Durn Project - Character Thread
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Durn Project - Character Thread
welcome to the
DURN PROJECT
Enemies
- Shadefly:
- Name: Shadefly
Gender: --
Age: --
Profession: Shadefly [Basic 2 Cell] - A unique butterfly given life by mysterious energies that flow throughout the Temple of Awakening. As they've been crafted by the many shadows that arc through the temple, they're quite difficult to catch.
A-Ability: Aeroshadow
+ Black Wind: The Shadefly flaps its wings, forming a massive gust of wind that shreds the target's skin.
(D: 120% INT / A: -- / R: 3 / MP: 6 / E: Wind)
+ Cocoon: The Shadefly wraps itself in sticky substances, removing its offensive capabilities while active. At the end of the cocoon's duration, the Shadefly restores 100% Max HP/MP.
(D: -- / A: Bestows Cocoon [3] / R: Self / MP: 8 / E: Earth)
S-Ability:
+ Ember Spores: Black flares follow the Shadefly's every move, potentially burning all foes standing within adjacent cells of it.
LVL: 1
HP: 10 / 10
MP: 20 / 20
ATK: 3
DEF: 1
INT: 3
SPR: 1
CRIT: 0%
EVADE: 10%
MOVE: 2 (+3 from Shadefly Profession)
- Larvumbra:
- Name: Larvumbra
Appearance:- Spoiler:
Gender: --
Age: --
Profession: Larvumbra - Moving as a coalescence of smaller insects, this swarm acts under the control of an empowered mask donned by the horde's frontside. Enchanted with the overflowing energy of the Temple of Awakening, the mask (the heart of the Larvumbra), can manipulate each individual insect of the swarm to coordinate deadly attacks.
A-Ability: Swarm Manipulation
+ Expansion: The Larvumbra pulses outward in all directions, damaging all enemies within 2 cells for 110% ATK damage. In addition, the Larvumbra spreads to a nearby cell, decreasing its density (+10% EVADE) and taking up an additional placement cell.
(D: 110% ATK / A: Expand / R: All within 2 / MP: 10 / E: Earth)
+ Division: The Larvumbra divides itself into two entities. Prior to division, the Larvumbra must be taking up an even number of cells. The two newly formed Larvumbras have half the HP, MP and EVADE of the original, and may each attack and cast skills.
(D: -- / A: Divide / R: Self / MP: 10 / E: Earth)
S-Ability:
+ Insect Waves: During each calculation phase, the Larvumbra swarms nearby enemies with countless insects, damaging all foes within 2 cells for 50% ATK damage.
LVL: 2
HP: 30 / 30
MP: 80 / 80
ATK: 5
DEF: 3
INT: 1
SPR: 2
CRIT: 5%
EVADE: 0%
MOVE: 2 (+0 from Larvumbra Profession)
- Temple Guardian:
- Name: Temple Guardian
Appearance:- Spoiler:
Age: --
Profession: Temple Guardian [Immune Bleed] - A mysterious automaton constructed with the sole purpose of protecting the Temple of Awakening. It allows none to enter, and none to exit.
A-Ability: Defense Mechanisms
+ Searing Beam: The holes in the Temple Guardian's helmet illuminate with a fiery, reddened glow. It proceeds to launch a blazing-hot beam of energy toward the target. The laser will damage all units caught within the blast up to its maximum range in a straight line, and it will destroy environmental cells on contact.
(D: 130% INT / A: Destroys environment / R: 5 / MP: 10 / E: Fire)
+ Detonation: The Temple Guardian becomes invulnerable and immobile. At the end of the next enemy phase, it will self-destruct, dealing massive damage to all foes caught in the blast. It will destroy environmental cells on contact.
(D: 300% Piercing INT / A: Destroys environment + self / R: 4 Surrounding / MP: 0 / E: Fire)
S-Ability:
+ Programmed Response: Whenever this unit is damaged, it gains 1 stack of Ignition. Upon reaching 6 stacks of Ignition, it will cast Detonation during its next action phase.
LVL: 2
HP: 18 / 18
MP: 40 / 40
ATK: 7
DEF: 99
INT: 6
SPR: 99
CRIT: 8%
EVADE: 0%
MOVE: 2 (+0 from Temple Guardian Profession)
- Nero:
- Name: Nero
Appearance:- Spoiler:
Age: --
Profession: Nero [Shadow Form] - An amorphous, shadowy elemental with no definite form, the Nero typically retains the appearance of a silhouetted, eight-legged wolf. When necessary, the Nero may collapse into the surrounding darkness to give itself an edge in combat.
Shadow Form - While standing in a dark cell, the Nero molds itself to the shape of the darkness, protecting it from all forms of damage. If the Nero uses a damaging ability while Shadow Form is active, Shadow Form is disabled until the Nero's next action.
A-Ability: Blackened Hunt
+ Eclipse Strike: The Nero lunges forward, snapping at the target violently with its jaws. Should the Nero use this A-Ability while Shadow Form is active, it may cast Eclipse Strike twice more on two different targets for free.
(D: 130% ATK / A: Shadow Form - +2 Eclipse Strike / R: 3 / MP: 10 / E: Dark)
+ Silhouette Web: The Nero leaps into the air, releasing a spray of shadowy webbing that cloaks nearby enemies. While draped in the Silhouette Web, EVADE becomes 0. When attacking a foe affected by Silhouette Web, the Nero gains 30% CRIT and retains Shadow Form if it is active.
(D: -- / A: 75% Silhouette Web / R: 2 Surrounding Layers / MP: 10 / E: Dark)
S-Ability:
+ Vicious Brood: When a Nero dies, all other Neros gain an additional free Eclipse Strike when its Shadow Form effect is activated. This effect stacks additively with additional Nero deaths.
LVL: 2
HP: 20 / 20
MP: 20 / 20
ATK: 6
DEF: 2
INT: 2
SPR: 3
CRIT: 5%
EVADE: 10%
MOVE: 2 (+3 from Nero Profession)
- Earthen Watcher:
- Name: Earthen Watcher
Appearance:- Spoiler:
Gender: --
Age: --
Profession: Earthen Watcher - A cluster of rocks given life by an astray earth spirit, the Earthen Watcher serves only one purpose: to protect what must be protected at all costs.
A-Ability: Natural Guard
+ Essence Surge: A violent stream of muddy energy begins to radiate from the Earthen Watcher's core, encompassing the surrounding area in a cyclone. The cyclone lasts three turns, dealing 110% INT damage to any foes standing within 2 cells of the Earthen Watcher.
(D: -- / A: Activates Mud Cyclone / R: Self / MP: 10 / E: Earth)
+ Radiant Spore: A small wisp of light leaks from the Earthen Watcher's core and onto any space within 3 cells. As long as this spore remains on the battlefield, any earth-based attack will deal a second instance of damage equal to 50% of the caster's INT. The spore serves as a 2-cell beacon when the battlefield is dark.
(D: -- / A: Summons Spore / R: 3 Cells / MP: 6 / E: Earth)
S-Ability:
+ Tremors: Upon casting a spell, the Earthen Watcher will destroy the nearest environment cell, dealing damage equal to 120% INT to all foes in a cell adjacent to the destroyed cell.
LVL: 2
HP: 20 / 20
MP: 45 / 45
ATK: 5
DEF: 5
INT: 5
SPR: 5
CRIT: 2%
EVADE: 2%
MOVE: 2 (+0 from Earthen Watcher Profession)
- Traccia:
- Name: Traccia
Appearance:- Spoiler:
Age: --
Profession: Traccia [Silhouette Form] - A devious creature whose physical form only manifests itself through shadows found on walls, the Traccia, thanks to its discrete nature, often decapitates its prey before it's even aware of its existence.
Silhouette Form - The Traccia may only inhabit cells occupied by walls and other scenery. It may move in any direction as long as its final cell meets these requirements. If the unit the Traccia is currently inhabiting is destroyed, it instantly moves to the nearest wall or scenery.
A-Ability: Unseen Predator
+ Devastate: The Traccia emerges from its shadowy form, slashing the target with a gnarled claw. Should the attack strike the target from behind, it will critically hit.
(D: 140% ATK / A: Behind - 100% Critical / R: Adjacent / MP: 12 / E: Neutral)
+ Suffocating Grip: The Traccia reaches out from its hiding place and grabs its target by the neck, slamming it against whatever surface the Traccia is currently possessing. Moves target to an adjacent cell.
(D: 120% ATK / A: Moves targe to adjacent cell / R: 3 / MP: 8 / E: Neutral)
S-Ability:
+ Darkening Mists: As long as the Traccia is alive, darkness will shroud the battlefield.
LVL: 2
HP: 15 / 15
MP: 20 / 20
ATK: 7
DEF: 0
INT: 3
SPR: 0
CRIT: 25%
EVADE: 8%
MOVE: 2 (+3 from Traccia Profession)
- Faceless:
- Name: Faceless
Appearance:- Spoiler:
Age: --
Profession: Faceless - A perplexing entity whose purpose escapes even God's omniscience. Born without a head, the Faceless utilizes the skulls of consumed animals to represent its face. While unable to speak, its intense telekinetic power allows it to override the voice of the Self and communicate with the numbers directly.
A-Ability: ???
R-Ability: ???
S-Ability: ???
D-Ability: ???
LVL: ??
HP: ?? / ??
MP: ?? / ??
ATK: ??
DEF: ??
INT: ??
SPR: ??
CRIT: 0%
EVADE: 0%
MOVE: 2 (+0 from Faceless Profession)
Last edited by Durn on Sun Sep 21, 2014 2:04 am; edited 20 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Additional Numbers
- 12:
- Name: 12
Gender: Female
Age: Unknown
Appearance:- Spoiler:
Imbalance - The Kill Tracer's primary weapon deals 80% ATK damage, while their secondary weapon deals 120% ATK damage.
Weapon: Aiusaj - A glassy and light blade enchanted with the keen ability to always strike the target's weakest point when swung. [If equipped as a primary weapon, the wielder's secondary weapon gains an additional 30% critical strike chance.]
Weapon: Shaiathusa - Weighing nearly one-thousand pounds, this blade's unrealistically thin, yet durable and sharp edge can penetrate any exposed weaknesses. [Bypasses target's ability-granted DEF bonuses.]
Armor: Worn Coat - A simple coat that protects the wearer from moderate physical damage.
Accessory: Knee Guard - Dusty knees are a surefire way to get oneself killed.
A-Ability: Aiusaj Manipulation
+ Pinpoint Weakness: 12 swiftly glazes Aiusaj along the target's body, allowing it to quickly bend in a trajectory that accurately strikes the target's weakest point, illuminating said point with a bright-red aura visible only to 12. This sets a "Pinpointed Weakness" on the target. 12 may consume a stack of "Pinpointed Weakness" to deal 25% additional, multiplicative physical damage on her next strike.
(D: 80% ATK / A: Pinpointed Weakness / R: Adjacent / MP: 10 / E: Neutral)
+ Yjenta Aiusaj: 12 sweeps her finger across the flat side of Aiusaj, coating it in a purple veil of magical aura that enchants all physical attacks that involve Aiusaj with a chance to apply Burn to the target.
(D: -- / A: Aiusaj Burn / R: Self / MP: 6 / E: Fire)
R-Ability: N/A
S-Ability:
+ Outline: Upon striking a foe with her primary weapon, 12's target receives a stack of Exposed Weakness. 12's next strike against a target with Exposed Weakness will deal 30% additional, additive physical damage and reduce their DEF by 10% for 5 turns.
D-Ability:
+ Strife: Preemptively enchanting her blades with a ferocious magic capable of existing beyond the grave, 12's blades carry out a final, mortal strike against the unit responsible for the fatal damage dealt to 12. If the user is KO'd in the turn following this ability's activation, deal 350% piercing ATK damage to the appropriate unit. If the user survives the following turn, this skill does nothing.
(D: 350% P ATK / A: -- / R: Any / MP: 0 / E: Neutral)
LVL: 2
EXP: 7 / 16
SP: 1
HP: 25 / 25
MP: 20 / 20
ATK: 6 (+1 from Aiusaj)(+1 from Shaiathusa)
DEF: 3 (+1 from Worn Coat)
INT: 0
SPR: 3 (+1 from Knee Guard)
CRIT: 5%
EVADE: 5%
MOVE: 2 (+1 from Kill Tracer Profession)
Affinity:
A [2] #09
N [0] #13
N [0] #17
N [0] #26
N [0] #35
N [0] #42
N [0] #69
- 02:
- Name: 02
Gender: Female
Age: Unknown
Appearance:- Spoiler:
Unpredictability - The Saboteur's basic attacks deal damage to all units in cells adjacent to the target, regardless of their affiliation. In addition, all basic attacks deal damage ranging from 70%-130% ATK. This value is decided randomly whenever a unit takes damage from one of her attacks.
Weapon: Shanty Grenades [+1 ATK] - A raggedy pouch filled to the brim with cheap grenades. There seems to be a hole near the bag's bottom side, but 02 hasn't noticed.
Armor: Worn Coat [+1 DEF] - A simple coat that protects the wearer from moderate physical damage.
Accessory: Crutch [+5 MP] - In the words of 02, "When ya'r only missing one leg, ya only need one crutch!"
A-Ability: Cheeky Traps
+ Motion Sensor Whaling Harpoon: 02 plants a deceptively complex, yet tiny gadget beneath a pile of upturned dirt. When a unit, regardless of affiliation, walks over the trapped cell, the gadget will trigger a tiny spring, causing it to jet out from the ground in the form of a massive spear. Due to its quirky nature and awkward size, it may not hit the mark quite as well as it should. Damage varies from 20% to 200% physical damage.
(D: -- / A: Sets Whaling Harpoon Trap / R: Adjacent / MP: 10 / E: Neutral)
+ Jeffrey the Bear: 02 tosses a raggedy, stuffed bear at the target unit. Due to her extremely poor aim, the bear will land on any unit on the map other than her initial target, regardless of sight and affiliation. When Jeffrey has reached a destination, he will push the target out of their current cell and occupy it. After taking a single hit, Jeffrey is destroyed. Upon destruction, Jeffrey unleashes an infernal explosion of fiery doom, dealing massive damage to all units, regardless of affiliation, within 2 layers of surrounding cells. 160% ATK damage. Chance of Instant Death. Chance of Blind. Chance of Burn.
(D: -- / A: Sets Jeffrey the Bear Trap / R: 3 / MP: 20 / E: Neutral)
R-Ability: N/A
S-Ability:
+ Intentionally Strategic Bombings: Due to her extremely poor planning and positioning, 02 will often be caught within the striking range of her own attacks and abilities. Whenever 02 deals damage to herself, an entirely planned, definitely-not-a-malfunction secondary explosion will occur directly on top of the initial target of her previous attack or ability. This secondary explosion deals 120% ATK damage, and will damage any unit within surrounding cells of the target location, excluding 02.
D-Ability:
+ Good-and-Evil Big Boom Explosion: 02 pulls an always-prepared string that dangles from the roof of her mouth with her tongue, thus setting off a complex series of explosions carefully planted within her own body, dealing 300% piercing ATK damage to all foes and healing all allies for 100% of her current MP as long as they are within line of sight. This kills 02.
(D: 300% P ATK / A: 100% Current MP Healing / R: Line of Sight - All / MP: 0 / E: Neutral)
LVL: 1
EXP: 11 / 12
SP: 0
HP: 15 / 15
MP: 25 / 25 (+5 from Crutch)
ATK: 5 (+1 from Shanty Grenades)
DEF: 3 (+1 from Worn Coat)
INT: 0
SPR: 2
CRIT: 14%
EVADE: 0%
MOVE: 2 (+0 from Saboteur Profession)
Affinity:
N [0] #09
N [0] #13
N [0] #17
N [0] #26
N [0] #35
N [0] #42
N [0] #69
- 57:
- Name: 57
Gender: Male
Age: Unknown
Appearance:- Spoiler:
Weapon: Golden Hilt [+1 INT] - What remains of an ancient sword. Fortunately, the hilt is all the Lightbender needs to conjure an entirely new, yet ethereal blade for temporary usage in combat.
Armor: Intricate Garb [+1 SPR] - A fantastic array of blue and white silk, masterfully crafted into a comfy, battle-ready set of clothes.
Accessory: Sun-Touched Brooch [Absorb Light / If the user is already under the effect of Absorb Light without the usage of this accessory, the amount of HP restored by Absorb Light is increased by 50%] - A perfectly spherical gem enchanted with the ability to redirect all forms of luminescence to its wearer.
A-Ability: Unyielding Light
+ Prismatic Slash: 57 harnesses the power of nearby light and unleashes it with a swift slash of his blade. Upon slicing through its target, tiny particles of light jet outward from the blade and litter the air in the surrounding area. Turns cells surrounding the target into shining cells.
- Radiance I: Deals +10% INT damage.
- Radiance II: Deals +10% INT damage. Chance of burn.
- Radiance III: Deals +20% INT damage. Instead of spawning shining cells, spawns prismatic walls. These walls cannot be destroyed and last three turns. 57 may pass through the walls freely. Upon passing through a prismatic wall, 57 gains a stack of Radiance. Each wall may only provide 1 stack of Radiance apiece.
(D: 130% INT / A: Creates shining cells / R: Adjacent / MP: 9 / E: Light)
+ Energy Spotlight: 57 blesses a target with a refreshing luminescence, healing them for 80% of 57's INT. Turns cells surrounding the target into shining cells.
- Radiance I: Heals for an additional amount equal to 10% of the target's maximum HP.
- Radiance II: Heals for an additional amount equal to 20% of the target's maximum HP.
- Radiance III: Heals for an additional amount equal to 20% of the target's maximum HP, and transfers one status effect from the target onto any cell within 3 of the initial target. This cell turns into a clouded cell of the provided status. For instance, if burn is removed, the cell turns into a burn cell, and burns the first unit to walk into the cell. Positive statuses may also be removed.
(D: -- / A: 80% INT Heal / R: 3 / MP: 8 / E: Light)
R-Ability: N/A
S-Ability:
+ Radiance: When 57 is exposed to a shining cell, he consumes it and gains a stack of Radiance. Radiance can stack up to three times, and can be expended in addition to mana at various intervals to give A-Abilities additional effects.
D-Ability:
+ Solar Gate: 57 unlocks the key to an alternate dimension, unleashing a relentless blast of shining energy onto the battlefield.
(D: 100% P INT / A: 75% Burn + 75% Blind / R: All / MP: 0 / E: Light)
LVL: 1
EXP: 11 / 12
SP: 0
HP: 20 / 20
MP: 20 / 20
ATK: 1
DEF: 3
INT: 4 (+1 from Golden Hilt)
SPR: 2 (+1 from Intricate Garb)
CRIT: 3%
EVADE: 5%
MOVE: 2 (+1 from Lightbender Profession)
Affinity:
N [1] #09
N [0] #13
N [0] #17
N [0] #26
N [0] #35
N [0] #42
N [0] #69
Numerical Index
- Spoiler:
Last edited by Durn on Tue Jul 14, 2015 5:08 pm; edited 22 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Name: 17
Gender: Male
Age: Unknown
Appearance:
Weapon: Gloves - A simple pair of gloves used as a conduit for the wearer's energy.
Armor: Grayed Coat - A simple coat that protects the wearer from moderate physical damage.
Accessory: Golden Memento - A shell-shaped figure dangling from the wearer's neck, engraved with the number 17.
A-Ability: Silver Skies
+ Thunder Strike: 17 conjures a spear of condensed air, infusing its strength with the power of all active whirlwinds, causing the attack to deal an additional strike for each active whirlwind. These bonus strikes deal damage equal to 50% of 17's INT.
(D: 120% INT / A: Additional 50% INT hits for each active whirlwind / R: 3 / MP: 10 / E: Wind)
+ Wind Clone: 17 creates a copy of his own body, formed and manipulated by the winds surrounding it. The clone may move and use basic attacks. These basic attacks may apply any on-hit effects. Upon death, the clone bursts into a whirlwind.
(D: -- / A: Spawns Clone / R: 3 / MP: 8 / E: Wind)
R-Ability:
+ Gathering Storms: Every two basic attacks, 17 spawns a whirlwind in an adjacent cell.
S-Ability:
+ Typhoon Shell: For each whirlwind in battle, 17's EVADE is increased by 15%.
--- Whirlwind: An intangible cell effect that is destroyed when a hostile unit steps into the affected tile. When a hostile unit destroys a whirlwind cell, it takes 100% INT damage. Whirlwinds have a MOVE of 4.
D-Ability:
+ Summer's End: 17 conducts streams of wind into a globe of energy, giving it the appearance of a large, neon-yellow midday sun, which he launches at his target in a flurry of shredding gales. The gale persists for three turns, during which 17's EVADE is increased by 50%.
(D: 200% P INT/ A: Grants Self +50% EVADE [3] / R: 3 [Self] / MP: 0 / E: Wind)
LVL: 2
EXP: 8 / 16
SP: 1
HP: 25 / 25
MP: 20 / 20
ATK: 1
DEF: 3 (+1 from Grayed Coat)
INT: 5 (+1 from Gloves)(+1 from Golden Memento)
SPR: 3
CRIT: 1%
EVADE: 5%
MOVE: 2 (+2 from Ventus Profession)
Affinity:
N [0] #09
A [1] #13
N [0] #26
N [0] #69
Gender: Male
Age: Unknown
Appearance:
- Spoiler:
Weapon: Gloves - A simple pair of gloves used as a conduit for the wearer's energy.
Armor: Grayed Coat - A simple coat that protects the wearer from moderate physical damage.
Accessory: Golden Memento - A shell-shaped figure dangling from the wearer's neck, engraved with the number 17.
A-Ability: Silver Skies
+ Thunder Strike: 17 conjures a spear of condensed air, infusing its strength with the power of all active whirlwinds, causing the attack to deal an additional strike for each active whirlwind. These bonus strikes deal damage equal to 50% of 17's INT.
(D: 120% INT / A: Additional 50% INT hits for each active whirlwind / R: 3 / MP: 10 / E: Wind)
+ Wind Clone: 17 creates a copy of his own body, formed and manipulated by the winds surrounding it. The clone may move and use basic attacks. These basic attacks may apply any on-hit effects. Upon death, the clone bursts into a whirlwind.
(D: -- / A: Spawns Clone / R: 3 / MP: 8 / E: Wind)
+ Gathering Storms: Every two basic attacks, 17 spawns a whirlwind in an adjacent cell.
S-Ability:
+ Typhoon Shell: For each whirlwind in battle, 17's EVADE is increased by 15%.
--- Whirlwind: An intangible cell effect that is destroyed when a hostile unit steps into the affected tile. When a hostile unit destroys a whirlwind cell, it takes 100% INT damage. Whirlwinds have a MOVE of 4.
D-Ability:
+ Summer's End: 17 conducts streams of wind into a globe of energy, giving it the appearance of a large, neon-yellow midday sun, which he launches at his target in a flurry of shredding gales. The gale persists for three turns, during which 17's EVADE is increased by 50%.
(D: 200% P INT/ A: Grants Self +50% EVADE [3] / R: 3 [Self] / MP: 0 / E: Wind)
LVL: 2
EXP: 8 / 16
SP: 1
HP: 25 / 25
MP: 20 / 20
ATK: 1
DEF: 3 (+1 from Grayed Coat)
INT: 5 (+1 from Gloves)(+1 from Golden Memento)
SPR: 3
CRIT: 1%
EVADE: 5%
MOVE: 2 (+2 from Ventus Profession)
Affinity:
N [0] #09
A [1] #13
N [0] #26
N [0] #69
Last edited by Durn on Mon Oct 12, 2015 6:15 pm; edited 16 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Inventory 17
Consumables
Brass Key x3 - Unlocks 1 adjacent Locked Chest upon use.
Mana Potion x1 - Restores 10 MP upon use.
Potion x2 - Restores 15 HP upon use.
Materials
Blackened Wing x3 - A frail, dark wing that curls in a scythe-like direction.
Demonic Chitin x1 - The brittle remains of the husk of a once terrifying creature.
Glass Fragment x2 - A delicate shard of glass.
Shadow Essence x1 - A wisp of black energy that delicately suspends itself inches from the nearest surface.
Weapons
Armor
Accessories
Key Items
Last edited by Durn on Mon Sep 22, 2014 12:31 am; edited 6 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Thirteen – lightseagreen
Self – #DF4D55
Name: 13
Age: ?
Gender: Male
Appearance:
Shift: Calls upon Champions with ease to allow them to take one another's place quickly should the need arise. Allows the user to swap out summons so long as they have the same SC cost, or if he has enough SC to enable the switch. If the user swaps out a summon which costs less SC than the current, that SC is refunded.
Level: 2
Exp: 8/16
Weapon: Rusty Chain- Metal chains that have rusted slightly. (Range: 3 Cells)
Armor: Minor Ward- Another blessing by those which seek to protect the user; weak, but better than nothing.
Accessory: White Feather- Worn in the hair.
A-Ability: The First Pact
+Heaven's Safeguard – Calls upon an entity of heaven, originally a defender its glory who now falls from grace to defend one in his time of need. No Damage. Summons Cherub. Costs 1 SC. Range: Surrounding Cell. 12 MP.
+Silent Rhapsody – Calls upon an entity of the mythic seas, originally temptress of doom who now rises without a word to lend her mystical voice to he who needs her most. No Damage. Summons Siren. Costs 1 SC. Range: Surrounding Cell. 12 MP.
+Impish Partisan – Calls upon an entity of both man and pixie, originally a brutal warrior of his tribe who now seeks bloodlust in the name of one who is unlike him in every way. No Damage. Summons Puck. Costs 1 SC. Range: Surrounding Cell. 12 MP.
A-Ability: The Binding of Blood *LOCKED*
A-Ability: Ceremonious Covenant *LOCKED*
A-Ability: Destinies Interlaced *LOCKED*
R-Ability:
+Unwavering Trust – Faith is immensely powerful. So long as one is certain in the abilities of their compatriots, nothing may fell them. Increases all summons' stats by 5% as long as the user remains on the field above critical level HP and in a state of consciousness.
S-Ability:
+Champion's Influence – To be feel the love of protection and the warmth of sacrifice is to feel an power unprecedented magnitude. The user's Def and Spr are increased by 5% for every allied summon on the field.
D-Ability:
+Destiny Unraveled – The fate of all lifeforms are tied together. Should those bind become unwound, terrible things will befall not one, but all. No Damage. Links the user to all available targets for Five Turns. Range: All. 0 MP.
Stat:
HP: 25
MP: 20 (+5 from White Feather)
SC: 2/2
Atk: 4 (+1 from Rusty Chain)
Def: 3 (+0 from Minor Ward)
Int: 2 (+0 from Rusty Chain)
Spr: 3 (+1 from Minor Ward)
Critical: 2%
Evade: 2%
Move: 2 Cells (+1 from The Championed Profession)
Skill Points: 0
Affinity:
N [0] #02
N [0] #04
N [0] #09
N [0] #12
A [2] #17
N [0] #26
N [0] #35
N [0] #42
N [0] #57
N [0] #69
Name: 13
Age: ?
Gender: Male
Appearance:
- Spoiler:
- Reference
He looks young, fifteen at the most. His face is only slightly angled; still has most of his babyfat––I suppose if he matures it'll be a bit sharper, mature if you will. He's pretty skinny. Not gonna be winnin' no marathon, certainly not gonna fend off anything with his bare hands neither. Good thing he don't have to. Boy's fairly tan, dunno how what with this environment not being conducive to much anything, but he is. Got a mop of cinnamon colored hair just kinda everywhere on his head. Like he fell outta bed and just left it that way. Won't be tamed much either; reckon it'll never look too presentable. And then there's his eyes. They like seaglass; deep and, frankly, beautiful, but there's something to em. Something... no one can really put their finger on. Something different.
Shift: Calls upon Champions with ease to allow them to take one another's place quickly should the need arise. Allows the user to swap out summons so long as they have the same SC cost, or if he has enough SC to enable the switch. If the user swaps out a summon which costs less SC than the current, that SC is refunded.
Level: 2
Exp: 8/16
Weapon: Rusty Chain- Metal chains that have rusted slightly. (Range: 3 Cells)
Armor: Minor Ward- Another blessing by those which seek to protect the user; weak, but better than nothing.
Accessory: White Feather- Worn in the hair.
A-Ability: The First Pact
+Heaven's Safeguard – Calls upon an entity of heaven, originally a defender its glory who now falls from grace to defend one in his time of need. No Damage. Summons Cherub. Costs 1 SC. Range: Surrounding Cell. 12 MP.
+Silent Rhapsody – Calls upon an entity of the mythic seas, originally temptress of doom who now rises without a word to lend her mystical voice to he who needs her most. No Damage. Summons Siren. Costs 1 SC. Range: Surrounding Cell. 12 MP.
+Impish Partisan – Calls upon an entity of both man and pixie, originally a brutal warrior of his tribe who now seeks bloodlust in the name of one who is unlike him in every way. No Damage. Summons Puck. Costs 1 SC. Range: Surrounding Cell. 12 MP.
- Spoiler:
- +Sapling of Life – Calls upon but a mere sprout of that which held the keys to immortality, originally meant to take the aforementioned's place who instead seeks to preserve he who is without true companionship. No Damage. Summons Fauna. Costs ? SC. Range: Surrounding Cell. ? MP.
+Bolster – Weaves beneficial mana around the target to boost their ability to do battle. No Damage. +15% Dominant Stat for Three Turns; +20% Critical Hit Rate for Three Turns. Range: 3 Cells. ? MP.
+Tenacity – Surrounds one's self in protective symbols to stave off death for the meantime. No Damage. The user will survive all fatal blows with 1 HP for the next Three Turns so long as he is not at 1 HP; Bypassed by Status Effects. Range: Self. ? MP.
+Recharge – When one is without the power of his allies this spell may be used to return them to his side. No Damage. Restores SC to full; can only be used if the user's SC is at 0, he has no summons currently on the field and he has summons still available to him. Range: Self. ? MP.
A-Ability: The Binding of Blood *LOCKED*
- Spoiler:
- +Will of the Creator – Enacts the binding of life to conjure forth a mysterious ethereal entity which carries but one power: to dive into that which lies inanimate and give it life. No Damage. Summons Willow. Costs ? SC. Range: Surrounding Cell. ? MP.
+Lionheart – Enacts the binding of courage to conjure forth a valiant beast with the shape of a lion whose pact lies in protecting the innocent and weak. No Damage. Summons Valius. Costs ? SC. Range Surrounding Cell. ? MP.
+Steed of the Gods – Enacts the binding of virtue to conjure forth the winged steed, Pegasus, who shall bring the warmth of light to smite the darkness. No Damage. Summons Pegasus. Costs ? SC. Range: Surrounding Cell. ? MP.
+Ancestral Curse – Enacts the binding of memory to conjure forth a figure with naught but a cloak which obscures all features to summon forth the power of ancient curses and hexes to trap opponents in the shackles of their own sins. No Damage. Summons Umbra. Costs ? SC. Range: Surrounding Cell. ? MP.
+Whiplash – With the swiftest reflexes the user lashes out at the target in order to land a three-hit combo. 110% Atk Damage. 3 Hits. Range: 2 Cells. ? MP.
---Laser – Quickly chains a pinpointed surge of mana that flies sure and true. 125% Int Damage. Improved Chance to Hit. Range: Set. ? MP.
---Flare Burst – Follows through by slamming the chain into the ground activating an intense glyph beneath the target that causes the initial target and all nearby to be scathed by a burst of mana. 140% Int Damage. Small Chance of Stun. Range: Set + Adjacent Cells. ? MP.
+Reversal – Binds special reflective mana around the target to protect them from incoming magical attacks. No Damage. Bestows Reflect. Range: 3 Cells. ? MP.
+Transmission – Focuses mana into a pinpointed location and then releases the energy binding one's self to the current location to instantly warp to previously targeted spot. No Damage. User warps to chosen cell. Counts as a Move Action. Range: Self. ? MP.
A-Ability: Ceremonious Covenant *LOCKED*
- Spoiler:
- +White Knight
+Grimoire
+Wind Drake
+Doppelgänger
+Ease
+Grand Shield
+Reform
---Sword
---Staff
---Shield
A-Ability: Destinies Interlaced *LOCKED*
- Spoiler:
- +Leviathan
---Riptide
+Sefra
---Altima
+Raito
---Rain: Firebolt
+Ilumina
---Harmonic Divide
+Convergence
+Weaver's Wheel
+Astral Surge
+Last Will
+The Champion
R-Ability:
S-Ability:
+Champion's Influence – To be feel the love of protection and the warmth of sacrifice is to feel an power unprecedented magnitude. The user's Def and Spr are increased by 5% for every allied summon on the field.
D-Ability:
+Destiny Unraveled – The fate of all lifeforms are tied together. Should those bind become unwound, terrible things will befall not one, but all. No Damage. Links the user to all available targets for Five Turns. Range: All. 0 MP.
Stat:
HP: 25
MP: 20 (+5 from White Feather)
SC: 2/2
Atk: 4 (+1 from Rusty Chain)
Def: 3 (+0 from Minor Ward)
Int: 2 (+0 from Rusty Chain)
Spr: 3 (+1 from Minor Ward)
Critical: 2%
Evade: 2%
Move: 2 Cells (+1 from The Championed Profession)
Skill Points: 0
Affinity:
N [0] #02
N [0] #04
N [0] #09
N [0] #12
A [2] #17
N [0] #26
N [0] #35
N [0] #42
N [0] #57
N [0] #69
Last edited by Silver on Wed Oct 14, 2015 10:15 pm; edited 16 times in total
Re: Durn Project - Character Thread
Name: Cherub
Age: ?
Gender: ?
Appearance:
Weapon: Saber- Standard blade used by all low-level angels.
Armor: White Garments- White cloth. Flawless.
Accessory: Wooden Shield- Fairly sturdy.
A-Ability: Act of Protection
+Gleam – Slashes the target leaving behind a trail of light which causes the target to focus on the user. 110% Atk Damage. Target becomes focused on the user. Range: Adjacent Cell. 8 MP.
+Guard – Raises the shield and falls into a defensive position to lower damage taken. No Damage. User takes 25% less damage next turn. Range: Self. 6 MP.
+Brutality – Slashes the target several times rather harshly. 90% Atk Damage. 3 Hits. Chance of Bleeding. Range: Adjacent Cell. 9 MP.
R-Ability: None.
S-Ability:
+Heavenly Body – The user maintains some of his heavenly features. User recovers 10% of its max HP each turn. This effect cannot be dispelled.
D-Ability:
+Heavenly Downpour – Calls upon several battalions of one's fellow angel-kind to rain down arrows of pure light upon the opposition. 100% Pierce Atk Damage. Range: All Enemies. 0 MP. Light Elemental.
Stat:
HP: 20
MP: 15
Atk: 4 (+1 from Saber)
Def: 3 (+1 from White Garments) (+1 from Wooden Shield)
Int: 1 (+0 from Saber)
Spr: 1 (+1 from White Garments)
Critical: 2%
Evade: 3%
Move: 2 Cells (+1 from Guardian Angel Profession)
Name: Siren
Age: ?
Gender: ?
Appearance:
Weapon: Conch- Simple conch shell that when blown into makes a sound similar to a flute. (Damage: Int) (Range: 2 Layers of Surrounding Cells)
Armor: Ocean Gown- Perpetually drenched dress which features some ocean life on it, particularly seaweed.
Accessory: Pink Pearl- Beautiful pearl colored a deep pink.
A-Ability: Melody's Allure
+Siren Song – Melody known by all Sirens. No Damage. Chance of Sleep. Range: 2 Layers of Surrounding Cells. 10 MP.
+Serenade – Soft song that forces listeners to defect from the opposition and join the Siren. No Damage. Chance of Charm. Range: 2 Layers of Surrounding Cells. 14 MP.
+Draining Kiss – What starts off as a sweet kiss soon turns to an assault on the target's very blood from which only the Siren benefits. 50% Pierce Int Damage. The user recovers HP and MP equal to 50% of the Damage dealt. Range: Adjacent Cell. 10 MP.
R-Ability: None.
S-Ability:
+Seduction – Her voice is so sweet that nothing could resist its allure. Boost chances of inflicting negative status effects by 10% passively.
D-Ability:
+Deathsong – Melody which denotes the imminent death about to happen. 150% Pierce Int Damage. Chance of Doom. Range: 2 Layers of Surrounding Cells. 0 MP.
Stat:
HP: 15
MP: 20 (+5 from Pink Pearl)
Atk: 0 (+0 from Conch)
Def: 2 (+0 from Ocean Gown)
Int: 5 (+1 from Conch)
Spr: 2 (+1 from Ocean Gown)
Critical: 1%
Evade: 2%
Move: 2 Cells (+0 from Siren Profession)
Name: Puck
Age: ?
Gender: ?
Appearance:
Weapon: Wooden Club- Large club made of wood with metal spikes sticking out of it.
Armor: Loincloth- Does next to nothing for defense.
Accessory: Fang Necklace- Pried from the mouths of the wearer's enemies.
A-Ability: Ruthless Abandon
+Rage – Enters a state of pure bloodshed. No Damage. Bestows Berserk. Range: Self. 4 MP.
+Howl – Lets loose a fiendish shriek that activates something within the ancestral bloodline. No Damage. Bestows Bubble. Range: Self. 8 MP.
+Smash – Thrashes the target with the utmost aggression. 160% Atk Damage. Stuns Target. Range: Adjacent Cell. 14 MP.
R-Ability: None.
S-Ability:
+Rage Boost – Once he's mad, nothing else matters. Triples the user's Atk when put in a state of Berserk, but drops the user's Def and Spr to 0. Any attack against the user has a 50% chance of being a Critical Hit while Berserk.
D-Ability:
+Goblin Punch – Forgets the weapon to dole out the ultimate attack with one's bare hands. 200% Pierce Atk Damage. High Chance of Instant Death. Range: Adjacent Cell. 0 MP.
Stat:
HP: 20
MP: 15
Atk: 5 (+1 from Wooden Club) (+1 from Fang Necklace)
Def: 2 (+1 from Loincloth)
Int: 0 (+0 from Wooden Club)
Spr: 2 (+0 from Loincloth)
Critical: 4%
Evade: 1%
Move: 2 Cells (+1 from Hobgoblin Profession)
Age: ?
Gender: ?
Appearance:
- Spoiler:
- It's an angel with rather small wings, fairly sized halo, a low-grade iron sword, and a cheap wooden shield. Not much to it other than that.
Weapon: Saber- Standard blade used by all low-level angels.
Armor: White Garments- White cloth. Flawless.
Accessory: Wooden Shield- Fairly sturdy.
A-Ability: Act of Protection
+Gleam – Slashes the target leaving behind a trail of light which causes the target to focus on the user. 110% Atk Damage. Target becomes focused on the user. Range: Adjacent Cell. 8 MP.
+Guard – Raises the shield and falls into a defensive position to lower damage taken. No Damage. User takes 25% less damage next turn. Range: Self. 6 MP.
+Brutality – Slashes the target several times rather harshly. 90% Atk Damage. 3 Hits. Chance of Bleeding. Range: Adjacent Cell. 9 MP.
R-Ability: None.
S-Ability:
+Heavenly Body – The user maintains some of his heavenly features. User recovers 10% of its max HP each turn. This effect cannot be dispelled.
D-Ability:
+Heavenly Downpour – Calls upon several battalions of one's fellow angel-kind to rain down arrows of pure light upon the opposition. 100% Pierce Atk Damage. Range: All Enemies. 0 MP. Light Elemental.
Stat:
HP: 20
MP: 15
Atk: 4 (+1 from Saber)
Def: 3 (+1 from White Garments) (+1 from Wooden Shield)
Int: 1 (+0 from Saber)
Spr: 1 (+1 from White Garments)
Critical: 2%
Evade: 3%
Move: 2 Cells (+1 from Guardian Angel Profession)
- - - - -
Name: Siren
Age: ?
Gender: ?
Appearance:
- Spoiler:
- Taking the figure of a beautiful woman, this monster hides behind a pretty face with stunning violet eyes. Her glossy pink lips move not once, but somehow the most beautiful melodies spill from her very soul. Should one approach close enough, however, the beast inside which cannot be described as anything other than a 'dark being' reveals itself. God help anyone who sees this creature's true form.
Weapon: Conch- Simple conch shell that when blown into makes a sound similar to a flute. (Damage: Int) (Range: 2 Layers of Surrounding Cells)
Armor: Ocean Gown- Perpetually drenched dress which features some ocean life on it, particularly seaweed.
Accessory: Pink Pearl- Beautiful pearl colored a deep pink.
A-Ability: Melody's Allure
+Siren Song – Melody known by all Sirens. No Damage. Chance of Sleep. Range: 2 Layers of Surrounding Cells. 10 MP.
+Serenade – Soft song that forces listeners to defect from the opposition and join the Siren. No Damage. Chance of Charm. Range: 2 Layers of Surrounding Cells. 14 MP.
+Draining Kiss – What starts off as a sweet kiss soon turns to an assault on the target's very blood from which only the Siren benefits. 50% Pierce Int Damage. The user recovers HP and MP equal to 50% of the Damage dealt. Range: Adjacent Cell. 10 MP.
R-Ability: None.
S-Ability:
+Seduction – Her voice is so sweet that nothing could resist its allure. Boost chances of inflicting negative status effects by 10% passively.
D-Ability:
+Deathsong – Melody which denotes the imminent death about to happen. 150% Pierce Int Damage. Chance of Doom. Range: 2 Layers of Surrounding Cells. 0 MP.
Stat:
HP: 15
MP: 20 (+5 from Pink Pearl)
Atk: 0 (+0 from Conch)
Def: 2 (+0 from Ocean Gown)
Int: 5 (+1 from Conch)
Spr: 2 (+1 from Ocean Gown)
Critical: 1%
Evade: 2%
Move: 2 Cells (+0 from Siren Profession)
- - - - -
Name: Puck
Age: ?
Gender: ?
Appearance:
- Spoiler:
- A fun-sized, gray, leathery humanoid with bright red eyes and a large jaw. It's orangish hair is crazy and matted; teeth gross and pointy; nails yellowed and chipped; and it wears little more than a loincloth. It carries a wooden club twice its size, fashioned with metal spikes sticking out of it.
Weapon: Wooden Club- Large club made of wood with metal spikes sticking out of it.
Armor: Loincloth- Does next to nothing for defense.
Accessory: Fang Necklace- Pried from the mouths of the wearer's enemies.
A-Ability: Ruthless Abandon
+Rage – Enters a state of pure bloodshed. No Damage. Bestows Berserk. Range: Self. 4 MP.
+Howl – Lets loose a fiendish shriek that activates something within the ancestral bloodline. No Damage. Bestows Bubble. Range: Self. 8 MP.
+Smash – Thrashes the target with the utmost aggression. 160% Atk Damage. Stuns Target. Range: Adjacent Cell. 14 MP.
R-Ability: None.
S-Ability:
+Rage Boost – Once he's mad, nothing else matters. Triples the user's Atk when put in a state of Berserk, but drops the user's Def and Spr to 0. Any attack against the user has a 50% chance of being a Critical Hit while Berserk.
D-Ability:
+Goblin Punch – Forgets the weapon to dole out the ultimate attack with one's bare hands. 200% Pierce Atk Damage. High Chance of Instant Death. Range: Adjacent Cell. 0 MP.
Stat:
HP: 20
MP: 15
Atk: 5 (+1 from Wooden Club) (+1 from Fang Necklace)
Def: 2 (+1 from Loincloth)
Int: 0 (+0 from Wooden Club)
Spr: 2 (+0 from Loincloth)
Critical: 4%
Evade: 1%
Move: 2 Cells (+1 from Hobgoblin Profession)
- Spoiler:
- - - - - -
Name: Fauna
Age: ?
Gender: ?
Appearance:- Spoiler:
- Little more than a tiny stump with stubby arms and legs, as well as a few golden colored leaves. The bark that covers it's tiny body is a silvery-white mixture which reflects some lightwaves. A small face can be seen closer to the bottom of the stump––just two hollow eye sockets with golden orbs floating within and a small circular mouth.
Photosynthesis: Recovers 1% Max HP and MP at the start of each player phase.
Weapon: Golden Foliage- A few gold colored leaves.
Armor: Silvery Bark- A creamy silver white covering for protection.
Accessory: Flower- That which will one day become the fruit of life––the golden apple of immortality.
A-Ability: Lifegiving
+Heal – Shakes the leaves to release a slight golden sparkle which heals wounds. 100% Int Healing. Range: 3 Cells. ? MP.
+Nature Shield – Encases the target in a firm coating of bark which then fades from existence, but remains ever-present as a shield from physical harm. No Damage. Bestows Protect. Range: 3 Cells. ? MP.
+Nature Veil – Releases a flurry of blossoms which surround the target before fading from existence, leaving behind an aura which protects them from magical harm. No Damage. Bestows Shell. Range: 3 Cells. ? MP.
R-Ability: None.
S-Ability:
+Purity – As untainted as the day it came into existence, never shall its purity fade. Immune to physical negative status conditions that damage/taint the body.
D-Ability:
+Sacrifice – Rends one's very existence from the world in order to provide another with the utmost protection available. No Damage. User sacrifices all of their remaining HP; Target receives a shield based upon the amount of HP given up x1.5 for Five Turns or until it is destroyed. This effect cannot be dispelled. Range: 5 Cells. ? MP.
Stat:
HP:
MP:
Atk: (+ from Golden Foliage)
Def: (+ from Silvery Bark)
Int: (+ from Golden Foliage) (+1 from Flower)
Spr: (+ from Silvery Bark)
Critical: %
Evade: %
Move: 2 Cells (+ from Sapling of Life Profession)- - - - -
Willow- - - - -
Valius- - - - -
Pegasus- - - - -
Umbra- - - - -
Orion- - - - -
Matilda- - - - -
Zephyr- - - - -
?- - - - -
Leviathan- - - - -
Sefra- - - - -
Raito- - - - -
Ilumina- - - - -
The Champion
Last edited by Silver on Mon Sep 22, 2014 1:56 pm; edited 10 times in total
Re: Durn Project - Character Thread
Inventory 13
Consumables
Brass Key x3 - Unlocks 1 adjacent Locked Chest upon use.
Mana Potion x1 - Restores 10 MP upon use.
Potion x2 - Restores 15 HP upon use.
Materials
Blackened Wing x1 - A frail, dark wing that curls in a scythe-like direction.
Demonic Chitin x1 - The brittle remains of the husk of a once terrifying creature.
Glass Fragment x2 - A delicate shard of glass.
Shadow Essence x3 - A wisp of black energy that delicately suspends itself inches from the nearest surface.
Weapons
Armor
Accessories
Key Items
Last edited by Durn on Mon Sep 22, 2014 12:32 am; edited 4 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Number 26
Female, Unknown
Appearance:
Profession: Summoned Blade - One who seemingly carries no weapon, but instead draws her power and her blade from an ethereal world, her magic is both unique and confusing to her enemies. (Ethereal Blade)(Equips: Swords; Scythes)
Ethereal Blade - Physical attacks can affect Ethereal Beings.
Weapon: Cloud Blade - A sword that appears from a cloud of dust, hence how it got it's name.
Armor: Clouded Breast - A chunk of armor that seems both fluffy and comfortable.
Accessory: Ethereal Sheath - An empty sheath made of wood.
A-Ability: Clouded Judgement
Hazed Awareness - The user summons a cloud over the user's target's head, enveloping them in a dust with a low electrical output. The nerves of the target are fried slightly by this dust, causing them to become dizzy. May cause Confusion. 3 cell range. 6 MP. Lightning Elemental.
Weary Blade - The user covers the user's blade in an oddly-shaped cloud of dust. The user then attacks the user's target and, if the attack lands, the cloud is left behind to sap away at the target's strength. Reduces target Movement by 1. 100% Atk DMG. Adjacent cell range. 6 MP. Water Elemental.
Disappear - The user fades from existence, her form becoming dust in the wind. Becomes Invisible for three turns. Self only. The next attack that breaks Stealth deals a critical hit. 8 MP.
R-Ability:Wisp of Smoke - Once every three turns, starting on the first turn, any attention that this unit had collected from the enemy disappears completely and she turns Invisible for two turns. While invisible, this unit regains 5% Max HP and MP. If this unit is already Invisible when this ability activates, the ability activates as normal but does not refresh the Invisibility.
S-Ability: Flash Steps - Once per three turns, the user may use a "Flash Step" charge to position the user's self behind a target enemy. The next basic attack or physical ability has a 20% increased Critical Hit rate against that enemy. The range of a "Flash Step" is the same as the user's current Movement + 2.
D-Ability: Thundering Rain and Malice - The user summons a storm to the field of battle. Not just any storm, a storm of ethereal blades that fall from the sky. The damage potential of this storm varies by the enemy numbers. If there is a single enemy, all of the damage is focused. If there is more than one enemy, the damage is split into halves. 250% Total Piercing Atk DMG potential. 50% Minimum Piercing Atk DMG potential to all enemies.
Level: 2
Progress: 6/16
Stats:
HP: 25 / 25 (+5 from Ethereal Sheath)
MP: 20 / 20
Atk: 6 (+1 from Cloud Blade)
Def: 3 (+1 from Clouded Breast)
Int: 1
Spr: 2
Evade: 3%
Crit: 4%
Move: 2 (+1 from Summoned Blade Profession)
Affinity:
09: Neutral (1)
13: Neutral (0)
17: Neutral (0)
42: Neutral (0)
69: Neutral (0)
Female, Unknown
Appearance:
- Spoiler:
Profession: Summoned Blade - One who seemingly carries no weapon, but instead draws her power and her blade from an ethereal world, her magic is both unique and confusing to her enemies. (Ethereal Blade)(Equips: Swords; Scythes)
Ethereal Blade - Physical attacks can affect Ethereal Beings.
Weapon: Cloud Blade - A sword that appears from a cloud of dust, hence how it got it's name.
Armor: Clouded Breast - A chunk of armor that seems both fluffy and comfortable.
Accessory: Ethereal Sheath - An empty sheath made of wood.
A-Ability: Clouded Judgement
Hazed Awareness - The user summons a cloud over the user's target's head, enveloping them in a dust with a low electrical output. The nerves of the target are fried slightly by this dust, causing them to become dizzy. May cause Confusion. 3 cell range. 6 MP. Lightning Elemental.
Weary Blade - The user covers the user's blade in an oddly-shaped cloud of dust. The user then attacks the user's target and, if the attack lands, the cloud is left behind to sap away at the target's strength. Reduces target Movement by 1. 100% Atk DMG. Adjacent cell range. 6 MP. Water Elemental.
Disappear - The user fades from existence, her form becoming dust in the wind. Becomes Invisible for three turns. Self only. The next attack that breaks Stealth deals a critical hit. 8 MP.
- Spoiler:
- Breath - The user dashes to a nearby target, using the power of wind to swing around and land a clean swipe against the target's back before dashing to the next nearby enemy to perform the same move. Deals 120% Atk DMG to a target and all other enemy units that are within two cells of the last target hit. 2 cell range. The user stops in an adjacent cell to the last enemy hit. If the user is Stealthed when this ability is activated, Stealth is not broken. ? MP. Wind Elemental.
Vibrating Steel - The user sweeps a single finger across the user's blade, making the steel shiver in delight. Magic holds the vibrations of the steel constant, allowing the user to make devastating cuts into the user's targets. Increases Atk by 40%. Self Only. This ability may break Stealth. ? MP.
Asphyxiate - The user removes the air from the wind in an area, making it incredibly harder for units to breathe while in that location. Lays a 4 cell wide area that removes all traces of oxygen. Units who stand in the area for too long are subject to Suffocation. The area is placed directly on top of the user. The user is immune to Suffocation for the duration of the area. ? MP.
Upgrade: Weary Blade - The user covers the user's blade in an oddly-shaped cloud of dust. The user then attacks the user's target and, if the attack lands, the cloud is left behind to sap away at the target's strength. Deals 120% Atk DMG. Applies Weary to the target, making their attacks and abilities do 30% less damage for the duration of the affliction. Adjacent cell range. ? MP. Water Elemental.
Upgrade: Hazed Awareness - The user summons a cloud over the field, enveloping the user's enemies in a dust cloud with a low electrical output. Nerve endings are fried slightly by this dust, causing them to become dizzy. May Confuse all enemies. ? MP. Lightning Elemental.
R-Ability:
S-Ability: Flash Steps - Once per three turns, the user may use a "Flash Step" charge to position the user's self behind a target enemy. The next basic attack or physical ability has a 20% increased Critical Hit rate against that enemy. The range of a "Flash Step" is the same as the user's current Movement + 2.
D-Ability: Thundering Rain and Malice - The user summons a storm to the field of battle. Not just any storm, a storm of ethereal blades that fall from the sky. The damage potential of this storm varies by the enemy numbers. If there is a single enemy, all of the damage is focused. If there is more than one enemy, the damage is split into halves. 250% Total Piercing Atk DMG potential. 50% Minimum Piercing Atk DMG potential to all enemies.
Level: 2
Progress: 6/16
Stats:
HP: 25 / 25 (+5 from Ethereal Sheath)
MP: 20 / 20
Atk: 6 (+1 from Cloud Blade)
Def: 3 (+1 from Clouded Breast)
Int: 1
Spr: 2
Evade: 3%
Crit: 4%
Move: 2 (+1 from Summoned Blade Profession)
Affinity:
09: Neutral (1)
13: Neutral (0)
17: Neutral (0)
42: Neutral (0)
69: Neutral (0)
Last edited by Zerifachias on Thu Sep 25, 2014 6:14 pm; edited 10 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Durn Project - Character Thread
Inventory 26
Consumables
Brass Key x3 - Unlocks 1 adjacent Locked Chest upon use.
Mana Potion x1 - Restores 10 MP upon use.
Potion x2 - Restores 15 HP upon use.
Materials
Blackened Wing x4 - A frail, dark wing that curls in a scythe-like direction.
Earth Essence x1 - A wisp of earthy energy that delicately suspends itself inches from the nearest surface.
Fusion Core x1 - A spherical object once used to power a giant golem.
Shadow Essence x1 - A wisp of black energy that delicately suspends itself inches from the nearest surface.
Weapons
Armor
Accessories
Key Items
Last edited by Durn on Sat Sep 06, 2014 3:43 pm; edited 3 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Name: 69
Gender: Male
Age: ?
Level: 1
Next Level: 10/12
Appearance:
Profession: Starwalker - Being of a different plane of existence, the one who claims this profession garners a connection with spirits and uses his own spiritual abilities to guide the righteous down their paths to victory while trying to offer support and advice to those heading down the wrong path. Those with hostile hearts however...there will be retribution for their heinous crimes.
*Spirit Shift: The user crosses over to the Astral Plane making him temporarily immune to physical attacks. When the user is forcibly ejected back into the corporeal plane, this ability goes on a 7 turn cooldown. Physical immunity duration is equal to 2 turns.
Weapon: Corroded Ring - Metal band worn around the finger. It appears to be rather worse for wear. (Damage: INT)(Range: 3 cells)
Armor: Spirit Robes - Garments that appear to possess some sort of faint ethereal energy.
Accessory: Libra Tattoo - Elegant tattoo that depicts the essence of balance.
A-Ability: Intervention:
+Soul Wisp: Conjures a strange jet black wisp of flame that dances in one's hands before dancing instantly in the heart of the foe. 100% Int Dmg. Range: 4 cells. Chance of Burn. Burn damage is dealt to the target's MP instead of HP. 8 MP.
+Corrupted Mind: Plants the seed of malice in the mind of a foe and watches it grow, slowly impeding their mental capacity with sheer hatred. Deals 80% Int Dmg each turn for 5 turns. Range: 3 cells. Reduces target INT by 10% per turn that damage is dealt. [Max: -50%.] 12 MP.
R-Ability: None.
S-Ability: Equilibrium - Absorbs 10% of damage over time as either HP or MP depending on which source the skill damages. For example, a skill/effect dealing damage over time to HP gets absorbed as HP, and one dealing damage over time to MP gets absorbed as MP.
D-Ability: System of Balance (Neutral) - Calling upon the spirits to lend their raw power, he seeks to even the odds and restore balance to the immediate situation, conjuring the Libran scales to weigh the damage, pain, and suffering dealt and dishing it back and then some in form of retribution towards the one who has the upper hand. Deals 200% Piercing Int plus missing % of HP damage to a single target on the battlefield that has more HP than the user. If the user has less HP than the target, the user takes the damage instead.
Stats:
HP: 15
MP: 25
Atk: 1 (+0 from Corroded Ring)
Def: 2 (+0 from Spirit Robes)
Int: 4 (+1 from Corroded Ring)(+1 from Libra Tattoo)
Spr: 3 (+1 from Spirit Robes)
Critical: 1%
Evasion: 3%
Movement: 2 cells (+0 from Starwalker profession)
Skill Points: 0
Affinity:
N [0] #17
N [0] #13
N [0] #26
A [1] #42
N [0] #09
N [0] #35
N [0] #12
N [0] #02
N [0] #57
Gender: Male
Age: ?
Level: 1
Next Level: 10/12
Appearance:
- Spoiler:
- Only coming up to about 5'4" in height, this poor nameless fellow haunts the world stepping softly with his lithe form like ghost. What little presence he has is muted by his beautiful raven black robes tinted with violet and fringed with white with splatters of the brightness tainting the bottom portion of the robes in a way. His skin is a healthy, creamy white, and it does not take much to bring rosy color to his somewhat feminine face, the skin soft and the lips a little less than full, but a nice pink in hue. His green eyes verge on a tint of neon, glowing brightly and vividly amidst his black and white ensemble. Short black hair runs straight down to the nape of his neck, a bit longer on the sides enough to cover his ears, and his bangs threaten to poke into his eyes. His neck is long and slender, and his arms and fingers are long as well. It looks as though he could definitely use a hearty meal or two...or a hundred. And thus he continues to wander about as a specter in whatever world he's landed in...
Profession: Starwalker - Being of a different plane of existence, the one who claims this profession garners a connection with spirits and uses his own spiritual abilities to guide the righteous down their paths to victory while trying to offer support and advice to those heading down the wrong path. Those with hostile hearts however...there will be retribution for their heinous crimes.
*Spirit Shift: The user crosses over to the Astral Plane making him temporarily immune to physical attacks. When the user is forcibly ejected back into the corporeal plane, this ability goes on a 7 turn cooldown. Physical immunity duration is equal to 2 turns.
Weapon: Corroded Ring - Metal band worn around the finger. It appears to be rather worse for wear. (Damage: INT)(Range: 3 cells)
Armor: Spirit Robes - Garments that appear to possess some sort of faint ethereal energy.
Accessory: Libra Tattoo - Elegant tattoo that depicts the essence of balance.
A-Ability: Intervention:
+Soul Wisp: Conjures a strange jet black wisp of flame that dances in one's hands before dancing instantly in the heart of the foe. 100% Int Dmg. Range: 4 cells. Chance of Burn. Burn damage is dealt to the target's MP instead of HP. 8 MP.
+Corrupted Mind: Plants the seed of malice in the mind of a foe and watches it grow, slowly impeding their mental capacity with sheer hatred. Deals 80% Int Dmg each turn for 5 turns. Range: 3 cells. Reduces target INT by 10% per turn that damage is dealt. [Max: -50%.] 12 MP.
R-Ability: None.
S-Ability: Equilibrium - Absorbs 10% of damage over time as either HP or MP depending on which source the skill damages. For example, a skill/effect dealing damage over time to HP gets absorbed as HP, and one dealing damage over time to MP gets absorbed as MP.
D-Ability: System of Balance (Neutral) - Calling upon the spirits to lend their raw power, he seeks to even the odds and restore balance to the immediate situation, conjuring the Libran scales to weigh the damage, pain, and suffering dealt and dishing it back and then some in form of retribution towards the one who has the upper hand. Deals 200% Piercing Int plus missing % of HP damage to a single target on the battlefield that has more HP than the user. If the user has less HP than the target, the user takes the damage instead.
Stats:
HP: 15
MP: 25
Atk: 1 (+0 from Corroded Ring)
Def: 2 (+0 from Spirit Robes)
Int: 4 (+1 from Corroded Ring)(+1 from Libra Tattoo)
Spr: 3 (+1 from Spirit Robes)
Critical: 1%
Evasion: 3%
Movement: 2 cells (+0 from Starwalker profession)
Skill Points: 0
Affinity:
N [0] #17
N [0] #13
N [0] #26
A [1] #42
N [0] #09
N [0] #35
N [0] #12
N [0] #02
N [0] #57
Last edited by Masquerade on Fri Sep 19, 2014 10:12 pm; edited 5 times in total
Re: Durn Project - Character Thread
Inventory 69
Consumables
Brass Key x3 - Unlocks 1 adjacent Locked Chest upon use.
Mana Potion x1 - Restores 10 MP upon use.
Potion x2 - Restores 15 HP upon use.
Materials
Blackened Wing x1 - A frail, dark wing that curls in a scythe-like direction.
Shadow Essence x1 - A wisp of black energy that delicately suspends itself inches from the nearest surface.
Weapons
Armor
Accessories
Key Items
Last edited by Durn on Sat Sep 06, 2014 3:46 pm; edited 2 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Name: 09
Gender: Female
Age: ?
Appearance:
Femme Fatale: Takes 10% less damage from male units.
Weapon: Sheratan – A long old polearm with two scythe blades curved to resemble the astrological sign of Aries. [Range: 2]
Armor: Flattering Red Dress – The signature garb of the Lady in Red.
Accessory: Thigh High Socks – Meant to keep legs warm and are totally not for fetish purposes whatsoever.
---------~---------
A-Ability: The Hermit Reversed
+ Passion and Vigor: The user forces the strength to carry on through sheer willpower. Heals 30% of the user’s Maximum HP. Has a cooldown opposed to an MP cost. Cooldown: 5 Turns.
+ Cor Aut Mors: The user swings their weapon to hook the target’s neck. Upon contact, the user rotates the scythe around the target and attempts to decapitate it by placing a foot on the target’s back for leverage and pulling the scythe back. Deals 100% ATK + 30% of the target’s missing health. Only usable on targets at or below 30% Max HP. Range: Adjacent Cell. 8 MP.
---------~---------
S-Ability:
+ Huntress: “I’m starting to think her dress wasn’t red to begin with.” Upon activation, the user marks a target for 3 turns. The marked target cannot avoid the user’s attacks and each attack on the target seals one of the target’s A-Ability (in list order) for the duration. If the marked target is killed before the duration ends, the user’s ATK is boosted by 10% times the number of turns remaining until the end of the battle.
---------~---------
R-Ability:
+ The Golden Fleece: Every 3rd attack the user receives stuns the inflicter of the 3rd attack for 1 turn.
---------~---------
D-Ability:
+ Hell On Heels – The user removes all status afflictions and for the next 2 turns, the user gains Bravery and basic attacks deal piercing ATK damage + 30% of the Target’s DEF.
---------~---------
Stats:
Level: 2
EXP: 10/16
SP: 1
HP: 25 / 25 (+5 from Thigh High Socks)
MP: 20 / 20
Atk: 6 (+1 from Sheratan)
Def: 3
Int: 1
Spr: 2 (+1 from Flattering Red Dress)
Evade: 3%
Crit: 4%
Move: 2 (+1 from Lady in Red Profession)
Affinity:
12: A [3]
13: N [0]
17: N [0]
26: N [1]
42: N [0]
69: N [0]
Gender: Female
Age: ?
Appearance:
- Spoiler:
- Spoiler:
Femme Fatale: Takes 10% less damage from male units.
Weapon: Sheratan – A long old polearm with two scythe blades curved to resemble the astrological sign of Aries. [Range: 2]
Armor: Flattering Red Dress – The signature garb of the Lady in Red.
Accessory: Thigh High Socks – Meant to keep legs warm and are totally not for fetish purposes whatsoever.
---------~---------
A-Ability: The Hermit Reversed
+ Passion and Vigor: The user forces the strength to carry on through sheer willpower. Heals 30% of the user’s Maximum HP. Has a cooldown opposed to an MP cost. Cooldown: 5 Turns.
+ Cor Aut Mors: The user swings their weapon to hook the target’s neck. Upon contact, the user rotates the scythe around the target and attempts to decapitate it by placing a foot on the target’s back for leverage and pulling the scythe back. Deals 100% ATK + 30% of the target’s missing health. Only usable on targets at or below 30% Max HP. Range: Adjacent Cell. 8 MP.
---------~---------
S-Ability:
+ Huntress: “I’m starting to think her dress wasn’t red to begin with.” Upon activation, the user marks a target for 3 turns. The marked target cannot avoid the user’s attacks and each attack on the target seals one of the target’s A-Ability (in list order) for the duration. If the marked target is killed before the duration ends, the user’s ATK is boosted by 10% times the number of turns remaining until the end of the battle.
---------~---------
R-Ability:
---------~---------
D-Ability:
+ Hell On Heels – The user removes all status afflictions and for the next 2 turns, the user gains Bravery and basic attacks deal piercing ATK damage + 30% of the Target’s DEF.
---------~---------
Stats:
Level: 2
EXP: 10/16
SP: 1
HP: 25 / 25 (+5 from Thigh High Socks)
MP: 20 / 20
Atk: 6 (+1 from Sheratan)
Def: 3
Int: 1
Spr: 2 (+1 from Flattering Red Dress)
Evade: 3%
Crit: 4%
Move: 2 (+1 from Lady in Red Profession)
Affinity:
12: A [3]
13: N [0]
17: N [0]
26: N [1]
42: N [0]
69: N [0]
Last edited by Vergil on Wed Oct 14, 2015 9:39 pm; edited 5 times in total
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Durn Project - Character Thread
Inventory 09
Consumables
Brass Key x3 - Unlocks 1 adjacent Locked Chest upon use.
Mana Potion x1 - Restores 10 MP upon use.
Potion x2 - Restores 15 HP upon use.
Materials
Blackened Wing x1 - A frail, dark wing that curls in a scythe-like direction.
Fusion Core x1 - A spherical object once used to power a giant golem.
Iron Chunk x1 - A chunk of iron material that can be used to form quality weaponry.
Shadow Essence x4 - A wisp of black energy that delicately suspends itself inches from the nearest surface.
Weapons
Armor
Accessories
Key Items
Last edited by Durn on Sat Sep 06, 2014 3:44 pm; edited 1 time in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Name: 35
Gender: Female
Age: Unknown
Appearance:
Profession: Warden - Construct created by augmenting human beings with various mechanical implants to the point where a large percentage of their body is inorganic. Wardens were the first of their kind, programmed for the sole purpose of guarding the very same laboratories that created them. [Magnetize] [Polarity Shift]
*Magnetize - 35's attacks and abilities all inflict either a Positive or Negative polarity to the target(s) for 3 turns, which is chosen at the same time as the attack. Polarities may not be removed except by being dispelled or being replaced by a different polarity from 35. Characters with the same polarity may not come within a 3 cell radius of each other and characters with different polarities may not leave a 3 cell radius of each other.
*Polarity Shift - 35 may change her own polarity once per turn
Weapon: Retaliation Mechanism v.01 - Rather simplistic mechanism consisting of two rifles mounted upon 35's Guard System. [+1 ATK] [Range: 4 cells]
Armor: Guard System MK-I - A large ring-shaped mechanical implant attached to 35 at the hips which will eject a weak defensive field should she be in danger. [+1 DEF]
Accessory: Headset - One of the few objects that isn't implanted into 35's body, a complicated headset used for long-range telecommunications. [+5 MP]
A-Ability: Guardian of Metal
+ Watchtower - 35 erects a large metal pillar at a target location and polarizes it, allowing her to repel enemies or leash them in place. [Range: 3 cells. Creates a Watchtower. The Watchtower will last for 3 turns or until it is destroyed upon taking 3 hits. The Watchtower is only damaged by Basic Attacks and 35 can attack the Watchtower to change its Polarity. 35's attacks on the Watchtower does not count toward the number of hits required to destroy the Watchtower. 8 MP]
+ Nano-Repair Bots - 35 releases dozens of tiny drones that scatter throughout her body, replacing loose parts and reconnecting damaged circuits. [Range: Self. Grants Regen. 8 MP]
R-Ability:Reactive Armor - Whenever 35 is attacked her guard systems immediately releases an electric spark which strikes the nearest enemy for damage equivalent to 10% of her max HP.
S-Ability: Reflective Matrix - 35 blocks all incoming damage by 15% and redirects that damage back to its source.
D-Ability: Reverse Polarity - 35 creates a magnetic pulse which instead of blasting enemies away from her pulls them to her. The impact in the center point is so great that the enemies are left dazed. [150% Piercing ATK Dmg. Range: 3 cell radius. Pulls all enemies to the closest open cells to 35. Changes all enemies' polarities to be the opposite of 35's. High chance of Stun]
Level: 1
EXP: 6/12
HP: 25 / 25
MP: 15 / 15 (+5 from Headset)
ATK: 4 (+1 from Retaliation Mechanism v.01)
DEF: 3 (+1 from Guard System MK-I)
INT: 1
SPR: 2
EVADE: 3%
CRIT: 3%
Movement: 2 (+1 from Warden Profession)
Skill Points: 0
#02 (Neutral) - 0
#09 (Neutral) - 0
#13 (Neutral) - 0
#17 (Neutral) - 0
#26 (Neutral) - 0
#42 (Neutral) - 0
#69 (Neutral) - 0
Gender: Female
Age: Unknown
Appearance:
- Spoiler:
Profession: Warden - Construct created by augmenting human beings with various mechanical implants to the point where a large percentage of their body is inorganic. Wardens were the first of their kind, programmed for the sole purpose of guarding the very same laboratories that created them. [Magnetize] [Polarity Shift]
*Magnetize - 35's attacks and abilities all inflict either a Positive or Negative polarity to the target(s) for 3 turns, which is chosen at the same time as the attack. Polarities may not be removed except by being dispelled or being replaced by a different polarity from 35. Characters with the same polarity may not come within a 3 cell radius of each other and characters with different polarities may not leave a 3 cell radius of each other.
*Polarity Shift - 35 may change her own polarity once per turn
Weapon: Retaliation Mechanism v.01 - Rather simplistic mechanism consisting of two rifles mounted upon 35's Guard System. [+1 ATK] [Range: 4 cells]
Armor: Guard System MK-I - A large ring-shaped mechanical implant attached to 35 at the hips which will eject a weak defensive field should she be in danger. [+1 DEF]
Accessory: Headset - One of the few objects that isn't implanted into 35's body, a complicated headset used for long-range telecommunications. [+5 MP]
A-Ability: Guardian of Metal
+ Watchtower - 35 erects a large metal pillar at a target location and polarizes it, allowing her to repel enemies or leash them in place. [Range: 3 cells. Creates a Watchtower. The Watchtower will last for 3 turns or until it is destroyed upon taking 3 hits. The Watchtower is only damaged by Basic Attacks and 35 can attack the Watchtower to change its Polarity. 35's attacks on the Watchtower does not count toward the number of hits required to destroy the Watchtower. 8 MP]
+ Nano-Repair Bots - 35 releases dozens of tiny drones that scatter throughout her body, replacing loose parts and reconnecting damaged circuits. [Range: Self. Grants Regen. 8 MP]
R-Ability:
S-Ability: Reflective Matrix - 35 blocks all incoming damage by 15% and redirects that damage back to its source.
D-Ability: Reverse Polarity - 35 creates a magnetic pulse which instead of blasting enemies away from her pulls them to her. The impact in the center point is so great that the enemies are left dazed. [150% Piercing ATK Dmg. Range: 3 cell radius. Pulls all enemies to the closest open cells to 35. Changes all enemies' polarities to be the opposite of 35's. High chance of Stun]
Level: 1
EXP: 6/12
HP: 25 / 25
MP: 15 / 15 (+5 from Headset)
ATK: 4 (+1 from Retaliation Mechanism v.01)
DEF: 3 (+1 from Guard System MK-I)
INT: 1
SPR: 2
EVADE: 3%
CRIT: 3%
Movement: 2 (+1 from Warden Profession)
Skill Points: 0
#02 (Neutral) - 0
#09 (Neutral) - 0
#13 (Neutral) - 0
#17 (Neutral) - 0
#26 (Neutral) - 0
#42 (Neutral) - 0
#69 (Neutral) - 0
Last edited by Kurio on Wed Sep 17, 2014 10:24 pm; edited 2 times in total
Kurio- Masochistic Kitty Kat Maid
- Posts : 8939
Join date : 2009-10-30
Age : 29
Location : I dunno 3:
Re: Durn Project - Character Thread
Inventory 35
Consumables
Brass Key x3 - Unlocks 1 adjacent Locked Chest upon use.
Mana Potion x1 - Restores 10 MP upon use.
Potion x2 - Restores 15 HP upon use.
Materials
Shadow Essence x2 - A wisp of black energy that delicately suspends itself inches from the nearest surface.
Weapons
Armor
Accessories
Key Items
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Durn Project - Character Thread
Number: 42
Gender: Female
Age: ?
Level: 2
Progress: 3/16
Appearance:
Profession: Desperate Protector: The one who claims this Profession has had to watch her closest relations perish before her eyes, and she is ready to viciously guard what is left... [Basic Attack: Corporeal] [Silent Adaptor] [Return Postage]
*Silent Adaptor: Number 42 can always activate the Free Act Command: Paradigm Shift, free of any MP cost.
*Return Postage: Whenever Number 42 takes direct damage, she is granted a proportional amount of Charge Counters (3 HP = 1 CC = 2 MP). Charge Counters are used to cast upgraded versions of selected skills.
--- + Paradigm Shift - Number 42 focuses her inner self and refocuses different parts of her body to change the way she attacks. ATK/INT and DEF/SPR are switched. All instances of "ATK" in any Skill are replaced with INT. The inverse is true upon another activation. 0 MP.
Weapon: Rusted Sword: Glorified knife.
Armor: Chiffon Skirt: Flimsy skirt meant to show more than hide.
Accessory: Ornate Ring: Gold ring presenting a fleur-de-lis. Does it mean anything? [+5 HP]
A-Ability: Damage Magnet
+ Provoke: The user distracts the enemies from harming her allies. Increases Atk and Def by 10%. Bestows Center of Attention. 3 Turn Duration. Range: Self. Element: Neutral. 6 MP
~Upgrade: Charge The above bonus is tripled for double the duration. 4 CC.
+ Vendetta: The user permits herself to be lost in rage and raves on her enemies. Returns all direct damage while under Center of Attention to a target Enemy Unit. The damage is spread out over three separate hits. 3 Hits. ?% Atk Damage. Accuracy: 100%. Range: 3 Cells. Element: Neutral. 10 MP
~Upgrade: Charge The skill above is copied for no additional MP cost. The user may choose new targets for the copy. 6 CC.
R-Ability: None
S-Ability: Sign in Blood: The user may pay an amount of HP that is not total to receive an appropriate amount of Charge Counters. This is treated as Direct Damage.
D-Ability: Aura Sphere: The user unleashes her primal protective instinct. An explosion of energy covers the area, leaving the ally party feeling safe and serene. Grants the Ally Party Invincibility for the duration of the next Enemy Phase. Bestows Covering on the User and Covered on all ally units for three turns.
~ Stats ~
HP: 25 / 25 (+5 from Ornate Ring)
MP: 20 / 20
Atk: 4 (+1 from Rusted Sword)
Def: 4 (+1 from Chiffon Skirt)
Int: 1
Spr: 3
Evasion: 3%
Crit: 3%
Movement: 2 (+1 from Desperate Protector Profession)
Skill Points: 1
Affinity:
09: [0]Neutral
12: [0]Neutral
13: [0]Neutral
17: [0]Neutral
26: [0]Neutral
35: [0]Neutral
69: [1]Affinity
Gender: Female
Age: ?
Level: 2
Progress: 3/16
Appearance:
- Spoiler:
Profession: Desperate Protector: The one who claims this Profession has had to watch her closest relations perish before her eyes, and she is ready to viciously guard what is left... [Basic Attack: Corporeal] [Silent Adaptor] [Return Postage]
*Silent Adaptor: Number 42 can always activate the Free Act Command: Paradigm Shift, free of any MP cost.
*Return Postage: Whenever Number 42 takes direct damage, she is granted a proportional amount of Charge Counters (3 HP = 1 CC = 2 MP). Charge Counters are used to cast upgraded versions of selected skills.
--- + Paradigm Shift - Number 42 focuses her inner self and refocuses different parts of her body to change the way she attacks. ATK/INT and DEF/SPR are switched. All instances of "ATK" in any Skill are replaced with INT. The inverse is true upon another activation. 0 MP.
Weapon: Rusted Sword: Glorified knife.
Armor: Chiffon Skirt: Flimsy skirt meant to show more than hide.
Accessory: Ornate Ring: Gold ring presenting a fleur-de-lis. Does it mean anything? [+5 HP]
A-Ability: Damage Magnet
+ Provoke: The user distracts the enemies from harming her allies. Increases Atk and Def by 10%. Bestows Center of Attention. 3 Turn Duration. Range: Self. Element: Neutral. 6 MP
~Upgrade: Charge The above bonus is tripled for double the duration. 4 CC.
+ Vendetta: The user permits herself to be lost in rage and raves on her enemies. Returns all direct damage while under Center of Attention to a target Enemy Unit. The damage is spread out over three separate hits. 3 Hits. ?% Atk Damage. Accuracy: 100%. Range: 3 Cells. Element: Neutral. 10 MP
~Upgrade: Charge The skill above is copied for no additional MP cost. The user may choose new targets for the copy. 6 CC.
R-Ability: None
S-Ability: Sign in Blood: The user may pay an amount of HP that is not total to receive an appropriate amount of Charge Counters. This is treated as Direct Damage.
D-Ability: Aura Sphere: The user unleashes her primal protective instinct. An explosion of energy covers the area, leaving the ally party feeling safe and serene. Grants the Ally Party Invincibility for the duration of the next Enemy Phase. Bestows Covering on the User and Covered on all ally units for three turns.
~ Stats ~
HP: 25 / 25 (+5 from Ornate Ring)
MP: 20 / 20
Atk: 4 (+1 from Rusted Sword)
Def: 4 (+1 from Chiffon Skirt)
Int: 1
Spr: 3
Evasion: 3%
Crit: 3%
Movement: 2 (+1 from Desperate Protector Profession)
Skill Points: 1
Affinity:
09: [0]Neutral
12: [0]Neutral
13: [0]Neutral
17: [0]Neutral
26: [0]Neutral
35: [0]Neutral
69: [1]Affinity
- Changelog:
- 10/15/2015: #42: 10/12 ---> 15/12
Level UP!
3 Stat Points gained!
1 Skill Point gained!
Next Level: 3/16
HP +5, Def +1, Spr +1
Gist- Full Eight Hours
- Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas
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