Post by TheSpatialWeeg on May 31, 2016 17:40:30 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 17 +3 | +5 |
DEX | 8 | -1 |
CON | 14 +1 | +2 |
INT | 14 +1 | +2 |
WIS | 5 +1 | -2 |
CHA | 12 | +1 |
Rulue
Madou World/Puyo Puyo (Madou Monogatari)
Alignment: Neutral Good
Motto: "The Fighting Queen will not tolerate this! Ohohohoho~!"
Allies/Friends: Arle, Schezo, Satan, Minotauros
Enemies/Rivals: Arle, Schezo (it's complicated)
Backstory: Wiki link
History On Li: Rulue does not know how or when she got here, but she stopped caring. Starting at Crestfallen Castle, Rulue already feels that this "Li" planet is full of powerful opponents. Opponents actually worth fighting. She continuously wanders around in order to find somebody that she could measure her strength against them.
She remains blissfully unaware of the Starvia disease and the current situation that Li is in. She could be convinced to help, but that would take a long time. Maybe. Unless you add a certain sorceress named Arle Nadja into the mix.
[PTabbedContent=Attacks and Abilities][PTab=Primary Attacks]Mixed Martial Arts: Rulue's learned several styles of martial arts to compensate for her lack of magic potential. From rapid strikes to single crushing blows, she's got it covered. [Variable STR attack, 8~18% damage]
Rock Punch: Rulue's old reliable, a singular, straight punch packing a lot of strength behind it. 1 turn cooldown. [Heavy STR attack, 20% damage]
Iron Fist Sanction: Rulue strikes at the opponent with a storm of powerful punches, before delivering a staggering finishing blow! 3 turn cooldown. [Heavy STR attack, 30%]
Fighting Spirit Shot > Power Wave: Rulue charges up a bit of ki and fires it at someone like a projectile! By self-inflicting a -1 to one of her dodge rolls next turn and 5% recoil, Rulue can power up the attack to a straight up beam of ki, that deals +5 damage and crits on a natural 17. 2 turn cooldown. [Heavy STR attack, 25% damage][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Spirit: Rulue’s version of Diacute, which uses up her ki instead of mana. Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Rulue then gains one Spirit charge that she can tap to increase the damage of any attack (other than a final smash) by an amount equal to the previously mentioned attack's damage plus her wisdom modifier. Then lower Rulue's STR modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the Spirit Charge's damage, with X being the amount you lowered your wisdom modifier by. This cannot be given to an ally. Rulue takes 5% recoil. 2 turn cooldown.
Battle Soul: For every 20% damage Rulue accumulates, she deals 1% more damage. Additionally, whenever she is hit by a critical hit or an attack that does 40 or more damage, she gets a +3 to her next dodge roll. This bonus stacks, meaning that two crits, two attacks that deal 40 damage or one attack that deals 80 damage grants a +6 to her next dodge.
Unyielding Fighter: Most people, after taking a few too many hits, should've become a trophy.
...But Rulue's startlingly huge amount of willpower says otherwise.
After Rulue takes a lethal hit, she'll tank it (any excess damage making the HP go negative), and by sheer force of will, shall trudge on for a short while before she ends up succumbing to the effects of trophification. Rulue's death defiance lasts for 3 turns, and while under this condition, her Battle Soul passive is neutralized, she can only perform 1 action each turn, she has a -4 DEX Mod penalty, and she can take up to half of her maximum HP in damage before she goes down. However, the interval where she's clinging to life can be used to heal her back up where she can be saved from death. If she gets back to 1 HP, she'll continue to fight for another day, the penalties of this ability are removed and a 6 turn cooldown for this ability initiates.
Elemental Surge Strikes: With the help of some space-time alteration, Rulue imbues a part of her body in some sort of element before moving in to strike! [1 turn cooldown]
Cross Counter > Great Cross Counter: Rulue reads an opponent’s incoming move before moving to intercept it with a parry. Afterwards, she’ll launch a powerful counterattack. Rulue must roll STR against the attack in order to determine its success. If her roll is equal or higher than the attack, she can counter the attack using a medium attack as a free action. If she rolls lower, she takes the brunt of the attack and wastes an action to recover. By inflicting a -1 penalty to one of her future dodge rolls, Rulue can perform a stronger counterattack that allows her to use a heavy attack as a free action. [3 turn cooldown]
Flashfire Kick: Rulue performs a powerful axe kick, her legs suddenly erupting into flames upon contact! Inflicts a special type of Burn that can stack its effects with another Burn. Stack only works once. 2 turn cooldown. [Medium STR attack, 16%]
Mental Focus: Rulue takes a moment to clear her mind and enter a state of heightened focus, becoming much calmer in the process. For 3 turns, Rulue deals +5 damage and takes -5 damage. 3 turn cooldown.
Solar Eruption: This weapon will thrust fear into your enemies hearts and penetrate even the thickest hide. It'll also really annoy your friends if you ever describe it to them as such. This bizarre weapon is somewhere between a sword, a whip, a flail and even a spear and can be used like any of them, though we advise against throwing it. Maybe just the pommel if you insist. When swung, the shaft extends wildly with the force of your swing, allowing unprecedented reach and disjointed attacks without ever technically leaving your hand as you strike foes with the fury of the sun. It also easily pierces most walls with its destructive power, leaving a clean hole in its wake. Can be used as a Strength or Dexterity attack at your discretion. This attack can be sustained at the cost of an extra action, causing it to deal 4% extra damage, deal double damage to bubble shields and ignore all forms of damage reduction except invincibility, as well as deal incredible knockback. 4 turn cooldown. Has a 50% chance to burn. [Heavy STR/DEX Attack, 26% damage]
The Legendary Terra Blade: A blade fit for heroes, forged from the bodies of the finest blades of light and darkness. It's ... horrible. Was this thing designed for Cloud Strife?! Anyone without a strength stat of 18 or above suffers an extra action penalty when using this monstrous blade. Attacking with this blade comes in two parts, consuming two actions. The first action consists of a [Heavy STR Attack, 24% damage] and has a 35% chance of inflicting the mortal wound status, however, it suffers a -2 accuracy penalty. The second is a [Light WIS Combo, 5% damage] 2 turn cooldown.
Limb Roar: Rulue attacks the opponent in a specific area of the body in a brutal manner, rendering it hard to use it properly. Inflicts Disabled on a stat of Rulue's choice. 2 turn cooldown [Light STR attack, 6%]
Rulue Impact: Rulue leaps into the air and braces herself as she divebombs the opponent, the attack finishing with a shockwave. This attack functions as a command grab ending with Rulue grappling the opponent, disabling the opponent's bubble shield, with Rulue's next attack being an auto-hit that breaks the grapple. Alternatively, she can use the next action to pin the opponent down, where everyone can hit the opponent and it requires 40% damage to break the grapple. 4 turn cooldown. [Heavy STR attack, 25% damage][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Heaven-Rupturing Fist
Rulue puts everything she has in a single punch that causes the ground to break as a powerful gust of air comes out of the blow. Deals 60% damage under normal conditions, however if Rulue is under 25% of her total HP, this move deals 80% damage instead. If she's under the Unyielding Fighter effect, Rulue deals 100% damage at the cost of ending the buff prematurely and getting knocked out.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]-
-[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Rock Punch: Rulue's old reliable, a singular, straight punch packing a lot of strength behind it. 1 turn cooldown. [Heavy STR attack, 20% damage]
Iron Fist Sanction: Rulue strikes at the opponent with a storm of powerful punches, before delivering a staggering finishing blow! 3 turn cooldown. [Heavy STR attack, 30%]
Fighting Spirit Shot > Power Wave: Rulue charges up a bit of ki and fires it at someone like a projectile! By self-inflicting a -1 to one of her dodge rolls next turn and 5% recoil, Rulue can power up the attack to a straight up beam of ki, that deals +5 damage and crits on a natural 17. 2 turn cooldown. [Heavy STR attack, 25% damage][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]Spirit: Rulue’s version of Diacute, which uses up her ki instead of mana. Select a move and tap it, incurring its cooldown and any secondary effects it has, including negative effects. Rulue then gains one Spirit charge that she can tap to increase the damage of any attack (other than a final smash) by an amount equal to the previously mentioned attack's damage plus her wisdom modifier. Then lower Rulue's STR modifier by an amount you choose for 2 turns (This debuff does not affect perception checks) and add Xd5 to the Spirit Charge's damage, with X being the amount you lowered your wisdom modifier by. This cannot be given to an ally. Rulue takes 5% recoil. 2 turn cooldown.
Battle Soul: For every 20% damage Rulue accumulates, she deals 1% more damage. Additionally, whenever she is hit by a critical hit or an attack that does 40 or more damage, she gets a +3 to her next dodge roll. This bonus stacks, meaning that two crits, two attacks that deal 40 damage or one attack that deals 80 damage grants a +6 to her next dodge.
Unyielding Fighter: Most people, after taking a few too many hits, should've become a trophy.
...But Rulue's startlingly huge amount of willpower says otherwise.
After Rulue takes a lethal hit, she'll tank it (any excess damage making the HP go negative), and by sheer force of will, shall trudge on for a short while before she ends up succumbing to the effects of trophification. Rulue's death defiance lasts for 3 turns, and while under this condition, her Battle Soul passive is neutralized, she can only perform 1 action each turn, she has a -4 DEX Mod penalty, and she can take up to half of her maximum HP in damage before she goes down. However, the interval where she's clinging to life can be used to heal her back up where she can be saved from death. If she gets back to 1 HP, she'll continue to fight for another day, the penalties of this ability are removed and a 6 turn cooldown for this ability initiates.
Elemental Surge Strikes: With the help of some space-time alteration, Rulue imbues a part of her body in some sort of element before moving in to strike! [1 turn cooldown]
- Flaming God Palm: Rulue strikes at a foe with a burning punch. Deals 12% damage, inflicts Burn.
- Hydro God Palm: Rulue attacks a foe with a cold, watery punch. If the case of a critical hit, this attack can also Freeze. Deals 12% damage, inflicts Soaked.
- Thunder God Kick: Rulue attacks with a frontal kick surging with lightning. Deals 12% damage, inflicts Paralysis.
Cross Counter > Great Cross Counter: Rulue reads an opponent’s incoming move before moving to intercept it with a parry. Afterwards, she’ll launch a powerful counterattack. Rulue must roll STR against the attack in order to determine its success. If her roll is equal or higher than the attack, she can counter the attack using a medium attack as a free action. If she rolls lower, she takes the brunt of the attack and wastes an action to recover. By inflicting a -1 penalty to one of her future dodge rolls, Rulue can perform a stronger counterattack that allows her to use a heavy attack as a free action. [3 turn cooldown]
Flashfire Kick: Rulue performs a powerful axe kick, her legs suddenly erupting into flames upon contact! Inflicts a special type of Burn that can stack its effects with another Burn. Stack only works once. 2 turn cooldown. [Medium STR attack, 16%]
Mental Focus: Rulue takes a moment to clear her mind and enter a state of heightened focus, becoming much calmer in the process. For 3 turns, Rulue deals +5 damage and takes -5 damage. 3 turn cooldown.
Solar Eruption: This weapon will thrust fear into your enemies hearts and penetrate even the thickest hide. It'll also really annoy your friends if you ever describe it to them as such. This bizarre weapon is somewhere between a sword, a whip, a flail and even a spear and can be used like any of them, though we advise against throwing it. Maybe just the pommel if you insist. When swung, the shaft extends wildly with the force of your swing, allowing unprecedented reach and disjointed attacks without ever technically leaving your hand as you strike foes with the fury of the sun. It also easily pierces most walls with its destructive power, leaving a clean hole in its wake. Can be used as a Strength or Dexterity attack at your discretion. This attack can be sustained at the cost of an extra action, causing it to deal 4% extra damage, deal double damage to bubble shields and ignore all forms of damage reduction except invincibility, as well as deal incredible knockback. 4 turn cooldown. Has a 50% chance to burn. [Heavy STR/DEX Attack, 26% damage]
The Legendary Terra Blade: A blade fit for heroes, forged from the bodies of the finest blades of light and darkness. It's ... horrible. Was this thing designed for Cloud Strife?! Anyone without a strength stat of 18 or above suffers an extra action penalty when using this monstrous blade. Attacking with this blade comes in two parts, consuming two actions. The first action consists of a [Heavy STR Attack, 24% damage] and has a 35% chance of inflicting the mortal wound status, however, it suffers a -2 accuracy penalty. The second is a [Light WIS Combo, 5% damage] 2 turn cooldown.
Limb Roar: Rulue attacks the opponent in a specific area of the body in a brutal manner, rendering it hard to use it properly. Inflicts Disabled on a stat of Rulue's choice. 2 turn cooldown [Light STR attack, 6%]
Rulue Impact: Rulue leaps into the air and braces herself as she divebombs the opponent, the attack finishing with a shockwave. This attack functions as a command grab ending with Rulue grappling the opponent, disabling the opponent's bubble shield, with Rulue's next attack being an auto-hit that breaks the grapple. Alternatively, she can use the next action to pin the opponent down, where everyone can hit the opponent and it requires 40% damage to break the grapple. 4 turn cooldown. [Heavy STR attack, 25% damage][/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]Heaven-Rupturing Fist
Rulue puts everything she has in a single punch that causes the ground to break as a powerful gust of air comes out of the blow. Deals 60% damage under normal conditions, however if Rulue is under 25% of her total HP, this move deals 80% damage instead. If she's under the Unyielding Fighter effect, Rulue deals 100% damage at the cost of ending the buff prematurely and getting knocked out.[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Other Info]-
-[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[/PTabbedContent]
Last Edit:
May 2, 2021 20:01:22 GMT -8 by TheSpatialWeeg