Midwestern Amezi (CPT)

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Midwestern Amezi (CPT)

Post by Zerifachias on Sun Jan 20, 2013 8:37 pm

Criminal Profiles

~Chapter 00-A~


--~--

Magnum the Overseer

|--|--~--|--|

Enemies



Spoiler:
Raimen, Alice
Monster: Possessed Horse (Beast class)


A-Ability: With Four Legs

Trample - The horse rears it's fore legs and slams them down on the target, crushing bone with it's weight.
(130% Atk DMG---Chance of Disable---Adjacent cell range)
(5 EN)


Neigh - The horse lets out a shrill cry, alerting others to it's presence.
(No DMG---Chance of Distraction)
(3 EN)


R-Ability: None

S-Ability: Noble Steed - The horse is granted a second act phase if it does not attack in the first act phase.

Stats:
HP: 40
EN: 50
Atk: 5
Def: 3
Int: 0
Spr: 0
Move: 6
Evade: 2%
Crit: 9%
Morale: (//////////)

Spoiler:
Skorupi
Monster: Scorpion (Insect)

A-Ability: Fell Stinger

Rupture - The scorpion attacks with a heavy claw, dealing damage and forcing the target back from the power behind the strike.
(120% Atk DMG---Forces target back 2 cells---Adjacent cell range)
(6 EN)


Carnivorous Bite - The scorpion chomps on the flesh of it's target, dealing damage and healing itself a little.
(70% Piercing Atk DMG---Heals self for DMG done---Adjacent cell range)
(4 EN)


S-Ability: Poison Poker - Basic attacks have a range of 2 cells and have a chance to poison targets.

Stats:
HP: 35
EN: 50
Atk: 6
Def: 4
Int: 0
Spr: 1
Move: 3
Evade: 4%
Crit: 6%
Morale: (//////////)


|--|--~--|--|

Achievements

Achievement Points: ---

|--|--~--|--|

In Progress:

|--|--~--|--|

Completed:

|--|--~--|--|

Failed:


Last edited by Zerifachias on Tue Mar 12, 2013 4:04 pm; edited 3 times in total

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Re: Midwestern Amezi (CPT)

Post by Zerifachias on Sun Jan 20, 2013 8:39 pm

Inventory:

|--|--~--|--|

Consumables:

Alchemist's Rot [3] - It's called that because many alchemists have to drink what they make to test it. This particular brew is...surprising. Regenerates 15 HP over 3 turns.

Alchemist's Remedy [2] - A bitter medicine that at least goes down easy. Removes one count of Poison.

Skeleton Key [2] - Damn, it's a fake! Oh well, at least it'll open SOMETHING....I think. Opens any locked chest upon use.


|--|--~--|--|

Weapons:

N/A

|--|--~--|--|

Armor:

N/A

|--|--~--|--|

Accessories:

N/A

|--|--~--|--|

Materials

N/A

|--|--~--|--|

Key Items:

Gold Pouch: 100

Map of Gerudo Town - An old map that is ripped in many places, but perfectly legible.

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Re: Midwestern Amezi (CPT)

Post by Zerifachias on Sun Jan 20, 2013 8:39 pm

Status Diaries

Positive:

Bravery - ATK is increased by x1.5 for 3 turns.

Bubble - HP doubles for 3 turns. When the effect ends, HP is halved.

Confidence - A state that is reached when a unit maxes their Morale. They gain +15% Evade, +15% Crit, +50% Crit Damage, +20% Atk and 20% Int for five turns. Using a D-Ability dispels these effects immediately after and applies Slump.

Covered - Damage is taken by a Covering ally. Instantly fades when the Covering ally reaches Critical status.

Covering - Afflicted takes damage for a Covered ally. Instantly fades when the afflicted reaches Critical status.

Faith - INT is increased by x1.5 for 3 turns.

Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over impassable cells.

Haste - Afflicted can take 2 move actions and 2 act actions per turn for 3 turns.

Immunity - Afflicted becomes immune to negative status effects for 3 turns.

Intangible - Afflicted is immune to physical damage, but takes x1.5 damage from magic attacks.

Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.

Invisible - Afflicted cannot be targeted for 3 turns.

MP Regen - MP increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.

Protect - Reduces all physical damage taken by 50% for 3 turns.

Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.

Shell - Reduces all magical damage taken by 50% for 3 turns.

Veil - Increases evasion by 50% for 3 turns.


Negative

Addled - Afflicted cannot use any skills for 3 turns.

Apathy - Afflicted is unable to recover MP for 3 turns.

Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed.

Bleeding - Afflicted loses 12% Max HP per turn for 3 turns.

Blind - Attacks and skills have a 50% chance of missing for 3 turns.

Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.

Burn - Afflicted takes 12% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.

Charm - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.

Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.

Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.

Curse - Afflicted becomes the victim of a curse and takes damage equal to half of the damage the afflicted deals with any attack for 3 turns.

Daze - Afflicted cannot act for 1 turn.

Deprotect - Doubles all physical damage taken for 3 turns.

Deshell - Doubles all magical damage taken for 3 turns.

Disable - Afflicted can no longer take action for 3 turns.

Doom - Afflicted experiences Instant Death after 5 turns.

Drain - Afflicted loses 15% Max HP per turn for 3 turns. HP damage is absorbed by the one who inflicted the status as HP.

Fear - Afflicted is unable to move or act for 3 turns. Is cured upon being attacked by any means.

Frail - Afflicted is unable to recover HP for 3 turns.

Freeze - Afflicted can no longer move or take action and also takes x1.5 as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.

Immobilize - Afflicted can no longer move for 3 turns.

Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.

Mana Drain - Afflicted loses 15% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.

Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.

Nightmare - Afflicted takes 15% Max HP DMG each turn for as long as Sleep is applied. Sleep MUST be applied to the afflicted before Nightmare.

Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.

Paralyze - There is a 50% chance that the afflicted can no longer move or take action each turn for 3 turns.

Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit or an ability designed to break stone.

Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.

Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.

Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.

Sap - HP is reduced by 15% Max HP per turn for 5 turns.

Seal - Afflicted can no longer move or take action for 3 turns.

Severe Poison - Afflicted takes 15% Max HP damage per turn for 2 turns.

Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.

Silence - Afflicted cannot execute any INT-based skills or INT-based attacks.

Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.

Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.

Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.

Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.

Stop - All Player Phases are skipped for the afflicted character for 3 turns.

Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.

Weak - Max HP of the afflicted is reduced by 15% for 3 turns.

Wet - Afflicted takes x1.5 damage from attacks of the Lightning element for 3 turns.

Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.

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Re: Midwestern Amezi (CPT)

Post by Zerifachias on Sun Jan 20, 2013 8:40 pm

Bestiary


Humanoid

N/A

Beast

N/A

Undead

N/A

Reptilian

N/A

Machine

N/A

Immortal

N/A

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Re: Midwestern Amezi (CPT)

Post by Zerifachias on Sun Jan 20, 2013 8:42 pm

GUESTS GO HERE. WE WILL HAVE A FEW OF THESE.

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Re: Midwestern Amezi (CPT)

Post by Zerifachias on Sun Jan 20, 2013 8:45 pm

Scarlet Rider
Female, 24 (April 22)

Appearance:
Spoiler:
Full Image

Profession: Sharp Shooter - One who claims this profession is known for incredible accuracy with even the most inaccurate guns. Skill shots also have a very small chance of missing. (Hawkeye)

Hawkeye - All basic attacks are a sure hit so long as the target is within range. Also can see invisible units so long as they are in basic attack range.

Weapon: Old Pistol - A powerful gun that has a low accuracy.
Armor: Scarlet Dress - Blood-red dress that covers the wearer's entire body.
Accessory: Strapped Boots - Boots, of course. Hard ones.

A-Ability: Critical Hit

Recurring Shot - Scarlet fires a bullet at the enemy. 100% Atk DMG. Using this ability in succession increases the damage output by 10% each time. Stacks infinitely. 4 cell range. 4 EN +1 EN for each successive shot.

Blood Bullet - Scarlet fires a bullet at the enemy with the intention to hit a very vulnerable spot, in order to draw blood. Lots of blood. 120% Atk DMG. Chance of Bleeding. Using this ability on a target who is already Bleeding increases the damage output to 180%. 4 cell range. 8 EN.

R-Ability: Savior Bullet - If Scarlet were to take damage that would bring her health down to a critical level, she quickly fires off a special bullet fashioned from her own blood to disable her assailant.

S-Ability: Blood Crafting - Scarlet fashions her bullets from her own blood. Scarlet is immune to Bleeding and Blood Loss. She also has 15% magic resistance.

Judgement: Enchanted Scarlet Bullet - Scarlet fires a blood-red bullet from her gun that, instead of piercing the target, attaches to the target and digs roots into the target's body. The bullet saps the life out of the target over a duration, also restoring Scarlet's HP. (35% Max HP DoT that restores Scarlet's HP by an equal amount each turn for 5 turns.)

Stats:
HP: 40/40 (+5 HP per level)
EN: 50/50
Atk: 4 (+1 from Old Pistol)
Def: 3 (+1 from Red Dress)(+1 from Strapped Boots)
Int: 0
Spr: 2
Move: 2 (+1 from Sharp Shooter Profession)
Evade: 4%
Crit: 6%
Morale: (//////////)


Last edited by Zerifachias on Mon Feb 11, 2013 8:47 pm; edited 1 time in total

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Re: Midwestern Amezi (CPT)

Post by Kurio on Mon Jan 21, 2013 8:09 pm

Name: Malcolm
Gender: Male
Age: 26
Appearance:
Spoiler:

Profession: Joker of Cards - One possessing incredible magical capabilities but chooses to use it merely as a means of tricking and cheating. [Fortune] [Range: 4 cells] [INT-based Normal Attacks]

*Fortune - Sure Hit cannot affect Malcolm.

Weapon: Worn Deck - A deck of cards that's been used so much that Malcolm could easily identify the cards just by the tears and marks on them.
Armor: Leather Jacket - A brown leather jacket, ain't nothing wrong dressing a bit fancy.
Accessory: Bandana - Heard it helps to cover your face when you try to rob someone. [+5 EN]

A-Ability: Deal 'Em

+ Blank - Malcolm tosses a card at the target aiming for the eyes. [120% INT Dmg. Range: 4 cells. Chance of Blind. 6 EN]

+ Shuffle - Malcolm appears to blur out as his cards fly around him and then disperses into nothing, only to reappear in a different location. [Range: 3 cells. Moves Malcolm to target cell. 8 EN]

R-Ability: Luck of the Draw - Feelin' lucky? Each time Malcolm dodges an attack he gains an additional 15% Evade for 3 turns. Stacks up to 3 times.

S-Ability: Gypsy's Luck - It ain't easy to catch a gypsy. Increases Malcolm's Evade by 15% and Movement by 1.

D-Ability: Royal Flush - "Never lost a fair game. Never played one either." Malcolm tosses a series of five cards cards, a royal flush, at the target. The cards slice a multitude of bloody cuts across the target and then finally embed themselves in the target's body in the perfect order from left to right of Ace, King, Queen, Jack, Ten. [200% Piercing INT Dmg. Range: Any. Chance of Bleeding. Chance of Misfortune]

Level: 1
EXP: 0/10

HP: 40
EN: 50 (+5 from Bandana)
ATK: 1
DEF: 2 (+1 from Leather Jacket)
INT: 4 (+1 from Worn Deck)
SPR: 3
Movement: 2 (+1 from Gypsy's Luck)
Evade: 6% (+15% from Gypsy's Luck)
Crit: 3%
Morale: (//////////)

Skill Points: 0

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Re: Midwestern Amezi (CPT)

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