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  1. ===General===
  2. Name: Neptune
  3. Nickname/Alias: Priestess (her criminal nickname. It's a name that carries a lot of respect, power and fear to those that know it)
  4. Gender: Female
  5. Age: 22
  6. Race: Human
  7. Height: 1,46 meters
  8. Personality: She's friendly with everyone but get on her bad side and she won't be that friendly.
  9. Alignment: Neutral
  10. Appearance: (in the pic)
  11.  
  12. ===Equipment & Magic===
  13.  
  14.  
  15. Equipment:
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  18. Armor (medium armor)
  19. Blessing of Aegis: The armor would glow a bright white, as well as becoming much more protective. Giving the armor the beneifets of heavy armor without being classified as so. This powerful holy enchantment would help defend it's wearer against shadow based magics. Bringing the double damage multipler down to a 1.5 times multipler against shadow magic.
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  22. ---1st Sword---
  23. Heaven's Might: This sword has been enchanted with a powerful holy magic, glowing with a bright white aura. The sword can emit a bright enough light to illuminate it's user's way in the dark if needed. In it's dormant state, the sword will deal light damage. However when activated, the holy magic in this weapon allows it's wielder to smite any entity of darkness with a ray of light, dealing massive damage to them, and blinding them for a turn.
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  26. ---2nd Sword---
  27. Winter's Grasp: This sword's blade is covered completely in a layer of permafrost. In it's dormant state, the sword will deal ice damage. When activated, the sword glows a dark blue, allowing it's user to fire shards of ice from it's tip. These shards of ice inflict slow on it's target.
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  30. ---3rd Sword---
  31. Ifrit's Rage: This sword glows with a menacing dark red aura. In it's dormant state, the sword will deal fire damage. When activated, it's blade becomes engulfed in red flames allowing it's wielder to summon a wall of flame at the swing of it.
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  34. ---4th Sword---
  35. Tempest: This sword glows with a vibrant green aura. In it's dormant state, the sword will deal wind damage. When activated, wind will begin to swirl around it's blade allowing it's wielder to launch blades of concentrated wind at their target, effectively extending the swords range to that of a spear's without physically altering it's size.
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  38. ---5th Sword---
  39. Wrath of Zeus: This sword glows with a yellow aura. In it's dormant state, the sword will deal lightning damage. When activated, the sword will start to cackle with lightning allowing it's wielder to either shoot lightning bolts, or swing at their target and upon impact will tense up the target's muscles. Letting them either attack or take a defensive action but not both.
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  42. ---6th Sword---
  43. Phantom's Touch: Arata has also placed an enchantment on the sword to phase through objects it comes into contact with such as an shield or sword, rendering blocking or parrying for that time useless if they are not enhanced in someway to defend against this. As well as bypassing heavy armor defenses, treating the damage as if there was no armor, if not enhanced in someway to defend against it.
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  46. ---7th Sword---
  47. Blade of The Wyvern: It's a lightning branded jagged sword, that can be thrown in a boomerang fashion. Deals lightning damage on target on top of the physical damage.
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  50. ---8th Sword---
  51. Blade of Cleansing: Only weapon capable of killing Fell infected, forged as a countermeasure to the Fell by They Who Watch.
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  54. ---1st Dagger---
  55. Assassin's Grace: This dagger gives off a faint black mist around it. Attacking an unaware target with this dagger will inflict double damage.
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  58. ---2nd Dagger---
  59. Vampire's Kiss: This dagger gives off blood red aura. When activated, the wounds that the dagger would inflict during this time will make the target bleed. Causing one hit of bleed damage after a turn.
  60.  
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  62. ---3rd Dagger---
  63. Mage's Bane: This dagger glows with a violet aura. When activated, hitting a mage with the dagger, it will silence them for 2 turns.
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  66. Red Stone of Aja: A necklace that gives the wearer more resistance.
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  69. Ring of Purification: lt allows the wearer to cast Judgement day, a powerful light spell. It allows it's user to smite their opponent with a huge beam of light expeled from the ring. It deals big damage to non dark entities and tremendous damage to dark entities.
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  72. Ring of Counter: Chance of inflicting damage to someone who just attacked you. Roll 1d3 to determine if the effect is activated. 1 and 3 is fail, 2 is success.
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  76. Ryo'Lonaka (The Watchers Coat)- A coat she "got" *cough* stole *cough* after defeating a Watchers member. Gives Ethereal Surge as a passive as well as Shadow Step.
  77. >Ethereal Surge- 9 ehtereal bolts.
  78. >Shadow Step- Can be used to turn into a shadow and dodge attacks.
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  82. Abilities/Magic stuff:
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  85. Purify
  86. What it does: This spell can clear any kind of status effect from the person that it is casted on.
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  89. Light Mend
  90. What it does: A light comes out of her hands and she can use it to heal wounds of either herself or other people.
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  93. Light Bolt
  94. What it does: Makes a bolt made out of light magic and can throw it at an enemy. Dark entities take double damage.
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  97. Mirror World
  98. What is does: She can make a portal and enter a dimension where only she has access to. From inside that dimension, she can see everything as if she was there. Things that happen in the real world do not affect her in her dimension. For example, if she's standing right next to an explosion that happens in the real world and she's inside her dimension, she isn't affected by it in any way possible. She also cannot interact with objects from the real world from inside her dimension, but she can open up portals of the size of her hands and put only her hands in the real world, interacting with the objects. People that she considers the enemy will not be able to use any and all kinds of spells and magics if they are brought inside.
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  101. Heavenly Offense (passive)
  102. What it does: Is able to spawn swords/knives/daggers out of thin air. She can also change between her normal clothes and armor (equipment included) in a snap of her fingers.
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  105. Division
  106. What it does: Creates 4 clones, making it so that there is a maximum of 5 Neptunes at the same time. Each clone can take a few hits before dissipating. The clones can also use the same attacks, abilities and spells that Neptune can.
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  109. Time Slow
  110. What it does: When this ability is activated, time moves at half speed. However, Neptune herself is not affected by this, being able to move at normal speed within it. Chance of causing headaches to her that temporarily leave her unable to attack but she can still defend and dodge from attacks.
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  113. Scything Beam
  114. What it does: Fires a beam of holy magic from either mouth or hand (user's choice) that hits up to 3 targets.
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  117. Ascension
  118. What it does: Neptune gains small angel wings that allow her to fly. She also does increased damage for her light magic and takes less damage from shadow magic
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  121. Divine Whirlwind (Ascension only)
  122. What is does: Can cause a massive whirlwind that sucks up enemies inside. Anyone that is flying gets caught up in the whirlwind. Objects that fly in the air (such as arrows) are also caught in the whirlwind. This lasts for 3 turns.
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  125. God Hand (Ascension only)
  126. What it does: A swarm of 25 swords float around Neptune and she is able to launch the swords at the enemy. She can choose to send whatever number of swords she desires to send. They travel in a straight line and cannot change directions. The can be either sent flying at the enemy or be pulled back into the swarm after being sent if they haven't hit an object. The swords can also serve as a shield for Neptune.
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  129. Heaven's Door (Ascension only)
  130. What it does: A very bright light comes out of her body, anyone that looks at it is blinded for 2 turns.
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  133. Ice Storm (Ascension only)
  134. What it does: Sky darkens, then 1d7+3 blocks drop from the sky, whether a block hits or not is up to RNG (numberOfBlockd2, 1 hits, 2 misses)
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  137. Miasma (Ascension only)
  138. What it does: Defense reducing fog, AoE, 2x damage taken from foes. Debuff lasts 4 turns.
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  144. ===Backstory & Other Notes===
  145. Backstory: After losing her father when she was a baby due to a unknown attacker, Neptune was left alone with her mother. Her mother soon passed away from illness and she became an orphan at the age of 3, her grandma took care of her after that. When she was 7 years old, she was taking a walk in a forest close to her village. She saw a bunch of smoke in the sky, coming from the direction of the village she lived in. She ran towards it and she could see the fire destroying the houses and people burning to death, their screams stuck in her ears, the scenery burned into her eyes, the smell of smoke in her nose. After an entire day, the fire settled down with the help of rain and she was sitting in the village center, in watching the smoking buildings and corpses of the people she knew. She searched and searched and later confirmed that everyone was killed in the fires, she was the sole survivor. She stayed at the village for a few days, living off of food stored in the village's city hall basement. She also spent that time grieving, crying for the dead people and burying them, all by herself. After doing that, she packed the remaining food into a makeshift bag and ventured out into the woods, hoping to find another village that could help her.
  146. Since she has never left her village, she had no idea of where to go to find civilization. lt also didn't help that her village was deep in the forest, completely cut off from the rest of the kingdom. She wandered for days, still with no sign of civilization. Her food eventually ran out and she started to starve. She ate plants and fruit along the way, but it wasn't enough. When she was about to pass out due to starvation, she saw a figure in front of her, a bright white light around it. She approached it, the figure was looking over the cliff to the kingdom of Alcis. She looked to her side and saw a very young and starved Neptune. She felt bad for Neptune and offered help. She gave Neptune food and water, took care of her until she was back in shape and then gave her some powers. After that, she was teleported to the outskirts of Dnalgne, where she lived her life as an homeless infant.
  147. She never seeked help from an orphanage, because she previously heard multiple times in her village that kids are treated badly in orphanages. She slept in alleyways, she used her powers to steal food and survive that way. She eventually found her way into a criminal organization known as The Syndicate. She was with them for many years, doing assassinations, robberies and all that kind of stuff. She was given the nickname of "Priestess" by them due to the fact that she was a user of holy magic.
  148. She then left them and decided to quit criminal life, wanting to live more peacefully, not wanting to keep running for the rest of her life. She became a guard as a part of a deal for her to not be executed for her crimes. She then quit being a guard due to some problems. Some weeks later, she learned that The Order of the Dusk was going to try to take over Alcis and to ensure the protection of her loved ones, she joined them.
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  150. Other notes: She gets angry if someone makes fun of her height. She also trips a lot.
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