Post by CJ on Nov 27, 2004 11:38:35 GMT -5
IRC Name: Linkshot
Name: Kirby
Game of Origin/Race: Kirby Superstar & Kirby 64: Crystal Shards (2 personal favorites of mine)/Living Vacuum
Weight: Wow, I don't think Nintendo even knows that.
Height: About 2 ft
Description: He's Kirby... bouncy, colorful, odd, walking, floating ball of infinite stomach room.
Hates: Hunger
Loves: Invincibility Lollipops
Goals: A good night's dream.
Class: Eater
Level 29
Life: 139/139
Magic: 76/76
6 Act
Power: 45
SPower: 46
SPowerII: 20
Defense: 50
SDefense: 50
Speed: 32
Accuracy: 37
Racial Ability: Fly, level 1
Hero Ability: Copy Power
Inhaling: x>zy to succeed. x = Kirby's SPwrI y = Opponent's Power z = Opponent's HP (%) Example: HP: 100/200, Power 1 = x>0.5*1
Exhaling: y+½z +x VS a. x = spat object's PhysArm y = Kirby's SPwrI z = spat object's Defense a = target's Defense
COPY SLOT: Ice/Stone: Defense Bonus ROCK damage to anything you hit, Power stat behind it. You can expend Act to accelerate to double, then triple this + to damage. Every turn after the initial hit, you have a 15% chance of striking again without a stat behind it.
Level 2 Hammer Proficiency - +3 Accuracy when using hammers.
Level 2 Jump
Level 2 Run
Level 2 Swim
Hammer Flip: +Wpn Pwr, FIRE. 8 MP. 2 Turn charge.
Hammer Somersault: 3 normal attacks @ half weapon, must be in the air to do. 2 Act until Mastered.
Level 2 Hammer Somersault: Same as normal, but Kirby gains one additional strike for every Unit higher he is than 1.
Hammer Return: Can only be used after inhaling a Hammer weapon, though it need not necessarily be his. He doesn't need to unequip his OWN hammer or pass any checks to inhale it, as he can really just stuff it in his mouth. Spend half an Act to preform this move, which sends the hammer rocketing at even distance enemies. The hammer's "physical armor" is considered to be it's attack power, and it's Defense is considered to be 2.5 times that. If this attack strikes the enemy and Kirby's Run skill is greater than or equal to the distance between them, Kirby can follow up this attack with a normal one for 1/2 an Act.
Shield: 1 Act to take up, 1 Act to drop. A very shielded stance. Defense*1.5. On a slope, *2. Gets stronger when Powers are pumped into it. 6 MP to set up, 3 to Maintain, 3+1/2Powercost if Power added.
Ice: Adds +6/+6 Armor to the stance. Lightning: Increases Special Defense as well, +0/+12 Armor Rock: No Flinch, +12/+0 Armor. Bomb: Counter with Explode, dealing 30 damage to self and breaking stance. +30 blasting damage AoE w/Spwr Bonus Cutter: Counter once with a +10 sword and Power stat. Roll d100 with standard Dodge formula until a cut 'misses' (further cuts don't have base stat) Fire: Fire Aura that grants Invincible status until either struck with Water, or being hit with something that would deal at least 50 damage normally Piercing: Adds itself to the Shield with doubled power.
Wind Puff: +8 WIND per charge (up to 2 charges, each taking 2 Turns), 6 MP flat cost. Blows away certain things, which get mixed up in the gust.
Slide Tackle: Must duck first, which costs 1 Act. The tackle itself costs another. Defense of the target is halved for this attack, but it can be Dodged normally. It ignores all physical armor except Greaves, as well as any protective trait or skill not focused on or at least extending to the legs (this is somewhat at the GM's discression), and it passes under a Full Defense unless the shield used is large enough to reach the ground. 25% KnockDown chance. On a failed dodge, or if a protective trait/skill or FD is in use at the time and is negated, this is increased to 50%.
IC Skills:
Game: Kirby & The Amazing Mirror
Weapon: Hammer: +18 Power, takes both hands to wield
Item: World Map
Name: Kirby
Game of Origin/Race: Kirby Superstar & Kirby 64: Crystal Shards (2 personal favorites of mine)/Living Vacuum
Weight: Wow, I don't think Nintendo even knows that.
Height: About 2 ft
Description: He's Kirby... bouncy, colorful, odd, walking, floating ball of infinite stomach room.
Hates: Hunger
Loves: Invincibility Lollipops
Goals: A good night's dream.
Class: Eater
Level 29
Life: 139/139
Magic: 76/76
6 Act
Power: 45
SPower: 46
SPowerII: 20
Defense: 50
SDefense: 50
Speed: 32
Accuracy: 37
Racial Ability: Fly, level 1
Hero Ability: Copy Power
Inhaling: x>zy to succeed. x = Kirby's SPwrI y = Opponent's Power z = Opponent's HP (%) Example: HP: 100/200, Power 1 = x>0.5*1
Exhaling: y+½z +x VS a. x = spat object's PhysArm y = Kirby's SPwrI z = spat object's Defense a = target's Defense
COPY SLOT: Ice/Stone: Defense Bonus ROCK damage to anything you hit, Power stat behind it. You can expend Act to accelerate to double, then triple this + to damage. Every turn after the initial hit, you have a 15% chance of striking again without a stat behind it.
Level 2 Hammer Proficiency - +3 Accuracy when using hammers.
Level 2 Jump
Level 2 Run
Level 2 Swim
Hammer Flip: +Wpn Pwr, FIRE. 8 MP. 2 Turn charge.
Hammer Somersault: 3 normal attacks @ half weapon, must be in the air to do. 2 Act until Mastered.
Level 2 Hammer Somersault: Same as normal, but Kirby gains one additional strike for every Unit higher he is than 1.
Hammer Return: Can only be used after inhaling a Hammer weapon, though it need not necessarily be his. He doesn't need to unequip his OWN hammer or pass any checks to inhale it, as he can really just stuff it in his mouth. Spend half an Act to preform this move, which sends the hammer rocketing at even distance enemies. The hammer's "physical armor" is considered to be it's attack power, and it's Defense is considered to be 2.5 times that. If this attack strikes the enemy and Kirby's Run skill is greater than or equal to the distance between them, Kirby can follow up this attack with a normal one for 1/2 an Act.
Shield: 1 Act to take up, 1 Act to drop. A very shielded stance. Defense*1.5. On a slope, *2. Gets stronger when Powers are pumped into it. 6 MP to set up, 3 to Maintain, 3+1/2Powercost if Power added.
Ice: Adds +6/+6 Armor to the stance. Lightning: Increases Special Defense as well, +0/+12 Armor Rock: No Flinch, +12/+0 Armor. Bomb: Counter with Explode, dealing 30 damage to self and breaking stance. +30 blasting damage AoE w/Spwr Bonus Cutter: Counter once with a +10 sword and Power stat. Roll d100 with standard Dodge formula until a cut 'misses' (further cuts don't have base stat) Fire: Fire Aura that grants Invincible status until either struck with Water, or being hit with something that would deal at least 50 damage normally Piercing: Adds itself to the Shield with doubled power.
Wind Puff: +8 WIND per charge (up to 2 charges, each taking 2 Turns), 6 MP flat cost. Blows away certain things, which get mixed up in the gust.
Slide Tackle: Must duck first, which costs 1 Act. The tackle itself costs another. Defense of the target is halved for this attack, but it can be Dodged normally. It ignores all physical armor except Greaves, as well as any protective trait or skill not focused on or at least extending to the legs (this is somewhat at the GM's discression), and it passes under a Full Defense unless the shield used is large enough to reach the ground. 25% KnockDown chance. On a failed dodge, or if a protective trait/skill or FD is in use at the time and is negated, this is increased to 50%.
IC Skills:
Game: Kirby & The Amazing Mirror
Weapon: Hammer: +18 Power, takes both hands to wield
Item: World Map