Post by CJ on Feb 24, 2008 18:46:35 GMT -5
Hero Ability: Arwing Ace - Grants Falco great skill in and the use of the Arwing, his high preformance jet fighter. In the Arwing, Falco is really in his element, gaining +10 to his Speed and Accuracy stats.
Falco can call the Arwing from any location it can get to, and it will arrive one round after it is called. When not in use, it will instantly return to storage for maintainance, regaining 30 SP and 10 points of each of it's parts per round of battle he spends not using it. Any round where it is on it's way to him doesn't count toward this, nor does one round after he dismisses it if he does so during battle. It uses a special secondary energy supply to get to and from Falco, so calling it or dismissing it doesn't use SP.
Racial Ability: L2 Run
Passive Abilities
Ability 1: Energy Gun Profiency (any energy gun, from a pistol to a gatling)
Ability 2: Dodge Roll: +5 Speed when dodging.
Ability 2½: Martial Arts Profiency
Attack Abilities
Ability 3: Falco Illusion
Falco gets into a stance and then dashes past the enemy at super high speed. Damage is taken after he goes past the enemy. Also allows Falco to get behind the enemy. Costs 10 MP and hits twice, with Speed Stat base damage and half that on the second hit. Places Falco behind the target, but with his back to them, with a very short recovery time.
Ability 4: Stun Shot
Falco shoots a laser from his blaster and stuns the enemy. Enhances Blaster’s stun chance. By focusing for one turn, double the Stun chance of a laser shot. Weapon must be fired directly after this skill is used.
Ability 5: Furious Attack
Falco gets in front of the enemy and punches wildly. 4 Unarmed attacks with -20 Accuracy, costs 2 Act.
IC SKILLS
Crafting: 2
Machinery: 8
~~~~
STUFF:
Blaster: Falco’s personal blaster that also has stun rounds. Fires lasers. Damaged in the fight, the laser has been patched up with a sketchy yet effective biological interface. Uses SPwr of wielder. +10 PIERCING, 10% Stun chance on all attacks with it.
Rapid Fire function, +5+5+5 PIERCING w/ 1 base stat.
Charge function, charge for up to three rounds. Every level of charge adds +2 damage or +5 to the Stun chance.
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged.
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Pandora's Box: A mysterious black cube used in the art of Fusion.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
Arwing
System Energy: 250
Act: 4
Power: 30
Special Power: 70
Defense: 40
Special Defense: 40
Speed: -10
Accuracy: -10
Cockpit: 50/15. If destroyed, Falco can be attacked directly, with halved Speed and Defenses. AoE attacks will also cause massive damage to him.
Cargo Bay: 20/5. If destroyed, can no longer carry cargo.
Turret: 50/10. If destroyed, can't use the Turret.
Wing 1: 40/10. If destroyed, Fly speed is halved and Hover cost doubles.
Wing 2: 40/10. If destroyed, Fly speed is halved and Hover cost doubles.
If both destroyed, Arwing falls to the ground and cannot move.
Engine: 20/10. If destroyed, can no longer Boost and Power stat - 10 for Ram attack.
- Actions -
Fly - Fly 2 Units in any direction. 10 SP.
Barrel Roll - Adds a Buckler Bonus equal to Falco's Speed Bonus. Can be done at the same time as any other action. 5 SP.
Boost - Shoot forward 6 Units, or 4 in any other direction. 25 SP.
Hover - The Arwing is at all times hovering. Unless it is just barely off the ground, this costs 2 EP per turn.
Open Hatch - 2 SP. Opens the cargo bay hatch.
Close Hatch - 2 SP. Closes the cargo bay hatch.
- Attacks -
Ram - Ram an enemy. If done while Boosting, Power is doubled. If done while Barrel Rolling, attack loses AoE status but becomes a +20 PIERCING attack (target must be at least 1 Unit off the ground to use this effect). AoE1 BLUDGEONING Attack. 10 SP.
Scoop - Can only be used when the hatch is opened. Swoop down in such a way that something is forced into it. If that 'something' is an unwilling enemy, this is treated as a Ram attack, except total damage is halved regardless of how/if it hits. 10 SP.
Turret Shot - Fire the turret at a target. *1 PIERCING damage with no AP chance. 30min/70max power. SP cost = SPwr used.
Nova Bomb - The ship only has one of these, but it will be refilled if the Arwing reaches peak condition while in storage. *2 FIRE damage, AoE4. 70min/70max power. SP cost = SPwr used.
Falco can call the Arwing from any location it can get to, and it will arrive one round after it is called. When not in use, it will instantly return to storage for maintainance, regaining 30 SP and 10 points of each of it's parts per round of battle he spends not using it. Any round where it is on it's way to him doesn't count toward this, nor does one round after he dismisses it if he does so during battle. It uses a special secondary energy supply to get to and from Falco, so calling it or dismissing it doesn't use SP.
Racial Ability: L2 Run
Passive Abilities
Ability 1: Energy Gun Profiency (any energy gun, from a pistol to a gatling)
Ability 2: Dodge Roll: +5 Speed when dodging.
Ability 2½: Martial Arts Profiency
Attack Abilities
Ability 3: Falco Illusion
Falco gets into a stance and then dashes past the enemy at super high speed. Damage is taken after he goes past the enemy. Also allows Falco to get behind the enemy. Costs 10 MP and hits twice, with Speed Stat base damage and half that on the second hit. Places Falco behind the target, but with his back to them, with a very short recovery time.
Ability 4: Stun Shot
Falco shoots a laser from his blaster and stuns the enemy. Enhances Blaster’s stun chance. By focusing for one turn, double the Stun chance of a laser shot. Weapon must be fired directly after this skill is used.
Ability 5: Furious Attack
Falco gets in front of the enemy and punches wildly. 4 Unarmed attacks with -20 Accuracy, costs 2 Act.
IC SKILLS
Crafting: 2
Machinery: 8
~~~~
STUFF:
Blaster: Falco’s personal blaster that also has stun rounds. Fires lasers. Damaged in the fight, the laser has been patched up with a sketchy yet effective biological interface. Uses SPwr of wielder. +10 PIERCING, 10% Stun chance on all attacks with it.
Rapid Fire function, +5+5+5 PIERCING w/ 1 base stat.
Charge function, charge for up to three rounds. Every level of charge adds +2 damage or +5 to the Stun chance.
Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged.
Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion.
Pandora's Box: A mysterious black cube used in the art of Fusion.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
Arwing
System Energy: 250
Act: 4
Power: 30
Special Power: 70
Defense: 40
Special Defense: 40
Speed: -10
Accuracy: -10
Cockpit: 50/15. If destroyed, Falco can be attacked directly, with halved Speed and Defenses. AoE attacks will also cause massive damage to him.
Cargo Bay: 20/5. If destroyed, can no longer carry cargo.
Turret: 50/10. If destroyed, can't use the Turret.
Wing 1: 40/10. If destroyed, Fly speed is halved and Hover cost doubles.
Wing 2: 40/10. If destroyed, Fly speed is halved and Hover cost doubles.
If both destroyed, Arwing falls to the ground and cannot move.
Engine: 20/10. If destroyed, can no longer Boost and Power stat - 10 for Ram attack.
- Actions -
Fly - Fly 2 Units in any direction. 10 SP.
Barrel Roll - Adds a Buckler Bonus equal to Falco's Speed Bonus. Can be done at the same time as any other action. 5 SP.
Boost - Shoot forward 6 Units, or 4 in any other direction. 25 SP.
Hover - The Arwing is at all times hovering. Unless it is just barely off the ground, this costs 2 EP per turn.
Open Hatch - 2 SP. Opens the cargo bay hatch.
Close Hatch - 2 SP. Closes the cargo bay hatch.
- Attacks -
Ram - Ram an enemy. If done while Boosting, Power is doubled. If done while Barrel Rolling, attack loses AoE status but becomes a +20 PIERCING attack (target must be at least 1 Unit off the ground to use this effect). AoE1 BLUDGEONING Attack. 10 SP.
Scoop - Can only be used when the hatch is opened. Swoop down in such a way that something is forced into it. If that 'something' is an unwilling enemy, this is treated as a Ram attack, except total damage is halved regardless of how/if it hits. 10 SP.
Turret Shot - Fire the turret at a target. *1 PIERCING damage with no AP chance. 30min/70max power. SP cost = SPwr used.
Nova Bomb - The ship only has one of these, but it will be refilled if the Arwing reaches peak condition while in storage. *2 FIRE damage, AoE4. 70min/70max power. SP cost = SPwr used.