Rich Chase

Techniques, skills, powers, spells, curses, manipulations, and everything else go here. List all abilities of your character, not abilities of xir allies or equipment, and wait for approval before RPing in Houcm.
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Jules
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Rich Chase

Post by Jules » Sun Jul 17, 2011 4:04 am

Note: Don't let terminology fool you. Unless otherwise specified, Jules' abilities treat all metals and glasses alike, whether they can be called jewels, gems, crystals, or not. Some abilities only work on certain classifications, but, if a term is used without a statement that the ability in question is specifically exclusive to that term, assume it to be interchangeable with them all.

Abilities Tribal
This vid shows Yuke Shot, one of the yukish Focus Attacks, one of the yukish Smash Attacks (not presently available to Jules), and magic piling: Double Jump- Selkies can perform a midair jump with the same power as their ordinary, ground-based jump. Usually, they do so in an orientation of forward somersaults, but it can be done regardless of posture.
Yuke Shot- When equipped with a bludgeon, a yuke can swing it diagonally downward and across its body to launch a magical orb with limited range as a result of the fact that the orb detonates upon impact and is oddly affected by gravity. It's also affected strongly by buoyancy, so, if it is launched into a pool of water, its downward curve will be overpowered by floatation and will turn into an upward curve quickly. Although it is based on the user's MAG stat, its low power factor gives it roughly 1/5th the power of a simple Black Magic spell, but, hey, it's a free magic attack. The real downside is that it's otherwise like a normal, physical attack; it's easily blocked as though it were physical, and abilities/effects that work on normal, physical attacks are also applied to it.
Focus Attacks- By holding still and preparing her weapon (holding bludgeons behind her and downward (upward for rackets), drawing an arrow, et cetera; marked by the weapon emitting a light wave from its centerpoint), Jules can charge up Focus Attacks. Being a selkie-yuke, her charge time is mixed between the best and the worst, so it comes to three seconds, but her hat takes it down to one second, which is still enough time to be interrupted (Any significant flinch factor will do.). Aside from the charge time, there is no other cost, but her MS is heavily hindered while charging. After charging, a targeting ring appears, just as in the case of magicite usage. When released, Jules performs a powered-up attack on the designated area (though this usually has the disadvantage of locking her from canceling mid-attack, so someone who sees her targeting ring and launches an attack wherever she's attacking can easily hit her). The attack's properties depend on the equipped weapon, except the range, which differs mainly by tribe. Selkies have the longest, and yukes have the shortest Focus Attack ranges, and Jules' hat improves the average to 5 meters.
Negative Defend- Where Jules is from, selkies defend themselves by performing a backflip in place that makes them temporarily invincible, though it has a slight ending lag. Yukes become intangible and partially transparent, but can't move and have a slight ending lag after they stop phasing. For reasons unknown, Jules can do neither. Sigh.
Negate Scans- For presently unknown reasons, Jules can't be scanned by anything (barring Royals and other overpowered scans).
Straight Arrow- When Jules attacks with a projectile that would normally be able to hit only one enemy, it keeps going to hit more with a waterfall damage effect. The decrease per hit is a bit rough, though, since the second foe to get hit takes about 1/3rd of the magnitude of the original shot, then it degrades at a normal rate from there. This piercethrough effect does not alter tissue damage; if the projectile could not physically pierce one's outer shell, this magical pierce doesn't change that. The projectile simply keeps going. In addition, projectiles that Jules fires do not lose altitude or force with distance (Gravity and wind resistance = 0.), but, at the end of their range that they would have if they were not affected by this, they suddenly plummet straight to the ground.
Magic Pile 5- Jules can pile up to five targeting rings for fused magicite spells (explained in detail in her inventory). Of course, that's assuming that she has five magicites to use and the allies to cast with her, since she can't cast that many on her own.
Ring Lock 2- Jules can hold up to two Ring Locks in place at once, so she can Magic Pile up to three magicite spells on her own.
Aim- This signature ability of selkies can be useful. At a the cost of 150 SP, Jules can send a purple laser version of a projectile unit from its corresponding weapon (arrow from a bow, bullet from a gun, bolt from a crossbow, spherical blast from a racket) toward a target. The blast has a powerful homing capability, despite its halved attack speed. The attack is also capable of hitting any enemies in the way of the designated target with a very small waterfall effect (The first to get in the way takes full damage, the second to get hit by it takes only slightly reduced damage, and so on.). It deals moderately increased damage in comparison to a normal attack, but also has a one-second ending lag before the weapon can even be drawn again. It's also somewhat heavy on MS, and it requires the user to hold still while readying one's weapon for the attack, while shooting, and for the ending lag. It does have a no friendly fire property, though, so enemies can't make the attack follow them into Jules or one of her allies.
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Magic Thread- This signature ability of yukes is incredibly useful, although incredibly limited. It only works with magicites and mage's needles, so one has to be present for it to work. Jules starts by closing her eyes and focusing on the technique, holding still in order to do this. She gains a third-person perspective (as though through a camera that is 10 meter behind her) as a dark purple aura surrounds her on the ground. She then draws a string of white crystals along her perspective, which travels along at her MOVSPD * 1.5 (way too fast for most units to completely dodge when this is used offensively). The perspective can shift around Jules at a rate of 90 degrees per second. The thread collects into one cluster over one second if Jules holds it still. If Jules undergoes a significant enough flinch factor to interrupt her, the thread no longer exists, but its effects stay. Simply drawing this thread through her perspective has no cost (other than being very heavy on her MS), but it fades after being held for four seconds (After this, there is no longer an MS cost.). If she draws it through a mage's needle, all of the magical crystals gain the color of the mage's needle, and that colored thread gains respective effects. Red threads can ignite specially designed magic candles that only ignite via this method. (They're designed by yukes, just like the mage's needles, to act as switches that can only be activated by yukes.) Blue threads can make ice blocks as platforms (rather than the weird, cracked, stone platforms that we see in FFCC:RoF), but only in areas that have been magically designated by the yuke(s) whom made the blue mage's needle (shown in a blue, dotted outline in the third-person perspective that this ability grants). Yellow threads can turn specially designed machines on, green threads can cause vines (only where there is a green, dotted outline as described with the ice blocks) to grow for climbing, pink threads can cause mini-tornadoes to form to hold people up (where there are pink outlines, same as before), and there are more. Notice that all of these are harmless, utility effects; mage's needles can't cause hostile effects, as far as those that have been presently seen. Magicites, however, work much differently. When a thread is drawn through an inactive magicite, it begins its three-second countdown to detonate its spell (just as though it had been thrown). Meanwhile, the magic power is copied for each crystal of the magic thread. Jules spends however much time she has left to move the thread, dragging a wall of magic pillars along. The Magic Wall, as it's simply called, endures for 7 seconds from the time that the thread is no longer perpetuating it, so, if Jules draws a line directly from a magicite (as she usually does), the attack occurs as follows:
  1. The magicite begins to flash while a wall of the given spell moves along in accordance to Jules' will.
  2. After three seconds, the magicite detonates.
  3. After another second, Jules' influence stops because the magic thread fades, so the Magic Wall is stuck as it is for a while.
  4. The Magic Wall continues to pulse for another seven seconds, then suddenly fades.
Magic Walls deal continuous damage, but, if one is struck by a Magic Wall, one can not take additional damage from it for another half-second; in other words, simply standing in a Magic Wall results in two hits per second. Each hit is equal to 1/5th of the magnitude of the spell, so it's not terribly powerful, but you still don't want to stay still in it. If one comes into contact with multiple damaging pillars, as is usually the case, only one inflicts damage, while the other can't hurt until the half-second timer is up. The pillars alternate damage infliction, so, if they are composed of two damaging elements (as described later), the elemental affinity of the attack alternates. The same applies if an ally comes into contact with two different positive pillars of magic (Cure/Clear). Magic Walls can only serve battle purposes, like the magicites from which they originate; a Blizzard Magic Wall can't make a series of platforms, just as a blue magic thread can't freeze and harm enemies. Magic Walls have a no friendly fire property that can't be overridden; as long as Jules mentally considers her enemies to be enemies, they can't reap the benefits of positive Magic Walls, while anyone whom Jules thinks of as an ally or guest can't be harmed by a negative Magic Wall. A colored magic thread costs 100 SP, and a Magic Wall costs 200 SP. Any SP costs for a magic thread are accompanied by equal costs of mana. If a colored magic thread or Magic Wall passes through another magicite or mage's needle, its fading time is not reset, but the resulting magic thread takes the properties to match the new item that it passed through. When a thread encounters a magicite for its first time, 100 SP is spent (part of the mentioned 200 SP cost), so Jules can't use a colored magic thread to make a Magic Wall for half the cost. Example: Jules drags her magic thread through a blue mage's needle, spending 100 SP. She makes three ice blocks for platforming purposes. Half a second after generating the magic thread, Jules makes it pass through a Fire magicite. The first crystal to pass through becomes a fire pillar, but the remaining nine are still harmless until they each have also passed through the magicite. As soon as the first one passes through, an additional 100 SP is used. Jules drags the thread along to damage enemies, then the thread meets a Cure magicite 2.9 seconds after the whole process started. For one second, Jules moves the Magic Wall to heal her allies and herself (two hits each), then Jules has it pass through a Thunder magicite. For the remaining tenth of a second, Jules moves the thread so that five of the crystals are electric pillars and the latter five are fire pillars. Seven seconds after the thread dies, the ten pillars of magic fade.[/example] If magicites are close enough together for the magic thread to extend through them all, it's possible to have a wall of many effects. As of yet, Jules' magic thread is 10 crystals long, and she can generate one at a time. If she makes one, in order to make a second, she has to wait for the first to die.
(The first vid shows a Fire Magic Wall in action, demonstrating how harmful it can be if it's in a concentrated cluster and one doesn't get a move on. The second vid shows a Fire Magic Wall in action again at 1:14, but this time in an intro vid, so it's higher quality, but doesn't show how it works as well. Then, we have pics.)
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Jewellery
Jewel- A white, jewel-shaped (It looks strikingly like the crystals that make up a magic thread, explained later.) unit of non-elemental magic generates within the target (autohit). It then flies upward and curves into Jules. If successful (1 on a two-sided die roll), one unit of unaore is added to Jules' inventory. That's it. It can only be used in battle, can only be used against hostile units, and deals no damage. Its only effect is to give Jules a unit of unaore. The benefit is that it uses so little mana (just 4 MP, in FF terms) and only takes a few seconds, so Jules actually regains more mana per time than this uses. Its range is 50 meters. The animation and the effect do not require any units to hold still and will follow targets. It's shown at 2:50 in the video.

Image
Sight- At a cost that's about 5/4ths of Jewel's (Yes, that low.), a magical map is generated for Jules to show her allies and get a generic lay of the land. The map isn't too detailed, but it labels regions and shows terrain differences. It also stops working as soon as Jules moves.
Deodorize- A white bubble appears around the target as a swirl of green smoke appears overhead, then the bubble pops and the smoke is gone (animation). For the next 35 seconds, the target makes no scent and thereby can't be tracked by scent alone. The cost is just a little mana, and the range is up to 30 meters. The animation and the effect do not require any units to hold still and will follow targets.
Blink- Four after-images encircle and close-in on the target, then a small flash occurs and one is left, which follows the target one half-body behind. This is a simple illusory trick that's meant to help evasion. Its cost is very low (almost as low as Jewel), but, then, it's not so effective. It has a range of 20 meters.
Flash- A simple, but very bright, white flash occurs in a 20-meter radius. It's a magical flash, so it can't be affected by things that normally alter light (including standard light manipulation), but it's just a 3-second flash that's good for blinding targets at a relatively low cost. After being cast, there's a 1-second ending lag, then another 2-second action delay (like an ending lag, but with movement allowed) on Jules' party, and it can't be cast if an attack has been launched within the last 10 seconds but has not yet struck, so this can't be effectively used to hide attacks, in most cases. The focal point can be anywhere within a 15-meter radius from the caster. The cost is a very low amount of MA.
Crystallize- Although Jules' MAG determines its magnitude, the mana cost is proportionately high, and the effect is irritatingly slow. It's also very taxing on her MS. Through direct contact, Jules can crystallize a target (as long as it's material; she can't crystallize time, elemental blasts, magic, or whatever else). The crystals are of whatever color she desires, but she usually makes them either one of her favorite colors (as made evident by the avatar) or a prism. The process is very slow, but crystallized objects are rendered incapacitated; one can't move one's fingers if the joints are crystallized, and crystallized machines don't tend to remain operational. In return, they obtain a massive defense boost and an even greater boost to resistance. If a crystallized object is somehow shattered (It's only happened once, and it was a rainbow grape that Dahxnil smashed; Jules lacks the physical strength to smash even a crystallized fruit, and most people lack the strength to smash a crystallized char. Thankfully, some particularly analytical others were around to identify the details more accurately than what could be observed existentially.), its energies (HE, MA, CH, PS, Skill Points, not MS; it is presently unknown whether it works on exclusive energies or not) are compiled into magical streams that match the color of the crystal. The magical streams come to Jules and are absorbed into her. The energies are first split evenly into restoration for her PS, MS, HE, and tissue damage. Once any of them is full, the remainder is split evenly between the other three. Once another is full, the remainder is split between the last two. Finally, once three parameters are capped and one is left, the energy is entirely used for that parameter. Summarily, this has perfect efficiency for the parameters. Once all four of those are capped, the excess goes to MA and SP in the same efficiency, and if Jules obtains any more energy pools, it can be assumed that they'll be filled by this, too. If the energy even exceeds filling all parameters, it is then used to grant a temporary boost to all stats (divided evenly). As of yet, the magnitude of the increases doesn't seem to be affected by Jules' MAG or other current stats, but it is somewhat high, and the time limit seems to be a flat 35 minutes from absorption. Of course, all the absorption occurs instantly. As for what percentage of the shattered unit's energy is granted, it can't be said certainly, but it appears to be in the upper 90s percentile or even 100%. Finally, there's some good news for victims; since crystallization occurs from points of contact, even if Jules manages to hang onto you for a long time, it's most likely that only your outer body, not your insides, will be crystallized. That's because she's usually out to immobilize and disable you, not kill you or parts of you. The real good news for you is that any crystallization begins to revert somewhat rapidly after one Houcm hour. Of course, if your vital organs were crystallized, that doesn't help you much.
Crystal Bonding- It's pretty self-explanatory; Jules can take jewels and magically bond them, making them work as building blocks. This can spend some mana or an equivalent amount of SP, but is very cheap, partially because its magnitude depends on her MAG (without calculating anything's RES) and the target's mass. The limit that makes this mostly useless against crystallized foes is that the gems have to be touching for this to occur. It occurs instantaneously and lasts for 30 days, presently. (This will increase drastically with Level-ups and training; the effects will probably be permanent by ~ Lv4.)
Crystalmancy- Jules can manipulate all sorts of metals, whether they are valuable enough to be called jewels or not. Oddly, though, her manipulation is more effective on metals of higher value. The main cost is to her MS, but manipulating metals also costs some mana (17:4 ratio). She can have them reshape, move, and even fuse into new metals, though the latter is quite costly. There aren't really any specific limits on Jules' power over metals, so one can think if her Crystalmancy as a selective, but heightened version of standard earth manipulation.
Shroudcryst- A targeted crystalline or crystalline-surfaced substance becomes completely invisible (to all forms of sight) and emits no scent for one minute. This can be cast multiple times on the same object for stacked time, in which case the cost is very slightly increased. The cost is = the mass of the target (in grams) / (462 - n * 7) * average cost, where n = number of previous casts that are active on the target (1 if this is the second to be stacked, 2 if this is the third, etc) and the result is converted to an MS/MA cost on a 17:4 ratio. The cost is multiplied by 1/21s if the target is crystallized parts of Jules' body/clothing, which still means that it costs about five times the average cost to cloak about 110 lbs.
Needlecryst- Jules can cause a crystalline surface to mutate into a needle wall and back repetitiously to quickly needle nearby foes. The needles can only extend for three inches. There can only be one needle per square inch of crystalline surface, and they jut outward seven times per second. Simply said, it's a bunch of hits, but they're all weak hits. She can have this go on as long as she has the MS and MA to do so. This has the same cost ratio as her Crystalmancy, but it's a bit more efficient for just this attack, putting its damage potential a bit above its cost over time. The damage calculations work the same as for Crystalmancy attacks: MAG versus DEF (mag attack, phy damage). Once Jules stops spending MS and MA, the crystalline surface reverts.
(0:20 on this vid for demo) Wallcryst- Jules can generate a wall that's big enough to cover most of her body (from her feet to the bottom of her neck) in front of her for a small cost (same crystal ratio) over time. It holds its place in front of Jules (up to 5 inches away, according to her will) as she moves and is used as a shield. It can block magical, metaphysical, and physical abilities, but its DEF and RES are only equal to 1/21st of Jules' MAG, and it shatters if it takes damage = Jules' HE, so it's not terribly protective. When an attack strikes the shield and is reduced by it, if the power remaining is greater than twice the power reduced, the remaining power (all that wasn't reduced by the initial impact) is channeled through the shield to try to hit Jules as though the attack had a piercethrough property from the start (though it loses this benefit after it passes through the wall). Once Jules stops spending MS and MA, the Wallcryst shatters and fades away into oblivion if it doesn't shatter beforehand.
Catchcryst- For a moderate cost (usual ratio), Jules can summon a small, tetrahedral crystal of magic into existence anywhere within seven horizontal meters of herself (infinite vertical range). It is small, but, even if it wasn't so bright as to attract attention, it is big enough for a target to notice it and move out of the way. The crystal detonates with proximity (variable; if a unit is moving at a high speed toward it, it will begin its detonation earlier than otherwise) or by Jules' will into one of two structures, depending on what Jules wishes to occur upon its detonation. It can turn into a crystal wrapping formation to encapsulate a target, or it can become a crystalline platform to catch a falling ally. In either case, any vectors of the target prior to being caught are negated (If you're running at Jules, this will stop you dead in your tracks. If you're falling, you'll stop on the platform as though you had just casually stepped onto it.). It only works on semisentient or sentient targets; Jules can't use this to stop attacks unless she's just stopping your body. If that is the case and the attack that is stopped is an ability attack with a cost, Catchcryst restores half of the cost to the target. Regardless of detonation time (or lack thereof), the Catchcryst shatters into nothing after just seven seconds. As of yet, Jules can only have one Catchcryst in play at a time.
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Spelunkcryst- For a negligible cost (typical ratio), Jules can make another tetrahedral magic crystal, this one having only half the size and brightness of Catchcryst, and have it fly about an area. It will travel throughout an entire region at an unbelievable rate, then shatter. It phases through everything, of course, but it won't pass through walls that are any more than three inches thick. Everything in the area is scanned and recorded, and that data is stored away for viewing with Mapcryst. It only records what is visually apparent, but it does so in perfect detail, and the magical memory bank never forgets.
Mapcryst- For the same cost as Spelunkcryst (Do I have to say it?), a magical crystal map appears in front of Jules or an ally. It maintains its place in front of the target up to seven inches, in accordance to his/her will. It does not have a cost over time; its only cost is the initial one, which is about the same amount as Sight. It lasts for up to half a Houcm hour (Jules can have it shatter into nothing prematurely at any time.) and can show ANYTHING that Spelunkcryst has ever recorded. It can also be cast to appear before up to three targets at once, but it can only target docile units. Unlike Sight, it does not necessitate immobility to be perpetuated. You really want to be traveling with Jules if you don't know the land like the back of your hand.
Storecryst- Jules can teleport money into her vault back home to have gems and other materials (nothing too fancy; pretty much just more of what she already has, some simple monster drops, and lots of food) teleported to her. She won't be getting to that money for a long time, but at least she has her own, little supply source, for now.
Jewel Barrier- Jules can only have two of these active at once (regardless of whom they are active on), but they have no additional cost, other than the slight MS drop that casting them causes. Jules selects a target within 21 meters, then a tetrahedral, green jewel orbits the target. The jewel shatters into nothing after 7 minutes or if dispelled. If the target is hit by a dispulsion effect and two such jewels are orbiting the same target, they must be dispelled separately or by a higher dispulsion effect. As long as a jewel orbits a target, one of the following effects is granted (determined by die roll):
  1. Protect (status that halves physical damage)
  2. Shell (Protect for magical damage)
  3. Regen (status that increases one's current HE at a fair rate over time)
  4. Resilience Boost (higher resilience to ailments), DEF Boost 5%, RES Boost 5%
  5. Mana Centrifuge (mana recovery rate slightly increased)
  6. heavy damage (null), jewel shatters
  7. Criticals (All attacks from the affected unit are applied to the weakest point of those whom they hit, if any; if a unit with Criticals hits an enemy that takes damage equally from all points, there is no effect.)
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Mineral Missile- Jules can sacrifice certain minerals to send them out as projectiles. When this is cast, the gem(s) in question float in Jules' immediate vicinity, then fly at the target and shatter upon impact. Their speed is factored by her MOVSPD and her MAG, so they are practically autohits, especially if Jules throws in Shroudcryst so that you don't even know that they're coming. By sacrificing the mineral in question, Jules has to pay no other cost, and this is even so MS-efficient that a char with average MS and an average-sized stock could empty its stash all at once with relative ease. The downside is that the magnitudes are as poor as they are seemingly inevitable and the sacrifices must be of at least 100 grams in mass, so Jules avoids wasting her gems when possible. If a mineral that's used for this has been crystallized by Jules' capabilities and would have an effect even if it wasn't (all of the items of the list but the last), its magnitude is multiplied by 1.21, not that a multiplier helps such small amounts very much. All effects are magical unless otherwise stated. Stat boosts last for one hour * Jules' Level and do not take the target's original stats into account; the boosts are only based on Jules' MAG and a tiny power factor (which is halved for each boost of sangrite, but applies to four different stats in that case). The following is a list of the viable minerals and their effects (Note that this is a growing list. Jules will come across new metals in her travels that will add to this.):
  • Unaore- non-elemental damage (1/7th of others; very, very low)
  • Ruby- fire damage
  • Sapphire- ice damage
  • Citrine- electric damage
  • Adamantite- earth damage (* 1.5 magnitude due to rarity)
  • Einherjarium- wind damage (like adamantite)
  • Zingu Pearl- water damage (like einherjarium)
  • Amethyst- gravity-elemental damage
  • Onyx- dark damage
  • Diamond- light damage
  • other, nondescript, elemental gems- damage of respective element, half power of others
  • Jade- non-elemental tissue healing
  • Emerald- non-elemental HE healing
  • Morion- non-elemental MA restoration
  • Vegetarium or Fruity Nugget- mostly PS restoration, negligible HE healing; same as though target had eaten a small fruit or veggie
  • Body Ceffyl- non-elemental damage to PS
  • Mind Ceffyl- non-elemental damage to MS
  • Spirit Ceffyl- non-elemental damage split evenly between PS and MS
  • Moonstone- non-elemental damage to MA
  • Opal- non-elemental damage to CH
  • Echolandum- non-elemental damage to a special parameter (die roll if more than one)
  • Charjade- if target is charging something, charge time - 3 seconds; if not, target flinches for three seconds
  • Garnet- STR boost
  • Aquamarine- DEF boost
  • Topaz- MAG boost
  • Lapis Lazuli- RES boost
  • Peridot- SPD boost
  • Sangrite- non-elemental damage (considered to be of a draconic source, if that matters to anyone's abilities) and halved boost to STR, DEF, MAG, and RES
  • Orichalcum- light damage (5 * diamond at about 7 times the rarity)
  • Abyssian- dark damage (5 * onyx at about 7 times the rarity)
  • Damascus steel- non-elemental damage with a 100% drain to tissue health (rare)
  • Zodiac Ore- non-elemental damage with a 100% drain to tissue health (double power, very rare)
  • Scarletite- non-elemental damage with a 100% drain to tissue health (triple power, uber-rare)
  • any other metal that has been crystallized by Jules' capabilities- PS, HE, and tissue restoration (evenly split) of selected element
Gemcast- This has several functions, but they all necessitate gems of worth; unaore, iron, steel, and the like don't make the cut. Any metal can if it's crystallized, but, in any case, the gem must be at least 100 grams in mass. It does not work on gems that are being used as Mineral Missiles. Jules can cast a magicite spell at the location of a gemstone to have the spell occur with 1.25 times its power and 1.5 times its normal area. Next, while Ring Locks tend to stay in place, Jules can Ring Lock on a gemstone and throw the gem to give her magicite spells a fast-moving range extension. Finally, Jules can cast her Jewellery spells as though a gemstone within 50 meters is the caster (The jewel is within 50 meters of her, then the spell is cast with her MA, based on her MAG, but the range extends from the jewel.). Only one effect can be used per jewel per spell.
Geomancy- Does anyone have a problem with me just pointing to Noah's spells list and saying that CTRL + F is your friend?

Gamble
Parley- Jules can teleport herself and a target to another dimension, where they stand on what appears to be an pirate ship on a vast, calm sea. Neither of them can move or act, except they can both speak. Any status effects or anything else that would otherwise occur with time is left in Seinvocc, so Jules can't use this to get some Regen time on herself or poison time on another. Jules can use this to trade with an enemy, bribe an enemy to leave, or otherwise negotiate with them, not that anyone has to accept what she offers. The two return when Jules cancels the ability or after she has made three offers that have been refused. If she does not make any offers for thirty full seconds and is not in the middle of negotiating one, the ability is canceled. No matter how long Jules and the other spend away, they return to Sein at the same time that they left. The only other effect that this has is that both units are magically bound to their word, so, if one of them comes forth with money or goods, for example, the other's body is compelled to respond in the agreed manner. Jules has to let the target know this when they first get to the other dimension, or this part is nullified.
Rapid Deal- Jules spends a moderate amount of mana. She gains two cards of magic, which she then tosses to an ally whom is charging something up. They fly at her MOVSPD * 4. You're not interrupting these. You're probably not going to see them. That ally's required charge time is reduced by ten seconds. It can also be used on a target to reduce recast time by one minute (If you can only use something once per five minutes, this will help.).
Phantom Roll- Jules summons and tosses a big, grey, decrepit-looking die for a moderate mana cost. One of the following occurs:
  1. Jules' party gains Criticals for 35 seconds and slightly increased money drops for the rest of the battle.
  2. Jules' party gains a slight STR boost, as though each hit by a garnet Mineral Missile.
  3. See above, but for MAG.
  4. DEF version of the former.
  5. You guessed it: We get a boost to RES.
  6. Dud- Frying pans appear above the heads of Jules' party, then drop while following their positions, autohitting us each for 25% of our current HE.
Two Dice- Jules holds still and charges for four seconds (two, thanks to her hat), which can't be interrupted, but can be delayed by heavy flinch factors, to summon two dice in her hands. She tosses them, and they expand so that they're big enough for people to see them. The resulting total causes a random enemy to take a chain of null hits equal to the total. The hits are dealt as though they were weak, physical attacks from a different dimension. Their damage doesn't vary with any stats, but does increase with Jules' Level. The power factor is very low, so it takes a decent roll to make this worthwhile. If two of the same number are rolled, the damage per hit is doubled. If snake eyes are rolled, the damage is multiplied by 20. During these hits and for half a second afterward, Jules can't take any other action and can only move.
Attack Reels- After staying still and charging for 10 seconds (can't be interrupted, but all flinch factors delay; reduced to 8 because of her hat), Jules enters a cutscene in which some magical reels spin in the middle of a third-person perspective of her. She designates when they stop mentally, and the results are granted without other costs to randomly selected enemies in a cutscene. See the “Reels” document for details. Ignore the Magic Reels, Item Reels, and Random Reels. Not only does Jules presently lack them, but they're presently overpowered and in need of serious editing. The downside is that Jules has to survive for 8 seconds without dodging, and it's not like she has a lot of STR to begin with, so she pretty much never uses this.

Flimflam
Steal- Jules can run up to foes and sweep her arm by them (contact can be made, but will only result in a slap that targets can't even feel) for a random steal. If the designated target (and only the originally designated target) is within one meter of her arm when she attempts to steal, it can't miss, but it has failure chances. Its animation features two small, red orbs forming at either side of the target, then curving upward to fuse above the target's head/top into a star, and finally said star flying to Jules and being absorbed in a sparkly manner. Its calculations for success and magnitude can be represented by the following algorithms and chances (determined by Old Sein's dice rolls):
  1. Steal Money- (Jules' LV * 2 / target's LV) + # of failed steal attempts to target during this battle * target's total money/100 = $ stolen (It's a percentage that increases with her Level, decreases with enemy Levels, and slightly increases after failed steal attempts.)
  2. failure
  3. Steal Ability- animation repeats in reverse with a green coloration to return ability after 10 seconds; die will be rolled to determine which ability (numbered by the order in which they are listed) is stolen
  4. failure
  5. failure
  6. re-roll
  7. Steal Equipment- stolen from what the target is equipped with, numbered from bottom to top, determined by another die roll, and teleported back into the target's possession at end of battle
  8. failure
  9. Steal Magic- The target's MAG is slightly decreased and Jules' is slightly increased for 5 minutes.
  10. Steal Defense- same as the previous, but for DEF
  11. failure
  12. Steal Speed- same pattern as before
  13. re-roll twice for a double steal attempt
  14. failure
  15. failure
  16. Steal Inventory- numbered by list, excluding what the target is presently wielding, determined by another die roll, and does NOT have to be returned, but Jules usually gives stuff back, anyway, being the thoughtful girl that she is
  17. re-roll
  18. failure
  19. failure
  20. Despoil- Steal Ability, inflict Poison, Silence, and Blind, and deal tissue damage as though using an edged weapon (though the average power factor still plays on her bare hands)
  21. Burglarize- backflip kick with 1.21 times normal power; when kick connects (autohit), Steal Ability, Steal Equipment, and Steal Inventory are all performed
If a target has nothing to steal of the given subject (e.g. out of money when Jules attempts to steal dollars) or the result is unable to be stolen (e.g. an exclusive weapon is rolled for), another die roll proceeds, this one of a five-sided die. If a 1 is rolled, the steal fails. If a 5 is rolled, the rolls start from the beginning, but the results of any failures below 7 are converted to re-rolls. If anything else is rolled, the rolls simply start from the beginning. When Burglarize is performed, it works differently: For each steal, if there is nothing to be stolen, that particular part of the steal will fail, but the rest of the ability works as normal. If the targeted ability or item of any steal is exclusive or otherwise can't be stolen, that particular steal re-rolls until it works, while the others play normally. If all three steals fail (whether by lack of something to steal or by targeting a steal-proof subject), the whole process restarts, but all failure rolls are replaced with re-rolls.
Sticky Fingers- At a moderate mana cost, Jules can give herself a one-time boost to a steal attempt. If her next attempt to use Steal would fail (after all else is calculated), one re-roll occurs. If it succeeds without a re-roll from Sticky Fingers, Jules obtains $3 from the target in addition to whatever else she steals.
Pilfer Health- By spending a small amount of mana, Jules can perform a different steal. This one also acts within 1 meter, but doesn't have a failure rate. In stead, it's only 1/12th as strong as a normal attack from Jules. However, it has a full drain property, so the little bit of damage that this deals is added to her HE.
Pilfer Mana- This is the mana version of the former. Because it's so weak, against a target with average DEF, this recovers only a tad more mana than it spends, so it ends up just being good for lowering the targets' mana.
Pilfer Skin- This works just like the previous two, but it only deals tissue damage, and Jules' tissue health is healed by the amount that the target loses.
Procure Power- Jules can steal some of a target's exclusive energy, convert it to SP, and add it to her own. The downside is that it's 1/7th as powerful as the previous three abilities and otherwise operates the same, so she presently spends more mana than she gains SP.
Elemental Theft- If targets are equipped with elemental weapons (including element-imbued body parts), Jules has a steal for them. With a 1/7 failure rate, Jules can disable the elemental affinity of a weapon (Even if it's always burning, for instance, the damage will count as non-elemental.) and add it to her attacks for 35 seconds. Handily, this steal operates within 3 meters, but otherwise animates just like the previous steals.
Aura Theft- This works like Elemental Theft, but, in stead of stealing an element, it steals a beneficial status effect from the target. Its failure rate becomes 5/7, but, if the target is struck by this, its buff is stolen. If more than one enhancement is in play, they are listed alphabetically and a die roll determines which is stolen. As of yet, this doesn't work on weapon enchantments.
Steal Heart- Jules points at the target, then winks. Unless the target has such perfect timing and speed as to move out of the way during the wink, the target has a 1/2 chance of incurring the Charm status (die roll: 2). It works whether the target is looking or not. Charmed targets are restricted (or hindered, at least) from attacking Jules, hindered (at least slightly) from attacking her allies, and may turn on their allies that they are not highly attached to. The base time that someone is charmed is 20 seconds. That multiplies with Levelling, increases with training, and means nothing if the target is struck; a charmed foe that takes damage gets to 'snap-out' of it. This costs the same amount of mana as the four parameter-sapping steals. Finally, it is effective up to 5 meters.
Sneak Attack- Jules brandishes her weapon, then performs an otherwise normal, physical attack. Its damage is multiplied by 0.5 for frontal connections, 1.5 for side hits, and 2.5 for back attacks. Yuke Shot isn't affected because of its magical properties, even though its properties so strongly resemble a normal, physical attack.
Flee- Jules can use this ability at no cost to double her party's MOVSPD. Sounds great, right? The downside is that it only works on party members who are attempting to flee a battle. It doesn't help for continuing a battle, and it doesn't help outside of battle (like to escape a giant, rolling rock or other trap); it only helps for escaping battle. If an escape attempt fails or is otherwise canceled, the boost dispels.

Overdrive
Jules has an account of “Overdrive Charge,” which is used to fuel powerful cutscene abilities. It only fills on the conditions that Jules has abilities to fill it with (just Stoic, so far) and is completely emptied when Jules uses one such cutscene ability. It is represented by an orange meter on Jules' third-person perspective (when she has such a perspective active).
Stoic- OD Charge increases when damaged; 7% of Lv1 maximum HE = 1% of OD Charge.
Mix- Jules magically mixes two items together and uses them for potentially amazing effects. Attached is a list of effects and combinations that she's familiar with. It's a BIG document, but most of it is just listing possible combos; there are only a few paragraphs of actual content. This involves using only expendable items (not weapons/armor/vehicles/et cetera), excluding magicites, and the items are spent in the mix. While some of the effects seem to be highly overpowered, she also lacks the proper materials for many mixes, and the powerful abilities require powerful, expensive sacrifices.
Boss Jewel- Jules becomes enveloped in a partially transparent, crystal structure. 1/7th of her SPD is added to her DEF (not that this sacrifices any of her SPD, so calculations involving that operate normally), and the rest is copied onto her RES. Her STR is copied onto her MAG. Half her maximum and current PS is copied onto her maximum and current MS. She is immobilized, but can still conduct magic and release items from her inventory, such as magicites. Three copies of each jewel that's listed in Mineral Missile from sangrite up (obviously excluding “other, nondescript, elemental gems”) appear and float around Jules. The cutscene ends, and Jules retains this “form” for 7 minutes. During this time, she can use those floating gems as Mineral Missiles, of course, but she can also control them individually to move outward from her up to 30 meters, allowing her to use them effectively with Gemcast. At the end of the time limit, if Jules has any gems left over, she can choose up to seven of them to keep. The rest shatter into oblivion, along with the crystal structure. This OD is riskier than Jules' Gambling Girl armor, as the little boost to DEF isn't enough to justify immobilizing her and thereby making her so vulnerable. It's heavily offensive, though, and it's great against other mages.

Crystalline Support
Transcendence Tribal- Jules can equip not only selkie-exclusive and yuke-exclusive armaments, but those that are meant for clavats and lilties, as well.
Focus Boost 3- Jules takes slightly reduced damage (even from null attacks), flinch factors, and KB factors when she's casting something with a targeting ring, namely Focus Attacks and magicite spells.
Yukish Focus- Any Focus Boost abilities that Jules gets apply to her when she's using her tribal abilities, Aim or Magic Thread.
Martyr- Upon taking damage, Jules gains a bit of MA. Even damage equal to her total HE isn't enough to grant more than a couple extra spells, though.
Ore Hunter- When casting Jewel, the chance becomes 2/3 (1 or 2 on a three-sided die) for success. Also, unaore becomes a more common drop from enemies (as though it already isn't very common) that are defeated by Jules' party members.
Gem Scrounger- Drop rates for all sorts of metals (unaore included; stacks with Ore Hunter) are very slightly increased when an enemy is defeated by Jules.
Crystalline Possession- When they are in Jules' inventory (whether put away, stored in a room, or in her hands), the crystallization of non-living or dead objects occurs at a tripled rate and lasts for thrice as long.
Magicite Miser- Magicites become a slightly more common item drop from enemies that are defeated by people in Jules' party. Her magicite magnitudes (damaging and restorative) are multiplied by 1.05, while their charge times are reduced slightly. Given the fact that Jules is a yuke, this means that they have almost no charge time at all.
Jeweler's Precision- Jules can toggle a friendly fire setting on her attacks, so she can shoot right through her allies to hit enemies. As of yet, toggling her setting mid-attack does not alter the properties of the attack that's in progress, so she can't shoot through one friend to hit another.
Superb Appraisal- When observing a jewel optically, Jules can always tell its material content precisely.
Superior Value- All of Jules' crystalline abilities (from Crystalmancy down in the Jewellery skillset) are immune to basic dispulsions.
Frugality- Any time that Jules would spend money for anything, including abilities, she is disabled from doing so unless she is making a fully conscious decision of her own. If she is charmed, confused, or otherwise manipulated in any way into giving her money away or spending it on a attack, her money clings to her like stink on shit, and she simply does not perform the designated action.
Winning Streak- When Jules chains hits together within half a second of each other, successive hits gain a slight power boost. The boost is negligible, so it makes almost no difference to a chain of small hits immediately, but the boost increases with the number of chained attacks, so, if Needlecryst hits you for a few good seconds from a decent-sized crystal wall, you're going to start seriously racking up pain. Yes, Magic Walls just got even meaner. Note that healing is still hitting and thereby does count for this. Unfortunately, this has no bearing on Jules' allies' attacks, and most of hers aren't easily chained. Therefore, even though she's fast, she generally doesn't get much benefit from this.
Ambush- Physical attacks to the backs of enemies from Jules receive a 1.5 power multiplier before defenses are calculated.
Gillionaire- When an enemy drops money after being defeated by Jules' party, it drops a slightly increased amount. This stacks with other abilities as long as they aren't multiple copies of Gillionaire; only one such ability works at a time.
Will to Share- When Jules' party defeats a foe, it drops more money. The change is a tiny factor that's based on how many people there are aside from Jules. The difference is negligible even with three allies, though. This does stack with other effects, though.
Lady Luck- An enemy that is felled by Jules has a slightly increased drop rate and rare drop rate for whatever they would normally drop. This stacks with other such effects.
Lucky Lucky- An enemy that is felled by anyone in Jules' party has a slightly increased drop rate and rare drop rate. This stacks with other such effects.
Attachments
Mix List.odt
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Reels.odt
(23.03 KiB) Downloaded 249 times

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Jules
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Post by Jules » Wed Jul 20, 2011 3:31 am

1,000 = average, total = 10,000
PS: 300
MS: 1,700
HE: 566
MA: 934
SP: 1,000
SPD: 1,350
STR: 479
DEF: 421
MAG: 1,500
RES: 1,750

SP (Skill Power) is an account of energy that is often measured numerically because it is easy to do so. It is used for tribal abilities, some Focus Attacks, and some Smash attacks. This kind is mostly exclusive to selkies, yukes, clavats, and lilties, to replace the fact that most of them innately lack chakra networks. It doesn't accumulate over time or anything; there are very few ways to actually replenish SP. In fact, Jules only has two ways, as of yet, and the first is the foods that're in her inventory. Aside from that, when Jules is resting on full HE in order to restore PS, the HE restoration rate is converted to SP restoration. When resting, her HE regeneration rate is quadruple that of most other chars at an equivalent cost of her PS restoration rate, but that's still painfully slow. The sages told her that the foods of their land can also be found where she was going, so Jules will prefer to restore SP by eating the right stuff. Consider this energy deficiency as compensation for the efficiency of many of her abilities and her starting inventory.

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Jules
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Post by Jules » Thu Jul 28, 2011 12:24 pm

PoC: Yuke Shot takes the properties of the bludgeon that it comes from! That means that any elemental affinities, effects, and basically everything but the weapon's innate power factor take place on the orb. The orb doesn't deal tissue damage by default, but, if an equipped bludgeon has an effect to increase tissue damage, the increase applies to the orb, as well. This won't often come into play, especially since all of her hammers just somehow disappeared into thin air (She'sa be pissed when she realizes this.), but it will make a difference at some point.

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Crevasseus
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Post by Crevasseus » Thu Jan 23, 2014 5:13 pm

This is an interesting character. I like the different Mineralmancy aspects at play here. This should pose good inspiration to future characters for future characters. kudos.
"Three things are infinite: the universe, human stupidity, and the amount of zubats in Dark Cave."

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Jules
Posts in topic: 4
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Abilities: viewtopic.php?f=16&t=504
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Post by Jules » Thu Jan 23, 2014 5:29 pm

Thank you, thank you. Then, I'm approving this!

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