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RyuForce's Heroes

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Author Topic: RyuForce's Heroes  (Read 16346 times)
RyuForce
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« on: December 28, 2010, 05:48:55 pm »

Since I have a lot of characters on one page, to make it easier, here are links to them all:
Ryu Tetsen (See below...seriously)
Akari Quati http://ensnared.smfforfree.com/index.php/topic,22.msg50.html#msg50
Luna Maize (enslaved) http://ensnared.smfforfree.com/index.php/topic,22.msg63.html#msg63
Seig Forza (enslaved) http://ensnared.smfforfree.com/index.php/topic,22.msg752.html#msg752
Luis Bel http://ensnared.smfforfree.com/index.php/topic,22.msg872.html#msg872
Yona Zen http://ensnared.smfforfree.com/index.php/topic,22.msg1679.html#msg1679
Rei Kameko/Tiamat http://ensnared.smfforfree.com/index.php/topic,22.msg2375.html#msg2375
Haru Daiki/Bahamut http://ensnared.smfforfree.com/index.php/topic,22.msg2921.html#msg2921
Drake http://ensnared.smfforfree.com/index.php/topic,22.msg3365.html#msg3365
Yuna http://ensnared.smfforfree.com/index.php/topic,22.msg6300.html#msg6300
Yu Kazumi http://ensnared.smfforfree.com/index.php/topic,22.msg7929.html#msg7929
Mustaria http://ensnared.smfforfree.com/index.php/topic,22.msg9828.html#msg9828
Sei Tarsed http://ensnared.smfforfree.com/index.php/topic,22.msg9829.html#msg9829
Azumi Mako http://ensnared.smfforfree.com/index.php/topic,22.msg11483.html#msg11483
Kukuru http://ensnared.smfforfree.com/index.php/topic,22.msg12215.html#msg12215
(See other pages for characters on those said pages)

Name: Ryu Tetsen

Level 3: Health 160, CC Max 160

Sex: Male

Age: 22

Affinity: Abled

Appearance:


Bio: Can one truly be given a second chance? A thousand years ago, two warriors took a special oath in order to grant them reincarnation until they can defeat a deadly demon who threaten to destroy the land. Time and time again they failed but over a hundred years a go, a warrior known as Ryu and a master of light, Akari fought a powerful evil known as Seczor. In the battle, both heroes fell mortally wounded. When darkness was thought to have won, Akari was able to  cast a powerful light to trap the demon for a century. Time has passed since then...

Ryu Tetsen is the reincarnation of Ryu Tisaur, a warrior and half fire dragon. Born in a simple village, he took to the sword despite the world at peace, ready and determine to prepare himself for when darkness will return to this world. From a young age, he learned of knights who fought barely to defend the realms from evil and to protect them from destruction. He has chosen to base his life on those thoughts. The courage to fight darkness, the will to protect others, and the determination to never surrender. When word spread of a possible attempt to rule this world, Ryu stands ready to stop it. Armed with a sword in hand, he heads towards destiny. What he doesn't realize is of his past and how this will lead to him fighting the arch demon, Seczor once again.

Special Attacks/Abilities:

Basic attack (aka Slash/Punch/Kick)
85%
Ryu tries to strike the foe, anyway he has to. Inflicts 15 damage, 10 if it is a non weapon based attack.

Quick slash
95%
Ryu makes a quick strike, not taking much effort to the hit but it is more likely to work. If it does hit, the target takes 10 damage. Can not be done without a weapon.

Destiny's Multi Slasher
45%x 5
Ryu collects his thoughts and makes several quick and sudden blows. If they hit, they do ten damage each. If they all hit, this renews Ryu's confidence and he gains 10 HP and loses 10 CC. If they all fail, Ryu is exhausted and unable to attack for a turn. Each time the attack hits, the next time has only a 25% chance to hit. (For example, if three of the attacks hit but two miss, the next time, the first three attacks have a 25% chance but the last two still has a 45% chance) Any buffs that increase attack likelihood can only increase this move's odds to hit to 60%.

Great Swing/Slash
60%
Ryu takes his time in launching a heavy wide blow that can hit two foes. If it lands, he inflicts 25 damage.

Breath of Fire
60%
Ryu breaths a breathe of flame, hitting the target and anyone close for up to three enemies but will hit allies near those enemies or if pinned or grappled by said enemies. If it works, the people caught in the fire take 15 damage then an additional 5 damage per turn for four rounds unless the fire is removed in anyway. (patting the flame down, using water, flame retardant clothing, etc) This effect does not stack or increase by mutiple uses. Ryu is automatically exhausted for a turn after using this move. Can hit multiple targets. Friendly fire possible.

Dragon Born
Passive
But there is one they fear, in their tongue he is Dovahkiin, Dragon Born! As a half dragon Ryu is skilled in fighting his own kin and resisting their influences they tend to have on lesser minds. As such, Ryu automatically bypasses all dragon based defense buffs and has a 15% increase chance of resisting or avoiding any grapples, pins, holds, stuns and status effects that a dragon type uses on him.

Hero's Armor
Passive
While wearing his armor, physical damage is reduce by 25% and seduction attacks that involve touching the target, 25%. If the armor is removed, this effect does nothing. If Ryu's health is below 50%, this effect does nothing.

Risking it all for a Friend.
Passive
This power does not work if Ryu can not move from where he stands for any reason or his CC is above 25%. If a person's Health is below 25% and will drop to zero by a range attack (Any move that is not done right next to the target such as  shooting a spell, firing a bow, swinging a long weapon) or a melee attack that took a round to launch, Ryu will move in the way and take the hit instead. This reckless move however leaves him taking twice the damage and unable to use Hero's Armor power to protect himself. (if it would do five damage for example, Ryu will take ten) Also Ryu can not attack on the next turn after using this move.

Right Back at You
Passive
Obtained after a meeting with Narashe... Ryu can send any physical damage back to his opponent - the damage done is equal to (HP damage + (1/2)CC damage). He has to take the full damage of the attack for this to work, and if he uses this in conjunction with 'Risking it all for a Friend', he gets an extra damage boost of 25 percent.

Determination: I WILL SAVE HER!
Passive
After finding out that Akari has become the new and evil Black Light, he will do whatever it takes to save her. Once per battle, he can automatically negate a status effect that keeps him from attacking which can include grapples, hypnosis, suggestions, and even if you have him chained up. Also all suggestions that are made to try to dissuade him from saving Akari automatically fail.
« Last Edit: December 20, 2011, 06:20:14 pm by RyuForce » Report Spam   Logged

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RyuForce
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« Reply #1 on: December 28, 2010, 06:48:10 pm »

Name: Akari Quati

Level: 2 HP 130 CC 130

Sex: Female

Age: 22

Affinity: Strong Willed

Appearance:


Bio: Can one truly be given a second chance? A thousand years ago, two warriors took a special oath in order to grant them reincarnation until they can defeat a deadly demon who threaten to destroy the land. Time and time again they failed but over a hundred years a go, a warrior known as Ryu and a master of light, Akari fought a powerful evil known as Seczor. In the battle, both heroes fell mortally wounded. When darkness was thought to have won, Akari was able to  cast a powerful light to trap the demon for a century. Time has passed since then...

Akari Quati is the reincarnation of Akari Lightbringer, a warrior and master of using the light. Born in a town, she loved the sun but dreaded the night and darkness. She discover her gift on her tenth birthday, and since then used her power to keep her life and path bright. She lived a normal life with the exception of meeting Barron, a circus performer that taught her how to throw knifes and also how to hide them in ways that make her not only seem to have an endless supply but to have them come out of nowhere. Taking this skill to heart, she learn to combine the two to make a weapon against evil and the darkness it brings. When word spread of such possible darkness, she took it to herself to bring light to the world by ending their attempt to rule it and to ensure the world is left in peace. Her simple life was turn into an adventure to save the world from eternal darkness and to one day, face Seczor, a being of great darkness.

Special Attacks/Abilities:

Knife throw
90%, Ranged
Basic attack that inflicts 5 damage when she tosses it to an enemy.

Light charged Knife Throw
72%, Ranged
Akari takes one turn to charge her knife with light energy, then throws it at an enemy to inflict 25 hp damage and 25% chance of becoming stunned if damage is taken.

Light Blast
60%
Akari takes a turn to absorb the light around her then releasing a wave of light that strikes all around her for 15 damage when it hits and 25% chance of becoming stunned if damage is taken. Hits multiple targets that are around her. This move does not hurt Akari or any friendly teammates and can be done regardless of Akari being tied up, grappled, pinned, paralyzed. Something like stun could prevent the attack.

Blinding Light
65%
Akari releases a blinding light from her hand to stun up to three target for one turn. If she aims it at more then one person, the chance to hit drops to 50%. Akari must wait one turn after using this before she can repeat this move again.

Final Light
60% for original target. - 50 % for those that are around the original target.
This move takes three turns to charge. Akari unleashes a ball of light to fire at a target, striking it and nearby enemies for 50 hp damage. Everyone who has taken damage has a 50 percent chance of being stunned for two turn. After which, Akari takes 50 damage regardless of if the attack hits and can not use any move that involves light for five turns. If used for a second time, it can not be done if Akari has less then 50 HP left. (first time it is used, Akari can use it with less them 50 health but it will KO her instantly.)

Broken Light
Passive
If Akari has only 15% CC or less left before becoming charmed, she can not use her light based powers without being stunned for a turn.

Path of the Light
Passive
Akari has lived following the light and sees corruption along with seduction as the path to darkness. As such, she gains an extra 10% resistence to CC damage so long as her health is above 25%.

Destiny
Passive
Ryu and Akari, while unaware of it, are destined to fight together to defeat Seczor. As such, together they gain 10% resistance to HP and CC damage and have 5% increase to their chance to hit with their moves. If Ryu is captured and/or seduce and Akari is on a mission to save him, Akari automatically absorbs the first 5 points of CC damage from any attack that hits her. However if Akari has to face Ryu, she takes double hp damage and CC damage. If Akari encounters Seczor fighting Ryu, there is a 75% chance she will fight Seczor with Ryu if not currently charmed by an enemy.
« Last Edit: October 03, 2011, 12:46:56 am by RyuForce » Report Spam   Logged
RyuForce
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« Reply #2 on: December 29, 2010, 12:28:42 pm »

(NOTE: Luna is now a Mistress, check here for info on that: http://ensnared.smfforfree.com/index.php/topic,654.msg15072.html#msg15072 )

Name: Luna Maize

Sex: Female

Age: 20

Affinity: Strong Willed

Appearance: 


Bio: A thousand years ago when the world was in greatest darkness, the people who lived in the desert would par take in duels using summoning magic. They would bring forth great beasts to do battle. However this knowledge was soon sealed in the desert, lost in time and thought to be completely forgotten when an unknown hero purge the world of this dark ritual. Using it's own power, he sealed it all into a card and toss it into the deepest part of the desert to be forgotten. The golden card laid in the sand, waiting a thousand years for it's discovery...

Luna was born in the desert and it was believed she would die in the desert. Her tribe faced endless hardships between the sand storms and those what attempt to rob them weekly. At the age of 18 she grew tired of her village and set off alone in the desert to find hope for grass and plant life that was told to her in stories. Two weeks of roaming the desert she was at the end of her life. Starving, thirsty, the desert gave her no remorse when she collapsed to the ground, ready to die.

However fate had other plans as she notice something glow in her hands. A golden card now in her hand, her strength was returning. She soon found an oasis, unaware that it was the card guiding her. In time she learned of it's powers and by the next two months after discovering the card, she got her wish of seeing the grass and cool breeze that most people take for granted. Years past and she lived a more peaceful life in a small village. Learning however of a threat to rule the world, she heads off to do good in the world...with a card that is full of darkness.

Special Attacks/Abilities:

Her special attacks are divided into two forms. Monster summoning and Magic/Traps. When she summons a monster, it has it's own attack, health, and even CC. However it's turn does not start until after Luna's next turn. These creatures act on their own, using their own power to fight her enemies. The downside however is that she can only bring three out at a time and can only summon five normal monsters per battle. Normal monsters being any that do not take a cost of some sort to bring out. Along with that, if a monster is charmed by the enemy, they will attack her instantly before vanishing with 100% accuracy. Costing her health along with a monster to summon. Also note that all monsters are summoned with no chance to fail, the percentage shown is the monster's chance to hit. However any accuracy or defense penalties she takes, also effects her monsters. (example: she gets blinded, dropping her accuracy by ten. Her Insect Knight she summoned now has a 50% chance to hit instead of 60%. If she now takes double damage from an attack, so does her monsters. Except for the effect' Heart of the Cards', any other debuffs or buffs to her, do not effect her monsters.)

Monster summons -

Raging Flame Sprite
65%
Health 5 CC 20. Raging Flame Sprite inflicts 5 damage to anyone she hits. Every time she succeeds in her attack, she gains 10 HP. For every 10 HP that Raging Flame Sprite gets by her own effect, she deals an extra 5 damage (max amount, is 20 HP Damage). After gaining 20 HP by her own effect, every successful attack only gives her five HP until she has gain Forty HP by her own effect. It is then that she no longer gains health.

Neo Spacian Ground Mole
80% on Minions, 25% on Converted Heros, 0% on Mistresses
Health 10 CC 10. Neo Spacian attacks right away without waiting for a turn and attempts to banish the target and itself. A person who is banished is sent to their lair or if the fight is taking place in the lair, sent somewhere nearby. Once this move is done, regardless of success, Neo Spacian is return to Luna and can not be used again for this battle.

Vorse Raider
60%
Health 20 CC 30. Vorse Raider uses it's blade to strike for 15 damage when it lands.

Harpy Lady
75%
Health 15 CC 25. Harpy Lady strikes with her claws to inflict 10 damage. However if the roll results in 51 to 75, she only deals 5 Damage.

Red Eyes Black Dragon
70%
Health 25 CC 40. Red Eyes can only be summoned by a tribute of one monster that Luna has summoned. Red Eyes also starts off with the same amount of HP and CC damage that the tributed monster has taken. It releases a fireball attack that can inflict 20 damage per hit.

Blue Eyes White Dragon
70%
Health 30 CC 50. Luna's strongest monster can be brought out by a tribute of two monsters that Luna has summoned. Blue Eyes starts off with the same amount of HP and CC damage that the tributed monsters had, divided by half. Blue eyes can also attack on the same turn it was summoned. It releases a deadly ball of flame that inflicts 25 damage per hit.

Magic/Traps - (magic and traps are consider a normal move for her so the percentage is her chance to hit with it. Unless otherwise stated, she can use the move as many times as she wants.)

Ookazi
80%
Luna's basic attack. Inflicts 10 damage when it hits.

Mind Crush
50%
If it is successful one ability that the target of this card has is sealed for five turns. Mind Crush cannot be used again until the ability that was sealed is no longer sealed. Mind Crush can be used on the same person but can not be used to seal the same move in the same battle. Mind Crush's success rate drops by 10 percent per successful hit until it has a 20% chance to hit.

Meteor Destruction
70%
Inflicts 20 HP damage to a target. This card cannot be used on a Mistress or Converted Hero who has less then 25% health.

Mystical Refpanel
100%
This card can only be used twice a battle. Whenever a magic based move is used on someone other then Luna, that person takes no damage from it and Luna is hit instead. (includes HP and/or CC)

Mage Power
100%
This card only works when Luna has more then 50% health. She choices one team mate, her monsters, or herself who now deals 10 extra damage for each attack. Per turn, starting with the turn after using this card, Luna takes 10 HP damage that can not be negated or reduced by any effect. Luna can choose to end this card effect instead of pay the cost. If Luna ends the effect or her health drops less to 50%, the card is return to her hand and she can not use it for another two turns.

Heart of the Cards
Passive
Whenever Luna's health or CC is in critical, (below 25%) she always draws the cards she needs! Her attacks and her Monster attack chance to hit improves by 20% up to 90% chance to hit. However monsters now take double HP and CC damage but she takes no damage from one of her charmed monsters attacking her.
« Last Edit: October 08, 2011, 09:43:30 pm by RyuForce » Report Spam   Logged
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« Reply #3 on: January 03, 2011, 08:18:01 pm »

Name: Seig Forza

Sex: Male

Age: 25

Affinity: Abled

Appearance:


Bio: Lancers or sometimes Dragoons was an old monster slaying class of knights. Focus more on using long spears and lancers to strike from safety they were popular in kingdoms that face constant threat. This art however was lost for a hundred years until at a young age, Seig stumbled upon a book of it as he was trained by his father in fighting. At first his father discourage the new fighting style Seig wanted but after reading it, allowed him to train in it. Many years later, a skilled Dragoon now sets out from his home in search for evil monsters that plague the land.

Special Attacks/Abilities:

Armored UP
Passive
So long as Seig wears his armor, Seig takes 25% less HP and CC damage from all physical attacks. However if 50 damage is negated by this effect, then this effect deactivates for the encounter.

Piercing strike
75%
Seig thrusts his lance or spear into his enemies. This move ignores any buffs that lower the damage this move does. When hit, a target takes 10 HP damage.

Rush Recklessly
60%
Seig rushes forward, charging with his lance. If it hits it does 25 damage but if he misses, the target has an increase 30 percent chance to hit. (Maximum increase is 90)

Brace for impact!
100%
Seig goes into a defensive pose, protecting him from all damage by 25% for three turns. This move can only be done once every five turns.

Sword and Lance
65%
Seig strikes with both his lance and his sword, attempting to get distance from an enemy. His first attack is a sword swipe while he jumps back then thrusts with his lance to finish it. The first attack deals 10 damage. The second one has a 55% chance and will do an extra 10 damage that negates any defense buffs that protect damage. If both attacks miss, Seig is extra vulnerable and the person that avoids it has a 20% increase chance to hit. (Max accuracy by this effect is 90%)

Focus
80%
Seig focuses and tries to find a perfect chance to strike. His next attack will have an increase 50% chance to hit. (Max accuracy by this effect is 90%)
« Last Edit: April 17, 2011, 05:11:28 pm by RyuForce » Report Spam   Logged
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« Reply #4 on: January 04, 2011, 10:58:15 am »

(This is what happens when you play to much castlevania  Grin )

Name: Luis Bel

Sex: Male

Age: 21

Affinity: Strong Willed

Appearance:


Bio: It was written in legend that their was once a terrible and mighty vampire that threaten to rule the world by bringing the monsters into it. However century after century that this demon has tried, a heroic vampire hunter would brave his castle and destroy him. Upon recently, 20 years ago a group of priests wanted to ensure the world's safety. Using an ancient ritual they called forth the power of these vampire hunters in hopes that it would bless a boy with their power.

Raised by them, he was at age 16 gifted with a whip that was believed to be given the same powers as the whip those vampire hunters use. Mastering how to turn such a thing into a weapon, he was sent out at age 20 to rid this world of all evils. Corrupting or otherwise. A bit self righteous, Luis has a strong desire to defeat all evils and purify the land. Luis is a natural born survivalist and can survive dangerous areas that would make people submit far sooner.


Special Attacks/Abilities:

Legendary determination
Passive
Luis cannot be charmed instantly by any move. The only way for him to become charmed is for his CC to reach max.

Agile
Passive
The vampire hunters that Luis gains his power from allows him to become very evasive and avoid attacks. As such he gains a plus 10% bonus to dodging attacks. However this body is more frail...and sensitive. He takes 10% more damage from all hp attacks and 25% more CC damage from any physical attack.

"Die Monster! You don't belong in this world!"
Passive
Luis has zero trust in all nonhumans and vampires. As such he will attack them on sight unless convince otherwise (usually by another hero) that this target is not a threat. The benefit to this is that so long as they do not look human, a minion or mistress can not trick Luis. The downside is that he will probably attack a hero who is not human.

Pot Roast...in a wall?
Passive
After every encounter Luis survives, there is a 50% chance that he finds food by literally breaking a wall, ceiling, or even the floor. He rolls again and depending on the result is what he finds. All food he finds is not tainted oddly enough but no one wants to have any.
1 Mushroom - Poisoned for three rounds, taking 5 damage each round.
2-20 Pot roast - 50 HP and 20 CC healed.
21-40 Turkey Thigh - 25 HP and 10 CC Healed
41-60 Wine - 5 HP and 25 CC healed.
61-80 Purified water - 25 CC and 25 HP healed
81-100 Nothing after all - no effect.

Vampire Killer
75%
With his trusty whip imbued with holy powers, Luis swings his whip to inflict 10 damage. If used on a vampire, this attack does double damage.

Whip Spin
75%
After striking with Vampire Killer, Luis can use this attack and spin it around, doing another 10 damage (double to vampires) and being protected from all projectiles that have a less then 80% chance to hit him for that turn, regardless if the enemy dodges the attack or not.

Sliding Kick
60%
Luis slides across the ground before kicking up in the air, giving a surprising fast attack that inflicts 20 damage but if it misses, the target has a plus 20% chance of hitting him.

Uppercut
70%, 90% against flying targets, ranged
Luis launches an uppercut that sends him flying into the air and able to inflict 15 damage. Flying enemies do not see this coming and are more likely to be hit the first time. After that it drops to 70%

Heart Weapons: Heart weapons are special moves of Luis. While he can use them freely unless stated otherwise, only one heart weapon can be out at a time. For example, Holy water burns for a few rounds so Knife or axe can not be used until it is done.

Knife
90% Ranged
Fast and accurate. Luis tosses a knife that deals five damage.

Axe
50%, Ranged
A axe tosses into the air to land down on a foe. Because of how it arcs, it takes good timing but it does hurt a lot and deals 25 damage and stuns the target for one round.

Holy Water
65%
Tosses a bottle of holy water at the enemy, bursting into fire that deals 10 damage. (double to all unholy enemies such as undead, demons, and vampires) The fire continues to burn in that spot for three turns dealing 10 damage each turn they stay in it. If they attempt to leave the spot they have a 50% chance of taking 5 instant damage...though that be a better risk then just staying there. Deadly against targets unable to move.

Holy Cross
75%
Luis tosses a cross at the enemy that on his next turn returns to him. The cross does 5 damage (double to all unholy enemies) and when it returns, will hit any target or targets that has him in a hold causing a 60% chance of them letting go.

Holy Bible
100%
Luis summons a magical ward that takes the form of a bible surrounding him for five turns. During those five turns, any target that attacks with a physical attack weither it hits or not has a 50% chance of taking 5 damage. If they have him in a hold, they have a 80% chance of taking 5 damage but do not break the hold. Even if Luis is defeated, the bible stays on him until it wears off on the fifth round.
« Last Edit: January 04, 2011, 08:55:08 pm by RyuForce » Report Spam   Logged
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« Reply #5 on: January 08, 2011, 01:10:31 pm »

Name: Yona Zen

Sex: Male

Age: 24

Affinity: Abled

Appearance:


Bio:
Some, like Akari, loath or avoid the darkness and demonic powers but others embrace it.  At age 18, Yona discovered an ancient book that held the power of a powerful demon. When to most it would corrupt or destroy them, Yona not only survived but grew far stronger by it while learning to use large two handed swords. The demonic power granted him strength that few men dreamed to have and a power to face all that oppose him. This demonic power however hopped to corrupt him and turn him into a demon and yet here he stands as a powerful fighter who uses darkness to protect the world.

But should he fall or let himself be corrupted...great evil will spread.

Special Attacks/Abilities:

Demonic Power
Passive
Yona's dark powers grant him many advantages. For one, Yona has a 50% chance of all HP damage will deal only half damage. If a break attack deals CC damage, there is a 50% chance CC damage is negated. However all holy based moves deal an extra 50% damage on HP and CC moves with no chance of this effect decreasing that damage.

Back hand/ hilt strike
90%
Not every enemy is worth swinging a giant blade at. A quick strike of the hilt or smacking them works. Deals 10 HP damage

Focus
100%
Yona brings his mind to great focus, granting his next attack a 50% boost in accuracy (max amount 90% unless another accuracy boost is used for him by someone else). This effect wears off if Yona takes more then 25 CC damage per three enemies.

Mighty Slash
60%
Yona swings his blade at his enemy, letting his strength and the sword do the talking. 30 HP damage.

Hell's Tornado
60% per person.
Yona starts to spin in circles, holding onto his great sword. Those caught in the radisu take 15 HP damage

Painbringer
75%
Yona swings his sword to his enemy much faster but with less of an impact. 20 HP damage

Strike True with Darkness.
25%
Yona jumps into the air and lands down with his blade on his enemy, impaling them before slowly and painfully sliding the sword out. 40 HP damage, 60% chance of instantly killing a minion, 5% chance of dealing double damage to a converted hero. If the attack misses by more then ten percent, the victim can counter attack with a break attack or deal 10 HP damage, which ever is preferred.

Black Sphere
65%
Yona fires three balls of darkness towards his enemies, dealing 15 damage each but the same target can not be hit more then twice by one wave of Black Sphere. This attack's odds can not be boosted by Focus and deals half damage to all unholy enemies. After used, Yona must wait one turn before using it again.

Demonic Megadome
60%
Yona can use this move if grappled or pinned. Yona however must charge for one turns to use it. Yona unleashes the true power of the demon inside, creating a huge wave of dark energy that deals 50 damage to all it hits and has a 50% chance of instantly killing each minion that is hit by it. This attack however has great side effects. For one, it can only be used once per mission. When used, Black Sphere and Focus can not be used for five turns. He is also stunned for two turns and lose 10 Hp over a course of three. All unholy enemies only take half damage.


(If Demonic Megadome still sounds to powerful, please let me know and give me ideas to how to fix it.)
« Last Edit: June 11, 2011, 01:11:01 am by RyuForce » Report Spam   Logged
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« Reply #6 on: January 29, 2011, 12:17:42 am »

Name: Rei Kameko aka Tiamat

Sex: Female

Age: 21

Affinity: Strong Willed

Appearance:
Normal form


Hero form


Bio:
With heroes falling left and right, an old society of superheros have decided to reveal themselves to the world once more. These heroes are a band of warriors who disguise themselves to prevent people from knowing their true identities and allowing them to gather information that most heroes would never know. Enter Rei, a girl who at the age of 18 was a victim of a murder attempt against her wealthy father by greedy thieves. They however did not stop there and tried to slaughter the entire family to ensure there would be no witnesses. Rei however came late to her home that day, only to find herself surrounded by the thieves and her family dead before her. She was a warrior but had no chance to win an outnumbered battle. Bleeding she collapsed to the ground and watch as they gained around her...

It was then another person intervened. One dressed in golden armor as he kicks them away then defeats them one by one. He who she would know later as Bahamut, turns to Rei who has already passed out and realized the only way she would survive her wounds was to grant her the powers of a superhero. When she awakens she awaken to her old life forever gone but her new life of protecting the world anew. She spent many years in training before this day has arrived, the day she must protect the world from the evil that wants to turn all into mindless slaves. This is her destiny but how it ends is another story. Whether in normal form or not, Rei always wields a blue hilt sword.

There are however a few rules to keep her Super form. Failure to do so will result in her powers gone and her memory wiped. She will also lose her powers if she becomes enslaved.
1. She can never reveal her secret identity to the innocent. Evil it would not matter but good and innocent people must never know who she really is.
2. Never willingly strike at an innocent person...less they say it is okay.
3. Never fight for vengeance. One must keep a pure heart.

Special Attacks/Abilities:

Normal attacks:
The following can be used in all forms

Punch, Kick, Slash
90%
Basic attack that deals 10 HP damage.

Stun Slash
75%
Sword strike that deals 5 HP damage and has a 50% chance of stunning them.

Tactical Retreat
60% of success per enemy if she uses this to chance forms, 40% per enemy if she uses it to escape and run away.
Rei attempts to leave the battlefield, usually using this as an attempt to change into Tiamat. She can however use it to literally leave when the battle grows unwinnable. If it fails, she can not run for two more turns and has a 25% defense penalty to all attacks on her next turn. This move fails if one person gets a successful roll against it unless there are more then four enemies, at which it can work so long as two enemies do not get a good roll on it.

TiamatChange
100%
Rei can switch between forms at will but can only do so if no heroes or innocent sees her or if there is any present, they are distracted or under a status effect, Koed, Fully CCed, etc that will keep them from noticing. (Such as sleep, berserk, charm)

Human form - all moves that can only be done in her normal form.

Gale Slash
65% on all enemies
Rei jumps in the air and swings her blade, unleashing wind blades that home in on all enemies. Each successful hit deals 10 HP damage.

2 Gale Slash
50% on all enemies
Same as Gale Slash but is used with two swords. Each hit deals 10 HP damage and as such means a single target could be hit twice for 20. (Requires someone lending a blade)

Double Slash
80% then 60%
Rei strikes twice in one turn, dealing 10 HP damage for each hit.

Rei's Striker
70%
Rei rushes forward, releasing the power of Tiamat without revealing her true power. This attack deals 15 damage and has a 50% chance of stun. This move however can only be done once per five turns to make sure no one starts to wonder how much hidden power she really has.

Tiamat Form - Her powers in her super hero form.

Hero Helm
Passive
Tiamat's helmet not only protects her head but has a tinted visor that reduces sight and breathing based attack success rate on her by 20%. (Hypnosis and pollen for example) No moves that involves her eating or drinking something will work on her so long as she is in Tiamat form. The helm can not be removed unless she has full CC. After all she has to keep her secret identity!

Hero Armor
Passive
Her armor easily protects her from a lot of damage and causes her to shrug it off easily. As such, all damage, both from HP and CC, is reduced by 5 (meaning anything that does 5 or less is automatically negated) and she can not take any kind of damage from anything that involves a touch against her skin or exposed skin to work. However this armor can be removed by any effect that would cause it or if someone does not have this move, they can attempt to use their turn to remove her armor at a 40% success rate. Doing so the first time will remove her boots and gauntlets, exposing her to touch attacks now. The second time removes her main armor and reveals her underwear, negating Hero Armor's buffs completely. She can however in seven turns after losing a piece of armor, resummon her armor.

Shining Kick
85%, 100% if condition applies.
With a flash of blinding light appearing nowhere, Rei jumps up and kicks her foe, dealing 15 HP damage on success. Special Condition: If Tiamat finds others in combat while not being attacked herself, she can use this attack to interrupt an enemy by either negating its current attack or stunning it for a turn.

TiamatFist
75%
Tiamat unleashes a heavy strike with her armored fist of justice, dealing 20 HP damage if it hits.

TiamatStriker
70%
Tiamat charges for a turn then rushes with her Tiamat blade, impaling the foe. 25 HP damage if it hits and a one turn stun on all minions it hits, 75% chance of a one turn stun on a converted hero it hits, and 50% chance of a stun on a mistress it hits.

Tiamat's Fury
75% per hit.
Tiamat unleashes her ultimate attack! She summons Five dragon heads that launch at the targets of her choice. Each head that hits deals 10 HP + 15 element damage. Each head has it's own element and she launches them in this order: Light, Water, Fire, Earth, Darkness. If you are aligned to an element, you take no element damage. If you are weak to an element, you take 5 extra damage instead. After this attack, whether it hits or not, Tiamat can not change forms and can not use any Tiamat powers for five turns with the exception of Hero Helm and Hero Armor. This move can only be done once per three battles.
« Last Edit: March 03, 2011, 05:43:25 pm by RyuForce » Report Spam   Logged
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« Reply #7 on: February 12, 2011, 12:45:13 am »

Name: Haru Daiki aka Bahamut

Sex: Male

Age: 38

Affinity: Abled

Appearance:
Normal form


Bahamut form



Bio:
15 years ago, a man known as Haru discovered a magic stone, one that in it sealed the life force of the ancient dragon, Bahamut. From the stone and the cave he found it in, he learned that long ago the dragons were nearly wiped out to bring peace to the world. Bahamut accepted his fate and sealed himself so that he too will not be slain and that he can bring the powers of the dragons back when the world needed it the most. That stone cracked and burst out a wave of light, knocking the man out. When he came too, he found himself donned in a new battle armor and the voice of the dragon now in his mind.

As time went on, Bahamut revealed to Haru that the powers of many dragons are sealed throughout the world and that others too can unleash the power. "They must return...the world will need them soon. I am sure of it." Bahamut warned and Haru began his search. He founded the Super Heroes that soon hide their true identities as they protected the land but it was on one faithful night, three years ago that he found his brother's house attacked by thieves. Before he could change forms and enter, all but Rei was dead. He recently found the Magic Stone of Tiamat but knew that it be a risk to use it to save her. In the end he took that risk, knowing full well that if Rei loses herself in battle...she will be reborn. "Tiamat is the darkest of all dragons. She brought many to her knees and she can easily do the same to all mortals."

Bahamut trained Rei on using her Tiamat form while never revealing that he and Bahamut is the same. She can't know, not yet and maybe not ever. After all if she does fall, Tiamat will know just where to find her brother and who to strike down to destroy him. It is very rare to see his human side as he usually stays in his hero form to ensure that he is always ready to fight.

Special Attacks/Abilities:

Punch, or kick
90%
Basic attack that deals 10 HP damage. Can be used in all forms.

Change forms
100%
Bahamut can at will chance between his human and hero. However a change can not be done in front of innocents or allies unless they are unable to notice.

Hero Helm
Passive
Does not work in Human form. Bahamut's helmet not only protects his head but has a tinted visor that reduces sight and breathing based attacks success rate on him by 15%. (Hypnosis and pollen for example) No moves that involves him eating or drinking something will work on him so long as he is in a Bahamut form. The helm can not be removed unless he has full CC. After all he has to keep his secret identity!

Hero Armor
Passive
So long as Bahamut wears his armor, he can not be affected by any move that requires direct skin contact (poison through a bite, kiss, etc) and can shrug off 5 damage from both HP and CC easily while negating all damage that does less then that. However this armor can be removed by any effect that would cause it, or if someone does not have this move, they can attempt to use their turn to remove his armor at a 20% success rate. Doing so removes all but his helm, negating Hero Armor's buffs completely. He can however in seven turns, resummon his armor.


Duel Gun
80%
A powerful pistol that cuts into foes. Dealing 25 HP damage but requires reloading after each shot. (Reloading takes one turn) In hero form, there is no reload but the gun does 10 less damage.

Dragon's Bane
75%
A powerful Rifle that pierces armor. Deals 15 HP damage and ignores defense buffs. Requires reloading after three shots. (reloading takes one turn) In hero form, Bahamut can choose to fire even when it needs to reload but it does 10 less damage.

Hyperion Bazooka
60%
A powerful gun that is fused with Bahamut's powers and as such can not be done in human form. It launches a laser that hits its target and explodes, Dealing 20 HP damage to the target and 5 HP damage to any enemies around that target who have to roll 50% or better to avoid getting hit. The gun fires twice and then needs to be recharged for five turns.

Dragonic Magical Gift
Passive
All magic listed below can used in any form but unless in hero form, the magic deals 5 less damage and has a 10% decrease to the chance to hit.

Sun ray
80%
A ray of light from the sun strikes down intensely on one foe. Dealing 15 HP damage. Works even in the night and deals double damage to undead/unholy! Does heal plants.

StarLight Heal
60% then 30%
A soothing light shines down on an Ally, healing them for 10 HP and 10 CC. Can only be casted five times a mission with this effect. After the fifth time, the healing is halved and the chance of success is reduced to 30%

Flash Fire
50%
A wave of controlled light that intensify and creates enough heat to start fires! Deals 10 HP damage and 5 HP Fire elemental damage to all enemies. The fire damage does nothing against fire type and when a target is in bout waist deep in water.

Mega WindBlast
60%
Can only be done in Hero form. A deadly wave of light shines, creating a blast of energy that hits all enemies easily. It deals 25 non elemental HP damage to all that are hit in the wave. It however requires charging and as such can only be casted once every five turns.

Bahamut Blast
75%
Cannot be done in human form. After charging for one turn, Bahamut unleashes a beam of non elemental light to strike one target. If it hits, it deals 50 HP damage. However if done, Bahamut is force into cool down where the Hero Armor Buff does not work, he can not use magic, and can not use Hyperion Bazooka. This wears off in Five turns. Bahamut Blast can only be done once per mission.
« Last Edit: May 21, 2011, 12:31:42 am by RyuForce » Report Spam   Logged
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« Reply #8 on: March 12, 2011, 11:20:17 am »

Name: Drake

Sex: Male

Age: 27

Character Type: Strong Willed, Spellcaster, Lucky one.

Appearance:



Bio:
"When we met Drake, we did not know what to expect. One second he could summon some of the fiercest magics we have ever seen and the next, a spell that would not even get a kitten to flinch. I am left constantly wondering, can luck really keep this guy alive?"

Drake is no normal mage. Drake was blessed by a Gambling spirit and given the power of luck, literally. While others plan and use their attacks accordingly, Drake has learned to use the spirits power to let everything come at random. His power, is moves, even his skills he can cast will be unpredictable. Some are lucky, some are lucky not to be dead. Sometimes Drake wonders if he is the latter.


Special Attacks/Abilities:

Punch/Kick:
75%
Seriously basic, 5 HP damage on hit.

Rerolling, it's part of the house rules.
Passive
Should Drake can at will change a roll he does not like, once per turn. This ability can not be used again for another five turns after it's effect is used.

Do you feel LUCKY?
?
Drake rolls two sets of dice, the first roll determines the accuracy of his next attack while half of the result of the second roll determines damage. Now Drake must dodge the attack made from this move or take damage. So long as he survives the attack, he can then choose one enemy who must also avoid the same attack on them.

Combat Wheel: Once per turn, if Drake chooses to attack, he spins a magic wheel. Depending on what he rolls determines what he cast and their effectiveness. Here are all the outcomes. All moves are consider magic type.

1
Fail - Backfire
100%
The wheel explodes, hurting Drake and Drake only for 10 HP.
Combo power: 30%

2-20
Burning Blast
65%
Unleashes a powerful flame that deals 10 Hp damage and has a 50% chance of causing Enflame. Enflame causes 5 fire based damage each turn for four turns until the character can remove the fire.
Combo power: 15%

21-40
Poison Needles
75%
Unleashes a wave of needles at the enemy that can not be all dodged but it is possible that not enough will hit that the poison will effect the person. If they do not avoid the attack, they are poisoned for four turns, taking 6 damage each. A person can not die because of this.
Combo power: 20%

41-60
Sleeper's Fist
65%
A giant fist strikes the opponent, oddly though causing them to sleep. 10 Hp damage with a 75% chance of sleep. A person who falls asleep can not attack for four turns. However they are awaken if they take any damage outside of effects like poison.
Combo power: 15%

61-67
Fire Kiss
60%
Yeah you heard me, Drake lunges into a foe and gives them a kiss of burning desire...and also sets them on fire. 10 HP damage with a 40% chance of inflicting charm. A enemy that is charmed will aid Drake for four turns unless they take damage. If there are no other enemies around however, the charm victim will just attack Drake, using no moves that inflict damage however.
Combo power:  15%

68-90
Heavy Strike:
70%
A fist strikes the target hard, dealing 20 HP damage.
Combo power: 15%

91-97
Deadly sword:
60%
A deadly piercing blade stabs at the target, dealing 20 HP damage that can bypass any defense buffs!
Combo power: 10%

98-99
Jackpot - Hell blade
50%
A blade from the darkness that strikes for 40 damage!
Combo power: 7%

100
MEGAJACKPOT - Combo time!
?
If Drake lands on this, he rolls three times to unleash a combo attack of his moves! Once the three moves are picked, the odds are determined by combo power at the bottom of each move with a base of 30%. Example: Drake rolls the combo well then rolls Hell Sword, Fire Kiss, and Burning Blast. So the chance of the new combo to hit will be. 30+7+15+15= 67 percent chance of striking with all three. Lucky move is high reward!
Combo power: None, instead Drake rerolls for each time he lands on this.
« Last Edit: March 17, 2011, 09:41:55 am by RyuForce » Report Spam   Logged
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« Reply #9 on: April 21, 2011, 08:39:06 pm »

LEVEL 3: HP 160, CC 160

Name: Yuna

Sex: Female

Age: 18

Character Type: Strong Willed, High Summoner

Appearance:


Bio:

It has been a year since the events which Yuna and her Guardians defeated Yu Yevon and brought eternal calm to their world. It came at a personal cost to Yuna however as Tidus was sent to the farplane after those events. Still in her heart, he was never gone. One day however at the edge of the ocean while there with Rikku and Wakka to search for the missing Lulu, she saw him. Tidus or at least someone who looked like him. Going after him he ran into the water where soon the other two gave chase. Before they could catch Yuna a portal open up. At first she tried to avoid it but when 'Tidus' entered the portal she boldly took the risk and followed after before her friends could stop her or follow.

It was then she awoken in this world and was attacked by the seductive creatures that want to corrupt her. At first a futile battle, her refusal to surrender invoked the power of the Fayth and Valefor arose to defend her. Releasing she can once again call on the Aeons for aid, she ventures to find Tidus and to prevent the calm this world once has from crumbling.

Special Attacks/Abilities:

Summon Aeon
100%
Yuna can once a turn summon an Aeon to aid her in battle. She can only have one Aeon out at a time and can not summon one on the turn after it is defeated. She can also recall summons at the cost of her turn. If a summon is defeated, it can not be re-summoned until the next battle or encounter. Also Yuna can only use five summons per battle.

Nearly Untargetable.
Passive
Her Aeons will protect her greatly and since they are mighty beasts they can easily do so. All attempts to hit Yuna (except her own abilities) while an Aeon is out is reduce by 80% whether this attempt is to help or hurt Yuna. A move's chance to hit can not be reduce to less then 5% however unless that move's hit chance was already that low.

Rod Strike
90%
Her basic attack but it can only be done when she has no Aeons out. She hits her target with her summoner rod for 5 HP damage.

Holy
40%
Yuna calls forth a ball of light to strike a foe, dealing 15 HP damage if it hits. Double damage to unholy enemies.

Pray
30% to all Allies
Yuna prays to aid her friends and to give them strength. For every ally this works on, they are healed by 10 HP and 10 CC. This move does not work on Aeons

Esuna
40%
Yuna attempts to heal a friend of the aliments inflicted on them. If successful, all debuffs and status aliments are removed. This move can also be used on an Aeon with a 75% chance of success.

Summons - This is a list of all the Aeons she can summon. Each with their own moves and attacks. Some Aeons hurt her however if they are charmed and a charmed Aeon counts as being killed. An overdrive move can not be done until after four turns after the Aeon is summoned then after used, overdrive moves can not be used again until the amount of turns the Drive move calls for. Double damage is dealt when an Aeon is hit by an element it is weak to.

Valefor - Her most trusted Aeon and her first one at that. This creature will never betray Yuna. Wind type. Vulnerable to Earth based attacks. Female.
30 HP, 30 CC


Flying
Passive
Valefor always flies no matter if stunned or hit by a heavy attack. As such, Valefor has a 5% evasion bonus.

Sonic Wings
55% on all enemies
Valefor unleashes a wave of wind by flapping her wings. It can push enemies back and deals 10 HP damage. Wind type damage

Overdrive - Solar Ray
75%
Valefor unleashes a beam of energy to strike a foe for 30 damage. Can only be done once every four turns. Non elemental

Overdrive - Energy Blast
50% on all enemies
Valefor unleashes several beams of energy that strike for 35 damage per enemy. Can only be done once every five turns. Non Elemental

~~~~

Ifrit - A powerful fire beast that can take many hits. Fire type, Vulnerable to Ice and Water. Male
HP 50, CC 30


Unbeatable Beast
Passive
Ifrit can take physical damage like it is nothing. All attacks are reduced by 5 Hp and can mean doing no damage. If an attack deals more then 20 damage, the damage is reduced by 10 instead.

Meteor Strike
70%
Ifrit summons a ball of fire to toss into the foe, piercing all non magical defense buffs and dealing 20 Hp damage. Deals double damage to enemies weak to fire.

Overdrive - Hell Fire
60% on all
Unleashes a giant ball of fire to engulf his enemies before tossing a part of the earth into them. Deals 25 Hp damage and pierces all non magical defense buffs. Deals double damage to enemies weak to fire. Can only be used once per five turns.

Seduced - Strike
50% x2
If seduced by the enemy, Ifrit turns to Yuna and strikes to strike her twice for 10 Hp damage each before vanishing. The dodge is for Yuna.

~~~~

Ixion - A thunder based Unicorn with a giant hook shaped horn. Thunder type. Weak to water and earth.  Male
40 Hp, 40 CC


Endure Magic
passive
Ixion is a powerful beast able to hand the strongest magic. Ixion has an increase 10% chance to resist all magical attacks that he is not weak to.

AeroSpark
60% x 2
Ixion fires off two disc shaped electrical attacks that deal 10 Hp damage each. Double damage to enemies weak against Lighting.

Overdrive - Thor's Hammer
50% x2 to all
Ixion charges electrical energy on the tip of his horn and shoot it toward the enemy, causing them to be lifted into the air. Then he fires a wave of electric energy to strike the foes. The first hit deals 15 damage while the second hit deals 20. Double damage to enemies weak against Lighting. Takes five turns before this move can be used again.

Seduced - Aerospark
50% x2
Ixion turns on Yuna to fire two waves of lighting that deals 5 Hp damage per hit but with each successful strike there is a 50% chance of Yuna being stunned for a turn.

~~~~

Shiva - A ice based and blue human who freezes her targets. Ice type, vulnerable to Fire. Female
HP 35, CC 45


Hard to get
Passive
Shiva's moments are swift and while magical attacks can hit her well, she has a 10% increased chance to dodge all physical attacks that come her way unless they are fire attacks.

Heavenly Strike
60%
Shiva fires a large piece of ice to strike and freeze a target. If it hits, it deals 15 Hp damage and stuns for a turn. A person stunned by this can not be stunned again by this move for three turns. Fire enemies are immune to this stun. Deals double damage to enemies vulnerable to ice.

Overdrive - Diamond Dust
50% on all
Shiva freezes the entire field completely in ice before it shatters all around her. If it hits, it deals 25 HP damage and stuns for a turn. Fire enemies are immune to this stun. Deals double damage to enemies vulnerable to ice. Can only be used once per five turns.

Seduced - Left in the Cold
50%
Shiva turns to Yuna and gives her a hug, groping her body and whispering sweet words as she freezes her in ice and leaves her. Deals 10 CC damage and Yuna is frozen for a turn. At which she is immune to CC but takes double HP damage. Yuna can not attack while frozen.

~~~~

Bahamut - A giant holy dragon that strikes fear in all that oppose him. Non Elemental. No weakness. Male
HP 50, CC 50


Mighty Dragon
Passive
This dragon is nigh unstoppable as weak attacks are shrugged off no matter what form. HP and CC damage is reduced by 5 and negated if it deals 5 or less.

Impulse
40% to All
Bahamut sends out a wave of energy that targets and strikes all foes for 20 damage each.

Overdrive - MegaFlare
60% to all
Bahamut jumps back and unleashes a wave of powerful light and energy. Even though it is light, this attack does not count as a light based move. The damage it deals is 35 damage each. It takes six turns before Bahamut can use this move.

Seduced - Dragon's Judgement
50%
Bahamut turns to Yuna and decides to attack her while she pleas for him to stop. If she is successful nothing happens of course, if not then he fires Mega Flare on her, dealing 20 HP damage.

~~~~

Yojimbo - An ancient bodyguard and master swordsman for hire. Non Elemental. No weakness. Male
HP 50, CC 50


Gil For an Attack: Yuna randomly gives Yojimbo gil to determine his attack. A roll of the dice determines what move he has.

1-10
No Sale
0%
Yojimbo does not attack

11-45
Daigoro
80%
Yojimbo calls his dog to rush in and strike his enemy. Deals 10 HP Damage

46-70
Kozuka
65% x 4
Yojimbo fires several waves of knives at the foe. Dealing 5 HP damage each

71-85
Wakizashi
50% to all
Yojimbo strikes all foes with a deadly hit, dealing 15 HP damage to all enemies hit by it.

86-100
Zanmato
50% to all
Yojimbo unleashes his best strike, cutting all foes in half. Dealing 25 HP damage to all enemies hit by it.

Seduced: Price to pay
Yojimbo turns to Yuna, forcing her to pay to outweigh the need to obey who seduced him. Yuna rolls and depending on the die roll, determines what attack from above she has to dodge. Only she has to avoid the attack but Wakizashi and Zanmato does 5 extra Hp damage to her.

~~~~

Anima - A tortured soul and the mother of Seymour. She brings suffering to her enemies. Dark Elemental. Weak against Holy. Female
HP 75, CC 75


Bound to Destiny
Passive
Anima is always treated as being pinned or grappled by all enemies regardless if they are holding her down. As such, she can not be unable to attack by any successful grapples and pins.

Pain
70%
Anima leans her head back and fires a dark beam of suffering, dealing 20 HP damage to that enemy and piercing any defense buffs.

Overdrive - Oblivion
60% to all
From the start of battle, this Overdrive's first use takes five turns to cast rather then four. Anima attempts to suck her enemies into a dark void, leaving them to see something truly frighting, what she does when she is released from her bonds. Those who are stuck takes 40 HP damage and a 60% chance of being stunned in fear for a turn. This move takes 8 turns to charge after the first use.

Seduced - Share my Pain
60%
Anima turns towards the summoner and fires a shot of pain at her, dealing 20 HP damage and bypassing any defense buffs Yuna had.


~~~~

Gilgamesh - A legendary warrior who wields many legendary weapons. No element, Male.
HP 60, CC 45


Skill of the Draw
Passive
Roll a six sided dice. Gilgamesh's attack is based on the result.

1. Excalipoor
100%
The weakest sword to ever exist? Deals 1 HP damage to all enemies. Good for humiliation.

2. Excalibur
75%
The legendary sword of King Arthur. Deals 15 HP Holy damage. Enemies weak to Holy takes double damage.

3. Masamune
50%
A dark katanna that was used once by a great evil, Strikes all enemies for 15 Hp damage.

4. Buster Sword
65%
Large but powerful sword that deals 25 Hp damage if it hits. If a person is hit by this attack, the chance to hit THAT person drops by 5%.

5. GunBlade
75% Ranged
A sword that is also a gun? Strikes for 15 Hp damage. Hit chance not effected by enemy's evasion buffs.

6. Rusty Sword
80%
Why do you have this? It's just a rusty sword!? Oh wait...sword of mana without it's power? *shurgs* Good enough. Deals 5 HP damage with a 30% chance of poison due to rust. The poison last for three turns, dealing 5 Hp damage a turn.

~~~~
Locked Summons - As Yuna levels up she will gain access to her last three summons. This is the order she gets them in and what they could possibility do. (subject to change)

Magus Sisters - All female, All no elements. Oh crap, three summons now with each different stats. They all can attack differently too but they all need to be alive for any to use their overdrive which will be the strongest.
« Last Edit: November 22, 2011, 06:02:58 pm by RyuForce » Report Spam   Logged
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« Reply #10 on: May 14, 2011, 02:34:55 am »

(Note, Bio may change)

Name: Yu Kazumi

Level 1: Health 100, CC Max 100

Sex: Female

Age: 19

Affinity: Abled, Brave, Guardian

Appearance:



Bio:

The Mana Goddess created her hero to rebuild the world after it was slowly destroyed by the end of the Mana Tree and the war for the remaining power of mana. This destruction came when people lost their emotions and feeling of love after the peace was brought in. However the process to change the world and save the Mana Tree took to long and the darkness that controlled the Mana Goddess would take over. Yu does defeat the dark side of the Mana Goddess, but it ends up being to late for the Sproutlings to save the Mana Tree and thus the Mana Goddess must then reset the world but each time. However, the darkness grows more and more and now in their last fight she has chosen to banish the hero so she can not save the tree. If she has any hope to save her world, Yu must find a way back. Will Yu fall for the temptation that the dark Mana Goddess desires for her to give into or will she save this world and hers?

Yu is a woman of few words so do not be surprised if she says next to nothing. Even so, she carries a large variety of weapons to aid her in battle, rendering disarming her a long and almost pointless attempt.


Special Attacks/Abilities:

Child Of Mana
Passive
A hero created by the Mana Goddess to protect the land, her body and mind are natural strong against status effects, thus giving her a 15% increase chance to avoid them.

Shield
Passive
So long as Yu attacks with a weapon marked '1H weapon,' Yu equips this shield and has a 5% increase chance of dodging attacks. This Passive does not work when she uses 2H Weapons.

Glove - 2H Weapon
95%
Yu puts on her fighting gloves to strike the opponent with, dealing 5 HP damage easy. 5% chance of a stun to the enemy.

Knife - 2H weapon
75%x2
Yu equips her set of fighting knives, slicing the foe in a deadly combo. Deals 5 HP per hit.

Sword - 1H weapon
80%
Yu wields a one handed sword, using it to slice her foe for 10 Hp damage.

Axe - 1H weapon
70%
Yu picks her Axe to swing and cut her foe for 15 HP damage. Also good for taking down trees.

2H Sword - 2H Weapon
62%
Yu wields her mighty giant blade but due to it's size, is easy to avoid. Still it cuts for 25 Hp damage. The sword is tiring to wield so it is useable only once every three turns.

2H Axe - 2H Weapon
50%
The mighty Axe will bring down any foe it hits. Provided Yu is fast enough to strike them. If it hits, it deals 30 HP damage. However because of it's size, it tries out Yu to use it to much, thus she can only use it once per three turns.

Hammer - 2H Weapon
70%
Yu Swings a heavy hammer at her enemy, knocking them senseless. If it hits, it deals 10 Hp damage and has a 35% chance of stun.

Spear - 2H Weapon
60%, Hits two different targets
Yu will thrust her spear at her enemies, dealing 10 Hp damage if it hits but she can choose to attack two different targets at once with it. (Can not attack the same target twice)

Flail - 2H Weapon
60%x2
Yu swings her Nun-chucks around to surprise her enemies. Each hit will deal 6 HP damage but there is a 25% chance of stun per hit.

Bow - 2H Weapon
60%
Can only be used if Yu was not attacked (including missed attacks) last round. Yu gets some distance from her foe and fires her bow, dealing 10 HP damage and because of her range, she has a 10% increase chance of dodging attacks next turn.
« Last Edit: September 26, 2011, 04:17:49 pm by RyuForce » Report Spam   Logged
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« Reply #11 on: June 03, 2011, 06:49:10 pm »

Name: Mustaria

Level 1: Health 100, CC Max 100

Sex: Female

Age: 24

Affinity: Abled, Brave, Cocky, Powerful

Appearance:


Bio:
Mustaria gazed up into that faithful day's sky. A large orb almost as big as the planet floated before it before within seconds it came crashing down. The world around her turn white and she could feel the life before her fade. She knew not that it was Freiza who has decided to destroy Plant Vegeta in fear of her planet and she would know not of the Saiyan who would defeat him. For that is a different tale that has been told.

No she would instead wake up in a different place, far from her home and perhaps far from the same timeline. Fate has given her another chance to live even if it's only for a brief moment. Like all Saiyans, she is strong but not quite as strong as most the others but she will prove her strength here in this land, one way or another.


Special Attacks/Abilities:

KI Meter
Passive
Unlike most people, Mustaria uses attacks that relies on her own life force, making them powerful but at the risk of draining her own energy. The meter maxes out at 100 points and starts there and at the beginning of each turn, she gains 10 points. If an enemy hits her with a single strike that deals 20 or more HP damage, she takes 20 damage to Ki as well. If her Ki energy gets too low, she is vulnerable to attacks! But at max, she can dodge easily and see attacks coming miles away.
100 KI: 10% increase chance to dodge incoming attacks.
25 or less KI: Evasion drops by 5, takes 50% more CC and HP damage.
0 KI: Stunned until she gets back up to 10 Ki. Unable to dodge attacks.

Saiyan Warrior
Passive
Being a Saiyan gives her determination beyond most to win. Her pride keeps her from fleeing a fight unless convinced otherwise she has no chance to win. However she also can not be so easily swayed into submission. As such, as long as her CC is not maxed out, no move can automatically enslave/brainwash her or bring her CC instantly to full. She can still be subject to transformations but these will go away if she wins a fight.

Scouter
Passive
The only technology she had on her when she ended up here, the Scouter warns her how powerful her enemies are and that fact can boost her confidence. When facing a minion, she automatically sees how weak they are and has a 10% bonus to evading their attacks. However when facing a Mistress of Fallen hero, this damage boost only happens if their health percentage is lower then hers. (She has her heath at 100 HP 100%. They have theirs at 299 HP 99%. She gets a bonus.)

"With each battle, A Saiyan only gets stronger."
Passive
Any time Mustaria survives a battle, if her health was lower then 25%, she gains 5 extra HP permanently. If her CC was higher then 75%, she gains 5 extra CC permanently. This stacks with any level ups she gets.

"I am a Saiyan Warrior! You have no Hope to Defeat me!"
100%
Usable once per battle, Mustaria declares that she is one of the proud race and will not lose because of this. Doing so will heal her by 25 HP and 15 CC while also restoring Ki by 25. This move is the only one she can use that will end with her having full Ki before her turn.

Ki Defense
100%
Mustaria enters a defensive stance. For this turn, all HP and CC damage is converted to damage to her Ki instead. Only useable once per three turns.

Quick Strike - 5 Ki
90%
With lighting speed, Mustaria will punch or kick her target before they have time to react The victim takes 10 HP damage.

Energy Ball - 15 Ki
80%, ranged
Mustaria charges up and throws a ball of energy at her foe that can surprise them since it bounces off objects, thus making it harder to avoid. If they are hit, they take 15 HP damage with a 10% chance of stun.

Energy Blast - 20 Ki
70%, range
Mustaria this time charges up to shoot a beam of energy to engulf her foe. If they are hit, they take 25 HP damage with a 15% chance of stun.

Rapid Firing Wave - 30 KI
50%, ranged, all
Mustaria unleashes wave after wave of energy at all her foes, knocking them off guard and dealing 15 HP damage to all of the victims hit. There is also a 10% chance to stun on each person who is hit.

Rapid Destruction Wave (solo) - 30 Ki
50% x 5, ranged
Mustaria unleashes wave after wave of energy balls at one foe, knocking them off  guard and dealing 5 HP damage each with a 10% chance to stun with each hit that makes it.

Hell Sphere - 60 Ki
70%, ranged, AoE
Mustaria for one turn (does not gain Ki during that turn) charges and unleashes a giant ball of red energy, usually taunting her enemy before sending it at them. Should they not be able to avoid this move, they will take the hit for 40 HP damage and a 40% chance of stun that may give Mustaria time to recover after her great attack. On top of this, if they get hit, any enemies that stood near this target also have to dodge the move or take the same damage. This move can only be used once per five turns however.

~~~~~~

Great Ape/Oozaru Transformation
Passive
Anytime Mustaria is exposed to a full moon or a similar light, she will transform into her Oozaru form. In this form she gains +100 Hp and her sudden rage filled state makes CC damage do nothing. She also can only use moves listed below. To end her Oozaru form, either defeat her normally, destroy or hide the moon, or cut off her tail. Her tail has 50 Hp of it's own but is automatically destroyed if it takes more then 25 Hp damage in one attack. She can never turn into her Great Ape form again should she lose it though losing her tail unless someone helps her get it back. Ki is not gained or lost in this form.

Blind Rage
passive
While in Oozaru form, Mustaria knows not form friend or foe. Roll a dice to determine her target!

Giant Punch
75% AoE
Oozaru Mustaria punches down into the ground, hitting her target and those around it for 20 Hp damage.

Grab and Crush
70%
Mustaria grabs her victim and crushes the life out of them. The victim is considered stunned and takes 10 Hp damage per turn they are grabbed. Each turn, they can attempt to escape by rolling (70% -10 for every turn passed after the first hit) to escape.

Mouth Blast
70%
Oozaru Mustaria fires a deadly Ki blast from her mouth, hurting those caught in it for 25 Hp damage. Useable once per three turns.
« Last Edit: October 13, 2011, 08:42:20 pm by RyuForce » Report Spam   Logged
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« Reply #12 on: June 03, 2011, 06:57:43 pm »

Name: Sei Tarsed

Level 1: Health 100, CC Max 100

Sex: Male

Age: 26

Affinity: Strong Will, Heroic, Brave.

Appearance:



Bio:
Sei was a man of cards. Not always one to gamble but one to just enjoy a game of poker or solitaire just for fun but these cards only had so many ways to play and lacked personality much to Sei's dismay. Things changed after when not to long ago he found on the side of the road a strange golden card. Picking it up, he had no idea it was a powerful artifact. The same one Luna was using until she lost to Venus.

Even more to his surprise, he heard an ancient voice, declaring it is one of the disciples of an ancient Pharaoh in a time and world far away. The Pharaoh created seven millennium items but knew that at one point, the magic of his time will be lost to history. And thus the Eighth Millennium Item, the card was born. However it was the only one of the seven to be lost in history and memory as the Pharaoh will forget of it and he was the only one to know of it's existence other then another...the soul bound to the item. With the defeat of the last person to wield this card, the disciple realizes the threat of this world and wish for a brave soul to wield the ancient power to save this world. Sei is the one chosen for this mission.


Special Attacks/Abilities:

His special attacks are divided into two forms. Monster summoning and Magic/Traps. When he summons a monster, it has it's own attack, health, and even CC. However it's turn does not start until after Sei's next turn. These creatures act on their own, using their own power to fight his enemies. The downside however is that he can only bring three out at a time. Along with that, if a monster is charmed by the enemy, they will attack him instantly before vanishing with 100% accuracy. Note that all monsters are summoned with no chance to fail, the percentage shown is the monster's chance to hit. However any accuracy or defense penalties he takes, also effects his monsters.

- Monster summons -

Raging Flame Sprite
65%
Health 5 CC 25. Raging Flame Sprite inflicts 5 damage to anyone she hits. Every time she succeeds in her attack, she gains 5 HP (This number can reach higher then her starting health). For every 10 HP that Raging Flame Sprite gets by her own effect, she deals an extra 5 damage (max amount, is 20 HP Damage).

Neo Spacian Ground Mole*hugs
80% on Minions, 25% on Converted Heros, 0% on Mistresses
Health 10 CC 10. Neo Spacian attacks right away without waiting for a turn and attempts to banish the target and itself. A person who is banished is sent to their lair or if the fight is taking place in the lair, sent somewhere nearby. Once this move is done, regardless of success, Neo Spacian is return to Sei and can not be used again for this battle.

Celtic Guardian
75%
Health 20 CC 20. The Celtic Guardian rushes to strike his foes with his mighty blade for 10 HP damage. If the roll is 25 or less, Celtic Guardian does 5 more HP damage.

Gaia the Fierce Knight
60%
Health 25 CC 25. Gaia the Fierce Knight charges his foe and impales him with his lance for 20 HP damage.

Dark Magician Girl
70%
Health X CC X. DMG can only be summoned by the tribute of one monster that Sei has summoned. DMG starts with half the HP and CC damage of the monster that was used to summon her. Health and CC are X where X is '25 + (5 X number of Dark Magician girls or Dark Magicians that have been tributes or defeated in battle up to a limit of 5 in total) When she attacks, she cutely fires a blast of fire from her staff to hit her foe with 20 HP damage.

Dark Magician
70%
Health 35 CC 50. Dark Magician can only be summoned by the tribute of two monsters that Sei has summoned. Dark Magician does not start with any HP and CC damage. He fires his dark magical blast from his staff to deal a deadly 25 Hp damage.

- Magic/Traps -

(magic and traps are consider a normal move for him so the percentage is his chance to hit with it. Unless otherwise stated, he can use the move as many times as he wants.)

Ookazi
80%
Sei's basic attack. Inflicts 10 damage when it hits.

Meteor Destruction
70%
Inflicts 20 HP damage to a target. This card cannot be used on a Mistress or Converted Hero who has less then 25% health.

My Body as a Shield
100%
This card can only be used twice a battle. Whenever a move is about to be used on someone other then Sei, Sei can take the hit instead, taking full damage for it. If it's a HP attack that deals less then 15 damage, it does 15 damage instead.

Mage Power
100%
Up to but only up to two people can have this buff at the same time or one person be buffed by this twice. He chooses one team mate, his monsters, or himself who now deals 5 extra damage for each minion he has on his side of the field. Per turn, starting with the turn after using this card, Sei takes 5 HP damage that can not be negated or reduced by any effect. Sei can choose to end this card effect instead of paying the cost. If Sei ends the effect the card is return to his hand and he can not use it for another two turns.

Remove Brainwashing
80% to everyone
Anyone, friend or foe that is under some sort of trance or mind control has an 80% chance of automatically breaking out of it. If this happens, they are healed by 10 CC. (The heal only happens if the condition is fulfilled.)

Ultimate Offering
Passive
Sei can freely summon two monsters per turn rather then one. However should he do this, he takes 5 Hp damage. In a sense, he could summon a monster then tribute it for another.

- Special -

(Unique effects that do not relate to the card system)

Mind Crush
Passive
Mind Crush is automatically done if Sei or his monsters make the last hit on an enemy or after a fight on defeated enemies. Sei will use the Golden Card's power to destroy the evil and corruption within the soul of his enemies. Should the person been influenced by some sort of darkness (such as being seduced to obey) or is not truly evil, then that evil is expelled and they are no longer controlled by it. (Cures Conversion and being enslaved) Should the victim be evil purely and not by corruption or out of desperation, that target is killed.

Heart of the Cards
Passive
Whenever Sei's health or CC is in critical, (below 25%) he always draws the cards he needs! His attacks and his Monster attack chance to hit improves by 20% up to 90% chance to hit. However monsters now take double HP and CC damage but he takes no damage from one of his charmed monsters attacking him.

Just let the cards choose
Passive
Should Sei encounter an evil card user, the two end up focusing their fight against each other first and while they may use their cards to boost their allies, they won't do so to attack anything except the card user and his/her's summons.

My Friends are My Power!
100%
Useable only once every five turns as an extra move to all of Sei's friends. They can choose to give up their turn to support Sei with the power of friendship! For each person who gives up their turn to do this before Sei's next turn, he gains 5 Hp and 5 CC per person. On the turn after a friend uses this power, he is immune to all mental attacks including mind control and mind reading. If one friend of Sei uses this, none of the others can after the round it was used for five turns.

« Last Edit: November 24, 2011, 02:25:18 am by RyuForce » Report Spam   Logged
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« Reply #13 on: August 25, 2011, 09:34:13 pm »

Name: Azumi Mako

Level 1: Health 100, CC Max 100

Sex: Female

Age: 24

Affinity: Strong Will, Sneaky, Determined

Appearance:




Bio:
"Blackness covers all I see and all I touch.
No feeling of pain just sorrow.
My hand loses grip of the sword I held.
And I turn to become a true shadow."

These are the words her old master told her of what failure would be like for her should she fail her missions. In truth, such is the way of the ninja and of the Ayu-zu clan. Those who succeed become legends without names but legends that indeed strike fear in the hearts of those that attack her clan. However at age 23, two months and seven days before her 24th birthday and final rite for becoming a full ninja, she held her master in her arms while he was dieing by a sword pierce though his body. In his last words, he once again spoke of the poem and when he was dead before her, her only conclusion was the people she was trained all her life to fight...the Organization. In truth she learn little of them but her clan was trained long before they showed themselves. Yet even they who knew a treat to the world would appear, did not know what they are capable of.

Either way she embarks on her quest for revenge of her clan that was slaughter only to unknowingly being a puppet to Sezcor who single handedly destroyed her home. This is her last test. Her rite to prove she is not only a ninja, but a master ninja. She will avenge her people.

On her adventure, she encountered and allied with another ninja by the name of Mimiko, an ex member of the Crimson Fans who are allies of the Organization. You know what they say: "The enemy of my enemy is my friend."

Allies:
Mimiko: http://ensnared.smfforfree.com/index.php/topic,18.msg11468.html#msg11468


Special Attacks/Abilities:

Way of the Ayu-zu Ninja
Passive
Azumi spent much of her life in fierce and dangerous training to build up her speed to unnatural levels. So long as she can move around, she gains a 15% increase dodge chance for all attacks!

Back Attack
Passive
Only a fool attacks their foes head on where they are most prepared. A ninja always attacks them where they are most vulnerable. So long as an ally is attacking the same target, Azumi gains a 10% increase chance to hit and deals 50% more damage. The damage increase is rounded down.

Bond of the Ninja
Passive
When paired with Mimiko, the two who are deadly by themselves are suddenly lethal. Both girls gain a 5% increase chance to hit and 5 extra damage to their attacks when they strike the same target.

Shuriken
80%, Ranged
From the shadows, Azumi throws a deadly ninja star at her foe, dealing 5 HP damage. This move does not deal more damage because of 'Bond of the Ninja'

Quick and Lethal
70%
Azumi does a quick diagonal and rather poetic looking cut with her katana. Upon a hit, it deals 10 HP damage.

Tri-Z strike
50%
Azumi lets loose three deadly swings on her foe with the attack making a predictable Z shape and thus easy to avoid. Upon a hit however the cut is deep and deadly. This move deals 20 HP damage.

Smoke Bomb
60% to enemies
Useable only once every five turns, Azumi uses a bomb that releases a cloud of smoke to allow her to get away. Those effected are treated as if unaware of Azumi and Azumi has an increase evasion of 60% to dodge them but this wears off in a turn. Alternatively next turn if every enemy is effected by this, Azumi can run away.  Assassinate however can not be used on a Fallen Hero who is only unaware because of this move but it can work on a minion.

Assassinate
100% on unaware Minions and Fallen Heroes. Can not be used on a Mistress
In a lightly fast second, Azumi can instantly deal 50 HP damage to a minion or Fallen Hero so long as they are unaware of her presence. As such this move can not be used if she has been spotted and works best as a way to thin enemy groups before the real fight begins.
« Last Edit: September 03, 2011, 02:56:24 pm by RyuForce » Report Spam   Logged
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« Reply #14 on: August 31, 2011, 10:57:03 pm »

Name: Kukuru

Level 1: Health 100, CC Max 100

Sex: Female

Age: 20

Affinity: Strong Will, Brave, Heroic

Appearance:




Bio:
Two years ago, Kukuru gave into temptation and to escape her life of being force to watch over the Flame Coin, she unsealed it instead. However this mistake would soon lead to the return of the ultimate evil known as the Dark One. To prevent this, Kukuru at one point had to stay back at a mystic shrine to keep him from entering her world. In the end however, she can not hold him back forever and she was assimilated into him. This however proved to be the Dark One's down fall as Kukuru gave it her all to hold the monster back long enough for Arc to sacrifice his life to seal the Dark One in a sword.

This is all that she remembered when she woke up here, in this world and given another chance to fully redeem herself. The monk, Kukuru will stop at nothing to defeat the darkness that consumes this world


Special Attacks/Abilities:

Punch, to Kick, To double Punch
90%, 50%, 40%
Kukuru's basic attack only deals 5 damage at first but when the first strike hits, she has a 50% chance to follow up with a kick for another 10 damage. Should that connect she may finish her combo at a 40% chance of doing so and striking for an extra 10 damage. Attack deals 5-25 damage. Hit chances for the last two moves only change depending on Kukuru getting buffs and debuffs on accuracy. Enemies who lose chance to dodge do not improve this combo's chance of happening.

Cure
75%
Once every two turns, Kukuru can attempt to a heal an ally for 20 HP or 20 CC.

Refresh
80%, self only
Kukuru can focus her chi and cleanse herself of evil. This move removes all status effects including ones that prevent speical skills such as Slience. This move however can not be used to cure stun, stone, or any move that prevents her from moving.

Resurrect
100% outside of combat only
Calls on the heavens to bring her friends out of the grim reaper's hair or mindless haze. Revives a K.O.ed ally to 1 HP and a charmed ally to have one less CC then max.

Divide
70%
Kukuru drains a foe of their life energy then gives it to her party. If it hits, the victim rolls a 1d4 for the following. 1. 5 Hp , 2. 10, 3. 15, 4. 20. Then this health is transferred evenly to the party (rounds down). If party is too big, the players with the lowest initiative does not obtain health.

Divine Judgement
65% to all
Kukuru's strongest attack. She calls for the heavens and they answer by releasing a laser like beam that strikes all foes for 25 HP damage! Can however only be done once per five turns.
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