Post by CJ on Mar 17, 2009 1:11:04 GMT -5
IRC Name: Gujin Hisaki
Name: Viewtiful Joe
Game of Origin/Race: Viewtiful Joe/Human
Age: 16
Weight: 146 lbs.
Height: 5'5"
General Description:
General History:
Joe is your normal average teenager, with a slightly unhealthy obsession over old superhero movies. One day, Joe goes on a date with his girlfriend Silvia to an old movie theater run by his father, to watch his favorite action hero: Captain Blue!
But things then go horribly array when Captain Blue and his Six-Majin is defeated by the evil King Blue! This isn't supposed to happen! And then King Blue up and breaks the forth wall and kidnapps Silvia into the movies! Joe is in disbelief!
But the Six-Majin, sensing his potential, grabs Joe and draws him into the world of the movies aswell! Joe recovers from the shock...and is greeted by the spirit of his hero Captain Blue! The fallen hero tasks Joe with picking up where he left off, and returning order to Movieland. To tihs end, Blue entrusts Joe with the powerful v-Watch, granting him VFX Powers and transforming him into...
VIEWTIFUL JOE!
tl;dr: Joe wanders into the world of the movies, and gallantly fights evil to rescue Silvia!
What your character hates most: Robots, Evil, Evil Robots, people who talk in theaters.
What your character loves most: Cheeseburgers, Silvia, Being a Hero
What your character hopes for: To rescue Silvia and save Movieland
Class: Superhero
Level: 11
~~
Life: 100
VFX Power: 90
Stamina: 60
Act Points: 3
Static Stats -
Power: 40
Special Power: 30
Special Power 2: 20
Defense: 25
Special Defense: 25
Speed: 20
Accuracy: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES
Hero Ability: True Viewtiful - Joe is the fated master of Henshin power, endowed with the power of the hero. By increasing the cost of any attack, including normal ones, by 5 MP, he can apply any of the following three traits to it. Multiple increments of 5 MP can be paid to add as many as he likes, but the same one can't be added more than once. More of these can be 'bought' for one ability slot each, as long as they're canon. If a combo is used, Joe can further increase the cost of each addition by 1 MP per extra hit in the combo to apply it to the whole thing.
This can only applies in Henshin.
Slow - Grants +10 Priority and doubled Weapon Damage to the attack. The initial Weapon Damage is added as a Knockback Chance.
Can also be used for 10 MP per turn to add +10 Priority to all Interrupt attempts, friend or foe. While this effect is up, Joe can negate a failed dodge and successfully dodge by paying twice the attack's Spell/Weapon damage in MP.
Mach Speed - When applied to a Move action, bumps it up by 3 levels (even past normal maximums). When applied to a multi-hit attack, doubles the number of hits, or in the case of Combo, the level (Damage boosts don't carry over to the phantom hits, only Weapon Damage). If this is used twice in a row, apply Joe's SPwr Bonus as FIRE damage until it stops being used. If used with Slow, enemies no longer gain enhanced Priority against Joe.
Zoom In - Jumping deals Joe's SPwr Bonus as FIRE damage in an AoE1 area around him, and landing deals the same, times the distance he fell. Joe's SDefense is added to his Power on attacks this is applied to.
Can also be applied outside of attacks for 10 MP per turn, causing enemies with a level lower than Joe's to cower in fear of him, unable to attack.
Racial Ability: Henshin - It's a go go, baby. Grants +5/+5 to armor and +5 weapon/spell power to all attacks used. This is reversed when MP dips below 50% and isn't restored until MP fills past 75% at least once.
Ability 1: Weapon Proficiency(Martial Arts: Unarmed) Level 1
Ability 2: Dodge(Level 1, +5 Speed for dodging only)
/Jump(Level 1)
Ability 3: Attack: Red Hot Kick - A fantastic diagonal diving drop kick. Also known as the 'Rider Kick' by Kamen Rider fans. Because of it's peculiar trajectory, the user must be as far away from the target as he is above them. 8 MP, +20 FIRE damage or Accuracy per Unit above the intended target.
Ability 4: Jump(Level 2)
/Run(Level 1)
Ability 5: Weapon Prof(MA: Unarmed) Level 2(+5 Accuracy)
/Dodge(Level 2. +9 Speed for Dodging purposes only)
Training 1:
Training 2:
Training 3:
IC SKILLS
See further information in the Item Creation section in game info.
For point of reference, every point in an IC skill is roughly a 1% chance at succeeding at any given simple task.
10 Points to distribute among the following:
Blacksmithing 2
Crafting 3
Machinery 5
~~~~
STUFF:
70 Coins
Red-Hot Suit: Joe's super suit, formed by the powers of the V-Watch! Enhances Joe's arms and legs, allowing him to punch, kick, run and jump with impunity! +12 BLUDGEONING, applied to all Martial Arts attacks. Takes up Glove and Boot slots.
VFX Charger - Recovers SPwrII Bonus MP on any action that doesn't use MP, and twice SPwrII Bonus + SPwr Bonus on your own turn. Accessory.
Six Machine - Joe's vechicle of choice, passed down from the legendary Captain Blue himself! It can turn into a fighter jet, racecar, submarine, driller, and form the head of the legendary giant robot Six-Majin...but it looks like it's stuck in the jet mode for now. And the lasers are broken. Bummer. No one really knows where it goes when not in use.
The Six Machine can fly through the sky with the greatest of ease. Travels one World Unit in 4 hours using one Unit of fuel, but only two or three can travel comfortably in it. It can even be taken skyward to peek around above the cloud for two Units of fuel and one Hour.
In addition to this single item, all characters start with the following;
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.
Name: Viewtiful Joe
Game of Origin/Race: Viewtiful Joe/Human
Age: 16
Weight: 146 lbs.
Height: 5'5"
General Description:
General History:
The JADOW move
ominously across the
land, dying the sky
with blood and pounding
the earth.
Those who still have
faith in justice and honor,
valor and goodness
call out his name!
The Ultimate Superhero,
the only one who can
save the world
from extinction...
If he can't do it,
no one can!
Who, me?
Joe is your normal average teenager, with a slightly unhealthy obsession over old superhero movies. One day, Joe goes on a date with his girlfriend Silvia to an old movie theater run by his father, to watch his favorite action hero: Captain Blue!
But things then go horribly array when Captain Blue and his Six-Majin is defeated by the evil King Blue! This isn't supposed to happen! And then King Blue up and breaks the forth wall and kidnapps Silvia into the movies! Joe is in disbelief!
But the Six-Majin, sensing his potential, grabs Joe and draws him into the world of the movies aswell! Joe recovers from the shock...and is greeted by the spirit of his hero Captain Blue! The fallen hero tasks Joe with picking up where he left off, and returning order to Movieland. To tihs end, Blue entrusts Joe with the powerful v-Watch, granting him VFX Powers and transforming him into...
VIEWTIFUL JOE!
tl;dr: Joe wanders into the world of the movies, and gallantly fights evil to rescue Silvia!
What your character hates most: Robots, Evil, Evil Robots, people who talk in theaters.
What your character loves most: Cheeseburgers, Silvia, Being a Hero
What your character hopes for: To rescue Silvia and save Movieland
Class: Superhero
Level: 11
~~
Life: 100
VFX Power: 90
Stamina: 60
Act Points: 3
Static Stats -
Power: 40
Special Power: 30
Special Power 2: 20
Defense: 25
Special Defense: 25
Speed: 20
Accuracy: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ABILITIES
Hero Ability: True Viewtiful - Joe is the fated master of Henshin power, endowed with the power of the hero. By increasing the cost of any attack, including normal ones, by 5 MP, he can apply any of the following three traits to it. Multiple increments of 5 MP can be paid to add as many as he likes, but the same one can't be added more than once. More of these can be 'bought' for one ability slot each, as long as they're canon. If a combo is used, Joe can further increase the cost of each addition by 1 MP per extra hit in the combo to apply it to the whole thing.
This can only applies in Henshin.
Slow - Grants +10 Priority and doubled Weapon Damage to the attack. The initial Weapon Damage is added as a Knockback Chance.
Can also be used for 10 MP per turn to add +10 Priority to all Interrupt attempts, friend or foe. While this effect is up, Joe can negate a failed dodge and successfully dodge by paying twice the attack's Spell/Weapon damage in MP.
Mach Speed - When applied to a Move action, bumps it up by 3 levels (even past normal maximums). When applied to a multi-hit attack, doubles the number of hits, or in the case of Combo, the level (Damage boosts don't carry over to the phantom hits, only Weapon Damage). If this is used twice in a row, apply Joe's SPwr Bonus as FIRE damage until it stops being used. If used with Slow, enemies no longer gain enhanced Priority against Joe.
Zoom In - Jumping deals Joe's SPwr Bonus as FIRE damage in an AoE1 area around him, and landing deals the same, times the distance he fell. Joe's SDefense is added to his Power on attacks this is applied to.
Can also be applied outside of attacks for 10 MP per turn, causing enemies with a level lower than Joe's to cower in fear of him, unable to attack.
Racial Ability: Henshin - It's a go go, baby. Grants +5/+5 to armor and +5 weapon/spell power to all attacks used. This is reversed when MP dips below 50% and isn't restored until MP fills past 75% at least once.
Ability 1: Weapon Proficiency(Martial Arts: Unarmed) Level 1
Ability 2: Dodge(Level 1, +5 Speed for dodging only)
/Jump(Level 1)
Ability 3: Attack: Red Hot Kick - A fantastic diagonal diving drop kick. Also known as the 'Rider Kick' by Kamen Rider fans. Because of it's peculiar trajectory, the user must be as far away from the target as he is above them. 8 MP, +20 FIRE damage or Accuracy per Unit above the intended target.
Ability 4: Jump(Level 2)
/Run(Level 1)
Ability 5: Weapon Prof(MA: Unarmed) Level 2(+5 Accuracy)
/Dodge(Level 2. +9 Speed for Dodging purposes only)
Training 1:
Training 2:
Training 3:
IC SKILLS
See further information in the Item Creation section in game info.
For point of reference, every point in an IC skill is roughly a 1% chance at succeeding at any given simple task.
10 Points to distribute among the following:
Blacksmithing 2
Crafting 3
Machinery 5
~~~~
STUFF:
70 Coins
Red-Hot Suit: Joe's super suit, formed by the powers of the V-Watch! Enhances Joe's arms and legs, allowing him to punch, kick, run and jump with impunity! +12 BLUDGEONING, applied to all Martial Arts attacks. Takes up Glove and Boot slots.
VFX Charger - Recovers SPwrII Bonus MP on any action that doesn't use MP, and twice SPwrII Bonus + SPwr Bonus on your own turn. Accessory.
Six Machine - Joe's vechicle of choice, passed down from the legendary Captain Blue himself! It can turn into a fighter jet, racecar, submarine, driller, and form the head of the legendary giant robot Six-Majin...but it looks like it's stuck in the jet mode for now. And the lasers are broken. Bummer. No one really knows where it goes when not in use.
The Six Machine can fly through the sky with the greatest of ease. Travels one World Unit in 4 hours using one Unit of fuel, but only two or three can travel comfortably in it. It can even be taken skyward to peek around above the cloud for two Units of fuel and one Hour.
In addition to this single item, all characters start with the following;
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.