Difference between revisions of "Xyla Prime"
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After the dolls fell, Xyla continued to monitor the group and assume her presence now and then to alert and make them on her side. But after the fall of Doll #000, she had no more remorse. The death of her daughter was too much and in her hate, she sees no way to persuade or manipulate them further. | After the dolls fell, Xyla continued to monitor the group and assume her presence now and then to alert and make them on her side. But after the fall of Doll #000, she had no more remorse. The death of her daughter was too much and in her hate, she sees no way to persuade or manipulate them further. | ||
− | Now she waits by Varthamith's side for them to come.</spoiler> | + | Now she waits by Varthamith's side for them to come. In the meantime...she perfects her ultimate weapon.</spoiler> |
{{End-spoiler}} | {{End-spoiler}} |
Revision as of 12:44, 26 April 2016
WIP HEAVILY! Stuff will change!
Contents
Basic Information
Height: 7'5"
Weight: Average
Body: Average
Complexion: Pale, white
Hair: Black
Eyes: Black
Appearance
Unlike the Xyla copies, Xyla Prime had no rune markings on her face. Her hair a void black with her eyes swirling with the same energy within her. Even her aura emits Aether so potent, it makes the plant life shudder.
The dress she wears was built for both fashion and combat. A black long robe with fur trimming along the cuffs and bottoms with star like patterns.
Personality
Positive Points
There are none...
Flawed Points
- Judgmental
- Stubborn
- Manipulative
- Cold-hearted
Equipment & Magic
Health
- Base Health: 25
- Max Health: 50 (8 player count)
Armor
- Long robe lined with fur and spikes on her shoulder area
- Four Elemental Orbs
Weapons
- Xyla carries around a crystal that contains raw aether power within. It's meant to sap and store it for a later reason...
Magic
High Tier
- Meteor: Deals two damage to all players. (Must roll 900 or more to hit players. Otherwise guaranteed miss)
- Delta Fire: Deals one damage to all players. (If roll is lower than 250, it deals no damage)
- Delta Water: Deals one damage to one player. (If roll is higher than 850, target takes two damage instead)
- Delta Earth: Deals three damage to one player. (If roll is 800, stun player for that turn. Unless it misses)
- Delta Wind: Hits two players for one damage each. (Roll twice. roll below 200 it misses guaranteed.)
Mid Tier
- Nullification Aura: Removes any and all status ailments from both sides. Used sparingly.
- Quake: Deals one damage to all players. (If roll is above 800 it stuns up to three players)
- Curaga: Heals three points of damage. (If roll is below 500, it heals for one instead)
Low Tier
- Comet: Deals two damage to one player
- Barrier: Prevent up to the next three Melee hits. No roll needed. One use.
- Shell: Prevent up to the next three spell hits. No roll needed. One use.
History
Spoiler notice: The following contains spoiler information. Proceed at your own risk.
Spoilers end here.
Images
Spoiler notice: The following contains spoiler information. Proceed at your own risk.
Spoilers end here.