Adventures of Naletia: The Great Witch Hunt (CP Thread)

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Adventures of Naletia: The Great Witch Hunt (CP Thread)

Post by Zerifachias on Sat Apr 25, 2015 8:57 pm

~Chapter One: One Lost Soul~

Part One: Sabrina Tammen


Summary: A tiny girl has wandered into an encampment with Aika and Joseph, collapsed from exhaustion and near death. While her cloak and sandals speak to her condition, the royal garments beneath that speak to something else in this girl's character: she was no wanderer. What could a girl from the royal family be doing out in the wilderness? The capital city is a five day walk to where the camp was; could she have really traveled that huge distance by herself? The blizzard notwithstanding, it was an amazing showing of true willpower and a large amount of luck that landed this girl in the arms of Joseph.

Party Level: 1

Progress: 0/10

Inventory

Consumables:

Herb (x0) - Upon use, applies a Regen buff that restores 5 HP per turn for 3 turns.

Small Root (x0) - Upon consumption, applies a Regen buff that restores 5 EN per turn for 3 turns.

Antidote (x0) - Upon use, nullifies the effects of Poison/Severe Poison or Venom.

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

Weapons/Armor/Accessories:

N/A

Materials:

N/A

Key Items:



Last edited by Zerifachias on Sun Apr 26, 2015 3:45 pm; edited 1 time in total

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Re: Adventures of Naletia: The Great Witch Hunt (CP Thread)

Post by Zerifachias on Sat Apr 25, 2015 8:57 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 Sun Apr 26, 2015 3:46 pm; edited 2 times in total

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Re: Adventures of Naletia: The Great Witch Hunt (CP Thread)

Post by Zerifachias on Sat Apr 25, 2015 8:57 pm

Enemy Profiles

Wolf Spirit
Level: 1
Quantity: 4
Codex: Not Yet Recorded

A-Ability: Gnaw

Spirit's Calling - A piercing howl into the sky that silences magic-users. 100% Sound Int DMG. Chance of Silence. 5 cell radius. 10 EN.

Ghost Bite - A savage bite that drains energy from the very soul. 140% Int DMG. Chance of Weaken. 8 EN.

R-Ability: N/A

S-Ability: Swift in Light - This unit gains +2 Move and +15% Evade in bright light.

Stats:
HP: 20/20
EN: 50/50
Atk: 1
Def: 2
Int: 6
Spr: 3
Move: 4
Evade: 5%
Crit: 2%


Last edited by Zerifachias on Sat May 02, 2015 8:56 pm; edited 3 times in total

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Re: Adventures of Naletia: The Great Witch Hunt (CP Thread)

Post by Zerifachias on Sat Apr 25, 2015 8:58 pm

Sabrina's Codex

Friendly Characters

Aika the Darkened - No Entry Yet

~

Joseph Branz Gerrigan - No Entry Yet.

~

Non-Player (Neutral) Characters

N/A

Enemy Characters

N/A





Last edited by Zerifachias on Sun Apr 26, 2015 4:00 pm; edited 2 times in total

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Re: Adventures of Naletia: The Great Witch Hunt (CP Thread)

Post by Zerifachias on Sat Apr 25, 2015 9:00 pm

Sabrina Tammen
Female, 20 (April 1)

Appearance:
Spoiler:
Full Image

Profession: Kinetic - One whom uses the forces of magic around her body rather than within to interact with the world around her. (Psychokinesis)(Basic Attacks = Int-Based; 5 cell range)

Psychokinesis - This unit's basic attacks apply a debuff called "Thoughtless" which decreases the effectiveness of abilities and spells by 10%.

Weapon: Elven Dagger - A dagger forged by the elves; note the designs, particularly the dragon's eye.
Armor: Royalty - Does a royal dress make one royalty?
Accessory: Charm of Myths - It's a fake representation of an elven jewel.

A-Ability: Just a Thought

Force - The target is struck with a massive force of spiritual energy, knocking the target flat on its back and forcing it to spend time getting back up and wonder what the hell just hit it. 120% Int DMG. Knocks down the target for 1 turn. 4 cell range. No EN. 6 MP.

Crush - The target is pressed with crushing weight on either side by an invisible force. Bones snap and limbs break under the immense pressure of this simple thought. 140% Int DMG. May cause Disable. 4 cell range. No EN. 8 MP.

A-Ability: Item

R-Ability: Magic Daggers - Upon being attacked by a ranged physical attack, this unit stops the attack short and counters with a basic attack to the assailant, regardless of range. This ability has a 25% higher Critical Hit chance and includes the bonus from Piercing Concentration for a total of 35% bonus Crit Chance.

S-Ability: Piercing Concentration - This unit is able to concentrate so thinly that her every basic attack has a much higher critical strike chance, and every critical hit does far more damage than it should. 10% Boost to Crit Chance. Critical hits on basic attacks do 200% DMG instead of 150%.

Final Judgment:

Stats:

HP: 30/30
EN: 20/20
MP: 25/25
Atk: 1
Def: 2
Int: 4 (+1 from Elven Dagger) (+1 from Charm of Myths)
Spr: 3 (+1 from Royalty)
Move: 2
Crit: 4% (+10 from Piercing Concentration)
Evade: 2%


Last edited by Zerifachias on Sat May 02, 2015 9:02 pm; edited 1 time in total

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Re: Adventures of Naletia: The Great Witch Hunt (CP Thread)

Post by Silver on Sat Apr 25, 2015 9:02 pm

Name: Aika the Darkened

Age: 34

Gender: Female

Appearance:
Spoiler:
Profession: Archeress- Taking up the bow with a surprising amount of skill, the one who claims this profession begins to master the techniques of classic ranged combat. (Skill Chain) (Equip: Bows)

Skill Chain: Able to link basic attacks with skills and some skills with other skills. Max Chain: Basic Attack ––– Skill ––– Skill.

Spoiler:
Master Bowman- Through insurmountable training and journeying, the one who claims this profession takes up the bow as an extension of one's self, bringing out the true grace of ranged combat through awe-inspiring and incredibly deadly techniques. (Unlimited) (Serenity) (Skill Chain) (+1 Basic Attack) (Equip: Bows)

Unlimited: Boosts the range of all attacks and skills by 2 cells. Attacks become harder to dodge.
Serenity: Boosts Atk by 10% and Evasion by 5% passively.
Skill Chain: Able to link basic attacks with skills and some skills with other skills. Max Chain: Basic Attack ––– Skill ––– Skill.

Level: 1
Exp: 0/30

Weapon: Hunter's Bow- Originally used for hunting wildfowl and other creatures. (Range: 4 Cells)
Armor: Journeyer's Garments- Roughspun garments offering meager protection while promoting mobility.
Accessory: Undefinable Tattoo- Twisted and distorted yet shockingly beautiful ink applied to the wearer's upper thigh.

A-Ability: True Arrow

+Force of WillPours willpower into the bow to fire a stronger arrow at a faraway target. 130% Atk Damage. Range: 6 Cells. 6 EN. 0 STA.

+Calm MindTakes a moment to calm one's self in order to better focus on the battle at hand. No Damages. Increases Atk and Evasion by 10% for Three Turns. Range: Self. 0 EN. 5 STA.

Spoiler:
+Fake OutFires a faulty arrow off into the distance before swiftly firing a second arrow which always hits its mark. 110% Atk Damage. Sure Hit. Range: 4 Cells. ? EN. ? STA.

+BreathePauses for a moment to breathe and truly find one's center before continuing with the battle. No Damage. Bestows Regen. Reduces incoming damage by 10% for Three Turns. Range: Self. ? EN. ? STA.

+Pressure ShotFires an arrow teeming with negative energy which releases a burst of pressure upon the target. 100% Atk Damage. Reduces the target's Def and Spr by 10% for Three Turns. Reduces the target's move by 1 cell for Three Turns. Range: 4 Cells. ? EN. ? STA.

+VanishEvokes minor control of energy to shroud one's self or an ally in the darkness for the time being. No Damage. Bestows Invisible. Range: 3 Cells. ? EN. ? STA. Darkness Elemental.

+Quarter BurstSwiftly fires four arrows one after another in quick succession. 75% Atk Damage. 4 Hits. Chance of Stun. Range: 4 Cells. ? EN. ? STA.

+RallyEvokes minor control of energy to send a sharp burst out to all nearby, increasing their determination to fight. No Damage. Increases Critical Hit Rate by 25% for Three Turns. Range: Self + Adjacent Cells. ? EN. ? STA.

+PincushionFires off two arrows which speed toward the target's legs before finishing the assault with another sharp arrow aimed for their gut. 90% Atk Damage. 2 Hits. 125% Atk Damage. Chance of Immobilize. Range: 4 Cells. ? EN. ? STA.

+HeadshotFocuses intently on the target, lining up the shot perfectly before firing an arrow which rips through the air faster than lightning and pierces the target's skull. 160% Atk Damage. Chance of Addle. Chance of Bleeding. Chance of Doom. Range: 6 Cells. ? EN. ? STA.

A-Ability: Arrow Rain *LOCKED*

Spoiler:
+ShowerFires innumerable arrows high up into the sky and utilizes energy to alter their normal arc to rain down specifically upon the opposition. 80% Atk Damage. 6 Randomized Hits. Range: All Enemies. ? EN. ? STA.

+BatterCoats the bow in a thick layer of energy before flipping it around and beating the target with it. 110% Atk Damage. Knocks the target 3 cells away. Chance of Stun. Range: Adjacent Cell. ? EN. ? STA.

+Darkened BurstFires numerous arrows coated in layers of concentrated darkness which speed about erratically before colliding in on a single target and exploding into a vicious sphere of blackness which does not lift from the unfortunate recipient of this attack. 120% Atk Damage. 3 Hits. Increased chance to hit. Chance of Blind. Increases susceptibility to negative statuses by 10% for Three Turns. Range: 4 Cells. ? EN. ? STA. Darkness Elemental.

+Malice ArrowPours feelings of hate and rage into an arrow before firing it directly at the target. 160% Atk Damage. Chance of Berserk. Range: 4 Cells. ? EN. ? STA.

+Time ShredderFires an arrow coated in time essence which rips in and out of the current moment of existence to strike its target at opportune moments. 110% Atk Damage. Damages persists for Three Turns. Range: 4 Cells. ? EN. ? STA.

R-Ability:

+CrippleExpertly weaves out of the way of highly intimate assaults and counters with a precise strike at pressure points. Whenever the user is attacked physically from an adjacent cell, she dodges the attack and reduces the target's Def by 15% for Five Turns. This effect does not stack. The target has a small chance of being stunned.

S-Ability:

+Sharpened EyeThe eyes of a master are honed to seek out every weakness instinctively. Boosts Critical Hit Rate by 20% passively. The user is resistant to having her accuracy reduced.

D-Ability:

+Final BreathSwallows harshly before pouring all of one's dormant dismay into the bow, using their very essence to fire off an arrow which strangles the targets with their own, very real fears. 200% Piercing Atk Damage. High Chance of Fear. Chance of Instant Death. Range: Straight Line [First Target]. All EN.

Stats:

HP: 35/35
EN: 30/30
STA: 10/10
Atk: 4 (+1 from Hunter's Bow) (+1 from Undefinable Tattoo)
Def: 3 (+1 from Journeyer's Garments)
Int: 1 (+0 from Hunter's Bow)
Spr: 2 (+0 from Journeyer's Garments)
Critical: 3% (+20% from Sharpened Eye)
Evade: 3%
Move: 2 Cells (+2 from Archeress Profession)
Morale: (//////////)

Skill Points: 0

_________________

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Re: Adventures of Naletia: The Great Witch Hunt (CP Thread)

Post by Masquerade on Sat Apr 25, 2015 9:05 pm

Name: Joseph Branz Gerrigan
Gender: Male
Age: 24
Level: 1
Next Level: 0/30
Appearance:
Spoiler:
Joseph is a tall man with broad shoulders and a slightly bulky build.  He can be intimidating in appearance, hulking over other smaller people, but he is surely the kindest.  His hair is always kept short, a bit longer on the top than the sides and back, and is blond in color, lustrous like sunshine.  Emerald eyes take in the world with eagerness the likes of which is not commonly seen.  His face is rugged yet warm, a trimmed blond beard resting upon his chin and always kept in good condition.  He is a wanderer, not a bum.  He wears a white button up shirt with beige pants that have black suspenders attached.  His shoes are formal, black and polished.  Over top of everything he wears a violet cloak, long and billowing.  He cares not what others think of the color; it is a very important garment to him.


Profession: Friendly Wanderer - With sword in hand, the one who claims this profession does not travel to make foes or harm people, but to make friends and sway people over to the side of good.  Those who resist adamantly are not long for this world. (Foe Crusher I)

*Foe Crusher I: Those who resist even once one's attempt to make friends are marked for destruction, even if they make a change of heart later.  Targets marked as Foes take 10% more damage from this unit.

Weapon: Best Friend Sword - Strange sword surrounded by a warm aura.  Being cut with it affects the heart, but in what way?
Armor: Soul Sworn Cloak - Beautiful violet cloak made of a thin fabric.  The soul is always at rest when worn.
Accessory: Beating Heart Locket - Strange pink heart-shaped locket that actually has a clock within that ticks mimicking the beating of a heart.

A-Ability: Power of Friendship:

+To My Side: With a shining beacon of light charged with friendliness, slashes the target and persuades them to join the user.  100% Atk Dmg.  Range: Adjacent.  Allows the target to join the user's side in battle.  6 EN.

+To Arms, My Friends: Bolsters the strength and resolve of nearby allies including ones that have just joined the side of good.  Boosts ATK and INT by 20% for 3 turns.  Range: Self; all surrounding cells.  No EN. 7 STA.

R-Ability: None.

S-Ability: Heart Compaction - Those who join the side of good allow for themselves to be compressed into glass spheres such that they may aid the user in future battles.  One glass sphere can be called upon at the start of a battle.  Only one glass sphere companion can be on the field at a time.  Only three glass spheres can be used in a single battle.  Glass sphere companions gain experience as the user does.

Final Judgement: Circle of Dreams (Holy) - STOP!  This battle...all this fighting...it must come to an end.  Please, let us join hands and ponder the wonders of this world!  Hand in hand, we will defy all that forces us to harm one another, and we will overcome it with sheer peace!  Can you feel it?  Let us leave this world of agony and pain behind and embrace the land of the future which houses our dreams.  Suffuse yourself with the calm radiance and lose yourself in splendid solace...  Enemies have the chance to turn Docile and flee the battle.  If they do not, they take 100% Piercing Atk damage.  In any case, recovers 100% Piercing Atk HP for oneself and one's allies.

Stats:

HP: 35
EN: 30
STA: 15
Atk: 4 (+1 from Best Friend Sword)
Def: 3 (+1 from Soul Sworn Cloak)
Int: 1 (+0 from Best Friend Sword)
Spr: 2 (+0 from Soul Sworn Cloak)(+1 from Beating Heart Locket)
Critical: 3%
Evasion: 2%
Movement: 2 cells (+1 from Friendly Wanderer Profession)

Skill Points: 0

_________________


*Thanks to Mayari for the wonderful avatar/signature combo

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Re: Adventures of Naletia: The Great Witch Hunt (CP Thread)

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