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Tales of a Dreamer - Iceweed Addiction (CP Thread)

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Post by Zerifachias Tue Sep 20, 2011 7:21 pm

~Chapter 01 - Capital City Bound~

~Section Two: Zweisun and Galckik~

Summary: Separated from each other, Marigold, Fu, Vance, and Nanaro have to navigate their way through the strange valley at an unknown height and location. Fu and Vance are confronted with Galckik, and Marigold and Nanaro with the Zweisun. However will they manage to get through the area and back together again?


Last edited by Zerifachias on Tue Dec 27, 2011 11:10 am; edited 4 times in total
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Post by Zerifachias Tue Sep 20, 2011 7:21 pm

~Inventory~

~Medicinal Items~

+ Raw Iceweed Root (x2) - Increases the regeneration process of health by 15% for 5 turns upon use.

+ Iceweed Petal Shard (x2) - Increases the regeneration process of mana by 15% for 5 turns upon use.

+ Salted Bark (x2) - Cures Poison upon use.

+ Coconut Milk (x1) - Cures Concussion upon use.

+ Fire Pouch (x4) - Consumable. Throwing this will cause a small pillar of flame to erupt from beneath it. 10 Piercing Fire DMG. 4 cell range.

~Weapons/Armor/Accessories/Fusing~

White Jewel - A strange, white crystal that does not reflect light. It's true purpose is unknown. (+6 EN)(Can be equipped by: Fu)

White Furs (x4) - A pure white fur that is cold to the touch. (Crafting Material)

Feathers (x4) - Fluffy, multi-colored feathers. Not much else to say about them. (Crafting Material)

Galckik Head (x1) - Yes, this has a use. Troll skulls are incredibly sturdy, believe it or not. It's harder than steel and lighter than iron. Pretty damn good if you ask me. (Smelting Material)

Fishscale (x2) - Hard scales of the sentient creature known as Zweisun. Well...you can get these off of any kind of fish, really. It's easier to get it from a Zweisun though. (Crafting Material)

~Key Items~

+ Travel Pack - A large pack that, no matter how much items you put in it, never seems full.

+ Iceweed Pouch - A small pouch woven together by the stalks of the Iceweed plant. It is very durable. 444 Shards.

Map of Krephu

+ Mingle City
---Portland
---Marigold's House

+ Diaski Mountain Range Trail
---300 feet
---450 feet
---Summit

+ Snow Bear Mountain Trail
---Northern Trail - Diaski Territory
---Summit - Diaski Territory


Last edited by Zerifachias on Wed Jun 27, 2012 8:47 pm; edited 18 times in total
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Post by Zerifachias Tue Sep 20, 2011 7:22 pm

Bestiary: 0% Filled

Humanoid

+ Nellion [Puppeteer] (Found: One-of-a-Kind/Items: ???; Fire Pouch; Golden Key; ???/Encountered: Snow Bear Mountain Summit/Defeated: 1

Beast

+ Snow Wolf (Found: Snowy Mountain Biomes/Items: White Furs/Encountered: Diaski Mountain Range Trail/Defeated: 4)

+ Galckik (Found: Tropical, Mountainous Biomes/Items: Galckik Head; ???? ?? ????????/Encountered: Galckik Ravine/Defeated: 1)

Inorganic

+ Ice Elemental (Found: Puppeteer's Magic/Items: ???/Encountered: Snow Bear Mountain/Defeated: 2)

Plant

Machine

Demon

Undead

Angel

Aquatic

Insect

Reptilian


~Inflictionary~

Positive Status:

+ Bubble - Doubles HP for 3 turns, but halves HP afterward.

+ Confidence - A state reached after achieving maximum Morale. 20% EN immediate regeneration, 5-15 HP and 5-15 MP immediate regeneration (depends on level), all stats increase by 2, and all hits are Sure Hits. Confidence carries over to the next battle if it is still active when the first battle ends.

+ Enlarge - Doubles size to increase defense and attack by 100%. Lasts 3 turns.

+ Float - Grants immunity to Earth-elemental attacks, allows movement over nature cells, and doubles damage taken by the Wind-element for 3 turns.

+ Haste - Quickens movements to allow for two action and move phases per turn. Lasts for 3 turns.

+ Invisible - Allows for invisibility, while under this state the afflicted cannot be targeted. Lasts for 3 turns.

+ Overheat - Grants immunity to Freeze and Ice-elemental attacks, but takes double damage from Fire-elemental attacks.

+ Protect - Halves all physical damage taken for 3 turns. Cannot be used in conjunction with Shell.

+ Shell - Halves all magical damage taken for 3 turns. Cannot be used in conjunction with Protect.

+ Reflect - Any spells cast at the afflicted will rebound upon the caster for 3 turns.


Negative Status:

+ Addle - The afflicted becomes confused and is unable to remember abilities for 3 turns. Can be cured by Esuna magic.

+ Apathy - The afflicted cannot regain mana by any means for 3 turns. Can be cured by Dispel magic.

+ Berserk - Attack is doubled, but defense is reduced to 0 for 3 turns. Can be cured by Esuna magic.

+ Bleeding - The afflicted takes 10% Max HP DMG each turn until returned to full health. Enemy attacks have a greater chance of becoming critical hits. Can be cured by Esuna magic.

+ Blind - The afflicted is unable to see, so their steps and attacks are random. 50% Accuracy, movements are twisted for 3 turns. Can be cured by Esuna magic.

+ Blood Loss - The afflicted takes 25% Max HP DMG. Occurs once upon the enemy attack. Cannot be cured.

+ Burn - The afflicted takes 12% Max HP DMG each turn for 3 turns. Can be cured with Esuna magic.

--Severe Burn - The afflicted takes 17% Max HP DMG each turn for 3 turns. Defense is halved.

+ Charm/Mesmerize - The afflicted aides the enemy in their endeavors instead of the allies, due to being intrigued by a spell. Can be cured by Dispel magic.

+ Concussion - The afflicted is subject to such extreme pain that they are unable to move for awhile, and take damage every turn for 5 turns. 10% HP DMG each turn. Paralysis. Can be cured by Esuna magic.

+ Confusion - The afflicted is dazed and in frustration, attacks either itself, enemies, or allies. 33.33% chance for any. Hitting self will get rid of the confusion. Lasts for 3 turns. Can be cured by Esuna magic.

+ Critical - Those under the Critical status have less than 25% HP remaining, and are more susceptible to negative status effects. Critical statuses are removed after HP reaches above 25% maximum.

+ Curse - The afflicted becomes unable to use R-, S-, and D-Abilities until cured. Can be cured by Dispel magic.

+ Disable - The afflicted is no longer able to take an action phase for their turn. Lasts for 3 turns. Can be cured by Esuna magic.

+ Deprotect - The afflicted takes double damage from physical attacks for 3 turns. Can be cured by Dispel magic.

+ Deshell - The afflicted takes double damage from magical attacks for 3 turns. Can be cured by Dispel magic.

+ Doom - Afflicted experiences Instant Death in 10 turns. Can be cured by Dispel magic.

+ Eject - The afflicted is kicked out of the battle for the remainder of the battle.

+ Frail - Afflicted becomes unable to restore HP by any means for 3 turns. Can be cured by Esuna magic.

+ Freeze - Afflicted is frozen in ice and becomes unable to move or take an action for 3 turns. Damage taken is doubled. Can be cured by Esuna magic.

+ Hypothermia - The afflicted takes damage equal to 10% of their Max HP each turn for 5 turns. At the 5th turn, they suffer 40% Current HP damage.

+ Immobilize - Afflicted is unable to take a move action for 3 turns. Can be cured by Esuna magic.

+ Instant Death - Afflicted is immediately KO'ed. Bypasses any abilities that have anything to do with HP reaching zero. Can be cured by Revive magic.

+ Oblivion - The afflicted's very existence is shattered and turned into nothing, lost forever in the void. Cannot be cured.

+ Paralyze - Afflicted can no longer move or take action for 3 turns. Can be cured by Esuna magic.

+ Poison - The afflicted takes 14% Max HP DMG each turn for 3 turns. Can be cured by Esuna magic.

--Toxin - The afflicted suffered from an extremely bad poison in their bodies. 21% Max HP DMG each turn for 4 turns. Can be cured by Esuna magic.

---Venom - The afflicted is Stopped and takes 17% Max HP DMG for 3 turns. Can be cured by Esuna magic.

+ Sap - HP is reduced by 15% Max HP per turn for 5 turns. Can be cured by Dispel magic.

+ Seal - Afflicted can no longer move or take action for 3 turns. Can be cured by Esuna magic.

+ Shrink - The afflicted halves in size, causing attack and defense to halve as well for 3 turns.

+ Sleep - The afflicted is asleep and cannot take an action or move phase for 3 turns. Physical damage will wake the afflicted. Physical damage is automatically a critical hit. Can be cured by Esuna magic.

--Deep Sleep - The afflicted has entered a realm of deep sleep from which not even physical attacks can wake the afflicted, but they are still critical hits. Can be cured by Esuna magic.

---Nightmare - A vicious affliction in which the HP of the victim is sapped away by a terrible nightmare. 10% Max HP DMG each turn for as long as the afflicted is asleep.

+ Slump - A state reached when Confidence wears off or when Morale is completely depleted. Maximum HP and MP are reduced by 5-15, Energy is depleted, all stats decrease by 2, and there is a 30% miss rate. Slump does not carry over to the next battle. Slump lasts for as long as the character is below 4 (//////////) Morale.

+ Vulnerable - The afflicted becomes vulnerable to the next attack done by an enemy, regardless of the element. Can be cured by Dispel magic.

+ Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns. Can be cured by Esuna magic.

+ Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns. Can be cured by Esuna magic.


Last edited by Zerifachias on Tue Dec 27, 2011 11:23 am; edited 6 times in total
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Post by Zerifachias Tue Sep 20, 2011 7:22 pm

~Soundtracks~


Chapter 00 ~ Tutorial Chapter

~Snowy Mountain~
~Dance of Dragons~

Chapter 01 ~ Capital City Bound
~Race to the Summit~
~Nellion Main Theme~
~Marigold's Lullaby~
~Run, Run Away~


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~Special Features~


~Achievements~

Chapter 00 ~ Tutorial Chapter: Section A - The Civil War
+ Objective: Defeat The Wolf Pack!
--Extra: Defeat all the wolves before they call for help! (Status: Completed!)(Points Awarded for Completion: 20)

Enemies: Snow Wolf Lvl 1 (x4)
Area: Diaski Mountain Range Trail (Pt. 1)
Atmosphere: Snowy Mountain Biome (5% Chance of Hypothermia per turn).

Chapter 00 ~ Tutorial Chapter: Section A - The Civil War
+ Objective: Stall your death as long as possible!
--Extra: N/A

Enemies: Ira, Dragon of Flames
Area: Diaski Mountain Range Trail (Pt. 2)
Atmosphere: Dancing Flames - Don't touch the flames, they hurt. (Standing close to the fire can cause Burn. 20% chance)

Chapter 01 ~ Capital City Bound: Section One - Bear With Me
+ Objective: Slide past the bears unnoticed or defeat them.
+ Objective: Ascend the mountain. End points are marked.
--Extra: Try not to harm any bears. They're friendly. Sorta. (Status: Completed!)(Points Awarded for Completion: 25)

Enemies: Ice Elemental Lvl 1 (x2)
Area: Snow Bear Mountain Trail: Northern Trail - Diaski Territory
Atmosphere: Tense (Some actions may end up pissing off the bears. Don't do it. It'll hurt. Badly.)

Chapter 01 ~ Capital City Bound: Section One - Bear With Me
+ Objective: Defeat Nellion the Puppeteer
--Extra: Ignore Nature; Win Battle - Defeat Nellion without attacking the elementals. (Status: Completed!)(Points Awarded for Completion: 20)
--Extra: Bury Him Again! - Catch Nellion in an avalanche. (Status: Completed!) (Points Awarded for Completion: 40)

Enemies: Nellion Lvl 5; Ice Elemental Lvl 1 x2; Wind Elemental Lvl 1
Area: Snow Bear Mountain Trail: Summit - Diaski Territory
Atmosphere: Cold Weather; Thin Air (-10 EN to all characters not affiliated with the ice-element; Doesn't affect the mid-boss character)

Chapter 01 ~ Capital City Bound: Section Two - Zweisun and Galckik
+ Objective: Keep away from the Galckik until it gives up the chase!
--Extra: Mini-Troll Slayer - Kill a Galckik (Status: Available; In Progress) (Points Awarded When Completed: 150)

~Map Exploration~

Chapter 00 ~ Tutorial Chapter

None Available...

Chapter 01 ~ Capital City Bound

+ TBA...



Last edited by Zerifachias on Tue Dec 27, 2011 11:29 am; edited 9 times in total
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Post by Zerifachias Tue Sep 20, 2011 7:23 pm

Fishface
Level: 3

Profession: Zweisun - A race identical to both fish and men, therefore fishmen. These creatures typically live in wetlands or swampy areas, but can be found in the tropical regions below the great glaciers of Krephu. They are extremely hostile and territorial creatures, often feuding with the stronger and dumber Galckik.

Weapon: Fishbone Sword - A curved sword made of bones that have been sharpened quite nicely. (Added Effect: Bleeding)
Armor: Fishscale - When clean, iridescent. When dirty, a murky green-brown color.
Accessory: Gills (Can traverse water cells)

A-Ability: Smells Fishy

+ Rotten Fishbreath - Though the Zweisun mostly attack with physical abilities, their breath can leave grown men convulsing on the ground. Chance of Disable. 2 cell range. 8 MP. 4 EN.

+ Stabbing Fishtail - Whips around with the sword and stabs the target in the gut a few times. 100% Atk DMG. 3 hits. Adjacent cell range. 10 MP. 12 EN.

+ Watery Fishfist - Coats the fist in a current of water and punches the living daylights out of the target. 130% Int DMG. Water Elemental. Adjacent cell range. Chance of Wet. 8 MP. 8 EN.

R-Ability: None.

S-Ability: Conductive Energy - Deals 20% more damage to foes who are Wet. (Passive)

Final Judgment: ~Sealed~

Stats:
EN: 50
HP: 44
MP: 63 (+7 from Gills)
Atk: 5 (+2 from Fishbone Sword)
Def: 4 (+2 from Fishscales)
Int: 3 (+0 from Fishbone Sword)
Spr: 5 (+2 from Fishscales)
Move: 2 (+1 from Zwiesun Profession/+2 when in water)
Evade: 4%
Morale: (//////////)

*See above for Gilly*


Last edited by Zerflah on Sun May 06, 2012 3:03 pm; edited 14 times in total
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Post by Zerifachias Tue Sep 20, 2011 7:24 pm

Name: Marigold Diaski
Age: 21
Gender: Female
Appearance:
Spoiler:

Level: 2
Progress: 48/50

Profession: Ice Manifestation - Once every few generations, a human is born with an extraordinarily high affinity to ice. This human is typically a neutral presence until threatened or befriended. Having this creature on your side is probably the greatest thing that could happen to you in an arctic region. (Ice Affinity)

*Ice Affinity - Simply means a preliminary start into later ice affinity development. Meaning the Ice Manifestation takes 10% less damage from Ice and Water elements, but 10% more damage from fire elements.

Weapon: Iceweed Flower Bud - A small, cyan bud that rests in the wearer's hair. It does not have the same effects as the fully grown flower, but it has some power. Range: 2 cells. Int-based DMG.
Armor: Rough Iceweed Dress - A dress made from the Iceweed plant that provides protection, but not a lot of it.
Accessory: Iceweed Cap - A small hat made from the Iceweed plant that sits atop the wearer's head, making her twice as cute.

A-Ability: Freeze

+ Stabbing Icicle - The user shoots out a sharp, pointed icicle at the target from the user's hand. It does a good amount of physical damage. 120% Atk DMG. 3 cell range. Chance of Piercing (50%). 9 MP. Ice Elemental. Requires 7 EN.

+ Frozen Embrace - The user hugs the target and freezes their limbs with her bitter cold skin. May cause Freeze. Heals Burn instead if the target is inflicted with it. Adjacent cell range. 6 MP. Ice Elemental. Requires 5 EN.

A-Ability: Item

R-Ability: None

S-Ability: Frozen Entropy - The Ice Manifestation's movement in a snowy/ice biome is doubled. Also, all of her attacks have an increased 10% damage output.

D-Ability: Howling Blizzard - The user casts a powerful spell that destroys the battlefield and replaces it with a winter wasteland, everything turned to ice and snow, no signs of any color besides the white, frozen water. Deals 100% Piercing Int DMG to all enemies. May cause Super Freeze. Ice Elemental.

Stats:
EN: 50
HP: 42
MP: 51
Atk: 0 (+0 from Iceweed Flower Bud)
Def: 3 (+0 from Rough Iceweed Dress)(+1 from Iceweed Cap)
Int: 10 (+1 from Iceweed Flower Bud)
Spr: 5 (+1 from Rough Iceweed Dress)
Move: 2
Evade: 3%
Morale: (//////////)

Skill Points: 1


Last edited by Zerifachias on Wed Nov 16, 2011 4:55 pm; edited 8 times in total
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Post by Zerifachias Tue Sep 20, 2011 7:24 pm

Name: Fu
Age: 20
Gender: Male
Appearance:
Spoiler:

Level: 2
Progress: 26/50

Profession: Monk - One who follows the holy path of God. Monks travel to the far reaches of the world to spread their word to all who will hear, and cast out demons as they go.

Weapon: Holy Fist - A hard, rock glove that is very uncomfortable to wear, but has modifications to it that allow it to pack quite a punch. It also has it's own anti-demon wavelength. Int-Based, Adjacent cell.
Armor: Priestly Robe - A garment not really suited for traveling, but it's main purpose is to ward off spirits.
Accessory: Golden Key - A key made entirely of gold. (Immune Disable)

A-Ability: Scripture

+ Casting out Demons - The user recites words from the holy text that the user carries around in order to cast out a demon from an inflicted character. Lifts one mental status ailment from a single character that is in earshot. 3 cell range. 8 MP. Light Elemental. Requires 4 EN.

+ Lifting Spirits - The user recites words from the holy text that the user carries around in order to lift the spirit of a downed character. Lifts one physical status ailment from a single character that is in earshot. 3 cell range. 8 MP. Light Elemental. Requires 4 EN.

+ Healing Wounds - A different spell where the user recites a single phrase "be healed" unto a character that has been wounded. By tapping into the user's own energy, the user is able to heal another character. 120% Int Healing DMG to a single character up to 4 cells away. 8 MP. Light Elemental. Requires 6 EN.

R-Ability: None.

S-Ability: Resounding Scriptures - Fu recites scriptures in a confident voice so that everyone can hear him. All abilities pertaining to the Scripture A-Ability slot have infinite range.

Final Judgement: Revelation - 100% Piercing Int to all enemies. Light Elemental. There is a 10% chance that an enemy will take double damage from this attack.

Stats:
EN: 50 (+6 from Golden Key)
HP: 41
MP: 37
Atk: 3 (+0 from Holy Fist)
Def: 2 (+1 from Priestly Robe)
Int: 8 (+1 from Holy Fist)
Spr: 5 (+1 from Priestly Robe)
Move: 3
Evade: 3% (+1% from Golden Key)
Morale: (//////////)

Skill Points: 0


Last edited by Zerifachias on Wed Nov 16, 2011 7:16 pm; edited 12 times in total
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Post by Zerifachias Tue Sep 20, 2011 7:25 pm

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Post by Masquerade Wed Sep 21, 2011 9:06 am

Name: Vance Granadas
Gender: Male
Age: 17
Level: 2
Next Level: 26/50
Appearance:
Spoiler:

Profession: Ninja - The one who claims this profession stalks in the shadows and utilizes stealth along with powerful jutsu to subdue foes quickly. (Equips: Ninja Swords; Throwing)(Dual Wield)

Weapon: Rusty Ninja Sword - An old, rusty sword. Its blade is rather dull.
Weapon: Senbon - Throwing needles that are pointed at both ends. (Range: 4 cells)
Armor: Light Ninja Clothes - Standard clothes of the one who calls themself a ninja.
Accessory: Chakra Glove - Glove capable of enhancing physical strength by quickening the cycle of mana within the body.

A-Ability: Ninjutsu:

+Smoke Bomb: Throws down a bomb that emits smoke upon explosion allowing for the user to get away. Enables a second move action for the turn this ability is used. Range: Self. 6 MP. 4 EN.

+Dragon Style: Fire Blast: Blows fire from the user's mouth that scorches the target and nearby foes in a unique shape. 150% Int Dmg. Range: 3 cells ('x' shape). Chance of Burn. 10 MP. 12 EN. Fire elemental.

+River Style: Water Serpent: Summons a mighty serpent composed of water that dives at a foe and splashes enemies nearby in a unique shape. 150% Int Dmg. Range: 3 cells ('x' shape). Chance of Wet. 10 MP. 12 EN. Water elemental.

Spoiler:

R-Ability: None.

S-Ability: Quick Feet - Movement is increased by 1 cell passively.

D-Ability: Stance of Divinity: Heaven Style: Spectral Dragon Jutsu (Holy) - Calls forth the power of light and warps it into the shape of a mighty dragon that crashes into the enemy and renders in to nothingness with scathing brilliance. Deals 200% Piercing Int damage to a target up to 4 cells away.

Stats:

*HP +5 per level
*MP +4 per level


HP: 41
MP: 32
EN: 60
Atk: 7 (+1 from Rusty Ninja Sword)(+1 from Senbon)(+1 from Chakra Glove)
Def: 4 (+0 from Light Ninja Clothes)
Int: 5 (+0 from Senbon)
Spr: 2 (+1 from Light Ninja Clothes)
Evade: 6%
Movement: 2 cells (+2 from Ninja Profession)(+1 from Quick Feet)
Morale: (//////////)

Skill Points: 0
Skill Enhancer Points: 2


Last edited by Masquerade on Wed Jun 27, 2012 10:30 pm; edited 13 times in total
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Post by Masquerade Wed Sep 21, 2011 9:07 am

Name: "Nanaro" (Amy Rhodes)
Gender: Female
Age: 13
Level: 3
Next Level: 42/50
Appearance:
Spoiler:

Profession: Mage - Cutesy appearance packing serious magic heat, the one who claims this profession manipulates elemental mana to cast dangerous spells.

Weapon: Brass Bell - A simple little bell made of brass. (Damage: INT)(Range: 2 layers of surrounding cells)
Armor: Winter Coat - Not much of a winter coat since it's always cold.
Accessory: Scarf - Worn to keep one's neck warm.

A-Ability: Elemental Magic:

+Pyre: Burst of flame flies through the air to strike a foe. 120% Int Dmg. Range: 3 cells. 5 MP. 5 EN. Fire elemental.

+Cryo: Drops icicle down on foe. 120% Int Dmg. Range: 3 cells. 7 MP. 5 EN. Ice elemental.

Spoiler:

R-Ability: None.

S-Ability: Bell of Life - User recovers 1% Max HP and 1% Max MP at the start of each player phase.

D-Ability: Cacophony (Darkness) - Conjures two enormous obsidian bells from the abyss that levitate into the air and let loose their deadly notes, unleashing a storm of bolts of black lighting to surge through the area and lash out at random foes. Deals 100% Piercing Int damage to all enemies on the battlefield.

Stats:

*HP +3 per level
*MP +8 per level


HP: 26
MP: 66
EN: 50
Atk: 1 (+0 from Brass Bell)
Def: 3 (+0 from Winter Coat)(+1 from Scarf)
Int: 9 (+1 from Brass Bell)
Spr: 7 (+1 from Winter Coat)
Evade: 4%
Movement: 2 cells
Morale: (//////////)

Skill Points: 2
Skill Enhancer Points: 4
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