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Meaningless Battle Signup/Discussion (A Meaningless Battle this Summer?)

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Post  Pwnisher James 2nd December 2010, 6:39 pm

Is this even going on still?
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Post  Namorg 2nd December 2010, 6:52 pm

Uryu Ishida

Backstory: Was trained by his grandfather to become a quincy. He used a weapon called the Kojaku(looks like a bow but out of spirit particlaes).Blah blah blah too lazy to do this

HP:Default
Actions:default

Special abilities

(all percentages can be changed to be more fair)

Charged Kojaku: Takes one turn to charge up. Does 225 damage. Cannot block while charging. 10% chance to miss

Ginrei Kojaku: Once his health is under 750 he can activate(also takes 100hp to activate) this advanced bow boosts his normal attacks to 150 (not sure how much before it overpowered)

Tri-arrow: Can shoot 3 arrows to different tagets(or one) at once doing 50 damage. But has a 25-50% chance of missing

Zēre Shunaidā- Arrows that can also be used as swords. They also suck of spirit energy(hp in this case). Has 3 of them total(for firing) Do normal damage but have a 40-60% chance of percieing the body. If they do pierce the body they deal 25 damage per round for 2 rounds.

Shupurenga- His ultimate technique(can only use it while inbetween 500 and 750hp). Sets down 5 Zēre Shunaidā in a pentagon formation and unleashes a blast doing an extraordinary amount of damage(not sure how much). This will also damage him dealing as much damage to himself as he did to another person. This technique should only be used when there aren't many people left and one person has much more hp then everyone else.

(Im not sure if this is overpowered, some techniques may be needed to be nerfed or taken out and replaced?)



Last edited by Namorg on 5th December 2010, 7:02 pm; edited 3 times in total
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Post  B Mane65 2nd December 2010, 8:44 pm

Dr. Doom !!!!!!!!!!!
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Post  xI SiL3NTSh0t 2nd December 2010, 11:17 pm

if you can still join i would like to be a ninja or something that goes with being silent lol

umm like the cartoon Naruto (http://naruto.viz.com/)
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Post  MrKurt2012 3rd December 2010, 9:35 pm

I lied I want to be King Alric from myth 2.

Passive abilitys

The Ibis Crown: A crown imbued with magical powers that grants the wearer with these powers such as increased strength and speed along with magic powers.

Balmung: King Alric wields the lightning sword Balmung, which imbues his normal attack with spectacular power and enables him to single-handedly take on immense numbers of enemy forces, with a powerful chain lightning effect.

Normal Abilities.
Dispersal Dream: A move which Alric can use with thanks to the Ibis Crown three times and which causes a chain of explosions to ripple through enemy troops, it does not differentiate between friend and foe

Meaningless Battle Signup/Discussion (A Meaningless Battle this Summer?) - Page 10 Alric10

Alric: The leader of the Nine, Alric was also the former king of the Southern Provinces. When the city of Covenant was destroyed during his adolescence, he and his family managed to escape. He trained as an Avatara and eventually took command of the war effort. Alric was responsible for the death of Balor, ending the Great War. (Myth) He then ruled as king from Madrigal until the return of Soulblighter sixty years later. Unable to defeat Soulblighter with his armies alone, he enlisted the aid of The Deceiver and claimed the throne of the ruined Cath Bruig Empire. As an emperor, he used his increased magical power (owed to the Ibis Crown) to engage Soulblighter's forces. He was eventually successful, and he killed Soulblighter in the great volcano of Tharsis. Alric is said to have broken the cycle of The Leveler incarnation and thus it is not certain if he will become the new Leveler or not. (Myth II)



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Post  Eaglendia 5th December 2010, 5:25 pm

Bladewind, I like your character but I don't quite understand it's effects. Illusion is pretty strong, and imo it should have the 100 HP cost that your Dark Matter Blast currently has. Radioactive Discharge is a little weak; it could stand a strength boost, but I personally would remove it. Dark Matter Shield doesn't seem to last for any specific amount of time, either. How does that work? I also don't understand the "possessor" part of your character; explain those abilities better and we'll have something.

Snipa, I like your new abilities; the character has a -lot- of abilities but they really aren't such a big deal as the new ones add versatility. However, I'm not a fan of the general direction of that character, and would like to suggest you use a new one for this battle?

Namorg, you don't need to express damage in percentages. That alone makes your character idea difficult to parse. I'm not sure exactly what to do to it without mauling what your original idea is. All I can really tell is that Hirenkyaku is just... incredibly overpowered.

Anyway. To whoever these are for, feel free to suggest changes or just edit them yourself if you don't like them. I'm kind of tapped for character ideas.

Space Ghost
Once an intergalactic hero who flew around the galaxy with a monkey sidekick, Space Ghost became a talk show host in his later days, after superheroes were no longer necessary to defend the cosmos. He stumbled on the Battle in hopes of restoring his former glory!
Special Abilities:
*Anti-Matter Beam: Deal 90 damage to one player, or 50 damage to two players each. The damaged players are afflicted with Matter Decay, causing them to take 20 unblockable damage at the end of each round for 3 rounds.
*Cosmic Energy Beam: Space Ghost's energy ray deals 140 damage to a single player. For any positive or negative status effects that player has,(health regeneration, damage over time, damage boosts) this attack will deal an extra 40 damage. This attack removes the Matter Decay status from targets. If used a second time in the same round, this attack's base damage is lowered to 85.
*Invisibility: Space Ghost becomes invisible! While he is invisible, all attacks and special abilities against him have a 50% chance to miss and hit a random target, until he takes 300 damage. After this ability's effect fades, his invisibility belt is destroyed and can no longer be used.
*Flight: Once per round, Space Ghost gains a 75% chance to avoid a basic attack by flying out of the way if he posts within ten minutes of the attacker. Does not take an action to use.

Peter Popoff
A not-so world-renowned "faith healer", who comes to the battle in hopes of teaching combatants about the miracle of intelligent design.
Special Abilities:
*Bible Belt: Uses Peter Popoff's enormous faith to cause a giant stone bible to rise out of the ground. The Bible has 300 HP, and can rotate to absorb the damage of any attack that Peter Popoff specifies at any time during a round! However, if the attack does more damage than the Bible's remaining HP, it will pierce through and the leftover damage will strike the intended target! Once used, this cannot be used for four rounds.
*Faith Healer Aura: Restores 60 HP to any number of targets. Peter Popoff may choose himself as one of the targets of this effect. Can not go above maximum HP.
*Anathema On You!: Peter Popoff chastises a target. From this point until the end of the next round, the damage they take is increased by 50%.
*Intelligent Design: Peter Popoff's normal attack does 120 damage, because he is on God's side. However, he only begins the battle with 1800 HP.

King Alric:
Special Abilities:
*Dispersal Dream: Causes an incredible chain of explosions to ripple through the battlefield! Alric must spend an action to charge this move. His next normal attack will deal 200 damage to up to 3 players!
*Balmung, The Lightning Blade: Engulf three chosen characters in a fierce electrical storm! For three rounds, any action they take other than defending will deal 35 damage to them!
Aura of Madrigal: Empowers up to three players chosen players. Whenever they inflict any amount of damage to another player, they will inflict an extra 25 unblockable damage. This effect is considered to happen at the beginning of the round it is used in, and lasts until the end of that round.
*Iron Will: King Alric's static mentality prevents him from ever gaining or losing actions from any effect.
*The Ibis Crown: If King Alric dies, the following item will enter the battlefield at the beginning of the next round:
- Ibis Crown: While this item is held, the holder gains 30 HP at the beginning of each round. Any damage they inflict on another player will be augmented by an additional 25 unblockable damage as well.

Ryu
With no World Warrior tournaments remaining to challenge him, Ryu continued to hone his fighting skills until he found the battle, or the battle found him, for one final test of the power of the Hadou.
Special Abilities:
*Combo: Each of Ryu's normal attacks will begin a Combo. Attacks place a "Combo Point" on the target. Each subsequent attack places another combo point on Ryu's target. If Ryu takes more than 200 damage in a round, or uses a normal attack on any other target, he loses his combo.
*Hadouken: Deals 50 damage. If used on a character with no Combo Points, generates 2 Combo Points. If used on a character with Combo Points, consumes all available ones to deal 60 extra damage for each one; in addition, the damage becomes unblockable.
*Hyper-Tatsu: An incredible whirlwind kick. Consumes all available combo points and does 70 damage for each one to any number of characters.
*Shoryuken: Deals 100 damage to one character! The damage is doubled if the character had attacked Ryu previously in this round. Does not affect Ryu's combo.

General RAAM (Created by MagicMan313)(Updated)
Special Abilities:
Tough Skin: RAAM begins battle with 2500 HP.
*Portable Troika: Wielding your own massive turret you blindly spray at up to 2 opponents doing 100 damage to each, or concentrate you fire on a single target and do 150 damage
*Summon Kryll: At the end of the current round, for every Action that RAAM has not used, he summons a Kryll swarm. Kryll Swarms have 75 HP. They can be targeted directly but are not subject to status effects, multi-hit attacks or attacks that target all characters. Kryll Swarms have no actions of their own. You may have up to 5 swarms.
*Attack Order: Orders your Swarms to attack! You may use as many Swarms as you like; each Swarm may attack any character once, and each attack from a Swarm does 100 damage. Attack Order may only be used once per round.
*Defend Order: Uses Kryll for defense. RAAM begins play with the Defend Order status, but he can give or remove this status to/from himself or any other player without taking an action. The player being defended will have Kryll swarm around him whenever he takes damage; instead, the Swarm will take the damage. If a Swarm is killed in this way, the next available Swarm will take its place immediately. If the last available Swarm is destroyed, leftover damage will be dealt to the defended player.

Victor von Doom
A search for one of the gems of the Infinity Gauntlet brought Dr. Doom to the battlefield unexpectedly! He fights in hopes of finding more information that will allow him to control reality as we know it!
*Immunity: All damage from damage over time effects on Dr. Doom is reduced to zero. Doctor Doom is also immune to all "mind-controlling" effects that would cause his abilities or attacks to be used autonomously.
*Electric Orbs: Doctor Doom creates an Electric Orb which floats around him. Any attack on Doom causes the Orb to explode, dealing 85 damage to the attacker. In addition, Doom can spend an action to fire an orb at a target, dealing 150 damage.
*Ridiculous Laser Spam: Fires two lasers each at two random targets. Each one deals 100 damage. The target cannot be Doctor Doom or his ally. Once used, cannot be used for three turns.

o_O If your suggested character isn't here I can't think of anything and would like to offer you the opportunity to create it yourself. Again, if your character is here feel fee to suggest changes, as you'll be the one playing them.


Last edited by Eaglendia on 5th December 2010, 5:40 pm; edited 1 time in total
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Post  Eaglendia 5th December 2010, 5:37 pm

Koopatrol(Updated)
This Koopa Troopa is the highest ranking soldier of Bowser's castle. Heavy armor and a spiked shell makes him a formidable foe. This Koopatrol happened upon the battlefield in search of new territory for King Bowser to conquer.
Special Abilities:
*Shell Spikes: Normal attacks against the Koopatrol return 50% of the damage taken to the attacker. The Koopatrol begins battle with 2100 HP.
*Shell Bounce: The Koopatrol withdraws into its shell and flies toward a character, bouncing between targets. Deals 75 damage to up to 3 characters. Can only be used once per turn.
*Protect: The Koopatrol hides in its shell. For two rounds, all damage it takes is reduced by 50. While the Koopatrol has the Protect status, it may only spend actions to use Shell Bounce. However, Shell Bounce gains an additional 25 damage per hit.
*Last-Ditch Effort!: When the Koopatrol has 500 HP or less, all the damage it does is doubled.

Greed(Updated)
A hedonistic homunculus that is often referred to as the "ultimate shield" due to his ability to transmute his own body into a substance exponentially harder than diamond. Greed comes to the battlefield in search of wealth; how predictable!

*Transform: Greed transmutes his body mass. Using this ability allows Greed to transform from Attack to Defense form. This ability does not take an action to use; however, it does not take effect until the end of the current round, and can only be used once per round.
*Homunculus: At the end of the round Greed is killed, the Philosopher's Stone will revive him with 400 HP in his Charcoal Form. He loses the ability to transform.

-- Attack Form (Greed is unable to defend in this form.)
*Wound Strike: Deals 150 damage to a targeted player, and inflicts them with a Wound. At the beginning of the next round, they will bleed for an additional 50 damage.
*Ultimate Offensive: While in his Attack form, Greed takes 20% more damage from all attacks, and his normal attacks deal 130 damage. However he gains a 25% chance to counter any attack against him, reducing the attack's total damage by 20 and returning half of the attack's base damage. Attacks cannot be reduced below 10 damage.

--- Defense Form (While in this form, Greed can Defend at the beginning of his turn and use actions while defending. Greed's Normal attacks deal only 80 damage.)
*Impenetrable Armor
: All damage against Greed is reduced by 25%. If Greed defends, he reduces damage by 75% instead of 50%. Any attack that would cause Greed to take damage from attacking another player is negated.
*Feint Strike: Attempts to attack a target that is preparing an attack. When Greed uses this, he will prepare to attack one player; if that player attempts to attack Greed or an ally in the same turn, they will take 200 damage. If that player defends at the same time, Greed will attack after their defense.

--- Charcoal Form (Greed cannot Defend in this form, and only has one action per round.)
*Alchemical Fury
: Deals 60 unblockable damage to all players.
*Philosopher's Stone: The player that lands the killing blow on Greed uses the Philosopher's Stone to restore 350 HP.
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Post  zombie dude 5th December 2010, 5:39 pm

i like ram a lot.

Juggernaut

I'm Juggernaut (wink)- Juggernaut starts with 2500 health, takes 25% less damage from attacks

I'm unstoppable- next attack does double its normal damage, takes two actions to use.

Juggernaut Punchhh- leaps across the battlefield, leading with a massive fist, does 150 damage.

Earthquake- smashing the ground causing an earthquake, 25% chance for target character to trip, making said character lose one action point next turn.

Head Crush- throwing all of his momentum forward with his massive dome leading the charge, does 200 damage (i'm not sure what good damage would be for the attack)


Last edited by MagicMan313 on 5th December 2010, 6:22 pm; edited 2 times in total

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Post  Eaglendia 5th December 2010, 5:49 pm

Also, feel free to suggest new items. o_o
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Post  JumpingSNIPA 5th December 2010, 5:51 pm

Takeo Masaki from the CoD Zombie Series
(Too tired to make it myself -_-)
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Post  Namorg 5th December 2010, 5:55 pm

Eaglendia wrote:
Namorg, you don't need to express damage in percentages. That alone makes your character idea difficult to parse. I'm not sure exactly what to do to it without mauling what your original idea is. All I can really tell is that Hirenkyaku is just... incredibly overpowered.
The reason i put everything in percentages is because i forgot what the original attack damage was. Ill take out Hirenkyaku, when i was writing up this character i sorda was just taking as many ideas as possible.
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Post  zombie dude 5th December 2010, 6:05 pm

new item- crimson gem of cyttorak

description- "Whosoever touches this gem shall possess the power of the Crimson Bands of Cyttorak! Henceforth, you who read these words, shall become forevermore a human juggernaut!"

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Post  Vicious Fox 5th December 2010, 6:17 pm

Movie: Predator

Predator: Berserker
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Post  oO Coggy Oo 5th December 2010, 6:27 pm

Kratos


Fury of The Gods: Kratos is able to call forth the fury of the Gods, and channel their energy into a single monstrous attack dealing 500 damage. Only able to use once every three turns and accounts for both action points that turn. Kratos is unable to use this ability until after turn four or until his HP drops below 1600.

Chaos Cyclone: Kratos attacks with unparalleled speed and animosity, striking three blows to three individual targets, dealing 150 damage to each target. This ability can not be used twice in the same turn.

Hades' Gamble: Kratos can sacrifice a portion of his health in order to boost the damage of his regular attack by the amount of health sacrificed.

Athena's Mercy: Kratos is able to transfer a chosen amount of his own HP to his partner.

Any suggestions?


Last edited by oO Coggy Oo on 7th December 2010, 4:03 pm; edited 3 times in total
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Post  Eaglendia 5th December 2010, 7:05 pm

MagicMan313 wrote:i like ram a lot.

Juggernaut

I'm Juggernaut (wink)- Juggernaut starts with 2500 health, takes 25% less damage from attacks

I'm unstoppable- next attack does double its normal damage, takes two actions to use.

Juggernaut Punchhh- leaps across the battlefield, leading with a massive fist, does 150 damage.

Earthquake- smashing the ground causing an earthquake, 25% chance for target character to trip, making said character lose one action point next turn.

Head Crush- throwing all of his momentum forward with his massive dome leading the charge, does 200 damage (i'm not sure what good damage would be for the attack)

Consolidation is the issue. No point in giving a character an ability that does 200 damage and another ability that does 150 with no additional effects. Remove the secondary ability from I'm Juggernaut, as it's pretty overpowered (Effectively gives your character 3125 HP). Earthquake is a little weak.

*I'm Juggernaut! -Wink-: Juggernaut enters play with 2500 HP.
*Earthquake: Target up to three players. Juggernaut smashes the ground beneath them, giving them a 25% chance to trip and fail their next action.
*Cyttorak Power Up!: Takes 2 actions to use. Boosts Juggernaut's power! He will gain one charge of Cyttorak Power. Whenever Juggernaut deals damage, he will expend a Cyttorak Charge to double that damage; after this ability is used, if his next action is used in any way other than to attack, he will lose his Cyttorak Charge.
*Head Crush: Hits a single target four times, dealing 75, 75, 50, and 25 damage. Can only be used once per round.
*Juggernaut Glitch: If Juggernaut ever takes 500 or more damage in a single round, he will activate the Juggernaut Glitch, gaining four Cyttorak Charges at the beginning of the next round.

Coggy, I really like your character. The main change I would suggest would be putting Fury of the Gods on cooldown at the beginning of the game; the ability to deal 500 damage with no incredible drawbacks on the first turn is a bit... stupid.

I'll look at the other suggestions in a bit.
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Post  Jakekola 5th December 2010, 7:27 pm

Rukia Kuchik

Backstory- Rukia is a Soul Reaper in the 13th Division under Jūshirō Ukitake. Rukia was
adopted into the Kuchiki family. In time, Rukia befriended the lieutenant of her
division, Kaien Shiba, and trained under him. She learned almost everything from him. He
balde is called Sode no Shirayuki's.

HP:Default
Actions:default
Support character to Ishida
Special abilities-
white ripple- Fires a massive wave of ice from Sode no Shirayuki's blade.This move does
75 damage and slows the taget down giving ishida a slightly higher chance to hit the
taget.

White Tree- Stabs the ground and creates a trail of ice in the direction of her intended
target. The ice then freezes the target from the base up until they are completely
frozen. This takes one turn to send out and another to reach the taget. Once reaching the
target it does no initial damage but does 25 damage each action the taget takes without
takign an action to breaking free. This also gives ishida a 100% chance to hit the taget
and it has a chance to deal a direct hit causing slightly more damage.
Kido abilities (shinigami ability)-

Heal- heals 50-100 (would work on probability?) damage. takes up both actions.

Hadō 11 "Tsuzuri Raiden" :Electric current flows through any object the user touches and
is able to lead electricity, damaging any target that is in contact with the object the
current runs through. In this case rukia would touch on of ishida's Zēre Shunaidā
stregthening it to add an additional 50 damage. Takes up both actionseach action the taget takes without takign an action to breaking free. This also gives ishida a 100% chance to hit the taget and it has a chance to deal a direct hit causing slightly more damage
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Post  oO Coggy Oo 7th December 2010, 3:52 pm

Blade



Blood Donation: Blade is able to drain the target's blood, inflicting 200 damage to the target, and an additional 50 at the start of the next turn. Can only use once every two turns, and accounts for two of Blade's actions.

Blood Bath: Blade targets and strikes three foes with a flourish of deadly sword attacks. Inflicts 150 damage to each foe targeted. Can only use once per turn.

Blind Fury: Blade succumbs to his primal instincts, unleashing an unholy hellstorm, increasing all attack damage by 50%, while also multiplying all damage received by 30%. Can only use once per turn. Once Blade's health drops below 800, attack damage is increased to 60%.

Sickening Speed: Blade starts the game with three actions per turn. In return for this, while in Defense mode, Blade will take an additional 40 damage from direct attacks.

Blood Transfusion: Blade can transfuse a predetermined amount of HP to his partner. Partners' next attack will inflict an additional 20% damage, due to the nature of the transfusion.

Suggestions or comments?










Last edited by oO Coggy Oo on 10th December 2010, 2:15 pm; edited 2 times in total
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Post  Vicious Fox 7th December 2010, 8:12 pm


can someone do one for me i would like to do SPAWN VGC and CBC
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Post  BLACK SNOW 13 7th December 2010, 10:13 pm

Eaglendia wrote:BLACK SNOW 13, I like your character but I don't quite understand it's effects. Illusion is pretty strong, and imo it should have the 100 HP cost that your Dark Matter Blast currently has. Radioactive Discharge is a little weak; it could stand a strength boost, but I personally would remove it. Dark Matter Shield doesn't seem to last for any specific amount of time, either. How does that work? I also don't understand the "possessor" part of your character; explain those abilities better and we'll have something.

UBER CORRECTION!


  • Illusion shall be fixed
  • I'll remove Radioactive discharge.
  • It last until the end of the round, will fix.
  • Possessor, I forgot somethings and thank you for telling me this. The Possessor is what leaves the body after death.
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Post  Bladewind23 7th December 2010, 10:41 pm

oO Coggy Oo wrote:Blade

Oo
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Post  Garquin 8th December 2010, 7:10 pm

Issac Clarke

Stasis: Hit an enemy with stasis which will slow them down for a Turn (Basically Delaying attacks) can only use once every two turns.

Zero Gravity boots: Able to avoid Ground-based attacks for 1 turn when activated. (punches and kicks)

Force gun (1 use) can use the power of the force gun on an enemy causing 200 Damage but stunning Issac for 1 turn)

Stasis pull(Item steal) can attempt to pull an item off a person in turn giving it to isaac.

Flail: Oh NO! Isaac is surronded does 20 damage to people by him (people that attack him)

This is all I can think of at the time



Item (just thought of)

Necromorph Container: Releases a necromorph onto the field (acts like a zombie) but can attack more than one person a turn.








Last edited by Garquin on 10th December 2010, 3:58 pm; edited 1 time in total

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Post  BLACK SNOW 13 8th December 2010, 9:03 pm

BLACK SNOW 13 wrote:Fuck mudkip I'm making one similar to my avatar
Character: Possessed Mage
HP: 1500
Actions: 2

Special Abilities:

Dark Matter Shield: A mysterious material forms around the Possessed Mage, protecting him from Special Abilities only, last until the end of the round. (1Actions)

Illusion: Taking 100HP of his own, the Possessed Mage creates an weaker exact copy of him. All damage is directed towards Illusion, it has 200HP (2 Action)

Dark Matter Blast: Take 100 of his own HP to strengthen his attack to deal 250 damage (2 Action)


After death, the demon possessing the mage leaves the body to find another.

Character: Demonic Possessor
HP: 750
Actions: 1

Special Abilities:
Possession: The demon is able to possess an object or player:

  • If an object, the demon cause the opposite affect if used; if object is destroyed while possessed 25% increase HP lost.
  • If a player, the player most use one action to become un-possessed. If player does not become un-possesed in 3 rounds, the player loses 500HP and the Demonic Possessor leaves the player. ; when possessed player is attack, 25% decrease in damage to player.
(1Actions)

Curruption:Causes a player to lose one action for the 4 rounds. Can only be used once. (1 Action)


Whatdoyathink??
FIXED AGAIN.
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Post  Eaglendia 10th December 2010, 12:09 am

Uryu Ishida
Was trained by his grandfather to become a quincy. He used a weapon called the Kojaku(looks like a bow but out of spirit particlaes).Blah blah blah too lazy to do this
Special Abilities
*Zēre Shunaidā: Uryu has three special arrows that can be used as swords. He may use these with any of his special abilities or normal attacks - the technique will deal an extra 60 damage, and pierce the target's soul, dealing 60 extra damage and piercing the target's soul, causing them to start with one less action next round. He gains one arrow every four rounds, to a maximum of five.
*Triple Arrow: Fires three arrows at up to three targets, dealing 50 damage each. You may not shoot less than three projectiles; you may substitute Zēre Shunaidā for regular arrows however.
*Charged Kojaku: Takes one action to charge; the next action Ishida takes must be used to fire a charged arrow, which will deal 225 damage. However, the next source of damage that strikes Ishida will be increased by 25%.
*Shupurenga: When Ishida is below 1000 HP, he may use any amount of Zēre Shunaidā to deal 120 damage for each one to any character that attacked him in the previous round. Ishida will recieve 75% of the damage done.

SilentShot
A shady ninja that enters the battle in hopes of mastering a forbidden technique! His abilities involve deadly stealth training combined with the manipulation of fire and lightning!
Special Abilities:
*Exploding Decoy: Uses 2 actions. Plants an exploding decoy with 300 HP that cannot attack or defend, or receive any status effects. Each round, the decoy will absorb the first action to target SilentShot; At the end of the round the decoy is destroyed, an explosion will occur, dealing 120 damage to the person who destroyed it. Only one decoy may be active at a time.
*Dragon's Flame: Targets a character with a blast of flame that deals 50 damage. That character will gain a level of the status effect "Enkindled"; Enkindled stacks up to 5 times, and for each level of Enkindled the target has, this ability will deal double damage to them. The target may use an action to douse the flames, removing this effect, however.
*Taunt: Taunts an opponent, inspiring SilentShot; restores 50 HP, and boosts his Limit Gauge by 30%. Can only be used once per round.
*Thunder Breaker: When SilentShot's Limit Gauge is at 100%, he may unleash this technique, reducing it to 0. Deals 150 unblockable damage to one target and knocks them to the ground, causing them to start the next round with one less action.
*Limit Gauge: Whenever SilentShot deals damage, or takes 100 or more damage from a single hit, his Limit Gauge rises by 10%.

Black Snow, I really like yours.

Garquin, I think Isaac might be going in the right direction. Try to think of something no other character has; think it through a bit more and write your move descriptions more concisely.

Coggy, Blade is overpowered, no two ways about it, and I'm not sure how to fix him. I like the team based abilities, but Blood Donation is ridiculous, as is his damage potential. For a character to have more than two actions, that needs to be the focus of the character; in his current state, he can deal 525 damage to one person + 225 to two other people every turn, while restoring his own HP, with no incredibly adverse effects. The 30% damage increase against him would be incentive to gang up on him, which would sort of balance it out but not before his work is already done.


Last edited by Eaglendia on 10th December 2010, 1:16 am; edited 1 time in total
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Post  Eaglendia 10th December 2010, 12:57 am

King Alric: (Updated slightly)
Special Abilities:
*Dispersal Dream: Causes an incredible chain of explosions to ripple through the battlefield! Alric must spend an action to charge this move.He may then unleash the Dispersal Dream,dealing 200 damage to up to 3 players!
*Balmung, The Lightning Blade: Engulf three chosen characters in a fierce electrical storm! For three rounds, any action they take other than defending will deal 40 damage to them! Only one storm can be in effect at a time, but while it remains, Alric's normal attacks will deal 20 bonus damage.
Aura of Madrigal: Empowers up to three players chosen players. Whenever they inflict any amount of damage to another player, they will inflict an extra 25 unblockable damage. This effect is considered to happen at the beginning of the round it is used in, and lasts until the end of that round. Alric may not use this effect on himself.
*Iron Will: King Alric's static mentality prevents him from ever gaining or losing actions from any effect. If King Alric dies, the following item will enter the battlefield at the beginning of the next round:
- Ibis Crown: While this item is held, the holder gains 30 HP at the beginning of each round. Any damage they inflict on another player will be augmented by an additional 25 unblockable damage as well.

Sonichu
From the town of CWCville, Sonichu zaps into the extreme! Yellow electric hedgehog Pokemon. The original and one-and-only, he runs faster than the speed of sound. When danger is near, he will slice and zap it up.

*Speed's My Game: Sonichu's attacks deal a meager 80 damage. However, he has a 50% chance to start the game and begin each round with one or two bonus actions!
*Asperger's Bolt Barrage: Deals 80 damage; this ability is considered to have occured at the beginning of the round. Can only be used once per round.
*Zap Cannonbolt: Sonichu slashes a target with his spinning spikes, then attempts to finish them with a final, Mary Sue-esque blow! Uses all remaining actions to deal 85 damage to a single character for each one. At the end of the next turn, that character will take 200 damage unless they spend an action to avoid the strike!
*Thunder Rage: Whenever Sonichu uses four actions without being the direct target of an attack by a player, deals 10 damage to all characters. The damage of this ability doubles each time it is used.
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Post  Eaglendia 10th December 2010, 1:02 am

Character: Possessed Mage
HP: 1500
Actions: 2

Special Abilities:
Dark Matter Shield: A mysterious material forms around the Possessed Mage, protecting him from Special Abilitiesonly. Lasts until the end of the round. (1Actions)
Illusion: Taking 100HP of his own, the Possessed Mage creates an weaker exact copy of him. All damage is directed towards Illusion, it has 200HP (2 Actions)
Dark Matter Blast: Sacrifices 100 of the Mage's HP to fire a blast of dark energy, dealing 280 damage to a single character.

After death, the demon possessing the mage leaves the body to find another.

Character: Demonic Possessor
HP: 750
Actions: 1

Special Abilities:
Possession: The demon is able to possess an object or player:

  • If an object, the demon cause the opposite affect if used; if object is destroyed while possessed 25% increase HP lost.
  • If a player, the player most use one action to become un-possessed. If player does not become un-possesed in 3 rounds, the player loses 500HP and the Demonic Possessor leaves the player. ; when possessed player is attack, 25% decrease in damage to player.
(1Actions)
Curruption:Causes a player to lose one action for the 4 rounds. Can only be used once. (1 Action)

-- In hindsight, a concern I have here: Is the Illusion simply there to mitigate a bit more damage, or can it attack and use abilities as well?
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