Post by Therider on Nov 9, 2018 1:46:12 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 12 | +1 |
DEX | 10 | +0 |
CON | 6 | -2 |
INT | 16 | +3 |
WIS | 14 | +2 |
CHA | 12 | +1 |
Tressa Colzione
Continent of Orsterra/OCTOPATH TRAVELLER
Alignment: Neutral Good
Motto: "From this chapter on, this will be my story."
Allies/Friends: Ophilia, Cyrus, Olberic, Primrose, Alfyn, Therion, H'aanit, Ma and Pa, Captain Leon, Ali
Enemies/Rivals: Galdera, Obsidians, Anywho exploit the weak for their gain
Backstory: Provide a Link to a Wiki
Appearance:
History On Li: The ragtag band of strangers turned heroes of legend finally dueled down the Fallen God Galdera, and with their last strike, ended the foul demon and his attempts at returning to the mortal realms. Rescuing Kit Crossford from a horrid fate on the other side of the ominous Gate of Finis, our heroes prepared to enter the portal, at last, to return home. However, as Kit entered first, something strange happened to the gateway between the foul dimension and the world in which the party resided in. Upon examination, the portal swallowed all eight of the travelers whole, and sent them into the world of Li.
Tressa was the luckiest, by far. Her exit landed her almost exactly outside the Life Sphere. Quickly entering and gathering friends and allies, Tressa now hopes to find those of her comrades who are still lost and help everyone return home safely. However, her youthful energy and constant eye for money may get in the way of her quest to return home... Especially if her integrity is challenged...
Primary Attacks (3)
Spear Jab: [STR, 8-18%] Tressa uses her spear, the Tradewind Spear, to fight. Anything from a series of quick jabs to a strong thrust would be covered here.
Tradewinds: The Trader's gift to the merchant wanderers was the magics to control and use the winds to guide their ships and lead their caravans. Tressa, in particular, has excellent control over the magic effects, and has been known to manifest large blades of wind to cut through her enemies.[WIS, 24%, 2 turn cooldown]
Shoot 'Em Down: Using her trusty bow, Tressa fires off a single shot at an enemy.[DEX, 18 %]
Special Attacks (3)
Path Option: Purchase: Tressa can use this move to switch out with another of the 8 Travelers, and activate their Path Option effect. When she is brought into battle, her ability activates and Tressa's eye for money shines through! Using her tons of Orsterrian currency, Tressa can try to distract the enemy with a vast amount of money. All enemies would need to make a WIS roll to avoid Tressa's exuberant money flaunting, and upon a failed save is focused entirely on Tressa for a whole round. [CHA contested roll, Distracts to Tressa on failed save; Uses 2 actions instead of 1]
Sidestep: Tressa's light on her feet and is able to dodge around plenty of physical attacks. Once per turn, she can sidestep out of the way of any physical attack. Upon avoiding the attack, Tressa sees an opportunity to strike out at her foe, and gains a slight advantage to her next strike.[0%, Avoids 1 physical attack per usage, +5% to next strike delivered to sidestepped attacker, uses 2 actions]
Share BP: The aura of the Gods is present heavily on Orsterra, and can be manipulated into what is commonly referred to as Boost Points, or BP. In Orsterra, Boost Points were the necessary element required to activate Divine Skills, and was in an overabundance across the Continent. On Li, the God's aura is weakened, and BP is sacredly stored by the Travelers for their Final Smashes. However, Tressa's BP intake and upkeep is much higher than the others due to the blessings of Bilfegan, and as such she is able to share her BP with other fighters in combat, giving them a boost to their next attack. [Allies gain +3 to next attack roll, 3 turn cooldown]
Final Smash: Bifelgan's Bounty (1)
Tressa activates the Divine Art of the Patron God of Traders. A storm of light rays blasts down from the heavens, dealing 40% damage to all opponents. In addition, the damage dealt to the opponents turns into leaves, the currency of Orsterra. It is a useless currency here, but Tressa has the urge to collect every last leave. [40% to ALL foes, money for flashy effect]
Other Info:
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 14 | +2 |
CON | 4 | -3 |
INT | 10 | +0 |
WIS | 20 | +5 |
CHA | 18 | +4 |
Primrose Azelhart
Orsterra/OCTOPATH TRAVELER
Alignment: Chaotic Good
Motto: "Faith shall be your shield."
Allies/Friends: Ophilia, Cyrus, Tressa, Olberic, Alfyn, Therion, H'aanit, Yusufa, Arianna, Forscythe Family
Enemies/Rivals: Galdera, Obsidians, Simeon, Rufus, Albus, Helgenish
Backstory: Provide a Link to a Wiki
Appearance:
History On Li:The ragtag band of strangers turned heroes of legend finally dueled down the Fallen God Galdera, and with their last strike, ended the foul demon and his attempts at returning to the mortal realms. Rescuing Kit Crossford from a horrid fate on the other side of the ominous Gate of Finis, our heroes prepared to enter the portal, at last, to return home. However, as Kit entered first, something strange happened to the gateway between the foul dimension and the world in which the party resided in. Upon examination, the portal swallowed all eight of the travelers whole, and sent them into the world of Li.
Primrose, stranded along with Alfyn and Olberic, have been out in the wilderness, struggling to survive against the monsters and Infected at their doorstep. While she tries to keep spirits high, in truth she is frightened and worried for Tressa and the others. She has been pushing Olberic to leave and head for any sign of civilization they can find, but she fears they won't survive long enough to make it.
Primary Attacks (3)
Knife Dance: [DEX 8%] Using her nimble dancing skill, Primrose is able to deftly use her knife in a variety of different ways, from stabs to slashes to even swipes flowing into slashes.
Moonlight Waltz: [WIS, 30%, 4 turn cooldown] Primrose begins to dance in rhythm to the rising of the moon, and a shadowy void emerges. The dancer's royal bloodline combined with the dark power of the dance brings forth a wave of darkness that engulfs an opponent in a suffocating endless night.
Night Ode: [WIS, 10% to all foes, 40% chance to inflict blind 3 turn cooldown] Similar to Moonlight Waltz, Primrose dances and opens a ominous void. It unleashes a shadowy void that covers all foes in the blackness of night. Unlike the Moonlight Waltz, the Night Ode is catchy, and many find their eyes blackened by the dance's effect for several hours.
Special Attacks (3)
Path Option: Allure: Primrose can use this move to switch out with another of the 8 Travelers, and activate their Path Option. Upon being switched in, Primrose activates her Path Option, and her seductive charm begins to grab attention. In particular, Primrose focuses solely on one foe, flirting and seducing with her trained dancer ways. Upon failure of a contested CHA roll, the enemy is Charmed. How long is determined by a INT roll by the Charmed opponent.[CHA contest, Charmed for 3-8 turns on fail, uses 2 actions instead of 1]
Lion Dance: Primrose first dedicates a dance to an ally., Then, she dances in a style of movement similar to the lion, emphasizing a focus on the strength and zeal of the proud animal. Primrose then finishes, and using a form of magic know only to dancers, passes the lessons of the lion to the one she dedicated, and the target feels the rising strength.[Buffs STR Mod +3 for 1 rounds, 3 turn cooldown]
Panther Dance: Much like the Lion Dance, Primrose first dedicates the dance to a target, and then begins a dance created after watching panthers move. Primrose emphasizes the grace and swiftness of the large cat, and finishing, uses the dancer's magic to pass on the skills of the panther to the target. [Buffs DEX Mod +3 for 1 round, 3 turn cooldown]
Final Smash: Sealticge's Seduction (1)
Calling upon the Divine Skill of the Lady of Grace, Primrose dances for one of her allies; a holy dance rumored by men to be the first dance Sealticge taught humankind in Orsterra. Upon the completion of this dance, Primrose passes the energy to the target, and for two rounds, any attack or skill using WIS repeats itself. Both times the attack will need to actually land in order to be effective, and the second attack will be not much more than an echo of the first; Sealticge's power on Li is highly limited. [WIS attacks/skills from target repeat once for 2 rounds, second attack does half damage.]
Other Info:
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 20 | +5 |
DEX | 8 | -1 |
CON | 16 | +3 |
INT | 14 | +2 |
WIS | 4 | -3 |
CHA | 8 | -1 |
Olberic Eisenberg
The Continent of Orsterra/OCTOPATH TRAVELER
Alignment: Lawful Good
Motto: "My Blade is Unbending!"
Allies/Friends: Ophilia, Cyrus, Tressa, Primrose, Alfyn, Therion, H'aanit, Erhardt, the town of Riverford, Gaston
Enemies/Rivals: Victor's Hollow Arena. Werner, Galdera
Backstory: Provide a Link to a Wiki
Appearance:
History On Li: The ragtag band of strangers turned heroes of legend finally dueled down the Fallen God Galdera, and with their last strike, ended the foul demon and his attempts at returning to the mortal realms. Rescuing Kit Crossford from a horrid fate on the other side of the ominous Gate of Finis, our heroes prepared to enter the portal, at last, to return home. However, as Kit entered first, something strange happened to the gateway between the foul dimension and the world in which the party resided in. Upon examination, the portal swallowed all eight of the travelers whole, and sent them into the world of Li.
Olberic, stranded with Alfyn and Primrose, carried both unconscious teammates into a small cave nearby where he woke up. Constantly defending the cave from all sorts of monsters and fiends, Olberic's energy wanes every day. While Alfyn can heal his wounds, and Primrose lift their spirits, Olberic fears the enemies grow stronger and stronger and soon they will be overrun and defeated. Lately, Primrose keeps mentioning trying to leave and find civilization, and so Olberic prepares to charge through the hordes that seek them and carve a path for the three of them, in hopes they can find their allies alive.
Primary Attacks (3)
Unbending Blade: [STR, 8 %] The training and skill of Hornburg's Last Knight may have gotten rusty in his years of isolation, but over time defending the Travelers and preparing to face down his rival, Olberic regained most if not all of his skill.These attacks may also include spear strikes as well as sword attacks.
Cross Strike: [STR 30%, 3 turn cooldown] Olberic slashes first across the chest, and while the opponent reeks back, Olberic brings his sword down in a violent fashion. The force of the Unyielding Blade crushes the foe and pushes them backwards.
Spearhead: [STR 9%, +2 accuracy bonus] Olberic steps forward with his spear and thrusts quickly, owing to his role as vanguard. His swift strike takes foes by surprise, allowing for a cleaner and more accurate strike.
Special Attacks (3)
Path Option: Cover: Olberic can use this move to switch out with another of the 8 Travelers, and activate their Path Option effect. When he is brought into battle, his ability activates and his desire to defend the people activates. If, upon his switching in, the Traveler he replaces or a nearby ally is targeted by an attack, Olberic steps in and takes the blow for them. [0%, instantly takes one attack directed at another upon switching in, uses 2 actions instead of 1]
Stout Wall: Olberic takes a strong, defensive stance and digs his heels into the ground. This form was actually taught to man by Brand, Thunderblade and Patron to all warriors. Thus, the stance actually activates a small portion of magics, and not only is it an effective stance, it actually magically enhances his defense as well. His feet planted firmly, his attacks may not sting as much, but then again, neither do theirs.[0%, Cuts damage in half for 3 rounds, lowers DEX by 3 for duration, -5% damage from all attacks during duration, Cannot use Final Smash during duration, 3 turn cooldown]
Thousand Spears: A spear jab, and then another, and then another, and even more as Olberic thrusts and thrusts for several seconds in rapid succession. Each thrust slowly becomes less and less accurate, but the sheer volume of hits should be enough to annihilate any foe.[STR, roll 1d3+3 to see how many hits to roll, each hit after first takes a -1 accuracy that stacks, each hit dealing 5%]
Final Smash: Brand's Thunder (1)
Calling upon the essence of the Thunderblade, Olberic activates the Divine Skill of Brand: His sword is struck with magical lightning seemingly from nowhere, and the blade extends to an incredible height. Olberic, controlling the power of Brand, slams the Blade into the ground, and a sword wave surges through the earth like a plow through soft dirt towards a single foe. The enemy is struck with a force of 10,000 thunderstorms, and takes 60% damage!
Other Info:
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 10 | +0 |
DEX | 6 | -2 |
CON | 10 | +0 |
INT | 14 | +2 |
WIS | 14 | +2 |
CHA | 16 | +3 |
Alfyn Greengrass
The Continent of Orsterra/OCTOPATH
Alignment: Neutral Good
Motto:"I just saw someone in a bind, simple as that!"
Allies/Friends: Ophilia, Cyrus, Tressa, Olberic, Primrose, Therion, H'aanit, Zeph, Marlene and Family
Enemies/Rivals: Galdera, Miguel, Ogen, Vanessa, Anyone who exploits good will
Backstory: Provide a Link to a Wiki
Appearance:
History On Li: The ragtag band of strangers turned heroes of legend finally dueled down the Fallen God Galdera, and with their last strike, ended the foul demon and his attempts at returning to the mortal realms. Rescuing Kit Crossford from a horrid fate on the other side of the ominous Gate of Finis, our heroes prepared to enter the portal, at last, to return home. However, as Kit entered first, something strange happened to the gateway between the foul dimension and the world in which the party resided in. Upon examination, the portal swallowed all eight of the travelers whole, and sent them into the world of Li.
Alfyn, rescued from certain death by Olberic and Primrose, has set up a small apothecary residence in their small cave hideout. Every day, his supplies run lower and lower, and Olberic says any attempts to forage for more supplies would be paramount to suicide. So, Alfyn keeps limiting the amount of supplies he uses, and every day the Unyielding Blade yields a bit more ground. Soon they'll be forced to fight or die, and Alfyn isn't sure they'll make it out of this situation...
Primary Attacks (3)
Axe: [STR 12%] While Alfyn's main weapon is an axe, he is no trained fighter, and is more keen to swinging around without regard for skill. As such, he hits hard, but not often.
Amputation: [STR 25%, -1 accuracy, 1 turn cool down] As a doctor, Alfyn has the (unfortunate) pleasure of having to perform several unsavory surgeries in his lifetime. While he does not relish the idea of amputation, he is trained in it, and can use this training in combat. It's a brutal attack with a long wind up.
Last Stand: [STR 8% if under 25% total damage, 16% at 25-50% damage, 24% at 50-75% damage, 32% at 75-99%, 3 turn cooldown] Alfyn's axe glows with the low light of Dohter, Patron of Apothecaries. Dohter's charitable soul extends as well to the lives of his chosen saviors among men, and gives them the strength for one massive blow when they lie close to death. Alfyn then smashes the axe into the opponent, and the hit causes the ground around the opponent to erupt slightly.
Special Attacks (3)
Path Option: Concoct: Like the other Travelers, Alfyn can use this move to switch out to another one of his comrades, or if he is switched out, his goal of helping everyone is realized. Alfyn enters the battlefield and brings with him several ingredients for concoctions that can be made on the fly. Upon grabbing a set of ingredients and a vial, Alfyn has 4 separate effects that can occur:
- Healing Balm: Target heals 5% of their damage
- Lucid Balm+: Target heals any status effect they currently had
- Boosting Balm: Target gains +3 to next attack roll
- Vivifying Mist+: All targets heal 5%
Alfyn then makes the potion and gives it to the target (or in the case of Vivifying Mist, releases the mist into the air) and the effect takes place. [0 %, Heals target for 5% or removes status effect based on a d4 roll, uses 2 actions instead of 1]
Icicle: Alfyn's usage of magic is surprisingly very little, as the young man works more with herbs and plants. However, even Alfyn has a small spell he can put out of his back pocket, an emerging icicle that encaptures the opponent's body. It doesn't hurt, but the opponent finds it difficult to move afterwards. Alfyn uses this out of combat mostly to numb the body to any form of surgery or outside work that needs to be done. [WIS 5% with 100% chance to Freeze, 3 turn cooldown]
First Aid: Alfyn's expertise, actual first aid. He spends a short amount of time assessing wounds and other symptoms of wear and diagnoses them quickly. Using whatever tool he deems necessary for the job (normally simple bandages will do, although a quick brew of a potion he whipped up works as well), Alfyn attends to the wounds and does his best to allow the fighter to keep going. [CHA, heals 1d15+CHA to single target, 3 turn cooldown]
Final Smash: Dohter's Charity (1)
Alfyn activates the Divine Skill of the Charitable, Dohter; A soft glow emanates from Alfyn's hand and he simply cares it over without much pomp and circumstance. Upon reaching the target, Alfyn lays his other hand on their shoulder and offers them the glowing energy as an act of kindness; upon taking it, the target finds that every item they brought with them has an extra usage: the Poke Ball suddenly has another right by it; the beam sword seems to last for one more charge than normal. It is the charity of the Patron of Apothecaries, the greatest giver of all. [Allows all items to have one extra usage for 2 more turns.]
Other Info:
Last Edit:
Apr 4, 2019 14:30:58 GMT -8 by Therider