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Dark Depths Profile Thread

Discussion in 'Profile Threads' started by Irouk Inverse, Feb 26, 2016.

  1. Items

    N/A

    Equipment

    N/A

    Materials

    N/A

    Key Items

    N/A

    Gold: 0
     
  2. Enemy Profiles

    Triton Raider
    Profession: Triton Raider [Amphibious]

    Weapon: Rusted Shortsword

    A-Ability: Raiding

    + Slash - They're Tritons, there's only so much they can do. [110% ATK Dmg. Range: Adjacent. Chance of Wound. 7 MP]

    R-Ability: N/A

    S-Ability: Scramble - While below 25% HP the Triton Raider is immune to all control-impairing effects and has its Movement increased by 1.

    B-Ability: N/A

    Level: 1
    HP: 10
    MP: 10
    ATK: 3 (+1 from Rusted Shortsword)
    DEF: 1
    INT: 1
    SPR: 2
    Crit: 1%
    Evd: 1%
    Movement: 2 (+1 from Triton Raider Profession)

    Triton Shorehunter
    Profession: Triton Shorehunter [Amphibious]

    Weapon: Barnacled Spear [Range: 2]

    A-Ability: Spearfishing

    + Puncture - Just another way of saying 'jam the spear into one's gut.' [120% ATK Dmg. Range: 2 cells. Chance of Wound. 9 MP.]

    R-Ability: N/A

    S-Ability: Salt on the Wounds - Inflicts 20% increased damage against Wounded targets.

    B-Ability: N/A

    Level: 1
    HP: 10
    MP: 10
    ATK: 3 (+1 from Barnacled Spear)
    DEF: 2
    INT: 1
    SPR: 1
    Crit: 1%
    Evd: 1%
    Movement: 2 (+1 from Triton Shorehunter Profession)

    Neutral Profiles

    N/A
     
  3. Allies

    Name: "Chief"
    Gender: Male
    Age: 34

    Profession: Waverider - The sea is like their home, and they have trained themselves to glide effortlessly across the water and pierce their targets with unnatural precision even through the shifting waves. [Waterglide] [Unarmed Combat]

    *Waterglide - Can traverse across and occupy water tiles. Gains +1 Movement if starting the turn on a water tile.

    *Unarmed Combat - Certain A-Abilities have the Disarm property, which causes the Chief to lose possession of his weapon. The Chief does not lose the bonuses his weapon gives while disarmed but his attack range is reduced to Adjacent cells, and gain a new set of A-Abilities. The Chief may pick up his weapon as a free action when he is in an adjacent cell to it.

    Weapon: Harpoon - An old harpoon with obvious signs of wear. [Range: 2]
    Armor: Simple Clothes - Simple tattered hemp.
    Accessory: Straw Hat - To ward off the harsh sunlight. [+5 HP]

    A-Ability: The Bountiful Sea

    + Cripple - The Chief tosses his harpoon at the target aiming for their legs. 60% ATK Dmg. Range: 4 cells. Chance of Slow. Marks Target for 3 turns. Disarm. Weapon lands in a random adjacent cell to the target. 6 MP.
    --- Pursuit - The Chief leaps up to 3 cells toward the target, grabbing it by its head and smashing it down onto the ground for 100% ATK Dmg. Chance of Stun. Marked Targets have an additional 25% chance to be Stunned. 8 MP

    + Reel - The Chief tosses a heavy net at his target, trapping it then hauling the target back to him. Range: 3 cells. Marks Target. 50% chance of success. Increased to 100% if target is already Marked. If successful, target is moved to the closest adjacent cell, Disabled, and Immobilized for 2 turns. 8 MP
    --- Guard - The Chief assumes a defensive posture, reducing damage taken by 20% until the next turn. Additionally, while guarding if the Chief is attacked he will retaliate with a set of basic attacks. 8 MP

    R-Ability: N/A

    S-Ability: Fisherman's Mark - The Chief's threat against Marked targets is increased by 100% and he gains an additional .5 X-Gauge when attacking a Marked target.

    B-Ability: N/A

    E-Trigger: Second Wind - Whether because of hope, rage, or pure desperation the Chief gains a sudden burst of strength seemingly originating from nowhere. For 3 turns, the Chief's Atk and Def are increased by 20%, restores 15% of his max HP each turn, and becomes immune to control-impairing effects.

    X-Ability: Skewer - The Chief charges in a horizontal, vertical, or diagonal line, piercing through each enemy and object he comes across and bringing them along, stopping only after reaching impassible terrain or indestructible object or the edge of the map. Each target takes 150% Piercing ATK Dmg, plus an additional 20% for each enemy or object they collide with.

    Level: 1
    Next Level: --/--
    HP: 20 (+5 from Straw Hat)
    MP: 20
    Atk: 4 (+1 from Harpoon)
    Def: 3 (+1 from Simple Clothes)
    Int: 2
    Spr: 2
    Crit: 4%
    Evd: 4%
    Movement: 2 (+1 from Waverider Profession)
    X-Gauge:
     
  4. Name: Mitéra Fídi
    Gender: Female
    Age: 62 years
    Level: 1
    Progress: 0/12
    Appearance:
    Mitéra Fídi, as this elderly woman likes to call herself, stands rather tall for her age at a height of around 6'. Her most notable feature is the mask she wears, a snowy white decoration that swallows her face whole, leaving only a dark purple design resembling a snake's head to serve as her visage. Long, straight hair of an unforgiving shade of black cascades all the way down to her waist, but usually remains hidden beneath the mysterious folds of a cloak, along with tanned and somewhat leathery skin.

    Profession: Serpent Hexer - The one who claims this Profession bears dark powers, and notably exercises this sorcery by summoning forth ghastly snakes from the suffering of others. [Darkwrithe Ritual I]

    *[Darkwrithe Ritual I] The User's Skills mark affected Units with Darkwrithe (Duration: 2 Turns / On Stack: Refresh). On being further affected by the User's Skills, Darkwrithe begins stacking, up to a Maximum of 2 times. On reaching Maximum stacks, a Ritual Serpent is created Adjacent to the Unit in the Cell closest to the User, and Darkwrithe's stacks are reset. At the end of the Enemy Phase, Ritual Serpents automatically Basic Attack an Enemy Unit Adjacent to them which bears Darkwrithe, prioritizing Enemies nearest to the User. A Maximum of 3 Ritual Serpents can be on the field at any time, and Darkwrithe's Duration does not decrease on any Unit while a Ritual Serpent is on the field.
    --[Ritual Serpent / Denoted {S} / HP: 80% User's Max HP / Offensive Stats: 100% User's Base Atk. & Int. / Defensive Stats: 70% User's Base Def. & Spr. / Movement: 0 Cells]


    Weapon: Coiling Cane - A knobby and twisted walking stick, made tough and scarred by use. [Basic Attack: Magical / Range: 3 Cells] [+1 Int]
    Armor: Ragged Cloak - A rather large and boring garb, which makes the wearer seem bigger than they truly are. [+5 HP]
    Accessory: Jade Ring - A small, silver ring inlaid with jade. The green stone glows verdant and watchful. [+5 MP]

    A-Ability: Shadows Waiting on the Wall

    + Debilitating Strike: 110% Int. Damage. Chance of Spasm (Mod. +1). Element: Dark. Range: 3 Cells, Linear, One Direction. 10 MP.

    + Enfeebling Coils: Reduces Target Unit's Dominant Offensive Stat by -10% and Movement by 1 Cell, and applies the same debuff to an Enemy Unit within 2 Cells of the original Target if applicable. Duration: 3 Turns (On Stack: Augment / Stack Capacity: 2 times). Movement cannot be reduced to 0 by the effects of Enfeebling Coils. Range: 2 Cells. 8 MP.

    R-Ability: N/A
    B-Ability: N/A
    S-Ability: Unholy Upbringing - Ritual Serpents which remain on the field for 3 consecutive Turns have all of their Stats increased by +10%, gain +1 Movement until they are defeated, and are healed for 150% of their Spr. Stat. This growth can be experienced once more if a Ritual Serpent remains alive for another 3 consecutive Turns.

    E-Trigger: Mother of Monsters - For the Duration of this E-Trigger, all Ritual Serpents on the field have their Stats increased by +20% and gain +1 Movement, and each become able to Basic Attack a Target of the User's selection during the Ally Phase every Turn. Duration: 3 Turns. Requires 5 X-Levels.
    X-Ability: --LOCKED--


    ~Statistics~

    HP: 15 (+5 from Ragged Cloak)
    MP: 25 (+5 from Jade Ring)
    Atk: 2
    Def: 2
    Int: 4 (+1 from Coiling Cane)
    Spr: 3
    Critical: 3%
    Evasion: 4%
    Movement: 2 Cells (+0 from Profession)
    X-Gauge: {/////}{/////}{/////}

    Skill Points: None.
    Upgrade Points: None.
     
  5. Name: Marduk Nejem
    Gender: Male
    Age: 22
    Level: 1
    Progress: 0/12
    Appearance:
    Average height and athletic build, around 5' 11" and 165 lbs. His skin is the color of cocoa beans, his hair and eyes a deep black. He keeps his hair in surprisingly well-kept dreadlocks that reach to the middle of his back. Gold rings adorn his nostril and lip, with a gold stud labret as well. All these features combined, he definitely looks the part of a fearsome pirate or war chief.

    *Ebb and Flow - Every two basic attacks, the user's form switches. In Flow form, the user can lunge to any enemy unit within 2 cells as his basic attack, jumping to an adjacent cell and dealing 80% Atk. In Ebb form, the user gains +(2(base)+ weapon modifier) attack range and has modified A-Abilities.

    Profession: Pirate Cap'n - The one who claims this profession commands a crew of mighty sea dogs, leading by example as the strongest and bloodthirstiest member of the crew. [Ebb and Flow] [Damage Type: Atk] [Equips: Firearm Hybrids]
    Weapon: Gutbuster - A standard flintlock rifle with a modified barrel and bayonet, making the weapon part gun, part sword, and part axe. [+1 Atk] [+0 range in Ebb form]
    Armor: Seadog's Rags - Kind of dirty and foul smelling. It's pirate garb, alright. [+1 Def]
    Accessory: Gold Stud - +5 MP

    A-Ability: Tides of  Battle

    +Gutshot: Simple, effective. A personal favorite. Deals 30% Atk, then applies a debuff that deals 5% of the target's max HP per cell moved. Debuff lasts for 3 turns. Range: Adjacent. 8 MP.
                    --Ebb bonus: Range increased to equipped weapon's range.

    +Rupture: Deals 120% Atk, chance of Wound, Mod. 0. Range: Adjacent. 8 MP.
                   --Ebb bonus: Range increased to 3 cells, chance of Wound, Mod. 1. 

    R-Ability:
    S-Ability: Lead By Example - Ya want yet crew t'be bloodthirsty,  ya gotta show 'em how it's done. User starts with a token that gives "Chance of Wound on basic attacks and damaging abilities, Mod. -1". Attacking the same target after the unit holding the token transfers the token.
    B-Ability:

    E-Trigger: Pillage and  Burn - For the next 3 turns, the user has Quicken. On the first turn only, the user has Limitless.
    X-Ability: Might of the Dragon's Roar  - The user signals his ship, blasting a massive cannonball towards the marked location. After a 1-turn delay, the cannonball hits dealing damage in a 3-cell radius. The center of the blast, and cells adjacent to the  center take 300% Atk damage, units 2 cells away take 200% Atk damage, and units 3 cells away take 100% Atk damage. Additionally, Marduk can signal to use different types of cannonballs that cause additional status effects to the center and adjacent cells.
    ---Volatile Shell: Chance of Severe Burn, Mod. 4
    ---Grapeshot: Chance of Wound, Mod. 4
    ---Chainshot: Chance of Stun, Mod. 4

    ~Statistics~

    HP: 20
    MP: 20 (+5 from Gold Stud)
    Atk: 4 (+1 from Gutbuster)
    Def: 3 (+1 from Seadog's Rags)
    Int: 2
    Spr: 2
    Critical: 4%
    Evasion: 4%
    Movement: 2 cells (+1 from Pirate Cap'n Profession)
    X-Gauge:

    Skill Points:
    Upgrade Points:


    HP: 20
    MP: 25
    Atk: 5
    Def: 5
    Int: 2
    Spr: 2
    Crit: 4%
    Evade: 4%
    Movement: 3 cells
     
  6. Name: “Nejem”
    Gender: Male
    Age: N/A
    Level: 1
    Progress: 0/12
    Appearance: Nejem is a rotted silhouette of his former self. His body, standing seven feet on digit-grade legs is covered in mangy fur that bears a resemblance to a maned wolf. Due to his curse, his body is in varying states of disrepair, but it doesn't seem to affect him, as his regeneration and the degenerative properties of his curse keep his body at a constant stasis.

    Profession: The Corrupted – Forever cursed to hunger for the essence of others to sustain one's own life.

    *Eternal Hunger - Nejem has access to a secondary resource meter, "Corruption". Corruption decreases when life is gained, and increases when Nejem deals damage through abilities and basics. Nejem can use his corruption bar to deal increased damage with his abilities. In addition, Nejem takes additional damage from light element at 50% corruption(1.13x damage), 75% corruption(1.25x damage), and 100% corruption(1.5x damage).

    *Unstoppable – This unit gains an "amulet" slot. When the amulet is not equipped, he is considered undead and can use A-Abilities and the corruption gauge. When the amulet is equipped, this unit can be healed by conventional means, but can not use abilities. This “amulet” is:

    An Amulet Of Old Times: An amulet enchanted by Nejem's people that dampens the effects of his curse, changing is form to his former self, changing his form and abilities. He loses His innates and the undead subtype. And may be healed as per normal. [+5HP]


    Weapon: Claws and Teeth, Cursed Touch: His basic natural weapons, honed by training and the plague. [+1 int]
    Armor: Tribal Leathers: Torn and Worn leathers from times long past [+1 def]
    Accessory: Wooden Ring [+5 MP]

    A-Ability: Plaguewalker

    +Lifedrain: Nejem drains the life of those in his grasp, healing himself using his target's life essence. 100% Int damage, heals for the damage dealt. Range: Adjacent. 8 MP
    ---Corruption bonus: Expending 3 points of corruption boosts the amount healed by 50%.

    + Tainted Ground: Tainted Ground: Nejem focuses on an area, spreading an aura of corruption throughout it. 80% Int damage per turn on affected cells, Chance to poison, mod. -2. Range: 3 cells, radius of 1. Lasts 3 turns. 14 MP
    ---Corruption bonus: Expending 5 corruption points increases the chance to poison to mod. 2.


    R-Ability:
    S-Ability: Chosen of the Plague:[When Amulet is Unequipped] The User is Immune to Poison effects and heals from such effects. In addition, Nejem's basic attacks have a chance to poison enemies.

    Alt S-Ability: Immortal Caretaker: [When Amulet is Worn] The User regenerates 5% of his life total every round, in addition, allies within 1 cell of Nejem also gain this benefit.
    B-Ability:

    E-Trigger: Immortal Survivor: Nejem's regenerative abilities briefly exceed his corruption – he heals 15% of his health every round for 3 rounds.
    X-Ability: Spread the Plague: Nejem exhales and unleashes the plague upon enemies within range. Those able to be affected must be able to be poisoned or afflicted. Those who are affected are now plagued, dealing percent HP damage every round for 3 rounds. If Nejem spends 5 corruption points they will spread the dot effect and the plague to all enemies within 3 cells. [Cone 2] [100% Piercing Int Damage] [12% max HP per round] [3 Rounds]


    ~Statistics~


    HP: 25 [+5 From An Amulet of Old times]
    MP: 15 [+5 from wooden Ring]
    CP: 0/10
    Atk: 2
    Def: 3
    Int: 4 [+1 from Claws and teeth]
    Spr: 2
    Critical: 5%
    Evasion: 3%
    Movement: 2 [+1]
    X-Gauge:


    Skill Points:
    Upgrade Points:
     

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