The Transmarine-- [Profiles]

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The Transmarine-- [Profiles]

Post by Durn on Wed Nov 10, 2010 5:00 pm

Index
I - I : Ambush!
I - II : Retrieving the Flagpole!


Enemies

Name: Haz-rohk
Gender: Male
Age: 41
Level: 3
Appearance: If I find the picture I had earlier, I'll post it.
Profession: Forest Grizzly - A large, ferocious bear mentioned in folklore on Crescent Isle. It normally resides within deep forest caverns, yet it occasionally ventures out to the surface to search for... food.
Weapon: Granite Claws
Armor: Wooden Fur
Accessory: Crimson Mushroom [Immune Poison]

A-Ability: Feral Rampage

+ Root Claw: Haz-rohk shoves its claws into the ground, and then removes them approximately one second later. Leaving one claw behind in the soil, it quickly flourishes into a large mushroom that replenishes all nearby allies’ HP. Allies standing within an adjacent Cell of a Claw Mushroom will restore 15% HP each Calculation Phase. Summons Claw Mushroom. N/A Dmg. Range: Adjacent Cell. 12 MP. Earth Element.

+ Ground Smash: Haz-rohk smashes its rock-hard paw against the target with immense force and rage. If the target is damaged by this ability twice while in the same Cell, the damage received upon the second attack is doubled. 180% Attack Damage. Range: Adjacent Cell. 14 MP. Earth Element.

+ Natural Breath: Haz-rohk breathes deeply in the target’s general direction and unleashes a flurry of natural energy that alters the genetic makeup of the target’s insides very slightly for a short period of time. Can cause Poison. 120% Intellect Damage. Range: Aimed Cone. 10 MP. Earth Element.

A-Ability: Item

R-Ability: N/A

S-Ability:
Earthly Absorption: When healing HP through means other than items, the amount of HP restored is doubled. Only applies to Haz-rohk himself.

Release: Earthquake - 100% Piercing Attack Damage. Earth Element.

HP: 70 (+15 from Crimson Mushroom)
MP: 80
Atk: 6 (+2 from Granite Claws)
Def: 4 (+2 from Wooden Fur)
Int: 4 (+0 from Granite Claws)
Spr: 4 (+1 from Wooden Fur)
Move: 2 (+1 from Forest Grizzly Profession)


Last edited by Durn on Fri Mar 25, 2011 3:22 pm; edited 13 times in total

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Re: The Transmarine-- [Profiles]

Post by Durn on Wed Nov 10, 2010 5:00 pm

Inventory

Materials
Stick x4 - I'll be very impressed if you find a use for this.


Consumables
Weak Health Potion x3 - Restores 20 HP upon use.
Weak Mana Potion x2 - Restores 10 MP upon use.
Weak Life Crystal x1 - Restores a fallen ally with 15% Max HP and MP.


Combat Supplies


Weapons


Armor


Accessories


Key Items


Gold: 75


Last edited by Durn on Thu Dec 30, 2010 8:38 pm; edited 3 times in total

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Re: The Transmarine-- [Profiles]

Post by Durn on Wed Nov 10, 2010 5:00 pm

Reserved

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Re: The Transmarine-- [Profiles]

Post by Durn on Wed Nov 10, 2010 5:01 pm

Soundtrack


Last edited by Durn on Thu Nov 11, 2010 5:19 pm; edited 1 time in total

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Re: The Transmarine-- [Profiles]

Post by Durn on Wed Nov 10, 2010 5:01 pm

Aaric Flynn

Gender: Male
Age: 18
Level: 3
Next Level: 8/16
Appearance:
Spoiler:

Profession: Breaker - Being one who can pass judgments and form seals upon their targets, Breakers can just as easily cut their ties with judged targets and allies to create dramatic, yet righteous spells without the need of offensive abilities.
Weapon: Iron Spellblade
Armor: Navy Overcoat
Accessory: Gilded Scabbard

A-Ability: Righteous Conviction

+ Break Judgment: A single judgment is removed from the target. The removal of judgments and their effects can be found under their listed abilities. N/A Dmg. Range: 5 Cells. 7 MP. Holy Element.

+ Judgment of Penance: A small, bright red orb appears above the target's head, draining all remaining energy until the foe has praised for forgiveness of its sins. The afflicted takes damage equal to 5% of its Max HP each Calculation Phase. When removed via Break Judgement, the target takes piercing damage equal to the amount of damage inflicted by Judgement of Penance during its duration upon the target. Has a halved effect on bosses and mini-bosses. Range: 5 Cells. 9 MP. Holy Element.

A-Ability: Item

R-Ability: N/A

S-Ability:
+ Augmentation: All Intellect gained via weapon are removed in order to gain Mana equal to five per one Intellect removed. [Passive]

Release: Ultima Break - Aaric shatters the judgment inflicted upon the target, causing a massive amount of unavoidable damage. Can only be used on a target affected by a Judgment. This ability’s name is also treated as “Break Judgment”. 200% Piercing Intellect Dmg. Range: 5 Cells. Holy Element.

HP: 30
MP: 25 (+5 from Gilded Scabbard)(+5 from Iron Spellblade)
Atk: 3 (+0 from Iron Spellblade)
Def: 5 (+1 from Navy Overcoat)
Int: 2 (+1 from Iron Spellblade)
Spr: 5 (+0 from Navy Overcoat)
Move: 2 (+1 from Breaker Profession)

Skill Points: 2

Affinity:
Electria - 0
Roberto - 1
Cody - 0

Wasted - 1


Last edited by Durn on Tue Mar 08, 2011 3:43 pm; edited 12 times in total

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Re: The Transmarine-- [Profiles]

Post by Zerifachias on Wed Nov 10, 2010 5:37 pm

Name: Electria Auburn
Gender: Female
Age: 18
Level: 3
Next Level: 8/16
Appearance:
Spoiler:

Profession: Shocker - The one who claims this profession aligns with the Lightning Element. Everything they do will give quite a jolt to enemy or ally. These people tend to be dangerous. (Absorb Lightning-Element Attacks as MP)
Weapon: Electrical Charge - An intense storage of power that can be highly lethal when combined with water. *Lightning-Based Attacks: Atk - Adjacent cell; Int - 3 cells*
Armor: Dirty Uniform - Not really a uniform. Just something to wear.
Accessory: Lightning Pendant - A small crystal with lightning stored inside of it.

A-Ability: Lightning Dragon

+ Lightning Fist - Electria charges at her enemy, fist ablaze with lightning. Upon contact, the electricity zaps the enemy's body entirely. 120% Atk DMG. May Cause Paralyze. Adjacent cell range. 7 MP. Lightning Elemental.

+ Lightning Wings - Electria spreads out her arms, shooting lightning out of them, shaping them to form wings. She then attacks her enemy with the wings, sending thousands of volts through their body. 150% Int DMG. 3 cell range. 11 MP. Lightning Elemental.

+ Jolt - Electria points at an enemy and sends a fast but weak wave of electricity at the enemy, attacking their nervous system. Chance of Paralysis (75%). 3 cell range. ??? MP. Lightning Elemental.

+ Thunderbolt - Electria raises her hand into the air, an ominous wind beginning to blow. Electria then sweeps her hand down in a vertical angle to the ground. Clouds immediately form above and a large bolt of lightning strikes down upon an enemy. 160% Atk DMG. Single Enemy. ??? MP. Lightning Elemental.

+ Charge - Electria starts to store up electrical energy, forcing it to stay inside of her body instead of leaking out, dangerously increasing her own powers by a dramatic amount. Double Atk and Int, but there is a 50% chance of being self-inflicted with Paralysis. ??? MP

---Purge - In exchange for giving up some of her electrical power from charging, Electria can avoid being paralyzed. Prevents Paralysis, but the increase of power is randomized from 10% to 90%.


A-Ability: Item

R-Ability: Shocking Retribution - When attacked by a ranged attack, Electria sends back a electrical current at the enemy who attacked her for 100% Int Lightning DMG. When attacked by a hit-all attack, Electria increases the power output to create a shockwave to attack all enemies for 100% Int Lightning DMG.

+ Shocking Retribution II - When attacked by a ranged attack, Electria sends back a electrical current at the enemy who attacked her for 150% Int Lightning DMG. When attacked by a hit-all attack, Electria increases the power output to create a shockwave to attack all enemies for 150% Int Lightning DMG.


S-Ability: Surge - An incredible surge of power comes from being a Dragon Slayer. Increase the Atk and Int stats by 30%.

+ Surge II - Dragon Slayers have an enormous storage of power that gives them a huge power boost when compared to other fighters. Increase the HP, MP, Atk, and Int stats by 30%.

Release: Lightning Storm - Electria slams the ground with her fists, covering her entire body with an incredible amount of electricity. The electrical output increases and expands, soon covering over the entire battlefield. There are enough volts in this attack to turn anything it touches into dust. 100% Int Lightning DMG to all enemies. Paralyzes any survivors.

HP: 30
MP: 25
Atk: 5 (+1 from Electrical Charge)(+2 from Surge)
Def: 2 (+1 from Dirty Uniform)
Int: 5 (+1 from Electrical Charge)(+2 from Surge)
Spr: 3 (+0 from Dirty Uniform)(+1 from Lightning Pendant)
Move: 2 (+2 from Shocker Profession)

Skill Points: 2

Affinity:
Aaric - 0
Roberto - 2
Cody - 0


Last edited by Zeri~Zeri on Tue Mar 22, 2011 5:42 pm; edited 9 times in total

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Re: The Transmarine-- [Profiles]

Post by Masquerade on Wed Nov 10, 2010 6:51 pm

Name: Roberto Liorra
Gender: Male
Age: 17
Level: 3
Next Level: 8/16
Appearance:
Spoiler:

Profession: Fencer - Not sticking with the traditional rapier, the one who claims this profession wields sabers to dish out rapid attacks and tends to favor using devastating moves that harness the power of electricity.

Weapon: Crap Saber - A saber that can barely be called a piece of crap. What? Is this thing made out of plastic?! Fuck.
Armor: Crimson Coat - The coat all the fugly boys want. Makes the wearer the target of jealousy and the target of enemies who know the outfit does nothing for protection.
Accessory: Strap and Sheathe - A sheathe for the saber and a strap to carry the duo around with.

A-Ability: The Quickest Strike:

+Dash Slash: Rushes at a target and attacks it with a low, horizontal swipe of the user's weapon. 120% Atk Dmg. Range: [User's Move] cells. 6 MP.

+Electric Charge: Conjures electricity to dance along the user's weapon, strengthening the user's assaults with the power of lightning. Adds Lightning element to basic attack. Increase ATK by 20%. Range: Self. 8 MP (Equals character level starting at 8.)

+Tactile Rush: Leaps towards the enemy and slashes it diagonally before ducking low and focusing power after which the user unleashes a devastating blow to the enemy's lower torso. 100% Atk (first hit). 150% Atk (second hit). Range: 2 cells. 2 hits. ? MP.

+Surge Step: Focuses lightning into the user's feet and hands to allow swifter movements and attacks. Bestows Haste. Range: Self. ? MP.

A-Ability: Item

R-Ability: Lightning Reflex - When the user is attacked by any means, the user becomes keen to the attacks of the enemies giving the user a better chance to dodge. Increases Evasion Rate by 5% upon being attacked physically or magically.

S-Ability: Blink of an Eye - The target misses its chance to dodge because all it takes is a single blink to not notice the attacker's strike. All basic attacks and skills are Sure Hit.

Release: Tödliche Blitze (Lightning) - A column of pure energy envelops the user, seemingly rendering the user's body into nothingness, but instead, the user flashes through the sky to strike a target multiple times, over and over, before finishing with a downward slash that calls upon another column of pure energy to strike down the target once and for all. Deals 200% Piercing Atk damage to a single target up to 6 cells away.

Stats:

HP: 30
MP: 20
Atk: 6 (+1 from Crap Saber)(+1 from Strap and Sheathe)
Def: 5 (+1 from Crimson Coat)
Int: 2 (+0 from Crap Saber)
Spr: 3 (+0 from Crimson Coat)
Move: 2 (+1 from Fencer Profession)

Skill Points: 2

Affinity:

Aaric - 0
Electria - 2
Cody - 0


Last edited by Masquerade on Thu Dec 30, 2010 12:39 pm; edited 4 times in total

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Re: The Transmarine-- [Profiles]

Post by Xenosaga on Wed Nov 10, 2010 8:01 pm

Name: Cody Riddells
Age: Appears to be 16; About 150
Gender: Male
Appearance:
Spoiler:
A fair skinned boy of average height, Cody has soft features which make him appear rather feminine. He is easily mistaken for a girl due to his cross-dressing tendencies and his soft appearance. His hair is a sandy brown that is cut into a short bob hairstyle and his eyes a light blue green. He can usually be seen wearing Gothic Lolita type clothing with a ribbon tied in his hair.


Level: 3
Next Level: 8/16

Profession: Water Sprite - Born from the waters, a being with the ability to call upon the water spirits. They themselves are also a part of the water and thus, have similar attributes. However, they are not as close to the element as the spirits are and use said spirits as a medium in which to utilize the element. They are rare and hardly ever appear before humans. [Resist Water]

Weapon: Ripped Parasol - A parasol that looks like it's been through better times, there's really no use for it.
Armor: Dirty Dress - This might need to be washed.
Accessory: Warm Cloak [+1 DEF] - A fluffy little item that keeps the wearer warm and comfy.

A-Ability: Aqua Arts

+Water Crush: Water gathers at the feet of the target before swiftly rising up and crushing the target. Water Element. Range: 4 cells. 120% INT Damage. Chance of Wet. 7 MP.

+Healing Splash: Fresh water is poured over the target, revitalizing them and leaving them dry afterward. Water Element. Range: 3 cells. Heals for 130% of INT. 6 MP.

A-Ability: Item

R-Ability: N/A

S-Ability: Water Spirits' Wrath - When Cody becomes weakened, the spirits become enraged and their attacks become far stronger. Water damage increases by 50% as long as Cody is in Critical state.

D-Ability: Tidal Wave - By calling upon the spirits of the water, Cody creates a massive tidal wave that deals damage to everything in his way. Amazingly, none of his allies are damaged during this attack. Water Element. Range: Entire Field. Deals 100% INT DMG to everything except for allies.

Stats:

HP: 15
MP: 35
ATK: 1 (+0 from Ripped Parasol)
DEF: 3 (+0 from Dirty Dress)(+1 from Warm Cloak)
INT: 7 (+1 from Ripped Parasol)
SPR: 5 (+1 from Dirty Dress)
MOVE: 2 (+1 from Water Sprite Profession)

Skill Points: 2

Affinity:

Aaric - 0
Electria - 1
Roberto - 1

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Re: The Transmarine-- [Profiles]

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