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Post by CJ on Oct 26, 2009 8:01:40 GMT -5
Below are detailed the rules for those coming into the game that were already there, 'veteran' characters that were around for the first story of the game. ----------------------------------------------
Originals will re-enter at level 1 Canon Heroes will re-enter at level 5 Canon Villains will re-enter at level 8
Ability Retaining Characters come in with the basic number of Abilities as a new character, but retain all their old Training Slots, as well as gaining new ones. Abilities the character 'lost' in the conversion, barring Racial, Hero, and Villain Abilities, can be bought back using said training slots and possibly an extra cost I haven't pondered yet. As such, please keep a list of all the abilities that were lost in the conversion, with their current stats if they have them. They are considered 'shadow' abilities that the character forgot how to use during the timeskip between the first story and this one.
Item Creation Skill Retaining IC skills are halved, unless this would bring them below what they started out as when the character was first created. Let it be basically assumed that you got rusty.
Inventory Retaining
--Equipment 2 Weapons/Shields (or obviously one of each) can be transferred from the start. 9 Armor type equips can be transferred from the start. A maximum of two of each slot can be moved over, with the exception of Accessories, which has a maximum of 3.
In addition, Canon characters will retain their starting Hero/Villain Weapons.
--Consumables 5 Standard consumables can be transferred from the start (potions and such). 5 Item Creation Tools can be transferred from the start ('Hard' tools only, no consumables. Those are fit into the above.). Fusionist Handbook and Pandora's Box -don't- come through by default. 3 Materials can be transferred from the start. 1 'Special' consumables can be transferred from the start. This includes Heroism class items and holiday items
Items listed as 'freebies' for newcomers will also be given to veterans. Heroism is -gone-. Don't list it as your Special Consumable. It will be making a comeback in a new form on the other side of the reboot though, so don't fret.
--Currency Hours and Coins will transfer over pending a possibly cap for maximum that will make the jump. Be aware that Hours will be shared among all characters you run in the new game.
Items, like Abilities, can be bought back at a later date through means I haven't quite banged out yet. Lost items are said to have been misplaced or degraded to uselessness during the timeskip, been framed, turned into trophies, donated to the Museum of Natural History, hocked for spare change... Whatever may have happened to them. Keep a list of what you lose, including whatever stats the items have, somewhere though in case you want to buy it back.
NOTE: Please do not put 'Shadow' abilities and items on the resubmitted sheet. Keep them on a separate list with all 'current' information.
--Foreseeable System Changes--
Status Effect system will be completely redone from the ground up. Don't panic, I already did it. I just didn't implement it yet.
Element system will be touched up, and elemental affinities will be freely accessible to players.
Mentioned previously, Heroism will be shared among all characters of the same player. Consider it as if Heroism is YOUR item, not that of the characters you run. Also on the table to be shared among characters; Hours. What will NOT be shared among characters; EXP, items gained through missions, HP, MP, Act, Items
Character slot allowance will be revamped and, to put it frankly, strangled a bit. Current thoughts on rates; 3 Main characters, +1 in reward for running a plot. 2 Freeform Only characters. 2 Custom Mercenaries.
Mercenary system will be revamped quite a bit. Most of them will be lost, but if all goes well, all will be re-recruitable.
Exploration System - I'm actually putting it in. I hope.
(SPOILERS. DO NOT READ BELOW THIS LINE IF YOU HAVE NOT BEEN THROUGH THE ENDGAME AT LEAST ONCE) _________________________________________
Ultimate Power Yes, you will be allowed to keep the 'Ultimate Weapon' and 'Ultimate Attack' you gained during the final battle. At least, you will retain the -potential- to use them. They will be listed on the sheet, but you must unlock their use using Heroism. These will also be statted.
___________________________________ Okay, it's safe.
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Post by Linkshot on Oct 26, 2009 17:48:08 GMT -5
Sweeeeet.
I'll probably drop Gus...he's kinda hard to play, heh. AnonyMan is my pride and joy <3 And now he'll have a chance to keep up! \o/
Alan will probably end up becoming Support class to compliment his character development.
My take on this is for everybody to start 20 levels higher than the norm, with all the enemies being buffed further than that. New Game+ is supposed to be more difficult :3
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Post by CJ on Oct 27, 2009 3:14:31 GMT -5
IRC Name: YOUR name. EX: Tehl33thaxx0r
Name: Your characters name EX: Bob the Moogle
Game of Origin/Race: Put your game of origin and race here. EX: Sonic Adventure 2/Echidna
Age: How old are you? If you're from a particularly long lived or short lived race, feel free to put the human equivalent. If your a geezer stuck in the body of a toddler, feel free to add that too. EX: 18. 23(Mental)/18(Physical) 50(years)/16(Human equiv)
Weight: Does your character need to go on the Atkins Diet, or is he cut like an athlete? EX: 200 LB
Height: How tall or short is your character? EX: 6'3"
General Description: Put a general description of yourself here.
General History: A general history of yourself goes here. I'm not terribly picky about this.
What your character hates most: EX: Lima Beans
What your character loves most: EX: Hugs
What your character hopes for: EX: To be the strongest fighter/smartest scholar/highest jumper/most dextrous tumbler/smelliest plumber.
Class: Put your class, to the nearest of your reckoning, here. This is just flavor text to give me a general idea of your capabilities, so don't sweat it too much. EX: Fighter, Wizard, Thief
Level: 1 for Originals (Anything you make up), 5 for Heroes (Mario, Link, Ect), 8 for Villains (Eggman, Bowser, ect). Keep in mind that 'Villain' characters are still protagonists this time around. Only GMs play actual enemies to the protagonists. STATS: Do not set any of these to zero without a very good reason. The stats are more than just numbers for damage, they have secondary meanings. A robot will still have 'Special' power as well as MP. A Goron will still have SPowerII. Gorons heal. Use your head, dears. ~~ Gauge Stats - These stats represent not strength but various staminas, and go up and down as that stamina depletes and is restored. 160 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: Standard is 100
Magic, Mental, Special, Weapon power ect: Standard is 60. DO NOT SET THIS TO 0 UNLESS YOU NEVER IN YOUR LIVE LONG LIFE WISH TO USE ANYTHING BUT WEAPON TECHS. IT ENCOMPASSES ANY KIND OF ENERGY USED IN PREFORMING NONPHYSICAL ATTACKS, REGARDLESS OF THE NATURE OF THAT ENERGY.
Stamina: Minimum of 60. Every 20 points placed here increases max Act Points by 1. Tops out at 120. This amount doesn't go up and down, but is still considered a Gauge Stat because it directly translates into something that does. Veterans and only veterans can place a maximum of 20 points here at creation.
Act Points: Stamina/20 ~~ Static Stats - These stats remain the same unless specifically targetted in some way by an effect. The Static Stat pool is SEPERATE from the Gauge stat pool, though both grow at the same time and roughly the same rate. Originals get 140 points. Heroes get 160 points. Villains get 175 points.
Power: The amount of destructive power your physical body holds. The higher it is, the more damage your physical attacks (kicking, punching, throwing stuff) do. Simple, right? This also determines how much armor you can equip.
Special Power: The amount of destructive power your mind holds. The higher it is, the more damage your non-physical attacks (spells, telekinesis, fire breath) do. This also represents system power relegated to attack, if one is a robot. EVEN IF YOUR CHARACTER HAS NO MAGICAL ATTACKS, THIS SHOULD NOT BE SET TO ZERO. It has a secondary function as your characters extertable willpower.
Special Power 2: The amount of HELPFUL power your mind holds. The higher it is, the more helpful your non-physical powers (healing, status removal, protection) are. This also represents system power relegated to system maintainance. EVEN IF YOUR CHARACTER HAS NO HEALING MOVES, THIS SHOULD NOT BE SET TO ZERO. This has a secondary function as your characters capacity to heal, whether through magical means or mundane ones, or even via natural regeneration.
Defense: This is your ability to take a physical hit. The higher it is, the less damage you take from physical attacks.
Special Defense: This is your ability to take a hit of a less physical nature. The higher it is, the less damage you take from special attacks. EVEN IF YOUR CHARACTER LACKS A MAGICAL AURA OF SOME KIND, THIS SHOULD NOT BE SET TO ZERO. It has a secondary function as your characters 'defensive' willpower.
Speed: This is how quick you are. Your speed indicates your priority when multiple battlers go for attacks at the same time, as well as your ability to dodge. This is also a function of agility in general.
Accuracy: This is how accurate you are in attacking. The higher it is, the better the chance you'll hit or even crit. This is also a function of hand-eye coordination in general.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Hero/Villain Ability: Your old one will more or less be coming through with you, though it may get tweaked.
Racial Ability: Same as above.
Ultimate Ability: You read this right. You'll be retaining the ultimate attack you used against DF in the New Game+, though it won't be usable on a whim. It will be basically a custom Heroism activation. If you want to change it, now is your only chance, at least until I figure out how I want them to be changeable in the new system (which I do).
Slot 1: Slot 2: Slot 3: Slot 4: Slot 5:
However many Training Slots you exited the game with, but remember that they're empty, and can only be filled with abilities lost in the conversion.
Simply list the abilities, made up or canon, here. Put a description of what the character does when they're used and the best case scenario effect. I'll stat them as best I can, and if something doesn't quite click how you wanted to, tell me and I'll try to work it out with you. If you look back and some of your slots are magically empty, I probably economized your abilities to fit them into less room, and you can feel free to re-fill them.
NOTE: Any ability that is always active or does not need to be actively evoked, "Passive" skills, cost half a slot. The rules to this are, 1: You may not use one slot to level up a passive twice. 2: You may not take two abilities in the same slot which obviously compliment one another. 3: The first weapon proficiency taken costs a full slot, and any after it take half. 4: I reserve the right to say that a passive is too strong to be a half slot, though I -rarely- do this.
ANOTHER NOTE: If you plan on fighting, you need to use one of your generic skills to take a weapon proficiency it whatever type of fighting you want. Standard penalty for fighting with a nonproficient weapon is a -20 to Accuracy (treated as a buckler calculation) and Weapon Damage being halved. This also applies to doing strange things with a weapon, like fighting with two. The first Weapon Prof you take costs a whole slot, but any you take afterwards take only half of one.
EX: Fireball, Lvl 1 Jump, Hammer weapon prof.
IC SKILLS
Half of your end-game skill carries over, or the amount that you originally came into the game with, whichever is higher per skill. If your total points at the end is less than 20, add more levels until it hits 20.
Blacksmithing Writing Crafting Spellcraft Machinery Alchemy Compounding Cooking ~~~~ STUFF:
Ultimate Weapon: Again, you're reading this right. The Ultimate Weapon you gained (or Ultimate Armor/Shield/Accessory, whatever floats your boat) will be following you into the new game. It won't be freely usable though and must be summoned with Heroism for certain amounts of time. Again, this is your only chance to change it if you don't like the 'old' one.
2 Weapons/Shields (Canon characters also retain their starting Hero/Villain Weapon since well, it's just not them without it)
9 Armor type equips can be transferred from the start. A maximum of two of each slot can be moved over, with the exception of Accessories, which has a maximum of 3.
5 Standard consumables can be transferred from the start (potions and such). 5 Item Creation Tools can be transferred from the start ('Hard' tools only, no consumables. Those are fit into the above.). 3 Materials can be transferred from the start. 1 'Special' consumables can be transferred from the start. This includes Heroism class items and holiday items
Half the Coins of a veteran coming through, with a cap of 100.
Double the 'normal' starting Hours for each veteran brought through. Lost Hours may be buyable, like all items. Don't throw -anything- away! Keep a list of items you lost, and crop out only the things you're absolutely sure you'll never in a million years want back.
In addition, all characters start with the following;
EX Heroism: Heroism is a magical crystal that a player can use to empower his characters to break the rules. Its power is shared among all characters a player runs, and it has 5 levels of charge with various effects on each level. Using any of these abilities uses as many charges as the level of the ability.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
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Post by CJ on Oct 27, 2009 3:19:19 GMT -5
Totally Blank Version;
IRC Name:
Name: Game of Origin/Race:
Age: Weight: Height:
General Description: General History:
What your character hates most: What your character loves most: What your character hopes for:
Class:
Level: 1/5/8 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: Special: Stamina: 60 Veterans and only veterans can place a maximum of 20 points here at creation. Act Points: Stamina/20
~~ Static Stats - Originals get 140 points. Heroes get 160 points. Villains get 175 points.
Power: Special Power: Special Power 2: Defense: Special Defense: Speed: Accuracy:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Hero/Villain Ability: Racial Ability:
Ultimate Ability:
Slot 1: Slot 2: Slot 3: Slot 4: Slot 5:
IC SKILLS
Blacksmithing Writing Crafting Spellcraft Machinery Alchemy Compounding Cooking ~~~~
STUFF:
Ultimate Weapon: Weapon 1: Weapon 2:
Armor 1: "
EX Heroism: Heroism is a magical crystal that a player can use to empower his characters to break the rules. Its power is shared among all characters a player runs, and it has 5 levels of charge with various effects on each level. Using any of these abilities uses as many charges as the level of the ability.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
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Post by Linkshot on Oct 27, 2009 5:13:39 GMT -5
IRC Name: Linkshot
Name: Kirby Game of Origin/Race: Kirby Series/Star Warrior
Age: Child Weight: 8 pounds (he lost a little weight from the exercise) Height: 8 inches
General Description: Round Pink dude that's extremely durable and has odd round untoed red feet. No nose, no ears, stubby arms, and x-shaped tiny scars on each cheek. General History: Minding his own business at Pop Star, he was invited to the Smash Tournament. From there, he got lost in time before popping back up at a vital moment to eat a key but give him powers to release the Squad. On the side, he had to face a giant sword and use his fallen, stiff, straight, blocky comrade to defeat it. Through various shortfalls and breakthroughs, he survives a mini-apocalypse, bouncing back to defeat the demigod and claim his title as Smash Champion of 2003.
What your character hates most: WHY CAN'T I INHALE THAT APOCALYPTIC BALL What your character loves most: CAKE ROD <3 What your character hopes for: GIVE ME MY CAKE ROD BACK
Class: Special Tank
Level: 5 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: 130 Special: 30 Stamina: 60 Act Points: 3
~~ Static Stats -- 160 to distribute
(2)Power: 20 (2)Special Power: 25 (3)Special Power 2: 30 (2)Defense: 25 (3)Special Defense: 30 (1)Speed: 10 (2)Accuracy: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Hero/Villain Ability: Copy Power -- After Inhaling an object, can be swallowed to grant an ability (or combination) at the GM's discretion. * Available Abilities: Bomb, Cutter, Fire, Ice, Needle, Spark, Stone. ** Currently statted: Ice/Stone (Curling 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. Racial Ability: Puffy -- +1 to Fly level
Ultimate Ability: All Tastes -- Kirby calls upon the flavours of the universe to give him power Deals 40+4*Level damage of any element, distributed evenly among all targets. Kirby gains Invincible status for one round.
Slot 1: Hammer Proficiency
Slot 2A: Run Slot 2B: Jump
Slot 3A: Swim Slot 3B: Float
Slot 4: 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. * 20% KnockDown1 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 40%.
Slot 5: Inhale -- Sucks an enemy in to be spat out or swallowed. * Inhaling: SPwr (of user) VS Power (of target), with the target's Power multiplied by their current percentage of remaining HP. Kirby can continue trying to eat stubborn enemies on the same Act, once per turn until either he or the opponent is attacked or moves. ** Example: HP: 100/200, Power 1 = x>0.5*1 * Exhaling: Kirby's SPwrI + Half of Fodder's Defense + Fodder's Physical Armor VS Target's Defense (for damage calc). Damages the spat target with the struck one's Defense/Armor instead.
Training Slots: 10
IC SKILLS
Blacksmithing -- 0 Writing -- 0 Crafting -- 0 Spellcraft -- 0 Machinery -- 0 Alchemy -- 0 Compounding -- 0 Cooking -- 12 ~~~~
STUFF:
Hero Weapon: Hammer of the Kirbs -- +18 Bludgeoning damage. * Takes both hands Ultimate Weapon: Cake Rod -- +25 YUMMINESS (LIGHT), +10 Bludgeoning * Take an Act and 3 turns to suck on it, effectively changing Bludgeoning to +15 Piercing * For 5 MP, can fire a lower tiered Flavour (Element) * For 10 MP, can fire a C tiered Flavour * For 20 MP, can fire SOUR (NULL) or SWEET (Celestial) Flavour Weapon 1: First Staff -- +15 Spell Power. Extremely light. Weapon 2: Bard Buckler -- Gabriel's small buckler, made of super thick parchment decorated with notes. * +14 Evasion, 20 HP. Allows songs when in Full Defense. Evade increases by 6 when the wielder is playing a song.
Armor 1: Star Knight Mask - A custom fit mask fit for even the most elite of Star Knights. * Because it lacks a mouth, Inhale can't be used, but it grants +3/+1 armor and boosts weapon damage and accuracy of Hammer weapons by 5 each. * Can't be forcibly dequipped. Speed is increased by 5 per level of Inhale lost. * Considered a Helmet with 1 Weight. Armor 2: Wingbrace -- A pair of winged armlets with adorable green feathers, like Kirby wears when in Wing form. * Adds 1 to Fly level, even beyond the normal maximum. Wind Puff can either be charged twice as fast as normal or one level beyond normal by utilizing the wings to beat the puff along. Either way, the range is extended and the speed of the "shot" is increased. * +2/+4 Armor protection. 1 Weight Armor 3: Cycle Armor -- +6/+6 armor. 3 Weight * When reduced to 20% HP or less, enter All Time Mode, which has the same effects as Past Time and Future Time items, combined. This requires a level 1 Activate Effect with Heroism. Armor 4: Piece of Heart -- +5 to MAX HP. * Takes up Accessory. Armor 5: Jack-o-Lantern -- +3/+3. 1 Weight * Decreases max MP by 10. * Any spell cast has a 10% FEAR chance affixed to it. * If a spell has multiple hits, only one of the hits gains this.
Consumable 1: Deliciously Gooey Fruit Pudding -- Heals 65 MP. Takes 1 ACT to eat. Takes up 2 servings of Fruit for the day. Consumable 2: Pack Lunch -- Restores all Act and undoes stat damage. Takes 1 Act and 4 turns to eat it. Consumable 3: Delicious Turkey -- Restores HP to full! Consumable 4: Cranberry Sauce -- Restores MP to full! Consumable 5: Daycaps -- Heals 35 HP when eaten raw.
Tool 1: Metatron Cooking Set DX -- It's a set of every tool you could possibly need to cook, all with a +3 to skill when used! Tool 2: Magic Turkey Baster -- Increases level by 5 when cooking meat! Tool 3: Pandora's Box -- Holds two items for Fusion. Tool 4: Fusionist Handbook -- Teaches the art of Fusion Tool 5: Skylark's Feather -- Feather of a Skylark. Used as a quill, enhances WIND type writing skill by 5. Can also be used as a Crafting material, Decor type.
Material 1: Mirror Shard -- Level 2 NULL Gem. Uncut, unrefined, not Unleashed. Material 2: Dodongo Meat -- Cooking Ingredient. Obtained from a regular Dodongo. Eaten raw, enhances Fire Resist by 1 Tick for SPwrII Bonus hits. Material 3: Sweet Goo -- Cooking ingredient with a sweet flavour. Some goos gain a +1 to Quality, all exceptions don't get modified.
Special: Warp Star -- As of now, it is a Boat that can carry 2 people 3 World Unit in 1 hour. * It has infinite fuel. * Flying up and down a World Unit also costs hours. * Can also be rode 4 units for 2 ACT during battle.
EX Heroism: Heroism is a magical crystal that a player can use to empower his characters to break the rules. Its power is shared among all characters a player runs, and it has 5 levels of charge with various effects on each level. Using any of these abilities uses as many charges as the level of the ability.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
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Post by Linkshot on Oct 27, 2009 6:56:33 GMT -5
IRC Name: Linkshot
Name: Alan Game of Origin/Race: Animal Crossing/Human
Age: 19, but always a kid if the heart calls for it. Weight: 135 lbs Height: 5'6
General Description: Fully humanoid, with a bit of extra cranial geometry looking to be siphoned from his limbs. Brown hair, blue eyes, t-shirt and shorts. Prefers the colour blue. General History: Hopped off a train into the wrong streets, he had a bumpy road ahead of him. Eventually keeping his spirits up, he trucked on with his new friends and focused on making this dark world a happier place. After finally letting the sun shine down without fear, he found his way back home to rest.
What your character hates most: Conceited Egotists What your character loves most: Nurturing What your character hopes for: Pacifism
Class: Support
Level: 1 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: 90 Special: 50 Stamina: 80 Act Points: 4
~~ Static Stats
(1)Power: 15 (2)Special Power: 20 (3)Special Power 2: 30 (1)Defense: 10 (1)Special Defense: 15 (3)Speed: 35 (1)Accuracy: 15
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Racial Ability: Improved Dig -- +5 to Digging Rolls, gives Level 1 Dig as a Movement ability.
Ultimate Ability: Gravedigger -- Digs into the ground with whatever is handy, giving the very clump life, which then drags the target into the ground from whence it came. 35+3*Level damage, element depending on the ground (Usually EARTH). * Buries target - Buried targets are considered to be Grappled by the earth itself, which has an effective Power stat equal to Alan's SPwr stat times the ground's Hardness rating. * Damages during both struggle and burial. Deals 9+Level damage every time the captured enemy tries and fails to escape.
Affinity: Nature's Pupil +1 Plant +1 Soul -2 Poison
Slot 1A: Run Slot 1B: Fishing Rod Proficiency Slot 2: Sword Proficiency Slot 3A: Axe Proficiency Slot 3B: Shovel Proficiency Slot 4: Nayru's Love -- 4 MP, increases Defense of the target by twice your SPwrII Bonus+6. * Lasts for a number of hits equal to the target's SPwrII Bonus. * WATER type spell. * Learned from Link with a Training Voucher Slot 5: Magic Swap -- For 15 MP, change one piece of equipment that Alan has on with another in his inventory. For 2 MP extra per slot, any number of other equips can be changed as well. * This move doesn't use Act.
Training Slots: 4
IC SKILLS
Blacksmithing -- 0 Writing -- 3 Crafting -- 22 Spellcraft -- 0 Machinery -- 5 Alchemy -- 0 Compounding -- 0 Cooking -- 6 ~~~~
STUFF:
Ultimate Weapon: Purity Shovel -- A shovel imbued with the power of Mother Nature herself. * +30 Bludgeoning * Pierces all surfaces * Can launch a chunk of the floor at a target. Deals 20*Hardness as weapon damage, with element depending on what is thrown. Weapon 1: Triad Power Gargsword -- A powerful blade with a stream of lava running along one edge and an endless cascade of ice running along the other, with a vine growing from the crosspiece and up and out past the point, where it is met by the two streams helixing around it. Looks dangerous, but you'll be fine. * +10 Cutting, +10 FIRE, +5 ICE, +5 PLANT, 8% ActUp1/3, 4% Freeze chance. Weapon 2: Item Fisher: +14 Piercing, whip type weapon. * Draining all damage from the attack allows it to latch onto an item the enemy has. * Once such latched, you must expend (TheirPwrBonus-YourPwrBonus) to yank the item free, and then must expend an additional act for every Unit of distance between you to reel it in to you. * Specific items may be even harder to take... But the general 'Stealable' all enemies carry will usually be that easy.
Armor 1: First Robe -- +5/+10. 100% Emperium Armor 2: Piece of Heart -- +5 to Max HP Armor 3: Piece of Heart -- +5 to Max HP Armor 4: Lure Pendant -- If a steal attempt succeeds while wearing it, you can key that kind of item to the pendent and gain a +2 bonus to Pwr Bonus when stealing future items of the same type. * Takes up Accessory. Armor 5: Atmos Greaves -- A pair of handsome greaves decorated with a design that emphasizes the connection between earth and sky. * Allows Alan to stand on thin air by expending 1 Act and 6 MP. * Negates Speed loss, including the first use (but not subsequent uses) of Dash & Dice. * While standing on the sky, Envirograsp's element is keyed to the current weather and the grabber must be attacked with Special damage to break. * Takes up Legs. Weightless. Armor 6: Armor Pattern -- +8/+3 * Damage taken decreases by 2 if Speed has fallen. * Takes up Torso. Made up of 1(3) Units, weighs 10 pounds Armor 7: Jack-o-Lantern -- +2/+2. * Decreases max MP by 10. * Any spell cast has a 10% FEAR chance affixed to it. * If a spell has multiple hits, only one of the hits gains this. * Takes up Helmet. Weighs 5 pounds. Armor 8: Console Pouch -- A small grey pouch that attaches to the belt loop. * Holds 3 items. * Each time an item is used, Alan gets a +3 Speed boost.
Consumable 1: Fried Blue Rappy Breast -- Heals 35% HP and 35% MP! Tastes delicious! Consumable 2: Dragon Gel Drop -- Highly powerful dragon medicine that can raise the dead, up to a certain period of time. They aren't as awesome as 1UPs, but they get the job done. * Restores 10% of your HP, and cures Dead status. Consumable 3: Cranberry Sauce -- Restores MP to full! Consumable 4: Cranberry Sauce -- Restores MP to full! Consumable 5: Daycaps -- Heals 35 HP
Tool 1: Special Woodworking Kit -- A kit for crafting wood. +4 Skill. Tool 2: Pandora's Box -- Holds an item Tool 3: Skylark's Feather -- Feather of a Skylark. Useful for writing and can be used as a Crafting material. Has light and wind affinity Tool 4: Fusionist Handbook -- A book detailing the process of the lost Item Creation art, Fusion. Tool 5: Blender -- Blends food items. Also contains them if lacking container.
Material 1: Rough Hide Paper -- Paper made from the shed hide of the more petit dragons. * Very tough, but kind of hard to write on. Material 2: Yggdrasil -- Some of the best wood you'll ever find. Level 3 Stat Code: 050205. Material 3: Four Leaf Clover -- Raw material for all Item Creation.
Special: Weathered Weatherer - A powerful wand with the ability to control the weather. Forces anything from a sunny day to truly bizarre meteorological phenomona... * Fills the air with the effects of any element, costing 10 MP per Tier per round. * Other effects may be possible at the GM's discression for cost and effect, but in all cases will effect friend and foe alike.
EX Heroism: Heroism is a magical crystal that a player can use to empower his characters to break the rules. Its power is shared among all characters a player runs, and it has 5 levels of charge with various effects on each level. Using any of these abilities uses as many charges as the level of the ability.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
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Post by sephiroth on Oct 27, 2009 20:27:22 GMT -5
IRC Name: Sephiroth Name: Link Game of Origin/Race: Legend of Zelda: Ocarina of Time/Hylian Age: 17ish Weight: 145 LB (Heavier with equipment) Height: 5'7" General Description: If you don't know what Link looks like you likely shouldn't be here. General Description: Put a general description of yourself here. General History: A general history of yourself goes here. I'm not terribly picky about this. Link was raised by the Kokiri in a safe haven of forest that was protected by the Deku Tree. He had some trouble occasionally getting along with others there because of him being an outsider but he did make friends nonetheless. The Deku Tree was cursed by Ganondorf and Link bravely fought to free him but despite this, the Deku Tree was going to die. He told Link he had to go on a quest and he was chosen to do so and would need to speak with Princess Zelda of Hyrule. He was given a jewel which Ganondorf had been seeking and then he departed. He would meet new friends along the way but came to Hyrule eventually, meeting the Princess who at first was disguised as a commoner in the city. The two were reunited when he went into the castle secretly and met her. She was fearful of Ganondorf, who seemed to be working with the King, her father, but her father ignored her pleas. Thus, she turned to Link and explained to him about the Triforce and Ocarina of Time. Link said he would aid her and return with the remaining jewels needed to open the door to the temple that was sealed in Hyrule. He departed and did indeed succeed in getting the items required but returned to Hyrule only to see it was in devastation. He attempted to find Zelda but encountered her as she was riding away on a horse with Impa, who was her protector. He could not catch up and Zelda dropped the Ocarina of Time into the moat just before Ganondorf showed up. Link faced off with him and was defeated but he had enabled it so Zelda and Impa could escape. After Ganondorf had left, he retrieved the Ocarina of Time and went back to the temple, not having anything else to do but to try to get to the Triforce before Ganondorf could. The seal was broken and he went in and found the Master Sword. He pulled it out and then collapsed to the ground. Link would awaken 7 years later as an adult, and he was met by the Sage of Light, Rauru. He told Link that he had slept until such a time as he could wield the weapon he had drawn. He then also explained that Ganondorf had come in to retrieve the Triforce but only managed to get the Power part of it. The Triforce of courage was within Link which gave him a symbol on his hand. Navi informed Link that she had remained by his side for 7 years and that things had changed, but she was not sure as to what all had and that there were unusual things happening. He left to go see this new world, knowing he would have to free the 5 remaining sages from their imprisonment if he wanted to stop Ganondorf. However, he seemed to not be the only problem. Link went through to various places and in the end, he stood against Ganondorf, succeeding in defeating him and Zelda sent him back in time. A new danger would arise however as time moved by slowly and Link once again found he had to commit to getting the Mastersword and sleeping a number of years to age yet again as an adult. He journeyed to help others when worlds of Nintendo were joined and the Nintendo Force was created, to go against the Dark Father and his minions. After defeating him along with the other members of the team, the worlds were reset and made whole, and Link was returned to his world. This time, he chose to remain as an adult rather than go back in time to protect Hyrule and await what else may come. What your character hates most: Ganondorf or any oppressors that attempt to hold cruel dominion over others. What your character loves most: Zelda <3 What your character hopes for: To protect Hyrule and surrounding lands from the danger of Ganondorf and other threats so that Hyrule will once again have peace. Also, getting with Zelda is kind of on the wish list somewhere in that. Class: Hero of Time Level: 5 STATS: ~~ Gauge Stats - These stats represent not strength but various staminas, and go up and down as that stamina depletes and is restored. 160 points to distribute, no matter if you're an Original, Hero, or Villain. Life: 110 Magic: 30 Stamina: 80 (4 Acts). Every 20 points = additional act up to 120. Act Points: 4 Act ~~ Static Stats - Heroes get 160 points. (3)Power: 30 (2)Special Power: 20 (1)Special Power 2: 10 (2)Defense: 25 (2)Special Defense: 25 (2)Speed: 20 (3)Accuracy: 30 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES Hero/Villain Ability: Hero Ability: Hero's Trophies - Link has been at this for a while and accumulated a walking armory of gizmos and gadgets. Being able to use them all is a feat in itself, manifesting in the ability to fill Training Slots instantly with the first level of any Proficiency, including items and non-weapons. If he can pick it up, he can generally figure out how to use it pretty quickly. Further levels must be bought normally. Racial Ability: Racial Ability: Destined Courage - The current incarnation of the one with the power of Courage, this grants Link the ability to wield the Master Sword at Level 1 Proficiency, as well as the questionably useful Triforce of Courage accessory. ** Farore's Mist - Once per round, the Triforce can be used for 1 Act to unerringly Stun one target, provided it hits. Heroism charge can be used when this occurs to grant Link a single moment of infinite Combo/MagicCombo level, paired with having his max Act doubled and then filled. The final blow in this combo deals addition LIGHT damage equal to twice the number of hits (From Santa Fox) Ultimate Ability: Didn't really do one so don't really need it. He just boosted his abilities some. Slot 1: Level 1 Combo - 2 Points, 4 Slots. A three strike combo attack. Costs 3 Act, but target only gets one chance to react. See Combo thread for advanced use specifics. Slot 2: Level 1 Spin Attack - Can be charged for up to three Turns, pumping magic power into the sword and mentally preparing. Each level of charge adds +2 to the weapon's damage and costs 3 MP. If the weapon has an elemental affinity, this can instead be added to the elemental damage of the weapon and the boost is doubled. Regardless, the attack is AoE1 when finally unleashed. Slot 3: Level 1 Jump Strike - A reckless leaping attack that boasts considerable power at the expense of accuracy. All Weapon Damage is doubled for this one strike, but Priority and Accuracy are cut by 10. Slot 4: Level 1 Lock On - Link can lock onto a combatant, focusing all his attention on them to confer a few benefits. While Locked On, Link can put up or drop a Full Defense for half the normal Act cost, gains a +10 to Speed and Accuracy on attacks or dodges made toward that enemy, and will automatically turn to face that enemy no matter what they do, provided they don't actually teleport, even following them if they turn invisible or go underground. On the down side, this cuts his Run speed in half if he goes any direction except straight towards said enemy and leaves him somewhat vulnerable to back attacks when facing multiple enemies. Lock On can be shifted to a different enemy or dropped entirely for 1/2 an Act, and will be automatically ended if Link takes a heavy enough attack to knock him off his feet. Slot 5: Passive (1/2 value) - Climb - Allows vertical movement up any scalable surface. Whether you have the skill or not, you can only use Climb a number of times equal to your Power Bonus before you must rest your arms and/or legs. If you have Climb, you can then hang indefinately. If you don't, then you fall. In addition to distance traveled, each level of Climb allows you to take on tougher wallcrawls. Level 1 - Trees, vines, ect Passive (1/2 value) - Run - Allows horizontal movement along the ground. Putting on a burst of speed can be handy for dodging certain attacks, at the GM's discression. Keep in mind that which direction you run may be just as important as how far. Hazardous ground or thick foilage may hamper Run skill, as will obstruction of the legs. Run skill is halved while underwater, as well. Even if you don't have legs, Run skill is still takable. It simply refers to the speed at which you slither or slide or whatever it is you do. Level 1. OTHER ABILITIES LOST AT CONVERSION, Pending points. Navi Hint - Link is accompanied at all times by a fairy named Navi, who is played by the player until this ability is used. Navi is very knowledgable, and by expending only 1 Turn of listening and pointing at the object in question, she will give Link her thoughts on anything in particular, from a puzzle to an enemy. It's not particularly reliable, but she gives some very good information now and then that's worth asking. At the GMs discression she may even get a striking thought that she won't rest until she expresses. For reasons unknown, Link cannot be attacked while Navi is talking, but he can't move either (That would be rude!). IC SKILLS Half of your end-game skill carries over, or the amount that you originally came into the game with, whichever is higher per skill. If your total points at the end is less than 20, add more levels until it hits 15. Blacksmithing 5 Writing 5 Crafting 5 Spellcraft Machinery Alchemy Compounding Cooking ~~~~ STUFF: Ultimate Weapon: This is the Master Sword pretty much. 2 Weapons/Shields Weapon 0 Ultimate Weapon: Master Sword - An ancient artifact weapon that rests in the Temple of Time until the chosen one has need of it. A superlative, indestructible sword that deals especially nasty damage against the forces of darkness. DARK aligned beings cannot even touch it without hurting themselves, and most can't wield it anyway, as it has a will of it's own. +16 CUTTING, +6 LIGHT damage. Enemies weak to LIGHT are Stunned by this damage, provided their armor isn't enough to protect them. Can be used to 'attack' any magic of DARK alignment, which gets a 'dodge' chance against his Accuracy, using the caster's SPwr. A 'miss' will still destroy the spell, but a 'hit' will knock it back at the caster ignoring all elemental resistance and putting his Power behind the initial SPwr it had. When sheathed in the ground, the sword will also create a barrier/seal that locks out, or locks in, Dark creatures and magic in an area at the GM's discression. This barrier isn't infallible, but it can generally at least buy some time. The Seal effect is especially powerful if the weapon is, say, jammed into the being's forehead. 1: Weapon 1: Hookshot - +8 PIERCING damage, semi-ranged. +5 Accuracy. If it strikes something soft enough to pierce well but hard enough to get a grip, the chain will retract violently, either pulling you toward it or it toward you. Weapon 2: Fairy Bow: x1 Arrow damage. Minimum Strength: 10, Maximum Strength: 30. 20x Kokiri Arrows: +5 PIERCING damage. Extremely simple wooden arrows, their stone heads not even sharp. OTHER WEPS FORMERLY STATTED to uh.. find sometime..? Small Bomb Bag - A small bag that mysteriously holds many more Bombs than it seems it should. Equipped as an Accessory, it can hold up to 20 of the basic Bombs described below. If Link destroys anything resembling a pot or a bush, he will somehow find one such bomb in the remains. Bombs found this way MUST be placed immediately in the bag and cannot be sold or given away because the second you remove them, they light themselves. Bomb - The standard type of cast iron bomb made in Hyrule. I don't know why they're blue, but they are. The wick reaches the bomb three turns after it's set, but impact will set it off prematurely. Deals +30 BLAST damage in an AoE2 area. - Link has 10 bombs. ARMOR Kokiri Tunic: +3/+3 protection, a Clothing type armor. Grants Level 4 Climb, or +2 to your current, whichever is higher, but only when climbing plants. PLANT damage is halved. Why does this one have stats and the identical one you're wearing doesn't? Don't ask questions kid, here's ten bucks. Zora Tunic (and hat!) +0/+5 armor, Clothing armor (meaning it can be worn under other armor at the expense of the Physical armor rating it provides, in this case 0). This is a blue tunic and hat similar to Link's normal clothing, except it is blue. Allows the wearer to breathe underwater. Cuts WATER damage in half. Hylian Shield: Standard Shield made in Hyrule. Kinda heavy! But you couldn't ask for a more reliable guard. 30 HP, +10 Buckler Bonus. 0: Fire, Rock 2: Dark Break: Steal(??) Bludgeoning damage (weapon only) greater than the shield's current HP knocks the wielder out of Full Defense, but they are unharmed. 25 Coins. COINS 100 ITEMS Ocarina of Time - A treasure passed down through the royal family of Hyrule, given to Link by Zelda as she fled the castle. Besides being a masterpeice of an instrument, it is fairly innocuous. Playing certain songs on it may cause various effects, as it is instilled with it's own magic power. If Link bothers to actually learn a Song type spell, this will cut it's MP cost in half when equipped as a "weapon" in both hands. Triforce of Courage - A symbol of ultimate courage left behind as a residue of the godly power of Farore that helped shape the world...Now if only it did anything. As it is, the Triforce resides in the back of Link's hand and does nothing but identify him as it's rightful holder, which may or may not get the attention of certain beings who know the lore. Still, just having it is a boost to Link's morale and renders him immune to Fear. Grants Farore's Mist ability. Stupid Zelda and stupid Ganondorf hogging the good ones. Bottle - Link loves these things and tends to collect as many as possible. They're useful buggers, nigh-indestructible and capable of containing just about anything that will fit inside, from water to potions to fairies to defeated Poes. Who would capture a Poe? Link would!! Might have mysterious powers... Or not. Currently in the bottle: Fairy - Cures the user completely once, or automatically revives them at 1/2 HP when they fall. Stupid Looking Gerudo Dousing Rod Thingy - Used to find the Triforce of Power. Level 4 DARK gem - gem is Refined and Unlocked, but not Cut. 3 Gold Bricks = 25 gold coins each, or can be used for crafting. Stat Code; Level 3 Decorative 070204 4 Ganon Fangs. Dark aligned Metal. Level 3 Practical 040404 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. In addition, all characters start with the following; EX Heroism: Heroism is a magical crystal that a player can use to empower his characters to break the rules. Its power is shared among all characters a player runs, and it has 5 levels of charge with various effects on each level. Using any of these abilities uses as many charges as the level of the ability. G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts. IN THE EYE!
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Post by Linkshot on Oct 28, 2009 8:52:51 GMT -5
IRC Name: Linkshot
Name: AnonyMan Game of Origin/Race: MegaMan Battle Network Series/NetNavi
Age: Adult, but been booted for 3 years. Weight: 160 lbs Height: 6'1"
General Description: AnonyMan is a dark black humanshape with small question marks dotting him. He has yellow arms and a yellow forehead, as well as a yellow streak on each leg, albeit very thin. * Underneath the armor is a thin layer of brown-but-slightly-red hair on his head with sideburns, and a stubby beard around most of the chin. His eyes are blue like electricity. He seems in good shape: visible muscles and a keen figure. He wears a sleeveless white shirt with a denim vest over it, and worn denim jeans on the legs. However, his boots and leg shields do not detach. There is a completely solid ring around his calves that keep the shield strapped on, although the boots are actually how he keeps alive; electricity is his blood. General History: After wandering into Robotopolis through a portal, he decided to expand his self-proclaimed reign of justice. Though not well equipped for the world he entered, he never gave up willpower, continuing to fight through any perils that faced his way. He gladly accepts his new duties.
What your character hates most: Liars What your character loves most: Collecting What your character hopes for: Peace to reign for more than a month.
Class: Electric Justice; Speed and Special.
Level: 1 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: 130 Special: 30 Stamina: 60 Act Points: 3
~~ Static Stats - Originals get 140 points.
(1)Power: 10 (2)Special Power: 25 (2)Special Power 2: 20 (1)Defense: 15 (2)Special Defense: 20 (3)Speed: 35 (1)Accuracy: 15
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Racial Ability: Data -- Allows use of chips without a machine.
Ultimate Ability: MystStyle -- Overrides Style.INI to unlock the hidden power all NetNavis hold. * Flavour Text: AnonyMan becomes nearly cloaked, fading in and out of the visual spectrum at random intervals, the chest insignia glowing brighter as he fades out. Deals 35+3*Level NULL damage distributed evenly among all enemies. For two rounds, NULL damage equal to Level is added to every charge of a buster, and for one round, Level is added to all stats.
Affinity: Elec Navi +2 Lightning -2 Earth/Rock
Slot 1: Buster Proficiency Slot 2A: Run Level Slot 2B: Electrostatic Charge -- All LIGHTNING spells targetted at an ally redirect to Anonyman. He must be within 1 Unit of the target of said attack, and if the attack used is AoE, it will center on him and still me AoE. Slot 3: Datajack -- Allows Anonyman to project a NetNavi version of himself into any system that has an information network. * If this is resisted, it is an SDef Check versus his SPower. * Once inside, he can run around raising hell in various ways, attacking the target's stats and MP as if they were HP. * These "attacks" deal halved damage (for MP) or 1/10 damage (for stats). * His real body is helpless during this, and his alter ego may be attacked or expulsed in various ways if the target knows he's in there. * Other things may also be doable at the GMs discression. Slot 4: ZapRing -- +6 ELEC 60% chance of Stun 6 MP Slot 5: Fanfare -- WIND summon 3+(SPwrII Bonus) SDef to party for 1 Round, or until Trumpy is destroyed. 10 MP Trumpy has SPwrII*5 HP and shares Anony's Defense/SDefense stats. It cannot dodge though.
Training Slots: 3
IC SKILLS
Blacksmithing -- 0 Writing -- 0 Crafting -- 0 Spellcraft -- 0 Machinery -- 13 Alchemy -- 0 Compounding -- 2 Cooking -- 0 ~~~~
STUFF:
Ultimate Weapon: Meteors -- A shining staff with a purple gem on top. Summons 6 deadly meteors to rain down on the foe. Each is a +15 CELESTIAL. They have to be dodged individually. Armor applies to each except on a dodge, and SPwr applies to only one, though it is whichever one Anony decides (He can pick any time he likes which one had the most umph)
Weapon 1: Zap Buster -- Rapid Form: +4+4+4 ELEC. * Charge Form: +8 ELEC * Two charges without increasing damage for a 60% chance of bypassing shields, or +1 per charge. Weapon 2: Wild Buster -- A peculiar buster that can strike with the power of a cataclysm or the whisper of an insect. * +9 LIGHT or DARK damage (1d2 to choose, 1 = Light 2 = Dark) and 1d9 CHAOS damage per shot. * Can be charged for up to three turns, adding +2 per turn to the LIGHT/DARK damage and +4 to the max roll possible for CHAOS. * At full charge, roll 1d10.. ** 1-2 = +12 FIRE damage and 12% AP chance to all damage ** 3-4 = +12 LIGHTNING damage and 12% Paralyze chance ** 5-6 = +12 WATER damage and 24% Knockback chance ** 7-8 = +12 PLANT damage, half of damage done is absorbed by attacker ** 9 = +20 NULL damage, halves a random stat for one round. ** 10 = Roll twice more. Apply both effects rolled. *** Only effect #10 can work multiple times, otherwise reroll if the same effect comes up twice.
Armor 1: White Gloves: +2/+2 Armor/Special Armor. ** Allows the ability, Finger Cannon. *** Finger Cannon: Sends out two bullet bills at a target. **** +8 Fire Damage. Must be charged for one turn. **** Can charge for another turn to add a 30% Chance of knockback. **** 6 MP, 2 more MP when extra charge is included. Armor 2: Piece of Heart -- +5 to Max HP Armor 3: Pumpkin Boots -- When under Fear status, increases all Movement skills by 2 and Speed by 10. Armor 4: Green T-Shirt -- +1/+1 Armor. Unknown Properties. Armor 5: Style.INI -- A powerful program that allows the "wearer" access to a data redistribution process known as 'Style Change'. * When choosing a style, one chooses an elemental prefix and a mantra suffix, and the two apply their bonuses pretty much autonomously. * Every prefix and suffix can either be earned by preforming certain tasks in combat, or unlocked manually with a successful Engineering roll. * The first prefix/suffix combo unlocked will instantly come in effect, but after that, they must be put together with an hour of IC, but a roll isn't required, and the program can only store two Styles at once. * You can swap between them freely, but not during battle. ** Prefixes - Prefixes add a level of charge to Anony's buster, the effects of which are detailed in the desc. *** Wood: Creates a tornado that strikes 8 times in a row, each time dealing one half of the charged buster's damage in PLANT damage with only one instance of base stat. **** The tornado causes no flinching, so a canny target can avoid the other 7 hits by simply moving out of it's way. **** Anony regains his SPwrII Bonus in HP every turn he stands still on grass. ***** He can Act, but not move and still gain this bonus. *** Water: Shoots a powerful blast of water that deals full damage in WATER to one target. **** If it strikes, it automatically hits a second target as long as they were close enough, instantly hitting with full power. **** Won't slide on ice. *** Blade: A single super powerful slash on one target, dealing twice the buster's full charge in Cutting damage, with Power stat behind it. **** Power and SPower stats are swapped, if SPower is higher. **** +10/-10 to Armor (special armor can go into negatives with this) and L1 Sword Prof. *** Fire: Creates a blaze three units long and one unit wide, dealing full FIRE damage of the charged shot three times with base stat once per area. ** Suffixes - *** Shield: Start every battle with a 30 HP barrier with the same Defense and SDefense as Anonyman. **** Shield- Costs 1 Act. ***** If Anonyman wins priority, the attack that strikes the formed shield is negated. *** Guts: No Flinch **** Doesn't flinch until HP is below half, unless critted or killed. **** Gatling Buster Stance- Costs 2 Act. ***** Once in the stance, an attack will be made with no base stat every time someone Acts, with base weapon damage. ***** The shots must all be aimed at the same target, and it takes a full turn of cool down before Anonyman can act normally again. ***** If someone gets between Anony and his target, they may be hit, and it takes an extra Act of movement for a melee attacker to get into place to attack them. *** Team: 10% chance every turn of a Summon Chip spawning **** Roll amongst the benched characters to see who it calls. **** Summon Chips can be used Act Free to grant the summoned character an Act and MP free attack, but only one Act worth, and it cannot be modified by items. **** Enemies can dodge or defend, but no one can Act during the attack. **** This effect can be forced to occur by paying MP equal to the characters Level, but they must pay Act and MP normally. *** Heal: SPwr and SPwrII are set to equal, the lower one becoming the higher one. **** Can either double MP cost or pay a flat 10, whichever is more MP, to cause Inversal status on any attack. ***** This will cause it to heal the target for whatever damage it would have done otherwise, but they must react to it as if it were an attack. ***** Bad status the attacks cause will be cured, or if they are already cured, the exact opposite good status may be given. ** Unlock Conditions: *** Plant: Deal Plant damage three times. *** Water: Deal Water damage three times. *** Blade: Deal Cutting damage three times. *** Fire: Deal Fire damage three times. *** Shield: Defend five times in a row. *** Guts: Use ten normal attacks. *** Team: Cover an ally three times. *** Heal: Heal an ally five times. ** Styles Acquired: *** Plant: UNLOCKED *** Water: 0/3 *** Blade: UNLOCKED *** Fire: 0/3 *** Shield: UNLOCKED *** Guts: UNLOCKED *** Team: UNLOCKED *** Heal: UNLOCKED ** Styles Available: *** WoodShld *** BldeGuts
Consumable 1: Stock -- A small and flat disc. * If an ally is KO-ed, this item can be used by throwing it at the ally. * After three turns, the ally will be revived at full HP. Consumable 2: Lemon Jello -- ½Speed, ½SDef, ½Defense, No!! Flinch, Confusion, Berzerk, Extends good status for (SPwrII Bonus) turns Consumable 3: Orange Jello -- ½Speed, ½SDef, ½Defense, No!! Flinch, Confusion, Berzerk, SPwr+10 Consumable 4: Strawberry Jello -- ½Speed, ½SDef, ½Defense, No!! Flinch, Confusion, Berzerk, Full HP Consumable 5: Left Arrow -- Undoes last turn worth of damage to user.
Tool 1: Custom Laptop -- A powerful computer running a Linux-based OS with a fox motif. It is equipped with several screen-savers, backgrounds, and games. It also has a chip programming drive, internet access, and various programs for doing blueprints, art, or even simulated cooking, and a printer/scanner. * Any Engineering job done on this computer is done at +15 skill. * Using the simulator programs, you can attempt certain Item Creations at the expense of 30 extra minutes, without needing consumables. * If you succeed, you can print out a 'recipe' that will allow you to preform the IC at greatly reduced difficulty. Tool 2: Magic Turkey Baster -- Increases Level when cooking meat! Tool 3: Pandora's Box Tool 4: Fusionist Handbook
Material 1: 2x Gold Brick -- Gold Bricks sell for 25 Coins, or can be used in Crafting/Blacksmithing. Level 3 Decorative 070204 * They can also be ground into Gold Dust which is a potent forging item. * The gold is tainted with evil though.. Material 2: Material 3: Something -- When mixed with an IC Material, becomes that material.
Special: FireBall Trigger -- Fires the FireBalloon Guard Vault wields at the opponent. * Costs MP of attack absorbed.
EX Heroism: Heroism is a magical crystal that a player can use to empower his characters to break the rules. Its power is shared among all characters a player runs, and it has 5 levels of charge with various effects on each level. Using any of these abilities uses as many charges as the level of the ability.
G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
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Post by Spyke on Oct 29, 2009 3:21:58 GMT -5
~~~~~~~~~ Background| ~~~~~~~~~ IRC Name: Spyke Name: Spyke Species: Mega Man X, Reploid (Porcupine) Age: 7 (physical), 21 (Mental) Weight: 510 lbs Height: 6.36 ft Description When not wearing imposing, heavy armor, Spyke is normally found wearing a thin, resilient black material much like a leotard often referred to by Hunters as underarmor. Unlike normal clothes, it does not tear, cut, burn, or shred even under extreme stress. The porcupine's fur is a dark brown, and covers the entirety of his body except for the pads of his paws. His tail is thick and extends nearly down to the floor. His back and tail are covered in long, sharp quills with a charcoal grey base that blends to a pearly white at their lethal points. These quills vary in range from as short as a a fraction of a meter near his neck and tailtip, up to just over a meter towards the middle of his back. HIs head has similar quills, though they are more white than gray-black, and are no longer than a few inches. His electric blue eyes are clear and visible even in low lighting. History "Born" in the private lab of a local inventor and scientist, Professor James Quillen, Spyke was originally raised to be a playmate of his father's child, Jack Quillen. However, in such a wartorn world, a stable family life did not last long. Due to the professor's inventions, he had gained the attention of a maverick faction which arranged for an early demise, destroying the entire home in the process. Spyke, helpless and not designed for combat, was unable to save his family and was left to die beneath the rubble. He was rescued by a Maverick Hunter dispatch, and during his recovery, he became bitter and recluse. Seeking revenge on the mavericks who killed his family, he trained and later joined as a low-rank Hunter in hopes that he might be able to gain vengeance. During his stay with the Hunters, his chance never arose, but he did meet another young recruit, a rabbit reploid named Felix whose jovial nature eventually wore down the walls around Spyke's hardened heart. The two became fast friends, and Spyke's anger eventually transformed into resolve to prevent a tragedy like his from ever being repeated. Class: Maverick Hunter Hits: Protecting others Miss: Failure Hope: To be the best Hunter he can be
~~~~ Stats| ~~~~ Level: 1 EXP: 150 ~~ HP: 70 MP: 24 AP: 3 (Sta: 60) ~~ (3)Pwr: 30 (1)SP1: 15 (1)SP2: 10 (3)Def: 30 (2)SDf: 20 (1)Spe: 15 (2)Acc: 20
~~~~~~ Affinity| ~~~~~~ Lightning +2: Earth/Rock -1, Gravity -1
~~~~~~~ Abilities| ~~~~~~~ Ultimate Eye of the Storm: Spyke builds up an incredible amount of electricity inside his body which reacts violently, arcing into and shredding the armor of nearby enemies. Deals lightning damage and reduces each affected enemy's physical armor by the duration of this ability, even into negative numbers. Every turn that passes restores 1 armor until it is back to normal. Effect: 45+5*Level ELECTRIC damage, spread evenly among all targets hit. Reverses physical armor rating for Level/2 hits taken by the target. ~~ Racial: Assimilate (Level 1) Effect: Grants 1 slot per level for Assimilating DNA Cores from sufficiently advanced machines.
Future Paradox Ability Quill Barrage Level 1 Spyke launches a barrage of sharp quills at his opponent, which can be pulled out of the opponent. OLD STATS: 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. Effect:
Level 1 Passive: Saber Proficiency (first Prof) Spyke is practiced with one-handed swords, preferring their speed and grace over their larger bretheren's raw might. Effect: No penalty with those weapons, and can use Special Abilities with them.
Passive: Buster Pistol Proficiency Spyke is practiced with a specialized class of pistol known as a buster pistol. Effect: No penalty with those weapons, and can use Special Abilities with them.
Passive: Quick Draw Level 1 Effect: Can pull out a new, proficient weapon without Act. Does not affect the Off-Hand.
Movement: Jump Level 1 Effect: Can jump 1 unit for 1 Act.
Movement: Run Level 1 Effect: Can run 1 unit for 1 Act.
Combo Level 1 Effect: Can chain up to 3 attacks together, the sum level of which does not exceed 2. Normal Attacks are Level 0. The opponent must use only one reaction to the combo. If at max Act, combo will not exhaust you.
Rolling Thunder Level 1 Spyke curls up into a ball and coats himself in crackling, wispy electricity before ricocheting off foes and obstacles. Effect: LIGHTNING; 8 MP; +6 LIGHTNING, +(Body's Physical Armor) Bludgeoning, (Body's Physical Armor)% Stun Chance. Targets (Power/10) enemies. After each hit, Power is reduced by 10. Can be used to jump into the air, 1 unit per target not attacked, max 3 units. ~~ Assimilate (0/1) ~~ Retraining (0/10) ~~ Training (0/1)
~~~~~~~~~~ Item Creation| ~~~~~~~~~~ Hours: 120 (Lost: 0) Coins: 13 (Lost: 13) Silver Points: 9 Shadow Coins: 0 ~~ Skills Smithing: 26 Writing: 5 Crafting: 19 Spellcraft: 0 Machinery: 10 Alchemy: 0 Compounding: 0 Cooking: 0 ~~ Tools Smiths Hammer: Allows for smithing. Ice Specs: Nifty goggles. Allows for precise crafting work. Roll -6 in icy environments. Icicle Tools: Tools carved out of ice. The grip is a bit slippery in hot weather, but it's nothing you can't deal with. Skill +6 in icy environments. Fusionist Handbook Unabridged + Ripped Page: It's a small book about the size of the Reader's Digest. Allows for Fusion and Defusion and Synthesis. Pandora's Box: A special box with six symmetrical sides, only one of which actually opens. Required for Fusion and Defusion and Synthesis. ~~ Materials Omnipearl: Level 4 PURE, Uncut, Unrefined. Locked. Lightanium (4): A super-light titanium alloy that was innovated due to Dr. Light's refining techniques. Stat Code Level 3 Practical 040502 Something: When mixed with any material via Item Creation, becomes that material. Level 3 Crystal Shard (3) Can be worked like stone or metal. Weighs 5 pounds. Effect Code 050603. Contains either Wind, Fire, Water, or Earth essence
~~~~~~~ Equipment| ~~~~~~~ Ultimate Divine Razors Armored gloves made of a specialized nanotech that turns transparent when electrical current is run through it. The backs are decorated with sharp, silver quills no more than 3 inches, giving them a fearsome appearance. Effect: Cutting weapons ignore half of the armor of the target and are considered 1 Unit smaller than they actually are. Any ability that is at least level 2 is considered one level higher than it is while these bracers are equipped. Can be worn over other Bracers.
Weapons Zero Klaw: +22 ICERA. Spyke's most reliable and powerful weapon to date, it was vastly improved by replacing the basic focal lens with a Level 9 ICE gem. Weighs 15 pounds Reduces the cost of ICE techniques by 25%. On hit, steals 1 SDef from the victim until the end of battle and a 50% chance of Act Up (1/4). Treats the target's Ice Affinity as if it were 1 tick lower. Deals triple damage to foes with Ice Affinity -2 or lower.
Spyke Buster: +12 PIERCE. Spyke's only ranged weapon, it is highly compatible with beam sabers, allowing them to be docked so that the buster may draw power off them. Weighs 15 pounds Spyke has customized the grip and body for superior comfort and stability when he uses it, granting him a +9 To-Hit Accuracy bonus. Each charge level adds either +3 Damage or Accuracy and has no limit. Charge 1 adds half the saber's damage, and its element. Charge 2 adds the saber's status effects, with half chance. Charge 3 adds all other effects of the saber.
Armor Phazon Jumpsuit: +3/+9 Body Armor made from Phazon and weighing 2 units. Indestructible. Weighs 10 pounds.
G Vest: +7/+7 Body Armor made from a mysterious ebony fur. Can be worn with Body Armor. Absorbs all other armor, adding half their total defense bonuses to itself, split evenly between Physical and Magical. Secondary effects are fully expressed. For 1 Act, it can reduce either armor bonus by half to increase the other by the amount lost. Another Act can be spent to return it to normal. By expending a G Token Charge, a transformation occurs. By then expending a Level 2 Heroism Charge, another transformation occurs.
Storm Dragon Headband: Head Armor. A headband made from black Dodongo hide, a feather from Bahamut, and a yellow gargoyle stone set into a decorative yellow metal. Weighs 4 pounds. SP1 Bonus is applied twice to Lightning spells and once to Lightning techs. Lightning spells can be charged for three turns, turning it into a Breath Weapon with total damage summed into a single hit, and SP1 Bonus applied three times. Doubles MP cost, and reduces accuracy by 10.
Banditto Gloves: Gloves. Adds +5 to both weapons while dual wielding.
Magebrace Boots: +0/+0 Boots. Add Special Power 1 to Power for Armor Weight Limits. When Dual Wielding, if the off-hand weapon is used first, priority increases by 10. If this fails to inflict damage, the attack finishes after the attack it was meant to Interrupt.
Divine Whim Bucklers: (24/24 HP) +12 Evade. Does not take up Arms Slot, but adds +1 Weight to all weapons used. Weighs 10 pounds. When in Full Defense, can either receive 2 coins per blocked attack or spend 5 coins to attack with +10 PIERCE, Defense Base Stat. 0 damage from LIGHT and BLUDGEON, 2 from DARK and WATER.
Grieving Greaves: +2/+2 Leg Armor. Tragically beautiful greaves that possess a lost emotion, an empathy long ago hardened into hatred by passing judgment on thousands of wicked souls. They constantly give off a very quiet whistling sound, which grows louder every time the wearer makes a sudden burst of motion until it becomes a violent, mournful din. Weighs 8 pounds Points are accrued after 6 units of running. Moving releases all points for 5*Points Wind Damage. Maximum of 10 points can be stored. Each point adds 2 Defense, 2 Special Defense, and 2 Dodge. Ally attacked +1 point; Spyke attacked +2 points; Ally is given a negative status effect by an enemy +3 points; Spyke is given a negative status effect by an enemy +4 points; Ally downed by an enemy +5 points
Accessories Devotion Bracelet TW: Lightweight and made of beautiful dark blue and light pink scales in various bands of patterns. When Tiam is nearby, crits have 1.5x rate and 3x damage. When Warp is nearby, crits ignore all defenses and armor. Charged; Triggers when the wearer is KO'd. Choose one of the following: Fencer's Wrath: Tiam attacks the enemy who downed Spyke in a furious rage of stabs, ended with a vicious tail slap. Maverick Heart: Warp unleashes Aeterna Rave on the enemy who downed Spyke, finishing it with a vicious final burst from a mysterious portal. Lovers Kiss: Warp or Tiam, a matter of personal preference, appears from nowhere and catches Spyke, bringing him back to 1 HP with a tender kiss. Warp's version will also increase his SDef by 10, while Tiam's will increase his Def. This increase is permanent (for the fight). If both Warp and Tiam are around, however, upon activation, whichever one doesn't preform their preform their attack will instead preform Lovers Kiss on Spyke.
Spikelets: Made of two sets of Black Dodongo Scales, but has room for one more unit of metal, these small metal caps extend the ends of Spyke's quills into even deadlier points. +8 Weapon/Spell Damage to all quill-based attacks.
~~~~ Items| ~~~~ Special EX Heroism: Charge Level 0
G Token: Charged
Recharge (2): Recharges a rechargeable item.
Consumables Level 5 Dragonrust: A potent poison that targets dragonkind. Effective base stat of 30. Once every (SPwrII Bonus) turns, must make a SDefense check against it. Failure reduces natural armor by half and Petrifies a limb.
Candy: Recovers d200 HP, d120 WE, and grants 3 random, positive status.
Diploma of Arts - Support: Instantly master a move that is designated as "Support." Any move that doesn't deal direct damage.
Loaded Dice (2): When making a single dice roll, pick the outcome of the roll.
Paradox Stone (6): Holds the power of a paradox, distorting time. Halves Hour usage.
Perfect Plan: Spend 1 Hour + 20 MP to charge and state your intent. The IC attempt will succeed when you perform it, but as a bare-bones success.
Petaspore: Transform into a Level 100 Goomba. HP, MP, and Act are unaffected, but stats and move list are. Lasts ONE round. Level 100 Goomba Stats: Pwr: 80 SPwr: 70 SPwrII: 70 Def: 50 SDef: 50 Acc: 105 Spd: 105 Attacks to choose from. MP cost is paid by the user of the item. Adding 10 MP to the cost allows a Splitbonk (hits three). Petabonk: +25 Bonking attack. 4 MP. Fatal Touch: 60% Instant Death chance OR removes Big/Huge status. 15 MP. Elemental Crash: +15 ELEMENTAL. 12 MP. 50% chance of Status effect #1, 25% chance of Status effect #2. Area of Effect attack. Paragon Bonk: The ultimate Bonking attack! +35 PURE damage, three times. Costs ALL MP (Can still be Split, though) Restoration: +15 PLANT healing. Psychobonk: Attacks MP with DARK. 1/4 of damage dealt is absorbed! Act Thumper: Attacks Act!! 15 MP. Area of Effect attack Stat Thumper: Attacks any stat. 15 MP. Area of Effect attack
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Post by Daedalus on Nov 2, 2009 2:05:57 GMT -5
IRC Name: Daedalus
Name: Daedalus Game of Origin/Race: The Legend of Zelda: Oracle of Seasons / Half-earth dragon, half-white dragon
Age: 5000 Weight: True form: 23 tons. Anthro form: 300 lbs. Human form: 200 lbs Height: True form: 25' tall and 60' long with a 40' wingspan. Anthro form: 7'6" tall with a 16' wingspan. Human form: 6'7"
General Description: Daedalus's true form is a brownish western dragon 25' tall and 60' long. Although Dae is half white dragon, none of this color is present in his scales.
Daedalus's anthro form looks like a brownish western dragon standing upright at 7' 6" with a wingspan of 16'. He has four horns that are about 1-2" long on each side of his head near the top and a narrow muzzle and yellowish eyes with black slits in the center. He's wearing a black leather hiroka with two gim(chinese straight swords) hanging on his back.
Daedalus's human form looked like a slightly tanned man in his 40s that was 6' 7" tall with his brown hair cut short. His eyes a dark green. He didn't have any scars on his face, and his body was well built, adorned with a black leather jacket and pants. He wore boots, but these were specially tailored so he still had contact with the earth, in the fact that their soles contained bits of rock that stretched up to meet his feet, while on his back hung two gim(chinese straight swords).
General History:
Part of Gannondorfs plans to rule Hyrule included locking away some of the more powerful beasts around the area. There could be absolutley nothing in his way to the throne. After months of careful planning, he had the solution. He must capture the three goddesses. Din, Naryu and Farore. One by one he would get them out of his way so he could obtain all of the triforce, but first they had to reveal themselves. Common knowlege was that there was a dragon living in the woods around the forest. Of course it was a friendly dragon, yet he held more power than the dragon could possibly immagine. In order to lure his first goddess out of hiding, he would have to create a commotion that no one except a goddess could contain. Being the manipulative mastermind of evil that he was, he set his plan into motion. Din. She was a local dancer and yet at the same time she was the Oracle that held the power of the seasons, the power to create earth. She also created the most valuable jewel of Hyrule. One of three. The triforce of power was her creation, and currently it resided in the left hand of the most evil person in Hyrule. Gannon. This goddess also had other powers. Though she kept to herself her true status of what she was, there was a trusted group of people that followed her and protected her. They were her friends. Now, there was another player in our little story. One of the "Powerful beasts" of the area. He was the only dragon that was around. There were none like him, he was kind and gentle yet somewhat wild. This dragon even repressed his anger in battle. No one knew if he even had a bad side. Gannondorf left his black stallion at a nearby tree. The dragon was bound to come by sometime. Daedalus stayed by the river. It was'nt a very hot day but still, he was parched. There was a black horse off in the distance, why was there a horse here? With reigns of all things, weren't the animals here free? Daedalus shrugged and dropped his head to take a drink from the stream. He suddenly felt cold. There was someone else here with him. "So, does the master dragon of the forest grow weary of just being a gaurdian of a small area, haven't you ever thirsted for more?" There was a voice, talking down to him from the tree. There was a dark skinned man up in the tree. He looked to be a prince of some sorts. He was dressed like a Geruda. Daedalus knew instantly that this man wasn't to be trusted. Daedalus stared hard at the man before deciding if he was going to answer. He didnt want any more. This was home, and a good home at that. "No. Leave." Daedalus turned to leave before that same deep voice intrupted his thoughts again. "You could have so much more than this. Why do you limit yourself so? Fury is the only way to get what you want. You would be a great ruler, don't you want more?" The dragon wasn't easilly convinced. "I told you to leave." The man up in the tree sighed, and hopped down. He was actually going to leave. That was easy. The man whistled and his stallion was at his side immedietley. He sighed as he turned to mount the horse. "Might I say something before I retire back to my village?" Daedalus nodded. Something was off about this man. He wasn't normal. Those eyes. They were like looking into death itself. "Enfrat iffirus to utona miffra." The man smirked and left on his horse. Gannondorf knew he didn't want to be nearby when the spell started to work. "What a strange man...." Daedalus said aloud. Who was that man. Something about his eyes told him that he didn't want to know. Yet he dressed in Geruda royalty clothing. What did that strange phrase mean? Daedalus thoughts were interupted by a feeling he had. He started to feel cold all over. Shortly after, he started to shiver. When he went to move there was a shooting pain in his back. Memories of his past flashed before his eyes. His family, his home, his past life. His parents being slaughtered. Why was he remembering all this? There were shooting pains in him all over. He felt rage and other emotions build up in him. He roared. Maybe someone could stop the pain. And after that, everything went red. Din was sitting with her friends around the campfire they had made, discussing where they should travel to next when an earsplitting roar sounded through the woods. Then nothing. She got up and decided to investigate. There was a village nearby, maybe someone there knew of what was going on? She mounted her horse and traveled there. However. There was no village. There were no more trees. There was just fire. Daedalus awoke some time later. He was in a stone room. There was little light on the walls from various torches. "Daedalus. Dragon of the hyrulian forests..." There was a voice in his head. Wonderful. First he cant remember anything, now a voice. "You have been brought here for a reason Daedalus. You slaughtered innocent people." Blasphemy! He didn't remember doing anything. He could only remember those eyes. "Daedlus. I am the goddess Din. I am a protector of Hyrule. You killed so many. As attonment for your crimes, you shall reside here, until the hero of time releases you from your crimes against humanity." And so he waited. For years. Alone. Until said hero came. And he was released from this nightmare. Just to wake up on an island far from home.
He didn't know what to really do at first, but he eventually situated himself and made a few friends. Eventually, he, along with a few others, confronted Dark Father and destroyed him. He said goodbye to the friends he would likely never see again, then was separated back onto his own world, occasionally visiting Link when he could.
What your character hates most: Arrogance, stereotypes, dragon slayers that think they know everything about dragons, evil, destruction, Chaos.
What your character loves most: Beef(cooked or not), helping humans, preserving nature, swords, Order.
What your character hopes for: To find his point of origin and true purpose, to recover his lost memories.
Class: Fighter/Dragon
STATS: Level: 1 Current exp: 0 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: 120 Special: 40 Stamina: 60 Veterans and only veterans can place a maximum of 20 points here at creation. Act Points: 3 (Stamina/20)
~~ Static Stats - Originals get 140 points.
(3)Power: 30 (2)Special Power: 20 (1)Special Power 2: 15 (2)Defense: 20 (1)Special Defense: 10 (1)Speed: 15 (3)Accuracy: 30
Notes: ------------ Every 1000 exp: lvl up, 5 points to spend in HP, MP, or 1/4 act, and 5 points to put into stats.
Bonus deteremined by stat/10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Racial Ability: Dragonkind - Daedalus, like any dragon, is equipped with tough scaley armor, wicked fangs and claws, and illustrious wings. His claws are +14 Slashing, his fangs are +10 Piercing, and his armor is +10/+10. Daedalus cannot equip anything in his natural form unless it is specially made for him, and his Dodge chance on any attempt is halved due to his size, though any attack that does not somehow reach his head or body deals half damage (because it only strikes his legs). Sufficient damage to his legs though will cause them to give out and bring him down. Any body-based attack he makes is considered AoE1.
Ultimate Ability: Terrasunder - Daedalus smashes his cleaver into the earth, tearing open the area his foe is standing on as a large, unnatural fault(as if would happen during an earthquake), causing the foe to fall in before manipulating the earth around the foe to literary grind the enemy. 45+5*Level EARTH damage. After the fact, the target will quite literally be stuck in a 3 Unit deep hole and must climb or jump out to attack at melee ranged. Others must of course also jump in the hole to attack melee. Only Climb and Jump can be used while in the hole, and the trapped one suffers halved Speed for dodges.
Slot 1: Fire breath - a large cone of fire.. not much else to describe, 1 act MP cost is equal to SDef Bonus, Damage is equal to SDef*1.5. Damage is SDefBonus+10+Spwr
Slot 2: Ice breath - a large cone of cold.. freezes things, not much else to describe. ICE Spell Damage and MP cost are equal to SDef Bonus/2. 10% FREEZE chance.
Slot 3: Geokinesis - allows manipulation of the earth in the means of shaping it and moving it around, such as forming into a spike and sending it towards the foe, 1 act. Costs at least 6 MP, may cost more depending on how great a task the user is doing. Controls, but does not generate, Earth. Damage is SDef/10 +Spwr
Slot 4: lvl 1 Weapon Proficiency: Sword
Slot 5: Anthro form - allows Daedalus to take on a smaller form. 1 act. In his anthro dragon form, Daedalus can equip anything except armor with no wing space, gloves, boots, and helmets, and his natural weapons and armor are halved and he loses his size bonus when attacking. In full human form, Daedalus can equip anything, but cannot fly and loses his natural claws and armor.
Training Slot 1:
IC SKILLS
Blacksmithing: 6 Spellcraft: 4
~~~~
STUFF:
Ultimate Weapon: Cleaver sword +50 CUTTING sword, requires both hands no matter how strong the wielder is. Too large to Crit with.
Weapon 1: Gim sword(right hand) Weapon 2: Dragonhawk Sword
Armor 1: Gigas Mail
Hours: 48
STUFF:
~Weapon/Armor Slots~ -=+*Humanoid Forms*+=-
Head: Body: Black Leather Hiroka(clothing) Body 2(Anthro form): Black Leather Hiroka(clothing) Arms: Gloves: Belt: Legs: Black Leather pants(clothing) Boots(human form): Black Leather boots(clothing) Accesory 1: Accesory 2 Hand 1: Gim sword Hand 2: Both hands:
-=+*True form(Dragon)*+=-
Head: Body: Gigas Mail Arms: Gloves: Belt: Legs: Boots: Accesory 1: Accesory 2 Hand 1: Dragonhawk Sword Hand 2:
Coins: 40
Potion - 100% HP recovery Dragon Potion - 20% HP recovery (x2) Dragon Ether - 20% MP recovery (x2)
Gim (chinese straight sword)(X2): +8 cutting - Gim that Dae has always had with him.
Sword - Dragonhawk: A simple hook shaped sword made of shiney silver, the handle decorated with a bird motif and a single large silver feather. +10 Cutting damage. Shows it's true form when the wielder shows his. In Daedalus' case, this form is a gigantic, ornate +20 Cutting weapon which follows Macro damage rules, and can alternatively deal half it's total damage as AoE2 WIND. This weapon cannot be unequipped or equipped unless Daedalus is in his humanoid form, but will remain equipped once he transforms.
Gigas Mail: A suit of powerful looking armor that has absolutely no protective value. Apparantly it's hardness increases with the size of the wearer... +0/+0 Armor. If the wearer should somehow become huge, it becomes +10/+10. If the wearer somehow becomes REALLY huge, it becomes +20/+20. If the wearer somehow doubles in size yet again, it becomes +30/+30. Daedalus'.
EX Heroism: Heroism is a magical crystal that a player can use to empower his characters to break the rules. Its power is shared among all characters a player runs, and it has 5 levels of charge with various effects on each level. Using any of these abilities uses as many charges as the level of the ability.
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.
G Sphere - A crystaline sphere, pitch black in color and perfectly round, roughly as wide as a G Token. If one looks at it deeply enough, the faint visage of a fox looks back at them from the center, no matter how it's turned. Otherwise it just appears to be a black ball. This item can be used at any time, and has the following effect based on level. Level 1 - Create one item with an instant crit, as long as it would only normally take up to three rolls to complete. OR preform one Fusion as normal, with no cost of Hours or MP.
Level 2 - Preform up to three hours of Item Creation with instant crits every time, without spending Hours. OR preform one Fusion as normal, but combining three items instead of two. OR preform one Fusion as normal, without spending Hours or MP.
Level 3 - Preform up to three hours of Item Creation with instant crits every time, without spending Hours, Coins, or using up the materials you use, but each material "used" can only be "used" once during the three hours of effect. OR preform one Fusion as normal, but combining up to three items without them disappearing from your inventory. Hours, MP, and Glue are still spent. OR preform one Fusion as normal, without spending Hours or MP. (one use)
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Post by gadothelion on Nov 2, 2009 15:40:55 GMT -5
RC Name: Gado Name: Roronoa Zolo Game of Origin/Race: One Piece Age: 19 Weight: 155 Height: 5'10" Bounty: 120,000,000 Beli Zolo usually wears a green bandana wrapped around his arm. However, when he is fighting someone he believes to have great power, he wears it on his head, instead. General History: As a young boy, Zolo traveled to many dojo's, strong enough to defeat most adults. He would defeat them, and take their dojo sign, a great honor for the dojo. Until he came to one dojo, where he made a deal if he could beat the Dojo master's daughter, Kuina, he would give him the sign. If he lost, he would have to train under the master. He lost easily to her, and they became rivals, he challenging her many times. After losing for the 2000th time, he wanted in private a real match against her, with actual swords. He lost again, and told Kuina his dream of becoming the world's greatest swordsman. She confided in him that she shared this dream, but would not be able to do it, since she was a girl. He argued, and said he would beat her because of his skill one day, not because of his gender. They both make a promise to each other to become the world's greatest, but Kuina dies the next day. Zolo decided to complete the promise for the both of them, and accquired her sword from her father. Before this, he had just used two swords, but he trained furiously and used all three, one in each hand and one held in his mouth. What your character hates most: Losing a sword duel. What your character loves most: White Rice, Sea Monster Meat, and 'stuff that goes with ale.' What your character hopes for: To become the strongest swordsman. Class: Samurai Level 5 Hero ~~ Gauge Stats Life: 130 MP: 30 Stamina: 60 Act Points: 3 ~~ Static Stats - (4)Power: 40 (2)Special Power: 20 (3)Special Power 2: 30. (2)Defense: 20 (1)Special Defense: 10 (2)Speed: 20 (2)Accuracy: 20 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES Hero Ability - Santoryu Master: Grants perfect Dual Wield and Dual Wield Special, but only with Katanas. Also grants a rare exception to the Triple Wield rule, allowing him to use his head as a limb for wielding with it. Racial - Superhuman Constitution: Immune to blood loss effects. Ultimate Ability (Asura: 324 Pound Soaring Phoenix): Zoro uses his ultimate technique, Asura. He grows four extra arms and two heads, each holding a sword, nine in total. Each sword held in a hand pulls back, pointing behind him, and suddenly cuts forward, an incredibly more powerful version of his 108 pound Soaring Phoenix launching forward from the sheer force of all nine blades. 45+7*Level WIND damage. Sword Profiency Bull Charge: Zolo rushes forward with two swords pointed towards the enemy like a bull's horns, stabbing forward in a sudden flurry of several hits. Functions as Level 1 Combo. 4 hits max, 2 levels max. 108 Pound Soaring Phoenix: Zolo cuts forward with all three swords in a powerful slash, creating a spiral of air that rushes and cuts into the opponent. Adds up total damage of all swords used, then cuts that in half and deals it as WIND damage to the enemy, with Power stat behind it. Dragon Twister - Zolo takes up all three swords, spinning hard enough to create a tornado of air around him, damaging and repelling any near him. Creates an AoE1 zone of WIND, with Knockback chance and WIND damage equal to 1/4 the total damage of all swords used. Uses Power stat. Tiger Trap : Zolo raises up both of his ordinary katana, and rushes the enemy striking with all three blades at once. One turn charge, halves all Weapon damage, but has Stun chance equal to the total weapon damage (before the cut) IC SKILLS Blacksmithing 10 Writing Crafting Spellcraft Machinery Compounding Cooking ~~~~ STUFF: Wado Ichimonji: Zolo's most prized sword, the one he uses in his mouth when he uses Santoryu. It belonged to his rival and great friend Kuina, and he received it from her father shortly after she died. +12 CUTTING weapon. Ordinary Katana (x2) : A regular sword Zolo picked up somewhere along the line. +8 CUTTING weapons. Ultimate Weapon : Wado Ichimonji does not change much, simply flashing brightly as if it had just been made minutes ago, in it's prime. The two ordinary katanas in his hands both reform into two solid black onyx blades, the hilt a dark red color. Weapons become +30, +15, +15 respectively. 70 coins 96 hours EX Heroism: Heroism is a magical crystal that a player can use to empower his characters to break the rules. Its power is shared among all characters a player runs, and it has 5 levels of charge with various effects on each level. Using any of these abilities uses as many charges as the level of the ability. 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.
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plum
Goomba Food
Posts: 6
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Post by plum on Nov 6, 2009 5:21:32 GMT -5
IRC Name: Plum/Eighteen Character Name: Aria Rohu Game of Origin/Race: Legend of Zelda, Hylian Age: 19 Weight: 134 Height: 5'6"
General Description: A quiet girl with a timid personality and seemingly low self-esteem. She scares easily and keeps her earthly joys a secret, easily swayed and seduced by darksidedness.
General History: One summer night, Aria went wandering without guidance into the thick forests of western Hyrule, in search of a sanctuary where she could study forbidden scriptures in peace. She became lost in a fog, wandering aimlessly through the sinister woods before finally slipping into the Dark World. As terror and delight overtook her heart, she was beset by an ancient curse. A vengeful force took hold of her soul and possessed her, binding their souls together and transforming the girl into a lycanthropic monster in the pallid moonlight. Vengeance ran rampantly and she vanished into the forest, set loose upon Hylia.
When Aria woke late the following day she sensed a lingering presence in her mind, a new found strength within her soul, unprecedented gifts from a dark benefactor. She basked in the dawn of her awakening, staring through the heavens with new eyes. Aria was eventually found by a troupe of traveling musicians, who took her in and brought her back to the castle town. Spinning clever lies, her unholy secret remained safe from question. Aria was forbidden to wander into the woods and confined within the city walls unless otherwise escorted. For a time.
{+} {+} {+} {+} {+} {+} {+} {+}
What your character hates most: {+} Being struck in the eyes, nose (or tail) {+} Hiccups {+} Deep water
What your character loves most: {+} Reading & Dreaming
What your character hopes for:
Beyond her hunger for knowledge, Aria's dream is to be accepted and rewarded through devotion, pledging servitude to the will of the one who would call himself ruler of all evil.
{+} {+} {+} {+} {+} {+}
Class: Maiden Feral Witch Level: 1 Exp: 0 Static Stats: 140/140 Gauge Stats: 160/160
{+} {+} {+} {+}
Life: 100/100 Magic: 60/60 Act Points: 3
(1)Power: 15 (2)S.Power: 20 (2)S.Power 2: 20 (2)Defense: 20 (2)S.Defense: 20 (2)Speed: 20 (2)Accuracy: 25
{+} {+} {+} {+}
Abilities: 5/5
Racial Ability - Lycanthropy Effect: Exposure to moonlight transforms Aria into a hulking beast of a Wolfos. In normal circumstances roll d100 and 11-50 means night, but it occurs automatically if the GM specifically states it is night time. The full moon's light is especially potent, and occurs if the number lands on 1-10.
Werewolf Form grants +10 to Speed and Power, and augments all special moves and non-movement passives (Bonus changes follow the moves), as well as granting the natural weaponry listed at the bottom of the sheet. Also grants tough +15/+0 natural armor, though this can be bypassed if the target knows enough Hylian lore to specifically attack her tail. On the downside, Silvered weapons will deal double damage and mere contact with Silver will cause sufficient discomfort to keep her practically immobile.
1: a) Level 1 Running prowess b) Level 1 Climbing skill
2: a) Level 1 Acrobatic talent b) Level 1 Digging ability
3: Level 1 Grappling proficiency [Strongest when transformed] Transformed: Every failed attempt the target makes at breaking the grapple deals Aria's Fang damage for free, with no base stat.
:4: Savage Pounce [Strongest when transformed] Effect: Aria jumps at her target and slams into them hands-first, using her weight and momentum to bring it down beneath her. Depending on how hard she hits and what she smashes the victim into, it offers a wide range of environmental hazards. Deals damage as if with a normal Martial Arts attack. Hardness of the ground is added towards a Stun chance.
Transformed: Both Claws and Fangs are calculated into damage, and a struck target is automatically considered Grappled. Stun chance from ground hardness is multiplied by Run level.
:5: Death from Below [Strongest when transformed] Aria ambushes her enemy from hiding, grabbing her victim and pulling them down into her grasp. Utilized almost exclusively from underground holes she's dug, this can trap her prey in tight quarters with nowhere to run or dodge. It depends on the environment. Considered a Back Attack grapple that puts Aria at no risk but only locks down the enemy's legs, leaving them only partially helpless. If the enemy passes over the spot Aria occupies, this grapple attempt is instantly successful.
Transformed: Claw damage is applied, and if the grapple attempt is successful, Fang damage is applied as well. Aria can choose the standard grip described above, or draw the enemy underground with her if half her Dig level would still allow her to get to them. Even if she lets the target go they cannot Dodge her attacks or attack others, though they can attack her with natural weapons or magic only. The target can Dig their way out, but it's slow going without the skill (half a unit per attempt), and Aria gets a free back attack every time they try.
{~} {~} {~} {~}
TRAINED MOVES
Dark Bolt - Forms a ball of dark lightning and hurls it. 4 MP, +8 DARK damage. Spell damage is doubled every time the spell's target is redirected, either by a specific effect or by simply being struck by a Light or Dark weapon of greater power than the spell's current damage. Costs 1 Act and requires an Accuracy check versus the Accuracy of the last person to redirect it. This spell ignores PAT.
{+} {+} {+} {+}
Home Skills Every point in an IC skill is roughly a 1% chance at succeeding at any given simple task.
Crafting: 4 pts Spellcraft: 2 pts Cooking: 4 pts
{+} {+} {+} {+}
:Inventory:
70 Coins
Lunar Ocarina: A beautiful ocarina bearing the shape of a crescent moon. The sound it gives off is a stirring, hauntingly beautiful bass that brings to mind the howl of a wolf. Equipped as an accessory, allows one to play (or howl) certain songs as if they were abilities. For one round after playing any song, Power is enhanced by 15. If it is night, this is increased to 20. If it is a full moon, this is increased to 30.
The Song of Time: Sheet music allowing one to play the Song of Time. Undoes one attack, forcing it to be rolled again. Costs 6 MP.
Hylian Glass Bottle: Holds practically anything and is pretty much governed to be indestructible.
Spirit of the Wolf: A mystical talisman of a gem resembling the full moon and wolf fur. Effect: Increases Running and Jumping levels by 1. Bonus: May have certain powers when combined with Heroism...
Wolfos Claws - +12 CUTTING Natural Weapons. Dual Wield level is effectively doubled when using both sets of them.
Wolfos Fangs - +10 PIERCING natural weapons. A killing blow struck with these may turn the target into a thrall O.o if Aria wishes it.
Steel Paws - 1 HP Shield that instantly repairs when Full Defense is dropped, with a +10 Buckler Bonus. Full Defense only halves damage and doesn't work on magic.
Heroism Crystal: A blue crystal bound by a small chain that holds Aria's spirit.
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.
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Post by Spyke on Nov 8, 2009 1:58:11 GMT -5
~~~~~~~~~~~ Background| ~~~~~~~~~~~ IRC Name: Spyke Name: Mewtri Species: Pokemon, Mewtri Age: 2 years, 1 month Weight: 43.9 lbs Height: 3'9"
Description: Mewtri is covered from head to tail in indigo fur, which is darkest at his stomach, down between his legs, and throughout his tail. His bright green eyes peer out from a feline face with small ears atop his head, facing forward. His lengthy tail, which is as long as he is tall ends in a bulbous, rounded shape. His short forearms end in three rounded finger tips. Beneath his thin fur lies a visible layer of toned muscles. In short, Mewtri is a larger version of Mew with a different fur color. The proportions of his footpaws and head are similar to Mew's, while his arms and tail are similar to Mewtwo's proportions.
History: Mewtri was created in the basement of an abandoned mansion on the outskirts of Monfad. Having just recently been born, and sheltered from others, he has spent all of his free time eating, reading, and contemplating the purpose of meaning. As part of his mysterious creator's design, Mewtri will one day be able to surpass both Mew and Mewtwo as his psychic powers have the potential to grow into much more than mere telekinetic manipulation.
Class: Wild Pokemon
Hits: Knowledge Miss: Ignorance Hope: To come to know everything there is to know
~~~~~~ Stats| ~~~~~~ Level: 1 EXP: 0 ~~ HP: 90 PP: 70 AP: 3 (Sta: 60) ~~ (1)Pow: 15 (3)SP1: 30 (2)SP2: 20 (1)Def: 15 (1)SDf: 15 (2)Spe: 25 (2)Acc: 20
~~~~~~~~~ Affinity| ~~~~~~~~~ Mind +2: Poison -1, Decay -1
~~~~~~~~~ Abilites| ~~~~~~~~~ Ultimate Sanity's Eclipse: Mewtri unleashes the full potency of his psychic abilities, crushing the will of those standing in his way. Sharply increases his SP1 just for the duration of the attack. Deals MIND damage, with bonus spell damage based on some factor of the difference of his SP1 and his target's SP1. If the difference in SP1 is less than some amount, the target's mind becomes fatigued from the assualt on their psyche, losing most of their remaining MP and Special Defense. 40+4*Level MIND damage 10+2*Level MIND damage to MP. SDefense reduced to 0.
~~ Leveling Racial: Same-Type Attack Bonus (Psychic) Level 1: Trace Weapon, Psychoweapon, Psychocut, Levitate, Psychosteal ~~ Retraining Slot 1: ~~ Training Slot 1: ~~ Passive: Same-Type Attack Bonus (Psychic): Mewtri adds an extra SP1 or SP2 bonus to all MIND Abilities. Active: Trace Weapon: Mewtri can copy an ally's weapon proficiency temporarily, up to the level of this skill. Only one proficiency may be copied at a time. Costs a turn to concentrate (but no Act), and the ally must attack with that weapon type in this time. Trace weapon lasts SP2 Bonus actions for every time Mewtri sees the original holder of the proficiency use it. MIND-type action.
Psychoweapon: Mewtri creates a weapon that uses Trace Weapon's current type, which can be used by anyone. Lasts as long as Mewtri has PP, Mewtri is KO'd, or he chooses to end it. Costs 6 PP, and 3 per action to maintain. Damage is SP1 Bonus + SP2 Bonus MIND damage, with a cap of 20. Inherits the natural weapon bonuses of the type. If it copies any special traits inherent to the type of weapon, creation cost increases by 3 and damage is reduced by 2. Any numerical effects are adjusted to scale based on the original weapon and the Psychoweapon. Spell damage bonuses are not copied. Natural weapons count as a special trait.
Psychocut: A powerful, sweeping blade of MIND energy that cuts an opponent like a blade. +6 MIND, 4 PP.
Levitate: Mewtri can float indefinately above the ground or surface of liquids, becoming immune to EARTH damage and terrain effects, but cannot defend. Can be turned on and off freely (no Act), but takes one full turn to resume levitating.
Psychosteal: Mewtri, in his quest to understand everything, is not above immitating his opponents. When hit by an enemy spell, Mewtri has a cumulative chance to store the ability for later, at (50/Level)% chance. Once copied in this way, Mewtri can spend Hours to train the ability as if taught from his attacker. He can spend the time again to halve the slot usage for abilities learned this way. Stolen moves cannot be upgraded, modified, etc and are identical to those used by enemies, for better or worse. ~~~~~~~~~~~~~~ Item Creation| ~~~~~~~~~~~~~~ Resources Hours: 120 Coins: 25 ~~ Skills Smithing: 1 Writing: 4 Crafting: 1 Spellcraft: 10 Machinery: 1 Alchemy: 1 Compounding: 1 Cooking: 1 ~~ Tools Fusionist Handbook: It's a small book about the size of the Reader's Digest. Allows for Fusion. Pandora's Box: A special box with six symmetrical sides, only one of which actually opens. Required for Fusion and Defusion. Runic Lexicon: A massive, official looking book bound in thick black leather that looks somewhat aged, though the high quality velluum inside looks brand new. It has 80 pages, all but 10 of which are blank. Can be used in Spellcraft. Runes copied into this book will instantly go to an apparantly pre-ordained page, and once identified and named in the runic tongue, all relevant information on them will be filled in automatically. Runes in this book can be kept nice and safe, and the paper is much easier to copy them to and from than normal paper, as well as enchanted to give off the same energy as the rune on it, making it easier to identify as well. Common Name Translation Part of Speech, MP Rune A Fire Adjective, 2 Rune B Ice Adjective, 2 Rune E Lightning Adjective, 2 Rune G Poison Adjective, 2 Rune Q Cause Verb, 4 Rune R Cure Verb, 4 Rune S Damage Noun, 5 Rune T Prevent Verb, 6 Rune V10 Increase Ten Number, *1.2 Rune W10 Increase Ten Number, *1.2 ~~ Materials G Sphere (Level 3): Preform up to three hours of Item Creation with instant crits every time, without spending Hours, Coins, or using up the materials you use, but each material "used" can only be "used" once during the three hours of effect. Or preform one Fusion as normal, but combining up to three items without them disappearing from your inventory. Hours, MP, and Glue are still spent. OR preform one Fusion as normal, without spending Hours or MP.
~~~~~~~~~~ Equipment| ~~~~~~~~~~ Ultimate Focus Tailguard: A jointed, flexible metallic cover for the top of Mewtri's tail that seems to connect naturally to his Focus Suit. The end is adorned with a brilliant emerald which seems to hypnotize those who stare too closely. When equipped, it vastly improves the capabilities of his Focus Suit, whatever they may be at the time. Additionally, it raises all seven of Mewtri's stats. Doubles armor rating of Focus Suit, half PP costs for MIND moves, and halves negative mental status effect chances, only if Focus Suit is worn. All other attributes of Focus Suit are doubled. All stats +2.
Weapons NONE Armor Body Focus Suit: +5/+5 Armor. Custom armor designed for Mewtri's use only. It eases the strain of using his mental abilities, while also doubling as functional armor. Uses Head, Body, and Arms slots, it is made from a unique metal metallic blue in color, and protects his eyes with a stylish black visor. -1 to all PP costs for MIND abilities. -5% flat rate to negative mind-altering status. Arms X-Focus Suit-X Head X-Focus Suit-X ~~~~~~ Items| ~~~~~~ Special EX Heroism: Charge Level 5 G Token: Charged
Event Consumables
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Post by Spyke on Nov 10, 2009 21:07:23 GMT -5
~~~~~~~~~~~ Background| ~~~~~~~~~~~ IRC Name: Spyke Name: Kally Species: Mushroom Kingdom, Yoshi Age: 18 in Yoshi Years Weight: Never ask a female her weight ... Self-described as a normal, slightly pudgy and adorable Yoshi Height:
Description: A female yoshi with unusual tastes in music, friends, attire, and just about everything else that comes naturally to a Yoshi her age. In addition to her unusual tastes, she has unusual scales, as well. Her primary scales, those that cover her body are all a pearly white, and shine dully in the light. Her spine down her neck are never consistent, shifting and rippling like the aurora borealis. She also wears a modified karate gi, black in color, which has her saddle built on top of it. The saddle is dark grey, with red trim, and has white straps for the rider and their legs. She wears wrap-around headphones, which are always playing music from a player tucked away into her gi. When she's not wearing the headphones, she's wearing a plain white headband with a mother-of-pearl emblem.
History: Even as a young yoshi, she never felt she fit in with her peers. There were other white yoshis, but her spinal fins were what she felt seperated her from the others. However, these misconceptions she had about herself, placed distance between her and family and friends. She took to spending time away from other yoshis, and spent her time learning to read and engaged in countless days at a time reading about all sorts of fiction, historical and sci-fi. Her favorites usually included samurai in some form or another. For exercise, she spent countless hours by herself, practicing with a stick she had sharpened, trying to mimic the sword fighters she always read about. This leads to her rather sloppy style and development of her own techniques.
Class: Omniyoshi
Hits: Powerful, intelligent male yoshis or other reptiles Miss: High-strung people Hope: To be accepted (she already is, just she doesn't know it)
~~~~~~ Stats| ~~~~~~ Level: 1 EXP: 0 ~~ HP: 110+5 PP: 30 AP: 4 (Sta: 80) ~~ (2)Pwr: 25 (1)SP1: 15 (1)SP2: 10 (2)Def: 20 (2)SDf: 25 (3)Spe: 30 (1)Acc: 15
~~~~~~~~~ Affinity| ~~~~~~~~~
~~~~~~~~~ Abilites| ~~~~~~~~~ Ultimate Rainbow Superdragon: Kally's armor becomes unequipped and her elemental alignment is replaced during this superform. Kally picks any four elements, each of which is assigned to different parts of this ability. Kally sprouts powerful, feathery wings from her back, which is assigned one element. These majestic wings beat powerfully, dispering elemental AoE damage every time Kally takes an action. Her scales become one element, giving her affinity benefits with no negatives. A glowing aura of elemental energy surrounds her, dealing damage every turn that passes to nearby enemies, and each time an enemy attacks her. The final element is added to all her attacks as explosive AoE damage. Deals 40+4*Level damage of any element, distributed evenly among all targets. Grants Level 3 Flight and +3 NAT of one element for two rounds.
~~ Leveling Racial: Natural Mount Level 1: Sword Proficiency, Double-Grip, Iron Stomach, Elemental Eater 1, Elemental Adept 1, Elemental Egg Lay ~~ Retraining Slot 1: Slot 2: Slot 3: Slot 4: Slot 5: Slot 6: ~~ Training Slot 1: ~~ Passive: Natural Mount Sword Proficiency: Kally is proficient with one-handed swords, suffering no penalty. Double-Grip: Kally prefers the use of one-handed swords with an extended handle so it can be used comfortably with two hands. +20 Accuracy and Double Critical Rate. Iron Stomach: Kally, like most Yoshi, has a powerful stomach that can handle any meal. This is no different when she eats magic, granting +8 to SDefense to such attempts. Elemental Adept 1: Kally gains bonuses when she has absorbed spells, depending on the element. A half slot gives 3 Tier D elements or 2 Tier C elements. A full slot gives 1 Tier B element. Two full slots give 1 Tier A element. Water: Improves Speed Stat Lightning: Improves Accuracy Stat Soul: Adds MP damage to equipped weapons. Active: Elemental Eater 1: After dodging a spell, Kally can attempt to eat it with her long tongue, gaining its elemental attribute, but only one element at a time. The roll is based on her SDefense and the enemy's base stat. There is no penalty for failure, but if she succeeds, she spends 1 Act. She can use this to intercept spells cast on allies, but must spend 1 Act even on a failure. Can hold up to three spells at a time, with bonuses equal to either the MP cost or the damage of the spell eaten.
Elemental Egg Lay: When Kally replaces an element with a new one, the old egg is shed into the form of an egg, and can carry Special Defense Bonus eggs. Kally can eat the egg to regain its spells and element, with the weakest spell removed. Costs 1 Act and MP equal to half the sum of the spell power of spells absorbed to create, but takes 1 turn per spell. Eggs can be used like an item, dealing total spell damage, plus SP1 Bonus per spell absorbed.
~~~~~~~~~~~~~~ Item Creation| ~~~~~~~~~~~~~~ Resources Hours: 120 Coins: 100 ~~ Skills Smithing: 4 Writing: 2 Crafting: 4 Spellcraft: 2 Machinery: 0 Alchemy: 2 Compounding: 2 Cooking: 4 ~~ Tools Fusionist Handbook: It's a small book about the size of the Reader's Digest. Allows for Fusion. Pandora's Box: A special box with six symmetrical sides, only one of which actually opens. Required for Fusion and Defusion. Crystal Gem-crafting Tools: A lovely set of Crystal Gem-Crafting tools that glow with Kally's current element. Every "Level" of elemental makes the tools glow with your color and work better on jobs of that element: +8, +16, +30. Higher Tier elements give the tiers below it half that bonus. ~~ Materials G Sphere (Level 3): Preform up to three hours of Item Creation with instant crits every time, without spending Hours, Coins, or using up the materials you use, but each material "used" can only be "used" once during the three hours of effect. Or preform one Fusion as normal, but combining up to three items without them disappearing from your inventory. Hours, MP, and Glue are still spent. OR preform one Fusion as normal, without spending Hours or MP. Garo Soul: A sphere containing the honor and essence of a Garo ninja. A very useful gem with special powers. Level 2 SOUL gem. Contains the power of a level 1 Garo. Sweet Goo: Delicious, sweet goo used in cooking!
~~~~~~~~~~ Equipment| ~~~~~~~~~~ Ultimate Silverlight: Kally's ultimate katana, it shimmers with an unearthly glow. It has an intricately laced, white, wooden handle of two units in length. Deals PURE damage instead of Cutting Damage. Kally can drain her own element into the weapon to improve its power or can reduce the weapon's power by a desired amount. When she drains the weapon, she can either add a spell to her current element or change to a new non-PURE element, the spell power of both dependent on how much was drained from the weapon. Weapon Power is returned to normal the next time Silverlight is summoned. +25 PURE damage. Can 'spend' the damage of the weapon as if it were MP, with spell damage of any element at +1 per point spent, to put said spell in her stomach. Can also reverse this process, adding any spell captured to the weapon with standard damage stacking rules applied (Damage added is a separate count unless said element already has a damage amount)
Weapons Short Katana: +8 Cutting, 2-Unit Handle. Kally's first katana made with an elongated handle to suit her unusual style. Chromodachi: +12 Cutting, 2-Unit Handle. A graceful katana made of shimmering metal that mimics Kally's scales when wielded. It boasts a beautiful inlaid handle, long and made of polished, laquered ivory, with a Yoshi tongue carved in that wraps around and around from the small round crosspeice to the pommel. Nothing special normally, it reacts to the power of Yoshi's, in Kally's case, her elemental powers. Gains +2 cutting for every level of elemental resistance Kally builds up. Can be charged up to 3 turns, and each turn increases the effects of Elemental Adept on the sword by 1/3. (Elemental Adept doesn't affect the weapon, usually >.> <.< So what gets improved?) Can destroy an elemental egg of Kally's current element for no Act, adding half the spell damage to the sword's damage for her next abilty. Armor Body Gale Gi: +6/+6 Armor. A beautiful green gi with a leaf pattern on the linings. It's color changes with Kally's, but the change seems to be strongest with Wind, which turns it a glorious emerald green. Every Wind spell eaten has all factors multiplied by half again and grants her increased elemental resistance. (Was 1.5 up from 1.0, but that may not apply anymore) Green T-Shirt: A simple green TShirt. +1/+1 armor. Unknown properties. Head Sonic Tongue: This tongue-covering takes the Helmet Slot. Allows for an additional roll when using Elemental Eater.
Accessories Jack-O-Lantern Pendent: A handsome pendent depicting a grinning Jack-O-Lantern. Negates Fear Status if it connects by humming a calming song to the afflicted. If a Fear effect fails, the pendent reflects it at the same chance by transforming into a horrific skull and screaming at the user of the effect. Also, any Sweet food eaten has one of it's effects doubled, or one % chance in it's effect doubled (the pumpkin eats any crumbs that are dropped and smiles wider). Heart Peice: When equipped as an Accessory, raises max HP by 5! Not bad. Four Leaf Clover: A common clover with one leaf more then usual! Considered a premier lucky charm, and much sought after for this reason. Alone it makes a nice accessory, but you can also use it in various Item Creations as if it were raw material. ~~~~~~ Items| ~~~~~~ Special EX Heroism: Charge Level 5 G Token: Charged Recharge (2): Recharges a rechargable item.
Event Four-Pack of Candy Hearts: Funny little sugar tart hearts with cute valentines phrases written on them. Roll 1d6 to see what you pull out when you eat/give one! Can be targetted after you find out what it does, if you wish. 1: "Be Mine ^^" Transforms the target into an item O.o() The result depends on who it's used on. 2: "Kiss Me" Inclines the target to kiss you. They will ignore all other things until they accomplish this, and when they do, both of you will recover 10% of your HP and MP. 3: "I Love You" d3. Inflicts Confuse, Charm, or Manipulate on the target for 1 round. 4: "You & Me" Preform a powerful double attack with the target. All stats are added together, and the two attacks are preformed as if they are a combo made by one character. If there is synnergy of some kind, Stat Bonus for the damage stat is added to the first hit of each move. 5: "Cutie Pie" Inflicts Tiny status on the target. 6: "Hug Me" Inclines the target to hug you. They will stop at nothing to do this and ignore all else until it is accomplished. When the hug is done, the two huggers will fuse into a single powerful being. This being's stats will be (Stat + Stat)*1.5. This being will have all the passives and moves of both characters, and any levels in the same passives will be added. The being has the combined Act of both halves. Each player can use half of them, regardless of the proportion they occured at. This fusion only lasts one round, so make it count.
Consumables Yoshi Cookie: +5 Speed for SpwrII/10 Rounds Pack Lunch: A box containing a simple, nourishing meal traditional to Irish workers. It consists of a peice of bread, a bit of lamb stew, and of course, a chopped potato. And a mug of fine beer to wash it down! Costs 1 Act, but 4 turns, to eat up. Restores all Act and undoes any stat damage.
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Post by truewolves on Nov 13, 2009 1:24:59 GMT -5
IRC Name: TrueWolves
Name: Crono
Game of Origin/Race: Chrono Trigger / Human (Inborn Sky/Lightning/Light Magic)
Age: 18
Weight: 145lbs
Height: How tall or short is your character? EX: 5' 10"
General Description: Spiky Red unkempt hair and blue traveler's clothes when traveling with pieces of armor here and there. Such as his shoulder and a few pieces on his body. There are a few sheathed swords at his side and a bag to hold things at right side.
General History: Play Chrono Trigger, I'm not ruining it for you!
What your character hates most: Something he can't help fix, World eating giant space fleas from nowhere.
What your character loves most: Marle, His Friends, Sparing with his sword, Cats, Either
What your character hopes for: To keep his friends and the multi-verse safe.
Class: Lightning Swordsmen.
Level: 5 EXP: 585
STATS: ~~ Life: 110 (83) Magic: 30 Act: 4 ~~ Static Stats
Power: 35 Special Power: 20 Special Power 2: 15 Defense: 15 Special Defense: 10 Speed: 35 Accuracy: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Hero/Villain Ability: Timeskimmer - Crono is very experienced dealing with dimensional travel. As such, he is somewhat immune to being teleported against his will and trapped. If such a thing occurs, he can return freely to wherever he was after three turns, or half the time it would have normally taken, whichever is shorter. He can also sense and use most kinds of portal, though he can't make them himself. In addition, Crono can negate all but the Time costs of learning dual or even triple techs with Training Slots, as long as said tech is based on moves that are already known. Allies participating need only spend half the Time cost.
Racial Ability: Thunder Affinity (+1 Electric PAS for free)
PAT - Lightning 2 (Half Damage, Double gained from support) NAT - Gravity 1 (Can't be healed or boosted by Gravity)
Ultimate Ability: Luminaire Lunatic ~~ 45+5*Level damage. Half of this is CUTTING, the other half is LIGHT.
Slot 1: Single Edged Sword Prof Slot 2: Lightning Slot 3: SE Sword Prof LV 2 Lightning LV 2 Slot 4: Run LV 1 Climb LV 1 Slot 5: Cyclone Training Slot 1: (not yet acquired) Storm Training Slot 2: (not yet acquired) Slash Training Slot 3: (not yet acquired) Cyclone LV 2 Run LV 2
Lightning - Lightning Strikes a single enemy. ~~ Level 1 - 4 MP, +6 ELECTRIC damage on one target. ~~ Level 2 - 6 MP, +10 ELECTRIC damage on one target. Storm - Lightning Strikes an AoE centered on Crono. ~~ Level 1 - 8 MP, +6 ELECTRIC damage. AoE1 centered on self. Slash - Crono Cuts the air in a slash that hits all enemies between him and his target. ~~ Level 1 - Damage to each target is divided, after -all- other calculations, by the number of targets hit. Cyclone - Physical AoE centered on Crono.
IC SKILLS
Blacksmithing 8 Writing Crafting Spellcraft 4 Machinery 6 Alchemy Compounding Cooking 2 ~~~~ STUFF:
Ultimate Weapon: Dreemseeker ~~ +30 CUTTING. 50% Crit chance even if target defends, Critical Hit on a Dodge increases to 90% of one's Accuracy stat. ~~ Speed +10 while equipped.
Shining Swallow - ~~ The blade is rainbow colored, with an aura of light blue, so it resembles a rainbow stretched across a clear sky. 6 crystaline feathers in a rainbow of colors form a sword of crosspeice, with the seventh (blue) lying across the center of the blade. ~~ +14 CUTTING, +5 Speed, +5 Crit Chance, Weighs 10 Pounds.
Beast's Blade - ~~ A massive sword forged in darkness, so heavy that most could barely lift it, let alone swing it. ~~ 5 Unit weapon, +18 CUTTING, +8 DARK, Weighs 50 Pounds.
Nova Mail - ~~ +5/+5 armor. Cuts Slow, Stop, Charm, Sleep, Confuse chance by 1/5. ~~ Weighs 10 Pounds.
Royal Bandana - ~~ A beautiful bandana befitting royalty, but built tough enough for a hero. The Hylian royal crest is featured prominantly on the front, while a strange symbol of a red tear-dropping eye is hidden on the side. ~~ +4/+3 protection ~~ +10 for Power, SPower, Speed, or 5 to crit chance ~~ Helmet Slot, weight none. ~~ 1 Heroism charge can be expended to activate all four effects for one round.(ONCE per mission)
Bandana - (NOT EQUIPPED) ~~ +5 Speed, +1/+1. ~~ Helmet slot, weight none.
Chilling Bangles - ~~ +1/+4 protection. Protection is doubled versus LIGHT attacks. ~~ Arm Slot, weights 5 pounds.
10 coins 96 hours 2 Gravestone - SOUL element Stone. Fragile compared to most stone, but contains spiritual power of the dead. Weighs 6 pounds per unit. Effect Code 060305 1 Spirit Ice - Level 2 ICE Gem. Refined, Uncut, Unlocked. Harbors a dark aura.
EX Heroism Fusionist Handbook Pandora's Box G Token x2 G Ball (Auto Crit on one Item Craft Roll) Endless Flagon of Ether - Recovers 10% of MP and can be Recharged. Turkey Leg (max HP)
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