# Euthora-Roul ~ Kel en Myyr [Profile Thread]

Discussion in 'Roleplay Archives' started by Keileon, Apr 10, 2012.

1. Plot

Durasken, Euthora. It is a rich land, the views of oceans and forests and mountains absolutely stunning. The sight of a dragon coursing across the noontime sky is commonly regarded as one of the most amazing sights one can achieve there as the beast's scales glint in the light of Cor. But it is also a land of struggle, mutual dislike raging between the three dominant species of the area. Humans rule the towns, and are known to be notoriously intolerant, their society looking down upon the wild yet somehow civil shapeshifters and the dragons whose language has influenced Durasken so heavily. The shapeshifters and dragons are generally neutral to each other, but both return the humans' contempt. Occassionally, a human will kill a dragon for its scales, which can be used as currency for the mithril and other rare metals they contain. Shapeshifters are often beaten in the cities, where they are treated as lower class citizens. In return, a dragon will usually have no qualms about hunting and eating a human alone in the wild, or attacking livestock. Shapeshitfters will do the same.

The dragons now have even more reason to hate the humans. For the past several centuries, dragon slaying has been an increasingly common pastime. The primary target is the Firedrake, a lean species with a keen affinity for fire. They have been hunted down almost to extinction, and only a few remain. Their decline has led to three outcomes: the first, slimmer pickings causes the dragon slaying to overflow onto other species, and dragons in general have become somewhat rarer. The second, the Firedrakes being forced to find other mates outside their species and creating diverse hybrids such as the Golden and Darkwing Firedrakes. The third, a raging hatred between humans and dragons, which threatens to erupt into a war which the humans will be hard-pressed to get themselves out of.

But what caused the sudden strike against the Firedrake specifically? It may be too late to save the once-noble breed, but if a cause is found, a solution may be as well and the rest of the dragon slayings may be mitigated. Those among the dragons that have no wish to wage war struggle for a solution as they evade the crossfire, but both sides are generally unmovable. Blade meets scale, flame meets flesh. The hunt for reason and the clash of the four spirits' creations have begun.
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Profile Template

This statplay is more directed at people who already know how to play so explanations are minimal. PM me for questions. We are using my own MP formula this time, however due to difficulties I ask you to not have any damage values below 100% yet.

Code:
[spoiler][b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Level:[/b] 1
[b]Next Level:[/b] 0/10
[b]Appearance:[/b] Image or Description.

[b]Profession:[/b] This is what your character is.
[b]Weapon:[/b] Start off with a basic Weapon.
[b]Armor:[/b] Start off with a basic Armor.
[b]Accessory:[/b] Name it anything you want, and choose what Stat Boost you will get from it. The available Stat Boosts are +5 HP, +5 MP, +1 ATK, +1 DEF, +1 INT, +1 SPR, +5% Evasion, +5% Critical, +1/-1 Temper, or +1 Movement.

[b]A-Ability:[/b] Obligatory action ability.

[b]+ Name:[/b] Short Description (Optional). Effect (Optional). Damage% (Up to 120%) Stat (ATK or INT). Range; Element. MP.

[b]+ Name:[/b] Short Description (Optional). Effect (Optional). Damage% (Up to 120%) Stat (ATK or INT). Range; Element. MP.

[b]R-Ability:[/b] Reaction Ability; you can't start with one.
[b]S-Ability:[/b] Support Ability; you can have up to two, but only start with one.
[b]X-Ability:[/b] X-Ability; can only be used once the X-Gauge has reached 10/10.

[b]~ Stats ~[/b]

Don't worry about these, I'll do them.

[b]HP:[/b]
[b]MP:[/b]
[b]ATK:[/b]
[b]DEF:[/b]
[b]INT:[/b]
[b]SPR:[/b]
[b]Evasion:[/b]
[b]Critical:[/b]
[b]Movement:[/b]
[b]Temper Gauge:[/b] {[color=aqua]/////[/color][color=red]/////[/color]}
[b]X-Gauge:[/b] [[color=red]//////////[/color]]

[b]Skill Points:[/b] [/spoiler]

#1
2. --- Post reserved until I know what exactly to put here ---

#2
3. Chapter Chronicle

1.1 - Captured Skykings

Soundtrack

#3
4. Inventory

N/A for the time being.

Unlocked Locations
- Southern Range
-- Alcove

#4
5. Enemy Profiles
Name: Aaron, Blake, Cedric
Level: 1

Profession: Apprentice Dragonslayer [Shield Bearer]
Weapon: Dull Broadsword [+1 Atk]
Shield: Bent Iron Shield [+1 Spr]
Armor: Metal Plate [+1 Def]
Accessory: Slayer's Insignia [+5 MP]

A-Ability: Blade of Strength

+ Rending Slash: Slashes vertically upward, blade easily slicing through flesh and muscle. Chance of Wound. 120% Atk damage. Range: Adjacent Cell. Element: Neutral. ? MP.

+ Blade Refine: Sharpens blade to refine the cutting edge. +10% damage output for Atk-based skills and Basic Attacks, stack limit 3. Range: Self. Element: Neutral. ? MP.

R-Ability: N/A
S-Ability: Specialist (I): User has a 10% increase in damage input to dragon targets.

~ Stats ~

HP: 20
MP: 15 (Slayer's Insignia +5)
ATK: 3 (Dull Broadsword +1)
DEF: 2 (Metal Plate +1)
INT: 2
SPR: 1 (Bent Iron Shield +1)
Critical: 5%
Evasion: 3%
Movement: 2 (Apprentice Dragonslayer +1)

Neutral Profiles

N/A for the time being.

#5
6. Inflictionary
Addle ~ Cannot use Abilities for 3 turns.

Apathy ~ MP cannot be restored for 3 turns.

Armor Break ~ Afflicted receives no effects from Armor for the duration of the battle.

Airborne ~ Passes through obstacle cells; afflicted is bestowed with Null Earth and Vulnerable Wind for 3 Turns.

Berserk ~ Atk is doubled, but Def is halved for 3 Turns. Afflicted can only use Basic Attacks.

Blind ~ Abilities and Basic Attacks have 50% chance of missing for 3 Turns.

Blood Loss ~ 25% Max HP damage is added to the base damage. Damage Modifier.

Burn ~ 12% Max HP damage every turn for 3 turns. Damage is increased by 100% if afflicted is Vulnerable Fire. Instantly alleviated with Water- or Ice-Element Basic Attacks or Abilities.
-- Severe Burn ~ 12% Max HP damage every turn for 5 turns. Effect damage is increased by 3% every turn. Damage is increased by 100% if Vulnerable Fire. Instantly downgraded to Burn with Water- or Ice-Element Basic Attacks or Abilities.

Center of Attention ~ Enemy and Neutral characters can only target the afflicted for 3 turns with damaging/status Abilities or Basic Attacks.

Charm ~ Afflicted acts as if it is an Ally of the user for 3 turns.

Cloak ~ Cannot be detected by Enemy / Neutral characters for 3 turns.

Clumsy ~ Afflicted receives no stat boosts from Weapons, but receives other effects.

Confusion ~ 33.33% chance of hitting Self/Ally/Enemy for 3 turns. Alleviated with Physical damage.

Corrode ~ Afflicted receives no stat boosts from Armor, but receives other effects.

Covered ~ Damage is directed to a Covering Ally within range.

Covering ~ Takes damage for a Covered Ally within range.

Curse ~ 2 random stats are halved for 3 turns.

Decay ~ Afflicted's defensive stats are decreased by 20% each turn for 3 turns.

DeProtect ~ Total Physical damage received is doubled for 3 turns.

DeShell ~ Total Magical damage received is doubled for 3 Turns.

Drown ~ Afflicted cannot act and receives 33% Max HP damage per turn. If on a Water Cell, status is alleviated by exiting the Water Cell(s).

Doom ~ Instant Death after 5 turns.

Frail ~ HP cannot be recovered for 3 Turns.

Freeze ~ Afflicted cannot act or move, and damage received is doubled for 3 Turns. Duration is increased by 2 turns if afflicted is Vulnerable Ice. Alleviated with Fire-Element Basic Attacks and Abilities.

Haste ~ Available Act and Move Commands per turn are increased by 1 for 3 turns.

Health Regeneration ~ 15% Max HP recovery every turn for 5 turns.

Health Sap ~ 15% Max HP damage every turn for 5 turns.

Ill ~ Afflicted's offensive stats are decreased by 20% each turn for 3 turns.

Immobilize ~ Afflicted cannot move for 3 turns.

Immune ~ Immune to status conditions for 3 turns.

Infatuate ~ Treats Allies as Enemies and attacks them until inflicter or afflicted is KO'ed for 3 turns. Opposite gender only.

Infinite ~ MP cannot be decreased by any means for 2 turns.

Instant Death ~ Immediate KO. Bypasses effects involving HP reaching 0.

Intangible ~ Physical Abilities and Basic Attacks cannot affect the afflicted, but Magical Abilities and Basic Attacks against the afflicted have their total damage doubled for 3 Turns.

Invincible ~ HP cannot be decreased by any means for 2 turns.

Magic Loss ~ 25% Max MP damage is added to the base damage. Damage modifier.

Mana Leak ~ 10% Max MP damage every turn for 5 turns.

Mana Regeneration ~ 10% Max MP recovery every turn for 5 turns.

Oblivion ~ Immediately removed from the battlefield.

Pain ~ Physical Magical Abilities have a Cast Time of +1 Turn, depending on the type of afflicted target.

Paralyze ~ Cannot act for 3 turns.

Petrify ~ Cannot act or move for 3 turns, but total damage received is halved.

Poison ~ 8% Max HP damage every turn for 3 turns.
-- Severe Poison ~ 16% Max HP damage every turn for 3 turns.

Protect ~ Total Physical damage received is halved for 3 Turns.

Purification ~ Total Damage received is doubled, damage inflicted is converted to HP recovery, and the effectiveness of HP / MP Recovery is doubled for 3 Turns. Afflicted can only target Enemies.

Rage ~ Int is doubled, but Spr is halved for 3 Turns. Afflicted can only use Basic Attacks.

Reciprocation ~ Afflicted receives half total damage the inflicter receives, and vice-versa for 3 turns. Effect does not include itself.

Reverse ~ Damage dealt and received is converted to recovery and vice-versa for 3 Turns.

Scramble ~ Available Act Commands (Except S- and X-Abilities) are randomized for 3 turns.

Seal ~ Prevents any action or command for 3 turns. Otherwise alleviated only by special items and Abilities.

Shell ~ Total Magical damage received is halved for 3 turns.

Sleep ~ Cannot Act or Move for 3 turns, and every attack against the afflicted is a Sure/Critical Hit. Alleviated with Physical damage.

Slow ~ Can execute only 1 Command per turn for 3 turns.

Stasis ~ Cannot Act or Move for 3 turns.

Stop ~ Turns are skipped for 3 turns.

Unconscious ~ Automatic Status triggered by having less than 0 MP; treated as a KO. Afflicted recovers 5% Max MP per turn. Alleviated by current MP becoming equal to or greater than 0.

Weapon Break ~ Afflicted receives no effects from own Weapons for the duration of the Battle.

Warp ~ Can Warp to any cell instead of moving for 3 turns.

Weak ~ Max HP and MP are decreased by 15% for 3 Turns. Can stack up to 3 times.

Wound ~ 10% Max HP damage for 3 turns. Can stack up to 3 times. Alleviated with HP recovery.

Enemy Chronicle
● Dragonslayer [Humanoid]
-- Apprentice Dragonslayer
---- Level 1 [Drops: ?] [EXP: ?] [Gold: ?] [Defeated/Fought: 0/0] [Southern Range - Alcove]

#6
7. --- Reserved for Main Character ---

#7