Tales of Alidaire: The Chase Profiles

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Tales of Alidaire: The Chase Profiles

Post by Masquerade on Wed Jun 30, 2010 10:45 pm

Here's where my The Chase person needs to post her character profile. That way, you can just update them here when you level up. The Current Inventory along with Enemy Profiles for each mission will be posted here as well.

Current Inventory

Herb x0 (Recovers 10 HP upon use)

Herbal Paste x4 (Recovers 15 HP and 5 MP upon use)

Potion x4 (Recovers 20 HP upon use)

Elixir x1 (Fully recovers HP and MP)

Mana Shard x1 (Recovers 5 MP upon use)

Mana Powder x2 (Recovers 10 MP upon use)

Antidote x2 (Removes Poison/Severe Poison upon use)

Anti-venom x3 (Removes Venom upon use)

Life Crystal x6 (Revives fallen character with 20% Max HP)

Chest Key x2 (Unlocks target Treasure Chest)

Winter's Brutality x0 (Permanently increases ATK by 1)

Autumn's Wind x1 (Increases Evasion Rate by 10% for the duration of one battle)

Materials

Tomato x3 (A ripe, red tomato)

Hard Scale x2 (A brownish-green scale that is rather durable)

Black Cloth x5 (Obviously black cloth that was torn from some black garment)

Stellar Gold x0 (Small lump of some rather odd gold material)

Wood Chip x2 (Chip of tainted wood from a door)

Sugar x4 (Sweetness...enough said)

Obsidian Fang x1 (Fang from a serpent that is black as a moonless night)

Dirt Clod x1 (A clod of dirt that can't be broken...even if you throw it at the ground really hard)

Ivory Fang x0 (Fang from a serpent that can dazzle you just by looking at it directly)

Onyx Orb x2 (Beautiful orb composed of what appears to be purified onyx)

Brimstone x3 (Fairly stinky rock...)

Broken Mask x4 (Wooden masks that have been cracked to a state of disrepair)

Scrap Metal x2 (Pieces of metal salvaged from armor)

Seaweed x6 (Long strands of freshwater seaweed)

Cracked Seashell x2 (Hard seashell that was roughed up to the point of cracking)

Aerolite x1 (Milky white, opaque crystal infused with a great deal of wind energy; it is extremely rare)

Jagged Rock x3 (Run-of-the-mill rock that's difficult to touch because of the sharp edges)

Snake Skin x6 (Full length scaly skin sliced right off of a snake)

Potent Venom x5 (Extremely concentrated venom that can have adverse effects if handled improperly)

Cloudy Crystal x1 (Opaque, blue crystal plucked from the shell of a certain crab)

Bat Wing x4 (The rather leathery wing of a bat)

Clear Crystal x7 (Translucent, blue crystal used to construct golems and other such artificial creations)

Rose Emblem x9 (Patch of cloth or metal with the seal of Elendia upon it)

Vile Poison x2 (Mysterious liquid filling a vial; its effects are unknown and should probably stay that way)

Galactic Mane x1 (Beautiful fur that looks like the outer regions of space)

Behemoth Claw x1 (Massive claw pried from a fallen behemoth)

Sandstone Spearhead x2 (Spearhead forged of sandstone, it is a trademark for the warriors of the Waste)

Cursed Steel x1 (Magic-infused ingot created for the purpose of making cages for powerful elemental spirits)

Weapons/Armor/Accessories

Chain (A long chain that is intertwined with Auza's hair and drops down to her ankles. Increases SPR by 1; equippable by Auza) [Accessory]

Dull Scythe (A wooden scythe with a blade that desperately needs to be sharpened.  Increases ATK and INT by 1; equippable by Vincent) [Weapon]

Long Cloth (A cloth that provides a small amount of protection, but protection nonetheless.  Increases DEF and SPR by 1; equippable by Auza) [Armor]

Worn Armor (Some light armor that has been worn from extensive use.  Increases DEF by 1; equippable by Klein) [Armor]

Elegant Quill (A beautiful quill pen with dark, brooding colors.  Increases ATK and INT by 1; equippable by Henry) [Weapon]

Gentleman's Coat (A fancy coat belonging to a high class gentleman.  Increases DEF and SPR by 1; equippable by Henry) [Armor]

Steel Mail (Rather heavyweight mail completely constructed from solid steel. Increases DEF by 4; equippable by Klein; Physical damage taken -5%) [Armor]

Commercial Pen (Click pen with the logo of some random business on it.  Increases INT by 2; equippable by Henry) [Weapon]

Terra Beads (Given the stalwart power of the earth, these tan beads have the power to alter the magic around a foe when infused with mana to unleash a simple attack.  Increases Max HP by 5 and INT by 4; equippable by Auza; Added Effect: Slow) [Weapon]

Fallen Grace (Sword abandoned by an unknown wielder, its pink blade is enchanted to unleash a mass of cherry blossom petals with each slash for some reason.  Increases ATK by 4 and INT by 2; equippable by Macha; Added Effect: Mesmerize) [Weapon]

Key Items

Travel Visa (A special card that permits the holder to travel from one continent to another)

Map of Berbatu (A surprisingly detailed map given to the party by "Rose")

Apocrypha (Book of the darkest magic that possesses spells to summon strong demons along with the undead)

Magic Key (Simple key imbued with magic to physically and magically release the lock binding Brygan's bedroom door)

Gold Cat (Ominous golden statue of a cat, just holding it makes one feel more wealthy; increases Gold earned at the end of battle by 10%)

Mysterious Locket (Odd, silver locket that looks brand new...but that can't be; it was found bound closed by sealing magic)

Ocarina of Heart (Ivory ocarina with the power to bring out one's song of the heart; it can be used to call upon Sonata in a time of dire peril)

Current Gold: 5547

Map of Berbatu

+S.S. Horizons
---Deck

+Titik Masuk
---Inn
---Item Shop
---Weapon Shop
---Armor Shop
---Town Exit

+Sungai Tanah
---Trickling Waters
---Rattler's Stretch
>Tali Sungai
---Northern Bank
---Floating Raft
>Manor of the Thieves
---Living Room
---Foyer
---East Hallway
---Workshop
---Hidden Basement
---Patio
---Brygan's Room
>Membatasi Sungai
---Misshapen Arc

+Tengah
---Inn
---Item Shop
---Weapon Shop
---Armor Shop
---Synthesis Lab

+Crystal Caverns
---Lagoon
---Lagoon Tunnel
---Dead Man's Branch
---Bending Tunnel
>Resona's Keep
---Antechamber
---Altar Room

+Naik Dataran
---Sihirian Plains

* * *

Map of ???

+The Wastes
>Cosmos Cave
---Ring of the Beast

+Moraka'el
---Gate of the Wasteland
---Highland Avenue
---Moraka'el City Library
>Elegant Rose
---Lobby
---Women's Bathhouse
---Room 902
>Moraka'el Castle
---Anti-Magic Block


Last edited by Masquerade on Sun Jan 03, 2016 12:26 pm; edited 69 times in total

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Re: Tales of Alidaire: The Chase Profiles

Post by Masquerade on Wed Jun 30, 2010 10:47 pm

There will be no more need of "Enemy Profiles."

Due to the Meta Alteration, this space shall be repurposed.

Mayhap a simple Enemy Database? (yeah the Bestiary is going bye-bye too)


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Re: Tales of Alidaire: The Chase Profiles

Post by Masquerade on Wed Jun 30, 2010 10:51 pm

This entire story is one long chapter.

Bear with us now, eh?

This shall be repurposed.


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Re: Tales of Alidaire: The Chase Profiles

Post by Masquerade on Wed Jun 30, 2010 10:52 pm

Name: Alaster Klein
*Hates being called by his first name
Age: 17
Gender: Male
Appearance:
Spoiler:

Background

Klein grew up in a small village on the western coast of Dalmaschior. His father was a local beast hunter and his mother was the only midwife and nursemaid in the village. From an early age, Klein's boundless enthusiasm and energy led him to practicing sword play every day. By the age of 12 he was accompanying his father on easier missions, switching out his wooden training sword for a real one that his father gifted him upon his 12th birthday. He was a bit of an outcast among kids his age, most of them put off by how social he tended to be. He was absolutely overwhelming in the social scene and on the battlefield, and when a few years passed, his parents were more than happy to see him off as he endeavored to travel the continent as a bit of a mercenary. His father was quite proud and made him promise to come back and tell tales of his adventure.

The swordsman spent a couple of years hiking across the vast wilderness of Dalmaschior until an amazing opportunity presented itself to him: a chance to visit a newly discovered continent--Berbatu. Having seen most of what Dalmaschior had to offer, Klein didn't hesitate to volunteer for the trip. Little did he know he would be thrust into the midst of a dire plot stirring in this unexplored land...

Personality

Klein possesses a boundless energy and he never fails to show it off in public or through his social interactions. He is very upbeat and on-the-go, typically a lot more talkative than people care to endure. He has a very optimistic attitude towards all things and likes to inspire hope and energy in others. He is a person of the people, and is always ready to help those in need.

Coming under the training of Macha the Tempest, however, Klein's personality has shown significant changes. He is typically much more controlled in conversations and social settings, storing his energy for when he truly needs it--in battle. He thinks things through more clearly whereas before he leaned towards acting first and not thinking at all. He shows continuous improvement and he hopes to be a blademaster worthy of veneration, just like his teacher.

Sword Style: Flashing Star

Klein fights with two one-handed swords, currently the Harmonyx and the Hero's Blade. It was suggested to him to do so by Macha the Tempest who realized that Klein was ambidextrous, a trait displayed with his signature move, Trick Blade, where he swaps his sword to the opposite hand for a quick and unpredictable strike. Most of his other skills follow a similar pattern of quickness, using rapid combo attacks with his two swords to keep the enemy on guard and unable to counterattack. He has a decent control over light mana which he fuses with his swordsmanship to create things from blinding attacks to forming wings of light upon his back granting him temporary flight in battle which hugely bolsters his mobility.

He does not know traditional magic, but does have a simple grasp over rudimentary glyphs which he uses on himself to boost a single battle aspect of his. His limit is typically one glyph per battle, but the duration of the glyph's effect is very long making it worth the while.


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Re: Tales of Alidaire: The Chase Profiles

Post by Masquerade on Wed Jun 30, 2010 10:53 pm

Name: Henry Chaucer
Age: 16
Gender: Male
Appearance:
Spoiler:

The one with the feather and the book.

Background

Henry was born in a village called Menyaran in the mountain range of Tikungan on the continent of Berbatu. Being nestled near one of the massive peaks, the village didn't have much contact with the outside world, and as such, was very deeply rooted in tradition. Henry showed great promise as he reached an age where he could begin to truly learn subjects, having overcome things such as walking, talking, and reading at an early age. The Elder of the village hailed him as a prodigy, much like his older brother. It was always a rivalry between the two brothers, to see who could do more for the village with their knowledge. All of the village folks adored them, but many seemed to favor Henry over Vincent, for as Vincent grew older, his good manners fell away while Henry retained his jovial, reserved, and kind nature.

The boy took a liking to writing which led him to discover his magic--bringing things he wrote into reality. The village folk were astonished to bear witness to such a thing, but even though it remained to be his greatest power, he still took to writing and reading as a hobby, well, essentially they were his life. He spent years doing what he loved, creating works of art with his novels while building a vast amount of knowledge within his brain.

As time wore on, however, Henry began to notice that the rift between him and his brother had widened so deep, and that when he finally checked in on what Vincent had been up to, he learned that his brother had been studying the dark arts. Eventually, Vincent came upon an evil book known as the Apocrypha which possessed detailed instructions in dark magic, necromancy, and devil summoning. One of Vincent's experiments went incredibly bad one horrid night causing the death of a great many village denizens. Henry defended his brother as best he could but not even he could denounce the great sin that Vincent had committed. In the end, Vincent was sealed away inside the Apocrypha, never to be released as a punishment. The Elder even went as far as to suggest chucking the book off the side of the mountain so that it would never be found again, but Henry would not let that happen. Henry took the Apocrypha and told the Elder that he would keep watch over it, even if it meant being banished from the village which is exactly what happened. The Elder linked Henry to the book, allowing Vincent to escape only for Henry to take his place within the pages. So long as Vincent was bound to the Apocrypha, neither brother would be free.

Personality

Henry is a kind and well-mannered youth holding a very reserved and almost noble mien in nearly every situation, greatly unfazed by events harsh and hazardous. Though socially kind to just about anyone, enemies included, he shows special affection towards those he is closest to. He has great empathy and is an amazing listener. He possesses wisdom beyond his years and a composure to match it making him well-liked by even the strangest of strangers.

Having spent his nose in a great many books, Henry has the potential to talk about just about anything making him very versatile in conversation and in many other aspects. His obedient and loyal nature has had him mistaken as a servant in more cases than one. His brother tends to tease him about it every so often, but it certainly doesn't derail Henry from his course of kindness. If anything, he uses it as an example for his wayward brother which really just infuriates him more than anything in the end instead of teaching him the ways of compassion.

Literary Genius

Henry possesses a strange magic that allows him to turn what he writes into reality. Because of the abstract nature of his magic, it has unbelievable utility and is only bound by his imagination which tends to be quite vast. He write out the wounds of his allies or grant them great power in troubling times. He can also write disasters for enemies to face, bringing forth obstructions so great that the enemies are nothing but easy targets, if they survive the damage they sustain.

Secretly, Henry has been working on illustrations. He imagined that if he could bring words to life, then perhaps if he grew better at drawing, then he could enact similar effects, but perhaps in a different manner. It is currently still a work in progress however.

Henry is bound to his brother via the Apocrypha. Henry is designated as the holder, having just about near complete control over when his brother, Vincent, can leave the pages of the tome. Whenever Vincent leaves the tome, Henry takes his place.


Last edited by Masquerade on Fri Aug 25, 2017 11:41 pm; edited 42 times in total

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Re: Tales of Alidaire: The Chase Profiles

Post by Masquerade on Wed Jun 30, 2010 10:53 pm

Name: Vincent Chaucer
Gender: Male
Age: 21
Level: 18
Next Level: 51/81
Appearance:
Spoiler:

The one with the scythe.

Profession: Necromancer - The one who claims this profession practices the forbidden art of raising the dead to do his bidding, and was even condemned to a horrid punishment for engaging in the prohibited art. (Basic Attacks +1)(Emissary)(Affliction)

*Emissary: Increases stats of summons by 10% upon summoning.
*Affliction: Increases chances of inflicting negative status effects by 10%.

Weapon: The Gathering - In essence, just a farming scythe, but it has been polished to give it a nice reaper's feel. (+50% Item Drop Rate)(75% chance of double drop)
Armor: Dark Coat - A stylish, long, black coat that is more of a fashion statement than defensive armor.
Accessory: Leather Choker - Fits snugly around the neck. (INT+1)

A-Ability: Dark Resurrection:

+Summon Hellhound: From the depths, the user calls upon the power of a skeletal hound, leftover cartilage, muscle, and tissure still clinging desperately to the bones, and summons the vile beast to the battlefield to fight against the enemies.  Summons Hellhound.  Range: Adjacent cell.  6 MP.

+Abstruse Arrow: Focuses the shadows into a single bolt before releasing it to strike an enemy.  120% Int Dmg.  Range: 6 cells.  Chance of Poison.  8 MP.

+Lifesiphon: Sends out orbs of darkness to collect the life force of foes and draws them back to recover lost stamina.  120% Int Dmg.  Range: 3 cells.  Absorb 50% of damage dealt as HP.  14 MP.

+Summon Lich: From the depths, the user calls upon the power of lich, a corrupted magician seeking eternal life by binding his intellect to his animated corpse, now nothing but a skeleton, and summons the creature to assault the opposition with powerful magic.  Summons Lich.  Range: Adjacent cell.  6 MP.

+Writhing Anguish: Sends tendrils of dark mana up from the ground to wrap around a foe and inflict a great pain upon it leaving it writhing in absolute misery, desperately wishing for the pain to subside.  150% Int Dmg.  Range: 3 cells.  Chance of Pain.  12 MP.

+Summon Golem: From the depths, the user calls upon the power of the golem, a creature so foul and disturbing, constructed from a random collection of corpse parts from a variety of different people, killed in cold blood which now seeks restitution for crimes committed against it.  Summons Golem.  Range: Adjacent cell.  6 MP.

+Misery Fog: Sends a bolt of darkness into the ground that surges along and erupts in a black cloud that envelops the target and robs it of its luck.  170% Int Dmg.  Range: 4 cells.  Chance of Misfortune.  14 MP.  Dark elemental.

+Mind Sublimation: Shrouds the targets mind in a cloak of darkness, reducing its very resistance to the shadows along with making it difficult to concentrate on spellcasting or using skills requiring peace of mind.  100% Int Dmg.  Range: 3 cells.  Reduces target Dark resistance by 50% and decreases target INT by 20% for 3 turns.  16 MP.  Dark elemental.

+Dark Restraint: Calls upon shaded chains from the abyss to surge upwards and wrap themselves around the target, squeezing it in order to drain away every last bit of its strength whilst inflicting harm upon it.  130% Int Dmg.  Range: 6 cells.  Reduces target ATK by 20%.  Inflicts 15% Max HP Dmg upon the target for 3 turns after the initial attack.  16 MP.  Dark elemental.

+Abyssal Contract: In the abyss dwells a demon with powers far greater than mere undead, and with the formation of this contract, he who is foolish enough to conjure this great being best be prepared to handle its power, lest he wish to lose his soul forever.  Summons Abyssal Demon.  Range: Adjacent cell.  12 MP.

R-Ability: Corrupt Magic - When attacked with a spell, fires back the same spell only changed to the Dark element as long as the attacker is within range and as long as the user has enough MP.

S-Ability: Array of Dark Knowledge - The user's vast expertise regarding summoning of the undead and the usage of dark magicks only serves to amplify those very arts.  Increases INT and Critical Hit Rate by 15% passively.

D-Ability: Revenge Manifest (Dark) - After fostering the deep-seated anger in the depths of the soul, the user releases an enormous burst of dark energy that scathes all enemies with the user's scorn.  Deals 100% Piercing Int damage to all enemies.

Stats:

HP: 55
MP: 90
Atk: 10 (+1 from The Gathering)
Def: 9 (+0 from Dark Coat)
Int: 18 (+2 from The Gathering)(+1 from Leather Choker)(+2 from Array of Dark Knowledge)
Spr: 10 (+1 from Dark Coat)
Movement: 2 cells (+0 from Necromancer profession)

Skill Points: 1


Name: Hellhound
Gender: Male
Age: ?
Level: 17
Next Level: 51/81
Appearance:
Spoiler:
Basically, you take the skeleton of your basic wolf.  Then, take some globs of flesh and cartilage and what have you and stick them on here and there.  Boom.  There ya go.

Profession: Hellhound - An undead hound brought back into the realm of the living from the very bowels of Hell, the one who claims this profession follows his master's bidding and unleashes severe attacks upon his master's enemies.

A-Ability: Undead Bestiality:

+Bite: A simple bite made worse by the user's nicely preserved fangs.  130% Atk Dmg.  Range: Adjacent cell.  7 MP.

+Vile Breath: Unleashes a foul fog from the user's mouth that vastly weakens an enemy.  110% Atk Dmg.  Range: 2 cells.  Chance of Weak.  Reduces target ATK by 50%.  12 MP.

+Phantom Form: Shrouds oneself in the very cloaks that obscures Death from sight.  Boosts Evasion by 50% for 3 turns.  Range: Self.  10 MP.

R-Ability: None.

S-Ability: Soulless - Possessing no soul, the user becomes more resistant to magical attacks, for there is nothing for mana to affect.  Magical damage taken is reduced by 10%.

D-Ability: None.

Stats:

HP: 110
MP: 65
Atk: 27
Def: 20
Int: 10
Spr: 15
Movement: 2 cells (+1 from Hellhound profession)

Skill Points: --


Name: Lich
Gender: Male
Age: ?
Level: 17
Next Level: 52/81
Appearance:
Spoiler:
Just a walking skeleton with impressive attire, mainly wondrous flowing robes and such.  A few amulets and medallions hang from bracelets and necklaces that he wears.  He's a magician even into the realm of death and looks the part.

Profession: Lich - Evil magician that sought immortality by binding his mind to his corpse, the one who claims this profession now serves powerful necromancers in an attempt to expand upon his magical power.

A-Ability: Soul of Ice:

+Blizzard: Drops sphere of ice upon the target.  110% Int Dmg.  Range: 6 cells.  8 MP.  Ice elemental.

+Icy Grip: Clenches a bony fist causing ice to solidify around the target's legs.  140% Int Dmg.  Range: 3 cells.  Chance of Immobilize.  14 MP.  Ice elemental.

R-Ability: Superiority - When the user manages to defeat an enemy, the user regains MP equal to 100% of the damage dealt by the killing blow.

S-Ability: Wisdom Through Death - Boosts all forms of magical damage output by 20%.

D-Ability: None.

Stats:

HP: 65
MP: 125
Atk: 3
Def: 14
Int: 26
Spr: 16
Movement: 2 cells (+0 from Lich profession)

Skill Points: --


Name: Golem
Gender: ?
Age: ?
Level: 16
Next Level: 22/81
Appearance:
Spoiler:
A rather large disgusting construct--a golem comprised of random body parts of different people roughly sewn together.  It smells as foul as it looks, and has an immense iron spike stuck through its misshapen head.

Profession: Golem - Built from corpses, the one who claims this profession uses sheer might to overwhelm foes and its size to attract attention from those who would do harm upon its summoner.

A-Ability: Corpse Shield:

+Evil Aura: Surrounds oneself in a black aura radiating the power of oneself, proving one to be a dire threat compared to anything else around.  Bestows Center of Attention.  Boosts ATK by 20%.  5 turn duration.  Range: Self.  12 MP.

+Power Crush: Slams an open palm down upon an enemy with great strength.  160% Atk Dmg.  Range: Adjacent cell.  Reduces target's stats by 10% for 3 turns.  No stack.  10 MP.

R-Ability: None.

S-Ability: Dysfunctional Body - Renders user completely immune to all negative physical status effects.

D-Ability: None.

Stats:

HP: 125
MP: 45
Atk: 22
Def: 21
Int: 3
Spr: 14
Movement: 2 cells (+0 from Golem profession)

Skill Points: --


Name: Abyssal Demon
Gender: Male
Age: ?
Level: 1
Next Level: 0/10
Appearance:
Spoiler:
A tall bulky demon with membranous wings spiked at the tips.  His muscular, slightly furred flesh is a darker gray almost black color while the furred parts themselves are solid black.  His face is oval in shape with a prominent pointed chin and gleaming turquoise eyes with darker green diamond-shaped pupils.  Pointed fangs fill his wide-opening maw and black, gem-like protrusions jet out from his head forming a helmet like structure.  The claws on his hands and feet are sharp and pointed, ready to gore whatever unlucky creature may cross his path.

Profession: Abyssal Demon - Powerful demon sentenced to dwell out the rest of his infinite days in the darkest abyss of hell, but should he be released, the true powers of destruction would rest within the hands of his conjurer. (Unparalleled Power)

*Unparalleled Power: All attacks and skills from this unit and his conjurer ignore 20% of the target's DEF and SPR.

A-Ability: Unsealed Strength:

+Severity: In the blink of an eye, your blood and guts paint and splatter upon the ground, the demon's claw running through your body.  The last thing you see is the thirst for your life essence in those gleaming eyes.  180% Atk Dmg.  Range: 2 cells.  Chance of Blood Loss.  22 MP.

+Dance of the Depths: Flies about the battlefield laying waste and contaminating foes with a horrid disease only found within the murky darkness of the abyss.  120% Atk Dmg.  Range: All enemies.  Chance of Abyssblight.  [Abyssblight - Afflicted takes 50% Max HP damage per turn for 2 turns.  Targets cannot be KO'd by this damage and are left with 1 HP if fatal.]  36 MP.

R-Ability: None.

S-Ability: Blood of the Covenant - This unit's stats are increased by 10% for each 10% of the conjurer's HP that is given in offering.

D-Ability: None.

Stats:

HP: 45
MP: 25
Atk: 8
Def: 6
Int: 4
Spr: 6
Movement: 2 cells (+2 from Abyssal Demon profession)

Skill Points: --


Last edited by Masquerade on Fri Aug 25, 2017 11:03 pm; edited 43 times in total

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Re: Tales of Alidaire: The Chase Profiles

Post by Masquerade on Wed Jun 30, 2010 10:54 pm

Name: Macha the Tempest
Gender: Female
Age: ?
Level: 22
Next Level: 79/184
Appearance:
Spoiler:

Profession: Blademaster - Through the insurmountable training and journeying, the one who claims this profession wields the blade as if it were an extra limb, bringing out its full grace to mask the devastating killing potential of her awe-inspiring techniques. (Basic Attacks +2)(Extension)(Calm Mind)(Skill Chain)

*Extension: Boosts Critical Hit Rate by 20%.  Attacks become harder to dodge.
*Calm Mind: Boosts ATK and SPR by 10%.
*Skill Chain: Able to link basic attacks with skills and some skills with other skills.  Max chain is Basic Attack ~ Skill ~ Skill.

Weapon: Black As Night - Evil sword with an obsidian blade and a hilt as dark as a starless, moonless night. (Dark elemental)(Darkness damage output +25%)
Armor: Master's Garment - Flowing garments offering wondrous protection while still allowing a decent amount of mobility. (Physical damage taken -15%)
Accessory: Fang Necklace - Simple necklace made of string with various fangs of beasts hanging from it.
Accessory: None.

A-Ability: Trained Blade:

+First Step: Takes a step forward and launches a powerful slash.  120% Atk Dmg.  Range: 2 cells.  User enters a cell adjacent to the target for the attack if launched from 2 cell distance.  8 MP.

+Focus: Clears the mind of extraneous thoughts in order to enhance battle potential.  Boosts ATK and Critical Hit Rate by 10% for 5 turns.  Range: Self.  10 MP.

+Chain Slice: Two quick slashes to make the enemy relent.  90% Atk Dmg.  Range: Adjacent cell.  2 hits.  Bypasses enemy R-Abilities.  16 MP.

+Resolve: Remembering one's goal causes one's spirit to swell with determination.  One shan't be stopped.  Bestows Immunity.  Boosts SPR by 20% for three turns.  Range: Self.  14 MP.

+Aura Blade: Slashes target with a blade coated in a blazing aura.  110% Atk Dmg.  Range: Adjacent cell.  Chance of Burn.  Lowers target ATK and SPR by 10%.  12 MP.

+Dire Threat: Imposes an aura of intense might that draws the attention of enemies.  Bestows Center of Attention.  Range: Self.  8 MP.

+Brutal Stab: Thrusts sword mercilessly into the gut of a foe.  100% Atk Dmg.  Range: Adjacent cell.  Chance of Blood Loss.  14 MP.

+Safeguard: Plunges blade into the ground to generate a force field around oneself and nearby allies.  Bestows Protect.  Range: Self; all adjacent cells.  12 MP.

+Rending Fang: Stabs the enemy twice before unleashing an upwards slash the knock the target back.  80% Atk Dmg for stab.  110% Atk Dmg for slash.  Range: Adjacent cell.  3 hits.  Knocks target back 2 cells.  14 MP.

+Destruction: Gathers all strength into one's blade and unleashes a frighteningly powerful slash that shatters and removes all protections and wards placed on the target.  200% Atk Dmg.  Range: Adjacent cell.  Dispels beneficial status effects.  24 MP.

A-Ability: Ethereal Encounter:

+Crescent Slash: Expert slash in the form of a crescent that leaves the enemy bleeding profusely.  130% Atk Dmg.  Range: Adjacent cell.  Chance of Bleeding.  10 MP.

+Blade Wave: Slashes towards target unleashing a wave of pink energy that strikes the target with great force.  110% Atk Dmg.  Range: 4 cells.  6 MP.

+Blurred Tempest: Lunges forward with a spinning motion, stirring up the winds to slice surrounding foes.  150% Atk Dmg.  Range: 3 cells (user's landing point); all surrounding cells.  18 MP.  Wind elemental.

+Lunar Axle: Jumps up slightly and deals a spinning slash at a downwards angle at a specific target.  170% Atk Dmg.  Range: Adjacent cell.  12 MP.

+Midnight Phantom: Frontal slash to the enemy before flashing into and out of existence to strike the enemy from all sides.  140% Atk Dmg.  Range: Adjacent cell.  4 hits.  Chance of Addle.  26 MP.

+Otherworld Sign: Evokes a forgotten magic to form a large glyph beneath oneself that makes it easier to control one's own mana which in essence makes it even easier to execute attacks that require mana as an energy source.  Reduces MP costs of skills by 50% for 3 turns.  Range: Self.  14 MP.

+Surging Storm: Unleashes a torrent of blazing energy around oneself and one's weapon before plowing forwards at a hazardous speed to slash through any enemies that stand in one's way.  170% Atk Dmg.  Range: Straight line; one direction.  20 MP.

+Descending Hysteria: Hurls weapon into the air where it is swallowed by a vortex of stormy wind only to have it reappear, enlarged and transmogrified into a more nightmarish version, above the enemy after which it falls and crashes into the foe with a blast of darkness.  150% Atk Dmg.  Range: 4 cells.  Chance of Confusion.  Chance of Curse.  18 MP.  Darkness elemental.

+Full Moon Maw: Leaps into the air and plunges one's blade into the earth forming a huge zone of beautiful ghostly light beneath out of which piercing fangs of radiance emerge, striking foes unpredictably from below.  At the end, all life stolen is reverted to Mana and returned to the user.  40% Piercing Atk Dmg.  Range: 5 cell radius.  8 randomized hits.  No target can be hit more than twice.  50% of the total damage dealt to all units is returned to the user as MP.  The user takes Piercing damage equal to 40% of their Max HP.

+Zephyr Purge: The blade flashes as it slashes the foe twice, the user then spinning around rapidly becoming shrouded in a small tornado with blade outstretched to just as rapidly slice the foe only to come to a halt abruptly, channeling all the built up energy into one's palm and slamming it into the foe causing a minor explosion.  120% Atk Dmg for first two slashes.  70% Atk Dmg for 6 tornado slashes.  190% Atk Dmg for explosion.  Range: Adjacent cell; all foes surrounding main target (explosion.)  9 hits.  32 MP.

A-Ability: The Way of the Wind:

+Become As Wind: The body flickers as a constrict gale envelops it, threatening to rip one's corporeal form to shreds but allowing one to move as the breeze itself, striking with deadly accuracy from everywhere and nowhere, unpredictable and sly.  There is no place this unit can't go.  Enters Zephyr State.  [Zephyr State - Allows unit to pass through solid objects.  Movement is now a Teleport.  Increases Critical Hit Rate by 30%.  All basic attacks are Sure Hit.  Skills have a 50% elevated Hit Rate.  Evasion Rate increased by 20%.]  Lasts for 5 turns.  Range: Self.  30 MP.

+Bloody Gale: Swirls around the target quickly, delivering painful slashes to fill the air with blood, twisting around to form a crimson tornado.  80% Atk Dmg.  Range: 2 cells.  6 hits.  Chance of Bleeding.  14 MP.

R-Ability: Shadow Split - When attacked by a projectile-based attack, lowers the attacker's Hit Rate by 50% for the attack.

S-Ability: Fluid Moment - Innately boosts the user's Evasion Rate by 25%.  Movement is boosted by 2 cells.

D-Ability: Pulsing Soul (Neutral) - Raises blade high into the air and pours forth one's own soul into the blade, shrouding it with the soul's true light and amplifying the weapon's normal strength a thousand-fold before bringing down upon it who incurred one's wrath to the point that such a fierce technique was executed.  Deals 200% Piercing Atk damage to a single target in the same row or column as the user.

Stats:

HP: 100
MP: 80
Atk: 18 (+6 from Black As Night)(+3 from Fang Necklace)(+2 from Calm Mind)
Def: 15 (+3 from Master's Garment)
Int: 6 (+2 from Black As Night)
Spr: 13 (+4 from Master's Garment)(+1 from Calm Mind)
Movement: 2 cells (+2 from Blademaster profession)(+2 from Fluid Moment)

Skill Points: 0


Last edited by Masquerade on Sun May 15, 2016 8:49 pm; edited 24 times in total

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Re: Tales of Alidaire: The Chase Profiles

Post by Zerifachias on Thu Jul 01, 2010 4:14 pm

Auza Varshtig
Female, 20 (July 1)

Appearance:
Spoiler:

Backstory:

Born the daughter of a carpenter and a dancer, the young Auza grew up in a wealthy household. Her life, as it should have been, would be perfect, were it not for the illness that took her mother before she could even remember. Her father, too, soon fell ill. The loss of his wife and the stress of his work and raising a daughter was too much for the weakened heart. By the time Auza was only nine years old, she was living out in the street - cast out by the horrid stench of her father's corpse.

A woman, grotesque and fat, found Auza on the corner of a street. It was clear to this woman that Auza was heir to much more than just a simple carpenter family. She was taken to hone her talents at a school, and given a chance to live again. Only the Purifiers, guardians and sentinels of the tower in which she resided, were cruel. They committed unspeakable crimes and their master, a priest of the highest order, turned a blind eye to their actions. The mages could do nothing but accept their fates.

But Auza was born unlucky. And so it was her fate to make her luck turn increasingly sour. A demon, called Archimedes, ravaged her country. Because of the trait she was born with, total and absolute immunity to illusion magic - one of the greatest demonic strengths, she was forced to comply and join a young Purifier on a suicide mission to deal with this threat. Through many trials, she came to know this boy, Veign Klimmek, and grow attached to him. The loss of her closest friend made Auza's relationship with Veign grow deeper more quickly. Through her experiences she was soon able to free the mages to protect the cities and enlist the Purifiers to guard those same mages. And so the final battle would commence.

Veign perished during the battle, protecting Auza to his last breath. The loss of her friend was so great, she tore open her own magical circuits with only one goal in mind: To seal away Archimedes. Forever. Thus, Eternia was born. A realm known only to those who traverse the great Void, and permanently connected to Auza's spirit. Should she be killed, for she is now unable to die or age naturally, the Demon of Fire would be released and unleash destruction upon the world once again.

Persona:

Auza holds herself in high regard. Her pride is her greatest weakness. She is composed, proper, and harsh. Her rigidity can be a burden on those who might call her friend, but her loyalty will never be brought to question by them. She is soft-spoken but firm. She is strong-willed and motivated. But most of all, she is human. She yearns for a connection, for relation. The loss of her friend still tears at her heart to this day, and she desperately searches for a way to mend the wounds of her past.

As Auza travels the world she finds fulfillment in helping others, those less fortunate or those in trouble. She seeks out and destroys or banishes any demon she deems a threat, no matter how small or large.

Magic:

Auza is capable of many great magics. Her skill with particular destruction spells is unparalleled, and her magic reserves are vast. Ever since she connected to the Void, Auza has rapidly grown more and more powerful, as the volume of magic allowed to her body has reached nearly limitless levels. She is capable of producing barriers that can evaporate or absorb magic as well as ward away physical blows. She uses certain glyphs to channel her energies into concentrated weapons. She is able to summon debilitating chains to weigh down an enemy or otherwise cripple them.

Auza is incapable of experiencing or using illusion magic, although she is able to see what kind of illusion spell is being cast. This is a bloodline trait specific to the Varshtig family, a line that only she belongs to now. To overcome this trait, one must be on the same level as a fully-fledged god or an ancient dragon.

Auza's specialty magic assigned to her and her alone is called "Purpose." This unique magic allows her to change the purpose of almost anything. It is not to be mistaken for alchemy's transmutation, for there is no equal exchange taking place. She can make plants grow from silver, she can turn a sword to charcoal, and she is capable of producing complex magics from ashes. The magic also allows her to change her own self. Changing the "Purpose" of another living being is incredibly difficult, and may even be impossible.

Auza is incapable of using healing magic.


Last edited by Zerifachias on Mon Mar 27, 2017 6:02 pm; edited 61 times in total
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Re: Tales of Alidaire: The Chase Profiles

Post by Masquerade on Sun Aug 05, 2012 10:32 am

Side Quest Log

Master Synthesist

-The group encountered Riori, a young traveling synthesist in the process of improving her synthesis skills.  She informed the group that her master was named Elusia, a hermetic woman whose location was unknown and remains to be unknown.  Only Elusia could perform master syntheses with the group's rare items.

-No leads on Elusia's whereabouts have been discovered so far, but perhaps if we keep searching...

Current Objective: Find leads on Elusia's whereabouts.

The Mysterious Locket

-A strange locket sealed closed by magic was found in possession of a bat in the Crystal Caverns.

-The locket belonged to a skeleton also found nearby in the Crystal Caverns based on an inscription that was read as thus:

"The end of the line...lost everything. I let her have the diary...I have to scratch on the walls with crystals to stay sane...but no more. I'm at the end. My locket...it's gone. I looked in the chest where I put it but it wasn't there. My last hope...gone. I'll perish now...alone."


-The double-layered seal on the locket was removed and within was a picture of a young woman with caramel skin and emerald eyes.

-The chest near the skeleton was opened to reveal an inscription that read as thus:

"Stay safe, my darling Ramia..."


-It is deduced that the skeleton had been keeping the locket in the chest nearby.  The woman in the picture in the locket is assumed to be Ramia.

-Farther along in the Crystal Caverns, the Bending Tunnel wall bears another inscription.  Before it is read, an entity is released from the locket by Auza.

-The entity is a shard of the skeleton man's sanity, and the shade that forms in the area is his true spirit.  He is named Damos.  The shade is sealed using the entity's ectoplasm, and then defeated after which Damos is able to reclaim his spirit and move on.

-The diary mentioned in the last inscription was apparently tossed into the lagoon by Ramia based on the second inscription which reads as thus:

"I finally found the way back to the lagoon...and it seems my darling Damos did as well. But he didn't make it. I found him in a tunnel that was close. If he had just continued on a bit longer, he would have made it, but...he didn't. I saw that his locket was taken from him. I hadn't seen it while I was wandering around. The lagoon was my way out, but I chose not to take it. I wrapped the diary up and tossed it into the waters so it wouldn't get damaged, but would hopefully find its way to land somehow. As for me...I think I'll take a rest for now, right here... May we meet again someday, Damos. I love you."

It is also assumed by the inscription that Ramia died in the caverns and did not escape.


-Damos, before moving on, briefly mentions there being two lockets...

-Perhaps finding the diary could be of some use in locating the second locket...?

Current Objective: Find the diary.

The Demon of Fire

-Keeping Eternia at bay has been stressing Auza as of late, but she seems to have a handle on it for now--this, she assures herself...

Current Objective: None.

Paying Respects

-Wallace mentioned keeping the portal to the Crystal Caverns open so that the group could visit Resona's Memorial Site.  That doesn't sound like a half bad idea...

Current Objective: Visit Resona's Keep with Wallace in the current party.

End of a Legacy

-Macha grimly remembers that Death will come for all beings regardless of their situation. What is the mysterious truth behind this legendary blademaster?

Current Objective: Unravel the details of Macha's enigmatic past.


Last edited by Masquerade on Mon Feb 09, 2015 11:13 pm; edited 1 time in total

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Re: Tales of Alidaire: The Chase Profiles

Post by Masquerade on Mon May 19, 2014 2:17 pm

Damn it.

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Re: Tales of Alidaire: The Chase Profiles

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