Chronicles of Haladway: Treasured Tales Profiles
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Chronicles of Haladway: Treasured Tales Profiles
Welcome to Praesentia, Cerys. Here is where you keep track of everything in your travels. I hope you use your resources wisely.
Current Adventure:
A Friend In Need
Objective: Locate and hire a guide --COMPLETED
Objective: ???
Location: Shining Port: Docks
Start time: 2/2/9/32, Dark Cycle, Midday
Logged Adventures:
You must have been through one first.
Current Sidequests:
You haven't found any.
Completed Sidequests:
Must I repeat myself?
Job Requests:
Guard Post: In progress.
Collector: 0/8 crab meats collected.
Dock 14 Map:
Faction Jobs:
You are currently unemployed.
Current Adventure:
A Friend In Need
Objective: Locate and hire a guide --COMPLETED
Objective: ???
Location: Shining Port: Docks
Start time: 2/2/9/32, Dark Cycle, Midday
Logged Adventures:
You must have been through one first.
Current Sidequests:
You haven't found any.
Completed Sidequests:
Must I repeat myself?
Job Requests:
Guard Post: In progress.
Collector: 0/8 crab meats collected.
Dock 14 Map:
- Spoiler:
- [s] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
[s] [s] [s] [s] [s] [s] [s] [s] [s] [s] [s] [s] [ ]
[s] [|] [|] [|] [|] [|] [|] [|] [|] [|] [s] [s] [ ]
[s] [|] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [|] [s] [s] [ ]
[s] [|] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [|] [s] [s] [ ]
[s] [|] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [|] [s] [s] [ ]
[s] [|] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [|] [s] [s] [ ]
[s] [|] [|] [|] [|] [|] [|] [|] [|] [|] [s] [s] [ ]
[s] [s] [s] [s] [s] [s] [s] [s] [s] [s] [s] [s] [ ]
[s] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Faction Jobs:
You are currently unemployed.
Last edited by Cerani on Sun Jan 20, 2013 9:25 pm; edited 5 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Chronicles of Haladway: Treasured Tales Profiles
Your Inventory
Restoration
Bitter Root [Quantity: 5] [Effect: Heals 10 HP]
Rana Powder [Quantity: 3] [Effect: Heals 10 MP]
Junk Inventory
None.
Weapons
None.
Armor
None.
Accessories
None.
Key Items
Apprentice Council License - You are hereby licensed by the High Council of Mages as a practiced Apprentice-level magic worker. You may travel as you please, so long as this license is in your possession.
Current Amount of Money
Marks: 16
Shekels: 0
Aurics: 0
Perns: 0
Conversion rates:
50 marks > 1 shekel
20 shekels > 1 auric
20 aurics > 1 pern
Restoration
Bitter Root [Quantity: 5] [Effect: Heals 10 HP]
Rana Powder [Quantity: 3] [Effect: Heals 10 MP]
Junk Inventory
None.
Weapons
None.
Armor
None.
Accessories
None.
Key Items
Apprentice Council License - You are hereby licensed by the High Council of Mages as a practiced Apprentice-level magic worker. You may travel as you please, so long as this license is in your possession.
Current Amount of Money
Marks: 16
Shekels: 0
Aurics: 0
Perns: 0
Conversion rates:
50 marks > 1 shekel
20 shekels > 1 auric
20 aurics > 1 pern
Last edited by Cerani on Fri Jun 21, 2013 10:58 pm; edited 4 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Chronicles of Haladway: Treasured Tales Profiles
Enemy Profiles
None.
Neutral Profiles
None.
Mercenary Profiles
None hired.
None.
Neutral Profiles
None.
Mercenary Profiles
None hired.
Last edited by Cerani on Sat Dec 07, 2013 1:09 pm; edited 2 times in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Chronicles of Haladway: Treasured Tales Profiles
Cerys' Journal
2 / 2 / 9 / 32
It's been several months since I wound up here, but as nice as this world is, I dread staying long enough to see the winter. I miss home terribly. And there is still work to be done–I cannot allow myself to forget my mission. The only way I can manage to return home is to find a guide to help me until I reach my full power. Only then can I return home and finish the task I have taken on. Only then will Ethernia know the truth.
Here's hoping my luck will turn around and finding someone will be easy enough...
During my search for a guide, I found myself at 'The Shiny Till Tavern'. At first I was hesitant to enter, but in regards to my mission I threw caution to the wind. I met Bob, who owns the bar, and he pointed me in the direction of some mercenaries–they, however, are much to expensive for me to afford on my meager traveling sums. I was then introduced to Tegan, who, after paying off his bar tab, agreed to show my around and help me. I don't know how long he'll stick around, but I do hope it is for awhile.
We hadn't even been away from the tavern for more than a minute or two and we ended up running into a situation. Some street thieves (mere boys really) stole my coin purse. I offered to buy them some treats in exchange for the return of my money, but they didn't want to comply. We were able to handle two of them, but the third escaped with my money. I would like to hope we won't run into more, but I know that's a useless wish. If I run into any more of them, or if anyone who should finds this runs into pickpockets around here be sure to note:
Pickpocket
---Weaknesses: None (As far as I know)
---Resistances: None (As far as I know)
---Absorb: None (As far as I know)
---Null: None (As far as I know)
---Status Vulnerabilities: None (As far as I know)
---Notes: Capable of attacking quickly and moving vast distances with ease. Likely capable of pilfering money and items.
---Drops: Small amounts of money; Bitter Root (As far as I know)
We continued on to the job board. Both of the available jobs involve going near the ocean. As much as I hate to be near those waters, I don't have much choice in the matter. I need the money both provide. I'll just have to hope my luck turns around in the future.
We reported for our first job and set ourselves up for a long night. Somehow I ended up revealing some of my past to Tegan... I didn't intend to. But... he did seem to sympathize. Perhaps I've found a friend in this crazy world.
Eventually Tegan told me the legend of the Book of Dragons, a tome of amazing power containing the knowledge of the Dragons. I can't say for sure, but I believe this tome might have the power to get me back home, and with that possibility on my mind I must seek it out. Luckily, Tegan seems willing to help me out with my newfound quest. I can only hope that he will stick with me throughout this venture–it certainly seems like a dangerous feat, especially for one so inexperienced with the workings of this world.
2 / 2 / 9 / 32
It's been several months since I wound up here, but as nice as this world is, I dread staying long enough to see the winter. I miss home terribly. And there is still work to be done–I cannot allow myself to forget my mission. The only way I can manage to return home is to find a guide to help me until I reach my full power. Only then can I return home and finish the task I have taken on. Only then will Ethernia know the truth.
Here's hoping my luck will turn around and finding someone will be easy enough...
During my search for a guide, I found myself at 'The Shiny Till Tavern'. At first I was hesitant to enter, but in regards to my mission I threw caution to the wind. I met Bob, who owns the bar, and he pointed me in the direction of some mercenaries–they, however, are much to expensive for me to afford on my meager traveling sums. I was then introduced to Tegan, who, after paying off his bar tab, agreed to show my around and help me. I don't know how long he'll stick around, but I do hope it is for awhile.
We hadn't even been away from the tavern for more than a minute or two and we ended up running into a situation. Some street thieves (mere boys really) stole my coin purse. I offered to buy them some treats in exchange for the return of my money, but they didn't want to comply. We were able to handle two of them, but the third escaped with my money. I would like to hope we won't run into more, but I know that's a useless wish. If I run into any more of them, or if anyone who should finds this runs into pickpockets around here be sure to note:
Pickpocket
---Weaknesses: None (As far as I know)
---Resistances: None (As far as I know)
---Absorb: None (As far as I know)
---Null: None (As far as I know)
---Status Vulnerabilities: None (As far as I know)
---Notes: Capable of attacking quickly and moving vast distances with ease. Likely capable of pilfering money and items.
---Drops: Small amounts of money; Bitter Root (As far as I know)
We continued on to the job board. Both of the available jobs involve going near the ocean. As much as I hate to be near those waters, I don't have much choice in the matter. I need the money both provide. I'll just have to hope my luck turns around in the future.
We reported for our first job and set ourselves up for a long night. Somehow I ended up revealing some of my past to Tegan... I didn't intend to. But... he did seem to sympathize. Perhaps I've found a friend in this crazy world.
Eventually Tegan told me the legend of the Book of Dragons, a tome of amazing power containing the knowledge of the Dragons. I can't say for sure, but I believe this tome might have the power to get me back home, and with that possibility on my mind I must seek it out. Luckily, Tegan seems willing to help me out with my newfound quest. I can only hope that he will stick with me throughout this venture–it certainly seems like a dangerous feat, especially for one so inexperienced with the workings of this world.
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Chronicles of Haladway: Treasured Tales Profiles
Name: Tegan Arren
Age: 45-ish
Gender: Male
Level: 1
Experience: 0/10
Appearance:
Profession: Drunken Fighter - Their ruse as drunken layabouts often saves them as much as it ruins them, mostly because the layabout part is often true. [Basic Attacks: 2][Drunkard]
Weapon: Cheap Wine - I feel sorry for you, man.
Armor: Threadbare Jacket - Not that people don't appreciate the view, it's only more decent than being half-naked.
Accessory: Silver Necklace - Those names keep you fighting. [+1 Atk]
A-Ability: The First Fist
+ Falling Rush - Staggers after an opponent in a quick movement to strike. 120% Atk damage. Range: 4 cells. Cost: 8 MP
+ Tumble - A deceptive fall puts the user in position for a number of moves. Tumble abilities can be linked to one other attack not listed below it.
-- Roundabout - Swings legs wide in a couple swift kicks. 120% Atk damage, 2 hits. Range: Surrounding cells. Cost: 13 MP
-- Monkey Pin - Trips a nearby opponent if they approach. 75% chance of Immobilize. Range: Adjacent cell. Cost: 10 MP
-- Swig on the Ground - Gotta keep the liquids flowing. Increases Atk by 20% for three rounds. Range: Self. Cost: 8 MP
+ Two Knuckle Punch - Exactly what it says. 140% Atk damage, 3 hits. Range: Adjacent cell. Cost: 20 MP
+ Standing Drink - We drink because we must. - Increases number of basic attacks by 1. Max: 3. Range: Self. Cost: 12 MP
+ Drunkard's Taunt - Rambling shout meant to insult an enemy. Usually works. Provokes an enemy. Range: Single enemy. Cost: 9 MP
R-Ability:Recoil - When Tegan successively dodges an attack within his range of movement, he counters with a full basic attack combo.
S-Ability: Drunken Sway - Congratulations, you're so drunk you're deceptive. Tegan's Evasion is passively increased by 20%.
D-Ability: Master's Last Dance - The last technique taught to him by a Master, it was the only one he didn't drunkenly forget. 200% Piercing Atk damage. Range: Straight line.
Stats:
HP: 25
MP: 15
Atk: 6 (4 +1 Cheap Wine +1 Silver Necklace)
Def: 2
Int: 1
Spr: 4 (3 +1 Threadbare Jacket)
Evade: 25% (5 +20 Drunken Sway)
Crit: 5%
Move 3 (2 +1 Drunken Fighter)
Skill Points: 0
Age: 45-ish
Gender: Male
Level: 1
Experience: 0/10
Appearance:
- Spoiler:
Profession: Drunken Fighter - Their ruse as drunken layabouts often saves them as much as it ruins them, mostly because the layabout part is often true. [Basic Attacks: 2][Drunkard]
- Spoiler:
- Drunkard - You've spent so much of your life drunk, the only person that can do this to you is yourself. Much lower chance of being Confused, Addled, or Charmed.
Weapon: Cheap Wine - I feel sorry for you, man.
Armor: Threadbare Jacket - Not that people don't appreciate the view, it's only more decent than being half-naked.
Accessory: Silver Necklace - Those names keep you fighting. [+1 Atk]
A-Ability: The First Fist
+ Falling Rush - Staggers after an opponent in a quick movement to strike. 120% Atk damage. Range: 4 cells. Cost: 8 MP
+ Tumble - A deceptive fall puts the user in position for a number of moves. Tumble abilities can be linked to one other attack not listed below it.
-- Roundabout - Swings legs wide in a couple swift kicks. 120% Atk damage, 2 hits. Range: Surrounding cells. Cost: 13 MP
-- Swig on the Ground - Gotta keep the liquids flowing. Increases Atk by 20% for three rounds. Range: Self. Cost: 8 MP
+ Two Knuckle Punch - Exactly what it says. 140% Atk damage, 3 hits. Range: Adjacent cell. Cost: 20 MP
+ Standing Drink - We drink because we must. - Increases number of basic attacks by 1. Max: 3. Range: Self. Cost: 12 MP
+ Drunkard's Taunt - Rambling shout meant to insult an enemy. Usually works. Provokes an enemy. Range: Single enemy. Cost: 9 MP
R-Ability:
S-Ability: Drunken Sway - Congratulations, you're so drunk you're deceptive. Tegan's Evasion is passively increased by 20%.
D-Ability: Master's Last Dance - The last technique taught to him by a Master, it was the only one he didn't drunkenly forget. 200% Piercing Atk damage. Range: Straight line.
Stats:
HP: 25
MP: 15
Atk: 6 (4 +1 Cheap Wine +1 Silver Necklace)
Def: 2
Int: 1
Spr: 4 (3 +1 Threadbare Jacket)
Evade: 25% (5 +20 Drunken Sway)
Crit: 5%
Move 3 (2 +1 Drunken Fighter)
Skill Points: 0
Last edited by Cerani on Wed Jan 16, 2013 4:24 pm; edited 1 time in total
Cerani- Right Hand of Destruction
- Posts : 5482
Join date : 2009-10-29
Age : 32
Re: Chronicles of Haladway: Treasured Tales Profiles
Name: Cerys
Age: 18
Gender: Female
Appearance:
Profession: Glyph Composer- The one who claims this profession draws runes and glyphs in the air through the use of mana so that she may activate them and unleash their true potential. (Equip: Runes)
Exp: 0/10
-------------------
Weapon: Faded Rune- A strange yet faded symbol attached to the user's upper arm used to draw glyphs. (Damage: Int) (Range: 4 Cells)
Armor: Midnight Gown- A rather long dress colored as dark as night.
Accessory: Light Armor- A rather small set of plates worn on the upper body; comes with matching boots.
-------------------
A-Ability: Design
+ Flare Blast- The user draws draws a cross in the air before surrounding it with a triangle shaped glyph. Once the rune covering the glyph is removed, a relatively small sphere of fire colored energy appears at the center of the cross before being fired off at the user's target. 110% Int Damage. Range: 4 Cells. 6 Mp. Fire Elemental.
+ Crystal Bolts- The user draws a small dot in the air before drawing a large circle around the dot, covering the perimeter with small dashes. Once the rune covering the glyph is removed, several needles of ice surround the user's target and spike into them instantly. 100% Int Damage. 5 Hits. Range: 3 Cells. 10 Mp. Ice Elemental.
A-Ability: Activate *LOCKED*
A-Ability: Release *LOCKED*
A-Ability: Augmentation *LOCKED*
R-Ability:
+ Conversion Glyph The user has an advanced knowledge of transfer glyphs, using said knowledge to transfer left over mana from a magical based attack into friendly mana which can be used to enhance her abilities. Whenever the user takes damage from a magical based attack, the user's stats are increased by 10%
-------------------
S-Ability:
+ Prodigy- The user, though new to her craft, shows a great level of mastery much to the point that using her abilities is relatively easy. Cuts all Mp costs in half.
-------------------
D-Ability: Execution- The user draws a sideways 'T' shape in the air and proceeds to make a crescent above the jutting out end. The user then removes not one seal on the glyph but four, causing the crescent on the glyph to fall and sever the erect end of the glyph; in reality, a crescent shaped blade of energy cuts the user's target down, aimed for their neck. 200% Pierce Int Damage. 10% Chance of Instant Death. Range: 6 Cells. 0 Mp.
-------------------
Stats:
Next Level: Hp, Def, Crit
Hp: 15
Mp: 30
Atk: 1 (+0 from Faded Rune)
Def: 2 (+0 from Midnight Dress) (+1 from Light Armor)
Int: 4 (+1 from Faded Rune)
Spr: 3 (+1 from Midnight Dress)
Crit: 3%
Evade: 4%
Move: 2 Cells (+0 from Glyph Composer Profession)
-------------------
Skill Points: 0
Age: 18
Gender: Female
Appearance:
- Spoiler:
Profession: Glyph Composer- The one who claims this profession draws runes and glyphs in the air through the use of mana so that she may activate them and unleash their true potential. (Equip: Runes)
- Spoiler:
- (Harmony) (Austerity) (Continuation) (+3 Basic Attacks)
Harmony: The user's mind and body are in perfect alignment. The user starts the battle with Mp Regen status that can only be dispelled by an attack targeted specifically at the user.
Austerity: The user makes every attack a relentless assault with no room for mercy. The user's critical hit rate is increased by 15% passively.
Continuation: The user is so comfortable with her techniques that she can easily tie them together for devastating effects. The user starts the battle with Doublecast status that can only be dispelled by an attack targeted specifically at the user.
Exp: 0/10
-------------------
Weapon: Faded Rune- A strange yet faded symbol attached to the user's upper arm used to draw glyphs. (Damage: Int) (Range: 4 Cells)
Armor: Midnight Gown- A rather long dress colored as dark as night.
Accessory: Light Armor- A rather small set of plates worn on the upper body; comes with matching boots.
-------------------
A-Ability: Design
+ Flare Blast- The user draws draws a cross in the air before surrounding it with a triangle shaped glyph. Once the rune covering the glyph is removed, a relatively small sphere of fire colored energy appears at the center of the cross before being fired off at the user's target. 110% Int Damage. Range: 4 Cells. 6 Mp. Fire Elemental.
+ Crystal Bolts- The user draws a small dot in the air before drawing a large circle around the dot, covering the perimeter with small dashes. Once the rune covering the glyph is removed, several needles of ice surround the user's target and spike into them instantly. 100% Int Damage. 5 Hits. Range: 3 Cells. 10 Mp. Ice Elemental.
- Spoiler:
- + Bolt Drop- The user draws a straight line and then a zigzag above it. Once the rune covering the glyph is removed, a single bolt of lightning drops down on the user's target shocking them. 120% Int Damage. Range: 6 Cells. ? Mp. Lightning Elemental.
+ Bubble Burst- The user draws a large circle in the air before drawing a swirl behind it. Once the rune covering the glyph is removed, a large bubble of water is blown by a slight breeze over at the user's target before popping, releasing the built up water over the target. 140% Int Damage. 50% Chance of Wet. Range: 3 Cells. ? Mp. Water Elemental.
+ Gale Spiral- The user draws a vertical line in the air and then proceeds to draw a long spiral around it. Once the rune covering the glyph is removed, a strong gale swells around the user's target, spinning them around wildly. 100% Int Damage. 50% Chance of Confusion; Stuns Target for One Turn. Range: 4 Cells. ? Mp. Wind Elemental.
+ Stone Launch- The user draws a straight line in the air and follows through with a spike shaped image that is connected to the line via an arrow. Once the rune covering the glyph is removed, a large spike of stone shoots up and out of the ground and impales the target. 100% Int Damage. 50% Chance of Immobilize; 50% Chance of Disable. Range: Straight Line. ? Mp. Earth Elemental.
+ Heavenly Downpour- The user draws a vertical line an then billowy set of lines above the previous, in a downward fashion. Once the rune covering the glyph is removed, the skies open up to reveal a large flow of light that rains down on the field. 120% Int Damage. Range: All Enemies. ? Mp. Light Elemental.
+ Blinding Torment- The user draws a vertical line and then proceeds to cover it in a cloud like drawing that eventually encompasses it entirely. Once the rune covering the glyph is removed, the user's target is covered in a dark haze that torments the user's psyche. 150% Int Damage. 50% Chance of Blind. Range: 4 Cells. ? Mp. Dark Elemental.
A-Ability: Activate *LOCKED*
- Spoiler:
- + Fireglow- The user draws a small circle and then proceeds to add another ring and then another and finally completes the glyph by drawing yet another circle around the previous two. Once the two runes covering the glyphs are removed, the drawing glows a warm orange color before a small fire bursts to life and grows from there. 100% Int Damage. Damage continues to a range of Target + One Layer of Surrounding Cells the turn after initial use; continues further to a range of Target + Two Layers of Surrounding Cells the second turn after initial use. Range: 4 Cells. ? Mp. Fire Elemental.
+ Snowshine- The user draws a horizontal line dotted with many features before drawing over the image with another set of thicker lines. Once the two runes covering the glyphs are removed, the inner lines glow black while the outer lines glow white, a large flurry of ice coating the battlefield and freezing everything it touches before shattering. 120% Int Damage. 50% Chance of Freeze. Range: All Enemies. ? Mp. Ice Elemental.
+ Naturespark- The user draws a large cloud-like symbols before drawing several jagged lines towards the ground in an erratic fashion. Once the two runes covering the glyphs are removed, the jagged lines burst to life with a light blue color, several hundred bolts of lightning raining down on the field randomly. 100% Int Damage. 8 Hits. Randomized Hits. Range: All Enemies. ? Mp. Lightning Elemental.
+ Aquaglobule- The user draws a straight line and dots around it before drawing a large circle around the previous drawing. Once the two runes covering the glyphs are removed, the circle glows a sea green color before a large sphere of water-like material surrounds the user and her targets and slowly fills with water. 140% Int Damage. 99% Chance of Wet as long as there is no Immunity. Range: Two Layers of Surrounding Cells. ? Mp. Water Elemental.
+ Squallblast- The user draws a dot before drawing several sharp swirls that veer off in the direction of the target. Once the two runes covering the glyphs are removed, the swirls glow a bright green color before a sharp gale surges forward and knocks the the user's target away from her. 100% Int Damage. Knocks Target Five Cells Back. Range: Straight Line. ? Mp. Wind Elemental.
+ Terracrush- The user draws several block-like structures which are then connected by arrows in the direction of a straight line drawn by the user. Once the two runes covering the glyphs are removed, the blocks glow an earthy brown color before blocks of earth rip up from the ground and collide with the user's target. 110% Int Damage. 5 Hits. 25% Chance of Disable; 25% Chance of Immobilize. Range: 4 Cells. ? Mp. Earth Elemental.
+ Photoncutter- The user draws many crescents in the air around her before spinning gracefully, finishing the glyph off with a line that has been cut in half. Once the two runes covering the glyph are removed, the crescents glow bright gold and silver colors before the crescents materialize and are sent flying at the user's target at light speed. 80% Int Damage. 12 Hits. Sure Hit. Range: 3 Cells. ? Mp. Light Elemental.
+ Umbraclasp- The user draws several jagged lines in the shape of teeth that cut up from a horizontal line and grab at a straight line also drawn by the user. Once the two runes covering the glyph are removed, the teeth-like drawing glows a bold indigo before similar shaped teeth of darkness rip open from the earth and rips into the target. 120% Int Damage. 50% Chance of Blood Loss. Range: 6 Cells. ? Mp. Dark Elemental.
A-Ability: Release *LOCKED*
- Spoiler:
- + Passion's Mark- The user draws a fiery swirl in the air before directing it to the ground where it lies in wait for the user's direction. Once the three runes are removed, the fire symbol glows bright orange and swells before flames explode outward from the symbol. 130% Int Damage upon Activation. Places Passion's Mark on chosen cell for activation; only three different Release A-Abilities can be placed at once. Range: 5 Cells (Placement); Current + Adjacent Cells (Activation). ? Mp. Fire Elemental.
+ Scars of Indifference
+ Scathe Lightning
+ Flowing Stroke
+ Liberation's Note
+ Gaea's Impression
+ Radiant Cross
+ Pool of Darkness
A-Ability: Augmentation *LOCKED*
- Spoiler:
- +
+
+
+
+
+
+
+
R-Ability:
-------------------
S-Ability:
+ Prodigy- The user, though new to her craft, shows a great level of mastery much to the point that using her abilities is relatively easy. Cuts all Mp costs in half.
-------------------
D-Ability: Execution- The user draws a sideways 'T' shape in the air and proceeds to make a crescent above the jutting out end. The user then removes not one seal on the glyph but four, causing the crescent on the glyph to fall and sever the erect end of the glyph; in reality, a crescent shaped blade of energy cuts the user's target down, aimed for their neck. 200% Pierce Int Damage. 10% Chance of Instant Death. Range: 6 Cells. 0 Mp.
-------------------
Stats:
Next Level: Hp, Def, Crit
Hp: 15
Mp: 30
Atk: 1 (+0 from Faded Rune)
Def: 2 (+0 from Midnight Dress) (+1 from Light Armor)
Int: 4 (+1 from Faded Rune)
Spr: 3 (+1 from Midnight Dress)
Crit: 3%
Evade: 4%
Move: 2 Cells (+0 from Glyph Composer Profession)
-------------------
Skill Points: 0
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