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A Song of Dragons Profile Thread

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Allindur, the Lightfoot
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Post by Allindur, the Lightfoot Mon Jul 23, 2012 11:46 am

Backpacks, suits of armour and weapon racks. Also bags, baskets and vials. It's not easy to find a suitable deposit for all adventuring equipment, but that corner of the mercenary's quarter will have to do.

Inventory

Healing Herb x 3 - A special herb with healing properties. Common in a good soldier's pouch. Heals 10 HP on use.

Magic Dust x 3 - Fine dust obtained as leftover from complicated magical reactions. Still useful for recharging energy reserves. Restores 5 MP on use.

Phoenix Feather x 1 - The tail feather of an adult phoenix, given willingly. These are very, very rare, and are said to bear the capacity of saving the life of the mortally wounded. Revives a fallen character with 20% Max HP.

Materials


Shed Blood x 2 - A little vial filled with fresh blood from a recently slain human. It bears great magical power from the suffering and despair in which the human was killed.

Blue Flame x 2 - A small vial filled to the edge with ghostly blue flames from a strange kind of incorporeal faery. Bears subtle magical properties, like burning with nothing to consume. Some say it's just lit swamp gas, but you know better...

Faery Tear x 1 - A single teardrop from a faery in deep pain. You've seen unicorn horns less rare or expensive...and obtained with less shame too.

Funds: 700 gold

Map:
Steel Kingdom of Dharnassus
>County of Golfabas
--Woods of the Count
---Lumber Camp


Last edited by Allindur on Tue Jul 31, 2012 4:22 pm; edited 1 time in total
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Post by Allindur, the Lightfoot Mon Jul 23, 2012 11:52 am

Upon a side table, rests a book with worn leather cover. It's thick and filled with all sorts of notes and sheets of paper added after the book's original making. It's confusing, unorganized and a complete mess. All in all, a typical adventure journal.

Quest Journal:

Book One: Awakening
-Chapter 1: Songs in the Woods
--Act 1: Eternally Sleeping

Music Library

Mystic's Dream - Act 1

Protectors of the Earth - Hector Irongrip


Last edited by Allindur on Tue Jul 31, 2012 4:35 pm; edited 1 time in total
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Post by Allindur, the Lightfoot Mon Jul 23, 2012 11:58 am

And next to the adventure journal, an even more messy piece of work. Thick, dirty and covered in sketches and side notes. Cataloging all monsters found in a long travel can be a really tough job.

Bestiary

Fey

Red Cap - A small, burly faery with a long white beard and a sickening bloodlust. Carries a woolen cap which it must constantly maintain painted red with the blood of humans. This blood is, naturally, obtained stabbing humans to death with a pointed pikestaff.
Location: The Lumbercamp/Exp: 1/Loot: Shed Blood

Will-o'-the-Wisp - Floating spheres of ghostly blue flame. These incorporeal faeries are eternaly sorrowful, often humming deep tones. They bear the ability to summon burning patches and globes of fey fire, as control their own magical flame. Very hard to harm physically.
Location: Lumbercamp/Exp: 1/Loot: Blue Flame

Dancing Sprite - Short, charmingly beautiful humanoids with a strange appearance, seemingly something bewteen a human, a plant and an insect. Very agitated and joyful, they love dancing all the time, for any reason, and are very difficuld to sadden.
Location: The Lumbercamp/Exp: 1/Loot: Faery Tear


Last edited by Allindur on Tue Jul 31, 2012 4:51 pm; edited 1 time in total
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Post by Allindur, the Lightfoot Mon Jul 23, 2012 12:00 pm

Enemy Profiles

Puk, Lv. 2

Type: Fey
Job: Kolbold - A floating wisp of deeply scarlet flames. A more careful look will reveal a small translucid humanoid creature inside, with short beard, bright red clothes and pointy ears. (Immune to Fire; Weak Against Water; Float)
Weapon: Scarlet Flame - A Kolbold's deep red flame is completely under his control, and is much hotter than a mundane fire.(+1 Int; Range: 4; Fire Dmg)
Armor: Red Clothes - Kolbolds like to dress in red. With red shoes, red coats, and red hats. It's a funny taste.(+1 Spr)
Accessory: Magic Core - A Kolbold's heart is composed mostly of raw magic.(+5 MP)

A-Ability: Hearth Fire

+Faery Fire: Summons a gleaming patch of flames, shifting constantly between purple and greenish colors. Just looking at it makes skin tickle a bit. 100% Int Fire Dmg. Dispells one beneficial effect. Range:Weapon. MP:6

+Candlelight - Shiny globes of silvery light dance towards a target, burning flesh and melting armor. 100% Int Fire Dmg. Reduces Def and Spr. Stacks 3 Times. Range: Weapon. MP: 8

+Everburn - Suddenly, it's too hot. Everything is too hot. The Kolbold's burning presence overheats the essence of an enemy, creating aversion to fire. Target is Weak against Fire for 3 turns. Range: weapon. MP: 8

R-Ability: None.
S-Ability: Quasi-Incorporeal - A Kolbold is not completely physical, and so is very dificult to harm with physical attacks. Permanently affected by Protect.

Stats:

HP: 15
MP: 25 (+5 from Magic Core)
Atk: 1
Def: 3
Int: 7 (+1 from Scarlet Flame)
Spr: 2 (+1 from Old Rags)
Evade: 5%
Critical: 5%
Move: 2 cells


* see above for Drake

Sprigg, Lv. 2

Type: Fey
Job: Singing Sprite - A little humanoid figure, difficult to define as male or female. Appears to be a cross of insect, plant and human, but oddly, ends up charmingly beautiful. This one has a red and green tone to it, and seems quiet, contemplative.(Resistant to Light; Weak against Dark)
Weapon: Seeds Bracelet - A delicate bracelet woven from grass, with many small, hard seeds hanging.(+1 Int; Range: 4)
Armor: Summer Dress - A multitude of tree and grass leaves, mainly green and red, compose this. It's hard to say what holds them together.(+1 Spr)
Accessory: Faery Dust - The sprite's whole body seems covered in this. It appears to be highly magical.(+1 Int)

A-Ability: Glamour

+Dancing Lights - Shifting globes of prismatic light prance towards an enemy. They burn on deposits of unused mana. The sensation is not very pleasant. 100% Int Light Dmg to MP. Small chance of Mana Leak. Range: weapon. 8 MP.

+Flourish - Green light showers the target, blooming flowers all around it. Heals 100% Int Dmg. Range: weapon. MP: 8

+Warm Winds - The sprite's song calls a soothing breeze in an area. All allies in the area Heal 15% HP per turn they remain in it. Range: Weapon. 2 Cells Splash. MP: 10

R-Ability: None.
S-Ability: Magic Affinity - Sprites seem to have a very easy time with magic, not needing as much mana to do anything as mortals do. Reduces MP cost of all abilities by 20%.

Stats:

HP: 10
MP: 25
Atk: 2
Def: 4
Int: 5 (+1 from Seed Bracelet)(+1 from Faery Dust)
Spr: 4 (+1 from Summer Dress)
Evade: 7%
Critical: 3%
Move: 2 cells(+1 from Singing Sprite)


Telluria, Lv.2[Elite]

Type: Beast
Job: Terrapod - A great reptile-like beast. Stands on two mighty hind legs, with the front legs being small and seemingly useless. Its thick tail ends in a heavy, mace-like bludgeon, and its head is large, bearing a blunt horn at the nose tip. Its skin is covered by scales and plates that can be made of bone or rock, it's hard to tell exactly. Maybe a little bit of both.(Resistant to Earth)
Weapon: Blunt Horn - The stone plate and the size of the head, combined with the sheer strengh of this creature, make a simple short and blunt horn a deadly bludgeoning wapon.(+2 Atk)
Armor: Lithoderm - The whole body of this beast is covered in bone scales. Problem is: her "bones" are made of a particular kind of metal-rich stone.(+1 Def +1 Spr)
Accessory: Tough Muscle - To withstand that much weight, a Terrapod's muscles are not only strong, but incredibly tough. One can have a very hard time cutting through it.(+1 Def +5 HP)

A-Ability: Rampage

+Tail Swing - Swings its mace-like tail in a wide arc. 100% Atk Dmg. Hits 3 adjacent cells in range. Range: Melee. MP: 6

+Ram - Rams down the enemy with a blunt horn. 120% Atk Dmg. Chance of Stun. Range: Melee. MP: 8

+Charge - Runs to a distant enemy in blind rage. Moves to an enemy in range. 150% Atk Dmg. Range: min 3, max 3 Cells. MP: 10

R-Ability: None
S-Ability: Large and in Charge - The Terrapod is big, and she knows it. She enjoys tossing enemies around like ragdolls. Every attack has a chance of knocking the target back 2 cells.
D-Ability: Sauric Rage - Telluria flies into a blind rage. And you thought she was tough before...Bestows Bravery and Protect to herself.

Stats:

HP: 60 (+5 from Tough Muscle)
MP: 22
Atk: 7 (+2 from Blunt Horn)
Def: 4 (+1 from Lithoderm)(+1 from Tough Muscle)
Int: 1
Spr: 3 (+1 from Lithoderm)
Evade: 3%
Critical: 5%
Move: 2 cells


Last edited by Allindur on Thu Aug 02, 2012 9:53 pm; edited 5 times in total
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Post by Allindur, the Lightfoot Mon Jul 23, 2012 12:01 pm

Special Characters

Deanne, Lv. ??

Type: Fey
Job: Woodland Nymph

A-Ability: Forest Spirit

+Siren's Song: A deep, charming song echoes around the battlefield, taking over the minds of all enemies. 25% chance to affect the mind of each enemy each turn it is channeled. Affected enemies will receive a random effect among Sleep, Charm and Confusion. The effect lasts as long as the Song is channeled.

+Hidden Sentinel - The Nymph is everywhere at her haven, every time. Deanne can appear in a battle whenever she feels like it, as long as it is in her home haven. She can not choose her starting cell, however, and must wait 2 full turns to return, if something expels her from the fight.
-----------
R-Ability: Woodland Mirage - It is extremely hard to trully harm a Nymph in her natural haven, as the very nature turns to protect her. Whenever Deanne is damaged, she heals 50% her max HP and vanishes from the fight.

S-Ability: Mesmer - The Nymphs are adept at using her charming voices to take over the minds of their enemies. The pain from having her concentration broken, however is terrible, and so is her sorrowful wail. A Nymph may channel any lasting ability for as long as she likes, as long as she is in battle. If a song is interrupted by an effect or her Woodland Mirage proc, however, all Fey and Beast type units have their Def and Spr permanently reduced by 20%. Stacks.



Last edited by Panda Hero Allindur on Sun Dec 09, 2012 10:27 am; edited 2 times in total
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Post by Allindur, the Lightfoot Mon Jul 23, 2012 12:01 pm

Guests

Name: Lieutenant Hector Irongrip
Age: 30 years
Level: 2
Next Level: 4/10
Appearance: A tall, strong man wearing a suit of plate armor and alway carrying a trustworthy halberd. His hair is dark and curly and a coarse beard covers his broad chin. His face is not one of great beauty, but rather loyalty and strengh. The face of a man who could die for his king and family. Only his eyes betray the stout appearance of him: eyes of profound sadness. Eyes tired of the world. Eyes of a warrior who has killed more than his heart was willing to.
Soundtrack: Protectors of the Earth



Profession: Citadel Guard -An experienced front-line soldier, with years of vanguard on his back. This man has seen sieges, battles, duels, raids and even a few dungeon crawls, and with all the experience in leading, fighting and protecting, finally conquered a place as a guard for the capital. Unfortunatly, war brought the need of experienced individuals in various fronts, sending many of these guards away from their beloved citadels. From their beloved families.

Weapon: Steel Halberd - A wooden halberd with steel blades and a steel tipped end on it's base. Very practical. (+1 ATK; Range: 2 cells)
Armor: Stell Plate - A battle armor comprised of steel plates jointed together. Technically, it's a half plate, as not the whole body is covered. (+1 DEF)
Accessory: Wedding Ring - A simble of eternal love and compromisse. Brings the letters "Love, Dana" inside. (+5 HP)

A-Ability: Vanguard

+Brandish: With a strong sweeping movement, Hector brandishes his halberd blade through a group of enemies. 100% Atk Dmg. Hit all enemies in a 4 cells cone, 2 cells long, to one of his sides. MP: 8

+Challenging Shout: Calls out for enemies, challenging all to a close fight. Taunts all enemies in a 2 cells burst. MP: 6

+Battlecry: A powerful cry stirs the hearts of hector's soldiers. All allies in a 2 cells burst gain 20% Atk and 20% Int. Lasts 3 turns. MP: 10

+Spinning Halberd: With a series of calculated, circular movements, Hector can quickly attack an enemy with all 3 offensive parts of his weapon. 100% Atk Dmg, hits 3 times. Range: adjacent. MP: 10

+Standfast: Hector orders an ally to stand his ground. Removes all action-impairing effects from an ally. Range: 2 cells. MP: 10

R-Ability: Guardian Strikes - The Citadel Guard is used to having to protect his fellow Guards, usually in tight spaces. Every time an enemy in weapon range attacks one of Hector's allies, there's 75% chance of him countering with a normal attack.

S-Ability: Second Wind - It's not easy to finish a Citadel Guard. Those who fight in the vanguard seem to always have one more last breath. The first time an attack takes Hector to critical state, he heals 25% of his max HP. This takes effect before any negative stats or effects from damage, and thus, can save him from a killing blow.

D-Ability: Last Ride - The Citadel Guard's eyes burn with inner fire, as memories of past battles and blood shed return to his mind. With a deafening shout, his fury can be heard all across the battlefiel, setting fire to the souls of all fellow fighters, and striking fear in the hearts of his enemies. Bestows Braveness and Faith on all allies, including himself.

~Stats~

HP: 30 (+5 from Wedding Ring)
MP: 15
DD: 5/10
Atk: 5 (+1 from Steel Halberd)
Def: 5 (+1 from Steel Plate)
Int: 2
Spr: 2
Evasion: 5%
Critical: 5%
Movement: 2

Skill Points: 1


Last edited by Allindur on Tue Jul 31, 2012 4:53 pm; edited 3 times in total
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Post by Silver Mon Jul 23, 2012 9:34 pm

Name: Clarissa Ferhaund
Age: 20
Gender: Female
Appearance:
Spoiler:
-------------------
Profession: Assembler- The one who claims this profession has sought the help of a higher power to ease her loneliness and fragile spirit by supplying her with the ability to call upon those she can truly call friends. (Equip: Bells)
Level: 2
Exp: 4/10
-------------------
Weapon: Polished Bell- Bell made of poor silver that has been polished to increase its value. (Damage: Int) (Range: 2 Layers of Surrounding Cells)
Armor: Resplendent Clothing- Garments made with a fine cloth that almost shines when exposed to light.
Accessory: Smooth Ribbon- Ribbon made of a smooth material that is worn around the neck.
-------------------
A-Ability: Connected by Friendship

+ Guardian of the Forest- "By the grace of thy creator, from the earth you have risen. Come forth, protector of the pure. A name in song, a pact of protection; rise, Deku! With blade in hand you fight to preserve." With a single ringing of a bell, the user conjures a brown glyph on the ground which causes a tree to burst from the ground and from it drop a single leaf. The second the leaf touches the ground, a glow envelops it and from that glow steps forth a knight entirely formed from wood. No Damage. Summons Deku. Costs 1 SC. Range: Surrounding Cell. 10 Mp. Earth Elemental.

+ Lady of the Skies- "By the grace of thy creator, in the skies you are free. Come forth, entity of the liberated. A name in song, a pact of liberty; rise, Ora! The powers of the wind blow solely under your command." With a single ringing of a bell, the user conjures a purple glyph in the air through which a powerful gale blows, from which a small whirlwind occurs and from it appears a small cloud. The second the whirlwind ebbs, the cloud swirls and from it appears the spirit of a woman bathed in wind alone. No Damage. Summons Ora. Costs 1 SC. Range: Surrounding Cell. 10 Mp. Wind Elemental.

+ Aquatic Drake- "By the grace of thy creator, through the waters you travel. Come forth, creature of power. A name in song, a pact of strength; rise, Ren! Waters arise and end the corruption!" With a single ringing of a bell, the user conjures a cyan glyph in front of her through which a small waterfall pushes through and cascade to the earth. The minute the water touches the earth below the waterfall becomes a powerful stream from which a small dragon teeming with the energy of the water appears. No Damage. Summons Ren. Costs 1 SC. Range: Surrounding Cell. 10 Mp. Water Elemental.

Spoiler:
-------------------
A-Ability: Item
-------------------
R-Ability:

+ Chime of Revenge- It hurts to see one's friends in pain, to end those who wish to cause pain to those she can call friends a bell will chime. Whenever one of the user's summons is attacked, the user will ring her bell releasing a chime which causes the attacker to take the same amount of damage the summon did. Does not activate if the summon is KOed. 50% Chance Activation.
-------------------
S-Ability:

+ Gift of the Fallen- Those who have fallen to protect she who has called them give her the last of their energy so that she may continue to be protected. Refunds SC upon a summon being KOed. KOed Summons can not be resummoned. Does not activate if the User has no familiars left to summon.
-------------------
D-Ability: Redemption- "By your grace, my light will not fade! Come forth, divine creator. A name in song, a pact of finality; rise, Eden! May your judgement be final, the aftermath true." With several chimes from a series of bells, the user conjures a magnificent glyph that covers her entire being from which a bright and warm light glows unlike any other. As the light shines, the user's body begins to rise into the air only to have the glyph flash and transform the user into the divine creator, Eden. No Damage. Summons Eden for Three Turns in place of the User. Range: Self. 0 Mp. Light Elemental.
-------------------
Stats:
Next Level: Hp, Def, Spr

HP: 20
MP: 25
SC: 1
DD: 2/10
Atk: 1 (+0 from Polished Bell)
Def: 3 (+0 from Resplendent Clothing) (+1 from Smooth Ribbon)
Int: 4 (+1 from Polished Bell)
Spr: 3 (+1 from Resplendent Clothing)
Crit: 3%
Evade: 3%
Move: 2 Cells (+0 from Assembler Profession)
-------------------
Skill Points:: 0


Last edited by Terra on Tue Jul 31, 2012 4:42 pm; edited 3 times in total
Silver
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Post by Silver Mon Jul 23, 2012 9:50 pm

Name: Deku
Age: ?
Gender: N/A
Appearance:
Spoiler:
-------------------
Profession: Wooden Knight- One could not necessarily call forth a suit of armor, I mean... where would they get all of that metal from anyway? A knight made entirely out of wood is much easier to achieve. No?
Level: 1
Exp: 7/10
-------------------
Weapon: Wooden Blade- Sharp blade made out of wood.
Armor: Wooden Plate Armor- Plate armor made out of wood, also serves as the body.
Accessory: Leafy Plumage- Leafs that make a cape and plume on the wearer's head. Just for show really.
-------------------
A-Ability: Pact of Protection

+ Power Strike- More than a typical swing of the blade, the user sends mana that comprises him mostly to his blade arm and strikes with more power than normal. 120% Atk Damage. Range: Adjacent Cell. 6 Mp.

+ Nature Pact- Thrusts the user's blade into the ground to make a stronger connection to the nature around him. No Damage. +20% Atk and Def. Usable Once per Battle. Range: Self. 10 Mp. Earth Elemental.

+ Guard- Raises the blade in a defensive manner to help shrug off incoming attacks. No Damage. Half Damage Next Turn. Range: Self. 4 Mp.
-------------------
R-Ability: None.
-------------------
S-Ability:

+ Mana Body- The wood that the user is comprised of is protected by an extra coating of defensive mana. Increases Spr by 15% passively.
-------------------
D-Ability: Timber- Utilizes the connection the user has with nature to call up a large oak tree which the user fells with a simple strike, said tree falling on top of the target. 200% Pierce Atk Damage. Creates Fallen Tree Cell. Range: Adjacent Cell. 0 Mp.
-------------------
Stats:

HP: 25
MP: 15 (+5 from Leafy Plumage)
DD: 0/10
Atk: 3 (+1 from Wooden Blade)
Def: 4 (+1 from Wooden Plate Armor)
Int: 1 (+0 from Wooden Blade)
Spr: 4 (+0 from Wooden Plate Armor) (+1 from Mana Body)
Crit: 3%
Evade: 7%
Move: 2 Cells (+0 from Wooden Knight Profession)


- ~ - ~ - ~ - ~ -

Name: Ora
Age: ?
Gender: Female
Appearance:
Spoiler:
-------------------
Profession: Wind Maiden- An elemental is fairly easy to conjure if one knows what they're doing. Dreams of freedom and liberation are most commonly connected to the Wind Element and as such one was able to summon a wind maiden herself. (Float)
Level: 2
Exp: 4/10
-------------------
Weapon: Endless Gale- Long staff bathed in a vibrant green energy. (Damage: Int)
Armor: Flowing Ribbons- Combination of many ribbons that form a flowing garment.
Accessory: Zephyr Brooch- Brooch filled with the power of the wind.
-------------------
A-Ability: Pact of Liberty

+ Nimbus- Utilizes knowledge of the wind to craft a special mass of wind energy for one to float upon for a short while. No Damage. Bestows Float. Range: 3 Cells. 4 Mp. Wind Elemental.

+ Squall- Conjures a gale to pick up around the target and increase their speed. No Damage. Bestows Haste. Range: 3 Cells. 6 Mp. Wind Elemental.

+ Breeze- Calls upon a gentle wind current to caress the target and alleviate their injuries. 100% Int Healing. Range: 3 Cells. 7 Mp. Wind Elemental.
-------------------
R-Ability: None.
-------------------
S-Ability:

+ Zephyr Body- The very winds that make up the user's body enable her to move fully and freely. Doubles Movement.
-------------------
D-Ability: Tornado- Transmogrifies one's own form into a wild and unforgiving manifestation of wind that feels like knives as it spirals uncontrollably, continuously cutting into those it touches. 150% Pierce Int Damage. 50% Chance of Bleeding. Range: Surrounding Cells. 0 Mp. Wind Elemental.
-------------------
Stats:
Next Level: Mp, Int, Spr

HP: 15
MP: 30
DD: 5/10
Atk: 2 (+0 from Endless Gale)
Def: 4 (+0 from Flowing Ribbons)
Int: 4 (+1 from Endless Gale) (+1 from Zephyr Brooch)
Spr: 4 (+1 from Flowing Ribbons)
Crit: 5%
Evade: 7%
Move: 2 Cells (+1 from Wind Maiden Profession) (x2 from Zephyr Body)


- ~ - ~ - ~ - ~ -

Name: Ren
Age: ?
Gender: Male
Appearance:
Spoiler:
-------------------
Profession: Serpentine Guardian- Dragons don't always breathe fire and fly around ya know, many actually live in the majestic waters that surround our very world. To be able to call upon one shows promise... considering you can handle the power of the sea itself. (Occupy Water Cells) (Immune Wet) (Weak Lightning)
Level: 1
Exp: 0/10
-------------------
Weapon: Oceanic Claws- Sharpened claws that are imbued with the power of water.
Armor: Aquatic Protection- Natural protection that comes with harnessing the natural flowing energy in the sea.
Accessory: Heart of the Sea- Jewel glowing with a certain radiance, it pulses vibrantly when placed in any source of water.
-------------------
A-Ability: Pact of Strength

+ Torrent- Opens the maw wide and transforms mana into pure water which is then propelled from the user's mouth at rapid speeds. 100% Int Damage. 50% Chance of Wet. Range: Straight Line. 6 Mp. Water Elemental.

+ Clamp- Opens the maw wide and snaps it shut on the target with immense power behind the small jaws. 120% Atk Damage. 50% Chance of Disable. Range: Adjacent Cell. 8 Mp.

+ Call of the Sea- Opens the maw and releases a sweet sound that causes water to collect around the user and then spill out over the nearby battlefield. No Damage. Creates Water Cells. Range: Current + Adjacent Cells. 8 Mp. Water Elemental.
-------------------
A-Ability: Item
-------------------
R-Ability: None.
-------------------
S-Ability:

+ Oceanic Creature- The user is so accustomed to water that it actually moves more swiftly through the substance. +25% Evasion and +1 Move while occupying a water cell.
-------------------
D-Ability: Tsunami- Releases a powerful roar that causes the area to shake briefly before a large surge of water collects around the user and rises before crashing down on the battlefield violently. 100% Pierce Int Damage. 15% Chance of Drown. Range: All Enemies. 0 Mp. Water Elemental.
-------------------
Stats:

HP: 20
MP: 20
DD: 0/10
Atk: 4 (+1 from Oceanic Claws)
Def: 2 (+1 from Aquatic Protection)
Int: 4 (+0 from Oceanic Claws) (+1 from Heart of the Sea)
Spr: 2 (+0 from Aquatic Protection)
Crit: 7%
Evade: 3%
Move: 2 Cells (+1 from Serpentine Guardian Profession)


- ~ - ~ - ~ - ~ -

Spoiler:

- ~ - ~ - ~ - ~ -

Spoiler:

- ~ - ~ - ~ - ~ -

Name: Eden
Age: ?
Gender: Female
Appearance:
Spoiler:
-------------------
Profession: Remnant of Creation- Abilities forged by the gift of the Goddess of Creation, she herself can not present herself before the world, but for she who truly needs her help this form is available. (Original Creator) (Creation's Might) (Auto-Dismiss) (Immune Negative Status Effects)
Original Creator: Enables the Remnant of Creation to utilize any A-ability known by other summons.
Creation's Might: Boosts all stats by 15% passively.
Auto-Dismiss: Dismisses all summons on the field upon entering battle and is automatically dismissed after three turns have passed.

Level: --
Exp: --/--
-------------------
Weapon: None.
Armor: None.
Accessory: None.
-------------------
A-Ability: None.
-------------------
R-Ability: None.
-------------------
S-Ability: None.
-------------------
D-Ability: None.
-------------------
Stats:

HP: 20 (+3 from Creation's Might)
MP: 25 (+4 from Creation's Might)
DD: --/--
Atk: 5 (+1 from Creation's Might)
Def: 4 (+1 from Creation's Might)
Int: 5 (+1 from Creation's Might)
Spr: 4 (+1 from Creation's Might)
Crit: 10%
Evade: 10%
Move: 2 Cells (+1 from Remnant of Creation Profession)


Last edited by Terra on Wed Aug 01, 2012 11:14 am; edited 2 times in total
Silver
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Post by Zerifachias Tue Jul 24, 2012 5:44 am

Name: Zenira (Zeh-nE-Rah)
Age: Appears 15
Gender: Female
Appearance:
Spoiler:

Level: 2
Progress: 4/10

Profession: Elf Warrior - One of the elvish folk, dressed for combat on the front lines. These immortal warriors cannot feel sickness, and do not fatigue as easily as humans. They also have a high resilience to ageing, an elf that appears 15 could be as much as 300 years old. (High Elf)

High Elf - This particular warrior has an increased resistance to magic. Increase Spr by 15%.

Spoiler:

Weapon: Twin Blade - An elvish sword that splits in two parts when traveling at high speeds. (2 hits)
Armor: Fitted Armor - There is a slight bulge around the chest area so female elves do not suffocate. The bulge can be bigger or smaller depending on the wearer's preference.
Accessory: Mother's Locket - A small locket made of silver. No one but the wearer has seen what lies inside.

A-Ability: Elvish Style

+ Flurry - A quick flurry of swipes with the blade to unhinge the target's confidence. 110% Atk DMG. 3 hits. Adjacent cell range. 7 MP.

+ Purify - A strange magic that covers the target in a strange mist. This mist can alleviate some sicknesses and ailments. Cures one count of a physical affliction (Burn, Paralysis, Immobilize, etc). 3 cell range. 5 MP.

+ Destroy - Basic destructive magic that begins with a circle and ends with an explosion of mana from beneath the target. 120% Int DMG. 3 cell range. Can cause Immobilize. Neutral Element. 8 MP.

Spoiler:

A-Ability: Item

R-Ability:
Spoiler:

S-Ability: Equalized Strengths - As long as Zenira's base Atk and Int stat remain the same number, increase both of those stats by 20%.

Judgment: The Barrage of the 300th Year - Young she may appear, older than any human alive today, and one of the many elves who are still seen as children, the amount of battle experience Zenira has greatly outweighs many enemies. 200% Piercing Atk DMG. Chance to Crush survivors.

Stats:
HP: 25
MP: 20
DD: 10/10
Atk: 4 (+1 from Twin Blade)(+1 from Equalized Strengths)
Def: 3 (+1 from Fitted Armor)
Int: 4 (+1 from Equalized Strengths)(+1 from Mother's Locket)
Spr: 3 (+1 from High Elf)
Evd: 7%
Crt: 7%
Move: 2 (+1 from Elf Warrior Profession)

Skill Points: 0


Last edited by Zerifachias on Wed Aug 01, 2012 8:15 am; edited 5 times in total
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A Song of Dragons Profile Thread Empty Re: A Song of Dragons Profile Thread

Post by Masquerade Tue Jul 24, 2012 7:56 am

Name: Nyala Stratford
Gender: Male
Age: 21
Level: 2
Next Level: 4/10
Appearance:
Spoiler:

Profession: Reaper - Holding a high affinity with death while claiming power over unorthodox magics, the one who claims this profession harvests the souls of enemies while keeping allies safe from the icy grasp of death.

Weapon: Costume Scythe - Looks like a deadly weapon, but the only place it belongs in is the theater, for it is merely just a prop. (Range: 2 cells)
Armor: Flowing Robes - Robes that flow...but not much else.
Accessory: Crimson Jewel - Blood red, teardrop-shaped jewel that is kept in one's pocket. Out of sight, out of mind.

A-Ability: Death Essentials:

+Illusion - One Form: Steps forward and flashes out of existence only to reappear above an enemy to deal it a vicious blow. 120% Atk Dmg. Range: 4 cells. 6 MP.
*Evolution line: One Form > Twin Fang > Dark Trinity > Array > Vice

+Deathward: Traces a violet rune in the air that replicates over the head of an ally to keep them away from the abyss of death. Bestows Deathward. [Deathward - Saves an HP Critical ally from KO for 2 turns. Cannot be used if ally is not HP Critical and effect fades if ally leaves HP Critical state.] Range: Single ally. 8 MP.

+Grim Pleasure: Artful scythe-work portrayed by tossing the scythe up and catching it, gathering some momentum for a powerful, horizontal back swing. 100% Atk Dmg. Range: 2 cells. Chance of Blood Loss. 6 MP.

R-Ability: None.

S-Ability: Killing Edge - Innately boosts Critical and Evasion rates by 5%.

D-Ability: Night Sign: One Million Crescent Moons (Neutral) - Spins scythe overhead until it is nothing but a blur before tossing it into the air. As it disappears from sight, thousands and thousands of glowing blades shaped like crescent moons appear, overtaking the sky. At one's command, they all surge towards a single enemy, exploding upon contact. As the last one strikes, one catches one's scythe and prepares to fight once more. Deals 200% Piercing Atk damage to a single enemy up to 6 cells away.

Stats:

HP: 20 (+5 from Crimson Jewel)
MP: 20
DD: 4/10
Atk: 5 (+1 from Costume Scythe)
Def: 3 (+0 from Flowing Robes)
Int: 4 (+0 from Costume Scythe)
Spr: 3 (+1 from Flowing Robes)
Critical: 7% (+5% from Killing Edge)
Evasion: 3% (+5% from Kiling edge)
Movement: 2 cells (+0 from Reaper profession)

Skill Points: 0


Last edited by Masquerade on Sat Dec 08, 2012 11:52 am; edited 2 times in total
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Post by Kurio Tue Jul 24, 2012 9:29 am

Name: Lucille Z. Artwaltz
Gender: Female
Age: 19
Level: 2
Next Level: 4/10
Appearance:
Spoiler:

Profession: Sword Maiden - Female swordfighters who wield their blades in the name of justice. While their mindset is heavily dependent on calling for the aid of deities, one must not underestimate their skill with both sword and magic.

Weapon: Slim Rapier - A rapier so thin and flexible that it can bend into a horseshoe shape.
Armor: Court Regalia - Padded cloth with golden trimming to make it look much more high-classed.
Accessory: Null Talisman - A diamond shaped silver necklace used to ward off evil. [+1 INT]

A-Ability: Divinity

+ Spirit Rush - Lucille lunges forward with a strike that severs the bond between the body and mind, causing the target to lose their strength. [120% Holy ATK Dmg. Range: Adjacent. Chance of Mana Leak. MP: 7]

+ Spiritsurge - Lucille conjures a small sphere of light at the tip of her rapier, then directs it toward her target. [120% Holy INT Dmg. Range: 3 cells. Chance of Slow. MP: 7]

A-Ability: Item

R-Ability: Refraction - Lucille has the ability to manipulate light and energy around her, allowing her to form a veil which blocks the first attack or ability every turn. Whenever Lucille blocks, her next attack or ability gains 25% increased damage.

S-Ability: Divine Fervor - Lucille becomes empowered by the light when she is in combat, granting her more strength against unfavorable odds. Increases ATK, DEF, INT, and SPR by 10% for each enemy within a 3 cell radius of Lucille. Maximum of 5 enemies can be accounted for the bonus. Elite enemies count for 2 and bosses count for 3.

D-Ability: Transcend - With her prayers to the deities answered Lucille's body begins to radiate a bright light, granting her an incredible amount of power for a moment. [Range: Self. Increases ATK, DEF, INT, and SPR by 50% for 3 turns]

Stats
HP: 25
MP: 25
DD: 3/10
ATK: 5 (+1 from Slim Rapier)
DEF: 2 (+1 from Court Regalia)
INT: 4 (+1 from Null Talisman)
SPR: 2
Evasion: 7%
Critical: 7%
Movement: 2 (+1 from Sword Maiden Job)

Skill Points: 1


Last edited by Kurio on Sun Dec 09, 2012 9:56 am; edited 4 times in total
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A Song of Dragons Profile Thread Empty Re: A Song of Dragons Profile Thread

Post by Cerani Wed Jul 25, 2012 11:56 am

Name: Michael Brigham Hackett
Age: 26
Gender: Male
Level: 2
Experience: 4/10
Appearance:
Spoiler:

Profession: Cleric - Usually a name denoting a devout follower of a particular deity, this individual has taken a different approach. There is absolutely no proof that his supposed deity exists outside his own belief, at all.

Weapon: Iron Mace - Every day weapon, sturdy but not of great craftsmanship.
Armor: Styled Plate - Perhaps a little more styled than it should have been, the process seems to have made the armor less useful than it would be normally.
Accessory: Small Earring - So small it's hardly noticed. [+5 MP]

A-Ability: Drokyn's Protection

+ Heal - Heals an ally's HP. 100% Int HEAL. Range: 4 cells. Cost: 7 MP

+ Protect - Grants Drokyn's blessing to another. Casts Protect. Range: 4 cells. Cost: 6 MP

+ Hard Dispel - Removes one negative status effect, person that was healed cannot be afflicted with the same status for three turns. Range: 4 cells. Cost: 7 MP

+ Raise - Raises one ally from the dead, assuming their body isn't completely obliterated and their soul in the depths of oblivion. Raises one ally with 20% Max HP. Cost: 16 MP


R-Ability: Bargain With Heaven - When one ally dies, everyone else still alive in the allied forces heals for 10% of their max HP, and for every ally that dies their offensive stats increase by 10%. This ability will activate only once when Micheal himself dies.

S-Ability: Law of Inverse Strength - Contrary to popular belief, strength isn't always in numbers. The more enemies against Micheal or his side of the battle, the stronger he seems to be. For every additional enemy on the field, Michael's stats are increased by 5%.

D-Ability: By The Hundreds - Essentially, this is the Holy Hand Grenade move. Michael's damage output is increased by 50%, increases Critical rate and Critical damage by 20%, and his attacks gain the Holy element (or equivalent). The downside is that Michael cannot use his healing abilities. This effect lasts for three turns.

Stats:

HP: 20
MP: 30 (25 +5 from Small Earring)
DD: 3/10
Atk: 3 (2 +1 Iron Mace)
Def: 5 (4 +1 Styled Plate)
Int: 5
Spr: 3
Evade: 3%
Critical: 3%
Move: 2 Cells

Skill Points: 1
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