Cursed Life - Profiles

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Cursed Life - Profiles

Post by Terra on Fri Nov 18, 2011 6:26 pm

Inventory

+ Herb x3 (Recovers 10 Hp upon use.)

+ Spice x2 (Recovers 10 Mp upon use.)

Materials

None.

Weapons/Armor/Accessories

None.

Key Items

+ Cara (Maria's only true companion.)

Gold: None.

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Terra
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Re: Cursed Life - Profiles

Post by Terra on Fri Nov 18, 2011 6:27 pm

Prologue: Wanted

Enemy Profiles

Coming Soon.

Neutral Profiles

None.

Temporary Allies

None.

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Re: Cursed Life - Profiles

Post by Terra on Fri Nov 18, 2011 6:27 pm

Inflictionary

Positive Status Effects:

Bravery - Afflicted has their PHYSICAL damage dealt to targets is doubled.

Bubble - Hp doubles for 3 turns. When the effect ends, Hp is halved.

Counter - Afflicted retaliates with a basic attack when the user takes physical damage.

Covered - Damage is taken by a Covering ally.

Covering - Afflicted takes damage for an ally.

Doublecast - Afflicted can cast two Int based attacks per turn for three turns. If the Afflicted uses an Int based A-Ability they must have the Mp to cast said spell twice.

Faith - Afflicted has their MAGICAL damage dealt to targets is doubled.

Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over Water cells and other usually impassable cells.

Haste - Afflicted can take 2 move actions and 2 act actions per turn instead of 1 for 3 turns.

Immune - Afflicted becomes immune to negative status effects for 3 turns.

Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.

Invisible - Afflicted cannot be targeted for 3 turns.

Mp Bubble - Mp doubles for 3 turns. When the effect ends, Mp is halved.

Mp Regen - Mp increases by 5% Max MP at the beginning of the recipient's turn for 5 turns.

Protect - Reduces all PHYSICAL damage taken by 50% for 3 turns.

Reflect - Afflicted has all MAGICAL attacks sent at them reflected back at the attacker for x1.5 damage.

Regen - HP increases by 15% Max Hp at the beginning of the recipient's turn for 5 turns.

Shell - Reduces all MAGICAL damage taken by 50% for 3 turns.

Triplecast - Afflicted can cast three Int based attacks per turn for three turns. If the Afflicted uses an Int based A-Ability they must have the Mp to cast said ability three times.

Veil - Increases Evasion Rate by 50% for 3 turns.

Negative Status Effects:

Absolute Zero - Afflicted is frozen to the very soul. The user is instantly killed in 3 turns, cured by high level fire magic or skills.

Addled - Afflicted cannot use any skills for 3 turns.

Apathy - Afflicted is unable to recover Mp by any means for 3 turns.

Berserk - Atk is doubled, but Def is halved. Only basic attacks can be executed while Berserk.

Blind - Attacks have a 50% chance of missing for 3 turns.

Blood Loss - Afflicted loses 25% Max Hp in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.

Burn - Afflicted takes 12% Max Hp damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.

Center of Attention - Afflicted is the only one who can be targeted by enemies, lasts 3 turns.

Charm/Mesmerize - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.

Concussion - Afflicted takes 10% Max Hp Damage and can not move or act for the next 3 turns.

Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.

Critical - An automatic status placed on a character when Hp reaches 25% or less and remains on the character until the Hp of the afflicted is higher than 25% of its Max Hp.

Curse - Afflicted becomes the victim of a curse and takes damage equal to have of the damage the afflicted deals with any attack for 3 turns.

Deep Slumber - Afflicted falls into a sleep so deep they can almost never wake up. Cured by a piercing attack. 25% chance of curing self.

Deprotect - Doubles all PHYSICAL damage taken for 3 turns.

Deshell - Doubles all MAGICAL damage taken for 3 turns.

Disable - Afflicted can no longer take action for 3 turns.

Disease - Afflicted has their Atk, Int, Def, and Spr lowered by 20%

Dizzy - Afflicted's attacks will always miss, cured upon physical blow.

Doom - Afflicted experiences Instant Death after 5 turns.

Drown - Afflicted is unable to fight the water rising above their head. Afflicted loses 33% of their max Hp each turn and has their movement lowered to 1. Cured by leaving water or dying.

Enraged - Afflicted is under both Berserk and Mage Rage much to the point that they are savage and wild. They will attack the nearest thing in sight with basic attacks randomly doing either Atk or Int damage.

Fear - Afflicted can not move or take action for 2 turns.

Frail - Afflicted is unable to recover Hp by any means for 3 turns.

Freeze - Afflicted can no longer move or take action and also takes twice as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.

Immobilize - Afflicted can no longer move for 3 turns.

Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.

Mana Drain - Afflicted loses 17% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.

Mana Loss - Afflicted loses 25% Max Mp in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.

Mage Rage - Int is doubled, but Spr is halved. Basic attacks are made Int based. Only basic attacks can be executed while under Mage Rage.

Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.

Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.

Paralyze - Afflicted can no longer move or take action for 3 turns.

Peril - An automatic status placed on a character when Hp reaches 1 Hp and remains on the character until the Hp of the afflicted is higher than 1 Hp.

Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit.

Plague - Afflicted takes 17% Max Hp damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.

Poison - Afflicted takes 17% Max Hp damage per turn for 3 turns.

Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.

Sap - HP is reduced by 15% Max HP per turn for 5 turns.

Seal - Afflicted can no longer move or take action for 3 turns.

Searing Chars - Afflicted takes 30% Max Hp Damage and has their Def and Spr is lowered by 25%

Severe Burn - Afflicted takes 25% Max Hp damage per turn for 2 turns. Cured by high level ice and water magic.

Severe Poison - Afflicted takes 22% Max Hp damage per turn for 2 turns.

Shrink - All PHYSICAL attacks deal 1 Dmg and all damage taken is doubled for 3 turns.

Silence - Afflicted cannot execute any Int based skills or basic attacks.

Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.

Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns. Movement is halved.

Slow Petrification - Afflicted becomes Petrified in 5 turns.

Stop - All Player Phases are skipped for the afflicted character for 5 turns.

Triple Gravity - Afflicted takes 15% Max Hp damage and cannot move. Cured by Zero Gravity status, advanced esuna magic, or space magic.

Venom - Afflicted becomes Stopped and takes 17% Max Hp damage per turn for 3 turns.

Weak - Max Hp of the afflicted is reduced by 15% for 3 turns.

Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.

Zero Gravity - Afflicted takes double damage from wind and earth based attacks and can only move 1 cell per turn. Cured by Triple Gravity status, advanced esuna magic, or space magic.

Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.

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Terra
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Re: Cursed Life - Profiles

Post by Terra on Fri Nov 18, 2011 6:28 pm

Bestiary

Humanoid

None.

Beast

None.

Reptilian

None.

Insect

None.

Plant

None.

Aquatic

None.

Inorganic

None.

Machine

None.

Demon

None.

Undead

None.

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Terra
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Re: Cursed Life - Profiles

Post by Terra on Fri Nov 18, 2011 6:34 pm

Name: Maria Silverheart
Age: 16
Gender:
Appearance:
Spoiler:
-------------------
Profession: Sorrow- The one who claims this profession houses terrible memories of violent, tragic events that reoccur continuously around her. Unable to understand what she did to deserve this, she rarely lets others in for fear that they too will be the victim of her cursed life. (Equip: Scythes)
Level: 1
Exp: 0/10
-------------------
Weapon: Pain- A scythe with a blood red blade that has been its wielder's only companion throughout her life. (Range: 2 Cells)
Armor: Cara- A doll made of black cloth with stitched eyes and a mouth that is sewn together.
Accessory: Shattered Heart- A violet colored crystal in the shape of a heart, a large chunk is missing from it.
-------------------
A-Ability: Undeserved Torture

+ Axial Ripping- The user gracefully jumps into the air, weapon in hand and spins like a wheel. The blade doesn't physically touch her targets, but they still feel the slice of the blade.
(Damage: 80% Atk x 3/Effect: --/Range: 3 Cells + Surrounding Cell/Mp: 15/Element: --)

+ Dark- The user crafts a sphere of solid dark energy and fires it off at a nearby target.
(Damage: 110% Int/Effect: --/Range: 4 Cells/Mp: 8/Element: Dark)
-------------------
A-Ability: Item
-------------------
R-Ability: None.
-------------------
S-Ability:

+ Scarred- The user's Mp is increased by 15% and her Int is increased by 30% passively.

+ *Misfortune's Secrets*- The user gains 1 extra Stat Point upon level up.
-------------------
D-Ability: *LOCKED*
-------------------
Stats:
Next Level: Hp, Def, Int, Spr.

Hp: 10
Mp: 15 (+5 from Shattered Heart)
IP: 0/10
Atk: 2 (+1 from Pain)
Def: 0
Int: 1
Spr: 1 (+1 from Cara)
Crit: 0%
Evade: 0%
Move: 2 Cells (+1 from Sorrow Profession)
-------------------
Skill Points: 0

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Re: Cursed Life - Profiles

Post by Luminous on Sat Nov 19, 2011 8:00 pm

Grey (Initial)

Name: Grey
Age: 21
Gender: Male
Appearance:
Spoiler:
Grey is tall for his age, coming in at 6'5". He normally wears his blue trenchcoat, simple blue trousers (jeans), a simple T-shirt that's a plain, dark, colour, and his beige boots that are pretty sturdy. His hair is a coppery shade of red and it is spiked upwards in an untidy fashion. Grey's eyes appear to be completely black in hue but they're actually a very deep blue. This man's face appears to constantly wear a sceptical/frowning expression but that's actually a neutral expression for him. Sometimes he will wear fingerless black gloves if it is particulary cold or if he just feels like it. He always stands to his full height.

-------------------
Profession: Pyromancer: The guy with this particular profession can manipulate fire. However, he cannot create it. He's not quite that awesome yet. He has a naturally high tolerance to heat and he manages to keep himself warm even when he's within relatively cold environments.
Level: 1
Exp: 0/10
-------------------
Weapon: Old lighter: This small, silver device creates a small flame. The silver casing is chipped and slightly worn but apparently the damage doesn't affect its ability to create fire.
Armour: Navy trenchcoat: Grey is always seen wearing his trusty trenchcoat. It's what it says on the tin: It's blue and the garment reaches his knees.
Accessory: Oily rag: An old, white rag that's covered with oil. It somehow increases the potency of Grey's firey attacks. (Int +1)
-------------------
A-Ability: Pyroclasm.

~ Fireball: Grey takes some of the pyrokinetic energy (as so to speak) from the lighter and forms a small orb composed of flame within his hand. He then hurls the searing ball of pain towards an enemy.
Spoiler:
(Damage: 100% Int/Effect:--/Range: Three Cells/Mp: 6/Element: Fire)
(Dwindling Certainty Effect: ~ If cast from 3 cells away or less, accuracy = 100%
~4 cells - 6 cells = 80%
~7 cells - 8 cells = 50%
~9 cells or greater = 25%)

~ Hot hot hot!: The user ignites a section of the floor/ground/earth/whatever the fuck everybody's standing on at the time. The ignited section will begin to glow with heat and it will become painful to stand on. DOT (damage over time) is dealt to any enemy (or even an ally) who happens to be standing there at the time.
Spoiler:
(Damage:--/Effect: Creates Burning Cells/Range:4 Cell Radius (can be cast from 2 cells away)/Mp: 20/Element: Fire)
(Burning Cells: Any target that occupies this cell, whether they are allied or enemy units, will lose 5% of their max HP at the end of every turn. Burning Cells are only in effect for 3 turns at a time, this also applies to the DOT. 50% chance of inflicting Burn as well.)
-------------------
A-Ability: Item
-------------------
R-Ability: N/A.
-------------------
S-Ability: ~ Dwindling Certainty: Grey's attacks have a base range but he can use all of his targeted moves outside of their inital ranges. The further away the target he's trying to hit is, the less accurate the chosen skill will be. The calculations will be different for each given ability. (This does not apply to abilities that are cast on himself, on an ally, or within a certain radius).

-------------------
D-Ability: ~ Volcanic Retribution: The user gathers all of his pyrokinetic power and malice. He is engulfed in ferocious flames and without any warning he will spontaneously combust, KOing himself in the process but nearby enemies are severely damaged and may suffer from serious burns if they survive the onslaught. (Lol he's an Electrode).
(Damage: 150% - Pierce(Int) - Effect: Severe Burn 70% - Range: 3 cell radius - Mp: -- - Element: Fire).
-------------------
Stats:

Hp: 15
Mp: 25
IP: 0/10
Atk: 1
Def: 2
Int: 3 (+1 from Old Lighter)(+1 from Oily rag)
Spr: 3 (+1 from Navy Trenchcoat)
Crit: 5%
Evade: 2%
Move: 2 Cells (+0 from Pyromancer Profession)
-------------------
Skill Points: 0

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Re: Cursed Life - Profiles

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