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Adventures of Naletia: Thieves and Beggars

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Adventures of Naletia: Thieves and Beggars Empty Adventures of Naletia: Thieves and Beggars

Post by Zerifachias Thu Sep 18, 2014 7:26 pm

~Chapter One: Carol's Misfits~

Part One: Humble Beginnings


Summary: Now that Era is a true member of the guild, he has been given a key card to enter or leave the airship at his leisure, and can now buy weapons and armors from the blacksmith in the city. Jens is the alchemist/manufacturer as well, but needs materials in order to do anything. Since Carol's Misfits have a new member, they cannot take complicated jobs and have to train Era in how this whole thing is supposed to work. See how Era struggles or succeeds at pulling weeds, mining metal, and cleaning up some lordling's manor!

~---~

Party Level: 2

Progress: 8/20

Guild Level: 1

Guild Influence: 5/100

Inventory:

Consumables:

Medical Paste (x2) - Upon use, applies a Regen buff that restores 5 HP per turn for 3 turns.

Chocolate Chunk (x2) - Upon consumption, applies a Regen buff that restores 5 EN per turn for 3 turns.

Antidote (x1) - Upon use, nullifies the effects of Poison/Severe Poison or Venom.

Bandages (x1) - Stops Bleeding or Blood Loss upon use.

Wooden Key (x1) - Unlocks a simple chest upon use. Single use item.

Weapons/Armor/Accessories:

N/A

Materials:

Bladed Leaf (x2) - A large leaf with sharp edges to ward away those whom enjoy eating it.

Key Items:

Trust: 209 Gold

Rusted Key - An old key used for some unknown purpose.

Fisher's Guide to Fishing - A detailed book on what types of fish are good to catch and eat, as well as several recipes for fishy foods.

Food Supplies - Has to be refreshed once every two days. (1/2)(Current Cost: 38 Gold)(Fisherman's Aid Discount -5%)

Rusted Gear - An old gear looted off the corpse of a gorilla. Maybe someone has a use for it?


Last edited by Zerifachias on Fri Mar 25, 2016 7:46 pm; edited 12 times in total
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Post by Zerifachias Thu Sep 18, 2014 7:26 pm

Status Diaries

Positive:

Bravery - Boosts Atk by x1.5 for three turns.

Bubble - Temporarily doubles HP for three turns. At the end of the three turns, HP is halved.

Confidence - At the pinnacle of Morale, grants 15% Evade and Crit Chance and increases the dominant attacking stat by 30%. Critical Hit Damage is x2 instead of x1.5. This mode lasts 5 turns and transfers through battles. Using Final Judgment while this effect is active resets Morale to 3 ticks.

Covered - Upon application, this unit no longer takes damage from targeted attacks and spells. Instantly dispelled once the unit Covering reaches Critical condition.

Covering - Upon application, this unit takes the damage from a Covered unit. Instantly dispelled once this unit reaches Critical condition.

Faith - Boosts Int by x1.5 for three 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 25% for 3 turns.

Negative:

Addled - Afflicted cannot use any skills for 3 turns.

Apathy - Afflicted is unable to recover EN 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/Mesmerize - 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 use abilities for 1 turn.

Deprotect - Increases physical damage taken by 50% for 3 turns.

Deshell - Increases magical damage taken by 50% 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 act for 3 turns and actively attempts to avoid the unit that inflicted this status.

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 - Afflicted can no longer move or take action each turn for 3 turns. This unit also takes x1.5 damage from magical damage.

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 - Afflicted cannot move or take action for 1 turn.

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

Silence - Afflicted cannot execute any INT-based abilities.

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 - Afflicted's physical attacks do 15% less damage than normal and knockback effects are doubled in strength.

Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns. The first Lightning elemental ability to hit the afflicted removes this status. Also may indicate a "ready and waiting" status...

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


Last edited by Zerifachias on Mon Oct 27, 2014 6:53 pm; edited 3 times in total
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Post by Zerifachias Thu Sep 18, 2014 7:27 pm

Enemy Profiles

Monster: Goon (Humanoid)
Quantity: 3

A-Ability: Sharpshooter

Piercing Shot - Pierces the enemy with a solid bullet. 120% Atk DMG. 6 cell range. 6 EN.

Bloody Bolts - Fires several bullets into target's chest. 80% Atk DMG. 3 hits. Chance of Bleeding. 4 cell range. 8 EN.

S-Ability: Goonie's Padded Leather - Grants +10% resistance to physical attacks.

Stats:
HP: 45/45
EN: 50/50
Atk: 10
Def: 6
Int: 1
Spr: 3
Move: 3
Crit: 3%
Evade: 4%

-

Monster: Machete Man
Quantity: 4

A-Ability: Hack 'n' Slash

Cut Through - Runs in a straight line, swinging the machete around wildly. 100% Atk DMG to all in or close to the path. 3 cell path. 6 EN.

Heavy Slash - Bears down the machete on the target, cutting deep. 130% Atk DMG. Chance of Blood Loss. Adjacent cell range. 8 EN.

S-Ability: Wild Attacks - Basic attacks affect all adjacent cells.

Stats:
HP: 60/60
EN: 50/50
Atk: 8
Def: 5
Int: 1
Spr: 4
Move: 3
Crit: 3%
Evade: 4%

-Neutral Profiles-

Angie Turner
Female, 21 (September 10)

Appearance:
Spoiler:

Profession: Mechanic - One who knows her way around gears, switches and a whole slew of mechanical constructs. She can create constructs in the middle of a battle with great speed thanks to her strong connection to ore. (Lucky Find)

Lucky Find - When digging up ore and materials, this unit can sometimes find valuables and bring them to the surface.

Weapon: Golem's Gloves - Hard, leather gloves that are resistant to wear and tear.
Armor: Mechanic's Jeans - Heavy pants that keep the wearer protected...sorta.
Accessory: Heavy Goggles - Wear these whenever you're dealing with material! (Immune Blind)

A-Ability: Hard Material

Grenade - Using her own energy, the user digs material from underground and crafts a bomb from it, throwing it at an enemy shortly after. 120% Atk DMG. Fire Elemental. 3 cell range. 5 EN.

Scattershot - Using her own energy, the user digs material from underground and creates a makeshift shotgun. She can fire immediately after making it. 140% Atk DMG. May cause Bleeding. After using this move once, the user can craft bullets and fire those for half the energy cost. 3 cell range. 8 EN.

Construct: Mini-Turret - Constructs a small turret that can fly and follows this unit around, shooting idly at any enemy that is within range. The construct can be programmed to follow another unit. Turret deals 60% of this unit's Atk DMG. Turret has an HP value of 5 and no defensive stats. 8 EN.

R-Ability: Reactor Core Meltdown - When one of this unit's constructs is destroyed, the construct latches onto the enemy and detonates on them, leaving significant burns behind. Deals 50% Piercing Atk DMG to enemies that destroy a construct.

S-Ability: Efficient Production Value - Great things come when this unit constructs a mechanism, even when using spare parts. All Constructs gain +10 HP and work immediately upon construction.

Final Judgment: Tri-Turret Trigonomics - Lays down three large turrets in a triangular fashion that fire at anything unsavvy enough to walk within their range, riddling enemies with lead bullets. 150% Piercing Atk DMG each. Only affects enemies that are within range of the turrets. The turrets last for 3 turns. Turrets see in a wide 3-cell-length cone directly in front of them.

Stats:

Level: 4
Progress: 0/30

HP: 55/55
EN: 50/50
Atk: 6 (+2 from Golem's Gloves)
Def: 8 (+1 from Mechanic's Jeans)(+1 from Heavy Goggles)
Int: 1
Spr: 4
Move: 2 (+1 from Mechanic Profession)
Crit: 2%
Evade: 3%

Skill Points: 0


Last edited by Zerifachias on Sun Mar 27, 2016 10:33 am; edited 6 times in total
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Post by Zerifachias Thu Sep 18, 2014 7:28 pm

Codex Entries

Allied Characters

Anna Maier

Basic:

Sister and loyal friend to Caroline. She has a deep interest in horoscopes, as the magic she wields uses the stars as a medium of power. She is not an engineer like her sister, but Anna is passionate about the idea of progress through manufacturing, as well as a great many other things. Both kind and truthful, Anna's heart is a gentle one, easily swayed by the currents of time. Exposure to the city has made her desire to travel grow.

Unlocked Entries:

Anna once traveled to Ermith to look for books on the constellations. She found nothing, but was able to explore the continent a little bit during her searches. Based on what she said, she holds Ermith in great disdain and much prefers Sar'tu's way of living. She loves the idea of independence and diversity and dislikes continuity. She is infatuated with Era in a certain way, that much cannot be denied. Her seriousness in the matter is still a question up for debate, she seems to fear making a deeper connection with Era.

Anna is, in her own words, a hopeless romantic, and loves to read fantasy stories. But what she is really looking for are the stories about the constellations, the zodiac that she is so fond of. Whether those stories are histories or fantasies doesn't seem to matter to her. The idea of reading a story about her favorite things makes Anna happy.

Romance Available

Although Anna fears making a deeper connection with Era, there also lies in her a strong desire and a hopeful heart. It is up to Era to pursue the path of romance with Anna.

Character Quest: Discover the Missing Books!

Anna shared her desire with Era to look for books on the zodiac in other cities during their travels.

Cities Visited: 0
Books Discovered: 0

Approval Rating: 16

~--~

Caroline Maier:

Engineer and older sister of Anna. A genius among the women of her age, she single-handedly designed her own airship and, with the assistance of other engineers in the city, built the airship. She also built her own personal flight suit, as well as the artificial intelligence known as E.M.M.S., or Emm for short. Always looking for an opportunity to bring humor, Caroline enjoys idle conversation as a chance to relax. Caroline is a very goal-driven woman, always needing to place herself in a direction before taking action. Once she does though, no one ever doubts her motivation.

Romance Available

Caroline cannot deny a certain interest in Era, though it is mostly just curiosity.

Character Quest: ???

Approval Rating: 2

~--~

Jens Smith:

Handsome and productive, Jens's background is wholly unknown, even to his friends Anna and Caroline. He has talent in both alchemy and engineering, and his marksmanship with a gun is unparalleled. Jens has a strict code of honor that does not allow him to attack women for whatever reason. Whether this is because of fear or just stubbornness is unknown. Even if his life were in danger, he would never point his gun at a woman.

Romance Unavailable

Though handsome, Jens is not interested in other men. It was noted earlier on that he may be interested in Caroline or Anna, but neither of them seem to be returning his feelings.

Character Quest: ???

Approval Rating: 5

~--~
Enemy Characters:

Veronica Salwoth

A dangerous criminal and assassin whom failed to kill the Northern King of Sar'tu. This failure has nearly sparked a civil war, however, and only a little push would send the country into chaos once more. She has an ability to swap bodies, which is how she escaped the headman's ax. Not much is known about this power, other than that it has a time limit. She escaped from the party with some strange fellows that not only looked strong, but they had their own airship, much larger than Caroline's.

Story Enemy

Times Spotted: 1


Last edited by Zerifachias on Sun May 10, 2015 7:14 pm; edited 15 times in total
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Post by Zerifachias Thu Sep 18, 2014 7:30 pm

Caroline Maier
Female, 24 (August 17)

Appearance:
Spoiler:

Profession: Sky Pilot - One who controls the currents of the sky with a giant airship, she is proficient in piloting and defending from attacks. (Piloting)

Piloting - Allows a toggle-able Flight mechanic that can be used for free once per turn. This unit cannot use abilities while in Flight mode.

Weapon: Customized Laser Rifle - An easy-to-use rifle that is most suited for medium-ranged combat. (4 cell range)(Int-based)
Armor: Pilot Suit - A tight suit that helps keep wind currents from dragging her around everywhere.
Accessory: Goggles - These help protect the eyes against the wind.

A-Ability: The Innovator

Fire Lasers! - Caroline charges up her rifle and aims for her target carefully. Once fully charged, she fires a highly concentrated beam of energy at her target, piercing the target and hitting all enemies in the path of the beam for reduced damage. 140% Int DMG. Pierces through target to hit enemies directly behind. Deals 30% less damage to each target hit after the first. Single direction. 10 EN. Neutral Elemental.

Ricochet - Caroline aims carefully, then fires a tiny burst from her laser rifle that is faster than the rifle's normal speed. The laser bounces off of hard surfaces and flesh alike, bouncing around until it fizzles out of existence. 100% Int DMG to the initial target. Deals 80% Int DMG to 3 random enemies. The same enemy can be hit more than once by this ability. 4 cell initial target range. 8 EN. Neutral Element.

R-Ability: N/A

S-Ability: Incendiary Lasers - This unit's basic attacks and some abilities also do additional fire damage based on the target's Max HP. Deals 2% Max HP DMG after every successful basic attack or laser-based attack.

Final Judgement: Airship Defense Grid: Activate Lasers! - Boom. That is all. (Neutral)

Level: 2
Progress: 0/30

Stats:

HP: 39/39
EN: 50/50
Atk: 1
Def: 4 (+0 from Pilot Suit)
Int: 6 (+1 from Customized Laser Rifle)(+1 from Goggles)
Spr: 3 (+1 from Pilot Suit)
Move: 2 (+1 from Sky Pilot Profession)
Crit: 4%
Evade: 2%
Morale: (//////////)

Skill Points: 1


Last edited by Zerifachias on Fri Mar 25, 2016 7:47 pm; edited 4 times in total
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Post by Masquerade Thu Sep 18, 2014 10:07 pm

Name: Aaron "Era" Cadence
Gender: Male
Age: 23
Level: 2
Next Level: 16/30
Appearance:
Spoiler:

Profession: Warrior of Time - Unexpected circumstances led the one who claims this profession to gaining an uncanny power over time allowing him to utilize the flow of it in his attacks against those who would wish harm upon him or his friends. (Equips: Short Swords, Dual Swords, Long Swords, Great Swords)(Isolation)

*Isolation: Allows this unit to pass through other units, ally and enemy alike, as if they did not exist.

Weapon: Chronos Essence - Long sword blessed with the power of time, it's golden gears have long since rusted and the time that surged around it has faded.
Armor: Modern Garb - Clothes from a more modern era.  They may or may not be appropriate for various time periods.
Accessory: Backpack - A green backpack used for storing things.

A-Ability: Passing the Time:

+Lag Time: Pauses briefly for a moment before lunging upwards and falling down upon an enemy with a downwards slash but leaves behind an afterimage that will repeat the action on the following turn.  120% Atk Dmg.  Range: 4 cells.  User lands in adjacent cell to enemy that's closest to the user's starting position.  Leaves behind a Lag Clone that will execute this attack on the following turn but will not create an additional clone.  For each turn following, the Lag Clone will repeat movements and actions made by the user, always being one turn behind the user.  The clone disappears if the user makes only a Wait action on a given turn.  10 EN.  This ability can't be used again as long as the Lag Clone exists on the field.

+Rush Hour: Lunges into an enemy with one's blade, grinding the force of time around oneself before dashing completely through the foe.  140% Atk Dmg.  Range: 2 cells. User ends up 2 cells behind the target. Places the user in Haste if not already afflicted.  8 EN.

Spoiler:

R-Ability: Heart Conjunction - If this unit happens to enter a cell adjacent to an ally, then this ability activates allowing for a Causality Point to be created.  This unit, as a free action, may activate the command Rewind to surge back through time to the current Causality Point.  The surge through time shreds movement-restricting status effects and restores 15% of this unit's Max HP.  Only one Causality Point can be set at a time.  The Causality Point is a cell adjacent to the unit that this unit makes contact with and will move along with that unit.  After a Causality Point has been used, another cannot be created for 3 turns.

S-Ability: Time Mastery - Extends the duration of Haste on this unit by one turn.  Also renders the unit immune to Time-based afflictions such as Slow, Stop, and Doom.

D-Ability: Endless Timeweaving (Neutral) - Breaks down the fabrics of time into individual threads and rends reality itself by throwing them into disarray, blasts of chaotic energy ravaging foes before the elegant tapestry is sown back together, leaving the enemies entirely disabled from the disruption and one's allies wizened.  Deals 100% Piercing Atk damage to all enemies on the battlefield.  Survivors are subject to Stop and Slow, if not Stopped.  All allies gain Haste with a duration extended by Time Mastery and have their dominant attacking stat increased by 20% for the same duration.

Stats:

HP: 39/39
EN: 50/50
Atk: 6 (+1 from Chronos Essence)
Def: 5 (+1 from Modern Garb)
Int: 1 (+0 from Chronos Essence)
Spr: 2 (+0 from Modern Garb)(+1 from Backpack)
Critical: 3%
Evasion: 4%
Movement: 2 cells (+1 from Warrior of Time Profession)
Morale: (//////////)

Skill Points: 1


Last edited by Masquerade on Fri Mar 25, 2016 8:19 pm; edited 7 times in total
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Post by Zerifachias Fri Sep 19, 2014 4:06 pm

Anna Maier
Female, 19 (September 30)

Appearance:
Spoiler:

Profession: Star Guide - One who maps the skies, memorizing each and every star and its pattern of movement in the sky. This one is gifted with great mental prowess. (Horoscope)(Int-based Basic Attack)

Horoscope - All abilities have their range increased by 1.

Weapon: Telescope - If she can see you, she can hit you. (Infinite Range)
Armor: Sky Sailor's Gear - Good material to where while taking to the skies.
Accessory: Goggles - These help protect the eyes while faced with strong winds.

A-Ability: Star Signs

Capricorn: The Worker - The user inspires her target, making them work quicker and more efficiently, thereby increasing their overall effectiveness in battle. Boosts Atk by 40% for three turns. 3 cell range. 8 EN.

Gemini: The Philosopher - The user inspires her target, making them mentally stronger and better fit for a longer, more strategic fight. Boosts Int by 40% for three turns. 3 cell range. 8 EN.

Pisces: The Caretaker - The user rejuvenates her target, granting them the strength to continue through a tough fight despite their injuries. 120% Int Healing DMG. 3 cell range. 6 EN.

R-Ability: N/A

S-Ability: Lyra's Ballad - After every cast of an ability under Star Signs, this unit additionally provides a damage-absorbing shield equal to 30% of this unit's current Int to the targeted ally. The shield provided cannot stack with another shield created with this ability and the duration/health of the shield does not refresh. Another instance of Lyra's Ballad can only be placed after the first is gone. The shield lasts for 3 turns.

Final Judgement: Falling Star - The user calls down the wroth of the stars upon her enemy, smiting them with the power of the astral planes. All enemies hit have their Atk and Int cut in half for three turns. 100% Piercing Int DMG to all enemies.

Level: 3
Progress: 16/30

Stats:

HP: 30/30
EN: 50/50
Atk: 1
Def: 3 (+1 from Sky Sailor's Gear)
Int: 7 (+1 from Telescope)(+1 from Goggles)
Spr: 5
Move: 2 (+0 from Star Guide Profession)
Crit: 3%
Evade: 2%

Skill Points: 1


Last edited by Zerifachias on Fri Mar 25, 2016 7:48 pm; edited 3 times in total
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Post by Zerifachias Fri Sep 19, 2014 4:06 pm

Jens Smith
Male, 30 (March 29)

Appearance:
Spoiler:

Profession: Innovator - Nothing is too strange or wild to the one who wants to create new strange and wild things. But remember, always have a backup plan. (Genius)

Genius - Provides immunity to statuses such as Berserk and Charm/Mesmerize.

Weapon: Golden Gun - A small pistol more suited to close range, otherwise it suffers a heavy accuracy decrease. (3 cell range gains a +10% damage increase)(4 cell range has a 70% hit rate)
Armor: Simple Suit - Suited for suiting around in a suit.
Accessory: Mechanical Goggles - Useful for blocking wind currents and harmful chemicals.

A-Ability: Flask of Venom

Purpose - The user inspires oneself with a directive, a purpose. This seems to supercharge the user's weapon, generating an electrical current into the bullets. For the next three turns, this unit's basic attacks deal 30% more damage and apply one stack of Zap. When an enemy unit accumulates three stacks of Zap, they are Paralyzed for three turns. Self only. 6 EN.

Secret: Toxin Vial - The user reveals a special vial filled with dangerous chemicals. When coated over a tape of bullets or a blade, it provides a way to poison enemies. Applies Poison to basic attacks and Abilities that use a physically-based weapon. Adjacent cell range. 4 EN.

Secret: Incendiary Flask - The user whips up a quick chemical formula into a small flask and throws it at the enemy. The flask explodes in a plume of flames upon contact with a surface, engulfing anything nearby in a quick burst of fire. 120% Atk DMG. 3 cell range. Burns the target. 8 EN.

R-Ability: Lucky Number Six - After six consecutive basic attacks on a specific target, this unit receives a permanent 40% damage boost against that specific target.

S-Ability: Second Shot - There is a 40% chance that this unit can shoot two bullets in the same basic attack combo. All on-hit effects apply as normal. The second shot counts towards any kind of basic attack counter.

Final Judgement: The Most Unfair Russian Roulette Game - "Bang. You lose." 200% Piercing Atk DMG to a single enemy. Instant Death cutoff is raised to 60% Max HP rather than 50%.

Level: 4
Progress: 0/30

Stats:

HP: 35/35
EN: 50/50
Atk: 5 (+1 from Golden Gun)(+1 from Mechanical Goggles)
Def: 4
Int: 1
Spr: 2 (+1 from Simple Suit)
Crit: 4%
Evade: 3%

Skill Points: 0
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Join date : 2009-11-01
Age : 31
Location : Naletia

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Adventures of Naletia: Thieves and Beggars Empty Re: Adventures of Naletia: Thieves and Beggars

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