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Post by truewolves on Nov 13, 2009 2:32:17 GMT -5
IRC Name: TrueWolves
Name: Amaterasu The Sun Goddess
Game of Origin/Race: Okami - Sun Deity / Wolf
Age: As old as the sun, the wolf's body is only 4 or 5
Weight: 72lbs
Height: How tall or short is your character? EX: 2' 5" inches to the shoulder
General Description: This pure snowy white wolf seems to have a soft glow to her. Plants seem to be a bit more lively around her and in the dark, she seems to have a soft outline making the beautiful wolf easy and pleasant to see... For those with particularly strong sense of spirit or faith, or just those who can see the unseen, there is more. The plants grow at her steps and the red markings of a Japanese deity mark her face and body. Her joints have a brush like wind look to them as well. And the glow is even a bit stronger from her... giving her a look of power.
General History: Amaterasu has been the goddess of the sun for millinia, fighting off darkness during the eclipse and keeping the world bright... though a particularly bad chain of events 100 years ago managed to kill her body. When her world was reaching it's worst however all the power and hope of a powerful tree spirit managed to have just enough power to grant Amaterasu a new body... though it's lacking in most of her past power. With this she has fought and repelled the darkness that took over Japan.
What your character hates most: Evil, Pure Darkness, Water
What your character loves most: Nice People, Food, Being Dry
What your character hopes for: For the sun to shine and for the multiverse to remain safe.
Class: Divine Artist
Level: 5
STATS: ~~ Life: 70 Ink: 70 Act: 4 ~~ Static Stats
(1)Power: 10 (3)Special Power: 35 (40) (2)Special Power 2: 20 (1)Defense: 15 (2)Special Defense: 25 (3)Speed: 35 (2)Accuracy: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Hero/Villain Ability: Sun God - Grants +5/+10 Natural armor and allows any magical weapon to be used hands-free (standard proficiencies apply, weight does not). Weapon attacks made this way use SPower VS Defense, and SPwr Bonus is added to one special damage the weapon deals, at her choice. All of the above abilities vanish if her magic power is blocked somehow, her MP runs out, or she enters an area of great blasphemy suitable to harm a God. In this 'mundane' form, she cannot use weapons that aren't specially made to be used by a wolf , Natural Weapons of course counting. Being a god, Ammy may find herself bound by the rules gods abide by, and in such cases it will be noted.
Racial Ability: Wolf Power - Grants a super sniffer nose. Usable at the GM's discretion to detect things the eyes cannot.
PAT: Fire 2 PAT: Soul 1 NAT: Water 3
Ultimate Ability: The People Believe - Amaterasu takes in the praise and prayer of all those of her home world who believe in her... combining it with her own power and taking her true form as the Goddess of the Sun. Rays and Tenderals of light shine from her as her deity markings are noticeable by all, and much more complex. All her brush art's are brought beyond Moral Levels (Level 5) And her general ability improved... As well as her Ability to call on the Sun becomes a deadly attack. All with ink at half cost! On use, Ammy gains free attack upgrades equal to her current level, and the maximum level for all attacks is increased by one. Only abilities that are at least level 2 already can be upgraded this way. These upgrades alst for one round. MP cost halved for two rounds. Deals 45+5*Level LIGHT damage distributed evenly among all enemies.
Slot 1: Mirror Proficiency Slot 2: Prayer Beads Proficiency Double Edged Sword Proficiency Slot 3: Run LV 1 Jump LV 1 Slot 4: Paint (Dragon Style) -- Rejuvenation Slot 5: Paint (Rat Style) -- Slash Training Slot 1: (not yet acquired) Run LV 2 Climb LV 1 Training Slot 2: (not yet acquired) Run LV 3 Dig LV 1 Training Slot 3: (not yet acquired) Dig LV 2 Tread Water LV 1
Paint (Dragon Style) -- Rejuvenation - Fixes or replaces something (Non living) Works on just about anything, from laundry poles to pages in a book to divine rivers. Treated as a LIGHT type healing move of +6 that works on non-living things. 6 MP. Paint (Rat Style) -- Slash! - A Slash as if from a huge sword is "drawn" in to reality. +3 CUTTING damage, 4 MP.
IC SKILLS
Blacksmithing Writing 15 Crafting Spellcraft Machinery 1 Alchemy Compounding 2 Cooking 2 ~~~~ STUFF:
Ultimate Weapon: Elemental Legends - The Legendary Mirror Solar Flare (Fire) / The Legendary Blizzard Beads (Ice) / And The Legendary Thunder Glave (Lightning) Solar Flare rests on Ammy's back providing free fire to any action and protects her The Blizzard Beads provide free ice to any action and circle around her neck. They can be fired like a 2 shot shotgun and automatically "Reload" after some time The Thunder Glave circles around Ammy and provides free lightning for any action and is used in melee. +30, which can be either ICE or CUTTING. Allows any attack to be turned to FIRE, ICE, or ELECTRIC element, adding her SPwr Bonus to the spell damage an extra time as well.
Divine Retribution - A mirror usable as a weapon. +10 CUTTING +2 FIRE +2 LIGHT, increases SPwr by 5.
Wolf Fangs - +6 PIERCING natural weapons. Can freely be used while Grappling a target.
Wolf Claws - +8 CUTTING natural weapons.
Non Claw Attacks - Considered Martial Arts.
Astral Pouch - Accessory. Revives one ally or oneself with half HP. Recharges if the wearer consumes 10 food items, and for every food item consumed while it is 'charged', the heal amount goes up by 10%. (10 items eaten)
35 coins 96 hours
EX Heroism Fusionist Handbook Pandora's Box G Token x2
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Post by truewolves on Nov 13, 2009 5:13:38 GMT -5
IRC Name: TrueWolves
Name: Rainard "Rain" Game of Origin/Race: Breath of Fire / GrassRunner Clan.
Age: 17 Weight: 112lbs Height: 4' 11"
General Description: The Grassrunner still looks quite young for his age though he's no where near as bad as he was in the last game. He is finally hitting his growth spirts perhaps a few years to late, as well as being forced to mature when he found himself having to rely on himself rather then a friend or two all the time. However the wolf/fox looking GrassRunner still has pale grey fur and partly yellow eyes and still is short compared to most people. His head is very wolf/fox like and his whole body is covered in a rough and somewhat unkempt fur. Over this fur he has on some simple robes that are made to prevent tripping when running and sound when sneaking... his race is still a race of hunters. The one thing he can say is he at least will never get lost.
General History: His grandmother was human which means he's not full blooded, though he still passes for a full blooded Grass Runner. However as far as the clan goes he kind of lacks in the area of basics... However he Does learn magic very quickly compared to most, and has even used it to hunt. He self left his own village when he felt he didn't fit in after gathering enough supplies... He did fairly for a while for a few days before just being unable to use magic to hunt anymore and his bow broke threw mal-use... 2 days like this and he came across Sei... an avid fishermen even then and has traveled with him for a long time before leaving for a short trip threw the desert... that ended up in him being found half dead somehow in Hyrule during the crashing world events. (Some marysue crap was Ret-coned)
What your character hates most: Deserts, DAMN DESERTS
What your character loves most: Games, Melonfruits, pulling off a hunt, magic.
What your character hopes for: To master many kinds of magic and to get all the fighting to stop.
Class: Mage in Training
Level: 1 ~~ Gauge Stats -
Life: 60 Mana: 100 Act: 3
~~ Static Stats - (1)Power: 10 (1)Special Power: 15 (4)Special Power 2: 40 (44) (1)Defense: 15 (2)Special Defense: 25 (1)Speed: 15 (2)Accuracy: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Racial Ability: Hunting - Can gain Meat items from certain defeated enemies. If the monster already drops a meat item, Rain gets an extra piece of it.
PAT: Ice 5 PAT: Mind 1 PAT: Soul 1 NAT: Fire 3 NAT: Poison 4
Ultimate Ability: White Out - A Storm so powerful it prevents sight and almost prevents movement with Arctic winter temperatures that can only ever harm even those tolerant. However for those who Rainard is friendly with, all they feel is a slight and refreshing breeze as they can ignore the snow... keeping sight and movement for as long as the storm lasts. The storm overrides all other magical weather for at least it's duration. Deals 45+5*Level ICE damage, spread evenly among all enemies. Cuts Accuracy to 0 and halves movement skills of enemies for a round.
Slot 1: Cure (ICE) Slot 2: Ice Shard Slot 3: Unlock Potential Slot 4: Jolt Slot 5: Staff Prof LV 1 Training Slot 1: (not yet acquired) Bow Prof LV 1 Climb LV 1 Training Slot 2: (not yet acquired) Channeling Training Slot 3: (not yet acquired) Cure LV 2 Ice Shard LV 2
Spells: Cure - A refreshing cool cure spell. 4 MP, +6 ICE healing.
Ice Shard - An ice attack spell that can be charged for more effect. 6 MP, +6 ICE damage. Every Turn spent charging increases spell damage by 4 and MP cost by 2.
Jolt - Summon a lightning bolt from the sky. 4 MP, +6 ELECTRIC damage.
Channeling - Modify a known spell and channel it in to a weapon (Staff or Arrow). The next attack of the weapon will cast the spell, sharing the roll of the attack it is tied to for better or worse.
Unlock Potential - When dropped to 25% HP OR When given GM permission to "Snap" This "Transformation" is only noticeable in personally and for those who can see it, aura. Special Power 1 and 2 get reversed and at higher levels, Special Power 1 & 2, and Special Defense get a boost.
IC SKILLS
Blacksmithing Writing Crafting 2 Spellcraft 10 Machinery Alchemy 4 Compounding 4 Cooking ~~~~
STUFF:
Ultimate Armor: Robes of Creation and Destruction. -Robes of great magical strength, they have a dragon motif with pictures of it's namesake. +30 Spell Bonus. +10/+10 armor, added to whatever is already being worn.
Wooden Staff - +6 BLUDGEONING, grants +4 Special Power2 Shifting Ice Hat - UnStated
EX HeroismFusionist Handbook Pandora's Box G Token x 2 1up - Recovers target from Dead status and recovers 50% HP. 2 ori ethers 10 coins 96 hours
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Post by Jade on Nov 15, 2009 22:18:23 GMT -5
IRC Name:Jade` Name: Lyn (Lyndis) Game of Origin/Race:Fire Emblem 7/ human Age: 24 Weight: Lean Height:5'7" General Description: What your character hates most: Saying good by to people close to her What your character loves most: her friends What your character hopes for: Peace between the lands of her world General History: Born in the Sacaen Plains, her parents, Hassar, chieftain of the Lorca tribe, and Madelyn, daughter of Lord Hausen of Caelin were killed by bandits before the beginning of the game. She was named after her maternal grandmother. Later on she finds out she is the Heir to Caelin and she seeks out her only living relative, just to find a plot to over throw the kingdom, after that was all done and settled and the rest of the fire emblem game goes, she headed back to the plains where she felt she belonged Class: Lord/Blade master Level: 5 Gauge Stats - 140 Life: 100 Magic, Mental, Special, 60 Stamina: 60 Act Points: 3 ~~ Static Stats - (3)Power: 30 (1)Special Power: 16 (1)Special Power 2: 16 (1)Defense:16 (1)Special Defense: 16 (3)Speed: 36 (3)Accuracy: 30 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES Hero/Villain Ability: Blademaster - Grants Lyn a level 5 Sword Proficiency, usable with any one-handed sword. Grants +7 to damage and accuracy of all such swords. Racial Ability: Wartorn - Halves non-proficiency penalties of weapons. Slot 1:Classic Dash and Slash: Can only be used if enemy accepts challange. Lyn's Power and Weapon Damage are added to that of the enemy, and this becomes sort of a 'pool'. Then Lyn makes a Speed check and then an Accuracy check against the enemy in question. Winning one splits the damage between the two combatants, and winning two directs the entire damage at the loser. Nor armor or defense is used, but if one character wins both, roll for Unbreakable Crit. Slot 2:Drawing Slash: (Katana) ability allows Lyn to draw one of her swords and strike with it in the same act point, Current Damage caused (Double weapon damage) Slot 3:[Counter attack]:special effect: Once per enemy turn, If lin gets attacked by an enemy she has a 50% chance of counter attacking one of the attacks for free. If the enemy EVER critical misses, Lin gets a counter attack Slot 4: Slot 5: Parry Self Only. Add Wpn Power to Defense for a round. Caution: Weapon may break. 4 training slots IC SKILLS See further information in the Item Creation section in game info. For point of reference, every point in an IC skill is roughly a 1% chance at succeeding at any given simple task. Smith Hammer Mith Crafting Set: +5 to crafting Pandora's Box Fusionist Handbook the Unabridged version. Mystic Glue Blacksmithing 13 Writing Crafting18 Spellcraft Machinery Alchemy6 Compounding Cooking ~~~~ STUFF: Equip Slots: Helmet:Circlet of Mage Power Body: Dragonblaze Armor Arms: Gauntlets: Belt: River Katana Sheath Legs: Dragon Blaze Armor Boots: Accessory 1: River Katana Sheath Accessory 2: Circlet of Mage Power: +2/+2 armor. Adds SPwr Bonus to physical strikes that deal Magic damage, such as enchanted strikes. Dragonblaze Armor:+10/+8 Armor. Grants: Level 2 Fly, Fire absorbation, Flamebeat attack (When you earn a Counter against a Fire move, you can retaliate with a beat of wings that kicks up a firestorm. +8 AoE FIRE) [It's perfectly fitted to your form O.o Wearing it, you would think it was skin. It's made of pitch black metal, smooth and warm to the touch. Flames seem to race across it's surface like a liquid.It has two large dragon wings poking out of the back, red on the inside with black ribbing.It has a really cool skirt like you're used to wearing, which is Firecloak on the inside with black metal scales dotting it. It's just there for looks though.] With a beautiful golden reciever for gems, It's situated neatly at the bottom center of the armor, attached to the top center of the dress part with a lwind gem in it. Loup de Congeler +10 ICE katana. Maybe have hidden powers... River Katana: Power: 12 Water elemental Cannot be broken Warrior's sash +5 to power when it is held holding it increases Speed by 5. A further +4 is awarded to Priority when attacking with it, and it has a +4 Buckler Bonus to dodging River Katana Sheath: +12 Bashing weapon, can contain one weapon, and has special powers when that one weapon is the River Katana. Cake It's her favorite flavor! And has candy Sacred Stones dotting it. The candles are shaped like various tiny weapons and there's a beautiful image of the Mani Kati decorated into the frosting. Each peice of cake costs 1 Act to cut off and another to eat. And will recover 33% of your HP There are 9 peices. Tell me when you eat the last one. 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. sapphire: The sapphire is high quality, but is uncut, unrefined, and not yet Unleashed.Once Unleashed, it will be a level 4 Water gem 33 coin 105 free time 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. 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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Oceanblaze
Goomba Food
Keyblade Wielding Paraposter of d00m
Posts: 8
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Post by Oceanblaze on Nov 20, 2009 13:33:01 GMT -5
IRC Name:Oceanblaze
Name: Naruto Uzumaki
Game of Origin/Race: Naruto/Human
Age: 13 Weight: 130 lbs. Height: 5'6
General Description:
[image]
General History: Naruto Uzumaki, was born in the village hidden in the leaves. Withen in him is the spirit of the ninetailed fox a sacred yet vile creature who before his being sealed raged across the lands giving rise to a time of chaos. Because of this beast inside of him for a long time Naruto was shunned thought to be a monster. He lived alone and aside from the 3rd hokage and his ninja academy teacher Iruka he had no one he could truly rely on. However Nartuo's determination and constant belief in never giving up has caused him to exponentially grow far exceeding the expectations constantly of all those around him. His progress has given him praise in konoha turning the malice in peoples eyes to pride and hope. He and the other eleven youths of leaf village work together to defend the there home from invaders. Naruto greatest drive is to train hard and never back down so that one day he might become hokage. Naruto display time and time again an almost limitless reserve of chakra(magical energy to most people) this in combination with his the nine tails chakra inside him makes his ability to survive in battle almost second to none.
[image]
What your character hates most: Perverted people a who are above his own level Rivals People who shun others People who break vows, use others, live or fight for insignificant reasons.
What your character loves most: Ramen(any kind),Sakura, 3rd Hokage (Now deceased), Iruka Learning new Jutsu, Improving himself
What your character hopes for: Becoming hokage someday.
Class: Ninja
~~ Level 5 Starting Experiance - 5000 Experiance Growth
Vital Stats (160) Stamina: 110 Chakra: 50 Beast Chakra: 4 - (0/2) (40) Act Points: 5 ~~ (160) (3)Power: 30 (2)Special Power: 20 (1)Special Power 2:10 (2)Defense: 20 (2)Special Defense: 20 (3)Speed: 30 (3)Accuracy:30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Hero Ability. Believe It! Naruto is mind bendingly persistant, and has the mental and physical stamina to back it up. Even without the Nine Tail, his Chakra is twice as well developed as an average person, and this manifests as a steady recovery of MP. Naruto recovers his SPwrII Bonus in MP every round, and regains twice that at the end of every battle. His final resting recovery rate of MP and HP outside of battle is multiplied by 1.1. Failing this... The Nine Tail Shroud comes out to play.
Level 1 Nine Tail Shroud Transformation can only be preformed if Naruto is below 50% HP, or an ally is downed. It has the following benefits. For every Beast Chakra Naruto has at any given time, Speed and Power is increased by 3, and his SPwr Bonus is applied to unarmed attacks. In addition to this, his normal attack become semi-ranged (such as a spear might be), granting him increased Priority against enemies with weapons shorter ranged than a spear and negating any ability that reads his moves.
Racial Ability. Jinchuuriki The spirit beast inside Naruto grants him a secondary Chakra pool, called Beast Chakra. It starts at 20, for 2 BC Points. For every 10 Gauge Stat Points invested, he gains one more BC Point. It caps at 6. Spending one of these points on a move he is using decreases it's MP cost by 10. This can bring the cost to 0, but not below it, and any overflow is lost. These points cannot be refilled by ANY way except natural regeneration. Naruto regains one such point at the end of any round where he doesn't use any of them.
Ability1. Hand to Hand Prof.
Ability2. Short Blade Prof. Ability2. Throwing Prof.
Ability3. Shadow Clone Heel Drop Naruto creates several shadow clones who somersault into the air then come down spinning landing the heal of there foot on the shoulder or head of an opponent either all at the same time or one afther another. This attack can only be used if there are Clones on the field. Naruto and every Clone participating pays 1 Act. The target of this move can react to each one separately, but must decide either Dodge or Defend for all of them, meaning they cannot dodge some and defend some. Other than that, simply calculate it as a chorus of normal attacks. Only one of these hits can Crit. Total Stun chance of each hit is added up at the end and rolled for martial arts attacks, and if done with weapons, half damage of the weapon used is added instead. If the target of this move is larger than an average human, Naruto can choose to direct the clones to all strike at once. In this case, add up their Power stats and divide by 2. If this attack crits, instead of double the end damage, simply add Naruto's Power stat again. The stun chance is still possible.
Ability4. Shadow Clone Toss Using the shadow clone technique naruto can create a shadow clone of of object. Most often used with his kunai or shuriken naruto can create a ministorm of ranged attacks for a single object. Turns one thrown weapon into 3. Roll once to see if all three hit, and Power is applied only once. Armor is applied to each hit. It costs 1 Act and 2 MP for every 3 damage the weapon deals.
Ability5. Multi-Shadow Clone Jutsu Allows Naruto to make any number of Shadow Clones, as long as he has enough MP. Each clone costs 10 MP. The stats of the clones, and Naruto himself, MP and Act included, are all divided by the total number of clones created, though a clone's SPwrII, Def and SDef are irrelevant because even the slightest damage will destroy them, even if damage is reduced to 0. If a Beast Chakra Point is used to pay for a clone, that clone will not count toward the stat divisor. Clones do not innately possess Naruto's items or any of his equipment. When a close is destroyed, all EXP it has gained, things it has seen, and any remaining MP or Act is had are given to Naruto, though in the case of MP and Act, his total after the clones are destroyed cannot be greater than his total before they were made.
Trained Abilities
15 Points to distribute among the following: Blacksmithing - 4 Writing - 4 Crafting - 1 Spellcraft - 1 Machinery - 0 Alchemy - 3 Compounding - 1 Cooking -1 ~~~~ STUFF: Coins - 50 Hours - 24
Basic Ninja Gear. Ninja Kit: When used, pull out one of the below items; The kit itself has 10 Uses. Emergency Shuriken: A small shuriken that is instantly destroyed upon damaging the enemy. 8 Cutting damage, but doubled Crit chance. Weighs 5 pounds. Emergency Kunai: A small kunai that is instantly destroyed upon damaging the enemy. 8 Piercing damage, double AP chance. Weighs 5 pounds. Invisible String: When used before a Shuriken or Kunai, two additional attacks can be made with it before it breaks. Each attack with it uses Act normally, and using the string takes one as well. Exploding Tag: Can be thrown most places and will stick in place if it hits the enemy (-20 Acc penalty if you try to do this). When willed to explode for 6 MP, it detonates into a 25 FIRE damage AoE. Ointment: Heals 5% of your max HP.)
Weapons 1.Grand Kunai: +20 Cutting/Slashing. A VERY large kunai with a unique power. Combined from the massive sword of the mytrhil knuckle and naruto's favorite fighting kunai. Weighs 30 pounds. Grants one level of Dual Wield and Dual Wield (Different).
Materials 1.Mythril Soul - A mysterious gem possessed of an ironclad power. L3, Unleashed, Uncut, Refined. 2.Beamos Shard - L2 LIGHT Gem. Unleashed. Uncut. Unrefined. Can be fused instantly to another Beamos Shard to form an L4 Light gem. Great for focusing light.
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 Mystic on Dec 4, 2009 12:07:37 GMT -5
IRC Name: Marco
Name: Mystic Game of Origin/Race: Super Mario Brothers/"Human" (Star Spirit)
Age: 17 Weight: 177 lbs Height: 5'8"
General Description: Mystic is a 17-year old person, with clothes similar to that of his idol and master, Mario. He has a blue shirt, blue jeans, and a blue Mario-esque cap. Under his hat is a head-full of brown hair, the strands ending at when it touches his ears, and spikes up at the front, although cannot spike fully due to his cap, so it curves a little. Mystic has brown boots, white gloves, and a teenager-like look with no facial hair. Unlike Mario, he has a pretty average body, not fat, but not skinny. General History:
Mystic has no mother or father, because he wasn’t born the way humans are usually born. Actually, he was originally a power star. His origins are in the Star World, where his life as a power star has been grand. During his life, Mystic had abnormal powers, and trained himself to hone his magical skills to be guardian of the Star Rod. At one point, Mystic decided to prove himself to the seven Legendary Power Stars, so he can become guardian. During the examination, Mystic showed off his ability to change into a human, shapeshifting into it. He turned in a male teenager, with clothes similar to his idol, Mario. This is when Bowser decided to show up by breaking into the temple. Mystic was blown away by Bowser’s strength due to a cheap shot, and he fell to Earth, landing on Star Hill, out cold.
He was found by Princess Peach Toadstool an hour later, and was sent inside the castle in a bed. When he opened his eyes, he saw the Princess along with Mario and Luigi looking at him. When Peach asked where he came from, it turns out, he doesn’t remember. The fall made from the Star World made him lose nearly all his memories, only allowing him to know his name, and only a little bit of his powers. Due to this, he was also stuck in his human form, unable to turn back into a Power Star since he doesn’t know he was one. Due to all of that, Mystic developed a resentment for his past, because he doesn’t know it.
Despite all of this, Mystic has grown emotionally attached to Peach, Mario, and Luigi. Mystic lived with the Mario Brothers while becoming the apprentice of Master Mario while becoming good friends with Luigi. Mystic has the tendency to use their proper titles, calling Mario “Master”, and Luigi “Master Luigi”. As for Peach, well, Mystic eventually developed feelings for her, although he does know about how Master feels for her, so he doesn’t show them, keeping his friendly style towards her. Thanks to Master Mario, Mystic has regained his basic knowledge of magic, and also became a good acrobatic. He became a well-known mage in Mushroom Kingdom, well popular, even to Bowser. Mystic’s life was very grand… all until he entered that tournament…
What your character hates most: Villians who disrupts stability. What your character loves most: Being with friends. What your character hopes for: To carry on the name of the Mario brothers.
Class: Jumpman
Level: 1 Coins: 34 Hours: 120 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain.
Life: 90 Special: 70 Stamina: 60 Act Points: 3
~~ Static Stats -
(1)Power: 15 (2)Special Power: 25 (2)Special Power 2: 20 (1)Defense: 15 (2)Special Defense: 20 (2)Speed: 20 (2)Accuracy: 25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Racial Ability: Star Power - CELESTIAL elemental tier can be used, but not at true power until earned.
Ultimate Ability: Rebirth: Description: A sudden ephiphany of mystical knowledge which enters into Mystic, making him fall into a 'trance' as his body suddenly gains the capacity to hold and use all elements to their full effect, although the dominant element is Celestial. Mystic's energies forms into orbs that orbits his body, meant to protect him, but to also be used in sync with his attacks. Defense Effect: 19 orbs are formed around Mystic, one representing each element. Each orb takes a hit for Mystic every time he fails to dodge or defends, and the element which defends for him is randomly chosen. Against AoE attacks, more than one orb is used to defend Mystic if he happens to be hit. Offense Effect: For every attack Mystic performs, up to five orbs can be used in sync with the attack. Mystic can also manipulate these orbs to come from different directions to cause flanking tactics. Each orb adds onto the damage from Mystic's attack directly like a combo ability.
Offensively, up to five orbs can be added to each attack, with Mystic's SPwr Bonus applied to each one, but no base stat. By spending 1 Turn coordinating their motion, the extra hits can each be counted as a back attack. Fire, Poison, Decay, Light - +8 Plant, Lightning, Gravity, Mind, Ice, Wind - +6 Soul, Earth, Water - +4 Dark, Celestial - +12 Chaos, Order - +10 Null - +16 Pure - +20
Defensively, a defending Orb will apply the following reduction of damage to any attack. These values are doubled for attacks of the same element as the orb or those it is a possible 'counter' to. Fire, Poison, Decay - 8 Plant, Lightning, Gravity, Mind, Ice, Wind - 12 Soul, Earth, Water, Dark - 16 Chaos, Order - 20 Light, Null - 24 Celestial - 32 Pure - 80 to -any- damage
35+3*Level damage of any element, distributed evenly among all enemies. Level number of Orbs can be used before they all disappear. Any given Orb can only be used Level/19 times (round up)
Slot 1: StrongArm: Description: A breakthrough ability that Mystic developed, using both the strength of his own body combined with his elemental energies. Mystic throws a punch to a target, and upon landing a concentrated amount of wind energy shoots out like a jet stream, sending the opponent away from him. This can also be used from afar, but is considered weaker due to the fact he cannot land his punch and is purely relied on magic. The knockback however is still there. This is also meant to be used as a counter-ability towards close-range attacks, although it can still interrupt from afar. Effect: 6 MP, usable as an Interrupt. +3 WIND damage 'Enchanted Strike' style. 20% Knockback1 chance. Damage halved if used at range.
Slot 2: Fireball, 4 MP Description: The basic 'magic' of the Mushroom Kingdom, Mystic shoots out a bouncing ball of fire. Effect: +8 FIRE damage.
Slot 3: 1/2th: Jump Level 1 1/2th: Fist Fighting Level 1
Slot 4: Star Beam: 6 MP and 1 AP With Mystic's regained knowledge of the power stars, the Mushroom Mage now has the power of celestial energy. With just a wave of his hand, he can send of giant beam of Celestial energy crashing down on a target. Ability would cause damage as well as having a percent chance of dispelling status buffs. (See Paper Mario). Effect: +6 CELESTIAL damage, 6 MP. Has a chance of removing positive status effects depending on their Level, as below. 1 = 20% 2 = 15% 3 = 10% 4 = 5%
Slot 5: Mystical Twister: Description: A Mario Bros ability passed down to him, then 'twisted' for his own taste. Mystic extends his arms outward and and spins around constantly, hitting any opponent constantly near him, which also allows him to attack opponents that are behind him. Mystic also specializes this by inputting the Celestial element into his fists to add more damage, and he can also fire projectile-type abilities while he spins around. Effect: Mystic becomes a living, AoE1 +6 CELESTIAL Enchanted Strike area. Can use projectiles at half Accuracy without stopping his spin, but cannot Move or take other actions. Dodge is halved for as long as he spins. Costs 6 MP, with a 1 MP upkeep per turn.
Old Training Slots: 10 slots available New Training Slots: 1 Slot Available
IC SKILLS
Blacksmithing: 0 Writing: 12 Crafting: 0 Spellcraft: 5 Machinery: 0 Alchemy: 3 Compounding: 0 Cooking: 0 ~~~~
EQUIPMENT:
Ultimate Weapon: SuperNova Description: A staff that oddly shares a resemblance to the Star Rod. Bulky in size but feels rather light. On the staff there are blue symbols inscribed on it, which if translated says "Every dead star is reborn". Effect: In addition to increasing Mystic's magical abilities, this staff allows Mystic to input his orbs into the staff and grant an immunity to that element without any drawbacks, and also allows the drained element to be used in replacement of his attacks. Despite this, Mystic can only store one element at a time. Special Effect: If Mystic happens to KO, the Staff's magical energies activate and restores power into Mystic, putting him back up to full HP/MP/ACT, but also setting all orbs into Pure Element.
+30 MAGIC rod. Weapon can be sacrificed prematurely to completely restore Mystic, even if he's dead. If used while Ultimate Attack is in effect, one Orb can be placed within, allowing Mystic to change any spell he casts to that element, and making him immune to it. The orb will stay in place even if his form runs out, until Supernova does.
Weapon 1: Seraph Staff Effect: +10 Bludgeoning weapon, +8 Magic. +12 when using Fire or Light magic. Weighs 8 pounds.
Weapon 2: Shoes: Description: Just regular shoes, quite stylish though. Take up Shoe rather than Weapon slot. Effect: +10 Power when landing on someone's head or kicking them. Weigh 5 pounds.
Armor 1: Mageforce Gauntlets (Hands) Effect: +5 Special Defense. Gains ability to create magic barrier. The barrier has the element, Special Armor, and MP cost of the spell channeled to create it, and lasts for up to three attacks that hit it.
Armor 2: Angel Cloak (Body) Description: Beautiful white robes made of angel feathers. Effect: Besides having great physical and magical protection Mystic can use it to transmute cast spells into a rain of feather daggers, but SPwr bonus will not apply in any way to the damage. Still uses SPwr as a base stat, though. +6/+7 armor. 2(5) Units of size, weighs 5 pounds.
Armor 3: Phoenix Helm (Head) Description: A handsome helmet depicting phoenix wings spread wide. Effect: When off the ground, applies SPwr Bonus one extra time to Fire type moves. Also, allows Fireballs to be spat for half MP. Finally, a dramatic Diving Burst can be preformed, which doubles MP cost of the move you use it with, but applies SPwr Bonus once per Unit upward you are. Does not stack with the above effects. Weighs 5 pounds.
Accessory: Super Cape Effect: +4/+4 Defense, acts as a +8 Bludgeoning weapon. When attacking, a momentary Reflect effect is generated which also works on projectile weapons or techs. Also, by running 4 Units of distance, can gain Level 2 Fly temporarily (until Exhausted) A Flying Tackle can be preformed which multiplies the weapon damage by number of Units upward. 1(4) Units in size, can be worn with other garnments. Weighs 8 pounds.
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ITEMS:
Consumables
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. 20 Coins.
Monomate: Heals 25% HP; A thick gel that is packed with nutritious vitamins; Tastes pretty funny, though.
Shedding Paper (40 Pages): Paper made from the shed hide of the more petit dragons. Very tough, but kind of hard to write on.
*Ink(2) ... 15 Coins A bottle-full of Ink. Black is the standard, and colored ink costs 5 coins more. A 'bottlefull' contains 4 Units of ink.
Acolyte Incense (1): A medium-sized bottle with a flattened sphere on the bottom and a long neck at the top that loops once before flaring out like a horn. Putting fire anywhere near the mouth causes the oil inside to burn nicely, filling the room with a deep, earthy scent that's good for meditation. Enough is there for 2 hours of writing or two books worth of reading Enables 'Enemy Biography' to be read Enables 'Prophecy' Writing IC operation.
IC Tools
Phoenix Quill: A beautiful crimson plume that's good for writing. Gives certain kinds of writing a +8 to Skill.
IC Materials
Level 2 Crystal: Wind Element. Unrefined, cut, locked.
Level 3 Crush Gem: Gravity Element. Refined, uncut, unlocked.
Level 2 Jade: POISON aligned Stone. Weighs 3 pounds. Effect Code 030206
Rare Consumables
Magic Coal: When thrown in the midst of an enemy and subsequently hit with a spell, it hits three people at the same time.
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 Mystic on Dec 4, 2009 20:22:46 GMT -5
IRC Name: Marco Name: Drusilla Teresa Andromache Game of Origin/Race: Legend of Zelda/Human Age: 20 Weight: Lol Height: 5'6" General Description: Drusilla Teresa Andromache (Prefers to be called Teresa) is a fighter mage who prefers using the sword/shield combo. She has long brown hair that goes to the middle of her back, blue eyes, and non-pointed ears. Picture: Here. Credit goes to Masaru.General History: Drusilla Teresa Andromache was born in Hyrule, during the Ocarina of Time period. She lived through the time period of when Ganondorf took over as a child, and holds a deep resentment over him. She has heard of great stories of the Hero of Time, and how he thwarted the great Ganondorf from his throne. She used this as her motivation and a reminder to her when she joined the Hyrulian Guard at the age of 14. She has not done anything excellent, but shows a lot of promise. She has learned the way of the sword, as well as having a high affinity of magic, but she prefers using the sword while keeping herself protected with her magic.
Her times with the Nintendo Special Forces during "Act Two" was annoying and rather dreadful, but at the same time life-experiencing and something she holds closely to her heart. Through the time, she met her idol, The Hero of Time, as well as other memorable faces, two she holds closest to her being Lyndis and Jing. She now currently works on perfecting the sword styles she was trained in during her time in Caelin.What your character hates most: Her comfort zone being tarnished. What your character loves most: Her friends, and of course putting her skills to the test. What your character hopes for: To one day crush all evil power on Hyrule and Fire Emblem. Class: Heroine Level: 1 Coins: 15 Coins Hours: 120 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain. Life: 100 Special: 60 Stamina: 60 Act Points: 3 ~~ Static Stats - (2)Power: 25 (2)Special Power: 20 (1)Special Power 2: 15 (2)Defense: 20 (1)Special Defense: 15 (2)Speed: 25 (2)Accuracy: 20 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES Racial Ability: Hyrulian Lore - Hyrule is a dangerous land, and even children are tought the basics of self defense against them, just in case. At a glance, Teresa will know the name, primary mode of attack, and any weaknesses of any Hyrulian monster, including sentient species. Ultimate Ability: Lucina's Beauty Description: A mystical and graceful dance from ancient hyrulian history, meant to be used only by the most skilled of female dancers, integrated with their arts of combat. Teresa uses this by starting up her dance. At this point, she can "shift" her dance to any of the three goddesses (1 - Din, 2 - Farore, 3 - Nayru), or all of them at once which involves a vigorous dance. Each Dance shift involves different beneficial effects, with the Goddess Dance giving all benefits at once and then some. However, the Goddess Dance can only be chosen through a random roll at the beginning of the dance, and cannot be shifted to. Effects: This ability is considered a stance that allows free movement despite being in a constant dance. Roll 1d4, effect depends on number rolled. Or just choose one at the cost of halved effectiveness (Goddess can't be chosen) 1, Din - Power doubled, FIRE immunity 2, Nayru - SPower doubled, ICE immunity 3, Farore - Speed doubled, Fear and WIND immunity 4, Goddess - Power, SPower, and Speed doubled. Fear immunity, absorbs Fire, Ice, and Wind. Dance effect as above lasts for two rounds, regardless of switching. Deals 35+3*Level CUTTING or BLUDGEONING damage, and 15+3*Level FIRE, ICE, or WIND damage to a single target. "Freebie" Slot: Hero Stance: Description: Effect: The stance takes 1 Turn, but no Act, to take up. While in this stance, any Stance type move costs half the usual to take up or drop. The swap will also have perfect Priority. Slot 1:Sword Proficiency Slot 2: 1/2: Dance Skill (Dodge Level 1, +5 Speed for dodging only) 1/2: Jump Level 1 Slot 3: Liv’s Protection: 4 MP, 1 AP Decription: Allows a gentle breeze to swirl around your body, healing the target’s wounds. Effect: +6 HP, Wind Element. Slot 4: Battle StanceDescription: A strong stance that shows power towards the user. This unusual stance allows for strong strikes at swift speeds, but still allows for quick reaction towards attacks. The setback of this stance however is it's dramatic reliance on physical power, thusly magical power is moot while in this stance. This stance benefits mostly from heavy weapons, although it demands the use of one hand for the weapon. Effect: Slot 5: Blade Stance: Description: A stance with full reliance on speed and critical strikes. This stance sacrifices Teresa's shield skill (placed on her back), and in replacement concentrates on her body coordinations and speed for precise strikes. Magic benefits this stance further with the ability to convert her magical energies into greater speed. This stance benefits mostly from light weapons. Effect: Buckler is still considered 'equipped', but gives Antibuckler instead of Buckler bonus. When a spell is cast, its final spell damage is added to Speed and Accuracy for the next attack. Defense halved. Old Training Slots: 6 Slots AvailableNew Training Slots: 1 Slot AvailableIC SKILLS Blacksmithing: 8 Writing: 2 Crafting: 1 Spellcraft: 2 Machinery: 1 Alchemy: 0 Compounding: 0 Cooking: 5 ~~~~ EQUIPMENT: Ultimate Weapon: Elimine's Blessing (Accessory) Description: A ring which posseses the power of one of the seven heroes of The Scouring from Fire Emblem's Elibe, possessing a great amount of power, and actually replaces Teresa's armor and sword/shield with new equipment. No idea why her Ultimate Weapon is FE based, but here goes Elimine Weapon 1: Agrona (Sword) Description: A sword with magical properties, responsive to light abilities. It's a hefty and very strong blade, meant to cut through anything in one go. Effect: With the standard damage bonuses in place, Agrona also gives the ability to allow Teresa to place any light-based ability into the sword, allowing the effects of the spell to be added onto the weapon. If this happens to be Lucina's Blade, then the sword's weight automatically goes to 0. +18 CUTTING, Weight equal to Power of wielder. LIGHT spells cast on the wielder will reside within the sword (after all effects have been calculated on wielder), with the following effects; Offensive - Spell will be cast on a successful hit, using the same result as the original sword hit (defended, hit, crit). If cast by Teresa, works twice. If cast by another, works once. Healing - Spell will be cast on wielder, same as above. Supportive - Doubles normal effect, but only while making sword attacks. Enchantment - Doubles damage enhancement normally provided and changes weapon weight to 0. Elimine Weapon 2: Luna (Shield) Description: A shield that goes well with the sword Agrona, responsive to magical abilities in general. It is a Kite shield, and is therefore durable but also wieldy. Effect: HP equal to Defense Bonus, halves Act use for shield abilities. 'Heals' to full every time it is summoned, and even if HP is reduced to 0, the other functions still work. Buckler Bonus equal to Speed Bonus of wielder. If a spell is cast, this buckler bonus increases by its spell damage for the next dodge attempt. Elimine Armor: Performer's Grace (Takes all armor slots except Accessory) Description: A uniform set for Troupes, used for performances. This uniform in particular is just set for Teresa as it is blessed with power. Effect: Allows additional "magic" swings to be added into one physical swing, proportionate to MP spent to do so. +10/+10 Defense, adds one 'Flourish' of SPwr Bonus CUTTING damage to every hit that Teresa spends 4 MP to enhance. This also increases all Stance-type, Proficiencies, and Movement Type abilities/skills by one level, as long as they are already at least level 2. Weapon 1: HeartBreaker (Sword) Effect: +12 Cutting, +16 VS Males. Crit chance is doubled if the enemy is Charmed. Weapom 2: HeartGuard (Shield) Effect: +10 Bonus, 20 HP shield. Full Defense counters attacks with a 20% Charm chance. Armor 1: Proto Belt (Undershirt) Effect: When you would normally be killed, you can instead sacrafice the item to survive with 1 HP (Undershirt), only once per item. Certain types of items may have enhanced effects. Armor 2: “Save the Princess” Breastplate (Chest) Effect: +10 Armor/+5 Special Armor. If this armor negates the damage of a weapon, the Shield being used is "healed" by 2 HP. Armor 3: Liv's Gauntlet (Hands) Description: A powerful gauntlet blessed by a goddess, though it looks to be nothing more than pleated silk with silver rings on the fingers and a golden symbol on the back of the left hand, which can be moved to the right if need be. It's powers depend on the hand it's in, and this can't be changed once the mission starts. Effect 1: The left hand allows Liv's Protection to be charged into Teresa's sword by doubling the cost and charging for one turn, adding it's weapon, or even technique, damage to the healing and making critical hits possible. If said sword is Lucina's Blade, SPwrII Bonus will be applied twice. Effect 2: The right hand allows Liv's Protection to be charged into Teresa's shield by doubling the cost and charging for one turn. Next time Teresa goes into Full Defense, the spell will automatically trigger with the shield's current HP added to the spell, and the shield itself will recover by her SPwrII Bonus. General Effect: Either way, successful dodging of nonmagical projectiles via Buckler Bonus will send them back to the firer, and Full Defending of magical projectiles surrounds Teresa in a protective whirlwind of elemental force for 1 turn (damage is still dealt normally to the shield). Accessory 1: Magiguard Amulet Effect: By expending twice the MP, up to three spells can be stored in this amulet. These spells can be freely cast while in Full Defense, and may gain a synergy bonus if used with the proper shield. In battle, storing spells takes 2 Act as well. It doesn't take any Act to cast the spells, though. Accessory 2: Valkyrie's Wings: Description: A pair of golden rods on a brace fit to Teresa, so that they extend from her shoulders. Effect: Normally they do nothing, but if Teresa expends 5 MP (Act free), they flare to life for a number of turns equal to her SPwrII Bonus. While flared, Teresa has 1 level of Fly for every LIGHT spell she knows(maximum 4), and she gains a Buckler Bonus equal to 5+her SPwrII Bonus. Effective SPwr and SPwrII when using LIGHT type spells is increased by 10, and further increased by 5 for every Unit of distance Teresa is in the air. Accessory 3: Isabel's Pendent Description: Passed down from Teresa, to Isabel, and oddly enough back to Teresa. Effect: Copies positive effects on Jing to Teresa and allows her to use Kir normally. Also opens her up to the 'feedback' effect of Kir dying though. ~~~~ ITEMS: Inverser Cleff - A stone marked by a forgotten marking, denoting a range of sound that only exists in another plane. When evoked, it's otherworldly music causes Inverse status on one target. 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 Li on Dec 4, 2009 22:21:51 GMT -5
IRC Name:Li Name:Jing Game of Origin/Race: Ou Dorobou Jing (King of Bandits Jing) /human Age: roughly 18~19 now Weight:155lbs Height:6' General Description: Will update cause he's a bit older. General History: Will fill in once i get it all sorted What your character hates most: There isn't much he truly hates What your character loves most: Stealing, being free What your character hopes for: He's still looking for the best treasure of all to steal. Class: King of Bandits Level: 5 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain. Life:100 Special:60 Stamina: 60 Act Points: 3 ~~ Static Stats - (2)Power:20 (2)Special Power:20 (1)Special Power 2:10 (2)Defense:20 (2)Special Defense:20 (4)Speed:40 (3)Accuracy:30 Kir's stats HP:1/5th Jing's (20) Power:50% (10) Special Power:115% (23) Special Power 2:10% (1) Defense:25% (5) Special Defense:50% (10) Speed:50% (20) Accuracy:50% (15) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES Hero/Villain Ability: Familiar Kir Racial Ability:Wartorn: Removes the penalty of using non-proficient weapons Kir Racial: Level 2 Flight Ultimate Ability: Final Royale: Plasma Punisher: Jing and Kir both separate with Kir flying behind the enemy. Once in place they both charge themselves with electricity and start to circle for a moment before quickly passing through the target, slashing it, while keeping the circular motion. After the slash Jng backl flips, and kir does a rising arc where they meet up and fuse, flying high into the air while spiraling, left over electrical energy following after them. Then Jing point Kir too the sky and fires a huge volley of spiraling balls of electricity that act as if they're magnetized to the opposing team and rain down on them with electric fury. 45+5*Level damage to 'primary' target, 10+2*Level spread evenly among all enemies. Slot 1:Wrist/Arm Blade Prof Slot 2a:Hoverlvl1:Can expend 1 Act to Hover in the air for 1/4 of the round before down he goes. This can be used any time Jing is in the air for any reason, at any height. Slot 2b:Jumplvl1: Slot 3: Avian Armament [Kir]: Kir can fuse with a very select group of people and once fused not only do they obtain access to a powerful biological canon, but they also obtain flight via Kir's wings extending off their back. Effect: Allows 'wearer' to use any Kir move, including his flight. Costs 6 MP to start and 1 per action to maintain. Hand Kir is on cannot be used to wield a weapon, but he doesn't count as one himself. Slot 4:~Kir Royale[Kir]: once fused with someone, Kir can fire a biological canon from his maw, it varies in how it fires. Requires Avian Armament. -Beam: A single blast of power that rips through anything. ( 6mp 12elec [Jing's Spwr+Kir'sSpwr] for base) -Burst: The same power as the beam variant, but it's split into a max of 6 smaller shots to take out multiple targets.(6mp +3elec [Jing's Spwr+Kir'sSpwr], final damage to each enemy is divided by number of enemies struck -1) Slot 5:~Chronos Clock(4/10): A giant mechcainical clock appears and it's hour hand spin, then slows down what ever hour it lands on determines the effect. DECAY type spell. 12mp [Sleeping Hours]1-3: 20%Sleep [Waking Hours]4-6: 20%Act up1/4 [Restless Hours]7-9: 5%Berserk [Twilight Hours]10-2: 10%Fear [Unholy Hour]13: Death Sentence3 Future Freebie: Vanishing Lance: Jing forms an invisible lance of energy around his weapons. Effect:6 MP Enchantment, adds +3 PIERCING damage to enchanted weapon. Enchantment lasts SPwr Bonus attacks, and allows AP chance equal to weight of the weapon it is used on. Non-armor protection ends the Lance prematurely. These can't be spent on creation. 'Shadow' abilities must be bought back. I statted them for the sake of convinience though. | \/ OT Slot1a:Aerial Dodge:lvl1 1/2 chance of dodging in air. OT Slot2:~ OT Slot3:~ThunderStroke A shocking three hit combo of Melee attacks. 4 MP. Standard Combo, +2 ELECTRIC damage added to each hit. Must be bought separate from Thunderstroke; Kir Finish - Can be used only as the third hit of a Combo. Has 30% Knockdown1 chance and normal damage, costs 4 MP. IC SKILLS Blacksmithing:4 Writing:4 Crafting:4 Spellcraft:0 Machinery:4 Alchemy:0 Compounding:4 Cooking:0 ~~~~ STUFF: Coins:100 Weapons:Ultimate Weapon: Aeon Edge: A golden arm blade with an aquamarine engraving on the blade, as well as a sphere of the same color in the base. This blade is said to be wielded by those that control time, and not only is it sharp and swift, but it can alter the flow of time with ease. With this Jing can actually slow down time when acting and make hitting or intercepting, and things of the like considerably easier. He can also accelerate time with this can cause status effects to vanish. +30 CUTTING, shares the attributes of a standard armblade. For 1 Act each, can do any of the following without fail; Slow time for one attack (halves Speed of all enemies for that attack, for both Priority and Dodge) Fast Forward to the end of a status effect (All effects that it would have had occur, but the duration is used up instantly) Rewind a character's mind, making them susceptible to the armblade's surprise attack again. ~Arm blade: a mechanized blade hidden in Jing's sleeve, that slides out when needed. Effect: +12 CUTTING. Completely concealed when not out, first attack made with it is considered a Surprise Attack. Weighs 5 pounds. ~Kelvin Cutter: Effect:Lower a Battery's level by 1 in order to give the sword +10 ICE damage for one turn. +12 Cutting, spring-loaded like Jing's regular sword. Adds +6 ICE damage to any Kir attacks. First attack after 'drawing' the sword has the +10 for free, first attack made on a target unfamiliar with Jing is considered a 'surprise attack'. Weighs 10 pounds. Armor:~Icey Ocular: Effect:Helmet adds 10% Freeze chance to any ice damage Jing deals. ~Roulette Wheel:A gauntlet of sorts that nan be easily equipped with a blade, and Jing can switch between it and his other weapon. Effect: Switch instantly between the two weapons equipped on it using only 1/2 an Act. If Kir is junctioned, this gauntlet allows normal attacks to be made with the weapon under him, but weapon cannot be switched. ~Roc's Pinon: Effect: Improves Hover and Jump by 1 level (1/4 round float) ~Falcon Arms: Powerful cybernetic armor that can only be worn by a bird. Grants the following bonuses. +5 to all stats, +8/+8 armor, +12 Cutting damage wings, +8 Piercing damage beak, and +8 Bludgeoning damage for tackles. 10 MP can be spent to double Fly level for the next action. In the beak is a special cannon that can be used to charge Kir Royal for up to three turns, increasing damage and cost by +4 every turn. Allows a special attack that can only be done after taking a Fly action and increases the damage of the wings by number of Units he flew before delivering it, OR strikes one enemy for every level. Weighs 10 pounds. Items:~2Nightcaps:Level 5 Mushroom, 5 HP damage per level ~2Daycaps:Level 4 Mushroom, Heal 10*Level HP. ~2Poison Mushrooms: Level 1 Mushroom. 100% Tiny chance. ~2Mushrooms: Level 1 Mushroom. 100% Big chance. ~3Dragon Potion: Special potion made by dragonkind. Restores 20% of your HP Tools:~Fusion handbook: Required for fusion Material:~Something: When mixxed with any material via Item Creation, becomes that material. ~Stone of Passing: A beautiful but frightening gem. Uncut, not unleashed, not refined. Level 3.(decay) ~Core blue prints: found at the ruins of teh Temple of History, possibly used to create a time controling device Rare Consumables:Glory Flag: Wave to summon a platoon of ghostly warriors. They attack whoever you designate for 6 turns and then disperse. Deals damage once per turn in the following order, not subject to dodge, defend, or armor. 5 damage to one, 10 damage to one, 10 damage to all, 20 damage to one, 20 damage to all, 30 damage to all 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 Li on Dec 5, 2009 11:11:28 GMT -5
IRC Name: Li Name: Hotohimai Hotoharu Game of Origin/Race: FireEmblem/Human Age: 18 Weight: None of your business Height: 5'6 General Description: Hoto in modern casual clothesGeneral History: There isn't much to say about Hotohimai's life on it's own, for it was relatively normal. However, she inherits a great deal of her power from a maiden bearing the same name as her 3 generations back. The maiden was considered to be cursed for her succubus like powers and was banished. Not too long after banishment a 'Hero' was sent to 'slay' her. Instead however he raped the maiden and impregnated her. Afterwards, when he tried to kill here, she used a spell to tie his life with her's so that if she were to die he would as well, forcing him to keep her alive. Throught eh line though, Hotohimai, who was named to honor the maiden is actually the first female born that is a direct decedent of the maiden, and has inherited her powers, though to a lesser extent. What your character hates most: Not getting attention, being mistreated What your character loves most: Having her way What your character hopes for: She doesn't really have many long term thoughts. Class: Enchantress/Mage/Priest Level: 1 STATS: ~~ Gauge Stats - Life: 80 Magic: 80 Stamina: 60 Act Points: 3 ~~ Static Stats - (2)Power: 20 (2)Special Power: 20 (3)Special Power 2: 30 (1)Defense: 10 (1)Special Defense: 15 (2)Speed: 20 (2)Accuracy: 25 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES Racial Ability: Wartorn: No penalties for non proficient weapons. Ultimate Ability: Working on it Slot 1:Whip Prof Slot 2a:Succubi Blood:[old stats]Increases drain effects. Drain type moves heal Hoto for an extra amount equal to her SPwr Bonus. Slot 2b:Cat's Grace: Dude to a transformation spell, Hoto has inherited some cat like traits, as well as ears and a tail that she can make appear on a whim. Effect: +5 Speed when calculating dodges Slot 3:Healing Pulse: Close range healing done by concentrating a large amount of light energy into a touch. Effect: [old stats]+8heal light element.4MP Close range Slot 4:Rose Guard: A protection spell that Hoto can cast on herself or someone else. It creates a soft pink aura around them that can protect from damage, it also increases the effects of drain moves. PLANT type spell grants Guard status and causes Drain moves of the target to recover SPwrII Bonus more HP when used. 6 MP. Slot 5:Levitation:[NEW] Hoto can move around via levitation after having learned to better control her telekinetic powers. Effect: 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. OT Solt1:Cobra Kisslvl2[S.Diploma]:Hoto gets purple lipstick on her lips and kisses the target, draining them of their energy. THough she can kiss anywhere it's most effective on the lips. Effect: [old stats]This cannot be Defended against unless the target knows that the kiss is an attack, and it ignores armor. +2 POISON Damage. After all other calculations, damage done is divided by 3 and done to both MP and HP. 1/10 of this damage is absorbed by Hoto healing hp and mp(can't exced 2xSpowbonus). 20% cause Actup1/4(lvl2) Considered a very close range, enchanted strike. 8/12 MP OT Solt2:Telekinesis: Hoto has telekinetic power and is capable of lifting and moving things around. Effect: 1act and 10Mp to apply SPwr as if it were Pwr to pushing or throwing something. 1/4 of SPwr is used per level. IC SKILLS Blacksmithing: Writing:2 Crafting:6 Spellcraft:8 Machinery: Alchemy:2 Compounding:0 Cooking:2 ~~~~ STUFF: Coins:82 Weapons:Ultimate Weapon:Rose Widow Whip :A long thin whip that doesn't look to special, with a purple rose engraved on the handle. This whip however is actually many small wires wrapped together. And each one of them has be made to drain energy from contact. With just a little magical power the wires can separate and attack several targets(Bloom), or separate and hold one target in place(Wither). Both specials attacks can drain as well. Semiranged Whip, deals +30 CUTTING damage. Can freely attack multiple targets, dividing damage done to each by the number of enemies attacked-1 after all other calculations. Can also preform a special Grapple that requires -2- successful escapes to get out of. Hoto heals 15 HP per hit, affected by target's Armor, and heals 10 per failed Escape the target attempts (which is done as armor-ignoring damage to the target). ~Holy Chain whip: 14 Cutting power +Holy/ 5% Blind chance per hit. Semi-ranged, can be used to enhance Grappling. Weighs 10 pounds and is made up of 3 Units of metal. Armor:~Tiara: Magical headgear with magical protective powers. A little girly, though... Effect+0/+5, 20% chance of reflecting projectile magics. Must have 20 SPwr to use. Weighs 3 pounds, made of 1 Unit of metal ~SheerGloves: These gloves are so thin you can hardly feel them. Effect: They 'catch' spells that are utterly defended, and the attack can be fired back with one's own SPwr instead of theirs. Catching and throwing both take an Act. 0 Weight, made of 1 Unit of cloth ~Butterfly Elven Dress: Only girls can wear this. It takes up both armor and leggings equipment slots, but it's well worth it! Effect:A spell must have twice this gown's magical defense in power, or it will be totally negated. Only works on class E elementals, though... +0/+12. Must have at least 35 SPwr to equip. Weighs 10 pounds and is made up of 1(3) Units of cloth. ~Tempered Geomail: Effect: +9 Physical Armor; +4 Spec. Armor; No protection versus Wind/Water; Immune to Earth; 4 Units in size, weighs 20 Pounds ~Mystic Dial: A lovely tiara with a reversible jewel set in the front. Effect: Turning the jewel around changes the color scheme of the entire tiara and takes 1 Act. Blue: +6 SPwr Bonus, MP costs -2. Purple: SPwr+10 when using Telekinesis. Turning the jewel halfway gives half of each. ~Succufly: [2/20]A beautiful pendant of a butterfly that nevertheless has an aura of malice. Half of the HP that Hoto drains instead goes to this butterfly, which can preform certain actions by spending enough of them and 1 Act. Can hold a maximum of 20 points. All moves have an effective base stat of 30. --Butterfly Strike - Zooms through a target with bladed wings. +1 CUTTING damage for every point spent. Strikes at -any- range. --Butterfly Blast - Blasts a target with elemental power from spots on the wings, +1 damage of any element of a spell Hoto knows for every point spent. --Butterfly Guard - Grants +1/+1 armor and +1 buckler bonus for every 4 points spent. Lasts 3 turns. --Butterfly Wall - Creates a wall around Hoto which has 1 HP for every point spent. Overflow of the damage that breaks it is negated. --Butterfly Cure - Heals Hoto by 2 for every point spent. POISON type. --Butterfly Boost - Boosts any of Hoto's stats by 1 for every point spent. Lasts 3 turns. ~~Psycho Pendent: For 15 MP, multiply SPwr Bonus OR SPwr when using Telekinesis by 200%-CurrentHP% Items:5 Standard consumables can be transferred from the start (potions and such). ~3spelltabs: ~3magic ink: ~Star Flare Spell Tab: A hastily-done job by Roland to make spare Star Flare spells for back-up; 3 charges- 30 Spwr (Not your own); +8; Fire; Three targets ~Alchemy Stones: (5/5)Stones used in the art of Alchemy! Various elements and magical forces are represented in this tiny bag. Used up after five alchemical operations. ~6x Magic Paper: holds runes Tools:5 Item Creation Tools can be transferred from the start ('Hard' tools only, no consumables. Those are fit into the above.). ~Unabridged Fusion Handbook: ~Skylark's Feather: +5 to Writing IC. ~Pandora's Box:used in fusion ~Elven Needle: A beautiful silver needle with a graceful shape. One can become entranced when watching an adept seamstress sew with this... ~Lil Runologist Learner Kit: -4 roll to ID runes Material:3 Materials can be transferred from the start. ~ Level 2 Water Snake Skin: 2 unit of this moist, leathery material. It seems to produce a constant layer of moisture, which never dries out. Weighs 4 pounds per unit, Effect Code 040305 ~Ice Tear: Level 3 Ice Gem, Cut and Refined ~Magic Leather:2 units of a level 3 Leather with magic powers. Weighs 5 pounds per unit, Effect Code 050503 Runes:Yellowness Symbol(?)Holds the power of yellow Healing Rune: Fire Rune: "Cause" Rune: Damage Rune: Rare Consumables:4 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 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 Kyo-chi on Dec 25, 2009 21:27:17 GMT -5
Don't look over the statistical stuff yet until I say so. D:
IRC Name: Kyo-chi
Name: Renee Padrameus Gibbson
Game of Origin/Race: Trauma Center: Under the Knife, Trauma Center: Second Opinion/Human
Age: Now 18 years of age (Born on August 5, 2002)
Weight: 49.5 kg (109 lbs)
Height: 162.6 cm (5 ft 4 in)
General Description: A petite girl blossomed into a young, beautiful woman of well-endowed stature. Long and fiery hair comes halfway down her back, silken to the touch. At work, she would usually tie it up in a carelessly unkempt way. She has creamy skin and a remarkable complexion with her heart-shaped face and cupid bow lips and honey-colored eyes. Her primary attire consists of a lavender medical scrub shirt resembling a mandarin collar top including a pocket on the right side with the Caduceus logo on it. Purple trimming has been tailored around the ends of the short sleeves, the collar, and down the front. Instead of the usual ankle-long trousers, she wears matching uniform shorts with a utility belt around her waist, equipped with a medical kit and an array of syringes, and brown pantyhose to cover up the rest of her legs.
Alternate Outfit: Another one of Caduceus's uniforms, it is a pink nurse dress with red trimming and the Caduceus logo on the center over a long, black over shirt. A nurse cap dons over Renee's head with the hair flowing freely as it pleases. Her legs are covered with white pantyhose and ruby criss-cross flip-flops are fitted on her feet.
General History: Not much is known about her past except that she was brought up badly, and her dislike of men has some connection to it. Renee used to be a young intern during the summertime at Hope Hospital to work on credentials and become top student in her medical careers class in order to participate in the upcoming HOSA (Health Occupational Students of America) convention before she was offered a training course at Caduceus USA, giving her a one chance in a lifetime opportunity to excel at new heights and aid her in her achievements to become a medical prodigy.
Prior to the time skip, Renee became pregnant and birthed a girl named Kailee. She continued her studies for two years while rearing her daughter after she returned to her homeworld. One day, little Kailee ran off and disappeared after unbuckling out of her stroller while shopping. Desperately, Renee tried to search for her, and as she did, she only finds herself hurled back into the world of Nintendo.
What your character hates most: Most males in general - she isn't so much afraid of them anymore, or even to be touched by them unless they touch her inappropriate, then she'll react naturally to it. Moreover, she just has a bigotry towards men until she gets to know his person than her sardonic attitude towards the male individual will soften.
What your character loves most: Sedating people, her two-year-old daughter, Kailee
What your character hopes for: To become a pediatrician and be able to support her daughter
Class: Cleric
STATS: Current Level: 1 ~~ Life: 60 Magic, Mental, Special, ect: 100 Stamina: 60 Act Points: 3 ~~ Power: 10 (+1)
Special Power: 10 (+1)
Special Power 2: 40 (+4)
Defense: 20 (+2)
Special Defense: 20 (+2)
Speed: 20 (+2)
Accuracy: 20 (+2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Racial Ability: Doctorate: Grants proficiency to any medical device.
Slot 1: Healing Touch Revamping. Slot 2: Defibrillation - Renee jolts her ally to life using her trusty set of defibrillators. Revives one target with SPwrII Bonus+TheirSPwrIIBonus% HP. 12 MP, ELECTRIC type move. Slot 3: Illegal Drug Use - Renee gives her patient a lethal drug dosage that effects the person's status. POISON type move. Roll a d3 on a success. Deals no damage. 1 = Dud, no effect 2 = 60% Poison Status Effect. 3 = 60% Amnesia status effect (forget last SPwr Bonus moves learned). Slot 4: Status Cure - Recovers target from a bad status, if possible. Removes one mental status effect from the target for 8 MP. Considered ORDER type. Slot 5:
IC SKILLS
Blacksmithing Writing Crafting Spellcraft Machinery Alchemy Compounding - 8 Cooking - 7 ~~~~ STUFF: 90 Coins
Super-sized Hypodermic Needle: +6 Piercing with numbing (Paralyze) effect. Activates only if weapon deals it's damage, and has a 5% chance of activating on any weapon using attack.
Ultraultrasound - A very high tech wand with an antenna on the end. Pressing one button activates the scan feature, the other allows the resulting wave to be charged up to the point of dangerous, dealing +10 BLUDGEONING damage with range, using SPwr stat. This damage can be charged by +4 per turn for up to three turns. The scan can be fired at the enemy to detect items hidden on their person, chinks in their armor, or vital points (choose what to scan for upon choosing to scan). A character made aware of armor chinks or vital points, or Renee herself, can exploit them to gain a +10 to AP or a +5 to Crit Chance, but the point can only be exploited once. Charging the device for two rounds will tell Renee what kind of item is hidden, or double the AP or Crit chance. Renee's Present from Santa Fox.
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 coldrhapsody on Dec 28, 2009 22:33:00 GMT -5
IRC Name: Cold_Rhapsody Name: Geno Game of Origin/Race: Super Mario RPG: Legend of the Seven Stars/Star Argent Age: (Unknown) Weight: 160 lbs Height: 5'9" General Description: Geno has taken on a more matured look since inhabiting the doll once again. General History: When Smithy launched his attack on the Mushroom Planet, he decided to make Bowser's Keep his base of operations. Thus Exor, the dimensional gateway to Smithy's world, crashed into the castle and occupied it. However, as Exor fell from the sky, he shattered the Star Road. As a result, seven Star Pieces were scattered throughout the Mushroom Planet. With the Star Road broken, wishes could not be granted. Thus Geno was sent out to retrieve the Star Pieces and restore the power of wishes to the world. Some time later, Rose Town became under siege by the Smithy Gang. Bowyer, one of Smithy's lieutenants, was launching arrows into the small town, freezing people like statues. As a result, the people of Rose Town could not leave their homes for fear of being paralyzed by one of Bowyer's arrows. During this time of crisis, Mario and Mallow arrived in Rose Town. Seeking shelter from the arrows, the pair entered the town inn. Inside, Mario saw a young boy, named Gaz, playing with his dolls of Mario, Peach, and Bowser. He was recreating one of Mario's various adventures. Gaz's mom, who was also the innkeeper, asked the plumber to play with her son. Gaz would pretend to be Mario, and Mario would pretend to be Bowser. During the pretend battle, the Mario doll "bought the farm" so Gaz brought out his favorite doll: Geno. However, Gaz played a little too rough. He activated Geno's Super Star Shot, and instead of hitting the Bowser doll, the blast inadvertently hit Mario, knocking him out. That night, a single star being, the one later known as Geno, entered the Inn. Seeing the four dolls on the floor, the star decided to inhabit the Geno doll. Later, Geno would admit he chose that particular doll because it appeared to be the strongest of the four. The next morning, Gaz told his mom that he saw a living Geno walk into the Forest Maze. Of course, Gaz received a time out from his mother for telling a lie (which, of course, he wasn't). Mario believed the kid's tale and entered the woods to find the animated doll. Eventually, Mario caught up with him. Geno had entered the forest to challenge Bowyer, the arrow-firing fiend, and retrieve the Star Piece that Bowyer had discovered. Mario and Mallow decide the help Geno, and together the three defeat Bowyer and acquire the Star Piece. After defeating Bowyer, Geno realized he would need help recovering the remaining Star Pieces and decided to join forces with Mario and Mallow. Geno revealed to the heroes that he was a warrior from Star Road and that he assumed the form of a doll in order to fight the Smithy Gang. Additionally, he stated that until all the Star Pieces are recovered, wishes will never come true again. He also revealed his real name: ♥♪!?. However, this is too hard to pronounce, so the star warrior assumed the name of the doll, Geno. Eventually, Mario, Mallow, Geno, Bowser, and Toadstool collect the remaining Star Pieces and defeat the maniacal Smithy. With Smithy destroyed, Geno decided to leave the doll's wooden body, returning to the form of a star, and bring the Star Pieces to Star Road. Repairing the celestial road, the power of wishes returned to the world. Presumably, the Geno doll was returned to Gaz in Rose Town. Having been sent once again by a higher authority to try and restore peace to the world, Geno resumed to take Gaz's doll once again knowing that his allies would recognize him in that form and name, but years have passed and Geno's altered his appearance just a bit. What your character hates most: Broken Star Roads, Unanswered Wishes What your character loves most: Wishes What your character hopes for: He hopes to restore peace to the world. Class: Sage Level: 5 ~~ Gauge Stats - 160 points to distribute, no matter if you're an Original, Hero, or Villain. Life: 75 Special: 85 Stamina: 60 Veterans and only veterans can place a maximum of 20 points here at creation. Act Points: 3 Stamina/20 ~~ Static Stats - Heroes get 160 points. Power: 20 Special Power: 50 Special Power 2: 10 Defense: 20 Special Defense: 20 Speed: 20 Accuracy: 20 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES Hero Ability: Wisdom of the Stars - Geno can use LIGHT elemental moves at full power, despite their heightened tier, and in fact applies his SPwr or SPwrII Bonus twice when using them. He's also very knowledgeable about star related business, and thus is entitled to certain information at the GM's discression. Racial Ability: Puppet Arm - Geno's puppet arms, indeed his weapons, are detachable from his body, and if detached, leave a prime place for attaching things to him. Practically any item can be placed there with an hour of Lab work, as long as it is a mechanical device or has been modified with an easy Smithing/Crafting check. Once so attached, the item takes up a Hand, Weapon, and Arm slot, and is treated as part of Geno's body for all intents and purposes. Shooter Proficiency Geno Beam - Charging up his energy, Geno shoots a deadly energy beam at one enemy. +6 Light Spell for 4 MP. Geno Blast - Geno summons light energy from the sky, damaging all enemies. +6 LIGHT Spell for 6 MP. Strikes all enemies. SPwr for this attack is divided by (number of targets struck - 3), minimum of 1. Geno Flash - Geno transforms into a large cannon, then shoots a large ball of energy, damaging all enemies. +8 LIGHT Spell, 6 MP. AoE1 attack, strikes anyone near the target for full power. Slot 5: Ultimate Ability: Star Storm - Geno calls forth a barrage of endless shooting stars upon his enemies. Deals 55 + Level*7 CELESTIAL damage, divided evenly among all enemies. Slot 1: Slot 2: Slot 3: Slot 4: Slot 5: IC SKILLS Blacksmithing Writing Crafting Spellcraft - 5 Machinery Alchemy - 5 Compounding Cooking ~~~~ STUFF: Ultimate Weapon: Weapon 1: Star Shooter: +12 Bludgeoning, +2 Magic, increases speed by 2. Ranged. 10 Weight. Weapon 2: Armor 1: Star Cape - 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 Sin on Jan 2, 2010 15:18:49 GMT -5
IRC Name: Marluxia Name: Lucario Game of Origin/Race: Pokemon DS / Lucario Age: 10 physical / 347 Mentally Weight: 45 lbs Height: 4’3 General Description: A lucario with the power of aura, he has white fur from his chest down to his lower regions, he has a spike where the middle of his lungs is jetting out about 2 or 3 inches, he has indigo fur on his back and his arms and most of his head. He has black fur on the top of his head behind his ears and on his whatever they are, also he has black fur on his paws and feet, His paws also hold a single white spike on each of them, jutting out upwards at about 2 or 3 inches just like the spike on his chest. He has purple eyes. General History: A Lucario that has been abandonded so much that he has begun to hate humans and their kind, He dislikes anything that isn't pokemon and is very hostile to people who have a threatening aura, He has the distinct ability to tell which aura is what and if they are a threat or not. He explored the icy regions of Monfad, and wound up falling into some type of ice pit and becomeing frozen. After a long time being frozen in ice, an archeologist team unfroze him and gave him away to another pokemon trainer, whom he grew to dislike quickly because of his attitude towards pokemon, He eventually ran away to live on his own once more as a Loner Lucario. What your character hates most: Trainers What your character loves most: Not much, but most likely other pokemon What your character hopes for: This part is unkown Class: Loner Pokemon. Fighting / Steel type ~~ Level: 1 Life: 60 Special: 100 Stamina: 60 Veterans and only veterans can place a maximum of 20 points here at creation. Act Points: 3 Power: 20 Special Power: 30 Special Power 2: 20 Defense: 10 Special Defense: 10 Speed: 20 Accuracy: 30 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Racial - Fighting Type: Natural Martial Arts Proficiency Aura Blast: Sends a large ball of aura energy towards the opponent, which upon hitting it will deal some damage and possibly cause blindness for a few seconds due to smoke. +6 SOUL damage, 6 MP. AoE1 attack. Causes a Unit by Unit wide area of deep smoke for 1 Turn that reduces Accuracy to 0 inside, whether the attack originated there or not. Aura Bomb: Sends a small ball of aura energy towards the enemy when, upon hitting it will explode and possibly cause blindness for a few seconds due to smoke. +6 SOUL damage, 6 MP. Reduces Accuracy of target struck by Lucario's SPwr Bonus. Level 1 Run (Free Half-Slot) Telepathy: Lucario can freely project his words to anyone who he is aware of, communicating secretly and easily overcoming language barriers. He can also, by focusing on them, read their thoughts to a certain degree, but only if the target offers no resistance. This works especially well if the target is thinking 'at' him to communicate. Aura Sense: An extreme sensitivity to spiritual and emotional auras. If Lucario sees someone do anything, he can instantly tell if they're doing it for a 'good' reason or a 'bad' reason. If the decision isn't clear cut, he will simply get a reading that it isn't clear cut. If someone is within range (GM's Discression), but he can't actually see them, he still gets these readings, but they are even more vague. He will only be aware that there is someone somewhere doing something, for a good or bad reason. This is a constant effect. Ultimate Ability: IC Skills 10 Points to distribute among the following: Blacksmithing: 1 Writing: 0 Crafting: 1 Spellcraft: 4 Machinery: 1 Alchemy: 1 Compounding: 1 Cooking: 1 ~~~~ STUFF: Wrist Spikes: Naturally occuring spikes on Lucario's wrists. Doesn't count as a weapon and has no weight, but adds +10 PIERCING damage to punching attacks if Lucario chooses. 24 Hours Heroism: A blue crystal that contains the spirit of the hero, so great that the world bends to make way for their splendor. It can be activated without Act at any time, and a list of effects will be provided. This list changes depending on the current situation, so don't just use it willy nilly! Once used, the Heroism loses it's glow and must be recharged. Fusionist Handbook: A book detailing the process of the lost Item Creation art, Fusion. Pandora's Box: A mysterious black cube used in the art of Fusion. G Token: A black token engraved with a faint image of a foxes face. Mysterious power can be evoked during frustrating Item Creation attempts.
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Post by akusai on Jan 24, 2010 1:47:13 GMT -5
IRC Name: Akusai
Name: Knuckles Game of Origin/Race: Sonic & Knuckles/Echidna
Age: The Master Emeral keeps Knuckles alive, so he could quite possibly be hundreds of years old Weight: Probably somewhere around 15-20lbs Height: about 4'
General Description: Knuckles is a short red echidna and the guardian of the master emerald, he tends to be angered easily and uses his brute strength more than his head. General History: Knuckles is the guardian of the master emerald and has done little more than that: guard the master emerald, that is untill Angel Island was destroyed.
What your character hates most: Probably Eggman, mainly for destroying Angel Island What your character loves most: Who woulda guessed? His home island What your character hopes for: Keeping the Master Emerald
Class: Martial Artist
Level: 5 ~~
Life: 100 Special: 40 Stamina: 80 Act Points: 4
~~
Power: 40 Special Power: 10 Special Power 2: 20 Defense: 30 Special Defense: 10 Speed: 25 Accuracy: 25
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Hero/Villain Ability: Emerald's Chosen: Knuckles is the chosen protector of the Master Emerald, the last of his tribe devoted to doing so. As such, he has certain powers devoted to helping guard the precious relic. Knuckles is able to use Order type spells at full power from the start, as well as being resistant to Order and Chaos type attacks (half damage). He can also sense Order and Chaos energy, to some degree, especially the Master Emerald itself, which he can find from any distance. Racial Ability: Glide Level 2
Ultimate Ability: Hyper Knuckles + Empowered Master Emerald: Knuckles rides around on the floating emerald and gains the power to generate emeralds 45+5*Level ORDER damage distributed among all enemies. For two Rounds, grants Level 3 Flight. Generates Level/10 (round up) Emeralds, stones with a Hardness (ORDER OR CHAOS aligned) of 10 that disappear once they are used by any effect.
Slot 1: Dig/Run Slot 2: Dig/Run Slot 3: Run/Climb Slot 4: Run/Climb Slot 5: Weapon Proficiency: Inikugi
IC SKILLS
Blacksmithing: 3 Writing: 1 Crafting: 3 Spellcraft: 2 Machinery: 1 Alchemy: 2 Compounding: 2 Cooking: 6 ~~~~
STUFF:
Ultimate Weapon: Empowered Master Emerald Weapon 1: Inukugi (knuckles' stainless steel, extremely sharp, studded (to studs on each hand), knuckles, that are attached to his hand (where his knuckles should be)) Custom fitted to Knuckles. Grant max level Wall Cling and increase Dig level by 1. Considered Gloves. +10 PIERCING damage added to punches. Weapon 2: Fist of Chaos - A pair of powerful knuckles exquisitely crafted from a Chaos Emerald. Usable with Martial Arts prof. Adds +16 CUTTING and +1d16 CHAOS damage to strikes. Increases Dig and Climb levels by 1d3, rolled on every action. Grants max level Wall Cling. (Proficiency for inukugi still applies to this weapon).
Armor 1: Eye of Ghoma: A breastplate of chitin bearing a familiar red eye. +12/+8 protection. Insect enemies must pass an SDefense check VS 30 to attack the wearer, otherwise their will to fight fizzles and they are Stunned by the attempt. If the wearer attacks them or they pass the check, this effect stops working for that insect. Attacks directly to the eye ignores its defence.
"
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 Jade on Nov 30, 2010 21:30:15 GMT -5
IRC Name:Jade` Name: Serene Game of Origin/Race: Riviera, The Promised Land/Last of the Arcs Age: ?? Weight:?? Height:?? about 4'7" General Description: General History:Serene is an outgoing teenage girl, the same age as Ein. She is an Arc, unlike the majority of the inhabitants of Riviera, who are Sprites. She has large, bat like wings on her back, which sets the Arcs apart from the Sprites of Elendia. She likes flying around to amuse herself, and she really enjoys hanging out with her friends. However, this specific aspect of her personality suffered a great pain--her entire village, entirely inhabited by Arcs, was destroyed by the Grim Angel, Malice. Every Arc living there was relieved of his or her soul down to the last child, and Serene was the only survivor. She escaped, but Malice tailed her and attacked her later. She was almost killed, but was then rescued by Ein, whom she has had a crush on ever since. A surprisingly strong girl, she shows great skill with the scythe, but can also fight well with spears and claws. What your character hates most:Angels, more so The Grim Angels ( aside from Ein) What your character loves most:hanging out with her friends and flying around What your character hopes for:Peace in Riviera Class: Tactician (Fighter/Buffer) Level:5 ~~ Gauge Stats - 160 Life:100 Special:60 Stamina: 60 Act Points:3 ~~ Static Stats - Heroes get points. Power:40 Special Power:15 Special Power 2: 15 Defense: 30 Special Defense:15 Speed: 15 Accuracy:25 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES Hero/Villain Ability:Lady of Blades Serene is proficient in the use of scythes, claws, and swords at varying degrees. Scythes gain a +4 to damage, claws and spears gain a +2 to damage, and swords, rapiers, and whips are simply usable without penalty. Furthermore, when using the above weapons, she can learn Overdrives (for that weapon only) which damage the weapon and incur a heavy MP cost, but are highly effective. The down side to this is that non proficient weapons take half again the listed penalty and deal half weapon damage. This skill affects the effect of Proficiencies taken afterward. Racial Ability: Flight! Ultimate Ability:Serene Nifhelm: Summoning the Very plain of Hel use attacks enemies with the new dangerous landscape of one of the rings of Hell in the Nordic culture, dealing Ice and Dark damage Slot 1:Tactics!!: 4 MP, tells description, HP/MP/Act, and resistances/weaknesses Slot 2: Serene Whirlwind: Serene spins her scythe so fast that it gathers a magically empowered Whirlwind that she sends at her enemies. Normal attack with +6 WIND damage added. Costs 8 MP Slot 3: Serene Dive: * she takes to the air then swoops down for a devastation Fly by slash! Slot 4: Arc Reaper: a passive ability that allows Serene regain some hp when an enemy she is in combat with falls. Aerial Combatant: A Passive ability that boost her combat prowess while fighting in flight! Slot 5:OverDrive Meter: For every 30 damage received or dealt 1 MP is recovered. IC SKILLS Blacksmithing 3 Writing 0 Crafting 2 Spellcraft 3 Machinery 0 Alchemy 3 Compounding 0 Cooking 0 ~~~~ ~~~~ STUFF: 1 level 4 refined unleashed Ice gem 62 hours 55 coins. Ultimate Weapon: Diviner: Charon: a wicked scythe Diviner used by the Angel of death himself much like Ein's Diviner Einherjar, this weapon is Keyed to the original owners Elemental power, Dark. Weapon 1:Serene's Scythe +12 Cutting, This weapons is her own starter weapon from her game. Weapon 2: Armor 1: [on] Pelt: +0/+14 Armor. When hit by elemental attacks, it will Adapt and become slightly different. Ice attacks = Blue Pelt: +4/+16. Nulls Ice damage. Weakness to Fire, which reverts it to normal Fire attacks = Russet Pelt: +4/+16. Nulls Fire damage. Weakness to Ice, which reverts it to normal Water attacks = Indigo Pelt: +8/+12. Nulls Water damage. Weakness to Wind, which reverts it to normal Wind attacks = Silver Pelt: +8/+12. Nulls Wind damage. Weakness to Water, which reverts it to normal [On] Chilling Bangles: +3/+6. Nulls Light damage. 3x Dragon Potion: Special potion made by dragon kind. Restores 20% of your HP 1X Dragon Ether: Special bottle of mist that you inhale through your nose. Restores 20% of your MP. 1X 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 Still Cape:+15 Evade. When put to sleep, gain automatic Nightmare20 (20 damage every round, per Act you have) Fusionist Handbook 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. Shadow Abilities: Use Item: Uses an item on multiple characters at the same time. Item's power is divided by (People item is used on-4) Serene Whirlwind: Serene spins her scythe so fast that it gathers a magically empowered Whirlwind that she sends at her enemies. Normal attack with +6 WIND damage added. Costs 8 MP Give it your all!: Costs 5 MP to do, plus the cost of the move they're preforming. 1 Act.
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Post by Linkshot on Feb 1, 2011 13:42:51 GMT -5
IRC Name: Linkshot
Name: Gus Game of Origin/Race: Meteos/Gigagusher
Age: Indeterminable Weight: 20 pounds Height: 3'
General Description: Purple, 3-long-legged, buoyant, arachnoid, poisonous, intelligent, inquisitive, alien. General History: During the great Meteos Wars, Gus got caught on one of the ores and launched into space, where he crash-landed in Omniterra. Seeing his way through to the end of the eras, he decided to take a break from combat and study the world. With such a godly power around the corner, he's back in action, ready to scuttle his way to heroism.
What your character hates most: Water What your character loves most: Gravity What your character hopes for: Peace, Knowledge, and gourmet space bugs
Class: Mixed Offense
Level: 1 ~~ Life: 105 Special: 35 Stamina: 80 Act Points: 4
~~ Static Stats -
Power: 30 Special Power: 30 Special Power 2: 15 Defense: 10 Special Defense: 10 Speed: 25 Accuracy: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ABILITIES
Racial Ability: Tri-limbed: Gus cannot dual-wield, but he can hold a weapon with one leg and have a fang weapon equipped at the same time.
Ultimate Ability: Ore Impact -- Uses his affinity obtained during the Meteos War to summon 5 slabs of space rock, which each target a random opponent. Each slab does 1/5 of 45+Level*5 damage, half CELESTIAL and half whatever is rolled. For each ore, roll d10.. 1 = +10 WIND attached. White Ore that holds the power of gas. 2 = +10 FIRE attached. Red Ore that holds the power of fire. 3 = No boost, but can be picked up post-battle as extremely tough ferrous IC material. Purple Ore that holds the power of metals. Becomes 2 Units of metal, code 060601 with 7 Weight. 4 = +10 LIGHTNING attached. Yellow Ore that holds the power of electricity. 5 = +10 PLANT attached. Green Ore that holds the power of plants. 6 = POISON attached. Pink Ore that holds the power of animals. 7 = No extra damage, but gives Poison5 status. Pink Ore that holds the power of bacteria. 8 = POISON attached, gives Poison5 status. Pink Ore that holds the power of Gigagush itself. 9 = DARK attached. Dark Blue Ore that holds the power of darkness. 10 = Reroll. If 10 again, doubled CHAOS that destroys armor. Otherwise, use the number rolled. Bright Glowing Hot Pink ore that burns anything on its way to the surface, holding the power of souls and uncertainty.
Slot 1: Beamos Eye Proficiency Lv1 Slot 2a: Jump Lv1 Slot 2b: Run Lv1 Slot 3a: Fangpiece Proficiency Lv1 Slot 3b: Axe Proficiency Lv1 Slot 4: Poison Fang -- Gus bites the foe and injects his natural poison into them. Add Fangpiece damage to this attack. +6 POISON, 20% chance of Poison1/10. 6 MP. Slot 5: Drill Jump -- Gus places the tips of his feet together and jumps toward the foe, spinning rapidly. Deals Piercing damage enhanced by the PhysArm and Weight of his Boots. Deals *JumpLevel damage if Jump is used the Act before this attack.
IC SKILLS
Blacksmithing: 1 Writing: 1 Crafting: 11 Spellcraft: 1 Machinery: 1 Alchemy: 2 Compounding: 8 Cooking: 1 ~~~~
STUFF:
Ultimate Weapon: Battlescream War Axe: Gus reclaims his axe lost in the apocalypse, heightened in power due to the horrors it has been through. A chilly axe with icicles growing off the sides, which constantly drip what looks like blood but is actually pure water. Every strike with this emits a horrifying shriek. The axe is now larger than Gus, but feels weightless, as if it's possessed.. +30 CUTTING, +9 WATER, +9 ICE. 12% Fear chance, 12% Freeze chance. If one effect works, the other is rerolled with a tripled chance. Weapon 1: Beamos Eye: Uses SPwrI +14 LIGHT, Ignores elemental Resist/Half, 7% Blind chance (Beamos Gem: L4 LIGHT Gem Unleashed, Uncuttable, Refined) Weapon 2: Draconic Dentures: Two fangpieces fit snugly around Gus' fangs, made from the teeth dragons lost in combat during the war on Dark Father. Extremely small holes are drilled through the tips so that Gus can increase accuracy when injecting venom into his foes. +6 Piercing +5% chance to all fang-attack effects. 2 Weight. Fang-type Weapon. Due to their snug fit, fang accessories can be stacked onto these.
Armor 1: Emperium Fullplate(Fake): +10/+0 Armor. Torso-type. Armor 2: 3 Bloody White Boots: Any time Gus successfully inflicts a status effect at close range, he can either level up a Movement skill or increase his Speed by 5. He can only have 5 'Improvements' like this going at any given time, and they wear off after battle. Boot-type. Armor 3: Pumpkin Pendant: Negates Fear status if it connects. 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. Accessory. Armor 4: Piece of Heart -- +5 to MAX HP. Accessory. Armor 5: Cobra Braces - Braces worn by otherworldy cobras with underbites. Specially placed devices tap into the venom glands of the wearer and cause the fake fangs to drip real venom. Adds +5 PIERCING damage to all biting attacks. On an AP, the Poison status will ignore the target's SPwrII Bonus. Fang-type Accessory.
Consumable 1: Delicious Turkey: Restores HP to full! Consumable 2: Delicious Turkey: Restores HP to full! Consumable 3: Cranberry Sauce: Restores MP to full! Consumable 4: Cranberry Sauce: Restores MP to full!
Tool 1: Mortar/Pestle -- Used for Compounding. No bonus. Tool 2: Koume Compounding Flask -- Holds powder from Compounding. Tool 3: Pandora's Box -- Holds an item Tool 4: Fusionist Handbook -- A book detailing the process of the lost Item Creation art, Fusion. Tool 5: Magic Turkey Baster -- Increases level when cooking meat!
Material 1: Lightanium: Tough and light metal with ½Ease when smithing. Code 040404, 4 Weight. Material 2: Lightanium: Tough and light metal with ½Ease when smithing. Code 040404, 4 Weight. Material 3: Soul Meteo: Infinite Mana Status, 10%. Can be cooked or compounded.
Special Consumable: Level 2 G Sphere -- 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. (OUI)
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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plum
Goomba Food
Posts: 6
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Post by plum on Mar 14, 2011 20:47:22 GMT -5
IRC Name: Magnet _________________________________________________________________________ Name: Nanami Game of Origin/Race: Final Fantasy / Mithra Age: 19 Weight: 132 lbs Height: 5'5" General Description: Being described as humanoid cats, the tails of the Mithra give them an excellent sense of balance. Their ears also allow the Mithra a more acute sense of hearing and the ears themselves react in accordance to the Mithra's emotional state. Their facial fur patterns are sometimes genetic and are passed down within bloodlines, revealing what family or ancestry a Mithra may be from. Other than these traits and a feline-like nose their physical stature is comparable to that of a Human.
Known for their energy, curiosity, and their penchant for causing playful mischief, they are not particularly strong or brilliant. But due to their outstanding dexterity and agility, they are ideal for professions like Rangers, Ninjas and Thieves. These traits have caused them to be stereotyped as a race of thieves and cheats and are treated with disdain and suspicion by other races. Unfortunately, due to their tribal culture, their lack of social grace also results in a penalty in their Charisma. Nanami acts brash and overconfident, makes up excuses for shortcomings and is eager to solve problems with physical force.
General History: Most of her early life, Nanami felt like a drop of water in a very large bucket. As the Mithra men are fairly rare, they are something of a commodity. Only the more numerous females go out to adventure, and are viewed as extra, surplus and expendable. The relationship shared with her father is estranged and distant, leaving all the responsibility to her mother. Throughout her scholastic period, Nanami was apathetic and easily bored, paying little attention to lessons and proving time and time again her unwillingness to participate or retain knowledge. Her mother enrolled her in fighting lessons in the hopes it would impart a sense of punishment and build fundamentals of respect. With several seasons of martial arts practice under her belt, Nanami finally left her hometown for lands unknown, scratching out a living wherever and however she could.
For a time, she was accepted into Bahamut, the king of dragons' loyal followers. She fought to preserve the integrity of the realm and helped put an end to a great evil plaguing the land. But in the peacetime that followed, she chose the path of sloth and her once-formidable fighting techniques languished.
What your character hates most: Shrill noises, stench, dogs, surprises What your character loves most: Chasing, hunting, petting What your character hopes for: Curious, indulgant and willing to try anything that seems "fun" to her, even if it's harmful. She prefers to meet new situations on her own terms.
Class: Level 1 Monk Exp: 0
~ Gauge Stats ~ 160/160 HP: 110/110 MP: 50/50 Act Points: 3 Defenses: +5/+5 Equipper Armor: Magma Gloves, Black Tunic, Soot Boots, Monk's Band
~ Static Stats ~ 140/140 Power: 20+7 ----------- (27) Special Power: 20+0 ---- (20) Special Power 2: 20+0 -- (20) Defense: 20+0 --------- (20) Special Defense: 20+0 -- (20) Speed: 20+0 ----------- (20) Accuracy: 20+5 -------- (25)
~ Abilities ~ Slots: 5/5
Racial Ability: Hearing Hearing sensitivity is enhanced by large movable outer ears, which both amplify sounds and help sense the direction from which a noise is coming. This allows Nanami to make Accuracy checks to determine things, avoid being caught off guard, and locate enemies in the dark (It does not grant Blind Fight though)
1: Level 1 Hand-to-Hand Proficiency
2: a) Level 2 Hand-to-Hand Proficiency (+7 to Accuracy when fighting b) Level 1 Jump
3: a) Level 1 Run b) Level 3 Hand-to-Hand Proficiency (+7 to Damage when fighting unarmed)
4: a) Level 2 Run b) Level 2 Jump
5: a) Level 3 Run b) Level 3 Jump
~ Skills ~ Writing: 8%
~ Items ~
2 Coins 39 Hours
1 ~ Monk's Band: Increases Power by 7 as long as the wearer uses no weapon. Accessory.
2 ~ Magma Snake Gloves: +2/+2 Defense, weigh 3 pounds. A pair of dark, volcanic gloves with two glowing, snakelike lava coils wrapped around from shoulder to wrist. Their tails connect to one another behind the back, forming an odd kind of ribbon, and they come to life when their reflective powers are activated.
Effect - Reflection Stance: 1/2 Act The wearer can take a defensive stance which will create a zone of safety around the arms, Reflecting a single projectile attack back at the enemy that sent it. Projectiles are reflected with a Weapon/SpellDamage% chance of Poison1/5. Melee attacks are countered with a 20 Power, +15 PIERCING attack and Poison1/5 with twice the success rate of a reflected projectile.
Extra: Being attacked by a projectile causes kickback and forces the user out of the stance. Suffering a melee attack when in Reflection stance, or using it split-second, causes KnockBack on the user and the stance is broken.
3 ~ Soot Plate: Dark, stony looking armor with very good defense. Foils the first Knockback/Knockdown/Knockup/Stun on a by-source basis. +15/+0 protection. 3 Units, weighs 10 pounds.
4 ~ Black Tunic: A handsome tunic woven of thick, durable fiber. Takes up Body and Belt slots. Can be worn under armor! +3/+3 protection. Cannot be forcefully unequipped or destroyed. Weighs 2 pounds.
5 ~ Soot Greaves: Leg protection that matches the Soot Plate. 10% chance of not flinching when in extremely hot climates. +2/+2 protection. Weigh 5 pounds
6 ~ Soot Boots: Sturdy boots made of a leather version of Firethread. Prevents damage from stepping on hot things, and actually smothers explosions that occur under them. Weightless
7 ~ Small, 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.
8 ~ Phoenix Quill: A beautiful crimson plume that's good for writing. Gives certain kinds of writing a +8 to Skill.
9 ~ Cat Paws: (Shoes) Grants +1 to Run and Jump level of the wearer. By pumping the tongue (which costs no act, but requires a Turn of concentration) up to three times, this bonus can be increased by one for every turn spent. By pumping and concentrating on her cat side, and by expending 5 MP per turn, Nanami can instead become more catlike with every pump, granting her a +5 to the relevant stat for Sneaking, Hearing, and Balance rolls for every turn spent. Weightless
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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