Post by Coolshaymin on Feb 26, 2016 20:50:18 GMT -8
10 total points to distribute
ChellDiscipline | Stat Pts | MOD |
STR | 16 | +3 |
DEX | 14 | +2 |
CON | 12 | +1 |
INT | 14 | +2 |
WIS | 12 | +1 |
CHA | 6 | -2 |
Portal
Alignment: True Neutral
Motto: "......."
Allies/Friends: Ashe, Shiya, Shulk, Pit, Hau, Companion Cube
Enemies/Rivals: GLaDOS, Wheatley, Zanza, Beta Epsilon
Backstory: link
Appearance:
History On Li: Chell adventured back to Aperature Science once more despite being booted out by GLADOS and asked nicely not to come back. Chell never seems to fully abandon this place however as she was back again. This time though she did not see any sign of the AI with a lack of morales and was confused. There was also a giant purple portal that was not there last time she was here.
Deciding going into the portal was better than just going back outside, Chell looked to the shelves of the labs. There was a ton of jarred gels, a new looking Turret and the Companion Cube. Oddest of them all though was a purple part that looked like it attached to the Portal Gun. Deciding that she might as well with no AI to sarcastically mock her she raided all the supplies and faced the Portal that led to Li. With Turret, Portal Gun Attachment, Companion Cube, and a surplus of gels on her, Chell jumped through the portal to travel to the destroyed planet. This test may be her hardest and most dangerous one yet.
Primary Attacks (5)
Bash: Chell performs a series of acrobatic or normally physical blows with her arms, legs, head or just about anything she can use as a weapon to hit someone with. A straightforward fighting style.[Light to Medium Strength Attack, 8-18%]
Full Force: Chell gives her all into an attack, holding little back to give the foe a good physical walloping. This technique is even more powerful than the already potent Play Rough, however, due to being more taxing, it requires breaks inbetween uses. 2 turn cooldown. (Heavy Strength Attack, 26%)
Crippling Blow: Chell bears all her weight down onto the foe, flinging herself onto them in a rather crushing manner. This is especially effective with her fall immunity knee replacement heels being rather heavy and painful. Easiest to use when a foe is grappled and can continue the grapple, but effects are the same regardless. The move is nearly as strong as playing rough but has a 50% chance of paralysis. In addition, if the target is mini, the foe take 1.5x the damage. 2 turn cooldown. (Medium Strength Attack, 15%): [DMG %]
-Electricity Field: A specialized glove feature of Chell's Multi-Use Experimental Hand Wear that produces potent blast of electricity where she lands her punch. The boots have been upgraded with a similar effect. On impact with a surface this creates a blast of electricity from the focal point. The blast has a 50% chance of disabling the foe's Dexterity Stat. Can be used an AoE from the point of surface she hits. 3 turn cooldown. (Heavy STR Attack, 20%)
Aperature Science Bomb: A bomb that did not even get given a name by it's company, a small red core-like device that sticks to surfaces when thrown and can be used to trigger remote detonations connected to Chell's gloves. These bombs deal large damage and knockback and can instantly break grapples but Chell takes half the explosive's damage. 3 turn cooldown. (Heavy DEX Attack, 30%)
Special Attacks (6)
Gear Shift: Chell swaps out her current fighting style for another one on the fly. Transformation unlocked.
Momentum: The Portal Gun presents an unparralelled ability to rapidly build up momentum and increase speed and force of objects and people sent through them exponentially. By use of this, Chell can put herself, an attack, or someone else through a long loop to build up speed and make the impact that much more potent. This applies a buff that amplifies the more actions Momentum takes up before the other action. However, this buff only lasts for the followup attack. Afterwards, this move has a 3 turn cooldown.
1 action: +10% Damage, 10% chance of stun, +1 accuracy
2 actions: +20% Damage, 25% chance of stun, 15% chance of paralysis
3 actions: +30% Damage, 35% chance of stun, 50% chance of paralysis, 5% recoil
4 actions: +30% Damage, 40% chance of stun, 50% chance of paralysis, 40% chance of mortal wound, 10% recoil, 30% chance of self-paralysis
5+ actions??: Same as 4 actions, but immediately KOs enemies who aren't bosses or players. May also immediately KO bosses or players at their players discretion.
Portable Thermal Discouragement Beam: A handheld laser rifle like device Chell made that mimics the heat frequencies of the Thermal Discouragement Beams used by Aperature but made for a more compact and portable device. Deals heavy damage when focused on a foe but has some startup and tends to overheat for a bit. Takes 2 actions, 3 turn cooldown, can not be blocked, 50% chance to burn. [Heavy DEX Attack, 30%]
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Foresight->Greater Foresight: Chell moves to exploit any vulnerabilities she sees in an attack by rolling against it. If she succeeds in rolling equal or higher with a DEX or STR Roll she will deflect or avoid the attack and can use the opening to perform a Medium Attack as a free action. If she fails she instead wastes an action to recover. At the cost of -1 to her next future dodges that turn she can upgrade it into Greater Foresight and deploy a Heavy Attack as a Free Action. [3 turn cooldown]Force of Determination: Chell's force of will peaks as a strong aura surrounds her as she pushes her strength to the limit with all her heart. Survival is all that matters, those that threaten her will be crushed. Boosts her Strength mod by 2 and adds her Strength mod to all her attack's damages for 3 turns. 3 turn cooldown.
Adrenaline Surge: Chell's body pushes itself to fight harder when she's in more danger, allowing her to react faster and lift harder. For every 20% damage Chell takes she gets a +1 to her DEX and STR Stats.
10 total points to distribute
Sailor PortalDiscipline | Stat Pts | MOD |
STR | 7 | -2 |
DEX | 12 | +1 |
CON | 8 | -1 |
INT | 12 | +1 |
WIS | 18 | +4 |
CHA | 17 | +3 |
Appearance: A dramatic change in both apparel and personality, you'd think Chell and Sailor Portal were two completely different people if they did not look otherwise identical. Not much is known of the cheerful change's origin, but Chell seems to deny it being her. Upon activating the Sailor Tiara, Sailor Portal automatically takes control and changes Chell's clothes to a Sailor Outfit. She wears orange heel boots with companion cubes imprinted on them. Her skirt is dual colored, evenly dividing orange and blue in an asymetrical pattern. Around her neck is a necklace with a Companion Cube on it as well. In her hair is a fairly large orange and blue assymetrical bow with a Companion Cube in the center tied to her ponytail. Where the tiara goes is a mystery. When Sailor Portal is in control, Chell's eyes are orange in color, however when Chell is in control, which usually happens by certain mental stimuli, her eyes go back to their original color.
Primaries (5):
Portal Blade: A special blade remeniscent of the Portal Gun and the signature weapon of Sailor Portal. The blade is two swords that entwine around eachother similar to DNA, attached to a white handle. One blade being blue, the other being orange. This blade is said to have the power to cut portals through dimensions and even into other people's hearts.... Whatever that is supposed to mean is anyone's guess as she only really shows that it can open portals between any two points she can see. While Sailor Portal is not physically strong like Chell, her blade is scientifically magical and through love and science, can instantly slash from any direction, as if you are being cut by the very air itself. Targets Wisdom. (Light to medium Wisdom Attack, 8-18%)
Duality Sphere: Forming the Unity Gauntlets on her arms, which are rather frilly gloves with some tech to them, with orange and blue gems on each and what seems to be energy diversion. These gloves are said to link people's hearts through a mysterious portal called love.... Chell has no idea what that is going on about, but it seems to channels the power of life around it. This technique in paticular causes the other personality to appear in their co-ordinated color and fire off a blue and orange beam of energy. It seems to increase in power with Sailor Portal's Charm. (Medium Wisdom Attack, 13%+Sailor Portal's Charisma)
Polarity Cannon: Another one of Sailor Portal's ridiculous weapons with an another strange description. Sailor Portal forms an orange and blue energy cannon that fires a wave that "magnatizes the hearts" of it's targets. What this seems to mean is it effectively functions as a magnetic energy wave that draws foes intowards it, making it harder to evade. This technique is hard hitting and has a +2 to hitting it's target. However, it has a 3 turn cooldown to recharge. (Heavy Wisdom Attack, 22%)
Disconnection Array: A beam that Sailor Portal fires out of her Unity Guantlet that is said to 'Disconnect a person from reality". What it actually seems to do is send mind altering waves into someone that can seriously mess with them and may cause serious mental damage. This has a 50% chance of causing Mind Melted. Targets INT, 2 turn cooldown. (Medium Wisdom Attack, 18%)
-Blank:
Specials (6):
Unity Empowerment: A special technique Sailor Portal has to "unite everyone's hearts to a simultaneous assault". So, what that means is she possesses the ability to empower someone's strike to higher power and is more effective the more help she gets to do so. This basically uses an action from Sailor Portal and all party members willing to spare an action to empower a unified assault. By herself, this grants a +5% to an attack of her choice. However, every party member may put one of their moves on a 3 turn cooldown and use an action to add the damage of that move to an ally's attack on top of the 5% and an added +20% to any secondary effects it has for every other contributor. 4 turn cooldown.
Soul Connection: An attack that is said to temporarily connect the two souls of any targets she chooses. In more lameman's terms, it seems to cause a temporary infatuation for someone with someone else. This Wisdom Technique targets a foe's INT in an attempt to infatuate them with a target of Sailor Portal's choosing. This obsession does not seem to be limited to people either. 4 turn cooldown.
Mind Link: A telepathic technique that unifies the target to Sailor Portal's whims. Well, she calls it Unity Magic, but Chell is just going to call it Telepathy. Sailor Portal pits her Wisdom against a target's INT and can get them to use an action of her choice on a target of her choice if successful. This Mind Control wears off quick against conscious minds however and thus ususally wears off after that single action. However, if the target is unconscious or not mentally prepared like Sleep, Mind Melted or Stun, Sailor Portal can take control for the duration of the status. 4 turn cooldown.
Cleansing Portal: As she phrases it, Chell opens a portal from her heart to the target in an attempt to cure their wounds with the power of Unity. She somehow does this with the Unity Gauntlets to project green waves over an ally to regenerate their body and revitilize their energy. The Guantlets require 3 turns of Cooldown to replenish this technique. (Heals 1d15+Sailor Portal's Charisma)
Unity Empowerment: A special technique Sailor Portal has to "unite everyone's hearts to a simultaneous assault". So, what that means is she possesses the ability to empower someone's strike to higher power and is more effective the more help she gets to do so. This basically uses an action from Sailor Portal and all party members willing to spare an action to empower a unified assault. By herself, this grants a +5% to an attack of her choice. However, every party member may put one of their moves on a 3 turn cooldown and use an action to add the damage of that move to an ally's attack on top of the 5% and an added +20% to any secondary effects it has for every other contributor. 4 turn cooldown.
Soul Connection: An attack that is said to temporarily connect the two souls of any targets she chooses. In more lameman's terms, it seems to cause a temporary infatuation for someone with someone else. This Wisdom Technique targets a foe's INT in an attempt to infatuate them with a target of Sailor Portal's choosing. This obsession does not seem to be limited to people either. 4 turn cooldown.
Mind Link: A telepathic technique that unifies the target to Sailor Portal's whims. Well, she calls it Unity Magic, but Chell is just going to call it Telepathy. Sailor Portal pits her Wisdom against a target's INT and can get them to use an action of her choice on a target of her choice if successful. This Mind Control wears off quick against conscious minds however and thus ususally wears off after that single action. However, if the target is unconscious or not mentally prepared like Sleep, Mind Melted or Stun, Sailor Portal can take control for the duration of the status. 4 turn cooldown.
Cleansing Portal: As she phrases it, Chell opens a portal from her heart to the target in an attempt to cure their wounds with the power of Unity. She somehow does this with the Unity Gauntlets to project green waves over an ally to regenerate their body and revitilize their energy. The Guantlets require 3 turns of Cooldown to replenish this technique. (Heals 1d15+Sailor Portal's Charisma)
-Blank:
-Revert: Changes back to Chell's normal stance
Final Smash:
Portal of Unity!: Sailor Portal opens a portal to unite her heart with her allies. This rather absurd statement comes in the form of a blue and orange energy eminating from her in tandem that fuels her with greater power and strength the more allies she has. The FS by defaul gives her +5 to damage given and takes off 5% from damage recieved. It however also gives her +1 to all her stats for every living ally she has for 3 turns and heals her by 2% for every ally each turn. It is truly their bonds fueling her power.
Portal of Unity!: Sailor Portal opens a portal to unite her heart with her allies. This rather absurd statement comes in the form of a blue and orange energy eminating from her in tandem that fuels her with greater power and strength the more allies she has. The FS by defaul gives her +5 to damage given and takes off 5% from damage recieved. It however also gives her +1 to all her stats for every living ally she has for 3 turns and heals her by 2% for every ally each turn. It is truly their bonds fueling her power.
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 20 | +5 |
DEX | 16 | +3 |
CON | 10 | +0 |
INT | 12 | +1 |
WIS | 10 | +0 |
CHA | 6 | -2 |
Chell-Keyblade Style
Appearance:Chell's Keyblade, Dual Disc, she summons this whenever in Keyblade Style
Primary Attacks (4)
Bash: Chell does the most basic act you can do with an oversized metal stick. Smack something until it breaks. These attacks can be fast and furious or decisive. [Light-Medium Strength Attack, 8-18%]
Dual Disc Shift: Chell transforms her Keyblade into two discs that start spinning with plasmic energy she uses to slice at the foe. The discs can slice into a foe although the chances aren't too high of causing a truly bad wound. They can also be thrown before retrieved. 10% chance of Mortal Wound. [Medium Strength Attack, 13%]
Plasmic Lash: Turning her keyblade into a plasma like whip, she swings the keyblade to whip at a foe, potentially leaving them with a severe burn. Can also be used to grapple foes or off objects to propel herself around. 30% chance to burn. [Medium Dex Attack, 12%]
Spark Raid: Chell's tosses her keyblade at the foe, it spinning with an electrical energy surging through it before it returns back to her in a series of sparks. Has a 50% chance of Paralysis, 2 turn Cooldown. (Heavy Attack, 21%)
-Sonic Blade: Chell dashes forward with a piercing dash attack to try and decimate her target through her foe. This attack can be followed up to twice with a stacking -2 to her next dodge for each repeat attack she attempts. 3 turn cooldown. (Heavy Strength Attack, 30%)
Special Attacks (4)
Portal Stance: Chell recalls her Keyblade, enabling her to fight as she normally does unimpeded
Life Magnet: Chell's blade glows a bright blue as she swings it at a foe, if the attack lands it will transfer half the damage it does back to Chell as health in the form of green orbs. 3 turn cooldown. [Heavy Strength Attack, 20%]
Force of Determination: Chell's force of will peaks as a strong aura surrounds her as she pushes her strength to the limit with all her heart. Survival is all that matters, those that threaten her will be crushed. Boosts her Strength mod by 2 and adds her Strength mod to all her attack's damages for 3 turns. 3 turn cooldown.
Collision Magnet: An intense pull starts drawing all enemies towards Chell. And then she uses her keyblade to strike, breaking the pull and sending all enemies that were close enough flying for high damage from the impact. This move has a +2 to it's accuracy, however Chell is more open after using it, reducing her dodges by 2 next turn. 3 turn cooldown, Magnet AoE. If the enemy is too big to be magnatized, she will be pulled towards them. (Heavy Strength Attack, 30%)
Portal Stance: Chell recalls her Keyblade, enabling her to fight as she normally does unimpeded
Life Magnet: Chell's blade glows a bright blue as she swings it at a foe, if the attack lands it will transfer half the damage it does back to Chell as health in the form of green orbs. 3 turn cooldown. [Heavy Strength Attack, 20%]
Force of Determination: Chell's force of will peaks as a strong aura surrounds her as she pushes her strength to the limit with all her heart. Survival is all that matters, those that threaten her will be crushed. Boosts her Strength mod by 2 and adds her Strength mod to all her attack's damages for 3 turns. 3 turn cooldown.
Collision Magnet: An intense pull starts drawing all enemies towards Chell. And then she uses her keyblade to strike, breaking the pull and sending all enemies that were close enough flying for high damage from the impact. This move has a +2 to it's accuracy, however Chell is more open after using it, reducing her dodges by 2 next turn. 3 turn cooldown, Magnet AoE. If the enemy is too big to be magnatized, she will be pulled towards them. (Heavy Strength Attack, 30%)
Foresight->Greater Foresight: Chell moves to exploit any vulnerabilities she sees in an attack by rolling against it. If she succeeds in rolling equal or higher with a DEX or STR Roll she will deflect or avoid the attack and can use the opening to perform a Medium Attack as a free action. If she fails she instead wastes an action to recover. At the cost of -1 to her next future dodges that turn she can upgrade it into Greater Foresight and deploy a Heavy Attack as a Free Action. [3 turn cooldown]
Zantetsuken: Chell concentrates before zipping forward to try and slice her foe with a piercing strike aimed for a target's vital point for massive damage. She has a -2 to her next dodge roll but this attack can crit on an 18+. 2 turn cooldown. (Heavy STR Attack, 32%)
Final Smash (1)
Time Splicing Zantetsuken:Chell stops time for a moment before dashing through an enemy with her keyblade. She does several slashes and dashes at concentrated points on their body while they are unable to move before ending with a strong slash through them. When she stands back up a ton of slashes hit the foe all at once, dealing massive damage. However this move causes a strain on Chell's Stamina, dealing 30 recoil. 80 single target damage.
Other Info: Chell's Keyblade can be recalled from anywhere, even other's hands unless they also have a keyblade. She can also use it to unlocking any lock.
Time Splicing Zantetsuken:Chell stops time for a moment before dashing through an enemy with her keyblade. She does several slashes and dashes at concentrated points on their body while they are unable to move before ending with a strong slash through them. When she stands back up a ton of slashes hit the foe all at once, dealing massive damage. However this move causes a strain on Chell's Stamina, dealing 30 recoil. 80 single target damage.
Other Info: Chell's Keyblade can be recalled from anywhere, even other's hands unless they also have a keyblade. She can also use it to unlocking any lock.
Last Edit:
Apr 2, 2021 15:03:12 GMT -8 by Coolshaymin