Heartbreak Armageddon: Eternal Scars (Profiles)
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Heartbreak Armageddon: Eternal Scars (Profiles)
Inventory
Storage
None.
Natasha's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Jack's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Evelyn's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Weo Weo's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Keine's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Weapons / Armor / Accessories
None.
Materials
None.
Key Items
Room Keys (Keys that give access to rooms at the Silver Fox Tavern)
Guild Bank (Used to store money until it is distributed to individual members of the party; also used as a collection pot. Current Gold: 40)
Map of Sylterr
Aerin
Eristol
+Town
>Silver Fox Tavern
>Weapon Shop
>Armor Shop
>Item Shop
>Synthesis Shop
+Adjoining Gardens
>Southern Garden
---Garden Entrance
---Southern Path
---Grand Orchard
>Northern Garden
>Eastern Garden
>Western Garden
Yllia
None.
No Mans Land
None.
Storage
None.
Natasha's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Jack's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Evelyn's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Weo Weo's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Keine's Inventory
Herb x1 (Recovers 10 HP upon use)
Mana Shard x1 (Recovers 5 MP upon use)
Lockpick x1 (Opens target Chest/Door)
- - - - -
Gold: 0
Weapons / Armor / Accessories
None.
Materials
None.
Key Items
Room Keys (Keys that give access to rooms at the Silver Fox Tavern)
Guild Bank (Used to store money until it is distributed to individual members of the party; also used as a collection pot. Current Gold: 40)
Map of Sylterr
Aerin
Eristol
+Town
>Silver Fox Tavern
>Weapon Shop
>Armor Shop
>Item Shop
>Synthesis Shop
+Adjoining Gardens
>Southern Garden
---Garden Entrance
---Southern Path
---Grand Orchard
>Northern Garden
>Eastern Garden
>Western Garden
Yllia
None.
No Mans Land
None.
Last edited by Silver on Mon Feb 03, 2014 11:21 pm; edited 13 times in total
Re: Heartbreak Armageddon: Eternal Scars (Profiles)
Prologue–02: Greater than Expected
Enemy Profiles
Profession: Snailman - Scavenger
Appearance:
A-Ability: Slimer
+ Slimeball - Flings a ball of mucus at an enemy. Now you're covered in goo. 120% Atk damage, chance to inflict Goo. Range: 3 cells. Cost: 8 MP.
+ Wet Slap - If you thought the first one was gross, you're not prepared for this. 120% Atk damage. Inflicts Oily. Range: Adjacent cell. Cost: 10 MP.
S-Ability: Hardened Shell - Passively increases Def by 15%.
Stats:
HP: 20
MP: 20
Atk: 5
Def: 5 (4 +1 Hardened Shell)
Int: 0
Spr: 3
Crit: 2%
Evade: 1%
Move: 2 cells
*See for Slimy and Leavesatrail*
Profession: Pest - Eristol Flower Beetle
Appearance:
+ Flare - Spreads wings in an intimidation display. Lowers Atk and Int by 15%. Range: 3 cells. Cost: 5 MP
+ Bite - Uses large mouth to try and eat an opponent. 110% Atk damage. Range: Adjacent cell. Cost: 5 MP
S-Ability: Poisonous - Mouth secretes a mild paralysis agent intended to incapacitate small animals and insects. Melee attacks have a small chance to inflict temporary Paralysis for 2 turns.
Stats:
HP: 15
MP: 15
Atk: 4
Def: 3
Int: 0
Spr: 1
Crit: 1%
Evade: 1%
Move: 3 cells
Trigger: Devour - devours a plant cell. Heals 25% Max HP.
*See for Gardner, Chompsalot, and Munchies*
Neutral Profiles
None.
- Rewards:
- Battle One:
+ 210 of 300 Gold
+ Herb x3 of 3
Battle Two:
+ Herb x? of 3
+ Mana Shard x? of 2
Battle Three:
+ Gardeners' Guild Certificate x1 of 1
+ Bitter Root x2 of 2
Enemy Profiles
Profession: Snailman - Scavenger
Appearance:
- Spoiler:
A-Ability: Slimer
+ Slimeball - Flings a ball of mucus at an enemy. Now you're covered in goo. 120% Atk damage, chance to inflict Goo. Range: 3 cells. Cost: 8 MP.
+ Wet Slap - If you thought the first one was gross, you're not prepared for this. 120% Atk damage. Inflicts Oily. Range: Adjacent cell. Cost: 10 MP.
S-Ability: Hardened Shell - Passively increases Def by 15%.
Stats:
HP: 20
MP: 20
Atk: 5
Def: 5 (4 +1 Hardened Shell)
Int: 0
Spr: 3
Crit: 2%
Evade: 1%
Move: 2 cells
*See for Slimy and Leavesatrail*
Profession: Pest - Eristol Flower Beetle
Appearance:
- Spoiler:
+ Flare - Spreads wings in an intimidation display. Lowers Atk and Int by 15%. Range: 3 cells. Cost: 5 MP
+ Bite - Uses large mouth to try and eat an opponent. 110% Atk damage. Range: Adjacent cell. Cost: 5 MP
S-Ability: Poisonous - Mouth secretes a mild paralysis agent intended to incapacitate small animals and insects. Melee attacks have a small chance to inflict temporary Paralysis for 2 turns.
Stats:
HP: 15
MP: 15
Atk: 4
Def: 3
Int: 0
Spr: 1
Crit: 1%
Evade: 1%
Move: 3 cells
Trigger: Devour - devours a plant cell. Heals 25% Max HP.
*See for Gardner, Chompsalot, and Munchies*
Neutral Profiles
None.
Last edited by Silver on Mon Feb 03, 2014 9:53 pm; edited 7 times in total
Re: Heartbreak Armageddon: Eternal Scars (Profiles)
Chronicle of Chapters
Prologue–01: A Simple Request
Prologue–02: Greater than Expected
Musical Library
Garden Infestation
Prologue–01: A Simple Request
Prologue–02: Greater than Expected
Musical Library
Garden Infestation
Last edited by Silver on Mon Feb 03, 2014 10:27 pm; edited 3 times in total
Re: Heartbreak Armageddon: Eternal Scars (Profiles)
Bestiary
Humanoid
None.
Beast
None.
Reptilian
None.
Insect
Eristol Flower Beetle (Location: Eristol Gardens – Southern Garden/Number Defeated: 8/Exp: 1/Gold: 5/Items: None.)
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
- - - - -
Humanoid
None.
Beast
None.
Reptilian
None.
Insect
Eristol Flower Beetle (Location: Eristol Gardens – Southern Garden/Number Defeated: 8/Exp: 1/Gold: 5/Items: None.)
Plant
None.
Aquatic
None.
Inorganic
None.
Machine
None.
Demon
None.
Undead
None.
- - - - -
- Spoiler:
- [Name] (Location: /Number Defeated: /Exp: /Gold: /Items: )
***Drop Rate:
50% Common
25% Uncommon
10% Rare
5% Super Rare
1% Impossibly Rare
Last edited by Silver on Sun Dec 08, 2013 9:23 pm; edited 3 times in total
Re: Heartbreak Armageddon: Eternal Scars (Profiles)
Name: Natasha Fairchild
Age: 14
Gender: Female
Appearance:
Level: 2
Exp: 5/10
Weapon: Diary of Jane- Dusty old tome with faded pages and nearly illegible script detailing the life of the writer, a girl named Jane.
Armor: Maiden's Gown- Beautiful silk gown tailored for one with a smallish figure for a formal event.
Accessory: Bracelet- Simple bracelet made of a fine metal.
A-Ability: Spellbound Circle
+Finite Pyre – Channels fire mana into a small circle of flame which burns all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Fire Elemental.
---Diffuse – Consumes the field of fire to blast the target with a stream of flame which can leave their physical defenses hindered. 120% Int Damage. Chance of Armor Break. Range: 4 Cells. Fire Elemental.
+Healing Glow – Channels a soothing resonance of mana before generating it in a healing circle around the user. No Damage. The user spends one turn charging up the spell; Targets within the circle recover 15% Max Hp for Three Turns. Range: 2 Layers of Surrounding Cells. 15 MP.
---Diffuse – Draws the healing mana inwards before expelling it in a soothing wave that slightly restores all it touches. 100% Int Healing. Range: All Allies.
A-Ability: Item
R-Ability:
+Focus Barrier – While channeling the power for a spell, a powerful barrier surges to life around the user and protects her from attacks that would destroy her focus. Negates the ability for casting to be interrupted by an attack on the user from a range of three cells or less.
S-Ability:
+Diffuse – Once a spell is in effect, the user may choose to dispel the lasting effects of the spell to create a different effect that takes effect immediately. Takes up an Act Action.
D-Ability:
+Spellbinding Circle – Charges up ancient binding magics before using some of the user's life mana to bring it to life, generating a field of mana which rends all mana from the area and prevents its use for awhile. No Damage. Makes target cells Spellbinding Circle cells; Spellbinding Circle cells prevent the use of mana and any attacks powered by mana that pass through them have their potency reduced by 25%. Spellbinding Circle cells last for Five Turns. User is afflicted with Doom. Range: 5 Cells + 2 Cell Radius. 0 Mp.
Stats:
HP: 15
MP: 30 (+5 from Bracelet)
HD: 3/10
Atk: 1 (+0 from Diary of Jane)
Def: 3 (+0 from Maiden's Gown)
Int: 5 (+1 from Diary of Jane)
Spr: 3 (+1 from Maiden's Gown)
Crit: 1%
Evade: 2%
Move: 2 Cells (+0 from Spellbinder Profession)
Skill Points: 0
Age: 14
Gender: Female
Appearance:
- Spoiler:
- Shy and rather soft-spoken, Natasha's short height of 5'4" causes her to become lost in the crowd when compared to her older sister. Sharing only the same olive skin tone and high cheekbones, Natasha's hazel colored eyes are soft and full of fear; as if she's afraid to offend the person she's looking at or bring harm upon herself. Her hair is a natural strawberry blonde and curls slightly toward the ends, typically in left flowing down her shoulders. Her clothing is typically neat and pretty–plush almost, normally light colors with subtle touches of white–adding to her cutesy appearance. Unlike her sister, she is not against restrictive clothing (within reason) and will often times dress up. Short heels are typically in her day-to-day wardrobe.
Level: 2
Exp: 5/10
Weapon: Diary of Jane- Dusty old tome with faded pages and nearly illegible script detailing the life of the writer, a girl named Jane.
Armor: Maiden's Gown- Beautiful silk gown tailored for one with a smallish figure for a formal event.
Accessory: Bracelet- Simple bracelet made of a fine metal.
A-Ability: Spellbound Circle
+Finite Pyre – Channels fire mana into a small circle of flame which burns all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Fire Elemental.
---Diffuse – Consumes the field of fire to blast the target with a stream of flame which can leave their physical defenses hindered. 120% Int Damage. Chance of Armor Break. Range: 4 Cells. Fire Elemental.
+Healing Glow – Channels a soothing resonance of mana before generating it in a healing circle around the user. No Damage. The user spends one turn charging up the spell; Targets within the circle recover 15% Max Hp for Three Turns. Range: 2 Layers of Surrounding Cells. 15 MP.
---Diffuse – Draws the healing mana inwards before expelling it in a soothing wave that slightly restores all it touches. 100% Int Healing. Range: All Allies.
- Spoiler:
- +Icicle Surge – Channels ice mana into a small circle of frozen gale which scathes all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Ice Elemental.
---Diffuse – Melds the icicle barrage into a slippery coating of ice around the target's feet to cause them to slip and slide. No Damage. High Chance of Immobilize. Range: 4 Cells. Ice Elemental.
+Thunderclap – Channels lightning mana into a small circle of electricity which shocks all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Lightning Elemental.
---Diffuse – Collapses the field of electricity in on one target to cause them to take increased damage for the duration of the spell. 125% Int Damage. Lasts Three Turns. Range: 4 Cells. Lightning Elemental.
+Aqua Ring – Channels water mana into a small circle of water which soaks all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Water Elemental.
---Diffuse – Manipulates the ring to sink into the ground and create a small moat around the target. No Damage. Creates Water Cells in cells surrounding the Target Cell. Range: 4 Cells. Water Elemental.
+Luminous Arc – Channels light mana into a small circle of radiance which purifies all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Light Elemental.
---Diffuse – Lifts the field of light and reforms it into a powerful barrier around the target which reduces damage they take. No Damage. Bestows Shell and Protect. Range: 3 Cells. Light Elemental.
+Leaf Storm – Channels earth mana into a small circle of nature which bombards all that it come in contact with it for a short while. 100% Int Damage. The user spends one turn charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 10 MP. Earth Elemental.
---Diffuse – Draws the life energy right out of nature to bestow it upon the target and slowly revitalize them. No Damage. Bestows Regen and Mp Regen. Range: 3 Cells. Earth Elemental.
+Eden's Touch – Channels pure mana into a brilliant field of energy which severely damages all that it come in contact with it for a short while. 150% Int Damage. The user spends two turns charging up the spell; Damage persists in target area for Three Turns. Range: 5 Cells + Surrounding Cells. 20 MP.
---Diffuse – Dispels the circle and draws in all of its power to boost the user's spell damage for awhile. No Damage. Bestows Doublecast. +30% Int for Three Turns. Range: Self.
A-Ability: Item
R-Ability:
S-Ability:
+Diffuse – Once a spell is in effect, the user may choose to dispel the lasting effects of the spell to create a different effect that takes effect immediately. Takes up an Act Action.
D-Ability:
+Spellbinding Circle – Charges up ancient binding magics before using some of the user's life mana to bring it to life, generating a field of mana which rends all mana from the area and prevents its use for awhile. No Damage. Makes target cells Spellbinding Circle cells; Spellbinding Circle cells prevent the use of mana and any attacks powered by mana that pass through them have their potency reduced by 25%. Spellbinding Circle cells last for Five Turns. User is afflicted with Doom. Range: 5 Cells + 2 Cell Radius. 0 Mp.
Stats:
HP: 15
MP: 30 (+5 from Bracelet)
HD: 3/10
Atk: 1 (+0 from Diary of Jane)
Def: 3 (+0 from Maiden's Gown)
Int: 5 (+1 from Diary of Jane)
Spr: 3 (+1 from Maiden's Gown)
Crit: 1%
Evade: 2%
Move: 2 Cells (+0 from Spellbinder Profession)
Skill Points: 0
Last edited by Silver on Sun Dec 08, 2013 10:07 pm; edited 2 times in total
Re: Heartbreak Armageddon: Eternal Scars (Profiles)
Name: Sir Jack of the Cut Forests
Age: 24
Gender: Male
Level: 2
Experience: 5/10
Appearance:
Profession: Knight Outcast - A knight cast out of his order in disgrace, stripped of his name and land and forced to use his martial skills to eke out a living. [Stripped Knighthood]
Weapon: Heavy Sword - Big, two-handed sword that actually seems rather unwieldy.
Armor: Stripped Plate Armor - Any distinctive markings have been removed from the armor, all that is left are decorative flourishes.
Accessory: Craven Cape - Something you kept just because you could. [+ 5 MP]
A-Ability: Exile
+ Rush - Charge and attack an enemy, driving them backwards. 120% Atk damage, Knockback 2 cells. Range: 2 cells. Cost: 8 MP
+ Wild Swing - Swings weapon wildly about the user, hitting nearby opponents. 110% Atk damage. Range: Surrounding cells. Cost: 10 MP
+ Barrage - Flurry of attacks that don't connect as deep they should but are highly accurate. 70% Atk damage, four hits. Sure Hit. Range: Adjacent cell. Cost: 10 MP
+ First Aid - Applies first aid to an ally, healing minor injuries. Heal 20% of an ally's Max HP. Range: Adjacent cell. Cost: 10 MP
+ Render - Vicious but efficient attack that hinders an enemy's ability to fight. 130% Atk damage, lowers target's Atk by 15%. Range: Adjacent cell. Cost: 12 MP
+ Swift Recoil - A quick strike that slips between an opponent's defenses. 120% Atk damage. Does not trigger R-Abilities. Range: Adjacent cell. Cost: 8 MP
R-Ability:Aegis - When melee attacked from any surrounding cell, Jack can cast Protect on himself as a free action. Costs 6 MP to activate. Will not activate if the effect has not faded or not been dispelled.
S-Ability: Valiance - Jack starts off battle affected by the Bravery status.
D-Ability: Righteous Vengeance - "For what was taken from me, I will take it from you!" 80% Piercing Atk (Holy) damage, 3 hits. Lowered defensive stats by 25% for three rounds.
Stats:
HP: 25
MP: 30 (25 +5 Craven Cape)
HD: 0/10
Atk: 7 (5 +1 Heavy Sword +1 Stripped Knighthood)
Def: 5 (4 +1 Stripped Plate Armor)
Int: 0 (0 +0 Heavy Sword)
Spr: 2 (2 +0 Stripped Plate Armor)
Crit: 3%
Evade: 1%
Move: 3 Cells (2 +1 Outcast Knight)
Skill Points: 1
Age: 24
Gender: Male
Level: 2
Experience: 5/10
Appearance:
- Spoiler:
Profession: Knight Outcast - A knight cast out of his order in disgrace, stripped of his name and land and forced to use his martial skills to eke out a living. [Stripped Knighthood]
- Spoiler:
- Stripped Knighthood: Passively increases Atk by 10%.
Weapon: Heavy Sword - Big, two-handed sword that actually seems rather unwieldy.
Armor: Stripped Plate Armor - Any distinctive markings have been removed from the armor, all that is left are decorative flourishes.
Accessory: Craven Cape - Something you kept just because you could. [+ 5 MP]
A-Ability: Exile
+ Rush - Charge and attack an enemy, driving them backwards. 120% Atk damage, Knockback 2 cells. Range: 2 cells. Cost: 8 MP
+ Wild Swing - Swings weapon wildly about the user, hitting nearby opponents. 110% Atk damage. Range: Surrounding cells. Cost: 10 MP
+ First Aid - Applies first aid to an ally, healing minor injuries. Heal 20% of an ally's Max HP. Range: Adjacent cell. Cost: 10 MP
+ Render - Vicious but efficient attack that hinders an enemy's ability to fight. 130% Atk damage, lowers target's Atk by 15%. Range: Adjacent cell. Cost: 12 MP
+ Swift Recoil - A quick strike that slips between an opponent's defenses. 120% Atk damage. Does not trigger R-Abilities. Range: Adjacent cell. Cost: 8 MP
R-Ability:
S-Ability: Valiance - Jack starts off battle affected by the Bravery status.
D-Ability: Righteous Vengeance - "For what was taken from me, I will take it from you!" 80% Piercing Atk (Holy) damage, 3 hits. Lowered defensive stats by 25% for three rounds.
Stats:
HP: 25
MP: 30 (25 +5 Craven Cape)
HD: 0/10
Atk: 7 (5 +1 Heavy Sword +1 Stripped Knighthood)
Def: 5 (4 +1 Stripped Plate Armor)
Int: 0 (0 +0 Heavy Sword)
Spr: 2 (2 +0 Stripped Plate Armor)
Crit: 3%
Evade: 1%
Move: 3 Cells (2 +1 Outcast Knight)
Skill Points: 1
Last edited by Cerani on Mon Dec 09, 2013 7:51 pm; edited 2 times in total
Cerani- Right Hand of Destruction
- Posts : 5479
Join date : 2009-10-29
Age : 31
Re: Heartbreak Armageddon: Eternal Scars (Profiles)
Evelyn Aysun
Female, 21 (August 1)
Appearance:
Profession: The Frost - "...For it is the Frost which freezes the Dew, and the Blaze which melts the Frost, bringing forth Dew once again, a symbol of an eternal cycle..." (Frozen Touch)
Frozen Touch - Basic attacks have a 25% chance of inflicting Chill, which reduces the inflicted's Atk by 20%.
Weapon: Sword of True Ice - A blade composed entirely of ice that will never melt. Those who touch this blade feel the icy sting of Frost. (Int-Based)
Armor: Ice Plating - Tiny drops of frozen water that cover the whole of the Frost's body, which provides protection from harm. (Def-Based)
Accessory: Frost Crown - A ornament that shows all who see it that they gaze upon the bringer of Frost. (+5 MP)
A-Ability: The Night of Frost
Growth Shards - Magic in the air collects water and freezes it, allowing the ice to coat a weapon to extend it's reach and increase it's power. Increases range of basic attack commands by 1 cell. Increases damage output from basic attacks by 30%. All basic attack commands become the Ice Element. Lasts for 3 turns. 3 cell range. 10 MP. Ice Elemental.
Frozen Domain - A large shell of ice forms out of nowhere to provide a shelter from oncoming attacks. Blocks the next basic attack command or halves the damage of the next ability cast on the unit covered by Frozen Domain. 3 cell range. 10 MP. Ice Elemental. The shield has no effect against the Fire Element, but is still destroyed if hit by that element.
Ice Rush - As fast as the blink of an eye, the icy sword finds itself alone, flying through the air to pierce through an enemy. The next instant, the wielder of the sword appears from the ice, ready to strike again. 130% Int DMG. Teleports user to the closest adjacent cell to the target. 3 cell range. 12 MP. Ice Elemental.
A-Ability: Item
R-Ability:
S-Ability: Effortless Cast - Time spent as a manifestation of ice allows this unit to continue to act even after casting spells. Act Phases are not consumed by Ice-Elemental abilities, but can only be followed up by a basic attack combo. (Doublecast allows two abilities to be cast and one basic attack combo. Haste allows two abilities and basic attack combos.)
D-Ability: Iceberg Tomb (Ice) - A spell that can be cast on either an enemy or the user. It creates a huge prison of ice, severely wounding enemies or granting the user a brief period of invulnerability. 200% Int DMG. Prevents target from taking an Act or Move phase next turn. When self-cast, grants Invincible for a single turn.
Level: 2
Progress: 5/10
Skill Points: 0
Stats:
HP: 15
MP: 25 (+5 from Frost Crown)
HD: 0/10
Atk: 1 (+0 from Sword of True Ice)
Def: 3 (+1 from Ice Plating)
Int: 5 (+1 from Sword of True Ice)
Spr: 4 (+0 from Ice Plating)
Crit: 2%
Evade: 2%
Move: 2 (+1 from The Frost Profession)
Battle-Ready Stats:
Female, 21 (August 1)
Appearance:
- Spoiler:
Profession: The Frost - "...For it is the Frost which freezes the Dew, and the Blaze which melts the Frost, bringing forth Dew once again, a symbol of an eternal cycle..." (Frozen Touch)
Frozen Touch - Basic attacks have a 25% chance of inflicting Chill, which reduces the inflicted's Atk by 20%.
Weapon: Sword of True Ice - A blade composed entirely of ice that will never melt. Those who touch this blade feel the icy sting of Frost. (Int-Based)
Armor: Ice Plating - Tiny drops of frozen water that cover the whole of the Frost's body, which provides protection from harm. (Def-Based)
Accessory: Frost Crown - A ornament that shows all who see it that they gaze upon the bringer of Frost. (+5 MP)
A-Ability: The Night of Frost
Growth Shards - Magic in the air collects water and freezes it, allowing the ice to coat a weapon to extend it's reach and increase it's power. Increases range of basic attack commands by 1 cell. Increases damage output from basic attacks by 30%. All basic attack commands become the Ice Element. Lasts for 3 turns. 3 cell range. 10 MP. Ice Elemental.
Frozen Domain - A large shell of ice forms out of nowhere to provide a shelter from oncoming attacks. Blocks the next basic attack command or halves the damage of the next ability cast on the unit covered by Frozen Domain. 3 cell range. 10 MP. Ice Elemental. The shield has no effect against the Fire Element, but is still destroyed if hit by that element.
Ice Rush - As fast as the blink of an eye, the icy sword finds itself alone, flying through the air to pierce through an enemy. The next instant, the wielder of the sword appears from the ice, ready to strike again. 130% Int DMG. Teleports user to the closest adjacent cell to the target. 3 cell range. 12 MP. Ice Elemental.
- Spoiler:
- Frost Path - A hand summons ice and the body sinks into the ground, becoming a trail of ice spikes that flies across the ground to impale, surround, and crystallize a target. 100% Int DMG. 5 cell range. Chance of Ice Seal. ? MP.
*Ice Seal works exactly like Seal, only it uses Evelyn's body to Seal the target. Therefore, Evelyn cannot move or use abilities that require cell movement.
A-Ability: Item
R-Ability:
- Spoiler:
- Frozen Rebirth - After taking fatal damage, reverts Evelyn into a small egg that takes her place on the battlefield. After two turns, if the egg is not destroyed, Evelyn revives with the egg's remaining HP and 20% Max MP.
Egg stats:
HP: x.8
MP: x.2
Atk: x0
Def: x.5
Int: x0
Spr: x2
S-Ability: Effortless Cast - Time spent as a manifestation of ice allows this unit to continue to act even after casting spells. Act Phases are not consumed by Ice-Elemental abilities, but can only be followed up by a basic attack combo. (Doublecast allows two abilities to be cast and one basic attack combo. Haste allows two abilities and basic attack combos.)
D-Ability: Iceberg Tomb (Ice) - A spell that can be cast on either an enemy or the user. It creates a huge prison of ice, severely wounding enemies or granting the user a brief period of invulnerability. 200% Int DMG. Prevents target from taking an Act or Move phase next turn. When self-cast, grants Invincible for a single turn.
Level: 2
Progress: 5/10
Skill Points: 0
Stats:
HP: 15
MP: 25 (+5 from Frost Crown)
HD: 0/10
Atk: 1 (+0 from Sword of True Ice)
Def: 3 (+1 from Ice Plating)
Int: 5 (+1 from Sword of True Ice)
Spr: 4 (+0 from Ice Plating)
Crit: 2%
Evade: 2%
Move: 2 (+1 from The Frost Profession)
Battle-Ready Stats:
- Code:
Evelyn (The Frost)
Lvl: 2
HP: 15/15
MP: 30/30
HD: 0/10
Atk: 1
Def: 4
Int: 6
Spr: 4
Crit: 2%
Evade: 2%
Move: 3
Last edited by Zerifachias on Sat Feb 08, 2014 2:37 pm; edited 6 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 31
Location : Naletia
Re: Heartbreak Armageddon: Eternal Scars (Profiles)
Name: Wikefno Weokanogo
Gender: Male
Age: 20
Level: 2
Next Level: 5/10
Appearance:
Profession: Trapper - To subjugate and oppress. Those are the primary goals that the one who claims this profession aims to achieve in combat, utilizing strange magics to root foes in place while blasting them with an array of odd and arcane magic. (Alignment)
*Alignment: Allows the user to know Circumcentra, his ultimate skill, at Lv. 1 given its excessive usage requirements in addition to his primary starting skills.
Weapon: Rusted Gauntlet - Made of an unknown metal, this gauntlet's capabilities seem to align with the ethereal rather than being focused on physical damage output. (Damage: INT)(Range: 4 cells)
Armor: Traditional Vest - A vest made by hand, but by who? No one knows. It was designed to be able to store useful things such as vials of potion or satchels of ingredients.
Accessory: Golden Earrings - Fashionable accessories made of faux gold, they have the ability to store small amounts of extra mana.
A-Ability: No Escape:
+Tangle Rope: Shoots out a magical rope at a blinding speed aimed towards the target's legs, wrapping itself around them in an attempt to slow the target. No damage. Range: 6 cells. Target Move is reduced by 1 cell for 3 turns. 8 MP.
+Blazing Sear: Fires red laser at a foe with red hot intensity that burns away anything it touches. 120% Int Dmg. Range: 6 cells. Chance of Burn. Target DEF -10% for 5 turns. 10 MP. Fire elemental.
+Circumcentra: With perfect positioning of the enemies, one calls upon an ancient alignment-based magic capable of many things based on the specified arrangement of the enemies. Different effects occur as a result of different alignments.
---Five of Blades: Summons pillars of pure energy from beneath five foes that surges upwards rending the very skin from their bones and siphoning the very blood from their living bodies such that the user may use it to mend the user's own injuries. 500% Int Dmg. Range: Set. Enemies must be arranged like this or something similar (congruent and reverse positions all right.) Otherwise, the skill fails. User drains 75% of the total damage dealt as HP. 84 MP. Survivors are subject to Oblivion.
R-Ability: None.
S-Ability: Hopeless Ambush - All root and slow durations caused by the user have their durations innately extended by 1 turn.
D-Ability: Gravity Field (Neutral) - Surrounding the area in an ethereal cloak made out to look like the night sky, the enemies are suddenly crushed by an imposing forced, flattened and slowed, struggling to move from their spots. This makes them the perfect targets for the blistering rays of starlight fired from every direction aiming to riddle them with wounds against their wills before they finally succumb to the sweet relief of death. Two-stage D-Ability. First stage places all enemies under Slow, Stop, or Immobilize states with high chances of each. Second stage deals 20% Piercing Int damage to every enemy on the battlefield 5 times (total 100% Piercing Int damage.) Survivors to the attack have the duration of all slows and roots placed upon them refreshed and extended by 2 turns.
Stats:
HP: 15
MP: 30 (+5 from Golden Earrings)
HD: 4/10
Atk: 1 (+0 from Rusted Gauntlet)
Def: 2 (+0 from Traditional Vest)
Int: 6 (+1 from Rusted Gauntlet)
Spr: 3 (+1 from Traditional Vest)
Critical: 3%
Evasion: 2%
Movement: 2 cells (+1 from Trapper profession)
Skill Points: 0
Gender: Male
Age: 20
Level: 2
Next Level: 5/10
Appearance:
- Spoiler:
- The epitome of oddity, Wikefno stands strong and tall at a height just capping six feet. His form is long and wiry, and he possesses an astonishing flexibility that is apt to freak someone out. His torso isn't toned in the least bit and actually looks as if he's malnourished, though the muscles in his legs are very well defined. Deigning to wear no shoes, he lets his feet breathe the air every minute of every day, and most of the time they are rather dirty because of this fact. It's also true that he can't afford keeping up with shoes, for he can hardly keep up the rest of his wardrobe, his rather baggy, dark green pants (or at least used to be) are not more than shorts now going down to his knees with rips and tears in other parts of them. A white shirt several sizes too large for him covers his torso and he wears a handcrafted yellow vest with plenty of pockets sewn into it along with places to hold vials and the like, different adornments like beads and patches of differently colored cloth decorating it with the main focal point being the dreamcatcher hanging from the bottom of the back. On one hand he wears a strange gauntlet made of an odd, rusted steel so one would assume he excelled at melee combat. Oh how one would be so wrong... Eyes as dark as pitch gaze out over the world he travels, his dark complexion making him stand out in most crowds. His hair is short and fuzzy, mostly covered by a black bandana tied in the back, the accessory covered with yellow markings that look like an animal slashed it. He wears a single, small golden earring in each ear, and parts of a strange tattoo can be seen around his neck and forearms...they all seem to be part of a larger tattoo... The smaller pieces are of chains, so what could the whole thing be?
Profession: Trapper - To subjugate and oppress. Those are the primary goals that the one who claims this profession aims to achieve in combat, utilizing strange magics to root foes in place while blasting them with an array of odd and arcane magic. (Alignment)
*Alignment: Allows the user to know Circumcentra, his ultimate skill, at Lv. 1 given its excessive usage requirements in addition to his primary starting skills.
Weapon: Rusted Gauntlet - Made of an unknown metal, this gauntlet's capabilities seem to align with the ethereal rather than being focused on physical damage output. (Damage: INT)(Range: 4 cells)
Armor: Traditional Vest - A vest made by hand, but by who? No one knows. It was designed to be able to store useful things such as vials of potion or satchels of ingredients.
Accessory: Golden Earrings - Fashionable accessories made of faux gold, they have the ability to store small amounts of extra mana.
A-Ability: No Escape:
+Tangle Rope: Shoots out a magical rope at a blinding speed aimed towards the target's legs, wrapping itself around them in an attempt to slow the target. No damage. Range: 6 cells. Target Move is reduced by 1 cell for 3 turns. 8 MP.
+Blazing Sear: Fires red laser at a foe with red hot intensity that burns away anything it touches. 120% Int Dmg. Range: 6 cells. Chance of Burn. Target DEF -10% for 5 turns. 10 MP. Fire elemental.
+Circumcentra: With perfect positioning of the enemies, one calls upon an ancient alignment-based magic capable of many things based on the specified arrangement of the enemies. Different effects occur as a result of different alignments.
---Five of Blades: Summons pillars of pure energy from beneath five foes that surges upwards rending the very skin from their bones and siphoning the very blood from their living bodies such that the user may use it to mend the user's own injuries. 500% Int Dmg. Range: Set. Enemies must be arranged like this or something similar (congruent and reverse positions all right.) Otherwise, the skill fails. User drains 75% of the total damage dealt as HP. 84 MP. Survivors are subject to Oblivion.
R-Ability: None.
S-Ability: Hopeless Ambush - All root and slow durations caused by the user have their durations innately extended by 1 turn.
D-Ability: Gravity Field (Neutral) - Surrounding the area in an ethereal cloak made out to look like the night sky, the enemies are suddenly crushed by an imposing forced, flattened and slowed, struggling to move from their spots. This makes them the perfect targets for the blistering rays of starlight fired from every direction aiming to riddle them with wounds against their wills before they finally succumb to the sweet relief of death. Two-stage D-Ability. First stage places all enemies under Slow, Stop, or Immobilize states with high chances of each. Second stage deals 20% Piercing Int damage to every enemy on the battlefield 5 times (total 100% Piercing Int damage.) Survivors to the attack have the duration of all slows and roots placed upon them refreshed and extended by 2 turns.
Stats:
HP: 15
MP: 30 (+5 from Golden Earrings)
HD: 4/10
Atk: 1 (+0 from Rusted Gauntlet)
Def: 2 (+0 from Traditional Vest)
Int: 6 (+1 from Rusted Gauntlet)
Spr: 3 (+1 from Traditional Vest)
Critical: 3%
Evasion: 2%
Movement: 2 cells (+1 from Trapper profession)
Skill Points: 0
Last edited by Masquerade on Sat Feb 15, 2014 5:04 pm; edited 4 times in total
Re: Heartbreak Armageddon: Eternal Scars (Profiles)
Name: Keine
Gender: Female
Age: 23
Appearance:
Profession: Arcane Fletcher - A ranger in both name and appearance but a magus by trade. Like many other magi the Arcane Fletcher possesses an unorthodox and eccentric style of magic; using a bow to channel magical essence into arrows far more deadly than those of your run-of-the-mill archers. [INT-Based Normal Attacks]
Weapon: Wooden Bow - Ya know, sometimes people just can't afford fancy bows made of crystal adorned with gems. So a traditional handcrafted wooden bow will have to do for now. [Range: 6 cells]
Armor: Ranger's Gear - Cloth robes are too fragile and restrictive of movement for my tastes.
Accessory: Empty Quiver - No arrows in here, but I might as well look the part, right? (+5 MP)
A-Ability:
+ Splitshot - Keine shoots a seemingly arrow that doesn't look like there was anything special about it, until it splits into three just before impact. [110% INT Dmg per hit, 3 hits. Range: 6 cells. 10 MP]
+ Powershot - Keine fires off an arrow that carries a surprisingly large amount of force with it, sending the target flying away. [100% INT Dmg. Range: 6 cells. Knocks target back 3 cells. 10 MP]
R-Ability: N/A
S-Ability: Unbroken Concentration - Increases Keine's damage output by 30% as long as there are no enemy units within a 3 cell radius of her, otherwise decrease her damage output by 30%.
D-Ability: Enchanted Crystal Arrow - Keine draws her bow back and a arrow made of a bright dazzling crystal is formed. When the crystal arrow is fired it splits into multiple arrows and will follow their target to the ends of the earth. Upon making contact with the target the magic enchanting the arrows will cause the target to become suspended within time. [100% Piercing INT Dmg. Range: Enemy party. High chance of Stop]
Level: 2
EXP: 5/10
HP: 20
MP: 25 (+5 from Empty Quiver)
HD: 9/10
ATK: 1 (+0 from Wooden Bow)
DEF: 2 (+1 from Ranger's Gear)
INT: 5 (+1 from Wooden Bow)
SPR: 4 (+0 from Ranger's Gear)
Crit: 2%
Evd: 3%
Movement: 2 Cells (+1 from Arcane Fletcher Profession)
Skill Points: 1
Gender: Female
Age: 23
Appearance:
- Spoiler:
Profession: Arcane Fletcher - A ranger in both name and appearance but a magus by trade. Like many other magi the Arcane Fletcher possesses an unorthodox and eccentric style of magic; using a bow to channel magical essence into arrows far more deadly than those of your run-of-the-mill archers. [INT-Based Normal Attacks]
Weapon: Wooden Bow - Ya know, sometimes people just can't afford fancy bows made of crystal adorned with gems. So a traditional handcrafted wooden bow will have to do for now. [Range: 6 cells]
Armor: Ranger's Gear - Cloth robes are too fragile and restrictive of movement for my tastes.
Accessory: Empty Quiver - No arrows in here, but I might as well look the part, right? (+5 MP)
A-Ability:
+ Splitshot - Keine shoots a seemingly arrow that doesn't look like there was anything special about it, until it splits into three just before impact. [110% INT Dmg per hit, 3 hits. Range: 6 cells. 10 MP]
+ Powershot - Keine fires off an arrow that carries a surprisingly large amount of force with it, sending the target flying away. [100% INT Dmg. Range: 6 cells. Knocks target back 3 cells. 10 MP]
R-Ability: N/A
S-Ability: Unbroken Concentration - Increases Keine's damage output by 30% as long as there are no enemy units within a 3 cell radius of her, otherwise decrease her damage output by 30%.
D-Ability: Enchanted Crystal Arrow - Keine draws her bow back and a arrow made of a bright dazzling crystal is formed. When the crystal arrow is fired it splits into multiple arrows and will follow their target to the ends of the earth. Upon making contact with the target the magic enchanting the arrows will cause the target to become suspended within time. [100% Piercing INT Dmg. Range: Enemy party. High chance of Stop]
Level: 2
EXP: 5/10
HP: 20
MP: 25 (+5 from Empty Quiver)
HD: 9/10
ATK: 1 (+0 from Wooden Bow)
DEF: 2 (+1 from Ranger's Gear)
INT: 5 (+1 from Wooden Bow)
SPR: 4 (+0 from Ranger's Gear)
Crit: 2%
Evd: 3%
Movement: 2 Cells (+1 from Arcane Fletcher Profession)
Skill Points: 1
Kurio- Masochistic Kitty Kat Maid
- Posts : 8939
Join date : 2009-10-30
Age : 28
Location : I dunno 3:
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