User:Ark

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Hi, I'm Ark. There's not really a deep and mystical etymology to the name, it just stuck one day as a nice, fast, memorable single-syllable handle to use on the internet. If you played on SRTMUSH from 2010-onwards, you might know me as Ibis Douglas's player. I dipped into the revival of FFMUSH and a game called Final Kingdom briefly as Barbariccia on both games.

I play Maya and Harken here.


TESTING WIKI CRAP BELOW THAT (AND THIS) LINE


Resource & FP
Name Effect Cost (CP) Conflicts With
Forceful +10 to starting FP 4
Finesse +1 to starting Combo 4
Limit Break +1 to Maximum Combo 5
Supply Chain -5 FP Cost for Attacks using Quick, Shield, Hyper, Lock State 6
Healer Heal, Hi-Heal, Quick, Shield, Hyper, Lock State generate 1 Combo 8
Condition Green (CG)
Name Effect Cost (CP) Conflicts With
Healthy +100 (200 for Gears) Temp HP granted upon reaching CG 4
Ranger Critical Hit chance increased while in CG 4
Guerilla Power stat increased while in CG 6
Survivor Vitality stat increased while in CG 6
Acrobat Reflex stat increased while in CG 6
Master ARMS, Sorcery, and Tech stats increased while in CG 7
Critical Hit
Name Effect Cost (CP) Conflicts With
Sniper Critical hits occur more often, but do less damage. 6 Butcher
Butcher Critical hits deal have an increased damage multiplier. 4 Sniper
Tough Incoming critical hits deal less damage to your character. 5
Gremlins! Your critical hits apply Jam to your target. 4
Dirty Fighter Your critical hits apply Cripple to your target. 4
Silencer Your critical hits apply Mute to your target. 4
Venomous Your critical hits apply Poison to your target. 4
Energizer Your critical hits apply Hyper to your character. 3
Overclock Your critical hits apply Quick to your character. 3
Bulwark Your critical hits apply Shield to your character. 3
Force Critical Your critical hits generate an additional +10 FP for your character. 3
Attack
Name Effect Cost (CP) Conflicts With
Marksmanship Hit chance with ARMs attacks improves as FP increases. 5
Gunfighting Damage with ARMs attacks improves as FP increases. 7
Focus Hit chance with sorcery attacks improves as FP increases. 5
Sorcery Damage with sorcery attacks improves as FP increases. 7
Quick Draw Hit chance with technique attacks improves as FP increases. 5
Finest Arts Damage with technique attacks improves as FP increases. 7
Creative Increases Free Attack point cap to 5 and allows for the additional flags to be used: Slow, Break, Weaken, Quick, Shield, Hyper. 8
Reaction
Name Effect Cost (CP) Conflicts With
Duck and Cover Your character has a bonus to Dodge against ARMs attacks. 5
Just a Scratch Your character has a bonus to Guard against ARMs attacks. 5
Parry Your character has a bonus to Dodge against Technique attacks. 5
Sentinel Your character has a bonus to Guard against Technique attacks. 5
Barrier Your character has a bonus to Dodge against Sorcery attacks. 5
Sound Mind Your character has a bonus to Guard against Sorcery attacks. 5
Reflexive Charge Grants your character's Charge reactions a small chance to partially Dodge an attack. 3 Defensive Charge
Defensive Charge Grants your character's Charge reactions a small chance to partially Guard an attack. 3 Reflexive Charge
Force Evade When your character performs a Critical Dodge, gain 10 FP. 3
Force Guard When your character performs a Critical Guard, gain 10 FP. 3
Force Charge When your character performs the Charge reaction, gain 10 FP (instead of 5). 3
Combo Breaker Your critical dodges and critical guards cause your opponent to lose 2 Combo instead of 1. You cannot reduce an enemy's Combo below 0. 4
Form
Name Effect Cost (CP) Conflicts With
Rival For Antagonists: grants 25 CP and 13 AP to the form with this PS. For most antagonists. --- ---
Fiend For Antagonists: grants 50 CP and 25 AP to the form with this PS. For rare and powerful antagonists. Chapter 1 stat caps under this form are 40. Chapter 1 attack power level caps under this form are 9. --- ---
Access For Anyone: grants 50 CP and 25 AP to the form with this PS. All actions taken under this form cost an additional 10 FP. Chapter 1 stat caps under this form are 40. Chapter 1 attack power level caps under this form are 8. Represents temporary transformations (Armatization, Magical Girl Transformations, etc) which grant significant power at a cost. --- ---
Nemesis For Antagonists: Sets CP and AP pools to end-of-Chapter maximums to the form with this PS. Can be combined with Rival or Fiend. For very rare and very powerful antagonists. --- ---