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Adventures of Naletia: Into the Abyss (CP Thread)

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Post by Zerifachias Wed Sep 21, 2016 8:02 pm

The White Basilisks Mercenary Company


Resources:

Quicksilver Mines - A mine located on the southwestern half of the Silver Mountains. It contains vast quantities of ores rare to Ermith.
Ores Available: Iron, Silver, ???, ???, ???, ???, ???

Neront Logging Company - A small group of loggers who trek into forests. They cut down old or sick trees to help promote the forest's growth and bring back the wood for sale.
Skills Available: Fire Building, Quick Shelter, ???, ???, ???

Nolathan Blacksmithy - A smithy who sells his talents to the mercenary company. The smithy gives a discount for special orders but charges regular rates for repairs.
Talents Available: Smithing (lvl 1), Repair, ???, ???, ???

Alexander's Apothecary - An alchemist by trade with a profound interest in herbs and tonics. He provides potions and other utilities for mercenary bands, but requires a peculiar type of currency.
Potions Available: Herbs & Tonics (lvl 1), ???, ???, ???, ???, ???

???

???

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???

???

Inventory

Medicine Bag - A standard bag filled with medicinal herbs, salves, tonics, and other such potions.
---Healing Salve (x4) (Applies Regen)
---Antidote (x2) (Cures Poison)
---Muscle Relaxant (x1) (Cures Paralysis)

Nifty Sack - A nifty sack filled with items that are essential for every adventurer.
---Skull Key (x2) (Opens locks on chests, doors)
---Dungeon Map Template (Records progress in dungeons. Is magical)

Map of Ermith - A detailed map of the continent.
+Nolathan - The Capital of Ermith. A bustling city and the main hub of many mercenary companies, merchant caravans, ambassadors and military.

+Jesu City - The Lakefront. A city sitting atop Jesu Lake, it is the home of merchants, as well as the religious order, Purifier barracks, and the Temple of Magi.

+Siverfalls - The Mountain City. In the Silver Scrapes Mountains lies this city, carved into the stone. It is the largest mining city in Ermith.

+Yvondale - The Landscape. A city sitting in the central-southern half of the Plains. It was recently rebuilt after many of the citizens turned into ghouls.

-Farsay Village - A small village two days north of Jesu and a half-day from the Long River
-Ardent Town - A residency known for its wide ranges and vast farmlands. It lies northwest of Nolathan on fertile ground.
-Nolert Outpost - A lumberer's outpost southeast of Nolathan and north of Farsay. Lumberers come here to take advantage of Hiki's Forest.

*Hiki's Forest - A vast, overgrown nest of trees once said to hold a terrible secret, deep in its center. It is a strip of trees that run on the eastern side of the Long River.
*The Long River - A wide and violent river. It connects the Frozen Sea to the north with Jesu Lake and branches off many times across the continent. Some branches lead underground.
*Jesu Lake - An enormous lake which is far more suited to being an ocean. It takes up 20% of the continent's size alone. It empties out into a small river that leads to the southern sea.
*Frozen Seas - The oceans to the north, which is comprised of both water and enormous glaciers. Some glaciers are even habitable.
*Silver Scrapes - A long strip of mountain ranges much like Hiki's Forest. There is no coastline at the northern tip of the mountains - only sheer cliff. The mountains are known for their incredible stores of silver.
*Silver Sands - A desert on the west side of the Silver Scrapes. It is vast and practically empty, distinguishable only by the silver sea of sand.
*Twilight Forest - Enchanted woods no man or beast is able to walk into without suffering severe hallucinations and illusions.





Last edited by Zerifachias on Fri Oct 14, 2016 8:21 pm; edited 1 time in total
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Post by Zerifachias Wed Sep 21, 2016 8:04 pm

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Post by Zerifachias Wed Sep 21, 2016 8:04 pm

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Post by Zerifachias Wed Sep 21, 2016 8:04 pm

Jesu City

Around year 114, men and women gathered around the huge lake that took up 20% of Ermith’s size. The Long River ran from north to south and emptied out into this giant lake and the lake emptied out into the southern sea. It was the perfect location for a city. The lake was called Jesu, an elven word for “Water.” Thus Jesu City would be the City of Water.

The humans used magic to suspend bridges of wood over the water and summoned stone pillars from the lakebed to rise and support their construction. At first, the city was small, but it quickly grew to be the largest city on the continent and the center for all trade within and without. In this age, the year 1024, the city remains large but was eclipsed long ago by the capital, Nolathan, in size and population.

At the center of the city sits the castle. There resides the viscount, a lord of the city to rule over and judge the citizens in place of the King. The castle has seven towers to breach the heavens and can be seen from anywhere in the city. From the center the cobblestone roads branch out like a spiderweb. The main roads are longer and thicker. Each main road is connected by bridges and water flows naturally through these waterways.

On the eastern side of the city are the docks. Heavy stone walkways provide a path above the water level. The water from the waterways empties out through gates all around the city edge. Wooden platforms and stairs and piers lead out into a vast array of ships both personal and military. Large and small ships can be seen on the horizon at any time, sails at half-mast and drifting along to protect the city from unwanted visitors. The other side of the lake cannot be seen by the naked eye, due to the vastness of the lake.

On the western side of the city, the streets are narrower and the homes are built side by side and tend to be narrow on the inside as well. There are no poor in Jesu, not to the volume of other cities like Yvondale or Nolathan. The east is also where the bridge connecting the city to the mainland lies. Its girth is enough to fit three horse-driven carriages side-by-side, and its length takes three descents of the sun (1.5 hrs) to cross.

The northern half of the city is where many craftsmen take residence. The homes build along this side of the city are large and far apart, a symbol of wealth in Jesu is owning one of these homes. Auza was born to a carpenter family on the north side. After her father died she was kicked out into the streets by the viscount. The family home remains empty to this day.

The southern side of the city is where the merchants take residence. Throughout the city are large, circular platforms where traveling merchants can set up shop for the days and sell useful or useless materials. The docks are home to the fish market, though the smell reaches every corner of the city. The merchant homes on the south end sell trades and businesses. Also on the south side is the cathedral – a large and very old castle of white stone where Ermith’s religious cult lies. These men are in command of a greater army, the Purifiers, and use them to watch over the mages who are also housed on the south end in their temple.

The buildings in Jesu City are wide in variety and most allow moss and vines to grow from their thatched roofs. In the spring and summer, white and violet flowers bloom along the moss and vines, making the city shine. Most of the richer homes do not allow the moss or vines to grow at all.


Last edited by Zerifachias on Fri Sep 30, 2016 2:57 pm; edited 1 time in total
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Post by Zerifachias Wed Sep 21, 2016 8:05 pm

Vino Netian
Male, 28 (December 12)

Appearance:
Spoiler:

Profession: Arena Duelist - Singling out a single target on the battlefield is fine for most fighters, but this one prefers himself surrounded by them. He'll take them all on at once and come out on top. (Frenzy)(Dual Blade)

Frenzy - This unit gains a 5% bonus to Crit for being in an enemy's attacking range. Stacks up to 5 times for every enemy in range.
Dual Blade - Utilizes a special type of dual sword, allowing for two hits per basic attack.


Weapon: Red Blade - A dual sword with a red edge.
Armor: Mercenary Captain's Armor - Medium-weight chainmail armor to allow for movement and protection.
Accessory: Leather Cloak - A clock meant for extra protection, not concealment.

A-Ability: Into the Fray

Static Rush - Vino charges into the front lines, electricity coursing through his outstretched blades. The more enemies he touches, the more energy he generates. Dashes 3 cells forward, hitting enemies adjacent to the path for 80% Atk DMG. If this ability hits 3 enemies, it costs no EN. 8 EN.

Active Counter - Vino employs an aggressive stance to take oncoming blows, block them, and return damage to the sender. This ability taunts adjacent cell enemies and has no limit to number of attacks blocked. 100% Atk DMG. 8 EN.

A-Ability: Item

R-Ability: Cornered Lion - When Vino is surrounded by three enemies or more, the damage he takes is halved and his own attacks pierce armor.

S-Ability: Focused - Vino ignores distractions on the battlefield, finds kinks in the opponent's armor, and tears them apart. After three successful attacks, Vino's basic attacks become Piercing. The effect is removed if he stops attacking for one turn.

Stats:

Level: 1
Progress: 0/30

HP: 40/40
EN: 50/50
Atk: 5 (+1 from Red Blade)
Def: 4 (+1 from Mercenary Captain's Armor)(+1 from Leather Cloak)
Int: 1
Spr: 2
Crit: 3%
Evade: 3%
Move: 2 (+1 from Arena Duelist Profession)

Skill Points: 0


Last edited by Zerifachias on Wed Sep 21, 2016 8:50 pm; edited 1 time in total
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Post by Zerifachias Wed Sep 21, 2016 8:05 pm

Spoiler:


Last edited by Zerifachias on Mon Sep 26, 2016 6:22 pm; edited 2 times in total
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Post by Vergil Wed Sep 21, 2016 8:20 pm

Borenghren Irondalth
Male, 36 (March 4)

Appearance:
Spoiler:

Profession: Big Game Hunter - A trained tracker that seeks out beasts and creatures for sport. (Size For Prize)(Specialized Ammo)

Size For Prize - This unit and all allies in surrounding cells deal 10% more damage to the enemy with the current highest Max HP.

Specialized Ammo - This unit gains an equipment slot for ammunition, providing additional effects for applicable abilities and attacks.


Weapon: "Ol' Dusty" - A customized flintlock designed to fire off a wide variety of cartridges. [Range: 3]
Armor: Leather Vest - Light armor that provides basic protection while not limiting one's mobilty.
Accessory: Green Cloak - Borenghren bought this with the vest. He got a good deal.
Ammo: Tranquilizer Cartridges - Applied attacks deal -20% damage but have a chance of putting the target to Sleep. The more times a target has already been attacked with this ammo, the greater the Sleep chance.

A-Ability: The Big Guns

Paint Trap - Places a trap up to 3 cells away  that covers a 3x3 area (the 3x3 area must be unoccupied for the trap to be placed). When a grounded unit steps in the covered area, the trap is sprung, spraying them with paint. Affected targets will have the Painted affliction applied and will also have a chance to be Blinded. While Painted, the affected loses 30% Evasion and cannot Stealth. Painted can be removed with a Water-elemental ability or attack.  Only one Paint Trap can be active at a time. 10 EN.

Point Blank - The target is jabbed with the barrel of the gun before receiving the full brunt of the blast. 130% Atk DMG, if the user's Ammo has a chance to apply an effect, the rate is doubled. 8 EN.

A-Ability: Item

R-Ability: Ambush - Whenever this unit is attacked or targeted by an enemy ability, this unit has a chance of becoming Stealthed until attacking. The unit's attack that breaks Stealth will automatically Crit.

S-Ability: Closing In - This unit deals 30% more damage to the last enemy that was affected or damaged by a trap. If multiple enemies were affected or damaged, then this applies to all of them but at a 15% modifier instead.

Stats:

Level: 1
Progress: 0/30

HP: 35/35
EN: 50/50
Atk: 6 (+1 from Ol' Dusty) (+1 from Green Cloak)
Def: 3 (+1 from Leather Vest)
Int: 1
Spr: 2
Crit: 4%
Evade: 2%
Move: 2 (+1 from Big Game Hunter Profession)

Skill Points: 0
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Post by Masquerade Thu Sep 22, 2016 7:25 pm

Tiberius Wood
Male, 25 (March 14)

Appearance:
Spoiler:

Profession: Spirit Guide - Being close with nature, the one who claims this profession has gained the ability to commune with the spirits of the world itself and uses his mana to guide them to where they need to go, aiding those light of heart while tormenting beings with evil intent. (Spirit's Life Force)

*Spirit's Life Force: Attached Spirits possess an HP equal to 50% of the user's Max HP.  When an enemy targets an ally with an Attached Spirit, that enemy may choose to target the Attached Spirit instead.  Enemies with an Attached Spirit can be attacked by one of their allies where the attacker may target the Attached Spirit instead.  Attached Spirits fade when their HP reaches 0.

Weapon: Weathered Palette - At least a century old painter's palette made of wood and covered in paints long since dried. (Damage: INT)(Range: 3 cells)
Armor: Straw Shawl - Unsightly shawl made of woven straw.  Better suited for a roof than a garment.
Accessory: Wanderer's Rope Belt - Hempen rope belt to help keep one's trousers up. Perfect for the poor wandering soul.

A-Ability: A Spirit's Calling:

+Ni'ama, The Striking: Guides the spirit of the hummingbird, swift and deft, to an ally granting their attacks unparalleled accuracy.  On Spirit Attachment: Accuracy +20%.  Range: 4 cells.  6 EN.  8 MP.

+Kankero, The Weight of Sin: Guides a karmic sloth spirit to an enemy that clings to their shoulders and grows heavier as time passes, eventually relinquishing itself in a mighty blast that punishes the attached for their harmful actions.  On Spirit Attachment: Deals 80% Int Dmg to the afflicted per turn.  Special: On the 5th turn of attachment, detonates dealing 50% Max HP Dmg.  Range: 4 cells.  6 EN.  6 MP.

Spoiler:

A-Ability: Item

R-Ability: Spirit's Sacrifice - If a unit attached with a spirit is about to suffer a fatal blow, the spirit may absorb the entire attack at the cost of its life.  The unit can then not be attached with another spirit for 3 turns.

S-Ability: Inner Faith - On any given turn, the user may sacrifice 50% of his SPR and add it onto his INT.  Stats revert to normal after 3 turns and this ability goes on a 2 turn cooldown, excluding the turn of reversion.

Stats:

Level: 1
Progress: 0/30

HP: 30/30 (+5 from Wanderer's Rope Belt)
EN: 50/50
MP: 40/40
Atk: 2 (+0 from Weathered Palette)
Def: 3 (+1 from Straw Shawl)
Int: 4 (+1 from Weathered Palette)
Spr: 3 (+0 from Straw Shawl)
Crit: 4%
Evade: 2%
Move: 2 cells (+0 from Spirit Guide Profession)

Skill Points: 0

Battle-Ready Stats:

[/b]

Code:
HP: 35/35
EN: 50/50
MP: 40/40
Atk: 2
Def: 4
Int: 5
Spr: 3
Crit: 4%
Evade: 2%
Move: 2 cells


Last edited by Masquerade on Fri Oct 14, 2016 9:57 pm; edited 4 times in total
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Post by CerberusLycan Fri Sep 23, 2016 3:32 pm

Name: Antares Astraphios
Gender: Male
Age: 27 years
Level: 1
Progress: 0/30
Appearance:
Spoiler:

Profession: Worn Traveler: Protector - The one who claims this Profession has wandered for a long time with their own little ragtag band. As the Protector, this one is the fierce guardian of the group, who defends their accomplices against all threats. [Worn Traveler: Chaser]

*[Worn Traveler: Chaser] The two major Worn Travelers share a companion on the field; the Chaser. The Chaser has a Default Movement Command and a Movement Stat of 4 Cells, but does not Occupy the Cell it is positioned in and cannot be influenced by any Unit other than a Worn Traveler. If a Worn Traveler is Adjacent to or Occupying the same Cell as the Chaser, the Chaser will look to assist them with varying effects for each Worn Traveler;
--If the Protector Targets an Enemy within 2 Cells of the Chaser for attack, the Chaser will attack the same Target for 100% the Protector's Atk. Stat. When triggered, the Protector will also automatically gain any positive buffs from the Abettor that the Chaser has been carrying.
--If the Abettor is Targeted by an Enemy Unit within 2 Cells of the Chaser, that Unit's Action will be given a High Chance of Cancellation. After being triggered, the Chance will be Low the following Turn, and then Normal the next, and then finally High again.


Weapon: Weathered Longsword - A trusty old sword that has seen more than its share of scuffles. While not particularly wide, the wearer has become accustomed to its reach. (Basic Attack: Physical / Range: Adjacent) (+1 Atk)
Armor: Ragged Garb - Patched and typically rather dirty, these clothes have served the wearer well over time regardless. (+1 Def)
Accessory: Covert Dagger - A plain blade which stays in its sheathe most of the time. It's useful to have nevertheless, both as a tool and a potential backup weapon. (+1 Atk)

A-Ability: Trailing Blade

+ Disarming Slash: Deftly, the User strikes at the Target and cuts deep enough to sever the muscles which hold their strength. 120% Atk. Damage. Reduces the Target's Dominant Offensive Stat by -20% for 3 Turns (On Stack: Refresh). Range: Adjacent.  6 EN

+ Down the Line: The User sights down an area and readies to dash through it, quick as a flash of lightning. If their canine companion is around, the User trusts them to assist in the maneuver. Establishes the Cells of the Range on declaration, and deals 130% Atk. Damage to all Enemies in Range on Cast. If the Chaser is within 2 Cells on declaration, they can establish a second Range. The User must land in a Cell which is at the end of one of the Ranges. Cast Time: Normal (1 Turn). Range: 3 Cells, Linear, Straight Line. 10 EN


R-Ability: Road to Reckoning - When an Enemy Unit Targets the Abettor for attack or Moves into and Occupies a Cell within 2 Cells of them, the User gains a Movement Command and has his Atk. raised by +20% for 1 Turn; neither of these effects Stack. In the following Ally Phase, Striving Stride will not go on Cooldown until the end of the Turn if available, and their first attack against a Unit which triggered Road to Reckoning will grant the User an Act Command.

S-Ability: Striving Stride - After executing a Movement Command in which the User's full Movement Stat was expended and all the Cells they Passed were unique, a subsequent attack of Adjacent Range can be modified to have a Range of 2 Cells, gain +10% Damage Output for each Cell Passed during the Movement Command, and allow the User to land in a Surrounding Cell of their Target while executing the attack in the process. Striving Stride has a Cooldown of 1 Turn.


~ Statistics ~

HP: 40/40
EN: 50/50
Atk: 4 (+1 from Weathered Longsword) (+1 from Covert Dagger)
Def: 4 (+1 from Ragged Garb)
Int: 1
Spr: 3
Critical: 2%
Evasion: 4%
Movement: 2 Cells (+1 from Worn Traveler: Protector Profession)

Skill Points: None.





Name: Melanie Astraphios
Gender: Female
Age: 13 years
Level: 1
Progress: 0/30
Appearance:
Spoiler:

Profession: Worn Traveler: Abettor - The one who claims this Profession has wandered for a long time with their own little ragtag band. As the Abettor, this one keeps spirits high among their comrades, and assists them however they can. [Worn Traveler: Chaser]

*[Worn Traveler: Chaser] The two major Worn Travelers share a companion on the field; the Chaser. The Chaser has a Default Movement Command and a Movement Stat of 4 Cells, but does not Occupy the Cell it is positioned in and cannot be influenced by any Unit other than a Worn Traveler. If a Worn Traveler is Adjacent to or Occupying the same Cell as the Chaser, the Chaser will look to assist them with varying effects for each Worn Traveler;
--If the Protector Targets an Enemy within 2 Cells of the Chaser for attack, the Chaser will attack the same Target for 100% the Protector's Atk. Stat. When triggered, the Protector will also automatically gain any positive buffs from the Abettor that the Chaser has been carrying.
--If the Abettor is Targeted by an Enemy Unit within 2 Cells of the Chaser, that Unit's Action will be given a High Chance of Cancellation. After being triggered, the Chance will be Low the following Turn, and then Normal the next, and then finally High again.


Weapon: Silvery Necklace - A simple adornment made of interwoven twine of a smooth, silky texture. Nothing like a weapon in truth, but it improves the wearer's state of mind, which makes their odd powers more effective. (Basic Attack: Magical / Range: 3 Cells) (+1 Int)
Armor: Cozy Shawl - A thick cotton garment of an earthy brown color, not terribly pretty but beautifully familiar. It has a hood, and fringes on its hem, and serves well as a small makeshift blanket. (+1 Def)
Accessory: Assorted Ties - Small red loops of string found in various places on the wearer's person; perhaps in their hair, on their robes, or around their ankle. While subtle, they serve to make the wearer seem more dainty and innocent. (+1 Spr)

A-Ability: Tranquil Energies

+ Remnant: The User lends an Ally a gentle light which bolsters their corporeal form, growing brighter as they expend more energy. Buffs the Atk. and Def. Stats of Target Ally Unit by +10% each for 3 Turns. For every 2 Cells the Unit Passes while they bear Remnant, the Stat buffs will increase by +5% (Max: 30%). Element: Light. Range: 2 Cells. 8 MP; 6 EN

+ Lucent Repulse: Gathering energy from their surroundings, the User releases a brilliant pulse of light to deter evil. 120% Int. Damage. Knocks Target Unit back 2 Cells. Element: Light. Range: 2 Cells. 6 MP; 4 EN


R-Ability: Chasing the Sun - When the total HP of the Ally Party falls below 70% or 30% its Maximum for the first time in a battle, a Sunlight Orb appears in a randomized location on the field for 3 Turns, at a Range between 3-5 Cells away from the User. When the User or the Chaser Pass through the Sunlight Orb, the next Skill cast by the User will become an AoE with a Radius equal to its Range. All Allies within Range will regain 20% Max HP and EN.

S-Ability: Respite of the Cosmopolite - Requires an Act Command. Establishes an area with a Radius of 1 Cell on the field, centered on the User's Occupied Cell. While within this area, the User's Actions have an increased maximum Range of 1 Cell, and the User gains an External Barrier equal to 150% of their Spr. Stat at the beginning of each Turn (Duration: 2 Turns / No Stack). If this Barrier is broken by damage, the User cannot gain another one for 2 Turns. After 2 consecutive Turns pass, this area grows to a Radius of 2 Cells, grants the User another Cell of maximum Range, and a random Ally Unit within its Range will also gain an External Barrier with the same parameters. If the User ends their Turn outside of the area for 2 consecutive Turns, it will vanish. 1 Use Counter.


~ Statistics ~

HP: 30/30
EN: 50/50
MP: 40/40
Atk: 1
Def: 2 (+1 from Cozy Shawl)
Int: 5 (+1 from Silvery Necklace)
Spr: 4 (+1 from Assorted Ties)
Critical: 3%
Evasion: 3%
Movement: 2 Cells (+0 from Worn Traveler: Abettor Profession)

Skill Points: None.
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