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Oblivion Phantasy ~ Cardinal Sigil 【Profile Thread】

Discussion in 'Profile Threads' started by Shadow, May 6, 2012.

  1. ~ Plot ~

    This is a One on One Statistical Roleplay between Eebit and Shadow.

    The World of Phantasia.

    A fantastical world of flowing Mana, unsolved mysteries and crawling danger. During the Era of Origin, it was a harsh world filled with chaos; and both Mortal and God alike formed a pact bound to last eternity to set a definite order. While the humans were gifted to grasp the concepts of both magic and science alike, the higher beings they now worshiped as their deities reshaped Phantasia into the world it is now. Or so the legend tells. The world itself is like a jigsaw puzzle--many vital pieces that necessary to comprehend it are missing and complete exploration of the planet is severely restricted by the natural hazards that exist. And thus, while a vast mantle of undefined danger conceals a majority of Phantasia, the slowly-growing patches of thriving population that exist contrast it into perfect harmony. I shall welcome you to the universe of Oblivion Phantasy, a collection of tales spanning the length of time of this world from the start, through the end. All within one's grasp.

    The Land of Heijeram, or Sky's Paradise as it roughly translates from the archaic tongues and dialects time's course had forgotten, and for quite the reason as well. Authoritatively yet majestically rising from beneath the Arca Ocean at the west of Lienaell, a gargantuan plateau is what Heijeram truly is--a virtually immaculate world, abundant in its forgotten magic and exotic resources, isolated from the rest of Phantasia. It is a world in a profound link with nature, overwhelmed by dense jungles which extend up to the furthest reaches, and mountainous regions daring to pierce even the heaven above. It is rumored that, within the most remote areas on the Region of Tlaychja, called the Qullcc'umi, or Sacred Jungle, the God of Nature Dargaia resides there in a millennial slumber, awaiting the day it is fated to awaken and reclaim its dominions, bringing forth the next Era of Chaos.

    Our tale, however, focuses on an entirely different aspect.

    War courses its treacherous, formidable roots of ravage throughout Heijeram. It is not a sanguinary campaign for definite dominion, nor a struggle with foreign lands whose ambitious gaze has been fixated on this continent over the course of the years after its discovery. No. It is a silent, consuming conquest to unify the scattered tribes and fragmented nations under one definite banner, the Cruxaqata, to put an end to all other conflicts and impose one absolute power--an abstract, symbolic one exponentially amplified by centuries of worshiping; the power of the Esoterica Runes. There are those who agree to the complete merging of Heijeram shall remain and fight along with the ever expanding crimson Signature; but there are those who, naturally, are against the sought objective, and have turned to oppose them.

    Those are the Unification Wars.

    Nearing the oriental boundaries of Heijeram, the great Qhantarwa Valley lies, nourished by the cascades of crystalline water which seem to miraculously remain forever flowing, descending from the Khhatalaya Highlands above the valley. The blue Signature settled at the valley's serenity pertains to the Larama'quta Tribe, inherent manipulators of the water from the elemental spectrum, and holders of arcane alchemic and metallurgic arts left to behold by the rest of the continent. Despite being allied with the Cruxaqata Movement, a veil of tension has developed among the two factions like the dense winter fogs of the region, as the Larama'quta refuse to use their advanced alchemy to develop weaponry, much less partake in any skirmishes unless absolutely necessary. To solve this, the sages promised to deliver the crimson Signature the Runessence of an ancient rune, and nothing else, as if to confirm the genuineness of their alliance.

    What neither of the two factions foresee is that there is an obscure clan using the chaos caused by the Unification Wars to aid an organized search for the Taboo Runessences for unknown purposes. The Larama'quta's official emissary has departed today--an unsuspected young girl--setting off to the distant Cruxacatian capital of Maqa Intawi. Expected to return to the Qhantarwa Valley in several weeks, she plunges into the dangerous wilderness of native Heijeram...

    For what she believes to be a normal mission.

    Oblivion Phantasy
    ~ Cardinal Sigil ~

    Equilibrium rests within the power of a symbol.


    ~ Profile Template ~

    [b]Next Level:[/b]
    [b]+ Skill #1:[/b]
    [b]+ Skill #2:[/b]
    [b]~ Stats ~[/b]
    [b]X Gauge:[/b]
    [b]Skill Points:[/b]
    [b]Upgrade Points:[/b]
  2. ~ Chapter Chronicle ~

    Chapter I ~ I: Intercepted Emissary


    ~ Soundtrack Room ~

    Oblivion Phantasy >>
    Yieryawa Swamp >>
  3. ~ Inventory ~


    Potion x3 - Restores 20 HP upon usage. Range: Self or Adjacent Cell.

    Ether x3 - Restores 10 MP upon usage. Range: Self or Adjacent Cell.

    Soul Tonic - Revives a KO'd Character with 25% Max HP. Range: Adjacent Cell.




    Leech Fang x9 - The pointed, retractile fang of a Sanjithon. Without the monster itself, though, it simply becomes a decently sharp needle. Could be rather useful.

    Anti-Coagulant x2 - A much rarer extract from the saliva of a Sanjithon, this compound prevents the coagulation of wounds allowing them to continue bleeding for an extended period of time.

    Key Items

    Unidentified Runessence - The Runessence Layamy is supposed to deliver to the Crimson Signature of Cruxaqata. It is a compact, black sphere of an unknown metal, however small enough to be easily held with one's hand. Despite having a largely eroded and scratched surface, it nevertheless remains intact. What sort of rune could this object seal within?

    Currency: 312 Gold


    ~ The World Map ~


    + Yeqién Region

    > Qhantarwa Valley
    --- Yieryawa Swamp
  4. Enemy Profiles

    Coming Soon...
  5. Name: Layamiika "Layamy" Aoraine
    Gender: Female
    Age: 13
    Level: 2
    Progress: 2/10

    Profession: Clear Warrior: The one who claims this Profession has learned the secret art of Clear Water as a proud warrior of the Larama'quta Tribe, also using an innate control over the Water Element as an extent to her fluid swordplay. [Basic Attack: Physical] [Water Affinity I] [Dual Wield]

    *Water Affinity I: User acquires permanent "Water Affinity" Properties. Increases the Damage Output of Water Elemental Basic Attacks or Abilities by 10% (5% for Flurries). In addition, Decreases the Total Damage received by the Water Element by 20%.
    *Dual Wield: Layamy can wield 2 Weapons at a time-however, they must only use 1 "Free Hand" Slot each. Increases the Number of Hits of the User's Basic Attacks by 1--Damage Output for this and any additional Hits has a Damage Loss of 20%. Additionally, she receives a Defensive Stat penalty.

    --- Rusted Katana: Normal katana under the effects of oxidation, nearly useless blade partly tainted with red rust.
    [+1 Atk / Range: Adjacent Cell]
    --- Rusted Katana: Normal katana under the effects of oxidation, nearly useless blade partly tainted with red rust.
    [+1 Atk / Range: Adjacent Cell]
    Armor: Light Jacket: Distinctive cropped jacket crafted from low-quality metallofibers; lightweight but decently effective. It bears the Signature and color scheme of the Larama'quta Tribe.
    [+1 Def]
    Accessory: Amulet Belt: Standard leather belt loosely worn by Layamy with both of her weapon's sheathes tied to them. It has an elegant adornment on its side, empowered by slight Faith.
    [+1 Spr]

    A-Ability: Blue Fluidity

    + Liquid Edge: Bathes the user's weapons in Water Mana which adheres to the blades granting them temporary Water Elemental properties. Sets Basic Attack Element as Water. Duration: 3 Turns. On Stack: Refresh. Accuracy: None. Variance: None. Range: Self. Element: Water. 5 MP.

    + Clear Tear: Has a drop of Clear Water fall to the ground expanding into a strangely colored puddle upon contact. Sets 1 Clear Water Cell [Denoted {~} / Restricted Usage / Special Priority]. Free Act Command. Accuracy: None. Variance: None. Range: 2 Cells. Element: Water. 3 MP.

    + Water Leap: Transmutes Water Mana into the material embodiment of the element and, with the motion of a blade, directs it as a sharp cutting arc towards the target. 130% Atk Damage. Accuracy: 100%. Variance: 10%. Range: 2 Cells. Element: Water. 8 MP.
    --- Clear Water: Chance of Double Hit. Range: Adjacent Cell. Limit: 1.

    R-Ability: None
    B-Ability: None
    S-Ability: Pure Mana Filter I: The User's Cycle Mana! Special Command behaves like a Free Act Command if she is Occupying a Clear Water Cell. In addition, Increases Cycle Mana's Effectiveness by 1% per every Clear Water Cell within a Range of Adjacent Cells.
    E-Trigger: Clear Trigger: "Flow." A word, a part of the ancient secret of Clear Water, triggering a powerful surge of Excess from the user which instantaneously watershifts all Mana surrounding her, refining it into a mass of Clear Water that descends and pools beneath her. Sets Clear Water Cells in Range: Surrounding Cells (Includes Current Cell). Allows the User to perform another Act Command. Restores the User's MP by 10% per existing Clear Water Cell within Range. 5 X Levels.
    X-Ability: *LOCKED*

    ~ Statistics ~

    HP: 30
    MP: 15
    Atk: 5 (Rusted Katana +1)(Rusted Katana +1)
    Def: 3 (Light Jacket +1)(Dual Wield -1)
    Int: 2
    Spr: 3 (Amulet Belt +1)
    Critical: 4%
    Evasion: 5%
    Movement: 2 Cells (Clear Warrior Job +1)
    X Gauge:

    Skill Points: 0
    Upgrade Points: 2

    Update Log[/b]]February 27, 2014 [09:32 AM (GTM -5)] - Updated Dual Wield Innate, and added B-Ability (Burst Ability) field as per recent ShadowSystem Updates.

    March 29, 2012 [03:25 AM (GTM -5)] - Level Up! +3 Stat Points! +1 Skill Point! +2 Upgrade Points! Next Level set at 2/10.
    --- Distribution: +5 HP (1), +1 Atk (1), +1 Spr (1).
    --- Learned A-Skill: Water Leap (-1 Skill Point).
    --- Stored Upgrade Points.
    --- E-Trigger: Clear Trigger has been updated.

    October 10, 2012 [05:32 PM (GTM -5)] - Added Update Log functionality.
  6. Name: Reve Aisling
    Gender: Male
    Age: 16
    Level: 2
    Next Level: 2/10
    Appearance: A small boy, not necessarily delicate, but slightly shorter than average. He has chocolate-brown hair and equally as brown eyes. His skin is a richly-tanned one, which is odd considering his tendency to be asleep often. He has bags under his eyes from nightmares and trying to stay awake, and bruises on his skin from tossing and turning, which he usually attempts to conceal with his ragged clothing, torn from equally distraught sleeping.

    Profession: Sleepwalker - The one who claims this profession has the uncanny ability to control themselves, even while in a state of unconsciousness. [Astral Projection] [Subconscious Reserves] [INT-Based Basic Attack]

    *Astral Projection - When inflicted with the state of Unconscious or Sleep, Reve's body is shed, and he is able to continue combating as normal, though the body (which remains where it would be normally) is the only part of him that can receive damage. Fades when Unconscious/Sleep fade.
    *Subconscious Reserves - When in Astral Projection state, Reve utilizes Astral Points (denoted AP) instead of MP. When not in Astral Projection state, he is under a constant state of AP Regen, and when under such state, increases Unconscious' MP Regen to 10%.

    Weapon: Rusted Eye - A small, metallic orb decorated like a human eye that seems to emit some sort of burst of Mana from where the pupil would be. [+1 INT] [Range: 3 Cells]
    Armor: Ragged Clothes - A set of clothes tattered and torn from their 'loving' amount of wear. [+1 DEF]
    Accessory: Dreamcatcher Charm - A pendant in the shape of a Native design, used in order to capture stray dreams from the wearer, storing them for later. [+1 INT]

    A-Ability: Autoscopy

    + Hypnotic Gaze: Reve coaxes his opponent to sleep, while forcing them also to adjust themselves to expose their own weakness for a set up attack. High Chance of Sleep. No Chain. Cast Time: Instant. Hit Rate: 100%. Variance: N/A. Range: 2 Cells. Element: Darkness. 10 MP.

    + Self-Induced Stasis: Reve puts himself to sleep, allowing his mind to wander away from his body as a vagrant dreamer. Inflicts Sleep on Self (5 Turns). Increases INT by 20% for Sleep's duration. No Chain. Cast Time: Instant. Hit Rate: 100%. Variance: N/A. Range: Self. Element: Neutral. 10 MP.

    R-Ability: N/A
    S-Ability: Graced With Good Dreams - Resists Critical hits while under the state of Sleep.
    B-Ability: N/A

    E-Trigger: [LOCKED]
    X-Ability: [LOCKED]

    ~ Stats ~

    HP: 15
    MP: 25
    AP: 20
    ATK: 2
    DEF: 2 (Ragged Clothes +1)
    INT: 5 (Rusted Eye +1) (Dreamcatcher Charm +1)
    SPR: 3
    Critical: 4%
    Evasion: 1%
    Movement: 2 Cells (Sleepwalker Job +0)

    Skill Points: 1
    Upgrade Points: 2

    Last Updated: July 17, 2014 (5:51pm EST) - Added B-Ability parameter.
    • March 24, 2013 (10:14pm EST) - Level Up! Added stat points to MP (+5), AP (+5), INT (+1). Added +1 Skill Point to total. Added +2 Upgrade Points to total.
  7. ~ Bestiary ~

    001 Sanjithon ((Location: Yieryawa Swamp / Enemy Type: Aquatic / Defeat Count: 4 / Exp: 2 / Gold: 4 / Drop: Leech Fang, Anti-Coagulant))


    ~ Inflictionary ~

    Main Inflictionary >>

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