: 1
Ability 2: Phantom Edge
Effect: Saber's physical attacks can add INT to her ATK
Ability 3: Blade of Chivalry
Effect: (ATK+INT) x dice=6
SP Cost: 300
FP Gained Per Use: 1, 2 if ability kills enemy
Note: Removes data bug immunity
Ability 4: Infinite Will
Effect: Allows Saber to dual wield broadswords
Ability 5: Spirit Flood[/b]
Effect: After a melee attack, Saber can expend 25% of her max SP to attack for INT x8 in damage
FP Gained Per Use: 1
Ability 6: Whirlwind of Virtue
Effect: Radius, (ATK+INT) x dice=6
SP Cost: 300
FP Gained Per Use: 1, 2 if ability kills enemy
Note: Removes data bug immunity
Ability 7: Shaper's Purity
Effect: Allows Saber to take possession of the field's element, turning it into a realm of plasma. This causes all foreign data entities (AIDA, Viral, and other future threats) to take 50% more damage, reduce 25% of their stats, and increases the damage cap against them by all users 25% . This also increases Saber's own protections, allowing her 35% HP regeneration and reducing all magic damage against her to 15%. Lastly, the Shaper's Purity will allow Saber to expend HP and SP to inflict extra damage after her attacks at a rate of 10 damage per SP and 12 damage per HP. This is considered on a separate damage cap.
SP Cost: 600 SP per turn to maintain
FP Gained Per Use: 1, 1 for every turn maintained.
Ability 8: Rise of a Goddess[/b]
Effect: +10% HP, +10% ATK, +10% INT, Unknown
Ability 9: Essence of Soul[/b]
Effect: Can equip an extra ACC and has a 20% chance of resisting any status ailment; dice=5, if 3, ailment is resisted
FP Gained Per Use: 1 per resisted status
Ability 10: Charismatic Presence[/b]
Effect: Allows Saber's strength to influence any normal enemy to join her ranks; can only happen if Saber brings the enemy to 10% of its HP or less (excluding killing); must be given by the battle moderator
FP Gained Per Use: 2 per pet obtained
Cubia Bind
[/u]Codename: The Hidden One
User: Leigh
Level: 6
Ability 1: Shadowed Salvation
Effect: Damage of attack that would kill the user is halved
FP Gained Per Use: 1
Ability 2: Jihad
Effect: Damages all enemies for Leigh's HP+SP x dice=4
SP Cost: 300
FP Gained Per Use: 1, 2 if skill kills an enemy
Ability 3: Defiling Corrosion
Effect: Target loses 5% of HP per turn and target's stats decrease by 5% per use
SP Cost: 300
FP Gained Per Use: 1
Ability 4: Self-Preservation
Effect: Allows Leigh to halve all allies' HP to reincarnate himself to 100% HP and 25% SP after dealt a fatal hit
SP Cost: 50
FP Gained Per Use: 1
Note: Can only be used once every 4 turns
Ability 5: Corona
Effect: Radius, (INT+DEX) x5 + 3-turn Burn
SP Cost: 500
FP Gained Per Use: 1
Ability 6: Expansive Corruption
Effect: Radius, targets lose 5% of HP per turn and targets' stats decrease by 5% per use
SP Cost: 1000
FP Gained per use: 1
Kalonis Pact
[/u]Codename: The Arbiter
User: Gilgamesh
Level: 7
Ability 1: Shinigami Eyes
Effect: Allows Gilgamesh's attacks to ignore all DEF and RES
Ability 2: Defy Death
Effect: Allows Gilgamesh to evade one lethal attack per battle
FP Gained Per Use: 3
Ability 3: Librus Mortis
Effect: Deals 20% of the enemy's current HP in damage
SP Cost: 200
FP Gained Per Use: 1
Note: Removes data bug immunity
Ability 4: Terrorize
Effect: Dice=10 after dealing damage -- if 1, 5 or 10, enemy is inflicted with Fear and cannot attack Gilgamesh for two turns; may also create unpredictable side effects
Ability 5: Shinigami Companion
Effect: 20% damage caused after regular attacks
FP Gained Per Use: 1, 2 if ability kills enemy
Ability 6: Librus Mortis Mulis
Effect: Radius, deals 20% of the enemies' current HP in damage
SP Cost: 1000
FP gained per use: 1
Note: Removes data bug immunity
Ability 7: Trained Blade
Effect: +10% HP, +5% DEF, +5% RES, +5% DEX
Aura's Sanctity
Codename: The Goddess
User: Maya
Level: 6
Ability 1: Shining Wall
Effect: Allows Maya to survive two fatal hits, once per battle
SP Cost: 200 SP per avoided death
FP Gained Per Use: 1
Ability 2: Data Deconstruction
Effect: Allows Maya to lower an enemy's stats by 10% each time she strikes with a melee ability
FP Gained Per Use: 1
Ability 3: Essence Drain[/b]
Effect: INT x6 + 30% stat decrease, damage dealt is restored to Maya as HP
SP Cost: 200
FP Gained per use: 1
Ability 4: Eyes of Compulsion
Effect: Allows Maya to command an enemy with her eyes aglow with a tremendous force that would inspire any to quiver in fear
SP Cost: 600
FP Gained Per Use: 1
Note: Has no effect on Player Characters
Ability 5: Complete Knowledge
Effect: +15% HP, +15% SP, +10% INT, +25% EXP gained
Ability 6: Essence Drain Arc
Effect: Radius, INT x6 + 30% stat decrease, damage dealt is restored to Maya as HP
SP Cost: 800
FP Gained Per Use: 1
Crystalline Blood
[/u]Codename: None
User: Kaga
Level: 7
Ability 1: Crystallized Soul
Effect: Makes Kaga immune to all normal data drain abilities and their side effects.
Ability 2: Growing Shell
Effect: Causes Kaga to gain 100 DEF per turn in regular battles, 50 DEF per turn when in the arena
Ability 3: Absorption
Effect: Allows Kaga to strike a Protect Broken enemy and remove any viral or AIDA interference; damage dealt to the enemy may cause Kaga to gain consumable healing items (determined by battle moderator)
---25000 damage or less: 1 Item
---25001 damage to 49999 damage: 2 items
---50000 damage to 75000 damage: 3 items
---75001+: 4 items or special item (determined by battle moderator)
FP Gained Per Use: 1
Ability 4: Shattering Reincarnation
Effect: Allows Kaga to revive himself upon death, but he only receives 1000 SP and SP restoration is disabled for 3 turns; parameters increased 25% for those turns
FP Gained Per Use: 2
Ability 5: Bursting Growth
Effect: Causes crystals to burst from the ground, causing all enemies to suffer Kaga's INT/his level x his HP in damage; costs 1000 SP per turn to maintain, and the multiplier for INT/Level cannot result in a value higher than 10
FP Gained Per Use: 1
Ability 6: Vortex Absorption
Effect: Radius, removes viral and AIDA infection from Protect Broken enemies; also inflicts Kaga's DEF+ RES x dice=8 in damage; Kaga receives curative items x number of enemies hit by this skill
FP Gained Per Use: 1
Ability 7: Pure Flame[/b]
Effect: Increases Kaga's multiplier with Fire spells by 1.5
SP Cost: 200 per spell
FP Gained Per Use: 1
Your Factor Skill points are expected to be monitored within your signature box. Should you get the 100/100, PM me to inform me of this advancement. Should you have a requested ability for your factor, feel free to PM me with it, but keep in mind that the ability if improved may not come immediately.[rand=7019280965004001584484066960259665154346128115755620149700515971]