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

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Kugeth8
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zombie dude
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Post  BLACK SNOW 13 10th December 2010, 2:16 am

Eaglendia wrote:-- 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?
Ummmmmmm.....
Attack only; No Special Abilities.
BLACK SNOW 13
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Post  Bladewind23 10th December 2010, 2:17 am

I still need a write-up for Space Ghost.
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Post  Eaglendia 10th December 2010, 10:07 am

Bladewind23 wrote:I still need a write-up for Space Ghost.

I already did this.
Eaglendia
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Post  oO Coggy Oo 10th December 2010, 2:17 pm

Kratos and Blade edited. Blade may still need to be tweaked a bit more, but I can't think of anything right now.

Still overpowered?
oO Coggy Oo
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Post  Garquin 10th December 2010, 4:00 pm

Garquin wrote: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)










That good?


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Sex Machine

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Post  Namorg 10th December 2010, 5:14 pm

Eaglendia wrote:Uryu Ishida

*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.

I dont see the point of this. I would much rather simply use a normal attack then this technique. I would die faster using this technique then i would if i simply attacked and defended.
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Post  xI SiL3NTSh0t 10th December 2010, 5:47 pm

Eaglendia wrote:

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%.



i like it thanks lol its really good but how much Gauge do i start out with (0%)?
xI SiL3NTSh0t
xI SiL3NTSh0t
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Post  sgt zombie23 10th December 2010, 8:36 pm

Sgt Zombie

--------------------------------------------------------------------------------


Undead Army: Sgt is able to summon three undead minions to do his bidding. Each has 100HP, and an attack damage of 100. These minions will attack randomly selected targets, and will remain in play until destroyed. While in play, Sgt can not take damage from direct attacks. When all minions are destroyed, this ability has a recharge period of three turns.

Braaains: Sgt is able to feast on the brain of one target. This inflicts 100 damage, while restoring Sgt's HP by 50. Can only be used every two turns.

Rotting Barrage: Sgt is able to dismember his own limbs, and launch them at three targets. Each target receives 120 damage from this attack. Can only be used once per turn.



Thanks coggy
sgt zombie23
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Post  B Mane65 10th December 2010, 10:15 pm

Dr Doom

Attack List:

Green Blast: Dr Doom is able to do 5 damage on an opponent and freezer the defending character for 1 turn.

Dr Revive: Dr Doom is able to heal himself by 7 HP, or take 7 HP from another opponent.

Done Doom: Dr Doom is able to inflict 10 damage on an opponent but does 5 damage to himself





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Guns dont kill zombies, I kill zombies.

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Post  Eaglendia 10th December 2010, 10:23 pm

CiTRiCzReVeNg3 wrote:Dr Doom

Attack List:

Green Blast: Dr Doom is able to do 5 damage on an opponent and freezer the defending character for 1 turn.

Dr Revive: Dr Doom is able to heal himself by 7 HP, or take 7 HP from another opponent.

Done Doom: Dr Doom is able to inflict 10 damage on an opponent but does 5 damage to himself

These numbers are incredibly low. I already made Doom anyway. I'll repost him.

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 180 damage.
*Ridiculous Laser Spam: Selects two targets at random and fires two lasers at each one. Each one deals 100 damage. The target cannot be Doctor Doom or his ally. Once used, cannot be used for three turns.
Eaglendia
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Post  Bladewind23 10th December 2010, 11:11 pm

Already did it?

Send me a link then or something because I can't find it.
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Post  Eaglendia 11th December 2010, 1:44 pm

sgt zombie23 wrote:Sgt Zombie

--------------------------------------------------------------------------------


Undead Army: Sgt is able to summon three undead minions to do his bidding. Each has 100HP, and an attack damage of 100. These minions will attack randomly selected targets, and will remain in play until destroyed. While in play, Sgt can not take damage from direct attacks. When all minions are destroyed, this ability has a recharge period of three turns.

Braaains: Sgt is able to feast on the brain of one target. This inflicts 100 damage, while restoring Sgt's HP by 50. Can only be used every two turns.

Rotting Barrage: Sgt is able to dismember his own limbs, and launch them at three targets. Each target receives 120 damage from this attack. Can only be used once per turn.



Thanks coggy

How about this?

SGTZOMBIE
An ex-soldier, taken from a glorious war by an equally glorious death! Death was not the end for this commander, however; awakened by the bloody spirits of the battlefield, he comes to the Meaningless Battle, fighting with the ability to control the dead themselves!
Special Abilities:
*Zombie Commander: SgtZombie has no normal attack. Each turn, he starts with three Command Charges. Any zombies raised by SgtZombie can be ordered directly to use an action by expending a Charge. When SgtZombie defends, he may choose any zombie to defend with him. His defense will be increased by 25%, but if any damage is taken, that zombie will die at the end of the round.
*Dead Rising: Resurrects a dead player as a zombie. If there are no dead players, creates a generic zombie. Zombies have 300 HP, and there can be a maximum of 5 zombies at any time; when a dead player is revived, they lose all of their special abilities but one, which is chosen by SgtZombie. Generic zombies deal only 75 damage with their normal attacks and cannot defend or gain items; they are immune to status effects. If a Zombie attacks a player they have a 1/3 chance to Infect, an incurable status effect that deals 10 damage per round and causes the afflicted player to become a zombie immediately upon death. Infect has the opposite effect on SgtZombie.
*Grenade Launcher: Once SgtZombie's minions are in place, he can break out the real ordinances. If there are 3 or more zombies in play, you may use this to deal 300 damage to a single player. In addition to one Action, this takes 3 Command Charges, and has a 15% chance to kill one of your Zombies with shrapnel.
*Infected Rage: If SgtZombie takes more than 300 damage in a single round, he loses focus, and the Zombies go wild! Each zombie will choose a target at random, and attack it, dealing 100 damage.

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 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, and will not recieve bonus damage from the same status effect multiple times unless it is removed and reapplied. 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.

Yeah, Namorg. In hindsight I realize that the self damage there is a little steep.
*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.

This guy has a proper description now:

Juggernaut (Thanks to MagicMan313)
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!
Special Abilities:
*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.


Last edited by Eaglendia on 14th December 2010, 2:27 pm; edited 1 time in total
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Meaningless Battle Signup/Discussion (A Meaningless Battle this Summer?) - Page 11 Empty Re: Meaningless Battle Signup/Discussion (A Meaningless Battle this Summer?)

Post  Eaglendia 11th December 2010, 3:09 pm

Character list looks something like this. Bornkillajazzman wants Duke Nukem, JumpingSNIPA wanted Takeo Masaki, and I still have to look at joekola's character and take another look at Blade. None of this is set in stone, so if you change your mind, suggest something else, or decide to make a character of your own, that's totally cool.

Albert Wesker (Resident Evil) (Played previously by Garquin)
Alexander the Guitarist (Original) (Played previously by Piemaster)
Assault Guy (Battlefield?) (Created by Bladewind)
Avatar of Vengeance (Original) (Played previously and briefly by Cry Vengeance)
Byakuya Kuchiki (Bleach) (Played previously by Namorg)
Camwhore (ForumWarz/Original) (Created by Masterofkills)
Commander Shepard (Mass Effect) (Played previously by Coggy)
DamenDome (Original) (Played previously by Super Mega King)
Demonic Possessor (Original) (Created by Black Snow 13)
Edward Newgate (One Piece) (Played previously by Made in Finland)
Fox McCloud (Star Fox) (Played previously by Black Snow)
General RAAM (Gears of War) (Created by Magicman)
Greed (Fullmetal Alchemist) (Played previously by Mboddz)
Ice Swordsman (Original) (Unused)
Ike (Fire Emblem: Path of Radiance) (Created by Meatshield)
Inspector Yuen (StrangleHold) (Played previously by Fattyboy)
Juggernaut (Marvel Comics/MVC) (Thanks to MagicMan313)
King Alric (Myth II)
Koopatrol (Paper Mario) (Played previously by El Mexi Can)
Kratos (God of War) (Created by Coggy)
Master Magician (Played previously by MagicMan)
Master of Kills (Original)
Nick At Nite Lineup (Created by Eaglendia)
Peter Popoff (Original)
Rock Lee (Naruto) (Created by JoeCruely)
Ryu (Street Fighter/MVC)
SilentShot (Original)
SgtZombie (Original)
Snorlax (Pokemon) (Played previously by Masta Shef)
Sonichu (ORIGINAL CHARACTER DO NOT STEAL)
Space Ghost (Space Ghost: Coast to Coast)
Test Subject 11-A "DeadApe" (Original)
Urahara Kisuke (Bleach) (Played previously by Bladewind)
Uryu Ishida (Bleach) (Thanks to Namorg)

Awesome job, to everyone who's creating characters for themselves or others. That said, most of the current characters come from the animu and vidya gaems - I really like a lot of them, but personally my favorite characters to create are centered around specific abilities, original or abstract concepts, and usernames: my favorites so far among the ones I've made are Alexander and DeadApe - there are a lot more in there I really like but I've yet to see them in a game.

Again: Meaningless Battle III will be fought in an undisclosed number of teams of two, I have yet to decide whether or not you will be able to choose your teammate, no game-dominating characters or characters that are composed of multiple characters (Nick at Night Lineup and Pokey for example), and sign-ups will be in this coming week probably.
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Post  Namorg 11th December 2010, 3:12 pm

Eaglendia wrote:
Yeah, Namorg. In hindsight I realize that the self damage there is a little steep.
*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.

Sounds good, except say i save up 5 Zēre Shunaidā and use them all at once at one person there should be some kinds of draw back so its not too overpowered? Maybe like if i use 3 or more at once i get a 50% or something like that self damage. I wont probably save up 5 if meaningless battle 3 does come out. But just in case i do i could deal 600 damage in single action to someone who attacked me.
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Post  Sigmatic Scholar 11th December 2010, 7:39 pm

HEY YOU GUYS! CAN I PLAY?

Zanzibar Hotek “The Voodoo Master”
More of a spindly capitalist than a sorcerer, the Voodoo Master enters the battlefield and survives by offering his services to the other warriors. Though many view him simply as a tool to their own victory he is by no means incompetent.
Special Abilities:

*Hoodoo for Hire: Another warrior may negotiate a payment with Zanzibar (normal rate: 100 HP, this may be negotiated) for him to either heal any character 150 HP, or to use his magic to attack another player for 250 damage and a 10% chance to inflict Zombie status. Any warrior who uses his services gains one Disciple Token.
*Arts and Crafts: Convert one item in The Voodoo Master’s inventory into a Disciple Token.
*Mojo Rising: Exhaust 3 Disciple tokens to deal 400 damage to an opponent. If the opponent possesses any Disciple Tokens, they are destroyed.
*Tokens for the Token God: Exhaust all Disciple Tokens on the field. Each one may be used to heal The Voodoo Master 100 HP or to deal 140 damage to any player.



Zombie Status lasts for 2 turns. The afflicted character takes 10% more damage when attacked and must devote one of their actions to the command of the one who caused this status.
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Thats right, limp away!

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Post  JumpingSNIPA 11th December 2010, 7:46 pm

Takeo Masaki
After becoming a great soldier for the Rising Sun, he is now out fighting hordes of the undead. Traveling with his companions through the Swamp of the Dead to the Theater of the Dead he is now testing his abilities in the Meaningless Battle.

We're keeping score?!?!: Takeo can preform certain abilities through points. He loses points after buying something.
100 = Hit (ie: Takeo hits Sgt: Zombie and gains 100 points)
250 = Kill


Carpenter: Takeo buys himself more time from his enemies. Has a 10% chance to get an extra action.

Double Points: Takeo gets more points for more fun. His points per hit and kill are doubled for 2 rounds. Has a 5% chance of getting this.

Max Ammo: Takeo has more ammo for more destruction. Deals 110 damage for 3 rounds. Can be used every 5 rounds. Cost 750 points.

Pack a Punch: Takeo upgrades his weapon for a bigger, better one. He now deals 200 damage for 3 rounds. Cost 5000 points.

Mystery Box: Takeo takes his chances for a random weapon. He can use his new gun for 3 rounds. Cost 1000 points. He can get:
Teddy Bear: No extra damage
Pistol: 5% extra damage
Shotgun: 10% extra damage
LMG: 15% extra damage
Raygun: 20% extra damage


Monkey Bombs: Takeo throws a dancing monkey with a special suprise: Can hurt 3 enemies for 50 damage. Can be used every 3 rounds.

After playing Zombies for an hour this is what I think of. Please send me feedback!




Last edited by JumpingSNIPA on 14th December 2010, 12:35 am; edited 4 times in total
JumpingSNIPA
JumpingSNIPA
Guns dont kill zombies, I kill zombies.

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Post  eegleindia 13th December 2010, 8:37 pm

Video Game Character: Harbinger
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Hail to the King Baby.

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Post  joecruely 14th December 2010, 12:25 am

name: killer phoenix

background story: once time killer and phoenix-man, merged through a lab experiment. after a year he began losing his love of fighting for no one could match his skill. after recieving an invite to the meaningless battle our hero finds something to be excited for again.

abilities

charge: this makes attacks more powerful. takes up one turn to charge

shoot: shooting his 2 custom pistols at his foes
regular bullets:does 10 damage
charge=0
flammable ammo: does 30 damage
charge=3
flamethrower: burst of flame causing 50 damage but can only be used for every 2 rounds
charge=6

slow timing: slows time for a selected enemy's turn, 25% chance an enemy attack being cut in half, when used on himself more actions then defalt charge=5 on enemies
charge=8 on himself or teammate
burning fist: a punch that is super hot
charge 0: 10 damage

charge 1: 15 damage

charge 2: 20 damage
joecruely
joecruely
I don't miss.

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Post  Robochips* 14th December 2010, 1:25 am

Warwick
In a science experiment gone wrong, a once proud scientist has been turned into a beast. Hailing from the city-state Zaun, Warwick is a wolf-man who feeds off of the living. Now that he has conquered the League of Legends Warwick has set his sights on a new challenge, Meaningless Battle. As a side note, even though he has the appearance of a beast Warwick still enjoys sitting by his fire listening to jazz, while sipping black coffee.
Special Abilities:
*Pro Jungler: Warwick begins play in the Jungle. Any character may enter or leave the Jungle by using one action. Only characters in the Jungle may affect other characters in the jungle. While Warwick is in the jungle, his normal attacks afflict their victims with Savage Wound. If Warwick damages a character with Savage Wound, he gains a percentage of the damage done in HP; Savage Wound stacks up to three times(10%/15%/25%), and a stack is removed at the end of each round a character remains outside the jungle.
*Scent of Blood: Warwick can smell fear. When a character is reduced to half of their maximum HP, Warwick’s speed increases; for three rounds, he gains the Scent of Blood status, allowing him to enter or leave the jungle once per round without taking an action, and he has a 15% chance to gain a third action during any of these rounds. If another person falls below 50% while this status is active, its duration does not refresh.
*Hungering Strike: Deals 150 damage. You may not use Hungering Strike and a normal attack in the same round; you may also only use this move once per round. If Warwick has the Scent of Blood status, this move is considered to have happened at the beginning of the round.
*Infinite Duress: Deals 50 damage to one character, and drags them into the jungle. Warwick and his target will enter the jungle, and his target will receive a stack of Savage Wound. His will take 50 damage per round for two rounds, unless they leave the jungle during this time; Warwick will siphon his target’s life each time this ability deals damage, causing him to gain an additional 25 HP per round in addition to the life steal from Savage Wound. Warwick cannot use this ability on a target if they have left the jungle in the same round or in the previous round.


Last edited by Robochips456 on 14th December 2010, 8:36 pm; edited 2 times in total
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Post  Eaglendia 14th December 2010, 2:33 am

JumpingSNIPA wrote:Takeo Masaki
After becoming a great soldier for the Rising Sun, he is now out fighting hordes of the undead. Traveling with his companions through the Swamp of the Dead to the Theater of the Dead he is now testing his abilities in the Meaningless Battle.

We're keeping score?!?!: Takeo can preform certain abilities through points. He loses points after buying something.
100 = Hit (ie: Takeo hits Sgt: Zombie and gains 100 points)
250 = Kill


Carpenter: Takeo buys himself more time from his enemies. Has a 10% chance to get an extra action.

Double Points: Takeo gets more points for more fun. His points per hit and kill are doubled for 2 rounds. Has a 5% chance of getting this.

Max Ammo: Takeo has more ammo for more destruction. Deals 110 damage for 3 rounds. Can be used every 5 rounds. Cost 750 points.

Pack a Punch: Takeo upgrades his weapon for a bigger, better one. He now deals 200 damage for 3 rounds. Cost 5000 points.

Mystery Box: Takeo takes his chances for a random weapon. He can use his new gun for 3 rounds. Cost 1000 points. He can get:
Teddy Bear: No extra damage
Pistol: 5% extra damage
Shotgun: 10% extra damage
LMG: 15% extra damage
Raygun: 20% extra damage


Monkey Bombs: Takeo throws a dancing monkey with a special suprise: Can hurt 3 enemies for 50 damage. Can be used every 3 rounds.

After playing Zombies for an hour this is what I think of. Please send me feedback!

Takeo Masaki
After becoming a great soldier for the Rising Sun, he is now out fighting hordes of the undead. Traveling with his companions through the Swamp of the Dead to the Theater of the Dead he is now testing his abilities in the Meaningless Battle.
Special Abilities:
*We're Keeping Score?: Takeo gains points for performing certain tasks. Hitting an opponent with an attack or ability scores you 100 points. Defeating an NPC awards you a bonus 25, and killing a player awards you a bonus 150. Residual damage or damage-over-time effects do not award points. Whenever points are gained, Takeo has a 5% chance to gain double the amount!
*Mystery Box: Opens the Mystery Box at the cost of 1000 points. Takeo gains a weapon, giving him one of the following effects:
- Teddy Bear: Lasts for one attack. Your next attack heals the target for the damage it would do.
- Pistol: Lasts for two rounds. Your normal attacks deal 20 additional damage.
- LMG: Lasts for three rounds. Your normal attack is replaced with one that hits three times for 50 damage each, and can be divided between targets evenly.
- Shotgun: Lasts for three rounds. Your normal attack pierces defenses.
- Riot Shield: Not sure why this is in here. Lasts for two rounds. You will automatically defend at the end of each round.
- You may also spend an action to give your weapon to another character.
*Monkey Bomb: Deals 50 damage each to three players. Those players have a 25% chance to start the next round with one less action. Once used this ability may not be used again for three turns.
*Martyrdom: When Masaki is killed, all players will gain Martyrdom status, which will inflict damage to all players equal to the full damage of the killing blow at the end of the next turn, unless they spend an action to avoid this damage.

I need to re-look at Blade and Joe's character too, and some other stuff I think?
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Post  Eaglendia 14th December 2010, 3:58 pm

Isaac Clarke
Special Abilities:
*Stasis Lock: Deals 50 damage to one character and locks them in a stasis field, delaying all of their actions during this round by eight hours. If this is used within 8 hours of the round ending, the actions will be delayed until the end of the round.
*Stasis Pull: Deals 50 damage to one character and attempts to steal an item. Can only be used on characters that have an item, and the stealing has a 50% chance of failure.
*Force Gun: Isaac's Force Gun does great damage, but the recoil can stun him. Deals 225 damage to one character, but Isaac starts the next round with only one action.
*Anti-Gravity: For the remainder of the turn, Isaac has a 50% chance to dodge normal attacks against him.
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Post  Garquin 14th December 2010, 4:04 pm

Eaglendia wrote:Isaac Clarke
Special Abilities:
*Stasis Lock: Deals 50 damage to one character and locks them in a stasis field, delaying all of their actions during this round by eight hours. If this is used within 8 hours of the round ending, the actions will be delayed until the end of the round.
*Stasis Pull: Deals 50 damage to one character and attempts to steal an item. Can only be used on characters that have an item, and the stealing has a 50% chance of failure.
*Force Gun: Isaac's Force Gun does great damage, but the recoil can stun him. Deals 225 damage to one character, but Isaac starts the next round with only one action.
*Anti-Gravity: For the remainder of the turn, Isaac has a 50% chance to dodge normal attacks against him.
LOve it

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Post  Kugeth8 15th December 2010, 7:46 pm

hmmm, could I possibly have character relating to autism, Eagle?

If not, then make me some kind of dark and mysterious. . . Valkyrie?
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Post  Garquin 15th December 2010, 7:50 pm

Kugeth8 wrote:hmmm, could I possibly have character relating to autism, Eagle?

If not, then make me some kind of dark and mysterious. . . Valkyrie?
WoW Bro

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Post  Kugeth8 15th December 2010, 8:03 pm

On second thought my minicom XIII character will suffice
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