Adventures of Naletia: The Second Dragon War (CP Thread)

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Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Zerifachias on Wed Jun 12, 2013 6:44 pm


~Chapter One: The Witch, The Dragon, And The Forge~

Part One: A Broken Home


Summary: Now with Silvia as a member of the Royal Guard, the party leaves the city with the King's promise that he will change the minds of his people. As a grandchild to the ancient dragon slayer, Silvia is the only person alive now who can wield Dragonslayer and take the souls of Dragons. With this power, she must find a use for these souls.

~---~

Party Level: 5

Progress: 0/20

Inventory:

Consumables:

Medicinal Herb (x2) - A bitter herb that heals wounds. Restores 10 HP.

Cocoa Bean (x2) - A very bitter bean that is filled with stimulant. Restores 10 EN.

Bottled Water (x2) - A bottle of fresh water. Restores 5 HP and 10 EN.

Magic Dust (x2) - It smells...refreshing. Restores 10 EN upon use.

Anti-venom (x1) - A bottle of liquid that can cure poison. Removes one instance of Poison.

Stone Key (x1) - A key made of stone. Doesn't seem very practical... Opens one locked Chest.

Reptile Scale (x3) - Someone could probably make a use for this.

Trollus Ovalus (x1) - Anyone willing enough to put this into their body might find a bit of strength hidden within. Permanently increases EN by 10 points.

Pixie Wing (x1) - It smells like poison. Could be useful.

~---~

Weapons/Armor/Accessories:

N/A

Key Items:

Bank: 492 Gold

Dragonslayer - A legendary weapon said to be incredibly difficult to wield. (Equipped by Silvia)

Orb of Fire - A small, red orb that fell out of Silvia's mouth when she defeated her inner dragon. (Equipped by Silvia)

The Map: http://i.imgur.com/VONBULL.png


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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Zerifachias on Wed Jun 12, 2013 6:44 pm

Status Diaries

Positive:

Bravery - ATK is increased by x1.5 for 3 turns.

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

Confidence - A state that is reached when a unit maxes their Morale. They gain +15% Evade, +15% Crit, +50% Crit Damage, +20% Atk and 20% Int for five turns. Using a D-Ability dispels these effects immediately after and applies Slump.

Covered - Damage is taken by a Covering ally. Instantly fades when the Covering ally reaches Critical status.

Covering - Afflicted takes damage for a Covered ally. Instantly fades when the afflicted reaches Critical status.

Faith - INT is increased by x1.5 for 3 turns.

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 impassable cells.

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

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

Intangible - Afflicted is immune to physical damage, but takes x1.5 damage from magic attacks.

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

Invisible - Afflicted cannot be targeted for 3 turns.

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

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.

Veil - Increases evasion by 50% for 3 turns.

Negative

Addled - Afflicted cannot use any skills for 3 turns.

Apathy - Afflicted is unable to recover MP for 3 turns.

Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed.

Bleeding - Afflicted loses 12% Max HP per turn for 3 turns.

Blind - Attacks and skills 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.

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

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 half of the damage the afflicted deals with any attack for 3 turns.

Daze - Afflicted cannot act for 1 turn.

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.

Doom - Afflicted experiences Instant Death after 5 turns.

Drain - Afflicted loses 15% Max HP per turn for 3 turns. HP damage is absorbed by the one who inflicted the status as HP.

Fear - Afflicted is unable to move or act for 3 turns.

Frail - Afflicted is unable to recover HP for 3 turns.

Freeze - Afflicted can no longer move or take action and also takes x1.5 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 15% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.

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

Nightmare - Afflicted takes 15% Max HP DMG each turn for as long as Sleep is applied. Sleep MUST be applied to the afflicted before Nightmare.

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 - There is a 50% chance that the afflicted can no longer move or take action each turn for 3 turns.

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

Plague - Afflicted takes 8% 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 8% 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.

Severe Poison - Afflicted takes 15% Max HP damage per turn for 2 turns.

Shock - Removes all status buffs from the afflicted and deals 10% Max HP DMG per turn for 3 turns. This affliction can be removed.

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

Silence - Afflicted cannot execute any INT-based skills or INT-based 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.

Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.

Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.

Stop - All Player Phases are skipped for the afflicted character for 3 turns.

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 x1.5 damage from attacks of the Lightning element for 3 turns.

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

Bestiary

Raptor/Encountered: 4/Defeated: 4/Monster Class: Reptilian/Items Dropped: Reptile Scale/Monster Gold Worth: 15/200 Each

Silvia/Encountered: 1/Subdued/Monster Class: Unique/Items Dropped: None/Monster Gold Worth: None/Story Mini-Boss

Forest Troll/Encountered: 1/Defeated: 1/Monster Class: Troll/Items Dropped: Trollus Ovalus/Monster Gold Worth: 40/200

Forest Pixie/Encountered: 2/Defeated: 2/Monster Class: Faerie/Items Dropped: Pixie Wing/Monster Gold Worth: 10/200 Each

Forest Crystal/Encountered: 1/Defeated: 1/Monster Class: Elemental/Items Dropped: Magic Dust/Monster Gold Worth: 20/200



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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Zerifachias on Wed Jun 12, 2013 6:44 pm

Enemy Profiles:

Monster Class: Forest Pixie
Number: 2

Stats:
HP: 30/30
EN: 50/50
Atk: 0
Def: 1
Int: 8
Spr: 10
Move: 2
Crit: 18%
Evade: 0%
Morale: (//////////)

Basic Attack Range: Infinite
Elemental: Earth/Water; Wind
Special Ability: Critical Magics - Magical Critical Hit Rate passively increased by 15%
Reaction Ability: Hyper Magic - Upon scoring a critical hit, the damage dealt ignores 20% of the target's Spr stat.
Innate Ability: Homing Magic - Spells and basic attacks cast on targets within 3 cells of the user automatically hit.

Energy Abilities:

Essence Strike - Strikes the target with the pure essence of magic. 140% Int DMG. 6 cell range. 8 EN.

Smite - Strikes the target with the raw essence of magic to weaken the spirits of those hit. No Damage. Reduces target Spr by 30%. 6 cell range. 8 EN.

~

Monster Class: Hairy Boar
Number: 2

Stats:
HP: 60/60
EN: 50/50
Atk: 10
Def: 6
Int: 2
Spr: 4
Move: 3
Evade: 1%
Crit: 3%
Morale: (//////////)

Basic Attack Range: Adjacent
Elemental: Unknown
Special Ability: Efficient Strategy - Can use both Energy Abilities in one turn if the target is the same.
Reaction Ability: Turn Tail - The boar runs from high damage enemies automatically. Retreats 2 cells away from an approaching enemy with higher ATK than the boar's DEF. Not useful against flanking maneuvers or stealth.
Innate Ability: Fur Coat - Water elemental spells do 10% less damage than normal.

Energy Abilities:

Rush - Charges a target and temporarily stuns the target upon impact. 120% Atk DMG. Stuns for 1 turn. 3 cell range. 6 EN.

Fling - Uses tusks to throw target over the boar's back. 80% Atk DMG. Tosses target to opposite adjacent cell. Adjacent cell range. 4 EN.

~

Monster Class: Giant Venus Flytrap
Number: 1

Stats:
HP: 180/180
EN: 75/75
Atk: 14
Def: 7
Int: 9
Spr: 6
Move: 0
Evade: 2%
Crit: 3%
Morale: (//////////)

Basic Attack Range: 4 cells
Elemental: Unknown
Special Ability: Grasping - Basic Attacks also Grab enemies and drag them closer to be devoured. Grasped units cannot attack and their movement is reduced to 1.
Reaction Ability: Devour - When a Grasped unit reaches an adjacent cell, this unit swallows that unit whole. The toxins inside burn and boil the devoured unit each turn until spat out 3 turns later. While devoured, the unit cannot move or act. 12% Max HP DMG per turn. No more than 1 unit may be devoured at any time.
Innate Ability: Many Tentacles - This unit's Grasping ability can affect more than one enemy at a time.
Innate Ability (2): Absorb - Water elemental spells cast near the Flytrap are instead absorbed to heal for 10% of the Flytraps Max HP.

Energy Abilities:

Regurgitate - The flytrap immediately spits out whatever it has devoured, spitting toxins and who-knows-what-else on an enemy or area. 120% Int DMG to target enemy (2 cell range). Spits out a Devoured unit to deal 90% Piercing Int DMG to them immediately. 8 EN.

Lashing Vines - The flytrap slaps all nearby enemies with it's vines. 130% Atk DMG to all nearby enemies. 4 cell range. 10 EN.

Omnomnom - The flytrap takes a bite out of a nearby enemy. 160% Atk DMG. Adjacent cell range. 8 EN.


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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Zerifachias on Wed Jun 12, 2013 6:44 pm

Neutral Profiles:


Your princess is in another castle.


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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Zerifachias on Wed Jun 12, 2013 6:45 pm

Gaiden Chronir
Male, 38 (December 4)
Appearance: 
Spoiler:

Profession: Captain of the Guard - A great commander of the King's personal military service. He leads his units into battle and accepts all failures as his own faults. Strong in combat and a great tactician, the Captain of the Guard serves to protect the King and all his subjects. (Commanding Force)

Commanding Force - This unit is unaffected by status issues that claim "possession" over his body like Charm and Mesmerize.

Spoiler:
Elite Commander - A shield-bearing Captain of the Guard who retains his original control over the King's personal military service. When conducting large missions, he takes control of a few elites and with them, destroys armies. (Loyalty)(Shieldbearer)

Loyalty - This unit and all surrounding units are unaffected by status issues that claim "possession" over a body, such as Charm and Mesmerize.

Shieldbearer - Allows the unit to equip a shield.


Stone Guardian - This unit, now harder to break through than a wall of solid stone, can more efficiently lead his men into battle, while his own constitution is seen as threatening. (Loyalty)(Stone Shield)(Targe of the Blooded)

Loyalty - This unit and all surrounding units are unaffected by status issues that claim "possession" over a body, such as Charm and Mesmerize.

Stone Shield - This unit can bear even the heaviest of shields with no penalty to attack or movement.

Targe of the Blooded - This unit can execute the basic attack command: Shield Bash. This basic attack command uses the Def stat to deal damage instead of the Atk stat.


The Great Wall - Legends claim that there has never once been a wall that could withstand the strongest of attacks, but this unit has made those claims false. Swords, arrows, and cannon-fire alike have nearly no effect on this great commander of armies. (Loyalty)(Wall Shield)(Targe of the Blooded)

Loyalty - This unit and all allied units are unaffected by status issues that claim "possession" over the body, such as Charm and Mesmerize.

Wall Shield - This unit can wield the heaviest of shields easily. Also, this unit's Block chance is passively increased by 5%.

Targe of the Blooded - This unit can execute the basic attack command: Shield Bash. This basic attack command uses the Def stat to deal damage instead of the Atk stat.



Weapon: Guard Bone - A durable longsword better suited for defense than offense, funnily enough.
Armor: Captain's Coat - The uniform worn by the Captain of the Guard.
Accessory: Thin Wire - A strong wire-rope that is useful for tying things down.

A-Ability: Guard Skill

Statue of Defense - An ability that greatly bolsters the user's defensive stat. Boosts Def by 30% for 3 turns. Self only. 8 EN.

Quarter Mark - The user strikes the enemy a number of times, marking them in a fashion that seems to make them easier to see. 40% Atk DMG. 4 hits. Reveals the target, dispels Stealth. 6 EN.

Guardian's Embrace - The user provides his body to his allies, becoming a great shield of incredible defense in order to absorb the relentless assaults of their enemies. Provides Covering for allies in all surrounding cells. Gaiden becomes impervious to movement-based status issues. 14 EN.

Stone Strike - The user uses his incredible presence to create a strong force that immediately stuns the target. This ability uses the Defensive stat in place of an attack modifier. 120% Def DMG. Stuns the target. Adjacent cell range. 6 EN.

Angel's Herald - The user breaks down simple mental barriers to empower nearby allies with increased strength. Increases Atk of all surrounding allies by 20% for 3 turns. Allies who move beyond the range of the aura do not lose this buff. 8 EN.

A-Ability: Item

R-Ability: 
Spoiler:
Patience - This unit's passiveness can be seen as a weakness that enemies desire to take advantage of. However, upon being attacked, this unit immediately retaliates, stunning any enemy foolish enough to be in his range. When attacked from an adjacent cell, temporarily Stuns the enemy and cancels out the attack.

S-Ability: Watchful - This unit leaves no stone untouched, nor any enemy unseen. Allows sight of Stealthed and Hidden units.

D-Ability: Revenge of the Fallen - A great eclipse of power breaks out and decimates the target, dealing great physical damage from pent-up rage and frustration. The Captain of the Guard unleashes all of his power in this one attack. 200% Piercing Atk DMG to a single target. Consumes remaining EN, adding 10% to the damage potential for every 5 EN consumed.

Level: 4
Progress: 14/50

Stats:
HP: 51/51 (+4 every level)
EN: 50/50
Atk: 5
Def: 4 (+1 from Guard Bone)(+1 from Captain's Coat)
Int: 1 
Spr: 4 (+1 from Thin Wire)
Move: 2 (+1 from Captain of the Guard Profession)
Crit: 3%
Evade: 5%
Morale: (//////////)

Skill Points: 0

Affinity:

Silvia: 3
Archer: 3
Leilah: 5
Aurelia: 0


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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Zerifachias on Wed Jun 12, 2013 6:45 pm

Silvia Reshe
Female, 18 (October 9)
Appearance: 
Spoiler:

Profession: Dragonblood - A newly formed race that began with a man and a dragon, creating a whole new powerful being that is neither dragon nor human, but a mixture. Some say the mutation is an abomination, others say it is a godsend. But what it really is, is what the one born of dragon and man decides. (Dragonskin)

Dragonskin - Shielded from negative effects such as Bleeding, Poison, and Burn.

Spoiler:
Dragon Knight - Moving from once wearing lighter armor to a heavier, more protective medium armor, the Dragonblood can now throw herself into battle without fear of injury, and with full knowledge that her power will wreck all who oppose her. (Dragonskin)(Hard Armor)

Dragonskin - Shielded from negative effects such as Bleeding, Poison, and Burn. Renders all critical hits as "normal" hits.

Hard Armor - Allows the equipping of medium armor without penalties to attack or fatigue.


Awakened Dragonblood - The once meek and simple farm girl has awakened into a powerful half-dragon, capable of incredible feats of both strength and magic. With sword or claws, she tears her enemies to shreds. With the magic of her dragon fire, she returns all creation to ash. (Dragonskin)(Dragonscale Armor)(Sword and Claw)

Dragonskin - This unit is shielded from negative effects such as Bleeding, Poison, and Burn. This unit is also immune to critical or piercing attacks, rendering such attacks as "normal" hits.

Dragonscale Armor - The quality of this unit's Armor is determined by her Scales, thus does not need to wear Armor.

Sword and Claw - This unit's Attack is affected by the sword this unit wields as well as this unit's own claws. The bonus from these Weapon sources overlap instead of combine.


Blood Dragon - The Dragonblood has obtained the full power of a dragon, and if her life is in danger, she may use this power to turn herself into the form of a full-blooded dragon. (Dragonskin)(Dragonscale Armor)(Sword and Claw)(Final Judgment)

Dragonskin - This unit is shielded from negative effects such as Bleeding, Poison, and Burn. This unit is also immune to critical or piercing hits, rendering such attacks as "normal" hits.

Dragonscale Armor - The quality of this unit's Armor is determined by her Scales, thus does not need to wear Armor.

Sword and Claw - This unit's Attack is affected by the sword this unit wields as well as this unit's own claws. The bonus from these Weapon sources overlap instead of combine.

Weapon: Dragonslayer - A legendary sword once wielded by the hero who smote a thousand dragons. Legend states it cannot harm humans, only dragons are affected. (Dragonsbane)
Armor: Proper Dress - A dress that is much better suited for travel and combat.
Accessory: Daddy's Blossom - A flower ornament tied into her hair. It reminds her of her Father.

A-Ability: The Power Within

Dragonstrike - Silvia lunges in the air, throwing herself into the sky as if taking flight. But without wings, she can only fall onto her enemy, bringing the whole weight of her sword down on the enemy. At the moment of impact, Silvia activates her inner flame, causing the collision of steel and flesh to bring forth a torrent of fire that surrounds her and her enemy and expands outward. Dashes to an adjacent cell of the target. 130% Atk DMG from the strike. 120% Int DMG from the fire. The fire also damages all enemies in a surrounding cell to the target. 2 cell range. 12 EN. Fire Elemental.

Revenge - Silvia's body begins to smolder and fume, the pent up anger in her blood unleashing a great aura around her that deals significant damage to enemies around her. 100% Int DMG. Surrounding cells. Deals more damage based on the percentage of Silvia's missing health. 8 EN. Fire Elemental.

Flame Burst - Using fire from the pit of Silvia's stomach, she fires a burst of flame from her mouth towards a target enemy, burning the target. 120% Int DMG. Chance of Burn. 3 cell range. 6 EN.

Broken Wings - Silvia raises her shoulder and points her sword forward and down, guarding her front. Fire then forms around her and attaches to her back, creating two beautiful, orange wings which bathe her in light and warmth. Increases Atk by 30%. Bestows Flight. 8 EN. Fire Elemental.

Spoiler:
Takedown - Silvia dashes forward as if in flight, her sword held high, ramming her shoulder into her target and knocking them back before bringing that very sword down on the target's face. 80% Atk DMG from charge. Knockbacks enemy 1 cell. 120% Atk DMG from sword. 2 cell range. Cannot be used on an enemy in a cell diagonal to the user. 8 EN.

Flame Cloak - Silvia wraps a golden fire around her body, bathing herself in a powerful fire and obscuring her body from view. The fire slowly darkens and turns a deep red, at which point the fire expands outwards and surrounds her body like a ring of fire. Any enemy in this fire will burn. 120% Int DMG to all enemies in a surrounding cell. Chance of Burn. 8 EN. Fire Elemental.

Dark Flight - Silvia positions her blade so the tip faces her target, then shrouds herself in fire before leaping from a great distance to strike through the heart of her target. 140% Atk DMG. 4 cell range. Chance of Blood Loss. 8 EN. Fire Elemental.

Fireblast - Silvia summons her dragon fire from the pit of her stomach and expels the flames from her mouth, blowing a large fireball in the direction of her enemy. 140% Int DMG. 5 cell range. May cause Burn. Hits all enemies surrounding the target. 12 EN. Fire Elemental.

Fierce Battlecry - Silvia summons all of her frustration and shouts with all of her strength, breaking free of magical constraints and allowing herself to truly access her mighty powers. Dispels Sealing magic. Can only be used if under a Seal-type spell. Boosts Int by 15% for 3 turns. 8 EN.

Heart Thrust - Silvia lifts her blade and points it directly at her target before plunging the whole blade through her enemy. 150% Atk DMG. Ignores 20% of the target's Def. High Chance of Blood Loss. Adjacent cell range. 12 EN.

A-Ability: The Power Converged

Irradiate - Silvia breathes flames from her belly onto her blade, empowering the steel with fire. Basic attacks now deal additional Int damage equal to Silvia's Int stat (reduced by enemy Spr). Basic Attacks have a chance to Burn. Self Only. ? EN.

A-Ability: The Power Unleashed *Locked*

A-Ability: The Power Feared *Locked*

A-Ability: Item

R-Ability:
Spoiler:
Born In Fire - Silvia's body is constantly emitting an immense heat that dries up the area around her, hardly allowing any moisture to reach her. When targeted with a Water or Ice element ability, the damage dealt is automatically halved, before defensive calculations.

S-Ability: Rage - Silvia builds up her inner rage as the battle progresses. Basic attacks and being attacked build up 1 stack of Rage. Increases Atk and Int by 1 for every 5 Rage stored. Maximum of 20 Rage can be built up.

Judgment: Fury of the Dragonblood - With a mighty battle cry, Silvia throws herself into battle, transforming her aura into that of a pure red fire that swirls around her, creating a gust of wind and fire that then spreads outwards, sending her enemies flying to all sides of the battlefield and scorching their bodies permanently. 100% Piercing Atk and Int DMG to all enemies. Inflicts Burn on all enemies that lasts indefinitely. Consumes all EN.

Level: 3
Progress: 14/50

Stats:

HP: 43/43
EN: 50/50
Atk: 5 (+1 from Dragonslayer)
Def: 4 (+1 from Proper Dress)
Int: 4 (+1 from Dragonslayer)
Spr: 3 (+1 from Daddy's Blossom)
Move: 2 (+1 from Dragonblood Profession)
Crit: 5%
Evade: 4%
Morale: (//////////)

Skill Points: 0

Affinity:

Gaiden: 3
Archer: 7
Leilah: 0
Aurelia: 0


*Dragonsbane - Attacks made with a weapon carrying this ability deal x1.5 damage to dragon-class monsters.

Bloodtaker - After defeating a dragon-class enemy, Silvia stores the soul of the slain dragon in her own life force. These souls can be spent to upgrade Dragonslayer, grant new abilities or increase base stats, depending on the type of soul collected. In order to transform the souls, Silvia must visit a Soul Forge corresponding to the type of dragon soul.

Soul Forges Unlocked: 3

Underground Fortress of Ermith - Fire Dragon Soul Forge (Discovered)

??? - ????????? Dragon Soul Forge (Location - Somewhere near Cliff Aerie City)

??? - ????????? Dragon Soul Forge (Location - Somewhere near Gerudo Desert Town)


Souls Collected: 1

Soul of Inner Flame - A soul obtained after Silvia defeated her inner dragon. It provides a small boost to Silvia's base stats. (+5 HP; +1 Atk; +1 Def; +1 Int; +1 Spr)


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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Masquerade on Wed Jun 12, 2013 7:44 pm

Name: Archer Red
Gender: Male
Age: 19
Level: 4
Next Level: 14/50
Appearance:
Spoiler:

Profession: Cadet - In training to become a great and legendary scout and master of reconnaissance, the one who claims this profession focuses on knowing the terrain and things about the enemy before rushing recklessly into an assault. (Knowledge)

*Knowledge: Facts learned through Analysis are reserved and can be recalled when Analysis is used once more.  Allows buffs already bestowed by Analysis to be regained during later uses of the skill.

Spoiler:
Cadet > The Flame's Chosen > Conflagrant Phantom > Knight of the Valkyries

Weapon: Ruby Naginata - An heirloom weapon with twin blades made of ruby.  In the right hands, this weapon has the capability to lay waste to legions of foes. (Range: 2 cells)(2 hits)
Armor: Foreign Uniform - Intriguing uniform that doesn't seem to belong to any of the local organizations.
Accessory: Charred Belt - Black leather belt that has obviously been put through some fire damage.

A-Ability: Expert Eye:

+Analysis: Kneeling down, one feels the earth.  Trusts one's senses.  Sight, smell, touch.  What does one feel?  Perceiving the world around oneself at a different level allows one to adapt extraordinarily to varying circumstances.  Bestows varying buffs in order based on times used.  Can only be used once every 5 turns.  Range: Self.  6 EN. EN cost increases by 2 for each use.

---1st Use: All basic attacks and skills gain Sure Hit for 3 turns.
---2nd Use: Critical Hit Rate is increased by 15% for 3 turns.
---3rd Use: User gains Haste for 3 turns.
---4th Use: Physical damage output is increased by 50% for 3 turns.
---5th Use: Evasion rate is increased by 75%.  All hits are critical hits.  Critical Hit Damage is increased by 100%.

+Twin Gambit: Lunges to an intended target dealing a sharp, quick slash followed by a much more powerful upper slash.  90% Atk Dmg.  130% Atk Dmg.  Range: 2 cells.  Rushes to target cell that is 1-2 cells away from target, linear movement.  8 EN.  Chance of Bleeding.

Spoiler:
+Valkyrie Dive: Surges upwards in a blast of white feathers before diving downwards in a spinning inferno.  150% Atk Dmg.  Range: 3 cells and all surrounding cells to target.  If space is unoccupied, the user moves to that space.  Chance of Burn.  ? EN.  Fire elemental.  Can be linked to Twin Gambit.

+Dread Rising: Opens a vortex of dark energy beneath the user allowing torrents of horrid energy to rise forth from below inspiring a sense of great foreboding in the enemies.  70% Atk Dmg.  Range: All surrounding cells.  5 hits.  Chance of Fear.  ? EN.  Darkness elemental.  Can be linked to Valkyrie Dive as long as the user occupied the target space.

+Seeing Red: Vision obscured in a veil of crimson like blood, one succumbs to immense rage and chaos, the color one sees becoming one's goal--to paint the whole world red with the blood of his foes.  They can beg for mercy, but their pleas of anguish will fall upon deaf ears...  Bestows Berserk.  Bestows Soundproof.  User DEF is unaltered by Berserk status.  User is still able to execute A-Abilities as long as they deal damage to an enemy.  All other beneficial status effects on the user are instantly Dispelled.  The user cannot be the target of nor can receive beneficial status effects from any source until the effect of this move has faded or been Dispelled.  Range: Self.  3 turn duration.  ? EN.

+Rabid Fang: Jabs the target with the tips of the naginata blades from odd angles, increasing the chances of puncturing vital organs.  90% Atk Dmg.  Range: 2 cells.  3 hits.  +25% Critical Hit Chance for this attack.  ? EN.

+Wheel of Might: Spins one's weapon in a circular motion allowing for the target to be rapidly sliced by both blades again and again.  60% Atk Dmg.  Range: 2 cells.  5 hits.  Stuns the target for 1 turn. ? EN.  Can be linked to Twin Gambit or Rabid Fang.

+Spirit Soar: Strikes the enemy once before unleashing a blast of spirits that spiral outwards, pushing the enemy back and twirling it about as to utterly disorient it.  140% Atk Dmg.  Range: 2 cells.  Pushes enemy back 4 cells.  Chance of Confusion.  ? EN.  Can be linked to Valkyrie Dive, Wheel of Might, or Dread Rising.

+Tranquil Moment: All is silent for a split second, but that is all that is needed to hone one's inner energy, mounting up for a powerful, non-stop assault.  Boosts innate EN Regeneration by 10% for 5 turns.  Range: Self.  ? EN.

+Ragnarok: Hurls one's weapon into the air full force and concentrates all energy into the sky causing the clouds to swirl and glow with an ethereal light.  Moments later, a myriad of spears composed of supercharged light descend upon the battlefield, striking down foes at random.  120% Atk Dmg.  Range: All enemies.  9 randomized hits.  Takes 2 turns to use (user cannot focus under Berserk state.)  User is Stunned for 1 turn after use.  Reduces EN to 0.  EN must be above 85% Max EN to use. Light elemental.

A-Ability: Born By Fire *LOCKED*

+Pyromania: Unleashes the power of the Inner Flame allowing it to take over one's body producing a blazing shield that augments attacks and protects those Born by Fire.  Conjures a shield equal to 25% of the user's Max HP.  Shield takes twice as much damage from attacks of the Water element.  Basic attacks become of the Fire element, and Fire elemental basic attacks and skills deal 10% more damage for 3 turns.  The duration of the augmentation is refreshed if the shield fades before it does.  Range: Self.  ? EN.

+Ravish As Hell: Dashes forward in a pale light, surging through an enemy and searing its soul only to have shadow images of oneself dash through nearby foes as well in a linear fashion.  120% Atk Dmg.  Range: Straight line; first enemy hit.  Remains at cell behind target foe.  Shadow images reciprocate the attack in columns 2 columns away after which they explode dealing 10% of the target's current HP in damage.  Reduces all targets' SPR by 20% regardless.  ? EN.  Fire elemental.

+Flames Of Rebellion: Conjures four massive pillars of flame that expand outwards and explode, catching nearby enemies in a swirling blaze.  170% Atk Dmg from main pillars.  80% Atk Dmg from blast radius.  Range: See here.  Chance of Severe Burn from pillars, chance of Burn from blast radius.  ? EN.  Fire elemental.  Can be linked to Ravish As Hell or Valkyrie Dive.

+Clash As Rivals: Calls blazing comets of energy towards the one's location where they build up great force before exploding outwards destroying all forms of magical protection layered on the opposition.  140% Atk Dmg.  Range: 2 layers of surrounding cells.  Destruct.  ? EN.  Fire elemental.  Can be linked to Flames Of Rebellion or Valkyrie Dive.

+Become As A Roaring Blaze: Peels away one's mortal flesh and blood to become the Inner Flame itself, free to set the battlefield ablaze and unable to be harmed by the efforts of the enemies.  Grants Becomes As Fire status for 2 turns.  [Afflicted becomes unable to be targeted and is rendered invulnerable to all attacks that are not of the Water element.  Using the skills "Scatter Like Wildfire", "Strike As Lightning", or "Feed On Prey" instantly ends the status.  Movement while in this form sets cells traversed on fire dealing 5% Piercing Fire Atk damage to those who step on them per turn for 3 turns.  Burning effect can be ended early by an attack of the Water element.]  Range: Self.  ? EN.

+Scatter Like Wildfire: In the form of the Inner Flame, surges around the battlefield setting both the enemies and the battlefield alike on fire that continues to spread and grow dealing drastically increasing damage over time if not put out.  Places the Become As Fire burning effect on all enemies with an extended duration of 5 turns and increases in damage by 1% Piercing Fire Atk Dmg per turn afflicted [9% Piercing Fire Atk Dmg on the last turn.]  Sets 10 random cells on fire.  Fire in these cells spreads to adjacent cells and the fire lasts for 3 turns unless put out by Water.  On the last turn, all enemies take damage equal to 5% Atk x # of cells lit on fire.  Range: Set.  ? EN.  Fire elemental.

+Strike As Lightning: Jets into the sky and shoots down back to earth as a mighty bolt of crimson lightning to completely electrify a random unfortunate foe.  180% Atk Dmg.  Range: One random enemy.  Chance of Severe Burn.  Chance of Paralysis.  ? EN.  Lightning elemental.

+Feed On Prey: Surges along the ground and spins around the foe's feet rapidly before creating a solid sphere of flame around them, burning them away to nothing and absorbing their life force through the magics of the Inner Flame.  160% Atk Dmg.  Range: 4 cells.  Absorbs HP equal to 50% of the net damage dealt (after DEF is applied.)  ? EN.  Fire elemental.

+Death And Rebirth: Cloaks oneself in a shroud of flame that takes the spectral form of a phoenix before disappearing, guaranteeing that one's venture into death will be granted with reincarnation in one's original form.  Bestows Reraise.  All positive AND negative status effects on the user before death are preserved after being revived.  Range: Self.  ? EN.

+Incinerate All: The heat intensifies rapidly, swirling embers and streams of flame dancing about in the air, and as the temperature rises, the greatest conflagration devours the battlefield scorching all foes beyond recognition and eradicating any flammable material.  250% Atk Dmg.  Range: All enemies.  Chance of Severe Burn.  Destroys all inanimate objects on the battlefield that can be eradicated by fire (things like stones, steel, etc are exempt.)  ? EN.  Fire elemental.

A-Ability: Relentless Progression *LOCKED*

A-Ability: Heart Of War *LOCKED*

R-Ability: Guardian - Whenever the user successfully dodges a basic attack or skill, the enemy is assaulted by a blade of light wielded by an unseen ethereal being regardless of position dealing 120% of the user's ATK in damage with damage being of the Light element.

S-Ability: Far-Seeing Eye - This unit cannot be Blinded or have its Accuracy reduced in any way.  This unit can see through Fog of War and has access to enemy trap locations and hidden chests.

D-Ability: Descent of the Valkyries (Fire) - The skies are set ablaze as the fabric between realms is torn, the friction creating an inferno.  As the divine light coats the world, winged warriors descend from the heavens to assault and wreak havoc upon the opposition, their cold-steeled blades focused on vanquishing the evil plaguing the mortal realm.  And when all is said and done, back they rise into the heavens leaving the ground nothing but a torrent of light, flame, and chaos.  There is no mercy for the wicked.  Deals 100% Piercing damage to all enemies on the battlefield.  Survivors are subject to Severe Burn, Blind, and Confusion.

Stats:

HP: 42/42
EN: 50/50
Atk: 7 (+1 from Ruby Naginata)(+1 from Charred Belt)
Def: 3 (+1 from Foreign Uniform)
Int: 1 (+0 from Ruby Naginata)
Spr: 5 (+0 from Foreign Uniform)
Movement: 2 (+2 from Cadet profession)
Critical: 3%
Evasion: 6%
Morale: (//////////)

Skill Points: 0

Affinity:

Gaiden: 2
Silvia: 6
Leilah: 0
Aurelia: 0


Last edited by Masquerade on Mon May 05, 2014 7:44 pm; edited 17 times in total

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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Kurio on Wed Jun 12, 2013 8:21 pm

Name: Aurelia S. Artwaltz
Gender: Female
Age: 25
Appearance:

Spoiler:

Minus the cat ears and tail


Profession: Shadow Priest - There is a thin line between the boundaries of life and death. The Shadow Priest is one who has dedicated her life to walking on this line, eternally striving for a balance between light and darkness. [Divine Voice]


*Divine Voice - Aurelia is immune to Silence.

Weapon: Prayer's Staff - A simple metal staff with a gem on one end to act as a focus. [INT-Based Basic Attacks] [Range: 3 cells]
Armor: Silk Dress - A dress made of high-quality woven cloth.
Accessory: Ancient Tome - An old tome containing texts written in another language. [+10 EN]

A-Ability: Bright Darkness

+ Flash of Light - Aurelia shines a bright flash of light upon the target, restoring their health. [Heals for 100% Holy INT HP. Range: 5 cells. 6 EN.]

+ Holy Word: Renewal - Aurelia mutters a quick incantation in a different language and places a blessing on the target, allowing them to recover from their wounds. [Restores 20% max HP. Range: 5 cells. 10 EN.]


+ Shallow Grave - Aurelia places a blessing on the target, the magic within the blessing preventing them from falling in battle. [Range: 5 cells. Places Shallow Grave buff upon the target for 2 turns. While Shallow Grave is active the target's HP may not fall below 1. This ability may not be used more than once every five turns.]

R-Ability: Equilibrium - Without light there would be no darkness and without darkness we would know nothing of light. Whenever Aurelia heals an ally in order to balance out the energies she expels a wave of shadow energy to inflict damage to an enemy equal to 50% of the amount healed and vice versa.

S-Ability: Hope in Despair - The deeper they fall the more tightly they cling to the rope of life, desperately wishing to be saved. Aurelia's abilities exponentially increases in potency based off of her target's HP threshold.

100% max HP = 100% potency
80% max HP = 110% potency
60% max HP = 125% potency
40% max HP = 150% potency
20% max HP = 200% potency

D-Ability: Weave - Aurelia taps into the leylines of both light and darkness, twisting and weaving their energies in an intricate design over the battlefield to both heal allies and harm enemies at the same time. [100% Dark/Holy INT Dmg to enemies. Restores 50% of allies' max HP. Range: All. Aurelia may choose for the element of the damage to be either Dark or Holy]


Level: 4
EXP: 14/50
HP: 36/36
EN: 50/50 (+10 from Ancient Tome)
ATK: 1
DEF:  4
INT:  9 (+1 from Prayer's Staff)
SPR:  4 (+1 from Silk Dress)
Movement: 2 (+0 from Shadow Priest Profession)
Crit: 5%
Evade: 3%
Morale: (
//////////)

Skill Points: 3


Affinity:
Gaiden: 0
Silvia: 0
Archer: 0
Leilah: 0


Last edited by Kurio on Mon May 05, 2014 6:52 pm; edited 9 times in total

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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Silver on Fri Nov 22, 2013 5:52 pm

Name: Leilah

Age: Unknown; Sounds 24 or so...

Gender: Female

Appearance:
Spoiler:
Profession: Nightblade- Weaving through the shadows as an agent of the night, the one who claims this profession is one with darkness in every way and utilizes its' powers with utmost mastery. (Assassin's Blade) (Nocturnal Blessing) (Sniper) (Strike to Kill) (Equip: Daggers)
Assassin's Blade: Any critical hit made by the user deals x2 damage rather than x1.5 damage.
Nocturnal Blessing: The user gains 1 free action that does not break the effects of Stealth each time she activates the ability.
Sniper: Enables the user to equip Bows as Sub-Weapons to be used alternatively in Basic Attack Combos.
Strike to Kill: The user automatically deals a Critical Hit to targets in Critical Condition.


Level: 4
Exp: 14/50

Weapon: Luna- Beautiful dagger made of a yellow metal.
Armor: Dark Garb- Formfitting gear colored entirely black.
Accessory: Boots- Black boots perfect for long journeys.

A-Ability: Midnight Striking

+CurtailTakes the user's weapon in hand and makes a swift cut which can leave the target bleeding quite heavily. 100% Atk Damage. 50% Chance of Bleeding. Range: Adjacent Cell. 6 EN.

+FuryUtilizes magic to alter the target's senses and emotions to those of sheer rage and survival. No Damage. 75% Chance of Berserk. Range: 3 Cells. 6 EN.

+DisarmMakes a swift cut along the target's arms with such skill that the target can no longer make use of them. 100% Atk Damage. 50% Chance of Disable. Range: Adjacent Cell. 4 EN.

Spoiler:
+CalmUtilizes magic to alter the target's senses and emotions to those of utter peace and tranquility. No Damage. 75% Chance of Docility. Range: 3 Cells. ? EN.

+CrippleMakes a quick and precise cut along the main tendons in a target's legs to take away their ability to move. 100% Atk Damage. 50% Chance of Immobilize. Range: Adjacent Cell. ? EN.

+MuffleForces the target's mind into an immense illusion where their voice is not able to be heard and only releases itself in unintelligible noises. No Damage. 75% Chance of Silence. Range: 3 Cells. ? EN.

+GougeStabs at the target's face aiming specifically for the eyes so that the user can blind the target. 100% Atk Damage. 50% Chance of Blind. Range: Adjacent Cell. ? EN.

+AmbushSlips into the shadows and sneaks around the target to make a very powerful, possibly deadly strike on the target's exposed vitals. 150% Atk Damage. High Chance of Critical Hit. User lands behind the target. Range: 3 Cells. ? EN.

A-Ability: Nocturnal Tactic *LOCKED*

Spoiler:
+SlashSlashes the target with the utmost speed so as to enable further action. 110% Atk Damage. The user may take a second act action. Range: Adjacent Cell. ? EN.

+Nocturne – Calls upon the blessings of the night to adapt its magic to the user's form. No Damage. Causes the user's Int-based abilities to use the user's Atk stat as the base. Range: Self. ? EN. Darkness Elemental.

+ConcealManipulates shadows to form a thick veil over the target and hide them from sight for a short while. No Damage. Bestows Invisibility. Range: 3 Cells. ? EN. Darkness Elemental.

+Hypnotize - Utilizes magic to dull the target's senses and ease them into slumber. No Damage. 75% Chance of Sleep. Range: 3 Cells. ? EN.

+FrostbiteBreathes into the user's hand and utilizes magic to drop the temperature to near subzero levels before flinging the hand in a target's direction, ultimately sending a blast of icy energy in the direction of the target. 110% Int Damage. 50% Chance of Freeze. Range: 4 Cells. ? EN. Ice Elemental.

+SiphonBrutally stabs the user's blade into the target and manipulates the target's shadow to drain their life force from them. 100% Atk Damage. 50% Chance of Drain. Range: Adjacent Cell. ? EN.

+Shadow SurgeUtilizes magic to pull one's self into one's own shadow and surge to any location of the user's choosing in order to pop out and deliver a critical strike. No Damage. Moves the user to target cell. Counts as a Move Action. Range: Self. ? EN. Darkness Elemental.

+NightshadeConcentrates one's control over darkness and raises a sizable sphere of pure shadow before firing it off at the target, which, upon collision, envelops the target entirely. 140% Int Damage. Reduces Hit Rate by 10% for Five Turns. Stacks Three Times. Range: 4 Cells. ? EN. Darkness Elemental.

A-Ability: Cloak of Shadows *LOCKED*

Spoiler:
+AssailForces the shadows to linger around the user's frame in a tightly woven veil before making a precise strike on the target. 125% Atk Damage. Sure Hit. Does not break the effects of Invisibility and Stealth. Range: Adjacent Cell. ? EN.

+Shadow EmbraceSnaps the fingers, evoking a strange strain of shadow magick literally causing the target's shadow to spring up around them and preserve their current condition for the time being. No Damage. Bestows Shadow Embrace status for Three Turns. Shadow Embrace: All damage dealt to or healed on the target is taken as Hidden Damage for the duration of the status; once the duration has completed, all Hidden Damage is converted into normal damage. Range: 3 Cells. ? EN. Darkness Elemental.

+LacerationDelivers a sharply powerful slash which tears through a large amount of the target's body, leaving them with severe wounds which continuously bleed. 100% Atk Damage. Chance of Sap. Range: Adjacent Cell. ? EN.

+FrigidityWith but a single breath, the temperature of the immediate vicinity around the user drops rapidly to near subzero levels before released in the form of several icicles. 90% Int Damage. 16 Randomized Hits. Range: 2 Layers of Surrounding Cells. ? EN. Ice Elemental.

+HeadshotA swift knocking of an arrow that leads to an intensely precise shot aimed for the target's head. 100% Atk Damage. +10% Base Damage for each cell traveled. High Chance of Critical Hit. Range: 8 Cells; Linear [Any Singular Direction]. ? EN

+MiseryUtilizes potent magicks to assert one's own malevolent intentions upon the target, constantly battering them with difficulties and an unending feeling of dread. No Damage. High Chance of Misfortune. Range: 3 Cells. ? EN.

+EnfeebleLeaps at the target and cuts vital tendons and arteries, severely hindering the target's ability to do battle. 100% Atk Damage. Chance of Weak. Range: Adjacent Cell. ? EN.

+UmbraUnleashes a powerful array of shadow magicks upon the target, crashing sphere after chaotic sphere of dark energy into their body until they are lost in the madness created by the shadows. 120% Int Damage. 4 Hits. Chance of Addle. Range: 4 Cells. ? EN.

A-Ability: Final Breath *LOCKED*

Spoiler:
+Shadow's MarkManifests from the shadows an hazy aura around the user that acts just a moment behind the user, copying her every motion to add itself to the user's actions. No Damage. Bestows Shadow's Mark for Three Turns. Shadow's Mark: Doubles the number of hits on all skills and attacks made by the user. Range: Self. ? EN. Darkness Elemental.

+Medusa – No Damage. Chance of Petrify. Range: 4 Cells. ? EN.

+Shatter – 100% Atk Damage. Chance of Deprotect. Range: Adjacent Cell. ? EN.

+Blizzard – 140% Int Damage. Lasts Three Turns. Fire Elemental attacks have their elements removed. Range: All. ? EN. Ice Elemental.

+Torment – 100% Atk Damage. Chance of Curse. Range: Adjacent Cell. ? EN.

+Nightworld – 60% Int Damage. 24 Randomized Hits. 240% Int Damage. Ignores Positive Darkness Affinities. Range: All Enemies [Randomized Hits]; 6 Cells [Final Hit]. ? EN. Darkness Elemental.

+ReapingA single cut of the blade that does little to the physical body, but possibly severs the connections of one's soul. 100% Atk Damage. Chance of Instant Death. Range: Adjacent Cell. ? EN.

+VanishUtilizes the full prowess of one's magicks to fade the target from view before literally pulling their presence from existence. No Damage. Chance of Oblivion. Range: 3 Cells. ? EN.

+DisappearanceEvokes the fullest power of stealth magicks to hide one's self from view, ensuring through the power of many ancient symbols that no trace of the user is left behind to be detected: no scent, no sound, no memory. The user has simply ceased... until the moment arises. No Damage. Bestows True Invisibility Status for an Indefinite Duration. Range: Self. ? EN per Turn.

R-Ability:

+Cloaked AssaultWhenever the user successfully damages a target with a physical while invisible, the attack stuns the target next turn and causes them to take 5% more damage from physical attacks for the duration of the battle. This effect stacks a total of 5 times. The attack has +15% chance of being a critical hit if it occurs under the effects of Stealth.

S-Ability:

+StealthOnce activated the user turns invisible until the user's next attack is performed. Two turn recharge. Can only be used three times in one battle.

Judgement:

+Misconception's BarrageUtilizes utter insanity to cloud the mind of the target before forcing darkness to swallow the battlefield, making the user's most powerful strike under the protection of the manifested night. 200% Pierce Atk Damage. Chance of Instant Death; if no Instant Death, Inflicts 1 Random Negative Status effect. Range: 6 Cells. 0 MP. Dark Elemental.

Stats:

HP: 46/46 [+4 Every Level Up]
EN: 50/50
Atk: 9 (+1 from Luna) (+1 from Boots)
Def: 4 (+1 from Black Garb)
Int: 1 (+0 from Luna)
Spr: 4 (+0 from Black Garb)
Critical: 6%
Evade: 5%
Move: 2 Cells (+2 from Nightblade Profession)
Morale: (//////////)

Battle-Ready Stats:

Code:

HP: 46/46
EN: 50/50
Atk: 11
Def: 5
Int: 1
Spr: 4
Critical: 6%
Evade: 5%
Move: 4
Morale: ([color=blue]///////[/color]///)

Skill Points: 0

Affinity:

Gaiden: 5
Silvia: 0
Archer: 1
Aurelia: 0


Last edited by Silver on Sun May 18, 2014 11:17 am; edited 11 times in total

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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Cerani on Wed Mar 19, 2014 9:43 am

Name: Kellestin
Age: 24
Gender: Male
Level: 1
Experience: 38/50

Appearance:
Spoiler:

Profession: Cleric - Clerics come and go in many forms and individually worship many different deities. This one is a devout follower of the water Goddess, Hurona, and uses the power of the depths to both heal allies and drain enemies. [Sigil of Wrath]

Spoiler:
Cleric > Warden > Sentinel > Purifier

Warden - A watchful warden of the riverbanks and shorelines considered divine by the warden's Goddess. They are a more powerful version of themselves previous, granted the ability to restore life to the lifeless. [Healer's Blessing] [Resist Water]

Sentinel - This is a steadfast guardian of all those devout and deserving, highly in tune with the waters of life, the ebb and flow of its both restorative and destructive properties. Those aided by this one would be hard pressed to fall prey to any foe. [Reef Barrier] [Immune Water]

Purifier - A powerful enforcer of the will of Hurona, bolstering allies and devastating foes in their presence. The wisdom of fathomless depths has been hard won, as well as the unending patience and persistence of the ocean itself. [Under Pressure] [Absorb Water]

Spoiler:
[Sigil of Wrath] - Healing and warding spells that affect one target (as per its description, those with overflow effects are counted as well) apply the effect Sigil of Wrath. A target afflicted with this, when hit, will damage the attacker the same amount as the Cleric's Int stat in Water damage.

[Healer's Blessing] - Healing and warding spells that affect one target (again as per its description, those with overflow effects are counted as well) apply the effect Healer's Blessing. A target afflicted with this negates 10% all damage received.

[Reef Barrier] - All healing spells that affect more than one target and warding spells apply the effect Reef Barrier for the turn that spell is cast. A target afflicted with this reflects 30% total damage taken back at the attacker.

[Under Pressure] - All Water based spells and all spells with Water stated as its element apply Under Pressure, which differs depending on the target's friendliness. Friendly targets affected by it deal an additional 25% damage (only damage), enemy targets affected by this deal 25% less damage (only damage).

Weapon: Adorned Staff - A wooden staff adorned with a few little trinkets.
Trigger Command: Majestic Pimp Cane Attack: Deal TRUE damage to an enemy by smacking them majestically with your staff!
Armor: Simple Robes - You do come from a simple village after all.
Accessory: Black Scarf - Just something to keep you warm. [+1 Int]

A-Ability: Spirit of the River

+ Healing Spray - Heals by 75% the cleric's Int per round for three rounds. (Water-based) Range: 3 cells. Cost: 6 EN

+ Waterjet - Casts a stinging jet of water at an enemy. 120% Int (Water) damage. Range: 3 cells. Cost: 4 EN

+ Symbol of the Chalice - Casts a protective shield around an ally. Absorbs damage up to half the target's total HP and dissipates when that amount has been dealt, or when dispelled or time is up. (Water-based) Range: 3 cells. Cost: 14 EN

+ Geyser - Deals 110% Int (Water) damage, heals nearby (1 cell) party members by 25% of the damage dealt. Range: 3 cells. Cost: 6 EN

+ Saving Breath - Heals the target by 130% the cleric's Int. (Water-based) Range: 3 cells. Cost: 7 EN

+ Cleansing Waters - Removes one negative status from the target. (Water-based) Range: 3 cells. Cost: 6 EN

+ Healing Flood - Heals up to five party members by 30% the cleric's Int per round for three rounds. (Water-based) Range: Must be at least two party members within 3 cells. Cost: 14 EN


R-Ability: Benevolence - When the cleric takes damage, 30% of the damage dealt heals the nearest party member by the same amount.

S-Ability: Overflow - The waters of life spill and spread where the soul is parched. When a healing spell cast on a party member heals more than that member's max HP, the excess is spread to the other nearest party member.

D-Ability: Riptide - Washes enemies in the sapping waters of a great riptide, a dire call from the unknowable depths. 100% Piercing Int (Water) damage. All enemies left standing are inflicted with Drain that heals all allied party members and Misfortune. Range: All enemies.

Stats:

HP: 46/46
EN: 50/50
Atk: 1 (+1 for Majestic Pimp Cane Attack)
Def: 4
Int: 9 (+1 from Adorned Staff)(+1 from Black Scarf)
Spr: 6 (+1 from Simple Robes)
Move: 2
Crit: 4%
Evade: 2%
Morale: (//////////)


Last edited by Cerani on Mon May 05, 2014 6:00 pm; edited 1 time in total

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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

Post by Zerifachias on Wed Apr 23, 2014 9:22 pm

Translator's Guide:

Forest Pixie

Characters Understand:
Gaiden - None
Silvia - None
Archer - None
Aurelia - None
Leilah - Fluent
Kellestin - A handful

Phrases Used:

Arshan riik : A thousand curses
(arshan = thousand, millennium)
(riik = curse, afflicted)

A'adi rinom karasal : You will suffer the forest's wrath
(a'adi = forms of "you")
(rinom = suffer, plague, forms of...)
(kara- = forest; -sal = wrath of)

Riik tilvanas : Cursed elf
(riik = curse, afflicted)
(tilvanas = female elf, formal speech for "ancient lady")

A'adi, kirismka kon a'adi va
(a'adi = forms of "you")
(kirismka = race, people, species)
(kon = forms of "by")
(va = alters word before it to be possessive)

~

Dragon

Characters Understand:
Gaiden: None
Silvia: Comprehends, cannot speak
Archer: None
Aurelia: None
Leilah: None
Kellestin: A little

~

Dry Druid

Characters Understand:
Gaiden: A handful
Silvia: None
Archer: None
Aurelia: None
Leilah: Comprehends
Kellestin: None

~

Demon

Characters Understand:
Gaiden: None
Silvia: None
Archer: None
Aurelia: Fluent
Leilah: A handful
Kellestin: Comprehends

~

Skirian

Characters Understand:
Gaiden: Comprehends
Silvia: None
Archer: Comprehends
Aurelia: None
Leilah: None
Kellestin: None

Zerifachias
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Re: Adventures of Naletia: The Second Dragon War (CP Thread)

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