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Return to: Elemental Ability Decision Board
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#Post#: 6211--------------------------------------------------
NONE
By: Shane Date: September 6, 2013, 8:29 am
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[tt]NONE:
The default element. Everyone begins with this as their element,
but certain factors can change it.
Strong against: Blah; Fairy
Weak against: (to do)
No effect on: (to do)
Immune to: (to do)
Powers up: (to do)
NONE-ELEMENT ABILITIES:
Calamity Discharge: When the character has 1/3 HP remaining,
his/her None-element attacks are boosted in power.
Calm: Characters with this ability always move last, but are
immune to Flinching.
Detection: The character can detect hidden items.
Dizzy Master: If the character is confused, the offensive stats
are increased and defensive stats are lowered. This only applies
in combat.
Hidden Power: For three turns in combat, this character will
always deal super effective damage to enemies. If the character
can act twice per turn, then the duration is four turns,
including the one in which the ability is activated. This
ability can only be used once in combat.
Puppy Revenge: If an allied character is knocked out or killed,
this character will summon a pet puppy. This puppy remains in
the party, unless all allies are alive or conscious. This
ability can only be used if there isn't a puppy in the party
created by this ability. The puppy shares the stats of the
character that summoned it.
Rage: Increases all offensive stats of the character if an
allied character is killed or knocked out.
Super Luck: The character scores Critical Hits more often than
normal.[/tt]
Please suggest abilities for the NONE element.
You are also allowed to ask questions regarding the NONE element
or its abilities in this thread.
#Post#: 12549--------------------------------------------------
Re: NONE
By: Shane Date: November 14, 2013, 4:18 am
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Um.
Supportive Combo: whenever this character uses a Support Spell
(like a healing spell or a spell that raises / lowers stats),
there's a 33.3% chance of this character getting another turn
immediately. This ability can only be activated once per turn by
using a Support Spell.
#Post#: 12557--------------------------------------------------
Re: NONE
By: Charlotte Date: November 14, 2013, 5:15 am
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...
Critical Anger: for each critical hit inflicted on this
character, he/she gets another turn immediately after his/her
first turn...
#Post#: 13029--------------------------------------------------
Re: NONE
By: Shane Date: November 19, 2013, 3:32 am
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Um.
I forgot what I wanted to post here. :-\
Whatever, I'll just think of something. :)
11. Early Limit: increases the Limit Break threshold from 1/4 HP
to 1/2 HP.
12. Pathetic: lowers the Attack and Magical Attack stats of the
character by 50%, but doubles his/her speed. In addition, if the
character wields a ranged weapon, he/she can attack twice per
turn.
13. Unknown: all attacks, moves and magic of this character that
are not NONE-element, will become BLAH-elemental.
14. Coinage: the first physical attack of this character will
deal MONEY-element damage and the party loses 100 coins.
However, at the end of battle, coin drops are tripled. This only
works twice per in-game day, and only once per area.
15. Trinity Tears: this ability can only be used when there are
three Party Members with maximum Trust in the party, and one of
them is of the WATER-element. These three party members can
attack in a combination attack, but their Limit Breaks are
halved in power.
A note regarding "Coinage": if, say, you fight in Arii Desert,
the ability works only on the first battle. After that, the
ability won't work on the same day. If you then head to, say,
Woody Forest, on the same day, the ability will work there as
well, only the first battle. After that, it won't work anymore
until the next day.
Something like that. :)
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