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Starscape Voyage [Profile Thread]

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Post by Vergil Mon Apr 20, 2015 4:30 pm

Starscape Voyage [Profile Thread] 70be7d4ee8

Training Simulant Mk-I Type-A:

Training Simulant Mk-I Type-B:


Last edited by Vergil on Fri May 01, 2015 11:04 am; edited 1 time in total
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Post by Vergil Mon Apr 20, 2015 4:30 pm



Consumables
-Med Kit (x3) - Restores 15% Max HP (Non-Cybernetic Units)
-Repair Kit (x3) - Restores 15% Max HP (Cybernetic Units)
-Stimulant (x2) - Restores 20% Max MP

Materials

Weapons

Armor

Accessories

Diadems

Key Items

Paintings


Last edited by Vergil on Sun Jun 07, 2015 5:00 am; edited 5 times in total
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Post by Vergil Mon Apr 20, 2015 4:31 pm

Training Simulant Mk-I Type-A:

Training Simulant Mk-I Type-B:


Last edited by Vergil on Fri May 01, 2015 9:54 am; edited 10 times in total
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Post by Vergil Mon Apr 20, 2015 4:31 pm

Pulsar Epsilon:


Last edited by Vergil on Fri May 01, 2015 2:27 pm; edited 3 times in total
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Post by Vergil Mon Apr 20, 2015 4:33 pm

Name: Rasmus Stalheardth
Gender: Male
Age: 28 Years Galactic Standard
Appearance:
Spoiler:
Profession: Star Centurion - A squadron leader trained in rallying teammates and collecting intel. (Inspire)

Inspire - This unit and all allies standing in an adjacent cell to this unit gain 10% more CRIT.

Specialization: Captain
Bonus: +10% EXP and Monetary end-of-mission and Aftermission rewards (+5% per Rank after 1) and has improved effectiveness in Diplomatic Aftermissions.
Blood Type: B-

Weapon: Switch Katar - A large triangular beam blade projected from a hand grip that may change shape and function to a portable crossbow at will. (The wielder may switch between weapon forms before taking an Act Action. Crossbow form deals only 80% ATK DMG from basic attacks and has a range of 4 cells.)
Armor: Captain's Fatigues - Special military-issued wear for respectably ranked units.
Accessory: Worn-out Wallet - An obsolete method of carrying currency, considering practically every transaction is digital. Contains a very old photograph, yet another primitive iteration of outdated technology.

A-Ability: Hydra

+ Shifter: Lunges at a target with the melee form of the weapon, and quickly changes mid-attack to fire with the ranged portion performing a devastating combo. Weapon must be in melee form and cannot be used if the weapon already changed formed prior this turn. Deals 100% ATK DMG and then 80% ATK DMG, with the second attack having a 30% base chance of inflicting Daze for 1 turn. Range: Adjacent Cell. 8 MP.

+ Rhino Stampede/Trident Prongs: While in melee form, the user charges at the target and overwhelms them by putting their entire weight into the delivery of the strike. Rhino Stampede will position the user in front of the enemy hit by this attack and it cannot be used if there is an occupied cell between the user and target. While in ranged form, the user fires three shots that pass through the cell in front of the user and divert into three cells horizontally positioned behind it (forming a "T" shape for trajectory path), with any enemy standing in front of the user intercepting the entire attack, taking all three shots. Rhino Stampede inflicts 130% ATK DMG and has a range of 4 cells. Trident Prongs deals 90% ATK DMG per shot in a T-shaped cone. 6 MP.

S-Ability:

+ Consistency: Grants stacks for each turn spent without changing weapon forms. Once the user switches weapon forms, the next attack done by the new weapon form inflicts an additional 5% DMG per stack.

R-Ability:

+ Erraticism: Once per turn during the enemy turn, before the first attack at melee range targeting this unit goes through, this unit first surprises the assailant with a basic attack at an increased 10% CRIT rate when in melee weapon form. If in ranged weapon form, this unit responds to the first attack within current form range before it goes through with a quick shot at 50% ATK DMG with a base 10% chance of disarming the assailant for their attack.

D-Ability:

+ Integrated Mechanics: The user activates a last resort defense system, triggering a set of nano-machines to cover the user in a full suit of cybernetic armor for 3 turns. While under Integrated Mechanics, the user gains Haste and takes 30% less damage from all sources. On the third turn, the user may use a non-Ionic Mech-exclusive weapon from the inventory at 20% of its DMG. (PLT is applied as DEF for Kinetic DMG, SPR will mitigate Energy DMG.)

C-Ability Checkmating

+ Ultrasound Detectors: Applies Scanned on a visible target vessel. Range: Unlimited. 4 TP.

+ Micromanaging: Decreases TP Consumption for the rest of the party by 20% for the turn this is used. Range: Entire Crew. 10 TP.

LVL: 1
EXP: 0 / 50
RNK: 1
PROG:
>>>>>>>>>>
SP: 0
SKP: 0
CP: 0

HP: 25/25
MP: 20/20
TP: 20/20 [+5 from Worn-out Wallet] [25/25]
ATK: 4 [+1 from Switch Katar] [5]
DEF: 3 [+1 from Captain's Fatigues] [4]
INT: 1
SPR: 2
EVADE: 2%
CRIT: 3% [+10% from Inspire] [13%]
MOVE: 2 [+1 from Star Centurion] [3]
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Post by Silver Mon Apr 20, 2015 7:42 pm

Name: Talia Mooringstar

Age: 26

Gender: Female

Appearance:
Spoiler:
Profession: Enforcer- Brandishing beam-based weaponry and steely resolve, the one who claims this profession is the first to charge onto the field of battle to combat those who would seek to bring ruin to her cause. (Presence) (Equip: Beam-based Weaponry)

Presence: The user's mere existence on the battlefield forces those against her to falter. Reduces the Atk and Int of enemy units in adjacent cells to the user by 10% so long as they remain in an adjacent cell of her.

Position: Officer
Bonus: Increases Synchronization rate by 1/3rd and Rank Progress by 10% and has improved effectiveness in Training Aftermissions.
Blood Type: O+

Level: 1
Exp: 0/50

Weapon: Beam Saber- Standard saber utilizing beam technologies.
Armor: Officer's Uniform- Slightly decorated, this uniform denotes the wearer's position.
Accessory: Hair Clip- Simple metal clip used to keep one's hair out of one's face.

A-Ability: Dragoon

+Dancing BladeApproaches the target with the utmost confidence, darting in and out of their immediate grasp to dance the blade of the user's weapon along their body with great precision. 75% Atk Damage. 4 Hits. Range: 2 Cells. 5 MP.

+Prison FieldLeaps into the air and comes crashing down, utilizing one's weapon to send a pulse of energy outward which can trap targets in their current position. No Damage. Chance of Immobilize. Reduces Target Move by 1 Cell for Three Turns if Immobilize fails. Secondary effect stacks. Secondary effect cannot reduce the Target's Move below 1 Cell. Range: Surrounding Cells. 6 MP.

A-Ability: Item

R-Ability:

+PursuitFollows fleeing enemies to ensure that they too will fall. Whenever an enemy that occupied a cell adjacent to the user attempts to move away from the user, the user may choose to follow them to an adjacent cell so long as she can occupy that cell and she is able to move to do so.

S-Ability:

+ResolveThe user is determined at all times to carry out her mission. The user is immune to negative status effects which prevent her from taking a Movement Action. The user also gains 1 Cell of Movement so long as she is attempting to approach an enemy.

D-Ability:

+Army of OneForces one's body through sheer will to release adrenaline in overdrive, boosting all the user's senses and capabilities. No Damage. Bestows Haste. Increases the user's Damage Output by 30% for Three Turns. Reduces the user's Damage Input by 30% for Three Turns. Range: Self. 0 MP.

C-Ability: Second in Command

+Rally – Applies Motivated to the current vessel for Three Turns. Range: Set. 8 TP.

+Beam Surge – Applies Charged to the target vessel for Three Turns. Range: Unlimited. 12 TP.

Stats:

LVL: 1
EXP: 0 / 50
RNK: 1
PROG:
>>>>>>>>>>
SP: 0
SKP: 0
CP: 0

HP: 25/25
MP: 20/20
TP: 20/20
Atk: 4 (+1 from Beam Saber) (+1 from Hair Clip)
Def: 3 (+1 from Officer's Uniform)
Int: 1 (+1 from Beam Saber)
Spr: 2 (+0 from Officer's Uniform)
Critical: 3%
Evade: 2%
Move: 2 Cells (+1 from Enforcer Profession)
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Post by Zerifachias Mon Apr 20, 2015 8:21 pm

Violetta Moonwalker
Female, 7 (August 7)

Appearance:
Spoiler:

Profession: Psyborg - A different kind of cyborg that has been overloaded with energy during creation. These beings use a supernatural kind of force that powers their bodies and repel incoming attacks. (Psy Blaster)(Basic Attacks: Int-Based; 4 cell range)

Psy Blaster - This unit's basic attacks deal 70% AoE damage equal to one layer of surrounding cells to the target. The original target receives normal basic attack damage.

Specialization: Helmsman
Bonus: Increases Evasion by 10% while in Space Combat (+5% per Rank after 1) and has improved effectiveness in Scouting Aftermissions.
Blood Type: N/A

Weapon: Power Core - A battery lodged in this unit's chest, overloaded with energy.
Armor: Fine Plating - It's fine.
Accessory: External Memory - A small stick in the back of this unit's neck. In case of emergencies.
Augment: N/A

A-Ability: Probe

Overcharge - This unit overloads with electricity, boosting this unit's overall damage output and causing a slight malfunction in nearby machines due to the static charge. Boosts Int by 20%. Applies an "Overcharge" debuff that reduces the Spr of nearby machines by 20%. Lasts 3 turns. Self only. 8 MP

Beam - This unit fires out a focused beam of charged energy at the target that can melt flesh and cause major damage to malfunctioning machines. 120% Int DMG. 4 cell range. Machines under the effects of Overcharge take double damage. 5 MP

A-Ability: Item

R-Ability: N/A

S-Ability: Hyper Security - This unit is immune to being Hacked and can "Lock" machines or other cybernetic units to remove the Hacker. This unit needs a 3 cell range to make this skill useful on other units, and there is no limit to how many times this ability can be activated. (Active/Passive)

D-Ability: Discharge - This unit erupts into a blast of electricity that affects both organic and inorganic beings, dealing vast amounts of electric damage. This ability destroys shield generation and removes an enemy's ability to stealth. 150% Piercing Int Lightning DMG to all enemies. This unit is struck with a recoil that makes this unit unable to move or act for 2 turns.

C-Ability: Psydrive

Memory Overflow - This unit uses the vast amount of memory left in her hard drive to copy and download a mechanical system's memory. This ability can be recast to restore that machine to the state it was in when the download occurred. This ability cannot restore a destroyed or shut-down unit and has a 5 turn timer before the memory is erased automatically. Range: Adjacent cybernetic/mechanical unit. 15 TP on initial cast.

Psy Barrier - This unit overflows with energy to the point that the leftovers create a barrier that block certain types of attacks for a period of time. Upon activation, renders a unit immune to energy and ionic attacks for 2 turns. Range: Single unit. 12 TP.

Level: 1
Progress:
>>>>>>>>>>

Stats:

HP: 20/20
MP: 25/25
TP: 20/20
Atk: 1
Def: 2 (+1 from Fine Plating)
Int: 4 (+1 from Power Core) (+1 from External Memory)
Spr: 3
Move: 2 (+1 from Psyborg)
Crit: 3%
Evade: 2%
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Post by Kurio Mon Apr 20, 2015 8:53 pm

Name: Jiang Xuemei
Gender: Female
Age: 8
Appearance:
Spoiler:
Profession: Living Weapon - An android with the mind of a human. A cybernetic creation that can experience sensations and emotions the same way any other living being can. Yet it seems destined for a destructive warpath, despite the wishes of its creator. [Demolitions I]
*Demolitions I - Increases the damage output of explosive-based attacks and weaponry by 10%. Applies during Space Combat.

Specialization: Operator
Bonus: Increases Weapon Accuracy and Damage by 10% while in Space Combat (+5% per Rank after 1) and deals 15% more damage in Boarding Parties.
Blood Type: N/A

Weapon: Prototype Rifle - A rifle specifically designed with a much larger, replaceable barrel capable of firing projectiles such as bombs, grenades, and rockets in addition to bullets. [Range: 5 cells]
Armor: Insulated Suit - A well-insulated, form fitting suit with three small holes cut out on the back directly down the spinal cord for connecting cords.
Accessory: Headset - This is really only just for show, as the actual telecommunications device is built into Xuemei. (+5 MP)
Augment: N/A

A-Ability: Ballistics

+ Snipe - Xuemei takes careful aim with her rifle and fires a shot targeting the vitals. [120% ATK Dmg. Range: 5 cells. If there are no enemies within surrounding cells of the target this ability gains 25% Crit chance. Non-Explosive. 8 MP]

+ Grenadier - Xuemei fires a grenade at the target location which explodes the moment it hits the ground. [80% ATK Dmg. Range: 5 cells launch and surrounding cells of target. If the targeted cell is occupied by an enemy that enemy takes 120% ATK Dmg. Explosive. 6 MP]

S-Ability: Singled Out - Xuemei inflicts 20% increased damage against enemies that have no allies within surrounding cells.

R-Ability: Parting Gift - Whenever Xuemei is attacked from an adjacent cell she jumps 2 cells away from the attacker with a 20% chance to avoid the attack and drops behind a grenade which explodes for 100% ATK Dmg to the attacker and 60% ATK Dmg to enemies in surrounding cells of the attacker. Explosive.

D-Ability: Event Horizon - Xuemei launches a timed bomb which projects a powerful gravitational field, trapping and pulling all who are caught within the field toward the center before exploding. [Range: 5 cells. Creates a gravitational field in 3 layers of cells around the targeted cell. Enemies within the field have their movement reduced to 0 and are pulled toward the center at a rate of 1 cell per turn. Enemies within the field cannot use any abilities to displace themselves. After the three turns the bomb explodes, inflicting 150% Piercing ATK Dmg to enemies in the center and the first surrounding layer of cells, 100% Piercing ATK Dmg to enemies within the second surrounding layer of cells, and 50% Piercing ATK Dmg to enemies within the third surrounding layer of cells. Explosive]

C-Ability Reckless Abandon

+ Maximum Firepower - By diverting her own power supply into a weapon Xuemei immediately causes a powered weapon to finish recharging and fires with 20% increased damage. If the weapon is already charged the damage is increased by an additional 30% instead. Afterwards the weapon overloads and must undergo a recharge time that is twice as long as normal (or 2 turns if the weapon normally has no recharge). Can only be used on a weapon that has 3 turns or less of recharge time remaining. Cannot be used on a weapon suffering under the extended recharge caused by Maximum Firepower. 12 TP

+ Personal Grudge - Also known as "throwing a mech-sized tantrum." Increases damage output against the target by 20% for 3 turns. Range: Unlimited. 8 TP

LVL: 1
EXP: 0 / 50
RNK: 1
PROG:
>>>>>>>>>>
SP: 0
SKP: 0
CP: 0

HP: 20/20
MP: 20/20 (+5 from Headset)
TP: 25/25
ATK: 4 (+1 from Prototype Rifle)
DEF: 3
INT: 1
SPR: 2 (+1 from Insulated Suit)
EVADE: 2%
CRIT: 3%
MOVE:2 (+1 from Living Weapon)
Kurio
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Post by Masquerade Mon Apr 20, 2015 11:50 pm

Name: Larzel Lanier
Gender: Male
Age: 19 Years Galactic Standard
Appearance:
Spoiler:

Profession: Nano-mechanic - Specialized mechanic that focuses on generating and improving the quality of nano-machinery while incorporating nano systems into larger weapons. (Nano Efficiency I)

*Nano Efficiency I: Boosts damage dealt and all regeneration effects of nanobots controlled by the user by 5%.

Specialization: Engineer
Bonus: Increases Shield effectiveness by 10% while in Space Combat (+5% per Rank after 1) and improves progress in Research Aftermissions.
Blood Type: AB+

Weapon: Psych Wrench - Supposedly a high tech wrench capable of synchronizing with the user's brain waves.  The synch function is currently inoperable.
Armor: Steel Plate Vest - Quaint vest on the outside, but reinforced with steel on the inside.  It'll make it look like you're invincible!
Accessory: Tool Kit - When the trusty wrench isn't enough, here's a bunch of other shit for various jobs.

A-Ability: Nano-tech:

+Smoke Cloud I: Releases grenade that fills the area with smoke laced with nanobots.  No damage.  Range: 3 cell target range; all surrounding cells splash.  Lowers Hit Rate by 15% for 5 turns.  Adds a stack of Impair to the target. [Impair - Additional suffusion of nanobots in the system lowers the ability for the body to function increasing damage taken by 3% per stack and possessing a base 10% chance to Slow each time a stack is afflicted.  Stacks up to 4 times.] 8 MP.

+Quickening I: Enhances the ability of nanobots to destroy somatic systems or repair them based on function.  No damage.  Range: Single ally or enemy.  Adds a stack of Quickening to the target. [Quickening - Increases damage dealt or regeneration effects of nanobots by 10% per stack stacking up to 3 times.]  5 MP.

S-Ability: Scatter Nanobots - Disperses nanobots that enter allies and enemies alike through the skin and various orifices of the body.  The nanobots remain in a passive state until activated by a skill.  Upon being activated, nanobots deal an instantaneous 10% Max HP damage or recover HP by 10% of the maximum based on the target.

R-Ability: None.

D-Ability: Final Expansion - Activating the final installed program in the nanobots, one seals the fate of the enemies.  The nanobots lose their small form and expand rapidly, bulging and growing, causing them to crush the enemy's organs from the inside before reaching such a large size that the enemy explodes after which the nanobots disintegrate.  Deals 200% Piercing Atk damage to a single target that has nanobots controlled by the user.  Survivors are subject to Blood Loss.  Survivors are also no longer have user controlled nanobots in their systems and are rendered immune to any further attacks/skills involving user controlled nanobots.

C-Ability: Unstoppable Vessel:

+Mega Shield: Loads executable program into the ship's system to overhaul the default shield and replace it with an enhanced version temporarily.  Boosts Maximum SHD value by 25% for 3 turns.  Range: Ally ship.  5 TP.

+Continuity System: Provides resistance to ionic attack such that shield regeneration remains at a constant factor.  Bestows Ion-proof for 3 turns.  Range: Ally ship.  10 TP.

Stats:

LVL: 1
EXP: 0 / 50
RNK: 1
PROG: >>>>>>>>>>
SP: 0
SKP: 0
CP: 0

HP: 20
MP: 25
TP: 20
Atk: 4 (+1 from Psyche Wrench)(+1 from Tool Kit)
Def: 2 (+1 from Steel Plate Vest)
INT: 1 (+0 from Psyche Wrench)
SPR: 3 (+0 from Steel Plate Vest)
Evade: 2%
Critical: 3%
Movement: 2 (+1 from Nano-Mechanic)
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