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Styrofoam Clouds 2.0

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Styrofoam Clouds 2.0 Empty Styrofoam Clouds 2.0

Post by Durn Wed Jul 09, 2014 7:08 pm

Styrofoam Clouds

Banner will come whenever.

What Remains in our Journals
The First Week
Guardiani Terrene
--

Citta del Avvenire
--

---~---

Enemies
To be determined.

---~---

Achievements

Achievement Points - GT: 000
Achievement Points - CA: 000

Acquired Achievements:

-

Achievements In Progress:

-

Failed Achievements:

-
Durn
Durn
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Styrofoam Clouds 2.0 Empty Re: Styrofoam Clouds 2.0

Post by Durn Wed Jul 09, 2014 7:09 pm

Guardiani Terrene Inventory

Consumables

Healing Salve x2 - Restores 15 HP upon use.

Spirit Berries x1 - Restores 10 MP upon use.

Nature's Kiss Blossom x1 - Removes 1 Poison Debuff upon use.

Silverleaf x1 - Removes 1 Paralyzation Debuff upon use.

Brass Key x5 - Unlocks 1 adjacent Locked Chest upon use.

Materials

N/A

Weapons

N/A

Armor

N/A

Accessories

N/A

Key Items

N/A

Current Lead: 100
Durn
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Styrofoam Clouds 2.0 Empty Re: Styrofoam Clouds 2.0

Post by Durn Wed Jul 09, 2014 7:10 pm

Citta del Avvenire Inventory

Consumables

L1 R.E.D. Injection x2 - Restores 15 HP upon use.

L1 B.L.U.E. Injection x1 - Restores 10 MP upon use.

L1 G.R.E.E.N. Injection x1 - Removes 1 Poison Debuff upon use.

L1 Y.E.L.L.O.W. Injection x1 - Removes 1 Paralyzation Debuff upon use.

Brass Key x5 - Unlocks 1 adjacent Locked Chest upon use.

Materials

N/A

Weapons

N/A

Armor

N/A

Accessories

N/A

Key Items

N/A

Current Lead: 100
Durn
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Styrofoam Clouds 2.0 Empty Re: Styrofoam Clouds 2.0

Post by Durn Wed Jul 09, 2014 7:10 pm

Bestiary
Humanoid

N/A

Beast

N/A

Undead

N/A

Reptilian

N/A

Demon

N/A

Insect

N/A

Plant

N/A

Aquatic

N/A

Elemental

N/A

Machine

N/A
Durn
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Styrofoam Clouds 2.0 Empty Re: Styrofoam Clouds 2.0

Post by Durn Wed Jul 09, 2014 7:11 pm

Positive/Negative Status

Positive

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

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

Covered - Damage is taken by a Covering ally.

Covering - Afflicted takes damage for an ally.

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 Water cells and other usually impassable cells.

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

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

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

Invisible - Afflicted cannot be targeted for 3 turns.

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

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

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 Rate by 50% for 3 turns.

Negative

Addled - Afflicted cannot use any skills for 3 turns.

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

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

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

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

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

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

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

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

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

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

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.

Fear - Afflicted is unable to move or act for 3 turns.  Is cured upon being attacked by any means.

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

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

Immobilize - Afflicted can no longer move for 3 turns.

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

Mana Drain - Afflicted loses 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.

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

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

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

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 17% Max HP damage per turn for 2 turns.

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

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

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

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

Stasis - Afflicted is unable to move or act for a short period of time, usually just 1-2 turns.

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


41 Negative Status Effects listed.

There may be some that I'm forgetting, but they will be added if they come up in battle.  Also, the durations are only standards and may vary depending on which technique is used to inflict them.
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Styrofoam Clouds 2.0 Empty Re: Styrofoam Clouds 2.0

Post by Durn Wed Jul 09, 2014 7:11 pm

Affiliation: Citta del Avvenire

Name: Athos Diogenes IV
Gender: Male
Age: 26
Appearance:
Spoiler:
Profession: Dominus [Bestia di Macchina] [Shift] - One gifted with the mind to rebind natural creatures to the mechanical world, the psychological Dominus fiddles with the absolute properties of life and the brain in order to create something truly marvelous to behold.

Bestia di Macchina - The rabbit the Dominus uses for mechanized combat no longer garners the internal physique of a natural creature of earth, having its organs replaced with mechanically developed systems that far surpass their natural limits. As a result, the Bestia di Macchina is immune to all naturally inflicted statuses, such as Poison, Disease, and Charm. Athos's stats are based off of his rabbit's features, rather than his own weaponry and armor.

Shift - Altering the stance of the Bestia di Macchina does not take up an action phase. The stance of the Bestia di Macchina may only be changed once every 5 turns.

Weapon: Mechanized Collar - A simple collar that binds the rabbit to Athos's will via a series of complex psychological messages.
Armor: MK II Armor Plates - An array of ironclad gear used to protect vital points of the rabbit's body with immense defensive capabilities.
Accessory: AAA Battery - A simple battery that power's the rabbits leg functionality.

A-Ability: Natura Mechanica: Scheletro 

+ Alpha Stance - Rinoceronte: Inlaid mechanical nanobots within the Bestia di Macchina's body forcefully reshape its skeletal system, utilizing intense robotic restructuring and puppeteering to greatly increase the mass, shape, and general attitude of the rabbit so that it parallels that of a ferocious rhinoceros (including a fully functional, mechanized horn, of course).

(D: -- / A: Shifts user to Alpha Stance - Rinoceronte / R: Self / STA: 0 / E: Electric)

-- Pietra di Carica: The Bestia di Macchina charges toward its target with nearly unbreakable and relentless speed, knocking all foes between it and its target to the side, until it ultimately reaches its final target with a devastating dash. Tags the final target with the "Impaled" status, which affects the Bestia di Macchina's other skills. Only one target may be impaled at a time.

(D: 120% ATK, Final Target; 50% ATK, Knocked Aside / A: Moves user to cell adjacent to final target, Knocks aside those in-between  / R: 3 Cell = Final Target, Column Between = Knocked Aside / STA: 8 / E: Neutral)

-- Furia: The Bestia di Macchina flails its limbs about, violently disrupting all foes within cells that surround it. If an impaled foe is damaged by this ability, their DEF is reduced by 50% for the duration of this attack only.

(D: 100% ATK / A: Ignores 50% of DEF if Impaled  / R: Surrounding Cells / STA: 8 / E: Neutral)

+ Beta Stance - Aquila: Inlaid mechanical nanobots within the Bestia di Macchina's body forcefully reshape its skeletal system, utilizing intense robotic restructuring and puppeteering to stretch the rabbit's skin to intense degrees, forming fully-functional wings and a large, mechanized beak, both of which strongly resemble those of an eagle.

(D: -- / A: Shifts user to Beta Stance - Aquila / R: Self / STA: 0 / E: Electric)

-- Venti di Battaglia: The Bestia di Macchina wafts an intense gust of wind behind the ally party, enhancing all nearby allies with a tailwind that greatly increases their effectiveness in battle for a short period of time.

(D: -- / A: Grants Haste / R: Allies Within 2 Cells / STA: 10 / E: Wind)

-- Obiettivo: The Bestia di Macchina ascends into the sky and swoops down upon a target, marking it  with a swift ejection of red paint that signifies the target of destruction for the Bestia di Macchina's party. Inflicts Center of Attention upon the chosen member of the enemy party. All allies who damage the target while Center of Attention persists deal 20% additional damage.

(D: -- / A: Center of Attention, Damage Taken +20%  / R: 4 Cells / STA: 8 / E: Neutral)

R-Ability:

+ Disc Alteration II: Locked.

S-Ability:

+ Disc Alteration I: Athos's Bestia di Macchina gains an additional bonus effect based off of which current Natura Mechanica: Scheletro stance is activated. If no stance is activated, the Bestia di Macchina gains no bonus.

-- Alpha Stance - Rinoceronte: The Bestia di Macchina's ATK is increased by 15% for each enemy within a surrounding cell.

-- Beta Stance - Aquila: The Bestia di Macchina's attacks naturally decrease the target's DEF by 15%, stacking up to 3 times.

D-Ability:

+ Torpedo Infernale: The Bestia di Macchina reverts to its original, rabbit-like state and proceeds to float ominously in the air. Its ears then perk upward toward the target, and its entire body begins to spin at ridiculously intense speeds as if it were on a sort of axel. Shortly after, the rabbit launches itself against the target's chest, gouging through its flesh and torpedoing out the other side.

(D: 200% Piercing ATK / A: 50% Blood Loss, 10% Instant Death / R: Any / STA: 0 / E: Wind)

LVL: 1
EXP: 0 / 10
SP: 0

HP: 20 / 20
STA: 20 / 20
DD: 0 / 10
ATK: 4 (+1 from Mechanized Collar)
DEF: 3 (+1 from MK II Armor Plates)
INT: 1
SPR: 2 (+1 from AAA Battery)
EVADE: 1% (+2% from Bestia di Macchina Pet)
MOVE: 2 (+0 from Dominus Profession)(+2 from Bestia di Macchina Pet)
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Styrofoam Clouds 2.0 Empty Re: Styrofoam Clouds 2.0

Post by Masquerade Wed Jul 09, 2014 9:54 pm

Affiliation: Guardiani Terrene

Name: Ereth Cantierre
Gender: Male
Age: 20
Level: 1
Next Level: 0/12
Appearance:
Spoiler:

Profession: Familiaris - Completely devoted to the forces of nature, the one who claims this profession is a servant and guardian to the remainder of The Wilds that remain. Only through his protection do these sanctuaries even stand a chance at survival. (Wild Touch)(Nature's Blessing)

*Wild Touch: A gift of Mother Nature herself, grants the user to create life despite location. Even in the most desolate and polluted of places, the plants brought into existence will strive and serve as a signal of hope. Creating a nature cell does not consume an Act action.
*Nature's Blessing: Being so connected to the earth, the user becomes rejuvenated in the presence of nature gaining 1% of HP Regen for each nature cell on the battlefield. Caps at 20% HP Regen.

Weapon: Fae Lantern - Old-style lantern that holds faeries behind its glass instead of flame, their ethereal light able to shine through magical darkness. (Damage: INT)(Range: 3 cells)(Light Source)
---Light Source: Acts as source of light in dark areas. Sheds light on a 3 cells radius from holder.
Armor: Nature's Decor - Elegant robes crafted from materials harvested from nature by hand. It is the epitome of the things that nature can grant us.
Accessory: Her Trust - Beautiful ring made of the smallest twigs woven together, it has an emerald embedded within it and is a gift granted by Mother Nature to her guardian.

A-Ability: Wrath an Domhain:

+Duilleoga ag Titim: The gentle breezes carries with it the peace of the leaves that fall so peacefully from the trees; their descent marks the start of a dream. No damage. Range: 4 cells radius. Chance of Sleep. 10 MP.

True Sanctuary: Enemies afflicted with Sleep have their DEF and SPR lowered by 10% for the duration of Sleep.

+Fiacail Talamh: With great command over the earth, morphs rock into a jagged spike that bursts out of the ground to strike an unsuspecting enemy. 120% Int Dmg. Range: 4 cells. High critical hit ratio. 10 MP. Earth elemental.

True Sanctuary: Causes spikes to rise beneath enemies adjacent to the target as well.

R-Ability: None.

S-Ability: True Sanctuary - By bringing forth nature to a given area, the true power of the Familiarus is unlocked granting him access to enhanced abilities. Unlocks extra and enhanced effects of abilities as long as there are more than 10 nature cells on the battlefield.

D-Ability: Tiarnas Nadur (Neutral) - When all is finally reverted to its natural state, and the threat of mankind or the vestiges of its touch upon the world are eliminated, the final purge shall be initiated. The constricting vines shall rise from the ground and descend from the trees, wrapping themselves around foes forming cocoons that grow tighter and tighter against their captives, slowly crushing their bodies, bones, and organs such that the pain of the pollution, desecration, and deforestation over the years can be exacted upon those who committed such terrible crimes. Blood shall drench this earth. Such a bountiful harvest we have to look forward to... Deals 100% Piercing Int damage to all enemies on the battlefield. Survivors are subject to Disable. Also deals 50% more damage as long as there are 20 or more nature cells on the battlefield.

Stats:

HP: 15
MP: 25 (+5 from Her Trust)
DD: 0/10
Atk: 1 (+0 from Fae Lantern)
Def: 2 (+0 from Nature's Decor)
Int: 4 (+1 from Fae Lantern)
Spr: 3 (+1 from Nature's Decor)
Evasion: 1%
Movement: 2 cells (+0 from Familiaris profession)

Skill Points: 0
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