Ermith's Mistake (CP Thread)
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Ermith's Mistake (CP Thread)
Current Chapter:
~Chapter II~I - Sar'tu Welcoming Ceremony~
Summary: Across the sea lies a place filled with all manner of beasts. Sar'tu is a land of war, even the three islands it is made of seem to be fighting each other. Within this southern continent are many different tribes that are made up of maybe 70 or so peoples. Their darker skin helps them during both the cold and the hot days of the year, and are distinctly different from the Ermith peoples, who are slightly whiter. Most of the tribes are passive, but some can be extremely dangerous. Good thing Naomi knows all about Sar'tu and the tribes. Their first objective is to search out Naomi's Ingredient. But Astra isn't there to help them this time.
Beginning of Chapter II~I:
Battle: Allied Party v.s. Enemy Party
Battle Type: Normal
Special Requirements: None.
Atmosphere:
Requirements For Victory:
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards
Punishments: Mixed Punishments
Soundtrack: TBA
Inventory:
Medicinal/Battle Items:
(x2) Herb - A refreshing, yet very bitter, plant that restores health a little. Restores 5 HP upon use.
(x1) Old Potion - A bitter mix of herbal ingredients to create a slightly stronger potion. It has been aged with much care. Restores 10 HP upon use.
(x2) Reptile Juice - A sweet drink that is used to restore vitality for some reason. Restores 20 HP upon use.
(x3) Antidote - An extremely sweet herb, sweet to the point of gagging, that has the ability to cure poison. Alleviates Poison, Toxin, or Venom upon use.
(x2) Mana Fragment - A small, purple crystal shard that has been said to be a manifestation of mana in a physical form. Restores 5 MP upon use.
(x1) Ether - The liquid form of a mana fragment. When a mana fragment goes into a liquid form, it gains the ability to absorb mana around it to become stronger. Restores 10 MP upon use.
(x1) Phoenix Feather - A scarlet feather that is said to resurrect fallen allies. Revives one ally with 20% Max HP.
(x1) Flurry Feather - An item that will send the enemy into a fit of giggles if used properly. May cause Disable. (Adjacent Cell range)
Weapons/Armor/Accessories
Maid's Outfit (Armor) - Today's the day I get to serve my master...and maybe kill him? (DEF and SPR +1)(Equippable By: Marilyn)
Maid's Bonnet (Accessory) - Just some nice headgear to complete the maid's outfit. (SPR +1)(Equippable By: Marilyn)
Travel Robes - Simple robes more suited for traveling than anything else. (+1 Def; +1 Spr)(Equippable by Naomi)
Leather Shirt - Not a very strong item, it offers some protection. [+1 DEF] [+1 SPR](Equippable By: Michelle)
Lizard Tongue (Accessory) - A rather slippery object that sometimes helps to ward off the effects of negative status inflictions. (+10% Resistance)(No Stat Increase)(Can be equipped by all)
Key Items:
Laboratory Pass - A VIP All-Access Pass to the laboratory in Maul Town. A request came in for a certain group to test their mettle against a certain new weapon.
Life-Binding Contract - A signed parchment stating quite a few things. It was signed by the entire group.
Bank - A storage for all the money collected by the group. 560 Gold.
Map:
https://2img.net/h/i188.photobucket.com/albums/z74/Witswithpleasure/Ermith.png
https://2img.net/h/i188.photobucket.com/albums/z74/Witswithpleasure/Sartu.png
Ermith:
+Maul Town
-Maul Laboratory
--White Room
+Maul Port
-Harbor
--Captain Ahab's ship
-Crocodile's Alcove
--Cavern Maze
--Dim Corner
--Large Cavern
Sar'tu:
None.
~Chapter II~I - Sar'tu Welcoming Ceremony~
Summary: Across the sea lies a place filled with all manner of beasts. Sar'tu is a land of war, even the three islands it is made of seem to be fighting each other. Within this southern continent are many different tribes that are made up of maybe 70 or so peoples. Their darker skin helps them during both the cold and the hot days of the year, and are distinctly different from the Ermith peoples, who are slightly whiter. Most of the tribes are passive, but some can be extremely dangerous. Good thing Naomi knows all about Sar'tu and the tribes. Their first objective is to search out Naomi's Ingredient. But Astra isn't there to help them this time.
Beginning of Chapter II~I:
Battle: Allied Party v.s. Enemy Party
Battle Type: Normal
Special Requirements: None.
Atmosphere:
Requirements For Victory:
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards
Punishments: Mixed Punishments
Soundtrack: TBA
Inventory:
Medicinal/Battle Items:
(x2) Herb - A refreshing, yet very bitter, plant that restores health a little. Restores 5 HP upon use.
(x1) Old Potion - A bitter mix of herbal ingredients to create a slightly stronger potion. It has been aged with much care. Restores 10 HP upon use.
(x2) Reptile Juice - A sweet drink that is used to restore vitality for some reason. Restores 20 HP upon use.
(x3) Antidote - An extremely sweet herb, sweet to the point of gagging, that has the ability to cure poison. Alleviates Poison, Toxin, or Venom upon use.
(x2) Mana Fragment - A small, purple crystal shard that has been said to be a manifestation of mana in a physical form. Restores 5 MP upon use.
(x1) Ether - The liquid form of a mana fragment. When a mana fragment goes into a liquid form, it gains the ability to absorb mana around it to become stronger. Restores 10 MP upon use.
(x1) Phoenix Feather - A scarlet feather that is said to resurrect fallen allies. Revives one ally with 20% Max HP.
(x1) Flurry Feather - An item that will send the enemy into a fit of giggles if used properly. May cause Disable. (Adjacent Cell range)
Weapons/Armor/Accessories
Maid's Outfit (Armor) - Today's the day I get to serve my master...and maybe kill him? (DEF and SPR +1)(Equippable By: Marilyn)
Maid's Bonnet (Accessory) - Just some nice headgear to complete the maid's outfit. (SPR +1)(Equippable By: Marilyn)
Travel Robes - Simple robes more suited for traveling than anything else. (+1 Def; +1 Spr)(Equippable by Naomi)
Leather Shirt - Not a very strong item, it offers some protection. [+1 DEF] [+1 SPR](Equippable By: Michelle)
Lizard Tongue (Accessory) - A rather slippery object that sometimes helps to ward off the effects of negative status inflictions. (+10% Resistance)(No Stat Increase)(Can be equipped by all)
Key Items:
Laboratory Pass - A VIP All-Access Pass to the laboratory in Maul Town. A request came in for a certain group to test their mettle against a certain new weapon.
Life-Binding Contract - A signed parchment stating quite a few things. It was signed by the entire group.
Bank - A storage for all the money collected by the group. 560 Gold.
Map:
https://2img.net/h/i188.photobucket.com/albums/z74/Witswithpleasure/Ermith.png
https://2img.net/h/i188.photobucket.com/albums/z74/Witswithpleasure/Sartu.png
Ermith:
+Maul Town
-Maul Laboratory
--White Room
+Maul Port
-Harbor
--Captain Ahab's ship
-Crocodile's Alcove
--Cavern Maze
--Dim Corner
--Large Cavern
Sar'tu:
None.
Last edited by Zeri~Zeri on Sun Apr 10, 2011 3:58 pm; edited 24 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Ermith's Mistake (CP Thread)
Inflictionary:
Positive:
Regen - The afflicted regains HP equal to 15% of their Max HP each turn for 10 turns.
MP Regen - The afflicted regains MP equal to 5% of their Max MP each turn for 5 turns.
Bubble - The afflicted's HP is doubled for 3 turns, but it is halved when it returns to normal.
Protect - The afflicted takes 50% less damage from physical attacks for three turns. This move cannot be used while Shell is active.
Shell - The afflicted takes 50% less damage from magical attacks for 3 turns. This move cannot be used while Protect is active.
Mighty Guard - The afflicted has Protect, Shell, Null Fire (1), Null Water (1), Null Lightning (1), and Null Ice (1) cast onto him/herself for 3 turns.
Float - The afflicted becomes immune to Earth-based attacks and can cross over almost all nature cells, but takes double damage from Wind-based attacks for 3 turns.
Haste - The afflicted may take 2 actions instead of 1 each turn for 3 turns.
Enlarge - The afflicted grows in size, doubling their attack power for 3 turns.
Protect - The afflicted takes 50% less damage from physical attacks for 3 turns.
Shell - The afflicted takes 50% less damage from magical attacks for 3 turns.
Invisible - The afflicted cannot be targeted for 3 turns.
Negative:
Sleep - The afflicted can no longer move or act, but they are waken by taking damage or by certain medicinal items and magic. If the sleeper is woken by an attack, that attack becomes critical.
Deep Sleep - A more advanced version of Sleep. Under this status, only the most severe amounts of damage can waken the afflicted, as well as a few medicinal items and magic.
Nightmare - A vicious affliction in which the HP of the victim is sapped away by a terrible nightmare. 10% Max HP DMG each turn for as long as the afflicted is asleep.
Burn - The afflicted suffers from a scorch mark made by fire or other substances. 12% Max HP DMG each turn for 3 turns.
Severe Burn - The afflicted suffers from a much more severe scorch mark made by fire or other substances. 17% Max HP DMG each turn for 5 turns.
Poison - The afflicted suffers from a terrible substance in their bodies, slowly leeching their health away. 14% Max HP DMG each turn for 3 turns.
Toxin - The afflicted suffered from an extremely bad poison in their bodies. 21% Max HP DMG each turn for 4 turns.
Venom - The afflicted is Stopped and takes 17% Max HP DMG for 3 turns.
Stop - The afflicted can no longer move, act, or otherwise. Time has halted for them.
Slow - The afflicted may only take a turn once every 2 turns instead of 1.
Shrink - The afflicted shrinks in size, halving their Atk power for 3 turns.
Petrify - The afflicted is turned to stone. Obviously, they cannot do anything while in this state.
Broken - This can only happen if the afflicted was first Petrified. The afflicted is now KO'ed by being broken into pieces. They can NOT be revived afterward.
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP by any means for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed while Berserk.
Blind - Attacks 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
Bleeding - The afflicted loses 10% Max HP each turn until restored to full health. Enemy attacks have a higher chance of being critical hits.
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 have of the damage the afflicted deals with any attack for 3 turns.
Deprotect - Doubles all PHYSICAL damage taken for 3 turns.
Deshell - Doubles all MAGICAL damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Frail - Afflicted is unable to recover HP by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice 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.
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 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.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Hypothermia - The afflicted takes damage equal to 10% of their Max HP each turn for 5 turns. At the 5th turn, they suffer 40% Current HP damage.
Embarrassment - The afflicted is so distraut by a certain...event...that they automatically flee from battle. (Eject)
Eject - The afflicted is kicked out of the battle for the remainder of the battle.
Concussion - The afflicted is subject to such extreme pain that they are unable to move for awhile, and take damage every turn for 5 turns. 10% HP DMG each turn. Paralysis.
Vulnerable - The afflicted becomes vulnerable to the next attack done by an enemy, regardless of the element.
Pumpkin Fever - The afflicted becomes obsessed with pumpkins, and no matter what he does, all he sees are pumpkins. So engrossed by all the pumpkins around him, he becomes angered and attacks whichever pumpkin is closest to him. Treated as Confusion, without the "hitting self" option. Can be cured the same way as Confusion.
Bestiary: 2% Filled
Humanoid
+ Naomi Level 1 (EXP Given: 0/Gold: 0/Found: One-of-a-kind/Items: None/Encountered: Underground Laboratory)
Shadow
Bird
+ Seagull Level 2 (EXP Given: 2/Gold: 10/Found: Beaches; Harbors; etc../Items: Flurry Feather; ???/Encountered: Maul Port Harbor)
Beast
Inorganic
Plant
Machine
Demon
Undead
Angel
Aquatic
Insect
Reptilian
+ Crocodile-Man Level 2 (EXP Given: 3/Gold: 20/Found: Near water; Tropical places/Items: Reptile Juice; ???/Encountered: Maul Port Harbor)
+ Crocodile Warrior Level 6 (Exp Given: 5/Gold: --/Found: Near water; Tropical places; caves/ Items: Reptile Juice; ???/Encountered: Crocodile Alcove)
+ Crocodile Mage Level 6 (Exp Given: 5/Gold --/Found: Near water; Tropical places; Caves/Items: Reptile Juice; ???/Encountered: Crocodile Alcove.)
+ Crocodile Barbarian Level 7 (Exp Given: 5/Gold: 50/Found: Near water; Tropical places; Caves; Items: ???/Encountered: Crocodile Alcove)
+ Crocodile Wizard Level 7 (Exp Given: 5/Gold: 50/Found: Near water; Tropical places; Caves; Items: ???/Encountered: Crocodile Alcove)
+ Crocodile King Level 9 (Exp Given: 8/Gold: 200/Found: One of a Kind/Items: ???/Encountered: Crocodile Alcove)
Positive:
Regen - The afflicted regains HP equal to 15% of their Max HP each turn for 10 turns.
MP Regen - The afflicted regains MP equal to 5% of their Max MP each turn for 5 turns.
Bubble - The afflicted's HP is doubled for 3 turns, but it is halved when it returns to normal.
Protect - The afflicted takes 50% less damage from physical attacks for three turns. This move cannot be used while Shell is active.
Shell - The afflicted takes 50% less damage from magical attacks for 3 turns. This move cannot be used while Protect is active.
Mighty Guard - The afflicted has Protect, Shell, Null Fire (1), Null Water (1), Null Lightning (1), and Null Ice (1) cast onto him/herself for 3 turns.
Float - The afflicted becomes immune to Earth-based attacks and can cross over almost all nature cells, but takes double damage from Wind-based attacks for 3 turns.
Haste - The afflicted may take 2 actions instead of 1 each turn for 3 turns.
Enlarge - The afflicted grows in size, doubling their attack power for 3 turns.
Protect - The afflicted takes 50% less damage from physical attacks for 3 turns.
Shell - The afflicted takes 50% less damage from magical attacks for 3 turns.
Invisible - The afflicted cannot be targeted for 3 turns.
Negative:
Sleep - The afflicted can no longer move or act, but they are waken by taking damage or by certain medicinal items and magic. If the sleeper is woken by an attack, that attack becomes critical.
Deep Sleep - A more advanced version of Sleep. Under this status, only the most severe amounts of damage can waken the afflicted, as well as a few medicinal items and magic.
Nightmare - A vicious affliction in which the HP of the victim is sapped away by a terrible nightmare. 10% Max HP DMG each turn for as long as the afflicted is asleep.
Burn - The afflicted suffers from a scorch mark made by fire or other substances. 12% Max HP DMG each turn for 3 turns.
Severe Burn - The afflicted suffers from a much more severe scorch mark made by fire or other substances. 17% Max HP DMG each turn for 5 turns.
Poison - The afflicted suffers from a terrible substance in their bodies, slowly leeching their health away. 14% Max HP DMG each turn for 3 turns.
Toxin - The afflicted suffered from an extremely bad poison in their bodies. 21% Max HP DMG each turn for 4 turns.
Venom - The afflicted is Stopped and takes 17% Max HP DMG for 3 turns.
Stop - The afflicted can no longer move, act, or otherwise. Time has halted for them.
Slow - The afflicted may only take a turn once every 2 turns instead of 1.
Shrink - The afflicted shrinks in size, halving their Atk power for 3 turns.
Petrify - The afflicted is turned to stone. Obviously, they cannot do anything while in this state.
Broken - This can only happen if the afflicted was first Petrified. The afflicted is now KO'ed by being broken into pieces. They can NOT be revived afterward.
Addled - Afflicted cannot use any skills for 3 turns.
Apathy - Afflicted is unable to recover MP by any means for 3 turns.
Berserk - ATK is doubled, but DEF is halved. Only normal attacks can be executed while Berserk.
Blind - Attacks 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
Bleeding - The afflicted loses 10% Max HP each turn until restored to full health. Enemy attacks have a higher chance of being critical hits.
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 have of the damage the afflicted deals with any attack for 3 turns.
Deprotect - Doubles all PHYSICAL damage taken for 3 turns.
Deshell - Doubles all MAGICAL damage taken for 3 turns.
Disable - Afflicted can no longer take action for 3 turns.
Doom - Afflicted experiences Instant Death after 5 turns.
Frail - Afflicted is unable to recover HP by any means for 3 turns.
Freeze - Afflicted can no longer move or take action and also takes twice 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.
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 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.
Wet - Afflicted takes double damage from attacks of the Lightning element for 3 turns.
Zombie - Afflicted is turned undead causing a weakness to Light elemental attacks and healing moves for 3 turns.
Hypothermia - The afflicted takes damage equal to 10% of their Max HP each turn for 5 turns. At the 5th turn, they suffer 40% Current HP damage.
Embarrassment - The afflicted is so distraut by a certain...event...that they automatically flee from battle. (Eject)
Eject - The afflicted is kicked out of the battle for the remainder of the battle.
Concussion - The afflicted is subject to such extreme pain that they are unable to move for awhile, and take damage every turn for 5 turns. 10% HP DMG each turn. Paralysis.
Vulnerable - The afflicted becomes vulnerable to the next attack done by an enemy, regardless of the element.
Pumpkin Fever - The afflicted becomes obsessed with pumpkins, and no matter what he does, all he sees are pumpkins. So engrossed by all the pumpkins around him, he becomes angered and attacks whichever pumpkin is closest to him. Treated as Confusion, without the "hitting self" option. Can be cured the same way as Confusion.
Bestiary: 2% Filled
Humanoid
+ Naomi Level 1 (EXP Given: 0/Gold: 0/Found: One-of-a-kind/Items: None/Encountered: Underground Laboratory)
Shadow
Bird
+ Seagull Level 2 (EXP Given: 2/Gold: 10/Found: Beaches; Harbors; etc../Items: Flurry Feather; ???/Encountered: Maul Port Harbor)
Beast
Inorganic
Plant
Machine
Demon
Undead
Angel
Aquatic
Insect
Reptilian
+ Crocodile-Man Level 2 (EXP Given: 3/Gold: 20/Found: Near water; Tropical places/Items: Reptile Juice; ???/Encountered: Maul Port Harbor)
+ Crocodile Warrior Level 6 (Exp Given: 5/Gold: --/Found: Near water; Tropical places; caves/ Items: Reptile Juice; ???/Encountered: Crocodile Alcove)
+ Crocodile Mage Level 6 (Exp Given: 5/Gold --/Found: Near water; Tropical places; Caves/Items: Reptile Juice; ???/Encountered: Crocodile Alcove.)
+ Crocodile Barbarian Level 7 (Exp Given: 5/Gold: 50/Found: Near water; Tropical places; Caves; Items: ???/Encountered: Crocodile Alcove)
+ Crocodile Wizard Level 7 (Exp Given: 5/Gold: 50/Found: Near water; Tropical places; Caves; Items: ???/Encountered: Crocodile Alcove)
+ Crocodile King Level 9 (Exp Given: 8/Gold: 200/Found: One of a Kind/Items: ???/Encountered: Crocodile Alcove)
Last edited by Zeri~Zeri on Sun Apr 03, 2011 11:30 am; edited 6 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Ermith's Mistake (CP Thread)
Enemy Profiles
Tomato
Level: 7
Profession: Live Tomato - Literally. It bounces around on it's own and attack things it doesn't like. This little thing is fucking epic.
Weapon: Razor-Sharp Tomato Leaves - These things fucking HURT!
Armor: Red, Fruity Exterior - Looks delicious.
Accessory: Tomato Juice - Sluuuurp...
A-Ability: You Say Tomato, I Say Tomato
+ Juice Squirt - The tomato fires a concentrated blast of it's own juices at the enemy. 120% Int DMG. Single enemy. May Cause Wet. 12 MP
+ Photosynthesis - The tomato soaks up the sunlight to restore it's health. 50% Max HP Healing. 25 MP.
+ Magical Forest Thunder - The tomato uses an ancient magic to call forth lightning that uses the ground to track down enemies and attack them. 160% Int Lightning DMG. Single enemy. 15 MP.
+ Tomato Scare - Somehow the tomato is able to form a creepy face on itself and scare the living daylights of anyone who happens by. Inflicts the closest enemy with Mortal Fear. 12 MP.
R-Ability: Tomato Spinner - When attacked from an adjacent cell, the tomato suddenly spins around, countering the attacker and anyone surrounding for 80% Piercing Atk DMG.
S-Ability: Anti-Freeze - The Tomato is protected from ice and the cold. (Null Ice)(Immune Freeze)(Immune Hypothermia)
Final Judgment: Tomato Big Boom Juicathon - 200% Piercing Int DMG to the closest enemy. Tomato elemental.
Stats:
HP: 80
MP: 55 (+15 from Tomato Juice)
Atk: 8 (+4 from Razor-Sharp Tomato Leaves)
Def: 6 (+2 from Red, Fruity Exterior)
Int: 12 (+1 from Razor-Sharp Tomato Leaves)
Spr: 10 (+3 from Red, Fruity Exterior)
Move: 2 (-2 from Live Tomato Profession)
*See above for Fruity, Berry, and Juicy*
Shrub
Level: 7
Profession: Shrubbery - A shrub that has been animated with a strange magics. Cutting off said magic will cause the shrub to turn back to normal, but in this case, the source is nature itself. This thing can also move...
Weapon: Sticks and Vines - What did you think they would be? Poisonous? Oh...wait...they are. (Added Effect: Poison)(2 cell range)
Armor: Leaves - So...green and...lovely...
Accessory: Roots - These things can soak up water. Like...super fast. (Absorb Water)
A-Ability: Bushels of Trouble
+ Entangle - The shrubbery uses it's magic to cause the grass beneath an enemy to grow super fast and twist around the enemy's feet, immobilizing them. Immobilizes an enemy standing on a Grass cell. 8 MP.
+ Magical Forest Thunder - The shrubbery uses an ancient magic to call forth lightning that uses the ground to track down enemies and attack them. 160% Int Lightning DMG. Single enemy. 15 MP.
+ Magical Forest Rain - The shrubbery uses an ancient magic to cause the skies to open up and pour down rain upon the field. Changes the Atmosphere to "Raining." 20 MP.
+ Poison Poker - A means of self defense that the shrubbery uses to disorient and disable the enemy so they can make a getaway. Pokes the enemy multiple times with their sticks, which are sometimes poisonous. 110% Atk DMG. All Adjacent Cells. Chance of Poison. 11 MP.
+ Magical Forest Sunlight - The shrubbery opens up the skies to present the sun which beams down upon the plants, restoring their health before the skies return to normal. Restores all Plants HP stats by 40% of their maximum. 30 MP.
R-Ability: Super-Absorbent - When it is raining, increase the move stat of the shrubbery by 2, and also increase the Int stat by 30%. Also increase the Spr stat by 20%. Also grant Immunity to Fire.
S-Ability: Anti-Freeze - The shrubbery is protected from ice and cold. (Immune Ice)(Immune Freeze)(Immune Hypothermia)
Final Judgement: Rise of a Forest - You'll see what this does if you piss of a shrubbery.
Stats:
HP: 80 (+10 from Roots)
MP: 70
Atk: 10 (+2 from Sticks and Vines)
Def: 7 (+1 from Leaves)
Int: 12 (+2 from Sticks and Vines)
Spr: 5 (+3 from Leaves)
Move: 2 (+0 from Shrubbery Profession)
*See above for Plant, Bush, and Vines*
Neutral Profiles
N/A...
Tomato
Level: 7
Profession: Live Tomato - Literally. It bounces around on it's own and attack things it doesn't like. This little thing is fucking epic.
Weapon: Razor-Sharp Tomato Leaves - These things fucking HURT!
Armor: Red, Fruity Exterior - Looks delicious.
Accessory: Tomato Juice - Sluuuurp...
A-Ability: You Say Tomato, I Say Tomato
+ Juice Squirt - The tomato fires a concentrated blast of it's own juices at the enemy. 120% Int DMG. Single enemy. May Cause Wet. 12 MP
+ Photosynthesis - The tomato soaks up the sunlight to restore it's health. 50% Max HP Healing. 25 MP.
+ Magical Forest Thunder - The tomato uses an ancient magic to call forth lightning that uses the ground to track down enemies and attack them. 160% Int Lightning DMG. Single enemy. 15 MP.
+ Tomato Scare - Somehow the tomato is able to form a creepy face on itself and scare the living daylights of anyone who happens by. Inflicts the closest enemy with Mortal Fear. 12 MP.
R-Ability: Tomato Spinner - When attacked from an adjacent cell, the tomato suddenly spins around, countering the attacker and anyone surrounding for 80% Piercing Atk DMG.
S-Ability: Anti-Freeze - The Tomato is protected from ice and the cold. (Null Ice)(Immune Freeze)(Immune Hypothermia)
Final Judgment: Tomato Big Boom Juicathon - 200% Piercing Int DMG to the closest enemy. Tomato elemental.
Stats:
HP: 80
MP: 55 (+15 from Tomato Juice)
Atk: 8 (+4 from Razor-Sharp Tomato Leaves)
Def: 6 (+2 from Red, Fruity Exterior)
Int: 12 (+1 from Razor-Sharp Tomato Leaves)
Spr: 10 (+3 from Red, Fruity Exterior)
Move: 2 (-2 from Live Tomato Profession)
*See above for Fruity, Berry, and Juicy*
Shrub
Level: 7
Profession: Shrubbery - A shrub that has been animated with a strange magics. Cutting off said magic will cause the shrub to turn back to normal, but in this case, the source is nature itself. This thing can also move...
Weapon: Sticks and Vines - What did you think they would be? Poisonous? Oh...wait...they are. (Added Effect: Poison)(2 cell range)
Armor: Leaves - So...green and...lovely...
Accessory: Roots - These things can soak up water. Like...super fast. (Absorb Water)
A-Ability: Bushels of Trouble
+ Entangle - The shrubbery uses it's magic to cause the grass beneath an enemy to grow super fast and twist around the enemy's feet, immobilizing them. Immobilizes an enemy standing on a Grass cell. 8 MP.
+ Magical Forest Thunder - The shrubbery uses an ancient magic to call forth lightning that uses the ground to track down enemies and attack them. 160% Int Lightning DMG. Single enemy. 15 MP.
+ Magical Forest Rain - The shrubbery uses an ancient magic to cause the skies to open up and pour down rain upon the field. Changes the Atmosphere to "Raining." 20 MP.
+ Poison Poker - A means of self defense that the shrubbery uses to disorient and disable the enemy so they can make a getaway. Pokes the enemy multiple times with their sticks, which are sometimes poisonous. 110% Atk DMG. All Adjacent Cells. Chance of Poison. 11 MP.
+ Magical Forest Sunlight - The shrubbery opens up the skies to present the sun which beams down upon the plants, restoring their health before the skies return to normal. Restores all Plants HP stats by 40% of their maximum. 30 MP.
R-Ability: Super-Absorbent - When it is raining, increase the move stat of the shrubbery by 2, and also increase the Int stat by 30%. Also increase the Spr stat by 20%. Also grant Immunity to Fire.
S-Ability: Anti-Freeze - The shrubbery is protected from ice and cold. (Immune Ice)(Immune Freeze)(Immune Hypothermia)
Final Judgement: Rise of a Forest - You'll see what this does if you piss of a shrubbery.
Stats:
HP: 80 (+10 from Roots)
MP: 70
Atk: 10 (+2 from Sticks and Vines)
Def: 7 (+1 from Leaves)
Int: 12 (+2 from Sticks and Vines)
Spr: 5 (+3 from Leaves)
Move: 2 (+0 from Shrubbery Profession)
*See above for Plant, Bush, and Vines*
Neutral Profiles
N/A...
Last edited by Zeri~Zeri on Sun Mar 27, 2011 12:14 pm; edited 15 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Ermith's Mistake (CP Thread)
Soundtracks And Completed Chapters
~Chapter I~I - A Trip to Sar'tu~
Summary: Naomi has been defeated by the group of warriors who were summoned to Ermith's Underground Laboratory in Maul Town, close to the edge of the continent. Dr. Alfred successfully suckered these poor saps into working for him, thanks to the contract that they signed. Now, the group is working with Dr. Alfred's assistant, Astra, in order to travel to the distant nation of Sar'tu in order to collect a certain ingredient. This ingredient will eventually become a power-up for Naomi. But for now, they need to travel by boat, and the waters are restless.
Beginning of Chapter I~I: Here.
Battle: Allied Party + Neutral Party v.s. Enemy Party
Battle Type: Normal
Special Requirements: None
Atmosphere: Sea Breeze - A soft tailwind to steer the ship forward over the calm seas. (+10% to Wind Elemental Attacks/Abilities)
Requirements For Victory: Defeat Enemy Party
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards.
Punishments: -1 Exp and -10 Gold for each enemy left standing.
Soundtrack: I'm on a boat! (explicit)
~Chapter I~II - The Hunt for Captain Ahab~
Summary: With the help of Astra and the sailor, the party successfully won the battle, defeating the odd crocodiles and seagulls. Now that the creatures are fried to a crisp, the group begins a conversation with the battle sailor about what happened. It turns out that the crocodile-men have made off with his captain. The battle sailor has to stay and protect the ship, so he asks the group to go look for Captain Ahab instead. The group naturally accepted.
Beginning of Chapter I~II: Here.
Battle: Allied Party + Neutral Party v.s. Enemy Party
Battle Type: Normal
Special Requirements: None
Atmosphere: Sea Breeze - A soft tailwind to steer the ship forward over the calm seas. (+10% to Wind Elemental Attacks/Abilities)
Requirements For Victory: Defeat Enemy Party
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards.
Punishments: -3 Exp and -30 Gold for each enemy left standing.
Soundtrack: No Longer Available
Summary: Now that the crocodile guards outside the cave have been subdued, the party has gained access to the interior of the Crocodile's Cove. Almost immediately, they spot Starbuck trapped in a sort of cage, with no way out except the hole leading further down the cave. Enemies have been placed in areas inside the large cave, patrolling an waiting for enemies to attack.
Beginning of Chapter I~II: Here.
Battle: Allied Party + Neutral Party v.s. Enemy Party
Battle Type: Maze Rescue
Special Requirements: Starbuck MUST be set free with the Jail Key, and ONLY the Jail Key! One of the crocodiles is holding it.
Atmosphere: Dark, moist, and the fresh scent of crocodile droppings permeates the air. (+20% to all Water Abilities; -30% to Fire Abilities; -15% to Wind Abilities)
Requirements For Victory: Rescue Starbuck and continue down the tunnel!
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards
Punishments: -4 Exp for every Crocodile left standing (only if the mission is a failure).
Soundtrack: Cold and Gloomy
Summary: With Starbuck set free, the party has a feeling of reassurance. If Starbuck is still alive, then there is a chance that Captain Ahab is as well! But with Captain Ahab nowhere in sight, the only option is to continue their trek down further into the cavern. What surprises will the party confront next?
Beginning of Chapter I~II: https://eternaldream.forummotion.com/t630p180-tales-of-a-dreamer-ermith-s-mistake#70677
Battle: Allied Party + Neutral Party v.s. Enemy Party
Battle Type: Normal
Special Requirements: None.
Atmosphere: Currently Unknown.
Requirements For Victory: Defeat all enemies.
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards
Punishments: -5 Exp for every Crocodile left standing (only if the mission is a failure).
Soundtrack: https://www.youtube.com/watch?v=PXDEscgiTa8&feature=related
Summary: Sergei turned out to be an "okay" fellow, but Naomi still hasn't forgotten about the embarrassing scene with the water and soap. Still, since he and the party had business down below, why shouldn't they go down together? Besides, it would be much safer that way.
Beginning of Chapter I~II:
Battle: Allied Party + Neutral Party v.s. Boss
Battle Type: Chapter Boss
Special Requirements: None.
Atmosphere: Odd Blue Glow
Requirements For Victory: Defeat the Slicer
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards
Punishments: Game Over.
Soundtrack: https://www.youtube.com/watch?v=LPwNPnUo4PM&feature=related
~Chapter I~I - A Trip to Sar'tu~
Summary: Naomi has been defeated by the group of warriors who were summoned to Ermith's Underground Laboratory in Maul Town, close to the edge of the continent. Dr. Alfred successfully suckered these poor saps into working for him, thanks to the contract that they signed. Now, the group is working with Dr. Alfred's assistant, Astra, in order to travel to the distant nation of Sar'tu in order to collect a certain ingredient. This ingredient will eventually become a power-up for Naomi. But for now, they need to travel by boat, and the waters are restless.
Beginning of Chapter I~I: Here.
Battle: Allied Party + Neutral Party v.s. Enemy Party
Battle Type: Normal
Special Requirements: None
Atmosphere: Sea Breeze - A soft tailwind to steer the ship forward over the calm seas. (+10% to Wind Elemental Attacks/Abilities)
Requirements For Victory: Defeat Enemy Party
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards.
Punishments: -1 Exp and -10 Gold for each enemy left standing.
Soundtrack: I'm on a boat! (explicit)
~Chapter I~II - The Hunt for Captain Ahab~
Summary: With the help of Astra and the sailor, the party successfully won the battle, defeating the odd crocodiles and seagulls. Now that the creatures are fried to a crisp, the group begins a conversation with the battle sailor about what happened. It turns out that the crocodile-men have made off with his captain. The battle sailor has to stay and protect the ship, so he asks the group to go look for Captain Ahab instead. The group naturally accepted.
Beginning of Chapter I~II: Here.
Battle: Allied Party + Neutral Party v.s. Enemy Party
Battle Type: Normal
Special Requirements: None
Atmosphere: Sea Breeze - A soft tailwind to steer the ship forward over the calm seas. (+10% to Wind Elemental Attacks/Abilities)
Requirements For Victory: Defeat Enemy Party
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards.
Punishments: -3 Exp and -30 Gold for each enemy left standing.
Soundtrack: No Longer Available
Summary: Now that the crocodile guards outside the cave have been subdued, the party has gained access to the interior of the Crocodile's Cove. Almost immediately, they spot Starbuck trapped in a sort of cage, with no way out except the hole leading further down the cave. Enemies have been placed in areas inside the large cave, patrolling an waiting for enemies to attack.
Beginning of Chapter I~II: Here.
Battle: Allied Party + Neutral Party v.s. Enemy Party
Battle Type: Maze Rescue
Special Requirements: Starbuck MUST be set free with the Jail Key, and ONLY the Jail Key! One of the crocodiles is holding it.
Atmosphere: Dark, moist, and the fresh scent of crocodile droppings permeates the air. (+20% to all Water Abilities; -30% to Fire Abilities; -15% to Wind Abilities)
Requirements For Victory: Rescue Starbuck and continue down the tunnel!
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards
Punishments: -4 Exp for every Crocodile left standing (only if the mission is a failure).
Soundtrack: Cold and Gloomy
Summary: With Starbuck set free, the party has a feeling of reassurance. If Starbuck is still alive, then there is a chance that Captain Ahab is as well! But with Captain Ahab nowhere in sight, the only option is to continue their trek down further into the cavern. What surprises will the party confront next?
Beginning of Chapter I~II: https://eternaldream.forummotion.com/t630p180-tales-of-a-dreamer-ermith-s-mistake#70677
Battle: Allied Party + Neutral Party v.s. Enemy Party
Battle Type: Normal
Special Requirements: None.
Atmosphere: Currently Unknown.
Requirements For Victory: Defeat all enemies.
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards
Punishments: -5 Exp for every Crocodile left standing (only if the mission is a failure).
Soundtrack: https://www.youtube.com/watch?v=PXDEscgiTa8&feature=related
Summary: Sergei turned out to be an "okay" fellow, but Naomi still hasn't forgotten about the embarrassing scene with the water and soap. Still, since he and the party had business down below, why shouldn't they go down together? Besides, it would be much safer that way.
Beginning of Chapter I~II:
Battle: Allied Party + Neutral Party v.s. Boss
Battle Type: Chapter Boss
Special Requirements: None.
Atmosphere: Odd Blue Glow
Requirements For Victory: Defeat the Slicer
Requirements For Failure: Allied Party is incapacitated
Rewards: Mixed Rewards
Punishments: Game Over.
Soundtrack: https://www.youtube.com/watch?v=LPwNPnUo4PM&feature=related
Last edited by Zeri~Zeri on Sat Mar 26, 2011 8:49 pm; edited 6 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Ermith's Mistake (CP Thread)
Name: Naomi
Age: 22
Gender: Female
Appearance:
Next Level: 22/24
Profession: Warrior - The one who claims this profession is a born-fighter and an honorable person who always plays by the rules.
Weapon: Copper Broadsword - A simple, two-edged sword that's a little heavy and colored brown due to the copper it was made with. (Added Ability: Fireball)
---Fireball - Allows Naomi to charge up her sword with fire and then shoot a concentrated burst of that fire at the enemy. 3 cell range. No damage increase. Fire Elemental.
AP: 0/10
Armor: Scale Armor - Special armor with special properties that allows for a higher defense. It is made from reptile scales.
Accessory: Einhander - A black glove that fits snugly onto the wearer's hand. The thick exterior portion of the glove protects the wearer from fearsome attacks. [+1 Spr]
A-Ability: Warrior's Might
+ Wrath - Naomi charges up her power as a warrior and manifests this into brute strength, increasing the power of her attacks. Increases Atk by 20% for 3 turns. 7 MP.
+ 10 Swords - Naomi rushes forward, her blade flashing through the air, slicing through the enemy multiple times. 100% Atk DMG. 10 hits. Adjacent cell. 14 MP.
+ Spirit Breaker - Naomi's blade glows an iridescent blue as she slices through the enemy's body. No cut is made on the physical body, but the spiritual body has been cut. May inflict Disable on the enemy. Adjacent cell. 100% Atk DMG. 6 MP.
+ Comet Strike - Naomi's entire body blazes with a blue aura as she leaps forward at lightning speed and slices through an enemy. 130% Atk DMG. Lands the same number of cells away from the enemy as where she started. 3 cells = 3 cells, etc. (5 cell limit). 11 MP.
+ Quick Blade - Naomi's blade flashes through the air at amazing speeds, cutting through the enemy without them even noticing. 100% Atk DMG. Adjacent cell. Naomi may take another action afterward. 9 MP.
+ Mercurial Thrust - Naomi's blade flashes once, impaling the enemy at blinding speeds. Naomi then rips the blade out of the enemy. This move has no weakness. 120% Atk DMG. Sure Hit range: 2 cells. 8 MP.
+ Feint - Naomi flashed her blade around, acting as if she is about to attack from one side, but just before swinging down, she switches hands and deals a surprise attack. 100% Atk DMG. Sure Critical Hit. Adjacent cell. 9 MP.
+ Asteroid Bounce - Naomi slams her fist into the ground, causing all sorts of rocks to fly up into the air. Naomi then jumps up after them with her blade, smacking each one with the flat of her blade to shoot them at her enemies. 110% Atk DMG. 8 randomized hits. 18 MP.
A-Ability: Hand-to-Hand Combat
+ Rage - Naomi's emotions escalate, and she snatches control over these emotions and uses those to her advantage. However, some of the power is lost. Increases Atk by 50% for 3 turns. 10 MP.
+ Head Smash - Naomi's face is set in a furious snarl as she grabs the enemy's head and slams it into the ground with her hand. 140% Atk DMG. May cause Concussion. Adjacent cell. 16 MP.
+ Disarm and Disable - Naomi abandons her sword and grabs the enemy's weapon hand, twisting it fiercely in attempt to break their wrist. She then sweeps her leg under the enemy's feet and twists their arm to force them onto the ground. With another sharp twist, she breaks the enemy's arm. 130% Atk DMG. 2 hits. Two Chances of Disable. Adjacent cell. 16 MP.
+ Force Palm - A quick strike with the palm that holds enough force to send the enemy flying backwards. 120% Atk DMG. Forces the enemy back 2 cells. Grants the ability to link Comet Strike or Thrash afterward. 12 MP.
+ Thrash - Naomi ravages the enemy, pouncing on them from a distance to deal heavy blows to the enemy with just her feet and fists. 130% Atk DMG. 7 hits. 25 MP.
A-Ability: Gladiator's Command
+ Control - Naomi is now able to control her rising barbaric emotions. She can now channel her emotions properly and increase her power without any nasty side-effects. Bestows Bravery. 12 MP.
+ Blade Dissonance - Naomi rings her blade by striking the enemy and backing off a little. The amount of control required for this is enormous, but the ring of the blade creates a sort of extra strength of her attacks. 100% Atk DMG. The next attack deals twice as much damage. 14 MP.
A-Ability: Champion's Superiority
+ Slicing Current - Naomi races against fate as she abandons her guard completely and striking the enemy, causing them to lose their weapon. Naomi doesn't stop there, she continues her onslaught, shifting from stance to stance as she continually slices through the enemy. The sheer number of hits Naomi manages to get out is an amazing feat. But what's the most amazing about it, is how much damage she is able to do because of it. 100% Atk DMG. 120 hits. Adjacent cell. 148 MP.
+ Clash - Naomi matches blades with the enemy, each one of them exchanging blows over and over again. Naomi then spots an opening in the enemy's guard, and cuts them down, following up with more devastating blows now that the enemy's guard has broken. 170% Atk DMG. 4 hits. Uses up the enemy's turn as well. Single Enemy. 49 MP.
R-Ability: Never Give Up - Naomi's incredibly strong willpower forces her to continue to do battle, even if she is knocked out. However, she will give up if she has no conscious allies.
S-Ability:
+ Genetically Altered Body - Naomi's body has been tampered with in order to better serve her survival rate. Increases maximum HP by 30%
+ Tampered Body - Naomi's body has been further altered in order to increase the conservation of her stamina and mana. Maximum HP increases by 35%. Maximum MP increases by 25%.
Unlocking "Tampered Body" S-Ability Requirements:
-Request "Naomi's Ingredient" must be completed.
-Request "Naomi's Ingredient II" must be completed.
-Secret Request "Rare Fungus" must be completed.
-Secret Request "Herbalist" must be completed.
-Naomi must be Level 20.
-Secret Request "Giant Spider Party" must be completed.
Final Judgment: Hawkeye - Naomi jumps up high into the air, her sword in hand, emblazoned with her own fiery spirit. She raised her sword above her head, the blade spurting blood-red flames as she swings the blade down at her enemy, destroying them. 200% Piercing Atk Fire DMG. Burns the enemy if they survive.
Stats:
HP: 45 (+14 from Genetically Altered Body)
MP: 35
Atk: 10 (+2 from Copper Broadsword)
Def: 6 (+4 from Scale Armor)
Int: 0
Spr: 4 (+1 from Einhander)(+1 from Scale Armor)
Move: 2 (+1 from Warrior Profession)
Skill Points: 0
Age: 22
Gender: Female
Appearance:
- Spoiler:
Next Level: 22/24
Profession: Warrior - The one who claims this profession is a born-fighter and an honorable person who always plays by the rules.
Weapon: Copper Broadsword - A simple, two-edged sword that's a little heavy and colored brown due to the copper it was made with. (Added Ability: Fireball)
---Fireball - Allows Naomi to charge up her sword with fire and then shoot a concentrated burst of that fire at the enemy. 3 cell range. No damage increase. Fire Elemental.
AP: 0/10
Armor: Scale Armor - Special armor with special properties that allows for a higher defense. It is made from reptile scales.
Accessory: Einhander - A black glove that fits snugly onto the wearer's hand. The thick exterior portion of the glove protects the wearer from fearsome attacks. [+1 Spr]
A-Ability: Warrior's Might
+ Wrath - Naomi charges up her power as a warrior and manifests this into brute strength, increasing the power of her attacks. Increases Atk by 20% for 3 turns. 7 MP.
+ 10 Swords - Naomi rushes forward, her blade flashing through the air, slicing through the enemy multiple times. 100% Atk DMG. 10 hits. Adjacent cell. 14 MP.
+ Spirit Breaker - Naomi's blade glows an iridescent blue as she slices through the enemy's body. No cut is made on the physical body, but the spiritual body has been cut. May inflict Disable on the enemy. Adjacent cell. 100% Atk DMG. 6 MP.
+ Comet Strike - Naomi's entire body blazes with a blue aura as she leaps forward at lightning speed and slices through an enemy. 130% Atk DMG. Lands the same number of cells away from the enemy as where she started. 3 cells = 3 cells, etc. (5 cell limit). 11 MP.
+ Quick Blade - Naomi's blade flashes through the air at amazing speeds, cutting through the enemy without them even noticing. 100% Atk DMG. Adjacent cell. Naomi may take another action afterward. 9 MP.
+ Feint - Naomi flashed her blade around, acting as if she is about to attack from one side, but just before swinging down, she switches hands and deals a surprise attack. 100% Atk DMG. Sure Critical Hit. Adjacent cell. 9 MP.
+ Asteroid Bounce - Naomi slams her fist into the ground, causing all sorts of rocks to fly up into the air. Naomi then jumps up after them with her blade, smacking each one with the flat of her blade to shoot them at her enemies. 110% Atk DMG. 8 randomized hits. 18 MP.
A-Ability: Hand-to-Hand Combat
+ Rage - Naomi's emotions escalate, and she snatches control over these emotions and uses those to her advantage. However, some of the power is lost. Increases Atk by 50% for 3 turns. 10 MP.
+ Head Smash - Naomi's face is set in a furious snarl as she grabs the enemy's head and slams it into the ground with her hand. 140% Atk DMG. May cause Concussion. Adjacent cell. 16 MP.
+ Disarm and Disable - Naomi abandons her sword and grabs the enemy's weapon hand, twisting it fiercely in attempt to break their wrist. She then sweeps her leg under the enemy's feet and twists their arm to force them onto the ground. With another sharp twist, she breaks the enemy's arm. 130% Atk DMG. 2 hits. Two Chances of Disable. Adjacent cell. 16 MP.
+ Force Palm - A quick strike with the palm that holds enough force to send the enemy flying backwards. 120% Atk DMG. Forces the enemy back 2 cells. Grants the ability to link Comet Strike or Thrash afterward. 12 MP.
+ Thrash - Naomi ravages the enemy, pouncing on them from a distance to deal heavy blows to the enemy with just her feet and fists. 130% Atk DMG. 7 hits. 25 MP.
A-Ability: Gladiator's Command
+ Control - Naomi is now able to control her rising barbaric emotions. She can now channel her emotions properly and increase her power without any nasty side-effects. Bestows Bravery. 12 MP.
+ Blade Dissonance - Naomi rings her blade by striking the enemy and backing off a little. The amount of control required for this is enormous, but the ring of the blade creates a sort of extra strength of her attacks. 100% Atk DMG. The next attack deals twice as much damage. 14 MP.
A-Ability: Champion's Superiority
+ Slicing Current - Naomi races against fate as she abandons her guard completely and striking the enemy, causing them to lose their weapon. Naomi doesn't stop there, she continues her onslaught, shifting from stance to stance as she continually slices through the enemy. The sheer number of hits Naomi manages to get out is an amazing feat. But what's the most amazing about it, is how much damage she is able to do because of it. 100% Atk DMG. 120 hits. Adjacent cell. 148 MP.
+ Clash - Naomi matches blades with the enemy, each one of them exchanging blows over and over again. Naomi then spots an opening in the enemy's guard, and cuts them down, following up with more devastating blows now that the enemy's guard has broken. 170% Atk DMG. 4 hits. Uses up the enemy's turn as well. Single Enemy. 49 MP.
R-Ability: Never Give Up - Naomi's incredibly strong willpower forces her to continue to do battle, even if she is knocked out. However, she will give up if she has no conscious allies.
S-Ability:
+ Genetically Altered Body - Naomi's body has been tampered with in order to better serve her survival rate. Increases maximum HP by 30%
Unlocking "Tampered Body" S-Ability Requirements:
-Request "Naomi's Ingredient" must be completed.
-Request "Naomi's Ingredient II" must be completed.
-Secret Request "Rare Fungus" must be completed.
-Secret Request "Herbalist" must be completed.
-Naomi must be Level 20.
-Secret Request "Giant Spider Party" must be completed.
Final Judgment: Hawkeye - Naomi jumps up high into the air, her sword in hand, emblazoned with her own fiery spirit. She raised her sword above her head, the blade spurting blood-red flames as she swings the blade down at her enemy, destroying them. 200% Piercing Atk Fire DMG. Burns the enemy if they survive.
Stats:
HP: 45 (+14 from Genetically Altered Body)
MP: 35
Atk: 10 (+2 from Copper Broadsword)
Def: 6 (+4 from Scale Armor)
Int: 0
Spr: 4 (+1 from Einhander)(+1 from Scale Armor)
Move: 2 (+1 from Warrior Profession)
Skill Points: 0
Last edited by Zeri~Zeri on Mon May 02, 2011 7:12 pm; edited 15 times in total
Zerifachias- Totes-Mcgoats
- Posts : 16375
Join date : 2009-11-01
Age : 32
Location : Naletia
Re: Ermith's Mistake (CP Thread)
Name: Marilyn Foxglove
Gender: Female
Age: 20
Level: 8
Next Level: 8/24
Appearance:
Profession: Assassin - Wearing the garments of a normal person, the one who claims this profession acts innocent and goes about her business as a guise to catch unsuspecting foes off guard with amazing ferocity.
Weapon: Concealed Blade - A bladed weapon that fits perfectly in one's sleeve.
>>AP: 10/10
---Ability I: Venom - Basic attack dmg. Automatic Critical Hit on plants. 20% chance of Poison. Range: Adjacent cell.
Armor: Sailor's Uniform - A uniform used mostly by men at sea. It has been fitted to suit a more feminine body.
Accessory: Sailor's Cap - A stylish hat that fits snugly on the head. Perfect for a sailor. (Enables Swim)
A-Ability: Harried Massacre:
+Predation: Hides one's appearance so that one may move about unseen to better get the jump on foes. Target becomes Invisible until an attack action is executed. Range: Self. 6 MP.
+Lockjaw: Thrusts one's blade up into the bottom of the target's jaw and pushes upwards until the blade pierces through the muscle and cartilage and emerges through the target's tongue and into the target's mouth. 130% Atk Dmg. Range: Adjacent cell. Chance of Silence. 8 MP.
+Crucial Point: Pinpoints the vital spots of all targets and focuses attacks on them so that each blow becomes more deadly than usual. Increases Critical Hit Rate by 50% for three turns. Range: Self. 8 MP.
+Tainted Drink: Produces an obviously poisoned vial of some beverage only to seize the enemy in a violent chokehold and shove the vial down the enemy's throat where the liquid can run smoothly down into the enemy's stomach. 110% Atk Dmg. Range: Adjacent cell. Chance of Poison. 6 MP.
+Sharpened Reflexes: Tenses all muscles in the user's body to better prepare for dodging an enemy's attacks. Increases Evasion Rate by 50% for three turns. Range: Self. 8 MP.
+Spine Sever: Thrusts the user's blade into the enemy's back, pushing it farther and farther in until the user is able to slash through the enemy's spine, preventing it from moving any longer. 150% Atk Dmg. Range: Adjacent cell. Chance of Immobilize. 11 MP.
+Careful Scheme: The user's cunning shines through as the user utilizes knowledge on numerous assassination plots of old in order to more effectively incapacitate the target. Reduces user's INT to 0 and adds the value to the user's ATK for three turns. Range: Self. ? MP.
+Bound and Slashed: Sneaks up behind the enemy and grasps its arms, quickly tying them up in thick rope before shoving the enemy forward with a kick and letting loose a barrage of ferocious slashes to the enemy's back. 90% Atk Dmg. Range: Adjacent cell. 8 hits. Chance of Disable. Can only be used while under Invisible status. ? MP.
+The Killing Blow: For pesky targets that live longer than they should, the user focuses all strength on a final blow to put the target out of its misery once and for all. Next attack deals double damage. If target is KO'd by the next attack, the target cannot be revived by any means. Range: Self. ? MP.
+Disguise: The user masks the user's self in a disguise to make it seem as though the user were an enemy preventing enemies from targeting the user, but also making the user susceptible to the attacks of allies. Turns user into Enemy Character. Enemies cannot target the user. User takes damage from moves used by allies (i.e. hit-all, multi-cell range, etc.) Effect ends upon user's attack on an enemy. Enemy has a 75% chance of Confusion from the attack. Range: Self. ? MP.
---Unexpected Surprise: Something worse than friendly fire, the user shreds off the costume the user was donning to unleash an extremely powerful blow to an unsuspecting enemy an in attempt to use the element of surprise to finish it with a single stab to the heart. 240% Atk Dmg. Range: Adjacent cell. Chance of Instant Death. ? MP. Can ONLY be used while the user is under the Disguise status.
A-Ability: Innovative Carnage *LOCKED*
+Earthen Maw: Slams the user's palm into the ground causing a deep fit to form before covering it with natural objects so that unsuspecting enemies might fall into it. Sets Pit Trap. [Pit Trap - Enemies that fall into the Pit Trap cannot move or act until they crawl out. Takes 3 turns to escape the Pit Trap. Flying/Floating enemies cannot activate it.] Does not cast off user's Invisibility. Range: Adjacent cell. ? MP.
---Fangs in the Darkness: Causes iron spikes to emerge at the bottom of the pit that impale any enemy that should happen to fall in. 60% Piercing Atk Dmg upon activation of Pit Trap. Range: Set. ? MP. Cannot be used with Insolubility Break.
---Insolubility Break: Fills pit with a corrosive acid that eats away at the enemy's body. 100% Atk Dmg upon activation of Pit Trap. Damage persists for the duration of Pit Trap's ability. Lowers target's DEF by 10% for each turn the enemy is caught in the Pit Trap. Range: Set. ? MP. Cannot be used with Fangs in the Darkness.
+Piano Drop: Sets up a piano hanging from a thin rope above a small area and keeps it in the air with mana, and when an enemy steps foot in this area, the user hurls a blade at the rope, slicing it and causing the piano to hurtle downwards to crush the foe. Sets Piano Trap. [Piano Trap - Deals 200% Atk Dmg upon activation. Remote activation.] Range: Adjacent cell. ? MP.
+Violent Chemistry: Scatters dust particles of a very reactive chemical upon the ground and waits for an enemy to step upon it before hurling a vial of water at the place making the chemical react with a mighty explosion. Sets Chem 101 Trap. [Chem 101 Trap - Deals 150% Atk Dmg to main target and 110% Atk Dmg to all enemies surrounding the target upon activation. Remote activation.] Range: Adjacent cell. ? MP.
+Dangerous Tools: That's why daddy keeps them locked away.
+Cranial Clasp: Think Saw, as in the movie.
+Adventurer's Bane: Four words: Indiana Jones.
+Pincushion: Lily would like this one.
+Ripped Apart: I don't even know what to say here. Medieval perhaps?
+Loveless: This one will steal your heart. ;3
+Tree Flinger: A classic that can't be beat.
A-Ability: Illusion Slaughter *LOCKED*
A-Ability: Perpetual Death *LOCKED*
R-Ability: Dancing Dagger - Upon being physically assaulted from a distance of 2 cells or less, the user unleashes a flurry of disorienting slashes with the user's concealed weapon. Deals 80% Atk Dmg per hit for a total of four hits. Each hit has a 20% chance of inflicting Confusion upon the attacker.
S-Ability: Strike to Kill - The user's critical hit rate is passively boosted by 50%.
D-Ability: Death Zephyr (Neutral) - Lunges into an enemy and slashes it from all directions using the user's flexibility to dodge any counterattacks and knowledge of anatomy to strike every single one of the target's vital points. Deals 200% Piercing Atk damage to one enemy up to 2 cells away. Capable of dealing a critical hit. Negates the target's R-Ability.
Stats:
HP: 35
MP: 35
Atk: 11 (+2 from Concealed Blade)
Def: 6 (+3 from Sailor's Uniform)
Int: 2 (+0 from Concealed Blade)
Spr: 6 (+1 from Sailor's Uniform)
Movement: 2 cells (+2 from Assassin profession)
Skill Points: 0
Gender: Female
Age: 20
Level: 8
Next Level: 8/24
Appearance:
- Spoiler:
Profession: Assassin - Wearing the garments of a normal person, the one who claims this profession acts innocent and goes about her business as a guise to catch unsuspecting foes off guard with amazing ferocity.
Weapon: Concealed Blade - A bladed weapon that fits perfectly in one's sleeve.
>>AP: 10/10
---Ability I: Venom - Basic attack dmg. Automatic Critical Hit on plants. 20% chance of Poison. Range: Adjacent cell.
Armor: Sailor's Uniform - A uniform used mostly by men at sea. It has been fitted to suit a more feminine body.
Accessory: Sailor's Cap - A stylish hat that fits snugly on the head. Perfect for a sailor. (Enables Swim)
A-Ability: Harried Massacre:
+Predation: Hides one's appearance so that one may move about unseen to better get the jump on foes. Target becomes Invisible until an attack action is executed. Range: Self. 6 MP.
+Lockjaw: Thrusts one's blade up into the bottom of the target's jaw and pushes upwards until the blade pierces through the muscle and cartilage and emerges through the target's tongue and into the target's mouth. 130% Atk Dmg. Range: Adjacent cell. Chance of Silence. 8 MP.
+Crucial Point: Pinpoints the vital spots of all targets and focuses attacks on them so that each blow becomes more deadly than usual. Increases Critical Hit Rate by 50% for three turns. Range: Self. 8 MP.
+Tainted Drink: Produces an obviously poisoned vial of some beverage only to seize the enemy in a violent chokehold and shove the vial down the enemy's throat where the liquid can run smoothly down into the enemy's stomach. 110% Atk Dmg. Range: Adjacent cell. Chance of Poison. 6 MP.
+Sharpened Reflexes: Tenses all muscles in the user's body to better prepare for dodging an enemy's attacks. Increases Evasion Rate by 50% for three turns. Range: Self. 8 MP.
+Spine Sever: Thrusts the user's blade into the enemy's back, pushing it farther and farther in until the user is able to slash through the enemy's spine, preventing it from moving any longer. 150% Atk Dmg. Range: Adjacent cell. Chance of Immobilize. 11 MP.
A-Ability: Innovative Carnage *LOCKED*
A-Ability: Illusion Slaughter *LOCKED*
A-Ability: Perpetual Death *LOCKED*
R-Ability: Dancing Dagger - Upon being physically assaulted from a distance of 2 cells or less, the user unleashes a flurry of disorienting slashes with the user's concealed weapon. Deals 80% Atk Dmg per hit for a total of four hits. Each hit has a 20% chance of inflicting Confusion upon the attacker.
S-Ability: Strike to Kill - The user's critical hit rate is passively boosted by 50%.
D-Ability: Death Zephyr (Neutral) - Lunges into an enemy and slashes it from all directions using the user's flexibility to dodge any counterattacks and knowledge of anatomy to strike every single one of the target's vital points. Deals 200% Piercing Atk damage to one enemy up to 2 cells away. Capable of dealing a critical hit. Negates the target's R-Ability.
Stats:
HP: 35
MP: 35
Atk: 11 (+2 from Concealed Blade)
Def: 6 (+3 from Sailor's Uniform)
Int: 2 (+0 from Concealed Blade)
Spr: 6 (+1 from Sailor's Uniform)
Movement: 2 cells (+2 from Assassin profession)
Skill Points: 0
Last edited by Masquerade on Sat Apr 09, 2011 2:21 pm; edited 20 times in total
Re: Ermith's Mistake (CP Thread)
Name: Mizu "Michelle" Hikari
Age: 17
Gender: Female
Appearance:
Level: 8
Next Level: 8/24
Profession: Archer - Pretty good with a bow, Archers aren't much good at close range but are some of the top choices when it comes to long ranged attacks.
Weapon: Branch Bow - A bow made from a branch of a tree and a single string, it looks like it'll break from one use.
--- AP: 0/10
+ Flint and Tinder - A small set to set fire to wood. Useful for fire arrows. (Teaches Fire Arrow)
Armor: Scale Vest - A vest made from the hides of crocodiles. It has quite a lot of defense.
Accessory: Leather Wristband - Exactly what it's called. It's not much use. [+1 DEF]
A-Ability: Archery
+Concentration: Michelle locks onto her target, focusing her attention only on that single enemy. Doubles damage dealt on selected target for one attack. Range: One Enemy. 6 MP.
+Steady Shot: Michelle aims her arrow at an enemy, holding her breath in order to keep her entire body steady. 100% accuracy on selected target for one attack. Range: One Enemy. 6 MP.
+Striking Shot: Michelle begins to make out all the weak points of her enemy, aiming only for them. All basic attacks are critical for 3 turns. Range: Self. 12 MP.
+Barrage: Michelle knocks back a single arrow and lets it loose. 110% ATK DMG. Amount of hits increases with use. Range: 4 Cells. 10 MP.
Times Used: 2/10
+Burst Shot: Replacing the arrowhead with a special explosive, Michelle shoots it right in her target's chest, knocking them back. Knocks enemy back 3 Cells. Range: 3 Cells.
R-Ability: Revenge Shot - When attacked, Michelle will instinctively shoot an arrow at the attacker. Activates even if the attack knocks out Michelle. Depending on the amount of damage Michelle takes from the attack, she will do increasing damage. [Less than 10%, 100% ATK DMG. 10%, 110% ATK DMG. 20%, 120% ATK DMG. Etc.]
S-Ability: Hawk Eye - Michelle's basic attack range is infinite.
D-Ability: Heaven's Rain - Michelle directs her attention to the sky and aims. Pulling back the string of her bow, she creates an arrow of pure mana before releasing it, launching it into the sky. The arrow disappears into the clouds and a few seconds later, thousands of mana arrows begin to rain down from the skies, piercing her enemies where they stand. 100% ATK DMG. Range: All Enemies.
Stats:
HP: 40
MP: 35
ATK: 9 (+2 from Branch Bow)
DEF: 6 (+3 from Scale Vest)(+1 from Leather Wristband)
INT: 3
SPR: 6 (+1 from Scale Vest)
MOVE: 2 (+1 from Archer Profession)
Skill Points: 1
Age: 17
Gender: Female
Appearance:
- Spoiler:
- A pretty girl, Michelle has long aquamarine hair that shines in the sunlight and blue eyes that seem to light up when she's excited. Obsessed with blue, Michelle wears a blue shirt and blue pants. Her boots, however, are a dark brown, much to her disappointment. Tied around her right arm is a blue mini scarf, which she uses to tie her hair in cases when she gets serious. She also wears a leather wristband that she doesn't seem to mind at all, despite its lack of blue.
Level: 8
Next Level: 8/24
Profession: Archer - Pretty good with a bow, Archers aren't much good at close range but are some of the top choices when it comes to long ranged attacks.
Weapon: Branch Bow - A bow made from a branch of a tree and a single string, it looks like it'll break from one use.
--- AP: 0/10
+ Flint and Tinder - A small set to set fire to wood. Useful for fire arrows. (Teaches Fire Arrow)
Armor: Scale Vest - A vest made from the hides of crocodiles. It has quite a lot of defense.
Accessory: Leather Wristband - Exactly what it's called. It's not much use. [+1 DEF]
A-Ability: Archery
+Concentration: Michelle locks onto her target, focusing her attention only on that single enemy. Doubles damage dealt on selected target for one attack. Range: One Enemy. 6 MP.
+Steady Shot: Michelle aims her arrow at an enemy, holding her breath in order to keep her entire body steady. 100% accuracy on selected target for one attack. Range: One Enemy. 6 MP.
+Striking Shot: Michelle begins to make out all the weak points of her enemy, aiming only for them. All basic attacks are critical for 3 turns. Range: Self. 12 MP.
+Barrage: Michelle knocks back a single arrow and lets it loose. 110% ATK DMG. Amount of hits increases with use. Range: 4 Cells. 10 MP.
Times Used: 2/10
+Burst Shot: Replacing the arrowhead with a special explosive, Michelle shoots it right in her target's chest, knocking them back. Knocks enemy back 3 Cells. Range: 3 Cells.
R-Ability: Revenge Shot - When attacked, Michelle will instinctively shoot an arrow at the attacker. Activates even if the attack knocks out Michelle. Depending on the amount of damage Michelle takes from the attack, she will do increasing damage. [Less than 10%, 100% ATK DMG. 10%, 110% ATK DMG. 20%, 120% ATK DMG. Etc.]
S-Ability: Hawk Eye - Michelle's basic attack range is infinite.
D-Ability: Heaven's Rain - Michelle directs her attention to the sky and aims. Pulling back the string of her bow, she creates an arrow of pure mana before releasing it, launching it into the sky. The arrow disappears into the clouds and a few seconds later, thousands of mana arrows begin to rain down from the skies, piercing her enemies where they stand. 100% ATK DMG. Range: All Enemies.
Stats:
HP: 40
MP: 35
ATK: 9 (+2 from Branch Bow)
DEF: 6 (+3 from Scale Vest)(+1 from Leather Wristband)
INT: 3
SPR: 6 (+1 from Scale Vest)
MOVE: 2 (+1 from Archer Profession)
Skill Points: 1
Last edited by Xenosaga on Sat Apr 09, 2011 2:05 pm; edited 16 times in total
Xenosaga- Never Awaken
- Posts : 8307
Join date : 2009-10-30
Age : 31
Location : Displaced
Re: Ermith's Mistake (CP Thread)
Name: Sergei Brezhnev
Gender: Male
Age: 27
Level: 6
Next Level: 10/16
Appearance:
Weapon: Silk Mailbag
--- AP: 0/10
+ Sticky Envelope - An envelop covered in a strange honey-like substance. Be careful when using it. (Teaches Stuck)
Armor: Dusty Mailman's Uniform
Accessory: Milk Bottle
A-Ability: Mana Transmission
+ Reversal Trip: The caster creates a white spell circle which he then deploys a letter into. The circle then shrinks and disappears and reappears before the target; the circle then taps into the magical force of the inserted letter and rearranges the foe's mana in such a method to where the foe's very own abilities are altered. Switches all of the target's Int based attacks into Atk based attacks and vice versa. 80% Int Dmg. Range: 5 Cells. 10 MP. Neutral Element.
+ Un-Speed: The caster creates a gray spell circle which he then deploys a letter into. The circle then shrinks and disappears and reappears before the target; the circle then taps into the magical force of the inserted letter and unleashes flurries of black and white, raw energy upon the target. Can cause Slow and/or Stop. During each Calculation Phase when a foe is affected by a status condition caused by this ability, the affected foe takes damage equal to 5% of its maximum HP. N/A Dmg. Range: 5 Cells. 18 MP. Neutral Element.
+ Text Cannon: Revealing a letter from his trusty mailbag, the caster then opens the letter, causing the text written upon the letter to fly off of its paper and twirl around into the air. The text then launches itself at the target with great force. Deals double damage to targets afflicted with more than one status condition. 130% Int Dmg. Range: 5 Cells. 12 MP. Neutral Element.
+ Acceleration: Sergei enchants the ground around him with a magical glyph that enhances the speed of his allies greatly. Sergei and all allies in surrounding Cells are granted Haste. N/A Dmg. Range: Surrounding Cells. 14 MP. Neutral Element.
A-Ability: Item
R-Ability:
+ Life Re-Shifter: Whenever a negative status effect is indirectly applied (through chance or damage, etc...) to an ally, the negative status effect is dispelled from the party member and applied to the Messenger.
S-Ability:
+ Psych-Disable: Because he has handled multiple types of magic, the Messenger is immune to all minor negative status effects.
Release: Text Recall/Deny - The Messenger unleashes multitudes of letters into the sky, which are then amplified into magical spells by the release of the caster's mana. The condition of the caster's physical body affects what the amplified letters will cause:
-- Affected by Status: Heals party for 100% Piercing Int Dmg.
-- Healthy: Damages foes for 100% Neutral Piercing Int Dmg.
HP: 35
MP: 40
Atk: 0 (+0 from Silk Mailbag)
Def: 5 (+1 from Dusty Mailman's Uniform)
Int: 8 (+2 from Silk Mailbag)(+1 from Milk Bottle)
Spr: 5 (+2 from Dusty Mailman's Uniform)
Move: 2 (+4 from Messenger Profession)
Skill Points: 0
Gender: Male
Age: 27
Level: 6
Next Level: 10/16
Appearance:
- Spoiler:
- God, finding a decent male character picture is hard.
Weapon: Silk Mailbag
--- AP: 0/10
+ Sticky Envelope - An envelop covered in a strange honey-like substance. Be careful when using it. (Teaches Stuck)
Armor: Dusty Mailman's Uniform
Accessory: Milk Bottle
A-Ability: Mana Transmission
+ Reversal Trip: The caster creates a white spell circle which he then deploys a letter into. The circle then shrinks and disappears and reappears before the target; the circle then taps into the magical force of the inserted letter and rearranges the foe's mana in such a method to where the foe's very own abilities are altered. Switches all of the target's Int based attacks into Atk based attacks and vice versa. 80% Int Dmg. Range: 5 Cells. 10 MP. Neutral Element.
+ Un-Speed: The caster creates a gray spell circle which he then deploys a letter into. The circle then shrinks and disappears and reappears before the target; the circle then taps into the magical force of the inserted letter and unleashes flurries of black and white, raw energy upon the target. Can cause Slow and/or Stop. During each Calculation Phase when a foe is affected by a status condition caused by this ability, the affected foe takes damage equal to 5% of its maximum HP. N/A Dmg. Range: 5 Cells. 18 MP. Neutral Element.
+ Text Cannon: Revealing a letter from his trusty mailbag, the caster then opens the letter, causing the text written upon the letter to fly off of its paper and twirl around into the air. The text then launches itself at the target with great force. Deals double damage to targets afflicted with more than one status condition. 130% Int Dmg. Range: 5 Cells. 12 MP. Neutral Element.
+ Acceleration: Sergei enchants the ground around him with a magical glyph that enhances the speed of his allies greatly. Sergei and all allies in surrounding Cells are granted Haste. N/A Dmg. Range: Surrounding Cells. 14 MP. Neutral Element.
A-Ability: Item
R-Ability:
+ Life Re-Shifter: Whenever a negative status effect is indirectly applied (through chance or damage, etc...) to an ally, the negative status effect is dispelled from the party member and applied to the Messenger.
S-Ability:
+ Psych-Disable: Because he has handled multiple types of magic, the Messenger is immune to all minor negative status effects.
Release: Text Recall/Deny - The Messenger unleashes multitudes of letters into the sky, which are then amplified into magical spells by the release of the caster's mana. The condition of the caster's physical body affects what the amplified letters will cause:
-- Affected by Status: Heals party for 100% Piercing Int Dmg.
-- Healthy: Damages foes for 100% Neutral Piercing Int Dmg.
HP: 35
MP: 40
Atk: 0 (+0 from Silk Mailbag)
Def: 5 (+1 from Dusty Mailman's Uniform)
Int: 8 (+2 from Silk Mailbag)(+1 from Milk Bottle)
Spr: 5 (+2 from Dusty Mailman's Uniform)
Move: 2 (+4 from Messenger Profession)
Skill Points: 0
Last edited by Durn on Sat Apr 09, 2011 10:08 pm; edited 7 times in total
Durn- Hermit Sage
- Posts : 9672
Join date : 2009-10-30
Age : 64
Location : I do not approve of double entendres.
Re: Ermith's Mistake (CP Thread)
Name: Lune Sol
Age: 7
Gender: Female
Appearance:
Profession:
Exp: 0/24
-------------------
Weapon: Rusted Rings- A set of rings made of metal that has rusted over many many years, can they even be used as weapons anymore? (Ap: 0/10)
Armor: Cute Hat- A witch's hat that has been made frilly and cute, it is meant for show rather than for defense.
Accessory: Tiny Brooch- A rather small brooch with a blue stone, it radiates with mana.
-------------------
A-Ability: Basic Incantation
+ Sapphire Collision- Lune evokes a seal underneath a foe that causes three blue colored flames to circle said foe and then collide in on them one at a time.
(Damage: 110% Int x 3/Effect: Burn 50%/Range: 3 Cells/Mp: 13/Element: Fire)
+ Burst of Nature- Lune evokes a seal above a foe that causes a small acorn to fall on top of her foe's head and then burst into a mighty oak tree.
(Damage: 140% Int/Effect: --/Range: 3 Cells/Mp: 9/Element: --)
+ Demonology Covenant- Lune evokes a seal underneath a foe that rips open the ground, a demon's clawed hands reaching up from the depths of hell and dragging sharpened extensions along the foe's bare skin.
(Damage: 130% Int/Effect: Blood Loss 50%/Range: 5 Cells/Mp: 12/Element: --)
+ Glaciate Entrapment- Lune evokes a seal above her foe that causes a mountain of snow to fall on top of them and then turn to crystalized ice.
(Damage: 160% Int/Effect: Frozen 50%/Range: 8 Cells/Mp: 16/Element: Ice)
+ Malicious Hex- Lune evokes a purple glyph that causes spirits of the damned to wrap around and cause unimaginable amounts of pain to surge through their body.
(Damage: 100% Int x 6/Effect: Curse 50%/Range: 4 Cells/Mp: 21/Element: Dark)
+ Quicken Cycle- Lune evokes a small seal underneath herself that allows her mana to flow faster and recreate slowly each second.
(Damage: --/Effect: Mp Regen/Range: Self/Mp: /Element: --)
+ Cycle Demolition- Lune evokes a small seal underneath a foe that causes a spike of energy to stab through them and steal some of their mana flow.
(Damage: 30% Pierce Int/Effect: Damages Mp/Absorbs Damage as Mp/Range: 4 Cells/Mp: /Element: --)
- Cycle Drain- Lune continues to evoke another seal underneath the very same foe that causes the previous strike against the foe's mana cycle to continue to leak mana and have it delivered to her system.
(Damage: --/Effect: Mana Drain 75%/Range: Set/Mp: /Element: --)
+ Mandrake's Screech- Lune evokes a blood colored glyph that causes a loud screech that goes unheard by Lune's companions.
(Damage: 150% Int/Effect: Silence 75%/Range: All Enemies/Mp: /Element: --)
-------------------
A-Ability:Destiny's Grimace
+ Bubble of Dreams- Lune raises her palm out in front of her, a purple bubble growing to the size of a bowling ball before harmlessly floating over to a foe and then suddenly popping in an explosion of water.
(Damage: 120% Int/Effect: Wet 50%/Sleep 50%/Range: 6 Cells/Mp: /Element: Water)
+ Nightmare Spiral- Lune evokes an enigmatic black seal that attaches to her foe and wraps around their body and shocks their body system.
(Damage: 140% Int/Effect: Double Damage to Sleeping Foes/Range: 6 Cells/Mp: /Element: Lightning)
+ Adversity Everlasting- Lune holds up her palm, a violet colored star appearing in her palm, she proceeds to throw it at a foe, a mix of energies causing a horrible amount of bad luck.
(Damage: --/Effect: Misfortune 75%/Apathy 75%/Frail 75%/100% Int Damage if All Status Effects Hit/Range: Single Enemy/Mp: /Element: --)
+ Epidemic Surge- Lune evokes a green colored glyph that releases a cloud of poisonous looking spores on her foe, causing a horrible disease to enter their system.
(Damage: 90% Pierce Int/Effect: Plauge 50%/Range: 4 Cells/Mp: /Element: --)
+ Forget-Me-Not- Lune evokes an orb filled with spiraling, sparking, and sputtering energy and smashes it into her foe's head several times.
(Damage: 90% Int x 5/Effect: Addle 50% [Chance Each Hit]/Range: Single Enemy/Mp: /Element: --)
+ Phantasm Spasm- Lune thrusts her hand forward, a red colored spike thrusting through her enemy, stealing their living life and sanity.
(Damage: 150% Int/Effect: Berserk 50%/Zombie 50%/Intangible/Range: Straight Line/Mp: /Element: --)
-------------------
A-Ability:Advanced Incantation
+ Haze of Lust- Lune conjures a strange pink mist that floats around her enemies and causes them to give into their primal instincts.
(Damage: 180% Int/Effect: Mesmerize 75%/Range: All Enemies/Mp: /Element: --)
+ Lethargic Shift- Lune creates a tiny sphere around her enemy's head that collapses in on the mind and causes it to process thing slowly.
(Damage: 160% Int/Effect: Slow 75%/Range: 6 Cells/Mp: /Element: --)
+ System Shutdown- Lune conjures millions of tiny disease bearing agents inside her opponent that slowly shut down their immune systems.
(Damage: 150% Int/Effect: Doom 75%/Range: 4 Cells/Mp: /Element: --)
+ Guard Obliteration- Lune conjures a sphere of violent black energy over a foe and forcibly drops it on them, the energy sapping their defenses and causing them to take twice the damage they normally do.
(Damage: 170% Int/Effect: Deshell 75%/Deprotect 75%/Range: 5 Cells/Mp: /Element: --)
-------------------
A-Ability:Rise of the Fallen
+ Death- Lune evokes a skull and crossbones which then flies through a foe's heart damaging their internal and external form with a chance of killing them instantly.
(Damage: 400% Int/Effect: Instant Death 10%/Range: 5 Cells/Mp: /Element: --)
+ Oblivion- Lune evokes a white ball of light that floats over to a foe harmlessly and then flashes brightly, possibly taking them away from this world.
(Damage: 400% Int/Effect: Oblivion 10%/Range: 5 Cells/Mp: /Element: --)
-------------------
R-Ability:
+ 1 Magic, 2 Magic, Triplecast Magic~!- Whenever Lune successfully casts two spells in a row, she may cast a third as long as she has Mp to continue casting.
-------------------
S-Ability:
+ 1 Magic, 2 Magic, Two times the Magic~!- Lune starts off the battle with a never ending Doublecast status that is dispelled when Lune may not take action, it is dispelled, or is silenced.
-------------------
D-Ability: Glyph of Ruin- Lune evokes an intricate seal underneath a single foe that spreads and covers the entire battlefield, with a wave of her hand, the seal flashes and then fades, the insides of Lune's foes collapsing in on themselves.
(Damage: 100% Pierce Int/Effect: Instant Death 10%/Range: All Enemies/Mp: --/Element: --)
-------------------
Stats:
Next Level: Hp, Mp x 2
Hp: 25
Mp: 45 (+5 from Tiny Brooch)
Atk: 0
Def: 6 (+1 from Cute Hat)
Int: 9 (+2 from Rusted Rings)
Spr: 6 (+1 from Cute Hat)
Move: 2 Cells
-------------------
Skill Points: 0
Age: 7
Gender: Female
Appearance:
- Spoiler:
Profession:
- Spoiler:
- + *Witch*- The one who claims this profession is a master of magic both good and bad. One should be careful when dealing with a witch, as their incantations can really put you in a cast. (Damage: Int) (Range: 3 Cells)
+ Apprentice- The one who claims this profession has been taken under the wing of a creator of spells of evil and good nature alike. Though in training, they have many dangerous spells and side effects that can be deadly if one is not careful while confronting her. (Damage: Int) (Range: 3 Cells) (+1 Basic Attack) (Basic Attacks: Chance of Random Debuff)
+ Enchantress- The one who claims this profession has moved on from their master and has begun to create their own spells for their use and their use only. Those who are on the other end of her magical prowess are frightened in her very presence, for her spells are only beneficial for those who have sided themselves with her. (Damage: Int) (Range: 3 Cells) (+2 Basic Attacks) (Basic Attacks: Chance of Random Debuff)
+ Sorceress- The one who claims this profession has ascended to becoming a master of all magic. She's even been able to change her spells so that they can have horrible effects. (Damage: Int) (Range: 3 Cells) (+3 Basic Attacks) (Improved Debuffing) (Attacks: Chance of Random Debuff)
Exp: 0/24
-------------------
Weapon: Rusted Rings- A set of rings made of metal that has rusted over many many years, can they even be used as weapons anymore? (Ap: 0/10)
Armor: Cute Hat- A witch's hat that has been made frilly and cute, it is meant for show rather than for defense.
Accessory: Tiny Brooch- A rather small brooch with a blue stone, it radiates with mana.
-------------------
A-Ability: Basic Incantation
+ Sapphire Collision- Lune evokes a seal underneath a foe that causes three blue colored flames to circle said foe and then collide in on them one at a time.
(Damage: 110% Int x 3/Effect: Burn 50%/Range: 3 Cells/Mp: 13/Element: Fire)
+ Burst of Nature- Lune evokes a seal above a foe that causes a small acorn to fall on top of her foe's head and then burst into a mighty oak tree.
(Damage: 140% Int/Effect: --/Range: 3 Cells/Mp: 9/Element: --)
+ Demonology Covenant- Lune evokes a seal underneath a foe that rips open the ground, a demon's clawed hands reaching up from the depths of hell and dragging sharpened extensions along the foe's bare skin.
(Damage: 130% Int/Effect: Blood Loss 50%/Range: 5 Cells/Mp: 12/Element: --)
+ Glaciate Entrapment- Lune evokes a seal above her foe that causes a mountain of snow to fall on top of them and then turn to crystalized ice.
(Damage: 160% Int/Effect: Frozen 50%/Range: 8 Cells/Mp: 16/Element: Ice)
+ Malicious Hex- Lune evokes a purple glyph that causes spirits of the damned to wrap around and cause unimaginable amounts of pain to surge through their body.
(Damage: 100% Int x 6/Effect: Curse 50%/Range: 4 Cells/Mp: 21/Element: Dark)
(Damage: --/Effect: Mp Regen/Range: Self/Mp: /Element: --)
+ Cycle Demolition- Lune evokes a small seal underneath a foe that causes a spike of energy to stab through them and steal some of their mana flow.
(Damage: 30% Pierce Int/Effect: Damages Mp/Absorbs Damage as Mp/Range: 4 Cells/Mp: /Element: --)
- Cycle Drain- Lune continues to evoke another seal underneath the very same foe that causes the previous strike against the foe's mana cycle to continue to leak mana and have it delivered to her system.
(Damage: --/Effect: Mana Drain 75%/Range: Set/Mp: /Element: --)
+ Mandrake's Screech- Lune evokes a blood colored glyph that causes a loud screech that goes unheard by Lune's companions.
(Damage: 150% Int/Effect: Silence 75%/Range: All Enemies/Mp: /Element: --)
-------------------
A-Ability:
+ Bubble of Dreams- Lune raises her palm out in front of her, a purple bubble growing to the size of a bowling ball before harmlessly floating over to a foe and then suddenly popping in an explosion of water.
(Damage: 120% Int/Effect: Wet 50%/Sleep 50%/Range: 6 Cells/Mp: /Element: Water)
+ Nightmare Spiral- Lune evokes an enigmatic black seal that attaches to her foe and wraps around their body and shocks their body system.
(Damage: 140% Int/Effect: Double Damage to Sleeping Foes/Range: 6 Cells/Mp: /Element: Lightning)
+ Adversity Everlasting- Lune holds up her palm, a violet colored star appearing in her palm, she proceeds to throw it at a foe, a mix of energies causing a horrible amount of bad luck.
(Damage: --/Effect: Misfortune 75%/Apathy 75%/Frail 75%/100% Int Damage if All Status Effects Hit/Range: Single Enemy/Mp: /Element: --)
+ Epidemic Surge- Lune evokes a green colored glyph that releases a cloud of poisonous looking spores on her foe, causing a horrible disease to enter their system.
(Damage: 90% Pierce Int/Effect: Plauge 50%/Range: 4 Cells/Mp: /Element: --)
+ Forget-Me-Not- Lune evokes an orb filled with spiraling, sparking, and sputtering energy and smashes it into her foe's head several times.
(Damage: 90% Int x 5/Effect: Addle 50% [Chance Each Hit]/Range: Single Enemy/Mp: /Element: --)
+ Phantasm Spasm- Lune thrusts her hand forward, a red colored spike thrusting through her enemy, stealing their living life and sanity.
(Damage: 150% Int/Effect: Berserk 50%/Zombie 50%/Intangible/Range: Straight Line/Mp: /Element: --)
-------------------
A-Ability:
+ Haze of Lust- Lune conjures a strange pink mist that floats around her enemies and causes them to give into their primal instincts.
(Damage: 180% Int/Effect: Mesmerize 75%/Range: All Enemies/Mp: /Element: --)
+ Lethargic Shift- Lune creates a tiny sphere around her enemy's head that collapses in on the mind and causes it to process thing slowly.
(Damage: 160% Int/Effect: Slow 75%/Range: 6 Cells/Mp: /Element: --)
+ System Shutdown- Lune conjures millions of tiny disease bearing agents inside her opponent that slowly shut down their immune systems.
(Damage: 150% Int/Effect: Doom 75%/Range: 4 Cells/Mp: /Element: --)
+ Guard Obliteration- Lune conjures a sphere of violent black energy over a foe and forcibly drops it on them, the energy sapping their defenses and causing them to take twice the damage they normally do.
(Damage: 170% Int/Effect: Deshell 75%/Deprotect 75%/Range: 5 Cells/Mp: /Element: --)
-------------------
A-Ability:
+ Death- Lune evokes a skull and crossbones which then flies through a foe's heart damaging their internal and external form with a chance of killing them instantly.
(Damage: 400% Int/Effect: Instant Death 10%/Range: 5 Cells/Mp: /Element: --)
+ Oblivion- Lune evokes a white ball of light that floats over to a foe harmlessly and then flashes brightly, possibly taking them away from this world.
(Damage: 400% Int/Effect: Oblivion 10%/Range: 5 Cells/Mp: /Element: --)
-------------------
R-Ability:
+ 1 Magic, 2 Magic, Triplecast Magic~!- Whenever Lune successfully casts two spells in a row, she may cast a third as long as she has Mp to continue casting.
-------------------
S-Ability:
+ 1 Magic, 2 Magic, Two times the Magic~!- Lune starts off the battle with a never ending Doublecast status that is dispelled when Lune may not take action, it is dispelled, or is silenced.
-------------------
D-Ability: Glyph of Ruin- Lune evokes an intricate seal underneath a single foe that spreads and covers the entire battlefield, with a wave of her hand, the seal flashes and then fades, the insides of Lune's foes collapsing in on themselves.
(Damage: 100% Pierce Int/Effect: Instant Death 10%/Range: All Enemies/Mp: --/Element: --)
-------------------
Stats:
Next Level: Hp, Mp x 2
Hp: 25
Mp: 45 (+5 from Tiny Brooch)
Atk: 0
Def: 6 (+1 from Cute Hat)
Int: 9 (+2 from Rusted Rings)
Spr: 6 (+1 from Cute Hat)
Move: 2 Cells
-------------------
Skill Points: 0
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