Post by CJ on Apr 10, 2005 11:03:35 GMT -5
IRC Name: Spyke
Name: Spyke
Origin/Race: Megaman X/Reploid (Porcupine)
Weight: 510 pounds
Height: 6.36 feet
Age: 5/18 (Physical Age/Mental Age)
Description/History: A relatively new reploid with a bold attitude, but an extreme respect for authority. His loyalty is unwavering to his commanders. Not always the best one for coming up with a plan, he makes up with a serious attitude about direct combat and his growing skill. On his world, a constant battle wages between a group called the Mavericks and the rest of the globe. His profession, although new at it, is that of a Maverick Hunter. Spyke joined up with the Hunters after the Second Maverick War, having heard about the Hunters and their exploits on the news. Having participated in only a few actual missions, he is still a bit green, but his potential is apparent. Although currently a low-rank Hunter, he stands with glistening brown fur and silvery-blue armor over a metallic endoskeleton, proud of his position.
Hits: Training, Loyal allies
Miss: Disloyalty
Hope: To be the best Maverick Hunter he can.
Class: Maverick Hunter
Level 33
Level 0 Engineer
FORMERLY Level 8 Martial Artist (+24 HP, +24 MP)
FORMERLY Level 4 Pit Fighter (+16 HP, +12 MP, 7 JP)
Stats:
Lf: 170
Sp: 90
AP: 6
Power: 50
SPower: 50
SPwrII: 30
Defen: 55
SDef: 35
Speed: 40
Accur: 40
Abilities Tree:
Racial: Wall Jump
Start: Shock Shield, Saber Proficiency, Saber Combo
Level 3: Magma Dive
Level 6: Storm Mace
Level 9: Lightning Cutter
Level 12: For Kayouki- Twin Ice Slasher
Level 15: Saber Dance, Shield Proficiency
Level 18: For Sandslash- Ground Hammer
Level 21: Quick Draw, Dual Wield 1
Level 24: Dual Wield 2, Quick Sheath
Level 27: Tempest Meteor
Level 30: Strength
Level 33: Elemental Overture
Training Tree:
1: Blind Fight Half, Dual Wield 3
2: Edge Form
3: Quill Barrage
4: Charge Mechanism Master,
Abilities:
Racial: Wall Jump
Allows the user to continuously jump higher along a wall using their Jump Ability, at 1 Act per extra jump.
Shock Shield:
12 MP; Lasts SPwrII Bonus rounds. Every time Spyke is hit with a melee attack, the attacker takes SpwrI Bonus+6 ELECTRIC damage. Interrupts combos.
Saber Proficiency
Proficient in one-handed, non-dagger, bladed weapons (solid or energy)
Strength
Allows 4/5 Unit Weapons (One/Two Handed) to be used without penalty.
Shield Proficiency
Reduces the Act Cost of starting Full Defense by half.
Dual Wield 3
Can Dual Wield weapons of a similar type without penalty. Cannot use Special Techniques, however. The off-hand weapon can be dodged separately from the main weapon, and does not have Power Stat behind it.
Quick Draw
Drawing a weapon takes no Act.
Quick Sheath
Sheathing a weapon takes no Act.
Saber Combo
2 Act; Three attacks, each with half Power and half Accuracy.
Saber Dance
3 Act; Four attacks, each with half Power and half Accuracy, followed by One regular attack (Normal Power and Normal Accuracy).
Magma Dive
FIRE; 8 MP; Must be performed in the air; +10 Accuracy OR Fire Spell Power per unit above the target.
Storm Mace
ELECTRIC; 12 MP; Hits up to (Power/10) enemies, +10 ELECTRIC damage; Every successive target is hit with 10 less power. Can be used to leap high into the air at a height of (Remaining Power/10) units, with a maximum of 3.
Lightning Cutter
ELECTRIC; Can be charged; 4/5/6 MP (0, 1, 2 turns charged); +4/8/16 ELECTRIC damage (0, 1, 2 turns charged); Can be added onto an equipped Weapon.
For Kayouki- Twin Ice Slasher
ICE; 6 MP; Ranged Technique; +6 ICE; 10% chance of Freeze. Freeze Chance tripled if 'Something reminding Spyke of Kayouki happens to be around'; Can spend 3 MP to add 3 more ICE damage, up to two times, but lowers priority; ICE-type weapons carry their Weapon Damage with this attack, as a separate instance of damage.
For Sandslash- Ground Hammer
EARTH; 10 MP; Hits an enemy several successive times, each hit with +5 EARTH Damage. First hit is at Power-10, and each successive hit has 10 less power. Stops when Power is negated, or it misses.
Tempest Meteor
WIND; 10 MP; +15 Accuracy; +15 WIND; Wind damage is AoE and affects Spyke (do not apply armor); Cannot be used if HP is below 50%. Must be used from the air on a grounded enemy.
Elemental Overture
Must be below 25% HP to use. Costs 10 MP, then half of whatever is left. Once used, it cannot be used again until Spyke has healed above at least 50% HP -and- MP.
Any element Spyke has a move for can be used in this move.
Spell Damage of this move is equal to the MP he spends after the initial 10, plus 4 for every move of that element Spyke knows. Armor is ignored and SDef is halved if they Defend.
This move cannot be "dodged" conventionally. An attempted Dodge instead causes the enemy to make an SDef Check against Spyke's SPwr to literally force the spark out of their bodies. Success causes them to only be struck by the spell damage, with Armor applied. Failure leaves them open to being Critted by the immense power of this move.
Either way, the resulting explosion deals splash damage to nearby enemies, though they get the benefit of Armor.
Quill Barrage
Launches SPwrI Bonus quills at a target, each dealing Def Bonus PIERCING damage, Power base. 2 MP per quill. Takes 1 Act and 1 MP per quill to return them to fire again. Considered to be "ELECTRIC" for purposes of other moves.
Edge Form (Sora must be in battle with Spyke)
Act for both characters is added up and each may use half; Exhausting or running out of MP ends the Drive.
Stats are (Average)*1.25, and MP and HP are averaged together at the time of the Drive. Each Act spent uses 3% of the Drive's Max MP.
Gains Perfect Dual Wield for Specials and Regular attacks, but one weapon must be Sora's, and the other must be Spyke's.
Changing either weapon is free, but must adhere to the "One from each character" rule.
Has access to both movesets, but Passive Skills such as jump are halved, round up.
With the exception of weapons, at the time of activating Drive, the Drive gets one character's full equipment set. It takes 1 Act to switch to the other set.
Charge Mechanism Master
Ease for creating any charge mechanism is halved.
JOB SKILLS
1: NA
2: $$$ Fist
$$$ FIST
Aggravate 10 MP
makes a status effect last one round longer
Worsen 10 MP
Makes a status effect worse. Only works on status effects that I can think of to be worsened lol
Asp Bite Punch, +8 POISON/5MP 40%Poison1/8
A powerful two fingered blow that turns some of the enemies blood into venom
Spark Slide +8 ELEC/ 5 MP 20% Paralyze
Slide forward rapidly, one foot out. Kicks up electricity and then nails enemy with the foot.
Crush Kick: Deals 1/8 Target's HP in GRAVITY; 5 MP; A powerful kick from above that squishes the enemy; Tinify
MARTIAL ARTS
Body Blow +0/7MP 33% Act Up lvl 1/2
A crushing blow to the stomach that knocks the wind out of the enemy
Stunning Fist NA/5MP 30% Stun
Hit the enemy in the place of thinking, knocking it for a loop!
Open Palm Blaster .75/7 MP 25% Knockdown
Blow an enemy to the ground with a ferocious open palm attack.
Crescant Lotus .75/7MP 25% Knockup
A sweeping backflip attack that sends the enemy into the air.
Flying Knee Upper +8/7MP +25% Stun
A powerful blow to the chin of the enemy, delivered by the knee.
SPECIAL (*=equipped)
Combo Unlock *
Bronze Fist * (hands and feet become +8 weapons)
Item Creation Skills:
Smithery: 53
Crafting: 38
Writing: 10
Machinery: 21
Name: Spyke
Origin/Race: Megaman X/Reploid (Porcupine)
Weight: 510 pounds
Height: 6.36 feet
Age: 5/18 (Physical Age/Mental Age)
Description/History: A relatively new reploid with a bold attitude, but an extreme respect for authority. His loyalty is unwavering to his commanders. Not always the best one for coming up with a plan, he makes up with a serious attitude about direct combat and his growing skill. On his world, a constant battle wages between a group called the Mavericks and the rest of the globe. His profession, although new at it, is that of a Maverick Hunter. Spyke joined up with the Hunters after the Second Maverick War, having heard about the Hunters and their exploits on the news. Having participated in only a few actual missions, he is still a bit green, but his potential is apparent. Although currently a low-rank Hunter, he stands with glistening brown fur and silvery-blue armor over a metallic endoskeleton, proud of his position.
Hits: Training, Loyal allies
Miss: Disloyalty
Hope: To be the best Maverick Hunter he can.
Class: Maverick Hunter
Level 33
Level 0 Engineer
FORMERLY Level 8 Martial Artist (+24 HP, +24 MP)
FORMERLY Level 4 Pit Fighter (+16 HP, +12 MP, 7 JP)
Stats:
Lf: 170
Sp: 90
AP: 6
Power: 50
SPower: 50
SPwrII: 30
Defen: 55
SDef: 35
Speed: 40
Accur: 40
Abilities Tree:
Racial: Wall Jump
Start: Shock Shield, Saber Proficiency, Saber Combo
Level 3: Magma Dive
Level 6: Storm Mace
Level 9: Lightning Cutter
Level 12: For Kayouki- Twin Ice Slasher
Level 15: Saber Dance, Shield Proficiency
Level 18: For Sandslash- Ground Hammer
Level 21: Quick Draw, Dual Wield 1
Level 24: Dual Wield 2, Quick Sheath
Level 27: Tempest Meteor
Level 30: Strength
Level 33: Elemental Overture
Training Tree:
1: Blind Fight Half, Dual Wield 3
2: Edge Form
3: Quill Barrage
4: Charge Mechanism Master,
Abilities:
Racial: Wall Jump
Allows the user to continuously jump higher along a wall using their Jump Ability, at 1 Act per extra jump.
Shock Shield:
12 MP; Lasts SPwrII Bonus rounds. Every time Spyke is hit with a melee attack, the attacker takes SpwrI Bonus+6 ELECTRIC damage. Interrupts combos.
Saber Proficiency
Proficient in one-handed, non-dagger, bladed weapons (solid or energy)
Strength
Allows 4/5 Unit Weapons (One/Two Handed) to be used without penalty.
Shield Proficiency
Reduces the Act Cost of starting Full Defense by half.
Dual Wield 3
Can Dual Wield weapons of a similar type without penalty. Cannot use Special Techniques, however. The off-hand weapon can be dodged separately from the main weapon, and does not have Power Stat behind it.
Quick Draw
Drawing a weapon takes no Act.
Quick Sheath
Sheathing a weapon takes no Act.
Saber Combo
2 Act; Three attacks, each with half Power and half Accuracy.
Saber Dance
3 Act; Four attacks, each with half Power and half Accuracy, followed by One regular attack (Normal Power and Normal Accuracy).
Magma Dive
FIRE; 8 MP; Must be performed in the air; +10 Accuracy OR Fire Spell Power per unit above the target.
Storm Mace
ELECTRIC; 12 MP; Hits up to (Power/10) enemies, +10 ELECTRIC damage; Every successive target is hit with 10 less power. Can be used to leap high into the air at a height of (Remaining Power/10) units, with a maximum of 3.
Lightning Cutter
ELECTRIC; Can be charged; 4/5/6 MP (0, 1, 2 turns charged); +4/8/16 ELECTRIC damage (0, 1, 2 turns charged); Can be added onto an equipped Weapon.
For Kayouki- Twin Ice Slasher
ICE; 6 MP; Ranged Technique; +6 ICE; 10% chance of Freeze. Freeze Chance tripled if 'Something reminding Spyke of Kayouki happens to be around'; Can spend 3 MP to add 3 more ICE damage, up to two times, but lowers priority; ICE-type weapons carry their Weapon Damage with this attack, as a separate instance of damage.
For Sandslash- Ground Hammer
EARTH; 10 MP; Hits an enemy several successive times, each hit with +5 EARTH Damage. First hit is at Power-10, and each successive hit has 10 less power. Stops when Power is negated, or it misses.
Tempest Meteor
WIND; 10 MP; +15 Accuracy; +15 WIND; Wind damage is AoE and affects Spyke (do not apply armor); Cannot be used if HP is below 50%. Must be used from the air on a grounded enemy.
Elemental Overture
Must be below 25% HP to use. Costs 10 MP, then half of whatever is left. Once used, it cannot be used again until Spyke has healed above at least 50% HP -and- MP.
Any element Spyke has a move for can be used in this move.
Spell Damage of this move is equal to the MP he spends after the initial 10, plus 4 for every move of that element Spyke knows. Armor is ignored and SDef is halved if they Defend.
This move cannot be "dodged" conventionally. An attempted Dodge instead causes the enemy to make an SDef Check against Spyke's SPwr to literally force the spark out of their bodies. Success causes them to only be struck by the spell damage, with Armor applied. Failure leaves them open to being Critted by the immense power of this move.
Either way, the resulting explosion deals splash damage to nearby enemies, though they get the benefit of Armor.
Quill Barrage
Launches SPwrI Bonus quills at a target, each dealing Def Bonus PIERCING damage, Power base. 2 MP per quill. Takes 1 Act and 1 MP per quill to return them to fire again. Considered to be "ELECTRIC" for purposes of other moves.
Edge Form (Sora must be in battle with Spyke)
Act for both characters is added up and each may use half; Exhausting or running out of MP ends the Drive.
Stats are (Average)*1.25, and MP and HP are averaged together at the time of the Drive. Each Act spent uses 3% of the Drive's Max MP.
Gains Perfect Dual Wield for Specials and Regular attacks, but one weapon must be Sora's, and the other must be Spyke's.
Changing either weapon is free, but must adhere to the "One from each character" rule.
Has access to both movesets, but Passive Skills such as jump are halved, round up.
With the exception of weapons, at the time of activating Drive, the Drive gets one character's full equipment set. It takes 1 Act to switch to the other set.
Charge Mechanism Master
Ease for creating any charge mechanism is halved.
JOB SKILLS
1: NA
2: $$$ Fist
$$$ FIST
Aggravate 10 MP
makes a status effect last one round longer
Worsen 10 MP
Makes a status effect worse. Only works on status effects that I can think of to be worsened lol
Asp Bite Punch, +8 POISON/5MP 40%Poison1/8
A powerful two fingered blow that turns some of the enemies blood into venom
Spark Slide +8 ELEC/ 5 MP 20% Paralyze
Slide forward rapidly, one foot out. Kicks up electricity and then nails enemy with the foot.
Crush Kick: Deals 1/8 Target's HP in GRAVITY; 5 MP; A powerful kick from above that squishes the enemy; Tinify
MARTIAL ARTS
Body Blow +0/7MP 33% Act Up lvl 1/2
A crushing blow to the stomach that knocks the wind out of the enemy
Stunning Fist NA/5MP 30% Stun
Hit the enemy in the place of thinking, knocking it for a loop!
Open Palm Blaster .75/7 MP 25% Knockdown
Blow an enemy to the ground with a ferocious open palm attack.
Crescant Lotus .75/7MP 25% Knockup
A sweeping backflip attack that sends the enemy into the air.
Flying Knee Upper +8/7MP +25% Stun
A powerful blow to the chin of the enemy, delivered by the knee.
SPECIAL (*=equipped)
Combo Unlock *
Bronze Fist * (hands and feet become +8 weapons)
Item Creation Skills:
Smithery: 53
Crafting: 38
Writing: 10
Machinery: 21