Adventures of Naletia: The Frozen Core (CP)

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Adventures of Naletia: The Frozen Core (CP)

Post by Zerifachias on Fri Jan 17, 2014 2:30 pm



~Prologue: When Drones Attack~


Summary: Naomi, AKA Nini, is on a mission to protect the world from the evil organization The Black Wings. In order to gain recruits, she searches for extraordinary people with particular talents. Unfortunately, the Black Wings also searches for such people. In a seemingly humorous twist of fate, they end up targeting the same people. Now Naomi has to protect these potential recruits from the hands of the Black Wings, and hope that they will want to help her organization's cause instead.

~---~

Party Level: 1

Progress: 0/10

Inventory:

Consumables:

Health Pack I (x2) - A small syringe jam-packed with nutrients. Restores 10 HP.

Tiny Water Bottle (x2) - One of the small, travel-sized bottles of water that everyone hates. Restores 10 EN.

Card Key (x1) - A card that can open certain machines. Opens 1 Door or Chest.

~---~

Weapons/Armor/Accessories:

N/A

Key Items:

Bank: 250 Gold



Last edited by Zerifachias on Mon Jun 16, 2014 8:05 pm; edited 3 times in total

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Re: Adventures of Naletia: The Frozen Core (CP)

Post by Zerifachias on Fri Jan 17, 2014 2:30 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.


Last edited by Zerifachias on Tue Jan 28, 2014 5:14 pm; edited 1 time in total

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Re: Adventures of Naletia: The Frozen Core (CP)

Post by Zerifachias on Fri Jan 17, 2014 2:31 pm

Enemy Profiles

Monster Class: Black Wings Grunt
Number: 5

Stats:
HP: 30/30
EN: 50/50
Atk: 6
Def: 4
Int: 0
Spr: 4
Move: 3
Crit: 3%
Evade: 3%
Morale: (//////////)

Basic Attack Range: 6 cells
Elemental: None
Special Ability: Arrogance - Dealing damage to a single target consistently increases damage potential by 5% each time. Stack 5 times.
Reaction Ability: None
Innate Ability: Aggravate - Dealing damage to an enemy unit may cause Berserk.

Energy Abilities:

Cannonfire - A heavy shot aimed against heavily armored units. 140% Atk DMG. Ignores Armor bonus. 8 EN.

Rapidfire - Shoots a myriad of bullets that are not particularly good at penetrating armor, but deal consistent damage against weaker enemies. 70% Atk DMG. 5 hits. 8 EN.


Last edited by Zerifachias on Tue Jan 28, 2014 5:33 pm; edited 1 time in total

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Re: Adventures of Naletia: The Frozen Core (CP)

Post by Zerifachias on Fri Jan 17, 2014 2:31 pm

Neutral Profiles:


Your princess is in another castle.


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Re: Adventures of Naletia: The Frozen Core (CP)

Post by Zerifachias on Fri Jan 17, 2014 2:31 pm

Naomi Perisky
Female, 23 (January 13)

Appearance:
Spoiler:
Full Image

Profession: Mecha Scout - Usually a scout is a unit that searches ahead of the main group in order to find and avoid danger. But this unit is one that dons a medium armor suit and heads straight into battle. (Chilled Bullets)

Chilled Bullets - When using the Gun Mode on her weapon, this unit's basic attacks chill the target, making them move slower. Reduces Movement by 1 cell. Does not stack.

Weapon: Twinblade Pistol - A mechanical weapon that can switch between two modes. A .22 caliber gun and a dual-edged, thin metal blade. (Basic Attack ranges up to 6 cells)(Mode Switch)
Armor: Cryosuit - A chilled suit that puts the wearer's body in a sort of stasis to prevent injury. The system shuts down if it runs out of energy.
Accessory: Frozen Battery - In case anything goes wrong, it is useful to have extra energy stored.

A-Ability: Heavy Hitting

Topple - The user jumps up and does a flip, extending the user's right leg out and slamming the user's target with the heel of the user's foot onto the target's head with such strength that it forces the target's face against the ground. 120% Atk DMG. May cause Bleeding. 2 cell range. 6 EN.

Battery - The unit beats her target mercilessly, hitting them until they become nothing but a pulp of flesh and blood and broken bones. 100% Atk DMG. 5 hits. Adjacent cell range. 8 EN.

A-Ability: Item

R-Ability: Into the Fray - This unit thrives in the heat of battle. When two or more enemies are in a surrounding cell of this unit, increase this unit's Atk and Def by 20%.

S-Ability: Brutal Striking - When attacking from an adjacent cell with Blade Mode active, this unit's attacks are much heavier and deal more damage. 20% boost to Blade Mode damage output.

Judgment: The Death Sentence - The unit produces a rather large gun and points it at her target. She then begins listing that target's crimes from the misdemeanors to the felonies. When she finishes, she gives out the punishment, the death penalty, and riddles her target with bullet holes. 200% Piercing Atk DMG to a single target. Chance of Blood Loss. Instant Death occurs at less than 60% HP rather than 50%.

Level: 1
Progress: 0/35

Stats:

HP: 35/35
EN: 50/50 (+10 from Frozen Battery)
Atk: 5 (+1 from Twinblade Pistol)
Def: 4 (+1 from Cryosuit)
Int: 1 (+0 from Twinblade Pistol)
Spr: 2 (+0 from Cryosuit)
Move: 2 (+1 from Core Military Unit)
Crit: 4%
Evade: 3%
Morale: (//////////)

Skill Points: 0

Battle-Ready Stats:


Code:
HP: 35/35
EN: 50/50
Atk: 6
Def: 5
Int: 1
Spr: 2
Move: 3
Crit: 4%
Evade: 3%
Morale: ([color=#3333ff]/////[/color]/////)

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Re: Adventures of Naletia: The Frozen Core (CP)

Post by Silver on Fri Jan 17, 2014 7:24 pm

Name: Marina

Age: 17

Gender: Female

Appearance:
Spoiler:
Reference

With two turquoise-colored eyes as wide as the stars themselves, Marina stands comfortably, albeit a little shakily, at 5'6". Fair-skinned with a slender face, her beautiful milk-chocolate colored hair is worn in an elaborate braided bun. Usually adorned in a conservative fashion, she is typically seen in teals and lavenders, the shaping magnifying the subtle curves of her feminine figure. Those that gaze upon her state, without a doubt, that she carries a sense of regality that is heightened by her quiet and reserved nature. There is, however, a certain sense of fear lying just beneath the surface; a calamity within that threatens to break free at any moment. Will it be let go? And what shall become of her if such a thing were to occur?
Profession: The Cursed- "Magic runs in her veins. She shall never avoid it for it is a part of who she is––it is woven into her identity." Bearing an innate affinity for the perceivably dying art of magic, the one who claims this profession does so reluctantly. With the mindset that the gift she has been given is little more than a curse to isolate her from the rest of society, she has neglected her abilities; her mantra: 'Conceal, don't feel, don't let it show.' (Inexplicable Affinity) (Equip: Energies)
Inexplicable Affinity: Born with power she cannot explain––never shall it leave her side. The user's Magical Damage Output is passively increased by 10% whereas Magical Damage Taken by the user is decreased by 10% passively.

Level: 1
Exp: 0/35

Weapon: Novice Assurance- Surprisingly potent resonances of energy manifested into the form of undefined bursts which determine that the wielder is but a novice of their art. (Damage: Int-based) (Range: 6 Cells)
Armor: Simplicity's Sake- Elegant, albeit simple violet and teal colored dress that accentuates the wearer's slender figure.
Accessory: Complimentary Ribbon- Thin and slender, this tiny strip of cloth is equally elegant and worn to keep the hair fixed in a certain position.

A-Ability: "Curse" Manifestation

+Sudden Projection"No! Get away!" Surprisingly swift burst of energy that manifests as a lengthy tendril which lashes out at the target without fail. 110% Int Damage. Sure Hit. Range: 6 Cells. 6 EN.

+Lucent Release"Please! I don't want to hurt you!" Colorful shimmer that pulses outward before colliding in on itself to form a sphere of light which flies at the target. 100% Int Damage. Chance of Blind. Range: 6 Cells. 6 EN. Light Elemental.

Spoiler:
+Enkindle"Stop! I beg of you!" Burst of hot air followed by instantaneous flames clawing their way into existence around the target. 125% Int Damage. Knocks Target Back One Cell. Range: 4 Cells. 8 EN. Fire Elemental.

A-Ability: Item

R-Ability:

+Let It GoReleasing the user's latent energy in its primal form enables the user to unleash it in more powerful bursts. Every time the user uses a Basic Attack, the user gains 1 stack of Primed Energy. Whenever the user gains 3 stacks of Primed Energy, the user's next damaging attack ignores 20% of the target's Spr stat, after which the stacks are erased.

S-Ability:

+Freedom's EmbraceRelease provides a sense of freedom––an undeniable feeling of rightness. Successive attacks of the same type––three basic attacks or a skill used three times––causes the user to gain Freedom's Embrace status, thus increasing Int and Critical Hit Rate by 15% for Five Turns. Does not refresh. Activates up to Three Times per Battle.

Judgement:

+Isolation Absolution"Fears have controlled me all my life... no more! I won't allow it! I can't go back to the way I used to be!" Emotions running rampant, the fullest extent of the user's magickal prowess is released in what can only be described a veritable cataclysm––magick scathes all, leaving nothing untouched. 100% Pierce Int Damage. Damages EN equal to the percentage of Max HP damage taken. Range: All Enemies. All EN.

Stats:

HP: 27/27 [+3 each Level]
EN: 50/50
Atk: 1 (+0 from Novice Assurance)
Def: 2 (+0 from Simplicity's Sake)
Int: 5 (+1 from Novice Assurance) (+1 from Complimentary Ribbon)
Spr: 4 (+1 from Simplicity's Sake)
Critical: 4%
Evasion: 3%
Move: 2 Cells (+0 from The Cursed Profession)
Morale: (//////////)

Battle-Ready Stats:

Code:

HP: 27/27
EN: 50/50
Atk: 1
Def: 2
Int: 7
Spr: 5
Move: 2
Crit: 4%
Evade: 3%
Morale: ([color=#3333ff]/////[/color]/////)

Skill Points: 0

Affinity:

Naomi: 0
Lance: 0
Imca: 0
Torquil: 0


Last edited by Silver on Sat Sep 20, 2014 7:44 pm; edited 3 times in total

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Re: Adventures of Naletia: The Frozen Core (CP)

Post by Masquerade on Fri Jan 17, 2014 7:35 pm

Name: Lance Emmental
Gender: Male
Age: 20
Level: 1
Next Level: 0/35
Appearance:
Spoiler:

Profession: Cannoneer - Range is not an issue.  The effects are devastating.  Doesn't matter where you are.  When the one who claims this profession charges up his high efficiency energy-channeling cannon, you'd best brace yourself to be bewildered because you're in for one hell of a wild ride. (Energy Channeling)

*Energy Channeling: This unit has the ability to enact a charge time to enhance its abilities.  Abilities can be charged up to 5 times before being automatically released, but can be cast at any point prior.

Weapon: Magic Eight - A large black tech cannon complete with a nostalgic blue-violet LED system and display, it is essentially a living memory for the wielder. (Range: 6 cells)
Armor: Sweltering Coat - Sleeveless waistcoat capable withstanding high degrees of heat often emitted from powerful machinery.
Accessory: Engineer's Gloves - Red gloves thick enough to endure a great deal of abuse making them great for hands-on labor.

A-Ability: Energy Artes:

+Plasma Round: Highly condensed energy shell fired with great force.  Capable of shocking and scathing the recipient.  120% Atk Dmg.  Range: 6 cells, linear.  High chance of skill interruption.  7 EN.  Lightning elemental.

>>>Gravity Raze: Force of the natural world, weigh down more fiercely upon the foes than any mortal burden!  Channels energy to the point where gravity is manipulated, mixing with the plasma to create a crushing sphere of shocking energy that travels forth slowly and mows down all enemies in the way.  170% Atk Dmg.  Range: 6 cells, linear, one direction, includes adjacent rows/columns, hits all in the way.  Enemies hit have their Move reduced by 1 cell.  16 EN.  Lightning elemental.

+Obscure Descent: Fires a solid shell shrouded in darkness where it homes in and descends upon a single foe.  90% Atk Dmg.  Range: Single enemy.  Forcefully lowers the target's morale slightly.  Reduces the target's Hit Rate by 20% for 3 turns.  Sure Hit.  8 EN.  Darkness elemental.

>>>Depravity Zero: Night, play your sorrowful strains!  Unleash the innermost darkness and corral the wicked to a frightful congregation! Channels energy to stir the very shadows, casting an ethereal veil above out of which several cannon shells descend to smite enemies, plaguing them with the blight of the depraved.  100% Atk Dmg.  Range: All enemies.  Lowers the target's morale moderately by force.  Chance of Blind.  Chance of Curse.  Chance of Misfortune.  18 EN.  Darkness elemental.

R-Ability: None.

S-Ability: Fireworks Show - With perfect timing when it comes to channeling energy artes, the user is able to produce a variety of effects by combining multiple attacks.

---Quick Burst:  Applicable upon unleashing 2 Energy Artes at once.  Both skills will apply on-hit effects and grants Haste to the user for the next turn only.

---Blinding Triage: Applicable upon unleashing 3 Energy Artes at once.  All enemies affected by the skills have a chance of being Blinded.  If Blind is evaded, their Hit Rate is reduced by 10% for 3 turns.

---Devastation: Applicable upon unleashing 4 Energy Artes at once.  All enemies affected by the skills have their positive statues dispelled and their defenses, both DEF and SPR, reduced by 20% for 3 turns.  Also applies a chance of Bleeding and Burn to all enemies affected by the skills.

---Grand Finale: Applicable upon unleashing 5 Energy Artes at once.  Damage from all the skills unleashed is increased by 50%.  Stuns all enemies affected by the skills for 1 turn and also applies a chance of Frail, Weak, Slow, and Severe Burn to those enemies.  All allies gain Protect and Shell for 2 turns.

Judgment: The Big One (Neutral) - With preparation for the final show, a hidden extension of the cannon is unveiled--an increased-storage missile launcher.  With but a single command all the missiles are unleashed, converging upon the solitary target with absolute precision while the main cannon charges up neutralizing energy in an attempt to erase the target's body from existence completely.  The beam is fired and only the truly strong of will can survive the sheer force.  Deals 200% Piercing Atk damage to a single enemy up to 6 cells away linearly.  Survivors are subject to Oblivion.

Stats:

*Max HP +4 per level.

HP: 30 (+5 from Engineer's Gloves)
EN: 50
Atk: 6 (+1 from Magic Eight)
Def: 3 (+1 from Sweltering Coat)
Int: 1 (+0 from Magic Eight)
Spr: 2 (+0 from Sweltering Coat)
Movement: 2 cells (+0 from Cannoneer profession)
Evasion: 2%
Critical: 5%
Morale: (//////////)

Skill Points: 0

Affinity:

Naomi: 0
Marina: 0
Imca: 0
Torquil: 0

Battle-Ready Stats:

Code:
HP: 35/35
EN: 50/50
Atk: 7
Def: 4
Int: 1
Spr: 2
Move: 2
Evade: 2%
Crit: 5%
Morale: ([color=#3333ff]/////[/color]/////)


Last edited by Masquerade on Sat Jan 18, 2014 12:44 am; edited 3 times in total

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Re: Adventures of Naletia: The Frozen Core (CP)

Post by Kurio on Fri Jan 17, 2014 7:40 pm

Name: Imca Gunther
Gender: Female
Age: 22
Appearance:
Spoiler:

Profession: Heavy Fencer - Instead of the slim, elegant, and quick rapier used by the fencers of old the Heavy Fencer's weapon of choice is the drive blade, a massive mechanical blade with a cannon built into it. With their unique weapon the Heavy Fencer is able to fulfill the role of both a front line soldier or a mobile artillery. [Advanced Propulsion System]

*Advanced Propulsion System - Increases the range of all attacks and abilities that have a base range higher than Adjacent by 2.

Weapon: Edelweiss - A massive drive blade that once belonged to Imca's father. [Range: 3 5 cells]
Armor: Blasting Suit - A combat suit that is specifically designed to protect the wearer from mortars and other explosives.
Accessory: Gauntlet - Heatproof gauntlets worn to protect Imca's hands from the drive blade overheating. [+5 HP]

A-Ability: Live by the Blade

+ Ignition - Imca allows the engine of her drive blade to run in order to warm it up, allowing her to fight much more effectively. [Range: Self. Increases damage output by 20% for 3 turns. Does not stack. 4 EN.]

+ Assault Drive - Imca swings her weapon downward, crushing her opponent and breaking their guard. [120% ATK Dmg. Range: Adjacent. Reduces Target's DEF by 20% for 3 turns. Does not stack. 10 EN]

Spoiler:
+ Acceleration Drive - Imca fires her drive blade behind her, using the force created by the shot to propel herself forward and delivering a series of strikes to enemies she pass by. [Range: 2 4 cells. Delivers a set of Basic Attacks to all enemies in Imca's path. If Imca strikes at least one enemy she is able to use Acceleration Drive a second time as a Free Action at half the EN cost. This effect cannot trigger on the second Acceleration Drive.]

+ Burst Drive - Imca swings her drive blade around in a full circle, striking all within range with an explosive shot of the cannon. [100% Fire ATK Dmg. Range: 2 4 layers of surrounding cells. Imca's drive blade Overheats by an additional 5% for each enemy struck.]

R-Ability: N/A

S-Ability: Overheating - Imca's drive blade retains some of the heat it gathers from its engines, causing each ability and ranged attack Imca uses to increase her damage output by 10% up to a maximum total of 100% (including the base 20% if Ignition is used). Upon reaching this cap the drive blade overheats, causing Imca's basic attacks to ignore 20% of the target's DEF and temporarily Silencing Imca. Imca's drive blade cools down after three turns.

Judgement: Overdrive - Imca removes the safety limits on her drive blade and activates its engine at maximum power, causing a massive amount of heat to build up in the drive blade and greatly improving its performance for a single devastating shot. [200% Piercing ATK Dmg. Range: 5 7 cells. Activates or refreshes Ignition before the shot is fired.]

Level: 1
Progress: 0/35
HP: 35 (+5 from Gauntlet)
EN: 50/50
ATK: 5 (+1 from Edelweiss)
DEF: 5 (+1 from Blasting Suit)
INT: 1 (+0 from Edelweiss)
SPR: 1 (+0 from Blasting Suit)
Crit: 4%
Evade: 3%
Morale: (//////////)
Movement: 2 (+1 from Heavy Fencer profession)

Skill Points: 0


Battle-Ready Stats:
Code:
HP: 40/40
EN: 50/50
Atk: 6
Def: 6
Int: 1
Spr: 1
Crit: 4%
Evade: 3%
Morale: ([color=#3333ff]/////[/color]/////)
Move: 3


Last edited by Kurio on Tue Jun 24, 2014 6:05 pm; edited 4 times in total

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Re: Adventures of Naletia: The Frozen Core (CP)

Post by Durn on Fri Jan 17, 2014 7:43 pm

Name: Torquil Caoilfhionn
Gender: Male
Age: 22 [January 11th]
Appearance:
Spoiler:

Profession: Amputee [Basic 3 Cell][Bandages] - After losing his left arm in an unfortunate incident involving demonic ritualism, Torquil covers his wound with specially made bandages to prevent the violent energy within him from consuming him whole.

Bandages - When a unit is affected by an A-Ability under the Uauqoc Ettideoqos category, it gains the Bandaged status for three turns. The Bandaged status on its own does not do anything.

Weapon: DSX12 Bandages [+1 INT] - Demonic suppression bandages designed to do exactly what you'd expect.
Armor: Leather Tunic [+1 DEF] - An average leather tunic with one sleeve too many.
Accessory: Extra Bandages [+1 INT] - When "Demonic Suppression X12" bandages just aren't enough.

A-Ability: Uauqoc Ettideoqos

+ Ettiqeon: Torquil leaks dark energy from his wound and manipulates a strand of his bandages to form a pointed spear, which he throws through units in a line up to three cells. 120% INT Damage. The damage dealt is reduced by -10% INT per unit hit. Range: 3. 6 EN. Dark Element.

+ Ektaon: Bandages wrapped around the target unit spring to life and drastically increase in size, constricting the target's body and potentially any units within adjacent cells. Must target a bandaged unit. May cause disable. Range: 3 cells [+adjacent to target]. 6 EN. Neutral Element.

S-Ability:

+ Attokvion: After spreading bandages to three units, Torquil may cast an additional Uauqoc Ettideoqos ability in his next action phase for no cost.

Awakening:

+ Uouquia Ultima - Torquil wraps his entire body in a veil of bandages, protecting himself from all outside actions for a single turn. During this turn, Torquil cannot take or deal any sort of damage, but can still cast skills that do not directly damage or heal a unit. He cannot activate items. When this effect fades, he deals damage equal to 150% piercing INT damage to all units within 3 cells of his current location.

LVL: 1
EXP: 0 / 35
SP: 0

HP: 27 / 27 (+5 from Extra Bandages)
EN: 50 / 50
ATK: 1 (+0 from DSX12 Bandages)
DEF: 2 (+1 from Leather Tunic)
INT: 5 (+1 from DSX12 Bandages)(+1 from Extra Bandages)
SPR: 4 (+0 from Leather Tunic)
MOVE: 2 (+1 from Amputee Profession)
EVADE: 3%
CRIT: 4%
MORALE: (//////////)

Affinity:

{-------------------------} [0] Naomi
{-------------------------} [0] Marina
{-------------------------} [0] Lance
{-------------------------} [0] Imca

Battle-Ready Stats:


Code:
HP: 27/27
EN: 50/50
Atk: 1
Def: 2
Int: 7
Spr: 5
Move: 3
Evade: 3%
Crit: 4%
Morale: ([color=#3333ff]/////[/color]/////)

Durn
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Age : 56
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Re: Adventures of Naletia: The Frozen Core (CP)

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