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Post by Spyke on Jan 9, 2008 3:04:24 GMT -5
SPYKE Spyke is no longer a Pit Fighter (as shown), but his HP and MP (the values in parenthesis) reflect that he is. The correct values are to the left, the 164 and 81. I would like to request that we even them out, if that would be alright. That would make his HP 165 and his MP 80.
EPHRAIM Ephraim's level, HP/MP/Act, and Stats are wrong. Currently, he's level 18. He has 130 HP, 45 MP, and 5 and 1/4 Act. However, this is still short apparently, and he should have more... So I'll add the extra bit into Act, giving him 5 2/4. His stats should be: Pwr: 40 MPw: 30 APw: 20 Def: 32 SDf: 28 Spd: 35 Acc: 40 Tot: 225
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Post by Spyke on Jan 9, 2008 3:18:07 GMT -5
SPYKE LEVEL 33 ABILITY: Elemental Overture - When Spyke's HP falls below 1/4, he is able to focus a great deal of raw elemental energy into a single point on a foe and detonate it with incredible force, even at a distance. The element used can be any element that Spyke has learned a spell or technique for, with increased power granted to elements he has more abilities for. This uses a great amount of MP, draining first a set amount (like a normal spell), and then half his remaining MP after that initial payment. (Or if you're leery about that, just a large amount compared to other spells). Can only be used once with his HP in the required range, and in order to use it again, he must heal his HP back above a certain value/percent.
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.
HALF SLOT (due to Upgrading Saber Dance, he has a half-slot left over) Shield Proficiency - Reduces the Act Cost of starting Full Defense by half.
REWORK
1 Act (2 until mastered); 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.
TRAINING Training (10 max): 1) Blind Fight Half, Dual Wield 3 2) Edge Form 3) Quill Barrage (Learned from Future Self) 4) Charge Mechanism Master (half slot)
Quill Barrage (0/10): Launches SpwrI Bonus quills at a target, each dealing Def Bonus Peircing 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- 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.
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Post by Spyke on Jan 9, 2008 3:18:25 GMT -5
KALLY LEVEL 9: Element Adept (Fire, Wind, Plant) When Kally is at Null or Absorb levels of the three listed elements, she gains bonuses to her abilities based on that element and the spells involved. Fire - +SpwrI for average of spell damage eaten, divided by 2. Wind - 50% chance on her turn of Kally randomly gaining Flow1/3. Plant - Kally regains HP slowly over time as long as she remains conscious. Gains her SPwrII Bonus in HP every turn. If in very bright sunlight, this amount doubles. Jump Level 1
LEVEL 12: Spell Release - Kally attacks using the first spell she's absorbed (that was swallowed by Element Eater). This reduces her level of absorption, of course. IE: If she has absorbed Fire, Firaga, and Inferno in that order, then she would have to release Fire before she can release Firaga or Inferno. Kally pays half the MP cost that was used to cast it in the first place to spit the spell out, with her own SPwr behind it.
LEVEL 15: Element Adept (Ice, Poison, Decay) When Kally is at Null or Absorb levels of the three listed elements, she gains bonuses to her abilities based on that element and the spells involved. Ice - +SDef for average of spell damage eaten, divided by 2. Poison - Kally's scales become coated in a viscous poison, which when struck by weapons or spells, sprays over the attacker even at range, dealing minor damage and potentially poisoning them. 25% chance of countering an attack with POISON damage equal to Kally's Defense Bonus, with no base stat. This is also the % chance of causing Poison1/2. If the attack that causes this is melee, the chance is 50%. If the attack that causes this is made with bare hands, 75%. If the attack that causes this is some kind of full body tackle, 100%. Decay - Kally's scales begin to molt regularly, shedding away most status effects periodically. Every round on her turn, Kally molts, which has a 50% chance of removing all bodily status effects. Yoshi Mount - Allows others to ride on her back as if they had a Mounted Combat Proficiency. If they already have Mounted Combat Proficiency (... Why would anyone?), then this adds one level to their current level of that skill.
LEVEL 18: Element Adept (Earth, Gravity, Mind) When Kally is at Null or Absorb levels of the three listed elements, she gains bonuses to her abilities based on that element and the spells involved. Earth - +Def for average of spell damage eaten, divided by 2. Gravity - +Power for average of spell damage eaten, divided by 2. Mind - Kally slowly regenerates MP. Regains her SPwrII Bonus in MP every round on her turn. This amount doubles if Kally is in a relatively cool, dark place. Jump Level 2
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Post by Spyke on Jan 9, 2008 3:35:00 GMT -5
FELIX
HALF SLOT (Due to upgrading Heavy Kick) Jump Level 2
HYPER MODE (Three slots, was trained) His moves and stuff are done, but not the rules and limits for activating Hyper Mode. Felix can spend one Round in this form for every 10 levels he has, plus one. It costs no Act to enter or drop it, but either can only be done at the beginning of his own turn. These rounds of Hyper can only be restored by using a Recharge on himself, or by getting at least 8 hours of Rest between missions. If the battle happens to end before Felix' turn arrives, his Round count will not go down.
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Post by Spyke on Jan 9, 2008 3:40:03 GMT -5
SPYKE Triad Saber MK2: +10+10+10 Cutting damage. Can be Charged. Every Turn spent charging removes a hit from the sword and adds +5 to the first one.
Backbrace Armor: Fine, fine. Just take back the 11 Units.
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Post by Spyke on Jan 11, 2008 16:17:23 GMT -5
Level 7,8 +1/4 Act each (Max Act becomes 4) Level 9,10,11,12 +1/4 Act each (Max Act becomes 5) Level 13,14,15,16,17,18 +5 HP each (Max HP becomes 165)
Level 7,9,11,13,15,17 +2 Speed, +1 Power, +1 Defense, +1 Accuracy each Level 8,10,12,14,16,18 +2 Special Defense, +1 Power, +1 SpwrI, +1 SpwrII Totals: (only need to read this) Speed +12, Power +12, Defense +6, Accuracy +6, Special Defense +12, SpwrI +6, SpwrII +6
LEVEL 18 FINAL STATS HP: 165 MP: 40 Act: 5
Pow: 42 Spw: 16 Sp2: 16 Def: 16 SDf: 57 Spd: 47 Acc: 31 Total: 225
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Post by Spyke on Jan 11, 2008 16:18:46 GMT -5
Pre-level stat adjustments: -1 MP +1 HP This is to balance out the icky weird numbers he has from starting stats.
Level 31, 32, 33: +10 MP, +5 HP +3 Defense, +3 Special Defense, +9 SPwrI
Level 33 Stats Stats: HP: 170 MP: 90 AP: 6 ~~ Power: 50 SPower: 50 SPwrII: 30 Defen: 55 SDef: 35 Speed: 40 Accur: 40 Total: 300
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