.:Abyss of the Seas:. ~Profile Thread~

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.:Abyss of the Seas:. ~Profile Thread~

Post by crazE on Fri Jun 22, 2012 5:05 pm

Armonia's Cascade Islands.

In the northern hemisphere of Armonia, there is a cluster of islands known as the Cascade Islands. All inhabited with a wide variety of vegetation and wildlife, these islands are situated quite closely, though separated by miles of vast expanses of water.

Purge Island lays towards the center of this massive island chain, where the great Labyrinth Forest stretches across its northern end, only stopping at the border of the Trader's Peninsula. Trader's Peninsula stretches out to a massive expanse of lush terrain, wrapping around in a protective grasp around Calbru's Port in the farthest part inside Small Bay. Upon the southern end of Trader's Peninsula lies the Trader's Passage, the biggest importing and exporting place within the island chain. A very small island on which this passage takes place is densely populated, even more than the biggest city on the main island. The Sound (known as the Trader's Pass) that separates the Trader's Passage island is the most known for pirates and massive scams and heists. To the north of Purge Island is Invisible Island, named for being the biggest site of shipwrecks and fatal accidents. The name itself is a cruel joke to the fact that it is immensely hard to navigate around the wall-like shape of its structure unless starting completely to the east side of Purge Island. A little farther north are the Phantom isles, a small group of islands rumored to house the most magical items and places. The people there live up to it as well, performing duties as if phantoms to the world.

To the south is Coral Island, a less-populated island with a high amount of vegetation. The Vast beach lines the northern coastline, a massive beachside considerably made out to be a small desert. Mysterious Alcoves and caves can be found here, and also residential aborigines in small groups that should best be avoided for their astonishing knowledge of biological magic.

Even farther south lies Gat's Island, a rarely inhabited island with a massive jungle that is said to house the darkest creatures of the world. It is duly named Killer's Jungle, along with the very port there being named "Turnaway Port." Not much more is known of this island other than the ferocius myths and rumors spread about by sailors.

to the east of Coral Island lies the largest of all island territories, the King's Islands. King's island is considerably massive, having the largest mountain range of all islands. Royal City (where the King's Castle resides) rests in God's Mountains, the massive and jagged peaks providing great protection and seclusion to the world. Only the rich and wise in magic may live here. to the west the island curves as Castle Forest bars the way for easy passage. Within the center lay Crystal Lake, a beautiful translucent blue body of water which is said to keep people younger and healthier. A small town is situated on the southern side. Farther west the land dramatically curves to become Pyre Peninsula, a massive trading business taking large here, only second to Purge Island's acclaimed trading title. Very small isles reside at the tip of Pyre Peninsula, the largest having the most artistic and architectual city known as Pastel City. This city seems to be the most known to having the best and most known artists and architects found around.

a little across a smaller expanse of water and still within the King's Island territory lies Passion Island. The rumors here vary from the biggest celebrations to the largest suggestive parties known. It is a place of festivities and where love most resides in the air. The air brings all spirits up and seems to always be able to bring those together. But within the island also resides a large and fatal land structure- Mt. Endor. the small mass of mountains hides the true fatal secret of Passion Island: Mt. Ender is a volcano. Although inactive, locals sometimes recall a small rumble or the sound of roaring in the distance.

heading across King's Island's waters towards the east lies Widower's Atoll, a fairly large atoll that has the unusual phenomenon of being a perfectly circular atoll, a large lagoon in the center. many rumors recall that a strange magic resides here and mustn't be trifled with. Hence the uninhabited paradise. nearby though, Captain's Isle stands alone. It is very populated, having the closest cities and towns to one another (although it can't be helped due to the island's size). the best economical system also resides here, managing all systems of trade and currency. It seems to be the closest to industrialization.

Bringing back to Royal city, towards the east in the larger mass of the island lies Shroud Forest, a dark and looming forest that scares most travelers from attempting to enter. The very air seems to hiss intimidatingly. On the other side of the Shroud Forest and close to the coast on the other side stands looming the Stoic Mountains, massive stony structures that capture the aesthetic beauty of the natural statues known as mountains.

And lastly, Arct Island, lying farthest north of any of the island chains. Although these islands lack as far north to hit the tundra zone, Arct Island is best known for half of its mass being in snow and ice, locked away for eternity. On the southern side is where most of the population reside, Auroran city marking the biggest of all. Northeast considerably from the city lies Glacier lake, although named to be a glacier is not in fact frozen by some mysterious phenomenon. A thick fog consistently covers over the lake and provides a lack of direction to those who try to cruise its waters. To the north of Auroran City lies the Ghost Mountains, a haunted cluster of ice-peaked mountains that give a chill without the cold. A consistent cacophony of moans can be heard at the base of the mountain, and even more while climbing the large structures. Even farther to the north of Arct Island lies Castaway Ice Shelf, an unknown mass of ice that is completely uninhabited. due to its bitter cold atmosphere and frozen complexion.

The Cascade Islands. They all fit together in harmony, the peoples all conjoined in over 100 years of peace and prosperity. The best sea-faring technology is underway as the populations all reach out to each other in a communed truce to better provide an even more peaceful environment for future generations. The leaders of all islands meet together under the rule of the High King and discuss what better ways to maintain and provide even better ideas to make their world a better place. All is well, their world as they know it is on the verge of a new prosperous revolution.

Until the Smog hits.

A mysterious cloud overlaps the south-eastern side of King's Island, a fog that gives off an unearthly hue of smoke and mist. Occasionally it clears off, revealing the places and people it had overlapped to be... gone. Whole villages and cities abandoned and wrecked in a night under the smog. The word of this unnatural phenomenon quickly catches ablaze through the gossip and discussion, causing a sudden panic and unsettling aura about the islands. Mystified and astonished, the leaders gather again to discuss about this mysterious cloud that threatens to consume King's Island. Almost immediately a blame is thrown out, causing a sudden hostility to boil from the fear and panic raging through the minds of the leaders. Immediately a discussion becomes a heated debate, a heated debate becoming a hostile argument, and soon enough, the peace is gone.

War has broken out.

Now the islands have the threat of each other and the Smog on their hands, the hope slowly dwindling unless someone, somewhere helps unravel the mystery of the disappearing population and the mist that consumes at unwanted times. Someone to help end the feud and bring peace back to the Cascade Islands.

Will you do it?....


.:Armonia Chronicals:.
Abyss of the Seas

------------------------------------------------------


Code:

[b]Name:[/b] (Name of the character you are using.)
[b]Gender:[/b] (Gender of the character you are using. Please... just no odd/mixed genders. specify if your character has no gender)
[b]Age:[/b] (Age of your character)
[b]Level:[/b] (Start with Level 1)
[b]Next Level:[/b] 0/10
[b]Appearance:[/b] (your character's appearance. use spoilers [spoiler][/spoiler] for pictures or lengthy descriptions.)

[b]Profession:[/b] (your character's profession/job. your character will have three job promotions, totaling four professions your character will go through throughout the RP. Professions may give stat bonuses, affinities, or special properties, but the first profession will only begin with a weakened state of these effects. Start with the first profession.)

(Equipment slots: Equipment slots normally consist of Weapon, Armor, and Accessory equipment slots. These are item slots that allow the character to equip weapons, armor, and accessories, which boost stats of the character that equips them. Weapons, armor and accessories will be available in shops along the RP. equipment items can be bought with Gold, which will be obtained by defeated opponents, treasure chests, or treasure troves. Random equipment items will also be found in random places or dropped by defeated opponents. Your character will start with a basic weapon, basic armor, and basic accessory either boosting +1 ATK, DEF, INT,  or SPR. Weapons will and always will boost INT and ATK, and armor always will boost DEF and SPR. Accessories can boost any of the stats, including +5 HP/MP, and even +1 MOVE stat.

Equipment also have a stat themselves known as DUR (Durability). DUR is how much the armor can take punishment before it becomes unusable and must be repaired. Example:
Old Cloak- an old cloak that barely holds together. [+1 DEF] [b][DUR: 2/2][/b]

1 DUR can take up to 9 damage without being reduced, but once it exceeds 10 Damage, DUR is reduced by 1. When maximum DUR reaches 0, the equipment no longer boosts the player until it can be repaired at a shop. Starting maximum DUR can range from 2-4 DUR. Accessories and Weapons don't have DUR.)
[b]Weapon:[/b]
[b]Armor:[/b]
[b]Accessory:[/b]

[b]A-Ability:[/b] (This is your first A-Ability. A-Abilities are abilities allowing the use of skills by the player. You may only have one A-Ability with two skills for that ability for your starting profile.)

[b]+ (Name of skill) [/b] (This is your first skill. Skills are special attacks used by the player to perform complex or powerful moves. beginning moves can start with an attack percentage range of 80%-120% damage (either adds more to your base ATK/INT stat or less depending on the percentage), can have an added effect, can have its hit rate lowered from 100% to reduce MP cost, and can have the variance of damage heightened or lowered by 10% based at 0% to have the chance of inflicting more or less damage. Range can vary from "adjacent cell" to "straight line", but range also affects MP cost. Label the element of what the skill is under (Light, Dark, Fire, Water, Earth, Wind, Lightning, Neutral, Ice), and then PM the GM your skill to receive the MP cost. It should come out to look like this: [b]???% ATK Damage. Chance of [Effect]. Hit Rate: ???% Variance: ??% Range: 2 cells. Element: Neutral. ??? MP[/b])

[b]+ [/b]


[b]R-Ability:[/b] ("Reaction Abilities". R-Abilities are abilities that activate in response to something. They are effective for countering damage, avoiding effects, countering effects, etc. The player can have up to 3 R-abilities, but only have one equipped to use in battle. To obtain an R-Ability, you can save up 3 skill points and use them to "buy" your R-Ability. You may not have an R-ability for your starting profile.)

[b]S-Ability:[/b] ("Special Ability". S-Abilities are abilities that can be always present. They can either permanently boost a stat in battle, keep a consistent effect going, or be activated as a bonus effect at any one time. The player can have up to 5 S-abilities and have 2 equipped during battle. You may start with one S-Ability.)

[b]E-Ability:-[/b] ("End Ability". End Abilities are the last resort ability, or final ability that brings in the most powerful move/attack the character has. E-Abilities are built up during battle, however, and cannot be used immediately. E-Abilities can use a unique effect known as "Piercing" damage, which is damage that can bypass all defense-boosting stats or effects. Piercing Damage must be specified, and can only go up to 200% Piercing ATK/INT Damage. E-Abilities do not have MP costs, so taking advantage of this would be a good idea. Starting E-Abilities will change and become more powerful with each job promotion, so your starting E-Ability shouldn't be "loldestroythewholefield". In fact, that thinking is banned. The field did nothing to you.)

[b]G-Ability:[/b] ("Group Ability". Group Abilities are abilities that involve two or more people within the party. They work like A-Abilities and E-Abilities combined in a sense, due to the endless combinations of tactics working between two or more characters. G-Abilities are "bought" with skill points contributed by the two or more characters wanting the ability.No one will start with G-Abilities, for G-abilities can only be "bought" at training areas throughout the map. G-Abilities wanted between characters can be custom-made and PM'd to me for approval, along with the skill point cost required to buy.)

(Stats are decided by the GM, so don't touch this area or I'll give your character 5 HP!)
~Stats~
[b]HP:[/b] (Hit Points- Self-explainable.)
[b]MP:[/b] (Mana Points- the power for skills.)
[b]ATK:[/b] (Attack- Physical offensive stat.)
[b]DEF:[/b] (Defense- Physical defensive stat. Reduces received ATK damage.)
[b]INT:[/b] (Intelligence- Magical offensive stat.)
[b]SPR:[/b] (Spirit- Magical defensive stat. Reduces received INT Damage.)
[b]EVA:[/b] (Evasion- Percentage that decides the chance if the player is hit.)
[b]CRIT:[/b] (Critical- Percentage that decides the chance if the player inflicts a critical hit.)
[b]MOVE:[/b] (Movement- The number of cells a player can traverse on a field.)

[b]Upgrade Points:[/b] (Upgrade Points are points that can be used to upgrade skills. Upgrade points can do the following:
1UP: Revert skill to original state (back to original format when bought with a SkP)
2 UP: Reduce MP by 10%, remove specific effect from skill, reduce any percentages on skill
3 UP: add 10% to Variance, Damage, or Hit Rate. Add *simple* status effect
4 UP: add stat-boosting/reducing effect, add higher status effect, add a chain from one skill to another
5 UP: add follow-up move, reduce MP by 20%, add Piercing to a skill (skill’s damage percentage must be reduced to 100% or lower) (Does not account for flurry skills), add up to 2 extra hits to flurry skills
6 UP: Trade for 3 stat points)


[b]Skill Points:[/b] (Skill points are points used to "buy" new things for your character. Like gold is used to buy equipment, skill points are used to obtain new skills and abilities. Skill points can be used for the following:
 1SP: new skill
2SP: new S-Ability.
3SP: new R-Ability.
The player will receive 1 Skill Point every level-up. So be savvy with your points!)

(Once your profile is finished, PM the finished profile to me to be approved, and I will send it back with the respectful MP costs of skills and approval of equipment and abilities.)[list][*]


Last edited by crazE on Sat Nov 10, 2012 10:24 am; edited 5 times in total

crazE
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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by crazE on Fri Jun 22, 2012 5:05 pm

.:Chapters:.

Chapter I~I - Protection Services


.:Inventory:.

Old Rum (x3)- old, messed-with rum, but still can knock the pain away! (+5 HP recovery upon use)

Items

none yet.

Equipment

Jade Pendent (x1)- A rare jade pendent that was no doubt stolen. (+1 ATK) [Equippable by All] (Accessory)

Key items

None yet

Materials

None yet.


.:World Map:.

+Purge Island
--- Ghaletown
~Dark Alleyway



Gold: 150


Last edited by crazE on Wed Jul 25, 2012 12:39 pm; edited 2 times in total

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by crazE on Fri Jun 22, 2012 5:05 pm

.:Enemy Profiles:.

Name: Disterria
Gender: Male
Age: 17
Level: 5
Appearance: Long black cloak, thick black boots, black trousers and black loose shirt. An unusual essence of unease emanates off his enigmatic form. Mostly from the black mask adorning his face, only revealing the deathly glow of his grey eyes inside the horizontal water drop-shaped eye holes. An eternal malevolent smirk adorns the mask, completing the strangeness of this being.

Profession: Fatal Striker- The one who claims this profession has been taught expertly to inflict massive damage in distinct points to utterly obliterate what enemies one can. The dark road of this one is merciless.... [Critical Aim I]

*Critical Aim I- User's CRIT is increased by 5% unless affected by any negative status affliction or ability that prohibits the use of innate properties.

Weapon: Dark Blade- a blade that is not dark in color, but in aura. It gives off a deathly glint. [+2 ATK][Element: Dark]
Armor: Black Cloak- A black cloak that elegantly flutters through the air, it easily catches one's attention to its graceful advance. [+1 SPR][+2% EVA] (3/3 DUR)
Accessory: Blackened Charm- a dark, familiar charm that seems to have been burnt in some way or fashion, disguising its true look. [+1 SPR]

A-Ability: Fatal Grace

+ Double Strike- A swift slash and a stab is all that's needed to make an impact, and a fatality. 120% ATK Damage (two hits). Range: Adjacent Cell. Element: Neutral. 9 MP

+ Torment- A mass of darkness surrounds and chokes the target. 120% INT Damage. Chance of Curse. Range: 4 cells. Element: Dark. 9 MP

+ Plunge Darkness- A blur of darkness reveals the sudden glimmer of a blade, swift and sure to the soul's core. 130% ATK Damage. Chance of Apathy. Range: Adjacent cell. Element: Dark. 10 MP

--- Flood of Shadows- A mass of dark energy blasts from the impact point, encircling nearby players. Inflicts 50% of total damage as INT MP damage. Can only be used if hit is successful. Range: Player Party. Element: Dark. 8 MP

+ Night Thief- To steal what is not theirs to benefit themselves. 120% ATK Damage. Chance of turning total damage into HP Healing. Range; Adjacent Cell. Element: Dark. 12 MP

R-Ability: None.
S-Ability: Debilitating Aura (Active)- Upon activation, player party's DEF and SPR are reduced by 20% for three turns.
E-Ability: None.

HP: 85
MP: 50
ATK: 7 [+2 from Dark Blade]
DEF: 5
INT: 6
SPR: 5 [+1 from Black Cloak][+1 from Blackened Charm]
CRIT: 4% [+5% from Critical Aim I]
EVA: 3% [+2% from Black Cloak]
MOVE: 2 cells [+2 from Fatal Striker Job]


Monster: Pirate (Kallus, Gabber, Naget, Xance, Fyren, Tulcen, Bulster)
Level: 1

Weapon: Rusty Sword- a rusted sabre that has kept a malicious edge to it. [+1 ATK]
Armor: Leather Jacket- a leather jacket that can take a hit or two. [+1 DEF][DUR: 2/2]
Accessory: Jade Pendent- a rare jade pendent that was no doubt stolen. [+1 ATK]

A-Ability: On the Job

+ Fatal Swipe- A fatal slice to a vital spot with a poison-edged blade. 120% ATK Damage. Chance of Poison. Hit Rate: 100% Variance: 0% Range: Adjacent cell. Element: Neutral. 8 MP

+ Flintlock Shot- The reveal of a blackpowder weapon and a shot of cheap metal shards. 120% ATK Damage. Chance of Wound. Hit Rate: 50% Variance: 10% Range: 3 cells. Element: Neutral. 10 MP

R-Ability: None.
S-Ability:Last Stand- Upon reaching Critical Status, ATK is boosted by 50% until KO or out of Critical Status.
E-Ability: None.

~Stats~
HP: 35
MP: 20
ATK: 5 (+1 from Rusted Sword) (+1 from Jade Pendent)
DEF: 3 (+1 from Leather Jacket)
INT: 1
SPR: 2
EVA: 3%
CRIT: 3%
MOVE: 2 cells [+1 from Pirate Job]




.:Player Profiles:.


Last edited by crazE on Fri Nov 23, 2012 9:24 pm; edited 9 times in total

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by crazE on Fri Jun 22, 2012 5:06 pm

Name: Takaya
Gender: Female
Age: 12
Level: 3
Next Level: 1/10
Appearance:
Spoiler:

Profession: Saver- The one who claims this profession is a traveler of sorts sent on a mission to find strange items, items of sentimental value that are lost, or artifacts for an unknown reason. The one who claims this profession is able to manipulate memories, information, and the items collected to their will while also being able to store them. [Eternity Energized I][INT-based BA]

*Eternity Energized I- Armor equipped by Takaya have their DUR increased by 10%.


Weapon: Lost Halberd- a forgotten and worn halberd that barely keeps itself held together. [+1 INT][Range: 2 cells]
Armor: Strong Silk- This is a disgraceful excuse for armor, but it is super comfortable :3 [+1 SPR](DUR: 3/3)
Accessory: Memorial Topaz- a golden-colored topaz that emanates a mysterious energy which seems to connect to the weapons and energy the user uses. [+5 MP]

A-Ability: Amnesia Tactics

+ Strike Down- Takaya sweeps her blade under the opponent, slicing their legs. 110% INT Damage. Chance of Immobilize. Hit Rate: 100% Variance: 0% Range: adjacent cell. Element: Neutral. 7 MP

+ Skill Amnesia- Takaya in literal terms knocks the memories of battle from the opponent, causing them to forget their own tactics. Opponent is afflicted with Addle. Hit Rate: 100% Variance: 0% Range: Two cells. Element: Neutral. 5 MP

+ Stillness- Takaya summons the lasting energy around an opponent, sealing them in a stopped world. 50% INT Damage. Afflicts Stasis. Hit Rate: 100% Variance: 20% Range: 3 cells. Element: Neutral. 10 MP

+ Preserve- Takaya surrounds herself/an ally with a protective material. Bestows Protect. Range: Self/One Ally. Element: Neutral. 8 MP


R-Ability: None.
S-Ability: Let it Last- HP/MP healing items used by the party have 20% more effect.
E-Ability: Preservation Recoil- Takaya places her gloved hand against the opponent, using the power of preservation to overcome them. To the astonishment of the target, their body's construct immediately begins to shift, transform and mutate into a durable metal which slowly encases their being, leaving them in permanent petrification. 100% Piercing INT Damage. If successful, target is Petrified for the duration of the battle. Range: Adjacent Cell. Element: Neutral.

~stats~
HP: 20
MP: 30 (+5 from Memorial Topaz)
ATK: 1
DEF: 3
INT: 6 (+1 from Lost Halberd)
SPR: 4 (+1 from Strong Silk)
EVA: 4%
CRIT: 3%
MOVE: 2 cells (+1 from Saver Job)

Skill Points: 0
Upgrade Points: 2


Last edited by crazE on Wed Oct 31, 2012 8:54 pm; edited 11 times in total

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by Kurio on Sat Jun 23, 2012 11:32 am

Name: Anivia
Gender: Female
Age: Appears 19
Level: 3
Next Level: 6/10
Appearance:
Spoiler:
Full Image

Profession: Crystal Maiden – A mischievous elemental being of ice that takes the form of a human. Do not be fooled by appearances, however, for this girl and her ‘pranks’ are dangerous. [Ice Affinity I] [Immune Freeze] [Float]

*Ice Affinity I – Total Damage output of "Ice" Elemental attacks is increased by 10%, while total damage input of "Ice" Elemental attacks is decreased by 20%

Weapon: Crystal Scepter – A transparent magic scepter once owned by the ice mage Rylai, however that was ages ago and this scepter has lost most of its power. It still looks fantastic though. [+1 INT]
Armor: Fairy Dress – A silk dress woven by the Fey, possessing incredible craftsmanship. But at the end of the day they’re still just clothes. [+1 SPR] (DUR: 2/2)
Accessory: Blue Ribbon – Holy shi- that’s a giant ribbon. [+5 MP]

A-Ability: Frosty Prankster

+ Ice Shard – Anivia conjures a small icicle and sends it toward the target, aiming for the eyes. [100% Ice INT Dmg. Range: 5 cells. 100% Hit rate. 0% Variance. Chance of Blind. 8 MP]

+ Crystalize – Anivia creates a barrier of ice around her, shielding her from attacks. [Ice element. Range: Self. Increases DEF and SPR by 25% for 3 turns. 8 MP]

R-Ability: N/A

S-Ability: Frostbite – Anivia’s abilities apply a stack of Frostbite on the target for 3 turns, stacking up to 3 times. Each stack of Frostbite increases the damage the target receives from Ice attacks and abilities by 10%. When Anivia uses an ability on a target with 3 stacks of Frostbite, the target takes an extra 100% Ice INT Dmg with a 50% chance to be Frozen.

E-Ability:- Glacial Storm – Hail hurts you know, especially when twenty of them keep hitting your head~ Anivia summons shards of ice and hail to continuously rain across the battlefield, aiming particularly for the enemies’ heads. [100% Piercing Ice INT Dmg. Range: Enemy party. High chance to Stun for 1 turn]

G-Ability: N/A

~Stats~
HP: 20
MP: 35 (+5 Blue Ribbon)
ATK: 2
DEF: 3
INT: 5 (+1 Crystal Scepter)
SPR: 3 (+1 Fairy Dress)
EVA: 4%
CRIT: 3%
MOVE: 2 cells (+2 Crystal Maiden Job)

Upgrade Points: 4

Skill Points: 2


Last edited by Pentakill on Wed Oct 31, 2012 8:55 pm; edited 3 times in total

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by Silver on Sat Jun 23, 2012 1:31 pm

Name: Terra
Age: 16
Gender: Male
Appearance:
Spoiler:
-------------------
Profession: Soloist- The one who claims this profession walks his own path with no true destination in mind. He only seeks to find that which he may deserve and does not force his way into reality. (Lone Wolf)
Lone Wolf: Soloists work best alone. For every incapacitated ally, the user's Atk and Int are increased by 10%
Level: 3
Exp: 6/10
-------------------
Weapon: Repaired Glaive- A glaive that recently broke and was hastily mended. (Range: 2 Cells)
Armor: Traveler's Cloaks- Cloaks worn to protect one from the elements as they travel. (Durability: 2/2)
Accessory: Unknown Crystal- A long yet slender crystal that glows in a strange and mysterious way.
-------------------
A-Ability: My Path

+ Midnight Striking- The user bathes the battlefield in a cloak of darkness through which nothing can be seen. Before the user's target can notice, the user appears behind them and strikes his opponent before the cover lifts. 100% Atk Damage. Sure Hit. Range: 2 Cells. 100% Hit Rate. 0% Variance. 8 Mp. Dark Elemental.

+ Heaven's Mirror- The user surrounds himself in a barrier of light that fades away. Whenever magic is used against the barrier, it hardens and reflects it back at the caster. No Damage. Bestows Reflect. Range: Self. No Hit Rate. No Variance. 8 Mp. Light Elemental.

Spoiler:
+ Blazing Radiance- The user breathes into his palm before causing a spark of fire mana to turn the breath in a white flame shining in all of its brilliance before the user directs it at his target. 110% Int Damage. 50% Chance of Burn. Range: 4 Cells. 100% Hit Rate. 0% Variance. ? Mp. Fire Elemental.

+ Endless Flurry- The user raises his weapon, charging it with ice mana before performing a simple combo involving a wide horizontal swipe, a quick diagonal slash, finished with a powerful stab the sends a burst of ice energy rushing through the victim. 100% Atk Damage. 2 Hits. 120% Atk Damage. Range: Adjacent Cell. 100% Hit Rate. 0% Variance. ? Mp. Ice Elemental.

+ Natural Barrier- The user calls upon the earth to protect him from that which intends to block his path and end his story; shrouding himself in a barrier which prevents affliction. No Damage. Bestows Immunity. Range: Self. No Hit Rate. No Variance. ? Mp. Earth Elemental.

+ Surge- The user focuses all of his energy into his core and then utilizes mana to release it in the form of a powerful aura that surrounds him and amplifies his abilities. No Damage. +15% Atk and Int; Usable Once per Battle. Range: Self. ? Mp.
-------------------
R-Ability:

+ Valor- Whenever attacked the user retaliates by performing a full basic attack combo on the attacker as long as he is in range.
-------------------
S-Ability:

+ Virtues- The user gains 1 basic attack.

+ Wisdom- The user's Int is increased by 20% passively.
-------------------
E-Ability: Journey's End- The user says his final farewells, before turning to leave. As he begins to walk away, he looks back once more and waves goodbye. Within that wave however, the ground breaks apart underneath his target. Thorny vines wrap themselves around the target and begin to pull them back into the earth. The user nods and begins to walk away quietly. 200% Pierce Int Damage. 10% Chance of Oblivion. Range: 6 Cells. 0 Mp.
-------------------
G-Ability: None.
-------------------
Stats:
Next Level: Def, Int, Spr

Hp: 25
Mp: 25
Atk: 5 (+1 from Repaired Glaive)
Def: 3 (+1 from Traveler's Cloaks)
Int: 3 (+0 from Repaired Glaive) (+1 from Unknown Crystal)
Spr: 3 (+0 from Traveler's Cloaks)
Crit: 4%
Evade: 3%
Move: 2 Cells (+2 from Soloist Profession)
-------------------
Skill Points: 2
Upgrade Points: 4


Last edited by Silver on Thu Nov 01, 2012 1:59 pm; edited 6 times in total

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by Zerifachias on Sat Jun 23, 2012 5:14 pm

Name: Violet Sun
Gender: Female
Age: 19
Level: 3
Next Level: 6/10
Appearance:
Spoiler:
Full Image

Profession: Firewalker - Those who claim this profession gain the essence of fire as the source of their mana and abilities. The results of humans becoming firewalkers tends to be disastrous, though not for the human. (Fire Elemental Basic Attacks)(Body of Fire)

Body of Fire: Violet's heated body allows her to utilize the fire element more strongly than ordinary humans. Increases damage output of fire-based attacks by 10%.

Weapon: Short Dual Knives - "One for stabbing your eye out. The other for stabbing your eye out. Good thing you only have two eyes, I can only hold two knives at a time." [+1 ATK](2 hits)
Armor: Crappy Dress - "The fuck is this thing? I look like a fucking clown in this shit. Bitches, get me something better to wear already!" [+1 DEF] (2/2 DUR)
Accessory: Silver Ruby Tiara - "Oh, look at me, I'm a fucking princess with this on. Get over it, asshole, this thing holds sentimental value. Yeah, that's right, I'm not afraid to say it. I'll even spell it for you. S-E-N-T-I-M-E-N-T-A-L V-A-L-U-E." [+1 SPR]

A-Ability: Burn Baby, Burn

+ Boiling Blood - The Firewalker's blood boils, enraging herself to the point of insanity. The Firewalker's attacks also become much harder to dodge. Increases Atk by 40% for 3 turns. Self only. 100% Hit Rate. 0% Variance. 12 MP. Fire Elemental.

Spoiler:
---Fanning The Flames - The Firewalker further enhances her abilities by allowing the wind to catch up to her and temper her flames. Increases available Basic Attacks by 3 and Critical Hit rate by 20%. 0% Variance. 100% Hit Rate. ? MP. Wind Elemental.

+ Embers - The Firewalker swipes through the air with her knives lit on fire, sending hot embers soaring through the air and latching onto nearby enemies. 120% Atk DMG. Sends hot embers 2 cells in front of the Firewalker's body in a small 'v' shape. 20% Variance. 100% Hit Rate. 16 MP. Fire Elemental.

Spoiler:
+ Flame Lance - The Firewalker puts away her knives and holds up her hand, the fire surrounding her body converging to her hand and forming a lance made of fire which she can throw at an enemy that is too far to reach normally. 120% Atk DMG. 4 cell range. High chance of Critical Hit. 30% Variance. 80% Hit Rate. ? MP. Fire Elemental.

+ Arson - The Firewalker uses a strange magic to set her target on fire from a distance. No Damage. 5 cell range. Burns target or lights objects on fire. 0% Variance. 100% Hit Rate. ? MP. Fire Elemental.

R-Ability:
Spoiler:
Sensitive Flare - After being attacked physically, Violet's body lets out a harsh current of flame that surrounds her and envelops any enemy around her, doing up to 80% Piercing Atk DMG. 0% Variance. 100% Hit Rate. All surrounding cells. Fire Elemental.

S-Ability: Body Like Fire - Being so hot (and hawt), Violet's body resists the wet and cold (Resist 10% Ice/Water Element), and her basic attacks also have a chance of burning the target. (Passive)

Spoiler:
Harsh Burning - If Violet succeeds in burning a target, the percent damage done by that burn status is doubled.

E-Ability: Eruption (Fire Elemental) - 100% Piercing Atk DMG to all enemies. Chance to Burn targets. Hit rate: 100% Variance: 0%

G-Ability: N/A

Stats:
HP: 30
MP: 20
Atk: 6 (+1 from Short Dual Knives)
Def: 4 (+1 from Crappy Dress)
Int: 1 (+0 from Short Dual Knives)
Spr: 3 (+0 from Crappy Dress)(+1 from Silver Ruby Tiara)
Evade: 3%
Crit: 4%
Move: 2 cells (+1 from Firewalker Profession)

Upgrade Points: 4

Skill Points: 2


Last edited by Zerifachias on Fri Nov 23, 2012 12:51 pm; edited 4 times in total

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by Vergil on Sun Jun 24, 2012 2:11 pm

Name: Gerard Thorley
Gender: Male
Age: 55
Level: 3
Next Level: 6/10
Appearance:
Spoiler:
Profession: Inventor – An eccentric builder of practical contraptions. Creations of this profession can vary from automated turrets to restorative dispensers. [Workhorse]

*Workhorse- Gerard's obsessive desire of building discourages the idea of rest. Immune to Sleep affliction.

Weapon: Old Spanner- A rusty precision wrench that has lost accuracy in calibration. [+1 INT][Range: 1 cell] (DUR: 2/2)
Armor: Buffskin Jerkin- A used jacket only used to keep attune to standard inventor attire. [+1 DEF](DUR: 2/2)
Accessory: Regular Utility Belt- A multipurpose belt used to hold the basic tools required to compose constructions. [+5 MP]

A-Ability: Gearhead

+ Landraker- Gerard deploys a stationary turret to an adjacent cell that fires grapeshot at enemies in range. 80% INT Damage. Landrakers have hit points equal to 50% of Gerard's INT and 0 DEF/SPR. Up to a maximum of 3 Landrakers may be deployed at a time. Hit Rate: 100% Variance: 0% Range: 4 Cells. Element: Neutral. 14 MP

+ Cicada Forager- Gerard deploys a stationary contraption that harvests 1 MP every turn until claimed or destroyed. This contraption only has 5 Hit Points and 0 DEF/SPR. Any member of the party may claim the accumulated mana by standing in an adjacent cell. Only one Cicada Forager may be deployed at a time. Hit Rate: N/A Variance: 0% Range: 1 Cell. Element: Neutral. 12 MP

R-Ability: None.

S-Ability: Stroke of Genius- A deployed turret has a 10% chance to gain an extra 2 Cells of range upon creation.

E-Ability: Gravity Trigger- Gerard deploys a cannon made of black chrome labeled as “EXPERIMENTAL.” The cannon distorts space to pull matter, and then fires. Due to the instability of this prototype, the Gravity Trigger collapses on use. Consumes all active turrets and contraptions. 100% Piercing INT Damage. Every consumed turret and contraption increases damage of this attack by 20%. Range: Enemy Party. Element: Dark.

G-Ability: None.

~Stats~
HP: 15
MP: 35 (+5 from Regular Utility Belt)
ATK: 1
DEF: 2 (+1 from Buffskin Jerkin)
INT: 8 (+1 from Old Spanner)
SPR: 3
EVA: 3%
CRIT: 3%
MOVE: 2 cells (+1 from Inventor Job)

Upgrade Points: 4

Skill Points: 2


Last edited by Vergil on Sat Jul 28, 2012 4:28 am; edited 1 time in total

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by Masquerade on Mon Jun 25, 2012 1:49 pm

Name: Patrice the Earthbound
Gender: Female
Age: 13
Level: 3
Next Level: 6/10
Appearance:
Spoiler:

Profession: Pirate Sage - Taking the lessons of nature to the sea, the one who claims this profession views the world from a ship and visits so many wondrous lands, learning more and more about nature only to convert that knowledge into dangerous spells. (Null Earth)

Weapon: Wooden Mace - Roughly carved mace made from a fairly sturdy wood.
Armor: Frilly Garments - What thrills and chills I get from mah frills.
---Durability: 2/2
Accessory: Magic Light Ring - A small ring that possesses a strange power to increase magical capabilities.

A-Ability: Nature Cast:

+Swift Blade Serenade: Harnesses the power of trees to cast a spell that results in sharp leaves being hurled at an enemy. 120% Int Dmg. Range: 6 cells. Hit Rate: 100%. Variance: 0%. 9 7 MP.

+Nature's Breath: Creates a column of green energy around the target and allows the very earth itself to heal the target's wounds with its life force. 100% Int HP Recovery. Range: 4 cells. 8 MP.

R-Ability: None.

S-Ability: Earthen Guard - Being one with the earth, it longs to protect the user. Passively boosts DEF and SPR by 10%.

E-Ability: The Clash of Earth and Sky (Fire) - A spell to uproot the earth and shatter the sky, the user raises the enemy higher, making it ride upon an earthen pillar only to warp the sky and make it fall so that the enemy is caught between the two and explodes when the earth and sky meet. Deals 200% Piercing Int damage to a target up to 8 cells away.

G-Ability: None.

Stats:

HP: 20
MP: 25
Atk: 4 (+0 from Wooden Mace)
Def: 3 (+0 from Frilly Garments)(+1 from Earthen Guard)
Int: 5 (+1 from Wooden Mace)(+1 from Magic Light Ring)
Spr: 3 (+1 from Frilly Garments)(+1 from Earthen Guard)
Critical: 4%
Evasion: 3%
Movement: 2 cells (+1 from Pirate Sage profession)

Skill Points: 2
Upgrade Points: 0


Last edited by Masquerade on Mon Dec 03, 2012 3:59 pm; edited 4 times in total

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by TheNinjaSlayer on Sun Aug 12, 2012 10:12 pm

Name: Masamune
Age: 70
Gender: Male
Level: 1
Next Level: 0/10
Appearance:
Spoiler:

Job: Elder Samurai [Dual Wield]
Weapon: Shattered Katana: +1 ATK "Just a shattered old sword now, it can hardly be used for attacking." (DUR: 2/2)
Weapon: Blacksmith's Hammer: +1 ATK "It's hammer time." (DUR: 3/3)
Armor: Thin Robes: +1 DEF "Robes so weak, he may as well be wearing nothing at all."
Accessory: Cane: +5 HP "A cane he carries with him everywhere."


A-Ability: Blacksmith Bushido

+Repair: Adds one durability to selected equipment. Hit Rate: 100% Variance: 0% Range: Self. Element: Neutral. 5 MP

+Iaido: 100% Attack Damage, Sure Hit. Hit Rate: 100% Variance: 0% Range: 1. Element: Neutral. 6 MP

R-Ability: None.
S-Ability: Frail: At the beginning of the fight, halve max HP and double attack. "Only fools judge a book by its cover.
E-Ability: Draw Masamune: 200% ATK Damage. Hit Rate: 100% Variance: 0% Range: 1. Element: Neutral.

G-Ability: None.

Stats:
HP: 25 [+5 from Cane]
MP: 15
Atk: 4 [+1 from Shattered Katana][+1 from Blacksmith's Hammer]
Def: 3 [+1 from Thin Robes]
Int: 1
Spr: 2
Crit: 3%
Eva: 3%
Move: 2 (+1 from Elder Samurai Job)

Skill Points: 0

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Re: .:Abyss of the Seas:. ~Profile Thread~

Post by crazE on Mon Aug 13, 2012 9:31 am

.:Inflictionary:.
Spoiler:

Addle ~ Cannot use Abilities for 3 Turns.

Apathy ~ MP cannot be Restored for 3 Turns.

Armor Break ~ Armor DUR is halved.

Airborne ~ Passes through Special Cells and Nature Cells, it also gains [Null Earth] and [Vulnerable Wind] for 3 Turns.

Berserk ~ Atk Stat is Increased by 100%, but Def Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.

Blind ~ Abilities and Basic Attacks have 50% Chance of Missing for 3 Turns.

Blood Loss ~ 25% Max HP Damage is added to the Base Damage taken. Damage Modifier.

Burn ~ 12% Max HP Damage every Turn for 3 Turns. Damage is Increased by 100% if [Vulnerable Fire]. Alleviated with Water/Ice-Elemental Hits.

Center of Attention ~ Enemy / Neutral Characters can only Target the Afflicted for 3 Turns with Damaging/Status Abilities or Basic Attacks.

Cloak ~ Cannot be detected by Enemy / Neutral Characters for 3 Turns.

Confusion ~ 33.33% Chance of hitting Self/Ally/Enemy for 3 Turns. Alleviated with Physical Damage.

Covered ~ Damage is directed to a Covering Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character. Set

Covering ~ Takes Damage for a Covered Ally within an Area of "X" Cells, where "X" is equal to the Movement Stat of the Covering Character.

Critical ~ Automatic Status triggered by having 25% Max HP or less.

Curse ~ 2 Random Stats (Physical / Magical) are Decreased by 50% for 3 Turns.

DeProtect ~ Physical Total Damage received is Increased by 100% for 3 Turns.

DeShell ~ Magical Total Damage received is Increased by 100% 3 Turns.

Drown ~ Cannot Act and receives 33% Max HP Damage per Turn. If on a Water Cell, Status is alleviated by exiting the Water Cell(s). Trigger Command: Help Him/Her Out! is available.

Doom ~ Instant Death after 10 Turns.

Encroaching Doom ~ Instant Death after 5 Turns.

Frail ~ HP cannot be Recovered for 3 Turns.

Freeze ~ Cannot execute Act Commands or Move Commands, and Damage received is Increased by 100% for 3 Turns. Duration is Increased by 2 Turns if Vulnerable Ice. Alleviated with Fire-Elemental Hits.

Haste ~ Available Act Actions and Move Actions per Turn are Increased by 1 for 3 Turns.

Health Regeneration ~ 15% Max HP Recovery for 5 Turns.

Health Sap ~ 15% Max HP Damage for 5 Turns.

Immobilize ~ Move Commands are restricted for 3 Turns.

Immune ~ Immune to Status Afflictions for 3 Turns.

Infatuate ~ Treats Allies as Enemies and Attacks them until Inflicter or Afflicted is KO'ed for 3 Turns. Opposite Gender only.

Infinite ~ MP cannot be Decreased by any means for 2 Turns.

Instant Death ~ Immediate KO Status. Bypasses Abilities, Effects and Bonuses involving HP reaching 0.

Intangible ~ Physical Abilities and Basic Attacks have 100% Chance of Missing (Overrides Sure Hits), but Magical Abilities and Basic Attacks have their Total Damage Increased by 100%.

Invincible ~ HP cannot be Decreased by any means for 2 Turns.

KO ~ Self Explanatory.

Magic Loss ~ 25% Max MP Damage is added to the Base Damage taken. Damage Modifier.

Mana Leak ~ 10% Max MP Damage for 5 Turns.

Mana Restoration ~ 10% Max MP Recovery for 5 Turns.

Oblivion ~ Immediately Removed from the Battlefield.

Pain ~ Physical OR Magical Abilities have a Charge Use/Cast Time of +1 Turn, depending on the type of the afflicted Target.

Paralyze ~ Cannot execute Act Commands for 3 Turns.

Petrify ~ Cannot Act or Move for 3 Turns, but Total Damage received is Decreased by 50%. Instant Death by Critical Hit.

Poison ~ 17% Max HP Damage every Turn for 3 Turns.

Protect ~ Physical Total Damage received is Decreased by 50% for 3 Turns.

Purification ~ Total Damage received is Increased by 100%, Damage dealt is converted to HP Recovery, and the effectiveness of HP / MP Recovery is Increased by 100% for 3 Turns. Can only Target Enemies.

Rage ~ Int Stat is Increased by 100%, but Spr Stat is Decreased by 50% for 3 Turns. Only Basic Attacks are enabled.

Reciprocation ~ Afflicted receives 50% Total Damage the Inflicter receives, and viceversa for 3 Turns. Effect does not include itself.

Reverse ~ Damage dealt and received is converted to Recovery and viceversa for 3 Turns.

Scramble ~ Available Act Commands (Except S and X-Abilities) are randomized for 3 Turns.

Seal ~ Seals all Abilities, preventing their usage for 5 Turns. A Sealed Ability cannot be executed--but the Seal can be Dispelled.

Severe Burn ~ 12% Max HP Damage every Turn for Infinite Turns. Damage is Increased by 100% if [Vulnerable Fire]. Alleviated with 2 Water / Ice-Elemental Hits.

Shell ~ Magical Total Damage received is Decreased by 50% for 3 Turns.

Sleep ~ Cannot Act or Move for 3 Turns, and every Hit is a Sure Critical Hit. Alleviated with Physical Damage.

Slow ~ Can execute only 1 Command (Act / Move / Wait) per Turn for 3 Turns.

Stasis ~ Cannot execute Act or Move Commands for 3 Turns.

Stop ~ Turns are Skipped for 3 Turns.

Toxin ~ 21% Max HP Damage every Turn for 3 Turns.

Weapon Break ~ Weapon DUR is halved.

Warp ~ Can Warp to Any Cell instead of conducting a Movement Action for 3 Turns.

Weak ~ Max HP and MP are Decreased by 15% for 3 Turns. Can Stack up to 3 Times.

Wound ~ 10% Max HP Damage for 3 Turns. Can Stack up to 3 Times. Alleviated with HP Recovery.

Zombie ~ Afflicted gains [Vulnerable Light] and HP Recovery is converted to HP Damage for 3 Turns.

.:Beastiary:.

001 Pirate - Location: Ghaletown ~ Enemy Type: Humanoid // EXP: 5 ~ Gold: 50 ~ Drop: Jade Pendent /

crazE
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Re: .:Abyss of the Seas:. ~Profile Thread~

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