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Tales of a Dreamer - Tribes of Amezi (CP Thread)

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Post by Zerifachias Sun May 01, 2011 12:10 pm

~Tutorial Chapter 00 - The Sand Ninjas~

Summary: The beginning of what seems is going to be a long adventure. The brave warriors from the various tribes have banded together in order to eradicate the threat of the sand ninja organization. However, some things aren't really what they appear to be, and danger looms above. Could the Amezi tribes be in danger of extinction?

~Act Two - Heinous Plot~

Summary: Deeper into the base, Valkner and the other warriors manage to locate an area unlike all the other rooms. Instead of sand and rock, this room is surrounded entirely by metal. It seems like the sand ninjas were experimenting with something, for the scent of blood and anesthetics was in the air. Huddled around two metal tables are a bunch of scientists, but what are they hiding from view...?


Last edited by Zeri~Zeri on Thu Jul 28, 2011 11:56 am; edited 5 times in total
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Post by Zerifachias Sun May 01, 2011 1:17 pm

~Inventory~

~Medicinal~

+ Herb (x3) - Restores 10 HP upon use.

+ Mana Fragment (x2) - Restores 10 MP upon use.

+ Antidote (x2) - Cures Poison upon use.

+ Phoenix Down (x1) - Revives one character with 20% HP upon use.

~Weapons/Armor/Accessories~

Weapons:



Armor:



Accessories:



~Key Items~

+ Sack - A small bag that holds the currency of Amezi quite easily. Rupees: 42

+ Map of Amezi - A piece of blank parchment that is only slightly filled in, from the warrior's adventures.

+ Opeuli Desert
> Sand Ninja Base
--Outer Ring
--Inner Ring


~Inflictionary~

Positive Status:

+ Bubble - Doubles HP for 3 turns, but halves HP afterward.

+ Enlarge - Doubles size to increase defense and attack by 100%. Lasts 3 turns.

+ Float - Grants immunity to Earth-elemental attacks, allows movement over nature cells, and doubles damage taken by the Wind-element for 3 turns.

+ Haste - Quickens movements to allow for two action and move phases per turn. Lasts for 3 turns.

+ Invisible - Allows for invisibility, while under this state the afflicted cannot be targeted. Lasts for 3 turns.

+ Overheat - Grants immunity to Freeze and Ice-elemental attacks, but takes double damage from Fire-elemental attacks.

+ Protect - Halves all physical damage taken for 3 turns. Cannot be used in conjunction with Shell.

+ Shell - Halves all magical damage taken for 3 turns. Cannot be used in conjunction with Protect.

+ Reflect - Any spells cast at the afflicted will rebound upon the caster for 3 turns.


Negative Status:

+ Addle - The afflicted becomes confused and is unable to remember abilities for 3 turns. Can be cured by Esuna magic.

+ Apathy - The afflicted cannot regain mana by any means for 3 turns. Can be cured by Dispel magic.

+ Berserk - Attack is doubled, but defense is reduced to 0 for 3 turns. Can be cured by Esuna magic.

+ Bleeding - The afflicted takes 10% Max HP DMG each turn until returned to full health. Enemy attacks have a greater chance of becoming critical hits. Can be cured by Esuna magic.

+ Blind - The afflicted is unable to see, so their steps and attacks are random. 50% Accuracy, movements are twisted for 3 turns. Can be cured by Esuna magic.

+ Blood Loss - The afflicted takes 25% Max HP DMG. Occurs once upon the enemy attack. Cannot be cured.

+ Burn - The afflicted takes 12% Max HP DMG each turn for 3 turns. Can be cured with Esuna magic.

--Severe Burn - The afflicted takes 17% Max HP DMG each turn for 3 turns. Defense is halved.

+ Charm/Mesmerize - The afflicted aides the enemy in their endeavors instead of the allies, due to being intrigued by a spell. Can be cured by Dispel magic.

+ Concussion - The afflicted is subject to such extreme pain that they are unable to move for awhile, and take damage every turn for 5 turns. 10% HP DMG each turn. Paralysis. Can be cured by Esuna magic.

+ Confusion - The afflicted is dazed and in frustration, attacks either itself, enemies, or allies. 33.33% chance for any. Hitting self will get rid of the confusion. Lasts for 3 turns. Can be cured by Esuna magic.

+ Critical - Those under the Critical status have less than 25% HP remaining, and are more susceptible to negative status effects. Critical statuses are removed after HP reaches above 25% maximum.

+ Curse - The afflicted becomes unable to use R-, S-, and D-Abilities until cured. Can be cured by Dispel magic.

+ Disable - The afflicted is no longer able to take an action phase for their turn. Lasts for 3 turns. Can be cured by Esuna magic.

+ Deprotect - The afflicted takes double damage from physical attacks for 3 turns. Can be cured by Dispel magic.

+ Deshell - The afflicted takes double damage from magical attacks for 3 turns. Can be cured by Dispel magic.

+ Doom - Afflicted experiences Instant Death in 10 turns. Can be cured by Dispel magic.

+ Eject - The afflicted is kicked out of the battle for the remainder of the battle.

+ Frail - Afflicted becomes unable to restore HP by any means for 3 turns. Can be cured by Esuna magic.

+ Freeze - Afflicted is frozen in ice and becomes unable to move or take an action for 3 turns. Damage taken is doubled. Can be cured by Esuna magic.

+ Hypothermia - The afflicted takes damage equal to 10% of their Max HP each turn for 5 turns. At the 5th turn, they suffer 40% Current HP damage.

+ Immobilize - Afflicted is unable to take a move action for 3 turns. Can be cured by Esuna magic.

+ Instant Death - Afflicted is immediately KO'ed. Bypasses any abilities that have anything to do with HP reaching zero. Can be cured by Revive magic.

+ Oblivion - The afflicted's very existence is shattered and turned into nothing, lost forever in the void. Cannot be cured.

+ Paralyze - Afflicted can no longer move or take action for 3 turns. Can be cured by Esuna magic.

+ Poison - The afflicted takes 14% Max HP DMG each turn for 3 turns. Can be cured by Esuna magic.

--Toxin - The afflicted suffered from an extremely bad poison in their bodies. 21% Max HP DMG each turn for 4 turns. Can be cured by Esuna magic.

---Venom - The afflicted is Stopped and takes 17% Max HP DMG for 3 turns. Can be cured by Esuna magic.

+ Sap - HP is reduced by 15% Max HP per turn for 5 turns. Can be cured by Dispel magic.

+ Seal - Afflicted can no longer move or take action for 3 turns. Can be cured by Esuna magic.

+ Shrink - The afflicted halves in size, causing attack and defense to halve as well for 3 turns.

+ Sleep - The afflicted is asleep and cannot take an action or move phase for 3 turns. Physical damage will wake the afflicted. Physical damage is automatically a critical hit. Can be cured by Esuna magic.

--Deep Sleep - The afflicted has entered a realm of deep sleep from which not even physical attacks can wake the afflicted, but they are still critical hits. Can be cured by Esuna magic.

---Nightmare - A vicious affliction in which the HP of the victim is sapped away by a terrible nightmare. 10% Max HP DMG each turn for as long as the afflicted is asleep.

+ Vulnerable - The afflicted becomes vulnerable to the next attack done by an enemy, regardless of the element. Can be cured by Dispel magic.

+ Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns. Can be cured by Esuna magic.

+ Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns. Can be cured by Esuna magic.


Last edited by Zeri~Zeri on Thu Jul 28, 2011 11:57 am; edited 6 times in total
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Post by Zerifachias Sun May 01, 2011 1:21 pm

~Completed Chapters~

~Tutorial Chapter 00 - The Sand Ninjas~

Summary: The beginning of what seems is going to be a long adventure. The brave warriors from the various tribes have banded together in order to eradicate the threat of the sand ninja organization. However, some things aren't really what they appear to be, and danger looms above. Could the Amezi tribes be in danger of extinction?

~Act One - The Sand Ninja Base~

Summary: Although the journey was long and hard, the warriors have finally managed to find the sand ninja's base of operations. Upon entering the ancient sand caverns, however, the warriors find that the task of defeating them would not be an easy one. The tribes of Amezi can only pray for their victory, and hope for their safe return.

Act Two coming up next...


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Post by Zerifachias Sun May 01, 2011 1:22 pm



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Post by Zerifachias Sun May 01, 2011 2:32 pm

~Enemy Character Profiles~

Name: Gretel
Age: ???
Gender: Female
Appearance and Soundtrack: https://www.youtube.com/watch?v=RDNon7uTqMU&feature=related
Level: 2

Profession: Mutant - A sick experiment by humans that had went wrong at some point. Now the once human form that this person once had has been altered into that of a mutant. But...perhaps some good can still come of it...

Weapon: Demonic Fist - An enormous black shell that covers what was once a human arm. It gives off a sickly green aura.
Armor: Soul Card - The mutant's soul was separated from her body and put into a card, which now gives off a green glow.
Accessory: Checkered Dress - A black and white dress that Gretel wears at all times, no matter what happens to her or the dress. (+5 HP)

A-Ability: Altering Bodily Functions

+ Racing Heart - The user quickens the flow and creation of blood in the user's own bloodstream in order to quickly heal any wounds that may have occurred from within or outside the user's body. Grants Regen. Grants Immunity to blood-based negative status effects until Regen wears off. 14 MP.

+ Explosion Shell - The user slams the user's shell-arm on the enemy, the impact of the foreign material within the enemy's skin causing a small explosion that only hurts the enemy, since the user is protected by the shell. 140% Atk DMG. Adjacent cell. May cause Burn. 10 MP. Fire Elemental.

+ Enlarge Shell - The user focuses mana into the user's shell-arm in order to make it temporarily grow in size, to protect the user from oncoming attacks. Increases defense and spirit by 30% for 3 turns. 12 MP.

R-Ability: None

S-Ability: Unnatural Immunity - Due to the mutant's form, the mutant is resistant to most negative status effects like Poison, Burn, Sleep, Paralysis, etc.

Final Judgement: Shell Flare - 200% Atk DMG to a single enemy. Dark Elemental.

Stats:
HP: 50 (+5 from Checkered Dress)
MP: 45
Atk: 6 (+2 from Demonic Fist)
Def: 5 (+1 from Soul Card)
Int: 0
Spr: 5 (+1 from Soul Card)
Move: 2 (+1 from Mutant Profession)


Last edited by Zerifachias on Sun Aug 07, 2011 7:31 pm; edited 6 times in total
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Post by Zerifachias Sun May 01, 2011 2:35 pm

~Neutral Character Profiles~

N/A


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Post by Zerifachias Sun May 01, 2011 2:53 pm

~Special Character Profile~

Coming soon...


Last edited by Zeri~Zeri on Sun May 01, 2011 3:17 pm; edited 1 time in total
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Post by Zerifachias Sun May 01, 2011 2:58 pm

Name: Valkner Dissae
Age: 19
Gender: Male
Appearance:
Spoiler:

Level: D
Progress: 7/160

Profession: Dragon Tablet - A rare type of profession where the human body is altered through magic to take the form of a miniature dragon. This type of magic is very powerful and very dangerous. The usage of this magic can result in disaster, especially for those around the user. (Instant Transformation)

Weapon: Red Tablet - A tablet that allows transformation to take place in the very core of Valkner's body.
Armor: Scale Shield - An item that transforms with the body in order to protect Valkner.
Accessory: Small Pouch - A very small storage container that can barely hold one item. (+5 HP)

A-Ability: Dragon Skills

+ Transform Kirin - Valkner transforms into a dragon, preparing himself for the battle to come. Changes form to Kirin, the beast of fire. 5 MP. This transformation lasts only 5 turns, and in order to use this form again, Valkner must wait in his human form for another 3 turns, in order to recharge. In exchange, his dragon form is much more powerful.

R-Ability: N/A

S-Ability: N/A

Final Judgement: ~Sealed~

Stats:
HP: 10 (+5 from Small Pouch)
MP: 5
Atk: 3
Def: 2 (+1 from Scale Shield)
Int: 0 (+1 from Red Tablet)
Spr: 1
Move: 2

Skill Points: 0


*Instant Transformation: At the beginning of the battle, Valkner is able to instantly transform into one of the available dragons that he has obtained and still move as he ordinarily does in the same turn.*

~

Name: Kirin
Age: 19
Gender: Female
Appearance:
Spoiler:

Level: 1
Progress: 7/10

Profession: Fire Dragon - The mythical beast that was once known as a mighty steed of fire. In this case, she is known as the Fire Dragon, Kirin. (Absorb Fire)

Weapon: Sharp Fangs - Deal heavy damage to enemies just by biting them.
Armor: Thick Scales - Heavy scales that cover the entire body. There are a few weak points.
Accessory: Belly of Fire - A storage for the massive amount of fire that is within Kirin.

A-Ability: Grand Flames

+ Fire Spout - A simple magic where Kirin shoots a fireball at the enemy, propelled by more fire to increase damage output. 120% Int DMG. 4 cell range. May cause Burn. Fire Elemental. 8 MP.

+ Ground Shatter - Kirin slams her heavy tail on the ground, causing a small quake in a fan-shape in front of her or behind her. 90% Atk DMG to all within the fan-shaped area. Does double damage to enemies under the ground. 12 MP.

R-Ability: N/A

S-Ability: Massive Power - By unleashing the fury of Kirin, she can double her attack and intellect for just 3 turns.

Final Judgement: Hell Firagun - Fire Elemental. 100% Int to all. Burns survivors.

Stats:
HP: 30
MP: 30
Atk: 5 (+2 from Sharp Fangs)
Def: 3 (+1 from Thick Scales)
Int: 5 (+1 from Belly of Fire)
Spr: 3 (+1 from Thick Scales)
Move: 2 (+2 from Fire Dragon Profession)

Skill Points: 0

Affinity:

Cornelia - 0
Kaleidoscope - 0
Rei - 1
Quinn - 0
Angela - 0


Last edited by Zeri~Zeri on Thu Jul 28, 2011 6:10 pm; edited 3 times in total
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Post by Masquerade Tue May 03, 2011 7:57 am

Name: Cornelia Lancaster
Gender: Female
Age: 20
Level: 1
Next Level: 7/10
Appearance:
Spoiler:

Profession: Illusionist - Making the enemies tremble in fear or delirium, the one who claims this profession bends the very fabrics of reality to create illusions that can confuse and utterly debilitate all who stand in her way.

Weapon: Fallacious Tome - Ancient book that is actually a counterfeit of a masterpiece written by a famous author several decades ago.
Armor: Weaver's Dress - Black dress with red diamond patterns, it is worn by those who spin false images.
Accessory: Deceiver's Bloom - A beautiful flower kept perched in one's hair, only those mastering the art of manipulation through illusion can wear it with pride.

A-Ability: Standstill:

+Delirium: Completely addles the mind of the target using illusion magic to warp the target's surroundings. Range: 6 cells. Chance of Confusion. Chance of Addle. 12 MP.

+Moment: Halts a target completely by creating the illusion that time has begun to stand still for the target. Range: 6 cells. Chance of Stop. 10 MP.

+Deep Chill: Unleashes a wave of ice that clings to the target and slowly drains away its vitality. 70% Int Dmg. Range: 4 cells. Damage persists for 3 turns. Stacks 3 times to increase damage. Each stack deals 10% more damage. A target stacked 3 times becomes Frozen regardless, unless there is an absolute immunity. ? MP. Ice elemental.

+Fear: Causes the target's worst fears to come to life in the form of an illusion. Range: 6 cells. Chance of Fear. ? MP.

+Hysteria: Spreads a seed of false panic through the enemy ranks making them all the more susceptible to the brutality of illusions. Increases negative status susceptibility by 10% for 5 turns. Range: All enemies. ? MP.

+Winter Shard: Successive ice spell in which the user conjures shard after shard of ice to slam into the foe from a multitude of directions, one right after another. 90% Int Dmg. Range: 4 cells. 6 hits. ? MP. Ice elemental.

+Degen: It starts with but just a thought, a feeling of sickness, until the user's illusion portrays the target's body starting to rot away causing the target's mind to bring forth into reality what it sees. Range: 6 cells. Chance of Poison. ? MP.

+Condemn: Plagues the target with a mirage that doesn't force the target to see something, but to see nothing, all that is real fading away until nothing but a blanket of white remains. Range: 6 cells. Chance of Blind. ? MP.

+Icicle Rain: Sends a cascade of sharp icicles descending upon a single foe. 60% Int Dmg. Range: 4 cells. 12 hits. ? MP. Ice elemental.

---Frozen Fang: Pierces the foe with an immense icicle that slowly descends from the sky. 190% Int Dmg. Range: Set. ? MP. Ice elemental.

+Howling Blizzard: Unleashes the ultimate ice magic to bring forth the northern winds, forcing them to congregate into a tornado that tears at the enemy with frozen droplets of rain and ending with a brutal shattering of ice sending the foe crashing into the ground. 160% Int Dmg. Range: 4 cells. 5 hits. Chance of Bleeding. ? MP. Ice elemental.

A-Ability: Displace Reality *LOCKED*

+Delusion Devour: Draws in the force of delusion placed upon a foe and harvests that energy to unleash devastating attacks with which to shred reality and cloak the world in an unending fallacy. Removes one negative status from a foe and replaces it with 'Absorbed Into Delusion.' [Absorbed Into Delusion - Has no effects, negative or positive, on the target. Permanent duration.] Range: Single enemy. ? MP.

+Phenomenon: Obscures an object from the view of all. What used to be there? Was it even there in the first place? Places 'Absorbed Into Delusion' status upon an inanimate object on the field. [Absorbed Into Delusion - Has no effects, negative or positive, on the target. Permanent duration.] Range: Single object. ? MP.

R-Ability: Impede Progress - When an enemy uses a move that boosts its stats, the amount by which the stat(s) is increased is halved.

S-Ability: Illusion Feeder - Absorbs an amount of HP equal to 10% of damage done by illusions, excluding base damage (i.e. gains HP from persisting damage, negative status effect damage, etc.)

D-Ability: Wasteland (Ice) - Conjures the ultimate illusion, whisking a target away to an icy expance, covered in snow that extends to the ends of oblivion, and with no true destination in sight, the target wanders aimlessly until collapsing, reaching an ultimate demise. Deals 200% Piercing Int damage to a single target on the battlefield.

Stats:

HP: 15
MP: 25 (+5 from Deceiver's Bloom)
Atk: 0 (+0 from Fallacious Tome)
Def: 2 (+1 from Weaver's Dress
Int: 3 (+1 from Fallacious Tome)
Spr: 3 (+1 from Weaver's Dress)
Movement: 2 cells (+0 from Illusionist Profession)

Skill Points: 0

Affinity:

Valkner - 1
Kaleidoscope - 0
Rei - 0
Quinn - 0
Angela - 0


Last edited by Masquerade on Thu Jul 28, 2011 3:52 pm; edited 9 times in total
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Post by Durn Tue May 03, 2011 2:41 pm

Name: Kaleidoscope Quilt
Gender: Male
Age: 26
Level: 1
Next Level: 7/10
Appearance:
Spoiler:
Profession: Diabolist - One who performs frequent, yet somewhat obscure acts of deviltry in order to manifest themselves as beings of fantastic horror and despair. [Basic Attack: 3 Cell Range][Basic Attack: Int-Based][Manifestation Shift]
Weapon: Feeble Sewing Needle - A thin, copper wire with a pointed end. Indicated by the bloodstains scattered across the needle, this object was likely used in many rituals of malicious intent.
Armor: Enveloping Garments - A series of poorly stitched, white blankets sewn together for the purpose of covering the user's body. Not a single centimeter of the wearer's body can be seen through this thick, although shoddy guise.
Accessory: Broken Light Bulb - Although most of the bulb's contents have withered away, the Diabolist still carries the thing around with him.

A-Ability: Infernal Phantasm

+ Martyr: Sprinkling a thin, almost intangible trail of salt across the ground in the shape of a square, the user takes a sewing needle and impales it through his left pinkie finger. As the blood makes contact with the salt, an aura of suffering begins to loom around the caster. Summons Martyr. N/A Damage. Range: Self. 5 MP. Dark Element.

--- Synchronization With Hell: Kaleidoscope's critical strike chance is increased by 50%.

+ Placebo: Sprinkling a thin, almost intangible trail of salt across the ground in the shape of a circle, the user takes a sewing needle and impales it through his left ring finger. As the blood makes contact with the salt, an aura of resentment begins to loom around the caster. Summons Placebo. N/A Damage. Range: Self. 5 MP. Dark Element.

--- Synchronization With Hell: Upon activating Placebo, Kaleidoscope gains 3 Substitution Orbs. Whenever Kaleidoscope takes damage, he may consume one Substitution Orb in order to reduce the damage caused by the attack by 50%.

A-Ability: Item

R-Ability: N/A

S-Ability:
Synchronization With Hell: As long as Kaleidoscope has a summon active, he gains a passive buff that varies from demon to demon.

Release: Final Devastation - The caster slits his own throat, allowing ample spirits of demonic descent to fill the battlefield with horror and despair. Can cause Disease. 100% Piercing Intellect Damage. Range: All Foes. Dark Element.

HP: 20
MP: 20 (+5 from Broken Light Bulb)
Atk: 4 (+1 from Feeble Sewing Needle)
Def: 3 (+1 from Enveloping Garments)
Int: 0 (+0 from Feeble Sewing Needle)
Spr: 3 (+1 from Enveloping Garments)
Move: 2 Cells (+1 from Diabolist Profession)

Skill Points: 0

Affinity:
Valkner - 0
Cornelia - 0
Rei - 0
Quinn - 0
Angela - 0

* Manifestation Shift: When Kaleidoscope summons a demon, his own entity becomes a part of the demon's existence. Because of this, the summon does not require its own cell, and will move and attack in place of Kaleidoscope, as if controlling his every move. Kaleidoscope's summons do not have their own stats, and act based off of his. Demons can only be de-summoned upon Kaleidescope's death, so, for the most part, only one summon will be used per battle.

---

Name: Martyr
Gender: Unknown
Age: Unknown
Level: 1
Next Level: --/--
Appearance:
Spoiler:
Profession: Entity of Suffering - Only the demon's name and title have been preserved. It's only purpose is to suffer and to be forgotten, exemplifying its loneliness through bloodshed and rage.

+ Entangling Swipe: The demon extends its talons outward toward the target, tangling its limbs around it and then receding its claws back into its body, eviscerating the target's flesh with efficient speed. 130% Attack Damage. Range: 2 Cells. 8 MP. Neutral Element.

+ Followup Strike: After weakening its target, the demon quickly strikes at the target's chest, hastily impaling it and receding its claws back into its body. If the target was damaged by an A-Ability other than Followup Strike in the previous turn, the damage caused is doubled. 100% Attack Damage. Range: 2 Cells. 10 MP. Neutral Element.

---

Name: Placebo
Gender: N/A
Age: 345,250
Level: 1
Next Level: --/--
Appearance:
Spoiler:
Profession: Entity of Resentment - An extremely old demon comprised of various trinkets and gadgets. Its purpose is to search for replacements for its slowly deteriorating body parts.

+ Shaped Dummies: The demon quickly stitches together two flesh-and-blood copies of Kaleidoscope's body, which act as bait for the summoner's enemies. The copies cannot move, and are inflicted with a permanent status of Center of Attention to all foes within a 3 cell radius of the dummies. Upon being attacked, the dummies explode in a sudden burst of hand-knit organs and bones, which quickly ignite enemies within 2 cells of the blast for 110% Attack Damage. N/A Damage. Range: 2 Cells. 12 MP. Dark Element.

+ Bodily Repair: The demon begins to stitch the injured body of Kaleidoscope back to health, protecting him with various trinkets and hand-knit body parts and other contraptions. Restores 15% Maximum HP per turn of activity and inflicts one turn of Center of Attention. Remains active for 3 turns. No other actions may be initiated during the process of Bodily Repair. N/A Damage. Range: Self. 8 MP. Dark Element.


Last edited by Durn on Sat Jul 30, 2011 7:23 pm; edited 3 times in total
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Post by Kurio Tue May 03, 2011 3:22 pm

Name: Rei
Age: 21
Gender: Female
Appearance:
Spoiler:

Level: 1
Progress: 7/10

Profession: Lady of Light - One who uses light in various ways to aid her and her allies. [INT-based Normal Attacks] [Normal Attack range: 3 cells]

Weapon: Twin Staff - A staff with a weight on each end.
Armor: White Dress - A white silk dress.
Accessory: Daimond Ring - A daimond ring.

A-Ability: Lux

+ Lucid Blast - Rei gathers energy and condenses it into a small blinding sphere, which is launched up and crashes down on its targets. [120% Light INT Dmg. Range: 5 cells and adjacent cells of the target. 12 MP]

+ Warmth - Rei envelops an ally in a coat of light, rejuvinating them. [Range: 5 cells or self. Heals target for 20% of target's max HP. 12 MP]

R-Ability: Manaburn - Whenever an enemy without the Manaburn debuff is hit by one of Rei's abilities, they are applied with Manaburn. If Rei attacks or uses an ability on a target afflicted with Manaburn, they ignite, consuming the debuff and taking damage equal to 10% of Rei's max MP. The debuff is automatically dispelled on the third turn after application if not ignited, dealing no damage.

S-Ability: Mana Pool - Rei's MP is doubled.

Final Judgement: Finales Funkeln - After gathering energy, Rei fires a large beam of light to devastate enemies in a line. [150% Piercing Light INT Dmg. Range: 3 cell wide straight horizontal/vertical/diagonal line. If a target afflicted with Manaburn is hit by this ability, they take double damage instead of the original effect]

Stats:

HP: 15
MP: 25 (+5 from Diamond Ring) (x2 from Mana Pool)
ATK: 0
DEF: 2 (+1 from White Dress)
INT: 5 (+1 from Twin Staff)
SPR: 3 (+1 from White Dress)
Movement: 2 (+0 from Lady of Light Profession)

Skill Points: 0

Affinity:

Valkner - 1
Cornelia - 0
Kaleidoscope - 0
Quinn - 0
Angela - 0


Last edited by RAWRGLESCHMEG on Thu Jul 28, 2011 11:50 am; edited 2 times in total
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Tales of a Dreamer - Tribes of Amezi (CP Thread) Empty Re: Tales of a Dreamer - Tribes of Amezi (CP Thread)

Post by Silver Tue May 03, 2011 7:29 pm

Name: Quinn
Age: 17
Gender: Male
Appearance:
Spoiler:
-------------------
Profession:
Spoiler:
Level: 1
Exp: 7/10
-------------------
Weapon: Rusted Dagger- A metal dagger that has rusted with years of use.
Armor: Black Gloves- A pair of gloves colored black, they protect the hands, albeit rather poorly.
Accessory: Theft Bag- A bag filled with stolen items, it still has room for more however.
-------------------
A-Ability: Thievery

+ Steal- Quinn runs up to a foe and reaches out, grabbing whatever item they may have on them.
(Damage: --/Effect: Steals an Item 50%/Range: Adjacent Cell/Mp: 6/Element: --)

+ Demi- Quinn thrusts his hand forward creating a small translucent sphere that goes flying at a nearby foe.
(Damage: 10% Max Hp/Effect: --/Range: 3 Cells/Mp: 15/Element: --)

+ Stealth- Quinn throws down a smoke bomb, which, he then uses to disappear completely.... or so everyone thinks...
(Damage: --/Effect: Invisible/Range: Self/Mp: /Element: --)

+ Quickening- Quinn closes his eyes and focuses on his mana flow, sending it at a faster speed so that he may move faster.
(Damage: --/Effect: Haste/Range: Self/Mp: /Element: --)

+ Passive Aggressive- Quinn puts a hand on one of his allies' shoulders and focuses some of his mana into them, healing some of their wounds while also giving them a minor boost to their power.
(Heal: 20% Max Hp/Effect: Next Attack +50% Potency/Can not be used on Self/Range: Adjacent Cell/Mp: /Element: --)

+ Passive Defensive- Quinn puts a hand on one of his allies' shoulders and focuses some of his mana into them, healing some of their wounds while giving them a slight defensive boost.
(Heal: 20% Max Hp/Effect: Next Damage Take / 2/Can not be used on Self/Range: Adjacent Cell/Mp: /Element: --)

+ Charming Wink- Quinn looks at a foe, warning them that no one can resist this next move, before quickly pulling a way and giving them a charming wink and a smile that could melt the sun.
(Damage: --/Effect: Charm 75%/Range: Adjacent Cell/Mp: /Element: --)

+ Specialty Combo- Quinn, rather gracefully, ducks underneath a foe, delivering several slashes before he finishes off his combo with a single stab.
(Damage: 100% Atk x 4/140% Atk/Effect: Blood Loss 50% [Final Hit]/Range: Adjacent Cell/Mp: /Element: --)

-------------------
A-Ability: Master Thievery

+ Mug- Quinn runs up to a foe, reaching his hand out and grabbing an item they may have on them before he roughly bumps into them.
(Damage: 100% Atk/Effect: Steals an Item 50%/Range: Adjacent Cell/Mp: /Element: --)

+ Sticky Fingers- Quinn runs up to a foe and forcefully grabs them, ripping an item off of their person and throwing them aside.
(Damage: --/Effect: Highly Improved Chance to Steal an Item [Normal Enemies]/Improved Chance to Steal an Item [Boss Enemies]/Range: Adjacent Cell/Mp: /Element: --)

+ Gravity- Quinn thrusts his hand into the air and then sends it crashing down, creating a moderate sized translucent sphere that follows his hand, targeting a nearby foe, crushing them slightly under their weight.
(Damage: 20% Max Hp/Effect: --/Range: 3 Cells/Mp: /Element: --)

+ Fire Combo- Quinn enshrouds his weapon in a burning flame and strikes his foe three times, making sure to leave burns.
(Damage: 120% Atk x 3/Effect: Burn 50%/Range: Adjacent Cell/Mp: /Element: Fire)

- Heat Flair- Quinn continues his combo by sliding underneath a foe and stabbing upwards, sending a burst of flame upward.
(Damage: 140% Atk/Effect: Burn 50%/High Critical Hit Rate/Range: Set/Mp: /Element: Fire)

+ Blizzard Combo- Quinn summons forth three blocks of ice and has them forcefully crash into his foe one after another.
(Damage: 110% Atk/120% Atk/130% Atk/Effect: --/Range: 3 Cells/Mp: /Element: Ice)

- Chill Flair- Quinn continues his combo by causing one more block of ice to appear and break, causing freezing energy inside to collapse in on the foe.
(Damage: --/Effect: Freeze 75%/Range: Set/Mp: /Element: Ice)

+ Thunder Combo- Quinn enshrouds his weapon in several hundred bursts of energy and strikes them over and over again, albeit with less power than normal.
(Damage: 90% Atk x 4/Effect: Paralyze 50%/Range: Adjacent Cell/Mp: /Element: Lightning)

- Air Flair- Quinn continues his combo by jumping into the air and striking his foe over and over again, albeit with less power.
(Damage: 50% Atk x 8/Effect: --/Range: Set/Mp: /Element: --)

-------------------
A-Ability: Magus Sciopero

+ Time Crash- Quinn rushes up to a foe and plunges his dagger into a weak part of his foe and charges a dangerous amount of mana into their system till it drains some of their mana and cause their entire system to move slower.
(Damage: 150% Atk/Effect: Slow 75%/Range: Adjacent Cell/Mp: /Element: --)

+ Gravira- Quinn thrusts his hand into the air then forces it down and then side to side, creating a large translucent sphere that follows his hand's movements, crushing his foe under their weight.
(Damage: 30% Max Hp/Effect: --/Range: 3 Cells/Mp: /Element: --)

+ Time Buster- Quinn strikes his foe several times in predetermined weak points before finally thrusting his weapon into one of his foe's weak points and charging them full of mana until it cause their mana cycle to overload and stop completely.
(Damage: 120% Atk/140% Atk x 2/160% Atk/Effect: Stop 75%/Range: Adjacent Cell/Mp: /Element: --)

+ Comet- Quinn summons forth a small rock from beyond the world, causing it to crash down into the earth, taking a foe along with it.
(Damage: 200% Atk/Effect: --/Range: 5 Cells/Mp: /Element: --)

-------------------
A-Ability: Incanto Sciopero

+ Graviga- Quinn thrusts his hand into the air then forces it in a circular motion before finally striking downward, creating a giant sphere that follows his hand's movements, crushing a foe under four times their weight.
(Damage: 40% Max Hp/Effect: --/Range: 3 Cells/Mp: /Element: --)

+ Meteor- Quinn summons forth a large rock from beyond the world, causing it to crash down into the earth, creating a large dent that takes a foe, and those unfortunate to be nearby along with it.
(Damage: 250% Atk/Effect: --/Range: 5 Cells and 2 Cell Radius of Target/Mp: /Element: --)

-------------------
R-Ability:

+ Shift Reaction- As Quinn is continually attacked, he becomes better at focusing and preparing for attack, allowing him to dodge with ease. Every time Quinn is attacked, his chance to dodge is increased by 5%. Activates upon successful enemy hit directed at Quinn. Only activates once per turn. Stacks 10 times.
-------------------
S-Ability:

+ Shift- When Quinn has a chance to prepare for an attack coming at him, he opens up a small magical rift in the ground and sinks in, dodging the attack. Quinn has a 25% chance to dodge a single attack per turn, as long as that attack is directed at him.
-------------------
D-Ability: Omega Force- Quinn forces all of his energy into his weapon and then thrusts it downward, creating a pulse of energy that rushes through the earth below and then spikes up underneath one of his foes.
(Damage: 200% Pierce Atk/Effect: --/Range: Single Enemy/Mp: --/Element: --)
-------------------
Stats:

Hp: 20
Mp: 15
Atk: 5 (+1 from Rusted Dagger) (+1 from Theft Bag)
Def: 3 (+1 from Black Gloves)
Int: 1
Spr: 2 (+1 from Black Gloves)
Move: 2 Cells (+2 from Thief Profession)
-------------------
Skill Points: 1
-------------------
Affinity:

Valkner: 0
Cornelia: 0
Kaleidoscope: 0
Rei: 0
Angela: 1


Last edited by SilverStorm on Sun Aug 07, 2011 7:49 pm; edited 5 times in total
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Tales of a Dreamer - Tribes of Amezi (CP Thread) Empty Re: Tales of a Dreamer - Tribes of Amezi (CP Thread)

Post by Cerani Thu May 05, 2011 2:33 am

Name: Angela Learo Mako
Age: 20
Gender: Female
Level: 1
Experience: 7/10
Appearance:
Spoiler:

Profession: Sanguine Healer - Sanguine tuo dabo vestra construenda nocet.

Weapon: White Gloves
Armor: Tattered Scarf
Accessory: Crimson Belt (+5 MP)

A-Ability: Detraxi Lenta - Adductus sum facultatem facias quicquid detraxi cupiam. Gaudete non sum potens possem.

+ Transanguis - Heals an ally for 25% of their Max HP, but requires an enemy within range that has 25% Max HP left. That enemy will lose 25% Max HP. Range: 3 cells. Cost: 25 MP

+ Arteriarum - Constringere vasis vestris, infirmantur, et minuo. 110% Int damage, chance of Bleeding. Range: 3 cells. Cost: 10 MP

R-Ability: Sanguinem Comedentis - Whenever Angela inflicts damage, she absorbs 25% of the total damage caused.

S-Ability: Emendatio - Meo sanguine I peccabitis ut damnatorum. Angela is immune to statuses such as Poison, Venom, Disease, etc.

D-Ability: Sanguis Domini Damnatorum - Sanguis damnati anima tua et insidias nusquam dimittere. 100% Piercing Int damage to the Enemy Party, high chance of Blood Loss.

Stats:
HP: 20
MP: 30 (25 +5 Crimson Belt)
Atk: 0
Def: 3 (2 +1 Tattered Scarf)
Int: 5 (4 +1 White Gloves)
Spr: 4 (3 +1 Tattered Scarf)
Move: 2 (2 +0 Sanguine Healer)

Affinity:

Valkner: 0
Cornelia: 0
Kaleidoscope: 0
Rei: 0
Quinn: 1
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Tales of a Dreamer - Tribes of Amezi (CP Thread) Empty Re: Tales of a Dreamer - Tribes of Amezi (CP Thread)

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