Adventures of Naletia: Beyond the Skies (CP Thread)
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Adventures of Naletia: Beyond the Skies (CP Thread)
~Chapter Zero: Falsehoods and Reality~
Part Zero: Prologue to the End of Days
Part Zero: Prologue to the End of Days
Summary: The Queen of the Valkyries has called out an order to all available units. Attack the Mortal Realm and destroy any and all traces of demons from the Abyss. For our heroes, that means returning once again to the place where they died so that they may become heroes once again. But how much has actually changed in the world? What do the citizens of the world think of them? These questions remain to be answered, all that is left is to take the journey.
~---~
Party Level: 1
Progress: 0/10
Inventory:
Consumables:
Medical Paste (x2) - Upon use, applies a Regen buff that restores 5 HP per turn for 3 turns.
Chocolate Chunk (x2) - Upon consumption, applies a Regen buff that restores 5 EN per turn for 3 turns.
Antidote (x1) - Upon use, nullifies the effects of Poison/Severe Poison or Venom.
Bone Key (x1) - Unlocks a chest or door upon use.
Weapons/Armor/Accessories:
N/A
Materials:
N/A
Key Items:
Trust: 100 Gold
Soul Anchor - A very important item that allows mortal souls from the Realm of the Gods to traverse the Mortal Realm.
Last edited by Zerifachias on Mon May 19, 2014 7:37 pm; edited 1 time in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Adventures of Naletia: Beyond the Skies (CP Thread)
Status Diaries
Positive:
Bravery - Boosts Atk by x1.5 for three turns.
Bubble - Temporarily doubles HP for three turns. At the end of the three turns, HP is halved.
Confidence - At the pinnacle of Morale, grants 15% Evade and Crit Chance and increases the dominant attacking stat by 30%. Critical Hit Damage is x2 instead of x1.5. This mode lasts 5 turns and transfers through battles. Using Final Judgment while this effect is active resets Morale to 3 ticks.
Covered - Upon application, this unit no longer takes damage from targeted attacks and spells. Instantly dispelled once the unit Covering reaches Critical condition.
Covering - Upon application, this unit takes the damage from a Covered unit. Instantly dispelled once this unit reaches Critical condition.
Faith - Boosts Int by x1.5 for three turns.
Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn for 3 turns.
Immunity - Afflicted becomes immune to negative status effects for 3 turns.
Intangible - Afflicted is immune to physical damage, but takes x1.5 damage from magic attacks.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
Protect - Reduces all physical damage taken by 50% for 3 turns.
Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all magical damage taken by 50% for 3 turns.
Veil - Increases evasion by 25% for 3 turns.
Negative:
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover EN for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed.
Bleeding - Afflicted loses 12% Max HP per turn for 3 turns.
Blind - Attacks and skills have a 50% chance of missing for 3 turns.
Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Burn - Afflicted takes 12% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Charm/Mesmerize - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.
Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.
Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.
Curse - Afflicted becomes the victim of a curse and takes damage equal to half of the damage the afflicted deals with any attack for 3 turns.
Daze - Afflicted cannot use abilities for 1 turn.
Deprotect - Increases physical damage taken by 50% for 3 turns.
Deshell - Increases magical damage taken by 50% for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Drain - Afflicted loses 15% Max HP per turn for 3 turns. HP damage is absorbed by the one who inflicted the status as HP.
Fear - Afflicted is unable to act for 3 turns and actively attempts to avoid the unit that inflicted this status.
Frail - Afflicted is unable to recover HP for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes x1.5 as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Mana Drain - Afflicted loses 15% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.
Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.
Nightmare - Afflicted takes 15% Max HP DMG each turn for as long as Sleep is applied. Sleep MUST be applied to the afflicted before Nightmare.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - Afflicted can no longer move or take action each turn for 3 turns. This unit also takes x1.5 damage from magical damage.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit or an ability designed to break stone.
Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.
Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.
Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.
Sap - HP is reduced by 15% Max HP per turn for 5 turns.
Seal - Afflicted can no longer move or take action for 3 turns.
Severe Poison - Afflicted takes 15% Max HP damage per turn for 2 turns.
Shock - Afflicted cannot move or take action for 1 turn.
Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based abilities.
Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.
Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.
Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.
Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.
Stop - All Player Phases are skipped for the afflicted character for 3 turns.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Afflicted's physical attacks do 15% less damage than normal and knockback effects are doubled in strength.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns. The first Lightning elemental ability to hit the afflicted removes this status.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Positive:
Bravery - Boosts Atk by x1.5 for three turns.
Bubble - Temporarily doubles HP for three turns. At the end of the three turns, HP is halved.
Confidence - At the pinnacle of Morale, grants 15% Evade and Crit Chance and increases the dominant attacking stat by 30%. Critical Hit Damage is x2 instead of x1.5. This mode lasts 5 turns and transfers through battles. Using Final Judgment while this effect is active resets Morale to 3 ticks.
Covered - Upon application, this unit no longer takes damage from targeted attacks and spells. Instantly dispelled once the unit Covering reaches Critical condition.
Covering - Upon application, this unit takes the damage from a Covered unit. Instantly dispelled once this unit reaches Critical condition.
Faith - Boosts Int by x1.5 for three turns.
Float - Afflicted hovers in the air which causes an immunity to Earth-based attacks and a weakness to Wind-based attacks for 3 turns. Afflicted can also travel over impassable cells.
Haste - Afflicted can take 2 move actions and 2 act actions per turn for 3 turns.
Immunity - Afflicted becomes immune to negative status effects for 3 turns.
Intangible - Afflicted is immune to physical damage, but takes x1.5 damage from magic attacks.
Invincible - Afflicted does not receive damage and is unaffected by status effects for 1 turn.
Invisible - Afflicted cannot be targeted for 3 turns.
Protect - Reduces all physical damage taken by 50% for 3 turns.
Regen - HP increases by 15% Max HP at the beginning of the recipient's turn for 5 turns.
Shell - Reduces all magical damage taken by 50% for 3 turns.
Veil - Increases evasion by 25% for 3 turns.
Negative:
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover EN for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed.
Bleeding - Afflicted loses 12% Max HP per turn for 3 turns.
Blind - Attacks and skills have a 50% chance of missing for 3 turns.
Blood Loss - Afflicted loses 25% Max HP in addition to damage dealt by an enemy's attack. Only occurs upon enemy attack. Only occurs once. Acts as a damage modifier.
Burn - Afflicted takes 12% Max HP damage for 3 turns. The amount of damage taken is doubled if the afflicted is weak against Fire. Can be cured via Water/Ice magic or Water-/Ice-based attacks.
Charm/Mesmerize - Afflicted falls in love or becomes intrigued by the enemy and aids them in their endeavors which causes the afflicted to attack allies.
Confused - Afflicted has a 33.33% chance of attacking itself, an ally, or an enemy. Is cured upon physical attack.
Critical - An automatic status placed on a character when HP reaches 25% or less and remains on the character until the HP of the afflicted is higher than 25% of its Max HP.
Curse - Afflicted becomes the victim of a curse and takes damage equal to half of the damage the afflicted deals with any attack for 3 turns.
Daze - Afflicted cannot use abilities for 1 turn.
Deprotect - Increases physical damage taken by 50% for 3 turns.
Deshell - Increases magical damage taken by 50% for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Drain - Afflicted loses 15% Max HP per turn for 3 turns. HP damage is absorbed by the one who inflicted the status as HP.
Fear - Afflicted is unable to act for 3 turns and actively attempts to avoid the unit that inflicted this status.
Frail - Afflicted is unable to recover HP for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes x1.5 as much damage as normal for 3 turns. Can be cured via Fire magic or Fire-based attacks.
Immobilize - Afflicted can no longer move for 3 turns.
Instant Death - Afflicted is instantly killed. Bypasses all abilities that have to do with HP reaching 0.
Mana Drain - Afflicted loses 15% Max MP per turn for 3 turns. MP damage is absorbed by the one who inflicted the status as MP.
Misfortune - Afflicted has a 60% chance of skill failure for 3 turns.
Nightmare - Afflicted takes 15% Max HP DMG each turn for as long as Sleep is applied. Sleep MUST be applied to the afflicted before Nightmare.
Oblivion - Afflicted is lost forever, their existence shattered from the face of the planet causing the afflicted to be completely removed from the battlefield for the rest of the fight.
Paralyze - Afflicted can no longer move or take action each turn for 3 turns. This unit also takes x1.5 damage from magical damage.
Petrify - Afflicted is turned to stone and cannot move or act. Can be destroyed by a critical hit or an ability designed to break stone.
Plague - Afflicted takes 8% Max HP damage per turn for 3 turns and cannot be healed by spells or skills of any sort. Items will still recover HP properly.
Poison - Afflicted takes 8% Max HP damage per turn for 3 turns.
Reverse - Afflicted takes damage from healing attempts and is healed by damaging attacks for 3 turns.
Sap - HP is reduced by 15% Max HP per turn for 5 turns.
Seal - Afflicted can no longer move or take action for 3 turns.
Severe Poison - Afflicted takes 15% Max HP damage per turn for 2 turns.
Shock - Afflicted cannot move or take action for 1 turn.
Shrink - All physical attacks deal 1 damage and all physical damage taken is doubled for 3 turns.
Silence - Afflicted cannot execute any INT-based abilities.
Sleep - Afflicted cannot move or take actions for 3 turns. All attacks made on the afflicted are critical hits. Awakens upon physical attack.
Slow - Afflicted can only take a Move action or an Act action in one turn, not both, for 3 turns.
Slump - A state reached when a unit has no Morale or is applied after using a D-Ability. The afflicted has -15% Evade, -15% Crit, -50% Crit Damage, -20% Atk and Int. Also, EN cannot regenerate or replenish for 3 turns. If a D-Ability was used, EN is automatically reduced to 0. Slump is alleviated when the afflicted's Morale reaches 4, or if their EN is fully recharged.
Stasis - Afflicted is unable to move or act for a short period of time, and cannot be damaged, healed, or afflicted with status during this time.
Stop - All Player Phases are skipped for the afflicted character for 3 turns.
Venom - Afflicted becomes Stopped and takes 17% Max HP damage per turn for 3 turns.
Weak - Afflicted's physical attacks do 15% less damage than normal and knockback effects are doubled in strength.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns. The first Lightning elemental ability to hit the afflicted removes this status.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Last edited by Zerifachias on Sun Jun 08, 2014 3:26 pm; edited 3 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Adventures of Naletia: Beyond the Skies (CP Thread)
Enemy Profiles:
Monster Class: Sand Scourge
Number: 6
Stats:
HP: 40/40
EN: 60/60
Atk: 7
Def: 3
Int: 1
Spr: 3
Move: 3
Evade: 5%
Crit: 4%
Basic Attack Range: Adjacent
Elemental: Unknown
Special Ability: Sandy Ambush - Movement through sand is doubled and this unit can pass through impassable terrain and enemy units with no penalty.
Reaction Ability: N/A
Innate Ability: SURPRISE! - Deals 20% extra damage on basic attacks after moving.
Energy Abilities:
Sand Force - Blasts sand in the face of the enemy. It can either shred their skin or just irritate them. 120% Atk DMG. 3 cell range. 6 EN.
Sinkhole - Creates a whirlpool of sand that draws units closer to the center. Other Sand-beasts are unaffected by the pull. Creates a whirlpool of sand 3 cells in diameter that reduces the movement of units by 2. The whirlpool also sucks in units towards the center. Sand Force is 30% more effective in the pool. 10 EN.
Monster Class: Sand Scourge
Number: 6
Stats:
HP: 40/40
EN: 60/60
Atk: 7
Def: 3
Int: 1
Spr: 3
Move: 3
Evade: 5%
Crit: 4%
Basic Attack Range: Adjacent
Elemental: Unknown
Special Ability: Sandy Ambush - Movement through sand is doubled and this unit can pass through impassable terrain and enemy units with no penalty.
Reaction Ability: N/A
Innate Ability: SURPRISE! - Deals 20% extra damage on basic attacks after moving.
Energy Abilities:
Sand Force - Blasts sand in the face of the enemy. It can either shred their skin or just irritate them. 120% Atk DMG. 3 cell range. 6 EN.
Sinkhole - Creates a whirlpool of sand that draws units closer to the center. Other Sand-beasts are unaffected by the pull. Creates a whirlpool of sand 3 cells in diameter that reduces the movement of units by 2. The whirlpool also sucks in units towards the center. Sand Force is 30% more effective in the pool. 10 EN.
Last edited by Zerifachias on Sun Jun 29, 2014 7:00 pm; edited 2 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Adventures of Naletia: Beyond the Skies (CP Thread)
Zenovia Kokinos
Female, ??? (Unknown)
Appearance:
Profession: Princess of the Valkyries - The heir to the throne of Queen Valkyrie. But even the royal line of Valkyries is no different from her peers and must undergo the same trials. She must earn her keep like all other Valkyries. (Shieldbearer)
Shieldbearer - Allows this unit to wield basic shields.
Weapon: Cadet's Halberd - A long weapon usually used to keep enemies at bay. A cadet's weapon. (Surrounding Cell Range)
Armor: Black Feather Suit - A suit of armor fashioned from crow feathers.
Shield: Golden Carapace - A round shield that helps defend against physical attacks. A basic shield. (5% chance of Block)
Accessory: Helm of the Valkyries - A helm given to all Valkyries, regardless of rank.
A-Ability: Valkyrie's Discretion
Flaming Spear - Zenovia casts her arm back, readying her halberd and charging it with a powerful fire, illuminating her body in the orange glow of that fire. She then hurls her halberd at her target, piercing them through and igniting them. 120% Atk DMG. Also deals 100% Int DMG. 3 cell range. May also Burn the target. 10 EN.
Mighty Leap - Zenovia unleashes her wings and takes off with her powerful legs, using those wings to increase her momentum and distance dramatically. She then lands in an area, creating a small explosion at the center that knockbacks all enemies surrounding her. Leaps to a target cell. 3 cell range. Deals 100% Atk DMG to all enemies in surrounding cells. Knockbacks enemies hit to the outer ring of the explosion. If Zenovia lands on an enemy, that enemy takes 150% Atk DMG instead and may become Pinned to the ground. 10 EN.
R-Ability:Defender of the Weak - If Zenovia is within 2 cells of an ally that is being attacked with a ranged attack, Zenovia has a chance to block the incoming attack. Zenovia warps to that ally's side if this effect activates. The Block chance is equal to Zenovia's current shield Block chance. This ability may only activate once per turn.
S-Ability: Unbound Magic - As a Valkyrie, Zenovia has access to the purest forms of magic and can bend that magic to her will. Int-based attacks and bonuses use the Atk modifier instead.
Final Judgment: Valkyrie's Judgment - Zenovia assumes the true form of the Valkyries, becoming one with the forces of magic as she flies into the sky on wings of pure golden sunlight. She locks onto a single target who, in her eyes, is most deserving of her judgment and dives upon that target. The resulting explosion of light and fire is enough to blind all who witness it. 200% Piercing Atk DMG to a single target. The resulting explosion deals 50% Piercing Int DMG to all enemy units within the radius. Blinds all enemies.
Level: 1
Progress: 0/30
Stats:
HP: 35/35
EN: 50/50
Atk: 4 (+1 from Cadet's Halberd)
Def: 4 (+1 from Black Feather Suit) (+1 from Golden Carapace) (+1 from Helm of the Valkyries)
Int: 1
Spr: 3
Move: 2 (+2 from Princess of the Valkyries profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Female, ??? (Unknown)
Appearance:
- Spoiler:
Profession: Princess of the Valkyries - The heir to the throne of Queen Valkyrie. But even the royal line of Valkyries is no different from her peers and must undergo the same trials. She must earn her keep like all other Valkyries. (Shieldbearer)
Shieldbearer - Allows this unit to wield basic shields.
Weapon: Cadet's Halberd - A long weapon usually used to keep enemies at bay. A cadet's weapon. (Surrounding Cell Range)
Armor: Black Feather Suit - A suit of armor fashioned from crow feathers.
Shield: Golden Carapace - A round shield that helps defend against physical attacks. A basic shield. (5% chance of Block)
Accessory: Helm of the Valkyries - A helm given to all Valkyries, regardless of rank.
A-Ability: Valkyrie's Discretion
Flaming Spear - Zenovia casts her arm back, readying her halberd and charging it with a powerful fire, illuminating her body in the orange glow of that fire. She then hurls her halberd at her target, piercing them through and igniting them. 120% Atk DMG. Also deals 100% Int DMG. 3 cell range. May also Burn the target. 10 EN.
Mighty Leap - Zenovia unleashes her wings and takes off with her powerful legs, using those wings to increase her momentum and distance dramatically. She then lands in an area, creating a small explosion at the center that knockbacks all enemies surrounding her. Leaps to a target cell. 3 cell range. Deals 100% Atk DMG to all enemies in surrounding cells. Knockbacks enemies hit to the outer ring of the explosion. If Zenovia lands on an enemy, that enemy takes 150% Atk DMG instead and may become Pinned to the ground. 10 EN.
R-Ability:
S-Ability: Unbound Magic - As a Valkyrie, Zenovia has access to the purest forms of magic and can bend that magic to her will. Int-based attacks and bonuses use the Atk modifier instead.
Final Judgment: Valkyrie's Judgment - Zenovia assumes the true form of the Valkyries, becoming one with the forces of magic as she flies into the sky on wings of pure golden sunlight. She locks onto a single target who, in her eyes, is most deserving of her judgment and dives upon that target. The resulting explosion of light and fire is enough to blind all who witness it. 200% Piercing Atk DMG to a single target. The resulting explosion deals 50% Piercing Int DMG to all enemy units within the radius. Blinds all enemies.
Level: 1
Progress: 0/30
Stats:
HP: 35/35
EN: 50/50
Atk: 4 (+1 from Cadet's Halberd)
Def: 4 (+1 from Black Feather Suit) (+1 from Golden Carapace) (+1 from Helm of the Valkyries)
Int: 1
Spr: 3
Move: 2 (+2 from Princess of the Valkyries profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Adventures of Naletia: Beyond the Skies (CP Thread)
Keir Aodhan
Male, Presumably in his 30’s (Aug 15)
*Runology – This unit can only equip runes instead of accessories. Every rune is assigned an element and a level which affects certain abilities. A rare rune element of Æsir possesses enhanced effects, but the equipper is afflicted with Deprotect and Deshell for as long as the Æsir rune is equipped due to its power being too overwhelming for mere mortals.
Background:
“Of once glimmering hope, our eyes have seen,
son of man and blessed by king, he did stand.
Twin blades exalted by Death, into one sword were forged,
Armor and mail kissed by She, donned by him.
God of demons, his breath did spread,
legions of darkness, they walked upon the land.
Of many, our warriors lay fell, lost in his grip,
son of man raised his sword, challenged by He.
Hewed the dark god, son of man overcame,
alas all was not won, the glimmer faded.
Corpse of the god, his blood spewed,
Seeping into the land, cursed were we.
Evil was now man.”
~Poem of Keir, as sung by the bards of his time.
Weapon: Divested Seax – A legendary greatsword that was once imbued with the whispers of Thanatos. It is now stripped of its former power after the battle with the Demon Lord.
Armor: Shattered Vision – A plate of armor that was enchanted by a goddess until dispelled by the Demon Lord’s curse.
Rune: Lesser Gray Rune: Uruz ᚢ (Neutral, Level 1) – The ancient character of Uruz carved into an ordinary stone.
A-Ability: Penumbral Edict
- Iridescent Vanquish – Keir overloads the energy of the rune into his weapon, and performs a vicious overhead swing. The active ancient energy releases a secondary force corresponding with the rune type from the blade. The rune then needs to recharge, disabling all its powers for a period. 120% Atk DMG + (RLV x 10% ATK) Runic DMG. Adjacent cell range. Additional effects and element of Runic DMG portion of this attack are based on rune element. Rune slot becomes treated as if it were unequipped for 2 turns. 8 EN.
R-Ability: Vengeance Engine – Every third time Keir receives damage increases the level of his rune by 1 for the remainder of the battle.
S-Ability: Theurgic Henosis – Having acquired knowledge of the ancient language in his former travels, Keir can utilize the power of his obtained runes to enhance the power of his attacks causing his appropriate A-Abilities to inflict Runic damage. Runic damage is mitigated by 10% of the target’s Max HP instead of DEF/SPR and is calculated by the level of the rune. Depending on the element of the rune equipped, Keir receives the following passive effects:
Level: 1
Progress: 0/30
Stats:
HP: 35/35
EN: 50/50
Atk: 5 (+1 from Divested Seax)
Def: 4 (+1 from Shattered Vision)
Int: 1
Spr: 2
Move: 2 (+1 from Lost Hero profession)
Evade: 2%
Crit: 4%
Morale: (//////////)
Male, Presumably in his 30’s (Aug 15)
- Appearance:
*Runology – This unit can only equip runes instead of accessories. Every rune is assigned an element and a level which affects certain abilities. A rare rune element of Æsir possesses enhanced effects, but the equipper is afflicted with Deprotect and Deshell for as long as the Æsir rune is equipped due to its power being too overwhelming for mere mortals.
Background:
“Of once glimmering hope, our eyes have seen,
son of man and blessed by king, he did stand.
Twin blades exalted by Death, into one sword were forged,
Armor and mail kissed by She, donned by him.
God of demons, his breath did spread,
legions of darkness, they walked upon the land.
Of many, our warriors lay fell, lost in his grip,
son of man raised his sword, challenged by He.
Hewed the dark god, son of man overcame,
alas all was not won, the glimmer faded.
Corpse of the god, his blood spewed,
Seeping into the land, cursed were we.
Evil was now man.”
~Poem of Keir, as sung by the bards of his time.
Weapon: Divested Seax – A legendary greatsword that was once imbued with the whispers of Thanatos. It is now stripped of its former power after the battle with the Demon Lord.
Armor: Shattered Vision – A plate of armor that was enchanted by a goddess until dispelled by the Demon Lord’s curse.
Rune: Lesser Gray Rune: Uruz ᚢ (Neutral, Level 1) – The ancient character of Uruz carved into an ordinary stone.
A-Ability: Penumbral Edict
- Iridescent Vanquish – Keir overloads the energy of the rune into his weapon, and performs a vicious overhead swing. The active ancient energy releases a secondary force corresponding with the rune type from the blade. The rune then needs to recharge, disabling all its powers for a period. 120% Atk DMG + (RLV x 10% ATK) Runic DMG. Adjacent cell range. Additional effects and element of Runic DMG portion of this attack are based on rune element. Rune slot becomes treated as if it were unequipped for 2 turns. 8 EN.
- Spoiler:
- ---Neutral: Releases a crescent moon shaped wave that cleaves everything in its path. RLV x 10% Atk Runic DMG on first enemy hit, and then half the amount afterwards. Hits all enemies within a 5 cell straight line range.
---Fire: Causes an explosion upon impact, possibly leaving the target with terrible burns. RLV x 10% Atk Runic Fire DMG. Adjacent cell range. Chance of Burn.
---Water: Blasts the target with a high pressure deluge, which may disorient it. Inflicts Wet. Chance of Confusion. No DMG unless target is weak to Water, in which case inflicts RLV x 20% Atk Runic Water DMG. Adjacent cell range.
---Ice: Barrages the target with a prism of frozen ice crystals. RLV x 10% Atk Runic Ice DMG. Chance of Freeze. Adjacent cell range.
---Wind: Added force from the rune creates a tornado from the slash, tossing the caught target back. Knocks back target 4 cells. If target collides with a surface or another enemy, then all affected enemies receive RLV x 10% Atk Runic Wind DMG. Levitating enemies are pushed twice as far. Adjacent cell range.
---Lightning: A giant bolt of lightning strikes the area of impact. RLV x 10% Atk Runic Lightning DMG. Chance of Shock. Adjacent cell range.
---Earth: The swing of the slash is followed up by a stone spire instantly jutting at the target, impaling it. Unfortunate enemies may end up entirely encased in stone. RLV x 10% Atk Runic Earth DMG. Chance of Petrify. Adjacent cell range.
---Light: The impact of the weapon releases an array of piercing lights that flash in a glaring spectrum. RLV x 10% Atk Runic Light DMG. Reveals all invisible enemies on the map. All enemies revealed this way become afflicted with Daze. Adjacent cell range.
---Dark: The slash rips through the fabric of space, opening up a pocket dimension which may have adverse effects if peered into. RLV x 10% Atk Runic Dark DMG. Chance of Fear or Blind. Adjacent cell range.
--- Æsir: Might of the fallen gods resonate through Keir’s weapon, rending the target with celestial strength. RLV x 25% Atk Runic Æsir DMG. Negates recharge requirement.
R-Ability: Vengeance Engine – Every third time Keir receives damage increases the level of his rune by 1 for the remainder of the battle.
S-Ability: Theurgic Henosis – Having acquired knowledge of the ancient language in his former travels, Keir can utilize the power of his obtained runes to enhance the power of his attacks causing his appropriate A-Abilities to inflict Runic damage. Runic damage is mitigated by 10% of the target’s Max HP instead of DEF/SPR and is calculated by the level of the rune. Depending on the element of the rune equipped, Keir receives the following passive effects:
- Spoiler:
- ---Neutral: Keir’s EN consumption is reduced by 20%
---Fire: Keir’s attacks cannot be dodged.
---Water: Negative statuses inflicted upon Keir have their duration reduced by a turn and have their potency reduced by 3% of their modifier value if it would deal periodic damage.
---Ice: Keir’s basic attacks reduce the target’s movement by 1 each time for 3 turns. Consecutive attacks refresh the duration and cumulatively reduce movement. A target’s movement cannot fall below 1 this way.
---Wind: Keir gains an additional basic attack.
---Lightning: Keir’s movement is doubled.
---Earth: Keir builds an Earth charge every 2 turns (Max: 2) and whenever he would receive physical damage, all charges are spent and the damage is reduced by the Earth Rune level x 5% x The amount of charges spent. Keir cannot receive less than 1 damage from this way.
---Light: Keir can damage Intangible enemies with Physical attacks, and ignores 50% of a target’s defense if they are of Demon or Undead species.
---Dark: Keir has unlimited basic attack range.
---Æsir: Keir’s Runic damage is doubled.
Level: 1
Progress: 0/30
Stats:
HP: 35/35
EN: 50/50
Atk: 5 (+1 from Divested Seax)
Def: 4 (+1 from Shattered Vision)
Int: 1
Spr: 2
Move: 2 (+1 from Lost Hero profession)
Evade: 2%
Crit: 4%
Morale: (//////////)
Last edited by Vergil on Mon Jun 23, 2014 9:59 pm; edited 2 times in total
Vergil- Void Sleeper
- Posts : 605
Join date : 2012-06-22
Age : 32
Location : Existential Dread
Re: Adventures of Naletia: Beyond the Skies (CP Thread)
Name: Trystan "Trys" Landcaster
Age: 18
Gender: Male
Appearance:
Profession: Unifier- Focusing one's energies into the environment surrounding the user, the one who claims this profession draws upon the natural powers at work to effectively do battle. (Boundless Journey)
Boundless Journey: Constant travel has benefited the user in that no venture is too daunting; the winds guide him where they will, be it near or far. The user may move diagonally at the cost of 1 cell.
Level: 1
Exp: 0/30
Weapon: Cracked Beads- Simple string of beads which have been damaged in the user's travels. (Damage: Int) (Range: 3 Cells)
Armor: Wanderer's Vest- Casual patchwork vest which was made for someone who travels a lot.
Accessory: Silver Earring- Small silver stud worn in the ear.
A-Ability: United Energies
+Earthen Field – Breathes deeply and places one's palm flat on the ground beneath his feet, utilizing his energy to transform it from its current state into that of verdant earth which the user then draws power from. No Damage. Increases the user's Damage Output by 30% for Two Turns; the cell the user occupies and the cells adjacent to the user become Verdant Land. Range: Self. 6 EN. Earth Elemental.
+Verdant Snare – Releases one's energy into the ground and draws forth razor-sharp grasses to lash at the target, ensnaring the target in their grasp. 110% Int Damage. Chance of Immobilize. Requires and Consumes 1 Verdant Land cell. Range: 4 Cells. 6 EN.
A-Ability: Item
R-Ability:
+Natural Order – Nature maintains its delicate balance to ensure life for all. Whenever the user utilizes a nature cell for any reason, another nature cell akin to the one used up appears randomly on the map.
S-Ability:
+Unified Ground – Unites one's own energy with the elements beneath his feet to enable any terrain to be crossed. Enables the user to cross through any kind of terrain so long as it is not entirely impossible to occupy (ie: magic walls, void, thin air, etc).
Awakening:
+Photosynthetic Propulsion – Draws forth the power of the sun into the a mixture of the earth's and the user's own energy, only to release it in a fiery explosion from which new life is set to form. 100% Pierce Int Damage. All cells become verdant/full of life. Range: All Enemies. All EN. Fire Elemental.
Stats:
HP: 30/30
EN: 50/50
Atk: 1 (+0 from Cracked Beads)
Def: 2 (+1 from Wanderer's Vest)
Int: 5 (+1 from Cracked Beads) (+1 from Silver Earring)
Spr: 4 (+0 from Wanderer's Vest)
Move: 2 Cells (+0 from Unifier Profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Skill Points: 0
Age: 18
Gender: Male
Appearance:
- Spoiler:
- Spoiler:
- Seldom one to lay down roots anywhere, Trys spent much of his life wandering from place to place under the wind's "guidance." In his travels he had always kept a single motto: Paths converge for a reason; with that in mind, it comes as little surprise that those that those who came in contact with him found an undeniable connection. His gentle nature and ever-present compassion for the world around him left many with a similar outlook on life. Be it a traveling merchant, band of mercenaries, a lord and his entourage, or even just common townspeople, no one met him without feeling just slightly more content with life. Whenever Trys would stumble upon someone new, he gave them kindness––stories of the earth's blessings uniting under one mysterious traveler passed through word of mouth many a time before his death. Anyone who happened to know him, whether his name was known to the individual or not, was left with verdant pastures, cleaner water, gentle breezes, and an eagerness to prosper further. One village he visited in particular, many a mile from any other sign of human life, had been teetering on the edge for several months before he made his way to it. Sickness had plagued the township; man, beast, and earth alike grew sicker each day, all perishing to a disease of unknown origin. Three weeks Trys stayed in the town, gently coaxing the earth into returning to its proper station for the people. Each day, however, saw little progress, while the miracle man himself grew weaker in weaker. In the end, he too contracted the enigmatic disease, but he cared not for his fate. In his final hours, Trys used all of his energy to bring about a paradisal change in the village. Whether the Gods took pity on him, or if it actually worked remains a question there today, but it is known that when Trys fell into Death's icy grasp that little by little all the disease faded until finally the last remnants disappeared on a flowing wind.
Profession: Unifier- Focusing one's energies into the environment surrounding the user, the one who claims this profession draws upon the natural powers at work to effectively do battle. (Boundless Journey)
Boundless Journey: Constant travel has benefited the user in that no venture is too daunting; the winds guide him where they will, be it near or far. The user may move diagonally at the cost of 1 cell.
Level: 1
Exp: 0/30
Weapon: Cracked Beads- Simple string of beads which have been damaged in the user's travels. (Damage: Int) (Range: 3 Cells)
Armor: Wanderer's Vest- Casual patchwork vest which was made for someone who travels a lot.
Accessory: Silver Earring- Small silver stud worn in the ear.
A-Ability: United Energies
+Earthen Field – Breathes deeply and places one's palm flat on the ground beneath his feet, utilizing his energy to transform it from its current state into that of verdant earth which the user then draws power from. No Damage. Increases the user's Damage Output by 30% for Two Turns; the cell the user occupies and the cells adjacent to the user become Verdant Land. Range: Self. 6 EN. Earth Elemental.
+Verdant Snare – Releases one's energy into the ground and draws forth razor-sharp grasses to lash at the target, ensnaring the target in their grasp. 110% Int Damage. Chance of Immobilize. Requires and Consumes 1 Verdant Land cell. Range: 4 Cells. 6 EN.
- Spoiler:
- +Flourish – Releases one's energy into the ground and pulls forth the essence of life from the ground. No Damage. Conjures a Tree in the chosen cell. Requires and Consumes 1 Verdant Land cell. Range: 6 Cells. 4 EN.
---Uproot – Further releases one's energies to rend the newly formed life from the ground to toss it at an enemy for massive damage. 140% Int Damage. Small Chance of Stasis. Requires and Consumes 1 Tree cell. Chain from Flourish. Range: 2 Cells from Tree cell. ? EN.
---Great Tree's Protection – Bonds with the tree's own energies to meld them into a protective spiritual barrier around the user or an ally. No Damage. Increases Def and Spr by 45% for Two Turns. Buff is dispelled if Tree is destroyed. Requires 1 Tree cell for duration of buff; Consumes targeted Tree after buff ends naturally. Chain from Flourish. Range: Single Ally. ? EN.
+Green Dance – Utilizes one's unity with nature, commanding the greenest of plants to lend their weaponry to the aid of the user for a swift, unavoidable attack. 80% Int Damage. 4 Hits. Sure Hit. Requires and Consumes either 1 Tree cell or 3 Verdant Land cells. Range: 3 Cells. ? EN.
+Earthwalker – Combines one's energies with the latent verdant ones flowing through an area in order to release them from dormancy with every step. No Damage. Bestows Earthwalker for Five Turns. Earthwalker: Every cell the user passes through becomes a Verdant Land cell. Range: Self. ? EN.
---Mother Nature – Stops and focusses all energies melded into the ground allowing their reach to touch all land benefiting from the user's blessing to reform them according to Nature's grand design. No Damage. Dispels Earthwalker. The user may change any Verdant Land cell in existence into another Nature cell of his choice. Range: Set. ? EN.
+Wisp of Life – Presses one's energy deep into the earth to bring forth a wisp of pure life energy which then dives into the matter asked of by the user to breathe life into it for a short while. No Damage. Transforms Nature Cell into a living form of itself for Five Turns. Range: 6 Cells. ? EN.
A-Ability: Item
R-Ability:
S-Ability:
+Unified Ground – Unites one's own energy with the elements beneath his feet to enable any terrain to be crossed. Enables the user to cross through any kind of terrain so long as it is not entirely impossible to occupy (ie: magic walls, void, thin air, etc).
Awakening:
+Photosynthetic Propulsion – Draws forth the power of the sun into the a mixture of the earth's and the user's own energy, only to release it in a fiery explosion from which new life is set to form. 100% Pierce Int Damage. All cells become verdant/full of life. Range: All Enemies. All EN. Fire Elemental.
Stats:
HP: 30/30
EN: 50/50
Atk: 1 (+0 from Cracked Beads)
Def: 2 (+1 from Wanderer's Vest)
Int: 5 (+1 from Cracked Beads) (+1 from Silver Earring)
Spr: 4 (+0 from Wanderer's Vest)
Move: 2 Cells (+0 from Unifier Profession)
Evade: 4%
Crit: 3%
Morale: (//////////)
Skill Points: 0
Last edited by Silver on Sun Jun 29, 2014 7:46 pm; edited 1 time in total
Re: Adventures of Naletia: Beyond the Skies (CP Thread)
Name: Irene Phile
Gender: Female
Age: Appears 31
Appearance:
Background: Irene always had a pure heart and had devoted her life to aiding others, especially those who were overlooked by society and could not help themselves. She believed that everyone deserved to live and be happy. Though some may call her naive, idealistic, or just outright crazy Irene prefers to think of herself as hopeful. Everywhere she went she would lend help to anyone in need of it and anything she received for payment she gave away to other unfortunate souls, only keeping for herself enough to survive. Her life was practically a fairy tale with what seemed to be a happily ever after ending waiting at the end of it. However on a chilly fall morning as Irene was helping a farmer pick fruits from his orchard she was bitten by a venomous viper. The farmer did not find her until it was far too late and Irene had unfortunately passed away at the age of 31.
Profession: Essence of Purity - Maidens who possess ideals as pure as the whitest snow who have suffered a tragic, untimely death. These females are often immortalized through song and tale even after they have long left the mortal realm. [INT-Based Basic Attacks] [Basic Attack Range: 3 cells]
Weapon: Plastic Ring - A toy ring that was given to Irene by a child several years ago. She has kept it ever since.
Armor: Mourning Dress - A fairly long dress that looks like something one would wear to a funeral.
Accessory: Gift of the Selfless - A rather ornate necklace crafted out of a few shards of stone and a piece of string. [+1 INT]
A-Ability: Peace and Tranquility
+ Haven - Irene projects a barrier to shield herself from harm. [Range: Self. Grants a temporary shield which absorbs damage equal to 100% INT for 2 turns. If Irene is bonded to an Ally the Ally she is bonded to is shielded instead. 6 EN.]
+ Test of Faith - Irene strikes the target with magic, weakening their will to fight while strengthening her own. [120% INT Dmg. Range: 3 cells. Target loses 1 Morale and Irene gains 1 Morale. If Irene is bonded to an Ally then the Ally she is bonded to gains 1 Morale instead. 8 EN.]
+ Cleanse - Irene washes away the impurities of her target, rejuvenating allies and burning enemies. [Range: 3 cells. Removes one status effect. If a status effect is removed from an ally, they are healed for 100% INT. If a status was removed from an enemy, they take 100% Fire INT Dmg.]
R-Ability:Inner Fire - Whenver Irene uses an Ability she is bestowed with Regen. If she already has Regen she is instantly healed for 10% of her max HP instead.
S-Ability: Soul Bond - Irene is able to transfer her soul, along with the rest of her body, into another, allowing her to enter the body of an ally within 3 cells as an Act command. Irene retains the ability to execute Act commands but cannot move as long as she is bonded. While bonded to an ally 25% of all damage the ally would take is redirected to Irene and 50% of the HP and EN that Irene regenerates is redirected to the ally. As a free action Irene may leave the body of the ally she is bonded to and appear within 2 cells of the target. Irene may not leave an ally on the same turn that she bonds to an ally.
D-Ability: Hope - Utilizing the power granted to her by the Heavens Irene is able to grant her allies a strengthened fortitude and willpower or severely cripple her enemies. [Range: 3 cells. If Irene targets an Ally they gain Strengthened Soul, which removes all status ailments, increases healing and regeneration effects on the target by 100%, increases the ally's damage output by 30%, and decreases the Ally's damage taken by 30% for 3 turns. If Irene targets an Enemy they are afflicted with Weakened Soul, which removes all positive status effects, halves the effect of healing and regeneration, reduces the damage output of the target by 30%, and increases the damage the target takes by 30% for 3 turns]
Level: 1
EXP: 0/30
HP: 30/30
EN: 50/50
ATK: 1
DEF: 2
INT: 5 (+1 from Plastic Ring) (+1 from Gift of the Selfless)
SPR: 4 (+1 from Mourning Dress)
Crit: 2%
Eva: 3%
Movement: 2 (+0 from Essence of Purity profession)
Gender: Female
Age: Appears 31
Appearance:
- Spoiler:
Background: Irene always had a pure heart and had devoted her life to aiding others, especially those who were overlooked by society and could not help themselves. She believed that everyone deserved to live and be happy. Though some may call her naive, idealistic, or just outright crazy Irene prefers to think of herself as hopeful. Everywhere she went she would lend help to anyone in need of it and anything she received for payment she gave away to other unfortunate souls, only keeping for herself enough to survive. Her life was practically a fairy tale with what seemed to be a happily ever after ending waiting at the end of it. However on a chilly fall morning as Irene was helping a farmer pick fruits from his orchard she was bitten by a venomous viper. The farmer did not find her until it was far too late and Irene had unfortunately passed away at the age of 31.
Profession: Essence of Purity - Maidens who possess ideals as pure as the whitest snow who have suffered a tragic, untimely death. These females are often immortalized through song and tale even after they have long left the mortal realm. [INT-Based Basic Attacks] [Basic Attack Range: 3 cells]
Weapon: Plastic Ring - A toy ring that was given to Irene by a child several years ago. She has kept it ever since.
Armor: Mourning Dress - A fairly long dress that looks like something one would wear to a funeral.
Accessory: Gift of the Selfless - A rather ornate necklace crafted out of a few shards of stone and a piece of string. [+1 INT]
A-Ability: Peace and Tranquility
+ Haven - Irene projects a barrier to shield herself from harm. [Range: Self. Grants a temporary shield which absorbs damage equal to 100% INT for 2 turns. If Irene is bonded to an Ally the Ally she is bonded to is shielded instead. 6 EN.]
+ Test of Faith - Irene strikes the target with magic, weakening their will to fight while strengthening her own. [120% INT Dmg. Range: 3 cells. Target loses 1 Morale and Irene gains 1 Morale. If Irene is bonded to an Ally then the Ally she is bonded to gains 1 Morale instead. 8 EN.]
R-Ability:
S-Ability: Soul Bond - Irene is able to transfer her soul, along with the rest of her body, into another, allowing her to enter the body of an ally within 3 cells as an Act command. Irene retains the ability to execute Act commands but cannot move as long as she is bonded. While bonded to an ally 25% of all damage the ally would take is redirected to Irene and 50% of the HP and EN that Irene regenerates is redirected to the ally. As a free action Irene may leave the body of the ally she is bonded to and appear within 2 cells of the target. Irene may not leave an ally on the same turn that she bonds to an ally.
D-Ability: Hope - Utilizing the power granted to her by the Heavens Irene is able to grant her allies a strengthened fortitude and willpower or severely cripple her enemies. [Range: 3 cells. If Irene targets an Ally they gain Strengthened Soul, which removes all status ailments, increases healing and regeneration effects on the target by 100%, increases the ally's damage output by 30%, and decreases the Ally's damage taken by 30% for 3 turns. If Irene targets an Enemy they are afflicted with Weakened Soul, which removes all positive status effects, halves the effect of healing and regeneration, reduces the damage output of the target by 30%, and increases the damage the target takes by 30% for 3 turns]
Level: 1
EXP: 0/30
HP: 30/30
EN: 50/50
ATK: 1
DEF: 2
INT: 5 (+1 from Plastic Ring) (+1 from Gift of the Selfless)
SPR: 4 (+1 from Mourning Dress)
Crit: 2%
Eva: 3%
Movement: 2 (+0 from Essence of Purity profession)
Kurio- Masochistic Kitty Kat Maid
- Posts : 8939
Join date : 2009-10-30
Age : 29
Location : I dunno 3:
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