The Hundred Year War (CP Thread)
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The Hundred Year War (CP Thread)
King's Log
~Chapter 00-A~
--~--
Sar'tu Unification...?
|--|--~--|--|
Enemies
|--|--~--|--|
Achievements
~Chapter 00-A~
--~--
Sar'tu Unification...?
|--|--~--|--|
Enemies
- Spoiler:
- Kyle, James, Catherine (LVL 1)
Profession: Soldier
Weapon: Iron Sword
Armor: Iron Plate Mail
Accessory: Knight's Helm
A-Ability: For the King!
Twinstrike - Two slashes with the sword, with a choice to target the arms, legs, or body of the enemy.
[100% Atk DMG (x2)---Effect: Randomly Disables, Immobilizes, or causes Bleed---Adjacent cell range---Other: N/A]
[12 MP; 10 EN]
Throw Down - Grabs the target with a gloved hand and throws the target onto the ground, making them hit their head.
[120% Atk DMG---Effect: May cause Addle---Adjacent cell range---Other: N/A]
[8 MP; 6 EN]
R-Ability: N/A
S-Ability: Soldier's Wrath - Can be activated once per battle to heavily increase the damage potential of the soldier's next basic attack. Doubles Atk for the next two basic attacks.
D-Ability: ~Locked~Stats:
HP: 45
MP: 21
EN: 50
Atk: 5 (+1 from Iron Sword)
Def: 3 (+1 from Iron Plate Mail)(+1 from Knight's Helm)
Int: 0
Spr: 1
Move: 2 (+1 from Soldier Profession)
Evade: 3%
Crit: 6%
Morale: (//////////)
- Spoiler:
- Adrie, Lamda (LVL 1)
Profession: Mage Soldiers
Weapon: Crystal Staff
Armor: White Robes
Accessory: Sapphire
A-Ability: For Magia!
Douse - Sprays water at a target from above, drenching them in the wet and cold, making it easier to afflict them with other statuses.
[70% Int DMG---Effect: May cause Wet---4 cell range---Other: May also cause the target to become weaker to other afflictions]
[10 MP; 9 EN]
Sparkle - Shines a bright light in the target's eyes, dealing magical damage to their sight and blinding them slightly.
[120% Int DMG---Effect: May cause Blind---4 cell range---Other: N/A]
[10 MP; 7 EN]
R-Ability: N/A
S-Ability: Empower - When activated, greatly increases one unit's Int to abnormal levels and granting them an additional turn to act. Increases Int of one unit by 50% for their next two basic attacks, as well as +1 Act Phase for their next turn. When activated, only becomes effective the next turn.
D-Ability: ~Locked~Stats:
HP: 22
MP: 44 (+5 from Sapphire)
EN: 50
Atk: 0
Def: 2
Int: 4 (+1 from Crystal Staff)
Spr: 3 (+1 from White Robes)
Move: 2 (+0 from Mage Soldier Profession)
Evade: 2%
Crit: 4%
Morale: (//////////)
|--|--~--|--|
Achievements
Achievement Points: ---
|--|--~--|--|
In Progress:
|--|--~--|--|
Completed:
|--|--~--|--|
Failed:
Last edited by Zerifachias on Sun Dec 16, 2012 3:39 pm; edited 4 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Hundred Year War (CP Thread)
Inventory:
|--|--~--|--|
|--|--~--|--|
Consumables:
Alchemist's Rot [3] - It's called that because many alchemists have to drink what they make to test it. This particular brew is...surprising. Regenerates 15 HP over 3 turns.
Truth Shard [1] - Some say that this magical leaf will cause you to be unable to lie for a few seconds. No one can ever really know if that's true or not though. Regenerates 10 MP over 3 turns.
Skeleton Key [2] - Damn, it's a fake! Oh well, at least it'll open SOMETHING....I think. Opens any locked chest upon use.
|--|--~--|--|
Weapons:
N/A
|--|--~--|--|
Armor:
N/A
|--|--~--|--|
Accessories:
N/A
|--|--~--|--|
Materials
N/A
|--|--~--|--|
Key Items:
Gold Pouch: 100
Seed of Strength - A legend from the ancient days that was planted beneath the palace in Zael. It holds tremendous power, unusable by any other than the True King of Sar'tu. Legend states that this Seed will show its true power when the nation of Sar'tu is unified.
Map of Sar'tu
Last edited by Zerifachias on Sun Dec 16, 2012 2:37 pm; edited 5 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Hundred Year War (CP Thread)
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.
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 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. Is cured upon being attacked by any means.
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.
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.
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.
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 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. Is cured upon being attacked by any means.
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.
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 Sun Dec 16, 2012 3:52 pm; edited 4 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Hundred Year War (CP Thread)
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
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
Last edited by Zerifachias on Mon Dec 10, 2012 6:51 pm; edited 2 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Hundred Year War (CP Thread)
Ellard von Rekaen I
Male, 34 (December 1)
Appearance:
Profession: The Prodigal King - Hear me peasants! I shall be your new ruler! Throw away the notions of democracy and unite under a single banner! [Earache]
Earache - The Prodigal King is immune to speeches and sound-based attacks. He cannot be swayed in any form.
Weapon: Old Greatsword - A very large sword.
Armor: Regal Cloak - Fancy.
Accessory: Golden Crown - It sparkles.
A-Ability: To War!
Unify - The king orders all members of his royal force to combine their strengths to defeat the enemy. His orders inspire those to whom he directs his message.
[No Damage---Effect: +1 Basic Attack---Range: All Allies---Other: N/A]
[10 MP; 7 EN]
Flag Spike - The king plants his flag on the field, sometimes throwing it at an enemy to pierce their body and kill them, using their body as a means to keep the flag upright. Wherever the flag is, those allied with the king that are close to it get a morale boost.
[140% Atk DMG---Range: 3 cells---Other: If this attack kills an enemy, refund the mana cost. Those nearby gain +20% Atk]
[12 MP; 9 EN]
A-Ability: Item
R-Ability: N/A
S-Ability: True Damage - Whenever the king attacks an enemy, he refuses to be bound by the rules of armor. In addition to normal damage, the king uses 20% of his Atk to deal Piercing damage with each basic attack.
Judgment: ~Sealed~
LVL: 1
Progress: 0/50
Stats:
HP: 45/45
MP: 23/23
EN: 50/50
Atk: 5 (+1 from Old Greatsword)
Def: 3 (+1 from Regal Cloak)
Int: 0
Spr: 1 (+1 from Golden Crown)
Move: 2 (+1 from The Prodigal King Profession)
Evade: 4%
Crit: 5%
Morale: (//////////)
Male, 34 (December 1)
Appearance:
- Spoiler:
Profession: The Prodigal King - Hear me peasants! I shall be your new ruler! Throw away the notions of democracy and unite under a single banner! [Earache]
Earache - The Prodigal King is immune to speeches and sound-based attacks. He cannot be swayed in any form.
Weapon: Old Greatsword - A very large sword.
Armor: Regal Cloak - Fancy.
Accessory: Golden Crown - It sparkles.
A-Ability: To War!
Unify - The king orders all members of his royal force to combine their strengths to defeat the enemy. His orders inspire those to whom he directs his message.
[No Damage---Effect: +1 Basic Attack---Range: All Allies---Other: N/A]
[10 MP; 7 EN]
Flag Spike - The king plants his flag on the field, sometimes throwing it at an enemy to pierce their body and kill them, using their body as a means to keep the flag upright. Wherever the flag is, those allied with the king that are close to it get a morale boost.
[140% Atk DMG---Range: 3 cells---Other: If this attack kills an enemy, refund the mana cost. Those nearby gain +20% Atk]
[12 MP; 9 EN]
A-Ability: Item
R-Ability: N/A
S-Ability: True Damage - Whenever the king attacks an enemy, he refuses to be bound by the rules of armor. In addition to normal damage, the king uses 20% of his Atk to deal Piercing damage with each basic attack.
Judgment: ~Sealed~
LVL: 1
Progress: 0/50
Stats:
HP: 45/45
MP: 23/23
EN: 50/50
Atk: 5 (+1 from Old Greatsword)
Def: 3 (+1 from Regal Cloak)
Int: 0
Spr: 1 (+1 from Golden Crown)
Move: 2 (+1 from The Prodigal King Profession)
Evade: 4%
Crit: 5%
Morale: (//////////)
Last edited by Zerifachias on Mon Dec 10, 2012 6:04 pm; edited 1 time in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Hundred Year War (CP Thread)
Zekai Storm "Zekki"
Female, 26 (Autumn 31)
Appearance:
Profession: Assassin Guardian - A twist on the old assassin profession, this kind of person is loyal to one person, whom she guards with her life, using her experience and abilities to assassinate enemies by any means necessary. [Secret Blade]
Secret Blade - The number of basic attacks for this character is increased by 1.
Weapon: Shiv - A small dagger used primarily for cutting necks.
Armor: Armored Coat - A travel coat reinforced with strong wires that resist physical attacks.
Accessory: Extra Dagger - For all your extra stabbing needs.
A-Ability: Stealth
Into Shadows - Zekki conceals her body in a curtain of shadow, allowing her to move freely around the battlefield without being noticed. If she gets too close to an enemy, the stealth wears off.
[No Damage---Effect: Stealth---Range: Self---Other: Will be revealed if an enemy steps into a surrounding cell.]
[8 MP; 5 EN]
Cutthroat - Zekki pops up behind an enemy unit, using her sharp dagger to cut through their neck, making them bleed. If Zekki was under cover of shadows, then the attack is that much more deadly.
[120% Atk DMG---Effect: Bleeding---Range: Adjacent cell---Other: If Into Shadows was active, this move is a Critical Hit.]
[9 MP; 7 EN]
A-Ability: Item
R-Ability:Assassin's Hatred - If Zekki is attacked by magical means, her next attack against that enemy is doubled in power.
S-Ability: Assassin Under Cover - If Zekki is stealthed, increase her number of basic attacks by 1. Also increase Critical Hit chance for basic attacks by 15%. This effect wears off if Zekki is revealed. [Situational Passive]
Judgment: Storm Blade Dance - Zekai jumps towards an enemy or in the center of a group of enemies, her blades out, and twirls her body around like a whirlwind. The whirlwind turns into a tempest of blades that slice the enemy or enemies, dealing a great deal of damage and pain.
[200% Piercing Atk DMG to a single enemy]
[OR]
[150% Piercing Atk DMG to all enemies within 3 cells]
[May cause Bleeding to survivors]
LVL: 1
Progress: 0/50
Stats:
HP: 40/40
MP: 25/25
EN: 50/50
Atk: 4 (+1 from Shiv)(+1 from Extra Dagger)
Def: 3 (+1 from Reinforced Coat)
Int: 0
Spr: 2
Move: 2 (+2 from Assassin Guardian Profession)
Evade: 7%
Crit: 7%
Morale: (//////////)
Female, 26 (Autumn 31)
Appearance:
- Spoiler:
Profession: Assassin Guardian - A twist on the old assassin profession, this kind of person is loyal to one person, whom she guards with her life, using her experience and abilities to assassinate enemies by any means necessary. [Secret Blade]
Secret Blade - The number of basic attacks for this character is increased by 1.
Weapon: Shiv - A small dagger used primarily for cutting necks.
Armor: Armored Coat - A travel coat reinforced with strong wires that resist physical attacks.
Accessory: Extra Dagger - For all your extra stabbing needs.
A-Ability: Stealth
Into Shadows - Zekki conceals her body in a curtain of shadow, allowing her to move freely around the battlefield without being noticed. If she gets too close to an enemy, the stealth wears off.
[No Damage---Effect: Stealth---Range: Self---Other: Will be revealed if an enemy steps into a surrounding cell.]
[8 MP; 5 EN]
Cutthroat - Zekki pops up behind an enemy unit, using her sharp dagger to cut through their neck, making them bleed. If Zekki was under cover of shadows, then the attack is that much more deadly.
[120% Atk DMG---Effect: Bleeding---Range: Adjacent cell---Other: If Into Shadows was active, this move is a Critical Hit.]
[9 MP; 7 EN]
A-Ability: Item
R-Ability:
S-Ability: Assassin Under Cover - If Zekki is stealthed, increase her number of basic attacks by 1. Also increase Critical Hit chance for basic attacks by 15%. This effect wears off if Zekki is revealed. [Situational Passive]
Judgment: Storm Blade Dance - Zekai jumps towards an enemy or in the center of a group of enemies, her blades out, and twirls her body around like a whirlwind. The whirlwind turns into a tempest of blades that slice the enemy or enemies, dealing a great deal of damage and pain.
[200% Piercing Atk DMG to a single enemy]
[OR]
[150% Piercing Atk DMG to all enemies within 3 cells]
[May cause Bleeding to survivors]
LVL: 1
Progress: 0/50
Stats:
HP: 40/40
MP: 25/25
EN: 50/50
Atk: 4 (+1 from Shiv)(+1 from Extra Dagger)
Def: 3 (+1 from Reinforced Coat)
Int: 0
Spr: 2
Move: 2 (+2 from Assassin Guardian Profession)
Evade: 7%
Crit: 7%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: The Hundred Year War (CP Thread)
Name: Elexis Quinn
Gender: Female
Age: 24 [April 13th]
Appearance:
--- Stationary - Due to the weight of her canvas, Elexis's movement is reduced to 0.
--- Inspirational - The ranges of Elexis's skills and basic attacks are increased infinitely.
Weapon: Brush of Red Paint - Its hairs splattered with the undying stain of old, red paint, anything crafted with this brush has an oddly warm hue to it.
Armor: Tacky Garments - Old clothing that may or may not intentionally lack a sleeve and a half.
Accessory: Iron Brooch - An old, cross-shaped decoration to be wrapped around the neck.
A-Ability: Guidance of the Heart
+ Whispering Gauntlet: From Elexis's canvas arises a ghastly-white streak of paint, which proceeds to wrap itself gently around the target's fists with the whirling strength of an everlasting tornado. The target gains 1 basic attack for three turns. Each of the target's basic attacks deal bonus damage equal to 40% of Elexis's ATK as long as they are affected by Whispering Gauntlet.
--- Defining Stroke: Increases the gained number of basic attacks to 2. When this effect is activated, the amount of time remaining on the target's Whispering Gauntlet is not refreshed.
(D: -- / A: +1 Basic Attack, +D = 40% Elexis ATK / R: 3 / MP: 10 / EN: 7 / E: Wind)
+ Murmuring Orb: A blue, circular outline gently plops into the sky from Elexis's canvas, floating over to the target and encompassing its body in a fine, bubble-like shell. The target gains Bubble for three turns. As long as the target is affected by Murmuring Orb, their DEF and SPR cannot be lowered.
--- Defining Stroke: Heals the target for 20% of their Max HP.
(D: -- / A: Bubble, Null DEF-SPR Debuffs / R: 3 / MP: 12 / EN: 9 / E: Water)
S-Ability:
+ Defining Stroke: Elexis may use basic attacks on ally units. Instead of dealing damage, these basic attacks cause a bonus effect based on any A-Ability the target is currently affected by. If the target is currently affected by more than one of Elexis's A-Abilities, then she may choose which Defining Stroke to activate. Elexis may not attack an ally if they are not affected by one of her A-Abilities.
Awakening:
+ The Rainbow's Tears: Elexis paints the world a vast array of colors, defining it with a new level of beauty that human eyes had never been exposed to. Heals all allies within 5 cells of Elexis for 50% of their Max HP and removes all negative status effects.
(D: -- / A: Heal 50% Max HP, Cleanse / R: 5 Surrounding / MP: 0 / E: Neutral)
LVL: 1
EXP: 0 / 50
SP: 0
HP: 26 / 26
MP: 38 / 38 [+5 from Iron Brooch]
EN: 50 / 50
ATK: 4 [+1 from Brush of Red Paint]
DEF: 3 [+1 from Tacky Garments]
INT: 0
SPR: 2
CRIT: 4%
EVADE: 3%
MOVE: 2 [+0 from Artist Profession][-2 from Stationary]
MORALE: {//////////}
Gender: Female
Age: 24 [April 13th]
Appearance:
- Spoiler:
--- Stationary - Due to the weight of her canvas, Elexis's movement is reduced to 0.
--- Inspirational - The ranges of Elexis's skills and basic attacks are increased infinitely.
Weapon: Brush of Red Paint - Its hairs splattered with the undying stain of old, red paint, anything crafted with this brush has an oddly warm hue to it.
Armor: Tacky Garments - Old clothing that may or may not intentionally lack a sleeve and a half.
Accessory: Iron Brooch - An old, cross-shaped decoration to be wrapped around the neck.
---------~---------
A-Ability: Guidance of the Heart
+ Whispering Gauntlet: From Elexis's canvas arises a ghastly-white streak of paint, which proceeds to wrap itself gently around the target's fists with the whirling strength of an everlasting tornado. The target gains 1 basic attack for three turns. Each of the target's basic attacks deal bonus damage equal to 40% of Elexis's ATK as long as they are affected by Whispering Gauntlet.
--- Defining Stroke: Increases the gained number of basic attacks to 2. When this effect is activated, the amount of time remaining on the target's Whispering Gauntlet is not refreshed.
(D: -- / A: +1 Basic Attack, +D = 40% Elexis ATK / R: 3 / MP: 10 / EN: 7 / E: Wind)
+ Murmuring Orb: A blue, circular outline gently plops into the sky from Elexis's canvas, floating over to the target and encompassing its body in a fine, bubble-like shell. The target gains Bubble for three turns. As long as the target is affected by Murmuring Orb, their DEF and SPR cannot be lowered.
--- Defining Stroke: Heals the target for 20% of their Max HP.
(D: -- / A: Bubble, Null DEF-SPR Debuffs / R: 3 / MP: 12 / EN: 9 / E: Water)
---------~---------
S-Ability:
+ Defining Stroke: Elexis may use basic attacks on ally units. Instead of dealing damage, these basic attacks cause a bonus effect based on any A-Ability the target is currently affected by. If the target is currently affected by more than one of Elexis's A-Abilities, then she may choose which Defining Stroke to activate. Elexis may not attack an ally if they are not affected by one of her A-Abilities.
---------~---------
Awakening:
+ The Rainbow's Tears: Elexis paints the world a vast array of colors, defining it with a new level of beauty that human eyes had never been exposed to. Heals all allies within 5 cells of Elexis for 50% of their Max HP and removes all negative status effects.
(D: -- / A: Heal 50% Max HP, Cleanse / R: 5 Surrounding / MP: 0 / E: Neutral)
---------~---------
LVL: 1
EXP: 0 / 50
SP: 0
HP: 26 / 26
MP: 38 / 38 [+5 from Iron Brooch]
EN: 50 / 50
ATK: 4 [+1 from Brush of Red Paint]
DEF: 3 [+1 from Tacky Garments]
INT: 0
SPR: 2
CRIT: 4%
EVADE: 3%
MOVE: 2 [+0 from Artist Profession][-2 from Stationary]
MORALE: {//////////}
Last edited by Durn on Sun Dec 09, 2012 9:49 pm; edited 7 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: The Hundred Year War (CP Thread)
Name: Nicolas 'Nic' Beckham
Age: 19
Gender: Male
Appearance:
Profession:
Exp: 0/50
-------------------
Weapon: Leather Gloves- Simple leather gloves that one has fueled with just a little bit of mana to help channel magic through.
Armor: Concealment- Gray cloak that enables the one who wears it to sort of blend in and avoid attention.
Accessory: Magician's Hat- If it was not obvious enough already, this makes one's profession pretty clear.
-------------------
A-Ability: Affected Magic
+ Lick of Flame- The user conjures a small flickering flame in his hand before making an upper-cut motion that causes flame to rise up from the ground underneath his target. 100% Int Damage. 50% Chance of Poison. Range: 4 Cells. 7 Mp. 4 EN. Fire Elemental.
+ Diamond Reduct- The user makes a fist with his hand causing a large block of ice to appear above his target's head and then drops his hand causing the block to continuously batter the target over and over again. 90% Int Damage. 4 Hits. 50% Chance of Shrink. Range: 3 Cells. 10 Mp. 7 EN. Ice Elemental.
A-Ability: Afflicted Spellcasting *LOCKED*
R-Ability:
+ Absorb Force- Upon having a magic attack cast at the user, he conjures a barrier of mana that absorbs the spell and increases the power behind his own slightly. Whenever the user is hit with an Int-based attack boost the user's Int-based damage output by 10%. Stacks 5 times.
-------------------
S-Ability:
+ Perfected Addition- The user has practiced for hours on end to make his spells not only powerful but easily surprising as well. The user's Int and chances of inflicting negative status conditions are increased by 10% passively.
-------------------
D-Ability: Conflagration- The user tosses a fireball at his target at such a pace that it is easily blocked by the user's target. The user crosses his arms, shaking his head in annoyance before conjuring a large surge of mana that culminates into a gigantic sphere of flame that the user then releases in the form of a large stream that leaves no corner of the battlefield untouched. When the fires finally die out one finds that the flames have forever immortalized the damage in stone evermore. 100% Pierce Int Damage. 50% Chance of Petrify. Range: All Enemies. 0 Mp. Fire Elemental.
-------------------
Stats:
Hp: 24 [+3 per Level]
Mp: 42 [+5 per Level]
EN: 50/50
Atk: 0 (+0 from Leather Gloves)
Def: 2 (+0 from Concealment)
Int: 4 (+1 from Leather Gloves) (+1 from Magician's Hat) (+1 from Perfected Addition)
Spr: 3 (+1 from Concealment)
Crit: 5%
Evade: 5%
Move: 2 Cells (+0 from Mage Profession)
Morale: (//////////)
-------------------
Skill Points: 0
Age: 19
Gender: Male
Appearance:
- Spoiler:
Profession:
- Spoiler:
- + Mage- Little more than a basic title for one able to use magic, however the one who claims this profession casts spells that have a little surprise for those hit by them. (Equip: Gloves)
+ Sage- A little more practiced than your average Mage, the one who claims this profession has perfected the basic use of spellcraft and advanced his abilities so that his magic really sticks to his targets. (Poisoned Magic) (Damage: Int) (+1 Basic Attack) (Equip: Gloves)
Poisoned Magic: The user natura mana is laced with advanced mana particles that increase the chances of inflicting adverse status effects. +10% Chance of Inflicting Negative Statuses.
Exp: 0/50
-------------------
Weapon: Leather Gloves- Simple leather gloves that one has fueled with just a little bit of mana to help channel magic through.
Armor: Concealment- Gray cloak that enables the one who wears it to sort of blend in and avoid attention.
Accessory: Magician's Hat- If it was not obvious enough already, this makes one's profession pretty clear.
-------------------
A-Ability: Affected Magic
+ Lick of Flame- The user conjures a small flickering flame in his hand before making an upper-cut motion that causes flame to rise up from the ground underneath his target. 100% Int Damage. 50% Chance of Poison. Range: 4 Cells. 7 Mp. 4 EN. Fire Elemental.
+ Diamond Reduct- The user makes a fist with his hand causing a large block of ice to appear above his target's head and then drops his hand causing the block to continuously batter the target over and over again. 90% Int Damage. 4 Hits. 50% Chance of Shrink. Range: 3 Cells. 10 Mp. 7 EN. Ice Elemental.
- Spoiler:
- + Fulmination- The user crosses an arm over his chest before spinning and bringing it back to his side causing a burst of lightning to rain down on his target. 75% Int Damage. 50% Chance of Stop. Range: 5 Cells. ? Mp. Lightning Elemental.
+ Sorrowful Waters- The user performs a series of movements that form a sort of cross before punching through its middle, causing a torrent of water to flood out at rapid speeds and wrap itself around the target like a tendril. 120% Int Damage. 50% Chance of Curse. Range: 4 Cells. ? Mp. Water Elemental.
+ Thunderclap- The user charges mana to his hands before clapping them together releasing a pulse of electricity which expands outwards and shocks those it touches. 100% Int Damage. 50% Chance of Silence. Range: 2 Cell Radius. ? Mp. Lightning Elemental.
+ Firebolt Flash- The user rubs his fingers together, mana forcing flames to ignite at his fingertips which he commands to grow as he throws his engulfed hand around; needle-like strings of flame surge through the air and burst upon contact. 75% Int Damage. 5 Hits. 50% Chance of Burn. Range: 4 Cells. ? Mp. Fire Elemental.
+ Frostbite- The user thrusts his palms outward causing a wall of ice to appear in front of him and fly forward at the target. Upon making contact with the target the wall shatters and the shards recollect around the target and sink into their system. 140% Int Damage. 50% Chance of Mana Drain. Range: 4 Frontal Cells [One Target]. ? Mp. Ice Elemental.
+ Nova- The user forces all of his mana into his palms and raises his hands above his head, mana collecting until there is a large spiraling sphere of the substance collected just above him. With a quick snap the mana catches aflame and flares violently before the user directs it towards the target of his choosing, the enormous fireball exploding upon contact, catching all nearby in flame. 200% Int Damage. Range: 5 Cells + 2 Cell Radius. ? Mp. Fire Elemental.
A-Ability: Afflicted Spellcasting *LOCKED*
- Spoiler:
- + Arcane Knowledge- The user draws forth his mana and cycles it, closing his eyes so that he may calm his mind and boost his control over his magic. No Damage. Bestows Doublecast; Bestows Mp Regen. Range: Self. ? Mp.
+ Siren's Song- The user utilizes his knowledge of the workings of mana and causes it to replicate a mythical tune which lures sailors to their death at sea, further utilizing his mana to make the song a reality. As a wave of mana washes over the battlefield, those touched by it feel as though the sea is tossing them about wildly before it ultimately drags them under, never to be seen again. 125% Int Damage. 25% Chance of Drown. Range: All Enemies. ? Mp. Water Element.
R-Ability:
-------------------
S-Ability:
+ Perfected Addition- The user has practiced for hours on end to make his spells not only powerful but easily surprising as well. The user's Int and chances of inflicting negative status conditions are increased by 10% passively.
-------------------
D-Ability: Conflagration- The user tosses a fireball at his target at such a pace that it is easily blocked by the user's target. The user crosses his arms, shaking his head in annoyance before conjuring a large surge of mana that culminates into a gigantic sphere of flame that the user then releases in the form of a large stream that leaves no corner of the battlefield untouched. When the fires finally die out one finds that the flames have forever immortalized the damage in stone evermore. 100% Pierce Int Damage. 50% Chance of Petrify. Range: All Enemies. 0 Mp. Fire Elemental.
-------------------
Stats:
Hp: 24 [+3 per Level]
Mp: 42 [+5 per Level]
EN: 50/50
Atk: 0 (+0 from Leather Gloves)
Def: 2 (+0 from Concealment)
Int: 4 (+1 from Leather Gloves) (+1 from Magician's Hat) (+1 from Perfected Addition)
Spr: 3 (+1 from Concealment)
Crit: 5%
Evade: 5%
Move: 2 Cells (+0 from Mage Profession)
Morale: (//////////)
-------------------
Skill Points: 0
Re: The Hundred Year War (CP Thread)
Name: Nortrom
Gender: Male
Age: 42
Appearance:
Profession: Evoker - Nortrom is the bane of all other practitioners of elemental magic. As an Elementalist himself Nortrom channels his spells by putting himself in a presence of mind that corresponds to a certain element, allowing him a vast array of spells to use. [Range: 3 cells] [INT-Based Normal Attacks] [Quick Evocation]
*Quick Evocation - Channeling an element does not take up one of Nortrom's Act actions.
Weapon: Ancient Tome - An old spelltome with several pages ripped out.
Armor: Mantle of Intelligence - A mantle that may corrupt the wearer, but grants wisdom in return.
Accessory: Ring of Basilius - An artifact granted as a reward for the greatest of mages. [+5 HP]
A-Ability: Evocation
+ Quas - Nortrom channels the element of ice to produce around him a freezing aura which weakens attackers and slows projectiles. [Range: Self. Grants Quas. Nortrom takes 15% reduced damage while channeling Quas. Nortrom may only have one element channeled at a time. 6 MP. 2 EN]
-- Cold Snap - Nortrom saps the heat out of his target, draining it into himself. [110% Ice INT Dmg. Range: 5 cells. Damage dealt is drained as HP. 10 MP. 6 EN]
+ Wex - Nortrom channels the element of lightning to energize himself and enhance his quickness. [Range: Self. Grants Wex. Nortrom gains 2 extra Normal Attacks while channeling Wex. Nortrom may only have one element channeled at a time. 6 MP. 2 EN]
-- Alacrity - Nortrom sends currents into his own body, further enhancing his agility as if his current state of mind was not enough. [Range: Self. Grants Doublecast. 8 MP. 7 EN]
R-Ability:Counterflux - Whenever Nortrom is attacked magically he has a 50% chance to use the exact same attack against his attacker but changing the element of the attack to Neutral and using his own INT for damage calculations.
S-Ability: Expanded Mind - Perhaps the wisest among the twelve Magi, Nortrom possesses greater mental capacities than many others of his trade. Increases Nortrom's MP by 15%.
Null Field - Nortrom's mastery of magic has granted him the ability to use spells directed at him to protect himself. Reduces incoming magical damage by 20% and converts the reduced damage into a shield which absorbs physical damage. If Nortrom has an existing shield and this effect adds to the shield value, it will only add half of what it would normally add.
D-Ability: Ascended Form - Nortrom opens up his mind, unlocking an inner potential within himself that through his years of practice has been honed to near-perfection. [Range: Self. Doubles all bonuses granted by elemental channels for 3 turns]
Level: 1
EXP: 0/50
HP: 26/26 (+5 from Ring of Basilius) (+3 each level)
MP: 38/38 (+6 from Expanded Mind) (+5 each level)
EN: 50/50
ATK: 0
DEF: 2
INT: 4 (+1 from Ancient Tome)
SPR: 3 (+1 from Mantle of Intelligence)
Evade: 3%
Haywire: 4%
Movement: 2 (+0 from Evoker Profession)
Morale: (//////////)
Skill Points: 0
Gender: Male
Age: 42
Appearance:
- Spoiler:
Profession: Evoker - Nortrom is the bane of all other practitioners of elemental magic. As an Elementalist himself Nortrom channels his spells by putting himself in a presence of mind that corresponds to a certain element, allowing him a vast array of spells to use. [Range: 3 cells] [INT-Based Normal Attacks] [Quick Evocation]
*Quick Evocation - Channeling an element does not take up one of Nortrom's Act actions.
Weapon: Ancient Tome - An old spelltome with several pages ripped out.
Armor: Mantle of Intelligence - A mantle that may corrupt the wearer, but grants wisdom in return.
Accessory: Ring of Basilius - An artifact granted as a reward for the greatest of mages. [+5 HP]
A-Ability: Evocation
+ Quas - Nortrom channels the element of ice to produce around him a freezing aura which weakens attackers and slows projectiles. [Range: Self. Grants Quas. Nortrom takes 15% reduced damage while channeling Quas. Nortrom may only have one element channeled at a time. 6 MP. 2 EN]
-- Cold Snap - Nortrom saps the heat out of his target, draining it into himself. [110% Ice INT Dmg. Range: 5 cells. Damage dealt is drained as HP. 10 MP. 6 EN]
+ Wex - Nortrom channels the element of lightning to energize himself and enhance his quickness. [Range: Self. Grants Wex. Nortrom gains 2 extra Normal Attacks while channeling Wex. Nortrom may only have one element channeled at a time. 6 MP. 2 EN]
-- Alacrity - Nortrom sends currents into his own body, further enhancing his agility as if his current state of mind was not enough. [Range: Self. Grants Doublecast. 8 MP. 7 EN]
R-Ability:
S-Ability: Expanded Mind - Perhaps the wisest among the twelve Magi, Nortrom possesses greater mental capacities than many others of his trade. Increases Nortrom's MP by 15%.
D-Ability: Ascended Form - Nortrom opens up his mind, unlocking an inner potential within himself that through his years of practice has been honed to near-perfection. [Range: Self. Doubles all bonuses granted by elemental channels for 3 turns]
Level: 1
EXP: 0/50
HP: 26/26 (+5 from Ring of Basilius) (+3 each level)
MP: 38/38 (+6 from Expanded Mind) (+5 each level)
EN: 50/50
ATK: 0
DEF: 2
INT: 4 (+1 from Ancient Tome)
SPR: 3 (+1 from Mantle of Intelligence)
Evade: 3%
Haywire: 4%
Movement: 2 (+0 from Evoker Profession)
Morale: (//////////)
Skill Points: 0
Kurio- Masochistic Kitty Kat Maid
- Posts : 8939
Join date : 2009-10-30
Age : 29
Location : I dunno 3:
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