The Retroprogression Profile Thread

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The Retroprogression Profile Thread

Post by Inkblot on Sun Feb 03, 2013 7:55 pm

ITEMS

Current Inventory

Fresh Greens x3 (Recovers 10 HP upon use)

Faded Rhythm x1 (Recovers 5 HP upon use)

Master Key x1 (Unlocks target treasure chest or door)

Materials

None.

Weapons/Items/Accessories

None.

Key Items

Metal Attractor (Mysterious relic of the past that seems to be able to pull metal towards it)

Current Kezal: 500

Achievement Points: 0

Memory Map:

Blank.


Last edited by Inkblot on Sun Feb 03, 2013 8:24 pm; edited 1 time in total

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Re: The Retroprogression Profile Thread

Post by Inkblot on Sun Feb 03, 2013 8:08 pm

Enemies

Clump, Lv. 1

Monster: Pip
Type: Demon
Spoiler:

A-Ability: Seeing Eyes:

+Fear Feed: Gazes at a foe in an unsettling manner, establishing a connection to them through fear, using that very bond to devour their life energy and absorb it as its own. No damage. Range: 2 cells. Chance of Sap. The user recovers HP equal to the damage that Sap deals to an afflicted target. 8 MP.

+Dog Pile: Gangs up with fellow Pips to form a vicious dog pile, doing more damage the more of them there are while leaving the enemy crippled. 100% Atk Dmg. Range: Adjacent cells. Other Pips with Dog Pile can consume their Act action for the turn to leap into the initiator's pile at a range of 2 cells. Deals 10% more damage for each Pip that joins the pile. Chance of Immobilize. 10 MP.

R-Ability: None.
S-Ability: Stand Together - This unit gains 10% Atk and Def as long as there is another Pip unit in an adjacent cell to this unit.
D-Ability: None.

Stats:

HP: 10
MP: 20
DD: --/--
Atk: 4
Def: 2
Int: 1
Spr: 2
Evade: 5%
Move: 4 cells

*See above for Tackler, Gazer, Looker, Seer, Viewer, Ogler, Peers, Ambush, and Eyer

Neutrals

None.

Temporary Allies

None.


Last edited by Inkblot on Mon Feb 04, 2013 10:00 pm; edited 2 times in total

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Re: The Retroprogression Profile Thread

Post by Inkblot on Sun Feb 03, 2013 8:24 pm

Ixian Annals

Empty.

Musical Library

Empty.

Achievements

None.

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Re: The Retroprogression Profile Thread

Post by Inkblot on Sun Feb 03, 2013 8:42 pm

~Bestiary~

Humanoid

None.

Beast

None.

Reptilian

None.

Insect

None.

Plant

None.

Aquatic

None.

Demon/Spirit

None.

BoKAI/Other Machine

None.

* * *

For positive and negative status effects, click here: ~Inflictionary~

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Re: The Retroprogression Profile Thread

Post by Inkblot on Sun Feb 03, 2013 8:56 pm

Name: Musielikai (Mu-seh-leh-kai) “Musi”
Gender: Male…right? *squints at*
Age: 18
Level: 1
Next Level: 1/10
Appearance:
Spoiler:
You dashed off as fast as your feet could carry you, slipping over and under the foliage for a few minutes until…stop. That was him, right? The Chief’s infamous son. That had to be him, a devilish smile upon pink lips, golden almond eyes glinting with every aspect of trouble as he slid through the shadows. His features were slender and angular but there was undeniable muscle rippling underneath unusually pale skin. Mayhap the creamish hue was from lingering around too long in his favorite spots? You wouldn’t know for sure. All of Musi’s hangouts were, for the most part, the places man was forbidden to go. You blinked, watching him go. The more you watched the more it seemed he could be a jaguar if he so wanted to. The boy’s hips and shapely waist were curved a bit like a girl’s, swiveling in an agile rhythm as he walked. Were he not shirtless and were his chest not so carved, you’d think he was a girl. His lashes and brows were both black, though perhaps a bit lighter than his hair, which was impossibly dark. It was of wispy and feathery appearance, a leaf caught in it here and there. Bangs went low enough to cover his eyebrows, hair in the back going down to his neck. Intricate markings in black and blue danced along his back and stomach. From his head came two short horns, curved and rather dulled, traditionally coming from the first monster he’d defeated on his own. Could somebody who looked so appealing really be all that bad?....


Profession: Golden Troublemaker- Troublemakers are bad enough; this one has the blood of ancient and powerful rulers flooding through his veins. The Golden Troublemaker may not have so much professional training, but his antics and thirst for mischief alone are enough to strike fear into the heart of any sane human being. It’s no wonder why Musi’s name means Trouble. It follows him on and off of the battle field…*
*+Flirting with Mischief – Chance of charm when skills are used. Basic attacks have chance of charm.
+Dual Weaponry – Allows second weapon


Weapon: Ivory Blow Dart/Ivory Flute – This miniature blow dart is made of black ivory, intricate white symbols carved along its sides. When desired it morphs into a flute... (ATK +1)(ATK based)(Range: 4 cells/5 layers of surrounding cells)
Armor: Light Tattered Pants - …Actually, that’s about all he wears. (SPR +1)
Accessory: Ritual Horns – Musi has had these horns since his first monster kill at an unusually young age…they’re quite the confidence boosters, and it doesn’t hurt that they look rather becoming on him either. (MP +5)

A-Ability: Silencing Symphony

+Notorious Nocturne- Battle is raging. Adrenaline is flowing. Blood is being shed. The whole scenario is practically screaming “stop and play a Nocturne”. Added three hits on basic attacks. Lasts 3 turns. Range: self. MP: 12.

+Blood Shot- There’s so much blood being pumped through there that it’s practically throbbing. Take aim, take a deep breath, and blow for all you’re worth. 100% ATK damage. Chance of bleeding. Range: 4 cells. MP: 6.
S-Ability:
Strong Lungs – After so many years of dart blowing and music playing, you develop quite an impressive set of breathers. MP cost is halved.

R-Ability: None.

Finishing: Musical Massacre- The user plays a haunting and melancholy tune which seems to suck the life out of the very air. 100% piercing damage. Chance of Venom for survivors. Chance of Mana Drain for survivors. Range: 5 layers of surrounding cells.
---------------
HP: 25
MP: 15 (+5 from Ritual Horns)
ATK: 4 (+1 from Flute/Blowdart)
DEF: 2
INT: 1
SPR: 3 (+1 from Pants)
Evasion: 5%
Movement: 2 cells (+2 from Troublemaker profession)

Skill Points: 0

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Re: The Retroprogression Profile Thread

Post by Masquerade on Sun Feb 03, 2013 8:56 pm

Name: Telvren "Ixis" Nas'thal-ix
Gender: Male
Age: 19
Level: 1
Next Level: 0/10
Appearance:
Spoiler:
Rather short for a guy only claiming a height of 5'7", Ixis is a rather lean fellow possessing long legs and surprising agility. Possessing an olive complexion and flawless skin, painted with crimson markings--two blood red triangles beneath his eyes, a wavy line across his forehead, and two arcs marking the outer curves of his face--he wears a mask that he typically keeps pulled up out of his face, resting on his head at an angle, gently resting on his short, lustrous silver hair. The mask is white in color and portrays the visage of an ancestral spirit with cut out eye sockets and more crimson markings on the cheeks and forehead. His eyes are a creamy brown that seems to have a dull gleam in the light. He never smiles, and his face is set in a permanent frown, or at least it's permanent as far as anyone else is concerned. His clothes are a combination of different torn, dark green garments wrapped expertly around his thin torso and around his nice waist going down to his knees. Over top that, he wears several scarves, silver in color, and many belts and straps holding vials and small booklets. And over top all of that, he wears a cloak, earthen brown in hue and slightly frayed at the hem. He typically goes around barefoot, not particularly caring for shoes at all.

Profession: Shaman - With a wealth of knowledge regarding the spirits of the past, the one who claims this profession gives his life to said spirits, allowing him to channel their power in order to achieve new heights of existence which threaten to devastate the opposition. (Life Exchange)

*Life Exchange: Offers one's own blood to one's familiar spirits to unleash new abilities. Abilities vary depending on the user's current weapon. Special abilities are used in place of a basic attack and consume an Act action.

Weapon: Playful Wisps - Essences of playful spirits that deign not exact too much violence on those undeserving of such pain. (Damage: INT)(Range: 3 cells)
---Innocent Dance: Flutters about an enemy's head to dazzle them. No damage. Range: 3 cells. Chance of Confusion. 2 HP.
---Protection: Commands spirits to enter a defensive formation. Bestows Protect. Range: Self. 4 HP.
Armor: Terra Cloak - Old cloak said to be forged from the dirt of a faraway barren wasteland.
Accessory: Ancestral Mask - Strange mask passed down from generation to generation of shamans. It is rumored to house a spirit guide to help young shamans on their paths to greatness.

A-Ability: Strength of Ages:

+Avatar State: Unleashes a mighty burst of mana around oneself in an attempt to break one's own body apart, readying it to be consumed and possessed by an ancient spirit. Primes user for Channeling. Range: Self. 6 MP.

+Channel - Vuur: Calls forth the blazing spirit of fury giving one the power to command the flames at will unleashing an inferno of rage upon the opposition. Enters Vuur Avatar State. While channeling Vuur, INT is increased by 10%. Must be primed for Channeling. Range: Self. 6 MP.

---Incant: Aansteek: Unleashes a torrent of embers that cling to foes to burn them while making them more susceptible to the heat of the flames. No damage. Range: 2 layers of surrounding cells. Chance of Burn. Target Fire Resist -50%. 18 MP.

---Unleash: Veldbrand: Sets the battlefield ablaze with a feral, all-consuming fire that doesn't cease until it has tasted the bones of the enemies and withered them all to ash. 140% Int Dmg. Range: All enemies. 20 MP. Chance of Severe Burn. Fire elemental.

Spoiler:
+Channel - Weerlig: Calls forth a spirit who hones its destructive prowess, striking fast and quick giving one the power to do the same, landing precise assaults upon the opposition. Enters Weerlig Avatar State. While channeling Weerlig, the user has permanent Sure Hit which cannot be dispelled by any means. Must be primed for Channeling. Range: Self. 6 MP.

---Incant: Skok Veld: Focuses static electricity around oneself and forces it to move, generating a force field of shocking force that repels projectile attacks while shocking those who are close enough. Repels all projectile-like ranged attacks back at the attackers. Enemies in surrounding cells take 100% Int Lightning Dmg and have a chance of becoming paralyzed for each turn they remain in a cell surrounding the user. Range: Self. 16 MP.

---Unleash: Oplewing: Charges an immense array of electricity, forming a circle through which it cycles again and again growing more and more powerful, drawing in more and more electricity before the user detonates it causing it to fire a massive ray of electrical discharge. 100% Int Dmg. Range: Straight line, one direction. Can be charged up to 3 times, each charge garnering 20% more damage. Charging doesn't take up an act action, and neither does detonation. Arrays automatically detonate upon reaching maximal charge. 8-18 MP (varies by charge.) Lightning elemental.

+Channel - Upepo: Calls forth a liberated spirit of the gales giving one the power to ascend to a higher state of freedom, manipulating the flowing winds and bending them to one's will. Enters Upepo Avatar State. While channeling Upepo, the user gains permanent Haste which cannot be dispelled by any means. Must be primed for Channeling. Range: Self. 6 MP.

---Incant: Kuinua: Stirs the gentlest of breezes to bolster the body and spirit, enhancing movement and reaction time, elevating both to new heights. Bestows Veil. Increases Move by 2 cells. Range: 2 layers of surrounding cells. 20 MP.

---Unleash: Kimbunga: Enrages the zephyrs to form a giant twisting maelstrom that ravages the battlefield, tearing up property and leaving naught but destruction and devastation in its wake. 180% Int Dmg. Range: All enemies. Destroys inanimate objects and litters the field with Rubble cells. 24 MP. Wind elemental.

+Channel - Mwanga: Calls forth a righteous spirit of the brightest light giving one the power to exact justice upon the foolish villains of this world in place of those who cannot defend themselves. Enters Mwanga Avatar State. When channeling Mwanga, enemies that attack the user have a 25% chance of becoming Blinded. Must be primed for Channeling. Range: Self. 6 MP.

---Incant: Ufunuo: The light suffuses all and banishes evil ailments from the bodies of those who seek nothing but the best for the world, granting them the ability to fight on uninhibited. Removes all negative status effects. Range: All allies. 18 MP.

---Unleash: Kubwa Mapenzi: From the heavens descends a marvelous radiance known not by anyone in the mortal realm, and with the coming of this otherwordly brilliance, great alleviation to the vicious wounds possessed by the righteous also deigns unveil itself.

+Channel - Barafu:

---

---

+Channel - Nchi:

---

---

+Channel -

R-Ability: None.

S-Ability: Writ of Blood - This unit recovers MP equal to double the amount of any self-inflicted HP damage taken.

D-Ability: Will of the Ancients (Earth) - From within the veins of the planet, the remnants of past life giving energy to our world erupt and hemorrhage, unleashing torrents of lost spirits into the skies, darkening it with a ghoulish canvas. The spirits use their powers of the past to whip up the elements to sunder the earth creating a massive cataclysm which one can only pray to live through. Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Slow and Paralysis.

Stats:

HP: 15
MP: 25 (+5 from Ancestral Mask)
DD: 0/10
Atk: 1 (+0 from Playful Wisps)
Def: 2 (+0 from Terra Cloak)
Int: 4 (+1 from Playful Wisps)
Spr: 3 (+1 from Terra Cloak)
Evade: 3%
Movement: 2 cells (+0 from Shaman profession)

Skill Points: 0


Last edited by Masquerade on Wed Feb 06, 2013 9:10 pm; edited 3 times in total

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Re: The Retroprogression Profile Thread

Post by Silver on Sun Feb 03, 2013 9:00 pm

Name: Silver the Dreamer
Age: Appears 13; Actually 16
Gender: Male
Appearance:
Spoiler:
Behind the large ornate door there sat a boy, at least he appeared to be a boy. In the middle of his meditation he looked like a sleeping child. Calm. Immensely serene. His round babyface only slightly flushed from concentration of whatever it was he was doing. He seemed to not notice the party for quite some time before finally his eyes fluttered open. Brilliant silver-blue irises met the group, first slightly surprised but then entirely open and accepting. He smiled brightly, closing his eyes once again, brushing a small amount of his medium-length honey colored hair from his face. "Hello," he said quietly, "I've been expecting you."
-------------------
Profession: Dream Reader- A very powerful seer, the one who claims this profession who looks into the future and reads into the true meaning behind dreams. (Immune Sleep/Deep Sleep) (Equip: Rings)
Level: 1
Exp: 0/10
-------------------
Weapon: Ring of Foresight- Ancient ring that was once enchanted to greatly bolster one's ability to see into the future, now only holds a fraction of the power it once did. (Damage: Int) (Range: 4 Cells)
Armor: Minor Ward- Rather basic spell which creates a weak protective shield around the user.
Accessory: Dream Dust- Satchel filled with a light blue and purple powder–whatever properties it held have long since faded. Stupid shelf-life.
-------------------
A-Ability: Dreamsight

+ Slumber- Casts a rather basic spell which dulls the target's awareness and eases them slowly into a deep and peaceful sleep. No Damage. 75% Chance of Sleep. Range: 3 Cells. 6 Mp.

+ Fantasy Divination- Closes one's eyes and slips away from the physical world and into the target's inner fantasy in order to read into its meaning and learn from it. No Damage. +15% Int for Five Turns [User]; If target is affected with Sleep or Deep Sleep status, the bonus is increased to 30% for the same duration with no increase in Mp cost. Range: 4 Cells. 10 Mp.

Spoiler:
+ Cusp of Silence- Waves the user's hand in a crescent shape while focusing energy to release a blade of energy which cuts into the user's target, leaving them with a mark which never disappears. 110% Int Damage. Gives Target the Mark of Silence; Targets afflicted with Mark of Silence have a 10% chance of being inflicted with Silence by the user's basic attacks and skills. Stacks 10 times. Range: 3 Cells. ? Mp.

+ Well Rested- Gently lulls the user's ally into a resting state which does wonders for their body and mind that can only be truly experienced once they've awoken. No Damage. Puts Target to Sleep; Upon awakening the target recovers 15% Max Hp and Mp and gains a 10% boost to Offensive and Defensive Stats for Three Turns. Range: 4 Cells; Allies Only. ? Mp.

+ Wake- Stirs one from their sleep, no matter how deep, so that they can rise and fight again. No Damage. Cures Sleep/Deep Sleep. Range: 4 Cells. ? Mp.

--- Rude Awakening- When one will not wake fast enough for the user's liking, the user releases a burst of energy which not only makes them fully alert, but can also heavily damage them. 130% Int Damage. High Chance of Critical Hit. Range: Set. ? Mp.
-------------------
A-Ability: Item
-------------------
R-Ability:

+ Nightmare Twist- Dreams aren't always pleasant. Whenever the user puts a target to sleep, he can choose to assault them with vicious nightmares that cause their stats to decrease by 10% for the duration of the status.
-------------------
S-Ability:

+ Tranquility- The user's calm nature and tranquil aura relaxes those around him, allowing for greater focus with less stress. Reduces Mp Costs for the user and allies in adjacent cells by 25% passively.
-------------------
D-Ability: Childish Dreams- When one reflects on the fantasies and aspirations and finds them to be childish and foolish, there is no hope or will left. Abandoning dreams, no one is able to slip into the realm of fantasy anymore for nothing is left there. Only darkness and damnation envelopes those that dare enter its grasp, never to release them. 100% Piercing Int Damage. Chance of Deep Sleep; All affected by Sleep or Deep Sleep receive a 15% stat reduction to Def and Spr. Range: All Enemies. 0 Mp.
-------------------
Stats:

Hp: 15
Mp: 25 (+5 from Dream Dust)
DD: 0/10
Atk: 1 (+0 from Ring of Foresight)
Def: 2 (+0 from Minor Ward)
Int: 4 (+1 from Ring of Foresight)
Spr: 3 (+1 from Minor Ward)
Evade: 2%
Move: 2 Cells (+0 from Dream Reader Profession)
-------------------
Skill Points: 0

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Re: The Retroprogression Profile Thread

Post by Allindur, the Lightfoot on Sun Feb 03, 2013 9:02 pm

Campaign: The Retroprogression
Name:: Jiji, the Limp
Age:: 19
Gender:: Male
Appearance:
Spoiler:
A short, slim young man. His skin is tanned by the sun and covered in mystic tribal tattoos of black and purple. He always bears a bizarre smile in his face covered by his wild dreadlocks, and his maddened eyes, one green and the other yellow, bring some deep, vast intellect. He moves nimbly and in crazy motions. He has limped for the past ten years, though nobody can recall he having had any wound in that right leg. And, actually, it looks like some days his bad leg is the left one, though nobody seems to be really sure.
Soundtrack:: http://www.youtube.com/watch?v=7GsxAmsvBrc
-------------------
Profession: Medicine Man - A magic worker, of kinds. This profession claims limited knowledge of many areas, such as herbalism, alchemy, medicine, sympathic magic, spiritualism, elementalism and, above all else, necromancy. The sum is chaotic, at best, but one cannot deny its results. [Fetishism]

Fetishism: A medicine man makes use of a fetish dangling from his staff as a way to focus his magic powers and concentration. It's more a psycological implement than an actual magic tool, but works nonetheless. Allows the Medicine Man to equip a Fetish.

Level: 1

Weapon: Bent Staff - A warped staff made of old wood with magic properties. Also works as walking stick.[Int-bases, 4 cells range]
Fetish: Rat's Skull - The skull of rather big rat, but still the skull of a rat. Some sort of green incense is always lit inside.
Armor: Untanned Robe - Robe made form patches off unworked leather. Not terribly confortable, but does the job.
Acessory: Seed Beads - Large seeds used as beads to adorn hair. Have some sort of religious meaning.
-------------------
A-Ability: Lesser Umbra

+Laughing Skull - Conjures a grim skull and tosses it to the ground, convoking a divine warrior from the Land of The Dead.
Range: 2 cells.
Effect: Summons PaloPalo
MP: 5(4+0.75Lvl)
SP: 1

+Jade Brew - Tosses a specially prepared brew with the ability to mend wounds quickly on a simple exposure. It does sting a little though. Ok, more than a little. Ok, it's mostly alcohol, so you will be screaming half the time.
Range: 4 cells.
Effect: Heals 25% of target's Max HP.
MP: 10

Spoiler:
+Death Knell - Approaches the Fetish of a dead body, siphoning it's soul and putting it to a better use.
Range: Adjacent
Target: Dead Unit
Effect: Restores 15% of Jiji's Max HP and MP and replendishes 1 Summon Point. The targeted corpse is affliected by Hollow.
MP:?

-Hollow: This unit had it's soul siphoned from it's body. It can't be targeted by Death Knell and can't be ressurrected. It CAN be raised as undead, though. Hollow will be removed if the unit who cast Death Knell is killed.

+Skull Flask - Tosses a grim brew contained in a humanoid skull. The volatile liquid briefly paralises body and mind on skin contact, and has a tendency to explode even after it's already been sitting around spilled for some time.
Range: 4 cells.
Effect: Stuns target. When the stun wears out, the unit is immune to Stun for 2 turns, but all enemies of Jiji up to 2 cells away have 25% chance of being stunned.
MP: ?

+Wisp Dance - Invokes a group of playful, tiny fire spirits who love to hug. They may or may not be aware that their contact sears the flesh of other beings. They do have fun though.
Dmg: 120% Fire Int.
Range: 4 cells.
Effect: 50% chance to Blind. Bounces to a random enemy up to 4 cells away if Blind fails or enemy is already Blind. Can only bounce once.
MP: ?
-------------------
R-Ability: Dream Catcher - The Medicine Man is sure to carry around a Dream Catcher made by his own hands. This special artifact has the ability to catch not only nightmares, but all sorts of magical energies that can be later twisted and repurposed. Whenever a magic effect is cast from or into a cell up to 3 cells away from Jiji, he gains 1 Hex Counter. He can spend one action to burn all his Hex Counters and choose one effect. He may have up to 5 Hex Counters at any given time. His abilities and attacks do not count for the generation of Hex. He cannot activate any Hex Ability while silenced.

+Umbral Healing - Heals target up to 2 cells away by 5% HP per Hex Counter Spent.

+Spiritul Cadence - Restores 3% of Jiji's Max MP per Hex Counter Spent.

+Malediction - Reduces all stats of a target up to 2 cells away by 4% per Hex Counter spent. Multiple casts do not stack.

+Graveyard King's Hounds - Deals 100% Int Dmg as physical damage to a target up to 2 cells away. +1 Cell Range and +20% Dmg per Hex Counter Spent.


S-Ability: Greatest Mojo - The Mojo allows a magic worker to bring a spirit to material form. A stronger Mojo can even bind and control the spirit. The greatest of Mojos, however, can call the greatest spirits, and stitch them to the very soul of the worker. Jiji's summons earn experience with him, no matter if they die or not, or are summoned in a battle or not, even changing jobs along him. They also start off with two abilities and earn another each time they gain a new profession, even counting professions gained before the summon was learned. They automatically earn their R-Abilities when Jiji earns his. Jiji can't, however, spend Skill Points to teach his summons new abilities, and they must always have the same amount of stats as him, be it base stats or equipment stats. Additionally, Jiji's Summon Points do not recover naturally in battle, even if his summon dies.

D-Ability: Big Effing Juju - A specially prepared fetish, a juju, can be used to bring wild spirits to a physical body. Sometimes, they can even possess this body. Imagine the effects of a REALLY big juju! An adjacent unit is stunned for one turn and then tranformed into a berserking spirit warrior when stun ends. While transformed, the unit has +30% to all stats and all of it's damaging abilities are Piercing. It also gains Protect, Shell, but loses 15% HP per turn and loses all control, attacking the closest unit to the best of it's abilities, not discerning friend from foe. Lasts 3 turns after the stun is over and transformation happens. Can be used on allies, enemies or neutral. Does not work on bosses. Afflicted target can't use D-Abilities while this effect persists.
-------------------
Stats:

Exp: 0/10
HP: 15/15
MP: 25/25(+5 Seed Beads) [30]
DD: 0/10
SP: 1/1
ATK: 1
DEF: 2
INT: 4(+1 Bent Staff)(+1 Rat Skull)[6]
SPR: 3(+1 Untanned Robe)[4]
EVD: 1%
MOV: 2 cells

Skill Points: 0


~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Summons:

Spoiler:

Name: PaloPalo
Gender: Male
Appearance:
Spoiler:
A flinsy-looking human skeleton with a leopard skull in the place of a human one. It's head is covered in mysterious red symbols and it's eyes glow deep red. It has a certain maddened look on it that makes it horribly menacing, no matter how fragile it looks.
Sountrack: http://www.youtube.com/watch?v=s5rzbttiMxA
--------------------
Profession: Zealot - A dreaded warrior of the Graveyard King. He fights with blind, maddened furor, only caring to destroy his enemies. [Dual-Wield]

Dual-Wield: The Zealot can wield two weapons at the same time. Can equip two weapons and has one more hit to every attack chain.

Level: 1

Weapon: Barbed Spear - A wooden spear with a stone head cut to have many painful barbs on it's edge. Not pleasant going in or coming out.
Off-Hand: Sickle Spear - A wooden spear with a hook-shaped stone head. Useful for pulling enemies closer.
Armor: Rotten Rags - Leather rags torn, ripped and rotten by centuries of use. They make up a useful defense solely because of their magic nature.
Acessory: Shrunken Head - Shrunken head of PaloPalo's last kill. Still talks at times, in a dried up, mad tongue.
--------------------
A-Ability: Fanatic Edge

+Mad Cackle - PaloPalo gets carried away by the thrill of the fight, laughing in a ridicule, yet deeply disturbing way.
Target: Self.
Duration: 3 turns.
Effect: +1 basic attack, +15% Crit Chance.
MP: 10

+Flesh Hook - PaloPalo tosses his off-hand spear, revealing a rope attached to his arm, and uses the hooked blade to drag a running enemy.
Dmg: 100% Atk. +50% Dmg if the target moved even 1 cell farther away from PaloPalo on it's last turn.
Range: 4 cells.
Effect: Drags the enemy to an adjacent cell.
MP: 8

+Red Trail - PaloPalo marks his target with the perfect tracking device: it's own dripping blood.
Dmg: 100% Atk. 3 Hits.
Range: Melee.
Effect: High chance of Bleeding. If the Bleeding works, all of PaloPalo's allies get +1 move when approaching this enemy.
MP:?
(Requires Second Proffesion: Head Hunter)

+Sadism - PaloPalo gives no importance to his well-being, as long as his mark is down.
Dmg: 150% Atk. 4 hits.
Range: Melee.
Effect: One third of the mitigated damage is also done to PaloPalo as Piercing damage.
MP:?
(Requires Third Profession: Sacred Warrior)

+Skewer - Even a mad man is on a haste some times.
Dmg: 200% Atk.
Range: 4 cells.
Effect: High chance of Doom. PaloPalo loses his Dual-Wield until he uses the Trigger Command "Pull Spear" on the afflicted enemy. If Doom has been inflincted, using this command will dispell Doom. The command can still be used on the dead body, though. Only PaloPalo can pull the spear.

--------------------
R-Ability: Bone Frenzy - PaloPalo gets more and more blood-crazed the more wounded he is. All damage done is increased by 1% for each 1% HP PaloPalo is missing.

S-Ability: Luck Favors the Old - A man(?) that has been hunting and crazing for that long learns a few tricks. 15% Crit chance.

D-Ability: Behead - And you thought you could not cut out heads with a spear. Silly. 150% Piercing Atk Dmg. If the enemy ends up with 25% or less HP, it is instantly killed. If the target is immune to Death Effects, deals 200% instead of 150% Dmg.


Stats:

Exp: 0/10
HP: 20/20
MP: 20/20
DD: 0/10
ATK: 5 (+1 Barbed Spear)(+1 Hooked Spear) [7]
DEF: 2 (+1 Rotten Rags) [3]
INT: 1
SPR: 2 (+1 Shrunken Head) [3]
EVD: 3%
MOV: 2 Cells (+1 Zealot Profession)[3]

Skill Points: 0

Allindur, the Lightfoot
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Re: The Retroprogression Profile Thread

Post by Kurio on Sun Feb 03, 2013 9:26 pm

Name: Garruk
Gender: Male
Age: 33
Appearance:
Spoiler:

Profession: Pridestalker - A hunter who values the thrill of the hunt more than the trophy itself. The Pridestalker chases down his prey swiftly using heightened senses and claims his prize with ruthless savagery. [Dual Wield]

Weapon: Bone Claw - A claw weapon carved from the bone a large beast.
Weapon: Hatchet - A fairly small and simplistic axe.
Armor: Hunting Vestments - Covered with the scent of blood, this pelt has been witness to countless deaths of animals.
Accessory: Lionheart - No seriously, it's the heart of a lion. [+5 HP]

A-Ability: Savagery

+ Overpower - Garruk delivers a powerful blow with his massive weight and stature bearing down on the target. [120% ATK Dmg. Range: Adjacent. Inflicts bonus damage equal to 10% of Garruk's max HP. 8 MP]

+ Bola Toss - Garruk throws a bola at the target with the intent to both injure and cripple. [100% ATK Dmg. Range: 3 cells. Chance of Immobilize. 6 MP]

R-Ability: Survival Instinct - Whenever Garruk takes damage that would bring him to Critical status, he restores 15% of his max HP per turn for 3 turns. After the HP has been restored this ability cannot be triggered again for 3 turns.

S-Ability: Juggernaut - Garruk's ATK and DEF is increased by 5% of max HP, including HP bonuses from equipment.

D-Ability: The Hunt is On - Garruk's senses are suddenly flooded with various scents and sounds, allowing him to track down any prey and dispatch them with haste. Ripping and tearing off the target's various extraneous body parts then flaying their skin to the point where all that's left of his prey is muscle and bone. [200% ATK Dmg. Range: Any enemy. May target otherwise untargetable enemies (Invisible, etc.)]

Level: 1
EXP: 0/10
HP: 25 (+5 from Lionheart)
MP: 15
DD: 0/10
ATK: 4 (+1 from Bone Claw)(+1 from Hatchet)(+2 from Juggernaut)
DEF: 3 (+1 from Hunting Vestments)(+2 from Juggernaut)
INT: 1
SPR: 2
Evd: 3%
Movement: 2 cells (+1 from Pridestalker profession)

Skill Points: 0

Kurio
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Re: The Retroprogression Profile Thread

Post by Durn on Mon Feb 04, 2013 4:06 pm

Name: Hadaka, Ketsueki no Kekkan
Gender: Female
Age: 26
Appearance:
Spoiler:
Profession: Vessel [Basic 3 Cell] [Full Body Art] - Sealing ten-thousands of malicious spirits into his granddaughter's body as if she were nothing but a container, the elder of Hadaka's family created the ultimate, living receptacle of sin.

--- Full Body Art - As Hadaka acquires new tribal art to inscribe upon her body, her repertoire of spiritual channeling increases in potency. Whenever Hadaka obtains a new weapon, a single point of a single stat given by her previous weapon is permanently added to her stats, regardless of whether or not the weapon is equipped.

Weapon: Whispering Dragon - An intricate tattoo sprawled across Hadaka's back, shimmering with the permanent, red ink of a deeply infused berry found amidst the canopy of the jungle.
Armor: Silken Sash - A single strip of cloth which dangles over Hadaka's bosom, providing very little physical protection.
Accessory: Hairpin - A simple bamboo pin which prevents Hadaka's hair from flowing over the tattoos on her back, preserving their visibility for all to see.

---------~---------

A-Ability: Brand of the Wicked 

+ Jaded Gaze: Hadaka's eyes turns a venomous, emerald green. As she gazes into the pupils of her target, her foe grows mysteriously sickly and weary.

--- Karami Fang: Should a foe be afflicted with poison applied through Jaded Gaze when Hadaka successfully lands a basic attack on the same target, the basic attack will strike twice.

(D: -- / A: 75% Poison / R: 3 / MP: 6 / E: Earth)

+ Salt of Floods: Hadaka gazes into the eyes of her target with a ruthless, frightening glare, listening intently as their heart rate begins to hasten and their breath begins to stutter. The sickening aura emitting from Hadaka's presence eventually causes the target to experience a vicious fever and uncontrollable sweating.

--- Byoki Talon: Should a foe be afflicted with wet applied through Salt of Floods when Hadaka successfully lands a basic attack on the same target, Hadaka's attack (and her next two consecutive basic attacks) gain the Lightning element.

(D: -- / A: 75% Wet / R: 3 / MP: 6 / E: Water)

---------~---------

S-Ability:

+ Spirit Puppet: Whenever Hadaka successfully lands a basic attack on a foe currently afflicted by one of her statuses, the basic attack is enhanced accordingly. Should the target be affected by more than one status effect applied by Hadaka, then Hadaka may choose which Spirit Puppet to activate. Each respective Spirit Puppet effect may be found under the appropriate Brand of the Wicked A-Ability.

---------~---------

Awakening:

+ Ketsueki no Kekkan: Hadaka embraces the ten-thousand spirits nesting within her being, unleashing their energy in order to devastate her foes.

(D: 150% P ATK/ A: 50% Random Status / R: 2 Layers of Surrounding Cells / MP: 0 / E: Wind)

---------~---------

LVL: 1
EXP: 0 / 10
SP: 0

HP: 15 / 15 [+5 from Hairpin] [20]
MP: 25 / 25
DD: 0/10
ATK: 1
DEF: 2
INT: 4 [+1 from Whispering Dragon] [5]
SPR: 3 [+1 from Silken Sash] [4]
EVADE: 2%
MOVE: 2

Durn
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Re: The Retroprogression Profile Thread

Post by Cerani on Mon Feb 04, 2013 9:08 pm

Name: 'Ryder'
Age: 20
Gender: Female
Level: 1
Exp: 0/10
Appearance:
Spoiler:

Profession: Hunter - With years of hunting the forests under her belt, the one who claims this profession carries out hunts few others would even consider. [Steel Heart][Equip: Blade-Bows]

Spoiler:
Steel Heart: The user is immune to hesitation and has +10% Critical Hit Rate.

Weapon: Hunting Bow - Specialized weapon crafted to strike swiftly and quietly. [Element: Wind][Range: 4 Cells]
Armor: Hunter's Coat - Coat tailored for a hunter.
Accessory: Fingerless Gloves - Just an added touch. [+5 MP]

A - Ability: Mark of the Hunter

+ Snipe Shot - Draws an arrow and bolsters energy to the eyes so that one can see in finer detail the weak points on a target before firing. 110% Atk Damage. 75% Chance of Critical Hit. Range: 4 Cells. Cost: 10 MP.

+ Midnight Rush - Embodies the full aspect of the night to boost the user's abilities to both cripple and eliminate prey. No Damage. Attacks and Abilities executed by the user have a 25% chance to Stun the target for Five Turns. Range: Self. Cost: 8 MP.

Spoiler:
+ Violent Axel - Takes the weapon in both of the user's hands before making a very violent cut through spiral motion on the target which can leave them heavily bleeding. 130% Atk Damage. 50% Chance of Bleeding. Range: Adjacent Cell. Cost:

+ Snake Bite - Fires two arrows dipped in deadly poison 120% Atk damage, 2 strikes. Chance of Poison each strike. Range: 4 cells. Cost:

+ Stunning Blow - Whips opponent about with the bow in an attempt to beat them into submission. 130% Atk damage. Chance of Stun for three turns. Range: Adjacent cell. Cost:

+ Salve - Applies a general purpose salve made from herbs of the outlying forests. Cures a status ailment. Range: Adjacent cell. Cost:

+ Cure - Uses innate magic to heal oneself or another. Heals by 15% Max HP. Range: Adjacent cell. Cost:

R - Ability: Pincushion - Whenever the user attacks a target that was previously stunned, the attack has a 50% chance of being a critical hit.

S - Ability: Brutality - The user's critical hit damage is increased by 25% passively.

D - Ability: Eye of the Tiger- Activates an immense glyph beneath the user before drawing back an arrow filled with strange surging energies. The glyph bursts in an explode of light and the user releases the arrow. 200% Piercing Atk Damage. 25% Chance of Critical Hit. Range: 4 Cells.

Stats:

HP: 20
MP: 25 (20 +5 Fingerless Gloves)
DD: 0/10
Atk: 5 (4 +1 from Hunting Bow)
Def: 2 (2 +0 from Hunter's Coat)
Int: 1 (1 +0 from Hunting Bow)
Spr: 4 (3 +1 from Hunter's Coat)
Evade: 5%
Move: 3 cells (2 +1 from Hunter profession)

_________________



     "We must no more ask whether the soul and body are one than ask whether the wax
       and the figure impressed on it are one."

Cerani
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Re: The Retroprogression Profile Thread

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