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Durn Project - Character Thread

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Zerifachias
Silver
Durn
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Durn Project - Character Thread Empty Durn Project - Character Thread

Post by Durn Sun Nov 03, 2013 4:31 pm

welcome to the

DURN PROJECT


Enemies

Shadefly:

Larvumbra:

Temple Guardian:

Nero:

Earthen Watcher:

Traccia:

Faceless:


Last edited by Durn on Sun Sep 21, 2014 2:04 am; edited 20 times in total
Durn
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Post by Durn Sun Nov 03, 2013 4:31 pm

Additional Numbers

12:

02:

57:

Numerical Index

Spoiler:


Last edited by Durn on Tue Jul 14, 2015 5:08 pm; edited 22 times in total
Durn
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Durn Project - Character Thread Empty Re: Durn Project - Character Thread

Post by Durn Sun Nov 03, 2013 4:32 pm

Name: 17
Gender: Male
Age: Unknown
Appearance:
Spoiler:
Profession: Ventus [Basic: 3 Cell] [Basic: INT] - Dancing atop manipulated gales, the Ventus confuses foes by distorting his appearance with wind, allowing himself to easily dodge poorly aimed attacks.

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


Last edited by Durn on Mon Oct 12, 2015 6:15 pm; edited 16 times in total
Durn
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Post by Durn Sun Nov 03, 2013 10:02 pm

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
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Post by Silver Sun Nov 03, 2013 10:30 pm

Thirteenlightseagreen
Self#DF4D55

Name: 13

Age: ?

Gender: Male

Appearance:
Spoiler:
Profession: The Championed- A fragile figure with no means of protection to call his own. A deathly situation in which only one may truly live. The blessing that seeks to protect him. The one who claims this profession may not be able to fight much for himself, but there are those who have stood to act as his protectors. Long live the Championed. (Shift) (Equip: Chains)
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 SafeguardCalls 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 RhapsodyCalls 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 PartisanCalls 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:

A-Ability: The Binding of Blood *LOCKED*

Spoiler:

A-Ability: Ceremonious Covenant *LOCKED*

Spoiler:

A-Ability: Destinies Interlaced *LOCKED*

Spoiler:

R-Ability:

+Unwavering TrustFaith 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 InfluenceTo 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 UnraveledThe 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
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Post by Silver Sun Nov 03, 2013 10:30 pm

Name: Cherub

Age: ?

Gender: ?

Appearance:
Spoiler:
Profession: Guardian Angel- Well, he's not that big and he's not very imposing, but he guarded the gates of Heaven, so he should do an alright job defending you. (Flying)

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

+GleamSlashes 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.

+GuardRaises 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.

+BrutalitySlashes 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 BodyThe user maintains some of his heavenly features. User recovers 10% of its max HP each turn. This effect cannot be dispelled.

D-Ability:

+Heavenly DownpourCalls 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:
Profession: Siren- Taking the figure of a woman, this beast lures its enemies to it with sweet melodies before the bloodshed begins. (Occupy Water Cells)

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 SongMelody known by all Sirens. No Damage. Chance of Sleep. Range: 2 Layers of Surrounding Cells. 10 MP.

+SerenadeSoft 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 KissWhat 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:

+SeductionHer voice is so sweet that nothing could resist its allure. Boost chances of inflicting negative status effects by 10% passively.

D-Ability:

+DeathsongMelody 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:
Profession: Hobgoblin- A vile and highly aggressive creature that typically lives in a tribal system. Known for having really short fuses and hitting things a lot. (2 Hits)

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

+RageEnters a state of pure bloodshed. No Damage. Bestows Berserk. Range: Self. 4 MP.

+HowlLets loose a fiendish shriek that activates something within the ancestral bloodline. No Damage. Bestows Bubble. Range: Self. 8 MP.

+SmashThrashes the target with the utmost aggression. 160% Atk Damage. Stuns Target. Range: Adjacent Cell. 14 MP.

R-Ability: None.

S-Ability:

+Rage BoostOnce 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 PunchForgets 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:


Last edited by Silver on Mon Sep 22, 2014 1:56 pm; edited 10 times in total
Silver
Silver
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Post by Durn Sun Nov 03, 2013 10:31 pm

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
Durn
Hermit Sage
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Post by Zerifachias Mon Nov 04, 2013 7:29 am

Number 26
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:

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)


Last edited by Zerifachias on Thu Sep 25, 2014 6:14 pm; edited 10 times in total
Zerifachias
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Age : 32
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Durn Project - Character Thread Empty Re: Durn Project - Character Thread

Post by Durn Mon Nov 04, 2013 8:43 am

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
Durn
Hermit Sage
Hermit Sage

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Join date : 2009-10-30
Age : 63
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Post by Masquerade Mon Nov 04, 2013 4:03 pm

Name: 69
Gender: Male
Age: ?
Level: 1
Next Level: 10/12
Appearance:
Spoiler:

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
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Post by Durn Mon Nov 04, 2013 5:22 pm

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
Durn
Hermit Sage
Hermit Sage

Posts : 9672
Join date : 2009-10-30
Age : 63
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Post by Vergil Mon Nov 04, 2013 7:41 pm

Name: 09
Gender: Female
Age: ?
Appearance:
Spoiler:
Playlist:
Spoiler:
Profession: Lady In Red – A symbolic figure often pursued by a clueless man. In many tales, the Lady in Red may just be a devil in disguise. (Femme Fatale) (Equip: Double-Scythe)

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]


Last edited by Vergil on Wed Oct 14, 2015 9:39 pm; edited 5 times in total
Vergil
Vergil
Void Sleeper
Void Sleeper

Posts : 605
Join date : 2012-06-22
Age : 31
Location : Existential Dread

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Durn Project - Character Thread Empty Re: Durn Project - Character Thread

Post by Durn Mon Nov 04, 2013 7:55 pm

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
Durn
Hermit Sage
Hermit Sage

Posts : 9672
Join date : 2009-10-30
Age : 63
Location : I do not approve of double entendres.

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Post by Kurio Tue Aug 19, 2014 12:09 am

Name: 35
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: 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


Last edited by Kurio on Wed Sep 17, 2014 10:24 pm; edited 2 times in total
Kurio
Kurio
Masochistic Kitty Kat Maid
Masochistic Kitty Kat Maid

Posts : 8939
Join date : 2009-10-30
Age : 28
Location : I dunno 3:

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Durn Project - Character Thread Empty Re: Durn Project - Character Thread

Post by Durn Tue Aug 19, 2014 12:45 am

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
Durn
Hermit Sage
Hermit Sage

Posts : 9672
Join date : 2009-10-30
Age : 63
Location : I do not approve of double entendres.

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Durn Project - Character Thread Empty Re: Durn Project - Character Thread

Post by Gist Wed Oct 14, 2015 7:38 pm

Number: 42
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:
Gist
Gist
Full Eight Hours
Full Eight Hours

Posts : 650
Join date : 2013-05-31
Age : 28
Location : Texas

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