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Persona :: New Arcana
Welcome to Persona :: New Arcana! A Persona RPG site!
Welcome to New Arcana!
Welcome, Welcome! You've probably guessed by now, but this is a text-based Persona RPG site for Atlus fans, by Atlus fans. If you're new to Shin Megami Tensei, this place can still be for you, so no need to dash towards the doors! Your first stop should be the introduction board so we can introduce ourselves. Then right after that, feel free to go through our vital information to get a good feel of the site. We hope you enjoy your stay, and if you have any questions don't hesitate to post them here. Ciao!
Shin Megami Tensei and Persona belong to ATLUS. We own nothing, and have simply used their data to create a world of our own. They are the true geniuses behind the scenes.
Raising his arms in an attempt at defense the frozen foe unleashed it's retaliation. As the torrent of cold air hit Nagami his body instantly flash froze, if he was lucid the pain would've been akin to having his skin burnt and the feeling of 1000 needles penetrating every part of his body. Slowly and in a jerky fashion he shrugged off the frost and pointed at the enemy as Chronos turned it's attention back to it. It had freed itself from the earth spike but part of it was still stuck in it's body and it would soon be joined by another as a second spike irrupted from the ground.
Action:
Tera on Blubice dealing 26 + 9 = 35 Earth damage
Miss on 9:
Random number (1,10) :
6
Debilitating spike on 5 or 6:
Random number (1,10) :
4
Passives:
Aeon: Passive skills get a 15% boost (Regenerative/Healing skills are boosted by 5%, Boost/Amp skills are boosted by 10%)
Debilitating Spike | 10% (20% with single target skills) chance of inflicting an Earth based ailment with each Tera skill used. Not effective against opponents that are strong/block/ etc Tera. Lowers enemy defense by 15% for three turns. Effects do not stack (excluding rakunda-esc skills). | Passive | Tier 1
Strengths: (Anything your character is skilled in, such as Martial Arts/ Drawing/ etc? You are allowed a maximum of five strengths and a minimum of three.)
—Strength Name: Don't Stop Here! —Description: If Nagami is the leader of the party he is fueled to press forward with his companions and explore the Junction with more vigor. Halve the word count needed to advance additional members.
—Strength Name: Quick Hands. —Description: After years of working as a clocksmith his hands and hand eye coordination have improved. That along with his time in the slums brawling in the streets have greatly improved the speed of his attacks. This allows him to use his soul bound weapon twice in a single post.
—Strength Name: The Clock Hand of Fate —Description: From his mysterious past and history on the Junction it could be said that he's made it this far with more than just a little bit of luck... or maybe it's fate. 15% boost to agility stat.
—Racial Strength Name: Mind Pressure —Description: Nagami can force his coordinator into a frenzied state, boosting magic attacks by 15% for a duration of 3 posts as well as gaining a 10% resistance to all ailments whilst active. Although the origins of this ability are unknown to him it is probably connected to his homeworld.
Weaknesses: (You must have the same amount of weaknesses as strengths. These weaknesses pertain to you and not your Persona. IE: Physically Weaker, lack of attention span, etc.)
—Weakness Name: What's that over there? —Description: If Nagami is a regular member of the party he will become easily distracted and takes an extra 100 words to travel the same distance as a regular member.
—Weakness Name: Fragility —Description: Nagami hasn't been trained in real combat causing him to be susceptible to damage. Will take 15% more physical damage.
—Weakness Name: Weak Swing —Description: Having never been formally taught how to wield his katana he cannot fully utilize its abilities. 15% decrease in Dex when using soulbound weapon.
—Weakness Name: —Description:
—Weakness Name: —Description:
----- —Racial Weakness Name: Mind Down —Description: After using Mind Pressure he is unable to summon his coordinator for 3 turns. (Note: if any tamed demon is in his possession he can use it). Additionally, Mind Pressure has a 3 turn cooldown along with the coordinator down time.
Skill 1: Binding Curse Talarian's Touch | 10% (25%) (20% (35%) with single target skills) chance of inflicting instant death with each Dark skill used. Not effective against bosses or opponents that are strong/block/ etc Dark. In PvP, steals the life of an opponent, placing a counter on them. If 5 counters are placed on a target, the next Dark skill used will result in a guaranteed insta kill if hit. | Passive | Tier 1 Skill 2: Dark Arts Fatal Quill | Moderate physical Strike damage with a 20% chance of instant death through Mudo to a single opponent. | 18% HP | Tier 2 Skill 3: Regenerate 2 Regrowth | Recovers 4% of max HP on each user turn | Passive | Tier 2
Soul Skill Name: Soothing Crest Tier: Tier 1 Cost: 4 SP Type of Damage: Healing Description: Yeara is able to concentrate her Narllian genes within her body to properly try and recover from a more serious injury. Taking time out to quickly let her body repair itself. Sure these genes didn’t do exactly what she hoped of them, but they were still a damn sight helpful. Yeara is able to heal herself for 40% of her health with this ability, but this healing can only be applied to herself and not targetable on any other person.
HP/SP Changes:
Took 22 ice damage.
36 - 22 = 14
Healing for 40% = + 20
14 + 20 = 34
Used 4sp using soul skill. 26 - 4 = 22
Regen Chance:
Regen a massive 2% (1hp) on 50% chance.
Regens on 2:
Random number (1,2) :
2
Passives:
Death Arcana: +15% To Dark Skills.
Binding Curse Talarian's Touch | 10% (25%) (20% (35%) with single target skills) chance of inflicting instant death with each Dark skill used. Not effective against bosses or opponents that are strong/block/ etc Dark. In PvP, steals the life of an opponent, placing a counter on them. If 5 counters are placed on a target, the next Dark skill used will result in a guaranteed insta kill if hit. | Passive | Tier 1
Regenerate 2 Regrowth | Recovers 4% of max HP on each user turn | Passive | Tier 2
—Strength Name: Born To Kill (Provides +10% to PPStr stat)
—Strength Name: Keen Senses (Provides +10% to Luck stat)
—Strength Name: Spliced Genes (Within combat, Yeara has a 50% chance to regenerate 2% of her health per turn. When in the movement phase and not concentrating on combat, she has a 80% chance of regenerating 2% health per movement.)
—Strength Name: Analytical (Within combat, if an enemy uses the same move twice in a row, Yeara gains a +10% chance to dodge it on following turns. This can occur multiple times as long as the enemy keeps using the same move. However as soon as the enemy uses a different attack then this strength is reset to 0.)
—Racial Strength Name: Winged Warrior (Within combat, Yeara is able to state each turn whether or not she is flying. Whilst flying, she will gain +10% crit rate and enemies will have +10% chance to miss her on the turn she is flying.)
—Weakness Name: Glass Cannon (Takes +10% damage from dex attacks.)
—Weakness Name: Avian’s Natural Enemy (Yeara takes an additional 10% damage from Lightning based attacks.)
—Weakness Name: Toxicity Sucks (Whilst poisoned, Yeara’s “Spliced Genes” strength is no longer active and instead each turn poisoned she has a 30% chance to lose an additional 2% health. Furthermore after being poisoned, the “Spliced Genes” strength will not reactivate until the combat is over.)
—Weakness Name: Unknown Fighter (The first hit received from any enemy will always do an additional 5% damage to Yeara and cannot be dodged.)
—Racial Weakness Name: Kill One Bird With One Bolt (If stated that Yeara is flying that round, she also gains +10% miss chance to hit enemies. On top of this, if she is hit by an electricity attack whilst flying she will take an additional 10% damage and fall to the ground, becoming stunned for one round. She will also not be able to fly for the rest of that combat in fear that it could happen again.)
Flying State:
Yeara is flying this round. +10% to crit, +10% evade but -10% accuracy and venerable to electricity.
Action:
Using Soothing Crest to heal self for 40% HP.
Wolfie977
Posts : 1495 Join date : 2015-04-26 Age : 25 Location : About a couple inches from my PC
Rolling their eyes softly, Cinder would sigh to themselves and push themselves back up to their paws and slowly make her way over to behind where Bellum had fallen. The being would stare at them disapprovingly for a moment before grabbing the collar of the guys clothing with their mouth and tugging him out of the way, just far enough to not have to worry that he may get suddenly attacked again whilst he had no way to defend himself.
Licking their paws nonchalantly, Cinder would seem to take Bellum's place in the line of combat. Though they wouldn't do anything yet, instead still just observing what the others decided to do. The being looked full relaxed as if there was nothing of meaning going on around them at all, though they were still on alert if the stupid monster that these fools were having trouble with tried anything in their direction.
Ugh, that monster all of us with some ice and i passed out..... shit. I... need to escape now. There is a path open. I gotta get out of here. "Hey, the exits right over there." I say weakly a bit. "I should get going. Goodbye, and thanks for the help, including whoever dragged me out of harms way." I say to them leaving the area.
When Bellum Custos' genetics activate, due to being spliced with a Lupus Hominum, he gains the ears and tail of a wolf. He also has his canines lengthen into those similar to a wolf's. His nose doesn't appear to change but the scent glands are enhanced and multiplied. In addition his ears change in appearance to those of a wolf's as well. (Does your appearance change once your Genes become active.)
Strength Arcana:Pros: The Personas of the Chariot Arcana are commonly Personas excelling in Physical-based attacks. Users have a latent 15% boost in physical-based skills and 15% defense boost against slash skills.
—Strength Name: Mechanical Hand —Description: Due to the nature of having a new hand that is stronger than your previous flesh and blood one, it could be very useful. Though there could be many uses for it in combative situations, it could also be useful for other things, like hard work. Carrying heavy objects, latching onto things, and many other possibilities with a stronger, metal hand.
—Strength Name: No Wasted Movements —Description: Due to his experience with combat and comparably unwieldy weapons, he has learned how to best attack so as to not waste any energy with unecessary movements and also speed up his attacks to a surprising degree.
Allows Bellum to attack twice with dexterity attacks.
—Strength Name: War Veteran —Description: Due to having been through many wars in his old homeland, he has plenty of experienced fending for himself, surviving.... and killing. This may have consequences, but it's perks have made him strong, hardy, resilient, adaptable, and even wise. This has also made him quite observant and made his senses that are not taste or sight more acute (cause taste is useless and he is half-blind).
—Strength Name: Herculean Strength —Description: Bellum has been training to be stronger than anyone since he was a lad of 10 years. With the many wars he's been through, the brutal self-inflicted training, (FE Fans.... compare it to Frederick's Fanatical Fitness Hour, but double the fanatical.), along with the gear that he carried and the construction work that he is currently doing, has made him basically a paragon of fitness and strength. He can easily lift weights most others couldn't even attempt, like 400 pounds.
—Strength Name: Hardy —Description: Due to the nature of his old world and his occupation, Bellum ended up getting hurt alot. Though this has also made him strong enough to shrug off the pain, and it has also made him much more resilient to damage of any kind.
+10% to PEnd
—Racial Strength Name: Enhanced Madness —Description: Before when Bellum has been nearing the end of the line while in combat he has gone into a savage rage, allowing him to get the upper hand and survive to be attended by medics and apothecaries. However, with the urgings of Lupus In Exitium, along with his new Lupine instincts, he will be forced to lose himself in his bloodlust at least once when upon death's door. These influences result in a maddening frenzy of hate that cannot determine friend or foe, and also gives up on defense for attack potential. However, once he is healed, or subdued, his mind breaks free of the influence and he is unable to be influenced for a time.
This gives a 15% boost to Bellum's Ppstr, Dex, and Luck stats during his Hyper Mutation Transformation and also negates the cost for physical attacking skills.
—Weakness Name: False Hand —Description: Having a new hand isn't all fun and games. Though he has had it for a decade at this point, he still feels phantom pains from losing his hand, along with the fact that it is not as dextrous as a regular hand, which makes it fortunate that Bellum lost his non-dominant hand.
—Weakness Name: Terrors of War —Description: Bellum has seen the worst of humanity in the war he was in, and been a part of it somewhat in his quest for vengeance. He has seen people burned alive, torn apart, and all sorts of things no young lad is meant to see, along with watching his father be executed. This has permanently scarred him, and though he tries to hold tightly to his beliefs and virtues, the supposed legacy of his father, sometimes he can't help but lose faith in people, even in himself.
—Weakness Name: Traumatized —Description: Due to the horrors Bellum has witnessed, he is frequently tossing and turning in his sleep due to nightmares, reliving horrible events, and being basically a shellshocked veteran, sometimes waking up in a cold sweat. Though he has gotten help for it with his friends and company, he is still suffering greatly. Hopefully he can be at peace before the end of his life.
—Weakness Name: Lurking Rage —Description: Due to his nature when cornered in combat, he basically has a pool of rage inside of him waiting to be released uncontrollably to attack his foes and survive.
+15% Chance to be inflicted with the Rage ailment.
—Weakness Name: Half-Blind —Description: Due to a combat injury from his old world, Bellum has lost his sense of sight in his right eye. Though he has compensated well for this lack of depth perception, he still has issues in more heated and fast-paced situations, such as combat.
-10% to attack accuracy. (Returns to regular accuracy percentage if 20 Luck faster than the opponent.)
—Racial Weakness Name: Battle Madness —Description:Before when Bellum has been nearing the end of the line while in combat he has gone into a savage rage, allowing him to get the upper hand and survive to be attended by practiced healers. However, with the urgings of Lupus In Exitium, along with his new Lupine instincts, he will be forced to lose himself in his bloodlust at least once when upon death's door. These influences result in a maddening frenzy of hate that cannot determine friend or foe, and also gives up on defense for attack potential. However, once he is healed, or subdued, his mind breaks free of the influence and he is unable to be influenced for a time.
Bellum is forced to be given an altered Rage Ailment during Hyper Mutation. This altered Rage lessens defenses by 50% and makes attacking skills available. Also only attacks are allowed in this state, and attack targets are random. Acts as a coinflip to determine if friend or foe is the target, and then an rng to determine which one in the group is going to be attacked. HAVE FUN DYING.
Skill 2: Slash Master | Increases Slash based dexterity damage output by 30% | Passive | Tier 2 (Must be a Tier 2 Skill or lower)
Soul Skill Name: Canine Agility [What's the tech called?] Tier: Tier 1 Cost: NA [Make it realistic. Physical damage moves is HP for a cost. Magic is SP] Type of Damage: Passive [Self Explanatory] Description: With the wolfish genes in him activated, along with having a tail, Bellum Custos has strengthened his speed due to being spliced with a Lupus Hominum. This will grant a 10% boost to Bellum's luck stat.
VC: 380 Items: PrePaid VC Gift Card: Good for 500VC x1, Magic Up Node: Single Node Slot, Raises Pmstr by 3. Common Equipment:NA
Level:1 EXP:42/80 Genetic Skills Used:3 Enemies Defeated:2/8? (do these fools count?) Battles Cleared:2/5? (does this count?) Bosses Defeated:0 Missions Completed:0
Action:
Going 1 right, 1 up, and 1 right and leaving this hellhole. Fuck this shit I'm out.
As Nagami watched Bellum run for the exit a certain light seemed to radiate from it. There was a warmth to it, as if it signaled the end of a strife or ordeal. Looking around at the team, he knew it was through their teamwork that they managed to survive, albeit some help from their strange new companion. As Chronos sunk into its dark dwelling and the remnants of the black haze retreated into the vessel a squeaking noise could be heard as a plug was inserted tightly into the opening of the gourd. My shoulders slouched as I rubbed my face with both my hands. It had been a very tough day, an infection, death lurking in every corner, and a mystery that dictated our survival. But with it came excitement, secrets being revealed and the strange new powers we were gifted with. I give a hearty smile to the rest of my companions, "Dell's 6:00pm next weak, same day as today, we got that coupon together and we should share in the spoils. Don't be late!" I say excitedly, exclaiming it loud enough for Bellum to hear before he exited before rushing off myself. Everything that happened today was still a haze, however what mattered is that we live to see another day.
Action:
Going 1 right, 1 up, and 1 right to exit the Fungeon.
Passives:
Aeon: Passive skills get a 15% boost (Regenerative/Healing skills are boosted by 5%, Boost/Amp skills are boosted by 10%)
Debilitating Spike | 10% (20% with single target skills) chance of inflicting an Earth based ailment with each Tera skill used. Not effective against opponents that are strong/block/ etc Tera. Lowers enemy defense by 15% for three turns. Effects do not stack (excluding rakunda-esc skills). | Passive | Tier 1
Strengths: (Anything your character is skilled in, such as Martial Arts/ Drawing/ etc? You are allowed a maximum of five strengths and a minimum of three.)
—Strength Name: Don't Stop Here! —Description: If Nagami is the leader of the party he is fueled to press forward with his companions and explore the Junction with more vigor. Halve the word count needed to advance additional members.
—Strength Name: Quick Hands. —Description: After years of working as a clocksmith his hands and hand eye coordination have improved. That along with his time in the slums brawling in the streets have greatly improved the speed of his attacks. This allows him to use his soul bound weapon twice in a single post.
—Strength Name: The Clock Hand of Fate —Description: From his mysterious past and history on the Junction it could be said that he's made it this far with more than just a little bit of luck... or maybe it's fate. 15% boost to agility stat.
—Racial Strength Name: Mind Pressure —Description: Nagami can force his coordinator into a frenzied state, boosting magic attacks by 15% for a duration of 3 posts as well as gaining a 10% resistance to all ailments whilst active. Although the origins of this ability are unknown to him it is probably connected to his homeworld.
Weaknesses: (You must have the same amount of weaknesses as strengths. These weaknesses pertain to you and not your Persona. IE: Physically Weaker, lack of attention span, etc.)
—Weakness Name: What's that over there? —Description: If Nagami is a regular member of the party he will become easily distracted and takes an extra 100 words to travel the same distance as a regular member.
—Weakness Name: Fragility —Description: Nagami hasn't been trained in real combat causing him to be susceptible to damage. Will take 15% more physical damage.
—Weakness Name: Weak Swing —Description: Having never been formally taught how to wield his katana he cannot fully utilize its abilities. 15% decrease in Dex when using soulbound weapon.
—Weakness Name: —Description:
—Weakness Name: —Description:
----- —Racial Weakness Name: Mind Down —Description: After using Mind Pressure he is unable to summon his coordinator for 3 turns. (Note: if any tamed demon is in his possession he can use it). Additionally, Mind Pressure has a 3 turn cooldown along with the coordinator down time.
Posts : 1246 Join date : 2014-10-17 Age : 24 Location : Chained to a rock by a fickle RNG god. Ow, my liver.
Subject: Re: Fungeon! Team 3 (Yeara, Heather, Gisèle, Bellum, Nagami) Sat Sep 16, 2017 2:25 am
Over already? After it knocked Bellum aside with the equivalent of a swap of its hand she had begun to expect more out of the Blubice, but when it crashed to the ground with a spine-shaking thud that was proven otherwise. If Gisèle tried to claim she wasn't disappointed she'd certainly be lying, but it wasn't that unforgivable of a finale was it? Considering that it meant a swifter end to the pain the behemoth endured in its miserable state and that it secured a clear passage out of the grotesque labyrinth, it wasn't foolish to ascertain that they achieved the ideal outcome for this situation. Besides, maybe if she was lucky she could use whatever time they had left to stamp out the lives of some more deserving targets. A full-blown rampage was out of the question, but depending on how long the chaos continued to endure, it was plausible she'd have the chance to dispose of a few isolated bourgeois separated from their herd by the surge of mania that had overtaken the city. Being able to cut loose a little and run wild... It wasn't much, but you had to take what you could get, and the tingles coursing through her simmering skin were ironclad proof that she was staying true to that axiom.
Whatever the case, that was irrelevant for now. The future, sadly enough, awaited them no matter where they went; it'd come to them, so for now they all just needed to focus on the present. It seemed at least two others shared in that opinion, although Bellum's exit was still a bit too lethargic for her tastes. Jogging off like that with barely a word after getting your ass kicked? Honestly, she'd be surprised if he lasted the rest of the night -- not to imply she was rooting against him per se. Wishing him well with a nonchalant nod, she'd turn her attention to the other who was eager to depart and would raise a brow while giving a thin, wry smile. He'd been acting so emotionless within the heat of battle, but now that he was out of harm's way it was as if nothing ever happened. Didn't he understand what was going on? Then again, perhaps he was still blocking out his emotions and the only difference now was a change in outward demeanor. Either way, she preferred his overly optimistic side. Waltzing around with a blank look on your face like some kind of stringless marionette... It was a truly pathetic thought. Why reject your emotions when you could tap into them for strength? Animosity lent itself well to any blade with a competent wielder, that much she could say with an endless supply of certainty and experience.
"No need to worry, I'll be there. You had me from the start at the mention of food."
She hadn't forgotten about the offer nor did she intend to reject it. If anything, it made for quite the convenient celebration. Nevertheless, Gisèle wondered exactly how many seats saved would be filled. Would they all survive the night? It'd be slightly saddening if she showed up only to find that most of them had perished amidst the city-wide panic. However there was no need to think thoughts like that, nor was there any difficulty in expunging them from her mind and turning her fleeting focus to the final few left. Those three were the last, but definitely not the least. She still wasn't fully sure of Yeara, but the woman seemed to have a good head on her shoulders if nothing else. And if Gisèle's assessment was wrong? Well, two out of three wasn't bad.
"We'll have to meet up again sometime soon, you especially Cinder... assuming you're not bullshitting me anyway." Approaching the exit herself now, the Azure Knight would wave to them without looking back and continue on her way. "Make sure to stay safe. I'm gonna go find something to do while Rome's still ablaze." So much to tackle and yet so little time.
Action:
Exiting dungeon.
Ankhzul
Posts : 255 Join date : 2017-07-25
Subject: Re: Fungeon! Team 3 (Yeara, Heather, Gisèle, Bellum, Nagami) Sat Sep 16, 2017 2:35 am
"Huh? Oh sure thing, assuming this doesn't become a 'thing'. If it is I'm totally going to have to update my review of this place." Heather returned to normal, checking her new Cell Phone with interest. "Make sure you guys don't get horribly slaughtered before then, aight? That'd be a huge letdown! Oh and Plulax? I expect answers." Heather walked towards the exit with a tiny hum, giving a glance over her shoulder. Honestly, the group hadn't exactly impressed her too much in this encounter, besides Gisele...she would be one to keep an eye on, if this continued on, Heather decided. Bellum, however, was thoroughly disappointing, and she hadn't seen nearly enough of Yeara and...what's-his-face to come to a conclusion.
Ich.
[Exit.]
Wolfie977
Posts : 1495 Join date : 2015-04-26 Age : 25 Location : About a couple inches from my PC
Subject: Re: Fungeon! Team 3 (Yeara, Heather, Gisèle, Bellum, Nagami) Sun Sep 17, 2017 11:09 am
With a brief snort, Yeara would lower herself back to the ground from her position in the air. Her genetic wing disappearing from sight once more as she glanced among those in her party. Tsk. She'd roll her eyes as she noticed Bellum. Further proof that just because you were the big guy, didn't make you the strongest or toughest. Though it seemed Giséle and Heather had these strange form of powers too, how interesting. Furthermore, she hadn't really tried to talk to them yet but Yeara had overheard the last portion of what this Cinder had been saying to the other two before and as much as she had better things to be doing right now, was intrigued to go hear them out as well.
"Heh. If the city isn't a shit show anymore by that point, I'll be there." She'd toss out her reply to the invitation to Dells before quickly eyeing the exit of the place. Alongside the fact the others were leaving as well, she had somewhere to be right now so wasted no time heading for the way out herself. "Until we next meet." The Talarian would nod before disappearing into the festival grounds outside. She had to rush home, and wouldn't let anything stand in her way of getting back as quickly as possible.
~Exit~
"Gear"
Posts : 241 Join date : 2017-05-10 Location : A Forign Internet
Subject: Re: Fungeon! Team 3 (Yeara, Heather, Gisèle, Bellum, Nagami) Sun Sep 17, 2017 11:21 am
"At least you didn't all fall to only one of these things." Cinder would flick her tail as she watched those she was instructed to watch over exiting the fungeon. Good, that meant her part of the deal was done, that Traveler better hold up to his side of their deal when this is all over. With a light sigh, the being wouldn't follow the others to the exit, instead giving a sly smirk to the pair who seemed to show continued interest in them. "Worry not, I'm sure we'll meet again. I assure you, by the end, you wont be disappointed." Heh, they had so much to learn... "Now don't go wasting my efforts by dying out there, you're all on your own when it comes to protecting yourselves from here on out. Later." And with that, the Being seemed to turn and rush back into the depth of the fungeon. There had been no warning that any of the other groups were in trouble yet, but she had to make sure her side of the deal was completed if she ever wished to get what she was after.
~Cinder has left the scene~
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Subject: Re: Fungeon! Team 3 (Yeara, Heather, Gisèle, Bellum, Nagami)
Fungeon! Team 3 (Yeara, Heather, Gisèle, Bellum, Nagami)