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Makuta's Casual Heroes

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Author Topic: Makuta's Casual Heroes  (Read 1013 times)
makuta15
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« on: April 04, 2011, 02:07:43 pm »

This is for heroes that I would like to test out, are non-canon, or are just for fun.
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Experiments are what I do, yes.

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makuta15
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« Reply #1 on: April 04, 2011, 02:11:06 pm »



Name: Lionel Herdier

Sex: Male

Age: 25

MaxHP: 100

Max CC: 100

Occupation: Traveling Guide

Bio:
The son of a family of goatherds, Lionel was a frail child in his small coastal village until a mysterious plague blew in off of the ocean. Lionel and his family all contracted the disease; but while his parents where eventually killed by the sickness, for some reason Lionel seemed to be gaining in health. His sudden vigor earned him the suspicion of his village, and for the next fifteen years, he would be an outcast. Forced to fend for himself, Lionel soon discovered a knack for survival. Peculiarly adept, he has made his living escorting across the world those who would otherwise be surely lost without his talents. But will his instincts and affinity with nature be enough to protect him from the new form of danger that is slowly rising across the world?

ABILITIES:
Keen Senses (Passive): Years of exile have made Lionel a wary man by nature, and his occupation only rewards his caution. As a result, it is 25% harder to sneak up on him or catch him by surprise, and he is 10% more likely to know when he is being lied to.

Country Mouse (Passive): Lionel has grown quite agile through navigating the wildernesses of the world; however, his poor treatment at the hands of his village has left him uncomfortable in urban settings. Lionel therefore is 10% harder to hit when in nature (such as a field or forest), but 10% more susceptible to being CC’d in any man-made place (such as a village or castle).

Nimble Fingers (Passive): The wilderness does not support the ham-fisted, and Lionel has made it his home for years. As such, there is a 15% bonus toward any attempt he may make involving dexterity, such as trying to pick a lock or pocket, find a secret panel, or extract himself from a particularly clingy opponent (if he wants to…).

ATTACKS:

Deft Bladework: With his short sword, Lionel attacks with a flurry of quick thrusts and slashes. Damage: 15HP. 80% to hit.

Quarterstaff: Lionel is adept at unleashing a flurry of solid blows. While not as deadly as his sword, the staff does have longer reach, and can help in keeping enemies at bay. Damage: 10HP. 85% to hit.

Fist of Desperation: When all else fails, and Lionel is bereft of weapons, he can call upon his decades of harsh living and training to deliver a massive blow to his opponent!...or so he’d like to think. Actually, it’s just a normal punch. Still smarts, though. Damage: 5 HP. 85% to hit.

Nature Snare: Lionel has made these small, tightly bound pouches out of a vicious array of specific vines and thorns. When the pouch is stepped on, the coils burst forth and ensnare (see what I did there?) the unfortunate victim, trapping them in place until they can break free. Since the vines are covered in thorns, any insufficiently armored character who is bound will take 5 Damage per turn.                                                                                                                                                             
Duration: 5 Turns. Chance to break free: Turn 1 = 0%. Turn 2 = 30%. Turn 3 = 40%. Turn 4 = 50%. Turn 5 = 60%.
To hit: 75% when outside, 60% when indoors.

Concealed Weapon: If a battle has not yet begun, Lionel has a chance to catch his opponent off-guard with a knife he has hidden in his sleeve, ripping straight through their defenses. If battle has already started, Lionel can still hope to surprise his enemies with an unforeseen attack. Lionel has two knives concealed on his person at all times, so this attack can only be used twice per battle.
Damage (outside of battle): 50hp. To hit: 65%. 
Damage (in battle): 30 hp. To hit: 75%.
« Last Edit: April 04, 2011, 02:17:28 pm by makuta15 » Report Spam   Logged

Experiments are what I do, yes.
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« Reply #2 on: July 12, 2011, 07:28:12 am »

Name: Lemuel

Sex: Male

Age: 29

MaxHP: 100

Max CC: 100

Occupation: Self-Styled Sorcerer

Bio:
While no one will tell you that the path to being a mage is an easy one, none struggled worse in the Academy than Lemuel did. Constantly in the lower half of his class, he struggled over simple tasks like levitation or calling light, long after the rest of his class had moved on to bigger and brighter things. Widely regarded as the failure of the Academy, Lemuel was watched carefully by his elders and professors, who had eagerly begun counting down the days until they would be able to expel him from the school.
But two years into his studies, something changed. No one could tell what, exactly. All that they could see was that there was suddenly a smirk on the normally sullen Lemuel's face, that the silent and somewhat downtrodden student was suddenly swaggering about the Academy grounds. That, and his sudden feats of magic. Suddenly, Lemuel had become the school's prodigy, performing arcane feats effortlessly...almost lazily. The young man quickly grew arrogant and brash. The Academy professors and wizards tested him time and time again for outside interference, but each test came back negative, reaping only Lemuel's scorn.
And then, one day, he was gone. All that remained was a note - that he had transcended all that the Academy could teach him. He was already more powerful than the top members of his class; what was the point in staying on for year after pointless year? Viewing himself as an enigmatic sorcerer, Lemuel now travels the land in his arrogance, looking for any chance to show off his newfound powers.

Abilities:

Lemuel is inept at the magical arts, botching even the most basic spells. Instead, he counterfeits magic through the aid of his familiar and confidant, the demon D'kann; it is the demon who casts the spells that are far and beyond the abilities of his mundane counterpart. Why? The terms of their bargain is wrapped in secret...

Attacks:

Note - Most of Lemuel's attacks cause him to accrue 'DP,' or 'Demon Points.' As these build, D'kann gains more and more influence over Lemuel. Once Lemuel's DP hits 100, D'kann will have full control of Lemuel's actions. Lemuel has a chance to resist D'kann's influence at 50%; a successful save means he takes 30 CC damage, but resets his DP counter by 60. Failure means that D'kann gains control of Lemuel for 5 rounds; the mage will not remember anything while under the demon's sway. Indeed, Lemuel only believes that the strain he suffers from successfully resisting the demon is merely feedback from overexerting himself.

Thunderbolt: At Lemuel's command, D'kann allows him to call down a mighty blast of lightning onto a single opponent. Deals 15 HP damage at 80% to hit. Enemies who are hit become electrocuted, and will take an additional 5 HP damage over the course of 3 turns. 20DP.

Freeze!: It amuses D'kann to create a radius of extreme cold around Lemuel's enemies. 70% to hit. Enemies who are trapped inside take 10 damage each turn and cannot move. Instead, they must beat a roll of 50% each turn to break out of the ice and resume their actions. The thick ice does have some benefit, though; anyone attacked while frozen will only take 1/3 of the damage. A fire technique can be used to break out of the ice instantly. 25DP.

Dark Bolt: Lemuel nonchalantly fires off a series of highly accurate piercing rays of energy. 90% to hit. Deals 10 HP damage, and has a 50% chance of dealing 15 more if the attack hits. 15 DP.

Warp: Lemuel disappears and reappears elsewhere in an attempt to avoid enemy attacks. The next attack takes a -20% Penalty to hit. 30DP.

Heal:D'kann heals 40 points of HP damage and 20 points of CC. 60DP.

Possession: When Lemuel's DP hits 100, his body is taken over by the demon D'kann for 3 rounds. During this time, he will take no damage; however, upon regaining control of his body, Lemuel's HP and CC damage will be reset to 50. Subsequent Possessions increase his base amount of damage by 15 (going from 50 to 65 to 80, etc.)
« Last Edit: September 28, 2011, 10:05:37 pm by makuta15 » Report Spam   Logged

Experiments are what I do, yes.
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« Reply #3 on: September 28, 2011, 10:18:14 pm »



Name: Sharee

Sex: Female

Age: 21

MaxHP: 100

Max CC: 100

Occupation: Amazon

Bio:
A member of the Swift River tribe, Sharee knew nothing but the forest she and her sisters lived in, and with it the joy of the hunt. Fierce and wild, she soon became known as a celebrated hunter among her kin, and a warrior feared by the other tribes. She and the other sisters of the Swift River knew nothing about the world outside the forest; what could possibly be interesting about the flatland?
One night, however, Sharee received a vision. Dark clouds gathered over the land; she saw her sisters rounded up by figures in hoods, watched as her friends stood perfectly still, eyes blank, and never resisting as the dark ones slipped collars over their necks one by one. The entire forest was soon shrouded in darkness; but outside the border, a light remained.
Sharee took this dream as an omen - trouble was coming, and for the first time, the Swift River Sisters could ignore the rest of the world no longer. Chosen to represent the Amazon tribes, Sharee has been sent out into the world to try and seek answers to her troubling dreams. But the outside world is strange and foreign, and Sharee's growing curiosity may swiftly lead her into trouble...

Attacks:

Spear Swipe: Sharee takes a vicious slash at her opponent with her spear. 80% to hit, 10 damage.

Spear Lunge: Sharee charges her foe with a spear outstretched, hoping to impale whoever is dumb enough to stand in her way. 70% to hit, 25 damage.

Spear Flurry: Sharee presses a vicious attack against her foe, skewering and slicing them multiple times. 8 attacks at 50% each. 5 damage.

Slingshot: Sharee lobs a hard stone at her opponent from a distance. 95% to hit as long as the opponent is not in close quarters. 5 damage, with a 40% chance of dealing a critical hit of +25.

Stances:

Agility: Sharee uses her experience of forest life to dance around the battlefield, ducking and weaving to keep herself out of range. All attacks against Sharee are at a -15% penalty. Sharee often likes to use this move in conjunction with her slingshot, allowing her to rapidly pelt her opponent with stones. Agility ends either after 4 turns, or when Sharee is hit.

Warrior's Focus: Sharee takes a turn to collect herself, then strikes with lethal skill and perception. Her next attack gains +10% to hit. When combined with Spear Flurry, many who sought to best her have found themselves torn to ribbons before they even knew what was coming.
« Last Edit: September 29, 2011, 09:25:55 pm by makuta15 » Report Spam   Logged

Experiments are what I do, yes.
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« Reply #4 on: October 01, 2011, 09:48:39 pm »

Name: Laertes, Crown Prince

Sex: Male

Age: 22

MaxHP: 100

Max CC: 100

Occupation: Prince of the small kingdom of Nessaly

Bio:

Laertes was born to privilege, and has scarce known a moment of his life without it. The eldest son of the King and Queen of Nessaly, great care has been taken to insure both his happiness and security. As he grew, however, his parents quickly realized that the young prince, a charming infant no longer, was beginning to become increasingly selfish and spoiled. Worried for what a tyrant prince would mean for their kingdom, Laertes was fobbed off to the general of Nessaly's military on his fifteenth birthday in the hopes that the harsh life of a soldier would grant him a greater perspective of the privileges he had been born with. This tactic met with mixed results, as Laertes quickly began to prove his merit on the battlefield as an excellent soldier. Returning from five years of successful campaigning, he has since honed his skills with lessons from the finest fencing tutors the palace coffers could afford, his fellow soldier's praises of glory ringing in his ears all the while. Seeking to prove his abilities to the rest of the world, he requested leave to go off and fight against this mounting evil that has been whispered of as of late; his parents quickly agreed, unsure of how to handle their brash son, but praying the noble spirits of the Sanctum would help to shape him into a more fit ruler.

Attacks:

Flick - a lightning fast slash with the tip of the rapier. While not a lethal strike, it is near impossible to avoid. 95% to hit, 5 damage. if hit, there is a 30% chance to score a critical hit dealing an additional 15 damage.

Lunge - Laertes quickly darts forth with his rapier, aiming to score a hit before his opponent has the chance to react. 80% to hit, 10 damage. If hit, 15% chance to score a critical hit dealing an additional 20 damage.

Riposte - If Laertes has successfully parried the enemy's last attack, he can attempt to follow up with a powerful counter-attack. 80% to hit, 25 damage as long as a successful parry has been made. Otherwise, 65% to hit. If successful, there is a 15% chance to deal an additional 25 damage.

Feint - Laertes attempts to lure his opponent into making a false move. Since he is prepared, the next attack against him is at a -15% penalty. If the attack misses, there is an additional 15% chance that the enemy is thrown entirely off-guard, making Laertes next attack a guaranteed hit.

Moulinet - A slow, flashy move that attempts to swing past the opponent's guard to strike a heavy blow. 60% to hit dealing 40 damage. If the attack misses, Laertes cannot parry the next attack, and takes a further -10% penalty to avoiding it. If the attack hits, however, there is a 15% chance of dealing an additional 20 damage.

Abilities:

Parry - Laertes attempts to divert the enemy's attack, minimizing damage taken. Once Laertes is engaged in combat, he has a 50% to reduce the damage of any hit he takes by 10. If he parries the attack successfully, there is then an additional 15% chance to for him to perfectly parry the assault, negating the damage taken to 5 regardless of whatever damage the attack would do.
« Last Edit: October 09, 2011, 09:50:40 pm by makuta15 » Report Spam   Logged

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« Reply #5 on: April 03, 2012, 09:01:09 pm »

Name: Trevor Gaines

Sex: Male

Age: 31

MaxHP: 100

Max CC: 100

Occupation: Mercenary, Spy-for-hire, and altogether ne'er-do-well.

Bio:

A grizzled man with dark hair, dark eyes, and an even darker attitude, Trevor could easily have made a name for himself in the spy business. He hasn't, of course, because unlike the idiots who have, Trevor is actually good at his job. His grizzled, surly face is surprisingly forgettable - and with a hand always leaning closely on one of his flintlocks, Trevor will make sure it stays that way. Never one to tread carefully where rules are concerned, he discovered his talent for lurking, skulking, and general skulduggery at a fairly young age. Finding his penchant for knowing secrets to be nicely profitable, he has since exploited every ounce of his skill to set himself up as a spy-for-hire, willing to ferret out any information for anyone - so long as they meet his price. With an uncanny knack of knowing just who to talk to, what lock to pick or what door to listen at, Trevor was proud for a time to be the best spy you never heard of.

As the years passed on, however, he discovered the downside to his profession. As a spy for anyone, he quite often found himself hired by most factions at one point or another...with a growing pile of everyone else's secrets locked away in his brain. Trouble was, there's a good many folk out there less savory than most. People who found the information he had to be most valuable...and people who didn't want to be bothered to pay in coin. It was a bad situation, and growing worse - each new client as of late was just as likely to try to kill him as to hire him. This had to end.

And that was where the Sanctum came into play. Although wary of such blatantly law-abiding folk, by agreeing to be their spy Trevor had managed to afford himself some fairly potent protection from anyone else who'd try to off him. While he tends to view his current employers as a bunch of goody-goodies, well, they keep paying him, which is more than he can say for some. And while he personally believes this shadowy "Organization" the Sanctum is hunting is a bunch of superstitious nonsense, over the past few years with them he's seen some things that he can't quite explain. Things that trouble the mind. Things he finds deeply disturbing...

Attacks:

Powder Shot - There's a reason Trevor always keeps a hand near one of his beloved flintlock pistols: it's hard to beat the information out of somebody when that somebody just blew a hole in your shoulder. Or other, squishier places; he's not too picky. 75%, 15HP.

Powder Burst - A close range blast from a special flintlock Trevor keeps overloaded with powder. Although the shot is powerful, its accuracy ends at about point-blank range, making it excellent for shaking off a nosy pursuer. However, its noise makes it less than ideal for covert situations. After being used, the gun needs a turn to cool down; if used twice in a row, the gun will explode, making this move unusable for the rest of the encounter. 50% to hit, 65% if Grappled; 30 HP.

Quick Slash - Although Trevor prefers to keep his distance in a fight, he keeps a knife tucked away in his sleeve in case things ever get too close for comfort. While his bladework may not be precise, it certainly is fast, as he proves with a few quick slices. This attack has the chance to hit twice; 80% for the first strike, 60% for the second. Each deals 10 HP.

Puncture - A vicious stab meant to cut deep into the enemy. For every successful hit, however, there is a 50% chance that the knife strikes so deep that it becomes stuck. If this happens, Trevor loses access to any knife-techniques. He can attempt to recover the knife once a turn with a 40% chance of success. 70%, 20 HP.

Strongarm - While not trained in any specific discipline, Trevor knows how to throw his weight around, making him surprisingly capable in a fistfight. This surprise takes the form of a 50% chance for this attack to deal an extra 5 damage. 90%, 5 HP
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« Reply #6 on: January 31, 2014, 10:23:03 pm »

Name: Sir Alan the Gilded

Male

Age: 19

Affinity: Abled

Max HP: 130

Max CC: 100

Occupation: Knight-Errant

History:

In the lands kept safe by the Sanctum, it is common practice for the sons and daughters of the nobility to be entered into apprenticeship at a young age to be trained for knighthood. Such was the case for Alan. While others were entranced by the glamour of a sword, trappings of future nobility, or personal glory, Alan felt differently. The Knighthood was the arm of the Sanctum, the protectors of the people and their shield from evil. This was a cause he could pledge himself to entirely; and so, ever since he was knighted one year ago, he has striven to protect any and all in need.

…And if he were to, well, say, pick up just a little glory along the way, that would be just fine, too.


Abilities:

Shield of the Righteous – Alan’s shield helps protect him from danger. Whenever he would take (break) damage, there is a 50% chance for him to reduce the damage done to 10 by successfully blocking the attack with his shield. Of course, a shield does nothing against seduction...

Attacks:

Swordsmanship – All Knights receive rigorous training with a blade, and they practice daily. Sir Alan is no exception, and handles his sword with deadly skill. 70% to deal 20 HP, and 50% to deal 10 more on the follow-up swing.

Barge – Did you know a Knight’s shield can do more than block things? It’s true! You can also smash them into your opponents to cause them great pain! 80% to deal 10 HP and a 50% chance for the opponent to be stunned upon impact.

Pierce the Heart – With knightly courage, Alan strikes straight and true for a monster’s most vulnerable point: the heart. 40% chance to deal 60 HP. If Alan has withstood any enemy attacks with his shield in the past turn, 50%; and if Alan still bears his lance, this is increased further to 60%.

Skewer – At longer distances, the lance is an excellent weapon to keep your foes at bay. The freshly cut wood can punch through dragon scales and enemy armor with ease, although it is also rather fragile. 80% to deal 25 HP; after every attack, though, the lance has a 50% chance of breaking.

Chivalry – A Knight is meant to be the paragon of virtue; a champion for the right and just. Alan is constantly reminding himself of his strict code of ethics, and may heal 20 CC in this way. At 50 CC or greater, however, such morals begin to grow hazy and clouded, and Alan will gain no more help from them.
« Last Edit: January 31, 2014, 11:03:14 pm by makuta15 » Report Spam   Logged

Experiments are what I do, yes.

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