Terraform [Profile Thread]
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Terraform [Profile Thread]
Current Inventory
Salve x2 (Recovers 10 HP upon use)
Syrup x3 (Recovers 20 HP upon use)
Mana Fragment x3 (Recovers 5 MP upon use)
Antidote x3 (Removes Poison/Severe Poison/Venom upon use)
Vigor x1 (Removes Frail upon use)
Skeleton Key x1 (Unlocks target chest/door)
Materials
Torn Leaf x2 (Pretty standard leaf that's torn in several places)
Crimson Bulb x1 (Beautiful flower pried from the top of the head of a flora that inhabits the jungle)
Scorched Pearl x4 (What used to be a shiny pearl, it is now nothing more than a burnt, used projectile)
Sandy Barrel x1 (Broken barrel of a gun that appears to be unfortunately clogged with sand)
Old Broom x3 (Broom with a splintered handle and a withered soul; it's seen better days)
Hard Drive x3 (Rather simplistic hard drive of a labor-focused automaton)
Time-Warped Round x1 (Spent round from a pistol; the metal seems to be strangely contorted by an unknown distortion)
Weapons/Armor/Accessories
"Fallen Angel" (Exquisite copy of a famous rapier. Increases ATK by 1; equippable by Luca)
Buckler (Small shield worn on the arm. Increases DEF by 1; equippable by Luca)
Caress (Long sword with a slender, silver blade, those cut by the blade feel an overwhelming sense of gentleness rather than pain. Increases ATK by 1; equippable by Masq)
Wavering Cloak (Flowing coat with numerous ripples that appear to be in constant motion. Increases SPR by 1; equippable by Masq)
Hunting Wire (Thin and easily cut twine used for getting around in the jungle, but also used to constricting enemies to the point of harm. Increases ATK by 1; equippable by Renee)
Huntress Garments (Clothes completely composed of materials from past hunts. Increases SPR by 1; equippable by Renee)
Swift Codex (Codex graced with a program that streamlines tasks, at least upon initiation. Increases INT by 2 and SPR by 1; equippable by Karin; Grants 2-turn Doublecast upon start of battle)
Winged System (Bunny girl costume with the hidden ability to project a barrier with wings attached allowing the wearer to hover. Increases DEF and SPR by 2; equippable by Karin; Bestows Float [Toggle] )
Key Items
Map (Poor excuse for its namesake, it is a grand piece of paper made for keeping track of locations)
Foreign Currency (Strange bills denoting incomprehensible letters, numbers, and images; there's no telling where it came from or what its value is)
Alice's Card (A playing card that is completely blank except for the words "Alice, Dealer of the Cards" on it written in elegant calligraphy)
Current Accra: 40
Achievement Points: 8
Map
~The Land of Rain and Mystery~
+Caranda Falls
---Pondside Clearing
---Mythic Crest
+Caranda River
---Thinning Bank
+Broken Highway
---Steel Graveyard
---Vegas Gates
~The Land of Rock and Ambition~
Blank.
~The Land of Sea and Bliss~
Blank.
~The Land of Ice and Virtue~
Blank.
~The Land of Flame and Terror~
Blank.
~The Land of Blossoms and Superiority~
Blank.
~The Land of Snow and Oblivion~
Blank.
Salve x2 (Recovers 10 HP upon use)
Syrup x3 (Recovers 20 HP upon use)
Mana Fragment x3 (Recovers 5 MP upon use)
Antidote x3 (Removes Poison/Severe Poison/Venom upon use)
Vigor x1 (Removes Frail upon use)
Skeleton Key x1 (Unlocks target chest/door)
Materials
Torn Leaf x2 (Pretty standard leaf that's torn in several places)
Crimson Bulb x1 (Beautiful flower pried from the top of the head of a flora that inhabits the jungle)
Scorched Pearl x4 (What used to be a shiny pearl, it is now nothing more than a burnt, used projectile)
Sandy Barrel x1 (Broken barrel of a gun that appears to be unfortunately clogged with sand)
Old Broom x3 (Broom with a splintered handle and a withered soul; it's seen better days)
Hard Drive x3 (Rather simplistic hard drive of a labor-focused automaton)
Time-Warped Round x1 (Spent round from a pistol; the metal seems to be strangely contorted by an unknown distortion)
Weapons/Armor/Accessories
"Fallen Angel" (Exquisite copy of a famous rapier. Increases ATK by 1; equippable by Luca)
Buckler (Small shield worn on the arm. Increases DEF by 1; equippable by Luca)
Caress (Long sword with a slender, silver blade, those cut by the blade feel an overwhelming sense of gentleness rather than pain. Increases ATK by 1; equippable by Masq)
Wavering Cloak (Flowing coat with numerous ripples that appear to be in constant motion. Increases SPR by 1; equippable by Masq)
Hunting Wire (Thin and easily cut twine used for getting around in the jungle, but also used to constricting enemies to the point of harm. Increases ATK by 1; equippable by Renee)
Huntress Garments (Clothes completely composed of materials from past hunts. Increases SPR by 1; equippable by Renee)
Swift Codex (Codex graced with a program that streamlines tasks, at least upon initiation. Increases INT by 2 and SPR by 1; equippable by Karin; Grants 2-turn Doublecast upon start of battle)
Winged System (Bunny girl costume with the hidden ability to project a barrier with wings attached allowing the wearer to hover. Increases DEF and SPR by 2; equippable by Karin; Bestows Float [Toggle] )
Key Items
Map (Poor excuse for its namesake, it is a grand piece of paper made for keeping track of locations)
Foreign Currency (Strange bills denoting incomprehensible letters, numbers, and images; there's no telling where it came from or what its value is)
Alice's Card (A playing card that is completely blank except for the words "Alice, Dealer of the Cards" on it written in elegant calligraphy)
Current Accra: 40
Achievement Points: 8
Map
~The Land of Rain and Mystery~
+Caranda Falls
---Pondside Clearing
---Mythic Crest
+Caranda River
---Thinning Bank
+Broken Highway
---Steel Graveyard
---Vegas Gates
~The Land of Rock and Ambition~
Blank.
~The Land of Sea and Bliss~
Blank.
~The Land of Ice and Virtue~
Blank.
~The Land of Flame and Terror~
Blank.
~The Land of Blossoms and Superiority~
Blank.
~The Land of Snow and Oblivion~
Blank.
Last edited by Masquerade on Fri Oct 17, 2014 12:55 am; edited 21 times in total
Re: Terraform [Profile Thread]
Special Chapter 00: Down On His Luck
Enemy Profiles
Kryven, Lv. 5
Job: Gambler
Weapon: Faded Cards (Range: Infinite)(Damage: INT)
Armor: Formal Suit
Accessory: Gold Coin Charm
A-Ability: Life Or Death:
+Call It: Forces the target into a game of high or low. Enables Trigger Command: High and Trigger Command: Low which the target must use on its next turn as its Act action. If called right, the user gains a beneficial status effect. If called wrong, the user takes 100% Int Dmg and receives a negative status effect with boosted chances. Range: Single enemy. 6 MP.
+Roulette: Calls upon the reaper to play a game of ultimate demise. Randomly executes a single unit. Range: All. 24 MP.
R-Ability: Ace in the Hole - Whenever the unit receives the KO status from any means besides HP being reduced to 0 through damage, the user is revived with 20% Max HP. Only works once per battle.
S-Ability: Reaper's Heart - If chosen by the reaper during Roulette, rerolls the Roulette. Cannot work twice in a row. Only works three times per battle.
D-Ability: Final Draw (Neutral)
Stats:
HP: 35
MP: 55
DD: 0/10
Atk: 2 (+0 from Faded Cards)
Def: 4 (+1 from Formal Suit)
Int: 7 (+3 from Faded Cards)
Spr: 4 (+2 from Formal Suit)(+2 from Gold Coin Charm)
Evade: 8%
Move: 3 cells
Name: Kalaya
Gender: Female
Age: 19
Level: 5
Profession: Thief - The one who claims this profession specializes in robbing others of their assets. A deplorable job, but who is to say it's not necessary?
Weapon: Second Chance - Beautiful silver dagger encrusted with sapphire gems that sparkle with life and the chances of a new beginning.
Armor: Dragon Suit - Tight-fitting red top pattered with green dragons swarming upwards from the bottom of the garment. Worn well with short shorts.
Accessory: Fingerless Gloves - White gloves with no finger segments allowing fingers to move a bit more freely.
A-Ability: Thievery:
+Pickpocket: Snatches an item from a nearby foe. Steals item or random sum of money based on the user's level. Range: Adjacent. 6 MP.
+Frigid Smash/Hailstorm: Slams a giant block of ice into a foe. If chained into a combo within itself, hurls block after block of ice into a foe from different directions. 120% Atk Dmg/80% Atk Dmg per hit [Chained.] Range: 3 cells. 4 hits [Chained.] 6 MP/10 MP. Ice elemental.
+Serrated Slash: Viciously cuts a foe with the serrated edge of a dagger. 130% Atk Dmg. Range: Adjacent. Chance of Bleeding. 8 MP.
+Burst of Flame/Spiral Scorch: Instant and momentary conflagration created around a foe. If chained into a combo within itself, summons sphere of flame at the foot of the foe which stretches into a serpent that bites the target multiple times as it spirals upwards around them. 140% Atk Dmg/90% Atk Dmg per hit [Chained.] Range: 3 cells. 3 hits [Chained.] Chance of Burn. Chance of Poison [Chained.] 10/14 MP. Fire elemental.
R-Ability: None.
S-Ability: Elemental Chain - Renders the unit able to chain certain skills into multi-hit combination attacks that possibly add different effects to the skill as a whole.
D-Ability: Frozen Coffin (Ice) - Mana surges through the user and with that power, the user dashes at the enemy and slices it with an intense flurry of slashes only to finish up by manipulating myriad blocks of ice to crash into the enemy. Deals 200% Piercing Atk damage to one enemy up to 3 cells away.
HP: 30
MP: 45
Atk: 4 (+5 from Second Chance)(+2 from Fingerless Gloves)
Def: 2 (+3 from Dragon Suit)(-1 from Fingerless Gloves)
INT: 1 (+1 from Second Chance)
SPR: 3 (+4 from Dragon Suit)
Evade: 8%
Move: 2 cells (+2 from Thief profession)
Chapter 01: Smooth Sailing
Enemy Profiles
Teresque, Lv. 6
Monster: Tentacle Flora
Type: Plant
A-Ability: Violation:
+Restrain: Grasps foe with a thick vine and holds it in place. No damage. Range: 4 cells. Chance of Immobilize. Immobilized foes take 3% Max HP Dmg per turn of Immobilization. 8 MP.
+Whip Slap: Violent lashing with thick vine. 90% Atk Dmg. Range: 4 cells. 3 hits. 6 MP.
+Break Skin: Powerful lash strong enough to induce bleeding. 130% Atk Dmg. Range: 4 cells. Chance of Bleeding. 10 MP.
R-Ability: Excitement – Upon successfully executing a skill against an enemy, the user gains one Excite counter. Stacks 3 times. Upon reaching max stacks, all stacks fade and the user gains Haste.
S-Ability: Nature Power – Consumes 3 Nature Cells to restore all MP. Cannot be used if the appropriate number of Nature Cells does not exist on the battlefield.
D-Ability: None.
Stats:
HP: 70
MP: 55
DD: –/--
Atk: 10
Def: 6
Int: 2
Spr: 4
Evade: 2%
Move: 2 cells
*See above for Sandir
Nafeo, Lv. 5
Monster: Tropical Asp
Type: Reptilian
A-Ability: Snake Things:
+Poised to Strike: Readies self for a vicious strike. Next attack is Critical. Range of next attack is tripled. Range: Self. 8 MP.
+Bite: Sinks fangs into foe and releases a potent toxin. 110% Atk Dmg. Range: 2 cells. Chance of Poison. 8 MP.
+Shed Skin: Shakes self out of old skin and revels in a new one. Removes all stat reductions and status conditions. Range: Self. 8 MP.
R-Ability: None.
S-Ability: Enhance Potency – Changes all chances of Poison to chances of Severe Poison for 3 turns after activation.
D-Ability: None.
Stats:
HP: 55
MP: 45
DD: –/–
Atk: 9
Def: 4
Int: 2
Spr: 5
Evade: 8%
Move: 4 cells
*See above for Edders, Kobra, and Mando
Neutral Profiles
None.[/color]
Enemy Profiles
Kryven, Lv. 5
Job: Gambler
Weapon: Faded Cards (Range: Infinite)(Damage: INT)
Armor: Formal Suit
Accessory: Gold Coin Charm
A-Ability: Life Or Death:
+Call It: Forces the target into a game of high or low. Enables Trigger Command: High and Trigger Command: Low which the target must use on its next turn as its Act action. If called right, the user gains a beneficial status effect. If called wrong, the user takes 100% Int Dmg and receives a negative status effect with boosted chances. Range: Single enemy. 6 MP.
+Roulette: Calls upon the reaper to play a game of ultimate demise. Randomly executes a single unit. Range: All. 24 MP.
R-Ability: Ace in the Hole - Whenever the unit receives the KO status from any means besides HP being reduced to 0 through damage, the user is revived with 20% Max HP. Only works once per battle.
S-Ability: Reaper's Heart - If chosen by the reaper during Roulette, rerolls the Roulette. Cannot work twice in a row. Only works three times per battle.
D-Ability: Final Draw (Neutral)
Stats:
HP: 35
MP: 55
DD: 0/10
Atk: 2 (+0 from Faded Cards)
Def: 4 (+1 from Formal Suit)
Int: 7 (+3 from Faded Cards)
Spr: 4 (+2 from Formal Suit)(+2 from Gold Coin Charm)
Evade: 8%
Move: 3 cells
Name: Kalaya
Gender: Female
Age: 19
Level: 5
Profession: Thief - The one who claims this profession specializes in robbing others of their assets. A deplorable job, but who is to say it's not necessary?
Weapon: Second Chance - Beautiful silver dagger encrusted with sapphire gems that sparkle with life and the chances of a new beginning.
Armor: Dragon Suit - Tight-fitting red top pattered with green dragons swarming upwards from the bottom of the garment. Worn well with short shorts.
Accessory: Fingerless Gloves - White gloves with no finger segments allowing fingers to move a bit more freely.
A-Ability: Thievery:
+Pickpocket: Snatches an item from a nearby foe. Steals item or random sum of money based on the user's level. Range: Adjacent. 6 MP.
+Frigid Smash/Hailstorm: Slams a giant block of ice into a foe. If chained into a combo within itself, hurls block after block of ice into a foe from different directions. 120% Atk Dmg/80% Atk Dmg per hit [Chained.] Range: 3 cells. 4 hits [Chained.] 6 MP/10 MP. Ice elemental.
+Serrated Slash: Viciously cuts a foe with the serrated edge of a dagger. 130% Atk Dmg. Range: Adjacent. Chance of Bleeding. 8 MP.
+Burst of Flame/Spiral Scorch: Instant and momentary conflagration created around a foe. If chained into a combo within itself, summons sphere of flame at the foot of the foe which stretches into a serpent that bites the target multiple times as it spirals upwards around them. 140% Atk Dmg/90% Atk Dmg per hit [Chained.] Range: 3 cells. 3 hits [Chained.] Chance of Burn. Chance of Poison [Chained.] 10/14 MP. Fire elemental.
R-Ability: None.
S-Ability: Elemental Chain - Renders the unit able to chain certain skills into multi-hit combination attacks that possibly add different effects to the skill as a whole.
D-Ability: Frozen Coffin (Ice) - Mana surges through the user and with that power, the user dashes at the enemy and slices it with an intense flurry of slashes only to finish up by manipulating myriad blocks of ice to crash into the enemy. Deals 200% Piercing Atk damage to one enemy up to 3 cells away.
HP: 30
MP: 45
Atk: 4 (+5 from Second Chance)(+2 from Fingerless Gloves)
Def: 2 (+3 from Dragon Suit)(-1 from Fingerless Gloves)
INT: 1 (+1 from Second Chance)
SPR: 3 (+4 from Dragon Suit)
Evade: 8%
Move: 2 cells (+2 from Thief profession)
Chapter 01: Smooth Sailing
Enemy Profiles
Teresque, Lv. 6
Monster: Tentacle Flora
Type: Plant
A-Ability: Violation:
+Restrain: Grasps foe with a thick vine and holds it in place. No damage. Range: 4 cells. Chance of Immobilize. Immobilized foes take 3% Max HP Dmg per turn of Immobilization. 8 MP.
+Whip Slap: Violent lashing with thick vine. 90% Atk Dmg. Range: 4 cells. 3 hits. 6 MP.
+Break Skin: Powerful lash strong enough to induce bleeding. 130% Atk Dmg. Range: 4 cells. Chance of Bleeding. 10 MP.
R-Ability: Excitement – Upon successfully executing a skill against an enemy, the user gains one Excite counter. Stacks 3 times. Upon reaching max stacks, all stacks fade and the user gains Haste.
S-Ability: Nature Power – Consumes 3 Nature Cells to restore all MP. Cannot be used if the appropriate number of Nature Cells does not exist on the battlefield.
D-Ability: None.
Stats:
HP: 70
MP: 55
DD: –/--
Atk: 10
Def: 6
Int: 2
Spr: 4
Evade: 2%
Move: 2 cells
*See above for Sandir
Nafeo, Lv. 5
Monster: Tropical Asp
Type: Reptilian
A-Ability: Snake Things:
+Poised to Strike: Readies self for a vicious strike. Next attack is Critical. Range of next attack is tripled. Range: Self. 8 MP.
+Bite: Sinks fangs into foe and releases a potent toxin. 110% Atk Dmg. Range: 2 cells. Chance of Poison. 8 MP.
+Shed Skin: Shakes self out of old skin and revels in a new one. Removes all stat reductions and status conditions. Range: Self. 8 MP.
R-Ability: None.
S-Ability: Enhance Potency – Changes all chances of Poison to chances of Severe Poison for 3 turns after activation.
D-Ability: None.
Stats:
HP: 55
MP: 45
DD: –/–
Atk: 9
Def: 4
Int: 2
Spr: 5
Evade: 8%
Move: 4 cells
*See above for Edders, Kobra, and Mando
Neutral Profiles
None.[/color]
Last edited by Masquerade on Fri Oct 17, 2014 12:45 am; edited 27 times in total
Re: Terraform [Profile Thread]
Last edited by Masquerade on Tue May 13, 2014 1:11 am; edited 9 times in total
Re: Terraform [Profile Thread]
~ B E S T I A R Y ~
Humanoid
Marauder (1) (Location: Broken Highway/Defeated: 1/Exp: 25/Accra: 150/Items: Time-Warped Round, Foreign Currency)
Beast
None.
Reptilian
None.
Insect
Stinger (Location: Caranda Falls/Defeated: 1/Exp: 2/Accra: 2/Items: ?????? ???????)
Plant
Delicate Flora (Location: Caranda Falls/Defeated: 2/Exp: 1/Accra: 1/Items: Torn Leaf, Crimson Bulb)
Aquatic
Ethereal Leviathan (Location: Caranda Falls/Defeated: 1/Exp: 5/Accra: 16/Items: ??????? ????, ?????????? ???)
Cannon Clam (Location: Caranda Falls/Defeated: 5/Exp: 2/Accra: 7/Items: Scorched Pearl)
Inorganic
Sand Turret (Location: Caranda River/Defeated: 2/Exp: 3/Accra: 12/Items: Sandy Barrel)
Machine
Sweeper (Location: Broken Highway/Defeated: 3/Exp: 2/Accra: 8/Items: Old Broom, Hard Drive)
Heavyset Mech (Location: Broken Highway/Defeated: 1/Exp: 8/Accra: 21/Items: Hard Drive, ??????? ?????)
Demon
None.
Undead
None.
Humanoid
Marauder (1) (Location: Broken Highway/Defeated: 1/Exp: 25/Accra: 150/Items: Time-Warped Round, Foreign Currency)
Beast
None.
Reptilian
None.
Insect
Stinger (Location: Caranda Falls/Defeated: 1/Exp: 2/Accra: 2/Items: ?????? ???????)
Plant
Delicate Flora (Location: Caranda Falls/Defeated: 2/Exp: 1/Accra: 1/Items: Torn Leaf, Crimson Bulb)
Aquatic
Ethereal Leviathan (Location: Caranda Falls/Defeated: 1/Exp: 5/Accra: 16/Items: ??????? ????, ?????????? ???)
Cannon Clam (Location: Caranda Falls/Defeated: 5/Exp: 2/Accra: 7/Items: Scorched Pearl)
Inorganic
Sand Turret (Location: Caranda River/Defeated: 2/Exp: 3/Accra: 12/Items: Sandy Barrel)
Machine
Sweeper (Location: Broken Highway/Defeated: 3/Exp: 2/Accra: 8/Items: Old Broom, Hard Drive)
Heavyset Mech (Location: Broken Highway/Defeated: 1/Exp: 8/Accra: 21/Items: Hard Drive, ??????? ?????)
Demon
None.
Undead
None.
Last edited by Masquerade on Tue May 13, 2014 1:11 am; edited 8 times in total
Re: Terraform [Profile Thread]
Name: Masq
Gender: Male
Age: 21
Level: 5
Next Level: 28/48
Appearance:
Profession: Mysterious Stranger - Of origins unknown, the one who claims this profession reveals nothing but claims to know much, but how much of that wisdom is truth and how much of it is mere illusion? (Entrance)
*Entrance: All basic attacks have the ability to induce sleep.
Profession: Slumbering Demon - Ancient king of nightmares with the power to lure even the strongest soul into an eternal sleep. It is rumored that those who enter the realm of dreams while he's around will never survive to return to the waking world. (Entrance)(Infiltration)
*Entrance: All basic attacks have the ability to induce sleep.
*Infiltration: Enemies that have been put to Sleep cannot recover from the status naturally while the user is in this form. The effects of Sleep fade when the original duration ends, but the status will stay. Enemies afflicted with Sleep take 3% Max HP damage per turn.
Weapon: Shimmer - Long sword with a blade made out of a metal that has a great capability to reflect light.
Armor: The Magnificent - Extravagant violet cape speckled with yellow stars. Surely it is meant for the most prestigious of magicians.
Accessory: Pocket Watch - A silver pocket watch which appears to be broken, for the hands are frozen in their places.
A-Ability: Drift Away:
+Siesta Slice: Cuts at the enemy with a blade coated in an aura that slices through dreams themselves. 110% Atk Dmg. Range: Adjacent cell. Deals 20% more damage to Sleeping targets. 8 MP.
+Somnia Sphere: Encloses a slumbering foe in a sphere of energy that emanates the need for sleep. Places Somnia state upon target. Targets with Somnia have a chance of inflicting Sleep on their allies within a 2 cell radius. Enemies put to sleep in this way gain Somnia state to further spread the status. Lasts until enemy is awoken. Range: 3 cells. 12 MP.
+Life Weaver: Releases threads of energy to tangle a foe, watching as the ends latch onto the target's soul and drain its life essence. 100% Atk Dmg on-hit. Deals 80% Atk Dmg per turn for 3 turns afterwards. Range: 4 cells. If the target is afflicted with Sleep, 50% of the net damage dealt is drained as HP. Threads can be given to an ally at any time during the duration so that they may receive the healing instead. 12 MP.
A-Ability: Never Return:
+Second Shadow: Follows up any other sort of sword move with an exact copy of the same move enhanced by the powers of darkness. Damage varies. Range: Varies. Can only be used as a follow-up to a skill or basic attack involving one's weapon. Damage output is equal to original x1.5. 8/[Skill MP + 8] MP, dependent on whether used as a basic attack follow-up or skill follow-up. Darkness elemental.
+Nightmare Rend: Sends out a blast of dark lightning that shreds the earth as it jets along scathing everything in its path. 130% Atk Dmg. Range: 8 cells, linear. Chance of Misfortune. 16 MP.
R-Ability: Dream Devour - Whenever the user successfully inflicts Sleep upon an enemy, the user recovers 5% Max HP. For every turn that the enemy remains in a Sleeping state, the user recovers 10%/20%/40% Max HP, the amount increasing per turn the enemy is Asleep with healing capped at 40% Max HP recovery in the case the duration is extended. If the duration is refreshed, this ability does not activate and is considered interrupted.
S-Ability: Extended Slumber - Increases the duration of Sleep inflicted by this unit by 1 turn.
Hopeless Struggle - Innately increases DoT damage inflicted by the user by 5%. Damage over time effects inflicted by the user last 1 extra turn than normal.
D-Ability: Depravity Descension (Dark) - Unleashes one's true form--that of the slumbering demon, steeping the area in darkness whilst disappearing to slash away at a single foe with the relentless might of an ancient beast, returning to one's original place ready for the battle ahead with newfound power at one's fingertips. Deals 200% Piercing Atk damage to a single foe on the battlefield. Enters Slumbering Demon form allowing for the usage of a new A-Ability skillset. All damage output in this form is increased by 10% and can be dispelled at any time to revert forms without the cost of an Act action.
Stats:
HP: 40 (+5 from Silver Pocket Watch)
MP: 20
DD: 0/10
Atk: 8 (+3 from Shimmer)
Def: 4 (+1 from The Magnificent)
Int: 1 (+1 from Shimmer)
Spr: 5 (+2 from The Magnificent)
Evasion: 5%
Movement: 2 cells (+1 from Mysterious Stranger profession)/(+2 from Slumbering Demon profession)
Skill Points: 0
Gender: Male
Age: 21
Level: 5
Next Level: 28/48
Appearance:
- Spoiler:
Profession: Mysterious Stranger - Of origins unknown, the one who claims this profession reveals nothing but claims to know much, but how much of that wisdom is truth and how much of it is mere illusion? (Entrance)
*Entrance: All basic attacks have the ability to induce sleep.
Profession: Slumbering Demon - Ancient king of nightmares with the power to lure even the strongest soul into an eternal sleep. It is rumored that those who enter the realm of dreams while he's around will never survive to return to the waking world. (Entrance)(Infiltration)
*Entrance: All basic attacks have the ability to induce sleep.
*Infiltration: Enemies that have been put to Sleep cannot recover from the status naturally while the user is in this form. The effects of Sleep fade when the original duration ends, but the status will stay. Enemies afflicted with Sleep take 3% Max HP damage per turn.
Weapon: Shimmer - Long sword with a blade made out of a metal that has a great capability to reflect light.
Armor: The Magnificent - Extravagant violet cape speckled with yellow stars. Surely it is meant for the most prestigious of magicians.
Accessory: Pocket Watch - A silver pocket watch which appears to be broken, for the hands are frozen in their places.
A-Ability: Drift Away:
+Siesta Slice: Cuts at the enemy with a blade coated in an aura that slices through dreams themselves. 110% Atk Dmg. Range: Adjacent cell. Deals 20% more damage to Sleeping targets. 8 MP.
+Somnia Sphere: Encloses a slumbering foe in a sphere of energy that emanates the need for sleep. Places Somnia state upon target. Targets with Somnia have a chance of inflicting Sleep on their allies within a 2 cell radius. Enemies put to sleep in this way gain Somnia state to further spread the status. Lasts until enemy is awoken. Range: 3 cells. 12 MP.
+Life Weaver: Releases threads of energy to tangle a foe, watching as the ends latch onto the target's soul and drain its life essence. 100% Atk Dmg on-hit. Deals 80% Atk Dmg per turn for 3 turns afterwards. Range: 4 cells. If the target is afflicted with Sleep, 50% of the net damage dealt is drained as HP. Threads can be given to an ally at any time during the duration so that they may receive the healing instead. 12 MP.
A-Ability: Never Return:
+Second Shadow: Follows up any other sort of sword move with an exact copy of the same move enhanced by the powers of darkness. Damage varies. Range: Varies. Can only be used as a follow-up to a skill or basic attack involving one's weapon. Damage output is equal to original x1.5. 8/[Skill MP + 8] MP, dependent on whether used as a basic attack follow-up or skill follow-up. Darkness elemental.
+Nightmare Rend: Sends out a blast of dark lightning that shreds the earth as it jets along scathing everything in its path. 130% Atk Dmg. Range: 8 cells, linear. Chance of Misfortune. 16 MP.
R-Ability: Dream Devour - Whenever the user successfully inflicts Sleep upon an enemy, the user recovers 5% Max HP. For every turn that the enemy remains in a Sleeping state, the user recovers 10%/20%/40% Max HP, the amount increasing per turn the enemy is Asleep with healing capped at 40% Max HP recovery in the case the duration is extended. If the duration is refreshed, this ability does not activate and is considered interrupted.
S-Ability: Extended Slumber - Increases the duration of Sleep inflicted by this unit by 1 turn.
Hopeless Struggle - Innately increases DoT damage inflicted by the user by 5%. Damage over time effects inflicted by the user last 1 extra turn than normal.
D-Ability: Depravity Descension (Dark) - Unleashes one's true form--that of the slumbering demon, steeping the area in darkness whilst disappearing to slash away at a single foe with the relentless might of an ancient beast, returning to one's original place ready for the battle ahead with newfound power at one's fingertips. Deals 200% Piercing Atk damage to a single foe on the battlefield. Enters Slumbering Demon form allowing for the usage of a new A-Ability skillset. All damage output in this form is increased by 10% and can be dispelled at any time to revert forms without the cost of an Act action.
Stats:
HP: 40 (+5 from Silver Pocket Watch)
MP: 20
DD: 0/10
Atk: 8 (+3 from Shimmer)
Def: 4 (+1 from The Magnificent)
Int: 1 (+1 from Shimmer)
Spr: 5 (+2 from The Magnificent)
Evasion: 5%
Movement: 2 cells (+1 from Mysterious Stranger profession)/(+2 from Slumbering Demon profession)
Skill Points: 0
Last edited by Masquerade on Tue May 13, 2014 3:08 am; edited 22 times in total
Re: Terraform [Profile Thread]
Name: Renee
Gender: Female
Age: 18
Level: 5
Next Level: 28/48
Profession: Huntress - Known for her knowledge of the environment and extreme methods of getting around in it, the one who claims this profession uses that knowledge to hunt down the vicious monsters that inhabit the wilds. (Monster Slayer)
*Monster Slayer: This unit's basic attacks and skills deal 10% more damage to monsters.
Weapon: Copper Wire - Usually reserved for electrical situations, this long length of wire can do dire damage in capable hands. (Range: 3 cells)(Lightning elemental)
Armor: Show Girl's Garments - What used to be a wondrous sparkling silver dress has not been torn and ripped to form a beautiful top and short shorts perfect for the mobile...fighter?
Accessory: Fang Necklace - Motley collection of fangs arranged into a decorative trophy necklace of sorts.
A-Ability: High Velocity:
+Canopy Glide: Tosses wire into the limbs of the trees or other tall objects and uses them to glide to a cell farther away. Allows movement to a cell up to [User's Move] + 4 cells away. Range: Set. 8 MP. Next attack deals 10% more damage.
+Wire Pierce: Brings the wire to life and manipulates the endings such that they penetrate the flesh of the foe. 120% Atk Dmg. Range: 3 cells. 6 MP.
+Poison Lash: Swings wires coated in a vicious toxin at a foe causing them to crack across the target's skin like whips, the poison entering the bloodstream through the skin. 90% Atk Dmg. Range: 3 cells. Chance of Poison. 6 MP.
R-Ability: Effortless Agility - If Canopy Glide is used on a turn where a standard move action has not been taken, the MP cost of Canopy Glide is refunded and it becomes a free move for the turn. All Canopy Glide usages count as Move actions instead of Act actions.
S-Ability: Burst - This unit gains Haste at the start of each battle.
D-Ability: Slice Through (Neutral) - Ties the enemy up with wire, entangling it hopelessly before pulling on the wires in many different directions with unmatched force causing them to completely cut through the enemy leaving it as nothing more but blocks of flesh upon the ground. Deals 200% Piercing Atk damage to an enemy up to 3 cells away. Survivors are subject to Bleeding.
Stats:
HP: 35
MP: 25
DD: 0/10
Atk: 8 (+3 from Copper Wire)(+1 from Fang Necklace)
Def: 4 (+1 from Show Girl's Garments)
Int: 1 (+0 from Copper Wire)
Spr: 5 (+2 from Show Girl's Garments)
Evasion: 8%
Movement: 2 cells (+2 from Huntress profession)
Skill Points: 0
Gender: Female
Age: 18
Level: 5
Next Level: 28/48
Profession: Huntress - Known for her knowledge of the environment and extreme methods of getting around in it, the one who claims this profession uses that knowledge to hunt down the vicious monsters that inhabit the wilds. (Monster Slayer)
*Monster Slayer: This unit's basic attacks and skills deal 10% more damage to monsters.
Weapon: Copper Wire - Usually reserved for electrical situations, this long length of wire can do dire damage in capable hands. (Range: 3 cells)(Lightning elemental)
Armor: Show Girl's Garments - What used to be a wondrous sparkling silver dress has not been torn and ripped to form a beautiful top and short shorts perfect for the mobile...fighter?
Accessory: Fang Necklace - Motley collection of fangs arranged into a decorative trophy necklace of sorts.
A-Ability: High Velocity:
+Canopy Glide: Tosses wire into the limbs of the trees or other tall objects and uses them to glide to a cell farther away. Allows movement to a cell up to [User's Move] + 4 cells away. Range: Set. 8 MP. Next attack deals 10% more damage.
+Wire Pierce: Brings the wire to life and manipulates the endings such that they penetrate the flesh of the foe. 120% Atk Dmg. Range: 3 cells. 6 MP.
+Poison Lash: Swings wires coated in a vicious toxin at a foe causing them to crack across the target's skin like whips, the poison entering the bloodstream through the skin. 90% Atk Dmg. Range: 3 cells. Chance of Poison. 6 MP.
R-Ability: Effortless Agility - If Canopy Glide is used on a turn where a standard move action has not been taken, the MP cost of Canopy Glide is refunded and it becomes a free move for the turn. All Canopy Glide usages count as Move actions instead of Act actions.
S-Ability: Burst - This unit gains Haste at the start of each battle.
D-Ability: Slice Through (Neutral) - Ties the enemy up with wire, entangling it hopelessly before pulling on the wires in many different directions with unmatched force causing them to completely cut through the enemy leaving it as nothing more but blocks of flesh upon the ground. Deals 200% Piercing Atk damage to an enemy up to 3 cells away. Survivors are subject to Bleeding.
Stats:
HP: 35
MP: 25
DD: 0/10
Atk: 8 (+3 from Copper Wire)(+1 from Fang Necklace)
Def: 4 (+1 from Show Girl's Garments)
Int: 1 (+0 from Copper Wire)
Spr: 5 (+2 from Show Girl's Garments)
Evasion: 8%
Movement: 2 cells (+2 from Huntress profession)
Skill Points: 0
Last edited by Masquerade on Tue Aug 26, 2014 9:37 pm; edited 16 times in total
Re: Terraform [Profile Thread]
Name: Luca di Angelo Graves
Age: 20
Gender: Female
Appearance:
Level: 5
Exp: 28/48
Weapon: Lady Luck- With ebony hilt and polished crimson blade, this rapier is imbued with an enchantment to increase the luck of the wielder. (+10% Critical Hit Rate)
Armor: Dealer's Sleight- Fancy threads consisting of a black suit over top a beautiful white dress shirt with black trousers thrown in. Comes with a red tie adorned with a strange symbol that looks like a heart of sorts. (-5% chance to receive Critical Hits)
Accessory: Ruby Earring- Simple earring with a ruby gemstone.
A-Ability: Journey's Start
+Onset – The beginning of one's adventure is always the most important part of any successful journey. The user takes a prominent step forward and delivers two slashes in the target's direction. 90% Atk Damage. 2 Hits. Range: 2 Cells. 6 MP.
--- Plunge – Diving into the life of adventure, one must take it headfirst or miss out on a wonderful experience. Follows through by delivering a devastating stab at the target's stomach. 110% Atk Damage. 50% Chance of Critical Hit. Range: Set. 8 MP.
+Rest – Knowing one's limitations and acknowledging them is also vitally important. The user stops a moment to breathe and refresh before continuing onward. No Damage. User waits. User recovers 1% Max Hp and Mp; Enables a second act action the following turn. Must be the user's first action. Range: Self. 6 MP.
+Preparation – In order to better take on the challenges of the road, one must make sure to be prepared for anything. The user takes a moment to ready herself before making her next strike. No Damage. Bestows Bravery. Range: Self. 8 MP.
A-Ability: Natural Path *LOCKED*
A-Ability: Seaward Bound *LOCKED*
A-Ability: Pathway's Master *LOCKED*
R-Ability:
+Adventurous Surge – The thrills of adventure leave one totally energized, ready to combat all that comes one's way. When an enemy unit enters a two cell radius of the user, she rushes to an adjacent cell. If this ability has activated and said enemy unit attempts to leave a two cell radius of the user, she follows so long as they do not move out of her movement range and there is a cell available for her to occupy.
S-Ability:
+Director – On the road, one rarely has others around to make decisions for them; in order to take the best possible route for one's self, one must make their own decisions. Dissolves Act Actions and Move Actions into plain Actions for the user to take advantage of as they see fit.
D-Ability:
+Homebound – Every path must eventually lead the one walking it back home, hopefully with a better understanding of themselves. With hopes to return to where the journey started when the user is through journeying, the user releases a flurry of attacks which ensure the user's ability to return home. 200% Pierce Atk Damage. The user may take a second move action. Range: Adjacent Cell. 0 MP.
Stats:
Next Level: MP, Atk, Spr
HP: 35
MP: 25 (+5 from Ruby Earring)
DD: 10/10
Atk: 8 (+3 from Lady Luck)
Def: 5 (+2 from Dealer's Sleight)
Int: 1 (+0 from Lady Luck)
Spr: 4 (+1 from Dealer's Sleight)
Evade: 8% (+5% from Traveler)
Move: 2 Cells (+2 from Adventurer Profession) (+1 from Traveler)
Skill Points: 0
Age: 20
Gender: Female
Appearance:
- Spoiler:
- Spoiler:
- Adventurer- Prone to breaking out of the mundane life fate has granted them, the one who claims this profession journeys forth to visit the vast unknown in any way possible. (Traveler) (Equip: Rapiers)
Traveler: Accustomed to coming and going as well as prepared for the obstacles in the road, the user strives to always move forward. Grants +1 Move and +5% Evasion.
- - - - -Geomancer- Having traveled across the land, the one who claims this profession seeks to become one with the earth she walks. Taking the earth's challenge in stride, she draws from its power and uses it to continue her ventures. (Earthwalker) (Nature's Embrace) (+1 Basic Attack) (Equip: Rapiers)
Earthwalker: The user can cross any terrain so long as it is to continue her ventures. Enables the user to passthrough any nature-based terrain and grants +1 Move.
Nature's Embrace: Stopping for a moment to immerse one's self in the true air of Nature is a wise tactic; used often it can easily lend the power of the earth itself to an individual. Whenever the user uses Rest, she gains Nature's Embrace status. Nature's Embrace: The user's next attack ignores 20% of her target's respective defensive stat and the user absorbs 10% of the damage dealt as Mp.Pirate- Having walked the earth and become well acquainted with the land, the one who claims this profession sets her sights on the unknown horizons of the vast seas and waterways that ribbon the land. Taking the steps to become one with the sea as she is with the land, her ventures will no doubt lead her to the greatest feats the world has to offer. (Well-Traveled) (Ocean's Gift) (Relaxation) (+2 Basic Attacks) (Equip: Rapiers)
Well-Traveled: One with the earth and now seeking a similar relationship with the sea, only they who have seen some of the greatest sights can truly make that dream a reality. Enables the user to occupy most any unoccupiable cell (within obvious limitations) and increases Move by 1.
Ocean's Gift: Waiting for the proper moment to make a move–flowing like the water in a carefree manner–evokes the secrets within the ocean. Whenever the user uses Rest, she gains Ocean's Gift status. Ocean's Gift: The user's damage output is increased by 5% for every water cell or water-type cell on the battlefield for the following three turns. If there are no water cells or water-type cells present, water cells will begin to randomly appear for the next five turns.
Relaxation: The sea, when calm, is a truly serene sight–nothing but utter peace exudes from the gentle waves. Rest costs 0 MP to execute as long as there is a single water cell on the field.Trailblazer- Having traveled the farthest reaches of the world she inhabits, the one who claims this profession has turned over every rock, climbed every mountain, explored every depth, and claimed her place as a world-renowned explorer. Nothing of this world can surprise her, not when she has seen it all and become its master. (Northern Star) (Journey's Gift) (Serenity Stance) (+3 Basic Attacks) (Equip: Rapiers)
Northern Star: The North Star shines bright to guide the way through the night–without the need for it, the user walks her own path. Enables the user to occupy most any unoccupiable cell (within obvious limitations) and increases Move by 2.
Journey's Gift: Seeing the world and learning its secrets grants the user a near infinite knowledge–stopping to take everything in and recollect grants such knowledge. Whenever the user uses Rest, she gains Journey's Gift status. Journey's Gift: Increases all of the user's stats by 30% for Four Turns, but forces Rest to have a recharge time of ? Turns.
Serenity Stance: When resting everything is peaceful–no spite or pain to deal with. Just serenity. Only serenity. Rest now costs 0 MP to use so long as there is not an enemy within 2 Layers of Surrounding Cells of the user.
Level: 5
Exp: 28/48
Weapon: Lady Luck- With ebony hilt and polished crimson blade, this rapier is imbued with an enchantment to increase the luck of the wielder. (+10% Critical Hit Rate)
Armor: Dealer's Sleight- Fancy threads consisting of a black suit over top a beautiful white dress shirt with black trousers thrown in. Comes with a red tie adorned with a strange symbol that looks like a heart of sorts. (-5% chance to receive Critical Hits)
Accessory: Ruby Earring- Simple earring with a ruby gemstone.
A-Ability: Journey's Start
+Onset – The beginning of one's adventure is always the most important part of any successful journey. The user takes a prominent step forward and delivers two slashes in the target's direction. 90% Atk Damage. 2 Hits. Range: 2 Cells. 6 MP.
+Rest – Knowing one's limitations and acknowledging them is also vitally important. The user stops a moment to breathe and refresh before continuing onward. No Damage. User waits. User recovers 1% Max Hp and Mp; Enables a second act action the following turn. Must be the user's first action. Range: Self. 6 MP.
+Preparation – In order to better take on the challenges of the road, one must make sure to be prepared for anything. The user takes a moment to ready herself before making her next strike. No Damage. Bestows Bravery. Range: Self. 8 MP.
- Spoiler:
- +Passing Glance – One must be able to act on something the moment they spot it. The user, perfectly in range of her target, makes a swift assault which they are unlikely to dodge. 100% Atk Damage. Sure Hit. Range: 2 Cells. ? MP.
+Overcome – Stopped in mid-travel by an obstacle, one must persevere in order to move forward. The user walks her path with a powerful stride, striking aside any who challenge her so that she may move forward. No Damage. User moves [User Move Stat] Cells in given direction; Enemies in the way take 100% Atk damage. Range: Set. ? MP.
+Aid – Upon finding another travel, one must choose whether or not they are friend or foe; if friend, grant them your help if the need arise. The user offers her assistance to an ally for a brief period of time. No Damage. Lends 25% of the User's Atk to the target's main attack stat for the next Three Turns. Range: 4 Cells. ? MP.
+Final Stand – The last legs of one's journey prove to be the hardest. In the face of her final moments, the user delivers an all out assault that leaves her extremely fatigued afterwards, but gives her hope for a conclusion to her travels. 120% Atk Damage. 12 Hits. The user must be in Critical Condition. User's Stats are reduced by 20% for Five Turns. Range: Adjacent Cell. ? MP.
A-Ability: Natural Path *LOCKED*
- Spoiler:
- +Inner Power – In order to walk the path less traveled, one must look inside themselves and find their inner strength; the power they've always had but never used. The user unlocks a seal on her mana to produce the inner strength that lied dormant within herself. No Damage. Causes the user's Int-based abilities to use the user's Atk stat as the base; must be used before any other Natural Path ability may be used. Range: Self. ? MP.
+Focus Connection – Draw power from nature and it shall lend itself to one when it is most needed. The user focuses on her connection with nature and slowly recovers her reserves by drawing from the earth's own. No Damage. User recovers Hp and Mp equal to 100% of the user's Int for Five Turns; takes Two Turns to use. Range: Self. ? MP. Earth Elemental.
+Earthen Spire – Reshapes earth into one's desired form to use as a weapon. The user concentrates on the ground and rips the earth itself up and reforms it into a spike before firing it off at the target. 130% Int Damage. Range: 3 Cells; Linear [One Target]. ? Mp. Earth Elemental.
+Brine Squall – Calls upon the harshest gales to blow water mana in a fierce burst. The user redirects gales in the target's direction while also generating a large surge of water mana which slices into the target several times. 120% Int Damage. 3 Hits. 50% Chance of Wet. Range: 3 Cells. ? MP. Water Elemental.
+Eternal Blaze – Similar to the fires in one's hearts, natural fire burns strong and consumes in its passion. The user sparks a small flame at the tip of her rapier, swirling and adding to its body before firing off a burst of flame at the target. 100% Int Damage. Lasts Five Turns. Range: 4 Cells. ? MP. Fire Elemental.
+Frozen Calamity – Unleashes one's ruthlessness in a frozen gale that freezes not only the target, but also the ground around the victim. The user directs a ruthless gale in the target's direction, utilizing ice mana to flash freeze the target and the earth around them. 110% Int Damage. 50% Chance of Freeze; Adjacent Cells become Ice Cells. Range: 5 Cells. ? Mp. Ice Elemental.
+Terraform – Pleads with the earth to meld part of itself to one's likings. The user offers up some of her mana to the earth to form a special part of nature. No Damage. Spawns 1 Nature Cell of the user's choosing. Range: Single Cell. ? MP.
+Meteoform – Draws upon one's connection with the earth to alter the atmosphere to fit one's desires. The user focuses one's connection with the earth and utilizes her own mana to alter the surroundings to fit her need. No Damage. Changes Atmosphere based on Nature Cell utilized. Range: Set. ? MP.
+Nature Strike – Utilizes the power of nature to one's fullest potential, drawing all of its power into a single attack. The user pulls from the energy of the verdant earth to strike the target with all of nature's power. 210% Atk Damage. 25 Nature Cells must be available; Element varies depending on most abundant Nature Cell. User cannot act the next turn. Range: Adjacent Cell. ? MP. Varying Elemental.
A-Ability: Seaward Bound *LOCKED*
- Spoiler:
- +Crest Surge – Directs the sea to bend its will to the user in order to herald her arrival. Gathers a swell of seawater around the user before using it to surge to whatever destination the user desires. No Damage. Moves user to target cell. Can link basic attack combo. Range: Self. ? MP. Water Elemental.
+Broadside – With a hearty call, all cannons let loose fire upon the opposition. Swipes the blade through the air causing a barrage of bullets to fly at the targets 80% Atk Damage. 14 Randomized Hits. Range: 4 Cells; Fanshape. ? MP.
+Dolphin Kick – Bends the sea around the user in order to propel herself at a high speed. Uses the water's strength to launch the user at the target, delivering a sharp kick that is hard to recover from. 140% Atk Damage. High Chance of Addle. Range: 6 Cells. ? MP. Water Elemental.
+Sea Breeze – Directs the winds that dance across the sea to bend their will to the user, gifting her and her allies with its vigor. Gathers the swiftest gales from every corner of the ocean to bless the user and her allies with unparalleled speed. No Damage. Bestows Haste. Range: All Allies. ? MP. Wind Elemental.
+Commandeer – Back's the target into a corner in order to prime them for capture. Place's one's self in the perfect positioning to ensure escape is futile. No Damage. Roots Target for the Next Turn. Range: 3 Cells. ? MP.
---Forced Camaraderie – Successfully captures the target and places them within the user's jurisdiction evermore. Christens the target as the user's prisoner and forced ally, using iron will to rule over their actions... for the time being. No Damage. Gains control over one enemy for the rest of the battle. Does not affect bosses. Only one enemy may be controlled at a time. Range: Rooted Target. ? MP.
+Sea's Scourge – With gun in hand range is no longer an issue, the best buccaneers always land their shots. Pulls out a special gun crafted specifically for the user to use in dire situations; if one is worthy, a bullet fired from this weapon never misses. No Damage. Equips the Sea's Scourge as a subweapon for Five Turns. Sea's Scourge: Enables the user to perform a 4 cell ranged basic attack combo alternatively to her normal basic attacks; the user will automatically counter any ranged attack by firing a shot dealing 100% Atk damage if this weapon is equipped; if the user has gained the title Queen of the Pirates, this weapon as a Sure Hit effect. Range: Self. ? MP.
+Tidal Burst – Gathers and reforms seawater into a wall before firing it at the user's targets. Creates a veritable wall of water and sends it hurtling toward the user's targets; the closer they are the harsher the force of the wave. No Damage. Briefly occupies the chosen column or row adjacent to the user with water cells and pushes them in the direction away from the user; the water travels to the edge of the battlefield, anything caught in the way gets pushed back depending on how close they were to the initial 'wall of water' (as decided by the GM); objects in the way may be destroyed depending on how close they were to the initial 'wall of water (as decided by the GM). Range: See Description. ? MP. Water Elemental.
- - - - -+Lese Majesty – With blade at the ready, delivers the ultimate judgement of the sea to the target with a single strike that eradicates any chance of the target crossing the user again. 270% Atk Damage. Does not activate Target's R-Ability or Innate Abilities. Target cannot directly target the user for the duration of the battle. Can only be purchased after Luca has obtained the title Queen of the Pirates. Range: Adjacent Cell. ? MP.
A-Ability: Pathway's Master *LOCKED*
- Spoiler:
- +Heaven Step – "Celestial bodies guide me! Let me follow in Heaven's footsteps!" Utilizes the power of the stars and other heavenly bodies to bless the user with the ultimate dexterity. No Damage. Increases Move by 1 for Two Turns; Increases Evade by 30% for Two Turns. Range: Self. ? MP. Light Elemental.
---Celestial Impact – "Starlight guide my blade! Heavens, unleash your fury!" Transforms the blessing of the stars into a radiant aura which surrounds the user's blade for one strike that leaves the target baptized in true heavenly energy. 250% Atk Damage. Removes Heaven Step buff. High Chance of Purification. Range: Adjacent Cell. ? MP. Light Elemental.
+Shooting Star – With the utmost dexterity, the user launches herself into the air and expertly tosses her blade in the target's direction with premium force. 175% Atk Damage. Knocks Target back Three Cells. Range: 6 Cells; Linear. ? MP.
+Blaze of Glory – "Blaze your own trail and ravel in the grasp of glory!" Raises the blade high in order to collect pure determination in its slender frame before sinking it into the ground, creating a fiery aura that embodies the user's will. 120% Atk Damage. The user's stats are increased by 5% for Five Turns; if the counter is two turns or below, the counter resets. Range: Surrounding Cells. ? MP. Fire Elemental.
+Tactical Advance – Takes advantage of strategic placement in order to advance upon the enemy, swiftly attacking and moving on before counteraction can be taken. 100% Atk Damage. 3 Hits. The user moves into an adjacent cell of the target; if there is another target within the move's range after the first target has been attacked, the user performs the same set of actions on that target until there are no more targets within range. Can only be executed once per enemy per action spent. Range: 4 Cells. ? MP.
+Keen Eye – "I've seen it all." Bolsters mana to the user's eyes in order to get a more acute look at everything. No Damage. Bestows Sure Hit for Three Turns [User]. Reveals Traps, Hidden Treasure, and Hidden Enemy Locations [Map]. Range: Set. ? MP.
+The Path Less Traveled – "Take the path less traveled by. It makes all the difference." Rewrites the target's destiny to take the path less traveled, incurring great difficulty for the moment to bestow great rewards at a later time. No Damage. Decreases the target's stats by 25% for Two Turns; after the debuff wears off, the target receives a 20% boost to their stats for Five Turns. Range: 3 Cells. ? MP.
+Voyager – Takes notice of the target and delivers a powerful slash before moving on, only to turn around after passing to get in another strike before truly continuing onwards. 150% Atk Damage. 2 Hits. The user may take a second move action. Range: Adjacent Cell. ? MP.
+Journey's End – "This is the end." Announces the end of not only the target's current ventures, but all future ventures at well through the deliverance of a single attack. 340% Atk Damage. If the user KOs the target with this move, the user's next ability costs 0 MP; If the user fails to KO the target with this move, the user may not access A-Abilities for Two Turns. Range: Adjacent Cell. ? MP.
R-Ability:
+Adventurous Surge – The thrills of adventure leave one totally energized, ready to combat all that comes one's way. When an enemy unit enters a two cell radius of the user, she rushes to an adjacent cell. If this ability has activated and said enemy unit attempts to leave a two cell radius of the user, she follows so long as they do not move out of her movement range and there is a cell available for her to occupy.
S-Ability:
+Director – On the road, one rarely has others around to make decisions for them; in order to take the best possible route for one's self, one must make their own decisions. Dissolves Act Actions and Move Actions into plain Actions for the user to take advantage of as they see fit.
D-Ability:
+Homebound – Every path must eventually lead the one walking it back home, hopefully with a better understanding of themselves. With hopes to return to where the journey started when the user is through journeying, the user releases a flurry of attacks which ensure the user's ability to return home. 200% Pierce Atk Damage. The user may take a second move action. Range: Adjacent Cell. 0 MP.
Stats:
Next Level: MP, Atk, Spr
HP: 35
MP: 25 (+5 from Ruby Earring)
DD: 10/10
Atk: 8 (+3 from Lady Luck)
Def: 5 (+2 from Dealer's Sleight)
Int: 1 (+0 from Lady Luck)
Spr: 4 (+1 from Dealer's Sleight)
Evade: 8% (+5% from Traveler)
Move: 2 Cells (+2 from Adventurer Profession) (+1 from Traveler)
Skill Points: 0
Last edited by Silver on Mon Jan 13, 2014 6:53 pm; edited 30 times in total
Re: Terraform [Profile Thread]
Karin Corinna
Female, 21 (July 23)
Appearance:
Profession: Computation Engineer - A talented young thing with a knack for technology. Using a small disk tablet, the engineer can create complex codes that virtually tap into the mana of this world to create all sorts of interesting devices. (Zeroth Codex)
Zeroth Codex - Allows the user to wield both a Codex Manual and a sub-weapon. Attack bonuses are exclusive to each weapon.
Weapon: Old Codex - A small tablet shaped like a disk that attaches to a spot on Karin's arm. It is what allows all of her use of magic. (3 cell range)(Int-based)
Sub-Weapon: Spiked Disk - A combat disk with a jagged edge used to strike enemies from a distance and return to the user like a boomerang would. (3 cell range)(Atk-Based)
Armor: Codex Armor - Doesn't look like much, but the barrier it generates is powerful enough to ward off a few physical attacks.
Accessory: Vial of Mercury - Don't ask questions, and you might not have to drink this. (+5 HP)
A-Ability: Vital Codes
Guard Codex: Firewall - A code that generates a barrier to prevent the full brunt of physical attacks to reach the target. Bestows Protect. 3 cell range. 8 MP.
Guard Codex: Security Essentials - A quick and easy code to write that seeks out any abnormalities in a body and either destroys or fixes them, depending on the type of damage done. Heals target for 120% Int DMG. 3 cell range. 8 MP.
Guard Codex: Proxy Server - A powerful code that, when implemented in the nervous system of a targeted ally, creates a barrier that protects against certain, mysterious attacks. Bestows Shell. 3 cell range. 8 MP.
Guard Codex: Lightning Rod - A code that generates a surge of electricity that ripples through the user's body, creating a magnetism device with the user's own body to attract nearby enemies. Casts Center of Attention. Self only. 6 MP. Lightning Elemental. The effect can be shorted out by an attack of the Water element.
Guard Codex: Sweeper - A convenient code to reduce the pain of a targeted ally by removing any abnormalities that may lie within their nervous system or organs. Removes one negative status issue. 3 cell range. 8 MP.
Guard Codex: Antiviral Programming - A fairly short code that produces a syringe and strange fluid. When injected into the body, the nanobots within the fluid work to prevent negative status. Grants Immunity. 3 cell range. 12 MP.
A-Ability: Item
R-Ability:Virtual Reality Program - Though she exists in the real world, the coder, under certain circumstances, can bring forth the virtual world as a defense mechanism. This defense mechanism protects against attacks and absorbs energy from the attack. When the target of an enemy attack, absorbs half the damage as MP.
S-Ability: Virus Protection - As a well-known coder, it would be shameful for any malware to attach to the hacker. Cannot be afflicted by mental-based status effects. (Passive)
D-Ability: Attack Codex: Trojan Virus - A very nasty virus that has a tenacious way of eating away at both computers and human flesh. With such a simple code, one would not believe how easy it is to wreck the human body. And the thing about viruses? They spread. Quickly. 100% Piercing Int DMG to a single enemy. If the enemy goes within 2 cells of another enemy, the Virus spreads, dealing 50% Piercing Int DMG to both enemies. Chains up to 3 times.
Level: 5
Progress: 28/48
Stats:
HP: 35/35 (+5 from Vial of Mercury)
MP: 30/30
DD: 3/10
Atk: 3 (+0 from Old Codex)(+1 from Spiked Disk)
Def: 5 (+1 from Codex Armor)
Int: 3 (+1 from Old Codex)(+0 from Spiked Disk)
Spr: 6 (+0 from Codex Armor)
Evasion: 5%
Move: 2 (+1 from Computation Engineer Profession)
Skill Points: 0
Battle-Ready Stats:
HP: 40/40
MP: 30/30
DD: 3/10
Atk: 4
Def: 6
Int: 4
Spr: 6
Evasion: 5%
Move: 3
Female, 21 (July 23)
Appearance:
- Spoiler:
Profession: Computation Engineer - A talented young thing with a knack for technology. Using a small disk tablet, the engineer can create complex codes that virtually tap into the mana of this world to create all sorts of interesting devices. (Zeroth Codex)
Zeroth Codex - Allows the user to wield both a Codex Manual and a sub-weapon. Attack bonuses are exclusive to each weapon.
Weapon: Old Codex - A small tablet shaped like a disk that attaches to a spot on Karin's arm. It is what allows all of her use of magic. (3 cell range)(Int-based)
Sub-Weapon: Spiked Disk - A combat disk with a jagged edge used to strike enemies from a distance and return to the user like a boomerang would. (3 cell range)(Atk-Based)
Armor: Codex Armor - Doesn't look like much, but the barrier it generates is powerful enough to ward off a few physical attacks.
Accessory: Vial of Mercury - Don't ask questions, and you might not have to drink this. (+5 HP)
A-Ability: Vital Codes
Guard Codex: Firewall - A code that generates a barrier to prevent the full brunt of physical attacks to reach the target. Bestows Protect. 3 cell range. 8 MP.
Guard Codex: Security Essentials - A quick and easy code to write that seeks out any abnormalities in a body and either destroys or fixes them, depending on the type of damage done. Heals target for 120% Int DMG. 3 cell range. 8 MP.
Guard Codex: Proxy Server - A powerful code that, when implemented in the nervous system of a targeted ally, creates a barrier that protects against certain, mysterious attacks. Bestows Shell. 3 cell range. 8 MP.
Guard Codex: Lightning Rod - A code that generates a surge of electricity that ripples through the user's body, creating a magnetism device with the user's own body to attract nearby enemies. Casts Center of Attention. Self only. 6 MP. Lightning Elemental. The effect can be shorted out by an attack of the Water element.
Guard Codex: Sweeper - A convenient code to reduce the pain of a targeted ally by removing any abnormalities that may lie within their nervous system or organs. Removes one negative status issue. 3 cell range. 8 MP.
Guard Codex: Antiviral Programming - A fairly short code that produces a syringe and strange fluid. When injected into the body, the nanobots within the fluid work to prevent negative status. Grants Immunity. 3 cell range. 12 MP.
- Spoiler:
- Guard Codex: System Recovery - A long and complicated code that puts the user console at a state of rest to recover what was lost. Restores HP and MP equal to 25% of their maximum values. Self only. Cannot act the next turn. No MP.
Access Codex: Displacement - Using a code to hack into an enemy's nervous system, the hacker can access certain parts of this internal computer and move enemies where she wishes, against their wills. Moves an enemy up to 2 cells in any direction. 3 cell range. 8 MP.
Access Codex: Upgrade - Using codes already ingrained within the system, the hacker speeds up the upgrading process to allow the target to achieve a greater strength than before. Increase the dominant attacking stat by 35%. 3 cell range. ? MP.
Access Codex: Downgrade - Accessing an enemy's nervous system is easy if you have the codes for it. And with these codes, not only do they allow access, but they also allow an opportunity to weaken the target. Reduces the dominant attacking stat by 35%. 3 cell range. ? MP.
A-Ability: Item
R-Ability:
S-Ability: Virus Protection - As a well-known coder, it would be shameful for any malware to attach to the hacker. Cannot be afflicted by mental-based status effects. (Passive)
D-Ability: Attack Codex: Trojan Virus - A very nasty virus that has a tenacious way of eating away at both computers and human flesh. With such a simple code, one would not believe how easy it is to wreck the human body. And the thing about viruses? They spread. Quickly. 100% Piercing Int DMG to a single enemy. If the enemy goes within 2 cells of another enemy, the Virus spreads, dealing 50% Piercing Int DMG to both enemies. Chains up to 3 times.
Level: 5
Progress: 28/48
Stats:
HP: 35/35 (+5 from Vial of Mercury)
MP: 30/30
DD: 3/10
Atk: 3 (+0 from Old Codex)(+1 from Spiked Disk)
Def: 5 (+1 from Codex Armor)
Int: 3 (+1 from Old Codex)(+0 from Spiked Disk)
Spr: 6 (+0 from Codex Armor)
Evasion: 5%
Move: 2 (+1 from Computation Engineer Profession)
Skill Points: 0
Battle-Ready Stats:
HP: 40/40
MP: 30/30
DD: 3/10
Atk: 4
Def: 6
Int: 4
Spr: 6
Evasion: 5%
Move: 3
Last edited by Zerifachias on Sun Jan 12, 2014 8:56 pm; edited 12 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Terraform [Profile Thread]
- Spoiler:
- Name: Katyusha
Gender: Female
Age: 23
Appearance:- Spoiler:
Profession: Gunslinger - The name of this profession is incredibly misleading. While they do use guns as their weapon of choice they rarely actually fire said guns. Instead the purpose of the guns are to remotely control military-grade ballistics that can be fired upon the enemy at will. [Pinpoint]
*Pinpoint - Attacks and abilities gain Sure Hit.
Weapon: Dual Pistols - They're like little laser-pointers of death. [INT-based] [Range: 4 cells] [2 hits]
Armor: Uniform - Professional clothing that probably doesn't belong to any known organization.
Accessory: Spare Magazine - Okay why would you carry more of these things if you can't even empty one? [+5 MP]
A-Ability: Calldown
+ Sunstrike - Again with the misleading names. By "Sunstrike" we actually mean "Really-Hot-Laser-From-The-Sky." [120% INT Dmg. Range: 4 cells. Chance to Burn. 8 MP.]
+ Hornet's Nest - The good news is there won't be any actual stinging. The bad news, well, the "hornets" in question are actually rockets, lots of them. GLHF. [100% INT Dmg per hit, 8 hits. Range: 4 cells. 18 MP.]
R-Ability: Steam Bath - Whenever Katyusha is targeted from a 3 cell range or shorter she drops a smokescreen in between her and her assailant, using it as cover to retreat up to 3 cells away. If after the retreat Katyusha is then out of range of the attack the attack fails, otherwise the attack suffers a 50% accuracy reduction.
S-Ability: Energy Collection - Each time any unit on the battlefield, ally or enemy, spends MP on an ability Katyusha's pistols absorb some of the energy that is used, gaining 1 charge. At 10 charges Katyusha's next ability will cost no MP.
D-Ability: Tactical Strike - "Nuclear launch detected." There really isn't anything all that tactical about bombarding the enemies with explosives. But in all honesty there's a limit to how tactically a nuke can be used aside from saying "just drop it on those fuckers." [100% INT Dmg. Range: Enemy party]
Level: 4
EXP: 30/32
HP: 25
MP: 35 (+5 from Spare Magazine)
DD: 10/10
ATK: 1 (+0 from Dual Pistols)
DEF: 4 (+0 from Uniform)
INT: 7 (+1 from Dual Pistols)
SPR: 3 (+1 from Uniform)
Evd: 2%
Movement: 2 cells (+1 from Gunslinger profession)
Skill Points: 0
Last edited by Kurio on Sun Oct 27, 2013 7:37 pm; edited 5 times in total
Kurio- Masochistic Kitty Kat Maid
- Posts : 8939
Join date : 2009-10-30
Age : 29
Location : I dunno 3:
Re: Terraform [Profile Thread]
Name: Thage Ehrenphreis
Gender: Female
Age: 19
Level: 5
Progress: 28/48
Appearance:
Profession: Arcane Mistress: A witch who masters a strange, ancient magic that isn't always predictable. The one who claims this profession is a beginning mistress of magic. (Frenetic Efficience)
Frenetic Efficience: The user has a 50% chance to waive 25% of an MP cost if the skill has an additional cost attached.
Weapon: The Classics: A book of different old-time stories that have become popular through the ages. Such a collection is supposedly invaluable. [+3 INT]
Armor: The Queen: Two-piece black bikini that covers as little skin as possible, accompanied by a beautiful red gown that's more like a cape or cloak, making sure to leave the front area open for view. A white heart is emblazoned on the back of the gown. [+3 SPR; Charms male opponents in surrounding cells]
Accessory: Black Bow: The lone remnant of Thage's former life. Said to let her express herself. [+5 MP]
A-Ability: Double-Edged Support
+ Adsorption My gift to you... User chooses an amount of HP that isn't total, takes that as piercing magic damage, and heals target ally for the amount paid. Range: 5 cells. Accuracy: 100%. Use Time: Instant. Element: Arcane. 5 MP. As an additional cost of this skill, its MP cost raises by 1 for every Level the User gains.
+ Juxtaposition: I think I'll put you... here. User chooses any target unit and places them in any space on the current Map. Range: -- Accuracy: -- Use Time: Instant. Element: Arcane. As an additional cost to activate this skill, the user cannot act for one turn after its casting. 10 MP.
+ Psionic Blast: An exchange of fear for power, there is a sudden lack of consciousness, of awareness, almost akin to a climax, but instead of becoming at one with oneself, one is simply lost forever, never to be found again. 130% INT Damage, chance of Stun for 3 turns. Range: 4 Cells. Accuracy: 100%. Use Time: Instant. Element: Arcane. As an additional cost to activate this skill, the User must pay 5 HP and 1 DD before the skill may be activated. The life payment may not kill the User, nor may the Death Drive cost set the gauge to 0. 14 MP.
R-Ability: +Forgiveness: If Thage would be affected by an additional cost, once per turn that cost is nullified. Each time this ability activates, Thage loses 3 HP.
S-Ability: + Martyr: User recovers 15% of all direct damage taken as MP.
D-Ability: + Shattered Heart Forgiveness has no place in my mind. Or my soul. You must die. When the user is at critical HP, and is outnumbered, she may activate this skill. An overwhelming blast of nothingness consumes the area, deadening all sensation. All enemies take 40% of their max HP as piercing Arcane INT damage, no matter their position, and afflicts them with Confusion. Range: All enemies. Accuracy: 100% Use Time: Instant. Element: Arcane. As an additional cost to activate this ability, the user sacrifices all MP and all but 1 HP.
~ Stats ~
HP: 60
MP: 40 (+5 from Black Bow)
DD: 0/10
Atk: 1 (+0 from The Classics)
Def: 2 (+0 from The Queen)
Int: 4 (+3 from The Classics)
Spr: 3 (+3 from The Queen)
Evasion: 2% (+1% Level 5)
Movement: 2 cells (+0 from Arcane Mistress profession)
Skill Points: 0
Update Log:
Battle-Ready Stats:
Gender: Female
Age: 19
Level: 5
Progress: 28/48
Appearance:
- Spoiler:
Profession: Arcane Mistress: A witch who masters a strange, ancient magic that isn't always predictable. The one who claims this profession is a beginning mistress of magic. (Frenetic Efficience)
Frenetic Efficience: The user has a 50% chance to waive 25% of an MP cost if the skill has an additional cost attached.
Weapon: The Classics: A book of different old-time stories that have become popular through the ages. Such a collection is supposedly invaluable. [+3 INT]
Armor: The Queen: Two-piece black bikini that covers as little skin as possible, accompanied by a beautiful red gown that's more like a cape or cloak, making sure to leave the front area open for view. A white heart is emblazoned on the back of the gown. [+3 SPR; Charms male opponents in surrounding cells]
Accessory: Black Bow: The lone remnant of Thage's former life. Said to let her express herself. [+5 MP]
A-Ability: Double-Edged Support
+ Adsorption My gift to you... User chooses an amount of HP that isn't total, takes that as piercing magic damage, and heals target ally for the amount paid. Range: 5 cells. Accuracy: 100%. Use Time: Instant. Element: Arcane. 5 MP. As an additional cost of this skill, its MP cost raises by 1 for every Level the User gains.
+ Juxtaposition: I think I'll put you... here. User chooses any target unit and places them in any space on the current Map. Range: -- Accuracy: -- Use Time: Instant. Element: Arcane. As an additional cost to activate this skill, the user cannot act for one turn after its casting. 10 MP.
+ Psionic Blast: An exchange of fear for power, there is a sudden lack of consciousness, of awareness, almost akin to a climax, but instead of becoming at one with oneself, one is simply lost forever, never to be found again. 130% INT Damage, chance of Stun for 3 turns. Range: 4 Cells. Accuracy: 100%. Use Time: Instant. Element: Arcane. As an additional cost to activate this skill, the User must pay 5 HP and 1 DD before the skill may be activated. The life payment may not kill the User, nor may the Death Drive cost set the gauge to 0. 14 MP.
R-Ability: +Forgiveness: If Thage would be affected by an additional cost, once per turn that cost is nullified. Each time this ability activates, Thage loses 3 HP.
S-Ability: + Martyr: User recovers 15% of all direct damage taken as MP.
D-Ability: + Shattered Heart Forgiveness has no place in my mind. Or my soul. You must die. When the user is at critical HP, and is outnumbered, she may activate this skill. An overwhelming blast of nothingness consumes the area, deadening all sensation. All enemies take 40% of their max HP as piercing Arcane INT damage, no matter their position, and afflicts them with Confusion. Range: All enemies. Accuracy: 100% Use Time: Instant. Element: Arcane. As an additional cost to activate this ability, the user sacrifices all MP and all but 1 HP.
~ Stats ~
HP: 60
MP: 40 (+5 from Black Bow)
DD: 0/10
Atk: 1 (+0 from The Classics)
Def: 2 (+0 from The Queen)
Int: 4 (+3 from The Classics)
Spr: 3 (+3 from The Queen)
Evasion: 2% (+1% Level 5)
Movement: 2 cells (+0 from Arcane Mistress profession)
Skill Points: 0
Update Log:
- Spoiler:
- 8/27/14 Skill change!
Updated MP cost of Psionic Blast from ? to 14 MP.
5/17/14:
Skill change!
Increased Additional Cost of Psionic Blast from -2 HP to -5 HP and -1 DD, where DD cannot become 0 as a result of executing Psionic Blast. This has yet to be recosted for the adjustment.
4/15/14:
Equipment change!
Weapon: The Classics: A book of different old-time stories that have become popular through the ages. Such a collection is supposedly invaluable. [+3 INT]
~ From: ~ Empty Tome: A book devoid of print. Said to let the mind wander. [+1 INT]
Armor: The Queen: Two-piece black bikini that covers as little skin as possible, accompanied by a beautiful red gown that's more like a cape or cloak, making sure to leave the front area open for view. A white heart is emblazoned on the back of the gown. [+3 SPR; Charms male opponents in surrounding cells]
~ From: ~ Cotton Gown: An article of clothing that covers much of nothing. [+1 SPR]
New Skill Learned!
+ Psionic Blast: An exchange of fear for power, there is a sudden lack of consciousness, of awareness, almost akin to a climax, but instead of becoming at one with oneself, one is simply lost forever, never to be found again. 130% INT Damage, chance of Stun for 3 turns. Range: 4 Cells. Accuracy: 100%. Use Time: Instant. Element: Arcane. 18 MP. As an additional cost to activate this skill, the User must pay 2 HP before the skill may be activated. The life payment may not kill the User.
Skill Points: 1 - 1 = 0
Battle-Ready Stats:
- Spoiler:
- [/b]
- Code:
[color=blue]T[/color]hage Ehrenphreis (Arcane Mistress)
HP: 60/60
MP: 45/45
DD: 0/10
Atk: 1
Def: 2
Int: 7
Spr: 6
Evasion: 3%
Movement: 2 cells
Last edited by Gist on Wed Aug 27, 2014 9:59 pm; edited 6 times in total
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
Re: Terraform [Profile Thread]
Side Quest Log
Weather Research
-In Vegas, Karin visits the Vegas Weather Forecast and Research Facility in hopes of gaining information on weather control only to discover that the department had been freshly started and is currently only manned by one scientist, Dr. Alan Carrolls. The two come to a compromise and Karin volunteers to venture into the wilds to collect data on the weather in the surrounding areas while Dr. Carrolls will perform extensive analysis on any data gathered.
Current Objective: Collect data samples from the Broken Highway and the Caranda Falls and transmit them to Dr. Carrolls for analysis.
Weather Research
-In Vegas, Karin visits the Vegas Weather Forecast and Research Facility in hopes of gaining information on weather control only to discover that the department had been freshly started and is currently only manned by one scientist, Dr. Alan Carrolls. The two come to a compromise and Karin volunteers to venture into the wilds to collect data on the weather in the surrounding areas while Dr. Carrolls will perform extensive analysis on any data gathered.
Current Objective: Collect data samples from the Broken Highway and the Caranda Falls and transmit them to Dr. Carrolls for analysis.
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